#include "libtcod.hpp" #include "Map.h" #include "Actor.h" #include "Engine.h" #include "Destructible.h" #include "Attacker.h" #include "Ai.h" static const int ROOM_MAX_SIZE = 12; static const int ROOM_MIN_SIZE = 6; static const int MAX_ROOM_MONSTERS = 3; class BspListener : public ITCODBspCallback { private: Map& map; // a map to dig int roomNum; // room number int lastx = 0, lasty = 0; // 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; // dig a room TCODRandom* rng = TCODRandom::getInstance(); w = rng->getInt(ROOM_MIN_SIZE, node->w - 2); h = rng->getInt(ROOM_MIN_SIZE, node->h - 2); x = rng->getInt(node->x + 1, node->x + node->w - w - 1); y = rng->getInt(node->y + 1, node->y + node->h - h - 1); map.createRoom(roomNum == 0, x, y, x + w - 1, y + h - 1); 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) { tiles = new Tile[width * height]; map = new TCODMap(width, height); TCODBsp bsp(0, 0, width, height); bsp.splitRecursive(NULL, 8, ROOM_MAX_SIZE, ROOM_MAX_SIZE, 1.5f, 1.5f); BspListener listener(*this); bsp.traverseInvertedLevelOrder(&listener, NULL); } Map::~Map() { delete[] tiles; delete map; } 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 is an actor there. cannot walk return false; } } return true; } bool Map::isInFov(int x, int y) const { if (map->isInFov(x, y)) { tiles[x + y * width].explored = true; return true; } return false; } void Map::computeFov() { map->computeFov(engine->player->x, engine->player->y, engine->fovRadius); } bool Map::isWall(int x, int y) const { return !map->isWalkable(x, y); } bool Map::isExplored(int x, int y) const { return tiles[x + y * width].explored; } void Map::setWall(int x, int y) { map->setProperties(x, y, false, false); } void Map::render(TCOD_Console& cons) const { static const TCOD_ColorRGB darkWall(0, 0, 100); static const TCOD_ColorRGB darkGround(50, 50, 150); static const TCOD_ColorRGB lightWall(130, 110, 50); static const TCOD_ColorRGB lightGround(200, 180, 50); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { if (isInFov(x, y)) { tcod::print(cons, { x, y }, " ", std::nullopt, isWall(x, y) ? lightWall : lightGround); } else if (isExplored(x, y)) { tcod::print(cons, { x, y }, " ", std::nullopt, isWall(x, y) ? darkWall : darkGround); } } } } 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) { dig(x1, y1, x2, y2); 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 nbMonsters = rng->getInt(0, MAX_ROOM_MONSTERS); while (nbMonsters > 0) { int x = rng->getInt(x1, x2); int y = rng->getInt(y1, y2); if (canWalk(x, y)) { addMonster(x, y); } nbMonsters--; } } } void Map::addMonster(int x, int y) { TCODRandom* rng = TCODRandom::getInstance(); if (rng->getInt(0, 100) < 80) { // create an orc Actor* orc = new Actor(x, y, "o", "orc", TCOD_ColorRGB(0, 100, 0)); orc->destructible = new MonsterDestructible(10, 0, "dead orc"); orc->attacker = new Attacker(3); orc->ai = new MonsterAi(); engine->actors.push(orc); } else { // create a troll Actor* troll = new Actor(x, y, "T", "troll", TCOD_ColorRGB(0, 255, 0)); troll->destructible = new MonsterDestructible(16, 1, "troll carcass"); troll->attacker = new Attacker(4); troll->ai = new MonsterAi(); engine->actors.push(troll); } }