rockbox/apps/plugins/xrick/game.c
Sebastian Leonhardt 102c374248 added xrick game
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
2024-06-30 17:24:16 -04:00

722 lines
14 KiB
C

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