1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
|
#include <ncurses.h>
#include <stdlib.h>
#include "GameWorld.hpp"
#include "bg_models.hpp"
#include "veh_models.hpp"
GameWorld::GameWorld(int y, int x)
: w_y(y), w_x(x)
{
int i, j; //, k, h;
world = new char*[y];
for(i = 0; i < y; i++) {
world[i] = new char[x+1];
for(j = 0; j < x; j++)
world[i][j] = ' ';
world[i][x] = '\0';
}
// generate road
move(y-1, 0);
for(i = 0; i < x; i++) {
world[y-1][i] = '_';
addch('_');
}
// generate bridge
for(i = 0; i < x; i += bg_store[bg_bridge].length)
Draw(&bg_store[bg_bridge], bg_store[bg_bridge].height-1, i, true);
// generate water
// generate trees
i = 0;
while(i < x) {
const struct object_info *tree = &bg_store[rand() % bg_tree_types_max];
Draw(tree, y-1, i, true);
i += tree->length + rand() % 10;
}
}
GameWorld::~GameWorld()
{
int i;
for(i = 0; i < w_y; i++)
delete[] world[i];
delete[] world;
}
bool GameWorld::Draw(const struct object_info *obj, int y, int x,
bool replace)
{
// draw from down left corner
bool ret = false;
int i, j, k, h;
int length = obj->length;
for(i = x, j = 0; (i < w_x) && (j < length); i++, j++) {
if(i < 0)
continue;
ret = true;
h = obj->height - 1;
for(k = 0; k <= h; k++) {
char ch = obj->model[k][j];
if(ch != SUPPORT_CHAR) {
if(replace)
world[y - (h - k)][i] = ch;
mvaddch(y - (h - k), i, ch);
}
else RedrawCh(y - (h - k), i);
}
}
return ret;
}
void GameWorld::RedrawCh(int y, int x)
{
mvaddch(y, x, world[y][x]);
}
void GameWorld::Update()
{
refresh();
}
|