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diff --git a/src/DungeonMap.cpp b/src/DungeonMap.cpp
index 4296e3a..c7b6bc4 100644
--- a/src/DungeonMap.cpp
+++ b/src/DungeonMap.cpp
@@ -1,557 +1,557 @@
#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()
{
//dtor
}
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;
return (map[x][y] < MAP_WALL);
}
bool DungeonMap::isFlyable(int x, int y)
{
if (x <= 0) return false;
if (x >= MAP_WIDTH - 1) return false;
if (y <= 0) return false;
if (y >= MAP_HEIGHT - 1) return false;
return true;
}
bool DungeonMap::isShootable(int x, int y)
{
if (!inMap(x, y)) return true;
return (map[x][y] < MAP_WALL);
}
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;
}
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++)
{
map[i][0] = MAP_WALL_8;
map[i][height - 1] = MAP_WALL_2;
}
map[width - 1][0] = MAP_WALL_9;
for ( int i = 1 ; i < height -1 ; i++)
{
map[0][i] = MAP_WALL_4;
map[width - 1][i] = MAP_WALL_6;
}
map[0][height - 1] = MAP_WALL_1;
map[width - 1][height - 1] = MAP_WALL_3;
for ( i = 1 ; i < width - 1 ; i++)
for ( j = 1 ; j < height - 1 ; j++)
{
map[i][j] = 0;
if (rand()%7 == 0) map[i][j] = rand()%(MAP_NORMAL_FLOOR + 1);
}
if (gameFloor != NULL)
{
if (x > 0 && gameFloor->getRoom(x-1, y) > 0)
{
//map[0][y0-1] = 0;
map[0][y0] = 0;
//map[0][y0+1] = 0;
}
if (x < MAP_WIDTH -1 && gameFloor->getRoom(x+1, y) > 0)
{
//map[MAP_WIDTH -1][y0-1] = 0;
map[MAP_WIDTH -1][y0] = 0;
//map[MAP_WIDTH -1][y0+1] = 0;
}
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
{
//map[x0-1][0] = 0;
map[x0][0] = 0;
//map[x0+1][0] = 0;
}
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
{
//map[x0-1][MAP_HEIGHT -1] = 0;
map[x0][MAP_HEIGHT -1] = 0;
//map[x0+1][MAP_HEIGHT -1] = 0;
}
}
}
Vector2D DungeonMap::generateBonusRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
map[x0 - 1][y0 - 1] = MAP_WALL;
map[x0 - 1][y0 + 1] = MAP_WALL;
map[x0 + 1][y0 - 1] = MAP_WALL;
map[x0 + 1][y0 + 1] = MAP_WALL;
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
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 = 3;
int y0 = 3;
generateCarpet(3, 3, 9, 3, 20);
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
Vector2D DungeonMap::generateKeyRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
for (int i = x0 - 1; i <= x0 + 1; i++)
for (int j = y0 - 1; j <= y0 + 1; j++)
map[i][j] = MAP_WALL;
map[x0][y0] = 0;
map[x0][y0+1] = MAP_DOOR;
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + 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] = 60;
map[x0 + 1][0] = 61;
}
void DungeonMap::generateRoom(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() == 1) // giant slime
+ 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;
}
}
if (type == 1)
{
// corner block
map[1][1] = MAP_WALL;
map[1][MAP_HEIGHT -2] = MAP_WALL;
map[MAP_WIDTH - 2][1] = MAP_WALL;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = MAP_WALL;
}
if (type == 2)
{
// blocks in the middle
r = 1 + rand() % 3;
for (i = x0 - r; i <= x0 + r; i++)
for (j = y0 - 1; j <= y0 + 1; j++)
map[i][j] = MAP_WALL;
}
if (type == 3)
{
// blocks in the corners
for (i = 2; i <= 3; i++)
for (j = 2; j <= 3; j++)
{
map[i][MAP_HEIGHT - 1 - j] = MAP_WALL;
map[i][j] = MAP_WALL;
map[MAP_WIDTH - 1 - i][MAP_HEIGHT - 1 - j] = MAP_WALL;
map[MAP_WIDTH - 1 - i][j] = MAP_WALL;
}
}
if (type == 4)
{
// "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_WALL;
}
}
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);
}
itemList.clear();
}
void DungeonMap::restoreSprites()
{
SpriteList::iterator it;
for (it = spriteList.begin (); it != spriteList.end ();)
{
spriteListElement ilm = *it;
it++;
if (ilm.type == ENTITY_BLOOD)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), ilm.x, ilm.y, 16, 16, 6);
blood->setZ(OFFSET_Y - 1);
blood->setFrame(ilm.frame);
blood->setType(ENTITY_BLOOD);
blood->setScale(ilm.scale, ilm.scale);
}
else if (ilm.type == ENTITY_CORPSE)
{
SpriteEntity* corpse;
if (ilm.frame >= FRAME_CORPSE_KING_RAT)
{
corpse = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES_BIG), ilm.x, ilm.y, 128, 128);
corpse->setFrame(ilm.frame - FRAME_CORPSE_KING_RAT);
}
else
{
corpse = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), ilm.x, ilm.y, 64, 64);
corpse->setFrame(ilm.frame);
}
corpse->setZ(OFFSET_Y);
corpse->setType(ENTITY_CORPSE);
}
}
spriteList.clear();
}
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);
}
chestList.clear();
}
void DungeonMap::restoreMapObjects()
{
restoreItems();
restoreSprites();
restoreChests();
}
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--;
}
}
}
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