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Map.cpp
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Map.cpp
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#include "main.hpp"
bool BspListener::visitNode(TCODBsp *t_node, void *t_userData)
{
if (t_node->isLeaf())
{
bool withActors{(bool)t_userData};
// Dig a room
int w{m_map.m_rng->getInt(ROOM_MIN_SIZE, t_node->w - 2)};
int h{m_map.m_rng->getInt(ROOM_MIN_SIZE, t_node->h - 2)};
int x{m_map.m_rng->getInt(t_node->x + 1, t_node->x + t_node->w - w - 1)};
int y{m_map.m_rng->getInt(t_node->y + 1, t_node->y + t_node->h - h - 1)};
m_map.createRoom(m_room_num == 0, x, y, x + w - 1, y + h - 1, withActors);
if (m_room_num != 0)
{
// Dig corridor
m_map.dig(m_last_x, m_last_y, x + w / 2, m_last_y);
m_map.dig(x + w / 2, m_last_y, x + w / 2, y + h / 2);
}
m_last_x = x + w / 2;
m_last_y = y + h / 2;
m_room_num++;
}
return true;
}
static const int MAX_ROOM_ITEMS{2};
Map::Map(const int t_width, const int t_height) : m_width{t_width}, m_height{t_height}
{
m_rng_seed = TCODRandom::getInstance()->getInt(0, 0x7FFFFFFF);
}
void Map::init(const bool t_withActors)
{
m_rng = std::make_unique<TCODRandom>(m_rng_seed, TCOD_RNG_CMWC);
m_tiles = std::move(std::vector<Tile>(m_width * m_height, Tile()));
m_tcod_map = std::make_unique<TCODMap>(m_width, m_height);
TCODBsp bsp{0, 0, m_width, m_height};
bsp.splitRecursive(m_rng.get(), 8, ROOM_MAX_SIZE, ROOM_MAX_SIZE, 1.5f, 1.5f);
BspListener listener{*this};
bsp.traverseInvertedLevelOrder(&listener, (void *)t_withActors);
}
bool Map::isWall(const int t_x, const int t_y) const
{
return !m_tcod_map->isWalkable(t_x, t_y);
}
bool Map::canWalk(const int t_x, const int t_y) const
{
// Return false if it's a wall
if (isWall(t_x, t_y))
{
return false;
}
// Check if there is an actor there. If so, return false.
for (auto it_actor{Engine::s_engine->m_actors.begin()}; it_actor < Engine::s_engine->m_actors.end(); it_actor++)
{
if ((*it_actor)->m_blocks && (*it_actor)->m_x == t_x && (*it_actor)->m_y == t_y)
{
return false;
}
}
// If none of the above is true, the character is free to walk there.
return true;
}
bool Map::isExplored(const int t_x, const int t_y) const
{
return m_tiles[t_y * m_width + t_x].m_explored;
}
bool Map::isInFov(const int t_x, const int t_y) const
{
if (t_x < 0 || t_x >= m_width || t_y < 0 || t_y >= m_height)
{
return false;
}
if (m_tcod_map->isInFov(t_x, t_y))
{
m_tiles[t_y * m_width + t_x].m_explored = true;
return true;
}
return false;
}
void Map::computeFov() const
{
m_tcod_map->computeFov(Engine::s_engine->m_player->m_x, Engine::s_engine->m_player->m_y, Engine::s_engine->m_fovRadius);
}
void Map::render() const
{
static const TCODColor dark_wall(47, 43, 39);
static const TCODColor dark_ground(50, 50, 150);
static const TCODColor light_wall(130, 110, 50);
static const TCODColor light_ground(200, 180, 50);
for (int x{0}; x < m_width; x++)
{
for (int y{0}; y < m_height; y++)
{
if (isInFov(x, y))
{
TCODConsole::root->setCharBackground(x, y, isWall(x, y) ? light_wall : light_ground);
}
else if (isExplored(x, y))
{
TCODConsole::root->setCharBackground(x, y, isWall(x, y) ? dark_wall : dark_ground);
}
}
}
}
void Map::dig(int t_x1, int t_y1, int t_x2, int t_y2)
{
if (t_x1 > t_x2)
{
int temp{t_x2};
t_x2 = t_x1;
t_x1 = temp;
}
if (t_y1 > t_y2)
{
int temp{t_y2};
t_y2 = t_y1;
t_y1 = temp;
}
for (int tile_x{t_x1}; tile_x <= t_x2; tile_x++)
{
for (int tile_y{t_y1}; tile_y <= t_y2; tile_y++)
{
m_tcod_map->setProperties(tile_x, tile_y, true, true);
}
}
#if VISIBLE_MAP_GEN == 1
render();
TCODConsole::root->flush();
TCODSystem::sleepMilli(50);
#endif
}
void Map::createRoom(const bool t_first, const int t_x1, const int t_y1, const int t_x2, const int t_y2, const bool t_withActors)
{
dig(t_x1, t_y1, t_x2, t_y2);
if (!t_withActors)
{
return;
}
if (t_first)
{
// Put the player in the first room
Engine::s_engine->m_player->m_x = (t_x1 + t_x2) / 2;
Engine::s_engine->m_player->m_y = (t_y1 + t_y2) / 2;
}
else
{
TCODRandom *rng{TCODRandom::getInstance()};
int num_monsters{rng->getInt(0, MAX_ROOM_MONSTERS)};
while (num_monsters > 0)
{
int x{rng->getInt(t_x1, t_x2)};
int y{rng->getInt(t_y1, t_y2)};
if (canWalk(x, y))
{
addMonster(x, y);
}
num_monsters--;
}
// Add items
int numItems{rng->getInt(0, MAX_ROOM_ITEMS)};
while (numItems > 0)
{
int x{rng->getInt(t_x1, t_x2)};
int y{rng->getInt(t_y1, t_y2)};
if (canWalk(x, y))
{
addItem(x, y);
}
numItems--;
}
// Place the stairs in the middle of the last room
Engine::s_engine->m_stairs->m_x = (t_x1 + t_x2) / 2;
Engine::s_engine->m_stairs->m_y = (t_y1 + t_y2) / 2;
}
}
void Map::addMonster(const int t_x, const int t_y)
{
// Get an rng instance
TCODRandom *rng{TCODRandom::getInstance()};
if (rng->getInt(0, 100) < 80)
{
// Create an orc 80% of the time
Engine::spawActorPreset(t_x, t_y, ActorPreset::ORC);
}
else
{
// Create a troll 20% of the time
Engine::spawActorPreset(t_x, t_y, ActorPreset::TROLL);
}
}
void Map::addItem(const int t_x, const int t_y)
{
TCODRandom *rng{TCODRandom::getInstance()};
int dice{rng->getInt(0, 100)};
if (dice < 70) // 70%
{
// Add a health potion
Engine::s_engine->m_actors.emplace_back(Actor::s_builder.createActor(t_x, t_y, '!', "health potion", TCODColor::violet)
.setPickable<Healer>(4.0f)
.construct());
}
else if (dice < 70 + 10) // 10%
{
// Create a lighting scroll
Engine::s_engine->m_actors.emplace_back(Actor::s_builder.createActor(t_x, t_y, '#', "scroll of lighting bolt", TCODColor::lightYellow)
.setPickable<LightingBolt>(5.0f, 20.0f)
.construct());
}
else if (dice < 70 + 10 + 10) // 10%
{
// Create a fireball scroll
Engine::s_engine->m_actors.emplace_back(Actor::s_builder.createActor(t_x, t_y, '#', "scroll of fire ball", TCODColor::lightYellow)
.setPickable<FireBall>(3.0f, 12.0f)
.construct());
}
else // 10%
{
// Create a confusion scroll
Engine::s_engine->m_actors.emplace_back(Actor::s_builder.createActor(t_x, t_y, '#', "scroll of confusion", TCODColor::lightYellow)
.setPickable<Confuser>(10, 8.0f)
.construct());
}
}