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12 commits

Author SHA1 Message Date
tognee
43ce7184e1 fixed build script 2019-09-18 01:28:50 +02:00
tognee
7b42d7dc1d Removed powerglove from spawn as now it works with button 2019-09-18 00:52:28 +02:00
tognee
873c7bc06e Added items, functionality next 2019-09-18 00:52:06 +02:00
tognee
80c95de053 Updated README.md 2019-09-18 00:41:11 +02:00
tognee
7bc9c274de Added in head crafting and pickup button 2019-09-18 00:39:14 +02:00
tognee
24460ee48c Added controlls pickup and use 2019-09-18 00:25:42 +02:00
tognee
52ab48ba55 Updated Makefile 2019-09-18 00:12:11 +02:00
tognee
a5ea06a928 Cleaning up stuff 2019-09-18 00:09:46 +02:00
ElijahZAwesome
5423be67ca swapping pcs so ill just commit this~ 2018-02-11 15:32:32 -06:00
ElijahZAwesome
4f0e3c4dd4 i did a stupid 2018-02-09 21:59:10 -06:00
ElijahZAwesome
7402ac40fb improved sound encoding, thanks nop90 2018-02-09 16:18:49 -06:00
ElijahZAwesome
06b18f3c64 Fixed player sprites 2018-02-08 17:16:11 -06:00
50 changed files with 7563 additions and 7455 deletions

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@ -36,8 +36,8 @@ INCLUDES := include
ROMFS := romfs
APP_TITLE := Minicraft 3DS
APP_DESCRIPTION := Minicraft was originally created by Markus "Notch" Perrson. Ported to the 3DS by Davideesk.
APP_AUTHOR := Davideesk/andre111/ElijahZAwesome
APP_DESCRIPTION := Originally created by Notch.
APP_AUTHOR := Davideesk/andre111/ElijahZAwesome/tognee
#---------------------------------------------------------------------------------
# options for code generation

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@ -7,7 +7,7 @@ Current Version: Version 1.6.1
**Download:**
If you just want to download the game prebuilt check the releases tab in Github:
https://github.com/ElijahZAwesome/Minicraft3DS/releases
//TODO
For building the game yourself look below.
@ -38,7 +38,7 @@ zlib: http://www.zlib.net/
**2. Install zlib, libjpeg-turbo and libpng**
- Download 3DS-Portlibs: https://github.com/devkitPro/3ds_portlibs
- Run these commands:
```
make zlib
make install-zlib
@ -68,11 +68,11 @@ zlib: http://www.zlib.net/
----------
You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
If you are going to make a mod of this version, be sure to give credit to Markus "Notch" Perrson because he did create the original game after all.
# Misc
This source code is subject to a lot of change for better optimization/cleanliness.
Forum thread: https://gbatemp.net/threads/release-new-minicraft3ds-fork-v1-4.494947/
Forum thread: //TODO

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@ -1,11 +1,10 @@
@echo off
echo Building 3DSX/ELF/SMDH...
set mypath=%cd%
make
echo Creating banner...
bannertool.exe makebanner -i icons-banners/banner.png -a icons-banners/audio.wav -o icons-banners/banner.bnr
bannertool makebanner -i icons-banners/banner.png -a icons-banners/audio.wav -o icons-banners/banner.bnr
echo Creating icon...
bannertool.exe makesmdh -s "Minicraft3DS" -l "3DS Homebrew port of Notch's ludum dare game 'Minicraft', updated." -p "Davideesk/Andre111/ElijahZAwesome" -i icons-banners/icon.png -o icons-banners/icon.icn
bannertool makesmdh -s "Minicraft3DS" -l "3DS Homebrew port of Notch's ludum dare game 'Minicraft', updated." -p "Davideesk/Andre111/ElijahZAwesome" -i icons-banners/icon.png -o icons-banners/icon.icn
echo Creating ROMFS...
3dstool -cvtf romfs icons-banners/romfs.bin --romfs-dir romfs/
echo Creating CIA...
@ -15,4 +14,4 @@ makerom -f cci -o result/Minicraft3DS.3ds -DAPP_ENCRYPTED=true -rsf icons-banner
echo Cleaning Up...
del /s result\Minicraft3DS.elf
del /s result\Minicraft3DS.smdh
pause
pause

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@ -1,12 +0,0 @@
#!/bin/bash
cd "`dirname $0`"
echo Building 3DSX/ELF/SMDH...
make
echo Creating banner...
`dirname $0`/bannertool makebanner -i icons-banners/banner.png -a icons-banners/audio.wav -o icons-banners/banner.bnr
echo Creating icon...
`dirname $0`/bannertool makesmdh -s "Minicraft3DS" -l "3DS Homebrew port of Notch's ludum dare game 'Minicraft', updated." -p "Davideesk/Andre111/ElijahZAwesome" -i icons-banners/icon.png -o icons-banners/icon.icn
echo Creating CIA...
`dirname $0`/makerom -f cia -o result/Minicraft3DS.cia -DAPP_ENCRYPTED=false -rsf icons-banners/Minicraft3DS.rsf -target t -exefslogo -elf result/Minicraft3DS.elf -icon icons-banners/icon.icn -banner icons-banners/banner.bnr
echo Creating 3DS/CCI...
`dirname $0`/makerom -f cci -o result/Minicraft3DS.3ds -DAPP_ENCRYPTED=true -rsf icons-banners/Minicraft3DS.rsf -target t -exefslogo -elf result/Minicraft3DS.elf -icon icons-banners/icon.icn -banner icons-banners/banner.bnr

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@ -0,0 +1,12 @@
#!/bin/bash
cd "`dirname $0`"
echo Building 3DSX/ELF/SMDH...
make
echo Creating banner...
bannertool makebanner -i icons-banners/banner.png -a icons-banners/audio.wav -o icons-banners/banner.bnr
echo Creating icon...
bannertool makesmdh -s "Minicraft3DS" -l "Original game by Notch" -p "Davideesk/Andre111/ElijahZAwesome/tognee" -i icons-banners/icon.png -o icons-banners/icon.icn
echo Creating CIA...
makerom -f cia -o result/Minicraft3DS.cia -DAPP_ENCRYPTED=false -rsf icons-banners/Minicraft3DS.rsf -target t -exefslogo -elf result/Minicraft3DS.elf -icon icons-banners/icon.icn -banner icons-banners/banner.bnr
echo Creating 3DS/CCI...
makerom -f cci -o result/Minicraft3DS.3ds -DAPP_ENCRYPTED=true -rsf icons-banners/Minicraft3DS.rsf -target t -exefslogo -elf result/Minicraft3DS.elf -icon icons-banners/icon.icn -banner icons-banners/banner.bnr

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@ -1,78 +0,0 @@
# Minicraft3DS
3DS Homebrew port of Notch's ludum dare game "Minicraft"
Current Version: Version 1.6.1
----------
**Download:**
If you just want to download the game prebuilt check the releases tab in Github:
https://github.com/ElijahZAwesome/Minicraft3DS/releases
For building the game yourself look below.
----------
**Dependencies:**
For building and installing the dependencies look below.
ctrulib by smea: https://github.com/smealum/ctrulib
citro3d by fincs: https://github.com/fincs/citro3d
sf2dlib by xerpi: https://github.com/xerpi/sf2dlib
sfillib by xerpi: https://github.com/xerpi/sfillib
zlib: http://www.zlib.net/
----------
**Building:**
**1. Install devkitARM by devkitPro**
- On Windows download https://sourceforge.net/projects/devkitpro/files/Automated%20Installer/
- And install atleast Minimal System and devkitARM
- This includes make, ctrulib and citro3d
**2. Install zlib, libjpeg-turbo and libpng**
- Download 3DS-Portlibs: https://github.com/devkitPro/3ds_portlibs
- Run these commands:
```
make zlib
make install-zlib
make libjpeg-turbo
make libpng
make install
```
**3. Install sf2dlib**
- Download https://github.com/xerpi/sf2dlib
- In the libsf2d directory run these commands:
```
make
make install
```
**4. Install sfillib**
- Download https://github.com/xerpi/sfillib
- In the libsfil directory run these commands:
```
make
make install
```
**5. You can now build Minicraft3DS 3dsx, elf, cia, and 3ds files by running the build.bat file.**
----------
You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
If you are going to make a mod of this version, be sure to give credit to Markus "Notch" Perrson because he did create the original game after all.
# Misc
This source code is subject to a lot of change for better optimization/cleanliness.
Forum thread: https://gbatemp.net/threads/release-new-minicraft3ds-fork-v1-4.494947/

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@ -1,4 +0,0 @@
theme: jekyll-theme-cayman
title: Minicraft3DS
description: A 2D Homebrew for 3DS
show_downloads: true

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@ -1,5 +0,0 @@
@echo off
echo Building 3DSX/ELF/SMDH...
make
echo Running in citra
%localappdata%/Citra/canary-mingw/citra-qt.exe result/Minicraft3DS.3dsx

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@ -1,132 +1,139 @@
#include "Crafting.h"
void cloneRecipeManager(RecipeManager *from, RecipeManager *to) {
//free old manager recipes
free(to->recipes);
//copy over recipes
to->size = from->size;
to->recipes = (Recipe*)malloc(sizeof(Recipe) * to->size);
memcpy(to->recipes, from->recipes, sizeof(Recipe) * to->size);
//free old manager recipes
free(to->recipes);
//copy over recipes
to->size = from->size;
to->recipes = (Recipe*)malloc(sizeof(Recipe) * to->size);
memcpy(to->recipes, from->recipes, sizeof(Recipe) * to->size);
}
void checkCanCraftRecipes(RecipeManager * rm, Inventory * inv){
int i, j;
for(i = 0; i < rm->size; i++){
rm->recipes[i].canCraft = true;
for(j = 0; j < rm->recipes[i].numOfCosts; j++){
if(countItemInv(rm->recipes[i].costs[j].costItem,0,inv) < rm->recipes[i].costs[j].costAmount){
rm->recipes[i].canCraft = false;
}
}
}
int i, j;
for(i = 0; i < rm->size; i++){
rm->recipes[i].canCraft = true;
for(j = 0; j < rm->recipes[i].numOfCosts; j++){
if(countItemInv(rm->recipes[i].costs[j].costItem,0,inv) < rm->recipes[i].costs[j].costAmount){
rm->recipes[i].canCraft = false;
}
}
}
}
int compareCanCraft(const void * ra, const void * rb) {
Recipe* r1 = (Recipe*)ra;
Recipe* r2 = (Recipe*)rb;
Recipe* r1 = (Recipe*)ra;
Recipe* r2 = (Recipe*)rb;
if (r1->canCraft && !r2->canCraft) return -1;
if (!r1->canCraft && r2->canCraft) return 1;
if (!r1->canCraft && r2->canCraft) return 1;
return r1->order - r2->order; // Needed for stable sorting.
}
void sortRecipes(RecipeManager * rm){
qsort(rm->recipes,rm->size,sizeof(Recipe),compareCanCraft);
qsort(rm->recipes,rm->size,sizeof(Recipe),compareCanCraft);
}
void deductCost(Cost c, Inventory * inv){
Item* item = getItemFromInventory(c.costItem, inv);
if(!item->onlyOne){
item->countLevel -= c.costAmount;
if(item->countLevel < 1) removeItemFromInventory(item->slotNum, inv);
} else {
removeItemFromInventory(item->slotNum, inv);
}
Item* item = getItemFromInventory(c.costItem, inv);
if(!item->onlyOne){
item->countLevel -= c.costAmount;
if(item->countLevel < 1) removeItemFromInventory(item->slotNum, inv);
} else {
removeItemFromInventory(item->slotNum, inv);
}
}
bool craftItem(RecipeManager * rm, Recipe* r, Inventory* inv){
if(r->canCraft){
int i;
for(i=0;i<r->numOfCosts;++i) deductCost(r->costs[i], inv);
Item item = newItem(r->itemResult,r->itemAmountLevel);
if(!item.onlyOne && countItemInv(item.id,item.countLevel,inv) > 0){
getItemFromInventory(item.id, inv)->countLevel += r->itemAmountLevel;
} else{
pushItemToInventoryFront(item, inv);
}
checkCanCraftRecipes(rm, inv);
sortRecipes(rm);
return true;
}
return false;
if(r->canCraft){
int i;
for(i=0;i<r->numOfCosts;++i) deductCost(r->costs[i], inv);
Item item = newItem(r->itemResult,r->itemAmountLevel);
if(!item.onlyOne && countItemInv(item.id,item.countLevel,inv) > 0){
getItemFromInventory(item.id, inv)->countLevel += r->itemAmountLevel;
} else{
pushItemToInventoryFront(item, inv);
}
checkCanCraftRecipes(rm, inv);
sortRecipes(rm);
return true;
}
return false;
}
Cost newCost(int i, int c){
Cost nc;
nc.costItem = i;
nc.costAmount = c;
return nc;
Cost nc;
nc.costItem = i;
nc.costAmount = c;
return nc;
}
u8 curPlace = 0;
Recipe defineRecipe(int item, int amountOrLevel, int numArgs, ...){
Recipe r;
r.itemResult = item;
r.itemAmountLevel = amountOrLevel;
r.numOfCosts = numArgs;
int i;
va_list al;
numArgs <<= 1; // Did this to get rid of a warning.
va_start(al,numArgs);
for(i=0;i<r.numOfCosts;++i) r.costs[i] = newCost(va_arg(al,int), va_arg(al,int));
va_end(al);
r.order = curPlace;
curPlace++;
return r;
Recipe r;
r.itemResult = item;
r.itemAmountLevel = amountOrLevel;
r.numOfCosts = numArgs;
int i;
va_list al;
numArgs <<= 1; // Did this to get rid of a warning.
va_start(al,numArgs);
for(i=0;i<r.numOfCosts;++i) r.costs[i] = newCost(va_arg(al,int), va_arg(al,int));
va_end(al);
r.order = curPlace;
curPlace++;
return r;
}
void initRecipes(){
curPlace = 0;
workbenchRecipes.size = 22;
workbenchRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (workbenchRecipes.size));
workbenchRecipes.recipes[0] = defineRecipe(ITEM_WORKBENCH,1,1,ITEM_WOOD,20);
workbenchRecipes.recipes[1] = defineRecipe(ITEM_FURNACE,1,1,ITEM_STONE,20);
workbenchRecipes.recipes[2] = defineRecipe(ITEM_OVEN,1,1,ITEM_STONE,20);
workbenchRecipes.recipes[3] = defineRecipe(ITEM_CHEST,1,1,ITEM_WOOD,20);
workbenchRecipes.recipes[4] = defineRecipe(ITEM_ANVIL,1,1,ITEM_IRONINGOT,5);
workbenchRecipes.recipes[5] = defineRecipe(ITEM_LANTERN,1,3,ITEM_WOOD,5,ITEM_SLIME,10,ITEM_GLASS,4);
curPlace = 0;
inHeadRecipes.size = 2;
inHeadRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (inHeadRecipes.size));
inHeadRecipes.recipes[0] = defineRecipe(ITEM_WORKBENCH,1,1,ITEM_WOOD,10);
inHeadRecipes.recipes[1] = defineRecipe(ITEM_TORCH,1,2,ITEM_WOOD,1,ITEM_COAL,1);
workbenchRecipes.size = 24;
workbenchRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (workbenchRecipes.size));
workbenchRecipes.recipes[0] = defineRecipe(ITEM_WORKBENCH,1,1,ITEM_WOOD,10);
workbenchRecipes.recipes[1] = defineRecipe(ITEM_FURNACE,1,1,ITEM_STONE,20);
workbenchRecipes.recipes[2] = defineRecipe(ITEM_OVEN,1,1,ITEM_STONE,20);
workbenchRecipes.recipes[3] = defineRecipe(ITEM_CHEST,1,1,ITEM_WOOD,20);
workbenchRecipes.recipes[4] = defineRecipe(ITEM_ANVIL,1,1,ITEM_IRONINGOT,5);
workbenchRecipes.recipes[5] = defineRecipe(ITEM_LANTERN,1,3,ITEM_WOOD,5,ITEM_SLIME,10,ITEM_GLASS,4);
workbenchRecipes.recipes[6] = defineRecipe(ITEM_LOOM,1,2,ITEM_WOOD,10,ITEM_WOOL,5);
workbenchRecipes.recipes[7] = defineRecipe(TOOL_SWORD,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[8] = defineRecipe(TOOL_AXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[9] = defineRecipe(TOOL_HOE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[10] = defineRecipe(TOOL_PICKAXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[11] = defineRecipe(TOOL_SHOVEL,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[7] = defineRecipe(TOOL_SWORD,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[8] = defineRecipe(TOOL_AXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[9] = defineRecipe(TOOL_HOE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[10] = defineRecipe(TOOL_PICKAXE,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[11] = defineRecipe(TOOL_SHOVEL,0,1,ITEM_WOOD,5);
workbenchRecipes.recipes[12] = defineRecipe(TOOL_BOW,0,2,ITEM_WOOD,10,ITEM_STRING,1);
workbenchRecipes.recipes[13] = defineRecipe(ITEM_ARROW_WOOD,1,2,ITEM_WOOD,2,ITEM_STRING,1);
workbenchRecipes.recipes[14] = defineRecipe(TOOL_SWORD,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[15] = defineRecipe(TOOL_AXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[16] = defineRecipe(TOOL_HOE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[17] = defineRecipe(TOOL_PICKAXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[18] = defineRecipe(TOOL_SHOVEL,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[14] = defineRecipe(TOOL_SWORD,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[15] = defineRecipe(TOOL_AXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[16] = defineRecipe(TOOL_HOE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[17] = defineRecipe(TOOL_PICKAXE,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[18] = defineRecipe(TOOL_SHOVEL,1,2,ITEM_WOOD,5,ITEM_STONE,5);
workbenchRecipes.recipes[19] = defineRecipe(ITEM_ARROW_STONE,1,3,ITEM_WOOD,1,ITEM_STONE,1,ITEM_STRING,1);
workbenchRecipes.recipes[20] = defineRecipe(ITEM_WALL_WOOD,1,1,ITEM_WOOD,4);
workbenchRecipes.recipes[21] = defineRecipe(ITEM_WALL_STONE,1,1,ITEM_STONE,4);
workbenchRecipes.recipes[22] = defineRecipe(ITEM_FISHING_ROD,1,2,ITEM_WOOD,10,ITEM_STRING,3);
workbenchRecipes.recipes[23] = defineRecipe(ITEM_TORCH,1,2,ITEM_WOOD,1,ITEM_COAL,1);
anvilRecipes.size = 18;
anvilRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (anvilRecipes.size));
anvilRecipes.recipes[0] = defineRecipe(TOOL_SWORD,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[1] = defineRecipe(TOOL_AXE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[2] = defineRecipe(TOOL_HOE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.size = 19;
anvilRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (anvilRecipes.size));
anvilRecipes.recipes[0] = defineRecipe(TOOL_SWORD,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[1] = defineRecipe(TOOL_AXE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[2] = defineRecipe(TOOL_HOE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,2,2,ITEM_WOOD,5,ITEM_IRONINGOT,5);
anvilRecipes.recipes[5] = defineRecipe(ITEM_ARROW_IRON,1,3,ITEM_WOOD,1,ITEM_IRONINGOT,1,ITEM_STRING,1);
anvilRecipes.recipes[6] = defineRecipe(TOOL_SWORD,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[7] = defineRecipe(TOOL_AXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[8] = defineRecipe(TOOL_HOE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[9] = defineRecipe(TOOL_PICKAXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[10] = defineRecipe(TOOL_SHOVEL,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[6] = defineRecipe(TOOL_SWORD,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[7] = defineRecipe(TOOL_AXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[8] = defineRecipe(TOOL_HOE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[9] = defineRecipe(TOOL_PICKAXE,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[10] = defineRecipe(TOOL_SHOVEL,3,2,ITEM_WOOD,5,ITEM_GOLDINGOT,5);
anvilRecipes.recipes[11] = defineRecipe(ITEM_ARROW_GOLD,1,3,ITEM_WOOD,1,ITEM_GOLDINGOT,1,ITEM_STRING,1);
anvilRecipes.recipes[12] = defineRecipe(TOOL_BUCKET,0,1,ITEM_IRONINGOT,10);
anvilRecipes.recipes[13] = defineRecipe(ITEM_ENCHANTER,1,3,ITEM_WOOD,10,ITEM_GOLDINGOT,10,ITEM_GEM,20);
@ -134,36 +141,39 @@ void initRecipes(){
anvilRecipes.recipes[15] = defineRecipe(ITEM_WALL_GOLD,1,1,ITEM_GOLDINGOT,2);
anvilRecipes.recipes[16] = defineRecipe(ITEM_COIN,3,1,ITEM_IRONINGOT,1);
anvilRecipes.recipes[17] = defineRecipe(ITEM_POTION_MAKER,1,3,ITEM_IRONINGOT,5,ITEM_GOLDINGOT,25,ITEM_GEM,5);
furnaceRecipes.size = 3;
furnaceRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (furnaceRecipes.size));
furnaceRecipes.recipes[0] = defineRecipe(ITEM_IRONINGOT,1,2,ITEM_IRONORE,4,ITEM_COAL,1);
furnaceRecipes.recipes[1] = defineRecipe(ITEM_GOLDINGOT,1,2,ITEM_GOLDORE,4,ITEM_COAL,1);
furnaceRecipes.recipes[2] = defineRecipe(ITEM_GLASS,1,2,ITEM_SAND,4,ITEM_COAL,1);
ovenRecipes.size = 3;
ovenRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (ovenRecipes.size));
ovenRecipes.recipes[0] = defineRecipe(ITEM_BREAD,1,1,ITEM_WHEAT,4);
anvilRecipes.recipes[18] = defineRecipe(ITEM_SHEARS,1,1,ITEM_IRONINGOT,2);
furnaceRecipes.size = 3;
furnaceRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (furnaceRecipes.size));
furnaceRecipes.recipes[0] = defineRecipe(ITEM_IRONINGOT,1,2,ITEM_IRONORE,4,ITEM_COAL,1);
furnaceRecipes.recipes[1] = defineRecipe(ITEM_GOLDINGOT,1,2,ITEM_GOLDORE,4,ITEM_COAL,1);
furnaceRecipes.recipes[2] = defineRecipe(ITEM_GLASS,1,2,ITEM_SAND,4,ITEM_COAL,1);
ovenRecipes.size = 4;
ovenRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (ovenRecipes.size));
ovenRecipes.recipes[0] = defineRecipe(ITEM_BREAD,1,1,ITEM_WHEAT,4);
ovenRecipes.recipes[1] = defineRecipe(ITEM_PORK_COOKED,1,2,ITEM_PORK_RAW,1,ITEM_COAL,1);
ovenRecipes.recipes[2] = defineRecipe(ITEM_BEEF_COOKED,1,2,ITEM_BEEF_RAW,1,ITEM_COAL,1);
loomRecipes.size = 1;
loomRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (loomRecipes.size));
loomRecipes.recipes[0] = defineRecipe(ITEM_STRING,1,1,ITEM_WOOL,1);
ovenRecipes.recipes[3] = defineRecipe(ITEM_FISH_COOKED,1,2,ITEM_FISH_RAW,1,ITEM_COAL,1);
loomRecipes.size = 2;
loomRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (loomRecipes.size));
loomRecipes.recipes[0] = defineRecipe(ITEM_STRING,1,1,ITEM_WOOL,1);
loomRecipes.recipes[1] = defineRecipe(ITEM_BED,1,2,ITEM_WOOD,5,ITEM_WOOL,3);
enchanterRecipes.size = 8;
enchanterRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (enchanterRecipes.size));
enchanterRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (enchanterRecipes.size));
enchanterRecipes.recipes[0] = defineRecipe(TOOL_SWORD,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[1] = defineRecipe(TOOL_AXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[2] = defineRecipe(TOOL_HOE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[1] = defineRecipe(TOOL_AXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[2] = defineRecipe(TOOL_HOE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[3] = defineRecipe(TOOL_PICKAXE,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[4] = defineRecipe(TOOL_SHOVEL,4,2,ITEM_WOOD,5,ITEM_GEM,50);
enchanterRecipes.recipes[5] = defineRecipe(ITEM_ARROW_GEM,1,3,ITEM_WOOD,1,ITEM_GEM,3,ITEM_STRING,1);
enchanterRecipes.recipes[6] = defineRecipe(ITEM_WALL_GEM,1,1,ITEM_GEM,10);
enchanterRecipes.recipes[7] = defineRecipe(ITEM_GOLD_APPLE,1,2,ITEM_APPLE,1,ITEM_GOLDINGOT,15);
potionMakerRecipes.size = 4;
potionMakerRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (potionMakerRecipes.size));
potionMakerRecipes.recipes = (Recipe*)malloc(sizeof(Recipe) * (potionMakerRecipes.size));
potionMakerRecipes.recipes[0] = defineRecipe(ITEM_STRENGTH_POTION,1,3,ITEM_GOLD_APPLE,1,ITEM_GLASS,10,ITEM_IRONINGOT,10);
potionMakerRecipes.recipes[1] = defineRecipe(ITEM_SPEED_POTION,1,4,ITEM_GEM,2,ITEM_GLASS,10,ITEM_IRONINGOT,10, ITEM_GOLDINGOT,15);
potionMakerRecipes.recipes[2] = defineRecipe(ITEM_REGEN_POTION,1,3,ITEM_GOLD_APPLE,2,ITEM_GLASS,10,ITEM_GEM,10);
@ -172,10 +182,11 @@ void initRecipes(){
/* Free up allocated memory */
void freeRecipes(){
free(workbenchRecipes.recipes);
free(ovenRecipes.recipes);
free(furnaceRecipes.recipes);
free(anvilRecipes.recipes);
free(inHeadRecipes.recipes);
free(workbenchRecipes.recipes);
free(ovenRecipes.recipes);
free(furnaceRecipes.recipes);
free(anvilRecipes.recipes);
free(loomRecipes.recipes);
free(enchanterRecipes.recipes);
free(potionMakerRecipes.recipes);

View file

@ -3,25 +3,25 @@
#include "Item.h"
typedef struct _recipecost {
int costItem;
int costAmount;
int costItem;
int costAmount;
} Cost;
typedef struct _recipe {
bool canCraft;
int itemResult;
int itemAmountLevel;
s8 numOfCosts;
Cost costs[6]; // Up to 6 items for costs
u8 order; // Used for stable sorting.
bool canCraft;
int itemResult;
int itemAmountLevel;
s8 numOfCosts;
Cost costs[6]; // Up to 6 items for costs
u8 order; // Used for stable sorting.
} Recipe;
typedef struct _recipeManager {
int size;
Recipe * recipes;
int size;
Recipe * recipes;
} RecipeManager;
RecipeManager inHeadRecipes;
RecipeManager workbenchRecipes;
RecipeManager furnaceRecipes;
RecipeManager ovenRecipes;

View file

@ -3,361 +3,361 @@
#include "Synchronizer.h"
Entity newItemEntity(Item item, int x, int y, int level){
Entity e;
e.type = ENTITY_ITEM;
e.level = level;
e.entityItem.age = 0;
e.entityItem.item = item;
e.x = x;
e.y = y;
e.xr = 3;
e.yr = 3;
e.canPass = false;
Entity e;
e.type = ENTITY_ITEM;
e.level = level;
e.entityItem.age = 0;
e.entityItem.item = item;
e.x = x;
e.y = y;
e.xr = 3;
e.yr = 3;
e.canPass = false;
e.entityItem.xx = x;
e.entityItem.yy = y;
e.entityItem.zz = 2;
e.entityItem.xa = gaussrand(false) * 0.1;
e.entityItem.ya = gaussrand(false) * 0.1;
e.entityItem.za = ((float)rand() / RAND_MAX) * 0.45 + 1;
return e;
return e;
}
void assignInventory(Entity* e){
if(eManager.nextInv > 300) return;
e->entityFurniture.inv = &eManager.invs[eManager.nextInv];
eManager.nextInv++;
if(eManager.nextInv > 300) return;
e->entityFurniture.inv = &eManager.invs[eManager.nextInv];
eManager.nextInv++;
}
Entity newFurnitureEntity(int itemID,Inventory * invPtr, int x, int y, int level){
Entity e;
e.type = ENTITY_FURNITURE;
e.level = level;
e.x = x;
e.y = y;
e.xr = 3;
e.yr = 3;
e.entityFurniture.itemID = itemID;
e.canPass = false;
if(itemID == ITEM_LANTERN) e.entityFurniture.r = 8;
else if(itemID == ITEM_CHEST){
if(invPtr == NULL)assignInventory(&e);
else e.entityFurniture.inv = invPtr;
}
return e;
Entity e;
e.type = ENTITY_FURNITURE;
e.level = level;
e.x = x;
e.y = y;
e.xr = 3;
e.yr = 3;
e.entityFurniture.itemID = itemID;
e.canPass = false;
if(itemID == ITEM_LANTERN) e.entityFurniture.r = 8;
else if(itemID == ITEM_CHEST){
if(invPtr == NULL)assignInventory(&e);
else e.entityFurniture.inv = invPtr;
}
return e;
}
Entity newPassiveEntity(int type, int x, int y, int level){
Entity e;
e.type = ENTITY_PASSIVE;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.passive.mtype = type;
e.passive.health = 20;
e.passive.dir = 0;
e.type = ENTITY_PASSIVE;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.passive.mtype = type;
e.passive.health = 20;
e.passive.dir = 0;
e.passive.xa = 0;
e.passive.ya = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
return e;
e.xr = 4;
e.yr = 3;
e.canPass = false;
return e;
}
Entity newZombieEntity(int lvl, int x, int y, int level){
Entity e;
e.type = ENTITY_ZOMBIE;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
Entity e;
e.type = ENTITY_ZOMBIE;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
e.hostile.xa = 0;
e.hostile.ya = 0;
e.hostile.health = lvl * lvl * 10;
e.hostile.dir = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFF8282CC; break;
case 3: e.hostile.color = 0xFFEFEFEF; break;
case 4: e.hostile.color = 0xFFAA6262; break;
default: e.hostile.color = 0xFF95DB95; break;
}
return e;
e.hostile.health = lvl * lvl * 10;
e.hostile.dir = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFF8282CC; break;
case 3: e.hostile.color = 0xFFEFEFEF; break;
case 4: e.hostile.color = 0xFFAA6262; break;
default: e.hostile.color = 0xFF95DB95; break;
}
return e;
}
Entity newSkeletonEntity(int lvl, int x, int y, int level){
Entity e;
e.type = ENTITY_SKELETON;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
Entity e;
e.type = ENTITY_SKELETON;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
e.hostile.xa = 0;
e.hostile.ya = 0;
e.hostile.health = lvl * lvl * 10;
e.hostile.dir = 0;
e.hostile.health = lvl * lvl * 10;
e.hostile.dir = 0;
e.hostile.randAttackTime = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFFC4C4C4; break;
case 3: e.hostile.color = 0xFFA0A0A0; break;
case 4: e.hostile.color = 0xFF7A7A7A; break;
default: e.hostile.color = 0xFFFFFFFF; break;
}
return e;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFFC4C4C4; break;
case 3: e.hostile.color = 0xFFA0A0A0; break;
case 4: e.hostile.color = 0xFF7A7A7A; break;
default: e.hostile.color = 0xFFFFFFFF; break;
}
return e;
}
Entity newKnightEntity(int lvl, int x, int y, int level){
Entity e;
e.type = ENTITY_KNIGHT;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
Entity e;
e.type = ENTITY_KNIGHT;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.hostile.lvl = lvl;
e.hostile.xa = 0;
e.hostile.ya = 0;
e.hostile.health = lvl * lvl * 20;
e.hostile.dir = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFF0000C6; break;
case 3: e.hostile.color = 0xFF00A3C6; break;
case 4: e.hostile.color = 0xFF707070; break;
default: e.hostile.color = 0xFFFFFFFF; break;
}
return e;
e.hostile.health = lvl * lvl * 20;
e.hostile.dir = 0;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.hostile.color = 0xFF0000C6; break;
case 3: e.hostile.color = 0xFF00A3C6; break;
case 4: e.hostile.color = 0xFF707070; break;
default: e.hostile.color = 0xFFFFFFFF; break;
}
return e;
}
Entity newSlimeEntity(int lvl, int x, int y, int level){
Entity e;
e.type = ENTITY_SLIME;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.slime.lvl = lvl;
e.slime.xa = 0;
e.slime.ya = 0;
e.slime.dir = 0;
e.slime.health = lvl * lvl * 5;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.slime.color = 0xFF8282CC; break;
case 3: e.slime.color = 0xFFEFEFEF; break;
case 4: e.slime.color = 0xFFAA6262; break;
default: e.slime.color = 0xFF95DB95; break;
}
return e;
Entity e;
e.type = ENTITY_SLIME;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.slime.lvl = lvl;
e.slime.xa = 0;
e.slime.ya = 0;
e.slime.dir = 0;
e.slime.health = lvl * lvl * 5;
e.xr = 4;
e.yr = 3;
e.canPass = false;
switch(lvl){
case 2: e.slime.color = 0xFF8282CC; break;
case 3: e.slime.color = 0xFFEFEFEF; break;
case 4: e.slime.color = 0xFFAA6262; break;
default: e.slime.color = 0xFF95DB95; break;
}
return e;
}
Entity newAirWizardEntity(int x, int y, int level){
Entity e;
e.type = ENTITY_AIRWIZARD;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.wizard.dir = 0;
e.wizard.health = 2000;
Entity e;
e.type = ENTITY_AIRWIZARD;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.wizard.dir = 0;
e.wizard.health = 2000;
e.wizard.attackDelay = 0;
e.wizard.attackTime = 0;
e.wizard.attackType = 0;
e.wizard.xa = 0;
e.wizard.ya = 0;
e.xr = 4;
e.yr = 3;
e.canPass = true;
return e;
e.wizard.xa = 0;
e.wizard.ya = 0;
e.xr = 4;
e.yr = 3;
e.canPass = true;
return e;
}
Entity newSparkEntity(Entity* parent, float xa, float ya){
Entity e;
e.type = ENTITY_SPARK;
Entity e;
e.type = ENTITY_SPARK;
e.level = parent->level;
e.spark.age = 0;
e.spark.parent = parent;
e.spark.xa = xa;
e.spark.ya = ya;
e.spark.xx = parent->x;
e.spark.yy = parent->y;
e.xr = 3;
e.yr = 3;
e.canPass = true;
return e;
e.spark.age = 0;
e.spark.parent = parent;
e.spark.xa = xa;
e.spark.ya = ya;
e.spark.xx = parent->x;
e.spark.yy = parent->y;
e.xr = 3;
e.yr = 3;
e.canPass = true;
return e;
}
Entity newDragonEntity(int x, int y, int level) {
Entity e;
e.type = ENTITY_DRAGON;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.dragon.dir = 0;
e.dragon.health = 2000;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.dragon.dir = 0;
e.dragon.health = 2000;
e.dragon.attackDelay = 0;
e.dragon.attackTime = 0;
e.dragon.attackType = 0;
e.dragon.animTimer = 0;
e.dragon.xa = 0;
e.dragon.ya = 0;
e.xr = 8;
e.yr = 8;
e.canPass = false;
e.dragon.xa = 0;
e.dragon.ya = 0;
e.xr = 8;
e.yr = 8;
e.canPass = false;
return e;
}
Entity newDragonFireEntity(Entity* parent, u8 type, int x, int y, float xa, float ya) {
Entity e;
e.type = ENTITY_DRAGONPROJECTILE;
e.type = ENTITY_DRAGONPROJECTILE;
e.level = parent->level;
e.dragonFire.age = 0;
e.dragonFire.age = 0;
e.dragonFire.type = type;
e.dragonFire.parent = parent;
e.dragonFire.xa = xa;
e.dragonFire.ya = ya;
e.dragonFire.xx = x;
e.dragonFire.yy = y;
e.dragonFire.parent = parent;
e.dragonFire.xa = xa;
e.dragonFire.ya = ya;
e.dragonFire.xx = x;
e.dragonFire.yy = y;
e.x = (int) x;
e.y = (int) y;
e.xr = 3;
e.yr = 3;
e.canPass = true;
return e;
e.xr = 3;
e.yr = 3;
e.canPass = true;
return e;
}
Entity newMagicPillarEntity(int x, int y, int level){
Entity e;
e.type = ENTITY_MAGIC_PILLAR;
e.type = ENTITY_MAGIC_PILLAR;
e.level = level;
e.x = x;
e.y = y;
e.xr = 3;
e.yr = 3;
e.canPass = false;
return e;
e.xr = 3;
e.yr = 3;
e.canPass = false;
return e;
}
Entity newTextParticleEntity(char * str, u32 color, int x, int y, int level){
Entity e;
e.type = ENTITY_TEXTPARTICLE;
e.level = level;
e.textParticle.color = color;
e.textParticle.age = 0;
e.textParticle.text = (char*)calloc(strlen(str),sizeof(char));
strncpy(e.textParticle.text,str,strlen(str));
e.x = x;
e.y = y;
e.canPass = true;
Entity e;
e.type = ENTITY_TEXTPARTICLE;
e.level = level;
e.textParticle.color = color;
e.textParticle.age = 0;
e.textParticle.text = (char*)calloc(strlen(str),sizeof(char));
strncpy(e.textParticle.text,str,strlen(str));
e.x = x;
e.y = y;
e.canPass = true;
e.textParticle.xx = x;
e.textParticle.yy = y;
e.textParticle.zz = 2;
e.textParticle.xa = gaussrand(false) * 0.3;
e.textParticle.ya = gaussrand(false) * 0.2;
e.textParticle.za = ((float)rand() / RAND_MAX) * 0.7 + 2;
return e;
return e;
}
Entity newSmashParticleEntity(int x, int y, int level){
Entity e;
e.type = ENTITY_SMASHPARTICLE;
e.level = level;
e.smashParticle.age = 0;
e.x = x;
e.y = y;
e.canPass = true;
Entity e;
e.type = ENTITY_SMASHPARTICLE;
e.level = level;
e.smashParticle.age = 0;
e.x = x;
e.y = y;
e.canPass = true;
playSoundPositioned(snd_monsterHurt, e.level, e.x, e.y); //TODO: This is a wierd location for the effect
return e;
return e;
}
Entity newArrowEntity(Entity* parent, int itemID, s8 xa, s8 ya, int level){
Entity e;
e.type = ENTITY_ARROW;
e.type = ENTITY_ARROW;
e.level = level;
e.arrow.age = 0;
e.arrow.parent = parent;
e.arrow.age = 0;
e.arrow.parent = parent;
e.arrow.itemID = itemID;
e.arrow.xa = xa;
e.arrow.ya = ya;
e.x = parent->x;
e.y = parent->y;
e.xr = 2;
e.yr = 2;
e.canPass = false;
e.arrow.xa = xa;
e.arrow.ya = ya;
e.x = parent->x;
e.y = parent->y;
e.xr = 2;
e.yr = 2;
e.canPass = false;
e.canSwim = true;
return e;
return e;
}
Entity newGlowwormEntity(int x, int y, int level){
Entity e;
e.type = ENTITY_GLOWWORM;
e.level = level;
Entity e;
e.type = ENTITY_GLOWWORM;
e.level = level;
e.glowworm.xa = 0;
e.glowworm.ya = 0;
e.glowworm.randWalkTime = 0;
e.glowworm.waitTime = 0;
e.x = x;
e.y = y;
e.canPass = true;
return e;
e.y = y;
e.canPass = true;
return e;
}
Entity newNPCEntity(int type, int x, int y, int level){
Entity e;
e.type = ENTITY_NPC;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.npc.type = type;
e.xr = 4;
e.yr = 3;
e.canPass = false;
return e;
e.type = ENTITY_NPC;
e.level = level;
e.x = x;
e.y = y;
e.hurtTime = 0;
e.xKnockback = 0;
e.yKnockback = 0;
e.npc.type = type;
e.xr = 4;
e.yr = 3;
e.canPass = false;
return e;
}
void addEntityToList(Entity e, EntityManager* em){
e.slotNum = em->lastSlot[e.level];
em->entities[e.level][em->lastSlot[e.level]] = e;
++em->lastSlot[e.level];
e.slotNum = em->lastSlot[e.level];
em->entities[e.level][em->lastSlot[e.level]] = e;
++em->lastSlot[e.level];
}
void removeEntityFromList(Entity * e,int level,EntityManager* em){
int i;
if(em->entities[level][e->slotNum].type == ENTITY_TEXTPARTICLE) free(em->entities[level][e->slotNum].textParticle.text);
for(i = e->slotNum; i < em->lastSlot[level];++i){
em->entities[level][i] = em->entities[level][i + 1]; // Move the items down.
em->entities[level][i].slotNum = i;
}
em->lastSlot[level]--;
em->entities[level][em->lastSlot[level]] = nullEntity; // Make the last slot null.
int i;
if(em->entities[level][e->slotNum].type == ENTITY_TEXTPARTICLE) free(em->entities[level][e->slotNum].textParticle.text);
for(i = e->slotNum; i < em->lastSlot[level];++i){
em->entities[level][i] = em->entities[level][i + 1]; // Move the items down.
em->entities[level][i].slotNum = i;
}
em->lastSlot[level]--;
em->entities[level][em->lastSlot[level]] = nullEntity; // Make the last slot null.
}

View file

@ -30,89 +30,89 @@ typedef struct Entity Entity;
typedef struct _plrd PlayerData; //in order to not include Player.h and cause all sorts of problems
typedef struct {
s8 ax;
s8 ay;
u8 dir;
s8 health;
s8 stamina;
s8 staminaRecharge;
s8 staminaRechargeDelay;
s8 attackTimer;
u8 spawnTrigger;
bool isDead;
bool hasWon;
bool hasWonSaved;
s8 endTimer;
s16 walkDist;
bool isCarrying;
bool isSwimming;
int swimTimer;
s8 ax;
s8 ay;
u8 dir;
s8 health;
s8 stamina;
s8 staminaRecharge;
s8 staminaRechargeDelay;
s8 attackTimer;
u8 spawnTrigger;
bool isDead;
bool hasWon;
bool hasWonSaved;
s8 endTimer;
s16 walkDist;
bool isCarrying;
bool isSwimming;
int swimTimer;
int regenTimer;
int strengthTimer;
int swimBreathTimer;
int speedTimer;
int score;
PlayerData *data;
PlayerData *data;
} Player;
typedef struct {
float xa;
float ya;
float za;
float xx;
float yy;
float zz;
s16 age;
Item item;
float xa;
float ya;
float za;
float xx;
float yy;
float zz;
s16 age;
Item item;
} EntityItem;
typedef struct {
s16 itemID;
bool active;
s8 r; // light radius for lantern.
Inventory* inv; // Points to chest inventory.
s16 itemID;
bool active;
s8 r; // light radius for lantern.
Inventory* inv; // Points to chest inventory.
} EntityFurniture;
typedef struct {
u8 mtype;
s8 xa;
s8 ya;
s8 ya;
s16 health;
s8 dir;
s8 randWalkTime;
s8 walkDist;
s8 dir;
s8 randWalkTime;
s8 walkDist;
} PassiveMob;
typedef struct {
s8 xa;
s8 ya;
s16 health;
s8 dir;
s8 lvl;
s8 randWalkTime;
s8 walkDist;
s8 xa;
s8 ya;
s16 health;
s8 dir;
s8 lvl;
s8 randWalkTime;
s8 walkDist;
s8 randAttackTime;
u32 color;
u32 color;
} HostileMob;
typedef struct {
s8 xa;
s8 ya;
s16 health;
s8 lvl;
s8 dir;
s8 jumpTime;
u32 color;
s8 xa;
s8 ya;
s16 health;
s8 lvl;
s8 dir;
s8 jumpTime;
u32 color;
} Slime;
typedef struct {
s8 xa;
s8 ya;
s16 health;
s8 randWalkTime;
s8 walkDist;
s8 dir;
s8 xa;
s8 ya;
s16 health;
s8 randWalkTime;
s8 walkDist;
s8 dir;
int attackDelay;
int attackTime;
int attackType;
@ -120,12 +120,12 @@ typedef struct {
} AirWizard;
typedef struct {
Entity* parent;
s16 age;
float xa;
float ya;
float xx;
float yy;
Entity* parent;
s16 age;
float xa;
float ya;
float xx;
float yy;
} Spark;
typedef struct {
@ -137,12 +137,12 @@ typedef struct {
} Arrow;
typedef struct {
s8 xa;
s8 ya;
s16 health;
s8 randWalkTime;
s8 walkDist;
s8 dir;
s8 xa;
s8 ya;
s16 health;
s8 randWalkTime;
s8 walkDist;
s8 dir;
int attackDelay;
int attackTime;
int attackType;
@ -150,19 +150,19 @@ typedef struct {
} Dragon;
typedef struct {
Entity* parent;
Entity* parent;
u8 type;
s16 age;
float xa;
float ya;
float xx;
float yy;
s16 age;
float xa;
float ya;
float xx;
float yy;
} DragonFire;
typedef struct {
s8 xa;
s8 ya;
s8 randWalkTime;
s8 xa;
s8 ya;
s8 randWalkTime;
s8 waitTime;
} Glowworm;
@ -171,56 +171,56 @@ typedef struct {
} NPC;
typedef struct {
float xa;
float ya;
float za;
float xx;
float yy;
float zz;
s16 age;
char* text;
int color;
float xa;
float ya;
float za;
float xx;
float yy;
float zz;
s16 age;
char* text;
int color;
} TextParticleEntity;
typedef struct {
s16 age;
s16 age;
} SmashParticleEntity;
struct Entity {
s16 x;
s16 y;
s8 xKnockback,yKnockback;
u8 xr,yr;
u8 type;
u8 level;
s8 hurtTime;
s16 slotNum; // Read-only. Do not mess with this.
bool canPass;
bool canSwim;
union {
Player p;
EntityItem entityItem;
EntityFurniture entityFurniture;
s16 x;
s16 y;
s8 xKnockback,yKnockback;
u8 xr,yr;
u8 type;
u8 level;
s8 hurtTime;
s16 slotNum; // Read-only. Do not mess with this.
bool canPass;
bool canSwim;
union {
Player p;
EntityItem entityItem;
EntityFurniture entityFurniture;
PassiveMob passive;
HostileMob hostile;
Slime slime;
AirWizard wizard;
Spark spark;
HostileMob hostile;
Slime slime;
AirWizard wizard;
Spark spark;
Arrow arrow;
Glowworm glowworm;
Dragon dragon;
DragonFire dragonFire;
NPC npc;
TextParticleEntity textParticle;
SmashParticleEntity smashParticle;
};
NPC npc;
TextParticleEntity textParticle;
SmashParticleEntity smashParticle;
};
};
typedef struct {
Entity entities[6][1000];
s16 lastSlot[6];
Inventory invs[300];
s16 nextInv;
Entity entities[6][1000];
s16 lastSlot[6];
Inventory invs[300];
s16 nextInv;
} EntityManager;
EntityManager eManager;
@ -246,6 +246,3 @@ Entity newGlowwormEntity(int x, int y, int level);
Entity newNPCEntity(int type, int x, int y, int level);
void addEntityToList(Entity e, EntityManager* em);
void removeEntityFromList(Entity * e,int level,EntityManager* em);

File diff suppressed because it is too large Load diff

View file

@ -7,7 +7,7 @@
#include "MapGen.h"
#include "Quests.h"
#include "icons2_png.h"
#include "icons_png.h"
#include "player_png.h"
#include "Font_png.h"
#include "bottombg_png.h"
@ -89,6 +89,8 @@
//WARNING: Having this set to different values in different clients will break multiplayer!
#define TESTGODMODE false
bool paused;
u32 localUID;
int loadedtp;
@ -140,15 +142,15 @@ bool quitGame;
s8 currentSelection;
typedef struct _worldData {
u8 map[6][128*128];
u8 data[6][128*128];
u16 daytime;
int day;
u8 season;
bool rain;
u8 compassData[6][3];
u8 map[6][128*128];
u8 data[6][128*128];
u16 daytime;
int day;
u8 season;
bool rain;
u8 compassData[6][3];
} WorldData;
WorldData worldData;
@ -199,4 +201,4 @@ u32 getMinimapColor(PlayerData *pd, int level, int x, int y);
void initMinimapLevel(PlayerData *pd, int level);
void updateLevel1Map();
void reloadColors();
void reloadColors();

View file

@ -17,53 +17,53 @@ bool stallAreYouSure;
//generates stairs up and creates compass data
void generatePass2() {
int level, x, y;
for (level = 0; level < 5; ++level) {
for (x = 0; x < 128; ++x) {
for (y = 0; y < 128; ++y) {
int level, x, y;
//generate stairs up matching stairs down
switch (worldData.map[level][x + y * 128]) {
case TILE_STAIRS_DOWN:
if(level < 4) {
worldData.map[level + 1][x + y * 128] = TILE_STAIRS_UP;
if (level == 0) {
worldData.map[level + 1][(x + 1) + y * 128] = TILE_HARDROCK;
worldData.map[level + 1][x + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + y * 128] = TILE_HARDROCK;
worldData.map[level + 1][x + (y - 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x + 1) + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + (y - 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x + 1) + (y - 1) * 128] = TILE_HARDROCK;
} else {
worldData.map[level + 1][(x + 1) + y * 128] = TILE_DIRT;
worldData.map[level + 1][x + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + y * 128] = TILE_DIRT;
worldData.map[level + 1][x + (y - 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x + 1) + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + (y - 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x + 1) + (y - 1) * 128] = TILE_DIRT;
}
}
}
//calculate compass data
//choose one stair down and store for magic compass
switch (worldData.map[level][x + y * 128]) {
case TILE_STAIRS_DOWN:
case TILE_DUNGEON_ENTRANCE:
worldData.compassData[level][2] = worldData.compassData[level][2] + 1;
if((worldData.compassData[level][2]==1) || (rand()%(worldData.compassData[level][2])==0)) {
worldData.compassData[level][0] = x;
worldData.compassData[level][1] = y;
}
}
}
}
}
for (level = 0; level < 5; ++level) {
for (x = 0; x < 128; ++x) {
for (y = 0; y < 128; ++y) {
//generate stairs up matching stairs down
switch (worldData.map[level][x + y * 128]) {
case TILE_STAIRS_DOWN:
if(level < 4) {
worldData.map[level + 1][x + y * 128] = TILE_STAIRS_UP;
if (level == 0) {
worldData.map[level + 1][(x + 1) + y * 128] = TILE_HARDROCK;
worldData.map[level + 1][x + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + y * 128] = TILE_HARDROCK;
worldData.map[level + 1][x + (y - 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x + 1) + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + (y - 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x - 1) + (y + 1) * 128] = TILE_HARDROCK;
worldData.map[level + 1][(x + 1) + (y - 1) * 128] = TILE_HARDROCK;
} else {
worldData.map[level + 1][(x + 1) + y * 128] = TILE_DIRT;
worldData.map[level + 1][x + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + y * 128] = TILE_DIRT;
worldData.map[level + 1][x + (y - 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x + 1) + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + (y - 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x - 1) + (y + 1) * 128] = TILE_DIRT;
worldData.map[level + 1][(x + 1) + (y - 1) * 128] = TILE_DIRT;
}
}
}
//calculate compass data
//choose one stair down and store for magic compass
switch (worldData.map[level][x + y * 128]) {
case TILE_STAIRS_DOWN:
case TILE_DUNGEON_ENTRANCE:
worldData.compassData[level][2] = worldData.compassData[level][2] + 1;
if((worldData.compassData[level][2]==1) || (rand()%(worldData.compassData[level][2])==0)) {
worldData.compassData[level][0] = x;
worldData.compassData[level][1] = y;
}
}
}
}
}
}
void initNewMap() {
@ -72,7 +72,7 @@ void initNewMap() {
createAndValidateUndergroundMap(128, 128, 1, 2, worldData.map[2], worldData.data[2]);
createAndValidateUndergroundMap(128, 128, 2, 3, worldData.map[3], worldData.data[3]);
createAndValidateUndergroundMap(128, 128, 3, 4, worldData.map[4], worldData.data[4]);
generatePass2();
generatePass2();
}
void initMiniMap(PlayerData *pd) {
@ -83,298 +83,297 @@ void initMiniMap(PlayerData *pd) {
}
void startGame(bool load, char *filename) {
// Reset entity manager.
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
// Reset players
for(int i=0; i<playerCount; i++) {
initPlayer(players+i);
}
// Reset players
for(int i=0; i<playerCount; i++) {
initPlayer(players+i);
}
if (playerCount > 1) {
shouldRenderDebug = false;
}
if (!load) {
initNewMap();
airWizardHealthDisplay = 2000;
int i;
for (i = 0; i < 5; ++i) {
trySpawn(500, i);
}
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
worldData.daytime = 6000;
worldData.day = 0;
worldData.season = 0;
worldData.rain = false;
} else {
if(!loadWorld(filename, &eManager, &worldData, players, playerCount)) {
//TODO: What do?
networkDisconnect();
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
}
}
// Spawn players
for(int i=0; i<playerCount; i++) {
if(!players[i].isSpawned) {
playerSpawn(players+i);
}
}
// Init player maps
for(int i=0; i<playerCount; i++) {
initMiniMap(players+i);
}
stallCounter = 0;
if (!load) {
initNewMap();
airWizardHealthDisplay = 2000;
int i;
for (i = 0; i < 5; ++i) {
trySpawn(500, i);
}
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
worldData.daytime = 6000;
worldData.day = 0;
worldData.season = 0;
worldData.rain = false;
} else {
if(!loadWorld(filename, &eManager, &worldData, players, playerCount)) {
//TODO: What do?
networkDisconnect();
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
}
}
// Spawn players
for(int i=0; i<playerCount; i++) {
if(!players[i].isSpawned) {
playerSpawn(players+i);
}
}
// Init player maps
for(int i=0; i<playerCount; i++) {
initMiniMap(players+i);
}
stallCounter = 0;
}
void syncedTick() {
int i;
setListenerPosition(getLocalPlayer()->entity.level, getLocalPlayer()->entity.x, getLocalPlayer()->entity.y);
int i;
//win/death menus
for(i=0; i<playerCount; i++) {
if (players[i].entity.p.isDead) {
if (players[i].entity.p.endTimer < 1) {
players[i].ingameMenu = MENU_LOSE;
}
--players[i].entity.p.endTimer;
} else if (players[i].entity.p.hasWon) {
if (players[i].entity.p.endTimer < 1) {
players[i].ingameMenu = MENU_WIN;
}
--players[i].entity.p.endTimer;
}
}
setListenerPosition(getLocalPlayer()->entity.level, getLocalPlayer()->entity.x, getLocalPlayer()->entity.y);
//update worldData (daytime,season and weather)
++worldData.daytime;
if(worldData.daytime>=24000) {
worldData.daytime -= 24000;
++worldData.day;
//TODO: maybe make season length not as hardcoded + make the transition better (fade to black and back maybe?)
if(worldData.day%7==0) {
++worldData.season;
if(worldData.season==4) worldData.season = 0;
}
worldData.rain = false;
if(worldData.season!=3 && rand()%5==0) worldData.rain = true;
}
//update music
updateMusic(getLocalPlayer()->entity.level, worldData.daytime);
//for every active level
s8 level;
for(level = 0; level < 6; level++) {
bool hasPlayer = false;
for(i=0; i<playerCount; i++) {
if(players[i].entity.level==level) {
hasPlayer = true;
}
}
if(!hasPlayer) continue;
//win/death menus
for(i=0; i<playerCount; i++) {
if (players[i].entity.p.isDead) {
if (players[i].entity.p.endTimer < 1) {
players[i].ingameMenu = MENU_LOSE;
}
--players[i].entity.p.endTimer;
} else if (players[i].entity.p.hasWon) {
if (players[i].entity.p.endTimer < 1) {
players[i].ingameMenu = MENU_WIN;
}
--players[i].entity.p.endTimer;
}
}
//tick tiles
for (i = 0; i < 324; ++i) {
int xx = rand() & 127;
int yy = rand() & 127;
tickTile(level, xx, yy);
}
}
for(i=0; i<playerCount; i++) {
ingameMenuTickTouch(players+i);
bool inmenu = false;
if(players[i].ingameMenu != MENU_NONE) {
ingameMenuTick(players+i, players[i].ingameMenu);
inmenu = true;
}
tickPlayer(players+i, inmenu);
}
//update worldData (daytime,season and weather)
++worldData.daytime;
if(worldData.daytime>=24000) {
worldData.daytime -= 24000;
++worldData.day;
//TODO: maybe make season length not as hardcoded + make the transition better (fade to black and back maybe?)
if(worldData.day%7==0) {
++worldData.season;
if(worldData.season==4) worldData.season = 0;
}
worldData.rain = false;
if(worldData.season!=3 && rand()%5==0) worldData.rain = true;
}
//for every active level
for(level = 0; level < 6; level++) {
if(level==5 && !dungeonActive()) continue;
bool hasPlayer = false;
for(i=0; i<playerCount; i++) {
if(players[i].entity.level==level) {
hasPlayer = true;
}
}
if(!hasPlayer) continue;
//spawn entities
if(eManager.lastSlot[level]<80 && level != 5) {
trySpawn(1, level);
}
//update entities
for (i = 0; i < eManager.lastSlot[level]; ++i) {
Entity * e = &eManager.entities[level][i];
PlayerData * p = getNearestPlayer(level, e->x, e->y);
//should never happen, but just for safety to prevent hard crashes
if(p==NULL) continue;
if ((e->type != ENTITY_ZOMBIE && e->type != ENTITY_SKELETON && e->type != ENTITY_KNIGHT && e->type != ENTITY_SLIME && e->type != ENTITY_PASSIVE && e->type != ENTITY_GLOWWORM)
|| (e->type == ENTITY_GLOWWORM && (worldData.daytime>6000 || worldData.daytime<18000))
|| (e->x > p->entity.x - 160 && e->y > p->entity.y - 125 && e->x < p->entity.x + 160 && e->y < p->entity.y + 125)) {
tickEntity(e);
}
}
}
stallCounter = 0;
//update music
updateMusic(getLocalPlayer()->entity.level, worldData.daytime);
//for every active level
s8 level;
for(level = 0; level < 6; level++) {
bool hasPlayer = false;
for(i=0; i<playerCount; i++) {
if(players[i].entity.level==level) {
hasPlayer = true;
}
}
if(!hasPlayer) continue;
//tick tiles
for (i = 0; i < 324; ++i) {
int xx = rand() & 127;
int yy = rand() & 127;
tickTile(level, xx, yy);
}
}
for(i=0; i<playerCount; i++) {
ingameMenuTickTouch(players+i);
bool inmenu = false;
if(players[i].ingameMenu != MENU_NONE) {
ingameMenuTick(players+i, players[i].ingameMenu);
inmenu = true;
}
tickPlayer(players+i, inmenu);
}
//for every active level
for(level = 0; level < 6; level++) {
if(level==5 && !dungeonActive()) continue;
bool hasPlayer = false;
for(i=0; i<playerCount; i++) {
if(players[i].entity.level==level) {
hasPlayer = true;
}
}
if(!hasPlayer) continue;
//spawn entities
if(eManager.lastSlot[level]<80 && level != 5) {
trySpawn(1, level);
}
//update entities
for (i = 0; i < eManager.lastSlot[level]; ++i) {
Entity * e = &eManager.entities[level][i];
PlayerData * p = getNearestPlayer(level, e->x, e->y);
//should never happen, but just for safety to prevent hard crashes
if(p==NULL) continue;
if ((e->type != ENTITY_ZOMBIE && e->type != ENTITY_SKELETON && e->type != ENTITY_KNIGHT && e->type != ENTITY_SLIME && e->type != ENTITY_PASSIVE && e->type != ENTITY_GLOWWORM)
|| (e->type == ENTITY_GLOWWORM && (worldData.daytime>6000 || worldData.daytime<18000))
|| (e->x > p->entity.x - 160 && e->y > p->entity.y - 125 && e->x < p->entity.x + 160 && e->y < p->entity.y + 125)) {
tickEntity(e);
}
}
}
stallCounter = 0;
}
void tickGame() {
synchronizerTick(&syncedTick);
if(synchronizerIsRunning()) {
stallCounter++;
//game stalled -> most likely a player disconnected -> present option to exit game
if(stallCounter>=STALL_TIME) {
if(stallCounter==STALL_TIME) stallAreYouSure = false;
//scan local inputs, because synchronizer only updates them when not stalled
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
if (localInputs.k_accept.clicked) {
if(stallAreYouSure) {
//create backup save
if(playerLocalID==0) {
char backupSaveFileName[256+32];
backupSaveFileName[0] = '\0';
strncat(backupSaveFileName, currentFileName, strlen(currentFileName)-4);
strcat(backupSaveFileName, ".exit.msv");
saveWorld(backupSaveFileName, &eManager, &worldData, players, playerCount);
}
exitGame();
} else {
stallAreYouSure = true;
}
}
if (localInputs.k_decline.clicked) {
stallAreYouSure = false;
}
}
}
synchronizerTick(&syncedTick);
if(synchronizerIsRunning()) {
stallCounter++;
//game stalled -> most likely a player disconnected -> present option to exit game
if(stallCounter>=STALL_TIME) {
if(stallCounter==STALL_TIME) stallAreYouSure = false;
//scan local inputs, because synchronizer only updates them when not stalled
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
if (localInputs.k_accept.clicked) {
if(stallAreYouSure) {
//create backup save
if(playerLocalID==0) {
char backupSaveFileName[256+32];
backupSaveFileName[0] = '\0';
strncat(backupSaveFileName, currentFileName, strlen(currentFileName)-4);
strcat(backupSaveFileName, ".exit.msv");
saveWorld(backupSaveFileName, &eManager, &worldData, players, playerCount);
}
exitGame();
} else {
stallAreYouSure = true;
}
}
if (localInputs.k_decline.clicked) {
stallAreYouSure = false;
}
}
}
}
//for rendering -> move to a better place
int xscr = 0, yscr = 0;
void renderGame() {
//Important: all code called from this function should never affect game state!
sf2d_start_frame(GFX_TOP, GFX_LEFT);
//Important: all code called from this function should never affect game state!
sf2d_start_frame(GFX_TOP, GFX_LEFT);
int xscr = getLocalPlayer()->entity.x - 100;
int yscr = getLocalPlayer()->entity.y - 56;
if (xscr < 16)
xscr = 16;
else if (xscr > 1832)
xscr = 1832;
if (yscr < 16)
yscr = 16;
else if (yscr > 1912)
yscr = 1912;
offsetX = xscr;
offsetY = yscr;
sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
renderLightsToStencil(getLocalPlayer(), false, false, true);
int xscr = getLocalPlayer()->entity.x - 100;
int yscr = getLocalPlayer()->entity.y - 56;
if (xscr < 16)
xscr = 16;
else if (xscr > 1832)
xscr = 1832;
if (yscr < 16)
yscr = 16;
else if (yscr > 1912)
yscr = 1912;
renderBackground(getLocalPlayer()->entity.level, xscr, yscr);
renderEntities(getLocalPlayer()->entity.level, getLocalPlayer()->entity.x, getLocalPlayer()->entity.y, &eManager);
for(int i=0; i<playerCount; i++) {
renderPlayer(players+i);
}
renderWeather(getLocalPlayer()->entity.level, xscr, yscr);
resetStencilStuff();
renderDayNight(getLocalPlayer());
offsetX = 0;
offsetY = 0;
if(shouldRenderDebug){
sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), getLocalPlayer()->entity.x, getLocalPlayer()->entity.y, eManager.lastSlot[getLocalPlayer()->entity.level]);
drawText(fpsstr, 2, 225);
}
if(getLocalPlayer()->ingameMenu != MENU_NONE) {
ingameMenuRender(getLocalPlayer(), getLocalPlayer()->ingameMenu);
}
//game stalled -> most likely a player disconnected -> present option to exit game
if(stallCounter>STALL_TIME) {
renderFrame(1,1,24,14,0xFF1010AF);
drawText("Waiting for a long time", (400 - (23 * 12))/2, 32);
char text[50];
sprintf(text, "Last response %is ago", stallCounter/60);
drawText(text, (400 - (strlen(text) * 12))/2, 64);
if(playerLocalID==0) {
drawText("Press to leave the game", (400 - (25 * 12))/2, 160);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 157, 1);
drawText("A backup save will be created", (400 - (29 * 12))/2, 192);
} else {
drawText("Press to leave the game", (400 - (25 * 12))/2, 192);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 189, 1);
}
if(stallAreYouSure){
renderFrame(6,5,19,10,0xFF10108F);
drawText("Are you sure?",122,96);
drawText(" Yes", 164, 117);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 166, 114, 1);
drawText(" No", 170, 133);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 166, 130, 1);
}
}
sf2d_end_frame();
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
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
if(!players[playerLocalID].mapShouldRender){
sf2d_draw_texture(bottombg, 0, 0);
renderGui(getLocalPlayer());
} else {
renderZoomedMap(getLocalPlayer());
}
sf2d_end_frame();
renderLightsToStencil(getLocalPlayer(), false, false, true);
renderBackground(getLocalPlayer()->entity.level, xscr, yscr);
renderEntities(getLocalPlayer()->entity.level, getLocalPlayer()->entity.x, getLocalPlayer()->entity.y, &eManager);
for(int i=0; i<playerCount; i++) {
renderPlayer(players+i);
}
renderWeather(getLocalPlayer()->entity.level, xscr, yscr);
resetStencilStuff();
renderDayNight(getLocalPlayer());
offsetX = 0;
offsetY = 0;
if(shouldRenderDebug){
sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), getLocalPlayer()->entity.x, getLocalPlayer()->entity.y, eManager.lastSlot[getLocalPlayer()->entity.level]);
drawText(fpsstr, 2, 225);
}
if(getLocalPlayer()->ingameMenu != MENU_NONE) {
ingameMenuRender(getLocalPlayer(), getLocalPlayer()->ingameMenu);
}
//game stalled -> most likely a player disconnected -> present option to exit game
if(stallCounter>STALL_TIME) {
renderFrame(1,1,24,14,0xFF1010AF);
drawText("Waiting for a long time", (400 - (23 * 12))/2, 32);
char text[50];
sprintf(text, "Last response %is ago", stallCounter/60);
drawText(text, (400 - (strlen(text) * 12))/2, 64);
if(playerLocalID==0) {
drawText("Press to leave the game", (400 - (25 * 12))/2, 160);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 157, 1);
drawText("A backup save will be created", (400 - (29 * 12))/2, 192);
} else {
drawText("Press to leave the game", (400 - (25 * 12))/2, 192);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 189, 1);
}
if(stallAreYouSure){
renderFrame(6,5,19,10,0xFF10108F);
drawText("Are you sure?",122,96);
drawText(" Yes", 164, 117);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 166, 114, 1);
drawText(" No", 170, 133);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 166, 130, 1);
}
}
sf2d_end_frame();
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
if(!players[playerLocalID].mapShouldRender){
sf2d_draw_texture(bottombg, 0, 0);
renderGui(getLocalPlayer());
} else {
renderZoomedMap(getLocalPlayer());
}
sf2d_end_frame();
}
void exitGame() {
romfsExit();
networkDisconnect();
synchronizerReset();
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
playMusic(&music_menu);
networkDisconnect();
synchronizerReset();
sf2d_set_clear_color(0xFF);
currentSelection = 0;
currentMenu = MENU_TITLE;
playMusic(&music_menu);
}

View file

@ -10,104 +10,104 @@
char pOptions[][24] = {"Return to game", "Save Progress", "Exit to title"};
void ingameMenuTick(PlayerData *pd, int menu) {
switch(menu) {
case MENU_PAUSED:
if(!pd->ingameMenuAreYouSure && !pd->ingameMenuAreYouSureSave){
if (pd->ingameMenuTimer > 0) --pd->ingameMenuTimer;
if (pd->inputs.k_pause.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_up.clicked) { --pd->ingameMenuSelection; if(pd->ingameMenuSelection < 0) pd->ingameMenuSelection=2; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuSelection; if(pd->ingameMenuSelection > 2) pd->ingameMenuSelection=0; }
if (pd->inputs.k_accept.clicked){
switch(pd->ingameMenuSelection){
case 0:
pd->ingameMenu = MENU_NONE;
break;
case 1:
if(!dungeonActive()) pd->ingameMenuAreYouSureSave = true;
break;
case 2:
pd->ingameMenuAreYouSure = true;
break;
}
}
} else if(pd->ingameMenuAreYouSureSave) {
if (pd->inputs.k_accept.clicked){
pd->ingameMenuTimer = 60;
if(playerLocalID==0) {
saveWorld(currentFileName, &eManager, &worldData, players, playerCount);
}
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuAreYouSure = false;
} else if (pd->inputs.k_decline.clicked){
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuAreYouSure = false;
}
} else if(pd->ingameMenuAreYouSure) {
if (pd->inputs.k_accept.clicked){
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
exitGame();
} else if (pd->inputs.k_decline.clicked){
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
}
}
break;
case MENU_INVENTORY:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked){
pd->ingameMenu = MENU_NONE;
pd->activeItem = &noItem;
pd->entity.p.isCarrying = false;
}
if (pd->inputs.k_accept.clicked){ // Select item from inventory
if(pd->inventory.lastSlot!=0){
Item median = pd->inventory.items[pd->ingameMenuInvSel]; // create copy of item.
removeItemFromInventory(pd->ingameMenuInvSel, &(pd->inventory)); // remove original
pushItemToInventoryFront(median, &(pd->inventory)); // add copy to front
switch(menu) {
case MENU_PAUSED:
if(!pd->ingameMenuAreYouSure && !pd->ingameMenuAreYouSureSave){
if (pd->ingameMenuTimer > 0) --pd->ingameMenuTimer;
if (pd->inputs.k_pause.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_up.clicked) { --pd->ingameMenuSelection; if(pd->ingameMenuSelection < 0) pd->ingameMenuSelection=2; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuSelection; if(pd->ingameMenuSelection > 2) pd->ingameMenuSelection=0; }
if (pd->inputs.k_accept.clicked){
switch(pd->ingameMenuSelection){
case 0:
pd->ingameMenu = MENU_NONE;
break;
case 1:
if(!dungeonActive()) pd->ingameMenuAreYouSureSave = true;
break;
case 2:
pd->ingameMenuAreYouSure = true;
break;
}
}
} else if(pd->ingameMenuAreYouSureSave) {
if (pd->inputs.k_accept.clicked){
pd->ingameMenuTimer = 60;
if(playerLocalID==0) {
saveWorld(currentFileName, &eManager, &worldData, players, playerCount);
}
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuAreYouSure = false;
} else if (pd->inputs.k_decline.clicked){
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuAreYouSure = false;
}
} else if(pd->ingameMenuAreYouSure) {
if (pd->inputs.k_accept.clicked){
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
exitGame();
} else if (pd->inputs.k_decline.clicked){
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
}
}
break;
case MENU_INVENTORY:
if (pd->inputs.k_menu.clicked || pd->inputs.k_use.clicked || pd->inputs.k_decline.clicked){
pd->ingameMenu = MENU_NONE;
pd->activeItem = &noItem;
pd->entity.p.isCarrying = false;
}
if (pd->inputs.k_accept.clicked){ // Select item from inventory
if(pd->inventory.lastSlot!=0){
Item median = pd->inventory.items[pd->ingameMenuInvSel]; // create copy of item.
removeItemFromInventory(pd->ingameMenuInvSel, &(pd->inventory)); // remove original
pushItemToInventoryFront(median, &(pd->inventory)); // add copy to front
playerSetActiveItem(pd, &(pd->inventory.items[0])); // active item = copy.
}
pd->ingameMenu = MENU_NONE;
}
if (pd->inputs.k_up.clicked) { --pd->ingameMenuInvSel; if(pd->ingameMenuInvSel < 0)pd->ingameMenuInvSel=pd->inventory.lastSlot-1; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuInvSel; if(pd->ingameMenuInvSel > pd->inventory.lastSlot-1)pd->ingameMenuInvSel=0; }
break;
case MENU_CRAFTING:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_accept.clicked){
if(craftItem(&(pd->currentRecipes), &(pd->currentRecipes.recipes[pd->ingameMenuInvSel]), &(pd->inventory))){
playSoundPositioned(snd_craft, pd->entity.level, pd->entity.x, pd->entity.y);
//reset active item pointer, because it could posibly point to garbage now
pd->activeItem = &noItem;
}
}
if (pd->inputs.k_up.clicked) { --pd->ingameMenuInvSel; if(pd->ingameMenuInvSel < 0)pd->ingameMenuInvSel=pd->currentRecipes.size-1; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuInvSel; if(pd->ingameMenuInvSel > pd->currentRecipes.size-1)pd->ingameMenuInvSel=0; }
break;
case MENU_WIN:
if (pd->inputs.k_accept.clicked){
pd->ingameMenu = MENU_NONE;
pd->entity.p.hasWon = false;
}
break;
case MENU_LOSE:
if (pd->inputs.k_accept.clicked){
pd->ingameMenu = MENU_NONE;
pd->entity.p.isDead = false;
pd->entity.p.health = 10;
pd->entity.level = 1;
playerSpawn(pd);
//TODO: This canceled to main menu, but what should I do in multiplayer?
}
pd->entity.hurtTime = 10;
break;
case MENU_CONTAINER:
}
pd->ingameMenu = MENU_NONE;
}
if (pd->inputs.k_up.clicked) { --pd->ingameMenuInvSel; if(pd->ingameMenuInvSel < 0)pd->ingameMenuInvSel=pd->inventory.lastSlot-1; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuInvSel; if(pd->ingameMenuInvSel > pd->inventory.lastSlot-1)pd->ingameMenuInvSel=0; }
break;
case MENU_CRAFTING:
if (pd->inputs.k_menu.clicked || pd->inputs.k_use.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_accept.clicked){
if(craftItem(&(pd->currentRecipes), &(pd->currentRecipes.recipes[pd->ingameMenuInvSel]), &(pd->inventory))){
playSoundPositioned(snd_craft, pd->entity.level, pd->entity.x, pd->entity.y);
//reset active item pointer, because it could posibly point to garbage now
pd->activeItem = &noItem;
}
}
if (pd->inputs.k_up.clicked) { --pd->ingameMenuInvSel; if(pd->ingameMenuInvSel < 0)pd->ingameMenuInvSel=pd->currentRecipes.size-1; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuInvSel; if(pd->ingameMenuInvSel > pd->currentRecipes.size-1)pd->ingameMenuInvSel=0; }
break;
case MENU_WIN:
if (pd->inputs.k_accept.clicked){
pd->ingameMenu = MENU_NONE;
pd->entity.p.hasWon = false;
}
break;
case MENU_LOSE:
if (pd->inputs.k_accept.clicked){
pd->ingameMenu = MENU_NONE;
pd->entity.p.isDead = false;
pd->entity.p.health = 10;
pd->entity.level = 1;
playerSpawn(pd);
//TODO: This canceled to main menu, but what should I do in multiplayer?
}
pd->entity.hurtTime = 10;
break;
case MENU_CONTAINER:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_left.clicked) {
pd->curChestEntityR = 0;
int tmp = pd->ingameMenuInvSel;
@ -120,7 +120,7 @@ void ingameMenuTick(PlayerData *pd, int menu) {
pd->ingameMenuInvSel = pd->ingameMenuInvSelOther;
pd->ingameMenuInvSelOther = tmp;
}
Inventory* i1 = pd->curChestEntityR == 1 ? &(pd->inventory) : pd->curChestEntity->entityFurniture.inv;
Inventory* i2 = pd->curChestEntityR == 0 ? &(pd->inventory) : pd->curChestEntity->entityFurniture.inv;
int len = i1->lastSlot;
@ -131,7 +131,7 @@ void ingameMenuTick(PlayerData *pd, int menu) {
if (len == 0) pd->ingameMenuInvSel = 0;
if (pd->ingameMenuInvSel < 0) pd->ingameMenuInvSel += len;
if (pd->ingameMenuInvSel >= len) pd->ingameMenuInvSel -= len;
if(pd->inputs.k_accept.clicked && len > 0){
Item* pullItem = &i1->items[pd->ingameMenuInvSel];
Item pushItem = newItem(pullItem->id, pullItem->countLevel);
@ -146,11 +146,11 @@ void ingameMenuTick(PlayerData *pd, int menu) {
removeItemFromCurrentInv(pullItem);
if (pd->ingameMenuInvSel >= i1->lastSlot) pd->ingameMenuInvSel = i1->lastSlot - 1;
}
break;
break;
case MENU_DUNGEON:
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if(pd->inputs.k_accept.clicked) {
if(pd->entity.level!=5) {
Item * item = getItemFromInventory(ITEM_DUNGEON_KEY, &(pd->inventory));
@ -159,68 +159,68 @@ void ingameMenuTick(PlayerData *pd, int menu) {
if(item->countLevel==0) {
removeItemFromCurrentInv(item);
}
enterDungeon(pd);
} else if(shouldRenderDebug) {
enterDungeon(pd);
}
enterDungeon(pd);
}
} else {
leaveDungeon(pd);
}
pd->ingameMenu = MENU_NONE;
}
break;
case MENU_NPC:
tickNPCMenu(pd);
break;
case MENU_CHARACTER_CUSTOMIZE:
if (pd->inputs.k_up.clicked) { --pd->ingameMenuSelection; if(pd->ingameMenuSelection < 0) pd->ingameMenuSelection=6; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuSelection; if(pd->ingameMenuSelection > 6) pd->ingameMenuSelection=0; }
u8 wrap = 0;
wrap = wrap - 1;
pd->entity.p.health = 10;
pd->entity.hurtTime = 10;
//head
if(pd->ingameMenuSelection==0) {
if (pd->inputs.k_left.clicked) { --pd->sprite.head; if(pd->sprite.head == wrap) pd->sprite.head=PLAYER_SPRITE_HEAD_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.head; if(pd->sprite.head > PLAYER_SPRITE_HEAD_COUNT-1) pd->sprite.head=0; }
//eyes
} else if(pd->ingameMenuSelection==1) {
if (pd->inputs.k_left.clicked) { --pd->sprite.eyes; if(pd->sprite.eyes == wrap) pd->sprite.eyes=PLAYER_SPRITE_EYES_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.eyes; if(pd->sprite.eyes > PLAYER_SPRITE_EYES_COUNT-1) pd->sprite.eyes=0; }
//body
} else if(pd->ingameMenuSelection==2) {
if (pd->inputs.k_left.clicked) { --pd->sprite.body; if(pd->sprite.body == wrap) pd->sprite.body=PLAYER_SPRITE_BODY_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.body; if(pd->sprite.body > PLAYER_SPRITE_BODY_COUNT-1) pd->sprite.body=0; }
//arms
} else if(pd->ingameMenuSelection==3) {
if (pd->inputs.k_left.clicked) { --pd->sprite.arms; if(pd->sprite.arms == wrap) pd->sprite.arms=PLAYER_SPRITE_ARMS_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.arms; if(pd->sprite.arms > PLAYER_SPRITE_ARMS_COUNT-1) pd->sprite.arms=0; }
//legs
} else if(pd->ingameMenuSelection==4) {
if (pd->inputs.k_left.clicked) { --pd->sprite.legs; if(pd->sprite.legs == wrap) pd->sprite.legs=PLAYER_SPRITE_LEGS_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.legs; if(pd->sprite.legs > PLAYER_SPRITE_LEGS_COUNT-1) pd->sprite.legs=0; }
//rotation
} else if(pd->ingameMenuSelection==5) {
if (pd->inputs.k_left.clicked) { --pd->entity.p.dir; if(pd->entity.p.dir == wrap) pd->entity.p.dir=3; }
if (pd->inputs.k_right.clicked) { ++pd->entity.p.dir; if(pd->entity.p.dir > 3) pd->entity.p.dir=0; }
//done
} else if(pd->ingameMenuSelection==6) {
if(pd->inputs.k_accept.clicked) {
//TODO: are you sure dialog?
pd->ingameMenu = 0;
pd->ingameMenuSelection = 0;
pd->sprite.choosen = true;
}
}
break;
}
case MENU_NPC:
tickNPCMenu(pd);
break;
case MENU_CHARACTER_CUSTOMIZE:
if (pd->inputs.k_up.clicked) { --pd->ingameMenuSelection; if(pd->ingameMenuSelection < 0) pd->ingameMenuSelection=6; }
if (pd->inputs.k_down.clicked) { ++pd->ingameMenuSelection; if(pd->ingameMenuSelection > 6) pd->ingameMenuSelection=0; }
u8 wrap = 0;
wrap = wrap - 1;
pd->entity.p.health = 10;
pd->entity.hurtTime = 10;
//head
if(pd->ingameMenuSelection==0) {
if (pd->inputs.k_left.clicked) { --pd->sprite.head; if(pd->sprite.head == wrap) pd->sprite.head=PLAYER_SPRITE_HEAD_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.head; if(pd->sprite.head > PLAYER_SPRITE_HEAD_COUNT-1) pd->sprite.head=0; }
//eyes
} else if(pd->ingameMenuSelection==1) {
if (pd->inputs.k_left.clicked) { --pd->sprite.eyes; if(pd->sprite.eyes == wrap) pd->sprite.eyes=PLAYER_SPRITE_EYES_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.eyes; if(pd->sprite.eyes > PLAYER_SPRITE_EYES_COUNT-1) pd->sprite.eyes=0; }
//body
} else if(pd->ingameMenuSelection==2) {
if (pd->inputs.k_left.clicked) { --pd->sprite.body; if(pd->sprite.body == wrap) pd->sprite.body=PLAYER_SPRITE_BODY_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.body; if(pd->sprite.body > PLAYER_SPRITE_BODY_COUNT-1) pd->sprite.body=0; }
//arms
} else if(pd->ingameMenuSelection==3) {
if (pd->inputs.k_left.clicked) { --pd->sprite.arms; if(pd->sprite.arms == wrap) pd->sprite.arms=PLAYER_SPRITE_ARMS_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.arms; if(pd->sprite.arms > PLAYER_SPRITE_ARMS_COUNT-1) pd->sprite.arms=0; }
//legs
} else if(pd->ingameMenuSelection==4) {
if (pd->inputs.k_left.clicked) { --pd->sprite.legs; if(pd->sprite.legs == wrap) pd->sprite.legs=PLAYER_SPRITE_LEGS_COUNT-1; }
if (pd->inputs.k_right.clicked) { ++pd->sprite.legs; if(pd->sprite.legs > PLAYER_SPRITE_LEGS_COUNT-1) pd->sprite.legs=0; }
//rotation
} else if(pd->ingameMenuSelection==5) {
if (pd->inputs.k_left.clicked) { --pd->entity.p.dir; if(pd->entity.p.dir == wrap) pd->entity.p.dir=3; }
if (pd->inputs.k_right.clicked) { ++pd->entity.p.dir; if(pd->entity.p.dir > 3) pd->entity.p.dir=0; }
//done
} else if(pd->ingameMenuSelection==6) {
if(pd->inputs.k_accept.clicked) {
//TODO: are you sure dialog?
pd->ingameMenu = 0;
pd->ingameMenuSelection = 0;
pd->sprite.choosen = true;
}
}
break;
}
}
@ -229,291 +229,291 @@ bool rev = true;
char scoreText[15];
void ingameMenuRender(PlayerData *pd, int menu) {
int i;
switch(menu) {
case MENU_PAUSED:
renderFrame(1,1,24,14,0xFF1010AF);
drawText("Paused",164,32);
for(i = 3; i >= 0; --i){
char* msg = pOptions[i];
u32 color = 0xFF7F7F7F;
if(i == pd->ingameMenuSelection) color = 0xFFFFFFFF;
if((i == 1 && dungeonActive())) {
color = 0xFF7F7FFF;
if(i == pd->ingameMenuSelection) color = 0xFFAFAFFF;
}
drawTextColor(msg,(400 - (strlen(msg) * 12))/2, (i * 24) + 88, color);
}
if(pd->ingameMenuTimer > 0) drawTextColor("Game Saved!", (400-(11*12))/2, 64,0xFF20FF20);
if(pd->ingameMenuAreYouSure || pd->ingameMenuAreYouSureSave){
if(pd->ingameMenuAreYouSure)renderFrame(6,5,19,10,0xFF10108F);
else renderFrame(6,5,19,10,0xFF108F10);
drawText("Are you sure?",122,96);
drawText(" Yes", 164, 117);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 166, 114, 1);
drawText(" No", 170, 133);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 166, 130, 1);
}
break;
case MENU_WIN:
renderFrame(5,3,21,12,0xFFFF1010);
if(!rev){ opacity+=5; if(opacity == 255) rev = true; }
else { opacity-=5; if(opacity == 100) rev = false; }
sprintf(scoreText,"Score: %d", pd->score);
drawTextColor("You Win!",158,76,0x0000AFAF + (opacity << 24));
drawText(scoreText, 200-((strlen(scoreText)-1)*6), 100);
drawText("Press to continue", 96, 150);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 166, 148, 1);
//printf("0x%08X",localInputs.k_attack.input & -localInputs.k_attack.input);
break;
case MENU_LOSE:
renderFrame(5,3,21,12,0xFFFF1010);
if(!rev){ opacity+=5; if(opacity == 255) rev = true; }
else { opacity-=5; if(opacity == 100) rev = false; }
sprintf(scoreText,"Score: %d", pd->score);
drawTextColor("You DIED!",158,76,0x000000AF + (opacity << 24));
drawText(scoreText, 200-((strlen(scoreText)-1)*6), 100);
drawText("Press to continue", 96, 150);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 166, 148, 1);
//printf("0x%08X",localInputs.k_attack.input & -localInputs.k_attack.input);
break;
case MENU_INVENTORY:
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor("Inventory",24+1,14+1,0xFF000000);
drawTextColor("Inventory",24,14,0xFF6FE2E2);
renderItemList(&(pd->inventory), 1,1,24,14, pd->ingameMenuInvSel);
break;
case MENU_CRAFTING:
renderFrame(15,1,24,4,0xFFFF1010);
drawTextColor("Have",248+1,14+1,0xFF000000);
drawTextColor("Have",248,14,0xFF6FE2E2);
renderFrame(15,5,24,14,0xFFFF1010);
drawTextColor("Cost",248+1,78+1,0xFF000000);
drawTextColor("Cost",248,78,0xFF6FE2E2);
renderFrame(1,1,14,14,0xFFFF1010);
drawTextColor(pd->currentCraftTitle,24+1,14+1,0xFF000000);
drawTextColor(pd->currentCraftTitle,24,14,0xFF6FE2E2);
renderRecipes(&(pd->currentRecipes), 1, 1, 14, 14, pd->ingameMenuInvSel);
Recipe* rec = &(pd->currentRecipes.recipes[pd->ingameMenuInvSel]);
renderItemIcon(rec->itemResult,rec->itemAmountLevel,128,16);
char craftText[12];
sprintf(craftText, "%d", countItemInv(rec->itemResult, rec->itemAmountLevel, &(pd->inventory)));
drawText(craftText,274,34);
if(rec->numOfCosts > 0){
int i;
for(i = 0; i < rec->numOfCosts; i++){
int amnt = countItemInv(rec->costs[i].costItem,0, &(pd->inventory));
int ttlCst = rec->costs[i].costAmount;
int col = 0xFFFFFFFF; if(amnt<ttlCst) col = 0xFF7F7F7F;
renderItemIcon(rec->costs[i].costItem,1,128,48+(i*8));
sprintf(craftText,"%d/%d",amnt,ttlCst);
drawTextColor(craftText,274,96+(i*18),col);
}
}
break;
case MENU_CONTAINER:
if (pd->curChestEntityR == 1){ offsetX = 48; offsetY = 0;}
else {offsetX = 0; offsetY = 0;}
renderFrame(1,1,15,14,0xFFFF1010);
drawTextColor("Chest",24+1,14+1,0xFF000000);
drawTextColor("Chest",24,14,0xFF6FE2E2);
renderItemList(pd->curChestEntity->entityFurniture.inv,1,1,15,14,
pd->curChestEntityR == 0 ? pd->ingameMenuInvSel : -pd->ingameMenuInvSelOther - 1);
renderFrame(16,1,30,14,0xFFFF1010);
drawTextColor("Inventory",264+1,14+1,0xFF000000);
drawTextColor("Inventory",264,14,0xFF6FE2E2);
renderItemList(&(pd->inventory),16,1,30,14,
pd->curChestEntityR == 1 ? pd->ingameMenuInvSel : -pd->ingameMenuInvSelOther - 1);
offsetX = 0;offsetY = 0;
break;
case MENU_DUNGEON:
renderFrame(1,1,24,14,0xFFFF1010);
if(pd->entity.level!=5) {
drawTextColor("Dungeon Entrance",24+1,14+1,0xFF000000);
drawTextColor("Dungeon Entrance",24,14,0xFF6FE2E2);
drawText("Warning: ", 32, 32);
drawText("You need a Dungeon Key to ", 32, 56);
drawText("enter and cannot save while ", 32, 72);
drawText("being in the Dungeon! ", 32, 88);
drawText("After leaving you will need ", 32, 112);
drawText("a new Dungeon Key for ", 32, 128);
drawText("entering another Dungeon! ", 32, 144);
drawText(" Enter", 148, 171);
} else {
drawTextColor("Dungeon Exit",24+1,14+1,0xFF000000);
drawTextColor("Dungeon Exit",24,14,0xFF6FE2E2);
drawText("Warning: ", 32, 32);
drawText("The Dungeon and everything ", 32, 56);
drawText("in it will disappear when ", 32, 72);
drawText("you leave it! ", 32, 88);
drawText("You will need a new Dungeon ", 32, 112);
drawText("Key for entering another ", 32, 128);
drawText("Dungeon again! ", 32, 144);
drawText(" Leave", 148, 171);
}
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 150, 168, 1);
drawText(" Stay", 148, 195);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 150, 192, 1);
int i;
switch(menu) {
case MENU_PAUSED:
renderFrame(1,1,24,14,0xFF1010AF);
drawText("Paused",164,32);
for(i = 3; i >= 0; --i){
char* msg = pOptions[i];
u32 color = 0xFF7F7F7F;
if(i == pd->ingameMenuSelection) color = 0xFFFFFFFF;
if((i == 1 && dungeonActive())) {
color = 0xFF7F7FFF;
if(i == pd->ingameMenuSelection) color = 0xFFAFAFFF;
}
drawTextColor(msg,(400 - (strlen(msg) * 12))/2, (i * 24) + 88, color);
}
if(pd->ingameMenuTimer > 0) drawTextColor("Game Saved!", (400-(11*12))/2, 64,0xFF20FF20);
if(pd->ingameMenuAreYouSure || pd->ingameMenuAreYouSureSave){
if(pd->ingameMenuAreYouSure)renderFrame(6,5,19,10,0xFF10108F);
else renderFrame(6,5,19,10,0xFF108F10);
drawText("Are you sure?",122,96);
drawText(" Yes", 164, 117);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 166, 114, 1);
drawText(" No", 170, 133);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 166, 130, 1);
}
break;
case MENU_NPC:
renderNPCMenu(&(pd->npcMenuData));
break;
case MENU_CHARACTER_CUSTOMIZE:
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor("Character",24+1,14+1,0xFF000000);
drawTextColor("Character",24,14,0xFF6FE2E2);
drawText("Head: ", 32, 56);
drawText("Eyes: ", 32, 72);
drawText("Body: ", 32, 88);
drawText("Arms: ", 32, 104);
drawText("Legs: ", 32, 120);
drawText("Rot.: ", 32, 144);
//for the dynamic part
char display[30];
sprintf(display, pd->ingameMenuSelection==0 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.head+1, PLAYER_SPRITE_HEAD_COUNT);
drawText(display, 96, 56);
sprintf(display, pd->ingameMenuSelection==1 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.eyes+1, PLAYER_SPRITE_EYES_COUNT);
drawText(display, 96, 72);
sprintf(display, pd->ingameMenuSelection==2 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.body+1, PLAYER_SPRITE_BODY_COUNT);
drawText(display, 96, 88);
sprintf(display, pd->ingameMenuSelection==3 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.arms+1, PLAYER_SPRITE_ARMS_COUNT);
drawText(display, 96, 104);
sprintf(display, pd->ingameMenuSelection==4 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.legs+1, PLAYER_SPRITE_LEGS_COUNT);
drawText(display, 96, 120);
sprintf(display, pd->ingameMenuSelection==5 ? "< %02i/%02i >" : " %02i/%02i ", pd->entity.p.dir+1, 4);
drawText(display, 96, 144);
sprintf(display, pd->ingameMenuSelection==6 ? "< Done >" : " Done ");
drawText(display, 96, 172);
int oox = offsetX;
int ooy = offsetY;
int osx = playerScale;
renderFrame(13,3,22,12,0xFF909090);
//move player sprite to 0/0
offsetX = pd->entity.x - 8;
offsetY = pd->entity.y - 8;
//move to where I want it
offsetX -= 108;
offsetY -= 28;
playerScale = 8;
renderPlayer(pd);
offsetX = oox;
offsetY = ooy;
playerScale = osx;
break;
}
case MENU_WIN:
renderFrame(5,3,21,12,0xFFFF1010);
if(!rev){ opacity+=5; if(opacity == 255) rev = true; }
else { opacity-=5; if(opacity == 100) rev = false; }
sprintf(scoreText,"Score: %d", pd->score);
drawTextColor("You Win!",158,76,0x0000AFAF + (opacity << 24));
drawText(scoreText, 200-((strlen(scoreText)-1)*6), 100);
drawText("Press to continue", 96, 150);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 166, 148, 1);
//printf("0x%08X",localInputs.k_attack.input & -localInputs.k_attack.input);
break;
case MENU_LOSE:
renderFrame(5,3,21,12,0xFFFF1010);
if(!rev){ opacity+=5; if(opacity == 255) rev = true; }
else { opacity-=5; if(opacity == 100) rev = false; }
sprintf(scoreText,"Score: %d", pd->score);
drawTextColor("You DIED!",158,76,0x000000AF + (opacity << 24));
drawText(scoreText, 200-((strlen(scoreText)-1)*6), 100);
drawText("Press to continue", 96, 150);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 166, 148, 1);
//printf("0x%08X",localInputs.k_attack.input & -localInputs.k_attack.input);
break;
case MENU_INVENTORY:
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor("Inventory",24+1,14+1,0xFF000000);
drawTextColor("Inventory",24,14,0xFF6FE2E2);
renderItemList(&(pd->inventory), 1,1,24,14, pd->ingameMenuInvSel);
break;
case MENU_CRAFTING:
renderFrame(15,1,24,4,0xFFFF1010);
drawTextColor("Have",248+1,14+1,0xFF000000);
drawTextColor("Have",248,14,0xFF6FE2E2);
renderFrame(15,5,24,14,0xFFFF1010);
drawTextColor("Cost",248+1,78+1,0xFF000000);
drawTextColor("Cost",248,78,0xFF6FE2E2);
renderFrame(1,1,14,14,0xFFFF1010);
drawTextColor(pd->currentCraftTitle,24+1,14+1,0xFF000000);
drawTextColor(pd->currentCraftTitle,24,14,0xFF6FE2E2);
renderRecipes(&(pd->currentRecipes), 1, 1, 14, 14, pd->ingameMenuInvSel);
Recipe* rec = &(pd->currentRecipes.recipes[pd->ingameMenuInvSel]);
renderItemIcon(rec->itemResult,rec->itemAmountLevel,128,16);
char craftText[12];
sprintf(craftText, "%d", countItemInv(rec->itemResult, rec->itemAmountLevel, &(pd->inventory)));
drawText(craftText,274,34);
if(rec->numOfCosts > 0){
int i;
for(i = 0; i < rec->numOfCosts; i++){
int amnt = countItemInv(rec->costs[i].costItem,0, &(pd->inventory));
int ttlCst = rec->costs[i].costAmount;
int col = 0xFFFFFFFF; if(amnt<ttlCst) col = 0xFF7F7F7F;
renderItemIcon(rec->costs[i].costItem,1,128,48+(i*8));
sprintf(craftText,"%d/%d",ttlCst,amnt);
drawTextColor(craftText,274,96+(i*18),col);
}
}
break;
case MENU_CONTAINER:
if (pd->curChestEntityR == 1){ offsetX = 48; offsetY = 0;}
else {offsetX = 0; offsetY = 0;}
renderFrame(1,1,15,14,0xFFFF1010);
drawTextColor("Chest",24+1,14+1,0xFF000000);
drawTextColor("Chest",24,14,0xFF6FE2E2);
renderItemList(pd->curChestEntity->entityFurniture.inv,1,1,15,14,
pd->curChestEntityR == 0 ? pd->ingameMenuInvSel : -pd->ingameMenuInvSelOther - 1);
renderFrame(16,1,30,14,0xFFFF1010);
drawTextColor("Inventory",264+1,14+1,0xFF000000);
drawTextColor("Inventory",264,14,0xFF6FE2E2);
renderItemList(&(pd->inventory),16,1,30,14,
pd->curChestEntityR == 1 ? pd->ingameMenuInvSel : -pd->ingameMenuInvSelOther - 1);
offsetX = 0;offsetY = 0;
break;
case MENU_DUNGEON:
renderFrame(1,1,24,14,0xFFFF1010);
if(pd->entity.level!=5) {
drawTextColor("Dungeon Entrance",24+1,14+1,0xFF000000);
drawTextColor("Dungeon Entrance",24,14,0xFF6FE2E2);
drawText("Warning: ", 32, 32);
drawText("You need a Dungeon Key to ", 32, 56);
drawText("enter and cannot save while ", 32, 72);
drawText("being in the Dungeon! ", 32, 88);
drawText("After leaving you will need ", 32, 112);
drawText("a new Dungeon Key for ", 32, 128);
drawText("entering another Dungeon! ", 32, 144);
drawText(" Enter", 148, 171);
} else {
drawTextColor("Dungeon Exit",24+1,14+1,0xFF000000);
drawTextColor("Dungeon Exit",24,14,0xFF6FE2E2);
drawText("Warning: ", 32, 32);
drawText("The Dungeon and everything ", 32, 56);
drawText("in it will disappear when ", 32, 72);
drawText("you leave it! ", 32, 88);
drawText("You will need a new Dungeon ", 32, 112);
drawText("Key for entering another ", 32, 128);
drawText("Dungeon again! ", 32, 144);
drawText(" Leave", 148, 171);
}
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 150, 168, 1);
drawText(" Stay", 148, 195);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 150, 192, 1);
break;
case MENU_NPC:
renderNPCMenu(&(pd->npcMenuData));
break;
case MENU_CHARACTER_CUSTOMIZE:
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor("Character",24+1,14+1,0xFF000000);
drawTextColor("Character",24,14,0xFF6FE2E2);
drawText("Head: ", 32, 56);
drawText("Eyes: ", 32, 72);
drawText("Body: ", 32, 88);
drawText("Arms: ", 32, 104);
drawText("Legs: ", 32, 120);
drawText("Rot.: ", 32, 144);
//for the dynamic part
char display[30];
sprintf(display, pd->ingameMenuSelection==0 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.head+1, PLAYER_SPRITE_HEAD_COUNT);
drawText(display, 96, 56);
sprintf(display, pd->ingameMenuSelection==1 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.eyes+1, PLAYER_SPRITE_EYES_COUNT);
drawText(display, 96, 72);
sprintf(display, pd->ingameMenuSelection==2 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.body+1, PLAYER_SPRITE_BODY_COUNT);
drawText(display, 96, 88);
sprintf(display, pd->ingameMenuSelection==3 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.arms+1, PLAYER_SPRITE_ARMS_COUNT);
drawText(display, 96, 104);
sprintf(display, pd->ingameMenuSelection==4 ? "< %02i/%02i >" : " %02i/%02i ", pd->sprite.legs+1, PLAYER_SPRITE_LEGS_COUNT);
drawText(display, 96, 120);
sprintf(display, pd->ingameMenuSelection==5 ? "< %02i/%02i >" : " %02i/%02i ", pd->entity.p.dir+1, 4);
drawText(display, 96, 144);
sprintf(display, pd->ingameMenuSelection==6 ? "< Done >" : " Done ");
drawText(display, 96, 172);
int oox = offsetX;
int ooy = offsetY;
int osx = playerScale;
renderFrame(13,3,22,12,0xFF909090);
//move player sprite to 0/0
offsetX = pd->entity.x - 8;
offsetY = pd->entity.y - 8;
//move to where I want it
offsetX -= 108;
offsetY -= 28;
playerScale = 8;
renderPlayer(pd);
offsetX = oox;
offsetY = ooy;
playerScale = osx;
break;
}
}
//touch menu
void tickTouchMap(PlayerData *pd){
if(pd->mapShouldRender){
if(pd->inputs.k_touch.px > 0 || pd->inputs.k_touch.py > 0){
// Plus/Minus zoom button
if(pd->inputs.k_touch.py > 204 && pd->inputs.k_touch.py < 232){
if(pd->inputs.k_touch.px > 284 && pd->inputs.k_touch.px < 312){
if(pd->mapZoomLevel > 4) return;
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapZoomLevel += 2;
pd->mapScrollX -= (50 * (pd->mapZoomLevel/2));
pd->mapScrollY -= (40 * (pd->mapZoomLevel/2));
pd->touchIsChangingSize = true;
sprintf(pd->mapText, "x%d", pd->mapZoomLevel);
}
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
return;
} else if(pd->inputs.k_touch.px > 256 && pd->inputs.k_touch.px < 284){
if(pd->mapZoomLevel < 4) return;
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapScrollX += (50 * (pd->mapZoomLevel/2));
pd->mapScrollY += (40 * (pd->mapZoomLevel/2));
pd->mapZoomLevel -= 2;
pd->touchIsChangingSize = true;
sprintf(pd->mapText, "x%d", pd->mapZoomLevel);
}
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
return;
}
} else if(pd->inputs.k_touch.py > 8 && pd->inputs.k_touch.py < 40 && pd->inputs.k_touch.px > 284 && pd->inputs.k_touch.px < 312){
// Exit Button
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapShouldRender = false;
return;
}
}
if(!pd->touchIsDraggingMap){
pd->touchLastX = pd->inputs.k_touch.px;
pd->touchLastY = pd->inputs.k_touch.py;
}
if(pd->mapZoomLevel > 2){
int dx = pd->touchLastX - pd->inputs.k_touch.px;
if(dx > 1 || dx < -1){
pd->mapScrollX -= dx;
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
}
pd->touchLastX = pd->inputs.k_touch.px;
}
int dy = pd->touchLastY - pd->inputs.k_touch.py;
if(dy > 1 || dy < -1){
pd->mapScrollY -= dy;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
}
pd->touchLastY = pd->inputs.k_touch.py;
pd->touchIsDraggingMap = true;
} else {
pd->touchIsDraggingMap = false;
pd->touchIsChangingSize = false;
}
} else {
// touch minimap to bring up zoomed map.
if(pd->inputs.k_touch.py > 100 && pd->inputs.k_touch.py < 228 && pd->inputs.k_touch.px > 10 && pd->inputs.k_touch.px < 142){
pd->mapShouldRender = true;
}
}
if(pd->mapShouldRender){
if(pd->inputs.k_touch.px > 0 || pd->inputs.k_touch.py > 0){
// Plus/Minus zoom button
if(pd->inputs.k_touch.py > 204 && pd->inputs.k_touch.py < 232){
if(pd->inputs.k_touch.px > 284 && pd->inputs.k_touch.px < 312){
if(pd->mapZoomLevel > 4) return;
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapZoomLevel += 2;
pd->mapScrollX -= (50 * (pd->mapZoomLevel/2));
pd->mapScrollY -= (40 * (pd->mapZoomLevel/2));
pd->touchIsChangingSize = true;
sprintf(pd->mapText, "x%d", pd->mapZoomLevel);
}
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
return;
} else if(pd->inputs.k_touch.px > 256 && pd->inputs.k_touch.px < 284){
if(pd->mapZoomLevel < 4) return;
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapScrollX += (50 * (pd->mapZoomLevel/2));
pd->mapScrollY += (40 * (pd->mapZoomLevel/2));
pd->mapZoomLevel -= 2;
pd->touchIsChangingSize = true;
sprintf(pd->mapText, "x%d", pd->mapZoomLevel);
}
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
return;
}
} else if(pd->inputs.k_touch.py > 8 && pd->inputs.k_touch.py < 40 && pd->inputs.k_touch.px > 284 && pd->inputs.k_touch.px < 312){
// Exit Button
if(!pd->touchIsChangingSize && !pd->touchIsDraggingMap){
pd->mapShouldRender = false;
return;
}
}
if(!pd->touchIsDraggingMap){
pd->touchLastX = pd->inputs.k_touch.px;
pd->touchLastY = pd->inputs.k_touch.py;
}
if(pd->mapZoomLevel > 2){
int dx = pd->touchLastX - pd->inputs.k_touch.px;
if(dx > 1 || dx < -1){
pd->mapScrollX -= dx;
if(pd->mapScrollX < 320-(128*pd->mapZoomLevel)) pd->mapScrollX = 320-(128*pd->mapZoomLevel);
else if(pd->mapScrollX > 0) pd->mapScrollX = 0;
}
pd->touchLastX = pd->inputs.k_touch.px;
}
int dy = pd->touchLastY - pd->inputs.k_touch.py;
if(dy > 1 || dy < -1){
pd->mapScrollY -= dy;
if(pd->mapScrollY < 240-(128*pd->mapZoomLevel)) pd->mapScrollY = 240-(128*pd->mapZoomLevel);
else if(pd->mapScrollY > 0) pd->mapScrollY = 0;
}
pd->touchLastY = pd->inputs.k_touch.py;
pd->touchIsDraggingMap = true;
} else {
pd->touchIsDraggingMap = false;
pd->touchIsChangingSize = false;
}
} else {
// touch minimap to bring up zoomed map.
if(pd->inputs.k_touch.py > 100 && pd->inputs.k_touch.py < 228 && pd->inputs.k_touch.px > 10 && pd->inputs.k_touch.px < 142){
pd->mapShouldRender = true;
}
}
}
void tickTouchQuickSelect(PlayerData *pd) {
if (pd->ingameMenu == MENU_NONE && !pd->mapShouldRender) {
int i = 0;
Inventory * inv = &(pd->inventory);
for (i = 0; i < 8; ++i) {
if((inv->lastSlot) > i) {
int xip = i % 4;
int yip = i / 4;
if(pd->inputs.k_touch.py > 72*2+yip*21*2 && pd->inputs.k_touch.py < 72*2+yip*21*2+21*2 && pd->inputs.k_touch.px > 76*2+xip*21*2 && pd->inputs.k_touch.px < 76*2+xip*21*2+21*2) {
playerSetActiveItem(pd, &inv->items[i]);
}
@ -523,6 +523,6 @@ void tickTouchQuickSelect(PlayerData *pd) {
}
void ingameMenuTickTouch(PlayerData *pd) {
tickTouchMap(pd);
tickTouchQuickSelect(pd);
tickTouchMap(pd);
tickTouchQuickSelect(pd);
}

View file

@ -1,55 +1,61 @@
#include "Input.h"
void toggleKey(Key* key, bool held, bool down){
key->down = held;
key->down = held;
key->clicked = down;
}
void tickKeys(Inputs *inputs, u32 held, u32 down){
hidTouchRead(&(inputs->k_touch)); // Update touch position
toggleKey(&(inputs->k_up), held & localInputs.k_up.input, down & localInputs.k_up.input);
toggleKey(&(inputs->k_down), held & localInputs.k_down.input, down & localInputs.k_down.input);
toggleKey(&(inputs->k_left), held & localInputs.k_left.input, down & localInputs.k_left.input);
toggleKey(&(inputs->k_right), held & localInputs.k_right.input, down & localInputs.k_right.input);
toggleKey(&(inputs->k_pause), held & localInputs.k_pause.input, down & localInputs.k_pause.input);
toggleKey(&(inputs->k_attack), held & localInputs.k_attack.input, down & localInputs.k_attack.input);
toggleKey(&(inputs->k_menu), held & localInputs.k_menu.input, down & localInputs.k_menu.input);
toggleKey(&(inputs->k_accept), held & localInputs.k_accept.input, down & localInputs.k_accept.input);
toggleKey(&(inputs->k_decline), held & localInputs.k_decline.input, down & localInputs.k_decline.input);
toggleKey(&(inputs->k_delete), held & localInputs.k_delete.input, down & localInputs.k_delete.input);
toggleKey(&(inputs->k_menuNext), held & localInputs.k_menuNext.input, down & localInputs.k_menuNext.input);
toggleKey(&(inputs->k_menuPrev), held & localInputs.k_menuPrev.input, down & localInputs.k_menuPrev.input);
hidTouchRead(&(inputs->k_touch)); // Update touch position
toggleKey(&(inputs->k_up), held & localInputs.k_up.input, down & localInputs.k_up.input);
toggleKey(&(inputs->k_down), held & localInputs.k_down.input, down & localInputs.k_down.input);
toggleKey(&(inputs->k_left), held & localInputs.k_left.input, down & localInputs.k_left.input);
toggleKey(&(inputs->k_right), held & localInputs.k_right.input, down & localInputs.k_right.input);
toggleKey(&(inputs->k_pause), held & localInputs.k_pause.input, down & localInputs.k_pause.input);
toggleKey(&(inputs->k_attack), held & localInputs.k_attack.input, down & localInputs.k_attack.input);
toggleKey(&(inputs->k_pickup), held & localInputs.k_pickup.input, down & localInputs.k_pickup.input);
toggleKey(&(inputs->k_use), held & localInputs.k_use.input, down & localInputs.k_use.input);
toggleKey(&(inputs->k_menu), held & localInputs.k_menu.input, down & localInputs.k_menu.input);
toggleKey(&(inputs->k_accept), held & localInputs.k_accept.input, down & localInputs.k_accept.input);
toggleKey(&(inputs->k_decline), held & localInputs.k_decline.input, down & localInputs.k_decline.input);
toggleKey(&(inputs->k_delete), held & localInputs.k_delete.input, down & localInputs.k_delete.input);
toggleKey(&(inputs->k_menuNext), held & localInputs.k_menuNext.input, down & localInputs.k_menuNext.input);
toggleKey(&(inputs->k_menuPrev), held & localInputs.k_menuPrev.input, down & localInputs.k_menuPrev.input);
}
void resetKeys(Inputs *inputs) {
(inputs->k_touch).px = -1;
(inputs->k_touch).py = -1;
toggleKey(&(inputs->k_up), false, false);
toggleKey(&(inputs->k_down), false, false);
toggleKey(&(inputs->k_left), false, false);
toggleKey(&(inputs->k_right), false, false);
toggleKey(&(inputs->k_pause), false, false);
toggleKey(&(inputs->k_attack), false, false);
toggleKey(&(inputs->k_menu), false, false);
toggleKey(&(inputs->k_accept), false, false);
toggleKey(&(inputs->k_decline), false, false);
toggleKey(&(inputs->k_delete), false, false);
toggleKey(&(inputs->k_menuNext), false, false);
toggleKey(&(inputs->k_menuPrev), false, false);
(inputs->k_touch).px = -1;
(inputs->k_touch).py = -1;
toggleKey(&(inputs->k_up), false, false);
toggleKey(&(inputs->k_down), false, false);
toggleKey(&(inputs->k_left), false, false);
toggleKey(&(inputs->k_right), false, false);
toggleKey(&(inputs->k_pause), false, false);
toggleKey(&(inputs->k_attack), false, false);
toggleKey(&(inputs->k_pickup), false, false);
toggleKey(&(inputs->k_use), false, false);
toggleKey(&(inputs->k_menu), false, false);
toggleKey(&(inputs->k_accept), false, false);
toggleKey(&(inputs->k_decline), false, false);
toggleKey(&(inputs->k_delete), false, false);
toggleKey(&(inputs->k_menuNext), false, false);
toggleKey(&(inputs->k_menuPrev), false, false);
}
void resetClicked(Inputs *inputs) {
inputs->k_up.clicked = false;
inputs->k_down.clicked = false;
inputs->k_left.clicked = false;
inputs->k_right.clicked = false;
inputs->k_pause.clicked = false;
inputs->k_attack.clicked = false;
inputs->k_menu.clicked = false;
inputs->k_accept.clicked = false;
inputs->k_decline.clicked = false;
inputs->k_delete.clicked = false;
inputs->k_menuNext.clicked = false;
inputs->k_menuPrev.clicked = false;
inputs->k_up.clicked = false;
inputs->k_down.clicked = false;
inputs->k_left.clicked = false;
inputs->k_right.clicked = false;
inputs->k_pause.clicked = false;
inputs->k_attack.clicked = false;
inputs->k_pickup.clicked = false;
inputs->k_use.clicked = false;
inputs->k_menu.clicked = false;
inputs->k_accept.clicked = false;
inputs->k_decline.clicked = false;
inputs->k_delete.clicked = false;
inputs->k_menuNext.clicked = false;
inputs->k_menuPrev.clicked = false;
}

View file

@ -9,20 +9,22 @@ typedef struct {
} Key;
typedef struct {
Key k_null;
Key k_up;
Key k_down;
Key k_left;
Key k_right;
Key k_attack;
Key k_menu;
Key k_pause;
Key k_accept;
Key k_decline;
Key k_delete;
Key k_menuNext;
Key k_menuPrev;
touchPosition k_touch;
Key k_null;
Key k_up;
Key k_down;
Key k_left;
Key k_right;
Key k_attack;
Key k_pickup;
Key k_use;
Key k_menu;
Key k_pause;
Key k_accept;
Key k_decline;
Key k_delete;
Key k_menuNext;
Key k_menuPrev;
touchPosition k_touch;
} Inputs;
Inputs localInputs;

View file

@ -3,168 +3,168 @@
char currentName[16];
bool isItemEmpty(Item* item) {
if(item->id < 6 || item->id > 100 || item->onlyOne == true) return false;
if(item->countLevel < 1) return true;
return false;
if(item->id < 6 || item->id > 100 || item->onlyOne == true) return false;
if(item->countLevel < 1) return true;
return false;
}
void pushItemToInventoryFront(Item item, Inventory * inv) {
if(inv->lastSlot < 300) ++inv->lastSlot;
int i;
for(i = inv->lastSlot;i > 0;--i){
inv->items[i] = inv->items[i-1]; // Move the items up the list.
inv->items[i].slotNum = i;
}
item.invPtr = (int*)inv;
inv->items[0] = item;
inv->items[0].slotNum = 0;
if(inv->lastSlot < 300) ++inv->lastSlot;
int i;
for(i = inv->lastSlot;i > 0;--i){
inv->items[i] = inv->items[i-1]; // Move the items up the list.
inv->items[i].slotNum = i;
}
item.invPtr = (int*)inv;
inv->items[0] = item;
inv->items[0].slotNum = 0;
}
void addItemToInventory(Item item, Inventory * inv) {
if(!item.onlyOne){
int i;
for(i = 0;i < inv->lastSlot;++i){ //Search inventory if item already exists.
if(inv->items[i].id == item.id){
inv->items[i].countLevel+=item.countLevel;
return;
}
}
}
item.slotNum = inv->lastSlot;
item.invPtr = (int*)inv;
inv->items[inv->lastSlot] = item;
++inv->lastSlot;
if(!item.onlyOne){
int i;
for(i = 0;i < inv->lastSlot;++i){ //Search inventory if item already exists.
if(inv->items[i].id == item.id){
inv->items[i].countLevel+=item.countLevel;
return;
}
}
}
item.slotNum = inv->lastSlot;
item.invPtr = (int*)inv;
inv->items[inv->lastSlot] = item;
++inv->lastSlot;
}
void removeItemFromCurrentInv(Item* item) {
removeItemFromInventory(item->slotNum, (Inventory*)item->invPtr);
removeItemFromInventory(item->slotNum, (Inventory*)item->invPtr);
}
Item nullItem;
void removeItemFromInventory(int slot, Inventory * inv) {
int i;
for(i = slot;i < inv->lastSlot - 1;++i){
inv->items[i] = inv->items[i + 1]; // Move the items down.
inv->items[i].slotNum--;
}
--inv->lastSlot;
inv->items[inv->lastSlot] = nullItem; // Make the last slot null.
int i;
for(i = slot;i < inv->lastSlot - 1;++i){
inv->items[i] = inv->items[i + 1]; // Move the items down.
inv->items[i].slotNum--;
}
--inv->lastSlot;
inv->items[inv->lastSlot] = nullItem; // Make the last slot null.
}
Item newItem(int id, int cLevel) {
Item item;
item.id = id;
if(id != ITEM_NULL){
if(cLevel > 999) cLevel = 999;
item.countLevel = cLevel;
if(id < 7 || (id > 27 && id < 51) || id > 100) item.onlyOne = true; // Tools + Furniture.
else item.onlyOne = false;
}
item.chestPtr = NULL;
return item;
Item item;
item.id = id;
if(id != ITEM_NULL){
if(cLevel > 999) cLevel = 999;
item.countLevel = cLevel;
if(id < 7 || (id > 27 && id < 51) || id > 100) item.onlyOne = true; // Tools + Furniture.
else item.onlyOne = false;
}
item.chestPtr = NULL;
return item;
}
Item* getItemFromInventory(int itemID, Inventory * inv) {
int i;
for(i = 0;i < inv->lastSlot;++i){
if(inv->items[i].id == itemID){
return &inv->items[i];
}
}
return (Item*)NULL;
int i;
for(i = 0;i < inv->lastSlot;++i){
if(inv->items[i].id == itemID){
return &inv->items[i];
}
}
return (Item*)NULL;
}
int countItemInv(int itemID, int level, Inventory* inv) {
int i, count = 0;
for(i = 0;i < inv->lastSlot;++i){
if(inv->items[i].id == itemID){
if(inv->items[i].onlyOne){
if(level == inv->items[i].countLevel) count++;
} else count += inv->items[i].countLevel;
}
}
return count;
int i, count = 0;
for(i = 0;i < inv->lastSlot;++i){
if(inv->items[i].id == itemID){
if(inv->items[i].onlyOne){
if(level == inv->items[i].countLevel) count++;
} else count += inv->items[i].countLevel;
}
}
return count;
}
char* getItemName(int itemID, int countLevel) {
switch(itemID){
case TOOL_SHOVEL:
switch(countLevel){
case 1: return "Rock Shovel";
case 2: return "Iron Shovel";
case 3: return "Gold Shovel";
case 4: return "Gem Shovel";
default: return "Wood Shovel";
}
case TOOL_HOE:
switch(countLevel){
case 1: return "Rock Hoe";
case 2: return "Iron Hoe";
case 3: return "Gold Hoe";
case 4: return "Gem Hoe";
default: return "Wood Hoe";
}
case TOOL_SWORD:
switch(countLevel){
case 1: return "Rock Sword";
case 2: return "Iron Sword";
case 3: return "Gold Sword";
case 4: return "Gem Sword";
default: return "Wood Sword";
}
case TOOL_PICKAXE:
switch(countLevel){
case 1: return "Rock Pickaxe";
case 2: return "Iron Pickaxe";
case 3: return "Gold Pickaxe";
case 4: return "Gem Pickaxe";
default: return "Wood Pickaxe";
}
case TOOL_AXE:
switch(countLevel){
case 1: return "Rock Axe";
case 2: return "Iron Axe";
case 3: return "Gold Axe";
case 4: return "Gem Axe";
default: return "Wood Axe";
}
case ITEM_ANVIL: return "Anvil";
case ITEM_CHEST: return "Chest";
case ITEM_OVEN: return "Oven";
case ITEM_FURNACE: return "Furnace";
case ITEM_WORKBENCH: return "Workbench";
switch(itemID){
case TOOL_SHOVEL:
switch(countLevel){
case 1: return "Rock Shovel";
case 2: return "Iron Shovel";
case 3: return "Gold Shovel";
case 4: return "Gem Shovel";
default: return "Wood Shovel";
}
case TOOL_HOE:
switch(countLevel){
case 1: return "Rock Hoe";
case 2: return "Iron Hoe";
case 3: return "Gold Hoe";
case 4: return "Gem Hoe";
default: return "Wood Hoe";
}
case TOOL_SWORD:
switch(countLevel){
case 1: return "Rock Sword";
case 2: return "Iron Sword";
case 3: return "Gold Sword";
case 4: return "Gem Sword";
default: return "Wood Sword";
}
case TOOL_PICKAXE:
switch(countLevel){
case 1: return "Rock Pickaxe";
case 2: return "Iron Pickaxe";
case 3: return "Gold Pickaxe";
case 4: return "Gem Pickaxe";
default: return "Wood Pickaxe";
}
case TOOL_AXE:
switch(countLevel){
case 1: return "Rock Axe";
case 2: return "Iron Axe";
case 3: return "Gold Axe";
case 4: return "Gem Axe";
default: return "Wood Axe";
}
case ITEM_ANVIL: return "Anvil";
case ITEM_CHEST: return "Chest";
case ITEM_OVEN: return "Oven";
case ITEM_FURNACE: return "Furnace";
case ITEM_WORKBENCH: return "Workbench";
case ITEM_POTION_MAKER: return "Potion Maker";
case ITEM_LANTERN: return "Lantern";
case ITEM_POWGLOVE: return "Power Glove";
case ITEM_FLOWER: sprintf(currentName,"%d Flower", countLevel); return currentName;
case ITEM_WOOD: sprintf(currentName,"%d Wood", countLevel); return currentName;
case ITEM_STONE: sprintf(currentName,"%d Stone", countLevel); return currentName;
case ITEM_SAND: sprintf(currentName,"%d Sand", countLevel); return currentName;
case ITEM_DIRT: sprintf(currentName,"%d Dirt", countLevel); return currentName;
case ITEM_CLOUD: sprintf(currentName,"%d Cloud", countLevel); return currentName;
case ITEM_ACORN: sprintf(currentName,"%d Acorn", countLevel); return currentName;
case ITEM_CACTUS: sprintf(currentName,"%d Cactus", countLevel); return currentName;
case ITEM_SEEDS: sprintf(currentName,"%d Seeds", countLevel); return currentName;
case ITEM_WHEAT: sprintf(currentName,"%d Wheat", countLevel); return currentName;
case ITEM_FLESH: sprintf(currentName,"%d Flesh", countLevel); return currentName;
case ITEM_BREAD: sprintf(currentName,"%d Bread", countLevel); return currentName;
case ITEM_APPLE: sprintf(currentName,"%d Apple", countLevel); return currentName;
case ITEM_LANTERN: return "Lantern";
case ITEM_POWGLOVE: return "Power Glove";
case ITEM_FLOWER: sprintf(currentName,"%d Flower", countLevel); return currentName;
case ITEM_WOOD: sprintf(currentName,"%d Wood", countLevel); return currentName;
case ITEM_STONE: sprintf(currentName,"%d Stone", countLevel); return currentName;
case ITEM_SAND: sprintf(currentName,"%d Sand", countLevel); return currentName;
case ITEM_DIRT: sprintf(currentName,"%d Dirt", countLevel); return currentName;
case ITEM_CLOUD: sprintf(currentName,"%d Cloud", countLevel); return currentName;
case ITEM_ACORN: sprintf(currentName,"%d Acorn", countLevel); return currentName;
case ITEM_CACTUS: sprintf(currentName,"%d Cactus", countLevel); return currentName;
case ITEM_SEEDS: sprintf(currentName,"%d Seeds", countLevel); return currentName;
case ITEM_WHEAT: sprintf(currentName,"%d Wheat", countLevel); return currentName;
case ITEM_FLESH: sprintf(currentName,"%d Flesh", countLevel); return currentName;
case ITEM_BREAD: sprintf(currentName,"%d Bread", countLevel); return currentName;
case ITEM_APPLE: sprintf(currentName,"%d Apple", countLevel); return currentName;
case ITEM_GOLD_APPLE: sprintf(currentName,"%d Golden Apple", countLevel); return currentName;
case ITEM_STRENGTH_POTION: sprintf(currentName,"%d Strength Potion", countLevel); return currentName;
case ITEM_SPEED_POTION: sprintf(currentName,"%d Speed Potion", countLevel); return currentName;
case ITEM_REGEN_POTION: sprintf(currentName,"%d Regen Potion", countLevel); return currentName;
case ITEM_SWIM_BREATH_POTION: sprintf(currentName,"%d Swim Potion", countLevel); return currentName;
case ITEM_COAL: sprintf(currentName,"%d Coal", countLevel); return currentName;
case ITEM_IRONORE: sprintf(currentName,"%d Iron ore", countLevel); return currentName;
case ITEM_GOLDORE: sprintf(currentName,"%d Gold ore", countLevel); return currentName;
case ITEM_IRONINGOT: sprintf(currentName,"%d Iron ingot", countLevel); return currentName;
case ITEM_GOLDINGOT: sprintf(currentName,"%d Gold ingot", countLevel); return currentName;
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_COAL: sprintf(currentName,"%d Coal", countLevel); return currentName;
case ITEM_IRONORE: sprintf(currentName,"%d Iron ore", countLevel); return currentName;
case ITEM_GOLDORE: sprintf(currentName,"%d Gold ore", countLevel); return currentName;
case ITEM_IRONINGOT: sprintf(currentName,"%d Iron ingot", countLevel); return currentName;
case ITEM_GOLDINGOT: sprintf(currentName,"%d Gold ingot", countLevel); return currentName;
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;
@ -190,93 +190,107 @@ char* getItemName(int itemID, int countLevel) {
case ITEM_DRAGON_EGG: sprintf(currentName,"%d Dragon Egg", countLevel); return currentName;
case ITEM_DRAGON_SCALE: sprintf(currentName,"%d Dragon Scale", countLevel); return currentName;
case ITEM_BOOKSHELVES: sprintf(currentName,"%d Bookshelves", countLevel); return currentName;
case ITEM_MAGIC_DUST: sprintf(currentName,"%d Magic Dust", countLevel); return currentName;
case ITEM_COIN: sprintf(currentName,"%d Coins", countLevel); return currentName;
case ITEM_MAGIC_DUST: sprintf(currentName,"%d Magic Dust", countLevel); return currentName;
case ITEM_COIN: sprintf(currentName,"%d Coins", countLevel); return currentName;
case TOOL_BUCKET:
switch(countLevel){
case 1: return "Water Bucket";
case 2: return "Lava Bucket";
default: return "Empty Bucket";
}
case 1: return "Water Bucket";
case 2: return "Lava Bucket";
default: return "Empty Bucket";
}
case TOOL_BOW: return "Bow";
case TOOL_MAGIC_COMPASS: return "Magic Compass";
default: return ""; // null
}
case TOOL_MAGIC_COMPASS: return "Magic Compass";
case TOOL_CLAYMORE:
switch(countLevel){
case 1: return "Rock Claymore";
case 2: return "Iron Claymore";
case 3: return "Gold Claymore";
case 4: return "Gem Claymore";
default: return "Wood Claymore";
}
case ITEM_TORCH: return "Torch";
case ITEM_BED: return "Bed";
case ITEM_FISHING_ROD: return "Fishing Rod";
case ITEM_SHEARS: return "Shears";
case ITEM_FISH_RAW: sprintf(currentName,"%d Fish", countLevel); return currentName;
case ITEM_FISH_COOKED: sprintf(currentName,"%d Cooked Fish", countLevel); return currentName;
default: return ""; // null
}
}
char* getBasicItemName(int itemID, int countLevel) {
switch(itemID){
case TOOL_SHOVEL:
switch(countLevel){
case 1: return "Rock Shovel";
case 2: return "Iron Shovel";
case 3: return "Gold Shovel";
case 4: return "Gem Shovel";
default: return "Wood Shovel";
}
case TOOL_HOE:
switch(countLevel){
case 1: return "Rock Hoe";
case 2: return "Iron Hoe";
case 3: return "Gold Hoe";
case 4: return "Gem Hoe";
default: return "Wood Hoe";
}
case TOOL_SWORD:
switch(countLevel){
case 1: return "Rock Sword";
case 2: return "Iron Sword";
case 3: return "Gold Sword";
case 4: return "Gem Sword";
default: return "Wood Sword";
}
case TOOL_PICKAXE:
switch(countLevel){
case 1: return "Rock Pickaxe";
case 2: return "Iron Pickaxe";
case 3: return "Gold Pickaxe";
case 4: return "Gem Pickaxe";
default: return "Wood Pickaxe";
}
case TOOL_AXE:
switch(countLevel){
case 1: return "Rock Axe";
case 2: return "Iron Axe";
case 3: return "Gold Axe";
case 4: return "Gem Axe";
default: return "Wood Axe";
}
case ITEM_ANVIL: return "Anvil";
case ITEM_CHEST: return "Chest";
case ITEM_OVEN: return "Oven";
case ITEM_FURNACE: return "Furnace";
case ITEM_WORKBENCH: return "Workbench";
switch(itemID){
case TOOL_SHOVEL:
switch(countLevel){
case 1: return "Rock Shovel";
case 2: return "Iron Shovel";
case 3: return "Gold Shovel";
case 4: return "Gem Shovel";
default: return "Wood Shovel";
}
case TOOL_HOE:
switch(countLevel){
case 1: return "Rock Hoe";
case 2: return "Iron Hoe";
case 3: return "Gold Hoe";
case 4: return "Gem Hoe";
default: return "Wood Hoe";
}
case TOOL_SWORD:
switch(countLevel){
case 1: return "Rock Sword";
case 2: return "Iron Sword";
case 3: return "Gold Sword";
case 4: return "Gem Sword";
default: return "Wood Sword";
}
case TOOL_PICKAXE:
switch(countLevel){
case 1: return "Rock Pickaxe";
case 2: return "Iron Pickaxe";
case 3: return "Gold Pickaxe";
case 4: return "Gem Pickaxe";
default: return "Wood Pickaxe";
}
case TOOL_AXE:
switch(countLevel){
case 1: return "Rock Axe";
case 2: return "Iron Axe";
case 3: return "Gold Axe";
case 4: return "Gem Axe";
default: return "Wood Axe";
}
case ITEM_ANVIL: return "Anvil";
case ITEM_CHEST: return "Chest";
case ITEM_OVEN: return "Oven";
case ITEM_FURNACE: return "Furnace";
case ITEM_WORKBENCH: return "Workbench";
case ITEM_POTION_MAKER: return "Potion Maker";
case ITEM_LANTERN: return "Lantern";
case ITEM_POWGLOVE: return "Power Glove";
case ITEM_FLOWER: return "Flower";
case ITEM_WOOD: return "Wood";
case ITEM_STONE: return "Stone";
case ITEM_SAND: return "Sand";
case ITEM_DIRT: return "Dirt";
case ITEM_CLOUD: return "Cloud";
case ITEM_ACORN: return "Acorn";
case ITEM_CACTUS: return "Cactus";
case ITEM_SEEDS: return "Seeds";
case ITEM_WHEAT: return "Wheat";
case ITEM_FLESH: return "Flesh";
case ITEM_BREAD: return "Bread";
case ITEM_APPLE: return "Apple";
case ITEM_GOLD_APPLE: return "Gold Apple";
case ITEM_COAL: return "Coal";
case ITEM_IRONORE: return "Iron ore";
case ITEM_GOLDORE: return "Gold ore";
case ITEM_IRONINGOT: return "Iron ingot";
case ITEM_GOLDINGOT: return "Gold ingot";
case ITEM_GLASS: return "Glass";
case ITEM_GEM: return "Gem";
case ITEM_SLIME: return "Slime";
case ITEM_LANTERN: return "Lantern";
case ITEM_POWGLOVE: return "Power Glove";
case ITEM_FLOWER: return "Flower";
case ITEM_WOOD: return "Wood";
case ITEM_STONE: return "Stone";
case ITEM_SAND: return "Sand";
case ITEM_DIRT: return "Dirt";
case ITEM_CLOUD: return "Cloud";
case ITEM_ACORN: return "Acorn";
case ITEM_CACTUS: return "Cactus";
case ITEM_SEEDS: return "Seeds";
case ITEM_WHEAT: return "Wheat";
case ITEM_FLESH: return "Flesh";
case ITEM_BREAD: return "Bread";
case ITEM_APPLE: return "Apple";
case ITEM_GOLD_APPLE: return "Gold Apple";
case ITEM_COAL: return "Coal";
case ITEM_IRONORE: return "Iron ore";
case ITEM_GOLDORE: return "Gold ore";
case ITEM_IRONINGOT: return "Iron ingot";
case ITEM_GOLDINGOT: return "Gold ingot";
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";
@ -302,21 +316,35 @@ char* getBasicItemName(int itemID, int countLevel) {
case ITEM_DRAGON_EGG: return "Dragon Egg";
case ITEM_DRAGON_SCALE: return "Dragon Scale";
case ITEM_BOOKSHELVES: return "Bookshelves";
case ITEM_MAGIC_DUST: return "Magic Dust";
case ITEM_COIN: return "Coin";
case ITEM_MAGIC_DUST: return "Magic Dust";
case ITEM_COIN: return "Coin";
case ITEM_STRENGTH_POTION: return "Strength Potion";
case ITEM_SPEED_POTION: return "Speed Potion";
case ITEM_REGEN_POTION: return "Regen Potion";
case ITEM_SWIM_BREATH_POTION: return "Water Potion";
case TOOL_BUCKET:
switch(countLevel){
case 1: return "Water Bucket";
case 2: return "Lava Bucket";
default: return "Empty Bucket";
}
case 1: return "Water Bucket";
case 2: return "Lava Bucket";
default: return "Empty Bucket";
}
case TOOL_BOW: return "Bow";
case TOOL_MAGIC_COMPASS: return "Magic Compass";
default: return ""; // null
}
case TOOL_MAGIC_COMPASS: return "Magic Compass";
case TOOL_CLAYMORE:
switch(countLevel){
case 1: return "Rock Claymore";
case 2: return "Iron Claymore";
case 3: return "Gold Claymore";
case 4: return "Gem Claymore";
default: return "Wood Claymore";
}
case ITEM_TORCH: return "Torch";
case ITEM_BED: return "Bed";
case ITEM_FISHING_ROD: return "Fishing Rod";
case ITEM_SHEARS: return "Shears";
case ITEM_FISH_RAW: return "Fish";
case ITEM_FISH_COOKED: return "Cooked Fish";
default: return ""; // null
}
}

View file

@ -46,6 +46,9 @@
#define ITEM_LOOM 34
#define ITEM_ENCHANTER 35
#define ITEM_POTION_MAKER 36
#define TOOL_CLAYMORE 37
#define ITEM_TORCH 38
#define ITEM_BED 39
#define ITEM_WALL_WOOD 51
#define ITEM_WALL_STONE 52
@ -77,27 +80,31 @@
#define ITEM_SPEED_POTION 78
#define ITEM_REGEN_POTION 79
#define ITEM_SWIM_BREATH_POTION 80
#define ITEM_FISH_RAW 81
#define ITEM_FISH_COOKED 82
#define TOOL_BUCKET 101
#define TOOL_BOW 102
#define TOOL_MAGIC_COMPASS 103
#define ITEM_FISHING_ROD 104
#define ITEM_SHEARS 105
#define ARMOR_TEST 120
typedef struct Inventory Inventory;
typedef struct {
s16 id;
s16 countLevel; // Count for items, Level for tools.
s16 slotNum; // Read-only. Do not mess with this.
bool onlyOne;
int* invPtr; // pointer to current inventory.
Inventory * chestPtr; // pointer to chest inventory for chest item.
s16 id;
s16 countLevel; // Count for items, Level for tools.
s16 slotNum; // Read-only. Do not mess with this.
bool onlyOne;
int* invPtr; // pointer to current inventory.
Inventory * chestPtr; // pointer to chest inventory for chest item.
} Item;
struct Inventory {
Item items[300]; // Maximum of 300 slots in every inventory.
s16 lastSlot; // lastSlot can also be used to read the size of the inventory.
Item items[300]; // Maximum of 300 slots in every inventory.
s16 lastSlot; // lastSlot can also be used to read the size of the inventory.
};
bool isItemEmpty(Item* item);

File diff suppressed because it is too large Load diff

View file

@ -26,4 +26,4 @@ void createVillage(int w, int h, int level, u8 * map, u8 * data);
void createDwarfHouse(int w, int h, int level, u8 * map, u8 * data);
bool hasNPC;
void createDungeonRoom(int w, int h, bool dragon, int level, u8 * map, u8 * data);
void createDungeonRoom(int w, int h, bool dragon, int level, u8 * map, u8 * data);

File diff suppressed because it is too large Load diff

View file

@ -4,257 +4,257 @@ u8 pageNum = 0;
u8 maxPageNum = 7;
u32 biasedCirclePad(u32 in){
if(in & KEY_CPAD_UP) return KEY_CPAD_UP;
else if(in & KEY_CPAD_DOWN) return KEY_CPAD_DOWN;
else if(in & KEY_CPAD_LEFT) return KEY_CPAD_LEFT;
else if(in & KEY_CPAD_RIGHT) return KEY_CPAD_RIGHT;
else return (in & -in);
if(in & KEY_CPAD_UP) return KEY_CPAD_UP;
else if(in & KEY_CPAD_DOWN) return KEY_CPAD_DOWN;
else if(in & KEY_CPAD_LEFT) return KEY_CPAD_LEFT;
else if(in & KEY_CPAD_RIGHT) return KEY_CPAD_RIGHT;
else return (in & -in);
}
u32 biasedMenuXY(u32 in){
if(in & KEY_X) return KEY_X;
else if(in & KEY_Y) return KEY_Y;
else return (in & -in);
if(in & KEY_X) return KEY_X;
else if(in & KEY_Y) return KEY_Y;
else return (in & -in);
}
/** Oh my god, this was so damn tedious to make. */
void renderTutorialPage(bool topScreen){
if(topScreen){
drawTextColor("How to Play",(400-11*12)/2,12,0xFF00AFAF);
switch(pageNum){
case 0: // Moving the character
drawTextColor("Movement",(400-8*12)/2,40,0xFF007FBF);
drawText("Press to move up",92,90);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 164, 88, 1);
drawText("Press to move down",80,120);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 152, 118, 1);
drawText("Press to move left",80,150);
renderButtonIcon(biasedCirclePad(localInputs.k_left.input), 152, 148, 1);
drawText("Press to move right",74,180);
renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 146, 178, 1);
break;
case 1: // Attacking
drawTextColor("Attacking",(400-9*12)/2,40,0xFF007FBF);
drawText("Press to Attack",98,80);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 168, 78, 1);
drawText("Attack with an item to use it",26,120);
drawText("Use the axe to cut down trees",26,140);
drawText("Use the sword to attack enemies",14,160);
drawText("Use the shovel to dig ground",32,180);
drawText("Use the pickaxe to mine rock/ore",8,200);
break;
case 2: // Inventory
drawTextColor("Inventory",(400-9*12)/2,40,0xFF007FBF);
drawText("Press to open the menu",56,80);
renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 78, 1);
drawText("Press to scroll up",80,110);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 152, 108, 1);
drawText("Press to scroll down",68,140);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 140, 138, 1);
drawText("Press to select an item",50,170);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 168, 1);
drawText("Press to close the menu",50,200);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 120, 198, 1);
break;
case 3: // Furniture
drawTextColor("Furniture",(400-9*12)/2,40,0xFF007FBF);
drawText("Use furniture for item crafting",(400-31*12)/2,74);
drawText("Press to open the menu",56,100);
renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 98, 1);
drawText("while infront of the furniture",(400-30*12)/2,116);
drawText("Use the lantern item to light",(400-29*12)/2,144);
drawText("up underground areas",(400-20*12)/2,160);
drawText("Use the power glove item to",(400-27*12)/2,184);
drawText("pick up furniture",(400-17*12)/2,200);
break;
case 4: // Crafting
drawTextColor("Crafting",(400-8*12)/2,40,0xFF007FBF);
drawText("Create new items and tools",(400-26*12)/2,74);
drawText("Go up to a furniture item and",(400-29*12)/2,104);
drawText("Press to open the menu",56,120);
renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 118, 1);
drawText("Gather up the required materials",(400-32*12)/2,150);
drawText("and then press to craft it",(400-28*12)/2,166);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 210, 164, 1);
break;
case 5: // Farming
drawTextColor("Farming",(400-7*12)/2,40,0xFF007FBF);
drawText("Grow wheat to make bread",(400-24*12)/2,74);
drawText("Dig up grass to gather seeds",(400-28*12)/2,94);
drawText("Use the hoe to till ground",(400-26*12)/2,114);
drawText("Harvest wheat when it is yellow",(400-31*12)/2,134);
drawText("Use the oven to bake bread",(400-26*12)/2,154);
drawText("It takes 4 wheat to craft bread",(400-31*12)/2,174);
break;
case 6: // Mining
drawTextColor("Mining",(400-6*12)/2,40,0xFF007FBF);
drawText("Use a pickaxe tool for mining",(400-29*12)/2,74);
drawText("Mine rocks for stone",(400-20*12)/2,94);
drawText("Mine iron ore for iron",(400-22*12)/2,114);
drawText("Mine gold ore for gold",(400-22*12)/2,134);
drawText("Mine gem ore to get gems",(400-24*12)/2,154);
drawText("It takes 4 ore and 1 coal to",(400-28*12)/2,190);
drawText("make an ingot inside a furnace",(400-30*12)/2,210);
break;
if(topScreen){
drawTextColor("How to Play",(400-11*12)/2,12,0xFF00AFAF);
switch(pageNum){
case 0: // Moving the character
drawTextColor("Movement",(400-8*12)/2,40,0xFF007FBF);
drawText("Press to move up",92,90);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 164, 88, 1);
drawText("Press to move down",80,120);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 152, 118, 1);
drawText("Press to move left",80,150);
renderButtonIcon(biasedCirclePad(localInputs.k_left.input), 152, 148, 1);
drawText("Press to move right",74,180);
renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 146, 178, 1);
break;
case 1: // Attacking
drawTextColor("Attacking",(400-9*12)/2,40,0xFF007FBF);
drawText("Press to Attack",98,80);
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 168, 78, 1);
drawText("Attack with an item to use it",26,120);
drawText("Use the axe to cut down trees",26,140);
drawText("Use the sword to attack enemies",14,160);
drawText("Use the shovel to dig ground",32,180);
drawText("Use the pickaxe to mine rock/ore",8,200);
break;
case 2: // Inventory
drawTextColor("Inventory",(400-9*12)/2,40,0xFF007FBF);
drawText("Press to open the menu",56,80);
renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 78, 1);
drawText("Press to scroll up",80,110);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 152, 108, 1);
drawText("Press to scroll down",68,140);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 140, 138, 1);
drawText("Press to select an item",50,170);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 120, 168, 1);
drawText("Press to close the menu",50,200);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 120, 198, 1);
break;
case 3: // Furniture
drawTextColor("Furniture",(400-9*12)/2,40,0xFF007FBF);
drawText("Use furniture for item crafting",(400-31*12)/2,74);
drawText("Press to open the menu",56,100);
renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 98, 1);
drawText("while infront of the furniture",(400-30*12)/2,116);
drawText("Use the lantern item to light",(400-29*12)/2,144);
drawText("up underground areas",(400-20*12)/2,160);
drawText("Use the power glove item to",(400-27*12)/2,184);
drawText("pick up furniture",(400-17*12)/2,200);
break;
case 4: // Crafting
drawTextColor("Crafting",(400-8*12)/2,40,0xFF007FBF);
drawText("Create new items and tools",(400-26*12)/2,74);
drawText("Go up to a furniture item and",(400-29*12)/2,104);
drawText("Press to open the menu",56,120);
renderButtonIcon(biasedMenuXY(localInputs.k_menu.input), 126, 118, 1);
drawText("Gather up the required materials",(400-32*12)/2,150);
drawText("and then press to craft it",(400-28*12)/2,166);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 210, 164, 1);
break;
case 5: // Farming
drawTextColor("Farming",(400-7*12)/2,40,0xFF007FBF);
drawText("Grow wheat to make bread",(400-24*12)/2,74);
drawText("Dig up grass to gather seeds",(400-28*12)/2,94);
drawText("Use the hoe to till ground",(400-26*12)/2,114);
drawText("Harvest wheat when it is yellow",(400-31*12)/2,134);
drawText("Use the oven to bake bread",(400-26*12)/2,154);
drawText("It takes 4 wheat to craft bread",(400-31*12)/2,174);
break;
case 6: // Mining
drawTextColor("Mining",(400-6*12)/2,40,0xFF007FBF);
drawText("Use a pickaxe tool for mining",(400-29*12)/2,74);
drawText("Mine rocks for stone",(400-20*12)/2,94);
drawText("Mine iron ore for iron",(400-22*12)/2,114);
drawText("Mine gold ore for gold",(400-22*12)/2,134);
drawText("Mine gem ore to get gems",(400-24*12)/2,154);
drawText("It takes 4 ore and 1 coal to",(400-28*12)/2,190);
drawText("make an ingot inside a furnace",(400-30*12)/2,210);
break;
case 7: // Potion Brewing
drawTextColor("Brewing",(400-6*12)/2,40,0xFF007FBF);
drawText("Create potions.",(400-13*12)/2,74);
drawText("The potions give you abilities",(400-29*12)/2,94);
drawText("Like speed and strength",(400-22*12)/2,114);
drawText("They are hard to obtain",(400-22*12)/2,134);
break;
}
} else {
switch(pageNum){
case 0: // Moving the character
render16(30,56,16,112,0);//Player up
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 30,40, 2);
render16(60,56,0,112,0);//Player down
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 60,40, 2);
render16(90,56,48,112,1);//Player left
renderButtonIcon(biasedCirclePad(localInputs.k_left.input), 90,40, 2);
render16(120,56,48,112,0);//Player right
renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 120,40, 2);
break;
case 1: // Attacking
render16(60,56,0,112,0);//Player-down
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 80, 56, 2);
renderc(60,68,16,160,16,8,2);//Slash
drawTextColor("Brewing",(400-6*12)/2,40,0xFF007FBF);
drawText("Create potions.",(400-13*12)/2,74);
drawText("The potions give you abilities",(400-29*12)/2,94);
drawText("Like speed and strength",(400-22*12)/2,114);
drawText("They are hard to obtain",(400-22*12)/2,134);
break;
}
} else {
switch(pageNum){
case 0: // Moving the character
render16(30,56,16,112,0);//Player up
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 30,40, 2);
render16(60,56,0,112,0);//Player down
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 60,40, 2);
render16(90,56,48,112,1);//Player left
renderButtonIcon(biasedCirclePad(localInputs.k_left.input), 90,40, 2);
render16(120,56,48,112,0);//Player right
renderButtonIcon(biasedCirclePad(localInputs.k_right.input), 120,40, 2);
break;
case 1: // Attacking
render16(60,56,0,112,0);//Player-down
renderButtonIcon(localInputs.k_attack.input & -localInputs.k_attack.input, 80, 56, 2);
renderc(60,68,16,160,16,8,2);//Slash
menuRenderTilePit(12,20,256,0);// grass pit
render16(12+8,20+4,256,48,0);//Tree
renderc(12+9,20+14,16,160,16,8,0);//Slash
render(12+9+4,20+14,192,144,0);//Axe
render16(12+9,20+18,16,112,0);//Player-up
menuRenderTilePit(122,62,320,0);// sand pit
render16(130,70,256,16,0);// hole
render16(116,70,48,112,0);//Player-right
renderb(136,76,16,152,0,sandColor);// Sand item
renderc(128,70,40,160,8,16,0);//Slash
render(130,74,0,144,0);//Shovel
break;
case 2: // Inventory
renderFrame(4,4,17,11,0xFFFF1010);
renderItemStuffWithText(ITEM_APPLE,5,false,80,78);
renderItemStuffWithText(ITEM_SLIME,11,false,80,94);
renderItemStuffWithText(TOOL_SWORD,4,true,80,110);
renderItemStuffWithText(ITEM_IRONORE,3,false,80,126);
renderItemStuffWithText(ITEM_IRONINGOT,11,false,80,142);
sf2d_draw_rectangle(64, 110, 12, 12, 0xFF);
drawText(">", 64, 110);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 44, 92, 1);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 44, 108, 1);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 44, 125, 1);
break;
case 3: // Furniture
sf2d_draw_rectangle(64, 48, 192, 32, grassColor);
renderc(32,24,64,128,96,16,0);//Furniture entities
renderFurniture(ITEM_WORKBENCH, 50,60);
render16(50,46,0,112,0);//Player-down
renderc(50,58,16,160,16,8,2);//Slash
render(54,58,56,152,0);//Power glove
render16(92,56,0,128,0);//Player(Carrying)
render16(92,44,128,128,0);//Workbench
break;
case 4: // Crafting
renderFrame(11,3,19,6,0xFFFF1010);
renderFrame(11,7,19,12,0xFFFF1010);
renderFrame(1,3,10,12,0xFFFF1010);
renderItemStuffWithText(TOOL_AXE,0,true,28,64);
renderItemIcon(TOOL_AXE, 0, 94, 32);
drawText("0", 206, 66);
renderItemIcon(ITEM_WOOD, 0, 94, 64);
drawText("16/5", 206, 130);
break;
case 5: // Farming (Bottom screen)
renderc(24,16,352,48,112,16,0); // Wheat Stages
render16(20,40,352,48,0); // Farm Tile
render16(36,40,448,48,0); // Wheat Tile
render16(52,40,448,48,0); // Wheat Tile
render16(20,54,16,112,0); // Player (Up)
renderc(20,50,16,160,16,8,0); // Slash (Up)
render(19,45,40,152,0); // Seeds
render(26,39,48,152,0); // Wheat1
render(29,44,48,152,0); // Wheat2
renderc(72,40,352,48,32,16,0); // Farm Tile + Seeded Wheat Tile
render16(72,54,16,112,0); // Player (Up)
renderc(72,50,16,160,16,8,0); // Slash (Up)
render(76,48,40,152,0); // Seeds
sf2d_draw_rectangle(216, 80, 32, 32, dirtColor[1]); // Dirt color for grass
render16(108, 40, 256, 0, 0); // Grass
render16(124, 40,352,48,0); // Farm Tile
render16(108,54,16,112,0); // Player (Up)
renderc(108,50,16,160,16,8,0); // Slash (Up)
render(112,48,72,144,0); // Gem Hoe
sf2d_draw_rectangle(112, 156, 32, 32, dirtColor[1]); // Dirt color for grass
render16(56, 78, 256, 0, 0); // Grass
sf2d_draw_rectangle(80, 156, 32, 32, dirtColor[1]); // Dirt color
render16(40, 78, 336, 80, 0); // Dirt Dots
render(44, 82, 40,152,0); // Seeds
render16(24,78,48,112,0); // Player (Right)
renderc(36,78,40,160,8,16,0); // Slash (Right)
render(38,82,32,144,0); // Gem Shovel
render(82,78,48,152,0); // Wheat
render(90,78,48,152,0); // Wheat
render(82,86,48,152,0); // Wheat
render(90,86,48,152,0); // Wheat
drawText(">",203,164);
render16(108,76,96,128,0); // Oven
drawText(">",246,164);
render(132,82,72,152,0); // Bread
break;
case 6: //Mining
render16(23,32,464,48,0); // iron ore
render16(23,52,480,48,0); // gold ore
render16(23,72,496,48,0); // 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(60,72,240,128,0); // Enchanter
drawText(">",160,74);
drawText(">",160,114);
drawText(">",160,154);
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
render16(106,52,64,128,0); // Anvil
drawText(">",244,74);
drawText(">",244,114);
render(130,36,136,144,0); // Iron Pickaxe
render(130,56,144,144,0); // Gold Pickaxe
break;
render16(12+8,20+4,256,48,0);//Tree
renderc(12+9,20+14,16,160,16,8,0);//Slash
render(12+9+4,20+14,192,144,0);//Axe
render16(12+9,20+18,16,112,0);//Player-up
menuRenderTilePit(122,62,320,0);// sand pit
render16(130,70,256,16,0);// hole
render16(116,70,48,112,0);//Player-right
renderb(136,76,16,152,0,sandColor);// Sand item
renderc(128,70,40,160,8,16,0);//Slash
render(130,74,0,144,0);//Shovel
break;
case 2: // Inventory
renderFrame(4,4,17,11,0xFFFF1010);
renderItemStuffWithText(ITEM_APPLE,5,false,80,78);
renderItemStuffWithText(ITEM_SLIME,11,false,80,94);
renderItemStuffWithText(TOOL_SWORD,4,true,80,110);
renderItemStuffWithText(ITEM_IRONORE,3,false,80,126);
renderItemStuffWithText(ITEM_IRONINGOT,11,false,80,142);
sf2d_draw_rectangle(64, 110, 12, 12, 0xFF);
drawText(">", 64, 110);
renderButtonIcon(biasedCirclePad(localInputs.k_up.input), 44, 92, 1);
renderButtonIcon(localInputs.k_accept.input & -localInputs.k_accept.input, 44, 108, 1);
renderButtonIcon(biasedCirclePad(localInputs.k_down.input), 44, 125, 1);
break;
case 3: // Furniture
sf2d_draw_rectangle(64, 48, 192, 32, grassColor);
renderc(32,24,64,128,96,16,0);//Furniture entities
renderFurniture(ITEM_WORKBENCH, 50,60);
render16(50,46,0,112,0);//Player-down
renderc(50,58,16,160,16,8,2);//Slash
render(54,58,56,152,0);//Power glove
render16(92,56,0,128,0);//Player(Carrying)
render16(92,44,128,128,0);//Workbench
break;
case 4: // Crafting
renderFrame(11,3,19,6,0xFFFF1010);
renderFrame(11,7,19,12,0xFFFF1010);
renderFrame(1,3,10,12,0xFFFF1010);
renderItemStuffWithText(TOOL_AXE,0,true,28,64);
renderItemIcon(TOOL_AXE, 0, 94, 32);
drawText("0", 206, 66);
renderItemIcon(ITEM_WOOD, 0, 94, 64);
drawText("16/5", 206, 130);
break;
case 5: // Farming (Bottom screen)
renderc(24,16,352,48,112,16,0); // Wheat Stages
render16(20,40,352,48,0); // Farm Tile
render16(36,40,448,48,0); // Wheat Tile
render16(52,40,448,48,0); // Wheat Tile
render16(20,54,16,112,0); // Player (Up)
renderc(20,50,16,160,16,8,0); // Slash (Up)
render(19,45,40,152,0); // Seeds
render(26,39,48,152,0); // Wheat1
render(29,44,48,152,0); // Wheat2
renderc(72,40,352,48,32,16,0); // Farm Tile + Seeded Wheat Tile
render16(72,54,16,112,0); // Player (Up)
renderc(72,50,16,160,16,8,0); // Slash (Up)
render(76,48,40,152,0); // Seeds
sf2d_draw_rectangle(216, 80, 32, 32, dirtColor[1]); // Dirt color for grass
render16(108, 40, 256, 0, 0); // Grass
render16(124, 40,352,48,0); // Farm Tile
render16(108,54,16,112,0); // Player (Up)
renderc(108,50,16,160,16,8,0); // Slash (Up)
render(112,48,72,144,0); // Gem Hoe
sf2d_draw_rectangle(112, 156, 32, 32, dirtColor[1]); // Dirt color for grass
render16(56, 78, 256, 0, 0); // Grass
sf2d_draw_rectangle(80, 156, 32, 32, dirtColor[1]); // Dirt color
render16(40, 78, 336, 80, 0); // Dirt Dots
render(44, 82, 40,152,0); // Seeds
render16(24,78,48,112,0); // Player (Right)
renderc(36,78,40,160,8,16,0); // Slash (Right)
render(38,82,32,144,0); // Gem Shovel
render(82,78,48,152,0); // Wheat
render(90,78,48,152,0); // Wheat
render(82,86,48,152,0); // Wheat
render(90,86,48,152,0); // Wheat
drawText(">",203,164);
render16(108,76,96,128,0); // Oven
drawText(">",246,164);
render(132,82,72,152,0); // Bread
break;
case 6: //Mining
render16(23,32,464,48,0); // iron ore
render16(23,52,480,48,0); // gold ore
render16(23,72,496,48,0); // 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(60,72,240,128,0); // Enchanter
drawText(">",160,74);
drawText(">",160,114);
drawText(">",160,154);
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
render16(106,52,64,128,0); // Anvil
drawText(">",244,74);
drawText(">",244,114);
render(130,36,136,144,0); // Iron Pickaxe
render(130,56,144,144,0); // Gold Pickaxe
break;
case 7: // Brewing
render16(65, 56, 240, 96, 0);
break;
}
drawText(pageText,(320-(strlen(pageText))*12)/2,12);
if(pageNum > 0){
drawText("<",2,16);
renderButtonIcon(localInputs.k_menuPrev.input & -localInputs.k_menuPrev.input, 8, 2, 2);
}
if(pageNum < maxPageNum){
drawText(">",306,16);
renderButtonIcon(localInputs.k_menuNext.input & -localInputs.k_menuNext.input, 136, 2, 2);
}
drawText("Press to exit",(320-(15*12))/2,218);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 140, 216, 1);
}
render16(65, 56, 240, 96, 0);
break;
}
drawText(pageText,(320-(strlen(pageText))*12)/2,12);
if(pageNum > 0){
drawText("<",2,16);
renderButtonIcon(localInputs.k_menuPrev.input & -localInputs.k_menuPrev.input, 8, 2, 2);
}
if(pageNum < maxPageNum){
drawText(">",306,16);
renderButtonIcon(localInputs.k_menuNext.input & -localInputs.k_menuNext.input, 136, 2, 2);
}
drawText("Press to exit",(320-(15*12))/2,218);
renderButtonIcon(localInputs.k_decline.input & -localInputs.k_decline.input, 140, 216, 1);
}
}

View file

@ -1,7 +1,7 @@
#pragma once
#include <3ds.h>
#include <string.h>
#include <string.h>
#include <sf2d.h>
#include <dirent.h>
#include <ctype.h>

View file

@ -46,211 +46,211 @@ void clearSendAckedBuffer();
bool sendAck(u16 target, u16 ack);
void networkThreadMain(void *arg) {
while(networkRunThread) {
if(udsRunning && isConnected) {
networkUpdateStatus();
networkHandleRecieve();
networkHandleSend();
}
//TODO: Set meaningfull value, WARNING: Setting this near 1ms (1000*1000) will make everything super laggy, higher values actually work better!
svcSleepThread(10000 * 1000);
}
while(networkRunThread) {
if(udsRunning && isConnected) {
networkUpdateStatus();
networkHandleRecieve();
networkHandleSend();
}
//TODO: Set meaningfull value, WARNING: Setting this near 1ms (1000*1000) will make everything super laggy, higher values actually work better!
svcSleepThread(10000 * 1000);
}
}
void networkUpdateStatus() {
/*for(int i=0; i<10; i++) {
Result ret = udsGetConnectionStatus(&networkStatus);
if(!R_FAILED(ret)) {
return;
}
}*/
if(udsWaitConnectionStatusEvent(false, false)) {
udsGetConnectionStatus(&networkStatus);
}
/*for(int i=0; i<10; i++) {
Result ret = udsGetConnectionStatus(&networkStatus);
if(!R_FAILED(ret)) {
return;
}
}*/
if(udsWaitConnectionStatusEvent(false, false)) {
udsGetConnectionStatus(&networkStatus);
}
}
void networkHandleRecieve() {
bool recieved = false;
do {
recieved = false;
size_t actualSize = 0;
bool recieved = false;
do {
recieved = false;
size_t actualSize = 0;
u16 sourceNetworkNodeID;
u32 ackToSend = 0;
u32 ackToSend = 0;
memset(networkBuffer, 0, networkBufferSize);
Result ret = udsPullPacket(&networkBindCtx, networkBuffer, networkBufferSize, &actualSize, &sourceNetworkNodeID);
if(R_FAILED(ret)) {
//TODO: what do?
//actualSize will be 0 if no packet is available
} else if(actualSize) {
void *readPointer = networkBuffer;
//ack frame
if(actualSize==sizeof(u16)) {
networkSeqSendConf[sourceNetworkNodeID] = *((u16*) readPointer);
clearSendAckedBuffer();
//normal frame
} else {
while(actualSize>0) {
//read seqID and size
u16 seqID = *((u16*) readPointer);
readPointer += sizeof(u16);
actualSize -= sizeof(u16);
u16 size = *((u16*) readPointer);
readPointer += sizeof(u16);
actualSize -= sizeof(u16);
//if the seq id was expected handle the packet
u32 nextID = networkSeqRecvLast[sourceNetworkNodeID]+1;
if(seqID==nextID) {
networkSeqRecvLast[sourceNetworkNodeID] = seqID;
ackToSend = seqID;
//handle data - TODO: WARNING: Do not send sizeof(u16) packets or else they will get confused with this one
if(size==sizeof(u16)) {
networkConnectedMask = *((u16*) readPointer);
} else {
processPacket(readPointer, size);
}
} else if(seqID<=nextID-1) {
ackToSend = nextID-1;
}
readPointer += size;
actualSize -= size;
}
if(ackToSend!=0) {
if(sendAck(sourceNetworkNodeID, ackToSend)) {
}
}
}
recieved = true;
}
} while(recieved);
void *readPointer = networkBuffer;
//ack frame
if(actualSize==sizeof(u16)) {
networkSeqSendConf[sourceNetworkNodeID] = *((u16*) readPointer);
clearSendAckedBuffer();
//normal frame
} else {
while(actualSize>0) {
//read seqID and size
u16 seqID = *((u16*) readPointer);
readPointer += sizeof(u16);
actualSize -= sizeof(u16);
u16 size = *((u16*) readPointer);
readPointer += sizeof(u16);
actualSize -= sizeof(u16);
//if the seq id was expected handle the packet
u16 nextID = networkGetExpectedSeqFrom(sourceNetworkNodeID);
if(seqID==nextID) {
networkSeqRecvLast[sourceNetworkNodeID] = seqID;
ackToSend = seqID;
//handle data - TODO: WARNING: Do not send sizeof(u16) packets or else they will get confused with this one
if(size==sizeof(u16)) {
networkConnectedMask = *((u16*) readPointer);
} else {
processPacket(readPointer, size);
}
} else if(networkSeqIsLowerThan(seqID, nextID)) {
ackToSend = seqID;
}
readPointer += size;
actualSize -= size;
}
if(ackToSend!=0) {
if(sendAck(sourceNetworkNodeID, ackToSend)) {
}
}
}
recieved = true;
}
} while(recieved);
}
void networkHandleSend() {
if(networkSendBufferStartPos!=networkSendBufferEndPos) {
LightLock_Lock(&sendBufferLock);
//determine send size
size_t currentSize = 0;
while(networkSendBufferStartPos+currentSize<networkSendBufferWrapPos && networkSendBufferStartPos+currentSize!=networkSendBufferEndPos) {
//size of "header info" (seqid,size)
size_t extraSize = sizeof(u16) + sizeof(u16);
//data size
extraSize += *((u16*) ((networkSendBuffer+networkSendBufferStartPos+currentSize) + sizeof(u16)));
//if next packet can fit in frame include it
if(currentSize+extraSize < UDS_DATAFRAME_MAXSIZE) {
currentSize += extraSize;
} else {
break;
}
}
//send frame
if(currentSize>0) {
//TODO: Once we have our own custom mask, no longer broadcast, but send directly because bcast doesn't always reach everyone?
if(networkConnectedMask==0) {
//send frame
Result ret = udsSendTo(UDS_BROADCAST_NETWORKNODEID, NETWORK_CHANNEL, UDS_SENDFLAG_Default, networkSendBuffer+networkSendBufferStartPos, currentSize);
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
} else if(R_FAILED(ret)) {
//TODO: what do?
}
} else {
for(int i=1; i<=UDS_MAXNODES; i++) {
if(i!=networkGetLocalNodeID()/* && networkIsNodeConnected(i)*/ && networkConnectedMask & (1 << (i-1))) {
//send frame
Result ret = udsSendTo(i, NETWORK_CHANNEL, UDS_SENDFLAG_Default, networkSendBuffer+networkSendBufferStartPos, currentSize);
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
} else if(R_FAILED(ret)) {
//TODO: what do?
}
}
}
}
}
LightLock_Unlock(&sendBufferLock);
}
if(networkSendBufferStartPos!=networkSendBufferEndPos) {
LightLock_Lock(&sendBufferLock);
//determine send size
size_t currentSize = 0;
while(networkSendBufferStartPos+currentSize<networkSendBufferWrapPos && networkSendBufferStartPos+currentSize!=networkSendBufferEndPos) {
//size of "header info" (seqid,size)
size_t extraSize = sizeof(u16) + sizeof(u16);
//data size
extraSize += *((u16*) ((networkSendBuffer+networkSendBufferStartPos+currentSize) + sizeof(u16)));
//if next packet can fit in frame include it
if(currentSize+extraSize < UDS_DATAFRAME_MAXSIZE) {
currentSize += extraSize;
} else {
break;
}
}
//send frame
if(currentSize>0) {
//TODO: Once we have our own custom mask, no longer broadcast, but send directly because bcast doesn't always reach everyone?
if(networkConnectedMask==0) {
//send frame
Result ret = udsSendTo(UDS_BROADCAST_NETWORKNODEID, NETWORK_CHANNEL, UDS_SENDFLAG_Default, networkSendBuffer+networkSendBufferStartPos, currentSize);
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
} else if(R_FAILED(ret)) {
//TODO: what do?
}
} else {
for(int i=1; i<=UDS_MAXNODES; i++) {
if(i!=networkGetLocalNodeID()/* && networkIsNodeConnected(i)*/ && networkConnectedMask & (1 << (i-1))) {
//send frame
Result ret = udsSendTo(i, NETWORK_CHANNEL, UDS_SENDFLAG_Default, networkSendBuffer+networkSendBufferStartPos, currentSize);
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
} else if(R_FAILED(ret)) {
//TODO: what do?
}
}
}
}
}
LightLock_Unlock(&sendBufferLock);
}
}
void clearSendAckedBuffer() {
//find last ack recieved from all com partners
u16 ackID = 0;
for(int i=1; i<=UDS_MAXNODES; i++) {
if(i!=networkGetLocalNodeID()/* && networkIsNodeConnected(i)*/ && networkConnectedMask & (1 << (i-1))) {
if(networkSeqSendConf[i]==0) {
ackID = 0;
return;
}
if(ackID==0) {
ackID = networkSeqSendConf[i];
} else if(networkSeqSendConf[i]<100) {
if(ackID > networkSeqSendConf[i] && ackID<65535-100) ackID = networkSeqSendConf[i];
} else if(networkSeqSendConf[i]>65535-100) {
if(ackID > networkSeqSendConf[i] || ackID<100) ackID = networkSeqSendConf[i];
} else {
if(ackID > networkSeqSendConf[i]) ackID = networkSeqSendConf[i];
}
}
}
if(ackID==0) return;
LightLock_Lock(&sendBufferLock);
//clear buffer of acknowledgt packets
while(networkSendBufferStartPos!=networkSendBufferEndPos) {
//find current seqid and size
u16 seqID = *((u16*) (networkSendBuffer+networkSendBufferStartPos));
u16 size = *((u16*) (networkSendBuffer+networkSendBufferStartPos+sizeof(u16)));
if(seqID<=ackID || (ackID<100 && seqID>65535-100)) {
size_t currentSize = sizeof(u16)*2 + size;
//adjust buffer "pointers"
networkSendBufferStartPos += currentSize;
if(networkSendBufferStartPos==networkSendBufferEndPos) {
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
}
//wrap
if(networkSendBufferStartPos==networkSendBufferWrapPos) {
networkSendBufferStartPos = 0;
networkSendBufferWrapPos = networkSendBufferEndPos;
}
} else {
break;
}
}
LightLock_Unlock(&sendBufferLock);
//find last ack recieved from all com partners
u16 ackID = 0;
for(int i=1; i<=UDS_MAXNODES; i++) {
if(i!=networkGetLocalNodeID()/* && networkIsNodeConnected(i)*/ && networkConnectedMask & (1 << (i-1))) {
if(networkSeqSendConf[i]==0) {
ackID = 0;
return;
}
if(ackID==0) {
ackID = networkSeqSendConf[i];
} else if(networkSeqSendConf[i]<100) {
if(ackID > networkSeqSendConf[i] && ackID<65535-100) ackID = networkSeqSendConf[i];
} else if(networkSeqSendConf[i]>65535-100) {
if(ackID > networkSeqSendConf[i] || ackID<100) ackID = networkSeqSendConf[i];
} else {
if(ackID > networkSeqSendConf[i]) ackID = networkSeqSendConf[i];
}
}
}
if(ackID==0) return;
LightLock_Lock(&sendBufferLock);
//clear buffer of acknowledgt packets
while(networkSendBufferStartPos!=networkSendBufferEndPos) {
//find current seqid and size
u16 seqID = *((u16*) (networkSendBuffer+networkSendBufferStartPos));
u16 size = *((u16*) (networkSendBuffer+networkSendBufferStartPos+sizeof(u16)));
if(seqID<=ackID || (ackID<100 && seqID>65535-100)) {
size_t currentSize = sizeof(u16)*2 + size;
//adjust buffer "pointers"
networkSendBufferStartPos += currentSize;
if(networkSendBufferStartPos==networkSendBufferEndPos) {
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
}
//wrap
if(networkSendBufferStartPos==networkSendBufferWrapPos) {
networkSendBufferStartPos = 0;
networkSendBufferWrapPos = networkSendBufferEndPos;
}
} else {
break;
}
}
LightLock_Unlock(&sendBufferLock);
}
bool sendAck(u16 target, u16 ack) {
Result ret = udsSendTo(target, NETWORK_CHANNEL, UDS_SENDFLAG_Default, &ack, sizeof(u16));
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
return false;
} else if(R_FAILED(ret)) {
//TODO: what do?
return false;
} else {
return true;
}
Result ret = udsSendTo(target, NETWORK_CHANNEL, UDS_SENDFLAG_Default, &ack, sizeof(u16));
if(UDS_CHECK_SENDTO_FATALERROR(ret)) {
//TODO: what do?
return false;
} else if(R_FAILED(ret)) {
//TODO: what do?
return false;
} else {
return true;
}
}
void networkInit() {
@ -259,87 +259,87 @@ void networkInit() {
udsRunning = false;
} else {
udsRunning = true;
scannedNetworksCount = 0;
scannedNetworks = NULL;
isConnected = false;
isServer = false;
networkConnectedMask = 0;
networkConnectedMask = 0;
networkWriteBuffer = malloc(NETWORK_MAXDATASIZE);
if(networkWriteBuffer==NULL) {
networkExit();
return;
}
networkBufferSize = 0x4000;
networkWriteBuffer = malloc(NETWORK_MAXDATASIZE);
if(networkWriteBuffer==NULL) {
networkExit();
return;
}
networkBufferSize = 0x4000;
networkBuffer = malloc(networkBufferSize);
if(networkBuffer==NULL) {
networkExit();
return;
}
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
networkSendBuffer = malloc(NETWORK_SENDBUFFERSIZE);
if(networkSendBuffer==NULL) {
networkExit();
return;
}
networkSeqSendNext = 1;
for(int i=0; i<UDS_MAXNODES+1; i++) {
networkSeqSendConf[i] = 0;
networkSeqRecvLast[i] = 0;
}
networkAckBuffer = malloc(sizeof(u16)+sizeof(u16)+sizeof(u16));
if(networkAckBuffer==NULL) {
networkExit();
return;
}
LightLock_Init(&sendBufferLock);
s32 prio = 0;
svcGetThreadPriority(&prio, CUR_THREAD_HANDLE);
//NOTE: It is important the networkThread is prioritized over the main thread (so substract 1) or else nothing will work
networkRunThread = true;
networkThread = threadCreate(networkThreadMain, NULL, NETWORK_STACKSIZE, prio-1, -2, false);
if(networkBuffer==NULL) {
networkExit();
return;
}
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
networkSendBuffer = malloc(NETWORK_SENDBUFFERSIZE);
if(networkSendBuffer==NULL) {
networkExit();
return;
}
networkSeqSendNext = 1;
for(int i=0; i<UDS_MAXNODES+1; i++) {
networkSeqSendConf[i] = 0;
networkSeqRecvLast[i] = 0;
}
networkAckBuffer = malloc(sizeof(u16)+sizeof(u16)+sizeof(u16));
if(networkAckBuffer==NULL) {
networkExit();
return;
}
LightLock_Init(&sendBufferLock);
s32 prio = 0;
svcGetThreadPriority(&prio, CUR_THREAD_HANDLE);
//NOTE: It is important the networkThread is prioritized over the main thread (so substract 1) or else nothing will work
networkRunThread = true;
networkThread = threadCreate(networkThreadMain, NULL, NETWORK_STACKSIZE, prio-1, -2, false);
}
}
void networkExit() {
//Additionally to shutting down the service, clear any left over memory!
if(udsRunning) {
udsRunning = false;
if(networkRunThread) {
networkRunThread = false;
threadJoin(networkThread, U64_MAX);
threadFree(networkThread);
}
udsRunning = false;
if(networkRunThread) {
networkRunThread = false;
threadJoin(networkThread, U64_MAX);
threadFree(networkThread);
}
//cleanup any dynamically reserved memory
if(scannedNetworks!=NULL) free(scannedNetworks);
scannedNetworks = NULL;
if(networkWriteBuffer!=NULL) free(networkWriteBuffer);
networkWriteBuffer = NULL;
if(networkWriteBuffer!=NULL) free(networkWriteBuffer);
networkWriteBuffer = NULL;
if(networkBuffer!=NULL) free(networkBuffer);
networkBuffer = NULL;
if(networkSendBuffer!=NULL) free(networkSendBuffer);
networkSendBuffer = NULL;
if(networkAckBuffer!=NULL) free(networkAckBuffer);
networkAckBuffer = NULL;
networkBuffer = NULL;
if(networkSendBuffer!=NULL) free(networkSendBuffer);
networkSendBuffer = NULL;
if(networkAckBuffer!=NULL) free(networkAckBuffer);
networkAckBuffer = NULL;
networkDisconnect();
udsExit();
}
}
@ -355,17 +355,17 @@ bool networkAvailable() {
bool networkHost() {
if(udsRunning && !isConnected) {
udsGenerateDefaultNetworkStruct(&networkStruct, NETWORK_WLANCOMMID, 0, NETWORK_MAXPLAYERS);
Result ret = udsCreateNetwork(&networkStruct, NETWORK_PASSPHRASE, strlen(NETWORK_PASSPHRASE)+1, &networkBindCtx, NETWORK_CHANNEL, NETWORK_RECVBUFSIZE);
if(R_FAILED(ret)) {
return false;
} else {
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
udsSetNewConnectionsBlocked(false, true, false);
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
udsSetNewConnectionsBlocked(false, true, false);
isConnected = true;
isServer = true;
networkConnectedMask = 0;
networkConnectedMask = 0;
return true;
}
}
@ -373,7 +373,7 @@ bool networkHost() {
}
void networkHostStopConnections() {
udsSetNewConnectionsBlocked(true, true, false);
udsSetNewConnectionsBlocked(true, true, false);
}
void networkScan() {
@ -382,7 +382,7 @@ void networkScan() {
if(scannedNetworks!=NULL) free(scannedNetworks);
scannedNetworks = NULL;
scannedNetworksCount = 0;
//scan
memset(networkBuffer, 0, networkBufferSize);
Result ret = udsScanBeacons(networkBuffer, networkBufferSize, &scannedNetworks, &scannedNetworksCount, NETWORK_WLANCOMMID, 0, NULL, isConnected);
@ -404,7 +404,7 @@ int networkGetScanCount() {
bool networkGetScanName(char *name, int pos) {
if(udsRunning) {
if(pos<0 || pos>=scannedNetworksCount) return false;
Result ret = udsGetNodeInfoUsername(&(scannedNetworks[pos].nodes[0]), name);
if(R_FAILED(ret)) {
//TODO: what do?
@ -418,16 +418,16 @@ bool networkGetScanName(char *name, int pos) {
bool networkConnect(int pos) {
if(udsRunning && !isConnected) {
if(pos<0 || pos>=scannedNetworksCount) return false;
Result ret = udsConnectNetwork(&scannedNetworks[pos].network, NETWORK_PASSPHRASE, strlen(NETWORK_PASSPHRASE)+1, &networkBindCtx, UDS_BROADCAST_NETWORKNODEID, UDSCONTYPE_Client, NETWORK_CHANNEL, NETWORK_RECVBUFSIZE);
if(R_FAILED(ret)) {
return false;
} else {
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
if(udsWaitConnectionStatusEvent(false, false)) {}
udsGetConnectionStatus(&networkStatus);
isConnected = true;
isServer = false;
networkConnectedMask = 0;
networkConnectedMask = 0;
return true;
}
}
@ -438,25 +438,25 @@ void networkDisconnect() {
//For clients this just means disconnect, for the server it means destroy the network
if(udsRunning && isConnected) {
isConnected = false;
LightLock_Lock(&sendBufferLock);
//reset send buffer
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
//reset ack status
networkSeqSendNext = 1;
for(int i=0; i<UDS_MAXNODES+1; i++) {
networkSeqSendConf[i] = 0;
networkSeqRecvLast[i] = 0;
}
LightLock_Unlock(&sendBufferLock);
//With new changes citra now crashes HOST with "cannot be a router if we are not a host" when exiting game with more than 2 people
svcSleepThread(220000 * 1000); //HACK: prevent citra crash (>20*networkthreadsleep) (wait unti no more stuff gets send)
//TODO
LightLock_Lock(&sendBufferLock);
//reset send buffer
networkSendBufferStartPos = 0;
networkSendBufferEndPos = 0;
networkSendBufferWrapPos = 0;
//reset ack status
networkSeqSendNext = 1;
for(int i=0; i<UDS_MAXNODES+1; i++) {
networkSeqSendConf[i] = 0;
networkSeqRecvLast[i] = 0;
}
LightLock_Unlock(&sendBufferLock);
//With new changes citra now crashes HOST with "cannot be a router if we are not a host" when exiting game with more than 2 people
svcSleepThread(220000 * 1000); //HACK: prevent citra crash (>20*networkthreadsleep) (wait unti no more stuff gets send)
//TODO
if(isServer) {
//TODO: Clients need to cleanup too, how can I tell they got disconnected
udsDestroyNetwork();
@ -464,59 +464,59 @@ void networkDisconnect() {
udsDisconnectNetwork();
}
udsUnbind(&networkBindCtx);
isServer = false;
}
}
void networkStart() {
//TODO: This sends the node_bitmask from server to everyone else, because it is uncorrect on some clients?
if(udsRunning && isConnected && isServer) {
void *buffer = networkWriteBuffer;
*((u16*) buffer) = networkStatus.node_bitmask;
networkConnectedMask = networkStatus.node_bitmask;
networkSend(networkWriteBuffer, sizeof(u16));
networkSendWaitFlush();
}
//TODO: This sends the node_bitmask from server to everyone else, because it is uncorrect on some clients?
if(udsRunning && isConnected && isServer) {
void *buffer = networkWriteBuffer;
*((u16*) buffer) = networkStatus.node_bitmask;
networkConnectedMask = networkStatus.node_bitmask;
networkSend(networkWriteBuffer, sizeof(u16));
networkSendWaitFlush();
}
}
bool networkConnected() {
return isConnected;
}
}
int networkGetNodeCount() {
if(udsRunning && isConnected) {
return networkStatus.total_nodes;
} else {
return 0;
}
if(udsRunning && isConnected) {
return networkStatus.total_nodes;
} else {
return 0;
}
}
u16 networkGetLocalNodeID() {
if(udsRunning && isConnected) {
return networkStatus.cur_NetworkNodeID;
} else {
return 0;
}
if(udsRunning && isConnected) {
return networkStatus.cur_NetworkNodeID;
} else {
return 0;
}
}
bool networkIsNodeConnected(u16 id) {
if(udsRunning && isConnected) {
return networkStatus.node_bitmask & (1 << (id-1));
} else {
return false;
}
if(udsRunning && isConnected) {
return networkStatus.node_bitmask & (1 << (id-1));
} else {
return false;
}
}
bool networkGetNodeName(u16 id, char *name) {
if(udsRunning && isConnected && networkIsNodeConnected(id)) {
udsNodeInfo nodeInfo;
udsGetNodeInformation(id, &nodeInfo);
if(udsRunning && isConnected && networkIsNodeConnected(id)) {
udsNodeInfo nodeInfo;
udsGetNodeInformation(id, &nodeInfo);
Result ret = udsGetNodeInfoUsername(&nodeInfo, name);
if(R_FAILED(ret)) {
//TODO: what do?
@ -527,76 +527,94 @@ bool networkGetNodeName(u16 id, char *name) {
return false;
}
u16 networkGetExpectedSeqFrom(u16 id) {
u16 nextID = networkSeqRecvLast[id];
nextID += 1;
if(nextID==0) {
nextID = 1;
}
return nextID;
}
bool networkSeqIsLowerThan(u16 firstID, u16 secondID) {
if (secondID < 100) {
return (firstID < secondID) || (firstID > 65536-100);
} else if (secondID > 65536-100) {
return (firstID < secondID) && (firstID > 100);
} else {
return (firstID < secondID);
}
}
int fitInSendBuffer(size_t size) {
//add "header" length
size += sizeof(u16)*2;
//we have no wrap currently
if(networkSendBufferStartPos<=networkSendBufferEndPos) {
//and can fit without wrap
if(networkSendBufferEndPos+size<NETWORK_SENDBUFFERSIZE) {
networkSendBufferEndPos += size;
networkSendBufferWrapPos = networkSendBufferEndPos;
return networkSendBufferEndPos-size;
//we need to wrap
} else {
if(size<networkSendBufferStartPos) {
networkSendBufferEndPos = size;
return 0;
}
}
//we have wrap currently
} else {
int available = networkSendBufferStartPos - networkSendBufferEndPos - 1;
if(available>size) {
networkSendBufferEndPos += size;
return networkSendBufferEndPos-size;
}
}
return -1;
//add "header" length
size += sizeof(u16)*2;
//we have no wrap currently
if(networkSendBufferStartPos<=networkSendBufferEndPos) {
//and can fit without wrap
if(networkSendBufferEndPos+size<NETWORK_SENDBUFFERSIZE) {
networkSendBufferEndPos += size;
networkSendBufferWrapPos = networkSendBufferEndPos;
return networkSendBufferEndPos-size;
//we need to wrap
} else {
if(size<networkSendBufferStartPos) {
networkSendBufferEndPos = size;
return 0;
}
}
//we have wrap currently
} else {
int available = networkSendBufferStartPos - networkSendBufferEndPos - 1;
if(available>size) {
networkSendBufferEndPos += size;
return networkSendBufferEndPos-size;
}
}
return -1;
}
void networkSend(void *packet, size_t size) {
//search for fit in buffer (and BLOCK until free space is found)
//search for fit in buffer (and BLOCK until free space is found)
LightLock_Lock(&sendBufferLock);
int pos = fitInSendBuffer(size);
while(pos==-1) {
LightLock_Unlock(&sendBufferLock);
svcSleepThread(4500 * 1000); //TODO: Set meaningfull value
LightLock_Lock(&sendBufferLock);
pos = fitInSendBuffer(size);
}
//fit found -> space is allready "reserved" -> write packet to buffer
void *writePointer = networkSendBuffer + pos;
//write seq number
*((u16*) writePointer) = networkSeqSendNext;
networkSeqSendNext++;
if(networkSeqSendNext==0) {
networkSeqSendNext = 1;
}
writePointer += sizeof(u16);
//write size
*((u16*) writePointer) = (u16) size;
writePointer += sizeof(u16);
//write data
memcpy(writePointer, packet, size);
writePointer += size;
LightLock_Unlock(&sendBufferLock);
int pos = fitInSendBuffer(size);
while(pos==-1) {
LightLock_Unlock(&sendBufferLock);
svcSleepThread(4500 * 1000); //TODO: Set meaningfull value
LightLock_Lock(&sendBufferLock);
pos = fitInSendBuffer(size);
}
//fit found -> space is allready "reserved" -> write packet to buffer
void *writePointer = networkSendBuffer + pos;
//write seq number
*((u16*) writePointer) = networkSeqSendNext;
networkSeqSendNext++;
if(networkSeqSendNext==0) {
networkSeqSendNext = 1;
}
writePointer += sizeof(u16);
//write size
*((u16*) writePointer) = (u16) size;
writePointer += sizeof(u16);
//write data
memcpy(writePointer, packet, size);
writePointer += size;
LightLock_Unlock(&sendBufferLock);
}
void networkSendWaitFlush() {
while(networkSendBufferStartPos!=networkSendBufferEndPos) {
svcSleepThread(4500 * 1000);
}
while(networkSendBufferStartPos!=networkSendBufferEndPos) {
svcSleepThread(4500 * 1000);
}
}

View file

@ -40,5 +40,8 @@ u16 networkGetLocalNodeID();
bool networkIsNodeConnected(u16 id);
bool networkGetNodeName(u16 id, char *name);
u16 networkGetExpectedSeqFrom(u16 id);
bool networkSeqIsLowerThan(u16 firstID, u16 secondID);
void networkSend(void *packet, size_t size);
void networkSendWaitFlush();

View file

@ -5,359 +5,353 @@
FILE *recvFile;
size_t recvFileSize;
void * writeBool(void *buffer, size_t *size, bool value) {
*((bool*) buffer) = value;
*(size) += sizeof(bool);
return buffer + sizeof(bool);
*((bool*) buffer) = value;
*(size) += sizeof(bool);
return buffer + sizeof(bool);
}
void * writeU8(void *buffer, size_t *size, u8 value) {
*((u8*) buffer) = value;
*(size) += sizeof(u8);
return buffer + sizeof(u8);
*((u8*) buffer) = value;
*(size) += sizeof(u8);
return buffer + sizeof(u8);
}
void * writeU16(void *buffer, size_t *size, u16 value) {
*((u16*) buffer) = value;
*(size) += sizeof(u16);
return buffer + sizeof(u16);
*((u16*) buffer) = value;
*(size) += sizeof(u16);
return buffer + sizeof(u16);
}
void * writeU32(void *buffer, size_t *size, u32 value) {
*((u32*) buffer) = value;
*(size) += sizeof(u32);
return buffer + sizeof(u32);
*((u32*) buffer) = value;
*(size) += sizeof(u32);
return buffer + sizeof(u32);
}
void * writeSizeT(void *buffer, size_t *size, size_t value) {
*((size_t*) buffer) = value;
*(size) += sizeof(size_t);
return buffer + sizeof(size_t);
*((size_t*) buffer) = value;
*(size) += sizeof(size_t);
return buffer + sizeof(size_t);
}
void * readBool(void *buffer, size_t *size, bool *value) {
*value = *((bool*) buffer);
*(size) -= sizeof(bool);
return buffer + sizeof(bool);
*value = *((bool*) buffer);
*(size) -= sizeof(bool);
return buffer + sizeof(bool);
}
void * readU8(void *buffer, size_t *size, u8 *value) {
*value = *((u8*) buffer);
*(size) -= sizeof(u8);
return buffer + sizeof(u8);
*value = *((u8*) buffer);
*(size) -= sizeof(u8);
return buffer + sizeof(u8);
}
void * readU16(void *buffer, size_t *size, u16 *value) {
*value = *((u16*) buffer);
*(size) -= sizeof(u16);
return buffer + sizeof(u16);
*value = *((u16*) buffer);
*(size) -= sizeof(u16);
return buffer + sizeof(u16);
}
void * readU32(void *buffer, size_t *size, u32 *value) {
*value = *((u32*) buffer);
*(size) -= sizeof(u32);
return buffer + sizeof(u32);
*value = *((u32*) buffer);
*(size) -= sizeof(u32);
return buffer + sizeof(u32);
}
void * readSizeT(void *buffer, size_t *size, size_t *value) {
*value = *((size_t*) buffer);
*(size) -= sizeof(size_t);
return buffer + sizeof(size_t);
*value = *((size_t*) buffer);
*(size) -= sizeof(size_t);
return buffer + sizeof(size_t);
}
void processPacket(void *packet, size_t size) {
//Differenciate the packets and process them
switch(packetGetID(packet)) {
case PACKET_START: {
void *buffer = packetGetDataStart(packet);
size = packetGetDataSize(size);
//find player index based on network node id
//and set player uuid in synchronizer
u32 seed;
u32 playerCount = 1;
int playerIndex = 0;
buffer = readU32(buffer, &size, &seed);
buffer = readU32(buffer, &size, &playerCount);
for(int i=0; i<playerCount; i++) {
u16 nodeID;
buffer = readU16(buffer, &size, &nodeID);
if(nodeID==networkGetLocalNodeID()) {
playerIndex = i;
}
}
//cleanup transfer tmp file
FILE *file = fopen("tmpTransfer.bin", "wb");
if(file!=NULL) {
fclose(file);
remove("tmpTransfer.bin");
}
//init synchronizer
synchronizerInit(seed, playerCount, playerIndex);
break;
}
case PACKET_START_FILEHEADER: {
void *data = packetGetDataStart(packet);
u8 type;
u8 id;
size_t fsize;
data = readU8(data, &size, &type);
data = readU8(data, &size, &id);
data = readSizeT(data, &size, &fsize);
recvFile = fopen("tmpTransfer.bin", "wb");
recvFileSize = fsize;
break;
}
case PACKET_START_FILEDATA: {
void *data = packetGetDataStart(packet);
size_t dsize = packetGetDataSize(size);
size_t toread = dsize;
fwrite(data, 1, toread, recvFile);
recvFileSize -= toread;
if(recvFileSize<=0) {
fclose(recvFile);
recvFile = NULL;
}
break;
}
case PACKET_START_REQUEST_IDS: {
synchronizerSendUID();
break;
}
case PACKET_START_ID: {
u8 playerID = packetGetSender(packet);
u32 uid;
void *data = packetGetDataStart(packet);
size_t dsize = packetGetDataSize(size);
data = readU32(data, &dsize, &uid);
synchronizerSetPlayerUID(playerID, uid);
synchronizerSendIfReady();
break;
}
case PACKET_START_READY: {
synchronizerSetPlayerReady(packetGetSender(packet));
if(playerLocalID==0) {
if(synchronizerAllReady()) {
sendStartSyncPacket();
synchronizerStart(); //server needs to call this here, all others do when they recieve the packet
}
}
break;
}
case PACKET_TURN_START: {
synchronizerStart();
break;
}
case PACKET_TURN_INPUT: {
synchronizerOnInputPacket(packetGetSender(packet), packetGetTurn(packet), packetGetDataStart(packet), packetGetDataSize(size));
break;
}
}
//Differenciate the packets and process them
switch(packetGetID(packet)) {
case PACKET_START: {
void *buffer = packetGetDataStart(packet);
size = packetGetDataSize(size);
//find player index based on network node id
//and set player uuid in synchronizer
u32 seed;
u32 playerCount = 1;
int playerIndex = 0;
buffer = readU32(buffer, &size, &seed);
buffer = readU32(buffer, &size, &playerCount);
for(int i=0; i<playerCount; i++) {
u16 nodeID;
buffer = readU16(buffer, &size, &nodeID);
if(nodeID==networkGetLocalNodeID()) {
playerIndex = i;
}
}
//cleanup transfer tmp file
FILE *file = fopen("tmpTransfer.bin", "wb");
if(file!=NULL) {
fclose(file);
remove("tmpTransfer.bin");
}
//init synchronizer
synchronizerInit(seed, playerCount, playerIndex);
break;
}
case PACKET_START_FILEHEADER: {
void *data = packetGetDataStart(packet);
u8 type;
u8 id;
size_t fsize;
data = readU8(data, &size, &type);
data = readU8(data, &size, &id);
data = readSizeT(data, &size, &fsize);
recvFile = fopen("tmpTransfer.bin", "wb");
recvFileSize = fsize;
break;
}
case PACKET_START_FILEDATA: {
void *data = packetGetDataStart(packet);
size_t dsize = packetGetDataSize(size);
size_t toread = dsize;
fwrite(data, 1, toread, recvFile);
recvFileSize -= toread;
if(recvFileSize<=0) {
fclose(recvFile);
recvFile = NULL;
}
break;
}
case PACKET_START_REQUEST_IDS: {
synchronizerSendUID();
break;
}
case PACKET_START_ID: {
u8 playerID = packetGetSender(packet);
u32 uid;
void *data = packetGetDataStart(packet);
size_t dsize = packetGetDataSize(size);
data = readU32(data, &dsize, &uid);
synchronizerSetPlayerUID(playerID, uid);
synchronizerSendIfReady();
break;
}
case PACKET_START_READY: {
synchronizerSetPlayerReady(packetGetSender(packet));
if(playerLocalID==0) {
if(synchronizerAllReady()) {
sendStartSyncPacket();
synchronizerStart(); //server needs to call this here, all others do when they recieve the packet
}
}
break;
}
case PACKET_TURN_START: {
synchronizerStart();
break;
}
case PACKET_TURN_INPUT: {
synchronizerOnInputPacket(packetGetSender(packet), packetGetTurn(packet), packetGetDataStart(packet), packetGetDataSize(size));
break;
}
}
}
u8 packetGetID(void *packet) {
return *((u8*) packet);
return *((u8*) packet);
}
u8 packetGetSender(void *packet) {
return *((u8*) packet+sizeof(u8));
return *((u8*) packet+sizeof(u8));
}
u32 packetGetTurn(void *packet) {
return *((u32*) (packet+sizeof(u8)+sizeof(u8)));
return *((u32*) (packet+sizeof(u8)+sizeof(u8)));
}
void * packetGetDataStart(void *packet) {
return packet+sizeof(u8)+sizeof(u8)+sizeof(u32);
return packet+sizeof(u8)+sizeof(u8)+sizeof(u32);
}
size_t packetGetDataSize(size_t size) {
return size-sizeof(u8)-sizeof(u8)-sizeof(u32);
return size-sizeof(u8)-sizeof(u8)-sizeof(u32);
}
size_t writeStartPacket(void *buffer, u32 seed) {
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
buffer = writeU32(buffer, &size, seed);
buffer = writeU32(buffer, &size, (u32)networkGetNodeCount());
for(int i=1; i<=UDS_MAXNODES; i++) {
if(networkIsNodeConnected(i)) {
buffer = writeU16(buffer, &size, (u16)i);
}
}
return size;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
buffer = writeU32(buffer, &size, seed);
buffer = writeU32(buffer, &size, (u32)networkGetNodeCount());
for(int i=1; i<=UDS_MAXNODES; i++) {
if(networkIsNodeConnected(i)) {
buffer = writeU16(buffer, &size, (u16)i);
}
}
return size;
}
size_t writeStartRequestPacket(void *buffer) {
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_REQUEST_IDS);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
return size;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_REQUEST_IDS);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
return size;
}
size_t writeInputPacket(void *buffer, Inputs *inputs, u8 playerID, u32 turnNumber) {
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_TURN_INPUT);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, turnNumber);
buffer = writeU16(buffer, &size, inputs->k_touch.px);
buffer = writeU16(buffer, &size, inputs->k_touch.py);
buffer = writeBool(buffer, &size, inputs->k_up.down); buffer = writeBool(buffer, &size, inputs->k_up.clicked);
buffer = writeBool(buffer, &size, inputs->k_down.down); buffer = writeBool(buffer, &size, inputs->k_down.clicked);
buffer = writeBool(buffer, &size, inputs->k_left.down); buffer = writeBool(buffer, &size, inputs->k_left.clicked);
buffer = writeBool(buffer, &size, inputs->k_right.down); buffer = writeBool(buffer, &size, inputs->k_right.clicked);
buffer = writeBool(buffer, &size, inputs->k_attack.down); buffer = writeBool(buffer, &size, inputs->k_attack.clicked);
buffer = writeBool(buffer, &size, inputs->k_menu.down); buffer = writeBool(buffer, &size, inputs->k_menu.clicked);
buffer = writeBool(buffer, &size, inputs->k_pause.down); buffer = writeBool(buffer, &size, inputs->k_pause.clicked);
buffer = writeBool(buffer, &size, inputs->k_accept.down); buffer = writeBool(buffer, &size, inputs->k_accept.clicked);
buffer = writeBool(buffer, &size, inputs->k_decline.down); buffer = writeBool(buffer, &size, inputs->k_decline.clicked);
buffer = writeBool(buffer, &size, inputs->k_delete.down); buffer = writeBool(buffer, &size, inputs->k_delete.clicked);
buffer = writeBool(buffer, &size, inputs->k_menuNext.down); buffer = writeBool(buffer, &size, inputs->k_menuNext.clicked);
buffer = writeBool(buffer, &size, inputs->k_menuPrev.down); buffer = writeBool(buffer, &size, inputs->k_menuPrev.clicked);
return size;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_TURN_INPUT);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, turnNumber);
buffer = writeU16(buffer, &size, inputs->k_touch.px);
buffer = writeU16(buffer, &size, inputs->k_touch.py);
buffer = writeBool(buffer, &size, inputs->k_up.down); buffer = writeBool(buffer, &size, inputs->k_up.clicked);
buffer = writeBool(buffer, &size, inputs->k_down.down); buffer = writeBool(buffer, &size, inputs->k_down.clicked);
buffer = writeBool(buffer, &size, inputs->k_left.down); buffer = writeBool(buffer, &size, inputs->k_left.clicked);
buffer = writeBool(buffer, &size, inputs->k_right.down); buffer = writeBool(buffer, &size, inputs->k_right.clicked);
buffer = writeBool(buffer, &size, inputs->k_attack.down); buffer = writeBool(buffer, &size, inputs->k_attack.clicked);
buffer = writeBool(buffer, &size, inputs->k_pickup.down); buffer = writeBool(buffer, &size, inputs->k_pickup.clicked);
buffer = writeBool(buffer, &size, inputs->k_use.down); buffer = writeBool(buffer, &size, inputs->k_use.clicked);
buffer = writeBool(buffer, &size, inputs->k_menu.down); buffer = writeBool(buffer, &size, inputs->k_menu.clicked);
buffer = writeBool(buffer, &size, inputs->k_pause.down); buffer = writeBool(buffer, &size, inputs->k_pause.clicked);
buffer = writeBool(buffer, &size, inputs->k_accept.down); buffer = writeBool(buffer, &size, inputs->k_accept.clicked);
buffer = writeBool(buffer, &size, inputs->k_decline.down); buffer = writeBool(buffer, &size, inputs->k_decline.clicked);
buffer = writeBool(buffer, &size, inputs->k_delete.down); buffer = writeBool(buffer, &size, inputs->k_delete.clicked);
buffer = writeBool(buffer, &size, inputs->k_menuNext.down); buffer = writeBool(buffer, &size, inputs->k_menuNext.clicked);
buffer = writeBool(buffer, &size, inputs->k_menuPrev.down); buffer = writeBool(buffer, &size, inputs->k_menuPrev.clicked);
return size;
}
bool readInputPacketData(void *buffer, size_t size, Inputs *inputs) {
buffer = readU16(buffer, &size, &(inputs->k_touch.px));
if(size<=0) return false;
buffer = readU16(buffer, &size, &(inputs->k_touch.py));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_up.down)); buffer = readBool(buffer, &size, &(inputs->k_up.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_down.down)); buffer = readBool(buffer, &size, &(inputs->k_down.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_left.down)); buffer = readBool(buffer, &size, &(inputs->k_left.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_right.down)); buffer = readBool(buffer, &size, &(inputs->k_right.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_attack.down)); buffer = readBool(buffer, &size, &(inputs->k_attack.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menu.down)); buffer = readBool(buffer, &size, &(inputs->k_menu.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_pause.down)); buffer = readBool(buffer, &size, &(inputs->k_pause.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_accept.down)); buffer = readBool(buffer, &size, &(inputs->k_accept.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_decline.down)); buffer = readBool(buffer, &size, &(inputs->k_decline.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_delete.down)); buffer = readBool(buffer, &size, &(inputs->k_delete.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menuNext.down)); buffer = readBool(buffer, &size, &(inputs->k_menuNext.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menuPrev.down)); buffer = readBool(buffer, &size, &(inputs->k_menuPrev.clicked));
buffer = readU16(buffer, &size, &(inputs->k_touch.px));
if(size<=0) return false;
buffer = readU16(buffer, &size, &(inputs->k_touch.py));
if(size<=0) return false;
return size==0;
buffer = readBool(buffer, &size, &(inputs->k_up.down)); buffer = readBool(buffer, &size, &(inputs->k_up.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_down.down)); buffer = readBool(buffer, &size, &(inputs->k_down.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_left.down)); buffer = readBool(buffer, &size, &(inputs->k_left.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_right.down)); buffer = readBool(buffer, &size, &(inputs->k_right.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_attack.down)); buffer = readBool(buffer, &size, &(inputs->k_attack.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_pickup.down)); buffer = readBool(buffer, &size, &(inputs->k_pickup.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_use.down)); buffer = readBool(buffer, &size, &(inputs->k_use.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menu.down)); buffer = readBool(buffer, &size, &(inputs->k_menu.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_pause.down)); buffer = readBool(buffer, &size, &(inputs->k_pause.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_accept.down)); buffer = readBool(buffer, &size, &(inputs->k_accept.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_decline.down)); buffer = readBool(buffer, &size, &(inputs->k_decline.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_delete.down)); buffer = readBool(buffer, &size, &(inputs->k_delete.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menuNext.down)); buffer = readBool(buffer, &size, &(inputs->k_menuNext.clicked));
if(size<=0) return false;
buffer = readBool(buffer, &size, &(inputs->k_menuPrev.down)); buffer = readBool(buffer, &size, &(inputs->k_menuPrev.clicked));
return size==0;
}
void sendFile(FILE *file, u8 fileType, u8 id) {
fseek(file, 0, SEEK_END); // seek to end of file
size_t fsize = ftell(file); // get current file pointer
fseek(file, 0, SEEK_SET); // seek back to beginning of file
//send file header
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_FILEHEADER);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
buffer = writeU8(buffer, &size, fileType);
buffer = writeU8(buffer, &size, id);
buffer = writeSizeT(buffer, &size, fsize);
networkSend(networkWriteBuffer, size);
//send file data
while(fsize>0) {
buffer = networkWriteBuffer;
size = 0;
buffer = writeU8(buffer, &size, PACKET_START_FILEDATA);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
//read file data
size_t towrite = NETWORK_MAXDATASIZE - size;
if(towrite>fsize) towrite = fsize;
fread(buffer, 1, towrite, file);
size += towrite;
fsize -= towrite;
//send file data
networkSend(networkWriteBuffer, size);
}
fseek(file, 0, SEEK_END); // seek to end of file
size_t fsize = ftell(file); // get current file pointer
fseek(file, 0, SEEK_SET); // seek back to beginning of file
//send file header
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_FILEHEADER);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
buffer = writeU8(buffer, &size, fileType);
buffer = writeU8(buffer, &size, id);
buffer = writeSizeT(buffer, &size, fsize);
networkSend(networkWriteBuffer, size);
//send file data
while(fsize>0) {
buffer = networkWriteBuffer;
size = 0;
buffer = writeU8(buffer, &size, PACKET_START_FILEDATA);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
//read file data
size_t towrite = NETWORK_MAXDATASIZE - size;
if(towrite>fsize) towrite = fsize;
fread(buffer, 1, towrite, file);
size += towrite;
fsize -= towrite;
//send file data
networkSend(networkWriteBuffer, size);
}
}
void sendIDPacket(u8 playerID, u32 uid) {
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_ID);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, 0);
buffer = writeU32(buffer, &size, uid);
networkSend(networkWriteBuffer, size);
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_ID);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, 0);
buffer = writeU32(buffer, &size, uid);
networkSend(networkWriteBuffer, size);
}
void sendStartReadyPacket(u8 playerID) {
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_READY);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, 0);
networkSend(networkWriteBuffer, size);
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_START_READY);
buffer = writeU8(buffer, &size, playerID);
buffer = writeU32(buffer, &size, 0);
networkSend(networkWriteBuffer, size);
}
void sendStartSyncPacket() {
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_TURN_START);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
networkSend(networkWriteBuffer, size);
void *buffer = networkWriteBuffer;
size_t size = 0;
buffer = writeU8(buffer, &size, PACKET_TURN_START);
buffer = writeU8(buffer, &size, 0);
buffer = writeU32(buffer, &size, 0);
networkSend(networkWriteBuffer, size);
}

View file

@ -19,15 +19,15 @@ void potionEffect(int type) {
}
void initPlayers() {
for(int i=0; i<MAX_PLAYERS; i++) {
initPlayer(players+i);
}
for(int i=0; i<MAX_PLAYERS; i++) {
initPlayer(players+i);
}
}
void freePlayers() {
for(int i=0; i<MAX_PLAYERS; i++) {
freePlayer(players+i);
}
for(int i=0; i<MAX_PLAYERS; i++) {
freePlayer(players+i);
}
}
void playerInitMiniMapData(u8 *minimapData) {
@ -38,287 +38,286 @@ void playerInitMiniMapData(u8 *minimapData) {
}
void playerInitEntity(PlayerData *pd) {
pd->entity.type = ENTITY_PLAYER;
pd->entity.level = 1;
pd->entity.xr = 4;
pd->entity.yr = 3;
pd->entity.canSwim = true;
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
pd->entity.p.health = 10;
pd->entity.p.stamina = 10;
pd->entity.p.walkDist = 0;
pd->entity.p.attackTimer = 0;
pd->entity.p.dir = 0;
pd->entity.p.isDead = false;
pd->entity.p.hasWon = false;
pd->entity.p.data = pd;
pd->entity.type = ENTITY_PLAYER;
pd->entity.level = 1;
pd->entity.xr = 4;
pd->entity.yr = 3;
pd->entity.canSwim = true;
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
pd->entity.p.health = 10;
pd->entity.p.stamina = 10;
pd->entity.p.walkDist = 0;
pd->entity.p.attackTimer = 0;
pd->entity.p.dir = 0;
pd->entity.p.isDead = false;
pd->entity.p.hasWon = false;
pd->entity.p.data = pd;
}
void playerInitInventory(PlayerData *pd) {
//reset inventory
pd->inventory.lastSlot = 0;
pd->activeItem = &noItem;
addItemToInventory(newItem(ITEM_WORKBENCH,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_POWGLOVE,0), &(pd->inventory));
if(shouldRenderDebug && playerCount < 1) {
//reset inventory
pd->inventory.lastSlot = 0;
pd->activeItem = &noItem;
if(shouldRenderDebug && playerCount < 2) {
addItemToInventory(newItem(ITEM_POWGLOVE,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_WORKBENCH,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_GOLD_APPLE,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_STRENGTH_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_REGEN_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_SWIM_BREATH_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_SPEED_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_POTION_MAKER,0), &(pd->inventory));
addItemToInventory(newItem(TOOL_SHOVEL,1), &(pd->inventory));
addItemToInventory(newItem(TOOL_HOE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_SWORD,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_PICKAXE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_AXE,4), &(pd->inventory));
addItemToInventory(newItem(ITEM_ANVIL,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_CHEST,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_OVEN,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_FURNACE,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_LANTERN,0), &(pd->inventory));
addItemToInventory(newItem(TOOL_MAGIC_COMPASS,1), &(pd->inventory));
int i;
for (i = 7;i < 28;++i) addItemToInventory(newItem(i,50), &(pd->inventory));
}
addItemToInventory(newItem(TOOL_SHOVEL,1), &(pd->inventory));
addItemToInventory(newItem(TOOL_HOE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_SWORD,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_PICKAXE,4), &(pd->inventory));
addItemToInventory(newItem(TOOL_AXE,4), &(pd->inventory));
addItemToInventory(newItem(ITEM_ANVIL,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_CHEST,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_OVEN,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_FURNACE,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_LANTERN,0), &(pd->inventory));
addItemToInventory(newItem(TOOL_MAGIC_COMPASS,1), &(pd->inventory));
int i;
for (i = 7;i < 28;++i) addItemToInventory(newItem(i,50), &(pd->inventory));
}
}
void playerInitSprite(PlayerData *pd) {
pd->sprite.choosen = false;
pd->sprite.legs = 0;
pd->sprite.body = 0;
pd->sprite.arms = 0;
pd->sprite.head = 0;
pd->sprite.eyes = 0;
pd->sprite.choosen = false;
pd->sprite.legs = 0;
pd->sprite.body = 0;
pd->sprite.arms = 0;
pd->sprite.head = 0;
pd->sprite.eyes = 0;
}
void playerInitMenus(PlayerData *pd) {
pd->ingameMenu = MENU_NONE;
pd->ingameMenuSelection = 0;
pd->ingameMenuInvSel = 0;
pd->ingameMenuInvSelOther = 0;
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuTimer = 0;
resetNPCMenuData(&(pd->npcMenuData));
pd->mapShouldRender = false;
pd->ingameMenu = MENU_NONE;
pd->ingameMenuSelection = 0;
pd->ingameMenuInvSel = 0;
pd->ingameMenuInvSelOther = 0;
pd->ingameMenuAreYouSure = false;
pd->ingameMenuAreYouSureSave = false;
pd->ingameMenuTimer = 0;
resetNPCMenuData(&(pd->npcMenuData));
pd->mapShouldRender = false;
pd->mapScrollX = 0;
pd->mapScrollY = 0;
pd->mapZoomLevel = 2;
sprintf(pd->mapText,"x%d", pd->mapZoomLevel);
pd->touchLastX = -1;
pd->touchLastY = -1;
pd->touchIsDraggingMap = false;
pd->touchIsChangingSize = false;
sprintf(pd->mapText,"x%d", pd->mapZoomLevel);
pd->touchLastX = -1;
pd->touchLastY = -1;
pd->touchIsDraggingMap = false;
pd->touchIsChangingSize = false;
}
void initPlayer(PlayerData *pd) {
pd->isSpawned = false;
playerInitMiniMapData(pd->minimapData);
playerInitEntity(pd);
playerInitInventory(pd);
playerInitSprite(pd);
initQuests(&(pd->questManager));
resetQuests(&(pd->questManager));
playerInitMenus(pd);
pd->score = 0;
pd->isSpawned = false;
playerInitMiniMapData(pd->minimapData);
playerInitEntity(pd);
playerInitInventory(pd);
playerInitSprite(pd);
initQuests(&(pd->questManager));
resetQuests(&(pd->questManager));
playerInitMenus(pd);
pd->score = 0;
}
void freePlayer(PlayerData *pd) {
freeQuests(&(pd->questManager));
freeQuests(&(pd->questManager));
}
PlayerData* getNearestPlayer(s8 level, s16 x, s16 y) {
int nearest = -1;
unsigned int nearestDist = UINT_MAX;
for(int i=0; i<playerCount; i++) {
if(players[i].entity.level!=level) continue;
int xdif = players[i].entity.x - x;
int ydif = players[i].entity.y - y;
unsigned int dist = xdif*xdif + ydif*ydif;
if(dist<nearestDist) {
nearest = i;
nearestDist = dist;
}
}
if(nearest==-1) return NULL;
return players+nearest;
int nearest = -1;
unsigned int nearestDist = UINT_MAX;
for(int i=0; i<playerCount; i++) {
if(players[i].entity.level!=level) continue;
int xdif = players[i].entity.x - x;
int ydif = players[i].entity.y - y;
unsigned int dist = xdif*xdif + ydif*ydif;
if(dist<nearestDist) {
nearest = i;
nearestDist = dist;
}
}
if(nearest==-1) return NULL;
return players+nearest;
}
PlayerData* getLocalPlayer() {
return players+playerLocalID;
return players+playerLocalID;
}
//player update functions
bool playerUseItem(PlayerData *pd) {
int aitemID = 0;
Item * aitem;
Item * item ;
switch(pd->activeItem->id){
//shooting arrows
case TOOL_BOW:
item = getItemFromInventory(ITEM_ARROW_WOOD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_WOOD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_STONE, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_STONE;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_IRON, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_IRON;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GOLD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GOLD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GEM, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GEM;
aitem = item;
}
if(aitemID!=0) {
--aitem->countLevel;
if (isItemEmpty(aitem)) {
removeItemFromInventory(aitem->slotNum, &(pd->inventory));
}
switch(pd->entity.p.dir) {
case 0:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, 2, pd->entity.level), &eManager);
break;
case 1:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, -2, pd->entity.level), &eManager);
break;
case 2:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, -2, 0, pd->entity.level), &eManager);
break;
case 3:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 2, 0, pd->entity.level), &eManager);
break;
}
return true;
}
break;
// Health items
case ITEM_APPLE:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 2)){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
int aitemID = 0;
Item * aitem;
Item * item ;
switch(pd->activeItem->id){
//shooting arrows
case TOOL_BOW:
item = getItemFromInventory(ITEM_ARROW_WOOD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_WOOD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_STONE, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_STONE;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_IRON, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_IRON;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GOLD, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GOLD;
aitem = item;
}
item = getItemFromInventory(ITEM_ARROW_GEM, &(pd->inventory));
if(item!=NULL) {
aitemID = ITEM_ARROW_GEM;
aitem = item;
}
if(aitemID!=0) {
--aitem->countLevel;
if (isItemEmpty(aitem)) {
removeItemFromInventory(aitem->slotNum, &(pd->inventory));
}
switch(pd->entity.p.dir) {
case 0:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, 2, pd->entity.level), &eManager);
break;
case 1:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 0, -2, pd->entity.level), &eManager);
break;
case 2:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, -2, 0, pd->entity.level), &eManager);
break;
case 3:
addEntityToList(newArrowEntity(&(pd->entity), aitemID, 2, 0, pd->entity.level), &eManager);
break;
}
return true;
}
break;
// Health items
case ITEM_APPLE:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 2)){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_STRENGTH_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.strengthTimer == 0){
potionEffect(1);
--(pd->activeItem->countLevel);
}
return 0;
return 0;
case ITEM_SPEED_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.speedTimer == 0){
potionEffect(2);
--(pd->activeItem->countLevel);
}
return 0;
return 0;
case ITEM_REGEN_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.regenTimer == 0){
potionEffect(3);
--(pd->activeItem->countLevel);
}
return 0;
return 0;
case ITEM_SWIM_BREATH_POTION:
if(pd->entity.p.health < 20 && pd->entity.p.swimBreathTimer == 0){
potionEffect(4);
--(pd->activeItem->countLevel);
}
return 0;
return 0;
case ITEM_GOLD_APPLE:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 1)){
playerHeal(pd, 8);
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 1)){
playerHeal(pd, 8);
playerUseEnergy(pd, -10);
--(pd->activeItem->countLevel);
}
return 0;
case ITEM_FLESH:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BREAD:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 2);
--(pd->activeItem->countLevel);
}
break;
--(pd->activeItem->countLevel);
}
return 0;
case ITEM_FLESH:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BREAD:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 2);
--(pd->activeItem->countLevel);
}
break;
case ITEM_PORK_RAW:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_PORK_COOKED:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 3);
--(pd->activeItem->countLevel);
}
break;
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 3);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BEEF_RAW:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 4+(rand()%4))){
playerHeal(pd, 1);
--(pd->activeItem->countLevel);
}
break;
case ITEM_BEEF_COOKED:
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 4);
--(pd->activeItem->countLevel);
}
break;
if(pd->entity.p.health < 10 && playerUseEnergy(pd, 3)){
playerHeal(pd, 4);
--(pd->activeItem->countLevel);
}
break;
//special item
case ITEM_WIZARD_SUMMON:
if(pd->entity.level==0) {
--(pd->activeItem->countLevel);
--(pd->activeItem->countLevel);
airWizardHealthDisplay = 2000;
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
}
break;
}
if (isItemEmpty(pd->activeItem)) {
removeItemFromInventory(pd->activeItem->slotNum, &(pd->inventory));
pd->activeItem = &noItem;
}
break;
}
if (isItemEmpty(pd->activeItem)) {
removeItemFromInventory(pd->activeItem->slotNum, &(pd->inventory));
pd->activeItem = &noItem;
}
return false;
}
@ -329,28 +328,28 @@ bool playerInteract(PlayerData *pd, int x0, int y0, int x1, int y1) {
for (i = 0; i < eSize; ++i) {
Entity * ent = es[i];
if (ent != &(pd->entity)){
if (ItemVsEntity(pd, pd->activeItem, ent, pd->entity.p.dir)) return true;
}
if (ItemVsEntity(pd, pd->activeItem, ent, pd->entity.p.dir)) return true;
}
}
return false;
}
void playerAttack(PlayerData *pd) {
bool done = false;
bool done = false;
pd->entity.p.attackTimer = 5;
int yo = -2;
int range = 12;
//directly using an item
int range = 12;
//directly using an item
if(playerUseItem(pd)) return;
//interacting with entities
switch(pd->entity.p.dir){
case 0: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y + 4 + yo, pd->entity.x + 8, pd->entity.y + range + yo)) return; break;
case 1: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y - range + yo, pd->entity.x + 8, pd->entity.y - 4 + yo)) return; break;
case 2: if(playerInteract(pd, pd->entity.x - range, pd->entity.y - 8 + yo, pd->entity.x - 4, pd->entity.y + 8 + yo)) return; break;
case 3: if(playerInteract(pd, pd->entity.x + 4, pd->entity.y - 8 + yo, pd->entity.x + range, pd->entity.y + 8 + yo)) return; break;
}
//interacting with entities
switch(pd->entity.p.dir){
case 0: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y + 4 + yo, pd->entity.x + 8, pd->entity.y + range + yo)) return; break;
case 1: if(playerInteract(pd, pd->entity.x - 8, pd->entity.y - range + yo, pd->entity.x + 8, pd->entity.y - 4 + yo)) return; break;
case 2: if(playerInteract(pd, pd->entity.x - range, pd->entity.y - 8 + yo, pd->entity.x - 4, pd->entity.y + 8 + yo)) return; break;
case 3: if(playerInteract(pd, pd->entity.x + 4, pd->entity.y - 8 + yo, pd->entity.x + range, pd->entity.y + 8 + yo)) return; break;
}
int xt = pd->entity.x >> 4;
int yt = (pd->entity.y + yo) >> 4;
@ -360,37 +359,37 @@ void playerAttack(PlayerData *pd) {
if (pd->entity.p.dir == 2) xt = (pd->entity.x - r) >> 4;
if (pd->entity.p.dir == 3) xt = (pd->entity.x + r) >> 4;
//interacting with tiles
//interacting with tiles
if (xt >= 0 && yt >= 0 && xt < 128 && yt < 128) {
s8 itract = itemTileInteract(getTile(pd->entity.level, xt, yt), pd, pd->activeItem, pd->entity.level, xt, yt, pd->entity.x, pd->entity.y, pd->entity.p.dir);
if(itract > 0){
if(itract==2) pd->entity.p.isCarrying = false;
done = true;
}
s8 itract = itemTileInteract(getTile(pd->entity.level, xt, yt), pd, pd->activeItem, pd->entity.level, xt, yt, pd->entity.x, pd->entity.y, pd->entity.p.dir);
if(itract > 0){
if(itract==2) pd->entity.p.isCarrying = false;
done = true;
}
if (pd->activeItem != &noItem && isItemEmpty(pd->activeItem)) {
removeItemFromInventory(pd->activeItem->slotNum, &(pd->inventory));
pd->activeItem = &noItem;
}
}
if(done) return;
//breaking tiles
if (pd->activeItem == &noItem || pd->activeItem->id == TOOL_SWORD || pd->activeItem->id == TOOL_AXE) {
if (xt >= 0 && yt >= 0 && xt < 128 && 128) {
playerHurtTile(pd, getTile(pd->entity.level, xt, yt), pd->entity.level, xt, yt, (rand()%3) + 1, pd->entity.p.dir);
}
}
//breaking tiles
if (pd->activeItem == &noItem || pd->activeItem->id == TOOL_SWORD || pd->activeItem->id == TOOL_AXE) {
if (xt >= 0 && yt >= 0 && xt < 128 && 128) {
playerHurtTile(pd, getTile(pd->entity.level, xt, yt), pd->entity.level, xt, yt, (rand()%3) + 1, pd->entity.p.dir);
}
}
}
bool playerUseArea(PlayerData *pd, int x0, int y0, int x1, int y1) {
Entity * entities[eManager.lastSlot[pd->entity.level]];
int i;
int ae = getEntities(entities, pd->entity.level, x0, y0, x1, y1);
for(i = 0; i < ae; ++i){
if(useEntity(pd, entities[i])) return true;
}
int ae = getEntities(entities, pd->entity.level, x0, y0, x1, y1);
for(i = 0; i < ae; ++i){
if(useEntity(pd, entities[i])) return true;
}
return false;
}
@ -404,14 +403,14 @@ bool playerUse(PlayerData *pd) {
}
void tickPlayer(PlayerData *pd, bool inmenu) {
if (pd->entity.p.isDead) return;
//invincibility time
if (pd->entity.hurtTime > 0) pd->entity.hurtTime--;
//stamina recharging
bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
if (pd->entity.p.stamina <= 0 && pd->entity.p.staminaRechargeDelay == 0 && pd->entity.p.staminaRecharge == 0) {
if (pd->entity.p.isDead) return;
//invincibility time
if (pd->entity.hurtTime > 0) pd->entity.hurtTime--;
//stamina recharging
bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
if (pd->entity.p.stamina <= 0 && pd->entity.p.staminaRechargeDelay == 0 && pd->entity.p.staminaRecharge == 0) {
pd->entity.p.staminaRechargeDelay = 40;
}
@ -422,25 +421,25 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
if (pd->entity.p.staminaRechargeDelay == 0) {
++pd->entity.p.staminaRecharge;
if (swimming) pd->entity.p.staminaRecharge = 0;
while (pd->entity.p.staminaRecharge > 10) {
pd->entity.p.staminaRecharge -= 10;
if (pd->entity.p.stamina < 10) ++pd->entity.p.stamina;
}
}
if(!inmenu) {
if(!pd->sprite.choosen) {
pd->ingameMenu = MENU_CHARACTER_CUSTOMIZE;
pd->ingameMenuSelection = 0;
return;
}
//movement
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
if (pd->inputs.k_left.down){
if(!inmenu) {
if(!pd->sprite.choosen) {
pd->ingameMenu = MENU_CHARACTER_CUSTOMIZE;
pd->ingameMenuSelection = 0;
return;
}
//movement
pd->entity.p.ax = 0;
pd->entity.p.ay = 0;
if (pd->inputs.k_left.down){
if(UnderSpeedEffect) {
pd->entity.p.ax -= 2;
pd->entity.p.dir = 2;
@ -451,9 +450,9 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
pd->entity.p.dir = 2;
++pd->entity.p.walkDist;
}
}
if (pd->inputs.k_right.down){
if(UnderSpeedEffect) {
}
if (pd->inputs.k_right.down){
if(UnderSpeedEffect) {
pd->entity.p.ax += 2;
pd->entity.p.dir = 3;
++pd->entity.p.walkDist;
@ -463,9 +462,9 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
pd->entity.p.dir = 3;
++pd->entity.p.walkDist;
}
}
if (pd->inputs.k_up.down){
if(UnderSpeedEffect) {
}
if (pd->inputs.k_up.down){
if(UnderSpeedEffect) {
pd->entity.p.ay -= 2;
pd->entity.p.dir = 1;
++pd->entity.p.walkDist;
@ -475,9 +474,9 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
pd->entity.p.dir = 1;
++pd->entity.p.walkDist;
}
}
if (pd->inputs.k_down.down){
if(UnderSpeedEffect) {
}
if (pd->inputs.k_down.down){
if(UnderSpeedEffect) {
pd->entity.p.ay += 2;
pd->entity.p.dir = 0;
++pd->entity.p.walkDist;
@ -487,52 +486,127 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
pd->entity.p.dir = 0;
++pd->entity.p.walkDist;
}
}
if (pd->entity.p.staminaRechargeDelay % 2 == 0) moveMob(&(pd->entity), pd->entity.p.ax, pd->entity.p.ay);
//"pausing", TODO: since multiplayer this will no longer pause
if (pd->inputs.k_pause.clicked){
pd->ingameMenuSelection = 0;
pd->ingameMenu = MENU_PAUSED;
}
//attacking
if(pd->inputs.k_attack.clicked){
if (pd->entity.p.stamina != 0) {
if(!shouldRenderDebug) pd->entity.p.stamina--;
pd->entity.p.staminaRecharge = 0;
playerAttack(pd);
}
}
if (pd->inputs.k_menu.clicked){
pd->ingameMenuInvSel = 0;
if(!playerUse(pd)) pd->ingameMenu = MENU_INVENTORY;
}
}
//swimming stamina and drowning
}
if (pd->entity.p.staminaRechargeDelay % 2 == 0) moveMob(&(pd->entity), pd->entity.p.ax, pd->entity.p.ay);
//"pausing", TODO: since multiplayer this will no longer pause
if (pd->inputs.k_pause.clicked){
pd->ingameMenuSelection = 0;
pd->ingameMenu = MENU_PAUSED;
}
//attacking
if(pd->inputs.k_attack.clicked){
if (pd->entity.p.stamina != 0) {
if(!shouldRenderDebug) pd->entity.p.stamina--;
pd->entity.p.staminaRecharge = 0;
playerAttack(pd);
}
}
//picking up furniture
if(pd->inputs.k_pickup.clicked){
if (pd->entity.p.isCarrying){
if (pd->entity.p.stamina != 0) {
if(!shouldRenderDebug) pd->entity.p.stamina--;
pd->entity.p.staminaRecharge = 0;
playerAttack(pd);
}
}else{
int yo = -2;
int range = 12;
// see if entity near player
int x0, y0, x1, y1 = 0;
switch(pd->entity.p.dir){
case 0:
x0 = pd->entity.x - 8;
y0 = pd->entity.y + 4 + yo;
x1 = pd->entity.x + 8;
y1 = pd->entity.y + range + yo;
break;
case 1:
x0 = pd->entity.x - 8;
y0 = pd->entity.y - range + yo;
x1 = pd->entity.x + 8;
y1 = pd->entity.y - 4 + yo;
break;
case 2:
x0 = pd->entity.x - range;
y0 = pd->entity.y - 8 + yo;
x1 = pd->entity.x - 4;
y1 = pd->entity.y + 8 + yo;
break;
case 3:
x0 = pd->entity.x + 4;
y0 = pd->entity.y - 8 + yo;
x1 = pd->entity.x + range;
y1 = pd->entity.y + 8 + yo;
break;
}
Entity * es[eManager.lastSlot[pd->entity.level]];
int eSize = getEntities(es, pd->entity.level, x0, y0, x1, y1);
int i;
for (i = 0; i < eSize; ++i) {
Entity * ent = es[i];
if (ent != &(pd->entity)){
if(ent->type == ENTITY_FURNITURE){
//Important: close all crafting windows using this furniture (only applies to chest) or else they will write invalid memory
for(int i=0; i<playerCount; i++) {
if(players[i].curChestEntity==ent) {
players[i].ingameMenu = MENU_NONE;
}
}
Item nItem = newItem(ent->entityFurniture.itemID,0);
if(ent->entityFurniture.itemID == ITEM_CHEST) nItem.chestPtr = ent->entityFurniture.inv;
pushItemToInventoryFront(nItem, &(pd->inventory));
removeEntityFromList(ent, ent->level, &eManager);
pd->activeItem = &(pd->inventory.items[0]);
pd->entity.p.isCarrying = true;
}
}
}
}
}
// in head crafting
if(pd->inputs.k_use.clicked){
pd->ingameMenuInvSel = 0;
if(!playerUse(pd)){
pd->currentCraftTitle = "Crafting";
openCraftingMenu(pd, &inHeadRecipes, "Crafting");
}
}
if (pd->inputs.k_menu.clicked){
pd->ingameMenuInvSel = 0;
if(!playerUse(pd)) pd->ingameMenu = MENU_INVENTORY;
}
}
//swimming stamina and drowning
if (swimming && pd->entity.p.swimTimer % 60 == 0 && UnderSwimBreathEffect != true) {
if (pd->entity.p.stamina > 0) {
if(!shouldRenderDebug) --pd->entity.p.stamina;
} else {
hurtEntity(&(pd->entity), 1, -1, 0xFFAF00FF, NULL);
hurtEntity(&(pd->entity), 1, -1, 0xFFAF00FF, NULL);
}
}
//Regen healing
if (regening && pd->entity.p.regenTimer % 75 == 0) {
playerHeal(pd, 1);
}
if(isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4)) ++pd->entity.p.swimTimer;
if(isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4)) ++pd->entity.p.swimTimer;
if(regening) ++pd->entity.p.regenTimer;
if(UnderSpeedEffect) ++pd->entity.p.speedTimer;
if(UnderStrengthEffect) ++pd->entity.p.strengthTimer;
if(UnderSwimBreathEffect) ++pd->entity.p.swimBreathTimer;
if(pd->entity.p.attackTimer > 0) --pd->entity.p.attackTimer;
if(pd->entity.p.attackTimer > 0) --pd->entity.p.attackTimer;
//TODO - maybe move to own function
//Update Minimap
int xp;
@ -549,35 +623,35 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
}
void playerSetActiveItem(PlayerData *pd, Item *item) {
pd->activeItem = item;
if(pd->activeItem->id > 27 && pd->activeItem->id < 51) pd->entity.p.isCarrying = true;
else pd->entity.p.isCarrying = false;
pd->activeItem = item;
if(pd->activeItem->id > 27 && pd->activeItem->id < 51) pd->entity.p.isCarrying = true;
else pd->entity.p.isCarrying = false;
}
bool playerUseEnergy(PlayerData *pd, int amount) {
if(shouldRenderDebug) return true;
if(amount > pd->entity.p.stamina) return false;
pd->entity.p.stamina -= amount;
return true;
if(shouldRenderDebug) return true;
if(amount > pd->entity.p.stamina) return false;
pd->entity.p.stamina -= amount;
return true;
}
void playerHeal(PlayerData *pd, int amount) {
pd->entity.p.health += amount;
if(pd->entity.p.health > 10) pd->entity.p.health = 10;
char healText[11];
sprintf(healText, "%d", amount);
addEntityToList(newTextParticleEntity(healText,0xFF00FF00, pd->entity.x, pd->entity.y, pd->entity.level), &eManager);
pd->entity.p.health += amount;
if(pd->entity.p.health > 10) pd->entity.p.health = 10;
char healText[11];
sprintf(healText, "%d", amount);
addEntityToList(newTextParticleEntity(healText,0xFF00FF00, pd->entity.x, pd->entity.y, pd->entity.level), &eManager);
}
void playerSpawn(PlayerData *pd) {
while(true){
int rx = rand()%128;
int ry = rand()%128;
if(getTile(pd->entity.level, rx, ry) == TILE_GRASS){
pd->entity.x = (rx << 4) + 8;
pd->entity.y = (ry << 4) + 8;
pd->isSpawned = true;
break;
}
}
while(true){
int rx = rand()%128;
int ry = rand()%128;
if(getTile(pd->entity.level, rx, ry) == TILE_GRASS){
pd->entity.x = (rx << 4) + 8;
pd->entity.y = (ry << 4) + 8;
pd->isSpawned = true;
break;
}
}
}

View file

@ -16,64 +16,64 @@
typedef struct _plrsp {
bool choosen;
u8 legs;
u8 body;
u8 arms;
u8 head;
u8 eyes;
bool choosen;
u8 legs;
u8 body;
u8 arms;
u8 head;
u8 eyes;
} PlayerSprite;
typedef struct _plrd {
//for identification in save data and sync game start
u32 id;
bool idSet;
bool ready;
//input/multiplayer/synchronization
Inputs inputs;
Inputs nextInputs[MAX_INPUT_BUFFER];
bool nextTurnReady[MAX_INPUT_BUFFER];
//
bool isSpawned;
u8 minimapData[128*128];
//for identification in save data and sync game start
u32 id;
bool idSet;
bool ready;
//input/multiplayer/synchronization
Inputs inputs;
Inputs nextInputs[MAX_INPUT_BUFFER];
bool nextTurnReady[MAX_INPUT_BUFFER];
//
bool isSpawned;
u8 minimapData[128*128];
int score;
QuestlineManager questManager;
Entity entity;
Inventory inventory;
Item *activeItem;
PlayerSprite sprite;
//menu data
u8 ingameMenu;
s8 ingameMenuSelection;
s16 ingameMenuInvSel;
s16 ingameMenuInvSelOther;
bool ingameMenuAreYouSure;
bool ingameMenuAreYouSureSave;
s16 ingameMenuTimer;
NPC_MenuData npcMenuData;
RecipeManager currentRecipes;
char *currentCraftTitle;
Entity *curChestEntity;
s8 curChestEntityR;
bool mapShouldRender;
u8 mapZoomLevel;
s16 mapScrollX;
s16 mapScrollY;
char mapText[32];
s16 touchLastX;
s16 touchLastY;
bool touchIsDraggingMap;
bool touchIsChangingSize;
QuestlineManager questManager;
Entity entity;
Inventory inventory;
Item *activeItem;
PlayerSprite sprite;
//menu data
u8 ingameMenu;
s8 ingameMenuSelection;
s16 ingameMenuInvSel;
s16 ingameMenuInvSelOther;
bool ingameMenuAreYouSure;
bool ingameMenuAreYouSureSave;
s16 ingameMenuTimer;
NPC_MenuData npcMenuData;
RecipeManager currentRecipes;
char *currentCraftTitle;
Entity *curChestEntity;
s8 curChestEntityR;
bool mapShouldRender;
u8 mapZoomLevel;
s16 mapScrollX;
s16 mapScrollY;
char mapText[32];
s16 touchLastX;
s16 touchLastY;
bool touchIsDraggingMap;
bool touchIsChangingSize;
} PlayerData;
PlayerData players[MAX_PLAYERS];

View file

@ -4,434 +4,434 @@
#include "Render.h"
void initTrades() {
priestTrades.size = 5;
priestTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (priestTrades.size));
priestTrades.recipes[0] = defineRecipe(ITEM_DUNGEON_KEY,1,1,ITEM_MAGIC_DUST,2);
priestTrades.size = 5;
priestTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (priestTrades.size));
priestTrades.recipes[0] = defineRecipe(ITEM_DUNGEON_KEY,1,1,ITEM_MAGIC_DUST,2);
priestTrades.recipes[1] = defineRecipe(ITEM_WIZARD_SUMMON,1,4,ITEM_CLOUD,100,ITEM_IRONINGOT,10,ITEM_BONE,10,ITEM_LEATHER,10);
priestTrades.recipes[2] = defineRecipe(TOOL_MAGIC_COMPASS,1,2,ITEM_IRONINGOT,10,ITEM_GLASS,5);
priestTrades.recipes[3] = defineRecipe(ITEM_COIN,1,1,ITEM_SLIME,5);
priestTrades.recipes[4] = defineRecipe(ITEM_COIN,1,1,ITEM_FLESH,5);
farmerTrades.size = 7;
farmerTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (farmerTrades.size));
farmerTrades.recipes[0] = defineRecipe(ITEM_WHEAT,5,1,ITEM_COIN,3);
farmerTrades.recipes[1] = defineRecipe(ITEM_BREAD,1,1,ITEM_COIN,3);
farmerTrades.recipes[2] = defineRecipe(ITEM_APPLE,2,1,ITEM_COIN,4);
farmerTrades.recipes[3] = defineRecipe(ITEM_ACORN,3,1,ITEM_COIN,1);
farmerTrades.recipes[4] = defineRecipe(ITEM_SEEDS,4,1,ITEM_COIN,2);
farmerTrades.recipes[5] = defineRecipe(ITEM_COIN,2,1,ITEM_SEEDS,5);
farmerTrades.recipes[6] = defineRecipe(ITEM_COIN,1,1,ITEM_ACORN,5);
dwarfTrades.size = 2;
dwarfTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (dwarfTrades.size));
dwarfTrades.recipes[0] = defineRecipe(ITEM_IRONINGOT,4,1,ITEM_GOLDINGOT,1);
dwarfTrades.recipes[1] = defineRecipe(ITEM_GOLDINGOT,2,1,ITEM_GEM,1);
//TODO: Trade Dragon Scales for something really nice
priestTrades.recipes[2] = defineRecipe(TOOL_MAGIC_COMPASS,1,2,ITEM_IRONINGOT,10,ITEM_GLASS,5);
priestTrades.recipes[3] = defineRecipe(ITEM_COIN,1,1,ITEM_SLIME,5);
priestTrades.recipes[4] = defineRecipe(ITEM_COIN,1,1,ITEM_FLESH,5);
farmerTrades.size = 7;
farmerTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (farmerTrades.size));
farmerTrades.recipes[0] = defineRecipe(ITEM_WHEAT,5,1,ITEM_COIN,3);
farmerTrades.recipes[1] = defineRecipe(ITEM_BREAD,1,1,ITEM_COIN,3);
farmerTrades.recipes[2] = defineRecipe(ITEM_APPLE,2,1,ITEM_COIN,4);
farmerTrades.recipes[3] = defineRecipe(ITEM_ACORN,3,1,ITEM_COIN,1);
farmerTrades.recipes[4] = defineRecipe(ITEM_SEEDS,4,1,ITEM_COIN,2);
farmerTrades.recipes[5] = defineRecipe(ITEM_COIN,2,1,ITEM_SEEDS,5);
farmerTrades.recipes[6] = defineRecipe(ITEM_COIN,1,1,ITEM_ACORN,5);
dwarfTrades.size = 2;
dwarfTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (dwarfTrades.size));
dwarfTrades.recipes[0] = defineRecipe(ITEM_IRONINGOT,4,1,ITEM_GOLDINGOT,1);
dwarfTrades.recipes[1] = defineRecipe(ITEM_GOLDINGOT,2,1,ITEM_GEM,1);
//TODO: Trade Dragon Scales for something really nice
}
void freeTrades() {
free(priestTrades.recipes);
free(farmerTrades.recipes);
free(dwarfTrades.recipes);
free(priestTrades.recipes);
free(farmerTrades.recipes);
free(dwarfTrades.recipes);
}
void initQuests(QuestlineManager *questManager) {
if(questManager->questlines!=NULL) {
freeQuests(questManager);
}
questManager->size = 2;
questManager->questlines = (Questline*)malloc(sizeof(Questline) * (questManager->size));
if(questManager->questlines!=NULL) {
freeQuests(questManager);
}
questManager->size = 2;
questManager->questlines = (Questline*)malloc(sizeof(Questline) * (questManager->size));
}
void resetQuests(QuestlineManager *questManager) {
int i;
for(i=0; i<questManager->size; ++i) {
questManager->questlines[i].currentQuest = 0;
questManager->questlines[i].currentQuestDone = false;
}
int i;
for(i=0; i<questManager->size; ++i) {
questManager->questlines[i].currentQuest = 0;
questManager->questlines[i].currentQuestDone = false;
}
}
void freeQuests(QuestlineManager *questManager) {
free(questManager->questlines);
questManager->questlines = NULL;
free(questManager->questlines);
questManager->questlines = NULL;
}
void resetNPCMenuData(NPC_MenuData *data) {
data->currentNPC = 0;
data->currentNPCMenu = 0;
data->currentNPCVal = 0;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 0;
data->currentTalkOption0 = "";
data->currentTalkOption1 = "";
data->currentTalkOption2 = "";
data->currentTalk0 = "";
data->currentTalk1 = "";
data->currentTalk2 = "";
data->currentTalk3 = "";
data->currentTalk4 = "";
data->currentTalk5 = "";
data->currentNPC = 0;
data->currentNPCMenu = 0;
data->currentNPCVal = 0;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 0;
data->currentTalkOption0 = "";
data->currentTalkOption1 = "";
data->currentTalkOption2 = "";
data->currentTalk0 = "";
data->currentTalk1 = "";
data->currentTalk2 = "";
data->currentTalk3 = "";
data->currentTalk4 = "";
data->currentTalk5 = "";
}
void openNPCMenu(PlayerData *pd, int npc) {
pd->ingameMenu = MENU_NPC;
NPC_MenuData *data = &(pd->npcMenuData);
QuestlineManager *questManager = &(pd->questManager);
data->currentNPC = npc;
data->currentNPCVal = 0;
data->currentNPCMenu = NPC_MENU_TALK;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "Bye";
data->currentTalkOption1 = "";
data->currentTalkOption2 = "";
data->currentTalk0 = "";
data->currentTalk1 = "";
data->currentTalk2 = "";
data->currentTalk3 = "";
data->currentTalk4 = "";
data->currentTalk5 = "";
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(data->currentNPC) {
case NPC_GIRL:
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "Hello?";
data->currentTalk1 = "I have a feeling of having";
data->currentTalk2 = "forgotten something very";
data->currentTalk3 = "important.";
data->currentTalk4 = "Hopefully I will remember";
data->currentTalk5 = "it soon...";
break;
case NPC_PRIEST:
data->currentTalkOptions = 3;
data->currentTalkOption1 = "Trade";
data->currentTalkOption2 = "Why are you so few?";
data->currentTalk0 = "Welcome to our small village";
data->currentTalk1 = "I am the leader of our group.";
data->currentTalk2 = "If you have anything usefull";
data->currentTalk3 = "for us I might be able to";
data->currentTalk4 = "provide something nice in";
data->currentTalk5 = "exchange.";
break;
case NPC_FARMER:
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Maybe some other time";
data->currentTalkOption1 = "Trade";
data->currentTalk0 = "Hello friend!";
data->currentTalk1 = "Nice seeing somebody else";
data->currentTalk2 = "visit my little farm.";
data->currentTalk3 = "Interested in buying some";
data->currentTalk4 = "fresh farm goods?";
data->currentTalk5 = "";
break;
case NPC_LIBRARIAN:
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Nothing";
data->currentTalkOption1 = "What are you doing here?";
if(questManager->questlines[1].currentQuest==1) {
data->currentTalkOptions = 3;
data->currentTalkOption2 = "Dwarvish language";
}
data->currentTalk0 = "Oh hello?";
data->currentTalk1 = "You must be quite brave";
data->currentTalk2 = "or stupid to be walking";
data->currentTalk3 = "around in this dungeon.";
data->currentTalk4 = "";
data->currentTalk5 = "How can I help you?";
break;
case NPC_DWARF:
if(questManager->questlines[1].currentQuest<=1) {
questManager->questlines[1].currentQuest = 1;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "?";
data->currentTalk0 = "Dwo neal bet reck da lo";
data->currentTalk1 = "dhum don lir lugn at el";
data->currentTalk2 = "nur tor erno ur yo trad";
data->currentTalk3 = "thra so tir kho ukk tin";
data->currentTalk4 = "hel dro ic";
data->currentTalk5 = "";
//TODO: set to 2 once translation book has been bought from librarian(can only be done once it is 1, so the dwarf has been found once)
} else if(questManager->questlines[1].currentQuest==2) {
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Not really";
data->currentTalkOption1 = "Trade";
data->currentTalk0 = "How are ya?";
data->currentTalk1 = "Pretty unusal meeting a";
data->currentTalk2 = "human down here.";
data->currentTalk3 = "";
data->currentTalk4 = "have something valuable";
data->currentTalk5 = "to trade?";
}
break;
}
pd->ingameMenu = MENU_NPC;
NPC_MenuData *data = &(pd->npcMenuData);
QuestlineManager *questManager = &(pd->questManager);
data->currentNPC = npc;
data->currentNPCVal = 0;
data->currentNPCMenu = NPC_MENU_TALK;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "Bye";
data->currentTalkOption1 = "";
data->currentTalkOption2 = "";
data->currentTalk0 = "";
data->currentTalk1 = "";
data->currentTalk2 = "";
data->currentTalk3 = "";
data->currentTalk4 = "";
data->currentTalk5 = "";
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(data->currentNPC) {
case NPC_GIRL:
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "Hello?";
data->currentTalk1 = "I have a feeling of having";
data->currentTalk2 = "forgotten something very";
data->currentTalk3 = "important.";
data->currentTalk4 = "Hopefully I will remember";
data->currentTalk5 = "it soon...";
break;
case NPC_PRIEST:
data->currentTalkOptions = 3;
data->currentTalkOption1 = "Trade";
data->currentTalkOption2 = "Why are you so few?";
data->currentTalk0 = "Welcome to our small village";
data->currentTalk1 = "I am the leader of our group.";
data->currentTalk2 = "If you have anything usefull";
data->currentTalk3 = "for us I might be able to";
data->currentTalk4 = "provide something nice in";
data->currentTalk5 = "exchange.";
break;
case NPC_FARMER:
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Maybe some other time";
data->currentTalkOption1 = "Trade";
data->currentTalk0 = "Hello friend!";
data->currentTalk1 = "Nice seeing somebody else";
data->currentTalk2 = "visit my little farm.";
data->currentTalk3 = "Interested in buying some";
data->currentTalk4 = "fresh farm goods?";
data->currentTalk5 = "";
break;
case NPC_LIBRARIAN:
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Nothing";
data->currentTalkOption1 = "What are you doing here?";
if(questManager->questlines[1].currentQuest==1) {
data->currentTalkOptions = 3;
data->currentTalkOption2 = "Dwarvish language";
}
data->currentTalk0 = "Oh hello?";
data->currentTalk1 = "You must be quite brave";
data->currentTalk2 = "or stupid to be walking";
data->currentTalk3 = "around in this dungeon.";
data->currentTalk4 = "";
data->currentTalk5 = "How can I help you?";
break;
case NPC_DWARF:
if(questManager->questlines[1].currentQuest<=1) {
questManager->questlines[1].currentQuest = 1;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "?";
data->currentTalk0 = "Dwo neal bet reck da lo";
data->currentTalk1 = "dhum don lir lugn at el";
data->currentTalk2 = "nur tor erno ur yo trad";
data->currentTalk3 = "thra so tir kho ukk tin";
data->currentTalk4 = "hel dro ic";
data->currentTalk5 = "";
//TODO: set to 2 once translation book has been bought from librarian(can only be done once it is 1, so the dwarf has been found once)
} else if(questManager->questlines[1].currentQuest==2) {
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Not really";
data->currentTalkOption1 = "Trade";
data->currentTalk0 = "How are ya?";
data->currentTalk1 = "Pretty unusal meeting a";
data->currentTalk2 = "human down here.";
data->currentTalk3 = "";
data->currentTalk4 = "have something valuable";
data->currentTalk5 = "to trade?";
}
break;
}
}
void tickTalkMenu(PlayerData *pd, NPC_MenuData *data) {
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_up.clicked){ ++data->currentTalkSel; if(data->currentTalkSel >= data->currentTalkOptions) data->currentTalkSel=0;}
if (pd->inputs.k_down.clicked){ --data->currentTalkSel; if(data->currentTalkSel < 0) data->currentTalkSel=data->currentTalkOptions-1;}
if(pd->inputs.k_accept.clicked){
data->currentTalkDone = true;
}
if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
if (pd->inputs.k_up.clicked){ ++data->currentTalkSel; if(data->currentTalkSel >= data->currentTalkOptions) data->currentTalkSel=0;}
if (pd->inputs.k_down.clicked){ --data->currentTalkSel; if(data->currentTalkSel < 0) data->currentTalkSel=data->currentTalkOptions-1;}
if(pd->inputs.k_accept.clicked){
data->currentTalkDone = true;
}
}
void tickNPCMenu(PlayerData *pd) {
NPC_MenuData *data = &(pd->npcMenuData);
QuestlineManager *questManager = &(pd->questManager);
//TODO: Handle upon currentNPC as well as the fitting quest progress
if(data->currentNPCMenu==NPC_MENU_TALK) tickTalkMenu(pd, data);
NPC_MenuData *data = &(pd->npcMenuData);
QuestlineManager *questManager = &(pd->questManager);
switch(data->currentNPC) {
case NPC_GIRL:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
}
break;
case NPC_PRIEST:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &priestTrades, "Trading");
} else if(data->currentTalkSel==2) {
data->currentNPCVal = 1;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "For quite some time now this";
data->currentTalk1 = "village has been tyrannized";
data->currentTalk2 = "by a powerfull Air Wizard.";
data->currentTalk3 = "We are the only ones who";
data->currentTalk4 = "still have not given up";
data->currentTalk5 = "our old homes.";
}
} else if(data->currentNPCVal==1) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 2;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "Most of the time the wizard";
data->currentTalk1 = "hides somewhere in the";
data->currentTalk2 = "cloudes. They can only be";
data->currentTalk3 = "reached by a stairwell";
data->currentTalk4 = "protected by an almost";
data->currentTalk5 = "undestroyable stone barrier.";
}
} else if(data->currentNPCVal==2) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 3;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "I am guessing you would ";
data->currentTalk1 = "need tools atleast as";
data->currentTalk2 = "strong as diamonds to be";
data->currentTalk3 = "able to destroy it.";
data->currentTalk4 = "";
data->currentTalk5 = "";
}
} else if(data->currentNPCVal==3) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 4;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Let me do it!";
data->currentTalkOption1 = "I am not sure";
data->currentTalk0 = "I am willing to give an";
data->currentTalk1 = "ancient artifact passed";
data->currentTalk2 = "down over generations to";
data->currentTalk3 = "anybody who manages to";
data->currentTalk4 = "chase the wizard away and";
data->currentTalk5 = "come back with proof.";
}
} else if(data->currentNPCVal==4) {
pd->ingameMenu = MENU_NONE;
}
}
break;
case NPC_FARMER:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &farmerTrades, "Trading");
}
}
}
break;
case NPC_LIBRARIAN:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
data->currentNPCVal = 2;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "Ok";
data->currentTalk0 = "The books in this dungeon";
data->currentTalk1 = "house secrets that cannot be";
data->currentTalk2 = "found anywhere else in the";
data->currentTalk3 = "world. So I came to study";
data->currentTalk4 = "them. Most are written in";
data->currentTalk5 = "an ancient language.";
} else if(data->currentTalkSel==2) {
data->currentNPCVal = 1;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 2;
data->currentTalkOption0 = "I need to think about it";
data->currentTalkOption1 = "Here they are";
data->currentTalk0 = "So you have met a dwarf but";
data->currentTalk1 = "had a little communication";
data->currentTalk2 = "problem? I do have a dwarvish";
data->currentTalk3 = "translation book but I havent";
data->currentTalk4 = "read it yet. For 10 Gold bars";
data->currentTalk5 = "I will give it to you anyway.";
}
} else if(data->currentNPCVal==1) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
data->currentNPCVal = 2;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "";
if(countItemInv(ITEM_GOLDINGOT, 0, &(pd->inventory))>=10) {
//remove gold from player inventory
//TODO: Maybe I should make a generic substract items method sometime
Item* item = getItemFromInventory(ITEM_GOLDINGOT, &(pd->inventory));
item->countLevel -= 10;
if(item->countLevel < 1) removeItemFromInventory(item->slotNum, &(pd->inventory));
questManager->questlines[1].currentQuest = 2;
data->currentTalk0 = "Thank you these will be";
data->currentTalk1 = "really helpfull.";
data->currentTalk2 = "Here take this book with";
data->currentTalk3 = "it you should be able to";
data->currentTalk4 = "easily understand anything";
data->currentTalk5 = "a dwarf can say.";
data->currentTalkOption0 = "Thanks";
} else {
data->currentTalk0 = "You do not seem to have";
data->currentTalk1 = "enough Gold Bars with you.";
data->currentTalk2 = "";
data->currentTalk3 = "Ask again when you have";
data->currentTalk4 = "collected the 10 Bars.";
data->currentTalk5 = "";
data->currentTalkOption0 = "Ok";
}
}
} else if(data->currentNPCVal==2) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
}
}
}
break;
case NPC_DWARF:
if(questManager->questlines[1].currentQuest<=1) {
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
}
} else if(questManager->questlines[1].currentQuest==2) {
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &dwarfTrades, "Trading");
}
}
}
break;
}
//TODO: Handle upon currentNPC as well as the fitting quest progress
if(data->currentNPCMenu==NPC_MENU_TALK) tickTalkMenu(pd, data);
switch(data->currentNPC) {
case NPC_GIRL:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
}
break;
case NPC_PRIEST:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &priestTrades, "Trading");
} else if(data->currentTalkSel==2) {
data->currentNPCVal = 1;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "For quite some time now this";
data->currentTalk1 = "village has been tyrannized";
data->currentTalk2 = "by a powerfull Air Wizard.";
data->currentTalk3 = "We are the only ones who";
data->currentTalk4 = "still have not given up";
data->currentTalk5 = "our old homes.";
}
} else if(data->currentNPCVal==1) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 2;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "Most of the time the wizard";
data->currentTalk1 = "hides somewhere in the";
data->currentTalk2 = "cloudes. They can only be";
data->currentTalk3 = "reached by a stairwell";
data->currentTalk4 = "protected by an almost";
data->currentTalk5 = "undestroyable stone barrier.";
}
} else if(data->currentNPCVal==2) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 3;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "...";
data->currentTalk0 = "I am guessing you would ";
data->currentTalk1 = "need tools atleast as";
data->currentTalk2 = "strong as diamonds to be";
data->currentTalk3 = "able to destroy it.";
data->currentTalk4 = "";
data->currentTalk5 = "";
}
} else if(data->currentNPCVal==3) {
if(data->currentTalkSel==0) {
data->currentNPCVal = 4;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 2;
data->currentTalkOption0 = "Let me do it!";
data->currentTalkOption1 = "I am not sure";
data->currentTalk0 = "I am willing to give an";
data->currentTalk1 = "ancient artifact passed";
data->currentTalk2 = "down over generations to";
data->currentTalk3 = "anybody who manages to";
data->currentTalk4 = "chase the wizard away and";
data->currentTalk5 = "come back with proof.";
}
} else if(data->currentNPCVal==4) {
pd->ingameMenu = MENU_NONE;
}
}
break;
case NPC_FARMER:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &farmerTrades, "Trading");
}
}
}
break;
case NPC_LIBRARIAN:
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
data->currentNPCVal = 2;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "Ok";
data->currentTalk0 = "The books in this dungeon";
data->currentTalk1 = "house secrets that cannot be";
data->currentTalk2 = "found anywhere else in the";
data->currentTalk3 = "world. So I came to study";
data->currentTalk4 = "them. Most are written in";
data->currentTalk5 = "an ancient language.";
} else if(data->currentTalkSel==2) {
data->currentNPCVal = 1;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 2;
data->currentTalkOption0 = "I need to think about it";
data->currentTalkOption1 = "Here they are";
data->currentTalk0 = "So you have met a dwarf but";
data->currentTalk1 = "had a little communication";
data->currentTalk2 = "problem? I do have a dwarvish";
data->currentTalk3 = "translation book but I havent";
data->currentTalk4 = "read it yet. For 10 Gold bars";
data->currentTalk5 = "I will give it to you anyway.";
}
} else if(data->currentNPCVal==1) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
data->currentNPCVal = 2;
data->currentTalkSel = 0;
data->currentTalkDone = false;
data->currentTalkOptions = 1;
data->currentTalkOption0 = "";
if(countItemInv(ITEM_GOLDINGOT, 0, &(pd->inventory))>=10) {
//remove gold from player inventory
//TODO: Maybe I should make a generic substract items method sometime
Item* item = getItemFromInventory(ITEM_GOLDINGOT, &(pd->inventory));
item->countLevel -= 10;
if(item->countLevel < 1) removeItemFromInventory(item->slotNum, &(pd->inventory));
questManager->questlines[1].currentQuest = 2;
data->currentTalk0 = "Thank you these will be";
data->currentTalk1 = "really helpfull.";
data->currentTalk2 = "Here take this book with";
data->currentTalk3 = "it you should be able to";
data->currentTalk4 = "easily understand anything";
data->currentTalk5 = "a dwarf can say.";
data->currentTalkOption0 = "Thanks";
} else {
data->currentTalk0 = "You do not seem to have";
data->currentTalk1 = "enough Gold Bars with you.";
data->currentTalk2 = "";
data->currentTalk3 = "Ask again when you have";
data->currentTalk4 = "collected the 10 Bars.";
data->currentTalk5 = "";
data->currentTalkOption0 = "Ok";
}
}
} else if(data->currentNPCVal==2) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
}
}
}
break;
case NPC_DWARF:
if(questManager->questlines[1].currentQuest<=1) {
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
}
} else if(questManager->questlines[1].currentQuest==2) {
if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
if(data->currentTalkSel==0) {
pd->ingameMenu = MENU_NONE;
} else if(data->currentTalkSel==1) {
openCraftingMenu(pd, &dwarfTrades, "Trading");
}
}
}
break;
}
}
void renderTalkMenu(NPC_MenuData *data, char * name) {
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor(name,24+1,14+1,0xFF000000);
renderFrame(1,1,24,14,0xFFFF1010);
drawTextColor(name,24+1,14+1,0xFF000000);
drawTextColor(name,24,14,0xFF6FE2E2);
drawText(data->currentTalk0, 32, 32);
drawText(data->currentTalk1, 32, 48);
drawText(data->currentTalk2, 32, 64);
drawText(data->currentTalk3, 32, 80);
drawText(data->currentTalk4, 32, 96);
drawText(data->currentTalk5, 32, 112);
if(data->currentTalkOptions>=3) drawText(data->currentTalkOption2, 64, 147);
if(data->currentTalkOptions>=2) drawText(data->currentTalkOption1, 64, 171);
if(data->currentTalkOptions>=1) drawText(data->currentTalkOption0, 64, 195);
if(data->currentTalkOptions>=3 && data->currentTalkSel==2) drawText(">", 48, 147);
if(data->currentTalkOptions>=2 && data->currentTalkSel==1) drawText(">", 48, 171);
if(data->currentTalkOptions>=1 && data->currentTalkSel==0) drawText(">", 48, 195);
drawText(data->currentTalk0, 32, 32);
drawText(data->currentTalk1, 32, 48);
drawText(data->currentTalk2, 32, 64);
drawText(data->currentTalk3, 32, 80);
drawText(data->currentTalk4, 32, 96);
drawText(data->currentTalk5, 32, 112);
if(data->currentTalkOptions>=3) drawText(data->currentTalkOption2, 64, 147);
if(data->currentTalkOptions>=2) drawText(data->currentTalkOption1, 64, 171);
if(data->currentTalkOptions>=1) drawText(data->currentTalkOption0, 64, 195);
if(data->currentTalkOptions>=3 && data->currentTalkSel==2) drawText(">", 48, 147);
if(data->currentTalkOptions>=2 && data->currentTalkSel==1) drawText(">", 48, 171);
if(data->currentTalkOptions>=1 && data->currentTalkSel==0) drawText(">", 48, 195);
}
void renderNPCMenu(NPC_MenuData *data) {
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(data->currentNPC) {
case NPC_GIRL:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Maria");
break;
case NPC_PRIEST:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Priest Brom");
break;
case NPC_FARMER:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Farmer Garrow");
break;
case NPC_LIBRARIAN:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Librarian Ajihad");
break;
case NPC_DWARF:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Dwarf Orik");
break;
}
//TODO: Handle upon currentNPC as well as the fitting quest progress
switch(data->currentNPC) {
case NPC_GIRL:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Maria");
break;
case NPC_PRIEST:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Priest Brom");
break;
case NPC_FARMER:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Farmer Garrow");
break;
case NPC_LIBRARIAN:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Librarian Ajihad");
break;
case NPC_DWARF:
if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Dwarf Orik");
break;
}
}

View file

@ -3,33 +3,33 @@
#include <3ds.h>
typedef struct _questline {
int currentQuest;
bool currentQuestDone;
int currentQuest;
bool currentQuestDone;
} Questline;
typedef struct _questlineManager {
int size;
Questline * questlines;
int size;
Questline * questlines;
} QuestlineManager;
typedef struct _npcMenuData {
u8 currentNPC;
u8 currentNPC;
int currentNPCMenu;
int currentNPCVal;
int currentNPCMenu;
int currentNPCVal;
int currentTalkSel;
bool currentTalkDone;
int currentTalkOptions;
char * currentTalkOption0;
char * currentTalkOption1;
char * currentTalkOption2;
char * currentTalk0;
char * currentTalk1;
char * currentTalk2;
char * currentTalk3;
char * currentTalk4;
char * currentTalk5;
int currentTalkSel;
bool currentTalkDone;
int currentTalkOptions;
char * currentTalkOption0;
char * currentTalkOption1;
char * currentTalkOption2;
char * currentTalk0;
char * currentTalk1;
char * currentTalk2;
char * currentTalk3;
char * currentTalk4;
char * currentTalk5;
} NPC_MenuData;
//TODO: Actually move the data here

View file

@ -165,8 +165,8 @@ void renderp(s32 xp, s32 yp, u32 xTile, u32 yTile) {
xp -= offsetX;
yp -= offsetY;
int scaleX = playerScale, scaleY = playerScale;
sf2d_draw_texture_part_scale(playerSprites, xp << 1, yp << 1, xTile, yTile, 16, 16,
scaleX, scaleY);
sf2d_draw_texture_part_scale(playerSprites, xp << 1, yp << 1, xTile, yTile, 16, 16,
scaleX, scaleY);
}
void renderTitle(int x, int y) {
@ -285,13 +285,13 @@ 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);
glowwormLightBake = sf2d_create_texture(32, 32, TEXFMT_RGBA8, SF2D_PLACE_RAM);
glowwormBigLightBake = sf2d_create_texture(64, 64, 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);
}
@ -299,7 +299,7 @@ void bakeLights() {
void freeLightBakes() {
sf2d_free_texture(playerLightBake);
sf2d_free_texture(lanternLightBake);
sf2d_free_texture(glowwormLightBake);
sf2d_free_texture(glowwormBigLightBake);
}
@ -311,9 +311,9 @@ void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer
C3D_StencilOp(GPU_STENCIL_REPLACE, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
C3D_AlphaTest(true, GPU_GREATER, 0);
if(pd->activeItem->id == ITEM_LANTERN) renderLight(pd->entity.x, pd->entity.y, lanternLightBake);
else if(rplayer) renderLight(pd->entity.x, pd->entity.y, playerLightBake);
if(pd->activeItem->id == ITEM_LANTERN) renderLight(pd->entity.x, pd->entity.y, lanternLightBake);
else if(rplayer) renderLight(pd->entity.x, pd->entity.y, playerLightBake);
int i;
for (i = 0; i < eManager.lastSlot[pd->entity.level]; ++i) {
Entity e = eManager.entities[pd->entity.level][i];
@ -326,7 +326,7 @@ void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer
else renderLight(e.x+8, e.y-8, glowwormLightBake);
}
}
int xo = offsetX >> 4;
int yo = offsetY >> 4;
int x, y;
@ -334,7 +334,7 @@ void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer
//TODO: Even this is not performant enough for old 3DS, when there is a lot of lava on screen
for (x = xo-2; x <= 13 + xo+2; ++x) {
for (y = yo-2; y <= 8 + yo+2; ++y) {
if(getTile(pd->entity.level, x, y) == TILE_LAVA) {
if(getTile(pd->entity.level, x, y) == TILE_LAVA) {
//experimental "speedhack"
if(getTile(pd->entity.level, x+1,y)==TILE_LAVA && getTile(pd->entity.level, x-1,y)==TILE_LAVA && getTile(pd->entity.level, x,y+1)==TILE_LAVA && getTile(pd->entity.level, x,y-1)==TILE_LAVA) {
if((x+y)%2 == 0) continue;
@ -343,7 +343,7 @@ void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer
}
}
}
C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);
if(invert) {
@ -421,7 +421,7 @@ void renderDots(int x, int y, u8 bits1, u8 bits2, u8 bits3, u8 bits4, u32 xTile,
render16(x, y, xTile, yTile, bits1);
return;
}
if(tu && tl) render(x, y, xTile, yTile, bits1);
if(tu && tr) render(x + 8, y, xTile+8, yTile, bits2);
if(td && tl) render(x, y + 8, xTile, yTile+8, bits3);
@ -478,40 +478,40 @@ void renderTile(int i, int d, u8 level, int x, int y) {
checkSurrTiles4(level, x >> 4, y >> 4, TILE_TREE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_FLOWER);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAPLING_TREE);
if(level==1 && worldData.season==3) renderConnectedTile4(x, y, 256, 112);
else if(level==1 && worldData.season==2) renderConnectedTile4(x, y, 256, 128);
if(level==1 && worldData.season==3) renderConnectedTile4(x, y, 256, 112);
else if(level==1 && worldData.season==2) renderConnectedTile4(x, y, 256, 128);
else renderConnectedTile4(x, y, 256, 0);
break;
case TILE_TREE:
renderTile(TILE_GRASS, 0, level, x, y);
checkSurrTiles8(level, x >> 4, y >> 4, TILE_TREE);
if(worldData.season==2) {
render(x, y, 352+((tu && tl && tul) ? 16 : 0), 96, 0);
render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 96, 0);
render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 104, 0);
render(x+8, y+8, 360+((td && tr && tdr) ? 16 : 0), 104, 0);
} else if(worldData.season==3) {
render(x, y, 352+((tu && tl && tul) ? 16 : 0), 112, 0);
render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 112, 0);
render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 120, 0);
render(x+8, y+8, 360+((td && tr && tdr) ? 16 : 0), 120, 0);
} else {
render(x, y, 256+((tu && tl && tul) ? 16 : 0), 48, 0);
render(x+8, y, 264+((tu && tr && tur) ? 16 : 0), 48, 0);
render(x, y+8, 256+((td && tl && tdl) ? 16 : 0), 56, 0);
render(x+8, y+8, 264+((td && tr && tdr) ? 16 : 0), 56, 0);
}
if(worldData.season==2) {
render(x, y, 352+((tu && tl && tul) ? 16 : 0), 96, 0);
render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 96, 0);
render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 104, 0);
render(x+8, y+8, 360+((td && tr && tdr) ? 16 : 0), 104, 0);
} else if(worldData.season==3) {
render(x, y, 352+((tu && tl && tul) ? 16 : 0), 112, 0);
render(x+8, y, 360+((tu && tr && tur) ? 16 : 0), 112, 0);
render(x, y+8, 352+((td && tl && tdl) ? 16 : 0), 120, 0);
render(x+8, y+8, 360+((td && tr && tdr) ? 16 : 0), 120, 0);
} else {
render(x, y, 256+((tu && tl && tul) ? 16 : 0), 48, 0);
render(x+8, y, 264+((tu && tr && tur) ? 16 : 0), 48, 0);
render(x, y+8, 256+((td && tl && tdl) ? 16 : 0), 56, 0);
render(x+8, y+8, 264+((td && tr && tdr) ? 16 : 0), 56, 0);
}
break;
case TILE_ROCK:
checkSurrTiles8(level, x >> 4, y >> 4, TILE_ROCK);
if(level>1)
renderConnectedTile8(x, y, 256, 96);
else
renderConnectedTile8(x, y, 336, 64);
if(level>1)
renderConnectedTile8(x, y, 256, 96);
else
renderConnectedTile8(x, y, 336, 64);
break;
case TILE_HARDROCK:
checkSurrTiles8(level, x >> 4, y >> 4, TILE_HARDROCK);
@ -527,33 +527,33 @@ void renderTile(int i, int d, u8 level, int x, int y) {
checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAND);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_CACTUS);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_SAPLING_CACTUS);
if(level==1 && worldData.season==3) {
renderConnectedTile4(x, y, 256, 112);
renderConnectedTile4(x, y, 256, 112);
} else {
renderConnectedTile4(x, y, 320, 0);
if (d > 0) {
render16(x, y, 336, 48, 0);
}
}
renderConnectedTile4(x, y, 320, 0);
if (d > 0) {
render16(x, y, 336, 48, 0);
}
}
break;
case TILE_WATER:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_ICE);
renderConnectedTile4(x, y, 384, 0);
srand((syncTickCount + (x / 2 - y) * 4311) / 10);
renderDots(x, y, rand() & 3, rand() & 3, rand() & 3, rand() & 3, 288, 64);
break;
case TILE_LAVA:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_LAVA);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
renderConnectedTile4(x, y, 448, 0);
srand((syncTickCount + (x / 2 - y) * 4311) / 10);
renderDots(x, y, rand() & 3, rand() & 3, rand() & 3, rand() & 3, 304, 64);
break;
@ -561,7 +561,7 @@ void renderTile(int i, int d, u8 level, int x, int y) {
checkSurrTiles4(level, x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_WATER);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_LAVA);
renderConnectedTile4(x, y, 256, 16);
break;
case TILE_CACTUS:
@ -571,7 +571,7 @@ void renderTile(int i, int d, u8 level, int x, int y) {
case TILE_FLOWER:
renderTile(TILE_GRASS, 0, level, x, y);
if(level==1 && worldData.season==3) render16(x, y, 320, 112, d);
else render16(x, y, 320, 48, d);
else render16(x, y, 320, 48, d);
break;
case TILE_STAIRS_DOWN:
if (level == 0)
@ -594,7 +594,7 @@ void renderTile(int i, int d, u8 level, int x, int y) {
checkSurrTiles4(level, x >> 4, y >> 4, TILE_CLOUD);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_STAIRS_DOWN);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_CLOUDCACTUS);
renderConnectedTile4(x, y, 320, 16);
break;
case TILE_CLOUDCACTUS:
@ -620,32 +620,32 @@ void renderTile(int i, int d, u8 level, int x, int y) {
break;
case TILE_WOOD_WALL:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_WOOD_WALL);
renderConnectedTile4(x, y, 384, 16);
break;
case TILE_STONE_WALL:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_STONE_WALL);
renderConnectedTile4(x, y, 256, 80);
break;
case TILE_IRON_WALL:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_IRON_WALL);
renderConnectedTile4(x, y, 448, 16);
break;
case TILE_GOLD_WALL:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_GOLD_WALL);
renderConnectedTile4(x, y, 256, 32);
break;
case TILE_GEM_WALL:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_GEM_WALL);
renderConnectedTile4(x, y, 320, 32);
break;
case TILE_DUNGEON_WALL:
checkSurrTiles8(level, x >> 4, y >> 4, TILE_DUNGEON_WALL);
renderConnectedTile8(x, y, 384, 32);
break;
case TILE_DUNGEON_FLOOR:
@ -657,61 +657,61 @@ void renderTile(int i, int d, u8 level, int x, int y) {
case TILE_MAGIC_BARRIER:
renderTile(TILE_DUNGEON_FLOOR, 0, level, x, y);
render16(x, y, 320, 64, d);
//draw remaining pillar count
PlayerData *lp = getLocalPlayer();
PlayerData *lp = getLocalPlayer();
if((lp->entity.x - (x+8))*(lp->entity.x - (x+8)) + (lp->entity.y - (y+8))*(lp->entity.y - (y+8)) <= 24*24) {
x -= offsetX;
y -= offsetY;
int data = 0;
int i = 0;
for (i = 0; i < eManager.lastSlot[level]; ++i) {
Entity * e = &eManager.entities[level][i];
if(e->type == ENTITY_MAGIC_PILLAR) {
++data;
}
}
char currentCount[3];
sprintf(currentCount, "%d", data);
drawSizedTextColor(currentCount, x+4 + 1, y+4 + 1, 2, dungeonColor[1]);
drawSizedTextColor(currentCount, x+4, y+4, 2, dungeonColor[0]);
}
break;
case TILE_BOOKSHELVES:
case TILE_BOOKSHELVES:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_BOOKSHELVES);
renderConnectedTile4(x, y, 384, 80 + d*16);
break;
case TILE_WOOD_FLOOR:
render16(x, y, 336, 96, 0);
break;
case TILE_MYCELIUM:
case TILE_WOOD_FLOOR:
render16(x, y, 336, 96, 0);
break;
case TILE_MYCELIUM:
checkSurrTiles4(level, x >> 4, y >> 4, TILE_MYCELIUM);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_MUSHROOM_BROWN);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_MUSHROOM_RED);
if(level==1 && worldData.season==3) renderConnectedTile4(x, y, 256, 112);
else renderConnectedTile4(x, y, 448, 80);
break;
case TILE_MUSHROOM_BROWN:
renderTile(TILE_MYCELIUM, 0, level, x, y);
case TILE_MUSHROOM_BROWN:
renderTile(TILE_MYCELIUM, 0, level, x, y);
render16(x, y, 448 + (d&0x1)*16, 96, 0);
break;
case TILE_MUSHROOM_RED:
renderTile(TILE_MYCELIUM, 0, level, x, y);
break;
case TILE_MUSHROOM_RED:
renderTile(TILE_MYCELIUM, 0, level, x, y);
render16(x, y, 480 + (d&0x1)*16, 96, 0);
break;
case TILE_ICE:
break;
case TILE_ICE:
renderTile(TILE_WATER, 0, level, x, y);
//checkSurrTiles4(x >> 4, y >> 4, TILE_WATER);
//checkSurrTiles4(x >> 4, y >> 4, TILE_HOLE);
checkSurrTiles4(level, x >> 4, y >> 4, TILE_ICE);
renderConnectedTile4(x, y, 448, 112);
break;
}
@ -725,12 +725,12 @@ void renderConnectedTile4(int x, int y, u32 xTile, u32 yTile) {
render16(x, y, xTile+48, yTile, 0);
return;
}
int l = (tl ? 16 : 0);
int r = (tr ? 16 : 0);
int u = (tu ? 32 : 0);
int d = (td ? 32 : 0);
render(x, y, xTile +l+u, yTile, 0);
render(x+8, y, xTile+8+r+u, yTile, 0);
render(x, y+8, xTile +l+d, yTile+8, 0);
@ -743,12 +743,12 @@ void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile) {
render16(x, y, xTile+64, yTile, 0);
return;
}
int l = (tl ? 16 : 0);
int r = (tr ? 16 : 0);
int u = (tu ? 32 : 0);
int d = (td ? 32 : 0);
render(x, y, xTile +l+u+((tl && tu && tul) ? 16 : 0), yTile, 0);
render(x+8, y, xTile+8+r+u+((tr && tu && tur) ? 16 : 0), yTile, 0);
render(x, y+8, xTile +l+d+((tl && td && tdl) ? 16 : 0), yTile+8, 0);
@ -757,45 +757,45 @@ void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile) {
void renderZoomedMap(PlayerData *pd) {
sf2d_draw_rectangle(0, 0, 320, 240, 0xFF0C0C0C); //You might think "real" black would be better, but it actually looks better that way
int mx = pd->mapScrollX;
int my = pd->mapScrollY;
if(pd->mapZoomLevel == 2) mx = 32;
int mx = pd->mapScrollX;
int my = pd->mapScrollY;
if(pd->mapZoomLevel == 2) mx = 32;
sf2d_draw_texture_scale(minimap[pd->entity.level], mx, my, pd->mapZoomLevel, pd->mapZoomLevel); // zoomed map
// Airwizard on zoomed map
if(pd->entity.level == 0){
if(awX != 0 && awY != 0){
render16c(
(mx+((awX/16)*pd->mapZoomLevel)-16)/2,
(my+((awY/16)*pd->mapZoomLevel)-16)/2,
160, 112,
((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
(mx+((awX/16)*pd->mapZoomLevel)-16)/2,
(my+((awY/16)*pd->mapZoomLevel)-16)/2,
160, 112,
((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
2, 2
);
}
}
}
// Player on zoomed map
//TODO: Maybe also render other players?
render16c(
(mx+((pd->entity.x/16)*pd->mapZoomLevel)-16)/2,
(my+((pd->entity.y/16)*pd->mapZoomLevel)-16)/2,
0, 112,
((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
2, 2
);
drawText(pd->mapText,224, 214); // "x2"/"x4"/"x6"
render16(142, 2, 72, 208, 0); // Exit button
renderc(126, 102, 40, 208, 32, 16, 0); // Plus/Minus zoom buttons
if(pd->mapZoomLevel < 3) sf2d_draw_rectangle(258, 210, 26, 20, 0x7F4F4F4F); // gray out minus button
else if(pd->mapZoomLevel > 5) sf2d_draw_rectangle(284, 210, 26, 20, 0x7F4F4F4F); // gray out minus button
//TODO: Maybe also render other players?
render16c(
(mx+((pd->entity.x/16)*pd->mapZoomLevel)-16)/2,
(my+((pd->entity.y/16)*pd->mapZoomLevel)-16)/2,
0, 112,
((pd->entity.p.walkDist >> 6) & 1) == 0 ? 0 : 1,
2, 2
);
drawText(pd->mapText,224, 214); // "x2"/"x4"/"x6"
render16(142, 2, 72, 208, 0); // Exit button
renderc(126, 102, 40, 208, 32, 16, 0); // Plus/Minus zoom buttons
if(pd->mapZoomLevel < 3) sf2d_draw_rectangle(258, 210, 26, 20, 0x7F4F4F4F); // gray out minus button
else if(pd->mapZoomLevel > 5) sf2d_draw_rectangle(284, 210, 26, 20, 0x7F4F4F4F); // gray out minus button
}
char scoreT[32];
void renderGui(PlayerData *pd) {
int i;
//health and stamina
//health and stamina
for (i = 0; i < 10; ++i) {
if (i < pd->entity.p.health)
render(i * 8 + 6, 5, 168, 152, 0);
@ -806,11 +806,11 @@ void renderGui(PlayerData *pd) {
else
render(i * 8 + 6, 14, 191, 152, 0);
}
//minimap
//minimap
sf2d_draw_texture(minimap[pd->entity.level], 10, 102);
//active item
//active item
renderItemWithTextCentered(pd->activeItem, 320, 66);
itoa(pd->score, scoreT, 10); // integer to base10 string
drawText("Score:",214,12);
@ -819,10 +819,10 @@ void renderGui(PlayerData *pd) {
if(awX != 0 && awY != 0){
renderc(1 + (awX/32), 47 + (awY/32), 88, 216, 8, 8, 0); // Mini-AWizard head.
}
}
//TODO: Maybe also render other players?
}
//TODO: Maybe also render other players?
renderc(1 + (pd->entity.x/32), 47 + (pd->entity.y/32), 88, 208, 8, 8, 0); // Mini-Player head.
//quick select
drawText("Quickselect:",164,118);
@ -832,7 +832,7 @@ void renderGui(PlayerData *pd) {
if((inv->lastSlot) > i) {
int xip = i % 4;
int yip = i / 4;
item = &inv->items[i];
renderItemIcon(item->id, item->countLevel, 81+xip*21, 77+yip*21);
}
@ -840,86 +840,86 @@ void renderGui(PlayerData *pd) {
}
void renderPlayer(PlayerData *pd) {
if (pd->entity.level!=getLocalPlayer()->entity.level) {
return;
}
if (pd->entity.level!=getLocalPlayer()->entity.level) {
return;
}
if (pd->entity.p.isDead) {
return;
}
}
int xo = pd->entity.x - 8;
int yo = pd->entity.y - 8;
//attack animation upwards
//attack animation upwards
if (pd->entity.p.attackTimer > 0 && pd->entity.p.dir == 1) {
renderc(xo, yo - 4, 16, 160, 16, 8, 0);
renderItemIcon(pd->activeItem->id, pd->activeItem->countLevel, xo + 4, yo - 4);
}
//find basic indices
int aIndexBig = 0;
int aIndexSmall = 0;
switch(pd->entity.p.dir) {
case 0: //down
aIndexBig = 0;
aIndexSmall = 0;
break;
case 1: //up
aIndexBig = 2;
aIndexSmall = 1;
break;
case 2: //left
aIndexBig = 7;
aIndexSmall = 3;
break;
case 3: //right
aIndexBig = 4;
aIndexSmall = 2;
break;
}
//find index offset based on walk state
u8 walkingOffset = (pd->entity.p.walkDist >> 4) % 2;
if(pd->entity.p.dir==2 || pd->entity.p.dir==3) {
walkingOffset = (pd->entity.p.walkDist >> 4) % 4;
if(walkingOffset==2) walkingOffset = 0;
if(walkingOffset==3) walkingOffset = 2;
}
bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
//render water anim when swimming
if (swimming) {
renderc(xo, yo + 5, 48, 160 + (((pd->entity.p.swimTimer >> 4) & 1) << 3), 16, 8, 0);
}
//render the different parts
//legs
if(!swimming) {
renderp(xo, yo, (0+aIndexBig+walkingOffset)*16, pd->sprite.legs*16);
}
//body
renderp(xo, yo, (10+aIndexBig+walkingOffset)*16, pd->sprite.body*16);
//arms (normal)
if(!(pd->entity.p.isCarrying)) {
renderp(xo, yo, (20+aIndexBig+walkingOffset)*16, pd->sprite.arms*16);
}
//head
renderp(xo, yo, (30+aIndexSmall)*16, pd->sprite.head*16);
//eyes
renderp(xo, yo, (34+aIndexSmall)*16, pd->sprite.eyes*16);
//arms (carrying)
if(pd->entity.p.isCarrying) {
renderp(xo, yo, (38+aIndexSmall)*16, pd->sprite.arms*16);
}
//furniture
//find basic indices
int aIndexBig = 0;
int aIndexSmall = 0;
switch(pd->entity.p.dir) {
case 0: //down
aIndexBig = 0;
aIndexSmall = 0;
break;
case 1: //up
aIndexBig = 2;
aIndexSmall = 1;
break;
case 2: //left
aIndexBig = 7;
aIndexSmall = 3;
break;
case 3: //right
aIndexBig = 4;
aIndexSmall = 2;
break;
}
//find index offset based on walk state
u8 walkingOffset = (pd->entity.p.walkDist >> 4) % 2;
if(pd->entity.p.dir==2 || pd->entity.p.dir==3) {
walkingOffset = (pd->entity.p.walkDist >> 4) % 4;
if(walkingOffset==2) walkingOffset = 0;
if(walkingOffset==3) walkingOffset = 2;
}
bool swimming = isWater(pd->entity.level, pd->entity.x>>4, pd->entity.y>>4);
//render water anim when swimming
if (swimming) {
renderc(xo, yo + 5, 48, 160 + (((pd->entity.p.swimTimer >> 4) & 1) << 3), 16, 8, 0);
}
//render the different parts
//legs
if(!swimming) {
renderp(xo, yo, (0+aIndexBig+walkingOffset)*16, pd->sprite.legs*16);
}
//body
renderp(xo, yo, (10+aIndexBig+walkingOffset)*16, pd->sprite.body*16);
//arms (normal)
if(!(pd->entity.p.isCarrying)) {
renderp(xo, yo, (20+aIndexBig+walkingOffset)*16, pd->sprite.arms*16);
}
//head
renderp(xo, yo, (30+aIndexSmall)*16, pd->sprite.head*16);
//eyes
renderp(xo, yo, (34+aIndexSmall)*16, pd->sprite.eyes*16);
//arms (carrying)
if(pd->entity.p.isCarrying) {
renderp(xo, yo, (38+aIndexSmall)*16, pd->sprite.arms*16);
}
//furniture
if (pd->entity.p.isCarrying) {
renderFurniture(pd->activeItem->id, xo, yo - 12);
}
//attack animation (other directios)
//attack animation (other directios)
if (pd->entity.p.attackTimer > 0) {
switch (pd->entity.p.dir) {
case 0:
@ -939,37 +939,37 @@ void renderPlayer(PlayerData *pd) {
}
void renderWeather(u8 level, int xScroll, int yScroll) {
if(level==1) {
if(worldData.season==3) {
int xp = -128 + ((syncTickCount>>2) - xScroll*2)%128;
int yp = -128 + ((syncTickCount>>1) - yScroll*2)%128;
int xp2 = 0 - ((syncTickCount>>2) + xScroll*2)%128;
int yp2 = -128 + ((syncTickCount>>1)+64 - yScroll*2)%128;
int xt;
int yt;
for(xt=0; xt<4; ++xt) {
for(yt=0; yt<3; ++yt) {
sf2d_draw_texture_part_scale(icons, xp + xt*128, yp + yt*128, 192, 0, 64, 64, 2, 2);
sf2d_draw_texture_part_scale(icons, xp2 + xt*128, yp2 + yt*128, 192, 0, 64, 64, 2, 2);
}
}
}
if(worldData.rain) {
int xp = -((xScroll*2)%128);
int yp = -128 + ((syncTickCount<<2) - yScroll*2)%128;
int xp2 = -((xScroll*2+8)%128);
int yp2 = -128 + ((syncTickCount<<1)+64 - yScroll*2)%128;
int xt;
int yt;
for(xt=0; xt<4; ++xt) {
for(yt=0; yt<3; ++yt) {
sf2d_draw_texture_part_scale(icons, xp + xt*128, yp + yt*128, 128, 0, 64, 64, 2, 2);
sf2d_draw_texture_part_scale(icons, xp2 + xt*128, yp2 + yt*128, 128, 0, 64, 64, 2, 2);
}
}
}
}
if(level==1) {
if(worldData.season==3) {
int xp = -128 + ((syncTickCount>>2) - xScroll*2)%128;
int yp = -128 + ((syncTickCount>>1) - yScroll*2)%128;
int xp2 = 0 - ((syncTickCount>>2) + xScroll*2)%128;
int yp2 = -128 + ((syncTickCount>>1)+64 - yScroll*2)%128;
int xt;
int yt;
for(xt=0; xt<4; ++xt) {
for(yt=0; yt<3; ++yt) {
sf2d_draw_texture_part_scale(icons, xp + xt*128, yp + yt*128, 192, 0, 64, 64, 2, 2);
sf2d_draw_texture_part_scale(icons, xp2 + xt*128, yp2 + yt*128, 192, 0, 64, 64, 2, 2);
}
}
}
if(worldData.rain) {
int xp = -((xScroll*2)%128);
int yp = -128 + ((syncTickCount<<2) - yScroll*2)%128;
int xp2 = -((xScroll*2+8)%128);
int yp2 = -128 + ((syncTickCount<<1)+64 - yScroll*2)%128;
int xt;
int yt;
for(xt=0; xt<4; ++xt) {
for(yt=0; yt<3; ++yt) {
sf2d_draw_texture_part_scale(icons, xp + xt*128, yp + yt*128, 128, 0, 64, 64, 2, 2);
sf2d_draw_texture_part_scale(icons, xp2 + xt*128, yp2 + yt*128, 128, 0, 64, 64, 2, 2);
}
}
}
}
}
void renderDayNight(PlayerData *pd) {
@ -978,7 +978,7 @@ void renderDayNight(PlayerData *pd) {
int color2 = 0x00100C0C;
int alpha1 = 0x88;
int alpha2 = 0xDD;
if(worldData.daytime>5000 && worldData.daytime<6000) {
alpha2 = (alpha2 * (1000-(worldData.daytime-5000)))/1000;
alpha1 = (alpha1 * (1000-(worldData.daytime-5000)))/1000;
@ -986,10 +986,10 @@ void renderDayNight(PlayerData *pd) {
alpha1 = (alpha1 * (worldData.daytime-18000))/1000;
alpha2 = (alpha2 * (worldData.daytime-18000))/1000;
}
color1 = color1 | (alpha1 << 24);
color2 = color2 | (alpha2 << 24);
sf2d_draw_rectangle(0, 0, 400, 240, color1); //You might think "real" black would be better, but it actually looks better that way
renderLightsToStencil(pd, true, true, false);
sf2d_draw_rectangle(0, 0, 400, 240, color2); //You might think "real" black would be better, but it actually looks better that way
@ -998,7 +998,7 @@ void renderDayNight(PlayerData *pd) {
}
void renderBackground(s8 level, int xScroll, int yScroll) {
if(level == 0) {
if(level == 0) {
sf2d_draw_texture_part_scale(minimap[1], (-xScroll / 3) - 256, (-yScroll / 3) - 32, 0, 0, 128, 128, 12.5, 7.5);
sf2d_draw_rectangle(0, 0, 400, 240, 0xAFDFDFDF);
} else if(level == 5) {
@ -1118,7 +1118,7 @@ void renderFurniture(int itemID, int x, int y) {
render16(x, y, 240, 128, 0);
break;
case ITEM_POTION_MAKER:
render16(x, y, 240, 96, 0);
render16(x, y, 192, 168, 0);
break;
}
}
@ -1265,7 +1265,7 @@ void renderEntity(Entity* e, int x, int y) {
break;
}
break;
case ENTITY_DRAGONPROJECTILE:
case ENTITY_DRAGONPROJECTILE:
if(e->dragonFire.type==0) {
renderr(x, y, 0, 320, 0, e->dragonFire.age * 0.349);
} else {
@ -1279,7 +1279,7 @@ void renderEntity(Entity* e, int x, int y) {
if (e->arrow.age >= 200)
if (e->arrow.age / 6 % 2 == 0)
return;
int abits = 0;
int ayp = 168;
if(e->arrow.xa<0) {
@ -1292,7 +1292,7 @@ void renderEntity(Entity* e, int x, int y) {
ayp += 8;
abits += 2;
}
switch (e->arrow.itemID) {
case ITEM_ARROW_WOOD:
render(x-2, y-2, 72, ayp, abits);
@ -1314,7 +1314,7 @@ void renderEntity(Entity* e, int x, int y) {
case ENTITY_GLOWWORM:
render(x-4, y-4, 224, 112, 0);
break;
case ENTITY_NPC:
case ENTITY_NPC:
render16(x - 8, y - 8, (e->npc.type*16) + 0, 64, 0);
}
}
@ -1432,10 +1432,10 @@ void renderRecipes(RecipeManager * r, int xo, int yo, int x1, int y1, int select
else
col = 0xFF7F7F7F;
if(r->recipes[i + io].itemAmountLevel==1) {
drawTextColor(getBasicItemName(r->recipes[i + io].itemResult, r->recipes[i + io].itemAmountLevel), x + 18, y + 2, col);
} else {
drawTextColor(getItemName(r->recipes[i + io].itemResult, r->recipes[i + io].itemAmountLevel), x + 18, y + 2, col);
}
drawTextColor(getBasicItemName(r->recipes[i + io].itemResult, r->recipes[i + io].itemAmountLevel), x + 18, y + 2, col);
} else {
drawTextColor(getItemName(r->recipes[i + io].itemResult, r->recipes[i + io].itemAmountLevel), x + 18, y + 2, col);
}
}
int yy = selected + 1 - io + yo;
@ -1463,13 +1463,13 @@ void renderItemStuffWithText(int itemID, int itemCL, bool onlyOne, int x, int y)
y + 2, 0xFFD2D2D2, 0xFFFFFFFF);
}
/* For bottom screen */
/* For bottom screen */
void renderItemWithTextCentered(Item* item, int width, int y) {
char * tn = getItemName(item->id, item->countLevel);
int x = (width - ((strlen(tn) + 2) * 12))/2;
int x = (width - ((strlen(tn) + 2) * 12))/2;
renderItemIcon(item->id, item->countLevel, x >> 1, y >> 1);
if (item->onlyOne)
drawText(getItemName(item->id, item->countLevel), x + 18, y + 2);
else
@ -1478,8 +1478,8 @@ void renderItemWithTextCentered(Item* item, int width, int y) {
}
void renderItemIcon(int itemID, int countLevel, int x, int y) {
int xd;
int yd;
int xd;
int yd;
switch (itemID) {
case ITEM_NULL:
return;
@ -1523,7 +1523,7 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
render(x, y, 0, 152, 0);
break;
case ITEM_WOOD:
render(x, y, 8, 152, 0);
render(x, y, 160, 168, 0);
break;
case ITEM_STONE:
renderb(x, y, 16, 152, 0, rockColor[1]);
@ -1559,19 +1559,19 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
render(x, y, 80, 152, 0);
break;
case ITEM_GOLD_APPLE:
render(x, y, 177, 160, 0);
render(x, y, 144, 168, 0);
break;
case ITEM_STRENGTH_POTION:
render(x, y, 184, 160, 0);
render(x, y, 176, 160, 0);
break;
case ITEM_SPEED_POTION:
render(x, y, 191, 160, 0);
render(x, y, 184, 160, 0);
break;
case ITEM_REGEN_POTION:
render(x, y, 198, 160, 0);
render(x, y, 192, 160, 0);
break;
case ITEM_SWIM_BREATH_POTION:
render(x, y, 219, 160, 0);
render(x, y, 200, 160, 0);
break;
case ITEM_SLIME:
renderb(x, y, 88, 152, 0, 0xFF4DC04D);
@ -1604,7 +1604,7 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
render(x, y, 144, 160, 0);
break;
case ITEM_POTION_MAKER:
render(x, y, 216, 152, 0);
render(x, y, 192, 168, 0);
break;
case ITEM_WALL_WOOD:
renderb(x, y, 224, 144, 0, woodColor);
@ -1672,14 +1672,14 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
case ITEM_DRAGON_SCALE:
render(x, y, 168, 160, 0);
break;
case ITEM_BOOKSHELVES:
case ITEM_BOOKSHELVES:
render(x, y, 232, 144, 0);
break;
case ITEM_MAGIC_DUST:
render(x, y, 200, 152, 0);
case ITEM_MAGIC_DUST:
render(x, y, 200, 152, 0);
break;
case ITEM_COIN:
render(x, y, 208, 152, 0);
case ITEM_COIN:
render(x, y, 208, 152, 0);
break;
case TOOL_BUCKET:
render(x, y, 200 + countLevel * 8, 144, 0);
@ -1687,16 +1687,37 @@ void renderItemIcon(int itemID, int countLevel, int x, int y) {
case TOOL_BOW:
render(x, y, 64, 168, 0);
break;
case TOOL_MAGIC_COMPASS:
xd = worldData.compassData[getLocalPlayer()->entity.level][0] - (getLocalPlayer()->entity.x>>4);
yd = worldData.compassData[getLocalPlayer()->entity.level][1] - (getLocalPlayer()->entity.y>>4);
if(abs(yd)>abs(xd)) {
if(yd<0) render(x, y, 112, 168, 0);
else render(x, y, 120, 168, 0);
} else {
if(xd<0) render(x, y, 128, 168, 0);
else render(x, y, 136, 168, 0);
}
case TOOL_MAGIC_COMPASS:
xd = worldData.compassData[getLocalPlayer()->entity.level][0] - (getLocalPlayer()->entity.x>>4);
yd = worldData.compassData[getLocalPlayer()->entity.level][1] - (getLocalPlayer()->entity.y>>4);
if(abs(yd)>abs(xd)) {
if(yd<0) render(x, y, 112, 168, 0);
else render(x, y, 120, 168, 0);
} else {
if(xd<0) render(x, y, 128, 168, 0);
else render(x, y, 136, 168, 0);
}
break;
case TOOL_CLAYMORE:
render(x, y, countLevel * 8, 176, 0);
break;
case ITEM_TORCH:
render(x, y, 168, 168, 0);
break;
case ITEM_BED:
render(x, y, 176, 168, 0);
break;
case ITEM_SHEARS:
render(x, y, 40, 176, 0);
break;
case ITEM_FISHING_ROD:
render(x, y, 48, 176, 0);
break;
case ITEM_FISH_RAW:
render(x, y, 56, 176, 0);
break;
case ITEM_FISH_COOKED:
render(x, y, 64, 176, 0);
break;
}
}

View file

@ -1,7 +1,7 @@
#pragma once
#include <3ds.h>
#include <sf2d.h>
#include <string.h>
#include <string.h>
#include <ctype.h>
#include <stdlib.h>
#include "Globals.h"

File diff suppressed because it is too large Load diff

View file

@ -5,48 +5,48 @@ int soundListenerX;
int soundListenerY;
void loadSound(Sound * snd, char * filename){
FILE *file = fopen(filename, "rb");
if(file != NULL){
fseek(file, 0, SEEK_END);
snd->size = ftell(file);
fseek(file, 0, SEEK_SET);
snd->buffer = linearAlloc(snd->size);
fread(snd->buffer, 1, snd->size, file);
}
fclose(file);
FILE *file = fopen(filename, "rb");
if(file != NULL){
fseek(file, 0, SEEK_END);
snd->size = ftell(file)/2;
fseek(file, 0, SEEK_SET);
snd->buffer = linearAlloc(snd->size*sizeof(u16));
fread(snd->buffer, 1, snd->size, file);
}
fclose(file);
}
void playSound(Sound snd){
csndPlaySound(8, SOUND_FORMAT_16BIT | SOUND_ONE_SHOT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
csndPlaySound(8, SOUND_FORMAT_16BIT | SOUND_ONE_SHOT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
}
void playSoundPositioned(Sound snd, s8 level, int x, int y) {
if(level != soundListenerLevel) return;
int xd = soundListenerX - x;
int yd = soundListenerY - y;
if (xd * xd + yd * yd > 80 * 80) return;
csndPlaySound(8, SOUND_FORMAT_16BIT | SOUND_ONE_SHOT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
if(level != soundListenerLevel) return;
int xd = soundListenerX - x;
int yd = soundListenerY - y;
if (xd * xd + yd * yd > 80 * 80) return;
csndPlaySound(8, SOUND_FORMAT_16BIT | SOUND_ONE_SHOT, 44100, 1, 0, snd.buffer, snd.buffer, snd.size);
}
void setListenerPosition(s8 level, int x, int y) {
soundListenerLevel = level;
soundListenerX = x;
soundListenerY = y;
soundListenerLevel = level;
soundListenerX = x;
soundListenerY = y;
}
void playMusic(Sound *snd){
static Sound *lastSnd;
if(lastSnd==snd) return;
lastSnd = snd;
csndPlaySound(10, SOUND_FORMAT_16BIT | SOUND_REPEAT, 44100, 1, 0, snd->buffer, snd->buffer, snd->size);
static Sound *lastSnd;
if(lastSnd==snd) return;
lastSnd = snd;
csndPlaySound(10, SOUND_FORMAT_16BIT | SOUND_REPEAT, 44100, 1, 0, snd->buffer, snd->buffer, snd->size);
}
void stopMusic() {
CSND_SetPlayState(8, 0);
CSND_SetPlayState(10, 0);
csndExecCmds(true);
csndExecCmds(true);
}
void updateMusic(int lvl, int time) {
@ -77,7 +77,7 @@ void loadSounds() {
loadSound(&snd_pickup, "romfs:/resources/pickup.raw");
loadSound(&snd_bossdeath, "romfs:/resources/bossdeath.raw");
loadSound(&snd_craft, "romfs:/resources/craft.raw");
loadSound(&music_menu, "romfs:/resources/music/menu.raw");
loadSound(&music_floor0, "romfs:/resources/music/floor0.raw");
loadSound(&music_floor1, "romfs:/resources/music/floor1.raw");
@ -87,18 +87,18 @@ void loadSounds() {
}
void freeSounds(){
linearFree(snd_playerHurt.buffer);
linearFree(snd_playerDeath.buffer);
linearFree(snd_monsterHurt.buffer);
linearFree(snd_test.buffer);
linearFree(snd_pickup.buffer);
linearFree(snd_bossdeath.buffer);
linearFree(snd_craft.buffer);
linearFree(snd_playerHurt.buffer);
linearFree(snd_playerDeath.buffer);
linearFree(snd_monsterHurt.buffer);
linearFree(snd_test.buffer);
linearFree(snd_pickup.buffer);
linearFree(snd_bossdeath.buffer);
linearFree(snd_craft.buffer);
linearFree(music_menu.buffer);
linearFree(music_floor0.buffer);
linearFree(music_floor1.buffer);
linearFree(music_floor1_night.buffer);
linearFree(music_floor23.buffer);
linearFree(music_floor4.buffer);
}
}

View file

@ -6,8 +6,8 @@
typedef struct {
u32 size;
u8 * buffer;
u32 size;
u8 * buffer;
} Sound;
void loadSound(Sound * snd, char * filename);
@ -36,4 +36,4 @@ Sound music_floor0;
Sound music_floor1;
Sound music_floor1_night;
Sound music_floor23;
Sound music_floor4;
Sound music_floor4;

View file

@ -21,204 +21,204 @@ void synchronizerSendLocalInputs();
int synchronizerGetTurnIndex(u32 turn);
void synchronizerInit(int seed, int initPlayerCount, int initPlayerLocalID) {
synchronizerLocalTurn = 0;
synchronizerNextSeed = seed;
playerCount = initPlayerCount;
playerLocalID = initPlayerLocalID;
syncTickCount = 0;
//reset player turn states (e.g. is turn data recieved), first turn needs to happen with no inputs
for(int i=0; i<playerCount; i++) {
resetKeys(&(players[i].inputs));
for(int j=0; j<MAX_INPUT_BUFFER; j++) {
resetKeys(&(players[i].nextInputs[j]));
}
players[i].nextTurnReady[0] = true;
players[i].idSet = false;
players[i].ready = false;
}
players[playerLocalID].id = localUID;
players[playerLocalID].idSet = true;
players[playerLocalID].ready = true;
//switch menu
currentMenu = MENU_LOADING;
synchronizerRunning = false;
synchronizerLocalTurn = 0;
synchronizerNextSeed = seed;
playerCount = initPlayerCount;
playerLocalID = initPlayerLocalID;
syncTickCount = 0;
//reset player turn states (e.g. is turn data recieved), first turn needs to happen with no inputs
for(int i=0; i<playerCount; i++) {
resetKeys(&(players[i].inputs));
for(int j=0; j<MAX_INPUT_BUFFER; j++) {
resetKeys(&(players[i].nextInputs[j]));
}
players[i].nextTurnReady[0] = true;
players[i].idSet = false;
players[i].ready = false;
}
players[playerLocalID].id = localUID;
players[playerLocalID].idSet = true;
players[playerLocalID].ready = true;
//switch menu
currentMenu = MENU_LOADING;
synchronizerRunning = false;
}
void synchronizerSendUID() {
sendIDPacket(playerLocalID, localUID);
sendIDPacket(playerLocalID, localUID);
}
void synchronizerSetPlayerUID(int playerID, u32 uid) {
players[playerID].id = uid;
players[playerID].idSet = true;
players[playerID].id = uid;
players[playerID].idSet = true;
}
void synchronizerSendIfReady() {
//we are ready when we recieved all uids
for(int i=0; i<playerCount; i++) {
if(!players[i].idSet) {
return;
}
}
//ready -> send to server
sendStartReadyPacket(playerLocalID);
//we are ready when we recieved all uids
for(int i=0; i<playerCount; i++) {
if(!players[i].idSet) {
return;
}
}
//ready -> send to server
sendStartReadyPacket(playerLocalID);
}
void synchronizerSetPlayerReady(int playerID) {
players[playerID].ready = true;
players[playerID].ready = true;
}
bool synchronizerAllReady() {
for(int i=0; i<playerCount; i++) {
if(!players[i].ready) {
return false;
}
}
return true;
for(int i=0; i<playerCount; i++) {
if(!players[i].ready) {
return false;
}
}
return true;
}
void synchronizerStart() {
//check if save file is present
bool doLoad = false;
char *loadName = NULL;
//host and single player need to load the actual file
if(playerLocalID==0) {
FILE *file = fopen(currentFileName, "rb");
if(file!=NULL) {
fclose(file);
doLoad = true;
loadName = currentFileName;
}
//all others the transfered one
} else {
FILE *file = fopen("tmpTransfer.bin", "rb");
if(file!=NULL) {
fclose(file);
doLoad = true;
loadName = "tmpTransfer.bin";
}
}
// reset random generators
srand(synchronizerNextSeed);
gaussrand(true);
//start the game
startGame(doLoad, loadName);
//remove transfered save file from clients
if(playerLocalID!=0) {
FILE *file = fopen("tmpTransfer.bin", "rb");
if(file!=NULL) {
fclose(file);
remove("tmpTransfer.bin");
}
}
//clear menu
currentMenu = MENU_NONE;
synchronizerRunning = true;
synchronizerCurrentTicks = SYNCHRONIZER_TICKS_PER_TURN;
//check if save file is present
bool doLoad = false;
char *loadName = NULL;
//host and single player need to load the actual file
if(playerLocalID==0) {
FILE *file = fopen(currentFileName, "rb");
if(file!=NULL) {
fclose(file);
doLoad = true;
loadName = currentFileName;
}
//all others the transfered one
} else {
FILE *file = fopen("tmpTransfer.bin", "rb");
if(file!=NULL) {
fclose(file);
doLoad = true;
loadName = "tmpTransfer.bin";
}
}
// reset random generators
srand(synchronizerNextSeed);
gaussrand(true);
//start the game
startGame(doLoad, loadName);
//remove transfered save file from clients
if(playerLocalID!=0) {
FILE *file = fopen("tmpTransfer.bin", "rb");
if(file!=NULL) {
fclose(file);
remove("tmpTransfer.bin");
}
}
//clear menu
currentMenu = MENU_NONE;
synchronizerRunning = true;
synchronizerCurrentTicks = SYNCHRONIZER_TICKS_PER_TURN;
}
void synchronizerTick(void (*gtick)(void)) {
if(synchronizerRunning && synchronizerTurnReady()) {
synchronizerNextTurn();
// reset random generators
srand(synchronizerNextSeed);
gaussrand(true);
syncTickCount++;
//call game tick
(*gtick)();
synchronizerNextSeed = rand();
}
if(synchronizerRunning && synchronizerTurnReady()) {
synchronizerNextTurn();
// reset random generators
srand(synchronizerNextSeed);
gaussrand(true);
syncTickCount++;
//call game tick
(*gtick)();
synchronizerNextSeed = rand();
}
}
//Test if all players (including single player) input is recieved
bool synchronizerTurnReady() {
if(synchronizerCurrentTicks<SYNCHRONIZER_TICKS_PER_TURN) return true;
for(int i=0; i<playerCount; i++) {
if(!players[i].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)]) {
return false;
}
}
return true;
if(synchronizerCurrentTicks<SYNCHRONIZER_TICKS_PER_TURN) return true;
for(int i=0; i<playerCount; i++) {
if(!players[i].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)]) {
return false;
}
}
return true;
}
void synchronizerNextTurn() {
if(synchronizerCurrentTicks<SYNCHRONIZER_TICKS_PER_TURN) {
synchronizerCurrentTicks++;
//clicked events are only fired for the first tick per turn
for(int i=0; i<playerCount; i++) {
resetClicked(&(players[i].inputs));
}
} else {
//move nextInput of every player to currentInput
for(int i=0; i<playerCount; i++) {
players[i].inputs = players[i].nextInputs[synchronizerGetTurnIndex(synchronizerLocalTurn)];
players[i].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)] = false;
}
//Increase turn number
synchronizerLocalTurn++;
synchronizerCurrentTicks = 1;
//send local input
synchronizerSendLocalInputs();
}
if(synchronizerCurrentTicks<SYNCHRONIZER_TICKS_PER_TURN) {
synchronizerCurrentTicks++;
//clicked events are only fired for the first tick per turn
for(int i=0; i<playerCount; i++) {
resetClicked(&(players[i].inputs));
}
} else {
//move nextInput of every player to currentInput
for(int i=0; i<playerCount; i++) {
players[i].inputs = players[i].nextInputs[synchronizerGetTurnIndex(synchronizerLocalTurn)];
players[i].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)] = false;
}
//Increase turn number
synchronizerLocalTurn++;
synchronizerCurrentTicks = 1;
//send local input
synchronizerSendLocalInputs();
}
}
void synchronizerSendLocalInputs() {
//scan local inputs
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
//store local input in nextInput
players[playerLocalID].nextInputs[synchronizerGetTurnIndex(synchronizerLocalTurn)] = localInputs;
players[playerLocalID].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)] = true;
//send local input
if(playerCount>1) {
size_t size = writeInputPacket(networkWriteBuffer, &localInputs, playerLocalID, synchronizerLocalTurn);
networkSend(networkWriteBuffer, size);
}
//scan local inputs
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
//store local input in nextInput
players[playerLocalID].nextInputs[synchronizerGetTurnIndex(synchronizerLocalTurn)] = localInputs;
players[playerLocalID].nextTurnReady[synchronizerGetTurnIndex(synchronizerLocalTurn)] = true;
//send local input
if(playerCount>1) {
size_t size = writeInputPacket(networkWriteBuffer, &localInputs, playerLocalID, synchronizerLocalTurn);
networkSend(networkWriteBuffer, size);
}
}
void synchronizerOnInputPacket(u8 playerID, u32 turnNumber, void *data, size_t dataSize) {
if(turnNumber>=synchronizerLocalTurn && turnNumber<synchronizerLocalTurn+MAX_INPUT_BUFFER && playerID<playerCount) {
if(readInputPacketData(data, dataSize, &(players[playerID].nextInputs[synchronizerGetTurnIndex(turnNumber)]))) {
players[playerID].nextTurnReady[synchronizerGetTurnIndex(turnNumber)] = true;
}
}
if(turnNumber>=synchronizerLocalTurn && turnNumber<synchronizerLocalTurn+MAX_INPUT_BUFFER && playerID<playerCount) {
if(readInputPacketData(data, dataSize, &(players[playerID].nextInputs[synchronizerGetTurnIndex(turnNumber)]))) {
players[playerID].nextTurnReady[synchronizerGetTurnIndex(turnNumber)] = true;
}
}
}
int synchronizerGetTurnIndex(u32 turn) {
return turn%MAX_INPUT_BUFFER;
return turn%MAX_INPUT_BUFFER;
}
void synchronizerReset() {
synchronizerRunning = false;
synchronizerCurrentTicks = 0;
synchronizerRunning = false;
synchronizerCurrentTicks = 0;
}
bool synchronizerIsRunning() {
return synchronizerRunning;
return synchronizerRunning;
}
// helpers for random numbers
@ -228,13 +228,13 @@ double gaussrand(bool reset)
static double U, V;
static int phase = 0;
double Z;
if(reset) {
U = 0;
V = 0;
phase = 0;
return 0;
}
if(reset) {
U = 0;
V = 0;
phase = 0;
return 0;
}
if(phase == 0) {
U = (rand() + 1.) / (RAND_MAX + 2.);
@ -242,8 +242,8 @@ double gaussrand(bool reset)
Z = sqrt(-2 * log(U)) * sin(2 * PI * V);
} else {
Z = sqrt(-2 * log(U)) * cos(2 * PI * V);
}
}
phase = 1 - phase;
return Z;

View file

@ -11,203 +11,203 @@
#define READ_SIZE 9216
int unzipAndLoad(char *filename, int (*fileCallback)(char *filename), char *expectedComment, int keepFiles) {
// Open the zip file
unzFile *zipfile = unzOpen(filename);
if (zipfile == NULL) {
return 1; // Error: ZipFile could not be opened.
}
// Get info about the zip file
unz_global_info global_info;
if (unzGetGlobalInfo(zipfile, &global_info ) != UNZ_OK) {
unzClose(zipfile);
return 2; // Error: Could not read global info
}
if(expectedComment!=NULL) {
char *buffer = malloc(global_info.size_comment+1);
if(buffer==NULL) {
unzClose(zipfile);
return 3; // Error: Could not read global comment
}
if (unzGetGlobalComment(zipfile, buffer, global_info.size_comment+1) < 0) {
unzClose(zipfile);
return 3; // Error: Could not read global comment
}
if (strcmp(expectedComment, buffer)!=0) {
unzClose(zipfile);
return 4; // Error: Global comment did not have expected value
}
free(buffer);
}
// Buffer to hold data read from the zip file.
void *read_buffer = malloc(READ_SIZE);
if(read_buffer==NULL) {
// Error: Could not allocate read buffer
return 5;
}
// Open the zip file
unzFile *zipfile = unzOpen(filename);
if (zipfile == NULL) {
return 1; // Error: ZipFile could not be opened.
}
// Loop to extract all files
uLong i;
for (i = 0; i < global_info.number_entry; ++i) {
// Get info about current file.
unz_file_info file_info;
char filename[MAX_FILENAME];
if (unzGetCurrentFileInfo(zipfile, &file_info, filename, MAX_FILENAME, NULL, 0, NULL, 0 ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 6; // Error: Could not read file info
}
// Get info about the zip file
unz_global_info global_info;
if (unzGetGlobalInfo(zipfile, &global_info ) != UNZ_OK) {
unzClose(zipfile);
return 2; // Error: Could not read global info
}
// Check if this entry is NOT a directory or file.
const size_t filename_length = strlen(filename);
if (filename[ filename_length-1 ] != dir_delimter){
if (unzOpenCurrentFile( zipfile ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 7;
}
if(expectedComment!=NULL) {
char *buffer = malloc(global_info.size_comment+1);
if(buffer==NULL) {
unzClose(zipfile);
return 3; // Error: Could not read global comment
}
// Open a file to write out the data.
FILE * out = fopen(filename, "wb");
if (out == NULL) {
free(read_buffer);
unzCloseCurrentFile(zipfile);
unzClose(zipfile);
return 8;
}
if (unzGetGlobalComment(zipfile, buffer, global_info.size_comment+1) < 0) {
unzClose(zipfile);
return 3; // Error: Could not read global comment
}
int error = UNZ_OK;
do {
error = unzReadCurrentFile(zipfile, read_buffer, READ_SIZE);
if ( error < 0 ) {
//printf("error %d\n", error);
free(read_buffer);
unzCloseCurrentFile(zipfile);
unzClose(zipfile);
fclose(out);
remove(filename);
return 9;
}
if (strcmp(expectedComment, buffer)!=0) {
unzClose(zipfile);
return 4; // Error: Global comment did not have expected value
}
// Write data to file.
if (error > 0) {
fwrite(read_buffer, error, 1, out); // You should check return of fwrite...
}
} while (error > 0);
free(buffer);
}
fclose(out);
//run callback
if((*fileCallback)(filename) != 0) {
free(read_buffer);
unzClose(zipfile);
remove(filename);
return 10; // Error: Callback error
}
if(keepFiles==ZIPHELPER_CLEANUP_FILES) {
remove(filename);
}
}
// Buffer to hold data read from the zip file.
void *read_buffer = malloc(READ_SIZE);
if(read_buffer==NULL) {
// Error: Could not allocate read buffer
return 5;
}
unzCloseCurrentFile(zipfile);
// Loop to extract all files
uLong i;
for (i = 0; i < global_info.number_entry; ++i) {
// Get info about current file.
unz_file_info file_info;
char filename[MAX_FILENAME];
if (unzGetCurrentFileInfo(zipfile, &file_info, filename, MAX_FILENAME, NULL, 0, NULL, 0 ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 6; // Error: Could not read file info
}
// Go the the next entry listed in the zip file.
if (( i+1 ) < global_info.number_entry) {
if (unzGoToNextFile( zipfile ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 11;
}
}
}
free(read_buffer);
unzClose(zipfile);
return 0;
// Check if this entry is NOT a directory or file.
const size_t filename_length = strlen(filename);
if (filename[ filename_length-1 ] != dir_delimter){
if (unzOpenCurrentFile( zipfile ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 7;
}
// Open a file to write out the data.
FILE * out = fopen(filename, "wb");
if (out == NULL) {
free(read_buffer);
unzCloseCurrentFile(zipfile);
unzClose(zipfile);
return 8;
}
int error = UNZ_OK;
do {
error = unzReadCurrentFile(zipfile, read_buffer, READ_SIZE);
if ( error < 0 ) {
//printf("error %d\n", error);
free(read_buffer);
unzCloseCurrentFile(zipfile);
unzClose(zipfile);
fclose(out);
remove(filename);
return 9;
}
// Write data to file.
if (error > 0) {
fwrite(read_buffer, error, 1, out); // You should check return of fwrite...
}
} while (error > 0);
fclose(out);
//run callback
if((*fileCallback)(filename) != 0) {
free(read_buffer);
unzClose(zipfile);
remove(filename);
return 10; // Error: Callback error
}
if(keepFiles==ZIPHELPER_CLEANUP_FILES) {
remove(filename);
}
}
unzCloseCurrentFile(zipfile);
// Go the the next entry listed in the zip file.
if (( i+1 ) < global_info.number_entry) {
if (unzGoToNextFile( zipfile ) != UNZ_OK) {
free(read_buffer);
unzClose(zipfile);
return 11;
}
}
}
free(read_buffer);
unzClose(zipfile);
return 0;
}
int zipFiles(char *filename, char **files, int fileCount, int mode, char *comment) {
// Set mode
int zipMode = mode==ZIPHELPER_ADD ? APPEND_STATUS_ADDINZIP : APPEND_STATUS_CREATE;
FILE *testFile = fopen(filename, "r");
if(testFile!=NULL) {
fclose(testFile);
} else {
zipMode = APPEND_STATUS_CREATE;
}
// Open the zip file
zipFile *zipfile = zipOpen(filename, zipMode);
if (zipfile == NULL) return 1; // Error: ZipFile could not be opened.
// Buffer to hold data read from the files.
void *read_buffer = malloc(READ_SIZE);
if(read_buffer==NULL) {
// Error: Could not allocate read buffer
return 2;
}
// Loop all files to add
for(int i = 0; i < fileCount; i++) {
// Open a zipfile to write out the data.
if (zipOpenNewFileInZip(zipfile, files[i], NULL, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_DEFAULT_COMPRESSION) != ZIP_OK) {
free(read_buffer);
zipClose(zipfile, "");
return 3;
}
// Open a file to read the data.
FILE *in = fopen(files[i], "rb");
if (in == NULL) {
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
return 4;
}
// Set mode
int zipMode = mode==ZIPHELPER_ADD ? APPEND_STATUS_ADDINZIP : APPEND_STATUS_CREATE;
FILE *testFile = fopen(filename, "r");
if(testFile!=NULL) {
fclose(testFile);
} else {
zipMode = APPEND_STATUS_CREATE;
}
size_t size;
do
{
size = fread(read_buffer, 1, READ_SIZE, in);
if(size<READ_SIZE) {
if(!feof(in)) {
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
fclose(in);
return 5;
}
}
if(size>0) {
//write data to zip
if (zipWriteInFileInZip(zipfile, read_buffer, size) != ZIP_OK) {
//printf("error %d\n", error);
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
fclose(in);
return 6;
}
}
} while (size > 0);
// Open the zip file
zipFile *zipfile = zipOpen(filename, zipMode);
if (zipfile == NULL) return 1; // Error: ZipFile could not be opened.
fclose(in);
// Buffer to hold data read from the files.
void *read_buffer = malloc(READ_SIZE);
if(read_buffer==NULL) {
// Error: Could not allocate read buffer
return 2;
}
zipCloseFileInZip(zipfile);
}
free(read_buffer);
zipClose(zipfile, comment);
return 0;
// Loop all files to add
for(int i = 0; i < fileCount; i++) {
// Open a zipfile to write out the data.
if (zipOpenNewFileInZip(zipfile, files[i], NULL, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_DEFAULT_COMPRESSION) != ZIP_OK) {
free(read_buffer);
zipClose(zipfile, "");
return 3;
}
// Open a file to read the data.
FILE *in = fopen(files[i], "rb");
if (in == NULL) {
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
return 4;
}
size_t size;
do
{
size = fread(read_buffer, 1, READ_SIZE, in);
if(size<READ_SIZE) {
if(!feof(in)) {
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
fclose(in);
return 5;
}
}
if(size>0) {
//write data to zip
if (zipWriteInFileInZip(zipfile, read_buffer, size) != ZIP_OK) {
//printf("error %d\n", error);
free(read_buffer);
zipCloseFileInZip(zipfile);
zipClose(zipfile, "");
fclose(in);
return 6;
}
}
} while (size > 0);
fclose(in);
zipCloseFileInZip(zipfile);
}
free(read_buffer);
zipClose(zipfile, comment);
return 0;
}

View file

@ -1,7 +1,7 @@
#include <3ds.h>
#include <sf2d.h>
#include <sfil.h>
#include <string.h>
#include <string.h>
#include <stdio.h>
#include <ctype.h>
#include <stdlib.h>
@ -25,27 +25,29 @@
//TODO: Something still causes desyncs very rarely
static aptHookCookie cookie;
void setupGame() {
synchronizerInit(rand(), 1, 0);
synchronizerSetPlayerUID(0, localUID);
synchronizerStart();
initGame = 0;
}
void setupGameServer() {
size_t size;
networkHostStopConnections();
networkStart();
//send start info (seed)
size = writeStartPacket(networkWriteBuffer, rand());
networkSend(networkWriteBuffer, size);
processPacket(networkWriteBuffer, size);
networkSendWaitFlush();
//send save file if loading
FILE *file = fopen(currentFileName, "rb");
if(file!=NULL) {
@ -53,12 +55,12 @@ void setupGameServer() {
networkSendWaitFlush();
fclose(file);
}
//send start command
size = writeStartRequestPacket(networkWriteBuffer);
networkSend(networkWriteBuffer, size);
processPacket(networkWriteBuffer, size);
initMPGame = 0;
}
@ -66,17 +68,27 @@ void setupBGMap() {
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82);
srand(time(NULL));
createAndValidateTopMap(128, 128, 1, worldData.map[1], worldData.data[1]);
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82);
initBGMap = 0;
}
static void task_apt_hook(APT_HookType hook, void* param) {
switch(hook) {
case APTHOOK_ONSUSPEND:
paused = true;
stopMusic();
break;
default:
break;
}
}
//for rendering -> move to a better place
@ -99,49 +111,49 @@ 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);
initMenus();
currentMenu = MENU_TITLE;
currentSelection = 0;
quitGame = false;
initBGMap = 1;
icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
icons = sfil_load_PNG_buffer(icons_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);
bakeLights();
int i;
for (i = 0; i < 6; ++i) {
minimap[i] = sf2d_create_texture(128, 128, TEXFMT_RGBA8, SF2D_PLACE_RAM);
sf2d_texture_tile32(minimap[i]);
}
reloadColors();
sf2d_set_vblank_wait(true);
sf2d_set_clear_color(0xFF);
@ -151,22 +163,26 @@ int main() {
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_attack.input = KEY_A;
localInputs.k_pickup.input = KEY_B;
localInputs.k_use.input = KEY_X;
localInputs.k_menu.input = KEY_Y ;
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;
localInputs.k_menuNext.input = KEY_R | KEY_ZR;
localInputs.k_menuPrev.input = KEY_L | KEY_ZL;
/* If btnSave exists, then use that. */
if ((file = fopen("btnSave.bin", "rb"))) {
fread(&(localInputs.k_up.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_pickup.input), sizeof(int), 1, file);
fread(&(localInputs.k_use.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);
@ -176,25 +192,27 @@ int main() {
fread(&(localInputs.k_menuPrev.input), sizeof(int), 1, file);
fclose(file);
}
/* If lastTP exists, then use that. */
if ((file = fopen("lastTP.bin", "r"))) {
char fnbuf[256];
fgets(fnbuf, 256, file); // get directory to texturepack
loadTexturePack(fnbuf);
loadTexturePack(fnbuf);
fclose(file);
}
initPlayers();
initRecipes();
initTrades();
aptHook(&cookie, task_apt_hook, NULL);
while (aptMainLoop()) {
if (paused == true) playMusic(&music_menu);
if (quitGame) break;
if (initGame > 0 && --initGame==0) setupGame();
if (initMPGame > 0 && --initMPGame==0) setupGameServer();
if (initBGMap > 0 && --initBGMap==0) setupBGMap();
if (currentMenu == MENU_NONE) {
tickGame();
renderGame();
@ -202,14 +220,14 @@ int main() {
//input scanning ingame is handled by the synchronizer
hidScanInput();
tickKeys(&localInputs, hidKeysHeld(), hidKeysDown());
tickMenu(currentMenu);
renderMenu(currentMenu, xscr, yscr);
}
sf2d_swapbuffers();
}
stopMusic();
freeTrades();

View file

@ -10,91 +10,91 @@ bool texturepackUseDefaultFont = true;
bool texturepackUseDefaultBottom = true;
void toLowerString(char * str){
int i;
for (i = 0; str[i] != '\0'; i++)str[i] = (char)tolower((unsigned char)str[i]);
int i;
for (i = 0; str[i] != '\0'; i++)str[i] = (char)tolower((unsigned char)str[i]);
}
int getTexturePackComment(char * filename, char * cmmtBuf){
// Open the zip file
unzFile *zipfile = unzOpen(filename);
if ( zipfile == NULL ) return 1; // Error: ZipFile could not be opened.
// Get info about the zip file
unz_global_info global_info;
if (unzGetGlobalInfo(zipfile, &global_info ) != UNZ_OK )
{
unzClose( zipfile );
return 2; // Error: Could not read global info
}
unzGetGlobalComment(zipfile, cmmtBuf, 58);
// Open the zip file
unzFile *zipfile = unzOpen(filename);
if ( zipfile == NULL ) return 1; // Error: ZipFile could not be opened.
unzClose( zipfile );
// Get info about the zip file
unz_global_info global_info;
if (unzGetGlobalInfo(zipfile, &global_info ) != UNZ_OK )
{
unzClose( zipfile );
return 2; // Error: Could not read global info
}
return 0;
unzGetGlobalComment(zipfile, cmmtBuf, 58);
unzClose( zipfile );
return 0;
}
int loadTexture(char * filename) {
char lowerFilename[MAX_FILENAME];
strcpy(lowerFilename,filename);
toLowerString(lowerFilename);
if(strcmp(lowerFilename, "icons.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
icons = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
reloadColors();
texturepackUseDefaultIcons = false;
} else if(strcmp(lowerFilename, "player.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
playerSprites = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
texturepackUseDefaultPlayer = false;
} else if(strcmp(lowerFilename, "font.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
font = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
texturepackUseDefaultFont = false;
} else if(strcmp(lowerFilename, "bottombg.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
bottombg = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
texturepackUseDefaultBottom = false;
}
return 0;
char lowerFilename[MAX_FILENAME];
strcpy(lowerFilename,filename);
toLowerString(lowerFilename);
if(strcmp(lowerFilename, "icons.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
icons = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
reloadColors();
texturepackUseDefaultIcons = false;
} else if(strcmp(lowerFilename, "player.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
playerSprites = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
texturepackUseDefaultPlayer = false;
} else if(strcmp(lowerFilename, "font.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
font = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
texturepackUseDefaultFont = false;
} else if(strcmp(lowerFilename, "bottombg.png") == 0){
if(sfil_load_PNG_file(filename, SF2D_PLACE_RAM) == NULL){
return 0;
}
bottombg = sfil_load_PNG_file(filename, SF2D_PLACE_RAM);
texturepackUseDefaultBottom = false;
}
return 0;
}
int loadTexturePack(char * filename) {
texturepackUseDefaultIcons = true;
texturepackUseDefaultPlayer = true;
texturepackUseDefaultFont = true;
texturepackUseDefaultBottom = true;
texturepackUseDefaultIcons = true;
texturepackUseDefaultPlayer = true;
texturepackUseDefaultFont = true;
texturepackUseDefaultBottom = true;
if(unzipAndLoad(filename, &loadTexture, NULL, ZIPHELPER_CLEANUP_FILES)!=0) {
return 1;
}
if(texturepackUseDefaultIcons){
icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
reloadColors();
}
if(texturepackUseDefaultPlayer) playerSprites = sfil_load_PNG_buffer(player_png, SF2D_PLACE_RAM);
if(texturepackUseDefaultFont) font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
if(texturepackUseDefaultBottom) bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
if(unzipAndLoad(filename, &loadTexture, NULL, ZIPHELPER_CLEANUP_FILES)!=0) {
return 1;
}
return 0;
if(texturepackUseDefaultIcons){
icons = sfil_load_PNG_buffer(icons_png, SF2D_PLACE_RAM);
reloadColors();
}
if(texturepackUseDefaultPlayer) playerSprites = sfil_load_PNG_buffer(player_png, SF2D_PLACE_RAM);
if(texturepackUseDefaultFont) font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
if(texturepackUseDefaultBottom) bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
return 0;
}