mirror of
https://github.com/dborth/fceugx.git
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225 lines
4.6 KiB
C++
225 lines
4.6 KiB
C++
/* FCE Ultra - NES/Famicom Emulator
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*
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* Copyright notice for this file:
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* Copyright (C) 2002 Xodnizel
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include <string.h>
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#include <stdlib.h>
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#include "share.h"
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#include "zapper.h"
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#include "../movie.h"
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ZAPPER ZD[2];
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static void ZapperFrapper(int w, uint8 *bg, uint8 *spr, uint32 linets, int final)
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{
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int xs,xe;
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int zx,zy;
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if(!bg) // New line, so reset stuff.
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{
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ZD[w].zappo=0;
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return;
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}
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xs=ZD[w].zappo;
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xe=final;
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zx=ZD[w].mzx;
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zy=ZD[w].mzy;
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if(xe>256) xe=256;
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if(scanline>=(zy-4) && scanline<=(zy+4))
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{
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while(xs<xe)
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{
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uint8 a1,a2;
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uint32 sum;
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if(xs<=(zx+4) && xs>=(zx-4))
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{
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a1=bg[xs];
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if(spr)
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{
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a2=spr[xs];
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if(!(a2&0x80))
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if(!(a2&0x40) || (a1&64))
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a1=a2;
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}
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a1&=63;
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sum=palo[a1].r+palo[a1].g+palo[a1].b;
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if(sum>=100*3)
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{
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ZD[w].zaphit=((uint64)linets+(xs+16)*(PAL?15:16))/48+timestampbase;
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goto endo;
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}
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}
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xs++;
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}
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}
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endo:
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ZD[w].zappo=final;
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//if this was a miss, clear out the hit
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if(ZD[w].mzb&2)
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ZD[w].zaphit=0;
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}
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static INLINE int CheckColor(int w)
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{
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FCEUPPU_LineUpdate();
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if(newppu)
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{
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int x = (int)ZD[w].mzx;
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int y = (int)ZD[w].mzy;
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int b = (int)ZD[w].mzb;
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bool block = (b&2)!=0;
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int mousetime = y*256+x;
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int nowtime = scanline*256 + g_rasterpos;
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if(!block && mousetime < nowtime && mousetime >= nowtime - 384)
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{
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extern uint8 *XBuf;
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uint8 *pix = XBuf+(ZD[w].mzy<<8);
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uint8 a1 = pix[ZD[w].mzx];
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a1&=63;
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uint32 sum=palo[a1].r+palo[a1].g+palo[a1].b;
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//return ZD[w].zaphit = sum != 0;
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ZD[w].zaphit = (sum>=100*3)?1:0;
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}
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else
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{
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ZD[w].zaphit = 0;
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}
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return ZD[w].zaphit?0:1;
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}
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if((ZD[w].zaphit+100)>=(timestampbase+timestamp))
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{
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return 0;
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}
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return 1;
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}
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static uint8 ReadZapperVS(int w)
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{
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uint8 ret=0;
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if(ZD[w].zap_readbit==4) ret=1;
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if(ZD[w].zap_readbit==7)
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{
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if(ZD[w].bogo)
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ret|=0x1;
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}
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if(ZD[w].zap_readbit==6)
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{
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if(!CheckColor(w))
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ret|=0x1;
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}
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if(!fceuindbg)
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ZD[w].zap_readbit++;
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return ret;
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}
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static void StrobeZapperVS(int w)
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{
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ZD[w].zap_readbit=0;
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}
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static uint8 ReadZapper(int w)
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{
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uint8 ret=0;
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if(ZD[w].bogo)
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ret|=0x10;
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if(CheckColor(w))
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ret|=0x8;
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return ret;
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}
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static void DrawZapper(int w, uint8 *buf, int arg)
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{
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FCEU_DrawGunSight(buf, ZD[w].mzx,ZD[w].mzy);
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}
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static void UpdateZapper(int w, void *data, int arg)
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{
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uint32 *ptr=(uint32 *)data;
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bool newclicked = (ptr[2]&3)!=0;
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bool oldclicked = (ZD[w].lastInput)!=0;
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if(ZD[w].bogo)
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{
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ZD[w].bogo--;
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}
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ZD[w].lastInput = ptr[2]&3;
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//woah.. this looks like broken bit logic.
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if(newclicked && !oldclicked)
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{
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ZD[w].bogo=5;
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ZD[w].mzb=ptr[2];
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ZD[w].mzx=ptr[0];
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ZD[w].mzy=ptr[1];
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}
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}
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static void LogZapper(int w, MovieRecord* mr)
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{
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mr->zappers[w].x = ZD[w].mzx;
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mr->zappers[w].y = ZD[w].mzy;
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mr->zappers[w].b = ZD[w].mzb;
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mr->zappers[w].bogo = ZD[w].bogo;
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mr->zappers[w].zaphit = ZD[w].zaphit;
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}
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static void LoadZapper(int w, MovieRecord* mr)
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{
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ZD[w].mzx = mr->zappers[w].x;
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ZD[w].mzy = mr->zappers[w].y;
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ZD[w].mzb = mr->zappers[w].b;
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ZD[w].bogo = mr->zappers[w].bogo;
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ZD[w].zaphit = mr->zappers[w].zaphit;
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}
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static INPUTC ZAPC={ReadZapper,0,0,UpdateZapper,ZapperFrapper,DrawZapper,LogZapper,LoadZapper};
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static INPUTC ZAPVSC={ReadZapperVS,0,StrobeZapperVS,UpdateZapper,ZapperFrapper,DrawZapper,LogZapper,LoadZapper};
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INPUTC *FCEU_InitZapper(int w)
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{
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memset(&ZD[w],0,sizeof(ZAPPER));
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if(GameInfo->type == GIT_VSUNI)
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return(&ZAPVSC);
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else
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return(&ZAPC);
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}
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