breakhack/src/roommatrix.c

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/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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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()
{
int i, j;
RoomMatrix *m = ec_malloc(sizeof(RoomMatrix));
for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
m->spaces[i][j].items = NULL;
}
}
roommatrix_reset(m);
return m;
}
void
roommatrix_handle_event(RoomMatrix *matrix, SDL_Event *event)
{
if (event->type != SDL_MOUSEMOTION)
return;
if (event->motion.x < GAME_VIEW_WIDTH
&& event->motion.y < GAME_VIEW_HEIGHT)
{
matrix->mousePos.x = event->motion.x;
matrix->mousePos.y = event->motion.y;
}
}
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) ?
min(abs(x-i) + 1, 5) : 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_mouse_square(RoomMatrix *matrix, Camera *cam)
{
Position mmc = position_to_matrix_coords(&matrix->mousePos);
SDL_Rect box = (SDL_Rect) {
mmc.x*TILE_DIMENSION,
mmc.y*TILE_DIMENSION,
TILE_DIMENSION,
TILE_DIMENSION
};
SDL_SetRenderDrawColor(cam->renderer, 255, 255, 0, 90);
SDL_RenderFillRect(cam->renderer, &box);
}
#ifdef LIGHTMAPDEBUG
static Texture *
create_light_texture(int light, Camera *cam)
{
static SDL_Color color = { 255, 255, 0, 0 };
char buffer[4];
Texture *t = texture_create();
texture_load_font(t, "assets/GUI/SDS_8x8.ttf", 8);
m_sprintf(buffer, 4, "%d", light);
texture_load_from_text(t, buffer, color, cam->renderer);
return t;
}
#endif // LIGHTMAPDEBUG
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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 = max(245 - matrix->spaces[i][j].light, 0);
SDL_Rect box = (SDL_Rect) {
i*TILE_DIMENSION,
j*TILE_DIMENSION,
TILE_DIMENSION,
TILE_DIMENSION
};
SDL_SetRenderDrawColor(cam->renderer,
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0, 0, 0, (Uint8) light);
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SDL_RenderFillRect(cam->renderer, &box);
#ifdef LIGHTMAPDEBUG
Texture *t = create_light_texture(light, cam);
Position p = { box.x+3, box.y+3 };
texture_render(t, &p, cam);
texture_destroy(t);
#endif // LIGHTMAPDEBUG
}
}
}
void roommatrix_reset(RoomMatrix *m)
{
RoomSpace *space;
int i, j;
for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
space = &m->spaces[i][j];
space->occupied = false;
space->lightsource = false;
space->light = 0;
space->monster = NULL;
space->player = NULL;
while (space->items != NULL)
linkedlist_pop(&space->items);
}
}
m->roomPos = (Position) { 0, 0 };
m->playerRoomPos = (Position) { 1, 1 };
}
void roommatrix_destroy(RoomMatrix *m)
{
free(m);
}