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