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Take ammo
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805730abc6
commit
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12
constants.h
12
constants.h
@ -132,6 +132,18 @@
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#define SFG_MAX_DOORS 32
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#define SFG_AMMO_BULLETS 0
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#define SFG_AMMO_ROCKETS 1
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#define SFG_AMMO_PLASMA 2
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#define SFG_AMMO_INCREASE_BULLETS 10
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#define SFG_AMMO_INCREASE_ROCKETS 5
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#define SFG_AMMO_INCREASE_PLASMA 8
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#define SFG_AMMO_TOTAL 3
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#define SFG_AMMO_NONE SFG_AMMO_TOTAL
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// ----------------------------
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// derived constants
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32
main.c
32
main.c
@ -212,14 +212,16 @@ struct
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for determining whether player is in the
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air. */
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uint16_t headBobFrame;
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uint8_t weapon; ///< currently selected weapon
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uint8_t weapon; ///< currently selected weapon
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uint8_t health;
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uint8_t health;
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uint32_t weaponCooldownStartFrame; /**< frame from which weapon cooldown is
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counted */
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uint32_t lastHurtFrame;
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uint32_t lastItemTakenFrame;
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uint8_t ammo[SFG_AMMO_TOTAL];
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} SFG_player;
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RCL_RayConstraints SFG_rayConstraints;
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@ -345,6 +347,22 @@ uint8_t SFG_getDamageValue(uint8_t attackType)
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return value;
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}
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/**
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Returns ammo type for given weapon.
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*/
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uint8_t SFG_weaponAmmo(uint8_t weapon)
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{
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if (weapon == SFG_WEAPON_KNIFE)
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return SFG_AMMO_NONE;
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if (weapon == SFG_WEAPON_MACHINE_GUN ||
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weapon == SFG_WEAPON_SHOTGUN)
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return SFG_AMMO_BULLETS;
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else if (weapon == SFG_WEAPON_ROCKET_LAUNCHER)
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return SFG_AMMO_ROCKETS;
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else
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return SFG_AMMO_PLASMA;
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}
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RCL_Unit SFG_taxicabDistance(
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RCL_Unit x0, RCL_Unit y0, RCL_Unit z0, RCL_Unit x1, RCL_Unit y1, RCL_Unit z1)
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{
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@ -909,6 +927,9 @@ void SFG_initPlayer()
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SFG_player.lastItemTakenFrame = SFG_gameFrame;
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SFG_player.health = SFG_PLAYER_MAX_HEALTH;
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for (uint8_t i = 0; i < SFG_AMMO_TOTAL; ++i)
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SFG_player.ammo[i] = 0;
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}
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RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
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@ -2029,12 +2050,15 @@ void SFG_gameStep()
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break;
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case SFG_LEVEL_ELEMENT_BULLETS:
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SFG_player.ammo[SFG_AMMO_BULLETS] += SFG_AMMO_INCREASE_BULLETS;
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break;
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case SFG_LEVEL_ELEMENT_ROCKETS:
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SFG_player.ammo[SFG_AMMO_ROCKETS] += SFG_AMMO_INCREASE_ROCKETS;
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break;
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case SFG_LEVEL_ELEMENT_PLASMA:
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SFG_player.ammo[SFG_AMMO_PLASMA] += SFG_AMMO_INCREASE_PLASMA;
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break;
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default:
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@ -2042,7 +2066,7 @@ void SFG_gameStep()
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break;
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}
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if (eliminate)
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if (eliminate) // take the item
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{
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SFG_removeItem(i);
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SFG_player.lastItemTakenFrame = SFG_gameFrame;
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@ -2850,7 +2874,7 @@ void SFG_draw()
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SFG_player.health > SFG_PLAYER_HEALTH_WARNING_LEVEL ? 4 : 175);
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SFG_drawNumber( // ammo
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20,
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SFG_player.ammo[SFG_weaponAmmo(SFG_player.weapon)],
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SFG_GAME_RESOLUTION_X - SFG_HUD_MARGIN -
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SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM * 3,
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SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN -
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