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diff --git a/src/DungeonMap.cpp b/src/DungeonMap.cpp
index 94862c9..bcc5e13 100644
--- a/src/DungeonMap.cpp
+++ b/src/DungeonMap.cpp
@@ -1,1120 +1,1122 @@
#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;
}
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;
}
std::list<DungeonMap::itemListElement> DungeonMap::getItemList()
{
return (itemList);
}
std::list<DungeonMap::chestListElement> DungeonMap::getChestList()
{
return (chestList);
}
std::list<DungeonMap::spriteListElement> DungeonMap::getSpriteList()
{
return (spriteList);
}
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;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isUpBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isLeftBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isRightBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
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 (map[x][y] < MAP_WALL);
}
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;
if (map[x][y] >= MAP_WALL_8 && map[x][y] < MAP_HOLE) return false;
if (map[x][y] == MAP_DOOR) return false;
return true;
}
bool DungeonMap::isShootable(int x, int y)
{
if (!inMap(x, y)) return true;
if (map[x][y] >= MAP_HOLE) return true;
return (map[x][y] < MAP_WALL);
}
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;
map[0][0] = MAP_WALL_7;
for ( i = 1 ; i < width -1 ; i++)
{
if (i == width / 2)
{
map[i][0] = MAP_WALL_8;
map[i][height - 1] = MAP_WALL_2;
}
else if (i < width / 2)
{
map[i][0] = MAP_WALL_87;
map[i][height - 1] = MAP_WALL_21;
}
else
{
map[i][0] = MAP_WALL_89;
map[i][height - 1] = MAP_WALL_23;
}
}
map[width - 1][0] = MAP_WALL_9;
for ( int i = 1 ; i < height -1 ; i++)
{
if (i == height / 2)
{
map[0][i] = MAP_WALL_4;
map[width - 1][i] = MAP_WALL_6;
}
else if (i < height / 2)
{
map[0][i] = MAP_WALL_47;
map[width - 1][i] = MAP_WALL_69;
}
else
{
map[0][i] = MAP_WALL_41;
map[width - 1][i] = MAP_WALL_63;
}
}
map[0][height - 1] = MAP_WALL_1;
map[width - 1][height - 1] = MAP_WALL_3;
for ( j = 1 ; j < height - 1 ; j++)
for ( i = 1 ; i < width - 1 ; i++)
{
map[i][j] = rand()%(MAP_NORMAL_FLOOR + 1);
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] = rand()%(MAP_NORMAL_FLOOR + 1);
}
if (gameFloor != NULL)
{
if (x > 0 && gameFloor->getRoom(x-1, y) > 0)
map[0][y0] = 0;
if (x < MAP_WIDTH -1 && gameFloor->getRoom(x+1, y) > 0)
map[MAP_WIDTH -1][y0] = 0;
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
map[x0][0] = 0;
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
map[x0][MAP_HEIGHT -1] = 0;
}
// alternative floor
for (i = 0; i < 8; i++)
{
if (rand() % 2 > 0)
{
map[1 + rand() % (MAP_WIDTH - 2)][1 + rand() % (MAP_HEIGHT - 2)] = 20 + 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 + MAP_WALL_ALTERN;
}
}
if (hasNeighbourUp() && rand() % 3 == 0)
{
map[x0 - 2][0] = 9 + MAP_WALL_ALTERN;
map[x0 + 2][0] = 9 + MAP_WALL_ALTERN;
}
if (hasNeighbourDown() && rand() % 3 == 0)
{
map[x0 - 2][MAP_HEIGHT - 1] = 9 + MAP_WALL_ALTERN;
map[x0 + 2][MAP_HEIGHT - 1] = 9 + MAP_WALL_ALTERN;
}
if (hasNeighbourLeft() && rand() % 3 == 0)
{
map[0][y0 - 2] = 9 + MAP_WALL_ALTERN;
map[0][y0 + 2] = 9 + MAP_WALL_ALTERN;
}
if (hasNeighbourRight() && rand() % 3 == 0)
{
map[MAP_WIDTH - 1][y0 - 2] = 9 + MAP_WALL_ALTERN;
map[MAP_WIDTH - 1][y0 + 2] = 9 + MAP_WALL_ALTERN;
}
}
void DungeonMap::makePatternTile(int x, int y)
{
if (map[x][y] < 10) map[x][y] += 10;
else map[x][y] = 10;
}
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);
}
}
}
Vector2D DungeonMap::generateBonusRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
if (rand() % 3 == 0)
{
if (rand() % 2 == 0) initPattern(PatternSmallDisc);
else initPattern(PatternSmallStar);
}
map[x0 - 1][y0 - 1] = MAP_WALL_SPECIAL;
map[x0 - 1][y0 + 1] = MAP_WALL_SPECIAL + 2;
map[x0 + 1][y0 - 1] = MAP_WALL_SPECIAL + 1;
map[x0 + 1][y0 + 1] = MAP_WALL_SPECIAL + 3;
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 - 1][y - 2] = MAP_HOLE_TOP;
map[x - 1][y - 1] = MAP_HOLE_BOTTOM;
map[x - 1][y] = MAP_HOLE_BOTTOM;
map[x + 1][y - 2] = MAP_HOLE_TOP;
map[x + 1][y - 1] = MAP_HOLE_BOTTOM;
map[x + 1][y] = MAP_HOLE_BOTTOM;
map[x][y - 2] = MAP_TEMPLE_WALL + (int)type;
map[x][y - 1] = MAP_TEMPLE_WALL + 10 + (int)type;
map[x][y] = MAP_TEMPLE + (int)type;
}
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);
}
}
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;
}
}
Vector2D DungeonMap::generateMerchantRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
for (int i = x0 - 2; i <= x0 + 2; i++) map[i][y0] = MAP_SHOP;
map[x0 - 3][y0] = MAP_SHOP_LEFT;
map[x0 + 3][y0] = MAP_SHOP_RIGHT;
if (!hasNeighbourUp())
{
map[x0 - 1][0] = MAP_WALL_SHOP;
map[x0][0] = MAP_WALL_SHOP + 1;
map[x0 + 1][0] = MAP_WALL_SHOP + 2;
}
else
{
map[x0 - 1][MAP_HEIGHT - 1] = MAP_WALL_SHOP +3;
map[x0][MAP_HEIGHT - 1] = MAP_WALL_SHOP + 4;
map[x0 + 1][MAP_HEIGHT - 1] = MAP_WALL_SHOP + 5;
}
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;
map[x0 - 1][y0 - 1] = MAP_WALL_SPECIAL;
map[x0 - 1][y0 + 1] = MAP_WALL_SPECIAL + 2;
map[x0 + 1][y0 - 1] = MAP_WALL_SPECIAL + 1;
map[x0 + 1][y0 + 1] = MAP_WALL_SPECIAL + 3;
if (rand() % 3 == 0)
{
if (rand() % 2 == 0) initPattern(PatternSmallCircle);
else initPattern(PatternSmallStar);
}
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] = MAP_STAIRS_UP;
map[x0 - 1][0] = MAP_WALL_EXIT_L;
map[x0 + 1][0] = MAP_WALL_EXIT_R;
if (rand() % 3 == 0) initPattern(PatternBorder);
}
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, 30);
if (game().getLevel() > 1)
{
map[x0 - 1][MAP_HEIGHT - 1] = MAP_WALL_START_L;
map[x0][MAP_HEIGHT - 1] = MAP_WALL_START_M;
map[x0 + 1][MAP_HEIGHT - 1] = MAP_WALL_START_R;
}
}
else if (roomType == roomTypeBoss && (game().getLevel() == 2 || game().getLevel() > 5) ) // 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;
}
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] = MAP_WALL_X;
map[0][1] = MAP_WALL_7;
map[1][1] = MAP_WALL_33;
map[1][0] = MAP_WALL_7;
map[0][MAP_HEIGHT -1] = MAP_WALL_X;
map[0][MAP_HEIGHT -2] = MAP_WALL_1;
map[1][MAP_HEIGHT -2] = MAP_WALL_99;
map[1][MAP_HEIGHT -1] = MAP_WALL_1;
map[MAP_WIDTH - 1][0] = MAP_WALL_X;
map[MAP_WIDTH - 1][1] = MAP_WALL_9;
map[MAP_WIDTH - 2][1] = MAP_WALL_11;
map[MAP_WIDTH - 2][0] = MAP_WALL_9;
map[MAP_WIDTH - 1][MAP_HEIGHT -1] = MAP_WALL_X;
map[MAP_WIDTH - 1][MAP_HEIGHT -2] = MAP_WALL_3;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = MAP_WALL_77;
map[MAP_WIDTH - 2][MAP_HEIGHT -1] = MAP_WALL_3;
}
if (type == 2) // blocks in the middle
{
if (rand() % 3 == 0) initPattern(PatternBorder);
r = 1 + rand() % 3;
generateCarpet(x0 - r, y0 - 1, 1 + 2 * r, 3, 100);
}
if (type == 3)
{
// big blocks in the corners
generateCarpet(2, 2, 2, 2, 100);
generateCarpet(2, MAP_HEIGHT - 4, 2, 2, 100);
generateCarpet(MAP_WIDTH - 4, MAP_HEIGHT - 4, 2, 2, 100);
generateCarpet(MAP_WIDTH - 4, 2, 2, 2, 100);
}
if (type == 4)
{
// objects
//if (rand() % 2 == 0)
{
// type 1
bool leftOriented = rand() % 2 == 0;
int bankType = rand() % 3;
int x0 = leftOriented ? 5 : 3;
if (leftOriented) map[2][4] = MAP_WALL;
else map[12][4] = MAP_WALL;
for (int i = 0; i < 3; i++)
{
int xPos = x0 + i * 3;
switch (bankType)
{
case 0:
map[xPos][2] = MAP_BANK_TOP;
map[xPos][3] = MAP_BANK_BOTTOM;
map[xPos][5] = MAP_BANK_TOP;
map[xPos][6] = MAP_BANK_BOTTOM;
break;
case 1:
map[xPos][2] = MAP_BANK_TOP;
map[xPos][3] = MAP_BANK;
map[xPos][4] = MAP_BANK;
map[xPos][5] = MAP_BANK;
map[xPos][6] = MAP_BANK_BOTTOM;
break;
case 2:
map[xPos][1] = MAP_BANK_TOP;
map[xPos][2] = MAP_BANK;
map[xPos][3] = MAP_BANK_BOTTOM;
map[xPos][5] = MAP_BANK_TOP;
map[xPos][6] = MAP_BANK;
map[xPos][7] = MAP_BANK_BOTTOM;
break;
}
}
+ if (rand() % 3 == 0) initPattern(PatternSmallChecker);
}
/*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)
map[i][j] = game().getLevel() >= 6 ? MAP_TOMB : MAP_WALL;
}
}
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, 30);
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);
map[1][1] = MAP_HOLE_TOP;
map[1][MAP_HEIGHT -2] = MAP_HOLE_TOP;
map[MAP_WIDTH - 2][1] = MAP_HOLE_TOP;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = MAP_HOLE_TOP;
}
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++)
{
if (i == x0 - r && j == y0 - 1) map[i][j] = MAP_HOLE_TOP;
else if (i == x0 - r && j == y0 + 1) map[i][j] = MAP_HOLE_BOTTOM;
else if (i == x0 - r) map[i][j] = MAP_HOLE_BOTTOM;
else if (i == x0 + r && j == y0 - 1) map[i][j] = MAP_HOLE_TOP;
else if (i == x0 + r && j == y0 + 1) map[i][j] = MAP_HOLE_BOTTOM;
else if (i == x0 + r) map[i][j] = MAP_HOLE_BOTTOM;
else if (j == y0 - 1) map[i][j] = MAP_HOLE_TOP;
else if (j == y0 + 1) map[i][j] = MAP_HOLE_BOTTOM;
else map[i][j] = MAP_HOLE_BOTTOM;
}
}
else if (type == 3)
{
// 4 holes
map[2][2] = MAP_HOLE_TOP;
map[2][3] = MAP_HOLE_BOTTOM;
map[3][2] = MAP_HOLE_TOP;
map[3][3] = MAP_HOLE_BOTTOM;
map[MAP_WIDTH - 4][2] = MAP_HOLE_TOP;
map[MAP_WIDTH - 4][3] = MAP_HOLE_BOTTOM;
map[MAP_WIDTH - 3][2] = MAP_HOLE_TOP;
map[MAP_WIDTH - 3][3] = MAP_HOLE_BOTTOM;
map[2][MAP_HEIGHT - 4] = MAP_HOLE_TOP;
map[2][MAP_HEIGHT - 3] = MAP_HOLE_BOTTOM;
map[3][MAP_HEIGHT - 4] = MAP_HOLE_TOP;
map[3][MAP_HEIGHT - 3] = MAP_HOLE_BOTTOM;
map[MAP_WIDTH - 4][MAP_HEIGHT - 4] = MAP_HOLE_TOP;
map[MAP_WIDTH - 4][MAP_HEIGHT - 3] = MAP_HOLE_BOTTOM;
map[MAP_WIDTH - 3][MAP_HEIGHT - 4] = MAP_HOLE_TOP;
map[MAP_WIDTH - 3][MAP_HEIGHT - 3] = MAP_HOLE_BOTTOM;
}
else if (type == 4)
{
int r = 6 + rand()% 5;
int obstacleType = rand() % 2;
for (int i = 0; i < r; i++)
{
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) )
{
ok = false;
}
else
{
for (int ix = -1; ix <= 1; ix++)
for (int iy = -1; iy <= 1; iy++)
{
ok = ok && map[rx + ix][ry + iy] < MAP_HOLE;
ok = ok && map[rx + ix][ry + iy] != MAP_WALL;
}
}
if (ok)
{
if (!isObstacle)
map[rx][ry] = MAP_HOLE;
else
map[rx][ry] = MAP_WALL;
}
else
{
i--;
}
}
+ if (rand() % 3 == 0) initPattern(PatternBigCircle);
}
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)
map[i][j] = MAP_HOLE_TOP;
}
}
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 (map[rx][ry] < 5)
{
map[rx][ry] = MAP_GRID;
counter--;
}
}
}
void DungeonMap::generateCorridors()
{
int xCor = 1 + rand()% 4;
int yCor = 1 + rand()% 1;
if (!hasNeighbourLeft())
{
for (int i = 0; i < xCor; i++)
for (int j = 0; j < MAP_HEIGHT; j++)
map[i][j] = MAP_WALL_X;
}
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] = MAP_WALL_X;
}
if (!hasNeighbourUp())
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = 0; j < yCor; j++)
map[i][j] = MAP_WALL_X;
}
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] = MAP_WALL_X;
}
//
for (int i = 0; i < MAP_WIDTH; i++)
{
for (int j = 0; j < MAP_HEIGHT; j++)
{
if (map[i][j] != MAP_WALL_X)
{
if (getTile(i - 1, j) == MAP_WALL_X)
{
if (j == 0 || getTile(i, j - 1) == MAP_WALL_X) map[i][j] = MAP_WALL_7;
else if (j == MAP_HEIGHT - 1 || getTile(i, j + 1) == MAP_WALL_X) map[i][j] = MAP_WALL_1;
else
{
if (j < MAP_HEIGHT / 2) map[i][j] = MAP_WALL_47;
else if (j > MAP_HEIGHT / 2) map[i][j] = MAP_WALL_41;
else map[i][j] = MAP_WALL_4;
}
}
else if (getTile(i + 1, j) == MAP_WALL_X)
{
if (j == 0 || getTile(i, j - 1) == MAP_WALL_X) map[i][j] = MAP_WALL_9;
else if (j == MAP_HEIGHT - 1 || getTile(i, j + 1) == MAP_WALL_X) map[i][j] = MAP_WALL_3;
else
{
if (j < MAP_HEIGHT / 2) map[i][j] = MAP_WALL_69;
else if (j > MAP_HEIGHT / 2) map[i][j] = MAP_WALL_63;
else map[i][j] = MAP_WALL_6;
}
}
else if (getTile(i, j - 1) == MAP_WALL_X)
{
if (i == 0) map[i][j] = MAP_WALL_7;
else if (i == MAP_WIDTH - 1) map[i][j] = MAP_WALL_9;
else
{
if (i < MAP_WIDTH / 2) map[i][j] = MAP_WALL_87;
else if (i > MAP_WIDTH / 2) map[i][j] = MAP_WALL_89;
else map[i][j] = MAP_WALL_8;
}
}
else if (getTile(i, j + 1) == MAP_WALL_X)
{
if (i == 0) map[i][j] = MAP_WALL_1;
else if (i == MAP_WIDTH - 1) map[i][j] = MAP_WALL_3;
else
{
if (i < MAP_WIDTH / 2) map[i][j] = MAP_WALL_21;
else if (i > MAP_WIDTH / 2) map[i][j] = MAP_WALL_23;
else map[i][j] = MAP_WALL_2;
}
}
}
}
}
}
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