All the Stuff(Forgot to commit)
This commit is contained in:
parent
7eb2832f9b
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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
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zlib: http://www.zlib.net/
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Current Version: Version 1.1
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Current Version: Version 1.2
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You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
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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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BIN
data/icons2.png
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data/icons2.png
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 17 KiB |
BIN
resources/music/floor1_night.raw
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resources/music/floor1_night.raw
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@ -79,7 +79,7 @@ Recipe defineRecipe(int item, int amountOrLevel, int numArgs, ...){
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void initRecipes(){
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curPlace = 0;
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workbenchRecipes.size = 16;
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workbenchRecipes.size = 22;
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workbenchRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (workbenchRecipes.size));
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workbenchRecipes.recipes[0] = defineRecipe(ITEM_WORKBENCH,1,1,ITEM_WOOD,20);
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workbenchRecipes.recipes[1] = defineRecipe(ITEM_FURNACE,1,1,ITEM_STONE,20);
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@ -87,16 +87,22 @@ void initRecipes(){
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workbenchRecipes.recipes[3] = defineRecipe(ITEM_CHEST,1,1,ITEM_WOOD,20);
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workbenchRecipes.recipes[4] = defineRecipe(ITEM_ANVIL,1,1,ITEM_IRONINGOT,5);
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workbenchRecipes.recipes[5] = defineRecipe(ITEM_LANTERN,1,3,ITEM_WOOD,5,ITEM_SLIME,10,ITEM_GLASS,4);
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workbenchRecipes.recipes[6] = defineRecipe(TOOL_SWORD,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[7] = defineRecipe(TOOL_AXE,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[8] = defineRecipe(TOOL_HOE,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[9] = defineRecipe(TOOL_PICKAXE,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[10] = defineRecipe(TOOL_SHOVEL,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[11] = defineRecipe(TOOL_SWORD,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[12] = defineRecipe(TOOL_AXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[13] = defineRecipe(TOOL_HOE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[14] = defineRecipe(TOOL_PICKAXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[15] = defineRecipe(TOOL_SHOVEL,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[6] = defineRecipe(ITEM_LOOM,1,2,ITEM_WOOD,10,ITEM_WOOL,5);
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workbenchRecipes.recipes[7] = defineRecipe(TOOL_SWORD,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[8] = defineRecipe(TOOL_AXE,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[9] = defineRecipe(TOOL_HOE,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[10] = defineRecipe(TOOL_PICKAXE,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[11] = defineRecipe(TOOL_SHOVEL,0,1,ITEM_WOOD,5);
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workbenchRecipes.recipes[12] = defineRecipe(TOOL_BOW,0,2,ITEM_WOOD,10,ITEM_STRING,1);
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workbenchRecipes.recipes[13] = defineRecipe(ITEM_ARROW_WOOD,1,2,ITEM_WOOD,2,ITEM_STRING,1);
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workbenchRecipes.recipes[14] = defineRecipe(TOOL_SWORD,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[15] = defineRecipe(TOOL_AXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[16] = defineRecipe(TOOL_HOE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[17] = defineRecipe(TOOL_PICKAXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[18] = defineRecipe(TOOL_SHOVEL,1,2,ITEM_WOOD,5,ITEM_STONE,5);
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workbenchRecipes.recipes[19] = defineRecipe(ITEM_ARROW_STONE,1,3,ITEM_WOOD,1,ITEM_STONE,1,ITEM_STRING,1);
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workbenchRecipes.recipes[20] = defineRecipe(ITEM_WALL_WOOD,1,1,ITEM_WOOD,4);
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workbenchRecipes.recipes[21] = defineRecipe(ITEM_WALL_STONE,1,1,ITEM_STONE,4);
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anvilRecipes.size = 16;
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anvilRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (anvilRecipes.size));
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@ -105,17 +111,17 @@ void initRecipes(){
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anvilRecipes.recipes[2] = defineRecipe(TOOL_HOE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
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anvilRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
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anvilRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
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anvilRecipes.recipes[5] = defineRecipe(TOOL_SWORD,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[6] = defineRecipe(TOOL_AXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[7] = defineRecipe(TOOL_HOE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[8] = defineRecipe(TOOL_PICKAXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[9] = defineRecipe(TOOL_SHOVEL,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[10] = defineRecipe(TOOL_SWORD,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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anvilRecipes.recipes[11] = defineRecipe(TOOL_AXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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anvilRecipes.recipes[12] = defineRecipe(TOOL_HOE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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anvilRecipes.recipes[13] = defineRecipe(TOOL_PICKAXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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anvilRecipes.recipes[14] = defineRecipe(TOOL_SHOVEL,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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anvilRecipes.recipes[15] = defineRecipe(TOOL_BUCKET,0,1,ITEM_IRONINGOT,10);
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anvilRecipes.recipes[5] = defineRecipe(ITEM_ARROW_IRON,1,3,ITEM_WOOD,1,ITEM_IRONINGOT,1,ITEM_STRING,1);
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anvilRecipes.recipes[6] = defineRecipe(TOOL_SWORD,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[7] = defineRecipe(TOOL_AXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[8] = defineRecipe(TOOL_HOE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[9] = defineRecipe(TOOL_PICKAXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[10] = defineRecipe(TOOL_SHOVEL,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
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anvilRecipes.recipes[11] = defineRecipe(ITEM_ARROW_GOLD,1,3,ITEM_WOOD,1,ITEM_GOLDINGOT,1,ITEM_STRING,1);
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anvilRecipes.recipes[12] = defineRecipe(TOOL_BUCKET,0,1,ITEM_IRONINGOT,10);
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anvilRecipes.recipes[13] = defineRecipe(ITEM_ENCHANTER,1,3,ITEM_WOOD,10,ITEM_GOLDINGOT,10,ITEM_GEM,20);
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anvilRecipes.recipes[14] = defineRecipe(ITEM_WALL_IRON,1,1,ITEM_IRONINGOT,2);
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anvilRecipes.recipes[15] = defineRecipe(ITEM_WALL_GOLD,1,1,ITEM_GOLDINGOT,2);
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furnaceRecipes.size = 3;
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furnaceRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (furnaceRecipes.size));
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@ -123,9 +129,27 @@ void initRecipes(){
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furnaceRecipes.recipes[1] = defineRecipe(ITEM_GOLDINGOT,1,2,ITEM_GOLDORE,4,ITEM_COAL,1);
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furnaceRecipes.recipes[2] = defineRecipe(ITEM_GLASS,1,2,ITEM_SAND,4,ITEM_COAL,1);
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ovenRecipes.size = 1;
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ovenRecipes.size = 3;
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ovenRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (ovenRecipes.size));
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ovenRecipes.recipes[0] = defineRecipe(ITEM_BREAD,1,1,ITEM_WHEAT,4);
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ovenRecipes.recipes[1] = defineRecipe(ITEM_PORK_COOKED,1,2,ITEM_PORK_RAW,1,ITEM_COAL,1);
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ovenRecipes.recipes[2] = defineRecipe(ITEM_BEEF_COOKED,1,2,ITEM_BEEF_RAW,1,ITEM_COAL,1);
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loomRecipes.size = 1;
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loomRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (loomRecipes.size));
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loomRecipes.recipes[0] = defineRecipe(ITEM_STRING,1,1,ITEM_WOOL,1);
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enchanterRecipes.size = 8;
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enchanterRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (enchanterRecipes.size));
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enchanterRecipes.recipes[0] = defineRecipe(TOOL_SWORD,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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enchanterRecipes.recipes[1] = defineRecipe(TOOL_AXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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enchanterRecipes.recipes[2] = defineRecipe(TOOL_HOE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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enchanterRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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enchanterRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,4,2,ITEM_WOOD,5,ITEM_GEM,50);
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enchanterRecipes.recipes[5] = defineRecipe(ITEM_ARROW_GEM,1,3,ITEM_WOOD,1,ITEM_GEM,3,ITEM_STRING,1);
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enchanterRecipes.recipes[6] = defineRecipe(ITEM_WALL_GEM,1,1,ITEM_GEM,10);
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enchanterRecipes.recipes[7] = defineRecipe(ITEM_WIZARD_SUMMON,1,4,ITEM_CLOUD,100,ITEM_IRONINGOT,10,ITEM_BONE,10,ITEM_LEATHER,10);
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}
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/* Free up allocated memory */
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@ -134,4 +158,6 @@ void freeRecipes(){
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free(ovenRecipes.recipes);
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free(furnaceRecipes.recipes);
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free(anvilRecipes.recipes);
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free(loomRecipes.recipes);
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free(enchanterRecipes.recipes);
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}
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@ -26,6 +26,8 @@ RecipeManager workbenchRecipes;
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RecipeManager furnaceRecipes;
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RecipeManager ovenRecipes;
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RecipeManager anvilRecipes;
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RecipeManager loomRecipes;
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RecipeManager enchanterRecipes;
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void checkCanCraftRecipes(RecipeManager * rm, Inventory * inv);
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void sortRecipes(RecipeManager * rm);
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122
source/Entity.c
122
source/Entity.c
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@ -65,6 +65,25 @@ Entity newFurnitureEntity(int itemID,Inventory * invPtr, int x, int y, int level
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return e;
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}
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Entity newPassiveEntity(int type, int x, int y, int level){
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Entity e;
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e.type = ENTITY_PASSIVE;
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e.level = level;
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e.x = x;
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e.y = y;
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e.hurtTime = 0;
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e.xKnockback = 0;
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e.yKnockback = 0;
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e.passive.mtype = type;
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e.passive.health = 20;
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e.passive.dir = 0;
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e.passive.xa = 0;
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e.passive.ya = 0;
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e.xr = 4;
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e.yr = 3;
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e.canPass = false;
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return e;
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}
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Entity newZombieEntity(int lvl, int x, int y, int level){
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Entity e;
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e.hurtTime = 0;
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e.xKnockback = 0;
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e.yKnockback = 0;
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e.zombie.lvl = lvl;
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e.zombie.health = lvl * lvl * 10;
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e.zombie.dir = 0;
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e.hostile.lvl = lvl;
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e.hostile.xa = 0;
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e.hostile.ya = 0;
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e.hostile.health = lvl * lvl * 10;
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e.hostile.dir = 0;
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e.xr = 4;
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e.yr = 3;
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e.canPass = false;
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switch(lvl){
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case 2: e.zombie.color = 0xFF8282CC; break;
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case 3: e.zombie.color = 0xFFEFEFEF; break;
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case 4: e.zombie.color = 0xFFAA6262; break;
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default: e.zombie.color = 0xFF95DB95; break;
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case 2: e.hostile.color = 0xFF8282CC; break;
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case 3: e.hostile.color = 0xFFEFEFEF; break;
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case 4: e.hostile.color = 0xFFAA6262; break;
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default: e.hostile.color = 0xFF95DB95; break;
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}
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return e;
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}
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Entity newSkeletonEntity(int lvl, int x, int y, int level){
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Entity e;
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e.type = ENTITY_SKELETON;
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e.level = level;
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e.x = x;
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e.y = y;
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e.hurtTime = 0;
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e.xKnockback = 0;
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e.yKnockback = 0;
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e.hostile.lvl = lvl;
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e.hostile.xa = 0;
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e.hostile.ya = 0;
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e.hostile.health = lvl * lvl * 10;
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e.hostile.dir = 0;
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e.hostile.randAttackTime = 0;
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e.xr = 4;
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e.yr = 3;
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e.canPass = false;
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switch(lvl){
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case 2: e.hostile.color = 0xFFC4C4C4; break;
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case 3: e.hostile.color = 0xFFA0A0A0; break;
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case 4: e.hostile.color = 0xFF7A7A7A; break;
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default: e.hostile.color = 0xFFFFFFFF; break;
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}
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return e;
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}
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Entity newKnightEntity(int lvl, int x, int y, int level){
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Entity e;
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e.type = ENTITY_KNIGHT;
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e.level = level;
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e.x = x;
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e.y = y;
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e.hurtTime = 0;
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e.xKnockback = 0;
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e.yKnockback = 0;
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e.hostile.lvl = lvl;
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e.hostile.xa = 0;
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e.hostile.ya = 0;
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e.hostile.health = lvl * lvl * 20;
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e.hostile.dir = 0;
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e.xr = 4;
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e.yr = 3;
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e.canPass = false;
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switch(lvl){
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case 2: e.hostile.color = 0xFF0000C6; break;
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case 3: e.hostile.color = 0xFF00A3C6; break;
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case 4: e.hostile.color = 0xFF707070; break;
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default: e.hostile.color = 0xFFFFFFFF; break;
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}
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return e;
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}
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Entity newSparkEntity(Entity* parent, float xa, float ya){
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Entity e;
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e.type = ENTITY_SPARK;
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e.level = parent->level;
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e.spark.age = 0;
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e.spark.parent = parent;
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e.spark.xa = xa;
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return e;
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}
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Entity newArrowEntity(Entity* parent, int itemID, s8 xa, s8 ya, int level){
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Entity e;
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e.type = ENTITY_ARROW;
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e.level = level;
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e.arrow.age = 0;
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e.arrow.parent = parent;
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e.arrow.itemID = itemID;
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e.arrow.xa = xa;
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e.arrow.ya = ya;
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e.x = parent->x;
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e.y = parent->y;
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e.xr = 2;
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e.yr = 2;
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e.canPass = false;
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e.canSwim = true;
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return e;
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}
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Entity newGlowwormEntity(int x, int y, int level){
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Entity e;
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e.type = ENTITY_GLOWWORM;
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e.level = level;
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e.glowworm.xa = 0;
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e.glowworm.ya = 0;
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e.glowworm.randWalkTime = 0;
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e.glowworm.waitTime = 0;
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e.x = x;
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e.y = y;
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e.canPass = true;
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return e;
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}
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void addEntityToList(Entity e, EntityManager* em){
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e.slotNum = em->lastSlot[e.level];
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em->entities[e.level][em->lastSlot[e.level]] = e;
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++em->lastSlot[e.level];
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}
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Entity nullEntity;
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void removeEntityFromList(Entity * e,int level,EntityManager* em){
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int i;
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if(em->entities[level][e->slotNum].type == ENTITY_TEXTPARTICLE) free(em->entities[level][e->slotNum].textParticle.text);
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@ -13,6 +13,11 @@
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#define ENTITY_TEXTPARTICLE 7
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#define ENTITY_SMASHPARTICLE 8
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#define ENTITY_PLAYER 9
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#define ENTITY_PASSIVE 10
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#define ENTITY_ARROW 11
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#define ENTITY_SKELETON 12
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#define ENTITY_KNIGHT 13
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#define ENTITY_GLOWWORM 14
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typedef struct Entity Entity;
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@ -59,6 +64,16 @@ typedef struct {
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s16 oSel; // other selection inside the chest inv.
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} EntityFurniture;
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typedef struct {
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u8 mtype;
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s8 xa;
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s8 ya;
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s16 health;
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s8 dir;
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s8 randWalkTime;
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s8 walkDist;
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} PassiveMob;
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typedef struct {
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s8 xa;
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s8 ya;
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@ -67,8 +82,9 @@ typedef struct {
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s8 lvl;
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s8 randWalkTime;
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s8 walkDist;
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s8 randAttackTime;
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u32 color;
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} Zombie;
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} HostileMob;
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typedef struct {
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s8 xa;
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@ -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);
|
||||
|
||||
|
|
655
source/Globals.c
655
source/Globals.c
|
@ -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){
|
||||
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);
|
||||
player.p.score += 50 * (e->zombie.lvl + 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);
|
||||
|
@ -491,30 +648,51 @@ 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;
|
||||
}
|
||||
|
@ -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)) {
|
||||
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;
|
||||
if ((rand()%2) == 0) e = newSlimeEntity(lvl, ex, ey, level);
|
||||
else e = newZombieEntity(lvl, ex, ey, level);
|
||||
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);
|
||||
|
@ -1187,7 +1557,47 @@ 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;
|
||||
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;
|
||||
}
|
||||
|
@ -1206,6 +1616,8 @@ void playerAttack(){
|
|||
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;
|
||||
case 1: if(interact(player.x - 8, player.y - range + yo, player.x + 8, player.y - 4 + 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){
|
||||
|
@ -1328,7 +1740,14 @@ void entityTileInteract(Entity*e, int tile, int x, int y){
|
|||
}
|
||||
return;
|
||||
case TILE_SAND:
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@ -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));
|
||||
|
@ -1518,4 +2034,11 @@ void reloadColors() {
|
|||
rockColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 21, 3));
|
||||
|
||||
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));
|
||||
}
|
|
@ -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();
|
|
@ -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
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
163
source/MapGen.c
163
source/MapGen.c
|
@ -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);
|
||||
|
@ -341,7 +356,151 @@ void createUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data) {
|
|||
free(noise2);
|
||||
|
||||
}
|
||||
void createSkyMap(int w, int h, u8 * map, u8 * data) {
|
||||
|
||||
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;
|
||||
|
@ -399,5 +558,5 @@ void createUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data) {
|
|||
}
|
||||
free(noise1);
|
||||
free(noise2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
@ -454,7 +454,7 @@ void tickMenu(int menu){
|
|||
break;
|
||||
|
||||
case MENU_CONTAINER:
|
||||
if (k_menu.clicked || k_decline.clicked)currentMenu = MENU_NONE;
|
||||
if (k_menu.clicked || k_decline.clicked) currentMenu = MENU_NONE;
|
||||
|
||||
if (k_left.clicked) {
|
||||
curChestEntity->entityFurniture.r = 0;
|
||||
|
@ -494,7 +494,28 @@ void tickMenu(int menu){
|
|||
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:
|
||||
|
@ -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 = ¤tRecipes->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
|
||||
|
|
|
@ -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
|
||||
|
|
310
source/Render.c
310
source/Render.c
|
@ -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)
|
||||
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);
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
@ -87,15 +97,22 @@ 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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
|
@ -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;
|
||||
|
@ -130,11 +110,14 @@ void tick() {
|
|||
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();
|
||||
|
|
Loading…
Add table
Reference in a new issue