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main.c
50
main.c
@ -228,6 +228,20 @@ typedef struct
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#define SFG_MAX_DOORS 32
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/**
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Holds information about one instance of a level item (a type of level element,
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e.g. pickable items, decorations etc.). The format is following:
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MSB abbbbbbb LSB
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a: active flag, 1 means the item is nearby to player and is active
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bbbbbbb: index to elements array of the current level, pointing to element
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representing this item
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*/
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typedef uint8_t SFG_ItemRecord;
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#define SFG_MAX_LEVEL_ITEMS SFG_MAX_LEVEL_ELEMENTS
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/**
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Stores the current level and helper precomputed vaues for better performance.
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*/
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@ -235,13 +249,19 @@ struct
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{
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const SFG_Level *levelPointer;
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const uint8_t* textures[7];
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uint32_t timeStart;
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uint32_t frameStart;
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uint8_t floorColor;
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uint8_t ceilingColor;
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SFG_DoorRecord doors[SFG_MAX_DOORS];
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SFG_DoorRecord doorRecords[SFG_MAX_DOORS];
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uint8_t doorRecordCount;
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uint8_t checkedDoorIndex; ///< Says which door are currently being checked.
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SFG_ItemRecord itemRecords[SFG_MAX_LEVEL_ITEMS]; ///< Holds level items
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uint8_t itemRecordCount;
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} SFG_currentLevel;
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#if SFG_DITHERED_SHADOW
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@ -497,7 +517,7 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
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{
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for (uint8_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i)
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{
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SFG_DoorRecord *door = &(SFG_currentLevel.doors[i]);
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SFG_DoorRecord *door = &(SFG_currentLevel.doorRecords[i]);
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if ((door->coords[0] == x) && (door->coords[1] == y))
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{
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@ -572,7 +592,7 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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if ((properties & SFG_TILE_PROPERTY_MASK) == SFG_TILE_PROPERTY_DOOR)
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{
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SFG_DoorRecord *d =
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&(SFG_currentLevel.doors[SFG_currentLevel.doorRecordCount]);
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&(SFG_currentLevel.doorRecords[SFG_currentLevel.doorRecordCount]);
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d->coords[0] = i;
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d->coords[1] = j;
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@ -589,6 +609,23 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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break;
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}
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SFG_LOG("initializing level elements");
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SFG_currentLevel.itemRecordCount = 0;
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for (uint8_t i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
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{
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SFG_LevelElement *e = &(SFG_currentLevel.levelPointer->elements[i]);
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if (e->elementType == SFG_LEVEL_ELEMENT_BARREL)
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{
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SFG_currentLevel.itemRecords[SFG_currentLevel.itemRecordCount] =
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SFG_LEVEL_ELEMENT_BARREL;
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SFG_currentLevel.itemRecordCount++;
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}
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}
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SFG_currentLevel.timeStart = SFG_getTimeMs();
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SFG_currentLevel.frameStart = SFG_gameFrame;
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@ -600,7 +637,6 @@ void SFG_init()
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SFG_LOG("initializing game")
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SFG_gameFrame = 0;
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SFG_lastFrameTimeMs = 0;
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RCL_initRayConstraints(&SFG_rayConstraints);
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@ -614,6 +650,8 @@ void SFG_init()
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SFG_backgroundScroll = 0;
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SFG_setAndInitLevel(&SFG_level0);
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SFG_lastFrameTimeMs = SFG_getTimeMs();
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}
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/**
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@ -734,7 +772,7 @@ void SFG_gameStep()
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reasons we only check one door and move to another in the next frame. */
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SFG_DoorRecord *door =
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&(SFG_currentLevel.doors[SFG_currentLevel.checkedDoorIndex]);
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&(SFG_currentLevel.doorRecords[SFG_currentLevel.checkedDoorIndex]);
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door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) |
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(
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@ -752,7 +790,7 @@ void SFG_gameStep()
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for (uint32_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i)
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{
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SFG_DoorRecord *door = &(SFG_currentLevel.doors[i]);
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SFG_DoorRecord *door = &(SFG_currentLevel.doorRecords[i]);
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int8_t height = door->state & SFG_DOOR_VERTICAL_POSITION_MASK;
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@ -43,7 +43,7 @@
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How many times the screen resolution will be divided (how many times a game
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pixel will be bigger than the screen pixel).
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*/
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#define SFG_RESOLUTION_SCALEDOWN 4
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#define SFG_RESOLUTION_SCALEDOWN 1
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/**
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Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
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