2017-12-10 19:51:24 +01:00
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#include <stdlib.h>
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2017-12-19 19:42:05 +01:00
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#include "defines.h"
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2017-12-05 15:03:20 +01:00
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#include "roommatrix.h"
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#include "util.h"
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#include "map.h"
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2017-12-18 15:26:56 +01:00
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#include "player.h"
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2018-01-24 21:14:34 +01:00
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#include "item.h"
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2017-12-05 15:03:20 +01:00
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RoomMatrix* roommatrix_create()
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{
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RoomMatrix *m = ec_malloc(sizeof(RoomMatrix));
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roommatrix_reset(m);
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return m;
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}
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void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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{
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2017-12-17 13:43:41 +01:00
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int i, j;
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2018-01-24 21:14:34 +01:00
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Position position;
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2017-12-05 15:03:20 +01:00
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Room *r;
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2017-12-13 23:20:54 +01:00
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Monster *monster;
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2017-12-17 13:43:41 +01:00
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LinkedList *monsterItem;
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2018-01-24 21:14:34 +01:00
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Item *item;
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LinkedList *items;
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2017-12-05 15:03:20 +01:00
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2017-12-07 23:58:29 +01:00
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roommatrix_reset(rm);
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2017-12-06 11:44:17 +01:00
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rm->roomPos = m->currentRoom;
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r = m->rooms[rm->roomPos.x][rm->roomPos.y];
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2017-12-05 15:03:20 +01:00
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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2017-12-22 06:27:58 +01:00
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RoomSpace *space = &rm->spaces[i][j];
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2017-12-10 19:51:24 +01:00
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if (r->tiles[i][j]) {
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2017-12-22 06:27:58 +01:00
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space->occupied =
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2017-12-15 08:08:45 +01:00
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r->tiles[i][j]->collider;
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2017-12-22 06:27:58 +01:00
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space->lightsource =
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2017-12-15 08:08:45 +01:00
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r->tiles[i][j]->lightsource;
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2017-12-10 19:51:24 +01:00
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}
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if (r->decorations[i][j]) {
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2017-12-22 06:27:58 +01:00
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space->occupied |=
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2017-12-15 08:08:45 +01:00
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r->decorations[i][j]->collider;
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2017-12-22 06:27:58 +01:00
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space->lightsource |=
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2017-12-15 08:08:45 +01:00
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r->decorations[i][j]->lightsource;
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2017-12-10 19:51:24 +01:00
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}
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}
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}
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2017-12-13 23:20:54 +01:00
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2017-12-17 13:43:41 +01:00
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monsterItem = m->monsters;
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while (monsterItem) {
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monster = monsterItem->data;
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monsterItem = monsterItem->next;
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2017-12-13 23:20:54 +01:00
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if (!position_in_room(&monster->sprite->pos, &m->currentRoom))
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continue;
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2017-12-17 13:43:41 +01:00
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2018-01-24 21:14:34 +01:00
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position =
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2017-12-15 08:08:45 +01:00
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position_to_matrix_coords(&monster->sprite->pos);
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2018-01-24 21:14:34 +01:00
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rm->spaces[position.x][position.y]
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2017-12-15 08:08:45 +01:00
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.occupied = true;
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2018-01-24 21:14:34 +01:00
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rm->spaces[position.x][position.y]
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2017-12-15 08:08:45 +01:00
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.monster = monster;
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2017-12-13 23:20:54 +01:00
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}
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2018-01-24 21:14:34 +01:00
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items = m->items;
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while (items) {
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item = items->data;
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items = items->next;
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if (!position_in_room(&item->sprite->pos, &m->currentRoom))
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continue;
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position = position_to_matrix_coords(&item->sprite->pos);
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2018-01-29 13:48:44 +01:00
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linkedlist_push(&rm->spaces[position.x][position.y].items, item);
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2018-01-24 21:14:34 +01:00
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}
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2017-12-10 19:51:24 +01:00
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}
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2017-12-21 12:35:52 +01:00
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// TODO(Linus): These should probably be macros
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#undef min
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2017-12-21 12:26:57 +01:00
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#ifndef min
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2017-12-10 19:51:24 +01:00
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static int
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min(int a, int b)
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{
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return a > b ? b : a;
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}
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2017-12-21 12:26:57 +01:00
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#endif // min
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2017-12-10 19:51:24 +01:00
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2017-12-21 12:35:52 +01:00
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#undef max
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2017-12-21 12:26:57 +01:00
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#ifndef max
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2017-12-10 19:51:24 +01:00
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static int
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max(int a, int b)
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{
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return a > b ? a : b;
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}
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2017-12-21 12:26:57 +01:00
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#endif // max
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2017-12-10 19:51:24 +01:00
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2017-12-18 15:26:56 +01:00
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void
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roommatrix_update_with_player(RoomMatrix *rm, Player *p)
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{
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Position rp = position_to_matrix_coords(&p->sprite->pos);
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rm->spaces[rp.x][rp.y].occupied = true;
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rm->spaces[rp.x][rp.y].player = p;
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rm->playerRoomPos = rp;
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}
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2017-12-10 19:51:24 +01:00
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void
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roommatrix_add_lightsource(RoomMatrix *matrix, Position *pos)
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{
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Position mpos = position_to_matrix_coords(pos);
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matrix->spaces[mpos.x][mpos.y].lightsource = true;
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}
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static void
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set_light_for_tile(RoomMatrix *matrix, int x, int y)
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{
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int x_max, x_min, y_max, y_min, i, j;
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2017-12-10 23:49:15 +01:00
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int lightval, distance_modifier;
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2017-12-10 19:51:24 +01:00
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RoomSpace *space;
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space = &matrix->spaces[x][y];
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if (!space->lightsource)
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return;
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space->light = 255;
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x_max = min(x + 5, MAP_ROOM_WIDTH - 1);
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x_min = max(x - 5, 0);
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y_max = min(y + 5, MAP_ROOM_HEIGHT - 1);
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y_min = max(y - 5, 0);
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for (i = x_min; i <= x_max; ++i) {
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for (j = y_min; j <= y_max; ++j) {
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lightval = matrix->spaces[i][j].light;
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2017-12-15 08:08:45 +01:00
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distance_modifier = abs(x-i) == abs(y-j) ?
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abs(x-i) + 1 : max(abs(x-i), abs(y-j));
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2017-12-10 23:49:15 +01:00
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lightval += 255 - (distance_modifier * 50);
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2017-12-10 19:51:24 +01:00
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lightval = min(255, lightval);
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lightval = max(0, lightval);
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matrix->spaces[i][j].light = lightval;
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}
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}
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}
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void
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roommatrix_build_lightmap(RoomMatrix *matrix)
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{
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int i, j;
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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set_light_for_tile(matrix, i, j);
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}
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}
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}
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void
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roommatrix_render_lightmap(RoomMatrix *matrix, Camera *cam)
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{
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int i, j, light;
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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2017-12-20 18:56:28 +01:00
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light = 245 - matrix->spaces[i][j].light;
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if (light < 0)
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light = 0;
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2017-12-10 19:51:24 +01:00
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SDL_SetRenderDrawColor(cam->renderer,
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0, 0, 0, light);
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2017-12-10 23:49:15 +01:00
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SDL_Rect box = (SDL_Rect) {
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i*TILE_DIMENSION,
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j*TILE_DIMENSION,
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TILE_DIMENSION,
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TILE_DIMENSION
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};
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2017-12-10 19:51:24 +01:00
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SDL_RenderFillRect(cam->renderer, &box);
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2017-12-05 15:03:20 +01:00
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}
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}
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}
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void roommatrix_reset(RoomMatrix *m)
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{
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int i, j;
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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m->spaces[i][j].occupied = false;
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2017-12-10 19:51:24 +01:00
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m->spaces[i][j].lightsource = false;
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m->spaces[i][j].light = 0;
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2017-12-15 08:08:45 +01:00
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m->spaces[i][j].monster = NULL;
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2018-01-29 13:48:44 +01:00
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m->spaces[i][j].items = NULL;
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2017-12-05 15:03:20 +01:00
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m->spaces[i][j].player = NULL;
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}
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}
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2017-12-06 11:44:17 +01:00
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m->roomPos = (Position) { 0, 0 };
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2017-12-18 09:59:01 +01:00
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m->playerRoomPos = (Position) { 1, 1 };
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2017-12-05 15:03:20 +01:00
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}
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void roommatrix_destroy(RoomMatrix *m)
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{
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free(m);
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}
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