283 lines
6.7 KiB
C
283 lines
6.7 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include <math.h>
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#include "defines.h"
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#include "roommatrix.h"
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#include "util.h"
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#include "map.h"
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#include "player.h"
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#include "item.h"
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#include "update_data.h"
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#include "defines.h"
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#include "trap.h"
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static void
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roommatrix_reset(RoomMatrix *m)
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{
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RoomSpace *space;
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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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space = &m->spaces[i][j];
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space->occupied = false;
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space->lethal = false;
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space->lightsource = false;
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space->light = 0;
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space->monster = NULL;
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space->player = NULL;
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space->trap = NULL;
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while (space->items != NULL)
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linkedlist_pop(&space->items);
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while (space->artifacts != NULL)
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linkedlist_pop(&space->artifacts);
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}
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}
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m->roomPos = (Position) { 0, 0 };
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m->playerRoomPos = (Position) { 1, 1 };
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}
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RoomMatrix* roommatrix_create(void)
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{
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int i, j;
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RoomMatrix *m = ec_malloc(sizeof(RoomMatrix));
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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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m->spaces[i][j].items = linkedlist_create();;
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m->spaces[i][j].artifacts = linkedlist_create();;
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}
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}
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roommatrix_reset(m);
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return m;
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}
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static void
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roommatrix_update_with_player(RoomMatrix *rm, Player *p)
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{
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Position rp = position_to_matrix_coords(&p->sprite->pos);
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rm->spaces[rp.x][rp.y].occupied = true;
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rm->spaces[rp.x][rp.y].player = p;
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rm->playerRoomPos = rp;
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}
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void
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roommatrix_update(UpdateData *data)
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{
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RoomMatrix *matrix = data->matrix;
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Input *input = data->input;
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if (input->mouseX < GAME_VIEW_WIDTH
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&& input->mouseY < GAME_VIEW_HEIGHT)
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{
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matrix->mousePos.x = input->mouseX;
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matrix->mousePos.y = input->mouseY;
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}
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roommatrix_update_with_player(matrix, data->player);
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}
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void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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{
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int i, j;
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Position position;
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Room *r;
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Monster *monster;
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LinkedList *monsterItem;
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Item *item;
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roommatrix_reset(rm);
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rm->roomPos = m->currentRoom;
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r = m->rooms[rm->roomPos.x][rm->roomPos.y];
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rm->modifier = &r->modifier;
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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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RoomSpace *space = &rm->spaces[i][j];
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if (r->tiles[i][j]) {
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space->occupied =
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r->tiles[i][j]->collider;
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space->lightsource =
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r->tiles[i][j]->lightsource;
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space->lethal =
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r->tiles[i][j]->lethal;
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}
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if (r->decorations[i][j]) {
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space->occupied |=
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r->decorations[i][j]->collider;
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space->lightsource |=
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r->decorations[i][j]->lightsource;
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}
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space->trap = r->traps[i][j];
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}
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}
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monsterItem = m->monsters;
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while (monsterItem) {
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monster = monsterItem->data;
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monsterItem = monsterItem->next;
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if (!position_in_room(&monster->sprite->pos, &m->currentRoom))
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continue;
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position =
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position_to_matrix_coords(&monster->sprite->pos);
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rm->spaces[position.x][position.y]
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.occupied = true;
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rm->spaces[position.x][position.y]
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.monster = monster;
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}
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LinkedList *items = m->items;
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while (items) {
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item = items->data;
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items = items->next;
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if (!position_in_room(&item->sprite->pos, &m->currentRoom))
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continue;
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position = position_to_matrix_coords(&item->sprite->pos);
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linkedlist_push(&rm->spaces[position.x][position.y].items, item);
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}
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LinkedList *artifacts = m->artifacts;
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while (artifacts) {
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Artifact *a = artifacts->data;
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artifacts = artifacts->next;
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if (!position_in_room(&a->sprite->pos, &m->currentRoom))
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continue;
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position = position_to_matrix_coords(&a->sprite->pos);
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linkedlist_push(&rm->spaces[position.x][position.y].artifacts, a);
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}
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}
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void
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roommatrix_add_lightsource(RoomMatrix *matrix, Position *pos)
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{
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Position mpos = position_to_matrix_coords(pos);
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matrix->spaces[mpos.x][mpos.y].lightsource = true;
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}
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static void
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set_light_for_tile(RoomMatrix *matrix, int x, int y)
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{
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RoomSpace *space;
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space = &matrix->spaces[x][y];
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if (!space->lightsource)
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return;
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space->light = 255;
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Uint8 radius = 4;
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int x_max = min(x + radius, MAP_ROOM_WIDTH - 1);
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int x_min = max(x - radius, 0);
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int y_max = min(y + radius, MAP_ROOM_HEIGHT - 1);
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int y_min = max(y - radius, 0);
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for (int i = x_min; i <= x_max; ++i) {
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for (int j = y_min; j <= y_max; ++j) {
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int lightval = matrix->spaces[i][j].light;
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int distance_modifier = abs(x-i) == abs(y-j) ?
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min(abs(x-i) + 1, 5) : max(abs(x-i), abs(y-j));
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lightval += (255 - (distance_modifier * 50));
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lightval = min(255, lightval);
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lightval = max(0, lightval);
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matrix->spaces[i][j].light = lightval;
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}
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}
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}
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void
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roommatrix_build_lightmap(RoomMatrix *matrix)
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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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set_light_for_tile(matrix, i, j);
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}
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}
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}
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void
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roommatrix_render_mouse_square(RoomMatrix *matrix, Camera *cam)
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{
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Position mmc = position_to_matrix_coords(&matrix->mousePos);
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SDL_Rect box = (SDL_Rect) {
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mmc.x*TILE_DIMENSION,
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mmc.y*TILE_DIMENSION,
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TILE_DIMENSION,
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TILE_DIMENSION
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};
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SDL_SetRenderDrawColor(cam->renderer, 255, 255, 0, 90);
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SDL_RenderFillRect(cam->renderer, &box);
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}
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void
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roommatrix_render_lightmap(RoomMatrix *matrix, Camera *cam)
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{
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int i, j, light;
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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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light = max(245 - matrix->spaces[i][j].light, 0);
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SDL_Rect box = (SDL_Rect) {
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i*TILE_DIMENSION,
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j*TILE_DIMENSION,
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TILE_DIMENSION,
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TILE_DIMENSION
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};
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SDL_SetRenderDrawColor(cam->renderer,
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0, 0, 0, (Uint8) light);
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SDL_RenderFillRect(cam->renderer, &box);
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#ifdef LIGHTMAPDEBUG
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Texture *t = create_light_texture(light, cam);
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Position p = { box.x+3, box.y+3 };
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texture_render(t, &p, cam);
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texture_destroy(t);
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#endif // LIGHTMAPDEBUG
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}
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}
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}
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void roommatrix_destroy(RoomMatrix *m)
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{
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// Clear the list but don't destroy the items
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// The items are destroyed in the map destruction
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for (int i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (int j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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RoomSpace *space = &m->spaces[i][j];
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while (space->items)
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linkedlist_pop(&space->items);
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while (space->artifacts)
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linkedlist_pop(&space->artifacts);
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}
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}
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free(m);
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}
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