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map_system.cpp
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map_system.cpp
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// the Map System
#include "nx.h"
#include "map_system.h"
#include "map_system.fdh"
#define MS_EXPANDING 0
#define MS_DISPLAYED 1
#define MS_CONTRACTING 2
// # of frames in the expand/contract animation
#define EXPAND_LENGTH 8
#define BANNER_TOP 7
#define BANNER_BTM 23
static struct
{
NXSurface *sfc; // surface for the map image
int x, y; // the position of the upper-left corner of the image
int w, h; // size of image
int expandframe; // for expand/contract effect
int current_row; // scan down effect
int px, py; // the position of the you-are-here dot
int timer; // for the flashing
int state; // expanding, displayed, contracting
int return_gm; // game mode to return to
const char *bannertext;
int textx, texty;
bool lastbuttondown;
} ms;
bool ms_init(int return_to_mode)
{
memset(&ms, 0, sizeof(ms));
ms.return_gm = return_to_mode;
ms.lastbuttondown = true;
ms.w = map.xsize;
ms.h = map.ysize;
// create the surface
ms.sfc = new NXSurface(ms.w, ms.h);
ms.sfc->FillRect(0, 0, ms.w, ms.h, DK_BLUE);
ms.x = (SCREEN_WIDTH / 2) - (ms.w / 2);
ms.y = (SCREEN_HEIGHT / 2) - (ms.h / 2);
// where will we put the dot?
ms.px = ms.x + ((player->x >> CSF) / TILE_W);
ms.py = ms.y + ((player->y >> CSF) / TILE_H);
ms.bannertext = stages[game.curmap].stagename;
ms.textx = (SCREEN_WIDTH / 2) - (GetFontWidth(ms.bannertext, 0) / 2);
ms.texty = BANNER_TOP+3;
return 0;
}
void ms_close(void)
{
memset(inputs, 0, sizeof(inputs));
delete ms.sfc;
}
/*
void c------------------------------() {}
*/
void ms_tick(void)
{
DrawScene();
draw_banner();
if (ms.state == MS_EXPANDING)
{
ms.expandframe++;
if (ms.expandframe > EXPAND_LENGTH)
ms.state = MS_DISPLAYED;
else
draw_expand();
}
if (ms.state == MS_DISPLAYED)
{
// scan down effect
if (ms.current_row < map.ysize)
{
draw_row(ms.current_row++);
if (ms.current_row < map.ysize)
draw_row(ms.current_row++);
}
// draw map
DrawRect(ms.x - 1, ms.y - 1, ms.x + ms.w, ms.y + ms.h, DK_BLUE);
DrawSurface(ms.sfc, ms.x, ms.y);
// you-are-here dot
if (++ms.timer & 8)
draw_sprite(ms.px, ms.py, SPR_MAP_PIXELS, 4);
// dismissal
if (ms.lastbuttondown)
{
if (!buttondown())
ms.lastbuttondown = false;
}
else if (buttondown())
{
ms.state = MS_CONTRACTING;
}
}
else if (ms.state == MS_CONTRACTING)
{
ms.expandframe--;
if (ms.expandframe <= 0)
{
int param = (ms.return_gm == GM_INVENTORY) ? 1 : 0;
game.setmode(ms.return_gm, param);
}
else
{
draw_expand();
}
}
}
// expand/contract effect
static void draw_expand(void)
{
int x1, y1, x2, y2;
int wd = (map.xsize * ms.expandframe) / EXPAND_LENGTH;
int ht = (map.ysize * ms.expandframe) / EXPAND_LENGTH;
x1 = (SCREEN_WIDTH / 2) - (wd / 2);
y1 = (SCREEN_HEIGHT / 2) - (ht / 2);
x2 = (SCREEN_WIDTH / 2) + (wd / 2);
y2 = (SCREEN_HEIGHT / 2) + (ht / 2);
FillRect(x1, y1, x2, y2, DK_BLUE);
}
static void draw_banner(void)
{
FillRect(0, BANNER_TOP, SCREEN_WIDTH, BANNER_BTM, NXColor(0, 0, 0));
font_draw(ms.textx, ms.texty, ms.bannertext, 0);
}
/*
void c------------------------------() {}
*/
// draw the specified row of map onto the spritesheet
// the colors for the map system are not actually plotted as pixels,
// but exist as 1x1 sprites on the TextBox spritesheet.
static void draw_row(int y)
{
int x;
Graphics::SetDrawTarget(ms.sfc);
for(x=0;x<map.xsize;x++)
{
int tc = tilecode[map.tiles[x][y]];
draw_sprite(x, y, SPR_MAP_PIXELS, get_color(tc));
}
Graphics::SetDrawTarget(screen);
}
static int get_color(int tilecode)
{
switch(tilecode)
{
case 0:
return 0;
case 0x01:
case 0x02:
case 0x40:
case 0x44:
case 0x51:
case 0x52:
case 0x55:
case 0x56:
case 0x60:
case 0x71:
case 0x72:
case 0x75:
case 0x76:
case 0x80:
case 0x81:
case 0x82:
case 0x83:
case 0xA0:
case 0xA1:
case 0xA2:
case 0xA3:
return 1;
case 0x43:
case 0x50:
case 0x53:
case 0x54:
case 0x57:
case 0x63:
case 0x70:
case 0x73:
case 0x74:
case 0x77:
return 2;
default:
return 3;
}
}