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- extern crate rltk;
- use rltk::{ RGB, Rltk, Console, RandomNumberGenerator, BaseMap, Algorithm2D, Point };
- use super::{Rect};
- use std::cmp::{max, min};
- extern crate specs;
- use specs::prelude::*;
- #[derive(PartialEq, Copy, Clone)]
- pub enum TileType {
- Wall, Floor
- }
- #[derive(Default)]
- pub struct Map {
- pub tiles : Vec<TileType>,
- pub rooms : Vec<Rect>,
- pub width : i32,
- pub height : i32,
- pub revealed_tiles : Vec<bool>,
- pub visible_tiles : Vec<bool>
- }
- impl Map {
- pub fn xy_idx(&self, x: i32, y: i32) -> usize {
- (y as usize * self.width as usize) + x as usize
- }
- fn apply_room_to_map(&mut self, room : &Rect) {
- for y in room.y1 +1 ..= room.y2 {
- for x in room.x1 + 1 ..= room.x2 {
- let idx = self.xy_idx(x, y);
- self.tiles[idx] = TileType::Floor;
- }
- }
- }
- fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
- for x in min(x1,x2) ..= max(x1,x2) {
- let idx = self.xy_idx(x, y);
- if idx > 0 && idx < self.width as usize * self.height as usize {
- self.tiles[idx as usize] = TileType::Floor;
- }
- }
- }
- fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
- for y in min(y1,y2) ..= max(y1,y2) {
- let idx = self.xy_idx(x, y);
- if idx > 0 && idx < self.width as usize * self.height as usize {
- self.tiles[idx as usize] = TileType::Floor;
- }
- }
- }
- /// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
- /// This gives a handful of random rooms and corridors joining them together.
- pub fn new_map_rooms_and_corridors() -> Map {
- let mut map = Map{
- tiles : vec![TileType::Wall; 80*50],
- rooms : Vec::new(),
- width : 80,
- height: 50,
- revealed_tiles : vec![false; 80*50],
- visible_tiles : vec![false; 80*50]
- };
- const MAX_ROOMS : i32 = 30;
- const MIN_SIZE : i32 = 6;
- const MAX_SIZE : i32 = 10;
- let mut rng = RandomNumberGenerator::new();
- for _i in 0..MAX_ROOMS {
- let w = rng.range(MIN_SIZE, MAX_SIZE);
- let h = rng.range(MIN_SIZE, MAX_SIZE);
- let x = rng.roll_dice(1, map.width - w - 1) - 1;
- let y = rng.roll_dice(1, map.height - h - 1) - 1;
- let new_room = Rect::new(x, y, w, h);
- let mut ok = true;
- for other_room in map.rooms.iter() {
- if new_room.intersect(other_room) { ok = false }
- }
- if ok {
- map.apply_room_to_map(&new_room);
- if !map.rooms.is_empty() {
- let (new_x, new_y) = new_room.center();
- let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
- if rng.range(0,1) == 1 {
- map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
- map.apply_vertical_tunnel(prev_y, new_y, new_x);
- } else {
- map.apply_vertical_tunnel(prev_y, new_y, prev_x);
- map.apply_horizontal_tunnel(prev_x, new_x, new_y);
- }
- }
- map.rooms.push(new_room);
- }
- }
- map
- }
- }
- impl BaseMap for Map {
- fn is_opaque(&self, idx:i32) -> bool {
- self.tiles[idx as usize] == TileType::Wall
- }
- fn get_available_exits(&self, _idx:i32) -> Vec<(i32, f32)> {
- Vec::new()
- }
- fn get_pathing_distance(&self, idx1:i32, idx2:i32) -> f32 {
- let p1 = Point::new(idx1 % self.width, idx1 / self.width);
- let p2 = Point::new(idx2 % self.width, idx2 / self.width);
- rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
- }
- }
- impl Algorithm2D for Map {
- fn point2d_to_index(&self, pt: Point) -> i32 {
- (pt.y * self.width) + pt.x
- }
- fn index_to_point2d(&self, idx:i32) -> Point {
- Point{ x: idx % self.width, y: idx / self.width }
- }
- }
- pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
- let map = ecs.fetch::<Map>();
- let mut y = 0;
- let mut x = 0;
- for (idx,tile) in map.tiles.iter().enumerate() {
- // Render a tile depending upon the tile type
- if map.revealed_tiles[idx] {
- let glyph;
- let mut fg;
- match tile {
- TileType::Floor => {
- glyph = rltk::to_cp437('.');
- fg = RGB::from_f32(0.0, 0.5, 0.5);
- }
- TileType::Wall => {
- glyph = rltk::to_cp437('#');
- fg = RGB::from_f32(0., 1.0, 0.);
- }
- }
- if !map.visible_tiles[idx] { fg = fg.to_greyscale() }
- ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
- }
- // Move the coordinates
- x += 1;
- if x > 79 {
- x = 0;
- y += 1;
- }
- }
- }
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