Squelched a bug, fixed a memory leak and wrote a lot of ugly lua.
The lua is map-gen code. It's allowed to be ugly. That is why map-gen code is in lua. Because it's quick to write and not as crucial if it gets ugly.
This commit is contained in:
parent
31ca087a1e
commit
577165a0f6
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@ -6,13 +6,13 @@ local random = math.random
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local randomseed = math.randomseed
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-- CONSTANTS
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UP = 1
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LEFT = 2
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RIGHT = 3
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DOWN = 4
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local UP = 1
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local LEFT = 2
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local RIGHT = 3
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local DOWN = 4
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-- BEGIN FUNCTIONS
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function matrix_coverage (matrix)
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local function matrix_coverage (matrix)
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local cov = 0
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for i=1,10 do
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for j=1,10 do
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@ -22,7 +22,7 @@ function matrix_coverage (matrix)
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return cov
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end
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function reverse_direction(dir)
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local function reverse_direction(dir)
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if dir == UP then return DOWN
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elseif dir == DOWN then return UP
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elseif dir == LEFT then return RIGHT
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@ -30,7 +30,7 @@ function reverse_direction(dir)
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end
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end
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function generate_path ()
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local function generate_path ()
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local map_matrix = {}
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for i=1,10 do
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map_matrix[i] = {}
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@ -43,16 +43,31 @@ function generate_path ()
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local seed = time();
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print("[**] Map generation seed: " .. seed)
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randomseed(seed)
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local direction = 0;
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local lastDirection = 0;
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while matrix_coverage(map_matrix) < 10 do
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local direction = 0
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local lastDirection = 0
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local coridoor_count = 0
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local coverage = 10
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while matrix_coverage(map_matrix) < coverage do
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local direction = random(4)
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if lastDirection > 0 then
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if random(24) <= 8 then direction = lastDirection end
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if random(24) <= 6 then direction = lastDirection end
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end
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while lastDirection == reverse_direction(direction) do
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direction = random(4)
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end
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map_matrix[cx][cy].active = true
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if coridoor_count < coverage/3 then
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if random(3) == 1 and (cx > 1 or cy > 1) then
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map_matrix[cx][cy].type = "coridoor"
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coridoor_count = coridoor_count + 1
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end
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end
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if direction == UP and cy > 1 then -- UP
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table.insert(map_matrix[cx][cy].exits, direction)
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map_matrix[cx][cy].path_dir = direction
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@ -76,11 +91,27 @@ function generate_path ()
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end
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lastDirection = direction
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end
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map_matrix[cx][cy].active = true -- Last room
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map_matrix[cx][cy].goal = true -- Last room
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-- Last room rules
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map_matrix[cx][cy].active = true
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map_matrix[cx][cy].goal = true
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map_matrix[cx][cy].type = "room"
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return map_matrix;
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end
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local function print_matrix(matrix)
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for i=1,10 do
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for j=1,10 do
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if not map_matrix[j][i].goal then
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io.write(map_matrix[j][i].path_dir .. " ")
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else
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io.write("G ")
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end
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end
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io.write("\n")
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end
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end
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-- END FUNCTIONS
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-- BEGIN SCRIPT
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@ -89,25 +120,17 @@ load_textures(map)
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local map_matrix = generate_path()
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-- Print path [Debug]
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--for i=1,10 do
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--for j=1,10 do
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--if not map_matrix[j][i].goal then
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--io.write(map_matrix[j][i].path_dir .. " ")
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--else
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--io.write("G ")
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--end
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--end
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--io.write("\n")
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--end
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-- print_matrix(map_matrix)
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for i=1,10 do
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for j=1,10 do
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if map_matrix[i][j].active then
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local room = map_matrix[i][j]
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if room.active then
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set_current_room(map, i-1, j-1);
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add_tiles_to_room(map);
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add_walls_to_room(map);
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for exit=1, #map_matrix[i][j].exits do
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add_exit(map, map_matrix[i][j].exits[exit]);
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if room.type == "room" then
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build_square_room(map, room)
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elseif room.type == "coridoor" then
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build_coridoor_room(map, room)
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end
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end
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end
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@ -1,134 +1,239 @@
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-- CONSTANTS
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UP = 1
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LEFT = 2
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RIGHT = 3
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DOWN = 4
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local UP = 1
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local LEFT = 2
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local RIGHT = 3
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local DOWN = 4
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-- Textures
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local floorTexture = nil
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local wallTexture = nil
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local textures = {
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floorTexture = nil,
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wallTexture = nil
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}
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local floor_center
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local floor_top
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local floor_bottom
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local floor_left
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local floor_right
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local floor_topleft
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local floor_topright
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local floor_bottomleft
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local floor_bottomright
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local floor = {
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center = nil,
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top = nil,
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bottom = nil,
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left = nil,
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right = nil,
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topleft = nil,
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topright = nil,
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bottomleft = nil,
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bottomright = nil,
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}
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local wall_topleft
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local wall_topright
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local wall_bottomleft
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local wall_bottomright
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local wall_vertical
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local wall_horizontal
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local wall = {
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topleft = nil,
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topright = nil,
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bottomleft = nil,
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bottomright = nil,
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vertical = nil,
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horizontal = nil
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}
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function load_textures(map)
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floorTexture = add_texture(map, "assets/Objects/Floor.png")
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wallTexture = add_texture(map, "assets/Objects/Wall.png")
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textures.floorTexture = add_texture(map, "assets/Objects/Floor.png")
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textures.wallTexture = add_texture(map, "assets/Objects/Wall.png")
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local xo = 0
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local yo = 48
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floor_center = { floorTexture, xo + 16, yo + 16, false }
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floor_top = { floorTexture, xo + 16, yo + 0, false }
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floor_bottom = { floorTexture, xo + 16, yo + 32, false }
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floor_left = { floorTexture, xo + 0, yo + 16, false }
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floor_right = { floorTexture, xo + 32, yo + 16, false }
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floor_topleft = { floorTexture, xo + 0, yo + 0, false }
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floor_topright = { floorTexture, xo + 32, yo + 0, false }
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floor_bottomleft = { floorTexture, xo + 0, yo + 32, false }
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floor_bottomright = { floorTexture, xo + 32, yo + 32, false }
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floor.center = { textures.floorTexture, xo + 16, yo + 16, false }
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floor.top = { textures.floorTexture, xo + 16, yo + 0, false }
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floor.bottom = { textures.floorTexture, xo + 16, yo + 32, false }
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floor.left = { textures.floorTexture, xo + 0, yo + 16, false }
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floor.right = { textures.floorTexture, xo + 32, yo + 16, false }
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floor.topleft = { textures.floorTexture, xo + 0, yo + 0, false }
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floor.topright = { textures.floorTexture, xo + 32, yo + 0, false }
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floor.bottomleft = { textures.floorTexture, xo + 0, yo + 32, false }
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floor.bottomright = { textures.floorTexture, xo + 32, yo + 32, false }
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wall_topleft = { wallTexture, xo + 0, yo + 0, true }
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wall_topright = { wallTexture, xo + 32, yo + 0, true }
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wall_bottomleft = { wallTexture, xo + 0, yo + 32, true }
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wall_bottomright = { wallTexture, xo + 32, yo + 32, true }
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wall_vertical = { wallTexture, xo + 0, yo + 16, true }
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wall_horizontal = { wallTexture, xo + 16, yo + 0, true }
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wall.topleft = { textures.wallTexture, xo + 0, yo + 0, true }
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wall.topright = { textures.wallTexture, xo + 32, yo + 0, true }
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wall.bottomleft = { textures.wallTexture, xo + 0, yo + 32, true }
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wall.bottomright = { textures.wallTexture, xo + 32, yo + 32, true }
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wall.vertical = { textures.wallTexture, xo + 0, yo + 16, true }
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wall.horizontal = { textures.wallTexture, xo + 16, yo + 0, true }
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end
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function create_room ()
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local room = {}
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room.exits = {}
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room.active = false
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room.goal = false
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room.path_dir = 0
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return room;
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return {
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exits = {},
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active = false,
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goal = false,
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path_dir = 0,
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type = "room"
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}
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end
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function add_tiles_to_room (map)
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local function add_tiles_to_room (map)
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for i=0,15 do
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for j=0,11 do
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if (i >= 1 and i <= 14 and j >= 1 and j <= 10) then
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if (i == 1 and j == 1) then
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add_tile(map, i, j, unpack(floor_topleft))
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add_tile(map, i, j, unpack(floor.topleft))
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elseif (i == 14 and j == 1) then
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add_tile(map, i, j, unpack(floor_topright))
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add_tile(map, i, j, unpack(floor.topright))
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elseif (i == 1 and j == 10) then
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add_tile(map, i, j, unpack(floor_bottomleft))
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add_tile(map, i, j, unpack(floor.bottomleft))
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elseif (i == 14 and j == 10) then
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add_tile(map, i, j, unpack(floor_bottomright))
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add_tile(map, i, j, unpack(floor.bottomright))
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elseif (i == 1) then
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add_tile(map, i, j, unpack(floor_left))
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add_tile(map, i, j, unpack(floor.left))
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elseif (i == 14) then
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add_tile(map, i, j, unpack(floor_right))
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add_tile(map, i, j, unpack(floor.right))
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elseif (j == 1) then
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add_tile(map, i, j, unpack(floor_top))
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add_tile(map, i, j, unpack(floor.top))
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elseif (j == 10) then
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add_tile(map, i, j, unpack(floor_bottom))
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add_tile(map, i, j, unpack(floor.bottom))
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else
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add_tile(map, i, j, unpack(floor_center))
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add_tile(map, i, j, unpack(floor.center))
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end
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end
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end
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end
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end
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function add_walls_to_room (map)
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local function add_walls_to_room (map)
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for i=0,15 do
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for j=0,11 do
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if (i == 0 and j == 0) then
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add_tile(map, i, j, unpack(wall_topleft))
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add_tile(map, i, j, unpack(wall.topleft))
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elseif (i == 15 and j == 0) then
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add_tile(map, i, j, unpack(wall_topright))
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add_tile(map, i, j, unpack(wall.topright))
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elseif (i == 0 and j == 11) then
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add_tile(map, i, j, unpack(wall_bottomleft))
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add_tile(map, i, j, unpack(wall.bottomleft))
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elseif (i == 15 and j == 11) then
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add_tile(map, i, j, unpack(wall_bottomright))
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add_tile(map, i, j, unpack(wall.bottomright))
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elseif (i == 0 or i == 15) then
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add_tile(map, i, j, unpack(wall_vertical))
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add_tile(map, i, j, unpack(wall.vertical))
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elseif (j == 0 or j == 11) then
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add_tile(map, i, j, unpack(wall_horizontal))
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add_tile(map, i, j, unpack(wall.horizontal))
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end
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end
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end
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end
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function add_exit(map, direction)
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local function add_exit(map, direction)
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if direction > 4 then return end
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if direction == UP then
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add_tile(map, 6, 0, unpack(wall_bottomright))
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add_tile(map, 7, 0, unpack(floor_center))
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add_tile(map, 8, 0, unpack(floor_center))
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add_tile(map, 9, 0, unpack(wall_bottomleft))
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add_tile(map, 6, 0, unpack(wall.bottomright))
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add_tile(map, 7, 0, unpack(floor.center))
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add_tile(map, 8, 0, unpack(floor.center))
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add_tile(map, 9, 0, unpack(wall.bottomleft))
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elseif direction == LEFT then
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add_tile(map, 0, 4, unpack(wall_bottomright))
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add_tile(map, 0, 5, unpack(floor_center))
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add_tile(map, 0, 6, unpack(floor_center))
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add_tile(map, 0, 7, unpack(wall_topright))
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add_tile(map, 0, 4, unpack(wall.bottomright))
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add_tile(map, 0, 5, unpack(floor.center))
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add_tile(map, 0, 6, unpack(floor.center))
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add_tile(map, 0, 7, unpack(wall.topright))
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elseif direction == RIGHT then
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add_tile(map, 15, 4, unpack(wall_bottomleft))
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add_tile(map, 15, 5, unpack(floor_center))
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add_tile(map, 15, 6, unpack(floor_center))
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add_tile(map, 15, 7, unpack(wall_topleft))
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add_tile(map, 15, 4, unpack(wall.bottomleft))
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add_tile(map, 15, 5, unpack(floor.center))
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add_tile(map, 15, 6, unpack(floor.center))
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add_tile(map, 15, 7, unpack(wall.topleft))
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elseif direction == DOWN then
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add_tile(map, 6, 11, unpack(wall_topright))
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add_tile(map, 7, 11, unpack(floor_center))
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add_tile(map, 8, 11, unpack(floor_center))
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add_tile(map, 9, 11, unpack(wall_topleft))
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add_tile(map, 6, 11, unpack(wall.topright))
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add_tile(map, 7, 11, unpack(floor.center))
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add_tile(map, 8, 11, unpack(floor.center))
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add_tile(map, 9, 11, unpack(wall.topleft))
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end
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end
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function build_square_room(map, room)
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add_tiles_to_room(map);
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add_walls_to_room(map);
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for exit=1, #room.exits do
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add_exit(map, room.exits[exit]);
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end
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end
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local function build_vert_center_coridoor(map, offset)
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for j=0,4 do
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add_tile(map, 6, offset+j, unpack(wall.vertical));
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add_tile(map, 7, offset+j, unpack(floor.center));
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add_tile(map, 8, offset+j, unpack(floor.center));
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add_tile(map, 9, offset+j, unpack(wall.vertical));
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end
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end
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local function build_horiz_center_coridoor(map, offset)
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for i=0,6 do
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add_tile(map, offset+i, 4, unpack(wall.horizontal));
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add_tile(map, offset+i, 5, unpack(floor.center));
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add_tile(map, offset+i, 6, unpack(floor.center));
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add_tile(map, offset+i, 7, unpack(wall.horizontal));
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end
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end
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local function build_center_corner_walls(map, exits)
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if exits.down then
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if exits.left then
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add_tile(map, 6, 7, unpack(wall.topright))
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end
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if exits.right then
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add_tile(map, 9, 7, unpack(wall.topleft))
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end
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else
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if not exits.left then
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add_tile(map, 6, 7, unpack(wall.bottomleft))
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end
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if not exits.right then
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add_tile(map, 9, 7, unpack(wall.bottomright))
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end
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end
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if exits.up then
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if exits.left then
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add_tile(map, 6, 4, unpack(wall.bottomright))
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end
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if exits.right then
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add_tile(map, 9, 4, unpack(wall.bottomleft))
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end
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else
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if not exits.left then
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add_tile(map, 6, 4, unpack(wall.topleft))
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end
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if not exits.right then
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add_tile(map, 9, 4, unpack(wall.topright))
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end
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end
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end
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function build_coridoor_room(map, room)
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local exits = {
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up = false,
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down = false,
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left = false,
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right = false
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}
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for _,exit in ipairs(room.exits) do
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if UP == exit then exits.up = true
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elseif DOWN == exit then exits.down = true
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elseif LEFT == exit then exits.left = true
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elseif RIGHT == exit then exits.right = true
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end
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end
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-- Fill the center
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add_tile(map, 6, 5, unpack(wall.vertical))
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add_tile(map, 6, 6, unpack(wall.vertical))
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add_tile(map, 7, 4, unpack(wall.horizontal))
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add_tile(map, 7, 5, unpack(floor.center))
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add_tile(map, 7, 6, unpack(floor.center))
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add_tile(map, 7, 7, unpack(wall.horizontal))
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add_tile(map, 8, 4, unpack(wall.horizontal))
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add_tile(map, 8, 5, unpack(floor.center))
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add_tile(map, 8, 6, unpack(floor.center))
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add_tile(map, 8, 7, unpack(wall.horizontal))
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add_tile(map, 9, 5, unpack(wall.vertical))
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add_tile(map, 9, 6, unpack(wall.vertical))
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-- Build the coridoors
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if exits.down then build_vert_center_coridoor(map, 7) end
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if exits.up then build_vert_center_coridoor(map, 0) end
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if exits.left then build_horiz_center_coridoor(map, 0) end
|
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if exits.right then build_horiz_center_coridoor(map, 9) end
|
||||
|
||||
build_center_corner_walls(map, exits)
|
||||
end
|
||||
|
|
|
@ -35,6 +35,11 @@ static void copy_data(void *dest, void *src, unsigned int size)
|
|||
*(char*)(dest + i) = *(char*)(src + i);
|
||||
}
|
||||
|
||||
/**
|
||||
* Warning! This can get a bit wonky if you append/push a complex struct that
|
||||
* contains pointers. The pointers will be copied and not duplicated in that
|
||||
* case. Be careful.
|
||||
*/
|
||||
void linkedlist_push(LinkedList **head, void *value, unsigned int size)
|
||||
{
|
||||
|
||||
|
@ -59,6 +64,11 @@ void* linkedlist_pop(LinkedList **head)
|
|||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Warning! This can get a bit wonky if you append/push a complex struct that
|
||||
* contains pointers. The pointers will be copied and not duplicated in that
|
||||
* case. Be careful.
|
||||
*/
|
||||
void linkedlist_append(LinkedList **head, void *value, unsigned int size)
|
||||
{
|
||||
if (*head == NULL) {
|
||||
|
|
10
src/map.c
10
src/map.c
|
@ -50,6 +50,14 @@ 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);
|
||||
return linkedlist_size(map->textures) - 1;
|
||||
}
|
||||
|
||||
|
@ -149,7 +157,7 @@ void map_destroy(Map *map)
|
|||
}
|
||||
}
|
||||
while (map->textures != NULL) {
|
||||
SDL_DestroyTexture(linkedlist_poplast(&map->textures));
|
||||
texture_destroy(linkedlist_poplast(&map->textures));
|
||||
}
|
||||
free(map);
|
||||
}
|
||||
|
|
|
@ -14,11 +14,15 @@ void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
|
|||
int i, j;
|
||||
Room *r;
|
||||
|
||||
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) {
|
||||
if (!r->tiles[i][j])
|
||||
continue;
|
||||
rm->spaces[i][j].occupied = r->tiles[i][j]->collider;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue