#include "map.h" #include "map_lua.h" #include "util.h" static Room* create_room() { int i, j; Room *room; room = ec_malloc(sizeof(Room)); for (i=0; i < MAP_ROOM_WIDTH; ++i) { for (j=0; j < MAP_ROOM_HEIGHT; ++j) { room->tiles[i][j] = NULL; room->decorations[i][j] = NULL; } } return room; } Map* map_create() { int i, j; Map *map = ec_malloc(sizeof(Map)); map->textures = linkedlist_create(); map->monsterTextures = ht_create(100); map->monsters = linkedlist_create(); map->currentRoom = (Position) { 0, 0 }; map->renderTimer = timer_create(); map->level = 1; for (i=0; i < MAP_H_ROOM_COUNT; ++i) { for (j=0; j < MAP_V_ROOM_COUNT; ++j) { map->rooms[i][j] = create_room(); } } return map; } void map_add_tile(Map *map, Position *tile_pos, MapTile *tile) { const Position *cr = &map->currentRoom; MapTile **oldTile = &map->rooms[cr->x][cr->y]->tiles[tile_pos->x][tile_pos->y]; if (*oldTile != NULL) { free(*oldTile); *oldTile = NULL; } *oldTile = tile; } 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; } 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; } static void map_tile_render(Map *map, MapTile *tile, Position *pos, Camera *cam) { static bool second_texture = false; if (tile == NULL) return; if (timer_get_ticks(map->renderTimer) > 300) { timer_start(map->renderTimer); second_texture = !second_texture; } Position camPos = camera_to_camera_position(cam, pos); SDL_Rect draw_box = (SDL_Rect) { camPos.x, camPos.y, TILE_DIMENSION, TILE_DIMENSION }; Texture *texture; if (tile->textureIndex1 >= 0 && second_texture) { texture = linkedlist_get(&map->textures, tile->textureIndex1); } else { texture = linkedlist_get(&map->textures, tile->textureIndex0); } SDL_RenderCopy(cam->renderer, texture->texture, &tile->clip, &draw_box ); } void map_render(Map *map, Camera *cam) { int i, j; Room *room; if (!timer_started(map->renderTimer)) { timer_start(map->renderTimer); } Position roomPos = { map->currentRoom.x, map->currentRoom.y }; Position roomCords = { roomPos.x * MAP_ROOM_WIDTH * TILE_DIMENSION, roomPos.y * MAP_ROOM_HEIGHT * TILE_DIMENSION }; room = map->rooms[roomPos.x][roomPos.y]; for (i=0; i < MAP_ROOM_WIDTH; ++i) { for (j=0; j < MAP_ROOM_HEIGHT; ++j) { Position tilePos = (Position) { roomCords.x + i*TILE_DIMENSION, roomCords.y + j*TILE_DIMENSION }; map_tile_render(map, room->tiles[i][j], &tilePos, cam); map_tile_render(map, room->decorations[i][j], &tilePos, cam); } } } 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; } 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; } static void map_room_destroy(Room *room) { int i, j; for (i=0; i < MAP_ROOM_WIDTH; ++i) { for (j=0; j < MAP_ROOM_HEIGHT; ++j) { if (room->tiles[i][j]) { free(room->tiles[i][j]); } if (room->decorations[i][j]) { free(room->decorations[i][j]); } } } free(room); } void map_destroy(Map *map) { int i, j; for (i=0; i < MAP_H_ROOM_COUNT; ++i) { for (j=0; j < MAP_V_ROOM_COUNT; ++j) { 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); timer_destroy(map->renderTimer); free(map); }