breakhack/src/roommatrix.c

337 lines
8.1 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <math.h>
#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;
space->tile = NULL;
space->wall = NULL;
space->door = NULL;
space->decoration = 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->tile = 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->walls[i][j]) {
space->wall = r->walls[i][j];
space->occupied =
r->walls[i][j]->collider;
space->lightsource =
r->walls[i][j]->lightsource;
}
if (r->doors[i][j]) {
space->door = r->doors[i][j];
space->occupied =
r->doors[i][j]->collider;
space->lightsource =
r->doors[i][j]->lightsource;
}
if (r->decorations[i][j]) {
space->decoration = 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;
}