Пример #1
0
/************************************************
 Fill tx and ty with pixels coordinate of scpecified tile
 tx and/or ty may be nullptr
 tx and ty are not modified on error
 return RET_NOK on error
 ************************************************/
ret_code_t map_get_tile_coord(const char * map, int layer, int x, int y,
		int * tx, int * ty)
{
	layer_t * default_layer;

	if (map == nullptr)
	{
		return RET_NOK;
	}

	if ((default_layer = map_layer_new(map, DEFAULT_LAYER, nullptr)) == nullptr)
	{
		return RET_NOK;
	}

	if (tx)
	{
		*tx = map_t2p_x(x, y, default_layer);
	}
	if (ty)
	{
		*ty = map_t2p_y(x, y, default_layer);
	}

	map_layer_delete(default_layer);

	return RET_OK;
}
Пример #2
0
/**********************************
Compose select cursor
**********************************/
static void compose_select(context_t * ctx)
{
	item_t * item;
	anim_t * anim;
	int pos_tx;
	int pos_ty;
	int x;
	int y;
	context_t * selected_context = NULL;

	/* Tile selection */
	if( option && option->cursor_tile ) {
		if( ctx->selection.map[0] != 0) {
			if( !strcmp(ctx->selection.map, ctx->map) ) {
				pos_tx = ctx->selection.map_coord[0];
				pos_ty = ctx->selection.map_coord[1];

				if( pos_tx != -1 && pos_ty != -1) {
					anim = imageDB_get_anim(ctx,option->cursor_tile);

					item = item_list_add(&item_list);

					/* get pixel coordinate from tile coordinate */
					x = map_t2p_x(pos_tx,pos_ty,default_layer);
					y = map_t2p_y(pos_tx,pos_ty,default_layer);

					item_set_pos(item,x,y);
					item_set_anim(item,anim,0);
				}
			}
		}
	}

	/* Sprite selection */
	if( option && option->cursor_sprite ) {
		if( ctx->selection.id[0] != 0) {
			selected_context = context_find(ctx->selection.id);
			if( selected_context == NULL ) {
				return;
			}

			set_up_sprite(selected_context, option->cursor_sprite);
		}
	}
}
Пример #3
0
/**********************************
Show tiles types
**********************************/
static void compose_type(context_t * ctx,int layer_index)
{
	int x = 0;
	int y = 0;
	item_t * item;
	char * type;
	static TTF_Font * font = NULL;
	int w;
	int h;
	char layer_name[SMALL_BUF];

	if( option->show_tile_type == false) {
		return;
	}

	sprintf(layer_name,"%s%d",MAP_KEY_LAYER,layer_index);
	if( entry_exist(MAP_TABLE, ctx->map, layer_name,MAP_KEY_TYPE,NULL) == false ) {
		return;
	}

	font = font_get(ctx,ITEM_FONT, ITEM_FONT_SIZE);

	for( x=0; x<default_layer->map_w; x++) {
		for( y=0; y<default_layer->map_h; y++) {
			if(entry_read_list_index(MAP_TABLE,ctx->map,&type,x + y * default_layer->map_w,layer_name,MAP_KEY_TYPE,NULL) == RET_NOK ) {
				continue;
			}

			if( type[0] == 0 ) {
				continue;
			}

			item = item_list_add(&item_list);

			item_set_string(item,type);
			item_set_font(item,font);
			sdl_get_string_size(item->font,item->string,&w,&h);
			item_set_anim_shape(item,map_t2p_x(x,y,default_layer),map_t2p_y(x,y,default_layer),w,h);
		}
	}
}
Пример #4
0
/**********************************
Draw the "set" keyword of a layer
**********************************/
static void compose_map_set(context_t * ctx, int layer_index)
{
	int i = 0;
	int x = 0;
	int y = 0;
	anim_t * anim;
	item_t * item;
	char ** tile_set = NULL;
	char layer_name[SMALL_BUF];
	layer_t * layer;

	sprintf(layer_name,"%s%d",MAP_KEY_LAYER,layer_index);
	if(entry_read_list(MAP_TABLE, ctx->map, &tile_set,layer_name,MAP_KEY_SET,NULL) == RET_NOK ) {
		return;
	}

	layer = map_layer_new(ctx->map,layer_index,default_layer);

	while(tile_set[i] != NULL ) {
		/* Skip empty tile */
		if( tile_set[i][0] != 0 ) {
			item = item_list_add(&item_list);
			anim = imageDB_get_anim(ctx,tile_set[i]);
			item_set_pos(item,map_t2p_x(x,y,layer),map_t2p_y(x,y,layer));
			item_set_anim(item,anim,0);
		}

		x++;
		if(x>=layer->map_w) {
			x=0;
			y++;
		}
		i++;
	}

	deep_free(tile_set);

	map_layer_delete(layer);
}
Пример #5
0
/**********************************
Set sdl_item item for mouse button callback
**********************************/
static void compose_map_button(context_t * ctx)
{
	int x = 0;
	int y = 0;
	item_t * item;
	anim_t * anim = NULL;

	if ( option && option->cursor_over_tile ) {
		anim = imageDB_get_anim(ctx,option->cursor_over_tile);
	}

	for( y=0 ; y < default_layer->map_h ; y++ ) {
		for ( x=0 ; x < default_layer->map_w ; x++ ) {
			item = item_list_add(&item_list);
			item_set_anim_shape(item,map_t2p_x(x,y,default_layer),map_t2p_y(x,y,default_layer),default_layer->tile_width,default_layer->tile_height);
			item_set_user(item,x,y);
			item_set_click_left(item,cb_select_map,item,NULL);
			item_set_click_right(item,cb_redo_map,item,NULL);
			item_set_over(item,cb_over,item,NULL);
			item_set_anim_over(item,anim,0);
		}
	}
}
Пример #6
0
/**********************************
Compose the character select screen
**********************************/
item_t * scr_play_compose(context_t * ctx)
{
	int bg_red = 0;
	int bg_blue = 0;
	int bg_green = 0;
	char * map_filename;
	int layer_index = 0;
	char * old_sfx = NULL;

	option = option_get();

	if(item_list) {
		item_list_free(item_list);
		item_list = NULL;
	}

	if(ctx->map == NULL ) {
		if(context_update_from_file(ctx) == RET_NOK) {
			return NULL;
		}
	}

	if(init) {
		/* Register this character to receive server notifications */
		network_request_start(ctx,ctx->id);
		ui_play_init();
		init = false;
	}

	sdl_free_keycb();
	sdl_free_mousecb();
	sdl_add_mousecb(MOUSE_WHEEL_UP,cb_zoom);
	sdl_add_mousecb(MOUSE_WHEEL_DOWN,cb_unzoom);

	change_map = ctx->change_map;

	if( change_map == true ) {
		map_filename = strconcat( MAP_TABLE,"/",ctx->map,NULL);
		network_send_req_file(ctx,map_filename);
		free(map_filename);
		if(default_layer) {
			map_layer_delete(default_layer);
		}
		default_layer = map_layer_new(ctx->map,DEFAULT_LAYER,NULL);
	}

	if( default_layer && default_layer->active ) { // Make sure map data are available
		for(layer_index = 0; layer_index < MAX_LAYER; layer_index++) {
			compose_map_set(ctx,layer_index);
			compose_map_scenery(ctx,layer_index);
			compose_item(ctx,layer_index);
			compose_sprite(ctx,layer_index);
			compose_type(ctx,layer_index);
		}
		compose_map_button(ctx);
		compose_select(ctx);

		ui_play_compose(ctx,item_list);

		// force virtual coordinate on map change
		if( change_map == true ) {
			sdl_force_virtual_x(map_t2p_x(ctx->pos_tx,ctx->pos_ty,default_layer) + default_layer->col_width[ctx->pos_tx%default_layer->col_num]/2 + default_layer->row_width[ctx->pos_ty%default_layer->row_num]/2 );
			sdl_force_virtual_y(map_t2p_y(ctx->pos_tx,ctx->pos_ty,default_layer) + default_layer->col_height[ctx->pos_tx%default_layer->col_num]/2 + default_layer->row_height[ctx->pos_ty%default_layer->row_num]/2 );
		}
		// set virtual coordinate on the same map
		else {
			sdl_set_virtual_x(map_t2p_x(ctx->pos_tx,ctx->pos_ty,default_layer) + default_layer->col_width[ctx->pos_tx%default_layer->col_num]/2 + default_layer->row_width[ctx->pos_ty%default_layer->row_num]/2 );
			sdl_set_virtual_y(map_t2p_y(ctx->pos_tx,ctx->pos_ty,default_layer) + default_layer->col_height[ctx->pos_tx%default_layer->col_num]/2 + default_layer->row_height[ctx->pos_ty%default_layer->row_num]/2 );
		}
	}

	entry_read_int(MAP_TABLE,ctx->map,&bg_red,MAP_KEY_BG_RED,NULL);
	entry_read_int(MAP_TABLE,ctx->map,&bg_blue,MAP_KEY_BG_BLUE,NULL);
	entry_read_int(MAP_TABLE,ctx->map,&bg_green,MAP_KEY_BG_GREEN,NULL);
	SDL_SetRenderDrawColor(ctx->render, bg_red, bg_blue, bg_green, 255);

	old_sfx = sfx;
	sfx = NULL;

	entry_read_string(MAP_TABLE,ctx->map,&sfx,MAP_SFX,NULL);

	if(old_sfx)  {
		if( sfx ) {
			if( strcmp(old_sfx,sfx) ) {
				sfx_stop(ctx,old_sfx);
			}
		} else  { // sfx == NULL
			sfx_stop(ctx,old_sfx);
		}
		free(old_sfx);
	}

	if( sfx && sfx[0]!=0 ) {
		sfx_play(ctx,sfx,NO_RESTART);
	}

	return item_list;
}
Пример #7
0
/**********************************
Compose item on map
**********************************/
static void compose_item(context_t * ctx,int layer_index)
{
	char * sprite_name = NULL;
	int sprite_align = ALIGN_CENTER;
	int sprite_offset_y = 0;
	anim_t * anim;
	item_t * item;
	int x;
	int y;
	int temp_x;
	int temp_y;
	char ** item_id;
	int i;
	static TTF_Font * font = NULL;
	char * mytemplate;
	int quantity;
	char buf[SMALL_BUF];
	char layer_name[SMALL_BUF];

	sprintf(layer_name,"%s%d",MAP_KEY_LAYER,layer_index);

	if(entry_get_group_list(MAP_TABLE,ctx->map,&item_id,layer_name,MAP_ENTRY_ITEM_LIST,NULL) == RET_NOK ) {
		return;
	}

	font = font_get(ctx,ITEM_FONT, ITEM_FONT_SIZE);

	i=0;
	while( item_id[i] != NULL ) {
		sprite_align = ALIGN_CENTER;

		if(entry_read_int(MAP_TABLE,ctx->map,&x,layer_name,MAP_ENTRY_ITEM_LIST,item_id[i],MAP_ITEM_POS_X,NULL) == RET_NOK ) {
			i++;
			continue;
		}

		if(entry_read_int(MAP_TABLE,ctx->map,&y,layer_name,MAP_ENTRY_ITEM_LIST,item_id[i],MAP_ITEM_POS_Y,NULL) == RET_NOK ) {
			i++;
			continue;
		}

		mytemplate = item_is_resource(item_id[i]);

		if ( mytemplate == NULL ) {
			if(entry_read_string(ITEM_TABLE,item_id[i],&sprite_name,ITEM_SPRITE,NULL) == RET_NOK ) {
				i++;
				continue;
			}
			entry_read_int(ITEM_TABLE,item_id[i],&sprite_align,ITEM_ALIGN,NULL);
			entry_read_int(ITEM_TABLE,item_id[i],&sprite_offset_y,ITEM_OFFSET_Y,NULL);
		} else {
			if(entry_read_string(ITEM_TEMPLATE_TABLE,mytemplate,&sprite_name,ITEM_SPRITE,NULL) == RET_NOK ) {
				free(mytemplate);
				i++;
				continue;
			}
			entry_read_int(ITEM_TEMPLATE_TABLE,mytemplate,&sprite_align,ITEM_ALIGN,NULL);
			entry_read_int(ITEM_TEMPLATE_TABLE,mytemplate,&sprite_offset_y,ITEM_OFFSET_Y,NULL);
			free(mytemplate);
		}

		item = item_list_add(&item_list);

		anim = imageDB_get_anim(ctx,sprite_name);
		free(sprite_name);

		temp_x = map_t2p_x(x,y,default_layer);
		temp_y = map_t2p_y(x,y,default_layer);
		x = temp_x;
		y = temp_y;
		/* Align on tile */
		if( sprite_align == ALIGN_CENTER ) {
			x -= ((anim->w*default_layer->map_zoom)-default_layer->tile_width)/2;
			y -= ((anim->h*default_layer->map_zoom)-default_layer->tile_height)/2;
		}
		if( sprite_align == ALIGN_LOWER ) {
			x -= ((anim->w*default_layer->map_zoom)-default_layer->tile_width)/2;
			y -= (anim->h*default_layer->map_zoom)-default_layer->tile_height;
		}

		y += sprite_offset_y;

		item_set_pos(item,x,y);
		item_set_anim(item,anim,0);
		item_set_zoom_x(item, default_layer->map_zoom );
		item_set_zoom_y(item, default_layer->map_zoom );
		if(font) {
			quantity = resource_get_quantity(item_id[i]);
			sprintf(buf,"%d",quantity);
			item_set_string(item,buf);
			item_set_font(item,font);
		}

		i++;
	}

	deep_free(item_id);
}
Пример #8
0
/**********************************
Draw a single sprite
if image_file_name is not NULL, this file is used as an image rather than the normal sprite image
**********************************/
static void set_up_sprite(context_t * ctx, const char * image_file_name)
{
	anim_t ** sprite_list;
	anim_t ** sprite_move_list;
	item_t * item;
	int px;
	int py;
	int opx;
	int opy;
	Uint32 current_time;
	int angle;
	int flip;
	int force_flip;
	int move_status;
	char * zoom_str = NULL;
	double zoom = 1.0;
	int sprite_align = ALIGN_CENTER;
	int sprite_offset_y = 0;
	bool force_position = false;

	context_t * player_context = context_get_player();

	if( ctx->map == NULL ) {
		return;
	}
	if( ctx->in_game == false ) {
		return;
	}
	if( strcmp(ctx->map,player_context->map)) {
		return;
	}

	item = item_list_add(&item_list);

	current_time = sdl_get_global_time();

	// Force position when the player has changed map
	if( change_map == true ) {
		ctx->move_start_tick = current_time;
		ctx->animation_tick = current_time;
		force_position = true;
	}
	// Force position when this context has changed map
	if( ctx->change_map == true ) {
		ctx->move_start_tick = current_time;
		ctx->animation_tick = current_time;
		ctx->change_map = false;
		force_position = true;
	}

	if( ctx->animation_tick == 0 ) {
		ctx->animation_tick = current_time;
	}

	if( ctx->cur_pos_px == INT_MAX || ctx->cur_pos_py == INT_MAX ) {
		force_position = true;
	}

	// Detect sprite movement, initiate animation
	if( ctx->pos_changed && force_position == false ) {
		ctx->pos_changed = false;
		ctx->move_start_tick = current_time;
		ctx->start_pos_px = ctx->cur_pos_px;
		ctx->start_pos_py = ctx->cur_pos_py;

		/* flip need to remember previous direction to avoid resetting a
		   east -> west flip when a sprite goes to north for instance.
		   On the contrary rotation must not remember previous state, or
		   the rotation will be wrong.
		   Hence the distinction between orientation (no memory) and
		   direction (memory). */
		ctx->orientation = 0;
		// Compute direction
		if( ctx->pos_tx > ctx->prev_pos_tx ) {
			ctx->direction &= ~WEST;
			ctx->direction |= EAST;
			ctx->orientation |= EAST;
		}
		if( ctx->pos_tx < ctx->prev_pos_tx ) {
			ctx->direction &= ~EAST;
			ctx->direction |= WEST;
			ctx->orientation |= WEST;
		}
		if( ctx->pos_ty > ctx->prev_pos_ty ) {
			ctx->direction &= ~NORTH;
			ctx->direction |= SOUTH;
			ctx->orientation |= SOUTH;
		}
		if( ctx->pos_ty < ctx->prev_pos_ty ) {
			ctx->direction &= ~SOUTH;
			ctx->direction |= NORTH;
			ctx->orientation |= NORTH;
		}
	}

	// Select sprite to display
	sprite_list = select_sprite(ctx,image_file_name);
	if( sprite_list == NULL ) {
		return;
	}
	if( sprite_list[0] == NULL ) {
		free(sprite_list);
		return;
	}
	sprite_move_list = select_sprite_move(ctx,image_file_name);

	// Get position in pixel
	px = map_t2p_x(ctx->pos_tx,ctx->pos_ty,default_layer);
	py = map_t2p_y(ctx->pos_tx,ctx->pos_ty,default_layer);

	// Get per sprite zoom
	if(entry_read_string(CHARACTER_TABLE,ctx->id,&zoom_str,CHARACTER_KEY_ZOOM,NULL) == RET_OK ) {
		zoom = atof(zoom_str);
		free(zoom_str);
	}

	// Align sprite on tile
	entry_read_int(CHARACTER_TABLE,ctx->id,&sprite_align,CHARACTER_KEY_ALIGN,NULL);
	if( sprite_align == ALIGN_CENTER ) {
		px -= ((sprite_list[0]->w*default_layer->map_zoom*zoom)-default_layer->tile_width)/2;
		py -= ((sprite_list[0]->h*default_layer->map_zoom*zoom)-default_layer->tile_height)/2;
	}
	if( sprite_align == ALIGN_LOWER ) {
		px -= ((sprite_list[0]->w*default_layer->map_zoom*zoom)-default_layer->tile_width)/2;
		py -= (sprite_list[0]->h*default_layer->map_zoom*zoom)-default_layer->tile_height ;
	}

	// Add Y offset
	entry_read_int(CHARACTER_TABLE,ctx->id,&sprite_offset_y,CHARACTER_KEY_OFFSET_Y,NULL);
	py += sprite_offset_y;

	// Set sprite to item
	item_set_anim_start_tick(item,ctx->animation_tick);

	if( force_position == true ) {
		ctx->start_pos_px = px;
		ctx->cur_pos_px = px;
		ctx->start_pos_py = py;
		ctx->cur_pos_py = py;
	}

	opx = ctx->start_pos_px;
	opy = ctx->start_pos_py;

	item_set_move(item,opx,opy,px,py,ctx->move_start_tick,VIRTUAL_ANIM_DURATION);
	item_set_save_coordinate(item,&ctx->cur_pos_px,&ctx->cur_pos_py);
	item_set_anim_array(item,sprite_list);
	free(sprite_list);
	item_set_anim_move_array(item,sprite_move_list);
	free(sprite_move_list);

	// Get rotation configuration
	angle = 0;
	if( ctx->orientation & NORTH && ctx->orientation & EAST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_NE_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & SOUTH && ctx->orientation & EAST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_SE_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & SOUTH && ctx->orientation & WEST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_SW_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & NORTH && ctx->orientation & WEST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_NW_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & NORTH ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_N_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & SOUTH ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_S_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & WEST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_W_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & EAST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_E_ROT,NULL);
		item_set_angle(item,(double)angle);
	}

	// Get flip configuration
	force_flip = 0;
	entry_read_int(CHARACTER_TABLE,ctx->id,&force_flip,CHARACTER_KEY_FORCE_FLIP,NULL);
	move_status = ctx->direction;
	if( force_flip == true ) {
		move_status = ctx->orientation;
	}

	flip = 0;
	if( angle == 0 ) {
		if( move_status & NORTH ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_N_FLIP,NULL);
		}
		if( move_status & SOUTH ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_S_FLIP,NULL);
		}
		if( move_status & WEST ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_W_FLIP,NULL);
		}
		if( move_status & EAST ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_E_FLIP,NULL);
		}

		switch(flip) {
		case 1:
			item_set_flip(item,SDL_FLIP_HORIZONTAL);
			break;
		case 2:
			item_set_flip(item,SDL_FLIP_VERTICAL);
			break;
		case 3:
			item_set_flip(item,SDL_FLIP_HORIZONTAL|SDL_FLIP_VERTICAL);
			break;
		default:
			item_set_flip(item,SDL_FLIP_NONE);
		}
	}

	item_set_click_left(item,cb_select_sprite,ctx->id,NULL);
	item_set_click_right(item,cb_redo_sprite,item,NULL);

	item_set_zoom_x(item,zoom * default_layer->map_zoom );
	item_set_zoom_y(item,zoom * default_layer->map_zoom );
}