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5025 lines
138 KiB
C
Executable File
5025 lines
138 KiB
C
Executable File
/**
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@file game.h
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Main source file of Anarch the game that puts together all the pieces. main
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game logic is implemented here.
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physics notes (you can break this when messing around with game constants):
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- Lowest ceiling under which player can fit is 4 height steps.
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- Widest hole over which player can run without jumping is 1 square.
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- Widest hole over which the player can jump is 3 squares.
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- Highest step a player can walk onto without jumping is 2 height steps.
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- Highest step a player can jump onto is 3 height steps.
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#ifndef _SFG_GAME_H
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#define _SFG_GAME_H
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#include <stdint.h> // Needed for fixed width types, can easily be replaced.
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/*
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The following keys are mandatory to be implemented on any platform in order
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for the game to be playable. Enums are bloat.
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*/
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#define SFG_KEY_UP 0
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#define SFG_KEY_RIGHT 1
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#define SFG_KEY_DOWN 2
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#define SFG_KEY_LEFT 3
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#define SFG_KEY_A 4 ///< fire, confirm
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#define SFG_KEY_B 5 ///< cancel, strafe, look up/down
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#define SFG_KEY_C 6 ///< menu, jump, switch weapons
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/*
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The following keys are optional for a platform to implement. They just make
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the controls more comfortable.
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*/
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#define SFG_KEY_JUMP 7
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#define SFG_KEY_STRAFE_LEFT 8
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#define SFG_KEY_STRAFE_RIGHT 9
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#define SFG_KEY_MAP 10
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#define SFG_KEY_TOGGLE_FREELOOK 11
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#define SFG_KEY_NEXT_WEAPON 12
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#define SFG_KEY_PREVIOUS_WEAPON 13
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#define SFG_KEY_MENU 14
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#define SFG_KEY_CYCLE_WEAPON 15
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#define SFG_KEY_COUNT 16 ///< Number of keys.
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/* ============================= PORTING =================================== */
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/* When porting, do the following:
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- Include this file (and possibly other optional files, like sounds.h) in
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your main_*.c frontend source.
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- Implement the following functions in your frontend source.
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- Call SFG_init() from your frontend initialization code.
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- Call SFG_mainLoopBody() from within your frontend main loop.
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If your platform is an AVR CPU (e.g. some Arduinos) and so has Harvard
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architecture, define #SFG_AVR 1 before including this file in your frontend
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source. */
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#ifndef SFG_LOG
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#define SFG_LOG(str) {} ///< Can be redefined to log game messages.
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#endif
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#ifndef SFG_CPU_LOAD
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#define SFG_CPU_LOAD(percent) {} ///< Can be redefined to check CPU load in %.
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#endif
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#ifndef SFG_GAME_STEP_COMMAND
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#define SFG_GAME_STEP_COMMAND {} /**< Will be called each simulation step
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(good for creating deterministic behavior
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such as demos (SFG_mainLoopBody() calls
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potentially multiple simulation steps). */
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#endif
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/**
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Returns 1 (0) if given key is pressed (not pressed). At least the mandatory
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keys have to be implemented, the optional keys don't have to ever return 1.
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See the key constant definitions to see which ones are mandatory.
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*/
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int8_t SFG_keyPressed(uint8_t key);
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/**
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Optional function for mouse/joystick/analog controls, gets mouse x and y
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offset in pixels from the game screen center (to achieve classic FPS mouse
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controls the platform should center the mouse after this call). If the
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platform isn't using a mouse, this function can simply return [0,0] offset at
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each call, or even do nothing at all (leave the variables as are).
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*/
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void SFG_getMouseOffset(int16_t *x, int16_t *y);
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/**
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Returns time in milliseconds sice program start.
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*/
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uint32_t SFG_getTimeMs();
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/**
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Sleep (yield CPU) for specified amount of ms. This is used to relieve CPU
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usage. If your platform doesn't need this or handles it in other way, this
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function can do nothing.
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*/
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void SFG_sleepMs(uint16_t timeMs);
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/**
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Set specified screen pixel. ColorIndex is the index of the game's palette.
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The function doesn't have to (and shouldn't, for the sake of performance)
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check whether the coordinates are within screen bounds.
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*/
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static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex);
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/**
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Play given sound effect (SFX). This function may or may not use the sound
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samples provided in sounds.h, and it may or may not ignore the (logarithmic)
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volume parameter (0 to 255). Depending on the platform, the function can play
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completely different samples or even e.g. just beeps. If the platform can't
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play sounds, this function implementation can simply be left empty. This
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function doesn't have to implement safety measures, the back end takes cares
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of them.
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*/
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void SFG_playSound(uint8_t soundIndex, uint8_t volume);
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#define SFG_MUSIC_TURN_OFF 0
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#define SFG_MUSIC_TURN_ON 1
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#define SFG_MUSIC_NEXT 2
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/**
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Informs the frontend how music should play, e.g. turn on/off, change track,
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... See SFG_MUSIC_* constants. Playing music is optional and the frontend may
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ignore this. If a frontend wants to implement music, it can use the bytebeat
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provided in sounds.h or use its own.
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*/
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void SFG_setMusic(uint8_t value);
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#define SFG_EVENT_VIBRATE 0 ///< the controller should vibrate (or blink etc.)
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#define SFG_EVENT_PLAYER_HURT 1
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#define SFG_EVENT_PLAYER_DIES 2
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#define SFG_EVENT_LEVEL_STARTS 3
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#define SFG_EVENT_LEVEL_WON 4
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#define SFG_EVENT_MONSTER_DIES 5
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#define SFG_EVENT_PLAYER_TAKES_ITEM 6
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#define SFG_EVENT_EXPLOSION 7
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#define SFG_EVENT_PLAYER_TELEPORTS 8
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#define SFG_EVENT_PLAYER_CHANGES_WEAPON 9
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/**
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This is an optional function that informs the frontend about special events
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which may trigger something special on the platform, such as a controller
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vibration, logging etc. The implementation of this function may be left empty.
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*/
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void SFG_processEvent(uint8_t event, uint8_t data);
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#define SFG_SAVE_SIZE 12 ///< size of the save in bytes
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/**
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Optional function for permanently saving the game state. Platforms that don't
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have permanent storage (HDD, EEPROM etc.) may let this function simply do
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nothing. If implemented, the function should save the passed data into its
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permanent storage, e.g. a file, a cookie etc.
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*/
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void SFG_save(uint8_t data[SFG_SAVE_SIZE]);
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/**
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Optional function for retrieving game data that were saved to permanent
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storage. Platforms without permanent storage may let this function do nothing.
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If implemented, the function should fill the passed array with data from
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permanent storage, e.g. a file, a cookie etc.
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If this function is called before SFG_save was ever called and no data is
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present in permanent memory, this function should do nothing (leave the data
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array as is).
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This function should return 1 if saving/loading is possible or 0 if not (this
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will be used by the game to detect saving/loading capability).
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*/
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]);
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/* ========================================================================= */
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/**
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Main game loop body, call this inside your platform's specific main loop.
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Returns 1 if the game continues or 0 if the game was exited and program should
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halt. This functions handles reaching the target FPS and sleeping for
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relieving CPU, so don't do this.
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*/
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uint8_t SFG_mainLoopBody();
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/**
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Initializes the game, call this in the platform's initialization code.
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*/
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void SFG_init();
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#include "settings.h"
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#if SFG_AVR
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#include <avr/pgmspace.h>
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#define SFG_PROGRAM_MEMORY const PROGMEM
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#define SFG_PROGRAM_MEMORY_U8(addr) pgm_read_byte(addr)
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#else
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#define SFG_PROGRAM_MEMORY static const
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#define SFG_PROGRAM_MEMORY_U8(addr) ((uint8_t) (*(addr)))
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#endif
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#include "images.h" // don't change the order of these includes
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#include "levels.h"
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#include "texts.h"
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#include "palette.h"
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#if SFG_TEXTURE_DISTANCE == 0
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#define RCL_COMPUTE_WALL_TEXCOORDS 0
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#endif
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#define RCL_PIXEL_FUNCTION SFG_pixelFunc
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#define RCL_TEXTURE_VERTICAL_STRETCH 0
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#define RCL_CAMERA_COLL_HEIGHT_BELOW 800
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#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200
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#define RCL_HORIZONTAL_FOV SFG_FOV_HORIZONTAL
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#define RCL_VERTICAL_FOV SFG_FOV_VERTICAL
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#include "raycastlib.h"
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#include "constants.h"
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typedef struct
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{
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uint8_t coords[2];
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uint8_t state; /**< door state in format:
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MSB ccbaaaaa LSB
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aaaaa: current door height (how much they're open)
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b: whether currently going up (0) or down (1)
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cc: by which card (key) the door is unlocked, 00
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means no card (unlocked), 1 means card 0 etc. */
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} SFG_DoorRecord;
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#define SFG_SPRITE_SIZE(size0to3) \
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(((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4)
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#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \
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(SFG_SPRITE_SIZE(size0to3) / 2)
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#define SFG_SPRITE_SIZE_PIXELS(size0to3) \
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((SFG_SPRITE_SIZE(size0to3) * SFG_SPRITE_MAX_SIZE) / RCL_UNITS_PER_SQUARE)
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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_ITEM_RECORD_ACTIVE_MASK 0x80
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#define SFG_ITEM_RECORD_LEVEL_ELEMENT(itemRecord) \
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(SFG_currentLevel.levelPointer->elements[itemRecord & \
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~SFG_ITEM_RECORD_ACTIVE_MASK])
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typedef struct
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{
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uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster (upper
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4 bits). */
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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_MR_STATE(mr) ((mr).stateType & SFG_MONSTER_MASK_STATE)
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#define SFG_MR_TYPE(mr) \
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(SFG_MONSTER_INDEX_TO_TYPE(((mr).stateType & SFG_MONSTER_MASK_TYPE) >> 4))
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#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) ((RCL_UNITS_PER_SQUARE / 8) + c * 256)
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#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4)
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#define SFG_ELEMENT_COORD_TO_RCL_UNITS(c) \
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(c * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2)
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#define SFG_MONSTER_MASK_STATE 0x0f
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#define SFG_MONSTER_MASK_TYPE 0xf0
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#define SFG_MONSTER_STATE_INACTIVE 0 ///< Not nearby, not actively updated.
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#define SFG_MONSTER_STATE_IDLE 1
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#define SFG_MONSTER_STATE_ATTACKING 2
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#define SFG_MONSTER_STATE_HURTING 3
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#define SFG_MONSTER_STATE_DYING 4
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#define SFG_MONSTER_STATE_GOING_N 5
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#define SFG_MONSTER_STATE_GOING_NE 6
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#define SFG_MONSTER_STATE_GOING_E 7
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#define SFG_MONSTER_STATE_GOING_SE 8
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#define SFG_MONSTER_STATE_GOING_S 9
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#define SFG_MONSTER_STATE_GOING_SW 10
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#define SFG_MONSTER_STATE_GOING_W 11
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#define SFG_MONSTER_STATE_GOING_NW 12
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#define SFG_MONSTER_STATE_DEAD 13
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typedef struct
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{
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uint8_t type;
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uint8_t doubleFramesToLive; /**< This number times two (because 255 could be
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too little at high FPS) says after how many
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frames the projectile is destroyed. */
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uint16_t position[3]; /**< Current position, stored as u16 to save space, as
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that is exactly enough to store position on 64x64
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map. */
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int16_t direction[3]; /**< Added to position each game step. */
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} SFG_ProjectileRecord;
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#define SFG_GAME_STATE_INIT 0 ///< first state, waiting for key releases
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#define SFG_GAME_STATE_PLAYING 1
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#define SFG_GAME_STATE_WIN 2
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#define SFG_GAME_STATE_LOSE 3
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#define SFG_GAME_STATE_INTRO 4
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#define SFG_GAME_STATE_OUTRO 5
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#define SFG_GAME_STATE_MAP 6
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#define SFG_GAME_STATE_LEVEL_START 7
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#define SFG_GAME_STATE_MENU 8
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#define SFG_MENU_ITEM_CONTINUE 0
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#define SFG_MENU_ITEM_MAP 1
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#define SFG_MENU_ITEM_PLAY 2
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#define SFG_MENU_ITEM_LOAD 3
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#define SFG_MENU_ITEM_SOUND 4
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#define SFG_MENU_ITEM_SHEAR 5
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#define SFG_MENU_ITEM_EXIT 6
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#define SFG_MENU_ITEM_NONE 255
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/*
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GLOBAL VARIABLES
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===============================================================================
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*/
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/**
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Groups global variables related to the game as such in a single struct. There
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are still other global structs for player, level etc.
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*/
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struct
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{
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uint8_t state; ///< Current game state.
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uint32_t stateTime; ///< Time in ms from last state change.
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uint8_t currentRandom; ///< for RNG
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uint8_t spriteAnimationFrame;
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uint8_t soundsPlayedThisFrame; /**< Each bit says whether given sound was
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played this frame, prevents playing too many
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sounds at once. */
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RCL_RayConstraints rayConstraints; ///< Ray constraints for rendering.
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RCL_RayConstraints visibilityRayConstraints; ///< Constraints for visibility.
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uint8_t keyStates[SFG_KEY_COUNT]; /**< Pressed states of keys, each value
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stores the number of frames for which the
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key has been held. */
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uint8_t zBuffer[SFG_Z_BUFFER_SIZE];
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uint8_t textureAverageColors[SFG_WALL_TEXTURE_COUNT]; /**< Contains average
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color for each wall texture. */
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int8_t backgroundScaleMap[SFG_GAME_RESOLUTION_Y];
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uint16_t backgroundScroll;
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uint8_t spriteSamplingPoints[SFG_MAX_SPRITE_SIZE]; /**< Helper for
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precomputing sprite
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sampling positions for
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drawing. */
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uint32_t frameTime; ///< time (in ms) of the current frame start
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uint32_t frame; ///< frame number
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uint8_t selectedMenuItem;
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uint8_t selectedLevel; ///< level to play selected in the main menu
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uint8_t antiSpam; ///< Prevents log message spamming.
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uint8_t settings; /**< dynamic game settings (can be changed at runtime),
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bit meaning:
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MSB -------- LSB
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||||
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|||\_ sound (SFX)
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||\__ music
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|\___ shearing
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\____ freelook (shearing not sliding back) */
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uint8_t blink; ///< Says whether blinkg is currently on or off.
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uint8_t saved; /**< Helper variable to know if game was saved. Can be
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0 (not saved), 1 (just saved) or 255 (can't save).*/
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uint8_t cheatState; /**< Highest bit say whether cheat is enabled, other bits
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represent the state of typing the cheat code. */
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uint8_t save[SFG_SAVE_SIZE]; /**< Stores the game save state that's kept in
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the persistent memory.
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The save format is binary and platform independent.
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The save contains game settings, game progress and a
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saved position. The format is as follows:
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0 4b (less signif.) highest level that has been reached
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0 4b (more signif.) level number of the saved position (0: no save)
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1 8b game settings (SFG_game.settings)
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2 8b health at saved position
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3 8b bullet ammo at saved position
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4 8b rocket ammo at saved position
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5 8b plasma ammo at saved position
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6 32b little endian total play time, in 10ths of sec
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10 16b little endian total enemies killed from start */
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uint8_t continues; ///< Whether the game continues or was exited.
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} SFG_game;
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#define SFG_SAVE_TOTAL_TIME (SFG_game.save[6] + SFG_game.save[7] * 256 + \
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SFG_game.save[8] * 65536 + SFG_game.save[9] * 4294967296)
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/**
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Stores player state.
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*/
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struct
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{
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RCL_Camera camera;
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int8_t squarePosition[2];
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RCL_Vector2D direction;
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RCL_Unit verticalSpeed;
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RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
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for determining whether player is in the
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air. */
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uint16_t headBobFrame;
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uint8_t weapon; ///< currently selected weapon
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uint8_t health;
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uint32_t weaponCooldownFrames; ///< frames left for weapon cooldown
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uint32_t lastHurtFrame;
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uint32_t lastItemTakenFrame;
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uint8_t ammo[SFG_AMMO_TOTAL];
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uint8_t cards; /**< Lowest 3 bits say which access cards
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have been taken, the next 3 bits say
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which cards should be blinking in the HUD,
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the last 2 bits are a blink reset counter. */
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uint8_t justTeleported;
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int8_t previousWeaponDirection; ///< Direction (+/0/-) of previous weapon.
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} SFG_player;
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/**
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Stores the current level and helper precomputed values for better performance.
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*/
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struct
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{
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const SFG_Level *levelPointer;
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uint8_t levelNumber;
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const uint8_t* textures[7]; ///< textures the level is using
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uint32_t timeStart;
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uint32_t frameStart;
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uint32_t completionTime10sOfS; ///< completion time in 10ths of second
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uint8_t floorColor;
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uint8_t ceilingColor;
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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_ITEMS]; ///< Holds level items.
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uint8_t itemRecordCount;
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uint8_t checkedItemIndex; ///< Same as checkedDoorIndex, but for items.
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|
|
SFG_MonsterRecord monsterRecords[SFG_MAX_MONSTERS];
|
|
uint8_t monsterRecordCount;
|
|
uint8_t checkedMonsterIndex;
|
|
|
|
SFG_ProjectileRecord projectileRecords[SFG_MAX_PROJECTILES];
|
|
uint8_t projectileRecordCount;
|
|
uint8_t bossCount;
|
|
uint8_t monstersDead;
|
|
uint8_t backgroundImage;
|
|
uint8_t teleporterCount;
|
|
uint16_t mapRevealMask; /**< Bits say which parts of the map have been
|
|
revealed. */
|
|
uint8_t itemCollisionMap[(SFG_MAP_SIZE * SFG_MAP_SIZE) / 8];
|
|
/**< Bit array, for each map square says whether there
|
|
is a colliding item or not. */
|
|
} SFG_currentLevel;
|
|
|
|
#if SFG_AVR
|
|
/**
|
|
Copy of the current level that is stored in RAM. This is only done on Arduino
|
|
because accessing it in program memory (PROGMEM) directly would be a pain.
|
|
Because of this Arduino needs more RAM.
|
|
*/
|
|
SFG_Level SFG_ramLevel;
|
|
#endif
|
|
|
|
/**
|
|
Helper function for accessing the itemCollisionMap bits.
|
|
*/
|
|
void SFG_getItemCollisionMapIndex(
|
|
uint8_t x, uint8_t y, uint16_t *byte, uint8_t *bit)
|
|
{
|
|
uint16_t index = y * SFG_MAP_SIZE + x;
|
|
|
|
*byte = index / 8;
|
|
*bit = index % 8;
|
|
}
|
|
|
|
void SFG_setItemCollisionMapBit(uint8_t x, uint8_t y, uint8_t value)
|
|
{
|
|
uint16_t byte;
|
|
uint8_t bit;
|
|
|
|
SFG_getItemCollisionMapIndex(x,y,&byte,&bit);
|
|
|
|
SFG_currentLevel.itemCollisionMap[byte] &= ~(0x01 << bit);
|
|
SFG_currentLevel.itemCollisionMap[byte] |= (value & 0x01) << bit;
|
|
}
|
|
|
|
uint8_t SFG_getItemCollisionMapBit(uint8_t x, uint8_t y)
|
|
{
|
|
uint16_t byte;
|
|
uint8_t bit;
|
|
|
|
SFG_getItemCollisionMapIndex(x,y,&byte,&bit);
|
|
return (SFG_currentLevel.itemCollisionMap[byte] >> bit) & 0x01;
|
|
}
|
|
|
|
#if SFG_DITHERED_SHADOW
|
|
static const uint8_t SFG_ditheringPatterns[] =
|
|
{
|
|
0,0,0,0,
|
|
0,0,0,0,
|
|
|
|
0,0,0,0,
|
|
0,1,0,0,
|
|
|
|
0,0,0,0,
|
|
0,1,0,1,
|
|
|
|
1,0,1,0,
|
|
0,1,0,0,
|
|
|
|
1,0,1,0,
|
|
0,1,0,1,
|
|
|
|
1,0,1,0,
|
|
0,1,1,1,
|
|
|
|
1,1,1,1,
|
|
0,1,0,1,
|
|
|
|
1,1,1,1,
|
|
0,1,1,1,
|
|
|
|
1,1,1,1,
|
|
1,1,1,1
|
|
};
|
|
#endif
|
|
|
|
/*
|
|
FUNCTIONS
|
|
===============================================================================
|
|
*/
|
|
|
|
/**
|
|
Returns a pseudorandom byte. This is a very simple congruent generator, its
|
|
parameters have been chosen so that each number (0-255) is included in the
|
|
output exactly once!
|
|
*/
|
|
uint8_t SFG_random()
|
|
{
|
|
SFG_game.currentRandom *= 13;
|
|
SFG_game.currentRandom += 7;
|
|
|
|
return SFG_game.currentRandom;
|
|
}
|
|
|
|
void SFG_playGameSound(uint8_t soundIndex, uint8_t volume)
|
|
{
|
|
if (!(SFG_game.settings & 0x01))
|
|
return;
|
|
|
|
uint8_t mask = 0x01 << soundIndex;
|
|
|
|
if (!(SFG_game.soundsPlayedThisFrame & mask))
|
|
{
|
|
SFG_playSound(soundIndex,volume);
|
|
SFG_game.soundsPlayedThisFrame |= mask;
|
|
}
|
|
}
|
|
|
|
/**
|
|
Returns a damage value for specific attack type (SFG_WEAPON_FIRE_TYPE_...),
|
|
with added randomness (so the values will differ). For explosion pass
|
|
SFG_WEAPON_FIRE_TYPE_FIREBALL.
|
|
*/
|
|
uint8_t SFG_getDamageValue(uint8_t attackType)
|
|
{
|
|
if (attackType >= SFG_WEAPON_FIRE_TYPES_TOTAL)
|
|
return 0;
|
|
|
|
int32_t value = SFG_attackDamageTable[attackType]; // has to be signed
|
|
int32_t maxAdd = (value * SFG_DAMAGE_RANDOMNESS) / 256;
|
|
|
|
value = value + (maxAdd / 2) - (SFG_random() * maxAdd / 256);
|
|
|
|
if (value < 0)
|
|
value = 0;
|
|
|
|
return value;
|
|
}
|
|
|
|
/**
|
|
Saves game data to persistent storage.
|
|
*/
|
|
void SFG_gameSave()
|
|
{
|
|
if (SFG_game.saved == SFG_CANT_SAVE)
|
|
return;
|
|
|
|
SFG_LOG("saving game data");
|
|
|
|
SFG_save(SFG_game.save);
|
|
}
|
|
|
|
/**
|
|
Loads game data from persistent storage.
|
|
*/
|
|
void SFG_gameLoad()
|
|
{
|
|
if (SFG_game.saved == SFG_CANT_SAVE)
|
|
return;
|
|
|
|
SFG_LOG("loading game data");
|
|
|
|
uint8_t result = SFG_load(SFG_game.save);
|
|
|
|
if (result == 0)
|
|
SFG_game.saved = SFG_CANT_SAVE;
|
|
}
|
|
|
|
/**
|
|
Returns ammo type for given weapon.
|
|
*/
|
|
uint8_t SFG_weaponAmmo(uint8_t weapon)
|
|
{
|
|
if (weapon == SFG_WEAPON_KNIFE)
|
|
return SFG_AMMO_NONE;
|
|
if (weapon == SFG_WEAPON_MACHINE_GUN ||
|
|
weapon == SFG_WEAPON_SHOTGUN)
|
|
return SFG_AMMO_BULLETS;
|
|
else if (weapon == SFG_WEAPON_ROCKET_LAUNCHER)
|
|
return SFG_AMMO_ROCKETS;
|
|
else
|
|
return SFG_AMMO_PLASMA;
|
|
}
|
|
|
|
RCL_Unit SFG_taxicabDistance(
|
|
RCL_Unit x0, RCL_Unit y0, RCL_Unit z0, RCL_Unit x1, RCL_Unit y1, RCL_Unit z1)
|
|
{
|
|
return (RCL_abs(x0 - x1) + RCL_abs(y0 - y1) + RCL_abs(z0 - z1));
|
|
}
|
|
|
|
uint8_t SFG_isInActiveDistanceFromPlayer(RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
return SFG_taxicabDistance(
|
|
x,y,z,SFG_player.camera.position.x,SFG_player.camera.position.y,
|
|
SFG_player.camera.height) <= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE;
|
|
}
|
|
|
|
/**
|
|
Function called when a level end to compute the stats etc.
|
|
*/
|
|
void SFG_levelEnds()
|
|
{
|
|
SFG_currentLevel.completionTime10sOfS = (SFG_MS_PER_FRAME *
|
|
(SFG_game.frame - SFG_currentLevel.frameStart)) / 100;
|
|
|
|
if (
|
|
(SFG_player.health != 0) &&
|
|
(SFG_currentLevel.levelNumber >= (SFG_game.save[0] & 0x0f)) &&
|
|
((SFG_currentLevel.levelNumber + 1) < SFG_NUMBER_OF_LEVELS))
|
|
{
|
|
SFG_game.save[0] = // save progress
|
|
(SFG_game.save[0] & 0xf0) | (SFG_currentLevel.levelNumber + 1);
|
|
|
|
SFG_gameSave();
|
|
}
|
|
|
|
SFG_currentLevel.monstersDead = 0;
|
|
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
if (SFG_currentLevel.monsterRecords[i].health == 0)
|
|
SFG_currentLevel.monstersDead++;
|
|
|
|
uint32_t totalTime = SFG_SAVE_TOTAL_TIME;
|
|
|
|
if ((SFG_currentLevel.levelNumber == 0) || (totalTime != 0))
|
|
{
|
|
SFG_LOG("Updating save totals.");
|
|
|
|
totalTime += SFG_currentLevel.completionTime10sOfS;
|
|
|
|
for (uint8_t i = 0; i < 4; ++i)
|
|
{
|
|
SFG_game.save[6 + i] = totalTime % 256;
|
|
totalTime /= 256;
|
|
}
|
|
|
|
SFG_game.save[10] += SFG_currentLevel.monstersDead % 256;
|
|
SFG_game.save[11] += SFG_currentLevel.monstersDead / 256;
|
|
}
|
|
|
|
SFG_game.save[2] = SFG_player.health;
|
|
SFG_game.save[3] = SFG_player.ammo[0];
|
|
SFG_game.save[4] = SFG_player.ammo[1];
|
|
SFG_game.save[5] = SFG_player.ammo[2];
|
|
}
|
|
|
|
static inline uint8_t SFG_RCLUnitToZBuffer(RCL_Unit x)
|
|
{
|
|
x /= (RCL_UNITS_PER_SQUARE / 8);
|
|
|
|
uint8_t okay = x < 256;
|
|
|
|
return okay * (x + 1) - 1;
|
|
}
|
|
|
|
const uint8_t *SFG_getMonsterSprite(
|
|
uint8_t monsterType, uint8_t state, uint8_t frame)
|
|
{
|
|
uint8_t index =
|
|
state == SFG_MONSTER_STATE_DEAD ? 18 : 17;
|
|
// ^ makes the compiled binary smaller compared to returning pointers directly
|
|
|
|
if ((state != SFG_MONSTER_STATE_DYING) && (state != SFG_MONSTER_STATE_DEAD))
|
|
switch (monsterType)
|
|
{
|
|
case SFG_LEVEL_ELEMENT_MONSTER_SPIDER:
|
|
switch (state)
|
|
{
|
|
case SFG_MONSTER_STATE_ATTACKING: index = 1; break;
|
|
case SFG_MONSTER_STATE_IDLE: index = 0; break;
|
|
default: index = frame ? 0 : 2; break;
|
|
}
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_MONSTER_WARRIOR:
|
|
index = state != SFG_MONSTER_STATE_ATTACKING ? 6 : 7;
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_MONSTER_DESTROYER:
|
|
switch (state)
|
|
{
|
|
case SFG_MONSTER_STATE_ATTACKING: index = 4; break;
|
|
case SFG_MONSTER_STATE_IDLE: index = 3; break;
|
|
default: index = frame ? 3 : 5; break;
|
|
}
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT:
|
|
index = state != SFG_MONSTER_STATE_ATTACKING ? 8 : 9;
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_MONSTER_ENDER:
|
|
switch (state)
|
|
{
|
|
case SFG_MONSTER_STATE_ATTACKING: index = 12; break;
|
|
case SFG_MONSTER_STATE_IDLE: index = 10; break;
|
|
default: index = frame ? 10 : 11; break;
|
|
}
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_MONSTER_TURRET:
|
|
switch (state)
|
|
{
|
|
case SFG_MONSTER_STATE_ATTACKING: index = 15; break;
|
|
case SFG_MONSTER_STATE_IDLE: index = 13; break;
|
|
default: index = frame ? 13 : 14; break;
|
|
}
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_MONSTER_EXPLODER:
|
|
default:
|
|
index = 16;
|
|
break;
|
|
}
|
|
|
|
return SFG_monsterSprites + index * SFG_TEXTURE_STORE_SIZE;
|
|
}
|
|
|
|
/**
|
|
Says whether given key is currently pressed (down). This should be preferred
|
|
to SFG_keyPressed().
|
|
*/
|
|
uint8_t SFG_keyIsDown(uint8_t key)
|
|
{
|
|
return SFG_game.keyStates[key] != 0;
|
|
}
|
|
|
|
/**
|
|
Says whether given key has been pressed in the current frame.
|
|
*/
|
|
uint8_t SFG_keyJustPressed(uint8_t key)
|
|
{
|
|
return (SFG_game.keyStates[key]) == 1;
|
|
}
|
|
|
|
/**
|
|
Says whether a key is being repeated after being held for certain time.
|
|
*/
|
|
uint8_t SFG_keyRepeated(uint8_t key)
|
|
{
|
|
return
|
|
((SFG_game.keyStates[key] >= SFG_KEY_REPEAT_DELAY_FRAMES) ||
|
|
(SFG_game.keyStates[key] == 255)) &&
|
|
(SFG_game.frame % SFG_KEY_REPEAT_PERIOD_FRAMES == 0);
|
|
}
|
|
|
|
uint16_t SFG_keyRegisters(uint8_t key)
|
|
{
|
|
return SFG_keyJustPressed(key) || SFG_keyRepeated(key);
|
|
}
|
|
|
|
#if SFG_RESOLUTION_SCALEDOWN == 1
|
|
#define SFG_setGamePixel SFG_setPixel
|
|
#else
|
|
|
|
/**
|
|
Sets the game pixel (a pixel that can potentially be bigger than the screen
|
|
pixel).
|
|
*/
|
|
static inline void SFG_setGamePixel(uint16_t x, uint16_t y, uint8_t colorIndex)
|
|
{
|
|
uint16_t screenY = y * SFG_RESOLUTION_SCALEDOWN;
|
|
uint16_t screenX = x * SFG_RESOLUTION_SCALEDOWN;
|
|
|
|
for (uint16_t j = screenY; j < screenY + SFG_RESOLUTION_SCALEDOWN; ++j)
|
|
for (uint16_t i = screenX; i < screenX + SFG_RESOLUTION_SCALEDOWN; ++i)
|
|
SFG_setPixel(i,j,colorIndex);
|
|
}
|
|
#endif
|
|
|
|
void SFG_recomputePLayerDirection()
|
|
{
|
|
SFG_player.camera.direction =
|
|
RCL_wrap(SFG_player.camera.direction,RCL_UNITS_PER_SQUARE);
|
|
|
|
SFG_player.direction = RCL_angleToDirection(SFG_player.camera.direction);
|
|
|
|
SFG_player.direction.x =
|
|
(SFG_player.direction.x * SFG_PLAYER_MOVE_UNITS_PER_FRAME)
|
|
/ RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_player.direction.y =
|
|
(SFG_player.direction.y * SFG_PLAYER_MOVE_UNITS_PER_FRAME)
|
|
/ RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_game.backgroundScroll =
|
|
((SFG_player.camera.direction * 8) * SFG_GAME_RESOLUTION_Y)
|
|
/ RCL_UNITS_PER_SQUARE;
|
|
}
|
|
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
uint8_t SFG_backgroundBlurIndex = 0;
|
|
|
|
static const int8_t SFG_backgroundBlurOffsets[8] =
|
|
{
|
|
0 * SFG_BACKGROUND_BLUR,
|
|
16 * SFG_BACKGROUND_BLUR,
|
|
7 * SFG_BACKGROUND_BLUR,
|
|
17 * SFG_BACKGROUND_BLUR,
|
|
1 * SFG_BACKGROUND_BLUR,
|
|
4 * SFG_BACKGROUND_BLUR,
|
|
15 * SFG_BACKGROUND_BLUR,
|
|
9 * SFG_BACKGROUND_BLUR,
|
|
};
|
|
#endif
|
|
|
|
static inline uint8_t SFG_fogValueDiminish(RCL_Unit depth)
|
|
{
|
|
return depth / SFG_FOG_DIMINISH_STEP;
|
|
}
|
|
|
|
static inline uint8_t
|
|
SFG_getTexelFull(uint8_t textureIndex,RCL_Unit u, RCL_Unit v)
|
|
{
|
|
return
|
|
SFG_getTexel(
|
|
textureIndex != 255 ?
|
|
SFG_currentLevel.textures[textureIndex] :
|
|
(SFG_wallTextures + SFG_currentLevel.levelPointer->doorTextureIndex
|
|
* SFG_TEXTURE_STORE_SIZE),
|
|
u / (RCL_UNITS_PER_SQUARE / SFG_TEXTURE_SIZE),
|
|
v / (RCL_UNITS_PER_SQUARE / SFG_TEXTURE_SIZE));
|
|
}
|
|
|
|
static inline uint8_t SFG_getTexelAverage(uint8_t textureIndex)
|
|
{
|
|
return
|
|
textureIndex != 255 ?
|
|
SFG_game.textureAverageColors[
|
|
SFG_currentLevel.levelPointer->textureIndices[textureIndex]]
|
|
:
|
|
(
|
|
SFG_game.textureAverageColors[
|
|
SFG_currentLevel.levelPointer->doorTextureIndex]
|
|
+ 1 // to distinguish from normal walls
|
|
);
|
|
}
|
|
|
|
void SFG_pixelFunc(RCL_PixelInfo *pixel)
|
|
{
|
|
uint8_t color;
|
|
uint8_t shadow = 0;
|
|
|
|
if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16)
|
|
{
|
|
color = SFG_TRANSPARENT_COLOR;
|
|
}
|
|
else if (pixel->isWall)
|
|
{
|
|
uint8_t textureIndex =
|
|
pixel->isFloor ?
|
|
(
|
|
((pixel->hit.type & SFG_TILE_PROPERTY_MASK) != SFG_TILE_PROPERTY_DOOR) ?
|
|
(pixel->hit.type & 0x7)
|
|
:
|
|
(
|
|
(pixel->texCoords.y > RCL_UNITS_PER_SQUARE) ?
|
|
(pixel->hit.type & 0x7) : 255
|
|
)
|
|
):
|
|
((pixel->hit.type & 0x38) >> 3);
|
|
|
|
#if SFG_TEXTURE_DISTANCE != 0
|
|
RCL_Unit textureV = pixel->texCoords.y;
|
|
|
|
if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) ==
|
|
SFG_TILE_PROPERTY_SQUEEZER)
|
|
textureV += pixel->wallHeight;
|
|
#endif
|
|
|
|
color =
|
|
textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ?
|
|
(
|
|
#if SFG_TEXTURE_DISTANCE >= 65535
|
|
SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV)
|
|
#elif SFG_TEXTURE_DISTANCE == 0
|
|
SFG_getTexelAverage(textureIndex)
|
|
#else
|
|
pixel->depth <= SFG_TEXTURE_DISTANCE ?
|
|
SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV) :
|
|
SFG_getTexelAverage(textureIndex)
|
|
#endif
|
|
)
|
|
:
|
|
SFG_TRANSPARENT_COLOR;
|
|
|
|
shadow = pixel->hit.direction >> 1;
|
|
}
|
|
else // floor/ceiling
|
|
{
|
|
color = pixel->isFloor ?
|
|
(
|
|
#if SFG_DIFFERENT_FLOOR_CEILING_COLORS
|
|
2 + (pixel->height / SFG_WALL_HEIGHT_STEP) % 4
|
|
#else
|
|
SFG_currentLevel.floorColor
|
|
#endif
|
|
) :
|
|
(pixel->height < SFG_CEILING_MAX_HEIGHT ?
|
|
(
|
|
#if SFG_DIFFERENT_FLOOR_CEILING_COLORS
|
|
18 + (pixel->height / SFG_WALL_HEIGHT_STEP) % 4
|
|
#else
|
|
SFG_currentLevel.ceilingColor
|
|
#endif
|
|
)
|
|
: SFG_TRANSPARENT_COLOR);
|
|
}
|
|
|
|
if (color != SFG_TRANSPARENT_COLOR)
|
|
{
|
|
#if SFG_DITHERED_SHADOW
|
|
uint8_t fogShadow = (pixel->depth * 8) / SFG_FOG_DIMINISH_STEP;
|
|
|
|
uint8_t fogShadowPart = fogShadow & 0x07;
|
|
|
|
fogShadow /= 8;
|
|
|
|
uint8_t xMod4 = pixel->position.x & 0x03;
|
|
uint8_t yMod2 = pixel->position.y & 0x01;
|
|
|
|
shadow +=
|
|
fogShadow + SFG_ditheringPatterns[fogShadowPart * 8 + yMod2 * 4 + xMod4];
|
|
#else
|
|
shadow += SFG_fogValueDiminish(pixel->depth);
|
|
#endif
|
|
|
|
#if SFG_ENABLE_FOG
|
|
color = palette_minusValue(color,shadow);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
#if SFG_DRAW_LEVEL_BACKGROUND
|
|
color = SFG_getTexel(SFG_backgroundImages +
|
|
SFG_currentLevel.backgroundImage * SFG_TEXTURE_STORE_SIZE,
|
|
SFG_game.backgroundScaleMap[((pixel->position.x
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex]
|
|
#endif
|
|
) * SFG_RAYCASTING_SUBSAMPLE + SFG_game.backgroundScroll) % SFG_GAME_RESOLUTION_Y],
|
|
(SFG_game.backgroundScaleMap[(pixel->position.y // ^ TODO: get rid of mod?
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex + 1]
|
|
#endif
|
|
) % SFG_GAME_RESOLUTION_Y])
|
|
);
|
|
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 8;
|
|
#endif
|
|
#else
|
|
color = 1;
|
|
#endif
|
|
}
|
|
|
|
#if SFG_BRIGHTNESS > 0
|
|
color = palette_plusValue(color,SFG_BRIGHTNESS);
|
|
#elif SFG_BRIGHTNESS < 0
|
|
color = palette_minusValue(color,-1 * SFG_BRIGHTNESS);
|
|
#endif
|
|
|
|
#if SFG_RAYCASTING_SUBSAMPLE == 1
|
|
// the other version will probably get optimized to this, but just in case
|
|
SFG_setGamePixel(pixel->position.x,pixel->position.y,color);
|
|
#else
|
|
RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE;
|
|
|
|
for (int_fast8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
|
|
{
|
|
SFG_setGamePixel(screenX,pixel->position.y,color);
|
|
screenX++;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
Draws image on screen, with transparency. This is faster than sprite drawing.
|
|
For performance sake drawing near screen edges is not pixel perfect.
|
|
*/
|
|
void SFG_blitImage(
|
|
const uint8_t *image,
|
|
int16_t posX,
|
|
int16_t posY,
|
|
uint8_t scale)
|
|
{
|
|
if (scale == 0)
|
|
return;
|
|
|
|
uint16_t x0 = posX,
|
|
x1,
|
|
y0 = posY,
|
|
y1;
|
|
|
|
uint8_t u0 = 0, v0 = 0;
|
|
|
|
if (posX < 0)
|
|
{
|
|
x0 = 0;
|
|
u0 = (-1 * posX) / scale;
|
|
}
|
|
|
|
posX += scale * SFG_TEXTURE_SIZE;
|
|
|
|
uint16_t limitX = SFG_GAME_RESOLUTION_X - scale;
|
|
uint16_t limitY = SFG_GAME_RESOLUTION_Y - scale;
|
|
|
|
x1 = posX >= 0 ?
|
|
(posX <= limitX ? posX : limitX)
|
|
: 0;
|
|
|
|
if (x1 >= SFG_GAME_RESOLUTION_X)
|
|
x1 = SFG_GAME_RESOLUTION_X - 1;
|
|
|
|
if (posY < 0)
|
|
{
|
|
y0 = 0;
|
|
v0 = (-1 * posY) / scale;
|
|
}
|
|
|
|
posY += scale * SFG_TEXTURE_SIZE;
|
|
|
|
y1 = posY >= 0 ? (posY <= limitY ? posY : limitY) : 0;
|
|
|
|
if (y1 >= SFG_GAME_RESOLUTION_Y)
|
|
y1 = SFG_GAME_RESOLUTION_Y - 1;
|
|
|
|
uint8_t v = v0;
|
|
|
|
for (uint16_t y = y0; y < y1; y += scale)
|
|
{
|
|
uint8_t u = u0;
|
|
|
|
for (uint16_t x = x0; x < x1; x += scale)
|
|
{
|
|
uint8_t color = SFG_getTexel(image,u,v);
|
|
|
|
if (color != SFG_TRANSPARENT_COLOR)
|
|
{
|
|
uint16_t sY = y;
|
|
|
|
for (uint8_t j = 0; j < scale; ++j)
|
|
{
|
|
uint16_t sX = x;
|
|
|
|
for (uint8_t i = 0; i < scale; ++i)
|
|
{
|
|
SFG_setGamePixel(sX,sY,color);
|
|
sX++;
|
|
}
|
|
|
|
sY++;
|
|
}
|
|
}
|
|
u++;
|
|
}
|
|
v++;
|
|
}
|
|
}
|
|
|
|
void SFG_drawScaledSprite(
|
|
const uint8_t *image,
|
|
int16_t centerX,
|
|
int16_t centerY,
|
|
int16_t size,
|
|
uint8_t minusValue,
|
|
RCL_Unit distance)
|
|
{
|
|
if (size == 0)
|
|
return;
|
|
|
|
if (size > SFG_MAX_SPRITE_SIZE)
|
|
size = SFG_MAX_SPRITE_SIZE;
|
|
|
|
uint16_t halfSize = size / 2;
|
|
|
|
int16_t topLeftX = centerX - halfSize;
|
|
int16_t topLeftY = centerY - halfSize;
|
|
|
|
int16_t x0, u0;
|
|
|
|
if (topLeftX < 0)
|
|
{
|
|
u0 = -1 * topLeftX;
|
|
x0 = 0;
|
|
}
|
|
else
|
|
{
|
|
u0 = 0;
|
|
x0 = topLeftX;
|
|
}
|
|
|
|
int16_t x1 = topLeftX + size - 1;
|
|
|
|
if (x1 >= SFG_GAME_RESOLUTION_X)
|
|
x1 = SFG_GAME_RESOLUTION_X - 1;
|
|
|
|
int16_t y0, v0;
|
|
|
|
if (topLeftY < 0)
|
|
{
|
|
v0 = -1 * topLeftY;
|
|
y0 = 0;
|
|
}
|
|
else
|
|
{
|
|
v0 = 0;
|
|
y0 = topLeftY;
|
|
}
|
|
|
|
int16_t y1 = topLeftY + size - 1;
|
|
|
|
if (y1 >= SFG_GAME_RESOLUTION_Y)
|
|
y1 = SFG_GAME_RESOLUTION_Y - 1;
|
|
|
|
if ((x0 > x1) || (y0 > y1) || (u0 >= size) || (v0 >= size)) // outside screen?
|
|
return;
|
|
|
|
int16_t u1 = u0 + (x1 - x0);
|
|
int16_t v1 = v0 + (y1 - y0);
|
|
|
|
// precompute sampling positions:
|
|
|
|
int16_t uMin = RCL_min(u0,u1);
|
|
int16_t vMin = RCL_min(v0,v1);
|
|
int16_t uMax = RCL_max(u0,u1);
|
|
int16_t vMax = RCL_max(v0,v1);
|
|
|
|
int16_t precompFrom = RCL_min(uMin,vMin);
|
|
int16_t precompTo = RCL_max(uMax,vMax);
|
|
|
|
precompFrom = RCL_max(0,precompFrom);
|
|
precompTo = RCL_min(SFG_MAX_SPRITE_SIZE - 1,precompTo);
|
|
|
|
#define PRECOMP_SCALE 512
|
|
|
|
int16_t precompStepScaled = ((SFG_TEXTURE_SIZE) * PRECOMP_SCALE) / size;
|
|
int16_t precompPosScaled = precompFrom * precompStepScaled;
|
|
|
|
for (int16_t i = precompFrom; i <= precompTo; ++i)
|
|
{
|
|
SFG_game.spriteSamplingPoints[i] = precompPosScaled / PRECOMP_SCALE;
|
|
precompPosScaled += precompStepScaled;
|
|
}
|
|
|
|
#undef PRECOMP_SCALE
|
|
|
|
uint8_t zDistance = SFG_RCLUnitToZBuffer(distance);
|
|
|
|
for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
|
|
{
|
|
if (SFG_game.zBuffer[x] >= zDistance)
|
|
{
|
|
int8_t columnTransparent = 1;
|
|
|
|
for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
|
|
{
|
|
uint8_t color =
|
|
SFG_getTexel(image,SFG_game.spriteSamplingPoints[u],
|
|
SFG_game.spriteSamplingPoints[v]);
|
|
|
|
if (color != SFG_TRANSPARENT_COLOR)
|
|
{
|
|
#if SFG_DIMINISH_SPRITES
|
|
color = palette_minusValue(color,minusValue);
|
|
#endif
|
|
columnTransparent = 0;
|
|
|
|
SFG_setGamePixel(x,y,color);
|
|
}
|
|
}
|
|
|
|
if (!columnTransparent)
|
|
SFG_game.zBuffer[x] = zDistance;
|
|
}
|
|
}
|
|
}
|
|
|
|
RCL_Unit SFG_texturesAt(int16_t x, int16_t y)
|
|
{
|
|
uint8_t p;
|
|
|
|
SFG_TileDefinition tile =
|
|
SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&p);
|
|
|
|
return
|
|
SFG_TILE_FLOOR_TEXTURE(tile) | (SFG_TILE_CEILING_TEXTURE(tile) << 3) | p;
|
|
// ^ store both textures (floor and ceiling) and properties in one number
|
|
}
|
|
|
|
RCL_Unit SFG_movingWallHeight
|
|
(
|
|
RCL_Unit low,
|
|
RCL_Unit high,
|
|
uint32_t time
|
|
)
|
|
{
|
|
RCL_Unit height = RCL_nonZero(high - low);
|
|
RCL_Unit halfHeight = height / 2;
|
|
|
|
RCL_Unit sinArg =
|
|
(time * ((SFG_MOVING_WALL_SPEED * RCL_UNITS_PER_SQUARE) / 1000)) / height;
|
|
|
|
return
|
|
low + halfHeight + (RCL_sin(sinArg) * halfHeight) / RCL_UNITS_PER_SQUARE;
|
|
}
|
|
|
|
RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
|
|
{
|
|
uint8_t properties;
|
|
|
|
SFG_TileDefinition tile =
|
|
SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties);
|
|
|
|
RCL_Unit doorHeight = 0;
|
|
|
|
if (properties == SFG_TILE_PROPERTY_DOOR)
|
|
{
|
|
for (uint8_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i)
|
|
{
|
|
SFG_DoorRecord *door = &(SFG_currentLevel.doorRecords[i]);
|
|
|
|
if ((door->coords[0] == x) && (door->coords[1] == y))
|
|
{
|
|
doorHeight = door->state & SFG_DOOR_VERTICAL_POSITION_MASK;
|
|
|
|
doorHeight = doorHeight != (0xff & SFG_DOOR_VERTICAL_POSITION_MASK) ?
|
|
doorHeight * SFG_DOOR_HEIGHT_STEP : RCL_UNITS_PER_SQUARE;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (properties == SFG_TILE_PROPERTY_ELEVATOR)
|
|
{
|
|
RCL_Unit height =
|
|
SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP;
|
|
|
|
return SFG_movingWallHeight(
|
|
height,
|
|
height + SFG_TILE_CEILING_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP,
|
|
SFG_game.frameTime - SFG_currentLevel.timeStart);
|
|
}
|
|
|
|
return SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP - doorHeight;
|
|
}
|
|
|
|
/**
|
|
Like SFG_floorCollisionHeightAt, but takes into account colliding items on
|
|
the map, so the squares that have these items are higher. The former function
|
|
is for rendering, this one is for collision checking.
|
|
*/
|
|
RCL_Unit SFG_floorCollisionHeightAt(int16_t x, int16_t y)
|
|
{
|
|
return SFG_floorHeightAt(x,y) +
|
|
SFG_getItemCollisionMapBit(x,y) * RCL_UNITS_PER_SQUARE;
|
|
}
|
|
|
|
void SFG_getPlayerWeaponInfo(
|
|
uint8_t *ammoType, uint8_t *projectileCount, uint8_t *canShoot)
|
|
{
|
|
*ammoType = SFG_weaponAmmo(SFG_player.weapon);
|
|
|
|
*projectileCount = SFG_GET_WEAPON_PROJECTILE_COUNT(SFG_player.weapon);
|
|
|
|
#if SFG_INFINITE_AMMO
|
|
*canShoot = 1;
|
|
#else
|
|
*canShoot =
|
|
((*ammoType == SFG_AMMO_NONE) ||
|
|
(SFG_player.ammo[*ammoType] >= *projectileCount) ||
|
|
(SFG_game.cheatState & 0x80));
|
|
#endif
|
|
}
|
|
|
|
void SFG_playerRotateWeapon(uint8_t next)
|
|
{
|
|
uint8_t initialWeapon = SFG_player.weapon;
|
|
int8_t increment = next ? 1 : -1;
|
|
|
|
while (1)
|
|
{
|
|
SFG_player.weapon =
|
|
(SFG_WEAPONS_TOTAL + SFG_player.weapon + increment) % SFG_WEAPONS_TOTAL;
|
|
|
|
if (SFG_player.weapon == initialWeapon)
|
|
break;
|
|
|
|
uint8_t ammo, projectileCount, canShoot;
|
|
|
|
SFG_getPlayerWeaponInfo(&ammo,&projectileCount,&canShoot);
|
|
|
|
if (canShoot)
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SFG_initPlayer()
|
|
{
|
|
RCL_initCamera(&SFG_player.camera);
|
|
|
|
SFG_player.camera.resolution.x =
|
|
SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
|
|
|
|
SFG_player.camera.resolution.y = SFG_GAME_RESOLUTION_Y - SFG_HUD_BAR_HEIGHT;
|
|
|
|
SFG_player.camera.position.x = RCL_UNITS_PER_SQUARE / 2 +
|
|
SFG_currentLevel.levelPointer->playerStart[0] * RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_player.camera.position.y = RCL_UNITS_PER_SQUARE / 2 +
|
|
SFG_currentLevel.levelPointer->playerStart[1] * RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_player.squarePosition[0] =
|
|
SFG_player.camera.position.x / RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_player.squarePosition[1] =
|
|
SFG_player.camera.position.y / RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_player.camera.height = SFG_floorHeightAt(
|
|
SFG_currentLevel.levelPointer->playerStart[0],
|
|
SFG_currentLevel.levelPointer->playerStart[1]) +
|
|
RCL_CAMERA_COLL_HEIGHT_BELOW;
|
|
|
|
SFG_player.camera.direction = SFG_currentLevel.levelPointer->playerStart[2] *
|
|
(RCL_UNITS_PER_SQUARE / 256);
|
|
|
|
SFG_recomputePLayerDirection();
|
|
|
|
SFG_player.previousVerticalSpeed = 0;
|
|
|
|
SFG_player.headBobFrame = 0;
|
|
|
|
SFG_player.weapon = SFG_WEAPON_KNIFE;
|
|
|
|
SFG_player.weaponCooldownFrames = 0;
|
|
SFG_player.lastHurtFrame = SFG_game.frame;
|
|
SFG_player.lastItemTakenFrame = SFG_game.frame;
|
|
|
|
SFG_player.health = SFG_PLAYER_START_HEALTH;
|
|
|
|
SFG_player.previousWeaponDirection = 0;
|
|
|
|
SFG_player.cards =
|
|
#if SFG_UNLOCK_DOOR
|
|
0x07;
|
|
#else
|
|
0;
|
|
#endif
|
|
|
|
SFG_player.justTeleported = 0;
|
|
|
|
for (uint8_t i = 0; i < SFG_AMMO_TOTAL; ++i)
|
|
SFG_player.ammo[i] = 0;
|
|
}
|
|
|
|
RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
|
|
{
|
|
uint8_t properties;
|
|
SFG_TileDefinition tile =
|
|
SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties);
|
|
|
|
if (properties == SFG_TILE_PROPERTY_ELEVATOR)
|
|
return SFG_CEILING_MAX_HEIGHT;
|
|
|
|
uint8_t height = SFG_TILE_CEILING_HEIGHT(tile);
|
|
|
|
return properties != SFG_TILE_PROPERTY_SQUEEZER ?
|
|
(
|
|
height != SFG_TILE_CEILING_MAX_HEIGHT ?
|
|
((SFG_TILE_FLOOR_HEIGHT(tile) + height) * SFG_WALL_HEIGHT_STEP) :
|
|
SFG_CEILING_MAX_HEIGHT
|
|
) :
|
|
SFG_movingWallHeight(
|
|
SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP,
|
|
(SFG_TILE_CEILING_HEIGHT(tile) + SFG_TILE_FLOOR_HEIGHT(tile))
|
|
* SFG_WALL_HEIGHT_STEP,
|
|
SFG_game.frameTime - SFG_currentLevel.timeStart);
|
|
}
|
|
|
|
/**
|
|
Gets sprite (image and sprite size) for given item.
|
|
*/
|
|
void SFG_getItemSprite(
|
|
uint8_t elementType, const uint8_t **sprite, uint8_t *spriteSize)
|
|
{
|
|
*spriteSize = 0;
|
|
*sprite = SFG_itemSprites + (elementType - 1) * SFG_TEXTURE_STORE_SIZE;
|
|
|
|
switch (elementType)
|
|
{
|
|
case SFG_LEVEL_ELEMENT_TREE:
|
|
case SFG_LEVEL_ELEMENT_RUIN:
|
|
case SFG_LEVEL_ELEMENT_LAMP:
|
|
case SFG_LEVEL_ELEMENT_TELEPORTER:
|
|
*spriteSize = 2;
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_TERMINAL:
|
|
*spriteSize = 1;
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_FINISH:
|
|
case SFG_LEVEL_ELEMENT_COLUMN:
|
|
*spriteSize = 3;
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_CARD0:
|
|
case SFG_LEVEL_ELEMENT_CARD1:
|
|
case SFG_LEVEL_ELEMENT_CARD2:
|
|
*sprite = SFG_itemSprites +
|
|
(SFG_LEVEL_ELEMENT_CARD0 - 1) * SFG_TEXTURE_STORE_SIZE;
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_BLOCKER:
|
|
*sprite = 0;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
Says whether given item type collides, i.e. stops player from moving.
|
|
*/
|
|
uint8_t SFG_itemCollides(uint8_t elementType)
|
|
{
|
|
return
|
|
elementType == SFG_LEVEL_ELEMENT_BARREL ||
|
|
elementType == SFG_LEVEL_ELEMENT_TREE ||
|
|
elementType == SFG_LEVEL_ELEMENT_TERMINAL ||
|
|
elementType == SFG_LEVEL_ELEMENT_COLUMN ||
|
|
elementType == SFG_LEVEL_ELEMENT_RUIN ||
|
|
elementType == SFG_LEVEL_ELEMENT_BLOCKER ||
|
|
elementType == SFG_LEVEL_ELEMENT_LAMP;
|
|
}
|
|
|
|
void SFG_setGameState(uint8_t state)
|
|
{
|
|
SFG_LOG("changing game state");
|
|
SFG_game.state = state;
|
|
SFG_game.stateTime = 0;
|
|
}
|
|
|
|
void SFG_setAndInitLevel(uint8_t levelNumber)
|
|
{
|
|
SFG_LOG("setting and initializing level");
|
|
|
|
const SFG_Level *level;
|
|
|
|
#if SFG_AVR
|
|
memcpy_P(&SFG_ramLevel,SFG_levels[levelNumber],sizeof(SFG_Level));
|
|
level = &SFG_ramLevel;
|
|
#else
|
|
level = SFG_levels[levelNumber];
|
|
#endif
|
|
|
|
SFG_game.currentRandom = 0;
|
|
|
|
if (SFG_game.saved != SFG_CANT_SAVE)
|
|
SFG_game.saved = 0;
|
|
|
|
SFG_currentLevel.levelNumber = levelNumber;
|
|
SFG_currentLevel.monstersDead = 0;
|
|
SFG_currentLevel.backgroundImage = level->backgroundImage;
|
|
SFG_currentLevel.levelPointer = level;
|
|
SFG_currentLevel.bossCount = 0;
|
|
SFG_currentLevel.floorColor = level->floorColor;
|
|
SFG_currentLevel.ceilingColor = level->ceilingColor;
|
|
SFG_currentLevel.completionTime10sOfS = 0;
|
|
|
|
for (uint8_t i = 0; i < 7; ++i)
|
|
SFG_currentLevel.textures[i] =
|
|
SFG_wallTextures + level->textureIndices[i] * SFG_TEXTURE_STORE_SIZE;
|
|
|
|
SFG_LOG("initializing doors");
|
|
|
|
SFG_currentLevel.checkedDoorIndex = 0;
|
|
SFG_currentLevel.doorRecordCount = 0;
|
|
SFG_currentLevel.projectileRecordCount = 0;
|
|
SFG_currentLevel.teleporterCount = 0;
|
|
SFG_currentLevel.mapRevealMask =
|
|
#if SFG_REVEAL_MAP
|
|
0xffff;
|
|
#else
|
|
0;
|
|
#endif
|
|
|
|
for (uint8_t j = 0; j < SFG_MAP_SIZE; ++j)
|
|
{
|
|
for (uint8_t i = 0; i < SFG_MAP_SIZE; ++i)
|
|
{
|
|
uint8_t properties;
|
|
|
|
SFG_getMapTile(level,i,j,&properties);
|
|
|
|
if ((properties & SFG_TILE_PROPERTY_MASK) == SFG_TILE_PROPERTY_DOOR)
|
|
{
|
|
SFG_DoorRecord *d =
|
|
&(SFG_currentLevel.doorRecords[SFG_currentLevel.doorRecordCount]);
|
|
|
|
d->coords[0] = i;
|
|
d->coords[1] = j;
|
|
d->state = 0x00;
|
|
|
|
SFG_currentLevel.doorRecordCount++;
|
|
}
|
|
|
|
if (SFG_currentLevel.doorRecordCount >= SFG_MAX_DOORS)
|
|
{
|
|
SFG_LOG("warning: too many doors!");
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (SFG_currentLevel.doorRecordCount >= SFG_MAX_DOORS)
|
|
break;
|
|
}
|
|
|
|
SFG_LOG("initializing level elements");
|
|
|
|
SFG_currentLevel.itemRecordCount = 0;
|
|
SFG_currentLevel.checkedItemIndex = 0;
|
|
|
|
SFG_currentLevel.monsterRecordCount = 0;
|
|
SFG_currentLevel.checkedMonsterIndex = 0;
|
|
|
|
SFG_MonsterRecord *monster;
|
|
|
|
for (uint16_t i = 0; i < ((SFG_MAP_SIZE * SFG_MAP_SIZE) / 8); ++i)
|
|
SFG_currentLevel.itemCollisionMap[i] = 0;
|
|
|
|
for (uint8_t i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
|
|
{
|
|
const SFG_LevelElement *e = &(SFG_currentLevel.levelPointer->elements[i]);
|
|
|
|
if (e->type != SFG_LEVEL_ELEMENT_NONE)
|
|
{
|
|
if (SFG_LEVEL_ELEMENT_TYPE_IS_MOSTER(e->type))
|
|
{
|
|
monster =
|
|
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
|
|
|
|
monster->stateType = (SFG_MONSTER_TYPE_TO_INDEX(e->type) << 4)
|
|
| SFG_MONSTER_STATE_INACTIVE;
|
|
|
|
monster->health =
|
|
SFG_GET_MONSTER_MAX_HEALTH(SFG_MONSTER_TYPE_TO_INDEX(e->type));
|
|
|
|
monster->coords[0] = e->coords[0] * 4 + 2;
|
|
monster->coords[1] = e->coords[1] * 4 + 2;
|
|
|
|
SFG_currentLevel.monsterRecordCount++;
|
|
|
|
if (e->type == SFG_LEVEL_ELEMENT_MONSTER_ENDER)
|
|
SFG_currentLevel.bossCount++;
|
|
}
|
|
else if ((e->type < SFG_LEVEL_ELEMENT_LOCK0) ||
|
|
(e->type > SFG_LEVEL_ELEMENT_LOCK2))
|
|
{
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.itemRecordCount] = i;
|
|
SFG_currentLevel.itemRecordCount++;
|
|
|
|
if (e->type == SFG_LEVEL_ELEMENT_TELEPORTER)
|
|
SFG_currentLevel.teleporterCount++;
|
|
|
|
if (SFG_itemCollides(e->type))
|
|
SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],1);
|
|
}
|
|
else
|
|
{
|
|
uint8_t properties;
|
|
|
|
SFG_getMapTile(level,e->coords[0],e->coords[1],&properties);
|
|
|
|
if ((properties & SFG_TILE_PROPERTY_MASK) == SFG_TILE_PROPERTY_DOOR)
|
|
{
|
|
// find the door record and lock the door:
|
|
for (uint16_t j = 0; j < SFG_currentLevel.doorRecordCount; ++j)
|
|
{
|
|
SFG_DoorRecord *d = &(SFG_currentLevel.doorRecords[j]);
|
|
|
|
if (d->coords[0] == e->coords[0] && d->coords[1] == e->coords[1])
|
|
{
|
|
d->state |= (e->type - SFG_LEVEL_ELEMENT_LOCK0 + 1) << 6;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SFG_LOG("warning: lock not put on door tile!");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SFG_currentLevel.timeStart = SFG_game.frameTime;
|
|
SFG_currentLevel.frameStart = SFG_game.frame;
|
|
|
|
SFG_game.spriteAnimationFrame = 0;
|
|
|
|
SFG_initPlayer();
|
|
SFG_setGameState(SFG_GAME_STATE_LEVEL_START);
|
|
SFG_setMusic(SFG_MUSIC_NEXT);
|
|
SFG_processEvent(SFG_EVENT_LEVEL_STARTS,levelNumber);
|
|
}
|
|
|
|
void SFG_createDefaultSaveData(uint8_t *memory)
|
|
{
|
|
for (uint16_t i = 0; i < SFG_SAVE_SIZE; ++i)
|
|
memory[i] = 0;
|
|
|
|
memory[1] = SFG_DEFAULT_SETTINGS;
|
|
}
|
|
|
|
void SFG_init()
|
|
{
|
|
SFG_LOG("initializing game")
|
|
|
|
SFG_game.frame = 0;
|
|
SFG_game.frameTime = 0;
|
|
SFG_game.currentRandom = 0;
|
|
SFG_game.cheatState = 0;
|
|
SFG_game.continues = 1;
|
|
|
|
RCL_initRayConstraints(&SFG_game.rayConstraints);
|
|
SFG_game.rayConstraints.maxHits = SFG_RAYCASTING_MAX_HITS;
|
|
SFG_game.rayConstraints.maxSteps = SFG_RAYCASTING_MAX_STEPS;
|
|
|
|
RCL_initRayConstraints(&SFG_game.visibilityRayConstraints);
|
|
SFG_game.visibilityRayConstraints.maxHits =
|
|
SFG_RAYCASTING_VISIBILITY_MAX_HITS;
|
|
SFG_game.visibilityRayConstraints.maxSteps =
|
|
SFG_RAYCASTING_VISIBILITY_MAX_STEPS;
|
|
|
|
SFG_game.antiSpam = 0;
|
|
|
|
SFG_LOG("computing average texture colors")
|
|
|
|
for (uint8_t i = 0; i < SFG_WALL_TEXTURE_COUNT; ++i)
|
|
{
|
|
/** For simplicity, we round colors so that there is only 64 of them, and
|
|
we count them up to 256. */
|
|
|
|
uint8_t colorHistogram[64];
|
|
|
|
for (uint8_t j = 0; j < 64; ++j)
|
|
colorHistogram[j] = 0;
|
|
|
|
for (uint8_t y = 0; y < SFG_TEXTURE_SIZE; ++y)
|
|
for (uint8_t x = 0; x < SFG_TEXTURE_SIZE; ++x)
|
|
{
|
|
uint8_t color =
|
|
SFG_getTexel(SFG_wallTextures + i * SFG_TEXTURE_STORE_SIZE,x,y) / 4;
|
|
|
|
colorHistogram[color] += 1;
|
|
|
|
if (colorHistogram[color] == 255)
|
|
break;
|
|
}
|
|
|
|
uint8_t maxIndex = 0;
|
|
|
|
for (uint8_t j = 0; j < 64; ++j)
|
|
{
|
|
if (colorHistogram[j] == 255)
|
|
{
|
|
maxIndex = j;
|
|
break;
|
|
}
|
|
|
|
if (colorHistogram[j] > colorHistogram[maxIndex])
|
|
maxIndex = j;
|
|
}
|
|
|
|
SFG_game.textureAverageColors[i] = maxIndex * 4;
|
|
}
|
|
|
|
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_Y; ++i)
|
|
SFG_game.backgroundScaleMap[i] =
|
|
(i * SFG_TEXTURE_SIZE) / SFG_GAME_RESOLUTION_Y;
|
|
|
|
for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i)
|
|
SFG_game.keyStates[i] = 0;
|
|
|
|
SFG_currentLevel.levelPointer = 0;
|
|
SFG_game.backgroundScroll = 0;
|
|
SFG_game.selectedMenuItem = 0;
|
|
SFG_game.selectedLevel = 0;
|
|
SFG_game.settings = SFG_DEFAULT_SETTINGS;
|
|
SFG_game.saved = 0;
|
|
|
|
SFG_createDefaultSaveData(SFG_game.save);
|
|
|
|
SFG_gameLoad(); // attempt to load settings
|
|
|
|
if (SFG_game.saved != SFG_CANT_SAVE)
|
|
{
|
|
SFG_LOG("settings loaded");
|
|
SFG_game.settings = SFG_game.save[1];
|
|
}
|
|
else
|
|
{
|
|
SFG_LOG("saving/loading not possible");
|
|
SFG_game.save[0] = SFG_NUMBER_OF_LEVELS - 1; // revealed all levels
|
|
}
|
|
|
|
#if SFG_ALL_LEVELS
|
|
SFG_game.save[0] = SFG_NUMBER_OF_LEVELS - 1;
|
|
#endif
|
|
|
|
SFG_setMusic((SFG_game.settings & 0x02) ?
|
|
SFG_MUSIC_TURN_ON : SFG_MUSIC_TURN_OFF);
|
|
|
|
#if SFG_START_LEVEL == 0
|
|
SFG_setGameState(SFG_GAME_STATE_INIT);
|
|
#else
|
|
SFG_setAndInitLevel(SFG_START_LEVEL - 1);
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
Adds new projectile to the current level, returns 1 if added, 0 if not (max
|
|
count reached).
|
|
*/
|
|
uint8_t SFG_createProjectile(SFG_ProjectileRecord projectile)
|
|
{
|
|
if (SFG_currentLevel.projectileRecordCount >= SFG_MAX_PROJECTILES)
|
|
return 0;
|
|
|
|
SFG_currentLevel.projectileRecords[SFG_currentLevel.projectileRecordCount] =
|
|
projectile;
|
|
|
|
SFG_currentLevel.projectileRecordCount++;
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
Launches projectile of given type from given position in given direction
|
|
(has to be normalized), with given offset (so as to not collide with the
|
|
shooting entity). Returns the same value as SFG_createProjectile.
|
|
*/
|
|
uint8_t SFG_launchProjectile(
|
|
uint8_t type,
|
|
RCL_Vector2D shootFrom,
|
|
RCL_Unit shootFromHeight,
|
|
RCL_Vector2D direction,
|
|
RCL_Unit verticalSpeed,
|
|
RCL_Unit offsetDistance
|
|
)
|
|
{
|
|
if (type == SFG_PROJECTILE_NONE)
|
|
return 0;
|
|
|
|
SFG_ProjectileRecord p;
|
|
|
|
p.type = type;
|
|
p.doubleFramesToLive =
|
|
RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(type) / 2);
|
|
|
|
p.position[0] =
|
|
shootFrom.x + (direction.x * offsetDistance) / RCL_UNITS_PER_SQUARE;
|
|
p.position[1] =
|
|
shootFrom.y + (direction.y * offsetDistance) / RCL_UNITS_PER_SQUARE;
|
|
p.position[2] = shootFromHeight;
|
|
|
|
p.direction[0] =
|
|
(direction.x * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
|
|
p.direction[1] =
|
|
(direction.y * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
|
|
p.direction[2] = verticalSpeed;
|
|
|
|
return SFG_createProjectile(p);
|
|
}
|
|
|
|
/**
|
|
Pushes a given position away from a center by given distance, with collisions.
|
|
Returns 1 if push away happened, otherwise 0.
|
|
*/
|
|
uint8_t SFG_pushAway(
|
|
RCL_Unit pos[3],
|
|
RCL_Unit centerX,
|
|
RCL_Unit centerY,
|
|
RCL_Unit preferredDirection,
|
|
RCL_Unit distance)
|
|
{
|
|
RCL_Vector2D fromCenter;
|
|
|
|
fromCenter.x = pos[0] - centerX;
|
|
fromCenter.y = pos[1] - centerY;
|
|
|
|
RCL_Unit l = RCL_len(fromCenter);
|
|
|
|
if (l < 128)
|
|
{
|
|
fromCenter = RCL_angleToDirection(preferredDirection);
|
|
l = RCL_UNITS_PER_SQUARE;
|
|
}
|
|
|
|
RCL_Vector2D offset;
|
|
|
|
offset.x = (fromCenter.x * distance) / l;
|
|
offset.y = (fromCenter.y * distance) / l;
|
|
|
|
RCL_Camera c;
|
|
|
|
RCL_initCamera(&c);
|
|
|
|
c.position.x = pos[0];
|
|
c.position.y = pos[1];
|
|
c.height = pos[2];
|
|
|
|
RCL_moveCameraWithCollision(&c,offset,0,SFG_floorCollisionHeightAt,
|
|
SFG_ceilingHeightAt,1,1);
|
|
|
|
pos[0] = c.position.x;
|
|
pos[1] = c.position.y;
|
|
pos[2] = c.height;
|
|
|
|
return 1;
|
|
}
|
|
|
|
uint8_t SFG_pushPlayerAway(
|
|
RCL_Unit centerX, RCL_Unit centerY, RCL_Unit distance)
|
|
{
|
|
RCL_Unit p[3];
|
|
|
|
p[0] = SFG_player.camera.position.x;
|
|
p[1] = SFG_player.camera.position.y;
|
|
p[2] = SFG_player.camera.height;
|
|
|
|
uint8_t result = SFG_pushAway(p,centerX,centerY,
|
|
SFG_player.camera.direction - RCL_UNITS_PER_SQUARE / 2,
|
|
distance);
|
|
|
|
SFG_player.camera.position.x = p[0];
|
|
SFG_player.camera.position.y = p[1];
|
|
SFG_player.camera.height = p[2];
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
Helper function to resolve collision with level element. The function supposes
|
|
the collision already does happen and only resolves it. Returns adjusted move
|
|
offset.
|
|
*/
|
|
RCL_Vector2D SFG_resolveCollisionWithElement(
|
|
RCL_Vector2D position, RCL_Vector2D moveOffset, RCL_Vector2D elementPos)
|
|
{
|
|
RCL_Unit dx = RCL_abs(elementPos.x - position.x);
|
|
RCL_Unit dy = RCL_abs(elementPos.y - position.y);
|
|
|
|
if (dx > dy)
|
|
{
|
|
// colliding from left/right
|
|
|
|
if ((moveOffset.x > 0) == (position.x < elementPos.x))
|
|
moveOffset.x = 0;
|
|
// ^ only stop if heading towards element, to avoid getting stuck
|
|
}
|
|
else
|
|
{
|
|
// colliding from up/down
|
|
|
|
if ((moveOffset.y > 0) == (position.y < elementPos.y))
|
|
moveOffset.y = 0;
|
|
}
|
|
|
|
return moveOffset;
|
|
}
|
|
|
|
/**
|
|
Adds or substracts player's health during the playing state due to taking
|
|
damage (negative value) or getting healed. Negative value will be corrected by
|
|
SFG_PLAYER_DAMAGE_MULTIPLIER in this function.
|
|
*/
|
|
void SFG_playerChangeHealth(int8_t healthAdd)
|
|
{
|
|
if (SFG_game.state != SFG_GAME_STATE_PLAYING)
|
|
return; // don't hurt during level starting phase
|
|
|
|
if (healthAdd < 0)
|
|
{
|
|
if (SFG_game.cheatState & 0x80) // invincible?
|
|
return;
|
|
|
|
healthAdd =
|
|
RCL_min(-1,
|
|
(((RCL_Unit) healthAdd) * SFG_PLAYER_DAMAGE_MULTIPLIER) /
|
|
RCL_UNITS_PER_SQUARE);
|
|
|
|
SFG_player.lastHurtFrame = SFG_game.frame;
|
|
SFG_processEvent(SFG_EVENT_VIBRATE,0);
|
|
SFG_processEvent(SFG_EVENT_PLAYER_HURT,-1 * healthAdd);
|
|
}
|
|
|
|
int16_t health = SFG_player.health;
|
|
health += healthAdd;
|
|
health = RCL_clamp(health,0,SFG_PLAYER_MAX_HEALTH);
|
|
|
|
SFG_player.health = health;
|
|
}
|
|
|
|
uint8_t SFG_distantSoundVolume(RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
RCL_Unit distance = SFG_taxicabDistance(x,y,z,
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height);
|
|
|
|
if (distance >= SFG_SFX_MAX_DISTANCE)
|
|
return 0;
|
|
|
|
uint32_t result = 255 - (distance * 255) / SFG_SFX_MAX_DISTANCE;
|
|
|
|
return (result * result) / 256;
|
|
}
|
|
|
|
/**
|
|
Same as SFG_playerChangeHealth but for monsters.
|
|
*/
|
|
void SFG_monsterChangeHealth(SFG_MonsterRecord *monster, int8_t healthAdd)
|
|
{
|
|
int16_t health = monster->health;
|
|
|
|
health += healthAdd;
|
|
health = RCL_clamp(health,0,255);
|
|
monster->health = health;
|
|
|
|
if (healthAdd < 0)
|
|
{
|
|
// play hurt sound
|
|
|
|
uint8_t volume = SFG_distantSoundVolume(
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1])));
|
|
|
|
SFG_playGameSound(5,volume);
|
|
|
|
if (monster->health == 0)
|
|
SFG_playGameSound(2,volume);
|
|
}
|
|
}
|
|
|
|
void SFG_removeItem(uint8_t index)
|
|
{
|
|
SFG_LOG("removing item");
|
|
|
|
for (uint16_t j = index; j < SFG_currentLevel.itemRecordCount - 1; ++j)
|
|
SFG_currentLevel.itemRecords[j] =
|
|
SFG_currentLevel.itemRecords[j + 1];
|
|
|
|
SFG_currentLevel.itemRecordCount--;
|
|
}
|
|
|
|
/**
|
|
Checks a 3D point visibility from player's position (WITHOUT considering
|
|
facing direction).
|
|
*/
|
|
static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height)
|
|
{
|
|
return
|
|
RCL_castRay3D(
|
|
SFG_player.camera.position,
|
|
SFG_player.camera.height,
|
|
pos,
|
|
height,
|
|
SFG_floorHeightAt,
|
|
SFG_ceilingHeightAt,
|
|
SFG_game.visibilityRayConstraints
|
|
) == RCL_UNITS_PER_SQUARE;
|
|
}
|
|
|
|
RCL_Unit SFG_directionTangent(RCL_Unit dirX, RCL_Unit dirY, RCL_Unit dirZ)
|
|
{
|
|
RCL_Vector2D v;
|
|
|
|
v.x = dirX;
|
|
v.y = dirY;
|
|
|
|
return (dirZ * RCL_UNITS_PER_SQUARE) / RCL_len(v);
|
|
}
|
|
|
|
/**
|
|
Returns a tangent in RCL_Unit of vertical autoaim, given current game state.
|
|
*/
|
|
RCL_Unit SFG_autoaimVertically()
|
|
{
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
|
|
|
|
uint8_t state = SFG_MR_STATE(m);
|
|
|
|
if (state == SFG_MONSTER_STATE_INACTIVE ||
|
|
state == SFG_MONSTER_STATE_DEAD)
|
|
continue;
|
|
|
|
RCL_Vector2D worldPosition, toMonster;
|
|
|
|
worldPosition.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[0]);
|
|
worldPosition.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[1]);
|
|
|
|
toMonster.x = worldPosition.x - SFG_player.camera.position.x;
|
|
toMonster.y = worldPosition.y - SFG_player.camera.position.y;
|
|
|
|
if (RCL_abs(
|
|
RCL_vectorsAngleCos(SFG_player.direction,toMonster)
|
|
- RCL_UNITS_PER_SQUARE) < SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD)
|
|
{
|
|
uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE(
|
|
SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m)));
|
|
|
|
RCL_Unit worldHeight =
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
|
|
+
|
|
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
|
|
|
|
if (SFG_spriteIsVisible(worldPosition,worldHeight))
|
|
return SFG_directionTangent(toMonster.x,toMonster.y,
|
|
worldHeight - (SFG_player.camera.height));
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
Helper function, returns a pointer to level element representing item with
|
|
given index, but only if the item is active (otherwise 0 is returned).
|
|
*/
|
|
static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
|
|
{
|
|
SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
|
|
|
|
if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0)
|
|
return 0;
|
|
|
|
return &(SFG_currentLevel.levelPointer->elements[item &
|
|
~SFG_ITEM_RECORD_ACTIVE_MASK]);
|
|
}
|
|
|
|
static inline const SFG_LevelElement *SFG_getLevelElement(uint8_t index)
|
|
{
|
|
SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
|
|
|
|
return &(SFG_currentLevel.levelPointer->elements[item &
|
|
~SFG_ITEM_RECORD_ACTIVE_MASK]);
|
|
}
|
|
|
|
void SFG_createExplosion(RCL_Unit, RCL_Unit, RCL_Unit); // forward decl
|
|
|
|
void SFG_explodeBarrel(uint8_t itemIndex, RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
const SFG_LevelElement *e = SFG_getLevelElement(itemIndex);
|
|
SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],0);
|
|
SFG_removeItem(itemIndex);
|
|
SFG_createExplosion(x,y,z);
|
|
}
|
|
|
|
void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
SFG_ProjectileRecord explosion;
|
|
|
|
SFG_playGameSound(2,SFG_distantSoundVolume(x,y,z));
|
|
SFG_processEvent(SFG_EVENT_EXPLOSION,0);
|
|
|
|
explosion.type = SFG_PROJECTILE_EXPLOSION;
|
|
|
|
explosion.position[0] = x;
|
|
explosion.position[1] = y;
|
|
explosion.position[2] = z;
|
|
|
|
explosion.direction[0] = 0;
|
|
explosion.direction[1] = 0;
|
|
explosion.direction[2] = 0;
|
|
|
|
explosion.doubleFramesToLive = RCL_nonZero(
|
|
SFG_GET_PROJECTILE_FRAMES_TO_LIVE(SFG_PROJECTILE_EXPLOSION) / 2);
|
|
|
|
SFG_createProjectile(explosion);
|
|
|
|
uint8_t damage = SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL);
|
|
|
|
if (SFG_taxicabDistance(x,y,z,SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,SFG_player.camera.height)
|
|
<= SFG_EXPLOSION_RADIUS)
|
|
{
|
|
SFG_playerChangeHealth(-1 * damage);
|
|
SFG_pushPlayerAway(x,y,SFG_EXPLOSION_PUSH_AWAY_DISTANCE);
|
|
}
|
|
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]);
|
|
|
|
uint16_t state = SFG_MR_STATE(*monster);
|
|
|
|
if ((state == SFG_MONSTER_STATE_INACTIVE) ||
|
|
(state == SFG_MONSTER_STATE_DEAD))
|
|
continue;
|
|
|
|
RCL_Unit monsterHeight =
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]))
|
|
+ RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
if (SFG_taxicabDistance(
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),monsterHeight,
|
|
x,y,z) <= SFG_EXPLOSION_RADIUS)
|
|
{
|
|
SFG_monsterChangeHealth(monster,
|
|
-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL));
|
|
}
|
|
}
|
|
|
|
// explode nearby barrels
|
|
|
|
if (damage >= SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD)
|
|
for (uint16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
|
|
{
|
|
SFG_ItemRecord item = SFG_currentLevel.itemRecords[i];
|
|
|
|
/* We DON'T check just active barrels but all, otherwise it looks weird
|
|
that out of sight barrels in a line didn't explode.*/
|
|
|
|
SFG_LevelElement element = SFG_ITEM_RECORD_LEVEL_ELEMENT(item);
|
|
|
|
if (element.type != SFG_LEVEL_ELEMENT_BARREL)
|
|
continue;
|
|
|
|
RCL_Unit elementX =
|
|
element.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
RCL_Unit elementY =
|
|
element.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
RCL_Unit elementHeight =
|
|
SFG_floorHeightAt(element.coords[0],element.coords[1]);
|
|
|
|
if (SFG_taxicabDistance(
|
|
x,y,z,elementX,elementY,elementHeight) <= SFG_EXPLOSION_RADIUS)
|
|
{
|
|
SFG_explodeBarrel(i,elementX,elementY,elementHeight);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SFG_createDust(RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
SFG_ProjectileRecord dust;
|
|
|
|
dust.type = SFG_PROJECTILE_DUST;
|
|
|
|
dust.position[0] = x;
|
|
dust.position[1] = y;
|
|
dust.position[2] = z;
|
|
|
|
dust.direction[0] = 0;
|
|
dust.direction[1] = 0;
|
|
dust.direction[2] = 0;
|
|
|
|
dust.doubleFramesToLive =
|
|
RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(SFG_PROJECTILE_DUST) / 2);
|
|
|
|
SFG_createProjectile(dust);
|
|
}
|
|
|
|
void SFG_getMonsterWorldPosition(SFG_MonsterRecord *monster, RCL_Unit *x,
|
|
RCL_Unit *y, RCL_Unit *z)
|
|
{
|
|
*x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]);
|
|
*y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]);
|
|
*z = SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]))
|
|
+ RCL_UNITS_PER_SQUARE / 2;
|
|
}
|
|
|
|
void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
|
|
{
|
|
uint8_t state = SFG_MR_STATE(*monster);
|
|
uint8_t type = SFG_MR_TYPE(*monster);
|
|
uint8_t monsterNumber = SFG_MONSTER_TYPE_TO_INDEX(type);
|
|
uint8_t attackType = SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber);
|
|
|
|
int8_t coordAdd[2];
|
|
|
|
coordAdd[0] = 0;
|
|
coordAdd[1] = 0;
|
|
|
|
uint8_t notRanged =
|
|
(attackType == SFG_MONSTER_ATTACK_MELEE) ||
|
|
(attackType == SFG_MONSTER_ATTACK_EXPLODE);
|
|
|
|
uint8_t monsterSquare[2];
|
|
/* because of some insanely retarded C++ compilers that error on narrowing
|
|
conversion between { } we init this way: */
|
|
monsterSquare[0] = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]);
|
|
monsterSquare[1] = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]);
|
|
|
|
RCL_Unit currentHeight =
|
|
SFG_floorCollisionHeightAt(monsterSquare[0],monsterSquare[1]);
|
|
|
|
if ( // ranged monsters: sometimes randomly attack
|
|
!notRanged &&
|
|
(SFG_random() <
|
|
SFG_GET_MONSTER_AGGRESSIVITY(SFG_MONSTER_TYPE_TO_INDEX(type)))
|
|
)
|
|
{
|
|
RCL_Vector2D pos;
|
|
pos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]);
|
|
pos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]);
|
|
|
|
if (SFG_random() % 4 != 0 &&
|
|
SFG_spriteIsVisible(pos,currentHeight + // only if player is visible
|
|
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(
|
|
SFG_GET_MONSTER_SPRITE_SIZE(
|
|
SFG_MONSTER_TYPE_TO_INDEX(type)))))
|
|
{
|
|
// ranged attack
|
|
|
|
state = SFG_MONSTER_STATE_ATTACKING;
|
|
|
|
RCL_Vector2D dir;
|
|
|
|
dir.x = SFG_player.camera.position.x - pos.x
|
|
- 128 * SFG_MONSTER_AIM_RANDOMNESS +
|
|
SFG_random() * SFG_MONSTER_AIM_RANDOMNESS;
|
|
|
|
dir.y = SFG_player.camera.position.y - pos.y
|
|
- 128 * SFG_MONSTER_AIM_RANDOMNESS +
|
|
SFG_random() * SFG_MONSTER_AIM_RANDOMNESS;
|
|
|
|
uint8_t projectile;
|
|
|
|
switch (SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber))
|
|
{
|
|
case SFG_MONSTER_ATTACK_FIREBALL:
|
|
projectile = SFG_PROJECTILE_FIREBALL;
|
|
break;
|
|
|
|
case SFG_MONSTER_ATTACK_BULLET:
|
|
projectile = SFG_PROJECTILE_BULLET;
|
|
break;
|
|
|
|
case SFG_MONSTER_ATTACK_PLASMA:
|
|
projectile = SFG_PROJECTILE_PLASMA;
|
|
break;
|
|
|
|
case SFG_MONSTER_ATTACK_FIREBALL_BULLET:
|
|
projectile = (SFG_random() < 128) ?
|
|
SFG_PROJECTILE_FIREBALL :
|
|
SFG_PROJECTILE_BULLET;
|
|
break;
|
|
|
|
case SFG_MONSTER_ATTACK_FIREBALL_PLASMA:
|
|
projectile = (SFG_random() < 128) ?
|
|
SFG_PROJECTILE_FIREBALL :
|
|
SFG_PROJECTILE_PLASMA;
|
|
break;
|
|
|
|
default:
|
|
projectile = SFG_PROJECTILE_NONE;
|
|
break;
|
|
}
|
|
|
|
if (projectile == SFG_PROJECTILE_BULLET)
|
|
SFG_playGameSound(0,
|
|
SFG_distantSoundVolume(
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),
|
|
currentHeight)
|
|
);
|
|
|
|
RCL_Unit middleHeight = currentHeight +
|
|
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(SFG_GET_MONSTER_SPRITE_SIZE(
|
|
SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(*monster))));
|
|
|
|
RCL_Unit verticalSpeed = (
|
|
((projectile != SFG_PROJECTILE_NONE) ?
|
|
SFG_GET_PROJECTILE_SPEED_UPS(projectile) : 0) *
|
|
SFG_directionTangent(dir.x,dir.y,SFG_player.camera.height -
|
|
middleHeight)) / RCL_UNITS_PER_SQUARE;
|
|
|
|
dir = RCL_normalize(dir);
|
|
|
|
SFG_launchProjectile(
|
|
projectile,
|
|
pos,
|
|
middleHeight,
|
|
dir,
|
|
verticalSpeed,
|
|
SFG_PROJECTILE_SPAWN_OFFSET
|
|
);
|
|
} // if visible
|
|
else
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
else if (state == SFG_MONSTER_STATE_IDLE)
|
|
{
|
|
if (notRanged)
|
|
{
|
|
// non-ranged monsters: walk towards player
|
|
|
|
RCL_Unit pX, pY, pZ;
|
|
SFG_getMonsterWorldPosition(monster,&pX,&pY,&pZ);
|
|
|
|
uint8_t isClose = // close to player?
|
|
SFG_taxicabDistance(pX,pY,pZ,
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height) <= SFG_MELEE_RANGE;
|
|
|
|
if (!isClose)
|
|
{
|
|
// walk towards player
|
|
|
|
if (monsterSquare[0] > SFG_player.squarePosition[0])
|
|
{
|
|
if (monsterSquare[1] > SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_NW;
|
|
else if (monsterSquare[1] < SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_SW;
|
|
else
|
|
state = SFG_MONSTER_STATE_GOING_W;
|
|
}
|
|
else if (monsterSquare[0] < SFG_player.squarePosition[0])
|
|
{
|
|
if (monsterSquare[1] > SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_NE;
|
|
else if (monsterSquare[1] < SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_SE;
|
|
else
|
|
state = SFG_MONSTER_STATE_GOING_E;
|
|
}
|
|
else
|
|
{
|
|
if (monsterSquare[1] > SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_N;
|
|
else if (monsterSquare[1] < SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_S;
|
|
}
|
|
}
|
|
else // is close
|
|
{
|
|
// melee, close-up attack
|
|
|
|
if (attackType == SFG_MONSTER_ATTACK_MELEE)
|
|
{
|
|
// melee attack
|
|
|
|
state = SFG_MONSTER_STATE_ATTACKING;
|
|
|
|
SFG_playerChangeHealth(
|
|
-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_MELEE));
|
|
|
|
SFG_playGameSound(3,255);
|
|
}
|
|
else // SFG_MONSTER_ATTACK_EXPLODE
|
|
{
|
|
// explode
|
|
|
|
SFG_createExplosion(pX,pY,pZ);
|
|
monster->health = 0;
|
|
}
|
|
}
|
|
}
|
|
else // ranged monsters
|
|
{
|
|
// choose walk direction randomly
|
|
|
|
switch (SFG_random() % 8)
|
|
{
|
|
case 0: state = SFG_MONSTER_STATE_GOING_E; break;
|
|
case 1: state = SFG_MONSTER_STATE_GOING_W; break;
|
|
case 2: state = SFG_MONSTER_STATE_GOING_N; break;
|
|
case 3: state = SFG_MONSTER_STATE_GOING_S; break;
|
|
case 4: state = SFG_MONSTER_STATE_GOING_NE; break;
|
|
case 5: state = SFG_MONSTER_STATE_GOING_NW; break;
|
|
case 6: state = SFG_MONSTER_STATE_GOING_SE; break;
|
|
case 7: state = SFG_MONSTER_STATE_GOING_SW; break;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
else if (state == SFG_MONSTER_STATE_ATTACKING)
|
|
{
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
else
|
|
{
|
|
int8_t add = 1;
|
|
|
|
if (attackType == SFG_MONSTER_ATTACK_MELEE)
|
|
add = 2;
|
|
else if (attackType == SFG_MONSTER_ATTACK_EXPLODE)
|
|
add = 3;
|
|
|
|
if (state == SFG_MONSTER_STATE_GOING_E ||
|
|
state == SFG_MONSTER_STATE_GOING_NE ||
|
|
state == SFG_MONSTER_STATE_GOING_SE)
|
|
coordAdd[0] = add;
|
|
else if (state == SFG_MONSTER_STATE_GOING_W ||
|
|
state == SFG_MONSTER_STATE_GOING_SW ||
|
|
state == SFG_MONSTER_STATE_GOING_NW)
|
|
coordAdd[0] = -1 * add;
|
|
|
|
if (state == SFG_MONSTER_STATE_GOING_N ||
|
|
state == SFG_MONSTER_STATE_GOING_NE ||
|
|
state == SFG_MONSTER_STATE_GOING_NW)
|
|
coordAdd[1] = -1 * add;
|
|
else if (state == SFG_MONSTER_STATE_GOING_S ||
|
|
state == SFG_MONSTER_STATE_GOING_SE ||
|
|
state == SFG_MONSTER_STATE_GOING_SW)
|
|
coordAdd[1] = add;
|
|
|
|
if ((coordAdd[0] != 0 || coordAdd[1] != 0) && SFG_random() <
|
|
SFG_MONSTER_SOUND_PROBABILITY)
|
|
SFG_playGameSound(5,
|
|
SFG_distantSoundVolume(
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),
|
|
currentHeight) / 2);
|
|
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
|
|
int16_t newPos[2];
|
|
|
|
newPos[0] = monster->coords[0] + coordAdd[0];
|
|
newPos[1] = monster->coords[1] + coordAdd[1];
|
|
|
|
int8_t collision = 0;
|
|
|
|
if (newPos[0] < 0 || newPos[0] >= 256 || newPos[1] < 0 || newPos[1] >= 256)
|
|
{
|
|
collision = 1;
|
|
}
|
|
else
|
|
{
|
|
uint8_t movingDiagonally = (coordAdd[0] != 0) && (coordAdd[1] != 0);
|
|
|
|
// when moving diagonally, we need to check extra tiles
|
|
|
|
for (uint8_t i = 0; i < (1 + movingDiagonally); ++i)
|
|
{
|
|
newPos[0] = monster->coords[0] + (i != 1) * coordAdd[0];
|
|
|
|
RCL_Unit newHeight =
|
|
SFG_floorCollisionHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(newPos[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(newPos[1]));
|
|
|
|
collision =
|
|
RCL_abs(currentHeight - newHeight) > RCL_CAMERA_COLL_STEP_HEIGHT;
|
|
|
|
if (!collision)
|
|
collision = (SFG_ceilingHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(newPos[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(newPos[1])) - newHeight) <
|
|
SFG_MONSTER_COLLISION_HEIGHT;
|
|
|
|
if (collision)
|
|
break;
|
|
}
|
|
|
|
newPos[0] = monster->coords[0] + coordAdd[0];
|
|
}
|
|
|
|
if (collision)
|
|
{
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
// ^ will force the monster to choose random direction in the next update
|
|
|
|
newPos[0] = monster->coords[0];
|
|
newPos[1] = monster->coords[1];
|
|
}
|
|
|
|
monster->stateType = state | (monsterNumber << 4);
|
|
monster->coords[0] = newPos[0];
|
|
monster->coords[1] = newPos[1];;
|
|
}
|
|
|
|
static inline uint8_t SFG_elementCollides(
|
|
RCL_Unit pointX,
|
|
RCL_Unit pointY,
|
|
RCL_Unit pointZ,
|
|
RCL_Unit elementX,
|
|
RCL_Unit elementY,
|
|
RCL_Unit elementHeight
|
|
)
|
|
{
|
|
return
|
|
SFG_taxicabDistance(pointX,pointY,pointZ,elementX,elementY,elementHeight)
|
|
<= SFG_ELEMENT_COLLISION_RADIUS;
|
|
}
|
|
|
|
/**
|
|
Checks collision of a projectile with level element at given position.
|
|
*/
|
|
uint8_t SFG_projectileCollides(SFG_ProjectileRecord *projectile,
|
|
RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
if (!SFG_elementCollides(x,y,z,
|
|
projectile->position[0],projectile->position[1],projectile->position[2]))
|
|
return 0;
|
|
|
|
if ((projectile->type == SFG_PROJECTILE_EXPLOSION) ||
|
|
(projectile->type == SFG_PROJECTILE_DUST))
|
|
return 0;
|
|
|
|
/* For directional projectiles we only register a collision if its direction
|
|
is "towards" the element so that the shooter doesn't get shot by his own
|
|
projectile. */
|
|
|
|
RCL_Vector2D projDir, toElement;
|
|
|
|
projDir.x = projectile->direction[0];
|
|
projDir.y = projectile->direction[1];
|
|
|
|
toElement.x = x - projectile->position[0];
|
|
toElement.y = y - projectile->position[1];
|
|
|
|
return RCL_vectorsAngleCos(projDir,toElement) >= 0;
|
|
}
|
|
|
|
/**
|
|
Updates a frame of the currently loaded level, i.e. enemies, projectiles,
|
|
animations etc., with the exception of player.
|
|
*/
|
|
void SFG_updateLevel()
|
|
{
|
|
// update projectiles:
|
|
|
|
uint8_t substractFrames =
|
|
((SFG_game.frame - SFG_currentLevel.frameStart) & 0x01) ? 1 : 0;
|
|
/* ^ only substract frames to live every other frame because a maximum of
|
|
256 frames would be too few */
|
|
|
|
for (int8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i)
|
|
{ // ^ has to be signed
|
|
SFG_ProjectileRecord *p = &(SFG_currentLevel.projectileRecords[i]);
|
|
|
|
uint8_t attackType = 255;
|
|
|
|
if (p->type == SFG_PROJECTILE_BULLET)
|
|
attackType = SFG_WEAPON_FIRE_TYPE_BULLET;
|
|
else if (p->type == SFG_PROJECTILE_PLASMA)
|
|
attackType = SFG_WEAPON_FIRE_TYPE_PLASMA;
|
|
|
|
RCL_Unit pos[3] = {0,0,0}; /* we have to convert from uint16_t because of
|
|
under/overflows */
|
|
uint8_t eliminate = 0;
|
|
|
|
for (uint8_t j = 0; j < 3; ++j)
|
|
{
|
|
pos[j] = p->position[j];
|
|
pos[j] += p->direction[j];
|
|
|
|
if ( // projectile outside map?
|
|
(pos[j] < 0) ||
|
|
(pos[j] >= (SFG_MAP_SIZE * RCL_UNITS_PER_SQUARE)))
|
|
{
|
|
eliminate = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (p->doubleFramesToLive == 0) // no more time to live?
|
|
{
|
|
eliminate = 1;
|
|
}
|
|
else if (
|
|
(p->type != SFG_PROJECTILE_EXPLOSION) &&
|
|
(p->type != SFG_PROJECTILE_DUST))
|
|
{
|
|
if (SFG_projectileCollides( // collides with player?
|
|
p,
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height))
|
|
{
|
|
eliminate = 1;
|
|
|
|
SFG_playerChangeHealth(-1 * SFG_getDamageValue(attackType));
|
|
}
|
|
|
|
/* Check collision with the map (we don't use SFG_floorCollisionHeightAt
|
|
because collisions with items have to be done differently for
|
|
projectiles). */
|
|
|
|
if (!eliminate &&
|
|
((SFG_floorHeightAt(pos[0] / RCL_UNITS_PER_SQUARE,pos[1] /
|
|
RCL_UNITS_PER_SQUARE) >= pos[2])
|
|
||
|
|
(SFG_ceilingHeightAt(pos[0] / RCL_UNITS_PER_SQUARE,pos[1] /
|
|
RCL_UNITS_PER_SQUARE) <= pos[2]))
|
|
)
|
|
eliminate = 1;
|
|
|
|
// check collision with active level elements
|
|
|
|
if (!eliminate) // monsters
|
|
for (uint16_t j = 0; j < SFG_currentLevel.monsterRecordCount; ++j)
|
|
{
|
|
SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]);
|
|
|
|
uint8_t state = SFG_MR_STATE(*m);
|
|
|
|
if ((state != SFG_MONSTER_STATE_INACTIVE) &&
|
|
(state != SFG_MONSTER_STATE_DEAD))
|
|
{
|
|
if (SFG_projectileCollides(p,
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]),
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(m->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(m->coords[1]))
|
|
))
|
|
{
|
|
eliminate = 1;
|
|
SFG_monsterChangeHealth(m,-1 * SFG_getDamageValue(attackType));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!eliminate) // items (can't check itemCollisionMap because of barrels)
|
|
for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
|
|
{
|
|
const SFG_LevelElement *e = SFG_getActiveItemElement(j);
|
|
|
|
if (e != 0 && SFG_itemCollides(e->type))
|
|
{
|
|
RCL_Unit x = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]);
|
|
RCL_Unit y = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]);
|
|
RCL_Unit z = SFG_floorHeightAt(e->coords[0],e->coords[1]);
|
|
|
|
if (SFG_projectileCollides(p,x,y,z))
|
|
{
|
|
if (
|
|
(e->type == SFG_LEVEL_ELEMENT_BARREL) &&
|
|
(SFG_getDamageValue(attackType) >=
|
|
SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD)
|
|
)
|
|
{
|
|
SFG_explodeBarrel(j,x,y,z);
|
|
}
|
|
|
|
eliminate = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (eliminate)
|
|
{
|
|
if (p->type == SFG_PROJECTILE_FIREBALL)
|
|
SFG_createExplosion(p->position[0],p->position[1],p->position[2]);
|
|
else if (p->type == SFG_PROJECTILE_BULLET)
|
|
SFG_createDust(p->position[0],p->position[1],p->position[2]);
|
|
else if (p->type == SFG_PROJECTILE_PLASMA)
|
|
SFG_playGameSound(4,SFG_distantSoundVolume(pos[0],pos[1],pos[2]));
|
|
|
|
// remove the projectile
|
|
|
|
for (uint8_t j = i; j < SFG_currentLevel.projectileRecordCount - 1; ++j)
|
|
SFG_currentLevel.projectileRecords[j] =
|
|
SFG_currentLevel.projectileRecords[j + 1];
|
|
|
|
SFG_currentLevel.projectileRecordCount--;
|
|
|
|
i--;
|
|
}
|
|
else
|
|
{
|
|
p->position[0] = pos[0];
|
|
p->position[1] = pos[1];
|
|
p->position[2] = pos[2];
|
|
}
|
|
|
|
p->doubleFramesToLive -= substractFrames;
|
|
}
|
|
|
|
// handle door:
|
|
if (SFG_currentLevel.doorRecordCount > 0) // has to be here
|
|
{
|
|
/* Check door on whether a player is standing nearby. For performance
|
|
reasons we only check a few doors and move to others in the next
|
|
frame. */
|
|
|
|
if (SFG_currentLevel.checkedDoorIndex == 0)
|
|
{
|
|
uint8_t count = SFG_player.cards >> 6;
|
|
|
|
SFG_player.cards = (count <= 1) ?
|
|
(SFG_player.cards & 0x07) :
|
|
((SFG_player.cards & 0x7f) | ((count - 1) << 6));
|
|
}
|
|
|
|
for (uint16_t i = 0;
|
|
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
|
|
SFG_currentLevel.doorRecordCount);
|
|
++i)
|
|
{
|
|
SFG_DoorRecord *door =
|
|
&(SFG_currentLevel.doorRecords[SFG_currentLevel.checkedDoorIndex]);
|
|
|
|
uint8_t upDownState = door->state & SFG_DOOR_UP_DOWN_MASK;
|
|
|
|
uint8_t newUpDownState = 0;
|
|
|
|
uint8_t lock = SFG_DOOR_LOCK(door->state);
|
|
|
|
if ( // player near door?
|
|
(door->coords[0] >= (SFG_player.squarePosition[0] - 1)) &&
|
|
(door->coords[0] <= (SFG_player.squarePosition[0] + 1)) &&
|
|
(door->coords[1] >= (SFG_player.squarePosition[1] - 1)) &&
|
|
(door->coords[1] <= (SFG_player.squarePosition[1] + 1)))
|
|
{
|
|
if (lock == 0)
|
|
{
|
|
newUpDownState = SFG_DOOR_UP_DOWN_MASK;
|
|
}
|
|
else
|
|
{
|
|
lock = 1 << (lock - 1);
|
|
|
|
if (SFG_player.cards & lock) // player has the card?
|
|
newUpDownState = SFG_DOOR_UP_DOWN_MASK;
|
|
else
|
|
SFG_player.cards =
|
|
(SFG_player.cards & 0x07) | (lock << 3) | (2 << 6);
|
|
}
|
|
}
|
|
|
|
if (upDownState != newUpDownState)
|
|
SFG_playGameSound(1,255);
|
|
|
|
door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) | newUpDownState;
|
|
|
|
SFG_currentLevel.checkedDoorIndex++;
|
|
|
|
if (SFG_currentLevel.checkedDoorIndex >= SFG_currentLevel.doorRecordCount)
|
|
SFG_currentLevel.checkedDoorIndex = 0;
|
|
}
|
|
|
|
// move door up/down:
|
|
for (uint32_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i)
|
|
{
|
|
SFG_DoorRecord *door = &(SFG_currentLevel.doorRecords[i]);
|
|
|
|
int8_t height = door->state & SFG_DOOR_VERTICAL_POSITION_MASK;
|
|
|
|
height = (door->state & SFG_DOOR_UP_DOWN_MASK) ?
|
|
RCL_min(0x1f,height + SFG_DOOR_INCREMENT_PER_FRAME) :
|
|
RCL_max(0x00,height - SFG_DOOR_INCREMENT_PER_FRAME);
|
|
|
|
door->state = (door->state & ~SFG_DOOR_VERTICAL_POSITION_MASK) | height;
|
|
}
|
|
}
|
|
|
|
// handle items, in a similar manner to door:
|
|
if (SFG_currentLevel.itemRecordCount > 0) // has to be here
|
|
{
|
|
// check item distances:
|
|
|
|
for (uint16_t i = 0;
|
|
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
|
|
SFG_currentLevel.itemRecordCount);
|
|
++i)
|
|
{
|
|
SFG_ItemRecord item =
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex];
|
|
|
|
item &= ~SFG_ITEM_RECORD_ACTIVE_MASK;
|
|
|
|
SFG_LevelElement e =
|
|
SFG_currentLevel.levelPointer->elements[item];
|
|
|
|
if (
|
|
SFG_isInActiveDistanceFromPlayer(
|
|
e.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
|
|
e.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
|
|
SFG_floorHeightAt(e.coords[0],e.coords[1]) + RCL_UNITS_PER_SQUARE / 2)
|
|
)
|
|
item |= SFG_ITEM_RECORD_ACTIVE_MASK;
|
|
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex] = item;
|
|
|
|
SFG_currentLevel.checkedItemIndex++;
|
|
|
|
if (SFG_currentLevel.checkedItemIndex >= SFG_currentLevel.itemRecordCount)
|
|
SFG_currentLevel.checkedItemIndex = 0;
|
|
}
|
|
}
|
|
|
|
// similarly handle monsters:
|
|
if (SFG_currentLevel.monsterRecordCount > 0) // has to be here
|
|
{
|
|
// check monster distances:
|
|
|
|
for (uint16_t i = 0;
|
|
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
|
|
SFG_currentLevel.monsterRecordCount);
|
|
++i)
|
|
{
|
|
SFG_MonsterRecord *monster =
|
|
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.checkedMonsterIndex]);
|
|
|
|
if ( // far away from the player?
|
|
!SFG_isInActiveDistanceFromPlayer(
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]))
|
|
+ RCL_UNITS_PER_SQUARE / 2
|
|
)
|
|
)
|
|
{
|
|
monster->stateType =
|
|
(monster->stateType & |