/* item.c during level setup, the item pool is filled with items from the onmap list. */ #include "item.h" #include "map.h" /* max number of items in the pool */ #define ITEM_MAX 32 /* current number of items in the pool */ uint8_t item_cnt; /* current level */ uint8_t current_level; /* the pool with all dynamic created items */ item_t item_pool[ITEM_MAX]; void pool_Clear(void) { item_cnt = 0; } uint8_t pool_NewItem(void) { if ( item_cnt >= ITEM_MAX ) return ITEM_MAX; item_cnt++; return item_cnt-1; } item_t *pool_GetItem(uint8_t idx) { return item_pool+idx; } /*===============================================*/ /* void item_SetDefaultTile(uint8_t idx) { item_t *item = pool_GetItem((idx); item->tile = item_template_list[item->template_index].fg_tile; } */ /*===============================================*/ void setupLevel(uint8_t level) { uint8_t i, cnt; item_t *item; item_onmap_t *onmap_ptr; current_level = level; cnt = map_list[level].onmap_cnt; /* build the pool */ pool_Clear(); /* first item always is our hero (index 0) */ item = pool_GetItem(pool_NewItem()); item->x = 0; item->y = 0; item->tile = 0x04e; item->template_index = 0; /* not used, but still template index should be reserverd then */ onmap_ptr = map_list[level].onmap_list; for( i = 0; i < cnt; i++ ) { /* no check of pool_NewItem() here, this should always succeed */ item = pool_GetItem(pool_NewItem()); item->x = onmap_ptr->x; item->y = onmap_ptr->y; item->template_index = onmap_ptr->template_index; item->tile = item_template_list[item->template_index].fg_tile; onmap_ptr++; } } uint8_t getMapTile(uint8_t x, uint8_t y) { item_t *item; uint16_t offset; uint8_t i, cnt; cnt = item_cnt; for( i = 0; i < cnt; i++ ) { item = pool_GetItem(i); if ( item->x == x && item->y == y ) return item->tile; } offset = y; offset *= map_list[current_level].width; offset += x; return map_list[current_level].data[offset]; }