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Explode at monsters
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@ -71,4 +71,10 @@
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*/
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#define SFG_ROCKET_SPEED 20
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/**
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Distance at which level elements (sprites) collide, in RCL_Unit (1024 per
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square).
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*/
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#define SFG_ELEMENT_COLLISION_DISTANCE 700
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#endif // guard
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36
main.c
36
main.c
@ -269,10 +269,12 @@ typedef struct
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{
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uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster
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(upper 4 bits). */
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uint8_t coords[2];
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uint8_t coords[2]; /**< Monster position, in 1/4s of a square */
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uint8_t health;
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} SFG_MonsterRecord;
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#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) (c * 256)
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#define SFG_MONSTER_MASK_STATE 0x0f
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#define SFG_MONSTER_MASK_TYPE 0xf0
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@ -1493,10 +1495,36 @@ SFG_createProjectile(p);
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}
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}
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if (p->doubleFramesToLive == 0 || (SFG_floorHeightAt(
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pos[0] / RCL_UNITS_PER_SQUARE,pos[1] /
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RCL_UNITS_PER_SQUARE) >= pos[2]))
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if (p->doubleFramesToLive == 0)
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{
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eliminate = 1;
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}
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else if (p->type != SFG_PROJECTILE_EXPLOSION)
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{
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if (SFG_floorHeightAt(pos[0] / RCL_UNITS_PER_SQUARE,pos[1] /
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RCL_UNITS_PER_SQUARE) >= pos[2])
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eliminate = 1;
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for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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if ((m->stateType & SFG_MONSTER_MASK_STATE) !=
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SFG_MONSTER_STATE_INACTIVE)
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{
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RCL_Unit distance =
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RCL_absVal(
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p->position[0] - SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0])) +
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RCL_absVal(
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p->position[1] - SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]));
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if (distance <= SFG_ELEMENT_COLLISION_DISTANCE)
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{
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eliminate = 1;
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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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if (eliminate)
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{
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