Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
This commit is contained in:
parent
81e25f73bb
commit
d5ff57e025
9 changed files with 106 additions and 89 deletions
45
systems.hpp
45
systems.hpp
|
@ -1,45 +1,46 @@
|
|||
#pragma once
|
||||
#include "components.hpp"
|
||||
#include "levelmanager.hpp"
|
||||
#include <SFML/Graphics/RenderTexture.hpp>
|
||||
#include "map.hpp"
|
||||
#include "spatialmap.hpp"
|
||||
|
||||
namespace System {
|
||||
using namespace components;
|
||||
using namespace DinkyECS;
|
||||
using std::string;
|
||||
using std::string, matrix::Matrix;
|
||||
|
||||
void lighting(GameLevel &level);
|
||||
void motion(GameLevel &level);
|
||||
void collision(GameLevel &level);
|
||||
void death(GameLevel &level);
|
||||
void generate_paths(GameLevel &level);
|
||||
void enemy_pathing(GameLevel &level);
|
||||
void enemy_ai_initialize(GameLevel &level);
|
||||
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(GameLevel& level, Position move_to);
|
||||
void plan_motion(Position move_to);
|
||||
Entity spawn_item(World& world, const string& name);
|
||||
void drop_item(GameLevel& level, Entity item);
|
||||
void drop_item(Entity item);
|
||||
|
||||
void enemy_ai(GameLevel &level);
|
||||
void combat(GameLevel& level, int attack_id);
|
||||
void enemy_ai();
|
||||
void combat(int attack_id);
|
||||
|
||||
std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, Entity entity);
|
||||
void player_status(GameLevel &level);
|
||||
void distribute_loot(GameLevel &level, Position target_pos);
|
||||
std::shared_ptr<sf::Shader> sprite_effect(Entity entity);
|
||||
void player_status();
|
||||
void distribute_loot(Position target_pos);
|
||||
|
||||
void pickup(GameLevel &level);
|
||||
void pickup();
|
||||
|
||||
bool place_in_container(World& world, Entity cont_id, const string& name, Entity world_entity);
|
||||
|
||||
void remove_from_container(World& world, Entity cont_id, const std::string& name);
|
||||
void remove_from_world(GameLevel &level, Entity entity);
|
||||
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
|
||||
bool inventory_occupied(GameLevel& level, Entity container_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(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
|
||||
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(GameLevel& level, const std::string& slot_name);
|
||||
bool use_item(const std::string& slot_name);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue