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Add item collision map
This commit is contained in:
parent
e0922011bb
commit
e6367982b1
8
TODO.txt
8
TODO.txt
@ -1,9 +1,5 @@
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general:
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general:
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- make enemies not move through items:
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create a 2D bit array saying at which squares there are colliding items, then
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check collisions for both player and monsters against this array (elevate
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these squares for collisions only) -- will also be faster
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- try to remove the debug flag (-g1) from compiler and see if it decreases size
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- try to remove the debug flag (-g1) from compiler and see if it decreases size
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- port to GB Meta
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- port to GB Meta
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- more level prop items
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- more level prop items
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@ -107,4 +103,8 @@ done:
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- check if monsters are hit by bullets from completely up close
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- check if monsters are hit by bullets from completely up close
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- menu
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- menu
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- GUI
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- GUI
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- make enemies not move through items:
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create a 2D bit array saying at which squares there are colliding items, then
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check collisions for both player and monsters against this array (elevate
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these squares for collisions only) -- will also be faster
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2
levels.h
2
levels.h
@ -303,7 +303,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
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{SFG_LEVEL_ELEMENT_TELEPORT, {11, 12}}, {SFG_LEVEL_ELEMENT_TELEPORT, {17, 20}},
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{SFG_LEVEL_ELEMENT_TELEPORT, {11, 12}}, {SFG_LEVEL_ELEMENT_TELEPORT, {17, 20}},
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{SFG_LEVEL_ELEMENT_TELEPORT, {20, 40}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_TELEPORT, {20, 40}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_TERMINAL, {11, 25}}, {SFG_LEVEL_ELEMENT_TERMINAL, {11, 26}},
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{SFG_LEVEL_ELEMENT_TERMINAL, {11, 25}}, {SFG_LEVEL_ELEMENT_TERMINAL, {11, 26}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10, 45}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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236
main.c
236
main.c
@ -338,8 +338,41 @@ struct
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uint16_t mapRevealMask; /**< Bits say which parts of the map have been
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uint16_t mapRevealMask; /**< Bits say which parts of the map have been
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revealed. */
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revealed. */
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uint8_t itemCollisionMap[(SFG_MAP_SIZE * SFG_MAP_SIZE) / 8];
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/**< Bit array, for each map square says whether there
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is a colliding item or not. */
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} SFG_currentLevel;
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} SFG_currentLevel;
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void SFG_getItemCollisionMapIndex(
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uint8_t x, uint8_t y, uint16_t *byte, uint8_t *bit)
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{
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uint16_t index = y * SFG_MAP_SIZE + x;
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*byte = index / 8;
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*bit = index % 8;
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}
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void SFG_setItemCollisionMapBit(uint8_t x, uint8_t y, uint8_t value)
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{
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uint16_t byte;
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uint8_t bit;
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SFG_getItemCollisionMapIndex(x,y,&byte,&bit);
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SFG_currentLevel.itemCollisionMap[byte] &= ~(0x01 << bit);
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SFG_currentLevel.itemCollisionMap[byte] |= (value & 0x01) << bit;
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}
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uint8_t SFG_getItemCollisionMapBit(uint8_t x, uint8_t y)
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{
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uint16_t byte;
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uint8_t bit;
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SFG_getItemCollisionMapIndex(x,y,&byte,&bit);
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return (SFG_currentLevel.itemCollisionMap[byte] >> bit) & 0x01;
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}
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#if SFG_DITHERED_SHADOW
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#if SFG_DITHERED_SHADOW
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SFG_PROGRAM_MEMORY uint8_t SFG_ditheringPatterns[] =
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SFG_PROGRAM_MEMORY uint8_t SFG_ditheringPatterns[] =
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{
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{
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@ -994,6 +1027,12 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
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doorHeight * SFG_DOOR_HEIGHT_STEP;
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doorHeight * SFG_DOOR_HEIGHT_STEP;
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}
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}
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RCL_Unit SFG_floorCollisionHeightAt(int16_t x, int16_t y)
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{
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return SFG_floorHeightAt(x,y) +
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SFG_getItemCollisionMapBit(x,y) * RCL_UNITS_PER_SQUARE;
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}
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void SFG_initPlayer()
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void SFG_initPlayer()
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{
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{
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RCL_initCamera(&SFG_player.camera);
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RCL_initCamera(&SFG_player.camera);
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@ -1063,6 +1102,46 @@ RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
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SFG_game.frameTime - SFG_currentLevel.timeStart);
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SFG_game.frameTime - SFG_currentLevel.timeStart);
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}
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}
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void SFG_getLevelElementSprite( // TODO: this is just for items -- rename?
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uint8_t elementType, uint8_t *spriteIndex, uint8_t *spriteSize)
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{
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*spriteSize = 0;
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*spriteIndex = elementType - 1;
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switch (elementType)
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{
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case SFG_LEVEL_ELEMENT_TREE:
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*spriteSize = 2;
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break;
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case SFG_LEVEL_ELEMENT_TERMINAL:
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*spriteSize = 1;
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break;
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case SFG_LEVEL_ELEMENT_TELEPORT:
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case SFG_LEVEL_ELEMENT_FINISH:
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*spriteSize = 3;
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break;
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case SFG_LEVEL_ELEMENT_CARD0:
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case SFG_LEVEL_ELEMENT_CARD1:
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case SFG_LEVEL_ELEMENT_CARD2:
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*spriteIndex = SFG_LEVEL_ELEMENT_CARD0 - 1;
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break;
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default:
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break;
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}
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}
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uint8_t SFG_levelElementCollides(uint8_t elementType) // TODO: better name?
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{
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return
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elementType == SFG_LEVEL_ELEMENT_BARREL ||
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elementType == SFG_LEVEL_ELEMENT_TREE ||
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elementType == SFG_LEVEL_ELEMENT_TERMINAL;
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}
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void SFG_setAndInitLevel(const SFG_Level *level)
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void SFG_setAndInitLevel(const SFG_Level *level)
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{
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{
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SFG_LOG("setting and initializing level");
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SFG_LOG("setting and initializing level");
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@ -1129,6 +1208,9 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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SFG_MonsterRecord *monster;
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SFG_MonsterRecord *monster;
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for (uint16_t i = 0; i < ((SFG_MAP_SIZE * SFG_MAP_SIZE) / 8); ++i)
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SFG_currentLevel.itemCollisionMap[i] = 0;
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for (uint8_t i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
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for (uint8_t i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
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{
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{
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const SFG_LevelElement *e = &(SFG_currentLevel.levelPointer->elements[i]);
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const SFG_LevelElement *e = &(SFG_currentLevel.levelPointer->elements[i]);
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@ -1160,6 +1242,9 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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if (e->type == SFG_LEVEL_ELEMENT_TELEPORT)
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if (e->type == SFG_LEVEL_ELEMENT_TELEPORT)
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SFG_currentLevel.teleportCount++;
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SFG_currentLevel.teleportCount++;
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if (SFG_levelElementCollides(e->type))
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SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],1);
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}
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}
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else
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else
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{
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{
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@ -1376,7 +1461,7 @@ uint8_t SFG_pushAway(
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c.position.y = pos[1];
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c.position.y = pos[1];
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c.height = pos[2];
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c.height = pos[2];
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RCL_moveCameraWithCollision(&c,offset,0,SFG_floorHeightAt,
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RCL_moveCameraWithCollision(&c,offset,0,SFG_floorCollisionHeightAt,
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SFG_ceilingHeightAt,1,1);
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SFG_ceilingHeightAt,1,1);
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pos[0] = c.position.x;
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pos[0] = c.position.x;
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@ -1473,11 +1558,36 @@ void SFG_removeItem(uint8_t index)
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SFG_currentLevel.itemRecordCount--;
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SFG_currentLevel.itemRecordCount--;
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}
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}
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/**
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Helper function, returns a pointer to level element representing item with
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given index, but only if the item is active (otherwise 0 is returned).
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*/
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static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
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{
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SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
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if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0)
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return 0;
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return &(SFG_currentLevel.levelPointer->elements[item &
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~SFG_ITEM_RECORD_ACTIVE_MASK]);
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}
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static inline const SFG_LevelElement *SFG_getLevelElement(uint8_t index)
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{
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SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
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return &(SFG_currentLevel.levelPointer->elements[item &
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~SFG_ITEM_RECORD_ACTIVE_MASK]);
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}
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void SFG_createExplosion(RCL_Unit, RCL_Unit, RCL_Unit); // forward decl
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void SFG_createExplosion(RCL_Unit, RCL_Unit, RCL_Unit); // forward decl
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void SFG_explodeBarrel(uint8_t itemIndex, RCL_Unit x, RCL_Unit y, RCL_Unit z)
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void SFG_explodeBarrel(uint8_t itemIndex, RCL_Unit x, RCL_Unit y, RCL_Unit z)
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{
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{
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const SFG_LevelElement *e = SFG_getLevelElement(itemIndex);
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SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],0);
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SFG_removeItem(itemIndex);
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SFG_removeItem(itemIndex);
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SFG_createExplosion(x,y,z);
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SFG_createExplosion(x,y,z);
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}
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}
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@ -1852,10 +1962,10 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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else
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else
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{
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{
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RCL_Unit currentHeight =
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RCL_Unit currentHeight =
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SFG_floorHeightAt(monster->coords[0] / 4,monster->coords[1] / 4);
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SFG_floorCollisionHeightAt(monster->coords[0] / 4,monster->coords[1] / 4);
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RCL_Unit newHeight =
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RCL_Unit newHeight =
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SFG_floorHeightAt(newPos[0] / 4,newPos[1] / 4);
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SFG_floorCollisionHeightAt(newPos[0] / 4,newPos[1] / 4);
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collision =
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collision =
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RCL_absVal(currentHeight - newHeight) > RCL_CAMERA_COLL_STEP_HEIGHT;
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RCL_absVal(currentHeight - newHeight) > RCL_CAMERA_COLL_STEP_HEIGHT;
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@ -1875,21 +1985,6 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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monster->coords[1] = newPos[1];;
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monster->coords[1] = newPos[1];;
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}
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}
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/**
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Helper function, returns a pointer to level element representing item with
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given index, but only if the item is active (otherwise 0 is returned).
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*/
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static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
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{
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SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
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if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0)
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return 0;
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return &(SFG_currentLevel.levelPointer->elements[item &
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~SFG_ITEM_RECORD_ACTIVE_MASK]);
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}
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static inline uint8_t SFG_elementCollides(
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static inline uint8_t SFG_elementCollides(
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RCL_Unit pointX,
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RCL_Unit pointX,
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RCL_Unit pointY,
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RCL_Unit pointY,
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@ -1933,38 +2028,6 @@ uint8_t SFG_projectileCollides(SFG_ProjectileRecord *projectile,
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return RCL_vectorsAngleCos(projDir,toElement) >= 0;
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return RCL_vectorsAngleCos(projDir,toElement) >= 0;
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}
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}
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void SFG_getLevelElementSprite(
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uint8_t elementType, uint8_t *spriteIndex, uint8_t *spriteSize)
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{
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*spriteSize = 0;
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*spriteIndex = elementType - 1;
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switch (elementType)
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{
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case SFG_LEVEL_ELEMENT_TREE:
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*spriteSize = 2;
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break;
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case SFG_LEVEL_ELEMENT_TERMINAL:
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*spriteSize = 1;
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break;
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case SFG_LEVEL_ELEMENT_TELEPORT:
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case SFG_LEVEL_ELEMENT_FINISH:
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*spriteSize = 3;
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break;
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case SFG_LEVEL_ELEMENT_CARD0:
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case SFG_LEVEL_ELEMENT_CARD1:
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case SFG_LEVEL_ELEMENT_CARD2:
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*spriteIndex = SFG_LEVEL_ELEMENT_CARD0 - 1;
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break;
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default:
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break;
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}
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}
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/**
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/**
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Updates a frame of the currently loaded level, i.e. enemies, projectiles,
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Updates a frame of the currently loaded level, i.e. enemies, projectiles,
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aimations etc., with the exception of player.
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aimations etc., with the exception of player.
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@ -2059,7 +2122,7 @@ void SFG_updateLevel()
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}
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}
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}
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}
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if (!eliminate) // items
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if (!eliminate) // items (can't check itemCollisionMap because of barrels)
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for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
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for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
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{
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{
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const SFG_LevelElement *e = SFG_getActiveItemElement(j);
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const SFG_LevelElement *e = SFG_getActiveItemElement(j);
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@ -2753,54 +2816,47 @@ void SFG_gameStepPlaying()
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SFG_playSoundSafe(3,255);
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SFG_playSoundSafe(3,255);
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#endif
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#endif
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}
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}
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else
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else if (
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e->type == SFG_LEVEL_ELEMENT_TELEPORT &&
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SFG_currentLevel.teleportCount > 1 &&
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!SFG_player.justTeleported)
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{
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{
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if (e->type != SFG_LEVEL_ELEMENT_TELEPORT)
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// teleport to random destination teleport
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{
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// collide
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moveOffset = SFG_resolveCollisionWithElement(
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SFG_player.camera.position,moveOffset,ePos);
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}
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else if ((SFG_currentLevel.teleportCount > 1) &&
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!SFG_player.justTeleported)
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{
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// teleport to random destination teleport
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uint8_t teleportNumber =
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uint8_t teleportNumber =
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SFG_random() % (SFG_currentLevel.teleportCount - 1) + 1;
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SFG_random() % (SFG_currentLevel.teleportCount - 1) + 1;
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for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
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for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
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{
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SFG_LevelElement e2 =
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SFG_currentLevel.levelPointer->elements
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[SFG_currentLevel.itemRecords[j] &
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~SFG_ITEM_RECORD_ACTIVE_MASK];
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if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORT) && (j != i))
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teleportNumber--;
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||||||
|
if (teleportNumber == 0)
|
||||||
{
|
{
|
||||||
SFG_LevelElement e2 =
|
SFG_player.camera.position.x =
|
||||||
SFG_currentLevel.levelPointer->elements
|
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[0]);
|
||||||
[SFG_currentLevel.itemRecords[j] &
|
|
||||||
~SFG_ITEM_RECORD_ACTIVE_MASK];
|
|
||||||
|
|
||||||
if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORT) && (j != i))
|
SFG_player.camera.position.y =
|
||||||
teleportNumber--;
|
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[1]);
|
||||||
|
|
||||||
if (teleportNumber == 0)
|
SFG_player.camera.height =
|
||||||
{
|
SFG_floorHeightAt(e2.coords[0],e2.coords[1]) +
|
||||||
SFG_player.camera.position.x =
|
RCL_CAMERA_COLL_HEIGHT_BELOW;
|
||||||
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[0]);
|
|
||||||
|
|
||||||
SFG_player.camera.position.y =
|
SFG_currentLevel.itemRecords[j] |= SFG_ITEM_RECORD_ACTIVE_MASK;
|
||||||
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[1]);
|
/* ^ we have to make the new teleport immediately active so
|
||||||
|
that it will immediately collide */
|
||||||
|
|
||||||
SFG_player.camera.height =
|
SFG_player.justTeleported = 1;
|
||||||
SFG_floorHeightAt(e2.coords[0],e2.coords[1]) +
|
|
||||||
RCL_CAMERA_COLL_HEIGHT_BELOW;
|
|
||||||
|
|
||||||
SFG_currentLevel.itemRecords[j] |= SFG_ITEM_RECORD_ACTIVE_MASK;
|
SFG_playSoundSafe(4,255);
|
||||||
/* ^ we have to make the new teleport immediately active so
|
|
||||||
that it will immediately collide */
|
|
||||||
|
|
||||||
SFG_player.justTeleported = 1;
|
break;
|
||||||
|
|
||||||
SFG_playSoundSafe(4,255);
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -2822,7 +2878,7 @@ void SFG_gameStepPlaying()
|
|||||||
SFG_PREVIEW_MODE_SPEED_MULTIPLIER * SFG_player.verticalSpeed;
|
SFG_PREVIEW_MODE_SPEED_MULTIPLIER * SFG_player.verticalSpeed;
|
||||||
#else
|
#else
|
||||||
RCL_moveCameraWithCollision(&(SFG_player.camera),moveOffset,
|
RCL_moveCameraWithCollision(&(SFG_player.camera),moveOffset,
|
||||||
verticalOffset,SFG_floorHeightAt,SFG_ceilingHeightAt,1,1);
|
verticalOffset,SFG_floorCollisionHeightAt,SFG_ceilingHeightAt,1,1);
|
||||||
|
|
||||||
SFG_player.previousVerticalSpeed = SFG_player.verticalSpeed;
|
SFG_player.previousVerticalSpeed = SFG_player.verticalSpeed;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user