Continue AI

This commit is contained in:
Miloslav Číž 2019-10-18 17:06:38 +02:00
parent f7d70b0a0c
commit 3072597787

69
main.c
View File

@ -199,8 +199,6 @@ void SFG_init();
#define SFG_Z_BUFFER_SIZE \
(SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE + 1)
#define SFG_RCL_UNIT_TO_Z_BUFFER(x) (x / RCL_UNITS_PER_SQUARE)
/**
Step in which walls get higher, in raycastlib units.
*/
@ -410,6 +408,15 @@ uint8_t SFG_random()
return SFG_currentRandom;
}
static inline uint8_t SFG_RCL_unitToZBuffer(RCL_Unit x)
{
x /= RCL_UNITS_PER_SQUARE;
uint8_t okay = x < 255;
return okay * (x + 1) - 1;
};
/**
Says whether given key is currently pressed (down). This should be preferred
to SFG_keyPressed().
@ -493,7 +500,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
if (pixel->position.y == SFG_GAME_RESOLUTION_Y / 2)
SFG_zBuffer[pixel->position.x / SFG_RAYCASTING_SUBSAMPLE] =
SFG_RCL_UNIT_TO_Z_BUFFER(pixel->depth);
SFG_RCL_unitToZBuffer(pixel->depth);
if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16)
{
@ -752,7 +759,7 @@ void SFG_drawScaledSprite(
#undef PRECOMP_SCALE
uint8_t zDistance = SFG_RCL_UNIT_TO_Z_BUFFER(distance);
uint8_t zDistance = SFG_RCL_unitToZBuffer(distance);
for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
{
@ -1607,6 +1614,33 @@ void SFG_draw()
// draw sprites:
// monster sprites:
for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
{
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
if (m.stateType != SFG_MONSTER_STATE_INACTIVE)
{
RCL_Vector2D worldPosition;
worldPosition.x = m.coords[0] * RCL_UNITS_PER_SQUARE / 4;
worldPosition.y = m.coords[1] * RCL_UNITS_PER_SQUARE / 4;
RCL_PixelInfo p =
RCL_mapToScreen(
worldPosition,
SFG_floorHeightAt(m.coords[0] / 4,
m.coords[1] / 4) + RCL_UNITS_PER_SQUARE / 2,
SFG_player.camera);
if (p.depth > 0)
SFG_drawScaledSprite(SFG_monsterSprites[ (SFG_gameFrame >> 5) & 0x01 ],
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y,p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
}
// item sprites:
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)
@ -1636,33 +1670,6 @@ void SFG_draw()
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
// monster sprites:
for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
{
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
if (m.stateType != SFG_MONSTER_STATE_INACTIVE)
{
RCL_Vector2D worldPosition;
worldPosition.x = m.coords[0] * RCL_UNITS_PER_SQUARE / 4;
worldPosition.y = m.coords[1] * RCL_UNITS_PER_SQUARE / 4;
RCL_PixelInfo p =
RCL_mapToScreen(
worldPosition,
SFG_floorHeightAt(m.coords[0] / 4,
m.coords[1] / 4) + RCL_UNITS_PER_SQUARE / 2,
SFG_player.camera);
if (p.depth > 0)
SFG_drawScaledSprite(SFG_monsterSprites[ (SFG_gameFrame >> 5) & 0x01 ],
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y,p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
}
#if SFG_HEADBOB_ENABLED
// substract head bob after rendering
SFG_player.camera.height -= headBobOffset;