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WorldMap.cpp
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WorldMap.cpp
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//
// Created by KunstDerFuge on 2/15/18.
//
#include <cmath>
#include <iostream>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/Graphics/Texture.hpp>
#include "WorldMap.h"
#include "Player.h"
#include "Utilities.h"
using namespace std;
Tile* WorldMap::getTile(Point coord) {
int tileX = mod(coord.x, CHUNK_WIDTH);
int tileY = mod(coord.y, CHUNK_WIDTH);
std::pair<long, long> chunkCoord = getChunkCoord(coord);
if (!chunkExists(chunkCoord.first, chunkCoord.second)) {
generateChunk(chunkCoord.first, chunkCoord.second, this);
}
return chunks[chunkCoord.first][chunkCoord.second]->getTile(tileX, tileY);
}
std::pair<long, long> WorldMap::getChunkCoord(Point coord) {
if (coord.x < 0) {
coord.x += 1;
coord.x /= CHUNK_WIDTH;
coord.x -= 1;
}
else {
coord.x /= CHUNK_WIDTH;
}
if (coord.y < 0) {
coord.y += 1;
coord.y /= CHUNK_WIDTH;
coord.y -= 1;
}
else {
coord.y /= CHUNK_WIDTH;
}
return std::make_pair(coord.x, coord.y);
}
Chunk* WorldMap::getChunk(long x, long y) {
return chunks[x][y];
}
void WorldMap::generateChunk(long x, long y, WorldMap* worldMap) {
if (chunkExists(x, y))
cerr << "Generating chunk where one already exists: (" << x << ", " << y << ")" << endl;
cerr << "Generating chunk at (" << x << ", " << y << ")..." << endl;
chunks[x][y] = new Chunk(worldMap);
}
bool WorldMap::chunkExists(long x, long y) {
auto column = chunks.find(x);
if (column == chunks.end())
return false;
auto chunk = column->second.find(y);
return (chunk != column->second.end());
}
WorldMap::~WorldMap() {
for (auto const &ent1 : chunks)
for (auto const &ent2 : ent1.second) {
delete ent2.second;
cerr << "Deleted a chunk!" << endl;
}
cerr << "Deleted overworld!" << endl;
}
WorldMap::WorldMap() {
int width = 1;
int offset = width / 2;
uniqueTiles.push_back(new Tile(dirt, 8, 8));
auto dirt = uniqueTiles[0];
dirt->texture = new sf::Texture;
dirt->texture->loadFromFile(graphicsPath() + "/dirt_seamless_shrink.jpg");
uniqueTiles.push_back(new Tile(ice, 8, 8));
auto ice = uniqueTiles[1];
ice->texture = new sf::Texture;
ice->texture->loadFromFile(graphicsPath() + "/snow.jpg");
for (int x = 0; x < width; ++x) {
for (int y = 0; y < width; ++y) {
cerr << "WorldMap constructor: generating chunk" << endl;
generateChunk(offset+x, offset+y, this);
}
}
}
void WorldMap::render(sf::RenderTexture& mapWindow, Player* player) {
if (player->shouldRedrawMap)
player->updateFOV();
player->shouldRedrawMap = false;
auto mapViewportWidth = float(1.f - CONSOLE_WIDTH);
auto playerLocation = player->getLocation();
auto windowSize = mapWindow.getSize();
auto mapRenderSize = sf::Vector2f(windowSize.x * mapViewportWidth, windowSize.y);
auto viewWidthInTiles = int(mapRenderSize.x / TILE_WIDTH);
auto viewHeightInTiles = int(mapRenderSize.y / TILE_WIDTH);
sf::View playerView(player->getPlayerCenter(), tileToRenderCoord(viewWidthInTiles, viewHeightInTiles));
auto renderWidthInTiles = viewWidthInTiles + 2;
auto renderHeightInTiles = viewHeightInTiles + 2;
long upperLeftTileX = playerLocation.x - renderWidthInTiles / 2;
long upperLeftTileY = playerLocation.y - renderHeightInTiles / 2;
playerView.setViewport(sf::FloatRect(0.f, 0.f, mapViewportWidth, 1.f));
playerView.setSize(mapRenderSize);
mapWindow.setView(playerView);
// Render map
for (long x = upperLeftTileX; x < upperLeftTileX + renderWidthInTiles; ++x) {
for (long y = upperLeftTileY; y < upperLeftTileY + renderHeightInTiles; ++y) {
auto tile = getTile(Point(x, y));
getTile(Point(x, y))->render(x, y, mapWindow, player->canSee(x, y));
}
}
// Render player
player->render(mapWindow);
}
Tile* WorldMap::getUniqueTile(int tileNumber) {
return uniqueTiles[tileNumber];
}
bool WorldMap::isWalkable(Point coord) {
return (getTile(coord)->terrain != ice);
}
bool WorldMap::isOpaque(Point coord) {
return !isWalkable(coord);
}
void WorldMap::addCreature(Creature* creature) {
creatures.push_back(creature);
}
bool WorldMap::isWalkable(Player* player, direction dir) {
int offsetX = 0;
int offsetY = 0;
switch (dir) {
case north:
offsetY = -1;
break;
case south:
offsetY = 1;
break;
case east:
offsetX = 1;
break;
case west:
offsetX = -1;
break;
case northwest:
offsetX = -1;
offsetY = -1;
break;
case northeast:
offsetX = 1;
offsetY = -1;
break;
case southwest:
offsetX = -1;
offsetY = 1;
break;
case southeast:
offsetX = 1;
offsetY = 1;
break; }
Point playerLocation = player->getLocation();
return isWalkable(Point(playerLocation.x + offsetX, playerLocation.y + offsetY));
}
vector<Creature*>* WorldMap::getCreatures() {
return &creatures;
}
Tile* Chunk::getTile(long x, long y) {
return tiles[x][y];
}
Chunk::Chunk(WorldMap* worldMap) {
for (auto& column : tiles) {
for (auto& tile : column) {
if (randomBool(0.993)) {
tile = worldMap->getUniqueTile(0);
}
else {
tile = worldMap->getUniqueTile(1);
}
}
}
}