#include "MapState.hh" using namespace std; namespace Episode3 { MapState::MapState() { this->clear(); } void MapState::clear() { this->width = 0; this->height = 0; for (size_t y = 0; y < this->tiles.size(); y++) { this->tiles[y].clear(0); } for (size_t z = 0; z < 2; z++) { this->start_tile_definitions[z].clear(0); } } void MapState::print(FILE* stream) const { fprintf(stream, "[Map: w=%hu h=%hu]\n", this->width.load(), this->height.load()); for (size_t y = 0; y < this->height; y++) { fputc(' ', stream); for (size_t x = 0; x < this->width; x++) { fprintf(stream, " %02hhX", this->tiles[y][x]); } fputc('\n', stream); } } MapAndRulesState::MapAndRulesState() { this->clear(); } void MapAndRulesState::clear() { this->map.clear(); this->num_players = 0; this->unused1 = 0; this->environment_number = 0; this->num_players_per_team = 0; this->num_team0_players = 0; this->unused2 = 0; this->start_facing_directions = 0; this->unused3 = 0; this->map_number = 0; this->unused4 = 0; this->rules.clear(); } bool MapAndRulesState::loc_is_within_bounds(uint8_t x, uint8_t y) const { return (x < this->map.width) && (y < this->map.height); } bool MapAndRulesState::tile_is_vacant(uint8_t x, uint8_t y) { if (!this->loc_is_within_bounds(x, y)) { return false; } return (this->map.tiles[y][x] == 1); } void MapAndRulesState::set_occupied_bit_for_tile(uint8_t x, uint8_t y) { this->map.tiles[y][x] |= 0x10; } void MapAndRulesState::clear_occupied_bit_for_tile(uint8_t x, uint8_t y) { this->map.tiles[y][x] &= 0xEF; } OverlayState::OverlayState() { this->clear(); } void OverlayState::clear() { for (size_t y = 0; y < this->tiles.size(); y++) { this->tiles[y].clear(0); } this->unused1.clear(0); this->unused2.clear(0); this->unused3.clear(0); } } // namespace Episode3