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https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-28 20:43:42 +01:00
Fix warnings and clang-format
This commit is contained in:
parent
322610d723
commit
5cc9216155
7 changed files with 40 additions and 30 deletions
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@ -1,7 +1,7 @@
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#include <gint/display.h>
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#include "animation.h"
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#include <gint/display.h>
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void animation_new(Animation *animation, bopti_image_t *image,
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unsigned char len, unsigned short frame_ms) {
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animation->image = image;
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@ -9,21 +9,21 @@ void animation_new(Animation *animation, bopti_image_t *image,
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animation->len = len;
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animation->frame_ms = frame_ms;
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animation->current_ms = 0;
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animation->width = image->width/len;
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animation->width = image->width / len;
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animation->height = image->height;
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animation->wrap_dest = 0;
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}
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void animation_draw(Animation *animation, int x, int y) {
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dsubimage(x, y, animation->image, animation->frame*animation->width, 0,
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dsubimage(x, y, animation->image, animation->frame * animation->width, 0,
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animation->width, animation->height, DIMAGE_NONE);
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}
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void animation_update(Animation *animation, unsigned short frame_ms) {
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animation->current_ms += frame_ms;
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while(animation->current_ms > animation->frame_ms){
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while(animation->current_ms > animation->frame_ms) {
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animation->frame++;
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if(animation->frame >= animation->len){
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if(animation->frame >= animation->len) {
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animation->frame = animation->wrap_dest;
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}
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animation->current_ms -= animation->frame_ms;
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@ -175,8 +175,8 @@ void game_get_inputs(Game *game) {
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if(keydown(KEY_F1)) {
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NPC *mynpc = npc_create();
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if(mynpc) {
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mynpc->curx = (player->x << PRECISION)/PXSIZE;
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mynpc->cury = (player->y << PRECISION)/PXSIZE;
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mynpc->curx = (player->x << PRECISION) / PXSIZE;
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mynpc->cury = (player->y << PRECISION) / PXSIZE;
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mynpc->x = player->x;
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mynpc->y = player->x;
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mynpc->hasPath = 0;
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@ -1,11 +1,11 @@
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#ifndef GAME_H
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#define GAME_H
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#include "animation.h"
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#include "events.h"
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#include <gint/display.h>
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#include <stdint.h>
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#include "animation.h"
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/* The direction where the player is going to. */
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typedef enum { D_UP, D_DOWN, D_LEFT, D_RIGHT } Direction;
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39
src/main.c
39
src/main.c
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@ -34,22 +34,31 @@ extern bopti_image_t tiny_npc_male;
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extern Map *worldRPG[];
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/* Game data (defined in "game.h")*/
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Game game = {
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NULL,
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{12 * PXSIZE, 36 * PXSIZE, 0, 0, 100, SPEED, false, 0, false, false, true,
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{}},
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{{}, {}, 0},
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false,
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false,
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false,
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0,
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Game game = {NULL,
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{12 * PXSIZE,
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36 * PXSIZE,
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0,
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0,
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100,
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SPEED,
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false,
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0,
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false,
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false,
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true,
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{}},
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{{}, {}, 0},
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false,
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false,
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false,
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0,
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/* debug variables*/
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false,
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false,
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false,
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{},
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100};
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/* debug variables*/
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false,
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false,
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false,
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{},
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100};
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/* screen capture management code. TODO: Clean this up! */
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@ -180,8 +180,8 @@ void map_render_by_layer(Game *game, int layer) {
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for(x = 0; x < dw; x++) {
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/* I get the tile number if his position is inside the map. Then
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* I draw it. */
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if(tx + x >= 0 && tx + x < map_level->w && ty + y >= 0 &&
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ty + y < map_level->h) {
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if((tx + x >= 0) && (tx + x < (int)map_level->w) && (ty + y >= 0) &&
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(ty + y < (int)map_level->h)) {
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/* index of the current tile */
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int currentIndex = (y + ty) * map_level->w + tx + x;
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/* we get the ID of the tile in the current drawable layers
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@ -292,7 +292,8 @@ void npc_draw_single(NPC *npc, Game *game) {
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int16_t delY = ((npc->cury * PXSIZE) >> PRECISION) - (int16_t)pl->y;
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game->npc_animation.image = npc_sprites[npc->face];
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unsigned char frame = game->npc_animation.frame;
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if(npc->paused || !npc->hasPath) game->npc_animation.frame = 0;
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if(npc->paused || !npc->hasPath)
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game->npc_animation.frame = 0;
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animation_draw(&game->npc_animation, pl->px - P_WIDTH / 2 + delX,
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pl->py - P_HEIGHT / 2 + delY);
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game->npc_animation.frame = frame;
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@ -47,11 +47,11 @@ void player_draw(Game *game) {
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Player *player = &game->player;
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clearevents();
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if(!keydown(KEY_LEFT) && !keydown(KEY_RIGHT) && !keydown(KEY_UP) &&
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!keydown(KEY_DOWN)){
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!keydown(KEY_DOWN)) {
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game->player.animation.frame = 0;
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}
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player->animation.image = player->is_male ? &player_male_img :
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&player_female_img;
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player->animation.image =
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player->is_male ? &player_male_img : &player_female_img;
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animation_draw(&player->animation, player->px - P_WIDTH / 2,
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player->py - P_HEIGHT / 2);
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}
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