Files
OLCCodeJam2020-The-Great-Ma…/The Great Machine/Dungeon.cpp
2020-09-02 22:04:42 +01:00

224 lines
6.3 KiB
C++

#include "Dungeon.hpp"
#include <algorithm>
#include "Things.hpp"
#include "Camera.hpp"
#include "Logger.hpp"
Dungeon::Dungeon()
: _Logger(Logger::getInstance())
{
ActiveCamera = new Camera();
ActiveCamera->Coords = { 0, 0 };
ActiveCamera->ViewPort = { 1280, 720 };
Player = new Playable();
Player->Coords = { 0, 0 };
Player->Type = EEntity::Type::Player;
ActiveCamera->TrackEntity(Player);
ActiveCamera->Update(0.0f);
}
void Dungeon::Generate()
{
srand(time(NULL));
TileSetDictionary = new TileDictionary();
TileSetDictionary->Register();
TileSet = new olc::Renderable();
TileSet->Load("res/dungeon_tileset.png");
_Logger.Debug("Texture Loaded: ", TileSet, " ", TileSet->Sprite()->width, " ", TileSet->Sprite()->height);
DungeonWidth = 0;
DungeonHeight = 0;
// Generate a dungeon
// Loosely follows the algorithm in section 3.3 "Agent Based Growing"
// http://pcgbook.com/wp-content/uploads/chapter03.pdf
struct Room
{
int x, y, w, h;
};
auto randomRoom = [](int x, int y)
{ return new Room{ x, y, (rand() % 7) + 3, (rand() % 7) + 3 }; };
std::vector<olc::vi2d> tiles;
// Starting at 0,0
int directionChance = 5;
int roomChance = 5;
int dungeonMinSize = 5000;
struct Agent
{
// 0 up 1 right 2 down 3 left
int x, y, direction;
};
Agent* agent = new Agent();
agent->x = 0; agent->y = 0;
agent->direction = rand() % 4;
_Logger.Debug("Agent ", agent->x, " ", agent->y, " ", agent->direction);
auto addTile = [&](int x, int y) {
for (auto i : tiles)
if (i.x == x && i.y == y)
return;
tiles.push_back({ x, y });
};
addTile(0, 0);
while (tiles.size() < dungeonMinSize)
{
switch (agent->direction)
{
case 0: agent->y -= 1; break;
case 1: agent->x += 1; break;
case 2: agent->y += 1; break;
case 3: agent->x -= 1; break;
}
addTile(agent->x, agent->y);
if (rand() % 200 < directionChance)
{
agent->direction = rand() % 4;
directionChance = 0;
}
else
{
directionChance += 5;
}
if (rand() % 300 < roomChance)
{
Room* room = randomRoom(agent->x, agent->y);
for (int x = room->x; x < room->w + room->x; x++)
for (int y = room->y; y < room->h + room->y; y++)
addTile(x, y);
delete room;
roomChance = 0;
}
else
{
roomChance += 5;
}
}
for (auto& tile : tiles)
{
if (DungeonWidth <= tile.x) DungeonWidth = tile.x;
if (DungeonHeight <= tile.y) DungeonHeight = tile.y;
ETile::Type tileType = rand() % 100 > 1 ? ETile::Type::Floor : ETile::Type::FloorV1;
auto DoesTileExist = [&](olc::vi2d tile)
{
return std::find(tiles.begin(), tiles.end(), tile) != tiles.end();
};
bool tileBelow = DoesTileExist({ tile.x, tile.y + 1 });
bool tileAbove = DoesTileExist({ tile.x, tile.y - 1 });
bool tileLeft = DoesTileExist({ tile.x - 1, tile.y });
bool tileRight = DoesTileExist({ tile.x + 1, tile.y });
if (!tileAbove)
tileType = ETile::Type::WallU;
if (!tileRight)
tileType = ETile::Type::WallR;
if (!tileBelow)
tileType = ETile::Type::WallD;
if (!tileLeft)
tileType = ETile::Type::WallL;
if (!tileAbove && !tileBelow)
tileType = ETile::Type::PathAcross;
if (!tileRight && !tileLeft)
tileType = ETile::Type::PathUp;
if (!tileAbove && !tileLeft)
tileType = ETile::Type::WallTLCorner;
if (!tileAbove && !tileRight)
tileType = ETile::Type::WallTRCorner;
if (!tileBelow && !tileLeft)
tileType = ETile::Type::WallBLCorner;
if (!tileBelow && !tileRight)
tileType = ETile::Type::WallBRCorner;
if (!tileAbove && !tileBelow && !tileRight)
tileType = ETile::Type::PathRight;
if (!tileAbove && !tileBelow && !tileLeft)
tileType = ETile::Type::PathLeft;
if (!tileRight && !tileLeft && !tileAbove)
tileType = ETile::Type::PathTop;
if (!tileRight && !tileLeft && !tileBelow)
tileType = ETile::Type::PathBottom;
// Is the tile below free? if so, make it 3D
if (!tileBelow)
{
Tile* psuedo3DTile = new Tile({ tile.x, tile.y + 1 },
ETile::Type::ThreeDStandard, ETile::State::Default);
DungeonTiles[psuedo3DTile->Coords] = psuedo3DTile;
}
Tile* t = new Tile(tile, tileType, ETile::State::Default);
DungeonTiles[t->Coords] = t;
}
// DungeonRenderTarget = new olc::Renderable();
// DungeonRenderTarget->Create(DungeonWidth * 32, DungeonHeight * 32);
}
void Dungeon::SpawnEntity(Entity* entity)
{
Entities[entity->Coords] = entity;
}
void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
{
if (engine->GetKey(olc::W).bHeld)
Player->Coords.y -= 1000 * fTime;
if (engine->GetKey(olc::A).bHeld)
Player->Coords.x -= 1000 * fTime;
if (engine->GetKey(olc::S).bHeld)
Player->Coords.y += 1000 * fTime;
if (engine->GetKey(olc::D).bHeld)
Player->Coords.x += 1000 * fTime;
}
void Dungeon::Update(float fTime)
{
ActiveCamera->Update(fTime);
}
void Dungeon::Draw(olc::PixelGameEngine* engine)
{
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
{
// TODO: Perform culling
engine->DrawPartialDecal({ static_cast<float>((tile.first.x * 64) - ActiveCamera->Coords.x), static_cast<float>((tile.first.y * 64) - ActiveCamera->Coords.y) },
{ 64, 64 }, TileSet->Decal(), TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 });
}
// Draw character
engine->DrawPartialDecal({ static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x), static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) },
{ 64, 64 }, TileSet->Decal(), { 143, 130 }, { 16, 16 });
}
Dungeon::~Dungeon()
{
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
delete tile.second;
}