The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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105 lines
3.3 KiB
105 lines
3.3 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "olcUTIL_Geometry2D.h"
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#include <set>
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#include "TMXParser.h"
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struct XMLTag;
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using MapName=std::string;
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class MapHelper{
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public:
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static Map&MapFromString(std::string mapName);
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};
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struct TileCollisionData{
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geom2d::rect<float>collision;
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};
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struct TilesetData{
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Renderable*tileset=nullptr;
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int tilewidth=0,tileheight=0;
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bool isTerrain=false;
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std::map<int,XMLTag>foregroundTiles;
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std::map<int,XMLTag>upperForegroundTiles;
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std::map<float,TileCollisionData>collision;
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std::map<int,XMLTag>staircaseTiles;
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std::map<int,std::vector<int>>animationData;
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std::set<int>reflectiveData;
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};
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struct TilesheetData{
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TilesetData*tileset;
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int firstgid;
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bool operator==(const TilesheetData&rhs){
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return tileset==rhs.tileset&&firstgid==rhs.firstgid;
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}
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};
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struct TileRenderData{
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TilesheetData tileSheet;
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vf2d pos;
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vi2d tileSheetPos;
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int tileID;
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int layerID;
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float tileOpacity;
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bool operator==(const TileRenderData&rhs){
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return tileSheet==rhs.tileSheet&&pos==rhs.pos&&tileSheetPos==rhs.tileSheetPos
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&&tileID==rhs.tileID&&layerID==rhs.layerID;
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}
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};
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struct TileGroup{
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private:
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geom2d::rect<int>range;
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std::vector<TileRenderData>tiles;
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int minX=0,minY=0,maxX=0,maxY=0;
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public:
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static float FADE_TIME;
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//0-255. 255 indicates fully invisible.
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static uint8_t FADE_AMT;
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geom2d::rect<int>GetRange();
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//The fade range is the bounds in which this tile group will be considered "in range" of a player, one tile in each direction further than its actual range.
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geom2d::rect<int>GetFadeRange();
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std::vector<TileRenderData>&GetTiles();
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void InsertTile(TileRenderData tile);
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bool playerBehind=false;
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float fadeFactor=0.f;
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}; |