TombsOfHarc/src/Map.cpp

254 lines
6.9 KiB
C++

#include "libtcod.hpp"
#include "main.hpp"
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 ↦ // 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);
}
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);
}
Map::~Map() {
delete [] tiles;
delete map;
}
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::computeFov() {
map->computeFov(engine.player->x, engine.player->y,
engine.fovRadius);
}
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();
// Add Monsters
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--;
}
// Add Items
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--;
}
}
engine.stairs->x=(x1+x2)/2;
engine.stairs->y=(y1+y2)/2;
}
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->x == x && actor->y == y) {
// There is an actor there. Cannot walk.
return false;
}
}
return true;
}
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", TCODColor::desaturatedGreen);
orc->destructible = new MonsterDestructible(10, 0, "Dead orc", 10);
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", TCODColor::darkerGreen);
troll->destructible = new MonsterDestructible(16, 1, "Dead troll", 25);
troll->attacker = new Attacker(4);
troll->ai = new MonsterAi();
engine.actors.push(troll);
}
}
void Map::addItem(int x, int y) {
TCODRandom *rng=TCODRandom::getInstance();
int dice = rng->getInt(0, 100);
if(dice < 70) {
Actor *healthPotion = new Actor(x, y, '!', "Health Potion",
TCODColor::violet);
healthPotion->blocks=false;
healthPotion->pickable=new Pickable(NULL, new HealthEffect(4, NULL));
engine.actors.push(healthPotion);
} else if(dice < 70 + 10) {
// Create a scroll of lightning bolt
Actor *scrollOfLightningBolt = new Actor(x, y, '#',
"Scroll of lightning bolt", TCODColor::lightYellow);
scrollOfLightningBolt->blocks = false;
scrollOfLightningBolt->pickable = new Pickable(
new TargetSelector(TargetSelector::CLOSEST_MONSTER, 5),
new HealthEffect(-20, "A lightning bolt strikes the %s with a loud CRACK!\n"
"The damage is %g hit points."
)
);
engine.actors.push(scrollOfLightningBolt);
} else if(dice < 70 + 10 + 10) {
// Create a scroll of fireball
Actor *scrollOfFireball = new Actor(x, y, '#', "Scroll of fireball",
TCODColor::lightYellow);
scrollOfFireball->blocks = false;
scrollOfFireball->pickable = new Pickable(
new TargetSelector(TargetSelector::SELECTED_RANGE, 3),
new HealthEffect(-12, "The %s gets burned for %g points.")
);
engine.actors.push(scrollOfFireball);
} else {
// create a scroll of confusion
Actor *scrollOfConfusion = new Actor(x, y, '#',
"Scroll of confusion", TCODColor::lightYellow);
scrollOfConfusion->blocks=false;
scrollOfConfusion->pickable = new Pickable(
new TargetSelector(TargetSelector::SELECTED_MONSTER, 5),
new AiChangeEffect(new ConfusedMonsterAi(10),
"The eyes of the %s look vacant,\nas it starts to stumble around."
)
);
engine.actors.push(scrollOfConfusion);
}
}
void Map::render() const {
static const TCODColor darkWall(0, 0, 100);
static const TCODColor darkGround(50, 50, 150);
static const TCODColor lightWall(130, 110, 50);
static const TCODColor lightGround(200, 180, 50);
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);
}
}
}
}
void Map::save(TCODZip &zip) {
zip.putInt(seed);
for(int i = 0; i < width * height; i++) {
zip.putInt(tiles[i].explored);
}
}
void Map::load(TCODZip &zip) {
seed=zip.getInt();
init(false);
for(int i =0; i < width * height; i++) {
tiles[i].explored=zip.getInt();
}
}