NppClone/src/level.cpp

528 lines
16 KiB
C++

#include "parameters.h"
#include "level.h"
#include "player.h"
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <num/num.h>
#include "utilities.h"
#include <cstdint>
#include <stdlib.h>
#include "player.h"
#define TILESIZE 16
extern struct Map map_level0;
extern struct Map map_level1;
extern struct Map map_level2;
extern struct Map map_level3;
extern struct Map map_level4;
extern struct Map map_level5;
extern bool drawbackground;
extern bool drawforeground;
extern bool drawnormals;
extern bool drawborders;
extern bool textbacktile;
extern bool textforetile;
extern uint16_t tilecolor;
extern std::vector<Border*> MyLevelBorders;
extern Player MyPlayer;
struct Map *map_level;
int tileXmin, tileXmax;
int tileYmin, tileYmax;
int XinTile, YinTile;
extern bopti_image_t img_selected;
Level::Level( )
{
map_level = &map_level0;
this->UpdateDataMap( );
}
Level::~Level( )
{
}
void Level::ChangeMap( int level )
{
if(level==0) map_level = &map_level0;
else if(level==1) map_level = &map_level1;
else if(level==2) map_level = &map_level2;
else if(level==3) map_level = &map_level3;
else if(level==4) map_level = &map_level4;
else if(level==5) map_level = &map_level5;
else map_level = &map_level0;
this->UpdateDataMap( );
}
void Level::UpdateDataMap( void )
{
for(int i=0; i<map_level->w; i++)
{
for(int j=0; j<map_level->h; j++)
{
uint16_t index = j * map_level->w + i;
uint16_t currentTile = map_level->layers[1][ index ];
if (currentTile==31)
{
MyPlayer.currx = ((float) (i + 0.5f))*16.0f;
MyPlayer.curry = ((float) (j + 0.5f))*16.0f;
MyPlayer.vx = 0.0f;
MyPlayer.vy = 0.0f;
MyPlayer.Update( 0.0f );
}
}
}
}
void Level::Render( void )
{
for(int u=!drawbackground; u<map_level->nblayers-!drawforeground;u++)
{
for(int i=0; i<map_level->w; i++)
{
for(int j=0; j<map_level->h; j++)
{
uint16_t index = j * map_level->w + i;
int16_t currentTile = map_level->layers[u][ index ];
if (currentTile!=-1)
{
uint16_t xtile = (currentTile % map_level->tileset_size) * 16;
uint16_t ytile = (currentTile / map_level->tileset_size) * 16;
if (u==0) azrp_subimage_rgb16_dye( i*16, j*16, map_level->tileset, xtile, ytile, 16, 16, IMAGE_DYE | IMAGE_NOCLIP_INPUT, tilecolor );
else azrp_subimage_rgb16( i*16, j*16, map_level->tileset, xtile, ytile, 16, 16, DIMAGE_NONE | IMAGE_NOCLIP_INPUT );
#if(DEBUG_MODE)
if (textbacktile) azrp_draw_text( i*16, j*16, "%d", GetTileBackgroundINT( i, j ) );
if (textforetile) azrp_draw_text( i*16+8, j*16+8, "%d", GetTileForegroundINT( i, j ) );
#endif
}
}
}
}
#if(DEBUG_MODE)
if (drawborders)
for( unsigned int i=0; i<MyLevelBorders.size(); i++)
azrp_line( (int) MyLevelBorders[i]->A.x, (int) MyLevelBorders[i]->A.y,
(int) MyLevelBorders[i]->B.x, (int) MyLevelBorders[i]->B.y,
C_GREEN );
if (drawnormals)
for( unsigned int i=0; i<MyLevelBorders.size(); i++)
azrp_line( ((int) MyLevelBorders[i]->A.x+(int) MyLevelBorders[i]->B.x)/2, ((int) MyLevelBorders[i]->A.y+(int) MyLevelBorders[i]->B.y)/2,
((int) MyLevelBorders[i]->A.x+(int) MyLevelBorders[i]->B.x)/2 + (int) MyLevelBorders[i]->N.x/2, ((int) MyLevelBorders[i]->A.y+(int) MyLevelBorders[i]->B.y)/2 + (int) MyLevelBorders[i]->N.y/2,
C_BLUE );
#endif
}
void Level::RenderSelected( uint8_t i, uint8_t j )
{
//azrp_image_p8( i*16, j*16, &img_selected, DIMAGE_NONE );
//azrp_draw_text( i*16+1, j*16+1, "B=%d", GetTileBackgroundINT( i, j ) );
//azrp_draw_text( i*16+1, j*16+1, "F=%d", GetTileForegroundINT( i, j ) );
}
void Level::Update( float dt )
{
UpdateBorders( );
}
/*RETURN the type of tile located in the background for the point x, y using player coordinates (x=[0..25], y=[0..14]) */
/*the x and y correspond to hte integer part of MyPlayer.x and MyPlayer.y*/
int Level::GetTileBackgroundINT( uint8_t x, uint8_t y )
{
uint16_t index = y * map_level->w + x;
uint16_t currentTile = map_level->layers[0][ index ];
return currentTile;
}
/*RETURN the type of tile located in the foreground for the point x, y using player coordinates (x=[0..25], y=[0..14]) */
/*the x and y correspond to hte integer part of MyPlayer.x and MyPlayer.y*/
int Level::GetTileForegroundINT( uint8_t x, uint8_t y )
{
uint16_t index = y * map_level->w + x;
uint16_t currentTile = map_level->layers[1][ index ];
return currentTile;
}
/*RETURN the type of tile located in the background for the point x, y using screen coordinates (x=[0..396], y=[0..223]) */
int Level::GetTileBackground( uint16_t x, uint16_t y )
{
uint8_t tileX = x >> 4;
uint8_t tileY = y >> 4;
uint16_t index = tileY * map_level->w + tileX;
uint16_t currentTile = map_level->layers[0][ index ];
return currentTile;
}
/*RETURN the type of tile located in the foreground for the point x, y using screen coordinates (x=[0..396], y=[0..223]) */
int Level::GetTileForeground( uint16_t x, uint16_t y )
{
uint8_t tileX = x >> 4;
uint8_t tileY = y >> 4 ;
uint16_t index = tileY * map_level->w + tileX;
uint16_t currentTile = map_level->layers[1][ index ];
return currentTile;
}
/*RETURN true if the player can go in the target position*/
bool Level::CanGo( Player *MyPlayer )
{
uint16_t targetTile = this->GetTileBackgroundINT( (int) MyPlayer->nextx, (int) MyPlayer->nexty );
if (targetTile!=0) return false;
return true;
}
/*RETURN true if the player is above a solid tile*/
/*TO DO : TO BE IMPROVED, THIS IS REALLY DIRTY !!!!*/
bool Level::IsOnGround( Player *MyPlayer )
{
if (this->GetTileBackgroundINT( (int) MyPlayer->currx, (int) MyPlayer->curry +1 ) !=0)
{
return true;
}
return false;
}
Border* Level::MakeBorder( libnum::num DX, libnum::num DY, float x1, float y1, float x2, float y2 )
{
Border *Bord = new Border();
Bord->A.x = DX + libnum::num(x1*15.0);
Bord->A.y = DY + libnum::num(y1*15.0);
Bord->B.x = DX + libnum::num(x2*15.0);
Bord->B.y = DY + libnum::num(y2*15.0);
Bord->N.x = Bord->A.y - Bord->B.y;
Bord->N.y = Bord->B.x - Bord->A.x;
return Bord;
}
void Level::ConvertTileToBorder( int16_t currentTile, libnum::num DeltaX, libnum::num DeltaY )
{
Border *B1;
switch(currentTile)
{
case -1: break; // Empty background
case 0: break; // No borders (filling tile)
case 1:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
//45° diagonals
case 2:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 3:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 12:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 13:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
//22.5° diagonals
case 4:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,0.5 );
MyLevelBorders.push_back(B1);
break;
case 5:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.5, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 6:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 1.0,0.5 );
MyLevelBorders.push_back(B1);
break;
case 7:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.5, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 14:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.5, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 15:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 0.0,0.5 );
MyLevelBorders.push_back(B1);
break;
case 16:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.5, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 17:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.5 );
MyLevelBorders.push_back(B1);
break;
// 67.5° Diagonals
case 24:
B1 = MakeBorder( DeltaX, DeltaY, 0.5,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 34:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 0.5,0.0 );
MyLevelBorders.push_back(B1);
break;
case 25:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.5,1.0 );
MyLevelBorders.push_back(B1);
break;
case 35:
B1 = MakeBorder( DeltaX, DeltaY, 0.5,0.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 26:
B1 = MakeBorder( DeltaX, DeltaY, 0.5,1.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 36:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 0.5,0.0 );
MyLevelBorders.push_back(B1);
break;
case 27:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.5,1.0 );
MyLevelBorders.push_back(B1);
break;
case 37:
B1 = MakeBorder( DeltaX, DeltaY, 0.5,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
// Blocks with 3 sides
case 8:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 9:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 18:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 19:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
// Blocks with 2 sides
case 28:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 29:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 38:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 39:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 48:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 49:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
// Blocks with one single side
case 10:
case 44:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 11:
case 46:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 20:
case 47:
B1 = MakeBorder( DeltaX, DeltaY, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 21:
case 45:
B1 = MakeBorder( DeltaX, DeltaY, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
default:
break;
}
}
#if 0
void Level::UpdateBorders( void )
{
for(unsigned int i=0; i<MyLevelBorders.size();i++)
delete MyLevelBorders[i];
MyLevelBorders.clear();
for( int i=0; i<map_level->w; i++)
{
for( int j=0; j<map_level->h; j++)
{
uint16_t index = j * map_level->w + i;
int16_t currentTile = map_level->layers[0][ index ];
libnum::num DeltaX = libnum::num( i*16 );
libnum::num DeltaY = libnum::num( j*16 );
ConvertTileToBorder( currentTile, DeltaX, DeltaY );
}
}
}
#else
void Level::UpdateBorders( void )
{
for(unsigned int i=0; i<MyLevelBorders.size(); i++)
delete MyLevelBorders[i];
MyLevelBorders.clear();
for( int i=10; i<map_level->w; i++)
{
for( int j=10; j<map_level->h; j++)
{
uint16_t index = j * map_level->w + i;
int16_t currentTile = map_level->layers[0][ index ];
libnum::num DeltaX = libnum::num( i*16 );
libnum::num DeltaY = libnum::num( j*16 );
ConvertTileToBorder( currentTile, DeltaX, DeltaY );
}
}
}
#endif