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various small changes
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bcb97cfdf6
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BIN
data/demo.map
BIN
data/demo.map
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@ -139,6 +139,10 @@ images {
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char_default {
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filename "data/char_teefault.png"
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}
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backdrop {
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filename "data/mountain_paralax.png"
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}
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}
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particles {
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@ -35,7 +35,10 @@ static opengl::vertex_buffer vertex_buffer;
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//static int screen_height = 600;
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static float rotation = 0;
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static int quads_drawing = 0;
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static float screen_x0 = 0;
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static float screen_y0 = 0;
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static float screen_x1 = 0;
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static float screen_y1 = 0;
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struct texture_holder
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{
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@ -415,11 +418,23 @@ void gfx_clear(float r, float g, float b)
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void gfx_mapscreen(float tl_x, float tl_y, float br_x, float br_y)
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{
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screen_x0 = tl_x;
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screen_y0 = tl_y;
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screen_x1 = br_x;
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screen_y1 = br_y;
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mat4 mat;
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mat.ortho(tl_x, br_x, br_y, tl_y, 1.0f, 10.f);
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opengl::matrix_projection(&mat);
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}
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void gfx_getscreen(float *tl_x, float *tl_y, float *br_x, float *br_y)
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{
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*tl_x = screen_x0;
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*tl_y = screen_y0;
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*br_x = screen_x1;
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*br_y = screen_y1;
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}
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void gfx_setoffset(float x, float y)
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{
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//const float scale = 0.75f;
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@ -750,6 +750,8 @@ int client_tickspeed();
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void gfx_pretty_text(float x, float y, float size, const char *text);
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float gfx_pretty_text_width(float size, const char *text);
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void gfx_getscreen(float *tl_x, float *tl_y, float *br_x, float *br_y);
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void mods_message(int msg, int client_id);
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void modc_message(int msg);
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@ -629,7 +629,7 @@ static void render_powerup(obj_powerup *prev, obj_powerup *current)
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float size = 64.0f;
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if (current->type == POWERUP_TYPE_WEAPON)
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{
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angle = -0.25f * pi * 2.0f;
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angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
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select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body);
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size = data->weapons[current->subtype%data->num_weapons].visual_size;
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}
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@ -1213,9 +1213,16 @@ void modc_render()
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gfx_clear(0.65f,0.78f,0.9f);
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// draw the sun
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{
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render_sun(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
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}
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// draw backdrop
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gfx_texture_set(data->images[IMAGE_BACKDROP].id);
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gfx_quads_begin();
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float parallax_amount = 0.25f;
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for(int x = -1; x < 3; x++)
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gfx_quads_drawTL(1024*x+screen_x*parallax_amount, (screen_y)*parallax_amount+150, 1024, 1024);
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gfx_quads_end();
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// render map
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tilemap_render(32.0f, 0);
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@ -15,6 +15,10 @@ void tilemap_render(float scale, int fg)
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if(!map_is_loaded())
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return;
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float screen_x0, screen_y0, screen_x1, screen_y1;
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gfx_getscreen(&screen_x0, &screen_y0, &screen_x1, &screen_y1);
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// fetch indecies
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int start, num;
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map_get_type(MAPRES_TILEMAP, &start, &num);
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@ -40,23 +44,35 @@ void tilemap_render(float scale, int fg)
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gfx_texture_set(img_get(tmap->image));
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gfx_quads_begin();
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int c = 0;
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float frac = (1.0f/1024.0f);//2.0f; //2.0f;
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float texsize = 1024.0f;
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float nudge = 0.5f/texsize;
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for(int y = 0; y < tmap->height; y++)
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for(int x = 0; x < tmap->width; x++, c++)
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int startx = (int)(screen_x0/scale) - 1;
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int endx = (int)(screen_x1/scale) + 1;
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int starty = (int)(screen_y0/scale) - 1;
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int endy = (int)(screen_y1/scale) + 1;
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for(int y = starty; y < endy; y++)
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for(int x = startx; x < endx; x++)
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{
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int mx = x;
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int my = y;
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if(mx<0) mx = 0;
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if(mx>=tmap->width) mx = tmap->width-1;
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if(my<0) my = 0;
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if(my>=tmap->height) my = tmap->height-1;
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int c = mx + my*tmap->width;
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unsigned char d = data[c*2];
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if(d)
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{
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/*
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gfx_quads_setsubset(
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(d%16)/16.0f*s+frac,
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(d/16)/16.0f*s+frac,
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((d%16)/16.0f+1.0f/16.0f)*s-frac,
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((d/16)/16.0f+1.0f/16.0f)*s-frac);
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*/
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//gfx_quads_setsubset(
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// (d%16)/16.0f*s+frac,
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// (d/16)/16.0f*s+frac,
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// ((d%16)/16.0f+1.0f/16.0f)*s-frac,
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// ((d/16)/16.0f+1.0f/16.0f)*s-frac);
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int tx = d%16;
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int ty = d/16;
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int px0 = tx*(1024/16);
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@ -10,7 +10,7 @@ data_container *data = 0x0;
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using namespace baselib;
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// --------- DEBUG STUFF ---------
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const bool debug_bots = true;
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const bool debug_bots = false;
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// --------- PHYSICS TWEAK! --------
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const float ground_control_speed = 7.0f;
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@ -1691,15 +1691,19 @@ void mods_init()
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case ITEM_ARMOR:
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type = POWERUP_TYPE_ARMOR;
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break;
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case ITEM_NINJA:
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type = POWERUP_TYPE_NINJA;
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subtype = WEAPON_NINJA;
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break;
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};
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if(type != -1)
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{
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powerup *ppower = new powerup(type, subtype);
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ppower->pos = vec2(it->x, it->y);
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}
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}
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world.insert_entity(&gameobj);
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}
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