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@@ -0,0 +1,137 @@
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+extern crate rltk;
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+use rltk::{ RGB, Rltk, Console, RandomNumberGenerator };
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+use super::{Rect};
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+use std::cmp::{max, min};
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+
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+#[derive(PartialEq, Copy, Clone)]
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+pub enum TileType {
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+ Wall, Floor
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+}
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+
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+pub fn xy_idx(x: i32, y: i32) -> usize {
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+ (y as usize * 80) + x as usize
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+}
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+
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+/// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
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+/// look awful.
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+pub fn new_map_test() -> Vec<TileType> {
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+ let mut map = vec![TileType::Floor; 80*50];
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+
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+ // Make the boundaries walls
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+ for x in 0..80 {
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+ map[xy_idx(x, 0)] = TileType::Wall;
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+ map[xy_idx(x, 49)] = TileType::Wall;
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+ }
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+ for y in 0..50 {
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+ map[xy_idx(0, y)] = TileType::Wall;
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+ map[xy_idx(79, y)] = TileType::Wall;
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+ }
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+
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+ // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
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+ // First, obtain the thread-local RNG:
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+ let mut rng = rltk::RandomNumberGenerator::new();
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+
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+ for _i in 0..400 {
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+ let x = rng.roll_dice(1, 79);
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+ let y = rng.roll_dice(1, 49);
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+ let idx = xy_idx(x, y);
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+ if idx != xy_idx(40, 25) {
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+ map[idx] = TileType::Wall;
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+ }
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+ }
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+
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+ map
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+}
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+
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+fn apply_room_to_map(room : &Rect, map: &mut [TileType]) {
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+ for y in room.y1 +1 ..= room.y2 {
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+ for x in room.x1 + 1 ..= room.x2 {
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+ map[xy_idx(x, y)] = TileType::Floor;
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+ }
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+ }
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+}
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+
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+fn apply_horizontal_tunnel(map: &mut [TileType], x1:i32, x2:i32, y:i32) {
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+ for x in min(x1,x2) ..= max(x1,x2) {
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+ let idx = xy_idx(x, y);
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+ if idx > 0 && idx < 80*50 {
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+ map[idx as usize] = TileType::Floor;
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+ }
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+ }
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+}
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+
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+fn apply_vertical_tunnel(map: &mut [TileType], y1:i32, y2:i32, x:i32) {
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+ for y in min(y1,y2) ..= max(y1,y2) {
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+ let idx = xy_idx(x, y);
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+ if idx > 0 && idx < 80*50 {
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+ map[idx as usize] = TileType::Floor;
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+ }
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+ }
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+}
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+
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+/// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
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+/// This gives a handful of random rooms and corridors joining them together.
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+pub fn new_map_rooms_and_corridors() -> (Vec<Rect>, Vec<TileType>) {
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+ let mut map = vec![TileType::Wall; 80*50];
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+
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+ let mut rooms : Vec<Rect> = Vec::new();
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+ const MAX_ROOMS : i32 = 30;
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+ const MIN_SIZE : i32 = 6;
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+ const MAX_SIZE : i32 = 10;
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+
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+ let mut rng = RandomNumberGenerator::new();
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+
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+ for _i in 0..MAX_ROOMS {
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+ let w = rng.range(MIN_SIZE, MAX_SIZE);
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+ let h = rng.range(MIN_SIZE, MAX_SIZE);
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+ let x = rng.roll_dice(1, 80 - w - 1) - 1;
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+ let y = rng.roll_dice(1, 50 - h - 1) - 1;
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+ let new_room = Rect::new(x, y, w, h);
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+ let mut ok = true;
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+ for other_room in rooms.iter() {
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+ if new_room.intersect(other_room) { ok = false }
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+ }
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+ if ok {
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+ apply_room_to_map(&new_room, &mut map);
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+
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+ if !rooms.is_empty() {
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+ let (new_x, new_y) = new_room.center();
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+ let (prev_x, prev_y) = rooms[rooms.len()-1].center();
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+ if rng.range(0,1) == 1 {
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+ apply_horizontal_tunnel(&mut map, prev_x, new_x, prev_y);
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+ apply_vertical_tunnel(&mut map, prev_y, new_y, new_x);
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+ } else {
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+ apply_vertical_tunnel(&mut map, prev_y, new_y, prev_x);
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+ apply_horizontal_tunnel(&mut map, prev_x, new_x, new_y);
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+ }
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+ }
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+
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+ rooms.push(new_room);
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+ }
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+ }
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+
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+ (rooms, map)
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+}
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+
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+pub fn draw_map(map: &[TileType], ctx : &mut Rltk) {
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+ let mut y = 0;
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+ let mut x = 0;
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+ for tile in map.iter() {
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+ // Render a tile depending upon the tile type
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+ match tile {
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+ TileType::Floor => {
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+ ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.'));
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+ }
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+ TileType::Wall => {
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+ ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#'));
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+ }
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+ }
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+
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+ // Move the coordinates
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+ x += 1;
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+ if x > 79 {
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+ x = 0;
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+ y += 1;
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+ }
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+ }
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+}
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