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levelsandmaps.h
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void reSatPal(double percent, const uint16_t* palIn, uint16_t*palOut, int size){
#define Pr .299
#define Pg .587
#define Pb .114
for(int t=0; t<size; t++){ // leave the last 16 colours alone
uint8_t r,g,b;
r = (palIn[t] & 0xF800) >> 11;
g = (palIn[t] & 0x7E0) >> 5;
b = (palIn[t] & 0x1F);
// convert 656 to 888 for easier maths
double R8 = ( r * 527 + 23 ) >> 6;
double G8 = ( g * 259 + 33 ) >> 6;
double B8 = ( b * 527 + 23 ) >> 6;
// public-domain function by Darel Rex Finley
double P=sqrt(
(R8)*(R8)*Pr+
(G8)*(G8)*Pg+
(B8)*(B8)*Pb ) ;
R8=P+((R8)-P)*percent;
G8=P+((G8)-P)*percent;
B8=P+((B8)-P)*percent;
// convert 888 to 565 for reloading
uint8_t R5 = (( (int)R8 * 249 + 1014 ) >> 11)&31;
uint8_t G6 = (( (int)G8 * 253 + 505 ) >> 10)&63;
uint8_t B5 = (( (int)B8 * 249 + 1014 ) >> 11)&31;
palOut[t] = (R5<<11)|(G6<<5)|B5;
}
}
void reSaturate(double changeRed, double changeGreen, double changeBlue){
reSatPal(changeRed, (uint16_t*)levelData, gamePalette.rgb, 255); // player sprite palette
reSatPal(changeRed, player_sprite_pal, playerSpritePal, 16); // player sprite palette
reSatPal(changeRed, hline_pal, gamePalette.hpal, (sizeof(hline_pal)/2)); // horizon effect palette
// Pokitto::Display::load565Palette(gamePalette.rgb);
}
void updateMap(int mx, int my, int levNum, int map){
if(map == LEVMAIN){
auto minMap = &bg.miniMap[0];
uint32_t t=0;
// The map in RAM is 2x2 physical screens
bg.miniMap[t++] = 28*2;
bg.miniMap[t++] = 22*2;
char levelFilename[32]; // doesn't need to be this long...
sprintf(levelFilename,"joe2/%02d.bin",levNum);
File file;
if(file.openRO(levelFilename)){
char tempText[128];
sprintf(tempText,"Opened '%s' for reading mainbg\r", levelFilename);
uint16_t mWidth;
file.read(&mWidth, 2);
sprintf(tempText,"map width is %d\r", mWidth);
for(int y=0; y<bg.miniMap[1]; y++){
file.seek(4+(mx*2)+(mWidth*2)*(my+y));
file.read(&bg.miniMap[t], bg.miniMap[0]*2);
t+=bg.miniMap[0];
}
file.close();
}
}
if(map == LEVMID){
uint32_t t=0;
char levelFilename[32];
sprintf(levelFilename,"joe2/%02dMid.bin",levNum);
bg.midminiMap[t++] = 28*2;
bg.midminiMap[t++] = 22*2;
char tempText[128];
sprintf(tempText,"Opened '%s' for reading midbg\r", levelFilename);
File file;
if(file.openRO(levelFilename)){
uint16_t mWidth;
file.read(&mWidth, 2);
for(int y=0; y<bg.midminiMap[1]; y++){
file.seek(4+(mx*2)+(mWidth*2)*(my+y));
file.read(&bg.midminiMap[t], bg.midminiMap[0]*2);
t+=bg.midminiMap[0];
}
}
file.close();
}
}
void initMap(int levNum){
char levelFilename[64];
sprintf(levelFilename,"joe2/%02d.bin",levNum);
char tempText[100];
File file1;
if(file1.openRO(levelFilename)){
if(file1.read(&bg.mapWidth, 2)){
printf("mapWidth:%d\n",bg.mapWidth);
sprintf(tempText,"mapWidth:%d\n",bg.mapWidth);
}
if(file1.read(&bg.mapHeight, 2)){
printf("mapHeight:%d\n",bg.mapHeight);
sprintf(tempText,"mapHeight:%d\n",bg.mapHeight);
}
file1.close();
}
sprintf(levelFilename,"joe2/%02dmid.bin",levNum);
if(file1.openRO(levelFilename)){
file1.read(&bg.midmapWidth, 2);
sprintf(tempText,"midMapWidth:%d\n",bg.midmapWidth);
file1.read(&bg.midmapHeight, 2);
sprintf(tempText,"midMapHeight:%d\n",bg.midmapHeight);
file1.close();
}
}
void loadHotSwapData(const char*levelTilename){
int paletteSize = 512;
// hotswap the level data
levelData = LevelData::load(levelTilename);
char textLine[32];
sprintf(textLine,"LevelData = %d\n",levelData);
tiles = &levelData[paletteSize + 2];
uint16_t tilesOffset = *reinterpret_cast<const uint16_t*>(&levelData[paletteSize]);
collisionTile = &levelData[paletteSize + 2 + tilesOffset];
reSaturate(0,0,0); // load palette at 100% saturation
// load 16 colour sprite palette into 240+
for(int t=0; t<16; t++){
Pokitto::Display::palette[t+240] = color_sprite_pal[t];
}
}
void resetLevelData(){
player.x = 0;
player.y = 0;
numGems = 0;
maxItems=0;
bg.numRed=0;
bg.numBlue=0;
bg.numGreen=0;
player.startX = 0;
player.startY = 0;
numDoors=0;
for(int t=0; t<sizeof(exitDoor)/sizeof(exitDoor[0]); t++){
exitDoor[t].visible = false;
}
bg.countRed=0;
bg.countGreen=0;
bg.countBlue=0;
wordCollected[0]=0;
wordCollected[1]=0;
wordCollected[2]=0;
atDoor = 99;
}
void loadLevel(int levNum){
char tempText[100];
sprintf(tempText,"loading level:%d\n",levNum);
resetLevelData();
levelNumber=levNum;
srand(Pokitto::Core::getTime());
bg.numRed = 0;
bg.numGreen;
bg.numBlue;
bg.totalGemsCollected = 0;
// initMap(levNum);
char levelFilename[64];
sprintf(levelFilename,"joe2/%02d.bin",levNum);
File file1;
if(file1.openRO(levelFilename)){
file1.read(&bg.mapWidth, 2);
file1.read(&bg.mapHeight, 2);
file1.close();
}
sprintf(levelFilename,"joe2/%02dmid.bin",levNum);
if(file1.openRO(levelFilename)){
file1.read(&bg.midmapWidth, 2);
file1.read(&bg.midmapHeight, 2);
file1.close();
}
// multiplyer for bacground scenery offset
bg.multiplyX = (bg.midmapWidth<<8) / (bg.mapWidth+(bg.midmapWidth*2));
bg.multiplyY = (bg.midmapHeight<<8) / (bg.mapHeight+(bg.midmapHeight*2));
sprintf(levelFilename,"joe2/%02ddata.bin",levNum);
loadHotSwapData(levelFilename);
uint16_t mapSize[2];
snprintf(levelFilename, sizeof(levelFilename),"joe2/%02d.bin",levNum);
if(file1.openRO(levelFilename)){
file1.read(mapSize, sizeof(mapSize));
}
// check collision map for collectable tilesOffset
mapWidth = mapSize[0];
mapHeight = mapSize[1];
int lettersFound=0; // we count the letter sprite items as they are loaded, it give the appearance of random placement
int x=0;
int y=0;
for(int t=0; t<(mapWidth*mapHeight); t++){
uint16_t curTile; // each tile is represented by 16bit, with the collision info being here -> 0111110000000000
file1.read(&curTile, sizeof(curTile));
if(x==mapWidth){x=0; y++;}
if(x<20 && y==0){
tileType[x]=((curTile >> 10)&31); // some tiles have 'types' as they are objects to be collected
}
if(y>1){ // skip first line as it has control blocks for numbering
// as the collision tile is 0111110000000000, then we must >>10 &31 to get the tile number
int tl = ((curTile >> 10)&31);
if(tl == tileType[3]){ // 3 = start position
player.startX = (x*8)<<8;
player.startY = (y*8)<<8;
player.frame=0;
}
if(tl == tileType[4]){ // 4 = red gem
bg.numRed++;
items[maxItems].x = (x-1)*8;
items[maxItems].y = y*8;
items[maxItems].collected = 0;
items[maxItems].speed = GEM_ANIM_SPEED;
items[maxItems].frame = 0;
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = 16;
items[maxItems].type = ((curTile >> 10)&31)-3; // gem
items[maxItems].imageData = gem[0];
items[maxItems].paletteData = &gem_pal[0];
items[maxItems].bitDepth = 4;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
if(maxItems < MAXITEMS)maxItems++;
}
if(tl == tileType[5]){ // 5 = green gem
bg.numGreen++;
items[maxItems].x = (x-1)*8;
items[maxItems].y = y*8;
items[maxItems].collected = 0;
items[maxItems].speed = GEM_ANIM_SPEED;
items[maxItems].frame = random(15*items[maxItems].speed);
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = 15;
items[maxItems].type = ((curTile >> 10)&31)-3; // gem
items[maxItems].imageData = gem[0];
items[maxItems].paletteData = &gem_pal[6];
items[maxItems].bitDepth = 4;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
if(maxItems < MAXITEMS)maxItems++;
}
if(tl == tileType[6]){ // 6 = blue gem
bg.numBlue++;
items[maxItems].x = (x-1)*8;
items[maxItems].y = y*8;
items[maxItems].collected = 0;
items[maxItems].speed = GEM_ANIM_SPEED;
items[maxItems].frame = random(15*items[maxItems].speed);
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = 15;
items[maxItems].type = ((curTile >> 10)&31)-3; // gem
items[maxItems].imageData = gem[0];
items[maxItems].paletteData = &gem_pal[12];
items[maxItems].bitDepth = 4;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
if(maxItems < MAXITEMS)maxItems++;
}
if(tl == tileType[7]){ // 7 = Keith - the first enemy
items[maxItems].x = (x-1)*8;
items[maxItems].y = (y*8)+2;
items[maxItems].type = 4; // enemy 1
items[maxItems].collected = 0;
items[maxItems].speed = 4;
items[maxItems].frame = 0;
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = 4;
items[maxItems].imageData = enemy1[0];
items[maxItems].paletteData = gamePalette.rgb;
items[maxItems].bitDepth = 8;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
if(maxItems < MAXITEMS)maxItems++;
}
if(tl == tileType[8]){ // 8 = Tom - the second enemy
items[maxItems].x = (x-1)*8;
items[maxItems].y = (y*8)+2;
items[maxItems].type = 5; // enemy 2
items[maxItems].collected = 0;
items[maxItems].frame = 0;
items[maxItems].speed = 8;
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = sizeof(enemy2)/sizeof(enemy2[0]);
items[maxItems].imageData = enemy2[0];
items[maxItems].paletteData = gamePalette.rgb;
items[maxItems].bitDepth = 8;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
if(maxItems < MAXITEMS)maxItems++;
}
if(tl == tileType[9]){ // 9 = Bird - the third enemy
items[maxItems].x = (x-1)*8;
items[maxItems].y = (y*8)+2;
items[maxItems].type = 5; // enemy 2
items[maxItems].collected = 0;
items[maxItems].offy = 32;
items[maxItems].frame = 0;
items[maxItems].speed = 8;
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = sizeof(enemy2)/sizeof(enemy2[0]);
items[maxItems].imageData = enemy3[0];
items[maxItems].paletteData = gamePalette.rgb;
items[maxItems].bitDepth = 8;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
if(maxItems < MAXITEMS)maxItems++;
}
if(tl == tileType[11]){ // 11 = Level Complete Door
exitDoor[numDoors].x = x*8;
exitDoor[numDoors].y = y*8;
exitDoor[numDoors].frame = 0;
exitDoor[numDoors].visible = true;
printf("Doors %d:%d,%d\n", numDoors,exitDoor[numDoors].x,exitDoor[numDoors].y);
if(numDoors < MAXDOORS) numDoors++;
}
if(tl == tileType[12]){ // 12 = bonus gem
items[maxItems].x = (x-1)*8;
items[maxItems].y = y*8;
items[maxItems].collected = 0;
items[maxItems].speed = GEM_ANIM_SPEED;
items[maxItems].frame = random(15*items[maxItems].speed);
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = 15;
items[maxItems].type = ((curTile >> 10)&31)-3; // gem
items[maxItems].imageData = color_gem2[0];
items[maxItems].paletteData = color_gem_pal;
items[maxItems].bitDepth = 8;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
if(maxItems < MAXITEMS)maxItems++;
}
if(tl == tileType[13]){ // 13 = Letter J,O,E
items[maxItems].x = (x-1)*8;
items[maxItems].y = y*8;
items[maxItems].collected = 0;
items[maxItems].frame = 0;//random(8);
items[maxItems].speed = GEM_ANIM_SPEED*3;
items[maxItems].bitDepth = 4;
items[maxItems].type = (((curTile >> 10)&31)-3) + lettersFound;
items[maxItems].imageData = big_letter[lettersFound*8];
items[maxItems].paletteData = big_letter_pal;
items[maxItems].frameSize = (items[maxItems].imageData[0]*items[maxItems].imageData[1])/(8/items[maxItems].bitDepth);
items[maxItems].startFrame = 0;
items[maxItems].maxFrame = 8;
if(maxItems < MAXITEMS)maxItems++;
lettersFound++;
}
}// y>0
x++;
}
file1.close();
bg.totalGemsToCollect = bg.numRed+bg.numGreen+bg.numBlue;
player.x = player.startX;
player.y = player.startY;
sprintf(tempText,"player start at %d,%d \n",player.x,player.y);
// update the screen before actually playing the level or else!!!
bg.mapX = (player.x>>8)-110;
bg.mapY = (player.y>>8)-88;
if(bg.mapX<0) bg.mapX=0;
if(bg.mapX>(bg.mapWidth*BG_TILE_SIZE_W)-220) bg.mapX=(bg.mapWidth*BG_TILE_SIZE_W)-220;
if(bg.mapY<0) bg.mapY=0;
if(bg.mapY>(bg.mapHeight*BG_TILE_SIZE_H)-176) bg.mapY=(bg.mapHeight*BG_TILE_SIZE_H)-176;
bg.oldScreenX = bg.screenX;
bg.oldScreenY = bg.screenY;
bg.screenX = bg.mapX/224;
bg.screenY = bg.mapY/176;
int mapPosX = bg.screenX * 224;
int mapPosY = bg.screenY * 176;
// update the main level map
updateMap( mapPosX/8 , mapPosY/8, levelNumber, LEVMAIN);
bg.windowX = bg.mapX%224;
bg.windowY = bg.mapY%176;
// update the background scenery map
updateMap( mapPosX/8 , mapPosY/8, levelNumber, LEVMID);
bg.oldMapX = player.x-28160;
bg.oldMapY = player.y-22528;
}