Files
tracy/examples/dyna/src/map.hpp
2026-06-21 22:47:34 +02:00

121 lines
3.2 KiB
C++

#pragma once
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
namespace dyna
{
class Player;
class Bomb;
class Monster;
class Vortex;
class World;
// How a tile reacts to an explosion sweeping through it.
enum class Destruction
{
none, // blocks the blast (wall, bomb, existing explosion, vortex)
single, // destroyed and stops the blast (crate)
multi // passable, blast continues (floor)
};
// A grid cell. The C# version used a small class hierarchy rooted at a Field
// interface; since the variants differ only in a couple of flags and how they
// draw, this collapses them into one value type tagged by Kind. Note that in
// the original everything except Wall derived from Floor, so the "is Floor"
// checks there map to "kind != Wall" here.
struct Field
{
enum class Kind
{
floor,
wall,
crate,
bomb, // tile occupied by a live bomb (solid, indestructible)
explosion, // transient blast tile
vortex // level exit portal
};
enum class ExplosionType
{
center,
vertical,
horizontal,
left,
right,
down,
up
};
Kind kind = Kind::floor;
ExplosionType etype = ExplosionType::center;
std::int64_t tstart = 0; // explosion animation start, set on creation
static Field floor() { return Field{}; }
static Field wall() { return Field{ Kind::wall, {}, 0 }; }
static Field crate() { return Field{ Kind::crate, {}, 0 }; }
static Field bomb() { return Field{ Kind::bomb, {}, 0 }; }
static Field vortex() { return Field{ Kind::vortex, {}, 0 }; }
static Field explosion( ExplosionType t );
bool solid() const;
Destruction destructible() const;
void draw( int x, int y ) const;
bool is_floor_family() const { return kind != Kind::wall; }
};
class Map
{
public:
explicit Map( const std::string& fn );
~Map(); // defined in map.cpp where the entity types are complete
Field& at( int x, int y ) { return grid[index( x, y )]; }
const Field& at( int x, int y ) const { return grid[index( x, y )]; }
void draw();
void tick( World& world );
int getx() const { return X; }
int gety() const { return Y; }
int get_crates() const { return destructibles; }
std::unique_ptr<Player> create_player() const;
void place_bomb( int x, int y );
bool monster_collide( int tx, int ty ) const;
private:
static constexpr int X = 13, Y = 11;
// Deferred monster respawn timer, mirroring Map.MWait.
struct MWait
{
int type; // 1, 2 or 3
std::int64_t time; // timestamp at which it respawns
};
static int index( int x, int y ) { return x * Y + y; }
void load( const std::string& fn );
void generate_destructibles();
void populate_map();
bool monster_ok( int rx, int ry, int px, int py, int r ) const;
std::vector<Field> grid;
int px = -10, py = -10;
int destructibles = 0;
int m1 = 0, m2 = 0, m3 = 0;
std::vector<std::unique_ptr<Bomb>> bombs;
std::vector<std::unique_ptr<Monster>> monsters;
std::vector<std::unique_ptr<Vortex>> bonuses;
std::vector<MWait> mwait;
};
}