#include #include "defines.h" #include "roommatrix.h" #include "util.h" #include "map.h" #include "player.h" #include "item.h" RoomMatrix* roommatrix_create() { RoomMatrix *m = ec_malloc(sizeof(RoomMatrix)); roommatrix_reset(m); return m; } void roommatrix_populate_from_map(RoomMatrix *rm, Map *m) { int i, j; Position position; Room *r; Monster *monster; 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) { 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; } if (r->decorations[i][j]) { space->occupied |= r->decorations[i][j]->collider; space->lightsource |= r->decorations[i][j]->lightsource; } } } 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] .occupied = true; rm->spaces[position.x][position.y] .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); rm->spaces[position.x][position.y].item = item; } } // TODO(Linus): These should probably be macros #undef min #ifndef min static int min(int a, int b) { return a > b ? b : a; } #endif // min #undef max #ifndef max static int max(int a, int b) { return a > b ? a : b; } #endif // max 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_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; 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; distance_modifier = abs(x-i) == abs(y-j) ? abs(x-i) + 1 : 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_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 = 245 - matrix->spaces[i][j].light; if (light < 0) light = 0; SDL_SetRenderDrawColor(cam->renderer, 0, 0, 0, light); SDL_Rect box = (SDL_Rect) { i*TILE_DIMENSION, j*TILE_DIMENSION, TILE_DIMENSION, TILE_DIMENSION }; SDL_RenderFillRect(cam->renderer, &box); } } } void roommatrix_reset(RoomMatrix *m) { int i, j; for (i = 0; i < MAP_ROOM_WIDTH; ++i) { for (j = 0; j < MAP_ROOM_HEIGHT; ++j) { m->spaces[i][j].occupied = false; m->spaces[i][j].lightsource = false; m->spaces[i][j].light = 0; m->spaces[i][j].monster = NULL; m->spaces[i][j].item = NULL; m->spaces[i][j].player = NULL; } } m->roomPos = (Position) { 0, 0 }; m->playerRoomPos = (Position) { 1, 1 }; } void roommatrix_destroy(RoomMatrix *m) { free(m); }