Reorder functions

This commit is contained in:
Miloslav Číž 2020-11-20 12:25:16 +01:00
parent e692b12fc0
commit 88a83abbdd

148
game.h
View File

@ -1999,6 +1999,80 @@ void SFG_removeItem(uint8_t index)
SFG_currentLevel.itemRecordCount--; SFG_currentLevel.itemRecordCount--;
} }
/**
Checks a 3D point visibility from player's position (WITHOUT considering
facing direction).
*/
static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height)
{
return
RCL_castRay3D(
SFG_player.camera.position,
SFG_player.camera.height,
pos,
height,
SFG_floorHeightAt,
SFG_ceilingHeightAt,
SFG_game.visibilityRayConstraints
) == RCL_UNITS_PER_SQUARE;
}
RCL_Unit SFG_directionTangent(RCL_Unit dirX, RCL_Unit dirY, RCL_Unit dirZ)
{
RCL_Vector2D v;
v.x = dirX;
v.y = dirY;
return (dirZ * RCL_UNITS_PER_SQUARE) / RCL_len(v);
}
/**
Returns a tangent in RCL_Unit of vertical autoaim, given current game state.
*/
RCL_Unit SFG_autoaimVertically()
{
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
{
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
uint8_t state = SFG_MR_STATE(m);
if (state == SFG_MONSTER_STATE_INACTIVE ||
state == SFG_MONSTER_STATE_DEAD)
continue;
RCL_Vector2D worldPosition, toMonster;
worldPosition.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[0]);
worldPosition.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[1]);
toMonster.x = worldPosition.x - SFG_player.camera.position.x;
toMonster.y = worldPosition.y - SFG_player.camera.position.y;
if (RCL_abs(
RCL_vectorsAngleCos(SFG_player.direction,toMonster)
- RCL_UNITS_PER_SQUARE) < SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD)
{
uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE(
SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m)));
RCL_Unit worldHeight =
SFG_floorHeightAt(
SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
+
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
if (SFG_spriteIsVisible(worldPosition,worldHeight))
return SFG_directionTangent(toMonster.x,toMonster.y,
worldHeight - (SFG_player.camera.height));
}
}
return 0;
}
/** /**
Helper function, returns a pointer to level element representing item with Helper function, returns a pointer to level element representing item with
given index, but only if the item is active (otherwise 0 is returned). given index, but only if the item is active (otherwise 0 is returned).
@ -2154,24 +2228,6 @@ void SFG_getMonsterWorldPosition(SFG_MonsterRecord *monster, RCL_Unit *x,
+ RCL_UNITS_PER_SQUARE / 2; + RCL_UNITS_PER_SQUARE / 2;
} }
/**
Checks a 3D point visibility from player's position (WITHOUT considering
facing direction).
*/
static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height)
{
return
RCL_castRay3D(
SFG_player.camera.position,
SFG_player.camera.height,
pos,
height,
SFG_floorHeightAt,
SFG_ceilingHeightAt,
SFG_game.visibilityRayConstraints
) == RCL_UNITS_PER_SQUARE;
}
void SFG_monsterPerformAI(SFG_MonsterRecord *monster) void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
{ {
uint8_t state = SFG_MR_STATE(*monster); uint8_t state = SFG_MR_STATE(*monster);
@ -2899,62 +2955,6 @@ static inline uint16_t SFG_getMapRevealBit(uint8_t squareX, uint8_t squareY)
return 1 << ((squareY / 16) * 4 + squareX / 16); return 1 << ((squareY / 16) * 4 + squareX / 16);
} }
RCL_Unit SFG_directionTangent(RCL_Unit dirX, RCL_Unit dirY, RCL_Unit dirZ)
{
RCL_Vector2D v;
v.x = dirX;
v.y = dirY;
return (dirZ * RCL_UNITS_PER_SQUARE) / RCL_len(v);
}
/**
Returns a tangent in RCL_Unit of vertical autoaim, given current game state.
*/
RCL_Unit SFG_autoaimVertically()
{
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
{
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
uint8_t state = SFG_MR_STATE(m);
if (state == SFG_MONSTER_STATE_INACTIVE ||
state == SFG_MONSTER_STATE_DEAD)
continue;
RCL_Vector2D worldPosition, toMonster;
worldPosition.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[0]);
worldPosition.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[1]);
toMonster.x = worldPosition.x - SFG_player.camera.position.x;
toMonster.y = worldPosition.y - SFG_player.camera.position.y;
if (RCL_abs(
RCL_vectorsAngleCos(SFG_player.direction,toMonster)
- RCL_UNITS_PER_SQUARE) < SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD)
{
uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE(
SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m)));
RCL_Unit worldHeight =
SFG_floorHeightAt(
SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
+
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
if (SFG_spriteIsVisible(worldPosition,worldHeight))
return SFG_directionTangent(toMonster.x,toMonster.y,
worldHeight - (SFG_player.camera.height));
}
}
return 0;
}
/** /**
Draws text on screen using the bitmap font stored in assets. Draws text on screen using the bitmap font stored in assets.
*/ */