Add shareware support and spawn correctly for difficulty levels

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 17:01:01 +01:00
parent 690ac1e7e6
commit 278c73a256
19 changed files with 383 additions and 238 deletions

View File

@@ -1,4 +1,7 @@
abstract class MapObjectId {
import 'package:wolf_dart/classes/cardinal_direction.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
abstract class MapObject {
// --- Player Spawns ---
static const int playerNorth = 19;
static const int playerEast = 20;
@@ -12,7 +15,7 @@ abstract class MapObjectId {
static const int floorLamp = 26;
static const int chandelier = 27;
static const int hangingSkeleton = 28;
static const int dogFood = 29; // Also used as decoration
static const int dogFoodDecoration = 29;
static const int whiteColumn = 30;
static const int pottedPlant = 31;
static const int blueSkeleton = 32;
@@ -25,12 +28,12 @@ abstract class MapObjectId {
static const int emptyCage = 39;
static const int cageWithSkeleton = 40;
static const int bones = 41;
static const int goldenKeybowl = 42; // Decorative only
static const int goldenKeyBowl = 42;
// --- Collectibles & Items ---
// --- Collectibles ---
static const int goldKey = 43;
static const int silverKey = 44;
static const int bed = 45; // Bed is usually non-collectible but in this range
static const int bed = 45;
static const int basket = 46;
static const int food = 47;
static const int medkit = 48;
@@ -43,62 +46,110 @@ abstract class MapObjectId {
static const int crown = 55;
static const int extraLife = 56;
// --- More Decorations ---
static const int bloodPool = 57;
// --- Environmental ---
static const int bloodPoolSmall = 57;
static const int barrel = 58;
static const int well = 59;
static const int emptyWell = 60;
static const int wellFull = 59;
static const int wellEmpty = 60;
static const int bloodPoolLarge = 61;
static const int flag = 62;
static const int callanard = 63; // Aardwolf sign / hidden message
static const int aardwolfSign = 63;
static const int bonesAndSkull = 64;
static const int wallHanging = 65;
static const int stove = 66;
static const int spearRack = 67;
static const int vines = 68;
// --- Special Objects ---
static const int secretDoor = 98; // Often used for the Pushwall trigger
static const int elevatorToSecretLevel = 99;
static const int exitTrigger = 100;
// --- Logic & Triggers ---
static const int pushwallTrigger = 98;
static const int secretExitTrigger = 99;
static const int normalExitTrigger = 100;
// --- Enemies (Spawn Points) ---
// Guards
static const int guardEasyNorth = 108;
static const int guardEasyEast = 109;
static const int guardEasySouth = 110;
static const int guardEasyWest = 111;
// --- Enemy Base IDs (Easy, North) ---
static const int _guardBase = 108;
static const int _officerBase = 126; // WL6 only
static const int _ssBase = 144; // WL6 only
static const int _dogBase = 162;
static const int _mutantBase = 180; // Episode 2+
// SS Guards
static const int ssEasyNorth = 124;
static const int ssEasyEast = 125;
static const int ssEasySouth = 126;
static const int ssEasyWest = 127;
// Dogs
static const int dogEasyNorth = 140;
static const int dogEasyEast = 141;
static const int dogEasySouth = 142;
static const int dogEasyWest = 143;
// Mutants
static const int mutantEasyNorth = 156;
static const int mutantEasyEast = 157;
static const int mutantEasySouth = 158;
static const int mutantEasyWest = 159;
// Officers
static const int officerEasyNorth = 172;
static const int officerEasyEast = 173;
static const int officerEasySouth = 174;
static const int officerEasyWest = 175;
// Bosses (Single spawn points)
// Bosses (Shared between WL1 and WL6)
static const int bossHansGrosse = 214;
// WL6 Exclusive Bosses
static const int bossDrSchabbs = 215;
static const int bossFakeHitler = 216;
static const int bossMechaHitler = 217;
static const int bossOttoGiftmacher = 218;
static const int bossGretelGrosse = 219;
static const int bossGeneralFettgesicht = 220;
static const int bossTransGrosse = 216;
static const int bossUbermutant = 217;
static const int bossDeathKnight = 218;
static const int bossMechaHitler = 219;
static const int bossHitlerGhost = 220;
static const int bossGretelGrosse = 221;
static const int bossGiftmacher = 222;
static const int bossFettgesicht = 223;
// --- Enemy Range Constants ---
static const int guardStart = 108;
static const int officerStart = 126;
static const int ssStart = 144;
static const int dogStart = 162;
static const int mutantStart = 180;
/// Returns true if the object ID exists in the Shareware version.
static bool isSharewareCompatible(int id) {
// WL1 only had Guards (108-125), Dogs (162-179), and Hans Grosse (214)
if (id >= 126 && id < 162) return false; // No Officers or SS
if (id >= 180 && id < 214) return false; // No Mutants
if (id > 214) return false; // No other bosses
return true;
}
/// Resolves which enemy type a map ID belongs to.
static String getEnemyType(int id) {
if (id >= 108 && id <= 125) return "Guard";
if (id >= 126 && id <= 143) return "Officer";
if (id >= 144 && id <= 161) return "SS";
if (id >= 162 && id <= 179) return "Dog";
if (id >= 180 && id <= 197) return "Mutant";
return "Unknown";
}
/// Checks if an object should be spawned based on chosen difficulty.
static bool shouldSpawn(int id, Difficulty selectedDifficulty) {
if (id < 108 || id > 213) return true; // Items/Players/Bosses always spawn
// Enemy blocks are 18 IDs wide (e.g., 108-125 for Guards)
int relativeId = (id - 108) % 18;
// 0-3: Easy, 4-7: Medium, 8-11: Hard
if (relativeId < 4) return true; // Easy spawns on everything
if (relativeId < 8) {
return selectedDifficulty != Difficulty.canIPlayDaddy; // Medium/Hard
}
if (relativeId < 12) {
return selectedDifficulty == Difficulty.iAmDeathIncarnate; // Hard only
}
// 12-15 are typically "Ambush" versions of the Easy/Medium/Hard guards
return true;
}
/// Determines the spawn orientation of an enemy or player.
/// Determines the spawn orientation of an enemy or player.
static double getAngle(int id) {
// Player spawn angles
switch (id) {
case playerNorth:
return CardinalDirection.north.radians;
case playerEast:
return CardinalDirection.east.radians;
case playerSouth:
return CardinalDirection.south.radians;
case playerWest:
return CardinalDirection.west.radians;
}
if (id < 108 || id > 213) return 0.0;
// Enemy directions are mapped in groups of 4
return CardinalDirection.fromEnemyIndex(id - 108).radians;
}
}