forked from len0rd/rockbox
original xrick code by 'BigOrno' at: http://www.bigorno.net/xrick/ Rockbox port, plus bugfixes at: https://github.com/pierluigi-vicinanza/xrick Further changes: * Additonal fixes from g#3026 * Port to modern plugin API * Add Pluginlib keymap fallback * Support all >1bpp screens * Fix build warnings in miniz * Better error message when resources are missing Change-Id: Id83928bc2539901b0221692f65cbca41389c58e7
722 lines
14 KiB
C
722 lines
14 KiB
C
/*
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* xrick/game.c
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*
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* Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net).
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* Copyright (C) 2008-2014 Pierluigi Vicinanza.
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* All rights reserved.
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*
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* The use and distribution terms for this software are contained in the file
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* named README, which can be found in the root of this distribution. By
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* using this software in any fashion, you are agreeing to be bound by the
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* terms of this license.
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*
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* You must not remove this notice, or any other, from this software.
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*/
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#include "xrick/game.h"
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#include "xrick/draw.h"
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#include "xrick/maps.h"
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#include "xrick/ents.h"
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#include "xrick/e_rick.h"
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#include "xrick/e_sbonus.h"
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#include "xrick/e_them.h"
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#include "xrick/screens.h"
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#include "xrick/rects.h"
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#include "xrick/scroller.h"
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#include "xrick/control.h"
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#include "xrick/resources.h"
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#ifdef ENABLE_DEVTOOLS
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#include "xrick/devtools.h"
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#endif
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/*
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* local typedefs
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*/
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typedef enum {
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#ifdef ENABLE_DEVTOOLS
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DEVTOOLS,
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#endif
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XRICK,
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INIT_GAME, INIT_BUFFER,
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INTRO_MAIN, INTRO_MAP,
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PAUSE_PRESSED1, PAUSE_PRESSED1B, PAUSED, PAUSE_PRESSED2,
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PLAY0, PLAY1, PLAY2, PLAY3,
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CHAIN_SUBMAP, CHAIN_MAP, CHAIN_END,
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SCROLL_UP, SCROLL_DOWN,
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RESTART, GAMEOVER, GETNAME, EXIT
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} game_state_t;
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/*
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* global vars
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*/
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U8 game_period = 0;
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bool game_waitevt = false;
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const rect_t *game_rects = NULL;
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U8 game_lives = 0;
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U8 game_bombs = 0;
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U8 game_bullets = 0;
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U32 game_score = 0;
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U16 game_map = 0;
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U16 game_submap = 0;
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U8 game_dir = RIGHT;
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bool game_chsm = false;
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bool game_cheat1 = false;
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bool game_cheat2 = false;
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bool game_cheat3 = false;
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/*
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* local vars
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*/
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static U8 isave_frow;
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static game_state_t game_state;
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#ifdef ENABLE_SOUND
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static sound_t *currentMusic = NULL;
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#endif
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/*
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* prototypes
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*/
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static void frame(void);
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static void init(void);
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static void play0(void);
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static void play3(void);
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static void restart(void);
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static void isave(void);
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static void irestore(void);
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/*
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* Cheats
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*/
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#ifdef ENABLE_CHEATS
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void
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game_toggleCheat(cheat_t cheat)
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{
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if (game_state != INTRO_MAIN && game_state != INTRO_MAP &&
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game_state != GAMEOVER && game_state != GETNAME &&
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#ifdef ENABLE_DEVTOOLS
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game_state != DEVTOOLS &&
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#endif
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game_state != XRICK && game_state != EXIT)
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{
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switch (cheat)
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{
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case Cheat_UNLIMITED_ALL:
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{
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game_cheat1 = !game_cheat1;
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game_lives = 6;
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game_bombs = 6;
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game_bullets = 6;
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break;
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}
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case Cheat_NEVER_DIE:
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{
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game_cheat2 = !game_cheat2;
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break;
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}
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case Cheat_EXPOSE:
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{
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game_cheat3 = !game_cheat3;
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break;
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}
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}
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draw_infos();
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/* FIXME this should probably only raise a flag ... */
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/* plus we only need to update INFORECT not the whole screen */
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sysvid_update(&draw_SCREENRECT);
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}
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}
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#endif
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#ifdef ENABLE_SOUND
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/*
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* Music
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*/
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void
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game_setmusic(sound_t * newMusic, S8 loop)
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{
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if (!newMusic)
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{
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return;
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}
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if (currentMusic)
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{
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game_stopmusic();
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}
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syssnd_play(newMusic, loop);
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currentMusic = newMusic;
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}
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void
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game_stopmusic(void)
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{
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syssnd_stop(currentMusic);
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currentMusic = NULL;
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}
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#endif /*ENABLE_SOUND */
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/*
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* Main loop
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*/
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void
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game_run(void)
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{
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U32 currentTime,
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#ifdef ENABLE_SOUND
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lastSoundTime = 0,
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#endif
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lastFrameTime = 0;
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if (!resources_load())
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{
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resources_unload();
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return;
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}
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if (!sys_cacheData())
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{
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sys_uncacheData();
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return;
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}
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game_period = sysarg_args_period ? sysarg_args_period : GAME_PERIOD;
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game_state = XRICK;
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/* main loop */
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while (game_state != EXIT)
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{
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currentTime = sys_gettime();
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if (currentTime - lastFrameTime >= game_period)
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{
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/* frame */
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frame();
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/* video */
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/*DEBUG*//*game_rects=&draw_SCREENRECT;*//*DEBUG*/
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sysvid_update(game_rects);
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/* reset rectangles list */
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rects_free(ent_rects);
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ent_rects = NULL;
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draw_STATUSRECT.next = NULL; /* FIXME freerects should handle this */
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/* events */
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if (game_waitevt)
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{
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sysevt_wait(); /* wait for an event */
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}
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else
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{
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sysevt_poll(); /* process events (non-blocking) */
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}
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lastFrameTime = currentTime;
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}
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#ifdef ENABLE_SOUND
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if (currentTime - lastSoundTime >= syssnd_period)
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{
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/* sound */
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syssnd_update();
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lastSoundTime = currentTime;
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}
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#endif /* ENABLE_SOUND */
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sys_yield();
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}
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#ifdef ENABLE_SOUND
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syssnd_stopAll();
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#endif
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sys_uncacheData();
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resources_unload();
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}
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/*
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* Prepare frame
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*
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* This function loops forever: use 'return' when a frame is ready.
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* When returning, game_rects must contain every parts of the buffer
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* that have been modified.
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*/
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static void
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frame(void)
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{
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while (1) {
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switch (game_state) {
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#ifdef ENABLE_DEVTOOLS
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case DEVTOOLS:
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switch (devtools_run()) {
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case SCREEN_RUNNING:
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return;
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case SCREEN_DONE:
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game_state = INIT_GAME;
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break;
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case SCREEN_EXIT:
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game_state = EXIT;
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return;
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}
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break;
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#endif
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case XRICK:
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switch(screen_xrick()) {
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case SCREEN_RUNNING:
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return;
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case SCREEN_DONE:
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#ifdef ENABLE_DEVTOOLS
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game_state = DEVTOOLS;
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#else
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game_state = INIT_GAME;
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#endif
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break;
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case SCREEN_EXIT:
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game_state = EXIT;
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return;
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}
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break;
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case INIT_GAME:
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init();
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game_state = INTRO_MAIN;
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break;
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case INTRO_MAIN:
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switch (screen_introMain()) {
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case SCREEN_RUNNING:
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return;
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case SCREEN_DONE:
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game_state = INTRO_MAP;
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break;
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case SCREEN_EXIT:
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game_state = EXIT;
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return;
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}
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break;
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case INTRO_MAP:
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switch (screen_introMap()) {
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case SCREEN_RUNNING:
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return;
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case SCREEN_DONE:
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game_waitevt = false;
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game_state = INIT_BUFFER;
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break;
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case SCREEN_EXIT:
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game_state = EXIT;
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return;
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}
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break;
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case INIT_BUFFER:
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sysvid_clear(); /* clear buffer */
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draw_map(); /* draw the map onto the buffer */
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draw_drawStatus(); /* draw the status bar onto the buffer */
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#ifdef ENABLE_CHEATS
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draw_infos(); /* draw the info bar onto the buffer */
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#endif
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game_rects = &draw_SCREENRECT; /* request full buffer refresh */
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game_state = PLAY0;
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return;
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case PAUSE_PRESSED1:
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screen_pause(true);
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game_state = PAUSE_PRESSED1B;
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break;
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case PAUSE_PRESSED1B:
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if (control_test(Control_PAUSE))
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return;
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game_state = PAUSED;
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break;
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case PAUSED:
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if (control_test(Control_PAUSE))
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game_state = PAUSE_PRESSED2;
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if (control_test(Control_EXIT))
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game_state = EXIT;
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return;
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case PAUSE_PRESSED2:
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if (!(control_test(Control_PAUSE))) {
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game_waitevt = false;
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screen_pause(false);
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#ifdef ENABLE_SOUND
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syssnd_pauseAll(false);
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#endif
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game_state = PLAY2;
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}
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return;
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case PLAY0:
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play0();
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break;
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case PLAY1:
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if (control_test(Control_PAUSE)) {
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#ifdef ENABLE_SOUND
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syssnd_pauseAll(true);
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#endif
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game_waitevt = true;
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game_state = PAUSE_PRESSED1;
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}
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else if (!control_active) {
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#ifdef ENABLE_SOUND
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syssnd_pauseAll(true);
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#endif
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game_waitevt = true;
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screen_pause(true);
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game_state = PAUSED;
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}
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else
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game_state = PLAY2;
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break;
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case PLAY2:
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if (e_rick_state_test(E_RICK_STDEAD)) { /* rick is dead */
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if (game_cheat1 || --game_lives) {
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game_state = RESTART;
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} else {
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game_state = GAMEOVER;
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}
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}
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else if (game_chsm) /* request to chain to next submap */
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game_state = CHAIN_SUBMAP;
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else
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game_state = PLAY3;
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break;
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case PLAY3:
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play3();
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return;
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case CHAIN_SUBMAP:
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if (map_chain())
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game_state = CHAIN_END;
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else {
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game_bullets = 0x06;
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game_bombs = 0x06;
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game_map++;
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if (game_map == map_nbr_maps - 1) {
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/* reached end of game */
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/* FIXME @292?*/
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}
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game_state = CHAIN_MAP;
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}
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break;
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case CHAIN_MAP: /* CHAIN MAP */
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switch (screen_introMap()) {
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case SCREEN_RUNNING:
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return;
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case SCREEN_DONE:
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if (game_map >= map_nbr_maps - 1) { /* reached end of game */
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sysarg_args_map = 0;
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sysarg_args_submap = 0;
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game_state = GAMEOVER;
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}
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else { /* initialize game */
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ent_ents[1].x = map_maps[game_map].x;
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ent_ents[1].y = map_maps[game_map].y;
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map_frow = (U8)map_maps[game_map].row;
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game_submap = map_maps[game_map].submap;
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game_state = CHAIN_END;
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}
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break;
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case SCREEN_EXIT:
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game_state = EXIT;
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return;
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}
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break;
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case CHAIN_END:
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map_init(); /* initialize the map */
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isave(); /* save data in case of a restart */
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ent_clprev(); /* cleanup entities */
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draw_map(); /* draw the map onto the buffer */
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draw_drawStatus(); /* draw the status bar onto the buffer */
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game_rects = &draw_SCREENRECT; /* request full screen refresh */
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game_state = PLAY0;
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return;
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case SCROLL_UP:
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switch (scroll_up()) {
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case SCROLL_RUNNING:
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return;
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case SCROLL_DONE:
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game_state = PLAY0;
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break;
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}
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break;
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case SCROLL_DOWN:
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switch (scroll_down()) {
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case SCROLL_RUNNING:
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return;
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case SCROLL_DONE:
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game_state = PLAY0;
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break;
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}
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break;
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case RESTART:
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restart();
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game_state = PLAY0;
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return;
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case GAMEOVER:
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switch (screen_gameover()) {
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case SCREEN_RUNNING:
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return;
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case SCREEN_DONE:
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game_state = GETNAME;
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break;
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case SCREEN_EXIT:
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game_state = EXIT;
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break;
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}
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break;
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case GETNAME:
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switch (screen_getname()) {
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case SCREEN_RUNNING:
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return;
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case SCREEN_DONE:
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game_state = INIT_GAME;
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return;
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case SCREEN_EXIT:
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game_state = EXIT;
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break;
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}
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break;
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case EXIT:
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return;
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}
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}
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}
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/*
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* Initialize the game
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*/
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static void
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init(void)
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{
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U8 i;
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e_rick_state_clear(0xff);
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game_lives = 6;
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game_bombs = 6;
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game_bullets = 6;
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game_score = 0;
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game_map = sysarg_args_map;
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if (sysarg_args_submap == 0)
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{
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game_submap = map_maps[game_map].submap;
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map_frow = (U8)map_maps[game_map].row;
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}
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else
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{
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/* dirty hack to determine frow */
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game_submap = sysarg_args_submap;
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i = 0;
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while (i < map_nbr_connect &&
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(map_connect[i].submap != game_submap ||
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map_connect[i].dir != RIGHT))
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{
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i++;
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}
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map_frow = map_connect[i].rowin - 0x10;
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ent_ents[1].y = 0x10 << 3;
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}
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ent_ents[1].x = map_maps[game_map].x;
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ent_ents[1].y = map_maps[game_map].y;
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ent_ents[1].w = 0x18;
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ent_ents[1].h = 0x15;
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ent_ents[1].n = 0x01;
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ent_ents[1].sprite = 0x01;
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ent_ents[1].front = false;
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ent_ents[ENT_ENTSNUM].n = 0xFF;
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map_resetMarks();
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map_init();
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isave();
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}
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/*
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* play0
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*
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*/
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static void
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play0(void)
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{
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if (control_test(Control_END)) { /* request to end the game */
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game_state = GAMEOVER;
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return;
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}
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|
|
if (control_test(Control_EXIT)) { /* request to exit the game */
|
|
game_state = EXIT;
|
|
return;
|
|
}
|
|
|
|
ent_action(); /* run entities */
|
|
e_them_rndseed++; /* (0270) */
|
|
|
|
game_state = PLAY1;
|
|
}
|
|
|
|
|
|
/*
|
|
* play3
|
|
*
|
|
*/
|
|
static void
|
|
play3(void)
|
|
{
|
|
draw_clearStatus(); /* clear the status bar */
|
|
ent_draw(); /* draw all entities onto the buffer */
|
|
/* sound */
|
|
draw_drawStatus(); /* draw the status bar onto the buffer*/
|
|
|
|
game_rects = &draw_STATUSRECT; /* refresh status bar too */
|
|
draw_STATUSRECT.next = ent_rects; /* take care to cleanup draw_STATUSRECT->next later! */
|
|
|
|
if (!e_rick_state_test(E_RICK_STZOMBIE)) { /* need to scroll ? */
|
|
if (ent_ents[1].y >= 0xCC) {
|
|
game_state = SCROLL_UP;
|
|
return;
|
|
}
|
|
if (ent_ents[1].y <= 0x60) {
|
|
game_state = SCROLL_DOWN;
|
|
return;
|
|
}
|
|
}
|
|
|
|
game_state = PLAY0;
|
|
}
|
|
|
|
|
|
/*
|
|
* restart
|
|
*
|
|
*/
|
|
static void
|
|
restart(void)
|
|
{
|
|
e_rick_state_clear(E_RICK_STDEAD|E_RICK_STZOMBIE);
|
|
|
|
game_bullets = 6;
|
|
game_bombs = 6;
|
|
|
|
ent_ents[1].n = 1;
|
|
|
|
irestore();
|
|
map_init();
|
|
isave();
|
|
ent_clprev();
|
|
draw_map();
|
|
draw_drawStatus();
|
|
game_rects = &draw_SCREENRECT;
|
|
}
|
|
|
|
|
|
/*
|
|
* isave (0bbb)
|
|
*
|
|
*/
|
|
static void
|
|
isave(void)
|
|
{
|
|
e_rick_save();
|
|
isave_frow = map_frow;
|
|
}
|
|
|
|
|
|
/*
|
|
* irestore (0bdc)
|
|
*
|
|
*/
|
|
static void
|
|
irestore(void)
|
|
{
|
|
e_rick_restore();
|
|
map_frow = isave_frow;
|
|
}
|
|
|
|
/* eof */
|