Version 1.5.0

Big Refactor
This commit is contained in:
Andre Schweiger 2018-02-04 18:05:43 +01:00
parent 3b2a0f4de8
commit d2f7796b79
49 changed files with 5306 additions and 3590 deletions

View file

@ -13,189 +13,72 @@
#include "Menu.h"
#include "texturepack.h"
#include "Network.h"
#include "SaveLoad.h"
#include "Ingame.h"
#include "Player.h"
#include "Synchronizer.h"
#include "PacketHandler.h"
// TODO: Dungeon is way to difficult
// -> Skeleton arrows are slower, do a little less damage
// -> Or instead of less damage, implement a simple armor system
//TODO: Multiplayer should use normal drawing code -> so remove this first test again
float tmxscr = 400;
float tmyscr = 400;
float tmenuxa = 0.25;
float tmenuya = 0.25;
//TODO: Something still causes desyncs very rarely
void initMiniMapData() {
int i;
for(i = 0; i < 128 * 128; ++i) {
minimapData[i] = 0;
}
}
void initMiniMap(bool loadUpWorld) {
int i;
for (i = 0; i < 5; ++i) {
initMinimapLevel(i, loadUpWorld);
}
}
void initNewMap() {
newSeed();
createAndValidateSkyMap(128, 128, 0, map[0], data[0]);
createAndValidateTopMap(128, 128, 1, map[1], data[1]);
createAndValidateUndergroundMap(128, 128, 1, 2, map[2], data[2]);
createAndValidateUndergroundMap(128, 128, 2, 3, map[3], data[3]);
createAndValidateUndergroundMap(128, 128, 3, 4, map[4], data[4]);
}
void setupGame(bool loadUpWorld, bool remote) {
currentLevel = 1;
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
initMiniMapData();
if(!remote) {
if (!loadUpWorld) {
initNewMap();
initPlayer();
resetQuests();
airWizardHealthDisplay = 2000;
int i;
for (i = 0; i < 5; ++i) {
trySpawn(500, i);
}
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
daytime = 6000;
day = 0;
season = 0;
rain = false;
} else {
initPlayer();
resetQuests();
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data);
}
updateMusic(currentLevel, daytime);
initMiniMap(loadUpWorld);
} else {
//reset level data so no old data can somehow remain
memset(map, 0, 128*128*5 * sizeof(u8));
memset(data, 0, 128*128*5 * sizeof(u8));
currentLevel = 1;
//TODO: Can Packets get dropped - if yes, should resending be handled by network functions (so I dont need to do it everywhere)
networkPacket packet = {
.requestMapData = {
.type = PACKET_REQUEST_MAPDATA,
.level = 1
}
};
networkSend(&packet, sizeof(packetRequestMapData));
}
void setupGame() {
synchronizerInit(rand(), 1, 0);
synchronizerSetPlayerUID(0, localUID);
synchronizerStart();
shouldRenderMap = false;
mScrollX = 0;
mScrollY = 0;
zoomLevel = 2;
sprintf(mapText,"x%d",zoomLevel);
initGame = 0;
}
void setupBGMap(bool loadUpWorld) {
void setupGameServer() {
size_t size;
networkHostStopConnections();
//send start info (seed)
size = writeStartPacket(networkWriteBuffer, rand());
networkSend(networkWriteBuffer, size);
processPacket(networkWriteBuffer, size);
networkSendWaitFlush();
//send save file if loading
FILE *file = fopen(currentFileName, "rb");
if(file!=NULL) {
sendFile(file, 0, 0);
networkSendWaitFlush();
fclose(file);
}
//send start command
size = writeStartRequestPacket(networkWriteBuffer);
networkSend(networkWriteBuffer, size);
processPacket(networkWriteBuffer, size);
initMPGame = 0;
}
void setupBGMap() {
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
sf2d_set_clear_color(0xFF6C6D82);
if(!loadUpWorld) {
newSeed();
createAndValidateTopMap(128, 128, 1, map[1], data[1]);
} else {
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data);
}
srand(time(NULL));
createAndValidateTopMap(128, 128, 1, worldData.map[1], worldData.data[1]);
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
sf2d_set_clear_color(0xFF6C6D82);
initBGMap = 0;
}
int xscr = 0, yscr = 0;
void tick() {
//TODO: Some stuff DOES need to happen even on client side
if(!isRemote) {
if (player.p.isDead) {
if (player.p.endTimer < 1) {
currentMenu = MENU_LOSE;
}
--player.p.endTimer;
return;
} else if (player.p.hasWon) {
if (player.p.endTimer < 1) {
currentMenu = MENU_WIN;
}
--player.p.endTimer;
return;
}
tickTouchMap();
tickTouchQuickSelect();
++daytime;
//daytime += 20;
if(daytime>=24000) {
daytime -= 24000;
++day;
//TODO: maybe make season length not as hardcoded + make the transition better (fade to black and back maybe?)
if(day%7==0) {
++season;
if(season==4) season = 0;
}
rain = false;
if(season!=3 && rand()%5==0) rain = true;
}
if(daytime==6000 && currentLevel==1) {
playMusic(music_floor1);
} else if(daytime==19000 && currentLevel==1) {
playMusic(music_floor1_night);
}
int i;
for (i = 0; i < 324; ++i) {
int xx = rand() & 127;
int yy = rand() & 127;
tickTile(xx, yy);
}
tickPlayer();
xscr = player.x - 100;
yscr = player.y - 56;
if (xscr < 16)
xscr = 16;
else if (xscr > 1832)
xscr = 1832;
if (yscr < 16)
yscr = 16;
else if (yscr > 1912)
yscr = 1912;
if(eManager.lastSlot[currentLevel]<80 && currentLevel != 5) {
trySpawn(1, currentLevel);
}
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) {
Entity * e = &eManager.entities[currentLevel][i];
if ((e->type != ENTITY_ZOMBIE && e->type != ENTITY_SKELETON && e->type != ENTITY_KNIGHT && e->type != ENTITY_SLIME && e->type != ENTITY_PASSIVE)
|| (e->type == ENTITY_GLOWWORM && (daytime>6000 || daytime<18000))
|| (e->x > player.x - 160 && e->y > player.y - 125 && e->x < player.x + 160 && e->y < player.y + 125))
tickEntity(e);
}
}
}
//for rendering -> move to a better place
extern int xscr, yscr;
char debugText[34];
char bossHealthText[34];
@ -203,7 +86,7 @@ int main() {
cfguInit();
CFGU_GetSystemModel(&MODEL_3DS);
FILE * file;
shouldRenderDebug = true;
shouldRenderDebug = false;
if ((file = fopen("settings.bin", "r"))) {
fread(&shouldRenderDebug,sizeof(bool),1,file);
fread(&shouldSpeedup,sizeof(bool),1,file);
@ -213,6 +96,21 @@ int main() {
sf2d_init();
csndInit();
networkInit();
srand(time(NULL));
//load or create localUID
if ((file = fopen("m3ds_uid.bin", "rb"))) {
fread(&localUID, sizeof(u32), 1, file);
fclose(file);
} else {
localUID = (((u32) (rand()%256))<<24) | (((u32) (rand()%256))<<16) | (((u32) (rand()%256))<<8) | (((u32) (rand()%256)));
if ((file = fopen("m3ds_uid.bin", "wb"))) {
fwrite(&localUID, sizeof(u32), 1, file);
fclose(file);
}
}
noItem = newItem(ITEM_NULL, 0);
@ -220,13 +118,15 @@ int main() {
currentMenu = MENU_TITLE;
currentSelection = 0;
quitGame = false;
initBGMap = 1;
icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
playerSprites = sfil_load_PNG_buffer(player_png, SF2D_PLACE_RAM);
font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
loadSounds();
playMusic(music_menu);
playMusic(&music_menu);
bakeLights();
@ -244,33 +144,33 @@ int main() {
sf2d_set_clear_color(0xFF);
/* Default inputs */
k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
k_pause.input = KEY_START;
k_accept.input = KEY_A;
k_decline.input = KEY_B;
k_delete.input = KEY_X;
k_menuNext.input = KEY_R;
k_menuPrev.input = KEY_L;
localInputs.k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
localInputs.k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
localInputs.k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
localInputs.k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
localInputs.k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
localInputs.k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
localInputs.k_pause.input = KEY_START;
localInputs.k_accept.input = KEY_A;
localInputs.k_decline.input = KEY_B;
localInputs.k_delete.input = KEY_X;
localInputs.k_menuNext.input = KEY_R;
localInputs.k_menuPrev.input = KEY_L;
/* If btnSave exists, then use that. */
if ((file = fopen("btnSave.bin", "rb"))) {
fread(&k_up.input, sizeof(int), 1, file);
fread(&k_down.input, sizeof(int), 1, file);
fread(&k_left.input, sizeof(int), 1, file);
fread(&k_right.input, sizeof(int), 1, file);
fread(&k_attack.input, sizeof(int), 1, file);
fread(&k_menu.input, sizeof(int), 1, file);
fread(&k_pause.input, sizeof(int), 1, file);
fread(&k_accept.input, sizeof(int), 1, file);
fread(&k_decline.input, sizeof(int), 1, file);
fread(&k_delete.input, sizeof(int), 1, file);
fread(&k_menuNext.input, sizeof(int), 1, file);
fread(&k_menuPrev.input, sizeof(int), 1, file);
fread(&(localInputs.k_up.input), sizeof(int), 1, file);
fread(&(localInputs.k_down.input), sizeof(int), 1, file);
fread(&(localInputs.k_left.input), sizeof(int), 1, file);
fread(&(localInputs.k_right.input), sizeof(int), 1, file);
fread(&(localInputs.k_attack.input), sizeof(int), 1, file);
fread(&(localInputs.k_menu.input), sizeof(int), 1, file);
fread(&(localInputs.k_pause.input), sizeof(int), 1, file);
fread(&(localInputs.k_accept.input), sizeof(int), 1, file);
fread(&(localInputs.k_decline.input), sizeof(int), 1, file);
fread(&(localInputs.k_delete.input), sizeof(int), 1, file);
fread(&(localInputs.k_menuNext.input), sizeof(int), 1, file);
fread(&(localInputs.k_menuPrev.input), sizeof(int), 1, file);
fclose(file);
}
@ -281,102 +181,25 @@ int main() {
loadTexturePack(fnbuf);
fclose(file);
}
tickCount = 0;
initPlayers();
initRecipes();
initQuests();
initTrades();
while (aptMainLoop()) {
++tickCount;
hidScanInput();
tickKeys(hidKeysHeld(), hidKeysDown());
if (quitGame) break;
if (initGame > 0) setupGame(initGame == 1 ? true : false, isRemote);
if (initBGMap > 0) setupBGMap(initBGMap == 1 ? true : false);
networkRecieve();
if (initGame > 0 && --initGame==0) setupGame();
if (initMPGame > 0 && --initMPGame==0) setupGameServer();
if (initBGMap > 0 && --initBGMap==0) setupBGMap();
if (currentMenu == 0) {
tick();
//TODO: Multiplayer should use normal drawing code -> so remove this first test again
if(!isRemote) {
sf2d_start_frame(GFX_TOP, GFX_LEFT);
offsetX = xscr;
offsetY = yscr;
sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
renderLightsToStencil(false, false, true);
renderBackground(xscr, yscr);
renderEntities(player.x, player.y, &eManager);
renderPlayer();
renderWeather(xscr, yscr);
resetStencilStuff();
renderDayNight();
offsetX = 0;
offsetY = 0;
if(shouldRenderDebug){
sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), player.x, player.y, eManager.lastSlot[currentLevel]);
drawText(fpsstr, 2, 225);
}
sf2d_end_frame();
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
if(!shouldRenderMap){
sf2d_draw_texture(bottombg, 0, 0);
renderGui();
} else {
renderZoomedMap();
}
sf2d_end_frame();
//TODO: Multiplayer should use normal drawing code -> so remove this first test again
} else {
//TODO: Temporary way of getting back to the menu
if (k_pause.clicked){
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
networkDisconnect();
playMusic(music_menu);
}
tmxscr += tmenuxa;
tmyscr += tmenuya;
if (tmxscr < 16) {
tmxscr = 16;
tmenuxa = -tmenuxa;
} else if (tmxscr > 1832) {
tmxscr = 1832;
tmenuxa = -tmenuxa;
}
if (tmyscr < 16) {
tmyscr = 16;
tmenuya = -tmenuya;
} else if (tmyscr > 1792) {
tmyscr = 1792;
tmenuya = -tmenuya;
}
sf2d_start_frame(GFX_TOP, GFX_LEFT);
offsetX = (int) tmxscr; offsetY = (int) tmyscr;
renderBackground((int) tmxscr, (int) tmyscr);
offsetX = 0; offsetY = 0;
sf2d_end_frame();
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
sf2d_end_frame();
}
if (currentMenu == MENU_NONE) {
tickGame();
renderGame();
} else {
//input scanning ingame is handled by the synchronizer
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
tickMenu(currentMenu);
renderMenu(currentMenu, xscr, yscr);
}
@ -386,8 +209,9 @@ int main() {
stopMusic();
freeQuests();
freeTrades();
freeRecipes();
freePlayers();
freeLightBakes();
sf2d_free_texture(icons);