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Make lock door blink
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parent
10c784b015
commit
1ec1d91a63
48
main.c
48
main.c
@ -325,8 +325,9 @@ struct
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uint8_t freeLook; /**< If on, the vertical looking (shear) does
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uint8_t freeLook; /**< If on, the vertical looking (shear) does
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not automatically shear back. This is mainly
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not automatically shear back. This is mainly
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for mouse control. */
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for mouse control. */
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uint8_t cards; /**< Lowest bits say which access cards have
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uint8_t cards; /**< Lowest 3 bits say which access cards have
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been taken. */
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been taken., the next 3 bits say which cards
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should be blinking in the HUD. */
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uint8_t justTeleported;
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uint8_t justTeleported;
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} SFG_player;
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} SFG_player;
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@ -2358,10 +2359,13 @@ void SFG_updateLevel()
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// handle door:
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// handle door:
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if (SFG_currentLevel.doorRecordCount > 0) // has to be here
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if (SFG_currentLevel.doorRecordCount > 0) // has to be here
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{
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{
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/* Check one door on whether a player is standing nearby. For performance
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/* Check door on whether a player is standing nearby. For performance
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reasons we only check a few doors and move to others in the next
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reasons we only check a few doors and move to others in the next
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frame. */
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frame. */
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if (SFG_currentLevel.checkedDoorIndex == 0)
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SFG_player.cards &= 0x07; // stop HUD card blinking each cycle
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for (uint16_t i = 0;
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for (uint16_t i = 0;
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i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
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i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
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SFG_currentLevel.doorRecordCount);
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SFG_currentLevel.doorRecordCount);
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@ -2372,16 +2376,30 @@ void SFG_updateLevel()
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uint8_t upDownState = door->state & SFG_DOOR_UP_DOWN_MASK;
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uint8_t upDownState = door->state & SFG_DOOR_UP_DOWN_MASK;
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uint8_t lock = SFG_DOOR_LOCK(door->state);
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uint8_t newUpDownState = 0;
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uint8_t newUpDownState =
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if ( // player near door?
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(
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(door->coords[0] >= (SFG_player.squarePosition[0] - 1)) &&
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((lock == 0) || (SFG_player.cards & (1 << (lock - 1)))) &&
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(door->coords[0] <= (SFG_player.squarePosition[0] + 1)) &&
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(door->coords[0] >= (SFG_player.squarePosition[0] - 1)) &&
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(door->coords[1] >= (SFG_player.squarePosition[1] - 1)) &&
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(door->coords[0] <= (SFG_player.squarePosition[0] + 1)) &&
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(door->coords[1] <= (SFG_player.squarePosition[1] + 1)))
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(door->coords[1] >= (SFG_player.squarePosition[1] - 1)) &&
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{
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(door->coords[1] <= (SFG_player.squarePosition[1] + 1))
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uint8_t lock = SFG_DOOR_LOCK(door->state);
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) ? SFG_DOOR_UP_DOWN_MASK : 0x00;
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if (lock == 0)
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{
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newUpDownState = SFG_DOOR_UP_DOWN_MASK;
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}
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else
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{
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lock = 1 << (lock - 1);
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if (lock & SFG_player.cards) // has the card?
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newUpDownState = SFG_DOOR_UP_DOWN_MASK;
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else
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SFG_player.cards |= lock << 3; // make card blink on HUD
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}
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}
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if (upDownState != newUpDownState)
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if (upDownState != newUpDownState)
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SFG_playGameSound(1,255);
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SFG_playGameSound(1,255);
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@ -4010,8 +4028,12 @@ void SFG_draw()
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SFG_FONT_SIZE_MEDIUM,
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SFG_FONT_SIZE_MEDIUM,
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4);
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4);
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uint8_t blink = (SFG_game.frame / SFG_BLINK_PERIOD_FRAMES) % 2;
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for (uint8_t i = 0; i < 3; ++i) // access cards
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for (uint8_t i = 0; i < 3; ++i) // access cards
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if (SFG_player.cards & (1 << i))
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if (
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((SFG_player.cards >> i) | ((SFG_player.cards >> (i + 3)) & blink))
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& 0x01)
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SFG_fillRectangle(
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SFG_fillRectangle(
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SFG_HUD_MARGIN + (SFG_FONT_CHARACTER_SIZE + 1) *
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SFG_HUD_MARGIN + (SFG_FONT_CHARACTER_SIZE + 1) *
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SFG_FONT_SIZE_MEDIUM * (5 + i),
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SFG_FONT_SIZE_MEDIUM * (5 + i),
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