?? gamemap.cpp
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#include "stdafx.h"
#include "gamemap.h"
#include "myclock.h"
#include "tool01.h"
#include "texttool.h"
extern int wwin,hwin;
extern HWND hWndMain;
//基本圖像
extern MYANIOBJ bmMap;
//天空背景
extern MYBKSKY bmSky;
//角色
extern MYROLE rmain;
//計時器
extern MYCLOCK c1;
extern MYANIMAGIC bmMagic;
extern struct MAPINFO allmapinfo[];
extern struct ROLE gl_enemy_normal;
//extern FILEREPORT f1;
GAMEMAP::GAMEMAP()
{
iScreenScale=0;
Init();
}
GAMEMAP::~GAMEMAP()
{
}
int GAMEMAP::LoadMap()
{
FILE *fp;
char temp[50]={0};
int find=0;
int i;
memset(MapArray,0,sizeof(MapArray));
iMapObjNum=0;
memset(MapBkArray,0,sizeof(MapBkArray));
iMapBkObjNum=0;
memset(MapEnemyArray,0,sizeof(MapEnemyArray));
memset(MapCoinArray,0,sizeof(MapCoinArray));
iCoinNum=0;
fp=fopen(PATH_MAP,"r");
if(!fp)
{
return 0;
}
while(!find && !feof(fp))
{
FGetLine(temp,fp);
if(temp[0]=='*' && temp[1]=='0'+iMatch)
{
find=1;
}
}
if(!find)
{
return 0;
}
//找到了某一關的地圖數據
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
//map data
sscanf(temp,"%d %d %d %d %d",
&MapArray[i].x,
&MapArray[i].y,
&MapArray[i].w,
&MapArray[i].h,
&MapArray[i].id);
MapArray[i].show=0;
iMapObjNum++;
i++;
FGetLineJumpCom(temp,fp);
}
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
sscanf(temp,"%d %d %d %d %d",
&MapBkArray[i].x,
&MapBkArray[i].y,
&MapBkArray[i].w,
&MapBkArray[i].h,
&MapBkArray[i].id);
MapBkArray[i].show=0;
MapBkArray[i].iframe=0;
iMapBkObjNum++;
i++;
FGetLineJumpCom(temp,fp);
}
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
sscanf(temp,"%d %d %d %d %d %d %d",
&MapEnemyArray[i].x,
&MapEnemyArray[i].y,
&MapEnemyArray[i].w,
&MapEnemyArray[i].h,
&MapEnemyArray[i].id,
&MapEnemyArray[i].xleft,
&MapEnemyArray[i].xright);
//動畫元件,使用絕對坐標
MapEnemyArray[i].x*=32;
MapEnemyArray[i].y*=32;
MapEnemyArray[i].w*=32;
MapEnemyArray[i].h*=32;
MapEnemyArray[i].xleft*=32;
MapEnemyArray[i].xright*=32;
MapEnemyArray[i].show=1;
MapEnemyArray[i].movex=-ENEMY_STEP_X;
MapEnemyArray[i].iframe=0;
MapEnemyArray[i].iframemax=2;
//設置生命值
switch(MapEnemyArray[i].id)
{
case ID_ANI_BOSS_HOUSE:
MapEnemyArray[i].health=BOSS_HEALTH;
break;
case ID_ANI_BOSS_HOUSE_A:
MapEnemyArray[i].health=BOSS_A_HEALTH;
break;
default:
MapEnemyArray[i].health=1;
break;
}
//將BOSS存儲在數組的后半段
if ( i<BOSS_CURSOR
&& ( MapEnemyArray[i].id == ID_ANI_BOSS_HOUSE
|| MapEnemyArray[i].id == ID_ANI_BOSS_HOUSE_A) )
{
//move data to BOSS_CURSOR
MapEnemyArray[BOSS_CURSOR]=MapEnemyArray[i];
memset(&MapEnemyArray[i],0,sizeof(MapEnemyArray[i]));
i=BOSS_CURSOR;
}
i++;
FGetLineJumpCom(temp,fp);
}
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
sscanf(temp,"%d %d %d %d %d",
&MapCoinArray[i].x,
&MapCoinArray[i].y,
&MapCoinArray[i].w,
&MapCoinArray[i].h,
&MapCoinArray[i].id);
MapCoinArray[i].show=1;
MapCoinArray[i].iframe=0;
//索引坐標轉化為絕對坐標
MapCoinArray[i].x*=32;
MapCoinArray[i].y*=32;
//設置這個動畫元件的最大幀
switch(MapCoinArray[i].id)
{
case ID_ANI_COIN:
MapCoinArray[i].iframemax=4;
break;
default:
MapCoinArray[i].iframemax=2;
break;
}
i++;
iCoinNum++;
FGetLineJumpCom(temp,fp);
}
fclose(fp);
return 1;
}
void GAMEMAP::Init()
{
iGameState=GAME_PRE;
iMatch=0;
iLife=3;
iMoney=0;
//攻擊種類
iAttack=ATTACK_NORMAL;
iMenu=0;
viewx=0;
InitMatch();
}
void GAMEMAP::InitMatch()
{
memset(MapArray,0,sizeof(MapArray));
memset(MapBkArray,0,sizeof(MapBkArray));
memset(MapEnemyArray,0,sizeof(MapEnemyArray));
memset(MapCoinArray,0,sizeof(MapCoinArray));
memset(FireArray,0,sizeof(FireArray));
memset(BombArray,0,sizeof(BombArray));
iMapObjNum=0;
iMapBkObjNum=0;
iBombNum=0;
iCoinNum=0;
//設置視圖坐標
viewy=0;
ienemyframe=0;
iFireNum=0;
iTimeFire=0;
iBeginFire=0;
ibkobjframe=0;
//獲取地圖信息
mapinfo=allmapinfo[iMatch];
//初始化攻擊對象提示
memset(AttackName,0,sizeof(AttackName));
iAttackLife=0;
iAttackMaxLife=0;
iMapEnemyCursor=0;
}
//顯示地圖
void GAMEMAP::Show(MYANIOBJ & bmobj)
{
int i;
int xstart,ystart;
int j,k;
for(i=0;i<iMapObjNum;i++)
{
ystart=MapArray[i].y*32;
switch(MapArray[i].id)
{
//進 出的下水道
case ID_MAP_PUMP_IN:
case ID_MAP_PUMP_OUT:
xstart=MapArray[i].x*32;
bmobj.DrawItemNoMask(xstart, ystart, MapArray[i].id, 0);
break;
default:
for(j=0;j<MapArray[i].h;j++)
{
xstart=MapArray[i].x*32;
for(k=0;k<MapArray[i].w;k++)
{
bmobj.DrawItemNoMask(xstart, ystart, MapArray[i].id, 0);
xstart+=32;
}
ystart+=32;
} // end of for
break;
}//end of switch
}
}
void GAMEMAP::ChangeMap()
{
viewx=0;
//
iMatch=mapinfo.iSubMap;
InitMatch();
rmain.SetPos(BM_USER,mapinfo.xReturnPoint*32,mapinfo.yReturnPoint*32);
rmain.InitRole(0,GAMEW*32*MAX_PAGE-32);
//設定視圖位置
if(rmain.xpos - viewx > 150)
{
SetView(mapinfo.xReturnPoint*32-32);//往左讓一格
if(viewx>(mapinfo.viewmax-1)*GAMEW*32)
viewx=(mapinfo.viewmax-1)*GAMEW*32;
}
//設定人物活動范圍
rmain.SetLimit(viewx, GAMEW*32*MAX_PAGE);
//設定背景圖片坐標
bmSky.SetPos(BM_USER,viewx,0);
LoadMap();
}
//根據人物與視圖的位置關系決定是否移動視圖
int GAMEMAP::KeyProc(int iKey)
{
int i;
switch(iGameState)
{
case GAME_PRE:
switch(iKey)
{
case 0xd:
//enter
switch(iMenu)
{
case 0:
c1.ReStart(TIME_GAME_IN_PRE); //停頓兩秒
iGameState=GAME_IN_PRE;
break;
case 1:
SetGameState(GAME_HELP);
break;
}
break;
case VK_UP:
iMenu=(iMenu+1)%2;
break;
case VK_DOWN:
iMenu=(iMenu+1)%2;
break;
}
return 1;//重繪
case GAME_HELP:
switch(iKey)
{
case 0xd: //enter
SetGameState(GAME_PRE);
break;
}
return 1;
case GAME_IN:
//如果人物正在播放動畫,拒絕鍵盤響應
if(rmain.IsInAni())
{
break;
}
switch(iKey)
{
case VK_RIGHT:
if(rmain.movey!=0)
{
rmain.jumpx=4;
}
rmain.movex=4;
rmain.idirec=0;
break;
case VK_LEFT:
if(rmain.movey!=0)
{
rmain.jumpx=-4;
}
rmain.movex=-4;
rmain.idirec=1;//朝左
break;
case VK_DOWN:
for(i=0;i<iMapObjNum;i++)
{
//下方線
if( LINE_IN_LINE(rmain.xpos,
rmain.ypos+32,
32,
MapArray[i].x*32,
MapArray[i].y*32,
MapArray[i].w*32)
)
{
if(MapArray[i].id == ID_MAP_PUMP_IN)
{
//進入地圖
rmain.SetAni(ROLE_ANI_DOWN);
iGameState=GAME_PUMP_IN;
c1.ReStart(TIME_GAME_PUMP_WAIT);
}
}
}
break;
case KEY_X: //跳
if(rmain.movey!=0)
break;
rmain.movey=-SPEED_JUMP;
rmain.jumpx=rmain.movex;//解決x鍵和方向鍵的響應問題
break;
case KEY_Z: //FIRE
if(iBeginFire)
break;
iTimeFire=0;
iBeginFire=1;
break;
case 0x7a://f11
iAttack=(iAttack+1)%ATTACK_MAX_TYPE;
break;
case 0x7b://f12
//直接通關
rmain.xpos = MAX_PAGE*GAMEW*32;
break;
}
break;
}
return 0;
}
void GAMEMAP::SetViewState(int i)
{
iViewState=i;
}
void GAMEMAP::SetGameState(int i)
{
iGameState=i;
}
void GAMEMAP::SetView(int x)
{
viewx=x;
}
//移動視圖
//視圖不能往右移
void GAMEMAP::MoveView()
{
//只有一屏寬,不移動視圖
if(mapinfo.viewmax == 1)
return;
if(rmain.xpos - viewx > 150)
{
viewx+=ROLE_STEP;
if(viewx>(mapinfo.viewmax-1)*GAMEW*32)
viewx=(mapinfo.viewmax-1)*GAMEW*32;
//設置人物移動的最大范圍
rmain.SetLimit(viewx, GAMEW*32*MAX_PAGE);
}
bmSky.SetPos(BM_USER,viewx,0);
}
void GAMEMAP::ShowBkObj(MYANIOBJ & bmobj)
{
int i;
int xstart,ystart;
for(i=0;i<iMapBkObjNum;i++)
{
ystart=MapBkArray[i].y*32;
xstart=MapBkArray[i].x*32;
bmobj.DrawItem(xstart,ystart,MapBkArray[i].id,ibkobjframe);
}
}
void GAMEMAP::ShowInfo(HDC h)
{
char temp[50]={0};
SetTextColor(h, TC_WHITE);
SetBkColor(h, TC_BLACK);
sprintf(temp, "LIFE : %d",iLife);
TextOut(h, 220,100,temp,strlen(temp));
sprintf(temp, "WORLD : %d",iMatch+1);
TextOut(h, 220,130,temp,strlen(temp));
}
void GAMEMAP::ShowOther(HDC h)
{
char temp[50]={0};
int xstart;
//show money
sprintf(temp,"MONEY: %d",iMoney);
TextOut(h,viewx+20,20,temp,strlen(temp));
//顯示攻擊對象生命值
if(iAttackLife)
{
TextOut(h,viewx+ATTACK_TO_TEXT_X,
ATTACK_TO_TEXT_Y,AttackName,strlen(AttackName));
//畫生命條
xstart=viewx+ATTACK_TO_X-iAttackMaxLife*10;
bmMap.DrawItemNoMaskWidth(xstart-1, ATTACK_TO_Y-1,ID_MAP_HEALTH_BK,
iAttackMaxLife*BMP_WIDTH_HEALTH, 0);
bmMap.DrawItemNoMaskWidth(xstart, ATTACK_TO_Y,ID_MAP_HEALTH,
iAttackLife*BMP_WIDTH_HEALTH, 0);
}
}
void GAMEMAP::ShowAniObj(MYANIOBJ & bmobj)
{
int i;
int xstart,ystart;
//顯示金幣,和其他物品
for(i=0;i<iCoinNum;i++)
{
ystart=MapCoinArray[i].y;
xstart=MapCoinArray[i].x;
bmobj.DrawItem(xstart,ystart,MapCoinArray[i].id, MapCoinArray[i].iframe);
}
//顯示敵人
for(i=0;i<MAX_MAP_OBJECT;i++)
{
if (MapEnemyArray[i].show)
{
bmobj.DrawItem(MapEnemyArray[i].x,MapEnemyArray[i].y,
MapEnemyArray[i].id,MapEnemyArray[i].iframe);
}
}
//顯示子彈,魔法攻擊
for(i=0;i<MAX_MAP_OBJECT;i++)
{
if (FireArray[i].show)
{
ystart=FireArray[i].y;
xstart=FireArray[i].x;
switch(FireArray[i].id)
{
case ID_ANI_FIRE:
bmobj.DrawItem(xstart,ystart,FireArray[i].id,FireArray[i].iframe);
break;
case ID_ANI_FIRE_MAGIC:
bmMagic.DrawItem(xstart,ystart, 0, FireArray[i].iframe);
break;
default:
bmobj.DrawItem(xstart,ystart,FireArray[i].id,FireArray[i].iframe);
break;
}
}
}
//顯示爆炸效果
for(i=0;i<MAX_MAP_OBJECT;i++)
{
if (BombArray[i].show)
{
ystart=BombArray[i].y;
xstart=BombArray[i].x;
bmobj.DrawItem(xstart,ystart,BombArray[i].id, BombArray[i].iframe);
}
}
}
// 返回0,不能走;1,能走
int GAMEMAP::RoleCanMove(int xoff, int yoff)
{
int canmove=1;
int i;
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