Merged 1.5 update from Andre, maybe.

This commit is contained in:
ElijahZAwesome 2018-02-06 14:08:27 -06:00
commit 1e3fb61d76
50 changed files with 5573 additions and 3442 deletions

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# Minicraft3DS
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/andre111/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
citro3d by fincs: https://github.com/fincs/citro3d
sf2dlib by xerpi: https://github.com/xerpi/sf2dlib
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 and elf files by running make**
----------
# License
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.

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#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){
int i, j;
for(i = 0; i < rm->size; i++){

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

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@ -1,23 +1,6 @@
#include "Entity.h"
#define PI 3.141592654
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;
}
#include "Synchronizer.h"
Entity newItemEntity(Item item, int x, int y, int level){
Entity e;
@ -34,8 +17,8 @@ Entity newItemEntity(Item item, int x, int y, int level){
e.entityItem.xx = x;
e.entityItem.yy = y;
e.entityItem.zz = 2;
e.entityItem.xa = gaussrand() * 0.1;
e.entityItem.ya = gaussrand() * 0.1;
e.entityItem.xa = gaussrand(false) * 0.1;
e.entityItem.ya = gaussrand(false) * 0.1;
e.entityItem.za = ((float)rand() / RAND_MAX) * 0.45 + 1;
return e;
@ -296,8 +279,8 @@ Entity newTextParticleEntity(char * str, u32 color, int x, int y, int level){
e.textParticle.xx = x;
e.textParticle.yy = y;
e.textParticle.zz = 2;
e.textParticle.xa = gaussrand() * 0.3;
e.textParticle.ya = gaussrand() * 0.2;
e.textParticle.xa = gaussrand(false) * 0.3;
e.textParticle.ya = gaussrand(false) * 0.2;
e.textParticle.za = ((float)rand() / RAND_MAX) * 0.7 + 2;
return e;
@ -310,7 +293,7 @@ Entity newSmashParticleEntity(int x, int y, int level){
e.x = x;
e.y = y;
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;
}

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@ -27,6 +27,8 @@
typedef struct Entity Entity;
typedef struct _plrd PlayerData; //in order to not include Player.h and cause all sorts of problems
typedef struct {
s8 ax;
s8 ay;
@ -50,8 +52,7 @@ typedef struct {
int swimBreathTimer;
int speedTimer;
int score;
Inventory* inv;
Item* activeItem;
PlayerData *data;
} Player;
@ -69,9 +70,8 @@ typedef struct {
typedef struct {
s16 itemID;
bool active;
s8 r; // light radius for lantern. window select for chests.
s8 r; // light radius for lantern.
Inventory* inv; // Points to chest inventory.
s16 oSel; // other selection inside the chest inv.
} EntityFurniture;
typedef struct {
@ -219,16 +219,14 @@ struct Entity {
typedef struct {
Entity entities[6][1000];
s16 lastSlot[6];
Inventory invs[301];//1 for the player, 300 for chests.
Inventory invs[300];
s16 nextInv;
} EntityManager;
EntityManager eManager;
Entity nullEntity;
s8 currentLevel;
double gaussrand();
Entity newItemEntity(Item item, 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);

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@ -1,11 +1,14 @@
#pragma once
#include <3ds.h>
#include "SaveLoad.h"
#include "Entity.h"
#include "Player.h"
#include "Input.h"
#include "MapGen.h"
#include "Quests.h"
#include "icons2_png.h"
#include "player_png.h"
#include "Font_png.h"
#include "bottombg_png.h"
@ -17,19 +20,23 @@
#define MENU_TUTORIAL 2
#define MENU_ABOUT 3
#define MENU_SETTINGS 4
#define MENU_INVENTORY 5
#define MENU_CRAFTING 6
#define MENU_CONTAINER 7
#define MENU_WIN 8
#define MENU_LOSE 9
#define MENU_PAUSED 10
#define MENU_LOADGAME 11
#define MENU_SETTINGS_REBIND 12
#define MENU_SETTINGS_TP 13
#define MENU_DUNGEON 14
#define MENU_NPC 15
#define MENU_MULTIPLAYER 16
#define MENU_ARMOR 17
#define MENU_LOADGAME 5
#define MENU_SETTINGS_REBIND 6
#define MENU_SETTINGS_TP 7
#define MENU_MULTIPLAYER_HOST 8
#define MENU_MULTIPLAYER_JOIN 9
#define MENU_MULTIPLAYER_WAIT 10
#define MENU_LOADING 11
#define MENU_PAUSED 100
#define MENU_INVENTORY 101
#define MENU_CRAFTING 102
#define MENU_CONTAINER 103
#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_PRIEST 1
@ -79,16 +86,17 @@
#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;
u8 MODEL_3DS;
extern char versionText[34];
Entity player;
bool shouldRenderDebug;
bool shouldSpeedup;
bool shouldRenderMap;
@ -96,18 +104,12 @@ bool UnderStrengthEffect;
bool UnderSpeedEffect;
bool regening;
bool UnderSwimBreathEffect;
u8 zoomLevel;
char mapText[32];
s16 mScrollX, mScrollY;
sf2d_texture *icons;
sf2d_texture *playerSprites;
sf2d_texture *font;
sf2d_texture *bottombg;
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 grassColor;
@ -129,65 +131,72 @@ char currentFileName[256];
extern u8 currentMenu;
extern char fpsstr[];
u8 initGame;
u8 initMPGame;
u8 initBGMap;
Item noItem;
int airWizardHealthDisplay;
s16 awX, awY;
u32 tickCount;
RecipeManager* currentRecipes;
Entity* curChestEntity;
char* currentCraftTitle;
s16 curInvSel;
bool quitGame;
s8 currentSelection;
bool isRemote;
typedef struct _worldData {
u8 map[6][128*128];
u8 data[6][128*128];
u16 daytime;
int day;
u8 season;
bool rain;
void tickTile(int x, int y);
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);
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 tickTouchMap();
void tickTouchQuickSelect();
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);
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 EntityBlocksEntity(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 tickPlayer();
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 openCraftingMenu(PlayerData *pd, RecipeManager *rm, char *title);
bool useEntity(PlayerData *pd, Entity* e);
void enterDungeon();
void leaveDungeon();
bool isWater(s8 level, int xt, int yt);
void setMinimapVisible(int level, int x, int y, bool visible);
bool getMinimapVisible(int level, int x, int y);
u32 getMinimapColor(int level, int x, int y);
void initMinimapLevel(int level, bool loadUpWorld);
void playerHurtTile(PlayerData *pd, int tile, s8 level, int xt, int yt, int damage, int dir);
void playerEntityInteract(PlayerData *pd, Entity* e);
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 reloadColors();

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

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source/IngameMenu.c Normal file
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#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;
}
void tickKeys(u32 held, u32 down){
hidTouchRead(&k_touch); // Update touch position
toggleKey(&k_up, held & k_up.input, down & k_up.input);
toggleKey(&k_down, held & k_down.input, down & k_down.input);
toggleKey(&k_left, held & k_left.input, down & k_left.input);
toggleKey(&k_right, held & k_right.input, down & k_right.input);
toggleKey(&k_pause, held & k_pause.input, down & k_pause.input);
toggleKey(&k_attack, held & k_attack.input, down & k_attack.input);
toggleKey(&k_menu, held & k_menu.input, down & k_menu.input);
toggleKey(&k_accept, held & k_accept.input, down & k_accept.input);
toggleKey(&k_decline, held & k_decline.input, down & k_decline.input);
toggleKey(&k_delete, held & k_delete.input, down & k_delete.input);
toggleKey(&k_menuNext, held & k_menuNext.input, down & k_menuNext.input);
toggleKey(&k_menuPrev, held & k_menuPrev.input, down & k_menuPrev.input);
void tickKeys(Inputs *inputs, u32 held, u32 down){
hidTouchRead(&(inputs->k_touch)); // Update touch position
toggleKey(&(inputs->k_up), held & localInputs.k_up.input, down & localInputs.k_up.input);
toggleKey(&(inputs->k_down), held & localInputs.k_down.input, down & localInputs.k_down.input);
toggleKey(&(inputs->k_left), held & localInputs.k_left.input, down & localInputs.k_left.input);
toggleKey(&(inputs->k_right), held & localInputs.k_right.input, down & localInputs.k_right.input);
toggleKey(&(inputs->k_pause), held & localInputs.k_pause.input, down & localInputs.k_pause.input);
toggleKey(&(inputs->k_attack), held & localInputs.k_attack.input, down & localInputs.k_attack.input);
toggleKey(&(inputs->k_menu), held & localInputs.k_menu.input, down & localInputs.k_menu.input);
toggleKey(&(inputs->k_accept), held & localInputs.k_accept.input, down & localInputs.k_accept.input);
toggleKey(&(inputs->k_decline), held & localInputs.k_decline.input, down & localInputs.k_decline.input);
toggleKey(&(inputs->k_delete), held & localInputs.k_delete.input, down & localInputs.k_delete.input);
toggleKey(&(inputs->k_menuNext), held & localInputs.k_menuNext.input, down & localInputs.k_menuNext.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

@ -1,10 +1,14 @@
#pragma once
#include <3ds.h>
//only down and clicked need to be send, input is for config stuff
typedef struct {
bool down, clicked;
int input;
} Key;
typedef struct {
Key k_null;
Key k_up;
Key k_down;
@ -19,6 +23,11 @@ Key k_delete;
Key k_menuNext;
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);

View file

@ -63,10 +63,6 @@ double * Noise(int width, int height, int featureSize) {
return values;
}
void newSeed(){
srand(time(NULL));
}
//TODO: Will need to reset entity manager if generation is retried
void createAndValidateTopMap(int w, int h, int level, u8 * map, u8 * data) {
do {
@ -331,8 +327,10 @@ void createUndergroundMap(int w, int h, int depthLevel, int level, u8 * map, u8
}
}
//generate dwarf house
if(depthLevel==3) {
createDwarfHouse(w, h, level, map, data);
//generate mushroom patches
} else if(depthLevel==2) {
for (i = 0; i < w * h / 5400; ++i) {
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) {
int x = rand()%w;
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){
int sCount, attempts = 0;
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;
}
}
//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(mnoise2);
free(mnoise3);

View file

@ -2,7 +2,6 @@
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <3ds.h>
#include "Globals.h"
@ -10,7 +9,6 @@
float nextFloat();
double sample(double * values, int x, int y);
double * Noise(int w, int h, int featureSize);
void newSeed();
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 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
drawTextColor("Movement",(400-8*12)/2,40,0xFF007FBF);
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);
renderButtonIcon(biasedCirclePad(k_down.input), 152, 118, 1);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 152, 118, 1);
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);
renderButtonIcon(biasedCirclePad(k_right.input), 146, 178, 1);
renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 146, 178, 1);
break;
case 1: // Attacking
drawTextColor("Attacking",(400-9*12)/2,40,0xFF007FBF);
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("Use the axe to cut down trees",26,140);
drawText("Use the sword to attack enemies",14,160);
@ -46,21 +46,21 @@ void renderTutorialPage(bool topScreen){
case 2: // Inventory
drawTextColor("Inventory",(400-9*12)/2,40,0xFF007FBF);
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);
renderButtonIcon(biasedCirclePad(k_up.input), 152, 108, 1);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 152, 108, 1);
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);
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);
renderButtonIcon(k_decline.input & -k_decline.input, 120, 198, 1);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 120, 198, 1);
break;
case 3: // Furniture
drawTextColor("Furniture",(400-9*12)/2,40,0xFF007FBF);
drawText("Use furniture for item crafting",(400-31*12)/2,74);
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("Use the lantern item to light",(400-29*12)/2,144);
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("Go up to a furniture item and",(400-29*12)/2,104);
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("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;
case 5: // Farming
drawTextColor("Farming",(400-7*12)/2,40,0xFF007FBF);
@ -108,17 +108,17 @@ void renderTutorialPage(bool topScreen){
switch(pageNum){
case 0: // Moving the character
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
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
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
renderButtonIcon(biasedCirclePad(k_right.input), 120,40, 2);
renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 120,40, 2);
break;
case 1: // Attacking
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
menuRenderTilePit(12,20,256,0);// grass pit
@ -143,9 +143,9 @@ void renderTutorialPage(bool topScreen){
renderItemStuffWithText(ITEM_IRONINGOT,11,false,80,142);
sf2d_draw_rectangle(64, 110, 12, 12, 0xFF);
drawText(">", 64, 110);
renderButtonIcon(biasedCirclePad(k_up.input), 44, 92, 1);
renderButtonIcon(k_accept.input & -k_accept.input, 44, 108, 1);
renderButtonIcon(biasedCirclePad(k_down.input), 44, 125, 1);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 44, 92, 1);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 44, 108, 1);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 44, 125, 1);
break;
case 3: // Furniture
sf2d_draw_rectangle(64, 48, 192, 32, grassColor);
@ -248,13 +248,13 @@ void renderTutorialPage(bool topScreen){
drawText(pageText,(320-(strlen(pageText))*12)/2,12);
if(pageNum > 0){
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){
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);
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;
size_t networkBufferSize;
u32 *networkBuffer;
void *networkBuffer;
udsNetworkStruct networkStruct;
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() {
Result ret = udsInit(0x3000, NULL);
if(R_FAILED(ret)) {
@ -30,20 +264,80 @@ void networkInit() {
scannedNetworks = NULL;
isConnected = false;
isServer = false;
networkConnectedMask = 0;
networkWriteBuffer = malloc(NETWORK_MAXDATASIZE);
if(networkWriteBuffer==NULL) {
networkExit();
return;
}
networkBufferSize = 0x4000;
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() {
//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) {
udsRunning = false;
if(networkRunThread) {
networkRunThread = false;
threadJoin(networkThread, U64_MAX);
threadFree(networkThread);
}
//cleanup any dynamically reserved memory
if(scannedNetworks!=NULL) free(scannedNetworks);
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();
udsExit();
@ -66,14 +360,22 @@ bool networkHost() {
if(R_FAILED(ret)) {
return false;
} else {
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
udsSetNewConnectionsBlocked(false, true, false);
isConnected = true;
isServer = true;
networkConnectedMask = 0;
return true;
}
}
return false;
}
void networkHostStopConnections() {
udsSetNewConnectionsBlocked(true, true, false);
}
void networkScan() {
if(udsRunning) {
//reset values from last scan
@ -103,7 +405,7 @@ bool networkGetScanName(char *name, int pos) {
if(udsRunning) {
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)) {
//TODO: what do?
return false;
@ -121,8 +423,11 @@ bool networkConnect(int pos) {
if(R_FAILED(ret)) {
return false;
} else {
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
isConnected = true;
isServer = false;
networkConnectedMask = 0;
return true;
}
}
@ -130,73 +435,168 @@ bool networkConnect(int pos) {
}
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) {
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
if(isServer) {
udsDisconnectNetwork();
} else {
//TODO: Clients need to cleanup too, how can I tell they got disconnected
udsDestroyNetwork();
} else {
udsDisconnectNetwork();
}
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() {
return isConnected;
}
bool networkIsServer() {
return isServer;
}
void networkSend(networkPacket *packet, size_t size) {
int networkGetNodeCount() {
if(udsRunning && isConnected) {
//Server broadcasts to all clients but clients only send info to server
if(isServer) {
networkSendTo(packet, size, UDS_BROADCAST_NETWORKNODEID);
return networkStatus.total_nodes;
} else {
networkSendTo(packet, size, UDS_HOST_NETWORKNODEID);
}
return 0;
}
}
//TODO: I somehow need to implement a relieable protocol on top of uds
void networkSendTo(networkPacket *packet, size_t size, u16 reciever) {
u16 networkGetLocalNodeID() {
if(udsRunning && isConnected) {
Result ret = udsSendTo(reciever, NETWORK_CHANNEL, UDS_SENDFLAG_Default, packet, size);
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
}
return networkStatus.cur_NetworkNodeID;
} else {
return 0;
}
}
void networkRecieve() {
//TODO: Should recieve actually handle all the packets or just return them?
bool networkIsNodeConnected(u16 id) {
if(udsRunning && isConnected) {
size_t actualSize = 0;
u16 sourceNetworkNodeID;
return networkStatus.node_bitmask & (1 << (id-1));
} 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)) {
//TODO: what do?
return false;
}
return true;
}
return false;
}
//actualSize will be 0 if no packet is available
if(actualSize) {
networkPacket *packet = (networkPacket*) networkBuffer;
processPacket(packet, packet->analyze.type, sourceNetworkNodeID);
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;
}
}
return -1;
}
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>
#define NETWORK_WLANCOMMID 0x11441850
#define NETWORK_PASSPHRASE "Minicraft3DS localplay passphrase"
#define NETWORK_PASSPHRASE "minicraft3dsLP"
#define NETWORK_CHANNEL 1
#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 PACKET_REQUEST_MAPDATA 1
#define PACKET_MAPDATA 2
#define NETWORK_STACKSIZE (8*1024)
//TODO: Every other packet struct should start with a u8 type to match this
typedef struct {
u8 type;
} packetAnalyze;
#define NETWORK_MAXPLAYERS 8
typedef struct {
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 *networkWriteBuffer;
void networkInit();
void networkExit();
@ -49,15 +23,22 @@ void networkExit();
bool networkAvailable();
bool networkHost();
void networkHostStopConnections();
void networkScan();
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);
void networkDisconnect();
bool networkConnected();
bool networkIsServer();
void networkStart();
void networkSend(networkPacket *packet, size_t size); //TODO: Should this be a pointer? Calling function needs to cleanup itself
void networkSendTo(networkPacket *packet, size_t size, u16 reciever); //TODO: Should this be a pointer? Calling function needs to cleanup itself
void networkRecieve(); //TODO: Should recieve actually handle all the packets or just return them?
void networkUpdateStatus();
bool networkConnected();
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 <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
//TODO: This should really check whether the values are in valid range
int y = packet->mapData.offset;
for(int x=0; x<128; x++) {
map[level][x+y*128] = packet->mapData.map[x];
data[level][x+y*128] = packet->mapData.data[x];
void * writeBool(void *buffer, size_t *size, bool value) {
*((bool*) buffer) = value;
*(size) += sizeof(bool);
return buffer + sizeof(bool);
}
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
#include <stdlib.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();

540
source/Player.c Normal file
View file

@ -0,0 +1,540 @@
#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(TOOL_SHOVEL,4), &(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(player.p.health < 20 && playerUseEnergy(2) && player.p.strengthTimer == 0){
potionEffect(1);
--item->countLevel;
}
return 0;
case ITEM_SPEED_POTION:
if(player.p.health < 20 && playerUseEnergy(2) && player.p.strengthTimer == 0){
potionEffect(2);
--item->countLevel;
}
return 0;
case ITEM_REGEN_POTION:
if(player.p.health < 20 && playerUseEnergy(2) && player.p.strengthTimer == 0){
potionEffect(3);
--item->countLevel;
}
return 0;
case ITEM_SWIM_BREATH_POTION:
if(player.p.health < 20 && playerUseEnergy(2) && player.p.strengthTimer == 0){
potionEffect(4);
--item->countLevel;
}
return 0;
case ITEM_GOLD_APPLE:
if(player.p.health < 10 && playerUseEnergy(1)){
healPlayer(8);
playerUseEnergy(-10);
--item->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"
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;
void initQuests() {
questManager.size = 2;
questManager.questlines = (Questline*)malloc(sizeof(Questline) * (questManager.size));
#include "Globals.h"
#include "Render.h"
void initTrades() {
priestTrades.size = 5;
priestTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (priestTrades.size));
priestTrades.recipes[0] = defineRecipe(ITEM_DUNGEON_KEY,1,1,ITEM_MAGIC_DUST,2);
@ -47,335 +29,373 @@ void initQuests() {
//TODO: Trade Dragon Scales for something really nice
}
void resetQuests() {
int i;
for(i=0; i<questManager.size; ++i) {
questManager.questlines[i].currentQuest = 0;
questManager.questlines[i].currentQuestDone = false;
}
}
void freeQuests() {
free(questManager.questlines);
void freeTrades() {
free(priestTrades.recipes);
free(farmerTrades.recipes);
free(dwarfTrades.recipes);
}
void openNPCMenu(int npc) {
currentNPC = npc;
currentNPCVal = 0;
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";
void initQuests(QuestlineManager *questManager) {
if(questManager->questlines!=NULL) {
freeQuests(questManager);
}
currentTalk0 = "Oh hello?";
currentTalk1 = "You must be quite brave";
currentTalk2 = "or stupid to be walking";
currentTalk3 = "around in this dungeon.";
currentTalk4 = "";
currentTalk5 = "How can I help you?";
questManager->size = 2;
questManager->questlines = (Questline*)malloc(sizeof(Questline) * (questManager->size));
}
void resetQuests(QuestlineManager *questManager) {
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;
case NPC_DWARF:
if(questManager.questlines[1].currentQuest<=1) {
questManager.questlines[1].currentQuest = 1;
if(questManager->questlines[1].currentQuest<=1) {
questManager->questlines[1].currentQuest = 1;
currentTalkOptions = 1;
currentTalkOption0 = "?";
data->currentTalkOptions = 1;
data->currentTalkOption0 = "?";
currentTalk0 = "Dwo neal bet reck da lo";
currentTalk1 = "dhum don lir lugn at el";
currentTalk2 = "nur tor erno ur yo trad";
currentTalk3 = "thra so tir kho ukk tin";
currentTalk4 = "hel dro ic";
currentTalk5 = "";
data->currentTalk0 = "Dwo neal bet reck da lo";
data->currentTalk1 = "dhum don lir lugn at el";
data->currentTalk2 = "nur tor erno ur yo trad";
data->currentTalk3 = "thra so tir kho ukk tin";
data->currentTalk4 = "hel dro ic";
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)
} else if(questManager.questlines[1].currentQuest==2) {
currentTalkOptions = 2;
currentTalkOption0 = "Not really";
currentTalkOption1 = "Trade";
} else if(questManager->questlines[1].currentQuest==2) {
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Not really";
data->currentTalkOption1 = "Trade";
currentTalk0 = "How are ya?";
currentTalk1 = "Pretty unusal meeting a";
currentTalk2 = "human down here.";
currentTalk3 = "";
currentTalk4 = "have something valuable";
currentTalk5 = "to trade?";
data->currentTalk0 = "How are ya?";
data->currentTalk1 = "Pretty unusal meeting a";
data->currentTalk2 = "human down here.";
data->currentTalk3 = "";
data->currentTalk4 = "have something valuable";
data->currentTalk5 = "to trade?";
}
break;
}
}
void tickTalkMenu() {
if (k_menu.clicked || k_decline.clicked) currentMenu = MENU_NONE;
void tickTalkMenu(PlayerData *pd, NPC_MenuData *data) {
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 (k_down.clicked){ --currentTalkSel; if(currentTalkSel < 0) currentTalkSel=currentTalkOptions-1;}
if (pd->inputs.k_up.clicked){ ++data->currentTalkSel; if(data->currentTalkSel >= data->currentTalkOptions) data->currentTalkSel=0;}
if (pd->inputs.k_down.clicked){ --data->currentTalkSel; if(data->currentTalkSel < 0) data->currentTalkSel=data->currentTalkOptions-1;}
if(k_accept.clicked){
currentTalkDone = true;
if(pd->inputs.k_accept.clicked){
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
if(currentNPCMenu==NPC_MENU_TALK) tickTalkMenu();
if(data->currentNPCMenu==NPC_MENU_TALK) tickTalkMenu(pd, data);
switch(currentNPC) {
switch(data->currentNPC) {
case NPC_GIRL:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
}
break;
case NPC_PRIEST:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentRecipes = &priestTrades;
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
} else if(currentTalkSel==2) {
currentNPCVal = 1;
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &priestTrades, "Trading");
} else if(data->currentTalkSel==2) {
data->currentNPCVal = 1;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "...";
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
currentTalk0 = "For quite some time now this";
currentTalk1 = "village has been tyrannized";
currentTalk2 = "by a powerfull Air Wizard.";
currentTalk3 = "We are the only ones who";
currentTalk4 = "still have not given up";
currentTalk5 = "our old homes.";
data->currentTalk0 = "For quite some time now this";
data->currentTalk1 = "village has been tyrannized";
data->currentTalk2 = "by a powerfull Air Wizard.";
data->currentTalk3 = "We are the only ones who";
data->currentTalk4 = "still have not given up";
data->currentTalk5 = "our old homes.";
}
} else if(currentNPCVal==1) {
if(currentTalkSel==0) {
currentNPCVal = 2;
} else if(data->currentNPCVal==1) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 2;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "...";
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
currentTalk0 = "Most of the time the wizard";
currentTalk1 = "hides somewhere in the";
currentTalk2 = "cloudes. They can only be";
currentTalk3 = "reached by a stairwell";
currentTalk4 = "protected by an almost";
currentTalk5 = "undestroyable stone barrier.";
data->currentTalk0 = "Most of the time the wizard";
data->currentTalk1 = "hides somewhere in the";
data->currentTalk2 = "cloudes. They can only be";
data->currentTalk3 = "reached by a stairwell";
data->currentTalk4 = "protected by an almost";
data->currentTalk5 = "undestroyable stone barrier.";
}
} else if(currentNPCVal==2) {
if(currentTalkSel==0) {
currentNPCVal = 3;
} else if(data->currentNPCVal==2) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 3;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "...";
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
currentTalk0 = "I am guessing you would ";
currentTalk1 = "need tools atleast as";
currentTalk2 = "strong as diamonds to be";
currentTalk3 = "able to destroy it.";
currentTalk4 = "";
currentTalk5 = "";
data->currentTalk0 = "I am guessing you would ";
data->currentTalk1 = "need tools atleast as";
data->currentTalk2 = "strong as diamonds to be";
data->currentTalk3 = "able to destroy it.";
data->currentTalk4 = "";
data->currentTalk5 = "";
}
} else if(currentNPCVal==3) {
if(currentTalkSel==0) {
currentNPCVal = 4;
} else if(data->currentNPCVal==3) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 4;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 2;
currentTalkOption0 = "Let me do it!";
currentTalkOption1 = "I am not sure";
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Let me do it!";
data->currentTalkOption1 = "I am not sure";
currentTalk0 = "I am willing to give an";
currentTalk1 = "ancient artifact passed";
currentTalk2 = "down over generations to";
currentTalk3 = "anybody who manages to";
currentTalk4 = "chase the wizard away and";
currentTalk5 = "come back with proof.";
data->currentTalk0 = "I am willing to give an";
data->currentTalk1 = "ancient artifact passed";
data->currentTalk2 = "down over generations to";
data->currentTalk3 = "anybody who manages to";
data->currentTalk4 = "chase the wizard away and";
data->currentTalk5 = "come back with proof.";
}
} else if(currentNPCVal==4) {
currentMenu = MENU_NONE;
} else if(data->currentNPCVal==4) {
pd->ingameMenu = MENU_NONE;
}
}
break;
case NPC_FARMER:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentRecipes = &farmerTrades;
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &farmerTrades, "Trading");
}
}
}
break;
case NPC_LIBRARIAN:
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentNPCVal = 2;
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
data->currentNPCVal = 2;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "Ok";
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "Ok";
currentTalk0 = "The books in this dungeon";
currentTalk1 = "house secrets that cannot be";
currentTalk2 = "found anywhere else in the";
currentTalk3 = "world. So I came to study";
currentTalk4 = "them. Most are written in";
currentTalk5 = "an ancient language.";
} else if(currentTalkSel==2) {
currentNPCVal = 1;
data->currentTalk0 = "The books in this dungeon";
data->currentTalk1 = "house secrets that cannot be";
data->currentTalk2 = "found anywhere else in the";
data->currentTalk3 = "world. So I came to study";
data->currentTalk4 = "them. Most are written in";
data->currentTalk5 = "an ancient language.";
} else if(data->currentTalkSel==2) {
data->currentNPCVal = 1;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 2;
currentTalkOption0 = "I need to think about it";
currentTalkOption1 = "Here they are";
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 2;
data->currentTalkOption0 = "I need to think about it";
data->currentTalkOption1 = "Here they are";
currentTalk0 = "So you have met a dwarf but";
currentTalk1 = "had a little communication";
currentTalk2 = "problem? I do have a dwarvish";
currentTalk3 = "translation book but I havent";
currentTalk4 = "read it yet. For 10 Gold bars";
currentTalk5 = "I will give it to you anyway.";
data->currentTalk0 = "So you have met a dwarf but";
data->currentTalk1 = "had a little communication";
data->currentTalk2 = "problem? I do have a dwarvish";
data->currentTalk3 = "translation book but I havent";
data->currentTalk4 = "read it yet. For 10 Gold bars";
data->currentTalk5 = "I will give it to you anyway.";
}
} else if(currentNPCVal==1) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentNPCVal = 2;
} else if(data->currentNPCVal==1) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
data->currentNPCVal = 2;
currentTalkSel = 0;
currentTalkDone = false;
currentTalkOptions = 1;
currentTalkOption0 = "";
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "";
if(countItemInv(ITEM_GOLDINGOT,0,player.p.inv)>=10) {
if(countItemInv(ITEM_GOLDINGOT, 0, &(pd->inventory))>=10) {
//remove gold from player inventory
//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;
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;
<<<<<<< HEAD
currentTalk0 = "Thank you these will be";
currentTalk1 = "really helpful.";
currentTalk2 = "Here take this book with";
currentTalk3 = "it you should be able to";
currentTalk4 = "easily understand anything";
currentTalk5 = "a dwarf can say.";
=======
data->currentTalk0 = "Thank you these will be";
data->currentTalk1 = "really helpfull.";
data->currentTalk2 = "Here take this book with";
data->currentTalk3 = "it you should be able to";
data->currentTalk4 = "easily understand anything";
data->currentTalk5 = "a dwarf can say.";
>>>>>>> 75ec2ee88467d5a8583d55d5eb0d1694ba0e2f3d
currentTalkOption0 = "Thanks";
data->currentTalkOption0 = "Thanks";
} else {
currentTalk0 = "You do not seem to have";
currentTalk1 = "enough Gold Bars with you.";
currentTalk2 = "";
currentTalk3 = "Ask again when you have";
currentTalk4 = "collected the 10 Bars.";
currentTalk5 = "";
data->currentTalk0 = "You do not seem to have";
data->currentTalk1 = "enough Gold Bars with you.";
data->currentTalk2 = "";
data->currentTalk3 = "Ask again when you have";
data->currentTalk4 = "collected the 10 Bars.";
data->currentTalk5 = "";
currentTalkOption0 = "Ok";
data->currentTalkOption0 = "Ok";
}
}
} else if(currentNPCVal==2) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(data->currentNPCVal==2) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
}
}
}
break;
case NPC_DWARF:
if(questManager.questlines[1].currentQuest<=1) {
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentNPCVal==0) currentMenu = MENU_NONE;
if(questManager->questlines[1].currentQuest<=1) {
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
}
} else if(questManager.questlines[1].currentQuest==2) {
if(currentNPCMenu==NPC_MENU_TALK && currentTalkDone) {
if(currentTalkSel==0) {
currentMenu = MENU_NONE;
} else if(currentTalkSel==1) {
currentRecipes = &dwarfTrades;
currentCraftTitle = "Trading";
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
} else if(questManager->questlines[1].currentQuest==2) {
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &dwarfTrades, "Trading");
}
}
}
@ -383,44 +403,48 @@ void tickNPCMenu() {
}
}
void renderTalkMenu(char * name) {
void renderTalkMenu(NPC_MenuData *data, char * name) {
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor(name,24+1,14+1,0xFF000000);
drawTextColor(name,24,14,0xFF6FE2E2);
drawText(currentTalk0, 32, 32);
drawText(currentTalk1, 32, 48);
drawText(currentTalk2, 32, 64);
drawText(currentTalk3, 32, 80);
drawText(currentTalk4, 32, 96);
drawText(currentTalk5, 32, 112);
drawText(data->currentTalk0, 32, 32);
drawText(data->currentTalk1, 32, 48);
drawText(data->currentTalk2, 32, 64);
drawText(data->currentTalk3, 32, 80);
drawText(data->currentTalk4, 32, 96);
drawText(data->currentTalk5, 32, 112);
if(currentTalkOptions>=3) drawText(currentTalkOption2, 64, 147);
if(currentTalkOptions>=2) drawText(currentTalkOption1, 64, 171);
if(currentTalkOptions>=1) drawText(currentTalkOption0, 64, 195);
if(data->currentTalkOptions>=3) drawText(data->currentTalkOption2, 64, 147);
if(data->currentTalkOptions>=2) drawText(data->currentTalkOption1, 64, 171);
if(data->currentTalkOptions>=1) drawText(data->currentTalkOption0, 64, 195);
if(currentTalkOptions>=3 && currentTalkSel==2) drawText(">", 48, 147);
if(currentTalkOptions>=2 && currentTalkSel==1) drawText(">", 48, 171);
if(currentTalkOptions>=1 && currentTalkSel==0) drawText(">", 48, 195);
if(data->currentTalkOptions>=3 && data->currentTalkSel==2) drawText(">", 48, 147);
if(data->currentTalkOptions>=2 && data->currentTalkSel==1) drawText(">", 48, 171);
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
switch(currentNPC) {
switch(data->currentNPC) {
case NPC_GIRL:
<<<<<<< HEAD
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Girl Jill");
=======
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Maria");
>>>>>>> 75ec2ee88467d5a8583d55d5eb0d1694ba0e2f3d
break;
case NPC_PRIEST:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Priest Brom");
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Priest Brom");
break;
case NPC_FARMER:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Farmer Garrow");
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Farmer Garrow");
break;
case NPC_LIBRARIAN:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Librarian Ajihad");
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Librarian Ajihad");
break;
case NPC_DWARF:
if(currentNPCMenu==NPC_MENU_TALK) renderTalkMenu("Dwarf Orik");
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Dwarf Orik");
break;
}
}

View file

@ -1,32 +1,25 @@
#pragma once
#include <stdlib.h>
#include <stdbool.h>
#include "render.h"
#include "QuestsData.h"
#include "Player.h"
#include "Crafting.h"
#define NPC_MENU_TALK 0
typedef struct {
int currentQuest;
bool currentQuestDone;
} Questline;
typedef struct {
int size;
Questline * questlines;
} QuestlineManager;
QuestlineManager questManager;
RecipeManager priestTrades;
RecipeManager farmerTrades;
RecipeManager dwarfTrades;
void initQuests();
void resetQuests();
void freeQuests();
void initTrades();
void freeTrades();
void openNPCMenu(int npc);
void initQuests(QuestlineManager *questManager);
void resetQuests(QuestlineManager *questManager);
void freeQuests(QuestlineManager *questManager);
void renderNPCMenu(int xscr, int yscr);
void tickNPCMenu();
void resetNPCMenuData(NPC_MenuData *data);
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"
extern u32 syncTickCount;
void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits) {
xp -= offsetX;
yp -= offsetY;
@ -158,10 +160,18 @@ void render32(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits) {
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) {
sf2d_draw_texture_part_scale(icons, (x - 26) << 1, y << 1, 0, 240, 104, 16,
2.0, 2.0); // MINICRAFT
sf2d_draw_texture_part(icons, x + 48, y + 52, 104, 240, 152, 16); // 3DS HOMEBREW EDITION
sf2d_draw_texture_part_scale(icons, (x - 26) << 1, y << 1, 0, 240, 104, 16, 2.0, 2.0); // MINICRAFT
sf2d_draw_texture_part(icons, x + 48, y + 44, 104, 240, 152, 16); // 3DS HOMEBREW EDITION
}
void renderButtonIcon(u32 keyIcon, int x, int y, float scale) {
@ -294,24 +304,23 @@ void freeLightBakes() {
sf2d_free_texture(glowwormBigLightBake);
}
void renderLightsToStencil(bool force, bool invert, bool rplayer) {
if (force || (currentLevel > 1 && currentLevel != 5)) {
void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer) {
if (force || (pd->entity.level > 1 && pd->entity.level != 5)) {
C3D_DepthTest(true, GPU_NEVER, 0);
C3D_StencilTest(true, GPU_NEVER, 1, 0xFF, 0xFF);
C3D_StencilOp(GPU_STENCIL_REPLACE, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
C3D_AlphaTest(true, GPU_GREATER, 0);
if(player.p.activeItem->id == ITEM_LANTERN) renderLight(player.x, player.y, lanternLightBake);
else if(rplayer) renderLight(player.x, player.y, playerLightBake);
if(pd->activeItem->id == ITEM_LANTERN) renderLight(pd->entity.x, pd->entity.y, lanternLightBake);
else if(rplayer) renderLight(pd->entity.x, pd->entity.y, playerLightBake);
int i;
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) {
Entity e = eManager.entities[currentLevel][i];
for (i = 0; i < eManager.lastSlot[pd->entity.level]; ++i) {
Entity e = eManager.entities[pd->entity.level][i];
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);
} 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;
else if(rand()%100==0) renderLight(e.x+20, e.y-20, glowwormBigLightBake);
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
for (x = xo-2; x <= 13 + xo+2; ++x) {
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"
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;
}
renderLight((x << 4) + 8, (y << 4) + 8, playerLightBake);
@ -348,10 +357,8 @@ void renderLightsToStencil(bool force, bool invert, bool rplayer) {
}
void resetStencilStuff() {
//if (currentLevel > 1) {
C3D_StencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
C3D_StencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
//}
}
void renderLight(int x, int y, sf2d_texture* texture) {
@ -433,60 +440,60 @@ void resetSurrTiles() {
tdr = false;
}
void checkSurrTiles8(int xt, int yt, int id) {
if (getTile(xt, yt - 1) == id)
void checkSurrTiles8(u8 level, int xt, int yt, int id) {
if (getTile(level, xt, yt - 1) == id)
tu = true;
if (getTile(xt - 1, yt) == id)
if (getTile(level, xt - 1, yt) == id)
tl = true;
if (getTile(xt + 1, yt) == id)
if (getTile(level, xt + 1, yt) == id)
tr = true;
if (getTile(xt, yt + 1) == id)
if (getTile(level, xt, yt + 1) == id)
td = true;
if (getTile(xt - 1, yt - 1) == id)
if (getTile(level, xt - 1, yt - 1) == id)
tul = true;
if (getTile(xt + 1, yt - 1) == id)
if (getTile(level, xt + 1, yt - 1) == id)
tur = true;
if (getTile(xt - 1, yt + 1) == id)
if (getTile(level, xt - 1, yt + 1) == id)
tdl = true;
if (getTile(xt + 1, yt + 1) == id)
if (getTile(level, xt + 1, yt + 1) == id)
tdr = true;
}
void checkSurrTiles4(int xt, int yt, int id) {
if (getTile(xt, yt - 1) == id)
void checkSurrTiles4(u8 level, int xt, int yt, int id) {
if (getTile(level, xt, yt - 1) == id)
tu = true;
if (getTile(xt - 1, yt) == id)
if (getTile(level, xt - 1, yt) == id)
tl = true;
if (getTile(xt + 1, yt) == id)
if (getTile(level, xt + 1, yt) == id)
tr = true;
if (getTile(xt, yt + 1) == id)
if (getTile(level, xt, yt + 1) == id)
td = true;
}
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;
switch (i) {
case TILE_GRASS:
checkSurrTiles4(x >> 4, y >> 4, TILE_GRASS);
checkSurrTiles4(x >> 4, y >> 4, TILE_TREE);
checkSurrTiles4(x >> 4, y >> 4, TILE_FLOWER);
checkSurrTiles4(x >> 4, y >> 4, TILE_SAPLING_TREE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_GRASS);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_TREE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_FLOWER);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAPLING_TREE);
if(currentLevel==1 && season==3) renderConnectedTile4(x, y, 256, 112);
else if(currentLevel==1 && season==2) renderConnectedTile4(x, y, 256, 128);
if(level==1 && worldData.season==3) renderConnectedTile4(x, y, 256, 112);
else if(level==1 && worldData.season==2) renderConnectedTile4(x, y, 256, 128);
else renderConnectedTile4(x, y, 256, 0);
break;
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+8, y, 360+((tu && tr && tur) ? 16 : 0), 96, 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);
} else if(season==3) {
} else if(worldData.season==3) {
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, 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;
case TILE_ROCK:
checkSurrTiles8(x >> 4, y >> 4, TILE_ROCK);
if(currentLevel>1)
checkSurrTiles8(level, x >> 4, y >> 4, TILE_ROCK);
if(level>1)
renderConnectedTile8(x, y, 256, 96);
else
renderConnectedTile8(x, y, 336, 64);
break;
case TILE_HARDROCK:
checkSurrTiles8(x >> 4, y >> 4, TILE_HARDROCK);
checkSurrTiles8(level, x >> 4, y >> 4, TILE_HARDROCK);
renderConnectedTile8(x, y, 416, 64);
break;
case TILE_DIRT: // render dots.
if (currentLevel > 1)
if (level > 1)
render16(x, y, 320, 80, 0);
else
render16(x, y, 336, 80, 0);
break;
case TILE_SAND:
checkSurrTiles4(x >> 4, y >> 4, TILE_SAND);
checkSurrTiles4(x >> 4, y >> 4, TILE_CACTUS);
checkSurrTiles4(x >> 4, y >> 4, TILE_SAPLING_CACTUS);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAND);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_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);
} else {
renderConnectedTile4(x, y, 320, 0);
@ -532,43 +539,43 @@ void renderTile(int i, int d, int x, int y) {
}
break;
case TILE_WATER:
checkSurrTiles4(x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(x >> 4, y >> 4, TILE_ICE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_ICE);
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);
break;
case TILE_LAVA:
checkSurrTiles4(x >> 4, y >> 4, TILE_LAVA);
checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_LAVA);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
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);
break;
case TILE_HOLE:
checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(x >> 4, y >> 4, TILE_LAVA);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_LAVA);
renderConnectedTile4(x, y, 256, 16);
break;
case TILE_CACTUS:
renderTile(TILE_SAND, 0, x, y);
renderTile(TILE_SAND, 0, level, x, y);
render16(x, y, 304, 48, 0);
break;
case TILE_FLOWER:
renderTile(TILE_GRASS, 0, x, y);
if(currentLevel==1 && season==3) render16(x, y, 320, 112, getData(x >> 4, y >> 4));
else render16(x, y, 320, 48, getData(x >> 4, y >> 4));
renderTile(TILE_GRASS, 0, level, x, y);
if(level==1 && worldData.season==3) render16(x, y, 320, 112, d);
else render16(x, y, 320, 48, d);
break;
case TILE_STAIRS_DOWN:
if (currentLevel == 0)
renderTile(TILE_CLOUD, 0, x, y);
if (level == 0)
renderTile(TILE_CLOUD, 0, level, x, y);
render16(x, y, 256, 64, 0);
break;
case TILE_STAIRS_UP:
@ -584,60 +591,60 @@ void renderTile(int i, int d, int x, int y) {
render16(x, y, 496, 48, 0);
break;
case TILE_CLOUD:
checkSurrTiles4(x >> 4, y >> 4, TILE_CLOUD);
checkSurrTiles4(x >> 4, y >> 4, TILE_STAIRS_DOWN);
checkSurrTiles4(x >> 4, y >> 4, TILE_CLOUDCACTUS);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_CLOUD);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_STAIRS_DOWN);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_CLOUDCACTUS);
renderConnectedTile4(x, y, 320, 16);
break;
case TILE_CLOUDCACTUS:
renderTile(TILE_CLOUD, 0, x, y);
renderTile(TILE_CLOUD, 0, level, x, y);
render16(x, y, 496, 64, 0);
break;
case TILE_SAPLING_TREE:
renderTile(TILE_GRASS, 0, x, y);
renderTile(TILE_GRASS, 0, level, x, y);
render16(x, y, 288, 48, 0);
break;
case TILE_SAPLING_CACTUS:
renderTile(TILE_SAND, 0, x, y);
renderTile(TILE_SAND, 0, level, x, y);
render16(x, y, 288, 48, 0);
break;
case TILE_FARM:
render16(x, y, 352, 48, 0);
break;
case TILE_WHEAT:
age = getData(x >> 4, y >> 4) / 20;
age = d / 20;
if (age > 5)
age = 5;
render16(x, y, 368 + (age << 4), 48, 0);
break;
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);
break;
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);
break;
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);
break;
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);
break;
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);
break;
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);
break;
@ -645,21 +652,22 @@ void renderTile(int i, int d, int x, int y) {
render16(x, y, 464 + d*16, 32, 0);
break;
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;
case TILE_MAGIC_BARRIER:
renderTile(TILE_DUNGEON_FLOOR, 0, x, y);
render16(x, y, 320, 64, getData(x >> 4, y >> 4));
renderTile(TILE_DUNGEON_FLOOR, 0, level, x, y);
render16(x, y, 320, 64, d);
//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;
y -= offsetY;
int data = 0;
int i = 0;
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) {
Entity * e = &eManager.entities[currentLevel][i];
for (i = 0; i < eManager.lastSlot[level]; ++i) {
Entity * e = &eManager.entities[level][i];
if(e->type == ENTITY_MAGIC_PILLAR) {
++data;
@ -675,7 +683,7 @@ void renderTile(int i, int d, int x, int y) {
break;
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);
break;
@ -683,26 +691,26 @@ void renderTile(int i, int d, int x, int y) {
render16(x, y, 336, 96, 0);
break;
case TILE_MYCELIUM:
checkSurrTiles4(x >> 4, y >> 4, TILE_MYCELIUM);
checkSurrTiles4(x >> 4, y >> 4, TILE_MUSHROOM_BROWN);
checkSurrTiles4(x >> 4, y >> 4, TILE_MUSHROOM_RED);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_MYCELIUM);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_MUSHROOM_BROWN);
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);
break;
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);
break;
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);
break;
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_HOLE);
checkSurrTiles4(x >> 4, y >> 4, TILE_ICE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_ICE);
renderConnectedTile4(x, y, 448, 112);
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);
}
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
int mx = mScrollX;
int my = mScrollY;
if(zoomLevel == 2) mx = 32;
sf2d_draw_texture_scale(minimap[currentLevel], mx, my, zoomLevel, zoomLevel); // zoomed map
int mx = pd->mapScrollX;
int my = pd->mapScrollY;
if(pd->mapZoomLevel == 2) mx = 32;
sf2d_draw_texture_scale(minimap[pd->entity.level], mx, my, pd->mapZoomLevel, pd->mapZoomLevel); // zoomed map
// Airwizard on zoomed map
if(currentLevel == 0){
if(pd->entity.level == 0){
if(awX != 0 && awY != 0){
render16c(
(mx+((awX/16)*zoomLevel)-16)/2,
(my+((awY/16)*zoomLevel)-16)/2,
(mx+((awX/16)*pd->mapZoomLevel)-16)/2,
(my+((awY/16)*pd->mapZoomLevel)-16)/2,
160, 112,
((player.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
2, 2
);
}
}
// Player on zoomed map
//TODO: Maybe also render other players?
render16c(
(mx+((player.x/16)*zoomLevel)-16)/2,
(my+((player.y/16)*zoomLevel)-16)/2,
(mx+((pd->entity.x/16)*pd->mapZoomLevel)-16)/2,
(my+((pd->entity.y/16)*pd->mapZoomLevel)-16)/2,
0, 112,
((player.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
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
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
else if(zoomLevel > 5) sf2d_draw_rectangle(284, 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(pd->mapZoomLevel > 5) sf2d_draw_rectangle(284, 210, 26, 20, 0x7F4F4F4F); // gray out minus button
}
char scoreT[32];
void renderGui() {
void renderGui(PlayerData *pd) {
int i;
//health and stamina
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);
else
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);
else
render(i * 8 + 6, 14, 191, 152, 0);
}
sf2d_draw_texture(minimap[currentLevel], 10, 102);
renderItemWithTextCentered(player.p.activeItem, 320, 66);
itoa(player.p.score, scoreT, 10); // integer to base10 string
//minimap
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(scoreT,(140-(strlen(scoreT)*12))/2 + 180,29);
if(currentLevel == 0){
if(pd->entity.level == 0){
if(awX != 0 && awY != 0){
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
drawText("Quickselect:",164,118);
Inventory * inv = player.p.inv;
Inventory * inv = &(pd->inventory);
Item * item;
for (i = 0; i < 8; ++i) {
if((inv->lastSlot) > i) {
@ -823,103 +839,112 @@ void renderGui() {
}
}
void renderPlayer() {
if (player.p.isDead)
void renderPlayer(PlayerData *pd) {
if (pd->entity.level!=getLocalPlayer()->entity.level) {
return;
int xo = player.x - 8;
int yo = player.y - 8;
if (player.p.attackTimer > 0 && player.p.dir == 1) {
renderc(xo, yo - 4, 16, 160, 16, 8, 0);
renderItemIcon(player.p.activeItem->id, player.p.activeItem->countLevel,
xo + 4, yo - 4);
}
u8 walk = (player.p.walkDist >> 4) & 1;
bool swimming = isSwimming();
switch (player.p.dir) {
if (pd->entity.p.isDead) {
return;
}
int xo = pd->entity.x - 8;
int yo = pd->entity.y - 8;
//attack animation upwards
if (pd->entity.p.attackTimer > 0 && pd->entity.p.dir == 1) {
renderc(xo, yo - 4, 16, 160, 16, 8, 0);
renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo + 4, yo - 4);
}
//find basic indices
int aIndexBig = 0;
int aIndexSmall = 0;
switch(pd->entity.p.dir) {
case 0: //down
if (swimming)
renderc(xo, yo + 4, 48,
160 + (((player.p.swimTimer >> 4) & 1) << 3), 16, 8, 0);
else
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);
aIndexBig = 0;
aIndexSmall = 0;
break;
case 1: //up
if (swimming)
renderc(xo, yo + 4, 48,
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);
aIndexBig = 2;
aIndexSmall = 1;
break;
case 2: //left
if (swimming)
renderc(xo, yo + 4, 48,
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);
aIndexBig = 7;
aIndexSmall = 3;
break;
case 3: //right
if (swimming)
renderc(xo, yo + 4, 48,
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);
aIndexBig = 4;
aIndexSmall = 2;
break;
}
if (player.p.isCarrying) {
renderFurniture(player.p.activeItem->id, xo, yo - 12);
//find index offset based on walk state
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) {
switch (player.p.dir) {
bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
//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:
renderc(xo - player.p.ax, yo - player.p.ay + 12, 16, 168, 16, 8, 0);
renderItemIcon(player.p.activeItem->id,
player.p.activeItem->countLevel, xo + 4, yo + 12);
renderc(xo - pd->entity.p.ax, yo - pd->entity.p.ay + 12, 16, 168, 16, 8, 0);
renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo + 4, yo + 12);
break;
case 2:
renderc(xo - player.p.ax - 4, yo - player.p.ay, 32, 160, 8, 16, 0);
renderItemIcon(player.p.activeItem->id,
player.p.activeItem->countLevel, xo - 4, yo + 4);
renderc(xo - pd->entity.p.ax - 4, yo - pd->entity.p.ay, 32, 160, 8, 16, 0);
renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo - 4, yo + 4);
break;
case 3:
renderc(xo - player.p.ax + 12, yo - player.p.ay, 40, 160, 8, 16, 0);
renderItemIcon(player.p.activeItem->id,
player.p.activeItem->countLevel, xo + 12, yo + 4);
renderc(xo - pd->entity.p.ax + 12, yo - pd->entity.p.ay, 40, 160, 8, 16, 0);
renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo + 12, yo + 4);
break;
}
}
}
void renderMenuBackground(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
renderLightsToStencil(false, false, true);
renderBackground(xScroll, yScroll);
resetStencilStuff();
renderDayNight();
}
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;
void renderWeather(u8 level, int xScroll, int yScroll) {
if(level==1) {
if(worldData.season==3) {
int xp = -128 + ((syncTickCount>>2) - xScroll*2)%128;
int yp = -128 + ((syncTickCount>>1) - yScroll*2)%128;
int xp2 = 0 - ((syncTickCount>>2) + xScroll*2)%128;
int yp2 = -128 + ((syncTickCount>>1)+64 - yScroll*2)%128;
int xt;
int yt;
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 yp = -128 + ((tickCount<<2) - yScroll*2)%128;
int yp = -128 + ((syncTickCount<<2) - yScroll*2)%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 yt;
for(xt=0; xt<4; ++xt) {
@ -947,46 +972,46 @@ void renderWeather(int xScroll, int yScroll) {
}
}
void renderDayNight() {
if(currentLevel==1 && (daytime<6000 || daytime>18000)) {
void renderDayNight(PlayerData *pd) {
if(pd->entity.level==1 && (worldData.daytime<6000 || worldData.daytime>18000)) {
int color1 = 0x000C0C0C;
int color2 = 0x00100C0C;
int alpha1 = 0x88;
int alpha2 = 0xDD;
if(daytime>5000 && daytime<6000) {
alpha1 = (alpha1 * (1000-(daytime-5000)))/1000;
alpha2 = (alpha2 * (1000-(daytime-5000)))/1000;
} else if(daytime>18000 && daytime<19000) {
alpha1 = (alpha1 * (daytime-18000))/1000;
alpha2 = (alpha2 * (daytime-18000))/1000;
if(worldData.daytime>5000 && worldData.daytime<6000) {
alpha2 = (alpha2 * (1000-(worldData.daytime-5000)))/1000;
alpha1 = (alpha1 * (1000-(worldData.daytime-5000)))/1000;
} else if(worldData.daytime>18000 && worldData.daytime<19000) {
alpha1 = (alpha1 * (worldData.daytime-18000))/1000;
alpha2 = (alpha2 * (worldData.daytime-18000))/1000;
}
color1 = color1 | (alpha1 << 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
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
resetStencilStuff();
}
}
void renderBackground(int xScroll, int yScroll) {
if(currentLevel == 0) {
void renderBackground(s8 level, int xScroll, int yScroll) {
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_rectangle(0, 0, 400, 240, 0xAFDFDFDF);
} else if(currentLevel == 5) {
} else if(level == 5) {
sf2d_draw_rectangle(0, 0, 400, 240, dungeonColor[1]);
} 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 yo = yScroll >> 4;
int x, y;
for (x = xo; x <= 13 + xo; ++x) {
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:
e->wizard.spriteAdjust = 0;
if (e->wizard.health < 200) {
if (tickCount / 4 % 3 < 2)
if (syncTickCount / 4 % 3 < 2)
e->wizard.spriteAdjust = 16;
} else if (e->wizard.health < 1000) {
if (tickCount / 5 % 4 < 2)
if (syncTickCount / 5 % 4 < 2)
e->wizard.spriteAdjust = 16;
}
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;
for (i = 0; i < em->lastSlot[currentLevel]; ++i) {
Entity e = em->entities[currentLevel][i];
for (i = 0; i < em->lastSlot[level]; ++i) {
Entity e = em->entities[level][i];
if (e.x > x - 200 && e.y > y - 125 && e.x < x + 200 && e.y < y + 125)
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);
break;
case TOOL_MAGIC_COMPASS:
xd = compassData[currentLevel][0] - (player.x>>4);
yd = compassData[currentLevel][1] - (player.y>>4);
xd = worldData.compassData[getLocalPlayer()->entity.level][0] - (getLocalPlayer()->entity.x>>4);
yd = worldData.compassData[getLocalPlayer()->entity.level][1] - (getLocalPlayer()->entity.y>>4);
if(abs(yd)>abs(xd)) {
if(yd<0) render(x, y, 112, 168, 0);
else render(x, y, 120, 168, 0);

View file

@ -12,6 +12,7 @@ sf2d_texture *lanternLightBake;
sf2d_texture *glowwormLightBake;
sf2d_texture *glowwormBigLightBake;
int offsetX, offsetY;
int playerScale;
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);
@ -26,25 +27,24 @@ void render32(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits);
void renderTitle(int x, int y);
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 renderConnectedTile8(int x, int y, u32 xTile, u32 yTile);
void renderBackground(int xScroll, int yScroll);
void renderMenuBackground(int xScroll, int yScroll); //Renders the darkness
void renderWeather(int xScroll, int yScroll);
void renderDayNight();
void renderBackground(s8 level, int xScroll, int yScroll);
void renderWeather(u8 level, int xScroll, int yScroll);
void renderDayNight(PlayerData *pd);
void renderButtonIcon(u32 icon, int x, int y, float scale);
void bakeLights();
void freeLightBakes();
void renderLightsToStencil(bool force, bool invert, bool rplayer);
void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer);
void resetStencilStuff();
void bakeLight(sf2d_texture* texture, int x, int y, int r);
void renderLight(int x, int y, sf2d_texture* texture);
void renderGui();
void renderZoomedMap();
void renderPlayer();
void renderGui(PlayerData *pd);
void renderZoomedMap(PlayerData *pd);
void renderPlayer(PlayerData *pd);
void drawText(char * msg, u32 x, u32 y);
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 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 renderItemList(Inventory * inv, int xo, int yo, int x1, int y1, int selected);

View file

@ -1,5 +1,7 @@
#include "SaveLoad.h"
#include "ZipHelper.h"
bool entityIsImportant(Entity * e){
switch(e->type){
case ENTITY_AIRWIZARD:
@ -30,39 +32,118 @@ s16 calculateImportantEntites(EntityManager * eManager, int level){
return count;
}
void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData){
FILE * file = fopen(filename, "wb");
int i,j;
//helper methods
char **files;
int fileCount;
// Player Data
fwrite(&player->p.score, sizeof(int), 1, file);
fwrite(&player->p.hasWonSaved, sizeof(bool), 1, file);
fwrite(&player->p.health, sizeof(s16), 1, file);
fwrite(&player->x, sizeof(s16), 1, file);
fwrite(&player->y, sizeof(s16), 1, file);
fwrite(&currentLevel, sizeof(s8), 1, file);
void saveTrackFileReset() {
if(files!=NULL) {
for(int i=0; i<fileCount; i++) {
free(files[i]);
}
free(files);
}
// Inventory Data
fwrite(&eManager->nextInv, sizeof(s16), 1, file); // write amount of inventories.
for(i = 0; i < eManager->nextInv; ++i) {
fwrite(&eManager->invs[i].lastSlot, sizeof(s16), 1, file); // write amount of items in inventory;
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;
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
fwrite(&eManager->nextInv, sizeof(s16), 1, file); // write amount of inventories.
for(i = 0; i < eManager->nextInv; ++i) {
saveInventory(&(eManager->invs[i]), eManager, file);
}
// 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);
fwrite(&amount, sizeof(s16), 1, file); // read amount of entities in level.
for(j = 0; j < eManager->lastSlot[i]; ++j){
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].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
@ -104,33 +185,60 @@ void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player
}
}
// Map Data
//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(mapData, 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);
fwrite(minimapData, sizeof(u8), 128*128, file); // Minimap, visibility data 16KB
//Quest Data
fwrite(&questManager.size, sizeof(int), 1, file);
for(i = 0; i < questManager.size; ++i) {
fwrite(&(questManager.questlines[i].currentQuest), sizeof(int), 1, file);
fwrite(&(questManager.questlines[i].currentQuestDone), sizeof(bool), 1, file);
}
// 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
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
fwrite(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
fwrite(worldData->map, sizeof(u8), 128*128*5, file); // Map Tile IDs, 128*128*5 bytes = 80KB
fwrite(worldData->data, sizeof(u8), 128*128*5, file); // Map Tile Data (Damage done to trees/rocks, age of wheat & saplings, etc). 80KB
fclose(file);
}
//Day/season Data
fwrite(&day, sizeof(int), 1, file);
fwrite(&season, sizeof(u8), 1, file);
fwrite(&rain, sizeof(bool), 1, file);
void savePlayerInternal(char *filename, PlayerData *player, EntityManager *eManager) {
FILE * file = fopen(filename, "wb"); //TODO: should be checked
int i;
//write savefile version
int version = SAVE_VERSION;
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);
}
//Potion Data
fwrite(&UnderStrengthEffect, sizeof(bool), 1, file);
@ -145,36 +253,39 @@ void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player
fclose(file);
}
int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData){
FILE * file;
int i,j;
if ((file = fopen(filename, "rb"))){
fread(&player->p.score, sizeof(int), 1, file);
fread(&player->p.hasWonSaved, sizeof(bool), 1, file);
fread(&player->p.health, sizeof(s16), 1, file);
fread(&player->x, sizeof(s16), 1, file);
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.
//internal load methods
void loadInventory(Inventory *inv, EntityManager *eManager, FILE *file) {
fread(&(inv->lastSlot), sizeof(s16), 1, file); // read amount of items in inventory;
for(int j = 0; j < inv->lastSlot; ++j) {
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(&(inv->items[j].onlyOne), sizeof(bool), 1, file);
inv->items[j].invPtr = (int*)inv; // setup Inventory pointer
inv->items[j].slotNum = j; // setup slot number
if(inv->items[j].id == ITEM_CHEST){ // for chest item specifically.
int invIndex;
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){
fread(&eManager->lastSlot[i], sizeof(s16), 1, file); // read amount of entities in level.
for(j = 0; j < eManager->lastSlot[i]; ++j){
@ -370,49 +481,62 @@ int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * m
}
}
}
//Don't write or load dungeon, so only first 5 levels not 6
fread(map, sizeof(u8), 128*128*5, file);
fread(mapData, sizeof(u8), 128*128*5, file);
//set to startvalue incase file is old and doesn't contain saved time
daytime = 6001;
fread(&daytime, sizeof(u16), 1, file);
fread(minimapData, sizeof(u8), 128*128, file);
//Quest Data
int qsize = 0;
fread(&qsize, sizeof(int), 1, file);
for(i = 0; i < qsize; ++i) {
fread(&(questManager.questlines[i].currentQuest), sizeof(int), 1, file);
fread(&(questManager.questlines[i].currentQuestDone), sizeof(bool), 1, file);
}
//fill missing questlines with "no progress done"
for(i = qsize; i < questManager.size; ++i) {
questManager.questlines[i].currentQuest = 0;
questManager.questlines[i].currentQuestDone = false;
}
//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);
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
fread(worldData->map, sizeof(u8), 128*128*5, file); // Map Tile IDs, 128*128*5 bytes = 80KB
fread(worldData->data, sizeof(u8), 128*128*5, file); // Map Tile Data (Damage done to trees/rocks, age of wheat & saplings, etc). 80KB
fclose(file);
}
void loadPlayerInternal(char *filename, PlayerData *player, EntityManager *eManager) {
FILE * file = fopen(filename, "rb"); //TODO: should be checked
int i;
//read savefile version
int version;
fread(&version, sizeof(int), 1, file);
// basic player info
fread(&player->score, sizeof(int), 1, file);
fread(&player->isSpawned, sizeof(bool), 1, file);
fread(&player->entity.p.hasWonSaved, sizeof(bool), 1, file);
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);
}
//Potion Data
fread(&UnderStrengthEffect, sizeof(bool), 1, file);
fread(&UnderSpeedEffect, sizeof(bool), 1, file);
@ -424,7 +548,116 @@ int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * m
fread(&player->p.regenTimer, sizeof(int), 1, file);
fclose(file);
}
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;
}
return 1;
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 <string.h>
#include "Entity.h"
#include "Player.h"
#include "Globals.h"
void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData);
int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * map, u8 * mapData);
#define SAVE_VERSION 1
#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

@ -1,5 +1,9 @@
#include "Sound.h"
u8 soundListenerLevel;
int soundListenerX;
int soundListenerY;
void loadSound(Sound * snd, char * filename){
FILE *file = fopen(filename, "rb");
if(file != NULL){
@ -16,8 +20,27 @@ void playSound(Sound snd){
csndPlaySound(8, SOUND_FORMAT_16BIT | SOUND_ONE_SHOT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
}
void playMusic(Sound snd){
csndPlaySound(10, SOUND_FORMAT_16BIT | SOUND_REPEAT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
void playSoundPositioned(Sound snd, s8 level, int x, int y) {
if(level != soundListenerLevel) return;
int xd = soundListenerX - x;
int yd = soundListenerY - y;
if (xd * xd + yd * yd > 80 * 80) return;
csndPlaySound(8, SOUND_FORMAT_16BIT | SOUND_ONE_SHOT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
}
void setListenerPosition(s8 level, int x, int y) {
soundListenerLevel = level;
soundListenerX = x;
soundListenerY = y;
}
void playMusic(Sound *snd){
static Sound *lastSnd;
if(lastSnd==snd) return;
lastSnd = snd;
csndPlaySound(10, SOUND_FORMAT_16BIT | SOUND_REPEAT, 44100, 1, 0, snd->buffer, snd->buffer, snd->size);
}
void stopMusic() {
@ -29,19 +52,19 @@ void stopMusic() {
void updateMusic(int lvl, int time) {
switch(lvl) {
case 0:
playMusic(music_floor0);
playMusic(&music_floor0);
break;
case 1:
if(time>6000 && time<19000) playMusic(music_floor1);
else playMusic(music_floor1_night);
if(time>6000 && time<19000) playMusic(&music_floor1);
else playMusic(&music_floor1_night);
break;
case 2:
case 3:
playMusic(music_floor23);
playMusic(&music_floor23);
break;
case 4:
case 5: //TODO - dungeon needs own music
playMusic(music_floor4);
playMusic(&music_floor4);
break;
}
}

View file

@ -13,7 +13,10 @@ typedef struct {
void loadSound(Sound * snd, char * filename);
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 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 "texturepack.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
// -> Skeleton arrows are slower, do a little less damage
// -> Or instead of less damage, implement a simple armor system
//TODO: Multiplayer should use normal drawing code -> so remove this first test again
float tmxscr = 400;
float tmyscr = 400;
float tmenuxa = 0.25;
float tmenuya = 0.25;
//TODO: Something still causes desyncs very rarely
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;
}
void setupBGMap(bool loadUpWorld) {
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
void setupGameServer() {
size_t size;
if(!loadUpWorld) {
newSeed();
createAndValidateTopMap(128, 128, 1, map[1], data[1]);
} else {
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data);
networkHostStopConnections();
networkStart();
//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.
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;
}
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();
tickTouchQuickSelect();
++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);
}
}
}
//for rendering -> move to a better place
extern int xscr, yscr;
char debugText[34];
char bossHealthText[34];
@ -214,19 +99,36 @@ int main() {
csndInit();
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);
initMenus();
currentMenu = MENU_TITLE;
currentSelection = 0;
quitGame = false;
initBGMap = 1;
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);
bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
loadSounds();
playMusic(music_menu);
playMusic(&music_menu);
bakeLights();
@ -244,33 +146,33 @@ int main() {
sf2d_set_clear_color(0xFF);
/* Default inputs */
k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
k_pause.input = KEY_START;
k_accept.input = KEY_A;
k_decline.input = KEY_B;
k_delete.input = KEY_X;
k_menuNext.input = KEY_R;
k_menuPrev.input = KEY_L;
localInputs.k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
localInputs.k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
localInputs.k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
localInputs.k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
localInputs.k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
localInputs.k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
localInputs.k_pause.input = KEY_START;
localInputs.k_accept.input = KEY_A;
localInputs.k_decline.input = KEY_B;
localInputs.k_delete.input = KEY_X;
localInputs.k_menuNext.input = KEY_R;
localInputs.k_menuPrev.input = KEY_L;
/* If btnSave exists, then use that. */
if ((file = fopen("btnSave.bin", "rb"))) {
fread(&k_up.input, sizeof(int), 1, file);
fread(&k_down.input, sizeof(int), 1, file);
fread(&k_left.input, sizeof(int), 1, file);
fread(&k_right.input, sizeof(int), 1, file);
fread(&k_attack.input, sizeof(int), 1, file);
fread(&k_menu.input, sizeof(int), 1, file);
fread(&k_pause.input, sizeof(int), 1, file);
fread(&k_accept.input, sizeof(int), 1, file);
fread(&k_decline.input, sizeof(int), 1, file);
fread(&k_delete.input, sizeof(int), 1, file);
fread(&k_menuNext.input, sizeof(int), 1, file);
fread(&k_menuPrev.input, sizeof(int), 1, file);
fread(&(localInputs.k_up.input), sizeof(int), 1, file);
fread(&(localInputs.k_down.input), sizeof(int), 1, file);
fread(&(localInputs.k_left.input), sizeof(int), 1, file);
fread(&(localInputs.k_right.input), sizeof(int), 1, file);
fread(&(localInputs.k_attack.input), sizeof(int), 1, file);
fread(&(localInputs.k_menu.input), sizeof(int), 1, file);
fread(&(localInputs.k_pause.input), sizeof(int), 1, file);
fread(&(localInputs.k_accept.input), sizeof(int), 1, file);
fread(&(localInputs.k_decline.input), sizeof(int), 1, file);
fread(&(localInputs.k_delete.input), sizeof(int), 1, file);
fread(&(localInputs.k_menuNext.input), sizeof(int), 1, file);
fread(&(localInputs.k_menuPrev.input), sizeof(int), 1, file);
fclose(file);
}
@ -282,101 +184,24 @@ int main() {
fclose(file);
}
tickCount = 0;
initPlayers();
initRecipes();
initQuests();
initTrades();
while (aptMainLoop()) {
++tickCount;
hidScanInput();
tickKeys(hidKeysHeld(), hidKeysDown());
if (quitGame) break;
if (initGame > 0) setupGame(initGame == 1 ? true : false, isRemote);
if (initBGMap > 0) setupBGMap(initBGMap == 1 ? true : false);
if (initGame > 0 && --initGame==0) setupGame();
if (initMPGame > 0 && --initMPGame==0) setupGameServer();
if (initBGMap > 0 && --initBGMap==0) setupBGMap();
networkRecieve();
if (currentMenu == 0) {
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();
if (currentMenu == MENU_NONE) {
tickGame();
renderGame();
} else {
renderZoomedMap();
}
sf2d_end_frame();
//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;
//input scanning ingame is handled by the synchronizer
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
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);
renderMenu(currentMenu, xscr, yscr);
}
@ -386,8 +211,9 @@ int main() {
stopMusic();
freeQuests();
freeTrades();
freeRecipes();
freePlayers();
freeLightBakes();
sf2d_free_texture(icons);

View file

@ -1,9 +1,9 @@
/* 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

View file

@ -1,9 +1,9 @@
/* ioapi.c -- IO base function header for compress/uncompress .zip
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>
@ -141,8 +141,7 @@ long ZCALLBACK fseek_file_func (opaque, stream, offset, origin)
default: return -1;
}
ret = 0;
if (fseek((FILE *)stream, offset, fseek_origin) != 0)
ret = -1;
fseek((FILE *)stream, offset, fseek_origin);
return ret;
}

View file

@ -1,9 +1,9 @@
/* ioapi.h -- IO base function header for compress/uncompress .zip
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

View file

@ -1,7 +1,7 @@
/* 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
*/
@ -103,9 +103,6 @@ typedef struct
{
char *read_buffer; /* internal buffer for compressed data */
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 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 x ;
int i = 0;
int i;
int err;
err = unzlocal_getByte(pzlib_filefunc_def,filestream,&i);
@ -235,7 +232,7 @@ local int unzlocal_getLong (pzlib_filefunc_def,filestream,pX)
uLong *pX;
{
uLong x ;
int i = 0;
int i;
int err;
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));
if (s!=NULL)
{
*s=us;
unzGoToFirstFile((unzFile)s);
}
return (unzFile)s;
}
@ -614,12 +608,10 @@ local int unzlocal_GetCurrentFileInfoInternal (file,
/* we check the magic */
if (err==UNZ_OK)
{
if (unzlocal_getLong(&s->z_filefunc, s->filestream,&uMagic) != UNZ_OK)
err=UNZ_ERRNO;
else if (uMagic!=0x02014b50)
err=UNZ_BADZIPFILE;
}
if (unzlocal_getShort(&s->z_filefunc, s->filestream,&file_info.version) != UNZ_OK)
err=UNZ_ERRNO;
@ -696,13 +688,10 @@ local int unzlocal_GetCurrentFileInfoInternal (file,
uSizeRead = extraFieldBufferSize;
if (lSeek!=0)
{
if (ZSEEK(s->z_filefunc, s->filestream,lSeek,ZLIB_FILEFUNC_SEEK_CUR)==0)
lSeek=0;
else
err=UNZ_ERRNO;
}
if ((file_info.size_file_extra>0) && (extraFieldBufferSize>0))
if (ZREAD(s->z_filefunc, s->filestream,extraField,uSizeRead)!=uSizeRead)
err=UNZ_ERRNO;
@ -724,13 +713,10 @@ local int unzlocal_GetCurrentFileInfoInternal (file,
uSizeRead = commentBufferSize;
if (lSeek!=0)
{
if (ZSEEK(s->z_filefunc, s->filestream,lSeek,ZLIB_FILEFUNC_SEEK_CUR)==0)
lSeek=0;
else
err=UNZ_ERRNO;
}
if ((file_info.size_file_comment>0) && (commentBufferSize>0))
if (ZREAD(s->z_filefunc, s->filestream,szComment,uSizeRead)!=uSizeRead)
err=UNZ_ERRNO;
@ -991,12 +977,10 @@ local int unzlocal_CheckCurrentFileCoherencyHeader (s,piSizeVar,
if (err==UNZ_OK)
{
if (unzlocal_getLong(&s->z_filefunc, s->filestream,&uMagic) != UNZ_OK)
err=UNZ_ERRNO;
else if (uMagic!=0x04034b50)
err=UNZ_BADZIPFILE;
}
if (unzlocal_getShort(&s->z_filefunc, s->filestream,&uData) != UNZ_OK)
err=UNZ_ERRNO;
@ -1013,9 +997,6 @@ local int unzlocal_CheckCurrentFileCoherencyHeader (s,piSizeVar,
err=UNZ_BADZIPFILE;
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))
err=UNZ_BADZIPFILE;
@ -1130,9 +1111,6 @@ extern int ZEXPORT unzOpenCurrentFile3 (file, method, level, raw, password)
}
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))
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;
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) &&
(!raw))
{
@ -1185,7 +1135,7 @@ extern int ZEXPORT unzOpenCurrentFile3 (file, method, level, raw, password)
err=inflateInit2(&pfile_in_zip_read_info->stream, -MAX_WBITS);
if (err == Z_OK)
pfile_in_zip_read_info->stream_initialised=Z_DEFLATED;
pfile_in_zip_read_info->stream_initialised=1;
else
{
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->encrypted = 0;
# ifndef NOUNCRYPT
if (password != NULL)
{
@ -1386,53 +1334,6 @@ extern int ZEXPORT unzReadCurrentFile (file, buf, len)
iRead += uDoCopy;
}
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;
const Bytef *bufBefore;
@ -1611,12 +1512,8 @@ extern int ZEXPORT unzCloseCurrentFile (file)
TRYFREE(pfile_in_zip_read_info->read_buffer);
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);
#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;
TRYFREE(pfile_in_zip_read_info);
@ -1637,6 +1534,7 @@ extern int ZEXPORT unzGetGlobalComment (file, szComment, uSizeBuf)
char *szComment;
uLong uSizeBuf;
{
int err=UNZ_OK;
unz_s* s;
uLong uReadThis ;
if (file==NULL)
@ -1669,7 +1567,7 @@ extern uLong ZEXPORT unzGetOffset (file)
unz_s* s;
if (file==NULL)
return 0;
return UNZ_PARAMERROR;
s=(unz_s*)file;
if (!s->current_file_ok)
return 0;

View file

@ -1,7 +1,7 @@
/* 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
WinZip, InfoZip tools and compatible.
@ -57,12 +57,6 @@ extern "C" {
#include "ioapi.h"
#endif
#ifdef HAVE_BZIP2
#include "bzlib.h"
#endif
#define Z_BZIP2ED 12
#if defined(STRICTUNZIP) || defined(STRICTZIPUNZIP)
/* like the STRICT of WIN32, we define a pointer that cannot be converted
from (void*) without cast */

View file

@ -1,10 +1,10 @@
/* 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
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
*/
@ -320,9 +320,9 @@ local uLong ziplocal_TmzDateToDosDate(ptm,dosDate)
uLong dosDate;
{
uLong year = (uLong)ptm->tm_year;
if (year>=1980)
if (year>1980)
year-=1980;
else if (year>=80)
else if (year>80)
year-=80;
return
(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 x ;
int i = 0;
int i;
int err;
err = ziplocal_getByte(pzlib_filefunc_def,filestream,&i);
@ -401,7 +401,7 @@ local int ziplocal_getLong (pzlib_filefunc_def,filestream,pX)
uLong *pX;
{
uLong x ;
int i = 0;
int i;
int err;
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
the global comment)
Fix from Riccardo Cohen
*/
local uLong ziplocal_SearchCentralDir OF((
const zlib_filefunc_def* pzlib_filefunc_def,
@ -494,7 +493,6 @@ local uLong ziplocal_SearchCentralDir(pzlib_filefunc_def,filestream)
TRYFREE(buf);
return uPosFound;
}
#endif /* !NO_ADDFILEINEXISTINGZIP*/
/************************************************************/
@ -523,8 +521,6 @@ extern zipFile ZEXPORT zipOpen2 (pathname, append, globalcomment, pzlib_filefunc
if (ziinit.filestream == 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.in_opened_file_inzip = 0;
ziinit.ci.stream_initialised = 0;
@ -562,10 +558,9 @@ extern zipFile ZEXPORT zipOpen2 (pathname, append, globalcomment, pzlib_filefunc
uLong size_comment;
central_pos = ziplocal_SearchCentralDir(&ziinit.z_filefunc,ziinit.filestream);
/* disable to allow appending to empty ZIP archive
if (central_pos==0)
err=ZIP_ERRNO;
*/
if (ZSEEK(ziinit.z_filefunc, ziinit.filestream,
central_pos,ZLIB_FILEFUNC_SEEK_SET)!=0)
err=ZIP_ERRNO;
@ -620,7 +615,7 @@ extern zipFile ZEXPORT zipOpen2 (pathname, append, globalcomment, pzlib_filefunc
if (size_comment>0)
{
ziinit.globalcomment = (char*)ALLOC(size_comment+1);
ziinit.globalcomment = ALLOC(size_comment+1);
if (ziinit.globalcomment)
{
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);
}
extern int ZEXPORT zipOpenNewFileInZip4 (file, filename, zipfi,
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, versionMadeBy, flagBase)
password, crcForCrypting)
zipFile file;
const char* filename;
const zip_fileinfo* zipfi;
@ -714,8 +709,6 @@ extern int ZEXPORT zipOpenNewFileInZip4 (file, filename, zipfi,
int strategy;
const char* password;
uLong crcForCrypting;
uLong versionMadeBy;
uLong flagBase;
{
zip_internal* zi;
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);
}
zi->ci.flag = flagBase;
zi->ci.flag = 0;
if ((level==8) || (level==9))
zi->ci.flag |= 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);
/* 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+8,(uLong)zi->ci.flag,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.total_in = 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))
{
@ -920,46 +912,14 @@ extern int ZEXPORT zipOpenNewFileInZip2(file, filename, zipfi,
int level;
int raw;
{
return zipOpenNewFileInZip4 (file, filename, zipfi,
return zipOpenNewFileInZip3 (file, filename, zipfi,
extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global,
comment, method, level, raw,
-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,
extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global,
@ -975,12 +935,10 @@ extern int ZEXPORT zipOpenNewFileInZip (file, filename, zipfi,
int method;
int level;
{
return zipOpenNewFileInZip4 (file, filename, zipfi,
return zipOpenNewFileInZip2 (file, filename, zipfi,
extrafield_local, size_extrafield_local,
extrafield_global, size_extrafield_global,
comment, method, level, 0,
-MAX_WBITS, DEF_MEM_LEVEL, Z_DEFAULT_STRATEGY,
NULL, 0, VERSIONMADEBY, 0);
comment, method, level, 0);
}
local int zipFlushWriteBuffer(zi)
@ -1020,9 +978,9 @@ extern int ZEXPORT zipWriteInFileInZip (file, buf, len)
if (zi->in_opened_file_inzip == 0)
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.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))
{
@ -1112,9 +1070,7 @@ extern int ZEXPORT zipCloseFileInZipRaw (file, uncompressed_size, crc32)
if ((zi->ci.method == Z_DEFLATED) && (!zi->ci.raw))
{
int tmp_err=deflateEnd(&zi->ci.stream);
if (err == ZIP_OK)
err = tmp_err;
err=deflateEnd(&zi->ci.stream);
zi->ci.stream_initialised = 0;
}
@ -1217,7 +1173,7 @@ extern int ZEXPORT zipClose (file, global_comment)
ldi = ldi->next_datablock;
}
}
free_linkedlist(&(zi->central_dir));
free_datablock(zi->central_dir.first_block);
if (err==ZIP_OK) /* Magic End */
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
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
WinZip, InfoZip tools and compatible.
@ -191,7 +191,8 @@ extern int ZEXPORT zipOpenNewFileInZip3 OF((zipFile file,
int memLevel,
int strategy,
const char* password,
uLong crcForCrypting));
uLong crcForCtypting));
/*
Same than zipOpenNewFileInZip2, except
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)
*/
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,
const void* buf,

View file

@ -1,9 +1,13 @@
#include "texturepack.h"
#define dir_delimter '/'
#define MAX_FILENAME 256
#define READ_SIZE 9216
#include "ZipHelper.h"
#define MAX_FILENAME 256
bool texturepackUseDefaultIcons = true;
bool texturepackUseDefaultPlayer = true;
bool texturepackUseDefaultFont = true;
bool texturepackUseDefaultBottom = true;
void toLowerString(char * str){
int i;
@ -31,136 +35,66 @@ int getTexturePackComment(char * filename, char * cmmtBuf){
return 0;
}
int loadTexturePack(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);
int loadTexture(char * filename) {
char lowerFilename[MAX_FILENAME];
strcpy(lowerFilename,filename);
toLowerString(lowerFilename);
if(strcmp(lowerFilename, "icons.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
unzCloseCurrentFile( zipfile );
unzClose( zipfile );
return 7;
return 0;
}
icons = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
icons = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
reloadColors();
useDefaultIcons = false;
texturepackUseDefaultIcons = false;
} else if(strcmp(lowerFilename, "player.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
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){
unzCloseCurrentFile( zipfile );
unzClose( zipfile );
return 7;
return 0;
}
font = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
useDefaultFont = false;
texturepackUseDefaultFont = false;
} else if(strcmp(lowerFilename, "bottombg.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
unzCloseCurrentFile( zipfile );
unzClose( zipfile );
return 7;
return 0;
}
bottombg = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
useDefaultBottom = false;
}
remove(filename);
texturepackUseDefaultBottom = false;
}
unzCloseCurrentFile( zipfile );
// Go the the next entry listed in the zip file.
if ( ( i+1 ) < global_info.number_entry )
{
if ( unzGoToNextFile( zipfile ) != UNZ_OK )
{
unzClose( zipfile );
return 7;
}
}
}
if(useDefaultIcons){
icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
reloadColors();
}
if(useDefaultFont) font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
if(useDefaultBottom) bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
unzClose( zipfile );
return 0;
}
int loadTexturePack(char * filename) {
texturepackUseDefaultIcons = true;
texturepackUseDefaultPlayer = true;
texturepackUseDefaultFont = true;
texturepackUseDefaultBottom = true;
if(unzipAndLoad(filename, &loadTexture, NULL, ZIPHELPER_CLEANUP_FILES)!=0) {
return 1;
}
if(texturepackUseDefaultIcons){
icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
reloadColors();
}
if(texturepackUseDefaultPlayer) playerSprites = sfil_load_PNG_buffer(player_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);
return 0;
}

View file

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