/* * BreakHack - A dungeone crawler RPG * Copyright (C) 2018 Linus Probert * * 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 . */ #include #include "map.h" #include "map_lua.h" #include "util.h" #include "item.h" #include "item_builder.h" #include "gui.h" #include "particle_engine.h" #include "update_data.h" #include "trap.h" static Room* create_room(void) { int i, j; Room *room; room = ec_malloc(sizeof(Room)); room->modifier.type = RMOD_TYPE_NONE; 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; room->traps[i][j] = NULL; room->visited = false; } } return room; } Map* map_create(void) { int i, j; Map *map = ec_malloc(sizeof(Map)); map->textures = linkedlist_create(); map->monsters = linkedlist_create(); map->items = linkedlist_create(); map->artifacts = linkedlist_create(); map->objects = linkedlist_create(); map->currentRoom = (Position) { 0, 0 }; map->monsterMoveTimer = 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; } MapTile* map_create_tile(void) { MapTile *tile = ec_malloc(sizeof(MapTile)); tile->sprite = sprite_create(); tile->sprite->clip = CLIP16(0, 0); tile->sprite->dim = DIM(32, 32); tile->collider = false; tile->lethal = false; tile->lightsource = false; tile->levelExit = false; return tile; } void map_add_tile(Map *map, Position *tile_pos, MapTile *tile) { const Position *cr = &map->currentRoom; Room *room = map->rooms[cr->x][cr->y]; MapTile **oldTile = &room->tiles[tile_pos->x][tile_pos->y]; // Set the tile sprites position to match tile pos tile->sprite->pos = POS(tile_pos->x * TILE_DIMENSION + (map->currentRoom.x * GAME_VIEW_WIDTH), tile_pos->y * TILE_DIMENSION + (map->currentRoom.y * GAME_VIEW_HEIGHT)); // If this is the level exit then clear the decoration if one exists if (tile->levelExit && room->decorations[tile_pos->x][tile_pos->y]) { MapTile **decoration = &room->decorations[tile_pos->x][tile_pos->y]; free(*decoration); *decoration = NULL; } // Clear possible tile 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]; // Set the decoration sprites position to match tile pos tile->sprite->pos = POS(tile_pos->x * TILE_DIMENSION + (map->currentRoom.x * GAME_VIEW_WIDTH), tile_pos->y * TILE_DIMENSION + (map->currentRoom.y * GAME_VIEW_HEIGHT)); if (*oldTile != NULL) { free(*oldTile); *oldTile = NULL; } *oldTile = tile; } void map_add_trap(Map *map, Position *pos, Trap *trap) { const Position *cr = &map->currentRoom; Trap **oldTrap = &map->rooms[cr->x][cr->y]->traps[pos->x][pos->y]; if (*oldTrap) trap_destroy(*oldTrap); *oldTrap = trap; } bool map_clear_expired_entities(Map *map, Player *player) { LinkedList *filtered = linkedlist_create(); bool anythingCleared = false; while (map->monsters) { Monster *monster = linkedlist_pop(&map->monsters); if (monster->stats.hp <= 0) { monster_drop_loot(monster, map, player); monster_destroy(monster); anythingCleared = true; } else { linkedlist_append(&filtered, monster); } } map->monsters = filtered; filtered = linkedlist_create(); while (map->items) { Item *item = linkedlist_pop(&map->items); if (item->collected) { item_destroy(item); anythingCleared = true; } else { linkedlist_append(&filtered, item); } } map->items = filtered; filtered = linkedlist_create(); while (map->artifacts) { Artifact *a = linkedlist_pop(&map->artifacts); if (!a->collected) { linkedlist_append(&filtered, a); } else { artifact_destroy(a); anythingCleared = true; } } map->artifacts = filtered; filtered = linkedlist_create(); while (map->objects) { Object *o = linkedlist_pop(&map->objects); if (o->dead) { object_destroy(o); anythingCleared = true; } else { linkedlist_append(&filtered, o); } } map->objects = filtered; return anythingCleared; } void map_add_monster(Map *map, Monster *m) { monster_update_stats_for_level(m, map->level); linkedlist_append(&map->monsters, m); } bool map_move_monsters(Map *map, RoomMatrix *rm) { LinkedList *m = map->monsters; bool allDone = true; if (timer_started(map->monsterMoveTimer) && timer_get_ticks(map->monsterMoveTimer) < 100) return false; while (m) { Monster *monster = m->data; m = m->next; if (monster->stats.hp <= 0) continue; if (!position_in_room(&monster->sprite->pos, &map->currentRoom)) continue; // Prevent passive monsters from being "dodgy" Position pos = position_to_matrix_coords(&monster->sprite->pos); if (monster->state.current == PASSIVE && position_proximity(1, &rm->playerRoomPos, &pos)) continue; if (monster->steps >= monster->stats.speed) continue; allDone = allDone && monster_move(monster, rm, map); } if (allDone) { timer_stop(map->monsterMoveTimer); linkedlist_each(&map->monsters, (void (*)(void*)) monster_reset_steps); } else { timer_start(map->monsterMoveTimer); } return allDone; } int map_add_texture(Map *map, const char *path, SDL_Renderer *renderer) { Texture *t = texture_create(); texture_load_from_file(t, path, renderer); linkedlist_append(&map->textures, t); return linkedlist_size(map->textures) - 1; } static void map_tile_render(MapTile *tile, Camera *cam) { if (tile == NULL) return; sprite_render(tile->sprite, cam); } void map_on_new_turn(Map *map) { LinkedList *objects = map->objects; while (objects) { Object *o = objects->data; objects = objects->next; object_step(o); } } void map_update(UpdateData *data) { Map *map = data->map; LinkedList *monster = map->monsters; while (monster) { Monster *m = monster->data; monster = monster->next; monster_update(m, data); } } void map_render(Map *map, Camera *cam) { unsigned int i, j; Room *room; Position roomPos = { map->currentRoom.x, map->currentRoom.y }; room = map->rooms[roomPos.x][roomPos.y]; for (i=0; i < MAP_ROOM_WIDTH; ++i) { for (j=0; j < MAP_ROOM_HEIGHT; ++j) { map_tile_render(room->tiles[i][j], cam); map_tile_render(room->decorations[i][j], cam); if (room->traps[i][j]) trap_render(room->traps[i][j], cam); } } if (room->modifier.type == RMOD_TYPE_WINDY) { particle_engine_wind(room->modifier.data.wind.direction); } else if (room->modifier.type == RMOD_TYPE_FIRE) { particle_engine_heat(); } } void map_render_mid_layer(Map *map, Camera *cam) { LinkedList *items = map->items; while (items != NULL) { item_render(items->data, cam); items = items->next; } LinkedList *objects = map->objects; while (objects != NULL) { object_render(objects->data, cam); objects = objects->next; } LinkedList *artifacts = map->artifacts; while (artifacts != NULL) { artifact_render(artifacts->data, cam); artifacts = artifacts->next; } LinkedList *monsterItem = map->monsters; while (monsterItem != NULL) { Monster *monster = monsterItem->data; monsterItem = monsterItem->next; monster_render(monster, cam); } } void map_render_top_layer(Map *map, RoomMatrix *rm, Camera *cam) { LinkedList *monsterItem = map->monsters; while (monsterItem != NULL) { Monster *monster = monsterItem->data; monsterItem = monsterItem->next; monster_render_top_layer(monster, rm, 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; map->rooms[map->currentRoom.x][map->currentRoom.y]->visited = true; } 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]); } if (room->traps[i][j]) { trap_destroy(room->traps[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->monsters)); while (map->items != NULL) item_destroy(linkedlist_pop(&map->items)); while (map->artifacts != NULL) artifact_destroy(linkedlist_pop(&map->artifacts)); while (map->objects != NULL) artifact_destroy(linkedlist_pop(&map->objects)); timer_destroy(map->monsterMoveTimer); free(map); }