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tilemap_layer.cpp
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
// Headers
#include <cstring>
#include <cmath>
#include "tilemap_layer.h"
#include "output.h"
#include "player.h"
#include "map_data.h"
#include "main_data.h"
#include "bitmap.h"
#include "compiler.h"
#include "game_map.h"
#include "game_system.h"
#include "drawable_mgr.h"
#include "baseui.h"
// Blocks subtiles IDs
// Mess with this code and you will die in 3 days...
// [tile-id][row][col]
static constexpr int8_t BlockA_Subtiles_IDS[47][2][2] = {
#define N -1
{{N, N}, {N, N}},
{{3, N}, {N, N}},
{{N, 3}, {N, N}},
{{3, 3}, {N, N}},
{{N, N}, {N, 3}},
{{3, N}, {N, 3}},
{{N, 3}, {N, 3}},
{{3, 3}, {N, 3}},
{{N, N}, {3, N}},
{{3, N}, {3, N}},
{{N, 3}, {3, N}},
{{3, 3}, {3, N}},
{{N, N}, {3, 3}},
{{3, N}, {3, 3}},
{{N, 3}, {3, 3}},
{{3, 3}, {3, 3}},
{{1, N}, {1, N}},
{{1, 3}, {1, N}},
{{1, N}, {1, 3}},
{{1, 3}, {1, 3}},
{{2, 2}, {N, N}},
{{2, 2}, {N, 3}},
{{2, 2}, {3, N}},
{{2, 2}, {3, 3}},
{{N, 1}, {N, 1}},
{{N, 1}, {3, 1}},
{{3, 1}, {N, 1}},
{{3, 1}, {3, 1}},
{{N, N}, {2, 2}},
{{3, N}, {2, 2}},
{{N, 3}, {2, 2}},
{{3, 3}, {2, 2}},
{{1, 1}, {1, 1}},
{{2, 2}, {2, 2}},
{{0, 2}, {1, N}},
{{0, 2}, {1, 3}},
{{2, 0}, {N, 1}},
{{2, 0}, {3, 1}},
{{N, 1}, {2, 0}},
{{3, 1}, {2, 0}},
{{1, N}, {0, 2}},
{{1, 3}, {0, 2}},
{{0, 0}, {1, 1}},
{{0, 2}, {0, 2}},
{{1, 1}, {0, 0}},
{{2, 0}, {2, 0}},
{{0, 0}, {0, 0}}
#undef N
};
// [tile-id][row][col][x/y]
static constexpr uint8_t BlockD_Subtiles_IDS[50][2][2][2] = {
// T-L T-R B-L B-R
{{{1, 2}, {1, 2}}, {{1, 2}, {1, 2}}},
{{{2, 0}, {1, 2}}, {{1, 2}, {1, 2}}},
{{{1, 2}, {2, 0}}, {{1, 2}, {1, 2}}},
{{{2, 0}, {2, 0}}, {{1, 2}, {1, 2}}},
{{{1, 2}, {1, 2}}, {{1, 2}, {2, 0}}},
{{{2, 0}, {1, 2}}, {{1, 2}, {2, 0}}},
{{{1, 2}, {2, 0}}, {{1, 2}, {2, 0}}},
{{{2, 0}, {2, 0}}, {{1, 2}, {2, 0}}},
{{{1, 2}, {1, 2}}, {{2, 0}, {1, 2}}},
{{{2, 0}, {1, 2}}, {{2, 0}, {1, 2}}},
{{{1, 2}, {2, 0}}, {{2, 0}, {1, 2}}},
{{{2, 0}, {2, 0}}, {{2, 0}, {1, 2}}},
{{{1, 2}, {1, 2}}, {{2, 0}, {2, 0}}},
{{{2, 0}, {1, 2}}, {{2, 0}, {2, 0}}},
{{{1, 2}, {2, 0}}, {{2, 0}, {2, 0}}},
{{{2, 0}, {2, 0}}, {{2, 0}, {2, 0}}},
{{{0, 2}, {0, 2}}, {{0, 2}, {0, 2}}},
{{{0, 2}, {2, 0}}, {{0, 2}, {0, 2}}},
{{{0, 2}, {0, 2}}, {{0, 2}, {2, 0}}},
{{{0, 2}, {2, 0}}, {{0, 2}, {2, 0}}},
{{{1, 1}, {1, 1}}, {{1, 1}, {1, 1}}},
{{{1, 1}, {1, 1}}, {{1, 1}, {2, 0}}},
{{{1, 1}, {1, 1}}, {{2, 0}, {1, 1}}},
{{{1, 1}, {1, 1}}, {{2, 0}, {2, 0}}},
{{{2, 2}, {2, 2}}, {{2, 2}, {2, 2}}},
{{{2, 2}, {2, 2}}, {{2, 0}, {2, 2}}},
{{{2, 0}, {2, 2}}, {{2, 2}, {2, 2}}},
{{{2, 0}, {2, 2}}, {{2, 0}, {2, 2}}},
{{{1, 3}, {1, 3}}, {{1, 3}, {1, 3}}},
{{{2, 0}, {1, 3}}, {{1, 3}, {1, 3}}},
{{{1, 3}, {2, 0}}, {{1, 3}, {1, 3}}},
{{{2, 0}, {2, 0}}, {{1, 3}, {1, 3}}},
{{{0, 2}, {2, 2}}, {{0, 2}, {2, 2}}},
{{{1, 1}, {1, 1}}, {{1, 3}, {1, 3}}},
{{{0, 1}, {0, 1}}, {{0, 1}, {0, 1}}},
{{{0, 1}, {0, 1}}, {{0, 1}, {2, 0}}},
{{{2, 1}, {2, 1}}, {{2, 1}, {2, 1}}},
{{{2, 1}, {2, 1}}, {{2, 0}, {2, 1}}},
{{{2, 3}, {2, 3}}, {{2, 3}, {2, 3}}},
{{{2, 0}, {2, 3}}, {{2, 3}, {2, 3}}},
{{{0, 3}, {0, 3}}, {{0, 3}, {0, 3}}},
{{{0, 3}, {2, 0}}, {{0, 3}, {0, 3}}},
{{{0, 1}, {2, 1}}, {{0, 1}, {2, 1}}},
{{{0, 1}, {0, 1}}, {{0, 3}, {0, 3}}},
{{{0, 3}, {2, 3}}, {{0, 3}, {2, 3}}},
{{{2, 1}, {2, 1}}, {{2, 3}, {2, 3}}},
{{{0, 1}, {2, 1}}, {{0, 3}, {2, 3}}},
{{{1, 2}, {1, 2}}, {{1, 2}, {1, 2}}},
{{{1, 2}, {1, 2}}, {{1, 2}, {1, 2}}},
{{{0, 0}, {0, 0}}, {{0, 0}, {0, 0}}}
};
TilemapLayer::TilemapLayer(int ilayer) :
substitutions(Game_Map::GetTilesLayer(ilayer)),
layer(ilayer),
// SubLayer for the tiles without Wall or Above passability
// Its z-value should be under z of the events in the lower layer
lower_layer(this, Priority_TilesetBelow + TileBelow + layer),
// SubLayer for the tiles with Wall or Above passability
// Its z-value should be between the z of the events in the upper layer and the hero
upper_layer(this, Priority_TilesetAbove + TileAbove + layer)
{
}
// This setup of having an always inlined DrawTile() which dispatches to DrawTileImpl()
// was created intentionally. Inlining the transparency check was measured and shown
// to provide a performance improvement
EP_ALWAYS_INLINE
void TilemapLayer::DrawTile(Bitmap& dst, Bitmap& tileset, Bitmap& tone_tileset, int x, int y, int row, int col, uint32_t tone_hash, bool allow_fast_blit) {
auto op = tileset.GetTileOpacity(col, row);
if (op != ImageOpacity::Transparent) {
DrawTileImpl(dst, tileset, tone_tileset, x, y, row, col, tone_hash, op, allow_fast_blit);
}
}
void TilemapLayer::DrawTileImpl(Bitmap& dst, Bitmap& tileset, Bitmap& tone_tileset, int x, int y, int row, int col, uint32_t tone_hash, ImageOpacity op, bool allow_fast_blit) {
auto rect = Rect{ col * TILE_SIZE, row * TILE_SIZE, TILE_SIZE, TILE_SIZE };
auto* src = &tileset;
// Create tone changed tile
if (tone != Tone()) {
if (chipset_tone_tiles.insert(tone_hash).second) {
tone_tileset.ToneBlit(col * TILE_SIZE, row * TILE_SIZE, tileset, rect, tone, Opacity::Opaque());
}
src = &tone_tileset;
}
bool use_fast_blit = fast_blit && allow_fast_blit;
if (op == ImageOpacity::Opaque || use_fast_blit) {
dst.BlitFast(x, y, *src, rect, 255);
} else {
dst.Blit(x, y, *src, rect, 255);
}
}
static uint32_t MakeFTileHash(int id) {
return static_cast<uint32_t>(id);
}
static uint32_t MakeETileHash(int id) {
return static_cast<uint32_t>(id | (1 << 24));
}
static uint32_t MakeDTileHash(int id) {
return static_cast<uint32_t>(id | (2 << 24));
}
static uint32_t MakeCTileHash(int id, int anim_step) {
return static_cast<uint32_t>((id + (anim_step << 12)) | (3 << 24));
}
static uint32_t MakeAbTileHash(int id, int anim_step) {
return static_cast<uint32_t>((id + (anim_step << 12)) | (4 << 24));
}
void TilemapLayer::Draw(Bitmap& dst, uint8_t z_order, int render_ox, int render_oy) {
// Get the number of tiles that can be displayed on window
int tiles_x = (int)ceil(Player::screen_width / (float)TILE_SIZE);
int tiles_y = (int)ceil(Player::screen_height / (float)TILE_SIZE);
// If ox or oy are not equal to the tile size draw the next tile too
// to prevent black (empty) tiles at the borders
if ((ox - render_ox) % TILE_SIZE != 0) {
++tiles_x;
}
if ((oy - render_oy) % TILE_SIZE != 0) {
++tiles_y;
}
const bool loop_h = Game_Map::LoopHorizontal();
const bool loop_v = Game_Map::LoopVertical();
auto div_rounding_down = [](int n, int m) {
if (n >= 0) return n / m;
return (n - m + 1) / m;
};
auto mod = [](int n, int m) {
int rem = n % m;
return rem >= 0 ? rem : m + rem;
};
// FIXME: When Game_Map singleton is made an object we can remove this null check
const auto frames = Main_Data::game_system ? Main_Data::game_system->GetFrameCounter() : 0;
auto animation_step_c = (frames / 6) % 4;
auto animation_step_ab = frames / animation_speed;
if (animation_type) {
animation_step_ab %= 3;
} else {
animation_step_ab %= 4;
if (animation_step_ab == 3) {
animation_step_ab = 1;
}
}
const int div_ox = div_rounding_down(ox - render_ox, TILE_SIZE);
const int div_oy = div_rounding_down(oy - render_oy, TILE_SIZE);
const int mod_ox = mod(ox - render_ox, TILE_SIZE);
const int mod_oy = mod(oy - render_oy, TILE_SIZE);
for (int y = 0; y < tiles_y; y++) {
for (int x = 0; x < tiles_x; x++) {
// Get the real maps tile coordinates
int map_x = div_ox + x;
int map_y = div_oy + y;
if (loop_h) map_x = mod(map_x, width);
if (loop_v) map_y = mod(map_y, height);
int map_draw_x = x * TILE_SIZE - mod_ox;
int map_draw_y = y * TILE_SIZE - mod_oy;
bool out_of_bounds =
map_x < 0 || map_x >= width ||
map_y < 0 || map_y >= height;
if (out_of_bounds) {
continue;
}
// Get the tile data
TileData &tile = GetDataCache(map_x, map_y);
// Draw the sublayer if its z is being draw now
if (z_order == tile.z) {
if (layer == 0) {
// If lower layer
bool allow_fast_blit = (tile.z == TileBelow);
if (tile.ID >= BLOCK_E && tile.ID < BLOCK_E + BLOCK_E_TILES) {
int id = substitutions[tile.ID - BLOCK_E];
// If Block E
int row, col;
// Get the tile coordinates from chipset
if (id < 96) {
// If from first column of the block
col = 12 + id % 6;
row = id / 6;
} else {
// If from second column of the block
col = 18 + (id - 96) % 6;
row = (id - 96) / 6;
}
auto tone_hash = MakeETileHash(id);
DrawTile(dst, *chipset, *chipset_effect, map_draw_x, map_draw_y, row, col, tone_hash, allow_fast_blit);
} else if (tile.ID >= BLOCK_C && tile.ID < BLOCK_D) {
// If Block C
// Get the tile coordinates from chipset
int col = 3 + (tile.ID - BLOCK_C) / 50;
int row = 4 + animation_step_c;
auto tone_hash = MakeCTileHash(tile.ID, animation_step_c);
DrawTile(dst, *chipset, *chipset_effect, map_draw_x, map_draw_y, row, col, tone_hash, allow_fast_blit);
} else if (tile.ID < BLOCK_C) {
// If Blocks A1, A2, B
// Draw the tile from autotile cache
TileXY pos = GetCachedAutotileAB(tile.ID, animation_step_ab);
int col = pos.x;
int row = pos.y;
// Create tone changed tile
auto tone_hash = MakeAbTileHash(tile.ID, animation_step_ab);
DrawTile(dst, *autotiles_ab_screen, *autotiles_ab_screen_effect, map_draw_x, map_draw_y, row, col, tone_hash, allow_fast_blit);
} else {
// If blocks D1-D12
// Draw the tile from autotile cache
TileXY pos = GetCachedAutotileD(tile.ID);
int col = pos.x;
int row = pos.y;
auto tone_hash = MakeDTileHash(tile.ID);
DrawTile(dst, *autotiles_d_screen, *autotiles_d_screen_effect, map_draw_x, map_draw_y, row, col, tone_hash, allow_fast_blit);
}
} else {
// If upper layer
// Check that block F is being drawn
if (tile.ID >= BLOCK_F && tile.ID < BLOCK_F + BLOCK_F_TILES) {
int id = substitutions[tile.ID - BLOCK_F];
int row, col;
// Get the tile coordinates from chipset
if (id < 48) {
// If from first column of the block
col = 18 + id % 6;
row = 8 + id / 6;
} else {
// If from second column of the block
col = 24 + (id - 48) % 6;
row = (id - 48) / 6;
}
auto tone_hash = MakeFTileHash(id);
DrawTile(dst, *chipset, *chipset_effect, map_draw_x, map_draw_y, row, col, tone_hash);
}
}
}
}
}
}
TilemapLayer::TileXY TilemapLayer::GetCachedAutotileAB(short ID, short animID) {
short block = ID / 1000;
short b_subtile = (ID - block * 1000) / 50;
short a_subtile = ID - block * 1000 - b_subtile * 50;
return autotiles_ab[animID][block][b_subtile][a_subtile];
}
TilemapLayer::TileXY TilemapLayer::GetCachedAutotileD(short ID) {
short block = (ID - 4000) / 50;
short subtile = ID - 4000 - block * 50;
return autotiles_d[block][subtile];
}
void TilemapLayer::CreateTileCache(const std::vector<short>& nmap_data) {
data_cache_vec.resize(width * height);
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
TileData tile;
// Get the tile ID
tile.ID = nmap_data[x + y * width];
tile.z = TileBelow;
// Calculate the tile Z
if (!passable.empty()) {
if (tile.ID >= BLOCK_F) { // Upper layer
if ((passable[substitutions[tile.ID - BLOCK_F]] & Passable::Above) != 0)
tile.z = TileAbove + 1; // Upper sublayer
else
tile.z = TileBelow + 1; // Lower sublayer
} else { // Lower layer
int chip_index =
tile.ID >= BLOCK_E ? substitutions[tile.ID - BLOCK_E] + 18 :
tile.ID >= BLOCK_D ? (tile.ID - BLOCK_D) / 50 + 6 :
tile.ID >= BLOCK_C ? (tile.ID - BLOCK_C) / 50 + 3 :
tile.ID / 1000;
if ((passable[chip_index] & (Passable::Wall | Passable::Above)) != 0)
tile.z = TileAbove; // Upper sublayer
else
tile.z = TileBelow; // Lower sublayer
}
}
GetDataCache(x, y) = tile;
}
}
}
void TilemapLayer::GenerateAutotileAB(short ID, short animID) {
// Calculate the block to use
// 1: A1 + Upper B (Grass + Coast)
// 2: A2 + Upper B (Snow + Coast)
// 3: A1 + Lower B (Grass + Ocean/Deep water)
short block = ID / 1000;
// Calculate the B block combination
short b_subtile = (ID - block * 1000) / 50;
if (b_subtile >= TILE_SIZE) {
Output::Warning("Invalid AB autotile ID: {} (b_subtile = {})",
ID, b_subtile);
return;
}
// Calculate the A block combination
short a_subtile = ID - block * 1000 - b_subtile * 50;
if (a_subtile >= 47) {
Output::Warning("Invalid AB autotile ID: {} (a_subtile = {})",
ID, a_subtile);
return;
}
if (autotiles_ab[animID][block][b_subtile][a_subtile].valid)
return;
uint8_t quarters[2][2][2];
// Determine block B subtiles
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
// Skip the subtile if it will be used one from A block instead
if (BlockA_Subtiles_IDS[a_subtile][j][i] != -1) continue;
// Get the block B subtiles ids and get their coordinates on the chipset
int t = (b_subtile >> (j * 2 + i)) & 1;
if (block == 2) t ^= 3;
quarters[j][i][0] = animID;
quarters[j][i][1] = 4 + t;
}
}
// Determine block A subtiles
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
// Skip the subtile if it was used one from B block
if (BlockA_Subtiles_IDS[a_subtile][j][i] == -1) continue;
// Get the block A subtiles ids and get their coordinates on the chipset
quarters[j][i][0] = animID + (block == 1 ? 3 : 0);
quarters[j][i][1] = BlockA_Subtiles_IDS[a_subtile][j][i];
}
}
// Determine block B subtiles when combining A and B
if (b_subtile != 0 && a_subtile != 0) {
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
// calculate tile (row 0..3)
int t = (b_subtile >> (j * 2 + i)) & 1;
if (block == 2) t *= 2;
// Skip the subtile if not used
if (t == 0) continue;
// Get the coordinates on the chipset
quarters[j][i][0] = animID;
quarters[j][i][1] = 4 + t;
}
}
}
// pack the quarters data into a word
uint32_t quarters_hash = 0;
for (int j = 0; j < 2; j++)
for (int i = 0; i < 2; i++)
for (int k = 0; k < 2; k++) {
quarters_hash <<= 4;
quarters_hash |= quarters[j][i][k];
}
// check whether we have already generated this tile
auto it = autotiles_ab_map.find(quarters_hash);
if (it != autotiles_ab_map.end()) {
autotiles_ab[animID][block][b_subtile][a_subtile] = it->second;
return;
}
int id = autotiles_ab_next++;
int dst_x = id % TILES_PER_ROW;
int dst_y = id / TILES_PER_ROW;
TileXY tile_xy(dst_x, dst_y);
autotiles_ab_map[quarters_hash] = tile_xy;
autotiles_ab[animID][block][b_subtile][a_subtile] = tile_xy;
}
void TilemapLayer::GenerateAutotileD(short ID) {
// Calculate the D block id
short block = (ID - 4000) / 50;
// Calculate the D block combination
short subtile = ID - 4000 - block * 50;
if (block >= 12 || subtile >= 50 || block < 0 || subtile < 0) {
Output::Warning("Tilemap index out of range: {} {}", block, subtile);
return;
}
if (autotiles_d[block][subtile].valid)
return;
uint8_t quarters[2][2][2];
// Get Block chipset coords
short block_x, block_y;
if (block < 4) {
// If from first column
block_x = (block % 2) * 3;
block_y = 8 + (block / 2) * 4;
} else {
// If from second column
block_x = 6 + (block % 2) * 3;
block_y = ((block - 4) / 2) * 4;
}
// Calculate D block subtiles
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
// Get the block D subtiles ids and get their coordinates on the chipset
quarters[j][i][0] = block_x + BlockD_Subtiles_IDS[subtile][j][i][0];
quarters[j][i][1] = block_y + BlockD_Subtiles_IDS[subtile][j][i][1];
}
}
// pack the quarters data into a word
uint32_t quarters_hash = 0;
for (int j = 0; j < 2; j++)
for (int i = 0; i < 2; i++)
for (int k = 0; k < 2; k++) {
quarters_hash <<= 4;//multiply 16
quarters_hash |= quarters[j][i][k];
}
// check whether we have already generated this tile
auto it = autotiles_d_map.find(quarters_hash);
if (it != autotiles_d_map.end()) {
autotiles_d[block][subtile] = it->second;
return;
}
int id = autotiles_d_next++;
int dst_x = id % TILES_PER_ROW;
int dst_y = id / TILES_PER_ROW;
TileXY tile_xy(dst_x, dst_y);
autotiles_d_map[quarters_hash] = tile_xy;
autotiles_d[block][subtile] = tile_xy;
}
BitmapRef TilemapLayer::GenerateAutotiles(int count, const std::unordered_map<uint32_t, TileXY>& map) {
int rows = (count + TILES_PER_ROW - 1) / TILES_PER_ROW;
BitmapRef tiles = Bitmap::Create(TILES_PER_ROW * TILE_SIZE, rows * TILE_SIZE);
tiles->Clear();
Rect rect(0, 0, TILE_SIZE/2, TILE_SIZE/2);
for (auto& p: map) {
uint32_t quarters_hash = p.first;
TileXY dst = p.second;
// unpack the quarters data
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
constexpr int mask = ~(0xFu << 28);
int x = quarters_hash >> 28;
quarters_hash &= mask;
quarters_hash <<= 4;
int y = quarters_hash >> 28;
quarters_hash &= mask;
quarters_hash <<= 4;
rect.x = (x * 2 + i) * (TILE_SIZE/2);
rect.y = (y * 2 + j) * (TILE_SIZE/2);
tiles->BlitFast((dst.x * 2 + i) * (TILE_SIZE / 2), (dst.y * 2 + j) * (TILE_SIZE / 2), *chipset, rect, 255);
}
}
}
if (rows > 0) {
tiles->CheckPixels(Bitmap::Flag_Chipset | Bitmap::Flag_ReadOnly);
}
return tiles;
}
void TilemapLayer::SetChipset(BitmapRef const& nchipset) {
chipset = nchipset;
chipset_effect = Bitmap::Create(chipset->width(), chipset->height());
chipset_tone_tiles.clear();
if (autotiles_ab_next != 0 && autotiles_d_screen != nullptr && layer == 0) {
autotiles_ab_screen = GenerateAutotiles(autotiles_ab_next, autotiles_ab_map);
autotiles_d_screen = GenerateAutotiles(autotiles_d_next, autotiles_d_map);
autotiles_ab_screen_effect = Bitmap::Create(autotiles_ab_screen->width(), autotiles_ab_screen->height());
autotiles_d_screen_effect = Bitmap::Create(autotiles_d_screen->width(), autotiles_d_screen->height());
}
}
void TilemapLayer::SetMapData(std::vector<short> nmap_data) {
// Create the tiles data cache
CreateTileCache(nmap_data);
memset(autotiles_ab, 0, sizeof(autotiles_ab));
memset(autotiles_d, 0, sizeof(autotiles_d));
if (layer == 0) {
autotiles_ab_map.clear();
autotiles_d_map.clear();
autotiles_ab_next = 0;
autotiles_d_next = 0;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (GetDataCache(x, y).ID < BLOCK_C) {
// If blocks A and B
GenerateAutotileAB(GetDataCache(x, y).ID, 0);
GenerateAutotileAB(GetDataCache(x, y).ID, 1);
GenerateAutotileAB(GetDataCache(x, y).ID, 2);
} else if (GetDataCache(x, y).ID >= BLOCK_D && GetDataCache(x, y).ID < BLOCK_E) {
// If block D
GenerateAutotileD(GetDataCache(x, y).ID);
}
}
}
autotiles_ab_screen = GenerateAutotiles(autotiles_ab_next, autotiles_ab_map);
autotiles_d_screen = GenerateAutotiles(autotiles_d_next, autotiles_d_map);
autotiles_ab_screen_effect = Bitmap::Create(autotiles_ab_screen->width(), autotiles_ab_screen->height());
autotiles_d_screen_effect = Bitmap::Create(autotiles_d_screen->width(), autotiles_d_screen->height());
chipset_tone_tiles.clear();
}
map_data = std::move(nmap_data);
}
void TilemapLayer::SetPassable(std::vector<unsigned char> npassable) {
passable = std::move(npassable);
// Recalculate z values of all tiles
CreateTileCache(map_data);
}
void TilemapLayer::OnSubstitute() {
substitutions = Game_Map::GetTilesLayer(layer);
// Recalculate z values of all tiles
CreateTileCache(map_data);
}
TilemapSubLayer::TilemapSubLayer(TilemapLayer* tilemap, Drawable::Z_t z) :
Drawable(z),
tilemap(tilemap),
internal_z(static_cast<uint8_t>(z))
{
DrawableMgr::Register(this);
}
void TilemapSubLayer::Draw(Bitmap& dst) {
if (!tilemap->GetChipset()) {
return;
}
tilemap->Draw(dst, internal_z, GetRenderOx(), GetRenderOy());
}
void TilemapLayer::SetTone(Tone tone) {
if (tone == this->tone) {
return;
}
this->tone = tone;
if (autotiles_d_screen_effect) {
autotiles_d_screen_effect->Clear();
}
if (autotiles_ab_screen_effect) {
autotiles_ab_screen_effect->Clear();
}
if (chipset_effect) {
chipset_effect->Clear();
}
chipset_tone_tiles.clear();
}