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Map.cpp
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#include "stdafx.h"
static const int ROOM_MAX_SIZE = 12;
static const int ROOM_MIN_SIZE = 6;
static const int MAX_ROOM_MONSTERS = 3;
static const int MAX_ROOM_ITEMS = 2;
class BspListener : public ITCODBspCallback {
private:
Map & map; // a map to dig
int roomNum; // room number
int lastx, lasty; // center of the last room
public:
BspListener(Map &map) : map(map), roomNum(0) {}
bool visitNode(TCODBsp *node, void *userData) {
if (node->isLeaf()) {
int x, y, w, h;
bool withActors = (bool)userData;
// dig a room
w = map.rng->getInt(ROOM_MIN_SIZE, node->w - 2);
h = map.rng->getInt(ROOM_MIN_SIZE, node->h - 2);
x = map.rng->getInt(node->x + 1, node->x + node->w - w - 1);
y = map.rng->getInt(node->y + 1, node->y + node->h - h - 1);
map.createRoom(roomNum == 0, x, y, x + w - 1, y + h - 1, withActors);
if (roomNum != 0) {
//dig a corridor from last room
map.dig(lastx, lasty, x + w / 2, lasty);
map.dig(x + w / 2, lasty, x + w / 2, y + h / 2);
}
lastx = x + w / 2;
lasty = y + h / 2;
roomNum++;
}
return true;
}
};
Map::Map(int width, int height) : width(width), height(height) {
seed = TCODRandom::getInstance()->getInt(0, 0x7FFFFFFF);
}
Map::~Map() {
delete [] tiles;
delete map;
}
bool Map::isWall(int x, int y) const {
return !map->isWalkable(x, y);
}
bool Map::canWalk(int x, int y) const {
if (isWall(x, y)) {
// this is a wall
return false;
}
for (Actor **iterator = engine.actors.begin();
iterator != engine.actors.end(); iterator++) {
Actor *actor = *iterator;
if (actor->blocks && actor->x == x && actor->y == y) {
//there's a blocking actor here
return false;
}
}
return true;
}
bool Map::isExplored(int x, int y) const {
return tiles[x + y * width].explored;
}
bool Map::isInFOV(int x, int y) const {
if (x < 0 || x >= width || y < 0 || y >= height) {
return false;
}
if (map->isInFov(x, y)) {
tiles[x + y * width].explored = true;
return true;
}
return false;
}
void Map::init(bool withActors) {
rng = new TCODRandom(seed, TCOD_RNG_CMWC);
tiles = new Tile[width*height];
map = new TCODMap(width, height);
TCODBsp bsp(0, 0, width, height);
bsp.splitRecursive(rng, 8, ROOM_MAX_SIZE, ROOM_MAX_SIZE, 1.5f, 1.5f);
BspListener listener(*this);
bsp.traverseInvertedLevelOrder(&listener, (void *)withActors);
}
void Map::computeFov() {
map->computeFov(engine.player->x, engine.player->y,
engine.fovRadius);
}
void Map::addMonster(int x, int y) {
TCODRandom *rng = TCODRandom::getInstance();
if (rng->getInt(0, 100) < 80) {
//create a drone with 80% probability
Actor *drone = new Actor(x, y, 'd', "drone",TCODColor::darkBlue);
drone->destructible = new MonsterDestructible(10, 0, "drone parts", 50);
drone->attacker = new Attacker(3);
drone->ai = new MonsterAi();
engine.actors.push(drone);
}
else {
//create an android with 20% probability
Actor *android = new Actor(x, y, 'a', "android", TCODColor::darkPurple);
android->destructible = new MonsterDestructible(16, 1, "android parts", 125);
android->attacker = new Attacker(4);
android->ai = new MonsterAi();
engine.actors.push(android);
}
}
void Map::addItem(int x, int y) {
TCODRandom *rng = TCODRandom::getInstance();
int randomNumber = rng->getInt(0, 100);
if (randomNumber < 70) {
//create a stimpak with 70% probability
Actor *healthPotion = new Actor(x, y, '!', "stimpak",
TCODColor::lightRed);
healthPotion->blocks = false;
healthPotion->pickable = new Healer(4);
engine.actors.push(healthPotion);
}
else if (randomNumber < 80) {
// create a zapper with 10% probability
Actor *taser = new Actor(x, y, '#', "taser",
TCODColor::azure);
taser->blocks = false;
taser->pickable = new Taser(5, 20);
engine.actors.push(taser);
}
else if (randomNumber < 90) {
// create a molotov with 10% probability
Actor *molotovCocktail = new Actor(x, y, '#', "molotov cocktail",
TCODColor::darkerFlame);
molotovCocktail->blocks = false;
molotovCocktail->pickable = new Molotov(3, 12);
engine.actors.push(molotovCocktail);
}
else {
// create an emp pulse device with 10% probability
Actor *empDevice = new Actor(x, y, '#', "emp device",
TCODColor::darkPink);
empDevice->blocks = false;
empDevice->pickable = new EmpPulse(10, 8);
engine.actors.push(empDevice);
}
}
void Map::dig(int x1, int y1, int x2, int y2) {
if (x2 < x1) {
int tmp = x2;
x2 = x1;
x1 = tmp;
}
if (y2 < y1) {
int tmp = y2;
y2 = y1;
y1 = tmp;
}
for (int tilex = x1; tilex <= x2; tilex++) {
for (int tiley = y1; tiley <= y2; tiley++) {
map->setProperties(tilex, tiley, true, true);
}
}
}
void Map::createRoom(bool first, int x1, int y1, int x2, int y2, bool withActors) {
dig(x1, y1, x2, y2);
if (!withActors) {
return;
}
if (first) {
//put the player in the first room
engine.player->x = (x1 + x2) / 2;
engine.player->y = (y1 + y2) / 2;
}
else {
TCODRandom *rng = TCODRandom::getInstance();
int numberOfMonsters = rng->getInt(0, MAX_ROOM_MONSTERS);
int numberOfItems = rng->getInt(0, MAX_ROOM_ITEMS);
while (numberOfMonsters > 0) {
int x = rng->getInt(x1, x2);
int y = rng->getInt(y1, y2);
if (canWalk(x, y)) {
addMonster(x, y);
}
numberOfMonsters--;
}
while (numberOfItems > 0) {
int x = rng->getInt(x1, x2);
int y = rng->getInt(y1, y2);
if (canWalk(x, y)) {
addItem(x, y);
}
numberOfItems--;
}
}
// set stairs position
engine.stairs->x = (x1 + x2) / 2;
engine.stairs->y = (y1 + y2) / 2;
}
void Map::render() const {
static const TCODColor darkWall(20, 25, 35);
static const TCODColor darkGround(30, 35, 50);
static const TCODColor lightWall(45, 65, 100);
static const TCODColor lightGround(60, 110, 135);
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (isInFOV(x, y)) {
TCODConsole::root->setCharBackground(x, y,
isWall(x, y) ? lightWall : lightGround);
}
else if (isExplored(x, y)) {
TCODConsole::root->setCharBackground(x, y,
isWall(x, y) ? darkWall : darkGround);
}
}
}
}