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- /*
- 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;
- }
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