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#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "vga.h"
#include "data.h"
#include "entities.h"
#include "player.h"
#include "snake.h"
#include "bat.h"
#include "old.h"
#include "bones.h"
#include "pickup.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;
static void (* const init[])(Entity *) =
{
snake_init,
bat_init,
old_init,
bones_init,
pickup_time_init,
pickup_bonus_init,
pickup_pickaxe_init,
};
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++;
entities_init();
Entity *e;
/* spawn entities, 0xff is the list terminator */
for (
const uint8_t *ent = map + MAP_W * MAP_H * 2;
*ent != 0xff;
ent += 4
)
{
/* the player (entity 0) is not part of the entity system */
if (*ent == 0)
{
player_init(ent[1] * MAP_TILE_W, ent[2] * MAP_TILE_H, ent[3] & 1);
continue;
}
e = entities_new();
#ifdef DEBUG
if (!e)
{
set_mode(3);
fprintf(stderr, "ERROR: run out of entities\n");
exit(1);
}
#endif
e->ox = e->x = ent[1] * MAP_TILE_W;
e->oy = e->y = ent[2] * MAP_TILE_H;
e->dir = ent[3] & 1;
init[*ent - 1](e);
}
}
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);
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;
blit_target(TARGET_BUFFER);
blitrc(binary_tiles_start, &src, &dst);
blit_target(TARGET_SCREEN);
total_gold--;
return 1;
}
return 0;
}
uint8_t map_is_complete()
{
return total_gold == 0;
}
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