2111 lines
No EOL
75 KiB
C
Executable file
2111 lines
No EOL
75 KiB
C
Executable file
#include "Globals.h"
|
||
#include "Menu.h"
|
||
#include "Synchronizer.h"
|
||
|
||
char versionText[34] = "Version 1.6.1";
|
||
char fpsstr[34];
|
||
u8 currentMenu = 0;
|
||
|
||
void addItemsToWorld(Item item, s8 level, int x, int y, int count){
|
||
int i;
|
||
for(i = 0; i < count; ++i) addEntityToList(newItemEntity(item, x, y, level), &eManager);
|
||
}
|
||
|
||
bool intersects(Entity e,int x0, int y0, int x1, int y1) {
|
||
return !(e.x + e.xr < x0 || e.y + e.yr < y0 || e.x - e.xr > x1 || e.y - e.yr > y1);
|
||
}
|
||
|
||
int getEntities(Entity **result, s8 level, int x0, int y0, int x1, int y1) {
|
||
int i, last = 0;
|
||
for (i = 0; i < eManager.lastSlot[level]; ++i) {
|
||
Entity* e = &eManager.entities[level][i];
|
||
if (intersects(*e, x0, y0, x1, y1)){
|
||
result[last] = e;
|
||
++last;
|
||
}
|
||
}
|
||
return last;
|
||
}
|
||
|
||
void removeSimilarElements(Entity **arr1, int arr1Size, Entity **arr2, int arr2Size){
|
||
int i,j;
|
||
for(i=0;i<arr1Size;++i){
|
||
for(j=0;j<arr2Size;++j){
|
||
if(arr1[i] == arr2[j]) arr2[j] = NULL;
|
||
}
|
||
}
|
||
}
|
||
|
||
bool move2(Entity* e, int xa, int ya) {
|
||
if (xa != 0 && ya != 0) return false;
|
||
int xto0 = ((e->x) - e->xr) >> 4;
|
||
int yto0 = ((e->y) - e->yr) >> 4;
|
||
int xto1 = ((e->x) + e->xr) >> 4;
|
||
int yto1 = ((e->y) + e->yr) >> 4;
|
||
|
||
int xt0 = ((e->x + xa) - e->xr) >> 4;
|
||
int yt0 = ((e->y + ya) - e->yr) >> 4;
|
||
int xt1 = ((e->x + xa) + e->xr) >> 4;
|
||
int yt1 = ((e->y + ya) + e->yr) >> 4;
|
||
bool blocked = false;
|
||
int xt,yt;
|
||
for (yt = yt0; yt <= yt1; ++yt)
|
||
for (xt = xt0; xt <= xt1; ++xt) {
|
||
if (xt >= xto0 && xt <= xto1 && yt >= yto0 && yt <= yto1) continue;
|
||
entityTileInteract(e, getTile(e->level, xt, yt), e->level, xt, yt);
|
||
if (!e->canPass && tileIsSolid(getTile(e->level, xt, yt), e)) {
|
||
blocked = true;
|
||
return false;
|
||
}
|
||
}
|
||
if (blocked) return false;
|
||
|
||
Entity * wasInside[eManager.lastSlot[e->level]];
|
||
Entity * isInside[eManager.lastSlot[e->level]];
|
||
int wasSize = getEntities(wasInside, e->level, e->x - e->xr, e->y - e->yr, e->x + e->xr, e->y + e->yr);
|
||
int isSize = getEntities(isInside, e->level, e->x + xa - e->xr, e->y + ya - e->yr, e->x + xa + e->xr, e->y + ya + e->yr);
|
||
int i;
|
||
|
||
for (i = 0; i < isSize; ++i) {
|
||
Entity * ent = isInside[i];
|
||
if (ent == e || ent == NULL) continue;
|
||
EntityVsEntity(e, ent);
|
||
}
|
||
if(e->type != ENTITY_PLAYER){
|
||
for(int i=0; i<playerCount; i++) {
|
||
if(players[i].entity.level==e->level && intersects(players[i].entity, e->x + xa - e->xr, e->y + ya - e->yr, e->x + xa + e->xr, e->y + ya + e->yr)){
|
||
EntityVsEntity(e, &(players[i].entity));
|
||
}
|
||
}
|
||
}
|
||
removeSimilarElements(wasInside, wasSize, isInside, isSize);
|
||
|
||
for (i = 0; i < isSize; ++i) {
|
||
Entity * ent = isInside[i];
|
||
if (ent == e || ent == NULL) continue;
|
||
if (EntityBlocksEntity(e, ent)) return false;
|
||
}
|
||
|
||
if(e->x + xa > 0 && e->x + xa < 2048) e->x += xa;
|
||
if(e->y + ya > 0 && e->y + ya < 2048) e->y += ya;
|
||
return true;
|
||
}
|
||
|
||
bool move(Entity* e, int xa, int ya) {
|
||
if (xa != 0 || ya != 0) {
|
||
bool stopped = true;
|
||
if (xa != 0 && move2(e, xa, 0)) stopped = false;
|
||
if (ya != 0 && move2(e, 0, ya)) stopped = false;
|
||
return !stopped;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
bool moveMob(Entity* e, int xa, int ya){
|
||
if (e->xKnockback < 0) {
|
||
move2(e, -1, 0);
|
||
e->xKnockback++;
|
||
}
|
||
if (e->xKnockback > 0) {
|
||
move2(e, 1, 0);
|
||
e->xKnockback--;
|
||
}
|
||
if (e->yKnockback < 0) {
|
||
move2(e, 0, -1);
|
||
e->yKnockback++;
|
||
}
|
||
if (e->yKnockback > 0) {
|
||
move2(e, 0, 1);
|
||
e->yKnockback--;
|
||
}
|
||
if (e->hurtTime > 0) return true;
|
||
return move(e, xa, ya);
|
||
}
|
||
|
||
void hurtEntity(Entity *e, int damage, int dir, u32 hurtColor, Entity *damager){
|
||
if (TESTGODMODE && e->type==ENTITY_PLAYER) return;
|
||
if (e->hurtTime > 0) return;
|
||
playSoundPositioned(snd_monsterHurt, e->level, e->x, e->y);
|
||
|
||
char hurtText[11];
|
||
sprintf(hurtText, "%d", damage);
|
||
addEntityToList(newTextParticleEntity(hurtText, hurtColor, e->x, e->y, e->level), &eManager);
|
||
|
||
int i;
|
||
|
||
// In hindsight I should've made a generic Mob struct, but whatever. <20>\_(-.-)_/<2F>
|
||
switch(e->type){
|
||
case ENTITY_PLAYER:
|
||
e->p.health -= damage;
|
||
if(e->p.health < 1){
|
||
playSoundPositioned(snd_bossdeath, e->level, e->x, e->y);
|
||
e->p.endTimer = 60;
|
||
e->p.isDead = true;
|
||
e->hurtTime = 10;
|
||
return;
|
||
}
|
||
break;
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
e->hostile.health -= damage;
|
||
if(e->hostile.health < 1){
|
||
if(e->type == ENTITY_ZOMBIE) {
|
||
addItemsToWorld(newItem(ITEM_FLESH,1), e->level, e->x+8, e->y+8, (rand()%2) + 1);
|
||
} else if(e->type == ENTITY_SKELETON) {
|
||
addItemsToWorld(newItem(ITEM_BONE,1), e->level, e->x+8, e->y+8, (rand()%2) + 1);
|
||
if(rand()%2==0) addItemsToWorld(newItem(ITEM_ARROW_STONE,1), e->level, e->x+8, e->y+8, 1);
|
||
} else if(e->type == ENTITY_KNIGHT) {
|
||
addItemsToWorld(newItem(ITEM_IRONINGOT,1), e->level, e->x+8, e->y+8, (rand()%2) + 1);
|
||
}
|
||
if(damager!=NULL && damager->type==ENTITY_PLAYER) damager->p.data->score += 50 * (e->hostile.lvl + 1);
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
if(e->level != 5) trySpawn(3, e->level);
|
||
return;
|
||
}
|
||
break;
|
||
case ENTITY_SLIME:
|
||
e->slime.health -= damage;
|
||
if(e->slime.health < 1){
|
||
addItemsToWorld(newItem(ITEM_SLIME,1), e->level, e->x+8, e->y+8, (rand()%2) + 1);
|
||
if(damager!=NULL && damager->type==ENTITY_PLAYER) damager->p.data->score += 25 * (e->slime.lvl + 1);
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
if(e->level != 5) trySpawn(3, e->level);
|
||
return;
|
||
}
|
||
break;
|
||
case ENTITY_AIRWIZARD:
|
||
e->wizard.health -= damage;
|
||
airWizardHealthDisplay = e->wizard.health;
|
||
if(e->wizard.health < 1){
|
||
addItemsToWorld(newItem(ITEM_MAGIC_DUST,1), e->level, e->x+8, e->y+8, (rand()%2) + 2);
|
||
removeEntityFromList(e,e->level,&eManager);
|
||
playSound(snd_bossdeath);
|
||
|
||
for(i=0; i<playerCount; i++) {
|
||
players[i].score += 1000;
|
||
if(!players[i].entity.p.hasWonSaved) players[i].entity.p.endTimer = 60;
|
||
if(!players[i].entity.p.hasWonSaved) players[i].entity.p.hasWon = true;
|
||
players[i].entity.p.hasWonSaved = true;
|
||
}
|
||
return;
|
||
}
|
||
break;
|
||
case ENTITY_PASSIVE:
|
||
e->passive.health -= damage;
|
||
if(e->passive.health < 1){
|
||
if(e->passive.mtype==0) {
|
||
addItemsToWorld(newItem(ITEM_WOOL,1), e->level, e->x+8, e->y+8, (rand()%3) + 1);
|
||
} else if(e->passive.mtype==1) {
|
||
addItemsToWorld(newItem(ITEM_PORK_RAW,1), e->level, e->x+8, e->y+8, (rand()%2) + 1);
|
||
} else if(e->passive.mtype==2) {
|
||
addItemsToWorld(newItem(ITEM_BEEF_RAW,1), e->level, e->x+8, e->y+8, (rand()%2) + 1);
|
||
if((rand()%2)==0) {
|
||
addItemsToWorld(newItem(ITEM_LEATHER,1), e->level, e->x+8, e->y+8, 1);
|
||
}
|
||
}
|
||
if(damager!=NULL && damager->type==ENTITY_PLAYER) damager->p.data->score += 10;
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
if(e->level != 5) trySpawn(3, e->level);
|
||
return;
|
||
}
|
||
break;
|
||
case ENTITY_DRAGON:
|
||
e->dragon.health -= damage;
|
||
if(e->dragon.health < 1){
|
||
addItemsToWorld(newItem(ITEM_DRAGON_EGG,1), e->level, e->x+8, e->y+8, 1);
|
||
addItemsToWorld(newItem(ITEM_DRAGON_SCALE,1), e->level, e->x+8, e->y+8, (rand()%11) + 10);
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
playSound(snd_bossdeath);
|
||
for(i=0; i<playerCount; i++) {
|
||
players[i].score += 1000;
|
||
}
|
||
return;
|
||
}
|
||
break;
|
||
}
|
||
|
||
switch(dir){
|
||
case -1:
|
||
switch(e->type){
|
||
case ENTITY_PLAYER:
|
||
switch(e->p.dir){
|
||
case 0: e->yKnockback = -10; break;
|
||
case 1: e->yKnockback = +10; break;
|
||
case 2: e->xKnockback = +10; break;
|
||
case 3: e->xKnockback = -10; break;
|
||
}
|
||
break;
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
switch(e->hostile.dir){
|
||
case 0: e->yKnockback = -10; break;
|
||
case 1: e->yKnockback = +10; break;
|
||
case 2: e->xKnockback = +10; break;
|
||
case 3: e->xKnockback = -10; break;
|
||
}
|
||
break;
|
||
case ENTITY_SLIME:
|
||
switch(e->slime.dir){
|
||
case 0: e->yKnockback = -10; break;
|
||
case 1: e->yKnockback = +10; break;
|
||
case 2: e->xKnockback = +10; break;
|
||
case 3: e->xKnockback = -10; break;
|
||
}
|
||
break;
|
||
case ENTITY_PASSIVE:
|
||
switch(e->passive.dir){
|
||
case 0: e->yKnockback = -10; break;
|
||
case 1: e->yKnockback = +10; break;
|
||
case 2: e->xKnockback = +10; break;
|
||
case 3: e->xKnockback = -10; break;
|
||
}
|
||
break;
|
||
}
|
||
break;
|
||
case 0: e->yKnockback = +10; break;
|
||
case 1: e->yKnockback = -10; break;
|
||
case 2: e->xKnockback = -10; break;
|
||
case 3: e->xKnockback = +10; break;
|
||
}
|
||
e->hurtTime = 10;
|
||
}
|
||
|
||
bool ItemVsEntity(PlayerData *pd, Item *item, Entity *e, int dir) {
|
||
//TODO: Too much duplicated code
|
||
switch(item->id){
|
||
case ITEM_POWGLOVE:
|
||
if(e->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==e) {
|
||
players[i].ingameMenu = MENU_NONE;
|
||
}
|
||
}
|
||
|
||
Item nItem = newItem(e->entityFurniture.itemID,0);
|
||
if(e->entityFurniture.itemID == ITEM_CHEST) nItem.chestPtr = e->entityFurniture.inv;
|
||
pushItemToInventoryFront(nItem, &(pd->inventory));
|
||
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
pd->activeItem = &(pd->inventory.items[0]);
|
||
pd->entity.p.isCarrying = true;
|
||
return true;
|
||
} break;
|
||
case TOOL_AXE:
|
||
switch(e->type){
|
||
case ENTITY_PASSIVE:
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
case ENTITY_SLIME:
|
||
case ENTITY_AIRWIZARD:
|
||
case ENTITY_DRAGON:
|
||
if(playerUseEnergy(pd, 4-item->countLevel)) hurtEntity(e, (item->countLevel + 1) * 2 + (rand()%4), dir, 0xFF0000FF, &(pd->entity));
|
||
else hurtEntity(e, 1+rand()%3, dir, 0xFF0000FF, &(pd->entity));
|
||
return true;
|
||
|
||
case ENTITY_MAGIC_PILLAR:
|
||
playSoundPositioned(snd_monsterHurt, e->level, e->x, e->y);
|
||
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return true;
|
||
} break;
|
||
case TOOL_SWORD:
|
||
switch(e->type){
|
||
case ENTITY_PASSIVE:
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
case ENTITY_SLIME:
|
||
case ENTITY_AIRWIZARD:
|
||
case ENTITY_DRAGON:
|
||
if(playerUseEnergy(pd, 4-item->countLevel)) hurtEntity(e, (item->countLevel+1)*3+(rand()%(2+item->countLevel*item->countLevel*2)), dir, 0xFF0000FF, &(pd->entity));
|
||
else hurtEntity(e, 1+rand()%3, dir, 0xFF0000FF, &(pd->entity));
|
||
return true;
|
||
|
||
case ENTITY_MAGIC_PILLAR:
|
||
playSoundPositioned(snd_monsterHurt, e->level, e->x, e->y);
|
||
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return true;
|
||
} break;
|
||
case ITEM_NULL:
|
||
switch(e->type){
|
||
case ENTITY_PASSIVE:
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
case ENTITY_SLIME:
|
||
case ENTITY_AIRWIZARD:
|
||
case ENTITY_DRAGON:
|
||
hurtEntity(e, 1+rand()%3, dir, 0xFF0000FF, &(pd->entity));
|
||
return true;
|
||
|
||
case ENTITY_MAGIC_PILLAR:
|
||
playSoundPositioned(snd_monsterHurt, e->level, e->x, e->y);
|
||
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return true;
|
||
} break;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void EntityVsEntity(Entity* e1, Entity* e2){
|
||
int damage = 1;
|
||
switch(e1->type){
|
||
case ENTITY_PLAYER: playerEntityInteract(e1->p.data, e2); break;
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
if(e2->type == ENTITY_PLAYER){
|
||
if(e1->type == ENTITY_ZOMBIE) hurtEntity(e2, 2, e1->hostile.dir, 0xFFAF00FF, e1);
|
||
else if(e1->type == ENTITY_SKELETON) hurtEntity(e2, 1, e1->hostile.dir, 0xFFAF00FF, e1);
|
||
else if(e1->type == ENTITY_KNIGHT) hurtEntity(e2, 3, e1->hostile.dir, 0xFFAF00FF, e1);
|
||
switch(e1->hostile.dir){
|
||
case 0: e1->yKnockback = -4; break;
|
||
case 1: e1->yKnockback = +4; break;
|
||
case 2: e1->xKnockback = +4; break;
|
||
case 3: e1->xKnockback = -4; break;
|
||
}
|
||
}
|
||
break;
|
||
case ENTITY_SLIME:
|
||
if(e2->type == ENTITY_PLAYER){
|
||
hurtEntity(e2, 1, e1->slime.dir, 0xFFAF00FF, e1);
|
||
switch(e1->slime.dir){
|
||
case 0: e1->yKnockback = -4; break;
|
||
case 1: e1->yKnockback = +4; break;
|
||
case 2: e1->xKnockback = +4; break;
|
||
case 3: e1->xKnockback = -4; break;
|
||
}
|
||
}
|
||
break;
|
||
case ENTITY_AIRWIZARD:
|
||
if(e2->type == ENTITY_PLAYER) hurtEntity(e2, 3, e1->wizard.dir, 0xFFAF00FF, e1);
|
||
break;
|
||
case ENTITY_SPARK:
|
||
if(e2 != e1->spark.parent) hurtEntity(e2, 1, -1, 0xFFAF00FF, e1);
|
||
break;
|
||
case ENTITY_DRAGON:
|
||
if(e2->type == ENTITY_PLAYER) hurtEntity(e2, 3, e1->dragon.dir, 0xFFAF00FF, e1);
|
||
break;
|
||
case ENTITY_DRAGONPROJECTILE:
|
||
if(e2 != e1->dragonFire.parent) hurtEntity(e2, 1, -1, 0xFFAF00FF, e1);
|
||
break;
|
||
case ENTITY_ARROW:
|
||
switch(e1->arrow.itemID) {
|
||
case ITEM_ARROW_WOOD:
|
||
damage = 1 + (rand()%3);
|
||
break;
|
||
case ITEM_ARROW_STONE:
|
||
damage = 2 + (rand()%4);
|
||
break;
|
||
case ITEM_ARROW_IRON:
|
||
damage = 8 + (rand()%9);
|
||
break;
|
||
case ITEM_ARROW_GOLD:
|
||
damage = 16 + (rand()%9);
|
||
break;
|
||
case ITEM_ARROW_GEM:
|
||
damage = 24 + (rand()%9);
|
||
break;
|
||
}
|
||
|
||
if(e1->arrow.parent->type == ENTITY_PLAYER) {
|
||
if(e2->type != ENTITY_PLAYER) {
|
||
hurtEntity(e2, damage, -1, 0xFF0000FF, e1);
|
||
removeEntityFromList(e1, e1->level, &eManager);
|
||
}
|
||
} else {
|
||
if(e2->type == ENTITY_PLAYER) {
|
||
hurtEntity(e2, damage, -1, 0xFFAF00FF, e1);
|
||
removeEntityFromList(e1, e1->level, &eManager);
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
bool EntityBlocksEntity(Entity* e1, Entity* e2){
|
||
switch(e1->type){
|
||
case ENTITY_PLAYER:
|
||
case ENTITY_FURNITURE:
|
||
switch(e2->type){
|
||
case ENTITY_FURNITURE:
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
case ENTITY_SLIME:
|
||
case ENTITY_AIRWIZARD:
|
||
case ENTITY_DRAGON:
|
||
case ENTITY_PLAYER:
|
||
case ENTITY_PASSIVE:
|
||
case ENTITY_MAGIC_PILLAR:
|
||
case ENTITY_NPC:
|
||
return true;
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
bool tileIsSolid(int tile, Entity * e){
|
||
switch(tile){
|
||
case TILE_ROCK:
|
||
case TILE_HARDROCK:
|
||
case TILE_MAGIC_BARRIER:
|
||
case TILE_DUNGEON_WALL:
|
||
return true;
|
||
case TILE_TREE:
|
||
case TILE_CACTUS:
|
||
case TILE_IRONORE:
|
||
case TILE_GOLDORE:
|
||
case TILE_GEMORE:
|
||
case TILE_CLOUDCACTUS:
|
||
case TILE_WOOD_WALL:
|
||
case TILE_STONE_WALL:
|
||
case TILE_IRON_WALL:
|
||
case TILE_GOLD_WALL:
|
||
case TILE_GEM_WALL:
|
||
case TILE_BOOKSHELVES:
|
||
case TILE_MUSHROOM_BROWN:
|
||
case TILE_MUSHROOM_RED:
|
||
if(e->type != ENTITY_DRAGON) return true;
|
||
case TILE_LAVA:
|
||
case 255:
|
||
if(e->type != ENTITY_ARROW) return true;
|
||
case TILE_WATER:
|
||
if(e != NULL && !e->canSwim && e->type != ENTITY_ARROW) return true;
|
||
case TILE_HOLE:
|
||
if(e != NULL && e->type != ENTITY_PLAYER && e->type != ENTITY_ARROW) return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/* For minimap */
|
||
u32 getTileColor(int tile){
|
||
switch(tile){
|
||
case TILE_WATER: return SWAP_UINT32(waterColor[0]);
|
||
case TILE_LAVA: return SWAP_UINT32(lavaColor[0]);
|
||
case TILE_DIRT: return 0x826D6CFF;
|
||
case TILE_ROCK: return SWAP_UINT32(rockColor[1]);
|
||
case TILE_HARDROCK: return SWAP_UINT32(rockColor[3]);
|
||
case TILE_GRASS: return SWAP_UINT32(grassColor);
|
||
case TILE_TREE: return 0x007F00FF;
|
||
case TILE_SAND: return SWAP_UINT32(sandColor);
|
||
case TILE_CACTUS: return 0x009F00FF;
|
||
case TILE_FLOWER: return SWAP_UINT32(grassColor);
|
||
case TILE_IRONORE: return SWAP_UINT32(ironColor);
|
||
case TILE_GOLDORE: return SWAP_UINT32(goldColor);
|
||
case TILE_GEMORE: return SWAP_UINT32(gemColor);
|
||
case TILE_CLOUD: return 0xFFFFFFFF;
|
||
case TILE_CLOUDCACTUS: return 0xAFAFAFFF;
|
||
case TILE_STAIRS_DOWN: return 0x9F9F9FFF;
|
||
case TILE_STAIRS_UP: return 0x9F9F9FFF;
|
||
case TILE_HOLE: return 0x383838FF;
|
||
case TILE_WOOD_WALL: return SWAP_UINT32(woodColor);
|
||
case TILE_STONE_WALL: return SWAP_UINT32(rockColor[1]);
|
||
case TILE_IRON_WALL: return SWAP_UINT32(ironColor);
|
||
case TILE_GOLD_WALL: return SWAP_UINT32(goldColor);
|
||
case TILE_GEM_WALL: return SWAP_UINT32(gemColor);
|
||
case TILE_DUNGEON_WALL: return SWAP_UINT32(dungeonColor[0]);
|
||
case TILE_DUNGEON_FLOOR: return SWAP_UINT32(dungeonColor[1]);
|
||
case TILE_MAGIC_BARRIER: return SWAP_UINT32(dungeonColor[0]);
|
||
case TILE_BOOKSHELVES: return SWAP_UINT32(woodColor);
|
||
case TILE_WOOD_FLOOR: return SWAP_UINT32(woodColor);
|
||
case TILE_MYCELIUM: return SWAP_UINT32(myceliumColor);
|
||
case TILE_MUSHROOM_BROWN: return SWAP_UINT32(mushroomColor);
|
||
case TILE_MUSHROOM_RED: return SWAP_UINT32(mushroomColor);
|
||
case TILE_ICE: return SWAP_UINT32(iceColor);
|
||
|
||
default: return 0x111111FF;
|
||
}
|
||
}
|
||
|
||
|
||
|
||
s8 itemTileInteract(int tile, PlayerData *pd, Item *item, s8 level, int x, int y, int px, int py, int dir){
|
||
|
||
// Furniture items
|
||
if(item->id > 27 && item->id < 51){
|
||
if(!tileIsSolid(getTile(level, x, y), NULL)){
|
||
addEntityToList(newFurnitureEntity(item->id, item->chestPtr, (x<<4)+8, (y<<4)+8, level), &eManager);
|
||
removeItemFromCurrentInv(item);
|
||
pd->activeItem = &noItem;
|
||
return 2;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
switch(tile){
|
||
case TILE_TREE:
|
||
if(item->id == TOOL_AXE && playerUseEnergy(pd, 4-item->countLevel)){
|
||
playerHurtTile(pd, tile, level, x, y, (rand()%10) + (item->countLevel) * 5 + 10, pd->entity.p.dir);
|
||
return 1;
|
||
} break;
|
||
case TILE_ROCK:
|
||
case TILE_HARDROCK:
|
||
if(item->id == TOOL_PICKAXE && playerUseEnergy(pd, 4-item->countLevel)){
|
||
playerHurtTile(pd, tile, level, x, y, (rand()%10) + (item->countLevel) * 5 + 10, pd->entity.p.dir);
|
||
return 1;
|
||
} break;
|
||
case TILE_IRONORE:
|
||
case TILE_GOLDORE:
|
||
case TILE_GEMORE:
|
||
case TILE_CLOUDCACTUS:
|
||
if(item->id == TOOL_PICKAXE && playerUseEnergy(pd, 4-item->countLevel)){
|
||
playerHurtTile(pd, tile, level, x, y, 1, pd->entity.p.dir);
|
||
return 1;
|
||
} break;
|
||
case TILE_GRASS:
|
||
if(item->id == TOOL_HOE && playerUseEnergy(pd, 4-item->countLevel)){
|
||
setTile(TILE_FARM, level, x, y);
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_ACORN){
|
||
setTile(TILE_SAPLING_TREE, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_FLOWER){
|
||
setTile(TILE_FLOWER, level, x, y); --item->countLevel;
|
||
setData(rand()%4, level, x, y); // determines mirroring.
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_WOOD){
|
||
setTile(TILE_WOOD_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_STONE){
|
||
setTile(TILE_STONE_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_IRON){
|
||
setTile(TILE_IRON_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_GOLD){
|
||
setTile(TILE_GOLD_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_GEM){
|
||
setTile(TILE_GEM_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_BOOKSHELVES){
|
||
setTile(TILE_BOOKSHELVES, level, x, y); --item->countLevel;
|
||
setData(rand()%3, level, x, y); //determines sprite
|
||
return 1;
|
||
}
|
||
else if(item->id == TOOL_SHOVEL && playerUseEnergy(pd, 4-item->countLevel)){
|
||
if(rand()%5==0) addItemsToWorld(newItem(ITEM_SEEDS,1), level, (x<<4)+8, (y<<4)+8, 1);
|
||
setTile(TILE_DIRT, level, x, y);
|
||
return 1;
|
||
} break;
|
||
case TILE_SAND:
|
||
if(item->id == ITEM_CACTUS){
|
||
setTile(TILE_SAPLING_CACTUS, level, x, y);
|
||
--item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == TOOL_SHOVEL && playerUseEnergy(pd, 4-item->countLevel)){
|
||
addItemsToWorld(newItem(ITEM_SAND,1), level, (x<<4)+8, (y<<4)+8, 1);
|
||
setTile(TILE_DIRT, level, x, y);
|
||
return 1;
|
||
} break;
|
||
case TILE_DIRT:
|
||
if(item->id == TOOL_HOE && pd->entity.level==1 && playerUseEnergy(pd, 4-item->countLevel)){
|
||
setTile(TILE_FARM, level, x, y);
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_WOOD){
|
||
setTile(TILE_WOOD_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_STONE){
|
||
setTile(TILE_STONE_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_IRON){
|
||
setTile(TILE_IRON_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_GOLD){
|
||
setTile(TILE_GOLD_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WALL_GEM){
|
||
setTile(TILE_GEM_WALL, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_BOOKSHELVES){
|
||
setTile(TILE_BOOKSHELVES, level, x, y); --item->countLevel;
|
||
setData(rand()%3, level, x, y); //determines sprite
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_WOOD) {
|
||
setTile(TILE_WOOD_FLOOR, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == ITEM_SAND){
|
||
setTile(TILE_SAND, level, x, y); --item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == TOOL_SHOVEL && playerUseEnergy(pd, 4-item->countLevel)){
|
||
addItemsToWorld(newItem(ITEM_DIRT,1), level, (x<<4)+8, (y<<4)+8, 1);
|
||
setTile(TILE_HOLE, level, x, y);
|
||
return 1;
|
||
} break;
|
||
case TILE_HOLE:
|
||
if(item->id == ITEM_DIRT){
|
||
setTile(TILE_DIRT, level, x, y);
|
||
--item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == TOOL_BUCKET && item->countLevel == 1 && playerUseEnergy(pd, 4)) {
|
||
setTile(TILE_WATER, level, x, y);
|
||
item->countLevel = 0;
|
||
}
|
||
else if(item->id == TOOL_BUCKET && item->countLevel == 2 && playerUseEnergy(pd, 4)) {
|
||
setTile(TILE_LAVA, level, x, y);
|
||
item->countLevel = 0;
|
||
} break;
|
||
case TILE_WATER:
|
||
if(item->id == ITEM_DIRT){
|
||
setTile(TILE_DIRT, level, x, y);
|
||
--item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == TOOL_BUCKET && item->countLevel == 0 && playerUseEnergy(pd, 4)) {
|
||
setTile(TILE_HOLE, level, x, y);
|
||
item->countLevel = 1;
|
||
} break;
|
||
case TILE_LAVA:
|
||
if(item->id == ITEM_DIRT){
|
||
setTile(TILE_DIRT, level, x, y);
|
||
--item->countLevel;
|
||
return 1;
|
||
}
|
||
else if(item->id == TOOL_BUCKET && item->countLevel == 0 && playerUseEnergy(pd, 4)) {
|
||
setTile(TILE_HOLE, level, x, y);
|
||
item->countLevel = 2;
|
||
} break;
|
||
case TILE_NULL:
|
||
if(item->id == ITEM_CLOUD){
|
||
setTile(TILE_CLOUD, level, x, y);
|
||
--item->countLevel;
|
||
return 1;
|
||
} break;
|
||
case TILE_FARM:
|
||
if(item->id == ITEM_SEEDS){
|
||
setTile(TILE_WHEAT, level, x, y);
|
||
setData(0, level, x, y);
|
||
--item->countLevel;
|
||
return 1;
|
||
} break;
|
||
case TILE_WHEAT:
|
||
if(item->id == TOOL_HOE){
|
||
if(getData(level, x, y) > -1){
|
||
int age = getData(level, x, y);
|
||
int count = (rand() % 2);
|
||
if(age >= 80) count = (rand()%2) + 1;
|
||
addItemsToWorld(newItem(ITEM_SEEDS,1), level, (x<<4)+8, (y<<4)+8, count);
|
||
count = 0;
|
||
if(age == 100) count = (rand()%3) + 2;
|
||
else if(age >= 80) count = (rand()%2) + 1;
|
||
addItemsToWorld(newItem(ITEM_WHEAT,1), level, (x<<4)+8, (y<<4)+8, count);
|
||
setTile(TILE_DIRT, level, x, y);
|
||
}
|
||
} break;
|
||
case TILE_WOOD_WALL:
|
||
case TILE_BOOKSHELVES:
|
||
if(item->id == TOOL_AXE && playerUseEnergy(pd, 4-item->countLevel)){
|
||
playerHurtTile(pd, tile, level, x, y, (rand()%10) + (item->countLevel) * 5 + 10, pd->entity.p.dir);
|
||
return 1;
|
||
} break;
|
||
case TILE_STONE_WALL:
|
||
case TILE_IRON_WALL:
|
||
case TILE_GOLD_WALL:
|
||
case TILE_GEM_WALL:
|
||
if(item->id == TOOL_PICKAXE && playerUseEnergy(pd, 4-item->countLevel)){
|
||
playerHurtTile(pd, tile, level, x, y, (rand()%10) + (item->countLevel) * 5 + 10, pd->entity.p.dir);
|
||
return 1;
|
||
} break;
|
||
case TILE_WOOD_FLOOR:
|
||
if(item->id == TOOL_AXE && playerUseEnergy(pd, 4-item->countLevel)){
|
||
addItemsToWorld(newItem(ITEM_WOOD,1), level, (x<<4)+8, (y<<4)+8, 1);
|
||
setTile(TILE_DIRT, level, x, y);
|
||
} break;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
void tickTile(s8 level, int x, int y){
|
||
int tile = getTile(level, x, y);
|
||
int data = getData(level, x, y);
|
||
|
||
switch(tile){
|
||
case TILE_SAPLING_TREE:
|
||
if(worldData.season!=3) {
|
||
setData(++data, level, x, y);
|
||
if(data>100){setData(0, level, x, y); setTile(TILE_TREE, level, x, y);}
|
||
}
|
||
break;
|
||
case TILE_TREE:
|
||
if(eManager.lastSlot[level]<800 && (worldData.daytime>18000 || worldData.daytime<5000) && rand()%800==0) {
|
||
//check for nearby glowworms
|
||
//TODO: This should really use getEntities
|
||
int i = 0;
|
||
for (i = 0; i < eManager.lastSlot[level]; ++i) {
|
||
Entity * e = &eManager.entities[level][i];
|
||
if(e->type==ENTITY_GLOWWORM && ((e->x)-(x<<4))*((e->x)-(x<<4))+((e->y)-(y<<4))*((e->y)-(y<<4)) < (2<<4)*(2<<4)) return;
|
||
}
|
||
addEntityToList(newGlowwormEntity((x<<4)+8, (y<<4)+8, level), &eManager);
|
||
}
|
||
break;
|
||
case TILE_SAPLING_CACTUS:
|
||
if(worldData.season!=3) {
|
||
setData(++data, level, x, y);
|
||
if(data>100){setData(0, level, x, y); setTile(TILE_CACTUS, level, x, y);}
|
||
}
|
||
break;
|
||
case TILE_WHEAT:
|
||
if(data<100 && worldData.season!=3) setData(++data, level, x, y);
|
||
break;
|
||
case TILE_WATER:
|
||
if(getTile(level, x+1, y)==TILE_HOLE) setTile(TILE_WATER, level, x+1, y);
|
||
if(getTile(level, x-1, y)==TILE_HOLE) setTile(TILE_WATER, level, x-1, y);
|
||
if(getTile(level, x, y+1)==TILE_HOLE) setTile(TILE_WATER, level, x, y+1);
|
||
if(getTile(level, x, y-1)==TILE_HOLE) setTile(TILE_WATER, level, x, y-1);
|
||
if(level==1 && worldData.season==3 && rand()%12==0) {
|
||
if(getTile(level, x+1, y)!=TILE_WATER) setTile(TILE_ICE, level, x, y);
|
||
if(getTile(level, x-1, y)!=TILE_WATER) setTile(TILE_ICE, level, x, y);
|
||
if(getTile(level, x, y+1)!=TILE_WATER) setTile(TILE_ICE, level, x, y);
|
||
if(getTile(level, x, y-1)!=TILE_WATER) setTile(TILE_ICE, level, x, y);
|
||
}
|
||
break;
|
||
case TILE_LAVA:
|
||
if(getTile(level, x+1, y)==TILE_HOLE) setTile(TILE_LAVA, level, x+1, y);
|
||
if(getTile(level, x-1, y)==TILE_HOLE) setTile(TILE_LAVA, level, x-1, y);
|
||
if(getTile(level, x, y+1)==TILE_HOLE) setTile(TILE_LAVA, level, x, y+1);
|
||
if(getTile(level, x, y-1)==TILE_HOLE) setTile(TILE_LAVA, level, x, y-1);
|
||
|
||
if(getTile(level, x+1, y)==TILE_WATER || getTile(level, x-1, y)==TILE_WATER || getTile(level, x, y+1)==TILE_WATER || getTile(level, x, y-1)==TILE_WATER) {
|
||
setTile(TILE_ROCK, level, x, y);
|
||
}
|
||
break;
|
||
case TILE_HOLE: // This makes water flow slightly faster than lava
|
||
if(getTile(level, x+1, y)==TILE_WATER) setTile(TILE_WATER, level, x, y);
|
||
if(getTile(level, x-1, y)==TILE_WATER) setTile(TILE_WATER, level, x, y);
|
||
if(getTile(level, x, y+1)==TILE_WATER) setTile(TILE_WATER, level, x, y);
|
||
if(getTile(level, x, y-1)==TILE_WATER) setTile(TILE_WATER, level, x, y);
|
||
break;
|
||
case TILE_GRASS:
|
||
if(getTile(level, x+1, y)==TILE_DIRT) if((rand()%25) == 0) setTile(TILE_GRASS, level, x+1, y);
|
||
if(getTile(level, x-1, y)==TILE_DIRT) if((rand()%25) == 0) setTile(TILE_GRASS, level, x-1, y);
|
||
if(getTile(level, x, y+1)==TILE_DIRT) if((rand()%25) == 0) setTile(TILE_GRASS, level, x, y+1);
|
||
if(getTile(level, x, y-1)==TILE_DIRT) if((rand()%25) == 0) setTile(TILE_GRASS, level, x, y-1);
|
||
break;
|
||
case TILE_SAND:
|
||
if(data > 0) setData(--data, level, x, y);
|
||
break;
|
||
case TILE_CLOUD:
|
||
if((rand()%24000)==0) setTile(TILE_CLOUDCACTUS, level, x, y);
|
||
break;
|
||
case TILE_MAGIC_BARRIER:
|
||
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;
|
||
}
|
||
}
|
||
if(data==0) setTile(TILE_DUNGEON_FLOOR, level, x, y);
|
||
setData(rand()%2, level, x, y);
|
||
break;
|
||
case TILE_ICE:
|
||
if(worldData.season!=3) {
|
||
setTile(TILE_WATER, level, x, y);
|
||
}
|
||
break;
|
||
}
|
||
|
||
}
|
||
|
||
void tickEntityItem(Entity* e){
|
||
++e->entityItem.age;
|
||
if(e->entityItem.age == 630){
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
/*
|
||
Programming pro tip:
|
||
Remember to put a return statement after you remove the entity,
|
||
or else your going to have a very bad time like I did.
|
||
*/
|
||
return;
|
||
}
|
||
e->entityItem.xx += e->entityItem.xa;
|
||
e->entityItem.yy += e->entityItem.ya;
|
||
e->entityItem.zz += e->entityItem.za;
|
||
if (e->entityItem.zz < 0) {
|
||
e->entityItem.zz = 0;
|
||
e->entityItem.za *= -0.5;
|
||
e->entityItem.xa *= 0.6;
|
||
e->entityItem.ya *= 0.6;
|
||
}
|
||
e->entityItem.za -= 0.15;
|
||
int ox = e->x;
|
||
int oy = e->y;
|
||
int nx = (int) e->entityItem.xx;
|
||
int ny = (int) e->entityItem.yy;
|
||
int expectedx = nx - e->x;
|
||
int expectedy = ny - e->y;
|
||
move(e, nx - e->x, ny - e->y);
|
||
int gotx = e->x - ox;
|
||
int goty = e->y - oy;
|
||
e->entityItem.xx += gotx - expectedx;
|
||
e->entityItem.yy += goty - expectedy;
|
||
}
|
||
|
||
void tickEntityTextParticle(Entity* e){
|
||
++e->textParticle.age;
|
||
if(e->textParticle.age == 60){
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return;
|
||
}
|
||
e->textParticle.xx += e->textParticle.xa;
|
||
e->textParticle.yy += e->textParticle.ya;
|
||
e->textParticle.zz += e->textParticle.za;
|
||
if (e->textParticle.zz < 0) {
|
||
e->textParticle.zz = 0;
|
||
e->textParticle.za *= -0.5;
|
||
e->textParticle.xa *= 0.6;
|
||
e->textParticle.ya *= 0.6;
|
||
}
|
||
e->textParticle.za -= 0.15;
|
||
e->x = (int) e->textParticle.xx;
|
||
e->y = (int) e->textParticle.yy;
|
||
}
|
||
|
||
void tickEntity(Entity* e){
|
||
PlayerData *nearestPlayer = getNearestPlayer(e->level, e->x, e->y);
|
||
switch(e->type){
|
||
case ENTITY_ITEM: tickEntityItem(e); return;
|
||
case ENTITY_FURNITURE: return;
|
||
case ENTITY_MAGIC_PILLAR: return;
|
||
case ENTITY_ZOMBIE:
|
||
case ENTITY_SKELETON:
|
||
case ENTITY_KNIGHT:
|
||
if (e->hurtTime > 0) e->hurtTime--;
|
||
if (e->hostile.randWalkTime == 0 && e->type != ENTITY_SKELETON && nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
int dist = 50 * 50;
|
||
if(e->type == ENTITY_KNIGHT) dist = 80 * 80;
|
||
|
||
//charge player
|
||
if (xd * xd + yd * yd < dist) {
|
||
e->hostile.xa = 0;
|
||
e->hostile.ya = 0;
|
||
if (xd < 0) e->hostile.xa = -1;
|
||
if (xd > 0) e->hostile.xa = +1;
|
||
if (yd < 0) e->hostile.ya = -1;
|
||
if (yd > 0) e->hostile.ya = +1;
|
||
}
|
||
}
|
||
|
||
if(e->hostile.xa < 0) e->hostile.dir = 2;
|
||
else if(e->hostile.xa > 0) e->hostile.dir = 3;
|
||
if(e->hostile.ya < 0) e->hostile.dir = 1;
|
||
else if(e->hostile.ya > 0) e->hostile.dir = 0;
|
||
|
||
if(e->type == ENTITY_SKELETON) {
|
||
--(e->hostile.randAttackTime);
|
||
if(e->hostile.randAttackTime <= 0) {
|
||
e->hostile.randAttackTime = 80 - (e->hostile.lvl * 5);
|
||
|
||
int aitemID = ITEM_ARROW_WOOD;
|
||
if(e->hostile.lvl >= 2) aitemID = ITEM_ARROW_STONE;
|
||
|
||
//turn to player when attacking
|
||
if(nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
if(xd*xd > yd*yd) {
|
||
if (xd < 0) e->hostile.dir = 2;
|
||
if (xd > 0) e->hostile.dir = 3;
|
||
} else {
|
||
if (yd < 0) e->hostile.dir = 1;
|
||
if (yd > 0) e->hostile.dir = 0;
|
||
}
|
||
}
|
||
|
||
switch(e->hostile.dir) {
|
||
case 0:
|
||
addEntityToList(newArrowEntity(e, aitemID, 0, 2, e->level), &eManager);
|
||
break;
|
||
case 1:
|
||
addEntityToList(newArrowEntity(e, aitemID, 0, -2, e->level), &eManager);
|
||
break;
|
||
case 2:
|
||
addEntityToList(newArrowEntity(e, aitemID, -2, 0, e->level), &eManager);
|
||
break;
|
||
case 3:
|
||
addEntityToList(newArrowEntity(e, aitemID, 2, 0, e->level), &eManager);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if(e->hostile.xa != 0 || e->hostile.ya != 0) e->hostile.walkDist++;
|
||
|
||
int speed = syncTickCount & 1;
|
||
if (!moveMob(e, e->hostile.xa * speed, e->hostile.ya * speed) || (rand()%100) == 0) {
|
||
e->hostile.randWalkTime = 60;
|
||
e->hostile.xa = ((rand()%3) - 1) * (rand()%2);
|
||
e->hostile.ya = ((rand()%3) - 1) * (rand()%2);
|
||
}
|
||
if (e->hostile.randWalkTime > 0) e->hostile.randWalkTime--;
|
||
return;
|
||
case ENTITY_SLIME:
|
||
if (e->hurtTime > 0) e->hurtTime--;
|
||
|
||
if (!moveMob(e, e->slime.xa, e->slime.ya) || (rand()%10) == 0) {
|
||
if (e->slime.jumpTime <= -10) {
|
||
e->slime.xa = ((rand()%3) - 1);
|
||
e->slime.ya = ((rand()%3) - 1);
|
||
|
||
if(nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
if (xd * xd + yd * yd < 50 * 50) {
|
||
if (xd < 0) e->slime.xa = -1;
|
||
if (xd > 0) e->slime.xa = +1;
|
||
if (yd < 0) e->slime.ya = -1;
|
||
if (yd > 0) e->slime.ya = +1;
|
||
}
|
||
}
|
||
|
||
if (e->slime.xa != 0 || e->slime.ya != 0) e->slime.jumpTime = 10;
|
||
}
|
||
}
|
||
|
||
if(e->slime.xa < 0) e->slime.dir = 2;
|
||
else if(e->slime.xa > 0) e->slime.dir = 3;
|
||
if(e->slime.ya < 0) e->slime.dir = 1;
|
||
else if(e->slime.ya > 0) e->slime.dir = 0;
|
||
|
||
if (e->slime.jumpTime > -10) e->slime.jumpTime--;
|
||
if(e->slime.jumpTime == 0){
|
||
e->slime.xa = 0;
|
||
e->slime.ya = 0;
|
||
}
|
||
return;
|
||
case ENTITY_AIRWIZARD:
|
||
if (e->hurtTime > 0) e->hurtTime--;
|
||
|
||
if (e->wizard.attackDelay > 0) {
|
||
e->wizard.dir = (e->wizard.attackDelay - 45) / 4 % 4;
|
||
e->wizard.dir = (e->wizard.dir * 2 % 4) + (e->wizard.dir / 2);
|
||
if (e->wizard.attackDelay < 45) e->wizard.dir = 0;
|
||
e->wizard.attackDelay--;
|
||
if (e->wizard.attackDelay <= 0) {
|
||
e->wizard.attackType = 0;
|
||
if (e->wizard.health < 1000) e->wizard.attackType = 1;
|
||
if (e->wizard.health < 200) e->wizard.attackType = 2;
|
||
e->wizard.attackTime = 120;
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (e->wizard.attackTime > 0) {
|
||
e->wizard.attackTime--;
|
||
float dir = e->wizard.attackTime * 0.25 * (e->wizard.attackTime % 2 * 2 - 1);
|
||
float speed = (0.7) + (e->wizard.attackType+1) * 0.2;
|
||
addEntityToList(newSparkEntity(e, cos(dir) * speed, sin(dir) * speed), &eManager);
|
||
return;
|
||
}
|
||
|
||
if (e->wizard.randWalkTime == 0 && nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
int dist = xd * xd + yd * yd;
|
||
if (dist > 80 * 80) {
|
||
e->wizard.xa = 0;
|
||
e->wizard.ya = 0;
|
||
if (xd < 0) e->wizard.xa = -1;
|
||
if (xd > 0) e->wizard.xa = +1;
|
||
if (yd < 0) e->wizard.ya = -1;
|
||
if (yd > 0) e->wizard.ya = +1;
|
||
} else if (dist < 24 * 24) {
|
||
e->wizard.xa = 0;
|
||
e->wizard.ya = 0;
|
||
if (xd < 0) e->wizard.xa = +1;
|
||
if (xd > 0) e->wizard.xa = -1;
|
||
if (yd < 0) e->wizard.ya = +1;
|
||
if (yd > 0) e->wizard.ya = -1;
|
||
}
|
||
}
|
||
|
||
int wSpeed = (syncTickCount % 4) == 0 ? 0 : 1;
|
||
if (!moveMob(e, e->wizard.xa * wSpeed, e->wizard.ya * wSpeed) || (rand()%100) == 0) {
|
||
e->wizard.randWalkTime = 30;
|
||
e->wizard.xa = ((rand()%3) - 1) * (rand()%2);
|
||
e->wizard.ya = ((rand()%3) - 1) * (rand()%2);
|
||
}
|
||
|
||
if(e->wizard.xa != 0 || e->wizard.ya != 0){
|
||
e->wizard.walkDist++;
|
||
awX = e->x;
|
||
awY = e->y;
|
||
}
|
||
|
||
if(e->wizard.xa < 0) e->wizard.dir = 2;
|
||
else if(e->wizard.xa > 0) e->wizard.dir = 3;
|
||
if(e->wizard.ya < 0) e->wizard.dir = 1;
|
||
else if(e->wizard.ya > 0) e->wizard.dir = 0;
|
||
|
||
if (e->wizard.randWalkTime > 0) {
|
||
e->wizard.randWalkTime--;
|
||
if (e->wizard.randWalkTime == 0 && nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
if (rand()%4 == 0 && xd * xd + yd * yd < 50 * 50) {
|
||
if (e->wizard.attackDelay == 0 && e->wizard.attackTime == 0) e->wizard.attackDelay = 120;
|
||
}
|
||
}
|
||
}
|
||
|
||
return;
|
||
case ENTITY_SPARK:
|
||
e->spark.age++;
|
||
if (e->spark.age >= 260) {
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return;
|
||
}
|
||
e->spark.xx += e->spark.xa;
|
||
e->spark.yy += e->spark.ya;
|
||
e->x = (int) e->spark.xx;
|
||
e->y = (int) e->spark.yy;
|
||
|
||
if(nearestPlayer!=NULL && intersects(nearestPlayer->entity, e->x + e->spark.xa - e->xr, e->y + e->spark.ya - e->yr, e->x + e->spark.xa + e->xr, e->y + e->spark.ya + e->yr)){
|
||
EntityVsEntity(e, &(nearestPlayer->entity));
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
}
|
||
return;
|
||
case ENTITY_DRAGON:
|
||
if (e->hurtTime > 0) e->hurtTime--;
|
||
|
||
e->dragon.animTimer++;
|
||
if(e->dragon.animTimer>=4*4) {
|
||
e->dragon.animTimer = 0;
|
||
}
|
||
|
||
//choose random attack
|
||
if (e->dragon.attackDelay > 0) {
|
||
e->dragon.attackDelay--;
|
||
if (e->dragon.attackDelay <= 0) {
|
||
e->dragon.attackType = rand()%2;
|
||
e->dragon.attackTime = 121;
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (e->dragon.attackTime > 0) {
|
||
e->dragon.attackTime--;
|
||
|
||
//turn to player when attacking
|
||
if(nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
if(xd*xd > yd*yd) {
|
||
if (xd < 0) e->dragon.dir = 2;
|
||
if (xd > 0) e->dragon.dir = 3;
|
||
} else {
|
||
if (yd < 0) e->dragon.dir = 1;
|
||
if (yd > 0) e->dragon.dir = 0;
|
||
}
|
||
}
|
||
|
||
switch(e->dragon.attackType) {
|
||
case 0: //Firebreathing
|
||
if(e->dragon.attackTime%2 == 0) {
|
||
float dfdir = 0;
|
||
|
||
if(e->dragon.dir==0) dfdir = 1 * 3.141592 / 2;
|
||
else if(e->dragon.dir==1) dfdir = 3 * 3.141592 / 2;
|
||
else if(e->dragon.dir==2) dfdir = 2 * 3.141592 / 2;
|
||
else if(e->dragon.dir==3) dfdir = 0 * 3.141592 / 2;
|
||
|
||
dfdir += 0.03141592 * ((rand()%33) - 16);
|
||
|
||
addEntityToList(newDragonFireEntity(e, e->dragon.attackType, e->x + cos(dfdir)*14, e->y + sin(dfdir)*14, cos(dfdir), sin(dfdir)), &eManager);
|
||
}
|
||
break;
|
||
case 1: //Firering
|
||
if(e->dragon.attackTime%20 == 0) {
|
||
int ai = 0;
|
||
for(ai = 0; ai < 16; ai++) {
|
||
float ddir = (3.141592 * 2 / 16.0) * ai;
|
||
float ddist = (140 - e->dragon.attackTime) / 2;
|
||
|
||
addEntityToList(newDragonFireEntity(e, e->dragon.attackType, (e->x) + cos(ddir)*ddist, (e->y) + sin(ddir)*ddist, 0, 0), &eManager);
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
|
||
return;
|
||
}
|
||
|
||
//TODO - movement copied from airwizard, adjust to better fit dragon
|
||
if (e->dragon.randWalkTime == 0 && nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
int dist = xd * xd + yd * yd;
|
||
if (dist > 64 * 64) {
|
||
e->dragon.xa = 0;
|
||
e->dragon.ya = 0;
|
||
if (xd < 0) e->dragon.xa = -1;
|
||
if (xd > 0) e->dragon.xa = +1;
|
||
if (yd < 0) e->dragon.ya = -1;
|
||
if (yd > 0) e->dragon.ya = +1;
|
||
} else if (dist < 16 * 16) {
|
||
e->dragon.xa = 0;
|
||
e->dragon.ya = 0;
|
||
if (xd < 0) e->dragon.xa = +1;
|
||
if (xd > 0) e->dragon.xa = -1;
|
||
if (yd < 0) e->dragon.ya = +1;
|
||
if (yd > 0) e->dragon.ya = -1;
|
||
}
|
||
}
|
||
|
||
int dSpeed = (syncTickCount % 4) == 0 ? 0 : 1;
|
||
if (!moveMob(e, e->dragon.xa * dSpeed, e->dragon.ya * dSpeed) || (rand()%120) == 0) {
|
||
e->dragon.randWalkTime = 30;
|
||
e->dragon.xa = ((rand()%3) - 1) * (rand()%2);
|
||
e->dragon.ya = ((rand()%3) - 1) * (rand()%2);
|
||
}
|
||
|
||
if(e->dragon.xa != 0 || e->dragon.ya != 0){
|
||
e->dragon.walkDist++;
|
||
}
|
||
|
||
if(e->dragon.xa < 0) e->dragon.dir = 2;
|
||
else if(e->dragon.xa > 0) e->dragon.dir = 3;
|
||
if(e->dragon.ya < 0) e->dragon.dir = 1;
|
||
else if(e->dragon.ya > 0) e->dragon.dir = 0;
|
||
|
||
//if (e->dragon.randWalkTime > 0) {
|
||
// e->dragon.randWalkTime--;
|
||
// if (e->dragon.randWalkTime == 0) {
|
||
if(nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
if (rand()%12 == 0 && xd * xd + yd * yd < 50 * 50) {
|
||
if (e->dragon.attackDelay == 0 && e->dragon.attackTime == 0) e->dragon.attackDelay = 40;
|
||
}
|
||
}
|
||
// }
|
||
//}
|
||
|
||
return;
|
||
case ENTITY_DRAGONPROJECTILE:
|
||
e->dragonFire.age++;
|
||
if (e->dragonFire.age >= 30) {
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return;
|
||
}
|
||
e->dragonFire.xx += e->dragonFire.xa;
|
||
e->dragonFire.yy += e->dragonFire.ya;
|
||
e->x = (int) e->dragonFire.xx;
|
||
e->y = (int) e->dragonFire.yy;
|
||
|
||
if(nearestPlayer!=NULL && intersects(nearestPlayer->entity, e->x + e->dragonFire.xa - e->xr, e->y + e->dragonFire.ya - e->yr, e->x + e->dragonFire.xa + e->xr, e->y + e->dragonFire.ya + e->yr)){
|
||
EntityVsEntity(e, &(nearestPlayer->entity));
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
}
|
||
return;
|
||
case ENTITY_ARROW:
|
||
e->arrow.age++;
|
||
if (e->arrow.age >= 260 || !move(e, e->arrow.xa, e->arrow.ya)) {
|
||
//only drop arrows shot by player
|
||
if(e->arrow.parent->type == ENTITY_PLAYER) addItemsToWorld(newItem(e->arrow.itemID,1), e->level, e->x+4, e->y+4, 1);
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return;
|
||
}
|
||
return;
|
||
case ENTITY_PASSIVE:
|
||
if (e->hurtTime > 0) e->hurtTime--;
|
||
if (e->passive.randWalkTime == 0 && nearestPlayer!=NULL) {
|
||
int xd = nearestPlayer->entity.x - e->x;
|
||
int yd = nearestPlayer->entity.y - e->y;
|
||
//flee from player
|
||
if (xd * xd + yd * yd < 40 * 40) {
|
||
e->passive.xa = 0;
|
||
e->passive.ya = 0;
|
||
if (xd < 0) e->passive.xa = +1;
|
||
if (xd > 0) e->passive.xa = -1;
|
||
if (yd < 0) e->passive.ya = +1;
|
||
if (yd > 0) e->passive.ya = -1;
|
||
}
|
||
}
|
||
|
||
if(e->passive.xa < 0) e->passive.dir = 2;
|
||
else if(e->passive.xa > 0) e->passive.dir = 3;
|
||
if(e->passive.ya < 0) e->passive.dir = 1;
|
||
else if(e->passive.ya > 0) e->passive.dir = 0;
|
||
|
||
if(e->passive.xa != 0 || e->passive.ya != 0) e->passive.walkDist++;
|
||
|
||
int pspeed = syncTickCount & 1;
|
||
if (!moveMob(e, e->passive.xa * pspeed, e->passive.ya * pspeed) || (rand()%100) == 0) {
|
||
e->passive.randWalkTime = 60;
|
||
e->passive.xa = ((rand()%3) - 1) * (rand()%2);
|
||
e->passive.ya = ((rand()%3) - 1) * (rand()%2);
|
||
}
|
||
if (e->passive.randWalkTime > 0) e->passive.randWalkTime--;
|
||
return;
|
||
case ENTITY_GLOWWORM:
|
||
if(worldData.daytime>5000 && worldData.daytime<6000) {
|
||
if(rand()%200==0) {
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return;
|
||
}
|
||
} else if(worldData.daytime>6000 && worldData.daytime<18000) {
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
return;
|
||
}
|
||
|
||
int gspeed = (((syncTickCount & 0x3) == 3) ? 1 : 0);
|
||
if (!moveMob(e, e->glowworm.xa * gspeed, e->glowworm.ya * gspeed) || (e->glowworm.randWalkTime==0) || (rand()%20) == 0) {
|
||
if(e->glowworm.randWalkTime != 0) {
|
||
e->glowworm.waitTime = 20 + (rand()%60);
|
||
}
|
||
if(e->glowworm.waitTime == 0 || getTile(e->level, (e->x)>>4, (e->y)>>4)!=TILE_TREE) {
|
||
e->glowworm.randWalkTime = 20;
|
||
e->glowworm.xa = ((rand()%3) - 1) * (rand()%2);
|
||
e->glowworm.ya = ((rand()%3) - 1) * (rand()%2);
|
||
} else {
|
||
e->glowworm.xa = 0;
|
||
e->glowworm.ya = 0;
|
||
}
|
||
}
|
||
if (e->glowworm.randWalkTime > 0) {
|
||
e->glowworm.randWalkTime--;
|
||
if(e->glowworm.randWalkTime==0 && (e->glowworm.xa != 0 || e->glowworm.xa != 0)) {
|
||
e->glowworm.waitTime = 120 + (rand()%60);
|
||
}
|
||
} else if (e->glowworm.waitTime > 0) {
|
||
e->glowworm.waitTime--;
|
||
}
|
||
return;
|
||
case ENTITY_TEXTPARTICLE: tickEntityTextParticle(e); return;
|
||
case ENTITY_SMASHPARTICLE:
|
||
++e->smashParticle.age;
|
||
if(e->smashParticle.age > 10) removeEntityFromList(e, e->level, &eManager);
|
||
return;
|
||
}
|
||
}
|
||
|
||
void trySpawn(int count, int level) {
|
||
int i, j;
|
||
for (i = 0; i < count; i++) {
|
||
if(eManager.lastSlot[level] > 900) continue;
|
||
Entity e;
|
||
|
||
int minLevel = 1;
|
||
int maxLevel = 1;
|
||
if (level > 0) maxLevel = level;
|
||
else if (level == 0) {
|
||
minLevel = maxLevel = 4;
|
||
}
|
||
if(level > 4) {
|
||
minLevel = maxLevel = 4;
|
||
}
|
||
|
||
int rx = rand()%128;
|
||
int ry = rand()%128;
|
||
int ex = (rx<<4)+8;
|
||
int ey = (ry<<4)+8;
|
||
|
||
//do not spawn near players
|
||
for(j = 0; j<playerCount; j++) {
|
||
if(level == players[j].entity.level && (ex > players[j].entity.x-160 && ey > players[j].entity.y-125 && ex < players[j].entity.x+160 && ey < players[j].entity.y+125)) continue;
|
||
}
|
||
|
||
//spawn if tile is free
|
||
if (!tileIsSolid(worldData.map[level][rx+ry*128],&e)) {
|
||
if(level==1 && (rand()%2)==0) { //passive entities on overworld
|
||
e = newPassiveEntity(rand()%3, ex, ey, level);
|
||
} else {
|
||
int lvl = (rand()%(maxLevel - minLevel + 1)) + minLevel;
|
||
int randMax = 1;
|
||
|
||
if(level>1 || level==0) randMax = 2;
|
||
if(level>3) randMax = 3;
|
||
|
||
switch (rand()%(randMax+1)) {
|
||
case 0:
|
||
e = newSlimeEntity(lvl, ex, ey, level);
|
||
break;
|
||
case 1:
|
||
e = newZombieEntity(lvl, ex, ey, level);
|
||
break;
|
||
case 2:
|
||
e = newSkeletonEntity(lvl, ex, ey, level);
|
||
break;
|
||
case 3:
|
||
e = newKnightEntity(lvl, ex, ey, level);
|
||
break;
|
||
}
|
||
}
|
||
addEntityToList(e, &eManager);
|
||
}
|
||
}
|
||
}
|
||
|
||
int getTile(s8 level, int x, int y){
|
||
if(x < 0 || y < 0 || x > 128 || y > 128) return -1;
|
||
return worldData.map[level][x+y*128];
|
||
}
|
||
|
||
void setTile(int id, s8 level, int x, int y){
|
||
if(x < 0 || y < 0 || x > 128 || y > 128) return;
|
||
worldData.map[level][x+y*128] = id;
|
||
worldData.data[level][x+y*128] = 0; //reset data(set again if needed, hopefully this breaks nothing)
|
||
|
||
sf2d_set_pixel(minimap[level], x, y, getMinimapColor(getLocalPlayer(), level, x, y));
|
||
}
|
||
|
||
int getData(s8 level, int x, int y){
|
||
if(x < 0 || y < 0 || x > 128 || y > 128) return -1;
|
||
return worldData.data[level][x+y*128];
|
||
}
|
||
|
||
void setData(int id, s8 level, int x, int y){
|
||
if(x < 0 || y < 0 || x > 128 || y > 128) return;
|
||
worldData.data[level][x+y*128] = id;
|
||
}
|
||
|
||
void addSmashParticles(s8 level, int x, int y, int damage) {
|
||
char hurtText[11];
|
||
sprintf(hurtText, "%d", damage);
|
||
addEntityToList(newTextParticleEntity(hurtText, 0xFF0000FF, x, y, level), &eManager);
|
||
addEntityToList(newSmashParticleEntity(x, y, level), &eManager);
|
||
}
|
||
|
||
<<<<<<< HEAD
|
||
void initPlayer(){
|
||
UnderStrengthEffect = false;
|
||
UnderSpeedEffect = false;
|
||
regening = false;
|
||
UnderSwimBreathEffect = false;
|
||
player.type = ENTITY_PLAYER;
|
||
spawnPlayer();
|
||
player.xr = 4;
|
||
player.yr = 3;
|
||
player.canSwim = true;
|
||
player.p.ax = 0;
|
||
player.p.ay = 0;
|
||
player.p.health = 10;
|
||
player.p.stamina = 10;
|
||
player.p.score = 0;
|
||
player.p.walkDist = 0;
|
||
player.p.attackTimer = 0;
|
||
player.p.dir = 0;
|
||
player.p.inv = &eManager.invs[0];
|
||
eManager.nextInv++;
|
||
player.p.inv->lastSlot = 0;
|
||
player.p.activeItem = &noItem;
|
||
player.p.isDead = false;
|
||
player.p.hasWon = false;
|
||
|
||
addItemToInventory(newItem(ITEM_WORKBENCH,0), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_POWGLOVE,0), player.p.inv);
|
||
if (shouldRenderDebug == true) {
|
||
addItemToInventory(newItem(ITEM_GLASS,10), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_GOLD_APPLE,1), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_POTION_MAKER,0), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_STRENGTH_POTION,1), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_SPEED_POTION,1), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_REGEN_POTION,1), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_SWIM_BREATH_POTION,1), player.p.inv);
|
||
addItemToInventory(newItem(TOOL_SHOVEL,4), player.p.inv);
|
||
addItemToInventory(newItem(TOOL_HOE,4), player.p.inv);
|
||
addItemToInventory(newItem(TOOL_SWORD,4), player.p.inv);
|
||
addItemToInventory(newItem(TOOL_PICKAXE,4), player.p.inv);
|
||
addItemToInventory(newItem(TOOL_AXE,4), player.p.inv);
|
||
|
||
addItemToInventory(newItem(ITEM_GEM, 60), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_IRONINGOT, 60), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_GOLDINGOT, 60), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_APPLE, 1), player.p.inv);
|
||
|
||
addItemToInventory(newItem(ITEM_ANVIL,0), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_CHEST,0), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_OVEN,0), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_FURNACE,0), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_LANTERN,0), player.p.inv);
|
||
addItemToInventory(newItem(ITEM_ENCHANTER,0), player.p.inv);
|
||
}
|
||
}
|
||
|
||
void playerHurtTile(int tile, int xt, int yt, int damage, int dir){
|
||
if(shouldRenderDebug) damage = 99;
|
||
=======
|
||
void damageAndBreakTile(s8 level, int xt, int yt, int damage, int maxDamage, int replaceTile, int numItems, ...) {
|
||
int i;
|
||
|
||
//damage indicator
|
||
addSmashParticles(level, xt<<4, yt<<4, damage);
|
||
|
||
//do damage
|
||
setData(getData(level, xt, yt)+damage, level, xt, yt);
|
||
|
||
//tile has been destroyed
|
||
if(getData(level, xt, yt)>maxDamage) {
|
||
setTile(replaceTile, level, xt, yt);
|
||
|
||
//drop items
|
||
va_list al;
|
||
numItems<<=1; //each item is the item+count, moved up here to get rid of warning
|
||
va_start(al, numItems);
|
||
numItems>>=1;
|
||
for(i=0; i<numItems; ++i) {
|
||
addItemsToWorld(va_arg(al,Item), level, (xt<<4)+8, (yt<<4)+8, va_arg(al, int));
|
||
}
|
||
va_end(al);
|
||
}
|
||
}
|
||
|
||
void playerHurtTile(PlayerData *pd, int tile, s8 level, int xt, int yt, int damage, int dir){
|
||
if(TESTGODMODE) damage = 99;
|
||
>>>>>>> 75ec2ee88467d5a8583d55d5eb0d1694ba0e2f3d
|
||
|
||
//TODO: Most of this can be combined a lot
|
||
switch(tile){
|
||
case TILE_TREE:
|
||
if(rand()%120==0)addEntityToList(newItemEntity(newItem(ITEM_APPLE,1), (xt<<4)+8,(yt<<4)+8, level), &eManager);
|
||
damageAndBreakTile(level, xt, yt, damage, 20, TILE_GRASS, 2, newItem(ITEM_WOOD,1), rand()%2+1, newItem(ITEM_ACORN,1), rand()%2);
|
||
break;
|
||
case TILE_CACTUS:
|
||
damageAndBreakTile(level, xt, yt, damage, 10, TILE_SAND, 1, newItem(ITEM_CACTUS,1), rand()%2+1);
|
||
break;
|
||
case TILE_ROCK:
|
||
damageAndBreakTile(level, xt, yt, damage, 50, TILE_DIRT, 2, newItem(ITEM_STONE,1), rand()%4+1, newItem(ITEM_COAL,1), rand()%2);
|
||
break;
|
||
case TILE_HARDROCK:
|
||
if((pd->activeItem->id != TOOL_PICKAXE || pd->activeItem->countLevel < 4) && !TESTGODMODE) damage = 0;
|
||
damageAndBreakTile(level, xt, yt, damage, 200, TILE_DIRT, 2, newItem(ITEM_STONE,1), rand()%4+1, newItem(ITEM_COAL,1), rand()%2);
|
||
break;
|
||
case TILE_IRONORE:
|
||
case TILE_GOLDORE:
|
||
case TILE_GEMORE:
|
||
if(pd->activeItem->id != TOOL_PICKAXE) damage = 0;
|
||
addSmashParticles(level, xt<<4, yt<<4, damage);
|
||
setData(getData(level, xt, yt)+damage, level, xt, yt);
|
||
if(getData(level, xt, yt) > 0){
|
||
int count = rand() & 1;
|
||
if (getData(level, xt, yt) >= (rand()%10) + 3) {
|
||
if(level!=5) setTile(TILE_DIRT, level, xt, yt);
|
||
else setTile(TILE_DUNGEON_FLOOR, level, xt, yt);
|
||
count += 2;
|
||
}
|
||
if(tile==TILE_IRONORE) addItemsToWorld(newItem(ITEM_IRONORE,1), level, (xt<<4)+8, (yt<<4)+8, count);
|
||
if(tile==TILE_GOLDORE) addItemsToWorld(newItem(ITEM_GOLDORE,1), level, (xt<<4)+8, (yt<<4)+8, count);
|
||
if(tile==TILE_GEMORE) addItemsToWorld(newItem(ITEM_GEM,1), level, (xt<<4)+8, (yt<<4)+8, count);
|
||
} break;
|
||
case TILE_CLOUDCACTUS:
|
||
if(pd->activeItem->id != TOOL_PICKAXE) damage = 0;
|
||
addSmashParticles(level, xt<<4, yt<<4, damage);
|
||
setData(getData(level, xt, yt)+damage, level, xt, yt);
|
||
if(getData(level, xt, yt) > 0){
|
||
int count = rand() % 3;
|
||
if (getData(level, xt, yt) >= (rand()%10) + 3) {
|
||
setTile(TILE_CLOUD, level, xt, yt);
|
||
count += 3;
|
||
}
|
||
addItemsToWorld(newItem(ITEM_CLOUD,1), level, (xt<<4)+8, (yt<<4)+8, count);
|
||
} break;
|
||
case TILE_FARM:
|
||
setTile(TILE_DIRT, level, xt, yt);
|
||
break;
|
||
case TILE_SAPLING_TREE:
|
||
setTile(TILE_GRASS, level, xt, yt);
|
||
break;
|
||
case TILE_SAPLING_CACTUS:
|
||
setTile(TILE_SAND, level, xt, yt);
|
||
break;
|
||
case TILE_WHEAT:
|
||
if(getData(level, xt, yt) > -1){
|
||
int age = getData(level, xt, yt);
|
||
int count = (rand() % 2);
|
||
if(age >= 80) count = (rand()%2) + 1;
|
||
addItemsToWorld(newItem(ITEM_SEEDS,1), level, (xt<<4)+8, (yt<<4)+8, count);
|
||
count = 0;
|
||
if(age == 100) count = (rand()%3) + 2;
|
||
else if(age >= 80) count = (rand()%2) + 1;
|
||
addItemsToWorld(newItem(ITEM_WHEAT,1), level, (xt<<4)+8, (yt<<4)+8, count);
|
||
setTile(TILE_DIRT, level, xt, yt);
|
||
} break;
|
||
case TILE_FLOWER:
|
||
setTile(TILE_GRASS, level, xt,yt);
|
||
addItemsToWorld(newItem(ITEM_FLOWER,1), level, (xt<<4)+8, (yt<<4)+8, 1);
|
||
break;
|
||
case TILE_WOOD_WALL:
|
||
damageAndBreakTile(level, xt, yt, damage, 20, TILE_DIRT, 1, newItem(ITEM_WALL_WOOD,1), 1);
|
||
break;
|
||
case TILE_STONE_WALL:
|
||
damageAndBreakTile(level, xt, yt, damage, 30, TILE_DIRT, 1, newItem(ITEM_WALL_STONE,1), 1);
|
||
break;
|
||
case TILE_IRON_WALL:
|
||
damageAndBreakTile(level, xt, yt, damage, 40, TILE_DIRT, 1, newItem(ITEM_WALL_IRON,1), 1);
|
||
break;
|
||
case TILE_GOLD_WALL:
|
||
damageAndBreakTile(level, xt, yt, damage, 50, TILE_DIRT, 1, newItem(ITEM_WALL_GOLD,1), 1);
|
||
break;
|
||
case TILE_GEM_WALL:
|
||
damageAndBreakTile(level, xt, yt, damage, 60, TILE_DIRT, 1, newItem(ITEM_WALL_GEM,1), 1);
|
||
break;
|
||
case TILE_BOOKSHELVES:
|
||
addSmashParticles(level, xt<<4, yt<<4, damage);
|
||
if(level!=5) setTile(TILE_DIRT, level, xt, yt);
|
||
else setTile(TILE_DUNGEON_FLOOR, level, xt, yt);
|
||
addItemsToWorld(newItem(ITEM_BOOKSHELVES,1), level, (xt<<4)+8, (yt<<4)+8, 1);
|
||
break;
|
||
}
|
||
|
||
}
|
||
|
||
<<<<<<< HEAD
|
||
bool playerUseEnergy(int amount){
|
||
if(shouldRenderDebug) return true;
|
||
if(amount > player.p.stamina) return false;
|
||
player.p.stamina -= amount;
|
||
return true;
|
||
}
|
||
=======
|
||
>>>>>>> 75ec2ee88467d5a8583d55d5eb0d1694ba0e2f3d
|
||
|
||
void switchLevel(PlayerData *pd, s8 change){
|
||
pd->entity.level+=change;
|
||
if(pd->entity.level > 4) pd->entity.level = 0; else if(pd->entity.level < 0) pd->entity.level = 4;
|
||
|
||
if(pd==getLocalPlayer()) {
|
||
if(pd->entity.level == 1) sf2d_set_clear_color(0xFF6C6D82);
|
||
else if(pd->entity.level > 1) sf2d_set_clear_color(0xFF666666);
|
||
else sf2d_set_clear_color(0xFF007F00);
|
||
}
|
||
|
||
<<<<<<< HEAD
|
||
if (player.p.activeItem == &noItem || player.p.activeItem->id == TOOL_SWORD || player.p.activeItem->id == TOOL_AXE) {
|
||
xt = player.x >> 4;
|
||
yt = (player.y + yo) >> 4;
|
||
r = 12;
|
||
if (player.p.dir == 0) yt = (player.y + r + yo) >> 4;
|
||
if (player.p.dir == 1) yt = (player.y - r + yo) >> 4;
|
||
if (player.p.dir == 2) xt = (player.x - r) >> 4;
|
||
if (player.p.dir == 3) xt = (player.x + r) >> 4;
|
||
|
||
if (xt >= 0 && yt >= 0 && xt < 128 && 128) {
|
||
if(UnderStrengthEffect && player.p.strengthTimer <2000) {
|
||
playerHurtTile(getTile(xt,yt), xt, yt, (rand()%3 + 5) + 1, player.p.dir);
|
||
} else {
|
||
playerHurtTile(getTile(xt,yt), xt, yt, (rand()%3) + 1, player.p.dir);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
void switchLevel(s8 change){
|
||
currentLevel+=change;
|
||
if(currentLevel > 4) currentLevel = 0; else if(currentLevel < 0) currentLevel = 4;
|
||
if(currentLevel == 1) sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
|
||
else if(currentLevel > 1) sf2d_set_clear_color(0xFF666666); //sf2d_set_clear_color(RGBA8(0x66, 0x66, 0x66, 0xFF));
|
||
else sf2d_set_clear_color(0xFF007F00); //sf2d_set_clear_color(RGBA8(0x00, 0x7F, 0x00, 0xFF));
|
||
|
||
updateMusic(currentLevel, daytime);
|
||
|
||
=======
|
||
>>>>>>> 75ec2ee88467d5a8583d55d5eb0d1694ba0e2f3d
|
||
//for level 0 background
|
||
updateLevel1Map();
|
||
}
|
||
|
||
void playerEntityInteract(PlayerData *pd, Entity* e){
|
||
switch(e->type){
|
||
case ENTITY_ITEM:
|
||
if(e->entityItem.age > 30){
|
||
addItemToInventory(e->entityItem.item, &(pd->inventory));
|
||
removeEntityFromList(e, e->level, &eManager);
|
||
playSoundPositioned(snd_pickup, pd->entity.level, pd->entity.x, pd->entity.y);
|
||
pd->score++;
|
||
}
|
||
break;
|
||
case ENTITY_FURNITURE:
|
||
switch(pd->entity.p.dir){
|
||
case 0: if(pd->entity.y < e->y) move(e, 0, 2); break;
|
||
case 1: if(pd->entity.y > e->y) move(e, 0, -2); break;
|
||
case 2: if(pd->entity.x > e->x) move(e, -2, 0); break;
|
||
case 3: if(pd->entity.x < e->x) move(e, 2, 0); break;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
void entityTileInteract(Entity*e, int tile, s8 level, int x, int y){
|
||
switch(tile){
|
||
case TILE_STAIRS_DOWN:
|
||
if(e->type == ENTITY_PLAYER){
|
||
switchLevel(e->p.data, 1);
|
||
e->x = (x << 4) + 8;
|
||
e->y = (y << 4) + 8;
|
||
}
|
||
return;
|
||
case TILE_STAIRS_UP:
|
||
if(e->type == ENTITY_PLAYER){
|
||
switchLevel(e->p.data, -1);
|
||
e->x = (x << 4) + 8;
|
||
e->y = (y << 4) + 8;
|
||
}
|
||
return;
|
||
case TILE_CACTUS: if(e->type == ENTITY_PLAYER) hurtEntity(e ,1, -1, 0xFFAF00FF, NULL); return;
|
||
case TILE_LAVA: if(e->type == ENTITY_PLAYER) hurtEntity(e, 1, -1, 0xFFAF00FF, NULL); return;
|
||
case TILE_WHEAT:
|
||
if(e->type == ENTITY_PLAYER || e->type == ENTITY_ZOMBIE){
|
||
if(getData(level, x, y) > -1 && rand()%20 == 0){
|
||
int age = getData(level, x, y);
|
||
int count = (rand() % 2);
|
||
if(age >= 80) count = (rand()%2) + 1;
|
||
addItemsToWorld(newItem(ITEM_SEEDS,1), level, (x<<4)+8, (y<<4)+8, count);
|
||
count = 0;
|
||
if(age == 100) count = (rand()%3) + 2;
|
||
else if(age >= 80) count = (rand()%2) + 1;
|
||
addItemsToWorld(newItem(ITEM_WHEAT,1), level, (x<<4)+8, (y<<4)+8, count);
|
||
setTile(TILE_DIRT, level, x, y);
|
||
}
|
||
}
|
||
return;
|
||
case TILE_FARM:
|
||
if(e->type == ENTITY_PLAYER || e->type == ENTITY_ZOMBIE){
|
||
if(rand()%20 == 0) setTile(TILE_DIRT, level, x, y);
|
||
}
|
||
return;
|
||
case TILE_SAND:
|
||
if(e->type != ENTITY_ARROW && e->type != ENTITY_ITEM) {
|
||
setData(10, level, x, y);
|
||
}
|
||
return;
|
||
case TILE_DUNGEON_ENTRANCE:
|
||
if(e->type == ENTITY_PLAYER) {
|
||
e->p.data->ingameMenu = MENU_DUNGEON;
|
||
}
|
||
return;
|
||
}
|
||
}
|
||
|
||
bool intersectsEntity(int x, int y, int r, Entity* e){
|
||
return (x < e->x + e->xr && x + r > e->x && y < e->y + e->yr && y + r > e->y);
|
||
}
|
||
|
||
void openCraftingMenu(PlayerData *pd, RecipeManager *rm, char *title) {
|
||
pd->currentCraftTitle = title;
|
||
pd->ingameMenu = MENU_CRAFTING;
|
||
|
||
cloneRecipeManager(rm, &(pd->currentRecipes));
|
||
checkCanCraftRecipes(&(pd->currentRecipes), &(pd->inventory));
|
||
sortRecipes(&(pd->currentRecipes));
|
||
}
|
||
|
||
bool useEntity(PlayerData *pd, Entity* e) {
|
||
if(e->type == ENTITY_FURNITURE){
|
||
switch(e->entityFurniture.itemID){
|
||
case ITEM_WORKBENCH:
|
||
openCraftingMenu(pd, &workbenchRecipes, "Crafting");
|
||
return true;
|
||
case ITEM_FURNACE:
|
||
<<<<<<< HEAD
|
||
currentRecipes = &furnaceRecipes;
|
||
currentCraftTitle = "Smelting";
|
||
currentMenu = MENU_CRAFTING;
|
||
checkCanCraftRecipes(currentRecipes, player.p.inv);
|
||
sortRecipes(currentRecipes);
|
||
return true;
|
||
case ITEM_OVEN:
|
||
currentRecipes = &ovenRecipes;
|
||
currentCraftTitle = "Cooking";
|
||
currentMenu = MENU_CRAFTING;
|
||
checkCanCraftRecipes(currentRecipes, player.p.inv);
|
||
sortRecipes(currentRecipes);
|
||
return true;
|
||
case ITEM_ANVIL:
|
||
currentRecipes = &anvilRecipes;
|
||
currentCraftTitle = "Forging";
|
||
currentMenu = MENU_CRAFTING;
|
||
checkCanCraftRecipes(currentRecipes, player.p.inv);
|
||
sortRecipes(currentRecipes);
|
||
return true;
|
||
case ITEM_CHEST:
|
||
curChestEntity = e;
|
||
curInvSel = 0;
|
||
curChestEntity->entityFurniture.r = 0;
|
||
curChestEntity->entityFurniture.oSel = 0;
|
||
currentMenu = MENU_CONTAINER;
|
||
return true;
|
||
case ITEM_LOOM:
|
||
currentRecipes = &loomRecipes;
|
||
currentCraftTitle = "Sewing";
|
||
currentMenu = MENU_CRAFTING;
|
||
checkCanCraftRecipes(currentRecipes, player.p.inv);
|
||
sortRecipes(currentRecipes);
|
||
return true;
|
||
case ITEM_ENCHANTER:
|
||
currentRecipes = &enchanterRecipes;
|
||
currentCraftTitle = "Enchanting";
|
||
currentMenu = MENU_CRAFTING;
|
||
checkCanCraftRecipes(currentRecipes, player.p.inv);
|
||
sortRecipes(currentRecipes);
|
||
return true;
|
||
case ITEM_POTION_MAKER:
|
||
currentRecipes = &potionMakerRecipes;
|
||
currentCraftTitle = "Brewing";
|
||
currentMenu = MENU_CRAFTING;
|
||
checkCanCraftRecipes(currentRecipes, player.p.inv);
|
||
sortRecipes(currentRecipes);
|
||
=======
|
||
openCraftingMenu(pd, &furnaceRecipes, "Smelting");
|
||
return true;
|
||
case ITEM_OVEN:
|
||
openCraftingMenu(pd, &ovenRecipes, "Cooking");
|
||
return true;
|
||
case ITEM_ANVIL:
|
||
openCraftingMenu(pd, &anvilRecipes, "Smithing");
|
||
return true;
|
||
case ITEM_LOOM:
|
||
openCraftingMenu(pd, &loomRecipes, "Crafting");
|
||
return true;
|
||
case ITEM_ENCHANTER:
|
||
openCraftingMenu(pd, &enchanterRecipes, "Crafting");
|
||
return true;
|
||
case ITEM_CHEST:
|
||
pd->curChestEntity = e;
|
||
pd->ingameMenuInvSel = 0;
|
||
pd->ingameMenuInvSelOther = 0;
|
||
pd->curChestEntityR = 0;
|
||
pd->ingameMenu = MENU_CONTAINER;
|
||
>>>>>>> 75ec2ee88467d5a8583d55d5eb0d1694ba0e2f3d
|
||
return true;
|
||
}
|
||
} else if(e->type == ENTITY_NPC) {
|
||
openNPCMenu(pd, e->npc.type);
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
<<<<<<< HEAD
|
||
bool use(int x0, int y0, int x1, int y1) {
|
||
Entity * entities[eManager.lastSlot[currentLevel]];
|
||
int i;
|
||
int ae = getEntities(entities, x0, y0, x1, y1);
|
||
for(i = 0; i < ae; ++i){
|
||
if(useEntity(entities[i])) return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
bool playerUse() {
|
||
int yo = -2;
|
||
if (player.p.dir == 0 && use(player.x - 8, player.y + 4 + yo, player.x + 8, player.y + 12 + yo)) return true;
|
||
if (player.p.dir == 1 && use(player.x - 8, player.y - 12 + yo, player.x + 8, player.y - 4 + yo)) return true;
|
||
if (player.p.dir == 3 && use(player.x + 4, player.y - 8 + yo, player.x + 12, player.y + 8 + yo)) return true;
|
||
if (player.p.dir == 2 && use(player.x - 12, player.y - 8 + yo, player.x - 4, player.y + 8 + yo)) return true;
|
||
return false;
|
||
}
|
||
|
||
void tickPlayer(){
|
||
if (player.hurtTime > 0) player.hurtTime--;
|
||
bool swimming = isSwimming();
|
||
if (player.p.stamina <= 0 && player.p.staminaRechargeDelay == 0 && player.p.staminaRecharge == 0) {
|
||
player.p.staminaRechargeDelay = 40;
|
||
}
|
||
|
||
if (player.p.staminaRechargeDelay > 0) {
|
||
--player.p.staminaRechargeDelay;
|
||
}
|
||
|
||
if (player.p.staminaRechargeDelay == 0) {
|
||
++player.p.staminaRecharge;
|
||
if (swimming) player.p.staminaRecharge = 0;
|
||
|
||
while (player.p.staminaRecharge > 10) {
|
||
player.p.staminaRecharge -= 10;
|
||
if (player.p.stamina < 10) ++player.p.stamina;
|
||
}
|
||
}
|
||
|
||
player.p.ax = 0;
|
||
player.p.ay = 0;
|
||
|
||
if (k_left.down){
|
||
if (!UnderSpeedEffect) {
|
||
player.p.ax -= 1;
|
||
player.p.dir = 2;
|
||
++player.p.walkDist;
|
||
} else if (UnderSpeedEffect) {
|
||
player.p.ax -= 2;
|
||
player.p.dir = 2;
|
||
player.p.walkDist = player.p.walkDist + 2;
|
||
}
|
||
}
|
||
if (k_right.down){
|
||
if (!UnderSpeedEffect) {
|
||
player.p.ax += 1;
|
||
player.p.dir = 3;
|
||
++player.p.walkDist;
|
||
} else if (UnderSpeedEffect) {
|
||
player.p.ax += 2;
|
||
player.p.dir = 3;
|
||
player.p.walkDist = player.p.walkDist + 2;
|
||
}
|
||
}
|
||
if (k_up.down){
|
||
if (!UnderSpeedEffect) {
|
||
player.p.ay -= 1;
|
||
player.p.dir = 1;
|
||
++player.p.walkDist;
|
||
} else if (UnderSpeedEffect) {
|
||
player.p.ay -= 2;
|
||
player.p.dir = 1;
|
||
player.p.walkDist = player.p.walkDist + 2;
|
||
}
|
||
}
|
||
if (k_down.down){
|
||
if (!UnderSpeedEffect) {
|
||
player.p.ay += 1;
|
||
player.p.dir = 0;
|
||
++player.p.walkDist;
|
||
} else if (UnderSpeedEffect) {
|
||
player.p.ay += 2;
|
||
player.p.dir = 0;
|
||
player.p.walkDist = player.p.walkDist + 2;
|
||
}
|
||
}
|
||
if (player.p.staminaRechargeDelay % 2 == 0) moveMob(&player, player.p.ax, player.p.ay);
|
||
|
||
|
||
if (swimming && player.p.swimTimer % 60 == 0 && !UnderSwimBreathEffect) {
|
||
if (player.p.stamina > 0) {
|
||
if(!shouldRenderDebug) --player.p.stamina;
|
||
} else {
|
||
hurtEntity(&player,1,-1,0xFFAF00FF);
|
||
}
|
||
}
|
||
|
||
if (regening && player.p.regenTimer % 90 == 0) {
|
||
if(!shouldRenderDebug) healPlayer(1);
|
||
}
|
||
|
||
if (k_pause.clicked){
|
||
currentSelection = 0;
|
||
currentMenu = MENU_PAUSED;
|
||
}
|
||
|
||
if(k_attack.clicked){
|
||
if (player.p.stamina != 0) {
|
||
if(!shouldRenderDebug) player.p.stamina--;
|
||
player.p.staminaRecharge = 0;
|
||
playerAttack();
|
||
//addEntityToList(newSlimeEntity(1,200,600,1), &eManager);
|
||
}
|
||
}
|
||
|
||
if (k_menu.clicked){
|
||
curInvSel = 0;
|
||
if(!playerUse()) currentMenu = MENU_INVENTORY;
|
||
}
|
||
|
||
if (k_delete.clicked){
|
||
curInvSel = 0;
|
||
if(!playerUse()) currentMenu = MENU_ARMOR;
|
||
}
|
||
|
||
if(isSwimming()) ++player.p.swimTimer;
|
||
if(UnderStrengthEffect) ++player.p.strengthTimer;
|
||
if(player.p.strengthTimer >= 2000) {
|
||
player.p.strengthTimer = 0;
|
||
UnderStrengthEffect = false;
|
||
}
|
||
if(UnderSpeedEffect) ++player.p.speedTimer;
|
||
if(player.p.speedTimer >= 2000) {
|
||
player.p.speedTimer = 0;
|
||
UnderSpeedEffect = false;
|
||
}
|
||
if(regening) ++player.p.regenTimer;
|
||
if(player.p.regenTimer >= 2000) {
|
||
player.p.regenTimer = 0;
|
||
regening = false;
|
||
}
|
||
if(UnderSwimBreathEffect) ++player.p.swimBreathTimer;
|
||
if(player.p.swimBreathTimer >= 2000) {
|
||
player.p.swimBreathTimer = 0;
|
||
UnderSwimBreathEffect = false;
|
||
}
|
||
if(player.p.attackTimer > 0) {
|
||
--player.p.attackTimer;
|
||
}
|
||
|
||
//TODO - maybe move to own function
|
||
//Update Minimap
|
||
int xp;
|
||
int yp;
|
||
for(xp = (player.x>>4)-5; xp<(player.x>>4)+5; ++xp) {
|
||
for(yp = (player.y>>4)-5; yp<(player.y>>4)+5; ++yp) {
|
||
if(xp>=0 && xp<128 && yp>=0 && yp<128) {
|
||
if(!getMinimapVisible(currentLevel,xp,yp)) {
|
||
setMinimapVisible(currentLevel,xp,yp,true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
=======
|
||
>>>>>>> 75ec2ee88467d5a8583d55d5eb0d1694ba0e2f3d
|
||
|
||
bool isWater(s8 level, int xt, int yt){
|
||
return getTile(level, xt, yt)==TILE_WATER;
|
||
}
|
||
|
||
bool dungeonActive() {
|
||
//check if dungeon already exists (ie someone is in there)
|
||
int i;
|
||
for(i = 0; i < playerCount; i++) {
|
||
if(players[i].entity.level==5) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void enterDungeon(PlayerData *pd) {
|
||
//create new one if needed
|
||
if(!dungeonActive()) {
|
||
//reset Entities
|
||
(&eManager)->lastSlot[5] = 0;
|
||
(&eManager)->entities[5][0] = nullEntity;
|
||
|
||
//create map
|
||
createAndValidateDungeonMap(128, 128, 5, worldData.map[5], worldData.data[5]);
|
||
|
||
//reset minimap clear state
|
||
int xd,yd;
|
||
for(xd = 0; xd < 128; ++xd) {
|
||
for(yd = 0; yd < 128; ++yd) {
|
||
setMinimapVisible(pd, 5, xd, yd, false);
|
||
}
|
||
}
|
||
initMinimapLevel(pd, 5);
|
||
|
||
//spawn new entities
|
||
trySpawn(500, 5);
|
||
}
|
||
|
||
|
||
pd->entity.level = 5;
|
||
pd->entity.x = ((128/2) << 4) + 8;
|
||
pd->entity.y = ((128/2) << 4) + 8;
|
||
}
|
||
|
||
void leaveDungeon(PlayerData *pd) {
|
||
pd->entity.level = 4;
|
||
pd->entity.x = ((128/2) << 4) + 8;
|
||
pd->entity.y = ((128/2) << 4) + 8;
|
||
|
||
//clear dungeon if empty
|
||
if(!dungeonActive()) {
|
||
//reset Entities
|
||
(&eManager)->lastSlot[5] = 0;
|
||
(&eManager)->entities[5][0] = nullEntity;
|
||
}
|
||
}
|
||
|
||
void setMinimapVisible(PlayerData *pd, int level, int x, int y, bool visible) {
|
||
if(visible) {
|
||
pd->minimapData[x + y * 128] = pd->minimapData[x + y * 128] | (1 << level);
|
||
} else {
|
||
pd->minimapData[x + y * 128] = pd->minimapData[x + y * 128] & (0xFF - (1 << level));
|
||
}
|
||
|
||
if(pd==getLocalPlayer()) sf2d_set_pixel(minimap[level], x, y, getMinimapColor(pd, level, x, y));
|
||
}
|
||
|
||
bool getMinimapVisible(PlayerData *pd, int level, int x, int y) {
|
||
return (pd->minimapData[x + y * 128] & (1 << level)) > 0;
|
||
}
|
||
|
||
u32 getMinimapColor(PlayerData *pd, int level, int x, int y) {
|
||
if(getMinimapVisible(pd, level, x, y) || (pd->entity.level==0 && level==1)) return getTileColor(worldData.map[level][x + y * 128]);
|
||
else return getTileColor(worldData.map[level][x + y * 128]) & 0xFFFFFF00;
|
||
}
|
||
|
||
void initMinimapLevel(PlayerData *pd, int level) {
|
||
int x;
|
||
int y;
|
||
|
||
if(pd!=getLocalPlayer()) return;
|
||
|
||
for (x = 0; x < 128; ++x) {
|
||
for (y = 0; y < 128; ++y) {
|
||
/* Minimaps */
|
||
sf2d_set_pixel(minimap[level], x, y, getMinimapColor(pd, level, x, y));
|
||
}
|
||
}
|
||
}
|
||
|
||
void updateLevel1Map() {
|
||
initMinimapLevel(getLocalPlayer(), 1);
|
||
}
|
||
|
||
|
||
void reloadColors() {
|
||
dirtColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 0));
|
||
dirtColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 1));
|
||
dirtColor[2] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 2));
|
||
dirtColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 3));
|
||
dirtColor[4] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 4));
|
||
|
||
grassColor = SWAP_UINT32(sf2d_get_pixel(icons, 17, 0));
|
||
myceliumColor = SWAP_UINT32(sf2d_get_pixel(icons, 17, 1));
|
||
mushroomColor = SWAP_UINT32(sf2d_get_pixel(icons, 17, 2));
|
||
|
||
sandColor = SWAP_UINT32(sf2d_get_pixel(icons, 18, 0));
|
||
|
||
waterColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 19, 0));
|
||
waterColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 19, 1));
|
||
|
||
lavaColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 20, 0));
|
||
lavaColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 20, 1));
|
||
|
||
rockColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 21, 0));
|
||
rockColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 21, 1));
|
||
rockColor[2] = SWAP_UINT32(sf2d_get_pixel(icons, 21, 2));
|
||
rockColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 21, 3));
|
||
|
||
woodColor = SWAP_UINT32(sf2d_get_pixel(icons, 22, 0));
|
||
|
||
ironColor = SWAP_UINT32(sf2d_get_pixel(icons, 23, 0));
|
||
goldColor = SWAP_UINT32(sf2d_get_pixel(icons, 23, 1));
|
||
gemColor = SWAP_UINT32(sf2d_get_pixel(icons, 23, 2));
|
||
|
||
dungeonColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 24, 0));
|
||
dungeonColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 24, 1));
|
||
|
||
snowColor = SWAP_UINT32(sf2d_get_pixel(icons, 25, 0));
|
||
iceColor = SWAP_UINT32(sf2d_get_pixel(icons, 25, 1));
|
||
} |