there is now a player character and the world renders using a cammera
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50
source/game_source/cells.h
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50
source/game_source/cells.h
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@@ -0,0 +1,50 @@
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#ifndef CELLS_H
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#define CELLS_H
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#define CELL_FLAG_BLOCKING 0b00000000000000000000000000000001
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#define CELL_FLAG_PARTIAL_COVER 0b00000000000000000000000000000010
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#define CELL_FLAG_DAMAGEABLE 0b00000000000000000000000000000100
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#define CELL_FLAG_SLIPPERY 0b00000000000000000000000000001000
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#define CELL_FLAG_UNEVEN 0b00000000000000000000000000010000
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#define CELL_FLAG_FLORE 0b00000000000000000000000000100000
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#define CELL_FLAG_STARE 0b00000000000000000000000001000000
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#define CELL_FLAG_MOVEABLE 0b00000000000000000000000010000000
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#define CELL_FLAG_EXPLODING 0b00000000000000000000000100000000
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#define CELL_FLAG_FLAMABLE 0b00000000000000000000001000000000
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#define CELL_FLAG_RADIO_ACTIVE 0b00000000000000000000010000000000
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//#define CELL_FLAG_ 0b00000000000000000000100000000000
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//#define CELL_FLAG_ 0b00000000000000000001000000000000
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//#define CELL_FLAG_ 0b00000000000000000010000000000000
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//#define CELL_FLAG_ 0b00000000000000000100000000000000
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//#define CELL_FLAG_ 0b00000000000000001000000000000000
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//#define CELL_FLAG_ 0b00000000000000010000000000000000
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//#define CELL_FLAG_ 0b00000000000000100000000000000000
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//#define CELL_FLAG_ 0b00000000000001000000000000000000
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//#define CELL_FLAG_ 0b00000000000010000000000000000000
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//#define CELL_FLAG_ 0b00000000000100000000000000000000
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//#define CELL_FLAG_ 0b00000000001000000000000000000000
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//#define CELL_FLAG_ 0b00000000010000000000000000000000
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//#define CELL_FLAG_ 0b00000000100000000000000000000000
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//#define CELL_FLAG_ 0b00000001000000000000000000000000
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//#define CELL_FLAG_ 0b00000010000000000000000000000000
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//#define CELL_FLAG_ 0b00000100000000000000000000000000
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//#define CELL_FLAG_ 0b00001000000000000000000000000000
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//#define CELL_FLAG_ 0b00010000000000000000000000000000
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//#define CELL_FLAG_ 0b00100000000000000000000000000000
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//#define CELL_FLAG_ 0b01000000000000000000000000000000
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//#define CELL_FLAG_ 0b10000000000000000000000000000000
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#include "tile.h"
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typedef short cell_id;
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typedef struct {
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cell_id id;
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unsigned int flags;
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tile tile;
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void(*func)(int x, int y, void* data);
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} cell;
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int UpdateCells(cell* cell, int x, int y, void* data);
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cell* SetCell(cell_id id);
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#endif // !CELLS_H
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