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226 lines
6.8 KiB
C
226 lines
6.8 KiB
C
/**
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@file levels.h
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This file contains game levels and related code.
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#ifndef _SFG_LEVELS_H
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#define _SFG_LEVELS_H
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#define SFG_MAP_SIZE 64
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#define SFG_TILE_DICTIONARY_SIZE 64
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typedef uint16_t SFG_TileDefinition;
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/**<
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Defines a single game map tile. The format is following:
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MSB aaabbbbb cccddddd LSB
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aaa: ceiling texture index (from texture available on the map), 111
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means completely transparent texture
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bbbbb: ceiling height (1111 meaning no ceiling) ABOVE the floor
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ccc: floor texture index, 111 means completely transparent texture
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ddddd: floor height
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*/
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#define SFG_TILE_CEILING_MAX_HEIGHT 31
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#define SFG_TILE_TEXTURE_TRANSPARENT 7
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typedef SFG_TileDefinition SFG_TileDictionary[SFG_TILE_DICTIONARY_SIZE];
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/// helper macros for SFG_TileDefinition
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#define SFG_TD(floorH, ceilH, floorT, ceilT)\
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((floorH & 0x001f) |\
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((floorT & 0x0007) << 5) |\
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((ceilH & 0x001f) << 8) |\
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((ceilT & 0x0007) << 13))
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#define SFG_TILE_FLOOR_HEIGHT(tile) (tile & 0x1f)
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#define SFG_TILE_FLOOR_TEXTURE(tile) ((tile & 0xe0) >> 5)
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#define SFG_TILE_CEILING_HEIGHT(tile) ((tile & 0x1f00) >> 8)
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#define SFG_TILE_CEILING_TEXTURE(tile) ((tile & 0xe000) >> 13)
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#define SFG_OUTSIDE_TILE SFG_TD(63,0,7,7)
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/**
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Game map represented as a 2D array. Array item has this format:
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MSB aabbbbbb LSB
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aa: type of square, possible values:
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00: normal
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01: moving floor (elevator), moves from floor height to ceililing height
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(there is no ceiling above)
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10: moving ceiling, moves from ceiling height to floor height
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11: door
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bbbbbb: index into tile dictionary
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*/
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typedef uint8_t SFG_MapArray[SFG_MAP_SIZE * SFG_MAP_SIZE];
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#define SFG_TILE_PROPERTY_MASK 0xc0
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#define SFG_TILE_PROPERTY_NORMAL 0x00
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#define SFG_TILE_PROPERTY_ELEVATOR 0x40
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#define SFG_TILE_PROPERTY_SQUEEZER 0x80
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#define SFG_TILE_PROPERTY_DOOR 0xc0
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/**
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Serves to place elements (items, enemies etc.) into the game level.
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*/
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typedef struct
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{
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uint8_t type;
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uint8_t coords[2];
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} SFG_LevelElement;
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#define SFG_MAX_LEVEL_ELEMENTS 128
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/*
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Definitions of level element type. These values must leave the highest bit
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unused because that will be used by the game engine, so the values must be
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lower than 128.
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*/
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#define SFG_LEVEL_ELEMENT_NONE 0
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#define SFG_LEVEL_ELEMENT_BARREL 0x01
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#define SFG_LEVEL_ELEMENT_HEALTH 0x02
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#define SFG_LEVEL_ELEMENT_BULLETS 0x03
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#define SFG_LEVEL_ELEMENT_ROCKETS 0x04
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#define SFG_LEVEL_ELEMENT_PLASMA 0x05
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#define SFG_LEVEL_ELEMENT_TREE 0x06
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#define SFG_LEVEL_ELEMENT_FINISH 0x07
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#define SFG_LEVEL_ELEMENT_TELEPORT 0x08
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#define SFG_LEVEL_ELEMENT_TERMINAL 0x09
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#define SFG_LEVEL_ELEMENT_COLUMN 0x0a
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#define SFG_LEVEL_ELEMENT_RUIN 0x0b
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#define SFG_LEVEL_ELEMENT_LAMP 0x0c
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#define SFG_LEVEL_ELEMENT_CARD0 0x0d ///< Access card, unlocks doors with lock.
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#define SFG_LEVEL_ELEMENT_CARD1 0x0e
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#define SFG_LEVEL_ELEMENT_CARD2 0x0f
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#define SFG_LEVEL_ELEMENT_LOCK0 0x10 /**< Special level element that must be
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placed on a tile with door. This door is
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then unlocked by taking the corresponding
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access card. */
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#define SFG_LEVEL_ELEMENT_LOCK1 0x11
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#define SFG_LEVEL_ELEMENT_LOCK2 0x12
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#define SFG_LEVEL_ELEMENT_BLOCKER 0x13 ///< Invisible wall.
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#define SFG_LEVEL_ELEMENT_MONSTER_SPIDER 0x20
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#define SFG_LEVEL_ELEMENT_MONSTER_DESTROYER 0x21
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#define SFG_LEVEL_ELEMENT_MONSTER_WARRIOR 0x22
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#define SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT 0x23
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#define SFG_LEVEL_ELEMENT_MONSTER_ENDER 0x24
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#define SFG_LEVEL_ELEMENT_MONSTER_TURRET 0x25
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#define SFG_LEVEL_ELEMENT_MONSTER_EXPLODER 0x26
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#define SFG_MONSTERS_TOTAL 7
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#define SFG_MONSTER_TYPE_TO_INDEX(monsterType) \
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((monsterType) - SFG_LEVEL_ELEMENT_MONSTER_SPIDER)
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#define SFG_MONSTER_INDEX_TO_TYPE(monsterIndex) \
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((monsterIndex) + SFG_LEVEL_ELEMENT_MONSTER_SPIDER)
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#define SFG_LEVEL_ELEMENT_TYPE_IS_MOSTER(t) \
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((t) >= SFG_LEVEL_ELEMENT_MONSTER_SPIDER)
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typedef struct
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{
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SFG_MapArray mapArray;
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SFG_TileDictionary tileDictionary;
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uint8_t textureIndices[7]; /**< Says which textures are used on the map. There
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can be at most 7 because of 3bit indexing (one
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value is reserved for special transparent
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texture). */
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uint8_t doorTextureIndex; /**< Index (global, NOT from textureIndices) of a
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texture used for door. */
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uint8_t floorColor;
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uint8_t ceilingColor;
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uint8_t playerStart[3]; /**< Player starting location: square X, square Y,
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direction (fourths of RCL_Unit). */
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uint8_t backgroundImage; /** Index of level background image. */
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SFG_LevelElement elements[SFG_MAX_LEVEL_ELEMENTS];
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} SFG_Level;
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static inline SFG_TileDefinition SFG_getMapTile
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(
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const SFG_Level *level,
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int16_t x,
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int16_t y,
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uint8_t *properties
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)
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{
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if (x < 0 || x >= SFG_MAP_SIZE || y < 0 || y >= SFG_MAP_SIZE)
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{
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*properties = SFG_TILE_PROPERTY_NORMAL;
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return SFG_OUTSIDE_TILE;
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}
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uint8_t tile = level->mapArray[y * SFG_MAP_SIZE + x];
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*properties = tile & 0xc0;
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return level->tileDictionary[tile & 0x3f];
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}
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#define SFG_NUMBER_OF_LEVELS 10
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/*
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NOTE: Initially the levels were stored sequentially in one big array, but that
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caused some issues with Arduino's PROGMEM, so now we store each level in a
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separate variable and eventually create an array of pointers to these.
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*/
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SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level1 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level2 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level3 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level4 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level5 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level6 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level7 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level8 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level9 =
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#include "/home/tastyfish/git/anarch/assets/tmp.txt"
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;
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static const SFG_Level * SFG_levels[SFG_NUMBER_OF_LEVELS] =
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{
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&SFG_level0, &SFG_level1, &SFG_level2, &SFG_level3, &SFG_level4, &SFG_level5,
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&SFG_level6, &SFG_level7, &SFG_level8, &SFG_level9
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};
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#endif // guard
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