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2881 lines
75 KiB
C
Executable File
2881 lines
75 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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/**
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Returns 1 (0) if given key is pressed (not pressed). At least the mandatory
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keys have to be implemented, the optional keys don't have to ever return 1.
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See the key contant definitions to see which ones are mandatory.
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*/
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int8_t SFG_keyPressed(uint8_t key);
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/**
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Returns time in ms sice program start.
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*/
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uint32_t SFG_getTimeMs();
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/**
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Sleep (yield CPU) for specified amount of ms. This is used to relieve CPU
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usage. If your platform doesn't need this or handles it in other way, this
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function can do nothing.
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*/
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void SFG_sleepMs(uint16_t timeMs);
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/**
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Set specified screen pixel. The function doesn't have to check whether
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the coordinates are within screen.
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*/
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static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex);
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/* ========================================================================= */
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/**
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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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#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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#include "assets.h"
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#include "levels.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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#include "constants.h"
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typedef struct
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{
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uint8_t coords[2];
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uint8_t state; /**< door state in format:
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MSB ccbaaaaa LSB
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aaaaa: current door height (how much they're open)
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b: whether currently going up (0) or down (1)
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cc: by which keys the door is unlocked
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*/
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} SFG_DoorRecord;
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#define SFG_SPRITE_SIZE(size0to3) \
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(((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4)
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#define SFG_SPRITE_SIZE_TO_HEAIGH_ABOVE_GROUND(size0to3) \
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((((size0to3) + 3) * (RCL_UNITS_PER_SQUARE / 2)) / 4)
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/**
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Holds information about one instance of a level item (a type of level element,
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e.g. pickable items, decorations etc.). The format is following:
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MSB abbbbbbb LSB
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a: active flag, 1 means the item is nearby to player and is active
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bbbbbbb: index to elements array of the current level, pointing to element
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representing this item
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*/
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typedef uint8_t SFG_ItemRecord;
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#define SFG_ITEM_RECORD_ACTIVE_MASK 0x80
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#define SFG_ITEM_RECORD_LEVEL_ELEMENT(itemRecord) \
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(SFG_currentLevel.levelPointer->elements[itemRecord & \
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~SFG_ITEM_RECORD_ACTIVE_MASK])
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typedef struct
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{
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uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster
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(upper 4 bits). */
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uint8_t coords[2]; /**< Monster position, in 1/4s of a square */
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uint8_t health;
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} SFG_MonsterRecord;
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#define SFG_MR_STATE(mr) ((mr).stateType & SFG_MONSTER_MASK_STATE)
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#define SFG_MR_TYPE(mr) ((mr).stateType & SFG_MONSTER_MASK_TYPE)
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#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) (c * 256)
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#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4)
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#define SFG_ELEMENT_COORD_TO_RCL_UNITS(c) \
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(c * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2)
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#define SFG_MONSTER_MASK_STATE 0x0f
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#define SFG_MONSTER_MASK_TYPE 0xf0
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#define SFG_MONSTER_STATE_INACTIVE 0 ///< Not nearby, not actively updated.
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#define SFG_MONSTER_STATE_IDLE 1
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#define SFG_MONSTER_STATE_ATTACKING 2
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#define SFG_MONSTER_STATE_HURTING 3
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#define SFG_MONSTER_STATE_DYING 4
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#define SFG_MONSTER_STATE_GOING_N 5
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#define SFG_MONSTER_STATE_GOING_NE 6
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#define SFG_MONSTER_STATE_GOING_E 7
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#define SFG_MONSTER_STATE_GOING_SE 8
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#define SFG_MONSTER_STATE_GOING_S 9
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#define SFG_MONSTER_STATE_GOING_SW 10
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#define SFG_MONSTER_STATE_GOING_W 11
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#define SFG_MONSTER_STATE_GOING_NW 12
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typedef struct
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{
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uint8_t type;
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uint8_t doubleFramesToLive; /**< This number times two (because 256 could be
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too little at high FPS) says after how many
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frames the projectile is destroyed. */
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uint16_t position[3]; /**< Current position, stored as u16 to save space, as
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that is exactly enough to store position on 64x64
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map. */
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int16_t direction[3]; /**< Added to position each game step. */
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} SFG_ProjectileRecord;
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/*
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GLOBAL VARIABLES
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===============================================================================
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*/
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uint8_t SFG_currentRandom;
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uint8_t SFG_spriteAnimationFrame;
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struct
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{
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RCL_Camera camera;
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int8_t squarePosition[2];
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RCL_Vector2D direction;
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RCL_Unit verticalSpeed;
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RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
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for determining whether player is in the
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air. */
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uint16_t headBobFrame;
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uint8_t weapon; ///< currently selected weapon
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uint8_t health;
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uint32_t weaponCooldownStartFrame; /**< frame from which weapon cooldown is
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counted */
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uint32_t lastHurtFrame;
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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_ProjectileRecord projectileRecords[SFG_MAX_PROJECTILES];
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uint8_t projectileRecordCount;
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uint8_t backgroundImage;
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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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Returns a pseudorandom byte. This is a congrent generator, its parameters
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have been chosen so that each number (0-255) is included in the output
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exactly once!
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*/
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uint8_t SFG_random()
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{
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SFG_currentRandom *= 13;
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SFG_currentRandom += 7;
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return SFG_currentRandom;
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}
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/**
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Returns a damage value for specific attack type (SFG_WEAPON_FIRE_TYPE_...),
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with added randomness (so the values will differe). For explosion pass
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SFG_WEAPON_FIRE_TYPE_FIREBALL.
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*/
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uint8_t SFG_getDamageValue(uint8_t attackType)
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{
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if (attackType >= SFG_WEAPON_FIRE_TYPES_TOTAL)
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return 0;
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int32_t value = SFG_attackDamageTable[attackType]; // has to be signed
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int32_t maxAdd = (value * SFG_DAMAGE_RANDOMNESS) / 256;
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value = value + (maxAdd / 2) - (SFG_random() * maxAdd / 256);
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if (value < 0)
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value = 0;
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return value;
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}
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RCL_Unit SFG_taxicabDistance(
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RCL_Unit x0, RCL_Unit y0, RCL_Unit z0, RCL_Unit x1, RCL_Unit y1, RCL_Unit z1)
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{
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return (RCL_absVal(x0 - x1) + RCL_absVal(y0 - y1) + RCL_absVal(z0 - z1));
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}
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uint8_t SFG_isInActiveDistanceFromPlayer(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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{
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return SFG_taxicabDistance(
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x,y,z,SFG_player.camera.position.x,SFG_player.camera.position.y,
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SFG_player.camera.height) <= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE;
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}
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static inline uint8_t SFG_RCLUnitToZBuffer(RCL_Unit x)
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{
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x /= RCL_UNITS_PER_SQUARE;
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uint8_t okay = x < 255;
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return okay * (x + 1) - 1;
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}
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const uint8_t *SFG_getMonsterSprite(
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uint8_t monsterType, uint8_t state, uint8_t frame)
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{
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uint8_t index = 17; // makes the code smaller compared to returning pointers
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if (state != SFG_MONSTER_STATE_DYING)
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switch (monsterType)
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{
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case SFG_LEVEL_ELEMENT_MONSTER_SPIDER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 1; break;
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case SFG_MONSTER_STATE_IDLE: index = 0; break;
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default: index = frame ? 0 : 2; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_WARRIOR:
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index = state != SFG_MONSTER_STATE_ATTACKING ? 6 : 7;
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_DESTROYER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 4; break;
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case SFG_MONSTER_STATE_IDLE: index = 3; break;
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default: index = frame ? 3 : 5; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT:
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index = state != SFG_MONSTER_STATE_ATTACKING ? 8 : 9;
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_ENDER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 12; break;
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case SFG_MONSTER_STATE_IDLE: index = 10; break;
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default: index = frame ? 10 : 11; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_TURRET:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 15; break;
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case SFG_MONSTER_STATE_IDLE: index = 13; break;
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default: index = frame ? 13 : 14; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_EXPLODER:
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default:
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index = 16;
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break;
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}
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return SFG_monsterSprites[index];
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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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#if SFG_BACKGROUND_BLUR != 0
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uint8_t SFG_backgroundBlurIndex = 0;
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SFG_PROGRAM_MEMORY int8_t SFG_backgroundBlurOffsets[9] =
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{0 * SFG_BACKGROUND_BLUR,
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16 * SFG_BACKGROUND_BLUR,
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7 * SFG_BACKGROUND_BLUR,
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17 * SFG_BACKGROUND_BLUR,
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1 * SFG_BACKGROUND_BLUR,
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4 * SFG_BACKGROUND_BLUR,
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15 * SFG_BACKGROUND_BLUR,
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9 * SFG_BACKGROUND_BLUR,
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7 * SFG_BACKGROUND_BLUR
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};
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#endif
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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)
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{
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uint8_t zValue = pixel->isWall ? SFG_RCLUnitToZBuffer(pixel->depth) : 255;
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for (uint8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
|
|
SFG_zBuffer[pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + i] = zValue;
|
|
}
|
|
|
|
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_wallTextures[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_backgroundImages[SFG_currentLevel.backgroundImage],
|
|
SFG_backgroundScaleMap[((pixel->position.x
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex]
|
|
#endif
|
|
) * SFG_RAYCASTING_SUBSAMPLE + SFG_backgroundScroll) % SFG_GAME_RESOLUTION_Y],
|
|
(SFG_backgroundScaleMap[(pixel->position.y // ^ TODO: get rid of mod?
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex + 1]
|
|
#endif
|
|
) % SFG_GAME_RESOLUTION_Y ])
|
|
);
|
|
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 0x07;
|
|
#endif
|
|
}
|
|
|
|
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_RCLUnitToZBuffer(distance);
|
|
|
|
for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
|
|
{
|
|
if (SFG_zBuffer[x] >= zDistance)
|
|
{
|
|
int8_t columnTransparent = 1;
|
|
|
|
for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
|
|
{
|
|
uint8_t color =
|
|
SFG_getTexel(image,SFG_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] = 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;
|
|
}
|
|
|
|
void SFG_initPlayer()
|
|
{
|
|
RCL_initCamera(&SFG_player.camera);
|
|
|
|
SFG_player.camera.resolution.x =
|
|
SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
|
|
|
|
SFG_player.camera.resolution.y = SFG_GAME_RESOLUTION_Y - SFG_HUD_BAR_HEIGHT;
|
|
|
|
SFG_player.camera.position.x = RCL_UNITS_PER_SQUARE / 2 +
|
|
SFG_currentLevel.levelPointer->playerStart[0] * RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_player.camera.position.y = RCL_UNITS_PER_SQUARE / 2 +
|
|
SFG_currentLevel.levelPointer->playerStart[1] * RCL_UNITS_PER_SQUARE;
|
|
|
|
SFG_player.camera.height =
|
|
SFG_floorHeightAt(
|
|
SFG_currentLevel.levelPointer->playerStart[0],
|
|
SFG_currentLevel.levelPointer->playerStart[1]);
|
|
|
|
SFG_player.camera.direction =
|
|
SFG_currentLevel.levelPointer->playerStart[2] * 4;
|
|
|
|
SFG_recompurePLayerDirection();
|
|
|
|
SFG_player.previousVerticalSpeed = 0;
|
|
|
|
SFG_player.headBobFrame = 0;
|
|
|
|
SFG_player.weapon = 2;
|
|
|
|
SFG_player.weaponCooldownStartFrame = SFG_gameFrame;
|
|
SFG_player.lastHurtFrame = SFG_gameFrame;
|
|
|
|
SFG_player.health = SFG_PLAYER_MAX_HEALTH;
|
|
}
|
|
|
|
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_currentRandom = 0;
|
|
|
|
SFG_currentLevel.backgroundImage = level->backgroundImage;
|
|
|
|
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_wallTextures[level->textureIndices[i]];
|
|
|
|
SFG_LOG("initializing doors");
|
|
|
|
SFG_currentLevel.checkedDoorIndex = 0;
|
|
|
|
SFG_currentLevel.doorRecordCount = 0;
|
|
|
|
SFG_currentLevel.projectileRecordCount = 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]);
|
|
|
|
if (e->type != SFG_LEVEL_ELEMENT_NONE)
|
|
{
|
|
if (SFG_LEVEL_ELEMENT_TYPE_IS_MOSTER(e->type))
|
|
{
|
|
SFG_LOG("adding monster");
|
|
|
|
monster =
|
|
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
|
|
|
|
monster->stateType = e->type | SFG_MONSTER_STATE_INACTIVE;
|
|
monster->health = SFG_GET_MONSTER_MAX_HEALTH(SFG_MONSTER_TYPE_TO_INDEX(e->type));
|
|
|
|
monster->coords[0] = e->coords[0] * 4 + 2;
|
|
monster->coords[1] = e->coords[1] * 4 + 2;
|
|
|
|
SFG_currentLevel.monsterRecordCount++;
|
|
}
|
|
else
|
|
{
|
|
SFG_LOG("adding item");
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.itemRecordCount] = i;
|
|
SFG_currentLevel.itemRecordCount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
SFG_currentLevel.timeStart = SFG_getTimeMs();
|
|
SFG_currentLevel.frameStart = SFG_gameFrame;
|
|
|
|
SFG_spriteAnimationFrame = 0;
|
|
|
|
SFG_initPlayer();
|
|
}
|
|
|
|
void SFG_init()
|
|
{
|
|
SFG_LOG("initializing game")
|
|
|
|
SFG_gameFrame = 0;
|
|
|
|
SFG_currentRandom = 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 += next ? 1 : -1;
|
|
|
|
if (SFG_player.weapon == SFG_WEAPONS_TOTAL)
|
|
SFG_player.weapon = 0;
|
|
else if (SFG_player.weapon < 0 || SFG_player.weapon > SFG_WEAPONS_TOTAL)
|
|
SFG_player.weapon = SFG_WEAPONS_TOTAL - 1;
|
|
|
|
SFG_player.weaponCooldownStartFrame = SFG_gameFrame -
|
|
SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon) / 2;
|
|
}
|
|
|
|
/**
|
|
Adds new projectile to the current level, return 1 if added, 0 if not (max
|
|
count reached).
|
|
*/
|
|
uint8_t SFG_createProjectile(SFG_ProjectileRecord projectile)
|
|
{
|
|
if (SFG_currentLevel.projectileRecordCount >= SFG_MAX_PROJECTILES)
|
|
return 0;
|
|
|
|
SFG_currentLevel.projectileRecords[SFG_currentLevel.projectileRecordCount] =
|
|
projectile;
|
|
|
|
SFG_currentLevel.projectileRecordCount++;
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
Launches projectile of given type from given position in given direction
|
|
(has to be normalized), with given offset (so as to not collide with the
|
|
shooting entity). Returns the same value as SFG_createProjectile.
|
|
*/
|
|
uint8_t SFG_launchProjectile(
|
|
uint8_t type,
|
|
RCL_Vector2D shootFrom,
|
|
RCL_Unit shootFromHeight,
|
|
RCL_Vector2D direction,
|
|
RCL_Unit verticalSpeed,
|
|
RCL_Unit offsetDistance
|
|
)
|
|
{
|
|
if (type == SFG_PROJECTILE_NONE)
|
|
return 0;
|
|
|
|
SFG_ProjectileRecord p;
|
|
|
|
p.type = type;
|
|
p.doubleFramesToLive =
|
|
RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(type) / 2);
|
|
|
|
p.position[0] =
|
|
shootFrom.x + (direction.x * offsetDistance) / RCL_UNITS_PER_SQUARE;
|
|
|
|
p.position[1] =
|
|
shootFrom.y + (direction.y * offsetDistance) / RCL_UNITS_PER_SQUARE;
|
|
|
|
p.position[2] = shootFromHeight;
|
|
|
|
p.direction[0] =
|
|
(direction.x * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
|
|
|
|
p.direction[1] =
|
|
(direction.y * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
|
|
|
|
p.direction[2] = verticalSpeed;
|
|
|
|
return SFG_createProjectile(p);
|
|
}
|
|
|
|
/**
|
|
Pushes a given position away from a center by given distance, with collisions.
|
|
Returns 1 if push away happened, otherwise 0.
|
|
*/
|
|
uint8_t SFG_pushAway(
|
|
RCL_Unit pos[3],
|
|
RCL_Unit centerX,
|
|
RCL_Unit centerY,
|
|
RCL_Unit preferredDirection,
|
|
RCL_Unit distance)
|
|
{
|
|
RCL_Vector2D fromCenter;
|
|
|
|
fromCenter.x = pos[0] - centerX;
|
|
fromCenter.y = pos[1] - centerY;
|
|
|
|
RCL_Unit l = RCL_len(fromCenter);
|
|
|
|
if (l < 128)
|
|
{
|
|
fromCenter = RCL_angleToDirection(preferredDirection);
|
|
l = RCL_UNITS_PER_SQUARE;
|
|
}
|
|
else if (l >= distance)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
RCL_Vector2D offset;
|
|
|
|
offset.x = (fromCenter.x * distance) / l;
|
|
offset.y = (fromCenter.y * distance) / l;
|
|
|
|
RCL_Camera c;
|
|
|
|
RCL_initCamera(&c);
|
|
|
|
c.position.x = pos[0];
|
|
c.position.y = pos[1];
|
|
c.height = pos[2];
|
|
|
|
RCL_moveCameraWithCollision(&c,offset,0,SFG_floorHeightAt,
|
|
SFG_ceilingHeightAt,1,1);
|
|
|
|
pos[0] = c.position.x;
|
|
pos[1] = c.position.y;
|
|
pos[2] = c.height;
|
|
|
|
return 1;
|
|
}
|
|
|
|
uint8_t SFG_pushPlayerAway(RCL_Unit centerX, RCL_Unit centerY, RCL_Unit distance)
|
|
{
|
|
RCL_Unit p[3];
|
|
|
|
p[0] = SFG_player.camera.position.x;
|
|
p[1] = SFG_player.camera.position.y;
|
|
p[2] = SFG_player.camera.height;
|
|
|
|
uint8_t result = SFG_pushAway(p,centerX,centerY,
|
|
SFG_player.camera.direction - RCL_UNITS_PER_SQUARE / 2,
|
|
distance);
|
|
|
|
SFG_player.camera.position.x = p[0];
|
|
SFG_player.camera.position.y = p[1];
|
|
SFG_player.camera.height = p[2];
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
Helper function to resolve collision with level element. The function supposes
|
|
the collision already does happen and only resolves it. Returns adjusted move
|
|
offset.
|
|
*/
|
|
RCL_Vector2D SFG_resolveCollisionWithElement(
|
|
RCL_Vector2D position, RCL_Vector2D moveOffset, RCL_Vector2D elementPos)
|
|
{
|
|
RCL_Unit dx = RCL_absVal(elementPos.x - position.x);
|
|
RCL_Unit dy = RCL_absVal(elementPos.y - position.y);
|
|
|
|
if (dx > dy)
|
|
{
|
|
// colliding from left/right
|
|
|
|
if ((moveOffset.x > 0) == (position.x < elementPos.x))
|
|
moveOffset.x = 0;
|
|
// ^ only stop if heading towards element, to avoid getting stuck
|
|
}
|
|
else
|
|
{
|
|
// colliding from up/down
|
|
|
|
if ((moveOffset.y > 0) == (position.y < elementPos.y))
|
|
moveOffset.y = 0;
|
|
}
|
|
|
|
return moveOffset;
|
|
}
|
|
|
|
/**
|
|
Adds or substracts player's health, which either hurts him (negative value)
|
|
or heals him (positive value).
|
|
*/
|
|
void SFG_playerChangeHealth(int8_t healthAdd)
|
|
{
|
|
int16_t health = SFG_player.health;
|
|
health += healthAdd;
|
|
health = RCL_clamp(health,0,SFG_PLAYER_MAX_HEALTH);
|
|
|
|
SFG_player.health = health;
|
|
|
|
if (healthAdd < 0)
|
|
SFG_player.lastHurtFrame = SFG_gameFrame;
|
|
}
|
|
|
|
/**
|
|
Same as SFG_playerChangeHealth but for monsters.
|
|
*/
|
|
void SFG_monsterChangeHealth(SFG_MonsterRecord *monster, int8_t healthAdd)
|
|
{
|
|
int16_t health = monster->health;
|
|
health += healthAdd;
|
|
health = RCL_clamp(health,0,255);
|
|
monster->health = health;
|
|
}
|
|
|
|
void SFG_removeItem(uint8_t index)
|
|
{
|
|
SFG_LOG("removing item");
|
|
|
|
for (uint16_t j = index; j < SFG_currentLevel.itemRecordCount - 1; ++j)
|
|
SFG_currentLevel.itemRecords[j] =
|
|
SFG_currentLevel.itemRecords[j + 1];
|
|
|
|
SFG_currentLevel.itemRecordCount--;
|
|
}
|
|
|
|
void SFG_createExplosion(RCL_Unit, RCL_Unit, RCL_Unit); // forward decl
|
|
|
|
void SFG_explodeBarrel(uint8_t itemIndex, RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
SFG_removeItem(itemIndex);
|
|
SFG_createExplosion(x,y,z);
|
|
}
|
|
|
|
void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
SFG_ProjectileRecord explosion;
|
|
|
|
explosion.type = SFG_PROJECTILE_EXPLOSION;
|
|
|
|
explosion.position[0] = x;
|
|
explosion.position[1] = y;
|
|
explosion.position[2] = z;
|
|
|
|
explosion.direction[0] = 0;
|
|
explosion.direction[1] = 0;
|
|
explosion.direction[2] = 0;
|
|
|
|
explosion.doubleFramesToLive = RCL_nonZero(
|
|
SFG_GET_PROJECTILE_FRAMES_TO_LIVE(SFG_PROJECTILE_EXPLOSION) / 2);
|
|
|
|
SFG_createProjectile(explosion);
|
|
|
|
uint8_t damage = SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL);
|
|
|
|
if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_DISTANCE))
|
|
SFG_playerChangeHealth(-1 * damage);
|
|
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]);
|
|
|
|
if (SFG_MR_STATE(*monster) == SFG_MONSTER_STATE_INACTIVE)
|
|
continue;
|
|
|
|
RCL_Unit monsterHeight =
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]))
|
|
+ RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
if (SFG_taxicabDistance(
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),monsterHeight,
|
|
x,y,z) <= SFG_EXPLOSION_DISTANCE)
|
|
{
|
|
SFG_monsterChangeHealth(monster,
|
|
-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL));
|
|
}
|
|
}
|
|
|
|
// explode nearby barrels
|
|
|
|
if (damage >= SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD)
|
|
for (uint16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
|
|
{
|
|
SFG_ItemRecord item = SFG_currentLevel.itemRecords[i];
|
|
|
|
/* We DON'T check just active barrels but all, otherwise it looks weird
|
|
that out of sight barrels in a line didn't explode.*/
|
|
|
|
SFG_LevelElement element = SFG_ITEM_RECORD_LEVEL_ELEMENT(item);
|
|
|
|
if (element.type != SFG_LEVEL_ELEMENT_BARREL)
|
|
continue;
|
|
|
|
RCL_Unit elementX =
|
|
element.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
RCL_Unit elementY =
|
|
element.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
|
|
|
RCL_Unit elementHeight =
|
|
SFG_floorHeightAt(element.coords[0],element.coords[1]);
|
|
|
|
if (SFG_taxicabDistance(
|
|
x,y,z,elementX,elementY,elementHeight) <= SFG_EXPLOSION_DISTANCE)
|
|
{
|
|
SFG_explodeBarrel(i,elementX,elementY,elementHeight);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SFG_createDust(RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
|
{
|
|
SFG_ProjectileRecord dust;
|
|
|
|
dust.type = SFG_PROJECTILE_DUST;
|
|
|
|
dust.position[0] = x;
|
|
dust.position[1] = y;
|
|
dust.position[2] = z;
|
|
|
|
dust.direction[0] = 0;
|
|
dust.direction[1] = 0;
|
|
dust.direction[2] = 0;
|
|
|
|
dust.doubleFramesToLive =
|
|
RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(SFG_PROJECTILE_DUST) / 2);
|
|
|
|
SFG_createProjectile(dust);
|
|
}
|
|
|
|
void SFG_getMonsterWorldPosition(SFG_MonsterRecord *monster, RCL_Unit *x,
|
|
RCL_Unit *y, RCL_Unit *z)
|
|
{
|
|
*x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]);
|
|
*y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]);
|
|
*z = SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]))
|
|
+ RCL_UNITS_PER_SQUARE / 2;
|
|
}
|
|
|
|
void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
|
|
{
|
|
uint8_t state = SFG_MR_STATE(*monster);
|
|
uint8_t type = SFG_MR_TYPE(*monster);
|
|
uint8_t monsterNumber = SFG_MONSTER_TYPE_TO_INDEX(type);
|
|
uint8_t attackType = SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber);
|
|
|
|
int8_t coordAdd[2];
|
|
|
|
coordAdd[0] = 0;
|
|
coordAdd[1] = 0;
|
|
|
|
uint8_t notRanged =
|
|
(attackType == SFG_MONSTER_ATTACK_MELEE) ||
|
|
(attackType == SFG_MONSTER_ATTACK_EXPLODE);
|
|
|
|
if ( // sometimes randomly attack
|
|
!notRanged &&
|
|
(SFG_random() <
|
|
SFG_GET_MONSTER_AGGRESSIVITY(SFG_MONSTER_TYPE_TO_INDEX(type)))
|
|
)
|
|
{
|
|
if (!notRanged && (SFG_random() % 4 != 0))
|
|
{
|
|
// attack
|
|
|
|
state = SFG_MONSTER_STATE_ATTACKING;
|
|
|
|
if (type != SFG_LEVEL_ELEMENT_MONSTER_WARRIOR)
|
|
{
|
|
RCL_Vector2D pos;
|
|
RCL_Vector2D dir;
|
|
|
|
pos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]);
|
|
pos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]);
|
|
|
|
dir.x = SFG_player.camera.position.x - pos.x;
|
|
dir.y = SFG_player.camera.position.y - pos.y;
|
|
|
|
dir = RCL_normalize(dir);
|
|
|
|
uint8_t projectile;
|
|
|
|
switch (SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber))
|
|
{
|
|
case SFG_MONSTER_ATTACK_FIREBALL:
|
|
projectile = SFG_PROJECTILE_FIREBALL;
|
|
break;
|
|
|
|
case SFG_MONSTER_ATTACK_BULLET:
|
|
projectile = SFG_PROJECTILE_BULLET;
|
|
break;
|
|
|
|
case SFG_MONSTER_ATTACK_PLASMA:
|
|
projectile = SFG_PROJECTILE_PLASMA;
|
|
break;
|
|
|
|
case SFG_MONSTER_ATTACK_FIREBALL_BULLET:
|
|
projectile = (SFG_random() < 128) ?
|
|
SFG_PROJECTILE_FIREBALL :
|
|
SFG_PROJECTILE_BULLET;
|
|
break;
|
|
|
|
default:
|
|
projectile = SFG_PROJECTILE_NONE;
|
|
break;
|
|
}
|
|
|
|
SFG_launchProjectile(
|
|
projectile,
|
|
pos,
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1])
|
|
) + RCL_UNITS_PER_SQUARE / 2,
|
|
dir,
|
|
0,
|
|
SFG_ELEMENT_COLLISION_DISTANCE
|
|
);
|
|
}
|
|
}
|
|
else
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
else if (state == SFG_MONSTER_STATE_IDLE)
|
|
{
|
|
if (notRanged)
|
|
{
|
|
// non-ranged monsters walk towards player
|
|
|
|
uint8_t mX = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]);
|
|
uint8_t mY = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]);
|
|
|
|
RCL_Unit pX, pY, pZ;
|
|
SFG_getMonsterWorldPosition(monster,&pX,&pY,&pZ);
|
|
|
|
uint8_t isClose = // close to player?
|
|
SFG_taxicabDistance(pX,pY,pZ,
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height) <= SFG_MELEE_RANGE;
|
|
|
|
if (!isClose)
|
|
{
|
|
// walk towards player
|
|
|
|
if (mX > SFG_player.squarePosition[0])
|
|
{
|
|
if (mY > SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_NW;
|
|
else if (mY < SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_SW;
|
|
else
|
|
state = SFG_MONSTER_STATE_GOING_W;
|
|
}
|
|
else if (mX < SFG_player.squarePosition[0])
|
|
{
|
|
if (mY > SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_NE;
|
|
else if (mY < SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_SE;
|
|
else
|
|
state = SFG_MONSTER_STATE_GOING_E;
|
|
}
|
|
else
|
|
{
|
|
if (mY > SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_N;
|
|
else if (mY < SFG_player.squarePosition[1])
|
|
state = SFG_MONSTER_STATE_GOING_S;
|
|
}
|
|
}
|
|
else // is close
|
|
{
|
|
// melee, close-up attack
|
|
|
|
if (attackType == SFG_MONSTER_ATTACK_MELEE)
|
|
{
|
|
// melee attack
|
|
|
|
state = SFG_MONSTER_STATE_ATTACKING;
|
|
|
|
SFG_playerChangeHealth(
|
|
-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_MELEE));
|
|
}
|
|
else // SFG_MONSTER_ATTACK_EXPLODE
|
|
{
|
|
// explode
|
|
|
|
uint8_t properties;
|
|
|
|
SFG_TileDefinition tile =
|
|
SFG_getMapTile(SFG_currentLevel.levelPointer,mX,mY,&properties);
|
|
|
|
SFG_createExplosion(mX * RCL_UNITS_PER_SQUARE ,mY * RCL_UNITS_PER_SQUARE,
|
|
SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP + SFG_WALL_HEIGHT_STEP);
|
|
|
|
monster->health = 0;
|
|
}
|
|
}
|
|
}
|
|
else // ranged monsters
|
|
{
|
|
// choose walk direction randomly
|
|
|
|
switch (SFG_random() % 8)
|
|
{
|
|
case 0: state = SFG_MONSTER_STATE_GOING_E; break;
|
|
case 1: state = SFG_MONSTER_STATE_GOING_W; break;
|
|
case 2: state = SFG_MONSTER_STATE_GOING_N; break;
|
|
case 3: state = SFG_MONSTER_STATE_GOING_S; break;
|
|
case 4: state = SFG_MONSTER_STATE_GOING_NE; break;
|
|
case 5: state = SFG_MONSTER_STATE_GOING_NW; break;
|
|
case 6: state = SFG_MONSTER_STATE_GOING_SE; break;
|
|
case 7: state = SFG_MONSTER_STATE_GOING_SW; break;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
else if (state == SFG_MONSTER_STATE_ATTACKING)
|
|
{
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
else
|
|
{
|
|
int8_t add = 1;
|
|
|
|
if (attackType == SFG_MONSTER_ATTACK_MELEE)
|
|
add = 2;
|
|
else if (attackType == SFG_MONSTER_ATTACK_EXPLODE)
|
|
add = 3;
|
|
|
|
if (state == SFG_MONSTER_STATE_GOING_E ||
|
|
state == SFG_MONSTER_STATE_GOING_NE ||
|
|
state == SFG_MONSTER_STATE_GOING_SE)
|
|
coordAdd[0] = add;
|
|
else if (state == SFG_MONSTER_STATE_GOING_W ||
|
|
state == SFG_MONSTER_STATE_GOING_SW ||
|
|
state == SFG_MONSTER_STATE_GOING_NW)
|
|
coordAdd[0] = -1 * add;
|
|
|
|
if (state == SFG_MONSTER_STATE_GOING_N ||
|
|
state == SFG_MONSTER_STATE_GOING_NE ||
|
|
state == SFG_MONSTER_STATE_GOING_NW)
|
|
coordAdd[1] = -1 * add;
|
|
else if (state == SFG_MONSTER_STATE_GOING_S ||
|
|
state == SFG_MONSTER_STATE_GOING_SE ||
|
|
state == SFG_MONSTER_STATE_GOING_SW)
|
|
coordAdd[1] = add;
|
|
|
|
if (add)
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
|
|
int16_t newPos[2];
|
|
|
|
newPos[0] = monster->coords[0] + coordAdd[0];
|
|
newPos[1] = monster->coords[1] + coordAdd[1];
|
|
|
|
int8_t collision = 0;
|
|
|
|
if (newPos[0] < 0 || newPos[0] >= 256 || newPos[1] < 0 || newPos[1] >= 256)
|
|
{
|
|
collision = 1;
|
|
}
|
|
else
|
|
{
|
|
RCL_Unit currentHeight =
|
|
SFG_floorHeightAt(monster->coords[0] / 4,monster->coords[1] / 4);
|
|
|
|
RCL_Unit newHeight =
|
|
SFG_floorHeightAt(newPos[0] / 4,newPos[1] / 4);
|
|
|
|
collision =
|
|
RCL_absVal(currentHeight - newHeight) > RCL_CAMERA_COLL_STEP_HEIGHT;
|
|
}
|
|
|
|
if (collision)
|
|
{
|
|
state = SFG_MONSTER_STATE_IDLE;
|
|
// ^ will force the monster to choose random direction in next update
|
|
|
|
newPos[0] = monster->coords[0];
|
|
newPos[1] = monster->coords[1];
|
|
}
|
|
|
|
monster->stateType = state | type;
|
|
monster->coords[0] = newPos[0];
|
|
monster->coords[1] = newPos[1];;
|
|
}
|
|
|
|
/**
|
|
Helper function, returns a pointer to level element representing item with
|
|
given index, but only if the item is active (otherwise 0 is returned).
|
|
*/
|
|
static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
|
|
{
|
|
SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
|
|
|
|
if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0)
|
|
return 0;
|
|
|
|
return &(SFG_currentLevel.levelPointer->elements[item &
|
|
~SFG_ITEM_RECORD_ACTIVE_MASK]);
|
|
}
|
|
|
|
static inline uint8_t SFG_elementCollides(
|
|
RCL_Unit pointX,
|
|
RCL_Unit pointY,
|
|
RCL_Unit pointZ,
|
|
RCL_Unit elementX,
|
|
RCL_Unit elementY,
|
|
RCL_Unit elementHeight,
|
|
RCL_Unit heightMargin,
|
|
RCL_Unit widthMargin
|
|
)
|
|
{
|
|
return
|
|
SFG_taxicabDistance(pointX,pointY,pointZ,elementX,elementY,elementHeight)
|
|
<= (SFG_ELEMENT_COLLISION_DISTANCE + widthMargin);
|
|
}
|
|
|
|
/**
|
|
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);
|
|
|
|
if ((SFG_currentLevel.frameStart - SFG_gameFrame) %
|
|
SFG_SPRITE_ANIMATION_FRAME_DURATION == 0)
|
|
SFG_spriteAnimationFrame++;
|
|
|
|
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_PREVIEW_MODE == 0
|
|
if (
|
|
SFG_keyIsDown(SFG_KEY_B) &&
|
|
!SFG_keyIsDown(SFG_KEY_C) &&
|
|
(SFG_gameFrame - SFG_player.weaponCooldownStartFrame >
|
|
SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon)))
|
|
{
|
|
// attack
|
|
|
|
uint8_t projectile;
|
|
|
|
switch (SFG_GET_WEAPON_FIRE_TYPE(SFG_player.weapon))
|
|
{
|
|
case SFG_WEAPON_FIRE_TYPE_PLASMA:
|
|
projectile = SFG_PROJECTILE_PLASMA;
|
|
break;
|
|
|
|
case SFG_WEAPON_FIRE_TYPE_FIREBALL:
|
|
projectile = SFG_PROJECTILE_FIREBALL;
|
|
break;
|
|
|
|
case SFG_WEAPON_FIRE_TYPE_BULLET:
|
|
projectile = SFG_PROJECTILE_BULLET;
|
|
break;
|
|
|
|
case SFG_WEAPON_FIRE_TYPE_MELEE:
|
|
projectile = SFG_PROJECTILE_NONE;
|
|
break;
|
|
|
|
default:
|
|
projectile = 255;
|
|
break;
|
|
}
|
|
|
|
if (projectile != SFG_PROJECTILE_NONE)
|
|
{
|
|
uint8_t projectileCount =
|
|
SFG_GET_WEAPON_PROJECTILE_COUNT(SFG_player.weapon);
|
|
|
|
uint16_t angleAdd = SFG_PROJECTILE_SPREAD_ANGLE / (projectileCount + 1);
|
|
|
|
RCL_Unit direction =
|
|
(SFG_player.camera.direction - SFG_PROJECTILE_SPREAD_ANGLE / 2)
|
|
+ angleAdd;
|
|
|
|
for (uint8_t i = 0; i < projectileCount; ++i)
|
|
{
|
|
SFG_launchProjectile(
|
|
projectile,
|
|
SFG_player.camera.position,
|
|
SFG_player.camera.height,
|
|
RCL_angleToDirection(direction),
|
|
(SFG_player.camera.shear * SFG_GET_PROJECTILE_SPEED_UPS(projectile)) /
|
|
SFG_CAMERA_MAX_SHEAR_PIXELS,
|
|
SFG_ELEMENT_COLLISION_DISTANCE + RCL_CAMERA_COLL_RADIUS
|
|
);
|
|
|
|
direction += angleAdd;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// melee attack
|
|
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
|
|
|
|
if (SFG_MR_STATE(*m) == SFG_MONSTER_STATE_INACTIVE)
|
|
continue;
|
|
|
|
RCL_Unit pX, pY, pZ;
|
|
SFG_getMonsterWorldPosition(m,&pX,&pY,&pZ);
|
|
|
|
if (SFG_taxicabDistance(pX,pY,pZ,
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height) > SFG_MELEE_RANGE)
|
|
continue;
|
|
|
|
RCL_Vector2D toMonster;
|
|
|
|
toMonster.x = pX - SFG_player.camera.position.x;
|
|
toMonster.y = pY - SFG_player.camera.position.y;
|
|
|
|
if (RCL_vectorsAngleCos(SFG_player.direction,toMonster) >=
|
|
(RCL_UNITS_PER_SQUARE - SFG_PLAYER_MELEE_ANGLE))
|
|
{
|
|
SFG_monsterChangeHealth(m,
|
|
-1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_MELEE));
|
|
|
|
SFG_createDust(pX,pY,pZ);
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
SFG_player.weaponCooldownStartFrame = SFG_gameFrame;
|
|
} // attack
|
|
#endif // SFG_PREVIEW_MODE == 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_keyJustPressed(SFG_KEY_A))
|
|
SFG_playerRotateWeapon(0);
|
|
else if (SFG_keyJustPressed(SFG_KEY_RIGHT) | SFG_keyJustPressed(SFG_KEY_B))
|
|
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_keyJustPressed(SFG_KEY_A))
|
|
SFG_playerRotateWeapon(0);
|
|
else if (SFG_keyJustPressed(SFG_KEY_RIGHT) | SFG_keyJustPressed(SFG_KEY_B))
|
|
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;
|
|
|
|
// handle player collision with level elements:
|
|
|
|
// monsters:
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
|
|
|
|
if (SFG_MR_STATE(*m) == SFG_MONSTER_STATE_INACTIVE)
|
|
continue;
|
|
|
|
RCL_Vector2D mPos;
|
|
|
|
mPos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]);
|
|
mPos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]);
|
|
|
|
if (
|
|
SFG_elementCollides(
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height,
|
|
mPos.x,
|
|
mPos.y,
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(m->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(m->coords[1])),
|
|
0,0
|
|
)
|
|
)
|
|
{
|
|
moveOffset = SFG_resolveCollisionWithElement(
|
|
SFG_player.camera.position,moveOffset,mPos);
|
|
}
|
|
}
|
|
|
|
// items:
|
|
for (int16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
|
|
// ^ has to be int16_t (signed)
|
|
{
|
|
if (!(SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK))
|
|
continue;
|
|
|
|
const SFG_LevelElement *e = SFG_getActiveItemElement(i);
|
|
|
|
if (e != 0)
|
|
{
|
|
RCL_Vector2D ePos;
|
|
|
|
ePos.x = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]);
|
|
ePos.y = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]);
|
|
|
|
if (
|
|
SFG_elementCollides(
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height,
|
|
ePos.x,
|
|
ePos.y,
|
|
SFG_floorHeightAt(e->coords[0],e->coords[1]),
|
|
0,0
|
|
)
|
|
)
|
|
{
|
|
if (e->type == SFG_LEVEL_ELEMENT_HEALTH)
|
|
{
|
|
SFG_playerChangeHealth(SFG_HEALTH_KIT_VALUE);
|
|
|
|
// take, eliminate the item
|
|
|
|
SFG_removeItem(i);
|
|
|
|
i--;
|
|
}
|
|
else // collide
|
|
moveOffset = SFG_resolveCollisionWithElement(
|
|
SFG_player.camera.position,moveOffset,ePos);
|
|
}
|
|
}
|
|
}
|
|
|
|
#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;
|
|
|
|
// update projectiles:
|
|
|
|
uint8_t substractFrames =
|
|
(SFG_gameFrame - SFG_currentLevel.frameStart) & 0x01 ? 1 : 0;
|
|
// ^ only substract frames to live every other frame
|
|
|
|
for (int8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i)
|
|
{ // ^ has to be signed
|
|
SFG_ProjectileRecord *p = &(SFG_currentLevel.projectileRecords[i]);
|
|
|
|
uint8_t attackType = 255;
|
|
|
|
if (p->type == SFG_PROJECTILE_BULLET)
|
|
attackType = SFG_WEAPON_FIRE_TYPE_BULLET;
|
|
else if (p->type == SFG_PROJECTILE_PLASMA)
|
|
attackType = SFG_WEAPON_FIRE_TYPE_PLASMA;
|
|
|
|
RCL_Unit pos[3]; // we have to convert from uint16_t because under/overflows
|
|
|
|
uint8_t eliminate = 0;
|
|
|
|
for (uint8_t j = 0; j < 3; ++j) // projectile outside map?
|
|
{
|
|
pos[j] = p->position[j];
|
|
pos[j] += p->direction[j];
|
|
|
|
if (
|
|
(pos[j] < 0) ||
|
|
(pos[j] >= (SFG_MAP_SIZE * RCL_UNITS_PER_SQUARE)))
|
|
{
|
|
eliminate = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (p->doubleFramesToLive == 0) // no more time to live?
|
|
{
|
|
eliminate = 1;
|
|
}
|
|
else if (SFG_elementCollides( // hits player?
|
|
SFG_player.camera.position.x,
|
|
SFG_player.camera.position.y,
|
|
SFG_player.camera.height,
|
|
p->position[0],
|
|
p->position[1],
|
|
p->position[2],
|
|
0,
|
|
0))
|
|
{
|
|
eliminate = 1;
|
|
|
|
SFG_playerChangeHealth(-1 * SFG_getDamageValue(attackType));
|
|
}
|
|
else if (
|
|
(p->type != SFG_PROJECTILE_EXPLOSION) &&
|
|
(p->type != SFG_PROJECTILE_DUST))
|
|
{
|
|
// check collision with the map
|
|
|
|
if (
|
|
(SFG_floorHeightAt(pos[0] / RCL_UNITS_PER_SQUARE,pos[1] /
|
|
RCL_UNITS_PER_SQUARE) >= pos[2])
|
|
||
|
|
(SFG_ceilingHeightAt(pos[0] / RCL_UNITS_PER_SQUARE,pos[1] /
|
|
RCL_UNITS_PER_SQUARE) <= pos[2])
|
|
)
|
|
eliminate = 1;
|
|
|
|
// check collision with active level elements
|
|
|
|
if (!eliminate) // monsters
|
|
for (uint16_t j = 0; j < SFG_currentLevel.monsterRecordCount; ++j)
|
|
{
|
|
SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]);
|
|
|
|
if (SFG_MR_STATE(*m) != SFG_MONSTER_STATE_INACTIVE)
|
|
{
|
|
if (
|
|
SFG_elementCollides(
|
|
p->position[0],
|
|
p->position[1],
|
|
p->position[2],
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]),
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(m->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(m->coords[1])),
|
|
0,
|
|
0)
|
|
)
|
|
{
|
|
eliminate = 1;
|
|
SFG_monsterChangeHealth(m,-1 * SFG_getDamageValue(attackType));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!eliminate) // items
|
|
for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
|
|
{
|
|
const SFG_LevelElement *e = SFG_getActiveItemElement(j);
|
|
|
|
if (e != 0)
|
|
{
|
|
RCL_Unit x = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]);
|
|
RCL_Unit y = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]);
|
|
RCL_Unit z = SFG_floorHeightAt(e->coords[0],e->coords[1]);
|
|
|
|
if (
|
|
SFG_elementCollides(p->position[0],p->position[1],p->position[2],
|
|
x,y,z,0,0)
|
|
)
|
|
{
|
|
if (
|
|
(e->type == SFG_LEVEL_ELEMENT_BARREL) &&
|
|
(SFG_getDamageValue(attackType) >=
|
|
SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD)
|
|
)
|
|
{
|
|
SFG_explodeBarrel(j,x,y,z);
|
|
}
|
|
|
|
eliminate = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (eliminate)
|
|
{
|
|
if (p->type == SFG_PROJECTILE_FIREBALL)
|
|
SFG_createExplosion(p->position[0],p->position[1],p->position[2]);
|
|
else if (p->type == SFG_PROJECTILE_BULLET)
|
|
SFG_createDust(p->position[0],p->position[1],p->position[2]);
|
|
|
|
// remove the projectile
|
|
|
|
for (uint8_t j = i; j < SFG_currentLevel.projectileRecordCount - 1; ++j)
|
|
SFG_currentLevel.projectileRecords[j] =
|
|
SFG_currentLevel.projectileRecords[j + 1];
|
|
|
|
SFG_currentLevel.projectileRecordCount--;
|
|
|
|
i--;
|
|
}
|
|
else
|
|
{
|
|
p->position[0] = pos[0];
|
|
p->position[1] = pos[1];
|
|
p->position[2] = pos[2];
|
|
}
|
|
|
|
p->doubleFramesToLive -= substractFrames;
|
|
}
|
|
|
|
// handle door:
|
|
if (SFG_currentLevel.doorRecordCount > 0) // has to be here
|
|
{
|
|
/* Check one door on whether a player is standing nearby. For performance
|
|
reasons we only check a few doors and move to others in the next
|
|
frame. */
|
|
|
|
for (uint16_t i = 0;
|
|
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
|
|
SFG_currentLevel.doorRecordCount);
|
|
++i)
|
|
{
|
|
SFG_DoorRecord *door =
|
|
&(SFG_currentLevel.doorRecords[SFG_currentLevel.checkedDoorIndex]);
|
|
|
|
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
|
|
{
|
|
// check item distances:
|
|
|
|
for (uint16_t i = 0;
|
|
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
|
|
SFG_currentLevel.itemRecordCount);
|
|
++i)
|
|
{
|
|
SFG_ItemRecord item =
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex];
|
|
|
|
item &= ~SFG_ITEM_RECORD_ACTIVE_MASK;
|
|
|
|
SFG_LevelElement e =
|
|
SFG_currentLevel.levelPointer->elements[item];
|
|
|
|
if (
|
|
SFG_isInActiveDistanceFromPlayer(
|
|
e.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
|
|
e.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
|
|
SFG_floorHeightAt(e.coords[0],e.coords[1]) + RCL_UNITS_PER_SQUARE / 2)
|
|
)
|
|
item |= SFG_ITEM_RECORD_ACTIVE_MASK;
|
|
|
|
SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex] = item;
|
|
|
|
SFG_currentLevel.checkedItemIndex++;
|
|
|
|
if (SFG_currentLevel.checkedItemIndex >= SFG_currentLevel.itemRecordCount)
|
|
SFG_currentLevel.checkedItemIndex = 0;
|
|
}
|
|
}
|
|
|
|
// similarly handle monsters:
|
|
if (SFG_currentLevel.monsterRecordCount > 0) // has to be here
|
|
{
|
|
// check monster distances:
|
|
|
|
for (uint16_t i = 0;
|
|
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
|
|
SFG_currentLevel.monsterRecordCount);
|
|
++i)
|
|
{
|
|
SFG_MonsterRecord *monster =
|
|
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.checkedMonsterIndex]);
|
|
|
|
if ( // far away from the player?
|
|
!SFG_isInActiveDistanceFromPlayer(
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]))
|
|
+ RCL_UNITS_PER_SQUARE / 2
|
|
)
|
|
)
|
|
{
|
|
monster->stateType =
|
|
(monster->stateType & SFG_MONSTER_MASK_TYPE) |
|
|
SFG_MONSTER_STATE_INACTIVE;
|
|
}
|
|
else if (SFG_MR_STATE(*monster) == SFG_MONSTER_STATE_INACTIVE)
|
|
{
|
|
monster->stateType =
|
|
(monster->stateType & SFG_MONSTER_MASK_TYPE) |
|
|
SFG_MONSTER_STATE_IDLE;
|
|
}
|
|
|
|
SFG_currentLevel.checkedMonsterIndex++;
|
|
|
|
if (SFG_currentLevel.checkedMonsterIndex >=
|
|
SFG_currentLevel.monsterRecordCount)
|
|
SFG_currentLevel.checkedMonsterIndex = 0;
|
|
}
|
|
}
|
|
|
|
// update AI and handle dead monsters:
|
|
if ((SFG_gameFrame - SFG_currentLevel.frameStart) %
|
|
SFG_AI_UPDATE_FRAME_INTERVAL == 0)
|
|
{
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]);
|
|
uint8_t state = SFG_MR_STATE(*monster);
|
|
|
|
if (state == SFG_MONSTER_STATE_DYING)
|
|
{
|
|
// remove dead
|
|
|
|
for (uint16_t j = i; j < SFG_currentLevel.monsterRecordCount - 1; ++j)
|
|
SFG_currentLevel.monsterRecords[j] =
|
|
SFG_currentLevel.monsterRecords[j + 1];
|
|
|
|
SFG_currentLevel.monsterRecordCount -= 1;
|
|
|
|
i--;
|
|
}
|
|
else if (monster->health == 0)
|
|
{
|
|
monster->stateType = SFG_MR_TYPE(*monster) | SFG_MONSTER_STATE_DYING;
|
|
}
|
|
else if (state != SFG_MONSTER_STATE_INACTIVE)
|
|
{
|
|
#if SFG_PREVIEW_MODE == 0
|
|
SFG_monsterPerformAI(monster);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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_drawHealthChangeBorder(uint16_t width, uint8_t color)
|
|
{
|
|
for (uint16_t j = 0; j < width; ++j)
|
|
{
|
|
uint16_t j2 = SFG_GAME_RESOLUTION_Y - 1 - j;
|
|
|
|
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
|
|
{
|
|
if ((i & 0x01) == (j & 0x01))
|
|
{
|
|
SFG_setGamePixel(i,j,color);
|
|
SFG_setGamePixel(i,j2,color);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (uint16_t i = 0; i < width; ++i)
|
|
{
|
|
uint16_t i2 = SFG_GAME_RESOLUTION_X - 1 - i;
|
|
|
|
for (uint16_t j = width; j < SFG_GAME_RESOLUTION_Y - width; ++j)
|
|
{
|
|
if ((i & 0x01) == (j & 0x01))
|
|
{
|
|
SFG_setGamePixel(i,j,color);
|
|
SFG_setGamePixel(i2,j,color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
Draws the player weapon, handling the shooting animation.
|
|
*/
|
|
void SFG_drawWeapon(int16_t bobOffset)
|
|
{
|
|
uint32_t shotAnimationFrame =
|
|
SFG_gameFrame - SFG_player.weaponCooldownStartFrame;
|
|
|
|
uint32_t animationLength = SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon);
|
|
|
|
bobOffset -= SFG_HUD_BAR_HEIGHT;
|
|
|
|
uint8_t fireType = SFG_GET_WEAPON_FIRE_TYPE(SFG_player.weapon);
|
|
|
|
if (shotAnimationFrame < animationLength)
|
|
{
|
|
if (fireType == SFG_WEAPON_FIRE_TYPE_MELEE)
|
|
{
|
|
bobOffset = shotAnimationFrame < animationLength / 2 ? 0 :
|
|
2 * SFG_WEAPONBOB_OFFSET_PIXELS ;
|
|
}
|
|
else
|
|
{
|
|
bobOffset +=
|
|
((animationLength - shotAnimationFrame) * SFG_WEAPON_IMAGE_SCALE * 20)
|
|
/ animationLength;
|
|
|
|
if (
|
|
((fireType == SFG_WEAPON_FIRE_TYPE_FIREBALL) ||
|
|
(fireType == SFG_WEAPON_FIRE_TYPE_BULLET)) &&
|
|
shotAnimationFrame < animationLength / 2)
|
|
SFG_blitImage(SFG_effectSprites[0],
|
|
SFG_WEAPON_IMAGE_POSITION_X,
|
|
SFG_WEAPON_IMAGE_POSITION_Y - (SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset,
|
|
SFG_WEAPON_IMAGE_SCALE);
|
|
}
|
|
}
|
|
|
|
SFG_blitImage(SFG_weaponImages[SFG_player.weapon],
|
|
SFG_WEAPON_IMAGE_POSITION_X,
|
|
SFG_WEAPON_IMAGE_POSITION_Y + bobOffset - 1,
|
|
SFG_WEAPON_IMAGE_SCALE);
|
|
}
|
|
|
|
void SFG_draw()
|
|
{
|
|
#if SFG_BACKGROUND_BLUR != 0
|
|
SFG_backgroundBlurIndex = 0;
|
|
#endif
|
|
|
|
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:
|
|
|
|
// monster sprites:
|
|
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
|
{
|
|
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
|
|
|
|
uint8_t state = SFG_MR_STATE(m);
|
|
|
|
if (state != SFG_MONSTER_STATE_INACTIVE)
|
|
{
|
|
RCL_Vector2D worldPosition;
|
|
|
|
worldPosition.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[0]);
|
|
worldPosition.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[1]);
|
|
|
|
uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE(
|
|
SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m)));
|
|
|
|
RCL_PixelInfo p =
|
|
RCL_mapToScreen(
|
|
worldPosition,
|
|
SFG_floorHeightAt(
|
|
SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
|
|
SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
|
|
+
|
|
SFG_SPRITE_SIZE_TO_HEAIGH_ABOVE_GROUND(spriteSize),
|
|
SFG_player.camera);
|
|
|
|
if (p.depth > 0)
|
|
{
|
|
const uint8_t *s =
|
|
SFG_getMonsterSprite(
|
|
SFG_MR_TYPE(m),
|
|
state,
|
|
SFG_spriteAnimationFrame & 0x01);
|
|
|
|
SFG_drawScaledSprite(s,
|
|
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
|
|
RCL_perspectiveScale(
|
|
SFG_SPRITE_SIZE(spriteSize),
|
|
p.depth),
|
|
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
|
|
}
|
|
}
|
|
}
|
|
|
|
// item sprites:
|
|
for (uint16_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 =
|
|
SFG_ELEMENT_COORD_TO_RCL_UNITS(e.coords[0]);
|
|
|
|
worldPosition.y =
|
|
SFG_ELEMENT_COORD_TO_RCL_UNITS(e.coords[1]);
|
|
|
|
RCL_PixelInfo p =
|
|
RCL_mapToScreen(
|
|
worldPosition,
|
|
SFG_floorHeightAt(e.coords[0],e.coords[1])
|
|
+ SFG_SPRITE_SIZE_TO_HEAIGH_ABOVE_GROUND(0),
|
|
SFG_player.camera);
|
|
|
|
if (p.depth > 0)
|
|
{
|
|
SFG_drawScaledSprite(SFG_itemSprites[e.type - 1],
|
|
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
|
|
RCL_perspectiveScale(SFG_SPRITE_SIZE(0),p.depth),
|
|
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth - 1000);
|
|
}
|
|
}
|
|
|
|
// projectile sprites:
|
|
for (uint8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i)
|
|
{
|
|
SFG_ProjectileRecord *proj = &(SFG_currentLevel.projectileRecords[i]);
|
|
|
|
if (proj->type == SFG_PROJECTILE_BULLET)
|
|
continue; // bullets aren't drawn
|
|
|
|
RCL_Vector2D worldPosition;
|
|
|
|
worldPosition.x = proj->position[0];
|
|
worldPosition.y = proj->position[1];
|
|
|
|
RCL_PixelInfo p =
|
|
RCL_mapToScreen(worldPosition,proj->position[2],SFG_player.camera);
|
|
|
|
const uint8_t *s = SFG_effectSprites[proj->type];
|
|
|
|
int16_t spriteSize = SFG_SPRITE_SIZE(0);
|
|
|
|
if (proj->type == SFG_PROJECTILE_EXPLOSION ||
|
|
proj->type == SFG_PROJECTILE_DUST)
|
|
{
|
|
int16_t doubleFramesToLive =
|
|
RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(proj->type) / 2);
|
|
|
|
// grow the explosion sprite as an animation
|
|
spriteSize =
|
|
(
|
|
SFG_BASE_SPRITE_SIZE *
|
|
RCL_sinInt(
|
|
((doubleFramesToLive -
|
|
proj->doubleFramesToLive) * RCL_UNITS_PER_SQUARE / 4)
|
|
/ doubleFramesToLive)
|
|
) / RCL_UNITS_PER_SQUARE;
|
|
}
|
|
|
|
if (p.depth > 0)
|
|
SFG_drawScaledSprite(s,
|
|
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
|
|
RCL_perspectiveScale(spriteSize,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
|
|
|
|
#if SFG_PREVIEW_MODE == 0
|
|
SFG_drawWeapon(weaponBobOffset);
|
|
#endif
|
|
|
|
// draw the HUD:
|
|
|
|
// bar
|
|
|
|
uint8_t color = 5;
|
|
|
|
for (uint16_t j = SFG_GAME_RESOLUTION_Y - SFG_HUD_BAR_HEIGHT;
|
|
j < SFG_GAME_RESOLUTION_Y; ++j)
|
|
{
|
|
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
|
|
SFG_setGamePixel(i,j,color);
|
|
|
|
color = 2;
|
|
}
|
|
|
|
SFG_drawNumber( // health
|
|
SFG_player.health,
|
|
SFG_HUD_MARGIN,
|
|
SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN -
|
|
SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,
|
|
SFG_FONT_SIZE_MEDIUM,
|
|
SFG_player.health > SFG_PLAYER_HEALTH_WARNING_LEVEL ? 4 : 175);
|
|
|
|
SFG_drawNumber( // ammo
|
|
20,
|
|
SFG_GAME_RESOLUTION_X - SFG_HUD_MARGIN -
|
|
SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM * 3,
|
|
SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN -
|
|
SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,
|
|
SFG_FONT_SIZE_MEDIUM,
|
|
4);
|
|
|
|
if (SFG_gameFrame - SFG_player.lastHurtFrame
|
|
<= SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES)
|
|
SFG_drawHealthChangeBorder(SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS,175);
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
}
|