332 lines
6.9 KiB
C
332 lines
6.9 KiB
C
#include <stdlib.h>
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#include "map.h"
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#include "map_lua.h"
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#include "util.h"
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#include "item.h"
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#include "item_builder.h"
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#include "gui.h"
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static
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Room* create_room(void)
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{
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int i, j;
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Room *room;
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room = ec_malloc(sizeof(Room));
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
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for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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room->tiles[i][j] = NULL;
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room->decorations[i][j] = NULL;
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}
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}
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return room;
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}
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Map* map_create()
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{
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int i, j;
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Map *map = ec_malloc(sizeof(Map));
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map->textures = linkedlist_create();
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map->monsterTextures = ht_create(30);
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map->monsters = linkedlist_create();
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map->items = linkedlist_create();
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map->currentRoom = (Position) { 0, 0 };
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map->renderTimer = timer_create();
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map->level = 1;
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for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
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for (j=0; j < MAP_V_ROOM_COUNT; ++j) {
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map->rooms[i][j] = create_room();
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}
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}
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return map;
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}
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void map_add_tile(Map *map, Position *tile_pos, MapTile *tile)
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{
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const Position *cr = &map->currentRoom;
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Room *room = map->rooms[cr->x][cr->y];
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MapTile **oldTile = &room->tiles[tile_pos->x][tile_pos->y];
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// Clear possible decoration
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if (tile->levelExit && room->tiles[tile_pos->x][tile_pos->y]) {
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MapTile **decoration = &room->tiles[tile_pos->x][tile_pos->y];
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free(*decoration);
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*decoration = NULL;
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}
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// Clear possible tile
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if (*oldTile != NULL) {
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free(*oldTile);
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*oldTile = NULL;
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}
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*oldTile = tile;
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}
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void map_add_decoration(Map *map, Position *tile_pos, MapTile *tile)
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{
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const Position *cr = &map->currentRoom;
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MapTile **oldTile = &map->rooms[cr->x][cr->y]->decorations[tile_pos->x][tile_pos->y];
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if (*oldTile != NULL) {
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free(*oldTile);
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*oldTile = NULL;
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}
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*oldTile = tile;
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}
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Texture*
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map_add_monster_texture(Map *map, const char *path, SDL_Renderer *renderer)
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{
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Texture *t;
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t = ht_get(map->monsterTextures, path);
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if (!t) {
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t = texture_create();
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texture_load_from_file(t, path, renderer);
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ht_set(map->monsterTextures, path, t);
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}
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return t;
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}
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void
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map_clear_dead_monsters(Map *map)
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{
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LinkedList *last, *current, *next;
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last = NULL;
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current = map->monsters;
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while (current != NULL) {
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if (((Monster*) current->data)->stats.hp <= 0) {
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if (last == NULL)
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map->monsters = current->next;
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else
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last->next = current->next;
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Monster *monster = current->data;
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// Loot drops
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monster_drop_loot(monster, map);
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monster_destroy(monster);
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current->data = NULL;
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next = current->next;
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current->next = NULL;
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linkedlist_destroy(¤t);
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current = next;
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continue;
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}
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last = current;
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current = current->next;
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}
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}
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void
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map_clear_collected_items(Map *map)
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{
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LinkedList *last, *current, *next;
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last = NULL;
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current = map->items;
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while (current != NULL) {
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if (((Item*) current->data)->collected) {
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if (last == NULL)
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map->items = current->next;
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else
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last->next = current->next;
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item_destroy(current->data);
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current->data = NULL;
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next = current->next;
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current->next = NULL;
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linkedlist_destroy(¤t);
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current = next;
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continue;
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}
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last = current;
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current = current->next;
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}
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}
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void
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map_add_monster(Map *map, Monster *m)
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{
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monster_update_stats_for_level(m, map->level);
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linkedlist_append(&map->monsters, m);
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}
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void
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map_move_monsters(Map *map, RoomMatrix *rm)
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{
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LinkedList *m = map->monsters;
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while (m) {
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Monster *monster = m->data;
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m = m->next;
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if (!position_in_room(&monster->sprite->pos, &map->currentRoom))
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continue;
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monster_move(monster, rm);
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}
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}
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int map_add_texture(Map *map, const char *path, SDL_Renderer *renderer)
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{
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Texture *t = texture_create();
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texture_load_from_file(t, path, renderer);
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linkedlist_append(&map->textures, t);
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return linkedlist_size(map->textures) - 1;
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}
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static
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void map_tile_render(Map *map, MapTile *tile, Position *pos, Camera *cam)
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{
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static bool second_texture = false;
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if (tile == NULL)
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return;
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if (timer_get_ticks(map->renderTimer) > 300) {
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timer_start(map->renderTimer);
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second_texture = !second_texture;
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}
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Position camPos = camera_to_camera_position(cam, pos);
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SDL_Rect draw_box = (SDL_Rect) {
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camPos.x,
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camPos.y,
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TILE_DIMENSION,
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TILE_DIMENSION
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};
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Texture *texture;
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if (tile->textureIndex1 >= 0 && second_texture) {
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texture = linkedlist_get(&map->textures, tile->textureIndex1);
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} else {
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texture = linkedlist_get(&map->textures, tile->textureIndex0);
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}
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SDL_RenderCopy(cam->renderer,
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texture->texture,
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&tile->clip,
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&draw_box
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);
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}
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void map_render(Map *map, Camera *cam)
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{
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unsigned int i, j;
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LinkedList *monsterItem;
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LinkedList *items;
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Room *room;
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if (!timer_started(map->renderTimer)) {
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timer_start(map->renderTimer);
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}
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Position roomPos = { map->currentRoom.x, map->currentRoom.y };
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Position roomCords = {
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roomPos.x * MAP_ROOM_WIDTH * TILE_DIMENSION,
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roomPos.y * MAP_ROOM_HEIGHT * TILE_DIMENSION
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};
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room = map->rooms[roomPos.x][roomPos.y];
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
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for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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Position tilePos = (Position) {
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roomCords.x + i*TILE_DIMENSION,
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roomCords.y + j*TILE_DIMENSION
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};
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map_tile_render(map, room->tiles[i][j], &tilePos, cam);
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map_tile_render(map,
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room->decorations[i][j],
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&tilePos,
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cam);
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}
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}
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monsterItem = map->monsters;
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while (monsterItem != NULL) {
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Monster *monster = monsterItem->data;
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monsterItem = monsterItem->next;
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monster_render(monster, cam);
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}
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items = map->items;
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while (items != NULL) {
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Item *item = items->data;
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items = items->next;
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item_render(item, cam);
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}
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}
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void map_set_current_room(Map *map, Position *pos)
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{
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unsigned int room_width, room_height;
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room_width = MAP_ROOM_WIDTH * TILE_DIMENSION;
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room_height = MAP_ROOM_HEIGHT * TILE_DIMENSION;
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if (pos->x <= 0) {
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map->currentRoom.x = 0;
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} else {
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unsigned int room_cord_x = pos->x - (pos->x % room_width);
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map->currentRoom.x = room_cord_x / room_width;
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}
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if (pos->y <= 0) {
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map->currentRoom.y = 0;
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} else {
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unsigned int room_cord_y = pos->y - (pos->y % room_height);
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map->currentRoom.y = room_cord_y / room_height;
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}
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if (map->currentRoom.x >= MAP_H_ROOM_COUNT)
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map->currentRoom.x = MAP_H_ROOM_COUNT - 1;
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if (map->currentRoom.y >= MAP_V_ROOM_COUNT)
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map->currentRoom.y = MAP_V_ROOM_COUNT - 1;
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}
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static
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void map_room_destroy(Room *room)
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{
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int i, j;
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
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for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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if (room->tiles[i][j]) {
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free(room->tiles[i][j]);
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}
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if (room->decorations[i][j]) {
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free(room->decorations[i][j]);
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}
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}
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}
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free(room);
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}
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void map_destroy(Map *map)
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{
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int i, j;
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for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
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for (j=0; j < MAP_V_ROOM_COUNT; ++j) {
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map_room_destroy(map->rooms[i][j]);
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}
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}
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while (map->textures != NULL)
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texture_destroy(linkedlist_pop(&map->textures));
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while (map->monsters != NULL)
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monster_destroy(linkedlist_pop(&map->monsters));
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while (map->items != NULL)
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item_destroy(linkedlist_pop(&map->items));
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ht_destroy_custom(map->monsterTextures, (void (*)(void*)) texture_destroy);
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timer_destroy(map->renderTimer);
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free(map);
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}
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