breakhack/src/map.c

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#include "map.h"
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#include "map_lua.h"
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#include "util.h"
static
Room* create_room()
{
int i, j;
Room *room;
room = ec_malloc(sizeof(Room));
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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room->tiles[i][j] = NULL;
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room->decorations[i][j] = NULL;
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}
}
return room;
}
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Map* map_create()
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{
int i, j;
Map *map = ec_malloc(sizeof(Map));
map->textures = linkedlist_create();
map->monsterTextures = ht_create(100);
map->monsters = linkedlist_create();
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map->currentRoom = (Position) { 0, 0 };
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map->renderTimer = timer_create();
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map->level = 1;
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for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
for (j=0; j < MAP_V_ROOM_COUNT; ++j) {
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map->rooms[i][j] = create_room();
}
}
return map;
}
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void map_add_tile(Map *map, Position *tile_pos, MapTile *tile)
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{
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const Position *cr = &map->currentRoom;
MapTile **oldTile = &map->rooms[cr->x][cr->y]->tiles[tile_pos->x][tile_pos->y];
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if (*oldTile != NULL) {
free(*oldTile);
*oldTile = NULL;
}
*oldTile = tile;
}
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void map_add_decoration(Map *map, Position *tile_pos, MapTile *tile)
{
const Position *cr = &map->currentRoom;
MapTile **oldTile = &map->rooms[cr->x][cr->y]->decorations[tile_pos->x][tile_pos->y];
if (*oldTile != NULL) {
free(*oldTile);
*oldTile = NULL;
}
*oldTile = tile;
}
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int map_add_texture(Map *map, const char *path, SDL_Renderer *renderer)
{
Texture *t = texture_create(path, renderer);
linkedlist_append(&map->textures, t, sizeof(*t));
/* Freeing the texture preserves the underlying SDL_Texture* which
* isn't duplicated when it's being added to the list.
* texture_destroy() would destroy that too and break rendering.
* Unstable solution. Might cause problems if Texture is ever extended
* with more data.
*/
free(t);
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return linkedlist_size(map->textures) - 1;
}
static
void map_tile_render(Map *map, MapTile *tile, Position *pos, Camera *cam)
{
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static bool second_texture = false;
if (tile == NULL)
return;
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if (timer_get_ticks(map->renderTimer) > 300) {
timer_start(map->renderTimer);
second_texture = !second_texture;
}
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Position camPos = camera_to_camera_position(cam, pos);
SDL_Rect draw_box = (SDL_Rect) {
camPos.x,
camPos.y,
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TILE_DIMENSION,
TILE_DIMENSION
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};
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Texture *texture;
if (tile->textureIndex1 >= 0 && second_texture) {
texture = linkedlist_get(&map->textures, tile->textureIndex1);
} else {
texture = linkedlist_get(&map->textures, tile->textureIndex0);
}
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SDL_RenderCopy(cam->renderer,
texture->texture,
&tile->clip,
&draw_box
);
}
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void map_render(Map *map, Camera *cam)
{
int i, j;
Room *room;
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if (!timer_started(map->renderTimer)) {
timer_start(map->renderTimer);
}
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Position roomPos = { map->currentRoom.x, map->currentRoom.y };
Position roomCords = {
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roomPos.x * MAP_ROOM_WIDTH * TILE_DIMENSION,
roomPos.y * MAP_ROOM_HEIGHT * TILE_DIMENSION
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};
room = map->rooms[roomPos.x][roomPos.y];
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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Position tilePos = (Position) {
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roomCords.x + i*TILE_DIMENSION,
roomCords.y + j*TILE_DIMENSION
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};
map_tile_render(map, room->tiles[i][j], &tilePos, cam);
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map_tile_render(map, room->decorations[i][j], &tilePos, cam);
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}
}
}
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void map_set_current_room(Map *map, Position *pos)
{
unsigned int room_width, room_height;
room_width = MAP_ROOM_WIDTH * TILE_DIMENSION;
room_height = MAP_ROOM_HEIGHT * TILE_DIMENSION;
if (pos->x <= 0) {
map->currentRoom.x = 0;
} else {
unsigned int room_cord_x = pos->x - (pos->x % room_width);
map->currentRoom.x = room_cord_x / room_width;
}
if (pos->y <= 0) {
map->currentRoom.y = 0;
} else {
unsigned int room_cord_y = pos->y - (pos->y % room_height);
map->currentRoom.y = room_cord_y / room_height;
}
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if (map->currentRoom.x >= MAP_H_ROOM_COUNT)
map->currentRoom.x = MAP_H_ROOM_COUNT - 1;
if (map->currentRoom.y >= MAP_V_ROOM_COUNT)
map->currentRoom.y = MAP_V_ROOM_COUNT - 1;
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}
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static
void map_room_destroy(Room *room)
{
int i, j;
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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if (room->tiles[i][j]) {
free(room->tiles[i][j]);
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}
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if (room->decorations[i][j]) {
free(room->decorations[i][j]);
}
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}
}
free(room);
}
void map_destroy(Map *map)
{
int i, j;
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for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
for (j=0; j < MAP_V_ROOM_COUNT; ++j) {
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map_room_destroy(map->rooms[i][j]);
}
}
while (map->textures != NULL) {
texture_destroy(linkedlist_pop(&map->textures));
}
while (map->monsters != NULL) {
monster_destroy(linkedlist_pop(&map->textures));
}
ht_destroy_custom(map->monsterTextures, (void (*)(void*)) texture_destroy);
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timer_destroy(map->renderTimer);
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free(map);
}