5935724897
Проблема из динамики: за стенами Kid не прятался (стена [2,9] должна перекрывать). В PoP основная грань стены (wall_fram_main) добавляется в FORETABLE (seg008:712) — перекрывает персонажа. У нас fore-проход рисовал только fore_id, а у стены (0x14) fore_id=0. fore_tile: для стены (code==20) рисуем WALL_FRAM_MAIN + wall_pattern(,,1) поверх Kid (как draw_tile_fore), а не только fore_id. Проверено в MAME: Kid прячется за правой стеной col9. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
450 lines
19 KiB
C
450 lines
19 KiB
C
/*
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* pop_bg.c — статический фон комнаты PoP композицией слоёв (порт
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* applications/PoP/toolchain/render_room.py -> seg008.c draw_tile/
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* wall_pattern). Подробности алгоритма — в render_room.py и
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* memory/pop_background_strategy.
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*
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* Только DUNGEON-стиль (Фаза 1). Анимация (пламя факелов, шипы, дверь-
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* плита, сама решётка ворот) НЕ рисуется — отдельными sprite_t поверх
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* (Фаза 2). Решётка ворот из ЛЕВОЙ комнаты рисуется статичным кадром.
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*/
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#include <graphics.h>
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#include <gfx.h>
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#include <sprite.h>
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#include <fcntl.h>
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#include <unistd.h>
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#include "pop_bg.h"
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/* ---- Атласы (прямая адресация) ------------------------------------- */
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static atlas_t env[5];
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static atlas_t wall_at;
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static atlas_t fore_at;
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static const char *const ENV_ATL[5] = {
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"pop_env0.atl", "pop_env1.atl", "pop_env2.atl",
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"pop_env3.atl", "pop_env4.atl"
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};
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int pop_bg_load(void)
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{
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int i;
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for (i = 0; i < 5; i++)
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if (atlas_load(&env[i], ENV_ATL[i]) != 0) return -1;
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if (atlas_load(&wall_at, "pop_wall.atl") != 0) return -1;
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if (atlas_load(&fore_at, "pop_fore.atl") != 0) return -1;
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return 0;
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}
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void pop_bg_free(void)
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{
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int i;
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for (i = 0; i < 5; i++)
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atlas_free(&env[i]);
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atlas_free(&wall_at);
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atlas_free(&fore_at);
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}
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/* Блит ленты idx атласа a: НИЗ спрайта на ybottom, левый край x,
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* прозрачно (0xFF). w/h читаются из getimage-заголовка ленты (в W0). */
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static void blit_b(atlas_t *a, uint8_t idx, int x, int ybottom)
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{
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const uint8_t *img;
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uint16_t w, h;
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if (idx >= a->count)
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return;
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img = (const uint8_t *)atlas_image(a, idx);
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gfx_w0_map(a->page);
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w = (uint16_t)(img[0] | ((uint16_t)img[1] << 8));
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h = (uint16_t)(img[2] | ((uint16_t)img[3] << 8));
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if (w && h)
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gfx_blit(x, ybottom - (int)h + 1, img);
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gfx_w0_unmap();
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}
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static void env_b(uint8_t id, int x, int yb) { blit_b(&env[id >> 5], (uint8_t)(id & 31), x, yb); }
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static void wall_b(uint8_t id, int x, int yb) { blit_b(&wall_at, id, x, yb); }
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static void fore_b(uint8_t id, int x, int yb) { blit_b(&fore_at, id, x, yb); }
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/* ---- Таблица тайлов (piece, seg008.c:27) --------------------------- */
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typedef struct {
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uint8_t base_id, floor_left; int8_t base_y;
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uint8_t right_id, floor_right; int8_t right_y;
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uint8_t stripe_id, topright_id, bottom_id, fore_id, fore_x; int8_t fore_y;
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} piece;
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static const piece tile_table[31] = {
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 00 empty */
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{ 41, 1, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0}, /* 01 floor */
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{127, 1, 0, 133, 1, 2, 145, 0, 43, 0, 0, 0}, /* 02 spike */
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{ 92, 1, 0, 93, 1, 2, 0, 94, 43, 95, 1, 0}, /* 03 pillar */
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{ 46, 1, 0, 47, 1, 2, 0, 48, 43, 49, 3, 0}, /* 04 gate */
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{ 41, 1, 1, 35, 1, 3, 145, 0, 36, 0, 0, 0}, /* 05 stuck floor */
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{ 41, 1, 0, 42, 1, 2, 145, 0, 96, 0, 0, 0}, /* 06 close button */
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{ 46, 1, 0, 0, 0, 2, 0, 0, 43, 49, 3, 0}, /* 07 door top w/floor */
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{ 86, 1, 0, 87, 1, 2, 0, 0, 43, 88, 1, 0}, /* 08 big pillar bottom */
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{ 0, 0, 0, 89, 0, 3, 0, 90, 0, 91, 1, 3}, /* 09 big pillar top */
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{ 41, 1, 0, 42, 1, 2, 145, 0, 43, 12, 2, -3}, /* 0A potion */
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{ 0, 1, 0, 0, 0, 0, 145, 0, 0, 0, 0, 0}, /* 0B loose floor */
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{ 0, 0, 0, 0, 0, 2, 0, 0, 85, 49, 3, 0}, /* 0C door top */
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{ 75, 1, 0, 42, 1, 2, 0, 0, 43, 77, 0, 0}, /* 0D mirror */
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{ 97, 1, 0, 98, 1, 2, 145, 0, 43,100, 0, 0}, /* 0E debris */
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{147, 1, 0, 42, 1, 1, 145, 0,149, 0, 0, 0}, /* 0F open button */
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{ 41, 1, 0, 37, 0, 0, 0, 38, 43, 0, 0, 0}, /* 10 leveldoor left */
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{ 0, 0, 0, 39, 1, 2, 0, 40, 43, 0, 0, 0}, /* 11 leveldoor right */
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{ 0, 0, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0}, /* 12 chomper */
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{ 41, 1, 0, 42, 1, 2, 0, 0, 43, 0, 0, 0}, /* 13 torch */
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{ 0, 0, 0, 1, 1, 2, 0, 2, 0, 0, 0, 0}, /* 14 wall */
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{ 30, 1, 0, 31, 1, 2, 0, 0, 43, 0, 0, 0}, /* 15 skeleton */
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{ 41, 1, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0}, /* 16 sword */
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{ 41, 1, 0, 10, 0, 0, 0, 11, 43, 0, 0, 0}, /* 17 balcony left */
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{ 0, 0, 0, 12, 1, 2, 0, 13, 43, 0, 0, 0}, /* 18 balcony right */
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{ 92, 1, 0, 42, 1, 2, 145, 0, 43, 95, 1, 0}, /* 19 lattice pillar */
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{ 1, 0, 0, 0, 0, 0, 0, 0, 2, 9, 0,-53}, /* 1A lattice down */
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{ 3, 0,-10, 0, 0, 0, 0, 0, 0, 9, 0,-53}, /* 1B lattice small */
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{ 4, 0,-10, 0, 0, 0, 0, 0, 0, 9, 0,-53}, /* 1C lattice left */
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{ 5, 0,-10, 0, 0, 0, 0, 0, 0, 9, 0,-53}, /* 1D lattice right */
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{ 97, 1, 0, 98, 1, 2, 0, 0, 43,100, 0, 0}, /* 1E debris w/torch */
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};
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/* ---- Константные таблицы (render_room.py) -------------------------- */
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static const uint8_t COL_XH[10] = {0, 4, 8, 12, 16, 20, 24, 28, 32, 36};
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static const uint8_t TBL_LINE[3] = {0, 10, 20};
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static const uint8_t WALL_FRAM_BOTTOM[4] = {7, 9, 5, 3};
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static const uint8_t WALL_FRAM_MAIN[4] = {8, 10, 6, 4};
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static const uint8_t DOOR_FRAM_SLICE[9] = {67, 59, 58, 57, 56, 55, 54, 53, 52};
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static const uint8_t SPIKES_FRAM_RIGHT[10] = {0, 134, 135, 136, 137, 138, 137, 135, 134, 0};
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static const uint8_t BLUELINE_FRAM1[4] = {0, 124, 125, 126};
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static const int8_t BLUELINE_FRAM_Y[4] = {0, -20, -20, 0};
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static const uint8_t BLUELINE_FRAM3[4] = {44, 44, 45, 45};
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static const uint8_t LPOS[5] = {58, 41, 37, 20, 16};
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static const uint8_t RPOS[4] = {52, 42, 31, 21};
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/* Wall (chtab_7) id: делители/блок/марки. */
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#define RES_WALL_RNDBLOCK 13
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#define RES_WALL_DIVIDER1 11
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#define RES_WALL_MARK_TL 14
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#define RES_WALL_MARK_BL 15
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#define RES_WALL_MARK_TR 16
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#define RES_WALL_MARK_BR 17
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/* ---- Текущая комната (globals для tile_code/mod) ------------------- */
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static const uint8_t *g_fg, *g_bg, *g_lfg, *g_lbg;
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static uint8_t g_room;
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static uint8_t tile_code(int row, int col)
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{
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if (col < 0) {
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if (g_lfg && row >= 0 && row < 3) return g_lfg[row];
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return 20; /* уровневая кромка = стена */
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}
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if (row < 0) return 1; /* верхняя кромка = пол */
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if (row > 2 || col > 9) return 20;
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return g_fg[row * 10 + col];
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}
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static uint8_t tile_mod(int row, int col)
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{
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if (col < 0) {
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if (g_lbg && row >= 0 && row < 3) return g_lbg[row];
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return 0;
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}
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if (row < 0 || row > 2 || col > 9) return 0;
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return g_bg[row * 10 + col];
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}
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/* seg008.c:1255 (без FAKE_TILES): сосед — стена, если его тип == 20.
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* На кромке col0 сосед по умолчанию = стена (как render_room). */
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static uint8_t wall_modifier(int row, int col)
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{
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uint8_t lw = (col > 0) ? (tile_code(row, col - 1) == 20) : 1;
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uint8_t rw = (col < 9) ? (tile_code(row, col + 1) == 20) : 1;
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if (lw && rw) return 3; /* WWW */
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if (lw) return 2; /* WWS */
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if (rw) return 1; /* SWW */
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return 0; /* SWS */
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}
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/* ---- PRNG (seg009.c:321, 32-бит LCG) — только на ВХОД в комнату ---- */
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static unsigned long rnd_seed;
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static uint16_t prandom(uint16_t maxv)
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{
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rnd_seed = rnd_seed * 214013UL + 2531011UL;
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return (uint16_t)((uint16_t)(rnd_seed >> 16) % (uint16_t)(maxv + 1));
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}
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/* ---- Декали-марки стен (seg008.c:2041/2056) ------------------------ */
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static void draw_left_mark(uint16_t dv, int arg2, int arg1, int row, int col)
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{
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uint8_t image_id = (dv & 1) ? RES_WALL_MARK_BL : RES_WALL_MARK_TL;
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int lv2 = 0;
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int xh = COL_XH[col];
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int dby = 63 * row + 65;
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if (dv > 3) lv2 = arg1 + 6;
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else if (dv > 1) lv2 = arg2 + 6;
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wall_b(image_id, (xh + ((dv == 2 || dv == 3) ? 1 : 0)) * 8 + lv2, dby - LPOS[dv]);
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}
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static void draw_right_mark(uint16_t dv, int arg1, int row, int col)
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{
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uint8_t image_id = (dv & 1) ? RES_WALL_MARK_BR : RES_WALL_MARK_TR;
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int a = (dv < 2) ? 24 : arg1 - 3;
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int xh = COL_XH[col];
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int dby = 63 * row + 65;
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wall_b(image_id, (xh + ((dv > 1) ? 1 : 0)) * 8 + a, dby - RPOS[dv]);
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}
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/* ---- wall_pattern (seg008.c:1928, dungeon-ветка) ------------------- */
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static void wall_pattern(int row, int col, int which_part)
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{
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int xh = COL_XH[col];
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int dby = 63 * row + 65;
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unsigned long saved = rnd_seed;
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uint16_t mid_div, mid_off, bot_div, bot_off;
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uint8_t bg;
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rnd_seed = (unsigned long)(g_room + TBL_LINE[row] + col);
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prandom(1); /* сброс */
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mid_div = prandom(1);
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mid_off = prandom(4);
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bot_div = prandom(1);
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bot_off = prandom(4);
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bg = wall_modifier(row, col);
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if (bg == 3) { /* WWW */
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if (which_part) {
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if (prandom(4) == 0)
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wall_b(RES_WALL_RNDBLOCK, xh * 8, dby - 42);
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wall_b((uint8_t)(RES_WALL_DIVIDER1 + mid_div), (xh + 1) * 8 + mid_off, dby - 21);
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}
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wall_b((uint8_t)(RES_WALL_DIVIDER1 + bot_div), xh * 8 + bot_off, dby);
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if (which_part) {
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if (prandom(4) == 0)
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draw_right_mark(prandom(3), mid_off, row, col);
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if (prandom(4) == 0)
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draw_left_mark(prandom(4), mid_off - mid_div, bot_off - bot_div, row, col);
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}
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} else if (bg == 0) { /* SWS */
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if (which_part) {
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if (prandom(6) == 0)
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draw_left_mark(prandom(1), mid_off - mid_div, bot_off - bot_div, row, col);
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}
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} else if (bg == 1) { /* SWW */
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if (which_part) {
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if (prandom(4) == 0)
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wall_b(RES_WALL_RNDBLOCK, xh * 8, dby - 42);
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wall_b((uint8_t)(RES_WALL_DIVIDER1 + mid_div), (xh + 1) * 8 + mid_off, dby - 21);
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if (prandom(4) == 0)
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draw_right_mark(prandom(3), mid_off, row, col);
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if (prandom(4) == 0)
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draw_left_mark(prandom(3), mid_off - mid_div, bot_off - bot_div, row, col);
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}
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} else { /* WWS (bg==2) */
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if (which_part)
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wall_b((uint8_t)(RES_WALL_DIVIDER1 + mid_div), (xh + 1) * 8 + mid_off, dby - 21);
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wall_b((uint8_t)(RES_WALL_DIVIDER1 + bot_div), xh * 8 + bot_off, dby);
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if (which_part) {
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if (prandom(4) == 0)
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draw_right_mark((uint16_t)(prandom(1) + 2), mid_off, row, col);
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if (prandom(4) == 0)
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draw_left_mark(prandom(4), mid_off - mid_div, bot_off - bot_div, row, col);
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}
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}
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rnd_seed = saved;
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}
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/* topright тайла снизу-слева (seg008.c:410). */
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static void draw_topright(uint8_t tt, int x, int dby)
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{
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if (tt == 7 || tt == 12) return;
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if (tt == 20) { wall_b(2, x, dby); return; }
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if (tile_table[tt].topright_id)
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env_b(tile_table[tt].topright_id, x, dby);
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}
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/* Решётка ворот (portcullis) из ЛЕВОЙ комнаты (seg008.c:1110). */
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static void draw_gate_back(uint8_t modl, int xh, int dby, int dmy)
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{
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int x = xh * 8;
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int gate_top_y = dby - 62;
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int openness = (((modl > 188) ? 188 : modl) >> 2) + 1;
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int gate_bot_y = dmy - openness;
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int yb, gate_frame;
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if (gate_bot_y + 12 < dmy)
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env_b(50, x, gate_bot_y);
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else
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env_b(51, x, gate_bot_y - 2);
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yb = gate_bot_y - 12;
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if (yb < 192) {
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while (yb >= 0 && yb > 7 && (yb - 7) > gate_top_y) {
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env_b(52, x, yb);
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yb -= 8;
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}
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}
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gate_frame = yb - gate_top_y + 1;
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if (gate_frame > 0 && gate_frame < 9)
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env_b(DOOR_FRAM_SLICE[gate_frame], x, yb);
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}
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/* ---- draw_tile (seg008.c:155) — одна клетка ------------------------ */
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static void draw_tile(int row, int col)
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{
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uint8_t code = tile_code(row, col);
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uint8_t lcode = tile_code(row, col - 1);
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uint8_t lmod = tile_mod(row, col - 1);
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int xh = COL_XH[col];
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int x = xh * 8;
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int dby = 63 * row + 65;
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int dmy = dby - 3;
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const piece *t = &tile_table[code];
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const piece *lt = &tile_table[lcode];
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uint8_t rbl_code;
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uint8_t wmod;
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/* тайл снизу-слева (для topright) */
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if (row + 1 > 2) rbl_code = 1; /* ниже нижнего ряда = пол */
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else rbl_code = tile_code(row + 1, col - 1);
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/* --- floorright (seg008.c:392) — только can_see_bottomleft --- */
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if (code == 0 || code == 9 || code == 12 || code == 26) {
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draw_topright(rbl_code, x, dby);
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/* floor-right тень (blitters_9_black) на ЧЁРНОМ фоне = no-op
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* (чёрный силуэт по чёрному) — не рисуем. Если tile_left имеет
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* floor_right: lt->floor_right. */
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}
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/* --- draw_tile_right (seg008.c:456) --- */
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if (code != 20) {
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if (lcode == 20) {
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wall_b(1, x, tile_table[20].right_y + dmy); /* грань стены */
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} else if (lcode == 0) {
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if (lmod <= 3 && BLUELINE_FRAM1[lmod])
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env_b(BLUELINE_FRAM1[lmod], x, BLUELINE_FRAM_Y[lmod] + dmy);
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} else if (lcode == 1) {
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uint8_t num;
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env_b(42, x, tile_table[1].right_y + dmy); /* правый треуг. пола */
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num = (lmod <= 3) ? lmod : 0;
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if (num != 0) /* dungeon: level_type=0 */
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env_b(BLUELINE_FRAM3[num], x, dmy - 20); /* силуэт кладки */
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} else {
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if (lt->right_id)
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env_b(lt->right_id, x, lt->right_y + dmy);
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/* stripe — только палас, dungeon пропускает */
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}
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}
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/* --- draw_tile_anim_right (seg008.c:530) — статичные части --- */
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if (lcode == 4) { /* gate: решётка */
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draw_gate_back(lmod, xh, dby, dmy);
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} else if (lcode == 11) { /* loose: правый край */
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env_b(42, x, dby - 1);
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} else if (lcode == 2) { /* spike: статич. кадр */
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uint8_t sf = (lmod & 0x80) ? 5 : lmod;
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if (sf < 10 && SPIKES_FRAM_RIGHT[sf])
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env_b(SPIKES_FRAM_RIGHT[sf], x, dmy - 7);
|
||
}
|
||
|
||
/* --- draw_tile_bottom (seg008.c:570) --- */
|
||
if (code == 20) {
|
||
wmod = wall_modifier(row, col);
|
||
wall_b(WALL_FRAM_BOTTOM[wmod], x, dby); /* сплошная нижняя грань */
|
||
wall_pattern(row, col, 0);
|
||
} else if (t->bottom_id) {
|
||
env_b(t->bottom_id, x, dby);
|
||
}
|
||
|
||
/* --- draw_loose (seg008.c:600) — статич. кадр --- */
|
||
if (code == 11)
|
||
env_b(43, x, dby); /* loose_fram_bottom[0] */
|
||
|
||
/* --- draw_tile_base (seg008.c:611) --- */
|
||
{
|
||
uint8_t base_id = t->base_id;
|
||
if (code == 11) base_id = 41; /* loose_fram_left[0] */
|
||
if (base_id)
|
||
env_b(base_id, x, t->base_y + dmy);
|
||
}
|
||
|
||
/* --- draw_tile_fore (seg008.c:690) --- */
|
||
if (code == 20) {
|
||
wmod = wall_modifier(row, col);
|
||
wall_b(WALL_FRAM_MAIN[wmod], x, dmy); /* основная грань */
|
||
wall_pattern(row, col, 1);
|
||
}
|
||
if (t->fore_id)
|
||
fore_b(t->fore_id, t->fore_x * 8 + x, t->fore_y + dmy);
|
||
}
|
||
|
||
void pop_room_draw(uint8_t room_num,
|
||
const uint8_t *fg, const uint8_t *bg,
|
||
const uint8_t *lcol_fg, const uint8_t *lcol_bg)
|
||
{
|
||
int row, col;
|
||
g_room = room_num;
|
||
g_fg = fg; g_bg = bg;
|
||
g_lfg = lcol_fg; g_lbg = lcol_bg;
|
||
|
||
/* прозрачный блит: 0xFF не пишется (чёрный фон/нижние слои проступают) */
|
||
gfx_set_bank(GFX_BANK_TRANSPARENT);
|
||
for (row = 2; row >= 0; row--) /* снизу вверх (2,1,0) */
|
||
for (col = 0; col < 10; col++)
|
||
draw_tile(row, col);
|
||
gfx_set_bank(GFX_BANK_NORMAL);
|
||
}
|
||
|
||
/* ---- fore-over-Kid (порт seg003 redraw_at_char + seg008 set_char_collision) --
|
||
* Передний слой (fore_id = foretable-кусок) тайлов ФУТПРИНТА спрайта Kid
|
||
* — рядов top..bottom × колонок left..right (<= 2×2 = 4 тайла) — рисуется
|
||
* ПОВЕРХ Kid: то, что по изометрии перед ним (передние грани колонн/ворот/
|
||
* большой колонны/щебня). Стены и факелы имеют fore_id=0 → остаются сзади.
|
||
* Рисуем в GFX_BANK_SPRITE (видео-ОЗУ, 0xFF прозрачен); kid_heal восстановит
|
||
* из теневого фона (fore в нём уже запечён pop_room_draw). obj_x — ЛОГИЧЕСКАЯ
|
||
* X кадра Kid (до ×8/7), obj_y — низ спрайта, w/h — размер, dir — направление. */
|
||
static int8_t col_from_x(int xpos) /* get_tile_div_mod: колонка (58/14) */
|
||
{
|
||
int x = xpos - 58;
|
||
int xh = x / 14;
|
||
if (x % 14 < 0) xh--; /* округление вниз для отрицательных */
|
||
return (int8_t)xh;
|
||
}
|
||
|
||
static int8_t y_to_row(int y) /* y_to_row_mod4 (TILE_SIZEY=63) */
|
||
{
|
||
return (int8_t)((y + 60) / 63 % 4 - 1);
|
||
}
|
||
|
||
static void fore_tile(int row, int col) /* передний слой одного тайла */
|
||
{
|
||
uint8_t code = tile_code(row, col);
|
||
const piece *t = &tile_table[code];
|
||
int x = COL_XH[col] * 8;
|
||
int dmy = 63 * row + 62;
|
||
if (code == 20) { /* стена: основная грань (foretable, */
|
||
uint8_t wmod = wall_modifier(row, col); /* draw_tile_fore seg008:690) — */
|
||
wall_b(WALL_FRAM_MAIN[wmod], x, dmy); /* перекрывает Kid как передний */
|
||
wall_pattern(row, col, 1);
|
||
} else if (t->fore_id) {
|
||
fore_b(t->fore_id, t->fore_x * 8 + x, t->fore_y + dmy);
|
||
}
|
||
}
|
||
|
||
void pop_fore_over_kid(int obj_x, int obj_y, uint16_t w, uint16_t h, int8_t dir)
|
||
{
|
||
int wh = (int)((w + 1) >> 1); /* char_width_half */
|
||
int xl = obj_x / 2 + 58; /* char_x_left (58-база) */
|
||
int xr;
|
||
int8_t cL, cR, rT, rB, r, c;
|
||
if (dir >= 0) xl -= wh; /* лицом вправо: левый край внутрь */
|
||
xr = xl + wh;
|
||
cL = col_from_x(xl); if (cL < 0) cL = 0; else if (cL > 9) cL = 9;
|
||
cR = col_from_x(xr); if (cR < 0) cR = 0; else if (cR > 9) cR = 9;
|
||
rB = y_to_row(obj_y); if (rB < 0) rB = 0; else if (rB > 2) rB = 2;
|
||
rT = y_to_row(obj_y - (int)h + 1); if (rT < 0) rT = 0; else if (rT > 2) rT = 2;
|
||
gfx_set_bank(GFX_BANK_SPRITE); /* видео-ОЗУ, heal восстановит */
|
||
for (r = rT; r <= rB; r++)
|
||
for (c = cL; c <= cR; c++)
|
||
fore_tile(r, c);
|
||
gfx_set_bank(GFX_BANK_NORMAL);
|
||
}
|