breakhack/src/map.h

119 lines
2.4 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MAP_H_
#define MAP_H_
#include <SDL.h>
#include <stdbool.h>
#include "linkedlist.h"
#include "sprite.h"
#include "camera.h"
#include "position.h"
#include "timer.h"
#include "defines.h"
#include "monster.h"
#include "player.h"
#include "map_room_modifiers.h"
#include "object.h"
typedef struct UpdateData UpdateData;
typedef struct Trap Trap;
typedef struct MapTile_t {
int textureIndex0;
int textureIndex1;
SDL_Rect clip;
bool collider;
bool lethal;
bool lightsource;
bool levelExit;
} MapTile;
typedef struct Room_t {
MapTile* tiles[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
MapTile* decorations[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
Trap* traps[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
RoomModifierData modifier;
bool visited;
} Room;
typedef struct Map_t {
Room* rooms[MAP_H_ROOM_COUNT][MAP_V_ROOM_COUNT];
LinkedList *textures;
LinkedList *monsters;
LinkedList *items;
LinkedList *artifacts;
LinkedList *objects;
Position currentRoom;
Timer *renderTimer;
Timer *monsterMoveTimer;
int level;
} Map;
Map*
map_create(void);
MapTile *
map_create_tile(void);
int
map_add_texture(Map*, const char *path, SDL_Renderer*);
void
map_add_tile(Map *map, Position *tile_pos, MapTile*);
void
map_add_decoration(Map *map, Position *tile_pos, MapTile*);
void
map_add_trap(Map*, Position*, Trap*);
void
map_add_monster(Map*, Monster*);
bool
map_move_monsters(Map*, RoomMatrix*);
void
map_clear_expired_entities(Map*, Player*);
void
map_on_new_turn(Map*);
void
map_update(UpdateData*);
void
map_render(Map*, Camera*);
void
map_render_mid_layer(Map*, Camera*);
void
map_render_top_layer(Map*, Camera*);
void
map_set_current_room(Map*, Position*);
void
map_destroy(Map*);
#endif // MAP_H_