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69
src/engine/tilemap.h
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69
src/engine/tilemap.h
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#ifndef JNR_TILEMAP_H
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#define JNR_TILEMAP_H
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <math.h>
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#include "config.h"
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#include "util/vec2.h"
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/* Forward declarations */
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typedef struct Camera Camera;
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typedef enum TileFlag {
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TILE_SOLID = 1 << 0,
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TILE_PLATFORM = 1 << 1, /* one-way, passable from below */
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TILE_LADDER = 1 << 2,
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TILE_HAZARD = 1 << 3, /* spikes, lava, etc. */
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TILE_WATER = 1 << 4,
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} TileFlag;
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typedef struct TileDef {
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uint16_t tex_x, tex_y; /* position in tileset (in tiles) */
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uint32_t flags;
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} TileDef;
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/* Entity spawn entry read from .lvl files */
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typedef struct EntitySpawn {
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char type_name[32]; /* e.g. "grunt", "flyer" */
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float x, y; /* world position (pixels) */
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} EntitySpawn;
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typedef struct Tilemap {
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int width, height; /* map size in tiles */
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uint16_t *bg_layer; /* background tile IDs */
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uint16_t *collision_layer; /* solid geometry tile IDs */
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uint16_t *fg_layer; /* foreground decoration IDs */
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TileDef tile_defs[MAX_TILE_DEFS];
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int tile_def_count;
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SDL_Texture *tileset;
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int tileset_cols; /* columns in tileset image */
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Vec2 player_spawn;
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float gravity; /* level gravity (px/s^2), 0 = use default */
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char music_path[ASSET_PATH_MAX]; /* level music file path */
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SDL_Color bg_color; /* background clear color */
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bool has_bg_color; /* true if BG_COLOR was set */
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char parallax_far_path[ASSET_PATH_MAX]; /* far bg image path */
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char parallax_near_path[ASSET_PATH_MAX]; /* near bg image path */
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EntitySpawn entity_spawns[MAX_ENTITY_SPAWNS];
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int entity_spawn_count;
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} Tilemap;
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bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer);
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void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
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const Camera *cam, SDL_Renderer *renderer);
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bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y);
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uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y);
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void tilemap_free(Tilemap *map);
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/* World-pixel to tile coordinate helpers */
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static inline int world_to_tile(float world_coord) {
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return (int)floorf(world_coord / TILE_SIZE);
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}
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static inline float tile_to_world(int tile_coord) {
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return (float)(tile_coord * TILE_SIZE);
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}
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#endif /* JNR_TILEMAP_H */
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