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Updated Promo and Graphics
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davemoore22 committed Jun 3, 2022
1 parent b52ec94 commit 3f0b36f
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Showing 9 changed files with 93 additions and 61 deletions.
16 changes: 9 additions & 7 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,13 +6,15 @@
An open source remake of Wizardry 1,2,3 (and 5) with infinite Dungeon
Adventures, and (optional) modern CRPG conveniences! I'm aiming to release it by
the end of the year. Its coded using C++20 and SFML. Whilst eventually the game
engine will be fully 3D, I need to spend time learning OpenGL properly, and thus
initially the dungeons will be rendered (poorly!) using the old-school Painters
Algorithm method used in classics such as Eye of the Beholder and The Vard's
Tale. Its nowhere near complete or even playable yet! Visit back regularily for
engine will be fully 3D, I need to spend time learning OpenGL properly, and for
the moment the dungeon is rendered using the old-school Painters
Algorithm method (used in classics such as Eye of the Beholder and The Bard's
Tale) to faithfully reproduce the original wireframe graphiics.

Hopefully soon, there will be a playable game! Visit back regularily for
updates.

## What can you do? (as of May 2020)
## What can you do? (as of June 2020)

* Visit the Town and the Castle
* Inn
Expand Down Expand Up @@ -47,11 +49,11 @@ updates.
* Bump into Walls
* Automap

## What can't you do? (as of May 2020)
## What can't you do? (as of June 2020)

* All the rest of it, but I'm working on it.

## What next? (as of May 2020)
## What next? (as of June 2020)

Next stop will be items, creatures, magic and combat. Then there might be
something playable here! Then, a proper 3D renderer will be implemented.
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6 changes: 3 additions & 3 deletions dat/levels.json
Original file line number Diff line number Diff line change
Expand Up @@ -14114,11 +14114,11 @@
"start": 0,
"tdata": [
{
"r": 1,
"m": 25
"r": 1
},
{
"r": 1
"r": 1,
"m": 25
},
{
"b": 1
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Binary file modified dat/sorcery.db3
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3 changes: 3 additions & 0 deletions inc/view.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -82,5 +82,8 @@ namespace Sorcery {
auto _set_texture_coordinates(TileView &tileview) -> void;
auto _set_vertex_array(sf::VertexArray &array, sf::Vector2f p1,
sf::Vector2f p2, sf::Vector2f p3, sf::Vector2f p4) -> void;
auto _set_vertex_array(sf::VertexArray &array, sf::Vector2f p1,
sf::Vector2f p2, sf::Vector2f p3, sf::Vector2f p4,
const sf::Color colour) -> void;
};
} // namespace Sorcery
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6 changes: 3 additions & 3 deletions sorcery.depend
Original file line number Diff line number Diff line change
Expand Up @@ -1436,10 +1436,10 @@
<SFML/Graphics/Rect.hpp>
<SFML/Graphics/Sprite.hpp>

1654284557 source:/home/dave/Development/wizardry/sorcery-sfml/src/view.cpp
1654287766 source:/home/dave/Development/wizardry/sorcery-sfml/src/view.cpp
"view.hpp"

1654281246 /home/dave/Development/wizardry/sorcery-sfml/inc/view.hpp
1654287196 /home/dave/Development/wizardry/sorcery-sfml/inc/view.hpp
"display.hpp"
"game.hpp"
"graphics.hpp"
Expand Down Expand Up @@ -1484,7 +1484,7 @@
1650748008 source:/home/dave/Development/wizardry/sorcery-sfml/src/tilemap.cpp
"tilemap.hpp"

1654213897 source:/home/dave/Development/wizardry/sorcery-sfml/src/level.cpp
1654288007 source:/home/dave/Development/wizardry/sorcery-sfml/src/level.cpp
"level.hpp"

1653930474 /home/dave/Development/wizardry/sorcery-sfml/inc/level.hpp
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2 changes: 2 additions & 0 deletions src/level.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -433,6 +433,8 @@ auto Sorcery::Level::_update_tile(const Coordinate location,
tile.set(TileFeature::STAIRS_DOWN);
else if (marker == 25)
tile.set(TileFeature::MESSAGE);
else if (marker == 108)
tile.set(TileFeature::MESSAGE);
else if (marker == 26)
tile.set(TileFeature::STAIRS_UP);
else if (marker == 27)
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121 changes: 73 additions & 48 deletions src/view.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -400,6 +400,19 @@ auto Sorcery::View::_set_vertex_array(sf::VertexArray &array, sf::Vector2f p1,
array[3].position = p4;
}

auto Sorcery::View::_set_vertex_array(sf::VertexArray &array, sf::Vector2f p1,
sf::Vector2f p2, sf::Vector2f p3, sf::Vector2f p4, const sf::Color colour)
-> void {
array[0].position = p1;
array[1].position = p2;
array[2].position = p3;
array[3].position = p4;
array[0].color = colour;
array[1].color = colour;
array[2].color = colour;
array[3].color = colour;
}

auto Sorcery::View::_load_tile_views() -> void {

tileviews.clear();
Expand All @@ -410,6 +423,14 @@ auto Sorcery::View::_load_tile_views() -> void {
}
}

const auto floor_c{(*_display->layout)["engine_base_ui:wireframe_view"]};
const auto floor_colour{
sf::Color{std::stoull(floor_c["floor_colour"].value(), 0, 16)}};
const auto ceiling_colour{
sf::Color{std::stoull(floor_c["ceiling_colour"].value(), 0, 16)}};
const auto darkness_colour{
sf::Color{std::stoull(floor_c["darkness_colour"].value(), 0, 16)}};

// FLOORS/CEILINGS SIDE DARKNESS SIDE DOORS
// FRONT DARKNESS SIDE WALLS FRONT DOORS z =
// 0
Expand All @@ -428,11 +449,13 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.floor, sf::Vector2f{88, 167},
sf::Vector2f{95, 160}, sf::Vector2f{208, 160},
sf::Vector2f{215, 167});
sf::Vector2f{215, 167}, floor_colour);
_set_vertex_array(tileview.ceiling, sf::Vector2f{95, 15},
sf::Vector2f{88, 8}, sf::Vector2f{215, 8}, sf::Vector2f{208, 15});
sf::Vector2f{88, 8}, sf::Vector2f{215, 8}, sf::Vector2f{208, 15},
ceiling_colour);
_set_vertex_array(tileview.darkness, sf::Vector2f{8, 167},
sf::Vector2f{8, 8}, sf::Vector2f{296, 8}, sf::Vector2f{296, 167});
sf::Vector2f{8, 8}, sf::Vector2f{296, 8}, sf::Vector2f{296, 167},
darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{87, 153},
sf::Vector2f{87, 23}, sf::Vector2f{217, 23},
sf::Vector2f{217, 153});
Expand All @@ -459,13 +482,13 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.floor, sf::Vector2f{112, 143},
sf::Vector2f{127, 128}, sf::Vector2f{176, 128},
sf::Vector2f{191, 143});
sf::Vector2f{191, 143}, floor_colour);
_set_vertex_array(tileview.ceiling, sf::Vector2f{127, 47},
sf::Vector2f{112, 32}, sf::Vector2f{191, 32},
sf::Vector2f{176, 47});
sf::Vector2f{112, 32}, sf::Vector2f{191, 32}, sf::Vector2f{176, 47},
ceiling_colour);
_set_vertex_array(tileview.darkness, sf::Vector2f{87, 152},
sf::Vector2f{87, 23}, sf::Vector2f{216, 23},
sf::Vector2f{216, 152});
sf::Vector2f{87, 23}, sf::Vector2f{216, 23}, sf::Vector2f{216, 152},
darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{119, 121},
sf::Vector2f{119, 55}, sf::Vector2f{185, 55},
sf::Vector2f{185, 121});
Expand Down Expand Up @@ -497,7 +520,7 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{120, 119},
sf::Vector2f{120, 56}, sf::Vector2f{183, 56},
sf::Vector2f{183, 119});
sf::Vector2f{183, 119}, darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{135, 105},
sf::Vector2f{135, 71}, sf::Vector2f{169, 71},
sf::Vector2f{169, 105});
Expand Down Expand Up @@ -528,7 +551,7 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{135, 104},
sf::Vector2f{135, 71}, sf::Vector2f{168, 71},
sf::Vector2f{168, 104});
sf::Vector2f{168, 104}, darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{143, 97},
sf::Vector2f{143, 79}, sf::Vector2f{161, 79},
sf::Vector2f{161, 97});
Expand Down Expand Up @@ -558,12 +581,8 @@ auto Sorcery::View::_load_tile_views() -> void {

// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{143, 96},
sf::Vector2f{143, 79}, sf::Vector2f{160, 79},
sf::Vector2f{160, 96});

// No Left Wall/Door
// No Right Wall/Door
// No Back Wall/Door
sf::Vector2f{143, 79}, sf::Vector2f{160, 79}, sf::Vector2f{160, 96},
darkness_colour);

_set_texture_coordinates(tileview);
}
Expand All @@ -575,11 +594,14 @@ auto Sorcery::View::_load_tile_views() -> void {

// Set Vertex Arrays
_set_vertex_array(tileview.floor, sf::Vector2f{8, 167},
sf::Vector2f{8, 160}, sf::Vector2f{63, 160}, sf::Vector2f{56, 167});
sf::Vector2f{8, 160}, sf::Vector2f{63, 160}, sf::Vector2f{56, 167},
floor_colour);
_set_vertex_array(tileview.ceiling, sf::Vector2f{8, 15},
sf::Vector2f{8, 8}, sf::Vector2f{56, 8}, sf::Vector2f{63, 15});
sf::Vector2f{8, 8}, sf::Vector2f{56, 8}, sf::Vector2f{63, 15},
ceiling_colour);
_set_vertex_array(tileview.darkness, sf::Vector2f{8, 152},
sf::Vector2f{8, 24}, sf::Vector2f{87, 24}, sf::Vector2f{87, 152});
sf::Vector2f{8, 24}, sf::Vector2f{87, 24}, sf::Vector2f{87, 152},
darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{8, 167},
sf::Vector2f{8, 8}, sf::Vector2f{87, 8}, sf::Vector2f{87, 167});
_set_vertex_array(tileview.back_wall, sf::Vector2f{8, 153},
Expand All @@ -598,14 +620,16 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.floor, sf::Vector2f{239, 167},
sf::Vector2f{232, 160}, sf::Vector2f{295, 160},
sf::Vector2f{295, 167});
sf::Vector2f{295, 167}, floor_colour);
_set_vertex_array(tileview.ceiling, sf::Vector2f{232, 15},
sf::Vector2f{239, 8}, sf::Vector2f{295, 8}, sf::Vector2f{295, 15});
sf::Vector2f{239, 8}, sf::Vector2f{295, 8}, sf::Vector2f{295, 15},
ceiling_colour);
_set_vertex_array(tileview.darkness, sf::Vector2f{216, 152},
sf::Vector2f{216, 24}, sf::Vector2f{295, 24},
sf::Vector2f{295, 152});
sf::Vector2f{295, 152}, darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{216, 167},
sf::Vector2f{216, 8}, sf::Vector2f{295, 8}, sf::Vector2f{296, 167});
sf::Vector2f{216, 8}, sf::Vector2f{295, 8}, sf::Vector2f{296, 167},
darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{216, 153},
sf::Vector2f{216, 23}, sf::Vector2f{296, 23},
sf::Vector2f{296, 153});
Expand All @@ -623,16 +647,17 @@ auto Sorcery::View::_load_tile_views() -> void {

// Set Vertex Arrays
_set_vertex_array(tileview.floor, sf::Vector2f{16, 143},
sf::Vector2f{46, 128}, sf::Vector2f{95, 128},
sf::Vector2f{80, 143});
sf::Vector2f{46, 128}, sf::Vector2f{95, 128}, sf::Vector2f{80, 143},
floor_colour);
_set_vertex_array(tileview.ceiling, sf::Vector2f{46, 47},
sf::Vector2f{16, 32}, sf::Vector2f{80, 32}, sf::Vector2f{95, 47});
sf::Vector2f{16, 32}, sf::Vector2f{80, 32}, sf::Vector2f{95, 47},
ceiling_colour);
_set_vertex_array(tileview.darkness, sf::Vector2f{56, 119},
sf::Vector2f{56, 56}, sf::Vector2f{119, 56},
sf::Vector2f{120, 119});
sf::Vector2f{56, 56}, sf::Vector2f{119, 56}, sf::Vector2f{120, 119},
darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{88, 151},
sf::Vector2f{88, 24}, sf::Vector2f{119, 55},
sf::Vector2f{119, 120});
sf::Vector2f{88, 24}, sf::Vector2f{119, 55}, sf::Vector2f{119, 120},
darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{55, 121},
sf::Vector2f{55, 55}, sf::Vector2f{120, 55},
sf::Vector2f{120, 121});
Expand All @@ -651,10 +676,10 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{105, 104},
sf::Vector2f{104, 72}, sf::Vector2f{135, 72},
sf::Vector2f{136, 103});
sf::Vector2f{136, 103}, darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{120, 119},
sf::Vector2f{120, 56}, sf::Vector2f{135, 71},
sf::Vector2f{135, 104});
sf::Vector2f{135, 104}, darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{103, 105},
sf::Vector2f{103, 71}, sf::Vector2f{136, 71},
sf::Vector2f{136, 105});
Expand All @@ -673,10 +698,10 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{103, 103},
sf::Vector2f{104, 72}, sf::Vector2f{136, 72},
sf::Vector2f{136, 103});
sf::Vector2f{136, 103}, darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{136, 103},
sf::Vector2f{136, 72}, sf::Vector2f{144, 79},
sf::Vector2f{144, 96});
sf::Vector2f{136, 72}, sf::Vector2f{144, 79}, sf::Vector2f{144, 96},
darkness_colour);

_set_vertex_array(tileview.back_wall, sf::Vector2f{127, 97},
sf::Vector2f{127, 79}, sf::Vector2f{144, 79},
Expand All @@ -695,8 +720,8 @@ auto Sorcery::View::_load_tile_views() -> void {

// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{126, 95},
sf::Vector2f{126, 80}, sf::Vector2f{143, 80},
sf::Vector2f{144, 95});
sf::Vector2f{126, 80}, sf::Vector2f{143, 80}, sf::Vector2f{144, 95},
darkness_colour);

_set_texture_coordinates(tileview);
}
Expand All @@ -709,16 +734,16 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.floor, sf::Vector2f{215, 143},
sf::Vector2f{200, 128}, sf::Vector2f{257, 128},
sf::Vector2f{287, 143});
sf::Vector2f{287, 143}, floor_colour);
_set_vertex_array(tileview.ceiling, sf::Vector2f{200, 47},
sf::Vector2f{215, 32}, sf::Vector2f{287, 32},
sf::Vector2f{257, 47});
sf::Vector2f{215, 32}, sf::Vector2f{287, 32}, sf::Vector2f{257, 47},
ceiling_colour);
_set_vertex_array(tileview.darkness, sf::Vector2f{184, 119},
sf::Vector2f{184, 56}, sf::Vector2f{247, 56},
sf::Vector2f{247, 119});
sf::Vector2f{247, 119}, darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{185, 120},
sf::Vector2f{185, 55}, sf::Vector2f{217, 24},
sf::Vector2f{217, 151});
sf::Vector2f{217, 151}, darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{184, 121},
sf::Vector2f{184, 55}, sf::Vector2f{249, 55},
sf::Vector2f{249, 121});
Expand All @@ -737,10 +762,10 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{168, 103},
sf::Vector2f{168, 72}, sf::Vector2f{199, 72},
sf::Vector2f{199, 103});
sf::Vector2f{199, 103}, darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{168, 104},
sf::Vector2f{168, 71}, sf::Vector2f{184, 56},
sf::Vector2f{184, 119});
sf::Vector2f{184, 119}, darkness_colour);
_set_vertex_array(tileview.back_wall, sf::Vector2f{168, 105},
sf::Vector2f{168, 71}, sf::Vector2f{201, 71},
sf::Vector2f{201, 105});
Expand All @@ -759,10 +784,10 @@ auto Sorcery::View::_load_tile_views() -> void {
// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{168, 103},
sf::Vector2f{168, 72}, sf::Vector2f{199, 72},
sf::Vector2f{199, 103});
sf::Vector2f{199, 103}, darkness_colour);
_set_vertex_array(tileview.side_darkness, sf::Vector2f{160, 96},
sf::Vector2f{160, 79}, sf::Vector2f{167, 73},
sf::Vector2f{167, 103});
sf::Vector2f{167, 103}, darkness_colour);

_set_vertex_array(tileview.back_wall, sf::Vector2f{160, 97},
sf::Vector2f{160, 79}, sf::Vector2f{177, 79},
Expand All @@ -781,8 +806,8 @@ auto Sorcery::View::_load_tile_views() -> void {

// Set Vertex Arrays
_set_vertex_array(tileview.darkness, sf::Vector2f{160, 95},
sf::Vector2f{160, 80}, sf::Vector2f{176, 80},
sf::Vector2f{176, 95});
sf::Vector2f{160, 80}, sf::Vector2f{176, 80}, sf::Vector2f{176, 95},
darkness_colour);

_set_texture_coordinates(tileview);
}
Expand Down

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