mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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509 lines
16 KiB
Ruby
509 lines
16 KiB
Ruby
#===============================================================================
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# Map Factory (allows multiple maps to be loaded at once and connected).
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#===============================================================================
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class PokemonMapFactory
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attr_reader :maps
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def initialize(id)
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@maps = []
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@fixup = false
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@mapChanged = false # transient instance variable
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setup(id)
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end
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# Clears all maps and sets up the current map with id. This function also sets
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# the positions of neighboring maps and notifies the game system of a map
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# change.
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def setup(id)
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@maps.clear
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@maps[0] = Game_Map.new
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@mapIndex = 0
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oldID = ($game_map) ? $game_map.map_id : 0
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setMapChanging(id, @maps[0]) if oldID != 0 && oldID != @maps[0].map_id
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$game_map = @maps[0]
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@maps[0].setup(id)
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setMapsInRange
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setMapChanged(oldID)
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end
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def map
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@mapIndex = 0 if !@mapIndex || @mapIndex < 0
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return @maps[@mapIndex] if @maps[@mapIndex]
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raise "No maps in save file... (mapIndex=#{@mapIndex})" if @maps.length == 0
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if @maps[0]
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echoln "Using next map, may be incorrect (mapIndex=#{@mapIndex}, length=#{@maps.length})"
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return @maps[0]
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end
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raise "No maps in save file... (all maps empty; mapIndex=#{@mapIndex})"
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end
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def hasMap?(id)
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@maps.each do |map|
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return true if map.map_id == id
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end
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return false
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end
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def getMapIndex(id)
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@maps.length.times do |i|
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return i if @maps[i].map_id == id
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end
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return -1
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end
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def getMap(id, add = true)
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@maps.each do |map|
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return map if map.map_id == id
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end
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map = Game_Map.new
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map.setup(id)
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@maps.push(map) if add
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return map
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end
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def getMapNoAdd(id)
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return getMap(id, false)
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end
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def getNewMap(playerX, playerY, map_id = nil)
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id = map_id || $game_map.map_id
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MapFactoryHelper.eachConnectionForMap(id) do |conn|
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mapidB = nil
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newx = 0
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newy = 0
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if conn[0] == id
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mapidB = conn[3]
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mapB = MapFactoryHelper.getMapDims(conn[3])
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newx = conn[4] - conn[1] + playerX
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newy = conn[5] - conn[2] + playerY
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else
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mapidB = conn[0]
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mapB = MapFactoryHelper.getMapDims(conn[0])
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newx = conn[1] - conn[4] + playerX
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newy = conn[2] - conn[5] + playerY
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end
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if newx >= 0 && newx < mapB[0] && newy >= 0 && newy < mapB[1]
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return [getMapNoAdd(mapidB), newx, newy] if map_id
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return [getMap(mapidB), newx, newy]
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end
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end
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return nil
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end
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# Detects whether the player has moved onto a connected map, and if so, causes
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# their transfer to that map.
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def setCurrentMap
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return if $game_player.moving? || $game_player.jumping?
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return if $game_map.valid?($game_player.x, $game_player.y)
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newmap = getNewMap($game_player.x, $game_player.y)
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return if !newmap
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oldmap = $game_map.map_id
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if oldmap != 0 && oldmap != newmap[0].map_id
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setMapChanging(newmap[0].map_id, newmap[0])
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end
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$game_map = newmap[0]
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@mapIndex = getMapIndex($game_map.map_id)
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$game_player.moveto(newmap[1], newmap[2])
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$game_map.update
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pbAutoplayOnTransition
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$game_map.refresh
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setMapChanged(oldmap)
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$game_screen.weather_duration = 20
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end
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def setMapsInRange
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return if @fixup
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@fixup = true
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id = $game_map.map_id
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MapFactoryHelper.eachConnectionForMap(id) do |conn|
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if conn[0] == id
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mapA = getMap(conn[0])
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newdispx = ((conn[4] - conn[1]) * Game_Map::REAL_RES_X) + mapA.display_x
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newdispy = ((conn[5] - conn[2]) * Game_Map::REAL_RES_Y) + mapA.display_y
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if hasMap?(conn[3]) || MapFactoryHelper.mapInRangeById?(conn[3], newdispx, newdispy)
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mapB = getMap(conn[3])
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mapB.display_x = newdispx if mapB.display_x != newdispx
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mapB.display_y = newdispy if mapB.display_y != newdispy
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end
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else
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mapA = getMap(conn[3])
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newdispx = ((conn[1] - conn[4]) * Game_Map::REAL_RES_X) + mapA.display_x
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newdispy = ((conn[2] - conn[5]) * Game_Map::REAL_RES_Y) + mapA.display_y
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if hasMap?(conn[0]) || MapFactoryHelper.mapInRangeById?(conn[0], newdispx, newdispy)
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mapB = getMap(conn[0])
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mapB.display_x = newdispx if mapB.display_x != newdispx
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mapB.display_y = newdispy if mapB.display_y != newdispy
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end
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end
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end
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@fixup = false
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end
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def setMapChanging(newID, newMap)
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EventHandlers.trigger(:on_leave_map, newID, newMap)
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end
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def setMapChanged(prevMap)
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EventHandlers.trigger(:on_enter_map, prevMap)
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@mapChanged = true
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end
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def setSceneStarted(scene)
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EventHandlers.trigger(:on_map_or_spriteset_change, scene, @mapChanged)
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@mapChanged = false
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end
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# Similar to Game_Player#passable?, but supports map connections
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def isPassableFromEdge?(x, y, dir = 0)
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return true if $game_map.valid?(x, y)
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newmap = getNewMap(x, y, $game_map.map_id)
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return false if !newmap
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return isPassable?(newmap[0].map_id, newmap[1], newmap[2], dir)
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end
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def isPassable?(mapID, x, y, dir = 0, thisEvent = nil)
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thisEvent = $game_player if !thisEvent
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map = getMapNoAdd(mapID)
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return false if !map
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return false if !map.valid?(x, y)
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return true if thisEvent.through
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# Check passability of tile
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return true if $DEBUG && Input.press?(Input::CTRL) && thisEvent.is_a?(Game_Player)
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return false if !map.passable?(x, y, dir, thisEvent)
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# Check passability of event(s) in that spot
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map.events.each_value do |event|
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next if event == thisEvent || !event.at_coordinate?(x, y)
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return false if !event.through && event.character_name != ""
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end
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# Check passability of player
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if !thisEvent.is_a?(Game_Player) &&
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$game_map.map_id == mapID && $game_player.x == x && $game_player.y == y &&
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!$game_player.through && $game_player.character_name != ""
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return false
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end
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return true
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end
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# Only used by follower events
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def isPassableStrict?(mapID, x, y, thisEvent = nil)
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thisEvent = $game_player if !thisEvent
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map = getMapNoAdd(mapID)
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return false if !map
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return false if !map.valid?(x, y)
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return true if thisEvent.through
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return true if $DEBUG && Input.press?(Input::CTRL) && thisEvent.is_a?(Game_Player)
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return false if !map.passableStrict?(x, y, 0, thisEvent)
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map.events.each_value do |event|
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next if event == thisEvent || !event.at_coordinate?(x, y)
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return false if !event.through && event.character_name != ""
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end
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return true
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end
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def getTerrainTag(mapid, x, y, countBridge = false)
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map = getMapNoAdd(mapid)
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return map.terrain_tag(x, y, countBridge)
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end
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# NOTE: Assumes the event is 1x1 tile in size. Only returns one terrain tag.
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def getFacingTerrainTag(dir = nil, event = nil)
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tile = getFacingTile(dir, event)
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return GameData::TerrainTag.get(:None) if !tile
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return getTerrainTag(tile[0], tile[1], tile[2])
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end
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def getTerrainTagFromCoords(mapid, x, y, countBridge = false)
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tile = getRealTilePos(mapid, x, y)
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return GameData::TerrainTag.get(:None) if !tile
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return getTerrainTag(tile[0], tile[1], tile[2])
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end
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def areConnected?(mapID1, mapID2)
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return true if mapID1 == mapID2
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return MapFactoryHelper.mapsConnected?(mapID1, mapID2)
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end
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# Returns the coordinate change to go from this position to other position
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def getRelativePos(thisMapID, thisX, thisY, otherMapID, otherX, otherY)
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if thisMapID == otherMapID # Both events share the same map
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return [otherX - thisX, otherY - thisY]
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end
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MapFactoryHelper.eachConnectionForMap(thisMapID) do |conn|
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if conn[0] == otherMapID
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posX = conn[4] - conn[1] + otherX - thisX
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posY = conn[5] - conn[2] + otherY - thisY
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return [posX, posY]
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elsif conn[3] == otherMapID
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posX = conn[1] - conn[4] + otherX - thisX
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posY = conn[2] - conn[5] + otherY - thisY
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return [posX, posY]
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end
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end
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return [0, 0]
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end
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# Gets the distance from this event to another event. Example: If this event's
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# coordinates are (2,5) and the other event's coordinates are (5,1), returns
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# the array (3,-4), because (5-2=3) and (1-5=-4).
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def getThisAndOtherEventRelativePos(thisEvent, otherEvent)
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return [0, 0] if !thisEvent || !otherEvent
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return getRelativePos(thisEvent.map.map_id, thisEvent.x, thisEvent.y,
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otherEvent.map.map_id, otherEvent.x, otherEvent.y)
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end
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def getThisAndOtherPosRelativePos(thisEvent, otherMapID, otherX, otherY)
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return [0, 0] if !thisEvent
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return getRelativePos(thisEvent.map.map_id, thisEvent.x, thisEvent.y,
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otherMapID, otherX, otherY)
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end
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# Unused
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def getOffsetEventPos(event, xOffset, yOffset)
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event = $game_player if !event
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return nil if !event
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return getRealTilePos(event.map.map_id, event.x + xOffset, event.y + yOffset)
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end
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# NOTE: Assumes the event is 1x1 tile in size. Only returns one tile.
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def getFacingTile(direction = nil, event = nil, steps = 1)
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event = $game_player if event.nil?
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return [0, 0, 0] if !event
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x = event.x
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y = event.y
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id = event.map.map_id
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direction = event.direction if direction.nil?
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return getFacingTileFromPos(id, x, y, direction, steps)
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end
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def getFacingTileFromPos(mapID, x, y, direction = 0, steps = 1)
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id = mapID
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case direction
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when 1
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x -= steps
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y += steps
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when 2
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y += steps
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when 3
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x += steps
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y += steps
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when 4
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x -= steps
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when 6
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x += steps
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when 7
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x -= steps
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y -= steps
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when 8
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y -= steps
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when 9
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x += steps
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y -= steps
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else
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return [id, x, y]
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end
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return getRealTilePos(mapID, x, y)
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end
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def getRealTilePos(mapID, x, y)
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id = mapID
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return [id, x, y] if getMapNoAdd(id).valid?(x, y)
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MapFactoryHelper.eachConnectionForMap(id) do |conn|
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if conn[0] == id
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newX = x + conn[4] - conn[1]
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newY = y + conn[5] - conn[2]
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next if newX < 0 || newY < 0
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dims = MapFactoryHelper.getMapDims(conn[3])
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next if newX >= dims[0] || newY >= dims[1]
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return [conn[3], newX, newY]
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else
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newX = x + conn[1] - conn[4]
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newY = y + conn[2] - conn[5]
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next if newX < 0 || newY < 0
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dims = MapFactoryHelper.getMapDims(conn[0])
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next if newX >= dims[0] || newY >= dims[1]
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return [conn[0], newX, newY]
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end
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end
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return nil
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end
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def getFacingCoords(x, y, direction = 0, steps = 1)
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case direction
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when 1
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x -= steps
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y += steps
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when 2
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y += steps
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when 3
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x += steps
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y += steps
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when 4
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x -= steps
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when 6
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x += steps
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when 7
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x -= steps
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y -= steps
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when 8
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y -= steps
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when 9
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x += steps
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y -= steps
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end
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return [x, y]
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end
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def updateMaps(scene)
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updateMapsInternal
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setSceneStarted(scene) if @mapChanged
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end
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def updateMapsInternal
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return if $game_player.moving?
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if !MapFactoryHelper.hasConnections?($game_map.map_id)
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return if @maps.length == 1
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@maps.delete_if { |map| map.map_id != $game_map.map_id }
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@mapIndex = getMapIndex($game_map.map_id)
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return
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end
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old_num_maps = @maps.length
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@maps.delete_if { |map| !MapFactoryHelper.mapsConnected?($game_map.map_id, map.map_id) }
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@mapIndex = getMapIndex($game_map.map_id) if @maps.length != old_num_maps
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setMapsInRange
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old_num_maps = @maps.length
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@maps.delete_if { |map| !MapFactoryHelper.mapInRange?(map) }
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@mapIndex = getMapIndex($game_map.map_id) if @maps.length != old_num_maps
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end
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end
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#===============================================================================
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# Map Factory Helper (stores map connection and size data and calculations
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# involving them)
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#===============================================================================
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module MapFactoryHelper
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@@MapConnections = nil
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@@MapDims = nil
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module_function
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def clear
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@@MapConnections = nil
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@@MapDims = nil
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end
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def getMapConnections
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if !@@MapConnections
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@@MapConnections = []
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conns = load_data("Data/map_connections.dat")
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conns.each do |conn|
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# Ensure both maps in a connection are valid
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dimensions = getMapDims(conn[0])
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next if dimensions[0] == 0 || dimensions[1] == 0
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dimensions = getMapDims(conn[3])
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next if dimensions[0] == 0 || dimensions[1] == 0
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# Convert first map's edge and coordinate to pair of coordinates
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edge = getMapEdge(conn[0], conn[1])
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case conn[1]
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when "N", "S"
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conn[1] = conn[2]
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conn[2] = edge
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when "E", "W"
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conn[1] = edge
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end
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# Convert second map's edge and coordinate to pair of coordinates
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edge = getMapEdge(conn[3], conn[4])
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case conn[4]
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when "N", "S"
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conn[4] = conn[5]
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conn[5] = edge
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when "E", "W"
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conn[4] = edge
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end
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# Add connection to arrays for both maps
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@@MapConnections[conn[0]] = [] if !@@MapConnections[conn[0]]
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@@MapConnections[conn[0]].push(conn)
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@@MapConnections[conn[3]] = [] if !@@MapConnections[conn[3]]
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@@MapConnections[conn[3]].push(conn)
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end
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end
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return @@MapConnections
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end
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def hasConnections?(id)
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conns = MapFactoryHelper.getMapConnections
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return conns[id] ? true : false
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end
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def mapsConnected?(id1, id2)
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MapFactoryHelper.eachConnectionForMap(id1) do |conn|
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return true if conn[0] == id2 || conn[3] == id2
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end
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return false
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end
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def eachConnectionForMap(id)
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conns = MapFactoryHelper.getMapConnections
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return if !conns[id]
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conns[id].each { |conn| yield conn }
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end
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# Gets the height and width of the map with id.
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def getMapDims(id)
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# Create cache if doesn't exist
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@@MapDims = [] if !@@MapDims
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# Add map to cache if can't be found
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if !@@MapDims[id]
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begin
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map = load_data(sprintf("Data/Map%03d.rxdata", id))
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@@MapDims[id] = [map.width, map.height]
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rescue
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@@MapDims[id] = [0, 0]
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end
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end
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# Return map in cache
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return @@MapDims[id]
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end
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# Returns the X or Y coordinate of an edge on the map with id.
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# Considers the special strings "N","W","E","S"
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def getMapEdge(id, edge)
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return 0 if ["N", "W"].include?(edge)
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dims = getMapDims(id) # Get dimensions
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return dims[0] if edge == "E"
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return dims[1] if edge == "S"
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return dims[0] # real dimension (use width)
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end
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def mapInRange?(map)
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range = 6 # Number of tiles
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dispx = map.display_x
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dispy = map.display_y
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return false if dispx >= (map.width + range) * Game_Map::REAL_RES_X
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return false if dispy >= (map.height + range) * Game_Map::REAL_RES_Y
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return false if dispx <= -(Graphics.width + (range * Game_Map::TILE_WIDTH)) * Game_Map::X_SUBPIXELS
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return false if dispy <= -(Graphics.height + (range * Game_Map::TILE_HEIGHT)) * Game_Map::Y_SUBPIXELS
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return true
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end
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def mapInRangeById?(id, dispx, dispy)
|
|
range = 6 # Number of tiles
|
|
dims = MapFactoryHelper.getMapDims(id)
|
|
return false if dispx >= (dims[0] + range) * Game_Map::REAL_RES_X
|
|
return false if dispy >= (dims[1] + range) * Game_Map::REAL_RES_Y
|
|
return false if dispx <= -(Graphics.width + (range * Game_Map::TILE_WIDTH)) * Game_Map::X_SUBPIXELS
|
|
return false if dispy <= -(Graphics.height + (range * Game_Map::TILE_HEIGHT)) * Game_Map::Y_SUBPIXELS
|
|
return true
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
#
|
|
#===============================================================================
|
|
# Unused
|
|
def updateTilesets
|
|
maps = $map_factory.maps
|
|
maps.each do |map|
|
|
map&.updateTileset
|
|
end
|
|
end
|