scummvm/engines/hdb/map.cpp
2019-09-03 17:17:23 +02:00

1186 lines
30 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "hdb/hdb.h"
namespace HDB {
Map::Map() {
_mapLoaded = false;
_animCycle = 0;
_numForegrounds = _numGratings = 0;
_mapExplosions = NULL;
_mapExpBarrels = NULL;
_mapLaserBeams = NULL;
_background = NULL;
_foreground = NULL;
_iconList = NULL;
}
Map::~Map() {
free(_mapExplosions);
free(_mapExpBarrels);
free(_mapLaserBeams);
}
void Map::save(Common::OutSaveFile *out) {
int i;
// Save Map Dimensions and Offsets
out->writeSint32LE(_mapX);
out->writeSint32LE(_mapY);
out->writeSint32LE(_width);
out->writeSint32LE(_height);
out->writeSint32LE(_mapTileX);
out->writeSint32LE(_mapTileY);
out->writeSint32LE(_mapTileXOff);
out->writeSint32LE(_mapTileYOff);
// Save out all Level2 Gratings and AnimCycle
out->writeSint32LE(_numGratings);
for (i = 0; i < _numGratings; i++) {
out->writeUint16LE(_gratings[i].x);
out->writeUint16LE(_gratings[i].y);
out->writeUint16LE(_gratings[i].tile);
}
out->writeSint32LE(_animCycle);
// find out how many SLOW, MEDIUM & FAST bg tile anims there are and save them all out
out->writeUint32LE(_listBGAnimSlow.size());
for (i = 0; (uint)i < _listBGAnimSlow.size(); i++) {
out->writeUint32LE(_listBGAnimSlow[i]);
}
out->writeUint32LE(_listBGAnimMedium.size());
for (i = 0; (uint)i < _listBGAnimMedium.size(); i++) {
out->writeUint32LE(_listBGAnimMedium[i]);
}
out->writeUint32LE(_listBGAnimFast.size());
for (i = 0; (uint)i < _listBGAnimFast.size(); i++) {
out->writeUint32LE(_listBGAnimFast[i]);
}
// find out how many SLOW, MEDIUM & FAST fg tile anims there are and save them all out
out->writeUint32LE(_listFGAnimSlow.size());
for (i = 0; (uint)i < _listFGAnimSlow.size(); i++) {
out->writeUint32LE(_listFGAnimSlow[i]);
}
out->writeUint32LE(_listFGAnimMedium.size());
for (i = 0; (uint)i < _listFGAnimMedium.size(); i++) {
out->writeUint32LE(_listFGAnimMedium[i]);
}
out->writeUint32LE(_listFGAnimFast.size());
for (i = 0; (uint)i < _listFGAnimFast.size(); i++) {
out->writeUint32LE(_listFGAnimFast[i]);
}
// save map data
for (i = 0; i < _width * _height; i++)
out->writeSint32LE(_background[i]);
for (i = 0; i < _width * _height; i++)
out->writeSint32LE(_foreground[i]);
for (i = 0; i < _width * _height; i++)
out->writeByte(_mapExplosions[i]);
for (i = 0; i < _width * _height; i++)
out->writeByte(_mapExpBarrels[i]);
for (i = 0; i < _width * _height; i++)
out->writeByte(_mapLaserBeams[i]);
}
void Map::loadSaveFile(Common::InSaveFile *in) {
int i;
restartSystem();
// Load Map Dimensions and Offsets
_mapX = in->readSint32LE();
_mapY = in->readSint32LE();
_width = in->readSint32LE();
_height = in->readSint32LE();
_mapTileX = in->readSint32LE();
_mapTileY = in->readSint32LE();
_mapTileXOff = in->readSint32LE();
_mapTileYOff = in->readSint32LE();
// Load All level2 gratings and animCycle
_numGratings = in->readSint32LE();
for (i = 0; i < _numGratings; i++) {
_gratings[i].x = in->readUint16LE();
_gratings[i].y = in->readUint16LE();
_gratings[i].tile = in->readUint16LE();
}
_animCycle = in->readSint32LE();
// find out how many SLOW, MEDIUM & FAST bg tile anims there are and load them all out
_listBGAnimSlow.resize(in->readUint32LE());
for (i = 0; (uint)i < _listBGAnimSlow.size(); i++) {
_listBGAnimSlow[i] = in->readUint32LE();
}
_listBGAnimMedium.resize(in->readUint32LE());
for (i = 0; (uint)i < _listBGAnimMedium.size(); i++) {
_listBGAnimMedium[i] = in->readUint32LE();
}
_listBGAnimFast.resize(in->readUint32LE());
for (i = 0; (uint)i < _listBGAnimFast.size(); i++) {
_listBGAnimFast[i] = in->readUint32LE();
}
// find out how many SLOW, MEDIUM & FAST fg tile anims there are and load them all out
_listFGAnimSlow.resize(in->readUint32LE());
for (i = 0; (uint)i < _listFGAnimSlow.size(); i++) {
_listFGAnimSlow[i] = in->readUint32LE();
}
_listFGAnimMedium.resize(in->readUint32LE());
for (i = 0; (uint)i < _listFGAnimMedium.size(); i++) {
_listFGAnimMedium[i] = in->readUint32LE();
}
_listFGAnimFast.resize(in->readUint32LE());
for (i = 0; (uint)i < _listFGAnimFast.size(); i++) {
_listFGAnimFast[i] = in->readUint32LE();
}
// load map data
_background = new int16[_width * _height];
for (i = 0; i < _width * _height; i++)
_background[i] = in->readSint32LE();
_foreground = new int16[_width * _height];
for (i = 0; i < _width * _height; i++)
_foreground[i] = in->readSint32LE();
_mapExplosions = (byte *)malloc(_width * _height);
for (i = 0; i < _width * _height; i++)
_mapExplosions[i] = in->readByte();
_mapExpBarrels = (byte *)malloc(_width * _height);
for (i = 0; i < _width * _height; i++)
_mapExpBarrels[i] = in->readByte();
_mapLaserBeams = (byte *)malloc(_width * _height);
for (i = 0; i < _width * _height; i++)
_mapLaserBeams[i] = in->readByte();
// load all the map's tiles (cache)
loadTiles();
_mapLoaded = true;
}
int Map::loadTiles() {
int tile, temp;
int skyIndex = 0;
// Load all tiles
for (uint j = 0; j < _height; j++) {
for (uint i = 0; i < _width; i++) {
tile = _background[j * _width + i];
if ((temp = g_hdb->_gfx->isSky(tile)) && !skyIndex) {
skyIndex = temp;
}
g_hdb->_gfx->getTile(tile);
g_hdb->_gfx->getTile(_foreground[j * _width + i]);
}
}
return skyIndex;
}
void Map::restartSystem() {
_listBGAnimFast.clear();
_listBGAnimMedium.clear();
_listBGAnimSlow.clear();
_listFGAnimFast.clear();
_listFGAnimMedium.clear();
_listFGAnimSlow.clear();
delete[] _background;
_background = NULL;
delete[] _foreground;
_foreground = NULL;
delete[] _iconList;
_iconList = NULL;
_width = _height = 0;
_animCycle = 0;
free(_mapExplosions);
free(_mapExpBarrels);
free(_mapLaserBeams);
_mapExplosions = NULL;
_mapExpBarrels = NULL;
_mapLaserBeams = NULL;
// mark all in-memory tiles as being in memory, but able to be freed
g_hdb->_gfx->markTileCacheFreeable();
g_hdb->_gfx->markGfxCacheFreeable();
_mapLoaded = false;
}
bool Map::loadMap(char *name) {
Common::SeekableReadStream *mapStream = g_hdb->_fileMan->findFirstData(name, TYPE_BINARY);
if (mapStream == NULL) {
warning("The %s MPC entry can't be found", name);
return false;
}
load(mapStream);
delete mapStream;
return true;
}
bool Map::load(Common::SeekableReadStream *stream) {
debug(5, "map stream size: %d(%x)", stream->size(), stream->size());
// Load MSM data header
stream->read(_name, 32);
_width = stream->readUint16LE();
_height = stream->readUint16LE();
_backgroundOffset = stream->readUint32LE();
_foregroundOffset = stream->readUint32LE();
_iconNum = stream->readUint16LE();
_infoNum = stream->readUint16LE(); // not used in the original
_iconListOffset = stream->readUint32LE();
_infoListOffset = stream->readUint32LE(); // not used in the original
debug(5, "map: w: %d(%x), h: %d(%x) bg: %x fg: %x icon#: %d(%x) icon: %x info#: %d(%x) info: %x",
_width, _width, _height, _height, _backgroundOffset, _foregroundOffset, _iconNum, _iconNum,
_iconListOffset, _infoNum, _infoNum, _infoListOffset);
// Reading Background
_background = new int16[_width * _height];
stream->seek(_backgroundOffset);
for (int i = 0; i < _width * _height; i++) {
_background[i] = stream->readUint16LE();
}
if (gDebugLevel >= 5) {
debug(5, "Background:");
Common::hexdump((const byte *)_background, 512);
}
// Reading Foreground
_foreground = new int16[_width * _height];
stream->seek(_foregroundOffset);
for (int i = 0; i < _width * _height; i++) {
_foreground[i] = stream->readUint16LE();
}
if (gDebugLevel >= 5) {
debug(5, "Foreground:");
Common::hexdump((const byte *)_foreground, 512);
}
// Reading Icon List
_iconList = new MSMIcon[_iconNum];
for (uint i = 0; i < _iconNum; i++) {
_iconList[i].icon = stream->readUint16LE();
_iconList[i].x = stream->readUint16LE();
_iconList[i].y = stream->readUint16LE();
stream->read(_iconList[i].funcInit, 32);
stream->read(_iconList[i].funcAction, 32);
stream->read(_iconList[i].funcUse, 32);
_iconList[i].dir = stream->readUint16LE();
_iconList[i].level = stream->readUint16LE();
_iconList[i].value1 = stream->readUint16LE();
_iconList[i].value2 = stream->readUint16LE();
}
g_hdb->setInMapName(_name);
_mapExplosions = (byte *)calloc(_width * _height, 1);
_mapExpBarrels = (byte *)calloc(_width * _height, 1);
_mapLaserBeams = (byte *)calloc(_width * _height, 1);
int sky = loadTiles();
g_hdb->_gfx->setSky(sky);
_mapX = _mapY = 0;
// Setup animating Tile lists
for (int i = 0; i < _width*_height; i++) {
addBGTileAnimation(i % _width, i / _width);
addFGTileAnimation(i % _width, i / _width);
}
struct {
AIType type;
AIDir dir;
} aiInfo[] = {
{ AI_GUY, DIR_DOWN },
{ AI_GUY, DIR_UP },
{ AI_GUY, DIR_RIGHT },
{ AI_GUY, DIR_LEFT },
{ ITEM_ENV_WHITE, DIR_NONE },
{ ITEM_ENV_BLUE, DIR_NONE },
{ ITEM_ENV_RED, DIR_NONE },
{ ITEM_ENV_GREEN, DIR_NONE },
{ AI_LASER, DIR_RIGHT },
{ AI_LASER, DIR_DOWN },
{ AI_LASER, DIR_LEFT },
{ AI_LASER, DIR_UP },
{ AI_DIVERTER, DIR_DOWN },
{ AI_DIVERTER, DIR_UP },
{ AI_DIVERTER, DIR_RIGHT },
{ AI_DIVERTER, DIR_LEFT },
{ AI_FOURFIRER, DIR_RIGHT },
{ AI_FOURFIRER, DIR_DOWN},
{ AI_FOURFIRER, DIR_LEFT },
{ AI_FOURFIRER, DIR_UP },
{ INFO_ARROW_TURN, DIR_DOWN },
{ INFO_ARROW_TURN, DIR_UP },
{ INFO_ARROW_TURN, DIR_RIGHT },
{ INFO_ARROW_TURN, DIR_LEFT },
{ INFO_ARROW_STOP, DIR_DOWN },
{ INFO_ARROW_STOP, DIR_UP },
{ INFO_ARROW_STOP, DIR_RIGHT },
{ INFO_ARROW_STOP, DIR_LEFT },
{ ITEM_CELL, DIR_NONE },
{ AI_CRATE, DIR_NONE },
{ AI_LIGHTBARREL, DIR_NONE },
{ AI_HEAVYBARREL, DIR_NONE },
{ AI_BOOMBARREL, DIR_NONE },
{ ITEM_TRANSCEIVER, DIR_NONE },
{ ITEM_CLUB, DIR_NONE },
{ ITEM_ROBOSTUNNER, DIR_NONE },
{ ITEM_SLUGSLINGER, DIR_NONE },
{ AI_SCIENTIST, DIR_DOWN },
{ AI_SCIENTIST, DIR_UP },
{ AI_SCIENTIST, DIR_RIGHT },
{ AI_SCIENTIST, DIR_LEFT },
{ AI_WORKER, DIR_DOWN },
{ AI_WORKER, DIR_UP },
{ AI_WORKER, DIR_RIGHT },
{ AI_WORKER, DIR_LEFT },
{ AI_SHOCKBOT, DIR_DOWN },
{ AI_SHOCKBOT, DIR_UP },
{ AI_SHOCKBOT, DIR_RIGHT },
{ AI_SHOCKBOT, DIR_LEFT },
{ AI_RIGHTBOT, DIR_DOWN },
{ AI_RIGHTBOT, DIR_UP },
{ AI_RIGHTBOT, DIR_RIGHT },
{ AI_RIGHTBOT, DIR_LEFT },
{ AI_PUSHBOT, DIR_DOWN },
{ AI_PUSHBOT, DIR_UP },
{ AI_PUSHBOT, DIR_RIGHT },
{ AI_PUSHBOT, DIR_LEFT },
{ AI_LISTENBOT, DIR_DOWN },
{ AI_LISTENBOT, DIR_UP },
{ AI_LISTENBOT, DIR_RIGHT },
{ AI_LISTENBOT, DIR_LEFT },
{ ITEM_MONKEYSTONE, DIR_NONE },
{ INFO_TELEPORTER1, DIR_NONE },
{ INFO_TELEPORTER2, DIR_NONE },
{ INFO_TELEPORTER3, DIR_NONE },
{ INFO_TELEPORTER4, DIR_NONE },
{ INFO_TELEPORTER5, DIR_NONE },
{ INFO_TELEPORTER6, DIR_NONE },
{ INFO_TELEPORTER7, DIR_NONE },
{ INFO_TELEPORTER8, DIR_NONE },
{ INFO_TELEPORTER9, DIR_NONE },
{ INFO_TELEPORTER10, DIR_NONE },
{ INFO_TELEPORTER11, DIR_NONE },
{ INFO_TELEPORTER12, DIR_NONE },
{ INFO_TELEPORTER13, DIR_NONE },
{ INFO_TELEPORTER14, DIR_NONE },
{ INFO_TELEPORTER15, DIR_NONE },
{ INFO_TELEPORTER16, DIR_NONE },
{ INFO_TELEPORTER17, DIR_NONE },
{ INFO_TELEPORTER18, DIR_NONE },
{ INFO_TELEPORTER19, DIR_NONE },
{ INFO_TELEPORTER20, DIR_NONE },
{ INFO_LEVELEXIT, DIR_NONE },
{ INFO_ACTION1, DIR_NONE },
{ INFO_ACTION2, DIR_NONE },
{ INFO_ACTION3, DIR_NONE },
{ INFO_ACTION4, DIR_NONE },
{ INFO_ACTION5, DIR_NONE },
{ INFO_ACTION6, DIR_NONE },
{ INFO_ACTION7, DIR_NONE },
{ INFO_ACTION8, DIR_NONE },
{ INFO_ACTION9, DIR_NONE },
{ INFO_ACTION10, DIR_NONE },
{ INFO_ACTION11, DIR_NONE },
{ INFO_ACTION12, DIR_NONE },
{ INFO_ACTION13, DIR_NONE },
{ INFO_ACTION14, DIR_NONE },
{ INFO_ACTION15, DIR_NONE },
{ INFO_ACTION16, DIR_NONE },
{ INFO_ACTION17, DIR_NONE },
{ INFO_ACTION18, DIR_NONE },
{ INFO_ACTION19, DIR_NONE },
{ INFO_ACTION20, DIR_NONE },
{ AI_SPACEDUDE, DIR_DOWN },
{ AI_SPACEDUDE, DIR_UP },
{ AI_SPACEDUDE, DIR_RIGHT },
{ AI_SPACEDUDE, DIR_LEFT },
{ AI_SERGEANT, DIR_DOWN },
{ AI_SERGEANT, DIR_UP },
{ AI_SERGEANT, DIR_RIGHT },
{ AI_SERGEANT, DIR_LEFT },
{ AI_MAINTBOT, DIR_DOWN },
{ AI_MAINTBOT, DIR_UP },
{ AI_MAINTBOT, DIR_RIGHT },
{ AI_MAINTBOT, DIR_LEFT },
{ INFO_ACTION_AUTO, DIR_NONE },
{ ITEM_GEM_WHITE, DIR_NONE },
{ ITEM_GEM_BLUE, DIR_NONE },
{ ITEM_GEM_RED, DIR_NONE },
{ ITEM_GEM_GREEN, DIR_NONE },
{ INFO_SET_MUSIC, DIR_NONE },
{ INFO_LUA, DIR_NONE },
{ INFO_HERE, DIR_NONE },
{ AI_VORTEXIAN, DIR_DOWN },
{ AI_CHICKEN, DIR_DOWN },
{ AI_CHICKEN, DIR_UP },
{ AI_CHICKEN, DIR_RIGHT },
{ AI_CHICKEN, DIR_LEFT },
{ ITEM_GOO_CUP, DIR_NONE },
{ ITEM_TEACUP, DIR_NONE },
{ ITEM_COOKIE, DIR_NONE },
{ ITEM_BURGER, DIR_NONE },
{ ITEM_PDA, DIR_NONE },
{ ITEM_BOOK, DIR_NONE },
{ ITEM_CLIPBOARD, DIR_NONE },
{ ITEM_NOTE, DIR_NONE },
{ ITEM_KEYCARD_WHITE, DIR_NONE },
{ ITEM_KEYCARD_BLUE, DIR_NONE },
{ ITEM_KEYCARD_RED, DIR_NONE },
{ ITEM_KEYCARD_GREEN, DIR_NONE },
{ ITEM_KEYCARD_PURPLE, DIR_NONE },
{ ITEM_KEYCARD_BLACK, DIR_NONE },
{ AI_MAGIC_EGG, DIR_NONE },
{ AI_ICE_BLOCK, DIR_NONE },
{ ITEM_CABKEY, DIR_NONE },
{ AI_DEADWORKER, DIR_NONE },
{ AI_OMNIBOT, DIR_DOWN },
{ AI_OMNIBOT, DIR_UP },
{ AI_OMNIBOT, DIR_RIGHT },
{ AI_OMNIBOT, DIR_LEFT },
{ AI_TURNBOT, DIR_DOWN },
{ AI_TURNBOT, DIR_UP },
{ AI_TURNBOT, DIR_RIGHT },
{ AI_TURNBOT, DIR_LEFT },
{ AI_DOLLY, DIR_DOWN },
{ AI_DOLLY, DIR_UP },
{ AI_DOLLY, DIR_RIGHT },
{ AI_DOLLY, DIR_LEFT },
{ INFO_TRIGGER, DIR_NONE },
{ ITEM_DOLLYTOOL1, DIR_NONE },
{ ITEM_DOLLYTOOL2, DIR_NONE },
{ ITEM_DOLLYTOOL3, DIR_NONE },
{ ITEM_DOLLYTOOL4, DIR_NONE },
{ AI_RAILRIDER_ON, DIR_UP },
{ AI_RAILRIDER_ON, DIR_DOWN },
{ AI_RAILRIDER_ON, DIR_LEFT },
{ AI_RAILRIDER_ON, DIR_RIGHT },
{ AI_RAILRIDER, DIR_UP },
{ AI_RAILRIDER, DIR_DOWN },
{ AI_RAILRIDER, DIR_LEFT },
{ AI_RAILRIDER, DIR_RIGHT },
{ ITEM_SODA, DIR_NONE },
{ INFO_ARROW_4WAY, DIR_NONE },
{ AI_DEADEYE, DIR_DOWN },
{ AI_DEADEYE, DIR_UP },
{ AI_DEADEYE, DIR_RIGHT },
{ AI_DEADEYE, DIR_LEFT },
{ AI_MEERKAT, DIR_NONE },
{ AI_FATFROG, DIR_DOWN },
{ AI_FATFROG, DIR_RIGHT },
{ AI_FATFROG, DIR_LEFT },
{ AI_GOODFAIRY, DIR_DOWN },
{ AI_GOODFAIRY, DIR_UP },
{ AI_GOODFAIRY, DIR_RIGHT },
{ AI_GOODFAIRY, DIR_LEFT },
{ AI_BADFAIRY, DIR_DOWN },
{ AI_BADFAIRY, DIR_UP },
{ AI_BADFAIRY, DIR_RIGHT },
{ AI_BADFAIRY, DIR_LEFT },
{ AI_ACCOUNTANT, DIR_DOWN },
{ AI_ACCOUNTANT, DIR_UP },
{ AI_ACCOUNTANT, DIR_RIGHT },
{ AI_ACCOUNTANT, DIR_LEFT },
{ AI_ICEPUFF, DIR_NONE },
{ AI_DRAGON, DIR_NONE },
{ AI_BUZZFLY, DIR_DOWN },
{ AI_BUZZFLY, DIR_UP },
{ AI_BUZZFLY, DIR_RIGHT },
{ AI_BUZZFLY, DIR_LEFT },
{ AI_FROGSTATUE, DIR_NONE },
{ ITEM_SLICER, DIR_NONE },
{ INFO_FAIRY_SRC, DIR_NONE },
{ INFO_FAIRY_SRC2, DIR_NONE },
{ INFO_FAIRY_SRC3, DIR_NONE },
{ INFO_FAIRY_SRC4, DIR_NONE },
{ INFO_FAIRY_SRC5, DIR_NONE },
{ INFO_FAIRY_DEST, DIR_NONE },
{ INFO_FAIRY_DEST2, DIR_NONE },
{ INFO_FAIRY_DEST3, DIR_NONE },
{ INFO_FAIRY_DEST4, DIR_NONE },
{ INFO_FAIRY_DEST5, DIR_NONE },
{ INFO_QMARK, DIR_NONE },
{ INFO_DEBUG, DIR_NONE },
{ AI_NONE, DIR_NONE },
{ AI_NONE, DIR_NONE }
};
// Scan all icons and init all Entities
g_hdb->setupProgressBar(_iconNum);
for (int i = 0; i < _iconNum; i++) {
g_hdb->makeProgress();
// Don't spawn Action Mode Entities in Puzzle Mode
if (!g_hdb->getActionMode()) {
switch (aiInfo[_iconList[i].icon].type) {
case AI_DEADEYE:
if (_iconList[i].value1 == 1) // For non-moving DeadEyes
break;
case AI_FOURFIRER:
case AI_LISTENBOT:
case ITEM_CLUB:
case ITEM_ROBOSTUNNER:
case ITEM_SLUGSLINGER:
continue;
default:
break;
}
}
// Handle special icons that aren't moving AI entities
switch (aiInfo[_iconList[i].icon].type) {
default:
g_hdb->_ai->spawn(
aiInfo[_iconList[i].icon].type,
aiInfo[_iconList[i].icon].dir,
_iconList[i].x,
_iconList[i].y,
_iconList[i].funcInit,
_iconList[i].funcAction,
_iconList[i].funcUse,
(AIDir)_iconList[i].dir,
_iconList[i].level,
_iconList[i].value1,
_iconList[i].value2,
0
);
break;
case INFO_ARROW_4WAY:
g_hdb->_ai->addToPathList(
_iconList[i].x,
_iconList[i].y,
2,
aiInfo[_iconList[i].icon].dir
);
break;
case INFO_ARROW_TURN:
g_hdb->_ai->addToPathList(
_iconList[i].x,
_iconList[i].y,
1,
aiInfo[_iconList[i].icon].dir
);
break;
case INFO_ARROW_STOP:
g_hdb->_ai->addToPathList(
_iconList[i].x,
_iconList[i].y,
0,
aiInfo[_iconList[i].icon].dir
);
break;
case INFO_ACTION1:
case INFO_ACTION2:
case INFO_ACTION3:
case INFO_ACTION4:
case INFO_ACTION5:
case INFO_ACTION6:
case INFO_ACTION7:
case INFO_ACTION8:
case INFO_ACTION9:
case INFO_ACTION10:
case INFO_ACTION11:
case INFO_ACTION12:
case INFO_ACTION13:
case INFO_ACTION14:
case INFO_ACTION15:
case INFO_ACTION16:
case INFO_ACTION17:
case INFO_ACTION18:
case INFO_ACTION19:
case INFO_ACTION20:
g_hdb->_ai->addToActionList(
aiInfo[_iconList[i].icon].type - INFO_ACTION1,
_iconList[i].x,
_iconList[i].y,
_iconList[i].funcInit,
_iconList[i].funcUse
);
break;
case INFO_ACTION_AUTO:
g_hdb->_ai->addToAutoList(
_iconList[i].x,
_iconList[i].y,
_iconList[i].funcInit,
_iconList[i].funcUse
);
break;
case INFO_TELEPORTER1:
case INFO_TELEPORTER2:
case INFO_TELEPORTER3:
case INFO_TELEPORTER4:
case INFO_TELEPORTER5:
case INFO_TELEPORTER6:
case INFO_TELEPORTER7:
case INFO_TELEPORTER8:
case INFO_TELEPORTER9:
case INFO_TELEPORTER10:
case INFO_TELEPORTER11:
case INFO_TELEPORTER12:
case INFO_TELEPORTER13:
case INFO_TELEPORTER14:
case INFO_TELEPORTER15:
case INFO_TELEPORTER16:
case INFO_TELEPORTER17:
case INFO_TELEPORTER18:
case INFO_TELEPORTER19:
case INFO_TELEPORTER20:
g_hdb->_ai->addToTeleportList(
aiInfo[_iconList[i].icon].type - INFO_TELEPORTER1,
_iconList[i].x,
_iconList[i].y,
_iconList[i].dir,
_iconList[i].level,
_iconList[i].value1,
_iconList[i].value2,
_iconList[i].funcUse
);
break;
case INFO_SET_MUSIC:
case INFO_PROMOTE:
case INFO_DEMOTE:
break;
case INFO_LUA:
g_hdb->_ai->addToLuaList(
_iconList[i].x,
_iconList[i].y,
_iconList[i].value1,
_iconList[i].value2,
_iconList[i].funcInit,
_iconList[i].funcAction,
_iconList[i].funcUse
);
break;
case INFO_HERE:
g_hdb->_ai->addToHereList(
_iconList[i].funcInit,
_iconList[i].x,
_iconList[i].y
);
break;
case INFO_TRIGGER:
g_hdb->_ai->addToTriggerList(
_iconList[i].funcInit,
_iconList[i].funcUse,
_iconList[i].x,
_iconList[i].y,
_iconList[i].value1,
_iconList[i].value2,
_iconList[i].funcAction
);
break;
case INFO_FAIRY_SRC:
case INFO_FAIRY_SRC2:
case INFO_FAIRY_SRC3:
case INFO_FAIRY_SRC4:
case INFO_FAIRY_SRC5:
g_hdb->_ai->addToFairystones(
aiInfo[_iconList[i].icon].type - INFO_FAIRY_SRC,
_iconList[i].x,
_iconList[i].y,
0
);
break;
case INFO_FAIRY_DEST:
case INFO_FAIRY_DEST2:
case INFO_FAIRY_DEST3:
case INFO_FAIRY_DEST4:
case INFO_FAIRY_DEST5:
g_hdb->_ai->addToFairystones(
aiInfo[_iconList[i].icon].type - INFO_FAIRY_DEST,
_iconList[i].x,
_iconList[i].y,
1
);
break;
}
}
g_hdb->_ai->initAllEnts();
g_hdb->stopProgress();
_mapLoaded = true;
return true;
}
void Map::draw() {
if (!_mapLoaded) {
return;
}
int matrixY;
int screenX, screenY;
int maxTileX, maxTileY;
// Calculate Tile Offsets and Panning Offsets
_mapTileX = _mapX / kTileWidth;
_mapTileY = _mapY / kTileHeight;
_mapTileXOff = -(_mapX % kTileWidth);
_mapTileYOff = -(_mapY % kTileHeight);
matrixY = _mapTileY * _width;
screenY = _mapTileYOff;
/*
Note from Original Source:
need to set the number of tiles to draw on the screen. Most of the time
we need to draw an extra tile because we're displaying a half-tile, but
sometimes the offset is exactly at 0 and thus we don't need to draw a
tile offscreen that we'll never see. In fact, doing this fixes a bug
that could occur because we would be accessing map data that's outside the map
when we're at the very bottom of the map.
*/
maxTileX = (_mapTileXOff >= -8) ? kScreenXTiles - 1 : kScreenXTiles;
maxTileY = (!_mapTileYOff) ? kScreenYTiles - 1 : kScreenYTiles;
if (matrixY + (maxTileY - 1)*_width > _height * _width) {
return;
}
_numForegrounds = _numGratings = 0;
for (int j = 0; j < maxTileY; j++) {
screenX = _mapTileXOff;
for (int i = 0; i < maxTileX; i++) {
// Draw Background Tile
int16 tileIndex = _background[matrixY + _mapTileX + i];
if (tileIndex < 0) {
tileIndex = 0;
}
// Draw if not a sky tile
if (!g_hdb->_gfx->isSky(tileIndex)) {
g_hdb->_gfx->getTile(tileIndex)->draw(screenX, screenY);
}
// Draw Foreground Tile
tileIndex = _foreground[matrixY + _mapTileX + i];
if (tileIndex >= 0) {
Tile *fTile = g_hdb->_gfx->getTile(tileIndex);
if (fTile && !(fTile->_flags & kFlagInvisible)) {
if ((fTile->_flags & kFlagGrating) && (_numGratings < kMaxGratings)) {
// Check for Gratings Flag
_gratings[_numGratings].x = screenX;
_gratings[_numGratings].y = screenY;
_gratings[_numGratings].tile = tileIndex;
if (_numGratings < kMaxGratings)
_numGratings++;
} else if ((fTile->_flags & kFlagForeground)) {
// Check for Foregrounds Flag
_foregrounds[_numForegrounds].x = screenX;
_foregrounds[_numForegrounds].y = screenY;
_foregrounds[_numForegrounds].tile = tileIndex;
if (_numForegrounds < kMaxForegrounds)
_numForegrounds++;
} else {
if (fTile->_flags & kFlagMasked) {
fTile->drawMasked(screenX, screenY);
} else {
fTile->draw(screenX, screenY);
}
}
}
}
screenX += kTileWidth;
}
matrixY += _width;
screenY += kTileWidth;
}
// Animate FAST Map Tiles
if (!(_animCycle % kAnimFastFrames)) {
for (Common::Array<uint32>::iterator it = _listBGAnimFast.begin(); it != _listBGAnimFast.end(); it++) {
_background[(*it)] = g_hdb->_gfx->animateTile(_background[(*it)]);
}
for (Common::Array<uint32>::iterator it = _listFGAnimFast.begin(); it != _listFGAnimFast.end(); it++) {
_foreground[(*it)] = g_hdb->_gfx->animateTile(_foreground[(*it)]);
}
}
// Animate MEDIUM Map Tiles
if (!(_animCycle % kAnimMediumFrames)) {
for (Common::Array<uint32>::iterator it = _listBGAnimMedium.begin(); it != _listBGAnimMedium.end(); it++) {
_background[(*it)] = g_hdb->_gfx->animateTile(_background[(*it)]);
}
for (Common::Array<uint32>::iterator it = _listFGAnimMedium.begin(); it != _listFGAnimMedium.end(); it++) {
_foreground[(*it)] = g_hdb->_gfx->animateTile(_foreground[(*it)]);
}
}
// Animate SLOW Map Tiles
if (!(_animCycle % kAnimSlowFrames)) {
for (Common::Array<uint32>::iterator it = _listBGAnimSlow.begin(); it != _listBGAnimSlow.end(); it++) {
_background[(*it)] = g_hdb->_gfx->animateTile(_background[(*it)]);
}
for (Common::Array<uint32>::iterator it = _listFGAnimSlow.begin(); it != _listFGAnimSlow.end(); it++) {
_foreground[(*it)] = g_hdb->_gfx->animateTile(_foreground[(*it)]);
}
}
_animCycle++;
}
void Map::drawEnts() {
g_hdb->_ai->drawEnts(_mapX, _mapY, kScreenXTiles * kTileWidth, kScreenYTiles * kTileHeight);
}
void Map::drawGratings() {
for (int i = 0; i < _numGratings; i++) {
g_hdb->_gfx->getTile(_gratings[i].tile)->drawMasked(_gratings[i].x, _gratings[i].y);
}
debug(8, "Gratings Count: %d", _numGratings);
}
void Map::drawForegrounds() {
for (int i = 0; i < _numForegrounds; i++) {
g_hdb->_gfx->getTile(_foregrounds[i].tile)->drawMasked(_foregrounds[i].x, _foregrounds[i].y);
}
debug(8, "Foregrounds Count: %d", _numForegrounds);
}
uint32 Map::getMapBGTileFlags(int x, int y) {
if (x < 0 || x >= _width || y < 0 || y >= _height) {
return 0;
}
Tile *tile = g_hdb->_gfx->getTile(_background[y * _width + x]);
if (tile)
return tile->_flags;
return 0;
}
uint32 Map::getMapFGTileFlags(int x, int y) {
if (x < 0 || x >= _width || y < 0 || y >= _height) {
return 0;
}
Tile *tile = g_hdb->_gfx->getTile(_foreground[y * _width + x]);
if (tile)
return tile->_flags;
return 0;
}
int16 Map::getMapBGTileIndex(int x, int y) {
if (x < 0 || x >= _width || y < 0 || y >= _height) {
return 0;
}
return _background[y * _width + x];
}
int16 Map::getMapFGTileIndex(int x, int y) {
if (x < 0 || x >= _width || y < 0 || y >= _height) {
return 0;
}
return _foreground[y * _width + x];
}
void Map::setMapBGTileIndex(int x, int y, int index) {
if (x < 0 || x >= _width || y < 0 || y >= _height) {
return;
}
_background[y * _width + x] = index;
}
void Map::setMapFGTileIndex(int x, int y, int index) {
if (x < 0 || x >= _width || y < 0 || y >= _height) {
return;
}
_foreground[y * _width + x] = index;
}
void Map::addBGTileAnimation(int x, int y) {
int i = y * _width + x;
Tile *tile = g_hdb->_gfx->getTile(_background[i]);
if (!tile)
return;
uint32 flags = tile->_flags;
// BACKGROUND
if ((flags & kFlagAnimFast) == kFlagAnimFast) { // check 'fast' first since it's a combo of slow & medium
_listBGAnimFast.push_back(i);
} else if ((flags & kFlagAnimSlow) == kFlagAnimSlow) {
_listBGAnimSlow.push_back(i);
} else if ((flags & kFlagAnimMedium) == kFlagAnimMedium) {
_listBGAnimMedium.push_back(i);
}
}
void Map::addFGTileAnimation(int x, int y) {
int i = y * _width + x;
Tile *tile = g_hdb->_gfx->getTile(_foreground[i]);
if (!tile)
return;
uint32 flags = tile->_flags;
// FOREGROUND
if ((flags & kFlagAnimFast) == kFlagAnimFast) {
_listFGAnimFast.push_back(i);
} else if ((flags & kFlagAnimSlow) == kFlagAnimSlow) {
_listFGAnimSlow.push_back(i);
} else if ((flags & kFlagAnimMedium) == kFlagAnimMedium) {
_listFGAnimMedium.push_back(i);
}
}
void Map::removeBGTileAnimation(int x, int y) {
uint idx = y * _width + x;
for (uint i = 0; i < _listBGAnimFast.size(); i++)
if (_listBGAnimFast[i] == idx) {
_listBGAnimFast.remove_at(i);
return;
}
for (uint i = 0; i < _listBGAnimSlow.size(); i++)
if (_listBGAnimSlow[i] == idx) {
_listBGAnimSlow.remove_at(i);
return;
}
for (uint i = 0; i < _listBGAnimMedium.size(); i++)
if (_listBGAnimMedium[i] == idx) {
_listBGAnimMedium.remove_at(i);
return;
}
}
void Map::removeFGTileAnimation(int x, int y) {
uint idx = y * _width + x;
for (uint i = 0; i < _listFGAnimFast.size(); i++)
if (_listFGAnimFast[i] == idx) {
_listFGAnimFast.remove_at(i);
return;
}
for (uint i = 0; i < _listFGAnimSlow.size(); i++)
if (_listFGAnimSlow[i] == idx) {
_listFGAnimSlow.remove_at(i);
return;
}
for (uint i = 0; i < _listFGAnimMedium.size(); i++)
if (_listFGAnimMedium[i] == idx) {
_listFGAnimMedium.remove_at(i);
return;
}
}
void Map::getMapXY(int *x, int *y) {
*x = _mapX;
*y = _mapY;
}
void Map::setMapXY(int x, int y) {
if (x < 0) {
x = 0;
} else if (x > (_width * kTileWidth - 480)) {
x = _width * kTileWidth - 480;
}
if (y < 0) {
y = 0;
} else if (y > (_height * kTileHeight - 480)) {
y = _height * kTileHeight - 480;
}
_mapX = x;
_mapY = y;
}
// Sets _mapX and _mapY and tries to center the map around X, Y
void Map::centerMapXY(int x, int y) {
int checkx = x / kTileWidth;
int checky = y / kTileHeight;
int minx, miny, maxx, maxy;
// Scan from centerX to right edge
maxx = (_width - (16/2)) * kTileWidth;
for (int i = checkx + 1; i <= checkx + (16 / 2); i++) {
if (!getMapBGTileIndex(i, checky)) {
maxx = (i - (16 / 2)) * kTileWidth;
break;
}
}
// Scan from centerX to left edge
minx = 0;
for (int i = checkx - 1; i >= checkx - (16 / 2); i--) {
if (!getMapBGTileIndex(i, checky)) {
// +1 because we don't want to see one whole tile
minx = (1 + i + (16 / 2)) * kTileWidth;
break;
}
}
// Scan from centerY to bottom edge
maxy = (_height - (16/2)) * kTileHeight;
for (int i = checky + 1; i <= checky + (16 / 2); i++) {
if (!getMapBGTileIndex(checkx, i)) {
maxy = (i - (16 / 2)) * kTileHeight;
break;
}
}
// Scan from centerY to top edge
miny = 0;
for (int i = checky - 1; i >= checkx - (16 / 2); i--) {
if (!getMapBGTileIndex(checkx, i)) {
// +! because we don't want to see one whole tile
miny = (1 + i + (16 / 2)) * kTileHeight;
break;
}
}
if (x < minx) {
x = minx;
} else if (x > maxx) {
x = maxx;
}
if (y < miny) {
y = miny;
} else if (y > maxy) {
y = maxy;
}
x -= (480 / 2);
y -= (480 / 2);
setMapXY(x, y);
}
bool Map::checkEntOnScreen(AIEntity *e) {
return ((e->x > _mapX - 32) && (e->x < _mapX + kScreenXTiles * kTileWidth) && (e->y > _mapY - 32) && (e->y < kScreenYTiles * kTileHeight));
}
bool Map::checkXYOnScreen(int x, int y) {
return ((x > _mapX - 32) && (x < _mapX + kScreenXTiles * kTileWidth) && (y > _mapY - 32) && (y < kScreenYTiles * kTileHeight));
}
bool Map::checkOneTileExistInRange(int tileIndex, int count) {
for (int i = 0; i < _width * _height; i++) {
if (_background[i] >= tileIndex && _background[i] < tileIndex + count)
return true;
if (_foreground[i] >= tileIndex && _foreground[i] < tileIndex + count)
return true;
}
return true;
}
}