void TCODMap::copy(const TCODMap *source) { TCOD_map_copy(source->data,data); }
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; }