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aee/mapa.cpp

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#include "mapa.h"
#include "jgame.h"
#include "jinput.h"
#include <stdlib.h>
Mapa::Mapa( JD8_Surface gfx, Prota* sam ) {
this->gfx = gfx;
this->sam = sam;
this->preparaFondoEstatic();
this->preparaTombes();
this->ultim_vertex.columna = 255;
this->frame_torxes = 0;
this->farao = false;
this->clau = false;
this->porta_oberta = false;
this->nova_momia = false;
}
Mapa::~Mapa(void) {
JD8_FreeSurface( this->fondo );
}
void Mapa::draw() {
if( info::num_piramide != 4 ) {
switch( sam->o ) {
case 0: // Down
JD8_BlitCKToSurface( sam->x, sam->y, this->gfx, 15, 125 + sam->frame_pejades, 15, 1, this->fondo, 255 );
break;
case 1: // Up
JD8_BlitCKToSurface( sam->x, sam->y + 15, this->gfx, 0, 125 + ( 14 - sam->frame_pejades ), 15, 1, this->fondo, 255 );
break;
case 2: // Right
JD8_BlitCKToSurface( sam->x + 7, sam->y, this->gfx, 30 + sam->frame_pejades, 125, 1, 15, this->fondo, 255 );
break;
case 3: // Left
JD8_BlitCKToSurface( sam->x + 8, sam->y, this->gfx, 45 + ( 14 - sam->frame_pejades ), 125, 1, 15, this->fondo, 255 );
break;
}
}
JD8_Blit( this->fondo );
// Pinta tombes
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
JD8_BlitCK(35 + (x * 65), 45 + (y * 35), this->gfx, this->tombes[x + y * 4].x, this->tombes[x + y * 4].y, 50, 20, 255);
}
}
JD8_BlitCK( 45, 15, this->gfx, 30 + ( this->frame_torxes * 25 ), 80, 25, 15, 255 );
JD8_BlitCK( 95, 15, this->gfx, 30 + ( this->frame_torxes * 25 ), 80, 25, 15, 255 );
JD8_BlitCK( 195, 15, this->gfx, 30 + ( this->frame_torxes * 25 ), 80, 25, 15, 255 );
JD8_BlitCK( 245, 15, this->gfx, 30 + ( this->frame_torxes * 25 ), 80, 25, 15, 255 );
};
void Mapa::update() {
if( ( ( sam->x - 20 ) % 65 == 0 ) && ( ( sam->y - 30 ) % 35 == 0 ) && ( ( this->ultim_vertex.columna != ( sam->x - 20 ) / 65 ) || ( this->ultim_vertex.fila != ( sam->y - 30 ) / 35 ) ) ) {
this->vertex.columna = ( sam->x - 20 ) / 65;
this->vertex.fila = ( sam->y - 30 ) / 35;
if( this->ultim_vertex.columna != 255 ) this->comprovaUltimCami();
this->ultim_vertex = this->vertex;
}
if( this->porta_oberta && sam->x == 150 && sam->y == 30 ) {
if( JI_KeyPressed( SDL_SCANCODE_UP ) ) {
this->sam->o = 4;
this->sam->y -= 15;
}
}
if( JG_GetCycleCounter()%8 == 0 ) {
this->frame_torxes++;
this->frame_torxes = this->frame_torxes % 4;
}
}
bool Mapa::novaMomia() {
bool resultat = nova_momia;
nova_momia = false;
return resultat;
}
void Mapa::preparaFondoEstatic() {
// Prepara el fondo est<73>tic de l'habitaci<63>
this->fondo = JD8_NewSurface();
if (info::num_piramide == 6) {
JD8_BlitToSurface(9, 2, this->gfx, 227, 185, 92, 7, this->fondo); // Text "SECRETA"
}
else {
JD8_BlitToSurface(9, 2, this->gfx, 60, 185, 39, 7, this->fondo); // Text "NIVELL"
JD8_BlitToSurface(72, 6, this->gfx, 153, 189, 3, 1, this->fondo); // Ralleta entre num piramide i num habitacio
}
JD8_BlitToSurface(130, 2, this->gfx, 225, 192, 19, 8, this->fondo); // Montonet de monedes + signe '='
JD8_BlitToSurface(220, 2, this->gfx, 160, 185, 48, 7, this->fondo); // Text "ENERGIA"
if (info::diners >= 200) JD8_BlitToSurface(175, 3, this->gfx, 60, 193, 7, 6, this->fondo);
// Pinta taulells
for( int y = 0; y < 11; y++ ) {
for( int x = 0; x < 19; x++ ) {
switch( info::num_piramide ) {
case 1:
JD8_BlitToSurface( 20+(x*15), 30+(y*15), this->gfx, 0, 80, 15, 15, this->fondo );
break;
case 2:
JD8_BlitToSurface( 20+(x*15), 30+(y*15), this->gfx, 25, 95, 15, 15, this->fondo );
break;
case 3:
JD8_BlitToSurface( 20+(x*15), 30+(y*15), this->gfx, 40, 95, 15, 15, this->fondo );
break;
case 4:
JD8_BlitToSurface( 20+(x*15), 30+(y*15), this->gfx, 175 + ((rand()%3)*15), 80, 15, 15, this->fondo );
break;
case 5:
JD8_BlitToSurface( 20+(x*15), 30+(y*15), this->gfx, 130, 80, 15, 15, this->fondo );
break;
case 6:
JD8_BlitToSurface(20 + (x * 15), 30 + (y * 15), this->gfx, 145, 80, 15, 15, this->fondo);
break;
}
}
}
// Pinta vores de les parets
JD8_BlitCKToSurface( 5, 15, this->gfx, 30, 110, 15, 15, this->fondo, 255 );
JD8_BlitCKToSurface( 295, 15, this->gfx, 45, 110, 15, 15, this->fondo, 255 );
JD8_BlitCKToSurface( 5, 180, this->gfx, 0, 155, 15, 20, this->fondo, 255 );
JD8_BlitCKToSurface( 295, 180, this->gfx, 15, 155, 15, 20, this->fondo, 255 );
// Pinta parets verticals
for( int i = 0; i < 10; i++ ) {
JD8_BlitToSurface( 5, 30+(i*15), this->gfx, 0, 110, 15, 15, this->fondo );
JD8_BlitToSurface( 295, 30+(i*15), this->gfx, 15, 110, 15, 15, this->fondo );
}
// Pinta parets hortzintals
for( int i = 0; i < 11; i++ ) {
JD8_BlitToSurface( 20+(i*25), 185, this->gfx, 0, 95, 25, 15, this->fondo );
JD8_BlitToSurface( 20+(i*25), 15, this->gfx, 0, 95, 25, 15, this->fondo );
}
// Pinta la porta
JD8_BlitCKToSurface( 150, 18, this->gfx, 0, 143, 15, 12, this->fondo, 255 );
if( info::num_piramide == 2 ) {
JD8_BlitToSurface( 5, 100, this->gfx, 30, 140, 15, 15, this->fondo );
}
}
void swap( Uint8& a, Uint8& b ) {
Uint8 temp = a;
a = b;
b = temp;
}
void Mapa::preparaTombes() {
const Uint8 contingut = info::num_piramide == 6 ? CONTE_DIAMANT : CONTE_RES;
int cx = info::num_piramide == 6 ? 270 : 0;
int cy = info::num_piramide == 6 ? 50 : 0;
for( int i = 0; i < 16; i++ ) {
this->tombes[i].contingut = contingut;
this->tombes[i].oberta = false;
this->tombes[i].costat[0] = false;
this->tombes[i].costat[1] = false;
this->tombes[i].costat[2] = false;
this->tombes[i].costat[3] = false;
this->tombes[i].x = cx;
this->tombes[i].y = cy;
}
if (info::num_piramide == 6) return;
this->tombes[0].contingut = CONTE_FARAO;
this->tombes[1].contingut = CONTE_CLAU;
this->tombes[2].contingut = CONTE_PERGAMI;
this->tombes[3].contingut = CONTE_MOMIA;
for( int i = 4; i < 8; i++ ) this->tombes[i].contingut = CONTE_RES;
for( int i = 8; i < 16; i++ ) this->tombes[i].contingut = CONTE_TRESOR;
for( int i = 0; i < 50; i++ ) swap( this->tombes[rand()%16].contingut, this->tombes[rand()%16].contingut );
}
Uint8 minim( Uint8 a, Uint8 b ) {
return (a<b)?a:b;
}
void Mapa::comprovaUltimCami() {
Uint8 col_aux = abs( this->vertex.columna - this->ultim_vertex.columna );
Uint8 fil_aux = abs( this->vertex.fila - this->ultim_vertex.fila );
if( col_aux > fil_aux ) { // Cam<61> horitzontal
Uint8 cami_fila = this->vertex.fila;
Uint8 cami_columna = minim( this->vertex.columna, this->ultim_vertex.columna );
Sint8 caixa_avall = ( cami_fila << 2 ) + cami_columna;
Sint8 caixa_amunt = caixa_avall - 4;
if( caixa_avall < 16 ) {
this->tombes[caixa_avall].costat[0] = true;
this->comprovaCaixa( caixa_avall );
}
if( caixa_amunt >= 0 ) {
this->tombes[caixa_amunt].costat[2] = true;
this->comprovaCaixa( caixa_amunt );
}
} else { // Cam<61> vertical
Uint8 cami_columna = this->vertex.columna;
Uint8 cami_fila = minim( this->vertex.fila, this->ultim_vertex.fila );
Sint8 caixa_dreta = ( cami_fila << 2 ) + cami_columna;
Sint8 caixa_esquerra = caixa_dreta - 1;
if( caixa_dreta <= ( cami_fila << 2 ) + 3 ) {
this->tombes[caixa_dreta].costat[3] = true;
this->comprovaCaixa( caixa_dreta );
}
if( caixa_esquerra >= ( cami_fila << 2 ) ) {
this->tombes[caixa_esquerra].costat[1] = true;
this->comprovaCaixa( caixa_esquerra );
}
}
}
void Mapa::comprovaCaixa( Uint8 num )
{
// Si la tomba ja està oberta, no hi ha res que mirar
if( this->tombes[num].oberta ) return;
// Si algun costat encara no està passat, no hi ha res que fer
for( int i = 0; i < 4; i++ ) if( !this->tombes[num].costat[i] ) return;
// Sinó, pos la acabem d'obrir
this->tombes[num].oberta = true;
// Comprobem el premi del kinder sorpresa
switch( this->tombes[num].contingut )
{
case CONTE_RES:
this->tombes[num].x = 50;
break;
case CONTE_TRESOR:
this->tombes[num].x = 100;
info::diners++;
break;
case CONTE_FARAO:
this->tombes[num].x = 150;
this->farao = true;
break;
case CONTE_CLAU:
this->tombes[num].x = 200;
this->clau = true;
break;
case CONTE_MOMIA:
this->tombes[num].y = 175;
this->nova_momia = true;
break;
case CONTE_PERGAMI:
this->tombes[num].x = 250;
this->sam->pergami = true;
break;
case CONTE_DIAMANT:
this->tombes[num].y = 70;
info::diamants++;
info::diners += VALOR_DIAMANT;
if (info::diamants == 16) this->farao = this->clau = true;
break;
}
this->comprovaPorta();
}
void Mapa::comprovaPorta() {
if( this->clau && this->farao ) {
JD8_BlitCKToSurface( 150, 18, this->gfx, 15, 143, 15, 12, this->fondo, 255 );
porta_oberta = true;
}
}