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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
 
Copyright (C) 1989, 1991 Free Software Foundation, Inc., <http://fsf.org/>
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
 
Preamble
 
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
 
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
 
To protect your rights, we need to make restrictions that forbid
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These restrictions translate to certain responsibilities for you if you
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For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
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source code. And you must show them these terms so they know their
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We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
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The precise terms and conditions for copying, distribution and
modification follow.
 
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
 
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
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means either the Program or any derivative work under copyright law:
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either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
 
Activities other than copying, distribution and modification are not
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is covered only if its contents constitute a work based on the
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Whether that is true depends on what the Program does.
 
1. You may copy and distribute verbatim copies of the Program's
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and give any other recipients of the Program a copy of this License
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you may at your option offer warranty protection in exchange for a fee.
 
2. You may modify your copy or copies of the Program or any portion
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above, provided that you also meet all of these conditions:
 
a) You must cause the modified files to carry prominent notices
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b) You must cause any work that you distribute or publish, that in
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announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
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the Program is not required to print an announcement.)
 
These requirements apply to the modified work as a whole. If
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In addition, mere aggregation of another work not based on the Program
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3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
 
a) Accompany it with the complete corresponding machine-readable
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b) Accompany it with a written offer, valid for at least three
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4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
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6. Each time you redistribute the Program (or any work based on the
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to distribute software through any other system and a licensee cannot
impose that choice.
 
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
 
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
 
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
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address new problems or concerns.
 
Each version is given a distinguishing version number. If the Program
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either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
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Software Foundation, write to the Free Software Foundation; we sometimes
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NO WARRANTY
 
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
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TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
 
END OF TERMS AND CONDITIONS
 
How to Apply These Terms to Your New Programs
 
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
 
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
 
{description}
Copyright (C) {year} {fullname}
 
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
 
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 
Also add information on how to contact you by electronic and paper mail.
 
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
 
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
 
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
 
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
 
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
 
{signature of Ty Coon}, 1 April 1989
Ty Coon, President of Vice
 
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.
/contrib/games/hydracastlelabyrinth/Makefile
0,0 → 1,94
CC = kos32-gcc
LD = kos32-ld
OBJCOPY = kos32-objcopy
KPACK = kpack
STRIP = kos32-strip
 
HCL = hcl
 
SDK_DIR = $(abspath ../../sdk)
 
CFLAGS = -c -O2 -std=c11 -mpreferred-stack-boundary=2 -fno-ident -fomit-frame-pointer -fno-stack-check \
-fno-stack-protector -mno-stack-arg-probe -fno-exceptions -fno-asynchronous-unwind-tables \
-ffast-math -mno-ms-bitfields -march=pentium-mmx \
-U__WIN32__ -U_Win32 -U_WIN32 -U__MINGW32__ -UWIN32 -D_KOLIBRI \
-D_GNU_SOURCE=1 -Wno-missing-field-initializers -D_SDL -DUSE_SDL=1 -DOGG_MUSIC
 
LDFLAGS = -static -S -nostdlib -T $(SDK_DIR)/sources/newlib/app.lds -Map=output.map --image-base 0 --subsystem native
 
INCLUDES = -I$(SDK_DIR)/sources/newlib/libc/include -I$(SDK_DIR)/sources/SDL-1.2.2_newlib/include -I$(SDK_DIR)/sources/SDL_mixer-1.2.12 -Isrc
LIBPATH = -L$(SDK_DIR)/lib
 
GAME_OBJS = \
src/collision.o \
src/effect.o \
src/enemy.o \
src/game.o \
src/hero.o \
src/ini.o \
src/inventory.o \
src/main.o \
src/object.o \
src/options.o \
src/PHL.o \
src/platform.o \
src/qda.o \
src/stagedata.o \
src/text.o \
src/titlescreen.o \
src/weapon.o \
src/enemies/batboss.o \
src/enemies/bat.o \
src/enemies/bee.o \
src/enemies/boar.o \
src/enemies/boomknight.o \
src/enemies/crab.o \
src/enemies/devil.o \
src/enemies/dodo.o \
src/enemies/dog.o \
src/enemies/firewheel.o \
src/enemies/fish.o \
src/enemies/garm.o \
src/enemies/gas.o \
src/enemies/ghoul.o \
src/enemies/golem.o \
src/enemies/gyra.o \
src/enemies/heads.o \
src/enemies/hydra.o \
src/enemies/jellyfish.o \
src/enemies/knight.o \
src/enemies/lolidra.o \
src/enemies/pendulum.o \
src/enemies/podoboo.o \
src/enemies/poisonknight.o \
src/enemies/pumpkin.o \
src/enemies/seal.o \
src/enemies/skeleton.o \
src/enemies/skull.o \
src/enemies/slime.o \
src/enemies/slug.o \
src/enemies/thwomp.o \
src/enemies/waterjumper.o \
src/enemies/wizard.o
 
SDL_OBJS = src/sdl/audio.o \
src/sdl/input.o \
src/sdl/graphics.o \
src/sdl/system.o \
src/sdl/joystick_stub.o
 
MISC_OBJS = src/misc.o
 
LIBS = -lSDL_mixer -lvorbis -logg -lSDLn -lsound -lgcc -lc.dll
 
$(HCL): $(GAME_OBJS) $(SDL_OBJS) $(MISC_OBJS)
$(LD) $(LDFLAGS) $(LIBPATH) $(GAME_OBJS) $(SDL_OBJS) $(MISC_OBJS) -o $(HCL) $(LIBS)
$(STRIP) -S $(HCL)
$(OBJCOPY) $(HCL) -O binary
$(KPACK) --nologo $(HCL)
 
%.o : %.c
$(CC) $(CFLAGS) $(INCLUDES) -o $@ $<
 
clean:
rm $(GAME_OBJS) $(SDL_OBJS)
/contrib/games/hydracastlelabyrinth/README.md
0,0 → 1,71
# Hydra Castle Labyrinth
 
![HCL build status](https://api.travis-ci.org/ptitSeb/hydracastlelabyrinth.png "HCL build status")
 
This version of Hydra Castle Labyrinth is based on the 3DS port (see below for original notice)
 
This version use SDL (either 1.2 or 2.0) and build on Linux, OpenPandora, PocketCHIP and ODROID.
 
You'll need SDL and SDL_mixer to build, either version 1.2 or 2.0.
The SDL2 version use SDL Renderer and so is hardware accelerated.
The SDL1.2 version use plain bitmap (no OpenGL or GLES needed).
 
On Debian and friend, to prepare and build, you can do (if you never build anything before, start with `sudo apt install build-essential git`):
For SDL1.2
```
sudo apt install libsdl-dev libsdl-mixer1.2-dev cmake
cd ~
git clone https://github.com/ptitSeb/hydracastlelabyrinth.git
cd hydracastlelabyrinth
cmake .
make
```
For SDL2.0
```
sudo apt install libsdl2-2.0-dev libsdl2-mixer2.0-dev cmake
cd ~
git clone https://github.com/ptitSeb/hydracastlelabyrinth.git
cd hydracastlelabyrinth
cmake . -DUSE_SDL2=ON
make
```
 
To hear music, you can optionnaly use timidity, but it will play OGG track by default.
```
sudo apt install timidity
```
And launch the game with
```
./hcl
```
To start windowed 640x480 game. You can have fullscreen with `./hcl -f` or `./hcl -d` to have fullscreen at current desktop resolution.
 
![sreenshot on Pandora](screenshot.png "screenshot on Pandora")
 
# Web Version
 
You can play an Emscripten version directly on your browser here: https://ptitseb.github.io/hydracastlelabyrinth/
 
# Original Notice
 
 
 
**This work has been done by an anon from /hbg/ on 4chan.org/vg/ and not me!**
 
 
 
 
I've asked the original author about what license to use and he allowed me to use the GPLv2.
Therefore consider each file to be licensed under the GPLv2, even if there is no disclaimer inside of each file.
You will have gotten a copy of the license as part of the git and if not, get a copy from `https://www.gnu.org/licenses/gpl-2.0.html`.
 
Original author notes:
Source code for the fan-made port of Hydra Castle Labyrinth for 3DS
 
Anything related to the PSP and Wii are unfinished.
 
(Yes, it does look like a 3rd grader programmed this.)
 
 
The game's originally done by E.Hashimoto (a.k.a. Buster).
You can download some of his works under this [link](http://hp.vector.co.jp/authors/VA025956/).
/contrib/games/hydracastlelabyrinth/compile_flags.txt
0,0 → 1,2
-D_SDL
-D_KOLIBRI
/contrib/games/hydracastlelabyrinth/icon.png
Cannot display: file marked as a binary type.
svn:mime-type = image/png
Property changes:
Added: svn:mime-type
+image/png
\ No newline at end of property
/contrib/games/hydracastlelabyrinth/src/PHL.c
0,0 → 1,85
#include "PHL.h"
#include <stdio.h>
#include <string.h>
#include "qda.h"
#include "game.h"
 
int WHITE, RED, YELLOW;
 
void PHL_Init()
{
PHL_GraphicsInit();
PHL_AudioInit(); // DBG
 
#ifdef _3DS
Result rc = romfsInit();
/*if (rc) {
printf("romfsInit: %08lX\n", rc);
//while(1){}
}
else
{
printf("\nromfs Init Successful!\n");
}*/
#endif
 
WHITE = 0;
RED = 1;
YELLOW = 2;
}
 
void PHL_Deinit()
{
PHL_AudioClose();
PHL_GraphicsExit();
#ifdef _3DS
romfsExit();
#endif
}
 
//Extracts bmps from the bmp.qda archive file
PHL_Surface PHL_LoadQDA(char* fname)
{
PHL_Surface surf;
int numofsheets = 29;
for (int i = 0; i < numofsheets; i++)
{
if (strcmp(fname, (char*)headers[i].fileName) == 0) { //Match found
//printf("\nMatch Found: %s", fname);
surf = PHL_LoadBMP(i);
i = numofsheets; //End search
}
}
return surf;
}
 
void PHL_DrawTextBold(char* txt, int dx, int dy, int col)
{
int i, cx, cy;
for (i = 0; i < strlen(txt); i++)
{
cx = (txt[i] - 32) * 16;
cy = 32 * col;
while (cx >= 512) {
cx -= 512;
cy += 16;
}
PHL_DrawSurfacePart(dx + (16 * i), dy, cx, cy, 16, 16, images[imgBoldFont]);
}
}
 
void PHL_DrawTextBoldCentered(char* txt, int dx, int dy, int col)
{
if (dy < 640 && dy > -16) {
int stringW = strlen(txt) * 16;
PHL_DrawTextBold(txt, dx - (stringW / 2), dy, col);
}
}
/contrib/games/hydracastlelabyrinth/src/PHL.h
0,0 → 1,56
/*
PHL stands for Portable Homebrew Library
*/
#ifndef PHL_H
#define PHL_H
 
#ifdef _3DS
#include "3ds/system.h"
#include "3ds/graphics.h"
#include "3ds/input.h"
#include "3ds/audio.h"
#endif
 
#ifdef _WII
#include "wii/system.h"
#include "wii/graphics.h"
#include "wii/input.h"
#include "wii/audio.h"
#endif
 
#ifdef _PSP
#include "psp/system.h"
#include "psp/graphics.h"
#include "psp/input.h"
#include "psp/audio.h"
#endif
 
#ifdef _SDL
#ifdef _SDL2
#include "sdl2/system.h"
#include "sdl2/graphics.h"
#include "sdl2/input.h"
#include "sdl2/audio.h"
#else
#include "sdl/system.h"
#include "sdl/graphics.h"
#include "sdl/input.h"
#include "sdl/audio.h"
#endif
#endif
 
 
typedef struct {
int x, y, w, h;
} PHL_Rect;
 
void PHL_Init();
void PHL_Deinit();
 
extern int WHITE, RED, YELLOW;
 
PHL_Surface PHL_LoadQDA(char* fname);
void PHL_DrawTextBold(char* txt, int dx, int dy, int col);
void PHL_DrawTextBoldCentered(char* txt, int dx, int dy, int col);
 
#endif
/contrib/games/hydracastlelabyrinth/src/amigaos.h
0,0 → 1,15
#include <stdint.h>
#include <string.h>
 
inline void littleBigEndian (void *x, int sz) {
unsigned char *toConvert = (unsigned char *)(x);
unsigned char tmp;
for (size_t i = 0; i < sz/2; ++i) {
tmp = toConvert[i];
toConvert[i] = toConvert[sz - i - 1];
toConvert[sz - i - 1] = tmp;
}
}
 
inline void BE16(uint16_t* w) {littleBigEndian(w, 2);}
inline void BE32(uint32_t* i) {littleBigEndian(i, 4);}
/contrib/games/hydracastlelabyrinth/src/collision.c
0,0 → 1,336
#include "collision.h"
#include "math.h"
#include "game.h"
#include "PHL.h"
#include "object.h"
 
int checkMix(Mask r, Mask c);
int checkRect(Mask r1, Mask r2);
int checkCircle(Mask c1, Mask c2);
 
int checkCollision(Mask m1, Mask m2)
{
if (m1.unused != 1 && m2.unused != 1) {
if (m1.circle == 0 && m2.circle == 0) {
return checkRect(m1, m2);
}else if (m1.circle == 1 && m2.circle == 1) {
return checkCircle(m1, m2);
}else if (m1.circle == 1 && m2.circle == 0) {
return checkMix(m2, m1);
}else if (m1.circle == 0 && m2.circle == 1) {
return checkMix(m1, m2);
}
}
return 0;
}
 
int checkCollisionXY(Mask m, int x, int y)
{
int result = 0;
if (m.unused != 1) {
if (m.circle == 1) {
if (sqrt( pow(x - m.x, 2) + pow(y - m.y, 2) ) <= m.w) {
result = 1;
}
}else{
if (x < m.x || x > m.x + m.w || y < m.y || y > m.y + m.h) {
}else{
result = 1;
}
}
}
return result;
}
 
//Returns 1 or 0 depending on if there is a collision with a type of tile
int checkTileCollision(int type, Mask m)
{
int result = 0;
if (m.x < 0) {
m.x = 0;
}else if (m.x + m.w > 640) {
m.x = 640 - m.w;
}
if (m.y < 0) {
m.y = 0;
}else if (m.y + m.h > 480) {
m.y = 480 - m.h;
}
int i;
for (i = 0; i < 4; i++) {
int tileX = (int)m.x / 40;
int tileY = (int)m.y / 40;
if (i == 1) {
tileX = (int)((m.x + m.w - 1) / 40);
}else if (i == 2) {
tileY = (int)((m.y + m.h - 1) / 40);
}else if (i == 3) {
tileX = (int)((m.x + m.w - 1) / 40);
tileY = (int)((m.y + m.h - 1) / 40);
}
if (collisionTiles[tileX][tileY] == type) {
result = 1;
i = 4;
}
}
return result;
}
 
//Returns a tile's demension. Overkill for a lot of situations.
PHL_Rect getTileCollision(int type, Mask m)
{
PHL_Rect result;
result.x = -1;
result.y = -1;
result.w = 40;
result.h = 40;
//updateMask();
if (m.x < 0) {
m.x = 0;
}else if (m.x + m.w > 640) {
m.x = 640 - m.w;
}
if (m.y < 0) {
m.y = 0;
}else if (m.y + m.h > 480) {
m.y = 480 - m.h;
}
//PHL_DrawRect(mask.x, mask.y, mask.w, mask.h, PHL_NewRGB(0x00, 0x00, 0xFF));
int i;
for (i = 0; i < 4; i++) {
int tileX = (int)m.x / 40;
int tileY = (int)m.y / 40;
if (i == 1) {
tileX = (int)((m.x + m.w - 1) / 40);
}else if (i == 2) {
tileY = (int)((m.y + m.h - 1) / 40);
}else if (i == 3) {
tileX = (int)((m.x + m.w - 1) / 40);
tileY = (int)((m.y + m.h - 1) / 40);
}
if (collisionTiles[tileX][tileY] == type) {
result.x = tileX * 40;
result.y = tileY * 40;
i = 4;
//PHL_DrawRect(result.x, result.y, 40, 40, PHL_NewRGB(0xFF, 0x00, 0x00));
}
//PHL_DrawRect(tileX * 40, tileY * 40, 40, 40, PHL_NewRGB(0x00, 0xFF, 0x00));
}
//updateMask();
return result;
}
 
int checkTileCollisionXY(int type, int x, int y)
{
int result = 0;
if (x < 0) {
x = 0;
}else if (x > 640) {
x = 640;
}
if (y < 0) {
y = 0;
}else if (y > 480) {
y = 480;
}
int tileX = (int)x / 40;
int tileY = (int)y / 40;
if (collisionTiles[tileX][tileY] == type) {
result = 1;
}
return result;
}
 
PHL_Rect getTileCollisionXY(int type, int x, int y)
{
PHL_Rect result;
result.x = -1;
result.y = -1;
result.w = 40;
result.h = 40;
if (x < 0) {
x = 0;
}else if (x > 640) {
x = 640;
}
if (y < 0) {
y = 0;
}else if (y > 480) {
y = 480;
}
int tileX = (int)x / 40;
int tileY = (int)y / 40;
if (collisionTiles[tileX][tileY] == type) {
result.x = tileX * 40;
result.y = tileY * 40;
}
return result;
}
 
void PHL_DrawMask(Mask m)
{
if (m.circle == 0) {
PHL_DrawRect(m.x, m.y, m.w, m.h, PHL_NewRGB(255, 255, 255));
}else if (m.circle == 1) {
PHL_DrawRect(m.x - m.w, m.y - m.w, m.w * 2, m.w * 2, PHL_NewRGB(255, 255, 255));
}
}
 
int checkMix(Mask r, Mask c)
{
int insidex = 0, insidey = 0;
if (c.x >= r.x && c.x <= r.x + r.w) {
insidex = 1;
}
if (c.y >= r.y && c.y <= r.y + r.h) {
insidey = 1;
}
//Check if circle center is inside rectangle
if (insidex == 1 && insidey == 1) {
}
else if (insidex == 1) {
if ((c.y < r.y && r.y - c.y <= c.w) ||
(c.y > (r.y + r.h) && c.y - (r.y + r.h) <= c.w)) {
}else{
return 0;
}
}else if (insidey == 1) {
if ((c.x < r.x && r.x - c.x <= c.w) ||
(c.x > (r.x + r.w) && c.x - (r.x + r.w) <= c.w)) {
}else{
return 0;
}
}else{
//Check points
if (sqrt( pow(r.x - c.x, 2) + pow(r.y - c.y, 2) ) <= c.w) {
}else if (sqrt( pow(r.x + r.w - c.x, 2) + pow(r.y - c.y, 2) ) <= c.w) {
}else if (sqrt( pow(r.x - c.x, 2) + pow(r.y + r.h - c.y, 2) ) <= c.w) {
}else if (sqrt( pow(r.x + r.w - c.x, 2) + pow( r.y + r.h - c.y, 2) ) <= c.w) {
}else{
return 0;
}
}
return 1;
}
 
int checkRect(Mask r1, Mask r2)
{
if (r1.x > r2.x + r2.w ||
r1.x + r1.w < r2.x ||
r1.y > r2.y + r2.h ||
r1.y + r1.h < r2.y)
{
return 0;
}
return 1;
}
 
int checkCircle(Mask c1, Mask c2)
{
int maxdis = c1.w + c2.w;
int dis = sqrt(pow(c2.x - c1.x, 2) + pow(c2.y - c1.y, 2));
if (dis <= maxdis) {
return 1;
}
return 0;
}
 
//Heavier tile collision that omits destroyable blocks
PHL_Rect getTileCollisionWeapon(int type, Mask m)
{
PHL_Rect result;
result.x = -1;
result.y = -1;
result.w = 40;
result.h = 40;
//updateMask();
if (m.x < 0) {
m.x = 0;
}else if (m.x + m.w > 640) {
m.x = 640 - m.w;
}
if (m.y < 0) {
m.y = 0;
}else if (m.y + m.h > 480) {
m.y = 480 - m.h;
}
//PHL_DrawRect(mask.x, mask.y, mask.w, mask.h, PHL_NewRGB(0x00, 0x00, 0xFF));
int i;
for (i = 0; i < 4; i++) {
int tileX = (int)m.x / 40;
int tileY = (int)m.y / 40;
if (i == 1) {
tileX = (int)((m.x + m.w - 1) / 40);
}else if (i == 2) {
tileY = (int)((m.y + m.h - 1) / 40);
}else if (i == 3) {
tileX = (int)((m.x + m.w - 1) / 40);
tileY = (int)((m.y + m.h - 1) / 40);
}
if (collisionTiles[tileX][tileY] == type) {
result.x = tileX * 40;
result.y = tileY * 40;
//Check if destroyable block
int a;
for (a = 0; a < MAX_OBJECTS; a++) {
if (objects[a] != NULL) {
if (objects[a]->type == 3) {
Destroyable* d = objects[a]->data;
if (result.x == d->x && result.y == d->y) {
result.x = -1;
result.y = -1;
}
}
}
}
if (result.x != -1) {
i = 4;
}
}
}
//updateMask();
return result;
}
/contrib/games/hydracastlelabyrinth/src/collision.h
0,0 → 1,27
#ifndef COLLISION_H
#define COLLISION_H
 
#include "PHL.h"
 
typedef struct {
int circle; //1 if circle, 0 is rectangle
int x, y;
int w, h; //width is the radius if it's a circle
int unused;
} Mask;
 
void PHL_DrawMask(Mask m);
 
int checkCollision(Mask m1, Mask m2);
 
int checkTileCollision(int type, Mask m);
PHL_Rect getTileCollision(int type, Mask m);
 
int checkCollisionXY(Mask m, int x, int y);
 
int checkTileCollisionXY(int type, int x, int y);
PHL_Rect getTileCollisionXY(int type, int x, int y);
 
PHL_Rect getTileCollisionWeapon(int type, Mask m);
 
#endif
/contrib/games/hydracastlelabyrinth/src/effect.c
0,0 → 1,384
#include "effect.h"
#include "game.h"
#include "PHL.h"
#include "hero.h"
#include "collision.h"
#include <stdlib.h>
#include <math.h>
 
void createEffect(int type, int x, int y)
{
createEffectExtra(type, x, y, 0, 0, 0);
}
 
void createEffectExtra(int t, int x, int y, double hsp, double vsp, int val)
{
int i;
for (i = 0; i < MAX_EFFECTS; i++) {
if (effects[i] == NULL) {
Effect* e = malloc(sizeof *e);
e->id = i;
e->type = t;
e->x = x;
e->y = y;
e->vsp = vsp;
e->hsp = hsp;
e->grav = 0;
e->imageIndex = 0;
e->imageSpeed = 0;
e->cropx = 0;
e->cropy = 0;
e->width = 40;
e->height = 40;
e->image = imgMisc20;
e->timer = 60;
e->visible = 1;
e->val1 = 0;
e->loop = 0;
e->frames = 0;
e->depth = 1;
//Sword collision
if (e->type == 1) {
e->cropx = 440;
e->cropy = 40;
e->imageSpeed = 0.25;
e->timer = 19;
}
//Enemy poof
else if (e->type == 2) {
PHL_PlaySound(sounds[sndBom01], CHN_EFFECTS);
e->width = 64;
e->height = 64;
e->imageSpeed = 0.33;
e->timer = 30;
e->image = imgMisc32;
}
//Dust after landing from a fall - left/right
else if (e->type == 3) {
e->cropx = 320;
e->cropy = 80;
e->hsp = -1;
if (hsp > 0) {
e->hsp = 1;
e->cropx = 0;
}
e->imageSpeed = 0.33;
e->timer = 8 * (1 / e->imageSpeed);
}
//Block destroy/debris
else if (e->type == 4) {
e->grav = 0.2;
e->loop = 1;
e->frames = 4;
e->timer = 60;
//Set flash offset
if ((e->hsp > 0 && val == 0) || (e->hsp > 0 && val == 1)) {
e->timer -= 1;
}
e->imageSpeed = 0.34;
int size = (rand() % 2) + 1;
 
e->cropx = 0;
if (e->hsp < 0) {
e->cropx = 160;
}
if (size == 1) { //Big
e->cropy = 40;
}else{ //Small
e->cropy = 440;
}
}
//Chest sparkle
else if (e->type == 5) {
/*e->x -= 20;
e->y -= 20;
e->x += -20 + (rand() % 40) + 1;
e->y += -20 + (rand() % 40) + 1;
*/
e->x -= 20;
e->y -= 20;
e->cropx = 440;
e->cropy = 120;
e->imageSpeed = 0.3;
e->timer = 16;
e->depth = 0;
}
//Charge orbs
else if (e->type == 6) {
e->x -= 20;
e->y -= 20;
e->cropx = 0;
e->cropy = 200;
e->val1 = (rand() % 360) + 1;
e->imageSpeed = 0.3;
e->timer = 20;
e->depth = 0;
}
//Poison bubble
else if (e->type == 7) {
PHL_PlaySound(sounds[sndPi02], CHN_EFFECTS);
e->x -= 30;
e->x += (rand() % 20) + 1;
e->cropx = 280;
e->cropy = 120;
e->timer = 35;
e->vsp = -2;
e->imageIndex = 0;
e->imageSpeed = 0.16;
e->depth = 0;
}
//Stone break free
else if (e->type == 8) {
e->image = imgMisc32;
e->cropy = 64;
e->width = 64;
e->height = 64;
e->imageSpeed = 0.32;
e->timer = 18;
}
//Tiny stone debris
else if (e->type == 9) {
e->x -= 20;
e->y -= 20;
e->image = imgMisc20;
e->cropy = 40;
e->cropx = 320 + ((rand() % 3) * 40);
e->imageSpeed = 0;
e->vsp = -2 - (0.25 * (rand() % 8));
e->hsp = -1 + (0.25 * (rand() % 8));
e->grav = 0.1;
e->timer = 60;
e->depth = 0;
}
//Lava top animation
else if (e->type == 10) {
e->cropy = 40;
e->cropx = 80;
e->imageSpeed = 0.125;
e->depth = -1;
e->loop = 1;
e->frames = 3;
e->timer = 100;
e->image = imgTiles;
}
//Water top animation
else if (e->type == 11) {
e->cropy = 40;
e->cropx = 240;
e->imageSpeed = 0.125;
e->depth = -1;
e->loop = 1;
e->frames = 4;
e->timer = 100;
e->image = imgTiles;
}
//Hero Air Bubble
else if (e->type == 12) {
e->x -= 20;
e->val1 = e->x; //Start x
e->y -= 20;
e->cropx = 440;
e->loop = 1;
e->frames = 2;
e->imageSpeed = 0.2;
e->timer = 120;
e->vsp = -0.5;
e->depth = 0;
}
//Water splash
else if (e->type == 13) {
e->cropx = 200;
e->imageSpeed = 0.1;
e->timer = 55;
e->grav = 0.1;
}
//Lava splash
else if (e->type == 14) {
e->cropx = 400;
e->cropy = 200;
e->imageSpeed = 0.1;
e->timer = 55;
e->grav = 0.1;
}
effects[i] = e;
i = MAX_EFFECTS;
}
}
}
 
void effectStep(Effect* e)
{
e->x += e->hsp;
e->y += e->vsp;
e->vsp += e->grav;
e->imageIndex += e->imageSpeed;
if (e->loop == 1) {
if (e->imageIndex >= e->frames) {
e->imageIndex -= e->frames;
}
}
if (e->type == 12) { //Hero Air Bubble
e->x = e->val1 + 5 * sin((e->timer * 5) * 3.14159 / 180);
if (checkTileCollisionXY(4, e->x + 20, e->y + 20) == 0) {
e->timer = 0;
}
}
if (e->type == 10 || e->type == 11) { //Lava top
e->timer = 100;
}
if (e->type == 4 || e->type == 9 || e->type == 12) { //Stone Rubble
if (e->timer <= 30 && e->timer % 2 != 0) {
e->visible = 0;
}else{
e->visible = 1;
}
}
else if (e->type == 6) { //Charge orb
if (e->timer % 2 == 0) {
e->visible = 1;
e->x = herox + ((e->timer * 3) * sin(e->val1 * 3.14159 / 180)) - 20;
e->y = heroy + ((e->timer * 3) * cos(e->val1 * 3.14159 / 180));
}else{
e->visible = 0;
}
}
e->timer -= 1;
if (e->timer <= 0) {
effectDestroy(e->id);
}
}
 
void effectDraw(Effect* e)
{
//if (e->type != 4 || (e->timer > 30 || e->timer % 2 == 0)) {
if (e->visible == 1) {
if (e->type == 7) { //Poison Bubble
int animation[6] = {0, 1, 2, 1, 0, 3};
PHL_DrawSurfacePart(e->x, e->y, e->cropx + (e->width * (animation[(int)e->imageIndex])), e->cropy, e->width, e->height, images[e->image]);
}else{
PHL_DrawSurfacePart(e->x, e->y, e->cropx + (e->width * ((int)e->imageIndex)), e->cropy, e->width, e->height, images[e->image]);
}
}
}
 
void effectDestroy(int id)
{
if (effects[id] != NULL) {
free(effects[id]);
}
effects[id] = NULL;
}
 
void createRockSmash(int x, int y)
{
x -= 20;
 
int randvsp = (rand() % 3) + 1;
createEffectExtra(4, x, y, -1.5, -2 - randvsp, 0);
randvsp = (rand() % 3) + 1;
createEffectExtra(4, x, y, -1, -5 - randvsp, 1);
randvsp = (rand() % 3) + 1;
createEffectExtra(4, x, y, 1.5, -2 - randvsp, 0);
randvsp = (rand() % 3) + 1;
createEffectExtra(4, x, y, 1, -5 - randvsp, 1);
PHL_PlaySound(sounds[sndBom02], 2);
}
 
void createSplash(int x, int y)
{
double chsp = 0,
cvsp = 0;
x -= 20;
chsp = -0.25 - ((rand() % 9) * 0.25);
cvsp = -1.5 - ((rand() % 9) * 0.25);
createEffectExtra(13, x, y, chsp, cvsp, 0);
chsp = 0.25 + ((rand() % 9) * 0.25);
cvsp = -1.5 - ((rand() % 9) * 0.25);
createEffectExtra(13, x, y, chsp, cvsp, 0);
chsp = -0.25 - ((rand() % 9) * 0.25);
cvsp = -0.5 - ((rand() % 4) * 0.25);
createEffectExtra(13, x, y, chsp, cvsp, 0);
chsp = 0.25 + ((rand() % 9) * 0.25);
cvsp = -0.5 - ((rand() % 4) * 0.25);
createEffectExtra(13, x, y, chsp, cvsp, 0);
PHL_PlaySound(sounds[sndWater01], CHN_EFFECTS);
}
 
void createLavaSplash(int x, int y)
{
double chsp = 0,
cvsp = 0;
x -= 20;
chsp = -0.25 - ((rand() % 9) * 0.25);
cvsp = -1.5 - ((rand() % 9) * 0.25);
createEffectExtra(14, x, y, chsp, cvsp, 0);
chsp = 0.25 + ((rand() % 9) * 0.25);
cvsp = -1.5 - ((rand() % 9) * 0.25);
createEffectExtra(14, x, y, chsp, cvsp, 0);
chsp = -0.25 - ((rand() % 9) * 0.25);
cvsp = -0.5 - ((rand() % 4) * 0.25);
createEffectExtra(14, x, y, chsp, cvsp, 0);
chsp = 0.25 + ((rand() % 9) * 0.25);
cvsp = -0.5 - ((rand() % 4) * 0.25);
createEffectExtra(14, x, y, chsp, cvsp, 0);
PHL_PlaySound(sounds[sndShot07], CHN_EFFECTS);
}
/contrib/games/hydracastlelabyrinth/src/effect.h
0,0 → 1,31
#ifndef EFFECTS_H
#define EFFECTS_H
 
typedef struct {
int id, type;
double x, y,
vsp, hsp, grav,
imageIndex, imageSpeed;
int cropx, cropy;
int width, height;
int image, timer;
int visible;
int val1;
int loop, frames;
int depth;
} Effect;
 
void createEffect(int type, int x, int y);
void createEffectExtra(int t, int x, int y, double hsp, double vsp, int val);
 
void effectStep(Effect* e);
void effectDraw(Effect* e);
void effectDestroy(int id);
 
void createRockSmash(int x, int y);
void createSplash(int x, int y);
void createLavaSplash(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/bat.c
0,0 → 1,172
#include "bat.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
void batStep(Bat* b);
void batDraw(Bat* b);
 
void createBat(int x, int y, int type)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* result = /*(Enemy*)*/malloc(sizeof *result);
Bat* b = /*(Bat*)*/malloc(sizeof *b);
b->id = i;
b->x = b->xstart = x;
b->y = b->ystart = y;
b->type = type;
b->imageIndex = 5;
b->counter = 0;
b->timer = 0;
b->state = 0;
b->dir = 1;
 
result->data = b;
result->enemyStep = batStep;
result->enemyDraw = batDraw;
result->type = 1;
enemies[i] = result;
i = MAX_ENEMIES;
}
}
}
 
void batStep(Bat* b)
{
//Wait
if (b->state == 0)
{
//Animate
{
b->imageIndex = 5;
}
//wait for hero to get near
{
if (b->timer <= 0) {
Mask area;
area.circle = 0;
area.unused = 0;
area.x = b->xstart - 60;
area.y = b->ystart;
area.w = 160; area.h = 100;
if (checkCollisionXY(area, herox, heroy + 20)) {
PHL_PlaySound(sounds[sndPi07], CHN_ENEMIES);
b->state = 1;
b->timer = 270;
if (b->type == 1) {
b->counter = 1;
if (herox < b->x + 20) {
b->dir = -1;
}else{
b->dir = 1;
}
}
}
}else{
b->timer -= 1;
}
}
}
//Fly
else if (b->state == 1)
{
//Animate
{
b->imageIndex += 0.25;
if (b->imageIndex >= 5) {
b->imageIndex -= 5;
}
}
//Rotation angle
{
b->timer += 4;
if (b->timer >= 360) {
b->timer -= 360;
}
}
//Movement
{
b->y = b->ystart + 30 + (30 * sin(b->timer * 3.14159 / 180));
//Red bat
if (b->type == 1) {
b->x += 2 * b->dir;
}
}
//Return to perch
{
if (b->timer == 270) {
if (b->type == 1 && b->counter > 0) {
b->dir *= -1;
b->timer = 270;
b->counter -= 1;
}else{
b->state = 0;
b->timer = 70;
}
}
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 32;
mask.h = 28;
mask.x = b->x + ((40 - mask.w) / 2);
mask.y = b->y;
}
//Hit Player
{
if (checkCollision(mask, heroMask)) {
heroHit(10, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
//Death
createEffect(2, b->x - 12, b->y - 6);
spawnCollectable(b->x + 20, b->y);
enemyDestroy(b->id);
 
i = MAX_WEAPONS;
}
}
}
}
}
 
void batDraw(Bat* b)
{
int cropX = 0,
cropY = 120;
if (b->type == 1) {
cropX = 400;
cropY = 280;
}
cropX += (int)b->imageIndex * 40;
PHL_DrawSurfacePart(b->x, b->y - 4, cropX, cropY, 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/bat.h
0,0 → 1,16
#ifndef BAT_H
#define BAT_H
 
typedef struct {
int id;
double x, y;
int xstart, ystart;
int type; //0 = gray | 1 = red
int dir;
double imageIndex;
int counter, timer, state;
} Bat;
 
void createBat(int x, int y, int type);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/batboss.c
0,0 → 1,319
#include "batboss.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include "heads.h"
#include <stdlib.h>
#include <math.h>
 
int boss2flag = 5;
 
//void updateBatMask(Batboss* b);
void batbossStep(Batboss* b);
void batbossDraw(Batboss* b);
 
void createBatboss(int x, int y)
{
if (flags[boss2flag] == 0) { //have not beaten boss 2
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("boss03.bmp");
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
setBossRoom();
Enemy* e = /*(Enemy*)*/malloc(sizeof *e);
Batboss* b = /*(Batboss*)*/malloc(sizeof *b);
b->id = i;
b->x = x;
b->y = y;
b->vsp = 0;
b->hsp = 0;
b->grav = 0.1;
b->imageIndex = 0;
b->ypos = y;
b->rot = 0;
b->hp = 35;
b->invincible = 0;
b->state = 0;
b->timer = 0;
b->mode = 0; //0 for flame, 1 for tornado stomp
/*
b->mask.unused = b->mask.circle = 0;
b->mask.w = 100;
b->mask.h = 68;
updateBatMask(b);
*/
//Setup phase
b->state = 0;
b->hsp = 2;
b->ypos = b->y - 24;
b->timer = 60;
e->data = b;
e->enemyStep = batbossStep;
e->enemyDraw = batbossDraw;
e->type = 41;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void batbossStep(Batboss* b)
{
char dead = 0;
//Animate
{
//Wing flap
if (b->state == 0 || b->state == 1 || b->state == 2 || b->state == 5 || b->state == 6) {
b->imageIndex += 0.1;
if (b->imageIndex >= 2) {
b->imageIndex -= 2;
}
}
//Twister
if (b->state == 3 || b->state == 4) {
b->imageIndex += 0.2;
if (b->imageIndex >= 5) {
b->imageIndex -= 3;
}
}
}
//Counters
{
if (b->timer > 0) {
b->timer -= 1;
}
if (b->invincible > 0) {
b->invincible -= 1;
}
}
//Large vertical movement
{
if (b->state == 0 || b->state == 1) {
b->rot += 2;
if (b->rot >= 360) { b->rot -= 360; }
b->y = b->ypos - (40 * sin(b->rot * 3.14159 / 180));
}
}
//Small vertical movement
{
if (b->state == 2) {
b->rot += 2;
if (b->rot >= 360) { b->rot -= 360; }
b->y = b->ypos - (20 * sin(b->rot * 3.14159 / 180));
}
}
//Horizontal movement
if (b->state == 0) {
b->x += b->hsp;
if (b->x >= 520 || b->x <= 120) { //Hit walls
b->hsp *= -1;
}
if (b->timer <= 0) {
b->state = 1;
}
}
//Slow to halt
else if (b->state == 1) {
b->x += b->hsp;
if (b->x >= 520 || b->x <= 120) { //Hit walls
b->hsp *= -1;
}
double rate = 0.03;
if (b->hsp > 0) {
b->hsp -= rate;
if (b->hsp <= 0) { b->hsp = 0; }
}
else if (b->hsp < 0) {
b->hsp += rate;
if (b->hsp >= 0) { b->hsp = 0; }
}
if (b->hsp == 0 && b->rot <= 2) {
b->state = 2;
b->timer = 60;
}
}
else if (b->state == 2) {
if (b->timer == 1) {
//Shoot flame
int fx = b->x;
int fy = b->y + 24;
int fangle = (atan2(heroy - fy, fx - (herox - 20)) * 180 / 3.14159) + 270;
createFireball(fx, fy, fangle, b->id);
createFireball(fx, fy, fangle - 15, b->id);
createFireball(fx, fy, fangle + 15, b->id);
PHL_PlaySound(sounds[sndShot03], CHN_ENEMIES);
}
if (b->timer <= 0 && b->rot <= 2) {
if (b->mode == 0) {
b->state = 0;
b->timer = 60;
b->hsp = 2;
b->mode = 1;
}
else{
b->mode = 0;
b->state = 3;
b->imageIndex = 2;
b->vsp = -4;
PHL_PlaySound(sounds[sndShot06], CHN_ENEMIES);
}
if (herox < b->x) {
b->hsp *= -1;
}
}
}
//Stomp
else if (b->state == 3) {
b->y += b->vsp;
b->vsp += b->grav;
if (b->vsp >= 6) { b->vsp = 6; }
//Hit floor
if (b->y >= 480 - 176) {
b->y = 480 - 176;
b->state = 4;
b->timer = 120;
quakeTimer = 30;
PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES);
b->hsp = 1;
if (b->x > herox) {
b->hsp *= -1;
}
}
}
//Chase
else if (b->state == 4) {
b->x += b->hsp;
if (b->timer <= 0 || b->x >= 520 || b->x <= 120) {
b->state = 5;
b->timer = 80 + (rand() % 61);
}
}
//Rise
else if (b->state == 5) {
b->y -= 1;
if (b->timer <= 0) {
b->state = 0;
b->ypos = b->y;
b->rot = 0;
b->timer = 60;
b->hsp = 2;
if (b->x > herox) {
b->hsp *= -1;
}
}
}
//Death
else if (b->state == 6) {
b->y += 0.2;
if (b->timer % 12 == 0) {
createEffect(2, b->x - 64 + (rand() % 100), b->y + (rand() % 80));
}
if (b->timer <= 0) {
dead = 1;
}
}
if (b->state != 6) {
//Setup Mask
Mask mask;
{
mask.unused = mask.circle = 0;
if (b->state == 3 || b->state == 4) {
mask.w = 64;
mask.h = 96;
mask.y = b->y;
}else{
mask.w = 100;
mask.h = 68;
mask.y = b->y + 18;
}
mask.x = b->x - (mask.w / 2);
}
//Hit Player
{
if (checkCollision(mask, getHeroMask())) {
heroHit(30, b->x);
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
//Hit
b->invincible = 15;
b->hp -= 1;
i = MAX_WEAPONS;
}
}
}
}
}
if (b->hp <= 0) {
b->state = 6;
b->timer = 180;
b->invincible = 200;
}
}
//Destroy object
{
if (dead == 1) {
enemyDestroy(b->id);
bossDefeatedFlag = 1;
roomSecret = 1;
 
flags[boss2flag] = 1;
PHL_StopMusic();
}
}
}
 
void batbossDraw(Batboss* b)
{
if (b->invincible % 2 == 0) {
PHL_DrawSurfacePart(b->x - 64, b->y, (int)b->imageIndex * 128, 0, 128, 96, images[imgBoss]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/batboss.h
0,0 → 1,18
#ifndef BATBOSS_H
#define BATBOSS_H
 
typedef struct {
int id;
double x, y;
double hsp, vsp, grav;
double imageIndex;
double ypos;
double rot;
int hp;
int state, timer, mode;
int invincible;
} Batboss;
 
void createBatboss(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/bee.c
0,0 → 1,214
#include "bee.h"
#include "../enemy.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
void beeStep(Bee* b);
void beeDraw(Bee* b);
 
void createBee(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = /*(Enemy*)*/malloc(sizeof *e);
Bee* b = /*(Bee*)*/malloc(sizeof *b);
b->id = i;
b->x = x;
b->y = y;
b->xstart = b->x;
b->ystart = b->y;
b->hsp = 0;
b->vsp = 0;
b->timer = 0;
b->imageIndex = 0;
b->dir = 1;
b->state = 0;
b->hoverdir = 180;
if (dir == 1) {
b->hoverdir = 0;
b->dir = -1;
}
e->data = b;
e->enemyStep = beeStep;
e->enemyDraw = beeDraw;
e->type = 24;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void beeStep(Bee* b)
{
//Animate
{
b->imageIndex += 0.33;
if (b->imageIndex >= 3) {
b->imageIndex -= 3;
}
}
//Mindless hovering
if (b->state == 0)
{
b->hoverdir += 2.6;
if (b->hoverdir >= 360) {
b->hoverdir -= 360;
}
b->dir = 1;
if (b->hoverdir <= 180) {
b->dir = -1;
}
b->x = b->xstart + (20 * cos(b->hoverdir * 3.14159 /180));
//If player is within range
Mask area;
area.unused = area.circle = 0;
area.x = b->x - 80;
area.y = b->y;
area.w = 200;
area.h = 100;
if (checkCollision(area, getHeroMask())) {
b->state = 1;
b->dir = 1;
if (b->x + 20 > herox) {
b->dir = -1;
}
b->hsp = -5.5 * b->dir;
PHL_PlaySound(sounds[sndBee01], CHN_ENEMIES);
}
}
//Fly backwards
else if (b->state == 1)
{
b->hsp += 0.25 * b->dir;
if ((b->dir == 1 && b->hsp >= 0) || (b->dir == -1 && b->hsp <= 0)) {
b->hsp = 0;
b->state = 2;
b->vsp = 3.75;
}
}
//Fly downwards
else if (b->state == 2)
{
b->vsp -= 0.1;
if (b->vsp <= 0) {
b->state = 3;
b->vsp = 0;
b->dir = 1;
if (b->x + 20 > herox) {
b->dir = -1;
}
b->hsp = 3 * b->dir;
}
}
//Fly diaganal
else if (b->state == 3)
{
b->vsp -= 0.1;
if (b->vsp < -3) {
b->vsp = -3;
}
 
if (b->y <= b->ystart) {
b->state = 4;
b->vsp = 0;
b->y = b->ystart;
if (b->x < b->xstart) {
b->dir = 1;
}else{
b->dir = -1;
}
b->hsp = b->dir;
}
}
//Fly back to start
else if (b->state == 4)
{
if ((b->dir == 1 && b->x >= b->xstart) || (b->dir == -1 && b->x <= b->xstart)) {
b->state = 0;
b->hsp = 0;
b->hoverdir = 0;
}
}
//Movement
{
b->x += b->hsp;
b->y += b->vsp;
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 24;
mask.h = 32;
mask.y = b->y + 6;
mask.x = b->x + 14;
if (b->dir == -1) {
mask.x = b->x + 2;
}
}
//Hit Player
{
if (checkCollision(mask, getHeroMask())) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon Collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
createEffect(2, b->x - 12, b->y - 6);
spawnCollectable(b->x + 20, b->y);
enemyDestroy(b->id);
i = MAX_WEAPONS;
}
}
}
}
}
 
void beeDraw(Bee* b)
{
int cropx = 280;
if (b->dir == -1) {
cropx += 120;
}
cropx += (int)b->imageIndex * 40;
PHL_DrawSurfacePart(b->x, b->y, cropx, 480, 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/bee.h
0,0 → 1,16
#ifndef BEE_H
#define BEE_H
 
typedef struct {
int id;
double x, y;
int xstart, ystart;
double hsp, vsp;
double imageIndex;
int dir, state, timer;
double hoverdir;
} Bee;
 
void createBee(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/boar.c
0,0 → 1,221
#include "boar.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
 
void boarStep(Boar* b);
void boarDraw(Boar* b);
 
void createBoar(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = /*(Enemy*)*/malloc(sizeof *e);
Boar* b = /*(Boar*)*/malloc(sizeof *b);
b->id = i;
b->hp = 3;
b->x = x;
b->y = y;
b->hsp = 0;
b->imageIndex = 0;
b->dir = 1;
b->blink = 0;
b->state = 0;
b->timer = 0;
e->data = b;
e->enemyStep = boarStep;
e->enemyDraw = boarDraw;
e->type = 26;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void boarStep(Boar* b)
{
//Setup mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.w = 32;
mask.h = 28;
mask.x = b->x + ((40 - mask.w) / 2);
mask.y = b->y + 40 - mask.h;
}
//Blink animation
{
if (b->blink > 0) {
b->blink -= 1;
}
}
//Patterns
{
//Dance
if (b->state == 0)
{
//Animate
b->imageIndex += 0.15;
if (b->imageIndex >= 8) {
b->imageIndex -= 8;
}
//if player gets near
Mask area;
area.unused = area.circle = 0;
area.x = b->x - 80;
area.y = b->y - 40;
area.w = 200;
area.h = 80;
if (checkCollision(area, getHeroMask()) == 1) {
b->state = 1;
b->timer = -1;
b->imageIndex = 0;
b->dir = 1;
if (herox < b->x + 20) {
b->dir = -1;
}
}
}
//Rev up
else if (b->state == 1)
{
b->timer += 1;
//Play sound
if (b->timer % 10 == 0) {
PHL_PlaySound(sounds[sndShot01], CHN_ENEMIES);
}
//Create effect
if (b->timer % 16 == 0) {
if (b->dir == 1) {
createEffectExtra(3, b->x + 20 - 30, b->y + 8, -1, 0, 0);
}
if (b->dir == -1) {
createEffectExtra(3, b->x + 20 - 10, b->y + 8, 1, 0, 0);
}
}
if (b->timer >= 60) {
b->state = 2;
b->hsp = 3;
}
}
//Running
else if (b->state == 2)
{
b->x += b->hsp * b->dir;
mask.x = b->x + ((40 - mask.w) / 2);
//Collide with wall
if (checkTileCollision(1, mask) == 1) {
b->x -= b->hsp * b->dir;
b->dir *= -1;
}
//On edge
{
mask.x = b->x + ((40 - mask.w) / 2);
mask.x += mask.w * b->dir;
mask.y += 1;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
b->dir *= -1;
}
mask.y -= 1;
mask.x = b->x + ((40 - mask.w) / 2);
}
b->hsp -= 0.05;
if (b->hsp <= 0) {
b->state = 0;
}
}
//Running animation
if (b->state == 1 || b->state == 2) {
//Animate
b->imageIndex += 0.2;
if (b->imageIndex >= 2) {
b->imageIndex -= 2;
}
}
}
//Collide with hero
{
if (checkCollision(mask, getHeroMask())) {
heroHit(30, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
b->hp -= 1;
b->blink = 15;
//Death
if (b->hp <= 0) {
createEffect(2, b->x - 12, b->y - 12);
spawnCollectable(b->x + 20, b->y);
enemyDestroy(b->id);
}
i = MAX_WEAPONS;
}
}
}
}
}
}
 
void boarDraw(Boar* b)
{
if (b->blink % 2 == 0)
{
int cropx = 0, cropy = 360;
int drawx = b->x, drawy = b->y;
//Dance
if (b->state == 0) {
int animation[8] = {0, 1, 2, 1, 0, 3, 4, 3};
cropx = 160 + (animation[(int)b->imageIndex] * 40);
}
//Charge
else{
cropx = (int)b->imageIndex * 40;
if (b->dir == -1) {
cropx += 80;
}
}
PHL_DrawSurfacePart(drawx, drawy, cropx, cropy, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/boar.h
0,0 → 1,18
#ifndef BOAR_H
#define BOAR_H
 
typedef struct {
int id;
int hp;
double x, y;
double hsp;
double imageIndex;
int blink;
int dir;
int state;
int timer;
} Boar;
 
void createBoar(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/boomknight.c
0,0 → 1,285
#include "boomknight.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
 
void boomknightStep(Boomknight* b);
void boomknightDraw(Boomknight* b);
 
void boomStep(Boom* b);
void boomDraw(Boom* b);
 
void createBoomknight(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Boomknight* b = malloc(sizeof *b);
b->id = i;
b->hp = 2;
b->blink = 0;
b->x = x;
b->y = y;
b->dir = 1;
if (herox < b->x + 20) {
b->dir = -1;
}
b->imageIndex = 0;
b->state = 0;
b->timer = 0;
e->data = b;
e->enemyStep = boomknightStep;
e->enemyDraw = boomknightDraw;
e->type = 31;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void boomknightStep(Boomknight* b)
{
//Animate
{
b->imageIndex += 0.1;
if (b->imageIndex >= 2) {
b->imageIndex -= 2;
}
if (b->blink > 0) {
b->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 30;
mask.h = 32;
mask.x = b->x + ((40 - mask.w) / 2);
mask.y = b->y + (40 - mask.h);
}
//Walk
if (b->state == 0) {
//Movement
{
double hsp = 0.5;
b->x += hsp * b->dir;
mask.x = b->x + ((40 - mask.w) / 2);
}
//Hit wall
{
if (checkTileCollision(1, mask) == 1) {
b->dir *= -1;
}
}
//On edge
{
mask.x += mask.w * b->dir;
mask.y += 20;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
b->dir *= -1;
}
}
//Player is close
{
if (b->timer <= 0) {
Mask area;
{
area.circle = area.unused = 0;
area.w = 120;
area.h = 40;
area.x = b->x + 20;
if (b->dir == -1) {
area.x -= area.w;
}
area.y = b->y;
}
if (checkCollision(area, getHeroMask()) == 1) {
b->state = 1;
b->timer = 0;
}
}else{
b->timer -= 1;
}
}
}
//Throw
else if (b->state == 1) {
//Animate
{
b->imageIndex = 0;
if (b->timer >= 15) {
b->imageIndex = 2;
}
}
b->timer += 1;
if (b->timer == 15) {
createBoom(b->x, b->y, b->dir);
PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES);
}
if (b->timer >= 110) {
b->state = 0;
b->imageIndex = 0;
b->timer = 120;
}
}
//Update Mask
mask.x = b->x + ((40 - mask.w) / 2);
mask.y = b->y + (40 - mask.h);
//Hero Collision
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon Collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
b->hp -= 1;
b->blink = 15;
//Death
if (b->hp <= 0) {
createEffect(2, b->x - 12, b->y - 6);
spawnCollectable(b->x + 20, b->y);
enemyDestroy(b->id);
}
 
i = MAX_WEAPONS;
}
}
}
}
}
}
 
void boomknightDraw(Boomknight* b)
{
if (b->blink % 2 == 0) {
int cropX = 400 + ((int)b->imageIndex * 40);
if (b->dir == -1) {
cropX += 120;
}
PHL_DrawSurfacePart(b->x, b->y, cropX, 400, 40, 40, images[imgEnemies]);
}
}
 
 
//Enemy boomerang
void createBoom(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Boom* b = malloc(sizeof *b);
b->id = i;
b->dir = dir;
b->x = x;
b->y = y;
b->hsp = 6 * b->dir;
b->imageIndex = 0;
b->timer = 90;
e->data = b;
e->enemyStep = boomStep;
e->enemyDraw = boomDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void boomStep(Boom* b)
{
//Animate
{
b->imageIndex += 0.33;
if (b->imageIndex >= 8) {
b->imageIndex -= 8;
}
}
//Movement
{
b->x += b->hsp;
double fric = 0.125;
b->hsp -= fric * b->dir;
}
//Hero collision
{
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 24;
mask.h = 24;
mask.x = b->x + ((40 - mask.w) / 2);
mask.y = b->y + ((40 - mask.h) / 2);
}
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(10, mask.x + (mask.w / 2));
}
}
b->timer -= 1;
if (b->timer <= 0) {
createEffectExtra(5, b->x + 20, b->y + 20, 0, 0, 0);
enemyDestroy(b->id);
}
}
 
void boomDraw(Boom* b)
{
int cropX = (int)b->imageIndex * 40;
if (b->dir == -1) {
cropX += 320;
}
PHL_DrawSurfacePart(b->x, b->y, cropX, 360, 40, 40, images[imgMisc20]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/boomknight.h
0,0 → 1,27
#ifndef BOOMKNIGHT_H
#define BOOMKNIGHT_H
 
typedef struct {
int id;
int hp;
int blink;
double x, y;
int dir;
double imageIndex;
int state, timer;
} Boomknight;
 
void createBoomknight(int x, int y);
 
typedef struct {
int id;
int dir;
double x, y;
double hsp;
double imageIndex;
int timer;
} Boom;
 
void createBoom(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/crab.c
0,0 → 1,509
#include "crab.h"
#include "../PHL.h"
#include "../enemy.h"
#include "../game.h"
#include "../hero.h"
#include <math.h>
#include <stdlib.h>
 
int boss3flag = 13;
 
void crabStep(Crab* c);
void crabDraw(Crab* c);
void updateCrabMask(Crab* c);
void crabDestroy(Crab* c);
 
void electricityStep(Electricity* e);
void electricityDraw(Electricity* e);
 
void createCrab(int x, int y)
{
if (flags[boss3flag] == 0) { //have not beaten boss 3
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("boss06.bmp");
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
//Boss start
setBossRoom();
Enemy* e = /*(Enemy*)*/malloc(sizeof(Enemy));
Crab* c = /*(Crab*)*/malloc(sizeof(Crab));
c->id = i;
//c->hp = 1;
c->hp = 35;
c->invincible = 0;
c->x = x;
c->y = y;
c->vsp = 0;
c->hsp = 0;
c->imageIndex = 0;
c->state = 0;
c->timer = 0;
c->counter = 0;
c->mask.unused = 0;
c->mask.circle = 1;
c->mask.w = 33;
c->mask.h = 33;
updateCrabMask(c);
//Setup phase
c->timer = 60;
e->data = c;
e->enemyStep = crabStep;
e->enemyDraw = crabDraw;
e->type = 42;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void crabStep(Crab* c)
{
char dead = 0;
double grav = 0.15;
if (c->invincible > 0) {
c->invincible -= 1;
}
//Wait
if (c->state == 0)
{
c->imageIndex = 0;
if (c->timer <= 0) {
c->timer = 0;
if (c->counter == 2 || c->counter == 5) { //Goto roll
c->state = 3;
if (c->counter == 5) {
c->counter = 0;
}else{
c->counter = 3;
}
}else if (c->counter == 3) {
c->state = 2;
}else{
c->state = 1; //Goto shoot
}
}else{
c->timer -= 1;
}
}
//Shoot Electric orbs
else if (c->state == 1)
{
//Create orbs
if (c->timer == 0) {
PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES);
double angle = (atan2(heroy + 20 - (c->y + 60), c->x - (herox - 20)) * 180 / 3.14159) + 270;
createElectricity(c->x, c->y + 60, angle - 45, c->id);
createElectricity(c->x, c->y + 60, angle - 22.5, c->id);
createElectricity(c->x, c->y + 60, angle, c->id);
createElectricity(c->x, c->y + 60, angle + 22.5, c->id);
createElectricity(c->x, c->y + 60, angle + 45, c->id);
}
if (c->timer >= 20) {
c->state = 2;
c->timer = 0;
}else{
c->timer += 1;
}
}
//Leap
else if (c->state == 2)
{
c->imageIndex = 1;
//Hopping down or hopping up
int hopup = 1;
if (c->counter > 2) {
hopup = 0;
}
//Jump
if (c->timer == 0) {
PHL_PlaySound(sounds[sndJump02], CHN_ENEMIES);
c->vsp = -6.5;
if (hopup == 0) {
c->vsp = -1.5;
}
c->timer = 1;
}
//Vertical velocity
c->y += c->vsp;
c->vsp += grav;
if (c->vsp >= 6) {
c->vsp = 6;
}
//Check if onground
if ((hopup == 1 && c->vsp > 0) || (hopup == 0 && c->vsp >= 6)) {
Mask area;
area.unused = area.circle = 0;
area.w = 40;
area.h = 10;
area.x = c->x - (area.w / 2);
area.y = c->y + (80 - area.h);
PHL_Rect collide = getTileCollision(1, area);
if (collide.x != -1) {
c->y = collide.y - 80;
c->state = 0;
c->counter += 1;
c->timer = 25;
if (c->counter == 2 || c->counter == 5) {
c->timer = 3;
}
}
}
}
//Roll hop
else if (c->state == 3)
{
//Animate
if (c->hsp > 0) {
c->imageIndex += 0.25;
}
if (c->hsp < 0) {
c->imageIndex -= 0.25;
}
if (c->imageIndex < 2) { c->imageIndex += 4; }
if (c->imageIndex >= 6) { c->imageIndex -= 4; }
if (c->timer == 0) {
PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES);
c->timer = 1;
c->vsp = -1.5;
c->imageIndex = 2;
if (c->x > 320) {
c->hsp = -8;
}else{
c->hsp = 8;
}
}
//Movement
c->y += c->vsp;
c->vsp += grav;
//Check if onground
if (c->vsp > 0) {
Mask area;
area.unused = area.circle = 0;
area.w = 40;
area.h = 10;
area.x = c->x - (area.w / 2);
area.y = c->y + (80 - area.h);
PHL_Rect collide = getTileCollision(1, area);
if (collide.x != -1) {
c->y = collide.y - 80;
c->state = 4;
}
}
}
//Roll
if (c->state == 4)
{
//Animate
if (c->hsp > 0) {
c->imageIndex += 0.25;
}
if (c->hsp < 0) {
c->imageIndex -= 0.25;
}
if (c->imageIndex < 2) { c->imageIndex += 4; }
if (c->imageIndex >= 6) { c->imageIndex -= 4; }
//Movement
c->x += c->hsp;
//Collide with wall
Mask area;
area.unused = area.circle = 0;
area.w = area.h = c->mask.w * 2;
area.x = c->x - c->mask.w;
area.y = c->y + (40 - c->mask.h);
if (checkTileCollision(1, area) == 1) {
c->state = 5;
c->timer = 0;
}
}
//Bounce off wall
if (c->state == 5)
{
if (c->timer == 0) {
PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES);
c->timer = 1;
c->vsp = -2;
c->hsp = 2;
if (c->x > 320) {
c->hsp *= -1;
}
}
c->imageIndex = 1;
c->x += c->hsp;
c->y += c->vsp;
c->vsp += grav;
//Check if onground
if (c->vsp > 0) {
Mask area;
area.unused = area.circle = 0;
area.w = 40;
area.h = 10;
area.x = c->x - (area.w / 2);
area.y = c->y + (80 - area.h);
PHL_Rect collide = getTileCollision(1, area);
if (collide.x != -1) {
c->y = collide.y - 80;
c->state = 0;
c->timer = 65;
}
}
}
//Death
else if (c->state == 6)
{
c->imageIndex = 1;
c->y += 0.2;
c->timer -= 1;
if (c->timer % 12 == 0) {
createEffect(2, c->x - 64 + (rand() % 100), c->y + (rand() % 80));
}
if (c->timer <= 0) {
crabDestroy(c);
dead = 1;
}
}
if (dead == 0) {
if (c->state != 6) {
//Update Mask
c->mask.x = c->x;
c->mask.y = c->y + 40;
//Weapon collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(c->mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
c->invincible = 15;
c->hp -= 1;
i = MAX_WEAPONS;
}
}
}
}
//Hit Player
if (checkCollision(c->mask, getHeroMask())) {
heroHit(30, c->x);
}
//Die
if (c->hp <= 0) {
c->state = 6;
c->timer = 180;
c->invincible = 200;
}
}
}
}
 
void crabDraw(Crab* c)
{
if (c->invincible % 2 == 0) {
PHL_DrawSurfacePart(c->x - 40, c->y, (int)c->imageIndex * 80, 0, 80, 80, images[imgBoss]);
}
}
 
void updateCrabMask(Crab* c)
{
c->mask.x = c->x;
c->mask.y = c->y + 40;
}
 
void crabDestroy(Crab* c)
{
enemyDestroy(c->id);
bossDefeatedFlag = 1;
roomSecret = 1;
 
flags[boss3flag] = 1;
PHL_StopMusic();
}
 
 
void createElectricity(int x, int y, double angle, int minid)
{
int i;
for (i = minid; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = /*(Enemy*)*/malloc(sizeof *e);
Electricity* el = /*(Electricity*)*/malloc(sizeof *el);
el->id = i;
el->x = x;
el->y = y;
//Fix angle
if (angle < 0) {
angle += 360;
}
if (angle >= 360) {
angle -= 360;
}
el->angle = angle;
el->imageIndex = 0;
el->mask.unused = 0;
el->mask.circle = 1;
el->mask.w = 16;
el->mask.h = 16;
el->mask.x = x;
el->mask.y = y;
e->data = el;
e->enemyStep = electricityStep;
e->enemyDraw = electricityDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
/*
int thisid = -1;
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
if (i <= minid) {
thisid = i;
i = MAX_ENEMIES;
}else{
i = MAX_ENEMIES;
}
}
}
if (thisid == -1) {
for (i = minid + 1; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
enemies[i] = enemies[minid];
Crab* c = enemies[i]->data;
c->id = i;
thisid = minid;
i = MAX_ENEMIES;
}
}
}
if (thisid != -1) {
Enemy* e = (Enemy*)malloc(sizeof(Enemy));
Electricity* el = (Electricity*)malloc(sizeof(Electricity));
el->id = thisid;
el->x = x;
el->y = y;
//Fix angle
if (angle < 0) {
angle += 360;
}
if (angle >= 360) {
angle -= 360;
}
el->angle = angle;
el->imageIndex = 0;
el->mask.unused = 0;
el->mask.circle = 1;
el->mask.w = 16;
el->mask.h = 16;
el->mask.x = x;
el->mask.y = y;
e->data = el;
e->enemyStep = electricityStep;
e->enemyDraw = electricityDraw;
e->type = -1;
enemies[thisid] = e;
}
*/
}
 
void electricityStep(Electricity* e)
{
double spd = 3;
e->x += spd * sin(e->angle * 3.14159 / 180);
e->y += spd * cos(e->angle * 3.14159 / 180);
//Update Mask
e->mask.x = e->x;
e->mask.y = e->y;
//Collide with Shield
if (checkCollision(shieldMask, e->mask) == 1) {
createEffect(1, e->x - 20, e->y - 20);
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
enemyDestroy(e->id);
}else{
//Collide with Hero
if (checkCollision(getHeroMask(), e->mask) == 1) {
if (heroHit(25, e->x) == 1) {
heroStun();
}
}
}
//Animate
e->imageIndex += 0.25;
if (e->imageIndex >= 3) {
e->imageIndex -= 3;
}
//Outside of screen
if (e->x < -20 || e->x > 660 || e->y < -20 || e->y > 500) {
enemyDestroy(e->id);
}
}
 
void electricityDraw(Electricity* e)
{
PHL_DrawSurfacePart(e->x - 20, e->y - 20, 40 + ((int)e->imageIndex * 40), 0, 40, 40, images[imgMisc20]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/crab.h
0,0 → 1,30
#ifndef CRAB_H
#define CRAB_H
 
#include "../collision.h"
 
typedef struct {
int id;
int hp, invincible;
double x, y;
double hsp, vsp;
double imageIndex;
int state, timer, counter;
Mask mask;
} Crab;
 
void createCrab(int x, int y);
 
typedef struct {
int id;
double x, y;
double angle;
double imageIndex;
Mask mask;
} Electricity;
 
void createElectricity(int x, int y, double angle, int minid);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/devil.c
0,0 → 1,458
#include "devil.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
int boss6flag = 31;
 
void devilStep(Devil* d);
void devilDraw(Devil* d);
 
void orbStep(Orb* o);
void orbDraw(Orb* o);
 
void createDevil(int x, int y)
{
if (flags[boss6flag] == 0) { //have not beaten boss 6
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("boss04.bmp");
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
setBossRoom();
Enemy* e = /*(Enemy*)*/malloc(sizeof *e);
Devil* d = /*(Devil*)*/malloc(sizeof *d);
d->id = i;
d->x = x;
d->y = y;
d->ystart = d->y;
d->newystart = d->ystart;
d->hsp = -2.5;
d->hp = 100;
//d->hp = 1;
d->state = 0;
d->timer = 0;
d->blink = 0;
d->boblen = 32;
d->bobspd = 3;
d->tailangle = 90;
d->rotcounter = 0;
d->bobcounter = 0;
d->bobspd = 3;
d->rotspd = 1;
d->imageIndex = 0;
e->data = d;
e->enemyStep = devilStep;
e->enemyDraw = devilDraw;
e->type = 45;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void devilStep(Devil* d)
{
char dead = 0;
 
//Animate
{
d->imageIndex += 0.1;
if (d->imageIndex >= 2) {
d->imageIndex -= 2;
}
if (d->blink > 0) {
d->blink -= 1;
}
}
//Bob
{
if (d->state != 4) {
d->bobcounter += d->bobspd;
if (d->bobcounter >= 360) {
d->bobcounter -= 360;
}
d->y = d->ystart + (d->boblen * cos(d->bobcounter * 3.14159 / 180));
}
}
//Swing tail
{
d->rotcounter += d->rotspd;
if (d->rotcounter >= 360) {
d->rotcounter -= 360;
}
d->tailangle = 90 + (55 * cos(d->rotcounter * 3.14159 / 180));
}
//Patterns
{
//movement
if (d->state == 0 || d->state == 2)
{
d->rotspd = 1;
d->boblen = 32;
d->bobspd = 3;
//Re-align ystart
if (d->ystart > d->newystart) {
d->ystart -= 1;
}
if (d->ystart < d->newystart) {
d->ystart += 1;
}
d->x += d->hsp;
//Slow Down
double rate = 0.016;
if (d->hsp < 0) {
d->hsp += rate;
if (d->hsp >= 0) {
d->hsp = 0;
}
}
if (d->hsp > 0) {
d->hsp -= rate;
if (d->hsp <= 0) {
d->hsp = 0;
}
}
if (d->hsp == 0) {
d->timer = 0;
if (d->state == 0) {
d->state = 1;
}
if (d->state == 2) {
if ((d->rotcounter >= 90 && d->rotcounter <= 90 + d->rotspd) || (d->rotcounter >= 270 && d->rotcounter <= 270 + d->rotspd)) {
d->state = 3;
}
}
}
}
//mid room pause
else if (d->state == 1)
{
d->timer += 1;
if (d->timer >= 60) {
if (d->state == 1) {
d->hsp = 2.5;
if (herox < d->x) {
d->hsp *= -1;
}
}
d->state = 2;
}
}
//Shoot
else if (d->state == 3)
{
d->rotspd = 3;
d->boblen = 10;
d->bobspd = 10;
d->timer += 1;
//Shoot orbs
if (d->timer == 120 || d->timer == 240 || d->timer == 360) {
int aim = (atan2((heroy + 20) - d->y, d->x - herox) * 180 / 3.14159) + 270;
int spawnY = d->y + 20;
createOrb(d->x, spawnY, aim + 22);
createOrb(d->x, spawnY, aim + 11);
createOrb(d->x, spawnY, aim);
createOrb(d->x, spawnY, aim - 11);
createOrb(d->x, spawnY, aim - 22);
 
PHL_PlaySound(sounds[sndShot03], CHN_ENEMIES);
}
if (d->timer == 360) {
d->state = 0;
d->hsp = 2.5;
if (d->x > 320) {
d->hsp *= -1;
}
int chaseY = heroy - d->ystart;
if (chaseY > 52) { chaseY = 52; }
if (chaseY < -52) { chaseY = -52; }
d->newystart = d->ystart + chaseY;
}
}
//Death
if (d->state == 4) {
d->rotspd = 3;
d->y += 0.2;
d->timer -= 1;
if (d->timer % 12 == 0) {
createEffect(2, d->x - 64 + (rand() % 100), d->y - 64 + (rand() % 80));
}
if (d->timer <= 0) {
dead = 1;
}
}
}
//Collisions
if (d->state != 4) {
//Setup masks
Mask masks[6];
//Head mask
masks[0].unused = masks[0].circle = 0;
masks[0].w = 100;
masks[0].h = 104;
masks[0].x = d->x - (masks[0].w / 2);
masks[0].y = d->y - (masks[0].h / 2);
//Link masks
for (int i = 1; i < 5; i++) {
int taildis[4] = {54, 80, 108, 134};
int taillag[4] = {10, 15, 10, 5};
double newtailangle = 90 + (55 * cos((d->rotcounter - taillag[i-1]) * 3.14159 / 180));
masks[i].unused = 0;
masks[i].circle = 1;
masks[i].w = 16;
masks[i].h = 16;
masks[i].x = d->x + (taildis[i-1] * cos(newtailangle * 3.14159 / 180));
masks[i].y = d->y + (taildis[i-1] * sin(newtailangle * 3.14159 / 180));
}
//Barb mask
masks[5].unused = masks[5].circle = 0;
masks[5].w = 40;
masks[5].h = 40;
masks[5].x = (d->x + (160 * cos(d->tailangle * 3.14159 / 180))) - (masks[5].w / 2);
masks[5].y = (d->y + (160 * sin(d->tailangle * 3.14159 / 180))) - (masks[5].h / 2);
//Collisions
int hitHead = 0;
for (int a = 0; a < 6; a++)
{
if (a == 0 || a == 5) {
//Hit Player
if (checkCollision(masks[a], getHeroMask())) {
int damage = 25;
if (a == 0) {
damage = 50;
}
if (heroHit(damage, masks[a].x + (masks[a].w / 2)) == 1) {
if (a == 5) { //Barb
heroStun();
}
}
}
}
//Weapon collision
if (hitHead == 0) {
for (int i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(masks[a], weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
//Head
if (a == 0) {
d->hp -= 1;
d->blink = 15;
hitHead = 1;
if (d->hp <= 0) {
d->state = 4;
d->timer = 180;
d->blink = 200;
}
}else{
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}
i = MAX_WEAPONS;
}
}
}
}
}
}
}
//Destroy
if (dead == 1) {
enemyDestroy(d->id);
bossDefeatedFlag = 1;
roomSecret = 1;
 
flags[boss6flag] = 1;
PHL_StopMusic();
}
}
 
void devilDraw(Devil* d)
{
if (d->blink % 2 == 0)
{
int dx, dy;
//Draw tail
int taildis[4] = {54, 80, 108, 134};
int taillag[4] = {10, 15, 10, 5};
for (int i = 0; i < 4; i++) {
double newtailangle = 90 + (55 * cos((d->rotcounter - taillag[i]) * 3.14159 / 180));
 
dx = d->x + (taildis[i] * cos(newtailangle * 3.14159 / 180)) - 32;
dy = d->y + (taildis[i] * sin(newtailangle * 3.14159 / 180)) - 32;
PHL_DrawSurfacePart(dx, dy, 0, 128, 64, 64, images[imgBoss]);
}
//Draw Head
dx = d->x - 64;
dy = d->y - 64;
PHL_DrawSurfacePart(dx, dy, (int)d->imageIndex * 128, 0, 128, 128, images[imgBoss]);
//Draw Tail Tip
dx = d->x + (160 * cos(d->tailangle * 3.14159 / 180)) - 32;
dy = d->y + (160 * sin(d->tailangle * 3.14159 / 180)) - 32;
PHL_DrawSurfacePart(dx, dy, 64, 128, 64, 64, images[imgBoss]);
}
}
 
 
//Stone Orbs
void createOrb(int x, int y, double dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = /*(Enemy*)*/malloc(sizeof *e);
Orb* o = /*(Orb*)*/malloc(sizeof *o);
o->id = i;
o->x = x;
o->y = y;
o->dir = dir;
o->imageIndex = 0;
e->data = o;
e->enemyStep = orbStep;
e->enemyDraw = orbDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void orbStep(Orb* o)
{
char dead = 0;
//Animate
{
o->imageIndex += 0.33;
if (o->imageIndex >= 4) {
o->imageIndex -= 4;
}
}
//Movement
{
int spd = 4;
o->x += spd * sin(o->dir * 3.14159 / 180);
o->y += spd * cos(o->dir * 3.14159 / 180);
}
//Collision
{
Mask mask;
mask.unused = 0;
mask.circle = 1;
mask.w = 6;
mask.x = o->x;
mask.y = o->y;
//Collide with shield
/*if (checkCollision(mask, shieldMask)) {
createEffect(1, o->x - 20, o->y - 20);
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
dead = 1;
}else{*/
//Hit player
if (checkCollision(getHeroMask(), mask)) {
heroStone();
heroHit(25, mask.x);
}
//}
//Collide with weapon
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
createEffect(2, o->x - 32, o->y - 32);
dead = 1;
i = MAX_WEAPONS;
}
}
}
}
//Destroy if outside of room
{
if (o->x < -20 || o->x > 660 || o->y < -20 || o->y > 500) {
dead = 1;
}
}
//Finally erase object
{
if (dead == 1) {
enemyDestroy(o->id);
}
}
}
 
void orbDraw(Orb* o)
{
int animation[4] = {0, 1, 0, 2};
PHL_DrawSurfacePart(o->x - 20, o->y - 20, 440 + (animation[(int)o->imageIndex] * 40), 480, 40, 40, images[imgMisc20]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/devil.h
0,0 → 1,28
#ifndef DEVIL_H
#define DEVIL_H
 
typedef struct {
int id;
double x, y;
double ystart, newystart;
double hsp;
int hp;
int state, timer;
int blink;
int boblen, bobspd;
double tailangle, bobcounter, rotcounter, rotspd;
double imageIndex;
} Devil;
 
void createDevil(int x, int y);
 
typedef struct {
int id;
double x, y;
double dir;
double imageIndex;
} Orb;
 
void createOrb(int x, int y, double dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/dodo.c
0,0 → 1,587
#include "dodo.h"
#include "../game.h"
#include "../hero.h"
#include "../PHL.h"
#include "../enemy.h"
#include <stdlib.h>
 
void dodoStep(Dodo* d);
void dodoDraw(Dodo* d);
 
Mask updateDodoMask(Dodo* d, Mask mask);
int dodoWallCollision(Dodo* d, Mask mask);
 
int boss1flag = 1;
 
void createDodo(int x, int y, int flag)
{
char miniboss = 0;
if (flag != 0) {
miniboss = 1;
}else{
flag = boss1flag;
}
if (flags[flag] == 0) {
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("boss01.bmp");
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
if (miniboss == 0) {
setBossRoom();
}
Enemy* e = malloc(sizeof *e);
Dodo* d = malloc(sizeof *d);
d->id = i;
d->x = x;
d->y = y;
d->vsp = -6;
d->hsp = 0;
d->grav = 0.2;
d->onground = 0;
d->dir = -1;
if (herox > d->x) {
d->dir = 1;
}
d->imageIndex = 0;
d->timer = 0;
d->state = 2;
d->hp = 45;
d->blink = 0;
d->tojump = 1;
d->jumptoggle = 0;
d->flag = flag;
e->data = d;
e->enemyStep = dodoStep;
e->enemyDraw = dodoDraw;
e->type = 40;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void dodoStep(Dodo* d)
{
char dead = 0;
//Constants
double fric = 0.06;
//Animation vars
double imgspd = 0;
int frames = 0;
//timers
{
if (d->timer > 0) {
d->timer -= 1;
}
if (d->blink > 0) {
d->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 56;
mask.h = 56;
mask = updateDodoMask(d, mask);
}
//Idle
if (d->state == 0)
{
d->hsp = 0;
d->vsp = 0;
//Animate
imgspd = 0.1;
frames = 4;
//End state
if (d->timer <= 0) {
//Go to chase
if (d->tojump == 0) {
d->state = 1;
d->timer = 260;
d->tojump = 1;
}
//Go to windup
else {
d->state = 3;
d->timer = 30;
}
}
//Fall
{
if (d->onground == 0) {
d->state = 6;
d->imageIndex = 1;
}
}
}
//Chase
else if (d->state == 1)
{
//Animate
imgspd = 0.2;
frames = 4;
//Chase
if ( (d->dir == -1 && herox < d->x) || (d->dir == 1 && herox > d->x) ) {
d->hsp += (fric / 2) * d->dir;
//limit speed
if (d->hsp > 3) {
d->hsp = 3;
}
if (d->hsp < -3) {
d->hsp = -3;
}
}
//Turn around
else{
d->hsp -= fric * d->dir;
//Done slowing down
if ( (d->dir == 1 && d->hsp <= 0) || (d->dir == -1 && d->hsp >= 0) ) {
d->hsp = 0;
d->state = 4;
d->imageIndex = 0;
}
}
 
//Stop running
{
if (d->timer <= 0) {
if (d->hsp >= 1 || d->hsp <= -1) {
d->state = 5;
}
}
}
//Fall
{
if (d->onground == 0) {
d->state = 6;
d->imageIndex = 1;
}
}
}
//Turn around
else if (d->state == 4)
{
//Animate
imgspd = 0;
d->imageIndex += 0.2;
//Done turning around
if (d->imageIndex >= 3) {
d->dir *= -1;
d->state = 1;
d->imageIndex = 0;
}
//Fall
{
if (d->onground == 0) {
d->state = 6;
d->imageIndex = 1;
}
}
}
//Jump
if (d->state == 2)
{
//Set image
imgspd = 0;
{
//Fall
d->imageIndex = 0;
//Jump
if (d->vsp < 0) {
d->imageIndex = 1;
}
}
//Face hsp
{
if (d->hsp > 0) {
d->dir = 1;
}
if (d->hsp < 0) {
d->dir = -1;
}
}
//Land
{
if (d->onground == 1) {
d->state = 5;
d->tojump = 0;
PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES);
quakeTimer = 30;
createEffectExtra(3, d->x - 30, d->y + 50, -1, 0, 0);
createEffectExtra(3, d->x - 10, d->y + 50, 1, 0, 0);
}
}
}
//Windup
if (d->state == 3)
{
//Set image
imgspd = 0;
d->imageIndex = 0;
//Jump
if (d->timer <= 0) {
d->state = 2;
PHL_PlaySound(sounds[sndJump01], CHN_ENEMIES);
if (d->jumptoggle == 0) {
d->jumptoggle = 1;
d->vsp = -3;
d->hsp = 2 * d->dir;
}else{
d->jumptoggle = 0;
d->hsp = 1.5 * d->dir;
d->vsp = -6;
}
}
}
//Slide to a stop
else if (d->state == 5)
{
//Friction
{
if (d->hsp > 0) {
d->hsp -= fric;
if (d->hsp <= 0) {
d->hsp = 0;
}
}
else if (d->hsp < 0) {
d->hsp += fric;
if (d->hsp >= 0) {
d->hsp = 0;
}
}
}
//Go to idle
{
if (d->hsp == 0) {
d->state = 0;
d->timer = 140;
}
}
}
//Fall
if (d->state == 6)
{
//Set image
imgspd = 0;
d->imageIndex = 0;
//Face hsp
{
if (d->hsp > 0) {
d->dir = 1;
}
if (d->hsp < 0) {
d->dir = -1;
}
}
//Land
{
if (d->onground == 1) {
d->state = 5;
d->tojump = 1;
}
}
}
//Death
if (d->state == 7)
{
imgspd = 0.2;
frames = 4;
//Movement
d->y += 0.2;
if (d->blink % 12 == 0) {
createEffect(2, d->x - 72 + (rand() % 80), d->y - 12 + (rand() % 76));
}
if (d->blink <= 0) {
dead = 1;
}
}
else{
//Horizontal movement
{
if (d->hsp != 0) {
d->x += d->hsp;
//Wall collision
if (d->state != 6) {
if (dodoWallCollision(d, mask) == 1) {
d->hsp *= -1;
if (d->state == 1) {
d->state = 5;
}
}
}
}
}
//Vertical movement
{
if (d->vsp != 0) {
d->y += d->vsp;
mask = updateDodoMask(d, mask);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
if (d->vsp < 0) {
d->y = collide.y + 40 - (96 - 14 - mask.h);
}
else if (d->vsp > 0) {
d->y = collide.y - 96 + 14;
}
}
}
}
//Check if onground
mask = updateDodoMask(d, mask);
mask.y += 1;
if (!checkTileCollision(1, mask)) {
d->onground = 0;
}else{
d->onground = 1;
}
mask.y -= 1;
//Gravity
{
if (d->onground == 0) {
d->vsp += d->grav;
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
//Hit
d->blink = 15;
d->hp -= 1;
 
//Death
if (d->hp <= 0) {
d->state = 7;
d->blink = 180;
}
 
i = MAX_WEAPONS;
}
}
}
}
}
//Hit Player
{
if (checkCollision(mask, getHeroMask())) {
heroHit(30, d->x);
}
}
}
//Animate
{
if (imgspd != 0) {
d->imageIndex += imgspd;
if (d->imageIndex >= frames) {
d->imageIndex -= frames;
}
}
}
//Destroy object
{
if (dead == 1) {
//Is the level 1 boss
if (d->flag == boss1flag) {
bossDefeatedFlag = 1;
PHL_StopMusic();
}
roomSecret = 1;
flags[d->flag] = 1;
enemyDestroy(d->id);
}
}
}
 
void dodoDraw(Dodo* d)
{
//PHL_DrawMask(d->mask);
if (d->blink % 2 == 0) {
int cropX = 0,
cropY = 0;
int dirW = 0;
 
//Idle
if (d->state == 0) {
dirW = 0;
int frame = 0;
if (d->dir == 1) {
int animation[4] = {0, 6, 7, 6};
frame = animation[(int)d->imageIndex];
}else{
int animation[4] = {3, 8, 9, 8};
frame = animation[(int)d->imageIndex];
}
cropX = frame * 96;
while (cropX >= 576) {
cropX -= 576;
cropY += 96;
}
}
//Chase
else if (d->state == 1 || d->state == 7) {
dirW = 288;
int animation[4] = {0, 1, 0, 2};
cropX = animation[(int)d->imageIndex] * 96;
}
 
//Jump
else if (d->state == 2) {
dirW = 192;
cropY = 192;
cropX = (int)d->imageIndex * 96;
}
//Turn around
else if (d->state == 4) {
dirW = 0;
cropY = 288;
if (d->dir == 1) {
int animation[3] = {0, 1, 2};
cropX = animation[(int)d->imageIndex] * 96;
}else{
int animation[3] = {2, 1, 0};
cropX = animation[(int)d->imageIndex] * 96;
}
}
//Duck
else if (d->state == 3 || d->state == 5 || d->state == 6) {
dirW = 192;
cropX = 0;
cropY = 192;
}
//Direction offset
{
if (dirW != 0 && d->dir == -1) {
cropX += dirW;
}
}
PHL_DrawSurfacePart(d->x - 48, d->y, cropX, cropY, 96, 96, images[imgBoss]);
}
}
 
Mask updateDodoMask(Dodo* d, Mask mask)
{
mask.x = d->x - (mask.w / 2);
mask.y = d->y + (96 - 14 - mask.h);
return mask;
}
 
int dodoWallCollision(Dodo* d, Mask mask)
{
int result = 0;
mask = updateDodoMask(d, mask);
//Stay inside of room
if (d->x < 24) {
result = 1;
d->x = 24;
}
else if (d->x > 616) {
result = 1;
d->x = 616;
}
else{
//Tile collision
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
result = 1;
if (d->hsp > 0) {
d->x = collide.x - (mask.w / 2);
}else{
d->x = collide.x + 40 + (mask.w / 2);
}
}
}
return result;
}
/contrib/games/hydracastlelabyrinth/src/enemies/dodo.h
0,0 → 1,22
#ifndef DODO_H
#define DODO_H
 
#include "../collision.h"
 
typedef struct {
int id;
double x, y;
double vsp, hsp, grav;
int dir, onground;
double imageIndex;
int state, timer, hp;
int blink;
int tojump, jumptoggle;
int flag;
//Mask mask;
} Dodo;
 
void createDodo(int x, int y, int flag);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/dog.c
0,0 → 1,294
#include "dog.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
 
void dogStep(Dog* d);
void dogDraw(Dog* d);
 
int hitWall(Dog* d, Mask mask);
 
void createDog(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Dog* d = malloc(sizeof *d);
d->id = i;
d->hp = 3;
d->blink = 0;
d->x = x;
d->y = y;
d->hsp = 0;
d->vsp = 0;
d->imageIndex = 0;
d->dir = 1;
if (herox < d->x) {
d->dir = -1;
}
d->state = 0;
d->timer = 0;
d->counter = 0;
e->data = d;
e->enemyStep = dogStep;
e->enemyDraw = dogDraw;
e->type = 30;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void dogStep(Dog* d)
{
double grav = 0.175;
char onground = 0;
char wallhit = 0;
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 32;
mask.h = 32;
mask.x = d->x + ((40 - mask.w) / 2);
mask.y = d->y + (40 - mask.h);
}
//Blink animation
{
if (d->blink > 0) {
d->blink -= 1;
}
}
//Horizontal movement
{
d->x += d->hsp;
mask.x = d->x + ((40 - mask.w) / 2);
//Wall collision
if (hitWall(d, mask) == 1) {
wallhit = 1;
mask.x = d->x + ((40 - mask.w) / 2);
}
}
//Vertical Movement
{
d->vsp += grav;
d->y += d->vsp;
mask.y = d->y + (40 - mask.h);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x != -1) {
//Floor
if (d->vsp >= 0) {
onground = 1;
d->vsp = 0;
d->y = collide.y - 40;
}
//Ceiling
if (d->vsp < 0) {
d->y = collide.y + 40 - (40 - mask.h);
}
mask.y = d->y + (40 - mask.h);
}
}
//Wait
if (d->state == 0)
{
double fric = 0.1;
//Animate
{
d->imageIndex += 0.1;
if (d->imageIndex >= 2) {
d->imageIndex -= 2;
}
}
//Collide with wall
{
if (wallhit == 1 && onground == 1) {
d->hsp *= -1;
}
}
//Slide to hault
if (d->hsp > 0) {
d->dir = 1;
d->hsp -= fric;
if (d->hsp <= 0) {
d->hsp = 0;
}
}
if (d->hsp < 0) {
d->dir = -1;
d->hsp += fric;
if (d->hsp >= 0) {
d->hsp = 0;
}
}
//Player is close
{
if (d->hsp == 0) {
Mask area;
area.unused = area.circle = 0;
area.w = 220;
area.h = 60;
area.x = d->x - 90;
area.y = d->y - 20;
if (checkCollision(area, getHeroMask()) == 1) {
d->state = 1;
d->counter = 0;
d->vsp = 1;
}
}
}
}
//Hopping
else if (d->state == 1)
{
int spd = 2;
 
d->hsp = spd * d->dir;
//Land on floor
{
if (onground == 1) {
//Landed
d->counter += 1;
d->vsp = -1.5;
if (d->counter == 3) {
d->vsp = -4;
}
if (d->counter == 4) {
d->state = 0;
d->counter = 0;
d->vsp = 0;
d->hsp = spd * d->dir;
}else{
PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES);
d->dir = 1;
if (herox < d->x + 20) {
d->dir = -1;
}
}
}
}
//Animate
{
d->imageIndex = 1;
if (d->vsp < 0) {
d->imageIndex = 2;
}
}
}
//Update mask to be safe
mask.x = d->x + ((40 - mask.w) / 2);
mask.y = d->y + (40 - mask.h);
//Hit Player
{
if (checkCollision(mask, getHeroMask())) {
if (heroHit(10, mask.x + (mask.w / 2)) == 1) {
heroStun();
}
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
//Hit
d->blink = 15;
d->hp -= 1;
 
//Death
if (d->hp <= 0) {
createEffect(2, d->x - 12, d->y - 6);
spawnCollectable(d->x + 20, d->y);
enemyDestroy(d->id);
}
 
i = MAX_WEAPONS;
}
}
}
}
}
}
 
void dogDraw(Dog* d)
{
if (d->blink % 2 == 0) {
int cropX = 240 + ((int)d->imageIndex * 40);
if (d->dir == -1) {
cropX += 120;
}
PHL_DrawSurfacePart(d->x, d->y, cropX, 40, 40, 40, images[imgEnemies]);
}
}
 
int hitWall(Dog* d, Mask mask)
{
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x != -1) {
int dir = 1;
if (d->hsp < 0) {
dir = -1;
}
d->x = collide.x + 20 - ((20 + (mask.w / 2)) * dir) - 20;
return 1;
}else{
if (d->x < -20) {
d->x = -20;
return 1;
}
if (d->x > 620) {
d->x = 620;
return 1;
}
}
return 0;
}
/contrib/games/hydracastlelabyrinth/src/enemies/dog.h
0,0 → 1,17
#ifndef DOG_H
#define DOG_H
 
typedef struct {
int id;
int hp;
int blink;
double x, y;
double vsp, hsp;
double imageIndex;
int dir;
int state, timer, counter;
} Dog;
 
void createDog(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/firewheel.c
0,0 → 1,272
#include "firewheel.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
 
void firewheelRotate(Firewheel* f, int clockwise);
 
void firewheelStep(Firewheel* f);
void firewheelDraw(Firewheel* f);
 
void createFirewheel(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Firewheel* f = malloc(sizeof *f);
f->id = i;
f->x = x;
f->y = y;
f->imageIndex = 0;
f->hp = 2;
f->blink = 0;
 
f->hsp = 1;
f->vsp = 0;
f->wallx = 0;
f->wally = 1;
f->timer = 0;
if (x % 40 != 0) {
f->timer = 20;
}
//Start on ceiling
{
Mask mask;
mask.circle = mask.unused = 0;
mask.w = 40;
mask.h = 40;
mask.x = f->x;
mask.y = f->y + 10;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
f->wally = -1;
f->hsp *= -1;
}
}
f->dir = 1;
if (dir == 1) {
f->hsp *= -1;
f->dir = -1;
}
e->data = f;
e->enemyStep = firewheelStep;
e->enemyDraw = firewheelDraw;
e->type = 27;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void firewheelStep(Firewheel* f)
{
//Animate
{
f->imageIndex += 0.33;
if (f->imageIndex >= 4) {
f->imageIndex -= 4;
}
if (f->blink > 0) {
f->blink -= 1;
}
}
//Movement
int spd = 2;
f->x += spd * f->hsp;
f->y += spd * f->vsp;
//Setup mask
Mask mask;
mask.circle = mask.unused = 0;
mask.w = 40;
mask.h = 40;
mask.x = f->x;
mask.y = f->y;
//Check if ready to change angle
if ( (f->hsp != 0 && (int)f->x % 20 == 0) || (f->vsp != 0 && (int)f->y % 20 == 0) )
{
int doCheck = 1;
while (doCheck == 1) {
doCheck = 0;
//Check on edge
mask.x += (f->wallx * 10);
mask.y += (f->wally * 10);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
//Outside of room
if (f->y <= -40) {
collide.x = 1;
}
//On edge
if (collide.x == -1) {
int tempHsp = f->hsp;
int tempVsp = f->vsp;
f->hsp = f->wallx;
f->vsp = f->wally;
f->wallx = -tempHsp;
f->wally = -tempVsp;
doCheck = 1;
}
//Hit wall
else {
mask.x = f->x;
mask.y = f->y;
mask.x += f->hsp * 10;
mask.y += f->vsp * 10;
collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
//Outside of room
if (collide.x == -1) {
if (f->y <= -40 && f->vsp != 1) {
collide.x = 1;
}
}
//Did collide with wall
if (collide.x != -1) {
int tempWallx = f->wallx;
int tempWally = f->wally;
f->wallx = f->hsp;
f->wally = f->vsp;
f->hsp = -tempWallx;
f->vsp = -tempWally;
doCheck = 1;
}
}
}
/*
mask.x += f->hsp * 10;
mask.y += f->vsp * 10;
//Collide with wall
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
//Outside of room
if (collide.x == -1) {
if (mask.y <= 0 && f->vsp < 0) {
collide.x = f->x;
collide.y = -40;
collide.w = 40;
collide.h = 40;
}
}
//Did collide with wall
if (collide.x != -1) {
int tempWallx = f->wallx;
int tempWally = f->wally;
f->wallx = f->hsp;
f->wally = f->vsp;
 
f->hsp = -tempWallx;
f->vsp = -tempWally;
}
//Edge rotate
else{
mask.x = f->x;
mask.y = f->y;
mask.x += (f->wallx * 10);
mask.y += (f->wally * 10);
collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
int tempHsp = f->hsp;
int tempVsp = f->vsp;
f->hsp = f->wallx;
f->vsp = f->wally;
f->wallx = -tempHsp;
f->wally = -tempVsp;
}
}
*/
}
//Update Mask
mask.w = 30;
mask.h = 30;
mask.x = f->x + 5;
mask.y = f->y + 5;
//Collide with hero
if (checkCollision(mask, getHeroMask())) {
heroHit(20, mask.x + (mask.w / 2));
}
//Weapon collision
for (int i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
f->hp -= 1;
f->blink = 15;
//Death
if (f->hp <= 0) {
createEffect(2, f->x - 12, f->y - 12);
spawnCollectable(f->x + 20, f->y);
enemyDestroy(f->id);
}
i = MAX_WEAPONS;
}
}
}
}
}
 
void firewheelDraw(Firewheel* f)
{
if (f->blink % 2 == 0) {
int cy = 80;
if (f->dir == -1) {
cy += 40;
}
PHL_DrawSurfacePart(f->x, f->y, 480 + ((int)f->imageIndex * 40), cy, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/firewheel.h
0,0 → 1,18
#ifndef FIREWHEEL_H
#define FIREWHEEL_H
 
typedef struct {
int id;
double x, y;
double imageIndex;
int hp;
int blink;
int dir;
int hsp, vsp;
int wallx, wally;
int timer;
} Firewheel;
 
void createFirewheel(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/fish.c
0,0 → 1,139
#include "fish.h"
#include "../game.h"
#include "../enemy.h"
#include "../PHL.h"
#include "../collision.h"
#include "../hero.h"
#include <stdlib.h>
 
void createFish(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Fish* f = malloc(sizeof *f);
f->id = i;
f->x = f->xstart = x;
f->y = y;
f->imageIndex = 0;
f->spd = 1;
f->turning = 0;
f->dir = 1;
if (dir == 1) {
f->dir = -1;
f->spd = -1;
}
f->mask.circle = f->mask.unused = 0;
f->mask.x = x + 3;
f->mask.y = y + 6;
f->mask.w = 34;
f->mask.h = 32;
e->data = f;
e->enemyStep = fishStep;
e->enemyDraw = fishDraw;
e->type = 13;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void fishStep(Fish* f)
{
double fric = 0.02;
f->x += f->spd;
f->mask.x = f->x + 3;
if (f->turning == 0) {
f->imageIndex += 0.1;
if (f->imageIndex >= 2) {
f->imageIndex -= 2;
}
}else{
f->imageIndex += 0.25;
if (f->imageIndex >= 3) {
f->turning = 0;
}
}
if (f->dir == 1) {
if (f->x > f->xstart + 25) {
f->spd -= fric;
if (f->spd < 0) {
f->dir = -1;
f->turning = 1;
f->imageIndex = 0;
}
}else{
f->spd += fric;
if (f->spd > 1) {
f->spd = 1;
}
}
}else if (f->dir == -1) {
if (f->x < f->xstart - 25) {
f->spd += fric;
if (f->spd > 0) {
f->dir = 1;
f->turning = 1;
f->imageIndex = 0;
}
}else{
f->spd -= fric;
if (f->spd < -1) {
f->spd = -1;
}
}
}
if (checkCollision(f->mask, getHeroMask())) {
heroHit(15, f->x + 20);
}
//Weapon collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(f->mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
createEffect(2, f->x - 12, f->y - 12);
spawnCollectable(f->x + 20, f->y);
enemyDestroy(f->id);
i = MAX_WEAPONS;
}
}
}
}
 
void fishDraw(Fish* f)
{
int thisImage = 0;
if (f->turning == 1) {
if (f->dir == -1) {
int animation[3] = {4, 6, 5};
thisImage = animation[(int)f->imageIndex];
}else{
int animation[3] = {5, 6, 4};
thisImage = animation[(int)f->imageIndex];
}
}else{
thisImage = f->imageIndex;
if (f->spd < 0) {
thisImage += 2;
}
}
PHL_DrawSurfacePart(f->x, f->y, 360 + (thisImage * 40), 360, 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/fish.h
0,0 → 1,24
#ifndef FISH_H
#define FISH_H
 
#include "../enemy.h"
#include "../collision.h"
 
typedef struct {
int id;
double x, y;
int xstart;
double imageIndex;
double spd;
int dir, turning;
Mask mask;
} Fish;
 
void createFish(int x, int y, int dir);
 
void fishStep(Fish* f);
void fishDraw(Fish* f);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/garm.c
0,0 → 1,578
#include "garm.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
 
int boss7flag = 47;
 
void garmStep(Garm* g);
void garmDraw(Garm* g);
 
void garmrockStep(Garmrock* g);
void garmrockDraw(Garmrock* g);
 
void createGarm(int x, int y)
{
if (flags[boss7flag] == 0) { //have not beaten boss 7
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("boss07.bmp");
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
setBossRoom();
Enemy* e = malloc(sizeof *e);
Garm* g = malloc(sizeof *g);
g->id = i;
g->hp = 105;
//g->hp = 1;
g->x = x;
g->y = y;
g->hsp = 0;
g->vsp = 0;
g->dir = -1;
g->imageIndex = 0;
g->state = 0;
g->timer = 0;
g->blink = 0;
g->substate = 0;
g->wallcounter = 0;
g->targx = 0;
e->data = g;
e->enemyStep = garmStep;
e->enemyDraw = garmDraw;
e->type = 46;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void garmStep(Garm* g)
{
char dead = 0;
//Blink animation
{
if (g->blink > 0) {
g->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 88;
mask.h = 104;
mask.x = g->x - (mask.w / 2);
mask.y = g->y + (120 - mask.h);
}
//Stand still
if (g->state == 0)
{
//Animate
{
g->imageIndex += 0.0625;
if (g->imageIndex >= 2) {
g->imageIndex -= 2;
}
}
//End state
{
g->timer += 1;
if (g->timer >= 60) {
g->state = 1;
//g->vsp = -4.5;
g->counter = 0;
g->timer = 0;
//PHL_PlaySound(sounds[sndPi09], CHN_ENEMIES);
}
}
}
//Bounce
else if (g->state == 1)
{
//Animate
{
g->imageIndex += 0.33;
if (g->imageIndex >= 3) {
g->imageIndex -= 3;
}
}
if (g->timer > 0) {
g->vsp = 0;
g->imageIndex = 0;
g->timer -= 1;
if (g->timer <= 0) {
//End state
if (g->counter >= 3) {
g->state = 2;
g->counter = 0;
g->imageIndex = 0;
g->vsp = -6;
g->hsp = 8;
if (g->x > herox) {
g->hsp *= -1;
}
if (g->substate == 0) {
g->wallcounter = 1;
g->substate = 1;
}else{
g->wallcounter = 2;
g->substate = 0;
}
}else{
g->vsp = -5;
}
}
}
else if (g->timer == 0) {
double grav = 0.25;
//Movement
if (g->timer == 0) {
g->y += g->vsp;
g->vsp += grav;
mask.y = g->y + (120 - mask.h);
}
//Land on ground
if (g->vsp >= 0 && g->timer == 0) {
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
g->y = collide.y - 120;
mask.y = g->y + (120 - mask.h);
g->vsp = 0;
g->timer = 3;
g->counter += 1;
PHL_PlaySound(sounds[sndPi09], CHN_ENEMIES);
}
}
}
}
//Leap towards wall
else if (g->state == 2)
{
double grav = 0.25;
//Set image
{
if (g->hsp > 0) {
g->imageIndex = 0;
}
if (g->hsp < 0) {
g->imageIndex = 1;
}
}
//Movement
{
g->y += g->vsp;
g->vsp += grav;
mask.y = g->y + (120 - mask.h);
 
g->x += g->hsp;
mask.x = g->x - (mask.w / 2);
}
if (g->wallcounter > 0)
{
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
g->wallcounter -= 1;
if (g->hsp < 0) {
g->x = collide.x + 40 + (mask.w / 2);
}
if (g->hsp > 0) {
g->x = collide.x - (mask.w / 2);
}
g->state = 3;
g->timer = 0;
}
}
//Ground pound
else {
char action = 0;
if ( (g->hsp > 0 && g->x > g->targx) || (g->hsp < 0 && g->x < g->targx) ) {
action = 1;
}
//Wall collision backup
else{
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
if (g->hsp < 0) {
g->x = collide.x + 40 + (mask.w / 2);
}
if (g->hsp > 0) {
g->x = collide.x - (mask.w / 2);
}
action = 1;
}
}
if (action == 1) {
g->state = 4;
g->vsp = -4;
PHL_PlaySound(sounds[sndWolf01], CHN_ENEMIES);
}
}
}
//Grab wall
else if (g->state == 3)
{
g->timer += 1;
if (g->timer > 5) {
g->state = 2;
g->vsp = -6;
g->hsp *= -1;
PHL_PlaySound(sounds[sndPi09], CHN_ENEMIES);
g->targx = herox;
if (g->wallcounter <= 0) {
//Get distance from player
int dis = g->x - g->targx;
{
if (dis < 0) {
dis *= -1;
}
}
if (dis < 200 || g->substate == 1) {
g->hsp /= 2;
}
}
}
}
//Ground pound
else if (g->state == 4)
{
double grav = 0.2;
//Animate
{
g->imageIndex += 0.33;
if (g->imageIndex >= 3) {
g->imageIndex -= 3;
}
}
g->y += g->vsp;
g->vsp += grav;
mask.y = g->y + (120 - mask.h);
//Collide with floor
{
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
g->y = collide.y - 120;
PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES);
quakeTimer = 30;
g->state = 0;
g->timer = -20;
//Create rocks
createGarmrock(g->x + 64, g->y + 100, 2, -4);
createGarmrock(g->x + 34, g->y + 100, 1, -5);
createGarmrock(g->x - 34, g->y + 100, -1, -5);
createGarmrock(g->x - 64, g->y + 100, -2, -4);
createEffectExtra(3, g->x - 50, g->y + 90, -1, 0, 0);
createEffectExtra(3, g->x + 10, g->y + 90, 1, 0, 0);
}
}
}
//Dead
if (g->state == 5) {
//Animate
{
g->imageIndex += 0.33;
if (g->imageIndex >= 3) {
g->imageIndex -= 3;
}
}
g->y += 0.2;
if (g->blink % 12 == 0) {
createEffect(2, g->x - 64 + (rand() % 100), g->y + 60 - 64 + (rand() % 80));
}
 
if (g->blink <= 0) {
dead = 1;
}
}
else{
if (dead == 0) {
//Update Mask
{
mask.x = g->x - (mask.w / 2);
mask.y = g->y + (120 - mask.h);
}
//Hero collision
{
if (checkCollision(getHeroMask(), mask) == 1) {
heroHit(40, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
g->hp -= 1;
g->blink = 15;
//Dead
if (g->hp <= 0) {
g->state = 5;
g->blink = 200;
}
i = MAX_WEAPONS;
}
}
}
}
}
}
}
if (dead == 1) {
//Destroy
{
enemyDestroy(g->id);
bossDefeatedFlag = 1;
roomSecret = 1;
 
flags[boss7flag] = 1;
PHL_StopMusic();
}
}
}
 
void garmDraw(Garm* g)
{
if (g->blink % 2 == 0) {
int cropX = 0,
cropY = 0;
//Jump Spinning
if ((g->state == 1 && g->timer == 0) || g->state == 4 || g->state == 5) {
cropY = 128;
cropX = 256;
}
//Jump
if (g->state == 2) {
cropY = 128;
}
//Wall grab
if (g->state == 3) {
cropX = 384;
}
cropX += (int)g->imageIndex * 128;
PHL_DrawSurfacePart(g->x - 64, g->y - 8, cropX, cropY, 128, 128, images[imgBoss]);
}
}
 
//Rocks
void createGarmrock(int x, int y, double hsp, double vsp)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Garmrock* g = malloc(sizeof *g);
g->id = i;
g->hp = 3;
g->x = x;
g->y = y;
g->hsp = hsp;
g->vsp = vsp;
g->imageIndex = 0;
g->counter = 0;
g->inwall = 0;
g->blink = 0;
e->data = g;
e->enemyStep = garmrockStep;
e->enemyDraw = garmrockDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void garmrockStep(Garmrock* g)
{
char dead = 0;
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 44;
mask.h = 44;
mask.x = g->x - (mask.w / 2);
mask.y = g->y - (mask.h / 2);
}
//Animate
{
g->imageIndex += 0.2;
if (g->imageIndex >= 4) {
g->imageIndex -= 4;
}
if (g->blink > 0) {
g->blink -= 1;
}
}
//Horizontal movement
{
g->x += g->hsp;
mask.x = g->x - (mask.w / 2);
g->inwall = 0;
if (checkTileCollision(1, mask) == 1) {
g->inwall = 1;
}
}
//Vertical movement
{
double grav = 0.1;
g->y += g->vsp;
g->vsp += grav;
mask.y = g->y - (mask.h / 2);
if (g->inwall == 0 && g->counter == 0) {
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
g->counter = 1;
g->y = collide.y - (mask.h / 2);
g->vsp = -2;
PHL_PlaySound(sounds[sndHit06], CHN_ENEMIES);
}
}
}
//Update mask
{
mask.x = g->x - (mask.w / 2);
mask.y = g->y - (mask.h / 2);
}
//Hero collision
{
if (checkCollision(getHeroMask(), mask) == 1) {
heroHit(30, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
g->hp -= 1;
g->blink = 15;
if (g->hp <= 0) {
dead = 1;
createRockSmash(g->x, g->y + 20);
}
i = MAX_WEAPONS;
}
}
}
}
}
 
//Destroy when out of room
{
if (mask.y > 480) {
dead = 1;
}
}
//Destroy object
{
if (dead == 1) {
enemyDestroy(g->id);
}
}
}
 
void garmrockDraw(Garmrock* g)
{
if (g->blink % 2 == 0) {
int cropX = 256,
cropY = 192;
if (g->hsp < 0) {
cropX = 512;
}
cropX += (int)g->imageIndex * 64;
while (cropX >= 640) {
cropX -= 640;
cropY += 64;
}
PHL_DrawSurfacePart(g->x - 32, g->y - 32, cropX, cropY, 64, 64, images[imgMisc32]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/garm.h
0,0 → 1,31
#ifndef GARM_H
#define GARM_H
 
typedef struct {
int id;
int hp;
double x, y;
double hsp, vsp;
int dir;
double imageIndex;
int state, timer, blink, counter;
int wallcounter, substate;
int targx;
} Garm;
 
void createGarm(int x, int y);
 
typedef struct {
int id;
int hp;
double x, y;
double vsp, hsp;
double imageIndex;
int counter;
int blink;
int inwall;
} Garmrock;
 
void createGarmrock(int x, int y, double hsp, double vsp);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/gas.c
0,0 → 1,116
#include "gas.h"
#include "../PHL.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
 
void gasStep(Gas* g);
void gasDraw(Gas* g);
 
void createGas(int x, int y, int temp)
{
if (temp == 0 || hasKey[7] == 0) {
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Gas* g = malloc(sizeof *g);
g->id = i;
g->x = x;
g->y = y;
g->state = 0;
g->timer = 0;
g->imageIndex = 0;
/*
g->mask.unused = g->mask.circle = 0;
g->mask.w = g->mask.h = 24;
g->mask.x = x + 20 - (g->mask.w / 2);
g->mask.y = y + 40 - g->mask.h;
*/
e->data = g;
e->enemyStep = gasStep;
e->enemyDraw = gasDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void gasStep(Gas* g)
{
if (g->state != 0) {
g->imageIndex += 0.2;
}
if (g->state == 0) { //Wait
Mask tempMask;
tempMask.circle = tempMask.unused = 0;
tempMask.x = g->x - 100;
tempMask.y = g->y - 20;
tempMask.w = 240;
tempMask.h = 60;
if (checkCollisionXY(tempMask, herox, heroy + 20)) {
g->state = 1;
g->imageIndex = 3;
g->timer = 32;
PHL_PlaySound(sounds[sndGas01], CHN_ENEMIES);
}
}
else if (g->state == 1 || g->state == 3) { //Small puff
if (g->imageIndex >= 5) {
g->imageIndex -= 2;
}
g->timer -= 1;
if (g->timer <= 0) {
if (g->state == 3) {
g->state = 0;
}else{
g->state = 2;
g->imageIndex = 0;
g->timer = 175;
}
}
}
else if (g->state == 2) { //Big puff
if (g->imageIndex >= 3) {
g->imageIndex -= 3;
}
g->timer -= 1;
if (g->timer <= 0) {
g->state = 3;
g->timer = 120;
g->imageIndex = 3;
}
if (hasItem[7] != 1) { //Does not have gas mask
Mask mask;
mask.unused = mask.circle = 0;
mask.w = mask.h = 24;
mask.x = g->x + 20 - (mask.w / 2);
mask.y = g->y + 40 - mask.h;
if (checkCollision(getHeroMask(), mask)) {
if (heroHit(15, g->x + 20)) {
heroPoison();
}
}
}
}
}
 
void gasDraw(Gas* g)
{
if (g->state != 0) {
PHL_DrawSurfacePart(g->x, g->y, (int)g->imageIndex * 40, 400, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/gas.h
0,0 → 1,18
#ifndef GAS_H
#define GAS_H
 
//#include "../enemy.h"
//#include "../collision.h"
 
typedef struct {
int id;
int x, y;
int state, timer;
double imageIndex;
//Mask mask;
} Gas;
 
void createGas(int x, int y, int temp);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/ghoul.c
0,0 → 1,218
#include "ghoul.h"
#include "../game.h"
#include "../enemy.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
 
void ghoulStep(Ghoul* g);
void ghoulDraw(Ghoul* g);
 
void createGhoul(int x, int y, int type)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Ghoul* g = malloc(sizeof *g);
g->id = i;
g->hp = 2;
g->x = x;
g->y = y;
g->vsp = 0;
g->grav = 0.1;
g->dir = 0;
g->type = type;
g->onground = 0;
g->timer = 0;
g->state = 0;
g->invincible = 0;
g->imageIndex = 0;
g->mask.circle = 0;
g->mask.unused = 1;
g->mask.w = 24;
g->mask.h = 32;
g->mask.x = g->x + ((40 - g->mask.w) / 2);
g->mask.y = g->y + (40 - g->mask.h);
e->data = g;
e->enemyStep = ghoulStep;
e->enemyDraw = ghoulDraw;
e->type = 18;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void ghoulStep(Ghoul* g)
{
if (g->invincible > 0) {
g->invincible -= 1;
}
if (g->state == 0) { //Wait
Mask area;
area.unused = area.circle = 0;
area.w = 280;
area.h = 80;
area.x = g->x - 120;
area.y = g->y - 20;
if (checkCollisionXY(area, herox, heroy + 20) == 1) {
g->state = 1;
g->mask.unused = 0;
g->imageIndex = 0;
g->dir = 1;
if (herox < g->x + 20) {
g->dir = -1;
}
}
}
else if (g->state == 1) { //Pop-up
g->imageIndex += 0.16;
if (g->imageIndex >= 4) {
g->state = 2;
g->vsp = -1;
g->imageIndex = 0;
PHL_PlaySound(sounds[sndPi05],CHN_ENEMIES);
}
}
else if (g->state == 2) { //Walking
g->mask.unused = 0;
if (g->onground == 0) {
//Vertical movement
g->y += g->vsp;
g->vsp += g->grav;
g->mask.y = g->y + (40 - g->mask.h);
PHL_Rect collide = getTileCollision(1, g->mask);
if (collide.x == -1) {
collide = getTileCollision(3, g->mask);
}
if (collide.x != -1) {
g->onground = 1;
g->vsp = 0;
g->y = collide.y - 40;
g->mask.y = g->y + (40 - g->mask.h);
}
}
g->imageIndex += 0.1;
if (g->imageIndex >= 2) {
g->imageIndex -= 2;
}
 
double hsp = 1;
if ((int)g->imageIndex == 0) {
hsp = 0.5;
}
//Purple
if (g->type == 1) {
hsp *= 2;
}
g->x += hsp * g->dir;
g->mask.x = g->x + ((40 - g->mask.w) / 2);
if (g->onground == 1) {
if ((g->x < -20 || g->x > 660) || checkTileCollision(1, g->mask) == 1) {
g->dir *= -1;
PHL_Rect collide = getTileCollision(1, g->mask);
if (collide.x != -1) {
g->x = collide.x + (40 * g->dir);
}
}
else {
//check on ledge
g->mask.w = 5;
if (g->dir == 1) {
g->mask.x = g->x + 30;
}
if (g->dir == -1) {
g->mask.x = g->x + 5;
}
g->mask.y += 20;
if (checkTileCollision(1, g->mask) == 0 && checkTileCollision(3, g->mask) == 0) {
g->dir *= -1;
}
g->mask.w = 24;
g->mask.x = g->x + ((40 - g->mask.w) / 2);
g->mask.y = g->y + (40 - g->mask.h);
}
}
}
g->mask.x = g->x + ((40 - g->mask.w) / 2);
g->mask.y = g->y + (40 - g->mask.h);
//Hit Player
{
if (checkCollision(g->mask, getHeroMask())) {
if (heroHit(10, g->x + 20) == 1 && g->type == 1) {
heroPoison();
}
}
}
//Weapon Collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(g->mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
g->hp -= 1;
g->invincible = 15;
//Death
if (g->hp <= 0) {
createEffect(2, g->x - 12, g->y - 6);
spawnCollectable(g->x + 20, g->y);
enemyDestroy(g->id);
}
i = MAX_WEAPONS;
}
}
}
}
}
}
 
void ghoulDraw(Ghoul* g)
{
if (g->state != 0 && g->invincible % 2 == 0) {
int cx = (int)g->imageIndex * 40,
cy = 160;
if (g->state == 1) {
cx += 160;
}else{
if (g->dir == -1) {
cx += 80;
}
}
//Purple palette
cy += 160 * g->type;
PHL_DrawSurfacePart(g->x, g->y, cx, cy, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/ghoul.h
0,0 → 1,22
#ifndef GHOUL_H
#define GHOUL_H
 
#include "../collision.h"
 
typedef struct {
int id;
int hp;
double x, y;
double vsp, grav;
int type;
int onground;
int dir;
int state, timer, invincible;
double imageIndex;
Mask mask;
} Ghoul;
 
void createGhoul(int x, int y, int type);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/golem.c
0,0 → 1,199
#include "golem.h"
#include "../PHL.h"
#include "../hero.h"
#include "../game.h"
#include <stdlib.h>
 
void golemStep(Golem* g);
void golemDraw(Golem* g);
 
void createGolem(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Golem* g = malloc(sizeof *g);
g->id = i;
g->x = x;
g->y = y;
g->hp = 4;
g->dir = 1;
if (dir == 1) {
g->dir = -1;
}
g->imageIndex = 0;
g->state = 0;
g->blink = 0;
e->data = g;
e->enemyStep = golemStep;
e->enemyDraw = golemDraw;
e->type = 28;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void golemStep(Golem* g)
{
double imageSpeed = 0.2;
//Timers
{
if (g->blink > 0) {
g->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.w = 36;
mask.h = 36;
mask.x = g->x + ((40 - mask.w) / 2);
mask.y = g->y + (40 - mask.h);
}
//Rolling
if (g->state == 0)
{
//Animate
{
g->imageIndex += imageSpeed * g->dir;
if (g->imageIndex >= 8) {
g->imageIndex -= 8;
}
if (g->imageIndex < 0) {
g->imageIndex += 8;
}
}
//Movement
double hsp = 1;
{
g->x += hsp * g->dir;
mask.x = g->x + ((40 - mask.w) / 2);
}
char nextState = 0;
//Check on ledge
{
mask.x += 30 * g->dir;
mask.y += 10;
if (checkTileCollision(1, mask) == 0 && checkTileCollision(3, mask) == 0) {
nextState = 1;
}
mask.x = g->x + ((40 - mask.w) / 2);
mask.y = g->y + (40 - mask.h);
}
//Collide with wall
{
mask.x += hsp * g->dir;
if (checkTileCollision(1, mask) == 1) {
nextState = 1;
}
mask.x = g->x + ((40 - mask.w) / 2);
}
if (nextState == 1) {
PHL_PlaySound(sounds[sndPi10], CHN_ENEMIES);
g->state = 1;
g->imageIndex = 0;
}
}
//Forming
else if (g->state == 1)
{
//Animate
{
g->imageIndex += imageSpeed;
if (g->imageIndex >= 12) {
g->imageIndex = 0;
g->state = 0;
g->dir *= -1;
}
}
}
//Hero Collision
{
if (checkCollision(mask, getHeroMask())) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
//Tink
if (g->state == 0) {
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}else{
g->hp -= 1;
g->blink = 15;
}
i = MAX_WEAPONS;
}
}
}
}
}
 
//Death
{
if (g->hp <= 0) {
createRockSmash(mask.x + (mask.w / 2), mask.y + (mask.h / 2));
spawnCollectable(g->x + 20, g->y);
enemyDestroy(g->id);
}
}
}
 
void golemDraw(Golem* g)
{
if (g->blink % 2 == 0) {
int cropX = 320,
cropY = 160;
int drawY = g->y;
if (g->state == 0) {
cropX += (int)g->imageIndex * 40;
drawY += 2;
}else{
cropY = 280;
cropX = 240;
int animation[12] = {0, 1, 2, 3, 3, 3, 3, 3, 3, 2, 1, 0};
cropX += animation[(int)g->imageIndex] * 40;
}
PHL_DrawSurfacePart(g->x, drawY, cropX, cropY, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/golem.h
0,0 → 1,16
#ifndef GOLEM_H
#define GOLEM_H
 
typedef struct {
int id;
double x, y;
double imageIndex;
int hp;
int dir;
int state;
int blink;
} Golem;
 
void createGolem(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/gyra.c
0,0 → 1,332
#include "gyra.h"
#include "../game.h"
#include "../enemy.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
void gyraStep(Gyra* g);
void gyraDraw(Gyra* g);
void gyraDestroy(Gyra* g);
 
int boss4flag = 21;
 
void createGyra(int x, int y)
{
if (flags[boss4flag] == 0) { //have not yet beaten boss 4
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("boss02.bmp");
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
//Boss start
setBossRoom();
Enemy* e = malloc(sizeof *e);
Gyra* g = malloc(sizeof *g);
g->id = i;
g->hp = 50;
//g->hp = 1;
g->x = x;
g->y = y;
g->targx = g->x;
g->targy = g->y;
g->state = 0;
g->timer = 260;
g->counter = 0;
g->invincible = 0;
g->dir = 0;
g->imageIndex = 0;
//Setup
g->targx = g->x - 32;
g->targy = g->y + 64;
g->dir = 160;
g->x = g->targx + (80 * sin(g->dir * 3.14159 / 180));
g->y = g->targy + (80 * cos(g->dir * 3.14159 / 180));
int a;
for (a = 0; a < 144; a++) {
g->xrecord[a] = g->x;
g->yrecord[a] = g->y;
}
e->data = g;
e->enemyStep = gyraStep;
e->enemyDraw = gyraDraw;
e->type = 43;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void gyraStep(Gyra* g)
{
//Animate
g->imageIndex += 0.1;
if (g->imageIndex >= 2) {
g->imageIndex -= 2;
}
int pattern[6] = {0, 1, 2, 1, 0, 2};
//Move in a circle
if (g->state == 0)
{
int len = 80;
//Setup
if (g->timer == 0) {
g->targx = g->x + (len * sin((g->dir + 90) * 3.14159 / 180));
g->targy = g->y + (len * cos((g->dir + 90) * 3.14159 / 180));
g->dir -= 90;
g->timer = 250;
}
g->dir += 1.5;
if (g->dir >= 360) {
g->dir -= 360;
}
g->x = g->targx + (len * sin(g->dir * 3.14159 / 180));
g->y = g->targy + (len * cos(g->dir * 3.14159 / 180));
g->timer -= 1;
if (g->timer <= 0) {
g->counter += 1;
g->state = pattern[g->counter];
/*
if (g->state != 1 && (g->x < 40 || g->x > 600 || g->y < 40 || g->y > 440)) {
g->state = 1;
}*/
g->timer = 0;
}
}
//Attack
else if (g->state == 1)
{
//Setup
if (g->timer == 0) {
g->targx = herox;
g->targy = heroy + 20;
g->dir += 90;
g->timer = 320;
}
double spd = 2;
double diralt = 1.2;
double targdir = (atan2(g->targy - g->y, g->x - g->targx) * 180 / 3.14159) + 270;
targdir = g->dir - targdir;
while (targdir >= 360) { targdir -= 360; }
while (targdir < 0) { targdir += 360; }
if (targdir > 180) {
g->dir += diralt;
}
if (targdir < 180) {
g->dir -= diralt;
}
//Movement
g->x += spd * sin(g->dir * 3.14159 / 180);
g->y += spd * cos(g->dir * 3.14159 / 180);
//Get (close) to targ coords
g->timer -= 1;
if (g->timer <= 0 || sqrt( pow(g->x - g->targx, 2) + pow(g->y - g->targy, 2) ) <= spd * 2) {
g->counter += 1;
if (g->counter >= 5) {
g->counter = 0;
}
g->state = pattern[g->counter];
g->timer = 0;
}
}
//Oval movement
else if (g->state == 2)
{
int wlen = 120,
hlen = 80;
//Setup
if (g->timer == 0) {
g->targx = g->x + (wlen * sin((g->dir - 90) * 3.14159 / 180));
g->targy = g->y + (hlen * cos((g->dir - 90) * 3.14159 / 180));
g->dir += 90;
g->timer = 200;
}
g->dir -= 1.5;
if (g->dir < 0) {
g->dir += 360;
}
g->x = g->targx + (wlen * sin(g->dir * 3.14159 / 180));
g->y = g->targy + (hlen * cos(g->dir * 3.14159 / 180));
g->timer -= 1;
if (g->timer <= 0) {
g->counter += 1;
if (g->counter >= 5) {
g->counter = 0;
}
g->state = pattern[g->counter];
/*
if (g->state != 1 && (g->x < 40 || g->x > 600 || g->y < 40 || g->y > 440)) {
g->state = 1;
g->timer = 0;
}*/
}
}
//Death
if (g->state == 3)
{
g->timer -= 1;
if (g->timer <= 0) {
g->timer = 12;
int cx = g->xrecord[128 - (g->counter * 16)],
cy = g->yrecord[128 - (g->counter * 16)];
createEffect(2, cx - 32, cy - 32);
g->counter += 1;
if (g->counter == 9) {
gyraDestroy(g);
}
}
}else{
//Update tail record
int i;
for (i = 142; i >= 0; i--) {
g->xrecord[i + 1] = g->xrecord[i];
g->yrecord[i + 1] = g->yrecord[i];
}
g->xrecord[0] = g->x;
g->yrecord[0] = g->y;
//for (i = 8; i >= 0; i--) {
for (i = 0; i <= 8; i++) {
int cx = g->x, cy = g->y;
if (i != 0) {
cx = g->xrecord[i * 16];
cy = g->yrecord[i * 16];
}
Mask mask;
mask.unused = 0;
mask.circle = 1;
mask.x = cx;
mask.y = cy;
mask.w = mask.h = 28;
int a;
for (a = 0; a < MAX_WEAPONS; a++) {
if (weapons[a] != NULL) {
if (weapons[a]->cooldown == 0) {
if (checkCollision(mask, weapons[a]->weaponMask)) {
g->invincible = -15;
weaponHit(weapons[a]);
if (i == 8) {
g->hp -= 1;
g->invincible = 15;
}else{
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}
a = MAX_WEAPONS;
}
}
}
}
//Hit player
if (checkCollision(getHeroMask(), mask)) {
if (heroHit(30, mask.x) && i == 0) {
heroPoison();
}
}
}
//Death
if (g->hp <= 0) {
g->state = 3;
g->timer = 0;
g->counter = 0;
g->invincible = 200;
}
}
if (g->invincible > 0) {
g->invincible -= 1;
}
if (g->invincible < 0) {
g->invincible += 1;
}
}
 
void gyraDraw(Gyra* g)
{
if (g->invincible <= 0 || g->invincible % 2 == 0) {
//Draw Tail Tip
if (g->state != 3 || g->counter <= 0) {
PHL_DrawSurfacePart(g->xrecord[126] - 40, g->yrecord[126] - 40, 320 + ((int)g->imageIndex * 80), 0, 80, 80, images[imgBoss]);
}
//Draw Tail
int i;
for (i = 7; i > 0; i--) {
if (g->state != 3 || g->counter <= (7 - i) + 1) {
PHL_DrawSurfacePart(g->xrecord[i * 16] - 40, g->yrecord[i * 16] - 40, 160 + ((int)g->imageIndex * 80), 0, 80, 80, images[imgBoss]);
}
}
//Draw Head
PHL_DrawSurfacePart(g->x - 40, g->y - 40, (int)g->imageIndex * 80, 0, 80, 80, images[imgBoss]);
}
//PHL_DrawRect(g->targx, g->targy, 10, 10, PHL_NewRGB(255, 255, 255));
//heroAmmo = g->state;
/*
int i;
for (i = 8; i >= 0; i--) {
int cx = g->x, cy = g->y;
if (i != 0) {
cx = g->xrecord[i * 16];
cy = g->yrecord[i * 16];
}
PHL_DrawRect(cx, cy, 10, 10, PHL_NewRGB(255, 255, 255));
}
*/
}
 
void gyraDestroy(Gyra* g)
{
enemyDestroy(g->id);
bossDefeatedFlag = 1;
roomSecret = 1;
 
flags[boss4flag] = 1;
PHL_StopMusic();
}
/contrib/games/hydracastlelabyrinth/src/enemies/gyra.h
0,0 → 1,19
#ifndef GYRA_H
#define GYRA_H
 
typedef struct {
int id;
int hp;
double x, y;
double xrecord[144];
double yrecord[144];
int state, timer, counter;
int targx, targy;
int invincible;
double dir;
double imageIndex;
} Gyra;
 
void createGyra(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/heads.c
0,0 → 1,838
#include "heads.h"
#include "../enemy.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
void headStep(Head* h);
void headDraw(Head* h);
 
void bulletStep(Bullet* b);
void bulletDraw(Bullet* b);
 
void fireballStep(Fireball* f);
void fireballDraw(Fireball* f);
 
void laserStep(Laser* l);
void laserDraw(Laser* l);
 
void flameStep(Flame* f);
void flameDraw(Flame* f);
 
void rockStep(Rock* r);
void rockDraw(Rock* r);
 
void airStep(Air* a);
void airDraw(Air* a);
 
void createHead(int type, int x, int y, int dir, int offset, int cooloff)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Head* h = malloc(sizeof *h);
h->id = i;
h->type = type;
h->x = x;
h->y = y;
h->state = 0;
h->hp = 5;
h->invincible = 0;
h->counter = 0;
h->dir = 1;
if (dir == 1) {
h->dir = -1;
}
 
h->timer = 30 * offset;
h->cooloff = 60;
if (cooloff != 0) {
h->cooloff = 30 * cooloff;
}
e->type = -1;
if (h->type == 0) {
e->type = 4;
h->cooloff = 120;
}
else if (h->type == 1) {
e->type = 6;
}
else if (h->type == 2) {
e->type = 5;
}
else if (h->type == 3) {
e->type = 7;
h->cooloff = 120;
}
else if (h->type == 4) {
e->type = 10;
h->dir = 0;
}
else if (h->type == 5) {
e->type = 25;
h->dir = 0;
}
e->data = h;
e->enemyStep = headStep;
e->enemyDraw = headDraw;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void headStep(Head* h)
{
int RHYNO = 0,
MEDUSA = 1,
DRAGON = 2,
DEMON = 3,
FIRE = 4,
JAR = 5;
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.x = h->x;
mask.y = h->y + 1;
mask.w = 40;
mask.h = 39;
}
 
//Timers
{
if (h->invincible > 0) {
h->invincible -= 1;
}
if (h->timer > 0) {
h->timer -= 1;
}
}
//Wait
if (h->state == 0)
{
char endstate = 0;
if (h->timer <= 0) {
//Proximity
if (h->type == RHYNO || h->type == DEMON) {
Mask area;
area.circle = area.unused = 0;
area.h = 80;
area.w = 400;
area.y = h->y - 20;
area.x = h->x;
if (h->dir == -1) {
area.x -= area.w - 40;
}
if (checkCollision(area, getHeroMask()) == 1) {
endstate = 1;
}
}else{
endstate = 1;
}
}
//Move onto next state
if (endstate == 1) {
h->state = 1;
h->timer = 30;
}
}
//Blink
else if (h->state == 1)
{
//Shoot projectile
if (h->timer <= 0) {
//Play Sound
{
int soundtoplay[6] = {sndShot03, sndShot04, sndFire01, sndHit06, sndShot03, sndShot06};
PHL_PlaySound(sounds[soundtoplay[h->type]], CHN_ENEMIES);
}
//Set vars
{
h->state = 0;
h->timer = h->cooloff;
}
//Create projectile
{
//Rhyno head
if (h->type == RHYNO) {
createBullet(mask.x + (mask.w / 2), h->y + 24, h->dir, h->id);
}
//Medusa head
if (h->type == MEDUSA) {
createLaser(h->x, h->y, h->dir);
}
//Dragon head
if (h->type == DRAGON) {
createFlame(h->x + 20 + (20 * h->dir), h->y - 10, h->dir);
}
//Demon head
if (h->type == DEMON) {
createRock(h->x + (20 * h->dir), h->y, h->dir);
}
//Fireball Statue
if (h->type == FIRE) {
createFireball(h->x + 20, h->y + 20, (atan2(heroy - h->y, h->x - (herox - 20)) * 180 / 3.14159) + 270, h->id);
}
//Air Jar
if (h->type == JAR) {
h->state = 3;
h->timer = 12;
h->counter = 0;
}
}
}
}
//Air Jar
else if (h->state == 3)
{
if (h->timer <= 0) {
h->counter += 1;
h->timer = 12;
createAir(h->x, h->y - 20);
}
if (h->counter >= 6) {
h->counter = 0;
h->state = 0;
h->timer = h->cooloff;
}
}
//Hit player
if (h->type != JAR) {
if (checkCollision(getHeroMask(), mask)) {
heroHit(10, mask.x + (mask.w / 2));
}
}
//Weapon collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
h->hp -= 1;
h->invincible = 15;
weaponHit(weapons[i]);
//Death
if (h->hp <= 0) {
createRockSmash(h->x + 20, h->y + 20);
spawnCollectable(h->x + 20, h->y);
enemyDestroy(h->id);
}
 
i = MAX_WEAPONS;
}
}
}
}
}
 
void headDraw(Head* h)
{
if (h->invincible % 2 == 0)
{
int sheetX[6] = {0, 320, 160, 240, 560, 400};
int sheetY[6] = {80, 80, 80, 120, 0, 120};
int cropX = sheetX[h->type];
int addx[6] = {6, 2, 0, 0, 0, 0};
int frames = 2;
//Change dir
if (h->dir == 0) {
frames = 1;
}else{
frames = 2;
if (h->dir == -1) {
cropX += 40;
}
}
//White flash
if (h->state == 1 && h->timer % 6 < 3) {
cropX += 40 * frames;
}
PHL_DrawSurfacePart(h->x - (addx[h->type] * h->dir), h->y, cropX, sheetY[h->type], 40, 40, images[imgEnemies]);
}
}
 
//Bullets
void createBullet(int x, int y, int dir, int minid)
{
int i;
for (i = minid; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Bullet* b = malloc(sizeof *b);
b->id = i;
b->x = x;
b->y = y;
b->hsp = dir * 4;
b->imageIndex = 0;
e->data = b;
e->enemyStep = bulletStep;
e->enemyDraw = bulletDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void bulletStep(Bullet* b)
{
char dead = 0;
//Movement
{
b->x += b->hsp;
}
//Create Mask
Mask mask;
{
mask.unused = 0;
mask.circle = 1;
mask.w = mask.h = 10;
mask.x = b->x;
mask.y = b->y;
}
//Animation
{
if (b->hsp > 0) {
b->imageIndex += 0.33;
}else{
b->imageIndex -= 0.33;
}
if (b->imageIndex < 0) {
b->imageIndex += 4;
}
if (b->imageIndex >= 4) {
b->imageIndex -= 4;
}
}
//Collide with wall
{
if (checkTileCollision(1, mask) == 1) {
createEffect(1, b->x - 20, b->y - 20);
dead = 1;
}
}
//Collide with hero
{
//Shield collision
if (checkCollision(mask, shieldMask) == 1) {
dead = 1;
createEffect(1, b->x - 20, b->y - 20);
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
}
//Collide with hero
else{
if (checkCollision(getHeroMask(), mask)) {
heroHit(10, mask.x);
}
}
}
//Destroy if outside of view
{
if (b->x > 660 || b->x < -20 || b->y < -20 || b->y > 520) {
dead = 1;
}
}
//Destroy
{
if (dead == 1) {
enemyDestroy(b->id);
}
}
}
 
void bulletDraw(Bullet* b)
{
PHL_DrawSurfacePart(b->x - 20, b->y - 20, 160 + (40 * (int)b->imageIndex), 480, 40, 40, images[imgMisc20]);
}
 
//Fireball
void createFireball(int x, int y, int angle, int minid)
{
//General idea: try to place fireball over spawner
int i;
for (i = minid; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Fireball* f = malloc(sizeof *f);
f->id = i;
f->x = x;
f->y = y;
f->spd = 3;
f->imageIndex = 0;
f->angle = angle;
f->mask.circle = 1;
f->mask.unused = 0;
f->mask.x = x;
f->mask.y = y;
f->mask.w = f->mask.h = 14;
e->data = f;
e->enemyStep = fireballStep;
e->enemyDraw = fireballDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void fireballStep(Fireball* f)
{
f->x += (f->spd) * sin(f->angle * 3.14159 / 180);
f->y += (f->spd) * cos(f->angle * 3.14159 / 180);
f->mask.x = f->x;
f->mask.y = f->y;
f->imageIndex += 0.5;
if (f->imageIndex >= 8) {
f->imageIndex -= 8;
}
//Collide with shield
if (checkCollision(f->mask, shieldMask)) {
createEffect(1, f->x - 20, f->y - 20);
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
enemyDestroy(f->id);
}else{
//Hit player
if (checkCollision(getHeroMask(), f->mask)) {
heroHit(10, f->mask.x);
}
//Destroy if outside of view
if (f->x > 660 || f->x < -20 || f->y < -20 || f->y > 520) {
enemyDestroy(f->id);
}
}
}
 
void fireballDraw(Fireball* f)
{
PHL_DrawSurfacePart(f->x - 20, f->y - 20, 320 + (40 * (int)f->imageIndex), 440, 40, 40, images[imgMisc20]);
}
 
//Laser
void createLaser(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Laser* l = malloc(sizeof *l);
l->id = i;
l->x = x;
l->y = y;
l->dir = dir;
l->imageIndex = 0;
l->mask.circle = l->mask.unused = 0;
l->mask.x = x;
l->mask.y = y + 17;
l->mask.w = 40;
l->mask.h = 6;
e->data = l;
e->enemyStep = laserStep;
e->enemyDraw = laserDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void laserStep(Laser* l)
{
char dead = 0;
l->x += l->dir * 10;
l->mask.x = l->x;
l->imageIndex += 0.34;
if (l->imageIndex >= 2) {
l->imageIndex -= 2;
}
if (checkCollision(shieldMask, l->mask)) { //Hit shield
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
createEffect(1, l->x + (20 * l->dir), l->y);
enemyDestroy(l->id);
dead = 1;
}else if (checkCollision(getHeroMask(), l->mask)) {
heroStone();
heroHit(15, l->x + 20);
}
if (dead == 0) {
if (checkTileCollision(1, l->mask)) {
createEffect(1, l->x + (20 * l->dir), l->y);
enemyDestroy(l->id);
dead = 1;
}
if (dead == 0) {
if (l->mask.x > 640 || l->mask.x + l->mask.w <= 0) {
enemyDestroy(l->id);
}
}
}
}
 
void laserDraw(Laser* l)
{
int dx = 0,
dy = 480;
if (l->dir == -1) {
dx += 80;
}
PHL_DrawSurfacePart(l->x, l->y, dx + (((int)l->imageIndex) * 40), dy, 40, 40, images[imgMisc20]);
}
 
//Dragon Flame
void createFlame(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Flame* f = malloc(sizeof *f);
f->id = i;
f->x = x;
f->y = y;
f->dir = dir;
f->timer = 60;
f->imageIndex = 0;
e->data = f;
e->enemyStep = flameStep;
e->enemyDraw = flameDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void flameStep(Flame* f)
{
f->imageIndex += 0.25;
if (f->timer > 0) {
if (f->imageIndex >= 3) {
f->imageIndex -= 3;
}
}
f->timer -= 1;
if (f->timer == 0) {
f->imageIndex = 3;
}
//Hero Collision
{
Mask mask;
mask.circle = mask.unused = 0;
mask.x = f->x;
mask.y = f->y + 16;
mask.w = 120;
mask.h = 18;
if (f->dir == -1) {
mask.x -= 120;
}
if (checkCollision(mask, getHeroMask()) == 1) {
int centerX = mask.x + 60 - (60 * f->dir);
//Hero is on ladder
if (getHeroState() == 3) {
centerX = herox;
}
heroHit(30, centerX);
}
}
if (f->timer < 0 && f->imageIndex >= 6) {
enemyDestroy(f->id);
}
}
 
void flameDraw(Flame* f)
{
int drawX = f->x,
drawY = f->y;
int cropX = 0,
cropY = 0;
if (f->dir == -1) {
cropX += 720;
drawX -= 120;
}
cropX += 120 * (int)f->imageIndex;
while (cropX >= 600) {
cropX -= 600;
cropY += 40;
}
PHL_DrawSurfacePart(drawX, drawY, cropX, cropY, 120, 40, images[imgMisc6020]);
}
 
//Demon Rock
void createRock(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Rock* r = malloc(sizeof *r);
r->id = i;
r->x = x;
r->y = y;
r->vsp = -3;
r->dir = dir;
r->imageIndex = 0;
e->data = r;
e->enemyStep = rockStep;
e->enemyDraw = rockDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void rockStep(Rock* r)
{
char dead = 0;
//Animate
{
r->imageIndex += 0.25 * r->dir;
if (r->imageIndex >= 8) {
r->imageIndex -= 8;
}
if (r->imageIndex < 0) {
r->imageIndex += 8;
}
}
//Setup Mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.x = r->x + 2;
mask.y = r->y + 2;
mask.w = 36;
mask.h = 36;
}
int hsp = 3;
double grav = 0.12;
//Movement
{
r->y += r->vsp;
r->vsp += grav;
//Collide with floor
{
mask.y = r->y + 2;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x != -1) {
PHL_PlaySound(sounds[sndHit06], CHN_ENEMIES);
r->y = collide.y - mask.h - 2;
r->vsp = -3;
mask.y = r->y + 2;
}
}
r->x += hsp * r->dir;
//Collide with wall
{
mask.x = r->x + 2;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
dead = 1;
}
}
}
//Collision
{
//Hero collision
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(20, mask.x + (mask.w / 2));
}
//Weapon collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
 
i = MAX_WEAPONS;
}
}
}
}
}
//Destroy
if (dead == 1) {
createRockSmash(r->x + 20, r->y);
enemyDestroy(r->id);
}
}
 
void rockDraw(Rock* r)
{
PHL_DrawSurfacePart(r->x, r->y, 320 + ((int)r->imageIndex * 40), 160, 40, 40, images[imgEnemies]);
}
 
//Air Stream
void createAir(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Air* a = malloc(sizeof *a);
a->id = i;
a->x = x;
a->y = y;
a->imageIndex = 0;
e->data = a;
e->enemyStep = airStep;
e->enemyDraw = airDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
//Air Puff
void airStep(Air* a)
{
Mask mask;
mask.circle = mask.unused = 0;
mask.w = 36;
mask.h = 30;
mask.x = a->x + ((40 - mask.w) / 2);
//Animate
a->imageIndex += 0.5;
if (a->imageIndex >= 2) {
a->imageIndex -= 2;
}
//Movement
a->y -= 6;
mask.y = a->y + (40 - mask.h);
//Collide with player
if (getHeroState() != 2) {
if (checkCollision(mask, getHeroMask())) {
if (hasItem[27] == 0) {
heroHit(10, mask.x + (mask.w / 2));
}else{
//Floating stuff
if (getHeroVsp() > -5) {
setHeroVsp(-5);
setHeroOnground(0);
}
}
}
}
//destroy if outside of room
if (mask.y + mask.h < 0) {
enemyDestroy(a->id);
}
}
 
void airDraw(Air* a)
{
PHL_DrawSurfacePart(a->x, a->y, (int)a->imageIndex * 40, 560, 40, 40, images[imgMisc20]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/heads.h
0,0 → 1,89
#ifndef HEADS_H
#define HEADS_H
 
#include "../collision.h"
 
//Goblin/medusa/dragon head statues
typedef struct {
int id, type; //0 = Rhyno head | 1 = Goblin | 2 = Dragon | 3 = Demon | 4 = Fireball | 5 = Air Jar
int state, timer;
double x, y;
int dir;
int hp, invincible;
int cooloff;
int counter;
//Mask mask;
} Head;
 
void createHead(int type, int x, int y, int dir, int offset, int cooloff);
 
//Bullet from Rhyno statues
typedef struct {
int id;
double x, y;
int hsp;
double imageIndex;
//Mask mask;
} Bullet;
 
void createBullet(int x, int y, int dir, int minid); //Minid is the spawner's id
 
//Fireball
typedef struct {
int id;
double x, y;
int angle;
int spd;
double imageIndex;
Mask mask;
} Fireball;
 
void createFireball(int x, int y, int angle, int minid);
 
//Medusa lazer
typedef struct {
int id;
double x, y;
int dir;
double imageIndex;
Mask mask;
} Laser;
 
void createLaser(int x, int y, int dir);
 
//Dragon flame
typedef struct {
int id;
int x, y;
int dir;
int timer;
double imageIndex;
} Flame;
 
void createFlame(int x, int y, int dir);
 
//Demon Boulder
typedef struct {
int id;
double x, y;
double vsp;
int dir;
double imageIndex;
} Rock;
 
void createRock(int x, int y, int dir);
 
//Air
typedef struct {
int id;
double x, y;
double imageIndex;
} Air;
 
void createAir(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/hydra.c
0,0 → 1,1127
#include "hydra.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
const double PI = 3.14159;
 
double headRot = 0;
 
void hydraStep(Hydra* h);
void hydraDraw(Hydra* h);
 
void hydraDestroy(Hydra* h);
 
void hydraheadStep(Hydrahead* h);
void hydraheadDraw(Hydrahead* h);
 
void hydragoopStep(Hydragoop* h);
void hydragoopDraw(Hydragoop* h);
 
void hydrarockStep(Hydrarock* h);
void hydrarockDraw(Hydrarock* h);
 
void hydrashockStep(Hydrashock* h);
void hydrashockDraw(Hydrashock* h);
 
double getHydraX(Hydrahead* h);
double getHydraY(Hydrahead* h);
 
Mask getHydraMask(Hydra* h);
int checkWeaponCollision(Mask m);
 
double lengthdir_x(double ang, double len);
double lengthdir_y(double ang, double len);
 
void setHeadState(int headid, int state);
 
 
//#hydra
void createHydra(int x)
{
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("lboss01.bmp");
int i;
for (i = 4; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
setBossRoom();
Enemy* e = malloc(sizeof *e);
Hydra* h = malloc(sizeof *h);
h->id = i;
h->hp = 10;
//h->hp = 1;
h->blink = 0;
h->x = x;
h->y = -64;
h->hsp = 0;
h->vsp = 0;
h->imageIndex = 0;
h->state = 0;
h->timer = 0;
h->patternCounter = 0;
h->onground = 0;
h->noheads = 0;
e->data = h;
e->enemyStep = hydraStep;
e->enemyDraw = hydraDraw;
e->type = 47;
enemies[i] = e;
h->headid[0] = createHydrahead(-1, 0, i);
h->headid[1] = createHydrahead(1, 0, i);
h->headid[2] = createHydrahead(1, 1, i);
h->headid[3] = createHydrahead(-1, 1, i);
i = MAX_ENEMIES;
}
}
}
 
void hydraStep(Hydra* h)
{
double grav = 0.2;
double fric = 0.1;
//Death
if (h->state == 6) {
h->y += 0.2;
h->timer -= 1;
h->blink -= 1;
if (h->timer % 12 == 0) {
createEffect(2, h->x - 64 + (rand() % 128) - 32, h->y - 64 + (rand() % 128));
}
if (h->timer <= 0) {
hydraDestroy(h);
}
}
else{
//Setup Mask
Mask mask = getHydraMask(h);
//States with hydra heads
if (h->noheads == 0) {
//Fall in intro
if (h->state == 0) {
h->hsp = 0;
h->timer += 1;
if (h->timer >= 50) {
h->timer = 50;
h->imageIndex = 2;
if (h->onground == 1) {
h->state = 1;
h->timer = 0;
}
}else{
grav = 0;
}
}
//Wait/Pattern activate
else if (h->state == 1)
{
h->timer += 1;
//Stop speed animation
if (h->timer >= 120) {
int patternSize = 9;
int pattern[9] = {4, 0, 4, 1, 4, 2, 4, 3, 2};
//Head seizure
if (pattern[h->patternCounter] == 4) {
h->state = 4;
h->timer = 0;
}
//Small hop
if (pattern[h->patternCounter] == 0) {
h->state = 2;
h->timer = 0;
}
//Goop
if (pattern[h->patternCounter] == 1) {
h->timer = -120;
setHeadState(h->headid[0], 2);
setHeadState(h->headid[1], 2);
}
//Big Hop
if (pattern[h->patternCounter] == 2) {
h->state = 3;
h->timer = 0;
}
//Electricity
if (pattern[h->patternCounter] == 3) {
h->timer = -40;
setHeadState(h->headid[2], 3);
setHeadState(h->headid[3], 3);
}
h->patternCounter += 1;
if (h->patternCounter >= patternSize) {
h->patternCounter = 0;
}
}
}
//Head seizure state
else if (h->state == 4) {
//Speed up head animation
if (h->timer == 0) {
setHeadState(h->headid[0], 1);
setHeadState(h->headid[1], 1);
setHeadState(h->headid[2], 1);
setHeadState(h->headid[3], 1);
}
h->timer += 1;
//Stop speed animation
if (h->timer == 120) {
setHeadState(h->headid[0], 0);
setHeadState(h->headid[1], 0);
setHeadState(h->headid[2], 0);
setHeadState(h->headid[3], 0);
//Pattern
h->state = 1;
h->timer = 120;
}
}
//Switch to noheads mode
if (h->onground == 1 &&
enemies[h->headid[0]] == NULL &&
enemies[h->headid[1]] == NULL &&
enemies[h->headid[2]] == NULL &&
enemies[h->headid[3]] == NULL)
{
h->noheads = 1;
h->state = 1;
h->timer = -15;
h->patternCounter = 0;
}
}
//States without hydra heads
else{
//Wait/pattern activate
if (h->state == 1) {
h->timer += 1;
if (h->timer >= 0) {
int patternSize = 3;
int pattern[3] = {0, 0, 2};
//Small hop
if (pattern[h->patternCounter] == 0) {
h->state = 2;
h->timer = 0;
}
//Big Hop
if (pattern[h->patternCounter] == 2) {
h->state = 3;
h->timer = 0;
}
h->patternCounter += 1;
if (h->patternCounter >= patternSize) {
h->patternCounter = 0;
}
}
}
}
//States used by both modes
{
//Small hop
if (h->state == 2) {
//Setup
if (h->timer == 0) {
h->vsp = -2;
h->onground = 0;
h->hsp = 2.5;
if (herox < h->x) {
h->hsp *= -1;
}
}
h->timer += 1;
if (h->onground == 1) {
if (h->noheads == 0 || h->hsp == 0) {
h->state = 1;
h->timer = 0;
}
}
}
//Large Hop
else if (h->state == 3) {
h->hsp = 0;
//Setup
if (h->timer == 0) {
h->timer = 1;
if (h->noheads == 0) {
h->vsp = -8;
}else{
h->vsp = -5;
}
h->onground = 0;
}
if (h->onground == 1) {
h->timer += 1;
if (h->timer % 20 == 0) {
createHydrarock();
}
if (h->timer >= 220) {
h->state = 1;
h->timer = -15;
}
}
}
}
//Animate
{
if (h->onground == 1) {
h->imageIndex += 0.1;
if (h->imageIndex >= 2) {
h->imageIndex -= 2;
}
}else{
if (h->vsp < 0) {
h->imageIndex = 3;
}
else {
h->imageIndex = 2;
}
}
//Blink
if (h->blink > 0) {
h->blink -= 1;
}
}
//Movement
{
//Horizontal
if (h->hsp != 0) {
h->x += h->hsp;
mask = getHydraMask(h);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
int dir = 1;
if (h->hsp < 0) {
dir = -1;
}
h->x = collide.x + 20 - ((20 + (mask.w / 2)) * dir);
h->hsp *= -1;
}
}
//Friction
{
if (h->onground == 1) {
if (h->hsp > 0) {
h->hsp -= fric;
if (h->hsp < 0) {
h->hsp = 0;
}
}
if (h->hsp < 0) {
h->hsp += fric;
if (h->hsp > 0) {
h->hsp = 0;
}
}
}
}
//Vertical
{
int maxVsp = 9;
if (h->onground == 0) {
h->y += h->vsp;
h->vsp += grav;
mask = getHydraMask(h);
//Limit vsp
{
if (h->vsp > maxVsp) {
h->vsp = maxVsp;
}
}
//Collide with floor
{
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
h->y = collide.y - 64;
h->vsp = 0;
h->onground = 1;
PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES);
quakeTimer = 30;
createEffectExtra(3, h->x - 30, h->y + 32, -1, 0, 0);
createEffectExtra(3, h->x - 10, h->y + 32, 1, 0, 0);
}
}
}
}
}
//Update mask
mask = getHydraMask(h);
//Hero Collision
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(25, h->x);
}
}
//Weapon Collision
{
int wid = checkWeaponCollision(mask);
if (wid != -1) {
//Pushed back
if (h->noheads == 0) {
h->hsp = weapons[wid]->dir;
PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES);
}else{
h->hp -= 1;
h->blink = 15;
}
weaponHit(weapons[wid]);
//Die
if (h->hp <= 0) {
h->state = 6;
h->timer = 180;
h->blink = 200;
}
}
}
}
}
 
void hydraDraw(Hydra* h)
{
if (h->blink % 2 == 0) {
int cropX = (int)h->imageIndex * 128;
int cropY = 128;
if (h->noheads == 1) {
cropY += 128;
}
PHL_DrawSurfacePart(h->x - 64, h->y - 64, cropX, cropY, 128, 128, images[imgBoss]);
}
}
 
void hydraDestroy(Hydra* h)
{
enemyDestroy(h->id);
bossDefeatedFlag = 1;
roomSecret = 1;
 
PHL_StopMusic();
}
 
Mask getHydraMask(Hydra* h)
{
Mask mask;
mask.unused = mask.circle = 0;
mask.w = 84;
mask.h = 84;
mask.x = h->x - (mask.w / 2);
mask.y = h->y - 64 + (128 - mask.h);
return mask;
}
 
//#heads
int createHydrahead(int dir, int position, int bodyid)
{
int result = -1;
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Hydrahead* h = malloc(sizeof *h);
h->id = i;
result = i;
h->hp = 25;
//h->hp = 1;
h->blink = 0;
h->dir = dir;
h->position = position;
h->imageIndex = 0;
h->neckRot = 0;
if (position != 0) {
h->neckRot -= 45;
}
h->state = 0;
h->timer = 0;
h->counter = 0;
h->bodyid = bodyid;
int a;
for (a = 0; a < 7; a++) {
h->bodyposX[a] = 0;
h->bodyposY[a] = 0;
}
e->data = h;
e->enemyStep = hydraheadStep;
e->enemyDraw = hydraheadDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
return result;
}
 
void hydraheadStep(Hydrahead* h)
{
char dead = 0;
//Animate
{
h->imageIndex += 0.1;
if (h->imageIndex >= 2) {
h->imageIndex -= 2;
}
if (h->blink > 0) {
h->blink -= 1;
}
h->neckRot += 2;
if (h->neckRot >= 360) {
h->neckRot -= 360;
}
}
//States
{
//Death
if (h->state == 4) {
h->timer += 1;
if (h->timer % 6 == 0) {
createEffect(2, h->bodyposX[6 - h->counter] - 32, h->bodyposY[6 - h->counter] - 32);
h->counter += 1;
}
if (h->counter >= 7) {
dead = 1;
}
}
else{
if (h->state == 0) {
//Do nothing special
}
//Fast movements
else if (h->state == 1) {
h->neckRot += 2;
}
//Shoot goop
else if (h->state == 2) {
h->neckRot += 2;
h->timer += 1;
//Create Goop
if (h->timer % 15 == 0) {
int ghsp = -4 + (rand() % 9),
gvsp = -6;
createHydragoop(h->bodyposX[6], h->bodyposY[6], ghsp, gvsp);
}
if (h->timer >= 120) {
h->state = 0;
}
}
//Shoot electricity
else if (h->state == 3) {
if (h->timer == 0) {
h->timer = 1;
}
if (h->timer % 20 == 0) {
if (h->counter == 0) {
createHydrashock(h->bodyposX[6] + (70 * h->dir), h->bodyposY[6] + 20);
}
h->neckRot -= 2;
h->counter += 1;
if (h->counter >= 20) {
h->counter = 0;
h->timer += 1;
}
}else{
h->neckRot += 2;
h->timer += 1;
}
if (h->timer > 80) {
h->state = 0;
/*
Hydra* body = enemies[h->bodyid]->data;
body->state = 1;
body->timer = 239;
*/
}
}
Mask mask;
mask.circle = mask.unused = 0;
//Collide with player
{
int i;
for (i = 0; i < 7; i+=2) {
//Setup mask
{
mask.w = 48;
mask.h = 48;
//Head
if (i == 6) {
mask.w = 60;
mask.h = 36;
}
mask.x = h->bodyposX[i] - (mask.w / 2);
mask.y = h->bodyposY[i] - (mask.h / 2);
}
//Collide
if (checkCollision(getHeroMask(), mask) == 1) {
heroHit(25, getHydraX(h));
}
}
}
//Weapon collision
{
//Mask should still be on the head
int wid = checkWeaponCollision(mask);
if (wid != -1) {
h->blink = 15;
h->hp -= 1;
weaponHit(weapons[wid]);
if (h->hp <= 0) {
h->state = 4;
h->timer = 0;
h->counter = 0;
}
}
}
}
}
//Destroy object
if (dead == 1) {
enemyDestroy(h->id);
}
}
 
void hydraheadDraw(Hydrahead* h)
{
/*
char c[10];
sprintf(c, "%02d", h->timer);
PHL_DrawTextBold(c, h->bodyposX[6], 0, 0);
*/
h->bodyposX[0] = getHydraX(h) + 20;
h->bodyposY[0] = getHydraY(h);
double drawX = getHydraX(h) + 20;
double drawY = getHydraY(h);
int dis = 24;
int angle = -25;
if (h->position == 1) {
angle = -60;
drawX -= 5;
drawY -= 20;
}
int i;
for (i = 0; i < 7; i++) {
double wavlen = sin((h->neckRot + (45 * i)) * PI / 180);
double incang = 45;
if (h->position != 0) {
incang = 45;
}
if (i == 6) {
//incang += 15;
incang = 50;
if (h->position == 1) {
incang = 80;
}
}
drawX += lengthdir_x(angle + (incang * wavlen), dis);
drawY += lengthdir_y(angle + (incang * wavlen), dis);
h->bodyposX[i] = drawX;
h->bodyposY[i] = drawY;
if (h->dir == -1) {
double difference = h->bodyposX[i] - getHydraX(h);
h->bodyposX[i] = getHydraX(h) - difference;
}
if (h->blink % 2 == 0) {
if (h->state != 4 || (6 - h->counter >= i)) {
if (i != 6) {
int cropX = 0;
if (h->dir == -1) {
cropX += 64;
}
PHL_DrawSurfacePart(h->bodyposX[i] - 32, h->bodyposY[i] - 32, cropX, 64, 64, 64, images[imgBoss]);
}else{
int cropX = 0;
if (h->dir == -1) {
cropX += 320;
}
cropX += (int)h->imageIndex * 80;
PHL_DrawSurfacePart(h->bodyposX[i] - 40, h->bodyposY[i] - 32, cropX, 0, 80, 64, images[imgBoss]);
}
}
}
}
}
 
int checkWeaponCollision(Mask m)
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(weapons[i]->weaponMask, m) == 1) {
return i;
}
}
}
}
return -1;
}
 
double lengthdir_x(double ang, double len)
{
return cos(ang * PI / 180) * len;
}
 
double lengthdir_y(double ang, double len)
{
return sin(ang * PI / 180) * len;
}
 
double getHydraX(Hydrahead* h)
{
if (enemies[h->bodyid] != NULL) {
Hydra* hbody = enemies[h->bodyid]->data;
return hbody->x;
}
return -1;
}
 
double getHydraY(Hydrahead* h)
{
if (enemies[h->bodyid] != NULL) {
Hydra* hbody = enemies[h->bodyid]->data;
return hbody->y;
}
return -1;
}
 
void setHeadState(int headid, int state)
{
if (enemies[headid] != NULL) {
Hydrahead* h = enemies[headid]->data;
if (h->state != 4) {
h->state = state;
h->timer = 0;
h->counter = 0;
}
}
}
 
//#goop
void createHydragoop(int x, int y, int hsp, int vsp)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Hydragoop* h = malloc(sizeof *h);
h->id = i;
h->x = x;
h->y = y;
h->hsp = hsp;
h->vsp = vsp;
h->inwall = 0;
h->bounce = 0;
h->imageIndex = 0;
e->data = h;
e->enemyStep = hydragoopStep;
e->enemyDraw = hydragoopDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
PHL_PlaySound(sounds[sndPi06], CHN_ENEMIES);
}
}
}
 
void hydragoopStep(Hydragoop* h)
{
char dead = 0;
//Animate
{
h->imageIndex += 0.16;
if (h->imageIndex >= 3) {
h->imageIndex -= 3;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 36;
mask.h = 36;
mask.x = h->x - mask.w / 2;
mask.y = h->y - mask.h / 2;
}
//Movement
{
double grav = 0.2;
h->x += h->hsp;
mask.x = h->x - mask.w / 2;
if (checkTileCollision(1, mask) == 1) {
h->inwall = 1;
}
h->y += h->vsp;
h->vsp += grav;
mask.y = h->y - mask.h / 2;
if (h->inwall == 0 && h->bounce == 0) {
if (checkTileCollision(1, mask) == 1) {
h->bounce = 1;
h->vsp = -2;
}
}
}
//Outside of room
{
if ( (h->y > 500 && h->vsp >= 0) ||
(h->x < -20 && h->hsp <= 0) ||
(h->x > 660 && h->hsp >= 0) )
{
dead = 1;
}
}
//Collide with hero
{
//Collide with shield
if (checkCollision(mask, shieldMask) == 1) {
createEffect(1, h->x - 20, h->y - 20);
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
dead = 1;
}
else if (checkCollision(mask, getHeroMask()) == 1) {
if (heroHit(25, h->x) == 1) {
heroPoison();
}
}
}
//Destroy object
{
if (dead == 1) {
enemyDestroy(h->id);
}
}
}
 
void hydragoopDraw(Hydragoop* h)
{
int cropX = 320;
cropX += (int)h->imageIndex * 40;
PHL_DrawSurfacePart(h->x - 20, h->y - 20, cropX, 480, 40, 40, images[imgMisc20]);
}
 
//#rock
void createHydrarock()
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Hydrarock* h = malloc(sizeof *h);
h->id = i;
h->x = 70 + (rand() % 26) * 20;
h->y = -24;
h->vsp = 0;
 
h->bounce = 0;
h->imageIndex = 0;
e->data = h;
e->enemyStep = hydrarockStep;
e->enemyDraw = hydrarockDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void hydrarockStep(Hydrarock* h)
{
//Animate
{
h->imageIndex += 0.25;
if (h->imageIndex >= 8) {
h->imageIndex -= 8;
}
}
//Movement
{
double grav = 0.15;
h->y += h->vsp;
h->vsp += grav;
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 44;
mask.h = 44;
mask.x = h->x - mask.w / 2;
mask.y = h->y - mask.h / 2;
}
if (h->bounce == 0) {
if (checkTileCollision(1, mask) == 1) {
h->bounce = 1;
h->vsp = -2;
PHL_PlaySound(sounds[sndHit06], CHN_ENEMIES);
}
}
//Hero collision
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(30, h->x);
}
}
//Weapon Collision
{
int wid = checkWeaponCollision(mask);
if (wid != -1) {
weaponHit(weapons[wid]);
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}
}
if (h->y >= 520) {
enemyDestroy(h->id);
}
}
 
void hydrarockDraw(Hydrarock* h)
{
int cropX = 128;
cropX += (int)h->imageIndex * 64;
PHL_DrawSurfacePart(h->x - 32, h->y - 32, cropX, 128, 64, 64, images[imgMisc32]);
}
 
//#electricity
void createHydrashock(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Hydrashock* h = malloc(sizeof *h);
h->id = i;
h->timer = 0;
h->x = x;
h->y = y;
h->angle = 0;
h->imageIndex = 0;
e->data = h;
e->enemyStep = hydrashockStep;
e->enemyDraw = hydrashockDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
PHL_PlaySound(sounds[sndShot03], CHN_ENEMIES);
}
}
}
 
void hydrashockStep(Hydrashock* h)
{
//Animate
{
h->imageIndex += 0.5;
if (h->imageIndex >= 4) {
h->imageIndex -= 4;
}
}
h->timer += 1;
if (h->timer >= 20) {
if (h->timer == 20) {
//Set angle
h->angle = (atan2(h->x - (herox), heroy + 20 - h->y) * 180 / PI) + 90;
}
h->timer = 22;
//Movement
{
int spd = 5;
h->x += lengthdir_x(h->angle, spd);
h->y += lengthdir_y(h->angle, spd);
}
}
//Setup mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.w = 28;
mask.h = 28;
mask.x = h->x - mask.w / 2;
mask.y = h->y - mask.h / 2;
}
//Hero Collision
{
if (checkCollision(mask, getHeroMask()) == 1) {
if (heroHit(25, h->x) == 1) {
heroStun();
}
}
}
//Destroy if outside of room
{
if (mask.x > 660 || mask.x + mask.w < -20 || mask.y > 500 || mask.y + mask.h < -20) {
enemyDestroy(h->id);
}
}
}
 
void hydrashockDraw(Hydrashock* h)
{
if (h->timer % 2 == 0) {
int cropX = (int)h->imageIndex * 64;
PHL_DrawSurfacePart(h->x - 32, h->y - 32, cropX, 192, 64, 64, images[imgMisc32]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/hydra.h
0,0 → 1,65
#ifndef HYDRA_H
#define HYDRA_H
 
typedef struct {
int id;
int hp, blink;
double x, y;
double hsp, vsp;
double imageIndex;
int state, timer;
int patternCounter;
char onground;
char noheads;
int headid[4];
} Hydra;
 
void createHydra(int x);
 
typedef struct {
int id;
int hp, blink;
int dir;
int position; //0 = lower 1 = higher
double imageIndex;
double neckRot;
int state, timer, counter;
int bodyid;
double bodyposX[7];
double bodyposY[7];
} Hydrahead;
 
int createHydrahead(int dir, int position, int bodyid);
 
typedef struct {
int id;
double x, y;
double hsp, vsp;
char inwall;
char bounce;
double imageIndex;
} Hydragoop;
 
void createHydragoop(int x, int y, int hsp, int vsp);
 
typedef struct {
int id;
double x, y;
double vsp;
char bounce;
double imageIndex;
} Hydrarock;
 
void createHydrarock();
 
typedef struct {
int id;
int timer;
double x, y;
double angle;
double imageIndex;
} Hydrashock;
 
void createHydrashock(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/jellyfish.c
0,0 → 1,195
#include "jellyfish.h"
#include "../enemy.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
void jellyfishStep(Jellyfish* j);
void jellyfishDraw(Jellyfish* j);
 
void createJellyfish(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Jellyfish* j = malloc(sizeof *j);
j->id = i;
j->x = x;
j->y = j->ystart = y;
j->ystart += 20;
j->spd = 0;
j->angle = 0;
j->state = 0;
j->imageIndex = 0;
e->data = j;
e->enemyStep = jellyfishStep;
e->enemyDraw = jellyfishDraw;
e->type = 20;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void jellyfishStep(Jellyfish* j)
{
Mask mask;
mask.unused = mask.circle = 0;
mask.w = mask.h = 30;
mask.x = j->x + 20 - (mask.w / 2);
mask.y = j->y + 20 - (mask.h / 2);
//Idle float
if (j->state == 0)
{
//Animate
j->imageIndex += 0.06;
if (j->imageIndex >= 4) {
j->imageIndex -= 4;
}
//Movement
j->angle += 2.5;
if (j->angle >= 360) { j->angle -= 360; }
j->y = j->ystart + (20 * sin(j->angle * 3.14159 / 180));
 
//Update mask
mask.y = j->y + 20 - (mask.h / 2);
//if player is close enough
Mask area;
area.unused = area.circle = 0;
area.w = area.h = 160;
area.x = j->x - 60;
area.y = j->y - 60;
if (checkCollision(area, getHeroMask()) == 1) {
j->state = 1;
j->spd = 0;
}
}
//Attack
if (j->state == 1)
{
//Setup
if (j->spd == 0) {
PHL_PlaySound(sounds[sndPi02], CHN_ENEMIES);
j->spd = 3;
//Move Right
if (herox > j->x + 20) {
//Move Up
if (heroy < j->y) {
j->angle = 135;
}
//Move Down
else {
j->angle = 45;
}
}
//Move Left
else{
//Move Up
if (heroy < j->y) {
j->angle = 225;
}
//Move Down
else {
j->angle = 315;
}
}
}
//Movement
j->x += (j->spd) * sin(j->angle * 3.14159 / 180);
j->y += (j->spd) * cos(j->angle * 3.14159 / 180);
//Slow down
j->spd -= 0.075;
if (j->spd <= 0) {
j->spd = 0;
j->state = 2;
}
}
//Stablize
if (j->state == 2)
{
//Setup
if (j->spd == 0) {
j->spd = 1;
j->ystart = j->y - 20;
j->angle = 80;
}
//Movement
j->angle += 2.5;
if (j->angle >= 360) { j->angle -= 360; }
j->y = j->ystart + (20 * sin(j->angle * 3.14159 / 180));
if (j->angle >= 180) {
j->state = 0;
j->ystart = j->y - 20;
j->angle = 100;
}
}
//Update Mask
mask.x = j->x + 20 - (mask.w / 2);
mask.y = j->y + 20 - (mask.h / 2);
//Collide with hero
if (checkCollision(mask, getHeroMask())) {
heroHit(15, j->x + 20);
}
//Sword collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
spawnCollectable(j->x + 20, j->y);
weaponHit(weapons[i]);
createEffect(2, j->x - 12, j->y - 12);
enemyDestroy(j->id);
i = MAX_WEAPONS;
}
}
}
}
 
void jellyfishDraw(Jellyfish* j)
{
int frame = 0;
//if (j->state == 0) {
int animation[4] = { 0, 1, 0, 2};
frame = animation[(int)j->imageIndex];
//}
if (j->state == 1) {
if (j->angle == 135) {
frame = 3;
}
else if (j->angle == 225) {
frame = 4;
}
else if (j->angle == 315) {
frame = 5;
}
else {
frame = 6;
}
}
PHL_DrawSurfacePart(j->x, j->y, frame * 40, 520, 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/jellyfish.h
0,0 → 1,16
#ifndef JELLYFISH_H
#define JELLYFISH_H
 
typedef struct {
int id;
double x, y;
int ystart;
double spd;
double angle;
int state;
double imageIndex;
} Jellyfish;
 
void createJellyfish(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/knight.c
0,0 → 1,232
#include "knight.h"
#include "../enemy.h"
#include "../hero.h"
#include "../PHL.h"
#include "../game.h"
#include <stdlib.h>
 
void knightDestroy(Knight* k);
 
void createKnight(int x, int y, int type)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Knight* k = malloc(sizeof *k);
k->id = i;
k->type = type;
k->x = x;
k->y = y;
//They face the player when they are spawned
k->dir = -1;
if (herox > x + 20) {
k->dir = 1;
}
k->vsp = 0;
k->grav = 0.2;
k->state = 0;
k->timer = 60 + (((rand() % 5) + 1) * 60);
k->imageIndex = 0;
k->hp = 2;
//Shield Knight
if (k->type == 1) {
k->hp = 3;
}
k->invincible = 0;
k->shieldhit = 0;
k->mask.circle = 0;
k->mask.unused = 0;
k->mask.x = x + 4;
k->mask.y = y + 8;
k->mask.w = 32;
k->mask.h = 32;
e->data = k;
e->enemyStep = knightStep;
e->enemyDraw = knightDraw;
e->type = 3;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void knightStep(Knight* k)
{
if (k->shieldhit > 0) {
k->shieldhit -= 1;
}
if (k->invincible > 0) {
k->invincible -= 1;
}
if (k->state == 0) { //Walk
k->imageIndex += 0.1;
if (k->imageIndex >= 2) {
k->imageIndex -= 2;
}
double spd = 1;
if (k->type == 1) {
spd = 0.5;
}
spd *= k->dir;
k->x += spd;
k->mask.x = k->x + 4;
k->mask.y = k->y + 8;
Mask emask;
emask.circle = emask.unused = 0;
emask.w = 16;
emask.h = 32;
emask.x = k->x + 12;
emask.y = k->y + 8;
//Turn when colliding with a wall
if (checkTileCollision(1, emask)) {
k->dir *= -1;
}else{
//Turn when on an edge
k->mask.x += k->mask.w * k->dir;
k->mask.y += 1;
PHL_Rect collide = getTileCollision(1, k->mask);
if (collide.x == -1) {
collide = getTileCollision(3, k->mask);
}
if (collide.x == -1) {
k->dir *= -1;
}
}
if (k->x + 20 >= 640 || k->x + 20 <= 0) {
k->dir *= -1;
}
k->mask.x = k->x + 4;
k->mask.y = k->y + 8;
k->timer -= 1;
if (k->timer <= 0) {
k->state = 1;
k->timer = 120;
k->imageIndex = 0;
}
}
else if (k->state == 1) { //Wait
k->timer -= 1;
if (k->timer <= 0) {
k->state = 0;
k->dir = 1;
if (herox < k->x + 20) {
k->dir = -1;
}
k->timer = 60 + (((rand() % 5) + 1) * 60);
}
}
//Green Sword Knight
if (k->type == 0) {
//Hit player
Mask swordMask;
swordMask.unused = 0;
swordMask.circle = 0;
swordMask.x = k->x + (24 * k->dir);
swordMask.y = k->y + 20;
swordMask.w = 40;
swordMask.h = 10;
if (checkCollision(getHeroMask(), swordMask)) {
heroHit(30, k->x + 20);
}
}
if (checkCollision(getHeroMask(), k->mask)) {
heroHit(15, k->x + 20);
}
//Weapon collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(k->mask, weapons[i]->weaponMask)) {
char gotHit = 1;
int weapondir = weapons[i]->dir;
weaponHit(weapons[i]);
//Shield Collision
if (k->type == 1) {
if (weapondir == k->dir * -1) {
gotHit = 0;
k->shieldhit = 15;
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}
}
if (gotHit == 1) {
k->hp -= 1;
k->invincible = 15;
i = MAX_WEAPONS;
}
if (k->hp <= 0) {
knightDestroy(k);
}
}
}
}
}
}
 
void knightDraw(Knight* k)
{
if (k->invincible % 2 == 0) {
int cx = 0, cy = 200;
//Green Knight's Sword
if (k->type == 0) {
int swordimg = 0;
if (k->dir == -1) {
swordimg = 1;
}
int posx = 24, posy = 8;
if ((int)k->imageIndex == 1) {
posx -= 2;
posy -= 2;
}
PHL_DrawSurfacePart(k->x + (posx * k->dir), k->y + posy, 160 + (swordimg * 40), 200, 40, 40, images[imgEnemies]);
}
//Shield Knight
if (k->type == 1) {
cx = 240;
}
 
if (k->dir == -1) {
cx += 80;
}
PHL_DrawSurfacePart(k->x, k->y, cx + ((int)k->imageIndex * 40), cy, 40, 40, images[imgEnemies]);
}
}
 
void knightDestroy(Knight* k)
{
createEffect(2, k->x - 12, k->y - 6);
spawnCollectable(k->x + 20, k->y);
enemyDestroy(k->id);
}
/contrib/games/hydracastlelabyrinth/src/enemies/knight.h
0,0 → 1,23
#ifndef KNIGHT_H
#define KNIGHT_H
 
#include "../collision.h"
 
typedef struct {
int id, type;
double x, y,
vsp, grav;
int dir, state, timer;
double imageIndex;
int hp, invincible;
int shieldhit;
Mask mask;
} Knight;
 
void createKnight(int x, int y, int type);
 
void knightStep(Knight* k);
void knightDraw(Knight* k);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/lolidra.c
0,0 → 1,367
#include "lolidra.h"
#include "../enemy.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
int boss5flag = 38;
 
void lolidraDestroy(Lolidra* l);
int getNumOfMinions();
 
void createLolidra(int x, int y)
{
if (flags[boss5flag] == 0) { //have not beaten boss 5
PHL_FreeSurface(images[imgBoss]);
images[imgBoss] = PHL_LoadQDA("boss05.bmp");
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
//Boss start
setBossRoom();
Enemy* e = malloc(sizeof *e);
Lolidra* l = malloc(sizeof *l);
l->id = i;
l->x = x;
l->y = y;
l->positionY = l->y;
l->imageIndex = 0;
l->hoverRot = 0;
l->hp = 100;
//l->hp = 1;
l->state = 0;
l->invincible = 0;
l->visible = 1;
l->timer = 0;
l->counter = 0;
l->mask.unused = 0;
l->mask.circle = 1;
l->mask.w = 46;
l->mask.h = 0;
l->mask.x = l->x;
l->mask.y = l->y;
e->data = l;
e->enemyStep = lolidraStep;
e->enemyDraw = lolidraDraw;
e->type = 44;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
}
 
void lolidraStep(Lolidra* l)
{
char dead = 0;
l->imageIndex += 0.1;
if (l->imageIndex >= 3) {
l->imageIndex -= 3;
}
if (l->invincible > 0) {
l->invincible -= 1;
}
//Spawn minions
if (l->state == 0)
{
if (l->counter < 5) {
l->counter += 1;
}else{
if (getNumOfMinions() < 10) {
l->counter = 0;
PHL_PlaySound(sounds[sndPi02], CHN_ENEMIES);
createMinion(l->x, l->y - 10);
}
}
l->timer += 1;
if (l->timer >= 600){
l->counter = 0;
l->timer = 0;
l->state = 1;
l->invincible = 20;
}
}
//Disappear
else if (l->state == 1 || l->state == 3)
{
if (l->invincible <= 0) {
l->visible = 0;
}
 
if (l->timer == 0) {
PHL_PlaySound(sounds[sndPi10], CHN_ENEMIES);
}
l->timer += 1;
if (l->timer >= 330) {
PHL_PlaySound(sounds[sndPi03], CHN_ENEMIES);
l->timer = 0;
l->visible = 1;
l->invincible = 20;
l->x = herox;
l->positionY = heroy - 40;
if (l->state == 1) {
l->state = 2;
}
if (l->state == 3) {
l->state = 0;
}
}
}
//Pop-up
else if (l->state == 2)
{
l->timer += 1;
if (l->timer >= 180) {
l->timer = 0;
l->state = 3;
l->invincible = 20;
}
}
//Death
else if (l->state == 4)
{
l->y += 0.2;
l->timer -= 1;
l->invincible -= 1;
if (l->timer % 12 == 0) {
createEffect(2, l->x - 64 + (rand() % 128), l->y - 64 + (rand() % 128));
}
if (l->timer <= 0) {
lolidraDestroy(l);
dead = 1;
}
}
if (dead == 0)
{
if (l->state != 4) {
//Hover
l->hoverRot += 5;
if (l->hoverRot >= 360) {
l->hoverRot -= 360;
}
l->y = l->positionY + (5 * sin(l->hoverRot * 3.14159 / 180));
//Update Mask
l->mask.x = l->x;
l->mask.y = l->y;
//Collisions
if (l->visible == 1) {
//Collide with Hero
if (checkCollision(getHeroMask(), l->mask) == 1) {
heroHit(30, l->x);
}
//Weapon collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(l->mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
l->invincible = 15;
l->hp -= 1;
//Die
if (l->hp <= 0) {
l->state = 4;
l->timer = 180;
l->invincible = 200;
}
i = MAX_WEAPONS;
}
}
}
}
}
}
}
}
 
void lolidraDraw(Lolidra* l)
{
if (l->visible == 1 && l->invincible % 2 == 0) {
PHL_DrawSurfacePart(l->x - 64, l->y - 74, ((int)l->imageIndex) * 128, 0, 128, 128, images[imgBoss]);
}
}
 
void lolidraDestroy(Lolidra* l)
{
enemyDestroy(l->id);
bossDefeatedFlag = 1;
roomSecret = 1;
 
flags[boss5flag] = 1;
PHL_StopMusic();
}
 
//Minions
void createMinion(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Minion* m = malloc(sizeof *m);
m->id = i;
m->state = 0;
m->timer = 0;
m->x = x;
m->y = y;
m->positionY = m->y;
m->dir = rand() % 360;
m->spd = 8;
m->imageIndex = 0;
m->mask.circle = 1;
m->mask.unused = 0;
m->mask.w = 10;
m->mask.x = 0;
m->mask.y = 0;
e->data = m;
e->enemyStep = minionStep;
e->enemyDraw = minionDraw;
e->type = 23;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void minionStep(Minion* m)
{
char dead = 0;
m->imageIndex += 0.2;
if (m->imageIndex >= 2) {
m->imageIndex -= 2;
}
//Slow down
if (m->state == 0)
{
if (m->spd > 0) {
m->spd -= 0.3;
}
if (m->spd <= 0) {
m->positionY = m->y;
m->spd = 0;
m->dir = 0;
m->state = 1;
}
}
//Hover
else if (m->state == 1)
{
//Hover
m->dir += 5;
if (m->dir >= 360) {
m->dir -= 360;
}
m->y = m->positionY + (10 * sin(m->dir * 3.14159 / 180));
m->timer += 1;
if (m->timer >= 120) {
m->timer = 0;
m->state = 2;
m->spd = (rand() % 2) + 1;
m->dir = (atan2(heroy + 20 - m->y, m->x - herox) * 180 / 3.14159) + 270;
}
}
//Suicide
else if (m->state == 2)
{
m->timer += 1;
if (m->timer >= 120) {
createEffect(5, m->x, m->y);
enemyDestroy(m->id);
dead = 1;
}
}
if (dead == 0)
{
//Movement
if (m->spd != 0) {
m->x += m->spd * sin(m->dir * 3.14159 / 180);
m->y += m->spd * cos(m->dir * 3.14159 / 180);
}
//Update Mask
m->mask.x = m->x;
m->mask.y = m->y;
//Collide with Hero
if (checkCollision(getHeroMask(), m->mask) == 1) {
if (heroHit(10, m->x) == 1) {
heroPoison();
}
}
//Weapon collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(m->mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
createEffect(2, m->x - 32, m->y - 32);
enemyDestroy(m->id);
i = MAX_WEAPONS;
}
}
}
}
}
 
void minionDraw(Minion* m)
{
PHL_DrawSurfacePart(m->x - 32, m->y - 32, ((int)m->imageIndex) * 64, 128, 64, 64, images[imgBoss]);
}
 
int getNumOfMinions()
{
int result = 0;
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] != NULL) {
if (enemies[i]->type == 23) {
result += 1;
}
}
}
return result;
}
/contrib/games/hydracastlelabyrinth/src/enemies/lolidra.h
0,0 → 1,40
#ifndef LOLIDRA_H
#define LOLIDRA_H
 
#include "../collision.h"
 
typedef struct {
int id;
double x, y;
double positionY;
double imageIndex, hoverRot;
int hp, state, invincible,
visible, timer, counter;
Mask mask;
} Lolidra;
 
void createLolidra(int x, int y);
 
void lolidraStep(Lolidra* l);
void lolidraDraw(Lolidra* l);
 
//Minion
typedef struct {
int id;
int state;
int timer;
double x, y;
double positionY;
double imageIndex;
double dir, spd;
Mask mask;
} Minion;
 
void createMinion(int x, int y);
 
void minionStep(Minion* m);
void minionDraw(Minion* m);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/pendulum.c
0,0 → 1,78
#include "pendulum.h"
#include "../enemy.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
void createPendulum(int x, int y, int side)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Pendulum* p = malloc(sizeof *p);
p->id = i;
p->x = x;
p->y = y;
p->angle = 0;
p->rotCounter = 180;
if (side == 1) {
p->rotCounter += 180;
}
p->mask.circle = 1;
p->mask.unused = 0;
p->mask.w = 24;
p->mask.x = 0;
p->mask.y = 0;
e->data = p;
e->enemyStep = pendulumStep;
e->enemyDraw = pendulumDraw;
e->type = 22;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void pendulumStep(Pendulum* p)
{
p->rotCounter += 2;
if (p->rotCounter >= 360) {
p->rotCounter -= 360;
}
p->angle += (3.15 * cos(p->rotCounter * 3.14159 / 180));
//Update Mask
p->mask.x = p->x + (96 * cos((p->angle + 90) * 3.14159 / 180));
p->mask.y = p->y + (96 * sin((p->angle + 90) * 3.14159 / 180));
//Hit Player
if (checkCollision(p->mask, getHeroMask())) {
heroHit(15, p->mask.x);
}
}
 
void pendulumDraw(Pendulum* p)
{
int drawX = p->x,
drawY = p->y;
int len[] = {0, 16, 32, 48, 66, 96};
int cropX[] = {64, 64, 64, 64, 0, 576};
int cropY[] = {128, 128, 128, 128, 128, 64};
int i;
for (i = 0; i < 6; i++) {
drawX = p->x + (len[i] * cos((p->angle + 90) * 3.14159 / 180));
drawY = p->y + (len[i] * sin((p->angle + 90) * 3.14159 / 180));
PHL_DrawSurfacePart(drawX- 32, drawY - 32, cropX[i], cropY[i], 64, 64, images[imgMisc32]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/pendulum.h
0,0 → 1,19
#ifndef PENDULUM_H
#define PENDULUM_H
 
#include "../collision.h"
 
typedef struct {
int id;
double x, y;
double rotCounter, angle;
Mask mask;
} Pendulum;
 
void createPendulum(int x, int y, int side);
 
void pendulumStep(Pendulum* p);
void pendulumDraw(Pendulum* p);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/podoboo.c
0,0 → 1,176
#include "podoboo.h"
#include "../PHL.h"
#include "../hero.h"
#include "../game.h"
#include "../effect.h"
#include <stdlib.h>
#include <math.h>
 
void podobooStep(Podoboo* p);
void podobooDraw(Podoboo* p);
 
void createPodoboo(int x, int y, int offset, int height)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Podoboo* p = malloc(sizeof *p);
p->id = i;
p->x = x;
p->y = p->ystart = y;
p->hp = 2;
p->blink = 0;
p->yoffset = p->rot = 0;
p->vsp = 0;
p->grav = 0.13;
p->jumpheight = -5;
/*
if (height == 1) {
p->jumpheight = -5.4;
}
*/
if (height == 1) {
p->jumpheight = -7;
}
p->imageIndex = 0;
p->timer = 30 * offset;
p->state = 0;
e->data = p;
e->enemyStep = podobooStep;
e->enemyDraw = podobooDraw;
e->type = 15;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void podobooStep(Podoboo* p)
{
//Blinking
{
if (p->blink > 0) {
p->blink -= 1;
}
}
p->timer -= 1;
//Patterns
{
//Float in lava
if (p->state == 0)
{
//Animate
p->imageIndex += 0.1;
if (p->imageIndex >= 2) {
p->imageIndex -= 2;
}
//Bob movement
p->rot += 5;
if (p->rot >= 360) {
p->rot -= 360;
}
p->y = p->ystart + (5 * sin(p->rot * 3.14159 / 180));
//Jump
if (p->timer <= 0) {
p->state = 1;
createLavaSplash(p->x + 20, p->y);
p->y = p->ystart;
p->vsp = p->jumpheight;
}
}
//In air
else if (p->state == 1)
{
//Animate
p->imageIndex += 0.25;
if (p->imageIndex >= 3) {
p->imageIndex -= 3;
}
//Movement
p->y += p->vsp;
p->vsp += p->grav;
//Land in lava again
if (p->vsp > 0 && p->y >= p->ystart) {
createLavaSplash(p->x + 20, p->y);
p->y = p->ystart;
p->state = 0;
p->vsp = 0;
p->timer = 60;
}
}
}
//Create Mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.w = mask.h = 30;
mask.x = p->x + 5;
mask.y = p->y + 5;
}
//Collide with hero
{
if (checkCollision(mask, getHeroMask())) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
p->hp -= 1;
p->blink = 15;
//Death
if (p->hp <= 0) {
createEffect(2, p->x - 12, p->y - 12);
spawnCollectable(p->x + 20, p->y);
enemyDestroy(p->id);
}
i = MAX_WEAPONS;
}
}
}
}
}
 
}
 
void podobooDraw(Podoboo* p)
{
if (p->blink % 2 == 0) {
int thisImage = p->imageIndex;
if (p->state == 1) {
thisImage += 2;
}
PHL_DrawSurfacePart(p->x, p->y, 280 + (40 * thisImage), 520, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/podoboo.h
0,0 → 1,20
#ifndef PODOBOO_H
#define PODOBOO_H
 
typedef struct {
int id;
double x, y;
int ystart;
int hp;
int blink;
int rot;
double yoffset;
double vsp, grav;
double jumpheight;
double imageIndex;
int timer, state;
} Podoboo;
 
void createPodoboo(int x, int y, int offset, int height);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/poisonknight.c
0,0 → 1,318
#include "poisonknight.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
 
void poisonknightStep(Poisonknight* p);
void poisonknightDraw(Poisonknight* p);
 
void goopStep(Goop* g);
void goopDraw(Goop* g);
 
void createPoisonknight(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Poisonknight* p = malloc(sizeof *p);
p->id = i;
p->hp = 2;
p->x = x;
p->y = y;
p->imageIndex = 0;
p->dir = 1;
if (herox < p->x) {
p->dir = -1;
}
p->blink = 0;
p->timer = 0;
p->state = 0;
e->data = p;
e->enemyStep = poisonknightStep;
e->enemyDraw = poisonknightDraw;
e->type = 29;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void poisonknightStep(Poisonknight* p)
{
char dead = 0;
//Animate
{
p->imageIndex += 0.1;
if (p->imageIndex >= 2) {
p->imageIndex -= 2;
}
if (p->blink > 0) {
p->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 38;
mask.h = 36;
mask.x = p->x + ((40 - mask.w) / 2);
mask.y = p->y + (40 - mask.h);
}
//Walk
if (p->state == 0) {
double hsp = 1;
p->x += hsp * p->dir;
mask.x = p->x + ((40 - mask.w) / 2);
//Hit wall
if (checkTileCollision(1, mask) == 1) {
p->dir *= -1;
}
//On wall edge
else {
mask.x += mask.w * p->dir;
mask.y += 10;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
p->dir *= -1;
}
}
//Hero is close enough
{
if (p->timer <= 0) {
Mask area;
area.circle = area.unused = 0;
area.x = p->x - 110;
area.y = p->y;
area.w = 260;
area.h = 40;
if (checkCollision(area, getHeroMask()) == 1) {
p->dir = 1;
if (herox < p->x + 20) {
p->dir = -1;
}
p->imageIndex = 1;
p->timer = 0;
p->state = 1;
}
}else{
p->timer -= 1;
}
}
}
//*beat*
else if (p->state == 1)
{
//Animate
p->imageIndex = 1;
p->timer += 1;
if (p->timer >= 15) {
p->state = 2;
p->timer = 0;
p->imageIndex = 2;
}
}
//Shoot goop
else if (p->state == 2)
{
//Shoot goop
if (p->timer == 0) {
PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES);
createGoop(p->x + (20 * p->dir), p->y - 2, p->dir);
}
//Animate
p->imageIndex = 2;
p->timer += 1;
if (p->timer >= 25) {
p->state = 0;
p->timer = 240;
}
}
//Update Mask
mask.x = p->x + ((40 - mask.w) / 2);
mask.y = p->y + (40 - mask.h);
//Collide with hero
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
p->hp -= 1;
p->blink = 15;
 
if (p->hp <= 0) {
dead = 1;
createEffect(2, p->x - 12, p->y - 6);
spawnCollectable(p->x + 20, p->y);
}
}
}
}
}
}
//Destroy object
{
if (dead == 1) {
enemyDestroy(p->id);
}
}
}
 
void poisonknightDraw(Poisonknight* p)
{
if (p->blink % 2 == 0) {
int cropX = (int)p->imageIndex * 40;
if (p->dir == -1) {
cropX += 120;
}
PHL_DrawSurfacePart(p->x, p->y, cropX, 280, 40, 40, images[imgEnemies]);
}
}
 
//Poison Goop
void createGoop(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Goop* g = malloc(sizeof *g);
g->id = i;
g->x = x;
g->y = y;
g->dir = dir;
g->imageIndex = 0;
e->data = g;
e->enemyStep = goopStep;
e->enemyDraw = goopDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void goopStep(Goop* g)
{
char dead = 0;
//Animate
{
g->imageIndex += 0.33;
if (g->imageIndex >= 3) {
g->imageIndex -= 3;
}
}
//Movement
{
int hsp = 4;
g->x += hsp * g->dir;
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 22;
mask.h = 22;
mask.x = g->x + ((40 - mask.w) / 2);
mask.y = g->y + ((40 - mask.h) / 2);
}
//Collide with hero
{
//Collide with shield
if (checkCollision(mask, shieldMask) == 1) {
dead = 1;
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
createEffect(1, g->x, g->y);
}
//Collide with hero
else if (checkCollision(mask, getHeroMask()) == 1) {
if (heroHit(10, mask.x + (mask.w / 2)) == 1) {
heroPoison();
}
}
}
//Collide with wall
{
if (checkTileCollision(1, mask) == 1) {
dead = 1;
createEffect(1, g->x, g->y);
}
}
//Destroy if out of room
{
if (g->x + 40 < 0 || g->x > 640) {
dead = 1;
}
}
//Destroy object
{
if (dead == 1) {
enemyDestroy(g->id);
}
}
}
 
void goopDraw(Goop* g)
{
int cropX = 400 + ((int)g->imageIndex * 40);
if (g->dir == -1) {
cropX += 120;
}
PHL_DrawSurfacePart(g->x, g->y, cropX, 520, 40, 40, images[imgMisc20]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/poisonknight.h
0,0 → 1,26
#ifndef POISONKNIGHT_H
#define POISONKNIGHT_H
 
typedef struct {
int id;
int hp;
double x, y;
double imageIndex;
int dir;
int blink;
int timer;
int state;
} Poisonknight;
 
void createPoisonknight(int x, int y);
 
typedef struct {
int id;
double x, y;
int dir;
double imageIndex;
} Goop;
 
void createGoop(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/pumpkin.c
0,0 → 1,375
#include "pumpkin.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
 
void pumpkinenemyStep(Pumpkinenemy* p);
void pumpkinenemyDraw(Pumpkinenemy* p);
 
void pumpkinheadStep(Pumpkinhead* p);
void pumpkinheadDraw(Pumpkinhead* p);
 
void createPumpkinenemy(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Pumpkinenemy* p = malloc(sizeof *p);
p->id = i;
p->hp = 3;
p->blink = 0;
p->x = x;
p->y = y;
p->dir = 1;
if (herox < p->x + 20) {
p->dir = -1;
}
p->imageIndex = 0;
p->state = 0;
p->timer = 0;
e->data = p;
e->enemyStep = pumpkinenemyStep;
e->enemyDraw = pumpkinenemyDraw;
e->type = 32;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void pumpkinenemyStep(Pumpkinenemy* p)
{
//Setup Mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.w = 20;
mask.h = 38;
mask.x = p->x + ((40 - mask.w) / 2);
mask.y = p->y + (40 - mask.h);
}
//Animate
{
p->imageIndex += 0.1;
if (p->imageIndex >= 2) {
p->imageIndex -= 2;
}
if (p->blink > 0) {
p->blink -= 1;
}
}
//Walking
if (p->state == 0)
{
double hsp = 0.5;
p->x += hsp * p->dir;
mask.x = p->x + ((40 - mask.w) / 2);
//Hit wall
{
if (checkTileCollision(1, mask) == 1 || mask.x > 640 || mask.x + mask.w < 0) {
p->dir *= -1;
}
}
//On edge
{
mask.x += mask.w * p->dir;
mask.y += 20;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
p->dir *= -1;
}
}
//Player is close
{
if (p->timer <= 0) {
Mask area;
{
area.circle = area.unused = 0;
area.w = 240;
area.h = 80;
area.x = p->x - 100;
area.y = p->y - 40;
}
if (checkCollision(area, getHeroMask()) == 1) {
p->state = 1;
p->timer = 0;
p->dir = 1;
if (herox < p->x + 20) {
p->dir = -1;
}
}
}else{
p->timer -= 1;
}
}
}
//Deheaded
else if (p->state == 1) {
//Animate
{
p->imageIndex = 0;
if (p->timer >= 15) {
p->imageIndex = 2;
}
}
p->timer += 1;
if (p->timer == 15) {
createPumpkinhead(p->x, p->y - 6, p->dir);
PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES);
}
if (p->timer >= 40) {
p->state = 0;
p->imageIndex = 0;
p->timer = 300;
}
}
//Update Mask
mask.x = p->x + ((40 - mask.w) / 2);
mask.y = p->y + (40 - mask.h);
//Hero Collision
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon Collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
p->hp -= 1;
p->blink = 15;
//Death
if (p->hp <= 0) {
createEffect(2, p->x - 12, p->y - 6);
spawnCollectable(p->x + 20, p->y);
enemyDestroy(p->id);
}
 
i = MAX_WEAPONS;
}
}
}
}
}
}
 
void pumpkinenemyDraw(Pumpkinenemy* p)
{
if (p->blink % 2 == 0) {
int cropX = (int)p->imageIndex * 40;
if (p->dir == -1) {
cropX += 120;
}
PHL_DrawSurfacePart(p->x, p->y, cropX, 560, 40, 40, images[imgEnemies]);
}
}
 
 
//Pumpkin bomb head
void createPumpkinhead(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Pumpkinhead* p = malloc(sizeof *p);
p->id = i;
p->dir = dir;
p->x = x;
p->y = y;
p->vsp = -2;
p->imageIndex = 0;
 
p->state = 0;
p->timer = 0;
e->data = p;
e->enemyStep = pumpkinheadStep;
e->enemyDraw = pumpkinheadDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void pumpkinheadStep(Pumpkinhead* p)
{
char dead = 0;
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 20;
mask.h = 22;
mask.x = p->x + ((40 - mask.w) / 2);
mask.y = p->y + ((40 - mask.h) / 2);
}
//Pumpkin head
if (p->state == 0)
{
char explode = 0;
//Animate
{
p->imageIndex += 0.1;
if (p->imageIndex >= 2) {
p->imageIndex -= 2;
}
}
//Movement
{
int hsp = 3;
p->x += hsp * p->dir;
mask.x = p->x + ((40 - mask.w) / 2);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
p->x = collide.x + 20 - ((20 + (mask.w / 2)) * p->dir) - 20;
mask.x = p->x + ((40 - mask.w) / 2);
p->dir *= -1;
}
double grav = 0.15;
p->y += p->vsp;
p->vsp += grav;
mask.y = p->y + ((40 - mask.h) / 2);
collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x != -1) {
p->y = collide.y - 40;
explode = 1;
}
}
//Update Mask
mask.x = p->x + ((40 - mask.w) / 2);
mask.y = p->y + ((40 - mask.h) / 2);
//Explode
{
if (explode == 1) {
PHL_PlaySound(sounds[sndBom03], CHN_ENEMIES);
p->state = 1;
p->imageIndex = 0;
p->timer = 0;
}
}
//Outside of room
{
if (mask.y > 480 || mask.x > 640 || mask.x + mask.w < 0) {
dead = 1;
}
}
}
//Explosion
else if (p->state == 1)
{
//Update Mask
{
mask.w = 68;
mask.h = 66;
mask.x = p->x - 44 + 64 - (mask.w / 2);
mask.y = p->y - 44 + (84 - mask.h);
}
//Animate
{
p->imageIndex += 0.33;
if (p->imageIndex >= 12) {
dead = 1;
}
}
//Hero Collision
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(40, mask.x + (mask.w / 2));
}
}
}
//Destroy object
{
if (dead == 1) {
enemyDestroy(p->id);
}
}
}
 
void pumpkinheadDraw(Pumpkinhead* p)
{
if (p->state == 0) {
int cropX = (int)p->imageIndex * 40;
if (p->dir == -1) {
cropX += 80;
}
PHL_DrawSurfacePart(p->x, p->y, cropX, 240, 40, 40, images[imgEnemies]);
}
if (p->state == 1) {
int cropX = (int)p->imageIndex * 128;
int cropY = 0;
while (cropX >= 640) {
cropX -= 640;
cropY += 96;
}
PHL_DrawSurfacePart(p->x - 44, p->y - 44, cropX, cropY, 128, 96, images[imgExplosion]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/pumpkin.h
0,0 → 1,27
#ifndef PUMPKIN_H
#define PUMPKIN_H
 
typedef struct {
int id;
int hp;
int blink;
double x, y;
int dir;
double imageIndex;
int state, timer;
} Pumpkinenemy;
 
void createPumpkinenemy(int x, int y);
 
typedef struct {
int id;
int dir;
double x, y;
double vsp;
double imageIndex;
int state, timer;
} Pumpkinhead;
 
void createPumpkinhead(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/seal.c
0,0 → 1,204
#include "seal.h"
#include "../game.h"
#include "../enemy.h"
#include "../collision.h"
#include "../hero.h"
#include <stdlib.h>
 
void sealStep(Seal* s);
void sealDraw(Seal* s);
 
void createSeal(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Seal* s = malloc(sizeof *s);
s->id = i;
s->hp = 2;
s->x = x;
s->y = y;
s->imageIndex = 0;
s->dir = 1;
if (x + 20 > herox) {
s->dir = -1;
}
s->state = 0;
s->timer = 0;
s->invincible = 0;
e->data = s;
e->enemyStep = sealStep;
e->enemyDraw = sealDraw;
e->type = 19;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void sealStep(Seal* s)
{
if (s->invincible > 0) {
s->invincible -= 1;
}
Mask mask;
mask.unused = mask.circle = 0;
mask.w = mask.h = 28;
mask.x = s->x + ((40 - mask.w) / 2);
mask.y = s->y + (40 - mask.h);
//Walk
if (s->state == 0)
{
//Animate
s->imageIndex += 0.1;
if (s->imageIndex >= 2) {
s->imageIndex -= 2;
}
//Check if hit a wall
if (checkTileCollision(1, mask) == 1) {
s->dir *= -1;
}else{
//Check if on edge
mask.x += mask.w * s->dir;
mask.y += mask.h;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
s->dir *= -1;
}
mask.x = s->x + ((40 - mask.w) / 2);
mask.y = s->y + (40 - mask.h);
}
//Movement
s->x += 0.5 * s->dir;
if (s->timer <= 0) {
//Check if player is close enough
Mask area;
area.unused = area.circle = 0;
area.x = s->x - 40;
area.y = s->y;
area.w = 120;
area.h = 120;
if (checkCollision(area, getHeroMask()) == 1) {
s->state = 1;
s->timer = -1;
}
}else{
s->timer -= 1;
}
}
//Rear back
else if (s->state == 1)
{
//Setup
if (s->timer == -1) {
s->imageIndex = 4;
s->timer = 20;
}
s->timer -= 1;
if (s->timer <= 0) {
s->state = 2;
s->timer = -1;
s->imageIndex = 0;
}
}
//Tounge attack
else if (s->state == 2)
{
//Setup
if (s->timer == -1) {
s->timer = 0;
PHL_PlaySound(sounds[sndGet01], CHN_ENEMIES);
}
//Animate
int animation[41] = {0, 1, 1, 2, 2, 3, 3, 4, 4, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 4, 4, 4, 4, 4, 4, 3, 3,
2, 2, 1, 1, 0, 0, 5, 5, 5, 5, 5 };
s->imageIndex = animation[(int)s->timer];
//Update mask height to fit tounge
int len[6] = { 18, 38, 58, 64, 66, 0};
mask.h += len[(int)s->imageIndex];
s->timer += 1;
if (s->timer >= 41) {
s->state = 0;
s->timer = 120;
s->imageIndex = 0;
}
}
//Hit Player
if (checkCollision(mask, getHeroMask())) {
heroHit(10, s->x + 20);
}
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
s->hp -= 1;
s->invincible = 15;
weaponHit(weapons[i]);
if (s->hp <= 0) {
enemyDestroy(s->id);
createEffect(2, s->x - 12, s->y - 6);
spawnCollectable(s->x + 20, s->y);
}
i = MAX_WEAPONS;
}
}
}
}
}
 
void sealDraw(Seal* s)
{
if (s->invincible % 2 == 0) {
int cx = 400 + ((int)s->imageIndex * 40);
if (s->state == 0) {
if (s->dir == -1) {
cx += 80;
}
}
if (s->state == 2) {
cx = 600;
}
PHL_DrawSurfacePart(s->x, s->y, cx, 200, 40, 40, images[imgEnemies]);
//Draw tounge
if (s->state == 2) {
PHL_DrawSurfacePart(s->x, s->y + 28, 200 + ((int)s->imageIndex * 40), 0, 40, 80, images[imgMisc2040]);
}
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/seal.h
0,0 → 1,14
#ifndef SEAL_H
#define SEAL_H
 
typedef struct {
int id, hp;
double x, y;
double imageIndex;
int dir, state, timer;
int invincible;
} Seal;
 
void createSeal(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/skeleton.c
0,0 → 1,298
#include "skeleton.h"
#include "../enemy.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
 
void skeletonStep(Skeleton* s);
void skeletonDraw(Skeleton* s);
 
void boneStep(Bone* b);
void boneDraw(Bone* b);
 
void createSkeleton(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Skeleton* s = malloc(sizeof *s);
s->id = i;
s->x = x;
s->y = y;
s->imageIndex = 0;
s->dir = 1;
if (dir == 1) {
s->dir = -1;
}
s->hsp = 0.5 * s->dir;
s->hp = 2;
s->state = 0;
s->timer = 0;
s->invincible = 0;
s->mask.unused = s->mask.circle = 0;
s->mask.w = 24;
s->mask.h = 36;
s->mask.x = s->x + 8;
s->mask.y = s->y + 4;
e->data = s;
e->enemyStep = skeletonStep;
e->enemyDraw = skeletonDraw;
e->type = 17;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void skeletonStep(Skeleton* s)
{
if (s->invincible > 0) {
s->invincible -= 1;
}
 
//Collide with wall
if (checkTileCollision(1, s->mask) == 1) {
s->hsp *= -1;
}else{
//Check if on ledge
int tempdir = 1;
if (s->hsp < 0) {
tempdir = -1;
}
s->mask.x += tempdir * s->mask.w;
s->mask.y += 10;
if (checkTileCollision(1, s->mask) == 0 && checkTileCollision(3, s->mask) == 0) {
s->hsp *= -1;
}
s->mask.y -= 10;
s->mask.x = s->x + 8;
}
s->x += s->hsp;
if (s->timer >= 0) {
s->timer -= 1;
}
 
//Walk around
if (s->state == 0)
{
s->imageIndex += 0.1;
if (s->hsp < 0) {
s->dir = -1;
s->hsp = -0.5;
}else if (s->hsp > 0) {
s->dir = 1;
s->hsp = 0.5;
}else{
s->hsp = 0.5 * s->dir;
}
if (s->timer <= 0) {
//If hero is too close
Mask area;
area.unused = area.circle = 0;
area.x = s->x - 80;
area.y = s->y - 20;
area.w = 200;
area.h = 80;
if (checkCollision(area, getHeroMask()) == 1) {
s->state = 1;
s->timer = 30;
s->hsp = 0;
s->dir = 1;
if (herox < s->mask.x + (s->mask.w / 2)) {
s->dir = -1;
}
}
}
}
//Alert
else if (s->state == 1)
{
s->hsp = 0;
s->imageIndex += 0.1;
if (s->timer <= 0) {
s->state = 2;
s->hsp = 2.5 * -s->dir;
PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES);
}
}
//Slide backwards
else if (s->state == 2)
{
s->imageIndex = 0;
double fric = 0.075;
if (s->hsp > 0) {
s->hsp -= fric;
if (s->hsp <= 0) { s->hsp = 0; }
}
else if (s->hsp < 0) {
s->hsp += fric;
if (s->hsp >= 0) { s->hsp = 0; }
}
if (s->hsp == 0) {
s->state = 3;
s->timer = 30;
createBone(s->x, s->y, s->dir);
PHL_PlaySound(sounds[sndShot05], CHN_ENEMIES);
}
}
//Throw bone
else if (s->state == 3)
{
s->imageIndex += 0.1;
if (s->timer <= 0) {
s->timer = 0;
s->state = 0;
}
}
if (s->imageIndex >= 2) {
s->imageIndex -= 2;
}
//Update mask
s->mask.x = s->x + 8;
//Hit Player
if (checkCollision(s->mask, getHeroMask())) {
heroHit(10, s->x + 20);
}
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(s->mask, weapons[i]->weaponMask)) {
s->hp -= 1;
s->invincible = 15;
weaponHit(weapons[i]);
if (s->hp <= 0) {
createRockSmash(s->x + 20, s->y + 20);
spawnCollectable(s->x + 20, s->mask.y + s->mask.h - 40);
enemyDestroy(s->id);
}
i = MAX_WEAPONS;
}
}
}
}
}
 
void skeletonDraw(Skeleton* s)
{
if (s->invincible % 2 == 0) {
int dx = 160 + ((int)s->imageIndex * 40);
if (s->dir == -1) {
dx += 80;
}
PHL_DrawSurfacePart(s->x, s->y, dx, 240, 40, 40, images[imgEnemies]);
}
}
 
 
 
void createBone(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Bone* b = malloc(sizeof *b);
b->id = i;
b->x = x;
b->y = y;
b->hsp = dir * 0.75;
b->vsp = -4;
b->grav = 0.1;
b->imageIndex = 0;
b->mask.unused = 0;
b->mask.circle = 1;
b->mask.w = 12;
b->mask.h = 12;
b->mask.x = b->x + 20;
b->mask.y = b->y + 20;
e->data = b;
e->enemyStep = boneStep;
e->enemyDraw = boneDraw;
e->type = -1;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void boneStep(Bone* b)
{
if (b->hsp < 0) {
b->imageIndex += 0.25;
if (b->imageIndex >= 4) {
b->imageIndex -= 4;
}
}
else{
b->imageIndex -= 0.25;
if (b->imageIndex < 0) {
b->imageIndex += 4;
}
}
b->x += b->hsp;
b->y += b->vsp;
b->vsp += b->grav;
//Update Mask
b->mask.x = b->x + 20;
b->mask.y = b->y + 20;
if (b->y > 480) {
enemyDestroy(b->id);
}
//Hit Player
if (checkCollision(b->mask, shieldMask)) {
enemyDestroy(b->id);
PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS);
createEffect(1, b->x, b->y);
}else{
if (checkCollision(b->mask, getHeroMask())) {
heroHit(10, b->x + 20);
}
}
}
 
void boneDraw(Bone* b)
{
int img = 320 + ((int)b->imageIndex * 40);
if (b->hsp > 0) {
img += 160;
}
PHL_DrawSurfacePart(b->x, b->y, img, 240, 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/skeleton.h
0,0 → 1,31
#ifndef SKELETON_H
#define SKELETON_H
 
#include "../collision.h"
 
typedef struct {
int id;
double x, y;
double hsp;
double imageIndex;
int dir;
int hp;
int state, timer, invincible;
Mask mask;
} Skeleton;
 
void createSkeleton(int x, int y, int dir);
 
typedef struct {
int id;
double x, y;
double hsp, vsp, grav;
double imageIndex;
Mask mask;
} Bone;
 
void createBone(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/skull.c
0,0 → 1,174
#include "skull.h"
#include "../enemy.h"
#include "../PHL.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
#include <math.h>
 
void skullStep(Skull* s);
void skullDraw(Skull* s);
 
void createSkull(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Skull* s = malloc(sizeof *s);
s->id = i;
//X/Y in center of sprite
s->x = x + 20;
s->y = y + 20;
s->yoffset = 0;
s->rot = 0;
s->state = 0;
s->timer = 0;
s->imageIndex = 0;
s->dir = 0;
 
e->data = s;
e->enemyStep = skullStep;
e->enemyDraw = skullDraw;
e->type = 12;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void skullStep(Skull* s)
{
double imageSpeed = 0;
//Wait
if (s->state == 0)
{
imageSpeed = 0.2;
if (s->timer > 0) {
s->timer -= 1;
}else{
Mask tempmask;
tempmask.unused = tempmask.circle = 0;
tempmask.x = s->x - 100;
tempmask.y = s->y - 100;
tempmask.w = tempmask.h = 200;
if (checkCollisionXY(tempmask, herox, heroy + 20)) {
//Calculate distance
//int dis = sqrt(pow(s->x - herox, 2) + pow(s->y - (heroy + 20), 2));
//if (dis <= 100) {
s->state = 1;
//s->dir = (rand() % 8) * 45;
s->dir = (rand() % 360) + 1;
PHL_PlaySound(sounds[sndPi08], CHN_ENEMIES);
s->timer = 130;
}
}
}
//Chase
else if (s->state == 1)
{
imageSpeed = 0.3;
int spd = 2;
s->x += (spd * cos(s->dir * 3.14159 / 180));
s->y += (spd * sin(s->dir * 3.14159 / 180));
double herodir = ((atan2((heroy + 20) - s->y, herox - s->x) * 180) / 3.14159);
if (herodir >= 360) {
herodir -= 360;
}
if (herodir < 0) {
herodir += 360;
}
double tempdir = s->dir - herodir;
if (tempdir < 0) {
tempdir += 360;
}
if (tempdir < 180) {
s->dir -= 2;
}else{
s->dir += 2;
}
if (s->dir >= 360) {
s->dir -= 360;
}
if (s->dir < 0) {
s->dir += 360;
}
s->timer -= 1;
if (s->timer <= 0) {
s->state = 0;
s->timer = 10;
}
}
//Animate
{
s->imageIndex += imageSpeed;
if (s->imageIndex >= 4) {
s->imageIndex -= 4;
}
}
//Hover offset
{
s->rot += 5;
if (s->rot >= 360) {
s->rot -= 360;
}
s->yoffset = (5 * sin(s->rot * 3.14159 / 180));
}
//Setup Mask
Mask mask;
{
mask.unused = 0;
mask.circle = 1;
mask.x = s->x;
mask.y = s->y;
mask.w = mask.h = 10;
}
//Hero collision
{
if (checkCollision(mask, getHeroMask())) {
heroHit(15, mask.x);
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
createEffect(2, s->x - 32, s->y - 32);
spawnCollectable(s->x, s->y - 20);
enemyDestroy(s->id);
i = MAX_WEAPONS;
}
}
}
}
}
 
void skullDraw(Skull* s)
{
PHL_DrawSurfacePart(s->x - 20, s->y + s->yoffset - 20, 480 + ((int)s->imageIndex * 40), 40, 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/skull.h
0,0 → 1,15
#ifndef SKULL_H
#define SKULL_H
 
typedef struct {
int id, state, timer;
double x, y;
double yoffset;
int rot;
double dir;
double imageIndex;
} Skull;
 
void createSkull(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/slime.c
0,0 → 1,228
#include "slime.h"
#include <stdlib.h>
#include "../PHL.h"
#include "../game.h"
#include "../collision.h"
#include "../hero.h"
#include "../enemy.h"
#include "../weapon.h"
 
void slimeStep(Slime* s);
void slimeDraw(Slime* s);
 
void createSlime(int x, int y, int type, int offset)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* result = malloc(sizeof *result);
Slime* s = malloc(sizeof *s);
s->id = i;
s->x = x + 20;
s->y = y;
s->type = type;
s->offset = offset;
s->hp = 1;
s->state = 0;
s->counter = 0;
s->timer = 0;
s->grav = 0.125;
s->vsp = 0;
s->hsp = 0;
s->imageIndex = 0;
result->data = s;
result->enemyStep = slimeStep;
result->enemyDraw = slimeDraw;
result->type = 0;
enemies[i] = result;
i = MAX_ENEMIES;
}
}
}
 
void slimeStep(Slime* s)
{
char dead = 0;
//Stay within room
{
if (s->x > 640) {
s->x = 640;
}
if (s->x < 0) {
s->x = 0;
}
}
//Setup Rectangle Mask
Mask mask;
{
mask.unused = 0;
mask.circle = 0;
mask.w = 24;
mask.h = 24;
mask.x = s->x - (mask.w / 2);
mask.y = s->y + 28 - (mask.h / 2);
}
//Idle
if (s->state == 0)
{
s->imageIndex += 0.25;
if (s->imageIndex >= 6) {
s->imageIndex = 0;
if (s->offset <= 0) {
s->state = 1;
//Red/Yellow Slime
if (s->type == 1 || s->type == 2)
{
s->hsp = 1;
if (s->type == 2) {
s->hsp = 1.5;
}
if ((int)(rand() % 2) == 0) {
s->hsp *= -1;
}
}
if (s->counter < 2) {
s->vsp = -2;
s->counter += 1;
}else{
s->vsp = -4;
s->counter = 0;
}
}else{
s->offset -= 1;
}
}
}
//Jump
else if (s->state == 1)
{
//Red/Yellow Slime
if (s->type == 1 || s->type == 2)
{
s->x += s->hsp;
mask.x = s->x - (mask.w / 2);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
if (s->hsp > 0) {
s->x = collide.x - (mask.w / 2);
}else if (s->hsp < 0) {
s->x = collide.x + 40 + (mask.w / 2);
}
}
mask.x = s->x - (mask.w / 2);
}
s->y += s->vsp;
s->vsp += s->grav;
mask.y = s->y + 28 - (mask.h / 2);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x != -1) {
if (s->vsp >= 0) {
s->state = 0;
s->hsp = 0;
s->y = collide.y - 40;
}else{
s->y = collide.y + 40 - (40 - mask.h) + 1;
}
}
}
//Setup Collision Mask
{
mask.unused = 0;
mask.circle = 1;
mask.w = 12;
mask.x = s->x;
mask.y = s->y + 28;
}
//Fell in a pit
{
if (s->y > 480) {
dead = 1;
}
}
//Collide with hero
{
if (checkCollision(mask, heroMask)) {
int dmg[3] = {10, 20, 20};
if (heroHit(dmg[s->type], s->x) == 1 && s->type == 2) {
heroStun();
}
}
}
//Sword collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
spawnCollectable(s->x, s->y + 6);
createEffect(2, s->x - 32, s->y - 12);
dead = 1;
i = MAX_WEAPONS;
}
}
}
}
//Destroy object
{
if (dead == 1) {
enemyDestroy(s->id);
}
}
}
 
void slimeDraw(Slime* s)
{
int cropX = 0,
cropY = 0;
 
//Idle
if (s->state == 0) {
int image[6] = { 0, 1, 2, 3, 4, 6 };
cropX = image[(int)s->imageIndex] * 40;
}
//Jump
else if (s->state == 1) {
cropX = 200;
if (s->vsp >= 0) {
cropX += 40;
}
}
//Color offsets
int addX[3] = {0, 280, 0};
int addY[3] = {0, 0, 480};
PHL_DrawSurfacePart(s->x - 20, s->y + 12, cropX + addX[s->type], cropY + addY[s->type], 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/slime.h
0,0 → 1,17
#ifndef SLIME_H
#define SLIME_H
 
typedef struct {
int id;
double x, y;
int type; //0 = blue | 1 = red | 2 = yellow
int offset;
double vsp, hsp, grav;
double imageIndex;
int counter, timer, state;
int hp;
} Slime;
 
void createSlime(int x, int y, int type, int offset);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/slug.c
0,0 → 1,164
#include "slug.h"
#include "../enemy.h"
#include "../game.h"
#include "../PHL.h"
#include "../hero.h"
#include <stdlib.h>
 
void slugStep(Slug* s);
void slugDraw(Slug* s);
 
void createSlug(int x, int y, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Slug* s = malloc(sizeof *s);
s->id = i;
s->x = x;
s->y = y;
s->imageIndex = 0;
s->vsp = 0;
s->dir = 1;
if (dir == 1) {
s->dir = -1;
}
 
e->data = s;
e->enemyStep = slugStep;
e->enemyDraw = slugDraw;
e->type = 2;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void slugStep(Slug* s)
{
//Create Mask
Mask mask;
{
mask.circle = 0;
mask.unused = 0;
mask.w = 32;
mask.h = 24;
mask.x = s->x + ((40 - mask.w) / 2);
mask.y = s->y + (40 - mask.h);
}
//Animate
{
s->imageIndex += 0.1;
if (s->imageIndex >= 4) {
s->imageIndex -= 4;
}
}
//Check if on ground
int onground = 1;
{
mask.y += 1;
if (checkTileCollision(1, mask) == 0 && checkTileCollision(3, mask) == 0) {
onground = 0;
}
mask.y -= 1;
}
if (onground == 0) {
double grav = 0.2;
//Fall
{
s->y += s->vsp;
s->vsp += grav;
}
//Land on ground
{
mask.y = mask.y + (40 - mask.h);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x != -1) {
s->y = collide.y - 40;
s->vsp = 0;
}
}
}else{
//Check if on ledge
{
mask.x += mask.w * s->dir;
mask.y += 1;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
s->dir *= -1;
}
}
}
//Horizontal movement
double hsp = 0.5;
{
s->x += s->dir * hsp;
}
//Check if hit a wall
{
mask.x = s->x + ((40 - mask.w) / 2);
mask.y = s->y + (40 - mask.h);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
s->dir *= -1;
}
}
//Hit Player
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask) == 1) {
weaponHit(weapons[i]);
createEffect(2, s->x - 12, s->y - 6);
spawnCollectable(s->x + 20, s->y);
enemyDestroy(s->id);
i = MAX_WEAPONS;
}
}
}
}
}
 
void slugDraw(Slug* s)
{
int anim[4] = { 1, 0, 2, 0 };
int cropx = anim[(int)s->imageIndex] * 40;
if (s->dir == -1) {
cropx += 120;
}
PHL_DrawSurfacePart(s->x, s->y + 10, cropx, 40, 40, 40, images[imgEnemies]);
}
/contrib/games/hydracastlelabyrinth/src/enemies/slug.h
0,0 → 1,13
#ifndef SLUG_H
#define SLUG_H
 
typedef struct {
int id;
int dir;
double x, y, vsp;
double imageIndex;
} Slug;
 
void createSlug(int x, int y, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/thwomp.c
0,0 → 1,265
#include "thwomp.h"
#include "../enemy.h"
#include "../hero.h"
#include "../game.h"
#include "../PHL.h"
#include "../effect.h"
#include <stdlib.h>
 
void thwompStep(Thwomp* t);
void thwompDraw(Thwomp* t);
 
void createThwomp(int x, int y, int type, int offset, int delay, int dir)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Thwomp* t = malloc(sizeof *t);
t->id = i;
t->x = x;
t->y = y;
t->vsp = 0;
t->grav = 0.3;
t->imageIndex = 0;
t->type = type;
t->state = 0;
t->timer = offset * 30;
t->delay = delay * 30;
//default delay is 60
if (delay == 0) {
t->delay = 60;
}
t->dir = dir;
t->hp = 3;
t->blink = 0;
e->data = t;
e->enemyStep = thwompStep;
e->enemyDraw = thwompDraw;
e->type = 16;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void thwompStep(Thwomp* t)
{
//Animate
{
t->imageIndex += 0.1;
if (t->imageIndex >= 3) {
t->imageIndex -= 3;
}
}
//Counters
{
if (t->blink > 0) {
t->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.w = mask.h = 36;
mask.x = t->x + ((40 - mask.w) / 2);
mask.y = t->y + ((40 - mask.h) / 2);
}
//Wait
if (t->state == 0) {
t->vsp = 0;
//Waiter
if (t->type == 0) {
Mask area;
area.unused = area.circle = 0;
area.x = t->x - 40;
area.y = t->y;
area.w = 120;
area.h = 160;
if (checkCollisionXY(area, herox, heroy)) {
t->state = 1;
}
}
//Automatic
else{
t->timer -= 1;
if (t->timer <= 0) {
t->state = 1;
}
}
}
//Fall
else if (t->state == 1) {
//Down
if (t->dir == 0) {
t->y += t->vsp;
}
//Left
if (t->dir == 1) {
t->x -= t->vsp;
}
//Right
if (t->dir == 2) {
t->x += t->vsp;
}
t->vsp += t->grav;
 
if (t->vsp >= 7) {
t->vsp = 7;
}
//Update Mask
mask.x = t->x + ((40 - mask.w) / 2);
mask.y = t->y + ((40 - mask.h) / 2);
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
int effX = t->x,
effY = t->y;
//Down
if (t->dir == 0) {
t->y = collide.y - 40;
effY = t->y + 20;
}
//Left
if (t->dir == 1) {
t->x = collide.x + 40;
effX = t->x - 20;
}
//Right
if (t->dir == 2) {
t->x = collide.x - 40;
effX = t->x + 20;
}
t->state = 2;
t->timer = 60;
createEffect(1, effX, effY);
PHL_PlaySound(sounds[sndHit07], CHN_ENEMIES);
}
}
else if (t->state == 2) {
if (t->type == 1) { //Automatic
t->timer -= 1;
if (t->timer <= 0) {
t->state = 3;
}
}
}
else if (t->state == 3) { //rise up
//Down
if (t->dir == 0) {
t->y -= 2;
}
//Left
if (t->dir == 1) {
t->x += 2;
}
//Right
if (t->dir == 2) {
t->x -= 2;
}
//Update Mask
mask.x = t->x + ((40 - mask.w) / 2);
mask.y = t->y + ((40 - mask.h) / 2);
if (t->dir == 0) {
mask.y -= 4;
}
if (t->dir == 1) {
mask.x += 4;
}
if (t->dir == 2) {
mask.x -= 4;
}
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x != -1) {
//Down
if (t->dir == 0) {
t->y = collide.y + 40 + 2;
}
//Left
if (t->dir == 1) {
t->x = collide.x - 40 + 2;
}
//Right
if (t->dir == 2) {
t->x = collide.x + 40 + 2;
}
t->state = 0;
t->timer = t->delay;
}
}
//Update Mask
{
mask.x = t->x + ((40 - mask.w) / 2);
mask.y = t->y + ((40 - mask.h) / 2);
}
//Hit Player
{
if (checkCollision(mask, getHeroMask())) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
if (hasItem[16] == 1) { //Has blue paper
t->hp -= 1;
t->blink = 15;
if (t->hp <= 0) {
createRockSmash(t->x + 20, t->y + 20);
spawnCollectable(t->x + 20, t->y);
enemyDestroy(t->id);
}
}else{
//Tink
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}
i = MAX_WEAPONS;
}
}
}
}
}
}
 
void thwompDraw(Thwomp* t)
{
if (t->blink % 2 == 0) {
PHL_DrawSurfacePart(t->x, t->y, 240 + ((int)t->imageIndex * 40), 400, 40, 40, images[imgMisc20]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/thwomp.h
0,0 → 1,18
#ifndef THWOMP_H
#define THWOMP_H
 
//#include "../collision.h"
 
typedef struct {
int id;
double x, y;
double vsp, grav;
double imageIndex;
int type, state, timer, dir;
int hp, blink;
int delay;
} Thwomp;
 
void createThwomp(int x, int y, int type, int offset, int delay, int dir);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/waterjumper.c
0,0 → 1,356
#include "waterjumper.h"
#include <math.h>
#include <stdlib.h>
#include "../game.h"
#include "../enemy.h"
#include "../hero.h"
#include "../collision.h"
 
void waterJumperStep(WaterJumper* w);
void waterJumperDraw(WaterJumper* w);
 
void createWaterJumper(int x, int y, int type, int offset, int height)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
WaterJumper* w = malloc(sizeof *w);
w->id = i;
w->type = type;
w->x = x;
w->y = w->ystart = y;
w->hp = 1;
w->hsp = w->vsp = 0;
w->grav = 0.115;
w->yoffset = 0;
w->imageIndex = 0;
w->blink = 0;
w->timer = 60;
w->timer += 60 * offset;
w->rot = 0;
w->state = 0;
if (type == 1) {
w->hp = 2;
w->timer = 60 * offset;
}
//Specific offset timer
if (offset > 10) {
w->timer = offset;
}
w->height = height;
/*
w->mask.unused = w->mask.circle = 0;
w->mask.x = x + 8;
w->mask.y = y + 8;
w->mask.w = 24;
w->mask.h = 24;
*/
e->data = w;
e->enemyStep = waterJumperStep;
e->enemyDraw = waterJumperDraw;
e->type = 14;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void waterJumperStep(WaterJumper* w)
{
//Counters
{
if (w->blink > 0) {
w->blink -= 1;
}
if (w->timer > 0) {
w->timer -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.w = 24;
mask.h = 24;
mask.x = w->x + ((40 - mask.w) / 2);
mask.y = w->y + ((40 - mask.h) / 2);
}
//Float
if (w->state == 0)
{
//Animate
{
w->imageIndex += 0.1;
if (w->imageIndex >= 2) {
w->imageIndex -= 2;
}
}
//Movement
{
w->rot += 5;
if (w->rot >= 360) {
w->rot -= 360;
}
w->y = w->ystart + (5 * sin(w->rot * 3.14159 / 180));
}
//Hop out of water
{
if (w->timer <= 0) {
w->state = 1;
w->timer = -1;
createSplash(w->x + 20, w->y);
w->y = w->ystart;
}
}
}
//In air
else if (w->state == 1)
{
//Animate
{
w->imageIndex += 0.25;
if (w->imageIndex >= 3) {
w->imageIndex -= 3;
}
}
//Green type
if (w->type == 0)
{
//State Start
{
if (w->timer == -1) {
w->timer = 0;
w->vsp = -5.5;
w->hsp = -2;
if (w->x + 20 < herox) {
w->hsp *= -1;
}
}
}
//Horizontal Movement
w->x += w->hsp;
//Land in water
{
if (w->vsp > 0 && w->y >= w->ystart) {
createSplash(w->x + 20, w->y);
w->y = w->ystart;
w->state = 0;
w->hsp = w->vsp = 0;
w->timer = 120;
}
}
}
//Blue type
else
{
//State Start
{
if (w->timer == -1) {
w->timer = 0;
if (w->height == 2) {
w->vsp = -5.5;
}
else if (w->height == 3) {
w->vsp = -6;
}
else if (w->height == 4) {
w->vsp = -7;
}
else if (w->height == 5) {
w->vsp = -7.5;
}
}
}
//Land on expected ground
{
if (w->vsp > 0) {
if (w->y >= w->ystart - 22 - (w->height * 40)) {
w->y = w->ystart - 22 - (w->height * 40);
w->imageIndex = 5;
w->state = 2;
w->timer = 240;
w->hsp = 2;
if (herox < w->x + 20) {
w->hsp *= -1;
}
}
}
}
}
 
//Vertical Movement
w->y += w->vsp;
w->vsp += w->grav;
}
//Walk
else if (w->state == 2) {
//Animate
{
w->imageIndex += 0.16;
if (w->imageIndex >= 7) {
w->imageIndex -= 2;
}
}
//Movement
{
w->x += w->hsp;
mask.x = w->x + ((40 - mask.w) / 2);
}
//Hit wall
if (checkTileCollision(1, mask) == 1) {
w->hsp *= -1;
}
//Turn on edge
else{
mask.x += (mask.w / 2) * w->hsp;
mask.y += mask.h;
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x == -1) {
w->hsp *= -1;
}
}
//End walk
{
if (w->timer <= 0) {
w->state = 3;
w->timer = -1;
}
}
}
//Jump Down
else if (w->state == 3)
{
//Setup
{
if (w->timer == -1) {
w->timer = 0;
PHL_PlaySound(sounds[sndPi02], CHN_ENEMIES);
w->vsp = -4;
w->imageIndex = 2;
}
}
//Animate
{
w->imageIndex += 0.25;
if (w->imageIndex >= 5) {
w->imageIndex -= 3;
}
}
//Movement
{
w->y += w->vsp;
w->vsp += w->grav;
if (w->vsp > 6) {
w->vsp = 6;
}
}
//Land in Water
{
if (w->y >= w->ystart) {
w->state = 0;
createSplash(w->x + 20, w->y);
w->timer = 60;
}
}
}
//Update Mask
{
mask.x = w->x + ((40 - mask.w) / 2);
mask.y = w->y + ((40 - mask.h) / 2);
}
//Collide with hero
{
if (checkCollision(mask, getHeroMask())) {
heroHit(15, mask.x + (mask.w / 2));
}
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
w->blink = 15;
w->hp -= 1;
if (w->hp <= 0) {
createEffect(2, w->x - 12, w->y - 12);
spawnCollectable(w->x + 20, w->y);
enemyDestroy(w->id);
}
i = MAX_WEAPONS;
}
}
}
}
}
}
 
void waterJumperDraw(WaterJumper* w)
{
if (w->blink % 2 == 0) {
int cx = (int)w->imageIndex * 40;
 
if (w->state == 1) {
cx += 80;
}
if (w->type == 1) {
cx += 200;
if (w->state == 2 && w->hsp < 0) {
cx += 80;
}
}
PHL_DrawSurfacePart(w->x, w->y, cx, 440, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/waterjumper.h
0,0 → 1,23
#ifndef WATERJUMPER_H
#define WATERJUMPER_H
 
#include "../enemy.h"
 
typedef struct {
int id, type;
double x, y;
int hp;
int blink;
int ystart, rot;
double yoffset;
double hsp, vsp, grav;
double imageIndex;
int state, timer;
int height;
} WaterJumper;
 
void createWaterJumper(int x, int y, int type, int offset, int height);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemies/wizard.c
0,0 → 1,133
#include "wizard.h"
#include "../enemy.h"
#include "../game.h"
#include "../hero.h"
#include <stdlib.h>
 
void createWizard(int x, int y)
{
int i;
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] == NULL) {
Enemy* e = malloc(sizeof *e);
Wizard* w = malloc(sizeof *w);
w->id = i;
w->x = x;
w->y = y;
w->imageIndex = 0;
w->state = 0;
w->timer = 50;
w->visible = 1;
w->mask.circle = w->mask.unused = 0;
w->mask.w = 24;
w->mask.h = 38;
w->mask.x = w->x + 8;
w->mask.y = w->y + 2;
e->data = w;
e->enemyStep = wizardStep;
e->enemyDraw = wizardDraw;
e->type = 21;
enemies[i] = e;
i = MAX_ENEMIES;
}
}
}
 
void wizardStep(Wizard* w)
{
w->imageIndex += 0.3;
if (w->imageIndex >= 3) {
w->imageIndex -= 3;
}
//Stand still
if (w->state == 0) {
w->timer -= 1;
if (w->timer <= 0) {
PHL_PlaySound(sounds[sndPi10], CHN_ENEMIES);
w->state = 1;
w->timer = 15;
}
}
//Flash
else if (w->state == 1 || w->state == 3) {
if (w->visible == 0) {
w->visible = 1;
}else{
w->visible = 0;
}
w->timer -= 1;
if (w->timer <= 0) {
if (w->state == 1) {
w->state = 2;
w->timer = 60;
}
else if (w->state == 3) {
w->visible = 1;
w->state = 0;
w->timer = 50;
}
}
}
//Invisible
else if (w->state == 2) {
w->visible = 0;
w->timer -= 1;
if (w->timer <= 0) {
PHL_PlaySound(sounds[sndPi03], CHN_ENEMIES);
w->state = 3;
w->timer = 15;
//Horizontal Jump
int gridX = w->x / 40,
gridY = w->y / 40,
lastGridX = gridX;
do {
gridX = (rand() % 16) + 1;
} while (collisionTiles[gridX][gridY] != 0 ||
collisionTiles[gridX][gridY+1] != 1 ||
gridX == lastGridX);
w->x = gridX * 40;
w->mask.x = w->x + 8;
}
}
if (w->state == 0 || w->state == 3) {
//Hit Player
if (checkCollision(w->mask, getHeroMask())) {
heroHit(15, w->x + 20);
}
//Weapon Collision
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(w->mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
createEffect(2, w->x - 12, w->y - 6);
spawnCollectable(w->x + 20, w->y);
enemyDestroy(w->id);
i = MAX_WEAPONS;
}
}
}
}
}
 
void wizardDraw(Wizard* w)
{
if (w->visible == 1) {
PHL_DrawSurfacePart(w->x, w->y, 520 + (((int)w->imageIndex) * 40), 480, 40, 40, images[imgEnemies]);
}
}
/contrib/games/hydracastlelabyrinth/src/enemies/wizard.h
0,0 → 1,20
#ifndef WIZARD_H
#define WIZARD_H
 
#include "../collision.h"
 
typedef struct {
int id;
double x, y;
double imageIndex;
int state, timer, visible;
Mask mask;
} Wizard;
 
void createWizard(int x, int y);
 
void wizardStep(Wizard* w);
void wizardDraw(Wizard* w);
 
#endif
/contrib/games/hydracastlelabyrinth/src/enemy.c
0,0 → 1,16
#include "enemy.h"
#include "game.h"
#include <stdlib.h>
 
void enemyDestroy(int id)
{
if (enemies[id] != NULL) {
if (enemies[id]->data != NULL) {
free(enemies[id]->data);
}
enemies[id]->data = NULL;
free(enemies[id]);
}
enemies[id] = NULL;
}
/contrib/games/hydracastlelabyrinth/src/enemy.h
0,0 → 1,13
#ifndef ENEMY_H
#define ENEMY_H
 
typedef struct {
void* data; //Specific enemy struct
void (*enemyStep)();
void (*enemyDraw)();
int type;
} Enemy;
 
void enemyDestroy(int id);
 
#endif
/contrib/games/hydracastlelabyrinth/src/game.c
0,0 → 1,1976
#include "game.h"
#include "hero.h"
#include "PHL.h"
#include "qda.h"
#include "ini.h"
#include "titlescreen.h"
#include "options.h"
#include "inventory.h"
#include "object.h"
#include "effect.h"
#include "text.h"
#include "stagedata.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif
 
int gameStep();
void gameDraw(char doDrawHud);
 
void freeArrays();
void drawHud();
int getTileType(int valx, int valy);
 
void loadUncommonImages();
 
char forceGameExit = 0;
 
int drawhp;
int NumOfSounds = 43;
int NumOfImages = 14;
 
char autoSave = 1;
int levelStartFlag = 0;
 
char tilesetStrings[9][12] = {"stage01.bmp",
"stage02.bmp",
"stage02.bmp",
"stage03.bmp",
"stage04.bmp",
"stage03.bmp",
"stage02.bmp",
"stage05.bmp",
"stage08.bmp" };
char musicStrings[9][14] = { "midi/main01",
"midi/main02",
"midi/main02",
"midi/main05",
"midi/main03",
"midi/main05",
"midi/main02",
"midi/main04",
"midi/main06" };
int collisionTiles[16][12];
PHL_Surface images[15];
PHL_Sound sounds[43];
PHL_Music bgmMusic;
PHL_Music bgmSecret;
PHL_Music bgmGameover;
Object* objects[MAX_OBJECTS];
Effect* effects[MAX_EFFECTS];
Weapon* weapons[MAX_WEAPONS];
Enemy* enemies[MAX_ENEMIES];
Platform* platforms[MAX_PLATFORMS];
 
int secretTimer;
unsigned long playTime;
 
Door* lastDoor;
int quakeTimer;
int bellFlag;
int bossFlag;
int bossDefeatedFlag;
int roomSecret;
char roomDarkness;
 
int itemGotX;
int itemGotY;
 
PHL_Background background, foreground;
 
unsigned char hasWeapon[5];
unsigned char hasItem[28];
unsigned char hasKey[8];
 
unsigned char flags[60];
 
double cutInTimer = 240;
int transitionTimer = 0;
int level = 0;
int screenX = 5,
screenY = 2;
 
#ifdef _SDL
char savename[4096];
char savemap[4096];
#endif
 
#ifdef EMSCRIPTEN
extern int fileSynched;
int em_state = -2;
void em_loop_fn(void* arg)
{
if(!PHL_MainLoop()) {
emscripten_cancel_main_loop();
}
 
int result;
switch (em_state) {
case -2: if(fileSynched) em_state++;
break;
case -1: em_state++;
// need to delay loading of init to let synchof files happens
iniInit();
//Load Resources
loadText();
loadResources();
break;
case 0:
PHL_StopMusic();
titleScreenSetup();
++em_state;
break;
case 1: result = titleEMStep();
if (result == 3) {
em_state = 100;
} else if(result!=-1) {
if(result==2)
em_state = 60;
else {
//Reset game state
gameSetup();
//Load Game
if (result == 1)
{
if (fileExists(savename) == 1) {
loadSave(savename);
}else if (fileExists(savemap) == 1) {
loadSave(savemap);
}
}
++em_state;
}
}
break;
case 2:
//Update resources, depending on level
loadUncommonImages();
PHL_FreeSurface(images[imgTiles]);
images[imgTiles] = PHL_LoadQDA(tilesetStrings[level]);
PHL_FreeMusic(bgmMusic);
bgmMusic = PHL_LoadMusic(musicStrings[level], 1);
 
loadScreen();
em_state = 10;
break;
case 10: // main game loop
PHL_MainLoop();
PHL_ScanInput();
result = gameStep();
if(!result)
em_state = 20;
else {
if(result!=-1)
em_state = result;
else {
PHL_StartDrawing();
gameDraw(1);
PHL_EndDrawing();
}
}
break;
case 20: // game ended
roomDarkness = 0;
freeArrays();
//Erase temp save if it exists
if (fileExists(savename))
{
remove(savename);
#ifdef EMSCRIPTEN
EM_ASM(
FS.syncfs(false,function () {
Module.print("File sych'd")
});
);
#endif
}
em_state = 0;
break;
case 30: // option menu
optionsSetup(0);
++em_state;
// fall thru
case 31:
result = optionsEMStep();
//Reset Game
if (result == 1)
em_state = 20;
else if (result == 3) {
em_state = 100;
} else if (result!=-1)
em_state = 10;
break;
case 40:
inventorySetup();
++em_state;
case 41:
result = inventoryEMStep();
if(result==0)
em_state = 10;
break;
case 50:
result = getItemEMStep();
if(result==0)
em_state = 10;
break;
case 60: // option menu
optionsSetup(1);
++em_state;
// fall thru
case 61:
result = optionsEMStep();
if (result!=-1)
em_state = 0;
break;
case 100:
/*
//Free Resources
textFree();
freeResources();
//Deinit services
PHL_Deinit();
// end
emscripten_cancel_main_loop();
*/
em_state = 0; // no quitting, as it make no sense in a browser (just kill the tab)
break;
}
 
}
#endif
 
void game()
{
#ifdef _SDL
#if defined(__amigaos4__) || defined(__MORPHOS__)
const char* home = "PROGDIR:";
#elif defined(EMSCRIPTEN)
const char* home = "hcl_data/";
#elif defined(_KOLIBRI)
const char* home = KOS_TMP_DIR;
#else
const char* home = getenv("HOME");
#endif
if(home)
{
strcpy(savename, home);
#if defined(__amigaos4__) || defined(__MORPHOS__)
strcat(savename, ".hydracastlelabyrinth/");
#elif !defined(EMSCRIPTEN)
strcat(savename, "/.hydracastlelabyrinth/");
#endif
strcpy(savemap, savename);
strcat(savename, "save.tmp");
strcat(savemap, "save.map");
} else {
strcpy(savename, "data/save.tmp");
strcpy(savemap, savemap);
}
#endif
//Setup services
printf("DBG:0\n");
PHL_Init();
if(1!=initQDA())
{
printf("DBG:QDA FAILED\n");
}
printf("DBG: 1\n");
textInit();
printf("DBG: 2\n");
#ifdef EMSCRIPTEN
emscripten_set_main_loop_arg(em_loop_fn, NULL, -1, 1);
#else
iniInit();
printf("DBG: 3\n");
//Load Resources
loadText();
printf("DBG: 4\n");
loadResources();
printf("DBG: 5\n");
 
 
while (PHL_MainLoop())
{
//Titlescreen
int titleScreenResult = titleScreen();
printf("DBG: titleScreen()\n");
//Exit game
if (titleScreenResult == 3) {
PHL_GameQuit();
}
 
// Options
else if(titleScreenResult == 2) {
int optionsResult = options(1);
//Exit Game
if (optionsResult == 3) {
PHL_GameQuit();
}
}
//Game Start
else{
//Reset game state
gameSetup();
//Load Game
if (titleScreenResult == 1)
{
if (fileExists(savename) == 1) {
loadSave(savename);
}else if (fileExists(savemap) == 1) {
loadSave(savemap);
}
}
//Update resources, depending on level
loadUncommonImages();
/*printf("\nTiles are ");
if (images[imgTiles].pxdata == NULL) {
printf("not loaded.");
}else{
printf("loaded.");
}*/
PHL_FreeSurface(images[imgTiles]);
images[imgTiles] = PHL_LoadQDA(tilesetStrings[level]);
PHL_FreeMusic(bgmMusic);
bgmMusic = PHL_LoadMusic(musicStrings[level], 1);
 
loadScreen();
//In game main loop
char gameLoop = 1;
while (PHL_MainLoop() == 1 && gameLoop == 1) {
PHL_ScanInput();
int gameResult = gameStep();
if (gameResult != -1) {
gameLoop = 0;
}
if (gameLoop == 1) {
PHL_StartDrawing();
gameDraw(1);
PHL_EndDrawing();
}
}
//Game end (return to titlescreen)
roomDarkness = 0;
freeArrays();
//Erase temp save if it exists
if (fileExists(savename))
{
#ifdef _SDL
remove(savename);
#else
char fullPath[128];
strcpy(fullPath, "");
#ifdef _3DS
strcat(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#endif
strcat(fullPath, savename);
remove(fullPath);
#endif
#ifdef EMSCRIPTEN
EM_ASM(
FS.syncfs(false,function () {
Module.print("File sych'd")
});
);
#endif
}
}
}
//Free Resources
textFree();
freeResources();
//Deinit services
PHL_Deinit();
#endif
}
 
void loadImages()
{
images[imgTiles] = PHL_LoadQDA(tilesetStrings[level]);
images[imgEnemies] = PHL_LoadQDA("ene01.bmp");
images[imgHud] = PHL_LoadQDA("status.bmp");
images[imgMisc20] = PHL_LoadQDA("chr20.BMP");
images[imgMisc32] = PHL_LoadQDA("chr32.BMP");
images[imgHero] = PHL_LoadQDA("mychr.bmp");
images[imgItems] = PHL_LoadQDA("items.bmp");
images[imgExplosion] = PHL_LoadQDA("chr64.BMP");
images[imgBoss] = PHL_LoadQDA("boss01.bmp");
//images[imgMisc2040] = PHL_LoadQDA("chr20x40.BMP");
images[imgFontKana] = PHL_LoadQDA("font8x8-kana.bmp");
images[imgBoldFont] = PHL_LoadQDA("font8x8-01.bmp");
//images[imgDark] = PHL_LoadQDA("dark.bmp");
//images[imgMisc6020] = PHL_LoadQDA("chr60x20.bmp");
//images[imgHud].colorKey = PHL_NewRGB(0, 0, 0);
//PHL_SetColorKey(images[imgHud], 0, 0, 0);
images[imgTitle01] = PHL_LoadQDA("title01.BMP");
}
void loadResources()
{
//Loading Images
loadImages();
puts("DBG loadResources1");
//Load Sounds
sounds[sndBee01] = PHL_LoadSound("wav/bee01.wav");
sounds[sndBell01] = PHL_LoadSound("wav/bell01.wav");
sounds[sndBom01] = PHL_LoadSound("wav/bom01.wav");
sounds[sndBom02] = PHL_LoadSound("wav/bom02.wav");
sounds[sndBom03] = PHL_LoadSound("wav/bom03.wav");
sounds[sndDoor00] = PHL_LoadSound("wav/door00.wav");
sounds[sndFire01] = PHL_LoadSound("wav/fire01.wav");
sounds[sndGas01] = PHL_LoadSound("wav/gas01.wav");
sounds[sndGet01] = PHL_LoadSound("wav/get01.wav");
sounds[sndGet02] = PHL_LoadSound("wav/get02.wav");
sounds[sndHit01] = PHL_LoadSound("wav/hit01.wav");
sounds[sndHit02] = PHL_LoadSound("wav/hit02.wav");
sounds[sndHit03] = PHL_LoadSound("wav/hit03.wav");
sounds[sndHit04] = PHL_LoadSound("wav/hit04.wav");
sounds[sndHit05] = PHL_LoadSound("wav/hit05.wav");
sounds[sndHit06] = PHL_LoadSound("wav/hit06.wav");
sounds[sndHit07] = PHL_LoadSound("wav/hit07.wav");
sounds[sndJump01] = PHL_LoadSound("wav/jump01.wav");
sounds[sndJump02] = PHL_LoadSound("wav/jump02.wav");
sounds[sndNg] = PHL_LoadSound("wav/ng.wav");
sounds[sndOk] = PHL_LoadSound("wav/ok.wav");
sounds[sndPi01] = PHL_LoadSound("wav/pi01.wav");
sounds[sndPi02] = PHL_LoadSound("wav/pi02.wav");
sounds[sndPi03] = PHL_LoadSound("wav/pi03.wav");
sounds[sndPi04] = PHL_LoadSound("wav/pi04.wav");
sounds[sndPi05] = PHL_LoadSound("wav/pi05.wav");
sounds[sndPi06] = PHL_LoadSound("wav/pi06.wav");
sounds[sndPi07] = PHL_LoadSound("wav/pi07.wav");
sounds[sndPi08] = PHL_LoadSound("wav/pi08.wav");
sounds[sndPi09] = PHL_LoadSound("wav/pi09.wav");
sounds[sndPi10] = PHL_LoadSound("wav/pi10.wav");
sounds[sndPower01] = PHL_LoadSound("wav/power01.wav");
sounds[sndPower02] = PHL_LoadSound("wav/power02.wav");
sounds[sndShot01] = PHL_LoadSound("wav/shot01.wav");
sounds[sndShot02] = PHL_LoadSound("wav/shot02.wav");
sounds[sndShot03] = PHL_LoadSound("wav/shot03.wav");
sounds[sndShot04] = PHL_LoadSound("wav/shot04.wav");
sounds[sndShot05] = PHL_LoadSound("wav/shot05.wav");
sounds[sndShot06] = PHL_LoadSound("wav/shot06.wav");
sounds[sndShot07] = PHL_LoadSound("wav/shot07.wav");
sounds[sndStep01] = PHL_LoadSound("wav/step01.wav");
sounds[sndWater01] = PHL_LoadSound("wav/water01.wav");
sounds[sndWolf01] = PHL_LoadSound("wav/wolf01.wav");
puts("DBG loadResources2");
//Load Music
bgmSecret = PHL_LoadMusic("midi/nazo", 0);
puts("DBG loadResources3");
bgmGameover = PHL_LoadMusic("midi/gameover", 0);
puts("DBG loadResources4");
}
 
void freeImages()
{
int i;
 
//Free graphics
for (i = 0; i < NumOfImages; i++) {
PHL_FreeSurface(images[i]);
}
}
 
void freeResources()
{
//Free sounds
int i;
for (i = 0; i < NumOfSounds; i++) {
PHL_FreeSound(sounds[i]);
}
//Free Music
PHL_FreeMusic(bgmMusic);
PHL_FreeMusic(bgmGameover);
PHL_FreeMusic(bgmSecret);
 
freeImages();
}
 
void gameSetup()
{
//Reset Flags
{
quakeTimer = 0;
secretTimer = 0;
roomDarkness = 0;
bellFlag = 0;
bossFlag = 0;
bossDefeatedFlag = 0;
int i;
for (i = 0; i < 60; i++) {
flags[i] = 0;
}
}
//Save Data
{
playTime = 0;
//Inventory
int i;
for (i = 0; i < 5; i++) {
hasWeapon[i] = 0;
}
for (i = 0; i < 28; i++) {
hasItem[i] = 0;
}
for (i = 0; i< 8; i++) {
hasKey[i] = 0;
}
}
//Room Data
{
roomSecret = 0;
level = 0;
screenX = 5;
screenY = 2;
}
//Hero Setup
{
heroSetup();
drawhp = herohp;
}
//Reset object arrays
freeArrays();
//Setup screen transition
cutInTimer = 240;
}
 
int gameStep()
{
//Manage Timers
{
playTime += 1;
secretCountdown();
if (quakeTimer > 0) {
quakeTimer -= 1;
}
if (cutInTimer > 0) {
cutInTimer -= 5;
//Play music when the transition ends
if (cutInTimer <= 0 && bossDefeatedFlag == 0 && bossFlag == 0) {
PHL_PlayMusic(bgmMusic);
}
}
}
//Hero step
{
//End game if hero died
if (heroStep() == 1) {
return 0;
}
}
//Menu button presses
{
if (getHeroState() <= 5 && cutInTimer <= 0) {
if (btnSelect.pressed == 1)
{
#ifdef EMSCRIPTEN
optionsSetup(0);
return 31;
#else
int optionsResult = options(0);
//Reset Game
if (optionsResult == 1) {
return 0;
}
//Exit Game
if (optionsResult == 3) {
PHL_GameQuit();
return 1;
}
#endif
}else if (btnStart.pressed == 1) {
#ifdef EMSCRIPTEN
return 40;
#else
inventory();
#endif
}
}
}
//Objects steps
{
int i;
for (i = 0; i < MAX_PLATFORMS; i++) {
if (platforms[i] != NULL) {
platformStep(platforms[i]);
}
}
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] != NULL) {
objects[i]->objectStep(objects[i]->data);
}
}
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
weaponStep(weapons[i]);
}
}
for (i = 0; i < MAX_EFFECTS; i++) {
if (effects[i] != NULL) {
effectStep(effects[i]);
}
}
 
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] != NULL) {
enemies[i]->enemyStep(enemies[i]->data);
}
}
}
if (forceGameExit == 1) {
forceGameExit = 0;
return 0;
}
return -1;
}
 
void gameDraw(char doDrawHud)
{
PHL_DrawBackground(background, foreground);
int i;
//Draw water/lava top effects
for (i = 0; i < MAX_EFFECTS; i++) {
if (effects[i] != NULL) {
if (effects[i]->depth == -1) {
effectDraw(effects[i]);
}
}
}
for (i = 0; i < MAX_PLATFORMS; i++) {
if (platforms[i] != NULL) {
platformDraw(platforms[i]);
}
}
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] != NULL) {
objects[i]->objectDraw(objects[i]->data);
}
}
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
weaponDraw(weapons[i]);
}
}
//Draw effects under
for (i = 0; i < MAX_EFFECTS; i++) {
if (effects[i] != NULL) {
if (effects[i]->depth == 0) {
effectDraw(effects[i]);
}
}
}
//Draw enemies backwards, so bullets and such are underneath their spawners
//for (i = MAX_ENEMIES - 1; i >= 0; i--) {
for (i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i] != NULL) {
enemies[i]->enemyDraw(enemies[i]->data);
}
}
//Not Death, draw death later
if (getHeroState() != 8) {
heroDraw();
}
//Draw effects over
for (i = 0; i < MAX_EFFECTS; i++) {
if (effects[i] != NULL) {
if (effects[i]->depth == 1) {
effectDraw(effects[i]);
}
}
}
//Draw Darkness
if (roomDarkness == 1) {
int cornerX = herox - 160,
cornerY = heroy + 20 - 160;
PHL_DrawSurfacePart(cornerX, cornerY, 320 * hasItem[18], 0, 320, 320, images[imgDark]);
//Top darkness rectangle
if (cornerY > 0) {
PHL_DrawRect(0, 0, 640, cornerY, PHL_NewRGB(10, 0, 0));
}
//Bottom darkness rectangle
if (cornerY + 320 < 480) {
PHL_DrawRect(0, cornerY + 320, 640, 480, PHL_NewRGB(10, 0, 0));
}
//Left rectangle
if (cornerX > 0) {
PHL_DrawRect(0, cornerY, cornerX, 320, PHL_NewRGB(10, 0, 0));
}
//Right rectangle
if (cornerX + 320 < 640) {
PHL_DrawRect(cornerX + 320, cornerY, 640 - cornerX + 320, 320, PHL_NewRGB(10, 0, 0));
}
}
//Draw death over darkness
if (getHeroState() == 8) {
heroDraw();
}
if (doDrawHud == 1) {
drawHud();
}
//cut-in transition
{
if (cutInTimer > 0) {
PHL_DrawRect(0, 0, 640, cutInTimer, PHL_NewRGB(0, 0, 0));
PHL_DrawRect(0, 240 + (240 - cutInTimer), 640, 480, PHL_NewRGB(0, 0, 0));
}
}
}
#ifdef EMSCRIPTEN
static int em_itemNum;
static char getItemTimer;
void getItemSetup(int itemNum)
{
setHeroState(6);
setHeroImageIndex(0);
char getItemTimer = 0;
}
int getItemEMStep()
{
int itemNum = em_itemNum;
char loop = 1;
PHL_MainLoop();
#else
void getItem(int itemNum)
{
setHeroState(6);
setHeroImageIndex(0);
char getItemTimer = 0;
char loop = 1;
while (PHL_MainLoop() && loop == 1)
#endif
{
secretCountdown();
//Get Item Step
if (getItemTimer == 0) {
setHeroImageIndex(getHeroImageIndex() + 0.3);
if (getHeroImageIndex() > 3) {
getItemTimer = 1;
}
}else if (getItemTimer == 1) {
//Wait for input
PHL_ScanInput();
if (btnAccept.pressed == 1 || btnFaceDown.pressed == 1 || btnFaceRight.pressed == 1 ||
btnFaceUp.pressed == 1 || btnFaceLeft.pressed == 1 || btnStart.pressed == 1) {
getItemTimer = 2;
}
}else if (getItemTimer == 2) {
setHeroImageIndex(getHeroImageIndex() + 0.3);
if (getHeroImageIndex() >= 7) {
loop = 0;
setHeroState(0);
setHeroImageIndex(0);
}
}
//Get Item Draw
{
PHL_StartDrawing();
gameDraw(1);
if (getHeroImageIndex() >= 3) {
char tempDarkness = roomDarkness;
roomDarkness = 0;
PHL_DrawRect(140, 208, 360, 64, PHL_NewRGB(255, 255, 255));
PHL_DrawRect(142, 210, 356, 60, PHL_NewRGB(0, 20, 0));
PHL_DrawRect(148, 216, 48, 48, PHL_NewRGB(255, 255, 255));
PHL_DrawRect(152, 220, 40, 40, PHL_NewRGB(119, 166, 219));
//Image
PHL_DrawSurfacePart(152, 220, itemGotX, itemGotY, 40, 40, images[imgItems]);
//Text
{
int drawX = 196, drawY = 216;
int twoLayers = 0;
if (itemName[itemNum]->length + found->length + 2 > 17) {
twoLayers = 1;
drawY -= 8;
}
drawX = drawCharacter(17, 2, drawX, drawY);
drawX = drawText(itemName[itemNum], drawX, drawY);
drawX = drawCharacter(18, 2, drawX, drawY);
if (twoLayers == 1) {
drawX = 204;
drawY += 24;
}
drawText(found, drawX, drawY);
}
roomDarkness = tempDarkness;
}
PHL_EndDrawing();
}
}
#ifdef EMSCRIPTEN
return loop;
#endif
}
 
void saveScreen()
{
PHL_PlaySound(sounds[sndPower02], CHN_SOUND);
herohp = maxhp;
setHeroHsp(0);
int saveTimer = 60;
char loop = 1;
while (PHL_MainLoop() && loop == 1)
{
PHL_StartDrawing();
 
gameDraw(1);
PHL_DrawRect(140, 208, 360, 64, PHL_NewRGB(255, 255, 255));
PHL_DrawRect(142, 210, 356, 60, PHL_NewRGB(0, 0, 255));
drawTextCentered(saving, 320, 216);
saveTimer -= 1;
if (saveTimer <= 0) {
loop = 0;
}
PHL_EndDrawing();
}
if (writeSave(savemap) == 1)
{
if (fileExists(savename))
{
char fullPath[128];
strcpy(fullPath, "");
#ifdef _3DS
strcat(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#endif
strcat(fullPath, savename);
remove(fullPath);
#ifdef EMSCRIPTEN
EM_ASM(
FS.syncfs(false,function () {
Module.print("File sych'd")
});
);
#endif
}
}
}
 
//Result screen and credits
void gameEnding()
{
int timer = 0;
char exitLoop = 0;
//Result screen
{
PHL_StopMusic();
PHL_FreeMusic(bgmMusic);
bgmMusic = PHL_LoadMusic("midi/allclear", 0);
PHL_PlayMusic(bgmMusic);
//Calculate completion percentage
char treasureString[11];
{
int itemCount = 0;
int ALLITEMS = 41;
int i;
for (i = 0; i < 5; i++) {
itemCount += hasWeapon[i];
}
for (i = 0; i < 28; i++) {
itemCount += hasItem[i];
}
for (i = 0; i < 8; i++) {
itemCount += hasKey[i];
}
sprintf(treasureString, "%d%%", itemCount * 100 / ALLITEMS);
}
//Calculate time
char timeString[12];
{
int hours = playTime / 216000;
int minutes = (playTime % 216000) / 3600;
int seconds = ((playTime % 216000) % 3600) / 60;
sprintf(timeString, "%02d:%02d:%02d", hours, minutes, seconds);
}
int transTimer = 0;
while (PHL_MainLoop() && exitLoop == 0)
{
timer += 1;
if (timer >= 500) {
transTimer += 8;
}
if (transTimer >= 360) {
exitLoop = 1;
}
//Animate Effects
int i;
for (i = 0; i < MAX_EFFECTS; i++) {
if (effects[i] != NULL) {
effectStep(effects[i]);
}
}
PHL_StartDrawing();
gameDraw(0);
PHL_DrawTextBoldCentered("--- ALL CLEAR! ---", 320, 64, YELLOW);
PHL_DrawTextBoldCentered("TIME", 320, 128, YELLOW);
PHL_DrawTextBoldCentered(timeString, 320, 144, WHITE);
PHL_DrawTextBoldCentered("TREASURE", 320, 192, YELLOW);
PHL_DrawTextBoldCentered(treasureString, 320, 208, WHITE);
//transition
if (transTimer > 0) {
PHL_DrawRect(0, 0, 640, transTimer, PHL_NewRGB(0, 0, 0));
PHL_DrawRect(0, 240 + (240 - transTimer), 640, 480, PHL_NewRGB(0, 0, 0));
}
PHL_EndDrawing();
}
}
 
//Credits
{
timer = 0;
exitLoop = 0;
PHL_StopMusic();
PHL_FreeMusic(bgmMusic);
bgmMusic = PHL_LoadMusic("midi/ending", 0);
PHL_PlayMusic(bgmMusic);
int timer = 0;
double viewY = 0;
int maxViewY = 2200;
double imageIndex = 0;
while (PHL_MainLoop() && exitLoop == 0)
{
timer += 1;
if (timer >= 2220) {
exitLoop = 1;
}
viewY += 1;
if (viewY >= maxViewY - 480) {
viewY = maxViewY - 480;
}
imageIndex += 0.1;
if (imageIndex >= 2) {
imageIndex -= 2;
}
PHL_StartDrawing();
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
if (exitLoop == 0) {
PHL_DrawTextBoldCentered("- STAFF -", 320, 480 - viewY, YELLOW);
PHL_DrawTextBoldCentered("SPRITES", 320, 560 - viewY, YELLOW);
PHL_DrawTextBoldCentered("BUSTER", 320, 576 - viewY, WHITE);
PHL_DrawTextBoldCentered("PROGRAM", 320, 640 - viewY, YELLOW);
PHL_DrawTextBoldCentered("BUSTER", 320, 656 - viewY, WHITE);
PHL_DrawTextBoldCentered("MUSIC", 320, 720 - viewY, YELLOW);
PHL_DrawTextBoldCentered("MATAJUUROU", 320, 736 - viewY, WHITE);
PHL_DrawTextBoldCentered("TEST PLAYER", 320, 800 - viewY, YELLOW);
PHL_DrawTextBoldCentered("ZAC", 320, 816 - viewY, WHITE);
PHL_DrawTextBoldCentered("- SPECIAL THANKS -", 320, 912 - viewY, YELLOW);
PHL_DrawTextBoldCentered("QUADRUPLE D", 320, 992 - viewY, YELLOW);
PHL_DrawTextBoldCentered("SANDMAN", 320, 1008 - viewY, WHITE);
PHL_DrawTextBoldCentered("KBGM", 320, 1072 - viewY, YELLOW);
PHL_DrawTextBoldCentered("KR.SHIN", 320, 1088 - viewY, WHITE);
PHL_DrawTextBoldCentered("KBGMPLAYER", 320, 1152 - viewY, YELLOW);
PHL_DrawTextBoldCentered("NARUTO", 320, 1168 - viewY, WHITE);
PHL_DrawTextBoldCentered("SOUND EFFECT", 320, 1232 - viewY, YELLOW);
PHL_DrawTextBoldCentered("OSABISHIYUUKI", 320, 1248 - viewY, WHITE);
PHL_DrawTextBoldCentered("EDGE", 320, 1312 - viewY, YELLOW);
PHL_DrawTextBoldCentered("TAKABO", 320, 1328 - viewY, WHITE);
PHL_DrawTextBoldCentered("THE END", 320, maxViewY - 284 - viewY, YELLOW);
PHL_DrawSurfacePart(300, maxViewY - 256 - viewY, (int)imageIndex * 40, 280, 40, 80, images[imgHero]);
}
PHL_EndDrawing();
}
}
forceGameExit = 1;
}
 
//Black screen between screens
void screenTransition()
{
char timer = 15;
while (PHL_MainLoop() && timer > 0)
{
PHL_StartDrawing();
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
timer -= 1;
PHL_EndDrawing();
}
if (autoSave == 1) {
writeSave(savename);
}
}
 
void enterDoor()
{
//Is not leaving boss room prematurely
bossFlag = 0;
 
level = lastDoor->warplevel;
screenX = lastDoor->warpcoords % 12;
screenY = lastDoor->warpcoords / 12;
herox = lastDoor->warpx;
heroy = lastDoor->warpy;
 
PHL_StopMusic();
PHL_FreeMusic(bgmMusic);
 
if (level == 0) {
//Free uncommon images
PHL_FreeSurface(images[imgMisc2040]);
PHL_FreeSurface(images[imgMisc6020]);
PHL_FreeSurface(images[imgDark]);
}else{
bgmMusic = PHL_LoadMusic("midi/start", 0);
PHL_PlayMusic(bgmMusic);
int timer = 125;
while (PHL_MainLoop() && timer > 0)
{
timer -= 1;
PHL_StartDrawing();
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
drawTextCentered(dungeon[level - 1], 320, 216);
PHL_EndDrawing();
}
PHL_StopMusic();
PHL_FreeMusic(bgmMusic);
loadUncommonImages();
}
//Reload tileset
PHL_FreeSurface(images[imgTiles]);
images[imgTiles] = PHL_LoadQDA(tilesetStrings[level]);
bgmMusic = PHL_LoadMusic(musicStrings[level], 1);
changeScreen(0, 0);
PHL_PlayMusic(bgmMusic);
}
 
void loadScreen()
{
//Stop music if you leave a boss room early
if (bossFlag == 1) {
PHL_StopMusic();
PHL_FreeMusic(bgmMusic);
bgmMusic = PHL_LoadMusic(musicStrings[level], 1);
PHL_PlayMusic(bgmMusic);
}
bossDefeatedFlag = bossFlag = 0;
roomDarkness = 0;
screenTransition();
int fileNum = stage[level][(screenY * 12) + screenX];
//Cycle through this process twice. Once for the backgroud, and one for the foreground
int cycle = 0;
for (cycle = 0; cycle < 2; cycle++)
{
//Build file string
char toChar[4];
sprintf(toChar, "%03d", fileNum);
char dest[80];
strcpy(dest, "");
#ifdef _3DS
strcat(dest, "romfs:/map/");
#elif defined(__amigaos4__) || defined(__MORPHOS__)
strcat(dest, "PROGDIR:data/map/");
#elif defined(_SDL)
strcat(dest, "data/map/");
#else
strcat(dest, "romfs/map/");
#endif
strcat(dest, toChar);
//load background on first pass
if (cycle == 0) {
strcat(dest, "a");
}
strcat(dest, ".map");
//Read file
FILE* file;
if ((file = fopen(dest, "rb")))
{
char* memblock;
int size;
fseek(file, 0, SEEK_END);
size = ftell(file);
memblock = (char*)malloc(size);
fseek(file, 0, SEEK_SET);
if(fread(memblock, 1, size, file) != size)
printf("Warning, could not read %s correctly\n", dest);
fclose(file);
//Load data
int count = 162; //Level data starts 118
int xx, yy;
int valx = 0, valy = 0;
int raw;
for (yy = 0; yy < 12; yy++) {
for (xx = 0; xx < 16; xx++) {
raw = (unsigned)memblock[count];
valx = raw & 0x0F;
valy = raw & 0xF0;
valy >>= 4;
if (cycle == 0) {
background.tileX[xx][yy] = valx;
background.tileY[xx][yy] = valy;
}else if (cycle == 1) {
foreground.tileX[xx][yy] = valx;
foreground.tileY[xx][yy] = valy;
collisionTiles[xx][yy] = getTileType(valx, valy);
//Breakable blocks
if (valy == 11 && (valx == 0 || valx == 1 || valx == 2)) {
int secret = 0;
if (valx == 2) {
secret = 1;
}
createDestroyable(xx * 40, yy * 40, secret);
}
//Lava
if (valx == 2 && valy == 1) {
createEffect(10, xx * 40, yy * 40);
foreground.tileX[xx][yy] = 0;
foreground.tileY[xx][yy] = 0;
}
//Water
if (valx == 6 && valy == 1) {
createEffect(11, xx * 40, yy * 40);
foreground.tileX[xx][yy] = 0;
foreground.tileY[xx][yy] = 0;
}
}
count += 2;
}
count += 12;
}
free(memblock);
}else{
PHL_ErrorScreen("Map file was not found");
}
}
PHL_UpdateBackground(background, foreground);
//Load file
//Build file string
char toChar[4];
sprintf(toChar, "%03d", fileNum);
char dest[30];
#ifdef _3DS
strcpy(dest, "romfs:/obj/");
#elif defined(__amigaos4__) || defined(__MORPHOS__)
strcpy(dest, "PROGDIR:data/obj/");
#elif defined(_SDL)
strcpy(dest, "data/obj/");
#else
strcpy(dest, "romfs/obj/");
#endif
//Add a 0 if needed
/*
if (fileNum < 100) {
strcat(dest, "0");
}
*/
strcat(dest, toChar);
strcat(dest, ".dat");
FILE* file;
if ((file = fopen(dest, "rb"))) {
unsigned char* memblock;
int size;
fseek(file, 0, SEEK_END);
size = ftell(file);
memblock = (unsigned char*)malloc(size);
fseek(file, 0, SEEK_SET);
if(fread(memblock, 1, size, file) != size)
printf("Warning: could not read %s correctly\n", dest);
int count = 0;
while (count < size) {
int type = memblock[count];
if (type <= 10)
{
if (type == 0 || type == 9) { //Blue/Red Slime
createSlime(memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3], memblock[count + 4]);
}
else if (type == 1) { //Bat (grey/red)
createBat(memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3]);
}
else if (type == 2) { //Slug
createSlug(memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3]);
}
else if (type == 3) { //Knight
createKnight(memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3]);
}
else if (type == 4) { //Rhyno head
createHead(0, memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3], memblock[count+4], memblock[count+5]);
}
else if (type == 5) { //Dragon head
createHead(2, memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3], memblock[count+4], memblock[count+5]);
}
else if (type == 6) { //Goblin/medusa head
createHead(1, memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3], memblock[count+4], memblock[count+5]);
}
else if (type == 7) { //Demon head
createHead(3, memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3], memblock[count+4], memblock[count+5]);
}
else if (type == 10) { //Fireball head
createHead(4, memblock[count+1] * 20, memblock[count+2] * 20, 1, memblock[count+3], memblock[count+4]);
}
}
else if (type <= 20)
{
if (type == 11) { //Poison Gas
createGas(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 12) { //Flying skull
createSkull(memblock[count+1] * 20, memblock[count+2] * 20);
}
else if (type == 13) { //Fish
createFish(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 14) { //Water Jumper
createWaterJumper(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3], memblock[count+4], memblock[count+5]);
}
else if (type == 15) { //Podoboo
createPodoboo(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3], memblock[count+4]);
}
else if (type == 16) { //Thwomp
createThwomp(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3], memblock[count+4], memblock[count+5], memblock[count+6]);
}
else if (type == 17) { //Skeleton
createSkeleton(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 18) { //Ghoul
createGhoul(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 19) { //Seal
createSeal(memblock[count+1]*20, memblock[count+2]*20);
}
else if (type == 20) { //Jellyfish
createJellyfish(memblock[count+1]*20, memblock[count+2]*20);
}
}
else if (type <= 30)
{
if (type == 21) { //Wizard
createWizard(memblock[count+1]*20, memblock[count+2]*20);
}
else if (type == 22) { //Pendulum
createPendulum(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 24) { //Bee
createBee(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 25) { //Air Jar
//createJar(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3], memblock[count+4]);
createHead(5, memblock[count + 1] * 20, memblock[count + 2] * 20, 0, memblock[count+3], memblock[count+4]);
}
else if (type == 26) { //Boar
createBoar(memblock[count+1]*20, memblock[count+2]*20);
}
else if (type == 27) { //Fire Wheel
createFirewheel(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 28) { //Rock Golem
createGolem(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 29) { //Poison Knight
createPoisonknight(memblock[count+1]*20, memblock[count+2]*20);
}
else if (type == 30) { //Electricity doggy
createDog(memblock[count+1]*20, memblock[count+2]*20);
}
}
else if (type < 40)
{
if (type == 31) {
createBoomknight(memblock[count+1]*20, memblock[count+2]*20);
}
else if (type == 32) {
createPumpkinenemy(memblock[count+1]*20, memblock[count+2]*20);
}
}
else if (type < 50)
{
//Bosses
if (type == 40) {
createDodo(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 41) {
createBatboss(memblock[count+1] * 20, memblock[count+2] * 20);
}
else if (type == 42) {
createCrab(memblock[count+1] * 20, memblock[count+2] * 20);
}
else if (type == 43) {
createGyra(memblock[count+1] * 20, memblock[count+2] * 20);
}
else if (type == 44) {
createLolidra(memblock[count+1] * 20, memblock[count+2] * 20);
}
else if (type == 45) {
createDevil(memblock[count+1] * 20, memblock[count+2] * 20);
}
else if (type == 46) {
createGarm(memblock[count+1] * 20, memblock[count+2] * 20);
}
else if (type == 47) {
createHydra(memblock[count+1] * 20);
}
}
else if (type <= 60)
{
//Objects
if (type == 50) { //Moving platforms
createPlatform(0, memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3] * 20, memblock[count + 4] * 20, memblock[count + 5], memblock[count+6]);
}
else if (type == 51) { //Loose block
createPlatform(1, memblock[count + 1] * 20, memblock[count + 2] * 20, 0, 0, 0, memblock[count+3]);
}
else if (type == 52) { //Locked Block
createLockBlock(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 53) { //Gate
createGate(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 54) { //Statue
createStatue(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 55) { //Megaman block
createPlatform(2, memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3], memblock[count + 4], 0, 0);
}
else if (type == 56) { //Electric gate
createShockgate(memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3]);
}
else if (type == 57) { //Hydra platform
createPlatform(3, memblock[count + 1] * 20, memblock[count + 2] * 20, 0, 0, 0, 0);
}
}
else if (type < 70)
{
}
else/* if (type <= 80)*/
{
if (type == 70) { //Breakable Block
createDestroyable(memblock[count+1] * 20, memblock[count+2] * 20, 1);
}
else if (type == 71) { //Secret Trigger
createSecretTrigger(memblock[count+1], memblock[count+2], memblock[count+3]);
}
else if (type == 73) { //Chests
createChest(memblock[count + 1] * 20, memblock[count + 2] * 20, memblock[count + 3], memblock[count + 4]);
}
else if (type == 74) { //Save Points
createSavePoint(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 75) { //door
createDoor(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3], memblock[count+4], memblock[count+5] * 20, memblock[count+6] * 20, memblock[count+7]);
}
else if (type == 76) { //Light Switch
createSwitch(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 77) { //Floor Button
createFloorPad(memblock[count+1]*20, memblock[count+2]*20, memblock[count+3]);
}
else if (type == 78) {
roomDarkness = 1;
}
else if (type == 79) { //Ladder Spawner
createLadder(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 80) { //Generator
createGenerator(memblock[count+1] * 20, memblock[count+2] * 20, memblock[count+3]);
}
else if (type == 81) { //Crown
createCrown(memblock[count+1] * 20, memblock[count+2] * 20);
}
}
count += 16;
}
free(memblock);
fclose(file);
}
}
 
void drawHud()
{
//Repress certain screen altering variables
int tempDark = roomDarkness;
roomDarkness = 0;
int tempQuake = quakeTimer;
quakeTimer = 0;
//Change HUD position
int drawy = 8;
{
if (heroy <= 100) {
drawy = 400;
}
}
//Move scrolling health bar
{
if (drawhp > herohp) {
drawhp -= 1;
}
if (drawhp < herohp) {
drawhp += 1;
}
}
//Main image
{
PHL_DrawSurfacePart(8, drawy, 0, 0, 368, 64, images[imgHud]);
}
//Health bar
{
PHL_RGB hpbarc = PHL_NewRGB(128, 255, 0);
if (getHeroPoisoned() > 0) {
hpbarc = PHL_NewRGB(255, 128, 255);
}
PHL_DrawRect(76, drawy + 8, maxhp * 2, 6, PHL_NewRGB(255, 0, 0));
PHL_DrawRect(76, drawy + 8, drawhp * 2, 6, hpbarc);
}
//Ammo counter
{
char c[10];
sprintf(c, "%02d", heroAmmo);
PHL_DrawTextBold(c, 74, drawy + 36, WHITE);
}
//Draw weapon icon
{
int wx = 32 * (heroWeapon + 1);
if (hasWeapon[heroWeapon] == 0) {
wx = 0;
}
PHL_DrawSurfacePart(24, drawy + 16, wx, 64, 32, 32, images[imgHud]);
}
//Restore screen altering variables
{
quakeTimer = tempQuake;
roomDarkness = tempDark;
}
}
 
void freeArrays()
{
int i;
for (i = 0; i < MAX_EFFECTS; i++) {
effectDestroy(i);
}
for (i = 0; i < MAX_OBJECTS; i++) {
objectDestroy(i);
}
for (i = 0; i < MAX_ENEMIES; i++) {
enemyDestroy(i);
}
for (i = 0; i < MAX_WEAPONS; i++) {
weaponDestroy(i);
}
for (i = 0; i < MAX_PLATFORMS; i++) {
platformDestroy(i);
}
}
 
void changeScreen(int dx, int dy)
{
roomSecret = 0;
freeArrays();
 
screenX += dx;
screenY += dy;
loadScreen();
writeSave(savename);
}
 
int getTileType(int valx, int valy) {
int result = 0;
 
if (valy == 11 && valx == 8) {
result = 3; //Ladder Top
}else
if (valy == 1 && valx == 1) {
result = 5; //Lava
}else
if (valy > 7) {
result = 1; //Solid
}else
//specifics
if (valy == 0 && (valx == 3 || valx == 5)) {
result = 2; //Ladders
}else
if (valy == 1 && valx == 5) {
result = 4; //Water
}else
if (valx == 0 && (valy == 1 || valy == 2)) {
result = 6; //Spikes
}else
if (valy == 11 && (valx == 0 || valx == 1 || valx == 2)) {
result = 1; //Breakable solid block
}
if (level == 4 && valy == 3 && (valx == 0 || valx == 1 || valx == 2)) {
result = 6; //Spikes
}
 
return result;
}
 
//Save file load/save
int writeSave(char* fname)
{
int result = 0;
//mkdir("data");
FILE* f;
char fullPath[4096];
strcpy(fullPath, "");
#ifdef _3DS
strcat(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#elif _KOLIBRI
strcat(fullPath, KOS_HCL_SAVES_PATH);
#endif
strcat(fullPath, fname);
 
if ( (f = fopen(fullPath, "wb")) ) {
int size = 4548;
unsigned char* memblock = (unsigned char*)malloc(size);
memset(memblock, 0, size);
#if defined(__amigaos4__) || defined(__MORPHOS__)
#define D 3
#else
#define D 0
#endif
memblock[0x0+D] = herohp;
memblock[0x4+D] = maxhp;
memblock[0x8+D] = heroAmmo;
memblock[0x0C+D] = maxAmmo;
if (heroWeapon == -1) {
memblock[0x10] = 0;
}else{
memblock[0x10] = heroWeapon;
}
memblock[0x14] = 1; //Unknown, but always resets to 1
int i;
for (i = 0; i < 60; i++) {
memblock[(0x3FC) + i] = flags[i];
}
for (i = 0; i < 5; i++) {
memblock[(0x7E4) + i] = hasWeapon[i];
}
int itemorder[28] = { 0x7F6, 0x7FA, 0x7F9, 0x7F8, 0x7F1, 0x7F3, 0x7F2,
0x7FB, 0x7ED, 0x7EF, 0x7EE, 0x7F0, 0x7EC, 0x7F4,
0x7F7, 0x7F5, 0x7EA, 0x7EB, 0x7FF, 0x803, 0x804,
0x7FE, 0x802, 0x805, 0x800, 0x7FD, 0x7FC, 0x801 };
for (i = 0; i < 28; i++) {
memblock[itemorder[i]] = hasItem[i];
}
for (i = 0; i < 8; i++) {
memblock[(0x806) + i] = hasKey[i];
}
int writeHerox = herox;
int writeHeroy = heroy;
memcpy(&memblock[0x11B0], &writeHerox, 4);
memcpy(&memblock[0x11B4], &writeHeroy, 4);
if (getHeroDirection() == 1) {
memblock[0x11C0+D] = 0;
}else{
memblock[0x11C0+D] = 1;
}
memblock[0x11B8+D] = level;
//Screen
memblock[0x11BC+D] = (screenX) + (screenY * 12);
//Time
memcpy(&memblock[0x11AC], &playTime, 4);
fwrite(memblock, 1, size, f);
free(memblock);
result = 1;
fclose(f);
}
#ifdef EMSCRIPTEN
EM_ASM(
//persist changes
FS.syncfs(false,function (err) {
assert(!err);
});
);
#endif
 
return result;
}
 
void loadSave(char* fname)
{
FILE* f;
char fullPath[128];
strcpy(fullPath, "");
#ifdef _3DS
strcat(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#endif
strcat(fullPath, fname);
if ((f = fopen(fullPath, "rb"))) {
//Reminder: read order matters
unsigned long loadTemp = 0;
int tmp;
//Hero HP
tmp = fread(&loadTemp, 4, 1, f);
herohp = loadTemp;
drawhp = herohp;
//Max HP
tmp = fread(&loadTemp, 4, 1, f);
maxhp = loadTemp;
//Ammo
tmp = fread(&loadTemp, 4, 1, f);
heroAmmo = loadTemp;
//Max Ammo
tmp = fread(&loadTemp, 4, 1, f);
maxAmmo = loadTemp;
int loadedWeapon = 0;
tmp = fread(&loadedWeapon, 1, 1, f);
//Read Flags
fseek(f, 0x3FC, SEEK_SET);
int i;
for (i = 0; i < 60; i++) {
tmp = fread(&flags[i], 1, 1, f);
}
//Read weapons
fseek(f, 0x7E4, SEEK_SET);
for (i = 0; i < 5; i++) {
tmp = fread(&hasWeapon[i], 1, 1, f);
}
heroWeapon = -1;
if (hasWeapon[loadedWeapon] == 1) {
heroWeapon = loadedWeapon;
}
//Read items
int itemorder[28] = { 16, 17, 12, 8, 10, 9, 11,
4, 6, 5, 13, 15, 0, 14,
3, 2, 1, 7, 26, 25, 21,
18, 24, 27, 22, 19, 20, 23 };
fseek(f, 0x7EA, SEEK_SET);
for (i = 0; i < 28; i++) {
tmp = fread(&hasItem[itemorder[i]], 1, 1, f);
}
//Read keys
for (i = 0; i < 8; i++) {
tmp = fread(&hasKey[i], 1, 1, f);
}
fseek(f, 0x11AC, SEEK_SET);
tmp = fread(&playTime, 4, 1, f);
//fseek(f, 4540, SEEK_SET);
//Hero X and Y
tmp = fread(&loadTemp, 4, 1, f);
herox = loadTemp;
tmp = fread(&loadTemp, 4, 1, f);
heroy = loadTemp;
//Level
tmp = fread(&loadTemp, 4, 1, f);
level = loadTemp;
//Screen coords
tmp = fread(&loadTemp, 4, 1, f);
screenX = (loadTemp) % 12;
screenY = ((int)(loadTemp) / 12);
//Direction
tmp = fread(&loadTemp, 4, 1, f);
if (loadTemp == 0) {
setHeroDirection(1);
}else{
setHeroDirection(-1);
}
fclose(f);
#undef D
}
}
 
int fileExists(char* fpath)
{
int result = 0;
char fullPath[128];
strcpy(fullPath, "");
#ifdef _3DS
strcat(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#endif
strcat(fullPath, fpath);
FILE* f;
if ( (f = fopen(fullPath, "rb")) ) {
result = 1;
fclose(f);
}
return result;
}
 
void playSecret()
{
PHL_StopMusic();
secretTimer = 210;
}
 
void secretCountdown()
{
if (secretTimer > 0) {
secretTimer -= 1;
if (secretTimer <= 0) {
PHL_StopMusic();
if (bossFlag == 0 && bossDefeatedFlag == 0) {
PHL_PlayMusic(bgmMusic);
}
}else if (secretTimer == 180) {
PHL_PlayMusic(bgmSecret);
}
}
}
 
int getDrawHP()
{
return drawhp;
}
 
void setDrawHP(int val)
{
drawhp = val;
}
 
int getLevel()
{
return level;
}
 
void setBossRoom()
{
bossFlag = 1;
PHL_StopMusic();
secretTimer = 0;
PHL_FreeMusic(bgmMusic);
if (level != 8) {
bgmMusic = PHL_LoadMusic("midi/boss", 1);
}else{
bgmMusic = PHL_LoadMusic("midi/lastboss", 1);
}
PHL_PlayMusic(bgmMusic);
}
 
void setAutoSave(char val)
{
autoSave = val;
}
 
char getAutoSave()
{
return autoSave;
}
 
void loadUncommonImages()
{
//Seal Toungs
if (level == 4) {
images[imgMisc2040] = PHL_LoadQDA("chr20x40.BMP");
}
//Darkness
if (level == 5) {
images[imgDark] = PHL_LoadQDA("dark.bmp");
}
//Dragon Flame
if (level == 7 || level == 8) {
images[imgMisc6020] = PHL_LoadQDA("chr60x20.bmp");
}
}
/contrib/games/hydracastlelabyrinth/src/game.h
0,0 → 1,237
#ifndef GAME_H
#define GAME_H
 
#include "PHL.h"
#include "enemy.h"
#include "enemies/slime.h"
#include "enemies/bat.h"
#include "enemies/slug.h"
#include "enemies/knight.h"
#include "enemies/heads.h"
#include "enemies/gas.h"
#include "enemies/skull.h"
#include "enemies/fish.h"
#include "enemies/waterjumper.h"
#include "enemies/podoboo.h"
#include "enemies/thwomp.h"
#include "enemies/dodo.h"
#include "enemies/batboss.h"
#include "enemies/crab.h"
#include "enemies/skeleton.h"
#include "enemies/ghoul.h"
#include "enemies/seal.h"
#include "enemies/jellyfish.h"
#include "enemies/wizard.h"
#include "enemies/pendulum.h"
#include "enemies/gyra.h"
#include "enemies/lolidra.h"
#include "enemies/bee.h"
#include "enemies/devil.h"
#include "enemies/firewheel.h"
#include "enemies/boar.h"
#include "enemies/golem.h"
#include "enemies/garm.h"
#include "enemies/poisonknight.h"
#include "enemies/dog.h"
#include "enemies/boomknight.h"
#include "enemies/pumpkin.h"
#include "enemies/hydra.h"
#include "object.h"
#include "effect.h"
#include "weapon.h"
#include "platform.h"
 
#define TITLE 0
#define GAME 1
#define INVENTORY 2
#define OPTIONS 3
#define SAVING 4
#define LEVELSTART 5
#define GETITEM 6
 
//Sound channels
#define CHN_MUSIC 0
#define CHN_SOUND 1 //Various sounds, like menus and fanfares
#define CHN_HERO 2
#define CHN_WEAPONS 3
#define CHN_ENEMIES 4
#define CHN_EFFECTS 5
 
extern Door* lastDoor;
 
extern int secretTimer;
extern int levelStartTimer;
extern int saveTimer;
 
extern int quakeTimer;
 
extern int bellFlag;
extern int bossFlag;
extern int bossDefeatedFlag;
 
extern char roomDarkness;
 
//Used for item get message
extern int itemGotX;
extern int itemGotY;
 
extern int roomSecret;
 
extern int collisionTiles[16][12];
 
//Playtime in frames. At 60 frames per second can hold ~828 1/2 days worth of playtime if my math isn't shit
extern unsigned long playTime;
 
//Inventory
extern unsigned char hasWeapon[5];
extern unsigned char hasItem[28];
extern unsigned char hasKey[8];
 
//Save data flags
extern unsigned char flags[60];
 
extern PHL_Background background,
foreground;
 
//Game assets
extern PHL_Surface images[15];
extern PHL_Music bgmMusic;
extern PHL_Music bgmSecret;
extern PHL_Music bgmGameover;
extern PHL_Sound sounds[43];
 
#define MAX_WEAPONS 5
extern Weapon* weapons[MAX_WEAPONS];
 
#define MAX_OBJECTS 40
extern Object* objects[MAX_OBJECTS];
 
#define MAX_ENEMIES 20
extern Enemy* enemies[MAX_ENEMIES];
 
#define MAX_EFFECTS 30
extern Effect* effects[MAX_EFFECTS];
 
#define MAX_PLATFORMS 10
extern Platform* platforms[MAX_PLATFORMS];
 
//Graphic names
#define imgTiles 0
#define imgEnemies 1
#define imgHud 2
#define imgMisc20 3
#define imgMisc32 4
#define imgHero 5
#define imgItems 6
#define imgExplosion 7
#define imgBoss 8
#define imgMisc2040 9
#define imgFontKana 10
#define imgBoldFont 11
#define imgDark 12
#define imgMisc6020 13
#define imgTitle01 14
 
//Sound names
#define sndBee01 0
#define sndBell01 1
#define sndBom01 2
#define sndBom02 3
#define sndBom03 4
#define sndDoor00 5
#define sndFire01 6
#define sndGas01 7
#define sndGet01 8
#define sndGet02 9
#define sndHit01 10
#define sndHit02 11
#define sndHit03 12
#define sndHit04 13
#define sndHit05 14
#define sndHit06 15
#define sndHit07 16
#define sndJump01 17
#define sndJump02 18
#define sndNg 19
#define sndOk 20
#define sndPi01 21
#define sndPi02 22
#define sndPi03 23
#define sndPi04 24
#define sndPi05 25
#define sndPi06 26
#define sndPi07 27
#define sndPi08 28
#define sndPi09 29
#define sndPi10 30
#define sndPower01 31
#define sndPower02 32
#define sndShot01 33
#define sndShot02 34
#define sndShot03 35
#define sndShot04 36
#define sndShot05 37
#define sndShot06 38
#define sndShot07 39
#define sndStep01 40
#define sndWater01 41
#define sndWolf01 42
 
#ifdef _SDL
extern char savename[4096];
extern char savemap[4096];
#else
#define savename "data/save.tmp"
#define savemap "map/018.map"
#endif
 
#ifdef _KOLIBRI
#define KOS_HCL_SAVES_PATH "/tmp0/1/.hydracastlelabyrinth"
#define KOS_TMP_DIR "/tmp0/1"
#endif
 
void loadImages();
void freeImages();
void loadResources();
void freeResources();
 
void game();
 
void gameSetup();
void gameCleanup();
 
void enterDoor();
#ifdef EMSCRIPTEN
void getItemSetup(int itemNum);
int getItemEMStep();
#else
void getItem(int itemNum);
#endif
void saveScreen();
 
void gameEnding();
 
//void enterDoor(Door* d);
void loadScreen();
 
void changeScreen(int dx, int dy);
 
int writeSave(char* fname);
void loadSave(char* fname);
 
int fileExists(char* fpath);
 
void playSecret();
void secretCountdown();
 
int getDrawHP();
void setDrawHP(int val);
 
int getLevel();
 
void setBossRoom();
 
void setAutoSave(char val);
char getAutoSave();
 
#endif
/contrib/games/hydracastlelabyrinth/src/hero.c
0,0 → 1,1415
#include "hero.h"
#include "game.h"
#include <math.h>
#include "weapon.h"
#include "platform.h"
#include <stdio.h>
 
//State constants
const char NORMAL = 0;
const char SLASH = 1;
const char HIT = 2;
const char LADDER = 3;
const char STONE = 4;
const char CHARGE = 5;
//#define GETITEM 6
const char DOOR = 7;
const char DEATH = 8;
const char QUAKE = 9;
 
int state;
 
double herox, heroy;
double herohp, maxhp;
int heroAmmo, maxAmmo;
int heroWeapon;
 
Mask heroMask;
Mask shieldMask;
 
void updateMask();
void heroChangeScreen(int dx, int dy);
 
int herodir = 1;
 
int canCharge = 0;
int canJump = 0;
int onground = 0;
int heldUp = 0;
 
const double GRAVITY = 0.3;
const double CLIMBSPEED = 1.2;
const double CLIMBSPEEDPOWER = 2.0;
 
double vsp = 0;
double hsp = 0;
double imageIndex = 0;
double jumpspd = 7.5;
 
 
int invincible = 0;
int timer = 0;
int chargeTimer = 0;
int shieldTimer = 0; //Holds up shield if this is 0
int stun = 0;
int stunTimer = 0;
 
int poisoned = 0;
int stoneTimer = 0;
int stoneState = 0;
int stoneDir = 1;
 
int inWater = 0;
int drownTimer = 0;
 
void heroSetup()
{
state = NORMAL;
herodir = 1;
herox = 320;
heroy = 320;
vsp = 0;
hsp = 0;
imageIndex = 0;
//climbspd = 1;
invincible = 0;
timer = 0;
chargeTimer = 0;
shieldTimer = 0;
poisoned = 0;
stoneTimer = 0;
stoneState = 0;
stoneDir = 1;
herohp = 128;
maxhp = 128;
heroAmmo = 0;
maxAmmo = 99;
heroWeapon = -1;
heroMask.unused = 0;
heroMask.circle = 0;
heroMask.w = 24;
heroMask.h = 26;
onground = 0;
canJump = 0;
heroy += 1;
if (checkTileCollision(1, getHeroMask()) == 1 || checkTileCollision(3, getHeroMask()) == 1) {
onground = 1;
if (hasItem[12] == 1) {
canJump = 1;
}
}
heroy -= 1;
shieldMask.unused = 1;
shieldMask.circle = 0;
shieldMask.w = 24;
shieldMask.h = 24;
shieldMask.x = 0;
shieldMask.y = 0;
inWater = -1;
}
 
int heroStep()
{
int result = -1;
 
//set HP limits
{
if (herohp > maxhp) {
herohp = maxhp;
}
if (herohp < 0) {
herohp = 0;
}
}
 
heldUp = btnUp.held;
 
//Counters
{
if (invincible > 0) {
invincible -= 1;
}
}
//Scripted states
if (state == DOOR) {
//Remove some status conditions
stun = 0;
poisoned = 0;
inWater = 0;
//Animate
imageIndex += 0.2;
//Done walking
if (imageIndex >= 10) {
enterDoor();
state = NORMAL;
}
}
else if (state == DEATH) {
stun = 0;
stunTimer = 0;
poisoned = 0;
//Animate
{
imageIndex += 0.3;
if (imageIndex >= 4) {
imageIndex -= 4;
}
//blinking
if (timer >= 90) {
invincible = 1;
}else{
invincible = 0;
}
}
timer += 1;
//Poof
if (timer == 90) {
createEffect(2, herox - 32, heroy - 12);
}
//Play Music
if (timer == 150) {
PHL_PlayMusic(bgmGameover);
}
//End game over screen prematurly
if (timer > 150 && btnStart.pressed == 1) {
btnStart.pressed = 0;
timer = 630;
}
//Reset game
if (timer == 630) {
/*
FILE* f;
if ((f = fopen("data/save.tmp", "rb"))) {
remove("data/save.tmp");
}
fclose(f);
*/
PHL_StopMusic();
result = 1;
}
}
//Uncontrollable states, but can move
else {
char canGrav = 1;
double grav = GRAVITY;
if (state == CHARGE) {
canGrav = 0;
shieldTimer = 10;
vsp = 0;
//Charge start (rear back)
{
if (timer == 0) {
imageIndex = 0;
hsp = -2 * herodir;
}
}
//Friction
{
double fric = 0.3;
if (hsp < 0) {
hsp += fric;
if (hsp >= 0) {
hsp = 0;
}
}else if (hsp > 0) {
hsp -= fric;
if (hsp <= 0) {
hsp = 0;
}
}
}
timer += 1;
//Forward charge start
{
if (timer == 15) {
invincible = 35;
hsp = 7 * herodir;
PHL_PlaySound(sounds[sndShot01], CHN_WEAPONS);
}
}
//Animation
{
if (timer > 15) {
imageIndex = 1;
}
if (timer > 19) {
imageIndex = 2;
}
if (timer > 21) {
imageIndex = 3;
}
if (timer == 59) {
imageIndex = 4;
}
}
//Stop
if (timer == 30) {
hsp = 0;
}
//End state
if (timer >= 60) {
state = NORMAL;
}
}
else if (state == HIT) {
grav = GRAVITY - 0.05;
//timer
{
timer -= 1;
if (timer < 0) {
timer = 0;
}
}
//Animate
{
imageIndex += 0.33;
if (imageIndex >= 2) {
imageIndex -= 2;
}
}
 
if (onground == 1) {
hsp = 0;
}
//End hit state
{
if (onground == 1 && vsp == 0 && timer == 0) {
state = NORMAL;
invincible = 60;
}
}
}
else if (state == STONE) {
grav = GRAVITY - 0.05;
if (stoneState != 2) {
stoneTimer -= 1;
//Setup break free animation
if (stoneTimer <= 0) {
stoneTimer = 0;
stoneState = 2;
imageIndex = 0;
 
createRockSmash(herox, heroy + 20);
herodir = stoneDir;
}
}
//Animate
imageIndex += 0.16;
//Frozen state flashes
if (stoneState != 2 && imageIndex >= 2) {
imageIndex = 0;
}
//In air
if (stoneState == 0) {
if (onground == 0) {
//hsp = -(herodir * 2);
}else{
stoneState = 1;
createEffect(9, herox, heroy + 20);
createEffect(9, herox, heroy + 20);
}
}
//On ground
else if (stoneState == 1) {
hsp = 0;
if (btnFaceDown.pressed == 1) {
stoneTimer -= 30;
createEffect(9, herox, heroy + 20);
}
}
//Break free animation
else if (stoneState == 2) {
imageIndex += 0.16;
if ((int)imageIndex == 3) {
createEffect(8, herox - 32, heroy - 22);
imageIndex += 0.5;
}
if (imageIndex >= 17) {
state = NORMAL;
stoneState = 0;
}
}
}
else if (state == QUAKE) {
grav = GRAVITY - 0.05;
hsp = 0;
if (onground == 1) {
PHL_PlaySound(sounds[sndPi02], CHN_HERO);
if (timer == 0) {
vsp = -2 - grav;
onground = 0;
}
else if (timer == 1) {
vsp = -1 - grav;
onground = 0;
}
else if (timer == 2) {
vsp = -0.5 - grav;
onground = 0;
}
else if (timer == 3) {
state = NORMAL;
vsp = 0;
}
timer += 1;
}
}
//Controllable states
else {
char canWalk = 1;
if (state == NORMAL) {
//Timers
{
if (shieldTimer > 0) {
shieldTimer -= 1;
}
}
//Change direction with buttons
{
if (btnLeft.held == 1) {
herodir = -1;
}
if (btnRight.held == 1) {
herodir = 1;
}
}
//Jumping
{
if (btnFaceDown.pressed == 1) {
if (onground == 1 || canJump == 1) {
if (onground == 0) {
canJump = 0;
}
vsp = -jumpspd;
onground = 0;
PHL_PlaySound(sounds[sndJump01], CHN_HERO);
}
}
//cancel jump
if (vsp < 0 && btnFaceDown.released == 1) {
vsp = 0;
}
}
//Animate
{
if (onground == 1 && hsp != 0) {
imageIndex += 0.1;
if (imageIndex >= 2) {
imageIndex -= 2;
}
}
}
//Charging
{
if (canCharge == 1 && btnFaceLeft.held == 1) {
chargeTimer += 1;
//Create Effects
if (chargeTimer >= 10 && chargeTimer < 66 && ((chargeTimer - 10) % 8) == 0) {
createEffect(6, herox, heroy + 20);
}
if (chargeTimer == 70) {
PHL_PlaySound(sounds[sndPower01], CHN_SOUND);
}
}
if (canCharge == 1 && chargeTimer >= 70 && btnFaceLeft.released == 1) {
state = CHARGE;
timer = 0;
imageIndex = 0;
addWeapon(SWORD, herox, heroy);
}
}
//Attack
{
if (stun == 0) {
//Slash
if (btnFaceLeft.pressed == 1) {
state = SLASH;
imageIndex = 0;
PHL_PlaySound(sounds[sndShot01], CHN_WEAPONS);
addWeapon(SWORD, herox, heroy);
}
 
//Weapon
if (btnFaceRight.pressed == 1) {
if (heroWeapon != -1) {
addWeapon(heroWeapon, (int)herox - 20, (int)heroy);
}
}
}
}
//Grabbing Ladder
{
//Grab ladder
if (btnUp.held == 1) {
PHL_Rect collide = getTileCollisionXY(2, herox, heroy + 20);
if (collide.x != -1) {
state = LADDER;
canWalk = 0;
hsp = 0;
vsp = 0;
herox = collide.x + 20;
}
}
//Climb down onto ladder
else if (onground == 1 && btnDown.held == 1) {
PHL_Rect collide = getTileCollisionXY(3, herox, heroy + 40);
if (collide.x != -1) {
state = LADDER;
canWalk = 0;
hsp = 0;
vsp = 0;
herox = collide.x + 20;
heroy += 1;
}
}
}
}
else if (state == SLASH) {
shieldTimer = 10;
//Can move in air, not on the ground
if (onground == 1) {
canWalk = 0;
hsp = 0;
}
 
//Animate
{
double imgspd = 0.25;
if (imageIndex < 1) {
imgspd = 0.25;
}else if (imageIndex < 2) {
imgspd = 0.34;
}else if (imageIndex < 3) {
imgspd = 0.34;
}else if (imageIndex < 4) {
imgspd = 0.125;
}else if (imageIndex < 5) {
imgspd = 0.5;
}
 
imageIndex += imgspd;
}
//Finish slash
{
if (imageIndex >= 5) {
state = NORMAL;
canCharge = hasItem[17]; //Has red scroll
chargeTimer = 0;
}
}
}
else if (state == LADDER) {
onground = 0;
canWalk = 0;
canGrav = 0;
hsp = 0;
vsp = 0;
//Generate final climb speed
double climbspd = CLIMBSPEED;
{
//Has power bracelet
if (hasItem[4] == 1) {
climbspd = CLIMBSPEEDPOWER;
}
//Stun slows climb speed
if (stun > 0) {
climbspd /= 2;
}
}
//Get up/down axis
int yaxis = btnDown.held - btnUp.held;
//Animate
if (yaxis != 0) {
imageIndex += 0.125;
//Limit imageIndex
if (imageIndex >= 8) {
imageIndex -= 8;
}
}
//Movement
heroy += climbspd * yaxis;
//Touch ground
{
if (yaxis == 1) {
PHL_Rect collide = getTileCollision(1, getHeroMask());
if (collide.x != -1) {
state = NORMAL;
heroy = collide.y - 40;
imageIndex = 0;
}
}
}
//Off of ladder
{
if (yaxis != 0) {
if (checkTileCollision(2, getHeroMask()) == 0 && checkTileCollision(3, getHeroMask()) == 0) {
state = NORMAL;
if (btnDown.held == 1) {
onground = 0;
}
}
}
}
}
//Walking
{
if (canWalk == 1) {
int xaxis = btnRight.held - btnLeft.held;
hsp = 3 * xaxis;
}
}
//Cancel jump
{
if (vsp < 0 && btnFaceDown.released == 1) {
vsp = 0;
}
}
//Earthquake
{
if (hasItem[11] == 0) { //Does not have amulete
if (quakeTimer > 0 && onground == 1) {
state = QUAKE;
vsp = -3 - grav;
timer = 0;
PHL_PlaySound(sounds[sndPi02], CHN_HERO);
}
}
}
}
//Movement
{
//Used to prevent glitching out on ladder tops
int precheckladder = checkTileCollision(3, getHeroMask());
//Horizontal movement
{
if (hsp != 0) {
double finalhsp = hsp;
//Slow when climbing and stunned
{
if ( (inWater == 1 && hasItem[5] == 0) || stun == 1) {
finalhsp /= 4;
}
}
//Speed up movement in water
{
if (inWater == 1 && hasItem[5] == 1) { //Has fins
finalhsp = (finalhsp / 3) * 2;
}
}
//Move
herox += finalhsp;
//Stay within screen during boss fight
{
if (bossFlag == 1) {
if (herox < 10) {
herox = 10;
}
if (herox > 630) {
herox = 630;
}
}
}
//Collide with wall
{
PHL_Rect collide = getTileCollision(1, getHeroMask());
if (collide.x == -1 && precheckladder == 0) {
collide = getTileCollision(3, getHeroMask());
}
//Did collide
if (collide.x != -1) {
if (hsp > 0) {
herox = collide.x - (heroMask.w / 2);
}else if (hsp < 0) {
herox = collide.x + 40 + (heroMask.w / 2);
}
if (state == STONE) {
herodir *= -1;
}
}
}
//Check if walked off ledge
if (vsp >= 0) {
heroy += 1;
 
if ( checkTileCollision(1, getHeroMask()) //Solid ground
|| (hasItem[13] == 1 && checkTileCollision(5, getHeroMask())) //Has red shoes
|| (precheckladder == 0 && checkTileCollision(3, getHeroMask())) ) //Ladder tops
{}else{
onground = 0;
}
heroy -= 1;
}
}
}
//Vertical Movement
{
//Gravity
if (canGrav == 1 && onground == 0) {
int maxVsp = 8;
//Water slows movement
if (inWater == 1) {
grav *= 0.5;
maxVsp *= 0.5;
}
vsp += grav;
if (vsp > maxVsp) {
vsp = maxVsp;
}
}
//Vertical Movement
{
double tempVsp = vsp;
char landed = 0;
//Water slows movement
if (inWater == 1 || stun == 1) {
tempVsp *= 0.5;
}
//Movement
heroy += tempVsp;
//Colliding with floor/ceiling
{
PHL_Rect collide = getTileCollision(1, getHeroMask());
if (collide.x == -1&& precheckladder == 0) {
collide = getTileCollision(3, getHeroMask());
}
if (collide.x == -1 && hasItem[13] == 1) { //has red shoes
collide = getTileCollision(5, getHeroMask());
}
if (collide.x != -1) {
//Collide with floor
if (vsp > 0) {
heroy = collide.y - 40;
vsp = 0;
onground = 1;
if (hasItem[12] == 1) { //Has blue boots
canJump = 1;
}
landed = 1;
}
//Collide with ceiling
else if (vsp < 0) {
heroy = collide.y + 40 - (40 - heroMask.h);
}
}
else{
//Jumpthrough/moving platforms
if (vsp >= 0) {
int i;
for (i = 0; i < MAX_PLATFORMS; i++) {
if (platforms[i] != NULL) {
int onPlatTop = 0;
if (herox - (heroMask.w / 2) > platforms[i]->mask.x + platforms[i]->mask.w || herox + (heroMask.w / 2) < platforms[i]->mask.x) {
}
else{
if (platforms[i]->y == heroy + 40 && vsp >= 0) {
onPlatTop = 1;
}
}
if (onPlatTop == 1 || checkCollision(getHeroMask(), platforms[i]->mask) == 1) {
heroMask.y -= vsp;
if (onPlatTop == 1 || checkCollision(heroMask, platforms[i]->mask) == 0) {
heroy = platforms[i]->mask.y - 40;
if (vsp != 0) {
landed = 1;
}
vsp = 0;
onground = 1;
if (hasItem[12] == 1) {
canJump = 1;
}
}
}
}
}
}
}
}
//Land on ground after a hit
if (landed == 1 && (state == HIT || state == STONE)) {
timer = 60;
PHL_PlaySound(sounds[sndHit01], CHN_HERO);
createEffectExtra(3, herox - 30, heroy + 8, -1, 0, 0);
createEffectExtra(3, herox - 10, heroy + 8, 1, 0, 0);
}
}
}
}
//Water stuff
{
//Drown/bubble
if (inWater == 1) {
drownTimer -= 1;
if (drownTimer <= 0) {
drownTimer = 60;
if (hasItem[6] == 0) {
herohp -= 4;
}
createEffect(12, herox, heroy + 20);
PHL_PlaySound(sounds[sndPi06], CHN_SOUND);
}
}
//Splash
if (checkTileCollision(4, getHeroMask())) {
if (inWater == 0) {
drownTimer = 60;
//Splash effect
createSplash(herox, heroy);
}
inWater = 1;
}else{
if (checkTileCollision(6, getHeroMask()) == 0) {
if (inWater == 1) {
//Splash effect
createSplash(herox, heroy);
}
inWater = 0;
}
}
}
//Poison
{
if (poisoned > 0) {
poisoned -= 1;
if (poisoned % 20 == 0) {
herohp -= 1;
createEffect(7, herox, heroy);
}
}
}
//Switch weapon
{
int axis = btnR.pressed - btnL.pressed;
if (axis != 0) {
PHL_PlaySound(sounds[sndPi01], CHN_SOUND);
int i;
for (i = 1; i <= 5; i++) {
int thisweapon = heroWeapon + (i * axis);
if (thisweapon >= 5) {
thisweapon -= 5;
}
if (thisweapon < 0) {
thisweapon += 5;
}
if (hasWeapon[thisweapon] == 1) {
heroWeapon = thisweapon;
i = 6;
}
}
}
}
//Collide with lava
{
heroy -= 20;
if (checkTileCollision(5, getHeroMask())) {
herohp = 0;
setDrawHP(0);
}
heroy += 20;
}
//Collide with spikes
{
PHL_Rect spike = getTileCollision(6, getHeroMask());
if (spike.x != -1) {
Mask spikeMask;
spikeMask.circle = spikeMask.unused = 0;
spikeMask.x = spike.x + 10;
spikeMask.y = spike.y + 10;
spikeMask.w = spikeMask.h = 20;
if (checkCollision(spikeMask, getHeroMask())) {
heroHit(15, spike.x + 20);
}
}
}
//Death
{
if (getDrawHP() <= 0) { //Based on the hud's opinion on player's health, apparently
state = DEATH;
timer = 0;
imageIndex = 0;
PHL_StopMusic();
PHL_PlaySound(sounds[sndHit02], CHN_HERO);
}
}
}
//Manage charge
{
if (state != NORMAL) {
canCharge = 0;
chargeTimer = 0;
}
if (canCharge == 1) {
if (btnFaceLeft.held == 0 && btnFaceLeft.pressed == 0) {
canCharge = 0;
}
}
}
//Screen transitions
{
if (herox < -20) {
herox = 620;
heroChangeScreen(-1, 0);
}
else if (herox > 660) {
herox = 20;
heroChangeScreen(1, 0);
}
else if (state == LADDER && heroy < -40) {
heroy = 440;
heroChangeScreen(0, -1);
}
else if (heroy > 480) {
heroy = 0;
heroChangeScreen(0, 1);
}
}
return result;
}
 
void heroChangeScreen(int dx, int dy)
{
vsp = 0;
chargeTimer = 0;
canCharge = 0;
if (hasItem[12] == 1) {
canJump = 1;
}
if (state == HIT || state == SLASH || state == CHARGE) {
state = NORMAL;
}
//Force a black screen
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
PHL_ForceScreenUpdate();
changeScreen(dx, dy);
}
 
 
void heroDraw()
{
int cropX = 0, cropY = 0;
int drawShield = 0;
if (state == DOOR) {
cropY = 160;
cropX = (int)imageIndex * 40;
}
else if (state == GETITEM) {
int animation[7] = {0, 1, 2, 3, 2, 0, 1};
cropY = 40;
cropX = 320 + (animation[(int)imageIndex] * 40);
}
//Climbing
else if (state == LADDER) {
cropX = 80;
cropY = 80;
int animation[8] = {0, 1, 2, 1, 0, 3, 4, 3};
cropX += 40 * animation[(int)floor(imageIndex)];
}
else if (state == NORMAL)
{
if (onground == 1) {
//Walking
if (hsp != 0) {
cropX = floor(imageIndex) * 40;
if (herodir == -1) {
cropX += 80;
}
}
//Standing
else{
imageIndex = 0;
cropX = 0;
cropY = 0;
if (hasItem[14] == 1 && shieldTimer <= 0) {
drawShield = 1;
cropY = 120;
if (herodir == -1) {
cropX += 40;
}
if (heldUp == 1) {
cropX += 80;
}
}else{
if (herodir == -1) {
cropX += 80;
}
}
}
}else{
//Jumping/falling
if (vsp < 0) {
imageIndex = 0;
}else{
imageIndex = 1;
}
cropX = 160 + (40 * imageIndex);
if (herodir == -1) {
cropX += 80;
}
}
}else if (state == SLASH)
{
//Sword Slash
int animation[5] = {0, 1, 2, 2, 0};
cropY = 40;
cropX = 40 * animation[(int)floor(imageIndex)];
if (herodir == -1) {
cropX += 120;
}
}
else if (state == CHARGE) {
int animation[5] = {0, 1, 2, 2, 0};
cropY = 40;
cropX = animation[(int)imageIndex] * 40;
if (herodir == -1) {
cropX += 120;
}
}
else if (state == HIT) {
int thisImage = 12;
if (onground == 0) {
thisImage = 8;
}
if (state == STONE) {
thisImage = 28;
}
thisImage += (int)imageIndex;
if (herodir == -1) {
thisImage += 2;
}
cropX = 40 * thisImage;
 
while (cropX >= 640) {
cropX -= 640;
cropY += 40;
}
}
else if (state == STONE) {
cropY = 40;
if (stoneState == 0 || stoneState == 1) { //In air/on ground
int thisImage = (int)imageIndex;
if (stoneDir == -1) {
thisImage += 2;
}
cropX = 480 + (thisImage * 40);
}
else if (stoneState == 2) { //Break free
int animation[17] = {0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 0, 1, 0};
cropX = 320 + (animation[(int)imageIndex] * 40);
}
}
else if (state == DEATH) {
if (timer >= 130) {
char tempDark = roomDarkness;
roomDarkness = 0;
PHL_DrawTextBold("GAME OVER", 248, 240, YELLOW);
roomDarkness = tempDark;
}else{
int frame = 0;
if (herodir == 1) {
int animation[4] = {0, 3, 6, 9};
frame = animation[(int)imageIndex];
}
if (herodir == -1) {
int animation[4] = {2, 1, 4, 11};
frame = animation[(int)imageIndex];
}
cropX = frame * 40;
}
}
else if (state == QUAKE) {
cropY = 80;
if (herodir == -1) {
cropX = 40;
}
}
if ((state == HIT && invincible % 6 < 3) || invincible % 2 == 0) {
PHL_DrawSurfacePart(herox - 20, heroy, cropX, cropY, 40, 40, images[imgHero]);
if (drawShield == 1) {
int scx = 320; //Shield crop x
int sdx = herox - 2, sdy = heroy + 10; //Shield draw x/y
if (herodir == -1) {
sdx -= 36;
scx += 40;
}
if (heldUp == 1) {
scx += 80;
sdy -= 26;
sdx -= 8 * herodir;
}
PHL_DrawSurfacePart(sdx, sdy, scx, 240, 40, 40, images[imgHero]);
}
}
//Draw stun effect
if (stun == 1) {
int frame = (int)(((300 - stunTimer) % 32) / 4);
if (frame == 0) {
PHL_PlaySound(sounds[sndHit05], CHN_SOUND);
}
int animation[8] = {0, 1, 2, 1, 0, -1, -1, -1};
if (animation[frame] != -1) {
PHL_DrawSurfacePart(herox - 32, heroy - 12, 384 + (animation[frame] * 64), 64, 64, 64, images[imgMisc32]);
}
if (stunTimer <= 0) {
stun = 0;
PHL_PlaySound(sounds[sndPower01], CHN_SOUND);
}else{
stunTimer -= 1;
}
}
//PHL_DrawRect(mask.x, mask.y, mask.w, mask.h, PHL_NewRGB(0x00, 0x00, 0xFF));
updateMask();
//PHL_DrawMask(shieldMask);
}
 
void updateMask()
{
heroMask.x = herox - 12;
heroMask.y = heroy + 14;
//Update shield mask
{
shieldMask.unused = 1;
if (hasItem[14] == 1) { //has shield
if (state == NORMAL && onground == 1 && hsp == 0 && shieldTimer == 0) {
shieldMask.unused = 0;
//Shield held in front
if (heldUp == 0) {
shieldMask.w = 14;
shieldMask.h = 20;
shieldMask.x = herox + 10;
shieldMask.y = heroy + 20;
if (herodir == -1) {
shieldMask.x -= 34;
}
}
//Shield above head
else{
shieldMask.w = 24;
shieldMask.h = 8;
shieldMask.x = herox - 2;
shieldMask.y = heroy - 2;
if (herodir == -1) {
shieldMask.x -= 20;
}
}
}
}
}
}
 
int heroHit(int damage, int centerx)
{
if (state != HIT && state != DEATH && state != DOOR && (invincible <= 0 || (state == STONE && invincible == 60))) {
if (state != STONE || (state == STONE && stoneState != 2)) {
PHL_PlaySound(sounds[sndHit02], CHN_HERO);
herohp -= damage;
vsp = -4;
onground = 0;
if (herox - centerx > 0) {
herodir = -1;
hsp = herodir * -2;
}
if (herox - centerx < 0) {
herodir = 1;
hsp = herodir * -2;
}
if (state != STONE) {
state = HIT;
}
return 1;
}
}
return 0;
}
 
void heroPoison()
{
if (hasItem[8] != 1) { //Does not have poison resistance ring
if (poisoned <= 0) {
poisoned = 300;
}
}
}
 
void heroStone()
{
//if (((state != HIT && state != DEATH && state != DOOR ) || (state == STONE && stoneState != 2)) && invincible <= 0) {
if (state != HIT && state != DEATH && state != DOOR && (invincible <= 0 || (state == STONE && invincible == 60))) {
if (state != STONE || (state == STONE && stoneState != 2)) {
if (hasItem[9] != 1) { //Does not have green ring
if (state == STONE) {
herodir = stoneDir;
}
setHeroState(STONE);
}
}
}
}
 
//Get-ers and set-ers
Mask getHeroMask()
{
updateMask();
return heroMask;
}
 
int getHeroState()
{
return state;
}
 
void setHeroState(int s)
{
state = s;
//Special cases
if (s == GETITEM) {
heldUp = 0;
//timer = 0;
//subPosition = GETITEM;
}
if (s == DOOR) {
imageIndex = 0;
}
if (s == STONE) {
if (stoneTimer <= 0) {
stoneTimer = 350;
}
stoneState = 0;
invincible = 60;
stoneDir = herodir;
}
}
 
int getHeroInvincible()
{
return invincible;
}
 
int getHeroDirection()
{
return herodir;
}
 
void setHeroDirection(int d)
{
herodir = d;
}
 
double getHeroImageIndex()
{
return imageIndex;
}
 
void setHeroImageIndex(double index)
{
imageIndex = index;
}
 
double getHeroVsp()
{
return vsp;
}
 
double getHeroHsp()
{
return hsp;
}
 
void setHeroHsp(double newHsp)
{
hsp = newHsp;
}
 
void setHeroVsp(double newVsp)
{
vsp = newVsp;
}
 
int getHeroOnground()
{
return onground;
}
 
void setHeroOnground(int val)
{
onground = val;
}
 
void setHeroTimer(int t)
{
timer = t;
}
 
int getHeroPoisoned()
{
return poisoned;
}
 
void heroStun()
{
if (hasItem[10] == 0) { //Does not have cloak
stun = 1;
if (stunTimer <= 0) {
stunTimer = 300;
}
}
}
 
void setHeroCanjump(int set)
{
canJump = set;
}
/contrib/games/hydracastlelabyrinth/src/hero.h
0,0 → 1,55
#ifndef HERO_H
#define HERO_H
 
#include "PHL.h"
#include "collision.h"
 
extern double herox, heroy;
extern double herohp, maxhp;
extern int heroAmmo, maxAmmo;
extern int heroWeapon;
 
extern Mask heroMask;
extern Mask shieldMask;
 
void heroSetup();
void heroCleanup();
int heroStep();
void heroDraw();
 
int heroHit(int damage, int centerx);
 
void heroPoison();
void heroStone();
 
Mask getHeroMask();
 
int getHeroState();
void setHeroState(int s);
 
int getHeroInvincible();
 
int getHeroDirection();
void setHeroDirection(int d);
 
double getHeroImageIndex();
void setHeroImageIndex(double index);
 
double getHeroVsp();
double getHeroHsp();
 
void setHeroHsp(double newHsp);
void setHeroVsp(double newVsp);
 
int getHeroOnground();
void setHeroOnground(int val);
 
void setHeroTimer(int t);
 
int getHeroPoisoned();
 
void heroStun();
 
void setHeroCanjump(int set);
 
#endif
/contrib/games/hydracastlelabyrinth/src/ini.c
0,0 → 1,395
#include "ini.h"
#include "game.h"
#include "options.h"
#include "PHL.h"
#include <stdio.h>
#include <string.h>
#include "text.h"
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif
 
//char* getFileLocation();
char* trimString(char* orig);
 
void screenLoad(char* first, char* second);
void sizeLoad(char* first, char* second);
void blurLoad(char* first, char* second);
void xbrzLoad(char* first, char* second);
void languageLoad(char* first, char* second);
void autosaveLoad(char* first, char* second);
void musictypeLoad(char* first, char* second);
void musicvolumeLoad(char* first, char* second);
 
void iniInit()
{
//Build filepath
char fullPath[128];
{
#ifdef _SDL
#if defined(__amigaos4__) || defined(__MORPHOS__)
strcpy(fullPath, "PROGDIR:.hydracastlelabyrinth/");
#elif defined(EMSCRIPTEN)
strcpy(fullPath, "hcl_data/");
#elif defined(_KOLIBRI)
strcpy(fullPath, KOS_HCL_SAVES_PATH"/");
#else
strcpy(fullPath, getenv("HOME"));
strcat(fullPath, "/.hydracastlelabyrinth/");
#endif
#elif defined(_3DS)
strcpy(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#else
strcpy(fullPath, "");
#endif
strcat(fullPath, "system.ini");
}
FILE* f;
 
if ( (f = fopen(fullPath, "rt")) )
{
//File exists - read it
fclose(f);
loadSettings();
}else{
//File does not exists - create it (with default hardcoded settings)
saveSettings();
}
}
 
void saveSettings()
{
//Build filepath
char fullPath[128];
{
#ifdef _SDL
#if defined(__amigaos4__) || defined(__MORPHOS__)
strcpy(fullPath, "PROGDIR:.hydracastlelabyrinth/");
#elif defined(EMSCRIPTEN)
strcpy(fullPath, "hcl_data/");
#elif defined(_KOLIBRI)
strcpy(fullPath, KOS_HCL_SAVES_PATH"/");
#else
strcpy(fullPath, getenv("HOME"));
strcat(fullPath, "/.hydracastlelabyrinth/");
#endif
#elif defined(_3DS)
strcpy(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#else
strcpy(fullPath, "");
#endif
strcat(fullPath, "system.ini");
}
 
FILE* f;
if ( (f = fopen(fullPath, "wt")) )
{
fprintf(f, "[disp]");
#ifdef _3DS
//Screen
fprintf(f, "\r\nscreen=");
if (activeScreen->screen == GFX_BOTTOM) {
fprintf(f, "bottom");
}else{
fprintf(f, "top");
}
#endif
#ifdef _PSP
//Screen Size
fprintf(f, "\r\nsize=");
if (getScreenSize() == 1) {
fprintf(f, "1");
}
else if (getScreenSize() == 2) {
fprintf(f, "2");
}
else {
fprintf(f, "0");
}
//Screen Blur
fprintf(f, "\r\nblur=");
if (getBlur() == 1) {
fprintf(f, "on");
}else{
fprintf(f, "off");
}
#endif
#ifdef _SDL
//xBRZ Scaling
fprintf(f, "\r\nxbrz=");
if (getXBRZ() == 1) {
fprintf(f, "on");
}else{
fprintf(f, "off");
}
#endif
 
fprintf(f, "\r\n[system]");
//Language
fprintf(f, "\r\nlanguage=");
if (getLanguage() == 0) {
fprintf(f, "jp");
}
if (getLanguage() == 1) {
fprintf(f, "en");
}
//Autosave
fprintf(f, "\r\nautosave=");
if (getAutoSave() == 1) {
fprintf(f, "on");
}else{
fprintf(f, "off");
}
 
#ifdef _SDL
fprintf(f, "\r\n[audio]");
fprintf(f, "\r\nmusic_type=%s", getMusicType()?"ogg":"midi");
fprintf(f, "\r\nmusic=%d", music_volume);
// Audio
#endif
fclose(f);
}
#ifdef EMSCRIPTEN
EM_ASM(
FS.syncfs(false,function () {
Module.print("File sych'd")
});
);
#endif
}
 
void loadSettings()
{
//Build filepath
char fullPath[128];
{
#ifdef _SDL
#if defined(__amigaos4__) || defined(__MORPHOS__)
strcpy(fullPath, "PROGDIR:.hydracastlelabyrinth/");
#elif defined(EMSCRIPTEN)
strcpy(fullPath, "hcl_data/");
#elif defined(_KOLIBRI)
strcat(fullPath, KOS_HCL_SAVES_PATH"/");
#else
strcpy(fullPath, getenv("HOME"));
strcat(fullPath, "/.hydracastlelabyrinth/");
#endif
#elif defined(_3DS)
strcpy(fullPath, "sdmc:/3ds/appdata/HydraCastleLabyrinth/");
#else
strcpy(fullPath, "");
#endif
strcat(fullPath, "system.ini");
}
FILE* f;
if ( (f = fopen(fullPath, "rt")) )
{
char line[80];
while ( (fgets(line, 80, f) != NULL) )
{
char* lineptr = line;
lineptr = trimString(lineptr);
if (lineptr != NULL) {
//Ignore category lines
if (lineptr[0] != '[')
{
//Check if it has a = delimiter first
int i;
for (i = 0; i < 80; i++) {
if (line[i] == '=')
{
//Begin line splitting
char* half;
if ( (half = strsep(&lineptr, "=")) != NULL)
{
//first half
char* fhalf = half;
if ( (half = strsep(&lineptr, "=")) != NULL) {
//Second half
char* shalf = half;
//Load options
screenLoad(fhalf, shalf);
sizeLoad(fhalf, shalf);
blurLoad(fhalf, shalf);
xbrzLoad(fhalf, shalf);
languageLoad(fhalf, shalf);
autosaveLoad(fhalf, shalf);
musictypeLoad(fhalf, shalf);
musicvolumeLoad(fhalf, shalf);
}
}
//End
i = 81;
}
}
}
}
}
fclose(f);
}
}
 
//Build file path
/*
char* getFileLocation()
{
char fullPath[128];
strcpy(fullPath, "");
#ifdef _CIA
strcat(fullPath, "sdmc:/3ds/HydraCastleLabyrinth/");
#endif
strcat(fullPath, "system.ini");
return fullPath;
}
*/
 
char* trimString(char* orig)
{
char* output = orig;
int i, r = 0;
for (i = 0; i < strlen(orig); i++) {
if (orig[i] != ' ' && orig[i] != '\n' && orig[i] != '\r') {
output[r] = orig[i];
r++;
}
}
orig[r] = 0;
return output;
}
 
void screenLoad(char* first, char* second)
{
#ifdef _3DS
if (strcmp(first, "screen") == 0) {
if (strcmp(second, "top") == 0) {
swapScreen(GFX_TOP, GFX_LEFT);
}
if (strcmp(second, "bottom") == 0) {
swapScreen(GFX_BOTTOM, GFX_LEFT);
}
}
#endif
}
 
void sizeLoad(char* first, char* second)
{
#ifdef _PSP
if (strcmp(first, "size") == 0) {
if (second[0] == '0') {
//fprintf(debug, "\nsize is 0");
setScreenSize(0);
}
if (second[0] == '1') {
//fprintf(debug, "\nsize is 1");
setScreenSize(1);
}
if (second[0] == '2') {
//fprintf(debug, "\nsize is 2");
setScreenSize(2);
}
}
#endif
}
 
void blurLoad(char* first, char* second)
{
#ifdef _PSP
if (strcmp(first, "blur") == 0) {
if (strcmp(second, "on") == 0) {
//fprintf(debug, "\nblur is on");
//oslSetBilinearFilter(1);
setBlur(1);
}
if (strcmp(second, "off") == 0) {
//fprintf(debug, "\nblur is off");
//oslSetBilinearFilter(0);
setBlur(0);
}
}
#endif
}
 
void xbrzLoad(char* first, char* second)
{
#ifdef _SDL
if (strcmp(first, "xbrz") == 0) {
if (strcmp(second, "on") == 0) {
setXBRZ(1);
}
if (strcmp(second, "off") == 0) {
setXBRZ(0);
}
}
#endif
}
 
void languageLoad(char* first, char* second)
{
if (strcmp(first, "language") == 0) {
if (strcmp(second, "en") == 0) {
setLanguage(ENGLISH);
}
if (strcmp(second, "jp") == 0) {
setLanguage(JAPANESE);
}
}
}
 
void autosaveLoad(char* first, char* second)
{
if (strcmp(first, "autosave") == 0) {
if (strcmp(second, "on") == 0) {
//fprintf(debug, "\nautosave is on");
setAutoSave(1);
}
if (strcmp(second, "off") == 0) {
//fprintf(debug, "\nautosave is off");
setAutoSave(0);
}
}
}
 
void musicvolumeLoad(char* first, char* second)
{
#ifdef _SDL
if (strcmp(first, "music") == 0) {
if (second[0] >= '0' && second[0] <= '4') {
music_volume = second[0]-'0';
PHL_MusicVolume(0.25f * music_volume);
}
}
#endif
}
 
void musictypeLoad(char* first, char* second)
{
#ifdef _SDL
if (strcmp(first, "music_type") == 0) {
if (strcmp(second, "ogg") == 0) {
setMusicType(1);
}
if (strcmp(second, "midi") == 0) {
setMusicType(0);
}
}
#endif
}
/contrib/games/hydracastlelabyrinth/src/ini.h
0,0 → 1,10
#ifndef INI_H
#define INI_H
 
//Functions to handle the "system.ini" file
void iniInit();
 
void saveSettings();
void loadSettings();
 
#endif
/contrib/games/hydracastlelabyrinth/src/inventory.c
0,0 → 1,180
#include "inventory.h"
#include "PHL.h"
#include "game.h"
#include "text.h"
 
int cursorX = 0;
int cursorY = 0;
 
#ifdef EMSCRIPTEN
static char tempDark;
void inventorySetup()
{
tempDark = roomDarkness;
roomDarkness = 0;
PHL_PlaySound(sounds[sndPi04], CHN_SOUND);
}
int inventoryEMStep()
{
int result = -1;
PHL_MainLoop();
 
PHL_StartDrawing();
PHL_ScanInput();
if (inventoryStep() == 1) {
result = 0;
}
inventoryDraw();
PHL_EndDrawing();
if(!result)
roomDarkness = tempDark;
return result;
}
#else
 
void inventory()
{
char tempDark = roomDarkness;
roomDarkness = 0;
char loop = 1;
PHL_PlaySound(sounds[sndPi04], CHN_SOUND);
while (PHL_MainLoop() && loop == 1)
{
PHL_StartDrawing();
PHL_ScanInput();
if (inventoryStep() == 1) {
loop = 0;
}
inventoryDraw();
PHL_EndDrawing();
}
roomDarkness = tempDark;
}
#endif
int inventoryStep()
{
secretCountdown();
//Input
char playsnd = 0;
if (btnRight.pressed - btnLeft.pressed != 0) {
cursorX += btnRight.pressed - btnLeft.pressed;
playsnd = 1;
}
if (btnDown.pressed - btnUp.pressed != 0) {
cursorY += btnDown.pressed - btnUp.pressed;
playsnd = 1;
}
if (playsnd == 1) {
PHL_PlaySound(sounds[sndPi01], CHN_SOUND);
}
//Limit cursor
if (cursorX < 0) { cursorX = 6; }
if (cursorX > 6) { cursorX = 0; }
if (cursorY < 0) { cursorY = 3; }
if (cursorY > 3) { cursorY = 0; }
 
if (btnStart.pressed == 1 || btnDecline.pressed == 1)
{
return 1;
}
return 0;
}
 
void inventoryDraw()
{
//Black background
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
//Labels
PHL_DrawTextBold("SUB WEAPON", 16, 16, YELLOW);
PHL_DrawTextBold("ITEM", 16, 96, YELLOW);
PHL_DrawTextBold("KEY", 16, 320, YELLOW);
//Blue rectangles
int i, a, cx, cy;
//Weapons
for (i = 0; i < 5; i++) {
PHL_DrawRect(18 + (48 * i), 34, 44, 44, PHL_NewRGB(255, 255, 255));
PHL_DrawRect(20 + (48 * i), 36, 40, 40, PHL_NewRGB(119, 166, 219));
if (hasWeapon[i] == 1) {
cx = (i + 1) * 40;
}else{
cx = 0;
}
PHL_DrawSurfacePart(20 + (48 * i), 36, cx, 0, 40, 40, images[imgItems]);
}
//Items
int count = 0;
int imageOrder[28] = { 13, 17, 16, 15, 8, 10, 9,
18, 4, 6, 5, 7, 3, 11,
14, 12, 1, 2, 22, 26, 27,
21, 25, 28, 23, 20, 19, 24 };
for (i = 0; i < 4; i++) {
for (a = 0; a < 7; a++) {
PHL_DrawRect(18 + (48 * a), 114 + (48 * i), 44, 44, PHL_NewRGB(255, 255, 255));
PHL_DrawRect(20 + (48 * a), 116 + (48 * i), 40, 40, PHL_NewRGB(119, 166, 219));
if (hasItem[count] == 0) {
cx = 0;
cy = 0;
}else{
cy = 0;
cx = (imageOrder[count] + 6) * 40;
while (cx >= 640) {
cy += 40;
cx -= 640;
}
}
PHL_DrawSurfacePart(20 + (48 * a), 116 + (48 * i), cx, cy, 40, 40, images[imgItems]);
count++;
}
}
//Keys
for (i = 0; i < 8; i++) {
PHL_DrawRect(18 + (48 * i), 338, 44, 44, PHL_NewRGB(255, 255, 255));
PHL_DrawRect(20 + (48 * i), 340, 40, 40, PHL_NewRGB(119, 166, 219));
if (hasKey[i] == 1) {
cx = 120 + (i * 40);
cy = 80;
}else{
cx = 0;
cy = 0;
}
PHL_DrawSurfacePart(20 + (48 * i), 340, cx, cy, 40, 40, images[imgItems]);
}
//Text box
PHL_DrawRect(16, 400, 606, 46, PHL_NewRGB(255, 255, 255));
PHL_DrawRect(18, 402, 602, 42, PHL_NewRGB(0, 0, 255));
//Text
if (hasItem[cursorX + (cursorY * 7)] == 1) {
int drawX = 32, drawY = 402;
//Draw item name
drawX = drawText(itemName[cursorX + (cursorY * 7) + 5], drawX, drawY);
//Draw item description
drawX = drawCharacter(6, 0, drawX, drawY);
drawText(itemDescription[cursorX + (cursorY * 7)], drawX, drawY);
}
//Cursor
PHL_DrawSurfacePart(16 + (cursorX * 48), 112 + (cursorY * 48), 0, 96, 48, 48, images[imgHud]);
}
/contrib/games/hydracastlelabyrinth/src/inventory.h
0,0 → 1,13
#ifndef INVENTORY_H
#define INVENTORY_H
 
#ifdef EMSCRIPTEN
void inventorySetup();
int inventoryEMStep();
#else
void inventory();
#endif
int inventoryStep();
void inventoryDraw();
 
#endif
/contrib/games/hydracastlelabyrinth/src/main.c
0,0 → 1,182
#include "PHL.h"
#include "game.h"
#include <stdlib.h>
#include <time.h>
#include <sys/stat.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef ODROID
#define _XTYPEDEF_MASK
#include <X11/Xlib.h>
#endif
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif
 
#ifdef __amigaos4__
static const char* __attribute__((used)) stackcookie = "$STACK: 1000000";
#endif
#ifdef __MORPHOS__
unsigned long __stack = 1000000;
#endif
 
#ifdef _KOLIBRI
extern char* dirname(char*);
extern void setcwd(char*);
#endif
 
void createSaveLocations()
{
//Force create save data folders
#ifdef _3DS
//3DS builds
mkdir("sdmc:/3ds", 0777);
mkdir("sdmc:/3ds/appdata", 0777);
mkdir("sdmc:/3ds/appdata/HydraCastleLabyrinth", 0777);
mkdir("sdmc:/3ds/appdata/HydraCastleLabyrinth/data", 0777);
mkdir("sdmc:/3ds/appdata/HydraCastleLabyrinth/map", 0777);
#elif defined(_SDL)
char buff[4096];
#if defined(__amigaos4__) || defined(__MORPHOS__)
strcpy(buff,"PROGDIR:.hydracastlelabyrinth");
#elif defined(EMSCRIPTEN)
strcpy(buff, "hcl_data");
#elif defined (_KOLIBRI)
mkdir(KOS_HCL_SAVES_PATH, 777);
#else
strcpy(buff, getenv("HOME"));
strcat(buff, "/.hydracastlelabyrinth");
#endif
// if exist first?
#ifndef _KOLIBRI
struct stat sb;
if(!(stat(buff, &sb)==0 && S_ISDIR(sb.st_mode)))
mkdir(buff, 0777);
#endif
#else
//psp, wii
mkdir("/data", 0777);
mkdir("/map", 0777);
#endif
}
 
#ifdef EMSCRIPTEN
int fileSynched = 0;
#endif
 
int main(int argc, char **argv)
{
//Setup
#ifdef _KOLIBRI
setcwd(dirname(argv[0]));
#endif
 
#ifdef EMSCRIPTEN
// that HEAP32 on &fileSynched looks like a hack, but I needed a way to be sure the DB is read before reading the ini files
EM_ASM_INT({
FS.mkdir('hcl_data');
FS.mount(IDBFS,{},'hcl_data');
Module.print("Will import permanent storage");
FS.syncfs(true, function() {
Module.print("Permanent storage imported");
HEAP32[$0>>2] = 1;
});
}, &fileSynched);
#endif
#ifdef _3DS
sdmcInit();
osSetSpeedupEnable(false);
#endif
#ifdef _SDL
if ( SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_Delay(5000);
exit(EXIT_FAILURE);
}
#if defined(PANDORA) || defined(PYRA) || defined(CHIP) || defined(ODROID)
wantFullscreen = 1;
#else
wantFullscreen = 0;
#endif
#ifdef CHIP
screenScale = 1;
#elif defined(BITTBOY)
screenScale = 1;
#elif defined(PYRA)
//screenScale = 3;
desktopFS = 1;
#elif defined(ODROID)
desktopFS = 1;
#else
screenScale = 2;
#endif
useJoystick = 1;
// get command line arguments
for (int i=1; i<argc; i++)
{
if(!strcmp(argv[i], "-f"))
wantFullscreen = 1;
if(!strcmp(argv[i], "--fullscreen"))
wantFullscreen = 1;
if(!strcmp(argv[i], "-d"))
desktopFS = 1;
if(!strcmp(argv[i], "--desktop"))
desktopFS = 1;
if(!strcmp(argv[i], "-x1"))
screenScale = 1;
if(!strcmp(argv[i], "-x2"))
screenScale = 2;
if(!strcmp(argv[i], "-x3"))
screenScale = 3;
if(!strcmp(argv[i], "-x4"))
screenScale = 4;
if(!strcmp(argv[i], "-x5"))
screenScale = 5;
if(!strcmp(argv[i], "--xbrz"))
setXBRZ(1);
if(!strcmp(argv[i], "--no-xbrz"))
setXBRZ(0);
if(!strcmp(argv[i], "-j"))
useJoystick = 0;
if(!strcmp(argv[i], "--nojoy"))
useJoystick = 0;
if(!strcmp(argv[i], "-h") || !strcmp(argv[i], "--help")) {
printf("Quick help\n-f|--fullscreen\tUse fullscreen\n-d|--desktop\tdesktop fullscreen\n-x1|-x2|-x3|-x4\tUse screenScale of *1..*4 (default *2 = 640x480)\n-j|-nojoy\tdo not use Joystick\n--xbrz\tUse xBRZ scaling\n--no-xbrz\tNo xBRZ scaling\n");
exit(0);
}
}
if(desktopFS)
{
#ifdef _SDL2
SDL_DisplayMode infos;
SDL_GetCurrentDisplayMode(0, &infos);
screenW = infos.w;
screenH = infos.h;
#else
const SDL_VideoInfo* infos = SDL_GetVideoInfo();
screenH = infos->current_h;
screenW = infos->current_w;
#endif
} else {
screenW = 320 * screenScale;
screenH = 240 * screenScale;
}
printf("Hydra Castle Labyrinth, %s %dx%d scale=x%d%s, using Joystick=%d\n", (wantFullscreen || desktopFS)?"Fullscreen":"Windowed", screenW, screenH, screenScale, getXBRZ()?" xBRZ":"", useJoystick);
#endif
 
srand(time(NULL));
createSaveLocations();
game();
 
//System specific cleanup
#ifdef _PSP
sceKernelExitGame();
#endif
#ifdef _3DS
sdmcExit();
#endif
 
return 0;
}
/contrib/games/hydracastlelabyrinth/src/misc.c
0,0 → 1,92
#include <stdint.h>
#include <string.h>
 
void *memrchr(const void *m, int c, size_t n)
{
const unsigned char *s = (const unsigned char*)m;
c = (unsigned char)c;
while (n--) if (s[n]==c) return (void *)(s+n);
return 0;
}
 
void setcwd(char* path){
__asm__ __volatile__(
"int $0x40"
::"a"(30), "b"(1), "c"(path)
:"memory"
);
}
 
char *dirname(char *path)
{
static const char dot[] = ".";
char *last_slash;
last_slash = path != NULL ? strrchr (path, '/') : NULL;
if (last_slash != NULL && last_slash != path && last_slash[1] == '\0')
{
char *runp;
for (runp = last_slash; runp != path; --runp)
if (runp[-1] != '/')
break;
if (runp != path)
last_slash = (char*)memrchr((void*)path, '/', runp - path);
}
if (last_slash != NULL)
{
char *runp;
for (runp = last_slash; runp != path; --runp)
if (runp[-1] != '/')
break;
if (runp == path)
{
if (last_slash == path + 1)
++last_slash;
else
last_slash = path + 1;
}
else
last_slash = runp;
last_slash[0] = '\0';
}
else
path = (char *) dot;
return path;
}
 
#pragma pack(push,1)
typedef struct{
unsigned p00;
union{
uint64_t p04;
struct {
unsigned p04dw;
unsigned p08dw;
};
};
unsigned p12;
union {
unsigned p16;
const char *new_name;
void *bdfe;
void *buf16;
const void *cbuf16;
};
char p20;
const char *p21;
}ksys70_t;
 
 
int kos_mkdir(const char *path, unsigned v)
{
int status;
ksys70_t dir_opt;
dir_opt.p00 = 9;
dir_opt.p21 = path;
__asm__ __volatile__(
"int $0x40"
:"=a"(status)
:"a"(70), "b"(&dir_opt)
:"memory"
);
return status;
}
/contrib/games/hydracastlelabyrinth/src/object.c
0,0 → 1,1532
#include "object.h"
#include "game.h"
#include "hero.h"
#include <stdio.h>
#include <stdlib.h>
#include "enemies/slug.h"
#include "game.h"
#include <math.h>
 
void nullFunction(void* v);
 
void ammoStep(Ammo* a);
void ammoDraw(Ammo* a);
 
void destroyableStep(Destroyable* d);
 
void secretTriggerStep(SecretTrigger* s);
 
void chestStep(Chest* c);
void chestDraw(Chest* c);
 
void savePointStep(SavePoint* s);
void savePointDraw(SavePoint* s);
 
void doorStep(Door* d);
void doorDraw(Door* d);
 
void lockBlockStep(LockBlock* l);
void lockBlockDraw(LockBlock* l);
 
void switchStep(Switch* s);
int switchActivate(Switch* s);
void switchResult(Switch* s);
void switchDraw(Switch* s);
 
void gateStep(Gate* g);
void gateDraw(Gate* g);
 
void statueStep(Statue* s);
void statueDraw(Statue* s);
 
void buttonStep(FloorPad* f);
void buttonDraw(FloorPad* f);
 
void ladderStep(Ladder* l);
void ladderActivate(int x, int y);
 
void generatorStep(Generator* g);
void generatorDraw(Generator* g);
 
void shockgateStep(Shockgate* s);
void shockgateDraw(Shockgate* s);
 
void crownStep(Crown* c);
void crownDraw(Crown* c);
 
void nullFunction(void* v)
{
//Wow, it's literally nothing!
}
 
void objectDestroy(int id)
{
if (objects[id] != NULL) {
if (objects[id]->data != NULL) {
free(objects[id]->data);
}
objects[id]->data = NULL;
free(objects[id]);
}
objects[id] = NULL;
}
 
//Ammo/Health
void spawnCollectable(int x, int y)
{
int num = (rand() % 100) + 1;
int result = -1;
int heartchance = 15;
int ammochance = 10;
if (hasItem[3] == 1) { //Has golden seed
heartchance *= 2;
ammochance *= 2;
}
if (num <= heartchance) {
result = 1; //Heart
}
else if (num > heartchance && num <= heartchance + ammochance) {
result = 0; //Ammo
}
//result = rand() % 2;
if (result != -1) {
createAmmo(x, y, result);
}
}
 
void createAmmo(int x, int y, int type)
{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Ammo* a = malloc(sizeof *a);
a->id = i;
a->x = x;
a->y = y;
a->type = type;
a->vsp = -2.5;
a->grav = 0.2;
a->blink = 30;
a->canLand = 0;
a->bounce = 0;
 
o->data = a;
o->objectStep = ammoStep;
o->objectDraw = ammoDraw;
o->type = -1;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
 
void ammoStep(Ammo* a)
{
char dead = 0;
//Flashing animation
{
if (a->blink > 0) {
a->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 2;
mask.h = 1;
mask.x = a->x - (mask.w / 2);
mask.y = a->y + (40 - mask.h);
}
//Movement
{
a->y += a->vsp;
a->vsp += a->grav;
mask.y = a->y + (40 - mask.h);
}
//Destroy if it falls in a pit
{
if (a->y > 480) {
dead = 1;
}
}
//Falling
if (a->vsp >= 0) {
//Inside of a block
if (a->canLand == 0) {
if (checkTileCollision(1, mask) == 0 && checkTileCollision(3, mask) == 0) {
a->canLand = 1;
}
}
//Land on ground
if (a->canLand == 1) {
PHL_Rect collide = getTileCollision(1, mask);
if (collide.x == -1) {
collide = getTileCollision(3, mask);
}
if (collide.x != -1) {
a->y = collide.y - 40;
a->vsp = 0;
//Bounce
if (a->bounce <= 2) {
double bounceVsp[3] = {-2, -1, 0};
if (a->bounce > 2) {
a->bounce = 2;
}
a->vsp = bounceVsp[a->bounce];
a->bounce += 1;
PHL_PlaySound(sounds[sndPi02], 2);
}
}
}
}else{
a->canLand = 0;
}
//Setup hero collision mask
{
mask.w = 20;
mask.h = 32;
//Heart
if (a->type == 1) {
mask.w = 28;
mask.h = 26;
}
mask.x = a->x - (mask.w / 2);
mask.y = a->y + (40 - mask.h);
}
//Collect
{
if (a->blink <= 0 && checkCollision(mask, heroMask)) {
//Ammo
if (a->type == 0) {
heroAmmo += 5;
if (heroAmmo > maxAmmo) {
heroAmmo = maxAmmo;
}
}
//Heart
else if (a->type == 1) {
herohp += 10;
if (herohp > 128) {
herohp = 128;
}
}
dead = 1;
PHL_PlaySound(sounds[sndGet02], 2);
}
}
//Destroy object
{
if (dead == 1) {
objectDestroy(a->id);
}
}
}
 
void ammoDraw(Ammo* a)
{
if (a->blink % 2 == 0) {
int cropX[2] = {40, 0};
PHL_DrawSurfacePart(a->x - 20, a->y + 2, cropX[a->type], 120, 40, 40, images[imgMisc20]);
}
}
 
//Destroyable Block
void createDestroyable(int x, int y, int secret)
{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Destroyable* d = malloc(sizeof *d);
d->id = i;
d->x = x;
d->y = y;
d->secret = secret;
d->hp = 3;
//d->invulnerable = 0;
d->mask.x = x;
d->mask.y = y;
d->mask.w = d->mask.h = 40;
d->mask.unused = d->mask.circle = 0;
o->data = d;
o->objectStep = destroyableStep;
o->objectDraw = nullFunction;
o->type = 3;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
 
void destroyableStep(Destroyable* d)
{
//if (d->invulnerable <= 0) {
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown <= 0) {
if (checkCollision(d->mask, weapons[i]->weaponMask)) {
if (hasItem[0] == 1) { //Has copper pick
d->hp -= 1;
if (hasItem[1] == 0) {
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}else{ //Has silver pick
d->hp -= 2;
}
}
//d->invulnerable = 15;
weaponHit(weapons[i]);
if (d->hp <= 0) {
createRockSmash(d->x + 20, d->y + 20);
int sx = d->x / 40;
int sy = d->y / 40;
foreground.tileX[sx][sy] = 0;
foreground.tileY[sx][sy] = 0;
collisionTiles[sx][sy] = 0;
PHL_UpdateBackground(background, foreground);
if (d->secret == 0) {
spawnCollectable(d->x + 20, d->y);
}else if (d->secret == 1) {
roomSecret = 1;
}
objectDestroy(d->id);
}
if (hasItem[0] == 0) {
PHL_PlaySound(sounds[sndHit03], 1);
}
}
}
}
}
/*}else{
d->invulnerable -= 1;
}
*/
}
 
//Secret Trigger
void createSecretTrigger(int type, int enemyType, int flag)
{
if (flag != 0 && flags[flag] == 1) {
roomSecret = 1;
}else{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
SecretTrigger* s = malloc(sizeof *s);
s->id = i;
s->flag = flag;
s->type = type;
s->enemyType = enemyType;
o->data = s;
o->objectStep = secretTriggerStep;
o->objectDraw = nullFunction;
o->type = -1;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
void secretTriggerStep(SecretTrigger* s)
{
int i, result = 1;
for (i = 0; i < MAX_ENEMIES; i++) {
if (s->type == 0) { //Destroy all enemies
if (enemies[i] != NULL && enemies[i]->type != -1) {
i = MAX_ENEMIES;
result = 0;
}
}
else if (s->type == 1) { //Destroy one type of enemy
if (enemies[i] != NULL && enemies[i]->type == s->enemyType) {
i = MAX_ENEMIES;
result = 0;
}
}
else{ //No trigger, only activate on creation
result = 0;
}
}
if (result == 1) {
if (s->flag != 0) {
flags[s->flag] = 1;
}
roomSecret = 1;
objectDestroy(s->id);
}
}
 
//Chest
void createChest(int x, int y, int item, int secret)
{
//Don't create if the player already has the item
int dospawn = 1;
if (item <= 4) {
if (hasWeapon[item] == 1) { dospawn = 0; }
}
else if (item <= 32) {
if (hasItem[item - 5] == 1) { dospawn = 0; }
}
else if (item <= 40) {
if (hasKey[item - 33] == 1) { dospawn = 0; }
}
if (dospawn == 1) {
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Chest* c = malloc(sizeof *c);
c->id = i;
c->x = x;
c->y = y;
c->item = item;
c->secret = secret;
c->timer = 10;
c->visible = 1;
if (secret == 1 && roomSecret == 0) { //Assume secret trigger is loaded before chest
c->visible = 0;
if (hasItem[2] == 1) { //Has Bell
PHL_PlaySound(sounds[sndBell01], CHN_SOUND);
//bellFlag = 1;
}
}
c->mask.x = x;
c->mask.y = y;
c->mask.w = c->mask.h = 40;
c->mask.unused = c->mask.circle = 0;
o->data = c;
o->objectStep = chestStep;
o->objectDraw = chestDraw;
o->type = 4;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
#ifdef EMSCRIPTEN
extern int em_state;
#endif
void chestStep(Chest* c)
{
if (c->visible == 1) {
c->timer -= 1;
if (c->timer <= 0) {
createEffectExtra(5, c->x + (rand() % 40) + 1, c->y + 4 + (rand() % 40) + 1, 0, 0, 0);
c->timer = 12;
}
if (btnUp.pressed == 1) {
if (getHeroOnground() == 1 && checkCollisionXY(c->mask, herox, heroy + 20) == 1) {
PHL_PlaySound(sounds[sndGet02], CHN_HERO);
if (c->item <= 4) {
hasWeapon[c->item] = 1;
itemGotX = 40 + (c->item * 40);
itemGotY = 0;
}
else if (c->item <= 32) {
hasItem[c->item - 5] = 1;
int itemorder[28] = { 12, 16, 15, 14, 7, 9, 8,
17, 3, 5, 4, 6, 2, 10,
13, 11, 0, 1, 21, 25, 26,
20, 24, 27, 22, 19, 18, 23 };
itemGotX = 280 + (itemorder[c->item - 5] * 40);
itemGotY = 0;
while (itemGotX >= 640) {
itemGotX -= 640;
itemGotY += 40;
}
}
else if (c->item <= 40) {
hasKey[c->item - 33] = 1;
itemGotX = 120 + ((c->item - 33) * 40);
itemGotY = 80;
}
//Fix no 2nd jump immediatly after getting boots
if (c->item == 17) {
setHeroCanjump(1);
}
 
//setHeroState(6); //Set hero state to GETITEM
int saveItem = c->item;
objectDestroy(c->id);
#ifdef EMSCRIPTEN
getItemSetup(saveItem);
em_state = 50;
#else
getItem(saveItem);
#endif
}
}
}
else {
if (roomSecret == 1) {
c->visible = 1;
playSecret();
}
//Visible if the boss is already defeated
if (bossDefeatedFlag == 1) {
c->visible = 1;
}
}
}
 
void chestDraw(Chest* c)
{
if (c->visible == 1) {
int dx = 520, dy = 0;
if (c->item > 32) {
dx = 240;
dy = 120;
}
PHL_DrawSurfacePart(c->x, c->y, dx, dy, 40, 40, images[imgMisc20]);
}
}
 
//Save point
void createSavePoint(int x, int y, int hidden)
{
if (hidden == 0 || hasKey[7] == 1) {
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
SavePoint* s = malloc(sizeof *s);
s->id = i;
s->x = x;
s->y = y;
s->imageIndex = 0;
s->mask.x = x + 6;
s->mask.y = y;
s->mask.w = 28;
s->mask.h = 40;
s->mask.unused = s->mask.circle = 0;
o->data = s;
o->objectStep = savePointStep;
o->objectDraw = savePointDraw;
o->type = -1;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
void savePointStep(SavePoint* s)
{
s->imageIndex += 0.15;
if (s->imageIndex >= 4) {
s->imageIndex -= 4;
}
if (btnUp.pressed == 1 && getHeroOnground() == 1) {
if (checkCollisionXY(s->mask, herox, heroy)) {
saveScreen();
}
}
}
 
void savePointDraw(SavePoint* s)
{
PHL_DrawSurfacePart(s->x, s->y, (int)s->imageIndex * 40, 320, 40, 40, images[imgMisc20]);
}
 
//Door
unsigned char unlockedDoor[8] = {0, 2, 6, 7, 32, 22, 39, 48};
 
void createDoor(int x, int y, int level, int coords, int warpx, int warpy, int secret)
{
if (level != 8 || hasKey[7] == 1) {
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Door* d = malloc(sizeof *d);
d->id = i;
d->x = x;
d->y = y;
d->visible = 1;
d->secret = secret;
if (d->secret == 1) {
d->visible = 0;
}
d->open = 0;
if (level == 0) {
d->open = 1;
}else{
d->open = flags[unlockedDoor[level-1]];
}
d->warplevel = level;
d->warpcoords = coords;
d->warpx = warpx;
d->warpy = warpy;
d->mask.x = x + 6;
d->mask.y = y;
d->mask.w = 28;
d->mask.h = 40;
d->mask.unused = d->mask.circle = 0;
o->data = d;
o->objectStep = doorStep;
o->objectDraw = doorDraw;
o->type = -1;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
void doorStep(Door* d)
{
if (d->visible == 1) {
if (btnUp.pressed == 1 && getHeroOnground() == 1 && getHeroState() != 6) {
if (checkCollisionXY(d->mask, herox, heroy)) {
if (d->open == 0) {
if (hasKey[d->warplevel - 1] == 1) {
d->open = 1;
flags[unlockedDoor[d->warplevel - 1]] = 1;
//doorUnlocked[d->warplevel-1] = 1;
PHL_PlaySound(sounds[sndDoor00], CHN_SOUND);
}
}else{
//Setup Door event
herox = d->x + 20;
heroy = d->y;
lastDoor = d;
setHeroState(7); //Set state to DOOR
PHL_PlaySound(sounds[sndStep01], CHN_HERO);
}
}
}
}else{
if (bossDefeatedFlag == 1 && hasKey[getLevel()]) {
d->visible = 1;
}
//Display key and door if the boss didn't show up
else if (d->secret == 1 && bossFlag == 0) {
bossFlag = 1;
bossDefeatedFlag = 1;
PHL_StopMusic();
}
}
}
 
void doorDraw(Door* d)
{
if (d->visible == 1) {
PHL_DrawSurfacePart(d->x, d->y, 600 - (40 * d->open), 0, 40, 40, images[imgMisc20]);
}
}
 
//Lock Block
void createLockBlock(int x, int y, int flag)
{
if (flags[flag] == 0) {
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
LockBlock* l = malloc(sizeof *l);
l->id = i;
l->x = x;
l->y = y;
l->invincible = 0;
int tx = x / 40;
int ty = y / 40;
l->tile = collisionTiles[tx][ty];
collisionTiles[tx][ty] = 1;
l->flag = flag;
o->data = l;
o->objectStep = lockBlockStep;
o->objectDraw = lockBlockDraw;
o->type = -1;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
void lockBlockStep(LockBlock* l)
{
//Collide with weapons
if (l->invincible <= 0) {
Mask mask;
mask.circle = mask.unused = 0;
mask.x = l->x;
mask.y = l->y;
mask.w = mask.h = 40;
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
l->invincible = 15;
//Sound
weaponHit(weapons[i]);
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
 
i = MAX_WEAPONS;
}
}
}
}else{
l->invincible -= 1;
}
if (roomSecret == 1) {
playSecret();
int tx = l->x / 40;
int ty = l->y / 40;
collisionTiles[tx][ty] = l->tile;
flags[l->flag] = 1;
//Destroy
objectDestroy(l->id);
/*
free(objects[l->id]);
objects[l->id] = NULL;
*/
}
}
 
void lockBlockDraw(LockBlock* l)
{
PHL_DrawSurfacePart(l->x, l->y, 120, 400, 40, 40, images[imgMisc20]);
}
 
 
//Green light switch
void createSwitch(int x, int y, int flag)
{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Switch* s = malloc(sizeof *s);
s->id = i;
s->x = x;
s->y = y;
s->imageIndex = 0;
s->flag = flag;
s->activated = 0;
if (flags[s->flag] == 1) {
switchResult(s);
s->activated = 1;
}
o->data = s;
o->objectStep = switchStep;
o->objectDraw = switchDraw;
o->type = 76;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
 
void switchStep(Switch* s)
{
if (s->activated == 0) {
if (btnUp.pressed == 1) {
Mask mask;
mask.unused = mask.circle = 0;
mask.w = 16;
mask.h = 30;
mask.x = s->x + 12;
mask.y = s->y + 10;
if (checkCollision(mask, getHeroMask())) {
if (switchActivate(s) == 1) {
PHL_PlaySound(sounds[sndPi02], CHN_SOUND);
playSecret();
}
}
}
}else{
s->imageIndex += 0.2;
if (s->imageIndex >= 3) {
s->imageIndex -= 2;
}
}
}
 
int switchActivate(Switch* s)
{
int success = 0;
 
if ((s->flag == 24 && hasItem[23] == 1) || //Switch in level 2
(s->flag == 26 && hasItem[24] == 1)) { //Switch in level 6
success = 1;
}
//Switches in level 7
if ((s->flag == 44 && hasItem[25] == 1) || //Left Switch
(s->flag == 43 && hasItem[26] == 1))
{
PHL_PlaySound(sounds[sndPi02], CHN_SOUND);
s->activated = 1;
flags[s->flag] = 1;
if (flags[44] == 1 && flags[43] == 1) {
flags[45] = 1;
roomSecret = 1;
success = 1;
}
}
if (success == 1) {
switchResult(s);
s->activated = 1;
flags[s->flag] = 1;
}
return success;
}
 
void switchResult(Switch* s)
{
if (s->flag == 24) { //Switch in level 2
createPlatform(0, 320, 240, 320, 360, 1, 0);
flags[23] = 1;
}
if (s->flag == 26) { //Switch in level 6
roomSecret = 1;
}
}
 
void switchDraw(Switch* s)
{
PHL_DrawSurfacePart(s->x, s->y, 240 + (40 * (int)s->imageIndex), 560, 40, 40, images[imgMisc20]);
}
 
//Gates
void createGate(int x, int y, int col)
{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Gate* g = malloc(sizeof *g);
g->id = i;
g->x = x;
g->y = y;
g->col = col;
g->imageIndex = 0;
g->timer = 0;
g->open = 0;
//g->invincible = 0;
o->data = g;
o->objectStep = gateStep;
o->objectDraw = gateDraw;
o->type = 53;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
 
void gateStep(Gate* g)
{
//Animate
{
if (g->open == 1) {
if (g->imageIndex < 4) {
g->imageIndex += 0.1;
}
}
}
//Not (fully) opened
if (g->imageIndex < 4)
{
//Setup Mask
Mask mask;
{
mask.unused = mask.circle = 0;
mask.x = g->x + 11;
mask.y = g->y;
mask.w = 18;
mask.h = 40;
}
//Collide with player
{
if (checkCollision(mask, getHeroMask())) {
if (getHeroHsp() < 0) {
herox = mask.x + mask.w + (getHeroMask().w / 2);
}
else if (getHeroHsp() > 0) {
herox = mask.x - (getHeroMask().w / 2);
}
}
}
//Collide with weapons
{
if (g->open == 0) {
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
//Is a sword
if (weapons[i]->type == 5) {
if ((g->col == 0 && hasItem[20] == 1) || (g->col == 1 && hasItem[19] == 1)) {
g->open = 1;
PHL_PlaySound(sounds[sndDoor00], CHN_SOUND);
}
}
weaponHit(weapons[i]);
i = MAX_WEAPONS;
}
}
}
}
}
}
}
}
 
void gateDraw(Gate* g)
{
int cx = (int)g->imageIndex * 40,
cy = 520;
if (g->col == 0) { //Red Gate
cx += 200;
}
PHL_DrawSurfacePart(g->x, g->y, cx, cy, 40, 40, images[imgMisc20]);
}
 
//Statue
void createStatue(int x, int y, int type)
{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Statue* s = malloc(sizeof *s);
s->id = i;
s->x = x;
s->y = y;
s->type = type;
s->invincible = 0;
s->hp = 3;
o->data = s;
o->objectStep = statueStep;
o->objectDraw = statueDraw;
o->type = 54;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
 
void statueStep(Statue* s)
{
Mask mask;
mask.unused = mask.circle = 0;
mask.w = 40;
mask.h = 40;
mask.x = s->x + ((40 - mask.w) / 2);
mask.y = s->y;
//Collide with hero
if (checkCollision(mask, getHeroMask()) == 1) {
if (getHeroHsp() < 0) {
herox = mask.x + mask.w + (getHeroMask().w / 2) + 1;
}
if (getHeroHsp() > 0) {
herox = mask.x - (getHeroMask().w / 2);
}
}
//Collide with weapons
if (s->invincible <= 0) {
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
s->invincible = 15;
//Sound
weaponHit(weapons[i]);
//Break if you have the right item
if ((s->type == 0 && hasItem[22] == 1) || (s->type == 1 && hasItem[21] == 1)) {
s->hp -= 1;
if (s->hp <= 0) {
createRockSmash(s->x + 20, s->y + 20);
objectDestroy(s->id);
}
}else{
PHL_PlaySound(sounds[sndHit03], CHN_WEAPONS);
}
 
i = MAX_WEAPONS;
}
}
}
}else{
s->invincible -= 1;
}
}
 
void statueDraw(Statue* s)
{
int cx = 200,
cy = 400;
if (s->type == 1) {
cx += 200;
}
PHL_DrawSurfacePart(s->x, s->y, cx, cy, 40, 40, images[imgMisc20]);
}
 
//Button
void createFloorPad(int x, int y, int flag)
{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
char found = 0;
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
FloorPad* f = malloc(sizeof *f);
f->id = i;
f->x = x;
f->y = y;
f->pressed = 0;
f->flag = flag;
if (flag != 0 && flags[flag] == 1) {
roomSecret = 1;
}
o->data = f;
o->objectStep = buttonStep;
o->objectDraw = buttonDraw;
o->type = 77;
objects[i] = o;
i = MAX_OBJECTS;
found = 1;
}
if (found == 1) {
//Create a breakable block if it's covered by a solid block
int roundx = x / 40,
roundy = y / 40;
 
if (collisionTiles[roundx][roundy] == 1) {
createDestroyable(x, y, 2);
}
}
}
}
 
void buttonStep(FloorPad* f)
{
if (f->pressed == 0) {
if (getHeroVsp() > 0) {
Mask mask;
mask.unused = mask.circle = 0;
mask.w = 16;
mask.h = 10;
mask.x = f->x + ((40 - mask.w) /2);
mask.y = f->y + (40 - mask.h);
if (checkCollision(mask, getHeroMask()) == 1) {
f->pressed = 1;
PHL_PlaySound(sounds[sndHit02], CHN_SOUND);
//Check if there are other buttons unpressed
int found = 0;
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] != NULL) {
if (objects[i]->type == 77) {
FloorPad* btemp = objects[i]->data;
if (btemp->pressed == 0) {
found = 1;
i = MAX_OBJECTS;
}
}
}
}
//Activate flag
if (found == 0) {
roomSecret = 1;
if (f->flag != 0 && flags[f->flag] == 0) {
flags[f->flag] = 1;
}
}
}
}
}
}
 
void buttonDraw(FloorPad* f)
{
char covered = 0;
int roundx = f->x / 40,
roundy = f->y / 40;
//Covered by breakable block
if (collisionTiles[roundx][roundy] == 1) {
covered = 1;
}
if (covered == 0) {
PHL_DrawSurfacePart(f->x, f->y, 160 + (f->pressed * 40), 320, 40, 40, images[imgMisc20]);
}
}
 
//Ladder
void createLadder(int x, int y, int flag)
{
if (flags[flag] == 1) {
ladderActivate(x, y);
}else{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Ladder* l = malloc(sizeof *l);
l->id = i;
l->x = x;
l->y = y;
 
l->flag = flag;
if (getLevel() != 6) {
if (hasItem[2] == 1) { //Has Bell
PHL_PlaySound(sounds[sndBell01], CHN_SOUND);
}
}
o->data = l;
o->objectStep = ladderStep;
o->objectDraw = nullFunction;
o->type = 79;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
void ladderStep(Ladder* l)
{
if (roomSecret == 1) {
playSecret();
flags[l->flag] = 1;
ladderActivate(l->x, l->y);
objectDestroy(l->id);
}
}
 
void ladderActivate(int x, int y)
{
y = (int)(y / 40);
x = (int)(x / 40);
while (y >= 0) {
foreground.tileX[x][y] = 3;
foreground.tileY[x][y] = 0;
collisionTiles[x][y] = 2;
y -= 1;
}
PHL_UpdateBackground(background, foreground);
}
 
//Generator
void createGenerator(int x, int y, int flag)
{
if (flags[flag] == 0) {
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Generator* g = malloc(sizeof *g);
g->id = i;
g->hp = 3;
g->blink = 0;
g->x = x;
g->y = y;
g->imageIndex = 0;
 
g->flag = flag;
o->data = g;
o->objectStep = generatorStep;
o->objectDraw = generatorDraw;
o->type = 80;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
void generatorStep(Generator* g)
{
//Animate
{
g->imageIndex += 0.33;
if (g->imageIndex >= 2) {
g->imageIndex -= 2;
}
if (g->blink > 0) {
g->blink -= 1;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 24;
mask.h = 40;
mask.x = g->x + ((40 - mask.w) / 2);
mask.y = g->y;
}
//Weapon collision
{
int i;
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->cooldown == 0) {
if (checkCollision(mask, weapons[i]->weaponMask)) {
weaponHit(weapons[i]);
g->hp -= 1;
g->blink = 15;
i = MAX_WEAPONS;
}
}
}
}
}
//Destroy
{
if (g->hp <= 0) {
createRockSmash(g->x + 20, g->y + 20);
flags[g->flag] = 1;
//if no generators exist
{
char found = 0;
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (i != g->id && objects[i] != NULL) {
if (objects[i]->type == 80) {
found = 1;
i = MAX_OBJECTS;
}
}
}
if (found == 0) {
roomSecret = 1;
playSecret();
}
}
objectDestroy(g->id);
}
}
}
 
void generatorDraw(Generator* g)
{
if (g->blink % 2 == 0) {
PHL_DrawSurfacePart(g->x, g->y, 80 + ((int)g->imageIndex * 40), 600, 40, 40, images[imgMisc20]);
}
}
 
//Electric gate
void createShockgate(int x, int y, int flag)
{
if (flags[flag] == 0) {
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Shockgate* s = malloc(sizeof *s);
s->id = i;
s->x = x;
s->y = y;
s->imageIndex = 0;
 
s->flag = flag;
o->data = s;
o->objectStep = shockgateStep;
o->objectDraw = shockgateDraw;
o->type = 56;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
}
 
void shockgateStep(Shockgate* s)
{
//Animate
{
s->imageIndex += 0.33;
if (s->imageIndex >= 4) {
s->imageIndex -= 4;
}
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 40 * 3;
mask.h = 8;
mask.x = s->x;
mask.y = s->y + ((40 - mask.h) / 2);
}
//Hero Collision
{
if (checkCollision(mask, getHeroMask()) == 1) {
heroy = mask.y - 40;
setHeroVsp(0);
}
}
//Destroy
if (roomSecret == 1) {
flags[s->flag] = 1;
objectDestroy(s->id);
}
}
 
void shockgateDraw(Shockgate* s)
{
int i;
for (i = 0; i < 3; i++) {
PHL_DrawSurfacePart(s->x + (40 * i), s->y, 80 + ((int)s->imageIndex * 40), 560, 40, 40, images[imgMisc20]);
}
}
 
//Crown
void createCrown(int x, int y)
{
int i;
for (i = 0; i < MAX_OBJECTS; i++) {
if (objects[i] == NULL) {
Object* o = malloc(sizeof *o);
Crown* c = malloc(sizeof *c);
c->id = i;
c->x = x;
c->y = y;
c->ystart = c->y;
c->bobRot = 0;
c->imageIndex = 0;
c->visible = 0;
c->timer = 0;
o->data = c;
o->objectStep = crownStep;
o->objectDraw = crownDraw;
o->type = 57;
objects[i] = o;
i = MAX_OBJECTS;
}
}
}
 
void crownStep(Crown* c)
{
if (c->visible == 0) {
if (roomSecret == 1) {
c->visible = 1;
playSecret();
}
}else{
//Animate
{
c->imageIndex += 0.33;
if (c->imageIndex >= 2) {
c->imageIndex -= 2;
}
//Movement
c->bobRot += 6;
if (c->bobRot >= 360) {
c->bobRot -= 360;
}
c->y = c->ystart + sin(c->bobRot * 3.14159 / 180) * 5;
}
//Sparkle
c->timer -= 1;
if (c->timer <= 0) {
createEffectExtra(5, c->x + (rand() % 40) + 1, c->y + 4 + (rand() % 40) + 1, 0, 0, 0);
c->timer = 12;
}
//Setup Mask
Mask mask;
{
mask.circle = mask.unused = 0;
mask.w = 15;
mask.h = 11;
mask.x = c->x + 20 - (mask.w / 2);
mask.y = c->y + 20 - (mask.h / 2);
}
if (checkCollision(mask, getHeroMask()) == 1) {
objectDestroy(c->id);
gameEnding();
}
}
}
 
void crownDraw(Crown* c)
{
if (c->visible == 1) {
int cropX = (int)c->imageIndex * 40;
PHL_DrawSurfacePart(c->x, c->y, cropX, 200, 40, 40, images[imgHero]);
}
}
/contrib/games/hydracastlelabyrinth/src/object.h
0,0 → 1,181
#ifndef OBJECT_H
#define OBJECT_H
 
#include "collision.h"
 
typedef struct {
void* data; //Specific object struct
void (*objectStep)();
void (*objectDraw)();
int type;
} Object;
 
void objectDestroy(int id);
 
//Health/Ammo collectables
typedef struct {
int id, type; //0 for ammo, 1 for heart
double x, y,
vsp, grav;
int blink, canLand, bounce;
} Ammo;
 
void spawnCollectable(int x, int y);
void createAmmo(int x, int y, int type);
 
//Destroyable blocks
typedef struct {
int id;
int x, y;
int hp/*, invulnerable*/;
int secret;
Mask mask;
} Destroyable;
 
void createDestroyable(int x, int y, int secret);
 
//Secret Trigger
typedef struct {
int id, flag;
int type, enemyType;
} SecretTrigger;
 
void createSecretTrigger(int type, int enemyType, int flag);
 
//Chest
typedef struct {
int id;
int x, y;
int item, secret;
int visible;
int timer;
Mask mask;
} Chest;
 
void createChest(int x, int y, int item, int secret);
 
//Save point
typedef struct {
int id;
int x, y;
double imageIndex;
Mask mask;
} SavePoint;
 
void createSavePoint(int x, int y, int hidden);
 
//Door
typedef struct {
int id;
int x, y;
int open, secret, visible;
int warplevel, warpcoords;
int warpx, warpy;
Mask mask;
} Door;
 
void createDoor(int x, int y, int level, int coords, int warpx, int warpy, int secret);
 
//Lock Block
typedef struct {
int id, flag;
int x, y;
int tile;
int invincible;
} LockBlock;
 
void createLockBlock(int x, int y, int flag);
 
//Light Switch
typedef struct {
int id, flag;
int x, y;
int activated;
double imageIndex;
} Switch;
 
void createSwitch(int x, int y, int flag);
 
//Blue/Red Gates
typedef struct {
int id;
int x, y;
int col;
int timer, open;
//int invincible;
double imageIndex;
} Gate;
 
void createGate(int x, int y, int col);
 
//Statue
typedef struct {
int id;
int x, y;
int type;
int invincible;
int hp;
} Statue;
 
void createStatue(int x, int y, int type);
 
//Button
typedef struct {
int id;
int x, y;
int flag;
int pressed;
} FloorPad;
 
void createFloorPad(int x, int y, int flag);
 
//Ladder
typedef struct {
int id;
int x, y;
int flag;
} Ladder;
 
void createLadder(int x, int y, int flag);
 
//Generator
typedef struct {
int id;
int hp;
int blink;
int x, y;
double imageIndex;
int flag;
} Generator;
 
void createGenerator(int x, int y, int flag);
 
//Electric gate
typedef struct {
int id;
int x, y;
double imageIndex;
int flag;
} Shockgate;
 
void createShockgate(int x, int y, int flag);
 
//Ending crown
typedef struct {
int id;
int x, ystart;
double y;
double bobRot;
double imageIndex;
int timer;
char visible;
} Crown;
 
void createCrown(int x, int y);
 
#endif
/contrib/games/hydracastlelabyrinth/src/options.c
0,0 → 1,381
#include <stdio.h>
#include "options.h"
#include "PHL.h"
#include "game.h"
#include "ini.h"
#include "text.h"
 
char page = 0;
int optCursor = 0;
int lastOption = -1;
#ifdef _SDL
int musicType = 1;
 
int getMusicType()
{
return musicType;
}
void setMusicType(int t)
{
#ifndef _KOLIBRI
if(t!=musicType)
{
musicType = t;
// restart music...
}
#else
musicType = 1; /* MIDI NOT WORK! */
#endif
}
#endif
 
#ifdef EMSCRIPTEN
static char tempDark;
static int emOnly;
void optionsSetup(int only)
{
tempDark = roomDarkness;
roomDarkness = 0;
emOnly = only;
page = only?1:0;
}
 
int optionsEMStep()
{
int loop = 1;
PHL_MainLoop();
 
PHL_StartDrawing();
optionsDraw();
PHL_ScanInput();
int result = optionsStep();
PHL_EndDrawing();
if (page == 0 && result != -1 && result != 2) {
loop = 0;
}
if (emOnly && page==0) {
loop = 0;
}
 
if(!loop) roomDarkness = tempDark;
return (!loop)?result:-1;
}
#else
 
int options(int only)
{
char tempDark = roomDarkness;
roomDarkness = 0;
int result = -1;
char loop = 1;
 
if(only) page=1;
while (PHL_MainLoop() && loop == 1)
{
PHL_StartDrawing();
optionsDraw();
PHL_ScanInput();
result = optionsStep();
PHL_EndDrawing();
if (page == 0 && result != -1 && result != 2) {
loop = 0;
}
if (only && page==0) {
loop = 0;
}
}
roomDarkness = tempDark;
return result;
}
#endif
int optionsStep()
{
int result = -1;
secretCountdown();
//input
if (btnDown.pressed == 1) {
optCursor += 1;
PHL_PlaySound(sounds[sndPi01], CHN_SOUND);
}else if (btnUp.pressed == 1) {
optCursor -= 1;
PHL_PlaySound(sounds[sndPi01], CHN_SOUND);
}
//First screen (continue/reset/exit)
if (page == 0) {
//Limit cursor
if (optCursor >= 4) {
optCursor = 0;
}
if (optCursor < 0) {
optCursor = 3;
}
if (btnAccept.pressed == 1 || btnStart.pressed == 1) {
result = optCursor;
if (result == 1) {
PHL_StopMusic();
}
if (result == 2) {
page = 1;
optCursor = 0;
}
//No blip on game exit
if (optCursor != 3) {
PHL_PlaySound(sounds[sndOk], CHN_SOUND);
}
}
if (btnSelect.pressed == 1) {
result = 0;
PHL_PlaySound(sounds[sndOk], CHN_SOUND);
}
}
//Actual options screen
else if (page == 1) {
//Limit cursor
if (optCursor > lastOption) {
optCursor = 0;
}
if (optCursor < 0) {
optCursor = lastOption;
}
if (btnAccept.pressed == 1 || btnStart.pressed == 1) {
//Universal settings
//Language
if (optCursor == 0) {
if (getLanguage() == JAPANESE) {
setLanguage(ENGLISH);
}else{
setLanguage(JAPANESE);
}
}
//Autosave
if (optCursor == 1) {
if (getAutoSave() == 0) {
setAutoSave(1);
}else{
setAutoSave(0);
}
}
#ifdef _3DS
if (optCursor == 2) {
if (activeScreen->screen == GFX_TOP) {
swapScreen(GFX_BOTTOM, GFX_LEFT);
}else{
swapScreen(GFX_TOP, GFX_LEFT);
}
}
#endif
#ifdef _PSP
if (optCursor == 2) {
if (getScreenSize() == 0) {
setScreenSize(1);
}else if (getScreenSize() == 1) {
setScreenSize(2);
}else{
setScreenSize(0);
}
}
//Blur
if (optCursor == 3) {
if (getBlur() == 0) {
setBlur(1);
}else{
setBlur(0);
}
}
#endif
 
#ifdef _SDL
// Music type
if(optCursor == 2) {
if(getMusicType() == 0)
setMusicType(1);
else
setMusicType(0);
}
// Music volume
if(optCursor == 3) {
music_volume = (music_volume+1)%5;
PHL_MusicVolume(0.25f * music_volume);
}
// xBRZ
if (optCursor == 4) {
if (getXBRZ() == 0) {
setXBRZ(1);
}else{
setXBRZ(0);
}
}
#endif
//Back
if (optCursor == lastOption) {
page = 0;
}
}
else if (btnDecline.pressed == 1) {
page = 0;
}
if (page == 0) {
saveSettings();
}
}
return result;
}
 
void optionsDraw()
{
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
if (page == 0)
{
PHL_DrawTextBold("CONTINUE", 254, 144, YELLOW);
PHL_DrawTextBold("RESET", 278, 176, YELLOW);
PHL_DrawTextBold("OPTIONS", 262, 208, YELLOW);
PHL_DrawTextBold("EXIT", 286, 240, YELLOW);
PHL_DrawTextBold("<", 232, 144 + (32 * optCursor), RED);
PHL_DrawTextBold(">", 390, 144 + (32 * optCursor), RED);
}
else if (page == 1)
{
int xleft = 216;
int xright = xleft + 160;
int ydrawstart = 144;
int ydraw = ydrawstart;
int ystep = 32;
int optioncount = 0;
//Language
PHL_DrawTextBold("LANGUAGE", xleft, ydraw, YELLOW);
if (getLanguage() == 1) {
PHL_DrawTextBold("EN", xright, ydraw, YELLOW);
}
if (getLanguage() == 0) {
PHL_DrawTextBold("JP", xright, ydraw, YELLOW);
}
ydraw += ystep;
optioncount++;
//AutoSave
PHL_DrawTextBold("SAFE SAVE", xleft, ydraw, YELLOW);
if (getAutoSave() == 1) {
PHL_DrawTextBold("ON", xright, ydraw, YELLOW);
}else{
PHL_DrawTextBold("OFF", xright, ydraw, YELLOW);
}
ydraw += ystep;
optioncount++;
#ifdef _3DS
//Screen
PHL_DrawTextBold("SCREEN", xleft, ydraw, YELLOW);
if (activeScreen->screen == GFX_TOP) {
PHL_DrawTextBold("TOP", xright, ydraw, YELLOW);
}else{
PHL_DrawTextBold("BOTTOM", xright, ydraw, YELLOW);
}
 
ydraw += ystep;
optioncount++;
#endif
#ifdef _PSP
//Screen Size
PHL_DrawTextBold("SCREEN", xleft, ydraw, YELLOW);
if (getScreenSize() == 0) {
PHL_DrawTextBold("1:1", xright, ydraw, YELLOW);
}
else if (getScreenSize() == 1) {
PHL_DrawTextBold("FILL", xright, ydraw, YELLOW);
}
else if (getScreenSize() == 2) {
PHL_DrawTextBold("FULL", xright, ydraw, YELLOW);
}
ydraw += ystep;
optioncount++;
//Blur
PHL_DrawTextBold("BLUR", xleft, ydraw, YELLOW);
if (getBlur() == 1) {
PHL_DrawTextBold("ON", xright, ydraw, YELLOW);
}
else{
PHL_DrawTextBold("OFF", xright, ydraw, YELLOW);
}
ydraw += ystep;
optioncount++;
#endif
 
#ifdef _SDL
// Music type
PHL_DrawTextBold("MUSIC", xleft, ydraw, YELLOW);
if (getMusicType() == 1) {
PHL_DrawTextBold("OGG", xright, ydraw, YELLOW);
}
else{
PHL_DrawTextBold("MIDI", xright, ydraw, YELLOW);
}
ydraw += ystep;
optioncount++;
// Music volume
PHL_DrawTextBold("MUSIC", xleft, ydraw, YELLOW);
char buff[50];
sprintf(buff, "%d%%", music_volume*25);
PHL_DrawTextBold(buff, xright, ydraw, YELLOW);
ydraw += ystep;
optioncount++;
// xBRZ scaling
PHL_DrawTextBold("XBRZ", xleft, ydraw, YELLOW);
if (getXBRZ() == 1) {
PHL_DrawTextBold("ON", xright, ydraw, YELLOW);
}
else{
PHL_DrawTextBold("OFF", xright, ydraw, YELLOW);
}
ydraw += ystep;
optioncount++;
#endif
PHL_DrawTextBold("BACK", xleft, ydraw, YELLOW);
if (lastOption == -1) {
lastOption = optioncount;
}
PHL_DrawTextBold(">", xleft - 32, ydrawstart + (ystep * optCursor), RED);
}
}
/contrib/games/hydracastlelabyrinth/src/options.h
0,0 → 1,18
#ifndef OPTIONS_H
#define OPTIONS_H
 
#ifdef EMSCRIPTEN
void optionsSetup(int only);
int optionsEMStep();
#else
int options(int only);
#endif
 
int optionsStep();
void optionsDraw();
#ifdef _SDL
int getMusicType();
void setMusicType(int t);
#endif
 
#endif
/contrib/games/hydracastlelabyrinth/src/platform.c
0,0 → 1,223
#include "platform.h"
#include "game.h"
#include "PHL.h"
#include "hero.h"
#include <stdlib.h>
 
void createPlatform(int type, int xstart, int ystart, int xend, int yend, int spd, int secret)
{
int i;
for (i = 0; i < MAX_PLATFORMS; i++) {
if (platforms[i] == NULL) {
Platform* p = malloc(sizeof *p);
p->id = i;
p->type = type;
p->x = p->xstart = xstart;
p->y = p->ystart = ystart;
p->xend = xend;
p->yend = yend;
p->timer = 0;
p->secret = secret;
if (roomSecret == 1) {
p->secret = 0;
}
p->visible = 1;
if (p->secret == 1) {
p->visible = 0;
}
if (type == 1) {
p->xend = p->x + 1;
p->yend = p->y;
}
p->state = 0;
p->spd = spd;
p->mask.circle = 0;
p->mask.unused = 0;
if (p->secret == 1) {
p->mask.unused = 1;
}
p->mask.x = xstart;
p->mask.y = ystart;
p->mask.w = p->mask.h = 40;
platforms[i] = p;
i = MAX_PLATFORMS;
}
}
}
 
void platformStep(Platform* p)
{
char isSolid = p->visible;
//Megaman blocks
if (p->type == 2) {
int myStep = p->xend,
maxSteps = p->yend;
p->timer += 1;
if (p->timer >= maxSteps * 60 + 60) {
p->timer = 0;
}
//Play sound
if (p->timer == myStep * 60) {
PHL_PlaySound(sounds[sndPi03], CHN_SOUND);
}
if (p->timer > myStep * 60 && p->timer <= (myStep * 60) + 60) {
isSolid = 1;
p->visible = 1;
//Blink effect
if (p->timer > myStep * 60 + 30) {
p->visible = p->timer % 2;
}
}else{
isSolid = 0;
p->mask.unused = 1;
p->visible = 0;
//Fall off platform
if (getHeroMask().x > p->mask.x + p->mask.w || getHeroMask().x + getHeroMask().w < p->mask.x) {
}else if (heroy == p->y - 40 && getHeroVsp() >= 0) {
setHeroOnground(0);
}
}
}
if (isSolid == 1) {
p->mask.unused = 0;
int targx = p->xend,
targy = p->yend;
if (p->state == 1) {
targx = p->xstart;
targy = p->ystart;
}
//Check if the player is standing on top
int isontop = 0;
int isabove = 0;
if (getHeroMask().x > p->mask.x + p->mask.w || getHeroMask().x + getHeroMask().w < p->mask.x) {
}else if (heroy == p->y - 40 && getHeroVsp() >= 0) {
isontop = 1;
}else if (heroy < p->y - 40) {
isabove = 1;
}
//Move platform
if (p->y != targy) {
if (p->y < targy) {
p->y += p->spd;
if (isontop == 1) {
heroy += p->spd;
}
}else{
p->y -= p->spd;
if (isontop == 1) {
heroy -= p->spd;
}else{
p->mask.y = p->y;
if (checkCollision(p->mask, getHeroMask()) && isabove == 1) {
heroy = p->y - 40;
}
}
}
}
if (p->x != targx) {
if (p->x < targx) {
p->x += p->spd;
if (isontop == 1) {
herox += p->spd;
}
}else{
p->x -= p->spd;
if (isontop == 1) {
herox -= p->spd;
}
}
}
if (p->x == targx && p->y == targy) {
if (p->state == 0) {
p->state = 1;
}else{
p->state = 0;
}
}
if (p->type == 0) //Moving platform
{
}
else if (p->type == 1) { //Loose block
if (p->spd != 0) {
p->timer -= 1;
if (p->timer <= 0) {
createRockSmash(p->x + 20, p->y + 20);
if (isontop == 1) {
setHeroOnground(0);
}
platformDestroy(p->id);
/*createEffectExtra(4, p->x, p->y, -1, 0, 0);
createEffectExtra(4, p->x, p->y, -1, 0, 1);
createEffectExtra(4, p->x, p->y, 1, 0, 0);
createEffectExtra(4, p->x, p->y, 1, 0, 1);
*/
}
}
if (p->spd == 0 && isontop == 1) {
p->spd = 2;
p->timer = 30;
}
}
//Update Mask
p->mask.x = p->x;
p->mask.y = p->y;
}else{
//p->mask.unused = 1;
if (p->secret == 1) {
if (roomSecret == 1) {
p->mask.unused = 0;
p->visible = 1;
p->secret = 0;
playSecret();
}
}
}
}
 
void platformDraw(Platform* p)
{
if (p->visible == 1) {
int cropX = p->type * 40;
if (p->type == 3) {
cropX = 9 * 40;
}
PHL_DrawSurfacePart(p->x, p->y, cropX, 400, 40, 40, images[imgMisc20]);
}
}
 
void platformDestroy(int id)
{
if (platforms[id] != NULL) {
free(platforms[id]);
}
platforms[id] = NULL;
}
/contrib/games/hydracastlelabyrinth/src/platform.h
0,0 → 1,26
#ifndef PLATFORM_H
#define PLATFORM_H
 
#include "collision.h"
 
typedef struct {
int id, type; //0 = moving platform
double x, y;
int xstart, ystart;
int xend, yend;
int state;
double spd;
int timer;
int secret, visible;
Mask mask;
} Platform;
 
void createPlatform(int type, int xstart, int ystart, int xend, int yend, int spd, int secret);
 
void platformStep(Platform* p);
void platformDraw(Platform* p);
 
void platformDestroy(int id);
 
#endif
/contrib/games/hydracastlelabyrinth/src/qda.c
0,0 → 1,72
#include "qda.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#if defined(__amigaos4__) || defined(__MORPHOS__)
#include "amigaos.h"
#endif
 
QDAHeader headers[29];
//Load headers for each image
//Returns: 0 = file not found | 1 = success | 2 = Invalid file
int initQDA()
{
int result = 0;
FILE* f;
char fullPath[80];
#ifdef _SDL
strcpy(fullPath, "data/");
#else
strcpy(fullPath, "");
#endif
#ifdef _3DS
strcat(fullPath, "romfs:/");
#endif
strcat(fullPath, "bmp.qda");
if ( (f = fopen(fullPath, "rb")) ) {
result = 1;
//Read header data into memory
int allHeadersSize = 0x1F5C;
unsigned char* QDAFile = (unsigned char*)malloc(allHeadersSize);
int tmp = fread(QDAFile, allHeadersSize, 1, f);
(void)tmp;
//Check if QDA file is valid
{
if (QDAFile[4] == 0x51 && QDAFile[5] == 0x44 && QDAFile[6] == 0x41 && QDAFile[7] == 0x30) {
//Load headers separately
{
int numofsheets = 29;
int headerSize = 0x10C;
int i;
for (i = 0; i < numofsheets; i++) {
//memcpy(&headers[i], &QDAFile[0x100 + (i * headerSize)], sizeof(QDAHeader));
int offset = 256 + (i * headerSize);
memcpy(&headers[i].offset, &QDAFile[offset], 4);
memcpy(&headers[i].size, &QDAFile[offset + 4], 4);
memcpy(&headers[i].bytes, &QDAFile[offset + 8], 4);
memcpy(&headers[i].fileName, &QDAFile[offset + 12], 0x100);
#if defined(__amigaos4__) || defined(__MORPHOS__)
BE32(&headers[i].offset);
BE32(&headers[i].size);
BE32(&headers[i].bytes);
#endif
}
}
}else{
result = 2;
}
}
//Cleanup
free(QDAFile);
}
fclose(f);
return result;
}
/contrib/games/hydracastlelabyrinth/src/qda.h
0,0 → 1,14
#ifndef QDA_H
#define QDA_H
 
typedef struct {
unsigned long offset;
unsigned long size;
unsigned long bytes;
unsigned char* fileName[256];
} QDAHeader;
 
extern QDAHeader headers[29]; //names, offsets, and sizes of each sheet
int initQDA();
 
#endif
/contrib/games/hydracastlelabyrinth/src/sdl/audio.c
0,0 → 1,83
#include "audio.h"
#include "../options.h"
#include <SDL.h>
 
int music_volume = 4;
 
void PHL_AudioInit()
{
SDL_InitSubSystem(SDL_INIT_AUDIO);
#ifndef __MORPHOS__
Mix_Init(MIX_INIT_OGG); // midi is on by default
#endif
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 4096);
 
PHL_MusicVolume(0.25f * music_volume);
}
 
void PHL_AudioClose()
{
Mix_CloseAudio();
#ifndef __MORPHOS__
Mix_Quit();
#endif
}
 
//Same as PHL_LoadSound, but expects a file name without extension
PHL_Music PHL_LoadMusic(char* fname, int loop)
{
PHL_Music ret;
ret.loop = loop;
char buff[4096];
strcpy(buff, "data/");
strcat(buff, fname);
strcat(buff, getMusicType()?".ogg":".mid");
ret.snd = Mix_LoadMUS(buff);
return ret;
}
 
PHL_Sound PHL_LoadSound(char* fname)
{
char buff[4096];
strcpy(buff, "data/");
strcat(buff, fname);
return Mix_LoadWAV(buff);
}
 
void PHL_MusicVolume(float vol)
{
Mix_VolumeMusic(SDL_MIX_MAXVOLUME*vol);
}
 
void PHL_PlayMusic(PHL_Music snd)
{
if(snd.snd)
Mix_PlayMusic(snd.snd, snd.loop?-1:0);
}
 
void PHL_PlaySound(PHL_Sound snd, int channel)
{
Mix_PlayChannel(channel, snd, 0);
}
 
void PHL_StopMusic()
{
Mix_HaltMusic();
}
 
void PHL_StopSound(PHL_Sound snd, int channel)
{
Mix_HaltChannel(channel);
}
 
void PHL_FreeMusic(PHL_Music snd)
{
if(snd.snd)
Mix_FreeMusic(snd.snd);
snd.snd = NULL;
}
 
void PHL_FreeSound(PHL_Sound snd)
{
Mix_FreeChunk(snd);
}
/contrib/games/hydracastlelabyrinth/src/sdl/audio.h
0,0 → 1,35
#ifndef SDLAUDIO_H
#define SDLAUDIO_H
 
#include <SDL_mixer.h>
#include <string.h>
 
//#define PHL_Music Mix_Music*
#define PHL_Sound Mix_Chunk*
typedef struct
{
int loop;
Mix_Music* snd;
 
} PHL_Music;
 
extern int music_volume;
 
void PHL_AudioInit();
void PHL_AudioClose();
 
void PHL_MusicVolume(float vol);
 
PHL_Music PHL_LoadMusic(char* fname, int loop); //Same as PHL_LoadSound, but expects a file name without extension
PHL_Sound PHL_LoadSound(char* fname);
 
void PHL_PlayMusic(PHL_Music snd);
void PHL_PlaySound(PHL_Sound snd, int channel);
 
void PHL_StopMusic();
void PHL_StopSound(PHL_Sound snd, int channel);
 
void PHL_FreeMusic(PHL_Music snd);
void PHL_FreeSound(PHL_Sound snd);
 
#endif
/contrib/games/hydracastlelabyrinth/src/sdl/graphics.c
0,0 → 1,352
#include <SDL.h>
#include "../PHL.h"
#include "../game.h"
#include "../qda.h"
#include "graphics.h"
#include "scale.h"
#include <stdlib.h>
#include <string.h>
 
#if defined(__amigaos4__) || defined(__MORPHOS__)
#include "../amigaos.h"
#endif
 
SDL_Surface* screen = NULL;
SDL_Surface* drawbuffer = NULL;
SDL_Surface* backbuffer = NULL;
 
int wantFullscreen = 0;
int screenScale = 2;
int desktopFS = 0;
 
int deltaX = 0;
int deltaY = 0;
 
int screenW = 640;
int screenH = 480;
 
int drawscreen = 0;
 
int xbrz = 0;
 
static uint32_t tframe;
 
extern void Input_InitJoystick();
extern void Input_CloseJoystick();
 
int getXBRZ()
{
return xbrz;
}
 
void setXBRZ(int active)
{
#ifdef _KOLIBRI
xbrz = 0; // Problems with "xBRZ". Temporarily not used.
#else
if(active) active = 1;
if(xbrz==active) return;
xbrz = active;
 
// try to reload everything, but boss ressource will not be reloaded
freeImages();
loadImages();
#endif
}
 
 
SDL_Color PHL_NewRGB(uint8_t r, uint8_t g, uint8_t b)
{
SDL_Color ret = {.r = r, .b = b, .g = g};
return ret;
}
 
void PHL_GraphicsInit()
{
SDL_ShowCursor(SDL_DISABLE);
 
Input_InitJoystick();
#ifdef __MORPHOS__
uint32_t flags = SDL_SWSURFACE;
#else
uint32_t flags = SDL_HWSURFACE|SDL_DOUBLEBUF;
#endif
if(wantFullscreen || desktopFS)
flags |= SDL_FULLSCREEN;
screen = SDL_SetVideoMode((desktopFS)?0:screenW, (desktopFS)?0:screenH, 0, flags);
if(desktopFS)
{
const SDL_VideoInfo* infos = SDL_GetVideoInfo();
screenH = infos->current_h;
screenW = infos->current_w;
 
if(screenW/320 < screenH/240)
screenScale = screenW/320;
else
screenScale = screenH/240; // automatic guess the scale
deltaX = (screenW-320*screenScale)/2;
deltaY = (screenH-240*screenScale)/2;
}
SDL_WM_SetCaption("Hydra Castle Labyrinth", NULL);
drawbuffer = screen;
drawscreen = 1;
backbuffer = SDL_CreateRGBSurface(0, 320*screenScale, 240*screenScale, 32, 0, 0, 0, 0);
tframe = SDL_GetTicks();
}
 
void PHL_GraphicsExit()
{
Input_CloseJoystick();
SDL_FreeSurface(backbuffer);
SDL_Quit();
}
 
void PHL_StartDrawing()
{
PHL_ResetDrawbuffer();
}
void PHL_EndDrawing()
{
//implement some crude frameskiping, limited to 2 frame skip
static int skip = 0;
uint32_t tnext = tframe + 1000/60;
if (SDL_GetTicks()>tnext && skip<2) {
tframe += 1000/60;
skip++;
return;
}
 
// handle black borders
if(deltaX) {
SDL_Rect rect = {0, 0, deltaX, screenH};
SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
rect.x = screenW - deltaX -1;
SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
}
if(deltaY) {
SDL_Rect rect = {0, 0, screenW, deltaY};
SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
rect.y = screenH - deltaY -1;
SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
}
 
SDL_Flip(screen);
while((tframe = SDL_GetTicks())<tnext)
SDL_Delay(10);
}
 
void PHL_ForceScreenUpdate()
{
 
}
 
void PHL_SetDrawbuffer(PHL_Surface surf)
{
drawbuffer = surf;
drawscreen = (surf==screen);
}
void PHL_ResetDrawbuffer()
{
drawbuffer = screen;
drawscreen = 1;
}
 
//PHL_RGB PHL_NewRGB(int r, int g, int b);
void PHL_SetColorKey(PHL_Surface surf, int r, int g, int b)
{
SDL_SetColorKey(surf, SDL_SRCCOLORKEY|SDL_RLEACCEL, SDL_MapRGB(surf->format, r, g, b));
}
 
PHL_Surface PHL_NewSurface(int w, int h)
{
if(getXBRZ())
return SDL_CreateRGBSurface(0, w, h, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
else
return SDL_CreateRGBSurface(0, w, h, 32, 0, 0, 0, 0);
}
void PHL_FreeSurface(PHL_Surface surf)
{
SDL_FreeSurface(surf);
}
 
//PHL_Surface PHL_LoadBMP(char* fname);
PHL_Surface PHL_LoadBMP(int index)
{
SDL_Surface* surf;
FILE* f;
if ( (f = fopen("data/bmp.qda", "rb")) ) {
uint8_t* QDAFile = (uint8_t*)malloc(headers[index].size);
fseek(f, headers[index].offset, SEEK_SET);
int tmp = fread(QDAFile, 1, headers[index].size, f);
fclose(f);
uint16_t w, h;
//Read data from header
memcpy(&w, &QDAFile[18], 2);
memcpy(&h, &QDAFile[22], 2);
#if defined(__amigaos4__) || defined(__MORPHOS__)
BE16(&w); BE16(&h);
#endif
surf = PHL_NewSurface(w * screenScale, h * screenScale);
//surf = PHL_NewSurface(200, 200);
 
//Load Palette
int dx, dy;
int count = 0;
 
if(getXBRZ()) {
#ifndef _KOLIBRI
Uint32 palette[20][18];
 
for (dx = 0; dx < 20; dx++) {
for (dy = 0; dy < 16; dy++) {
palette[dx][dy] = 255<<24 | ((Uint32)QDAFile[54 + count])<<0 | ((Uint32)QDAFile[54 + count + 1])<<8 | ((Uint32)QDAFile[54 + count + 2])<<16;
count += 4;
}
}
Uint32* tmp = NULL;
tmp = (Uint32*)malloc(w*h*screenScale*4);
Uint32 transp;
for (dx = 0; dx < w; dx++) {
for (dy = 0; dy < h; dy++) {
int pix = dx + w * dy;
int px = QDAFile[1078 + pix] / 16;
int py = QDAFile[1078 + pix] % 16;
//Get transparency from first palette color
if (dx == 0 && dy == 0) {
//Darkness special case
if (index == 27)
transp = 255<<24;
else
transp = palette[0][0];
}
Uint32 c = palette[px][py];
if(c==transp)
c=0;
tmp[(h-1-dy)*w+dx] = c;
}
}
 
xbrz_scale((void*)tmp, (void*)surf->pixels, w, h, screenScale);
free(tmp);
#endif
} else {
PHL_RGB palette[20][18];
 
for (dx = 0; dx < 20; dx++) {
for (dy = 0; dy < 16; dy++) {
palette[dx][dy].b = QDAFile[54 + count];
palette[dx][dy].g = QDAFile[54 + count + 1];
palette[dx][dy].r = QDAFile[54 + count + 2];
count += 4;
}
}
for (dx = 0; dx < w; dx++) {
for (dy = 0; dy < h; dy++) {
int pix = dx + w * dy;
int px = QDAFile[1078 + pix] / 16;
int py = QDAFile[1078 + pix] % 16;
//Get transparency from first palette color
if (dx == 0 && dy == 0) {
//Darkness special case
if (index == 27) {
SDL_SetColorKey(surf, SDL_SRCCOLORKEY|SDL_RLEACCEL, SDL_MapRGB(surf->format, 0x00, 0x00, 0x00));
}else{
SDL_SetColorKey(surf, SDL_SRCCOLORKEY|SDL_RLEACCEL, SDL_MapRGB(surf->format, palette[0][0].r, palette[0][0].g, palette[0][0].b));
}
}
PHL_RGB c = palette[px][py];
//PHL_DrawRect(dx * 2, dy * 2, 2, 2, c);
SDL_Rect rect = {dx * screenScale, (h-1-dy) * screenScale, screenScale, screenScale};
SDL_FillRect(surf, &rect, SDL_MapRGB(surf->format, c.r, c.g, c.b));
}
}
}
free(QDAFile);
}
return surf;
}
 
void PHL_DrawRect(int x, int y, int w, int h, SDL_Color col)
{
SDL_Rect rect = {x*screenScale/2 + (drawscreen?deltaX:0), y*screenScale/2 + (drawscreen?deltaY:0), w*screenScale/2, h*screenScale/2};
SDL_FillRect(drawbuffer, &rect, SDL_MapRGB(drawbuffer->format, col.r, col.g, col.b));
}
 
void PHL_DrawSurface(double x, double y, PHL_Surface surface)
{
if (quakeTimer > 0) {
int val = quakeTimer % 4;
if (val == 0) {
y -= 1;
} else if (val == 2) {
y += 1;
}
}
SDL_Rect offset;
offset.x = x*screenScale/2 + (drawscreen?deltaX:0);
offset.y = y*screenScale/2 + (drawscreen?deltaY:0);
SDL_BlitSurface(surface, NULL, drawbuffer, &offset);
}
void PHL_DrawSurfacePart(double x, double y, int cropx, int cropy, int cropw, int croph, PHL_Surface surface)
{
if (quakeTimer > 0) {
int val = quakeTimer % 4;
if (val == 0) {
y -= (screenScale==1)?2:1;
}else if (val == 2) {
y += (screenScale==1)?2:1;
}
}
SDL_Rect crop, offset;
crop.x = cropx*screenScale/2;
crop.y = cropy*screenScale/2;
crop.w = cropw*screenScale/2;
crop.h = croph*screenScale/2;
offset.x = x*screenScale/2 + (drawscreen?deltaX:0);
offset.y = y*screenScale/2 + (drawscreen?deltaY:0);
SDL_BlitSurface(surface, &crop, drawbuffer, &offset);
}
 
void PHL_DrawBackground(PHL_Background back, PHL_Background fore)
{
PHL_DrawSurface(0, 0, backbuffer);
}
void PHL_UpdateBackground(PHL_Background back, PHL_Background fore)
{
PHL_SetDrawbuffer(backbuffer);
int xx, yy;
 
for (yy = 0; yy < 12; yy++)
{
for (xx = 0; xx < 16; xx++)
{
//Draw Background tiles
PHL_DrawSurfacePart(xx * 40, yy * 40, back.tileX[xx][yy] * 40, back.tileY[xx][yy] * 40, 40, 40, images[imgTiles]);
//Only draw foreground tile if not a blank tile
if (fore.tileX[xx][yy] != 0 || fore.tileY[xx][yy] != 0) {
PHL_DrawSurfacePart(xx * 40, yy * 40, fore.tileX[xx][yy] * 40, fore.tileY[xx][yy] * 40, 40, 40, images[imgTiles]);
}
}
}
PHL_ResetDrawbuffer();
}
/contrib/games/hydracastlelabyrinth/src/sdl/graphics.h
0,0 → 1,78
#ifndef GRAPHICS_H
#define GRAPHICS_H
 
#include <SDL.h>
 
#define PHL_Surface SDL_Surface*
 
#define PHL_RGB SDL_Color
 
typedef struct {
int tileX[16][12];
int tileY[16][12];
} PHL_Background;
 
/*
typedef struct {
unsigned int r, g, b;
} PHL_RGB;
*/
/*
typedef struct {
OSL_IMAGE* pxdata;
int width;
int height;
PHL_RGB colorKey;
} PHL_Surface;
*/
extern PHL_Surface screen;
 
extern int wantFullscreen;
extern int screenScale;
extern int desktopFS;
 
extern int deltaX;
extern int deltaY;
 
extern int screenW;
extern int screenH;
 
SDL_Color PHL_NewRGB(uint8_t r, uint8_t g, uint8_t b);
/*
{
SDL_Color ret = {.r = r, .b = b, .g = g};
return ret;
}
*/
void PHL_GraphicsInit();
void PHL_GraphicsExit();
 
void PHL_StartDrawing();
void PHL_EndDrawing();
 
void PHL_ForceScreenUpdate();
 
void PHL_SetDrawbuffer(PHL_Surface surf);
void PHL_ResetDrawbuffer();
 
//PHL_RGB PHL_NewRGB(int r, int g, int b);
void PHL_SetColorKey(PHL_Surface surf, int r, int g, int b);
 
PHL_Surface PHL_NewSurface(int w, int h);
void PHL_FreeSurface(PHL_Surface surf);
 
//PHL_Surface PHL_LoadBMP(char* fname);
PHL_Surface PHL_LoadBMP(int index);
 
void PHL_DrawRect(int x, int y, int w, int h, SDL_Color col);
 
void PHL_DrawSurface(double x, double y, PHL_Surface surface);
void PHL_DrawSurfacePart(double x, double y, int cropx, int cropy, int cropw, int croph, PHL_Surface surface);
 
void PHL_DrawBackground(PHL_Background back, PHL_Background fore);
void PHL_UpdateBackground(PHL_Background back, PHL_Background fore);
 
int getXBRZ();
void setXBRZ(int active);
 
#endif
/contrib/games/hydracastlelabyrinth/src/sdl/input.c
0,0 → 1,218
#include "input.h"
#include <SDL.h>
 
Button btnUp = {0}, btnDown = {0}, btnLeft = {0}, btnRight = {0};
Button btnFaceUp = {0}, btnFaceDown = {0}, btnFaceLeft = {0}, btnFaceRight = {0};
Button btnL = {0}, btnR = {0};
Button btnStart = {0}, btnSelect = {0};
Button btnAccept = {0}, btnDecline = {0};
int axisX = 0, axisY = 0;
 
int bUp = 0, bDown = 0, bLeft = 0, bRight = 0;
int bFaceUp = 0, bFaceDown = 0, bFaceLeft = 0, bFaceRight = 0;
int bR = 0, bL = 0;
int bStart = 0, bSelect = 0;
int bAccept = 0, bDecline = 0;
int jUp = 0, jDown = 0, jLeft = 0, jRight = 0;
int jFaceUp = 0, jFaceDown = 0, jFaceLeft = 0, jFaceRight = 0;
int jR = 0, jL = 0;
int jStart = 0, jSelect = 0;
int jAccept = 0, jDecline = 0;
 
SDL_Joystick *joy1 = NULL;
 
int useJoystick = 1;
 
void Input_InitJoystick()
{
int n = SDL_NumJoysticks();
if (n) {
joy1 = SDL_JoystickOpen(0);
SDL_JoystickEventState(SDL_ENABLE);
printf("Using %s\n", SDL_JoystickName(0));
} else {
joy1 = NULL;
}
}
 
void Input_CloseJoystick()
{
if(joy1)
SDL_JoystickClose(joy1);
joy1 = NULL;
}
 
void Input_KeyEvent(SDL_Event* evt)
{
int w = (evt->type==SDL_KEYDOWN)?1:0;
switch(evt->key.keysym.sym)
{
case SDLK_UP: bUp = w; break;
case SDLK_DOWN: bDown = w; break;
case SDLK_LEFT: bLeft = w; break;
case SDLK_RIGHT: bRight = w; break;
#if defined(PANDORA) || defined(PYRA)
case SDLK_PAGEUP: bFaceUp = w; break;
case SDLK_PAGEDOWN: bFaceDown = w; break;
case SDLK_END: bFaceLeft = w; break; // reversing, so (B) is sword
case SDLK_HOME: bFaceRight = w; break;
case SDLK_RCTRL: bR = w; break;
case SDLK_RSHIFT: bL = w; break;
case SDLK_LCTRL: bSelect = w; break;
case SDLK_LALT: bStart = w; break;
#elif defined(CHIP)
case SDLK_MINUS: bFaceUp = w; break;
case SDLK_o: bFaceDown = w; break;
case SDLK_0: bFaceLeft = w; break;
case SDLK_EQUALS: bFaceRight = w; break;
case SDLK_1: bR = w; break;
case SDLK_2: bL = w; break;
case SDLK_SPACE: bSelect = w; break;
case SDLK_RETURN: bStart = w; break;
#elif defined(BITTBOY)
case SDLK_MINUS: bFaceUp = w; break;
case SDLK_LCTRL: bFaceDown = w; break; // A - jump
case SDLK_SPACE: bFaceLeft = w; break; // B - slash
case SDLK_LALT: bFaceRight = w; break; // TA - secondary
case SDLK_LSHIFT: bR = w; break; // TB - switch
case SDLK_ESCAPE: bSelect = w; break; // select - menu
case SDLK_RETURN: bStart = w; break; // start - inventory
case SDLK_RCTRL: bSelect = w; break; // reset - menu
#elif defined(GAMESHELL)
case SDLK_i: bFaceUp = w; break;
case SDLK_k: bFaceDown = w; break; //jump
case SDLK_j: bFaceLeft = w; break; //slash
case SDLK_u: bFaceRight = w; break; //secondary weapon
case SDLK_SPACE: bR = w; break; //switch weapon
// case SDLK_w: bL = w; break; //switch weapon
// case SDLK_SPACE: bSelect = w; break;
case SDLK_ESCAPE: bSelect = w; break;
case SDLK_RETURN: bStart = w; break;
#else
case SDLK_e: bFaceUp = w; break;
case SDLK_x: bFaceDown = w; break;
case SDLK_s: bFaceLeft = w; break;
case SDLK_d: bFaceRight = w; break;
case SDLK_r: bR = w; break;
case SDLK_w: bL = w; break;
case SDLK_SPACE: bSelect = w; break;
case SDLK_ESCAPE: bSelect = w; break;
case SDLK_RETURN: bStart = w; break;
#endif
}
}
 
void Input_JoyAxisEvent(SDL_Event* evt) {
if(evt->jaxis.which!=0)
return;
#define DEADZONE 32
if(evt->jaxis.axis==0) {
int v = (evt->jaxis.value)/256;
if(v>-DEADZONE & v<DEADZONE) axisX = 0;
else if(v<0) axisX = -1;
else axisX = +1;
}
if(evt->jaxis.axis==1) {
int v = (evt->jaxis.value)/256;
if(v>-DEADZONE & v<DEADZONE) axisY = 0;
else if(v<0) axisY = -1;
else axisY = +1;
}
}
 
void Input_JoyEvent(SDL_Event* evt) {
if(evt->jbutton.which!=0)
return;
int w = (evt->type==SDL_JOYBUTTONDOWN)?1:0;
/* XBox 360 based mapping here,
(would be better to switch to SDL2.0)
btn SDL1.2 SDL2.0
---------------------------
A 0 10
B 1 11
X 2 12
Y 3 13
Home N/A 14
LB 4 8
RB 5 9
LT N/A N/A (axis)
RT N/A N/A (axis)
Select 6 5
Start 7 4
L3 9 6
R3 10 7
DPad Up N/A 0
DPad Down N/A 1
DPad Left N/A 2
DPad Right N/A 3
*/
switch(evt->jbutton.button)
{
case 0: jFaceDown = w; break;
case 1: jFaceLeft = w; break;
case 2: jFaceRight = w; break;
case 3: jFaceUp = w; break;
case 4: jL = w; break;
case 5: jR = w; break;
case 6: jSelect = w; break;
case 7: jStart = w; break;
/*case 12:jUp = w; break;
case 13:jDown = w; break;
case 14:jLeft = w; break;
case 15:jRight = w; break;*/
}
}
 
void Input_JoyHatEvent(SDL_Event* evt) {
if(evt->jhat.which!=0)
return;
if(evt->jhat.hat!=0)
return;
int v=evt->jhat.value;
jUp = v&SDL_HAT_UP;
jDown = v&SDL_HAT_DOWN;
jLeft = v&SDL_HAT_LEFT;
jRight = v&SDL_HAT_RIGHT;
}
 
void updateKey(Button* btn, int state)
{
if (state) {
if (btn->held == 1) {
btn->pressed = 0;
}else{
btn->pressed = 1;
}
btn->held = 1;
btn->released = 0;
}else{
if (btn->held == 1) {
btn->released = 1;
}else{
btn->released = 0;
}
btn->held = 0;
btn->pressed = 0;
}
}
 
void PHL_ScanInput()
{
updateKey(&btnUp, bUp|jUp|(axisY<0));
updateKey(&btnDown, bDown|jDown|(axisY>0));
updateKey(&btnLeft, bLeft|jLeft|(axisX<0));
updateKey(&btnRight, bRight|jRight|(axisX>0));
updateKey(&btnStart, bStart|jStart);
updateKey(&btnSelect, bSelect|jSelect);
updateKey(&btnL, bL|jL);
updateKey(&btnR, bR|jR);
updateKey(&btnFaceLeft, bFaceLeft|jFaceLeft);
updateKey(&btnFaceDown, bFaceDown|jFaceDown);
updateKey(&btnFaceRight, bFaceRight|jFaceRight);
updateKey(&btnAccept, bFaceLeft|jFaceLeft);
updateKey(&btnDecline, bFaceDown|jFaceDown);
}
/contrib/games/hydracastlelabyrinth/src/sdl/input.h
0,0 → 1,22
#ifndef INPUT_H
#define INPUT_H
 
#include <SDL.h>
 
typedef struct {
int pressed,
held,
released;
} Button;
 
extern Button btnUp, btnDown, btnLeft, btnRight;
extern Button btnFaceUp, btnFaceDown, btnFaceLeft, btnFaceRight;
extern Button btnL, btnR;
extern Button btnStart, btnSelect;
extern Button btnAccept, btnDecline;
extern int axisX, axisY;
extern int useJoystick;
 
void PHL_ScanInput();
 
#endif
/contrib/games/hydracastlelabyrinth/src/sdl/joystick_stub.c
0,0 → 1,153
/// JOYSTICK STUB FOR Wolfenstein 3D port to KolibriOS
/// Ported by maxcodehack and turbocat2001
 
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
 
/** @file SDL_joystick.h
* @note In order to use these functions, SDL_Init() must have been called
* with the SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for joysticks, and load appropriate drivers.
*/
 
/** The joystick structure used to identify an SDL joystick */
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
 
/* Function prototypes */
/**
* Count the number of joysticks attached to the system
*/
int SDL_NumJoysticks(void){};
 
/**
* Get the implementation dependent name of a joystick.
*
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*/
const char * SDL_JoystickName(int device_index){};
 
/**
* Open a joystick for use.
*
* @param[in] device_index
* The index passed as an argument refers to
* the N'th joystick on the system. This index is the value which will
* identify this joystick in future joystick events.
*
* @return This function returns a joystick identifier, or NULL if an error occurred.
*/
SDL_Joystick * SDL_JoystickOpen(int device_index){};
 
/**
* Returns 1 if the joystick has been opened, or 0 if it has not.
*/
int SDL_JoystickOpened(int device_index){};
 
/**
* Get the device index of an opened joystick.
*/
int SDL_JoystickIndex(SDL_Joystick *joystick){};
 
/**
* Get the number of general axis controls on a joystick
*/
int SDL_JoystickNumAxes(SDL_Joystick *joystick){};
 
/**
* Get the number of trackballs on a joystick
*
* Joystick trackballs have only relative motion events associated
* with them and their state cannot be polled.
*/
int SDL_JoystickNumBalls(SDL_Joystick *joystick){};
 
/**
* Get the number of POV hats on a joystick
*/
int SDL_JoystickNumHats(SDL_Joystick *joystick){};
 
/**
* Get the number of buttons on a joystick
*/
int SDL_JoystickNumButtons(SDL_Joystick *joystick){};
 
/**
* Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick
* events are enabled.
*/
void SDL_JoystickUpdate(void){};
 
/**
* Enable/disable joystick event polling.
*
* If joystick events are disabled, you must call SDL_JoystickUpdate()
* yourself and check the state of the joystick when you want joystick
* information.
*
* @param[in] state The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.
*/
int SDL_JoystickEventState(int state){};
 
/**
* Get the current state of an axis control on a joystick
*
* @param[in] axis The axis indices start at index 0.
*
* @return The state is a value ranging from -32768 to 32767.
*/
int SDL_JoystickGetAxis(SDL_Joystick *joystick, int axis){};
 
/**
* @name Hat Positions
* The return value of SDL_JoystickGetHat() is one of the following positions:
*/
/*@{*/
#define SDL_HAT_CENTERED 0x00
#define SDL_HAT_UP 0x01
#define SDL_HAT_RIGHT 0x02
#define SDL_HAT_DOWN 0x04
#define SDL_HAT_LEFT 0x08
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
/*@}*/
 
/**
* Get the current state of a POV hat on a joystick
*
* @param[in] hat The hat indices start at index 0.
*/
int SDL_JoystickGetHat(SDL_Joystick *joystick, int hat){};
 
/**
* Get the ball axis change since the last poll
*
* @param[in] ball The ball indices start at index 0.
*
* @return This returns 0, or -1 if you passed it invalid parameters.
*/
int SDL_JoystickGetBall(SDL_Joystick *joystick, int ball, int *dx, int *dy){};
 
/**
* Get the current state of a button on a joystick
*
* @param[in] button The button indices start at index 0.
*/
int SDL_JoystickGetButton(SDL_Joystick *joystick, int button){};
 
/**
* Close a joystick previously opened with SDL_JoystickOpen()
*/
void SDL_JoystickClose(SDL_Joystick *joystick){};
 
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
/contrib/games/hydracastlelabyrinth/src/sdl/scale.cpp
0,0 → 1,14
#include "scale.h"
#include "../xBRZ/xbrz.h"
#include <string.h>
 
void xbrz_scale(void* src, void* dst, int width, int height, int scale)
{
if(scale==1) {
memcpy(dst, src, width*height*4);
} else if (scale>1 && scale <= 6) {
xbrz::scale(scale, (const uint32_t*)src, (uint32_t*)dst, width, height, xbrz::ColorFormat::ARGB);
} else {
xbrz::nearestNeighborScale((const uint32_t*)src, width, height, (uint32_t*)dst, width*scale, height*scale);
}
}
/contrib/games/hydracastlelabyrinth/src/sdl/scale.h
0,0 → 1,14
#ifndef _SCALE_H_
#define _SCALE_H_
 
#ifdef __cplusplus
extern "C" {
#endif
 
void xbrz_scale(void* src, void* dst, int width, int height, int scale);
 
#ifdef __cplusplus
}
#endif
 
#endif //_SCALE_H_
/contrib/games/hydracastlelabyrinth/src/sdl/system.c
0,0 → 1,56
#include <SDL.h>
#include "system.h"
 
 
char quitGame = 0;
 
void Input_KeyEvent(SDL_Event* evt);
void Input_JoyEvent(SDL_Event* evt);
void Input_JoyAxisEvent(SDL_Event* evt);
void Input_JoyHatEvent(SDL_Event* evt);
 
int PHL_MainLoop()
{
SDL_Event evt;
while(SDL_PollEvent(&evt))
{
switch(evt.type)
{
case SDL_QUIT:
quitGame = 1;
return 0;
case SDL_KEYDOWN:
case SDL_KEYUP:
Input_KeyEvent(&evt);
break;
case SDL_JOYAXISMOTION:
Input_JoyAxisEvent(&evt);
break;
case SDL_JOYHATMOTION:
Input_JoyHatEvent(&evt);
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
Input_JoyEvent(&evt);
break;
}
}
if (quitGame == 1)
{
return 0;
}
return 1;
}
void PHL_ConsoleInit()
{
 
}
void PHL_GameQuit()
{
quitGame = 1;
}
 
void PHL_ErrorScreen(char* message)
{
fprintf(stderr, "%s\n", message);
}
/contrib/games/hydracastlelabyrinth/src/sdl/system.h
0,0 → 1,15
#ifndef SYSTEM_H
#define SYSTEM_H
 
#include <SDL.h>
#include "../PHL.h"
 
extern char quitGame;
 
int PHL_MainLoop();
void PHL_ConsoleInit();
void PHL_GameQuit();
 
void PHL_ErrorScreen(char* message);
 
#endif
/contrib/games/hydracastlelabyrinth/src/stagedata.c
0,0 → 1,93
#include "stagedata.h"
 
int stage[9][96] = {
//Overworld
{ -1, -1, 20, 21, 22, 23, 24, 25, 26, 27, -1, -1,
-1, -1, 28, 29, 30, 31, 32, 33, 34, 35, -1, -1,
-1, -1, 36, 37, 38, 39, 40, 41, 42, 43, -1, -1,
-1, -1, 44, 45, 46, 47, 48, 49, 50, 51, -1, -1,
-1, -1, 52, 53, 54, 55, 56, 57, 58, 59, -1, -1,
-1, -1, 60, 61, 62, 63, 64, 65, 66, 67, -1, -1,
-1, -1, 68, 69, 70, 71, 72, 73, 74, 75, -1, -1,
-1, -1, 76, 77, 78, 79, 80, 81, 82, 83, -1, -1 },
//Level 1
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, 84, 85, 86, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, 87, 88, 89, 90, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, 91, 92, 93, 94, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
//Level 2
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, 95, -1, -1, -1, 96, -1, -1, -1, -1,
-1, -1, -1, 97, 98, 99, 100, 101, -1, -1, -1, -1,
-1, -1, -1, 102, 103, 104, 105, 106, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
//Level 3
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, 108, -1, 109, 110, 111, -1, 112, -1, -1, -1,
-1, -1, 113, 114, 115, 107, 116, 117, 118, -1, -1, -1,
-1, -1, -1, -1, 119, 120, 121, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, 122, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
//Level 4
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, 129, 130, 131, 132, -1, 135, 136, -1,
-1, -1, 123, 124, 125, 126, 127, 128, 133, 134, -1, -1,
-1, -1, 137, 138, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, 139, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, 140, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
//Level 5
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, 159, -1, 162, -1, -1, -1, -1, -1, -1,
-1, -1, 158, 160, 161, 163, 164, -1, -1, -1, -1, -1,
-1, -1, -1, 165, 166, 167, -1, -1, -1, -1, -1, -1,
-1, -1, 168, 169, 170, 171, 172, -1, -1, -1, -1, -1,
-1, -1, -1, 173, -1, 174, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
//Level 6
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, 156, 157, -1, -1, -1,
-1, -1, -1, -1, 149, 150, 154, 155, -1, -1, -1, -1,
-1, -1, 151, -1, 152, 153, -1, -1, -1, -1, -1, -1,
-1, -1, 141, 142, 143, 144, 145, 146, -1, -1, -1, -1,
-1, -1, -1, -1, -1, 147, 148, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
//Level 7
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, 188, 189, 190, 191, -1, -1, -1, -1, -1,
-1, -1, -1, 182, 183, 184, 185, -1, -1, -1, -1, -1,
-1, 186, 175, 176, 177, 178, 179, 180, 181, -1, -1, -1,
-1, 187, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
//Level 8
{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, 192, -1, -1, -1, -1, -1, -1,
-1, -1, -1, 195, 194, 193, 198, 199, -1, -1, -1, -1,
-1, -1, -1, 196, 197, 202, 201, 200, -1, -1, -1, -1,
-1, -1, -1, 205, 204, 203, 208, 209, -1, -1, -1, -1,
-1, -1, -1, 206, 207, 212, 211, 210, -1, -1, -1, -1,
-1, -1, -1, -1, -1, 213, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, }
};
/contrib/games/hydracastlelabyrinth/src/stagedata.h
0,0 → 1,6
#ifndef STAGEDATA_H
#define STAGEDATA_H
 
extern int stage[9][96];
 
#endif
/contrib/games/hydracastlelabyrinth/src/template.html
0,0 → 1,79
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Hydra Castle Labyrinth</title>
<style type="text/css">
html, body {
margin: 0;
}
.emscripten {
width: 100%;
height: 100%;
display: flex;
position: absolute;
align-items: center;
justify-content: center;
}
.game {
width: auto;
height: 100%;
}
.portrait{
width: 100%;
height: auto;
}
.loading {
position: absolute;
}
.game[width] + .loading {
display: none;
}
</style>
</head>
<body>
<div class="emscripten">
<canvas class="game portrait" oncontextmenu="event.preventDefault()"></canvas>
<div class="loading">Loading...</div>
</div>
<script type="text/javascript">
const $game = document.querySelector('.game');
const widthToHeight = 640 / 480;
const resize = () => {
if(window.innerWidth / window.innerHeight > widthToHeight === $game.classList.contains('portrait')) {
$game.classList.toggle('portrait');
}
}
var Module = {
print(text) {
console.log(Array.prototype.slice.call(arguments).join(' '));
},
printErr() {
console.error(Array.prototype.slice.call(arguments).join(' '));
},
canvas: $game
};
window.addEventListener('resize', resize, false);
resize();
// Work-around chromium autoplay policy
// https://github.com/emscripten-core/emscripten/issues/6511
function resumeAudio(e) {
if (typeof Module === 'undefined'
|| typeof Module.SDL2 == 'undefined'
|| typeof Module.SDL2.audioContext == 'undefined')
return;
if (Module.SDL2.audioContext.state == 'suspended') {
Module.SDL2.audioContext.resume();
}
if (Module.SDL2.audioContext.state == 'running') {
$game.removeEventListener('click', resumeAudio);
document.removeEventListener('keydown', resumeAudio);
}
}
$game.addEventListener('click', resumeAudio);
document.addEventListener('keydown', resumeAudio);
</script>
{{{ SCRIPT }}}
</body>
</html>
/contrib/games/hydracastlelabyrinth/src/text.c
0,0 → 1,213
#include "text.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "PHL.h"
#include "game.h"
 
char gameLanguage;
Message* saving;
Message* saveError[3];
Message* itemName[41];
Message* found;
Message* itemDescription[28];
Message* dungeon[8];
 
void loadMessage(Message* m, FILE* f);
void trimMessage(Message* m);
 
void textInit()
{
gameLanguage = JAPANESE;
saving = (Message*)malloc(sizeof(Message));
int i;
for (i = 0; i < 3; i++) {
saveError[i] = (Message*)malloc(sizeof(Message));
}
for (i = 0; i < 8; i++) {
dungeon[i] = (Message*)malloc(sizeof(Message));
}
for (i = 0; i < 41; i++) {
itemName[i] = (Message*)malloc(sizeof(Message));
}
found = (Message*)malloc(sizeof(Message));
for (i = 0; i < 28; i++) {
itemDescription[i] = (Message*)malloc(sizeof(Message));
}
//printf("\nText init");
}
 
void textFree()
{
free(saving);
int i;
for (i = 0; i < 3; i++) {
free(saveError[i]);
}
for (i = 0; i < 8; i++) {
free(dungeon[i]);
}
for (i = 0; i < 41; i++) {
free(itemName[i]);
}
free(found);
for (i = 0; i < 28; i++) {
free(itemDescription[i]);
}
}
 
void loadText()
{
FILE* f;
char fullPath[30];
#ifdef _3DS
strcpy(fullPath, "romfs:/");
#elif defined(_SDL)
strcpy(fullPath, "data/");
#else
strcpy(fullPath, "romfs/");
#endif
if (gameLanguage == ENGLISH) {
strcat(fullPath, "en.dat");
}else{
strcat(fullPath, "jp.dat");
}
//printf("\n");
//printf(fullPath);
if ( (f = fopen(fullPath, "rb")) )
{
//printf("\ntext.dat found");
//Load saving message
loadMessage(saving, f);
//printf("\n%d", saving->length);
//Load save error message
int i;
for (i = 0; i < 3; i++) {
loadMessage(saveError[i], f);
}
//Load dungeon intros
for (i = 0; i < 8; i++) {
loadMessage(dungeon[i], f);
}
//Load item names
for (i = 0; i < 41; i++) {
loadMessage(itemName[i], f);
}
//Found!
loadMessage(found, f);
//Load item descriptions
for (i = 0; i < 28; i++) {
loadMessage(itemDescription[i], f);
}
}else{
//printf("\ntext.dat was not found");
}
fclose(f);
}
 
//Returns the next character X position
int drawText(Message* m, int x, int y)
{
int textw = 20;
int texth = 32;
int dx = x;
int i;
for (i = 0; i < m->length; i++) {
PHL_DrawSurfacePart(dx, y, m->x[i] * textw, m->y[i] * texth, textw, texth, images[imgFontKana]);
dx += textw - 2;
}
return dx;
}
 
int drawCharacter(int cx, int cy, int x, int y)
{
int textw = 20;
int texth = 32;
PHL_DrawSurfacePart(x, y, cx * textw, cy * texth, textw, texth, images[imgFontKana]);
return x + textw - 2;
}
 
void drawTextCentered(Message* m, int x, int y)
{
int textw = 20;
int texth = 32;
x -= (m->length / 2) * (textw - 2);
int i;
for (i = 0; i < m->length; i++) {
PHL_DrawSurfacePart(x + (i * (textw - 2)), y, m->x[i] * textw, m->y[i] * texth, textw, texth, images[imgFontKana]);
}
}
 
void setLanguage(char lan)
{
gameLanguage = lan;
loadText();
}
 
char getLanguage()
{
return gameLanguage;
}
 
void loadMessage(Message* m, FILE* f)
{
unsigned char* buffer = (unsigned char*)malloc(sizeof(unsigned char) * 64);
int cnt = fread(buffer, 1, 64, f);
int i;
for (i = 0; i < cnt; i+=2) {
m->x[i/2] = buffer[i];
m->y[i/2] = buffer[i+1];
}
trimMessage(m);
free(buffer);
}
 
void trimMessage(Message* m)
{
m->length = 32;
int i;
for (i = 31; i >= 0; i--)
{
if (m->x[i] == 0 && m->y[i] == 0) {
m->length -= 1;
}else{
i = -1;
}
}
}
/contrib/games/hydracastlelabyrinth/src/text.h
0,0 → 1,34
#ifndef TEXT_HEADER
#define TEXT_HEADER
 
#define JAPANESE 0
#define ENGLISH 1
 
extern char gameLanguage;
 
typedef struct {
unsigned char x[32];
unsigned char y[32];
char length;
} Message;
 
extern Message* saving;
extern Message* saveError[3];
extern Message* itemName[41];
extern Message* found;
extern Message* itemDescription[28];
extern Message* dungeon[8];
 
void textInit();
void textFree();
 
void loadText();
 
int drawText(Message* m, int x, int y);
int drawCharacter(int cx, int cy, int x, int y);
void drawTextCentered(Message* m, int x, int y);
 
void setLanguage(char lan);
char getLanguage();
 
#endif
/contrib/games/hydracastlelabyrinth/src/titlescreen.c
0,0 → 1,142
#include "titlescreen.h"
#include "game.h"
#include <stdio.h>
#include "text.h"
 
int tempsave = 0;
int cursor = 0;
 
void titleScreenSetup();
 
int titleScreenStep();
void titleScreenDraw();
 
#ifdef EMSCRIPTEN
int titleEMStep()
{
PHL_MainLoop();
//Get input
PHL_ScanInput();
//Titlescreen step
int result = titleScreenStep();
//Draw titlescreen
PHL_StartDrawing();
titleScreenDraw();
 
if (result != -1)
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
 
PHL_EndDrawing();
 
return result;
}
#endif
 
int titleScreen()
{
titleScreenSetup();
char loop = 1;
int result = -1;
while (PHL_MainLoop() && loop == 1)
{
//__asm__("int3");
//Get input
PHL_ScanInput();
//Titlescreen step
result = titleScreenStep();
//Draw titlescreen
PHL_StartDrawing();
titleScreenDraw();
 
if (result != -1) {
loop = 0;
//Force screen to black
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
}
PHL_EndDrawing();
}
return result;
}
 
void titleScreenSetup()
{
cursor = 0;
//Move cursor if save file exists
if ( fileExists(savemap) ) {
cursor = 1;
}
//Check if temp save file exists
tempsave = 0;
if ( fileExists(savename) ) {
#ifndef EMSCRIPTEN
tempsave = 1;
#endif
cursor = 1;
}
}
 
int titleScreenStep()
{
//Move cursor
if (btnDown.pressed == 1 || btnSelect.pressed == 1) {
cursor += 1;
if (cursor > 3) {
cursor = 0;
}
PHL_PlaySound(sounds[sndPi01], 1);
}
if (btnUp.pressed == 1) {
cursor -= 1;
if (cursor < 0) {
cursor = 3;
}
PHL_PlaySound(sounds[sndPi01], 1);
}
//Selection
if (btnAccept.pressed == 1 || btnStart.pressed == 1) {
PHL_PlaySound(sounds[sndOk], 1);
return cursor;
}
return -1;
}
 
void titleScreenDraw()
{
//Blackdrop
PHL_DrawRect(0, 0, 640, 480, PHL_NewRGB(0, 0, 0));
if (tempsave == 0) {
//Title image
PHL_DrawSurfacePart(168, 72, 0, 0, 304, 168, images[imgTitle01]);
}else{
//Save error message
drawTextCentered(saveError[0], 320, 80);
drawTextCentered(saveError[1], 320, 80 + 50);
drawTextCentered(saveError[2], 320, 80 + 96);
}
//Cursor
PHL_DrawSurfacePart(228, 264 + (cursor * 32), 4, 176, 184, 32, images[imgTitle01]);
//Text
PHL_DrawTextBold("NEW GAME", 256, 272, YELLOW);
PHL_DrawTextBold("LOAD GAME", 248, 304, YELLOW);
PHL_DrawTextBold("OPTIONS", 264, 336, YELLOW);
PHL_DrawTextBold("EXIT", 288, 368, YELLOW);
PHL_DrawTextBold("(C) 2011 E.HASHIMOTO", 160, 410, WHITE);
PHL_DrawTextBold("GPL2 PTITSEB", 224, 442, WHITE);
}
/contrib/games/hydracastlelabyrinth/src/titlescreen.h
0,0 → 1,11
#ifndef TITLESCREEN_H
#define TITLESCREEN_H
 
#ifdef EMSCRIPTEN
void titleScreenSetup();
int titleEMStep();
#else
int titleScreen();
#endif
 
#endif
/contrib/games/hydracastlelabyrinth/src/weapon.c
0,0 → 1,602
#include "weapon.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "hero.h"
#include "PHL.h"
#include "game.h"
#include "object.h"
 
void updateWeaponMask(Weapon* w);
 
void addWeapon(int type, int x, int y)
{
if (heroAmmo > 0 || type == SWORD) {
int i, weaponcount = 0;
//Count
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] != NULL) {
if (weapons[i]->type != SWORD) {
weaponcount += 1;
}
}
}
if (type == BOMB) { //Bombs have one lower limit
weaponcount += 1;
}
if (type == SWORD || weaponcount < (2 + hasItem[15])) { //3 projectiles if have green scroll
if (type != SWORD) {
PHL_PlaySound(sounds[sndShot01], CHN_WEAPONS);
}
for (i = 0; i < MAX_WEAPONS; i++) {
if (weapons[i] == NULL) {
Weapon* w = malloc(sizeof *w);
w->id = i;
w->type = type;
 
w->x = x;
w->y = y;
 
w->hsp = 0;
w->vsp = 0;
w->grav = 0;
w->imageIndex = 0;
w->power = 1;
w->timer = 0;
w->state = 0;
w->cooldown = 0;
w->hitflag = 0;
w->dir = getHeroDirection();
w->weaponMask.circle = 0;
w->weaponMask.unused = 0;
w->weaponMask.x = 0;
w->weaponMask.y = 0;
w->weaponMask.w = 10;
w->weaponMask.h = 10;
if (w->type == SWORD)
{
w->weaponMask.unused = 1;
}else if (w->type == ARROW)
{
w->hsp = 8 * getHeroDirection();
w->weaponMask.y += 16;
w->weaponMask.w = 32;
w->weaponMask.h = 6;
}else if (w->type == AXE)
{
w->hsp = 2 * getHeroDirection();
w->vsp = -6;
w->grav = 0.2;
w->weaponMask.w = w->weaponMask.h = 24;
w->y += (40 - getHeroMask().h) - ((40 - w->weaponMask.h) / 2);
w->weaponMask.x = w->x + ((40 - w->weaponMask.w) / 2);
w->weaponMask.y = w->y + ((40 - w->weaponMask.h) / 2);
}else if (w->type == BOOMERANG)
{
w->x += 20;
w->y += 20;
updateWeaponMask(w);
w->weaponMask.circle = 1;
w->weaponMask.w = 16;
w->hsp = 6 * getHeroDirection();
w->vsp = getHeroDirection(); //Vsp is used for starting direction
w->timer = 120;
}else if (w->type == FIREBALL)
{
w->vsp = -2;
w->grav = 0.1;
w->hsp = 2 * getHeroDirection();
w->x += 20;
w->y += 20;
w->weaponMask.circle = 1;
w->weaponMask.w = 15;
updateWeaponMask(w);
Mask tempMask;
tempMask.circle = tempMask.unused = 0;
tempMask.y = w->y - w->weaponMask.w;
tempMask.x = w->x - w->weaponMask.w;
tempMask.w = tempMask.h = w->weaponMask.w * 2;
PHL_Rect collide = getTileCollision(1, tempMask);
if (collide.x == -1) {
collide = getTileCollision(3, tempMask);
}
if (collide.x != -1) {
w->y = collide.y + 40 + w->weaponMask.w;
}
}else if (w->type == BOMB)
{
w->dir = 0;
w->vsp = -2;
w->grav = 0.1;
w->hsp = getHeroDirection();
w->weaponMask.unused = 1;
Mask tempMask;
tempMask.y = w->y + 8;
tempMask.x = w->x + 8;
tempMask.w = tempMask.h = 24;
tempMask.circle = tempMask.unused = 0;
PHL_Rect collide = getTileCollision(1, tempMask);
if (collide.x == -1) {
collide = getTileCollision(3, tempMask);
}
if (collide.x != -1) {
w->y = collide.y + 40 - 8;
}
}
updateWeaponMask(w);
weapons[i] = w;
i = MAX_WEAPONS;
if (type != SWORD) {
heroAmmo -= 1;
}
}
}
}
}
}
 
//When a weapon lands a hit
void weaponHit(Weapon* w)
{
//w->cooldown = 15;
w->hitflag = 1;
if (w->type == SWORD) {
createEffect(1, w->weaponMask.x + (w->weaponMask.w / 2) - 10 + (rand() % 20) - 10, w->weaponMask.y + (w->weaponMask.h / 2) - 10 + (rand() % 20) - 10);
PHL_PlaySound(sounds[sndHit02], CHN_WEAPONS);
}else if (w->type == ARROW || w->type == AXE) {
PHL_PlaySound(sounds[sndPi02], CHN_WEAPONS);
createEffect(1, w->x, w->y);
weaponDestroy(w->id);
}else if (w->type == BOOMERANG) {
PHL_PlaySound(sounds[sndPi02], CHN_WEAPONS);
createEffect(1, w->x, w->y - 40 + (rand() % 40) + 1);
}else if (w->type == FIREBALL) {
PHL_PlaySound(sounds[sndPi02], CHN_WEAPONS);
createEffect(1, w->x - 20, w->y - 20);
//weaponDestroy(w->id);
}else if (w->type == BOMB) {
}
}
 
void weaponStep(Weapon* w)
{
char dead = 0;
if (w->cooldown > 0) {
w->cooldown -= 1;
}
if (w->hitflag == 1) {
w->hitflag = 0;
w->cooldown = 15;
}
if (w->type == SWORD)
{
double imgind = getHeroImageIndex();
if ((getHeroState() != 1 && getHeroState() != 5) || imgind >= 4) { //Not slashing
dead = 1;
}
w->x = herox;
w->y = heroy;
updateWeaponMask(w);
}else if (w->type == ARROW)
{
//Yes, this does have to be done before movement
//Destroy if out of view or collides with wall
if (w->x > 640 || w->x + 40 < 0 || checkTileCollision(1, w->weaponMask) == 1) {
weaponHit(w);
}
w->x += w->hsp;
updateWeaponMask(w);
}else if (w->type == AXE)
{
w->y += w->vsp;
w->vsp += w->grav;
updateWeaponMask(w);
PHL_Rect collide = getTileCollisionWeapon(1, w->weaponMask);
if (collide.x == -1) {
collide = getTileCollision(3, w->weaponMask);
}
if (collide.x != -1) {
if (w->vsp <= 0) {
w->y = collide.y + 40 - ((40 - w->weaponMask.h) / 2);
w->vsp = 0;
}else{
weaponHit(w);
return;
}
}
w->x += w->hsp;
updateWeaponMask(w);
collide = getTileCollisionWeapon(1, w->weaponMask);
if (collide.x != -1) {
if (w->hsp > 0) {
w->x = collide.x - 40 + ((40 - w->weaponMask.w) / 2);
}else{
w->x = collide.x + 40 - ((40 - w->weaponMask.w) / 2);
}
}
//Animate
{
w->imageIndex += 0.33;
if (w->imageIndex >= 8) {
w->imageIndex -= 8;
}
}
if (w->x > 640 || w->x + 40 < 0 || w->y > 520) {
dead = 1;
}
}else if (w->type == BOOMERANG)
{
w->x += w->hsp;
w->hsp -= 0.125 * (w->vsp); //Vsp is recycled to be the starting direction
if (w->hsp >= 6) {
w->hsp = 6;
}
if (w->hsp <= -6) {
w->hsp = -6;
}
w->dir = 1;
if (w->hsp < 0) {
w->dir = -1;
}
w->y = heroy + 20;
updateWeaponMask(w);
w->imageIndex -= (0.33 * w->vsp);
if (w->imageIndex < 0) {
w->imageIndex += 8;
}
if (w->imageIndex >= 8) {
w->imageIndex -= 8;
}
w->timer -= 1;
if (w->timer <= 0) {
createEffect(5, w->x, w->y);
dead = 1;
}
}else if (w->type == FIREBALL)
{
//Move vertically
w->y += w->vsp;
w->vsp += w->grav;
 
Mask tempMask;
tempMask.circle = tempMask.unused = 0;
tempMask.y = w->y - w->weaponMask.w;
tempMask.w = tempMask.h = w->weaponMask.w * 2;
tempMask.x = w->x - w->weaponMask.w;
//Check vertical collision
PHL_Rect collide = getTileCollisionWeapon(1, tempMask);
if (collide.x == -1) {
collide = getTileCollisionWeapon(3, tempMask);
}
if (collide.x != -1) {
if (w->vsp <= 0) {
w->y = collide.y + 40 + w->weaponMask.w;
w->vsp = 0;
}else{
w->y = collide.y - w->weaponMask.w;
if (w->timer == 0) {
w->vsp = -2;
PHL_PlaySound(sounds[sndPi02], 2);
}else if (w->timer == 1) {
w->vsp = -1;
PHL_PlaySound(sounds[sndPi02], 2);
}else{
weaponHit(w);
dead = 1;
}
w->timer += 1;
}
tempMask.y = w->y - w->weaponMask.w;
}
//Move horizontally
w->x += w->hsp;
tempMask.x = w->x - w->weaponMask.w;
//Check horizontal collision
collide = getTileCollisionWeapon(1, tempMask);
if (collide.x != -1) {
if (w->hsp > 0) {
w->x = collide.x - (tempMask.w / 2) ;
}else{
w->x = collide.x + 40 + (tempMask.w / 2);
}
w->hsp *= -1;
tempMask.x = w->x - w->weaponMask.w;
w->dir = 1;
if (w->hsp < 0) {
w->dir = -1;
}
}
updateWeaponMask(w);
//animate
{
w->imageIndex += 0.5;
if (w->imageIndex >= 8) {
w->imageIndex -= 8;
}
}
if (w->x > 640 || w->x + 40 < 0 || w->y > 520) {
dead = 1;
}
}else if (w->type == BOMB)
{
if (w->state == 0) { //Bouncing bomb
Mask tempMask;
tempMask.y = w->y + 8;
tempMask.w = tempMask.h = 24;
tempMask.circle = tempMask.unused = 0;
w->x += w->hsp;
tempMask.x = w->x + 8;
PHL_Rect collide = getTileCollision(1, tempMask);
if (collide.x != -1) {
if (w->hsp > 0) {
w->x = collide.x - 40 + 8;
}else{
w->x = collide.x + 40 - 8;
}
w->hsp *= -1;
tempMask.x = w->x + 8;
}
w->imageIndex -= (0.33 * w->hsp);
if (w->imageIndex < 0) {
w->imageIndex += 8;
}
if (w->imageIndex >= 8) {
w->imageIndex -= 8;
}
w->y += w->vsp;
w->vsp += w->grav;
tempMask.y = w->y + 8;
collide = getTileCollision(1, tempMask);
if (collide.x == -1) {
collide = getTileCollision(3, tempMask);
}
if (collide.x != -1) {
if (w->vsp <= 0) {
w->y = collide.y + 40 - 8;
w->vsp = 0;
}else{
w->y = collide.y - 40 + 8;
if (w->timer == 0) {
w->vsp = -2;
PHL_PlaySound(sounds[sndPi02], CHN_WEAPONS);
}else if (w->timer == 1) {
w->vsp = -1;
PHL_PlaySound(sounds[sndPi02], CHN_WEAPONS);
}else{
w->state = 1;
w->imageIndex = 0;
w->weaponMask.unused = 0;
PHL_PlaySound(sounds[sndBom03], CHN_WEAPONS);
}
w->timer += 1;
}
}
updateWeaponMask(w);
if (w->x > 640 || w->x + 40 < 0 || w->y > 520) {
//weaponDestroy(w->id);
dead = 1;
}
}
else if (w->state == 1) { //Explosion
updateWeaponMask(w);
if (checkCollision(getHeroMask(), w->weaponMask) == 1) {
heroHit(20, w->x + 20);
}
w->imageIndex += 0.34;
if (w->imageIndex >= 11) {
//weaponDestroy(w->id);
dead = 1;
}
}
}
if (dead == 1) {
weaponDestroy(w->id);
}
}
 
void weaponDraw(Weapon* w)
{
if (w->type == SWORD) {
//PHL_DrawMask(w->weaponMask);
//Draw Sword
double imgind = getHeroImageIndex();
int dir = getHeroDirection();
if (imgind < 4) {
int swordx = 0, swordy = 0;
int scropx = 40 * (int)floor(imgind),
scropy = 240;
if (imgind < 1) {
swordy = -16;
swordx = -8;
}else if (imgind < 2) {
swordy = -8;
swordx = 24;
}else if (imgind < 4) {
swordy = 14;
swordx = 26;
}
if (dir == -1) {
swordx *= -1;
scropx += 160;
}
if (getHeroInvincible() % 2 == 0) {
PHL_DrawSurfacePart(herox - 20 + swordx, heroy + swordy, scropx, scropy, 40, 40, images[imgHero]);
}
//PHL_DrawSurfacePart(w->x, w->y, 0, 240, 40, 40, images[imgHero]);
}
}
else if (w->type == ARROW)
{
int dx = 240;
if (w->hsp <= 0) {
dx += 40;
}
PHL_DrawSurfacePart(w->x, w->y, dx, 200, 40, 40, images[imgMisc20]);
}else if (w->type == AXE)
{
int dx = 0;
if (w->hsp <= 0) {
dx = 320;
}
PHL_DrawSurfacePart(w->x, w->y, dx + ((int)w->imageIndex * 40), 240, 40, 40, images[imgMisc20]);
}else if (w->type == BOOMERANG)
{
PHL_DrawSurfacePart(w->x - 20, w->y - 20, 320 + ((int)w->imageIndex * 40), 160, 40, 40, images[imgMisc20]);
}else if (w->type == FIREBALL)
{
int dx = 0;
if (w->hsp <= 0) {
dx = 320;
}
PHL_DrawSurfacePart(w->x - 20, w->y - 20, dx + ((int)w->imageIndex * 40), 280, 40, 40, images[imgMisc20]);
}else if (w->type == BOMB)
{
if (w->state == 0) {
PHL_DrawSurfacePart(w->x, w->y, (int)w->imageIndex * 40, 160, 40, 40, images[imgMisc20]);
}
else if (w->state == 1) {
//PHL_DrawMask(w->weaponMask);
int cx = (int)w->imageIndex * 128;
int cy = 0;
while (cx >= 640) {
cx -= 640;
cy += 96;
}
PHL_DrawSurfacePart(w->weaponMask.x, w->weaponMask.y, cx, cy, 128, 96, images[imgExplosion]);
}
}
//PHL_DrawMask(w->weaponMask);
}
 
void updateWeaponMask(Weapon* w)
{
if (w->type == SWORD) {
//Sword mask
//swordMask.unused = 0;
double imgind = getHeroImageIndex();
int dir = getHeroDirection();
w->weaponMask.unused = 0;
if (imgind < 1) {
/*w->weaponMask.w = 8;
w->weaponMask.h = 24;
w->weaponMask.x = herox - 4 + (dir * -8); //herox - 20 + (direction * -8) + 16
w->weaponMask.y = heroy - 8; //heroy - 16 + 8
*/
w->weaponMask.unused = 1;
}else if (imgind < 2) {
w->weaponMask.w = 32;
w->weaponMask.h = 38;
w->weaponMask.x = herox - 20 + (dir * 28) + 4;
w->weaponMask.y = heroy - 6;
}else if (imgind < 3) {
w->weaponMask.w = 24;
w->weaponMask.h = 20;
w->weaponMask.x = herox - 20 + (dir * 26) + 8;
w->weaponMask.y = heroy + 18;
}else if (imgind < 4) {
w->weaponMask.w = 24;
w->weaponMask.h = 6;
w->weaponMask.x = herox - 20 + (dir * 26) + 8;
w->weaponMask.y = heroy + 30;
}
}else if (w->type == ARROW) {
w->weaponMask.x = w->x;
w->weaponMask.y = w->y + 16;
if (w->hsp > 0) {
w->weaponMask.x += 8;
}
}else if (w->type == AXE) {
w->weaponMask.x = w->x + ((40 - w->weaponMask.w) / 2);
w->weaponMask.y = w->y + ((40 - w->weaponMask.h) / 2);
}else if (w->type == BOOMERANG) {
w->weaponMask.x = w->x;
w->weaponMask.y = w->y;
}else if (w->type == FIREBALL) {
w->weaponMask.x = w->x;
w->weaponMask.y = w->y;
}else if (w->type == BOMB) {
if (w->state == 1) { //Update mask on explosion
w->weaponMask.x = w->x - 44;
w->weaponMask.y = w->y - 44 - 8;
w->weaponMask.w = 128;
w->weaponMask.h = 90; //Hits blocks below
}
}
}
 
void weaponDestroy(int id)
{
if (weapons[id] != NULL) {
free(weapons[id]);
}
weapons[id] = NULL;
}
/contrib/games/hydracastlelabyrinth/src/weapon.h
0,0 → 1,34
#ifndef WEAPON_H
#define WEAPON_H
 
#include "collision.h"
 
#define ARROW 0
#define AXE 1
#define BOOMERANG 2
#define FIREBALL 3
#define BOMB 4
#define SWORD 5
 
typedef struct {
int id, type;
double x, y;
double vsp, hsp;
double grav;
double imageIndex;
int dir;
int power, timer, state, cooldown, hitflag;
Mask weaponMask;
} Weapon;
 
void addWeapon(int type, int x, int y);
void weaponStep(Weapon* w);
void weaponDraw(Weapon* w);
 
void weaponHit(Weapon* w);
void weaponDestroy(int id);
 
#endif
/contrib/games/hydracastlelabyrinth/src/xBRZ/Changelog.txt
0,0 → 1,51
===========
|Changelog|
===========
 
xBRZ 1.5 [2017-08-07]
---------------------
Added RGB conversion routines
 
 
xBRZ 1.4 [2015-07-25]
---------------------
Added 6xBRZ scaler
Create color distance buffer lazily
 
 
xBRZ 1.3 [2015-04-03]
---------------------
Improved ARGB performance by 15%
Fixed alpha channel gradient bug
 
 
xBRZ 1.2 [2014-11-21]
---------------------
Further improved performance by over 30%
 
 
xBRZ 1.1 [2014-11-02]
---------------------
Support images with alpha channel
Improved color analysis
 
 
xBRZ 1.0 [2013-02-11]
---------------------
Fixed xBRZ scaler compiler issues for GCC
 
xBRZ 0.2 [2012-12-11]
---------------------
Added 5xBRZ scaler
Optimized xBRZ scaler performance by factor 3
Further improved image quality of xBRZ scaler
 
 
xBRZ 0.1 [2012-09-26]
---------------------
Initial release:
- scale while preserving small image features
- support multithreading
- support 64-bit architectures
- support processing image slices
/contrib/games/hydracastlelabyrinth/src/xBRZ/License.txt
0,0 → 1,621
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
 
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Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
 
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END OF TERMS AND CONDITIONS
/contrib/games/hydracastlelabyrinth/src/xBRZ/xbrz.cpp
0,0 → 1,1174
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: https://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
 
#pragma GCC diagnostic ignored "-Wunused-function"
#include "xbrz.h"
#include "xbrz_tools.h"
#include <cassert>
#include <algorithm>
#include <vector>
#include <cmath>
#ifndef NDEBUG
#define NDEBUG
#endif
 
using namespace xbrz;
 
 
namespace
{
template <unsigned int M, unsigned int N> inline
uint32_t gradientRGB(uint32_t pixFront, uint32_t pixBack) //blend front color with opacity M / N over opaque background: http://en.wikipedia.org/wiki/Alpha_compositing#Alpha_blending
{
static_assert(0 < M && M < N && N <= 1000, "");
 
auto calcColor = [](unsigned char colFront, unsigned char colBack) -> unsigned char {
return (colFront * M + colBack * (N - M)) / N;
};
 
return makePixel(calcColor(getRed (pixFront), getRed (pixBack)),
calcColor(getGreen(pixFront), getGreen(pixBack)),
calcColor(getBlue (pixFront), getBlue (pixBack)));
}
 
 
template <unsigned int M, unsigned int N> inline
uint32_t gradientARGB(uint32_t pixFront, uint32_t pixBack) //find intermediate color between two colors with alpha channels (=> NO alpha blending!!!)
{
static_assert(0 < M && M < N && N <= 1000, "");
 
const unsigned int weightFront = getAlpha(pixFront) * M;
const unsigned int weightBack = getAlpha(pixBack) * (N - M);
const unsigned int weightSum = weightFront + weightBack;
if (weightSum == 0)
return 0;
 
auto calcColor = [=](unsigned char colFront, unsigned char colBack)
{
return static_cast<unsigned char>((colFront * weightFront + colBack * weightBack) / weightSum);
};
 
return makePixel(static_cast<unsigned char>(weightSum / N),
calcColor(getRed (pixFront), getRed (pixBack)),
calcColor(getGreen(pixFront), getGreen(pixBack)),
calcColor(getBlue (pixFront), getBlue (pixBack)));
}
 
 
//inline
//double fastSqrt(double n)
//{
// __asm //speeds up xBRZ by about 9% compared to std::sqrt which internally uses the same assembler instructions but adds some "fluff"
// {
// fld n
// fsqrt
// }
//}
//
 
 
#ifdef _MSC_VER
#define FORCE_INLINE __forceinline
#elif defined __GNUC__
#define FORCE_INLINE __attribute__((always_inline)) inline
#else
#define FORCE_INLINE inline
#endif
 
 
enum RotationDegree //clock-wise
{
ROT_0,
ROT_90,
ROT_180,
ROT_270
};
 
//calculate input matrix coordinates after rotation at compile time
template <RotationDegree rotDeg, size_t I, size_t J, size_t N>
struct MatrixRotation;
 
template <size_t I, size_t J, size_t N>
struct MatrixRotation<ROT_0, I, J, N>
{
static const size_t I_old = I;
static const size_t J_old = J;
};
 
template <RotationDegree rotDeg, size_t I, size_t J, size_t N> //(i, j) = (row, col) indices, N = size of (square) matrix
struct MatrixRotation
{
static const size_t I_old = N - 1 - MatrixRotation<static_cast<RotationDegree>(rotDeg - 1), I, J, N>::J_old; //old coordinates before rotation!
static const size_t J_old = MatrixRotation<static_cast<RotationDegree>(rotDeg - 1), I, J, N>::I_old;//
};
 
 
template <size_t N, RotationDegree rotDeg>
class OutputMatrix
{
public:
OutputMatrix(uint32_t* out, int outWidth) : //access matrix area, top-left at position "out" for image with given width
out_(out),
outWidth_(outWidth) {
}
 
template <size_t I, size_t J>
uint32_t& ref() const
{
static const size_t I_old = MatrixRotation<rotDeg, I, J, N>::I_old;
static const size_t J_old = MatrixRotation<rotDeg, I, J, N>::J_old;
return *(out_ + J_old + I_old * outWidth_);
}
 
private:
uint32_t* out_;
const int outWidth_;
};
 
 
template <class T> inline
T square(T value) {
return value * value;
}
 
 
 
inline
double distRGB(uint32_t pix1, uint32_t pix2)
{
const double r_diff = static_cast<int>(getRed (pix1)) - getRed (pix2);
const double g_diff = static_cast<int>(getGreen(pix1)) - getGreen(pix2);
const double b_diff = static_cast<int>(getBlue (pix1)) - getBlue (pix2);
 
//euklidean RGB distance
return std::sqrt(square(r_diff) + square(g_diff) + square(b_diff));
}
 
 
inline
double distYCbCr(uint32_t pix1, uint32_t pix2, double lumaWeight)
{
//http://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.601_conversion
//YCbCr conversion is a matrix multiplication => take advantage of linearity by subtracting first!
const int r_diff = static_cast<int>(getRed (pix1)) - getRed (pix2);//we may delay division by 255 to after matrix multiplication
const int g_diff = static_cast<int>(getGreen(pix1)) - getGreen(pix2); //
const int b_diff = static_cast<int>(getBlue (pix1)) - getBlue (pix2); //substraction for int is noticeable faster than for double!
 
//const double k_b = 0.0722; //ITU-R BT.709 conversion
//const double k_r = 0.2126; //
const double k_b = 0.0593; //ITU-R BT.2020 conversion
const double k_r = 0.2627; //
const double k_g = 1 - k_b - k_r;
 
const double scale_b = 0.5 / (1 - k_b);
const double scale_r = 0.5 / (1 - k_r);
 
const double y = k_r * r_diff + k_g * g_diff + k_b * b_diff;//[!], analog YCbCr!
const double c_b = scale_b * (b_diff - y);
const double c_r = scale_r * (r_diff - y);
 
//we skip division by 255 to have similar range like other distance functions
return std::sqrt(square(lumaWeight * y) + square(c_b) + square(c_r));
}
 
 
inline
double distYCbCrBuffered(uint32_t pix1, uint32_t pix2)
{
//30% perf boost compared to plain distYCbCr()!
//consumes 64 MB memory; using double is only 2% faster, but takes 128 MB
static const std::vector<float> diffToDist = []
{
std::vector<float> tmp;
 
for (uint32_t i = 0; i < 256 * 256 * 256; ++i) //startup time: 114 ms on Intel Core i5 (four cores)
{
const int r_diff = getByte<2>(i) * 2 - 0xFF;
const int g_diff = getByte<1>(i) * 2 - 0xFF;
const int b_diff = getByte<0>(i) * 2 - 0xFF;
 
const double k_b = 0.0593; //ITU-R BT.2020 conversion
const double k_r = 0.2627; //
const double k_g = 1 - k_b - k_r;
 
const double scale_b = 0.5 / (1 - k_b);
const double scale_r = 0.5 / (1 - k_r);
 
const double y = k_r * r_diff + k_g * g_diff + k_b * b_diff;//[!], analog YCbCr!
const double c_b = scale_b * (b_diff - y);
const double c_r = scale_r * (r_diff - y);
 
tmp.push_back(static_cast<float>(std::sqrt(square(y) + square(c_b) + square(c_r))));
}
return tmp;
} ();
 
//if (pix1 == pix2) -> 8% perf degradation!
// return 0;
//if (pix1 < pix2)
// std::swap(pix1, pix2); -> 30% perf degradation!!!
#if 1
const int r_diff = static_cast<int>(getRed (pix1)) - getRed (pix2);
const int g_diff = static_cast<int>(getGreen(pix1)) - getGreen(pix2);
const int b_diff = static_cast<int>(getBlue (pix1)) - getBlue (pix2);
 
return diffToDist[(((r_diff + 0xFF) / 2) << 16) | //slightly reduce precision (division by 2) to squeeze value into single byte
(((g_diff + 0xFF) / 2) << 8) |
(( b_diff + 0xFF) / 2)];
#else //not noticeably faster:
const int r_diff_tmp = ((pix1 & 0xFF0000) + 0xFF0000 - (pix2 & 0xFF0000)) / 2;
const int g_diff_tmp = ((pix1 & 0x00FF00) + 0x00FF00 - (pix2 & 0x00FF00)) / 2; //slightly reduce precision (division by 2) to squeeze value into single byte
const int b_diff_tmp = ((pix1 & 0x0000FF) + 0x0000FF - (pix2 & 0x0000FF)) / 2;
 
return diffToDist[(r_diff_tmp & 0xFF0000) | (g_diff_tmp & 0x00FF00) | (b_diff_tmp & 0x0000FF)];
#endif
}
 
 
enum BlendType
{
BLEND_NONE = 0,
BLEND_NORMAL, //a normal indication to blend
BLEND_DOMINANT, //a strong indication to blend
//attention: BlendType must fit into the value range of 2 bit!!!
};
 
struct BlendResult
{
BlendType
/**/ blend_f, blend_g,
/**/ blend_j, blend_k;
};
 
 
struct Kernel_4x4 //kernel for preprocessing step
{
uint32_t
/**/ a, b, c, d,
/**/ e, f, g, h,
/**/ i, j, k, l,
/**/ m, n, o, p;
};
 
/*
input kernel area naming convention:
-----------------
| A | B | C | D |
----|---|---|---|
| E | F | G | H | //evaluate the four corners between F, G, J, K
----|---|---|---| //input pixel is at position F
| I | J | K | L |
----|---|---|---|
| M | N | O | P |
-----------------
*/
template <class ColorDistance>
FORCE_INLINE //detect blend direction
BlendResult preProcessCorners(const Kernel_4x4& ker, const xbrz::ScalerCfg& cfg) //result: F, G, J, K corners of "GradientType"
{
BlendResult result = {};
 
if ((ker.f == ker.g &&
ker.j == ker.k) ||
(ker.f == ker.j &&
ker.g == ker.k))
return result;
 
auto dist = [&](uint32_t pix1, uint32_t pix2) {
return ColorDistance::dist(pix1, pix2, cfg.luminanceWeight);
};
 
const int weight = 4;
double jg = dist(ker.i, ker.f) + dist(ker.f, ker.c) + dist(ker.n, ker.k) + dist(ker.k, ker.h) + weight * dist(ker.j, ker.g);
double fk = dist(ker.e, ker.j) + dist(ker.j, ker.o) + dist(ker.b, ker.g) + dist(ker.g, ker.l) + weight * dist(ker.f, ker.k);
 
if (jg < fk) //test sample: 70% of values max(jg, fk) / min(jg, fk) are between 1.1 and 3.7 with median being 1.8
{
const bool dominantGradient = cfg.dominantDirectionThreshold * jg < fk;
if (ker.f != ker.g && ker.f != ker.j)
result.blend_f = dominantGradient ? BLEND_DOMINANT : BLEND_NORMAL;
 
if (ker.k != ker.j && ker.k != ker.g)
result.blend_k = dominantGradient ? BLEND_DOMINANT : BLEND_NORMAL;
}
else if (fk < jg)
{
const bool dominantGradient = cfg.dominantDirectionThreshold * fk < jg;
if (ker.j != ker.f && ker.j != ker.k)
result.blend_j = dominantGradient ? BLEND_DOMINANT : BLEND_NORMAL;
 
if (ker.g != ker.f && ker.g != ker.k)
result.blend_g = dominantGradient ? BLEND_DOMINANT : BLEND_NORMAL;
}
return result;
}
 
struct Kernel_3x3
{
uint32_t
/**/ a, b, c,
/**/ d, e, f,
/**/ g, h, i;
};
 
#define DEF_GETTER(x) template <RotationDegree rotDeg> uint32_t inline get_ ## x(const Kernel_3x3 &ker) { return ker.x; }
//we cannot and NEED NOT write "ker.##x" since ## concatenates preprocessor tokens but "." is not a token
DEF_GETTER(a) DEF_GETTER(b) DEF_GETTER(c)
DEF_GETTER(d) DEF_GETTER(e) DEF_GETTER(f)
DEF_GETTER(g) DEF_GETTER(h) DEF_GETTER(i)
#undef DEF_GETTER
 
#define DEF_GETTER(x, y) template <> inline uint32_t get_ ## x<ROT_90>(const Kernel_3x3 &ker) { return ker.y; }
DEF_GETTER(a, g) DEF_GETTER(b, d) DEF_GETTER(c, a)
DEF_GETTER(d, h) DEF_GETTER(e, e) DEF_GETTER(f, b)
DEF_GETTER(g, i) DEF_GETTER(h, f) DEF_GETTER(i, c)
#undef DEF_GETTER
 
#define DEF_GETTER(x, y) template <> inline uint32_t get_ ## x<ROT_180>(const Kernel_3x3 &ker) { return ker.y; }
DEF_GETTER(a, i) DEF_GETTER(b, h) DEF_GETTER(c, g)
DEF_GETTER(d, f) DEF_GETTER(e, e) DEF_GETTER(f, d)
DEF_GETTER(g, c) DEF_GETTER(h, b) DEF_GETTER(i, a)
#undef DEF_GETTER
 
#define DEF_GETTER(x, y) template <> inline uint32_t get_ ## x<ROT_270>(const Kernel_3x3 &ker) { return ker.y; }
DEF_GETTER(a, c) DEF_GETTER(b, f) DEF_GETTER(c, i)
DEF_GETTER(d, b) DEF_GETTER(e, e) DEF_GETTER(f, h)
DEF_GETTER(g, a) DEF_GETTER(h, d) DEF_GETTER(i, g)
#undef DEF_GETTER
 
 
//compress four blend types into a single byte
inline BlendType getTopL (unsigned char b) {
return static_cast<BlendType>(0x3 & b);
}
inline BlendType getTopR (unsigned char b) {
return static_cast<BlendType>(0x3 & (b >> 2));
}
inline BlendType getBottomR(unsigned char b) {
return static_cast<BlendType>(0x3 & (b >> 4));
}
inline BlendType getBottomL(unsigned char b) {
return static_cast<BlendType>(0x3 & (b >> 6));
}
 
inline void setTopL (unsigned char& b, BlendType bt) {
b |= bt;
} //buffer is assumed to be initialized before preprocessing!
inline void setTopR (unsigned char& b, BlendType bt) {
b |= (bt << 2);
}
inline void setBottomR(unsigned char& b, BlendType bt) {
b |= (bt << 4);
}
inline void setBottomL(unsigned char& b, BlendType bt) {
b |= (bt << 6);
}
 
inline bool blendingNeeded(unsigned char b) {
return b != 0;
}
 
template <RotationDegree rotDeg> inline
unsigned char rotateBlendInfo(unsigned char b) {
return b;
}
template <> inline unsigned char rotateBlendInfo<ROT_90 >(unsigned char b) {
return ((b << 2) | (b >> 6)) & 0xff;
}
template <> inline unsigned char rotateBlendInfo<ROT_180>(unsigned char b) {
return ((b << 4) | (b >> 4)) & 0xff;
}
template <> inline unsigned char rotateBlendInfo<ROT_270>(unsigned char b) {
return ((b << 6) | (b >> 2)) & 0xff;
}
 
 
#ifndef NDEBUG
int debugPixelX = -1;
int debugPixelY = 12;
__declspec(thread) bool breakIntoDebugger = false;
#endif
 
 
/*
input kernel area naming convention:
-------------
| A | B | C |
----|---|---|
| D | E | F | //input pixel is at position E
----|---|---|
| G | H | I |
-------------
*/
template <class Scaler, class ColorDistance, RotationDegree rotDeg>
FORCE_INLINE //perf: quite worth it!
void blendPixel(const Kernel_3x3& ker,
uint32_t* target, int trgWidth,
unsigned char blendInfo, //result of preprocessing all four corners of pixel "e"
const xbrz::ScalerCfg& cfg)
{
#define a get_a<rotDeg>(ker)
#define b get_b<rotDeg>(ker)
#define c get_c<rotDeg>(ker)
#define d get_d<rotDeg>(ker)
#define e get_e<rotDeg>(ker)
#define f get_f<rotDeg>(ker)
#define g get_g<rotDeg>(ker)
#define h get_h<rotDeg>(ker)
#define i get_i<rotDeg>(ker)
 
#ifndef NDEBUG
if (breakIntoDebugger)
__debugbreak(); //__asm int 3;
#endif
 
const unsigned char blend = rotateBlendInfo<rotDeg>(blendInfo);
 
if (getBottomR(blend) >= BLEND_NORMAL)
{
auto eq = [&](uint32_t pix1, uint32_t pix2) {
return ColorDistance::dist(pix1, pix2, cfg.luminanceWeight) < cfg.equalColorTolerance;
};
auto dist = [&](uint32_t pix1, uint32_t pix2) {
return ColorDistance::dist(pix1, pix2, cfg.luminanceWeight);
};
 
const bool doLineBlend = [&]() -> bool
{
if (getBottomR(blend) >= BLEND_DOMINANT)
return true;
 
//make sure there is no second blending in an adjacent rotation for this pixel: handles insular pixels, mario eyes
if (getTopR(blend) != BLEND_NONE && !eq(e, g)) //but support double-blending for 90� corners
return false;
if (getBottomL(blend) != BLEND_NONE && !eq(e, c))
return false;
 
//no full blending for L-shapes; blend corner only (handles "mario mushroom eyes")
if (!eq(e, i) && eq(g, h) && eq(h, i) && eq(i, f) && eq(f, c))
return false;
 
return true;
} ();
 
const uint32_t px = dist(e, f) <= dist(e, h) ? f : h; //choose most similar color
 
OutputMatrix<Scaler::scale, rotDeg> out(target, trgWidth);
 
if (doLineBlend)
{
const double fg = dist(f, g); //test sample: 70% of values max(fg, hc) / min(fg, hc) are between 1.1 and 3.7 with median being 1.9
const double hc = dist(h, c); //
 
const bool haveShallowLine = cfg.steepDirectionThreshold * fg <= hc && e != g && d != g;
const bool haveSteepLine = cfg.steepDirectionThreshold * hc <= fg && e != c && b != c;
 
if (haveShallowLine)
{
if (haveSteepLine)
Scaler::blendLineSteepAndShallow(px, out);
else
Scaler::blendLineShallow(px, out);
}
else
{
if (haveSteepLine)
Scaler::blendLineSteep(px, out);
else
Scaler::blendLineDiagonal(px, out);
}
}
else
Scaler::blendCorner(px, out);
}
 
#undef a
#undef b
#undef c
#undef d
#undef e
#undef f
#undef g
#undef h
#undef i
}
 
 
template <class Scaler, class ColorDistance> //scaler policy: see "Scaler2x" reference implementation
void scaleImage(const uint32_t* src, uint32_t* trg, int srcWidth, int srcHeight, const xbrz::ScalerCfg& cfg, int yFirst, int yLast)
{
yFirst = std::max(yFirst, 0);
yLast = std::min(yLast, srcHeight);
if (yFirst >= yLast || srcWidth <= 0)
return;
 
const int trgWidth = srcWidth * Scaler::scale;
 
//"use" space at the end of the image as temporary buffer for "on the fly preprocessing": we even could use larger area of
//"sizeof(uint32_t) * srcWidth * (yLast - yFirst)" bytes without risk of accidental overwriting before accessing
const int bufferSize = srcWidth;
unsigned char* preProcBuffer = reinterpret_cast<unsigned char*>(trg + yLast * Scaler::scale * trgWidth) - bufferSize;
std::fill(preProcBuffer, preProcBuffer + bufferSize, '\0');
static_assert(BLEND_NONE == 0, "");
 
//initialize preprocessing buffer for first row of current stripe: detect upper left and right corner blending
//this cannot be optimized for adjacent processing stripes; we must not allow for a memory race condition!
if (yFirst > 0)
{
const int y = yFirst - 1;
 
const uint32_t* s_m1 = src + srcWidth * std::max(y - 1, 0);
const uint32_t* s_0 = src + srcWidth * y;//center line
const uint32_t* s_p1 = src + srcWidth * std::min(y + 1, srcHeight - 1);
const uint32_t* s_p2 = src + srcWidth * std::min(y + 2, srcHeight - 1);
 
for (int x = 0; x < srcWidth; ++x)
{
const int x_m1 = std::max(x - 1, 0);
const int x_p1 = std::min(x + 1, srcWidth - 1);
const int x_p2 = std::min(x + 2, srcWidth - 1);
 
Kernel_4x4 ker = {}; //perf: initialization is negligible
ker.a = s_m1[x_m1]; //read sequentially from memory as far as possible
ker.b = s_m1[x];
ker.c = s_m1[x_p1];
ker.d = s_m1[x_p2];
 
ker.e = s_0[x_m1];
ker.f = s_0[x];
ker.g = s_0[x_p1];
ker.h = s_0[x_p2];
 
ker.i = s_p1[x_m1];
ker.j = s_p1[x];
ker.k = s_p1[x_p1];
ker.l = s_p1[x_p2];
 
ker.m = s_p2[x_m1];
ker.n = s_p2[x];
ker.o = s_p2[x_p1];
ker.p = s_p2[x_p2];
 
const BlendResult res = preProcessCorners<ColorDistance>(ker, cfg);
/*
preprocessing blend result:
---------
| F | G | //evalute corner between F, G, J, K
----|---| //input pixel is at position F
| J | K |
---------
*/
setTopR(preProcBuffer[x], res.blend_j);
 
if (x + 1 < bufferSize)
setTopL(preProcBuffer[x + 1], res.blend_k);
}
}
//------------------------------------------------------------------------------------
 
for (int y = yFirst; y < yLast; ++y)
{
uint32_t* out = trg + Scaler::scale * y * trgWidth; //consider MT "striped" access
 
const uint32_t* s_m1 = src + srcWidth * std::max(y - 1, 0);
const uint32_t* s_0 = src + srcWidth * y;//center line
const uint32_t* s_p1 = src + srcWidth * std::min(y + 1, srcHeight - 1);
const uint32_t* s_p2 = src + srcWidth * std::min(y + 2, srcHeight - 1);
 
unsigned char blend_xy1 = 0; //corner blending for current (x, y + 1) position
 
for (int x = 0; x < srcWidth; ++x, out += Scaler::scale)
{
#ifndef NDEBUG
breakIntoDebugger = debugPixelX == x && debugPixelY == y;
#endif
//all those bounds checks have only insignificant impact on performance!
const int x_m1 = std::max(x - 1, 0); //perf: prefer array indexing to additional pointers!
const int x_p1 = std::min(x + 1, srcWidth - 1);
const int x_p2 = std::min(x + 2, srcWidth - 1);
 
Kernel_4x4 ker4 = {}; //perf: initialization is negligible
 
ker4.a = s_m1[x_m1]; //read sequentially from memory as far as possible
ker4.b = s_m1[x];
ker4.c = s_m1[x_p1];
ker4.d = s_m1[x_p2];
 
ker4.e = s_0[x_m1];
ker4.f = s_0[x];
ker4.g = s_0[x_p1];
ker4.h = s_0[x_p2];
 
ker4.i = s_p1[x_m1];
ker4.j = s_p1[x];
ker4.k = s_p1[x_p1];
ker4.l = s_p1[x_p2];
 
ker4.m = s_p2[x_m1];
ker4.n = s_p2[x];
ker4.o = s_p2[x_p1];
ker4.p = s_p2[x_p2];
 
//evaluate the four corners on bottom-right of current pixel
unsigned char blend_xy = 0; //for current (x, y) position
{
const BlendResult res = preProcessCorners<ColorDistance>(ker4, cfg);
/*
preprocessing blend result:
---------
| F | G | //evalute corner between F, G, J, K
----|---| //current input pixel is at position F
| J | K |
---------
*/
blend_xy = preProcBuffer[x];
setBottomR(blend_xy, res.blend_f); //all four corners of (x, y) have been determined at this point due to processing sequence!
 
setTopR(blend_xy1, res.blend_j); //set 2nd known corner for (x, y + 1)
preProcBuffer[x] = blend_xy1; //store on current buffer position for use on next row
 
blend_xy1 = 0;
setTopL(blend_xy1, res.blend_k); //set 1st known corner for (x + 1, y + 1) and buffer for use on next column
 
if (x + 1 < bufferSize) //set 3rd known corner for (x + 1, y)
setBottomL(preProcBuffer[x + 1], res.blend_g);
}
 
//fill block of size scale * scale with the given color
fillBlock(out, trgWidth * sizeof(uint32_t), ker4.f, Scaler::scale, Scaler::scale);
//place *after* preprocessing step, to not overwrite the results while processing the the last pixel!
 
//blend four corners of current pixel
if (blendingNeeded(blend_xy)) //good 5% perf-improvement
{
Kernel_3x3 ker3 = {}; //perf: initialization is negligible
 
ker3.a = ker4.a;
ker3.b = ker4.b;
ker3.c = ker4.c;
 
ker3.d = ker4.e;
ker3.e = ker4.f;
ker3.f = ker4.g;
 
ker3.g = ker4.i;
ker3.h = ker4.j;
ker3.i = ker4.k;
 
blendPixel<Scaler, ColorDistance, ROT_0 >(ker3, out, trgWidth, blend_xy, cfg);
blendPixel<Scaler, ColorDistance, ROT_90 >(ker3, out, trgWidth, blend_xy, cfg);
blendPixel<Scaler, ColorDistance, ROT_180>(ker3, out, trgWidth, blend_xy, cfg);
blendPixel<Scaler, ColorDistance, ROT_270>(ker3, out, trgWidth, blend_xy, cfg);
}
}
}
}
 
//------------------------------------------------------------------------------------
 
template <class ColorGradient>
struct Scaler2x : public ColorGradient
{
static const int scale = 2;
 
template <unsigned int M, unsigned int N> //bring template function into scope for GCC
static void alphaGrad(uint32_t& pixBack, uint32_t pixFront) {
ColorGradient::template alphaGrad<M, N>(pixBack, pixFront);
}
 
 
template <class OutputMatrix>
static void blendLineShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<scale - 1, 0>(), col);
alphaGrad<3, 4>(out.template ref<scale - 1, 1>(), col);
}
 
template <class OutputMatrix>
static void blendLineSteep(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<0, scale - 1>(), col);
alphaGrad<3, 4>(out.template ref<1, scale - 1>(), col);
}
 
template <class OutputMatrix>
static void blendLineSteepAndShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<1, 0>(), col);
alphaGrad<1, 4>(out.template ref<0, 1>(), col);
alphaGrad<5, 6>(out.template ref<1, 1>(), col); //[!] fixes 7/8 used in xBR
}
 
template <class OutputMatrix>
static void blendLineDiagonal(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 2>(out.template ref<1, 1>(), col);
}
 
template <class OutputMatrix>
static void blendCorner(uint32_t col, OutputMatrix& out)
{
//model a round corner
alphaGrad<21, 100>(out.template ref<1, 1>(), col); //exact: 1 - pi/4 = 0.2146018366
}
};
 
 
template <class ColorGradient>
struct Scaler3x : public ColorGradient
{
static const int scale = 3;
 
template <unsigned int M, unsigned int N> //bring template function into scope for GCC
static void alphaGrad(uint32_t& pixBack, uint32_t pixFront) {
ColorGradient::template alphaGrad<M, N>(pixBack, pixFront);
}
 
 
template <class OutputMatrix>
static void blendLineShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<scale - 1, 0>(), col);
alphaGrad<1, 4>(out.template ref<scale - 2, 2>(), col);
 
alphaGrad<3, 4>(out.template ref<scale - 1, 1>(), col);
out.template ref<scale - 1, 2>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteep(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<0, scale - 1>(), col);
alphaGrad<1, 4>(out.template ref<2, scale - 2>(), col);
 
alphaGrad<3, 4>(out.template ref<1, scale - 1>(), col);
out.template ref<2, scale - 1>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteepAndShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<2, 0>(), col);
alphaGrad<1, 4>(out.template ref<0, 2>(), col);
alphaGrad<3, 4>(out.template ref<2, 1>(), col);
alphaGrad<3, 4>(out.template ref<1, 2>(), col);
out.template ref<2, 2>() = col;
}
 
template <class OutputMatrix>
static void blendLineDiagonal(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 8>(out.template ref<1, 2>(), col); //conflict with other rotations for this odd scale
alphaGrad<1, 8>(out.template ref<2, 1>(), col);
alphaGrad<7, 8>(out.template ref<2, 2>(), col); //
}
 
template <class OutputMatrix>
static void blendCorner(uint32_t col, OutputMatrix& out)
{
//model a round corner
alphaGrad<45, 100>(out.template ref<2, 2>(), col); //exact: 0.4545939598
//alphaGrad<7, 256>(out.template ref<2, 1>(), col); //0.02826017254 -> negligible + avoid conflicts with other rotations for this odd scale
//alphaGrad<7, 256>(out.template ref<1, 2>(), col); //0.02826017254
}
};
 
 
template <class ColorGradient>
struct Scaler4x : public ColorGradient
{
static const int scale = 4;
 
template <unsigned int M, unsigned int N> //bring template function into scope for GCC
static void alphaGrad(uint32_t& pixBack, uint32_t pixFront) {
ColorGradient::template alphaGrad<M, N>(pixBack, pixFront);
}
 
 
template <class OutputMatrix>
static void blendLineShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<scale - 1, 0>(), col);
alphaGrad<1, 4>(out.template ref<scale - 2, 2>(), col);
 
alphaGrad<3, 4>(out.template ref<scale - 1, 1>(), col);
alphaGrad<3, 4>(out.template ref<scale - 2, 3>(), col);
 
out.template ref<scale - 1, 2>() = col;
out.template ref<scale - 1, 3>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteep(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<0, scale - 1>(), col);
alphaGrad<1, 4>(out.template ref<2, scale - 2>(), col);
 
alphaGrad<3, 4>(out.template ref<1, scale - 1>(), col);
alphaGrad<3, 4>(out.template ref<3, scale - 2>(), col);
 
out.template ref<2, scale - 1>() = col;
out.template ref<3, scale - 1>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteepAndShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<3, 4>(out.template ref<3, 1>(), col);
alphaGrad<3, 4>(out.template ref<1, 3>(), col);
alphaGrad<1, 4>(out.template ref<3, 0>(), col);
alphaGrad<1, 4>(out.template ref<0, 3>(), col);
 
alphaGrad<1, 3>(out.template ref<2, 2>(), col); //[!] fixes 1/4 used in xBR
 
out.template ref<3, 3>() = col;
out.template ref<3, 2>() = col;
out.template ref<2, 3>() = col;
}
 
template <class OutputMatrix>
static void blendLineDiagonal(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 2>(out.template ref<scale - 1, scale / 2 >(), col);
alphaGrad<1, 2>(out.template ref<scale - 2, scale / 2 + 1>(), col);
out.template ref<scale - 1, scale - 1>() = col;
}
 
template <class OutputMatrix>
static void blendCorner(uint32_t col, OutputMatrix& out)
{
//model a round corner
alphaGrad<68, 100>(out.template ref<3, 3>(), col); //exact: 0.6848532563
alphaGrad< 9, 100>(out.template ref<3, 2>(), col); //0.08677704501
alphaGrad< 9, 100>(out.template ref<2, 3>(), col); //0.08677704501
}
};
 
 
template <class ColorGradient>
struct Scaler5x : public ColorGradient
{
static const int scale = 5;
 
template <unsigned int M, unsigned int N> //bring template function into scope for GCC
static void alphaGrad(uint32_t& pixBack, uint32_t pixFront) {
ColorGradient::template alphaGrad<M, N>(pixBack, pixFront);
}
 
 
template <class OutputMatrix>
static void blendLineShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<scale - 1, 0>(), col);
alphaGrad<1, 4>(out.template ref<scale - 2, 2>(), col);
alphaGrad<1, 4>(out.template ref<scale - 3, 4>(), col);
 
alphaGrad<3, 4>(out.template ref<scale - 1, 1>(), col);
alphaGrad<3, 4>(out.template ref<scale - 2, 3>(), col);
 
out.template ref<scale - 1, 2>() = col;
out.template ref<scale - 1, 3>() = col;
out.template ref<scale - 1, 4>() = col;
out.template ref<scale - 2, 4>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteep(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<0, scale - 1>(), col);
alphaGrad<1, 4>(out.template ref<2, scale - 2>(), col);
alphaGrad<1, 4>(out.template ref<4, scale - 3>(), col);
 
alphaGrad<3, 4>(out.template ref<1, scale - 1>(), col);
alphaGrad<3, 4>(out.template ref<3, scale - 2>(), col);
 
out.template ref<2, scale - 1>() = col;
out.template ref<3, scale - 1>() = col;
out.template ref<4, scale - 1>() = col;
out.template ref<4, scale - 2>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteepAndShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<0, scale - 1>(), col);
alphaGrad<1, 4>(out.template ref<2, scale - 2>(), col);
alphaGrad<3, 4>(out.template ref<1, scale - 1>(), col);
 
alphaGrad<1, 4>(out.template ref<scale - 1, 0>(), col);
alphaGrad<1, 4>(out.template ref<scale - 2, 2>(), col);
alphaGrad<3, 4>(out.template ref<scale - 1, 1>(), col);
 
alphaGrad<2, 3>(out.template ref<3, 3>(), col);
 
out.template ref<2, scale - 1>() = col;
out.template ref<3, scale - 1>() = col;
out.template ref<4, scale - 1>() = col;
 
out.template ref<scale - 1, 2>() = col;
out.template ref<scale - 1, 3>() = col;
}
 
template <class OutputMatrix>
static void blendLineDiagonal(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 8>(out.template ref<scale - 1, scale / 2 >(), col);//conflict with other rotations for this odd scale
alphaGrad<1, 8>(out.template ref<scale - 2, scale / 2 + 1>(), col);
alphaGrad<1, 8>(out.template ref<scale - 3, scale / 2 + 2>(), col); //
 
alphaGrad<7, 8>(out.template ref<4, 3>(), col);
alphaGrad<7, 8>(out.template ref<3, 4>(), col);
 
out.template ref<4, 4>() = col;
}
 
template <class OutputMatrix>
static void blendCorner(uint32_t col, OutputMatrix& out)
{
//model a round corner
alphaGrad<86, 100>(out.template ref<4, 4>(), col); //exact: 0.8631434088
alphaGrad<23, 100>(out.template ref<4, 3>(), col); //0.2306749731
alphaGrad<23, 100>(out.template ref<3, 4>(), col); //0.2306749731
//alphaGrad<1, 64>(out.template ref<4, 2>(), col); //0.01676812367 -> negligible + avoid conflicts with other rotations for this odd scale
//alphaGrad<1, 64>(out.template ref<2, 4>(), col); //0.01676812367
}
};
 
 
template <class ColorGradient>
struct Scaler6x : public ColorGradient
{
static const int scale = 6;
 
template <unsigned int M, unsigned int N> //bring template function into scope for GCC
static void alphaGrad(uint32_t& pixBack, uint32_t pixFront) {
ColorGradient::template alphaGrad<M, N>(pixBack, pixFront);
}
 
 
template <class OutputMatrix>
static void blendLineShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<scale - 1, 0>(), col);
alphaGrad<1, 4>(out.template ref<scale - 2, 2>(), col);
alphaGrad<1, 4>(out.template ref<scale - 3, 4>(), col);
 
alphaGrad<3, 4>(out.template ref<scale - 1, 1>(), col);
alphaGrad<3, 4>(out.template ref<scale - 2, 3>(), col);
alphaGrad<3, 4>(out.template ref<scale - 3, 5>(), col);
 
out.template ref<scale - 1, 2>() = col;
out.template ref<scale - 1, 3>() = col;
out.template ref<scale - 1, 4>() = col;
out.template ref<scale - 1, 5>() = col;
 
out.template ref<scale - 2, 4>() = col;
out.template ref<scale - 2, 5>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteep(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<0, scale - 1>(), col);
alphaGrad<1, 4>(out.template ref<2, scale - 2>(), col);
alphaGrad<1, 4>(out.template ref<4, scale - 3>(), col);
 
alphaGrad<3, 4>(out.template ref<1, scale - 1>(), col);
alphaGrad<3, 4>(out.template ref<3, scale - 2>(), col);
alphaGrad<3, 4>(out.template ref<5, scale - 3>(), col);
 
out.template ref<2, scale - 1>() = col;
out.template ref<3, scale - 1>() = col;
out.template ref<4, scale - 1>() = col;
out.template ref<5, scale - 1>() = col;
 
out.template ref<4, scale - 2>() = col;
out.template ref<5, scale - 2>() = col;
}
 
template <class OutputMatrix>
static void blendLineSteepAndShallow(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 4>(out.template ref<0, scale - 1>(), col);
alphaGrad<1, 4>(out.template ref<2, scale - 2>(), col);
alphaGrad<3, 4>(out.template ref<1, scale - 1>(), col);
alphaGrad<3, 4>(out.template ref<3, scale - 2>(), col);
 
alphaGrad<1, 4>(out.template ref<scale - 1, 0>(), col);
alphaGrad<1, 4>(out.template ref<scale - 2, 2>(), col);
alphaGrad<3, 4>(out.template ref<scale - 1, 1>(), col);
alphaGrad<3, 4>(out.template ref<scale - 2, 3>(), col);
 
out.template ref<2, scale - 1>() = col;
out.template ref<3, scale - 1>() = col;
out.template ref<4, scale - 1>() = col;
out.template ref<5, scale - 1>() = col;
 
out.template ref<4, scale - 2>() = col;
out.template ref<5, scale - 2>() = col;
 
out.template ref<scale - 1, 2>() = col;
out.template ref<scale - 1, 3>() = col;
}
 
template <class OutputMatrix>
static void blendLineDiagonal(uint32_t col, OutputMatrix& out)
{
alphaGrad<1, 2>(out.template ref<scale - 1, scale / 2 >(), col);
alphaGrad<1, 2>(out.template ref<scale - 2, scale / 2 + 1>(), col);
alphaGrad<1, 2>(out.template ref<scale - 3, scale / 2 + 2>(), col);
 
out.template ref<scale - 2, scale - 1>() = col;
out.template ref<scale - 1, scale - 1>() = col;
out.template ref<scale - 1, scale - 2>() = col;
}
 
template <class OutputMatrix>
static void blendCorner(uint32_t col, OutputMatrix& out)
{
//model a round corner
alphaGrad<97, 100>(out.template ref<5, 5>(), col); //exact: 0.9711013910
alphaGrad<42, 100>(out.template ref<4, 5>(), col); //0.4236372243
alphaGrad<42, 100>(out.template ref<5, 4>(), col); //0.4236372243
alphaGrad< 6, 100>(out.template ref<5, 3>(), col); //0.05652034508
alphaGrad< 6, 100>(out.template ref<3, 5>(), col); //0.05652034508
}
};
 
//------------------------------------------------------------------------------------
 
struct ColorDistanceRGB
{
static double dist(uint32_t pix1, uint32_t pix2, double luminanceWeight)
{
return distYCbCrBuffered(pix1, pix2);
 
//if (pix1 == pix2) //about 4% perf boost
// return 0;
//return distYCbCr(pix1, pix2, luminanceWeight);
}
};
 
struct ColorDistanceARGB
{
static double dist(uint32_t pix1, uint32_t pix2, double luminanceWeight)
{
const double a1 = getAlpha(pix1) / 255.0;
const double a2 = getAlpha(pix2) / 255.0;
/*
Requirements for a color distance handling alpha channel: with a1, a2 in [0, 1]
 
1. if a1 = a2, distance should be: a1 * distYCbCr()
2. if a1 = 0, distance should be: a2 * distYCbCr(black, white) = a2 * 255
3. if a1 = 1, ??? maybe: 255 * (1 - a2) + a2 * distYCbCr()
*/
 
//return std::min(a1, a2) * distYCbCrBuffered(pix1, pix2) + 255 * abs(a1 - a2);
//=> following code is 15% faster:
const double d = distYCbCrBuffered(pix1, pix2);
if (a1 < a2)
return a1 * d + 255 * (a2 - a1);
else
return a2 * d + 255 * (a1 - a2);
 
//alternative? return std::sqrt(a1 * a2 * square(distYCbCrBuffered(pix1, pix2)) + square(255 * (a1 - a2)));
}
};
 
 
struct ColorGradientRGB
{
template <unsigned int M, unsigned int N>
static void alphaGrad(uint32_t& pixBack, uint32_t pixFront)
{
pixBack = gradientRGB<M, N>(pixFront, pixBack);
}
};
 
struct ColorGradientARGB
{
template <unsigned int M, unsigned int N>
static void alphaGrad(uint32_t& pixBack, uint32_t pixFront)
{
pixBack = gradientARGB<M, N>(pixFront, pixBack);
}
};
}
 
 
void xbrz::scale(size_t factor, const uint32_t* src, uint32_t* trg, int srcWidth, int srcHeight, ColorFormat colFmt, const xbrz::ScalerCfg& cfg, int yFirst, int yLast)
{
switch (colFmt)
{
case ColorFormat::ARGB:
switch (factor)
{
case 2:
return scaleImage<Scaler2x<ColorGradientARGB>, ColorDistanceARGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 3:
return scaleImage<Scaler3x<ColorGradientARGB>, ColorDistanceARGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 4:
return scaleImage<Scaler4x<ColorGradientARGB>, ColorDistanceARGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 5:
return scaleImage<Scaler5x<ColorGradientARGB>, ColorDistanceARGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 6:
return scaleImage<Scaler6x<ColorGradientARGB>, ColorDistanceARGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
}
break;
 
case ColorFormat::RGB:
switch (factor)
{
case 2:
return scaleImage<Scaler2x<ColorGradientRGB>, ColorDistanceRGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 3:
return scaleImage<Scaler3x<ColorGradientRGB>, ColorDistanceRGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 4:
return scaleImage<Scaler4x<ColorGradientRGB>, ColorDistanceRGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 5:
return scaleImage<Scaler5x<ColorGradientRGB>, ColorDistanceRGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
case 6:
return scaleImage<Scaler6x<ColorGradientRGB>, ColorDistanceRGB>(src, trg, srcWidth, srcHeight, cfg, yFirst, yLast);
}
break;
}
assert(false);
}
 
 
bool xbrz::equalColorTest(uint32_t col1, uint32_t col2, ColorFormat colFmt, double luminanceWeight, double equalColorTolerance)
{
switch (colFmt)
{
case ColorFormat::ARGB:
return ColorDistanceARGB::dist(col1, col2, luminanceWeight) < equalColorTolerance;
 
case ColorFormat::RGB:
return ColorDistanceRGB::dist(col1, col2, luminanceWeight) < equalColorTolerance;
}
assert(false);
return false;
}
 
 
void xbrz::nearestNeighborScale(const uint32_t* src, int srcWidth, int srcHeight,
uint32_t* trg, int trgWidth, int trgHeight)
{
nearestNeighborScale(src, srcWidth, srcHeight, srcWidth * sizeof(uint32_t),
trg, trgWidth, trgHeight, trgWidth * sizeof(uint32_t),
SliceType::TARGET, 0, trgHeight, [](uint32_t pix) {
return pix;
});
}
/contrib/games/hydracastlelabyrinth/src/xBRZ/xbrz.h
0,0 → 1,73
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: https://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
 
#ifndef XBRZ_HEADER_3847894708239054
#define XBRZ_HEADER_3847894708239054
 
#include <cstddef> //size_t
#include <cstdint> //uint32_t
#include <limits>
 
#include "xbrz_config.h"
 
namespace xbrz
{
/*
-------------------------------------------------------------------------
| xBRZ: "Scale by rules" - high quality image upscaling filter by Zenju |
-------------------------------------------------------------------------
using a modified approach of xBR:
http://board.byuu.org/viewtopic.php?f=10&t=2248
- new rule set preserving small image features
- highly optimized for performance
- support alpha channel
- support multithreading
- support 64-bit architectures
- support processing image slices
- support scaling up to 6xBRZ
*/
 
enum class ColorFormat //from high bits -> low bits, 8 bit per channel
{
RGB, //8 bit for each red, green, blue, upper 8 bits unused
ARGB, //including alpha channel, BGRA byte order on little-endian machines
};
 
/*
-> map source (srcWidth * srcHeight) to target (scale * width x scale * height) image, optionally processing a half-open slice of rows [yFirst, yLast) only
-> support for source/target pitch in bytes!
-> if your emulator changes only a few image slices during each cycle (e.g. DOSBox) then there's no need to run xBRZ on the complete image:
Just make sure you enlarge the source image slice by 2 rows on top and 2 on bottom (this is the additional range the xBRZ algorithm is using during analysis)
CAVEAT: If there are multiple changed slices, make sure they do not overlap after adding these additional rows in order to avoid a memory race condition
in the target image data if you are using multiple threads for processing each enlarged slice!
 
THREAD-SAFETY: - parts of the same image may be scaled by multiple threads as long as the [yFirst, yLast) ranges do not overlap!
- there is a minor inefficiency for the first row of a slice, so avoid processing single rows only; suggestion: process at least 8-16 rows
*/
void scale(size_t factor, //valid range: 2 - 6
const uint32_t* src, uint32_t* trg, int srcWidth, int srcHeight,
ColorFormat colFmt,
const ScalerCfg& cfg = ScalerCfg(),
int yFirst = 0, int yLast = std::numeric_limits<int>::max()); //slice of source image
 
void nearestNeighborScale(const uint32_t* src, int srcWidth, int srcHeight,
/**/ uint32_t* trg, int trgWidth, int trgHeight);
 
 
//parameter tuning
bool equalColorTest(uint32_t col1, uint32_t col2, ColorFormat colFmt, double luminanceWeight, double equalColorTolerance);
}
 
#endif
/contrib/games/hydracastlelabyrinth/src/xBRZ/xbrz_config.h
0,0 → 1,33
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: https://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
 
#ifndef XBRZ_CONFIG_HEADER_284578425345
#define XBRZ_CONFIG_HEADER_284578425345
 
//do NOT include any headers here! used by xBRZ_dll!!!
 
namespace xbrz
{
struct ScalerCfg
{
double luminanceWeight = 1;
double equalColorTolerance = 30;
double dominantDirectionThreshold = 3.6;
double steepDirectionThreshold = 2.2;
double newTestAttribute = 0;//unused; test new parameters
};
}
 
#endif
/contrib/games/hydracastlelabyrinth/src/xBRZ/xbrz_tools.h
0,0 → 1,177
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: https://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
 
#ifndef XBRZ_TOOLS_H_825480175091875
#define XBRZ_TOOLS_H_825480175091875
 
#include <cassert>
#include <algorithm>
#include <type_traits>
 
 
namespace xbrz
{
template <uint32_t N> inline
unsigned char getByte(uint32_t val) {
return static_cast<unsigned char>((val >> (8 * N)) & 0xff);
}
 
inline unsigned char getAlpha(uint32_t pix) {
return getByte<3>(pix);
}
inline unsigned char getRed (uint32_t pix) {
return getByte<2>(pix);
}
inline unsigned char getGreen(uint32_t pix) {
return getByte<1>(pix);
}
inline unsigned char getBlue (uint32_t pix) {
return getByte<0>(pix);
}
 
inline uint32_t makePixel(unsigned char a, unsigned char r, unsigned char g, unsigned char b) {
return (a << 24) | (r << 16) | (g << 8) | b;
}
inline uint32_t makePixel( unsigned char r, unsigned char g, unsigned char b) {
return (r << 16) | (g << 8) | b;
}
 
inline uint32_t rgb555to888(uint16_t pix) {
return ((pix & 0x7C00) << 9) | ((pix & 0x03E0) << 6) | ((pix & 0x001F) << 3);
}
inline uint32_t rgb565to888(uint16_t pix) {
return ((pix & 0xF800) << 8) | ((pix & 0x07E0) << 5) | ((pix & 0x001F) << 3);
}
 
inline uint16_t rgb888to555(uint32_t pix) {
return static_cast<uint16_t>(((pix & 0xF80000) >> 9) | ((pix & 0x00F800) >> 6) | ((pix & 0x0000F8) >> 3));
}
inline uint16_t rgb888to565(uint32_t pix) {
return static_cast<uint16_t>(((pix & 0xF80000) >> 8) | ((pix & 0x00FC00) >> 5) | ((pix & 0x0000F8) >> 3));
}
 
 
template <class Pix> inline
Pix* byteAdvance(Pix* ptr, int bytes)
{
using PixNonConst = typename std::remove_cv<Pix>::type;
using PixByte = typename std::conditional<std::is_same<Pix, PixNonConst>::value, char, const char>::type;
 
static_assert(std::is_integral<PixNonConst>::value, "Pix* is expected to be cast-able to char*");
 
return reinterpret_cast<Pix*>(reinterpret_cast<PixByte*>(ptr) + bytes);
}
 
 
//fill block with the given color
template <class Pix> inline
void fillBlock(Pix* trg, int pitch, Pix col, int blockWidth, int blockHeight)
{
//for (int y = 0; y < blockHeight; ++y, trg = byteAdvance(trg, pitch))
// std::fill(trg, trg + blockWidth, col);
 
for (int y = 0; y < blockHeight; ++y, trg = byteAdvance(trg, pitch))
for (int x = 0; x < blockWidth; ++x)
trg[x] = col;
}
 
 
enum class SliceType
{
SOURCE,
TARGET,
};
 
template <class PixSrc, class PixTrg, class PixConverter>
void nearestNeighborScale(const PixSrc* src, int srcWidth, int srcHeight, int srcPitch,
/**/ PixTrg* trg, int trgWidth, int trgHeight, int trgPitch,
SliceType st, int yFirst, int yLast, PixConverter pixCvrt /*convert PixSrc to PixTrg*/)
{
static_assert(std::is_integral<PixSrc>::value, "PixSrc* is expected to be cast-able to char*");
static_assert(std::is_integral<PixTrg>::value, "PixTrg* is expected to be cast-able to char*");
 
static_assert(std::is_same<decltype(pixCvrt(PixSrc())), PixTrg>::value, "PixConverter returning wrong pixel format");
 
if (srcPitch < srcWidth * static_cast<int>(sizeof(PixSrc)) ||
trgPitch < trgWidth * static_cast<int>(sizeof(PixTrg)))
{
assert(false);
return;
}
 
switch (st)
{
case SliceType::SOURCE:
//nearest-neighbor (going over source image - fast for upscaling, since source is read only once
yFirst = std::max(yFirst, 0);
yLast = std::min(yLast, srcHeight);
if (yFirst >= yLast || trgWidth <= 0 || trgHeight <= 0) return;
 
for (int y = yFirst; y < yLast; ++y)
{
//mathematically: ySrc = floor(srcHeight * yTrg / trgHeight)
// => search for integers in: [ySrc, ySrc + 1) * trgHeight / srcHeight
 
//keep within for loop to support MT input slices!
const int yTrg_first = ( y * trgHeight + srcHeight - 1) / srcHeight;//=ceil(y * trgHeight / srcHeight)
const int yTrg_last = ((y + 1) * trgHeight + srcHeight - 1) / srcHeight;//=ceil(((y + 1) * trgHeight) / srcHeight)
const int blockHeight = yTrg_last - yTrg_first;
 
if (blockHeight > 0)
{
const PixSrc* srcLine = byteAdvance(src, y * srcPitch);
/**/ PixTrg* trgLine = byteAdvance(trg, yTrg_first * trgPitch);
int xTrg_first = 0;
 
for (int x = 0; x < srcWidth; ++x)
{
const int xTrg_last = ((x + 1) * trgWidth + srcWidth - 1) / srcWidth;
const int blockWidth = xTrg_last - xTrg_first;
if (blockWidth > 0)
{
xTrg_first = xTrg_last;
 
const auto trgPix = pixCvrt(srcLine[x]);
fillBlock(trgLine, trgPitch, trgPix, blockWidth, blockHeight);
trgLine += blockWidth;
}
}
}
}
break;
 
case SliceType::TARGET:
//nearest-neighbor (going over target image - slow for upscaling, since source is read multiple times missing out on cache! Fast for similar image sizes!)
yFirst = std::max(yFirst, 0);
yLast = std::min(yLast, trgHeight);
if (yFirst >= yLast || srcHeight <= 0 || srcWidth <= 0) return;
 
for (int y = yFirst; y < yLast; ++y)
{
PixTrg* trgLine = byteAdvance(trg, y * trgPitch);
const int ySrc = srcHeight * y / trgHeight;
const PixSrc* srcLine = byteAdvance(src, ySrc * srcPitch);
for (int x = 0; x < trgWidth; ++x)
{
const int xSrc = srcWidth * x / trgWidth;
trgLine[x] = pixCvrt(srcLine[xSrc]);
}
}
break;
}
}
}
 
#endif //XBRZ_TOOLS_H_825480175091875