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- /**
- @file constants.h
- This file contains definitions of game constants that are not considered
- part of game settings and whose change can ffect the game balance and
- playability, e.g. physics constants.
- by Miloslav Ciz (drummyfish), 2019
- Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
- plus a waiver of all other intellectual property. The goal of this work is to
- be and remain completely in the public domain forever, available for any use
- whatsoever.
- */
- #ifndef _SFG_CONSTANTS_H
- #define _SFG_CONSTANTS_H
- /**
- How quickly player moves, in squares per second.
- */
- #define SFG_PLAYER_MOVE_SPEED 7
- /**
- Gravity acceleration in squares / (second^2).
- */
- #define SFG_GRAVITY_ACCELERATION 30
- /**
- Initial upwards speed of player's jump, in squares per second.
- */
- #define SFG_PLAYER_JUMP_SPEED 5
- /**
- Melee and close-up attack range, in RCL_Units.
- */
- #define SFG_MELEE_RANGE 1600
- /**
- When a projectile is shot, it'll be offset by this distance (in RCL_Units)
- from the shooter.
- */
- #define SFG_PROJECTILE_SPAWN_OFFSET 256
- /**
- Player's melee hit range, in RCL_Units (RCL_UNITS_PER_SQUARE means full angle,
- 180 degrees to both sides).
- */
- #define SFG_PLAYER_MELEE_ANGLE 512
- /**
- How quickly elevators and squeezers move, in RCL_Unit per second.
- */
- #define SFG_MOVING_WALL_SPEED 1024
- /**
- How quickly doors open and close, in RCL_Unit per second.
- */
- #define SFG_DOOR_OPEN_SPEED 2048
- /**
- Helper special state value.
- */
- #define SFG_CANT_SAVE 255
- /**
- Says the distance in RCL_Units at which level elements (items, monsters etc.)
- are active.
- */
- #define SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE (12 * 1024)
- /**
- Rate at which AI will be updated, which also affects how fast enemies will
- appear.
- */
- #define SFG_AI_FPS 4
- /**
- Says a probability (0 - 255) of the AI changing its state during one update
- step.
- */
- #define SFG_AI_RANDOM_CHANGE_PROBABILITY 40
- /**
- Distance at which level elements (sprites) collide, in RCL_Unit (1024 per
- square).
- */
- #define SFG_ELEMENT_COLLISION_RADIUS 1800
- /**
- Height, in RCL_Units, at which collisions happen with level elements
- (sprites).
- */
- #define SFG_ELEMENT_COLLISION_HEIGHT 1024
- /**
- Distance at which explosion does damage and throws away the player, in
- RCL_Units. Should be higher than SFG_ELEMENT_COLLISION_RADIUS so that
- exploded rockets also hurt the target.
- */
- #define SFG_EXPLOSION_RADIUS 2000
- /**
- Distance in RCL_Units which the player is pushed away by an explosion. Watch
- out, a slightly higher value can make player go through walls. Rather keep
- this under RCL_UNITS_PER_SQUARE;
- */
- #define SFG_EXPLOSION_PUSH_AWAY_DISTANCE 1023
- /**
- How much damage triggers a barrel explosion.
- */
- #define SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD 3
- /**
- Maximum player health.
- */
- #define SFG_PLAYER_MAX_HEALTH 125
- /**
- Start health of player.
- */
- #define SFG_PLAYER_START_HEALTH 100
- /**
- At which value health indicator shows a warning (red color).
- */
- #define SFG_PLAYER_HEALTH_WARNING_LEVEL 20
- /**
- Amount of health that is increased by taking a health kit.
- */
- #define SFG_HEALTH_KIT_VALUE 20
- /**
- How much randomness (positive and negative) will be added to damage
- (e.g. by weapons, explosions, ...). This constant is is 0 to 255, 255 meaning
- 100% of the base value.
- */
- #define SFG_DAMAGE_RANDOMNESS 64
- /**
- Height of monster collision BBox in RCL_Units.
- */
- #define SFG_MONSTER_COLLISION_HEIGHT 1024
- /**
- Specifies key repeat delay, in ms.
- */
- #define SFG_KEY_REPEAT_DELAY 500
- /**
- Specifies key repeat period, in ms.
- */
- #define SFG_KEY_REPEAT_PERIOD 150
- /**
- Angle in which multiple projectiles are spread, RCL_Units.
- */
- #define SFG_PROJECTILE_SPREAD_ANGLE 100
- #define SFG_MAX_MONSTERS 64
- #define SFG_MAX_PROJECTILES 12
- #define SFG_MAX_DOORS 32
- #define SFG_AMMO_BULLETS 0
- #define SFG_AMMO_ROCKETS 1
- #define SFG_AMMO_PLASMA 2
- #define SFG_AMMO_TOTAL 3
- #define SFG_AMMO_NONE SFG_AMMO_TOTAL
- #define SFG_AMMO_INCREASE_BULLETS 10
- #define SFG_AMMO_INCREASE_ROCKETS 5
- #define SFG_AMMO_INCREASE_PLASMA 8
- #define SFG_AMMO_MAX_BULLETS 200
- #define SFG_AMMO_MAX_ROCKETS 100
- #define SFG_AMMO_MAX_PLASMA 150
- /**
- Duration of story text (intro/outro) in ms.
- */
- #define SFG_STORYTEXT_DURATION 15000
- /**
- Time in ms of the player death animation.
- */
- #define SFG_LOSE_ANIMATION_DURATION 2000
- /**
- Time in ms of the level win animation.
- */
- #define SFG_WIN_ANIMATION_DURATION 2500
- /**
- Time in ms of the level start stage.
- */
- #define SFG_LEVEL_START_DURATION 1500
- /**
- Vertical sprite size, in RCL_Units.
- */
- #define SFG_BASE_SPRITE_SIZE RCL_UNITS_PER_SQUARE
- /**
- Default value of the settings byte.
- */
- #define SFG_DEFAULT_SETTINGS 0x03
- // -----------------------------------------------------------------------------
- // derived constants
- #define SFG_GAME_RESOLUTION_X \
- (SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN)
- #define SFG_GAME_RESOLUTION_Y \
- (SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
- #define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS
- #if SFG_MS_PER_FRAME == 0
- #undef SFG_MS_PER_FRAME
- #define SFG_MS_PER_FRAME 1
- #endif
- #define SFG_KEY_REPEAT_DELAY_FRAMES \
- (SFG_KEY_REPEAT_DELAY / SFG_MS_PER_FRAME)
- #if SFG_KEY_REPEAT_DELAY_FRAMES == 0
- #undef SFG_KEY_REPEAT_DELAY_FRAMES
- #define SFG_KEY_REPEAT_DELAY_FRAMES 1
- #endif
- #define SFG_KEY_REPEAT_PERIOD_FRAMES \
- (SFG_KEY_REPEAT_PERIOD / SFG_MS_PER_FRAME)
- #if SFG_KEY_REPEAT_PERIOD_FRAMES == 0
- #undef SFG_KEY_REPEAT_PERIOD_FRAMES
- #define SFG_KEY_REPEAT_PERIOD_FRAMES 1
- #endif
- #define SFG_WEAPON_IMAGE_SCALE \
- (SFG_GAME_RESOLUTION_X / (SFG_TEXTURE_SIZE * 5))
- #if SFG_WEAPON_IMAGE_SCALE == 0
- #undef SFG_WEAPON_IMAGE_SCALE
- #define SFG_WEAPON_IMAGE_SCALE 1
- #endif
- #define SFG_WEAPONBOB_OFFSET_PIXELS \
- (SFG_WEAPONBOB_OFFSET * SFG_WEAPON_IMAGE_SCALE)
- #define SFG_WEAPON_IMAGE_POSITION_X \
- (SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2)
- #if SFG_GAME_RESOLUTION_Y > 70
- #define SFG_WEAPON_IMAGE_POSITION_Y \
- (SFG_GAME_RESOLUTION_Y - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE))
- #elif SFG_GAME_RESOLUTION_Y > 50
- #define SFG_WEAPON_IMAGE_POSITION_Y (SFG_GAME_RESOLUTION_Y \
- - ((SFG_WEAPON_IMAGE_SCALE * 3 * SFG_TEXTURE_SIZE) / 4))
- #else
- #define SFG_WEAPON_IMAGE_POSITION_Y \
- (SFG_GAME_RESOLUTION_Y - SFG_TEXTURE_SIZE / 2)
- #endif
- #define SFG_PLAYER_TURN_UNITS_PER_FRAME \
- ((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS))
- #if SFG_PLAYER_TURN_UNITS_PER_FRAME == 0
- #undef SFG_PLAYER_TURN_UNITS_PER_FRAME
- #define SFG_PLAYER_TURN_UNITS_PER_FRAME 1
- #endif
- #define SFG_PLAYER_MOVE_UNITS_PER_FRAME \
- ((SFG_PLAYER_MOVE_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
- #if SFG_PLAYER_MOVE_UNITS_PER_FRAME == 0
- #undef SFG_PLAYER_MOVE_UNITS_PER_FRAME
- #define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1
- #endif
- #define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \
- ((SFG_GRAVITY_ACCELERATION * RCL_UNITS_PER_SQUARE) / (SFG_FPS * SFG_FPS))
- #if SFG_GRAVITY_SPEED_INCREASE_PER_FRAME == 0
- #undef SFG_GRAVITY_SPEED_INCREASE_PER_FRAME
- #define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
- #endif
- #define SFG_PLAYER_JUMP_OFFSET_PER_FRAME \
- (((SFG_PLAYER_JUMP_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS) \
- - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME / 2)
- /* ^ This subtraction corrects the initial veloc. so that the numeric curve
- copies the analytical (smooth) curve. Without it the numeric curve goes
- ABOVE and makes player jump higher with lower FPS. To make sense of this
- try to solve the differential equation and plot it. */
- #if SFG_PLAYER_JUMP_OFFSET_PER_FRAME == 0
- #undef SFG_PLAYER_JUMP_OFFSET_PER_FRAME
- #define SFG_PLAYER_JUMP_OFFSET_PER_FRAME 1
- #endif
- #define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \
- (SFG_HEADBOB_SPEED / SFG_FPS)
- #if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0
- #undef SFG_HEADBOB_FRAME_INCREASE_PER_FRAME
- #define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1
- #endif
- #define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
- #define SFG_CAMERA_SHEAR_STEP_PER_FRAME \
- ((SFG_GAME_RESOLUTION_Y * SFG_CAMERA_SHEAR_SPEED) / SFG_FPS)
- #if SFG_CAMERA_SHEAR_STEP_PER_FRAME == 0
- #undef SFG_CAMERA_SHEAR_STEP_PER_FRAME
- #define SFG_CAMERA_SHEAR_STEP_PER_FRAME 1
- #endif
- #define SFG_CAMERA_MAX_SHEAR_PIXELS \
- ((SFG_CAMERA_MAX_SHEAR * SFG_GAME_RESOLUTION_Y) / 1024)
- #define SFG_FONT_SIZE_SMALL \
- (SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 50))
- #if SFG_FONT_SIZE_SMALL == 0
- #undef SFG_FONT_SIZE_SMALL
- #define SFG_FONT_SIZE_SMALL 1
- #endif
- #define SFG_FONT_SIZE_MEDIUM \
- (SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 30))
- #if SFG_FONT_SIZE_MEDIUM == 0
- #undef SFG_FONT_SIZE_MEDIUM
- #define SFG_FONT_SIZE_MEDIUM 1
- #endif
- #define SFG_FONT_SIZE_BIG \
- (SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 18))
- #if SFG_FONT_SIZE_BIG == 0
- #undef SFG_FONT_SIZE_BIG
- #define SFG_FONT_SIZE_BIG 1
- #endif
- #define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
- /**
- Step in which walls get higher, in raycastlib units.
- */
- #define SFG_WALL_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 4)
- #define SFG_CEILING_MAX_HEIGHT\
- (16 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2 )
- #define SFG_DOOR_UP_DOWN_MASK 0x20
- #define SFG_DOOR_LOCK(doorRecord) ((doorRecord) >> 6)
- #define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f
- #define SFG_DOOR_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 0x1f)
- #define SFG_DOOR_INCREMENT_PER_FRAME \
- (SFG_DOOR_OPEN_SPEED / (SFG_DOOR_HEIGHT_STEP * SFG_FPS))
- #if SFG_DOOR_INCREMENT_PER_FRAME == 0
- #undef SFG_DOOR_INCREMENT_PER_FRAME
- #define SFG_DOOR_INCREMENT_PER_FRAME 1
- #endif
- #define SFG_MAX_ITEMS SFG_MAX_LEVEL_ELEMENTS
- #define SFG_MAX_SPRITE_SIZE SFG_GAME_RESOLUTION_X
- #define SFG_MAP_PIXEL_SIZE (SFG_GAME_RESOLUTION_Y / SFG_MAP_SIZE)
- #if SFG_MAP_PIXEL_SIZE == 0
- #undef SFG_MAP_PIXEL_SIZE
- #define SFG_MAP_PIXEL_SIZE 1
- #endif
- #define SFG_AI_UPDATE_FRAME_INTERVAL \
- (SFG_FPS / SFG_AI_FPS)
- #if SFG_AI_UPDATE_FRAME_INTERVAL == 0
- #undef SFG_AI_UPDATE_FRAME_INTERVAL
- #define SFG_AI_UPDATE_FRAME_INTERVAL 1
- #endif
- #define SFG_SPRITE_ANIMATION_FRAME_DURATION \
- (SFG_FPS / SFG_SPRITE_ANIMATION_SPEED)
- #if SFG_SPRITE_ANIMATION_FRAME_DURATION == 0
- #undef SFG_SPRITE_ANIMATION_FRAME_DURATION
- #define SFG_SPRITE_ANIMATION_FRAME_DURATION 1
- #endif
- #define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 40)
- #define SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS \
- (SFG_GAME_RESOLUTION_Y / SFG_HUD_BORDER_INDICATOR_WIDTH)
- #define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES \
- (SFG_HUD_BORDER_INDICATOR_DURATION / SFG_MS_PER_FRAME)
- #if SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES == 0
- #define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES 1
- #endif
- #define SFG_BLINK_PERIOD_FRAMES (SFG_BLINK_PERIOD / SFG_MS_PER_FRAME)
- #define SFG_HUD_BAR_HEIGHT \
- (SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + SFG_HUD_MARGIN * 2 + 1)
- // -----------------------------------------------------------------------------
- // monsters
- #define SFG_MONSTER_ATTACK_MELEE 0
- #define SFG_MONSTER_ATTACK_FIREBALL 1
- #define SFG_MONSTER_ATTACK_BULLET 2
- #define SFG_MONSTER_ATTACK_FIREBALL_BULLET 3
- #define SFG_MONSTER_ATTACK_PLASMA 4
- #define SFG_MONSTER_ATTACK_EXPLODE 5
- #define SFG_MONSTER_ATTACK_FIREBALL_PLASMA 6
- #define SFG_MONSTER_ATTRIBUTE(attackType,aggressivity0to255,health0to255,spriteSize0to3) \
- ((uint16_t) ( \
- attackType | \
- ((aggressivity0to255 / 8) << 3) | \
- (spriteSize0to3 << 8) | \
- ((health0to255 / 4) << 10)))
- #define SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber) \
- (SFG_monsterAttributeTable[monsterNumber] & 0x0007)
- #define SFG_GET_MONSTER_AGGRESSIVITY(monsterNumber) \
- (((SFG_monsterAttributeTable[monsterNumber] >> 3) & 0x1F) * 8)
- #define SFG_GET_MONSTER_SPRITE_SIZE(monsterNumber) \
- ((SFG_monsterAttributeTable[monsterNumber] >> 8) & 0x03)
- #define SFG_GET_MONSTER_MAX_HEALTH(monsterNumber) \
- (((SFG_monsterAttributeTable[monsterNumber] >> 10) & 0x3F) * 4)
- /**
- Table of monster attributes, each as a 16bit word in format:
- MSB hhhhhhssaaaattt LSB
- ttt: attack type
- aaaaa: aggressivity (frequence of attacks), 0 to 31
- ss: sprite size
- hhhhhh: health, 0 to 63
- */
- uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
- {
- /* spider */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL,40,61,2),
- /* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,90,170,3),
- /* warrior */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_MELEE,255,40,1),
- /* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,56,92,1),
- /* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_PLASMA,128,255,3),
- /* turret */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_BULLET,32,23,0),
- /* explod. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_EXPLODE,255,36,1)
- };
- // -----------------------------------------------------------------------------
- // weapons and projectiles
- #define SFG_WEAPON_KNIFE 0
- #define SFG_WEAPON_SHOTGUN 1
- #define SFG_WEAPON_MACHINE_GUN 2
- #define SFG_WEAPON_ROCKET_LAUNCHER 3
- #define SFG_WEAPON_PLASMAGUN 4
- #define SFG_WEAPON_SOLUTION 5
- #define SFG_WEAPONS_TOTAL 6
- #define SFG_WEAPON_ATTRIBUTE(fireType,projectileCount,fireCooldownMs) \
- ((uint8_t) (fireType | ((projectileCount - 1) << 2) | ((fireCooldownMs / (SFG_MS_PER_FRAME * 16)) << 4)))
- #define SFG_GET_WEAPON_FIRE_TYPE(weaponNumber) \
- (SFG_weaponAttributeTable[weaponNumber] & 0x03)
- #define SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(weaponNumber) \
- ((SFG_weaponAttributeTable[weaponNumber] >> 4) * 16)
- #define SFG_GET_WEAPON_PROJECTILE_COUNT(weaponNumber) \
- (((SFG_weaponAttributeTable[weaponNumber] >> 2) & 0x03) + 1)
- #define SFG_MIN_WEAPON_COOLDOWN_FRAMES 8
- #define SFG_WEAPON_FIRE_TYPE_MELEE 0
- #define SFG_WEAPON_FIRE_TYPE_BULLET 1
- #define SFG_WEAPON_FIRE_TYPE_FIREBALL 2
- #define SFG_WEAPON_FIRE_TYPE_PLASMA 3
- #define SFG_WEAPON_FIRE_TYPES_TOTAL 4
- /**
- Table of weapon attributes, each as a byte in format:
- MSB ccccnnff LSB
- ff: fire type
- nn: number of projectiles - 1
- cccc: fire cooldown in frames, i.e. time after which the next shot can be
- shot again, ccccc has to be multiplied by 16 to get the real value
- */
- static const uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
- {
- /* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2
- /* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1250), // DPS: 12.8
- /* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,1,700), // DPS: 11.4
- /* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,1,850), // DPS: 28.2
- /* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,1,550), // DPS: 32.7
- /* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050) // DPS: 85.7
- };
- static const uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
- {
- /* melee */ 4,
- /* bullet */ 8,
- /* explostion (fireball) */ 24,
- /* plasma */ 18
- };
- #define SFG_PROJECTILE_EXPLOSION 0
- #define SFG_PROJECTILE_FIREBALL 1
- #define SFG_PROJECTILE_PLASMA 2
- #define SFG_PROJECTILE_DUST 3
- #define SFG_PROJECTILE_BULLET 4
- #define SFG_PROJECTILE_NONE 255
- #define SFG_PROJECTILES_TOTAL 5
- #define SFG_PROJECTILE_ATTRIBUTE(speedSquaresPerSec,timeToLiveMs) \
- ((uint8_t) \
- ((((speedSquaresPerSec / 4 == 0) && (speedSquaresPerSec != 0)) ? 1 : speedSquaresPerSec / 4) | \
- ((timeToLiveMs / (8 * SFG_MS_PER_FRAME)) << 3)))
- #define SFG_GET_PROJECTILE_SPEED_UPF(projectileNumber) \
- (((SFG_projectileAttributeTable[projectileNumber] & 0x07) * 4 * RCL_UNITS_PER_SQUARE) / SFG_FPS)
- #define SFG_GET_PROJECTILE_FRAMES_TO_LIVE(projectileNumber) \
- ((SFG_projectileAttributeTable[projectileNumber] >> 3) * 8)
- /**
- Table of projectile attributes, each as a byte in format:
- MSB lllllsss LSB
- fff: half speed in game squares per second
- lllll: eigth of frames to live
- */
- #define LOW_FPS (SFG_FPS < 24) ///< low FPS needs low speeds, because collisions
- static const uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
- {
- /* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
- /* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000),
- #if LOW_FPS
- /* plasma */ SFG_PROJECTILE_ATTRIBUTE(17,500),
- #else
- /* plasma */ SFG_PROJECTILE_ATTRIBUTE(18,500),
- #endif
- /* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450),
- #if LOW_FPS
- /* bullet */ SFG_PROJECTILE_ATTRIBUTE(17,1000)
- #else
- /* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000)
- #endif
- };
- #undef LOW_FPS
- #endif // guard
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