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| 1 | pmbaty | 1 | /* |
| 2 | * src/maps.c |
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| 3 | * |
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| 4 | * Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved. |
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| 5 | * |
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| 6 | * The use and distribution terms for this software are contained in the file |
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| 7 | * named README, which can be found in the root of this distribution. By |
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| 8 | * using this software in any fashion, you are agreeing to be bound by the |
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| 9 | * terms of this license. |
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| 10 | * |
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| 11 | * You must not remove this notice, or any other, from this software. |
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| 12 | */ |
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| 13 | |||
| 14 | /* |
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| 15 | * NOTES |
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| 16 | * |
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| 17 | * A map is composed of submaps, which in turn are composed of rows of |
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| 18 | * 0x20 tiles. map_map contains the tiles for the current portion of the |
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| 19 | * current submap, i.e. a little bit more than what appear on the screen, |
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| 20 | * but not the whole submap. |
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| 21 | * |
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| 22 | * map_frow is map_map top row within the submap. |
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| 23 | * |
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| 24 | * Submaps are stored as arrays of blocks, each block being a 4x4 tile |
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| 25 | * array. map_submaps[].bnum points to the first block of the array. |
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| 26 | * |
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| 27 | * Before a submap can be played, it needs to be expanded from blocks |
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| 28 | * to map_map. |
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| 29 | */ |
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| 30 | |||
| 31 | #include "system.h" |
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| 32 | #include "game.h" |
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| 33 | #include "maps.h" |
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| 34 | |||
| 35 | #include "ents.h" |
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| 36 | #include "draw.h" |
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| 37 | #include "screens.h" |
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| 38 | #include "e_sbonus.h" |
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| 39 | |||
| 40 | /* |
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| 41 | * global vars |
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| 42 | */ |
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| 43 | U8 map_map[0x2C][0x20]; |
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| 44 | U8 map_eflg[0x100]; |
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| 45 | U8 map_frow; |
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| 46 | U8 map_tilesBank; |
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| 47 | |||
| 48 | |||
| 49 | /* |
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| 50 | * prototypes |
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| 51 | */ |
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| 52 | static void map_eflg_expand (U8); |
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| 53 | |||
| 54 | |||
| 55 | /* |
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| 56 | * Fill in map_map with tile numbers by expanding blocks. |
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| 57 | * |
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| 58 | * add map_submaps[].bnum to map_frow to find out where to start from. |
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| 59 | * We need to /4 map_frow to convert from tile rows to block rows, then |
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| 60 | * we need to *8 to convert from block rows to block numbers (there |
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| 61 | * are 8 blocks per block row). This is achieved by *2 then &0xfff8. |
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| 62 | */ |
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| 63 | void map_expand (void) |
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| 64 | { |
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| 65 | U8 i, j, k, l; |
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| 66 | U8 row, col; |
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| 67 | U16 pbnum; |
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| 68 | |||
| 69 | pbnum = map_submaps[game_submap].bnum + ((2 * map_frow) & 0xfff8); |
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| 70 | row = col = 0; |
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| 71 | |||
| 72 | for (i = 0; i < 0x0b; i++) |
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| 73 | { |
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| 74 | /* 0x0b rows of blocks */ |
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| 75 | for (j = 0; j < 0x08; j++) |
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| 76 | { |
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| 77 | /* 0x08 blocks per row */ |
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| 78 | for (k = 0, l = 0; k < 0x04; k++) |
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| 79 | { |
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| 80 | /* expand one block */ |
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| 81 | map_map[row][col++] = map_blocks[map_bnums[pbnum]][l++]; |
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| 82 | map_map[row][col++] = map_blocks[map_bnums[pbnum]][l++]; |
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| 83 | map_map[row][col++] = map_blocks[map_bnums[pbnum]][l++]; |
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| 84 | map_map[row][col] = map_blocks[map_bnums[pbnum]][l++]; |
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| 85 | row += 1; |
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| 86 | col -= 3; |
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| 87 | } |
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| 88 | |||
| 89 | row -= 4; |
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| 90 | col += 4; |
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| 91 | pbnum++; |
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| 92 | } |
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| 93 | |||
| 94 | row += 4; |
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| 95 | col = 0; |
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| 96 | } |
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| 97 | } |
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| 98 | |||
| 99 | |||
| 100 | /* |
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| 101 | * Initialize a new submap |
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| 102 | * |
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| 103 | * ASM 0cc3 |
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| 104 | */ |
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| 105 | void map_init (void) |
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| 106 | { |
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| 107 | map_tilesBank = (map_submaps[game_submap].page == 1) ? 2 : 1; |
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| 108 | map_eflg_expand ((U8) ((map_submaps[game_submap].page == 1) ? 0x10 : 0x00)); |
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| 109 | map_expand (); |
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| 110 | ent_reset (); |
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| 111 | ent_actvis ((U8) (map_frow + MAP_ROW_SCRTOP), (U8) (map_frow + MAP_ROW_SCRBOT)); |
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| 112 | ent_actvis ((U8) (map_frow + MAP_ROW_HTTOP), (U8) (map_frow + MAP_ROW_HTBOT)); |
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| 113 | ent_actvis ((U8) (map_frow + MAP_ROW_HBTOP), (U8) (map_frow + MAP_ROW_HBBOT)); |
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| 114 | } |
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| 115 | |||
| 116 | |||
| 117 | /* |
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| 118 | * Expand entity flags for this map |
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| 119 | * |
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| 120 | * ASM 1117 |
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| 121 | */ |
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| 122 | void map_eflg_expand (U8 offs) |
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| 123 | { |
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| 124 | U8 i, j, k; |
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| 125 | |||
| 126 | for (i = 0, k = 0; i < 0x10; i++) |
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| 127 | { |
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| 128 | j = map_eflg_c[offs + i++]; |
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| 129 | |||
| 130 | while (j--) |
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| 131 | map_eflg[k++] = map_eflg_c[offs + i]; |
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| 132 | } |
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| 133 | } |
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| 134 | |||
| 135 | |||
| 136 | /* |
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| 137 | * Chain (sub)maps |
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| 138 | * |
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| 139 | * ASM 0c08 |
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| 140 | * return: TRUE/next submap OK, FALSE/map finished |
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| 141 | */ |
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| 142 | U8 map_chain (void) |
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| 143 | { |
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| 144 | U16 c, t; |
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| 145 | |||
| 146 | game_chsm = 0; |
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| 147 | e_sbonus_counting = FALSE; |
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| 148 | |||
| 149 | /* find connection */ |
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| 150 | c = map_submaps[game_submap].connect; |
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| 151 | t = 3; |
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| 152 | |||
| 153 | /* |
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| 154 | * look for the first connector with compatible row number. if none |
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| 155 | * found, then panic |
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| 156 | */ |
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| 157 | for (c = map_submaps[game_submap].connect; ; c++) |
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| 158 | { |
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| 159 | if (map_connect[c].dir == 0xff) |
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| 160 | sys_panic ("(map_chain) can not find connector\n"); |
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| 161 | |||
| 162 | if (map_connect[c].dir != game_dir) |
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| 163 | continue; |
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| 164 | |||
| 165 | t = (ent_ents[1].y >> 3) + map_frow - map_connect[c].rowout; |
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| 166 | |||
| 167 | if (t < 3) |
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| 168 | break; |
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| 169 | } |
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| 170 | |||
| 171 | /* got it */ |
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| 172 | if (map_connect[c].submap == 0xff) |
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| 173 | return FALSE; // no next submap - request next map |
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| 174 | else |
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| 175 | { |
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| 176 | /* next submap */ |
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| 177 | map_frow = map_frow - map_connect[c].rowout + map_connect[c].rowin; |
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| 178 | game_submap = map_connect[c].submap; |
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| 179 | return TRUE; |
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| 180 | } |
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| 181 | } |
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| 182 | |||
| 183 | |||
| 184 | /* |
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| 185 | * Reset all marks, i.e. make them all active again. |
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| 186 | * |
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| 187 | * ASM 0025 |
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| 188 | * |
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| 189 | */ |
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| 190 | void map_resetMarks (void) |
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| 191 | { |
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| 192 | U16 i; |
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| 193 | |||
| 194 | for (i = 0; i < MAP_NBR_MARKS; i++) |
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| 195 | map_marks[i].ent &= ~MAP_MARK_NACT; |
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| 196 | } |