209 lines
5.0 KiB
C
Executable File
209 lines
5.0 KiB
C
Executable File
#include <world.h>
|
|
|
|
#include <base.h>
|
|
#include <tile.h>
|
|
#include <level.h>
|
|
#include <keyboard.h>
|
|
#include <camera.h>
|
|
|
|
#include <mario.h>
|
|
#include <ennemi.h>
|
|
|
|
#include <bonus.h>
|
|
#include <ennemi.h>
|
|
#include <plateforme.h>
|
|
#include <tuyau.h>
|
|
#include <bullets.h>
|
|
|
|
#include <liblog.h>
|
|
|
|
#include <gint/display.h>
|
|
#include <gint/std/string.h>
|
|
#include <gint/std/stdlib.h>
|
|
|
|
map_t * map_current=0;
|
|
|
|
int worldGetWidth()
|
|
{
|
|
return map_current->w*8;
|
|
}
|
|
|
|
cell_t death={0,0};
|
|
|
|
cell_t* worldGetCell(int x, int y)
|
|
{
|
|
x/=8;
|
|
y/=8;
|
|
if (0<=x && x<map_current->w && 0<=y && y<map_current->h)
|
|
return &map_current->data[x*map_current->h+y];
|
|
else
|
|
{
|
|
return &death;
|
|
}
|
|
}
|
|
|
|
void cellDraw(int cx, int cy, int sx, int sy, int plan)
|
|
{
|
|
const cell_t * cell=worldGetCell(cx,cy);
|
|
if (cell==0)
|
|
return;
|
|
if (plan==1) switch (cell->type)
|
|
{
|
|
case TUYAU:
|
|
tileDraw(sx, sy, &tuyau, ((tuyau_t*)cell)->x, ((tuyau_t*)cell)->y);
|
|
break;
|
|
|
|
case ARBRE:
|
|
tileDraw(sx, sy, &arbre, ((arbre_t*)cell)->x, ((arbre_t*)cell)->y);
|
|
break;
|
|
|
|
case EARTH:
|
|
tileDraw(sx, sy, &earth, ((earth_t*)cell)->x, ((earth_t*)cell)->y);
|
|
break;
|
|
|
|
case BLOC:
|
|
tileDraw(sx, sy, &bloc, 0, 0);
|
|
break;
|
|
|
|
case BRICK:
|
|
if (((brick_t*)cell)->time_hit_id) // calculate collision animation
|
|
{
|
|
((brick_t*)cell)->time_hit_id++; // Next frame for the animation
|
|
sy+=2+(((brick_t*)cell)->time_hit_id-4)/4; // For the brick coordinate
|
|
if (((brick_t*)cell)->time_hit_id==8) ((brick_t*)cell)->time_hit_id=0; // End of animation
|
|
if (((brick_t*)cell)->state==1 && ((brick_t*)cell)->time_hit_id==0) ((brick_t*)cell)->type=0; // Delete brick
|
|
}
|
|
if (!((brick_t*)cell)->hidden)
|
|
{
|
|
if (((brick_t*)cell)->time_hit_id || !((brick_t*)cell)->content || ((brick_t*)cell)->number) tileDraw(sx, sy, &brick, 0, ((brick_t*)cell)->state);
|
|
else tileDraw(sx, sy, &gift, 1, 0);
|
|
if (((brick_t*)cell)->content==1 && ((brick_t*)cell)->time_hit_id && ((brick_t*)cell)->time_hit_id<=4) tileDraw(sx, sy+8, &coin, 0, 0); // Draw a coin
|
|
}
|
|
break;
|
|
|
|
case GIFT:
|
|
if (((gift_t*)cell)->time_hit_id)
|
|
{
|
|
((gift_t*)cell)->time_hit_id++;
|
|
sy+=2+(((gift_t*)cell)->time_hit_id-4)/4;
|
|
if (((gift_t*)cell)->time_hit_id==8) ((gift_t*)cell)->time_hit_id=0;
|
|
}
|
|
if (((gift_t*)cell)->hidden==0)
|
|
{
|
|
if (((gift_t*)cell)->time_hit_id || ((gift_t*)cell)->number) tileDraw(sx, sy, &gift, 0, 0);
|
|
else tileDraw(sx, sy, &gift, 1, 0);
|
|
if (((gift_t*)cell)->content==1 && ((gift_t*)cell)->time_hit_id && ((gift_t*)cell)->time_hit_id<=4) tileDraw(sx, sy+8, &coin, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
else switch (cell->type)
|
|
{
|
|
case COIN:
|
|
tileDraw(sx, sy, &coin, ((coin_t*)cell)->taken, 0);
|
|
break;
|
|
|
|
case BUISSON:
|
|
tileDraw(sx, sy, &buisson, ((deco_t*)cell)->x, ((deco_t*)cell)->y);
|
|
break;
|
|
|
|
case NUAGE:
|
|
tileDraw(sx, sy, &nuage, ((deco_t*)cell)->x, ((deco_t*)cell)->y);
|
|
break;
|
|
|
|
case COLLINE:
|
|
tileDraw(sx, sy, &colline, ((deco_t*)cell)->x, ((deco_t*)cell)->y);
|
|
break;
|
|
|
|
case CASTLE:
|
|
tileDraw(sx, sy, &castle, ((deco_t*)cell)->x, ((deco_t*)cell)->y);
|
|
break;
|
|
|
|
case END_LEVEL:
|
|
tileDraw(sx-8, sy, &end_level, ((deco_t*)cell)->x, ((deco_t*)cell)->y);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int worldGetCellCategory(int x, int y)
|
|
{
|
|
cell_t *c=worldGetCell(x,y); // get cell props
|
|
|
|
if (c==0) return CTG_DEATH; // out of the map
|
|
|
|
if (platformsCollisionTest(x,y)) return CTG_SOIL; // tested point is a platform
|
|
|
|
if (c->type==ARBRE && (((arbre_t*)c)->x==1&&((arbre_t*)c)->y==1)) return CTG_EMPTY; // tree trunk
|
|
|
|
switch (c->type)
|
|
{
|
|
case TUYAU: case GIFT: case BRICK: case EARTH: case BLOC: case ARBRE:
|
|
return CTG_SOIL;
|
|
|
|
default:
|
|
return CTG_EMPTY;
|
|
}
|
|
}
|
|
|
|
void worldDraw()
|
|
{
|
|
cameraMove();
|
|
|
|
const int mx0=cameraX(), my0=cameraY();
|
|
const int sx0=mx0%8, sy0=my0%8;
|
|
|
|
//background tiles
|
|
for (int i=0, mx=mx0; i<=17; i++, mx+=8) for (int j=0, my=my0; j<=9; j++, my+=8) cellDraw(mx, my, 8*i-sx0, 8*j-sy0,0);
|
|
|
|
// animated items
|
|
bonusDraw();
|
|
ennemiesDisplay();
|
|
bulletsDraw();
|
|
platformsDraw();
|
|
marioDraw();
|
|
|
|
//foreground tiles
|
|
for (int i=0, mx=mx0; i<=17; i++, mx+=8) for (int j=0, my=my0; j<=9; j++, my+=8) cellDraw(mx, my, 8*i-sx0, 8*j-sy0,1);
|
|
|
|
// draw immunity remaining time [It's a progress bar on the left side of the screen]
|
|
if (mario_immunity) drect(0,64-MARIO_IMMUNITY_TIME+mario_immunity,2,64, C_BLACK);
|
|
}
|
|
|
|
void worldMove()
|
|
{
|
|
MKB_update();
|
|
for (int i=0; i<ennemis_global_size; i++) ennemiMove(&ennemis_global[i]);
|
|
bonusMove();
|
|
bulletsMove();
|
|
platformsMove();
|
|
marioMove();
|
|
teleportersActive();
|
|
}
|
|
|
|
void worldSet(int w, int h, int x, int y, cell_t * a)
|
|
{
|
|
// Resets mario's vx
|
|
mario.p.vx=mario.p.vy=0;
|
|
|
|
// Free the previous map
|
|
if (map_current)
|
|
{
|
|
if (map_current->data) freeProf(map_current->data);
|
|
freeProf(map_current);
|
|
map_current=0;
|
|
}
|
|
|
|
// If the new map size is null => invalid map, return
|
|
if (0==w*h) return;
|
|
|
|
// Copy map into ram
|
|
map_current=(map_t*)mallocProf(sizeof(map_t)); if (!map_current) mallocError();
|
|
|
|
// Copy the map to ram
|
|
map_current->w = w;
|
|
map_current->h = h;
|
|
mario.p.x = map_current->start_x = x;
|
|
mario.p.y = map_current->start_y = y;
|
|
map_current->data=a;
|
|
//memcpy(map_current->data, a, sizeof(cell_t)*w*h);
|
|
}
|