#============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles the map. It includes scrolling and passable determining # functions. Refer to "$game_map" for the instance of this class. #============================================================================== class Game_Map attr_accessor :map_id attr_accessor :tileset_name # tileset file name attr_accessor :autotile_names # autotile file name attr_reader :passages # passage table attr_reader :priorities # prioroty table attr_reader :terrain_tags # terrain tag table attr_reader :events # events attr_accessor :panorama_name # panorama file name attr_accessor :panorama_hue # panorama hue attr_accessor :fog_name # fog file name attr_accessor :fog_hue # fog hue attr_accessor :fog_opacity # fog opacity level attr_accessor :fog_blend_type # fog blending method attr_accessor :fog_zoom # fog zoom rate attr_accessor :fog_sx # fog sx attr_accessor :fog_sy # fog sy attr_reader :fog_ox # fog x-coordinate starting point attr_reader :fog_oy # fog y-coordinate starting point attr_reader :fog_tone # fog color tone attr_accessor :battleback_name # battleback file name attr_reader :display_x # display x-coordinate * 128 attr_reader :display_y # display y-coordinate * 128 attr_accessor :need_refresh # refresh request flag TILE_WIDTH = 32 TILE_HEIGHT = 32 X_SUBPIXELS = 4 Y_SUBPIXELS = 4 REAL_RES_X = TILE_WIDTH * X_SUBPIXELS REAL_RES_Y = TILE_HEIGHT * Y_SUBPIXELS def initialize @map_id = 0 @display_x = 0 @display_y = 0 end def setup(map_id) @map_id = map_id @map = load_data(sprintf("Data/Map%03d.rxdata",map_id)) tileset = $data_tilesets[@map.tileset_id] updateTileset @fog_ox = 0 @fog_oy = 0 @fog_tone = Tone.new(0, 0, 0, 0) @fog_tone_target = Tone.new(0, 0, 0, 0) @fog_tone_duration = 0 @fog_opacity_duration = 0 @fog_opacity_target = 0 self.display_x = 0 self.display_y = 0 @need_refresh = false Events.onMapCreate.trigger(self,map_id,@map,tileset) @events = {} for i in @map.events.keys @events[i] = Game_Event.new(@map_id, @map.events[i],self) end @common_events = {} for i in 1...$data_common_events.size @common_events[i] = Game_CommonEvent.new(i) end @scroll_direction = 2 @scroll_rest = 0 @scroll_speed = 4 end def updateTileset tileset = $data_tilesets[@map.tileset_id] @tileset_name = tileset.tileset_name @autotile_names = tileset.autotile_names @panorama_name = tileset.panorama_name @panorama_hue = tileset.panorama_hue @fog_name = tileset.fog_name @fog_hue = tileset.fog_hue @fog_opacity = tileset.fog_opacity @fog_blend_type = tileset.fog_blend_type @fog_zoom = tileset.fog_zoom @fog_sx = tileset.fog_sx @fog_sy = tileset.fog_sy @battleback_name = tileset.battleback_name @passages = tileset.passages @priorities = tileset.priorities @terrain_tags = tileset.terrain_tags end def width; return @map.width; end def height; return @map.height; end def encounter_list; return @map.encounter_list; end def encounter_step; return @map.encounter_step; end def data; return @map.data; end def name ret = pbGetMessage(MessageTypes::MapNames,@map_id) ret.gsub!(/\\PN/,$Trainer.name) if $Trainer return ret end #----------------------------------------------------------------------------- # * Autoplays background music # Plays music called "[normal BGM]_n" if it's night time and it exists #----------------------------------------------------------------------------- def autoplayAsCue if @map.autoplay_bgm if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n") pbCueBGM(@map.bgm.name+"_n",1.0,@map.bgm.volume,@map.bgm.pitch) else pbCueBGM(@map.bgm,1.0) end end if @map.autoplay_bgs pbBGSPlay(@map.bgs) end end #----------------------------------------------------------------------------- # * Plays background music # Plays music called "[normal BGM]_n" if it's night time and it exists #----------------------------------------------------------------------------- def autoplay if @map.autoplay_bgm if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n") pbBGMPlay(@map.bgm.name+"_n",@map.bgm.volume,@map.bgm.pitch) else pbBGMPlay(@map.bgm) end end if @map.autoplay_bgs pbBGSPlay(@map.bgs) end end def valid?(x, y) return (x>=0 and x=0 and y=-10 and x<=width+10 and y>=-10 and y<=height+10) end def passable?(x, y, d, self_event = nil) return false if !valid?(x, y) bit = (1 << (d / 2 - 1)) & 0x0f for event in events.values next if event.tile_id <= 0 terrain = @terrain_tags[event.tile_id] next if terrain == PBTerrain::Neutral next if event == self_event next if event.x != x || event.y != y next if event.through passage = @passages[event.tile_id] return false if passage & bit != 0 return false if passage & 0x0f == 0x0f return true if @priorities[event.tile_id] == 0 end return playerPassable?(x, y, d, self_event) if self_event==$game_player # All other events newx = x; newy = y case d when 1; newx -= 1; newy += 1 when 2; newy += 1 when 3; newx += 1; newy += 1 when 4; newx -= 1 when 6; newx += 1 when 7; newx -= 1; newy -= 1 when 8; newy -= 1 when 9; newx += 1; newy -= 1 end return false if !valid?(newx, newy) for i in [2, 1, 0] tile_id = data[x, y, i] terrain = @terrain_tags[tile_id] passage = @passages[tile_id] # If already on water, only allow movement to another water tile if self_event!=nil && PBTerrain.isJustWater?(terrain) for j in [2, 1, 0] facing_tile_id = data[newx, newy, j] return false if facing_tile_id==nil facing_terrain = @terrain_tags[facing_tile_id] if facing_terrain!=0 && facing_terrain!=PBTerrain::Neutral return PBTerrain.isJustWater?(facing_terrain) end end return false # Can't walk onto ice elsif PBTerrain.isIce?(terrain) return false elsif self_event!=nil && self_event.x==x && self_event.y==y # Can't walk onto ledges for j in [2, 1, 0] facing_tile_id = data[newx, newy, j] return false if facing_tile_id==nil facing_terrain = @terrain_tags[facing_tile_id] if facing_terrain!=0 && facing_terrain!=PBTerrain::Neutral return false if PBTerrain.isLedge?(facing_terrain) break end end # Regular passability checks if terrain!=PBTerrain::Neutral if passage & bit != 0 || passage & 0x0f == 0x0f return false elsif @priorities[tile_id] == 0 return true end end # Regular passability checks elsif terrain!=PBTerrain::Neutral if passage & bit != 0 || passage & 0x0f == 0x0f return false elsif @priorities[tile_id] == 0 return true end end end return true end def playerPassable?(x, y, d, self_event = nil) bit = (1 << (d / 2 - 1)) & 0x0f for i in [2, 1, 0] tile_id = data[x, y, i] terrain = @terrain_tags[tile_id] passage = @passages[tile_id] # Ignore bridge tiles if not on a bridge next if PBTerrain.isBridge?(terrain) && $PokemonGlobal.bridge==0 # Make water tiles passable if player is surfing if $PokemonGlobal.surfing && PBTerrain.isPassableWater?(terrain) return true # Prevent cycling in really tall grass/on ice elsif $PokemonGlobal.bicycle && PBTerrain.onlyWalk?(terrain) return false # Depend on passability of bridge tile if on bridge elsif PBTerrain.isBridge?(terrain) && $PokemonGlobal.bridge>0 return (passage & bit == 0 && passage & 0x0f != 0x0f) # Regular passability checks elsif terrain!=PBTerrain::Neutral if passage & bit != 0 || passage & 0x0f == 0x0f return false elsif @priorities[tile_id] == 0 return true end end end return true end # Returns whether the position x,y is fully passable (there is no blocking # event there, and the tile is fully passable in all directions) def passableStrict?(x, y, d, self_event = nil) return false if !valid?(x, y) for event in events.values next if event == self_event || event.tile_id < 0 || event.through next if event.x != x || event.y != y terrain = @terrain_tags[event.tile_id] next if terrain == PBTerrain::Neutral return false if @passages[event.tile_id] & 0x0f != 0 return true if @priorities[event.tile_id] == 0 end for i in [2, 1, 0] tile_id = data[x, y, i] terrain = @terrain_tags[tile_id] next if terrain == PBTerrain::Neutral return false if @passages[tile_id] & 0x0f != 0 return true if @priorities[tile_id] == 0 end return true end def bush?(x,y) for i in [2, 1, 0] tile_id = data[x, y, i] return false if PBTerrain.isBridge?(@terrain_tags[tile_id]) && $PokemonGlobal.bridge>0 return true if @passages[tile_id] & 0x40 == 0x40 end return false end def deepBush?(x,y) for i in [2, 1, 0] tile_id = data[x, y, i] terrain = @terrain_tags[tile_id] return false if $PokemonGlobal.bridge>0 && PBTerrain.isBridge?(terrain) return true if terrain==PBTerrain::TallGrass && @passages[tile_id] & 0x40 == 0x40 end return false end def counter?(x,y) for i in [2, 1, 0] tile_id = data[x, y, i] passage = @passages[tile_id] return true if passage & 0x80 == 0x80 end return false end def terrain_tag(x,y,countBridge=false) return 0 if !valid?(x, y) for i in [2, 1, 0] tile_id = data[x, y, i] terrain = @terrain_tags[tile_id] next if !countBridge && PBTerrain.isBridge?(terrain) && $PokemonGlobal.bridge==0 return terrain if terrain > 0 && terrain!=PBTerrain::Neutral end return 0 end def check_event(x,y) for event in self.events.values return event.id if event.x == x and event.y == y end end def display_x=(value) @display_x = value if GameData::MapMetadata.get(self.map_id).snap_edges max_x = (self.width - Graphics.width*1.0/TILE_WIDTH) * REAL_RES_X @display_x = [0, [@display_x, max_x].min].max end $MapFactory.setMapsInRange if $MapFactory end def display_y=(value) @display_y = value if GameData::MapMetadata.get(self.map_id).snap_edges max_y = (self.height - Graphics.height*1.0/TILE_HEIGHT) * REAL_RES_Y @display_y = [0, [@display_y, max_y].min].max end $MapFactory.setMapsInRange if $MapFactory end def scroll_up(distance) self.display_y -= distance end def scroll_down(distance) self.display_y += distance end def scroll_left(distance) self.display_x -= distance end def scroll_right(distance) self.display_x += distance end def start_scroll(direction, distance, speed) @scroll_direction = direction if direction==2 || direction==8 # down or up @scroll_rest = distance * REAL_RES_Y else @scroll_rest = distance * REAL_RES_X end @scroll_speed = speed end def scrolling? return @scroll_rest > 0 end def start_fog_tone_change(tone,duration) @fog_tone_target = tone.clone @fog_tone_duration = duration if @fog_tone_duration == 0 @fog_tone = @fog_tone_target.clone end end def start_fog_opacity_change(opacity,duration) @fog_opacity_target = opacity*1.0 @fog_opacity_duration = duration if @fog_opacity_duration==0 @fog_opacity = @fog_opacity_target end end def refresh for event in @events.values event.refresh end for common_event in @common_events.values common_event.refresh end @need_refresh = false end def update # refresh maps if necessary if $MapFactory for i in $MapFactory.maps i.refresh if i.need_refresh end $MapFactory.setCurrentMap end # If scrolling if @scroll_rest>0 distance = (1<<@scroll_speed)*40.0/Graphics.frame_rate distance = @scroll_rest if distance>@scroll_rest case @scroll_direction when 2; scroll_down(distance) when 4; scroll_left(distance) when 6; scroll_right(distance) when 8; scroll_up(distance) end @scroll_rest -= distance end # Only update events that are on-screen for event in @events.values event.update end # Update common events for common_event in @common_events.values common_event.update end # Update fog @fog_ox -= @fog_sx/8.0 @fog_oy -= @fog_sy/8.0 if @fog_tone_duration>=1 d = @fog_tone_duration target = @fog_tone_target @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d @fog_tone_duration -= 1 end if @fog_opacity_duration >= 1 d = @fog_opacity_duration @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d @fog_opacity_duration -= 1 end end end