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Add macro
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parent
b535d923f7
commit
408fe8165b
28
main.c
28
main.c
@ -279,6 +279,9 @@ typedef struct
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uint8_t health;
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uint8_t health;
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} SFG_MonsterRecord;
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} SFG_MonsterRecord;
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#define SFG_MR_STATE(mr) ((mr).stateType & SFG_MONSTER_MASK_STATE)
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#define SFG_MR_TYPE(mr) ((mr).stateType & SFG_MONSTER_MASK_TYPE)
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#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) (c * 256)
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#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) (c * 256)
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#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4)
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#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4)
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@ -1213,9 +1216,8 @@ uint8_t SFG_launchProjectile(
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void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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{
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{
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uint8_t state = monster->stateType & SFG_MONSTER_MASK_STATE;
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uint8_t state = SFG_MR_STATE(*monster);
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uint8_t type = SFG_MR_TYPE(*monster);
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uint8_t type = monster->stateType & SFG_MONSTER_MASK_TYPE;
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int8_t coordAdd[2];
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int8_t coordAdd[2];
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@ -1769,7 +1771,7 @@ void SFG_gameStep()
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{
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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if ((m->stateType & SFG_MONSTER_MASK_STATE) == SFG_MONSTER_STATE_INACTIVE)
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if (SFG_MR_STATE(*m) == SFG_MONSTER_STATE_INACTIVE)
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continue;
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continue;
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RCL_Vector2D mPos;
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RCL_Vector2D mPos;
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@ -1933,8 +1935,8 @@ void SFG_gameStep()
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for (uint8_t j = 0; j < SFG_currentLevel.monsterRecordCount; ++j)
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for (uint8_t j = 0; j < SFG_currentLevel.monsterRecordCount; ++j)
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{
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]);
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]);
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if ((m->stateType & SFG_MONSTER_MASK_STATE) !=
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SFG_MONSTER_STATE_INACTIVE)
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if (SFG_MR_TYPE(*m) != SFG_MONSTER_STATE_INACTIVE)
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{
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{
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if (
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if (
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SFG_elementCollides(
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SFG_elementCollides(
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@ -2117,8 +2119,7 @@ void SFG_gameStep()
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(monster->stateType & SFG_MONSTER_MASK_TYPE) |
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(monster->stateType & SFG_MONSTER_MASK_TYPE) |
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SFG_MONSTER_STATE_INACTIVE;
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SFG_MONSTER_STATE_INACTIVE;
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}
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}
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else if ((monster->stateType & SFG_MONSTER_MASK_STATE) ==
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else if (SFG_MR_STATE(*monster) == SFG_MONSTER_STATE_INACTIVE)
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SFG_MONSTER_STATE_INACTIVE)
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{
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{
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monster->stateType =
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monster->stateType =
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(monster->stateType & SFG_MONSTER_MASK_TYPE) |
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(monster->stateType & SFG_MONSTER_MASK_TYPE) |
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@ -2138,10 +2139,9 @@ void SFG_gameStep()
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if ((SFG_gameFrame - SFG_currentLevel.frameStart) %
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if ((SFG_gameFrame - SFG_currentLevel.frameStart) %
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SFG_AI_UPDATE_FRAME_INTERVAL == 0)
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SFG_AI_UPDATE_FRAME_INTERVAL == 0)
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for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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if ((SFG_currentLevel.monsterRecords[i].stateType &
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if (SFG_MR_STATE(SFG_currentLevel.monsterRecords[i]) !=
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SFG_MONSTER_MASK_STATE) != SFG_MONSTER_STATE_INACTIVE)
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SFG_MONSTER_STATE_INACTIVE)
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SFG_monsterPerformAI(
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SFG_monsterPerformAI(&(SFG_currentLevel.monsterRecords[i]));
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&(SFG_currentLevel.monsterRecords[i]));
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}
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}
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void SFG_clearScreen(uint8_t color)
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void SFG_clearScreen(uint8_t color)
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@ -2434,7 +2434,7 @@ void SFG_draw()
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{
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{
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SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
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SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
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uint8_t state = m.stateType & SFG_MONSTER_MASK_STATE;
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uint8_t state = SFG_MR_STATE(m);
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if (state != SFG_MONSTER_STATE_INACTIVE)
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if (state != SFG_MONSTER_STATE_INACTIVE)
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{
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{
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@ -2456,7 +2456,7 @@ void SFG_draw()
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{
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{
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const uint8_t *s =
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const uint8_t *s =
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SFG_getMonsterSprite(
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SFG_getMonsterSprite(
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m.stateType & SFG_MONSTER_MASK_TYPE,
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SFG_MR_TYPE(m),
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state,
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state,
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SFG_spriteAnimationFrame & 0x01);
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SFG_spriteAnimationFrame & 0x01);
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