Files
infinitefusion-e18/Data/Scripts/003_Game classes/004_Game_Map.rb

469 lines
15 KiB
Ruby

#==============================================================================
# ** 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 # priority 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 = $data_tilesets[@map.tileset_id]
updateTileset
@fog_ox = 0
@fog_oy = 0
@fog_tone = Tone.new(0, 0, 0, 0)
@fog_tone_target = Tone.new(0, 0, 0, 0)
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
self.display_x = 0
self.display_y = 0
@need_refresh = false
Events.onMapCreate.trigger(self,map_id,@map,tileset)
@events = {}
for i in @map.events.keys
@events[i] = Game_Event.new(@map_id, @map.events[i],self)
end
# TODO: These should be moved to Spriteset_Global as we only need one copy of them.
@common_events = {}
for i in 1...$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 $Trainer
return ret
end
#-----------------------------------------------------------------------------
# * Autoplays background music
# Plays music called "[normal BGM]_n" if it's night time and it exists
#-----------------------------------------------------------------------------
def autoplayAsCue
if @map.autoplay_bgm
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n")
pbCueBGM(@map.bgm.name+"_n",1.0,@map.bgm.volume,@map.bgm.pitch)
else
pbCueBGM(@map.bgm,1.0)
end
end
if @map.autoplay_bgs
pbBGSPlay(@map.bgs)
end
end
#-----------------------------------------------------------------------------
# * Plays background music
# Plays music called "[normal BGM]_n" if it's night time and it exists
#-----------------------------------------------------------------------------
def autoplay
if @map.autoplay_bgm
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n")
pbBGMPlay(@map.bgm.name+"_n",@map.bgm.volume,@map.bgm.pitch)
else
pbBGMPlay(@map.bgm)
end
end
if @map.autoplay_bgs
pbBGSPlay(@map.bgs)
end
end
def valid?(x, y)
return (x>=0 and x<width and y>=0 and y<height)
end
def validLax?(x, y)
return (x>=-10 and x<=width+10 and y>=-10 and y<=height+10)
end
def passable?(x, y, d, self_event = nil)
return false if !valid?(x, y)
bit = (1 << (d / 2 - 1)) & 0x0f
for event in events.values
next if event.tile_id <= 0
next if event == self_event
next if !event.at_coordinate?(x, y)
next if event.through
next if GameData::TerrainTag.try_get(@terrain_tags[event.tile_id]).ignore_passability
passage = @passages[event.tile_id]
return false if passage & bit != 0
return false if passage & 0x0f == 0x0f
return true if @priorities[event.tile_id] == 0
end
return playerPassable?(x, y, d, self_event) if self_event==$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 = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
# If already on water, only allow movement to another water tile
if self_event != nil && terrain.can_surf_freely
for j in [2, 1, 0]
facing_tile_id = data[newx, newy, j]
return false if facing_tile_id == nil
facing_terrain = GameData::TerrainTag.try_get(@terrain_tags[facing_tile_id])
if facing_terrain.id != :None && !facing_terrain.ignore_passability
return facing_terrain.can_surf_freely
end
end
return false
# Can't walk onto ice
elsif terrain.ice
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
return false if GameData::TerrainTag.try_get(@terrain_tags[facing_tile_id]).ledge
break
end
end
# Regular passability checks
if !terrain || !terrain.ignore_passability
passage = @passages[tile_id]
return false if passage & bit != 0 || passage & 0x0f == 0x0f
return true if @priorities[tile_id] == 0
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 = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
passage = @passages[tile_id]
if terrain
# Ignore bridge tiles if not on a bridge
next if terrain.bridge && $PokemonGlobal.bridge == 0
# Make water tiles passable if player is surfing
return true if $PokemonGlobal.surfing && terrain.can_surf && !terrain.waterfall
# Prevent cycling in really tall grass/on ice
return false if $PokemonGlobal.bicycle && terrain.must_walk
# Depend on passability of bridge tile if on bridge
if terrain.bridge && $PokemonGlobal.bridge > 0
return (passage & bit == 0 && passage & 0x0f != 0x0f)
end
end
# Regular passability checks
if !terrain || !terrain.ignore_passability
return false if passage & bit != 0 || passage & 0x0f == 0x0f
return true if @priorities[tile_id] == 0
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.at_coordinate?(x, y)
next if GameData::TerrainTag.try_get(@terrain_tags[event.tile_id]).ignore_passability
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]
next if GameData::TerrainTag.try_get(@terrain_tags[tile_id]).ignore_passability
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 GameData::TerrainTag.try_get(@terrain_tags[tile_id]).bridge &&
$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 = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
return false if terrain.bridge && $PokemonGlobal.bridge > 0
return true if terrain.deep_bush && @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)
if valid?(x, y)
for i in [2, 1, 0]
tile_id = data[x, y, i]
terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
next if terrain.id == :None || terrain.ignore_passability
next if !countBridge && terrain.bridge && $PokemonGlobal.bridge == 0
return terrain
end
end
return GameData::TerrainTag.get(:None)
end
# Unused.
def check_event(x,y)
for event in self.events.values
return event.id if event.at_coordinate?(x, y)
end
end
def display_x=(value)
return if @display_x == value
@display_x = value
if GameData::MapMetadata.exists?(self.map_id) && 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)
return if @display_y == value
@display_y = value
if GameData::MapMetadata.exists?(self.map_id) && 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 then scroll_down(distance)
when 4 then scroll_left(distance)
when 6 then scroll_right(distance)
when 8 then 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
#===============================================================================
#
#===============================================================================
def pbScrollMap(direction,distance,speed)
if speed==0
case direction
when 2 then $game_map.scroll_down(distance * Game_Map::REAL_RES_Y)
when 4 then $game_map.scroll_left(distance * Game_Map::REAL_RES_X)
when 6 then $game_map.scroll_right(distance * Game_Map::REAL_RES_X)
when 8 then $game_map.scroll_up(distance * Game_Map::REAL_RES_Y)
end
else
$game_map.start_scroll(direction, distance, speed)
oldx = $game_map.display_x
oldy = $game_map.display_y
loop do
Graphics.update
Input.update
break if !$game_map.scrolling?
pbUpdateSceneMap
break if $game_map.display_x==oldx && $game_map.display_y==oldy
oldx = $game_map.display_x
oldy = $game_map.display_y
end
end
end