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path: root/src/entities.c
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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 20

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 >> 4) == (sort[j]->y >> 4)
                     && sort[j - 1]->used > sort[j]->used)
                    || sort[j - 1]->y > sort[j]->y
                ))
        {
            t = sort[j];
            sort[j] = sort[j - 1];
            sort[j - 1] = t;
            j--;
        }
        i++;
    }
}

void entities_draw()
{
    Rect dst = { 0, 0, 16, 16 };

    /* in case we need to clean collected gold */
    map_erase();

    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);
}