NppClone/src/level.cpp

619 lines
19 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 uint16_t backcolor;
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;
MyPlayer.vy = 0;
MyPlayer.Update(0);
}
}
}
}
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,
MyLevelBorders[i]->color);
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::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;
}
// Compute the intersection Point between segments [AB] and [CD]
// if there is an intersection, return true and store the result into Point R
bool CollisionSegSeg(Vector2D A, Vector2D B, Vector2D N, Vector2D C, Vector2D D,
Vector2D *R) {
Vector2D I = B - A;
Vector2D J = D - C;
libnum::num32 det = I.Det(J);
if (det == 0)
return false; // the segments are parallel
libnum::num32 m = (I.Det(A) - I.Det(C)) / det;
libnum::num32 k = (J.Det(A) - J.Det(C)) / det;
if ((m >= libnum::num32(0) && m <= libnum::num32(1) &&
k >= libnum::num32(0) && k <= libnum::num32(1))) {
if (J.Dot(N) >= libnum::num32(0))
return false;
else {
//(*R).x = C.x + k*J.x;
//(*R).y = C.y + k*J.y;
*R = C + k * J;
return true;
}
} else
return false; // intersection of the lines, but not of the segments
}
libnum::num32 ClosestPointOnSegment(Vector2D A, Vector2D B, Vector2D P,
Vector2D *R) {
Vector2D AB = B - A;
libnum::num32 t = AB.Dot(AB);
if (t == 0) {
*R = A;
return t;
}
libnum::num32 t2 = (P.Dot(AB) - A.Dot(AB)) / t;
if (t2 < libnum::num32(0))
t2 = libnum::num32(0);
if (t2 > libnum::num32(1))
t2 = libnum::num32(1);
*R = A;
(*R).Add(AB, t2);
return t2;
}
/*RETURN true if the player can go in the target position*/
bool Level::CanGo(void) {
Vector2D PlayerOrigin, PlayerTarget;
PlayerOrigin.x = MyPlayer.currx;
PlayerOrigin.y = MyPlayer.curry;
PlayerTarget.x = MyPlayer.nextx;
PlayerTarget.y = MyPlayer.nexty;
if (PlayerTarget.x == PlayerOrigin.x && PlayerTarget.y == PlayerOrigin.y)
return true; // velocity is 0 so Player.next = Player.Curr so we can stay
// here, that's obvious
if (MyLevelBorders.size() == 0)
return true; // there is no surrounding border so no need to check if there
// are collisions (also obvious)
for (unsigned int i = 0; i < MyLevelBorders.size(); i++) {
Vector2D I;
// Detection de collision entre [A,B] et [Player.Curr, Player.Next]
if (CollisionSegSeg(MyLevelBorders[i]->A, MyLevelBorders[i]->B,
MyLevelBorders[i]->N, PlayerOrigin, PlayerTarget, &I)) {
MyLevelBorders[i]->color = C_RED;
MyPlayer.nextx = I.x;
MyPlayer.nexty = I.y;
MyPlayer.vx = libnum::num32(0);
MyPlayer.vy = libnum::num32(0);
return false;
}
}
return true;
}
Border *Level::MakeBorder(libnum::num32 DX, libnum::num32 DY, libnum::num32 x1,
libnum::num32 y1, libnum::num32 x2,
libnum::num32 y2) {
Border *Bord = new Border();
Bord->A.x = DX + libnum::num(15) * x1;
Bord->A.y = DY + libnum::num(15) * y1;
Bord->B.x = DX + libnum::num(15) * x2;
Bord->B.y = DY + libnum::num(15) * y2;
Bord->N.x = Bord->A.y - Bord->B.y;
Bord->N.y = Bord->B.x - Bord->A.x;
Bord->color = C_GREEN;
return Bord;
}
void Level::ConvertTileToBorder(int16_t currentTile, libnum::num32 DeltaX,
libnum::num32 DeltaY) {
Border *B1;
switch (currentTile) {
case -1:
break; // Empty background
case 0:
break; // No borders (filling tile)
case 1:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
// 45° diagonals
case 2:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 3:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 12:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 13:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
// 22.5° diagonals
case 4:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1) / libnum::num32(2));
MyLevelBorders.push_back(B1);
break;
case 5:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0),
libnum::num32(1) / libnum::num32(2), libnum::num32(1),
libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 6:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(1), libnum::num32(1) / libnum::num32(2));
MyLevelBorders.push_back(B1);
break;
case 7:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0),
libnum::num32(1) / libnum::num32(2), libnum::num32(1),
libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 14:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1),
libnum::num32(1) / libnum::num32(2), libnum::num32(0),
libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 15:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(0), libnum::num32(1) / libnum::num32(2));
MyLevelBorders.push_back(B1);
break;
case 16:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1),
libnum::num32(1) / libnum::num32(2), libnum::num32(0),
libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 17:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(1) / libnum::num32(2));
MyLevelBorders.push_back(B1);
break;
// 67.5° Diagonals
case 24:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1) / libnum::num32(2),
libnum::num32(1), libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 34:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1) / libnum::num32(2), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 25:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(1) / libnum::num32(2), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 35:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1) / libnum::num32(2),
libnum::num32(0), libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 26:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1) / libnum::num32(2),
libnum::num32(1), libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 36:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1) / libnum::num32(2), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 27:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(1) / libnum::num32(2), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 37:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1) / libnum::num32(2),
libnum::num32(0), libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
// Blocks with 3 sides
case 8:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 9:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 18:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 19:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
// Blocks with 2 sides
case 28:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 29:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 38:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 39:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 48:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 49:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
// Blocks with one single side
case 10:
case 44:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(0),
libnum::num32(0), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
case 11:
case 46:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(1),
libnum::num32(1), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 20:
case 47:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(0), libnum::num32(0),
libnum::num32(0), libnum::num32(1));
MyLevelBorders.push_back(B1);
break;
case 21:
case 45:
B1 = MakeBorder(DeltaX, DeltaY, libnum::num32(1), libnum::num32(1),
libnum::num32(1), libnum::num32(0));
MyLevelBorders.push_back(B1);
break;
default:
break;
}
}
void Level::UpdateBorders(void) {
for (unsigned int i = 0; i < MyLevelBorders.size(); i++)
delete MyLevelBorders[i];
MyLevelBorders.clear();
uint16_t xp = MyPlayer.tileX;
uint16_t yp = MyPlayer.tileY;
uint16_t xmin = max(xp - 1, 0);
uint16_t xmax = min(xp + 1, map_level->w - 1);
uint16_t ymin = max(yp - 1, 0);
uint16_t ymax = min(yp + 1, map_level->h - 1);
// for( int i=10; i<map_level->w; i++)
for (int i = xmin; i <= xmax; i++) {
// for( int j=10; j<map_level->h; j++)
for (int j = ymin; j <= ymax; 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);
}
}
}