A retro style homage to 80s dungeon crawlers hand crafted in C++.
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raycaster/systems.hpp

46 lines
1.4 KiB

#pragma once
#include "components.hpp"
#include <SFML/Graphics/RenderTexture.hpp>
#include "map.hpp"
#include "spatialmap.hpp"
namespace System {
using namespace components;
using namespace DinkyECS;
using std::string, matrix::Matrix;
void lighting();
void motion();
void collision();
void death();
void generate_paths();
void enemy_pathing();
void enemy_ai_initialize();
void device(World &world, Entity actor, Entity item);
void plan_motion(Position move_to);
Entity spawn_item(World& world, const string& name);
void drop_item(Entity item);
void enemy_ai();
void combat(int attack_id);
std::shared_ptr<sf::Shader> sprite_effect(Entity entity);
void player_status();
void distribute_loot(Position target_pos);
void pickup();
bool place_in_container(Entity cont_id, const string& name, Entity world_entity);
void remove_from_container(Entity cont_id, const std::string& name);
void remove_from_world(Entity entity);
void inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(Entity container_id, const std::string& name);
void draw_map(Matrix& grid, EntityGrid& entity_map);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
bool use_item(const std::string& slot_name);
}