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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 | } |