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game.c
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#include "feobjs.c"
#include "customlv.c"
void loadLvlCD(char* filename) {
u_char i;
u_char* lvl=readFromCD(filename);
u_char* lp=lvl;
for (i=0;i<63;i++) {memcpy(level[i],lp,63);lp+=63;}
spawnpoint[0]=*(lp++); spawnpoint[1]=*(lp++);
ncoins=*(lp++);
dcoin=(short*)malloc(ncoins<<2);
memcpy(dcoin,lp,ncoins<<2); lp+=(ncoins<<2);
nFEObjects=*(lp++);
FEObjects=(struct FEObject*)malloc(nFEObjects*sizeof(struct FEObject));
for (i=0;i<nFEObjects;i++) {
memcpy(&FEObjects[i],lp,6);
lp+=6;
if (FEObjects[i].dataSize) FEObjects[i].data=(u_char*)malloc(FEObjects[i].dataSize);
memcpy(FEObjects[i].data,lp,FEObjects[i].dataSize);
lp+=FEObjects[i].dataSize;
}
remCoins=lastRemCoins=ncoins;
coinCollected=(u_char*)calloc(ncoins,1); lastCoinCollected=(u_char*)calloc(ncoins,1);
flappyPos.vx=spawnpoint[0]<<4; flappyPos.vy=spawnpoint[1]<<4|9;
vacc=0; fflags=0; flappyAng.vy=0; pos.vy=999;
levelExitCode=0; frame=0;
free(lvl);
}
void unLoadLvl() {
u_char i;
free(dcoin);
for (i=0;i<nFEObjects;i++) {
if (FEObjects[i].dataSize) free(FEObjects[i].data);
}
free(FEObjects);
free(coinCollected); free(lastCoinCollected);
}
void updateGameWorldPos() {
pos.vx=(flappyPos.vx>400)?-400:(flappyPos.vx<-416)?416:-flappyPos.vx;
if (gamePadDown(0)) pos.vy--;
else if (gamePadUp(0)) pos.vy++;
else if (fflags&2 && frame&1 && (pos.vy+flappyPos.vy)<8) pos.vy++;
if ((pos.vy+flappyPos.vy)>32) {
pos.vy=-flappyPos.vy+32;
}else if ((pos.vy+flappyPos.vy)<-20) {
pos.vy=-flappyPos.vy-20;
}
if (pos.vy<-420) pos.vy=-420;
if (pos.vy>436) pos.vy=436;
}
int b(int x,int y) {
if (x<0 || x>=63 || y<0 || y>=63) return 1;
return level[x][y];
}
void printGame() {
static int i,j;
static MATRIX m;
static POLY_FT4 *fpp; //Current Flappy poly
static SPRT_16 *scoinp; //Current Coin poly
static SVECTOR coinVertex={0, 0, persp};
static SVECTOR flappyVertex[2][4] = {{{-8, -8, 0},{-8,8,0},{8,-8,0},{8,8,0}}};
RECT backgroundRect={x:320+((416-pos.vx)*384/816),y:272,w:320,h:240};
int i1=27-(pos.vy>>4), i2=36-(pos.vy>>4), j1=26-(pos.vx>>4),j2=37-(pos.vx>>4);
if (i1<1) i1=1; if (j1<1) j1=1; if (i2>62) i2=62; if (j2>62) j2=62;
MoveImage(&backgroundRect,0,cdb->draw.clip.y); //Print background
//Flappy Geometry calculations
RotMatrix(&flappyAng, &m); //Get a rotation matrix from the vector
TransMatrix(&m, &flappyPos); //Sets the translation
SetRotMatrix(&m);
SetTransMatrix(&m);
for (i=0;i<4;i++) RotTransSV(&flappyVertex[0][i],&flappyVertex[1][i],&flg);
//World Geometry calculations
RotMatrix(&ang, &m); //Get a rotation matrix from the vector
TransMatrix(&m, &pos); //Sets the translation
SetRotMatrix(&m);
SetTransMatrix(&m);
for (i=i1-1;i<=i2;i++) for (j=j1-1;j<=j2;j++) if (level[i][j]) {
POLY_FT4 *pp=&p[level[i][j]-1];
//up face
if (!b(i-1,j)) {
RotTransPers4(&x[i][j][0],&x[i][j+1][0],&x[i][j][1],&x[i][j+1][1],(long*)&pp->x0,(long*)&pp->x1,(long*)&pp->x2,(long*)&pp->x3,&dmy,&flg);
if (pp->y0>120) {
pp->r0=pp->g0=pp->b0=100;
DrawPrim(pp); //blocking
}
}
//down face
if (!b(i+1,j)) {
RotTransPers4(&x[i+1][j][0],&x[i+1][j+1][0],&x[i+1][j][1],&x[i+1][j+1][1],(long*)&pp->x0,(long*)&pp->x1,(long*)&pp->x2,(long*)&pp->x3,&dmy,&flg);
if (pp->y0<120) {
pp->r0=pp->g0=pp->b0=85;
DrawPrim(pp); //blocking
}
}
//left face
if (!b(i,j-1)) {
RotTransPers4(&x[i][j][0],&x[i+1][j][0],&x[i][j][1],&x[i+1][j][1],(long*)&pp->x0,(long*)&pp->x1,(long*)&pp->x2,(long*)&pp->x3,&dmy,&flg);
if (pp->x0>160) {
pp->r0=pp->g0=pp->b0=70;
DrawPrim(pp); //blocking
}
}
//right face
if (!b(i,j+1)) {
RotTransPers4(&x[i][j+1][0],&x[i+1][j+1][0],&x[i][j+1][1],&x[i+1][j+1][1],(long*)&pp->x0,(long*)&pp->x1,(long*)&pp->x2,(long*)&pp->x3,&dmy,&flg);
if (pp->x0<160) {
pp->r0=pp->g0=pp->b0=55;
DrawPrim(pp); //blocking
}
}
}
//FlappyEngine objects
for (i=0;i<nFEObjects;i++) if (abs(FEObjects[i].dx+pos.vx)<128 && abs(FEObjects[i].dy+pos.vy)<128) {
FEFuncArray[FEObjects[i].id](&FEObjects[i]);
}
//Flappy
fpp=&fp[(frame>>3)&3];
RotTransPers4(&flappyVertex[1][0],&flappyVertex[1][1],&flappyVertex[1][2],&flappyVertex[1][3],(long*)&fpp->x0,(long*)&fpp->x1,(long*)&fpp->x2,(long*)&fpp->x3,&dmy,&flg);
DrawPrim(fpp); //blocking
DrawPrim(&tp[0]); //blocking
//Coins
scoinp=&scoin[(frame>>2)&7];
for (i=0;i<ncoins;i++) if (!coinCollected[i] && abs(dcoin[i<<1]+pos.vx)<128 && abs(dcoin[(i<<1)+1]+pos.vy)<128) {
if (fcheats&1 && abs(-dcoin[i<<1]+flappyPos.vx)<40 && abs(-dcoin[(i<<1)+1]+flappyPos.vy)<40) { //coin cheat
short dx=-dcoin[i<<1]+flappyPos.vx;
short dy=-dcoin[(i<<1)+1]+flappyPos.vy;
if (dx>4) dcoin[i<<1]+=2;
else if (dx<-4) dcoin[i<<1]-=2;
if (dy>4) dcoin[(i<<1)+1]+=2;
else if (dy<-4) dcoin[(i<<1)+1]-=2;
}
if (abs(dcoin[i<<1]-flappyPos.vx+4)<10 && abs(dcoin[(i<<1)+1]-flappyPos.vy+4)<12) { //coin touched?
PLAYSFXCOIN();
coinCollected[i]=1; remCoins--;
} else { //if not, just paint it
coinVertex.vx=dcoin[i<<1]; coinVertex.vy=dcoin[(i<<1)+1];
RotTransPers(&coinVertex,(long*)&scoinp->x0,&dmy,&flg);
DrawPrim(scoinp);
}
}
for (i=i1;i<i2;i++) for (j=j1;j<j2;j++) if (level[i][j]) { //front face
SPRT *sp=&s[level[i][j]-1];
//RotTransPers4(&x[i][j][0],&x[i+1][j][0],&x[i][j+1][0],&x[i+1][j+1][0],(long*)&p.x0,(long*)&p.x1,(long*)&p.x2,(long*)&p.x3,&dmy,&flg);
RotTransPers(&x[i][j][0],(long*)&sp->x0,&dmy,&flg);
DrawPrim(sp); //blocking
}
levelCustomCode[lvlnum].onFrame();
}
void printHUD() {
if (!lvlnum) return;
scoin[1].x0=300; scoin[1].y0=9;
DrawPrim(&scoin[1]);
if (remCoins) printNum(287,8,remCoins);
else DrawPrim(&tik);
}
void checkPauseAndAlert() {
if (alertmsg) {
SpuSetCommonCDVolume(cdvol>>2, cdvol>>2);
PLAYSFX(SFX_SWSH);
fullScreenBlack.r0=64; fullScreenBlack.g0=64; fullScreenBlack.b0=64;
DrawPrim(&fullScreenBlack);
DrawPrim(&alertSprt);
print(94,90,0,0,0,0,alertmsg);
nextFrameFlipBuff();
while (gamePad[0].ex && gamePad[0].start) VSync(0);
while (!gamePad[0].ex || !gamePad[0].start) VSync(0);
SpuSetCommonCDVolume(cdvol, cdvol);
alertmsg=0;
} else if (lvlnum && !gamePad[0].start) {
static u_char selection;
SpuSetCommonCDVolume(cdvol>>2, cdvol>>2);
PLAYSFX(SFX_SWSH);
fullScreenBlack.r0=0; fullScreenBlack.g0=0; fullScreenBlack.b0=64;
fflags|=32; selection=0;
while (!gamePad[0].start) VSync(0);
while (gamePad[0].start && gamePad[0].ex) {
static struct s_gamePad lastGamePad;
DrawPrim(&tp[1]);
DrawPrim(&fullScreenBlack);
printCd(audioChannel&3);
DrawPrim(&tp[1]);
PRINTFMT(136-strlen(songnames[audioChannel])*4,56,128,255,255,0,"<< %s >>",songnames[audioChannel]);
print(116,80,120+(rsin(VSync(-1)<<5)>>7),190+(rsin(VSync(-1)<<6)>>7),112+(rsin(VSync(-1)<<4)>>7),0," PAUSE\n-----------\n\n Continue\n\n Exit level");
if ((!gamePad[0].down && lastGamePad.down) || (!gamePad[0].up && lastGamePad.up)) {selection=(selection+1)&1; PLAYSFX(SFX_WING);}
switch (selection) {
case 0: print(110+(rsin(VSync(-1)<<7)>>10),104,128,128,255,0,">");
break;
case 1: print(110+(rsin(VSync(-1)<<7)>>10),120,128,128,255,0,">");
break;
}
if (!gamePad[0].right && lastGamePad.right) {
PLAYSFX(SFX_WING);
Sound_CD_XAChangeChannel((audioChannel+1)&15);
} else if (!gamePad[0].left && lastGamePad.left) {
PLAYSFX(SFX_WING);
Sound_CD_XAChangeChannel((audioChannel-1)&15);
}
memcpy(&lastGamePad,&gamePad[0],sizeof(struct s_gamePad));
nextFrameFlipBuff();
printGame();
printHUD();
}
while (!gamePad[0].start || !gamePad[0].ex) VSync(0);
fflags&=0xDF;
PLAYSFX(SFX_SWSH);
SpuSetCommonCDVolume(cdvol, cdvol);
if (selection==1) levelExitCode=1;
}
}
void fdie() {
u_char i,j;
flappyAng.vz=1024;
PLAYSFX(SFX_HIT);
nextFrameFlipBuff();
printGame();
PLAYSFX(SFX_DIE);
for (i=0;i<8;i++) {
nextFrameFlipBuff();
printGame();
if ((flappyPos.vy&15)<=8 || !b((flappyPos.vy>>4)+33,(flappyPos.vx>>4)+32)) flappyPos.vy++; //Not ground
else STOPSFX(SFX_DIE);
if (!(fflags&16)) updateGameWorldPos();
}
for (i=0;i<32;i++) { //the same with fullScreenBlack
nextFrameFlipBuff();
printGame();
fullScreenBlack.r0=i<<3; fullScreenBlack.g0=i<<3; fullScreenBlack.b0=i<<3;
DrawPrim(&fullScreenBlack);
if ((flappyPos.vy&15)<=8 || !b((flappyPos.vy>>4)+33,(flappyPos.vx>>4)+32)) flappyPos.vy++; //Not ground
else STOPSFX(SFX_DIE);
}
levelCustomCode[lvlnum].onDie();
//Restart level
flappyPos.vx=spawnpoint[0]<<4; flappyPos.vy=spawnpoint[1]<<4|9;
vacc=0; fflags=0; flappyAng.vy=0; pos.vy=999;
if (!(fcheats&1)) {memcpy(coinCollected,lastCoinCollected,ncoins); remCoins=lastRemCoins;}
}
void updatePlayer() {
if (!gamePad[0].ex && vacc>=0) { //jump button
vacc=-19;
PLAYSFX(SFX_WING);
}
flappyPos.vy+=vacc>>3;
if ((flappyPos.vy&15)>8 && b((flappyPos.vy>>4)+33,(flappyPos.vx>>4)+32)) { //ground
u_char groundtype=(fcheats&4)?1:b((flappyPos.vy>>4)+33,(flappyPos.vx>>4)+32);
switch (groundtype) {
case 1: //normal ground
if (gamePadLeft(0)) {flappyPos.vx--; fflags|=1;}
else if (gamePadRight(0)) {flappyPos.vx++; fflags&=0xFE;}
flappyAng.vy=(fflags&1)?2048:0;
break;
case 2: //ice ground
if ((flappyPos.vx&15)==8 && (b((flappyPos.vy>>4)+32,(flappyPos.vx>>4)+33) || b((flappyPos.vy>>4)+32,(flappyPos.vx>>4)+31))) { //wallhit
if (gamePadLeft(0)) fflags|=1;
else if (gamePadRight(0)) fflags&=0xFE;
flappyAng.vy=(fflags&1)?2048:0;
}
if (fflags&1) flappyPos.vx--; else flappyPos.vx++;
break;
default: //obstacle
fflags|=8;
return;
}
if (!(fflags&2)) { //hit floor first time, to stay
fflags|=2;
vacc=0;
flappyAng.vz=0;
flappyPos.vy=(flappyPos.vy&0xFFFFFFF0)|9;
}
if ((flappyPos.vx&15)>8 && b((flappyPos.vy>>4)+32,(flappyPos.vx>>4)+33) || (flappyPos.vx&15)<8 && b((flappyPos.vy>>4)+32,(flappyPos.vx>>4)+31)) { //Wallhit
flappyPos.vx=(flappyPos.vx&0xFFFFFFF0)|8;
}
} else if (fflags&4){ //ground (forced)
fflags&=0xFB;
vacc=0;
flappyAng.vz=0;
if (gamePadLeft(0)) {flappyPos.vx--; fflags|=1;}
if (gamePadRight(0)) {flappyPos.vx++; fflags&=0xFE;}
flappyAng.vy=(fflags&1)?2048:0;
} else { //fly
if ((flappyPos.vy&15)<7 && b((flappyPos.vy>>4)+31,(flappyPos.vx>>4)+32)) { //ceilhit
fflags|=8;
return;
}
if ((!(fflags&1)) && (flappyPos.vx&15)>8 && b((flappyPos.vy>>4)+32,(flappyPos.vx>>4)+33) //Wallhit
|| (fflags&1) && (flappyPos.vx&15)<8 && b((flappyPos.vy>>4)+32,(flappyPos.vx>>4)+31)
|| (!(fflags&1)) && (flappyPos.vx&15)>8 && (flappyPos.vy&15)<8 && b((flappyPos.vy>>4)+31,(flappyPos.vx>>4)+33)
|| (!(fflags&1)) && (flappyPos.vx&15)>8 && (flappyPos.vy&15)>9 && b((flappyPos.vy>>4)+33,(flappyPos.vx>>4)+33)
|| (fflags&1) && (flappyPos.vx&15)<7 && (flappyPos.vy&15)<8 && b((flappyPos.vy>>4)+31,(flappyPos.vx>>4)+31)
|| (fflags&1) && (flappyPos.vx&15)<7 && (flappyPos.vy&15)>9 && b((flappyPos.vy>>4)+33,(flappyPos.vx>>4)+31)) {
fflags|=8;
return;
}
fflags&=0xFD;
if (vacc<23) vacc++;
flappyAng.vz=vacc<<4;
if (fcheats&2) { //turn on air cheat
if (gamePadLeft(0)) fflags|=1;
else if (gamePadRight(0)) fflags&=0xFE;
flappyAng.vy=(fflags&1)?2048:0;
}
if (fflags&1) flappyPos.vx--; else flappyPos.vx++;
}
}
u_char startLevel(u_char lvlnumparam) {
lvlnum=lvlnumparam;
sprintf(stringholder,"\\GAME\\BKG%d.TIM;1",lvlnum);
loadTimCD(stringholder);
sprintf(stringholder,"\\GAME\\LVL%d.LVL;1",lvlnum);
loadLvlCD(stringholder);
levelCustomCode[lvlnum].onStart();
Sound_CD_XAPlay("\\GAME\\MUSIC.XA;1", lvlnum+((VSync(-1)&1)<<3));
while (!levelExitCode) {
nextFrameFlipBuff();
updatePlayer();
if (!(fflags&16)) updateGameWorldPos();
printGame();
printHUD();
if (fflags&8) {fdie(); continue;}
checkPauseAndAlert();
//PRINTFMT(8,8,255,255,255,0,"Fla pos: %d,%d [%d,%d] + %d,%d\nWld pos: %d,%d\nfflags: %02x vline: %d flost: %d",flappyPos.vx,flappyPos.vy,flappyPos.vx>>4,flappyPos.vy>>4,flappyPos.vx&15,flappyPos.vy&15,pos.vx,pos.vy,fflags,VSync(1),VSync(-1)-frame);
if (!gamePad[0].square && cdvol>0x100) {cdvol-=0x100; SpuSetCommonCDVolume(cdvol, cdvol);}
else if (!gamePad[0].circle && cdvol<0x3fff) {cdvol+=0x100; SpuSetCommonCDVolume(cdvol, cdvol);}
frame++;
}
unLoadLvl();
Sound_CD_XAStop();
levelCustomCode[lvlnum].onEnd();
return levelExitCode;
}