Minicraft3DS/source/main.c
2017-01-26 23:23:58 +01:00

335 lines
8.2 KiB
C

#include <3ds.h>
#include <sf2d.h>
#include <sfil.h>
#include <string.h>
#include <stdio.h>
#include <ctype.h>
#include <stdlib.h>
#include <time.h>
#include "Globals.h"
#include "Render.h"
#include "MapGen.h"
#include "Menu.h"
#include "texturepack.h"
#include "Network.h"
// TODO: Dungeon is way to difficult
// -> Skeleton arrows are slower, do a little less damage
// -> Or instead of less damage, implement a simple armor system
void initMiniMapData() {
int i;
for(i = 0; i < 128 * 128; ++i) {
minimapData[i] = 0;
}
}
void initMiniMap(bool loadUpWorld) {
int i;
for (i = 0; i < 5; ++i) {
initMinimapLevel(i, loadUpWorld);
}
}
void initNewMap() {
newSeed();
createAndValidateSkyMap(128, 128, 0, map[0], data[0]);
createAndValidateTopMap(128, 128, 1, map[1], data[1]);
createAndValidateUndergroundMap(128, 128, 1, 2, map[2], data[2]);
createAndValidateUndergroundMap(128, 128, 2, 3, map[3], data[3]);
createAndValidateUndergroundMap(128, 128, 3, 4, map[4], data[4]);
}
void setupGame(bool loadUpWorld) {
currentLevel = 1;
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
initMiniMapData();
if (!loadUpWorld) {
initNewMap();
initPlayer();
resetQuests();
airWizardHealthDisplay = 2000;
int i;
for (i = 0; i < 5; ++i) {
trySpawn(500, i);
}
addEntityToList(newAirWizardEntity(630, 820, 0), &eManager);
daytime = 6000;
day = 0;
season = 0;
rain = false;
} else {
initPlayer();
resetQuests();
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data);
}
updateMusic(currentLevel, daytime);
initMiniMap(loadUpWorld);
shouldRenderMap = false;
mScrollX = 0;
mScrollY = 0;
zoomLevel = 2;
sprintf(mapText,"x%d",zoomLevel);
initGame = 0;
}
void setupBGMap(bool loadUpWorld) {
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
if(!loadUpWorld) {
newSeed();
createAndValidateTopMap(128, 128, 1, map[1], data[1]);
} else {
loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data);
}
// Reset entity manager.
memset(&eManager, 0, sizeof(eManager));
sf2d_set_clear_color(0xFF6C6D82); //sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF));
initBGMap = 0;
}
int xscr = 0, yscr = 0;
void tick() {
if (player.p.isDead) {
if (player.p.endTimer < 1) {
currentMenu = MENU_LOSE;
}
--player.p.endTimer;
return;
} else if (player.p.hasWon) {
if (player.p.endTimer < 1) {
currentMenu = MENU_WIN;
}
--player.p.endTimer;
return;
}
tickTouchMap();
tickTouchQuickSelect();
++daytime;
//daytime += 20;
if(daytime>=24000) {
daytime -= 24000;
++day;
//TODO: maybe make season length not as hardcoded + make the transition better (fade to black and back maybe?)
if(day%7==0) {
++season;
if(season==4) season = 0;
}
rain = false;
if(season!=3 && rand()%5==0) rain = true;
}
if(daytime==6000 && currentLevel==1) {
playMusic(music_floor1);
} else if(daytime==19000 && currentLevel==1) {
playMusic(music_floor1_night);
}
int i;
for (i = 0; i < 324; ++i) {
int xx = rand() & 127;
int yy = rand() & 127;
tickTile(xx, yy);
}
tickPlayer();
xscr = player.x - 100;
yscr = player.y - 56;
if (xscr < 16)
xscr = 16;
else if (xscr > 1832)
xscr = 1832;
if (yscr < 16)
yscr = 16;
else if (yscr > 1912)
yscr = 1912;
if(eManager.lastSlot[currentLevel]<80 && currentLevel != 5) {
trySpawn(1, currentLevel);
}
for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) {
Entity * e = &eManager.entities[currentLevel][i];
if ((e->type != ENTITY_ZOMBIE && e->type != ENTITY_SKELETON && e->type != ENTITY_KNIGHT && e->type != ENTITY_SLIME && e->type != ENTITY_PASSIVE)
|| (e->type == ENTITY_GLOWWORM && (daytime>6000 || daytime<18000))
|| (e->x > player.x - 160 && e->y > player.y - 125 && e->x < player.x + 160 && e->y < player.y + 125))
tickEntity(e);
}
}
char debugText[34];
char bossHealthText[34];
int main() {
cfguInit();
CFGU_GetSystemModel(&MODEL_3DS);
FILE * file;
shouldRenderDebug = true;
if ((file = fopen("settings.bin", "r"))) {
fread(&shouldRenderDebug,sizeof(bool),1,file);
fread(&shouldSpeedup,sizeof(bool),1,file);
osSetSpeedupEnable(shouldSpeedup);
fclose(file);
}
sf2d_init();
csndInit();
networkInit();
noItem = newItem(ITEM_NULL, 0);
initMenus();
currentMenu = MENU_TITLE;
currentSelection = 0;
quitGame = false;
icons = sfil_load_PNG_buffer(icons2_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);
/* Default inputs */
k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
k_pause.input = KEY_START;
k_accept.input = KEY_A;
k_decline.input = KEY_B;
k_delete.input = KEY_X;
k_menuNext.input = KEY_R;
k_menuPrev.input = KEY_L;
/* If btnSave exists, then use that. */
if ((file = fopen("btnSave.bin", "rb"))) {
fread(&k_up.input, sizeof(int), 1, file);
fread(&k_down.input, sizeof(int), 1, file);
fread(&k_left.input, sizeof(int), 1, file);
fread(&k_right.input, sizeof(int), 1, file);
fread(&k_attack.input, sizeof(int), 1, file);
fread(&k_menu.input, sizeof(int), 1, file);
fread(&k_pause.input, sizeof(int), 1, file);
fread(&k_accept.input, sizeof(int), 1, file);
fread(&k_decline.input, sizeof(int), 1, file);
fread(&k_delete.input, sizeof(int), 1, file);
fread(&k_menuNext.input, sizeof(int), 1, file);
fread(&k_menuPrev.input, sizeof(int), 1, file);
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);
fclose(file);
}
tickCount = 0;
initRecipes();
initQuests();
while (aptMainLoop()) {
++tickCount;
hidScanInput();
tickKeys(hidKeysHeld(), hidKeysDown());
if (quitGame) break;
if (initGame > 0) setupGame(initGame == 1 ? true : false);
if (initBGMap > 0) setupBGMap(initBGMap == 1 ? true : false);
if (currentMenu == 0) {
tick();
sf2d_start_frame(GFX_TOP, GFX_LEFT);
offsetX = xscr;
offsetY = yscr;
sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
renderLightsToStencil(false, false, true);
renderBackground(xscr, yscr);
renderEntities(player.x, player.y, &eManager);
renderPlayer();
renderWeather(xscr, yscr);
resetStencilStuff();
renderDayNight();
offsetX = 0;
offsetY = 0;
if(shouldRenderDebug){
sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), player.x, player.y, eManager.lastSlot[currentLevel]);
drawText(fpsstr, 2, 225);
}
sf2d_end_frame();
sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
if(!shouldRenderMap){
sf2d_draw_texture(bottombg, 0, 0);
renderGui();
} else {
renderZoomedMap();
}
sf2d_end_frame();
} else {
tickMenu(currentMenu);
renderMenu(currentMenu, xscr, yscr);
}
sf2d_swapbuffers();
}
stopMusic();
freeQuests();
freeRecipes();
freeLightBakes();
sf2d_free_texture(icons);
sf2d_free_texture(minimap[0]);
sf2d_free_texture(minimap[1]);
sf2d_free_texture(minimap[2]);
sf2d_free_texture(minimap[3]);
sf2d_free_texture(minimap[4]);
sf2d_free_texture(minimap[5]);
freeSounds();
networkExit();
csndExit();
cfguExit();
sf2d_fini();
return 0;
}