breakhack/src/roommatrix.c

150 lines
3.2 KiB
C

#include <stdlib.h>
#include "roommatrix.h"
#include "util.h"
#include "map.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, monster_count;
Position monster_matrix_pos;
Room *r;
Monster *monster;
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) {
if (r->tiles[i][j]) {
rm->spaces[i][j].occupied = r->tiles[i][j]->collider;
rm->spaces[i][j].lightsource = r->tiles[i][j]->lightsource;
}
if (r->decorations[i][j]) {
rm->spaces[i][j].occupied |= r->decorations[i][j]->collider;
rm->spaces[i][j].lightsource |= r->decorations[i][j]->lightsource;
}
}
}
monster_count = linkedlist_size(m->monsters);
for (i = 0; i < monster_count; ++i) {
monster = linkedlist_get(&m->monsters, i);
if (!position_in_room(&monster->sprite->pos, &m->currentRoom))
continue;
monster_matrix_pos = position_to_matrix_coords(&monster->sprite->pos);
rm->spaces[monster_matrix_pos.x][monster_matrix_pos.y].occupied = true;
}
}
static int
min(int a, int b)
{
return a > b ? b : a;
}
static int
max(int a, int b)
{
return a > b ? a : b;
}
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 = max(0, 230 - matrix->spaces[i][j].light);
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].character = NULL;
m->spaces[i][j].player = NULL;
}
}
m->roomPos = (Position) { 0, 0 };
}
void roommatrix_destroy(RoomMatrix *m)
{
free(m);
}