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vidmap.pp
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unit vidmap;
{
GearHead2, a roguelike mecha CRPG
Copyright (C) 2005 Joseph Hewitt
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or (at
your option) any later version.
The full text of the LGPL can be found in license.txt.
This library is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
}
{$LONGSTRINGS ON}
interface
uses gears,locale;
var
Origin_X,Origin_Y: Integer;
Focused_On_Mek: GearPtr;
Function ScreenDirToMapDir( D: Integer ): Integer;
Function KeyboardDirToMapDir( D: Integer ): Integer;
Procedure RenderMap( GB: GameBoardPtr );
Procedure FocusOn( Mek: GearPtr );
Procedure IndicateTile( GB: GameBoardPtr; X , Y , Z: Integer );
Procedure ClearOverlays;
Function ProcessShotAnimation( GB: GameBoardPtr; var AnimList,AnimOb: GearPtr ): Boolean;
Function ProcessPointAnimation( GB: GameBoardPtr; var AnimList,AnimOb: GearPtr ): Boolean;
Procedure RenderWorldMap( GB: GameBoardPtr; PC: GearPtr; X0,Y0: Integer );
implementation
uses ui4gh,vidgfx,video,ability,ghprop,gearutil,effects;
const
TerrGfx: Array [1..NumTerr] of Char = (
'.', '=', '#', '=', '%',
'.', '.', '^', '^', '^',
'.', '#', '#', '.', '+',
'.', '=', '-', '.', '#',
'.', '%', '-', '&', '&',
'#', '&'
);
TerrColor: Array [0..NumTileSet,1..NumTerr] of Byte = (
{ Default Tileset }
( Green, LightGreen, LightGreen, LightBlue, DarkGray,
LightGray, Cyan, DarkGray, LightGray, White,
DarkGray, LightGray, White, DarkGray, DarkGray,
Blue, Blue, Blue, Brown, Yellow,
Blue, Brown,DarkGray,LightGray,LightGray,
LightCyan,LightGray
),
{ Rocky Tileset }
( DarkGray, LightGreen, LightGreen, LightBlue, DarkGray,
LightGray, Cyan, DarkGray, LightGray, White,
DarkGray, LightGray, DarkGray, DarkGray, DarkGray,
Blue, Blue, Blue, Brown, Yellow,
Blue, Brown,DarkGray,LightGray,LightGray,
LightCyan,LightGray
),
{ Palace Park Tileset }
( Green, LightGreen, LightGreen, LightBlue, DarkGray,
LightGray, Cyan, DarkGray, LightGray, White,
DarkGray, LightGray, White, DarkGray, DarkGray,
Blue, Blue, Blue, Brown, Yellow,
Blue, Brown,DarkGray,LightGray,LightGray,
LightCyan,LightGray
),
{ Industrial Tileset }
( Green, LightGreen, LightGreen, LightBlue, DarkGray,
LightGray, Cyan, DarkGray, LightGray, White,
DarkGray, LightGray, White, DarkGray, DarkGray,
Blue, Blue, Blue, Brown, Yellow,
Blue, Brown,DarkGray,LightGray,LightGray,
LightCyan,LightGray
),
{ Organic Tileset }
( Red, LightGreen, LightGreen, LightBlue, DarkGray,
LightGray, Magenta, DarkGray, LightGray, White,
DarkGray, LightGray, LightMagenta, Magenta, DarkGray,
Blue, Blue, Blue, Brown, Yellow,
Blue, Brown,DarkGray,LightGray,LightGray,
Yellow,LightGray
)
);
Type
OverlayCell = Record
gfx: Char;
c: Byte; { If the color of an overlay cell is black, it's "off" }
end;
var
Overlays: Array [1..MaxMapWidth,1..MaxMapWidth] of OverlayCell;
Indicate_X,Indicate_Y: Integer;
Function ScreenDirToMapDir( D: Integer ): Integer;
{ Convert the requested screen direction to a map direction. }
{ For ASCII mode, this is trivially easy. }
begin
ScreenDirToMapDir := D;
end;
Function KeyboardDirToMapDir( D: Integer ): Integer;
{ Given the press of a key on the keyboard, return the map direction it }
{ corresponds to. }
begin
KeyboardDirToMapDir := ScreenDirToMapDir( D );
end;
Function TeamColor( GB: GameBoardPtr; G: GearPtr ): Byte;
{ Select a good color based upon the team this }
{ gear belongs to. }
var
T,color: LongInt;
begin
if ( G = Nil ) or ( GB = Nil ) then begin
{ No gear provided - Neutral Gray. }
color := NeutralGrey;
end else if not GearOperational( G ) then begin
{ Nonfunctioning gear. Color = DarkGrey. }
color := DarkGray;
end else begin
T := NAttValue( G^.NA , NAG_Location , NAS_Team );
if T = NAV_DefPlayerTeam then begin
{ Player team. Color = Blue. }
color := PlayerBlue;
end else if AreEnemies( GB , NAV_DefPlayerTeam , T ) then begin
{ Enemy team. Color = Red. }
color := LightMagenta;
end else if AreAllies( GB , NAV_DefPlayerTeam , T ) then begin
{ Ally team. Color = Purple. }
color := LightCyan;
end else begin
{ Neutral team. Color = Brown. }
if G^.G = GG_Prop then begin
color := LightGray;
end else begin
color := NeutralBrown;
end;
end;
end;
TeamColor := Color;
end;
Function ModelColor( GB: GameBoardPtr; G: GearPtr ): Byte;
{ Return a color for this model. }
var
C: Byte;
begin
if Destroyed( G ) then begin
C := DarkGray;
end else if G^.G = GG_MetaTerrain then begin
case G^.S of
GS_MetaCloud: if SAttValue( G^.SA , 'EFFECT' ) = '' then C := LightGray
else C := LightGreen;
GS_MetaFire: Case Random( 3 ) of
0,1: C := LightRed;
2: C := Yellow;
end;
GS_MetaEncounter: Case G^.Stat[ STAT_EncounterType ] of
ENCOUNTER_Defense: C := LightMagenta;
ENCOUNTER_NonCombat: C := LightCyan;
else C := LightRed;
end;
else C := Yellow;
end;
end else if ( G = Focused_On_Mek ) then begin
C := White;
end else if IsMasterGear( G ) then begin
C := TeamColor( GB , G );
end else begin
C := LightGray;
end;
ModelColor := C;
end;
Function ModelGfx( G: GearPtr ): Char;
{ Return a character to represent this model on the display. }
var
gfx: Char;
roguechar: String;
begin
gfx := ' ';
if Destroyed( G ) then begin
gfx := '%';
end else begin
roguechar := SAttValue( G^.SA , 'ROGUECHAR' );
if roguechar <> '' then begin
gfx := roguechar[1];
end else if ( NAttValue( G^.NA , NAG_Location , NAS_Team ) = NAV_DefPlayerTeam ) and IsMasterGear( G ) then begin
gfx := '@';
end else if IsMasterGear( G ) then begin
gfx := GearName( G )[1];
end else begin
Case G^.G of
GG_Weapon: gfx := '/';
GG_ExArmor: gfx := ']';
GG_Shield: gfx := ')';
else gfx := '-';
end;
end;
end;
ModelGfx := Gfx;
end;
Procedure DrawMapGlyph( img: Char; X,Y,FG,MX,MY: Byte );
{ Draw a glyph on the map. If this map tile (MX,MY) is indicated, draw the }
{ tile in reverse. }
begin
if ( MX = Indicate_X ) and ( MY = Indicate_Y ) then begin
if FG = White then FG := LightGray
else if ( FG = Black ) or ( img = ' ' ) then FG := Blue;
DrawGlyph( img , X , Y , White , FG );
end else begin
DrawGlyph( img , X , Y , FG , Black );
end;
end;
Procedure RenderMap( GB: GameBoardPtr );
{ The map fills the entire area from row 4 to row (ScreenHeight - 5). }
{ Origin_X,Origin_Y represents the center of the map rather than the }
{ edge. }
Function ModelWeight( M: GearPtr ): Byte;
{ Return the Image Weight for this model. }
begin
if IsMasterGear( M ) and NotDestroyed( M ) then begin
ModelWeight := 5;
end else if M^.G = GG_MetaTerrain then begin
ModelWeight := 3;
end else begin
ModelWeight := 1;
end;
end;
var
Map_Zone: VGFX_Rect;
TX,TY,MX,MY,Terr: Integer;
M: GearPtr;
ImageWeight: Array [1..MaxMapWidth,1..MaxMapWidth] of Byte;
{ This array is used to stop models from being drawn if there's }
{ already been something more important drawn in their tile. }
TileSet: Integer;
begin
Map_Zone.X := 1;
Map_Zone.Y := 1;
Map_Zone.W := ScreenColumns - RightColumnWidth;
Map_Zone.H := ScreenRows - 5;
ClipZone( Map_Zone );
if ( GB^.Scene <> Nil ) then TileSet := NAttValue( GB^.Scene^.NA , NAG_SceneData , NAS_TileSet )
else TileSet := NAV_DefaultTiles;
{ Start by displaying the terrain. }
for TX := 1 to Map_Zone.W do begin
for TY := 1 to Map_Zone.H do begin
MX := TX + Origin_X - Map_Zone.W div 2;
MY := TY + Origin_Y - Map_Zone.H div 2;
if OnTheMap( GB , MX , MY ) then begin
{ Initialize the ImageWeight. }
ImageWeight[ MX , MY ] := 0;
if Overlays[ MX , MY ].C <> Black then begin
DrawGlyph( Overlays[ MX , MY ].Gfx , TX , TY , Overlays[ MX , MY ].C , Black );
{ An overlay goes over everything else. Duh. }
{ So, set the ImageWeight to its maximum value. }
ImageWeight[ MX , MY ] := 255;
end else if TileVisible( GB , MX , MY ) then begin
Terr := TileTerrain( GB , MX , MY );
DrawMapGlyph( TerrGfx[ Terr ] , TX , TY , TerrColor[ TileSet , Terr ] , MX , MY );
end else begin
DrawMapGlyph( ' ' , TX , TY , Black , MX , MY );
end;
end;
end; { For TY }
end; { For TX }
{ Next draw the map content on top of it. Thanks to the FPC video unit which }
{ is nice and lovely and almost pornographic, I don't have to worry about flicker }
{ from drawing the map first and the contents second, since nothing goes to the }
{ screen until I issue a flip. Bwa-ha-ha-ha! }
M := GB^.Meks;
while M <> Nil do begin
{ Depending on what M is, decide what to draw. }
if OnTheMap( GB , M ) and MekVisible( GB , M ) then begin
{ MX,MY give the map coordinates of this gear. }
{ TX,TY give the screen coordinates. }
MX := NAttValue( M^.NA , NAG_Location , NAS_X );
MY := NAttValue( M^.NA , NAG_Location , NAS_Y );
if ImageWeight[ MX , MY ] < ModelWeight( M ) then begin
TX := MX - Origin_X + Map_Zone.W div 2;
TY := MY - Origin_Y + Map_Zone.H div 2;
if ( TX > 0 ) and ( TY > 0 ) and ( TX < 255 ) and ( TY < 255 ) then begin
DrawMapGlyph( ModelGfx( M ) , TX , TY , ModelColor( GB , M ) , MX , MY );
end;
ImageWeight[ MX , MY ] := ModelWeight( M );
end;
end;
M := M^.Next;
end; { While M <> Nil do ... }
{ Restore the clip zone. }
MaxClipZone;
end;
Procedure FocusOn( Mek: GearPtr );
{ Focus on the provided mecha. }
begin
if Mek <> Nil then begin
origin_x := NAttValue( Mek^.NA , NAG_Location , NAS_X ) - 1;
origin_y := NAttValue( Mek^.NA , NAG_Location , NAS_Y ) - 1;
end;
Focused_On_Mek := Mek;
end;
Procedure IndicateTile( GB: GameBoardPtr; X , Y , Z: Integer );
{ Set the indication point to the requested tile. In ASCII mode the }
{ Z parameter is useless, but I leave it in to avoid changing the }
{ interface between ASCII and OpenGL. }
begin
Indicate_X := X;
Indicate_Y := Y;
origin_X := X - 1;
origin_y := Y - 1;
end;
Procedure ClearOverlays;
{ Erase all overlays currently on the screen. }
{ Also, reset the indicated tile(s). }
var
X,Y: Integer;
begin
for X := 1 to MaxMapWidth do begin
for y := 1 to MaxMapWidth do begin
Overlays[ X , Y ].C := Black;
end;
end;
Indicate_X := -1;
Indicate_Y := -1;
end;
Procedure AddOverlay( GB: GameBoardPtr; X , Y: Integer; gfx: Char; C: Byte );
{ Add an overlay to the display. This may be a shot, and explosion, or whatever }
{ else. }
begin
if OnTheMap( GB , X , Y ) then begin
Overlays[ X , Y ].Gfx := gfx;
Overlays[ X , Y ].C := C;
end;
end;
Function ProcessShotAnimation( GB: GameBoardPtr; var AnimList,AnimOb: GearPtr ): Boolean;
{ Process this shot. Return TRUE if the missile }
{ is visible on the screen, FALSE otherwise. }
{ V = Timer }
{ Stat 1 , 2 , 3 -> X1 , Y1 , Z1 }
{ Stat 4 , 5 , 6 -> X2 , Y2 , Z2 }
const
X1 = 1;
Y1 = 2;
Z1 = 3;
X2 = 4;
Y2 = 5;
Z2 = 6;
var
P: Point;
begin
{ Increase the counter, and find the next spot. }
Inc( AnimOb^.V );
P := SolveLine( AnimOb^.Stat[ X1 ] , AnimOb^.Stat[ Y1 ] , AnimOb^.Stat[ X2 ] , AnimOb^.Stat[ Y2 ] , AnimOb^.V );
{ If this is the destination point, then we're done. }
if ( P.X = AnimOb^.Stat[ X2 ] ) and ( P.Y = AnimOb^.Stat[ Y2 ] ) then begin
RemoveGear( AnimList , ANimOb );
P.X := 0;
{ If this is not the destination point, draw the missile. }
end else begin
{Display bullet...}
AddOverlay( GB , P.X , P.Y , '+' , LightRed );
end;
ProcessShotAnimation := True;
end;
Function ProcessPointAnimation( GB: GameBoardPtr; var AnimList,AnimOb: GearPtr ): Boolean;
{ Process this effect. Return TRUE if the blast }
{ is visible on the screen, FALSE otherwise. }
{ V = Timer }
{ Stat 1 , 2 , 3 -> X , Y , Z }
const
X = 1;
Y = 2;
Z = 3;
var
it: Boolean;
begin
if AnimOb^.V < 10 then begin
case AnimOb^.S of
GS_DamagingHit: begin
AddOverlay( GB , AnimOb^.Stat[ X ] , AnimOb^.Stat[ Y ] , '*' , LightRed );
end;
GS_ArmorDefHit: begin
AddOverlay( GB , AnimOb^.Stat[ X ] , AnimOb^.Stat[ Y ] , '*' , DarkGray );
end;
GS_Parry: begin
AddOverlay( GB , AnimOb^.Stat[ X ] , AnimOb^.Stat[ Y ] , '!' , DarkGray );
end;
GS_Dodge: begin
AddOverlay( GB , AnimOb^.Stat[ X ] , AnimOb^.Stat[ Y ] , '-' , DarkGray );
end;
GS_Backlash: begin
AddOverlay( GB , AnimOb^.Stat[ X ] , AnimOb^.Stat[ Y ] , '*' , Yellow );
end;
GS_AreaAttack: Case Random( 3 ) of
0,1: AddOverlay( GB , AnimOb^.Stat[ X ] , AnimOb^.Stat[ Y ] , '*' , LightRed );
2: AddOverlay( GB , AnimOb^.Stat[ X ] , AnimOb^.Stat[ Y ] , '*' , Yellow );
end;
end;
{ Increment the counter. }
Inc( AnimOb^.V );
it := True;
end else begin
RemoveGear( AnimList , AnimOb );
it := False;
end;
ProcessPointAnimation := it;
end;
Procedure RenderWorldMap( GB: GameBoardPtr; PC: GearPtr; X0,Y0: Integer );
{ Render the world map. X0,Y0 is the center tile. }
var
DX,DY,X,Y,TX,TY,Terr,TileSet: Integer;
MyDest: VGFX_Rect;
M: GearPtr;
begin
MyDest := ZONE_WorldMap.GetRect();
ClrZone( MyDest );
InfoBox( MyDest );
if ( GB^.Scene <> Nil ) then TileSet := NAttValue( GB^.Scene^.NA , NAG_SceneData , NAS_TileSet )
else TileSet := NAV_DefaultTiles;
{ First, render the terrain. }
for DX := -2 to 2 do begin
for DY := -2 to 2 do begin
X := X0 + DX;
Y := Y0 + DY;
FixWorldCoords( GB^.Scene , X , Y );
if OnTheMap( GB , X , Y ) then begin
Terr := TileTerrain( GB , X , Y );
for tx := ( ( DX + 2 ) * 5 + MyDest.X ) to ( ( DX + 3 ) * 5 + MyDest.X - 1 ) do begin
for tY := ( ( DY + 2 ) * 3 + MyDest.Y ) to ( ( DY + 3 ) * 3 + MyDest.Y - 1 ) do begin
DrawMapGlyph( TerrGfx[ Terr ] , TX , TY , TerrColor[ TileSet , Terr ] , X , Y );
end;
end;
end;
end;
end;
{ Next, draw any metaterrain that may be on the map. }
M := GB^.Meks;
while M <> Nil do begin
if ( M^.G = GG_MetaTerrain ) and ( M^.Stat[ STAT_MetaVisibility ] = 0 ) and OnTheMap( GB , M ) then begin
X := NAttValue( M^.NA , NAG_Location , NAS_X );
Y := NAttValue( M^.NA , NAG_Location , NAS_Y );
DX := X - X0;
if WorldWrapsX( GB^.Scene ) and ( DX < -2 ) then DX := DX + GB^.Map_Width;
DY := Y - Y0;
if WorldWrapsY( GB^.Scene ) and ( DY < -2 ) then DY := DY + GB^.Map_Height;
if ( DX >= -2 ) and ( DX <= 2 ) and ( DY >= -2 ) and ( DY <= 2 ) then begin
TX := MyDest.X + ( DX + 2 ) * 5 + 1;
TY := MyDest.Y + ( DY + 2 ) * 3;
DrawMapGlyph( ModelGfx( M ) , TX , TY , Yellow , X , Y );
end;
end;
M := M^.Next;
end;
{ At the very end, draw the little crosshair in the middle to indicate the party poistion. }
if PC <> Nil then begin
DrawMapGlyph( '@' , MyDest.X + MyDest.W div 2 , MyDest.Y + MyDest.H div 2 , StdWhite , X , Y );
end;
end;
initialization
Focused_On_Mek := Nil;
ClearOverlays;
end.