/* * 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 "defines.h" #include "roommatrix.h" #include "util.h" #include "map.h" #include "player.h" #include "item.h" RoomMatrix* roommatrix_create() { 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 = NULL; } } roommatrix_reset(m); return m; } void roommatrix_handle_event(RoomMatrix *matrix, SDL_Event *event) { if (event->type != SDL_MOUSEMOTION) return; if (event->motion.x < GAME_VIEW_WIDTH && event->motion.y < GAME_VIEW_HEIGHT) { matrix->mousePos.x = event->motion.x; matrix->mousePos.y = event->motion.y; } } 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); linkedlist_push(&rm->spaces[position.x][position.y].items, 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) ? 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); } #ifdef LIGHTMAPDEBUG static Texture * create_light_texture(int light, Camera *cam) { static SDL_Color color = { 255, 255, 0, 0 }; char buffer[4]; Texture *t = texture_create(); texture_load_font(t, "assets/GUI/SDS_8x8.ttf", 8); m_sprintf(buffer, 4, "%d", light); texture_load_from_text(t, buffer, color, cam->renderer); return t; } #endif // LIGHTMAPDEBUG 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, 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 } } } 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->lightsource = false; space->light = 0; space->monster = NULL; space->player = NULL; while (space->items != NULL) linkedlist_pop(&space->items); } } m->roomPos = (Position) { 0, 0 }; m->playerRoomPos = (Position) { 1, 1 }; } void roommatrix_destroy(RoomMatrix *m) { free(m); }