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Explode barrels
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@ -93,6 +93,12 @@
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*/
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#define SFG_EXPLOSION_DISTANCE 2048
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/**
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How much damage triggers a barrel explosion.
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*/
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#define SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD 11
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/**
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Maximum player health.
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*/
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@ -110,7 +116,7 @@
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/**
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How much randomness (positive and negative) will be added to damage
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(e.g. by weapons, explisions). This constant is is 0 to 255, 255 meaning
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(e.g. by weapons, explosions, ...). This constant is is 0 to 255, 255 meaning
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100% of the base value.
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*/
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#define SFG_DAMAGE_RANDOMNESS 64
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10
levels.h
10
levels.h
@ -269,11 +269,11 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {5, 24}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {22, 18}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BULLETS, {7, 23}}, {SFG_LEVEL_ELEMENT_BULLETS, {8, 23}},
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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_BARREL, {9, 37}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 38}},
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{SFG_LEVEL_ELEMENT_BARREL, {9, 39}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 40}},
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{SFG_LEVEL_ELEMENT_BARREL, {9, 41}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 42}},
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{SFG_LEVEL_ELEMENT_BARREL, {9, 43}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 44}},
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{SFG_LEVEL_ELEMENT_BARREL, {8, 45}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 46}},
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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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106
main.c
106
main.c
@ -336,12 +336,11 @@ uint8_t SFG_getDamageValue(uint8_t attackType)
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int32_t value = SFG_attackDamageTable[attackType]; // has to be signed
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int32_t maxAdd = (value * SFG_DAMAGE_RANDOMNESS) / 256;
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value = value - (maxAdd / 2) + (SFG_random() * maxAdd / 256);
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value = value + (maxAdd / 2) - (SFG_random() * maxAdd / 256);
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if (value < 0)
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value = 0;
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return value;
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}
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@ -1261,6 +1260,23 @@ void SFG_monsterChangeHealth(SFG_MonsterRecord *monster, int8_t healthAdd)
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monster->health = health;
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}
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void SFG_removeItem(uint8_t index)
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{
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SFG_LOG("removing item");
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for (uint16_t j = index; j < SFG_currentLevel.itemRecordCount - 1; ++j)
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SFG_currentLevel.itemRecords[j] =
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SFG_currentLevel.itemRecords[j + 1];
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SFG_currentLevel.itemRecordCount--;
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}
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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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SFG_removeItem(itemIndex);
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SFG_createExplosion(x,y,z);
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}
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void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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{
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SFG_ProjectileRecord explosion;
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@ -1280,9 +1296,10 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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SFG_createProjectile(explosion);
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uint8_t damage = SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL);
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if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_DISTANCE))
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SFG_playerChangeHealth(
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-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL));
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SFG_playerChangeHealth(-1 * damage);
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for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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{
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@ -1307,32 +1324,37 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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}
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}
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// explode other barrels
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// explode nearby barrels
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for (uint16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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{
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SFG_ItemRecord item = SFG_currentLevel.itemRecords[i];
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if (!(item & SFG_ITEM_RECORD_ACTIVE_MASK))
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continue;
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SFG_LevelElement element = SFG_ITEM_RECORD_LEVEL_ELEMENT(item);
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if (element.type != SFG_LEVEL_ELEMENT_BARREL)
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continue;
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RCL_Unit elementHeight =
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SFG_floorHeightAt(element.coords[0],element.coords[1]);
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if (SFG_taxicabDistance(
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x,y,z,
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element.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
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element.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
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elementHeight) <= SFG_EXPLOSION_DISTANCE)
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if (damage >= SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD)
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for (uint16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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{
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// TODO: explode
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SFG_ItemRecord item = SFG_currentLevel.itemRecords[i];
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/* We DON'T check just active barrels but all, otherwise it looks weird
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that out of sight barrels in a line didn't explode.*/
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SFG_LevelElement element = SFG_ITEM_RECORD_LEVEL_ELEMENT(item);
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if (element.type != SFG_LEVEL_ELEMENT_BARREL)
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continue;
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RCL_Unit elementX =
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element.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
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RCL_Unit elementY =
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element.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
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RCL_Unit elementHeight =
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SFG_floorHeightAt(element.coords[0],element.coords[1]);
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if (SFG_taxicabDistance(
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x,y,z,elementX,elementY,elementHeight) <= SFG_EXPLOSION_DISTANCE)
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{
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SFG_explodeBarrel(i,elementX,elementY,elementHeight);
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i--;
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}
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}
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}
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}
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void SFG_createDust(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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@ -1998,11 +2020,7 @@ void SFG_gameStep()
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// take, eliminate the item
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for (uint16_t j = i; j < SFG_currentLevel.itemRecordCount - 1; ++j)
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SFG_currentLevel.itemRecords[j] =
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SFG_currentLevel.itemRecords[j + 1];
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SFG_currentLevel.itemRecordCount--;
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SFG_removeItem(i);
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i--;
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}
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@ -2141,18 +2159,24 @@ void SFG_gameStep()
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if (e != 0)
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{
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RCL_Unit x = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]);
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RCL_Unit y = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]);
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RCL_Unit z = SFG_floorHeightAt(e->coords[0],e->coords[1]);
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if (
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SFG_elementCollides(
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p->position[0],
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p->position[1],
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p->position[2],
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SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]),
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SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]),
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SFG_floorHeightAt(e->coords[0],e->coords[1]),
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0,
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0)
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SFG_elementCollides(p->position[0],p->position[1],p->position[2],
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x,y,z,0,0)
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)
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{
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if (
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(e->type == SFG_LEVEL_ELEMENT_BARREL) &&
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(SFG_getDamageValue(attackType) >=
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SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD)
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)
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{
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SFG_explodeBarrel(j,x,y,z);
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}
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eliminate = 1;
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break;
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}
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