This commit is contained in:
Elijah 2018-02-06 21:48:30 -06:00
commit 0ea343ce70
48 changed files with 5552 additions and 3766 deletions

View file

@ -1,33 +1,72 @@
# Minicraft3DS # Minicraft3DS
3DS Homebrew port of Notch's ludum dare game "Minicraft" 3DS Homebrew port of Notch's ludum dare game "Minicraft"
Current Version: Version 1.6.1
# Dependencies: ----------
make by GNUWin32: http://gnuwin32.sourceforge.net/packages/make.htm (Should probably work, you may have to add it to PATH) **Download:**
If you just want to download the game prebuilt check the releases tab in Github:
https://github.com/ElijahZAwesome/Minicraft3DS/releases
For building the game yourself look below.
----------
**Dependencies:**
For building and installing the dependencies look below.
ctrulib by smea: https://github.com/smealum/ctrulib ctrulib by smea: https://github.com/smealum/ctrulib
citro3d by fincs: https://github.com/fincs/citro3d citro3d by fincs: https://github.com/fincs/citro3d
sf2dlib by xerpi: https://github.com/xerpi/sf2dlib sf2dlib by xerpi: https://github.com/xerpi/sf2dlib
sfillib by xerpi: https://github.com/xerpi/sfillib sfillib by xerpi: https://github.com/xerpi/sfillib
zlib: http://www.zlib.net/
zlib: http://www.zlib.net/ (Pst, pro tip: get this from the link below instead! I'ts much easier!)
Then make sure to have libpng and libjpeg installed, I recommend installing them with this: https://github.com/devkitPro/3ds_portlibs ----------
# Building
Check the wiki for an indepth look into dependencies and building, but the synopsis is: **Building:**
As well as the dependencies, put bannertool, and makerom either in your path or in the directory. Then simply run build.bat and everything will be there. **1. Install devkitARM by devkitPro**
- On Windows download https://sourceforge.net/projects/devkitpro/files/Automated%20Installer/
- And install atleast Minimal System and devkitARM
- This includes make, ctrulib and citro3d
# Version **2. Install zlib, libjpeg-turbo and libpng**
- Download 3DS-Portlibs: https://github.com/devkitPro/3ds_portlibs
- Run these commands:
Current Version: Version 1.4.1 ```
make zlib
make install-zlib
make libjpeg-turbo
make libpng
make install
```
**3. Install sf2dlib**
- Download https://github.com/xerpi/sf2dlib
- In the libsf2d directory run these commands:
```
make
make install
```
**4. Install sfillib**
- Download https://github.com/xerpi/sfillib
- In the libsfil directory run these commands:
```
make
make install
```
**5. You can now build Minicraft3DS 3dsx, elf, cia, and 3ds files by running the build.bat file.**
----------
# License
You can do anything with the source code (besides sell it) as long as you give proper credit to the right people. You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
If you are going to make a mod of this version, be sure to give credit to Markus "Notch" Perrson because he did create the original game after all. If you are going to make a mod of this version, be sure to give credit to Markus "Notch" Perrson because he did create the original game after all.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 37 KiB

After

Width:  |  Height:  |  Size: 37 KiB

BIN
data/player.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.4 KiB

View file

@ -1,5 +1,15 @@
#include "Crafting.h" #include "Crafting.h"
void cloneRecipeManager(RecipeManager *from, RecipeManager *to) {
//free old manager recipes
free(to->recipes);
//copy over recipes
to->size = from->size;
to->recipes = (Recipe*)malloc(sizeof(Recipe) * to->size);
memcpy(to->recipes, from->recipes, sizeof(Recipe) * to->size);
}
void checkCanCraftRecipes(RecipeManager * rm, Inventory * inv){ void checkCanCraftRecipes(RecipeManager * rm, Inventory * inv){
int i, j; int i, j;
for(i = 0; i < rm->size; i++){ for(i = 0; i < rm->size; i++){

View file

@ -2,12 +2,12 @@
#include <stdarg.h> #include <stdarg.h>
#include "Item.h" #include "Item.h"
typedef struct { typedef struct _recipecost {
int costItem; int costItem;
int costAmount; int costAmount;
} Cost; } Cost;
typedef struct { typedef struct _recipe {
bool canCraft; bool canCraft;
int itemResult; int itemResult;
int itemAmountLevel; int itemAmountLevel;
@ -16,7 +16,7 @@ typedef struct {
u8 order; // Used for stable sorting. u8 order; // Used for stable sorting.
} Recipe; } Recipe;
typedef struct { typedef struct _recipeManager {
int size; int size;
Recipe * recipes; Recipe * recipes;
} RecipeManager; } RecipeManager;
@ -32,6 +32,7 @@ RecipeManager potionMakerRecipes;
Recipe defineRecipe(int item, int amountOrLevel, int numArgs, ...); Recipe defineRecipe(int item, int amountOrLevel, int numArgs, ...);
void cloneRecipeManager(RecipeManager *from, RecipeManager *to);
void checkCanCraftRecipes(RecipeManager * rm, Inventory * inv); void checkCanCraftRecipes(RecipeManager * rm, Inventory * inv);
void sortRecipes(RecipeManager * rm); void sortRecipes(RecipeManager * rm);
bool craftItem(RecipeManager * rm, Recipe* r, Inventory* inv); bool craftItem(RecipeManager * rm, Recipe* r, Inventory* inv);

View file

@ -1,23 +1,6 @@
#include "Entity.h" #include "Entity.h"
#define PI 3.141592654 #include "Synchronizer.h"
double gaussrand()
{
static double U, V;
static int phase = 0;
double Z;
if(phase == 0) {
U = (rand() + 1.) / (RAND_MAX + 2.);
V = rand() / (RAND_MAX + 1.);
Z = sqrt(-2 * log(U)) * sin(2 * PI * V);
} else
Z = sqrt(-2 * log(U)) * cos(2 * PI * V);
phase = 1 - phase;
return Z;
}
Entity newItemEntity(Item item, int x, int y, int level){ Entity newItemEntity(Item item, int x, int y, int level){
Entity e; Entity e;
@ -34,8 +17,8 @@ Entity newItemEntity(Item item, int x, int y, int level){
e.entityItem.xx = x; e.entityItem.xx = x;
e.entityItem.yy = y; e.entityItem.yy = y;
e.entityItem.zz = 2; e.entityItem.zz = 2;
e.entityItem.xa = gaussrand() * 0.1; e.entityItem.xa = gaussrand(false) * 0.1;
e.entityItem.ya = gaussrand() * 0.1; e.entityItem.ya = gaussrand(false) * 0.1;
e.entityItem.za = ((float)rand() / RAND_MAX) * 0.45 + 1; e.entityItem.za = ((float)rand() / RAND_MAX) * 0.45 + 1;
return e; return e;
@ -296,8 +279,8 @@ Entity newTextParticleEntity(char * str, u32 color, int x, int y, int level){
e.textParticle.xx = x; e.textParticle.xx = x;
e.textParticle.yy = y; e.textParticle.yy = y;
e.textParticle.zz = 2; e.textParticle.zz = 2;
e.textParticle.xa = gaussrand() * 0.3; e.textParticle.xa = gaussrand(false) * 0.3;
e.textParticle.ya = gaussrand() * 0.2; e.textParticle.ya = gaussrand(false) * 0.2;
e.textParticle.za = ((float)rand() / RAND_MAX) * 0.7 + 2; e.textParticle.za = ((float)rand() / RAND_MAX) * 0.7 + 2;
return e; return e;
@ -310,7 +293,7 @@ Entity newSmashParticleEntity(int x, int y, int level){
e.x = x; e.x = x;
e.y = y; e.y = y;
e.canPass = true; e.canPass = true;
playSound(snd_monsterHurt); playSoundPositioned(snd_monsterHurt, e.level, e.x, e.y); //TODO: This is a wierd location for the effect
return e; return e;
} }

View file

@ -27,6 +27,8 @@
typedef struct Entity Entity; typedef struct Entity Entity;
typedef struct _plrd PlayerData; //in order to not include Player.h and cause all sorts of problems
typedef struct { typedef struct {
s8 ax; s8 ax;
s8 ay; s8 ay;
@ -50,8 +52,7 @@ typedef struct {
int swimBreathTimer; int swimBreathTimer;
int speedTimer; int speedTimer;
int score; int score;
Inventory* inv; PlayerData *data;
Item* activeItem;
} Player; } Player;
@ -69,9 +70,8 @@ typedef struct {
typedef struct { typedef struct {
s16 itemID; s16 itemID;
bool active; bool active;
s8 r; // light radius for lantern. window select for chests. s8 r; // light radius for lantern.
Inventory* inv; // Points to chest inventory. Inventory* inv; // Points to chest inventory.
s16 oSel; // other selection inside the chest inv.
} EntityFurniture; } EntityFurniture;
typedef struct { typedef struct {
@ -219,18 +219,16 @@ struct Entity {
typedef struct { typedef struct {
Entity entities[6][1000]; Entity entities[6][1000];
s16 lastSlot[6]; s16 lastSlot[6];
Inventory invs[301];//1 for the player, 300 for chests. Inventory invs[300];
s16 nextInv; s16 nextInv;
} EntityManager; } EntityManager;
EntityManager eManager; EntityManager eManager;
Entity nullEntity; Entity nullEntity;
s8 currentLevel;
double gaussrand();
Entity newItemEntity(Item item, int x, int y, int level); Entity newItemEntity(Item item, int x, int y, int level);
Entity newFurnitureEntity(int itemID,Inventory * invPtr, int x, int y, int level); Entity newFurnitureEntity(int itemID, Inventory * invPtr, int x, int y, int level);
Entity newPassiveEntity(int type, int x, int y, int level); Entity newPassiveEntity(int type, int x, int y, int level);
Entity newZombieEntity(int lvl, int x, int y, int level); Entity newZombieEntity(int lvl, int x, int y, int level);
Entity newSkeletonEntity(int lvl, int x, int y, int level); Entity newSkeletonEntity(int lvl, int x, int y, int level);

File diff suppressed because it is too large Load diff

View file

@ -1,11 +1,14 @@
#pragma once #pragma once
#include <3ds.h> #include <3ds.h>
#include "SaveLoad.h" #include "Entity.h"
#include "Player.h"
#include "Input.h" #include "Input.h"
#include "MapGen.h" #include "MapGen.h"
#include "Quests.h" #include "Quests.h"
#include "icons2_png.h" #include "icons2_png.h"
#include "player_png.h"
#include "Font_png.h" #include "Font_png.h"
#include "bottombg_png.h" #include "bottombg_png.h"
@ -17,19 +20,23 @@
#define MENU_TUTORIAL 2 #define MENU_TUTORIAL 2
#define MENU_ABOUT 3 #define MENU_ABOUT 3
#define MENU_SETTINGS 4 #define MENU_SETTINGS 4
#define MENU_INVENTORY 5 #define MENU_LOADGAME 5
#define MENU_CRAFTING 6 #define MENU_SETTINGS_REBIND 6
#define MENU_CONTAINER 7 #define MENU_SETTINGS_TP 7
#define MENU_WIN 8 #define MENU_MULTIPLAYER_HOST 8
#define MENU_LOSE 9 #define MENU_MULTIPLAYER_JOIN 9
#define MENU_PAUSED 10 #define MENU_MULTIPLAYER_WAIT 10
#define MENU_LOADGAME 11 #define MENU_LOADING 11
#define MENU_SETTINGS_REBIND 12
#define MENU_SETTINGS_TP 13 #define MENU_PAUSED 100
#define MENU_DUNGEON 14 #define MENU_INVENTORY 101
#define MENU_NPC 15 #define MENU_CRAFTING 102
#define MENU_MULTIPLAYER 16 #define MENU_CONTAINER 103
#define MENU_ARMOR 17 #define MENU_WIN 104
#define MENU_LOSE 105
#define MENU_DUNGEON 106
#define MENU_NPC 107
#define MENU_CHARACTER_CUSTOMIZE 108
#define NPC_GIRL 0 #define NPC_GIRL 0
#define NPC_PRIEST 1 #define NPC_PRIEST 1
@ -79,16 +86,17 @@
#define SWAP_UINT32(x) (((x) >> 24) | (((x) & 0x00FF0000) >> 8) | (((x) & 0x0000FF00) << 8) | ((x) << 24)) #define SWAP_UINT32(x) (((x) >> 24) | (((x) & 0x00FF0000) >> 8) | (((x) & 0x0000FF00) << 8) | ((x) << 24))
//WARNING: Having this set to different values in different clients will break multiplayer!
#define TESTGODMODE false
u32 localUID;
bool screenShot;
int loadedtp; int loadedtp;
u8 MODEL_3DS; u8 MODEL_3DS;
extern char versionText[34]; extern char versionText[34];
Entity player;
bool shouldRenderDebug; bool shouldRenderDebug;
bool shouldSpeedup; bool shouldSpeedup;
bool shouldRenderMap; bool shouldRenderMap;
@ -96,18 +104,12 @@ bool UnderStrengthEffect;
bool UnderSpeedEffect; bool UnderSpeedEffect;
bool regening; bool regening;
bool UnderSwimBreathEffect; bool UnderSwimBreathEffect;
u8 zoomLevel;
char mapText[32];
s16 mScrollX, mScrollY;
sf2d_texture *icons; sf2d_texture *icons;
sf2d_texture *playerSprites;
sf2d_texture *font; sf2d_texture *font;
sf2d_texture *bottombg; sf2d_texture *bottombg;
sf2d_texture * minimap[6]; sf2d_texture *minimap[6];
u8 map[6][128*128];
u8 data[6][128*128];
u8 minimapData[128*128];
u8 compassData[6][3];
u32 dirtColor[5]; u32 dirtColor[5];
u32 grassColor; u32 grassColor;
@ -129,65 +131,72 @@ char currentFileName[256];
extern u8 currentMenu; extern u8 currentMenu;
extern char fpsstr[]; extern char fpsstr[];
u8 initGame; u8 initGame;
u8 initMPGame;
u8 initBGMap; u8 initBGMap;
Item noItem; Item noItem;
int airWizardHealthDisplay; int airWizardHealthDisplay;
s16 awX, awY; s16 awX, awY;
u32 tickCount;
RecipeManager* currentRecipes;
Entity* curChestEntity;
char* currentCraftTitle;
s16 curInvSel;
bool quitGame; bool quitGame;
s8 currentSelection; s8 currentSelection;
bool isRemote;
u16 daytime; typedef struct _worldData {
int day; u8 map[6][128*128];
u8 season; u8 data[6][128*128];
bool rain;
void tickTile(int x, int y); u16 daytime;
int day;
u8 season;
bool rain;
u8 compassData[6][3];
} WorldData;
WorldData worldData;
//TODO: cleanup the order
int getEntities(Entity** result, s8 level, int x0, int y0, int x1, int y1);
bool moveMob(Entity* e, int xa, int ya);
void hurtEntity(Entity *e, int damage, int dir, u32 hurtColor, Entity *damager);
void tickTile(s8 level, int x, int y);
bool tileIsSolid(int tile, Entity * e); bool tileIsSolid(int tile, Entity * e);
s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir); s8 itemTileInteract(int tile, PlayerData *pd, Item *item, s8 level, int x, int y, int px, int py, int dir);
void tickEntity(Entity* e); void tickEntity(Entity* e);
void tickTouchMap();
void tickTouchQuickSelect();
void trySpawn(int count, int level); void trySpawn(int count, int level);
int getTile(int x, int y); int getTile(s8 level, int x, int y);
void setTile(int id, s8 level, int x, int y);
int getData(s8 level, int x, int y);
void setData(int id, s8 level, int x, int y);
u32 getTileColor(int tile); u32 getTileColor(int tile);
void setTile(int id, int x, int y);
int getData(int x, int y);
void setData(int id, int x, int y);
bool intersectsEntity(int x, int y, int r, Entity* e); bool intersectsEntity(int x, int y, int r, Entity* e);
bool EntityBlocksEntity(Entity* e1, Entity* e2); bool EntityBlocksEntity(Entity* e1, Entity* e2);
void EntityVsEntity(Entity* e1, Entity* e2); void EntityVsEntity(Entity* e1, Entity* e2);
void entityTileInteract(Entity* e, int tile,int x, int y); bool ItemVsEntity(PlayerData *pd, Item *item, Entity *e, int dir);
void entityTileInteract(Entity* e, int tile, s8 level, int x, int y);
void initPlayer(); void openCraftingMenu(PlayerData *pd, RecipeManager *rm, char *title);
void tickPlayer(); bool useEntity(PlayerData *pd, Entity* e);
void playerAttack();
bool isSwimming();
bool playerUseEnergy(int amount);
void playerHurtTile(int tile, int xt, int yt, int damage, int dir);
bool playerIntersectsEntity(Entity* e);
void playerEntityInteract(Entity* e);
void playerSetActiveItem(Item * item);
void enterDungeon(); bool isWater(s8 level, int xt, int yt);
void leaveDungeon();
void setMinimapVisible(int level, int x, int y, bool visible); void playerHurtTile(PlayerData *pd, int tile, s8 level, int xt, int yt, int damage, int dir);
bool getMinimapVisible(int level, int x, int y); void playerEntityInteract(PlayerData *pd, Entity* e);
u32 getMinimapColor(int level, int x, int y);
void initMinimapLevel(int level, bool loadUpWorld); bool dungeonActive();
void enterDungeon(PlayerData *pd);
void leaveDungeon(PlayerData *pd);
void setMinimapVisible(PlayerData *pd, int level, int x, int y, bool visible);
bool getMinimapVisible(PlayerData *pd, int level, int x, int y);
u32 getMinimapColor(PlayerData *pd, int level, int x, int y);
void initMinimapLevel(PlayerData *pd, int level);
void updateLevel1Map(); void updateLevel1Map();
void reloadColors(); void reloadColors();

376
source/Ingame.c Normal file
View file

@ -0,0 +1,376 @@
#include "Ingame.h"
#include "Globals.h"
#include "Player.h"
#include "Entity.h"
#include "IngameMenu.h"
#include "Render.h"
#include "MapGen.h"
#include "Synchronizer.h"
#include "SaveLoad.h"
#include "Network.h"
#define STALL_TIME 120
int stallCounter;
bool stallAreYouSure;
//generates stairs up and creates compass data
void generatePass2() {
int level, x, y;
for (level = 0; level < 5; ++level) {
for (x = 0; x < 128; ++x) {
for (y = 0; y < 128; ++y) {
//generate stairs up matching stairs down
switch (worldData.map[level][x + y * 128]) {
case TILE_STAIRS_DOWN:
if(level < 4) {
worldData.map[level + 1][x + y * 128] = TILE_STAIRS_UP;
if (level == 0) {
worldData.map[level + 1][(x + 1) + y * 128] = TILE_HARDROCK;
worldData.map[level + 1][x + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + y * 128] = TILE_HARDROCK;
worldData.map[level + 1][x + (y - 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x + 1) + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + (y - 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x + 1) + (y - 1) * 128] = TILE_HARDROCK;
} else {
worldData.map[level + 1][(x + 1) + y * 128] = TILE_DIRT;
worldData.map[level + 1][x + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + y * 128] = TILE_DIRT;
worldData.map[level + 1][x + (y - 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x + 1) + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + (y - 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x + 1) + (y - 1) * 128] = TILE_DIRT;
}
}
}
//calculate compass data
//choose one stair down and store for magic compass
switch (worldData.map[level][x + y * 128]) {
case TILE_STAIRS_DOWN:
case TILE_DUNGEON_ENTRANCE:
worldData.compassData[level][2] = worldData.compassData[level][2] + 1;
if((worldData.compassData[level][2]==1) || (rand()%(worldData.compassData[level][2])==0)) {
worldData.compassData[level][0] = x;
worldData.compassData[level][1] = y;
}
}
}
}
}
}
void initNewMap() {
createAndValidateSkyMap(128, 128, 0, worldData.map[0], worldData.data[0]);
createAndValidateTopMap(128, 128, 1, worldData.map[1], worldData.data[1]);
createAndValidateUndergroundMap(128, 128, 1, 2, worldData.map[2], worldData.data[2]);
createAndValidateUndergroundMap(128, 128, 2, 3, worldData.map[3], worldData.data[3]);
createAndValidateUndergroundMap(128, 128, 3, 4, worldData.map[4], worldData.data[4]);
generatePass2();
}
void initMiniMap(PlayerData *pd) {
int i;
for (i = 0; i < 5; ++i) {
initMinimapLevel(pd, i);
}
}
void startGame(bool load, char *filename) {
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
// Reset players
for(int i=0; i<playerCount; i++) {
initPlayer(players+i);
}
if (!load) {
initNewMap();
airWizardHealthDisplay = 2000;
int i;
for (i = 0; i < 5; ++i) {
trySpawn(500, i);
}
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
worldData.daytime = 6000;
worldData.day = 0;
worldData.season = 0;
worldData.rain = false;
} else {
if(!loadWorld(filename, &eManager, &worldData, players, playerCount)) {
//TODO: What do?
networkDisconnect();
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
}
}
// Spawn players
for(int i=0; i<playerCount; i++) {
if(!players[i].isSpawned) {
playerSpawn(players+i);
}
}
// Init player maps
for(int i=0; i<playerCount; i++) {
initMiniMap(players+i);
}
stallCounter = 0;
}
void syncedTick() {
int i;
setListenerPosition(getLocalPlayer()->entity.level, getLocalPlayer()->entity.x, getLocalPlayer()->entity.y);
//win/death menus
for(i=0; i<playerCount; i++) {
if (players[i].entity.p.isDead) {
if (players[i].entity.p.endTimer < 1) {
players[i].ingameMenu = MENU_LOSE;
}
--players[i].entity.p.endTimer;
} else if (players[i].entity.p.hasWon) {
if (players[i].entity.p.endTimer < 1) {
players[i].ingameMenu = MENU_WIN;
}
--players[i].entity.p.endTimer;
}
}
//update worldData (daytime,season and weather)
++worldData.daytime;
if(worldData.daytime>=24000) {
worldData.daytime -= 24000;
++worldData.day;
//TODO: maybe make season length not as hardcoded + make the transition better (fade to black and back maybe?)
if(worldData.day%7==0) {
++worldData.season;
if(worldData.season==4) worldData.season = 0;
}
worldData.rain = false;
if(worldData.season!=3 && rand()%5==0) worldData.rain = true;
}
//update music
updateMusic(getLocalPlayer()->entity.level, worldData.daytime);
//for every active level
s8 level;
for(level = 0; level < 6; level++) {
bool hasPlayer = false;
for(i=0; i<playerCount; i++) {
if(players[i].entity.level==level) {
hasPlayer = true;
}
}
if(!hasPlayer) continue;
//tick tiles
for (i = 0; i < 324; ++i) {
int xx = rand() & 127;
int yy = rand() & 127;
tickTile(level, xx, yy);
}
}
for(i=0; i<playerCount; i++) {
ingameMenuTickTouch(players+i);
bool inmenu = false;
if(players[i].ingameMenu != MENU_NONE) {
ingameMenuTick(players+i, players[i].ingameMenu);
inmenu = true;
}
tickPlayer(players+i, inmenu);
}
//for every active level
for(level = 0; level < 6; level++) {
if(level==5 && !dungeonActive()) continue;
bool hasPlayer = false;
for(i=0; i<playerCount; i++) {
if(players[i].entity.level==level) {
hasPlayer = true;
}
}
if(!hasPlayer) continue;
//spawn entities
if(eManager.lastSlot[level]<80 && level != 5) {
trySpawn(1, level);
}
//update entities
for (i = 0; i < eManager.lastSlot[level]; ++i) {
Entity * e = &eManager.entities[level][i];
PlayerData * p = getNearestPlayer(level, e->x, e->y);
//should never happen, but just for safety to prevent hard crashes
if(p==NULL) continue;
if ((e->type != ENTITY_ZOMBIE && e->type != ENTITY_SKELETON && e->type != ENTITY_KNIGHT && e->type != ENTITY_SLIME && e->type != ENTITY_PASSIVE && e->type != ENTITY_GLOWWORM)
|| (e->type == ENTITY_GLOWWORM && (worldData.daytime>6000 || worldData.daytime<18000))
|| (e->x > p->entity.x - 160 && e->y > p->entity.y - 125 && e->x < p->entity.x + 160 && e->y < p->entity.y + 125)) {
tickEntity(e);
}
}
}
stallCounter = 0;
}
void tickGame() {
synchronizerTick(&syncedTick);
if(synchronizerIsRunning()) {
stallCounter++;
//game stalled -> most likely a player disconnected -> present option to exit game
if(stallCounter>=STALL_TIME) {
if(stallCounter==STALL_TIME) stallAreYouSure = false;
//scan local inputs, because synchronizer only updates them when not stalled
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
if (localInputs.k_accept.clicked) {
if(stallAreYouSure) {
//create backup save
if(playerLocalID==0) {
char backupSaveFileName[256+32];
backupSaveFileName[0] = '\0';
strncat(backupSaveFileName, currentFileName, strlen(currentFileName)-4);
strcat(backupSaveFileName, ".exit.msv");
saveWorld(backupSaveFileName, &eManager, &worldData, players, playerCount);
}
exitGame();
} else {
stallAreYouSure = true;
}
}
if (localInputs.k_decline.clicked) {
stallAreYouSure = false;
}
}
}
}
//for rendering -> move to a better place
int xscr = 0, yscr = 0;
void renderGame() {
//Important: all code called from this function should never affect game state!
sf2d_start_frame(GFX_TOP, GFX_LEFT);
int xscr = getLocalPlayer()->entity.x - 100;
int yscr = getLocalPlayer()->entity.y - 56;
if (xscr < 16)
xscr = 16;
else if (xscr > 1832)
xscr = 1832;
if (yscr < 16)
yscr = 16;
else if (yscr > 1912)
yscr = 1912;
offsetX = xscr;
offsetY = yscr;
sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
renderLightsToStencil(getLocalPlayer(), false, false, true);
renderBackground(getLocalPlayer()->entity.level, xscr, yscr);
renderEntities(getLocalPlayer()->entity.level, getLocalPlayer()->entity.x, getLocalPlayer()->entity.y, &eManager);
for(int i=0; i<playerCount; i++) {
renderPlayer(players+i);
}
renderWeather(getLocalPlayer()->entity.level, xscr, yscr);
resetStencilStuff();
renderDayNight(getLocalPlayer());
offsetX = 0;
offsetY = 0;
if(shouldRenderDebug){
sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), getLocalPlayer()->entity.x, getLocalPlayer()->entity.y, eManager.lastSlot[getLocalPlayer()->entity.level]);
drawText(fpsstr, 2, 225);
}
if(getLocalPlayer()->ingameMenu != MENU_NONE) {
ingameMenuRender(getLocalPlayer(), getLocalPlayer()->ingameMenu);
}
//game stalled -> most likely a player disconnected -> present option to exit game
if(stallCounter>STALL_TIME) {
renderFrame(1,1,24,14,0xFF1010AF);
drawText("Waiting for a long time", (400 - (23 * 12))/2, 32);
char text[50];
sprintf(text, "Last response %is ago", stallCounter/60);
drawText(text, (400 - (strlen(text) * 12))/2, 64);
if(playerLocalID==0) {
drawText("Press to leave the game", (400 - (25 * 12))/2, 160);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 157, 1);
drawText("A backup save will be created", (400 - (29 * 12))/2, 192);
} else {
drawText("Press to leave the game", (400 - (25 * 12))/2, 192);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 189, 1);
}
if(stallAreYouSure){
renderFrame(6,5,19,10,0xFF10108F);
drawText("Are you sure?",122,96);
drawText(" Yes", 164, 117);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 166, 114, 1);
drawText(" No", 170, 133);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 166, 130, 1);
}
}
sf2d_end_frame();
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
if(!players[playerLocalID].mapShouldRender){
sf2d_draw_texture(bottombg, 0, 0);
renderGui(getLocalPlayer());
} else {
renderZoomedMap(getLocalPlayer());
}
sf2d_end_frame();
}
void exitGame() {
networkDisconnect();
synchronizerReset();
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
playMusic(&music_menu);
}

9
source/Ingame.h Normal file
View file

@ -0,0 +1,9 @@
#pragma once
#include <3ds.h>
void startGame(bool load, char *filename);
void tickGame();
void renderGame();
void exitGame();

528
source/IngameMenu.c Normal file
View file

@ -0,0 +1,528 @@
#include "IngameMenu.h"
#include "Globals.h"
#include "Menu.h"
#include "Ingame.h"
#include "Player.h"
#include "SaveLoad.h"
#include "Synchronizer.h"
char pOptions[][24] = {"Return to game", "Save Progress", "Exit to title"};
void ingameMenuTick(PlayerData *pd, int menu) {
switch(menu) {
case MENU_PAUSED:
if(!pd->ingameMenuAreYouSure && !pd->ingameMenuAreYouSureSave){
if (pd->ingameMenuTimer > 0) --pd->ingameMenuTimer;
if (pd->inputs.k_pause.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_up.clicked) { --pd->ingameMenuSelection; if(pd->ingameMenuSelection < 0) pd->ingameMenuSelection=2; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuSelection; if(pd->ingameMenuSelection > 2) pd->ingameMenuSelection=0; }
if (pd->inputs.k_accept.clicked){
switch(pd->ingameMenuSelection){
case 0:
pd->ingameMenu = MENU_NONE;
break;
case 1:
if(!dungeonActive()) pd->ingameMenuAreYouSureSave = true;
break;
case 2:
pd->ingameMenuAreYouSure = true;
break;
}
}
} else if(pd->ingameMenuAreYouSureSave) {
if (pd->inputs.k_accept.clicked){
pd->ingameMenuTimer = 60;
if(playerLocalID==0) {
saveWorld(currentFileName, &eManager, &worldData, players, playerCount);
}
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuAreYouSure = false;
} else if (pd->inputs.k_decline.clicked){
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuAreYouSure = false;
}
} else if(pd->ingameMenuAreYouSure) {
if (pd->inputs.k_accept.clicked){
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
exitGame();
} else if (pd->inputs.k_decline.clicked){
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
}
}
break;
case MENU_INVENTORY:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked){
pd->ingameMenu = MENU_NONE;
pd->activeItem = &noItem;
pd->entity.p.isCarrying = false;
}
if (pd->inputs.k_accept.clicked){ // Select item from inventory
if(pd->inventory.lastSlot!=0){
Item median = pd->inventory.items[pd->ingameMenuInvSel]; // create copy of item.
removeItemFromInventory(pd->ingameMenuInvSel, &(pd->inventory)); // remove original
pushItemToInventoryFront(median, &(pd->inventory)); // add copy to front
playerSetActiveItem(pd, &(pd->inventory.items[0])); // active item = copy.
}
pd->ingameMenu = MENU_NONE;
}
if (pd->inputs.k_up.clicked) { --pd->ingameMenuInvSel; if(pd->ingameMenuInvSel < 0)pd->ingameMenuInvSel=pd->inventory.lastSlot-1; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuInvSel; if(pd->ingameMenuInvSel > pd->inventory.lastSlot-1)pd->ingameMenuInvSel=0; }
break;
case MENU_CRAFTING:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_accept.clicked){
if(craftItem(&(pd->currentRecipes), &(pd->currentRecipes.recipes[pd->ingameMenuInvSel]), &(pd->inventory))){
playSoundPositioned(snd_craft, pd->entity.level, pd->entity.x, pd->entity.y);
//reset active item pointer, because it could posibly point to garbage now
pd->activeItem = &noItem;
}
}
if (pd->inputs.k_up.clicked) { --pd->ingameMenuInvSel; if(pd->ingameMenuInvSel < 0)pd->ingameMenuInvSel=pd->currentRecipes.size-1; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuInvSel; if(pd->ingameMenuInvSel > pd->currentRecipes.size-1)pd->ingameMenuInvSel=0; }
break;
case MENU_WIN:
if (pd->inputs.k_accept.clicked){
pd->ingameMenu = MENU_NONE;
pd->entity.p.hasWon = false;
}
break;
case MENU_LOSE:
if (pd->inputs.k_accept.clicked){
pd->ingameMenu = MENU_NONE;
pd->entity.p.isDead = false;
pd->entity.p.health = 10;
pd->entity.level = 1;
playerSpawn(pd);
//TODO: This canceled to main menu, but what should I do in multiplayer?
}
pd->entity.hurtTime = 10;
break;
case MENU_CONTAINER:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_left.clicked) {
pd->curChestEntityR = 0;
int tmp = pd->ingameMenuInvSel;
pd->ingameMenuInvSel = pd->ingameMenuInvSelOther;
pd->ingameMenuInvSelOther = tmp;
}
if (pd->inputs.k_right.clicked) {
pd->curChestEntityR = 1;
int tmp = pd->ingameMenuInvSel;
pd->ingameMenuInvSel = pd->ingameMenuInvSelOther;
pd->ingameMenuInvSelOther = tmp;
}
Inventory* i1 = pd->curChestEntityR == 1 ? &(pd->inventory) : pd->curChestEntity->entityFurniture.inv;
Inventory* i2 = pd->curChestEntityR == 0 ? &(pd->inventory) : pd->curChestEntity->entityFurniture.inv;
int len = i1->lastSlot;
if (pd->ingameMenuInvSel < 0) pd->ingameMenuInvSel = 0;
if (pd->ingameMenuInvSel >= len) pd->ingameMenuInvSel = len - 1;
if (pd->inputs.k_up.clicked) --pd->ingameMenuInvSel;
if (pd->inputs.k_down.clicked) ++pd->ingameMenuInvSel;
if (len == 0) pd->ingameMenuInvSel = 0;
if (pd->ingameMenuInvSel < 0) pd->ingameMenuInvSel += len;
if (pd->ingameMenuInvSel >= len) pd->ingameMenuInvSel -= len;
if(pd->inputs.k_accept.clicked && len > 0){
Item* pullItem = &i1->items[pd->ingameMenuInvSel];
Item pushItem = newItem(pullItem->id, pullItem->countLevel);
pushItem.chestPtr = pullItem->chestPtr;
pushItemToInventoryFront(pushItem, i2);
if(i2 == &(pd->inventory)){
int newslot = pd->activeItem->slotNum + 1;
pd->activeItem = &(pd->inventory.items[newslot]);
} else if(pullItem == pd->activeItem){
pd->activeItem = &noItem;
}
removeItemFromCurrentInv(pullItem);
if (pd->ingameMenuInvSel >= i1->lastSlot) pd->ingameMenuInvSel = i1->lastSlot - 1;
}
break;
case MENU_DUNGEON:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if(pd->inputs.k_accept.clicked) {
if(pd->entity.level!=5) {
Item * item = getItemFromInventory(ITEM_DUNGEON_KEY, &(pd->inventory));
if(item!=NULL) {
--item->countLevel;
if(item->countLevel==0) {
removeItemFromCurrentInv(item);
}
enterDungeon(pd);
} else if(TESTGODMODE) {
enterDungeon(pd);
}
} else {
leaveDungeon(pd);
}
pd->ingameMenu = MENU_NONE;
}
break;
case MENU_NPC:
tickNPCMenu(pd);
break;
case MENU_CHARACTER_CUSTOMIZE:
if (pd->inputs.k_up.clicked) { --pd->ingameMenuSelection; if(pd->ingameMenuSelection < 0) pd->ingameMenuSelection=6; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuSelection; if(pd->ingameMenuSelection > 6) pd->ingameMenuSelection=0; }
u8 wrap = 0;
wrap = wrap - 1;
pd->entity.p.health = 10;
pd->entity.hurtTime = 10;
//head
if(pd->ingameMenuSelection==0) {
if (pd->inputs.k_left.clicked) { --pd->sprite.head; if(pd->sprite.head == wrap) pd->sprite.head=PLAYER_SPRITE_HEAD_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.head; if(pd->sprite.head > PLAYER_SPRITE_HEAD_COUNT-1) pd->sprite.head=0; }
//eyes
} else if(pd->ingameMenuSelection==1) {
if (pd->inputs.k_left.clicked) { --pd->sprite.eyes; if(pd->sprite.eyes == wrap) pd->sprite.eyes=PLAYER_SPRITE_EYES_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.eyes; if(pd->sprite.eyes > PLAYER_SPRITE_EYES_COUNT-1) pd->sprite.eyes=0; }
//body
} else if(pd->ingameMenuSelection==2) {
if (pd->inputs.k_left.clicked) { --pd->sprite.body; if(pd->sprite.body == wrap) pd->sprite.body=PLAYER_SPRITE_BODY_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.body; if(pd->sprite.body > PLAYER_SPRITE_BODY_COUNT-1) pd->sprite.body=0; }
//arms
} else if(pd->ingameMenuSelection==3) {
if (pd->inputs.k_left.clicked) { --pd->sprite.arms; if(pd->sprite.arms == wrap) pd->sprite.arms=PLAYER_SPRITE_ARMS_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.arms; if(pd->sprite.arms > PLAYER_SPRITE_ARMS_COUNT-1) pd->sprite.arms=0; }
//legs
} else if(pd->ingameMenuSelection==4) {
if (pd->inputs.k_left.clicked) { --pd->sprite.legs; if(pd->sprite.legs == wrap) pd->sprite.legs=PLAYER_SPRITE_LEGS_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.legs; if(pd->sprite.legs > PLAYER_SPRITE_LEGS_COUNT-1) pd->sprite.legs=0; }
//rotation
} else if(pd->ingameMenuSelection==5) {
if (pd->inputs.k_left.clicked) { --pd->entity.p.dir; if(pd->entity.p.dir == wrap) pd->entity.p.dir=3; }
if (pd->inputs.k_right.clicked) { ++pd->entity.p.dir; if(pd->entity.p.dir > 3) pd->entity.p.dir=0; }
//done
} else if(pd->ingameMenuSelection==6) {
if(pd->inputs.k_accept.clicked) {
//TODO: are you sure dialog?
pd->ingameMenu = 0;
pd->ingameMenuSelection = 0;
pd->sprite.choosen = true;
}
}
break;
}
}
u8 opacity = 255;
bool rev = true;
char scoreText[15];
void ingameMenuRender(PlayerData *pd, int menu) {
int i;
switch(menu) {
case MENU_PAUSED:
renderFrame(1,1,24,14,0xFF1010AF);
drawText("Paused",164,32);
for(i = 3; i >= 0; --i){
char* msg = pOptions[i];
u32 color = 0xFF7F7F7F;
if(i == pd->ingameMenuSelection) color = 0xFFFFFFFF;
if((i == 1 && dungeonActive())) {
color = 0xFF7F7FFF;
if(i == pd->ingameMenuSelection) color = 0xFFAFAFFF;
}
drawTextColor(msg,(400 - (strlen(msg) * 12))/2, (i * 24) + 88, color);
}
if(pd->ingameMenuTimer > 0) drawTextColor("Game Saved!", (400-(11*12))/2, 64,0xFF20FF20);
if(pd->ingameMenuAreYouSure || pd->ingameMenuAreYouSureSave){
if(pd->ingameMenuAreYouSure)renderFrame(6,5,19,10,0xFF10108F);
else renderFrame(6,5,19,10,0xFF108F10);
drawText("Are you sure?",122,96);
drawText(" Yes", 164, 117);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 166, 114, 1);
drawText(" No", 170, 133);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 166, 130, 1);
}
break;
case MENU_WIN:
renderFrame(5,3,21,12,0xFFFF1010);
if(!rev){ opacity+=5; if(opacity == 255) rev = true; }
else { opacity-=5; if(opacity == 100) rev = false; }
sprintf(scoreText,"Score: %d", pd->score);
drawTextColor("You Win!",158,76,0x0000AFAF + (opacity << 24));
drawText(scoreText, 200-((strlen(scoreText)-1)*6), 100);
drawText("Press to continue", 96, 150);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 166, 148, 1);
//printf("0x%08X",localInputs.k_attack.input & -localInputs.k_attack.input);
break;
case MENU_LOSE:
renderFrame(5,3,21,12,0xFFFF1010);
if(!rev){ opacity+=5; if(opacity == 255) rev = true; }
else { opacity-=5; if(opacity == 100) rev = false; }
sprintf(scoreText,"Score: %d", pd->score);
drawTextColor("You DIED!",158,76,0x000000AF + (opacity << 24));
drawText(scoreText, 200-((strlen(scoreText)-1)*6), 100);
drawText("Press to continue", 96, 150);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 166, 148, 1);
//printf("0x%08X",localInputs.k_attack.input & -localInputs.k_attack.input);
break;
case MENU_INVENTORY:
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor("Inventory",24+1,14+1,0xFF000000);
drawTextColor("Inventory",24,14,0xFF6FE2E2);
renderItemList(&(pd->inventory), 1,1,24,14, pd->ingameMenuInvSel);
break;
case MENU_CRAFTING:
renderFrame(15,1,24,4,0xFFFF1010);
drawTextColor("Have",248+1,14+1,0xFF000000);
drawTextColor("Have",248,14,0xFF6FE2E2);
renderFrame(15,5,24,14,0xFFFF1010);
drawTextColor("Cost",248+1,78+1,0xFF000000);
drawTextColor("Cost",248,78,0xFF6FE2E2);
renderFrame(1,1,14,14,0xFFFF1010);
drawTextColor(pd->currentCraftTitle,24+1,14+1,0xFF000000);
drawTextColor(pd->currentCraftTitle,24,14,0xFF6FE2E2);
renderRecipes(&(pd->currentRecipes), 1, 1, 14, 14, pd->ingameMenuInvSel);
Recipe* rec = &(pd->currentRecipes.recipes[pd->ingameMenuInvSel]);
renderItemIcon(rec->itemResult,rec->itemAmountLevel,128,16);
char craftText[12];
sprintf(craftText, "%d", countItemInv(rec->itemResult, rec->itemAmountLevel, &(pd->inventory)));
drawText(craftText,274,34);
if(rec->numOfCosts > 0){
int i;
for(i = 0; i < rec->numOfCosts; i++){
int amnt = countItemInv(rec->costs[i].costItem,0, &(pd->inventory));
int ttlCst = rec->costs[i].costAmount;
int col = 0xFFFFFFFF; if(amnt<ttlCst) col = 0xFF7F7F7F;
renderItemIcon(rec->costs[i].costItem,1,128,48+(i*8));
sprintf(craftText,"%d/%d",amnt,ttlCst);
drawTextColor(craftText,274,96+(i*18),col);
}
}
break;
case MENU_CONTAINER:
if (pd->curChestEntityR == 1){ offsetX = 48; offsetY = 0;}
else {offsetX = 0; offsetY = 0;}
renderFrame(1,1,15,14,0xFFFF1010);
drawTextColor("Chest",24+1,14+1,0xFF000000);
drawTextColor("Chest",24,14,0xFF6FE2E2);
renderItemList(pd->curChestEntity->entityFurniture.inv,1,1,15,14,
pd->curChestEntityR == 0 ? pd->ingameMenuInvSel : -pd->ingameMenuInvSelOther - 1);
renderFrame(16,1,30,14,0xFFFF1010);
drawTextColor("Inventory",264+1,14+1,0xFF000000);
drawTextColor("Inventory",264,14,0xFF6FE2E2);
renderItemList(&(pd->inventory),16,1,30,14,
pd->curChestEntityR == 1 ? pd->ingameMenuInvSel : -pd->ingameMenuInvSelOther - 1);
offsetX = 0;offsetY = 0;
break;
case MENU_DUNGEON:
renderFrame(1,1,24,14,0xFFFF1010);
if(pd->entity.level!=5) {
drawTextColor("Dungeon Entrance",24+1,14+1,0xFF000000);
drawTextColor("Dungeon Entrance",24,14,0xFF6FE2E2);
drawText("Warning: ", 32, 32);
drawText("You need a Dungeon Key to ", 32, 56);
drawText("enter and cannot save while ", 32, 72);
drawText("being in the Dungeon! ", 32, 88);
drawText("After leaving you will need ", 32, 112);
drawText("a new Dungeon Key for ", 32, 128);
drawText("entering another Dungeon! ", 32, 144);
drawText(" Enter", 148, 171);
} else {
drawTextColor("Dungeon Exit",24+1,14+1,0xFF000000);
drawTextColor("Dungeon Exit",24,14,0xFF6FE2E2);
drawText("Warning: ", 32, 32);
drawText("The Dungeon and everything ", 32, 56);
drawText("in it will disappear when ", 32, 72);
drawText("you leave it! ", 32, 88);
drawText("You will need a new Dungeon ", 32, 112);
drawText("Key for entering another ", 32, 128);
drawText("Dungeon again! ", 32, 144);
drawText(" Leave", 148, 171);
}
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 150, 168, 1);
drawText(" Stay", 148, 195);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 150, 192, 1);
break;
case MENU_NPC:
renderNPCMenu(&(pd->npcMenuData));
break;
case MENU_CHARACTER_CUSTOMIZE:
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor("Character",24+1,14+1,0xFF000000);
drawTextColor("Character",24,14,0xFF6FE2E2);
drawText("Head: ", 32, 56);
drawText("Eyes: ", 32, 72);
drawText("Body: ", 32, 88);
drawText("Arms: ", 32, 104);
drawText("Legs: ", 32, 120);
drawText("Rot.: ", 32, 144);
//for the dynamic part
char display[30];
sprintf(display, pd->ingameMenuSelection==0 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.head+1, PLAYER_SPRITE_HEAD_COUNT);
drawText(display, 96, 56);
sprintf(display, pd->ingameMenuSelection==1 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.eyes+1, PLAYER_SPRITE_EYES_COUNT);
drawText(display, 96, 72);
sprintf(display, pd->ingameMenuSelection==2 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.body+1, PLAYER_SPRITE_BODY_COUNT);
drawText(display, 96, 88);
sprintf(display, pd->ingameMenuSelection==3 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.arms+1, PLAYER_SPRITE_ARMS_COUNT);
drawText(display, 96, 104);
sprintf(display, pd->ingameMenuSelection==4 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.legs+1, PLAYER_SPRITE_LEGS_COUNT);
drawText(display, 96, 120);
sprintf(display, pd->ingameMenuSelection==5 ? "< %02i/%02i >" : " %02i/%02i ", pd->entity.p.dir+1, 4);
drawText(display, 96, 144);
sprintf(display, pd->ingameMenuSelection==6 ? "< Done >" : " Done ");
drawText(display, 96, 172);
int oox = offsetX;
int ooy = offsetY;
int osx = playerScale;
renderFrame(13,3,22,12,0xFF909090);
//move player sprite to 0/0
offsetX = pd->entity.x - 8;
offsetY = pd->entity.y - 8;
//move to where I want it
offsetX -= 108;
offsetY -= 28;
playerScale = 8;
renderPlayer(pd);
offsetX = oox;
offsetY = ooy;
playerScale = osx;
break;
}
}
//touch menu
void tickTouchMap(PlayerData *pd){
if(pd->mapShouldRender){
if(pd->inputs.k_touch.px > 0 || pd->inputs.k_touch.py > 0){
// Plus/Minus zoom button
if(pd->inputs.k_touch.py > 204 && pd->inputs.k_touch.py < 232){
if(pd->inputs.k_touch.px > 284 && pd->inputs.k_touch.px < 312){
if(pd->mapZoomLevel > 4) return;
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapZoomLevel += 2;
pd->mapScrollX -= (50 * (pd->mapZoomLevel/2));
pd->mapScrollY -= (40 * (pd->mapZoomLevel/2));
pd->touchIsChangingSize = true;
sprintf(pd->mapText, "x%d", pd->mapZoomLevel);
}
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
return;
} else if(pd->inputs.k_touch.px > 256 && pd->inputs.k_touch.px < 284){
if(pd->mapZoomLevel < 4) return;
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapScrollX += (50 * (pd->mapZoomLevel/2));
pd->mapScrollY += (40 * (pd->mapZoomLevel/2));
pd->mapZoomLevel -= 2;
pd->touchIsChangingSize = true;
sprintf(pd->mapText, "x%d", pd->mapZoomLevel);
}
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
return;
}
} else if(pd->inputs.k_touch.py > 8 && pd->inputs.k_touch.py < 40 && pd->inputs.k_touch.px > 284 && pd->inputs.k_touch.px < 312){
// Exit Button
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapShouldRender = false;
return;
}
}
if(!pd->touchIsDraggingMap){
pd->touchLastX = pd->inputs.k_touch.px;
pd->touchLastY = pd->inputs.k_touch.py;
}
if(pd->mapZoomLevel > 2){
int dx = pd->touchLastX - pd->inputs.k_touch.px;
if(dx > 1 || dx < -1){
pd->mapScrollX -= dx;
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
}
pd->touchLastX = pd->inputs.k_touch.px;
}
int dy = pd->touchLastY - pd->inputs.k_touch.py;
if(dy > 1 || dy < -1){
pd->mapScrollY -= dy;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
}
pd->touchLastY = pd->inputs.k_touch.py;
pd->touchIsDraggingMap = true;
} else {
pd->touchIsDraggingMap = false;
pd->touchIsChangingSize = false;
}
} else {
// touch minimap to bring up zoomed map.
if(pd->inputs.k_touch.py > 100 && pd->inputs.k_touch.py < 228 && pd->inputs.k_touch.px > 10 && pd->inputs.k_touch.px < 142){
pd->mapShouldRender = true;
}
}
}
void tickTouchQuickSelect(PlayerData *pd) {
if (pd->ingameMenu == MENU_NONE && !pd->mapShouldRender) {
int i = 0;
Inventory * inv = &(pd->inventory);
for (i = 0; i < 8; ++i) {
if((inv->lastSlot) > i) {
int xip = i % 4;
int yip = i / 4;
if(pd->inputs.k_touch.py > 72*2+yip*21*2 && pd->inputs.k_touch.py < 72*2+yip*21*2+21*2 && pd->inputs.k_touch.px > 76*2+xip*21*2 && pd->inputs.k_touch.px < 76*2+xip*21*2+21*2) {
playerSetActiveItem(pd, &inv->items[i]);
}
}
}
}
}
void ingameMenuTickTouch(PlayerData *pd) {
tickTouchMap(pd);
tickTouchQuickSelect(pd);
}

8
source/IngameMenu.h Normal file
View file

@ -0,0 +1,8 @@
#pragma once
#include "Player.h"
void ingameMenuTick(PlayerData *pd, int menu);
void ingameMenuRender(PlayerData *pd, int menu);
void ingameMenuTickTouch(PlayerData *pd);

View file

@ -5,19 +5,51 @@ void toggleKey(Key* key, bool held, bool down){
key->clicked = down; key->clicked = down;
} }
void tickKeys(u32 held, u32 down){ void tickKeys(Inputs *inputs, u32 held, u32 down){
hidTouchRead(&k_touch); // Update touch position hidTouchRead(&(inputs->k_touch)); // Update touch position
toggleKey(&k_up, held & k_up.input, down & k_up.input); toggleKey(&(inputs->k_up), held & localInputs.k_up.input, down & localInputs.k_up.input);
toggleKey(&k_down, held & k_down.input, down & k_down.input); toggleKey(&(inputs->k_down), held & localInputs.k_down.input, down & localInputs.k_down.input);
toggleKey(&k_left, held & k_left.input, down & k_left.input); toggleKey(&(inputs->k_left), held & localInputs.k_left.input, down & localInputs.k_left.input);
toggleKey(&k_right, held & k_right.input, down & k_right.input); toggleKey(&(inputs->k_right), held & localInputs.k_right.input, down & localInputs.k_right.input);
toggleKey(&k_pause, held & k_pause.input, down & k_pause.input); toggleKey(&(inputs->k_pause), held & localInputs.k_pause.input, down & localInputs.k_pause.input);
toggleKey(&k_attack, held & k_attack.input, down & k_attack.input); toggleKey(&(inputs->k_attack), held & localInputs.k_attack.input, down & localInputs.k_attack.input);
toggleKey(&k_menu, held & k_menu.input, down & k_menu.input); toggleKey(&(inputs->k_menu), held & localInputs.k_menu.input, down & localInputs.k_menu.input);
toggleKey(&k_accept, held & k_accept.input, down & k_accept.input); toggleKey(&(inputs->k_accept), held & localInputs.k_accept.input, down & localInputs.k_accept.input);
toggleKey(&k_decline, held & k_decline.input, down & k_decline.input); toggleKey(&(inputs->k_decline), held & localInputs.k_decline.input, down & localInputs.k_decline.input);
toggleKey(&k_delete, held & k_delete.input, down & k_delete.input); toggleKey(&(inputs->k_delete), held & localInputs.k_delete.input, down & localInputs.k_delete.input);
toggleKey(&k_menuNext, held & k_menuNext.input, down & k_menuNext.input); toggleKey(&(inputs->k_menuNext), held & localInputs.k_menuNext.input, down & localInputs.k_menuNext.input);
toggleKey(&k_menuPrev, held & k_menuPrev.input, down & k_menuPrev.input); toggleKey(&(inputs->k_menuPrev), held & localInputs.k_menuPrev.input, down & localInputs.k_menuPrev.input);
} }
void resetKeys(Inputs *inputs) {
(inputs->k_touch).px = -1;
(inputs->k_touch).py = -1;
toggleKey(&(inputs->k_up), false, false);
toggleKey(&(inputs->k_down), false, false);
toggleKey(&(inputs->k_left), false, false);
toggleKey(&(inputs->k_right), false, false);
toggleKey(&(inputs->k_pause), false, false);
toggleKey(&(inputs->k_attack), false, false);
toggleKey(&(inputs->k_menu), false, false);
toggleKey(&(inputs->k_accept), false, false);
toggleKey(&(inputs->k_decline), false, false);
toggleKey(&(inputs->k_delete), false, false);
toggleKey(&(inputs->k_menuNext), false, false);
toggleKey(&(inputs->k_menuPrev), false, false);
}
void resetClicked(Inputs *inputs) {
inputs->k_up.clicked = false;
inputs->k_down.clicked = false;
inputs->k_left.clicked = false;
inputs->k_right.clicked = false;
inputs->k_pause.clicked = false;
inputs->k_attack.clicked = false;
inputs->k_menu.clicked = false;
inputs->k_accept.clicked = false;
inputs->k_decline.clicked = false;
inputs->k_delete.clicked = false;
inputs->k_menuNext.clicked = false;
inputs->k_menuPrev.clicked = false;
}

View file

@ -1,24 +1,33 @@
#pragma once
#include <3ds.h> #include <3ds.h>
//only down and clicked need to be send, input is for config stuff
typedef struct { typedef struct {
bool down, clicked; bool down, clicked;
int input; int input;
} Key; } Key;
Key k_null; typedef struct {
Key k_up; Key k_null;
Key k_down; Key k_up;
Key k_left; Key k_down;
Key k_right; Key k_left;
Key k_attack; Key k_right;
Key k_menu; Key k_attack;
Key k_pause; Key k_menu;
Key k_accept; Key k_pause;
Key k_decline; Key k_accept;
Key k_delete; Key k_decline;
Key k_menuNext; Key k_delete;
Key k_menuPrev; Key k_menuNext;
touchPosition k_touch; Key k_menuPrev;
touchPosition k_touch;
} Inputs;
void tickKeys(u32 held, u32 down); Inputs localInputs;
void tickKeys(Inputs *inputs, u32 held, u32 down);
void resetKeys(Inputs *inputs);
void resetClicked(Inputs *inputs);
bool clicked(Key key); bool clicked(Key key);

View file

@ -2,13 +2,13 @@
char currentName[16]; char currentName[16];
bool isItemEmpty(Item* item){ bool isItemEmpty(Item* item) {
if(item->id < 6 || item->id > 100 || item->onlyOne == true) return false; if(item->id < 6 || item->id > 100 || item->onlyOne == true) return false;
if(item->countLevel < 1) return true; if(item->countLevel < 1) return true;
return false; return false;
} }
void pushItemToInventoryFront(Item item, Inventory * inv){ void pushItemToInventoryFront(Item item, Inventory * inv) {
if(inv->lastSlot < 300) ++inv->lastSlot; if(inv->lastSlot < 300) ++inv->lastSlot;
int i; int i;
for(i = inv->lastSlot;i > 0;--i){ for(i = inv->lastSlot;i > 0;--i){
@ -21,7 +21,7 @@ void pushItemToInventoryFront(Item item, Inventory * inv){
} }
void addItemToInventory(Item item, Inventory * inv){ void addItemToInventory(Item item, Inventory * inv) {
if(!item.onlyOne){ if(!item.onlyOne){
int i; int i;
for(i = 0;i < inv->lastSlot;++i){ //Search inventory if item already exists. for(i = 0;i < inv->lastSlot;++i){ //Search inventory if item already exists.
@ -38,12 +38,12 @@ void addItemToInventory(Item item, Inventory * inv){
++inv->lastSlot; ++inv->lastSlot;
} }
void removeItemFromCurrentInv(Item* item){ void removeItemFromCurrentInv(Item* item) {
removeItemFromInventory(item->slotNum, (Inventory*)item->invPtr); removeItemFromInventory(item->slotNum, (Inventory*)item->invPtr);
} }
Item nullItem; Item nullItem;
void removeItemFromInventory(int slot, Inventory * inv){ void removeItemFromInventory(int slot, Inventory * inv) {
int i; int i;
for(i = slot;i < inv->lastSlot - 1;++i){ for(i = slot;i < inv->lastSlot - 1;++i){
inv->items[i] = inv->items[i + 1]; // Move the items down. inv->items[i] = inv->items[i + 1]; // Move the items down.
@ -53,7 +53,7 @@ void removeItemFromInventory(int slot, Inventory * inv){
inv->items[inv->lastSlot] = nullItem; // Make the last slot null. inv->items[inv->lastSlot] = nullItem; // Make the last slot null.
} }
Item newItem(int id, int cLevel){ Item newItem(int id, int cLevel) {
Item item; Item item;
item.id = id; item.id = id;
if(id != ITEM_NULL){ if(id != ITEM_NULL){
@ -66,7 +66,7 @@ Item newItem(int id, int cLevel){
return item; return item;
} }
Item* getItemFromInventory(int itemID, Inventory * inv){ Item* getItemFromInventory(int itemID, Inventory * inv) {
int i; int i;
for(i = 0;i < inv->lastSlot;++i){ for(i = 0;i < inv->lastSlot;++i){
if(inv->items[i].id == itemID){ if(inv->items[i].id == itemID){
@ -76,7 +76,7 @@ Item* getItemFromInventory(int itemID, Inventory * inv){
return (Item*)NULL; return (Item*)NULL;
} }
int countItemInv(int itemID, int level, Inventory* inv){ int countItemInv(int itemID, int level, Inventory* inv) {
int i, count = 0; int i, count = 0;
for(i = 0;i < inv->lastSlot;++i){ for(i = 0;i < inv->lastSlot;++i){
if(inv->items[i].id == itemID){ if(inv->items[i].id == itemID){
@ -88,7 +88,7 @@ int countItemInv(int itemID, int level, Inventory* inv){
return count; return count;
} }
char* getItemName(int itemID, int countLevel){ char* getItemName(int itemID, int countLevel) {
switch(itemID){ switch(itemID){
case TOOL_SHOVEL: case TOOL_SHOVEL:
switch(countLevel){ switch(countLevel){
@ -204,7 +204,7 @@ char* getItemName(int itemID, int countLevel){
} }
} }
char* getBasicItemName(int itemID, int countLevel){ char* getBasicItemName(int itemID, int countLevel) {
switch(itemID){ switch(itemID){
case TOOL_SHOVEL: case TOOL_SHOVEL:
switch(countLevel){ switch(countLevel){

View file

@ -61,10 +61,6 @@ double * Noise(int width, int height, int featureSize) {
scaleMod *= 0.3; scaleMod *= 0.3;
} while (stepSize > 1); } while (stepSize > 1);
return values; return values;
}
void newSeed(){
srand(time(NULL));
} }
//TODO: Will need to reset entity manager if generation is retried //TODO: Will need to reset entity manager if generation is retried
@ -331,8 +327,10 @@ void createUndergroundMap(int w, int h, int depthLevel, int level, u8 * map, u8
} }
} }
//generate dwarf house
if(depthLevel==3) { if(depthLevel==3) {
createDwarfHouse(w, h, level, map, data); createDwarfHouse(w, h, level, map, data);
//generate mushroom patches
} else if(depthLevel==2) { } else if(depthLevel==2) {
for (i = 0; i < w * h / 5400; ++i) { for (i = 0; i < w * h / 5400; ++i) {
int xs = rand()%w; int xs = rand()%w;
@ -361,6 +359,7 @@ void createUndergroundMap(int w, int h, int depthLevel, int level, u8 * map, u8
} }
} }
//generate ores
for (i = 0; i < w * h / 400; ++i) { for (i = 0; i < w * h / 400; ++i) {
int x = rand()%w; int x = rand()%w;
int y = rand()%h; int y = rand()%h;
@ -374,6 +373,8 @@ void createUndergroundMap(int w, int h, int depthLevel, int level, u8 * map, u8
} }
} }
} }
//generate stairs down
if (depthLevel < 3){ if (depthLevel < 3){
int sCount, attempts = 0; int sCount, attempts = 0;
for (sCount = 0; sCount < 4;) { for (sCount = 0; sCount < 4;) {
@ -396,6 +397,22 @@ void createUndergroundMap(int w, int h, int depthLevel, int level, u8 * map, u8
if(attempts < (w*h/100)) ++attempts; else break; if(attempts < (w*h/100)) ++attempts; else break;
} }
} }
//generate dungeon entrance
if(depthLevel==3) {
map[w/2+0 + (h/2+0) * w] = TILE_DUNGEON_ENTRANCE;
map[w/2-1 + (h/2+0) * w] = TILE_DIRT;
map[w/2+1 + (h/2+0) * w] = TILE_DIRT;
map[w/2+0 + (h/2-1) * w] = TILE_DIRT;
map[w/2+1 + (h/2+1) * w] = TILE_DIRT;
map[w/2-1 + (h/2-1) * w] = TILE_DUNGEON_WALL;
map[w/2-1 + (h/2+1) * w] = TILE_DUNGEON_WALL;
map[w/2+1 + (h/2-1) * w] = TILE_DUNGEON_WALL;
map[w/2+1 + (h/2+1) * w] = TILE_DUNGEON_WALL;
}
free(mnoise1); free(mnoise1);
free(mnoise2); free(mnoise2);
free(mnoise3); free(mnoise3);

View file

@ -2,7 +2,6 @@
#include <math.h> #include <math.h>
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
#include <time.h>
#include <3ds.h> #include <3ds.h>
#include "Globals.h" #include "Globals.h"
@ -10,7 +9,6 @@
float nextFloat(); float nextFloat();
double sample(double * values, int x, int y); double sample(double * values, int x, int y);
double * Noise(int w, int h, int featureSize); double * Noise(int w, int h, int featureSize);
void newSeed();
void createAndValidateTopMap(int w, int h, int level, u8 * map, u8 * data); void createAndValidateTopMap(int w, int h, int level, u8 * map, u8 * data);
void createTopMap(int w, int h, int level, u8 * map, u8 * data); void createTopMap(int w, int h, int level, u8 * map, u8 * data);
void createAndValidateUndergroundMap(int w, int h, int depthLevel, int level, u8 * map, u8 * data); void createAndValidateUndergroundMap(int w, int h, int depthLevel, int level, u8 * map, u8 * data);

File diff suppressed because it is too large Load diff

View file

@ -25,18 +25,18 @@ void renderTutorialPage(bool topScreen){
case 0: // Moving the character case 0: // Moving the character
drawTextColor("Movement",(400-8*12)/2,40,0xFF007FBF); drawTextColor("Movement",(400-8*12)/2,40,0xFF007FBF);
drawText("Press to move up",92,90); drawText("Press to move up",92,90);
renderButtonIcon(biasedCirclePad(k_up.input), 164, 88, 1); renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 164, 88, 1);
drawText("Press to move down",80,120); drawText("Press to move down",80,120);
renderButtonIcon(biasedCirclePad(k_down.input), 152, 118, 1); renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 152, 118, 1);
drawText("Press to move left",80,150); drawText("Press to move left",80,150);
renderButtonIcon(biasedCirclePad(k_left.input), 152, 148, 1); renderButtonIcon(biasedCirclePad(localInputs.k_left.input), 152, 148, 1);
drawText("Press to move right",74,180); drawText("Press to move right",74,180);
renderButtonIcon(biasedCirclePad(k_right.input), 146, 178, 1); renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 146, 178, 1);
break; break;
case 1: // Attacking case 1: // Attacking
drawTextColor("Attacking",(400-9*12)/2,40,0xFF007FBF); drawTextColor("Attacking",(400-9*12)/2,40,0xFF007FBF);
drawText("Press to Attack",98,80); drawText("Press to Attack",98,80);
renderButtonIcon(k_attack.input & -k_attack.input, 168, 78, 1); renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 168, 78, 1);
drawText("Attack with an item to use it",26,120); drawText("Attack with an item to use it",26,120);
drawText("Use the axe to cut down trees",26,140); drawText("Use the axe to cut down trees",26,140);
drawText("Use the sword to attack enemies",14,160); drawText("Use the sword to attack enemies",14,160);
@ -46,21 +46,21 @@ void renderTutorialPage(bool topScreen){
case 2: // Inventory case 2: // Inventory
drawTextColor("Inventory",(400-9*12)/2,40,0xFF007FBF); drawTextColor("Inventory",(400-9*12)/2,40,0xFF007FBF);
drawText("Press to open the menu",56,80); drawText("Press to open the menu",56,80);
renderButtonIcon(biasedMenuXY(k_menu.input), 126, 78, 1); renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 78, 1);
drawText("Press to scroll up",80,110); drawText("Press to scroll up",80,110);
renderButtonIcon(biasedCirclePad(k_up.input), 152, 108, 1); renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 152, 108, 1);
drawText("Press to scroll down",68,140); drawText("Press to scroll down",68,140);
renderButtonIcon(biasedCirclePad(k_down.input), 140, 138, 1); renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 140, 138, 1);
drawText("Press to select an item",50,170); drawText("Press to select an item",50,170);
renderButtonIcon(k_accept.input & -k_accept.input, 120, 168, 1); renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 168, 1);
drawText("Press to close the menu",50,200); drawText("Press to close the menu",50,200);
renderButtonIcon(k_decline.input & -k_decline.input, 120, 198, 1); renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 120, 198, 1);
break; break;
case 3: // Furniture case 3: // Furniture
drawTextColor("Furniture",(400-9*12)/2,40,0xFF007FBF); drawTextColor("Furniture",(400-9*12)/2,40,0xFF007FBF);
drawText("Use furniture for item crafting",(400-31*12)/2,74); drawText("Use furniture for item crafting",(400-31*12)/2,74);
drawText("Press to open the menu",56,100); drawText("Press to open the menu",56,100);
renderButtonIcon(biasedMenuXY(k_menu.input), 126, 98, 1); renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 98, 1);
drawText("while infront of the furniture",(400-30*12)/2,116); drawText("while infront of the furniture",(400-30*12)/2,116);
drawText("Use the lantern item to light",(400-29*12)/2,144); drawText("Use the lantern item to light",(400-29*12)/2,144);
drawText("up underground areas",(400-20*12)/2,160); drawText("up underground areas",(400-20*12)/2,160);
@ -72,10 +72,10 @@ void renderTutorialPage(bool topScreen){
drawText("Create new items and tools",(400-26*12)/2,74); drawText("Create new items and tools",(400-26*12)/2,74);
drawText("Go up to a furniture item and",(400-29*12)/2,104); drawText("Go up to a furniture item and",(400-29*12)/2,104);
drawText("Press to open the menu",56,120); drawText("Press to open the menu",56,120);
renderButtonIcon(biasedMenuXY(k_menu.input), 126, 118, 1); renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 118, 1);
drawText("Gather up the required materials",(400-32*12)/2,150); drawText("Gather up the required materials",(400-32*12)/2,150);
drawText("and then press to craft it",(400-28*12)/2,166); drawText("and then press to craft it",(400-28*12)/2,166);
renderButtonIcon(k_accept.input & -k_accept.input, 210, 164, 1); renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 210, 164, 1);
break; break;
case 5: // Farming case 5: // Farming
drawTextColor("Farming",(400-7*12)/2,40,0xFF007FBF); drawTextColor("Farming",(400-7*12)/2,40,0xFF007FBF);
@ -108,17 +108,17 @@ void renderTutorialPage(bool topScreen){
switch(pageNum){ switch(pageNum){
case 0: // Moving the character case 0: // Moving the character
render16(30,56,16,112,0);//Player up render16(30,56,16,112,0);//Player up
renderButtonIcon(biasedCirclePad(k_up.input), 30,40, 2); renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 30,40, 2);
render16(60,56,0,112,0);//Player down render16(60,56,0,112,0);//Player down
renderButtonIcon(biasedCirclePad(k_down.input), 60,40, 2); renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 60,40, 2);
render16(90,56,48,112,1);//Player left render16(90,56,48,112,1);//Player left
renderButtonIcon(biasedCirclePad(k_left.input), 90,40, 2); renderButtonIcon(biasedCirclePad(localInputs.k_left.input), 90,40, 2);
render16(120,56,48,112,0);//Player right render16(120,56,48,112,0);//Player right
renderButtonIcon(biasedCirclePad(k_right.input), 120,40, 2); renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 120,40, 2);
break; break;
case 1: // Attacking case 1: // Attacking
render16(60,56,0,112,0);//Player-down render16(60,56,0,112,0);//Player-down
renderButtonIcon(k_attack.input & -k_attack.input, 80, 56, 2); renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 80, 56, 2);
renderc(60,68,16,160,16,8,2);//Slash renderc(60,68,16,160,16,8,2);//Slash
menuRenderTilePit(12,20,256,0);// grass pit menuRenderTilePit(12,20,256,0);// grass pit
@ -143,9 +143,9 @@ void renderTutorialPage(bool topScreen){
renderItemStuffWithText(ITEM_IRONINGOT,11,false,80,142); renderItemStuffWithText(ITEM_IRONINGOT,11,false,80,142);
sf2d_draw_rectangle(64, 110, 12, 12, 0xFF); sf2d_draw_rectangle(64, 110, 12, 12, 0xFF);
drawText(">", 64, 110); drawText(">", 64, 110);
renderButtonIcon(biasedCirclePad(k_up.input), 44, 92, 1); renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 44, 92, 1);
renderButtonIcon(k_accept.input & -k_accept.input, 44, 108, 1); renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 44, 108, 1);
renderButtonIcon(biasedCirclePad(k_down.input), 44, 125, 1); renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 44, 125, 1);
break; break;
case 3: // Furniture case 3: // Furniture
sf2d_draw_rectangle(64, 48, 192, 32, grassColor); sf2d_draw_rectangle(64, 48, 192, 32, grassColor);
@ -248,13 +248,13 @@ void renderTutorialPage(bool topScreen){
drawText(pageText,(320-(strlen(pageText))*12)/2,12); drawText(pageText,(320-(strlen(pageText))*12)/2,12);
if(pageNum > 0){ if(pageNum > 0){
drawText("<",2,16); drawText("<",2,16);
renderButtonIcon(k_menuPrev.input & -k_menuPrev.input, 8, 2, 2); renderButtonIcon(localInputs.k_menuPrev.input & -localInputs.k_menuPrev.input, 8, 2, 2);
} }
if(pageNum < maxPageNum){ if(pageNum < maxPageNum){
drawText(">",306,16); drawText(">",306,16);
renderButtonIcon(k_menuNext.input & -k_menuNext.input, 136, 2, 2); renderButtonIcon(localInputs.k_menuNext.input & -localInputs.k_menuNext.input, 136, 2, 2);
} }
drawText("Press to exit",(320-(15*12))/2,218); drawText("Press to exit",(320-(15*12))/2,218);
renderButtonIcon(k_decline.input & -k_decline.input, 140, 216, 1); renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 140, 216, 1);
} }
} }

View file

@ -14,11 +14,245 @@ bool isConnected;
bool isServer; bool isServer;
size_t networkBufferSize; size_t networkBufferSize;
u32 *networkBuffer; void *networkBuffer;
udsNetworkStruct networkStruct; udsNetworkStruct networkStruct;
udsBindContext networkBindCtx; udsBindContext networkBindCtx;
udsConnectionStatus networkStatus;
u16 networkConnectedMask;
//new code
//structure in buffer is u16(seqID),u16(size),size(data), ...
void *networkSendBuffer;
size_t networkSendBufferStartPos;
size_t networkSendBufferEndPos;
size_t networkSendBufferWrapPos;
u16 networkSeqSendNext;
u16 networkSeqSendConf[UDS_MAXNODES+1];
u16 networkSeqRecvLast[UDS_MAXNODES+1];
void *networkAckBuffer;
//async internal send/recieve handling
Thread networkThread;
volatile bool networkRunThread;
LightLock sendBufferLock;
void networkHandleSend();
void networkHandleRecieve();
void clearSendAckedBuffer();
bool sendAck(u16 target, u16 ack);
void networkThreadMain(void *arg) {
while(networkRunThread) {
if(udsRunning && isConnected) {
networkUpdateStatus();
networkHandleRecieve();
networkHandleSend();
}
//TODO: Set meaningfull value, WARNING: Setting this near 1ms (1000*1000) will make everything super laggy, higher values actually work better!
svcSleepThread(10000 * 1000);
}
}
void networkUpdateStatus() {
/*for(int i=0; i<10; i++) {
Result ret = udsGetConnectionStatus(&networkStatus);
if(!R_FAILED(ret)) {
return;
}
}*/
if(udsWaitConnectionStatusEvent(false, false)) {
udsGetConnectionStatus(&networkStatus);
}
}
void networkHandleRecieve() {
bool recieved = false;
do {
recieved = false;
size_t actualSize = 0;
u16 sourceNetworkNodeID;
u32 ackToSend = 0;
memset(networkBuffer, 0, networkBufferSize);
Result ret = udsPullPacket(&networkBindCtx, networkBuffer, networkBufferSize, &actualSize, &sourceNetworkNodeID);
if(R_FAILED(ret)) {
//TODO: what do?
//actualSize will be 0 if no packet is available
} else if(actualSize) {
void *readPointer = networkBuffer;
//ack frame
if(actualSize==sizeof(u16)) {
networkSeqSendConf[sourceNetworkNodeID] = *((u16*) readPointer);
clearSendAckedBuffer();
//normal frame
} else {
while(actualSize>0) {
//read seqID and size
u16 seqID = *((u16*) readPointer);
readPointer += sizeof(u16);
actualSize -= sizeof(u16);
u16 size = *((u16*) readPointer);
readPointer += sizeof(u16);
actualSize -= sizeof(u16);
//if the seq id was expected handle the packet
u32 nextID = networkSeqRecvLast[sourceNetworkNodeID]+1;
if(seqID==nextID) {
networkSeqRecvLast[sourceNetworkNodeID] = seqID;
ackToSend = seqID;
//handle data - TODO: WARNING: Do not send sizeof(u16) packets or else they will get confused with this one
if(size==sizeof(u16)) {
networkConnectedMask = *((u16*) readPointer);
} else {
processPacket(readPointer, size);
}
} else if(seqID<=nextID-1) {
ackToSend = nextID-1;
}
readPointer += size;
actualSize -= size;
}
if(ackToSend!=0) {
if(sendAck(sourceNetworkNodeID, ackToSend)) {
}
}
}
recieved = true;
}
} while(recieved);
}
void networkHandleSend() {
if(networkSendBufferStartPos!=networkSendBufferEndPos) {
LightLock_Lock(&sendBufferLock);
//determine send size
size_t currentSize = 0;
while(networkSendBufferStartPos+currentSize<networkSendBufferWrapPos && networkSendBufferStartPos+currentSize!=networkSendBufferEndPos) {
//size of "header info" (seqid,size)
size_t extraSize = sizeof(u16) + sizeof(u16);
//data size
extraSize += *((u16*) ((networkSendBuffer+networkSendBufferStartPos+currentSize) + sizeof(u16)));
//if next packet can fit in frame include it
if(currentSize+extraSize < UDS_DATAFRAME_MAXSIZE) {
currentSize += extraSize;
} else {
break;
}
}
//send frame
if(currentSize>0) {
//TODO: Once we have our own custom mask, no longer broadcast, but send directly because bcast doesn't always reach everyone?
if(networkConnectedMask==0) {
//send frame
Result ret = udsSendTo(UDS_BROADCAST_NETWORKNODEID, NETWORK_CHANNEL, UDS_SENDFLAG_Default, networkSendBuffer+networkSendBufferStartPos, currentSize);
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
} else if(R_FAILED(ret)) {
//TODO: what do?
}
} else {
for(int i=1; i<=UDS_MAXNODES; i++) {
if(i!=networkGetLocalNodeID()/* && networkIsNodeConnected(i)*/ && networkConnectedMask & (1 << (i-1))) {
//send frame
Result ret = udsSendTo(i, NETWORK_CHANNEL, UDS_SENDFLAG_Default, networkSendBuffer+networkSendBufferStartPos, currentSize);
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
} else if(R_FAILED(ret)) {
//TODO: what do?
}
}
}
}
}
LightLock_Unlock(&sendBufferLock);
}
}
void clearSendAckedBuffer() {
//find last ack recieved from all com partners
u16 ackID = 0;
for(int i=1; i<=UDS_MAXNODES; i++) {
if(i!=networkGetLocalNodeID()/* && networkIsNodeConnected(i)*/ && networkConnectedMask & (1 << (i-1))) {
if(networkSeqSendConf[i]==0) {
ackID = 0;
return;
}
if(ackID==0) {
ackID = networkSeqSendConf[i];
} else if(networkSeqSendConf[i]<100) {
if(ackID > networkSeqSendConf[i] && ackID<65535-100) ackID = networkSeqSendConf[i];
} else if(networkSeqSendConf[i]>65535-100) {
if(ackID > networkSeqSendConf[i] || ackID<100) ackID = networkSeqSendConf[i];
} else {
if(ackID > networkSeqSendConf[i]) ackID = networkSeqSendConf[i];
}
}
}
if(ackID==0) return;
LightLock_Lock(&sendBufferLock);
//clear buffer of acknowledgt packets
while(networkSendBufferStartPos!=networkSendBufferEndPos) {
//find current seqid and size
u16 seqID = *((u16*) (networkSendBuffer+networkSendBufferStartPos));
u16 size = *((u16*) (networkSendBuffer+networkSendBufferStartPos+sizeof(u16)));
if(seqID<=ackID || (ackID<100 && seqID>65535-100)) {
size_t currentSize = sizeof(u16)*2 + size;
//adjust buffer "pointers"
networkSendBufferStartPos += currentSize;
if(networkSendBufferStartPos==networkSendBufferEndPos) {
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
}
//wrap
if(networkSendBufferStartPos==networkSendBufferWrapPos) {
networkSendBufferStartPos = 0;
networkSendBufferWrapPos = networkSendBufferEndPos;
}
} else {
break;
}
}
LightLock_Unlock(&sendBufferLock);
}
bool sendAck(u16 target, u16 ack) {
Result ret = udsSendTo(target, NETWORK_CHANNEL, UDS_SENDFLAG_Default, &ack, sizeof(u16));
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
return false;
} else if(R_FAILED(ret)) {
//TODO: what do?
return false;
} else {
return true;
}
}
void networkInit() { void networkInit() {
Result ret = udsInit(0x3000, NULL); Result ret = udsInit(0x3000, NULL);
if(R_FAILED(ret)) { if(R_FAILED(ret)) {
@ -30,20 +264,80 @@ void networkInit() {
scannedNetworks = NULL; scannedNetworks = NULL;
isConnected = false; isConnected = false;
isServer = false; isServer = false;
networkConnectedMask = 0;
networkWriteBuffer = malloc(NETWORK_MAXDATASIZE);
if(networkWriteBuffer==NULL) {
networkExit();
return;
}
networkBufferSize = 0x4000; networkBufferSize = 0x4000;
networkBuffer = malloc(networkBufferSize); networkBuffer = malloc(networkBufferSize);
if(networkBuffer==NULL) {
networkExit();
return;
}
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
networkSendBuffer = malloc(NETWORK_SENDBUFFERSIZE);
if(networkSendBuffer==NULL) {
networkExit();
return;
}
networkSeqSendNext = 1;
for(int i=0; i<UDS_MAXNODES+1; i++) {
networkSeqSendConf[i] = 0;
networkSeqRecvLast[i] = 0;
}
networkAckBuffer = malloc(sizeof(u16)+sizeof(u16)+sizeof(u16));
if(networkAckBuffer==NULL) {
networkExit();
return;
}
LightLock_Init(&sendBufferLock);
s32 prio = 0;
svcGetThreadPriority(&prio, CUR_THREAD_HANDLE);
//NOTE: It is important the networkThread is prioritized over the main thread (so substract 1) or else nothing will work
networkRunThread = true;
networkThread = threadCreate(networkThreadMain, NULL, NETWORK_STACKSIZE, prio-1, -2, false);
} }
} }
void networkExit() { void networkExit() {
//TODO: Additionally to shutting down the service, clear any left over memory! //Additionally to shutting down the service, clear any left over memory!
if(udsRunning) { if(udsRunning) {
udsRunning = false;
if(networkRunThread) {
networkRunThread = false;
threadJoin(networkThread, U64_MAX);
threadFree(networkThread);
}
//cleanup any dynamically reserved memory //cleanup any dynamically reserved memory
if(scannedNetworks!=NULL) free(scannedNetworks); if(scannedNetworks!=NULL) free(scannedNetworks);
scannedNetworks = NULL; scannedNetworks = NULL;
free(networkBuffer); if(networkWriteBuffer!=NULL) free(networkWriteBuffer);
networkWriteBuffer = NULL;
if(networkBuffer!=NULL) free(networkBuffer);
networkBuffer = NULL;
if(networkSendBuffer!=NULL) free(networkSendBuffer);
networkSendBuffer = NULL;
if(networkAckBuffer!=NULL) free(networkAckBuffer);
networkAckBuffer = NULL;
networkDisconnect(); networkDisconnect();
udsExit(); udsExit();
@ -66,14 +360,22 @@ bool networkHost() {
if(R_FAILED(ret)) { if(R_FAILED(ret)) {
return false; return false;
} else { } else {
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
udsSetNewConnectionsBlocked(false, true, false);
isConnected = true; isConnected = true;
isServer = true; isServer = true;
networkConnectedMask = 0;
return true; return true;
} }
} }
return false; return false;
} }
void networkHostStopConnections() {
udsSetNewConnectionsBlocked(true, true, false);
}
void networkScan() { void networkScan() {
if(udsRunning) { if(udsRunning) {
//reset values from last scan //reset values from last scan
@ -103,7 +405,7 @@ bool networkGetScanName(char *name, int pos) {
if(udsRunning) { if(udsRunning) {
if(pos<0 || pos>=scannedNetworksCount) return false; if(pos<0 || pos>=scannedNetworksCount) return false;
Result ret = udsGetNodeInfoUsername(&scannedNetworks[pos].nodes[0], name); Result ret = udsGetNodeInfoUsername(&(scannedNetworks[pos].nodes[0]), name);
if(R_FAILED(ret)) { if(R_FAILED(ret)) {
//TODO: what do? //TODO: what do?
return false; return false;
@ -121,8 +423,11 @@ bool networkConnect(int pos) {
if(R_FAILED(ret)) { if(R_FAILED(ret)) {
return false; return false;
} else { } else {
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
isConnected = true; isConnected = true;
isServer = false; isServer = false;
networkConnectedMask = 0;
return true; return true;
} }
} }
@ -130,73 +435,168 @@ bool networkConnect(int pos) {
} }
void networkDisconnect() { void networkDisconnect() {
//TODO: For clients this just means disconnect, for the server it means destroy the network //For clients this just means disconnect, for the server it means destroy the network
if(udsRunning && isConnected) { if(udsRunning && isConnected) {
isConnected = false;
LightLock_Lock(&sendBufferLock);
//reset send buffer
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
//reset ack status
networkSeqSendNext = 1;
for(int i=0; i<UDS_MAXNODES+1; i++) {
networkSeqSendConf[i] = 0;
networkSeqRecvLast[i] = 0;
}
LightLock_Unlock(&sendBufferLock);
//With new changes citra now crashes HOST with "cannot be a router if we are not a host" when exiting game with more than 2 people
svcSleepThread(220000 * 1000); //HACK: prevent citra crash (>20*networkthreadsleep) (wait unti no more stuff gets send)
//TODO //TODO
if(isServer) { if(isServer) {
udsDisconnectNetwork();
} else {
//TODO: Clients need to cleanup too, how can I tell they got disconnected //TODO: Clients need to cleanup too, how can I tell they got disconnected
udsDestroyNetwork(); udsDestroyNetwork();
} else {
udsDisconnectNetwork();
} }
udsUnbind(&networkBindCtx); udsUnbind(&networkBindCtx);
isConnected = false; isServer = false;
} }
} }
void networkStart() {
//TODO: This sends the node_bitmask from server to everyone else, because it is uncorrect on some clients?
if(udsRunning && isConnected && isServer) {
void *buffer = networkWriteBuffer;
*((u16*) buffer) = networkStatus.node_bitmask;
networkConnectedMask = networkStatus.node_bitmask;
networkSend(networkWriteBuffer, sizeof(u16));
networkSendWaitFlush();
}
}
bool networkConnected() { bool networkConnected() {
return isConnected; return isConnected;
} }
bool networkIsServer() { int networkGetNodeCount() {
return isServer;
}
void networkSend(networkPacket *packet, size_t size) {
if(udsRunning && isConnected) { if(udsRunning && isConnected) {
//Server broadcasts to all clients but clients only send info to server return networkStatus.total_nodes;
if(isServer) {
networkSendTo(packet, size, UDS_BROADCAST_NETWORKNODEID);
} else { } else {
networkSendTo(packet, size, UDS_HOST_NETWORKNODEID); return 0;
}
} }
} }
//TODO: I somehow need to implement a relieable protocol on top of uds u16 networkGetLocalNodeID() {
void networkSendTo(networkPacket *packet, size_t size, u16 reciever) {
if(udsRunning && isConnected) { if(udsRunning && isConnected) {
return networkStatus.cur_NetworkNodeID;
Result ret = udsSendTo(reciever, NETWORK_CHANNEL, UDS_SENDFLAG_Default, packet, size); } else {
if(UDS_CHECK_SENDTO_FATALERROR(ret)) { return 0;
//TODO: what do?
}
} }
} }
void networkRecieve() { bool networkIsNodeConnected(u16 id) {
//TODO: Should recieve actually handle all the packets or just return them?
if(udsRunning && isConnected) { if(udsRunning && isConnected) {
size_t actualSize = 0; return networkStatus.node_bitmask & (1 << (id-1));
u16 sourceNetworkNodeID; } else {
return false;
}
}
memset(networkBuffer, 0, networkBufferSize); bool networkGetNodeName(u16 id, char *name) {
if(udsRunning && isConnected && networkIsNodeConnected(id)) {
udsNodeInfo nodeInfo;
udsGetNodeInformation(id, &nodeInfo);
Result ret = udsPullPacket(&networkBindCtx, networkBuffer, networkBufferSize, &actualSize, &sourceNetworkNodeID); Result ret = udsGetNodeInfoUsername(&nodeInfo, name);
if(R_FAILED(ret)) { if(R_FAILED(ret)) {
//TODO: what do? //TODO: what do?
return false;
}
return true;
}
return false;
}
int fitInSendBuffer(size_t size) {
//add "header" length
size += sizeof(u16)*2;
//we have no wrap currently
if(networkSendBufferStartPos<=networkSendBufferEndPos) {
//and can fit without wrap
if(networkSendBufferEndPos+size<NETWORK_SENDBUFFERSIZE) {
networkSendBufferEndPos += size;
networkSendBufferWrapPos = networkSendBufferEndPos;
return networkSendBufferEndPos-size;
//we need to wrap
} else {
if(size<networkSendBufferStartPos) {
networkSendBufferEndPos = size;
return 0;
}
}
//we have wrap currently
} else {
int available = networkSendBufferStartPos - networkSendBufferEndPos - 1;
if(available>size) {
networkSendBufferEndPos += size;
return networkSendBufferEndPos-size;
}
} }
//actualSize will be 0 if no packet is available return -1;
if(actualSize) { }
networkPacket *packet = (networkPacket*) networkBuffer;
processPacket(packet, packet->analyze.type, sourceNetworkNodeID); void networkSend(void *packet, size_t size) {
//search for fit in buffer (and BLOCK until free space is found)
LightLock_Lock(&sendBufferLock);
int pos = fitInSendBuffer(size);
while(pos==-1) {
LightLock_Unlock(&sendBufferLock);
svcSleepThread(4500 * 1000); //TODO: Set meaningfull value
LightLock_Lock(&sendBufferLock);
pos = fitInSendBuffer(size);
} }
//fit found -> space is allready "reserved" -> write packet to buffer
void *writePointer = networkSendBuffer + pos;
//write seq number
*((u16*) writePointer) = networkSeqSendNext;
networkSeqSendNext++;
if(networkSeqSendNext==0) {
networkSeqSendNext = 1;
}
writePointer += sizeof(u16);
//write size
*((u16*) writePointer) = (u16) size;
writePointer += sizeof(u16);
//write data
memcpy(writePointer, packet, size);
writePointer += size;
LightLock_Unlock(&sendBufferLock);
}
void networkSendWaitFlush() {
while(networkSendBufferStartPos!=networkSendBufferEndPos) {
svcSleepThread(4500 * 1000);
} }
} }

View file

@ -3,45 +3,19 @@
#include <3ds.h> #include <3ds.h>
#define NETWORK_WLANCOMMID 0x11441850 #define NETWORK_WLANCOMMID 0x11441850
#define NETWORK_PASSPHRASE "Minicraft3DS localplay passphrase" #define NETWORK_PASSPHRASE "minicraft3dsLP"
#define NETWORK_CHANNEL 1 #define NETWORK_CHANNEL 1
#define NETWORK_RECVBUFSIZE UDS_DEFAULT_RECVBUFSIZE #define NETWORK_RECVBUFSIZE UDS_DEFAULT_RECVBUFSIZE
#define NETWORK_MAXPLAYERS UDS_MAXNODES #define NETWORK_MAXDATASIZE 1024
#define NETWORK_SENDBUFFERSIZE ((NETWORK_MAXDATASIZE+256)*10)
//packet type ids #define NETWORK_STACKSIZE (8*1024)
#define PACKET_REQUEST_MAPDATA 1
#define PACKET_MAPDATA 2
//TODO: Every other packet struct should start with a u8 type to match this #define NETWORK_MAXPLAYERS 8
typedef struct {
u8 type;
} packetAnalyze;
typedef struct { void *networkWriteBuffer;
u8 type;
u8 level;
} packetRequestMapData;
typedef struct {
u8 type;
u8 level;
u8 offset; //-> data is at offset*128 to offset*128+127
u8 map[128];
u8 data[128];
} packetMapData;
typedef struct {
union {
packetAnalyze analyze;
packetRequestMapData requestMapData;
packetMapData mapData;
};
} networkPacket;
void networkInit(); void networkInit();
void networkExit(); void networkExit();
@ -49,15 +23,22 @@ void networkExit();
bool networkAvailable(); bool networkAvailable();
bool networkHost(); bool networkHost();
void networkHostStopConnections();
void networkScan(); void networkScan();
int networkGetScanCount(); int networkGetScanCount();
bool networkGetScanName(char *name, int pos); //TODO: Name should be long enough to handle all allowed names (char[256]) bool networkGetScanName(char *name, int pos);
bool networkConnect(int pos); bool networkConnect(int pos);
void networkDisconnect(); void networkDisconnect();
bool networkConnected(); void networkStart();
bool networkIsServer();
void networkSend(networkPacket *packet, size_t size); //TODO: Should this be a pointer? Calling function needs to cleanup itself void networkUpdateStatus();
void networkSendTo(networkPacket *packet, size_t size, u16 reciever); //TODO: Should this be a pointer? Calling function needs to cleanup itself bool networkConnected();
void networkRecieve(); //TODO: Should recieve actually handle all the packets or just return them?
int networkGetNodeCount();
u16 networkGetLocalNodeID();
bool networkIsNodeConnected(u16 id);
bool networkGetNodeName(u16 id, char *name);
void networkSend(void *packet, size_t size);
void networkSendWaitFlush();

View file

@ -1,48 +1,363 @@
#include "PacketHandler.h" #include "PacketHandler.h"
#include <stdlib.h>
#include "Synchronizer.h"
#include "Globals.h" FILE *recvFile;
size_t recvFileSize;
void processPacket(networkPacket *packet, u8 type, u16 sender) {
//TODO: Differenciate the packets and process them
if(networkIsServer()) {
if(type==PACKET_REQUEST_MAPDATA) {
u8 level = packet->requestMapData.level;
if(level>=0 && level<=5) {
//send back tile data
for(int y=0; y<128; y++) {
networkPacket packet = {
.mapData = {
.type = PACKET_MAPDATA,
.level = level,
.offset = y
}
};
for(int x=0; x<128; x++) {
packet.mapData.map[x] = map[level][x+y*128];
packet.mapData.data[x] = data[level][x+y*128];
}
networkSendTo(&packet, sizeof(packetMapData), sender);
}
}
} else {
//TODO: Unknown packet - how to handle?
}
} else {
if(type==PACKET_MAPDATA) {
u8 level = packet->mapData.level;
if(level>=0 && level<=5) {
//recieve tile data void * writeBool(void *buffer, size_t *size, bool value) {
//TODO: This should really check whether the values are in valid range *((bool*) buffer) = value;
int y = packet->mapData.offset; *(size) += sizeof(bool);
for(int x=0; x<128; x++) { return buffer + sizeof(bool);
map[level][x+y*128] = packet->mapData.map[x]; }
data[level][x+y*128] = packet->mapData.data[x];
void * writeU8(void *buffer, size_t *size, u8 value) {
*((u8*) buffer) = value;
*(size) += sizeof(u8);
return buffer + sizeof(u8);
}
void * writeU16(void *buffer, size_t *size, u16 value) {
*((u16*) buffer) = value;
*(size) += sizeof(u16);
return buffer + sizeof(u16);
}
void * writeU32(void *buffer, size_t *size, u32 value) {
*((u32*) buffer) = value;
*(size) += sizeof(u32);
return buffer + sizeof(u32);
}
void * writeSizeT(void *buffer, size_t *size, size_t value) {
*((size_t*) buffer) = value;
*(size) += sizeof(size_t);
return buffer + sizeof(size_t);
}
void * readBool(void *buffer, size_t *size, bool *value) {
*value = *((bool*) buffer);
*(size) -= sizeof(bool);
return buffer + sizeof(bool);
}
void * readU8(void *buffer, size_t *size, u8 *value) {
*value = *((u8*) buffer);
*(size) -= sizeof(u8);
return buffer + sizeof(u8);
}
void * readU16(void *buffer, size_t *size, u16 *value) {
*value = *((u16*) buffer);
*(size) -= sizeof(u16);
return buffer + sizeof(u16);
}
void * readU32(void *buffer, size_t *size, u32 *value) {
*value = *((u32*) buffer);
*(size) -= sizeof(u32);
return buffer + sizeof(u32);
}
void * readSizeT(void *buffer, size_t *size, size_t *value) {
*value = *((size_t*) buffer);
*(size) -= sizeof(size_t);
return buffer + sizeof(size_t);
}
void processPacket(void *packet, size_t size) {
//Differenciate the packets and process them
switch(packetGetID(packet)) {
case PACKET_START: {
void *buffer = packetGetDataStart(packet);
size = packetGetDataSize(size);
//find player index based on network node id
//and set player uuid in synchronizer
u32 seed;
u32 playerCount = 1;
int playerIndex = 0;
buffer = readU32(buffer, &size, &seed);
buffer = readU32(buffer, &size, &playerCount);
for(int i=0; i<playerCount; i++) {
u16 nodeID;
buffer = readU16(buffer, &size, &nodeID);
if(nodeID==networkGetLocalNodeID()) {
playerIndex = i;
} }
} }
} else {
//TODO: Unknown packet - how to handle? //cleanup transfer tmp file
FILE *file = fopen("tmpTransfer.bin", "wb");
if(file!=NULL) {
fclose(file);
remove("tmpTransfer.bin");
}
//init synchronizer
synchronizerInit(seed, playerCount, playerIndex);
break;
}
case PACKET_START_FILEHEADER: {
void *data = packetGetDataStart(packet);
u8 type;
u8 id;
size_t fsize;
data = readU8(data, &size, &type);
data = readU8(data, &size, &id);
data = readSizeT(data, &size, &fsize);
recvFile = fopen("tmpTransfer.bin", "wb");
recvFileSize = fsize;
break;
}
case PACKET_START_FILEDATA: {
void *data = packetGetDataStart(packet);
size_t dsize = packetGetDataSize(size);
size_t toread = dsize;
fwrite(data, 1, toread, recvFile);
recvFileSize -= toread;
if(recvFileSize<=0) {
fclose(recvFile);
recvFile = NULL;
}
break;
}
case PACKET_START_REQUEST_IDS: {
synchronizerSendUID();
break;
}
case PACKET_START_ID: {
u8 playerID = packetGetSender(packet);
u32 uid;
void *data = packetGetDataStart(packet);
size_t dsize = packetGetDataSize(size);
data = readU32(data, &dsize, &uid);
synchronizerSetPlayerUID(playerID, uid);
synchronizerSendIfReady();
break;
}
case PACKET_START_READY: {
synchronizerSetPlayerReady(packetGetSender(packet));
if(playerLocalID==0) {
if(synchronizerAllReady()) {
sendStartSyncPacket();
synchronizerStart(); //server needs to call this here, all others do when they recieve the packet
}
}
break;
}
case PACKET_TURN_START: {
synchronizerStart();
break;
}
case PACKET_TURN_INPUT: {
synchronizerOnInputPacket(packetGetSender(packet), packetGetTurn(packet), packetGetDataStart(packet), packetGetDataSize(size));
break;
} }
} }
} }
u8 packetGetID(void *packet) {
return *((u8*) packet);
}
u8 packetGetSender(void *packet) {
return *((u8*) packet+sizeof(u8));
}
u32 packetGetTurn(void *packet) {
return *((u32*) (packet+sizeof(u8)+sizeof(u8)));
}
void * packetGetDataStart(void *packet) {
return packet+sizeof(u8)+sizeof(u8)+sizeof(u32);
}
size_t packetGetDataSize(size_t size) {
return size-sizeof(u8)-sizeof(u8)-sizeof(u32);
}
size_t writeStartPacket(void *buffer, u32 seed) {
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
buffer = writeU32(buffer, &size, seed);
buffer = writeU32(buffer, &size, (u32)networkGetNodeCount());
for(int i=1; i<=UDS_MAXNODES; i++) {
if(networkIsNodeConnected(i)) {
buffer = writeU16(buffer, &size, (u16)i);
}
}
return size;
}
size_t writeStartRequestPacket(void *buffer) {
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_REQUEST_IDS);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
return size;
}
size_t writeInputPacket(void *buffer, Inputs *inputs, u8 playerID, u32 turnNumber) {
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_TURN_INPUT);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, turnNumber);
buffer = writeU16(buffer, &size, inputs->k_touch.px);
buffer = writeU16(buffer, &size, inputs->k_touch.py);
buffer = writeBool(buffer, &size, inputs->k_up.down); buffer = writeBool(buffer, &size, inputs->k_up.clicked);
buffer = writeBool(buffer, &size, inputs->k_down.down); buffer = writeBool(buffer, &size, inputs->k_down.clicked);
buffer = writeBool(buffer, &size, inputs->k_left.down); buffer = writeBool(buffer, &size, inputs->k_left.clicked);
buffer = writeBool(buffer, &size, inputs->k_right.down); buffer = writeBool(buffer, &size, inputs->k_right.clicked);
buffer = writeBool(buffer, &size, inputs->k_attack.down); buffer = writeBool(buffer, &size, inputs->k_attack.clicked);
buffer = writeBool(buffer, &size, inputs->k_menu.down); buffer = writeBool(buffer, &size, inputs->k_menu.clicked);
buffer = writeBool(buffer, &size, inputs->k_pause.down); buffer = writeBool(buffer, &size, inputs->k_pause.clicked);
buffer = writeBool(buffer, &size, inputs->k_accept.down); buffer = writeBool(buffer, &size, inputs->k_accept.clicked);
buffer = writeBool(buffer, &size, inputs->k_decline.down); buffer = writeBool(buffer, &size, inputs->k_decline.clicked);
buffer = writeBool(buffer, &size, inputs->k_delete.down); buffer = writeBool(buffer, &size, inputs->k_delete.clicked);
buffer = writeBool(buffer, &size, inputs->k_menuNext.down); buffer = writeBool(buffer, &size, inputs->k_menuNext.clicked);
buffer = writeBool(buffer, &size, inputs->k_menuPrev.down); buffer = writeBool(buffer, &size, inputs->k_menuPrev.clicked);
return size;
}
bool readInputPacketData(void *buffer, size_t size, Inputs *inputs) {
buffer = readU16(buffer, &size, &(inputs->k_touch.px));
if(size<=0) return false;
buffer = readU16(buffer, &size, &(inputs->k_touch.py));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_up.down)); buffer = readBool(buffer, &size, &(inputs->k_up.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_down.down)); buffer = readBool(buffer, &size, &(inputs->k_down.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_left.down)); buffer = readBool(buffer, &size, &(inputs->k_left.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_right.down)); buffer = readBool(buffer, &size, &(inputs->k_right.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_attack.down)); buffer = readBool(buffer, &size, &(inputs->k_attack.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menu.down)); buffer = readBool(buffer, &size, &(inputs->k_menu.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_pause.down)); buffer = readBool(buffer, &size, &(inputs->k_pause.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_accept.down)); buffer = readBool(buffer, &size, &(inputs->k_accept.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_decline.down)); buffer = readBool(buffer, &size, &(inputs->k_decline.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_delete.down)); buffer = readBool(buffer, &size, &(inputs->k_delete.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menuNext.down)); buffer = readBool(buffer, &size, &(inputs->k_menuNext.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menuPrev.down)); buffer = readBool(buffer, &size, &(inputs->k_menuPrev.clicked));
return size==0;
}
void sendFile(FILE *file, u8 fileType, u8 id) {
fseek(file, 0, SEEK_END); // seek to end of file
size_t fsize = ftell(file); // get current file pointer
fseek(file, 0, SEEK_SET); // seek back to beginning of file
//send file header
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_FILEHEADER);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
buffer = writeU8(buffer, &size, fileType);
buffer = writeU8(buffer, &size, id);
buffer = writeSizeT(buffer, &size, fsize);
networkSend(networkWriteBuffer, size);
//send file data
while(fsize>0) {
buffer = networkWriteBuffer;
size = 0;
buffer = writeU8(buffer, &size, PACKET_START_FILEDATA);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
//read file data
size_t towrite = NETWORK_MAXDATASIZE - size;
if(towrite>fsize) towrite = fsize;
fread(buffer, 1, towrite, file);
size += towrite;
fsize -= towrite;
//send file data
networkSend(networkWriteBuffer, size);
}
}
void sendIDPacket(u8 playerID, u32 uid) {
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_ID);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, 0);
buffer = writeU32(buffer, &size, uid);
networkSend(networkWriteBuffer, size);
}
void sendStartReadyPacket(u8 playerID) {
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_READY);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, 0);
networkSend(networkWriteBuffer, size);
}
void sendStartSyncPacket() {
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_TURN_START);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
networkSend(networkWriteBuffer, size);
}

View file

@ -1,5 +1,34 @@
#pragma once #pragma once
#include <stdlib.h>
#include "Network.h" #include "Network.h"
#include "Player.h"
void processPacket(networkPacket *packet, u8 type, u16 sender); #define PACKET_START 0
#define PACKET_START_FILEHEADER 1
#define PACKET_START_FILEDATA 2
#define PACKET_START_REQUEST_IDS 3
#define PACKET_START_ID 4
#define PACKET_START_READY 5
#define PACKET_TURN_START 10
#define PACKET_TURN_INPUT 11
void processPacket(void *packet, size_t size);
u8 packetGetID(void *packet);
u8 packetGetSender(void *packet);
u32 packetGetTurn(void *packet);
void * packetGetDataStart(void *packet);
size_t packetGetDataSize(size_t size);
size_t writeStartPacket(void *buffer, u32 seed);
size_t writeStartRequestPacket(void *buffer);
size_t writeInputPacket(void *buffer, Inputs *inputs, u8 playerID, u32 turnNumber);
bool readInputPacketData(void *buffer, size_t size, Inputs *inputs);
void sendFile(FILE *file, u8 fileType, u8 id);
void sendIDPacket(u8 playerID, u32 uid);
void sendStartReadyPacket(u8 playerID);
void sendStartSyncPacket();

546
source/Player.c Normal file
View file

@ -0,0 +1,546 @@
#include "Player.h"
#include <limits.h>
#include "Globals.h"
void potionEffect(int type) {
if(type == 1) {
UnderStrengthEffect = true;
}
if(type == 2) {
UnderSpeedEffect = true;
}
if (type == 3) {
regening = true;
}
if (type == 4) {
UnderSwimBreathEffect = true;
}
}
void initPlayers() {
for(int i=0; i<MAX_PLAYERS; i++) {
initPlayer(players+i);
}
}
void freePlayers() {
for(int i=0; i<MAX_PLAYERS; i++) {
freePlayer(players+i);
}
}
void playerInitMiniMapData(u8 *minimapData) {
int i;
for(i = 0; i < 128 * 128; ++i) {
minimapData[i] = 0;
}
}
void playerInitEntity(PlayerData *pd) {
pd->entity.type = ENTITY_PLAYER;
pd->entity.level = 1;
pd->entity.xr = 4;
pd->entity.yr = 3;
pd->entity.canSwim = true;
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
pd->entity.p.health = 10;
pd->entity.p.stamina = 10;
pd->entity.p.walkDist = 0;
pd->entity.p.attackTimer = 0;
pd->entity.p.dir = 0;
pd->entity.p.isDead = false;
pd->entity.p.hasWon = false;
pd->entity.p.data = pd;
}
void playerInitInventory(PlayerData *pd) {
//reset inventory
pd->inventory.lastSlot = 0;
pd->activeItem = &noItem;
addItemToInventory(newItem(ITEM_WORKBENCH,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_POWGLOVE,0), &(pd->inventory));
if(TESTGODMODE) {
addItemToInventory(newItem(ITEM_GOLD_APPLE,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_STRENGTH_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_REGEN_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_SWIM_BREATH_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_SPEED_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_POTION_MAKER,0), &(pd->inventory));
addItemToInventory(newItem(TOOL_SHOVEL,1), &(pd->inventory));
addItemToInventory(newItem(TOOL_HOE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_SWORD,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_PICKAXE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_AXE,4), &(pd->inventory));
addItemToInventory(newItem(ITEM_ANVIL,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_CHEST,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_OVEN,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_FURNACE,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_LANTERN,0), &(pd->inventory));
addItemToInventory(newItem(TOOL_MAGIC_COMPASS,1), &(pd->inventory));
int i;
for (i = 7;i < 28;++i) addItemToInventory(newItem(i,50), &(pd->inventory));
}
}
void playerInitSprite(PlayerData *pd) {
pd->sprite.choosen = false;
pd->sprite.legs = 0;
pd->sprite.body = 0;
pd->sprite.arms = 0;
pd->sprite.head = 0;
pd->sprite.eyes = 0;
}
void playerInitMenus(PlayerData *pd) {
pd->ingameMenu = MENU_NONE;
pd->ingameMenuSelection = 0;
pd->ingameMenuInvSel = 0;
pd->ingameMenuInvSelOther = 0;
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuTimer = 0;
resetNPCMenuData(&(pd->npcMenuData));
pd->mapShouldRender = false;
pd->mapScrollX = 0;
pd->mapScrollY = 0;
pd->mapZoomLevel = 2;
sprintf(pd->mapText,"x%d", pd->mapZoomLevel);
pd->touchLastX = -1;
pd->touchLastY = -1;
pd->touchIsDraggingMap = false;
pd->touchIsChangingSize = false;
}
void initPlayer(PlayerData *pd) {
pd->isSpawned = false;
playerInitMiniMapData(pd->minimapData);
playerInitEntity(pd);
playerInitInventory(pd);
playerInitSprite(pd);
initQuests(&(pd->questManager));
resetQuests(&(pd->questManager));
playerInitMenus(pd);
pd->score = 0;
}
void freePlayer(PlayerData *pd) {
freeQuests(&(pd->questManager));
}
PlayerData* getNearestPlayer(s8 level, s16 x, s16 y) {
int nearest = -1;
unsigned int nearestDist = UINT_MAX;
for(int i=0; i<playerCount; i++) {
if(players[i].entity.level!=level) continue;
int xdif = players[i].entity.x - x;
int ydif = players[i].entity.y - y;
unsigned int dist = xdif*xdif + ydif*ydif;
if(dist<nearestDist) {
nearest = i;
nearestDist = dist;
}
}
if(nearest==-1) return NULL;
return players+nearest;
}
PlayerData* getLocalPlayer() {
return players+playerLocalID;
}
//player update functions
bool playerUseItem(PlayerData *pd) {
int aitemID = 0;
Item * aitem;
Item * item ;
switch(pd->activeItem->id){
//shooting arrows
case TOOL_BOW:
item = getItemFromInventory(ITEM_ARROW_WOOD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_WOOD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_STONE, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_STONE;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_IRON, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_IRON;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GOLD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GOLD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GEM, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GEM;
aitem = item;
}
if(aitemID!=0) {
--aitem->countLevel;
if (isItemEmpty(aitem)) {
removeItemFromInventory(aitem->slotNum, &(pd->inventory));
}
switch(pd->entity.p.dir) {
case 0:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, 2, pd->entity.level), &eManager);
break;
case 1:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, -2, pd->entity.level), &eManager);
break;
case 2:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, -2, 0, pd->entity.level), &eManager);
break;
case 3:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 2, 0, pd->entity.level), &eManager);
break;
}
return true;
}
break;
// Health items
case ITEM_APPLE:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 2)){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_STRENGTH_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.strengthTimer == 0){
potionEffect(1);
--(pd->activeItem->countLevel);
}
return 0;
case ITEM_SPEED_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.speedTimer == 0){
potionEffect(2);
--(pd->activeItem->countLevel);
}
return 0;
case ITEM_REGEN_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.regenTimer == 0){
potionEffect(3);
--(pd->activeItem->countLevel);
}
return 0;
case ITEM_SWIM_BREATH_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.swimBreathTimer == 0){
potionEffect(4);
--(pd->activeItem->countLevel);
}
return 0;
case ITEM_GOLD_APPLE:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 1)){
playerHeal(pd, 8);
playerUseEnergy(pd, -10);
--(pd->activeItem->countLevel);
}
return 0;
case ITEM_FLESH:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BREAD:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 2);
--(pd->activeItem->countLevel);
}
break;
case ITEM_PORK_RAW:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_PORK_COOKED:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 3);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BEEF_RAW:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BEEF_COOKED:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 4);
--(pd->activeItem->countLevel);
}
break;
//special item
case ITEM_WIZARD_SUMMON:
if(pd->entity.level==0) {
--(pd->activeItem->countLevel);
airWizardHealthDisplay = 2000;
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
}
break;
}
if (isItemEmpty(pd->activeItem)) {
removeItemFromInventory(pd->activeItem->slotNum, &(pd->inventory));
pd->activeItem = &noItem;
}
return false;
}
bool playerInteract(PlayerData *pd, int x0, int y0, int x1, int y1) {
Entity * es[eManager.lastSlot[pd->entity.level]];
int eSize = getEntities(es, pd->entity.level, x0, y0, x1, y1);
int i;
for (i = 0; i < eSize; ++i) {
Entity * ent = es[i];
if (ent != &(pd->entity)){
if (ItemVsEntity(pd, pd->activeItem, ent, pd->entity.p.dir)) return true;
}
}
return false;
}
void playerAttack(PlayerData *pd) {
bool done = false;
pd->entity.p.attackTimer = 5;
int yo = -2;
int range = 12;
//directly using an item
if(playerUseItem(pd)) return;
//interacting with entities
switch(pd->entity.p.dir){
case 0: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y + 4 + yo, pd->entity.x + 8, pd->entity.y + range + yo)) return; break;
case 1: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y - range + yo, pd->entity.x + 8, pd->entity.y - 4 + yo)) return; break;
case 2: if(playerInteract(pd, pd->entity.x - range, pd->entity.y - 8 + yo, pd->entity.x - 4, pd->entity.y + 8 + yo)) return; break;
case 3: if(playerInteract(pd, pd->entity.x + 4, pd->entity.y - 8 + yo, pd->entity.x + range, pd->entity.y + 8 + yo)) return; break;
}
int xt = pd->entity.x >> 4;
int yt = (pd->entity.y + yo) >> 4;
int r = 12;
if (pd->entity.p.dir == 0) yt = (pd->entity.y + r + yo) >> 4;
if (pd->entity.p.dir == 1) yt = (pd->entity.y - r + yo) >> 4;
if (pd->entity.p.dir == 2) xt = (pd->entity.x - r) >> 4;
if (pd->entity.p.dir == 3) xt = (pd->entity.x + r) >> 4;
//interacting with tiles
if (xt >= 0 && yt >= 0 && xt < 128 && yt < 128) {
s8 itract = itemTileInteract(getTile(pd->entity.level, xt, yt), pd, pd->activeItem, pd->entity.level, xt, yt, pd->entity.x, pd->entity.y, pd->entity.p.dir);
if(itract > 0){
if(itract==2) pd->entity.p.isCarrying = false;
done = true;
}
if (pd->activeItem != &noItem && isItemEmpty(pd->activeItem)) {
removeItemFromInventory(pd->activeItem->slotNum, &(pd->inventory));
pd->activeItem = &noItem;
}
}
if(done) return;
//breaking tiles
if (pd->activeItem == &noItem || pd->activeItem->id == TOOL_SWORD || pd->activeItem->id == TOOL_AXE) {
if (xt >= 0 && yt >= 0 && xt < 128 && 128) {
playerHurtTile(pd, getTile(pd->entity.level, xt, yt), pd->entity.level, xt, yt, (rand()%3) + 1, pd->entity.p.dir);
}
}
}
bool playerUseArea(PlayerData *pd, int x0, int y0, int x1, int y1) {
Entity * entities[eManager.lastSlot[pd->entity.level]];
int i;
int ae = getEntities(entities, pd->entity.level, x0, y0, x1, y1);
for(i = 0; i < ae; ++i){
if(useEntity(pd, entities[i])) return true;
}
return false;
}
bool playerUse(PlayerData *pd) {
int yo = -2;
if (pd->entity.p.dir == 0 && playerUseArea(pd, pd->entity.x - 8, pd->entity.y + 4 + yo, pd->entity.x + 8, pd->entity.y + 12 + yo)) return true;
if (pd->entity.p.dir == 1 && playerUseArea(pd, pd->entity.x - 8, pd->entity.y - 12 + yo, pd->entity.x + 8, pd->entity.y - 4 + yo)) return true;
if (pd->entity.p.dir == 3 && playerUseArea(pd, pd->entity.x + 4, pd->entity.y - 8 + yo, pd->entity.x + 12, pd->entity.y + 8 + yo)) return true;
if (pd->entity.p.dir == 2 && playerUseArea(pd, pd->entity.x - 12, pd->entity.y - 8 + yo, pd->entity.x - 4, pd->entity.y + 8 + yo)) return true;
return false;
}
void tickPlayer(PlayerData *pd, bool inmenu) {
if (pd->entity.p.isDead) return;
//invincibility time
if (pd->entity.hurtTime > 0) pd->entity.hurtTime--;
//stamina recharging
bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
if (pd->entity.p.stamina <= 0 && pd->entity.p.staminaRechargeDelay == 0 && pd->entity.p.staminaRecharge == 0) {
pd->entity.p.staminaRechargeDelay = 40;
}
if (pd->entity.p.staminaRechargeDelay > 0) {
--pd->entity.p.staminaRechargeDelay;
}
if (pd->entity.p.staminaRechargeDelay == 0) {
++pd->entity.p.staminaRecharge;
if (swimming) pd->entity.p.staminaRecharge = 0;
while (pd->entity.p.staminaRecharge > 10) {
pd->entity.p.staminaRecharge -= 10;
if (pd->entity.p.stamina < 10) ++pd->entity.p.stamina;
}
}
if(!inmenu) {
if(!pd->sprite.choosen) {
pd->ingameMenu = MENU_CHARACTER_CUSTOMIZE;
pd->ingameMenuSelection = 0;
return;
}
//movement
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
if (pd->inputs.k_left.down){
pd->entity.p.ax -= 1;
pd->entity.p.dir = 2;
++pd->entity.p.walkDist;
}
if (pd->inputs.k_right.down){
pd->entity.p.ax += 1;
pd->entity.p.dir = 3;
++pd->entity.p.walkDist;
}
if (pd->inputs.k_up.down){
pd->entity.p.ay -= 1;
pd->entity.p.dir = 1;
++pd->entity.p.walkDist;
}
if (pd->inputs.k_down.down){
pd->entity.p.ay += 1;
pd->entity.p.dir = 0;
++pd->entity.p.walkDist;
}
if (pd->entity.p.staminaRechargeDelay % 2 == 0) moveMob(&(pd->entity), pd->entity.p.ax, pd->entity.p.ay);
//"pausing", TODO: since multiplayer this will no longer pause
if (pd->inputs.k_pause.clicked){
pd->ingameMenuSelection = 0;
pd->ingameMenu = MENU_PAUSED;
}
//attacking
if(pd->inputs.k_attack.clicked){
if (pd->entity.p.stamina != 0) {
if(!TESTGODMODE) pd->entity.p.stamina--;
pd->entity.p.staminaRecharge = 0;
playerAttack(pd);
}
}
if (pd->inputs.k_menu.clicked){
pd->ingameMenuInvSel = 0;
if(!playerUse(pd)) pd->ingameMenu = MENU_INVENTORY;
}
}
//swimming stamina and drowning
if (swimming && pd->entity.p.swimTimer % 60 == 0) {
if (pd->entity.p.stamina > 0) {
if(!TESTGODMODE) --pd->entity.p.stamina;
} else {
hurtEntity(&(pd->entity), 1, -1, 0xFFAF00FF, NULL);
}
}
if(isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4)) ++pd->entity.p.swimTimer;
if(pd->entity.p.attackTimer > 0) --pd->entity.p.attackTimer;
//TODO - maybe move to own function
//Update Minimap
int xp;
int yp;
for(xp = (pd->entity.x>>4)-5; xp<(pd->entity.x>>4)+5; ++xp) {
for(yp = (pd->entity.y>>4)-5; yp<(pd->entity.y>>4)+5; ++yp) {
if(xp>=0 && xp<128 && yp>=0 && yp<128) {
if(!getMinimapVisible(pd, pd->entity.level, xp, yp)) {
setMinimapVisible(pd, pd->entity.level, xp, yp, true);
}
}
}
}
}
void playerSetActiveItem(PlayerData *pd, Item *item) {
pd->activeItem = item;
if(pd->activeItem->id > 27 && pd->activeItem->id < 51) pd->entity.p.isCarrying = true;
else pd->entity.p.isCarrying = false;
}
bool playerUseEnergy(PlayerData *pd, int amount) {
if(TESTGODMODE) return true;
if(amount > pd->entity.p.stamina) return false;
pd->entity.p.stamina -= amount;
return true;
}
void playerHeal(PlayerData *pd, int amount) {
pd->entity.p.health += amount;
if(pd->entity.p.health > 10) pd->entity.p.health = 10;
char healText[11];
sprintf(healText, "%d", amount);
addEntityToList(newTextParticleEntity(healText,0xFF00FF00, pd->entity.x, pd->entity.y, pd->entity.level), &eManager);
}
void playerSpawn(PlayerData *pd) {
while(true){
int rx = rand()%128;
int ry = rand()%128;
if(getTile(pd->entity.level, rx, ry) == TILE_GRASS){
pd->entity.x = (rx << 4) + 8;
pd->entity.y = (ry << 4) + 8;
pd->isSpawned = true;
break;
}
}
}

96
source/Player.h Normal file
View file

@ -0,0 +1,96 @@
#pragma once
#include "Input.h"
#include "Entity.h"
#include "QuestsData.h"
#include "Crafting.h"
#define MAX_PLAYERS 8
#define MAX_INPUT_BUFFER 3
#define PLAYER_SPRITE_HEAD_COUNT 4
#define PLAYER_SPRITE_EYES_COUNT 5
#define PLAYER_SPRITE_BODY_COUNT 6
#define PLAYER_SPRITE_ARMS_COUNT 6
#define PLAYER_SPRITE_LEGS_COUNT 5
typedef struct _plrsp {
bool choosen;
u8 legs;
u8 body;
u8 arms;
u8 head;
u8 eyes;
} PlayerSprite;
typedef struct _plrd {
//for identification in save data and sync game start
u32 id;
bool idSet;
bool ready;
//input/multiplayer/synchronization
Inputs inputs;
Inputs nextInputs[MAX_INPUT_BUFFER];
bool nextTurnReady[MAX_INPUT_BUFFER];
//
bool isSpawned;
u8 minimapData[128*128];
int score;
QuestlineManager questManager;
Entity entity;
Inventory inventory;
Item *activeItem;
PlayerSprite sprite;
//menu data
u8 ingameMenu;
s8 ingameMenuSelection;
s16 ingameMenuInvSel;
s16 ingameMenuInvSelOther;
bool ingameMenuAreYouSure;
bool ingameMenuAreYouSureSave;
s16 ingameMenuTimer;
NPC_MenuData npcMenuData;
RecipeManager currentRecipes;
char *currentCraftTitle;
Entity *curChestEntity;
s8 curChestEntityR;
bool mapShouldRender;
u8 mapZoomLevel;
s16 mapScrollX;
s16 mapScrollY;
char mapText[32];
s16 touchLastX;
s16 touchLastY;
bool touchIsDraggingMap;
bool touchIsChangingSize;
} PlayerData;
PlayerData players[MAX_PLAYERS];
int playerCount;
int playerLocalID;
void initPlayers();
void freePlayers();
void initPlayer(PlayerData *pd);
void freePlayer(PlayerData *pd);
PlayerData* getNearestPlayer(s8 level, s16 x, s16 y);
PlayerData* getLocalPlayer();
void tickPlayer(PlayerData *pd, bool inmenu);
void playerSetActiveItem(PlayerData *pd, Item * item);
bool playerUseEnergy(PlayerData * pd, int amount);
void playerHeal(PlayerData *pd, int amount);
void playerSpawn(PlayerData *pd);

View file

@ -1,27 +1,9 @@
#include "Quests.h" #include "Quests.h"
u8 currentNPC; #include "Globals.h"
#include "Render.h"
int currentNPCMenu;
int currentNPCVal;
int currentTalkSel;
bool currentTalkDone;
int currentTalkOptions;
char * currentTalkOption0;
char * currentTalkOption1;
char * currentTalkOption2;
char * currentTalk0;
char * currentTalk1;
char * currentTalk2;
char * currentTalk3;
char * currentTalk4;
char * currentTalk5;
void initQuests() {
questManager.size = 2;
questManager.questlines = (Questline*)malloc(sizeof(Questline) * (questManager.size));
void initTrades() {
priestTrades.size = 5; priestTrades.size = 5;
priestTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (priestTrades.size)); priestTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (priestTrades.size));
priestTrades.recipes[0] = defineRecipe(ITEM_DUNGEON_KEY,1,1,ITEM_MAGIC_DUST,2); priestTrades.recipes[0] = defineRecipe(ITEM_DUNGEON_KEY,1,1,ITEM_MAGIC_DUST,2);
@ -47,335 +29,364 @@ void initQuests() {
//TODO: Trade Dragon Scales for something really nice //TODO: Trade Dragon Scales for something really nice
} }
void resetQuests() { void freeTrades() {
int i;
for(i=0; i<questManager.size; ++i) {
questManager.questlines[i].currentQuest = 0;
questManager.questlines[i].currentQuestDone = false;
}
}
void freeQuests() {
free(questManager.questlines);
free(priestTrades.recipes); free(priestTrades.recipes);
free(farmerTrades.recipes); free(farmerTrades.recipes);
free(dwarfTrades.recipes); free(dwarfTrades.recipes);
} }
void openNPCMenu(int npc) { void initQuests(QuestlineManager *questManager) {
currentNPC = npc; if(questManager->questlines!=NULL) {
currentNPCVal = 0; freeQuests(questManager);
currentMenu = MENU_NPC;
currentNPCMenu = NPC_MENU_TALK;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "Bye";
currentTalkOption1 = "";
currentTalkOption2 = "";
currentTalk0 = "";
currentTalk1 = "";
currentTalk2 = "";
currentTalk3 = "";
currentTalk4 = "";
currentTalk5 = "";
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(currentNPC) {
case NPC_GIRL:
currentTalkOptions = 2;
currentTalkOption0 = "Trade";
currentTalkOption1 = "What do you do?";
currentTalk0 = "Hello!";
currentTalk1 = "It gets a bit lonely here.";
currentTalk2 = "I hope you stay...";
currentTalk3 = "But if you don't thats fine.";
currentTalk4 = "sigh";
currentTalk5 = "";
break;
case NPC_PRIEST:
currentTalkOptions = 3;
currentTalkOption1 = "Trade";
currentTalkOption2 = "Why are you so few?";
currentTalk0 = "Welcome to our small village";
currentTalk1 = "I am the leader of our group.";
currentTalk2 = "If you have anything usefull";
currentTalk3 = "for us I might be able to";
currentTalk4 = "provide something nice in";
currentTalk5 = "exchange.";
break;
case NPC_FARMER:
currentTalkOptions = 2;
currentTalkOption0 = "Maybe some other time";
currentTalkOption1 = "Trade";
currentTalk0 = "Hello friend!";
currentTalk1 = "Nice seeing somebody else";
currentTalk2 = "visit my little farm.";
currentTalk3 = "Interested in buying some";
currentTalk4 = "fresh farm goods?";
currentTalk5 = "";
break;
case NPC_LIBRARIAN:
currentTalkOptions = 2;
currentTalkOption0 = "Nothing";
currentTalkOption1 = "What are you doing here?";
if(questManager.questlines[1].currentQuest==1) {
currentTalkOptions = 3;
currentTalkOption2 = "Dwarvish language";
} }
currentTalk0 = "Oh hello?"; questManager->size = 2;
currentTalk1 = "You must be quite brave"; questManager->questlines = (Questline*)malloc(sizeof(Questline) * (questManager->size));
currentTalk2 = "or stupid to be walking"; }
currentTalk3 = "around in this dungeon.";
currentTalk4 = ""; void resetQuests(QuestlineManager *questManager) {
currentTalk5 = "How can I help you?"; int i;
for(i=0; i<questManager->size; ++i) {
questManager->questlines[i].currentQuest = 0;
questManager->questlines[i].currentQuestDone = false;
}
}
void freeQuests(QuestlineManager *questManager) {
free(questManager->questlines);
questManager->questlines = NULL;
}
void resetNPCMenuData(NPC_MenuData *data) {
data->currentNPC = 0;
data->currentNPCMenu = 0;
data->currentNPCVal = 0;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 0;
data->currentTalkOption0 = "";
data->currentTalkOption1 = "";
data->currentTalkOption2 = "";
data->currentTalk0 = "";
data->currentTalk1 = "";
data->currentTalk2 = "";
data->currentTalk3 = "";
data->currentTalk4 = "";
data->currentTalk5 = "";
}
void openNPCMenu(PlayerData *pd, int npc) {
pd->ingameMenu = MENU_NPC;
NPC_MenuData *data = &(pd->npcMenuData);
QuestlineManager *questManager = &(pd->questManager);
data->currentNPC = npc;
data->currentNPCVal = 0;
data->currentNPCMenu = NPC_MENU_TALK;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "Bye";
data->currentTalkOption1 = "";
data->currentTalkOption2 = "";
data->currentTalk0 = "";
data->currentTalk1 = "";
data->currentTalk2 = "";
data->currentTalk3 = "";
data->currentTalk4 = "";
data->currentTalk5 = "";
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(data->currentNPC) {
case NPC_GIRL:
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "Hello?";
data->currentTalk1 = "I have a feeling of having";
data->currentTalk2 = "forgotten something very";
data->currentTalk3 = "important.";
data->currentTalk4 = "Hopefully I will remember";
data->currentTalk5 = "it soon...";
break;
case NPC_PRIEST:
data->currentTalkOptions = 3;
data->currentTalkOption1 = "Trade";
data->currentTalkOption2 = "Why are you so few?";
data->currentTalk0 = "Welcome to our small village";
data->currentTalk1 = "I am the leader of our group.";
data->currentTalk2 = "If you have anything usefull";
data->currentTalk3 = "for us I might be able to";
data->currentTalk4 = "provide something nice in";
data->currentTalk5 = "exchange.";
break;
case NPC_FARMER:
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Maybe some other time";
data->currentTalkOption1 = "Trade";
data->currentTalk0 = "Hello friend!";
data->currentTalk1 = "Nice seeing somebody else";
data->currentTalk2 = "visit my little farm.";
data->currentTalk3 = "Interested in buying some";
data->currentTalk4 = "fresh farm goods?";
data->currentTalk5 = "";
break;
case NPC_LIBRARIAN:
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Nothing";
data->currentTalkOption1 = "What are you doing here?";
if(questManager->questlines[1].currentQuest==1) {
data->currentTalkOptions = 3;
data->currentTalkOption2 = "Dwarvish language";
}
data->currentTalk0 = "Oh hello?";
data->currentTalk1 = "You must be quite brave";
data->currentTalk2 = "or stupid to be walking";
data->currentTalk3 = "around in this dungeon.";
data->currentTalk4 = "";
data->currentTalk5 = "How can I help you?";
break; break;
case NPC_DWARF: case NPC_DWARF:
if(questManager.questlines[1].currentQuest<=1) { if(questManager->questlines[1].currentQuest<=1) {
questManager.questlines[1].currentQuest = 1; questManager->questlines[1].currentQuest = 1;
currentTalkOptions = 1; data->currentTalkOptions = 1;
currentTalkOption0 = "?"; data->currentTalkOption0 = "?";
currentTalk0 = "Dwo neal bet reck da lo"; data->currentTalk0 = "Dwo neal bet reck da lo";
currentTalk1 = "dhum don lir lugn at el"; data->currentTalk1 = "dhum don lir lugn at el";
currentTalk2 = "nur tor erno ur yo trad"; data->currentTalk2 = "nur tor erno ur yo trad";
currentTalk3 = "thra so tir kho ukk tin"; data->currentTalk3 = "thra so tir kho ukk tin";
currentTalk4 = "hel dro ic"; data->currentTalk4 = "hel dro ic";
currentTalk5 = ""; data->currentTalk5 = "";
//TODO: set to 2 once translation book has been bought from librarian(can only be done once it is 1, so the dwarf has been found once) //TODO: set to 2 once translation book has been bought from librarian(can only be done once it is 1, so the dwarf has been found once)
} else if(questManager.questlines[1].currentQuest==2) { } else if(questManager->questlines[1].currentQuest==2) {
currentTalkOptions = 2; data->currentTalkOptions = 2;
currentTalkOption0 = "Not really"; data->currentTalkOption0 = "Not really";
currentTalkOption1 = "Trade"; data->currentTalkOption1 = "Trade";
currentTalk0 = "How are ya?"; data->currentTalk0 = "How are ya?";
currentTalk1 = "Pretty unusal meeting a"; data->currentTalk1 = "Pretty unusal meeting a";
currentTalk2 = "human down here."; data->currentTalk2 = "human down here.";
currentTalk3 = ""; data->currentTalk3 = "";
currentTalk4 = "have something valuable"; data->currentTalk4 = "have something valuable";
currentTalk5 = "to trade?"; data->currentTalk5 = "to trade?";
} }
break; break;
} }
} }
void tickTalkMenu() { void tickTalkMenu(PlayerData *pd, NPC_MenuData *data) {
if (k_menu.clicked || k_decline.clicked) currentMenu = MENU_NONE; if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (k_up.clicked){ ++currentTalkSel; if(currentTalkSel >= currentTalkOptions) currentTalkSel=0;} if (pd->inputs.k_up.clicked){ ++data->currentTalkSel; if(data->currentTalkSel >= data->currentTalkOptions) data->currentTalkSel=0;}
if (k_down.clicked){ --currentTalkSel; if(currentTalkSel < 0) currentTalkSel=currentTalkOptions-1;} if (pd->inputs.k_down.clicked){ --data->currentTalkSel; if(data->currentTalkSel < 0) data->currentTalkSel=data->currentTalkOptions-1;}
if(k_accept.clicked){ if(pd->inputs.k_accept.clicked){
currentTalkDone = true; data->currentTalkDone = true;
} }
} }
void tickNPCMenu() { void tickNPCMenu(PlayerData *pd) {
NPC_MenuData *data = &(pd->npcMenuData);
QuestlineManager *questManager = &(pd->questManager);
//TODO: Handle upon currentNPC as well as the fitting quest progress //TODO: Handle upon currentNPC as well as the fitting quest progress
if(currentNPCMenu==NPC_MENU_TALK) tickTalkMenu(); if(data->currentNPCMenu==NPC_MENU_TALK) tickTalkMenu(pd, data);
switch(currentNPC) { switch(data->currentNPC) {
case NPC_GIRL: case NPC_GIRL:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
}
break; break;
case NPC_PRIEST: case NPC_PRIEST:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) { if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(currentNPCVal==0) { if(data->currentNPCVal==0) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentMenu = MENU_NONE; pd->ingameMenu = MENU_NONE;
} else if(currentTalkSel==1) { } else if(data->currentTalkSel==1) {
currentRecipes = &priestTrades; openCraftingMenu(pd, &priestTrades, "Trading");
currentCraftTitle = "Trading"; } else if(data->currentTalkSel==2) {
currentMenu = MENU_CRAFTING; data->currentNPCVal = 1;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
} else if(currentTalkSel==2) {
currentNPCVal = 1;
currentTalkSel = 0; data->currentTalkSel = 0;
currentTalkDone = false; data->currentTalkDone = false;
currentTalkOptions = 1; data->currentTalkOptions = 1;
currentTalkOption0 = "..."; data->currentTalkOption0 = "...";
currentTalk0 = "For quite some time now this"; data->currentTalk0 = "For quite some time now this";
currentTalk1 = "village has been tyrannized"; data->currentTalk1 = "village has been tyrannized";
currentTalk2 = "by a powerfull Air Wizard."; data->currentTalk2 = "by a powerfull Air Wizard.";
currentTalk3 = "We are the only ones who"; data->currentTalk3 = "We are the only ones who";
currentTalk4 = "still have not given up"; data->currentTalk4 = "still have not given up";
currentTalk5 = "our old homes."; data->currentTalk5 = "our old homes.";
} }
} else if(currentNPCVal==1) { } else if(data->currentNPCVal==1) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentNPCVal = 2; data->currentNPCVal = 2;
currentTalkSel = 0; data->currentTalkSel = 0;
currentTalkDone = false; data->currentTalkDone = false;
currentTalkOptions = 1; data->currentTalkOptions = 1;
currentTalkOption0 = "..."; data->currentTalkOption0 = "...";
currentTalk0 = "Most of the time the wizard"; data->currentTalk0 = "Most of the time the wizard";
currentTalk1 = "hides somewhere in the"; data->currentTalk1 = "hides somewhere in the";
currentTalk2 = "cloudes. They can only be"; data->currentTalk2 = "cloudes. They can only be";
currentTalk3 = "reached by a stairwell"; data->currentTalk3 = "reached by a stairwell";
currentTalk4 = "protected by an almost"; data->currentTalk4 = "protected by an almost";
currentTalk5 = "undestroyable stone barrier."; data->currentTalk5 = "undestroyable stone barrier.";
} }
} else if(currentNPCVal==2) { } else if(data->currentNPCVal==2) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentNPCVal = 3; data->currentNPCVal = 3;
currentTalkSel = 0; data->currentTalkSel = 0;
currentTalkDone = false; data->currentTalkDone = false;
currentTalkOptions = 1; data->currentTalkOptions = 1;
currentTalkOption0 = "..."; data->currentTalkOption0 = "...";
currentTalk0 = "I am guessing you would "; data->currentTalk0 = "I am guessing you would ";
currentTalk1 = "need tools atleast as"; data->currentTalk1 = "need tools atleast as";
currentTalk2 = "strong as diamonds to be"; data->currentTalk2 = "strong as diamonds to be";
currentTalk3 = "able to destroy it."; data->currentTalk3 = "able to destroy it.";
currentTalk4 = ""; data->currentTalk4 = "";
currentTalk5 = ""; data->currentTalk5 = "";
} }
} else if(currentNPCVal==3) { } else if(data->currentNPCVal==3) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentNPCVal = 4; data->currentNPCVal = 4;
currentTalkSel = 0; data->currentTalkSel = 0;
currentTalkDone = false; data->currentTalkDone = false;
currentTalkOptions = 2; data->currentTalkOptions = 2;
currentTalkOption0 = "Let me do it!"; data->currentTalkOption0 = "Let me do it!";
currentTalkOption1 = "I am not sure"; data->currentTalkOption1 = "I am not sure";
currentTalk0 = "I am willing to give an"; data->currentTalk0 = "I am willing to give an";
currentTalk1 = "ancient artifact passed"; data->currentTalk1 = "ancient artifact passed";
currentTalk2 = "down over generations to"; data->currentTalk2 = "down over generations to";
currentTalk3 = "anybody who manages to"; data->currentTalk3 = "anybody who manages to";
currentTalk4 = "chase the wizard away and"; data->currentTalk4 = "chase the wizard away and";
currentTalk5 = "come back with proof."; data->currentTalk5 = "come back with proof.";
} }
} else if(currentNPCVal==4) { } else if(data->currentNPCVal==4) {
currentMenu = MENU_NONE; pd->ingameMenu = MENU_NONE;
} }
} }
break; break;
case NPC_FARMER: case NPC_FARMER:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) { if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(currentNPCVal==0) { if(data->currentNPCVal==0) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentMenu = MENU_NONE; pd->ingameMenu = MENU_NONE;
} else if(currentTalkSel==1) { } else if(data->currentTalkSel==1) {
currentRecipes = &farmerTrades; openCraftingMenu(pd, &farmerTrades, "Trading");
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
} }
} }
} }
break; break;
case NPC_LIBRARIAN: case NPC_LIBRARIAN:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) { if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(currentNPCVal==0) { if(data->currentNPCVal==0) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentMenu = MENU_NONE; pd->ingameMenu = MENU_NONE;
} else if(currentTalkSel==1) { } else if(data->currentTalkSel==1) {
currentNPCVal = 2; data->currentNPCVal = 2;
currentTalkSel = 0; data->currentTalkSel = 0;
currentTalkDone = false; data->currentTalkDone = false;
currentTalkOptions = 1; data->currentTalkOptions = 1;
currentTalkOption0 = "Ok"; data->currentTalkOption0 = "Ok";
currentTalk0 = "The books in this dungeon"; data->currentTalk0 = "The books in this dungeon";
currentTalk1 = "house secrets that cannot be"; data->currentTalk1 = "house secrets that cannot be";
currentTalk2 = "found anywhere else in the"; data->currentTalk2 = "found anywhere else in the";
currentTalk3 = "world. So I came to study"; data->currentTalk3 = "world. So I came to study";
currentTalk4 = "them. Most are written in"; data->currentTalk4 = "them. Most are written in";
currentTalk5 = "an ancient language."; data->currentTalk5 = "an ancient language.";
} else if(currentTalkSel==2) { } else if(data->currentTalkSel==2) {
currentNPCVal = 1; data->currentNPCVal = 1;
currentTalkSel = 0; data->currentTalkSel = 0;
currentTalkDone = false; data->currentTalkDone = false;
currentTalkOptions = 2; data->currentTalkOptions = 2;
currentTalkOption0 = "I need to think about it"; data->currentTalkOption0 = "I need to think about it";
currentTalkOption1 = "Here they are"; data->currentTalkOption1 = "Here they are";
currentTalk0 = "So you have met a dwarf but"; data->currentTalk0 = "So you have met a dwarf but";
currentTalk1 = "had a little communication"; data->currentTalk1 = "had a little communication";
currentTalk2 = "problem? I do have a dwarvish"; data->currentTalk2 = "problem? I do have a dwarvish";
currentTalk3 = "translation book but I havent"; data->currentTalk3 = "translation book but I havent";
currentTalk4 = "read it yet. For 10 Gold bars"; data->currentTalk4 = "read it yet. For 10 Gold bars";
currentTalk5 = "I will give it to you anyway."; data->currentTalk5 = "I will give it to you anyway.";
} }
} else if(currentNPCVal==1) { } else if(data->currentNPCVal==1) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentMenu = MENU_NONE; pd->ingameMenu = MENU_NONE;
} else if(currentTalkSel==1) { } else if(data->currentTalkSel==1) {
currentNPCVal = 2; data->currentNPCVal = 2;
currentTalkSel = 0; data->currentTalkSel = 0;
currentTalkDone = false; data->currentTalkDone = false;
currentTalkOptions = 1; data->currentTalkOptions = 1;
currentTalkOption0 = ""; data->currentTalkOption0 = "";
if(countItemInv(ITEM_GOLDINGOT,0,player.p.inv)>=10) { if(countItemInv(ITEM_GOLDINGOT, 0, &(pd->inventory))>=10) {
//remove gold from player inventory //remove gold from player inventory
//TODO: Maybe I should make a generic substract items method sometime //TODO: Maybe I should make a generic substract items method sometime
Item* item = getItemFromInventory(ITEM_GOLDINGOT, player.p.inv); Item* item = getItemFromInventory(ITEM_GOLDINGOT, &(pd->inventory));
item->countLevel -= 10; item->countLevel -= 10;
if(item->countLevel < 1) removeItemFromInventory(item->slotNum, player.p.inv); if(item->countLevel < 1) removeItemFromInventory(item->slotNum, &(pd->inventory));
questManager.questlines[1].currentQuest = 2; questManager->questlines[1].currentQuest = 2;
currentTalk0 = "Thank you these will be"; data->currentTalk0 = "Thank you these will be";
currentTalk1 = "really helpful."; data->currentTalk1 = "really helpfull.";
currentTalk2 = "Here take this book with"; data->currentTalk2 = "Here take this book with";
currentTalk3 = "it you should be able to"; data->currentTalk3 = "it you should be able to";
currentTalk4 = "easily understand anything"; data->currentTalk4 = "easily understand anything";
currentTalk5 = "a dwarf can say."; data->currentTalk5 = "a dwarf can say.";
currentTalkOption0 = "Thanks"; data->currentTalkOption0 = "Thanks";
} else { } else {
currentTalk0 = "You do not seem to have"; data->currentTalk0 = "You do not seem to have";
currentTalk1 = "enough Gold Bars with you."; data->currentTalk1 = "enough Gold Bars with you.";
currentTalk2 = ""; data->currentTalk2 = "";
currentTalk3 = "Ask again when you have"; data->currentTalk3 = "Ask again when you have";
currentTalk4 = "collected the 10 Bars."; data->currentTalk4 = "collected the 10 Bars.";
currentTalk5 = ""; data->currentTalk5 = "";
currentTalkOption0 = "Ok"; data->currentTalkOption0 = "Ok";
} }
} }
} else if(currentNPCVal==2) { } else if(data->currentNPCVal==2) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentMenu = MENU_NONE; pd->ingameMenu = MENU_NONE;
} }
} }
} }
break; break;
case NPC_DWARF: case NPC_DWARF:
if(questManager.questlines[1].currentQuest<=1) { if(questManager->questlines[1].currentQuest<=1) {
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) { if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(currentNPCVal==0) currentMenu = MENU_NONE; if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
} }
} else if(questManager.questlines[1].currentQuest==2) { } else if(questManager->questlines[1].currentQuest==2) {
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) { if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(currentTalkSel==0) { if(data->currentTalkSel==0) {
currentMenu = MENU_NONE; pd->ingameMenu = MENU_NONE;
} else if(currentTalkSel==1) { } else if(data->currentTalkSel==1) {
currentRecipes = &dwarfTrades; openCraftingMenu(pd, &dwarfTrades, "Trading");
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
} }
} }
} }
@ -383,44 +394,44 @@ void tickNPCMenu() {
} }
} }
void renderTalkMenu(char * name) { void renderTalkMenu(NPC_MenuData *data, char * name) {
renderFrame(1,1,24,14,0xFFFF1010); renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor(name,24+1,14+1,0xFF000000); drawTextColor(name,24+1,14+1,0xFF000000);
drawTextColor(name,24,14,0xFF6FE2E2); drawTextColor(name,24,14,0xFF6FE2E2);
drawText(currentTalk0, 32, 32); drawText(data->currentTalk0, 32, 32);
drawText(currentTalk1, 32, 48); drawText(data->currentTalk1, 32, 48);
drawText(currentTalk2, 32, 64); drawText(data->currentTalk2, 32, 64);
drawText(currentTalk3, 32, 80); drawText(data->currentTalk3, 32, 80);
drawText(currentTalk4, 32, 96); drawText(data->currentTalk4, 32, 96);
drawText(currentTalk5, 32, 112); drawText(data->currentTalk5, 32, 112);
if(currentTalkOptions>=3) drawText(currentTalkOption2, 64, 147); if(data->currentTalkOptions>=3) drawText(data->currentTalkOption2, 64, 147);
if(currentTalkOptions>=2) drawText(currentTalkOption1, 64, 171); if(data->currentTalkOptions>=2) drawText(data->currentTalkOption1, 64, 171);
if(currentTalkOptions>=1) drawText(currentTalkOption0, 64, 195); if(data->currentTalkOptions>=1) drawText(data->currentTalkOption0, 64, 195);
if(currentTalkOptions>=3 && currentTalkSel==2) drawText(">", 48, 147); if(data->currentTalkOptions>=3 && data->currentTalkSel==2) drawText(">", 48, 147);
if(currentTalkOptions>=2 && currentTalkSel==1) drawText(">", 48, 171); if(data->currentTalkOptions>=2 && data->currentTalkSel==1) drawText(">", 48, 171);
if(currentTalkOptions>=1 && currentTalkSel==0) drawText(">", 48, 195); if(data->currentTalkOptions>=1 && data->currentTalkSel==0) drawText(">", 48, 195);
} }
void renderNPCMenu(int xscr, int yscr) { void renderNPCMenu(NPC_MenuData *data) {
//TODO: Handle upon currentNPC as well as the fitting quest progress //TODO: Handle upon currentNPC as well as the fitting quest progress
switch(currentNPC) { switch(data->currentNPC) {
case NPC_GIRL: case NPC_GIRL:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Girl Jill"); if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Maria");
break; break;
case NPC_PRIEST: case NPC_PRIEST:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Priest Brom"); if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Priest Brom");
break; break;
case NPC_FARMER: case NPC_FARMER:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Farmer Garrow"); if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Farmer Garrow");
break; break;
case NPC_LIBRARIAN: case NPC_LIBRARIAN:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Librarian Ajihad"); if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Librarian Ajihad");
break; break;
case NPC_DWARF: case NPC_DWARF:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Dwarf Orik"); if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Dwarf Orik");
break; break;
} }
} }

View file

@ -1,32 +1,25 @@
#pragma once #pragma once
#include <stdlib.h> #include <stdlib.h>
#include <stdbool.h> #include <stdbool.h>
#include "render.h" #include "QuestsData.h"
#include "Player.h"
#include "Crafting.h" #include "Crafting.h"
#define NPC_MENU_TALK 0 #define NPC_MENU_TALK 0
typedef struct {
int currentQuest;
bool currentQuestDone;
} Questline;
typedef struct {
int size;
Questline * questlines;
} QuestlineManager;
QuestlineManager questManager;
RecipeManager priestTrades; RecipeManager priestTrades;
RecipeManager farmerTrades; RecipeManager farmerTrades;
RecipeManager dwarfTrades; RecipeManager dwarfTrades;
void initQuests(); void initTrades();
void resetQuests(); void freeTrades();
void freeQuests();
void openNPCMenu(int npc); void initQuests(QuestlineManager *questManager);
void resetQuests(QuestlineManager *questManager);
void freeQuests(QuestlineManager *questManager);
void renderNPCMenu(int xscr, int yscr); void resetNPCMenuData(NPC_MenuData *data);
void tickNPCMenu(); void openNPCMenu(PlayerData *pd, int npc);
void tickNPCMenu(PlayerData *pd);
void renderNPCMenu(NPC_MenuData *data);

35
source/QuestsData.h Normal file
View file

@ -0,0 +1,35 @@
#pragma once
#include <3ds.h>
typedef struct _questline {
int currentQuest;
bool currentQuestDone;
} Questline;
typedef struct _questlineManager {
int size;
Questline * questlines;
} QuestlineManager;
typedef struct _npcMenuData {
u8 currentNPC;
int currentNPCMenu;
int currentNPCVal;
int currentTalkSel;
bool currentTalkDone;
int currentTalkOptions;
char * currentTalkOption0;
char * currentTalkOption1;
char * currentTalkOption2;
char * currentTalk0;
char * currentTalk1;
char * currentTalk2;
char * currentTalk3;
char * currentTalk4;
char * currentTalk5;
} NPC_MenuData;
//TODO: Actually move the data here

View file

@ -1,5 +1,7 @@
#include "Render.h" #include "Render.h"
extern u32 syncTickCount;
void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits) { void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits) {
xp -= offsetX; xp -= offsetX;
yp -= offsetY; yp -= offsetY;
@ -158,10 +160,18 @@ void render32(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits) {
scaleX, scaleY); scaleX, scaleY);
} }
int playerScale = 2;
void renderp(s32 xp, s32 yp, u32 xTile, u32 yTile) {
xp -= offsetX;
yp -= offsetY;
int scaleX = playerScale, scaleY = playerScale;
sf2d_draw_texture_part_scale(playerSprites, xp << 1, yp << 1, xTile, yTile, 16, 16,
scaleX, scaleY);
}
void renderTitle(int x, int y) { void renderTitle(int x, int y) {
sf2d_draw_texture_part_scale(icons, (x - 26) << 1, y << 1, 0, 240, 104, 16, sf2d_draw_texture_part_scale(icons, (x - 26) << 1, y << 1, 0, 240, 104, 16, 2.0, 2.0); // MINICRAFT
2.0, 2.0); // MINICRAFT sf2d_draw_texture_part(icons, x + 48, y + 44, 104, 240, 152, 16); // 3DS HOMEBREW EDITION
sf2d_draw_texture_part(icons, x + 48, y + 52, 104, 240, 152, 16); // 3DS HOMEBREW EDITION
} }
void renderButtonIcon(u32 keyIcon, int x, int y, float scale) { void renderButtonIcon(u32 keyIcon, int x, int y, float scale) {
@ -294,24 +304,23 @@ void freeLightBakes() {
sf2d_free_texture(glowwormBigLightBake); sf2d_free_texture(glowwormBigLightBake);
} }
void renderLightsToStencil(bool force, bool invert, bool rplayer) { void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer) {
if (force || (currentLevel > 1 && currentLevel != 5)) { if (force || (pd->entity.level > 1 && pd->entity.level != 5)) {
C3D_DepthTest(true, GPU_NEVER, 0); C3D_DepthTest(true, GPU_NEVER, 0);
C3D_StencilTest(true, GPU_NEVER, 1, 0xFF, 0xFF); C3D_StencilTest(true, GPU_NEVER, 1, 0xFF, 0xFF);
C3D_StencilOp(GPU_STENCIL_REPLACE, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); C3D_StencilOp(GPU_STENCIL_REPLACE, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
C3D_AlphaTest(true, GPU_GREATER, 0); C3D_AlphaTest(true, GPU_GREATER, 0);
if(pd->activeItem->id == ITEM_LANTERN) renderLight(pd->entity.x, pd->entity.y, lanternLightBake);
if(player.p.activeItem->id == ITEM_LANTERN) renderLight(player.x, player.y, lanternLightBake); else if(rplayer) renderLight(pd->entity.x, pd->entity.y, playerLightBake);
else if(rplayer) renderLight(player.x, player.y, playerLightBake);
int i; int i;
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) { for (i = 0; i < eManager.lastSlot[pd->entity.level]; ++i) {
Entity e = eManager.entities[currentLevel][i]; Entity e = eManager.entities[pd->entity.level][i];
if (e.type == ENTITY_FURNITURE) { if (e.type == ENTITY_FURNITURE) {
if (e.entityFurniture.itemID == ITEM_LANTERN && e.x > player.x - 160 && e.y > player.y - 125 && e.x < player.x + 160 && e.y < player.y + 125) if (e.entityFurniture.itemID == ITEM_LANTERN && e.x > pd->entity.x - 160 && e.y > pd->entity.y - 125 && e.x < pd->entity.x + 160 && e.y < pd->entity.y + 125)
renderLight(e.x, e.y, lanternLightBake); renderLight(e.x, e.y, lanternLightBake);
} else if(e.type == ENTITY_GLOWWORM && e.x > player.x - 160 && e.y > player.y - 125 && e.x < player.x + 160 && e.y < player.y + 125) { //TODO could be made smaller becuase of smaller light radius } else if(e.type == ENTITY_GLOWWORM && e.x > pd->entity.x - 160 && e.y > pd->entity.y - 125 && e.x < pd->entity.x + 160 && e.y < pd->entity.y + 125) { //TODO could be made smaller becuase of smaller light radius
if(rand()%10==0) continue; if(rand()%10==0) continue;
else if(rand()%100==0) renderLight(e.x+20, e.y-20, glowwormBigLightBake); else if(rand()%100==0) renderLight(e.x+20, e.y-20, glowwormBigLightBake);
else renderLight(e.x+8, e.y-8, glowwormLightBake); else renderLight(e.x+8, e.y-8, glowwormLightBake);
@ -325,9 +334,9 @@ void renderLightsToStencil(bool force, bool invert, bool rplayer) {
//TODO: Even this is not performant enough for old 3DS, when there is a lot of lava on screen //TODO: Even this is not performant enough for old 3DS, when there is a lot of lava on screen
for (x = xo-2; x <= 13 + xo+2; ++x) { for (x = xo-2; x <= 13 + xo+2; ++x) {
for (y = yo-2; y <= 8 + yo+2; ++y) { for (y = yo-2; y <= 8 + yo+2; ++y) {
if(getTile(x, y) == TILE_LAVA) { if(getTile(pd->entity.level, x, y) == TILE_LAVA) {
//experimental "speedhack" //experimental "speedhack"
if(getTile(x+1,y)==TILE_LAVA && getTile(x-1,y)==TILE_LAVA && getTile(x,y+1)==TILE_LAVA && getTile(x,y-1)==TILE_LAVA) { if(getTile(pd->entity.level, x+1,y)==TILE_LAVA && getTile(pd->entity.level, x-1,y)==TILE_LAVA && getTile(pd->entity.level, x,y+1)==TILE_LAVA && getTile(pd->entity.level, x,y-1)==TILE_LAVA) {
if((x+y)%2 == 0) continue; if((x+y)%2 == 0) continue;
} }
renderLight((x << 4) + 8, (y << 4) + 8, playerLightBake); renderLight((x << 4) + 8, (y << 4) + 8, playerLightBake);
@ -348,10 +357,8 @@ void renderLightsToStencil(bool force, bool invert, bool rplayer) {
} }
void resetStencilStuff() { void resetStencilStuff() {
//if (currentLevel > 1) {
C3D_StencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); C3D_StencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
C3D_StencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); C3D_StencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
//}
} }
void renderLight(int x, int y, sf2d_texture* texture) { void renderLight(int x, int y, sf2d_texture* texture) {
@ -433,60 +440,60 @@ void resetSurrTiles() {
tdr = false; tdr = false;
} }
void checkSurrTiles8(int xt, int yt, int id) { void checkSurrTiles8(u8 level, int xt, int yt, int id) {
if (getTile(xt, yt - 1) == id) if (getTile(level, xt, yt - 1) == id)
tu = true; tu = true;
if (getTile(xt - 1, yt) == id) if (getTile(level, xt - 1, yt) == id)
tl = true; tl = true;
if (getTile(xt + 1, yt) == id) if (getTile(level, xt + 1, yt) == id)
tr = true; tr = true;
if (getTile(xt, yt + 1) == id) if (getTile(level, xt, yt + 1) == id)
td = true; td = true;
if (getTile(xt - 1, yt - 1) == id) if (getTile(level, xt - 1, yt - 1) == id)
tul = true; tul = true;
if (getTile(xt + 1, yt - 1) == id) if (getTile(level, xt + 1, yt - 1) == id)
tur = true; tur = true;
if (getTile(xt - 1, yt + 1) == id) if (getTile(level, xt - 1, yt + 1) == id)
tdl = true; tdl = true;
if (getTile(xt + 1, yt + 1) == id) if (getTile(level, xt + 1, yt + 1) == id)
tdr = true; tdr = true;
} }
void checkSurrTiles4(int xt, int yt, int id) { void checkSurrTiles4(u8 level, int xt, int yt, int id) {
if (getTile(xt, yt - 1) == id) if (getTile(level, xt, yt - 1) == id)
tu = true; tu = true;
if (getTile(xt - 1, yt) == id) if (getTile(level, xt - 1, yt) == id)
tl = true; tl = true;
if (getTile(xt + 1, yt) == id) if (getTile(level, xt + 1, yt) == id)
tr = true; tr = true;
if (getTile(xt, yt + 1) == id) if (getTile(level, xt, yt + 1) == id)
td = true; td = true;
} }
u8 tData = 0; u8 tData = 0;
void renderTile(int i, int d, int x, int y) { void renderTile(int i, int d, u8 level, int x, int y) {
int age = 0; int age = 0;
switch (i) { switch (i) {
case TILE_GRASS: case TILE_GRASS:
checkSurrTiles4(x >> 4, y >> 4, TILE_GRASS); checkSurrTiles4(level, x >> 4, y >> 4, TILE_GRASS);
checkSurrTiles4(x >> 4, y >> 4, TILE_TREE); checkSurrTiles4(level, x >> 4, y >> 4, TILE_TREE);
checkSurrTiles4(x >> 4, y >> 4, TILE_FLOWER); checkSurrTiles4(level, x >> 4, y >> 4, TILE_FLOWER);
checkSurrTiles4(x >> 4, y >> 4, TILE_SAPLING_TREE); checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAPLING_TREE);
if(currentLevel==1 && season==3) renderConnectedTile4(x, y, 256, 112); if(level==1 && worldData.season==3) renderConnectedTile4(x, y, 256, 112);
else if(currentLevel==1 && season==2) renderConnectedTile4(x, y, 256, 128); else if(level==1 && worldData.season==2) renderConnectedTile4(x, y, 256, 128);
else renderConnectedTile4(x, y, 256, 0); else renderConnectedTile4(x, y, 256, 0);
break; break;
case TILE_TREE: case TILE_TREE:
renderTile(TILE_GRASS, 0, x, y); renderTile(TILE_GRASS, 0, level, x, y);
checkSurrTiles8(x >> 4, y >> 4, TILE_TREE); checkSurrTiles8(level, x >> 4, y >> 4, TILE_TREE);
if(season==2) { if(worldData.season==2) {
render(x, y, 352+((tu && tl && tul) ? 16 : 0), 96, 0); render(x, y, 352+((tu && tl && tul) ? 16 : 0), 96, 0);
render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 96, 0); render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 96, 0);
render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 104, 0); render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 104, 0);
render(x+8, y+8, 360+((td && tr && tdr) ? 16 : 0), 104, 0); render(x+8, y+8, 360+((td && tr && tdr) ? 16 : 0), 104, 0);
} else if(season==3) { } else if(worldData.season==3) {
render(x, y, 352+((tu && tl && tul) ? 16 : 0), 112, 0); render(x, y, 352+((tu && tl && tul) ? 16 : 0), 112, 0);
render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 112, 0); render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 112, 0);
render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 120, 0); render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 120, 0);
@ -500,28 +507,28 @@ void renderTile(int i, int d, int x, int y) {
break; break;
case TILE_ROCK: case TILE_ROCK:
checkSurrTiles8(x >> 4, y >> 4, TILE_ROCK); checkSurrTiles8(level, x >> 4, y >> 4, TILE_ROCK);
if(currentLevel>1) if(level>1)
renderConnectedTile8(x, y, 256, 96); renderConnectedTile8(x, y, 256, 96);
else else
renderConnectedTile8(x, y, 336, 64); renderConnectedTile8(x, y, 336, 64);
break; break;
case TILE_HARDROCK: case TILE_HARDROCK:
checkSurrTiles8(x >> 4, y >> 4, TILE_HARDROCK); checkSurrTiles8(level, x >> 4, y >> 4, TILE_HARDROCK);
renderConnectedTile8(x, y, 416, 64); renderConnectedTile8(x, y, 416, 64);
break; break;
case TILE_DIRT: // render dots. case TILE_DIRT: // render dots.
if (currentLevel > 1) if (level > 1)
render16(x, y, 320, 80, 0); render16(x, y, 320, 80, 0);
else else
render16(x, y, 336, 80, 0); render16(x, y, 336, 80, 0);
break; break;
case TILE_SAND: case TILE_SAND:
checkSurrTiles4(x >> 4, y >> 4, TILE_SAND); checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAND);
checkSurrTiles4(x >> 4, y >> 4, TILE_CACTUS); checkSurrTiles4(level, x >> 4, y >> 4, TILE_CACTUS);
checkSurrTiles4(x >> 4, y >> 4, TILE_SAPLING_CACTUS); checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAPLING_CACTUS);
if(currentLevel==1 && season==3) { if(level==1 && worldData.season==3) {
renderConnectedTile4(x, y, 256, 112); renderConnectedTile4(x, y, 256, 112);
} else { } else {
renderConnectedTile4(x, y, 320, 0); renderConnectedTile4(x, y, 320, 0);
@ -532,43 +539,43 @@ void renderTile(int i, int d, int x, int y) {
} }
break; break;
case TILE_WATER: case TILE_WATER:
checkSurrTiles4(x >> 4, y >> 4, TILE_WATER); checkSurrTiles4(level, x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE); checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(x >> 4, y >> 4, TILE_ICE); checkSurrTiles4(level, x >> 4, y >> 4, TILE_ICE);
renderConnectedTile4(x, y, 384, 0); renderConnectedTile4(x, y, 384, 0);
srand((tickCount + (x / 2 - y) * 4311) / 10); srand((syncTickCount + (x / 2 - y) * 4311) / 10);
renderDots(x, y, rand() & 3, rand() & 3, rand() & 3, rand() & 3, 288, 64); renderDots(x, y, rand() & 3, rand() & 3, rand() & 3, rand() & 3, 288, 64);
break; break;
case TILE_LAVA: case TILE_LAVA:
checkSurrTiles4(x >> 4, y >> 4, TILE_LAVA); checkSurrTiles4(level, x >> 4, y >> 4, TILE_LAVA);
checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE); checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
renderConnectedTile4(x, y, 448, 0); renderConnectedTile4(x, y, 448, 0);
srand((tickCount + (x / 2 - y) * 4311) / 10); srand((syncTickCount + (x / 2 - y) * 4311) / 10);
renderDots(x, y, rand() & 3, rand() & 3, rand() & 3, rand() & 3, 304, 64); renderDots(x, y, rand() & 3, rand() & 3, rand() & 3, rand() & 3, 304, 64);
break; break;
case TILE_HOLE: case TILE_HOLE:
checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE); checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(x >> 4, y >> 4, TILE_WATER); checkSurrTiles4(level, x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(x >> 4, y >> 4, TILE_LAVA); checkSurrTiles4(level, x >> 4, y >> 4, TILE_LAVA);
renderConnectedTile4(x, y, 256, 16); renderConnectedTile4(x, y, 256, 16);
break; break;
case TILE_CACTUS: case TILE_CACTUS:
renderTile(TILE_SAND, 0, x, y); renderTile(TILE_SAND, 0, level, x, y);
render16(x, y, 304, 48, 0); render16(x, y, 304, 48, 0);
break; break;
case TILE_FLOWER: case TILE_FLOWER:
renderTile(TILE_GRASS, 0, x, y); renderTile(TILE_GRASS, 0, level, x, y);
if(currentLevel==1 && season==3) render16(x, y, 320, 112, getData(x >> 4, y >> 4)); if(level==1 && worldData.season==3) render16(x, y, 320, 112, d);
else render16(x, y, 320, 48, getData(x >> 4, y >> 4)); else render16(x, y, 320, 48, d);
break; break;
case TILE_STAIRS_DOWN: case TILE_STAIRS_DOWN:
if (currentLevel == 0) if (level == 0)
renderTile(TILE_CLOUD, 0, x, y); renderTile(TILE_CLOUD, 0, level, x, y);
render16(x, y, 256, 64, 0); render16(x, y, 256, 64, 0);
break; break;
case TILE_STAIRS_UP: case TILE_STAIRS_UP:
@ -584,60 +591,60 @@ void renderTile(int i, int d, int x, int y) {
render16(x, y, 496, 48, 0); render16(x, y, 496, 48, 0);
break; break;
case TILE_CLOUD: case TILE_CLOUD:
checkSurrTiles4(x >> 4, y >> 4, TILE_CLOUD); checkSurrTiles4(level, x >> 4, y >> 4, TILE_CLOUD);
checkSurrTiles4(x >> 4, y >> 4, TILE_STAIRS_DOWN); checkSurrTiles4(level, x >> 4, y >> 4, TILE_STAIRS_DOWN);
checkSurrTiles4(x >> 4, y >> 4, TILE_CLOUDCACTUS); checkSurrTiles4(level, x >> 4, y >> 4, TILE_CLOUDCACTUS);
renderConnectedTile4(x, y, 320, 16); renderConnectedTile4(x, y, 320, 16);
break; break;
case TILE_CLOUDCACTUS: case TILE_CLOUDCACTUS:
renderTile(TILE_CLOUD, 0, x, y); renderTile(TILE_CLOUD, 0, level, x, y);
render16(x, y, 496, 64, 0); render16(x, y, 496, 64, 0);
break; break;
case TILE_SAPLING_TREE: case TILE_SAPLING_TREE:
renderTile(TILE_GRASS, 0, x, y); renderTile(TILE_GRASS, 0, level, x, y);
render16(x, y, 288, 48, 0); render16(x, y, 288, 48, 0);
break; break;
case TILE_SAPLING_CACTUS: case TILE_SAPLING_CACTUS:
renderTile(TILE_SAND, 0, x, y); renderTile(TILE_SAND, 0, level, x, y);
render16(x, y, 288, 48, 0); render16(x, y, 288, 48, 0);
break; break;
case TILE_FARM: case TILE_FARM:
render16(x, y, 352, 48, 0); render16(x, y, 352, 48, 0);
break; break;
case TILE_WHEAT: case TILE_WHEAT:
age = getData(x >> 4, y >> 4) / 20; age = d / 20;
if (age > 5) if (age > 5)
age = 5; age = 5;
render16(x, y, 368 + (age << 4), 48, 0); render16(x, y, 368 + (age << 4), 48, 0);
break; break;
case TILE_WOOD_WALL: case TILE_WOOD_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_WOOD_WALL); checkSurrTiles4(level, x >> 4, y >> 4, TILE_WOOD_WALL);
renderConnectedTile4(x, y, 384, 16); renderConnectedTile4(x, y, 384, 16);
break; break;
case TILE_STONE_WALL: case TILE_STONE_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_STONE_WALL); checkSurrTiles4(level, x >> 4, y >> 4, TILE_STONE_WALL);
renderConnectedTile4(x, y, 256, 80); renderConnectedTile4(x, y, 256, 80);
break; break;
case TILE_IRON_WALL: case TILE_IRON_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_IRON_WALL); checkSurrTiles4(level, x >> 4, y >> 4, TILE_IRON_WALL);
renderConnectedTile4(x, y, 448, 16); renderConnectedTile4(x, y, 448, 16);
break; break;
case TILE_GOLD_WALL: case TILE_GOLD_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_GOLD_WALL); checkSurrTiles4(level, x >> 4, y >> 4, TILE_GOLD_WALL);
renderConnectedTile4(x, y, 256, 32); renderConnectedTile4(x, y, 256, 32);
break; break;
case TILE_GEM_WALL: case TILE_GEM_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_GEM_WALL); checkSurrTiles4(level, x >> 4, y >> 4, TILE_GEM_WALL);
renderConnectedTile4(x, y, 320, 32); renderConnectedTile4(x, y, 320, 32);
break; break;
case TILE_DUNGEON_WALL: case TILE_DUNGEON_WALL:
checkSurrTiles8(x >> 4, y >> 4, TILE_DUNGEON_WALL); checkSurrTiles8(level, x >> 4, y >> 4, TILE_DUNGEON_WALL);
renderConnectedTile8(x, y, 384, 32); renderConnectedTile8(x, y, 384, 32);
break; break;
@ -645,21 +652,22 @@ void renderTile(int i, int d, int x, int y) {
render16(x, y, 464 + d*16, 32, 0); render16(x, y, 464 + d*16, 32, 0);
break; break;
case TILE_DUNGEON_ENTRANCE: case TILE_DUNGEON_ENTRANCE:
render16(x, y, 352 + (currentLevel==5 ? 16 : 0), 80, 0); render16(x, y, 352 + (level==5 ? 16 : 0), 80, 0);
break; break;
case TILE_MAGIC_BARRIER: case TILE_MAGIC_BARRIER:
renderTile(TILE_DUNGEON_FLOOR, 0, x, y); renderTile(TILE_DUNGEON_FLOOR, 0, level, x, y);
render16(x, y, 320, 64, getData(x >> 4, y >> 4)); render16(x, y, 320, 64, d);
//draw remaining pillar count //draw remaining pillar count
if((player.x - (x+8))*(player.x - (x+8)) + (player.y - (y+8))*(player.y - (y+8)) <= 24*24) { PlayerData *lp = getLocalPlayer();
if((lp->entity.x - (x+8))*(lp->entity.x - (x+8)) + (lp->entity.y - (y+8))*(lp->entity.y - (y+8)) <= 24*24) {
x -= offsetX; x -= offsetX;
y -= offsetY; y -= offsetY;
int data = 0; int data = 0;
int i = 0; int i = 0;
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) { for (i = 0; i < eManager.lastSlot[level]; ++i) {
Entity * e = &eManager.entities[currentLevel][i]; Entity * e = &eManager.entities[level][i];
if(e->type == ENTITY_MAGIC_PILLAR) { if(e->type == ENTITY_MAGIC_PILLAR) {
++data; ++data;
@ -667,7 +675,7 @@ void renderTile(int i, int d, int x, int y) {
} }
char currentCount[3]; char currentCount[3];
sprintf(currentCount,"%d", data); sprintf(currentCount, "%d", data);
drawSizedTextColor(currentCount, x+4 + 1, y+4 + 1, 2, dungeonColor[1]); drawSizedTextColor(currentCount, x+4 + 1, y+4 + 1, 2, dungeonColor[1]);
drawSizedTextColor(currentCount, x+4, y+4, 2, dungeonColor[0]); drawSizedTextColor(currentCount, x+4, y+4, 2, dungeonColor[0]);
@ -675,7 +683,7 @@ void renderTile(int i, int d, int x, int y) {
break; break;
case TILE_BOOKSHELVES: case TILE_BOOKSHELVES:
checkSurrTiles4(x >> 4, y >> 4, TILE_BOOKSHELVES); checkSurrTiles4(level, x >> 4, y >> 4, TILE_BOOKSHELVES);
renderConnectedTile4(x, y, 384, 80 + d*16); renderConnectedTile4(x, y, 384, 80 + d*16);
break; break;
@ -683,26 +691,26 @@ void renderTile(int i, int d, int x, int y) {
render16(x, y, 336, 96, 0); render16(x, y, 336, 96, 0);
break; break;
case TILE_MYCELIUM: case TILE_MYCELIUM:
checkSurrTiles4(x >> 4, y >> 4, TILE_MYCELIUM); checkSurrTiles4(level, x >> 4, y >> 4, TILE_MYCELIUM);
checkSurrTiles4(x >> 4, y >> 4, TILE_MUSHROOM_BROWN); checkSurrTiles4(level, x >> 4, y >> 4, TILE_MUSHROOM_BROWN);
checkSurrTiles4(x >> 4, y >> 4, TILE_MUSHROOM_RED); checkSurrTiles4(level, x >> 4, y >> 4, TILE_MUSHROOM_RED);
if(currentLevel==1 && season==3) renderConnectedTile4(x, y, 256, 112); if(level==1 && worldData.season==3) renderConnectedTile4(x, y, 256, 112);
else renderConnectedTile4(x, y, 448, 80); else renderConnectedTile4(x, y, 448, 80);
break; break;
case TILE_MUSHROOM_BROWN: case TILE_MUSHROOM_BROWN:
renderTile(TILE_MYCELIUM, 0, x, y); renderTile(TILE_MYCELIUM, 0, level, x, y);
render16(x, y, 448 + (d&0x1)*16, 96, 0); render16(x, y, 448 + (d&0x1)*16, 96, 0);
break; break;
case TILE_MUSHROOM_RED: case TILE_MUSHROOM_RED:
renderTile(TILE_MYCELIUM, 0, x, y); renderTile(TILE_MYCELIUM, 0, level, x, y);
render16(x, y, 480 + (d&0x1)*16, 96, 0); render16(x, y, 480 + (d&0x1)*16, 96, 0);
break; break;
case TILE_ICE: case TILE_ICE:
renderTile(TILE_WATER, 0, x, y); renderTile(TILE_WATER, 0, level, x, y);
//checkSurrTiles4(x >> 4, y >> 4, TILE_WATER); //checkSurrTiles4(x >> 4, y >> 4, TILE_WATER);
//checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE); //checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(x >> 4, y >> 4, TILE_ICE); checkSurrTiles4(level, x >> 4, y >> 4, TILE_ICE);
renderConnectedTile4(x, y, 448, 112); renderConnectedTile4(x, y, 448, 112);
break; break;
@ -747,70 +755,78 @@ void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile) {
render(x+8, y+8, xTile+8+r+d+((tr && td && tdr) ? 16 : 0), yTile+8, 0); render(x+8, y+8, xTile+8+r+d+((tr && td && tdr) ? 16 : 0), yTile+8, 0);
} }
void renderZoomedMap() { void renderZoomedMap(PlayerData *pd) {
sf2d_draw_rectangle(0, 0, 320, 240, 0xFF0C0C0C); //You might think "real" black would be better, but it actually looks better that way sf2d_draw_rectangle(0, 0, 320, 240, 0xFF0C0C0C); //You might think "real" black would be better, but it actually looks better that way
int mx = mScrollX; int mx = pd->mapScrollX;
int my = mScrollY; int my = pd->mapScrollY;
if(zoomLevel == 2) mx = 32; if(pd->mapZoomLevel == 2) mx = 32;
sf2d_draw_texture_scale(minimap[currentLevel], mx, my, zoomLevel, zoomLevel); // zoomed map sf2d_draw_texture_scale(minimap[pd->entity.level], mx, my, pd->mapZoomLevel, pd->mapZoomLevel); // zoomed map
// Airwizard on zoomed map // Airwizard on zoomed map
if(currentLevel == 0){ if(pd->entity.level == 0){
if(awX != 0 && awY != 0){ if(awX != 0 && awY != 0){
render16c( render16c(
(mx+((awX/16)*zoomLevel)-16)/2, (mx+((awX/16)*pd->mapZoomLevel)-16)/2,
(my+((awY/16)*zoomLevel)-16)/2, (my+((awY/16)*pd->mapZoomLevel)-16)/2,
160, 112, 160, 112,
((player.p.walkDist >> 6) & 1) == 0 ? 0 : 1, ((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
2, 2 2, 2
); );
} }
} }
// Player on zoomed map // Player on zoomed map
//TODO: Maybe also render other players?
render16c( render16c(
(mx+((player.x/16)*zoomLevel)-16)/2, (mx+((pd->entity.x/16)*pd->mapZoomLevel)-16)/2,
(my+((player.y/16)*zoomLevel)-16)/2, (my+((pd->entity.y/16)*pd->mapZoomLevel)-16)/2,
0, 112, 0, 112,
((player.p.walkDist >> 6) & 1) == 0 ? 0 : 1, ((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
2, 2 2, 2
); );
drawText(mapText,224, 214); // "x2"/"x4"/"x6" drawText(pd->mapText,224, 214); // "x2"/"x4"/"x6"
render16(142, 2, 72, 208, 0); // Exit button render16(142, 2, 72, 208, 0); // Exit button
renderc(126, 102, 40, 208, 32, 16, 0); // Plus/Minus zoom buttons renderc(126, 102, 40, 208, 32, 16, 0); // Plus/Minus zoom buttons
if(zoomLevel < 3) sf2d_draw_rectangle(258, 210, 26, 20, 0x7F4F4F4F); // gray out minus button if(pd->mapZoomLevel < 3) sf2d_draw_rectangle(258, 210, 26, 20, 0x7F4F4F4F); // gray out minus button
else if(zoomLevel > 5) sf2d_draw_rectangle(284, 210, 26, 20, 0x7F4F4F4F); // gray out minus button else if(pd->mapZoomLevel > 5) sf2d_draw_rectangle(284, 210, 26, 20, 0x7F4F4F4F); // gray out minus button
} }
char scoreT[32]; char scoreT[32];
void renderGui() { void renderGui(PlayerData *pd) {
int i; int i;
//health and stamina
for (i = 0; i < 10; ++i) { for (i = 0; i < 10; ++i) {
if (i < player.p.health) if (i < pd->entity.p.health)
render(i * 8 + 6, 5, 168, 152, 0); render(i * 8 + 6, 5, 168, 152, 0);
else else
render(i * 8 + 6, 5, 176, 152, 0); render(i * 8 + 6, 5, 176, 152, 0);
if (i < player.p.stamina) if (i < pd->entity.p.stamina)
render(i * 8 + 6, 14, 184, 152, 0); render(i * 8 + 6, 14, 184, 152, 0);
else else
render(i * 8 + 6, 14, 191, 152, 0); render(i * 8 + 6, 14, 191, 152, 0);
} }
sf2d_draw_texture(minimap[currentLevel], 10, 102);
renderItemWithTextCentered(player.p.activeItem, 320, 66); //minimap
itoa(player.p.score, scoreT, 10); // integer to base10 string sf2d_draw_texture(minimap[pd->entity.level], 10, 102);
//active item
renderItemWithTextCentered(pd->activeItem, 320, 66);
itoa(pd->score, scoreT, 10); // integer to base10 string
drawText("Score:",214,12); drawText("Score:",214,12);
drawText(scoreT,(140-(strlen(scoreT)*12))/2 + 180,29); drawText(scoreT,(140-(strlen(scoreT)*12))/2 + 180,29);
if(currentLevel == 0){ if(pd->entity.level == 0){
if(awX != 0 && awY != 0){ if(awX != 0 && awY != 0){
renderc(1 + (awX/32), 47 + (awY/32), 88, 216, 8, 8, 0); // Mini-AWizard head. renderc(1 + (awX/32), 47 + (awY/32), 88, 216, 8, 8, 0); // Mini-AWizard head.
} }
} }
renderc(1 + (player.x/32), 47 + (player.y/32), 88, 208, 8, 8, 0); // Mini-Player head. //TODO: Maybe also render other players?
renderc(1 + (pd->entity.x/32), 47 + (pd->entity.y/32), 88, 208, 8, 8, 0); // Mini-Player head.
//quick select //quick select
drawText("Quickselect:",164,118); drawText("Quickselect:",164,118);
Inventory * inv = player.p.inv; Inventory * inv = &(pd->inventory);
Item * item; Item * item;
for (i = 0; i < 8; ++i) { for (i = 0; i < 8; ++i) {
if((inv->lastSlot) > i) { if((inv->lastSlot) > i) {
@ -823,103 +839,112 @@ void renderGui() {
} }
} }
void renderPlayer() { void renderPlayer(PlayerData *pd) {
if (player.p.isDead) if (pd->entity.level!=getLocalPlayer()->entity.level) {
return; return;
int xo = player.x - 8; }
int yo = player.y - 8; if (pd->entity.p.isDead) {
return;
}
int xo = pd->entity.x - 8;
int yo = pd->entity.y - 8;
if (player.p.attackTimer > 0 && player.p.dir == 1) { //attack animation upwards
if (pd->entity.p.attackTimer > 0 && pd->entity.p.dir == 1) {
renderc(xo, yo - 4, 16, 160, 16, 8, 0); renderc(xo, yo - 4, 16, 160, 16, 8, 0);
renderItemIcon(player.p.activeItem->id, player.p.activeItem->countLevel, renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo + 4, yo - 4);
xo + 4, yo - 4);
} }
u8 walk = (player.p.walkDist >> 4) & 1;
bool swimming = isSwimming(); //find basic indices
switch (player.p.dir) { int aIndexBig = 0;
case 0: // down int aIndexSmall = 0;
if (swimming) switch(pd->entity.p.dir) {
renderc(xo, yo + 4, 48, case 0: //down
160 + (((player.p.swimTimer >> 4) & 1) << 3), 16, 8, 0); aIndexBig = 0;
else aIndexSmall = 0;
renderc(xo, yo + 8, 0, 120 + (player.p.isCarrying ? 16 : 0), 16, 8,
walk == 0 ? 0 : 1);
renderc(xo, yo, 0, 112 + (player.p.isCarrying ? 16 : 0), 16, 8,
walk == 0 ? 0 : 1);
break; break;
case 1: // up case 1: //up
if (swimming) aIndexBig = 2;
renderc(xo, yo + 4, 48, aIndexSmall = 1;
160 + (((player.p.swimTimer >> 4) & 1) << 3), 16, 8, 0);
else
renderc(xo, yo + 8, 16, 120 + (player.p.isCarrying ? 16 : 0), 16, 8,
walk == 0 ? 0 : 1);
renderc(xo, yo, 16, 112 + (player.p.isCarrying ? 16 : 0), 16, 8,
walk == 0 ? 0 : 1);
break; break;
case 2: // left case 2: //left
if (swimming) aIndexBig = 7;
renderc(xo, yo + 4, 48, aIndexSmall = 3;
160 + (((player.p.swimTimer >> 4) & 1) << 3), 16, 8, 0);
else
renderc(xo, yo + 8, 32 + (walk << 4),
120 + (player.p.isCarrying ? 16 : 0), 16, 8, 1);
renderc(xo, yo, 32 + (walk << 4), 112 + (player.p.isCarrying ? 16 : 0),
16, 8, 1);
break; break;
case 3: // right case 3: //right
if (swimming) aIndexBig = 4;
renderc(xo, yo + 4, 48, aIndexSmall = 2;
160 + (((player.p.swimTimer >> 4) & 1) << 3), 16, 8, 0);
else
renderc(xo, yo + 8, 32 + (walk << 4),
120 + (player.p.isCarrying ? 16 : 0), 16, 8, 0);
renderc(xo, yo, 32 + (walk << 4), 112 + (player.p.isCarrying ? 16 : 0),
16, 8, 0);
break; break;
} }
if (player.p.isCarrying) { //find index offset based on walk state
renderFurniture(player.p.activeItem->id, xo, yo - 12); u8 walkingOffset = (pd->entity.p.walkDist >> 4) % 2;
if(pd->entity.p.dir==2 || pd->entity.p.dir==3) {
walkingOffset = (pd->entity.p.walkDist >> 4) % 4;
if(walkingOffset==2) walkingOffset = 0;
if(walkingOffset==3) walkingOffset = 2;
} }
if (player.p.attackTimer > 0) { bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
switch (player.p.dir) {
//render water anim when swimming
if (swimming) {
renderc(xo, yo + 5, 48, 160 + (((pd->entity.p.swimTimer >> 4) & 1) << 3), 16, 8, 0);
}
//render the different parts
//legs
if(!swimming) {
renderp(xo, yo, (0+aIndexBig+walkingOffset)*16, pd->sprite.legs*16);
}
//body
renderp(xo, yo, (10+aIndexBig+walkingOffset)*16, pd->sprite.body*16);
//arms (normal)
if(!(pd->entity.p.isCarrying)) {
renderp(xo, yo, (20+aIndexBig+walkingOffset)*16, pd->sprite.arms*16);
}
//head
renderp(xo, yo, (30+aIndexSmall)*16, pd->sprite.head*16);
//eyes
renderp(xo, yo, (34+aIndexSmall)*16, pd->sprite.eyes*16);
//arms (carrying)
if(pd->entity.p.isCarrying) {
renderp(xo, yo, (38+aIndexSmall)*16, pd->sprite.arms*16);
}
//furniture
if (pd->entity.p.isCarrying) {
renderFurniture(pd->activeItem->id, xo, yo - 12);
}
//attack animation (other directios)
if (pd->entity.p.attackTimer > 0) {
switch (pd->entity.p.dir) {
case 0: case 0:
renderc(xo - player.p.ax, yo - player.p.ay + 12, 16, 168, 16, 8, 0); renderc(xo - pd->entity.p.ax, yo - pd->entity.p.ay + 12, 16, 168, 16, 8, 0);
renderItemIcon(player.p.activeItem->id, renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo + 4, yo + 12);
player.p.activeItem->countLevel, xo + 4, yo + 12);
break; break;
case 2: case 2:
renderc(xo - player.p.ax - 4, yo - player.p.ay, 32, 160, 8, 16, 0); renderc(xo - pd->entity.p.ax - 4, yo - pd->entity.p.ay, 32, 160, 8, 16, 0);
renderItemIcon(player.p.activeItem->id, renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo - 4, yo + 4);
player.p.activeItem->countLevel, xo - 4, yo + 4);
break; break;
case 3: case 3:
renderc(xo - player.p.ax + 12, yo - player.p.ay, 40, 160, 8, 16, 0); renderc(xo - pd->entity.p.ax + 12, yo - pd->entity.p.ay, 40, 160, 8, 16, 0);
renderItemIcon(player.p.activeItem->id, renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo + 12, yo + 4);
player.p.activeItem->countLevel, xo + 12, yo + 4);
break; break;
} }
} }
} }
void renderMenuBackground(int xScroll, int yScroll) { void renderWeather(u8 level, int xScroll, int yScroll) {
sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //You might think "real" black would be better, but it actually looks better that way if(level==1) {
renderLightsToStencil(false, false, true); if(worldData.season==3) {
renderBackground(xScroll, yScroll); int xp = -128 + ((syncTickCount>>2) - xScroll*2)%128;
resetStencilStuff(); int yp = -128 + ((syncTickCount>>1) - yScroll*2)%128;
int xp2 = 0 - ((syncTickCount>>2) + xScroll*2)%128;
renderDayNight(); int yp2 = -128 + ((syncTickCount>>1)+64 - yScroll*2)%128;
}
void renderWeather(int xScroll, int yScroll) {
if(currentLevel==1) {
if(season==3) {
int xp = -128 + ((tickCount>>2) - xScroll*2)%128;
int yp = -128 + ((tickCount>>1) - yScroll*2)%128;
int xp2 = 0 - ((tickCount>>2) + xScroll*2)%128;
int yp2 = -128 + ((tickCount>>1)+64 - yScroll*2)%128;
int xt; int xt;
int yt; int yt;
for(xt=0; xt<4; ++xt) { for(xt=0; xt<4; ++xt) {
@ -930,11 +955,11 @@ void renderWeather(int xScroll, int yScroll) {
} }
} }
if(rain) { if(worldData.rain) {
int xp = -((xScroll*2)%128); int xp = -((xScroll*2)%128);
int yp = -128 + ((tickCount<<2) - yScroll*2)%128; int yp = -128 + ((syncTickCount<<2) - yScroll*2)%128;
int xp2 = -((xScroll*2+8)%128); int xp2 = -((xScroll*2+8)%128);
int yp2 = -128 + ((tickCount<<1)+64 - yScroll*2)%128; int yp2 = -128 + ((syncTickCount<<1)+64 - yScroll*2)%128;
int xt; int xt;
int yt; int yt;
for(xt=0; xt<4; ++xt) { for(xt=0; xt<4; ++xt) {
@ -947,46 +972,46 @@ void renderWeather(int xScroll, int yScroll) {
} }
} }
void renderDayNight() { void renderDayNight(PlayerData *pd) {
if(currentLevel==1 && (daytime<6000 || daytime>18000)) { if(pd->entity.level==1 && (worldData.daytime<6000 || worldData.daytime>18000)) {
int color1 = 0x000C0C0C; int color1 = 0x000C0C0C;
int color2 = 0x00100C0C; int color2 = 0x00100C0C;
int alpha1 = 0x88; int alpha1 = 0x88;
int alpha2 = 0xDD; int alpha2 = 0xDD;
if(daytime>5000 && daytime<6000) { if(worldData.daytime>5000 && worldData.daytime<6000) {
alpha1 = (alpha1 * (1000-(daytime-5000)))/1000; alpha2 = (alpha2 * (1000-(worldData.daytime-5000)))/1000;
alpha2 = (alpha2 * (1000-(daytime-5000)))/1000; alpha1 = (alpha1 * (1000-(worldData.daytime-5000)))/1000;
} else if(daytime>18000 && daytime<19000) { } else if(worldData.daytime>18000 && worldData.daytime<19000) {
alpha1 = (alpha1 * (daytime-18000))/1000; alpha1 = (alpha1 * (worldData.daytime-18000))/1000;
alpha2 = (alpha2 * (daytime-18000))/1000; alpha2 = (alpha2 * (worldData.daytime-18000))/1000;
} }
color1 = color1 | (alpha1 << 24); color1 = color1 | (alpha1 << 24);
color2 = color2 | (alpha2 << 24); color2 = color2 | (alpha2 << 24);
sf2d_draw_rectangle(0, 0, 400, 240, color1); //You might think "real" black would be better, but it actually looks better that way sf2d_draw_rectangle(0, 0, 400, 240, color1); //You might think "real" black would be better, but it actually looks better that way
renderLightsToStencil(true, true, false); renderLightsToStencil(pd, true, true, false);
sf2d_draw_rectangle(0, 0, 400, 240, color2); //You might think "real" black would be better, but it actually looks better that way sf2d_draw_rectangle(0, 0, 400, 240, color2); //You might think "real" black would be better, but it actually looks better that way
resetStencilStuff(); resetStencilStuff();
} }
} }
void renderBackground(int xScroll, int yScroll) { void renderBackground(s8 level, int xScroll, int yScroll) {
if(currentLevel == 0) { if(level == 0) {
sf2d_draw_texture_part_scale(minimap[1], (-xScroll / 3) - 256, (-yScroll / 3) - 32, 0, 0, 128, 128, 12.5, 7.5); sf2d_draw_texture_part_scale(minimap[1], (-xScroll / 3) - 256, (-yScroll / 3) - 32, 0, 0, 128, 128, 12.5, 7.5);
sf2d_draw_rectangle(0, 0, 400, 240, 0xAFDFDFDF); sf2d_draw_rectangle(0, 0, 400, 240, 0xAFDFDFDF);
} else if(currentLevel == 5) { } else if(level == 5) {
sf2d_draw_rectangle(0, 0, 400, 240, dungeonColor[1]); sf2d_draw_rectangle(0, 0, 400, 240, dungeonColor[1]);
} else { } else {
sf2d_draw_rectangle(0, 0, 400, 240, dirtColor[currentLevel]); // dirt color sf2d_draw_rectangle(0, 0, 400, 240, dirtColor[level]); // dirt color
} }
int xo = xScroll >> 4; int xo = xScroll >> 4;
int yo = yScroll >> 4; int yo = yScroll >> 4;
int x, y; int x, y;
for (x = xo; x <= 13 + xo; ++x) { for (x = xo; x <= 13 + xo; ++x) {
for (y = yo; y <= 8 + yo; ++y) for (y = yo; y <= 8 + yo; ++y)
renderTile(getTile(x, y), getData(x, y), x << 4, y << 4); renderTile(getTile(level, x, y), getData(level, x, y), level, x << 4, y << 4);
} }
} }
@ -1166,10 +1191,10 @@ void renderEntity(Entity* e, int x, int y) {
case ENTITY_AIRWIZARD: case ENTITY_AIRWIZARD:
e->wizard.spriteAdjust = 0; e->wizard.spriteAdjust = 0;
if (e->wizard.health < 200) { if (e->wizard.health < 200) {
if (tickCount / 4 % 3 < 2) if (syncTickCount / 4 % 3 < 2)
e->wizard.spriteAdjust = 16; e->wizard.spriteAdjust = 16;
} else if (e->wizard.health < 1000) { } else if (e->wizard.health < 1000) {
if (tickCount / 5 % 4 < 2) if (syncTickCount / 5 % 4 < 2)
e->wizard.spriteAdjust = 16; e->wizard.spriteAdjust = 16;
} }
switch (e->wizard.dir) { switch (e->wizard.dir) {
@ -1294,10 +1319,10 @@ void renderEntity(Entity* e, int x, int y) {
} }
} }
void renderEntities(int x, int y, EntityManager* em) { void renderEntities(u8 level, int x, int y, EntityManager* em) {
int i; int i;
for (i = 0; i < em->lastSlot[currentLevel]; ++i) { for (i = 0; i < em->lastSlot[level]; ++i) {
Entity e = em->entities[currentLevel][i]; Entity e = em->entities[level][i];
if (e.x > x - 200 && e.y > y - 125 && e.x < x + 200 && e.y < y + 125) if (e.x > x - 200 && e.y > y - 125 && e.x < x + 200 && e.y < y + 125)
renderEntity(&e, e.x, e.y); renderEntity(&e, e.x, e.y);
} }
@ -1663,8 +1688,8 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
render(x, y, 64, 168, 0); render(x, y, 64, 168, 0);
break; break;
case TOOL_MAGIC_COMPASS: case TOOL_MAGIC_COMPASS:
xd = compassData[currentLevel][0] - (player.x>>4); xd = worldData.compassData[getLocalPlayer()->entity.level][0] - (getLocalPlayer()->entity.x>>4);
yd = compassData[currentLevel][1] - (player.y>>4); yd = worldData.compassData[getLocalPlayer()->entity.level][1] - (getLocalPlayer()->entity.y>>4);
if(abs(yd)>abs(xd)) { if(abs(yd)>abs(xd)) {
if(yd<0) render(x, y, 112, 168, 0); if(yd<0) render(x, y, 112, 168, 0);
else render(x, y, 120, 168, 0); else render(x, y, 120, 168, 0);

View file

@ -12,6 +12,7 @@ sf2d_texture *lanternLightBake;
sf2d_texture *glowwormLightBake; sf2d_texture *glowwormLightBake;
sf2d_texture *glowwormBigLightBake; sf2d_texture *glowwormBigLightBake;
int offsetX, offsetY; int offsetX, offsetY;
int playerScale;
void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits); void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits);
void renderb(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits, u32 color); void renderb(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits, u32 color);
@ -26,25 +27,24 @@ void render32(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits);
void renderTitle(int x, int y); void renderTitle(int x, int y);
void renderFrame(int x1, int y1, int x2, int y2, u32 bgColor); void renderFrame(int x1, int y1, int x2, int y2, u32 bgColor);
void renderTile(int i, int d, int x, int y); void renderTile(int i, int d, u8 level, int x, int y);
void renderConnectedTile4(int x, int y, u32 xTile, u32 yTile); void renderConnectedTile4(int x, int y, u32 xTile, u32 yTile);
void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile); void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile);
void renderBackground(int xScroll, int yScroll); void renderBackground(s8 level, int xScroll, int yScroll);
void renderMenuBackground(int xScroll, int yScroll); //Renders the darkness void renderWeather(u8 level, int xScroll, int yScroll);
void renderWeather(int xScroll, int yScroll); void renderDayNight(PlayerData *pd);
void renderDayNight();
void renderButtonIcon(u32 icon, int x, int y, float scale); void renderButtonIcon(u32 icon, int x, int y, float scale);
void bakeLights(); void bakeLights();
void freeLightBakes(); void freeLightBakes();
void renderLightsToStencil(bool force, bool invert, bool rplayer); void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer);
void resetStencilStuff(); void resetStencilStuff();
void bakeLight(sf2d_texture* texture, int x, int y, int r); void bakeLight(sf2d_texture* texture, int x, int y, int r);
void renderLight(int x, int y, sf2d_texture* texture); void renderLight(int x, int y, sf2d_texture* texture);
void renderGui(); void renderGui(PlayerData *pd);
void renderZoomedMap(); void renderZoomedMap(PlayerData *pd);
void renderPlayer(); void renderPlayer(PlayerData *pd);
void drawText(char * msg, u32 x, u32 y); void drawText(char * msg, u32 x, u32 y);
void drawSizedText(char * msg, u32 x, u32 y, float size); void drawSizedText(char * msg, u32 x, u32 y, float size);
@ -54,7 +54,7 @@ void drawSizedTextColor(char * msg, int x, int y, float size, u32 color);
void renderFurniture(int itemID, int x, int y); void renderFurniture(int itemID, int x, int y);
void renderEntity(Entity* e, int x, int y); void renderEntity(Entity* e, int x, int y);
void renderEntities(int x, int y, EntityManager* em); void renderEntities(u8 level, int x, int y, EntityManager* em);
void renderRecipes(RecipeManager * r, int xo, int yo, int x1, int y1, int selected); void renderRecipes(RecipeManager * r, int xo, int yo, int x1, int y1, int selected);
void renderItemList(Inventory * inv, int xo, int yo, int x1, int y1, int selected); void renderItemList(Inventory * inv, int xo, int yo, int x1, int y1, int selected);

View file

@ -1,5 +1,7 @@
#include "SaveLoad.h" #include "SaveLoad.h"
#include "ZipHelper.h"
bool entityIsImportant(Entity * e){ bool entityIsImportant(Entity * e){
switch(e->type){ switch(e->type){
case ENTITY_AIRWIZARD: case ENTITY_AIRWIZARD:
@ -30,39 +32,118 @@ s16 calculateImportantEntites(EntityManager * eManager, int level){
return count; return count;
} }
void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData){ //helper methods
FILE * file = fopen(filename, "wb"); char **files;
int i,j; int fileCount;
// Player Data void saveTrackFileReset() {
fwrite(&player->p.score, sizeof(int), 1, file); if(files!=NULL) {
fwrite(&player->p.hasWonSaved, sizeof(bool), 1, file); for(int i=0; i<fileCount; i++) {
fwrite(&player->p.health, sizeof(s16), 1, file); free(files[i]);
fwrite(&player->x, sizeof(s16), 1, file); }
fwrite(&player->y, sizeof(s16), 1, file); free(files);
fwrite(&currentLevel, sizeof(s8), 1, file); }
files = NULL;
fileCount = 0;
}
int saveTrackFile(char *filename) {
//test if entry allready present
for(int i=0; i<fileCount; i++) {
if(strcmp(filename, files[i])==0) {
return 0;
}
}
//add new entry
fileCount++;
char **newFiles = realloc(files, fileCount*sizeof(char*));
if(!newFiles) {
for(int i=0; i<fileCount-1; i++) {
free(files[i]);
}
free(files);
files = NULL;
return 1;
}
files = newFiles;
files[fileCount-1] = malloc(strlen(filename)+1);
strcpy(files[fileCount-1], filename);
return 0;
}
void saveDeleteTrackedFiles() {
for(int i=0; i<fileCount; i++) {
remove(files[i]);
}
}
bool saveFileCopy(char *target, char*source) {
char buffer[SAVE_COPYBUFFER_SIZE];
FILE *in = fopen(source, "rb");
if(in==NULL) {
return false;
}
FILE *out = fopen(target, "wb");
if(out==NULL) {
fclose(out);
return false;
}
size_t size;
do {
size = fread(buffer, 1, SAVE_COPYBUFFER_SIZE, in);
if(size>0) {
fwrite(buffer, 1, size, out);
}
} while(size>0);
fclose(in);
fclose(out);
return true;
}
//internal save methods
void saveInventory(Inventory *inv, EntityManager *eManager, FILE *file) {
fwrite(&inv->lastSlot, sizeof(s16), 1, file); // write amount of items in inventory;
for(int j = 0; j < inv->lastSlot; ++j) {
fwrite(&(inv->items[j].id), sizeof(s16), 1, file); // write ID of item
fwrite(&(inv->items[j].countLevel), sizeof(s16), 1, file); // write count/level of item
fwrite(&(inv->items[j].onlyOne), sizeof(bool), 1, file);
if(inv->items[j].id == ITEM_CHEST){
int invIndex = inv->items[j].chestPtr - eManager->invs;
fwrite(&invIndex, sizeof(int), 1, file);
}
}
}
void saveWorldInternal(char *filename, EntityManager *eManager, WorldData *worldData) {
FILE * file = fopen(filename, "wb"); //TODO: should be checked
int i, j;
//write savefile version
int version = SAVE_VERSION;
fwrite(&version, sizeof(int), 1, file);
// Inventory Data // Inventory Data
fwrite(&eManager->nextInv, sizeof(s16), 1, file); // write amount of inventories. fwrite(&eManager->nextInv, sizeof(s16), 1, file); // write amount of inventories.
for(i = 0; i < eManager->nextInv; ++i) { for(i = 0; i < eManager->nextInv; ++i) {
fwrite(&eManager->invs[i].lastSlot, sizeof(s16), 1, file); // write amount of items in inventory; saveInventory(&(eManager->invs[i]), eManager, file);
for(j = 0; j < eManager->invs[i].lastSlot; ++j) {
fwrite(&eManager->invs[i].items[j].id, sizeof(s16), 1, file); // write ID of item
fwrite(&eManager->invs[i].items[j].countLevel, sizeof(s16), 1, file); // write count/level of item
fwrite(&eManager->invs[i].items[j].onlyOne, sizeof(bool), 1, file);
if(eManager->invs[i].items[j].id == ITEM_CHEST){
int invIndex = eManager->invs[i].items[j].chestPtr - eManager->invs;
fwrite(&invIndex, sizeof(int), 1, file);
}
}
} }
// Entity Data // Entity Data
for(i = 0; i < 5; ++i){ for(i = 0; i < 5; ++i) { //for every level (except dungeon of course)
int amount = calculateImportantEntites(eManager,i); int amount = calculateImportantEntites(eManager,i);
fwrite(&amount, sizeof(s16), 1, file); // read amount of entities in level. fwrite(&amount, sizeof(s16), 1, file); // read amount of entities in level.
for(j = 0; j < eManager->lastSlot[i]; ++j){ for(j = 0; j < eManager->lastSlot[i]; ++j){
if(!entityIsImportant(&eManager->entities[i][j])) continue; if(!entityIsImportant(&eManager->entities[i][j])) continue;
fwrite(&eManager->entities[i][j].type, sizeof(s16), 1, file); // write entity's type ID fwrite(&eManager->entities[i][j].type, sizeof(s16), 1, file); // write entity's type ID
fwrite(&eManager->entities[i][j].x, sizeof(s16), 1, file); // write entity's x coordinate fwrite(&eManager->entities[i][j].x, sizeof(s16), 1, file); // write entity's x coordinate
fwrite(&eManager->entities[i][j].y, sizeof(s16), 1, file); // write entity's y coordinate fwrite(&eManager->entities[i][j].y, sizeof(s16), 1, file); // write entity's y coordinate
@ -104,77 +185,107 @@ void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player
} }
} }
// Day/season Data
fwrite(&worldData->daytime, sizeof(u16), 1, file);
fwrite(&worldData->day, sizeof(int), 1, file);
fwrite(&worldData->season, sizeof(u8), 1, file);
fwrite(&worldData->rain, sizeof(bool), 1, file);
// Compass Data
fwrite(worldData->compassData, sizeof(u8), 6*3, file); //x,y of choosen stair and count per level
// Map Data // Map Data
//Don't write or load dungeon, so only first 5 levels not 6 //Don't write or load dungeon, so only first 5 levels not 6
fwrite(map, sizeof(u8), 128*128*5, file); // Map Tile IDs, 128*128*5 bytes = 80KB fwrite(worldData->map, sizeof(u8), 128*128*5, file); // Map Tile IDs, 128*128*5 bytes = 80KB
fwrite(mapData, sizeof(u8), 128*128*5, file); // Map Tile Data (Damage done to trees/rocks, age of wheat & saplings, etc). 80KB fwrite(worldData->data, sizeof(u8), 128*128*5, file); // Map Tile Data (Damage done to trees/rocks, age of wheat & saplings, etc). 80KB
fwrite(&daytime, sizeof(u16), 1, file); fclose(file);
}
fwrite(minimapData, sizeof(u8), 128*128, file); // Minimap, visibility data 16KB void savePlayerInternal(char *filename, PlayerData *player, EntityManager *eManager) {
FILE * file = fopen(filename, "wb"); //TODO: should be checked
//Quest Data int i;
fwrite(&questManager.size, sizeof(int), 1, file);
for(i = 0; i < questManager.size; ++i) { //write savefile version
fwrite(&(questManager.questlines[i].currentQuest), sizeof(int), 1, file); int version = SAVE_VERSION;
fwrite(&(questManager.questlines[i].currentQuestDone), sizeof(bool), 1, file); fwrite(&version, sizeof(int), 1, file);
// basic player info
fwrite(&player->score, sizeof(int), 1, file);
fwrite(&player->isSpawned, sizeof(bool), 1, file);
fwrite(&player->entity.p.hasWonSaved, sizeof(bool), 1, file);
fwrite(&player->entity.p.health, sizeof(s16), 1, file);
fwrite(&player->entity.x, sizeof(s16), 1, file);
fwrite(&player->entity.y, sizeof(s16), 1, file);
fwrite(&player->entity.level, sizeof(s8), 1, file);
saveInventory(&(player->inventory), eManager, file);
// Sprite info
fwrite(&(player->sprite.choosen), sizeof(bool), 1, file);
fwrite(&(player->sprite.legs), sizeof(u8), 1, file);
fwrite(&(player->sprite.body), sizeof(u8), 1, file);
fwrite(&(player->sprite.arms), sizeof(u8), 1, file);
fwrite(&(player->sprite.head), sizeof(u8), 1, file);
fwrite(&(player->sprite.eyes), sizeof(u8), 1, file);
// Minimap Data
fwrite(player->minimapData, sizeof(u8), 128*128, file); // Minimap, visibility data 16KB
// Quest Data
fwrite(&(player->questManager.size), sizeof(int), 1, file);
for(i = 0; i < player->questManager.size; ++i) {
fwrite(&(player->questManager.questlines[i].currentQuest), sizeof(int), 1, file);
fwrite(&(player->questManager.questlines[i].currentQuestDone), sizeof(bool), 1, file);
} }
//Compass Data
for(i=0; i<6; ++i) {
fwrite(&(compassData[i][0]), sizeof(u8), 1, file); //x of choosen stair
fwrite(&(compassData[i][1]), sizeof(u8), 1, file); //y of choosen stair
fwrite(&(compassData[i][2]), sizeof(u8), 1, file); //count
}
//Day/season Data
fwrite(&day, sizeof(int), 1, file);
fwrite(&season, sizeof(u8), 1, file);
fwrite(&rain, sizeof(bool), 1, file);
//Potion Data //Potion Data
fwrite(&UnderStrengthEffect, sizeof(bool), 1, file); fwrite(&UnderStrengthEffect, sizeof(bool), 1, file);
fwrite(&UnderSpeedEffect, sizeof(bool), 1, file); fwrite(&UnderSpeedEffect, sizeof(bool), 1, file);
fwrite(&regening, sizeof(bool), 1, file); fwrite(&regening, sizeof(bool), 1, file);
fwrite(&UnderSwimBreathEffect, sizeof(bool), 1, file); fwrite(&UnderSwimBreathEffect, sizeof(bool), 1, file);
fwrite(&player->p.strengthTimer, sizeof(int), 1, file); fwrite(&player->entity.p.strengthTimer, sizeof(int), 1, file);
fwrite(&player->p.speedTimer, sizeof(int), 1, file); fwrite(&player->entity.p.speedTimer, sizeof(int), 1, file);
fwrite(&player->p.swimBreathTimer, sizeof(int), 1, file); fwrite(&player->entity.p.swimBreathTimer, sizeof(int), 1, file);
fwrite(&player->p.regenTimer, sizeof(int), 1, file); fwrite(&player->entity.p.regenTimer, sizeof(int), 1, file);
fclose(file); fclose(file);
} }
int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData){ //internal load methods
FILE * file; void loadInventory(Inventory *inv, EntityManager *eManager, FILE *file) {
int i,j; fread(&(inv->lastSlot), sizeof(s16), 1, file); // read amount of items in inventory;
for(int j = 0; j < inv->lastSlot; ++j) {
if ((file = fopen(filename, "rb"))){ fread(&(inv->items[j].id), sizeof(s16), 1, file); // write ID of item
fread(&(inv->items[j].countLevel), sizeof(s16), 1, file); // write count/level of item
fread(&player->p.score, sizeof(int), 1, file); fread(&(inv->items[j].onlyOne), sizeof(bool), 1, file);
fread(&player->p.hasWonSaved, sizeof(bool), 1, file); inv->items[j].invPtr = (int*)inv; // setup Inventory pointer
fread(&player->p.health, sizeof(s16), 1, file); inv->items[j].slotNum = j; // setup slot number
fread(&player->x, sizeof(s16), 1, file); if(inv->items[j].id == ITEM_CHEST){ // for chest item specifically.
fread(&player->y, sizeof(s16), 1, file);
fread(&currentLevel, sizeof(s8), 1, file);
fread(&eManager->nextInv, sizeof(s16), 1, file);
for(i = 0; i < eManager->nextInv; ++i) {
fread(&eManager->invs[i].lastSlot, sizeof(s16), 1, file); // read amount of items in inventory;
for(j = 0; j < eManager->invs[i].lastSlot; ++j) {
fread(&eManager->invs[i].items[j].id, sizeof(s16), 1, file); // write ID of item
fread(&eManager->invs[i].items[j].countLevel, sizeof(s16), 1, file); // write count/level of item
fread(&eManager->invs[i].items[j].onlyOne, sizeof(bool), 1, file);
eManager->invs[i].items[j].invPtr = (int*)&eManager->invs[i]; // setup Inventory pointer
eManager->invs[i].items[j].slotNum = j; // setup slot number
if(eManager->invs[i].items[j].id == ITEM_CHEST){ // for chest item specifically.
int invIndex; int invIndex;
fread(&invIndex, sizeof(int), 1, file); fread(&invIndex, sizeof(int), 1, file);
eManager->invs[i].items[j].chestPtr = (Inventory*)&eManager->invs[invIndex]; // setup chest inventory pointer. inv->items[j].chestPtr = (Inventory*)&eManager->invs[invIndex]; // setup chest inventory pointer.
} }
} }
}
void loadWorldInternal(char *filename, EntityManager *eManager, WorldData *worldData) {
FILE * file = fopen(filename, "rb"); //TODO: should be checked
int i, j;
//read savefile version
int version;
fread(&version, sizeof(int), 1, file);
// Inventory Data
fread(&eManager->nextInv, sizeof(s16), 1, file);
for(i = 0; i < eManager->nextInv; ++i) {
loadInventory(&(eManager->invs[i]), eManager, file);
} }
// Entity Data
for(i = 0; i < 5; ++i){ for(i = 0; i < 5; ++i){
fread(&eManager->lastSlot[i], sizeof(s16), 1, file); // read amount of entities in level. fread(&eManager->lastSlot[i], sizeof(s16), 1, file); // read amount of entities in level.
for(j = 0; j < eManager->lastSlot[i]; ++j){ for(j = 0; j < eManager->lastSlot[i]; ++j){
@ -370,61 +481,183 @@ int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * m
} }
} }
} }
// Day/season Data
fread(&worldData->daytime, sizeof(u16), 1, file);
fread(&worldData->day, sizeof(int), 1, file);
fread(&worldData->season, sizeof(u8), 1, file);
fread(&worldData->rain, sizeof(bool), 1, file);
// Compass Data
fread(worldData->compassData, sizeof(u8), 6*3, file); //x,y of choosen stair and count per level
// Map Data
//Don't write or load dungeon, so only first 5 levels not 6 //Don't write or load dungeon, so only first 5 levels not 6
fread(map, sizeof(u8), 128*128*5, file); fread(worldData->map, sizeof(u8), 128*128*5, file); // Map Tile IDs, 128*128*5 bytes = 80KB
fread(mapData, sizeof(u8), 128*128*5, file); fread(worldData->data, sizeof(u8), 128*128*5, file); // Map Tile Data (Damage done to trees/rocks, age of wheat & saplings, etc). 80KB
//set to startvalue incase file is old and doesn't contain saved time fclose(file);
daytime = 6001; }
fread(&daytime, sizeof(u16), 1, file);
fread(minimapData, sizeof(u8), 128*128, file); void loadPlayerInternal(char *filename, PlayerData *player, EntityManager *eManager) {
FILE * file = fopen(filename, "rb"); //TODO: should be checked
//Quest Data int i;
int qsize = 0;
fread(&qsize, sizeof(int), 1, file); //read savefile version
for(i = 0; i < qsize; ++i) { int version;
fread(&(questManager.questlines[i].currentQuest), sizeof(int), 1, file); fread(&version, sizeof(int), 1, file);
fread(&(questManager.questlines[i].currentQuestDone), sizeof(bool), 1, file);
} // basic player info
//fill missing questlines with "no progress done" fread(&player->score, sizeof(int), 1, file);
for(i = qsize; i < questManager.size; ++i) { fread(&player->isSpawned, sizeof(bool), 1, file);
questManager.questlines[i].currentQuest = 0; fread(&player->entity.p.hasWonSaved, sizeof(bool), 1, file);
questManager.questlines[i].currentQuestDone = false; fread(&player->entity.p.health, sizeof(s16), 1, file);
fread(&player->entity.x, sizeof(s16), 1, file);
fread(&player->entity.y, sizeof(s16), 1, file);
fread(&player->entity.level, sizeof(s8), 1, file);
loadInventory(&(player->inventory), eManager, file);
// Sprite info
fread(&(player->sprite.choosen), sizeof(bool), 1, file);
fread(&(player->sprite.legs), sizeof(u8), 1, file);
fread(&(player->sprite.body), sizeof(u8), 1, file);
fread(&(player->sprite.arms), sizeof(u8), 1, file);
fread(&(player->sprite.head), sizeof(u8), 1, file);
fread(&(player->sprite.eyes), sizeof(u8), 1, file);
// Minimap Data
fread(player->minimapData, sizeof(u8), 128*128, file); // Minimap, visibility data 16KB
// Quest Data
fread(&(player->questManager.size), sizeof(int), 1, file);
for(i = 0; i < player->questManager.size; ++i) {
fread(&(player->questManager.questlines[i].currentQuest), sizeof(int), 1, file);
fread(&(player->questManager.questlines[i].currentQuestDone), sizeof(bool), 1, file);
} }
//Compass Data
//reset incase it is missing in the save
for(i=0; i<6; ++i) {
compassData[i][0] = 0; //x of choosen stair
compassData[i][1] = 0; //y of choosen stair
compassData[i][2] = 0; //count
}
for(i=0; i<6; ++i) {
fread(&(compassData[i][0]), sizeof(u8), 1, file); //x of choosen stair
fread(&(compassData[i][1]), sizeof(u8), 1, file); //y of choosen stair
fread(&(compassData[i][2]), sizeof(u8), 1, file); //count
}
//Day/season Data
day = 0;
season = 0;
rain = false;
fread(&day, sizeof(int), 1, file);
fread(&season, sizeof(u8), 1, file);
fread(&rain, sizeof(bool), 1, file);
//Potion Data //Potion Data
fread(&UnderStrengthEffect, sizeof(bool), 1, file); fread(&UnderStrengthEffect, sizeof(bool), 1, file);
fread(&UnderSpeedEffect, sizeof(bool), 1, file); fread(&UnderSpeedEffect, sizeof(bool), 1, file);
fread(&regening, sizeof(bool), 1, file); fread(&regening, sizeof(bool), 1, file);
fread(&UnderSwimBreathEffect, sizeof(bool), 1, file); fread(&UnderSwimBreathEffect, sizeof(bool), 1, file);
fread(&player->p.strengthTimer, sizeof(int), 1, file); fread(&player->entity.p.strengthTimer, sizeof(int), 1, file);
fread(&player->p.speedTimer, sizeof(int), 1, file); fread(&player->entity.p.speedTimer, sizeof(int), 1, file);
fread(&player->p.swimBreathTimer, sizeof(int), 1, file); fread(&player->entity.p.swimBreathTimer, sizeof(int), 1, file);
fread(&player->p.regenTimer, sizeof(int), 1, file); fread(&player->entity.p.regenTimer, sizeof(int), 1, file);
fclose(file); fclose(file);
return 0; }
}
return 1;
bool saveWorld(char *filename, EntityManager *eManager, WorldData *worldData, PlayerData *players, int playerCount) {
//check if old save file exists
bool exists = false;
FILE *testFile = fopen(filename, "rb");
if(testFile) {
fclose(testFile);
exists = true;
}
saveTrackFileReset();
if(exists) {
//create backup copy
char *filenameBackup = malloc(sizeof(filename)+4+1);
if(filenameBackup==NULL) {
return false;
}
strcpy(filenameBackup, filename);
strcat(filenameBackup, ".bak");
if(!saveFileCopy(filenameBackup, filename)) {
return false;
}
//extract files and keep track of references
if(unzipAndLoad(filename, &saveTrackFile, SAVE_COMMENT, ZIPHELPER_KEEP_FILES)!=0) {
saveDeleteTrackedFiles();
return false;
}
remove(filename);
}
//save world data
saveWorldInternal("main.wld", eManager, worldData);
saveTrackFile("main.wld");
//save player data of active players
for(int i=0; i<playerCount; i++) {
char playerFilename[50];
playerFilename[0] = '\0';
sprintf(playerFilename, "%lu.plr", players[i].id);
savePlayerInternal(playerFilename, players+i, eManager);
saveTrackFile(playerFilename);
}
//zip all tracked files
if(zipFiles(filename, files, fileCount, ZIPHELPER_REPLACE, SAVE_COMMENT)!=0) {
remove(filename);
}
saveDeleteTrackedFiles();
return true;
}
bool loadHadWorld;
EntityManager *loadEManager;
WorldData *loadWorldData;
PlayerData *loadPlayers;
int loadPlayerCount;
int loadFile(char *filename) {
//load world
if(strcmp(filename, "main.wld")==0) {
loadWorldInternal(filename, loadEManager, loadWorldData);
loadHadWorld = true;
}
//load player data of active players
for(int i=0; i<playerCount; i++) {
char playerFilename[50];
playerFilename[0] = '\0';
sprintf(playerFilename, "%lu.plr", players[i].id);
if(strcmp(filename, playerFilename)==0) {
loadPlayerInternal(filename, loadPlayers+i, loadEManager);
}
}
return 0;
}
bool loadWorld(char *filename, EntityManager *eManager, WorldData *worldData, PlayerData *players, int playerCount) {
//check if save file exists
bool exists = false;
FILE *testFile = fopen(filename, "rb");
if(testFile) {
fclose(testFile);
exists = true;
}
if(!exists) return false;
loadHadWorld = false;
loadEManager = eManager;
loadWorldData = worldData;
loadPlayers = players;
loadPlayerCount = playerCount;
//extract files
if(unzipAndLoad(filename, &loadFile, SAVE_COMMENT, ZIPHELPER_CLEANUP_FILES)!=0) {
return false;
}
if(!loadHadWorld) {
return false;
}
return true;
} }

View file

@ -2,7 +2,16 @@
#include <stdio.h> #include <stdio.h>
#include <string.h> #include <string.h>
#include "Entity.h" #include "Entity.h"
#include "Player.h"
#include "Globals.h" #include "Globals.h"
void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData); #define SAVE_VERSION 1
int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData);
#define SAVE_COMMENT "Minicraft3DSSave"
#define SAVE_COPYBUFFER_SIZE 4096
//void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData, WorldData *worldData);
//int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData, WorldData *worldData);
bool saveWorld(char *filename, EntityManager *eManager, WorldData *worldData, PlayerData *players, int playerCount);
bool loadWorld(char *filename, EntityManager *eManager, WorldData *worldData, PlayerData *players, int playerCount);

View file

@ -13,7 +13,10 @@ typedef struct {
void loadSound(Sound * snd, char * filename); void loadSound(Sound * snd, char * filename);
void playSound(Sound snd); void playSound(Sound snd);
void playMusic(Sound snd); void playSoundPositioned(Sound snd, s8 level, int x, int y);
void setListenerPosition(s8 level, int x, int y);
void playMusic(Sound *snd);
void updateMusic(int lvl, int time); void updateMusic(int lvl, int time);
void stopMusic(); void stopMusic();

250
source/Synchronizer.c Normal file
View file

@ -0,0 +1,250 @@
#include "Synchronizer.h"
#include "Globals.h"
#include "Player.h"
#include "Input.h"
#include "Network.h"
#include "PacketHandler.h"
#include "Ingame.h"
u32 synchronizerLocalTurn;
unsigned int synchronizerNextSeed;
bool synchronizerRunning;
int synchronizerCurrentTicks;
bool synchronizerTurnReady();
void synchronizerNextTurn();
void synchronizerSendLocalInputs();
int synchronizerGetTurnIndex(u32 turn);
void synchronizerInit(int seed, int initPlayerCount, int initPlayerLocalID) {
synchronizerLocalTurn = 0;
synchronizerNextSeed = seed;
playerCount = initPlayerCount;
playerLocalID = initPlayerLocalID;
syncTickCount = 0;
//reset player turn states (e.g. is turn data recieved), first turn needs to happen with no inputs
for(int i=0; i<playerCount; i++) {
resetKeys(&(players[i].inputs));
for(int j=0; j<MAX_INPUT_BUFFER; j++) {
resetKeys(&(players[i].nextInputs[j]));
}
players[i].nextTurnReady[0] = true;
players[i].idSet = false;
players[i].ready = false;
}
players[playerLocalID].id = localUID;
players[playerLocalID].idSet = true;
players[playerLocalID].ready = true;
//switch menu
currentMenu = MENU_LOADING;
synchronizerRunning = false;
}
void synchronizerSendUID() {
sendIDPacket(playerLocalID, localUID);
}
void synchronizerSetPlayerUID(int playerID, u32 uid) {
players[playerID].id = uid;
players[playerID].idSet = true;
}
void synchronizerSendIfReady() {
//we are ready when we recieved all uids
for(int i=0; i<playerCount; i++) {
if(!players[i].idSet) {
return;
}
}
//ready -> send to server
sendStartReadyPacket(playerLocalID);
}
void synchronizerSetPlayerReady(int playerID) {
players[playerID].ready = true;
}
bool synchronizerAllReady() {
for(int i=0; i<playerCount; i++) {
if(!players[i].ready) {
return false;
}
}
return true;
}
void synchronizerStart() {
//check if save file is present
bool doLoad = false;
char *loadName = NULL;
//host and single player need to load the actual file
if(playerLocalID==0) {
FILE *file = fopen(currentFileName, "rb");
if(file!=NULL) {
fclose(file);
doLoad = true;
loadName = currentFileName;
}
//all others the transfered one
} else {
FILE *file = fopen("tmpTransfer.bin", "rb");
if(file!=NULL) {
fclose(file);
doLoad = true;
loadName = "tmpTransfer.bin";
}
}
// reset random generators
srand(synchronizerNextSeed);
gaussrand(true);
//start the game
startGame(doLoad, loadName);
//remove transfered save file from clients
if(playerLocalID!=0) {
FILE *file = fopen("tmpTransfer.bin", "rb");
if(file!=NULL) {
fclose(file);
remove("tmpTransfer.bin");
}
}
//clear menu
currentMenu = MENU_NONE;
synchronizerRunning = true;
synchronizerCurrentTicks = SYNCHRONIZER_TICKS_PER_TURN;
}
void synchronizerTick(void (*gtick)(void)) {
if(synchronizerRunning && synchronizerTurnReady()) {
synchronizerNextTurn();
// reset random generators
srand(synchronizerNextSeed);
gaussrand(true);
syncTickCount++;
//call game tick
(*gtick)();
synchronizerNextSeed = rand();
}
}
//Test if all players (including single player) input is recieved
bool synchronizerTurnReady() {
if(synchronizerCurrentTicks<SYNCHRONIZER_TICKS_PER_TURN) return true;
for(int i=0; i<playerCount; i++) {
if(!players[i].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)]) {
return false;
}
}
return true;
}
void synchronizerNextTurn() {
if(synchronizerCurrentTicks<SYNCHRONIZER_TICKS_PER_TURN) {
synchronizerCurrentTicks++;
//clicked events are only fired for the first tick per turn
for(int i=0; i<playerCount; i++) {
resetClicked(&(players[i].inputs));
}
} else {
//move nextInput of every player to currentInput
for(int i=0; i<playerCount; i++) {
players[i].inputs = players[i].nextInputs[synchronizerGetTurnIndex(synchronizerLocalTurn)];
players[i].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)] = false;
}
//Increase turn number
synchronizerLocalTurn++;
synchronizerCurrentTicks = 1;
//send local input
synchronizerSendLocalInputs();
}
}
void synchronizerSendLocalInputs() {
//scan local inputs
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
//store local input in nextInput
players[playerLocalID].nextInputs[synchronizerGetTurnIndex(synchronizerLocalTurn)] = localInputs;
players[playerLocalID].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)] = true;
//send local input
if(playerCount>1) {
size_t size = writeInputPacket(networkWriteBuffer, &localInputs, playerLocalID, synchronizerLocalTurn);
networkSend(networkWriteBuffer, size);
}
}
void synchronizerOnInputPacket(u8 playerID, u32 turnNumber, void *data, size_t dataSize) {
if(turnNumber>=synchronizerLocalTurn && turnNumber<synchronizerLocalTurn+MAX_INPUT_BUFFER && playerID<playerCount) {
if(readInputPacketData(data, dataSize, &(players[playerID].nextInputs[synchronizerGetTurnIndex(turnNumber)]))) {
players[playerID].nextTurnReady[synchronizerGetTurnIndex(turnNumber)] = true;
}
}
}
int synchronizerGetTurnIndex(u32 turn) {
return turn%MAX_INPUT_BUFFER;
}
void synchronizerReset() {
synchronizerRunning = false;
synchronizerCurrentTicks = 0;
}
bool synchronizerIsRunning() {
return synchronizerRunning;
}
// helpers for random numbers
#define PI 3.141592654
double gaussrand(bool reset)
{
static double U, V;
static int phase = 0;
double Z;
if(reset) {
U = 0;
V = 0;
phase = 0;
return 0;
}
if(phase == 0) {
U = (rand() + 1.) / (RAND_MAX + 2.);
V = rand() / (RAND_MAX + 1.);
Z = sqrt(-2 * log(U)) * sin(2 * PI * V);
} else {
Z = sqrt(-2 * log(U)) * cos(2 * PI * V);
}
phase = 1 - phase;
return Z;
}

29
source/Synchronizer.h Normal file
View file

@ -0,0 +1,29 @@
#pragma once
#include <3ds.h>
//2-3 seem be optimal (at least for 2 players)
#define SYNCHRONIZER_TICKS_PER_TURN 2
void synchronizerInit(int seed, int initPlayerCount, int initPlayerLocalID);
void synchronizerSendUID();
void synchronizerSetPlayerUID(int playerID, u32 uid);
void synchronizerSendIfReady();
void synchronizerSetPlayerReady(int playerID);
bool synchronizerAllReady();
bool synchronizerIsRunning();
void synchronizerStart();
void synchronizerTick(void (*gtick)(void));
void synchronizerReset();
void synchronizerOnInputPacket(u8 playerID, u32 turnNumber, void *data, size_t dataSize);
// values used ingame
u32 syncTickCount;
// helpers for random numbers
double gaussrand(bool reset);

213
source/ZipHelper.c Normal file
View file

@ -0,0 +1,213 @@
#include "ZipHelper.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "minizip/zip.h"
#include "minizip/unzip.h"
#define dir_delimter '/'
#define MAX_FILENAME 256
#define READ_SIZE 9216
int unzipAndLoad(char *filename, int (*fileCallback)(char *filename), char *expectedComment, int keepFiles) {
// Open the zip file
unzFile *zipfile = unzOpen(filename);
if (zipfile == NULL) {
return 1; // Error: ZipFile could not be opened.
}
// Get info about the zip file
unz_global_info global_info;
if (unzGetGlobalInfo(zipfile, &global_info ) != UNZ_OK) {
unzClose(zipfile);
return 2; // Error: Could not read global info
}
if(expectedComment!=NULL) {
char *buffer = malloc(global_info.size_comment+1);
if(buffer==NULL) {
unzClose(zipfile);
return 3; // Error: Could not read global comment
}
if (unzGetGlobalComment(zipfile, buffer, global_info.size_comment+1) < 0) {
unzClose(zipfile);
return 3; // Error: Could not read global comment
}
if (strcmp(expectedComment, buffer)!=0) {
unzClose(zipfile);
return 4; // Error: Global comment did not have expected value
}
free(buffer);
}
// Buffer to hold data read from the zip file.
void *read_buffer = malloc(READ_SIZE);
if(read_buffer==NULL) {
// Error: Could not allocate read buffer
return 5;
}
// Loop to extract all files
uLong i;
for (i = 0; i < global_info.number_entry; ++i) {
// Get info about current file.
unz_file_info file_info;
char filename[MAX_FILENAME];
if (unzGetCurrentFileInfo(zipfile, &file_info, filename, MAX_FILENAME, NULL, 0, NULL, 0 ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 6; // Error: Could not read file info
}
// Check if this entry is NOT a directory or file.
const size_t filename_length = strlen(filename);
if (filename[ filename_length-1 ] != dir_delimter){
if (unzOpenCurrentFile( zipfile ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 7;
}
// Open a file to write out the data.
FILE * out = fopen(filename, "wb");
if (out == NULL) {
free(read_buffer);
unzCloseCurrentFile(zipfile);
unzClose(zipfile);
return 8;
}
int error = UNZ_OK;
do {
error = unzReadCurrentFile(zipfile, read_buffer, READ_SIZE);
if ( error < 0 ) {
//printf("error %d\n", error);
free(read_buffer);
unzCloseCurrentFile(zipfile);
unzClose(zipfile);
fclose(out);
remove(filename);
return 9;
}
// Write data to file.
if (error > 0) {
fwrite(read_buffer, error, 1, out); // You should check return of fwrite...
}
} while (error > 0);
fclose(out);
//run callback
if((*fileCallback)(filename) != 0) {
free(read_buffer);
unzClose(zipfile);
remove(filename);
return 10; // Error: Callback error
}
if(keepFiles==ZIPHELPER_CLEANUP_FILES) {
remove(filename);
}
}
unzCloseCurrentFile(zipfile);
// Go the the next entry listed in the zip file.
if (( i+1 ) < global_info.number_entry) {
if (unzGoToNextFile( zipfile ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 11;
}
}
}
free(read_buffer);
unzClose(zipfile);
return 0;
}
int zipFiles(char *filename, char **files, int fileCount, int mode, char *comment) {
// Set mode
int zipMode = mode==ZIPHELPER_ADD ? APPEND_STATUS_ADDINZIP : APPEND_STATUS_CREATE;
FILE *testFile = fopen(filename, "r");
if(testFile!=NULL) {
fclose(testFile);
} else {
zipMode = APPEND_STATUS_CREATE;
}
// Open the zip file
zipFile *zipfile = zipOpen(filename, zipMode);
if (zipfile == NULL) return 1; // Error: ZipFile could not be opened.
// Buffer to hold data read from the files.
void *read_buffer = malloc(READ_SIZE);
if(read_buffer==NULL) {
// Error: Could not allocate read buffer
return 2;
}
// Loop all files to add
for(int i = 0; i < fileCount; i++) {
// Open a zipfile to write out the data.
if (zipOpenNewFileInZip(zipfile, files[i], NULL, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_DEFAULT_COMPRESSION) != ZIP_OK) {
free(read_buffer);
zipClose(zipfile, "");
return 3;
}
// Open a file to read the data.
FILE *in = fopen(files[i], "rb");
if (in == NULL) {
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
return 4;
}
size_t size;
do
{
size = fread(read_buffer, 1, READ_SIZE, in);
if(size<READ_SIZE) {
if(!feof(in)) {
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
fclose(in);
return 5;
}
}
if(size>0) {
//write data to zip
if (zipWriteInFileInZip(zipfile, read_buffer, size) != ZIP_OK) {
//printf("error %d\n", error);
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
fclose(in);
return 6;
}
}
} while (size > 0);
fclose(in);
zipCloseFileInZip(zipfile);
}
free(read_buffer);
zipClose(zipfile, comment);
return 0;
}

10
source/ZipHelper.h Normal file
View file

@ -0,0 +1,10 @@
#pragma once
#define ZIPHELPER_REPLACE 0
#define ZIPHELPER_ADD 1
#define ZIPHELPER_KEEP_FILES 0
#define ZIPHELPER_CLEANUP_FILES 1
int unzipAndLoad(char *filename, int (*fileCallback)(char *filename), char *expectedComment, int keepFiles);
int zipFiles(char *filename, char **files, int fileCount, int mode, char *comment);

View file

@ -13,189 +13,74 @@
#include "Menu.h" #include "Menu.h"
#include "texturepack.h" #include "texturepack.h"
#include "Network.h" #include "Network.h"
#include "SaveLoad.h"
#include "Ingame.h"
#include "Player.h"
#include "Synchronizer.h"
#include "PacketHandler.h"
// TODO: Dungeon is way to difficult // TODO: Dungeon is way to difficult
// -> Skeleton arrows are slower, do a little less damage // -> Skeleton arrows are slower, do a little less damage
// -> Or instead of less damage, implement a simple armor system // -> Or instead of less damage, implement a simple armor system
//TODO: Multiplayer should use normal drawing code -> so remove this first test again //TODO: Something still causes desyncs very rarely
float tmxscr = 400;
float tmyscr = 400;
float tmenuxa = 0.25;
float tmenuya = 0.25;
void setupGame() {
synchronizerInit(rand(), 1, 0);
synchronizerSetPlayerUID(0, localUID);
synchronizerStart();
void initMiniMapData() {
int i;
for(i = 0; i < 128 * 128; ++i) {
minimapData[i] = 0;
}
}
void initMiniMap(bool loadUpWorld) {
int i;
for (i = 0; i < 5; ++i) {
initMinimapLevel(i, loadUpWorld);
}
}
void initNewMap() {
newSeed();
createAndValidateSkyMap(128, 128, 0, map[0], data[0]);
createAndValidateTopMap(128, 128, 1, map[1], data[1]);
createAndValidateUndergroundMap(128, 128, 1, 2, map[2], data[2]);
createAndValidateUndergroundMap(128, 128, 2, 3, map[3], data[3]);
createAndValidateUndergroundMap(128, 128, 3, 4, map[4], data[4]);
}
void setupGame(bool loadUpWorld, bool remote) {
currentLevel = 1;
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
initMiniMapData();
if(!remote) {
if (!loadUpWorld) {
initNewMap();
initPlayer();
resetQuests();
airWizardHealthDisplay = 2000;
int i;
for (i = 0; i < 5; ++i) {
trySpawn(500, i);
}
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
daytime = 6000;
day = 0;
season = 0;
rain = false;
} else {
initPlayer();
resetQuests();
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data);
}
updateMusic(currentLevel, daytime);
initMiniMap(loadUpWorld);
} else {
//reset level data so no old data can somehow remain
memset(map, 0, 128*128*5 * sizeof(u8));
memset(data, 0, 128*128*5 * sizeof(u8));
currentLevel = 1;
//TODO: Can Packets get dropped - if yes, should resending be handled by network functions (so I dont need to do it everywhere)
networkPacket packet = {
.requestMapData = {
.type = PACKET_REQUEST_MAPDATA,
.level = 1
}
};
networkSend(&packet, sizeof(packetRequestMapData));
}
shouldRenderMap = false;
mScrollX = 0;
mScrollY = 0;
zoomLevel = 2;
sprintf(mapText,"x%d",zoomLevel);
initGame = 0; initGame = 0;
} }
void setupBGMap(bool loadUpWorld) { void setupGameServer() {
// Reset entity manager. size_t size;
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
if(!loadUpWorld) { networkHostStopConnections();
newSeed();
createAndValidateTopMap(128, 128, 1, map[1], data[1]); networkStart();
} else {
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data); //send start info (seed)
size = writeStartPacket(networkWriteBuffer, rand());
networkSend(networkWriteBuffer, size);
processPacket(networkWriteBuffer, size);
networkSendWaitFlush();
//send save file if loading
FILE *file = fopen(currentFileName, "rb");
if(file!=NULL) {
sendFile(file, 0, 0);
networkSendWaitFlush();
fclose(file);
} }
//send start command
size = writeStartRequestPacket(networkWriteBuffer);
networkSend(networkWriteBuffer, size);
processPacket(networkWriteBuffer, size);
initMPGame = 0;
}
void setupBGMap() {
// Reset entity manager. // Reset entity manager.
memset(&eManager, 0, sizeof(eManager)); memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF)); sf2d_set_clear_color(0xFF6C6D82);
srand(time(NULL));
createAndValidateTopMap(128, 128, 1, worldData.map[1], worldData.data[1]);
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82);
initBGMap = 0; initBGMap = 0;
} }
int xscr = 0, yscr = 0;
void tick() {
//TODO: Some stuff DOES need to happen even on client side
if(!isRemote) {
if (player.p.isDead) {
if (player.p.endTimer < 1) {
currentMenu = MENU_LOSE;
}
--player.p.endTimer;
return;
} else if (player.p.hasWon) {
if (player.p.endTimer < 1) {
currentMenu = MENU_WIN;
}
--player.p.endTimer;
return;
}
tickTouchMap(); //for rendering -> move to a better place
tickTouchQuickSelect(); extern int xscr, yscr;
++daytime;
//daytime += 20;
if(daytime>=24000) {
daytime -= 24000;
++day;
//TODO: maybe make season length not as hardcoded + make the transition better (fade to black and back maybe?)
if(day%7==0) {
++season;
if(season==4) season = 0;
}
rain = false;
if(season!=3 && rand()%5==0) rain = true;
}
if(daytime==6000 && currentLevel==1) {
playMusic(music_floor1);
} else if(daytime==19000 && currentLevel==1) {
playMusic(music_floor1_night);
}
int i;
for (i = 0; i < 324; ++i) {
int xx = rand() & 127;
int yy = rand() & 127;
tickTile(xx, yy);
}
tickPlayer();
xscr = player.x - 100;
yscr = player.y - 56;
if (xscr < 16)
xscr = 16;
else if (xscr > 1832)
xscr = 1832;
if (yscr < 16)
yscr = 16;
else if (yscr > 1912)
yscr = 1912;
if(eManager.lastSlot[currentLevel]<80 && currentLevel != 5) {
trySpawn(1, currentLevel);
}
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) {
Entity * e = &eManager.entities[currentLevel][i];
if ((e->type != ENTITY_ZOMBIE && e->type != ENTITY_SKELETON && e->type != ENTITY_KNIGHT && e->type != ENTITY_SLIME && e->type != ENTITY_PASSIVE)
|| (e->type == ENTITY_GLOWWORM && (daytime>6000 || daytime<18000))
|| (e->x > player.x - 160 && e->y > player.y - 125 && e->x < player.x + 160 && e->y < player.y + 125))
tickEntity(e);
}
}
}
char debugText[34]; char debugText[34];
char bossHealthText[34]; char bossHealthText[34];
@ -214,19 +99,36 @@ int main() {
csndInit(); csndInit();
networkInit(); networkInit();
srand(time(NULL));
//load or create localUID
if ((file = fopen("m3ds_uid.bin", "rb"))) {
fread(&localUID, sizeof(u32), 1, file);
fclose(file);
} else {
localUID = (((u32) (rand()%256))<<24) | (((u32) (rand()%256))<<16) | (((u32) (rand()%256))<<8) | (((u32) (rand()%256)));
if ((file = fopen("m3ds_uid.bin", "wb"))) {
fwrite(&localUID, sizeof(u32), 1, file);
fclose(file);
}
}
noItem = newItem(ITEM_NULL, 0); noItem = newItem(ITEM_NULL, 0);
initMenus(); initMenus();
currentMenu = MENU_TITLE; currentMenu = MENU_TITLE;
currentSelection = 0; currentSelection = 0;
quitGame = false; quitGame = false;
initBGMap = 1;
icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM); icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
playerSprites = sfil_load_PNG_buffer(player_png, SF2D_PLACE_RAM);
font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM); font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM); bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
loadSounds(); loadSounds();
playMusic(music_menu); playMusic(&music_menu);
bakeLights(); bakeLights();
@ -244,33 +146,33 @@ int main() {
sf2d_set_clear_color(0xFF); sf2d_set_clear_color(0xFF);
/* Default inputs */ /* Default inputs */
k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP; localInputs.k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN; localInputs.k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT; localInputs.k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT; localInputs.k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR; localInputs.k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL; localInputs.k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
k_pause.input = KEY_START; localInputs.k_pause.input = KEY_START;
k_accept.input = KEY_A; localInputs.k_accept.input = KEY_A;
k_decline.input = KEY_B; localInputs.k_decline.input = KEY_B;
k_delete.input = KEY_X; localInputs.k_delete.input = KEY_X;
k_menuNext.input = KEY_R; localInputs.k_menuNext.input = KEY_R;
k_menuPrev.input = KEY_L; localInputs.k_menuPrev.input = KEY_L;
/* If btnSave exists, then use that. */ /* If btnSave exists, then use that. */
if ((file = fopen("btnSave.bin", "rb"))) { if ((file = fopen("btnSave.bin", "rb"))) {
fread(&k_up.input, sizeof(int), 1, file); fread(&(localInputs.k_up.input), sizeof(int), 1, file);
fread(&k_down.input, sizeof(int), 1, file); fread(&(localInputs.k_down.input), sizeof(int), 1, file);
fread(&k_left.input, sizeof(int), 1, file); fread(&(localInputs.k_left.input), sizeof(int), 1, file);
fread(&k_right.input, sizeof(int), 1, file); fread(&(localInputs.k_right.input), sizeof(int), 1, file);
fread(&k_attack.input, sizeof(int), 1, file); fread(&(localInputs.k_attack.input), sizeof(int), 1, file);
fread(&k_menu.input, sizeof(int), 1, file); fread(&(localInputs.k_menu.input), sizeof(int), 1, file);
fread(&k_pause.input, sizeof(int), 1, file); fread(&(localInputs.k_pause.input), sizeof(int), 1, file);
fread(&k_accept.input, sizeof(int), 1, file); fread(&(localInputs.k_accept.input), sizeof(int), 1, file);
fread(&k_decline.input, sizeof(int), 1, file); fread(&(localInputs.k_decline.input), sizeof(int), 1, file);
fread(&k_delete.input, sizeof(int), 1, file); fread(&(localInputs.k_delete.input), sizeof(int), 1, file);
fread(&k_menuNext.input, sizeof(int), 1, file); fread(&(localInputs.k_menuNext.input), sizeof(int), 1, file);
fread(&k_menuPrev.input, sizeof(int), 1, file); fread(&(localInputs.k_menuPrev.input), sizeof(int), 1, file);
fclose(file); fclose(file);
} }
@ -282,101 +184,24 @@ int main() {
fclose(file); fclose(file);
} }
tickCount = 0; initPlayers();
initRecipes(); initRecipes();
initQuests(); initTrades();
while (aptMainLoop()) { while (aptMainLoop()) {
++tickCount;
hidScanInput();
tickKeys(hidKeysHeld(), hidKeysDown());
if (quitGame) break; if (quitGame) break;
if (initGame > 0) setupGame(initGame == 1 ? true : false, isRemote); if (initGame > 0 && --initGame==0) setupGame();
if (initBGMap > 0) setupBGMap(initBGMap == 1 ? true : false); if (initMPGame > 0 && --initMPGame==0) setupGameServer();
if (initBGMap > 0 && --initBGMap==0) setupBGMap();
networkRecieve(); if (currentMenu == MENU_NONE) {
tickGame();
if (currentMenu == 0) { renderGame();
tick();
//TODO: Multiplayer should use normal drawing code -> so remove this first test again
if(!isRemote) {
sf2d_start_frame(GFX_TOP, GFX_LEFT);
offsetX = xscr;
offsetY = yscr;
sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
renderLightsToStencil(false, false, true);
renderBackground(xscr, yscr);
renderEntities(player.x, player.y, &eManager);
renderPlayer();
renderWeather(xscr, yscr);
resetStencilStuff();
renderDayNight();
offsetX = 0;
offsetY = 0;
if(shouldRenderDebug){
sprintf(fpsstr, "FPS: %.0f X:%d Y:%d E:%d %d", sf2d_get_fps(), player.x, player.y, eManager.lastSlot[currentLevel], player.p.swimBreathTimer);
drawText(fpsstr, 2, 225);
}
sf2d_end_frame();
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
if(!shouldRenderMap){
sf2d_draw_texture(bottombg, 0, 0);
renderGui();
} else { } else {
renderZoomedMap(); //input scanning ingame is handled by the synchronizer
} hidScanInput();
sf2d_end_frame(); tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
//TODO: Multiplayer should use normal drawing code -> so remove this first test again
} else {
//TODO: Temporary way of getting back to the menu
if (k_pause.clicked){
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
networkDisconnect();
playMusic(music_menu);
}
tmxscr += tmenuxa;
tmyscr += tmenuya;
if (tmxscr < 16) {
tmxscr = 16;
tmenuxa = -tmenuxa;
} else if (tmxscr > 1832) {
tmxscr = 1832;
tmenuxa = -tmenuxa;
}
if (tmyscr < 16) {
tmyscr = 16;
tmenuya = -tmenuya;
} else if (tmyscr > 1792) {
tmyscr = 1792;
tmenuya = -tmenuya;
}
sf2d_start_frame(GFX_TOP, GFX_LEFT);
offsetX = (int) tmxscr; offsetY = (int) tmyscr;
renderBackground((int) tmxscr, (int) tmyscr);
offsetX = 0; offsetY = 0;
sf2d_end_frame();
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
sf2d_end_frame();
}
} else {
tickMenu(currentMenu); tickMenu(currentMenu);
renderMenu(currentMenu, xscr, yscr); renderMenu(currentMenu, xscr, yscr);
} }
@ -386,8 +211,9 @@ int main() {
stopMusic(); stopMusic();
freeQuests(); freeTrades();
freeRecipes(); freeRecipes();
freePlayers();
freeLightBakes(); freeLightBakes();
sf2d_free_texture(icons); sf2d_free_texture(icons);

View file

@ -1,9 +1,9 @@
/* crypt.h -- base code for crypt/uncrypt ZIPfile /* crypt.h -- base code for crypt/uncrypt ZIPfile
Version 1.01h, December 28th, 2009 Version 1.01e, February 12th, 2005
Copyright (C) 1998-2009 Gilles Vollant Copyright (C) 1998-2005 Gilles Vollant
This code is a modified version of crypting code in Infozip distribution This code is a modified version of crypting code in Infozip distribution

View file

@ -1,9 +1,9 @@
/* ioapi.c -- IO base function header for compress/uncompress .zip /* ioapi.c -- IO base function header for compress/uncompress .zip
files using zlib + zip or unzip API files using zlib + zip or unzip API
Version 1.01h, December 28th, 2009 Version 1.01e, February 12th, 2005
Copyright (C) 1998-2009 Gilles Vollant Copyright (C) 1998-2005 Gilles Vollant
*/ */
#include <stdio.h> #include <stdio.h>
@ -141,8 +141,7 @@ long ZCALLBACK fseek_file_func (opaque, stream, offset, origin)
default: return -1; default: return -1;
} }
ret = 0; ret = 0;
if (fseek((FILE *)stream, offset, fseek_origin) != 0) fseek((FILE *)stream, offset, fseek_origin);
ret = -1;
return ret; return ret;
} }

View file

@ -1,9 +1,9 @@
/* ioapi.h -- IO base function header for compress/uncompress .zip /* ioapi.h -- IO base function header for compress/uncompress .zip
files using zlib + zip or unzip API files using zlib + zip or unzip API
Version 1.01h, December 28th, 2009 Version 1.01e, February 12th, 2005
Copyright (C) 1998-2009 Gilles Vollant Copyright (C) 1998-2005 Gilles Vollant
*/ */
#ifndef _ZLIBIOAPI_H #ifndef _ZLIBIOAPI_H

View file

@ -1,7 +1,7 @@
/* unzip.c -- IO for uncompress .zip files using zlib /* unzip.c -- IO for uncompress .zip files using zlib
Version 1.01h, December 28th, 2009 Version 1.01e, February 12th, 2005
Copyright (C) 1998-2009 Gilles Vollant Copyright (C) 1998-2005 Gilles Vollant
Read unzip.h for more info Read unzip.h for more info
*/ */
@ -103,9 +103,6 @@ typedef struct
{ {
char *read_buffer; /* internal buffer for compressed data */ char *read_buffer; /* internal buffer for compressed data */
z_stream stream; /* zLib stream structure for inflate */ z_stream stream; /* zLib stream structure for inflate */
#ifdef HAVE_BZIP2
bz_stream bstream; /* bzLib stream structure for bziped */
#endif
uLong pos_in_zipfile; /* position in byte on the zipfile, for fseek*/ uLong pos_in_zipfile; /* position in byte on the zipfile, for fseek*/
uLong stream_initialised; /* flag set if stream structure is initialised*/ uLong stream_initialised; /* flag set if stream structure is initialised*/
@ -207,7 +204,7 @@ local int unzlocal_getShort (pzlib_filefunc_def,filestream,pX)
uLong *pX; uLong *pX;
{ {
uLong x ; uLong x ;
int i = 0; int i;
int err; int err;
err = unzlocal_getByte(pzlib_filefunc_def,filestream,&i); err = unzlocal_getByte(pzlib_filefunc_def,filestream,&i);
@ -235,7 +232,7 @@ local int unzlocal_getLong (pzlib_filefunc_def,filestream,pX)
uLong *pX; uLong *pX;
{ {
uLong x ; uLong x ;
int i = 0; int i;
int err; int err;
err = unzlocal_getByte(pzlib_filefunc_def,filestream,&i); err = unzlocal_getByte(pzlib_filefunc_def,filestream,&i);
@ -494,11 +491,8 @@ extern unzFile ZEXPORT unzOpen2 (path, pzlib_filefunc_def)
s=(unz_s*)ALLOC(sizeof(unz_s)); s=(unz_s*)ALLOC(sizeof(unz_s));
if (s!=NULL)
{
*s=us; *s=us;
unzGoToFirstFile((unzFile)s); unzGoToFirstFile((unzFile)s);
}
return (unzFile)s; return (unzFile)s;
} }
@ -614,12 +608,10 @@ local int unzlocal_GetCurrentFileInfoInternal (file,
/* we check the magic */ /* we check the magic */
if (err==UNZ_OK) if (err==UNZ_OK)
{
if (unzlocal_getLong(&s->z_filefunc, s->filestream,&uMagic) != UNZ_OK) if (unzlocal_getLong(&s->z_filefunc, s->filestream,&uMagic) != UNZ_OK)
err=UNZ_ERRNO; err=UNZ_ERRNO;
else if (uMagic!=0x02014b50) else if (uMagic!=0x02014b50)
err=UNZ_BADZIPFILE; err=UNZ_BADZIPFILE;
}
if (unzlocal_getShort(&s->z_filefunc, s->filestream,&file_info.version) != UNZ_OK) if (unzlocal_getShort(&s->z_filefunc, s->filestream,&file_info.version) != UNZ_OK)
err=UNZ_ERRNO; err=UNZ_ERRNO;
@ -696,13 +688,10 @@ local int unzlocal_GetCurrentFileInfoInternal (file,
uSizeRead = extraFieldBufferSize; uSizeRead = extraFieldBufferSize;
if (lSeek!=0) if (lSeek!=0)
{
if (ZSEEK(s->z_filefunc, s->filestream,lSeek,ZLIB_FILEFUNC_SEEK_CUR)==0) if (ZSEEK(s->z_filefunc, s->filestream,lSeek,ZLIB_FILEFUNC_SEEK_CUR)==0)
lSeek=0; lSeek=0;
else else
err=UNZ_ERRNO; err=UNZ_ERRNO;
}
if ((file_info.size_file_extra>0) && (extraFieldBufferSize>0)) if ((file_info.size_file_extra>0) && (extraFieldBufferSize>0))
if (ZREAD(s->z_filefunc, s->filestream,extraField,uSizeRead)!=uSizeRead) if (ZREAD(s->z_filefunc, s->filestream,extraField,uSizeRead)!=uSizeRead)
err=UNZ_ERRNO; err=UNZ_ERRNO;
@ -724,13 +713,10 @@ local int unzlocal_GetCurrentFileInfoInternal (file,
uSizeRead = commentBufferSize; uSizeRead = commentBufferSize;
if (lSeek!=0) if (lSeek!=0)
{
if (ZSEEK(s->z_filefunc, s->filestream,lSeek,ZLIB_FILEFUNC_SEEK_CUR)==0) if (ZSEEK(s->z_filefunc, s->filestream,lSeek,ZLIB_FILEFUNC_SEEK_CUR)==0)
lSeek=0; lSeek=0;
else else
err=UNZ_ERRNO; err=UNZ_ERRNO;
}
if ((file_info.size_file_comment>0) && (commentBufferSize>0)) if ((file_info.size_file_comment>0) && (commentBufferSize>0))
if (ZREAD(s->z_filefunc, s->filestream,szComment,uSizeRead)!=uSizeRead) if (ZREAD(s->z_filefunc, s->filestream,szComment,uSizeRead)!=uSizeRead)
err=UNZ_ERRNO; err=UNZ_ERRNO;
@ -991,12 +977,10 @@ local int unzlocal_CheckCurrentFileCoherencyHeader (s,piSizeVar,
if (err==UNZ_OK) if (err==UNZ_OK)
{
if (unzlocal_getLong(&s->z_filefunc, s->filestream,&uMagic) != UNZ_OK) if (unzlocal_getLong(&s->z_filefunc, s->filestream,&uMagic) != UNZ_OK)
err=UNZ_ERRNO; err=UNZ_ERRNO;
else if (uMagic!=0x04034b50) else if (uMagic!=0x04034b50)
err=UNZ_BADZIPFILE; err=UNZ_BADZIPFILE;
}
if (unzlocal_getShort(&s->z_filefunc, s->filestream,&uData) != UNZ_OK) if (unzlocal_getShort(&s->z_filefunc, s->filestream,&uData) != UNZ_OK)
err=UNZ_ERRNO; err=UNZ_ERRNO;
@ -1013,9 +997,6 @@ local int unzlocal_CheckCurrentFileCoherencyHeader (s,piSizeVar,
err=UNZ_BADZIPFILE; err=UNZ_BADZIPFILE;
if ((err==UNZ_OK) && (s->cur_file_info.compression_method!=0) && if ((err==UNZ_OK) && (s->cur_file_info.compression_method!=0) &&
/* #ifdef HAVE_BZIP2 */
(s->cur_file_info.compression_method!=Z_BZIP2ED) &&
/* #endif */
(s->cur_file_info.compression_method!=Z_DEFLATED)) (s->cur_file_info.compression_method!=Z_DEFLATED))
err=UNZ_BADZIPFILE; err=UNZ_BADZIPFILE;
@ -1130,9 +1111,6 @@ extern int ZEXPORT unzOpenCurrentFile3 (file, method, level, raw, password)
} }
if ((s->cur_file_info.compression_method!=0) && if ((s->cur_file_info.compression_method!=0) &&
/* #ifdef HAVE_BZIP2 */
(s->cur_file_info.compression_method!=Z_BZIP2ED) &&
/* #endif */
(s->cur_file_info.compression_method!=Z_DEFLATED)) (s->cur_file_info.compression_method!=Z_DEFLATED))
err=UNZ_BADZIPFILE; err=UNZ_BADZIPFILE;
@ -1146,34 +1124,6 @@ extern int ZEXPORT unzOpenCurrentFile3 (file, method, level, raw, password)
pfile_in_zip_read_info->stream.total_out = 0; pfile_in_zip_read_info->stream.total_out = 0;
if ((s->cur_file_info.compression_method==Z_BZIP2ED) &&
(!raw))
{
#ifdef HAVE_BZIP2
pfile_in_zip_read_info->bstream.bzalloc = (void *(*) (void *, int, int))0;
pfile_in_zip_read_info->bstream.bzfree = (free_func)0;
pfile_in_zip_read_info->bstream.opaque = (voidpf)0;
pfile_in_zip_read_info->bstream.state = (voidpf)0;
pfile_in_zip_read_info->stream.zalloc = (alloc_func)0;
pfile_in_zip_read_info->stream.zfree = (free_func)0;
pfile_in_zip_read_info->stream.opaque = (voidpf)0;
pfile_in_zip_read_info->stream.next_in = (voidpf)0;
pfile_in_zip_read_info->stream.avail_in = 0;
err=BZ2_bzDecompressInit(&pfile_in_zip_read_info->bstream, 0, 0);
if (err == Z_OK)
pfile_in_zip_read_info->stream_initialised=Z_BZIP2ED;
else
{
TRYFREE(pfile_in_zip_read_info);
return err;
}
#else
pfile_in_zip_read_info->raw=1;
#endif
}
else
if ((s->cur_file_info.compression_method==Z_DEFLATED) && if ((s->cur_file_info.compression_method==Z_DEFLATED) &&
(!raw)) (!raw))
{ {
@ -1185,7 +1135,7 @@ extern int ZEXPORT unzOpenCurrentFile3 (file, method, level, raw, password)
err=inflateInit2(&pfile_in_zip_read_info->stream, -MAX_WBITS); err=inflateInit2(&pfile_in_zip_read_info->stream, -MAX_WBITS);
if (err == Z_OK) if (err == Z_OK)
pfile_in_zip_read_info->stream_initialised=Z_DEFLATED; pfile_in_zip_read_info->stream_initialised=1;
else else
{ {
TRYFREE(pfile_in_zip_read_info); TRYFREE(pfile_in_zip_read_info);
@ -1213,8 +1163,6 @@ extern int ZEXPORT unzOpenCurrentFile3 (file, method, level, raw, password)
s->pfile_in_zip_read = pfile_in_zip_read_info; s->pfile_in_zip_read = pfile_in_zip_read_info;
s->encrypted = 0;
# ifndef NOUNCRYPT # ifndef NOUNCRYPT
if (password != NULL) if (password != NULL)
{ {
@ -1386,53 +1334,6 @@ extern int ZEXPORT unzReadCurrentFile (file, buf, len)
iRead += uDoCopy; iRead += uDoCopy;
} }
else else
if (pfile_in_zip_read_info->compression_method==Z_BZIP2ED)
{
#ifdef HAVE_BZIP2
uLong uTotalOutBefore,uTotalOutAfter;
const Bytef *bufBefore;
uLong uOutThis;
pfile_in_zip_read_info->bstream.next_in = pfile_in_zip_read_info->stream.next_in;
pfile_in_zip_read_info->bstream.avail_in = pfile_in_zip_read_info->stream.avail_in;
pfile_in_zip_read_info->bstream.total_in_lo32 = pfile_in_zip_read_info->stream.total_in;
pfile_in_zip_read_info->bstream.total_in_hi32 = 0;
pfile_in_zip_read_info->bstream.next_out = pfile_in_zip_read_info->stream.next_out;
pfile_in_zip_read_info->bstream.avail_out = pfile_in_zip_read_info->stream.avail_out;
pfile_in_zip_read_info->bstream.total_out_lo32 = pfile_in_zip_read_info->stream.total_out;
pfile_in_zip_read_info->bstream.total_out_hi32 = 0;
uTotalOutBefore = pfile_in_zip_read_info->bstream.total_out_lo32;
bufBefore = pfile_in_zip_read_info->bstream.next_out;
err=BZ2_bzDecompress(&pfile_in_zip_read_info->bstream);
uTotalOutAfter = pfile_in_zip_read_info->bstream.total_out_lo32;
uOutThis = uTotalOutAfter-uTotalOutBefore;
pfile_in_zip_read_info->crc32 =
crc32(pfile_in_zip_read_info->crc32,bufBefore,
(uInt)(uOutThis));
pfile_in_zip_read_info->rest_read_uncompressed -=
uOutThis;
iRead += (uInt)(uTotalOutAfter - uTotalOutBefore);
pfile_in_zip_read_info->stream.next_in = pfile_in_zip_read_info->bstream.next_in;
pfile_in_zip_read_info->stream.avail_in = pfile_in_zip_read_info->bstream.avail_in;
pfile_in_zip_read_info->stream.total_in = pfile_in_zip_read_info->bstream.total_in_lo32;
pfile_in_zip_read_info->stream.next_out = pfile_in_zip_read_info->bstream.next_out;
pfile_in_zip_read_info->stream.avail_out = pfile_in_zip_read_info->bstream.avail_out;
pfile_in_zip_read_info->stream.total_out = pfile_in_zip_read_info->bstream.total_out_lo32;
if (err==BZ_STREAM_END)
return (iRead==0) ? UNZ_EOF : iRead;
if (err!=BZ_OK)
break;
#endif
}
else
{ {
uLong uTotalOutBefore,uTotalOutAfter; uLong uTotalOutBefore,uTotalOutAfter;
const Bytef *bufBefore; const Bytef *bufBefore;
@ -1611,12 +1512,8 @@ extern int ZEXPORT unzCloseCurrentFile (file)
TRYFREE(pfile_in_zip_read_info->read_buffer); TRYFREE(pfile_in_zip_read_info->read_buffer);
pfile_in_zip_read_info->read_buffer = NULL; pfile_in_zip_read_info->read_buffer = NULL;
if (pfile_in_zip_read_info->stream_initialised == Z_DEFLATED) if (pfile_in_zip_read_info->stream_initialised)
inflateEnd(&pfile_in_zip_read_info->stream); inflateEnd(&pfile_in_zip_read_info->stream);
#ifdef HAVE_BZIP2
else if (pfile_in_zip_read_info->stream_initialised == Z_BZIP2ED)
BZ2_bzDecompressEnd(&pfile_in_zip_read_info->bstream);
#endif
pfile_in_zip_read_info->stream_initialised = 0; pfile_in_zip_read_info->stream_initialised = 0;
TRYFREE(pfile_in_zip_read_info); TRYFREE(pfile_in_zip_read_info);
@ -1637,6 +1534,7 @@ extern int ZEXPORT unzGetGlobalComment (file, szComment, uSizeBuf)
char *szComment; char *szComment;
uLong uSizeBuf; uLong uSizeBuf;
{ {
int err=UNZ_OK;
unz_s* s; unz_s* s;
uLong uReadThis ; uLong uReadThis ;
if (file==NULL) if (file==NULL)
@ -1669,7 +1567,7 @@ extern uLong ZEXPORT unzGetOffset (file)
unz_s* s; unz_s* s;
if (file==NULL) if (file==NULL)
return 0; return UNZ_PARAMERROR;
s=(unz_s*)file; s=(unz_s*)file;
if (!s->current_file_ok) if (!s->current_file_ok)
return 0; return 0;

View file

@ -1,7 +1,7 @@
/* unzip.h -- IO for uncompress .zip files using zlib /* unzip.h -- IO for uncompress .zip files using zlib
Version 1.01h, December 28th, 2009 Version 1.01e, February 12th, 2005
Copyright (C) 1998-2009 Gilles Vollant Copyright (C) 1998-2005 Gilles Vollant
This unzip package allow extract file from .ZIP file, compatible with PKZip 2.04g This unzip package allow extract file from .ZIP file, compatible with PKZip 2.04g
WinZip, InfoZip tools and compatible. WinZip, InfoZip tools and compatible.
@ -57,12 +57,6 @@ extern "C" {
#include "ioapi.h" #include "ioapi.h"
#endif #endif
#ifdef HAVE_BZIP2
#include "bzlib.h"
#endif
#define Z_BZIP2ED 12
#if defined(STRICTUNZIP) || defined(STRICTZIPUNZIP) #if defined(STRICTUNZIP) || defined(STRICTZIPUNZIP)
/* like the STRICT of WIN32, we define a pointer that cannot be converted /* like the STRICT of WIN32, we define a pointer that cannot be converted
from (void*) without cast */ from (void*) without cast */

View file

@ -1,10 +1,10 @@
/* zip.c -- IO on .zip files using zlib /* zip.c -- IO on .zip files using zlib
Version 1.01h, December 28th, 2009 Version 1.01e, February 12th, 2005
27 Dec 2004 Rolf Kalbermatter 27 Dec 2004 Rolf Kalbermatter
Modification to zipOpen2 to support globalComment retrieval. Modification to zipOpen2 to support globalComment retrieval.
Copyright (C) 1998-2009 Gilles Vollant Copyright (C) 1998-2005 Gilles Vollant
Read zip.h for more info Read zip.h for more info
*/ */
@ -320,9 +320,9 @@ local uLong ziplocal_TmzDateToDosDate(ptm,dosDate)
uLong dosDate; uLong dosDate;
{ {
uLong year = (uLong)ptm->tm_year; uLong year = (uLong)ptm->tm_year;
if (year>=1980) if (year>1980)
year-=1980; year-=1980;
else if (year>=80) else if (year>80)
year-=80; year-=80;
return return
(uLong) (((ptm->tm_mday) + (32 * (ptm->tm_mon+1)) + (512 * year)) << 16) | (uLong) (((ptm->tm_mday) + (32 * (ptm->tm_mon+1)) + (512 * year)) << 16) |
@ -373,7 +373,7 @@ local int ziplocal_getShort (pzlib_filefunc_def,filestream,pX)
uLong *pX; uLong *pX;
{ {
uLong x ; uLong x ;
int i = 0; int i;
int err; int err;
err = ziplocal_getByte(pzlib_filefunc_def,filestream,&i); err = ziplocal_getByte(pzlib_filefunc_def,filestream,&i);
@ -401,7 +401,7 @@ local int ziplocal_getLong (pzlib_filefunc_def,filestream,pX)
uLong *pX; uLong *pX;
{ {
uLong x ; uLong x ;
int i = 0; int i;
int err; int err;
err = ziplocal_getByte(pzlib_filefunc_def,filestream,&i); err = ziplocal_getByte(pzlib_filefunc_def,filestream,&i);
@ -432,7 +432,6 @@ local int ziplocal_getLong (pzlib_filefunc_def,filestream,pX)
/* /*
Locate the Central directory of a zipfile (at the end, just before Locate the Central directory of a zipfile (at the end, just before
the global comment) the global comment)
Fix from Riccardo Cohen
*/ */
local uLong ziplocal_SearchCentralDir OF(( local uLong ziplocal_SearchCentralDir OF((
const zlib_filefunc_def* pzlib_filefunc_def, const zlib_filefunc_def* pzlib_filefunc_def,
@ -494,7 +493,6 @@ local uLong ziplocal_SearchCentralDir(pzlib_filefunc_def,filestream)
TRYFREE(buf); TRYFREE(buf);
return uPosFound; return uPosFound;
} }
#endif /* !NO_ADDFILEINEXISTINGZIP*/ #endif /* !NO_ADDFILEINEXISTINGZIP*/
/************************************************************/ /************************************************************/
@ -523,8 +521,6 @@ extern zipFile ZEXPORT zipOpen2 (pathname, append, globalcomment, pzlib_filefunc
if (ziinit.filestream == NULL) if (ziinit.filestream == NULL)
return NULL; return NULL;
if (append == APPEND_STATUS_CREATEAFTER)
ZSEEK(ziinit.z_filefunc,ziinit.filestream,0,SEEK_END);
ziinit.begin_pos = ZTELL(ziinit.z_filefunc,ziinit.filestream); ziinit.begin_pos = ZTELL(ziinit.z_filefunc,ziinit.filestream);
ziinit.in_opened_file_inzip = 0; ziinit.in_opened_file_inzip = 0;
ziinit.ci.stream_initialised = 0; ziinit.ci.stream_initialised = 0;
@ -562,10 +558,9 @@ extern zipFile ZEXPORT zipOpen2 (pathname, append, globalcomment, pzlib_filefunc
uLong size_comment; uLong size_comment;
central_pos = ziplocal_SearchCentralDir(&ziinit.z_filefunc,ziinit.filestream); central_pos = ziplocal_SearchCentralDir(&ziinit.z_filefunc,ziinit.filestream);
/* disable to allow appending to empty ZIP archive
if (central_pos==0) if (central_pos==0)
err=ZIP_ERRNO; err=ZIP_ERRNO;
*/
if (ZSEEK(ziinit.z_filefunc, ziinit.filestream, if (ZSEEK(ziinit.z_filefunc, ziinit.filestream,
central_pos,ZLIB_FILEFUNC_SEEK_SET)!=0) central_pos,ZLIB_FILEFUNC_SEEK_SET)!=0)
err=ZIP_ERRNO; err=ZIP_ERRNO;
@ -620,7 +615,7 @@ extern zipFile ZEXPORT zipOpen2 (pathname, append, globalcomment, pzlib_filefunc
if (size_comment>0) if (size_comment>0)
{ {
ziinit.globalcomment = (char*)ALLOC(size_comment+1); ziinit.globalcomment = ALLOC(size_comment+1);
if (ziinit.globalcomment) if (ziinit.globalcomment)
{ {
size_comment = ZREAD(ziinit.z_filefunc, ziinit.filestream,ziinit.globalcomment,size_comment); size_comment = ZREAD(ziinit.z_filefunc, ziinit.filestream,ziinit.globalcomment,size_comment);
@ -692,12 +687,12 @@ extern zipFile ZEXPORT zipOpen (pathname, append)
return zipOpen2(pathname,append,NULL,NULL); return zipOpen2(pathname,append,NULL,NULL);
} }
extern int ZEXPORT zipOpenNewFileInZip4 (file, filename, zipfi, extern int ZEXPORT zipOpenNewFileInZip3 (file, filename, zipfi,
extrafield_local, size_extrafield_local, extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global, extrafield_global, size_extrafield_global,
comment, method, level, raw, comment, method, level, raw,
windowBits, memLevel, strategy, windowBits, memLevel, strategy,
password, crcForCrypting, versionMadeBy, flagBase) password, crcForCrypting)
zipFile file; zipFile file;
const char* filename; const char* filename;
const zip_fileinfo* zipfi; const zip_fileinfo* zipfi;
@ -714,8 +709,6 @@ extern int ZEXPORT zipOpenNewFileInZip4 (file, filename, zipfi,
int strategy; int strategy;
const char* password; const char* password;
uLong crcForCrypting; uLong crcForCrypting;
uLong versionMadeBy;
uLong flagBase;
{ {
zip_internal* zi; zip_internal* zi;
uInt size_filename; uInt size_filename;
@ -762,7 +755,7 @@ extern int ZEXPORT zipOpenNewFileInZip4 (file, filename, zipfi,
else zi->ci.dosDate = ziplocal_TmzDateToDosDate(&zipfi->tmz_date,zipfi->dosDate); else zi->ci.dosDate = ziplocal_TmzDateToDosDate(&zipfi->tmz_date,zipfi->dosDate);
} }
zi->ci.flag = flagBase; zi->ci.flag = 0;
if ((level==8) || (level==9)) if ((level==8) || (level==9))
zi->ci.flag |= 2; zi->ci.flag |= 2;
if ((level==2)) if ((level==2))
@ -785,7 +778,7 @@ extern int ZEXPORT zipOpenNewFileInZip4 (file, filename, zipfi,
ziplocal_putValue_inmemory(zi->ci.central_header,(uLong)CENTRALHEADERMAGIC,4); ziplocal_putValue_inmemory(zi->ci.central_header,(uLong)CENTRALHEADERMAGIC,4);
/* version info */ /* version info */
ziplocal_putValue_inmemory(zi->ci.central_header+4,(uLong)versionMadeBy,2); ziplocal_putValue_inmemory(zi->ci.central_header+4,(uLong)VERSIONMADEBY,2);
ziplocal_putValue_inmemory(zi->ci.central_header+6,(uLong)20,2); ziplocal_putValue_inmemory(zi->ci.central_header+6,(uLong)20,2);
ziplocal_putValue_inmemory(zi->ci.central_header+8,(uLong)zi->ci.flag,2); ziplocal_putValue_inmemory(zi->ci.central_header+8,(uLong)zi->ci.flag,2);
ziplocal_putValue_inmemory(zi->ci.central_header+10,(uLong)zi->ci.method,2); ziplocal_putValue_inmemory(zi->ci.central_header+10,(uLong)zi->ci.method,2);
@ -864,7 +857,6 @@ extern int ZEXPORT zipOpenNewFileInZip4 (file, filename, zipfi,
zi->ci.stream.next_out = zi->ci.buffered_data; zi->ci.stream.next_out = zi->ci.buffered_data;
zi->ci.stream.total_in = 0; zi->ci.stream.total_in = 0;
zi->ci.stream.total_out = 0; zi->ci.stream.total_out = 0;
zi->ci.stream.data_type = Z_BINARY;
if ((err==ZIP_OK) && (zi->ci.method == Z_DEFLATED) && (!zi->ci.raw)) if ((err==ZIP_OK) && (zi->ci.method == Z_DEFLATED) && (!zi->ci.raw))
{ {
@ -920,46 +912,14 @@ extern int ZEXPORT zipOpenNewFileInZip2(file, filename, zipfi,
int level; int level;
int raw; int raw;
{ {
return zipOpenNewFileInZip4 (file, filename, zipfi, return zipOpenNewFileInZip3 (file, filename, zipfi,
extrafield_local, size_extrafield_local, extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global, extrafield_global, size_extrafield_global,
comment, method, level, raw, comment, method, level, raw,
-MAX_WBITS, DEF_MEM_LEVEL, Z_DEFAULT_STRATEGY, -MAX_WBITS, DEF_MEM_LEVEL, Z_DEFAULT_STRATEGY,
NULL, 0, VERSIONMADEBY, 0); NULL, 0);
} }
extern int ZEXPORT zipOpenNewFileInZip3 (file, filename, zipfi,
extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global,
comment, method, level, raw,
windowBits, memLevel, strategy,
password, crcForCrypting)
zipFile file;
const char* filename;
const zip_fileinfo* zipfi;
const void* extrafield_local;
uInt size_extrafield_local;
const void* extrafield_global;
uInt size_extrafield_global;
const char* comment;
int method;
int level;
int raw;
int windowBits;
int memLevel;
int strategy;
const char* password;
uLong crcForCrypting;
{
return zipOpenNewFileInZip4 (file, filename, zipfi,
extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global,
comment, method, level, raw,
windowBits, memLevel, strategy,
password, crcForCrypting, VERSIONMADEBY, 0);
}
extern int ZEXPORT zipOpenNewFileInZip (file, filename, zipfi, extern int ZEXPORT zipOpenNewFileInZip (file, filename, zipfi,
extrafield_local, size_extrafield_local, extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global, extrafield_global, size_extrafield_global,
@ -975,12 +935,10 @@ extern int ZEXPORT zipOpenNewFileInZip (file, filename, zipfi,
int method; int method;
int level; int level;
{ {
return zipOpenNewFileInZip4 (file, filename, zipfi, return zipOpenNewFileInZip2 (file, filename, zipfi,
extrafield_local, size_extrafield_local, extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global, extrafield_global, size_extrafield_global,
comment, method, level, 0, comment, method, level, 0);
-MAX_WBITS, DEF_MEM_LEVEL, Z_DEFAULT_STRATEGY,
NULL, 0, VERSIONMADEBY, 0);
} }
local int zipFlushWriteBuffer(zi) local int zipFlushWriteBuffer(zi)
@ -1020,9 +978,9 @@ extern int ZEXPORT zipWriteInFileInZip (file, buf, len)
if (zi->in_opened_file_inzip == 0) if (zi->in_opened_file_inzip == 0)
return ZIP_PARAMERROR; return ZIP_PARAMERROR;
zi->ci.stream.next_in = (Bytef*)buf; zi->ci.stream.next_in = (void*)buf;
zi->ci.stream.avail_in = len; zi->ci.stream.avail_in = len;
zi->ci.crc32 = crc32(zi->ci.crc32,buf,(uInt)len); zi->ci.crc32 = crc32(zi->ci.crc32,buf,len);
while ((err==ZIP_OK) && (zi->ci.stream.avail_in>0)) while ((err==ZIP_OK) && (zi->ci.stream.avail_in>0))
{ {
@ -1112,9 +1070,7 @@ extern int ZEXPORT zipCloseFileInZipRaw (file, uncompressed_size, crc32)
if ((zi->ci.method == Z_DEFLATED) && (!zi->ci.raw)) if ((zi->ci.method == Z_DEFLATED) && (!zi->ci.raw))
{ {
int tmp_err=deflateEnd(&zi->ci.stream); err=deflateEnd(&zi->ci.stream);
if (err == ZIP_OK)
err = tmp_err;
zi->ci.stream_initialised = 0; zi->ci.stream_initialised = 0;
} }
@ -1217,7 +1173,7 @@ extern int ZEXPORT zipClose (file, global_comment)
ldi = ldi->next_datablock; ldi = ldi->next_datablock;
} }
} }
free_linkedlist(&(zi->central_dir)); free_datablock(zi->central_dir.first_block);
if (err==ZIP_OK) /* Magic End */ if (err==ZIP_OK) /* Magic End */
err = ziplocal_putValue(&zi->z_filefunc,zi->filestream,(uLong)ENDHEADERMAGIC,4); err = ziplocal_putValue(&zi->z_filefunc,zi->filestream,(uLong)ENDHEADERMAGIC,4);

View file

@ -1,7 +1,7 @@
/* zip.h -- IO for compress .zip files using zlib /* zip.h -- IO for compress .zip files using zlib
Version 1.01h, December 28th, 2009 Version 1.01e, February 12th, 2005
Copyright (C) 1998-2009 Gilles Vollant Copyright (C) 1998-2005 Gilles Vollant
This unzip package allow creates .ZIP file, compatible with PKZip 2.04g This unzip package allow creates .ZIP file, compatible with PKZip 2.04g
WinZip, InfoZip tools and compatible. WinZip, InfoZip tools and compatible.
@ -191,7 +191,8 @@ extern int ZEXPORT zipOpenNewFileInZip3 OF((zipFile file,
int memLevel, int memLevel,
int strategy, int strategy,
const char* password, const char* password,
uLong crcForCrypting)); uLong crcForCtypting));
/* /*
Same than zipOpenNewFileInZip2, except Same than zipOpenNewFileInZip2, except
windowBits,memLevel,,strategy : see parameter strategy in deflateInit2 windowBits,memLevel,,strategy : see parameter strategy in deflateInit2
@ -199,29 +200,6 @@ extern int ZEXPORT zipOpenNewFileInZip3 OF((zipFile file,
crcForCtypting : crc of file to compress (needed for crypting) crcForCtypting : crc of file to compress (needed for crypting)
*/ */
extern int ZEXPORT zipOpenNewFileInZip4 OF((zipFile file,
const char* filename,
const zip_fileinfo* zipfi,
const void* extrafield_local,
uInt size_extrafield_local,
const void* extrafield_global,
uInt size_extrafield_global,
const char* comment,
int method,
int level,
int raw,
int windowBits,
int memLevel,
int strategy,
const char* password,
uLong crcForCrypting,
uLong versionMadeBy,
uLong flagBase));
/*
Same than zipOpenNewFileInZip4, except
versionMadeBy : value for Version made by field
flag : value for flag field (compression level info will be added)
*/
extern int ZEXPORT zipWriteInFileInZip OF((zipFile file, extern int ZEXPORT zipWriteInFileInZip OF((zipFile file,
const void* buf, const void* buf,

View file

@ -1,9 +1,13 @@
#include "texturepack.h" #include "texturepack.h"
#define dir_delimter '/' #include "ZipHelper.h"
#define MAX_FILENAME 256
#define READ_SIZE 9216
#define MAX_FILENAME 256
bool texturepackUseDefaultIcons = true;
bool texturepackUseDefaultPlayer = true;
bool texturepackUseDefaultFont = true;
bool texturepackUseDefaultBottom = true;
void toLowerString(char * str){ void toLowerString(char * str){
int i; int i;
@ -31,136 +35,66 @@ int getTexturePackComment(char * filename, char * cmmtBuf){
return 0; return 0;
} }
int loadTexturePack(char * filename){ int loadTexture(char * filename) {
bool useDefaultIcons = true;
bool useDefaultFont = true;
bool useDefaultBottom = true;
// Open the zip file
unzFile *zipfile = unzOpen(filename);
if ( zipfile == NULL ) return 1; // Error: ZipFile could not be opened.
// Get info about the zip file
unz_global_info global_info;
if (unzGetGlobalInfo(zipfile, &global_info ) != UNZ_OK )
{
unzClose( zipfile );
return 2; // Error: Could not read global info
}
// Buffer to hold data read from the zip file.
char read_buffer[ READ_SIZE ];
// Loop to extract all files
uLong i;
for ( i = 0; i < global_info.number_entry; ++i )
{
// Get info about current file.
unz_file_info file_info;
char filename[ MAX_FILENAME ];
if (unzGetCurrentFileInfo(zipfile,&file_info,filename,MAX_FILENAME,NULL, 0, NULL, 0 ) != UNZ_OK ){
unzClose( zipfile );
return 3; // Error: Could not read file info
}
// Check if this entry is NOT a directory or file.
const size_t filename_length = strlen( filename );
if ( filename[ filename_length-1 ] != dir_delimter ){
if ( unzOpenCurrentFile( zipfile ) != UNZ_OK )
{
unzClose( zipfile );
return 4;
}
// Open a file to write out the data.
FILE * out = fopen(filename, "wb" );
if ( out == NULL )
{
unzCloseCurrentFile( zipfile );
unzClose( zipfile );
return 5;
}
int error = UNZ_OK;
do
{
error = unzReadCurrentFile( zipfile, read_buffer, READ_SIZE );
if ( error < 0 )
{
//printf( "error %d\n", error );
unzCloseCurrentFile( zipfile );
unzClose( zipfile );
return 6;
}
// Write data to file.
if ( error > 0 )
{
fwrite( read_buffer, error, 1, out ); // You should check return of fwrite...
}
} while ( error > 0 );
fclose(out);
char lowerFilename[MAX_FILENAME]; char lowerFilename[MAX_FILENAME];
strcpy(lowerFilename,filename); strcpy(lowerFilename,filename);
toLowerString(lowerFilename); toLowerString(lowerFilename);
if(strcmp(lowerFilename,"icons.png") == 0){ if(strcmp(lowerFilename, "icons.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){ if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
unzCloseCurrentFile( zipfile ); return 0;
unzClose( zipfile );
return 7;
} }
icons = sfil_load_PNG_file(filename, SF2D_PLACE_RAM); icons = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
reloadColors(); reloadColors();
useDefaultIcons = false; texturepackUseDefaultIcons = false;
} else if(strcmp(lowerFilename, "player.png") == 0){
} else if(strcmp(lowerFilename,"font.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){ if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
unzCloseCurrentFile( zipfile ); return 0;
unzClose( zipfile );
return 7;
} }
playerSprites = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
texturepackUseDefaultPlayer = false;
} else if(strcmp(lowerFilename, "font.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
font = sfil_load_PNG_file(filename, SF2D_PLACE_RAM); font = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
useDefaultFont = false;
} else if(strcmp(lowerFilename,"bottombg.png") == 0){ texturepackUseDefaultFont = false;
} else if(strcmp(lowerFilename, "bottombg.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){ if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
unzCloseCurrentFile( zipfile ); return 0;
unzClose( zipfile );
return 7;
} }
bottombg = sfil_load_PNG_file(filename, SF2D_PLACE_RAM); bottombg = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
useDefaultBottom = false;
}
remove(filename); texturepackUseDefaultBottom = false;
} }
unzCloseCurrentFile( zipfile ); return 0;
}
// Go the the next entry listed in the zip file.
if ( ( i+1 ) < global_info.number_entry ) int loadTexturePack(char * filename) {
{ texturepackUseDefaultIcons = true;
if ( unzGoToNextFile( zipfile ) != UNZ_OK ) texturepackUseDefaultPlayer = true;
{ texturepackUseDefaultFont = true;
unzClose( zipfile ); texturepackUseDefaultBottom = true;
return 7;
} if(unzipAndLoad(filename, &loadTexture, NULL, ZIPHELPER_CLEANUP_FILES)!=0) {
} return 1;
} }
if(useDefaultIcons){ if(texturepackUseDefaultIcons){
icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM); icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
reloadColors(); reloadColors();
} }
if(useDefaultFont) font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM); if(texturepackUseDefaultPlayer) playerSprites = sfil_load_PNG_buffer(player_png, SF2D_PLACE_RAM);
if(useDefaultBottom) bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM); if(texturepackUseDefaultFont) font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
if(texturepackUseDefaultBottom) bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
unzClose( zipfile );
return 0; return 0;
} }

View file

@ -1,6 +1,5 @@
#pragma once #pragma once
#include <stdio.h>
#include <stdlib.h>
#include <string.h> #include <string.h>
#include <ctype.h> #include <ctype.h>
#include <sf2d.h> #include <sf2d.h>