Files
OLCCodeJam2020-The-Great-Ma…/The Great Machine/Dungeon.cpp
2020-09-04 17:10:24 +00:00

306 lines
10 KiB
C++

#include "Dungeon.hpp"
#include <algorithm>
#include <sstream>
#include "Collisions.hpp"
#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;
// Relative to player TL corner
Player->HitBox = new Collider{ 0, 0, static_cast<int>((static_cast<float>(TileSize) / 3.0f) * 2.0f), static_cast<int>((static_cast<float>(TileSize) / 3.0f) * 2.0f) } ;
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 });
// Order here is very important! stop fucking it up
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;
}
}
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 -= static_cast<float>(TileSize) * (fTime * Player->Speed);
if (engine->GetKey(olc::A).bHeld)
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * Player->Speed);
if (engine->GetKey(olc::S).bHeld)
Player->Coords.y += static_cast<float>(TileSize) * (fTime * Player->Speed);
if (engine->GetKey(olc::D).bHeld)
Player->Coords.x += static_cast<float>(TileSize) * (fTime * Player->Speed);
if (engine->GetKey(olc::W).bHeld && engine->GetKey(olc::A).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
}
if (engine->GetKey(olc::W).bHeld && engine->GetKey(olc::D).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
}
if (engine->GetKey(olc::S).bHeld && engine->GetKey(olc::D).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
}
if (engine->GetKey(olc::S).bHeld && engine->GetKey(olc::A).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
}
}
void Dungeon::Update(olc::PixelGameEngine* engine, float fTime)
{
// Map collisions
olc::vi2d currentTile = { static_cast<int>(Player->Coords.x / TileSize), static_cast<int>(Player->Coords.y / TileSize) };
static olc::vi2d lastTile;
auto IsMapMember = [&] (int x, int y) {
std::unordered_map<olc::vi2d, Tile*>::const_iterator found = DungeonTiles.find({x, y});
if (found == DungeonTiles.end()) return false;
return false;
};
if (lastTile != currentTile)
_Logger.Debug("Player Tile: ", currentTile.x, " ", currentTile.y);
// get nearby collidables
std::vector<Tile*> nearbyCollidables;
for (int x = currentTile.x - 2; x <= currentTile.x + 2; x++)
for (int y = currentTile.y - 2; y <= currentTile.y + 2; y++)
{
if (IsMapMember(x,y))
nearbyCollidables.push_back(DungeonTiles[{x, y}]);
}
// Passes ownership back
CollisionInfo* collisionInfo = new CollisionInfo();
bool colliding = EntityCollide(Player, nearbyCollidables, TileSize, collisionInfo, engine);
delete collisionInfo;
lastTile = currentTile;
ActiveCamera->Update(fTime);
}
void Dungeon::Draw(olc::PixelGameEngine* engine)
{
// Maps not gonna be big enough for me to care about optimistaion
// maybe i should care? i don't :^)
//engine->SetDrawTarget(4);
//engine->Clear({38, 36, 40});
engine->SetDrawTarget(1);
engine->Clear({38, 36, 40});
engine->SetPixelMode(olc::Pixel::ALPHA);
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
{
// if (tile.second->Type == ETile::Type::Void) continue;
engine->DrawPartialDecal({ static_cast<float>((tile.first.x * TileSize) - ActiveCamera->Coords.x), static_cast<float>((tile.first.y * TileSize) - ActiveCamera->Coords.y) },
{ static_cast<float>(TileSize), static_cast<float>(TileSize) }, TileSet->Decal(), TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 });
}
// engine->SetPixelMode(olc::Pixel::NORMAL);
engine->SetDrawTarget(static_cast<uint8_t>(0));
engine->Clear(olc::BLANK);
// Draw character
engine->DrawPartialDecal({ static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x), static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) },
{ (static_cast<float>(TileSize) / 3.0f) * 2.0f, (static_cast<float>(TileSize) / 3.0f) * 2.0f }, TileSet->Decal(), { 143, 130 }, { 16, 16 });
engine->DrawRect({(Player->HitBox->x + (int)Player->Coords.x) - (int)ActiveCamera->Coords.x, (Player->HitBox->y + (int)Player->Coords.y) - (int)ActiveCamera->Coords.y}, {Player->HitBox->w, Player->HitBox->h}, olc::RED);
}
Dungeon::~Dungeon()
{
delete Player;
delete ActiveCamera;
delete TileSetDictionary;
delete TileSet;
delete DungeonRenderTarget;
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
delete tile.second;
for (std::pair<olc::vi2d, Entity*> entity : Entities)
delete entity.second;
for (std::pair<olc::vi2d, FixedItem*> entity : FixedItems)
delete entity.second;
}