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1672 lines
42 KiB
C
Executable File
1672 lines
42 KiB
C
Executable File
/**
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@file main.c
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Main source file of the game that puts together all the pieces. main game
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logic is implemented here.
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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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#include <stdint.h>
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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.
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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
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#define SFG_KEY_B 5
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#define SFG_KEY_C 6
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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_COUNT 10 ///< Number of keys.
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/* ============================= PORTING =================================== */
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/* When porting, do the following:
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- implement the following functions in your platform_*.h.
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- Call SFG_init() from your platform initialization code.
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- Call SFG_mainLoopBody() from within your platform's main loop.
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- include "settings.h" in your platform_*.h and optionally hard-override
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(redefine) some settings in platform_*.h, according to the platform's
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needs.
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*/
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#define SFG_LOG(str) ; ///< Can be redefined to log messages for better debug.
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#define SFG_PROGRAM_MEMORY static const /**< Can be redefined to platform's
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specifier of program meory. */
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/** Return 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 contant definitions to see which ones are mandatory. */
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int8_t SFG_keyPressed(uint8_t key);
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/** Return time in ms sice program start. */
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uint32_t SFG_getTimeMs();
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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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void SFG_sleepMs(uint16_t timeMs);
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/** Set specified screen pixel. The function doesn't have to check whether
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the coordinates are within screen. */
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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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/**
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Game main loop body, call this inside the platform's specific main loop.
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*/
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void SFG_mainLoopBody();
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/**
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Initializes the whole program, call this in the platform initialization.
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*/
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void SFG_init();
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#ifdef SFG_PLATFORM_POKITTO
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#include "platform_pokitto.h"
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#else
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#include "platform_sdl.h"
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#endif
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#include "constants.h"
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#include "levels.h"
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#include "assets.h"
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#include "palette.h"
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#include "settings.h" // will include if not included by platform
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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 150
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#include "raycastlib.h"
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/*
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CONSTANTS
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===============================================================================
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*/
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#define SFG_GAME_RESOLUTION_X \
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(SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN)
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#define SFG_GAME_RESOLUTION_Y \
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(SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
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#define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS
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#if SFG_MS_PER_FRAME == 0
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#define SFG_MS_PER_FRAME 1
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#endif
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#define SFG_WEAPON_IMAGE_SCALE \
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(SFG_GAME_RESOLUTION_X / (SFG_TEXTURE_SIZE * 5))
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#if SFG_WEAPON_IMAGE_SCALE == 0
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#define SFG_WEAPON_IMAGE_SCALE 1
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#endif
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#define SFG_WEAPONBOB_OFFSET_PIXELS \
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(SFG_WEAPONBOB_OFFSET * SFG_WEAPON_IMAGE_SCALE)
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#define SFG_WEAPON_IMAGE_POSITION_X \
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(SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2)
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#define SFG_WEAPON_IMAGE_POSITION_Y \
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(SFG_GAME_RESOLUTION_Y - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE))
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#define SFG_PLAYER_TURN_UNITS_PER_FRAME \
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((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS))
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#if SFG_PLAYER_TURN_UNITS_PER_FRAME == 0
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#define SFG_PLAYER_TURN_UNITS_PER_FRAME 1
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#endif
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#define SFG_PLAYER_MOVE_UNITS_PER_FRAME \
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((SFG_PLAYER_MOVE_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
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#if SFG_PLAYER_MOVE_UNITS_PER_FRAME == 0
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#define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1
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#endif
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#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \
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((SFG_GRAVITY_ACCELERATION * RCL_UNITS_PER_SQUARE) / (SFG_FPS * SFG_FPS))
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#if SFG_GRAVITY_SPEED_INCREASE_PER_FRAME == 0
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#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
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#endif
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#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \
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(SFG_HEADBOB_SPEED / SFG_FPS)
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#if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0
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#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1
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#endif
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#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
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#define SFG_CAMERA_SHEAR_STEP_PER_FRAME \
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((SFG_GAME_RESOLUTION_Y * SFG_CAMERA_SHEAR_SPEED) / SFG_FPS)
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#if SFG_CAMERA_SHEAR_STEP_PER_FRAME == 0
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#define SFG_CAMERA_SHEAR_STEP_PER_FRAME 1
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#endif
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#define SFG_CAMERA_MAX_SHEAR_PIXELS \
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(SFG_CAMERA_MAX_SHEAR * SFG_GAME_RESOLUTION_Y / 1024)
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#define SFG_FONT_SIZE_SMALL \
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(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 50))
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#if SFG_FONT_SIZE_SMALL == 0
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#define SFG_FONT_SIZE_SMALL 1
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#endif
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#define SFG_FONT_SIZE_MEDIUM \
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(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 30))
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#if SFG_FONT_SIZE_MEDIUM == 0
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#define SFG_FONT_SIZE_MEDIUM 1
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#endif
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#define SFG_FONT_SIZE_BIG \
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(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 18))
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#if SFG_FONT_SIZE_BIG == 0
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#define SFG_FONT_SIZE_BIG 1
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#endif
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#define SFG_Z_BUFFER_SIZE \
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(SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE + 1)
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#define SFG_RCL_UNIT_TO_Z_BUFFER(x) (x / RCL_UNITS_PER_SQUARE)
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/**
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Step in which walls get higher, in raycastlib units.
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*/
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#define SFG_WALL_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 4)
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#define SFG_CEILING_MAX_HEIGHT\
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(16 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2 )
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#define SFG_DOOR_DEFAULT_STATE 0x1f
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#define SFG_DOOR_UP_DOWN_MASK 0x20
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#define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f
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#define SFG_DOOR_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 0x1f)
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#define SFG_DOOR_INCREMENT_PER_FRAME \
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(SFG_DOOR_OPEN_SPEED / (SFG_DOOR_HEIGHT_STEP * SFG_FPS))
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#if SFG_DOOR_INCREMENT_PER_FRAME == 0
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#define SFG_DOOR_INCREMENT_PER_FRAME 1
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#endif
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#define SFG_MAX_DOORS 32
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#define SFG_ITEM_RECORD_ACTIVE_MASK 0x80
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#define SFG_MAX_ITEMS SFG_MAX_LEVEL_ELEMENTS
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#define SFG_MAX_SPRITE_SIZE SFG_GAME_RESOLUTION_X
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#define SFG_MAP_PIXEL_SIZE (SFG_GAME_RESOLUTION_Y / SFG_MAP_SIZE)
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#if SFG_MAP_PIXEL_SIZE == 0
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#define SFG_MAP_SIZE 1
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#endif
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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 keys the door is unlocked
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*/
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} SFG_DoorRecord;
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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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typedef struct
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{
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uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster
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(upper 4 bits). */
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uint8_t coords[2];
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uint8_t health;
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} SFG_MonsterRecord;
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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_SW 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_GOING_N 13
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#define SFG_MAX_MONSTERS 64
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#define SFG_AI_UPDATE_FRAME_INTERVAL \
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(SFG_AI_UPDATE_INTERVAL / SFG_MS_PER_FRAME)
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#if SFG_AI_UPDATE_FRAME_INTERVAL == 0
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#define SFG_AI_UPDATE_FRAME_INTERVAL 1
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#endif
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#define SFG_MONSTER_MOVE_UNITS_PER_FRAME \
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(((SFG_MONSTER_MOVEMENT_SPEED * SFG_AI_UPDATE_FRAME_INTERVAL * 4) / SFG_FPS))
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#if SFG_MONSTER_MOVE_UNITS_PER_FRAME == 0
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#define SFG_MONSTER_MOVE_UNITS_PER_FRAME 1
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#endif
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/*
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GLOBAL VARIABLES
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===============================================================================
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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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} SFG_player;
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RCL_RayConstraints SFG_rayConstraints;
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/**
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Pressed states of keys, LSB of each value means current pessed states, other
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bits store states in previous frames.
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*/
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uint8_t SFG_keyStates[SFG_KEY_COUNT];
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uint8_t SFG_zBuffer[SFG_Z_BUFFER_SIZE];
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int8_t SFG_backgroundScaleMap[SFG_GAME_RESOLUTION_Y];
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uint16_t SFG_backgroundScroll;
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/** Helper for precomputing sprite sampling positions for drawing. */
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uint8_t SFG_spriteSamplingPoints[SFG_MAX_SPRITE_SIZE];
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uint32_t SFG_frameTime; ///< Keeps a constant time (in ms) during a frame
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uint32_t SFG_gameFrame;
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uint32_t SFG_lastFrameTimeMs;
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/**
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Stores the current level and helper precomputed vaues for better performance.
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*/
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struct
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{
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const SFG_Level *levelPointer;
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const uint8_t* textures[7];
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uint32_t timeStart;
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uint32_t frameStart;
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uint8_t floorColor;
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uint8_t ceilingColor;
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SFG_DoorRecord 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];
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uint8_t monsterRecordCount;
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uint8_t checkedMonsterIndex;
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} SFG_currentLevel;
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#if SFG_DITHERED_SHADOW
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SFG_PROGRAM_MEMORY uint8_t SFG_ditheringPatterns[] =
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{
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0,0,0,0,
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0,0,0,0,
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0,0,0,0,
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0,1,0,0,
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0,0,0,0,
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0,1,0,1,
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1,0,1,0,
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0,1,0,0,
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1,0,1,0,
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0,1,0,1,
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1,0,1,0,
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0,1,1,1,
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1,1,1,1,
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0,1,0,1,
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1,1,1,1,
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0,1,1,1,
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1,1,1,1,
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1,1,1,1
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};
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#endif
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/*
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FUNCTIONS
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===============================================================================
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*/
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/**
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Says whether given key is currently pressed (down). This should be preferred
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to SFG_keyPressed().
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*/
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uint8_t SFG_keyIsDown(uint8_t key)
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{
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return SFG_keyStates[key] & 0x01;
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}
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/**
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Says whether given key has been pressed in the current frame.
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*/
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uint8_t SFG_keyJustPressed(uint8_t key)
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{
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return (SFG_keyStates[key] & 0x03) == 1;
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}
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#if SFG_RESOLUTION_SCALEDOWN == 1
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#define SFG_setGamePixel SFG_setPixel
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#else
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/**
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Sets the game pixel (a pixel that can potentially be bigger than the screen
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pixel).
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*/
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static inline void SFG_setGamePixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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uint16_t screenY = y * SFG_RESOLUTION_SCALEDOWN;
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uint16_t screenX = x * SFG_RESOLUTION_SCALEDOWN;
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for (uint16_t j = screenY; j < screenY + SFG_RESOLUTION_SCALEDOWN; ++j)
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for (uint16_t i = screenX; i < screenX + SFG_RESOLUTION_SCALEDOWN; ++i)
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SFG_setPixel(i,j,colorIndex);
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}
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#endif
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void SFG_recompurePLayerDirection()
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{
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SFG_player.camera.direction = RCL_wrap(SFG_player.camera.direction,RCL_UNITS_PER_SQUARE);
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SFG_player.direction = RCL_angleToDirection(SFG_player.camera.direction);
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SFG_player.direction.x =
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(SFG_player.direction.x * SFG_PLAYER_MOVE_UNITS_PER_FRAME)
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/ RCL_UNITS_PER_SQUARE;
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SFG_player.direction.y =
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(SFG_player.direction.y * SFG_PLAYER_MOVE_UNITS_PER_FRAME)
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/ RCL_UNITS_PER_SQUARE;
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SFG_backgroundScroll =
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((SFG_player.camera.direction * 8) * SFG_GAME_RESOLUTION_Y)
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/ RCL_UNITS_PER_SQUARE;
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}
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void SFG_initPlayer()
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{
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RCL_initCamera(&SFG_player.camera);
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SFG_player.camera.resolution.x =
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SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
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SFG_player.camera.resolution.y = SFG_GAME_RESOLUTION_Y;
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SFG_player.camera.height = RCL_UNITS_PER_SQUARE * 12;
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SFG_player.camera.position.x = RCL_UNITS_PER_SQUARE * 15;
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SFG_player.camera.position.y = RCL_UNITS_PER_SQUARE * 8;
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SFG_recompurePLayerDirection();
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SFG_player.verticalSpeed = 0;
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SFG_player.previousVerticalSpeed = 0;
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SFG_player.headBobFrame = 0;
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SFG_player.weapon = 1;
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}
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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{
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uint8_t color;
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uint8_t shadow = 0;
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if (pixel->position.y == SFG_GAME_RESOLUTION_Y / 2)
|
|
SFG_zBuffer[pixel->position.x / SFG_RAYCASTING_SUBSAMPLE] =
|
|
SFG_RCL_UNIT_TO_Z_BUFFER(pixel->depth);
|
|
|
|
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);
|
|
|
|
RCL_Unit textureV = pixel->texCoords.y;
|
|
|
|
if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) ==
|
|
SFG_TILE_PROPERTY_SQUEEZER)
|
|
textureV += pixel->wallHeight;
|
|
|
|
color =
|
|
textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ?
|
|
(SFG_getTexel(
|
|
textureIndex != 255 ?
|
|
SFG_currentLevel.textures[textureIndex]:
|
|
SFG_texturesWall[SFG_currentLevel.levelPointer->doorTextureIndex],
|
|
pixel->texCoords.x / 32,
|
|
textureV / 32)
|
|
) :
|
|
SFG_TRANSPARENT_COLOR;
|
|
|
|
shadow = pixel->hit.direction >> 1;
|
|
}
|
|
else
|
|
{
|
|
color = pixel->isFloor ?
|
|
(SFG_currentLevel.floorColor) :
|
|
(pixel->height < SFG_CEILING_MAX_HEIGHT ?
|
|
SFG_currentLevel.ceilingColor : SFG_TRANSPARENT_COLOR);
|
|
}
|
|
|
|
if (color != SFG_TRANSPARENT_COLOR)
|
|
{
|
|
#if SFG_DITHERED_SHADOW
|
|
uint8_t fogShadow = (pixel->depth * 4) / (RCL_UNITS_PER_SQUARE);
|
|
|
|
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 += pixel->depth / (RCL_UNITS_PER_SQUARE * 2);
|
|
#endif
|
|
|
|
#if SFG_ENABLE_FOG
|
|
color = palette_minusValue(color,shadow);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
color = SFG_getTexel(SFG_backgrounds[0],
|
|
SFG_backgroundScaleMap[(pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + SFG_backgroundScroll) % SFG_GAME_RESOLUTION_Y],
|
|
// ^ TODO: get rid of mod?
|
|
SFG_backgroundScaleMap[pixel->position.y]);
|
|
}
|
|
|
|
RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE;
|
|
|
|
for (uint8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
|
|
{
|
|
SFG_setGamePixel(screenX,pixel->position.y,color);
|
|
screenX++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
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 u,v;
|
|
|
|
v = v0;
|
|
|
|
for (uint16_t y = y0; y < y1; y += scale)
|
|
{
|
|
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 > SFG_MAX_SPRITE_SIZE) || (size == 0))
|
|
return;
|
|
|
|
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))
|
|
return; // outside screen?
|
|
|
|
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 2048
|
|
|
|
int16_t precompStepScaled = ((SFG_TEXTURE_SIZE - 1) * PRECOMP_SCALE) / size;
|
|
int16_t precompPosScaled = precompFrom * precompStepScaled;
|
|
|
|
for (int16_t i = precompFrom; i <= precompTo; ++i)
|
|
{
|
|
SFG_spriteSamplingPoints[i] = precompPosScaled / PRECOMP_SCALE;
|
|
precompPosScaled += precompStepScaled;
|
|
}
|
|
|
|
#undef PRECOMP_SCALE
|
|
|
|
uint8_t zDistance = SFG_RCL_UNIT_TO_Z_BUFFER(distance);
|
|
|
|
for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
|
|
{
|
|
if (SFG_zBuffer[x / SFG_RAYCASTING_SUBSAMPLE] >= zDistance)
|
|
{
|
|
int8_t columnTransparent = 1;
|
|
|
|
for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
|
|
{
|
|
uint8_t color =
|
|
SFG_getTexel(image,SFG_spriteSamplingPoints[u],
|
|
SFG_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_zBuffer[x / SFG_RAYCASTING_SUBSAMPLE] = 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 = 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_sinInt(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);
|
|
|
|
uint8_t 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;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (properties == SFG_TILE_PROPERTY_ELEVATOR)
|
|
{
|
|
return SFG_movingWallHeight(
|
|
SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP,
|
|
SFG_TILE_CEILING_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP,
|
|
SFG_frameTime - SFG_currentLevel.timeStart);
|
|
}
|
|
|
|
return SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP -
|
|
doorHeight * SFG_DOOR_HEIGHT_STEP;
|
|
}
|
|
|
|
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_frameTime - SFG_currentLevel.timeStart);
|
|
}
|
|
|
|
void SFG_setAndInitLevel(const SFG_Level *level)
|
|
{
|
|
SFG_LOG("setting and initializing level");
|
|
|
|
SFG_currentLevel.levelPointer = level;
|
|
|
|
SFG_currentLevel.floorColor = level->floorColor;
|
|
SFG_currentLevel.ceilingColor = level->ceilingColor;
|
|
|
|
for (uint8_t i = 0; i < 7; ++i)
|
|
SFG_currentLevel.textures[i] =
|
|
SFG_texturesWall[level->textureIndices[i]];
|
|
|
|
SFG_LOG("initializing doors");
|
|
|
|
SFG_currentLevel.checkedDoorIndex = 0;
|
|
|
|
SFG_currentLevel.doorRecordCount = 0;
|
|
|
|
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 = SFG_DOOR_DEFAULT_STATE;
|
|
|
|
SFG_currentLevel.doorRecordCount++;
|
|
}
|
|
|
|
if (SFG_currentLevel.doorRecordCount >= SFG_MAX_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 (uint8_t i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
|
|
{
|
|
const SFG_LevelElement *e = &(SFG_currentLevel.levelPointer->elements[i]);
|
|
|
|
switch (e->elementType)
|
|
{
|
|
case SFG_LEVEL_ELEMENT_BARREL:
|
|
SFG_LOG("adding barrel");
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.itemRecordCount] = i;
|
|
SFG_currentLevel.itemRecordCount++;
|
|
break;
|
|
|
|
case SFG_LEVEL_ELEMENT_MONSTER1:
|
|
SFG_LOG("adding monster1");
|
|
|
|
monster =
|
|
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
|
|
|
|
monster->stateType = 0;
|
|
monster->health = 255;
|
|
monster->coords[0] = e->coords[0] * 4;
|
|
monster->coords[1] = e->coords[1] * 4;
|
|
|
|
SFG_currentLevel.monsterRecordCount++;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
SFG_currentLevel.timeStart = SFG_getTimeMs();
|
|
SFG_currentLevel.frameStart = SFG_gameFrame;
|
|
|
|
SFG_initPlayer();
|
|
}
|
|
|
|
void SFG_init()
|
|
{
|
|
SFG_LOG("initializing game")
|
|
|
|
SFG_gameFrame = 0;
|
|
|
|
RCL_initRayConstraints(&SFG_rayConstraints);
|
|
|
|
SFG_rayConstraints.maxHits = SFG_RAYCASTING_MAX_HITS;
|
|
SFG_rayConstraints.maxSteps = SFG_RAYCASTING_MAX_STEPS;
|
|
|
|
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_Y; ++i)
|
|
SFG_backgroundScaleMap[i] =
|
|
(i * SFG_TEXTURE_SIZE) / SFG_GAME_RESOLUTION_Y;
|
|
|
|
for (uint8_t i = 0; i < SFG_KEY_DOWN; ++i)
|
|
SFG_keyStates[i] = 0;
|
|
|
|
SFG_backgroundScroll = 0;
|
|
|
|
SFG_setAndInitLevel(&SFG_level0);
|
|
|
|
SFG_lastFrameTimeMs = SFG_getTimeMs();
|
|
}
|
|
|
|
void SFG_playerRotateWeapon(uint8_t next)
|
|
{
|
|
SFG_player.weapon = (SFG_player.weapon + (next * 2 - 1));
|
|
SFG_player.weapon %= 3;
|
|
}
|
|
|
|
void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
|
|
{
|
|
uint8_t state = monster->stateType & SFG_MONSTER_MASK_STATE;
|
|
uint8_t type = monster->stateType & SFG_MONSTER_MASK_TYPE;
|
|
|
|
int8_t coordAdd[2];
|
|
|
|
coordAdd[0] = 0;
|
|
coordAdd[1] = 0;
|
|
|
|
if (state == SFG_MONSTER_STATE_IDLE)
|
|
{
|
|
state = SFG_MONSTER_STATE_GOING_E;
|
|
}
|
|
else
|
|
{
|
|
switch (state)
|
|
{
|
|
case SFG_MONSTER_STATE_GOING_E:
|
|
coordAdd[0] = SFG_MONSTER_MOVE_UNITS_PER_FRAME;
|
|
state = SFG_MONSTER_STATE_GOING_W;
|
|
break;
|
|
|
|
case SFG_MONSTER_STATE_GOING_W:
|
|
coordAdd[0] = -1 * SFG_MONSTER_MOVE_UNITS_PER_FRAME;
|
|
state = SFG_MONSTER_STATE_GOING_E;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
monster->stateType = state | type;
|
|
|
|
|
|
monster->coords[0] += coordAdd[0];
|
|
monster->coords[1] += coordAdd[1];
|
|
}
|
|
|
|
/**
|
|
Performs one game step (logic, physics), happening SFG_MS_PER_FRAME after
|
|
previous frame.
|
|
*/
|
|
void SFG_gameStep()
|
|
{
|
|
for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i)
|
|
SFG_keyStates[i] = (SFG_keyStates[i] << 1) | SFG_keyPressed(i);
|
|
|
|
int8_t recomputeDirection = 0;
|
|
|
|
RCL_Vector2D moveOffset;
|
|
|
|
moveOffset.x = 0;
|
|
moveOffset.y = 0;
|
|
|
|
int8_t strafe = 0;
|
|
|
|
#if SFG_HEADBOB_ENABLED
|
|
int8_t bobbing = 0;
|
|
#endif
|
|
|
|
int8_t shearing = 0;
|
|
|
|
if (SFG_keyIsDown(SFG_KEY_A))
|
|
{
|
|
if (SFG_keyIsDown(SFG_KEY_UP))
|
|
{
|
|
SFG_player.camera.shear =
|
|
RCL_min(SFG_CAMERA_MAX_SHEAR_PIXELS,
|
|
SFG_player.camera.shear + SFG_CAMERA_SHEAR_STEP_PER_FRAME);
|
|
|
|
shearing = 1;
|
|
}
|
|
else if (SFG_keyIsDown(SFG_KEY_DOWN))
|
|
{
|
|
SFG_player.camera.shear =
|
|
RCL_max(-1 * SFG_CAMERA_MAX_SHEAR_PIXELS,
|
|
SFG_player.camera.shear - SFG_CAMERA_SHEAR_STEP_PER_FRAME);
|
|
|
|
shearing = 1;
|
|
}
|
|
|
|
if (!SFG_keyIsDown(SFG_KEY_C))
|
|
{
|
|
if (SFG_keyIsDown(SFG_KEY_LEFT))
|
|
strafe = -1;
|
|
else if (SFG_keyIsDown(SFG_KEY_RIGHT))
|
|
strafe = 1;
|
|
}
|
|
else
|
|
{
|
|
if (SFG_keyJustPressed(SFG_KEY_LEFT))
|
|
SFG_playerRotateWeapon(0);
|
|
else if (SFG_keyJustPressed(SFG_KEY_RIGHT))
|
|
SFG_playerRotateWeapon(1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!SFG_keyIsDown(SFG_KEY_C))
|
|
{
|
|
if (SFG_keyIsDown(SFG_KEY_LEFT))
|
|
{
|
|
SFG_player.camera.direction -= SFG_PLAYER_TURN_UNITS_PER_FRAME;
|
|
recomputeDirection = 1;
|
|
}
|
|
else if (SFG_keyIsDown(SFG_KEY_RIGHT))
|
|
{
|
|
SFG_player.camera.direction += SFG_PLAYER_TURN_UNITS_PER_FRAME;
|
|
recomputeDirection = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (SFG_keyJustPressed(SFG_KEY_LEFT))
|
|
SFG_playerRotateWeapon(0);
|
|
else if (SFG_keyJustPressed(SFG_KEY_RIGHT))
|
|
SFG_playerRotateWeapon(1);
|
|
}
|
|
|
|
if (recomputeDirection)
|
|
SFG_recompurePLayerDirection();
|
|
|
|
if (SFG_keyIsDown(SFG_KEY_UP))
|
|
{
|
|
moveOffset.x += SFG_player.direction.x;
|
|
moveOffset.y += SFG_player.direction.y;
|
|
#if SFG_HEADBOB_ENABLED
|
|
bobbing = 1;
|
|
#endif
|
|
}
|
|
else if (SFG_keyIsDown(SFG_KEY_DOWN))
|
|
{
|
|
moveOffset.x -= SFG_player.direction.x;
|
|
moveOffset.y -= SFG_player.direction.y;
|
|
#if SFG_HEADBOB_ENABLED
|
|
bobbing = 1;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if (SFG_keyIsDown(SFG_KEY_STRAFE_LEFT))
|
|
strafe = -1;
|
|
else if (SFG_keyIsDown(SFG_KEY_STRAFE_RIGHT))
|
|
strafe = 1;
|
|
|
|
if (strafe != 0)
|
|
{
|
|
moveOffset.x += strafe * SFG_player.direction.y;
|
|
moveOffset.y -= strafe * SFG_player.direction.x;
|
|
}
|
|
|
|
#if SFG_PREVIEW_MODE
|
|
if (SFG_keyIsDown(SFG_KEY_B))
|
|
SFG_player.verticalSpeed = SFG_PLAYER_MOVE_UNITS_PER_FRAME;
|
|
else if (SFG_keyIsDown(SFG_KEY_C))
|
|
SFG_player.verticalSpeed = -1 * SFG_PLAYER_MOVE_UNITS_PER_FRAME;
|
|
else
|
|
SFG_player.verticalSpeed = 0;
|
|
#else
|
|
RCL_Unit verticalOffset =
|
|
(
|
|
(
|
|
SFG_keyIsDown(SFG_KEY_JUMP) ||
|
|
(SFG_keyIsDown(SFG_KEY_UP) && SFG_keyIsDown(SFG_KEY_C))
|
|
) &&
|
|
(SFG_player.verticalSpeed == 0) &&
|
|
(SFG_player.previousVerticalSpeed == 0)) ?
|
|
SFG_PLAYER_JUMP_SPEED :
|
|
(SFG_player.verticalSpeed - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME);
|
|
#endif
|
|
|
|
if (!shearing && SFG_player.camera.shear != 0)
|
|
{
|
|
// gradually shear back to zero
|
|
|
|
SFG_player.camera.shear =
|
|
(SFG_player.camera.shear > 0) ?
|
|
RCL_max(0,SFG_player.camera.shear - SFG_CAMERA_SHEAR_STEP_PER_FRAME) :
|
|
RCL_min(0,SFG_player.camera.shear + SFG_CAMERA_SHEAR_STEP_PER_FRAME);
|
|
}
|
|
|
|
#if SFG_HEADBOB_ENABLED
|
|
if (bobbing)
|
|
{
|
|
SFG_player.headBobFrame += SFG_HEADBOB_FRAME_INCREASE_PER_FRAME;
|
|
}
|
|
else if (SFG_player.headBobFrame != 0)
|
|
{
|
|
// smoothly stop bobbing
|
|
|
|
uint8_t quadrant = (SFG_player.headBobFrame % RCL_UNITS_PER_SQUARE) /
|
|
(RCL_UNITS_PER_SQUARE / 4);
|
|
|
|
/* when in quadrant in which sin is going away from zero, switch to the
|
|
same value of the next quadrant, so that bobbing starts to go towards
|
|
zero immediately */
|
|
|
|
if (quadrant % 2 == 0)
|
|
SFG_player.headBobFrame =
|
|
((quadrant + 1) * RCL_UNITS_PER_SQUARE / 4) +
|
|
(RCL_UNITS_PER_SQUARE / 4 - SFG_player.headBobFrame %
|
|
(RCL_UNITS_PER_SQUARE / 4));
|
|
|
|
RCL_Unit currentFrame = SFG_player.headBobFrame;
|
|
RCL_Unit nextFrame = SFG_player.headBobFrame + 16;
|
|
|
|
// only stop bobbing when we pass frame at which sin crosses ero
|
|
SFG_player.headBobFrame =
|
|
(currentFrame / (RCL_UNITS_PER_SQUARE / 2) ==
|
|
nextFrame / (RCL_UNITS_PER_SQUARE / 2)) ?
|
|
nextFrame : 0;
|
|
}
|
|
#endif
|
|
|
|
RCL_Unit previousHeight = SFG_player.camera.height;
|
|
|
|
#if SFG_PREVIEW_MODE
|
|
SFG_player.camera.position.x +=
|
|
SFG_PREVIEW_MODE_SPEED_MULTIPLIER * moveOffset.x;
|
|
|
|
SFG_player.camera.position.y +=
|
|
SFG_PREVIEW_MODE_SPEED_MULTIPLIER * moveOffset.y;
|
|
|
|
SFG_player.camera.height +=
|
|
SFG_PREVIEW_MODE_SPEED_MULTIPLIER * SFG_player.verticalSpeed;
|
|
#else
|
|
RCL_moveCameraWithCollision(&(SFG_player.camera),moveOffset,
|
|
verticalOffset,SFG_floorHeightAt,SFG_ceilingHeightAt,1,1);
|
|
|
|
SFG_player.previousVerticalSpeed = SFG_player.verticalSpeed;
|
|
|
|
RCL_Unit limit = RCL_max(RCL_max(0,verticalOffset),SFG_player.verticalSpeed);
|
|
|
|
SFG_player.verticalSpeed =
|
|
RCL_min(limit,SFG_player.camera.height - previousHeight);
|
|
/* ^ By "limit" we assure height increase caused by climbing a step doesn't
|
|
add vertical velocity. */
|
|
#endif
|
|
|
|
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;
|
|
|
|
// handle door:
|
|
|
|
if (SFG_currentLevel.doorRecordCount > 0) // has to be here
|
|
{
|
|
/* Check one door on whether a player is standing nearby. For performance
|
|
reasons we only check one door and move to another in the next frame. */
|
|
|
|
SFG_DoorRecord *door =
|
|
&(SFG_currentLevel.doorRecords[SFG_currentLevel.checkedDoorIndex]);
|
|
|
|
door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) |
|
|
(
|
|
((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))) ?
|
|
SFG_DOOR_UP_DOWN_MASK : 0x00
|
|
);
|
|
|
|
SFG_currentLevel.checkedDoorIndex++;
|
|
|
|
if (SFG_currentLevel.checkedDoorIndex >= SFG_currentLevel.doorRecordCount)
|
|
SFG_currentLevel.checkedDoorIndex = 0;
|
|
|
|
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
|
|
{
|
|
SFG_ItemRecord item =
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex];
|
|
|
|
item &= ~SFG_ITEM_RECORD_ACTIVE_MASK;
|
|
|
|
SFG_LevelElement e =
|
|
SFG_currentLevel.levelPointer->elements[item];
|
|
|
|
if (
|
|
RCL_absVal(SFG_player.squarePosition[0] - e.coords[0])
|
|
<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
|
|
&&
|
|
RCL_absVal(SFG_player.squarePosition[1] - e.coords[1])
|
|
<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
|
|
)
|
|
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
|
|
{
|
|
SFG_MonsterRecord *monster =
|
|
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.checkedMonsterIndex]);
|
|
|
|
if (
|
|
RCL_absVal(SFG_player.squarePosition[0] - monster->coords[0] / 4)
|
|
> SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
|
|
||
|
|
RCL_absVal(SFG_player.squarePosition[1] - monster->coords[1] / 4)
|
|
> SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
|
|
)
|
|
{
|
|
monster->stateType = SFG_MONSTER_STATE_INACTIVE;
|
|
}
|
|
else if (monster->stateType == SFG_MONSTER_STATE_INACTIVE)
|
|
{
|
|
monster->stateType = SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
|
|
SFG_currentLevel.checkedMonsterIndex++;
|
|
|
|
if (SFG_currentLevel.checkedMonsterIndex >=
|
|
SFG_currentLevel.monsterRecordCount)
|
|
SFG_currentLevel.checkedMonsterIndex = 0;
|
|
}
|
|
|
|
if (((SFG_gameFrame - SFG_currentLevel.frameStart) %
|
|
SFG_AI_UPDATE_FRAME_INTERVAL) == 0)
|
|
for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
if (SFG_currentLevel.monsterRecords[i].stateType !=
|
|
SFG_MONSTER_STATE_INACTIVE)
|
|
SFG_monsterPerformAI(
|
|
&(SFG_currentLevel.monsterRecords[i]));
|
|
}
|
|
|
|
void SFG_clearScreen(uint8_t color)
|
|
{
|
|
for (uint16_t j = 0; j < SFG_GAME_RESOLUTION_Y; ++j)
|
|
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
|
|
SFG_setGamePixel(i,j,color);
|
|
}
|
|
|
|
/**
|
|
Draws fullscreen map of the current level.
|
|
*/
|
|
void SFG_drawMap()
|
|
{
|
|
SFG_clearScreen(0);
|
|
|
|
uint16_t maxJ =
|
|
(SFG_MAP_PIXEL_SIZE * SFG_MAP_SIZE) < SFG_GAME_RESOLUTION_Y ?
|
|
(SFG_MAP_SIZE) : (SFG_GAME_RESOLUTION_Y / SFG_MAP_PIXEL_SIZE);
|
|
|
|
uint16_t maxI =
|
|
(SFG_MAP_PIXEL_SIZE * SFG_MAP_SIZE) < SFG_GAME_RESOLUTION_X ?
|
|
(SFG_MAP_SIZE) : (SFG_GAME_RESOLUTION_X / SFG_MAP_PIXEL_SIZE);
|
|
|
|
uint16_t topLeftX =
|
|
(SFG_GAME_RESOLUTION_X - (maxI * SFG_MAP_PIXEL_SIZE)) / 2;
|
|
|
|
uint16_t topLeftY =
|
|
(SFG_GAME_RESOLUTION_Y - (maxJ * SFG_MAP_PIXEL_SIZE)) / 2;
|
|
|
|
uint16_t x;
|
|
uint16_t y = topLeftY;
|
|
|
|
for (int16_t j = maxJ - 1; j >= 0; --j)
|
|
{
|
|
x = topLeftX;
|
|
|
|
for (uint16_t i = 0; i < maxI; ++i)
|
|
{
|
|
uint8_t properties;
|
|
|
|
SFG_TileDefinition tile =
|
|
SFG_getMapTile(SFG_currentLevel.levelPointer,i,j,&properties);
|
|
|
|
uint8_t color = 94; // init with player color
|
|
|
|
if (i != SFG_player.squarePosition[0] ||
|
|
j != SFG_player.squarePosition[1])
|
|
{
|
|
if (properties == SFG_TILE_PROPERTY_ELEVATOR)
|
|
color = 46;
|
|
else if (properties == SFG_TILE_PROPERTY_SQUEEZER)
|
|
color = 63;
|
|
else
|
|
{
|
|
color = SFG_TILE_FLOOR_HEIGHT(tile) / 8 + 2;
|
|
|
|
if (properties == SFG_TILE_PROPERTY_DOOR)
|
|
color += 8;
|
|
}
|
|
}
|
|
|
|
for (uint16_t k = 0; k < SFG_MAP_PIXEL_SIZE; ++k)
|
|
for (uint16_t l = 0; l < SFG_MAP_PIXEL_SIZE; ++l)
|
|
SFG_setGamePixel(x + l, y + k,color);
|
|
|
|
x += SFG_MAP_PIXEL_SIZE;
|
|
}
|
|
|
|
y += SFG_MAP_PIXEL_SIZE;
|
|
}
|
|
}
|
|
|
|
/**
|
|
Draws text on screen using the bitmap font stored in assets.
|
|
*/
|
|
void SFG_drawText(
|
|
const char *text,
|
|
uint16_t x,
|
|
uint16_t y,
|
|
uint8_t size,
|
|
uint8_t color)
|
|
{
|
|
if (size == 0)
|
|
size = 1;
|
|
|
|
uint16_t pos = 0;
|
|
|
|
uint16_t currentX = x;
|
|
uint16_t currentY = y;
|
|
|
|
while (text[pos] != 0)
|
|
{
|
|
uint16_t character = SFG_font[SFG_charToFontIndex(text[pos])];
|
|
|
|
for (uint8_t i = 0; i < 4; ++i)
|
|
{
|
|
currentY = y;
|
|
|
|
for (uint8_t j = 0; j < 4; ++j)
|
|
{
|
|
if (character & 0x8000)
|
|
for (uint8_t k = 0; k < size; ++k)
|
|
for (uint8_t l = 0; l < size; ++l)
|
|
{
|
|
uint16_t drawX = currentX + k;
|
|
uint16_t drawY = currentY + l;
|
|
|
|
if (drawX < SFG_GAME_RESOLUTION_X &&
|
|
drawY < SFG_GAME_RESOLUTION_Y)
|
|
SFG_setGamePixel(drawX,drawY,color);
|
|
}
|
|
|
|
currentY += size;
|
|
character = character << 1;
|
|
}
|
|
|
|
currentX += size;
|
|
|
|
if (currentX >= SFG_GAME_RESOLUTION_X)
|
|
break;
|
|
}
|
|
|
|
currentX += size;
|
|
|
|
if (currentX >= SFG_GAME_RESOLUTION_X)
|
|
break;
|
|
|
|
pos++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
Draws a number as text on screen, returns the number of characters drawn.
|
|
*/
|
|
uint8_t SFG_drawNumber(
|
|
int16_t number,
|
|
uint16_t x,
|
|
uint16_t y,
|
|
uint8_t size,
|
|
uint8_t color
|
|
)
|
|
{
|
|
char text[7];
|
|
|
|
text[6] = 0; // terminate the string
|
|
|
|
int8_t positive = 1;
|
|
|
|
if (number < 0)
|
|
{
|
|
positive = 0;
|
|
number *= -1;
|
|
}
|
|
|
|
int8_t position = 5;
|
|
|
|
while (1)
|
|
{
|
|
text[position] = '0' + number % 10;
|
|
number /= 10;
|
|
|
|
position--;
|
|
|
|
if (number == 0 || position == 0)
|
|
break;
|
|
}
|
|
|
|
if (!positive)
|
|
{
|
|
text[position] = '-';
|
|
position--;
|
|
}
|
|
|
|
SFG_drawText(text + position + 1,x,y,size,color);
|
|
|
|
return 5 - position;
|
|
}
|
|
|
|
void SFG_draw()
|
|
{
|
|
if (SFG_keyPressed(SFG_KEY_MAP))
|
|
{
|
|
SFG_drawMap();
|
|
}
|
|
else
|
|
{
|
|
for (uint16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
|
|
SFG_zBuffer[i] = 255;
|
|
|
|
int16_t weaponBobOffset;
|
|
|
|
#if SFG_HEADBOB_ENABLED
|
|
RCL_Unit bobSin = RCL_sinInt(SFG_player.headBobFrame);
|
|
|
|
RCL_Unit headBobOffset =
|
|
(bobSin * SFG_HEADBOB_OFFSET) / RCL_UNITS_PER_SQUARE;
|
|
|
|
weaponBobOffset =
|
|
(bobSin * SFG_WEAPONBOB_OFFSET_PIXELS) / (RCL_UNITS_PER_SQUARE) +
|
|
SFG_WEAPONBOB_OFFSET_PIXELS;
|
|
|
|
// add head bob just for the rendering
|
|
SFG_player.camera.height += headBobOffset;
|
|
#endif
|
|
|
|
RCL_renderComplex(
|
|
SFG_player.camera,
|
|
SFG_floorHeightAt,
|
|
SFG_ceilingHeightAt,
|
|
SFG_texturesAt,
|
|
SFG_rayConstraints);
|
|
|
|
// draw sprites:
|
|
|
|
// item sprites:
|
|
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
|
|
if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)
|
|
{
|
|
RCL_Vector2D worldPosition;
|
|
|
|
SFG_LevelElement e =
|
|
SFG_currentLevel.levelPointer->elements[
|
|
SFG_currentLevel.itemRecords[i] & ~SFG_ITEM_RECORD_ACTIVE_MASK];
|
|
|
|
worldPosition.x =
|
|
e.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
worldPosition.y =
|
|
e.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
RCL_PixelInfo p =
|
|
RCL_mapToScreen(
|
|
worldPosition,
|
|
SFG_floorHeightAt(e.coords[0],e.coords[1]) + RCL_UNITS_PER_SQUARE / 2,
|
|
SFG_player.camera);
|
|
|
|
if (p.depth > 0)
|
|
SFG_drawScaledSprite(SFG_sprites[0],
|
|
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
|
|
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
|
|
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
|
|
}
|
|
|
|
// monster sprites:
|
|
for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
|
|
|
|
if (m.stateType != SFG_MONSTER_STATE_INACTIVE)
|
|
{
|
|
RCL_Vector2D worldPosition;
|
|
|
|
worldPosition.x = m.coords[0] * RCL_UNITS_PER_SQUARE / 4;
|
|
worldPosition.y = m.coords[1] * RCL_UNITS_PER_SQUARE / 4;
|
|
|
|
RCL_PixelInfo p =
|
|
RCL_mapToScreen(
|
|
worldPosition,
|
|
SFG_floorHeightAt(m.coords[0] / 4,
|
|
m.coords[1] / 4) + RCL_UNITS_PER_SQUARE / 2,
|
|
SFG_player.camera);
|
|
|
|
if (p.depth > 0)
|
|
SFG_drawScaledSprite(SFG_monsterSprites[ (SFG_gameFrame >> 5) & 0x01 ],
|
|
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
|
|
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y,p.depth),
|
|
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
|
|
}
|
|
}
|
|
|
|
#if SFG_HEADBOB_ENABLED
|
|
// substract head bob after rendering
|
|
SFG_player.camera.height -= headBobOffset;
|
|
#endif
|
|
|
|
SFG_drawText("124",10,SFG_GAME_RESOLUTION_Y - 10 - SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,SFG_FONT_SIZE_MEDIUM,7);
|
|
SFG_drawText("ammo",
|
|
|
|
SFG_GAME_RESOLUTION_X - 10 - 4 * (SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + 1)
|
|
,SFG_GAME_RESOLUTION_Y - 10 - SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,SFG_FONT_SIZE_MEDIUM,7);
|
|
|
|
SFG_blitImage(SFG_weaponImages[SFG_player.weapon],
|
|
SFG_WEAPON_IMAGE_POSITION_X,
|
|
SFG_WEAPON_IMAGE_POSITION_Y + weaponBobOffset,
|
|
SFG_WEAPON_IMAGE_SCALE);
|
|
|
|
}
|
|
}
|
|
|
|
void SFG_mainLoopBody()
|
|
{
|
|
/* standard deterministic game loop, independed on actuall achieved FPS,
|
|
each game logic (physics) frame is performed with the SFG_MS_PER_FRAME
|
|
delta time. */
|
|
|
|
uint32_t timeNow = SFG_getTimeMs();
|
|
uint32_t timeNextFrame = SFG_lastFrameTimeMs + SFG_MS_PER_FRAME;
|
|
|
|
SFG_frameTime = timeNow;
|
|
|
|
if (timeNow >= timeNextFrame)
|
|
{
|
|
uint32_t timeSinceLastFrame = timeNow - SFG_lastFrameTimeMs;
|
|
|
|
uint8_t steps = 0;
|
|
|
|
// perform game logic (physics), for each frame
|
|
while (timeSinceLastFrame >= SFG_MS_PER_FRAME)
|
|
{
|
|
SFG_gameStep();
|
|
|
|
timeSinceLastFrame -= SFG_MS_PER_FRAME;
|
|
|
|
SFG_gameFrame++;
|
|
steps++;
|
|
}
|
|
|
|
if (steps > 1)
|
|
SFG_LOG("Failed to reach target FPS! Consider setting a lower value.")
|
|
|
|
// render noly once
|
|
SFG_draw();
|
|
|
|
SFG_lastFrameTimeMs = timeNow;
|
|
}
|
|
else
|
|
{
|
|
SFG_sleepMs((timeNextFrame - timeNow) / 2); // wait, relieve CPU
|
|
}
|
|
}
|