adg5/Map.cpp

198 lines
5.7 KiB
C++

#include "libtcod.hpp"
#include "Map.h"
#include "Actor.h"
#include "Engine.h"
#include "Destructible.h"
#include "Attacker.h"
#include "Ai.h"
#include "Healer.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 = 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 (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::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--;
}
int nbItems = rng->getInt(0, MAX_ROOM_ITEMS);
while (nbItems > 0) {
int x = rng->getInt(x1, x2);
int y = rng->getInt(y1, y2);
if (canWalk(x, y)) {
addItem(x, y);
}
nbItems--;
}
}
}
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);
}
}
void Map::addItem(int x, int y) {
Actor* healthPotion = new Actor(x, y, "!", "health potion",
TCOD_ColorRGB(128, 0, 128));
healthPotion->blocks = false;
healthPotion->pickable = new Healer(4);
engine->actors.push(healthPotion);
}