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amigaos-cross-toolchain6/test/test7/test.c
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2017-05-27 00:00:48 +02:00

802 lines
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C
Executable File

#include "stdlib.h"
typedef unsigned short uint16_t;
typedef short int16_t;
typedef unsigned char uint8_t;
typedef volatile uint8_t* frame_buffer_t;
typedef volatile struct Custom* custom_t;
#define GAME_PAVEMENT_START 66
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 256
#define MAP_TILE_WIDTH 100
#define MAP_TILE_HEIGHT 13
#define TILE_WIDTH 16
#define TILE_HEIGHT 16
#define PLAYAREA_HEIGHT MAP_TILE_HEIGHT*TILE_HEIGHT
#define GAME_WORLD_HEIGHT (MAP_TILE_HEIGHT*TILE_HEIGHT)
#define GAME_WORLD_WIDTH (MAP_TILE_WIDTH*TILE_WIDTH)
#define LEVEL1_ENEMY_BOSS_START_Y (7+56)
#define LEVEL1_ENEMY_BOSS_START_X (GAME_WORLD_WIDTH-96)
extern int16_t game_cameraX;
#ifndef __OBJECT_H
#define __OBJECT_H
#define OBJECT_MAX_OBJECTS 12
#define OBJECT_PHYSICS_FACTOR 2
#define OBJECT_WIDTH 32
#define OBJECT_HIT_DISTANCE 31
typedef enum {
SPRITE_PLAYER1_STAND_RIGHT,
SPRITE_PLAYER1_RUN_RIGHT_1,
SPRITE_PLAYER1_RUN_RIGHT_2,
SPRITE_PLAYER1_RUN_RIGHT_3,
SPRITE_PLAYER1_RUN_RIGHT_4,
SPRITE_PLAYER1_STAND_LEFT,
SPRITE_PLAYER1_RUN_LEFT_1,
SPRITE_PLAYER1_RUN_LEFT_2,
SPRITE_PLAYER1_RUN_LEFT_3,
SPRITE_PLAYER1_RUN_LEFT_4,
SPRITE_PLAYER1_PUNCH_LEFT_1,
SPRITE_PLAYER1_PUNCH_LEFT_2,
SPRITE_PLAYER1_PUNCH_RIGHT_1,
SPRITE_PLAYER1_PUNCH_RIGHT_2,
SPRITE_PLAYER1_HIT_LEFT,
SPRITE_PLAYER1_HIT_RIGHT,
SPRITE_PLAYER2_STAND_RIGHT,
SPRITE_PLAYER2_RUN_RIGHT_1,
SPRITE_PLAYER2_RUN_RIGHT_2,
SPRITE_PLAYER2_RUN_RIGHT_3,
SPRITE_PLAYER2_RUN_RIGHT_4,
SPRITE_PLAYER2_STAND_LEFT,
SPRITE_PLAYER2_RUN_LEFT_1,
SPRITE_PLAYER2_RUN_LEFT_2,
SPRITE_PLAYER2_RUN_LEFT_3,
SPRITE_PLAYER2_RUN_LEFT_4,
SPRITE_PLAYER2_PUNCH_LEFT_1,
SPRITE_PLAYER2_PUNCH_LEFT_2,
SPRITE_PLAYER2_PUNCH_RIGHT_1,
SPRITE_PLAYER2_PUNCH_RIGHT_2,
SPRITE_PLAYER2_HIT_LEFT,
SPRITE_PLAYER2_HIT_RIGHT,
SPRITE_PLAYER2_KICK_LEFT_1,
SPRITE_PLAYER2_KICK_LEFT_2,
SPRITE_PLAYER2_KICK_LEFT_3,
SPRITE_PLAYER2_KICK_RIGHT_1,
SPRITE_PLAYER2_KICK_RIGHT_2,
SPRITE_PLAYER2_KICK_RIGHT_3,
SPRITE_PLAYER3_STAND_RIGHT,
SPRITE_PLAYER3_RUN_RIGHT_1,
SPRITE_PLAYER3_RUN_RIGHT_2,
SPRITE_PLAYER3_RUN_RIGHT_3,
SPRITE_PLAYER3_RUN_RIGHT_4,
SPRITE_PLAYER3_STAND_LEFT,
SPRITE_PLAYER3_RUN_LEFT_1,
SPRITE_PLAYER3_RUN_LEFT_2,
SPRITE_PLAYER3_RUN_LEFT_3,
SPRITE_PLAYER3_RUN_LEFT_4 ,
SPRITE_PLAYER3_PUNCH_LEFT_1,
SPRITE_PLAYER3_PUNCH_LEFT_2,
SPRITE_PLAYER3_PUNCH_RIGHT_1,
SPRITE_PLAYER3_PUNCH_RIGHT_2,
SPRITE_PLAYER3_HIT_LEFT,
SPRITE_PLAYER3_HIT_RIGHT,
SPRITE_PLAYER3_KICK_LEFT_1,
SPRITE_PLAYER3_KICK_LEFT_2,
SPRITE_PLAYER3_KICK_LEFT_3,
SPRITE_PLAYER3_KICK_RIGHT_1,
SPRITE_PLAYER3_KICK_RIGHT_2,
SPRITE_PLAYER3_KICK_RIGHT_3,
SPRITE_PLAYER4_STAND_RIGHT,
SPRITE_PLAYER4_RUN_RIGHT_1,
SPRITE_PLAYER4_RUN_RIGHT_2,
SPRITE_PLAYER4_RUN_RIGHT_3,
SPRITE_PLAYER4_RUN_RIGHT_4,
SPRITE_PLAYER4_STAND_LEFT,
SPRITE_PLAYER4_RUN_LEFT_1,
SPRITE_PLAYER4_RUN_LEFT_2,
SPRITE_PLAYER4_RUN_LEFT_3,
SPRITE_PLAYER4_RUN_LEFT_4 ,
SPRITE_PLAYER4_PUNCH_LEFT_1,
SPRITE_PLAYER4_PUNCH_LEFT_2,
SPRITE_PLAYER4_PUNCH_RIGHT_1,
SPRITE_PLAYER4_PUNCH_RIGHT_2,
SPRITE_PLAYER4_HIT_LEFT,
SPRITE_PLAYER4_HIT_RIGHT,
SPRITE_BOSS_STAND_RIGHT,
SPRITE_BOSS_RUN_RIGHT_1,
SPRITE_BOSS_RUN_RIGHT_2,
SPRITE_BOSS_RUN_RIGHT_3,
SPRITE_BOSS_RUN_RIGHT_4,
SPRITE_BOSS_STAND_LEFT,
SPRITE_BOSS_RUN_LEFT_1,
SPRITE_BOSS_RUN_LEFT_2,
SPRITE_BOSS_RUN_LEFT_3,
SPRITE_BOSS_RUN_LEFT_4 ,
SPRITE_BOSS_ATTACK_LEFT_1,
SPRITE_BOSS_ATTACK_LEFT_2,
SPRITE_BOSS_ATTACK_LEFT_3,
SPRITE_BOSS_ATTACK_RIGHT_1,
SPRITE_BOSS_ATTACK_RIGHT_2,
SPRITE_BOSS_ATTACK_RIGHT_3,
SPRITE_BOSS_HIT_LEFT,
SPRITE_BOSS_HIT_RIGHT,
SPRITE_HAND,
SPRITE_DOOR,
SPRITE_JOYSTICK1,
SPRITE_JOYSTICK2,
SPRITE_GAMEOVER,
SPRITE_GAMECOMPLETE,
SPRITE_PHONEBOOTH,
SPRITE_PHONEBOOTH_BROKEN,
SPRITE_PHONEBOOTH_JUNK1,
SPRITE_PHONEBOOTH_JUNK2,
SPRITE_PHONEBOOTH_JUNK3,
SPRITE_POSTBOX,
SPRITE_POSTBOX_BROKEN,
SPRITE_POSTBOX_JUNK1,
SPRITE_POSTBOX_JUNK2,
SPRITE_POSTBOX_JUNK3,
SPRITE_BONUS_BURGER,
SPRITE_BONUS_COLA,
SPRITE_STAR,
} sprite_id_t;
typedef enum {
OBJECT_ID_ENEMY = 0,
OBJECT_ID_PLAYER1 = 1,
OBJECT_ID_PLAYER2 = 2,
OBJECT_ID_BOSS = 3,
OBJECT_ID_HAND = 4,
OBJECT_ID_DOOR = 5,
OBJECT_ID_JOYSTICK = 6,
OBJECT_ID_GAMEOVER = 7,
OBJECT_ID_GAMECOMPLETE = 8,
OBJECT_ID_PHONEBOOTH = 9,
OBJECT_ID_POSTBOX = 10,
OBJECT_ID_JUNK = 11,
OBJECT_ID_BONUS = 12,
} object_id_t;
typedef enum {
OBJECT_STAND_RIGHT = 0,
OBJECT_RUN_RIGHT = 1,
OBJECT_RUN_LEFT = 2,
OBJECT_STAND_LEFT = 3,
OBJECT_PUNCH_LEFT1 = 4,
OBJECT_PUNCH_LEFT2 = 5,
OBJECT_KICK_LEFT = 6,
OBJECT_PUNCH_RIGHT1 = 7,
OBJECT_PUNCH_RIGHT2 = 8,
OBJECT_KICK_RIGHT = 9,
OBJECT_HIT_LEFT = 10,
OBJECT_HIT_RIGHT = 11,
} object_action_t;
typedef enum {
OBJECT_ANIM_PLAYER1_STAND_RIGHT = 0,
OBJECT_ANIM_PLAYER1_RUN_RIGHT = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_RUN_RIGHT,
OBJECT_ANIM_PLAYER1_STAND_LEFT = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_STAND_LEFT,
OBJECT_ANIM_PLAYER1_RUN_LEFT = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_RUN_LEFT,
OBJECT_ANIM_PLAYER1_PUNCH_LEFT1 = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_PUNCH_LEFT1,
OBJECT_ANIM_PLAYER1_PUNCH_LEFT2 = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_PUNCH_LEFT2,
OBJECT_ANIM_PLAYER1_PUNCH_RIGHT1 = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_PUNCH_RIGHT1,
OBJECT_ANIM_PLAYER1_PUNCH_RIGHT2 = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_PUNCH_RIGHT2,
OBJECT_ANIM_PLAYER1_HIT_LEFT = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_HIT_LEFT,
OBJECT_ANIM_PLAYER1_HIT_RIGHT = OBJECT_ANIM_PLAYER1_STAND_RIGHT + OBJECT_HIT_RIGHT,
OBJECT_ANIM_PLAYER2_STAND_RIGHT = OBJECT_ANIM_PLAYER1_HIT_RIGHT + 1,
OBJECT_ANIM_PLAYER2_RUN_RIGHT = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_RUN_RIGHT,
OBJECT_ANIM_PLAYER2_STAND_LEFT = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_STAND_LEFT,
OBJECT_ANIM_PLAYER2_RUN_LEFT = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_RUN_LEFT,
OBJECT_ANIM_PLAYER2_PUNCH_LEFT1 = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_PUNCH_LEFT1,
OBJECT_ANIM_PLAYER2_PUNCH_LEFT2 = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_PUNCH_LEFT2,
OBJECT_ANIM_PLAYER2_KICK_LEFT = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_KICK_LEFT,
OBJECT_ANIM_PLAYER2_PUNCH_RIGHT1 = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_PUNCH_RIGHT1,
OBJECT_ANIM_PLAYER2_PUNCH_RIGHT2 = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_PUNCH_RIGHT2,
OBJECT_ANIM_PLAYER2_KICK_RIGHT = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_KICK_RIGHT,
OBJECT_ANIM_PLAYER2_HIT_LEFT = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_HIT_LEFT,
OBJECT_ANIM_PLAYER2_HIT_RIGHT = OBJECT_ANIM_PLAYER2_STAND_RIGHT + OBJECT_HIT_RIGHT,
OBJECT_ANIM_PLAYER3_STAND_RIGHT = OBJECT_ANIM_PLAYER2_HIT_RIGHT + 1,
OBJECT_ANIM_PLAYER3_RUN_RIGHT = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_RUN_RIGHT,
OBJECT_ANIM_PLAYER3_STAND_LEFT = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_STAND_LEFT,
OBJECT_ANIM_PLAYER3_RUN_LEFT = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_RUN_LEFT,
OBJECT_ANIM_PLAYER3_PUNCH_LEFT1 = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_PUNCH_LEFT1,
OBJECT_ANIM_PLAYER3_PUNCH_LEFT2 = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_PUNCH_LEFT2,
OBJECT_ANIM_PLAYER3_KICK_LEFT = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_KICK_LEFT,
OBJECT_ANIM_PLAYER3_PUNCH_RIGHT1 = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_PUNCH_RIGHT1,
OBJECT_ANIM_PLAYER3_PUNCH_RIGHT2 = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_PUNCH_RIGHT2,
OBJECT_ANIM_PLAYER3_KICK_RIGHT = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_KICK_RIGHT,
OBJECT_ANIM_PLAYER3_HIT_LEFT = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_HIT_LEFT,
OBJECT_ANIM_PLAYER3_HIT_RIGHT = OBJECT_ANIM_PLAYER3_STAND_RIGHT + OBJECT_HIT_RIGHT,
OBJECT_ANIM_PLAYER4_STAND_RIGHT = OBJECT_ANIM_PLAYER3_HIT_RIGHT + 1,
OBJECT_ANIM_PLAYER4_RUN_RIGHT = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_RUN_RIGHT,
OBJECT_ANIM_PLAYER4_STAND_LEFT = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_STAND_LEFT,
OBJECT_ANIM_PLAYER4_RUN_LEFT = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_RUN_LEFT,
OBJECT_ANIM_PLAYER4_PUNCH_LEFT1 = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_PUNCH_LEFT1,
OBJECT_ANIM_PLAYER4_PUNCH_LEFT2 = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_PUNCH_LEFT2,
OBJECT_ANIM_PLAYER4_PUNCH_RIGHT1 = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_PUNCH_RIGHT1,
OBJECT_ANIM_PLAYER4_PUNCH_RIGHT2 = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_PUNCH_RIGHT2,
OBJECT_ANIM_PLAYER4_HIT_LEFT = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_HIT_LEFT,
OBJECT_ANIM_PLAYER4_HIT_RIGHT = OBJECT_ANIM_PLAYER4_STAND_RIGHT + OBJECT_HIT_RIGHT,
OBJECT_ANIM_BOSS_STAND_RIGHT = OBJECT_ANIM_PLAYER4_HIT_RIGHT + 1,
OBJECT_ANIM_BOSS_RUN_RIGHT = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_RUN_RIGHT,
OBJECT_ANIM_BOSS_STAND_LEFT = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_STAND_LEFT,
OBJECT_ANIM_BOSS_RUN_LEFT = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_RUN_LEFT,
OBJECT_ANIM_BOSS_ATTACK_LEFT1 = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_PUNCH_LEFT1,
OBJECT_ANIM_BOSS_ATTACK_LEFT2 = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_PUNCH_LEFT2,
OBJECT_ANIM_BOSS_ATTACK_RIGHT1 = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_PUNCH_RIGHT1,
OBJECT_ANIM_BOSS_ATTACK_RIGHT2 = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_PUNCH_RIGHT2,
OBJECT_ANIM_BOSS_HIT_LEFT = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_HIT_LEFT,
OBJECT_ANIM_BOSS_HIT_RIGHT = OBJECT_ANIM_BOSS_STAND_RIGHT + OBJECT_HIT_RIGHT,
OBJECT_ANIM_HAND = OBJECT_ANIM_BOSS_HIT_RIGHT + 1,
OBJECT_ANIM_DOOR = OBJECT_ANIM_HAND + 1,
OBJECT_ANIM_JOYSTICK = OBJECT_ANIM_DOOR + 1,
OBJECT_ANIM_GAMEOVER = OBJECT_ANIM_JOYSTICK + 1,
OBJECT_ANIM_GAMECOMPLETE = OBJECT_ANIM_GAMEOVER + 1,
OBJECT_ANIM_PHONEBOOTH = OBJECT_ANIM_GAMECOMPLETE + 1,
OBJECT_ANIM_PHONEBOOTH_BROKEN = OBJECT_ANIM_PHONEBOOTH + 1,
OBJECT_ANIM_PHONEBOOTH_JUNK1 = OBJECT_ANIM_PHONEBOOTH_BROKEN + 1,
OBJECT_ANIM_PHONEBOOTH_JUNK2 = OBJECT_ANIM_PHONEBOOTH_JUNK1 + 1,
OBJECT_ANIM_PHONEBOOTH_JUNK3 = OBJECT_ANIM_PHONEBOOTH_JUNK2 + 1,
OBJECT_ANIM_POSTBOX = OBJECT_ANIM_PHONEBOOTH_JUNK3 + 1,
OBJECT_ANIM_POSTBOX_BROKEN = OBJECT_ANIM_POSTBOX + 1,
OBJECT_ANIM_POSTBOX_JUNK1 = OBJECT_ANIM_POSTBOX_BROKEN + 1,
OBJECT_ANIM_POSTBOX_JUNK2 = OBJECT_ANIM_POSTBOX_JUNK1 + 1,
OBJECT_ANIM_POSTBOX_JUNK3 = OBJECT_ANIM_POSTBOX_JUNK2 + 1,
OBJECT_ANIM_BONUS_BURGER = OBJECT_ANIM_POSTBOX_JUNK3 + 1,
OBJECT_ANIM_BONUS_COLA = OBJECT_ANIM_BONUS_BURGER + 1,
OBJECT_ANIM_STAR = OBJECT_ANIM_BONUS_COLA + 1,
} object_animation_id_t;
typedef enum {
FACING_LEFT,
FACING_RIGHT
} object_direction_t;
typedef enum {
OBJECT_STATE_ALIVE,
OBJECT_STATE_REMOVED,
OBJECT_STATE_DEAD,
OBJECT_STATE_HIT,
OBJECT_STATE_FLASHING
} object_state_t;
typedef struct {
int16_t start;
int16_t stop;
int16_t speed;
object_direction_t facing;
} object_animation_t;
typedef struct {
int16_t x;
int16_t y;
int16_t w;
int16_t h;
int16_t dx;
int16_t dy;
} object_image_t;
typedef struct {
int16_t x;
int16_t y;
int16_t dx;
int16_t dy;
int16_t ix;
} object_velocity_t;
typedef enum {
OBJECT_CLASS_FIGHTER,
OBJECT_CLASS_THING,
OBJECT_CLASS_JUNK,
OBJECT_CLASS_DECORATION
} object_class_t;
typedef struct {
int16_t x;
int16_t y;
int16_t w;
int16_t h;
} object_position_t;
typedef struct {
object_position_t positions[2];
object_position_t* position;
} object_save_t;
typedef struct object {
uint16_t id;
uint16_t class;
void* data;
struct object* next;
struct object* prev;
int16_t _x;
int16_t _y;
int16_t _z;
int16_t _px;
int16_t _py;
object_velocity_t velocity;
int16_t imageIndex;
object_image_t* image;
uint16_t baseId;
uint16_t animId;
uint16_t actionId;
object_animation_t* anim;
object_save_t save;
uint16_t frameCounter;
uint16_t deadRenderCount;
uint16_t _state;
void (*update)(uint16_t deltaT, struct object* ptr);
void (*freeData)(void* data);
uint16_t visible;
uint16_t tileRender;
uint16_t widthOffset;
uint16_t width;
uint16_t collidable;
} object_t;
typedef struct {
object_t* up;
object_t* down;
object_t* left;
object_t* right;
} object_collision_t;
extern object_image_t object_imageAtlas[];
extern object_animation_t object_animations[];
extern object_t* object_activeList;
extern int16_t object_count;
extern object_t* object_zBuffer[OBJECT_MAX_OBJECTS];
//extern uint16_t object_zBufferValid;
void
object_init(void);
object_t*
object_add(uint16_t id, uint16_t class, int16_t x, int16_t y, int16_t dx, int16_t anim, void (*update)(uint16_t deltaT, object_t* ptr), void* data, void (*freeData)(void*));
void
object_free(object_t* ptr);
void
object_render(frame_buffer_t fb, uint16_t deltaT);
void
object_restoreBackground(frame_buffer_t fb);
void
object_updatePosition(uint16_t deltaT, object_t* ptr);
void
object_setAction(object_t* ptr, object_action_t action);
inline static int16_t
object_x(object_t* ptr) {
return ptr->_x;
}
inline static int16_t
object_y(object_t* ptr) {
return ptr->_y;
}
inline static int16_t
object_z(object_t* ptr) {
return ptr->_z;
}
inline static int16_t
object_px(object_t* ptr) {
return ptr->_px;
}
inline static int16_t
object_py(object_t* ptr) {
return ptr->_py;
}
inline static uint16_t
object_get_state(object_t* ptr) {
return ptr->_state;
}
inline static void
object_set_state(object_t* ptr, uint16_t state) {
ptr->_state = state;
if (state == OBJECT_STATE_ALIVE) {
if (ptr->class == OBJECT_CLASS_FIGHTER || ptr->class == OBJECT_CLASS_THING) {
ptr->collidable = 1;
return;
}
}
ptr->collidable = 0;
}
#define object_screenx(ptr) (ptr->image->dx + 0xf + ptr->_x-game_cameraX-game_screenScrollX)
#define object_screeny(ptr) (ptr->image->dy + (ptr->_y-ptr->image->h))
inline static void
object_set_px(object_t* ptr, int16_t px)
{
ptr->_px = px;
int16_t oldX = ptr->_x - game_cameraX;
ptr->_x = ptr->_px / OBJECT_PHYSICS_FACTOR;
if (oldX + OBJECT_WIDTH < SCREEN_WIDTH && (ptr->_x + OBJECT_WIDTH - game_cameraX)>= SCREEN_WIDTH) {
ptr->_x = game_cameraX + (SCREEN_WIDTH - OBJECT_WIDTH - 1);
ptr->_px = ptr->_x * OBJECT_PHYSICS_FACTOR;
} else if (oldX >= 0 && ptr->_x - game_cameraX < 0) {
ptr->_x = game_cameraX;
ptr->_px = ptr->_x * OBJECT_PHYSICS_FACTOR;
}
}
inline static void
object_set_py(object_t* ptr, int16_t py)
{
int16_t oldY = ptr->_y;
ptr->_py = py;
ptr->_y = ptr->_py / OBJECT_PHYSICS_FACTOR;
if (ptr->_y >= PLAYAREA_HEIGHT) {
ptr->_y = PLAYAREA_HEIGHT-2;
ptr->_py = ptr->_y * OBJECT_PHYSICS_FACTOR;
}
if (oldY >= GAME_PAVEMENT_START && ptr->_y < GAME_PAVEMENT_START) {
ptr->_y = GAME_PAVEMENT_START;
ptr->_py = ptr->_y * OBJECT_PHYSICS_FACTOR;
}
}
inline static void
object_set_py_no_checks(object_t* ptr, int16_t py)
{
ptr->_py = py;
ptr->_y = ptr->_py / OBJECT_PHYSICS_FACTOR;
}
inline static void
object_set_z(object_t* ptr, int16_t z)
{
ptr->_z = z;
}
void
object_setAnim(object_t* ptr, int16_t anim);
void
object_clear(frame_buffer_t fb, int16_t ox, int16_t oy, int16_t ow, int16_t oh);
int16_t
object_collision(int16_t deltaT, object_t* a, object_collision_t* collision, uint16_t thresholdx, uint16_t thresholdy);
#endif
#ifndef __FIGHTER_H
#define __FIGHTER_H
#define FIGHTER_MAX_FIGHTERS 8
#define FIGHTER_LONG_PUNCH_RANGE 13
#define FIGHTER_SHORT_PUNCH_RANGE 8
//#define FIGHTER_Y_ATTACK_THRESHOLD 6
#define FIGHTER_ENEMY_Y_ATTACK_RANGE 6
#define FIGHTER_SPAWN_FLASH_COUNT_TICS 5
#define FIGHTER_SPAWN_FLASH_DURATION_TICS 100
#define FIGHTER_HIT_FLASH_COUNT_TICS 5
#define FIGHTER_HIT_FLASH_DURATION_TICS 75
typedef struct {
uint16_t hitAnimTic;
uint16_t durationTics;
uint16_t dammage;
uint16_t rangeX;
uint16_t vx;
uint16_t vy;
uint16_t jump;
} fighter_attack_config_t;
typedef struct fighter_data {
struct fighter_data* prev;
struct fighter_data* next;
uint16_t attackCount;
uint16_t attackChecked;
uint16_t attackType;
int16_t attackRangeY;
uint16_t numAttacks;
int16_t attack_py;
uint16_t (*intelligence)(uint16_t deltaT, object_t* ptr, struct fighter_data* data);
int16_t walkAbout; // todo: move to enemy data
int16_t health;
uint16_t buttonReleased;
uint16_t attackQueued;
uint16_t attackJump;
int16_t attackJumpY;
int16_t flashCount;
int16_t flashDurationTics;
int16_t enemyAttackWait;
int16_t enemyAttackWaitTics;
int16_t postAttackInvincibleTics;
int16_t postAttackCount;
int16_t speed;
fighter_attack_config_t* attackConfig;
} fighter_data_t;
void
fighter_init(void);
object_t*
fighter_add(uint16_t id, uint16_t animId, int16_t x, int16_t y, uint16_t initialHealth, fighter_attack_config_t* attackConfig, uint16_t (*intelligence)(uint16_t deltaT, object_t* ptr, struct fighter_data* data));
void
fighter_update(uint16_t deltaT, object_t* ptr);
#endif
#ifndef __ENEMY_H
#define __ENEMY_H
#define ENEMY_WIDTH 22
#define ENEMY_ATTACK_WAIT_TICS 25
#define ENEMY_INTERCEPT_Y_THRESHOLD 1
#define ENEMY_INTERCEPT_X_RANGE 1
#define ENEMY_WALKABOUT_TICS 50 // if an enemy collides but cannot attack, go for a walk for this many units
#define ENEMY_ATTACK_DURATION_TICS 20
#define ENEMY_INITIAL_HEALTH 100
#define ENEMY_BOSS_RUN_ANIM_SPEED 4
#define ENEMY_BOSS_NUM_ATTACK_FRAMES 3
#define ENEMY_BOSS_ATTACK_TICS_PER_FRAME 8
#define ENEMY_BOSS_ATTACK_DAMMAGE 20
#define ENEMY_BOSS_ATTACK_RANGE 20
// the following are temporary and will be refactored
#define ENEMY_ATTACK_DAMMAGE 5
extern uint16_t enemy_count;
#ifdef DEBUG
extern uint16_t enemy_pause;
#endif
extern fighter_attack_config_t enemy_attackConfig1[];
extern fighter_attack_config_t enemy_attackConfig2[];
extern fighter_attack_config_t enemy_bossAttackConfig[];
void
enemy_init(void);
void
enemy_add(uint16_t animId, uint16_t x, uint16_t y, fighter_attack_config_t* attackConfig, uint16_t attackWait, uint16_t (*intelligence)(uint16_t deltaT, object_t* ptr, fighter_data_t* data));
uint16_t
enemy_intelligence(uint16_t deltaT, object_t* ptr, fighter_data_t* data);
#endif
extern object_t* game_player1;
extern object_t* game_player2;
int16_t
object_collision(int16_t deltaT, object_t* a, object_collision_t* collision, uint16_t thresholdx, uint16_t thresholdy)
{
int16_t vy = a->velocity.y;
int16_t vx = a->velocity.x;
if (deltaT == 2) {
vx *= 2;
vy *= 2;
}
int16_t _collision = 0;
object_t* b = object_activeList;
collision->up = collision->down = collision->left = collision->right = 0;
#ifdef DEBUG
if (!game_collisions) {
return 0;
}
#endif
int16_t a_y = ((object_py(a) + vy) / OBJECT_PHYSICS_FACTOR);
int16_t a_x1 = (((object_px(a) + vx) / OBJECT_PHYSICS_FACTOR) + a->widthOffset)-thresholdx;
int16_t a_x2 = (((object_px(a) + vx) / OBJECT_PHYSICS_FACTOR) + (a->width - a->widthOffset)) + thresholdx;
while (b) {
if (b->collidable && b != a) {
int16_t b_y = ((object_y(b)));
if (abs(a_y - b_y) <= thresholdy) {
int16_t b_x1 = ((object_x(b))) + b->widthOffset;
int16_t b_x2 = ((object_x(b))) + (b->width - b->widthOffset);
if (a_x1 < b_x2 && a_x2 > b_x1) {
if (b_y >= a_y) {
collision->up = b;
} else if (b_y < a_y) {
collision->down = b;
}
if (b_x1 >= a_x1) {
collision->right = b;
} else if (b_x1 < a_x1) {
collision->left = b;
}
_collision = 1;
}
}
}
b = b->next;
}
return _collision;
}
object_t*
enemy_closestPlayer(object_t* ptr)
{
if (game_player2 == 0) {
if (game_player1) {
return game_player1;
} else {
return 0;
}
} else if (game_player1 == 0) {
return game_player2;
}
if (object_get_state(game_player1) == OBJECT_STATE_REMOVED &&
object_get_state(game_player2) != OBJECT_STATE_REMOVED) {
return game_player2;
} else if (object_get_state(game_player2) == OBJECT_STATE_REMOVED &&
object_get_state(game_player1) != OBJECT_STATE_REMOVED) {
return game_player1;
} else if (object_get_state(game_player2) == OBJECT_STATE_REMOVED &&
object_get_state(game_player1) == OBJECT_STATE_REMOVED) {
return 0;
}
int player1Diff = abs(object_x(ptr)-object_x(game_player1)) + abs(object_y(ptr)-object_y(game_player1));
int player2Diff = abs(object_x(ptr)-object_x(game_player2)) + abs(object_y(ptr)-object_y(game_player2));
if (player1Diff < player2Diff) {
return game_player1;
} else {
return game_player2;
}
}
static int16_t
enemy_strikingDistanceX(object_t* a, object_t* b)
{
int16_t a_x = object_x(a) + (a->image->w>>2);
int16_t b_x = object_x(b) + (b->image->w>>2);
if (abs(a_x - b_x) > OBJECT_HIT_DISTANCE) {
return (object_x(a) > object_x(b)) ? 1 : -1;
}
return 0;
}
__attribute__((externally_visible)) uint16_t
level1_doorIntelligence(uint16_t deltaT, object_t* ptr, fighter_data_t* data)
{
if (object_y(ptr) == LEVEL1_ENEMY_BOSS_START_Y && object_x(ptr) > GAME_WORLD_WIDTH-144) {
ptr->velocity.x = -1;
} else if (object_y(ptr) < GAME_PAVEMENT_START) {
ptr->velocity.x = 0;
ptr->velocity.y = 1;
} else {
return enemy_intelligence(deltaT, ptr, data);
}
return 0;
}
uint16_t
enemy_intelligence(uint16_t deltaT, object_t* ptr, fighter_data_t* data)
{
if (object_get_state(ptr) != OBJECT_STATE_ALIVE) {
return 0;
}
#ifdef DEBUG
if (enemy_pause) {
ptr->velocity.x = 0;
ptr->velocity.y = 0;
return 0;
}
#endif
uint16_t attack = 0;
if (data->walkAbout > 0) {
data->walkAbout-=deltaT;
} else {
object_t* player = enemy_closestPlayer(ptr);
if (!player) {
ptr->velocity.x = 0;
ptr->velocity.y = 0;
return 0;
}
object_collision_t collision;
if (object_x(ptr)-game_cameraX <= 0) {
data->walkAbout = ENEMY_WALKABOUT_TICS;
ptr->velocity.x = 1;
} else if (object_x(ptr)-game_cameraX >= SCREEN_WIDTH) {
data->walkAbout = ENEMY_WALKABOUT_TICS;
ptr->velocity.x = -1;
} else if ((object_collision(deltaT, ptr, &collision, ENEMY_INTERCEPT_X_RANGE, ENEMY_INTERCEPT_Y_THRESHOLD))) {
if (collision.left) {
ptr->velocity.x = 1;
ptr->velocity.y = 0;
} else if (collision.right) {
ptr->velocity.x = -1;
ptr->velocity.y = 0;
} else if (collision.up) {
ptr->velocity.x = 0;
ptr->velocity.y = 1;
} else {
ptr->velocity.x = 0;
ptr->velocity.y = -1;
}
data->walkAbout = ENEMY_WALKABOUT_TICS;
} else {
ptr->velocity.x = enemy_strikingDistanceX(player, ptr);
if (abs(object_y(ptr)-object_y(player)) <= data->attackRangeY) {
if (ptr->velocity.x == 0) {
if (data->enemyAttackWait <= 0) {
data->enemyAttackWait = data->enemyAttackWaitTics;
attack = 1;
} else {
data->enemyAttackWait-=deltaT;
}
}
ptr->velocity.y = 0;
}
else if (object_y(ptr) < object_y(player)) {
ptr->velocity.y = data->speed;
} else if (object_y(ptr) > object_y(player)) {
ptr->velocity.y = -data->speed;
}
}
}
return attack;
}