#include #include #include "vga.h" #include "data.h" #include "player.h" #include "map.h" /* current map; set via map_init */ static const uint8_t *cmap; static uint8_t gold[MAP_W * MAP_H]; static uint8_t total_gold; void map_init(const uint8_t map[]) { cmap = map; /* make a copy of the gold data in RAM */ memcpy(gold, cmap + MAP_W * MAP_H, MAP_W * MAP_H); /* count how many pieces of gold on this map */ total_gold = 0; for (uint16_t i = 0; i < MAP_W * MAP_H; i++) /* gold is not 0xff */ if (gold[i] != 0xff) total_gold++; /* spawn entities, 0xff is the list terminator */ for ( const uint8_t *ent = map + MAP_W * MAP_H * 2; *ent != 0xff; ent += 4 ) switch (*ent) { case Player: player_init(ent[1] * MAP_TILE_W, ent[2] * MAP_TILE_H, ent[3] & 1); break; } } void map_render() { Rect src = { 0, 0, 160, 48 }; Rect dst = { 0, 0, 8, 8 }; for (uint8_t y = 0; y < MAP_H; y++) for (uint8_t x = 0; x < MAP_W; x++) { dst.x = x * MAP_TILE_W; dst.y = y * MAP_TILE_H + MAP_OFFS_Y; uint8_t t = cmap[x + y * MAP_W]; src.x = (t % MAP_TILESET_COLS) * MAP_TILE_W; src.y = (t / MAP_TILESET_COLS) * MAP_TILE_H; blitrc(binary_tiles_start, &src, &dst); } for (uint8_t y = 0; y < MAP_H; y++) for (uint8_t x = 0; x < MAP_W; x++) { dst.x = x * MAP_TILE_W; dst.y = y * MAP_TILE_H + MAP_OFFS_Y; uint8_t t = gold[x + y * MAP_W]; /* not gold, skip! */ if (t == 0xff) continue; src.x = (t % MAP_TILESET_COLS) * MAP_TILE_W; src.y = (t / MAP_TILESET_COLS) * MAP_TILE_H; blitrc(binary_tiles_start, &src, &dst); } } uint8_t map_is_blocked(uint16_t x, uint16_t y) { return cmap[(x / MAP_TILE_W) + (y / MAP_TILE_H) * MAP_W] >= MAP_FIRST_BLOCKED; } uint8_t map_is_deadly(uint16_t x, uint16_t y) { return cmap[(x / MAP_TILE_W) + (y / MAP_TILE_H) * MAP_W] >= MAP_FIRST_DEADLY; } uint8_t map_update_gold(uint16_t x, uint16_t y) { Rect src = { 0, 0, 160, 48 }; Rect dst = { 0, 0, 8, 8 }; uint16_t mx = x / MAP_TILE_W; uint16_t my = y / MAP_TILE_H; if (gold[mx + my * MAP_W] != 0xff) { /* this gold is collected */ gold[mx + my * MAP_W] = 0xff; /* erase the background */ dst.x = mx * MAP_TILE_W; dst.y = my * MAP_TILE_H + MAP_OFFS_Y; uint8_t t = cmap[mx + my * MAP_W]; src.x = (t % MAP_TILESET_COLS) * MAP_TILE_W; src.y = (t / MAP_TILESET_COLS) * MAP_TILE_H; blitrc(binary_tiles_start, &src, &dst); total_gold--; return 1; } return 0; } uint8_t map_is_complete() { return total_gold == 0; }