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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;
}