Initial public release of SystemK.
This commit is contained in:
parent
387f57cdda
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6f51f5b006
129 changed files with 11654 additions and 2 deletions
31
Game/Game.c
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31
Game/Game.c
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/*
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* This program source code file is part of SystemK, a library in the KTag project.
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*
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* 🛡️ <https://ktag.clubk.club> 🃞
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*
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* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
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*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU Affero General Public License as published by the Free
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* Software Foundation, either version 3 of the License, or (at your option) any
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* later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
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* details.
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*
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* There should be a copy of the GNU Affero General Public License in the LICENSE
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* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SystemK.h"
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KTag_Game_Data_T KTAG_Game_Data =
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{
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.My_Health = MAX_HEALTH,
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.My_Weapon = TEST_PATTERN_ID,
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.My_Shield_Strength = 100,
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.Time_Remaining_in_Game_in_ms = UINT32_MAX,
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.Time_Remaining_Until_Countdown_in_ms = CONFIG_KTAG_T_DEFAULT_START_GAME_in_ms
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};
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238
Game/Game.h
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238
Game/Game.h
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/*
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* This program source code file is part of SystemK, a library in the KTag project.
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*
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* 🛡️ <https://ktag.clubk.club> 🃞
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*
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* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
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*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU Affero General Public License as published by the Free
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* Software Foundation, either version 3 of the License, or (at your option) any
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* later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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||||
* FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
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* details.
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*
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* There should be a copy of the GNU Affero General Public License in the LICENSE
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* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef GAME_H
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#define GAME_H
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#include "Weapons.h"
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#define MAX_HEALTH 10
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//! Implemented according to the 2024-07-20 "KTag Teams Compatibility Matrix".
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typedef enum
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{
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TEAM_PURPLE = 0,
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TEAM_RED = 1,
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TEAM_BLUE = 2,
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TEAM_WHITE = 3,
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COMMON_TEAM_ID_MASK = 3,
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TEAM_ORANGE = 4,
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TEAM_GREEN = 5,
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TEAM_YELLOW = 6,
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TEAM_BLACK = 7,
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EXTENDED_TEAM_ID_MASK = 7
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} TeamID_t;
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__attribute__((always_inline)) inline TeamID_t Resolve_Common_Team_ID(uint8_t team_ID)
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{
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return (team_ID & COMMON_TEAM_ID_MASK);
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}
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__attribute__((always_inline)) inline bool Team_Can_Tag_Me(uint8_t tagging_team_ID)
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{
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bool can_tag = false;
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uint8_t team_ID;
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(void) SETTINGS_get_uint8_t(SYSTEMK_SETTING_TEAMID, &team_ID);
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TeamID_t my_common_team_ID = Resolve_Common_Team_ID(team_ID);
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if (tagging_team_ID == TEAM_PURPLE)
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{
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can_tag = true;
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}
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else if (tagging_team_ID != my_common_team_ID)
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{
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if ((tagging_team_ID == TEAM_RED) || (tagging_team_ID == TEAM_BLUE))
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{
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can_tag = true;
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}
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}
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return can_tag;
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}
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typedef struct
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{
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uint8_t My_Health;
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WeaponID_t My_Weapon;
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uint8_t My_Shield_Strength;
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uint32_t Time_Remaining_in_Game_in_ms;
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uint32_t Time_Remaining_Until_Countdown_in_ms;
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uint16_t Shots_Fired;
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uint16_t Tags_Received;
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uint16_t Times_Tagged_Out;
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uint8_t Bombs_Remaining;
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} KTag_Game_Data_T;
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extern KTag_Game_Data_T KTAG_Game_Data;
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__attribute__((always_inline)) inline uint8_t Get_Health()
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{
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return KTAG_Game_Data.My_Health;
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}
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__attribute__((always_inline)) inline void Set_Health(uint8_t health)
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{
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KTAG_Game_Data.My_Health = health;
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if (KTAG_Game_Data.My_Health == 0)
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{
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KEvent_T tagged_out_event = { .ID = KEVENT_TAGGED_OUT, .Data = (void *)0x00 };
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Post_KEvent(&tagged_out_event);
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}
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}
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__attribute__((always_inline)) inline void Reduce_Health(uint8_t reduction)
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{
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if (reduction < KTAG_Game_Data.My_Health)
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{
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KTAG_Game_Data.My_Health -= reduction;
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}
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else
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{
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KTAG_Game_Data.My_Health = 0;
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KEvent_T tagged_out_event = { .ID = KEVENT_TAGGED_OUT, .Data = (void *)0x00 };
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Post_KEvent(&tagged_out_event);
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}
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}
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__attribute__((always_inline)) inline WeaponID_t Get_Weapon()
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{
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return KTAG_Game_Data.My_Weapon;
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}
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__attribute__((always_inline)) inline void Set_Weapon(WeaponID_t weapon)
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{
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KTAG_Game_Data.My_Weapon = weapon;
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}
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__attribute__((always_inline)) inline uint16_t Get_Shield_Strength()
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{
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return KTAG_Game_Data.My_Shield_Strength;
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}
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__attribute__((always_inline)) inline void Set_Shield_Strength(uint16_t strength)
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{
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KTAG_Game_Data.My_Shield_Strength = strength;
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}
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__attribute__((always_inline)) inline void Reset_Shots_Fired()
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{
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KTAG_Game_Data.Shots_Fired = 0;
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}
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__attribute__((always_inline)) inline void Increment_Shots_Fired()
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{
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if (KTAG_Game_Data.Shots_Fired < UINT16_MAX)
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{
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KTAG_Game_Data.Shots_Fired++;
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}
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}
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__attribute__((always_inline)) inline void Reset_Tags_Received()
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{
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KTAG_Game_Data.Tags_Received = 0;
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}
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__attribute__((always_inline)) inline void Increment_Tags_Received()
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{
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if (KTAG_Game_Data.Tags_Received < UINT16_MAX)
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{
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KTAG_Game_Data.Tags_Received++;
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}
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}
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__attribute__((always_inline)) inline void Reset_Times_Tagged_Out()
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{
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KTAG_Game_Data.Times_Tagged_Out = 0;
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}
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__attribute__((always_inline)) inline void Increment_Times_Tagged_Out()
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{
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if (KTAG_Game_Data.Times_Tagged_Out < UINT16_MAX)
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{
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KTAG_Game_Data.Times_Tagged_Out++;
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}
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}
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__attribute__((always_inline)) inline bool Still_Playing()
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{
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return (KTAG_Game_Data.My_Health > 0);
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}
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__attribute__((always_inline)) inline bool Back_In()
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{
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return Still_Playing();
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}
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__attribute__((always_inline)) inline void Set_Time_Remaining_in_Game(uint32_t time_in_ms)
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{
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KTAG_Game_Data.Time_Remaining_in_Game_in_ms = time_in_ms;
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}
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__attribute__((always_inline)) inline uint32_t Get_Time_Remaining_in_Game_in_ms()
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{
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return KTAG_Game_Data.Time_Remaining_in_Game_in_ms;
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}
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__attribute__((always_inline)) inline void Set_Time_Remaining_Until_Countdown(uint32_t time_in_ms)
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{
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KTAG_Game_Data.Time_Remaining_Until_Countdown_in_ms = time_in_ms;
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}
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__attribute__((always_inline)) inline uint32_t Get_Time_Remaining_Until_Countdown_in_ms()
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{
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return KTAG_Game_Data.Time_Remaining_Until_Countdown_in_ms;
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}
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__attribute__((always_inline)) inline uint16_t Get_Shots_Fired()
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{
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return KTAG_Game_Data.Shots_Fired;
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}
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__attribute__((always_inline)) inline uint16_t Get_Tags_Received()
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{
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return KTAG_Game_Data.Tags_Received;
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}
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__attribute__((always_inline)) inline uint16_t Get_Times_Tagged_Out()
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{
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return KTAG_Game_Data.Times_Tagged_Out;
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}
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__attribute__((always_inline)) inline void Set_Available_Bombs(uint8_t n_bombs)
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{
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KTAG_Game_Data.Bombs_Remaining = n_bombs;
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}
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__attribute__((always_inline)) inline bool Use_Bomb_If_Available()
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{
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bool available = false;
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if (KTAG_Game_Data.Bombs_Remaining > 0)
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{
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KTAG_Game_Data.Bombs_Remaining--;
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available = true;
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}
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return available;
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}
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#endif // GAME_H
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171
Game/Weapons.c
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171
Game/Weapons.c
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/*
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* This program source code file is part of SystemK, a library in the KTag project.
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*
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* 🛡️ <https://ktag.clubk.club> 🃞
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*
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* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
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*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU Affero General Public License as published by the Free
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||||
* Software Foundation, either version 3 of the License, or (at your option) any
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* later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
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||||
* details.
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*
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||||
* There should be a copy of the GNU Affero General Public License in the LICENSE
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* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SystemK.h"
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//! All the weapons, in the same order as #WeaponID_t.
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Weapon_t WeaponsByID[NUMBER_OF_WEAPONS] =
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{
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// Test Pattern
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{
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.ID = TEST_PATTERN_ID,
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.Type = ENERGY,
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.Protocol = TEST_PROTOCOL,
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = UINT16_MAX,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 1000,
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.Time_To_Reload_in_ms = 0
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},
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// Bayonette
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{
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.ID = BAYONETTE_ID,
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.Type = EDGE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = UINT16_MAX,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 1000,
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.Time_To_Reload_in_ms = 0
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},
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// Pistol
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{
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.ID = PISTOL_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 8,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// Shotgun
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{
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.ID = SHOTGUN_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 20,
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.Shots_Per_Reload = 2,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 500,
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.Time_To_Reload_in_ms = 10000
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},
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// Rifle
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{
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.ID = RIFLE_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 8,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 5000
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},
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// Machine Gun
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{
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.ID = MACHINE_GUN_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 250,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 0,
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.Time_To_Reload_in_ms = 2*60*1000
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},
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// Nerf Laser Ops Pro
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{
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.ID = NERF_LASER_OPS_ID,
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.Type = ENERGY,
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.Protocol = NERF_LASER_OPS_PRO_PROTOCOL,
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// Nerf Laser Strike Blaster
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{
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.ID = NERF_LASER_STRIKE_BLASTER_ID,
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.Type = ENERGY,
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.Protocol = NERF_LASER_STRIKE_PROTOCOL,
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 12,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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||||
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// Nerf Phoenix LTX
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{
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.ID = NERF_PHOENIX_LTX_ID,
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.Type = ENERGY,
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.Protocol = NERF_PHOENIX_LTX_PROTOCOL,
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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||||
.Time_To_Reload_in_ms = 3000
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},
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||||
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||||
// Squad Hero Pistol
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{
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.ID = SQUAD_HERO_PISTOL,
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.Type = ENERGY,
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.Protocol = SQUAD_HERO_PROTOCOL,
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.Damage_Per_Shot = 1,
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||||
.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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||||
.Time_Between_Shots_in_ms = 300,
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||||
.Time_To_Reload_in_ms = 3000
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},
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// Laser X
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{
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.ID = LASER_X_ID,
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.Type = ENERGY,
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.Protocol = LASER_X_PROTOCOL,
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// The Dubuque Protocol
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{
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.ID = LASER_X_ID,
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.Type = ENERGY,
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.Protocol = DUBUQUE_PROTOCOL,
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = 10,
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||||
.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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||||
}
|
||||
};
|
||||
|
82
Game/Weapons.h
Normal file
82
Game/Weapons.h
Normal file
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@ -0,0 +1,82 @@
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/*
|
||||
* This program source code file is part of SystemK, a library in the KTag project.
|
||||
*
|
||||
* 🛡️ <https://ktag.clubk.club> 🃞
|
||||
*
|
||||
* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify it under
|
||||
* the terms of the GNU Affero General Public License as published by the Free
|
||||
* Software Foundation, either version 3 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 Affero General Public License for more
|
||||
* details.
|
||||
*
|
||||
* There should be a copy of the GNU Affero General Public License in the LICENSE
|
||||
* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef WEAPON_H
|
||||
#define WEAPON_H
|
||||
|
||||
//! These have assigned values because they are stored in #NVM_WEAPON_ID.
|
||||
typedef enum
|
||||
{
|
||||
TEST_PATTERN_ID = 0,
|
||||
BAYONETTE_ID = 1,
|
||||
PISTOL_ID = 2,
|
||||
SHOTGUN_ID = 3,
|
||||
RIFLE_ID = 4,
|
||||
MACHINE_GUN_ID = 5,
|
||||
NERF_LASER_OPS_ID = 6,
|
||||
NERF_LASER_STRIKE_BLASTER_ID = 7,
|
||||
NERF_PHOENIX_LTX_ID = 8,
|
||||
SQUAD_HERO_PISTOL = 9,
|
||||
LASER_X_ID = 10,
|
||||
DUBUQUE_PROTOCOL_ID = 11,
|
||||
// Leave this last!
|
||||
NUMBER_OF_WEAPONS
|
||||
} WeaponID_t;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
EDGE,
|
||||
PROJECTILE,
|
||||
EXPLOSION,
|
||||
ENERGY
|
||||
} WeaponType_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
WeaponID_t ID;
|
||||
WeaponType_t Type;
|
||||
Protocol_T Protocol;
|
||||
uint16_t Damage_Per_Shot;
|
||||
uint16_t Shots_Per_Reload;
|
||||
|
||||
uint32_t Delay_Before_Sending_Shot_in_ms;
|
||||
//! This is the inverse of "Rate of Fire".
|
||||
uint32_t Time_Between_Shots_in_ms;
|
||||
uint32_t Time_To_Reload_in_ms;
|
||||
|
||||
} Weapon_t;
|
||||
|
||||
extern Weapon_t WeaponsByID[NUMBER_OF_WEAPONS];
|
||||
|
||||
__attribute__((always_inline)) inline Weapon_t GetWeaponFromID(WeaponID_t id)
|
||||
{
|
||||
Weapon_t result = WeaponsByID[TEST_PATTERN_ID];
|
||||
|
||||
if (id < NUMBER_OF_WEAPONS)
|
||||
{
|
||||
result = WeaponsByID[id];
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif // WEAPON_H
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue