PersonalVotingMachine/basic-setup/components/u8g2/sys/sdl/gm2/item.c

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2020-12-22 14:30:09 +02:00
/*
item.c
during level setup, the item pool is filled with items from the
onmap list.
*/
#include <stddef.h>
#include "ugl_bc.h"
#include "item.h"
#include "map.h"
/* max number of items in the pool */
#define ITEM_MAX 32
/* current number of items in the pool */
uint8_t item_cnt;
/* current level */
uint8_t current_level;
/* the pool with all dynamic created items */
item_t item_pool[ITEM_MAX];
item_t *item_under_pos; /* set by getMapTile() */
bc_t bc;
/*===============================================*/
void execute(uint16_t pos)
{
bc_exec(&bc, map_code, pos);
}
/*===============================================*/
void posStep(pos_t *pos, uint8_t dir)
{
switch( dir )
{
case 0:
pos->x+=1;
break;
case 1:
pos->y+=1;
break;
case 2:
pos->x-=1;
break;
case 3:
pos->y-=1;
break;
default:
break;
}
}
/*===============================================*/
void pool_Clear(void)
{
item_cnt = 0;
}
uint8_t pool_NewItem(void)
{
if ( item_cnt >= ITEM_MAX )
return ITEM_MAX;
item_pool[item_cnt].dir = 4; /* no move */
item_cnt++;
return item_cnt-1;
}
item_t *pool_GetItem(uint8_t idx)
{
return item_pool+idx;
}
/*
Based on the dir attribute, all items, including hero are moved
*/
void moveAllItems(void)
{
uint8_t i;
item_t *item;
i = item_cnt;
item = item_pool;
do
{
posStep(&(item->pos), item->dir);
item->dir = 4; /* no move */
item++;
i--;
} while( i != 0);
}
void callStepAllItems(void)
{
uint8_t i;
item_t *item;
i = item_cnt;
item = item_pool;
do
{
execute(item_template_list[item->template_index].step_proc);
item++;
i--;
} while( i != 0);
}
/*===============================================*/
/*
void item_SetDefaultTile(uint8_t idx)
{
item_t *item = pool_GetItem((idx);
item->tile = item_template_list[item->template_index].fg_tile;
}
*/
/*===============================================*/
void setupLevel(uint8_t level)
{
uint8_t i, cnt;
item_t *item;
item_onmap_t *onmap_ptr;
current_level = level;
cnt = map_list[level].onmap_cnt;
/* build the pool */
pool_Clear();
/* first item always is our hero (index 0) */
item = pool_GetItem(pool_NewItem());
item->pos.x = 0;
item->pos.y = 0;
item->tile = 0x04e;
item->template_index = 0; /* not used, but still template index should be reserverd then */
onmap_ptr = map_list[level].onmap_list;
for( i = 0; i < cnt; i++ )
{
/* no check of pool_NewItem() here, this should always succeed */
item = pool_GetItem(pool_NewItem());
item->pos.x = onmap_ptr->x;
item->pos.y = onmap_ptr->y;
item->template_index = onmap_ptr->template_index;
item->tile = item_template_list[item->template_index].fg_tile;
onmap_ptr++;
}
execute(map_list[level].init_proc);
}
/*
return a tile on the map.
as a side effect,
item_under_pos
is set if the tile is from an item. Otherwise item_under_pos is set to NULL
*/
uint8_t getMapTile(uint8_t x, uint8_t y)
{
item_t *item;
uint16_t offset;
uint8_t i, cnt;
cnt = item_cnt;
for( i = 0; i < cnt; i++ )
{
item = pool_GetItem(i);
if ( item->pos.x == x && item->pos.y == y )
{
return item->tile;
item_under_pos = item;
}
}
item_under_pos = NULL;
offset = y;
offset *= map_list[current_level].width;
offset += x;
return map_list[current_level].data[offset];
}
/*
sideeffect: will set item_under_pos
*/
uint8_t getMapTileByPos(pos_t *pos)
{
return getMapTile(pos->x, pos->y);
}
/*
Check whether a tile is solid by definition.
The case, when hitting a tile and it became wakable (because it disapears
or moves away) is not considered.
*/
uint8_t isSolidTile(uint8_t tile)
{
if ( tile >= 0x07d && tile <= 0x088 )
return 1;
return 0;
}
/*
sideeffect: will set item_under_pos
*/
uint8_t canWalkTo(pos_t *pos)
{
uint8_t tile;
tile = getMapTileByPos(pos);
/*
if ( item_under_pos != NULL )
...
*/
if ( isSolidTile(tile) != 0 )
return 0;
return 1;
}
/*
0: not moved
1: moved
sideeffect: will set item_under_pos
*/
uint8_t moveItem(uint8_t item_index, uint8_t dir)
{
item_t *item;
pos_t pos;
item = pool_GetItem(item_index);
pos = item->pos;
posStep(&pos, dir);
if ( canWalkTo(&pos) != 0 )
{
item->dir = dir;
return 1;
}
return 0;
}