private bool CanMoveTo_Cardinal__CanOccupy(int targetX, int targetY, BlocksetBlockBehavior curBehavior, BlocksetBlockBehavior blockedTarget, bool checkElevation, byte curElevation) { // Get the x/y/map of the target block Map.GetXYMap(targetX, targetY, out int outX, out int outY, out Map outMap); Map.Layout.Block targetBlock = outMap.GetBlock_InBounds(outX, outY); // Check occupancy permission if ((targetBlock.Passage & LayoutBlockPassage.AllowOccupancy) == 0) { return(false); } // Check block behaviors BlocksetBlockBehavior targetBehavior = targetBlock.BlocksetBlock.Behavior; if (targetBehavior == BlocksetBlockBehavior.Surf || targetBehavior == blockedTarget) { return(false); } // Check elevation byte targetElevations = targetBlock.Elevations; if (checkElevation && !ElevationCheck(curBehavior, targetBehavior, curElevation, targetElevations)) { return(false); } byte newElevation = GetElevationIfMovedTo(curElevation, targetElevations); // Check if we can pass through objs at the position if (CollidesWithAny_InBounds(outMap, outX, outY, newElevation)) { return(false); } return(true); }
private void ApplyStairMovement(Position curPos, BlocksetBlockBehavior upBehavior, BlocksetBlockBehavior downBehavior) { Map.Layout.Block curBlock = Map.GetBlock_InBounds(curPos.X, curPos.Y); BlocksetBlockBehavior curBehavior = curBlock.BlocksetBlock.Behavior; if (curBehavior == downBehavior) { Pos.Y++; } Position newPos = Pos; int newX = newPos.X; int newY = newPos.Y; Map.Layout.Block upStairBlock = Map.GetBlock_CrossMap(newX, newY - 1); BlocksetBlockBehavior upStairBehavior = upStairBlock.BlocksetBlock.Behavior; if (upStairBehavior == upBehavior) { Pos.Y--; Pos.YOffset = StairYOffset; return; } Map.Layout.Block newBlock = Map.GetBlock_CrossMap(newX, newY); BlocksetBlockBehavior newBehavior = newBlock.BlocksetBlock.Behavior; if (newBehavior == downBehavior) { Pos.YOffset = StairYOffset; } else { Pos.YOffset = 0; } }
private bool CanPassThroughDiagonally(int x, int y, byte elevation, LayoutBlockPassage diagonalPassage, BlocksetBlockBehavior blockedCardinal1, BlocksetBlockBehavior blockedCardinal2, BlocksetBlockBehavior blockedDiagonal) { // Get the x/y/map of the block Map.GetXYMap(x, y, out int outX, out int outY, out Map outMap); Map.Layout.Block block = outMap.GetBlock_InBounds(outX, outY); // Check occupancy permission if ((block.Passage & diagonalPassage) == 0) { return(false); } // Check block behaviors BlocksetBlockBehavior blockBehavior = block.BlocksetBlock.Behavior; if (blockBehavior == blockedCardinal1 || blockBehavior == blockedCardinal2 || blockBehavior == blockedDiagonal) { return(false); } // Check if we can pass through objs at the position (only checks current elevation, not the target elevation or any other elevations) if (CollidesWithAny_InBounds(outMap, outX, outY, elevation)) { return(false); } return(true); }
// Temp - start a test wild battle public void TempCreateWildBattle(Map map, Map.Layout.Block block, EncounterTable.Encounter encounter) { Save sav = Save; var me = new PBETrainerInfo(sav.PlayerParty, sav.PlayerName); var wildPkmn = PartyPokemon.GetTestWildPokemon(encounter); var wild = new PBETrainerInfo(new Party { wildPkmn }, "Wild " + PBELocalizedString.GetSpeciesName(wildPkmn.Species).English); void OnBattleEnded() { void FadeFromTransitionEnded() { _fadeFromTransition = null; } _fadeFromTransition = new FadeFromColorTransition(20, 0, FadeFromTransitionEnded); _battleGUI = null; } _battleGUI = new BattleGUI(new PBEBattle(PBEBattleFormat.Single, PBESettings.DefaultSettings, me, wild, battleTerrain: Overworld.GetPBEBattleTerrainFromBlock(block.BlocksetBlock), weather: Overworld.GetPBEWeatherFromMap(map)), OnBattleEnded); void OnBattleTransitionEnded() { _battleTransition = null; } _battleTransition = new SpiralTransition(OnBattleTransitionEnded); }
// Southwest/Southeast/Northwest/Northeast private bool CanMoveTo_Diagonal(int targetX, int targetY, bool allowSurf, LayoutBlockPassage neighbor1Passage, int neighbor1X, int neighbor1Y, LayoutBlockPassage neighbor2Passage, int neighbor2X, int neighbor2Y, BlocksetBlockBehavior blockedCurrentCardinal1, BlocksetBlockBehavior blockedCurrentCardinal2, BlocksetBlockBehavior blockedCurrentDiagonal, BlocksetBlockBehavior blockedTargetCardinal1, BlocksetBlockBehavior blockedTargetCardinal2, BlocksetBlockBehavior blockedTargetDiagonal, BlocksetBlockBehavior blockedNeighbor1, BlocksetBlockBehavior blockedNeighbor2) { // Current block - return false if we are blocked Position p = Pos; Map.Layout.Block curBlock = Map.GetBlock_InBounds(p.X, p.Y); BlocksetBlockBehavior curBehavior = curBlock.BlocksetBlock.Behavior; if (curBehavior == blockedCurrentCardinal1 || curBehavior == blockedCurrentCardinal2 || curBehavior == blockedCurrentDiagonal) { return(false); } // Target block - return false if we are blocked Map.GetXYMap(targetX, targetY, out int targetOutX, out int targetOutY, out Map targetOutMap); Map.Layout.Block targetBlock = targetOutMap.GetBlock_InBounds(targetOutX, targetOutY); if ((targetBlock.Passage & LayoutBlockPassage.AllowOccupancy) == 0) { return(false); } // Check block behaviors BlocksetBlockBehavior targetBehavior = targetBlock.BlocksetBlock.Behavior; if ((!allowSurf && Overworld.IsSurfable(targetBehavior)) || targetBehavior == blockedTargetCardinal1 || targetBehavior == blockedTargetCardinal2 || targetBehavior == blockedTargetDiagonal) { return(false); } // Check elevation byte curElevation = p.Elevation; byte targetElevations = targetBlock.Elevations; if (!ElevationCheck(curBehavior, targetBehavior, curElevation, targetElevations)) { return(false); } byte newElevation = Overworld.GetElevationIfMovedTo(curElevation, targetElevations); // Check if we can pass through objs at the position if (CollidesWithAny_InBounds(targetOutMap, targetOutX, targetOutY, newElevation)) { return(false); } // Target's neighbors - check if we can pass through them diagonally if (!CanPassThroughDiagonally(neighbor1X, neighbor1Y, curElevation, neighbor1Passage, blockedCurrentCardinal1, blockedTargetCardinal2, blockedNeighbor1) || !CanPassThroughDiagonally(neighbor2X, neighbor2Y, curElevation, neighbor2Passage, blockedTargetCardinal1, blockedCurrentCardinal2, blockedNeighbor2)) { return(false); } return(true); }
// West/East private bool CanMoveTo_Cardinal_ConsiderStairs(int targetX, int targetY, BlocksetBlockBehavior blockedCurrent, BlocksetBlockBehavior blockedTarget, BlocksetBlockBehavior upBehavior, BlocksetBlockBehavior downBehavior) { // Current block - return false if we are blocked Position p = Pos; Map.Layout.Block curBlock = Map.GetBlock_CrossMap(p.X, p.Y); BlocksetBlockBehavior curBehavior = curBlock.BlocksetBlock.Behavior; if (curBehavior == blockedCurrent) { return(false); } // Stairs - check if we can go up a stair that's above our target Map.GetXYMap(targetX, targetY - 1, out int upStairX, out int upStairY, out Map upStairMap); Map.Layout.Block upStairBlock = upStairMap.GetBlock_InBounds(upStairX, upStairY); if ((upStairBlock.Passage & LayoutBlockPassage.AllowOccupancy) != 0) { BlocksetBlockBehavior upStairBehavior = upStairBlock.BlocksetBlock.Behavior; if (upStairBehavior == upBehavior) { // Check if we can pass through objs on the position byte newElevation = GetElevationIfMovedTo(p.Elevation, upStairBlock.Elevations); if (CollidesWithAny_InBounds(upStairMap, upStairX, upStairY, newElevation)) { return(false); } return(true); } } bool canChangeElevation = false; // Stairs - If we are on a down stair, then we will be going to the block diagonally below us if (curBehavior == downBehavior) { canChangeElevation = true; targetY++; } else if (curBehavior == upBehavior) { canChangeElevation = true; } // Target block - return false if we are blocked if (!CanMoveTo_Cardinal__CanOccupy(targetX, targetY, curBehavior, blockedTarget, !canChangeElevation, p.Elevation)) { return(false); } return(true); }
// South/North private bool CanMoveTo_Cardinal(int targetX, int targetY, BlocksetBlockBehavior blockedCurrent, BlocksetBlockBehavior blockedTarget) { // Current block - return false if we are blocked Position p = Pos; Map.Layout.Block curBlock = Map.GetBlock_CrossMap(p.X, p.Y); BlocksetBlockBehavior curBehavior = curBlock.BlocksetBlock.Behavior; if (curBehavior == blockedCurrent) { return(false); } // Target block - return false if we are blocked if (!CanMoveTo_Cardinal__CanOccupy(targetX, targetY, curBehavior, blockedTarget, true, p.Elevation)) { return(false); } return(true); }
public void Warp(IWarp warp) { var map = Map.LoadOrGet(warp.DestMapId); int x = warp.DestX; int y = warp.DestY; byte e = warp.DestElevation; Map.Layout.Block block = map.GetBlock_CrossMap(x, y, out map); // GetBlock_CrossMap in case our warp is actually in a connection for some reason // Facing is of the original direction unless the block behavior says otherwise // All QueuedScriptMovements will be run after the warp is complete switch (block.BlocksetBlock.Behavior) { case BlocksetBlockBehavior.Warp_WalkSouthOnExit: { Facing = FacingDirection.South; QueuedScriptMovements.Enqueue(ScriptMovement.Walk_S); break; } case BlocksetBlockBehavior.Warp_NoOccupancy_S: { Facing = FacingDirection.North; y--; break; } } UpdateMap(map); Pos.X = x; Pos.Y = y; Pos.Elevation = e; PrevPos = Pos; if (CameraObj.CameraAttachedTo == this) { CameraObj.CameraCopyMovement(); } }
private void ApplyMovement(FacingDirection facing) { switch (facing) { case FacingDirection.South: { Pos.Y++; break; } case FacingDirection.North: { Pos.Y--; break; } case FacingDirection.West: { Position p = Pos; Pos.X--; ApplyStairMovement(p, BlocksetBlockBehavior.Stair_W, BlocksetBlockBehavior.Stair_E); break; } case FacingDirection.East: { Position p = Pos; Pos.X++; ApplyStairMovement(p, BlocksetBlockBehavior.Stair_E, BlocksetBlockBehavior.Stair_W); break; } case FacingDirection.Southwest: { Pos.X--; Pos.Y++; _movementSpeed *= DiagonalMovementSpeedModifier; break; } case FacingDirection.Southeast: { Pos.X++; Pos.Y++; _movementSpeed *= DiagonalMovementSpeedModifier; break; } case FacingDirection.Northwest: { Pos.X--; Pos.Y--; _movementSpeed *= DiagonalMovementSpeedModifier; break; } case FacingDirection.Northeast: { Pos.X++; Pos.Y--; _movementSpeed *= DiagonalMovementSpeedModifier; break; } } Map.Layout.Block block = GetBlock(out Map map); Pos.Elevation = GetElevationIfMovedTo(Pos.Elevation, block.Elevations); Map curMap = Map; if (map == curMap) { return; } // Map crossing - Update Map, Pos, and PrevPos curMap.Objs.Remove(this); map.Objs.Add(this); Map = map; int x = Pos.X; int y = Pos.Y; Pos.X = block.X; Pos.Y = block.Y; PrevPos.X += block.X - x; PrevPos.Y += block.Y - y; }
private void ApplyMovement(FacingDirection facing) { switch (facing) { case FacingDirection.South: { Pos.Y++; break; } case FacingDirection.North: { Pos.Y--; break; } case FacingDirection.West: { Position p = Pos; Pos.X--; ApplyStairMovement(p, BlocksetBlockBehavior.Stair_W, BlocksetBlockBehavior.Stair_E); break; } case FacingDirection.East: { Position p = Pos; Pos.X++; ApplyStairMovement(p, BlocksetBlockBehavior.Stair_E, BlocksetBlockBehavior.Stair_W); break; } case FacingDirection.Southwest: { Pos.X--; Pos.Y++; MovementSpeed *= DiagonalMovementSpeedModifier; break; } case FacingDirection.Southeast: { Pos.X++; Pos.Y++; MovementSpeed *= DiagonalMovementSpeedModifier; break; } case FacingDirection.Northwest: { Pos.X--; Pos.Y--; MovementSpeed *= DiagonalMovementSpeedModifier; break; } case FacingDirection.Northeast: { Pos.X++; Pos.Y--; MovementSpeed *= DiagonalMovementSpeedModifier; break; } } Map curMap = Map; int newX = Pos.X; int newY = Pos.Y; Map.Layout.Block block = curMap.GetBlock_CrossMap(newX, newY, out int outX, out int outY, out Map map); Pos.Elevation = Overworld.GetElevationIfMovedTo(Pos.Elevation, block.Elevations); if (map == curMap) { return; } // Map crossing - Update Map, Pos, and PrevPos curMap.Objs.Remove(this); map.Objs.Add(this); Map = map; Pos.X = outX; Pos.Y = outY; PrevPos.X += outX - newX; PrevPos.Y += outY - newY; OnMapChanged(curMap, map); }
public static unsafe void Render(uint *bmpAddress, int bmpWidth, int bmpHeight) { // Gather variables we need to draw everything at the right coordinates CameraObj camera = Camera; Position cameraPos = camera.Pos; int cameraPixelX = (cameraPos.X * Overworld.Block_NumPixelsX) - (bmpWidth / 2) + (Overworld.Block_NumPixelsX / 2) + camera._progressX + CameraOfsX; int cameraPixelY = (cameraPos.Y * Overworld.Block_NumPixelsY) - (bmpHeight / 2) + (Overworld.Block_NumPixelsY / 2) + camera._progressY + CameraOfsY; Map cameraMap = camera.Map; List <Obj> objs = cameraMap.Objs; int numObjs = objs.Count; int xpBX = cameraPixelX % Overworld.Block_NumPixelsX; int ypBY = cameraPixelY % Overworld.Block_NumPixelsY; int startBlockX = (cameraPixelX / Overworld.Block_NumPixelsX) - (xpBX >= 0 ? 0 : 1); int startBlockY = (cameraPixelY / Overworld.Block_NumPixelsY) - (ypBY >= 0 ? 0 : 1); int numBlocksX = (bmpWidth / Overworld.Block_NumPixelsX) + (bmpWidth % Overworld.Block_NumPixelsX == 0 ? 0 : 1); int numBlocksY = (bmpHeight / Overworld.Block_NumPixelsY) + (bmpHeight % Overworld.Block_NumPixelsY == 0 ? 0 : 1); int endBlockX = startBlockX + numBlocksX + (xpBX == 0 ? 0 : 1); int endBlockY = startBlockY + numBlocksY + (ypBY == 0 ? 0 : 1); int startPixelX = xpBX >= 0 ? -xpBX : -xpBX - Overworld.Block_NumPixelsX; int startPixelY = ypBY >= 0 ? -ypBY : -ypBY - Overworld.Block_NumPixelsY; // Loop each elevation for (byte e = 0; e < Overworld.NumElevations; e++) { // Draw blocks int curPixelX = startPixelX; int curPixelY = startPixelY; for (int blockY = startBlockY; blockY < endBlockY; blockY++) { for (int blockX = startBlockX; blockX < endBlockX; blockX++) { Map.Layout.Block block = cameraMap.GetBlock_CrossMap(blockX, blockY, out _); if (block != null) { Blockset.Block b = block.BlocksetBlock; void Draw(Blockset.Block.Tile[] subLayers, int tx, int ty) { int numSubLayers = subLayers.Length; for (int t = 0; t < numSubLayers; t++) { Blockset.Block.Tile tile = subLayers[t]; Tileset.Tile ttile = tile.TilesetTile; RenderUtils.DrawBitmap(bmpAddress, bmpWidth, bmpHeight, tx, ty, ttile.AnimBitmap ?? ttile.Bitmap, Overworld.Tile_NumPixelsX, Overworld.Tile_NumPixelsY, xFlip: tile.XFlip, yFlip: tile.YFlip); } } for (int by = 0; by < Overworld.Block_NumTilesY; by++) { Blockset.Block.Tile[][][] arrY = b.Tiles[by]; int ty = curPixelY + (by * Overworld.Tile_NumPixelsY); for (int bx = 0; bx < Overworld.Block_NumTilesX; bx++) { Draw(arrY[bx][e], curPixelX + (bx * Overworld.Tile_NumPixelsX), ty); } } } curPixelX += Overworld.Block_NumPixelsX; } curPixelX = startPixelX; curPixelY += Overworld.Block_NumPixelsY; } // Draw VisualObjs // TODO: They will overlap each other regardless of y coordinate because of the order of the list // TODO: Objs from other maps for (int i = 0; i < numObjs; i++) { Obj o = objs[i]; if (o.Pos.Elevation == e && o is VisualObj v) { v.Draw(bmpAddress, bmpWidth, bmpHeight, startBlockX, startBlockY, startPixelX, startPixelY); } } } }