dungeon/src/Tilemap.cpp

170 lines
4 KiB
C++

#include "Tilemap.h"
#include "vec2i.h"
#include "Actor.h"
#include "Renderer.h"
#include "SpriteAtlas.h"
#include "FieldOfView.h"
#include <SDL2/SDL.h>
int Tilemap::get_index(int x, int y) {
return y * width + x;
}
Tilemap::Tilemap(TileSet tileset, int width, int height) {
this->width = width;
this->height = height;
tilemap = std::vector<std::string>(width*height, "");
tiles = tileset;
}
Tilemap::~Tilemap() {}
int Tilemap::get_width() {
return width;
}
int Tilemap::get_height() {
return height;
}
bool Tilemap::is_inside_bounds(int x, int y) {
return x >= 0 && x < width && y >= 0 && y < height;
}
std::vector<vec2i> Tilemap::get_neighbours(int x, int y, int range) {
return get_neighbours(x, y, range, range, range, range);
}
std::vector<vec2i> Tilemap::get_neighbours(int x, int y, int up, int down, int left, int right) {
std::vector<vec2i> neigh;
for (int dx = -left; dx <= right; dx++) {
for (int dy = -up; dy <= down; dy++) {
if ((dx != 0 || dy != 0) && is_inside_bounds(x + dx, y + dy)) {
neigh.emplace_back(x + dx, y + dy);
}
}
}
return neigh;
}
void Tilemap::set_tile(int x, int y, std::string tile) {
if (is_inside_bounds(x, y)) {
tilemap[get_index(x, y)] = tile;
}
}
std::string Tilemap::get_tile_id(int x, int y) {
if (is_inside_bounds(x, y)) {
return tilemap[get_index(x, y)];
}
return "nil";
}
Tile const& Tilemap::get_tile(int x, int y) {
return tiles.get_tile(get_tile_id(x,y));
}
bool Tilemap::is_blocked(int x, int y) {
if (is_inside_bounds(x, y)) {
if (!tiles.get_tile(tilemap[get_index(x, y)]).passable) {
return true;
}
for (Entity* var : actors) {
vec2i pos = var->get_position();
if (var->has_collision() && pos == vec2i(x, y))
return true;
}
return false;
}
return true;
}
void Tilemap::add_actor(Actor *actor) {
for (Actor* var : actors) {
if (var == actor) {
return;
}
}
actors.push_back(actor);
}
void Tilemap::remove_actor(Actor * actor) {
for (auto it = actors.begin(); it != actors.end(); it++) {
if ((*it) == actor) {
actors.erase(it);
return;
}
}
}
Actor * Tilemap::get_actor(int x, int y) {
vec2i pos = { x,y };
for (Actor* ent : actors) {
vec2i apos = ent->get_position();
if (apos == pos) {
return ent;
}
}
return nullptr;
}
std::vector<Actor*> Tilemap::get_actors(int x, int y, int range = 0) {
std::vector<Actor*> found;
std::vector<vec2i> neigh = get_neighbours(x, y, range);
neigh.emplace_back(vec2i(x, y));
for (Actor* ent : actors) {
for (vec2i pos : neigh) {
vec2i apos = ent->get_position();
if (apos == pos) {
found.emplace_back(ent);
break;
}
}
}
return found;
}
std::vector<Actor*>* Tilemap::get_actor_list() {
return &actors;
}
void Tilemap::delete_actors() {
for (auto var : actors) {
delete var;
}
}
void Tilemap::draw(Renderer *renderer, SpriteAtlas* sprites, int x, int y, int tx, int ty, int tw, int th, FieldOfView* view) {
int w = sprites->get_tile_width();
int h = sprites->get_tile_height();
for (int ix = 0; ix < tw; ix++) {
for (int iy = 0; iy < th; iy++) {
int ax = tx + ix;
int ay = ty + iy;
if (is_inside_bounds(ax, ay)) {
if (view == nullptr || view->has_seen({ ax, ay })) {
Tile t = get_tile(ax, ay);
Color fg = t.fg;
Color bg = t.bg;
if (view != nullptr && !view->can_see({ ax, ay })) {
fg.a = 0.4f;
bg.a = 0.4f;
}
renderer->draw_sprite(sprites->get_sprite(t.glyph), fg, bg, x + ix * w, y + iy * h);
}
}
}
}
}
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");
}
*/
}