breakhack/src/roommatrix.c

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#include <stdlib.h>
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#include "defines.h"
#include "roommatrix.h"
#include "util.h"
#include "map.h"
#include "player.h"
#include "item.h"
RoomMatrix* roommatrix_create()
{
RoomMatrix *m = ec_malloc(sizeof(RoomMatrix));
roommatrix_reset(m);
return m;
}
void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
{
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int i, j;
Position position;
Room *r;
Monster *monster;
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LinkedList *monsterItem;
Item *item;
LinkedList *items;
roommatrix_reset(rm);
rm->roomPos = m->currentRoom;
r = m->rooms[rm->roomPos.x][rm->roomPos.y];
for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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RoomSpace *space = &rm->spaces[i][j];
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if (r->tiles[i][j]) {
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space->occupied =
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r->tiles[i][j]->collider;
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space->lightsource =
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r->tiles[i][j]->lightsource;
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}
if (r->decorations[i][j]) {
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space->occupied |=
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r->decorations[i][j]->collider;
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space->lightsource |=
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r->decorations[i][j]->lightsource;
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}
}
}
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monsterItem = m->monsters;
while (monsterItem) {
monster = monsterItem->data;
monsterItem = monsterItem->next;
if (!position_in_room(&monster->sprite->pos, &m->currentRoom))
continue;
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position =
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position_to_matrix_coords(&monster->sprite->pos);
rm->spaces[position.x][position.y]
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.occupied = true;
rm->spaces[position.x][position.y]
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.monster = monster;
}
items = m->items;
while (items) {
item = items->data;
items = items->next;
if (!position_in_room(&item->sprite->pos, &m->currentRoom))
continue;
position = position_to_matrix_coords(&item->sprite->pos);
linkedlist_push(&rm->spaces[position.x][position.y].items, item);
}
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}
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// TODO(Linus): These should probably be macros
#undef min
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#ifndef min
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static int
min(int a, int b)
{
return a > b ? b : a;
}
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#endif // min
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#undef max
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#ifndef max
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static int
max(int a, int b)
{
return a > b ? a : b;
}
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#endif // max
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void
roommatrix_update_with_player(RoomMatrix *rm, Player *p)
{
Position rp = position_to_matrix_coords(&p->sprite->pos);
rm->spaces[rp.x][rp.y].occupied = true;
rm->spaces[rp.x][rp.y].player = p;
rm->playerRoomPos = rp;
}
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void
roommatrix_add_lightsource(RoomMatrix *matrix, Position *pos)
{
Position mpos = position_to_matrix_coords(pos);
matrix->spaces[mpos.x][mpos.y].lightsource = true;
}
static void
set_light_for_tile(RoomMatrix *matrix, int x, int y)
{
int x_max, x_min, y_max, y_min, i, j;
int lightval, distance_modifier;
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RoomSpace *space;
space = &matrix->spaces[x][y];
if (!space->lightsource)
return;
space->light = 255;
x_max = min(x + 5, MAP_ROOM_WIDTH - 1);
x_min = max(x - 5, 0);
y_max = min(y + 5, MAP_ROOM_HEIGHT - 1);
y_min = max(y - 5, 0);
for (i = x_min; i <= x_max; ++i) {
for (j = y_min; j <= y_max; ++j) {
lightval = matrix->spaces[i][j].light;
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distance_modifier = abs(x-i) == abs(y-j) ?
abs(x-i) + 1 : max(abs(x-i), abs(y-j));
lightval += 255 - (distance_modifier * 50);
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lightval = min(255, lightval);
lightval = max(0, lightval);
matrix->spaces[i][j].light = lightval;
}
}
}
void
roommatrix_build_lightmap(RoomMatrix *matrix)
{
int i, j;
for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
set_light_for_tile(matrix, i, j);
}
}
}
void
roommatrix_render_lightmap(RoomMatrix *matrix, Camera *cam)
{
int i, j, light;
for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
light = 245 - matrix->spaces[i][j].light;
if (light < 0)
light = 0;
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SDL_SetRenderDrawColor(cam->renderer,
0, 0, 0, light);
SDL_Rect box = (SDL_Rect) {
i*TILE_DIMENSION,
j*TILE_DIMENSION,
TILE_DIMENSION,
TILE_DIMENSION
};
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SDL_RenderFillRect(cam->renderer, &box);
}
}
}
void roommatrix_reset(RoomMatrix *m)
{
int i, j;
for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
m->spaces[i][j].occupied = false;
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m->spaces[i][j].lightsource = false;
m->spaces[i][j].light = 0;
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m->spaces[i][j].monster = NULL;
m->spaces[i][j].items = NULL;
m->spaces[i][j].player = NULL;
}
}
m->roomPos = (Position) { 0, 0 };
m->playerRoomPos = (Position) { 1, 1 };
}
void roommatrix_destroy(RoomMatrix *m)
{
free(m);
}