lexys-labyrinth/js/defs.js
2021-03-08 23:53:52 -07:00

285 lines
8.1 KiB
JavaScript

export const TICS_PER_SECOND = 20;
export const DIRECTIONS = {
north: {
movement: [0, -1],
bit: 0x01,
opposite_bit: 0x04,
index: 0,
action: 'up',
left: 'west',
right: 'east',
opposite: 'south',
},
south: {
movement: [0, 1],
bit: 0x04,
opposite_bit: 0x01,
index: 2,
action: 'down',
left: 'east',
right: 'west',
opposite: 'north',
},
west: {
movement: [-1, 0],
bit: 0x08,
opposite_bit: 0x02,
index: 3,
action: 'left',
left: 'south',
right: 'north',
opposite: 'east',
},
east: {
movement: [1, 0],
bit: 0x02,
opposite_bit: 0x08,
index: 1,
action: 'right',
left: 'north',
right: 'south',
opposite: 'west',
},
};
// Should match the bit ordering above, and CC2's order
export const DIRECTION_ORDER = ['north', 'east', 'south', 'west'];
export const INPUT_BITS = {
drop: 0x01,
down: 0x02,
left: 0x04,
right: 0x08,
up: 0x10,
swap: 0x20,
cycle: 0x40,
// Not real input; used to force advancement for turn-based mode
wait: 0x8000,
};
export const LAYERS = {
terrain: 0,
item: 1,
item_mod: 2,
actor: 3,
vfx: 4,
swivel: 5,
thin_wall: 6,
canopy: 7,
MAX: 8,
};
export const COLLISION = {
real_player1: 0x0001,
real_player2: 0x0002,
real_player: 0x0003,
doppel1: 0x0004,
doppel2: 0x0008,
doppel: 0x000c,
playerlike1: 0x0005,
playerlike2: 0x000a,
playerlike: 0x000f,
block_cc1: 0x0010,
block_cc2: 0x0020, // ice + frame (+ circuit, etc)
bowling_ball: 0x0040, // rolling ball, dynamite
// Monsters are a little complicated, because some of them have special rules, e.g. fireballs
// aren't blocked by fire.
// For a monster's MASK, you should use ONLY ONE of these specific monster bits (if
// appropriate), OR the generic bit -- DO NOT combine them!
monster_generic: 0x0100,
fireball: 0x0200,
bug: 0x0400,
rover: 0x1000,
ghost: 0x8000,
// For a tile's COLLISION, use one of these bit combinations
monster_general: 0x6f00, // everything but ghost and rover
monster_solid: 0x7f00, // everything but ghost
monster_any: 0xff00, // everything including ghost
// Combo masks used for matching
all_but_ghost: 0xffff & ~0x8000,
all_but_real_player: 0xffff & ~0x0003,
all: 0xffff,
};
// Item pickup priority, which both actors and items have. An actor will pick up an item if the
// item's priority is greater than or equal to the actor's.
export const PICKUP_PRIORITIES = {
never: 4, // cc2 blocks, never pick anything up
always: 3, // all actors; blue keys, yellow teleporters (everything picks up except cc2 blocks)
normal: 2, // actors with inventories; most items
player: 1, // players and doppelgangers; red keys (ignored by everything else)
real_player: 0,
};
export const COMPAT_RULESET_LABELS = {
lexy: "Lexy",
steam: "Steam/CC2",
'steam-strict': "Steam/CC2 (strict)",
lynx: "Lynx",
ms: "Microsoft",
custom: "Custom",
};
export const COMPAT_RULESET_ORDER = ['lexy', 'steam', 'steam-strict', 'lynx', 'ms', 'custom'];
// FIXME some of the names of the flags themselves kinda suck
export const COMPAT_FLAGS = [
// Level loading
{
key: 'no_auto_convert_ccl_popwalls',
label: "Recessed walls under actors in CCL levels are left alone",
rulesets: new Set(['steam-strict', 'lynx', 'ms']),
}, {
key: 'no_auto_convert_ccl_blue_walls',
label: "Blue walls under blocks in CCL levels are left alone",
rulesets: new Set(['steam-strict', 'lynx']),
},
// Core
{
key: 'use_lynx_loop',
label: "Game uses the Lynx-style update loop",
rulesets: new Set(['steam', 'steam-strict', 'lynx', 'ms']),
}, {
key: 'player_moves_last',
label: "Player always moves last",
rulesets: new Set(['lynx', 'ms']),
}, {
key: 'emulate_60fps',
label: "Game runs at 60 FPS",
rulesets: new Set(['steam', 'steam-strict']),
}, {
key: 'reuse_actor_slots',
label: "Game reuses slots in the actor list",
rulesets: new Set(['lynx']),
}, {
key: 'force_lynx_animation_lengths',
label: "Animations use Lynx duration",
rulesets: new Set(['lynx']),
},
// Tiles
{
// XXX this is goofy
key: 'tiles_react_instantly',
label: "Tiles react when approached",
rulesets: new Set(['ms']),
}, {
key: 'rff_actually_random',
label: "Random force floors are actually random",
rulesets: new Set(['ms']),
}, {
key: 'no_backwards_override',
label: "Player can't override backwards on a force floor",
rulesets: new Set(['lynx']),
}, {
key: 'traps_like_lynx',
label: "Traps eject faster, and even when already open",
rulesets: new Set(['lynx']),
}, {
key: 'blue_floors_vanish_on_arrive',
label: "Fake blue walls vanish on arrival",
rulesets: new Set(['lynx']),
},
// Items
{
key: 'no_immediate_detonate_bombs',
label: "Mines under non-player actors don't explode at level start",
rulesets: new Set(['lynx', 'ms']),
}, {
key: 'detonate_bombs_under_players',
label: "Mines under players explode at level start",
rulesets: new Set(['steam', 'steam-strict']),
}, {
key: 'cloned_bowling_balls_can_be_lost',
label: "Bowling balls on cloners are destroyed when fired at point blank",
rulesets: new Set(['steam-strict']),
}, {
key: 'monsters_ignore_keys',
label: "Monsters completely ignore keys",
rulesets: new Set(['ms']),
}, {
key: 'monsters_blocked_by_items',
label: "Monsters can't step on items to get the player",
rulesets: new Set(['lynx']),
},
// Blocks
{
key: 'no_early_push',
label: "Player pushes blocks at move time",
rulesets: new Set(['lynx', 'ms']),
}, {
key: 'use_legacy_hooking',
label: "Pulling blocks with the hook happens at decision time",
rulesets: new Set(['steam', 'steam-strict']),
}, {
// FIXME this is kind of annoying, there are some collision rules too
key: 'tanks_teeth_push_ice_blocks',
label: "Ice blocks emulate pgchip rules",
rulesets: new Set(['ms']),
}, {
key: 'allow_pushing_blocks_off_faux_walls',
label: "Blocks may be pushed off of blue (fake), invisible, and revealing walls",
rulesets: new Set(['lynx']),
}, {
key: 'emulate_spring_mining',
label: "Spring mining is possible",
rulesets: new Set(['steam-strict']),
/* XXX not implemented
}, {
key: 'emulate_flicking',
label: "Flicking is possible",
rulesets: new Set(['ms']),
*/
},
// Monsters
{
// TODO? in lynx they ignore the button while in motion too
// TODO what about in a trap, in every game??
// TODO what does ms do when a tank is on ice or a ff? wiki's description is wacky
// TODO yellow tanks seem to have memory too??
key: 'tanks_always_obey_button',
label: "Blue tanks always obey blue buttons",
rulesets: new Set(['steam-strict']),
}, {
key: 'tanks_ignore_button_while_moving',
label: "Blue tanks ignore blue buttons while moving",
rulesets: new Set(['lynx']),
}, {
key: 'blobs_use_tw_prng',
label: "Blobs use the Tile World RNG",
rulesets: new Set(['lynx']),
}, {
key: 'teeth_target_internal_position',
label: "Teeth target the player's internal position",
rulesets: new Set(['lynx']),
}, {
key: 'rff_blocks_monsters',
label: "Random force floors block monsters",
rulesets: new Set(['ms']),
}, {
key: 'bonking_isnt_instant',
label: "Bonking while sliding doesn't apply instantly",
rulesets: new Set(['lynx', 'ms']),
}, {
key: 'fire_allows_monsters',
label: "Fire doesn't block monsters",
rulesets: new Set(['ms']),
},
];
export function compat_flags_for_ruleset(ruleset) {
let compat = {};
for (let compatdef of COMPAT_FLAGS) {
if (compatdef.rulesets.has(ruleset)) {
compat[compatdef.key] = true;
}
}
return compat;
}