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Continue element collisions
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@ -77,6 +77,12 @@
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*/
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#define SFG_ELEMENT_COLLISION_DISTANCE 800
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/**
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Height, in RCL_Units, at which collisions happen with level elements
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(sprites).
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*/
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#define SFG_ELEMENT_COLLISION_HEIGHT 1024
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/**
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Distance at which explosion does damage and throws away the player and
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monsters, in RCL_Units.
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2
levels.h
2
levels.h
@ -236,7 +236,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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10, // floorColor
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32, // ceilingColor
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{ // elements
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{SFG_LEVEL_ELEMENT_BARREL, {9, 1}}, {SFG_LEVEL_ELEMENT_BARREL, {13, 3}},
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{SFG_LEVEL_ELEMENT_BARREL, {9, 1}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 13}},
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{SFG_LEVEL_ELEMENT_BARREL, {12, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {15, 4}},
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{SFG_LEVEL_ELEMENT_BARREL, {24, 10}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BARREL, {13, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {12, 6}},
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98
main.c
98
main.c
@ -1291,6 +1291,29 @@ static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
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~SFG_ITEM_RECORD_ACTIVE_MASK]);
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}
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static inline uint8_t SFG_elementCollides(
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RCL_Unit pointX,
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RCL_Unit pointY,
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RCL_Unit pointZ,
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RCL_Unit elementX,
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RCL_Unit elementY,
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RCL_Unit elementHeight,
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RCL_Unit heightMargin,
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RCL_Unit widthMargin
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)
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{
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return
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(
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SFG_taxicabDistance(pointX,pointY,elementX,elementY)
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<= (SFG_ELEMENT_COLLISION_DISTANCE + widthMargin)
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)
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&&
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(
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(pointZ - heightMargin - elementHeight)
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<= SFG_ELEMENT_COLLISION_HEIGHT
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);
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}
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/**
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Performs one game step (logic, physics), happening SFG_MS_PER_FRAME after
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previous frame.
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@ -1507,15 +1530,19 @@ SFG_createProjectile(p);
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mPos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]);
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if (
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((m->stateType & SFG_MONSTER_MASK_STATE) != SFG_MONSTER_STATE_INACTIVE) &&
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(
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SFG_taxicabDistance(
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SFG_player.camera.position.x,
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SFG_player.camera.position.y,
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mPos.x,mPos.y)
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<= SFG_ELEMENT_COLLISION_DISTANCE + RCL_CAMERA_COLL_RADIUS
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)
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)
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SFG_elementCollides(
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SFG_player.camera.position.x,
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SFG_player.camera.position.y,
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SFG_player.camera.height,
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mPos.x,
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mPos.y,
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SFG_floorHeightAt(
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SFG_MONSTER_COORD_TO_SQUARES(m->coords[0]),
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SFG_MONSTER_COORD_TO_SQUARES(m->coords[1])),
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RCL_CAMERA_COLL_RADIUS / 2,
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RCL_CAMERA_COLL_HEIGHT_BELOW
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)
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)
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{
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moveOffset = SFG_resolveCollisionWithElement(
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SFG_player.camera.position,moveOffset,mPos);
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@ -1533,11 +1560,18 @@ SFG_createProjectile(p);
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ePos.x = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]);
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ePos.y = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]);
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if (SFG_taxicabDistance(
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SFG_player.camera.position.x,
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SFG_player.camera.position.y,
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ePos.x,ePos.y)
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<= (SFG_ELEMENT_COLLISION_DISTANCE + RCL_CAMERA_COLL_RADIUS))
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if (
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SFG_elementCollides(
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SFG_player.camera.position.x,
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SFG_player.camera.position.y,
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SFG_player.camera.height,
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ePos.x,
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ePos.y,
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SFG_floorHeightAt(e->coords[0],e->coords[1]),
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RCL_CAMERA_COLL_RADIUS / 2,
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RCL_CAMERA_COLL_HEIGHT_BELOW
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)
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)
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{
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moveOffset = SFG_resolveCollisionWithElement(
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SFG_player.camera.position,moveOffset,ePos);
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@ -1622,14 +1656,19 @@ SFG_createProjectile(p);
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if ((m->stateType & SFG_MONSTER_MASK_STATE) !=
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SFG_MONSTER_STATE_INACTIVE)
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{
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RCL_Unit distance =
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SFG_taxicabDistance(
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p->position[0],
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p->position[1],
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SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]),
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SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]));
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if (distance <= SFG_ELEMENT_COLLISION_DISTANCE)
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if (
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SFG_elementCollides(
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p->position[0],
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p->position[1],
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p->position[2],
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SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]),
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SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]),
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SFG_floorHeightAt(
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SFG_MONSTER_COORD_TO_SQUARES(m->coords[0]),
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SFG_MONSTER_COORD_TO_SQUARES(m->coords[1])),
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0,
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0)
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)
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{
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eliminate = 1;
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break;
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@ -1644,10 +1683,17 @@ SFG_createProjectile(p);
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if (e != 0)
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{
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if (SFG_taxicabDistance(p->position[0],p->position[1],
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e->coords[0] * RCL_UNITS_PER_SQUARE,
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e->coords[1] * RCL_UNITS_PER_SQUARE)
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<= SFG_ELEMENT_COLLISION_DISTANCE)
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if (
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SFG_elementCollides(
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p->position[0],
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p->position[1],
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p->position[2],
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SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]),
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SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]),
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SFG_floorHeightAt(e->coords[0],e->coords[1]),
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0,
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0)
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)
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{
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eliminate = 1;
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break;
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