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/**
@file game.h
Main source file of Anarch the game that puts together all the pieces. main
game logic is implemented here.
physics notes (you can break this when messing around with game constants):
- Lowest ceiling under which player can fit is 4 height steps.
- Widest hole over which player can run without jumping is 1 square.
- Widest hole over which the player can jump is 3 squares.
- Highest step a player can walk onto without jumping is 2 height steps.
- Highest step a player can jump onto is 3 height steps.
by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
#ifndef _SFG_GAME_H
#define _SFG_GAME_H
#include <stdint.h> // Needed for fixed width types, can easily be replaced.
/*
The following keys are mandatory to be implemented on any platform in order
for the game to be playable. Enums are bloat.
*/
#define SFG_KEY_UP 0
#define SFG_KEY_RIGHT 1
#define SFG_KEY_DOWN 2
#define SFG_KEY_LEFT 3
#define SFG_KEY_A 4 ///< fire, confirm
#define SFG_KEY_B 5 ///< cancel, strafe, look up/down
#define SFG_KEY_C 6 ///< menu, jump, switch weapons
/*
The following keys are optional for a platform to implement. They just make
the controls more comfortable.
*/
#define SFG_KEY_JUMP 7
#define SFG_KEY_STRAFE_LEFT 8
#define SFG_KEY_STRAFE_RIGHT 9
#define SFG_KEY_MAP 10
#define SFG_KEY_TOGGLE_FREELOOK 11
#define SFG_KEY_NEXT_WEAPON 12
#define SFG_KEY_PREVIOUS_WEAPON 13
#define SFG_KEY_MENU 14
#define SFG_KEY_CYCLE_WEAPON 15
#define SFG_KEY_COUNT 16 ///< Number of keys.
/* ============================= PORTING =================================== */
/* When porting, do the following:
- Include this file (and possibly other optional files, like sounds.h) in
your main_*.c frontend source.
- Implement the following functions in your frontend source.
- Call SFG_init() from your frontend initialization code.
- Call SFG_mainLoopBody() from within your frontend main loop.
If your platform is an AVR CPU (e.g. some Arduinos) and so has Harvard
architecture, define #SFG_AVR 1 before including this file in your frontend
source. */
#ifndef SFG_LOG
#define SFG_LOG(str) {} ///< Can be redefined to log game messages.
#endif
#ifndef SFG_CPU_LOAD
#define SFG_CPU_LOAD(percent) {} ///< Can be redefined to check CPU load in %.
#endif
#ifndef SFG_GAME_STEP_COMMAND
#define SFG_GAME_STEP_COMMAND {} /**< Will be called each simlation step (good
for creating deterministic behavior such as
demos (SFG_mainLoopBody() calls potentially
multiple simulation steps). */
#endif
/**
Returns 1 (0) if given key is pressed (not pressed). At least the mandatory
keys have to be implemented, the optional keys don't have to ever return 1.
See the key constant definitions to see which ones are mandatory.
*/
int8_t SFG_keyPressed(uint8_t key);
/**
Optional function for mouse/joystick/analog controls, gets mouse x and y
offset in pixels from the game screen center (to achieve classic FPS mouse
controls the platform should center the mouse after this call). If the
platform isn't using a mouse, this function can simply return [0,0] offset at
each call, or even do nothing at all (leave the variables as are).
*/
void SFG_getMouseOffset(int16_t *x, int16_t *y);
/**
Returns time in milliseconds sice program start.
*/
uint32_t SFG_getTimeMs();
/**
Sleep (yield CPU) for specified amount of ms. This is used to relieve CPU
usage. If your platform doesn't need this or handles it in other way, this
function can do nothing.
*/
void SFG_sleepMs(uint16_t timeMs);
/**
Set specified screen pixel. ColorIndex is the index of the game's palette.
The function doesn't have to (and shouldn't, for the sake of performance)
check whether the coordinates are within screen bounds.
*/
static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex);
/**
Play given sound effect (SFX). This function may or may not use the sound
samples provided in sounds.h, and it may or may not ignore the (logarithmic)
volume parameter (0 to 255). Depending on the platform, the function can play
completely different samples or even e.g. just beeps. If the platform can't
play sounds, this function implementation can simply be left empty. This
function doesn't have to implement safety measures, the back end takes cares
of them.
*/
void SFG_playSound(uint8_t soundIndex, uint8_t volume);
#define SFG_MUSIC_TURN_OFF 0
#define SFG_MUSIC_TURN_ON 1
#define SFG_MUSIC_NEXT 2
/**
Informs the frontend how music should play, e.g. turn on/off, change track,
... See SFG_MUSIC_* constants. Playing music is optional and the frontend may
ignore this. If a frontend wants to implement music, it can use the bytebeat
provided in sounds.h or use its own.
*/
void SFG_setMusic(uint8_t value);
#define SFG_EVENT_VIBRATE 0 ///< the controller should vibrate (or blink etc.)
#define SFG_EVENT_PLAYER_HURT 1
#define SFG_EVENT_PLAYER_DIES 2
#define SFG_EVENT_LEVEL_STARTS 3
#define SFG_EVENT_LEVEL_WON 4
#define SFG_EVENT_MONSTER_DIES 5
#define SFG_EVENT_PLAYER_TAKES_ITEM 6
#define SFG_EVENT_EXPLOSION 7
#define SFG_EVENT_PLAYER_TELEPORTS 8
#define SFG_EVENT_PLAYER_CHANGES_WEAPON 9
/**
This is an optional function that informs the frontend about special events
which may trigger something special on the platform, such as a controller
vibration, logging etc. The implementation of this function may be left empty.
*/
void SFG_processEvent(uint8_t event, uint8_t data);
#define SFG_SAVE_SIZE 12 ///< size of the save in bytes
/**
Optional function for permanently saving the game state. Platforms that don't
have permanent storage (HDD, EEPROM etc.) may let this function simply do
nothing. If implemented, the function should save the passed data into its
permanent storage, e.g. a file, a cookie etc.
*/
void SFG_save(uint8_t data[SFG_SAVE_SIZE]);
/**
Optional function for retrieving game data that were saved to permanent
storage. Platforms without permanent storage may let this function do nothing.
If implemented, the function should fill the passed array with data from
permanent storage, e.g. a file, a cookie etc.
If this function is called before SFG_save was ever called and no data is
present in permanent memory, this function should do nothing (leave the data
array as is).
This function should return 1 if saving/loading is possible or 0 if not (this
will be used by the game to detect saving/loading capability).
*/
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]);
/* ========================================================================= */
/**
Main game loop body, call this inside your platform's specific main loop.
Returns 1 if the game continues or 0 if the game was exited and program should
halt. This functions handles reaching the target FPS and sleeping for
relieving CPU, so don't do this.
*/
uint8_t SFG_mainLoopBody();
/**
Initializes the game, call this in the platform's initialization code.
*/
void SFG_init();
#include "settings.h"
#if SFG_AVR
#include <avr/pgmspace.h>
#define SFG_PROGRAM_MEMORY const PROGMEM
#define SFG_PROGRAM_MEMORY_U8(addr) pgm_read_byte(addr)
#else
#define SFG_PROGRAM_MEMORY static const
#define SFG_PROGRAM_MEMORY_U8(addr) ((uint8_t) (*(addr)))
#endif
#include "images.h" // don't change the order of these includes
#include "levels.h"
#include "texts.h"
#include "palette.h"
#if SFG_TEXTURE_DISTANCE == 0
#define RCL_COMPUTE_WALL_TEXCOORDS 0
#endif
#define RCL_PIXEL_FUNCTION SFG_pixelFunc
#define RCL_TEXTURE_VERTICAL_STRETCH 0
#define RCL_CAMERA_COLL_HEIGHT_BELOW 800
#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200
#define RCL_HORIZONTAL_FOV SFG_FOV_HORIZONTAL
#define RCL_VERTICAL_FOV SFG_FOV_VERTICAL
#include "raycastlib.h"
#include "constants.h"
typedef struct
{
uint8_t coords[2];
uint8_t state; /**< door state in format:
MSB ccbaaaaa LSB
aaaaa: current door height (how much they're open)
b: whether currently going up (0) or down (1)
cc: by which card (key) the door is unlocked, 00
means no card (unlocked), 1 means card 0 etc. */
} SFG_DoorRecord;
#define SFG_SPRITE_SIZE(size0to3) \
(((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4)
#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \
(SFG_SPRITE_SIZE(size0to3) / 2)
#define SFG_SPRITE_SIZE_PIXELS(size0to3) \
((SFG_SPRITE_SIZE(size0to3) * SFG_SPRITE_MAX_SIZE) / RCL_UNITS_PER_SQUARE)
/**
Holds information about one instance of a level item (a type of level element,
e.g. pickable items, decorations etc.). The format is following:
MSB abbbbbbb LSB
a: active flag, 1 means the item is nearby to player and is active
bbbbbbb: index to elements array of the current level, pointing to element
representing this item
*/
typedef uint8_t SFG_ItemRecord;
#define SFG_ITEM_RECORD_ACTIVE_MASK 0x80
#define SFG_ITEM_RECORD_LEVEL_ELEMENT(itemRecord) \
(SFG_currentLevel.levelPointer->elements[itemRecord & \
~SFG_ITEM_RECORD_ACTIVE_MASK])
typedef struct
{
uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster (upper
4 bits). */
uint8_t coords[2]; /**< monster position, in 1/4s of a square */
uint8_t health;
} SFG_MonsterRecord;
#define SFG_MR_STATE(mr) ((mr).stateType & SFG_MONSTER_MASK_STATE)
#define SFG_MR_TYPE(mr) \
(SFG_MONSTER_INDEX_TO_TYPE(((mr).stateType & SFG_MONSTER_MASK_TYPE) >> 4))
#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) ((RCL_UNITS_PER_SQUARE / 8) + c * 256)
#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4)
#define SFG_ELEMENT_COORD_TO_RCL_UNITS(c) \
(c * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2)
#define SFG_MONSTER_MASK_STATE 0x0f
#define SFG_MONSTER_MASK_TYPE 0xf0
#define SFG_MONSTER_STATE_INACTIVE 0 ///< Not nearby, not actively updated.
#define SFG_MONSTER_STATE_IDLE 1
#define SFG_MONSTER_STATE_ATTACKING 2
#define SFG_MONSTER_STATE_HURTING 3
#define SFG_MONSTER_STATE_DYING 4
#define SFG_MONSTER_STATE_GOING_N 5
#define SFG_MONSTER_STATE_GOING_NE 6
#define SFG_MONSTER_STATE_GOING_E 7
#define SFG_MONSTER_STATE_GOING_SE 8
#define SFG_MONSTER_STATE_GOING_S 9
#define SFG_MONSTER_STATE_GOING_SW 10
#define SFG_MONSTER_STATE_GOING_W 11
#define SFG_MONSTER_STATE_GOING_NW 12
#define SFG_MONSTER_STATE_DEAD 13
typedef struct
{
uint8_t type;
uint8_t doubleFramesToLive; /**< This number times two (because 255 could be
too little at high FPS) says after how many
frames the projectile is destroyed. */
uint16_t position[3]; /**< Current position, stored as u16 to save space, as
that is exactly enough to store position on 64x64
map. */
int16_t direction[3]; /**< Added to position each game step. */
} SFG_ProjectileRecord;
#define SFG_GAME_STATE_INIT 0 ///< first state, waiting for key releases
#define SFG_GAME_STATE_PLAYING 1
#define SFG_GAME_STATE_WIN 2
#define SFG_GAME_STATE_LOSE 3
#define SFG_GAME_STATE_INTRO 4
#define SFG_GAME_STATE_OUTRO 5
#define SFG_GAME_STATE_MAP 6
#define SFG_GAME_STATE_LEVEL_START 7
#define SFG_GAME_STATE_MENU 8
#define SFG_MENU_ITEM_CONTINUE 0
#define SFG_MENU_ITEM_MAP 1
#define SFG_MENU_ITEM_PLAY 2
#define SFG_MENU_ITEM_LOAD 3
#define SFG_MENU_ITEM_SOUND 4
#define SFG_MENU_ITEM_SHEAR 5
#define SFG_MENU_ITEM_EXIT 6
#define SFG_MENU_ITEM_NONE 255
/*
GLOBAL VARIABLES
===============================================================================
*/
/**
Groups global variables related to the game as such in a single struct. There
are still other global structs for player, level etc.
*/
struct
{
uint8_t state; ///< Current game state.
uint32_t stateTime; ///< Time in ms from last state change.
uint8_t currentRandom; ///< for RNG
uint8_t spriteAnimationFrame;
uint8_t soundsPlayedThisFrame; /**< Each bit says whether given sound was
played this frame, prevents playing too many
sounds at once. */
RCL_RayConstraints rayConstraints; ///< Ray constraints for rendering.
RCL_RayConstraints visibilityRayConstraints; ///< Constraints for visibility.
uint8_t keyStates[SFG_KEY_COUNT]; /**< Pressed states of keys, each value
stores the number of frames for which the
key has been held. */
uint8_t zBuffer[SFG_Z_BUFFER_SIZE];
uint8_t textureAverageColors[SFG_WALL_TEXTURE_COUNT]; /**< Contains average
color for each wall texture. */
int8_t backgroundScaleMap[SFG_GAME_RESOLUTION_Y];
uint16_t backgroundScroll;
uint8_t spriteSamplingPoints[SFG_MAX_SPRITE_SIZE]; /**< Helper for
precomputing sprite
sampling positions for
drawing. */
uint32_t frameTime; ///< time (in ms) of the current frame start
uint32_t frame; ///< frame number
uint8_t selectedMenuItem;
uint8_t selectedLevel; ///< level to play selected in the main menu
uint8_t antiSpam; ///< Prevents log message spamming.
uint8_t settings; /**< dynamic game settings (can be changed at runtime),
bit meaning:
MSB -------- LSB
||||
|||\_ sound (SFX)
||\__ music
|\___ shearing
\____ freelook (shearing not sliding back) */
uint8_t blink; ///< Says whether blinkg is currently on or off.
uint8_t saved; /**< Helper variable to know if game was saved. Can be
0 (not saved), 1 (just saved) or 255 (can't save).*/
uint8_t cheatState; /**< Highest bit say whether cheat is enabled, other bits
represent the state of typing the cheat code. */
uint8_t save[SFG_SAVE_SIZE]; /**< Stores the game save state that's kept in
the persistent memory.
The save format is binary and platform independent.
The save contains game settings, game progress and a
saved position. The format is as follows:
0 4b (less signif.) highest level that has been reached
0 4b (more signif.) level number of the saved position (0: no save)
1 8b game settings (SFG_game.settings)
2 8b health at saved position
3 8b bullet ammo at saved position
4 8b rocket ammo at saved position
5 8b plasma ammo at saved position
6 32b little endian total play time, in 10ths of sec
10 16b little endian total enemies killed from start */
uint8_t continues; ///< Whether the game continues or was exited.
} SFG_game;
#define SFG_SAVE_TOTAL_TIME (SFG_game.save[6] + SFG_game.save[7] * 256 + \
SFG_game.save[8] * 65536 + SFG_game.save[9] * 4294967296)
/**
Stores player state.
*/
struct
{
RCL_Camera camera;
int8_t squarePosition[2];
RCL_Vector2D direction;
RCL_Unit verticalSpeed;
RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
for determining whether player is in the
air. */
uint16_t headBobFrame;
uint8_t weapon; ///< currently selected weapon
uint8_t health;
uint32_t weaponCooldownFrames; ///< frames left for weapon cooldown
uint32_t lastHurtFrame;
uint32_t lastItemTakenFrame;
uint8_t ammo[SFG_AMMO_TOTAL];
uint8_t cards; /**< Lowest 3 bits say which access cards
have been taken, the next 3 bits say
which cards should be blinking in the HUD,
the last 2 bits are a blink reset counter. */
uint8_t justTeleported;
int8_t previousWeaponDirection; ///< Direction (+/0/-) of previous weapon.
} SFG_player;
/**
Stores the current level and helper precomputed values for better performance.
*/
struct
{
const SFG_Level *levelPointer;
uint8_t levelNumber;
const uint8_t* textures[7]; ///< textures the level is using
uint32_t timeStart;
uint32_t frameStart;
uint32_t completionTime10sOfS; ///< completion time in 10ths of second
uint8_t floorColor;
uint8_t ceilingColor;
SFG_DoorRecord doorRecords[SFG_MAX_DOORS];
uint8_t doorRecordCount;
uint8_t checkedDoorIndex; ///< Says which door are currently being checked.
SFG_ItemRecord itemRecords[SFG_MAX_ITEMS]; ///< Holds level items.
uint8_t itemRecordCount;
uint8_t checkedItemIndex; ///< Same as checkedDoorIndex, but for items.
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 & SFG_MONSTER_MASK_TYPE) |
SFG_MONSTER_STATE_INACTIVE;
}
else if (SFG_MR_STATE(*monster) == SFG_MONSTER_STATE_INACTIVE)
{
monster->stateType =
(monster->stateType