static void gui_render(struct engine *engine) { /* Clear the gui console */ TCOD_console_set_default_background(engine->gui->con, TCOD_black); TCOD_console_clear(engine->gui->con); /* Render health bar */ engine->gui->render_bar(engine, 1, 1, BAR_W, "HP", engine->player->life->hp, engine->player->life->max_hp, TCOD_white, TCOD_lighter_gray); /* Render XP bar */ double next_level_xp = calc_next_level_xp(engine, engine->player); char xp_txt[20]; sprintf(xp_txt, "level %d XP", engine->player->ai->xp_level); engine->gui->render_bar(engine, 1, 2, BAR_W, xp_txt, engine->player->ai->xp, next_level_xp, TCOD_white, TCOD_lighter_gray); render_status(engine->gui->con, 1, 4, engine->player); engine->gui->render_log(engine, MSG_X, 1); engine->gui->render_mouse_look(engine); TCOD_console_blit(engine->gui->con, 0, 0, engine->window_w, PANEL_H, NULL, 0, engine->window_h - PANEL_H, 1.f, 1.f); }
void startLights() { LIGHT_MAP = TCOD_map_new(WINDOW_WIDTH, WINDOW_HEIGHT); DYNAMIC_LIGHT_CONSOLE = TCOD_console_new(WINDOW_WIDTH, WINDOW_HEIGHT); printf("Starting up lights...\n"); TCOD_console_set_default_background(DYNAMIC_LIGHT_CONSOLE, TCOD_color_RGB(0, 0, 0)); TCOD_console_set_key_color(DYNAMIC_LIGHT_CONSOLE, TCOD_color_RGB(255, 0, 255)); TCOD_console_clear(DYNAMIC_LIGHT_CONSOLE); }
void drawUi() { TCOD_console_clear(UI_CONSOLE); _drawTorchFuel(); _drawStance(); _drawMenu(); _drawStats(); _drawMessage(); _drawCursor(); }
void drawDynamicLights() { light *ptr = DYNAMIC_LIGHTS; TCOD_console_clear(DYNAMIC_LIGHT_CONSOLE); while (ptr != NULL) { _drawDynamicLight(ptr); ptr = ptr->next; } }
void setupUi() { UI_CONSOLE = TCOD_console_new(WINDOW_WIDTH, WINDOW_HEIGHT); TCOD_console_set_color_control(TCOD_COLCTRL_1, TCOD_color_RGB(200, 200, 200), TCOD_color_RGB(25, 25, 25)); TCOD_console_set_default_background(UI_CONSOLE, TCOD_color_RGB(0, 0, 0)); TCOD_console_set_key_color(UI_CONSOLE, TCOD_color_RGB(0, 0, 0)); TCOD_console_clear(UI_CONSOLE); DISPLAY_TEXT = calloc(WINDOW_WIDTH, sizeof(char)); DISPLAY_TEXT[0] = '\0'; }
void actorCleanup() { character *nextChar, *ptr = CHARACTERS; int freedActors = 0; while (ptr != NULL) { nextChar = ptr->next; if (ptr->hp <= 0) { deleteActor(ptr); freedActors ++; } ptr = nextChar; } if (freedActors) { printf("%i actor(s) freed.\n", freedActors); } TCOD_console_clear(ACTOR_CONSOLE); }
/* renders the textfield */ void TCOD_text_render (TCOD_text_t txt, TCOD_console_t con) { text_t * data = (text_t*)txt; uint32 time; bool cursor_on; char back=0; int curx,cury,cursorx,cursory, curpos; char *ptr; TCOD_IFNOT(data && data->con ) return; time = TCOD_sys_elapsed_milli(); cursor_on = (int)( time % data->interval ) > data->halfinterval; TCOD_console_set_default_background(data->con, data->back); TCOD_console_set_default_foreground(data->con, data->fore); TCOD_console_clear(data->con); /* compute cursor position */ get_cursor_coords(data,&cursorx,&cursory); if ( cursor_on && data->ascii_cursor) { /* save the character under cursor position */ back = data->text[data->cursor_pos]; data->text[data->cursor_pos] = data->ascii_cursor; } /* render prompt */ if (data->prompt) TCOD_console_print_rect_ex(data->con,0,0,data->w,data->h,TCOD_BKGND_SET,TCOD_LEFT,"%s",data->prompt); /* render text */ curx=data->textx; cury=data->texty; ptr=data->text; curpos=0; while (*ptr) { if ( *ptr == '\n') { if ( (curx == 0 || curpos == 0 ) && curpos >= data->sel_start && curpos < data->sel_end ) { /* inverted colors for selected empty lines */ TCOD_console_set_char_background(data->con, curx, cury, data->fore, TCOD_BKGND_SET); TCOD_console_set_char_foreground(data->con, curx, cury, data->back); } curx=0; cury++; } else { if ( curpos >= data->sel_start && curpos < data->sel_end ) { /* inverted colors for selection */ TCOD_console_set_char_background(data->con, curx, cury, data->fore, TCOD_BKGND_SET); TCOD_console_set_char_foreground(data->con, curx, cury, data->back); } TCOD_console_set_char(data->con,curx,cury,*ptr); curx++; if ( curx == data->w ) { curx=0; cury++; } } ptr++; curpos++; } if ( cursor_on ) { if ( data->ascii_cursor) { /* restore the character under cursor */ data->text[data->cursor_pos] = back; } else { /* invert colors at cursor position */ TCOD_console_set_char_background(data->con,cursorx,cursory,data->fore,TCOD_BKGND_SET); TCOD_console_set_char_foreground(data->con,cursorx,cursory,data->back); } } else if (! cursor_on && ! data->ascii_cursor && data->multiline ) { /* normal colors for cursor ( might be inside selection ) */ TCOD_console_set_char_background(data->con,cursorx,cursory,data->back,TCOD_BKGND_SET); TCOD_console_set_char_foreground(data->con,cursorx,cursory,data->fore); } TCOD_console_blit(data->con,0,0,data->w,data->h,con,data->x,data->y,1.0f,data->transparency); }
int main(int argc, char **argv) { int iItemToPlace = ITEM_ORE_STONE; int iInventoryOffset = 0; int iInventoryPointer = 0; int iInventorySelection = -1; int iLookX = 0; int iLookY = 0; int iNewX = 0; int iNewY = 0; int iSelect = 0; TCOD_key_t tKey; char cCharCode; bool bTurnOver = false; globalsInit(); TCOD_console_set_custom_font("terminal8x8_gs_ro.png", TCOD_FONT_TYPE_GREYSCALE | TCOD_FONT_LAYOUT_ASCII_INROW, 16, 16); TCOD_console_init_root(100, 75, "RogueCraft", false); TCOD_console_set_background_color(NULL, TCOD_black); TCOD_console_set_foreground_color(NULL, TCOD_light_grey); g_tcodMap = TCOD_map_new(DEF_WORLD_X, DEF_WORLD_Y); mapClear(); generateBSPtoMap(true); itemPopulate(ITEM_ORE_IRON, 0, 45, 100); itemPopulate(ITEM_ORE_COPPER, 0, 35, 100); itemPopulate(ITEM_ORE_STONE_WEAK, 0, 25, 100); /* Populate a torch ... or three. */ itemPopulate(25, 1, 35, 100); mapRemapLight(25); playerInit(); TCOD_map_compute_fov(g_tcodMap, g_ego.m_stats.m_iWorldX, g_ego.m_stats.m_iWorldY, (int)g_ego.m_fFOVDistance, true, FOV_SHADOW); iNewX = g_ego.m_stats.m_iWorldX; iNewY = g_ego.m_stats.m_iWorldY; /* Debug code for inventory management */ inventoryAdd(&g_ego.m_inventory, 30, 1); inventoryAdd(&g_ego.m_inventory, 31, 1); g_iGameMode = MODE_INTRO; npcPopulate(1, 1, 55, 100); while (!TCOD_console_is_window_closed()) { tKey = TCOD_console_check_for_keypress(TCOD_KEY_PRESSED); cCharCode = tolower(tKey.c); /* Global inputs */ switch (tKey.vk) { case TCODK_ESCAPE: if (g_iGameMode != MODE_GAME && g_iGameMode != MODE_INTRO) { if (g_iGameMode == MODE_LOOK) { iNewX = g_ego.m_stats.m_iWorldX; iNewY = g_ego.m_stats.m_iWorldY; TCOD_console_put_char(NULL, iLookX, iLookY, 0, TCOD_BKGND_NONE); } g_iGameMode = MODE_GAME; inventoryClear(); } else { TCOD_console_delete(NULL); SDL_Quit(); return 1; } break; case TCODK_PRINTSCREEN: TCOD_sys_save_screenshot(NULL); break; case TCODK_KP1: iNewX--; iNewY++; break; case TCODK_KP2: iNewY++; break; case TCODK_KP3: iNewX++; iNewY++; break; case TCODK_KP4: iNewX--; break; case TCODK_KP6: iNewX++; break; case TCODK_KP7: iNewX--; iNewY--; break; case TCODK_KP8: iNewY--; break; case TCODK_KP9: iNewX++; iNewY--; break; default: break; } /* Mode inputs */ switch (g_iGameMode) { case MODE_INTRO: TCOD_console_clear(NULL); scene_intro(); scene_intro_input(tKey, cCharCode); break; case MODE_GAME: mapDraw(); inventoryDrawBorder(); playerStatsList(); consoleDraw(); consoleInputDraw(); TCOD_console_put_char(NULL, 76, 33 + iInventoryPointer, 16, TCOD_BKGND_NONE); TCOD_console_put_char(NULL, g_ego.m_stats.m_iWorldX, g_ego.m_stats.m_iWorldY, '@', TCOD_BKGND_NONE); iInventorySelection = inventoryList(&g_ego.m_inventory, iInventoryPointer, iInventoryOffset); TCOD_console_print_left(NULL, 78, 31, TCOD_BKGND_NONE, "Inventory"); if (tKey.vk >= TCODK_KP1 && tKey.vk <= TCODK_KP9) { if (iNewX >= 0 && iNewX < DEF_WORLD_X && iNewY >= 0 && iNewY < DEF_WORLD_Y) { if (g_npcMap[iNewX][iNewY] == NULL) { if (g_itemData[g_iWorld[iNewX][iNewY]].m_stats.m_bWalkable) { g_ego.m_stats.m_iWorldX = iNewX; g_ego.m_stats.m_iWorldY = iNewY; TCOD_console_put_char(NULL, g_ego.m_stats.m_iWorldX, g_ego.m_stats.m_iWorldY, ' ', TCOD_BKGND_NONE); g_itemData[g_iWorld[iNewX][iNewY]].m_vFunc(ACT_WALK_ONTO, iNewX, iNewY, NULL); } else { g_itemData[g_iWorld[iNewX][iNewY]].m_vFunc(ACT_WALK_INTO, iNewX, iNewY, NULL); iNewX = g_ego.m_stats.m_iWorldX; iNewY = g_ego.m_stats.m_iWorldY; mapMakeFOV(); inventoryClear(); } } else { /* We've bumped into an NPC. */ g_npcMap[iNewX][iNewY]->m_vFunc(ACT_WALK_INTO, iNewX, iNewY, g_npcMap[iNewX][iNewY]); iNewX = g_ego.m_stats.m_iWorldX; iNewY = g_ego.m_stats.m_iWorldY; } TCOD_map_compute_fov(g_tcodMap, g_ego.m_stats.m_iWorldX, g_ego.m_stats.m_iWorldY, (int)g_ego.m_fFOVDistance, true, FOV_SHADOW); TCOD_map_set_properties(g_tcodMap, iNewX, iNewY, g_itemData[g_iWorld[iNewX][iNewY]].m_stats.m_bTransparent, g_itemData[g_iWorld[iNewX][iNewY]].m_stats.m_bWalkable); TCOD_map_copy(g_tcodMap, g_tcodLightmap); mapRemapLight(25); playerCalcVisibility(); bTurnOver = true; } } switch (cCharCode) { case 'q': /* Place block (why q?) */ g_iGameMode = MODE_BLOCK; consoleAdd("Place where?"); break; case 'o': /* Open something */ g_iGameMode = MODE_OPEN; consoleAdd("Open where?"); break; case 'l': /* Look around */ g_iGameMode = MODE_LOOK; iLookX = g_ego.m_stats.m_iWorldX; iLookY = g_ego.m_stats.m_iWorldY; iNewX = iLookX; iNewY = iLookY; playerLook(iLookX, iLookY); inventoryClear(); iInventoryOffset = 0; iInventoryPointer = 0; consoleAdd("Looking around..."); break; case 'e': /* Equip selected item in inventory */ g_itemData[iInventorySelection].m_vFunc(ACT_EQUIP, 0, 0,(void *)(iInventorySelection)); break; case 'd': /* Dequip an item */ g_iGameMode = MODE_DEQUIP; consoleAdd("Remove what?"); break; case 14: /* Up arrow (move inventory pointer) */ if (iInventoryPointer > 0) { TCOD_console_put_char(NULL, 76, 33 + iInventoryPointer, 32, TCOD_BKGND_NONE); iInventoryPointer--; } else iInventoryOffset--; break; case 17: /* Down arrow (move inventory pointer) */ if (iInventoryPointer < 9) { TCOD_console_put_char(NULL, 76, 33 + iInventoryPointer, 32, TCOD_BKGND_NONE); iInventoryPointer++; } else iInventoryOffset++; break; case 64: /* Space */ g_iGameMode = MODE_CONSOLE_INPUT; break; default: break; } break; case MODE_BLOCK: if (tKey.vk >= TCODK_KP1 && tKey.vk <= TCODK_KP9) { if (iNewX >= 0 && iNewX < DEF_WORLD_X && iNewY >= 0 && iNewY < DEF_WORLD_Y) { g_itemData[iItemToPlace].m_vFunc(ACT_PLACE_ONTO, iNewX, iNewY, (void *)iItemToPlace); mapMakeFOV(); g_iGameMode = MODE_GAME; TCOD_map_compute_fov(g_tcodMap, g_ego.m_stats.m_iWorldX, g_ego.m_stats.m_iWorldY, (int)g_ego.m_fFOVDistance, true, FOV_SHADOW); TCOD_map_set_properties(g_tcodMap, iNewX, iNewY, g_itemData[g_iWorld[iNewX][iNewY]].m_stats.m_bTransparent, g_itemData[g_iWorld[iNewX][iNewY]].m_stats.m_bWalkable); TCOD_map_copy(g_tcodMap, g_tcodLightmap); mapRemapLight(25); playerCalcVisibility(); bTurnOver = true; } } else { if (cCharCode == '1') iItemToPlace = ITEM_ORE_STONE; if (cCharCode == '2') iItemToPlace = ITEM_ORE_IRON; if (cCharCode == '3') iItemToPlace = ITEM_ORE_COPPER; if (cCharCode == '4') iItemToPlace = ITEM_ORE_SILVER; if (cCharCode == '5') iItemToPlace = ITEM_ORE_GOLD; } break; case MODE_OPEN: if (tKey.vk >= TCODK_KP1 && tKey.vk <= TCODK_KP9) { if (iNewX >= 0 && iNewX < DEF_WORLD_X && iNewY >= 0 && iNewY < DEF_WORLD_Y) { g_itemData[g_iWorld[iNewX][iNewY]].m_vFunc(ACT_OPEN, iNewX, iNewY, NULL); mapMakeFOV(); g_iGameMode = MODE_GAME; TCOD_map_compute_fov(g_tcodMap, g_ego.m_stats.m_iWorldX, g_ego.m_stats.m_iWorldY, (int)g_ego.m_fFOVDistance, true, FOV_SHADOW); TCOD_map_set_properties(g_tcodMap, iNewX, iNewY, g_itemData[g_iWorld[iNewX][iNewY]].m_stats.m_bTransparent, g_itemData[g_iWorld[iNewX][iNewY]].m_stats.m_bWalkable); TCOD_map_copy(g_tcodMap, g_tcodLightmap); mapRemapLight(25); playerCalcVisibility(); bTurnOver = true; } } break; case MODE_DEQUIP: switch (cCharCode) { case '1': iSelect = g_ego.m_equipment.m_iHand_L; g_ego.m_equipment.m_iHand_L = ITEM_NOTHING; break; case '2': iSelect = g_ego.m_equipment.m_iHand_R; g_ego.m_equipment.m_iHand_R = ITEM_NOTHING; break; case '3': iSelect = g_ego.m_equipment.m_iHead; g_ego.m_equipment.m_iHead = ITEM_NOTHING; break; case '4': iSelect = g_ego.m_equipment.m_iEar_L; g_ego.m_equipment.m_iEar_L = ITEM_NOTHING; break; case '5': iSelect = g_ego.m_equipment.m_iEar_R; g_ego.m_equipment.m_iEar_R = ITEM_NOTHING; break; case '6': iSelect = g_ego.m_equipment.m_iFace; g_ego.m_equipment.m_iFace = ITEM_NOTHING; break; case '7': iSelect = g_ego.m_equipment.m_iNeck; g_ego.m_equipment.m_iNeck = ITEM_NOTHING; break; case '8': iSelect = g_ego.m_equipment.m_iBack; g_ego.m_equipment.m_iBack = ITEM_NOTHING; break; case '9': iSelect = g_ego.m_equipment.m_iChest; g_ego.m_equipment.m_iChest = ITEM_NOTHING; break; case '0': iSelect = g_ego.m_equipment.m_iHands; g_ego.m_equipment.m_iHands = ITEM_NOTHING; break; case 'a': iSelect = g_ego.m_equipment.m_iWaist; g_ego.m_equipment.m_iWaist = ITEM_NOTHING; break; case 'b': iSelect = g_ego.m_equipment.m_iLegs; g_ego.m_equipment.m_iLegs = ITEM_NOTHING; break; case 'c': iSelect = g_ego.m_equipment.m_iFeet; g_ego.m_equipment.m_iFeet = ITEM_NOTHING; break; default: break; } if (iSelect != 0) { g_itemData[iSelect].m_vFunc(ACT_DEQUIP, 0, 0,(void *)(iSelect)); g_iGameMode = MODE_GAME; } break; case MODE_LOOK: if (tKey.vk >= TCODK_KP1 && tKey.vk <= TCODK_KP9) { if (iNewX >= 0 && iNewX < DEF_WORLD_X && iNewY >= 0 && iNewY < DEF_WORLD_Y) { TCOD_console_put_char(NULL, iLookX, iLookY, 0, TCOD_BKGND_NONE); iLookX = iNewX; iLookY = iNewY; playerLook(iLookX, iLookY); inventoryClear(); iInventoryOffset = 0; iInventoryPointer = 0; } } TCOD_console_put_char(NULL, iLookX, iLookY, 4, TCOD_BKGND_NONE); iInventorySelection = inventoryList(&g_itemLook, iInventoryPointer, iInventoryOffset); playerLook(iLookX, iLookY); break; case MODE_CONSOLE_INPUT: switch (tKey.vk) { case TCODK_ENTER: consoleAdd(g_cConsoleInput); consoleInputClear(); g_iGameMode = MODE_GAME; break; case TCODK_BACKSPACE: consoleInputDel(); break; default: if (cCharCode >= 32 && cCharCode <= 126) consoleInputAdd(cCharCode); break; } break; default: break; } if (bTurnOver) { npcExecute(&g_npcList); bTurnOver = false; } TCOD_console_flush(); } return 1; }
void TCODConsole::clear() { TCOD_console_clear(data); }
int main( int argc, char *argv[] ) { char *font="tilesense/libtcod/fonts/courier12x12_aa_tc.png"; int nb_char_horiz=0,nb_char_vertic=0; int font_flags=TCOD_FONT_TYPE_GREYSCALE|TCOD_FONT_LAYOUT_TCOD; TCOD_console_set_custom_font(font,font_flags,nb_char_horiz,nb_char_vertic); TCOD_console_init_root(80,40,"salamandeRL",false); Map room = initRoom(); Object player = initPlayer(room); object_sense(player); TCOD_sys_set_fps(30); float elapsed = 0; char finished = 0; TCOD_key_t key = {TCODK_NONE,0}; TCOD_console_set_foreground_color(NULL,TCOD_white); do { key = TCOD_console_check_for_keypress(TCOD_KEY_PRESSED); if(key.vk != TCODK_NONE) { TCOD_console_clear(NULL); } TCOD_console_print_right(NULL,79,26,TCOD_BKGND_NONE,"last frame : %3d ms (%3d fps)", (int)(TCOD_sys_get_last_frame_length()*1000), TCOD_sys_get_fps()); TCOD_console_print_right(NULL,79,27,TCOD_BKGND_NONE,"elapsed : %8dms %4.2fs", TCOD_sys_elapsed_milli(),TCOD_sys_elapsed_seconds()); TCOD_console_print_left(NULL,0,27,TCOD_BKGND_NONE,"other stat stuff can go here"); //map drawmap(room, player); TCOD_console_print_left(NULL, object_position(player).x*2, object_position(player).y, TCOD_BKGND_NONE,"@"); //divider TCOD_console_print_left(NULL,0,28,TCOD_BKGND_NONE, "--------------------------------------------------------------------------------" ); //text display TCOD_console_print_left(NULL,2,29,TCOD_BKGND_NONE,"we'll probably put text down here."); /* update the game screen */ TCOD_console_flush(); if(key.vk == TCODK_RIGHT) { map_turn_object(room, "@", 1); } else if(key.vk == TCODK_LEFT) { map_turn_object(room, "@", -1); } else if(key.vk == TCODK_CHAR) { switch(key.c) { case 'w': map_move_object(room, "@", (mapVec){0, -1, 0}); break; case 'a': map_move_object(room, "@", (mapVec){-1, 0, 0}); break; case 's': map_move_object(room, "@", (mapVec){0, 1, 0}); break; case 'd': map_move_object(room, "@", (mapVec){1, 0, 0}); break; case 'q': finished = 1; break; //next, handle chomping default: break; } } } while (!finished && !TCOD_console_is_window_closed()); return 0; }