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nunuhara_xsystem4/include/dungeon/map.h
T
kichikuou 554f742a00 Pastel Chime Continue: Add DrawField HLL
DrawField is a variant of DrawDungeon. Unlike the first-person
perspective of DrawDungeon, DrawField uses a third-person, bird's-eye
view camera.

Key features include:

- Character Rendering: A new system to render up to 256 billboarded
  sprites (characters, enemies, etc.) in the 3D world. The renderer
  supports controlling position, sprite animation, and visibility for
  each character.

- DrawField HLL API: Functions for loading assets, managing characters,
  and manipulating dungeon properties like door locks.

- Renderer: The core renderer is updated to support the DrawField mode.
  This includes disabling fog, handling sprite sheets via UV
  manipulation, and rendering ceilings as billboards.

- Map: The 2D map has been updated to reflect the DrawField style,
  including colored door lock indicators.
2025-08-30 14:30:16 +09:00

39 lines
1.6 KiB
C

/* Copyright (C) 2021 kichikuou <KichikuouChrome@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 2 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://gnu.org/licenses/>.
*/
#ifndef SYSTEM4_DUNGEON_MAP_H
#define SYSTEM4_DUNGEON_MAP_H
struct dungeon_context;
struct dungeon_map;
struct dungeon_map *dungeon_map_create(enum draw_dungeon_version version);
void dungeon_map_free(struct dungeon_map *map);
void dungeon_map_init(struct dungeon_context *ctx);
void dungeon_map_update_cell(struct dungeon_context *ctx, int x, int y, int z);
void dungeon_map_draw(int surface, int sprite);
void dungeon_map_draw_lmap(int surface, int sprite);
void dungeon_map_set_radar(int surface, int flag);
void dungeon_map_set_all_view(int surface, int flag);
void dungeon_map_set_cg(int surface, int index, int sprite);
void dungeon_map_set_small_map_floor(int surface, int floor);
void dungeon_map_set_large_map_floor(int surface, int floor);
void dungeon_map_reveal(struct dungeon_context *ctx, int x, int y, int z, bool from_walk_data);
void dungeon_map_hide(struct dungeon_context *ctx, int x, int y, int z);
#endif /* SYSTEM4_DUNGEON_MAP_H */