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diff --git a/src/DungeonMap.cpp b/src/DungeonMap.cpp
index a8fb23b..4bb0c0a 100644
--- a/src/DungeonMap.cpp
+++ b/src/DungeonMap.cpp
@@ -1,1420 +1,1476 @@
#include "DungeonMap.h"
#include "GameFloor.h"
#include "ItemEntity.h"
#include "ChestEntity.h"
#include "sfml_game/ImageManager.h"
#include <cstdlib>
#include <stdio.h>
#include <iostream>
#include "WitchBlastGame.h"
DungeonMap::DungeonMap(int width, int height) : GameMap(width, height)
{
}
DungeonMap::DungeonMap(GameFloor* gameFloor, int x, int y) : GameMap(MAP_WIDTH, MAP_HEIGHT)
{
this->gameFloor = gameFloor;
this->x = x;
this->y = y;
cleared = false;
visited = false;
known = false;
randomTileElement.type = -1;
randomTileElement.x = 0;
randomTileElement.y = 0;
randomTileElement.rotation = 0;
}
DungeonMap::~DungeonMap()
{
}
bool DungeonMap::isVisited()
{
return visited;
}
void DungeonMap::setVisited(bool b)
{
visited = b;
}
bool DungeonMap::isKnown()
{
return known;
}
void DungeonMap::setKnown(bool b)
{
known = b;
}
bool DungeonMap::isCleared()
{
return cleared;
}
void DungeonMap::setCleared(bool b)
{
cleared = b;
}
roomTypeEnum DungeonMap::getRoomType()
{
return roomType;
}
void DungeonMap::setRoomType(roomTypeEnum roomType)
{
this->roomType = roomType;
}
int DungeonMap::getObjectTile(int x, int y)
{
return objectsMap[x][y];
}
logicalMapStateEnum DungeonMap::getLogicalTile(int x, int y)
{
return logicalMap[x][y];
}
void DungeonMap::setObjectTile(int x, int y, int n)
{
objectsMap[x][y] = n;
}
void DungeonMap::setLogicalTile(int x, int y, logicalMapStateEnum state)
{
logicalMap[x][y] = state;
}
int DungeonMap::getFloorOffset()
{
return floorOffset;
}
int DungeonMap::getWallOffset()
{
return wallOffset;
}
void DungeonMap::setFloorOffset(int n)
{
floorOffset = n;
}
void DungeonMap::setWallOffset(int n)
{
wallOffset = n;
}
std::list<DungeonMap::itemListElement> DungeonMap::getItemList()
{
return (itemList);
}
std::list<DungeonMap::chestListElement> DungeonMap::getChestList()
{
return (chestList);
}
std::list<DungeonMap::spriteListElement> DungeonMap::getSpriteList()
{
return (spriteList);
}
DungeonMap::RandomTileElement DungeonMap::getRandomTileElement()
{
return randomTileElement;
}
void DungeonMap::setRandomTileElement (RandomTileElement rt)
{
randomTileElement = rt;
hasChanged = true;
}
void DungeonMap::displayToConsole()
{
for (int j=0; j < MAP_HEIGHT; j++)
{
for (int i=0; i < MAP_WIDTH; i++)
{
printf("%d", map[i][j]);
}
printf("\n");
}
printf("\n");
}
bool DungeonMap::isDownBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
return (logicalMap[x][y] != LogicalFloor);
}
bool DungeonMap::isUpBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
return (logicalMap[x][y] != LogicalFloor);
}
bool DungeonMap::isLeftBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
return (logicalMap[x][y] != LogicalFloor);
}
bool DungeonMap::isRightBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
return (logicalMap[x][y] != LogicalFloor);
}
bool DungeonMap::isWalkable(int x, int y)
{
if (!inMap(x, y)) return true;
if (roomType == roomTypeKey && !cleared)
{
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
if (x >= x0 - 1 && x <= x0 +1 && y >= y0 - 1 && y <= y0 + 1)
return false;
}
return (logicalMap[x][y] == LogicalFloor);
}
bool DungeonMap::isFlyable(int x, int y)
{
if (x < 0) return true;
if (x > MAP_WIDTH - 1) return true;
if (y < 0) return true;
if (y > MAP_HEIGHT - 1) return true;
return (logicalMap[x][y] != LogicalWall);
}
bool DungeonMap::isShootable(int x, int y)
{
if (!inMap(x, y)) return true;
return (logicalMap[x][y] != LogicalWall && logicalMap[x][y] != LogicalObstacle);
}
bool DungeonMap::containsHealth()
{
ItemList::iterator it;
for (it = itemList.begin (); it != itemList.end ();)
{
itemListElement ilm = *it;
it++;
if (ilm.type >= ItemHealthVerySmall && ilm.type <= ItemHealthVerySmallPoison)
return true;
}
return false;
}
void DungeonMap::randomize(int n)
{
int i, j;
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
initRoom();
// bonus
if (n == 5)
{
roomType = roomTypeBonus;
}
// others
else if (n > 0)
{
int r = rand() % 4;
if (r == 0) // corner blocks
{
map[1][1] = 4;
map[1][MAP_HEIGHT -2] = 4;
map[MAP_WIDTH - 2][1] = 4;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = 4;
}
else if (r == 1) // bloc in the middle
{
for (i = x0-1; i <= x0+1; i++)
for (j = y0-1; j <= y0+1; j++)
map[i][j] = 4;
}
else if (r == 2) // checker
{
for (i = 2; i < MAP_WIDTH - 2; i = i + 2)
for (j = 2; j < MAP_HEIGHT - 2; j = j + 2)
map[i][j] = 4;
}
cleared = false;
roomType = (roomTypeEnum)(rand() % 3);
}
else
{
cleared = true;
}
}
int DungeonMap::hasNeighbourLeft()
{
if (x > 0 && gameFloor->getRoom(x-1, y) > 0)
{
if (gameFloor->getRoom(x-1, y) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourRight()
{
if (x < MAP_WIDTH -1 && gameFloor->getRoom(x+1, y) > 0)
{
if (gameFloor->getRoom(x+1, y) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourUp()
{
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
{
if (gameFloor->getRoom(x, y-1) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourDown()
{
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
{
if (gameFloor->getRoom(x, y+1) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
roomTypeEnum DungeonMap::getNeighbourLeft()
{
if (x > 0) return gameFloor->getRoom(x - 1, y);
else return roomTypeNULL;
}
roomTypeEnum DungeonMap::getNeighbourRight()
{
if (x < MAP_WIDTH - 1) return gameFloor->getRoom(x + 1, y);
else return roomTypeNULL;
}
roomTypeEnum DungeonMap::getNeighbourUp()
{
if (y > 0) return gameFloor->getRoom(x, y - 1);
else return roomTypeNULL;
}
roomTypeEnum DungeonMap::getNeighbourDown()
{
if (y < MAP_HEIGHT - 1) return gameFloor->getRoom(x, y + 1);
else return roomTypeNULL;
}
int DungeonMap::getDivinity(int x, int y)
{
if (x <= 0 || (x >= MAP_WIDTH - 1) || y <= 0 || (y >= MAP_HEIGHT - 1)) return -1;
if (map[x][y] >= MAP_TEMPLE && map[x][y] < MAP_TEMPLE + NB_DIVINITY)
return (map[x][y] - MAP_TEMPLE);
else
return -1;
}
void DungeonMap::initRoom()
{
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
int i, j;
// style
floorOffset = ((game().getLevel() - 1) % 8) * 24 ;
wallOffset = 0; //((game().getLevel() - 1) % 3) * 48;
// outer walls
map[0][0] = wallOffset + MAP_WALL_7;
for ( i = 1 ; i < width -1 ; i++)
{
if (i == width / 2)
{
map[i][0] = wallOffset + MAP_WALL_8;
map[i][height - 1] = wallOffset + MAP_WALL_8;
}
else if (i < width / 2)
{
map[i][0] = wallOffset + MAP_WALL_87;
map[i][height - 1] = wallOffset + MAP_WALL_87;
}
else
{
map[i][0] = wallOffset + MAP_WALL_87;
map[i][height - 1] = wallOffset + MAP_WALL_87;
}
}
map[width - 1][0] = wallOffset + MAP_WALL_7;
for ( int i = 1 ; i < height -1 ; i++)
{
if (i == height / 2)
{
map[0][i] = wallOffset + MAP_WALL_8;
map[width - 1][i] = wallOffset + MAP_WALL_8;
}
else if (i < height / 2)
{
map[0][i] = wallOffset + MAP_WALL_87;
map[width - 1][i] = wallOffset + MAP_WALL_87;
}
else
{
map[0][i] = wallOffset + MAP_WALL_87;
map[width - 1][i] = wallOffset + MAP_WALL_87;
}
}
map[0][height - 1] = wallOffset + MAP_WALL_7;
map[width - 1][height - 1] = wallOffset + MAP_WALL_7;
// floor
for ( j = 1 ; j < height - 1 ; j++)
{
for ( i = 1 ; i < width - 1 ; i++)
{
map[i][j] = floorOffset + rand()%(MAP_NORMAL_FLOOR);
while (map[i][j] == map[i - 1][j] || map[i][j] == map[i][j - 1] || map[i][j] == map[i - 1][j - 1] || map[i][j] == map[i + 1][j - 1])
map[i][j] = floorOffset + rand()%(MAP_NORMAL_FLOOR);
}
}
// objects
for ( j = 0 ; j < height; j++)
{
for ( i = 0 ; i < width; i++)
{
objectsMap[i][j] = 0;
if (i == 0 || j == 0 || i == width - 1 || j == height - 1)
logicalMap[i][j] = LogicalWall;
else
logicalMap[i][j] = LogicalFloor;
}
}
// alternative floor
for (i = 0; i < 8; i++)
{
if (rand() % 2 > 0)
{
map[1 + rand() % (MAP_WIDTH - 2)][1 + rand() % (MAP_HEIGHT - 2)] = floorOffset + 16 + i;
}
}
// alternative walls
for (i = 0; i < 9; i++)
{
if (rand() % 2 > 0)
{
int xTile = 0;
int yTile = 0;
int horizontal = rand() % 2;
if (horizontal == 0)
{
yTile = rand() % 2 == 0 ? 0 : MAP_HEIGHT - 1;
xTile = 1 + rand() % 12;
if (xTile > 6) xTile++;
}
else
{
xTile = rand() % 2 == 0 ? 0 : MAP_WIDTH - 1;
yTile = 1 + rand() % 6;
if (yTile > 3) yTile++;
}
map[xTile][yTile] = i + wallOffset + MAP_WALL_ALTERN;
}
}
if (hasNeighbourUp() && rand() % 3 == 0)
{
map[x0 - 2][0] = 9 + wallOffset + MAP_WALL_ALTERN;
map[x0 + 2][0] = 9 + wallOffset + MAP_WALL_ALTERN;
}
if (hasNeighbourDown() && rand() % 3 == 0)
{
map[x0 - 2][MAP_HEIGHT - 1] = 9 + wallOffset + MAP_WALL_ALTERN;
map[x0 + 2][MAP_HEIGHT - 1] = 9 + wallOffset + MAP_WALL_ALTERN;
}
if (hasNeighbourLeft() && rand() % 3 == 0)
{
map[0][y0 - 2] = 9 + wallOffset + MAP_WALL_ALTERN;
map[0][y0 + 2] = 9 + wallOffset + MAP_WALL_ALTERN;
}
if (hasNeighbourRight() && rand() % 3 == 0)
{
map[MAP_WIDTH - 1][y0 - 2] = 9 + wallOffset + MAP_WALL_ALTERN;
map[MAP_WIDTH - 1][y0 + 2] = 9 + wallOffset + MAP_WALL_ALTERN;
}
// doors ?
if (gameFloor != NULL)
{
if (x > 0 && gameFloor->getRoom(x - 1, y) > 0)
{
map[0][MAP_HEIGHT / 2] = wallOffset + MAP_WALL_DOOR_8;
map[0][MAP_HEIGHT / 2 - 1] = wallOffset + MAP_WALL_DOOR_7;
map[0][MAP_HEIGHT / 2 + 1] = wallOffset + MAP_WALL_DOOR_7;
openDoor(0, y0);
}
if (x < MAP_WIDTH - 1 && gameFloor->getRoom(x + 1, y) > 0)
{
map[MAP_WIDTH - 1][MAP_HEIGHT / 2] = wallOffset + MAP_WALL_DOOR_8;
map[MAP_WIDTH - 1][MAP_HEIGHT / 2 - 1] = wallOffset + MAP_WALL_DOOR_7;
map[MAP_WIDTH - 1][MAP_HEIGHT / 2 + 1] = wallOffset + MAP_WALL_DOOR_7;
openDoor(MAP_WIDTH - 1, y0);
}
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
{
map[MAP_WIDTH / 2][0] = wallOffset + MAP_WALL_DOOR_8;
map[MAP_WIDTH / 2 - 1][0] = wallOffset + MAP_WALL_DOOR_7;
map[MAP_WIDTH / 2 + 1][0] = wallOffset + MAP_WALL_DOOR_7;
openDoor(x0, 0);
}
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
{
map[MAP_WIDTH / 2][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_DOOR_8;
map[MAP_WIDTH / 2 - 1][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_DOOR_7;
map[MAP_WIDTH / 2 + 1][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_DOOR_7;
openDoor(x0, MAP_HEIGHT -1);
}
}
}
void DungeonMap::openDoor(int x, int y)
{
objectsMap[x][y] = MAPOBJ_DOOR_OPEN;
logicalMap[x][y] = LogicalFloor;
}
void DungeonMap::closeDoor(int x, int y)
{
objectsMap[x][y] = MAPOBJ_DOOR_CLOSED;
logicalMap[x][y] = LogicalWall;
}
bool DungeonMap::isDoor(int x, int y)
{
return objectsMap[x][y] == MAPOBJ_DOOR_OPEN || objectsMap[x][y] == MAPOBJ_DOOR_CLOSED;
}
void DungeonMap::makePatternTile(int x, int y)
{
if (map[x][y] < 24 * 8 && (map[x][y] % 24) < 8) map[x][y] += 8;
else map[x][y] = (game().getLevel() - 1) * 24 + 8;
}
void DungeonMap::initPattern(patternEnum n)
{
int i, j;
if (n == PatternSmallChecker)
{
for ( i = 2 ; i < width - 2 ; i++)
for ( j = 2 ; j < height - 2 ; j++)
{
if ((i + j) % 2 == 1) makePatternTile(i, j);
}
}
if (n == PatternBigChecker)
{
for ( i = 1 ; i < width - 1 ; i++)
for ( j = 1 ; j < height - 1 ; j++)
{
if ((i + j) % 2 == 1) makePatternTile(i, j);
}
}
if (n == PatternBorder)
{
for ( i = 1 ; i < width - 1 ; i++)
for ( j = 1 ; j < height - 1 ; j++)
{
if (i == 1 || j == 1 || i == width - 2 || j == height - 2)
makePatternTile(i, j);
}
}
if (n == PatternBigCircle)
{
for ( i = 2 ; i < width - 2 ; i++)
for ( j = 2 ; j < height - 2 ; j++)
{
if (i == 2 || j == 2 || i == width - 3 || j == height - 3)
makePatternTile(i, j);
}
}
if (n == PatternSmallCircle || n == PatternSmallStar)
{
for ( i = 5 ; i < 10 ; i++)
for ( j = 2 ; j < height - 2 ; j++)
{
if (i == 5 || i == 9 || j == 2 || j == height - 3)
makePatternTile(i, j);
}
}
if (n == PatternSmallStar)
{
makePatternTile(7, 1);
makePatternTile(7, height - 2);
makePatternTile(4, 4);
makePatternTile(10, 4);
}
if (n == PatternSmallDisc)
{
for ( i = 5 ; i < 10 ; i++)
for ( j = 2 ; j < height - 2 ; j++)
{
makePatternTile(i, j);
}
}
}
+void DungeonMap::generateInselRoom()
+{
+ for (int i = 1; i < MAP_WIDTH - 1; i++)
+ for (int j = 1; j < MAP_HEIGHT - 1; j++)
+ {
+ if (i != MAP_WIDTH / 2 && j != MAP_HEIGHT / 2
+ && !(i == MAP_WIDTH / 2 - 1 && j == MAP_HEIGHT / 2 - 1)
+ && !(i == MAP_WIDTH / 2 - 1 && j == MAP_HEIGHT / 2 + 1)
+ && !(i == MAP_WIDTH / 2 + 1 && j == MAP_HEIGHT / 2 - 1)
+ && !(i == MAP_WIDTH / 2 + 1 && j == MAP_HEIGHT / 2 + 1)
+ )
+ addHole(i, j);
+ }
+ objectsMap[MAP_WIDTH / 2 - 2][MAP_HEIGHT / 2 - 1] = MAPOBJ_WALL_SPECIAL;
+ objectsMap[MAP_WIDTH / 2 - 1][MAP_HEIGHT / 2 - 2] = MAPOBJ_WALL_SPECIAL;
+ logicalMap[MAP_WIDTH / 2 - 2][MAP_HEIGHT / 2 - 1] = LogicalObstacle;
+ logicalMap[MAP_WIDTH / 2 - 1][MAP_HEIGHT / 2 - 2] = LogicalObstacle;
+
+ objectsMap[MAP_WIDTH / 2 + 2][MAP_HEIGHT / 2 - 1] = MAPOBJ_WALL_SPECIAL + 1;
+ objectsMap[MAP_WIDTH / 2 + 1][MAP_HEIGHT / 2 - 2] = MAPOBJ_WALL_SPECIAL + 1;
+ logicalMap[MAP_WIDTH / 2 + 2][MAP_HEIGHT / 2 - 1] = LogicalObstacle;
+ logicalMap[MAP_WIDTH / 2 + 1][MAP_HEIGHT / 2 - 2] = LogicalObstacle;
+
+ objectsMap[MAP_WIDTH / 2 - 2][MAP_HEIGHT / 2 + 1] = MAPOBJ_WALL_SPECIAL + 2;
+ objectsMap[MAP_WIDTH / 2 - 1][MAP_HEIGHT / 2 + 2] = MAPOBJ_WALL_SPECIAL + 2;
+ logicalMap[MAP_WIDTH / 2 - 2][MAP_HEIGHT / 2 + 1] = LogicalObstacle;
+ logicalMap[MAP_WIDTH / 2 - 1][MAP_HEIGHT / 2 + 2] = LogicalObstacle;
+
+ objectsMap[MAP_WIDTH / 2 + 2][MAP_HEIGHT / 2 + 1] = MAPOBJ_WALL_SPECIAL + 3;
+ objectsMap[MAP_WIDTH / 2 + 1][MAP_HEIGHT / 2 + 2] = MAPOBJ_WALL_SPECIAL + 3;
+ logicalMap[MAP_WIDTH / 2 + 2][MAP_HEIGHT / 2 + 1] = LogicalObstacle;
+ logicalMap[MAP_WIDTH / 2 + 1][MAP_HEIGHT / 2 + 2] = LogicalObstacle;
+
+ if (!hasNeighbourUp())
+ addHole(MAP_WIDTH / 2, 1);
+ if (!hasNeighbourDown())
+ addHole(MAP_WIDTH / 2, MAP_HEIGHT - 2);
+ if (!hasNeighbourLeft())
+ for (int i = 0; i < 4; i++)
+ {
+ addHole(1 + i, MAP_HEIGHT / 2);
+ addHole(1 + i, MAP_HEIGHT / 2 + 1);
+ }
+ if (!hasNeighbourRight())
+ for (int i = 0; i < 4; i++)
+ {
+ addHole(MAP_WIDTH - 2 - i, MAP_HEIGHT / 2);
+ addHole(MAP_WIDTH - 2 - i, MAP_HEIGHT / 2 + 1);
+ }
+
+ addHole(MAP_WIDTH / 2 - 1 , MAP_HEIGHT - 2);
+ addHole(MAP_WIDTH / 2 + 1 , MAP_HEIGHT - 2);
+ addHole(MAP_WIDTH / 2 - 2 , MAP_HEIGHT - 3);
+ addHole(MAP_WIDTH / 2 + 2 , MAP_HEIGHT - 3);
+
+ if (rand() % 2 == 0) makePatternTile(MAP_WIDTH / 2, MAP_HEIGHT / 2);
+}
+
Vector2D DungeonMap::generateBonusRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
- if (rand() % 2 >= 0) // Not yet implemented
+ if (game().getLevel() == 1 || rand() % 2 == 0)
{
if (rand() % 3 == 0)
{
if (rand() % 2 == 0) initPattern(PatternSmallDisc);
else initPattern(PatternSmallStar);
}
objectsMap[x0 - 1][y0 - 1] = MAPOBJ_WALL_SPECIAL;
objectsMap[x0 - 1][y0 + 1] = MAPOBJ_WALL_SPECIAL + 2;
objectsMap[x0 + 1][y0 - 1] = MAPOBJ_WALL_SPECIAL + 1;
objectsMap[x0 + 1][y0 + 1] = MAPOBJ_WALL_SPECIAL + 3;
logicalMap[x0 - 1][y0 - 1] = LogicalObstacle;
logicalMap[x0 - 1][y0 + 1] = LogicalObstacle;
logicalMap[x0 + 1][y0 - 1] = LogicalObstacle;
logicalMap[x0 + 1][y0 + 1] = LogicalObstacle;
}
else
{
- for (int i = 1; i < MAP_WIDTH - 1; i++)
- for (int j = 1; j < MAP_HEIGHT - 1; j++)
- {
- if (i != MAP_WIDTH / 2 && j != MAP_HEIGHT / 2
- && (i == MAP_WIDTH / 2 - 1 && j == MAP_HEIGHT / 2 - 1)
- && (i == MAP_WIDTH / 2 - 1 && j == MAP_HEIGHT / 2 + 1)
- && (i == MAP_WIDTH / 2 + 1 && j == MAP_HEIGHT / 2 - 1)
- && (i == MAP_WIDTH / 2 + 1 && j == MAP_HEIGHT / 2 + 1)
- )
- addHole(i, j);
- }
+ generateInselRoom();
}
-
generateRandomTile();
return (Vector2D(x0 * TILE_WIDTH + TILE_WIDTH / 2, y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
void DungeonMap::generateTemple(int x, int y, enumDivinityType type)
{
map[x][y] = MAP_TEMPLE + (int)type;
addHole(x - 1, y - 2);
addHole(x - 1, y - 1);
addHole(x - 1, y);
addHole(x + 1, y - 2);
addHole(x + 1, y - 1);
addHole(x + 1, y );
objectsMap[x][y - 2] = MAPOBJ_TEMPLE_WALL + (int)type;
objectsMap[x][y - 1] = MAPOBJ_TEMPLE_WALL + 10 + (int)type;
logicalMap[x][y - 2] = LogicalObstacle;
logicalMap[x][y - 1] = LogicalObstacle;
}
void DungeonMap::generateTempleRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = 1 + MAP_HEIGHT / 2;
if (rand() % 3 == 0)
{
if (rand() % 2 == 0) initPattern(PatternSmallDisc);
else initPattern(PatternSmallStar);
}
int d0, d1, d2;
d0 = rand() % NB_DIVINITY;
d1 = d0;
while (d0 == d1) d1 = rand() % NB_DIVINITY;
if (rand() % 2 == 0)
{
// three temple
d2 = d0;
while (d0 == d2 || d1 == d2) d2 = rand() % NB_DIVINITY;
generateTemple(x0 - 2, y0, (enumDivinityType)d0);
generateTemple(x0 + 2, y0, (enumDivinityType)d1);
generateTemple(x0, y0, (enumDivinityType)d2);
}
else
{
// two temples
generateTemple(x0 - 1, y0, (enumDivinityType)d0);
generateTemple(x0 + 1, y0, (enumDivinityType)d1);
}
generateRandomTile();
}
void DungeonMap::generateCarpet(int x0, int y0, int w, int h, int n)
{
int xf = x0 + w - 1;
int yf = y0 + h - 1;
map[x0][y0] = n;
map[x0][yf] = n + 6;
map[xf][y0] = n + 2;
map[xf][yf] = n + 8;
int i, j;
for (i = x0 + 1; i <= xf - 1; i++)
{
map[i][y0] = n + 1;
map[i][yf] = n + 7;
for (j = y0 + 1; j <= yf - 1; j++)
map[i][j] = n + 4;
}
for (j = y0 + 1; j <= yf - 1; j++)
{
map[x0][j] = n + 3;
map[xf][j] = n + 5;
}
}
void DungeonMap::generateTable(int x0, int y0, int w, int h, int n)
{
int xf = x0 + w - 1;
int yf = y0 + h - 1;
objectsMap[x0][y0] = n;
objectsMap[x0][yf] = n + 6;
objectsMap[xf][y0] = n + 2;
objectsMap[xf][yf] = n + 8;
int i, j;
for (i = x0 + 1; i <= xf - 1; i++)
{
objectsMap[i][y0] = n + 1;
objectsMap[i][yf] = n + 7;
for (j = y0 + 1; j <= yf - 1; j++)
objectsMap[i][j] = n + 4;
}
for (j = y0 + 1; j <= yf - 1; j++)
{
objectsMap[x0][j] = n + 3;
objectsMap[xf][j] = n + 5;
}
for (i = x0; i <= xf; i++)
for (j = y0; j <= yf; j++)
logicalMap[i][j] = LogicalObstacle;
}
Vector2D DungeonMap::generateMerchantRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
for (int i = x0 - 3; i <= x0 + 3; i++)
{
if (i == x0 - 3) objectsMap[i][y0] = MAPOBJ_SHOP_LEFT;
else if (i == x0 + 3) objectsMap[i][y0] = MAPOBJ_SHOP_RIGHT;
else objectsMap[i][y0] = MAPOBJ_SHOP;
logicalMap[i][y0] = LogicalObstacle;
}
if (!hasNeighbourUp())
{
objectsMap[x0 - 1][0] = MAPOBJ_PNW;
objectsMap[x0][0] = MAPOBJ_PNW + 1;
objectsMap[x0 + 1][0] = MAPOBJ_PNW + 2;
}
else
{
objectsMap[x0 - 1][MAP_HEIGHT - 1] = MAPOBJ_PNW +3;
objectsMap[x0][MAP_HEIGHT - 1] = MAPOBJ_PNW + 4;
objectsMap[x0 + 1][MAP_HEIGHT - 1] = MAPOBJ_PNW + 5;
}
generateRandomTile();
return (Vector2D(x0 * TILE_WIDTH + TILE_WIDTH / 2, y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
Vector2D DungeonMap::generateKeyRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
objectsMap[x0 - 1][y0 - 1] = MAPOBJ_WALL_SPECIAL;
objectsMap[x0 - 1][y0 + 1] = MAPOBJ_WALL_SPECIAL + 2;
objectsMap[x0 + 1][y0 - 1] = MAPOBJ_WALL_SPECIAL + 1;
objectsMap[x0 + 1][y0 + 1] = MAPOBJ_WALL_SPECIAL + 3;
logicalMap[x0 - 1][y0 - 1] = LogicalObstacle;
logicalMap[x0 - 1][y0 + 1] = LogicalObstacle;
logicalMap[x0 + 1][y0 - 1] = LogicalObstacle;
logicalMap[x0 + 1][y0 + 1] = LogicalObstacle;
if (rand() % 3 == 0)
{
if (rand() % 2 == 0) initPattern(PatternSmallCircle);
else initPattern(PatternSmallStar);
}
map[x0][y0] = MAP_TILE_KEY;
map[x0 -1][y0] = MAP_TILE_KEY;
map[x0 + 1][y0] = MAP_TILE_KEY;
map[x0][y0 - 1] = MAP_TILE_KEY;
map[x0][y0 + 1] = MAP_TILE_KEY;
generateRandomTile();
return (Vector2D(x0 * TILE_WIDTH + TILE_WIDTH / 2, y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
void DungeonMap::generateExitRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
map[x0][0] = wallOffset + MAP_STAIRS_UP;
map[x0 - 1][0] = wallOffset + MAP_WALL_EXIT_L;
map[x0 + 1][0] = wallOffset + MAP_WALL_EXIT_R;
logicalMap[x0][0] = LogicalFloor;
if (rand() % 3 == 0) initPattern(PatternBorder);
generateRandomTile();
}
void DungeonMap::generateRoomRandom(int type)
{
if (rand() % 3 == 0) generateRoomWithHoles(type);
else generateRoomWithoutHoles(type);
}
void DungeonMap::generateRoomWithoutHoles(int type)
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
int i, j, r;
if (type <= 0) // empty room
{
if (roomType == roomTypeStarting)
{
generateCarpet(5, 3, 5, 3, MAP_CARPET);
if (game().getLevel() > 1)
{
map[x0 - 1][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_START_L;
map[x0][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_START_M;
map[x0 + 1][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_START_R;
}
}
else if (roomType == roomTypeBoss && (game().getLevel() == 2) ) // giant slime
{
// good ?
map[1][1] = MAP_GRID + 1;
map[1][MAP_HEIGHT -2] = MAP_GRID + 1;
map[MAP_WIDTH - 2][1] = MAP_GRID + 1;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = MAP_GRID + 1;
}
if (roomType == roomTypeStandard)
{
if (rand() % 3 > 0 && gameFloor->neighboorCount(x, y) > 1)
{
if (type == 0 && game().getLevel() < 6) generateCorridors();
}
else
{
if (rand() % 3 == 0) initPattern((patternEnum)(rand() % 4));
}
}
}
if (type == 1) // corner block
{
if (rand() % 3 == 0) initPattern(PatternSmallChecker);
map[0][0] = wallOffset + MAP_WALL_X;
map[0][1] = wallOffset + MAP_WALL_7;
map[1][1] = wallOffset + MAP_WALL_77;
map[1][0] = wallOffset + MAP_WALL_7;
logicalMap[1][1] = LogicalWall;
map[0][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_X;
map[0][MAP_HEIGHT - 2] = wallOffset + MAP_WALL_7;
map[1][MAP_HEIGHT - 2] = wallOffset + MAP_WALL_77;
map[1][MAP_HEIGHT - 1] = wallOffset + MAP_WALL_7;
logicalMap[1][MAP_HEIGHT -2] = LogicalWall;
map[MAP_WIDTH - 1][0] = wallOffset + MAP_WALL_X;
map[MAP_WIDTH - 1][1] = wallOffset + MAP_WALL_7;
map[MAP_WIDTH - 2][1] = wallOffset + MAP_WALL_77;
map[MAP_WIDTH - 2][0] = wallOffset + MAP_WALL_7;
logicalMap[MAP_WIDTH - 2][1] = LogicalWall;
map[MAP_WIDTH - 1][MAP_HEIGHT -1] = wallOffset + MAP_WALL_X;
map[MAP_WIDTH - 1][MAP_HEIGHT -2] = wallOffset + MAP_WALL_7;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = wallOffset + MAP_WALL_77;
map[MAP_WIDTH - 2][MAP_HEIGHT -1] = wallOffset + MAP_WALL_7;
logicalMap[MAP_WIDTH - 2][MAP_HEIGHT -2] = LogicalWall;
}
if (type == 2) // blocks in the middle
{
if (rand() % 3 == 0) initPattern(PatternBorder);
r = 1 + rand() % 3;
generateTable(x0 - r, y0 - 1, 1 + 2 * r, 3, MAPOBJ_BIG_OBSTACLE);
}
if (type == 3)
{
// big blocks in the corners
generateTable(2, 2, 2, 2, MAPOBJ_BIG_OBSTACLE);
generateTable(2, MAP_HEIGHT - 4, 2, 2, MAPOBJ_BIG_OBSTACLE);
generateTable(MAP_WIDTH - 4, MAP_HEIGHT - 4, 2, 2, MAPOBJ_BIG_OBSTACLE);
generateTable(MAP_WIDTH - 4, 2, 2, 2, MAPOBJ_BIG_OBSTACLE);
}
if (type == 4)
{
// objects
//if (rand() % 2 == 0)
{
// type 1
if (rand() % 3 == 0) initPattern(PatternSmallChecker);
bool leftOriented = rand() % 2 == 0;
int bankType = rand() % 3;
int x0 = leftOriented ? 5 : 3;
if (leftOriented)
{
objectsMap[2][4] = MAPOBJ_OBSTACLE;
logicalMap[2][4] = LogicalObstacle;
}
else
{
objectsMap[12][4] = MAPOBJ_OBSTACLE;
logicalMap[12][4] = LogicalObstacle;
}
for (int i = 0; i < 3; i++)
{
int xPos = x0 + i * 3;
switch (bankType)
{
case 0:
objectsMap[xPos][2] = MAPOBJ_BANK_TOP;
objectsMap[xPos][3] = MAPOBJ_BANK_BOTTOM;
objectsMap[xPos][5] = MAPOBJ_BANK_TOP;
objectsMap[xPos][6] = MAPOBJ_BANK_BOTTOM;
for (int j = 2; j <= 6; j++) if (j != 4) logicalMap[xPos][j] = LogicalObstacle;
break;
case 1:
objectsMap[xPos][2] = MAPOBJ_BANK_TOP;
objectsMap[xPos][3] = MAPOBJ_BANK;
objectsMap[xPos][4] = MAPOBJ_BANK;
objectsMap[xPos][5] = MAPOBJ_BANK;
objectsMap[xPos][6] = MAPOBJ_BANK_BOTTOM;
for (int j = 2; j <= 6; j++) logicalMap[xPos][j] = LogicalObstacle;
break;
case 2:
objectsMap[xPos][1] = MAPOBJ_BANK_TOP;
objectsMap[xPos][2] = MAPOBJ_BANK;
objectsMap[xPos][3] = MAPOBJ_BANK_BOTTOM;
objectsMap[xPos][5] = MAPOBJ_BANK_TOP;
objectsMap[xPos][6] = MAPOBJ_BANK;
objectsMap[xPos][7] = MAPOBJ_BANK_BOTTOM;
for (int j = 1; j <= 7; j++) if (j != 4) logicalMap[xPos][j] = LogicalObstacle;
break;
}
}
}
/*else
{
map[2][2] = MAP_LONG_LEFT;
map[3][2] = MAP_LONG;
map[4][2] = MAP_LONG_RIGHT;
map[2][6] = MAP_LONG_LEFT;
map[3][6] = MAP_LONG;
map[4][6] = MAP_LONG_RIGHT;
map[10][2] = MAP_LONG_LEFT;
map[11][2] = MAP_LONG;
map[12][2] = MAP_LONG_RIGHT;
map[10][6] = MAP_LONG_LEFT;
map[11][6] = MAP_LONG;
map[12][6] = MAP_LONG_RIGHT;
}*/
}
if (type == ROOM_TYPE_CHECKER)
{
// "checker"
if (rand() % 3 == 0) initPattern(PatternSmallChecker);
for (i = 2; i < MAP_WIDTH - 2; i = i + 2)
for (j = 2; j < MAP_HEIGHT - 2; j = j + 2)
{
objectsMap[i][j] = game().getLevel() >= 6 ? MAPOBJ_TOMB : MAPOBJ_OBSTACLE;
logicalMap[i][j] = LogicalObstacle;
}
}
generateRandomTile();
}
void DungeonMap::addHole(int x, int y)
{
int n = MAPOBJ_HOLE;
if (y > 0 && (objectsMap[x][y - 1] == MAPOBJ_HOLE || objectsMap[x][y - 1] == MAPOBJ_HOLE_BOTTOM))
n = MAPOBJ_HOLE_BOTTOM;
objectsMap[x][y] = n;
logicalMap[x][y] = LogicalHole;
}
void DungeonMap::generateRoomWithHoles(int type)
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
int i, j, r;
if (type == 0)
{
if (roomType == roomTypeStarting)
{
generateCarpet(5, 3, 5, 3, MAP_CARPET);
if (game().getLevel() > 1)
{
map[x0 - 1][MAP_HEIGHT - 1] = 62;
map[x0][MAP_HEIGHT - 1] = 63;
map[x0 + 1][MAP_HEIGHT - 1] = 64;
}
}
if (roomType == roomTypeBoss && game().getLevel() == 2) // giant slime
{
map[1][1] = MAP_GRID;
map[1][MAP_HEIGHT -2] = MAP_GRID;
map[MAP_WIDTH - 2][1] = MAP_GRID;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = MAP_GRID;
}
}
else if (type == 1)
{
// corner hole
if (rand() % 3 == 0) initPattern(PatternSmallChecker);
addHole(1, 1);
addHole(MAP_WIDTH - 2, MAP_HEIGHT -2);
addHole(1, MAP_HEIGHT -2);
addHole(MAP_WIDTH - 2, 1);
}
else if (type == 2)
{
// blocks in the middle
if (rand() % 3 == 0) initPattern(PatternBorder);
r = 1 + rand() % 2;
for (i = x0 - r; i <= x0 + r; i++)
for (j = y0 - 1; j <= y0 + 1; j++)
{
addHole(i, j);
}
}
else if (type == 3)
{
// 4 holes
addHole(2, 2);
addHole(2, 3);
addHole(3, 2);
addHole(3, 3);
addHole(MAP_WIDTH - 4, 2);
addHole(MAP_WIDTH - 4, 3);
addHole(MAP_WIDTH - 3, 2);
addHole(MAP_WIDTH - 3, 3);
addHole(2, MAP_HEIGHT - 4);
addHole(2, MAP_HEIGHT - 3);
addHole(3, MAP_HEIGHT - 4);
addHole(3, MAP_HEIGHT - 3);
addHole(MAP_WIDTH - 4, MAP_HEIGHT - 4);
addHole(MAP_WIDTH - 4, MAP_HEIGHT - 3);
addHole(MAP_WIDTH - 3, MAP_HEIGHT - 4);
addHole(MAP_WIDTH - 3, MAP_HEIGHT - 3);
}
else if (type == 4)
{
- if (rand() % 3 == 0) initPattern(PatternBigCircle);
- int r = 6 + rand()% 5;
- int obstacleType = rand() % 2;
- for (int i = 0; i < r; i++)
+ if (rand() % 2 == 0)
{
- int rx = 1 + rand() % (MAP_WIDTH - 3);
- int ry = 1 + rand() % (MAP_HEIGHT - 3);
-
- bool ok = true;
- bool isObstacle = (obstacleType == 1) && rand() % 2 == 0;
-
- if ( (rx == 1 && ry == MAP_HEIGHT / 2)
- || (rx == MAP_WIDTH - 2 && ry == MAP_HEIGHT / 2)
- || (rx == MAP_WIDTH /2 && ry == MAP_HEIGHT - 2)
- || (rx == MAP_WIDTH /2 && ry == 1) )
+ // holes and (sometimes) obstacles randomly
+ if (rand() % 3 == 0) initPattern(PatternBigCircle);
+ int r = 6 + rand()% 5;
+ int obstacleType = rand() % 2;
+ for (int i = 0; i < r; i++)
{
- ok = false;
- }
+ int rx = 1 + rand() % (MAP_WIDTH - 3);
+ int ry = 1 + rand() % (MAP_HEIGHT - 3);
- else
- {
- for (int ix = -1; ix <= 1; ix++)
- for (int iy = -1; iy <= 1; iy++)
+ bool ok = true;
+ bool isObstacle = (obstacleType == 1) && rand() % 2 == 0;
+
+ if ( (rx == 1 && ry == MAP_HEIGHT / 2)
+ || (rx == MAP_WIDTH - 2 && ry == MAP_HEIGHT / 2)
+ || (rx == MAP_WIDTH /2 && ry == MAP_HEIGHT - 2)
+ || (rx == MAP_WIDTH /2 && ry == 1) )
{
- ok = ok && logicalMap[rx + ix][ry + iy] != LogicalHole;
- ok = ok && logicalMap[rx + ix][ry + iy] != LogicalObstacle;
+ ok = false;
}
- }
- if (ok)
- {
- if (!isObstacle)
+ else
{
- addHole(rx, ry);
+ for (int ix = -1; ix <= 1; ix++)
+ for (int iy = -1; iy <= 1; iy++)
+ {
+ ok = ok && logicalMap[rx + ix][ry + iy] != LogicalHole;
+ ok = ok && logicalMap[rx + ix][ry + iy] != LogicalObstacle;
+ }
}
+ if (ok)
+ {
+ if (!isObstacle)
+ {
+ addHole(rx, ry);
+ }
+
+ else
+ {
+ objectsMap[rx][ry] = MAPOBJ_OBSTACLE;
+ logicalMap[rx][ry] = LogicalObstacle;
+ }
+ }
else
{
- objectsMap[rx][ry] = MAPOBJ_OBSTACLE;
- logicalMap[rx][ry] = LogicalObstacle;
+ i--;
}
}
- else
- {
- i--;
- }
+ }
+ else
+ {
+ // big holes left and right
+
}
}
else //if (type == 5)
{
// "checker"
for (i = 2; i < MAP_WIDTH - 2; i = i + 2)
for (j = 2; j < MAP_HEIGHT - 2; j = j + 2)
{
addHole(i, j);
}
}
generateRandomTile();
}
void DungeonMap::addItem(int itemType, float x, float y, bool merch)
{
itemListElement ilm;
ilm.type = itemType;
ilm.x = x;
ilm.y = y;
ilm.merch = merch;
itemList.push_back(ilm);
}
void DungeonMap::addSprite(int spriteType, int frame, float x, float y, float scale)
{
spriteListElement slm;
slm.type = spriteType;
slm.frame = frame;
slm.x = x;
slm.y = y;
slm.scale = scale;
spriteList.push_back(slm);
}
void DungeonMap::addChest(int chestType, bool state, float x, float y)
{
chestListElement clm;
clm.type = chestType;
clm.state = state;
clm.x = x;
clm.y = y;
chestList.push_back(clm);
}
void DungeonMap::restoreItems()
{
ItemList::iterator it;
for (it = itemList.begin (); it != itemList.end ();)
{
itemListElement ilm = *it;
it++;
ItemEntity* itemEntity = new ItemEntity((enumItemType)(ilm.type), ilm.x, ilm.y);
itemEntity->setMerchandise(ilm.merch);
}
}
void DungeonMap::restoreSprites()
{
SpriteList::iterator it;
for (it = spriteList.begin (); it != spriteList.end ();)
{
spriteListElement ilm = *it;
it++;
if (ilm.type == ENTITY_BLOOD)
game().getCurrentMapEntity()->addBlood(ilm.x, ilm.y, ilm.frame, ilm.scale);
else if (ilm.type == ENTITY_CORPSE)
game().getCurrentMapEntity()->addCorpse(ilm.x, ilm.y, ilm.frame);
}
}
void DungeonMap::restoreChests()
{
ChestList::iterator it;
for (it = chestList.begin (); it != chestList.end ();)
{
chestListElement clm = *it;
it++;
new ChestEntity(clm.x, clm.y, clm.type, clm.state);
}
}
void DungeonMap::restoreMapObjects()
{
restoreItems();
restoreSprites();
restoreChests();
cleanMapObjects();
}
void DungeonMap::cleanMapObjects()
{
itemList.clear();
spriteList.clear();
chestList.clear();
}
void DungeonMap::addRandomGrids(int n)
{
int counter = n;
while (counter > 0)
{
int rx = 1 + rand() % (MAP_WIDTH - 2);
int ry = 1 + rand() % (MAP_HEIGHT - 2);
if (logicalMap[rx][ry] == LogicalFloor)
{
map[rx][ry] = MAP_GRID + game().getLevel() - 1;
counter--;
}
}
}
void DungeonMap::generateCorridors()
{
int xCor = 1 + rand()% 4;
int yCor = 1 + rand()% 1;
//int x0 = 0, xf = MAP_WIDTH - 1, y0 = 0, yf = MAP_HEIGHT - 1;
if (!hasNeighbourLeft())
{
for (int i = 0; i < xCor; i++)
for (int j = 0; j < MAP_HEIGHT; j++)
{
map[i][j] = wallOffset + MAP_WALL_X;
logicalMap[i][j] = LogicalWall;
//x0 = xCor;
}
}
if (!hasNeighbourRight())
{
for (int i = MAP_WIDTH - 1; i > MAP_WIDTH - 1 - xCor; i--)
for (int j = 0; j < MAP_HEIGHT; j++)
{
map[i][j] = wallOffset + MAP_WALL_X;
logicalMap[i][j] = LogicalWall;
//xf = MAP_WIDTH - 1 - xCor;
}
}
if (!hasNeighbourUp())
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = 0; j < yCor; j++)
{
map[i][j] = wallOffset + MAP_WALL_X;
logicalMap[i][j] = LogicalWall;
//y0 = yCor;
}
}
if (!hasNeighbourDown())
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = MAP_HEIGHT - 1; j > MAP_HEIGHT - 1 - yCor; j--)
{
map[i][j] = wallOffset + MAP_WALL_X;
logicalMap[i][j] = LogicalWall;
//yf = MAP_HEIGHT - 1 - yCor;
}
}
//
for (int i = 0; i < MAP_WIDTH; i++)
{
for (int j = 0; j < MAP_HEIGHT; j++)
{
if (map[i][j] != wallOffset + MAP_WALL_X)
{
if (getTile(i - 1, j) == wallOffset + MAP_WALL_X)
{
if (j == 0 || getTile(i, j - 1) == wallOffset + MAP_WALL_X)
{
map[i][j] = wallOffset + MAP_WALL_7;
}
else if (j == MAP_HEIGHT - 1 || getTile(i, j + 1) == wallOffset + MAP_WALL_X)
{
map[i][j] = wallOffset + MAP_WALL_7;
}
else
{
if (j < MAP_HEIGHT / 2) map[i][j] = wallOffset + MAP_WALL_87;
else if (j > MAP_HEIGHT / 2) map[i][j] = wallOffset + MAP_WALL_87;
else map[i][j] = wallOffset + MAP_WALL_8;
logicalMap[i][j] = LogicalWall;
}
}
else if (getTile(i + 1, j) == wallOffset + MAP_WALL_X)
{
if (j == 0 || getTile(i, j - 1) == wallOffset + MAP_WALL_X)
{
map[i][j] = wallOffset + MAP_WALL_7;
map[i][j] = wallOffset + MAP_WALL_7;
}
else if (j == MAP_HEIGHT - 1 || getTile(i, j + 1) == wallOffset + MAP_WALL_X) map[i][j] = wallOffset + MAP_WALL_7;
else
{
if (j < MAP_HEIGHT / 2) map[i][j] = wallOffset + MAP_WALL_87;
else if (j > MAP_HEIGHT / 2) map[i][j] = wallOffset + MAP_WALL_87;
else map[i][j] = wallOffset + MAP_WALL_8;
logicalMap[i][j] = LogicalWall;
}
}
else if (getTile(i, j - 1) == wallOffset + MAP_WALL_X)
{
if (i == 0) map[i][j] = wallOffset + MAP_WALL_7;
else if (i == MAP_WIDTH - 1) map[i][j] = wallOffset + MAP_WALL_7;
else
{
if (i < MAP_WIDTH / 2) map[i][j] = wallOffset + MAP_WALL_87;
else if (i > MAP_WIDTH / 2) map[i][j] = wallOffset + MAP_WALL_87;
else map[i][j] = wallOffset + MAP_WALL_8;
logicalMap[i][j] = LogicalWall;
}
}
else if (getTile(i, j + 1) == wallOffset + MAP_WALL_X)
{
if (i == 0) map[i][j] = wallOffset + MAP_WALL_7;
else if (i == MAP_WIDTH - 1) map[i][j] = wallOffset + MAP_WALL_7;
else
{
if (i < MAP_WIDTH / 2) map[i][j] = wallOffset + MAP_WALL_87;
else if (i > MAP_WIDTH / 2) map[i][j] = wallOffset + MAP_WALL_87;
else map[i][j] = wallOffset + MAP_WALL_8;
logicalMap[i][j] = LogicalWall;
}
}
}
}
}
}
void DungeonMap::generateRandomTile()
{
bool ok = false;
for (int i = 0; !ok && i < NB_RANDOM_TILE_TRY; i++)
{
int n = rand() % NB_RANDOM_TILES;
int xTile, yTile;
if (randomDungeonTiles[n].totalRandom)
{
xTile = rand() % (GAME_WIDTH - randomDungeonTiles[n].width);
yTile = rand() % (GAME_HEIGHT - randomDungeonTiles[n].height);
}
else
{
xTile = TILE_WIDTH + rand() % (GAME_WIDTH - 2 * TILE_WIDTH - randomDungeonTiles[n].width);
yTile = TILE_HEIGHT + rand() % (GAME_HEIGHT - 2 * TILE_HEIGHT - randomDungeonTiles[n].height);
}
int x0 = xTile / TILE_WIDTH;
int xf = (xTile + randomDungeonTiles[n].width) / TILE_WIDTH;
int y0 = yTile / TILE_HEIGHT;
int yf = (yTile + randomDungeonTiles[n].height) / TILE_HEIGHT;
ok = true;
if (!randomDungeonTiles[n].totalRandom)
{
for (int ix = x0; ix <= xf; ix++)
for (int iy = y0; iy <= yf; iy++)
{
ok = ok && isWalkable(ix, iy);
}
}
if (ok)
{
randomTileElement.type = n;
randomTileElement.x = xTile;
randomTileElement.y = yTile;
if (randomDungeonTiles[n].totalRandom)
randomTileElement.rotation = rand()% 360;
else
randomTileElement.rotation = 0;
}
}
}
diff --git a/src/DungeonMap.h b/src/DungeonMap.h
index 8b262a9..b847b9e 100644
--- a/src/DungeonMap.h
+++ b/src/DungeonMap.h
@@ -1,276 +1,277 @@
#ifndef MAGICMAP_H
#define MAGICMAP_H
#include "sfml_game/GameMap.h"
#include "sfml_game/MyTools.h"
#include "Constants.h"
#include <list>
const int MAPOBJ_NONE = 0;
const int MAPOBJ_DOOR_OPEN = 1;
const int MAPOBJ_DOOR_CLOSED = 2;
const int MAPOBJ_OBSTACLE = 10;
const int MAPOBJ_BIG_OBSTACLE = 40;
const int MAPOBJ_TOMB = 49;
const int MAPOBJ_WALL_SPECIAL = 14;
const int MAPOBJ_BANK_TOP = 18;
const int MAPOBJ_BANK = 28;
const int MAPOBJ_BANK_BOTTOM = 38;
const int MAPOBJ_LONG_LEFT = 50;
const int MAPOBJ_LONG = 51;
const int MAPOBJ_LONG_RIGHT = 52;
const int MAPOBJ_PNW = 60;
const int MAPOBJ_HOLE = 3;
const int MAPOBJ_HOLE_TOP = MAPOBJ_HOLE;
const int MAPOBJ_HOLE_BOTTOM = MAPOBJ_HOLE + 1;
const int MAPOBJ_TEMPLE_WALL = 20;
const int MAPOBJ_SHOP_BEGIN = 11;
const int MAPOBJ_SHOP_LEFT = 0 + MAPOBJ_SHOP_BEGIN;
const int MAPOBJ_SHOP = 1 + MAPOBJ_SHOP_BEGIN;
const int MAPOBJ_SHOP_RIGHT = 2 + MAPOBJ_SHOP_BEGIN;
const int MAP_WALL_BEGIN = 264;
const int MAP_NORMAL_FLOOR = 8;
const int MAP_TEMPLE = 192;
const int MAP_CARPET = 200;
const int MAP_TILE_KEY = 209;
const int MAP_GRID = 240;
const int MAP_STAIRS_UP = 2 + MAP_WALL_BEGIN;
// walls
const int MAP_WALL_X = 0 + MAP_WALL_BEGIN;
const int MAP_WALL_EXIT_L = 1 + MAP_WALL_BEGIN;
const int MAP_WALL_EXIT_R = 3 + MAP_WALL_BEGIN;
const int MAP_WALL_START_L = 4 + MAP_WALL_BEGIN;
const int MAP_WALL_START_M = 5 + MAP_WALL_BEGIN;
const int MAP_WALL_START_R = 6 + MAP_WALL_BEGIN;
const int MAP_WALL_EXIT_L_SPRITE = 7 + MAP_WALL_BEGIN;
const int MAP_WALL_8 = 8 + MAP_WALL_BEGIN;
const int MAP_WALL_7 = 9 + MAP_WALL_BEGIN;
const int MAP_WALL_87 = 10 + MAP_WALL_BEGIN;
const int MAP_WALL_77 = 11 + MAP_WALL_BEGIN;
const int MAP_WALL_ALTERN = 12 + MAP_WALL_BEGIN;
const int MAP_WALL_DOOR_7 = 22 + MAP_WALL_BEGIN;
const int MAP_WALL_DOOR_8 = 23 + MAP_WALL_BEGIN;
const int MAP_OUTERDOOR_X = 192;
const int MAP_OUTERDOOR_Y = 768;
const int MAP_DOOR_BEGIN_X = 0;
const int MAP_DOOR_BEGIN_Y = 1152;
const int MAP_DOOR_STANDARD_W_X = 0 + MAP_DOOR_BEGIN_X;
const int MAP_DOOR_STANDARD_W_Y = 0 + MAP_DOOR_BEGIN_Y;
const int MAP_DOOR_CHALLENGE_W_X = 0 + MAP_DOOR_BEGIN_X;
const int MAP_DOOR_CHALLENGE_W_Y = 0 + MAP_DOOR_BEGIN_Y;
const int MAP_DOOR_BOSS_W_X = 0 + MAP_DOOR_BEGIN_X;
const int MAP_DOOR_BOSS_W_Y = 64 + MAP_DOOR_BEGIN_Y;
const int MAP_DOOR_STANDARD_H_X = 192 + MAP_DOOR_BEGIN_X;
const int MAP_DOOR_STANDARD_H_Y = 0 + MAP_DOOR_BEGIN_Y;
const int MAP_DOOR_CHALLENGE_H_X = 192 + MAP_DOOR_BEGIN_X;
const int MAP_DOOR_CHALLENGE_H_Y = 0 + MAP_DOOR_BEGIN_Y;
const int MAP_DOOR_BOSS_H_X = 256 + MAP_DOOR_BEGIN_X;
const int MAP_DOOR_BOSS_H_Y = 0 + MAP_DOOR_BEGIN_Y;
const int MAP_DECO_DOOR_BOSS_X = 320 + MAP_DOOR_BEGIN_X;
const int MAP_DECO_DOOR_BOSS_Y = 0 + MAP_DOOR_BEGIN_Y;
const int MAP_DECO_DOOR_CHAL_X = 512 + MAP_DOOR_BEGIN_X;;
const int MAP_DECO_DOOR_CHAL_Y = 0 + MAP_DOOR_BEGIN_Y;
const int ROOM_TYPE_CHECKER = 5;
const int ROOM_TYPE_ALL = 6;
enum logicalMapStateEnum
{
LogicalFloor,
LogicalWall,
LogicalObstacle,
LogicalHole,
};
class GameFloor;
enum roomTypeEnum
{
roomTypeNULL,
roomTypeStandard,
roomTypeBoss,
roomTypeMerchant,
roomTypeKey,
roomTypeBonus,
roomTypeExit,
roomTypeStarting,
roomTypeChallenge,
roomTypeTemple
};
struct randomDungeonTileStruct
{
int width;
int height;
int xOffset;
int yOffset;
bool totalRandom;
};
const int NB_RANDOM_TILES = 21;
const int NB_RANDOM_TILE_TRY = 40;
/** Array with all the items and data */
const randomDungeonTileStruct randomDungeonTiles[NB_RANDOM_TILES] =
{
{ 192, 192, 0, 0, true },
{ 192, 192, 192, 0, true },
{ 192, 192, 384, 0, true },
{ 192, 192, 576, 0, true },
{ 256, 256, 0, 192, true },
{ 512, 256, 256, 192, true },
{ 128, 128, 0, 448, true },
{ 128, 128, 128, 448, true },
{ 128, 128, 256, 448, true },
{ 128, 128, 384, 448, true },
{ 128, 128, 512, 448, false },
{ 128, 128, 640, 448, false },
{ 192, 192, 0, 576, true },
{ 192, 192, 192, 576, true },
{ 192, 192, 384, 576, true },
{ 192, 192, 576, 576, true },
{ 256, 256, 0, 768, true },
{ 256, 256, 256, 768, true },
{ 256, 192, 768, 0, true },
{ 256, 192, 768, 192, true },
{ 256, 192, 768, 384, true },
};
class DungeonMap : public GameMap
{
public:
DungeonMap(int width, int height);
DungeonMap(GameFloor* gameFloor, int x, int y);
virtual ~DungeonMap();
void displayToConsole();
bool isVisited();
void setVisited(bool b);
bool isKnown();
void setKnown(bool b);
bool isCleared();
void setCleared(bool b);
bool isWalkable(int x, int y);
bool isFlyable(int x, int y);
bool isShootable(int x, int y);
int getObjectTile(int x, int y);
logicalMapStateEnum getLogicalTile(int x, int y);
void setObjectTile(int x, int y, int n);
void setLogicalTile(int x, int y, logicalMapStateEnum state);
int getDivinity(int x, int y);
bool containsHealth();
roomTypeEnum getNeighbourLeft();
roomTypeEnum getNeighbourRight();
roomTypeEnum getNeighbourUp();
roomTypeEnum getNeighbourDown();
// 0 == no, 1 == yes, 2 == boss
int hasNeighbourLeft();
int hasNeighbourRight();
int hasNeighbourUp();
int hasNeighbourDown();
virtual bool isDownBlocking(int x, int y);
virtual bool isUpBlocking(int x, int y);
virtual bool isLeftBlocking(int x, int y);
virtual bool isRightBlocking(int x, int y);
virtual void randomize(int n);
void initRoom();
enum patternEnum { PatternSmallChecker, PatternBigChecker, PatternBorder, PatternBigCircle, PatternSmallCircle, PatternSmallStar, PatternSmallDisc};
void initPattern(patternEnum n);
void generateCarpet(int x0, int y0, int w, int h, int n);
void generateTable(int x0, int y0, int w, int h, int n);
void generateRoomRandom(int type);
void generateRoomWithoutHoles(int type);
void generateRoomWithHoles(int type);
void generateExitRoom();
Vector2D generateBonusRoom();
Vector2D generateMerchantRoom();
Vector2D generateKeyRoom();
void generateTemple(int x, int y, enumDivinityType type);
void generateTempleRoom();
+ void generateInselRoom();
void addRandomGrids(int n);
void addItem(int itemType, float x, float y, bool merch);
void addSprite(int spriteType, int frame, float x, float y, float scale);
void addChest(int chestType, bool state, float x, float y);
void restoreMapObjects();
void cleanMapObjects();
roomTypeEnum getRoomType();
void setRoomType(roomTypeEnum roomType);
struct itemListElement { int type; float x; float y; bool merch; };
typedef std::list<itemListElement> ItemList;
struct spriteListElement { int type; int frame; float x; float y; float scale;};
typedef std::list<spriteListElement> SpriteList;
struct chestListElement { int type; bool state; float x; float y;};
typedef std::list<chestListElement> ChestList;
std::list<itemListElement> getItemList();
std::list<chestListElement> getChestList();
std::list<spriteListElement> getSpriteList();
struct RandomTileElement { int type; float x; float y; float rotation;};
RandomTileElement getRandomTileElement();
void setRandomTileElement (RandomTileElement rt);
void openDoor(int x, int y);
void closeDoor(int x, int y);
bool isDoor(int x, int y);
int getFloorOffset();
int getWallOffset();
void setFloorOffset(int n);
void setWallOffset(int n);
protected:
private:
GameFloor* gameFloor;
int x, y;
bool visited;
bool known;
bool cleared;
int objectsMap[MAP_WIDTH][MAP_HEIGHT];
logicalMapStateEnum logicalMap[MAP_WIDTH][MAP_HEIGHT];
roomTypeEnum roomType;
ItemList itemList;
SpriteList spriteList;
ChestList chestList;
RandomTileElement randomTileElement;
void generateCorridors();
void generateRandomTile();
void restoreItems();
void restoreSprites();
void restoreChests();
void makePatternTile(int x, int y);
void addHole(int x, int y);
int floorOffset;
int wallOffset;
};
#endif // MAGICMAP_H
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