/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "hdb/hdb.h" namespace HDB { Map::Map() { _mapLoaded = false; _animCycle = 0; _numForegrounds = _numGratings = 0; _mapExplosions = NULL; _mapExpBarrels = NULL; _mapLaserBeams = NULL; _background = NULL; _foreground = NULL; _iconList = NULL; } Map::~Map() { } void Map::save(Common::OutSaveFile *out) { int i; // Save Map Dimensions and Offsets out->writeSint32LE(_mapX); out->writeSint32LE(_mapY); out->writeSint32LE(_width); out->writeSint32LE(_height); out->writeSint32LE(_mapTileX); out->writeSint32LE(_mapTileY); out->writeSint32LE(_mapTileXOff); out->writeSint32LE(_mapTileYOff); // Save out all Level2 Gratings and AnimCycle out->writeSint32LE(_numGratings); for (i = 0; i < _numGratings; i++) { out->writeUint16LE(_gratings[i].x); out->writeUint16LE(_gratings[i].y); out->writeUint16LE(_gratings[i].tile); } out->writeSint32LE(_animCycle); // find out how many SLOW, MEDIUM & FAST bg tile anims there are and save them all out out->writeUint32LE(_listBGAnimSlow.size()); for (i = 0; (uint)i < _listBGAnimSlow.size(); i++) { out->writeUint32LE(_listBGAnimSlow[i]); } out->writeUint32LE(_listBGAnimMedium.size()); for (i = 0; (uint)i < _listBGAnimMedium.size(); i++) { out->writeUint32LE(_listBGAnimMedium[i]); } out->writeUint32LE(_listBGAnimFast.size()); for (i = 0; (uint)i < _listBGAnimFast.size(); i++) { out->writeUint32LE(_listBGAnimFast[i]); } // find out how many SLOW, MEDIUM & FAST fg tile anims there are and save them all out out->writeUint32LE(_listFGAnimSlow.size()); for (i = 0; (uint)i < _listFGAnimSlow.size(); i++) { out->writeUint32LE(_listFGAnimSlow[i]); } out->writeUint32LE(_listFGAnimMedium.size()); for (i = 0; (uint)i < _listFGAnimMedium.size(); i++) { out->writeUint32LE(_listFGAnimMedium[i]); } out->writeUint32LE(_listFGAnimFast.size()); for (i = 0; (uint)i < _listFGAnimFast.size(); i++) { out->writeUint32LE(_listFGAnimFast[i]); } // save map data for (i = 0; i < _width * _height; i++) out->writeSint32LE(_background[i]); for (i = 0; i < _width * _height; i++) out->writeSint32LE(_foreground[i]); for (i = 0; i < _width * _height; i++) out->writeByte(_mapExplosions[i]); for (i = 0; i < _width * _height; i++) out->writeByte(_mapExpBarrels[i]); for (i = 0; i < _width * _height; i++) out->writeByte(_mapLaserBeams[i]); } void Map::loadSaveFile(Common::InSaveFile *in) { int i; restartSystem(); // Load Map Dimensions and Offsets _mapX = in->readSint32LE(); _mapY = in->readSint32LE(); _width = in->readSint32LE(); _height = in->readSint32LE(); _mapTileX = in->readSint32LE(); _mapTileY = in->readSint32LE(); _mapTileXOff = in->readSint32LE(); _mapTileYOff = in->readSint32LE(); // Load All level2 gratings and animCycle _numGratings = in->readSint32LE(); for (i = 0; i < _numGratings; i++) { _gratings[i].x = in->readUint16LE(); _gratings[i].y = in->readUint16LE(); _gratings[i].tile = in->readUint16LE(); } _animCycle = in->readSint32LE(); // find out how many SLOW, MEDIUM & FAST bg tile anims there are and load them all out _listBGAnimSlow.resize(in->readUint32LE()); for (i = 0; (uint)i < _listBGAnimSlow.size(); i++) { _listBGAnimSlow[i] = in->readUint32LE(); } _listBGAnimMedium.resize(in->readUint32LE()); for (i = 0; (uint)i < _listBGAnimMedium.size(); i++) { _listBGAnimMedium[i] = in->readUint32LE(); } _listBGAnimFast.resize(in->readUint32LE()); for (i = 0; (uint)i < _listBGAnimFast.size(); i++) { _listBGAnimFast[i] = in->readUint32LE(); } // find out how many SLOW, MEDIUM & FAST fg tile anims there are and load them all out _listFGAnimSlow.resize(in->readUint32LE()); for (i = 0; (uint)i < _listFGAnimSlow.size(); i++) { _listFGAnimSlow[i] = in->readUint32LE(); } _listFGAnimMedium.resize(in->readUint32LE()); for (i = 0; (uint)i < _listFGAnimMedium.size(); i++) { _listFGAnimMedium[i] = in->readUint32LE(); } _listFGAnimFast.resize(in->readUint32LE()); for (i = 0; (uint)i < _listFGAnimFast.size(); i++) { _listFGAnimFast[i] = in->readUint32LE(); } // load map data _background = new int16[_width * _height]; for (i = 0; i < _width * _height; i++) _background[i] = in->readSint32LE(); _foreground = new int16[_width * _height]; for (i = 0; i < _width * _height; i++) _foreground[i] = in->readSint32LE(); _mapExplosions = (byte *)malloc(_width * _height); for (i = 0; i < _width * _height; i++) _mapExplosions[i] = in->readByte(); _mapExpBarrels = (byte *)malloc(_width * _height); for (i = 0; i < _width * _height; i++) _mapExpBarrels[i] = in->readByte(); _mapLaserBeams = (byte *)malloc(_width * _height); for (i = 0; i < _width * _height; i++) _mapLaserBeams[i] = in->readByte(); // load all the map's tiles (cache) loadTiles(); _mapLoaded = true; } int Map::loadTiles() { int tile, temp; int skyIndex = 0; // Load all tiles for (uint j = 0; j < _height; j++) { for (uint i = 0; i < _width; i++) { tile = _background[j * _width + i]; if ((temp = g_hdb->_gfx->isSky(tile)) && !skyIndex) { skyIndex = temp; } g_hdb->_gfx->getTile(tile); g_hdb->_gfx->getTile(_foreground[j * _width + i]); } } return skyIndex; } void Map::restartSystem() { _listBGAnimFast.clear(); _listBGAnimMedium.clear(); _listBGAnimSlow.clear(); _listFGAnimFast.clear(); _listFGAnimMedium.clear(); _listFGAnimSlow.clear(); delete _background; _background = NULL; delete _foreground; _foreground = NULL; delete _iconList; _iconList = NULL; _width = _height = 0; _animCycle = 0; free(_mapExplosions); free(_mapExpBarrels); free(_mapLaserBeams); _mapExplosions = NULL; _mapExpBarrels = NULL; _mapLaserBeams = NULL; // mark all in-memory tiles as being in memory, but able to be freed g_hdb->_gfx->markTileCacheFreeable(); g_hdb->_gfx->markGfxCacheFreeable(); _mapLoaded = false; } bool Map::loadMap(char *name) { Common::SeekableReadStream *mapStream = g_hdb->_fileMan->findFirstData(name, TYPE_BINARY); if (mapStream == NULL) { warning("The %s MPC entry can't be found", name); return false; } load(mapStream); return true; } bool Map::load(Common::SeekableReadStream *stream) { debug(5, "map stream size: %d(%x)", stream->size(), stream->size()); // Load MSM data header stream->read(_name, 32); _width = stream->readUint16LE(); _height = stream->readUint16LE(); _backgroundOffset = stream->readUint32LE(); _foregroundOffset = stream->readUint32LE(); _iconNum = stream->readUint16LE(); _infoNum = stream->readUint16LE(); // not used in the original _iconListOffset = stream->readUint32LE(); _infoListOffset = stream->readUint32LE(); // not used in the original debug(5, "map: w: %d(%x), h: %d(%x) bg: %x fg: %x icon#: %d(%x) icon: %x info#: %d(%x) info: %x", _width, _width, _height, _height, _backgroundOffset, _foregroundOffset, _iconNum, _iconNum, _iconListOffset, _infoNum, _infoNum, _infoListOffset); // Reading Background _background = new int16[_width * _height]; stream->seek(_backgroundOffset); for (int i = 0; i < _width * _height; i++) { _background[i] = stream->readUint16LE(); } if (gDebugLevel >= 5) { debug(5, "Background:"); Common::hexdump((const byte *)_background, 512); } // Reading Foreground _foreground = new int16[_width * _height]; stream->seek(_foregroundOffset); for (int i = 0; i < _width * _height; i++) { _foreground[i] = stream->readUint16LE(); } if (gDebugLevel >= 5) { debug(5, "Foreground:"); Common::hexdump((const byte *)_foreground, 512); } // Reading Icon List _iconList = new MSMIcon[_iconNum]; for (uint i = 0; i < _iconNum; i++) { _iconList[i].icon = stream->readUint16LE(); _iconList[i].x = stream->readUint16LE(); _iconList[i].y = stream->readUint16LE(); stream->read(_iconList[i].funcInit, 32); stream->read(_iconList[i].funcAction, 32); stream->read(_iconList[i].funcUse, 32); _iconList[i].dir = stream->readUint16LE(); _iconList[i].level = stream->readUint16LE(); _iconList[i].value1 = stream->readUint16LE(); _iconList[i].value2 = stream->readUint16LE(); } /* TODO: Add the InfoList when it comes up */ /* TODO: Set the InMapName once its setup */ _mapExplosions = (byte *)calloc(_width * _height, 1); _mapExpBarrels = (byte *)calloc(_width * _height, 1); _mapLaserBeams = (byte *)calloc(_width * _height, 1); int sky = loadTiles(); g_hdb->_gfx->setSky(sky); _mapX = _mapY = 0; // Setup animating Tile lists for (int i = 0; i < _width*_height; i++) { addBGTileAnimation(i % _width, i / _width); addFGTileAnimation(i % _width, i / _width); } struct { AIType type; AIDir dir; } aiInfo[] = { { AI_GUY, DIR_DOWN }, { AI_GUY, DIR_UP }, { AI_GUY, DIR_RIGHT }, { AI_GUY, DIR_LEFT }, { ITEM_ENV_WHITE, DIR_NONE }, { ITEM_ENV_BLUE, DIR_NONE }, { ITEM_ENV_RED, DIR_NONE }, { ITEM_ENV_GREEN, DIR_NONE }, { AI_LASER, DIR_RIGHT }, { AI_LASER, DIR_DOWN }, { AI_LASER, DIR_LEFT }, { AI_LASER, DIR_UP }, { AI_DIVERTER, DIR_DOWN }, { AI_DIVERTER, DIR_UP }, { AI_DIVERTER, DIR_RIGHT }, { AI_DIVERTER, DIR_LEFT }, { AI_FOURFIRER, DIR_RIGHT }, { AI_FOURFIRER, DIR_DOWN}, { AI_FOURFIRER, DIR_LEFT }, { AI_FOURFIRER, DIR_UP }, { INFO_ARROW_TURN, DIR_DOWN }, { INFO_ARROW_TURN, DIR_UP }, { INFO_ARROW_TURN, DIR_RIGHT }, { INFO_ARROW_TURN, DIR_LEFT }, { INFO_ARROW_STOP, DIR_DOWN }, { INFO_ARROW_STOP, DIR_UP }, { INFO_ARROW_STOP, DIR_RIGHT }, { INFO_ARROW_STOP, DIR_LEFT }, { ITEM_CELL, DIR_NONE }, { AI_CRATE, DIR_NONE }, { AI_LIGHTBARREL, DIR_NONE }, { AI_HEAVYBARREL, DIR_NONE }, { AI_BOOMBARREL, DIR_NONE }, { ITEM_TRANSCEIVER, DIR_NONE }, { ITEM_CLUB, DIR_NONE }, { ITEM_ROBOSTUNNER, DIR_NONE }, { ITEM_SLUGSLINGER, DIR_NONE }, { AI_SCIENTIST, DIR_DOWN }, { AI_SCIENTIST, DIR_UP }, { AI_SCIENTIST, DIR_RIGHT }, { AI_SCIENTIST, DIR_LEFT }, { AI_WORKER, DIR_DOWN }, { AI_WORKER, DIR_UP }, { AI_WORKER, DIR_RIGHT }, { AI_WORKER, DIR_LEFT }, { AI_SHOCKBOT, DIR_DOWN }, { AI_SHOCKBOT, DIR_UP }, { AI_SHOCKBOT, DIR_RIGHT }, { AI_SHOCKBOT, DIR_LEFT }, { AI_RIGHTBOT, DIR_DOWN }, { AI_RIGHTBOT, DIR_UP }, { AI_RIGHTBOT, DIR_RIGHT }, { AI_RIGHTBOT, DIR_LEFT }, { AI_PUSHBOT, DIR_DOWN }, { AI_PUSHBOT, DIR_UP }, { AI_PUSHBOT, DIR_RIGHT }, { AI_PUSHBOT, DIR_LEFT }, { AI_LISTENBOT, DIR_DOWN }, { AI_LISTENBOT, DIR_UP }, { AI_LISTENBOT, DIR_RIGHT }, { AI_LISTENBOT, DIR_LEFT }, { ITEM_MONKEYSTONE, DIR_NONE }, { INFO_TELEPORTER1, DIR_NONE }, { INFO_TELEPORTER2, DIR_NONE }, { INFO_TELEPORTER3, DIR_NONE }, { INFO_TELEPORTER4, DIR_NONE }, { INFO_TELEPORTER5, DIR_NONE }, { INFO_TELEPORTER6, DIR_NONE }, { INFO_TELEPORTER7, DIR_NONE }, { INFO_TELEPORTER8, DIR_NONE }, { INFO_TELEPORTER9, DIR_NONE }, { INFO_TELEPORTER10, DIR_NONE }, { INFO_TELEPORTER11, DIR_NONE }, { INFO_TELEPORTER12, DIR_NONE }, { INFO_TELEPORTER13, DIR_NONE }, { INFO_TELEPORTER14, DIR_NONE }, { INFO_TELEPORTER15, DIR_NONE }, { INFO_TELEPORTER16, DIR_NONE }, { INFO_TELEPORTER17, DIR_NONE }, { INFO_TELEPORTER18, DIR_NONE }, { INFO_TELEPORTER19, DIR_NONE }, { INFO_TELEPORTER20, DIR_NONE }, { INFO_LEVELEXIT, DIR_NONE }, { INFO_ACTION1, DIR_NONE }, { INFO_ACTION2, DIR_NONE }, { INFO_ACTION3, DIR_NONE }, { INFO_ACTION4, DIR_NONE }, { INFO_ACTION5, DIR_NONE }, { INFO_ACTION6, DIR_NONE }, { INFO_ACTION7, DIR_NONE }, { INFO_ACTION8, DIR_NONE }, { INFO_ACTION9, DIR_NONE }, { INFO_ACTION10, DIR_NONE }, { INFO_ACTION11, DIR_NONE }, { INFO_ACTION12, DIR_NONE }, { INFO_ACTION13, DIR_NONE }, { INFO_ACTION14, DIR_NONE }, { INFO_ACTION15, DIR_NONE }, { INFO_ACTION16, DIR_NONE }, { INFO_ACTION17, DIR_NONE }, { INFO_ACTION18, DIR_NONE }, { INFO_ACTION19, DIR_NONE }, { INFO_ACTION20, DIR_NONE }, { AI_SPACEDUDE, DIR_DOWN }, { AI_SPACEDUDE, DIR_UP }, { AI_SPACEDUDE, DIR_RIGHT }, { AI_SPACEDUDE, DIR_LEFT }, { AI_SERGEANT, DIR_DOWN }, { AI_SERGEANT, DIR_UP }, { AI_SERGEANT, DIR_RIGHT }, { AI_SERGEANT, DIR_LEFT }, { AI_MAINTBOT, DIR_DOWN }, { AI_MAINTBOT, DIR_UP }, { AI_MAINTBOT, DIR_RIGHT }, { AI_MAINTBOT, DIR_LEFT }, { INFO_ACTION_AUTO, DIR_NONE }, { ITEM_GEM_WHITE, DIR_NONE }, { ITEM_GEM_BLUE, DIR_NONE }, { ITEM_GEM_RED, DIR_NONE }, { ITEM_GEM_GREEN, DIR_NONE }, { INFO_SET_MUSIC, DIR_NONE }, { INFO_LUA, DIR_NONE }, { INFO_HERE, DIR_NONE }, { AI_VORTEXIAN, DIR_DOWN }, { AI_CHICKEN, DIR_DOWN }, { AI_CHICKEN, DIR_UP }, { AI_CHICKEN, DIR_RIGHT }, { AI_CHICKEN, DIR_LEFT }, { ITEM_GOO_CUP, DIR_NONE }, { ITEM_TEACUP, DIR_NONE }, { ITEM_COOKIE, DIR_NONE }, { ITEM_BURGER, DIR_NONE }, { ITEM_PDA, DIR_NONE }, { ITEM_BOOK, DIR_NONE }, { ITEM_CLIPBOARD, DIR_NONE }, { ITEM_NOTE, DIR_NONE }, { ITEM_KEYCARD_WHITE, DIR_NONE }, { ITEM_KEYCARD_BLUE, DIR_NONE }, { ITEM_KEYCARD_RED, DIR_NONE }, { ITEM_KEYCARD_GREEN, DIR_NONE }, { ITEM_KEYCARD_PURPLE, DIR_NONE }, { ITEM_KEYCARD_BLACK, DIR_NONE }, { AI_MAGIC_EGG, DIR_NONE }, { AI_ICE_BLOCK, DIR_NONE }, { ITEM_CABKEY, DIR_NONE }, { AI_DEADWORKER, DIR_NONE }, { AI_OMNIBOT, DIR_DOWN }, { AI_OMNIBOT, DIR_UP }, { AI_OMNIBOT, DIR_RIGHT }, { AI_OMNIBOT, DIR_LEFT }, { AI_TURNBOT, DIR_DOWN }, { AI_TURNBOT, DIR_UP }, { AI_TURNBOT, DIR_RIGHT }, { AI_TURNBOT, DIR_LEFT }, { AI_DOLLY, DIR_DOWN }, { AI_DOLLY, DIR_UP }, { AI_DOLLY, DIR_RIGHT }, { AI_DOLLY, DIR_LEFT }, { INFO_TRIGGER, DIR_NONE }, { ITEM_DOLLYTOOL1, DIR_NONE }, { ITEM_DOLLYTOOL2, DIR_NONE }, { ITEM_DOLLYTOOL3, DIR_NONE }, { ITEM_DOLLYTOOL4, DIR_NONE }, { AI_RAILRIDER_ON, DIR_UP }, { AI_RAILRIDER_ON, DIR_DOWN }, { AI_RAILRIDER_ON, DIR_LEFT }, { AI_RAILRIDER_ON, DIR_RIGHT }, { AI_RAILRIDER, DIR_UP }, { AI_RAILRIDER, DIR_DOWN }, { AI_RAILRIDER, DIR_LEFT }, { AI_RAILRIDER, DIR_RIGHT }, { ITEM_SODA, DIR_NONE }, { INFO_ARROW_4WAY, DIR_NONE }, { AI_DEADEYE, DIR_DOWN }, { AI_DEADEYE, DIR_UP }, { AI_DEADEYE, DIR_RIGHT }, { AI_DEADEYE, DIR_LEFT }, { AI_MEERKAT, DIR_NONE }, { AI_FATFROG, DIR_DOWN }, { AI_FATFROG, DIR_RIGHT }, { AI_FATFROG, DIR_LEFT }, { AI_GOODFAIRY, DIR_DOWN }, { AI_GOODFAIRY, DIR_UP }, { AI_GOODFAIRY, DIR_RIGHT }, { AI_GOODFAIRY, DIR_LEFT }, { AI_BADFAIRY, DIR_DOWN }, { AI_BADFAIRY, DIR_UP }, { AI_BADFAIRY, DIR_RIGHT }, { AI_BADFAIRY, DIR_LEFT }, { AI_ACCOUNTANT, DIR_DOWN }, { AI_ACCOUNTANT, DIR_UP }, { AI_ACCOUNTANT, DIR_RIGHT }, { AI_ACCOUNTANT, DIR_LEFT }, { AI_ICEPUFF, DIR_NONE }, { AI_DRAGON, DIR_NONE }, { AI_BUZZFLY, DIR_DOWN }, { AI_BUZZFLY, DIR_UP }, { AI_BUZZFLY, DIR_RIGHT }, { AI_BUZZFLY, DIR_LEFT }, { AI_FROGSTATUE, DIR_NONE }, { ITEM_SLICER, DIR_NONE }, { INFO_FAIRY_SRC, DIR_NONE }, { INFO_FAIRY_SRC2, DIR_NONE }, { INFO_FAIRY_SRC3, DIR_NONE }, { INFO_FAIRY_SRC4, DIR_NONE }, { INFO_FAIRY_SRC5, DIR_NONE }, { INFO_FAIRY_DEST, DIR_NONE }, { INFO_FAIRY_DEST2, DIR_NONE }, { INFO_FAIRY_DEST3, DIR_NONE }, { INFO_FAIRY_DEST4, DIR_NONE }, { INFO_FAIRY_DEST5, DIR_NONE }, { INFO_QMARK, DIR_NONE }, { INFO_DEBUG, DIR_NONE }, { AI_NONE, DIR_NONE }, { AI_NONE, DIR_NONE } }; // Scan all icons and init all Entities g_hdb->setupProgressBar(_iconNum); for (int i = 0; i < _iconNum; i++) { g_hdb->makeProgress(); // Don't spawn Action Mode Entities in Puzzle Mode if (!g_hdb->getActionMode()) { switch (aiInfo[_iconList[i].icon].type) { case AI_DEADEYE: if (_iconList[i].value1 == 1) // For non-moving DeadEyes break; case AI_FOURFIRER: case AI_LISTENBOT: case ITEM_CLUB: case ITEM_ROBOSTUNNER: case ITEM_SLUGSLINGER: continue; default: break; } } // Handle special icons that aren't moving AI entities switch (aiInfo[_iconList[i].icon].type) { default: g_hdb->_ai->spawn( aiInfo[_iconList[i].icon].type, aiInfo[_iconList[i].icon].dir, _iconList[i].x, _iconList[i].y, _iconList[i].funcInit, _iconList[i].funcAction, _iconList[i].funcUse, (AIDir)_iconList[i].dir, _iconList[i].level, _iconList[i].value1, _iconList[i].value2, 0 ); break; case INFO_ARROW_4WAY: g_hdb->_ai->addToPathList( _iconList[i].x, _iconList[i].y, 2, aiInfo[_iconList[i].icon].dir ); break; case INFO_ARROW_TURN: g_hdb->_ai->addToPathList( _iconList[i].x, _iconList[i].y, 1, aiInfo[_iconList[i].icon].dir ); break; case INFO_ARROW_STOP: g_hdb->_ai->addToPathList( _iconList[i].x, _iconList[i].y, 0, aiInfo[_iconList[i].icon].dir ); break; case INFO_ACTION1: case INFO_ACTION2: case INFO_ACTION3: case INFO_ACTION4: case INFO_ACTION5: case INFO_ACTION6: case INFO_ACTION7: case INFO_ACTION8: case INFO_ACTION9: case INFO_ACTION10: case INFO_ACTION11: case INFO_ACTION12: case INFO_ACTION13: case INFO_ACTION14: case INFO_ACTION15: case INFO_ACTION16: case INFO_ACTION17: case INFO_ACTION18: case INFO_ACTION19: case INFO_ACTION20: g_hdb->_ai->addToActionList( aiInfo[_iconList[i].icon].type - INFO_ACTION1, _iconList[i].x, _iconList[i].y, _iconList[i].funcInit, _iconList[i].funcUse ); break; case INFO_ACTION_AUTO: g_hdb->_ai->addToAutoList( _iconList[i].x, _iconList[i].y, _iconList[i].funcInit, _iconList[i].funcUse ); break; case INFO_TELEPORTER1: case INFO_TELEPORTER2: case INFO_TELEPORTER3: case INFO_TELEPORTER4: case INFO_TELEPORTER5: case INFO_TELEPORTER6: case INFO_TELEPORTER7: case INFO_TELEPORTER8: case INFO_TELEPORTER9: case INFO_TELEPORTER10: case INFO_TELEPORTER11: case INFO_TELEPORTER12: case INFO_TELEPORTER13: case INFO_TELEPORTER14: case INFO_TELEPORTER15: case INFO_TELEPORTER16: case INFO_TELEPORTER17: case INFO_TELEPORTER18: case INFO_TELEPORTER19: case INFO_TELEPORTER20: g_hdb->_ai->addToTeleportList( aiInfo[_iconList[i].icon].type - INFO_TELEPORTER1, _iconList[i].x, _iconList[i].y, _iconList[i].dir, _iconList[i].level, _iconList[i].value1, _iconList[i].value2, _iconList[i].funcUse ); break; case INFO_SET_MUSIC: case INFO_PROMOTE: case INFO_DEMOTE: break; case INFO_LUA: g_hdb->_ai->addToLuaList( _iconList[i].x, _iconList[i].y, _iconList[i].value1, _iconList[i].value2, _iconList[i].funcInit, _iconList[i].funcAction, _iconList[i].funcUse ); break; case INFO_HERE: g_hdb->_ai->addToHereList( _iconList[i].funcInit, _iconList[i].x, _iconList[i].y ); break; case INFO_TRIGGER: g_hdb->_ai->addToTriggerList( _iconList[i].funcInit, _iconList[i].funcUse, _iconList[i].x, _iconList[i].y, _iconList[i].value1, _iconList[i].value2, _iconList[i].funcAction ); break; case INFO_FAIRY_SRC: case INFO_FAIRY_SRC2: case INFO_FAIRY_SRC3: case INFO_FAIRY_SRC4: case INFO_FAIRY_SRC5: g_hdb->_ai->addToFairystones( aiInfo[_iconList[i].icon].type - INFO_FAIRY_SRC, _iconList[i].x, _iconList[i].y, 0 ); break; case INFO_FAIRY_DEST: case INFO_FAIRY_DEST2: case INFO_FAIRY_DEST3: case INFO_FAIRY_DEST4: case INFO_FAIRY_DEST5: g_hdb->_ai->addToFairystones( aiInfo[_iconList[i].icon].type - INFO_FAIRY_DEST, _iconList[i].x, _iconList[i].y, 1 ); break; } } g_hdb->_ai->initAllEnts(); _mapLoaded = true; return true; } void Map::draw() { if (!_mapLoaded) { return; } int matrixY; int screenX, screenY; int maxTileX, maxTileY; // Calculate Tile Offsets and Panning Offsets _mapTileX = _mapX / kTileWidth; _mapTileY = _mapY / kTileHeight; _mapTileXOff = -(_mapX % kTileWidth); _mapTileYOff = -(_mapY % kTileHeight); matrixY = _mapTileY * _width; screenY = _mapTileYOff; /* Note from Original Source: need to set the number of tiles to draw on the screen. Most of the time we need to draw an extra tile because we're displaying a half-tile, but sometimes the offset is exactly at 0 and thus we don't need to draw a tile offscreen that we'll never see. In fact, doing this fixes a bug that could occur because we would be accessing map data that's outside the map when we're at the very bottom of the map. */ maxTileX = (_mapTileXOff >= -8) ? kScreenXTiles - 1 : kScreenXTiles; maxTileY = (!_mapTileYOff) ? kScreenYTiles - 1 : kScreenYTiles; if (matrixY + (maxTileY - 1)*_width > _height * _width) { return; } _numForegrounds = _numGratings = 0; for (int j = 0; j < maxTileY; j++) { screenX = _mapTileXOff; for (int i = 0; i < maxTileX; i++) { // Draw Background Tile int16 tileIndex = _background[matrixY + _mapTileX + i]; if (tileIndex < 0) { tileIndex = 0; } // Draw if not a sky tile if (!g_hdb->_gfx->isSky(tileIndex)) { g_hdb->_gfx->getTile(tileIndex)->draw(screenX, screenY); } // Draw Foreground Tile tileIndex = _foreground[matrixY + _mapTileX + i]; if (tileIndex >= 0) { Tile *fTile = g_hdb->_gfx->getTile(tileIndex); if (fTile && !(fTile->_flags & kFlagInvisible)) { if ((fTile->_flags & kFlagGrating) && (_numGratings < kMaxGratings)) { // Check for Gratings Flag _gratings[_numGratings].x = screenX; _gratings[_numGratings].y = screenY; _gratings[_numGratings].tile = tileIndex; if (_numGratings < kMaxGratings) _numGratings++; } else if ((fTile->_flags & kFlagForeground)) { // Check for Foregrounds Flag _foregrounds[_numForegrounds].x = screenX; _foregrounds[_numForegrounds].y = screenY; _foregrounds[_numForegrounds].tile = tileIndex; if (_numForegrounds < kMaxForegrounds) _numForegrounds++; } else { if (fTile->_flags & kFlagMasked) { fTile->drawMasked(screenX, screenY); } else { fTile->draw(screenX, screenY); } } } } screenX += kTileWidth; } matrixY += _width; screenY += kTileWidth; } // Animate FAST Map Tiles if (!(_animCycle % kAnimFastFrames)) { for (Common::Array::iterator it = _listBGAnimFast.begin(); it != _listBGAnimFast.end(); it++) { _background[(*it)] = g_hdb->_gfx->animateTile(_background[(*it)]); } for (Common::Array::iterator it = _listFGAnimFast.begin(); it != _listFGAnimFast.end(); it++) { _foreground[(*it)] = g_hdb->_gfx->animateTile(_foreground[(*it)]); } } // Animate MEDIUM Map Tiles if (!(_animCycle % kAnimMediumFrames)) { for (Common::Array::iterator it = _listBGAnimMedium.begin(); it != _listBGAnimMedium.end(); it++) { _background[(*it)] = g_hdb->_gfx->animateTile(_background[(*it)]); } for (Common::Array::iterator it = _listFGAnimMedium.begin(); it != _listFGAnimMedium.end(); it++) { _foreground[(*it)] = g_hdb->_gfx->animateTile(_foreground[(*it)]); } } // Animate SLOW Map Tiles if (!(_animCycle % kAnimSlowFrames)) { for (Common::Array::iterator it = _listBGAnimSlow.begin(); it != _listBGAnimSlow.end(); it++) { _background[(*it)] = g_hdb->_gfx->animateTile(_background[(*it)]); } for (Common::Array::iterator it = _listFGAnimSlow.begin(); it != _listFGAnimSlow.end(); it++) { _foreground[(*it)] = g_hdb->_gfx->animateTile(_foreground[(*it)]); } } _animCycle++; } void Map::drawEnts() { g_hdb->_ai->drawEnts(_mapX, _mapY, kScreenXTiles * kTileWidth, kScreenYTiles * kTileHeight); } void Map::drawGratings() { for (int i = 0; i < _numGratings; i++) { g_hdb->_gfx->getTile(_gratings[i].tile)->drawMasked(_gratings[i].x, _gratings[i].y); } debug(8, "Gratings Count: %d", _numGratings); } void Map::drawForegrounds() { for (int i = 0; i < _numForegrounds; i++) { g_hdb->_gfx->getTile(_foregrounds[i].tile)->drawMasked(_foregrounds[i].x, _foregrounds[i].y); } debug(8, "Foregrounds Count: %d", _numForegrounds); } uint32 Map::getMapBGTileFlags(int x, int y) { if (x < 0 || x >= _width || y < 0 || y >= _height) { return 0; } Tile *tile = g_hdb->_gfx->getTile(_background[y * _width + x]); if (tile) return tile->_flags; return 0; } uint32 Map::getMapFGTileFlags(int x, int y) { if (x < 0 || x >= _width || y < 0 || y >= _height) { return 0; } Tile *tile = g_hdb->_gfx->getTile(_foreground[y * _width + x]); if (tile) return tile->_flags; return 0; } int16 Map::getMapBGTileIndex(int x, int y) { if (x < 0 || x >= _width || y < 0 || y >= _height) { return 0; } return _background[y * _width + x]; } int16 Map::getMapFGTileIndex(int x, int y) { if (x < 0 || x >= _width || y < 0 || y >= _height) { return 0; } return _foreground[y * _width + x]; } void Map::setMapBGTileIndex(int x, int y, int index) { if (x < 0 || x >= _width || y < 0 || y >= _height) { return; } _background[y * _width + x] = index; } void Map::setMapFGTileIndex(int x, int y, int index) { if (x < 0 || x >= _width || y < 0 || y >= _height) { return; } _foreground[y * _width + x] = index; } void Map::addBGTileAnimation(int x, int y) { int i = y * _width + x; Tile *tile = g_hdb->_gfx->getTile(_background[i]); if (!tile) return; uint32 flags = tile->_flags; // BACKGROUND if ((flags & kFlagAnimFast) == kFlagAnimFast) { // check 'fast' first since it's a combo of slow & medium _listBGAnimFast.push_back(i); } else if ((flags & kFlagAnimSlow) == kFlagAnimSlow) { _listBGAnimSlow.push_back(i); } else if ((flags & kFlagAnimMedium) == kFlagAnimMedium) { _listBGAnimMedium.push_back(i); } } void Map::addFGTileAnimation(int x, int y) { int i = y * _width + x; Tile *tile = g_hdb->_gfx->getTile(_foreground[i]); if (!tile) return; uint32 flags = tile->_flags; // FOREGROUND if (flags & kFlagAnimFast) { _listFGAnimFast.push_back(i); } else if (flags & kFlagAnimSlow) { _listFGAnimSlow.push_back(i); } else if (flags & kFlagAnimMedium) { _listFGAnimMedium.push_back(i); } } void Map::removeBGTileAnimation(int x, int y) { uint idx = y * _width + x; for (uint i = 0; i < _listBGAnimFast.size(); i++) if (_listBGAnimFast[i] == idx) { _listBGAnimFast.remove_at(i); return; } for (uint i = 0; i < _listBGAnimSlow.size(); i++) if (_listBGAnimSlow[i] == idx) { _listBGAnimSlow.remove_at(i); return; } for (uint i = 0; i < _listBGAnimMedium.size(); i++) if (_listBGAnimMedium[i] == idx) { _listBGAnimMedium.remove_at(i); return; } } void Map::removeFGTileAnimation(int x, int y) { uint idx = y * _width + x; for (uint i = 0; i < _listFGAnimFast.size(); i++) if (_listFGAnimFast[i] == idx) { _listFGAnimFast.remove_at(i); return; } for (uint i = 0; i < _listFGAnimSlow.size(); i++) if (_listFGAnimSlow[i] == idx) { _listFGAnimSlow.remove_at(i); return; } for (uint i = 0; i < _listFGAnimMedium.size(); i++) if (_listFGAnimMedium[i] == idx) { _listFGAnimMedium.remove_at(i); return; } } void Map::getMapXY(int *x, int *y) { *x = _mapX; *y = _mapY; } void Map::setMapXY(int x, int y) { if (x < 0) { x = 0; } else if (x > (_width * kTileWidth - 480)) { x = _width * kTileWidth - 480; } if (y < 0) { y = 0; } else if (y > (_height * kTileHeight - 480)) { y = _height * kTileHeight - 480; } _mapX = x; _mapY = y; } // Sets _mapX and _mapY and tries to center the map around X, Y void Map::centerMapXY(int x, int y) { int checkx = x / kTileWidth; int checky = y / kTileHeight; int minx, miny, maxx, maxy; // Scan from centerX to right edge maxx = (_width - (16/2)) * kTileWidth; for (int i = checkx + 1; i <= checkx + (16 / 2); i++) { if (!getMapBGTileIndex(i, checky)) { maxx = (i - (16 / 2)) * kTileWidth; break; } } // Scan from centerX to left edge minx = 0; for (int i = checkx - 1; i >= checkx - (16 / 2); i--) { if (!getMapBGTileIndex(i, checky)) { // +1 because we don't want to see one whole tile minx = (1 + i + (16 / 2)) * kTileWidth; break; } } // Scan from centerY to bottom edge maxy = (_height - (16/2)) * kTileHeight; for (int i = checky + 1; i <= checky + (16 / 2); i++) { if (!getMapBGTileIndex(checkx, i)) { maxy = (i - (16 / 2)) * kTileHeight; break; } } // Scan from centerY to top edge miny = 0; for (int i = checky - 1; i >= checkx - (16 / 2); i--) { if (!getMapBGTileIndex(checkx, i)) { // +! because we don't want to see one whole tile miny = (1 + i + (16 / 2)) * kTileHeight; break; } } if (x < minx) { x = minx; } else if (x > maxx) { x = maxx; } if (y < miny) { y = miny; } else if (y > maxy) { y = maxy; } x -= (480 / 2); y -= (480 / 2); setMapXY(x, y); } bool Map::checkEntOnScreen(AIEntity *e) { return ((e->x > _mapX - 32) && (e->x < _mapX + kScreenXTiles * kTileWidth) && (e->y > _mapY - 32) && (e->y < kScreenYTiles * kTileHeight)); } bool Map::checkXYOnScreen(int x, int y) { return ((x > _mapX - 32) && (x < _mapX + kScreenXTiles * kTileWidth) && (y > _mapY - 32) && (y < kScreenYTiles * kTileHeight)); } bool Map::checkOneTileExistInRange(int tileIndex, int count) { for (int i = 0; i < _width*_height; i++) { if (_background[i] >= tileIndex && _background[i] < tileIndex + count) return true; if (_foreground[i] >= tileIndex && _foreground[i] < tileIndex + count) return true; } return true; } }