Refactored out the tilemap since it was mostly doing nothing useful.
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15 changed files with 40 additions and 187 deletions
10
systems.cpp
10
systems.cpp
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@ -390,6 +390,7 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
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auto player_pos = world.get<Position>(level.player).location;
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Point cam_orig = map.center_camera(player_pos, view_x, view_y);
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auto &tiles = map.tiles();
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(void)tiles;
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// make a grid of chars to work with
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auto grid = shiterator::make<wchar_t>(view_x+1, view_y+1);
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@ -398,12 +399,11 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
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for(shiterator::each_cell_t it{grid}; it.next();) {
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size_t tile_y = size_t(it.y) + cam_orig.y;
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size_t tile_x = size_t(it.x) + cam_orig.x;
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(void)tile_y;
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(void)tile_x;
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if(tile_x < tiles.$width && tile_y < tiles.$height) {
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grid[it.y][it.x] = tiles.at(tile_x, tile_y).display;
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} else {
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grid[it.y][it.x] = ' ';
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}
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// FIX ME
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grid[it.y][it.x] = 'F';
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}
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