xrick2gs/src/maps.c

217 lines
4.9 KiB
C

/*
* xrick/src/maps.c
*
* Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved.
*
* The use and distribution terms for this software are contained in the file
* named README, which can be found in the root of this distribution. By
* using this software in any fashion, you are agreeing to be bound by the
* terms of this license.
*
* You must not remove this notice, or any other, from this software.
*/
/*
* NOTES
*
* A map is composed of submaps, which in turn are composed of rows of
* 0x20 tiles. map_map contains the tiles for the current portion of the
* current submap, i.e. a little bit more than what appear on the screen,
* but not the whole submap.
*
* map_frow is map_map top row within the submap.
*
* Submaps are stored as arrays of blocks, each block being a 4x4 tile
* array. map_submaps[].bnum points to the first block of the array.
*
* Before a submap can be played, it needs to be expanded from blocks
* to map_map.
*/
#include "system.h"
#include "game.h"
#include "maps.h"
#include "debug.h"
#include "ents.h"
#include "draw.h"
#include "screens.h"
#include "e_sbonus.h"
/*
* global vars
*/
U8 map_map[0x2C][0x20];
U8 map_eflg[0x100];
U8 map_frow;
U8 map_tilesBank;
/*
* prototypes
*/
static void map_eflg_expand(U8);
/*
* Fill in map_map with tile numbers by expanding blocks.
*
* add map_submaps[].bnum to map_frow to find out where to start from.
* We need to /4 map_frow to convert from tile rows to block rows, then
* we need to *8 to convert from block rows to block numbers (there
* are 8 blocks per block row). This is achieved by *2 then &0xfff8.
*/
void
map_expand(void)
{
U8 i, j, k, l;
U8 row, col;
U16 pbnum;
pbnum = map_submaps[game_submap].bnum + ((2 * map_frow) & 0xfff8);
row = col = 0;
for (i = 0; i < 0x0b; i++) { /* 0x0b rows of blocks */
for (j = 0; j < 0x08; j++) { /* 0x08 blocks per row */
for (k = 0, l = 0; k < 0x04; k++) { /* expand one block */
map_map[row][col++] = map_blocks[map_bnums[pbnum]][l++];
map_map[row][col++] = map_blocks[map_bnums[pbnum]][l++];
map_map[row][col++] = map_blocks[map_bnums[pbnum]][l++];
map_map[row][col] = map_blocks[map_bnums[pbnum]][l++];
row += 1; col -= 3;
}
row -= 4; col += 4;
pbnum++;
}
row += 4; col = 0;
}
}
/*
* Initialize a new submap
*
* ASM 0cc3
*/
void
map_init(void)
{
/*sys_printf("xrick/map_init: map=%#04x submap=%#04x\n", g_map, game_submap);*/
#ifdef GFXPC
draw_filter = 0xffff;
map_tilesBank = (map_submaps[game_submap].page == 1) ? 3 : 2;
#endif
#ifdef GFXST
map_tilesBank = (map_submaps[game_submap].page == 1) ? 2 : 1;
#endif
map_eflg_expand((map_submaps[game_submap].page == 1) ? 0x10 : 0x00);
map_expand();
ent_reset();
ent_actvis(map_frow + MAP_ROW_SCRTOP, map_frow + MAP_ROW_SCRBOT);
ent_actvis(map_frow + MAP_ROW_HTTOP, map_frow + MAP_ROW_HTBOT);
ent_actvis(map_frow + MAP_ROW_HBTOP, map_frow + MAP_ROW_HBBOT);
}
/*
* Expand entity flags for this map
*
* ASM 1117
*/
void
map_eflg_expand(U8 offs)
{
U8 i, j, k;
for (i = 0, k = 0; i < 0x10; i++) {
j = map_eflg_c[offs + i++];
while (j--) map_eflg[k++] = map_eflg_c[offs + i];
}
}
/*
* Chain (sub)maps
*
* ASM 0c08
* return: TRUE/next submap OK, FALSE/map finished
*/
U8
map_chain(void)
{
U16 c, t;
game_chsm = 0;
e_sbonus_counting = FALSE;
/* find connection */
c = map_submaps[game_submap].connect;
t = 3;
IFDEBUG_MAPS(
sys_printf("xrick/maps: chain submap=%#04x frow=%#04x .connect=%#04x %s\n",
game_submap, map_frow, c,
(game_dir == LEFT ? "-> left" : "-> right"));
);
/*
* look for the first connector with compatible row number. if none
* found, then panic
*/
for (c = map_submaps[game_submap].connect; ; c++) {
if (map_connect[c].dir == 0xff)
sys_panic("(map_chain) can not find connector\n");
if (map_connect[c].dir != game_dir) continue;
t = (ent_ents[1].y >> 3) + map_frow - map_connect[c].rowout;
if (t < 3) break;
}
/* got it */
IFDEBUG_MAPS(
sys_printf("xrick/maps: chain frow=%#04x y=%#06x\n",
map_frow, ent_ents[1].y);
sys_printf("xrick/maps: chain connect=%#04x rowout=%#04x - ",
c, map_connect[c].rowout);
);
if (map_connect[c].submap == 0xff) {
/* no next submap - request next map */
IFDEBUG_MAPS(
sys_printf("chain to next map\n");
);
return FALSE;
}
else {
/* next submap */
IFDEBUG_MAPS(
sys_printf("chain to submap=%#04x rowin=%#04x\n",
map_connect[c].submap, map_connect[c].rowin);
);
map_frow = map_frow - map_connect[c].rowout + map_connect[c].rowin;
game_submap = map_connect[c].submap;
IFDEBUG_MAPS(
sys_printf("xrick/maps: chain frow=%#04x\n",
map_frow);
);
return TRUE;
}
}
/*
* Reset all marks, i.e. make them all active again.
*
* ASM 0025
*
*/
void
map_resetMarks(void)
{
U16 i;
for (i = 0; i < MAP_NBR_MARKS; i++)
map_marks[i].ent &= ~MAP_MARK_NACT;
}
/* eof */