l3tde/src/game.c

273 lines
7.3 KiB
C

#include <stdlib.h>
#include <stdlib.h>
#include <ncurses.h>
#include <string.h>
#include <l3tde/game.h>
#include <l3tde/map.h>
#include <l3tde/overworld.h>
static L3TDEMapPtr
l3tde_game_create_default_map (void);
static L3TDEGamePtr
l3tde_game_create_default_game (void);
void
l3tde_game_render_game (L3TDEGamePtr game);
static size_t
l3tde_game_render_game_get_start_node (size_t current_pos,
size_t nodes_len, size_t max);
static void
l3tde_game_render_game_get_start_nodes (L3TDEGamePtr game,
int max_x, int max_y, size_t *x, size_t *y);
void
l3tde_game_loop (L3TDEGamePtr game);
void
l3tde_game_move_to_pos_if_posible (L3TDEGamePtr game,
size_t dest_x, size_t dest_y);
void
l3tde_game_init (void) {
L3TDEGamePtr game = l3tde_game_create_default_game ();
initscr ();
start_color ();
curs_set (0);
raw ();
keypad (stdscr, TRUE);
noecho ();
l3tde_game_loop (game);
endwin ();
}
void
l3tde_game_loop (L3TDEGamePtr game) {
int input;
while (1) {
erase ();
l3tde_game_render_game (game);
input = getch ();
bool end_game = 0;
bool is_movement = false;
size_t dest_x, dest_y;
switch (input) {
case KEY_UP:
if (game->y_pos) {
is_movement = true;
dest_x = game->x_pos;
dest_y = game->y_pos - 1;
}
break;
case KEY_DOWN:
if (game->current_map
->nodes_y_len -1
> game->y_pos) {
is_movement = true;
dest_x = game->x_pos;
dest_y = game->y_pos + 1;
}
break;
case KEY_RIGHT:
if (game->current_map
->nodes_x_len -1
> game->x_pos) {
is_movement = true;
dest_x = game->x_pos + 1;
dest_y = game->y_pos;
}
break;
case KEY_LEFT:
if (game->x_pos) {
is_movement = true;
dest_x = game->x_pos - 1;
dest_y = game->y_pos;
}
break;
case 'q':
end_game = 1;
}
if (is_movement) {
l3tde_game_move_to_pos_if_posible (game, dest_x,
dest_y);
}
if (end_game) break;
}
}
void
l3tde_game_move_to_pos_if_posible (L3TDEGamePtr game,
size_t dest_x, size_t dest_y) {
if (game->current_map->nodes[dest_x][dest_y]->navigation
& L3TDE_MAP_NODE_NAVIGATION_WALKABLE) {
game->x_pos = dest_x;
game->y_pos = dest_y;
}
}
void
l3tde_game_render_game_map (L3TDEGamePtr game) {
L3TDEMapPtr current_map = game->current_map;
size_t start_node_x, start_node_y;
size_t max_node_x, max_node_y;
size_t nodes_x_len, nodes_y_len;
int max_x, max_y;
getmaxyx (stdscr, max_y, max_x);
l3tde_game_render_game_get_start_nodes (game,
max_x, max_y, &start_node_x, &start_node_y);
nodes_x_len = current_map->nodes_x_len;
nodes_y_len = current_map->nodes_y_len;
max_node_x = start_node_x + max_x;
max_node_y = start_node_y + max_y;
if (max_node_x > nodes_x_len) {
max_node_x = nodes_x_len;
}
if (max_node_y > nodes_y_len) {
max_node_y = nodes_y_len;
}
int printing_x = 0;
short pairs = 0;
int **color_pairs = NULL;
for (size_t i = start_node_x; i<max_node_x; i++, printing_x++) {
int printing_y = 0;
for (size_t j = start_node_y; j<max_node_y; j++, printing_y++) {
short current_pair = 0;
L3TDEMapNodePtr node = current_map->nodes[i][j];
L3TDEMapTerrainPtr terrain = node->terrain;
char symbol = terrain->symbol;
for (short i = 0; i < pairs; i++) {
if (color_pairs[i][0] == terrain->foreground &&
color_pairs[i][1]
== terrain->background ) {
current_pair = i +1;
}
}
if (!current_pair) {
pairs++;
current_pair = pairs;
init_pair(current_pair, terrain->foreground,
terrain->background);
color_pairs = realloc (color_pairs,
sizeof *color_pairs * pairs);
color_pairs[pairs-1] = malloc (sizeof **color_pairs);
color_pairs[pairs-1][0] = terrain->foreground;
color_pairs[pairs-1][1] = terrain->background;
}
attron (COLOR_PAIR (current_pair));
mvprintw (printing_y, printing_x, "%c", symbol);
attroff (COLOR_PAIR (current_pair));
}
}
free (color_pairs);
}
void
l3tde_game_render_game (L3TDEGamePtr game) {
size_t start_node_x, start_node_y;
int max_x, max_y;
int current_pos_map_x, current_pos_map_y;
erase ();
getmaxyx (stdscr, max_y, max_x);
l3tde_game_render_game_get_start_nodes (game,
max_x, max_y, &start_node_x, &start_node_y);
l3tde_game_render_game_map (game);
current_pos_map_x = game->x_pos - start_node_x;
current_pos_map_y = game->y_pos - start_node_y;
attron (A_BOLD);
mvprintw (current_pos_map_y, current_pos_map_x, "@");
attroff (A_BOLD);
}
static void
l3tde_game_render_game_get_start_nodes (L3TDEGamePtr game,
int max_x, int max_y, size_t *x, size_t *y) {
size_t nodes_x_len, nodes_y_len;
size_t current_pos_x, current_pos_y;
L3TDEMapPtr current_map = game->current_map;
current_pos_x = game->x_pos;
current_pos_y = game->y_pos;
nodes_x_len = current_map->nodes_x_len;
nodes_y_len = current_map->nodes_y_len;
*x = l3tde_game_render_game_get_start_node (current_pos_x,
nodes_x_len, max_x);
*y = l3tde_game_render_game_get_start_node (current_pos_y,
nodes_y_len, max_y);
}
static size_t
l3tde_game_render_game_get_start_node (size_t current_pos,
size_t nodes_len, size_t max) {
int center = max / 2;
size_t draw_center;
size_t start_pos;
if (current_pos < center) {
draw_center = center;
} else if (nodes_len - current_pos < center) {
draw_center = nodes_len - center - 1;
} else {
draw_center = current_pos;
}
if (center > draw_center) {
start_pos = 0;
} else {
start_pos = draw_center - center;
}
return start_pos;
}
static L3TDEGamePtr
l3tde_game_create_default_game (void) {
L3TDEMapPtr map = l3tde_game_create_default_map ();
L3TDEGamePtr game = l3tde_game_create (map, 0, 0);
return game;
}
static L3TDEMapPtr
l3tde_game_create_default_map (void) {
L3TDEOverworldPtr overworld = l3tde_overworld_create ();
L3TDEMapPtr map = l3tde_overworld_get_map (overworld, 0);
return map;
}
L3TDEGamePtr
l3tde_game_create (L3TDEMapPtr map,
size_t x, size_t y) {
L3TDEGamePtr self = malloc (sizeof *self);
self->current_map = map;
self->x_pos = x;
self->y_pos = y;
return self;
}
void
l3tde_game_destroy (L3TDEGamePtr self) {
if (self->current_map) {
l3tde_map_destroy (self->current_map);
self->current_map = NULL;
}
free (self);
}
void l3tde_game_render () {
}