Merge branch 'master' of github.com:tollyx/dungeon

This commit is contained in:
Adrian Hedqvist 2018-03-26 22:25:50 +02:00
commit d437c2c571
9 changed files with 88 additions and 32 deletions

View file

@ -24,7 +24,13 @@ include_directories("libs/kaguya-1.3.2/include")
file(GLOB SOURCES "src/*.cpp" "src/*.c" "src/*.h")
add_executable(${TARGET} ${SOURCES})
#target_link_libraries(${TARGET} PUBLIC glbinding::glbinding)
#target_link_libraries(${TARGET} PUBLIC ${SDL2_LIBRARY})
#target_link_libraries(${TARGET} PUBLIC ${OPENGL_LIBRARY})
#target_link_libraries(${TARGET} PUBLIC ${LUA_LIBRARY})
target_link_libraries(${TARGET} PUBLIC glbinding::glbinding)
target_link_libraries(${TARGET} PUBLIC ${SDL2_LIBRARY})
target_link_libraries(${TARGET} PUBLIC ${OPENGL_LIBRARY})
target_link_libraries(${TARGET} PUBLIC ${LUA_LIBRARY})
target_link_libraries(${TARGET} PUBLIC SDL2)
target_link_libraries(${TARGET} PUBLIC OpenGL)
target_link_libraries(${TARGET} PUBLIC lua)

View file

@ -2,7 +2,7 @@
A work-in-progress, cross-platform roguelike written in C++ using SDL2 and OpenGL.
![Screenshot](https://i.imgur.com/apzKOmm.png)
![Screenshot](https://i.imgur.com/aKUhgCz.png)
## Compiling
@ -26,8 +26,8 @@ I heavily recommend you to use [vcpkg](https://github.com/Microsoft/vcpkg) to in
* [ ] Data editors?
* [ ] Dungeon generation
* [x] Generate rooms & corridors
* [ ] Place entrance & exit
* [ ] Place enemies
* [x] Place entrance & exit
* [x] Place enemies
* [ ] Prefabs
* [ ] Items
* [ ] Inventory

View file

@ -49,6 +49,26 @@ local tiles = {
description = "A stone floor",
tags = { "dungeon", "stone", "floor" }
},
-- dungeon_floor2 = {
-- glyph = '.',
-- fg = {.85,.85,.9,1},
-- bg = {.15,.15,.25,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A stone floor",
-- tags = { "dungeon", "stone", "floor" }
-- },
-- dungeon_floor3 = {
-- glyph = '.',
-- fg = {.75,.75,.95,1},
-- bg = {.1,.1,.25,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A stone floor",
-- tags = { "dungeon", "stone", "floor" }
-- },
dungeon_entrance = {
glyph = '>',
fg = {0.8,0.8,1.0,1.0},
@ -69,6 +89,26 @@ local tiles = {
description = "Stone stairs going downwards",
tags = { "dungeon", "stone", "exit" }
},
-- grass = {
-- glyph = '"',
-- fg = {.4,.95,.4,1},
-- bg = {.1,.15,.2,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A patch of grass",
-- tags = { "dungeon", "floor", "grass" }
-- },
-- moss = {
-- glyph = '.',
-- fg = {.4,.95,.4,1},
-- bg = {.1,.15,.2,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A patch of moss",
-- tags = { "dungeon", "floor", "moss" }
-- },
}
local dijkstra_debug_amount = 100

View file

@ -1,5 +1,5 @@
#include "Mapgen.h"
#include "vec2i.h"
#include "vec2i.h"
#include <vector>
#include <queue>
#include <random>
@ -20,6 +20,10 @@ bool aabb(Room &a, Room &b) {
a.pos.y <= b.pos.y + b.size.y && a.pos.y + a.size.y >= b.pos.y;
}
template<class T> T rand_entry(std::vector<T> &vec, Rng &rng) {
return vec[rng.get_int(vec.size()-1)];
}
void maze_fill(Tilemap& map, int x, int y, std::string wall, std::string floor, Rng &rng) {
if (!map.get_tile(x, y).wall) return;
@ -55,7 +59,7 @@ void maze_fill(Tilemap& map, int x, int y, std::string wall, std::string floor,
}
}
if (!options.empty()) {
stack.emplace(options.at(rng.get_int(options.size() - 1)));
stack.emplace(rand_entry<vec2i>(options,rng));
}
else {
stack.pop();
@ -89,10 +93,10 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
#endif
// Set the whole map to walls
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
map.set_tile(x, y, wall_tiles[rng.get_int(0, wall_tiles.size()-1)]);
}
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
map.set_tile(x, y, rand_entry<std::string>(wall_tiles, rng));
}
}
// Room placement
@ -113,13 +117,13 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
if (!coll) {
rooms.emplace_back(room);
}
}
}
// Fill the rooms with floor tiles
for (Room r : rooms) {
for (int x = r.pos.x+1; x < r.pos.x + r.size.x-1; x++) {
for (int y = r.pos.y+1; y < r.pos.y + r.size.y-1; y++) {
map.set_tile(x, y, floor_tiles[rng.get_int(0, floor_tiles.size() - 1)]);
map.set_tile(x, y, rand_entry<std::string>(floor_tiles, rng));
}
}
}
@ -137,7 +141,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
}
// If this tile is a wall and is completely surrounded by other walls, start generating a maze here.
if (count >= 8) {
maze_fill(map, x, y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)], floor_tiles[rng.get_int(0, floor_tiles.size() - 1)], rng);
maze_fill(map, x, y, rand_entry<std::string>(wall_tiles, rng), floor_tiles[rng.get_int(0, floor_tiles.size() - 1)], rng);
maze_start_points.emplace_back(vec2i(x, y));
}
}
@ -190,7 +194,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
int r = rng.get_int(potential_doors.size()-1);
vec2i pos = potential_doors.at(r);
map.set_tile(pos.x, pos.y, door_tiles[rng.get_int(0, door_tiles.size() - 1)]);
map.set_tile(pos.x, pos.y, rand_entry<std::string>(door_tiles, rng));
potential_doors.erase(r + potential_doors.begin());
for (int j = potential_doors.size() - 1; j >= 0; j--) {
if ((pos - potential_doors[j]).dist() <= 4) {
@ -235,11 +239,11 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
}
}
if (count == 1) {
map.set_tile(pos.x, pos.y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)]);
map.set_tile(pos.x, pos.y, rand_entry<std::string>(wall_tiles, rng));
new_dead_ends.emplace_back(next);
}
else if (count == 0) {
map.set_tile(pos.x, pos.y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)]);
map.set_tile(pos.x, pos.y, rand_entry<std::string>(wall_tiles, rng));
}
}
dead_ends = new_dead_ends;
@ -255,7 +259,8 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
// Find the room furthest away from the entrance and make it the exit
Pathfinder::DijkstraMap dijk;
const float maxv = width+height;
Pathfinder::calc_dijkstra_map(map, std::vector<vec2i>{ startpos }, dijk, maxv);
std::vector<vec2i> goals = { startpos };
Pathfinder::calc_dijkstra_map(map, goals, dijk, maxv);
float exitroomval = 0;
Room* exitroom = &startroom;
@ -320,6 +325,6 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
}
}
}
//*/
return map;
}
//*/
return map;
}

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@ -17,7 +17,7 @@
#include "Rng.h"
#include "TileSet.h"
#include "LuaHandler.h"
#include <kaguya\kaguya.hpp>
#include <kaguya/kaguya.hpp>
InputAction player_action;
TileSet tileset;
@ -203,6 +203,7 @@ void PlayState::draw(double delta) {
ImGui::End();
}
/*
if (debug_actors) {
ImGui::Begin("Actors", &debug_actors);
@ -225,6 +226,7 @@ void PlayState::draw(double delta) {
ImGui::End();
}
*/
}
const vec2i asciisize = {
@ -258,7 +260,8 @@ void PlayState::draw(double delta) {
int sprite = var->get_sprite_id();
Color fg = var->get_sprite_color()*0.35f;
app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, black, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
Color bg = tilemap->get_tile(pos.x, pos.y).bg;
app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, bg, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
}
}

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@ -1,7 +1,7 @@
#include "Shader.h"
#include <SDL2\SDL_log.h>
#include <glbinding\gl\gl.h>
#include <glm\mat4x4.hpp>
#include <SDL2/SDL_log.h>
#include <glbinding/gl/gl.h>
#include <glm/mat4x4.hpp>
#include <fstream>
#include <string>
#include <map>

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@ -3,8 +3,8 @@
#include <string>
#include <map>
#include <fstream>
#include <glbinding\gl\types.h>
#include <glm\common.hpp>
#include <glbinding/gl/types.h>
#include <glm/common.hpp>
#include "Renderer.h"
class Shader {

View file

@ -1,6 +1,6 @@
#include "TileSet.h"
#include <kaguya\kaguya.hpp>
#include <SDL2\SDL_log.h>
#include <kaguya/kaguya.hpp>
#include <SDL2/SDL_log.h>
Tile null = Tile();
@ -14,7 +14,7 @@ int TileSet::count() const {
}
void TileSet::add_tile(std::string name, Tile tile) {
tiles.insert_or_assign(name, tile);
tiles[name] = tile;
}
Tile const& TileSet::get_tile(std::string name) {

View file

@ -158,10 +158,12 @@ void Tilemap::draw(Renderer *renderer, SpriteAtlas* sprites, int x, int y, int t
}
void Tilemap::debug_print() {
/*
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
printf("\t%d", get_tile(x, y));
}
printf("\n");
}
*/
}