Files
thepool/source/room.cpp
Raimon Zamora 74e46f6e85 - [CHG] Si no està editant, que no resalte ningún actor
- [FIX] El camp d'edició de la textura de baix les portes no es veïa
- [NEW] Si hi ha eixida per baix, no pintar el piso
2024-06-14 19:48:02 +02:00

442 lines
18 KiB
C++

#include "room.h"
#include "jdraw.h"
#include "jfile.h"
#include "jutil.h"
#include "actor.h"
#include "editor.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 (room > 64 || room < 0) { return; }
if (modified && ::editor::isEditing()) editor::save();
actor::actor_t *sel = actor::getSelected();
char selected_actor_name[16]; selected_actor_name[0] = 0;
if (sel) strcpy(selected_actor_name, sel->name);
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();
actor::select(actor::find(selected_actor_name));
}
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 (exits[ZN]==-1) 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 (exits[ZN]==-1) 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
if (exits[ZN]==-1)
{
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 getExit(const int d)
{
return exits[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[11] = int(current_room/10)+48;
filename[12] = (current_room%10)+48;
FILE *f = fopen(filename, "w");
fprintf(f, "width: %i\n", inner_w);
fprintf(f, "height: %i\n", inner_h);
if (door_height[XP]!=-1) fprintf(f, "door-height-xp: %i\n", door_height[XP]);
if (door_height[XN]!=-1) fprintf(f, "door-height-xn: %i\n", door_height[XN]);
if (door_height[YP]!=-1) fprintf(f, "door-height-yp: %i\n", door_height[YP]);
if (door_height[YN]!=-1) 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);
if (exits[XP]!=-1) fprintf(f, "exit-xp: %i\n", exits[XP]);
if (exits[XN]!=-1) fprintf(f, "exit-xn: %i\n", exits[XN]);
if (exits[YP]!=-1) fprintf(f, "exit-yp: %i\n", exits[YP]);
if (exits[YN]!=-1) fprintf(f, "exit-yn: %i\n", exits[YN]);
if (exits[ZP]!=-1) fprintf(f, "exit-zp: %i\n", exits[ZP]);
if (exits[ZN]!=-1) fprintf(f, "exit-zn: %i\n", exits[ZN]);
actor::actor_t *act = actor::getFirst();
while (act)
{
if ( (act->flags&(FLAG_HERO|FLAG_NOEDITOR))==0 ) actor::saveToFile(f, act);
act = act->next;
}
fclose(f);
modified = false;
}
}
}