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583 lines
16 KiB
C++
583 lines
16 KiB
C++
/**
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@file constants.h
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This file contains definitions of game constants that are not considered
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part of game settings and whose change can ffect the game balance and
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playability, e.g. physics constants.
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#ifndef _SFG_CONSTANTS_H
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#define _SFG_CONSTANTS_H
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/**
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How quickly player moves, in squares per second.
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*/
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#define SFG_PLAYER_MOVE_SPEED 7
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/**
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Gravity acceleration in squares / (second^2).
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*/
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#define SFG_GRAVITY_ACCELERATION 30
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/**
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Initial upwards speed of player's jump, in squares per second.
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*/
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#define SFG_PLAYER_JUMP_SPEED 5
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/**
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Melee and close-up attack range, in RCL_Units.
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*/
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#define SFG_MELEE_RANGE 1600
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/**
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When a projectile is shot, it'll be offset by this distance (in RCL_Units)
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from the shooter.
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*/
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#define SFG_PROJECTILE_SPAWN_OFFSET 256
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/**
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Player's melee hit range, in RCL_Units (RCL_UNITS_PER_SQUARE means full angle,
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180 degrees to both sides).
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*/
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#define SFG_PLAYER_MELEE_ANGLE 512
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/**
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How quickly elevators and squeezers move, in RCL_Unit per second.
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*/
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#define SFG_MOVING_WALL_SPEED 1024
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/**
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How quickly doors open and close, in RCL_Unit per second.
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*/
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#define SFG_DOOR_OPEN_SPEED 2048
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/**
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Helper special state value.
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*/
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#define SFG_CANT_SAVE 255
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/**
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Says the distance in RCL_Units at which level elements (items, monsters etc.)
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are active.
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*/
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#define SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE (12 * 1024)
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/**
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Rate at which AI will be updated, which also affects how fast enemies will
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appear.
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*/
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#define SFG_AI_FPS 4
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/**
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Says a probability (0 - 255) of the AI changing its state during one update
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step.
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*/
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#define SFG_AI_RANDOM_CHANGE_PROBABILITY 40
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/**
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Distance at which level elements (sprites) collide, in RCL_Unit (1024 per
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square).
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*/
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#define SFG_ELEMENT_COLLISION_RADIUS 1800
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/**
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Height, in RCL_Units, at which collisions happen with level elements
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(sprites).
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*/
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#define SFG_ELEMENT_COLLISION_HEIGHT 1024
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/**
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Distance at which explosion does damage and throws away the player, in
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RCL_Units. Should be higher than SFG_ELEMENT_COLLISION_RADIUS so that
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exploded rockets also hurt the target.
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*/
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#define SFG_EXPLOSION_RADIUS 2000
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/**
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Distance in RCL_Units which the player is pushed away by an explosion. Watch
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out, a slightly higher value can make player go through walls. Rather keep
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this under RCL_UNITS_PER_SQUARE;
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*/
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#define SFG_EXPLOSION_PUSH_AWAY_DISTANCE 1023
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/**
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How much damage triggers a barrel explosion.
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*/
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#define SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD 3
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/**
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Maximum player health.
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*/
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#define SFG_PLAYER_MAX_HEALTH 125
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/**
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Start health of player.
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*/
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#define SFG_PLAYER_START_HEALTH 100
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/**
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At which value health indicator shows a warning (red color).
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*/
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#define SFG_PLAYER_HEALTH_WARNING_LEVEL 20
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/**
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Amount of health that is increased by taking a health kit.
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*/
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#define SFG_HEALTH_KIT_VALUE 20
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/**
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How much randomness (positive and negative) will be added to damage
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(e.g. by weapons, explosions, ...). This constant is is 0 to 255, 255 meaning
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100% of the base value.
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*/
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#define SFG_DAMAGE_RANDOMNESS 64
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/**
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Height of monster collision BBox in RCL_Units.
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*/
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#define SFG_MONSTER_COLLISION_HEIGHT 1024
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/**
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Specifies key repeat delay, in ms.
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*/
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#define SFG_KEY_REPEAT_DELAY 500
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/**
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Specifies key repeat period, in ms.
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*/
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#define SFG_KEY_REPEAT_PERIOD 150
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/**
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Angle in which multiple projectiles are spread, RCL_Units.
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*/
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#define SFG_PROJECTILE_SPREAD_ANGLE 100
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#define SFG_MAX_MONSTERS 64
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#define SFG_MAX_PROJECTILES 12
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#define SFG_MAX_DOORS 32
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#define SFG_AMMO_BULLETS 0
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#define SFG_AMMO_ROCKETS 1
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#define SFG_AMMO_PLASMA 2
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#define SFG_AMMO_TOTAL 3
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#define SFG_AMMO_NONE SFG_AMMO_TOTAL
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#define SFG_AMMO_INCREASE_BULLETS 10
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#define SFG_AMMO_INCREASE_ROCKETS 5
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#define SFG_AMMO_INCREASE_PLASMA 8
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#define SFG_AMMO_MAX_BULLETS 200
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#define SFG_AMMO_MAX_ROCKETS 100
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#define SFG_AMMO_MAX_PLASMA 150
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/**
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Duration of story text (intro/outro) in ms.
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*/
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#define SFG_STORYTEXT_DURATION 15000
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/**
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Time in ms of the player death animation.
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*/
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#define SFG_LOSE_ANIMATION_DURATION 2000
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/**
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Time in ms of the level win animation.
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*/
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#define SFG_WIN_ANIMATION_DURATION 2500
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/**
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Time in ms of the level start stage.
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*/
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#define SFG_LEVEL_START_DURATION 1500
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/**
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Vertical sprite size, in RCL_Units.
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*/
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#define SFG_BASE_SPRITE_SIZE RCL_UNITS_PER_SQUARE
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// ----------------------------
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// derived constants
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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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#undef SFG_MS_PER_FRAME
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#define SFG_MS_PER_FRAME 1
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#endif
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#define SFG_KEY_REPEAT_DELAY_FRAMES \
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(SFG_KEY_REPEAT_DELAY / SFG_MS_PER_FRAME)
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#if SFG_KEY_REPEAT_DELAY_FRAMES == 0
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#undef SFG_KEY_REPEAT_DELAY_FRAMES
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#define SFG_KEY_REPEAT_DELAY_FRAMES 1
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#endif
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#define SFG_KEY_REPEAT_PERIOD_FRAMES \
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(SFG_KEY_REPEAT_PERIOD / SFG_MS_PER_FRAME)
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#if SFG_KEY_REPEAT_PERIOD_FRAMES == 0
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#undef SFG_KEY_REPEAT_PERIOD_FRAMES
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#define SFG_KEY_REPEAT_PERIOD_FRAMES 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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#undef SFG_WEAPON_IMAGE_SCALE
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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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#if SFG_GAME_RESOLUTION_Y > 70
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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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#elif SFG_GAME_RESOLUTION_Y > 50
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#define SFG_WEAPON_IMAGE_POSITION_Y (SFG_GAME_RESOLUTION_Y \
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- ((SFG_WEAPON_IMAGE_SCALE * 3 * SFG_TEXTURE_SIZE) / 4))
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#else
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#define SFG_WEAPON_IMAGE_POSITION_Y \
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(SFG_GAME_RESOLUTION_Y - SFG_TEXTURE_SIZE / 2)
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#endif
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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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#undef SFG_PLAYER_TURN_UNITS_PER_FRAME
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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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#undef SFG_PLAYER_MOVE_UNITS_PER_FRAME
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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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#undef SFG_GRAVITY_SPEED_INCREASE_PER_FRAME
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#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
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#endif
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#define SFG_PLAYER_JUMP_OFFSET_PER_FRAME \
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(((SFG_PLAYER_JUMP_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS) \
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- SFG_GRAVITY_SPEED_INCREASE_PER_FRAME / 2)
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/* ^ This substraction corrects the initial veloc. so that the numeric curve
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copies the analytical (smooth) curve. Without it the numeric curve goes
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ABOVE and makes player jump higher with lower FPS. To make sense of this
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try to solve the differential equation and plot it. */
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#if SFG_PLAYER_JUMP_OFFSET_PER_FRAME == 0
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#undef SFG_PLAYER_JUMP_OFFSET_PER_FRAME
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#define SFG_PLAYER_JUMP_OFFSET_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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#undef SFG_HEADBOB_FRAME_INCREASE_PER_FRAME
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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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#undef SFG_CAMERA_SHEAR_STEP_PER_FRAME
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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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#undef SFG_FONT_SIZE_SMALL
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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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#undef SFG_FONT_SIZE_MEDIUM
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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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#undef SFG_FONT_SIZE_BIG
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#define SFG_FONT_SIZE_BIG 1
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#endif
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#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
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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_UP_DOWN_MASK 0x20
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#define SFG_DOOR_LOCK(doorRecord) ((doorRecord) >> 6)
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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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#undef SFG_DOOR_INCREMENT_PER_FRAME
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#define SFG_DOOR_INCREMENT_PER_FRAME 1
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#endif
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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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#undef SFG_MAP_PIXEL_SIZE
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#define SFG_MAP_PIXEL_SIZE 1
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#endif
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#define SFG_AI_UPDATE_FRAME_INTERVAL \
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(SFG_FPS / SFG_AI_FPS)
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#if SFG_AI_UPDATE_FRAME_INTERVAL == 0
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#undef SFG_AI_UPDATE_FRAME_INTERVAL
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#define SFG_AI_UPDATE_FRAME_INTERVAL 1
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#endif
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#define SFG_SPRITE_ANIMATION_FRAME_DURATION \
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(SFG_FPS / SFG_SPRITE_ANIMATION_SPEED)
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#if SFG_SPRITE_ANIMATION_FRAME_DURATION == 0
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#undef SFG_SPRITE_ANIMATION_FRAME_DURATION
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#define SFG_SPRITE_ANIMATION_FRAME_DURATION 1
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#endif
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#define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 40)
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#define SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS \
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(SFG_GAME_RESOLUTION_Y / SFG_HUD_BORDER_INDICATOR_WIDTH)
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#define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES \
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(SFG_HUD_BORDER_INDICATOR_DURATION / SFG_MS_PER_FRAME)
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#if SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES == 0
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#define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES 1
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#endif
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#define SFG_BLINK_PERIOD_FRAMES (SFG_BLINK_PERIOD / SFG_MS_PER_FRAME)
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#define SFG_HUD_BAR_HEIGHT \
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(SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + SFG_HUD_MARGIN * 2 + 1)
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// ----------------------------
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// monsters
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#define SFG_MONSTER_ATTACK_MELEE 0
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#define SFG_MONSTER_ATTACK_FIREBALL 1
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#define SFG_MONSTER_ATTACK_BULLET 2
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#define SFG_MONSTER_ATTACK_FIREBALL_BULLET 3
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#define SFG_MONSTER_ATTACK_PLASMA 4
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#define SFG_MONSTER_ATTACK_EXPLODE 5
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#define SFG_MONSTER_ATTACK_FIREBALL_PLASMA 6
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#define SFG_MONSTER_ATTRIBUTE(attackType,aggressivity0to255,health0to255,spriteSize0to3) \
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((uint16_t) ( \
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attackType | \
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((aggressivity0to255 / 8) << 3) | \
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(spriteSize0to3 << 8) | \
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((health0to255 / 4) << 10)))
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#define SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber) \
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(SFG_monsterAttributeTable[monsterNumber] & 0x0007)
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#define SFG_GET_MONSTER_AGGRESSIVITY(monsterNumber) \
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(((SFG_monsterAttributeTable[monsterNumber] >> 3) & 0x1F) * 8)
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#define SFG_GET_MONSTER_SPRITE_SIZE(monsterNumber) \
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((SFG_monsterAttributeTable[monsterNumber] >> 8) & 0x03)
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#define SFG_GET_MONSTER_MAX_HEALTH(monsterNumber) \
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(((SFG_monsterAttributeTable[monsterNumber] >> 10) & 0x3F) * 4)
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/**
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Table of monster attributes, each as a 16bit word in format:
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MSB hhhhhhssaaaattt LSB
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ttt: attack type
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aaaaa: aggressivity (frequence of attacks), 0 to 31
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ss: sprite size
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hhhhhh: health, 0 to 63
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*/
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uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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{
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/* spider */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL,40,61,2),
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/* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,90,170,3),
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/* warrior */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_MELEE,255,40,1),
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/* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,56,92,1),
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/* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_PLASMA,128,255,3),
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/* turret */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_BULLET,32,23,0),
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/* explod. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_EXPLODE,255,36,1)
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};
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// ----------------------------
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// weapons and projectiles
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#define SFG_WEAPON_KNIFE 0
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#define SFG_WEAPON_SHOTGUN 1
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#define SFG_WEAPON_MACHINE_GUN 2
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#define SFG_WEAPON_ROCKET_LAUNCHER 3
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#define SFG_WEAPON_PLASMAGUN 4
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#define SFG_WEAPON_SOLUTION 5
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#define SFG_WEAPONS_TOTAL 6
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#define SFG_WEAPON_ATTRIBUTE(fireType,projectileCount,fireCooldownMs) \
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((uint8_t) (fireType | ((projectileCount - 1) << 2) | ((fireCooldownMs / (SFG_MS_PER_FRAME * 16)) << 4)))
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#define SFG_GET_WEAPON_FIRE_TYPE(weaponNumber) \
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(SFG_weaponAttributeTable[weaponNumber] & 0x03)
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#define SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(weaponNumber) \
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((SFG_weaponAttributeTable[weaponNumber] >> 4) * 16)
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#define SFG_GET_WEAPON_PROJECTILE_COUNT(weaponNumber) \
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(((SFG_weaponAttributeTable[weaponNumber] >> 2) & 0x03) + 1)
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#define SFG_MIN_WEAPON_COOLDOWN_FRAMES 8
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#define SFG_WEAPON_FIRE_TYPE_MELEE 0
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#define SFG_WEAPON_FIRE_TYPE_BULLET 1
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#define SFG_WEAPON_FIRE_TYPE_FIREBALL 2
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#define SFG_WEAPON_FIRE_TYPE_PLASMA 3
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#define SFG_WEAPON_FIRE_TYPES_TOTAL 4
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|
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/**
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Table of weapon attributes, each as a byte in format:
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|
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|
MSB ccccnnff LSB
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ff: fire type
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nn: number of projectiles - 1
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cccc: fire cooldown in frames, i.e. time after which the next shot can be
|
|
shot again, ccccc has to be multiplied by 16 to get the real value
|
|
*/
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SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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{
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/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1250), // DPS: 12.8
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/* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,1,700), // DPS: 11.4
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/* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,1,850), // DPS: 28.2
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|
/* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,1,550), // DPS: 32.7
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/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050) // DPS: 85.7
|
|
};
|
|
|
|
SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
|
|
{
|
|
/* melee */ 4,
|
|
/* bullet */ 8,
|
|
/* explostion (fireball) */ 24,
|
|
/* plasma */ 18
|
|
};
|
|
|
|
#define SFG_PROJECTILE_EXPLOSION 0
|
|
#define SFG_PROJECTILE_FIREBALL 1
|
|
#define SFG_PROJECTILE_PLASMA 2
|
|
#define SFG_PROJECTILE_DUST 3
|
|
#define SFG_PROJECTILE_BULLET 4
|
|
#define SFG_PROJECTILE_NONE 255
|
|
|
|
#define SFG_PROJECTILES_TOTAL 5
|
|
|
|
#define SFG_PROJECTILE_ATTRIBUTE(speedSquaresPerSec,timeToLiveMs) \
|
|
((uint8_t) \
|
|
((((speedSquaresPerSec / 4 == 0) && (speedSquaresPerSec != 0)) ? 1 : speedSquaresPerSec / 4) | \
|
|
((timeToLiveMs / (8 * SFG_MS_PER_FRAME)) << 3)))
|
|
|
|
#define SFG_GET_PROJECTILE_SPEED_UPS(projectileNumber) \
|
|
(((SFG_projectileAttributeTable[projectileNumber] & 0x07) * 4 * RCL_UNITS_PER_SQUARE) / SFG_FPS)
|
|
|
|
#define SFG_GET_PROJECTILE_FRAMES_TO_LIVE(projectileNumber) \
|
|
((SFG_projectileAttributeTable[projectileNumber] >> 3) * 8)
|
|
|
|
/**
|
|
Table of projectile attributes, each as a byte in format:
|
|
|
|
MSB lllllsss LSB
|
|
|
|
fff: half speed in game squares per second
|
|
lllll: eigth of frames to live
|
|
*/
|
|
|
|
#define LOW_FPS (SFG_FPS < 24) ///< low FPS needs low speeds, because collisions
|
|
|
|
SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
|
|
{
|
|
/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
|
|
/* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000),
|
|
|
|
#if LOW_FPS
|
|
/* plasma */ SFG_PROJECTILE_ATTRIBUTE(17,500),
|
|
#else
|
|
/* plasma */ SFG_PROJECTILE_ATTRIBUTE(18,500),
|
|
#endif
|
|
|
|
/* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450),
|
|
|
|
#if LOW_FPS
|
|
/* bullet */ SFG_PROJECTILE_ATTRIBUTE(17,1000)
|
|
#else
|
|
/* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000)
|
|
#endif
|
|
};
|
|
|
|
#undef LOW_FPS
|
|
|
|
#endif // guard
|