Ripped out the string based map and created a Matrix map drawing function.
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d9219a8c64
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4 changed files with 11 additions and 28 deletions
21
systems.cpp
21
systems.cpp
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@ -407,22 +407,17 @@ void System::plan_motion(World& world, Position move_to) {
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motion.dy = move_to.location.y - player_position.location.y;
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}
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/*
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* This one is called inside the MapViewUI very often so
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* just avoid GameMap unlike the others.
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*/
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std::wstring System::draw_map(GameLevel& level, size_t view_x, size_t view_y, int compass_dir) {
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void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
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World &world = *level.world;
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Map &map = *level.map;
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size_t view_x = matrix::width(grid);
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size_t view_y = matrix::height(grid);
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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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auto &tile_set = textures::get_map_tile_set();
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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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// first fill it with the map cells
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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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@ -449,16 +444,6 @@ std::wstring System::draw_map(GameLevel& level, size_t view_x, size_t view_y, in
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}
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}
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});
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// then generate the string to display, but this goes away soon
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std::wstring result;
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for(shiterator::each_row_t it{grid}; it.next();) {
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result += grid[it.y][it.x];
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if(it.row) result += '\n';
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}
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return result;
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}
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void System::player_status(GameLevel &level) {
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