#include "room.h" #include "jdraw.h" #include "jfile.h" #include "jutil.h" #include "actor.h" namespace room { static int current_room = 0; static int inner_w = 2; static int inner_h = 2; static vec3_t size = {8,8,8}; // Tamany de l'habitació en tiles static vec3_t tmin = {0,0,0}; // primer tile en cada coordenada static vec3_t tmax = {7,7,7}; // ultim tile en cada coordenada static vec3_t min = {0,0,0}; // primer "pixel isometric" en cada coordenada static vec3_t max = {56,56,56}; // ultim "pixel isometric" en cada coordenada static int doors = NO_DOOR; // Portes obertes static int door_height[4]; // Altura de cada porta static int exits[6]; // Habitació destí a la que du cada porta (piso i sostre inclosos) static int color = 5; // Color de l'habitació static int floor_type = 0; // Tile per al piso static int walls_type = 0; // Tile per a les pareds static int doors_type = 0; // Textura per a les portes static int walldoors_type = 0; // Textura per a baix de les portes static bool modified = false; // Surface on se guarden els gràfics de cada cosa static draw::surface *floor_surf = nullptr; static draw::surface *walls_surf = nullptr; static draw::surface *doors_surf = nullptr; static draw::surface *aux_surf = nullptr; void init() { actor::clear(); // [TODO][2024-06-05] Açò es una xorrada. Si al final sempre son els mateixos arxius, // carregar açò al principi del joc i au if (floor_surf) draw::freeSurface(floor_surf); if (walls_surf) draw::freeSurface(walls_surf); if (doors_surf) draw::freeSurface(doors_surf); if (aux_surf) draw::freeSurface(aux_surf); floor_surf = draw::loadSurface("floor.gif"); walls_surf = draw::loadSurface("walls.gif"); doors_surf = draw::loadSurface("doors.gif"); aux_surf = draw::loadSurface("roomaux.gif"); editor::updateRoomList(); } void refresh() { size = {(inner_w+1)*2,(inner_h+1)*2,3}; tmin = {3-inner_w,3-inner_h,0}; tmax = {4+inner_w,4+inner_h,3}; min = {tmin.x*8,tmin.y*8,0}; max = {tmax.x*8,tmax.y*8,24}; doors = (door_height[XP]>=0?DOOR_XP:0) | (door_height[XN]>=0?DOOR_XN:0) | (door_height[YP]>=0?DOOR_YP:0) | (door_height[YN]>=0?DOOR_YN:0); //door_height[0] = inner_xp; //XP //door_height[1] = inner_xn; //XN //door_height[2] = inner_yp; //YP //door_height[3] = inner_yn; //YN if (doors & DOOR_YP) { uint8_t actual_floor = door_height[2]>0?0:floor_type*32; actor::actor_t *act = actor::create("DOOR_YP1", {24,(tmax.y+1)*8,0}, {8,8,(door_height[2])*4}, "floor.gif", {actual_floor,1,32,15}, {0,15+door_height[2]*8}); act->flags = FLAG_NOEDITOR; actor::setDirty(act, true); act = actor::create("DOOR_YP2", {32,(tmax.y+1)*8,0}, {8,8,(door_height[2])*4}, "floor.gif", {actual_floor,1,32,15}, {0,15+door_height[2]*8}); act->flags = FLAG_NOEDITOR; actor::setDirty(act, true); } if (doors & DOOR_XP) { uint8_t actual_floor = door_height[0]>0?0:floor_type*32; actor::actor_t *act = actor::create("DOOR_XP1", {(tmax.x+1)*8,24,0}, {8,8,(door_height[0])*4}, "floor.gif", {actual_floor,1,32,15}, {0,15+door_height[0]*8}); act->flags = FLAG_NOEDITOR; actor::setDirty(act, true); act = actor::create("DOOR_XP2", {(tmax.x+1)*8,32,0}, {8,8,(door_height[0])*4}, "floor.gif", {actual_floor,1,32,15}, {0,15+door_height[0]*8}); act->flags = FLAG_NOEDITOR; actor::setDirty(act, true); } actor::reorder(); } //void load(int x, int y, int8_t xp, int8_t xn, int8_t yp, int8_t yn, uint8_t col, uint8_t floor, uint8_t walls, uint8_t door, uint8_t walldoor) void load(const int room) { if (modified) editor::save(); if (room > 64) { perror("ERROR: Nombre d'habitació massa gran! Eixint..."); exit(1); } init(); // Primer carreguem els valors per defecte inner_w = inner_h = 2; for (int i=0;i<4;++i) door_height[i] = -1; color = 9; floor_type = walls_type = doors_type = walldoors_type = 0; for (int i=0;i<6;++i) exits[i] = -1; // Després intentem carregar els valors segons el arxiu que toca, si existeix char filename[] = "rooms/00.txt"; filename[6] = int(room/10)+48; filename[7] = (room%10)+48; int filesize=0; char *buffer = file::getFileBuffer(filename, filesize, true); char *original_buffer = buffer; if (buffer) { while (*buffer != 0) { const char* key = file::readString(&buffer); if (util::strcomp(key, "width:")) { const int val = file::readInt(&buffer); inner_w = SDL_clamp(val, 0, 3); } else if (util::strcomp(key, "height:")) { const int val = file::readInt(&buffer); inner_h = SDL_clamp(val, 0, 3); } else if (util::strcomp(key, "door-height-xp:")) { const int val = file::readInt(&buffer); door_height[XP] = SDL_clamp(val, -1, 5); } else if (util::strcomp(key, "door-height-xn:")) { const int val = file::readInt(&buffer); door_height[XN] = SDL_clamp(val, -1, 5); } else if (util::strcomp(key, "door-height-yp:")) { const int val = file::readInt(&buffer); door_height[YP] = SDL_clamp(val, -1, 5); } else if (util::strcomp(key, "door-height-yn:")) { const int val = file::readInt(&buffer); door_height[YN] = SDL_clamp(val, -1, 5); } else if (util::strcomp(key, "color:")) { color = util::stringToInt(file::readString(&buffer), {"blue", "red", "purple", "green", "cyan", "yellow", "white"}, {5, 6, 7, 8, 9, 10, 11}); } else if (util::strcomp(key, "floor-texture:")) { floor_type = file::readInt(&buffer); } else if (util::strcomp(key, "wall-texture:")) { walls_type = file::readInt(&buffer); } else if (util::strcomp(key, "door-texture:")) { doors_type = file::readInt(&buffer); } else if (util::strcomp(key, "under-door-texture:")) { walldoors_type = file::readInt(&buffer); } else if (util::strcomp(key, "exit-xp:")) { const int val = file::readInt(&buffer); exits[0] = SDL_clamp(val, 0, 64); } else if (util::strcomp(key, "exit-xn:")) { const int val = file::readInt(&buffer); exits[1] = SDL_clamp(val, 0, 64); } else if (util::strcomp(key, "exit-yp:")) { const int val = file::readInt(&buffer); exits[2] = SDL_clamp(val, 0, 64); } else if (util::strcomp(key, "exit-yn:")) { const int val = file::readInt(&buffer); exits[3] = SDL_clamp(val, 0, 64); } else if (util::strcomp(key, "exit-zp:")) { const int val = file::readInt(&buffer); exits[4] = SDL_clamp(val, 0, 64); } else if (util::strcomp(key, "exit-zn:")) { const int val = file::readInt(&buffer); exits[5] = SDL_clamp(val, 0, 64); } else if (util::strcomp(key, "actor{")) { actor::actor_t *act = actor::createFromFile(&buffer); actor::setDirty(act, true); } } free(original_buffer); } current_room = room; refresh(); } void update() { actor::remove(actor::find("DOOR_XP1")); actor::remove(actor::find("DOOR_XP2")); actor::remove(actor::find("DOOR_YP1")); actor::remove(actor::find("DOOR_YP2")); refresh(); } void draw() { draw::pushSource(); draw::swapcol(1, color); // RUTINES DE PINTAT DE LA PORTA DE DALT A LA DRETA if (doors & DOOR_YN) { // Si la porta està elevada, pintar la part frontal de baix de la porta if (door_height[3] > 0) { draw::setSource(walls_surf); draw::draw( 164+3*16-tmin.y*16, (36+3*8+tmin.y*8) + (5-door_height[3])*8, 16, 48-(5-door_height[3])*8, walldoors_type*16, (5-door_height[3])*8); draw::draw( 164+4*16-tmin.y*16, (36+4*8+tmin.y*8) + (5-door_height[3])*8, 16, 48-(5-door_height[3])*8, walldoors_type*16, (5-door_height[3])*8); } // Pintem els dos tiles baix de la porta draw::setSource(walls_surf); draw::draw(164+4*16-(tmin.y-1)*16, -door_height[3]*8+84+4*8+(tmin.y-1)*8, 16, 15, walls_type*16, 33, DRAW_FLIP_HORIZONTAL); // Vora draw::setSource(floor_surf); draw::draw(148+3*16-(tmin.y-1)*16, -door_height[3]*8+76+3*8+(tmin.y-1)*8, 32, 15, floor_type*32, 1); // Tile de Piso draw::draw(148+4*16-(tmin.y-1)*16, -door_height[3]*8+76+4*8+(tmin.y-1)*8, 32, 15, floor_type*32, 1); // Tile de Piso // Pintem la porta draw::setSource(doors_surf); draw::draw(164+3*16-tmin.y*16, -door_height[3]*8+32+3*8+tmin.y*8,40,59,doors_type*40,0); } // RUTINES DE PINTAT DE LA PORTA DE DALT A LA ESQUERRA if (doors & DOOR_XN) { // Si la porta està elevada, pintar la part frontal de baix de la porta if (door_height[1] > 0) { draw::setSource(walls_surf); draw::draw(148+tmin.x*16-3*16, (36+tmin.x*8+3*8)+(5-door_height[1])*8, 16, 48-(5-door_height[1])*8, walldoors_type*16, (5-door_height[1])*8, DRAW_FLIP_HORIZONTAL); draw::draw(148+tmin.x*16-4*16, (36+tmin.x*8+4*8)+(5-door_height[1])*8, 16, 48-(5-door_height[1])*8, walldoors_type*16, (5-door_height[1])*8, DRAW_FLIP_HORIZONTAL); } // Pintem els dos tiles baix de la porta draw::setSource(walls_surf); draw::draw(164+(tmin.x-1)*16-5*16, -door_height[1]*8+84+(tmin.x-1)*8+4*8, 16, 15, walls_type*16, 33); // Vora draw::setSource(floor_surf); draw::draw(148+(tmin.x-1)*16-3*16, -door_height[1]*8+76+(tmin.x-1)*8+3*8,32,15,floor_type*32,1); draw::draw(148+(tmin.x-1)*16-4*16, -door_height[1]*8+76+(tmin.x-1)*8+4*8,32,15,floor_type*32,1); // Pintem la porta draw::setSource(doors_surf); draw::draw(164+(tmin.x-1)*16-4*16-8, -door_height[1]*8+32+3*8+9+(tmin.x-1)*8, 40,59, doors_type*40,0, DRAW_FLIP_HORIZONTAL); } draw::setSource(walls_surf); for (int x=tmin.x;x<=tmax.x;++x) { // Si hi ha porta en YP i està a altura 0, no pintem la vorera en eixos dos tiles if ( !(doors & DOOR_YP) || (door_height[2] != 0) || (x!=3 && x!=4) ) draw::draw(148+x*16-tmax.y*16,84+x*8+tmax.y*8,16,15,walls_type*16, 33); // Si hi ha porta en YN, no pintem la pared en eixos dos tiles if ( !(doors & DOOR_YN) || (x!=3 && x!=4) ) draw::draw(164+x*16-tmin.y*16,36+x*8+tmin.y*8,16,48,walls_type*16, 0); } for (int y=tmin.y;y<=tmax.y;++y) { draw::setSource(walls_surf); // Si hi ha porta en XP i està a altura 0, no pintem la vorera en eixos dos tiles if ( !(doors & DOOR_XP) || (door_height[0] != 0) || (y!=3 && y!=4) ) draw::draw(164+tmax.x*16-y*16,84+tmax.x*8+y*8,16,15,walls_type*16, 33, DRAW_FLIP_HORIZONTAL); // Si hi ha porta en XN, no pintem la pared en eixos dos tiles if ( !(doors & DOOR_XN) || (y!=3 && y!=4) ) draw::draw(148+tmin.x*16-y*16,36+tmin.x*8+y*8,16,48,walls_type*16,0, DRAW_FLIP_HORIZONTAL); // Pintem tots els tiles del piso draw::setSource(floor_surf); for (int x=tmin.x;x<=tmax.x;++x) { draw::draw(148+x*16-y*16,76+x*8+y*8,32,15,floor_type*32,1); } } draw::popSource(); } void draw2() { draw::pushSource(); draw::swapcol(1, color); if (doors & DOOR_YP) { // Pintem les voreres dels dos tiles extra per a la porta YP draw::setSource(walls_surf); draw::draw(164+4*16-(tmax.y+1)*16, -door_height[2]*8+84+4*8+(tmax.y+1)*8, 16, 15+door_height[2]*8, walldoors_type*16, 1, DRAW_FLIP_HORIZONTAL); draw::draw(148+3*16-(tmax.y+1)*16, -door_height[2]*8+84+3*8+(tmax.y+1)*8, 16, 15+door_height[2]*8, walldoors_type*16, 1); draw::draw(148+4*16-(tmax.y+1)*16, -door_height[2]*8+84+4*8+(tmax.y+1)*8, 16, 15+door_height[2]*8, walldoors_type*16, 1); draw::setSource(aux_surf); draw::draw(164+4*16-(tmax.y+1)*16, 91+4*8+(tmax.y+1)*8, 16, 8, 16, 0); draw::draw(148+3*16-(tmax.y+1)*16, 91+3*8+(tmax.y+1)*8, 16, 8, 0, 0); draw::draw(148+4*16-(tmax.y+1)*16, 91+4*8+(tmax.y+1)*8, 16, 8, 0, 0); // Pintem la porta YP draw::setSource(doors_surf); draw::draw(164+3*16-8-(tmax.y+1)*16, -door_height[2]*8+32+3*8+4+(tmax.y+1)*8,40,59,doors_type*40,0); } if (doors & DOOR_XP) { // Pintem les voreres dels dos tiles extra per a la porta XP draw::setSource(walls_surf); draw::draw(148+(tmax.x+1)*16-4*16, -door_height[0]*8+84+(tmax.x+1)*8+4*8,16,15+door_height[0]*8,walldoors_type*16, 1); draw::draw(164+(tmax.x+1)*16-3*16, -door_height[0]*8+84+(tmax.x+1)*8+3*8,16,15+door_height[0]*8,walldoors_type*16, 1, DRAW_FLIP_HORIZONTAL); draw::draw(164+(tmax.x+1)*16-4*16, -door_height[0]*8+84+(tmax.x+1)*8+4*8,16,15+door_height[0]*8,walldoors_type*16, 1, DRAW_FLIP_HORIZONTAL); draw::setSource(aux_surf); draw::draw(148+(tmax.x+1)*16-4*16, 91+(tmax.x+1)*8+4*8,16,8,0,0); draw::draw(164+(tmax.x+1)*16-3*16, 91+(tmax.x+1)*8+3*8,16,8,16,0); draw::draw(164+(tmax.x+1)*16-4*16, 91+(tmax.x+1)*8+4*8,16,8,16,0); // Pintem la porta XP draw::setSource(doors_surf); draw::draw( 164+(tmax.x+1)*16-4*16-16, -door_height[0]*8+32+3*8+4+(tmax.x+1)*8, 40,59, doors_type*40,0, DRAW_FLIP_HORIZONTAL); } draw::popSource(); } vec3_t getSize() { return size; } vec3_t getMin() { return min; } vec3_t getMax() { return max; } uint8_t getDoors() { return doors; } uint8_t getDoor(const int d) { return door_height[d]; } uint8_t getColor() { return color; } namespace editor { static bool room_exists[256]; int &refWidth() { return inner_w; } int &refHeight() { return inner_h; } int &refDoor(const int which) { return door_height[which]; } int &refColor() { return color; } int &refFloorTex() { return floor_type; } int &refWallTex() { return walls_type; } int &refDoorTex() { return doors_type; } int &refWallDoorTex() { return walldoors_type; } int &refExit(const int which) { return exits[which]; } bool roomExists(const int which) { return room_exists[which]; } void updateRoomList() { for (int room=0; room<64; ++room) { char filename[] = "rooms/00.txt"; filename[6] = int(room/10)+48; filename[7] = (room%10)+48; room_exists[room] = (file::fileExists(filename)); }; } int getCurrentRoom() { return current_room; } const char *numToColor(uint8_t value) { const char* colors[7] = {"blue", "red", "purple", "green", "cyan", "yellow", "white"}; return colors[value-5]; } void modify() { modified = true; } void save() { char filename[] = "data/rooms/00.txt"; filename[6] = int(current_room/10)+48; filename[7] = (current_room%10)+48; FILE *f = fopen(filename, "w"); fprintf(f, "width: %i\n", inner_w); fprintf(f, "height: %i\n", inner_h); fprintf(f, "door-height-xp: %i\n", door_height[XP]); fprintf(f, "door-height-xn: %i\n", door_height[XN]); fprintf(f, "door-height-yp: %i\n", door_height[YP]); fprintf(f, "door-height-yn: %i\n", door_height[YN]); fprintf(f, "color: %s\n", numToColor(color)); fprintf(f, "floor-texture: %i\n", floor_type); fprintf(f, "wall-texture: %i\n", walls_type); fprintf(f, "door-texture: %i\n", doors_type); fprintf(f, "under-door-texture: %i\n", walldoors_type); fprintf(f, "exit-xp: %i\n", exits[XP]); fprintf(f, "exit-xn: %i\n", exits[XN]); fprintf(f, "exit-yp: %i\n", exits[YP]); fprintf(f, "exit-yn: %i\n", exits[YN]); fprintf(f, "exit-zp: %i\n", exits[ZP]); fprintf(f, "exit-zn: %i\n", exits[ZN]); actor::actor_t *act = actor::getFirst(); while (act) { actor::saveToFile(f, act); act = act->next; } fclose(f); modified = false; } } }