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Program maped;
{
GearHead2, a roguelike mecha CRPG
Copyright (C) 2005 Joseph Hewitt
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or (at
your option) any later version.
The full text of the LGPL can be found in license.txt.
This library 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 Lesser
General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
}
{$LONGSTRINGS ON}
{ This is the map editor for GH2. Note that this program must be compiled
in ASCII mode.
}
uses gears,locale,vidgfx,randmaps,video,ui4gh,texutil,vidmenus;
const
METerrGfx: Array [1..NumTerr] of Char = (
'.', '=', '#', '=', '%',
'.', '.', '^', '^', '^',
'.', '#', '#', '.', '+',
'.', '=', '-', '.', '#',
'.', '%', '-', '&', '&',
'#', '&'
);
METerrColor: Array [1..NumTerr] of Byte = (
LightGreen, LightGreen, LightGreen, LightBlue, DarkGray,
LightGray, LightCyan, DarkGray, LightGray, White,
DarkGray, LightGray, White, DarkGray, DarkGray,
LightBlue, LightBlue, LightBlue, Brown, Yellow,
LightBlue, Brown,DarkGray,LightGray,LightGray,
LightCyan,LightGray
);
Function CellOnTile( GB: GameBoardPtr; X,Y: Integer ): GearPtr;
{ Look at tile X,Y and return the cell associated with it. }
var
M,C: GearPtr;
MX,MY: Integer;
begin
M := GB^.Meks;
C := Nil;
while ( M <> Nil ) and ( C = Nil ) do begin
MX := M^.Stat[ STAT_PDMC_X ];
MY := M^.Stat[ STAT_PDMC_Y ];
if ( MX <= X ) and (( MX + M^.Stat[ STAT_PDMC_W ]) > X ) and ( MY <= Y ) and (( MY + M^.Stat[ STAT_PDMC_H ]) > Y ) then begin
C := M;
end;
M := M^.Next;
end;
CellOnTile := C;
end;
Procedure MEDisplayMap( GB: GameBoardPtr; Pen_X,Pen_Y: Integer );
{ Display the map. Display all tiles and the locations of map cells. }
{ The Pen_X , Pen_Y position should be centered on the screen. }
const
{ These arrays tell where to put the direction indicator for a }
{ map cell. Note that the bright spot points in the direction that }
{ would be south in the minimap; this is the direction that's used }
{ as the front of a store tile. }
Sweet_X: Array [0..3] of byte = ( 2 , 0 , 2 , 4 );
Sweet_Y: Array [0..3] of byte = ( 4 , 2 , 0 , 2 );
var
Map_Zone: VGFX_Rect;
TX,TY,MX,MY,T: Integer;
M: GearPtr;
BGColor: Byte;
begin
ClrScreen;
Map_Zone.X := 1;
Map_Zone.Y := 1;
Map_Zone.W := ScreenColumns - RightColumnWidth;
Map_Zone.H := ScreenRows - 5;
ClipZone( Map_Zone );
for TY := 1 to Map_Zone.H do begin
for TX := 1 to Map_Zone.W do begin
MX := TX + Pen_X - Map_Zone.W div 2;
MY := TY + Pen_Y - Map_Zone.H div 2;
if OnTheMap( GB , MX , MY ) then begin
M := CellOnTile( GB , MX , MY );
if ( MX = Pen_X ) and ( MY = Pen_Y ) then begin
BGColor := Green;
end else if M <> Nil then begin
{ Depending on the direction of this cell, }
{ color this tile either blue or cyan. }
if (( MX - M^.Stat[ STAT_PDMC_X ] ) = Sweet_X[ M^.Stat[ STAT_PDMC_D ] ] ) and (( MY - M^.Stat[ STAT_PDMC_Y ] ) = Sweet_Y[ M^.Stat[ STAT_PDMC_D ] ] ) then begin
BGColor := Cyan;
end else begin
BGColor := Blue;
end;
end else begin
BGColor := Black;
end;
T := TileTerrain( GB , MX , MY );
DrawGlyph( METerrGfx[ T ] , TX , TY , METerrColor[T] , BGColor );
end;
end; { For TX }
end; { For TY }
{ Restore the clip zone. }
MaxClipZone;
end;
Procedure MapEditInfo( Pen , X , Y: Integer );
{ Display some info about the pen, and print out some instructions while you're }
{ at it. }
const
Instructions = ' [ ] Change Pen' + #13 + ' S Save Map' + #13 + ' C Clear Map' + #13 + ' c Add/Rotate Cell' + #13 + ' d Delete Cell' + #13 + ' Q Quit Editor';
begin
GameMsg( METerrGfx[ Pen ] + ' ' + MsgString( 'TerrNAME_' + BStr( Pen ) ) , ZONE_Info , METerrColor[ Pen ] );
GameMsg( BStr( X ) + ' , ' + BStr( Y ) + #13 + Instructions , ZONE_Menu , StdWhite );
RedrawConsole;
end;
Procedure ClearMap( GB: GameBoardPtr; Pen: Integer );
{ Clear the map using the requested pen terrain. }
var
X,Y: Integer;
begin
for X := 1 to GB^.Map_Width do begin
for Y := 1 to GB^.Map_Height do begin
SetTerrain( GB , X , Y , Pen );
end;
end;
end;
Procedure EditCell( GB: GameBoardPtr; X , Y: Integer );
{ if there's no cell in this tile, add one. If there is a cell }
{ in this tile, rotate it. }
var
Cell: GearPtr;
begin
Cell := CellOnTile( GB , X , Y );
if Cell = Nil then begin
{ No cell. Add one. }
{ At the moment, no check is made to make sure that cells don't }
{ overlap. This could result in some massive uglification. }
Cell := NewGear( Nil );
AppendGear( GB^.Meks , Cell );
Cell^.Stat[ STAT_PDMC_X ] := X;
Cell^.Stat[ STAT_PDMC_Y ] := Y;
Cell^.Stat[ STAT_PDMC_W ] := 5;
Cell^.Stat[ STAT_PDMC_H ] := 5;
Cell^.Stat[ STAT_PDMC_D ] := 0;
end else begin
Cell^.Stat[ STAT_PDMC_D ] := ( Cell^.Stat[ STAT_PDMC_D ] + 1 ) mod 4;
end;
end;
Procedure DeleteCell( GB: GameBoardPtr; X , Y: Integer );
{ if there's a cell in this tile, delete it. }
var
Cell: GearPtr;
begin
Cell := CellOnTile( GB , X , Y );
if Cell <> Nil then begin
RemoveGear( GB^.Meks , Cell );
end;
end;
Procedure EditMap( GB: GameBoardPtr; const FName: String );
{ Edit the given map. Save it to disk if need be. }
var
A: CHar;
Pen,X,Y: Integer;
Procedure RepositionCursor( D: Integer );
begin
if OnTheMap( GB , X + AngDir[ D , 1 ] , Y + AngDir[ D , 2 ] ) then begin
X := X + AngDir[ D , 1 ];
Y := Y + AngDir[ D , 2 ];
end;
end;
begin
{ Initialize our tools. }
Pen := 1;
X := 1;
Y := 1;
DialogMsg( 'Editing ' + fname + '.' );
repeat
MEDisplayMap( GB , X , Y );
MapEditInfo( Pen , X , Y );
DoFlip;
A := RPGKey;
if A = KeyMap[ KMC_North ].KCode then begin
RepositionCursor( 6 );
end else if A = KeyMap[ KMC_South ].KCode then begin
RepositionCursor( 2 );
end else if A = KeyMap[ KMC_West ].KCode then begin
RepositionCursor( 4 );
end else if A = KeyMap[ KMC_East ].KCode then begin
RepositionCursor( 0 );
end else if A = KeyMap[ KMC_NorthEast ].KCode then begin
RepositionCursor( 7 );
end else if A = KeyMap[ KMC_SouthWest ].KCode then begin
RepositionCursor( 3 );
end else if A = KeyMap[ KMC_NorthWest ].KCode then begin
RepositionCursor( 5 );
end else if A = KeyMap[ KMC_SouthEast ].KCode then begin
RepositionCursor( 1 );
end else if A = ']' then begin
Pen := Pen + 1;
if Pen > NumTerr then pen := 1;
end else if A = '[' then begin
Pen := Pen - 1;
if Pen < 1 then pen := NumTerr;
end else if A = ' ' then begin
SetTerrain( GB , X , Y , Pen );
end else if A = 'c' then begin
EditCell( GB , X , Y );
end else if A = 'd' then begin
DeleteCell( GB , X , Y );
end else if A = 'S' then begin
DialogMsg( 'Saving...' );
SavePredrawnMap( GB , FName );
DialogMsg( 'Saved map ' + fname + '.' );
end else if A = 'C' then begin
ClearMap( GB , Pen );
end;
until A = 'Q';
{ Get rid of the map. }
DisposeMap( GB );
end;
Procedure RedrawOpening;
{ The opening menu redraw procedure. }
begin
ClrScreen;
InfoBox( ZONE_Menu );
RedrawConsole;
end;
Procedure CreateNewMap;
{ Create a brand new map and pass it to the editor. }
var
fname: String;
RPM: RPGMenuPtr;
W,H,T: Integer;
GB: GameBoardPtr;
begin
fname := GetStringFromUser( 'Enter filename for this map.' , @RedrawOpening );
if fname <> '' then begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu );
for t := 1 to 20 do AddRPGMenuItem( RPM , BSTr( t * 5 ) + ' tiles' , T * 5 );
DialogMsg( 'Enter width' );
W := SelectMenu( RPM , @RedrawOpening );
if W <> -1 then begin
DialogMsg( 'Enter height' );
H := SelectMenu( RPM , @RedrawOpening );
if H <> -1 then begin
GB := NewMap( W , H );
EditMap( GB , fname );
end;
end;
DisposeRPGMenu( RPM );
end;
end;
Procedure EditOldMap;
{ Load an old map from disk and pass it to the editor. }
var
fname: String;
RPM: RPGMenuPtr;
GB: GameBoardPtr;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu );
BuildFileMenu( RPM , Series_Directory + 'MAP_*.txt' );
if RPM^.NumItem > 0 then begin
fname := SelectFile( RPM , @RedrawOpening );
if fname <> '' then begin
GB := LoadPredrawnMap( fname );
EditMap( GB , fname );
end;
end;
DisposeRPGMenu( RPM );
end;
var
RPM: RPGMenuPtr;
N: Integer;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu );
AddRPGMenuItem( RPM , 'Create New Map' , 1 );
AddRPGMenuItem( RPM , 'Load Existing Map' , 2 );
AddRPGMenuItem( RPM , 'Exit MapEd' , -1 );
repeat
N := SelectMenu( RPM , @RedrawOpening );
Case N of
1: CreateNewMap;
2: EditOldMap;
end;
until N = -1;
DisposeRPGMenu( RPM );
end.
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