All the Stuff(Forgot to commit)

This commit is contained in:
Andre Schweiger 2016-01-01 16:17:37 +01:00
parent 7eb2832f9b
commit 7d08458f3f
22 changed files with 1668 additions and 319 deletions

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@ -11,7 +11,7 @@ sfillib by xerpi: https://github.com/xerpi/sfillib
zlib: http://www.zlib.net/
Current Version: Version 1.1
Current Version: Version 1.2
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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@ -79,7 +79,7 @@ Recipe defineRecipe(int item, int amountOrLevel, int numArgs, ...){
void initRecipes(){
curPlace = 0;
workbenchRecipes.size = 16;
workbenchRecipes.size = 22;
workbenchRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (workbenchRecipes.size));
workbenchRecipes.recipes[0] = defineRecipe(ITEM_WORKBENCH,1,1,ITEM_WOOD,20);
workbenchRecipes.recipes[1] = defineRecipe(ITEM_FURNACE,1,1,ITEM_STONE,20);
@ -87,16 +87,22 @@ void initRecipes(){
workbenchRecipes.recipes[3] = defineRecipe(ITEM_CHEST,1,1,ITEM_WOOD,20);
workbenchRecipes.recipes[4] = defineRecipe(ITEM_ANVIL,1,1,ITEM_IRONINGOT,5);
workbenchRecipes.recipes[5] = defineRecipe(ITEM_LANTERN,1,3,ITEM_WOOD,5,ITEM_SLIME,10,ITEM_GLASS,4);
workbenchRecipes.recipes[6] = defineRecipe(TOOL_SWORD,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[7] = defineRecipe(TOOL_AXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[8] = defineRecipe(TOOL_HOE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[9] = defineRecipe(TOOL_PICKAXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[10] = defineRecipe(TOOL_SHOVEL,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[11] = defineRecipe(TOOL_SWORD,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[12] = defineRecipe(TOOL_AXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[13] = defineRecipe(TOOL_HOE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[14] = defineRecipe(TOOL_PICKAXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[15] = defineRecipe(TOOL_SHOVEL,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[6] = defineRecipe(ITEM_LOOM,1,2,ITEM_WOOD,10,ITEM_WOOL,5);
workbenchRecipes.recipes[7] = defineRecipe(TOOL_SWORD,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[8] = defineRecipe(TOOL_AXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[9] = defineRecipe(TOOL_HOE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[10] = defineRecipe(TOOL_PICKAXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[11] = defineRecipe(TOOL_SHOVEL,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[12] = defineRecipe(TOOL_BOW,0,2,ITEM_WOOD,10,ITEM_STRING,1);
workbenchRecipes.recipes[13] = defineRecipe(ITEM_ARROW_WOOD,1,2,ITEM_WOOD,2,ITEM_STRING,1);
workbenchRecipes.recipes[14] = defineRecipe(TOOL_SWORD,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[15] = defineRecipe(TOOL_AXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[16] = defineRecipe(TOOL_HOE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[17] = defineRecipe(TOOL_PICKAXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[18] = defineRecipe(TOOL_SHOVEL,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[19] = defineRecipe(ITEM_ARROW_STONE,1,3,ITEM_WOOD,1,ITEM_STONE,1,ITEM_STRING,1);
workbenchRecipes.recipes[20] = defineRecipe(ITEM_WALL_WOOD,1,1,ITEM_WOOD,4);
workbenchRecipes.recipes[21] = defineRecipe(ITEM_WALL_STONE,1,1,ITEM_STONE,4);
anvilRecipes.size = 16;
anvilRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (anvilRecipes.size));
@ -105,17 +111,17 @@ void initRecipes(){
anvilRecipes.recipes[2] = defineRecipe(TOOL_HOE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[5] = defineRecipe(TOOL_SWORD,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[6] = defineRecipe(TOOL_AXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[7] = defineRecipe(TOOL_HOE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[8] = defineRecipe(TOOL_PICKAXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[9] = defineRecipe(TOOL_SHOVEL,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[10] = defineRecipe(TOOL_SWORD,4,2,ITEM_WOOD,5,ITEM_GEM,50);
anvilRecipes.recipes[11] = defineRecipe(TOOL_AXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
anvilRecipes.recipes[12] = defineRecipe(TOOL_HOE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
anvilRecipes.recipes[13] = defineRecipe(TOOL_PICKAXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
anvilRecipes.recipes[14] = defineRecipe(TOOL_SHOVEL,4,2,ITEM_WOOD,5,ITEM_GEM,50);
anvilRecipes.recipes[15] = defineRecipe(TOOL_BUCKET,0,1,ITEM_IRONINGOT,10);
anvilRecipes.recipes[5] = defineRecipe(ITEM_ARROW_IRON,1,3,ITEM_WOOD,1,ITEM_IRONINGOT,1,ITEM_STRING,1);
anvilRecipes.recipes[6] = defineRecipe(TOOL_SWORD,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[7] = defineRecipe(TOOL_AXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[8] = defineRecipe(TOOL_HOE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[9] = defineRecipe(TOOL_PICKAXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[10] = defineRecipe(TOOL_SHOVEL,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[11] = defineRecipe(ITEM_ARROW_GOLD,1,3,ITEM_WOOD,1,ITEM_GOLDINGOT,1,ITEM_STRING,1);
anvilRecipes.recipes[12] = defineRecipe(TOOL_BUCKET,0,1,ITEM_IRONINGOT,10);
anvilRecipes.recipes[13] = defineRecipe(ITEM_ENCHANTER,1,3,ITEM_WOOD,10,ITEM_GOLDINGOT,10,ITEM_GEM,20);
anvilRecipes.recipes[14] = defineRecipe(ITEM_WALL_IRON,1,1,ITEM_IRONINGOT,2);
anvilRecipes.recipes[15] = defineRecipe(ITEM_WALL_GOLD,1,1,ITEM_GOLDINGOT,2);
furnaceRecipes.size = 3;
furnaceRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (furnaceRecipes.size));
@ -123,9 +129,27 @@ void initRecipes(){
furnaceRecipes.recipes[1] = defineRecipe(ITEM_GOLDINGOT,1,2,ITEM_GOLDORE,4,ITEM_COAL,1);
furnaceRecipes.recipes[2] = defineRecipe(ITEM_GLASS,1,2,ITEM_SAND,4,ITEM_COAL,1);
ovenRecipes.size = 1;
ovenRecipes.size = 3;
ovenRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (ovenRecipes.size));
ovenRecipes.recipes[0] = defineRecipe(ITEM_BREAD,1,1,ITEM_WHEAT,4);
ovenRecipes.recipes[1] = defineRecipe(ITEM_PORK_COOKED,1,2,ITEM_PORK_RAW,1,ITEM_COAL,1);
ovenRecipes.recipes[2] = defineRecipe(ITEM_BEEF_COOKED,1,2,ITEM_BEEF_RAW,1,ITEM_COAL,1);
loomRecipes.size = 1;
loomRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (loomRecipes.size));
loomRecipes.recipes[0] = defineRecipe(ITEM_STRING,1,1,ITEM_WOOL,1);
enchanterRecipes.size = 8;
enchanterRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (enchanterRecipes.size));
enchanterRecipes.recipes[0] = defineRecipe(TOOL_SWORD,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[1] = defineRecipe(TOOL_AXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[2] = defineRecipe(TOOL_HOE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[5] = defineRecipe(ITEM_ARROW_GEM,1,3,ITEM_WOOD,1,ITEM_GEM,3,ITEM_STRING,1);
enchanterRecipes.recipes[6] = defineRecipe(ITEM_WALL_GEM,1,1,ITEM_GEM,10);
enchanterRecipes.recipes[7] = defineRecipe(ITEM_WIZARD_SUMMON,1,4,ITEM_CLOUD,100,ITEM_IRONINGOT,10,ITEM_BONE,10,ITEM_LEATHER,10);
}
/* Free up allocated memory */
@ -134,4 +158,6 @@ void freeRecipes(){
free(ovenRecipes.recipes);
free(furnaceRecipes.recipes);
free(anvilRecipes.recipes);
free(loomRecipes.recipes);
free(enchanterRecipes.recipes);
}

View file

@ -26,6 +26,8 @@ RecipeManager workbenchRecipes;
RecipeManager furnaceRecipes;
RecipeManager ovenRecipes;
RecipeManager anvilRecipes;
RecipeManager loomRecipes;
RecipeManager enchanterRecipes;
void checkCanCraftRecipes(RecipeManager * rm, Inventory * inv);
void sortRecipes(RecipeManager * rm);

View file

@ -65,6 +65,25 @@ Entity newFurnitureEntity(int itemID,Inventory * invPtr, int x, int y, int level
return e;
}
Entity newPassiveEntity(int type, int x, int y, int level){
Entity e;
e.type = ENTITY_PASSIVE;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.passive.mtype = type;
e.passive.health = 20;
e.passive.dir = 0;
e.passive.xa = 0;
e.passive.ya = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
return e;
}
Entity newZombieEntity(int lvl, int x, int y, int level){
Entity e;
@ -75,17 +94,72 @@ Entity newZombieEntity(int lvl, int x, int y, int level){
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.zombie.lvl = lvl;
e.zombie.health = lvl * lvl * 10;
e.zombie.dir = 0;
e.hostile.lvl = lvl;
e.hostile.xa = 0;
e.hostile.ya = 0;
e.hostile.health = lvl * lvl * 10;
e.hostile.dir = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.zombie.color = 0xFF8282CC; break;
case 3: e.zombie.color = 0xFFEFEFEF; break;
case 4: e.zombie.color = 0xFFAA6262; break;
default: e.zombie.color = 0xFF95DB95; break;
case 2: e.hostile.color = 0xFF8282CC; break;
case 3: e.hostile.color = 0xFFEFEFEF; break;
case 4: e.hostile.color = 0xFFAA6262; break;
default: e.hostile.color = 0xFF95DB95; break;
}
return e;
}
Entity newSkeletonEntity(int lvl, int x, int y, int level){
Entity e;
e.type = ENTITY_SKELETON;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
e.hostile.xa = 0;
e.hostile.ya = 0;
e.hostile.health = lvl * lvl * 10;
e.hostile.dir = 0;
e.hostile.randAttackTime = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFFC4C4C4; break;
case 3: e.hostile.color = 0xFFA0A0A0; break;
case 4: e.hostile.color = 0xFF7A7A7A; break;
default: e.hostile.color = 0xFFFFFFFF; break;
}
return e;
}
Entity newKnightEntity(int lvl, int x, int y, int level){
Entity e;
e.type = ENTITY_KNIGHT;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
e.hostile.xa = 0;
e.hostile.ya = 0;
e.hostile.health = lvl * lvl * 20;
e.hostile.dir = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFF0000C6; break;
case 3: e.hostile.color = 0xFF00A3C6; break;
case 4: e.hostile.color = 0xFF707070; break;
default: e.hostile.color = 0xFFFFFFFF; break;
}
return e;
}
@ -141,6 +215,7 @@ Entity newAirWizardEntity(int x, int y, int level){
Entity newSparkEntity(Entity* parent, float xa, float ya){
Entity e;
e.type = ENTITY_SPARK;
e.level = parent->level;
e.spark.age = 0;
e.spark.parent = parent;
e.spark.xa = xa;
@ -185,13 +260,44 @@ Entity newSmashParticleEntity(int x, int y, int level){
return e;
}
Entity newArrowEntity(Entity* parent, int itemID, s8 xa, s8 ya, int level){
Entity e;
e.type = ENTITY_ARROW;
e.level = level;
e.arrow.age = 0;
e.arrow.parent = parent;
e.arrow.itemID = itemID;
e.arrow.xa = xa;
e.arrow.ya = ya;
e.x = parent->x;
e.y = parent->y;
e.xr = 2;
e.yr = 2;
e.canPass = false;
e.canSwim = true;
return e;
}
Entity newGlowwormEntity(int x, int y, int level){
Entity e;
e.type = ENTITY_GLOWWORM;
e.level = level;
e.glowworm.xa = 0;
e.glowworm.ya = 0;
e.glowworm.randWalkTime = 0;
e.glowworm.waitTime = 0;
e.x = x;
e.y = y;
e.canPass = true;
return e;
}
void addEntityToList(Entity e, EntityManager* em){
e.slotNum = em->lastSlot[e.level];
em->entities[e.level][em->lastSlot[e.level]] = e;
++em->lastSlot[e.level];
}
Entity nullEntity;
void removeEntityFromList(Entity * e,int level,EntityManager* em){
int i;
if(em->entities[level][e->slotNum].type == ENTITY_TEXTPARTICLE) free(em->entities[level][e->slotNum].textParticle.text);

View file

@ -13,6 +13,11 @@
#define ENTITY_TEXTPARTICLE 7
#define ENTITY_SMASHPARTICLE 8
#define ENTITY_PLAYER 9
#define ENTITY_PASSIVE 10
#define ENTITY_ARROW 11
#define ENTITY_SKELETON 12
#define ENTITY_KNIGHT 13
#define ENTITY_GLOWWORM 14
typedef struct Entity Entity;
@ -59,6 +64,16 @@ typedef struct {
s16 oSel; // other selection inside the chest inv.
} EntityFurniture;
typedef struct {
u8 mtype;
s8 xa;
s8 ya;
s16 health;
s8 dir;
s8 randWalkTime;
s8 walkDist;
} PassiveMob;
typedef struct {
s8 xa;
s8 ya;
@ -67,8 +82,9 @@ typedef struct {
s8 lvl;
s8 randWalkTime;
s8 walkDist;
s8 randAttackTime;
u32 color;
} Zombie;
} HostileMob;
typedef struct {
s8 xa;
@ -93,6 +109,14 @@ typedef struct {
s8 spriteAdjust;
} AirWizard;
typedef struct {
Entity* parent;
s16 age;
s16 itemID;
s8 xa;
s8 ya;
} Arrow;
typedef struct {
Entity* parent;
s16 age;
@ -102,6 +126,13 @@ typedef struct {
float yy;
} Spark;
typedef struct {
s8 xa;
s8 ya;
s8 randWalkTime;
s8 waitTime;
} Glowworm;
typedef struct {
float xa;
float ya;
@ -133,36 +164,45 @@ struct Entity {
Player p;
EntityItem entityItem;
EntityFurniture entityFurniture;
Zombie zombie;
PassiveMob passive;
HostileMob hostile;
Slime slime;
AirWizard wizard;
Spark spark;
Arrow arrow;
Glowworm glowworm;
TextParticleEntity textParticle;
SmashParticleEntity smashParticle;
};
};
typedef struct {
Entity entities[5][1000];
Entity entities[6][1000];
Entity wizardSparks[120];
s16 lastSlot[5];
s16 lastSlot[6];
Inventory invs[301];//1 for the player, 300 for chests.
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);
Entity newZombieEntity(int lvl, int x, int y, int level);
Entity newSkeletonEntity(int lvl, int x, int y, int level);
Entity newKnightEntity(int lvl, int x, int y, int level);
Entity newSlimeEntity(int lvl, int x, int y, int level);
Entity newAirWizardEntity(int x, int y, int level);
Entity newSparkEntity(Entity* parent, float xa, float ya);
Entity newTextParticleEntity(char * str, u32 color, int xa, int ya, int level);
Entity newSmashParticleEntity(int xa, int ya, int level);
Entity newArrowEntity(Entity* parent, int itemID, s8 xa, s8 ya, int level);
Entity newGlowwormEntity(int x, int y, int level);
void addEntityToList(Entity e, EntityManager* em);
void removeEntityFromList(Entity * e,int level,EntityManager* em);

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@ -1,6 +1,6 @@
#include "Globals.h"
char versionText[34] = "Version 1.1";
char versionText[34] = "Version 1.2";
char fpsstr[34];
u8 currentMenu = 0;
@ -238,10 +238,19 @@ void hurtEntity(Entity* e, int damage, int dir, u32 hurtColor){
}
break;
case ENTITY_ZOMBIE:
e->zombie.health -= damage;
if(e->zombie.health < 1){
addItemsToWorld(newItem(ITEM_FLESH,1),e->x+8, e->y+8, (rand()%2) + 1);
player.p.score += 50 * (e->zombie.lvl + 1);
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
e->hostile.health -= damage;
if(e->hostile.health < 1){
if(e->type == ENTITY_ZOMBIE) {
addItemsToWorld(newItem(ITEM_FLESH,1),e->x+8, e->y+8, (rand()%2) + 1);
} else if(e->type == ENTITY_SKELETON) {
addItemsToWorld(newItem(ITEM_BONE,1),e->x+8, e->y+8, (rand()%2) + 1);
if(rand()%2==0) addItemsToWorld(newItem(ITEM_ARROW_STONE,1),e->x+8, e->y+8, 1);
} else if(e->type == ENTITY_KNIGHT) {
addItemsToWorld(newItem(ITEM_IRONINGOT,1),e->x+8, e->y+8, (rand()%2) + 1);
}
player.p.score += 50 * (e->hostile.lvl + 1);
removeEntityFromList(e,e->level,&eManager);
trySpawn(3, currentLevel);
return;
@ -261,15 +270,35 @@ void hurtEntity(Entity* e, int damage, int dir, u32 hurtColor){
e->wizard.health -= damage;
airWizardHealthDisplay = e->wizard.health;
if(e->wizard.health < 1){
addItemsToWorld(newItem(ITEM_DUNGEON_KEY,1),e->x+8, e->y+8, (rand()%2) + 1);
removeEntityFromList(e,e->level,&eManager);
playSound(snd_bossdeath);
player.p.score += 1000;
player.p.endTimer = 60;
player.p.hasWon = true;
if(!player.p.hasWonSaved) player.p.endTimer = 60;
if(!player.p.hasWonSaved) player.p.hasWon = true;
player.p.hasWonSaved = true;
return;
}
break;
case ENTITY_PASSIVE:
e->passive.health -= damage;
if(e->passive.health < 1){
if(e->passive.mtype==0) {
addItemsToWorld(newItem(ITEM_WOOL,1),e->x+8, e->y+8, (rand()%3) + 1);
} else if(e->passive.mtype==1) {
addItemsToWorld(newItem(ITEM_PORK_RAW,1),e->x+8, e->y+8, (rand()%2) + 1);
} else if(e->passive.mtype==2) {
addItemsToWorld(newItem(ITEM_BEEF_RAW,1),e->x+8, e->y+8, (rand()%2) + 1);
if((rand()%2)==0) {
addItemsToWorld(newItem(ITEM_LEATHER,1),e->x+8, e->y+8, 1);
}
}
player.p.score += 10;
removeEntityFromList(e,e->level,&eManager);
trySpawn(3, currentLevel);
return;
}
break;
}
switch(dir){
@ -284,7 +313,9 @@ void hurtEntity(Entity* e, int damage, int dir, u32 hurtColor){
}
break;
case ENTITY_ZOMBIE:
switch(e->zombie.dir){
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
switch(e->hostile.dir){
case 0: e->yKnockback = -10; break;
case 1: e->yKnockback = +10; break;
case 2: e->xKnockback = +10; break;
@ -298,6 +329,14 @@ void hurtEntity(Entity* e, int damage, int dir, u32 hurtColor){
case 2: e->xKnockback = +10; break;
case 3: e->xKnockback = -10; break;
}
break;
case ENTITY_PASSIVE:
switch(e->passive.dir){
case 0: e->yKnockback = -10; break;
case 1: e->yKnockback = +10; break;
case 2: e->xKnockback = +10; break;
case 3: e->xKnockback = -10; break;
}
break;
}
break;
@ -323,7 +362,10 @@ bool ItemVsEntity(Item* item, Entity* e, int dir){
} break;
case TOOL_AXE:
switch(e->type){
case ENTITY_PASSIVE:
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
case ENTITY_SLIME:
case ENTITY_AIRWIZARD:
if(playerUseEnergy(4-item->countLevel)) hurtEntity(e,(item->countLevel + 1) * 2 + (rand()%4),dir,0xFF0000FF);
@ -332,7 +374,10 @@ bool ItemVsEntity(Item* item, Entity* e, int dir){
} break;
case TOOL_SWORD:
switch(e->type){
case ENTITY_PASSIVE:
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
case ENTITY_SLIME:
case ENTITY_AIRWIZARD:
if(playerUseEnergy(4-item->countLevel)) hurtEntity(e,(item->countLevel+1)*3+(rand()%(2+item->countLevel*item->countLevel*2)),dir,0xFF0000FF);
@ -341,7 +386,10 @@ bool ItemVsEntity(Item* item, Entity* e, int dir){
} break;
case ITEM_NULL:
switch(e->type){
case ENTITY_PASSIVE:
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
case ENTITY_SLIME:
case ENTITY_AIRWIZARD:
hurtEntity(e,1+rand()%3,dir,0xFF0000FF);
@ -351,6 +399,63 @@ bool ItemVsEntity(Item* item, Entity* e, int dir){
return false;
}
bool playerUseItem() {
if(player.p.activeItem->id == TOOL_BOW) {
int aitemID = 0;
Item * aitem;
Item * item = getItemFromInventory(ITEM_ARROW_WOOD, player.p.inv);
if(item!=NULL) {
aitemID = ITEM_ARROW_WOOD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_STONE, player.p.inv);
if(item!=NULL) {
aitemID = ITEM_ARROW_STONE;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_IRON, player.p.inv);
if(item!=NULL) {
aitemID = ITEM_ARROW_IRON;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GOLD, player.p.inv);
if(item!=NULL) {
aitemID = ITEM_ARROW_GOLD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GEM, player.p.inv);
if(item!=NULL) {
aitemID = ITEM_ARROW_GEM;
aitem = item;
}
if(aitemID!=0) {
--aitem->countLevel;
if (isItemEmpty(aitem)) {
removeItemFromInventory(aitem->slotNum, player.p.inv);
}
switch(player.p.dir) {
case 0:
addEntityToList(newArrowEntity(&player, aitemID, 0, 2, currentLevel), &eManager);
break;
case 1:
addEntityToList(newArrowEntity(&player, aitemID, 0, -2, currentLevel), &eManager);
break;
case 2:
addEntityToList(newArrowEntity(&player, aitemID, -2, 0, currentLevel), &eManager);
break;
case 3:
addEntityToList(newArrowEntity(&player, aitemID, 2, 0, currentLevel), &eManager);
break;
}
return true;
}
}
return false;
}
bool interact(int x0, int y0, int x1, int y1) {
Entity * es[eManager.lastSlot[currentLevel]];
int eSize = getEntities(es, x0, y0, x1, y1);
@ -365,12 +470,17 @@ bool interact(int x0, int y0, int x1, int y1) {
}
void EntityVsEntity(Entity* e1, Entity* e2){
int damage = 1;
switch(e1->type){
case ENTITY_PLAYER: playerEntityInteract(e2); break;
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
if(e2->type == ENTITY_PLAYER){
hurtEntity(e2, 2, e1->zombie.dir, 0xFFAF00FF);
switch(e1->zombie.dir){
if(e1->type == ENTITY_ZOMBIE) hurtEntity(e2, 2, e1->hostile.dir, 0xFFAF00FF);
else if(e1->type == ENTITY_SKELETON) hurtEntity(e2, 1, e1->hostile.dir, 0xFFAF00FF);
else if(e1->type == ENTITY_KNIGHT) hurtEntity(e2, 3, e1->hostile.dir, 0xFFAF00FF);
switch(e1->hostile.dir){
case 0: e1->yKnockback = -4; break;
case 1: e1->yKnockback = +4; break;
case 2: e1->xKnockback = +4; break;
@ -395,6 +505,37 @@ void EntityVsEntity(Entity* e1, Entity* e2){
case ENTITY_SPARK:
if(e2 != e1->spark.parent) hurtEntity(e2, 1, -1, 0xFFAF00FF);
break;
case ENTITY_ARROW:
switch(e1->arrow.itemID) {
case ITEM_ARROW_WOOD:
damage = 1 + (rand()%3);
break;
case ITEM_ARROW_STONE:
damage = 2 + (rand()%5);
break;
case ITEM_ARROW_IRON:
damage = 8 + (rand()%9);
break;
case ITEM_ARROW_GOLD:
damage = 16 + (rand()%17);
break;
case ITEM_ARROW_GEM:
damage = 24 + (rand()%17);
break;
}
if(e1->arrow.parent->type == ENTITY_PLAYER) {
if(e2->type != ENTITY_PLAYER) {
hurtEntity(e2, damage, -1, 0xFF0000FF);
removeEntityFromList(e1, e1->level, &eManager);
}
} else {
if(e2->type == ENTITY_PLAYER) {
hurtEntity(e2, damage, -1, 0xFFAF00FF);
removeEntityFromList(e1, e1->level, &eManager);
}
}
break;
}
}
@ -405,9 +546,12 @@ bool EntityBlocksEntity(Entity* e1, Entity* e2){
switch(e2->type){
case ENTITY_FURNITURE:
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
case ENTITY_SLIME:
case ENTITY_AIRWIZARD:
case ENTITY_PLAYER:
case ENTITY_PASSIVE:
return true;
break;
}
@ -426,14 +570,20 @@ bool tileIsSolid(int tile, Entity * e){
case TILE_GOLDORE:
case TILE_GEMORE:
case TILE_CLOUDCACTUS:
case TILE_LAVA:
case TILE_WOOD_WALL:
case 255:
case TILE_STONE_WALL:
case TILE_IRON_WALL:
case TILE_GOLD_WALL:
case TILE_GEM_WALL:
case TILE_DUNGEON_WALL:
return true;
case TILE_LAVA:
case 255:
if(e->type != ENTITY_ARROW) return true;
case TILE_WATER:
if(e != NULL && !e->canSwim) return true;
if(e != NULL && !e->canSwim && e->type != ENTITY_ARROW) return true;
case TILE_HOLE:
if(e != NULL && e->type != ENTITY_PLAYER) return true;
if(e != NULL && e->type != ENTITY_PLAYER && e->type != ENTITY_ARROW) return true;
}
return false;
}
@ -441,25 +591,32 @@ bool tileIsSolid(int tile, Entity * e){
/* For minimap */
u32 getTileColor(int tile){
switch(tile){
case TILE_WATER: return 0x0000FFFF;
case TILE_LAVA: return 0xFF0000FF;
case TILE_WATER: return SWAP_UINT32(waterColor[0]);
case TILE_LAVA: return SWAP_UINT32(lavaColor[0]);
case TILE_DIRT: return 0x826D6CFF;
case TILE_ROCK: return 0x7F7F7FFF;
case TILE_HARDROCK: return 0x5F5F7FFF;
case TILE_GRASS: return 0x00FF00FF;
case TILE_ROCK: return SWAP_UINT32(rockColor[1]);
case TILE_HARDROCK: return SWAP_UINT32(rockColor[3]);
case TILE_GRASS: return SWAP_UINT32(grassColor);
case TILE_TREE: return 0x007F00FF;
case TILE_SAND: return 0xFFFF00FF;
case TILE_SAND: return SWAP_UINT32(sandColor);
case TILE_CACTUS: return 0x009F00FF;
case TILE_FLOWER: return 0x3FFF00FF;
case TILE_IRONORE: return 0xDC9696FF;
case TILE_GOLDORE: return 0xE5E89AFF;
case TILE_GEMORE: return 0xDF98DEFF;
case TILE_FLOWER: return SWAP_UINT32(grassColor);
case TILE_IRONORE: return SWAP_UINT32(ironColor);
case TILE_GOLDORE: return SWAP_UINT32(goldColor);
case TILE_GEMORE: return SWAP_UINT32(gemColor);
case TILE_CLOUD: return 0xFFFFFFFF;
case TILE_CLOUDCACTUS: return 0xAFAFAFFF;
case TILE_STAIRS_DOWN: return 0x9F9F9FFF;
case TILE_STAIRS_UP: return 0x9F9F9FFF;
case TILE_HOLE: return 0x383838FF;
case TILE_WOOD_WALL: return 0xC1A55EFF;
case TILE_WOOD_WALL: return SWAP_UINT32(woodColor);
case TILE_STONE_WALL: return SWAP_UINT32(rockColor[1]);
case TILE_IRON_WALL: return SWAP_UINT32(ironColor);
case TILE_GOLD_WALL: return SWAP_UINT32(goldColor);
case TILE_GEM_WALL: return SWAP_UINT32(gemColor);
case TILE_DUNGEON_WALL: return SWAP_UINT32(dungeonColor[0]);
case TILE_DUNGEON_FLOOR: return SWAP_UINT32(dungeonColor[1]);
default: return 0x111111FF;
}
}
@ -475,7 +632,7 @@ void healPlayer(int amount){
s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir){
// Furniture items
if(item->id > 27 && item->id < 34){
if(item->id > 27 && item->id < 51){
if(!tileIsSolid(getTile(x,y), NULL)){
addEntityToList(newFurnitureEntity(item->id,item->chestPtr, (x<<4)+8, (y<<4)+8, currentLevel), &eManager);
removeItemFromCurrentInv(item);
@ -491,32 +648,53 @@ s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir)
if(player.p.health < 10 && playerUseEnergy(2)){
healPlayer(1);
--item->countLevel;
if(item->countLevel < 1){
removeItemFromCurrentInv(item);
player.p.activeItem = &noItem;
}
}
return 0;
case ITEM_FLESH:
if(player.p.health < 10 && playerUseEnergy(4+(rand()%4))){
healPlayer(1);
--item->countLevel;
if(item->countLevel < 1){
removeItemFromCurrentInv(item);
player.p.activeItem = &noItem;
}
}
return 0;
case ITEM_BREAD:
if(player.p.health < 10 && playerUseEnergy(3)){
healPlayer(2);
--item->countLevel;
if(item->countLevel < 1){
removeItemFromCurrentInv(item);
player.p.activeItem = &noItem;
}
}
return 0;
case ITEM_PORK_RAW:
if(player.p.health < 10 && playerUseEnergy(4+(rand()%4))){
healPlayer(1);
--item->countLevel;
}
return 0;
case ITEM_PORK_COOKED:
if(player.p.health < 10 && playerUseEnergy(3)){
healPlayer(3);
--item->countLevel;
}
return 0;
case ITEM_BEEF_RAW:
if(player.p.health < 10 && playerUseEnergy(4+(rand()%4))){
healPlayer(1);
--item->countLevel;
}
return 0;
case ITEM_BEEF_COOKED:
if(player.p.health < 10 && playerUseEnergy(3)){
healPlayer(4);
--item->countLevel;
}
return 0;
//special item
case ITEM_WIZARD_SUMMON:
if(currentLevel==0) {
--item->countLevel;
airWizardHealthDisplay = 2000;
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
}
return 0;
}
switch(tile){
@ -569,9 +747,25 @@ s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir)
setData(rand()%4,x,y); // determines mirroring.
return 1;
}
else if(item->id == ITEM_WOOD){
else if(item->id == ITEM_WALL_WOOD){
setTile(TILE_WOOD_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_STONE){
setTile(TILE_STONE_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_IRON){
setTile(TILE_IRON_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_GOLD){
setTile(TILE_GOLD_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_GEM){
setTile(TILE_GEM_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == TOOL_SHOVEL && playerUseEnergy(4-item->countLevel)){
if(rand()%5==0)addEntityToList(newItemEntity(newItem(ITEM_SEEDS,1),(x<<4)+8, (y<<4)+8,currentLevel),&eManager);
@ -590,13 +784,29 @@ s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir)
return 1;
} break;
case TILE_DIRT:
if(item->id == TOOL_HOE && playerUseEnergy(4-item->countLevel)){
if(item->id == TOOL_HOE && currentLevel==1 && playerUseEnergy(4-item->countLevel)){
setTile(TILE_FARM,x,y);
return 1;
}
else if(item->id == ITEM_WOOD){
}
else if(item->id == ITEM_WALL_WOOD){
setTile(TILE_WOOD_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_STONE){
setTile(TILE_STONE_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_IRON){
setTile(TILE_IRON_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_GOLD){
setTile(TILE_GOLD_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_WALL_GEM){
setTile(TILE_GEM_WALL,x,y); --item->countLevel;
return 1;
}
else if(item->id == ITEM_SAND){
setTile(TILE_SAND,x,y); --item->countLevel;
@ -673,6 +883,26 @@ s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir)
playerHurtTile(tile, x, y, (rand()%10) + (item->countLevel) * 5 + 10, player.p.dir);
return 1;
} break;
case TILE_STONE_WALL:
if(item->id == TOOL_PICKAXE && playerUseEnergy(4-item->countLevel)){
playerHurtTile(tile, x, y, (rand()%10) + (item->countLevel) * 5 + 10, player.p.dir);
return 1;
} break;
case TILE_IRON_WALL:
if(item->id == TOOL_PICKAXE && playerUseEnergy(4-item->countLevel)){
playerHurtTile(tile, x, y, (rand()%10) + (item->countLevel) * 5 + 10, player.p.dir);
return 1;
} break;
case TILE_GOLD_WALL:
if(item->id == TOOL_PICKAXE && playerUseEnergy(4-item->countLevel)){
playerHurtTile(tile, x, y, (rand()%10) + (item->countLevel) * 5 + 10, player.p.dir);
return 1;
} break;
case TILE_GEM_WALL:
if(item->id == TOOL_PICKAXE && playerUseEnergy(4-item->countLevel)){
playerHurtTile(tile, x, y, (rand()%10) + (item->countLevel) * 5 + 10, player.p.dir);
return 1;
} break;
}
return 0;
}
@ -685,6 +915,17 @@ void tickTile(int x, int y){
case TILE_SAPLING_TREE:
setData(++data,x,y); if(data>100){setData(0,x,y); setTile(TILE_TREE,x,y);}
break;
case TILE_TREE:
if(eManager.lastSlot[currentLevel]<800 && (daytime>18000 || daytime<5000) && rand()%800==0) {
//check for nearby glowworms
int i = 0;
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) {
Entity * e = &eManager.entities[currentLevel][i];
if(e->type==ENTITY_GLOWWORM && ((e->x)-(x<<4))*((e->x)-(x<<4))+((e->y)-(y<<4))*((e->y)-(y<<4)) < (2<<4)*(2<<4)) return;
}
addEntityToList(newGlowwormEntity((x<<4)+8,(y<<4)+8,currentLevel), &eManager);
}
break;
case TILE_SAPLING_CACTUS:
setData(++data,x,y); if(data>100){setData(0,x,y); setTile(TILE_CACTUS,x,y);}
break;
@ -705,7 +946,6 @@ void tickTile(int x, int y){
if(getTile(x+1,y)==TILE_WATER || getTile(x-1,y)==TILE_WATER || getTile(x,y+1)==TILE_WATER || getTile(x,y-1)==TILE_WATER) {
setTile(TILE_ROCK,x,y);
setData(0,x,y);
}
break;
case TILE_HOLE: // This makes water flow slightly faster than lava
@ -723,6 +963,9 @@ void tickTile(int x, int y){
case TILE_SAND:
if(data > 0) setData(--data,x,y);
break;
case TILE_CLOUD:
if((rand()%24000)==0) setTile(TILE_CLOUDCACTUS,x,y);
break;
}
}
@ -786,34 +1029,65 @@ void tickEntity(Entity* e){
case ENTITY_ITEM: tickEntityItem(e); return;
case ENTITY_FURNITURE: return;
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
if (e->hurtTime > 0) e->hurtTime--;
if (e->zombie.randWalkTime == 0) {
if (e->hostile.randWalkTime == 0 && e->type != ENTITY_SKELETON) {
int xd = player.x - e->x;
int yd = player.y - e->y;
if (xd * xd + yd * yd < 50 * 50) {
e->zombie.xa = 0;
e->zombie.ya = 0;
if (xd < 0) e->zombie.xa = -1;
if (xd > 0) e->zombie.xa = +1;
if (yd < 0) e->zombie.ya = -1;
if (yd > 0) e->zombie.ya = +1;
int dist = 50 * 50;
if(e->type == ENTITY_KNIGHT) dist = 80 * 80;
//charge player
if (xd * xd + yd * yd < dist) {
e->hostile.xa = 0;
e->hostile.ya = 0;
if (xd < 0) e->hostile.xa = -1;
if (xd > 0) e->hostile.xa = +1;
if (yd < 0) e->hostile.ya = -1;
if (yd > 0) e->hostile.ya = +1;
}
}
if(e->zombie.xa < 0) e->zombie.dir = 2;
else if(e->zombie.xa > 0) e->zombie.dir = 3;
if(e->zombie.ya < 0) e->zombie.dir = 1;
else if(e->zombie.ya > 0) e->zombie.dir = 0;
if(e->hostile.xa < 0) e->hostile.dir = 2;
else if(e->hostile.xa > 0) e->hostile.dir = 3;
if(e->hostile.ya < 0) e->hostile.dir = 1;
else if(e->hostile.ya > 0) e->hostile.dir = 0;
if(e->zombie.xa != 0 || e->zombie.ya != 0) e->zombie.walkDist++;
if(e->type == ENTITY_SKELETON) {
--(e->hostile.randAttackTime);
if(e->hostile.randAttackTime <= 0) {
e->hostile.randAttackTime = 70 - (e->hostile.lvl * 10);
int aitemID = ITEM_ARROW_WOOD;
if(e->hostile.lvl >= 2) aitemID = ITEM_ARROW_STONE;
switch(e->hostile.dir) {
case 0:
addEntityToList(newArrowEntity(e, aitemID, 0, 2, e->level), &eManager);
break;
case 1:
addEntityToList(newArrowEntity(e, aitemID, 0, -2, e->level), &eManager);
break;
case 2:
addEntityToList(newArrowEntity(e, aitemID, -2, 0, e->level), &eManager);
break;
case 3:
addEntityToList(newArrowEntity(e, aitemID, 2, 0, e->level), &eManager);
break;
}
}
}
if(e->hostile.xa != 0 || e->hostile.ya != 0) e->hostile.walkDist++;
int speed = tickCount & 1;
if (!moveMob(e, e->zombie.xa * speed, e->zombie.ya * speed) || (rand()%100) == 0) {
e->zombie.randWalkTime = 60;
e->zombie.xa = ((rand()%3) - 1) * (rand()%2);
e->zombie.ya = ((rand()%3) - 1) * (rand()%2);
if (!moveMob(e, e->hostile.xa * speed, e->hostile.ya * speed) || (rand()%100) == 0) {
e->hostile.randWalkTime = 60;
e->hostile.xa = ((rand()%3) - 1) * (rand()%2);
e->hostile.ya = ((rand()%3) - 1) * (rand()%2);
}
if (e->zombie.randWalkTime > 0) e->zombie.randWalkTime--;
if (e->hostile.randWalkTime > 0) e->hostile.randWalkTime--;
return;
case ENTITY_SLIME:
if (e->hurtTime > 0) e->hurtTime--;
@ -939,6 +1213,74 @@ void tickEntity(Entity* e){
removeEntityFromList(e,e->level,&eManager);
}
return;
case ENTITY_ARROW:
e->arrow.age++;
if (e->arrow.age >= 260 || !move(e, e->arrow.xa, e->arrow.ya)) {
removeEntityFromList(e,e->level,&eManager);
return;
}
return;
case ENTITY_PASSIVE:
if (e->hurtTime > 0) e->hurtTime--;
if (e->passive.randWalkTime == 0) {
int xd = player.x - e->x;
int yd = player.y - e->y;
//flee from player
if (xd * xd + yd * yd < 40 * 40) {
e->passive.xa = 0;
e->passive.ya = 0;
if (xd < 0) e->passive.xa = +1;
if (xd > 0) e->passive.xa = -1;
if (yd < 0) e->passive.ya = +1;
if (yd > 0) e->passive.ya = -1;
}
}
if(e->passive.xa < 0) e->passive.dir = 2;
else if(e->passive.xa > 0) e->passive.dir = 3;
if(e->passive.ya < 0) e->passive.dir = 1;
else if(e->passive.ya > 0) e->passive.dir = 0;
if(e->passive.xa != 0 || e->passive.ya != 0) e->passive.walkDist++;
int pspeed = tickCount & 1;
if (!moveMob(e, e->passive.xa * pspeed, e->passive.ya * pspeed) || (rand()%100) == 0) {
e->passive.randWalkTime = 60;
e->passive.xa = ((rand()%3) - 1) * (rand()%2);
e->passive.ya = ((rand()%3) - 1) * (rand()%2);
}
if (e->passive.randWalkTime > 0) e->passive.randWalkTime--;
return;
case ENTITY_GLOWWORM:
if(daytime>5000 && daytime<6000) {
if(rand()%200==0) removeEntityFromList(e,e->level,&eManager);
} else if(daytime>6000 && daytime<18000) {
removeEntityFromList(e,e->level,&eManager);
}
int gspeed = (((tickCount & 0x3) == 3) ? 1 : 0);
if (!moveMob(e, e->glowworm.xa * gspeed, e->glowworm.ya * gspeed) || (e->glowworm.randWalkTime==0) || (rand()%20) == 0) {
if(e->glowworm.randWalkTime != 0) {
e->glowworm.waitTime = 20 + (rand()%60);
}
if(e->glowworm.waitTime == 0 || getTile((e->x)>>4,(e->y)>>4)!=TILE_TREE) {
e->glowworm.randWalkTime = 20;
e->glowworm.xa = ((rand()%3) - 1) * (rand()%2);
e->glowworm.ya = ((rand()%3) - 1) * (rand()%2);
} else {
e->glowworm.xa = 0;
e->glowworm.ya = 0;
}
}
if (e->glowworm.randWalkTime > 0) {
e->glowworm.randWalkTime--;
if(e->glowworm.randWalkTime==0 && (e->glowworm.xa != 0 || e->glowworm.xa != 0)) {
e->glowworm.waitTime = 120 + (rand()%60);
}
} else if (e->glowworm.waitTime > 0) {
e->glowworm.waitTime--;
}
return;
case ENTITY_TEXTPARTICLE: tickEntityTextParticle(e); return;
case ENTITY_SMASHPARTICLE:
++e->smashParticle.age;
@ -959,6 +1301,9 @@ void trySpawn(int count, int level) {
else if (level == 0) {
minLevel = maxLevel = 4;
}
if(level > 4) {
minLevel = maxLevel = 4;
}
int rx = rand()%128;
int ry = rand()%128;
@ -968,9 +1313,30 @@ void trySpawn(int count, int level) {
if(level == currentLevel && (ex > player.x-160 && ey > player.y-125 && ex < player.x+160 && ey < player.y+125)) continue;
if (!tileIsSolid(map[level][rx+ry*128],&e)) {
int lvl = (rand()%(maxLevel - minLevel + 1)) + minLevel;
if ((rand()%2) == 0) e = newSlimeEntity(lvl, ex, ey, level);
else e = newZombieEntity(lvl, ex, ey, level);
if(level==1 && (rand()%2)==0) { //passive entities on overworld
e = newPassiveEntity(rand()%3, ex, ey, level);
} else {
int lvl = (rand()%(maxLevel - minLevel + 1)) + minLevel;
int randMax = 1;
if(level>1 || level==0) randMax = 2;
if(level>3) randMax = 3;
switch (rand()%(randMax+1)) {
case 0:
e = newSlimeEntity(lvl, ex, ey, level);
break;
case 1:
e = newZombieEntity(lvl, ex, ey, level);
break;
case 2:
e = newSkeletonEntity(lvl, ex, ey, level);
break;
case 3:
e = newKnightEntity(lvl, ex, ey, level);
break;
}
}
addEntityToList(e, &eManager);
}
}
@ -984,6 +1350,7 @@ int getTile(int x, int y){
void setTile(int id, int x, int y){
if(x < 0 || y < 0 || x > 128 || y > 128) return;
map[currentLevel][x+y*128] = id;
data[currentLevel][x+y*128] = 0; //reset data(set again if needed, hopefully this breaks nothing)
sf2d_set_pixel(minimap[currentLevel], x, y, getTileColor(id));
}
int getData(int x, int y){
@ -1108,7 +1475,8 @@ void playerHurtTile(int tile, int xt, int yt, int damage, int dir){
if(getData(xt,yt) > 0){
int count = rand() & 1;
if (getData(xt,yt) >= (rand()%10) + 3) {
setTile(TILE_DIRT,xt,yt);
if(currentLevel!=5) setTile(TILE_DIRT,xt,yt);
else setTile(TILE_DUNGEON_FLOOR,xt,yt);
count += 2;
}
addItemsToWorld(newItem(ITEM_IRONORE,1),(xt<<4)+8,(yt<<4)+8,count);
@ -1122,7 +1490,8 @@ void playerHurtTile(int tile, int xt, int yt, int damage, int dir){
if(getData(xt,yt) > 0){
int count = rand() & 1;
if (getData(xt,yt) >= (rand()%10) + 3) {
setTile(TILE_DIRT,xt,yt);
if(currentLevel!=5) setTile(TILE_DIRT,xt,yt);
else setTile(TILE_DUNGEON_FLOOR,xt,yt);
count += 2;
}
addItemsToWorld(newItem(ITEM_GOLDORE,1),(xt<<4)+8,(yt<<4)+8,count);
@ -1136,7 +1505,8 @@ void playerHurtTile(int tile, int xt, int yt, int damage, int dir){
if(getData(xt,yt) > 0){
int count = rand() & 1;
if (getData(xt,yt) >= (rand()%10) + 3) {
setTile(TILE_DIRT,xt,yt);
if(currentLevel!=5) setTile(TILE_DIRT,xt,yt);
else setTile(TILE_DUNGEON_FLOOR,xt,yt);
count += 2;
}
addItemsToWorld(newItem(ITEM_GEM,1),(xt<<4)+8,(yt<<4)+8,count);
@ -1187,9 +1557,49 @@ void playerHurtTile(int tile, int xt, int yt, int damage, int dir){
setData(getData(xt,yt)+damage,xt,yt);
if(getData(xt,yt) > 20){
setTile(TILE_DIRT,xt,yt);
addItemsToWorld(newItem(ITEM_WOOD,1),(xt<<4)+8,(yt<<4)+8,1);
addItemsToWorld(newItem(ITEM_WALL_WOOD,1),(xt<<4)+8,(yt<<4)+8,1);
}
break;
break;
case TILE_STONE_WALL:
sprintf(hurtText, "%d", damage);
addEntityToList(newTextParticleEntity(hurtText,0xFF0000FF,xt<<4,yt<<4,currentLevel), &eManager);
addEntityToList(newSmashParticleEntity(xt<<4,yt<<4,currentLevel), &eManager);
setData(getData(xt,yt)+damage,xt,yt);
if(getData(xt,yt) > 30){
setTile(TILE_DIRT,xt,yt);
addItemsToWorld(newItem(ITEM_WALL_STONE,1),(xt<<4)+8,(yt<<4)+8,1);
}
break;
case TILE_IRON_WALL:
sprintf(hurtText, "%d", damage);
addEntityToList(newTextParticleEntity(hurtText,0xFF0000FF,xt<<4,yt<<4,currentLevel), &eManager);
addEntityToList(newSmashParticleEntity(xt<<4,yt<<4,currentLevel), &eManager);
setData(getData(xt,yt)+damage,xt,yt);
if(getData(xt,yt) > 40){
setTile(TILE_DIRT,xt,yt);
addItemsToWorld(newItem(ITEM_WALL_IRON,1),(xt<<4)+8,(yt<<4)+8,1);
}
break;
case TILE_GOLD_WALL:
sprintf(hurtText, "%d", damage);
addEntityToList(newTextParticleEntity(hurtText,0xFF0000FF,xt<<4,yt<<4,currentLevel), &eManager);
addEntityToList(newSmashParticleEntity(xt<<4,yt<<4,currentLevel), &eManager);
setData(getData(xt,yt)+damage,xt,yt);
if(getData(xt,yt) > 50){
setTile(TILE_DIRT,xt,yt);
addItemsToWorld(newItem(ITEM_WALL_GOLD,1),(xt<<4)+8,(yt<<4)+8,1);
}
break;
case TILE_GEM_WALL:
sprintf(hurtText, "%d", damage);
addEntityToList(newTextParticleEntity(hurtText,0xFF0000FF,xt<<4,yt<<4,currentLevel), &eManager);
addEntityToList(newSmashParticleEntity(xt<<4,yt<<4,currentLevel), &eManager);
setData(getData(xt,yt)+damage,xt,yt);
if(getData(xt,yt) > 60){
setTile(TILE_DIRT,xt,yt);
addItemsToWorld(newItem(ITEM_WALL_GEM,1),(xt<<4)+8,(yt<<4)+8,1);
}
break;
}
}
@ -1205,6 +1615,8 @@ void playerAttack(){
player.p.attackTimer = 5;
int yo = -2;
int range = 12;
if(playerUseItem()) return;
switch(player.p.dir){
case 0: if(interact(player.x - 8, player.y + 4 + yo, player.x + 8, player.y + range + yo)) return; break;
@ -1259,7 +1671,7 @@ void switchLevel(s8 change){
else if(currentLevel > 1) sf2d_set_clear_color(0xFF666666); //sf2d_set_clear_color(RGBA8(0x66, 0x66, 0x66, 0xFF));
else sf2d_set_clear_color(0xFF007F00); //sf2d_set_clear_color(RGBA8(0x00, 0x7F, 0x00, 0xFF));
updateMusic(currentLevel);
updateMusic(currentLevel, daytime);
}
bool playerIntersectsEntity(Entity* e){
@ -1297,14 +1709,14 @@ void entityTileInteract(Entity*e, int tile, int x, int y){
player.x = (x << 4) + 8;
player.y = (y << 4) + 8;
}
return;
return;
case TILE_STAIRS_UP:
if(e->type == ENTITY_PLAYER){
switchLevel(-1);
player.x = (x << 4) + 8;
player.y = (y << 4) + 8;
}
return;
return;
case TILE_CACTUS: if(e->type == ENTITY_PLAYER)hurtEntity(e,1,-1,0xFFAF00FF); return;
case TILE_LAVA: if(e->type == ENTITY_PLAYER)hurtEntity(e,1,-1,0xFFAF00FF); return;
case TILE_WHEAT:
@ -1321,15 +1733,22 @@ void entityTileInteract(Entity*e, int tile, int x, int y){
setTile(TILE_DIRT,x,y);
}
}
return;
return;
case TILE_FARM:
if(e->type == ENTITY_PLAYER || e->type == ENTITY_ZOMBIE){
if(rand()%20 == 0)setTile(TILE_DIRT,x,y);
}
return;
return;
case TILE_SAND:
setData(10,x,y);
return;
if(e->type != ENTITY_ARROW && e->type != ENTITY_ITEM) {
setData(10,x,y);
}
return;
case TILE_DUNGEON_ENTRANCE:
if(e->type == ENTITY_PLAYER) {
currentMenu = MENU_DUNGEON;
}
return;
}
}
@ -1382,6 +1801,18 @@ bool useEntity(Entity* e) {
curChestEntity->entityFurniture.r = 0;
curChestEntity->entityFurniture.oSel = 0;
currentMenu = MENU_CONTAINER;
return true;
case ITEM_LOOM:
currentRecipes = &loomRecipes;
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
return true;
case ITEM_ENCHANTER:
currentRecipes = &enchanterRecipes;
currentMenu = MENU_CRAFTING;
checkCanCraftRecipes(currentRecipes, player.p.inv);
sortRecipes(currentRecipes);
return true;
}
}
@ -1477,7 +1908,7 @@ void tickPlayer(){
}
if (k_menu.clicked){
curInvSel = 0;
curInvSel = 0;
if(!playerUse()) currentMenu = MENU_INVENTORY;
}
@ -1491,10 +1922,95 @@ bool isSwimming(){
void playerSetActiveItem(Item * item) {
player.p.activeItem = item;
if(player.p.activeItem->id > 27 && player.p.activeItem->id < 34) player.p.isCarrying = true;
if(player.p.activeItem->id > 27 && player.p.activeItem->id < 51) player.p.isCarrying = true;
else player.p.isCarrying = false;
}
void enterDungeon() {
currentLevel = 5;
createDungeonMap(128, 128, map[5], data[5]);
initMinimapLevel(5, false);
newSeed();
//reset Entities
(&eManager)->lastSlot[5] = 0;
(&eManager)->entities[5][0] = nullEntity;
trySpawn(500, 5);
player.x = ((128/2) << 4) + 8;
player.y = ((128/2) << 4) + 8;
updateMusic(currentLevel, daytime);
}
void leaveDungeon() {
currentLevel = 4;
//reset Entities
(&eManager)->lastSlot[5] = 0;
(&eManager)->entities[5][0] = nullEntity;
player.x = ((128/2) << 4) + 8;
player.y = ((128/2) << 4) + 8;
updateMusic(currentLevel, daytime);
}
void initMinimapLevel(int level, bool loadUpWorld) {
int x;
int y;
//Create Dungeon entrance(not located in mapgen, so it can also be created in old worlds)
if(level==4) {
map[level][64 + 64 * 128] = TILE_DUNGEON_ENTRANCE;
map[level][63 + 64 * 128] = TILE_DIRT;
map[level][65 + 64 * 128] = TILE_DIRT;
map[level][64 + 63 * 128] = TILE_DIRT;
map[level][64 + 65 * 128] = TILE_DIRT;
map[level][63 + 63 * 128] = TILE_DUNGEON_WALL;
map[level][63 + 65 * 128] = TILE_DUNGEON_WALL;
map[level][65 + 63 * 128] = TILE_DUNGEON_WALL;
map[level][65 + 65 * 128] = TILE_DUNGEON_WALL;
}
for (x = 0; x < 128; ++x) {
for (y = 0; y < 128; ++y) {
if (!loadUpWorld) { // generate stairs up when making a new world.
switch (map[level][x + y * 128]) {
case TILE_STAIRS_DOWN:
if(level < 4) {
map[level + 1][x + y * 128] = TILE_STAIRS_UP;
if (level == 0) {
map[level + 1][(x + 1) + y * 128] = TILE_HARDROCK;
map[level + 1][x + (y + 1) * 128] = TILE_HARDROCK;
map[level + 1][(x - 1) + y * 128] = TILE_HARDROCK;
map[level + 1][x + (y - 1) * 128] = TILE_HARDROCK;
map[level + 1][(x + 1) + (y + 1) * 128] = TILE_HARDROCK;
map[level + 1][(x - 1) + (y - 1) * 128] = TILE_HARDROCK;
map[level + 1][(x - 1) + (y + 1) * 128] = TILE_HARDROCK;
map[level + 1][(x + 1) + (y - 1) * 128] = TILE_HARDROCK;
} else {
map[level + 1][(x + 1) + y * 128] = TILE_DIRT;
map[level + 1][x + (y + 1) * 128] = TILE_DIRT;
map[level + 1][(x - 1) + y * 128] = TILE_DIRT;
map[level + 1][x + (y - 1) * 128] = TILE_DIRT;
map[level + 1][(x + 1) + (y + 1) * 128] = TILE_DIRT;
map[level + 1][(x - 1) + (y - 1) * 128] = TILE_DIRT;
map[level + 1][(x - 1) + (y + 1) * 128] = TILE_DIRT;
map[level + 1][(x + 1) + (y - 1) * 128] = TILE_DIRT;
}
}
}
}
/* Minimaps */
sf2d_set_pixel(minimap[level], x, y, getTileColor(map[level][x + y * 128]));
}
}
}
void reloadColors() {
dirtColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 0));
dirtColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 1));
@ -1517,5 +2033,12 @@ void reloadColors() {
rockColor[2] = SWAP_UINT32(sf2d_get_pixel(icons, 21, 2));
rockColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 21, 3));
woodColor = SWAP_UINT32(sf2d_get_pixel(icons, 22, 0));
woodColor = SWAP_UINT32(sf2d_get_pixel(icons, 22, 0));
ironColor = SWAP_UINT32(sf2d_get_pixel(icons, 23, 0));
goldColor = SWAP_UINT32(sf2d_get_pixel(icons, 23, 1));
gemColor = SWAP_UINT32(sf2d_get_pixel(icons, 23, 2));
dungeonColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 24, 0));
dungeonColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 24, 1));
}

View file

@ -2,6 +2,7 @@
#include <3ds.h>
#include "SaveLoad.h"
#include "Input.h"
#include "MapGen.h"
#include "icons2_png.h"
#include "Font_png.h"
@ -24,6 +25,7 @@
#define MENU_LOADGAME 11
#define MENU_SETTINGS_REBIND 12
#define MENU_SETTINGS_TP 13
#define MENU_DUNGEON 14
#define TILE_NULL 255
#define TILE_GRASS 0
@ -48,7 +50,15 @@
#define TILE_HARDROCK 19
#define TILE_CLOUDCACTUS 20
#define TILE_HOLE 21
#define TILE_WOOD_WALL 22
#define TILE_STONE_WALL 23
#define TILE_IRON_WALL 24
#define TILE_GOLD_WALL 25
#define TILE_GEM_WALL 26
#define TILE_DUNGEON_WALL 27
#define TILE_DUNGEON_FLOOR 28
#define TILE_DUNGEON_ENTRANCE 29
#define SWAP_UINT32(x) (((x) >> 24) | (((x) & 0x00FF0000) >> 8) | (((x) & 0x0000FF00) << 8) | ((x) << 24))
@ -71,9 +81,9 @@ s16 mScrollX, mScrollY;
sf2d_texture *icons;
sf2d_texture *font;
sf2d_texture *bottombg;
sf2d_texture * minimap[5];
u8 map[5][128*128];
u8 data[5][128*128];
sf2d_texture * minimap[6];
u8 map[6][128*128];
u8 data[6][128*128];
u32 dirtColor[5];
u32 grassColor;
@ -82,6 +92,10 @@ u32 waterColor[2];
u32 lavaColor[2];
u32 rockColor[4];
u32 woodColor;
u32 ironColor;
u32 goldColor;
u32 gemColor;
u32 dungeonColor[2];
char currentFileName[256];
extern u8 currentMenu;
@ -97,6 +111,8 @@ s16 curInvSel;
bool quitGame;
s8 currentSelection;
u16 daytime;
void tickTile(int x, int y);
bool tileIsSolid(int tile, Entity * e);
@ -131,4 +147,9 @@ bool playerIntersectsEntity(Entity* e);
void playerEntityInteract(Entity* e);
void playerSetActiveItem(Item * item);
void enterDungeon();
void leaveDungeon();
void initMinimapLevel(int level, bool loadUpWorld);
void reloadColors();

View file

@ -59,7 +59,7 @@ Item newItem(int id, int cLevel){
if(id != ITEM_NULL){
if(cLevel > 999) cLevel = 999;
item.countLevel = cLevel;
if(id < 7 || id > 27 || id > 100) item.onlyOne = true; // Tools + Furniture.
if(id < 7 || (id > 27 && id < 51) || id > 100) item.onlyOne = true; // Tools + Furniture.
else item.onlyOne = false;
}
item.chestPtr = NULL;
@ -158,12 +158,36 @@ char* getItemName(int itemID, int countLevel){
case ITEM_GLASS: sprintf(currentName,"%d Glass", countLevel); return currentName;
case ITEM_GEM: sprintf(currentName,"%d Gem", countLevel); return currentName;
case ITEM_SLIME: sprintf(currentName,"%d Slime", countLevel); return currentName;
case ITEM_LOOM: return "Loom";
case ITEM_ENCHANTER: return "Enchanter";
case ITEM_WALL_WOOD: sprintf(currentName,"%d Wood Wall", countLevel); return currentName;
case ITEM_WALL_STONE: sprintf(currentName,"%d Stone Wall", countLevel); return currentName;
case ITEM_WALL_IRON: sprintf(currentName,"%d Iron Wall", countLevel); return currentName;
case ITEM_WALL_GOLD: sprintf(currentName,"%d Gold Wall", countLevel); return currentName;
case ITEM_WALL_GEM: sprintf(currentName,"%d Gem Wall", countLevel); return currentName;
case ITEM_WOOL: sprintf(currentName,"%d Wool", countLevel); return currentName;
case ITEM_STRING: sprintf(currentName,"%d String", countLevel); return currentName;
case ITEM_PORK_RAW: sprintf(currentName,"%d Raw Pork", countLevel); return currentName;
case ITEM_PORK_COOKED: sprintf(currentName,"%d Cooked Pork", countLevel); return currentName;
case ITEM_BEEF_RAW: sprintf(currentName,"%d Raw Beef", countLevel); return currentName;
case ITEM_BEEF_COOKED: sprintf(currentName,"%d Steak", countLevel); return currentName;
case ITEM_LEATHER: sprintf(currentName,"%d Leather", countLevel); return currentName;
case ITEM_ARROW_WOOD: sprintf(currentName,"%d Wood Arrow", countLevel); return currentName;
case ITEM_ARROW_STONE: sprintf(currentName,"%d Rock Arrow", countLevel); return currentName;
case ITEM_ARROW_IRON: sprintf(currentName,"%d Iron Arrow", countLevel); return currentName;
case ITEM_ARROW_GOLD: sprintf(currentName,"%d Gold Arrow", countLevel); return currentName;
case ITEM_ARROW_GEM: sprintf(currentName,"%d Gem Arrow", countLevel); return currentName;
case ITEM_BONE: sprintf(currentName,"%d Bone", countLevel); return currentName;
case ITEM_DUNGEON_KEY: sprintf(currentName,"%d Dungeon Key", countLevel); return currentName;
case ITEM_WIZARD_SUMMON: sprintf(currentName,"%d Wizard Summon", countLevel); return currentName;
case TOOL_BUCKET:
switch(countLevel){
case 1: return "Water Bucket";
case 2: return "Lava Bucket";
default: return "Empty Bucket";
}
case TOOL_BOW: return "Bow";
default: return ""; // null
}
}
@ -238,12 +262,36 @@ char* getBasicItemName(int itemID, int countLevel){
case ITEM_GLASS: return "Glass";
case ITEM_GEM: return "Gem";
case ITEM_SLIME: return "Slime";
case ITEM_LOOM: return "Loom";
case ITEM_ENCHANTER: return "Enchanter";
case ITEM_WALL_WOOD: return "Wood Wall";
case ITEM_WALL_STONE: return "Stone Wall";
case ITEM_WALL_IRON: return "Iron Wall";
case ITEM_WALL_GOLD: return "Gold Wall";
case ITEM_WALL_GEM: return "Gem Wall";
case ITEM_WOOL: return "Wool";
case ITEM_STRING: return "String";
case ITEM_PORK_RAW: return "Raw Pork";
case ITEM_PORK_COOKED: return "Cooked Pork";
case ITEM_BEEF_RAW: return "Raw Beef";
case ITEM_BEEF_COOKED: return "Steak";
case ITEM_LEATHER: return "Leather";
case ITEM_ARROW_WOOD: return "Wood Arrow";
case ITEM_ARROW_STONE: return "Rock Arrow";
case ITEM_ARROW_IRON: return "Iron Arrow";
case ITEM_ARROW_GOLD: return "Gold Arrow";
case ITEM_ARROW_GEM: return "Gem Arrow";
case ITEM_BONE: return "Bone";
case ITEM_DUNGEON_KEY: return "Dungeon Key";
case ITEM_WIZARD_SUMMON: return "Wizard Summon";
case TOOL_BUCKET:
switch(countLevel){
case 1: return "Water Bucket";
case 2: return "Lava Bucket";
default: return "Empty Bucket";
}
case TOOL_BOW: return "Bow";
default: return ""; // null
}

View file

@ -42,7 +42,33 @@
#define ITEM_FURNACE 31
#define ITEM_WORKBENCH 32
#define ITEM_LANTERN 33
#define ITEM_LOOM 34
#define ITEM_ENCHANTER 35
#define ITEM_WALL_WOOD 51
#define ITEM_WALL_STONE 52
#define ITEM_WALL_IRON 53
#define ITEM_WALL_GOLD 54
#define ITEM_WALL_GEM 55
#define ITEM_WOOL 56
#define ITEM_STRING 57
#define ITEM_PORK_RAW 58
#define ITEM_PORK_COOKED 59
#define ITEM_BEEF_RAW 60
#define ITEM_BEEF_COOKED 61
#define ITEM_LEATHER 62
#define ITEM_ARROW_WOOD 63
#define ITEM_ARROW_STONE 64
#define ITEM_ARROW_IRON 65
#define ITEM_ARROW_GOLD 66
#define ITEM_ARROW_GEM 67
#define ITEM_BONE 68
#define ITEM_DUNGEON_KEY 69
#define ITEM_WIZARD_SUMMON 70
#define TOOL_BUCKET 101
#define TOOL_BOW 102
typedef struct Inventory Inventory;

View file

@ -100,6 +100,21 @@ void createAndValidateUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 *
return;
} while (true);
}
void createAndValidateDungeonMap(int w, int h, u8 * map, u8 * data) {
do {
createDungeonMap(w, h, map, data);
int count[256]={[0 ... 255] = 0};
int i = 0;
for (i = 0; i < w * h; ++i)count[map[i] & 0xff]++;
if (count[TILE_DUNGEON_WALL & 0xff] < 100) continue;
if (count[TILE_DUNGEON_FLOOR & 0xff] < 100) continue;
return;
} while (true);
}
void createAndValidateSkyMap(int w, int h, u8 * map, u8 * data) {
do {
createSkyMap(w, h, map, data);
@ -341,63 +356,207 @@ void createUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data) {
free(noise2);
}
void createSkyMap(int w, int h, u8 * map, u8 * data) {
double* noise1 = Noise(w, h, 8);
double* noise2 = Noise(w, h, 8);
int x, y;
for(x = 0; x < w; ++x){
for(y = 0; y < w; ++y){
int i = x + y * w;
double val = fabs(noise1[i] - noise2[i]) * 3 - 2;
double xd = x / (w - 1.0) * 2 - 1;
double yd = y / (h - 1.0) * 2 - 1;
if (xd < 0) xd = -xd;
if (yd < 0) yd = -yd;
double dist = xd >= yd ? xd : yd;
dist = dist * dist * dist * dist;
dist = dist * dist * dist * dist;
val = -val * 1 - 2.2;
val = val + 1 - dist * 20;
if (val < -0.25) {
map[i] = -1; // render nothing
} else {
map[i] = TILE_CLOUD;
}
}
}
int i;
for (i = 0; i < w * h / 50; ++i) {
int xx = rand()%w;
int yy = rand()%h;
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_CLOUD) map[xx + yy * w] = TILE_CLOUDCACTUS;
}
}
int sCount, attempts = 0;
for (sCount = 0; sCount < 2;) {
int xx = rand()%w;
int yy = rand()%h;
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_CLOUD)
{
map[xx + yy * w] = TILE_STAIRS_DOWN;
map[xx + (yy+1) * w] = TILE_CLOUD;
map[(xx+1) + yy * w] = TILE_CLOUD;
map[xx + (yy-1) * w] = TILE_CLOUD;
map[(xx-1) + yy * w] = TILE_CLOUD;
map[(xx-1) + (yy-1) * w] = TILE_CLOUD;
map[(xx+1) + (yy+1) * w] = TILE_CLOUD;
map[(xx+1) + (yy-1) * w] = TILE_CLOUD;
map[(xx-1) + (yy+1) * w] = TILE_CLOUD;
++sCount;
}
}
if(attempts < w*h) ++attempts; else break;
}
free(noise1);
free(noise2);
}
void createDungeonRoom(int w, int h, u8 * map, u8 * data) {
int tries;
for(tries=0; tries<100; ++tries) {
int x = 5+(rand()%(w-10));
int y = 5+(rand()%(h-10));
int xr;
int yr;
int wr = 10+(rand()%11);
int hr = 10+(rand()&11);
int xp;
int yp;
int i;
if(x+wr > w-5) wr = (w-5) - x;
if(y+hr > h-5) hr = (h-5) - y;
//check instersection
bool allowed = true;
for(xr = x; xr < x+wr; ++xr) {
for(yr = y; yr < y+hr; ++yr) {
i = xr + yr * w;
//255 for paths so rooms can overlap paths
if(map[i]!=TILE_DUNGEON_WALL && map[i]!=255) {
allowed = false;
break;
}
}
if(!allowed) break;
}
if(!allowed) continue;
//create room
for(xr = x; xr < x+wr; ++xr) {
for(yr = y; yr < y+hr; ++yr) {
i = xr + yr * w;
map[i] = TILE_DUNGEON_FLOOR;
}
}
//Create path back to existing stuff
xp = x;
yp = y;
i = xp + yp * w;
bool checkForFloor = false;
bool xFirst = (rand()%2)==0;
while((checkForFloor && (map[i]!=TILE_DUNGEON_FLOOR && map[i]!=255)) || (!checkForFloor && (map[i]==TILE_DUNGEON_FLOOR || map[i]==255))) {
if(checkForFloor) {
//TODO check for dungeon entrance: if(map[i]==TILE_DUNGEON_ENTRANCE) break;
//make connection
map[i] = 255;
}
//move
if(xFirst) {
if(xp > w/2) --xp;
else if(xp < w/2) ++xp;
else if(yp > h/2) --yp;
else if(yp < h/2) ++yp;
else break;
} else {
if(yp > h/2) --yp;
else if(yp < h/2) ++yp;
else if(xp > w/2) --xp;
else if(xp < w/2) ++xp;
else break;
}
i = xp + yp * w;
//search for end of current room
if(!checkForFloor && (map[i]!=TILE_DUNGEON_FLOOR && map[i]!=255)) checkForFloor = true;
}
//dekorate room
bool lava = (rand()%4)==0;
bool pillars = (rand()%4)==0;
for(xr = x; xr < x+wr; ++xr) {
for(yr = y; yr < y+hr; ++yr) {
i = xr + yr * w;
if(lava && xr > x+1 && xr < x+wr-2 && yr > y+1 && yr < y+hr-2) {
map[i] = TILE_LAVA;
} else if(pillars && xr > x && xr < x+wr-1 && yr > y && yr < y+hr-1 && xr%2 == 0 && yr%2 == 0) {
map[i] = TILE_DUNGEON_WALL;
} else {
if(rand()%50==0) map[i] = TILE_IRONORE + (rand()%3);
}
}
}
break;
}
}
void createDungeonMap(int w, int h, u8 * map, u8 * data) {
int i, x, y;
for(x = 0; x < w; ++x){
for(y = 0; y < w; ++y){
i = x + y * w;
//Startroom
if (x >= (w/2-5) && x <= (w/2+5) && y >= (h/2-5) && y <= (h/2+5) ) {
map[i] = TILE_DUNGEON_FLOOR;
} else {
map[i] = TILE_DUNGEON_WALL;
}
data[i] = 0;
}
}
for(i = 0; i < 40; ++i) {
createDungeonRoom(w, h, map, data);
}
//replace paths with actual dungeon floor
for(x = 0; x < w; ++x){
for(y = 0; y < w; ++y){
i = x + y * w;
if (map[i]==255) {
map[i] = TILE_DUNGEON_FLOOR;
}
}
}
//create entrance
map[w/2 + h/2 * w] = TILE_DUNGEON_ENTRANCE;
map[w/2+1 + h/2 * w] = TILE_DUNGEON_FLOOR;
map[w/2-1 + h/2 * w] = TILE_DUNGEON_FLOOR;
map[w/2 + (h/2+1) * w] = TILE_DUNGEON_FLOOR;
map[w/2 + (h/2-1) * w] = TILE_DUNGEON_FLOOR;
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;
}
void createSkyMap(int w, int h, u8 * map, u8 * data) {
double* noise1 = Noise(w, h, 8);
double* noise2 = Noise(w, h, 8);
int x, y;
for(x = 0; x < w; ++x){
for(y = 0; y < w; ++y){
int i = x + y * w;
double val = fabs(noise1[i] - noise2[i]) * 3 - 2;
double xd = x / (w - 1.0) * 2 - 1;
double yd = y / (h - 1.0) * 2 - 1;
if (xd < 0) xd = -xd;
if (yd < 0) yd = -yd;
double dist = xd >= yd ? xd : yd;
dist = dist * dist * dist * dist;
dist = dist * dist * dist * dist;
val = -val * 1 - 2.2;
val = val + 1 - dist * 20;
if (val < -0.25) {
map[i] = -1; // render nothing
} else {
map[i] = TILE_CLOUD;
}
}
}
int i;
for (i = 0; i < w * h / 50; ++i) {
int xx = rand()%w;
int yy = rand()%h;
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_CLOUD) map[xx + yy * w] = TILE_CLOUDCACTUS;
}
}
int sCount, attempts = 0;
for (sCount = 0; sCount < 2;) {
int xx = rand()%w;
int yy = rand()%h;
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_CLOUD)
{
map[xx + yy * w] = TILE_STAIRS_DOWN;
map[xx + (yy+1) * w] = TILE_CLOUD;
map[(xx+1) + yy * w] = TILE_CLOUD;
map[xx + (yy-1) * w] = TILE_CLOUD;
map[(xx-1) + yy * w] = TILE_CLOUD;
map[(xx-1) + (yy-1) * w] = TILE_CLOUD;
map[(xx+1) + (yy+1) * w] = TILE_CLOUD;
map[(xx+1) + (yy-1) * w] = TILE_CLOUD;
map[(xx-1) + (yy+1) * w] = TILE_CLOUD;
++sCount;
}
}
if(attempts < w*h) ++attempts; else break;
}
free(noise1);
free(noise2);
}

View file

@ -15,5 +15,7 @@ void createAndValidateTopMap(int w, int h, u8 * map, u8 * data);
void createTopMap(int w, int h, u8 * map, u8 * data);
void createAndValidateUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data);
void createUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data);
void createAndValidateDungeonMap(int w, int h, u8 * map, u8 * data);
void createDungeonMap(int w, int h, u8 * map, u8 * data);
void createAndValidateSkyMap(int w, int h, u8 * map, u8 * data);
void createSkyMap(int w, int h, u8 * map, u8 * data);

View file

@ -366,7 +366,7 @@ void tickMenu(int menu){
currentMenu = MENU_NONE;
break;
case 1:
areYouSureSave = true;
if(currentLevel!=5) areYouSureSave = true;
break;
case 2:
areYouSure = true;
@ -454,48 +454,69 @@ void tickMenu(int menu){
break;
case MENU_CONTAINER:
if (k_menu.clicked || k_decline.clicked)currentMenu = MENU_NONE;
if (k_left.clicked) {
curChestEntity->entityFurniture.r = 0;
int tmp = curInvSel;
curInvSel = curChestEntity->entityFurniture.oSel;
curChestEntity->entityFurniture.oSel = tmp;
}
if (k_right.clicked) {
curChestEntity->entityFurniture.r = 1;
int tmp = curInvSel;
curInvSel = curChestEntity->entityFurniture.oSel;
curChestEntity->entityFurniture.oSel = tmp;
}
Inventory* i1 = curChestEntity->entityFurniture.r == 1 ? player.p.inv : curChestEntity->entityFurniture.inv;
Inventory* i2 = curChestEntity->entityFurniture.r == 0 ? player.p.inv : curChestEntity->entityFurniture.inv;
int len = i1->lastSlot;
if (curInvSel < 0) curInvSel = 0;
if (curInvSel >= len) curInvSel = len - 1;
if (k_up.clicked) --curInvSel;
if (k_down.clicked) ++curInvSel;
if (len == 0) curInvSel = 0;
if (curInvSel < 0) curInvSel += len;
if (curInvSel >= len) curInvSel -= len;
if(k_accept.clicked && len > 0){
Item* pullItem = &i1->items[curInvSel];
Item pushItem = newItem(pullItem->id,pullItem->countLevel);
pushItem.chestPtr = pullItem->chestPtr;
pushItemToInventoryFront(pushItem, i2);
if(i2 == player.p.inv){
int newslot = player.p.activeItem->slotNum + 1;
player.p.activeItem = &player.p.inv->items[newslot];
} else if(pullItem == player.p.activeItem){
player.p.activeItem = &noItem;
}
removeItemFromCurrentInv(pullItem);
if (curInvSel >= i1->lastSlot) curInvSel = i1->lastSlot - 1;
}
if (k_menu.clicked || k_decline.clicked) currentMenu = MENU_NONE;
if (k_left.clicked) {
curChestEntity->entityFurniture.r = 0;
int tmp = curInvSel;
curInvSel = curChestEntity->entityFurniture.oSel;
curChestEntity->entityFurniture.oSel = tmp;
}
if (k_right.clicked) {
curChestEntity->entityFurniture.r = 1;
int tmp = curInvSel;
curInvSel = curChestEntity->entityFurniture.oSel;
curChestEntity->entityFurniture.oSel = tmp;
}
Inventory* i1 = curChestEntity->entityFurniture.r == 1 ? player.p.inv : curChestEntity->entityFurniture.inv;
Inventory* i2 = curChestEntity->entityFurniture.r == 0 ? player.p.inv : curChestEntity->entityFurniture.inv;
int len = i1->lastSlot;
if (curInvSel < 0) curInvSel = 0;
if (curInvSel >= len) curInvSel = len - 1;
if (k_up.clicked) --curInvSel;
if (k_down.clicked) ++curInvSel;
if (len == 0) curInvSel = 0;
if (curInvSel < 0) curInvSel += len;
if (curInvSel >= len) curInvSel -= len;
if(k_accept.clicked && len > 0){
Item* pullItem = &i1->items[curInvSel];
Item pushItem = newItem(pullItem->id,pullItem->countLevel);
pushItem.chestPtr = pullItem->chestPtr;
pushItemToInventoryFront(pushItem, i2);
if(i2 == player.p.inv){
int newslot = player.p.activeItem->slotNum + 1;
player.p.activeItem = &player.p.inv->items[newslot];
} else if(pullItem == player.p.activeItem){
player.p.activeItem = &noItem;
}
removeItemFromCurrentInv(pullItem);
if (curInvSel >= i1->lastSlot) curInvSel = i1->lastSlot - 1;
}
break;
case MENU_DUNGEON:
if (k_menu.clicked || k_decline.clicked) currentMenu = MENU_NONE;
if(k_accept.clicked) {
if(currentLevel!=5) {
Item * item = getItemFromInventory(ITEM_DUNGEON_KEY, player.p.inv);
if(item!=NULL) {
--item->countLevel;
if(item->countLevel==0) {
removeItemFromCurrentInv(item);
}
enterDungeon();
}
} else {
leaveDungeon();
}
currentMenu = MENU_NONE;
}
break;
case MENU_LOADGAME:
if(!enteringName && !areYouSure){ // World select
@ -999,6 +1020,10 @@ void renderMenu(int menu,int xscr,int yscr){
char* msg = pOptions[i];
u32 color = 0xFF7F7F7F;
if(i == currentSelection) color = 0xFFFFFFFF;
if(i == 1 && currentLevel==5) {
color = 0xFF7F7FFF;
if(i == currentSelection) color = 0xFFAFAFFF;
}
drawTextColor(msg,(400 - (strlen(msg) * 12))/2, (i * 24) + 100, color);
}
@ -1068,6 +1093,8 @@ void renderMenu(int menu,int xscr,int yscr){
renderMenuBackground(xscr,yscr);
offsetX = 0;offsetY = 0;
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor("Inventory",24+1,14+1,0xFF000000);
drawTextColor("Inventory",24,14,0xFF6FE2E2);
renderItemList(player.p.inv, 1,1,24,14, curInvSel);
sf2d_end_frame();
break;
@ -1082,8 +1109,14 @@ void renderMenu(int menu,int xscr,int yscr){
offsetX = 0;offsetY = 0;
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("Crafting",24+1,14+1,0xFF000000);
drawTextColor("Crafting",24,14,0xFF6FE2E2);
renderRecipes(currentRecipes, 1, 1, 14, 14, curInvSel);
Recipe* rec = &currentRecipes->recipes[curInvSel];
@ -1119,15 +1152,63 @@ void renderMenu(int menu,int xscr,int yscr){
else {offsetX = 0;offsetY = 0;}
renderFrame(1,1,14,14,0xFFFF1010);
drawTextColor("Chest",24+1,14+1,0xFF000000);
drawTextColor("Chest",24,14,0xFF6FE2E2);
renderItemList(curChestEntity->entityFurniture.inv,1,1,14,14,
curChestEntity->entityFurniture.r == 0 ? curInvSel : -curChestEntity->entityFurniture.oSel - 1);
renderFrame(15,1,28,14,0xFFFF1010);
drawTextColor("Inventory",248+1,14+1,0xFF000000);
drawTextColor("Inventory",248,14,0xFF6FE2E2);
renderItemList(player.p.inv,15,1,28,14,
curChestEntity->entityFurniture.r == 1 ? curInvSel : -curChestEntity->entityFurniture.oSel - 1);
offsetX = 0;offsetY = 0;
sf2d_end_frame();
break;
case MENU_DUNGEON:
sf2d_start_frame(GFX_TOP, GFX_LEFT);
if(currentLevel == 0){
sf2d_draw_texture_part_scale(minimap[1],(-xscr/3)-256,(-yscr/3)-32,0,0,128,128,12.5,7.5);
sf2d_draw_rectangle(0,0,400,240, 0xAFDFDFDF);
}
offsetX = xscr;offsetY = yscr;
renderMenuBackground(xscr,yscr);
offsetX = 0;offsetY = 0;
renderFrame(1,1,24,14,0xFFFF1010);
if(currentLevel!=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(k_accept.input & -k_accept.input, 150, 168, 1);
drawText(" Stay", 148, 195);
renderButtonIcon(k_decline.input & -k_decline.input, 150, 192, 1);
sf2d_end_frame();
break;
case MENU_ABOUT:
sf2d_start_frame(GFX_TOP, GFX_LEFT);
sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //You might think "real" black would be better, but it actually looks better that way

View file

@ -206,24 +206,24 @@ void renderTutorialPage(bool topScreen){
render(132,82,72,152,0); // Bread
break;
case 6: //Mining
render16b(23,32,80,0,0,0xFFC8C8DF); // iron ore
render16b(23,52,80,0,0,0xFFB9E8E5); // gold ore
render16b(23,72,80,0,0,0xFFDE98DF); // gem ore
renderb(41,38,88,152,0,0xFFC8C8DF); // Iron ore item
renderb(41,58,88,152,0,0xFFB9E8E5); // Gold ore item
render16b(23,32,80,0,0,ironColor); // iron ore
render16b(23,52,80,0,0,goldColor); // gold ore
render16b(23,72,80,0,0,gemColor); // gem ore
renderb(41,38,88,152,0,ironColor); // Iron ore item
renderb(41,58,88,152,0,goldColor); // Gold ore item
render(41,78,112,152,0); // Gem item
drawText(">",104,74);
drawText(">",104,114);
drawText(">",104,154);
render16(60,32,112,128,0); // Furnace
render16(60,52,112,128,0); // Furnace
render16(60,72,64,128,0); // Anvil
render16(60,72,240,128,0); // Enchanter
drawText(">",160,74);
drawText(">",160,114);
drawText(">",160,154);
renderb(88,36,96,152,0,0xFFC8C8DF); // Iron ingot item
renderb(88,56,96,152,0,0xFFB9E8E5); // Gold ingot item
renderb(88,76,152,144,0,0xFFB9E8E5); // Gem Pickaxe
renderb(88,36,96,152,0,ironColor); // Iron ingot item
renderb(88,56,96,152,0,goldColor); // Gold ingot item
renderb(88,76,152,144,0,goldColor); // Gem Pickaxe
drawText(">",200,74);
drawText(">",200,114);
render16(106,32,64,128,0); // Anvil

View file

@ -258,20 +258,28 @@ void renderFrame(int x1, int y1, int x2, int y2, u32 bgColor) {
void bakeLights() {
playerLightBake = sf2d_create_texture(64, 64, TEXFMT_RGBA8, SF2D_PLACE_RAM);
lanternLightBake = sf2d_create_texture(128, 128, TEXFMT_RGBA8,
SF2D_PLACE_RAM);
lanternLightBake = sf2d_create_texture(128, 128, TEXFMT_RGBA8, SF2D_PLACE_RAM);
glowwormLightBake = sf2d_create_texture(16, 16, TEXFMT_RGBA8, SF2D_PLACE_RAM);
glowwormBigLightBake = sf2d_create_texture(32, 32, TEXFMT_RGBA8, SF2D_PLACE_RAM);
bakeLight(playerLightBake, 32, 32, 32);
bakeLight(lanternLightBake, 64, 64, 64);
bakeLight(glowwormLightBake, 8, 8, 8);
bakeLight(glowwormBigLightBake, 12, 12, 12);
}
void freeLightBakes() {
sf2d_free_texture(playerLightBake);
sf2d_free_texture(lanternLightBake);
sf2d_free_texture(glowwormLightBake);
sf2d_free_texture(glowwormBigLightBake);
}
void renderLightsToStencil() {
if (currentLevel > 1) {
void renderLightsToStencil(bool force, bool invert, bool rplayer) {
if (force || (currentLevel > 1 && currentLevel != 5)) {
GPU_SetDepthTestAndWriteMask(true, GPU_NEVER, 0);
GPU_SetStencilTest(true, GPU_NEVER, 1, 0xFF, 0xFF);
GPU_SetStencilOp(GPU_STENCIL_REPLACE, GPU_STENCIL_KEEP,
@ -279,40 +287,55 @@ void renderLightsToStencil() {
GPU_SetAlphaTest(true, GPU_GREATER, 0);
if(player.p.activeItem->id == ITEM_LANTERN) renderLight(player.x, player.y, lanternLightBake);
else renderLight(player.x, player.y, playerLightBake);
else if(rplayer) renderLight(player.x, player.y, playerLightBake);
int i;
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) {
Entity e = eManager.entities[currentLevel][i];
if (e.type != ENTITY_FURNITURE)continue;
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)
renderLight(e.x, e.y, lanternLightBake);
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)
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
if(rand()%10==0) continue;
else if(rand()%100==0) renderLight(e.x+4, e.y-4, glowwormBigLightBake);
else renderLight(e.x, e.y, glowwormLightBake);
}
}
int xo = offsetX >> 4;
int yo = offsetY >> 4;
int x, y;
//added offset to render lights from lava which is offscreen
//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) renderLight(x << 4, y << 4, playerLightBake);
for (y = yo-2; y <= 8 + yo+2; ++y) {
if(getTile(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((x+y)%2 == 0) continue;
}
renderLight((x << 4) + 8, (y << 4) + 8, playerLightBake);
}
}
}
GPU_SetDepthTestAndWriteMask(true, GPU_GEQUAL, GPU_WRITE_ALL);
GPU_SetStencilTest(true, GPU_EQUAL, 1, 0xFF, 0x0);
if(invert) {
GPU_SetStencilTest(true, GPU_EQUAL, 0, 0xFF, 0x0);
} else {
GPU_SetStencilTest(true, GPU_EQUAL, 1, 0xFF, 0x0);
}
GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);
GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP,
GPU_STENCIL_REPLACE);
GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_REPLACE);
}
}
void resetStencilStuff() {
if (currentLevel > 1) {
//if (currentLevel > 1) {
GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
}
//}
}
void renderLight(int x, int y, sf2d_texture* texture) {
@ -507,13 +530,13 @@ void renderTile(int i, int d, int x, int y) {
render16(x, y, 112, 0, 0);
break;
case TILE_IRONORE:
render16b(x, y, 80, 0, 0, 0xFFC8C8DF);
render16b(x, y, 80, 0, 0, ironColor);
break;
case TILE_GOLDORE:
render16b(x, y, 80, 0, 0, 0xFFB9E8E5);
render16b(x, y, 80, 0, 0, goldColor);
break;
case TILE_GEMORE:
render16b(x, y, 80, 0, 0, 0xFFDE98DF);
render16b(x, y, 80, 0, 0, gemColor);
break;
case TILE_CLOUD:
checkSurrTiles4(x >> 4, y >> 4, TILE_CLOUD);
@ -548,6 +571,37 @@ void renderTile(int i, int d, int x, int y) {
renderConnectedTile4(x, y, 0, 32, woodColor);
break;
case TILE_STONE_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_STONE_WALL);
renderConnectedTile4(x, y, 128, 32, rockColor[0]);
break;
case TILE_IRON_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_IRON_WALL);
renderConnectedTile4(x, y, 128, 32, ironColor);
break;
case TILE_GOLD_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_GOLD_WALL);
renderConnectedTile4(x, y, 128, 32, goldColor);
break;
case TILE_GEM_WALL:
checkSurrTiles4(x >> 4, y >> 4, TILE_GEM_WALL);
renderConnectedTile4(x, y, 128, 32, gemColor);
break;
case TILE_DUNGEON_WALL:
checkSurrTiles8(x >> 4, y >> 4, TILE_DUNGEON_WALL);
renderConnectedTile8(x, y, 128, 32, dungeonColor[0]);
break;
case TILE_DUNGEON_FLOOR:
render16b(x, y, 208, 32, 0, dungeonColor[1]);
break;
case TILE_DUNGEON_ENTRANCE:
render16b(x, y, 224 + (currentLevel==5 ? 16 : 0), 32, 0, dungeonColor[0]);
break;
}
resetSurrTiles();
@ -746,16 +800,46 @@ void renderPlayer() {
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();
renderLightsToStencil(false, false, true);
renderBackground(xScroll, yScroll);
resetStencilStuff();
renderDayNight();
}
void renderDayNight() {
if(currentLevel==1 && (daytime<6000 || daytime>18000)) {
int color1 = 0x000C0C0C;
int color2 = 0x00100C0C;
int alpha1 = 0x99;
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;
}
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);
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) sf2d_draw_rectangle(0, 0, 400, 240, dirtColor[currentLevel]); // dirt color
else {
if(currentLevel == 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) {
sf2d_draw_rectangle(0, 0, 400, 240, dungeonColor[1]);
} else {
sf2d_draw_rectangle(0, 0, 400, 240, dirtColor[currentLevel]); // dirt color
}
int xo = xScroll >> 4;
int yo = yScroll >> 4;
@ -862,6 +946,12 @@ void renderFurniture(int itemID, int x, int y) {
case ITEM_LANTERN:
render16(x, y, 144, 128, 0);
break;
case ITEM_LOOM:
render16(x, y, 224, 128, 0);
break;
case ITEM_ENCHANTER:
render16(x, y, 240, 128, 0);
break;
}
}
@ -879,24 +969,50 @@ void renderEntity(Entity* e, int x, int y) {
renderFurniture(e->entityFurniture.itemID, x - 8, y - 8);
break;
case ENTITY_ZOMBIE:
switch (e->zombie.dir) {
switch (e->hostile.dir) {
case 0: // down
render16b(x - 8, y - 8, 64, 112,
((e->zombie.walkDist >> 4) & 1) == 0 ? 0 : 1,
e->zombie.color);
render16b(x - 8, y - 8, 64, 112, ((e->hostile.walkDist >> 4) & 1) == 0 ? 0 : 1, e->hostile.color);
break;
case 1: // up
render16b(x - 8, y - 8, 80, 112,
((e->zombie.walkDist >> 4) & 1) == 0 ? 0 : 1,
e->zombie.color);
render16b(x - 8, y - 8, 80, 112, ((e->hostile.walkDist >> 4) & 1) == 0 ? 0 : 1, e->hostile.color);
break;
case 2: // left
render16b(x - 8, y - 8, 96 + (((e->zombie.walkDist >> 4) & 1) << 4),
112, 1, e->zombie.color);
render16b(x - 8, y - 8, 96 + (((e->hostile.walkDist >> 4) & 1) << 4), 112, 1, e->hostile.color);
break;
case 3: // right
render16b(x - 8, y - 8, 96 + (((e->zombie.walkDist >> 4) & 1) << 4),
112, 0, e->zombie.color);
render16b(x - 8, y - 8, 96 + (((e->hostile.walkDist >> 4) & 1) << 4), 112, 0, e->hostile.color);
break;
}
break;
case ENTITY_SKELETON:
switch (e->hostile.dir) {
case 0: // down
render16b(x - 8, y - 8, 0, 80, ((e->hostile.walkDist >> 4) & 1) == 0 ? 0 : 1, e->hostile.color);
break;
case 1: // up
render16b(x - 8, y - 8, 16, 80, ((e->hostile.walkDist >> 4) & 1) == 0 ? 0 : 1, e->hostile.color);
break;
case 2: // left
render16b(x - 8, y - 8, 32 + (((e->hostile.walkDist >> 4) & 1) << 4), 80, 1, e->hostile.color);
break;
case 3: // right
render16b(x - 8, y - 8, 32 + (((e->hostile.walkDist >> 4) & 1) << 4), 80, 0, e->hostile.color);
break;
}
break;
case ENTITY_KNIGHT:
switch (e->hostile.dir) {
case 0: // down
render16b(x - 8, y - 8, 64, 80, ((e->hostile.walkDist >> 4) & 1) == 0 ? 0 : 1, e->hostile.color);
break;
case 1: // up
render16b(x - 8, y - 8, 80, 80, ((e->hostile.walkDist >> 4) & 1) == 0 ? 0 : 1, e->hostile.color);
break;
case 2: // left
render16b(x - 8, y - 8, 96 + (((e->hostile.walkDist >> 4) & 1) << 4), 80, 1, e->hostile.color);
break;
case 3: // right
render16b(x - 8, y - 8, 96 + (((e->hostile.walkDist >> 4) & 1) << 4), 80, 0, e->hostile.color);
break;
}
break;
@ -932,6 +1048,22 @@ void renderEntity(Entity* e, int x, int y) {
break;
}
break;
case ENTITY_PASSIVE:
switch (e->passive.dir) {
case 0: // down
render16(x - 8, y - 8, (e->passive.mtype*64) + 0, 96, ((e->passive.walkDist >> 4) & 1) == 0 ? 0 : 1);
break;
case 1: // up
render16(x - 8, y - 8, (e->passive.mtype*64) + 16, 96, ((e->passive.walkDist >> 4) & 1) == 0 ? 0 : 1);
break;
case 2: // left
render16(x - 8, y - 8, (e->passive.mtype*64) + 32 + (((e->passive.walkDist >> 4) & 1) << 4), 96, 1);
break;
case 3: // right
render16(x - 8, y - 8, (e->passive.mtype*64) + 32 + (((e->passive.walkDist >> 4) & 1) << 4), 96, 0);
break;
}
break;
case ENTITY_TEXTPARTICLE:
x -= offsetX;
y -= offsetY;
@ -949,6 +1081,45 @@ void renderEntity(Entity* e, int x, int y) {
return;
renderr(x, y, 200, 152, 0, e->spark.age * 0.0349);
break;
case ENTITY_ARROW:
if (e->arrow.age >= 200)
if (e->arrow.age / 6 % 2 == 0)
return;
int abits = 0;
int ayp = 168;
if(e->arrow.xa<0) {
abits += 1;
}
if(e->arrow.ya<0) {
ayp += 8;
}
if(e->arrow.ya>0) {
ayp += 8;
abits += 2;
}
switch (e->arrow.itemID) {
case ITEM_ARROW_WOOD:
render(x-2, y-2, 72, ayp, abits);
break;
case ITEM_ARROW_STONE:
render(x-2, y-2, 80, ayp, abits);
break;
case ITEM_ARROW_IRON:
render(x-2, y-2, 88, ayp, abits);
break;
case ITEM_ARROW_GOLD:
render(x-2, y-2, 96, ayp, abits);
break;
case ITEM_ARROW_GEM:
render(x-2, y-2, 104, ayp, abits);
break;
}
break;
case ENTITY_GLOWWORM:
render(x-4, y-4, 224, 112, 0);
break;
}
}
@ -1154,16 +1325,16 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
renderb(x, y, 88, 152, 0, 0xFF383838);
break;
case ITEM_IRONORE:
renderb(x, y, 88, 152, 0, 0xFF9999BC);
renderb(x, y, 88, 152, 0, ironColor);
break;
case ITEM_GOLDORE:
renderb(x, y, 88, 152, 0, 0xFF77CECE);
renderb(x, y, 88, 152, 0, goldColor);
break;
case ITEM_IRONINGOT:
renderb(x, y, 96, 152, 0, 0xFFC8C8DF);
renderb(x, y, 96, 152, 0, ironColor);
break;
case ITEM_GOLDINGOT:
renderb(x, y, 96, 152, 0, 0xFFBCEAEA);
renderb(x, y, 96, 152, 0, goldColor);
break;
case ITEM_GLASS:
render(x, y, 104, 152, 0);
@ -1171,8 +1342,77 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
case ITEM_GEM:
render(x, y, 112, 152, 0);
break;
case ITEM_LOOM:
render(x, y, 120, 160, 0);
break;
case ITEM_ENCHANTER:
render(x, y, 144, 160, 0);
break;
case ITEM_WALL_WOOD:
renderb(x, y, 224, 144, 0, woodColor);
break;
case ITEM_WALL_STONE:
renderb(x, y, 224, 144, 0, rockColor[1]);
break;
case ITEM_WALL_IRON:
renderb(x, y, 224, 144, 0, ironColor);
break;
case ITEM_WALL_GOLD:
renderb(x, y, 224, 144, 0, goldColor);
break;
case ITEM_WALL_GEM:
renderb(x, y, 224, 144, 0, gemColor);
break;
case ITEM_WOOL:
render(x, y, 64, 160, 0);
break;
case ITEM_STRING:
render(x, y, 72, 160, 0);
break;
case ITEM_PORK_RAW:
render(x, y, 80, 160, 0);
break;
case ITEM_PORK_COOKED:
render(x, y, 88, 160, 0);
break;
case ITEM_BEEF_RAW:
render(x, y, 96, 160, 0);
break;
case ITEM_BEEF_COOKED:
render(x, y, 104, 160, 0);
break;
case ITEM_LEATHER:
render(x, y, 112, 160, 0);
break;
case ITEM_ARROW_WOOD:
render(x, y, 72, 168, 0);
break;
case ITEM_ARROW_STONE:
render(x, y, 80, 168, 0);
break;
case ITEM_ARROW_IRON:
render(x, y, 88, 168, 0);
break;
case ITEM_ARROW_GOLD:
render(x, y, 96, 168, 0);
break;
case ITEM_ARROW_GEM:
render(x, y, 104, 168, 0);
break;
case ITEM_BONE:
render(x, y, 128, 160, 0);
break;
case ITEM_DUNGEON_KEY:
render(x, y, 136, 160, 0);
break;
case ITEM_WIZARD_SUMMON:
render(x, y, 152, 160, 0);
break;
case TOOL_BUCKET:
render(x, y, 200 + countLevel * 8, 144, 0);
break;
case TOOL_BOW:
render(x, y, 64, 168, 0);
break;
}
}

View file

@ -9,6 +9,8 @@
sf2d_texture *playerLightBake;
sf2d_texture *lanternLightBake;
sf2d_texture *glowwormLightBake;
sf2d_texture *glowwormBigLightBake;
int offsetX, offsetY;
void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits);
@ -31,11 +33,12 @@ void renderConnectedTile4(int x, int y, u32 xTile, u32 yTile, u32 color);
void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile, u32 color);
void renderBackground(int xScroll, int yScroll);
void renderMenuBackground(int xScroll, int yScroll); //Renders the darkness
void renderDayNight();
void renderButtonIcon(u32 icon, int x, int y, float scale);
void bakeLights();
void freeLightBakes();
void renderLightsToStencil();
void renderLightsToStencil(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);

View file

@ -8,8 +8,12 @@ s16 calculateImportantEntites(EntityManager * eManager, int level){
case ENTITY_AIRWIZARD:
case ENTITY_SLIME:
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
case ENTITY_ITEM:
case ENTITY_FURNITURE:
case ENTITY_PASSIVE:
case ENTITY_GLOWWORM:
count++;
break;
}
@ -22,8 +26,12 @@ bool entityIsImportant(Entity * e){
case ENTITY_AIRWIZARD:
case ENTITY_SLIME:
case ENTITY_ZOMBIE:
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
case ENTITY_ITEM:
case ENTITY_FURNITURE:
case ENTITY_PASSIVE:
case ENTITY_GLOWWORM:
return true;
default:
return false;
@ -75,8 +83,10 @@ void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player
fwrite(&eManager->entities[i][j].slime.lvl, sizeof(s8), 1, file);
break;
case ENTITY_ZOMBIE:
fwrite(&eManager->entities[i][j].zombie.health, sizeof(s16), 1, file);
fwrite(&eManager->entities[i][j].zombie.lvl, sizeof(s8), 1, file);
case ENTITY_SKELETON:
case ENTITY_KNIGHT:
fwrite(&eManager->entities[i][j].hostile.health, sizeof(s16), 1, file);
fwrite(&eManager->entities[i][j].hostile.lvl, sizeof(s8), 1, file);
break;
case ENTITY_ITEM:
fwrite(&eManager->entities[i][j].entityItem.item.id, sizeof(s16), 1, file);
@ -87,14 +97,21 @@ void saveCurrentWorld(char * filename, EntityManager * eManager, Entity * player
fwrite(&eManager->entities[i][j].entityFurniture.itemID, sizeof(s16), 1, file);
int invIndex = eManager->entities[i][j].entityFurniture.inv - eManager->invs;
fwrite(&invIndex, sizeof(int), 1, file);
break;
case ENTITY_PASSIVE:
fwrite(&eManager->entities[i][j].passive.health, sizeof(s16), 1, file);
fwrite(&eManager->entities[i][j].passive.mtype, sizeof(u8), 1, file);
break;
}
}
}
// 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);
fclose(file);
}
@ -195,21 +212,58 @@ int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * m
}
break;
case ENTITY_ZOMBIE:
fread(&eManager->entities[i][j].zombie.health, sizeof(s16), 1, file);
fread(&eManager->entities[i][j].zombie.lvl, sizeof(s8), 1, file);
fread(&eManager->entities[i][j].hostile.health, sizeof(s16), 1, file);
fread(&eManager->entities[i][j].hostile.lvl, sizeof(s8), 1, file);
eManager->entities[i][j].level = i;
eManager->entities[i][j].hurtTime = 0;
eManager->entities[i][j].xKnockback = 0;
eManager->entities[i][j].yKnockback = 0;
eManager->entities[i][j].zombie.dir = 0;
eManager->entities[i][j].hostile.dir = 0;
eManager->entities[i][j].xr = 4;
eManager->entities[i][j].yr = 3;
eManager->entities[i][j].canPass = false;
switch(eManager->entities[i][j].zombie.lvl){
case 2: eManager->entities[i][j].zombie.color = 0xFF8282CC; break;
case 3: eManager->entities[i][j].zombie.color = 0xFFEFEFEF; break;
case 4: eManager->entities[i][j].zombie.color = 0xFFAA6262; break;
default: eManager->entities[i][j].zombie.color = 0xFF95DB95; break;
switch(eManager->entities[i][j].hostile.lvl){
case 2: eManager->entities[i][j].hostile.color = 0xFF8282CC; break;
case 3: eManager->entities[i][j].hostile.color = 0xFFEFEFEF; break;
case 4: eManager->entities[i][j].hostile.color = 0xFFAA6262; break;
default: eManager->entities[i][j].hostile.color = 0xFF95DB95; break;
}
break;
case ENTITY_SKELETON:
fread(&eManager->entities[i][j].hostile.health, sizeof(s16), 1, file);
fread(&eManager->entities[i][j].hostile.lvl, sizeof(s8), 1, file);
eManager->entities[i][j].level = i;
eManager->entities[i][j].hurtTime = 0;
eManager->entities[i][j].xKnockback = 0;
eManager->entities[i][j].yKnockback = 0;
eManager->entities[i][j].hostile.dir = 0;
eManager->entities[i][j].hostile.randAttackTime = 0;
eManager->entities[i][j].xr = 4;
eManager->entities[i][j].yr = 3;
eManager->entities[i][j].canPass = false;
switch(eManager->entities[i][j].hostile.lvl){
case 2: eManager->entities[i][j].hostile.color = 0xFFC4C4C4; break;
case 3: eManager->entities[i][j].hostile.color = 0xFFA0A0A0; break;
case 4: eManager->entities[i][j].hostile.color = 0xFF7A7A7A; break;
default: eManager->entities[i][j].hostile.color = 0xFFFFFFFF; break;
}
break;
case ENTITY_KNIGHT:
fread(&eManager->entities[i][j].hostile.health, sizeof(s16), 1, file);
fread(&eManager->entities[i][j].hostile.lvl, sizeof(s8), 1, file);
eManager->entities[i][j].level = i;
eManager->entities[i][j].hurtTime = 0;
eManager->entities[i][j].xKnockback = 0;
eManager->entities[i][j].yKnockback = 0;
eManager->entities[i][j].hostile.dir = 0;
eManager->entities[i][j].xr = 4;
eManager->entities[i][j].yr = 3;
eManager->entities[i][j].canPass = false;
switch(eManager->entities[i][j].hostile.lvl){
case 2: eManager->entities[i][j].hostile.color = 0xFF0000C6; break;
case 3: eManager->entities[i][j].hostile.color = 0xFF00A3C6; break;
case 4: eManager->entities[i][j].hostile.color = 0xFF707070; break;
default: eManager->entities[i][j].hostile.color = 0xFFFFFFFF; break;
}
break;
case ENTITY_ITEM:
@ -239,11 +293,35 @@ int loadWorld(char * filename, EntityManager * eManager, Entity * player, u8 * m
eManager->entities[i][j].canPass = false;
if(eManager->entities[i][j].entityFurniture.itemID == ITEM_LANTERN) eManager->entities[i][j].entityFurniture.r = 8;
break;
case ENTITY_PASSIVE:
fread(&eManager->entities[i][j].passive.health, sizeof(s16), 1, file);
fread(&eManager->entities[i][j].passive.mtype, sizeof(u8), 1, file);
eManager->entities[i][j].level = i;
eManager->entities[i][j].hurtTime = 0;
eManager->entities[i][j].xKnockback = 0;
eManager->entities[i][j].yKnockback = 0;
eManager->entities[i][j].passive.dir = 0;
eManager->entities[i][j].xr = 4;
eManager->entities[i][j].yr = 3;
eManager->entities[i][j].canPass = false;
break;
case ENTITY_GLOWWORM:
eManager->entities[i][j].glowworm.xa = 0;
eManager->entities[i][j].glowworm.ya = 0;
eManager->entities[i][j].glowworm.randWalkTime = 0;
eManager->entities[i][j].glowworm.waitTime = 0;
break;
}
}
}
//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);
fclose(file);
return 0;
}

View file

@ -2,6 +2,7 @@
#include <stdio.h>
#include <string.h>
#include "Entity.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);

View file

@ -20,19 +20,21 @@ void playMusic(Sound snd){
csndPlaySound(10, SOUND_FORMAT_16BIT | SOUND_REPEAT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
}
void updateMusic(int lvl) {
void updateMusic(int lvl, int time) {
switch(lvl) {
case 0:
playMusic(music_floor0);
break;
case 1:
playMusic(music_floor1);
if(time>6000 && time<19000) playMusic(music_floor1);
else playMusic(music_floor1_night);
break;
case 2:
case 3:
playMusic(music_floor23);
break;
case 4:
case 5: //TODO - dungeon needs own music
playMusic(music_floor4);
break;
}
@ -50,6 +52,7 @@ void loadSounds() {
loadSound(&music_menu, "resources/music/menu.raw");
loadSound(&music_floor0, "resources/music/floor0.raw");
loadSound(&music_floor1, "resources/music/floor1.raw");
loadSound(&music_floor1_night, "resources/music/floor1_night.raw");
loadSound(&music_floor23, "resources/music/floor2_3.raw");
loadSound(&music_floor4, "resources/music/floor4.raw");
}
@ -66,6 +69,7 @@ void freeSounds(){
linearFree(music_menu.buffer);
linearFree(music_floor0.buffer);
linearFree(music_floor1.buffer);
linearFree(music_floor1_night.buffer);
linearFree(music_floor23.buffer);
linearFree(music_floor4.buffer);
}

View file

@ -14,7 +14,7 @@ void loadSound(Sound * snd, char * filename);
void playSound(Sound snd);
void playMusic(Sound snd);
void updateMusic(int lvl);
void updateMusic(int lvl, int time);
void loadSounds();
void freeSounds();
@ -30,5 +30,6 @@ Sound snd_craft;
Sound music_menu;
Sound music_floor0;
Sound music_floor1;
Sound music_floor1_night;
Sound music_floor23;
Sound music_floor4;

View file

@ -14,41 +14,9 @@
#include "texturepack.h"
void initMiniMap(bool loadUpWorld) {
int i, x, y;
int i;
for (i = 0; i < 5; ++i) {
for (x = 0; x < 128; ++x) {
for (y = 0; y < 128; ++y) {
if (!loadUpWorld) { // generate stairs up when making a new world.
switch (map[i][x + y * 128]) {
case TILE_STAIRS_DOWN:
map[i + 1][x + y * 128] = TILE_STAIRS_UP;
if (i == 0) {
map[i + 1][(x + 1) + y * 128] = TILE_HARDROCK;
map[i + 1][x + (y + 1) * 128] = TILE_HARDROCK;
map[i + 1][(x - 1) + y * 128] = TILE_HARDROCK;
map[i + 1][x + (y - 1) * 128] = TILE_HARDROCK;
map[i + 1][(x + 1) + (y + 1) * 128] = TILE_HARDROCK;
map[i + 1][(x - 1) + (y - 1) * 128] = TILE_HARDROCK;
map[i + 1][(x - 1) + (y + 1) * 128] = TILE_HARDROCK;
map[i + 1][(x + 1) + (y - 1) * 128] = TILE_HARDROCK;
} else {
map[i + 1][(x + 1) + y * 128] = TILE_DIRT;
map[i + 1][x + (y + 1) * 128] = TILE_DIRT;
map[i + 1][(x - 1) + y * 128] = TILE_DIRT;
map[i + 1][x + (y - 1) * 128] = TILE_DIRT;
map[i + 1][(x + 1) + (y + 1) * 128] = TILE_DIRT;
map[i + 1][(x - 1) + (y - 1) * 128] = TILE_DIRT;
map[i + 1][(x - 1) + (y + 1) * 128] = TILE_DIRT;
map[i + 1][(x + 1) + (y - 1) * 128] = TILE_DIRT;
}
}
}
/* Minimaps */
sf2d_set_pixel(minimap[i], x, y, getTileColor(map[i][x + y * 128]));
}
}
initMinimapLevel(i, loadUpWorld);
}
}
@ -77,12 +45,13 @@ void setupGame(bool loadUpWorld) {
trySpawn(500, i);
}
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
daytime = 6000;
} else {
initPlayer();
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data);
}
updateMusic(currentLevel);
updateMusic(currentLevel, daytime);
initMiniMap(loadUpWorld);
shouldRenderMap = false;
@ -112,6 +81,17 @@ void tick() {
tickTouchMap();
tickTouchQuickSelect();
++daytime;
//daytime += 20;
if(daytime>=24000) {
daytime -= 24000;
}
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;
@ -129,12 +109,15 @@ void tick() {
yscr = 16;
else if (yscr > 1912)
yscr = 1912;
if(eManager.lastSlot[currentLevel]<80) {
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_SLIME)
|| (e->x > player.x - 160 && e->y > player.y - 125
&& e->x < player.x + 160 && e->y < player.y + 125))
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);
}
@ -179,7 +162,7 @@ int main() {
int i;
for (i = 0; i < 5; ++i) {
for (i = 0; i < 6; ++i) {
minimap[i] = sf2d_create_texture(128, 128, TEXFMT_RGBA8,
SF2D_PLACE_RAM);
sf2d_texture_tile32(minimap[i]);
@ -248,13 +231,17 @@ int main() {
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();
renderLightsToStencil(false, false, true);
renderBackground(xscr, yscr);
renderEntities(player.x, player.y, &eManager);
renderPlayer();
resetStencilStuff();
renderDayNight();
offsetX = 0;
offsetY = 0;
@ -290,6 +277,7 @@ int main() {
sf2d_free_texture(minimap[2]);
sf2d_free_texture(minimap[3]);
sf2d_free_texture(minimap[4]);
sf2d_free_texture(minimap[5]);
freeSounds();
csndExit();
cfguExit();