/usr/share/ecere/extras/tiles/tiles.ec is in ecere-extras 0.44.15-1.
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ECERE Tile Engine
Copyright (c) 1997-2005 Jerome Jacovella-St-Louis
All Rights Reserved.
tiles.ec - Main Module
****************************************************************************/
import "astar.ec"
import "sequence.ec"
import "sprite.ec"
define MAXLAYERS = 8;
#define TILE(a,b,d) ((b)*d.x+(a))
#define TILENUM(p,d) TILE((p).x,(p).y,d)
enum Direction : byte { North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest };
enum TileEvent { Standing = 2, Moving = 3 };
struct TileMap
{
// Bitmaps
int numTiles;
int tileW, tileH;
Bitmap * tileImage;
// Geography Stuff
uint16 * regions;
uint16 * contents;
uint16 * frames;
// Dimension Stuff
int numLayers;
Point maxDim;
// For each layer
Point * dim;
byte ** moves;
TileUnit *** spaces;
void * aStar;
// What's this for??
Direction direction;
uint16 displaced;
byte retries;
Point path[256];
bool chase;
void *target;
int pathPos;
TileEvent event;
Point objective, door;
uint16 * mapTiles;
uint16 terrainType;
};
define MAXPATH = 256;
define MAX_ITERATIONS = 1000;
struct TileUnit
{
byte space, covering[MAXLAYERS];
int boxW,boxH;
int w,h;
Sequence * sequence;
Sprite sprite;
bool selected;
int flash;
bool pickable;
byte * filter;
int tick;
int seqPos;
void * data;
// READ ONLY
void *target;
bool entering;
bool displayed;
Point pos;
Point dest;
int pathPos;
Direction direction;
uint16 displaced;
byte retries;
Point path[MAXPATH];
bool chase;
TileEvent event;
Point objective,door;
};
Direction MapDirection(int xd, int yd)
{
if((xd==0)&&(yd<0))
return North;
else if((xd>0)&&(yd<0))
return NorthEast;
else if((xd>0)&&(yd==0))
return East;
else if((xd>0)&&(yd>0))
return SouthEast;
else if((xd==0)&&(yd>0))
return South;
else if((xd<0)&&(yd>0))
return SouthWest;
else if((xd<0)&&(yd==0))
return West;
else if((xd<0)&&(yd<0))
return NorthWest;
return North;
}
static void MapForward(Direction direction, Point result, uint16 distance)
{
switch(direction)
{
case North: result.y-=distance; break;
case NorthEast: result.x+=distance; result.y-=distance; break;
case East: result.x+=distance; break;
case SouthEast: result.x+=distance; result.y+=distance; break;
case South: result.y+=distance; break;
case SouthWest: result.x-=distance; result.y+=distance; break;
case West: result.x-=distance; break;
case NorthWest: result.x-=distance; result.y-=distance; break;
}
}
static uint16 MapLine(byte *map, Point dim, Point start, Point end, Point * path, bool free)
{
Point position;
short xdiff, ydiff;
short xunit, yunit;
short errorterm=0, length, i;
position=start;
xdiff=(short)(end.x-start.x);
ydiff=(short)(end.y-start.y);
if(xdiff<0)
{
xdiff=-xdiff;
xunit=(short)-1;
}
else
xunit=1;
if(ydiff<0)
{
ydiff=-ydiff;
yunit=(short)-1;
}
else
yunit=1;
if(xdiff>ydiff)
{
length=(short)(xdiff+1);
for(i=0; i<length; i++)
{
//Here
path[i] = position;
if(map[TILE(position.x,position.y,dim)]!=(byte)free)
return i;
position.x+=xunit;
errorterm+=ydiff;
if(errorterm>xdiff/2)
{
errorterm-=xdiff;
position.y+=yunit;
}
}
}
else
{
length=(short)(ydiff+1);
for(i=0; i<length; i++)
{
//Here
path[i]=position;
if(map[TILE(position.x,position.y,dim)]!=(byte)free)
return i;
position.y+=yunit;
errorterm+=xdiff;
if(errorterm>ydiff/2)
{
errorterm-=ydiff;
position.x+=xunit;
}
}
}
return i;
}
void MapFree(TileMap * map)
{
if(map)
{
if(map->aStar) AStarTerminate(map->aStar);
if(map->dim) delete map->dim;
if(map->tileImage) delete map->tileImage;
if(map->moves)
{
int e;
for(e = 0; e<map->numLayers; e++)
if(map->moves[e])
delete map->moves[e];
delete map->moves;
}
if(map->spaces)
{
int e;
for(e = 0; e<map->numLayers; e++)
if(map->spaces[e])
delete map->spaces[e];
delete map->spaces;
}
if(map->regions) delete map->regions;
if(map->contents) delete map->contents;
if(map->frames) delete map->frames;
delete map;
}
}
TileMap * MapCreate(int numLayers, int width, int height, int tileW, int tileH, int numTiles)
{
TileMap * result = null;
TileMap * map = new0 TileMap[1];
if(map)
{
map->maxDim.x = width;
map->maxDim.y = height;
map->numLayers = numLayers;
map->numTiles = numTiles;
map->tileW = tileW;
map->tileH = tileH;
if( (map->dim = new0 Point[map->numLayers]) &&
(!numTiles || (map->tileImage = new0 Bitmap[map->numTiles])) &&
(map->moves = new0 byte *[map->numLayers]) &&
(map->spaces = new0 TileUnit **[map->numLayers]) &&
(map->regions = new0 uint16[map->maxDim.x*map->maxDim.y]) &&
(map->contents= new0 uint16[map->maxDim.x*map->maxDim.y]) &&
(map->frames = new0 uint16[map->maxDim.x*map->maxDim.y]) &&
(map->aStar = AStarInitialize(map->maxDim.x, map->maxDim.y, MAXPATH)) )
result = map;
if(!result)
MapFree(map);
}
return result;
}
TileUnit * MapFindUnit(TileMap * map, int vx, int vy, int vw, int vh, int x, int y)
{
int s;
for(s = map->numLayers-1; s >= 0; s--)
{
int cx, cy;
for(cy = vy*map->dim[s].y/map->maxDim.y-2; cy < vy*map->dim[s].y/map->maxDim.y-2 + vh*map->dim[s].y/map->maxDim.y+3; cy++)
for(cx = vx*map->dim[s].x/map->maxDim.x-2; cx < vx*map->dim[s].x/map->maxDim.x-2 + vw*map->dim[s].x/map->maxDim.x+3; cx++)
{
if((cx >= 0) && (cy >= 0) && (cx < map->dim[s].x) && (cy < map->dim[s].y))
{
TileUnit * unit;
if((unit = map->spaces[s][TILE(cx,cy,map->dim[s])]) && unit->pickable)
{
Point exact = UnitExact(map, unit);
int x1 = exact.x - (unit->boxW - unit->w * map->tileW) / 2 - vx * map->tileW;
int y1 = exact.y - (unit->boxH - unit->h * map->tileH) / 2 - vy * map->tileH;
int x2 = x1 + unit->boxW;
int y2 = y1 + unit->boxH;
if((x2 > x) && (y2 > y) && (x1 < x) && (y1 < y))
return unit;
}
}
}
}
return null;
}
void MapRedraw(TileMap * map, Surface surface, int vx, int vy, int vw, int vh)
{
TileUnit * unit;
int s,x,y;
surface.SetForeground(white);
for(x=0; x<vw; x++)
for(y=0; y<vh; y++)
surface.Blit(
map->tileImage[map->frames[TILE(x+vx,y+vy,map->maxDim)]],
x*map->tileW,y*map->tileH,0,0,map->tileW,map->tileH);
//BUILDINGS
for(y = vy; y < vy + vh; y++)
for(x = vx; x < vx + vw; x++)
if((unit=map->spaces[0][TILE(x,y,map->dim[0])]))
if((unit->pos.x == x || x == vx) && (unit->pos.y == y || y == vy))
UnitDisplay(map, surface, unit, vx, vy);
//UNITS
for(s=1; s<map->numLayers; s++)
for(y = vy*map->dim[s].y/map->maxDim.y-2; y < vy*map->dim[s].y/map->maxDim.y-2 + vh*map->dim[s].y/map->maxDim.y+4; y++)
for(x = vx*map->dim[s].x/map->maxDim.x-2; x < vx*map->dim[s].x/map->maxDim.x-2 + vw*map->dim[s].x/map->maxDim.x+4; x++)
{
if(x>=0 && y>=0 && x<map->dim[s].x && y<map->dim[s].y)
if((unit=map->spaces[s][TILE(x,y,map->dim[s])]))
if(unit->pos.x == x && unit->pos.y == y)
UnitDisplay(map, surface, unit, vx, vy);
}
}
// ********** UNITS **********
Point UnitExact(TileMap * map, TileUnit * unit)
{
Point exact;
exact.x = unit->pos.x*map->tileW*map->maxDim.x/map->dim[unit->space].x;
exact.y = unit->pos.y*map->tileH*map->maxDim.y/map->dim[unit->space].y;
MapForward(unit->direction,&exact,unit->displaced);
return exact;
}
TileUnit * UnitCreate(TileMap * map, int space, int x, int y, void * data)
{
TileUnit * unit = new0 TileUnit[1];
if(unit)
{
unit->space = (byte)space;
unit->covering[space] = (byte)bool::true;
if(unit->space)
unit->direction = (Direction)GetRandom(0,Direction::enumSize-1);
unit->displayed = true;
unit->event = Standing;
unit->pathPos = MAXPATH;
unit->dest = unit->pos = Point { x*map->dim[unit->space].x/map->dim[2].x, y*map->dim[unit->space].y/map->dim[2].y};
unit->data = data;
unit->pickable = true;
}
return unit;
}
void UnitFree(TileUnit * unit)
{
if(unit)
delete unit;
}
void UnitPlace(TileMap * map, TileUnit *unit)
{
int x,y;
unit->displayed=true;
if(unit->displaced)
{
map->spaces[unit->space]
[TILENUM(unit->path[unit->pathPos],map->dim[unit->space])] = unit;
map->moves [unit->space]
[TILENUM(unit->path[unit->pathPos],map->dim[unit->space])] = (byte)bool::false;
}
for(x=0; x<unit->w; x++)
for(y=0; y<unit->h; y++)
{
int s;
map->spaces[unit->space]
[(unit->pos.y+y)*map->dim[unit->space].x+unit->pos.x+x]=unit;
for(s = 0; s<map->numLayers; s++)
{
if(unit->covering[s])
{
int crX = map->dim[unit->space].x / map->dim[s].x;
int crY = map->dim[unit->space].y / map->dim[s].y;
crX = Max(crX, 1);
crY = Max(crY, 1);
if(!((unit->pos.x+x)%crX)&&!((unit->pos.y+y)%crY))
map->moves[s][(unit->pos.y+y)/crY*map->dim[s].x+(unit->pos.x+x)/crX] = (byte)bool::false;
}
}
}
}
void UnitRemove(TileMap * map, TileUnit * unit)
{
int x,y;
unit->displayed=false;
if(unit->displaced&&(unit->pathPos<MAXPATH))
{
map->spaces[unit->space]
[TILENUM(unit->path[unit->pathPos],map->dim[unit->space])] = null;
map->moves [unit->space]
[TILENUM(unit->path[unit->pathPos],map->dim[unit->space])] = (byte)bool::true;
}
for(x=0; x<unit->w; x++)
for(y=0; y<unit->h; y++)
{
int s;
map->spaces[unit->space]
[(unit->pos.y+y)*map->dim[unit->space].x+unit->pos.x+x]=null;
for(s = 0; s<map->numLayers; s++)
{
if(unit->covering[s])
{
int crX = map->dim[unit->space].x / map->dim[s].x;
int crY = map->dim[unit->space].y / map->dim[s].y;
crX = Max(crX, 1);
crY = Max(crY, 1);
if(!((unit->pos.x+x)%crX)&&!((unit->pos.y+y)%crY))
map->moves[s][(unit->pos.y+y)/crY*map->dim[s].x+(unit->pos.x+x)/crX] = (byte)bool::true;
}
}
}
}
bool UnitGoTo(TileMap * map, TileUnit * unit, Point dest)
{
ASNode *path;
Point Position, altpath[MAXPATH];
uint16 p,pathlen;
bool result=true;
if(unit->displaced)
Position=unit->path[unit->pathPos];
else
Position=unit->pos;
UnitRemove(map,unit);
//If destination can't be reached, go straight toward it
if(!map->moves[unit->space][TILENUM(dest,map->dim[unit->space])])
{
pathlen = MapLine(map->moves[unit->space],map->dim[unit->space],Position,
dest,altpath,true);
dest = altpath[pathlen-1];
result = false;
}
//Try to find a linear path
pathlen=MapLine(map->moves[unit->space],map->dim[unit->space],Position,
dest,altpath,true);
if((altpath[pathlen-1].x == dest.x && altpath[pathlen-1].y == dest.y))
{
pathlen--;
unit->pathPos=MAXPATH-pathlen;
for(p=0; p<pathlen; p++)
unit->path[unit->pathPos+p]=altpath[p+1];
}
else
{
//Find the path with A*
path = AStarFindPath(map->aStar, map->moves[unit->space],map->dim[unit->space],Position,dest, MAX_ITERATIONS);
if(!path)
{
AStarFreeNodes(map->aStar);
UnitPlace(map,unit);
return false;
}
unit->pathPos=MAXPATH;
while (path->parent)
{
unit->pathPos--;
unit->path[unit->pathPos]=path->position;
path = path->parent;
}
AStarFreeNodes(map->aStar);
}
if(unit->displaced)
{
unit->pathPos--;
unit->path[unit->pathPos]=Position;
}
UnitPlace(map,unit);
return result;
}
void UnitUpdate(TileMap * map, TileUnit *unit)
{
Sequence *seq = unit->sequence;
if(seq)
{
Point next;
int xd,yd;
TileUnit *target;
if(unit->flash)
unit->flash--;
if(unit->pathPos<MAXPATH)
{
if(!unit->displaced)
{
if(!map->moves[unit->space]
[TILENUM(unit->path[unit->pathPos],map->dim[unit->space])])
{
unit->event = Standing;
if(unit->tick<seq->frames[unit->event][unit->seqPos].wait)
return;
unit->tick=0;
unit->seqPos++;
if(unit->seqPos>=seq->numFrames[unit->event])
unit->seqPos=0;
if(!unit->entering)
{
//target=map->spaces[unit->space][TILENUM(unit->dest,map->dim[unit->space])];
if(unit->target)
{
if(!UnitSurround(map, unit,unit->target))
return;
}
else
{
if(UnitGoTo(map, unit, unit->dest))
{
}
//else
//{
//if(target)
//if(!UnitSurround(map,unit,unit->target))
//return;
//}
}
}
return;
}
}
unit->event = Moving;
if(unit->tick<seq->frames[unit->event][unit->seqPos].wait) return;
unit->tick=0;
unit->displaced+=seq->frames[unit->event][unit->seqPos].walk;
next=unit->path[unit->pathPos];
xd=Sgn(next.x-unit->pos.x);
yd=Sgn(next.y-unit->pos.y);
if(xd||yd)
unit->direction=MapDirection(xd,yd);
UnitRemove(map, unit);
if(unit->displaced>=(map->tileW*map->maxDim.x/map->dim[unit->space].x))
{
unit->displaced=0;
unit->pathPos++;
unit->pos=next;
}
UnitPlace(map,unit);
if(unit->pathPos==MAXPATH)
{
unit->event = Standing;
}
}
else
{
if((unit->pathPos==MAXPATH) && !(unit->pos.x == unit->dest.x && unit->pos.y == unit->dest.y))
{
if(UnitGoTo(map, unit, unit->dest))
{
}
else
{
target=map->spaces[unit->space][TILENUM(unit->dest,map->dim[unit->space])];
if(target)
UnitSurround(map, unit,target);
}
}
if(unit->tick<seq->frames[unit->event][unit->seqPos].wait) return;
unit->tick=0;
unit->retries=0;
}
if(unit->space)
{
unit->seqPos++;
if(unit->seqPos>=seq->numFrames[unit->event])
unit->seqPos=0;
}
}
}
typedef struct
{
int cost;
Point position;
} SortPosition;
typedef struct
{
int cost;
TileUnit * unit;
} SortUnit;
static int Compare(const int * a, const int * b)
{
if(*a > *b) return 1;
else if(*a < *b) return -1;
else return 0;
}
bool UnitSurround(TileMap * map,TileUnit *unit,TileUnit * target)
{
bool surrounding=false;
if(!unit->entering)
{
SortPosition destinations[33];
uint16 c,numDest=0;
Point dest,size;
int x,y;
dest=target->pos;
size.x = target->w;
size.y = target->h;
if(!target->space)
{
if(unit->space==3)
{
dest.x+=2; dest.y+=2;
size.x-=2; size.y-=2;
}
else if(unit->space==1)
{
dest.x++; dest.y++;
size.x+=dest.x%2; size.y+=dest.y%2;
}
}
dest = Point{dest.x*map->dim[unit->space].x/map->dim[target->space].x, dest.y*map->dim[unit->space].y/map->dim[target->space].y};
size = Point{size.x*map->dim[unit->space].x/map->dim[target->space].x, size.y*map->dim[unit->space].y/map->dim[target->space].y};
if(!target||(target==unit))
return false;
unit->chase=1;
unit->target=target;
UnitRemove(map, unit);
//Find out cases around Target
for(y=dest.y-1; y<dest.y+size.y+1; y++)
for(x=dest.x-1; x<dest.x+size.x+1; x++)
if((x>=0)&&(y>=0)&&(x<map->dim[unit->space].x)&&(y<map->dim[unit->space].y))
if((x<dest.x)||(y<dest.y)||(x>=dest.x+size.x)||(y>=dest.y+size.y))
{
if(map->moves[unit->space][TILE(x,y,map->dim[unit->space])]
||(map->spaces[unit->space][TILE(x,y,map->dim[unit->space])]==unit))
{
destinations[numDest].cost=(unit->pos.x-x)*(unit->pos.x-x)+
(unit->pos.y-y)*(unit->pos.y-y);
if(!destinations[numDest].cost)
{
unit->objective=target->pos;
unit->dest.x = x;
unit->dest.y = y;
UnitPlace(map, unit);
unit->pathPos = MAXPATH;
return true;
}
destinations[numDest ].position.x = x;
destinations[numDest++].position.y = y;
}
}
UnitPlace(map, unit);
qsort(destinations,numDest,sizeof(SortPosition), Compare);
for(c=0; c<numDest; c++)
{
if(UnitGoTo(map,unit,destinations[c].position))
{
surrounding=true;
unit->dest=destinations[c].position;
unit->objective=target->pos;
break;
}
}
if(!surrounding)
unit->target = null;
}
return surrounding;
}
void UnitMove(TileMap * map,TileUnit *unit, Point dest)
{
if(!unit->entering)
{
//Just to make sure the console input will look right
if((map->dim[unit->space].x<map->maxDim.x))
{
if((Abs(dest.x/2-unit->pos.x)<=1)&&(dest.x%2))
dest.x-=Sgn(dest.x/2-unit->pos.x);
if((Abs(dest.y/2-unit->pos.y)<=1)&&(dest.y%2))
dest.y-=Sgn(dest.y/2-unit->pos.y);
}
UnitGoTo(map,unit,Point{dest.x*map->dim[unit->space].x/map->dim[2].x, dest.y*map->dim[unit->space].y/map->dim[2].y});
unit->dest = Point{dest.x*map->dim[unit->space].x/map->dim[2].x, dest.y*map->dim[unit->space].y/map->dim[2].y};
unit->chase = 0;
unit->target = null;
}
}
void UnitDisplay(TileMap * map, Surface surface, TileUnit * unit, int viewX, int viewY)
{
if(/*unit->sprite && */unit->displayed)
{
int x1,y1;
Point exact = UnitExact(map, unit);
bool square = unit->selected;
if(unit->flash)
{
if(unit->flash%8<4)
square=true;
else
square=false;
}
if(square)
{
x1=exact.x-viewX*map->tileW;
y1=exact.y-viewY*map->tileH;
x1-=(unit->boxW-unit->w*map->tileW)/2;
y1-=(unit->boxH-unit->h*map->tileH)/2;
surface.SetForeground(Color { 40,255,40 });
surface.Rectangle(x1,y1,x1+unit->boxW, y1+unit->boxH);
}
surface.SetForeground(white);
exact = Point{exact.x-viewX*map->tileW, exact.y-viewY*map->tileH};
if(!unit->space)
{
unit->sprite.DisplayFrame(surface,unit->seqPos,exact.x,exact.y,true,unit->filter);
}
else
{
int frame;
if(unit->sequence->numFrames[unit->event])
frame=unit->sequence->frames[unit->event][unit->seqPos].frame;
else
frame=0;
exact.x+=(map->tileW/2)-(unit->sprite.maxWidth /2);
exact.y+=(map->tileH/2)-(unit->sprite.maxHeight/2);
if(unit->direction>South)
{
frame += (Direction)8-unit->direction;
unit->sprite.DisplayFrame(surface,frame,exact.x,exact.y,true,unit->filter);
}
else
{
frame += unit->direction;
unit->sprite.DisplayFrame(surface,frame,exact.x,exact.y,false,unit->filter);
}
}
}
}
void UnitExit(TileMap * map, TileUnit *unit)
{
int x,y;
uint16 numExits=0;
SortPosition exits[32];
TileUnit * targetUnit=map->spaces[0][TILENUM(unit->objective,map->dim[0])];
Point dest, size;
dest=targetUnit->pos;
size.x=targetUnit->w;
size.y=targetUnit->h;
if(!targetUnit->space)
{
if(unit->space==3)
{
dest.x+=2; dest.y+=2;
size.x-=2; size.y-=2;
}
else if(unit->space==1)
{
dest.x++; dest.y++;
size.x+=dest.x%2; size.y+=dest.y%2;
}
}
// if(!targetUnit->space && unit->space!=2)
//{
// dest.x++; dest.y++;
//size.x+=dest.x%2; size.y+=dest.y%2;
//}
dest = Point{dest.x*map->dim[unit->space].x/map->dim[2].x, dest.y*map->dim[unit->space].y/map->dim[targetUnit->space].y};
size = Point{size.x*map->dim[unit->space].x/map->dim[2].x, size.y*map->dim[unit->space].y/map->dim[targetUnit->space].y};
if(unit->displayed) return;
for(y=dest.y-1; y<dest.y+size.y+1; y++)
for(x=dest.x-1; x<dest.x+size.x+1; x++)
if((x>=0)&&(y>=0)&&(x<map->dim[unit->space].x)&&(y<map->dim[unit->space].y))
if((x<dest.x)||(y<dest.y)||(x>=dest.x+size.x)||(y>=dest.y+size.y))
if(//!SPACES[unit->space][TILE(x,y,dim[unit->space])]&&
map->moves[unit->space][TILE(x,y,map->dim[unit->space])])
{
exits[numExits].position.x = x;
exits[numExits].position.y = y;
exits[numExits++].cost=(unit->door.x-x)*(unit->door.x-x)+
(unit->door.y-y)*(unit->door.y-y);
}
qsort(exits,numExits,sizeof(SortPosition), Compare);
if(numExits)
{
unit->pos=exits[0].position;
unit->displaced=0;
UnitPlace(map,unit);
}
else
{
//exits closed
}
unit->event = Standing;
}
bool UnitSurroundNearest(TileMap * map,TileUnit *unit, TileUnit **list, uint16 count)
{
SortUnit goals[32];
uint16 c;
for(c=0; c<count; c++)
{
goals[c].unit=(void *)list[c];
goals[c].cost=(unit->pos.x-list[c]->pos.x)*(unit->pos.x-list[c]->pos.x)+
(unit->pos.y-list[c]->pos.y)*(unit->pos.y-list[c]->pos.y);
}
qsort(goals,count,sizeof(SortUnit),Compare);
for(c=0; c<count; c++)
if(UnitSurround(map,unit, goals[c].unit))
return true;
return false;
}
void UnitEnter(TileMap * map, TileUnit *unit)
{
TileUnit * targetUnit=map->spaces[0][TILENUM(unit->objective,map->dim[0])];
Sequence *seq = unit->sequence;
if(targetUnit)
{
unit->entering = true;
unit->door=unit->pos;
unit->direction=MapDirection(
Sgn(unit->objective.x+targetUnit->w/2.0-0.5-unit->pos.x),
Sgn(unit->objective.y+targetUnit->h/2.0-0.5-unit->pos.y));
unit->event = Moving;
if(unit->tick<seq->frames[unit->event][unit->seqPos].wait)
return;
unit->displaced+=seq->frames[unit->event][unit->seqPos].walk;
if(unit->displaced>=map->tileW)
{
UnitRemove(map,unit);
unit->displaced=0;
unit->entering = false;
}
}
}
void UnitStop(TileMap * map, TileUnit *unit)
{
if(unit->pathPos<MAXPATH)
UnitGoTo(map,unit,unit->path[unit->pathPos]);
else
UnitGoTo(map,unit,unit->pos);
}
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