annotate src/map.c @ 21:bb7dfb42b320

Small refactor to object placement. Add spawn point object
author Michael Pavone <pavone@retrodev.com>
date Sun, 12 Jan 2014 23:53:18 -0800
parents 51a0972fcf76
children
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1 #include <genesis.h>
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2 #include "map.h"
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3
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4 u16 distances[20*14];
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5 u16 tilemap[40*28];
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6
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7 typedef struct {
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8 u16 index;
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9 u16 x;
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10 u16 y;
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11 } mpoint;
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12
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13 #define is_empty(tindex) (tilemap[tindex] == EMPTY_TA || tilemap[tindex] == SPAWN_UL)
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14
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15 s16 explore(mpoint * points, s16 num_points, u16 src, u16 srcx, u16 srcy)
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16 {
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17 u16 dist = distances[src]+1;
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18 if (srcx < 19 && distances[src + 1] > dist && is_empty((srcx+1)*2+srcy*2*40))
20
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19 {
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20 distances[src + 1] = dist;
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21 points[num_points].index = src + 1;
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22 points[num_points].x = srcx+1;
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23 points[num_points++].y = srcy;
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24 }
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25 if (srcx && distances[src - 1] > dist && is_empty((srcx-1)*2 + srcy*2*40))
20
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26 {
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27 distances[src - 1] = dist;
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28 points[num_points].index = src - 1;
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29 points[num_points].x = srcx-1;
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30 points[num_points++].y = srcy;
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31 }
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32 if (srcy < 13 && distances[src + 20] > dist && is_empty(srcx*2+(srcy+1)*2*40))
20
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33 {
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34 distances[src + 20] = dist;
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35 points[num_points].index = src + 20;
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36 points[num_points].x = srcx;
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37 points[num_points++].y = srcy+1;
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38 }
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39 if (srcy && distances[src - 20] > dist && is_empty(srcx*2 + (srcy-1)*2*40))
20
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40 {
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41 distances[src - 20] = dist;
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42 points[num_points].index = src - 20;
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43 points[num_points].x = srcx;
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44 points[num_points++].y = srcy-1;
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45 }
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46 return num_points;
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47 }
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48
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49 void gen_distances(u16 x, u16 y)
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50 {
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51 //TODO: Figure out the actual maximum number of candidate points that can exist
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52 mpoint pointsa[20*14];
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53 mpoint pointsb[20*14];
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54 mpoint *points=pointsa;
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55 mpoint *new_points;
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56 s16 num_points = 0, old_points;
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57 x /= 2;
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58 y /= 2;
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59 memset(distances, 0xFF, sizeof(distances));
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60
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61 distances[x + y*20] = 0;
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62 num_points = explore(points, num_points, x + y*20, x, y);
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63
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64 while (num_points)
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65 {
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66 new_points = points == pointsa ? pointsb : pointsa;
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67 old_points = num_points;
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68 for (num_points = 0, old_points--; old_points >= 0; old_points--)
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69 {
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70 num_points = explore(new_points, num_points, points[old_points].index, points[old_points].x, points[old_points].y);
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71 }
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72 points = new_points;
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73 }
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74 }
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75
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76 void print_distances(void)
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77 {
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78 u16 x,y,tindex,dindex,dist;
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79 for (y = 0; y < 14; y++)
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80 {
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81 dindex = y * 20;
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82 tindex = y * 2 * 40;
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83 for (x = 0; x < 20; x++, dindex++, tindex += 2)
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84 {
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85 dist = distances[dindex];
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86 if (dist < 10000)
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87 {
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88 tilemap[tindex+41] = TILE_ATTR_FULL(3, 0, 0, 0, '0' - 32 + dist % 10 + TILE_FONTINDEX);
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89 dist /= 10;
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90 if (dist)
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91 {
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92 tilemap[tindex+40] = TILE_ATTR_FULL(3, 0, 0, 0, '0' - 32 + dist % 10 + TILE_FONTINDEX);
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93 dist /= 10;
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94 if (dist)
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95 {
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96 tilemap[tindex+1] = TILE_ATTR_FULL(3, 0, 0, 0, '0' - 32 + dist % 10 + TILE_FONTINDEX);
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97 dist /= 10;
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98 if (dist)
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99 tilemap[tindex] = TILE_ATTR_FULL(3, 0, 0, 0, '0' - 32 + dist % 10 + TILE_FONTINDEX);
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100 }
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101 }
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102 }
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103 }
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104 }
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105 }
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106
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107 u16 tileinfo[OBJECT_TYPES][4] = {
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108 {EMPTY_TA, EMPTY_TA, EMPTY_TA, EMPTY_TA},
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109 {WALL_UL, WALL_UL, WALL_UL, WALL_UL},
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110 {TOWER_UL, TOWER_UL, TOWER_UL, TOWER_UL},
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111 {GOAL_UL, GOAL_UL, GOAL_UL, GOAL_UL},
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112 {SPAWN_UL, SPAWN_UL, SPAWN_UL, SPAWN_UL}
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113 };
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114
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115 void place_object(u16 type, u16 x, u16 y)
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116 {
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117 u16 tindex = x + y*40;
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118 tilemap[tindex] = tileinfo[type][0];
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119 tilemap[tindex + 1] = tileinfo[type][1];
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120 tilemap[tindex + 40] = tileinfo[type][2];
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121 tilemap[tindex + 41] = tileinfo[type][3];
bb7dfb42b320 Small refactor to object placement. Add spawn point object
Michael Pavone <pavone@retrodev.com>
parents: 20
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