150 lines
3.2 KiB
C
150 lines
3.2 KiB
C
#include <stdlib.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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RoomMatrix* roommatrix_create()
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{
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RoomMatrix *m = ec_malloc(sizeof(RoomMatrix));
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roommatrix_reset(m);
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return m;
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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, monster_count;
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Position monster_matrix_pos;
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Room *r;
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Monster *monster;
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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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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 (r->tiles[i][j]) {
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rm->spaces[i][j].occupied = r->tiles[i][j]->collider;
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rm->spaces[i][j].lightsource = r->tiles[i][j]->lightsource;
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}
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if (r->decorations[i][j]) {
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rm->spaces[i][j].occupied |= r->decorations[i][j]->collider;
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rm->spaces[i][j].lightsource |= r->decorations[i][j]->lightsource;
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}
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}
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}
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monster_count = linkedlist_size(m->monsters);
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for (i = 0; i < monster_count; ++i) {
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monster = linkedlist_get(&m->monsters, i);
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if (!position_in_room(&monster->sprite->pos, &m->currentRoom))
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continue;
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monster_matrix_pos = position_to_matrix_coords(&monster->sprite->pos);
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rm->spaces[monster_matrix_pos.x][monster_matrix_pos.y].occupied = true;
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}
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}
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static int
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min(int a, int b)
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{
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return a > b ? b : a;
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}
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static int
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max(int a, int b)
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{
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return a > b ? a : b;
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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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int x_max, x_min, y_max, y_min, i, j;
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int lightval, distance_modifier;
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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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x_max = min(x + 5, MAP_ROOM_WIDTH - 1);
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x_min = max(x - 5, 0);
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y_max = min(y + 5, MAP_ROOM_HEIGHT - 1);
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y_min = max(y - 5, 0);
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for (i = x_min; i <= x_max; ++i) {
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for (j = y_min; j <= y_max; ++j) {
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lightval = matrix->spaces[i][j].light;
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distance_modifier = abs(x-i) == abs(y-j) ? abs(x-i) + 1 : 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_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(0, 230 - matrix->spaces[i][j].light);
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SDL_SetRenderDrawColor(cam->renderer,
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0, 0, 0, light);
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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_RenderFillRect(cam->renderer, &box);
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}
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}
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}
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void roommatrix_reset(RoomMatrix *m)
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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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m->spaces[i][j].occupied = false;
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m->spaces[i][j].lightsource = false;
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m->spaces[i][j].light = 0;
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m->spaces[i][j].character = NULL;
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m->spaces[i][j].player = NULL;
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}
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}
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m->roomPos = (Position) { 0, 0 };
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}
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void roommatrix_destroy(RoomMatrix *m)
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{
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free(m);
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}
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