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#include <stdint.h>
#include <string.h>
#include "vga.h"
#include "map.h"
#include "data.h"
#include "entities.h"
#include "player.h"
#include "effect.h"
#define MAX_ENTITY 16
static Entity entities[MAX_ENTITY];
static uint8_t last;
static uint8_t sort_cnt;
static Entity *sort[MAX_ENTITY + 1];
static Entity player_ent;
void entities_init()
{
memset(entities, 0, sizeof(Entity) * MAX_ENTITY);
last = 0;
memset(&player_ent, 0, sizeof(Entity));
player_ent.used = USED_PLAYER;
sort_cnt = 0;
}
Entity *entities_new()
{
for (uint8_t i = 0; i < MAX_ENTITY; i++)
{
if (entities[i].used == USED_FREE)
{
memset(&entities[i], 0, sizeof(Entity));
entities[i].used = USED_FG;
if (i >= last)
last = i + 1;
return &entities[i];
}
}
return NULL;
}
void entities_update()
{
for (uint8_t i = 0; i < last; i++)
if (entities[i].used)
{
entities[i].ox = entities[i].x;
entities[i].oy = entities[i].y;
entities[i].update(&entities[i]);
}
}
void entities_sort()
{
sort_cnt = 0;
for (uint8_t i = 0; i < last; i++)
if (entities[i].used)
sort[sort_cnt++] = &entities[i];
player_ent.y = player_y();
sort[sort_cnt++] = &player_ent;
/* using insertion sort;
*
* The sorting criteria is the y coordinate unless the entities
* share a 16px area in which we check the value of used that defines 3
* layers: bg, fb and player.
* */
Entity *t;
uint8_t i = 1;
while (i < sort_cnt)
{
uint8_t j = i;
while (j > 0 && (
sort[j - 1]->y > sort[j]->y
|| ((sort[j - 1]->y >> 4) == (sort[j]->y >> 4)
&& sort[j - 1]->used > sort[j]->used)
))
{
t = sort[j];
sort[j] = sort[j - 1];
sort[j - 1] = t;
j--;
}
i++;
}
}
void entities_draw()
{
Rect dst = { 0, 0, 16, 16 };
player_erase();
for (uint8_t i = 0; i < last; i++)
{
if (entities[i].erase)
{
dst.x = entities[i].ox;
dst.y = entities[i].oy + MAP_OFFS_Y;
blit_copy16(&dst);
entities[i].erase = 0;
}
}
/* draw in order to avoid flickering */
for (uint8_t i = 0; i < sort_cnt; i++)
switch (sort[i]->used)
{
case USED_FREE:
break;
case USED_FG:
case USED_BG:
dst.x = sort[i]->x;
dst.y = sort[i]->y + MAP_OFFS_Y;
blitrc(binary_sprites_start, &sort[i]->frames[sort[i]->dir * 4 + sort[i]->frame], &dst);
sort[i]->erase = 1;
break;
case USED_PLAYER:
player_draw();
break;
}
}
void entities_warp_out_all()
{
Entity *e = entities;
for (uint8_t i = 0; i < last; i++, e++)
if (e->used)
effect_out_init(e);
}
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