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Add monster dead sprite
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18
images.h
18
images.h
@ -1327,6 +1327,24 @@ SFG_PROGRAM_MEMORY uint8_t SFG_monsterSprites[][SFG_TEXTURE_STORE_SIZE] =
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0,0,0,34,42,153,145,1,195,16,23,119,115,65,0,0,0,0,0,32,2,170,34,31,236,49,23,
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116,17,17,0,0,0,0,0,0,0,34,2,24,238,193,1,17,0,0,0,0,0,0,0,0,0,32,0,24,254,193,
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0,35,48,0,0,0,0,0,0,0,0,0,0,1,17,16,2,32,48,0,0,0,0,0,0,0,0,0,0,0,1,0,2,0,0,0
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},
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{ // 18 universal dead/corpse sprite
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175,0,3,4,1,5,6,2,157,18,95,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,4,68,0,0,0,0,0,0,0,0,0,0,0,0,0,0,66,34,0,0,0,0,0,0,0,0,0,0,0,
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0,0,4,50,34,0,0,0,0,0,0,0,0,0,0,0,0,0,4,36,17,0,0,0,0,0,0,0,0,0,0,0,0,1,18,65,
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49,0,0,0,0,0,0,0,0,0,0,1,17,34,34,19,51,0,0,0,0,0,0,0,0,0,1,22,98,34,34,33,20,0,
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0,0,0,0,0,0,0,0,22,101,101,40,130,36,68,0,0,0,0,0,0,0,0,0,22,85,102,85,136,129,
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17,0,0,0,0,0,0,0,0,1,85,85,82,37,136,22,68,0,0,0,0,0,0,0,0,1,18,53,85,34,132,19,
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36,0,0,0,0,0,0,0,0,0,2,34,85,84,33,100,66,0,0,0,0,0,0,0,0,1,35,51,51,39,22,102,
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49,0,0,0,0,0,0,0,0,1,50,58,58,39,65,101,33,0,0,0,0,0,0,0,0,0,18,34,34,116,22,83,
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17,0,0,0,0,0,0,0,0,0,1,34,20,68,17,50,20,0,0,0,0,0,0,0,0,0,0,17,4,68,34,20,52,0,
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0,0,0,0,0,0,0,0,0,0,0,34,39,83,49,0,0,0,0,0,0,0,0,0,0,0,34,35,117,51,65,0,0,0,0,
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0,0,0,0,0,0,0,0,19,115,51,52,0,0,0,0,0,0,0,0,0,0,0,0,19,55,163,153,0,0,0,0,0,0,
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0,0,0,0,0,0,1,55,51,153,0,0,0,0,0,0,0,0,0,0,0,0,0,17,115,41,0,0,0,0,0,0,0,0,0,0,
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0,0,17,53,36,65,0,0,0,0,0,0,0,0,0,0,0,0,21,33,17,18,0,0,0,0,0,0,0,0,0,0,0,0,1,
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16,1,35,0,0,0,0,0,0,0,0,0,0,0,0,0,0,18,50,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,34,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,2,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0
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}
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};
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36
main.c
36
main.c
@ -221,6 +221,7 @@ typedef struct
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#define SFG_MONSTER_STATE_GOING_SW 10
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#define SFG_MONSTER_STATE_GOING_W 11
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#define SFG_MONSTER_STATE_GOING_NW 12
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#define SFG_MONSTER_STATE_DEAD 13
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typedef struct
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{
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@ -532,9 +533,11 @@ static inline uint8_t SFG_RCLUnitToZBuffer(RCL_Unit x)
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const uint8_t *SFG_getMonsterSprite(
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uint8_t monsterType, uint8_t state, uint8_t frame)
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{
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uint8_t index = 17; // makes the code smaller compared to returning pointers
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uint8_t index =
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state == SFG_MONSTER_STATE_DEAD ? 18 : 17;
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// ^ makes the code smaller compared to returning pointers
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if (state != SFG_MONSTER_STATE_DYING)
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if ((state != SFG_MONSTER_STATE_DYING) && (state != SFG_MONSTER_STATE_DEAD))
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switch (monsterType)
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{
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case SFG_LEVEL_ELEMENT_MONSTER_SPIDER:
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@ -2286,7 +2289,10 @@ void SFG_updateLevel()
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]);
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if (SFG_MR_STATE(*m) != SFG_MONSTER_STATE_INACTIVE)
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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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(state != SFG_MONSTER_STATE_DEAD))
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{
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if (SFG_projectileCollides(p,
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SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]),
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@ -2499,7 +2505,8 @@ void SFG_updateLevel()
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{
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monster->stateType =
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(monster->stateType & SFG_MONSTER_MASK_TYPE) |
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SFG_MONSTER_STATE_IDLE;
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(monster->health != 0 ?
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SFG_MONSTER_STATE_IDLE : SFG_MONSTER_STATE_DEAD);
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}
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SFG_currentLevel.checkedMonsterIndex++;
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@ -2519,6 +2526,10 @@ void SFG_updateLevel()
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SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]);
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uint8_t state = SFG_MR_STATE(*monster);
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if ((state == SFG_MONSTER_STATE_INACTIVE) ||
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(state == SFG_MONSTER_STATE_DEAD))
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continue;
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if (state == SFG_MONSTER_STATE_DYING)
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{
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if (SFG_MR_TYPE(*monster) == SFG_LEVEL_ELEMENT_MONSTER_ENDER)
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@ -2534,22 +2545,15 @@ void SFG_updateLevel()
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}
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}
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// remove dead
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for (uint16_t j = i; j < SFG_currentLevel.monsterRecordCount - 1; ++j)
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SFG_currentLevel.monsterRecords[j] =
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SFG_currentLevel.monsterRecords[j + 1];
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SFG_currentLevel.monsterRecordCount -= 1;
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i--;
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monster->stateType =
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(monster->stateType & 0xf0) | SFG_MONSTER_STATE_DEAD;
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}
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else if (monster->health == 0)
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{
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monster->stateType = (monster->stateType & SFG_MONSTER_MASK_TYPE) |
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SFG_MONSTER_STATE_DYING;
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}
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else if (state != SFG_MONSTER_STATE_INACTIVE)
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else
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{
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#if SFG_PREVIEW_MODE == 0
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SFG_monsterPerformAI(monster);
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@ -2916,7 +2920,9 @@ void SFG_gameStepPlaying()
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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if (SFG_MR_STATE(*m) == SFG_MONSTER_STATE_INACTIVE)
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uint8_t state = SFG_MR_STATE(*m);
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if (state == SFG_MONSTER_STATE_INACTIVE || state == SFG_MONSTER_STATE_DEAD)
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continue;
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RCL_Vector2D mPos;
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