Add weapon table

This commit is contained in:
Miloslav Číž 2019-12-30 20:44:14 +01:00
parent a756307d47
commit e46f6fda3b
2 changed files with 247 additions and 216 deletions

View File

@ -94,11 +94,6 @@
*/
#define SFG_EXPLOSION_DAMAGE 18
/**
Time, in ms, after which shotgun can be fired again.
*/
#define SFG_WEAPON_SHOTGUN_COOLDOWN 500
/**
Maximum player health.
*/
@ -114,4 +109,228 @@
*/
#define SFG_HEALTH_KIT_VALUE 20
#define SFG_MAX_MONSTERS 64
#define SFG_MAX_PROJECTILES 12
#define SFG_MAX_DOORS 32
#define SFG_PROJECTILE_EXPLOSION 0
#define SFG_PROJECTILE_FIREBALL 1
#define SFG_PROJECTILE_PLASMA 2
#define SFG_PROJECTILE_DUST 3
#define SFG_PROJECTILE_BULLET 4
#define SFG_PROJECTILE_NONE 255
// ----------------------------
// derived constants
#define SFG_GAME_RESOLUTION_X \
(SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN)
#define SFG_GAME_RESOLUTION_Y \
(SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
#define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS
#if SFG_MS_PER_FRAME == 0
#define SFG_MS_PER_FRAME 1
#endif
#define SFG_WEAPON_IMAGE_SCALE \
(SFG_GAME_RESOLUTION_X / (SFG_TEXTURE_SIZE * 5))
#if SFG_WEAPON_IMAGE_SCALE == 0
#define SFG_WEAPON_IMAGE_SCALE 1
#endif
#define SFG_WEAPONBOB_OFFSET_PIXELS \
(SFG_WEAPONBOB_OFFSET * SFG_WEAPON_IMAGE_SCALE)
#define SFG_WEAPON_IMAGE_POSITION_X \
(SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2)
#define SFG_WEAPON_IMAGE_POSITION_Y \
(SFG_GAME_RESOLUTION_Y - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE))
#define SFG_PLAYER_TURN_UNITS_PER_FRAME \
((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS))
#if SFG_PLAYER_TURN_UNITS_PER_FRAME == 0
#define SFG_PLAYER_TURN_UNITS_PER_FRAME 1
#endif
#define SFG_PLAYER_MOVE_UNITS_PER_FRAME \
((SFG_PLAYER_MOVE_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
#if SFG_PLAYER_MOVE_UNITS_PER_FRAME == 0
#define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1
#endif
#define SFG_FIREBALL_MOVE_UNITS_PER_FRAME \
((SFG_FIREBALL_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
#if SFG_FIREBALL_MOVE_UNITS_PER_FRAME == 0
#define SFG_FIREBALL_MOVE_UNITS_PER_FRAME 1
#endif
#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \
((SFG_GRAVITY_ACCELERATION * RCL_UNITS_PER_SQUARE) / (SFG_FPS * SFG_FPS))
#if SFG_GRAVITY_SPEED_INCREASE_PER_FRAME == 0
#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
#endif
#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \
(SFG_HEADBOB_SPEED / SFG_FPS)
#if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0
#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1
#endif
#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
#define SFG_CAMERA_SHEAR_STEP_PER_FRAME \
((SFG_GAME_RESOLUTION_Y * SFG_CAMERA_SHEAR_SPEED) / SFG_FPS)
#if SFG_CAMERA_SHEAR_STEP_PER_FRAME == 0
#define SFG_CAMERA_SHEAR_STEP_PER_FRAME 1
#endif
#define SFG_CAMERA_MAX_SHEAR_PIXELS \
(SFG_CAMERA_MAX_SHEAR * SFG_GAME_RESOLUTION_Y / 1024)
#define SFG_FONT_SIZE_SMALL \
(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 50))
#if SFG_FONT_SIZE_SMALL == 0
#define SFG_FONT_SIZE_SMALL 1
#endif
#define SFG_FONT_SIZE_MEDIUM \
(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 30))
#if SFG_FONT_SIZE_MEDIUM == 0
#define SFG_FONT_SIZE_MEDIUM 1
#endif
#define SFG_FONT_SIZE_BIG \
(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 18))
#if SFG_FONT_SIZE_BIG == 0
#define SFG_FONT_SIZE_BIG 1
#endif
#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
/**
Step in which walls get higher, in raycastlib units.
*/
#define SFG_WALL_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 4)
#define SFG_CEILING_MAX_HEIGHT\
(16 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2 )
#define SFG_DOOR_DEFAULT_STATE 0x1f
#define SFG_DOOR_UP_DOWN_MASK 0x20
#define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f
#define SFG_DOOR_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 0x1f)
#define SFG_DOOR_INCREMENT_PER_FRAME \
(SFG_DOOR_OPEN_SPEED / (SFG_DOOR_HEIGHT_STEP * SFG_FPS))
#if SFG_DOOR_INCREMENT_PER_FRAME == 0
#define SFG_DOOR_INCREMENT_PER_FRAME 1
#endif
#define SFG_MAX_ITEMS SFG_MAX_LEVEL_ELEMENTS
#define SFG_MAX_SPRITE_SIZE SFG_GAME_RESOLUTION_X
#define SFG_MAP_PIXEL_SIZE (SFG_GAME_RESOLUTION_Y / SFG_MAP_SIZE)
#if SFG_MAP_PIXEL_SIZE == 0
#define SFG_MAP_SIZE 1
#endif
#define SFG_AI_UPDATE_FRAME_INTERVAL \
(SFG_FPS / SFG_AI_FPS)
#if SFG_AI_UPDATE_FRAME_INTERVAL == 0
#define SFG_AI_UPDATE_FRAME_INTERVAL 1
#endif
#define SFG_EXPLOSION_DURATION_DOUBLE_FRAMES \
(SFG_EXPLOSION_DURATION / SFG_MS_PER_FRAME)
#if SFG_EXPLOSION_DURATION_DOUBLE_FRAMES == 0
#define SFG_EXPLOSION_DURATION_FRAMES 1
#endif
#define SFG_SPRITE_ANIMATION_FRAME_DURATION \
(SFG_FPS / SFG_SPRITE_ANIMATION_SPEED)
#if SFG_SPRITE_ANIMATION_FRAME_DURATION == 0
#define SFG_SPRITE_ANIMATION_FRAME_DURATION 1
#endif
#define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 40)
#define SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS \
(SFG_GAME_RESOLUTION_Y / SFG_HUD_HEALTH_INDICATOR_WIDTH)
#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES \
(SFG_HUD_HEALTH_INDICATOR_DURATION / SFG_MS_PER_FRAME)
#if SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES == 0
#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES 1
#endif
#define SFG_HUD_BAR_HEIGHT \
(SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + SFG_HUD_MARGIN * 2 + 1)
// ----------------------------
// weapons
#define SFG_WEAPON_KNIFE 0
#define SFG_WEAPON_SHOTGUN 1
#define SFG_WEAPON_MACHINE_GUN 2
#define SFG_WEAPON_ROCKET_LAUNCHER 3
#define SFG_WEAPON_PLASMAGUN 4
#define SFG_WEAPONS_TOTAL 5
#define SFG_WEAPON_ATTRIBUTE(fireType,fireCooldownMs) \
((uint8_t) (fireType | ((fireCooldownMs / (SFG_MS_PER_FRAME * 4)) << 3)))
#define SFG_GET_WEAPON_FIRE_TYPE(weaponNumber) \
(SFG_weaponAttributeTable[weaponNumber] & 0x7)
#define SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(weaponNumber) \
((SFG_weaponAttributeTable[weaponNumber] >> 3) * 4)
#define SFG_WEAPON_FIRE_TYPE_MELEE 0
#define SFG_WEAPON_FIRE_TYPE_BULLET 1
#define SFG_WEAPON_FIRE_TYPE_SPREAD_BULLETS 2
#define SFG_WEAPON_FIRE_TYPE_FIREBALL 3
#define SFG_WEAPON_FIRE_TYPE_PLASMA 4
/**
Table of Weapon attributes, each as a byte in format :
cccccfff
fff: fire type
ccccc: fire cooldown in frames, i.e. time after which the next shot can be
shot again, ccccc has to be multiplied by 32 to ge the real value
*/
SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
{
/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,400),
/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_SPREAD_BULLETS,800),
/* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,300),
/* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,900),
/* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,350)
};
#endif // guard

234
main.c
View File

@ -88,12 +88,6 @@ void SFG_init();
#include "platform_sdl.h"
#endif
#include "constants.h"
#include "levels.h"
#include "assets.h"
#include "palette.h"
#include "settings.h" // will include if not included by platform
#define RCL_PIXEL_FUNCTION SFG_pixelFunc
#define RCL_TEXTURE_VERTICAL_STRETCH 0
@ -102,149 +96,11 @@ void SFG_init();
#include "raycastlib.h"
/*
CONSTANTS
===============================================================================
*/
#define SFG_WEAPON_KNIFE 0
#define SFG_WEAPON_SHOTGUN 1
#define SFG_WEAPON_MACHINE_GUN 2
#define SFG_WEAPON_ROCKET_LAUNCHER 3
#define SFG_WEAPON_PLASMAGUN 4
#define SFG_WEAPONS_TOTAL 5
#define SFG_GAME_RESOLUTION_X \
(SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN)
#define SFG_GAME_RESOLUTION_Y \
(SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
#define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS
#if SFG_MS_PER_FRAME == 0
#define SFG_MS_PER_FRAME 1
#endif
#define SFG_WEAPON_IMAGE_SCALE \
(SFG_GAME_RESOLUTION_X / (SFG_TEXTURE_SIZE * 5))
#if SFG_WEAPON_IMAGE_SCALE == 0
#define SFG_WEAPON_IMAGE_SCALE 1
#endif
#define SFG_WEAPONBOB_OFFSET_PIXELS \
(SFG_WEAPONBOB_OFFSET * SFG_WEAPON_IMAGE_SCALE)
#define SFG_WEAPON_IMAGE_POSITION_X \
(SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2)
#define SFG_WEAPON_IMAGE_POSITION_Y \
(SFG_GAME_RESOLUTION_Y - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE))
#define SFG_PLAYER_TURN_UNITS_PER_FRAME \
((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS))
#if SFG_PLAYER_TURN_UNITS_PER_FRAME == 0
#define SFG_PLAYER_TURN_UNITS_PER_FRAME 1
#endif
#define SFG_PLAYER_MOVE_UNITS_PER_FRAME \
((SFG_PLAYER_MOVE_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
#if SFG_PLAYER_MOVE_UNITS_PER_FRAME == 0
#define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1
#endif
#define SFG_FIREBALL_MOVE_UNITS_PER_FRAME \
((SFG_FIREBALL_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
#if SFG_FIREBALL_MOVE_UNITS_PER_FRAME == 0
#define SFG_FIREBALL_MOVE_UNITS_PER_FRAME 1
#endif
#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \
((SFG_GRAVITY_ACCELERATION * RCL_UNITS_PER_SQUARE) / (SFG_FPS * SFG_FPS))
#if SFG_GRAVITY_SPEED_INCREASE_PER_FRAME == 0
#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
#endif
#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \
(SFG_HEADBOB_SPEED / SFG_FPS)
#if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0
#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1
#endif
#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
#define SFG_CAMERA_SHEAR_STEP_PER_FRAME \
((SFG_GAME_RESOLUTION_Y * SFG_CAMERA_SHEAR_SPEED) / SFG_FPS)
#if SFG_CAMERA_SHEAR_STEP_PER_FRAME == 0
#define SFG_CAMERA_SHEAR_STEP_PER_FRAME 1
#endif
#define SFG_CAMERA_MAX_SHEAR_PIXELS \
(SFG_CAMERA_MAX_SHEAR * SFG_GAME_RESOLUTION_Y / 1024)
#define SFG_FONT_SIZE_SMALL \
(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 50))
#if SFG_FONT_SIZE_SMALL == 0
#define SFG_FONT_SIZE_SMALL 1
#endif
#define SFG_FONT_SIZE_MEDIUM \
(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 30))
#if SFG_FONT_SIZE_MEDIUM == 0
#define SFG_FONT_SIZE_MEDIUM 1
#endif
#define SFG_FONT_SIZE_BIG \
(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 18))
#if SFG_FONT_SIZE_BIG == 0
#define SFG_FONT_SIZE_BIG 1
#endif
#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
/**
Step in which walls get higher, in raycastlib units.
*/
#define SFG_WALL_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 4)
#define SFG_CEILING_MAX_HEIGHT\
(16 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2 )
#define SFG_DOOR_DEFAULT_STATE 0x1f
#define SFG_DOOR_UP_DOWN_MASK 0x20
#define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f
#define SFG_DOOR_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 0x1f)
#define SFG_DOOR_INCREMENT_PER_FRAME \
(SFG_DOOR_OPEN_SPEED / (SFG_DOOR_HEIGHT_STEP * SFG_FPS))
#if SFG_DOOR_INCREMENT_PER_FRAME == 0
#define SFG_DOOR_INCREMENT_PER_FRAME 1
#endif
#define SFG_MAX_DOORS 32
#define SFG_ITEM_RECORD_ACTIVE_MASK 0x80
#define SFG_MAX_ITEMS SFG_MAX_LEVEL_ELEMENTS
#define SFG_MAX_SPRITE_SIZE SFG_GAME_RESOLUTION_X
#define SFG_MAP_PIXEL_SIZE (SFG_GAME_RESOLUTION_Y / SFG_MAP_SIZE)
#if SFG_MAP_PIXEL_SIZE == 0
#define SFG_MAP_SIZE 1
#endif
#include "assets.h"
#include "levels.h"
#include "palette.h"
#include "settings.h" // will include if not included by platform
#include "constants.h"
typedef struct
{
@ -271,6 +127,8 @@ typedef struct
*/
typedef uint8_t SFG_ItemRecord;
#define SFG_ITEM_RECORD_ACTIVE_MASK 0x80
typedef struct
{
uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster
@ -305,16 +163,6 @@ typedef struct
#define SFG_MONSTER_STATE_GOING_W 11
#define SFG_MONSTER_STATE_GOING_NW 12
#define SFG_MAX_MONSTERS 64
// TODO: ^ move these MAX constants to constants.h?
#define SFG_AI_UPDATE_FRAME_INTERVAL \
(SFG_FPS / SFG_AI_FPS)
#if SFG_AI_UPDATE_FRAME_INTERVAL == 0
#define SFG_AI_UPDATE_FRAME_INTERVAL 1
#endif
typedef struct
{
uint8_t type;
@ -327,46 +175,6 @@ typedef struct
int16_t direction[3]; /**< Added to position each game step. */
} SFG_ProjectileRecord;
#define SFG_MAX_PROJECTILES 12
#define SFG_PROJECTILE_EXPLOSION 0
#define SFG_PROJECTILE_FIREBALL 1
#define SFG_PROJECTILE_PLASMA 2
#define SFG_PROJECTILE_DUST 3
#define SFG_PROJECTILE_BULLET 4
#define SFG_EXPLOSION_DURATION_DOUBLE_FRAMES \
(SFG_EXPLOSION_DURATION / SFG_MS_PER_FRAME)
#if SFG_EXPLOSION_DURATION_DOUBLE_FRAMES == 0
#define SFG_EXPLOSION_DURATION_FRAMES 1
#endif
#define SFG_SPRITE_ANIMATION_FRAME_DURATION \
(SFG_FPS / SFG_SPRITE_ANIMATION_SPEED)
#if SFG_SPRITE_ANIMATION_FRAME_DURATION == 0
#define SFG_SPRITE_ANIMATION_FRAME_DURATION 1
#endif
#define SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES \
(SFG_WEAPON_SHOTGUN_COOLDOWN / SFG_MS_PER_FRAME)
#define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 40)
#define SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS \
(SFG_GAME_RESOLUTION_Y / SFG_HUD_HEALTH_INDICATOR_WIDTH)
#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES \
(SFG_HUD_HEALTH_INDICATOR_DURATION / SFG_MS_PER_FRAME)
#if SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES == 0
#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES 1
#endif
#define SFG_HUD_BAR_HEIGHT \
(SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + SFG_HUD_MARGIN * 2 + 1)
/*
GLOBAL VARIABLES
===============================================================================
@ -1701,33 +1509,37 @@ void SFG_gameStep()
if (
SFG_keyIsDown(SFG_KEY_B) &&
(SFG_gameFrame - SFG_player.lastShotFrame >
SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES))
SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon)))
{
// fire
uint8_t projectile;
switch (SFG_player.weapon)
{
case SFG_WEAPON_ROCKET_LAUNCHER:
projectile = SFG_PROJECTILE_FIREBALL;
break;
case SFG_WEAPON_PLASMAGUN:
switch (SFG_GET_WEAPON_FIRE_TYPE(SFG_player.weapon))
{
case SFG_WEAPON_FIRE_TYPE_PLASMA:
projectile = SFG_PROJECTILE_PLASMA;
break;
case SFG_WEAPON_MACHINE_GUN:
case SFG_WEAPON_SHOTGUN:
case SFG_WEAPON_FIRE_TYPE_FIREBALL:
projectile = SFG_PROJECTILE_FIREBALL;
break;
case SFG_WEAPON_FIRE_TYPE_BULLET:
case SFG_WEAPON_FIRE_TYPE_SPREAD_BULLETS:
projectile = SFG_PROJECTILE_BULLET;
break;
case SFG_WEAPON_FIRE_TYPE_MELEE:
projectile = SFG_PROJECTILE_NONE;
break;
default:
projectile = 255;
break;
}
if (projectile != 255)
if (projectile != SFG_PROJECTILE_NONE)
SFG_launchProjectile(
projectile,
SFG_player.camera.position,
@ -2518,7 +2330,7 @@ void SFG_drawWeapon(int16_t bobOffset)
{
uint32_t shotAnimationFrame = SFG_gameFrame - SFG_player.lastShotFrame;
uint32_t animationLength = SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES;
uint32_t animationLength = SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon);
bobOffset -= SFG_HUD_BAR_HEIGHT;