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📄 map.cpp

📁 仿游戏 Diablo 的源代码
💻 CPP
📖 第 1 页 / 共 2 页
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/* cache 为四倍主画面尺寸,初始状态下,主画面占据6,7,10,11四块
cache 的刷新过程分为若干子步骤,最多8步,
cache分为16小块,大小不等:顶行和末行高度为WIN_HEIGHT/2-TILE_HEIGHT/2
	中间两行的高度为WIN_HEIGHT/2
	WIN_HEIGHT = 11 * TILE_HEIGHT
	WIN_WIDTH = 10 * TILE_WIDTH
	+----+----+----+----+
	|  1 |  2 |  3 |  4 |
    +----+----+----+----+
	|  5 |  6 |  7 |  8 |
    +----+----+----+----+ 大小不等 !!
	|  9 | 10 | 11 | 12 |
    +----+----+----+----+
	| 13 | 14 | 15 | 16 |
    +----+----+----+----+
*/
#include "..\common.h"
#include "gengine.h"

#define DEBUG

Maze maze[MAZE_SIZE][MAZE_SIZE];

// cache负责画出地面,必要时带有明暗效果
Cache cache;

// scene负责墙壁及精灵的显示
Scene scene;

// 生成随机地图
void MapGenerate( void )
{// for test !
	FILE *fp;
	int i, j;
	char temp[128];

	ZeroMemory( maze, sizeof(maze));
	fp = fopen( "level00.txt", "rb" );
	if( fp == NULL )
		return;
	for( i=0; i<MAZE_SIZE; i++ ){
		fgets( temp, 128, fp );
		for( j=0; j<MAZE_SIZE; j++ )
			if( temp[j] >= 'a' ){ // ground
				maze[i][j].isWall = 0;
				maze[i][j].plot = temp[j] - 'a' + 1;
			}
			else if( temp[j] >= 'A' ){	// wall
				maze[i][j].isWall = 1;
				maze[i][j].occupied = 1;
				maze[i][j].plot = temp[j] - 'A';
			}
	}
	fclose( fp );
	return;
}

void Cache::Redraw( int x, int y, int r, int t, int w, int h )
{//假设:maze的低7位表示地面,
	int i, j, k, l, gx;
	int c = MAX( w, (h+1)/2 );
	SpriteSetDrawMode( Bitmap::BetaMode, 256 );

	OutDebugInt( "r", r );
	OutDebugInt( "t", t );
	OutDebugInt( "w", w );
	OutDebugInt( "h", h );

	if( r > c && r < MAZE_SIZE - c
		&& t >= 0 && t < MAZE_SIZE - c*2 ){
		// no clip
		for( i=0; i<h; i++ ){
			l = r + (i+1)/2;
			k = t + i/2;
			gx = (i%2) ? x : x - 32;
			for( j=0; j<w+i%2; j++ ){
				if( maze[k][l].isWall ) // wallbase
					wallBase.Draw( ground, gx, y, maze[k][l].plot  );
				else
					floor.Draw( ground, gx, y, maze[k][l].plot  );
				k ++;
				l --;
				gx -= 64;
			}
			y += 16;
		}
		OutDebugString( "cache.redraw no clip" );
	}
	else{	// clip
		for( i=0; i<h; i++ ){
			l = r + (i+1)/2;
			k = t + i/2;
			gx = (i%2) ? x : x - 32;
			for( j=0; j<w+i%2; j++ ){
				if( k >= 0 && l >= 0 && k < MAZE_SIZE && l < MAZE_SIZE ) 
					if( maze[k][l].isWall ) // wallbase
						wallBase.Draw( ground, gx, y, maze[k][l].plot );
					else
						floor.Draw( ground, gx, y, maze[k][l].plot );
				else
					floor.Draw( ground, gx, y, 0 );
				k ++;
				l --;
				gx -= 64;
			}
			y += 16;
		}
	}
}

void Cache::RefreshTop( void )
{// 重画块1,2,3,4
#ifdef DEBUG
	OutDebugString( "refreshTop" );
#endif
	switch( refreshStep ){
	case 0:	// 移动块9,10
		ground->Blit( ground, 0, WIN_HEIGHT*3/2 - TILE_HEIGHT, 
			0, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT/2 );
		break;
	case 1:	// 移动块11,12
		ground->Blit( ground, WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT, 
			WIN_WIDTH, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT/2 );
		break;
	case 2:
		if( sceneX < WIN_WIDTH/2 )	// 移动块4,8
			ground->Blit( ground, WIN_WIDTH*3/2, WIN_HEIGHT/2 - TILE_HEIGHT/2, 
				WIN_WIDTH*3/2, 0, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		else	// 移动块1,5
			ground->Blit( ground, 0, WIN_HEIGHT/2 - TILE_HEIGHT/2, 
				0, 0, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 3:
		// have a rest
		break;
	case 4:
		if( sceneX < WIN_WIDTH/2 )	// 移动块1,2,3,5,6,7
			ground->Blit( ground, 0, WIN_HEIGHT/2 - TILE_HEIGHT/2, 0, 0, WIN_WIDTH*3/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		else	// 移动块10,11,12,14,15,16
			ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT/2 - TILE_HEIGHT/2, 
				WIN_WIDTH/2, 0, WIN_WIDTH*3/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		sceneY += WIN_HEIGHT/2 - TILE_HEIGHT/2;
		mapX -= WIN_WIDTH/TILE_WIDTH/2; 
		mapY -= WIN_WIDTH/TILE_WIDTH/2;
		break;
	case 5:
		// have a rest
		break;
	case 6:	// 1,2
		Redraw( WIN_WIDTH, 0, mapX-11, mapY-10, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		break;
	case 7:	// 3,4
		Redraw( WIN_WIDTH*2, 0, mapX-1, mapY-20, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		status = NoRefresh;
		break;
	}
	refreshStep ++;
}

void Cache::RefreshTopLeft( void )
{// 重画块1,2,3,4,5,9,13
#ifdef DEBUG
	OutDebugString( "RefreshTopLeft" );
#endif
	switch( refreshStep ){
	case 0:	// 移动块9,10,11
		ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT*3/2 - TILE_HEIGHT, 0, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH*3/2, WIN_HEIGHT/2 );
		break;
	case 1:	// 移动块3,7
		ground->Blit( ground, WIN_WIDTH*3/2, WIN_HEIGHT/2 - TILE_HEIGHT/2, WIN_WIDTH, 0, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 2:	// 移动块1,2,5,6
		ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT/2 - TILE_HEIGHT/2, 0, 0, WIN_WIDTH, WIN_HEIGHT - TILE_HEIGHT/2 );
		sceneX += WIN_WIDTH/2;
		sceneY += WIN_HEIGHT/2 - TILE_HEIGHT/2;
		mapX -= WIN_WIDTH/TILE_WIDTH;
		break;
	case 3:
		break;
	case 4:	//1,2
		Redraw( WIN_WIDTH, 0, mapX-11, mapY-10, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		break;
	case 5: // 3,4
		Redraw( WIN_WIDTH*2, 0, mapX-1, mapY-20, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		break;
	case 6:	 // 5,9
		Redraw( WIN_WIDTH/2, WIN_HEIGHT/2 - TILE_HEIGHT/2, mapX-11, mapY, WIN_WIDTH/2/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT*2 );
		break;
	case 7:	// 13
		Redraw( WIN_WIDTH/2, WIN_HEIGHT*3/2- TILE_HEIGHT/2, mapX, mapY+11, WIN_WIDTH/2/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		status = NoRefresh;
		break;
	}
	refreshStep ++;
}

void Cache::RefreshLeft( void )
{
#ifdef DEBUG
	OutDebugString( "RefreshLeft" );
#endif
	switch( refreshStep ){
	case 0:	// 移动块3,7
		ground->Blit( ground, WIN_WIDTH*3/2, 0, WIN_WIDTH, 0, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 1:	// 移动块11,15
		ground->Blit( ground, WIN_WIDTH*3/2, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 2:
		if( sceneY < WIN_HEIGHT/2 )	// 移动块13,14
			ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, 0, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT/2 - TILE_HEIGHT/2 );
		else	// 移动块1,2
			ground->Blit( ground, WIN_WIDTH/2, 0, 0, 0, WIN_WIDTH, WIN_HEIGHT/2 - TILE_HEIGHT/2 );
		break;
	case 3:
		if( sceneY < WIN_HEIGHT/2 )	// 移动块1,2,5,6,9,10
			ground->Blit( ground, WIN_WIDTH/2, 0, 0, 0, WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2 );
		else	// 移动块5,6,9,10,13,14
			ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT/2 - TILE_HEIGHT/2, 0, WIN_HEIGHT/2 - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2  );
		sceneX += WIN_WIDTH/2;
		mapX -= WIN_WIDTH/TILE_WIDTH/2;
		mapY += WIN_WIDTH/TILE_WIDTH/2;
		break;
	case 4:
		break;
	case 5:
		break;
	case 6:	//1,5
		Redraw( WIN_WIDTH/2, 0, mapX-16, mapY-5, WIN_WIDTH/TILE_WIDTH/2, WIN_HEIGHT/TILE_HEIGHT*2-1 );
		break;
	case 7:	//9,13
		Redraw( WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT, mapX-6, mapY+5, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT*2+1);
		status = NoRefresh;
		break;
	}
	refreshStep ++;
}

void Cache::RefreshBottomLeft( void )
{
#ifdef DEBUG
	OutDebugString( "RefreshBottomLeft" );
#endif
	switch( refreshStep ){
	case 0:	// 移动块5,6,7到2,3,4
		ground->Blit( ground, WIN_WIDTH/2, 0, 0, WIN_HEIGHT/2 - TILE_HEIGHT/2, WIN_WIDTH*3/2, WIN_HEIGHT/2 );
		break;
	case 1:	// 移动块11,15到8,12
		ground->Blit( ground, WIN_WIDTH*3/2, WIN_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 2:	// 移动块9,10,13,14到6,7,10,11
		ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT/2, 0, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT - TILE_HEIGHT/2 );
		sceneX += WIN_WIDTH/2;
		sceneY -= WIN_HEIGHT/2 - TILE_HEIGHT/2;
		mapY += WIN_WIDTH/TILE_WIDTH;
		break;
	case 3:
		break;
	case 4:	//9
		Redraw( WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT, mapX-6, mapY+5, WIN_WIDTH/TILE_WIDTH/2, WIN_HEIGHT/TILE_HEIGHT+2 );
		break;
	case 5:	//1,5
		Redraw( WIN_WIDTH/2, 0, mapX-16, mapY-5, WIN_WIDTH/TILE_WIDTH/2, WIN_HEIGHT/TILE_HEIGHT*2-1 );
		break;
	case 6:	//13,14
		Redraw( WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, mapX+5, mapY+6, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		break;
	case 7:	//15,16
		Redraw( WIN_WIDTH*2, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, mapX+15, mapY-4, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		status = NoRefresh;
		break;
	}
	refreshStep ++;
}

void Cache::RefreshBottom( void )
{
#ifdef DEBUG
	OutDebugString( "RefreshBottom" );
#endif
	switch( refreshStep ){
	case 0:	// 移动块5,6到1,2
		ground->Blit( ground, 0, 0, 0, WIN_HEIGHT/2 - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT/2 );
		break;
	case 1:	// 移动块7,8到3,4
		ground->Blit( ground, WIN_WIDTH, 0, WIN_WIDTH, WIN_HEIGHT/2 - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT/2 );
		break;
	case 2:
		if( sceneX < WIN_WIDTH/2 )	// 移动块12,16到8,12
			ground->Blit( ground, WIN_WIDTH*3/2, WIN_HEIGHT/2, WIN_WIDTH*3/2, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		else	// 移动块9,13到5,9
			ground->Blit( ground, 0, WIN_HEIGHT/2, 0, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 3:
		if( sceneX < WIN_WIDTH/2 )	// 移动块9,10,11,13,14,15到5,6,7,9,10,11
			ground->Blit( ground, 0, WIN_HEIGHT/2, 0, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH*3/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		else	// 移动块10,11,12,14,15,16到6,7,8,10,11,12
			ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH*3/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		sceneY -= WIN_HEIGHT/2 - TILE_HEIGHT/2;
		mapX += WIN_WIDTH/TILE_WIDTH/2;
		mapY += WIN_WIDTH/TILE_WIDTH/2;
		break;
	case 4:
		break;
	case 5:
		break;
	case 6:	//13,14
		Redraw( WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, mapX+5, mapY+6, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		break;
	case 7:	//15,16
		Redraw( WIN_WIDTH*2, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, mapX+15, mapY-4, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		status = NoRefresh;
		break;
	}
	refreshStep ++;
}

void Cache::RefreshBottomRight( void )
{
#ifdef DEBUG
	OutDebugString( "RefreshBottomRight" );
#endif
	switch( refreshStep ){
	case 0:	// 移动块6,7,8到1,2,3
		ground->Blit( ground, 0, 0, WIN_WIDTH/2, WIN_HEIGHT/2-TILE_HEIGHT/2, WIN_WIDTH*3/2, WIN_HEIGHT/2 );
		break;
	case 1:	// 移动块10,14到5,9
		ground->Blit( ground, 0, WIN_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT-TILE_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT-TILE_HEIGHT/2 );
		break;
	case 2:	// 移动块11,12,15,16到6,7,10,11
		ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT - TILE_HEIGHT/2 );
		sceneX -= WIN_WIDTH/2;
		sceneY -= WIN_HEIGHT/2 - TILE_HEIGHT/2;
		mapX += WIN_WIDTH/TILE_WIDTH;
		break;
	case 3:
		break;
	case 4:	//12
		Redraw( WIN_WIDTH*2, WIN_HEIGHT-TILE_HEIGHT, mapX+9, mapY-10, WIN_WIDTH/TILE_WIDTH/2, WIN_HEIGHT/TILE_HEIGHT+2 );
		break;
	case 5:	//4,8
		Redraw( WIN_WIDTH*2, 0, mapX-1, mapY-20, WIN_WIDTH/TILE_WIDTH/2, WIN_HEIGHT/TILE_HEIGHT*2 );
		break;
	case 6:	//13,14
		Redraw( WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, mapX+5, mapY+6, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		break;
	case 7:	//15,16
		Redraw( WIN_WIDTH*2, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, mapX+15, mapY-4, WIN_WIDTH/TILE_WIDTH, WIN_HEIGHT/TILE_HEIGHT );
		status = NoRefresh;
		break;
	}
	refreshStep ++;
}

void Cache::RefreshRight( void )
{
#ifdef DEBUG
	OutDebugString( "RefreshRight" );
#endif
	switch( refreshStep ){
	case 0:	// 移动块2,6到1,5
		ground->Blit( ground, 0, 0, WIN_WIDTH/2, 0, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 1:	// 移动块10,14到9,13
		ground->Blit( ground, 0, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2, WIN_WIDTH/2, WIN_HEIGHT - TILE_HEIGHT/2 );
		break;
	case 2:
		if( sceneY < WIN_HEIGHT/2 - TILE_HEIGHT/2 )	// 移动块15,16到14,15
			ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, 
				WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT/2 - TILE_HEIGHT/2 );
		else	// 移动块3,4到2,3
			ground->Blit( ground, WIN_WIDTH/2, 0, 
				WIN_WIDTH, 0, WIN_WIDTH, WIN_HEIGHT/2 - TILE_HEIGHT/2 );
		break;
	case 3:
		if( sceneY < WIN_HEIGHT/2 - TILE_HEIGHT/2 )	// 移动块3,4,7,8,11,12到2,3,6,7,10,11
			ground->Blit( ground, WIN_WIDTH/2, 0, WIN_WIDTH, 0, WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2 );
		else	// 移动块7,8,11,12,15,16到6,7,10,11,14,15
			ground->Blit( ground, WIN_WIDTH/2, WIN_HEIGHT/2 - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT/2 - TILE_HEIGHT/2, WIN_WIDTH, WIN_HEIGHT*3/2 - TILE_HEIGHT/2 );
		sceneX -= WIN_WIDTH/2;
		mapX += WIN_WIDTH/TILE_WIDTH/2;
		mapY -= WIN_WIDTH/TILE_WIDTH/2;

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