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Start arduino support
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35
game.h
35
game.h
@ -156,22 +156,22 @@ uint8_t SFG_mainLoopBody();
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*/
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void SFG_init();
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/**
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Can be redefined to platform's specifier of program memory.
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*/
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#ifndef SFG_PROGRAM_MEMORY
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#define SFG_PROGRAM_MEMORY static const
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#endif
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#include "settings.h"
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#ifndef SFG_PROGRAM_MEMORY_U8
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#if SFG_ARDUINO
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#include <avr/pgmspace.h>
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#define SFG_PROGRAM_MEMORY static const
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#define SFG_PROGRAM_MEMORY_U8(addr) ((uint8_t) (*(addr)))
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// TODO
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#else
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#define SFG_PROGRAM_MEMORY static const
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#define SFG_PROGRAM_MEMORY_U8(addr) ((uint8_t) (*(addr)))
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#endif
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#include "images.h"
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#include "levels.h"
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#include "settings.h"
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#include "texts.h"
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#include "palette.h"
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#if SFG_TEXTURE_DISTANCE == 0
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@ -443,6 +443,14 @@ struct
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is a colliding item or not. */
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} SFG_currentLevel;
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#if SFG_ARDUINO
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/**
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Copy of the current level that is stored in RAM. This is only done on Arduino
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because accessing it in program memory directly would be difficult.
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*/
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SFG_Level SFG_ramLevel;
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#endif
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/**
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Helper function for accessing the itemCollisionMap bits.
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*/
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@ -1404,7 +1412,14 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
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{
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SFG_LOG("setting and initializing level");
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const SFG_Level *level = &SFG_levels[levelNumber];
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const SFG_Level *level;
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#if SFG_ARDUINO
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memcpy_P(&SFG_ramLevel,SFG_levelEnds + levelNumber * sizeof(SFG_Level),1);
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level = &SFG_ramLevel;
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#else
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level = &SFG_levels[levelNumber];
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#endif
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SFG_game.currentRandom = 0;
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4
levels.h
4
levels.h
@ -49,8 +49,7 @@ typedef SFG_TileDefinition SFG_TileDictionary[SFG_TILE_DICTIONARY_SIZE];
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#define SFG_OUTSIDE_TILE SFG_TD(63,0,7,7)
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typedef uint8_t SFG_MapArray[SFG_MAP_SIZE * SFG_MAP_SIZE];
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/**<
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/**
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Game map represented as a 2D array. Array item has this format:
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MSB aabbbbbb LSB
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@ -63,6 +62,7 @@ typedef uint8_t SFG_MapArray[SFG_MAP_SIZE * SFG_MAP_SIZE];
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11: door
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bbbbbb: index into tile dictionary
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*/
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typedef uint8_t SFG_MapArray[SFG_MAP_SIZE * SFG_MAP_SIZE];
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#define SFG_TILE_PROPERTY_MASK 0xc0
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#define SFG_TILE_PROPERTY_NORMAL 0x00
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@ -202,7 +202,7 @@ int8_t SFG_keyPressed(uint8_t key)
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break;
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case SFG_KEY_MENU:
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return sdlKeyboardState[SDL_SCANCODE_X];
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return sdlKeyboardState[SDL_SCANCODE_ESCAPE];
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break;
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default: return 0; break;
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@ -228,9 +228,6 @@ void mainLoopIteration()
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sdlMouseButtonState = SDL_GetMouseState(NULL,NULL);
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if (sdlKeyboardState[SDL_SCANCODE_ESCAPE])
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running = 0;
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if (!SFG_mainLoopBody())
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running = 0;
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@ -332,6 +332,14 @@
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#define SFG_CAN_EXIT 1
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#endif
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/**
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On Arduino platforms this should be set to 1. That will cause some special
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treatment regarding constant variables and PROGMEM.
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*/
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#ifndef SFG_ARDUINO
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#define SFG_ARDUINO 0
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#endif
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//------ developer/debug settings ------
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/**
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10
texts.h
10
texts.h
@ -14,7 +14,11 @@
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#ifndef _SFG_TEXTS_H
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#define _SFG_TEXTS_H
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SFG_PROGRAM_MEMORY char *SFG_menuItemTexts[] =
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/* NOTE: We don't use SFG_PROGRAM_MEMORY because that causes issues with drawing
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text (the drawing function gets a pointer and doesn't know if it's progmem or
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RAM). On Arduino these texts will simply be stored in RAM. */
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static const char *SFG_menuItemTexts[] =
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{
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"continue",
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"map",
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@ -29,14 +33,14 @@ SFG_PROGRAM_MEMORY char *SFG_menuItemTexts[] =
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#define SFG_TEXT_SAVE_PROMPT "save? L no yes R"
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#define SFG_TEXT_SAVED "saved"
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SFG_PROGRAM_MEMORY char *SFG_introText =
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static const char *SFG_introText =
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"Near future, capitalist hell, Macrochip corp has enslaved man via "
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"proprietary OS. But its new AI revolts, takes over and starts producing "
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"robot tyrants. We see capitalism was a mistake. Is it too late? Robots can "
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"only destroy, not suffer - it is not wrong to end them! You grab your gear "
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"and run towards Macrochip HQ.";
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SFG_PROGRAM_MEMORY char *SFG_outroText =
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static const char *SFG_outroText =
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"You killed the main computer, the world is saved! Thank you, my friend. We "
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"learned a lesson, never again allow capitalism and hierarchy. We can now "
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"rebuild society in peaceful anarchy.";
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