/* * 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 #include "defines.h" #include "roommatrix.h" #include "util.h" #include "map.h" #include "player.h" #include "item.h" #include "update_data.h" #include "defines.h" #include "trap.h" #include "object.h" static 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->lethal = false; space->damaging = false; space->lightsource = false; space->light = 0; space->monster = NULL; space->player = NULL; space->trap = NULL; while (space->items != NULL) linkedlist_pop(&space->items); while (space->artifacts != NULL) linkedlist_pop(&space->artifacts); while (space->objects != NULL) linkedlist_pop(&space->objects); } } m->roomPos = (Position) { 0, 0 }; m->playerRoomPos = (Position) { 1, 1 }; } RoomMatrix* roommatrix_create(void) { 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 = linkedlist_create();; m->spaces[i][j].artifacts = linkedlist_create();; m->spaces[i][j].objects = linkedlist_create();; } } roommatrix_reset(m); return m; } static 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; } void roommatrix_update(UpdateData *data) { RoomMatrix *matrix = data->matrix; Input *input = data->input; if (input->mouseX < GAME_VIEW_WIDTH && input->mouseY < GAME_VIEW_HEIGHT) { matrix->mousePos.x = input->mouseX; matrix->mousePos.y = input->mouseY; } roommatrix_update_with_player(matrix, data->player); } void roommatrix_populate_from_map(RoomMatrix *rm, Map *m) { int i, j; Position position; Room *r; Monster *monster; LinkedList *monsterItem; Item *item; roommatrix_reset(rm); rm->roomPos = m->currentRoom; r = m->rooms[rm->roomPos.x][rm->roomPos.y]; rm->modifier = &r->modifier; for (i = 0; i < MAP_ROOM_WIDTH; ++i) { for (j = 0; j < MAP_ROOM_HEIGHT; ++j) { RoomSpace *space = &rm->spaces[i][j]; if (r->tiles[i][j]) { space->occupied = r->tiles[i][j]->collider; space->lightsource = r->tiles[i][j]->lightsource; space->lethal = r->tiles[i][j]->lethal; } if (r->decorations[i][j]) { space->occupied |= r->decorations[i][j]->collider; space->lightsource |= r->decorations[i][j]->lightsource; } space->trap = r->traps[i][j]; } } monsterItem = m->monsters; while (monsterItem) { monster = monsterItem->data; monsterItem = monsterItem->next; if (!position_in_room(&monster->sprite->pos, &m->currentRoom)) continue; position = position_to_matrix_coords(&monster->sprite->pos); rm->spaces[position.x][position.y] .monster = monster; } LinkedList *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); } LinkedList *artifacts = m->artifacts; while (artifacts) { Artifact *a = artifacts->data; artifacts = artifacts->next; if (!position_in_room(&a->sprite->pos, &m->currentRoom)) continue; position = position_to_matrix_coords(&a->sprite->pos); linkedlist_push(&rm->spaces[position.x][position.y].artifacts, a); } LinkedList *objects = m->objects; while (objects) { Object *o = objects->data; objects = objects->next; if (!position_in_room(&o->sprite->pos, &m->currentRoom)) continue; position = position_to_matrix_coords(&o->sprite->pos); RoomSpace *space = &rm->spaces[position.x][position.y]; linkedlist_push(&space->objects, o); space->occupied = space->occupied || o->blocking; space->damaging = o->damage > 0; } } 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) { RoomSpace *space; space = &matrix->spaces[x][y]; if (!space->lightsource) return; space->light = 255; Uint8 radius = 4; int x_max = min(x + radius, MAP_ROOM_WIDTH - 1); int x_min = max(x - radius, 0); int y_max = min(y + radius, MAP_ROOM_HEIGHT - 1); int y_min = max(y - radius, 0); for (int i = x_min; i <= x_max; ++i) { for (int j = y_min; j <= y_max; ++j) { int lightval = matrix->spaces[i][j].light; int 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)); 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); } 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, 0, 0, 0, (Uint8) light); 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 } } } RoomSpace* roommatrix_get_space_for(RoomMatrix *matrix, const Position *p) { Position roomPos = position_to_matrix_coords(p); return &matrix->spaces[roomPos.x][roomPos.y]; } void roommatrix_destroy(RoomMatrix *m) { // Clear the list but don't destroy the items // The items are destroyed in the map destruction for (int i = 0; i < MAP_ROOM_WIDTH; ++i) { for (int j = 0; j < MAP_ROOM_HEIGHT; ++j) { RoomSpace *space = &m->spaces[i][j]; while (space->items) linkedlist_pop(&space->items); while (space->artifacts) linkedlist_pop(&space->artifacts); while (space->objects) linkedlist_pop(&space->objects); } } free(m); } Player * roommatrix_get_player(RoomMatrix *rm) { Position *pos = &rm->playerRoomPos; return rm->spaces[pos->x][pos->y].player; }