ledHeadWii/source/platform/Platform_autorace.c
2020-03-03 18:49:42 +01:00

583 lines
14 KiB
C

/*
LEDhead
Copyright 2001, Peter Hirschberg
Author: Peter Hirschberg
The current version of this SOURCE CODE as well as the official
versions of the LEDHEAD APPLICATION are available from my website
at: http://www.peterhirschberg.com
Based on the handheld electronic games by Mattel Electronics.
All trademarks copyrighted by their respective owners. This
program is not affiliated or endorsed by Mattel Electronics.
License agreement:
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program (license.txt.h" if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Email : peter@peterhirschberg.com
Website : http://www.peterhirschberg.com
*/
#include "autorace.h"
#include "skislalom_screen_png.h"
#include "skislalom_poweroff_png.h"
#include "skislalom_poweron_png.h"
#include "skislalom_gear1_png.h"
#include "skislalom_gear2_png.h"
#include "skislalom_gear3_png.h"
#include "skislalom_gear4_png.h"
#include "skislalom_aimleft_png.h"
#include "skislalom_aimcenter_png.h"
#include "skislalom_aimright_png.h"
#include "autorace_screen_png.h"
#include "autorace_poweroff_png.h"
#include "autorace_poweron_png.h"
#include "autorace_gear1_png.h"
#include "autorace_gear2_png.h"
#include "autorace_gear3_png.h"
#include "autorace_gear4_png.h"
#include "autorace_aimleft_png.h"
#include "autorace_aimcenter_png.h"
#include "autorace_aimright_png.h"
#include "autorace_gear1_raw.h"
#include "autorace_gear2_raw.h"
#include "autorace_gear3_raw.h"
#include "autorace_gear4_raw.h"
#include "autorace_hit_raw.h"
#include "autorace_time_raw.h"
#include "autorace_win_raw.h"
#include "skislalom_gear1_raw.h"
#include "skislalom_gear2_raw.h"
#include "skislalom_gear3_raw.h"
#include "skislalom_gear4_raw.h"
#include "skislalom_hit_raw.h"
#include "skislalom_time_raw.h"
#include "skislalom_win_raw.h"
// images
static GRRLIB_texImg *bmpScreen;
static GRRLIB_texImg *bmpPowerOff;
static GRRLIB_texImg *bmpPowerOn;
static GRRLIB_texImg *bmpGear1;
static GRRLIB_texImg *bmpGear2;
static GRRLIB_texImg *bmpGear3;
static GRRLIB_texImg *bmpGear4;
static GRRLIB_texImg *bmpAimLeft;
static GRRLIB_texImg *bmpAimCenter;
static GRRLIB_texImg *bmpAimRight;
static int nStick = 1;
static BOOL bEngineSound = FALSE;
static BOOL bEngineSoundPlaying = FALSE;
// **************************************************
// Ski Slalom is the exact same game as Auto Race,
// except the screen is flipped. I'm going to cheat
// and reuse as much of the Auto Race code as I can.
// This flag is used to toggle between the two games.
static BOOL bSkiSlalom = FALSE;
// **************************************************
static void StartEngineSound();
static void StopEngineSound();
static Sound_t tcWaveRes[7];
static Blip_t blip[AUTORACE_BLIP_COLUMNS][AUTORACE_BLIP_ROWS];
static Stat_t digit[2];
static Coord_t i_slider, i_power, i_gear;
static Help_t autorace_help[] = {
{ WK_1, { 87, 90} },
{ WK_2, { 87, 144} },
{ WK_BUD, {89, 220} },
{ WK_LR, { 153, 264} }
};
static Help_t skislalom_help[] = {
{ WK_1, { 87, 74} },
{ WK_2, { 87, 148} },
{ WK_BUD, {86, 205} },
{ WK_LR, { 154, 285} }
};
//----------------------------------------------------------------------------
//
//
void AutoRace_Help()
{
Platform_Help(autorace_help, sizeof(autorace_help)/sizeof(*autorace_help));
}
void SkiSlalom_Help()
{
Platform_Help(skislalom_help, sizeof(skislalom_help)/sizeof(*skislalom_help));
}
static BOOL bInited = FALSE;
void SkiSlalom_Init()
{
int x, y;
bSkiSlalom = TRUE;
// Init sounds
Sound_set(&tcWaveRes[0], skislalom_gear1_raw, skislalom_gear1_raw_size, 1324);
Sound_set(&tcWaveRes[1], skislalom_gear2_raw, skislalom_gear2_raw_size, 1051);
Sound_set(&tcWaveRes[2], skislalom_gear3_raw, skislalom_gear3_raw_size, 1045);
Sound_set(&tcWaveRes[3], skislalom_gear4_raw, skislalom_gear4_raw_size, 852);
Sound_set(&tcWaveRes[4], skislalom_hit_raw, skislalom_hit_raw_size, 137);
Sound_set(&tcWaveRes[5], skislalom_time_raw, skislalom_time_raw_size, 937);
Sound_set(&tcWaveRes[6], skislalom_win_raw, skislalom_win_raw_size, 1275);
// load images
bmpScreen = GRRLIB_LoadTexture(skislalom_screen_png);
bmpPowerOff = GRRLIB_LoadTexture(skislalom_poweroff_png);
bmpPowerOn = GRRLIB_LoadTexture(skislalom_poweron_png);
bmpGear1 = GRRLIB_LoadTexture(skislalom_gear1_png);
bmpGear2 = GRRLIB_LoadTexture(skislalom_gear2_png);
bmpGear3 = GRRLIB_LoadTexture(skislalom_gear3_png);
bmpGear4 = GRRLIB_LoadTexture(skislalom_gear4_png);
bmpAimLeft = GRRLIB_LoadTexture(skislalom_aimleft_png);
bmpAimCenter = GRRLIB_LoadTexture(skislalom_aimcenter_png);
bmpAimRight = GRRLIB_LoadTexture(skislalom_aimright_png);
// images position
i_slider.x = skislalom_slider_x;
i_slider.y = skislalom_slider_y;
i_power.x = skislalom_power_x;
i_power.y = skislalom_power_y;
i_gear.x = skislalom_gear_x;
i_gear.y = skislalom_gear_y;
// set blips
for (y = 0; y < AUTORACE_BLIP_ROWS; y++){
for (x = 0; x < AUTORACE_BLIP_COLUMNS; x++){
Blip_t *pblip = &blip[x][y];
pblip->x = (int)((x * ((float)skislalom_blip_xspacing/100)) + skislalom_blip_x);
pblip->y = (int)((y * ((float)skislalom_blip_yspacing/100)) + skislalom_blip_y);
pblip->status = -1;
}
}
// set digits
for(x = 0; x < 2; x++) {
digit[x].x = skislalom_digit_x + x * skislalom_digit_spacing;
digit[x].y = skislalom_digit_y;
}
if (!bInited)
{
PlatformSetInput(0);
// turn on the game
AutoRace_SetSkill(0);
// start with game off
AutoRace_PowerOff();
bInited = TRUE;
}
}
void AutoRace_Init()
{
int x, y;
bSkiSlalom = FALSE;
// Init sounds
Sound_set(&tcWaveRes[0], autorace_gear1_raw, autorace_gear1_raw_size, 1324);
Sound_set(&tcWaveRes[1], autorace_gear2_raw, autorace_gear2_raw_size, 1051);
Sound_set(&tcWaveRes[2], autorace_gear3_raw, autorace_gear3_raw_size, 1045);
Sound_set(&tcWaveRes[3], autorace_gear4_raw, autorace_gear4_raw_size, 852);
Sound_set(&tcWaveRes[4], autorace_hit_raw, autorace_hit_raw_size, 137);
Sound_set(&tcWaveRes[5], autorace_time_raw, autorace_time_raw_size, 937);
Sound_set(&tcWaveRes[6], autorace_win_raw, autorace_win_raw_size, 1275);
// load images
bmpScreen = GRRLIB_LoadTexture(autorace_screen_png);
bmpPowerOff = GRRLIB_LoadTexture(autorace_poweroff_png);
bmpPowerOn = GRRLIB_LoadTexture(autorace_poweron_png);
bmpGear1 = GRRLIB_LoadTexture(autorace_gear1_png);
bmpGear2 = GRRLIB_LoadTexture(autorace_gear2_png);
bmpGear3 = GRRLIB_LoadTexture(autorace_gear3_png);
bmpGear4 = GRRLIB_LoadTexture(autorace_gear4_png);
bmpAimLeft = GRRLIB_LoadTexture(autorace_aimleft_png);
bmpAimCenter = GRRLIB_LoadTexture(autorace_aimcenter_png);
bmpAimRight = GRRLIB_LoadTexture(autorace_aimright_png);
// images position
i_slider.x = autorace_slider_x;
i_slider.y = autorace_slider_y;
i_power.x = autorace_power_x;
i_power.y = autorace_power_y;
i_gear.x = autorace_gear_x;
i_gear.y = autorace_gear_y;
// set blips
for (y = 0; y < AUTORACE_BLIP_ROWS; y++){
for (x = 0; x < AUTORACE_BLIP_COLUMNS; x++){
Blip_t *pblip = &blip[x][y];
pblip->x = (int)((x * ((float)autorace_blip_xspacing/100)) + autorace_blip_x);
pblip->y = (int)((y * ((float)autorace_blip_yspacing/100)) + autorace_blip_y);
pblip->status = -1;
}
}
// set digits
for(x = 0; x < 2; x++) {
digit[x].x = autorace_digit_x + x * autorace_digit_spacing;
digit[x].y = autorace_digit_y;
}
if (!bInited)
{
PlatformSetInput(0);
// turn on the game
AutoRace_SetSkill(0);
// start with game off
AutoRace_PowerOff();
bInited = TRUE;
}
}
void AutoRace_DeInit()
{
// stop all sounds...
Platform_StopSound();
bEngineSoundPlaying = FALSE;
GRRLIB_FreeTexture(bmpScreen);
GRRLIB_FreeTexture(bmpPowerOff);
GRRLIB_FreeTexture(bmpPowerOn);
GRRLIB_FreeTexture(bmpGear1);
GRRLIB_FreeTexture(bmpGear2);
GRRLIB_FreeTexture(bmpGear3);
GRRLIB_FreeTexture(bmpGear4);
GRRLIB_FreeTexture(bmpAimLeft);
GRRLIB_FreeTexture(bmpAimCenter);
GRRLIB_FreeTexture(bmpAimRight);
bInited = FALSE;
}
void AutoRace_Paint()
{
int x, y;
BOOL power = AutoRace_GetPower();
int p_switch;
p_switch = Platform_GetPowerSwitch(ONOFF_SWITCH);
if(p_switch == -1 && power == TRUE) {
AutoRace_PowerOff();
}
if(p_switch == 1 && power == FALSE) {
AutoRace_PowerOn();
}
// paint the backdrop
GRRLIB_DrawImg(realx(0), realy(0), bmpScreen, 0, 1, 1, 0xFFFFFFFF);
// draw gear
switch (AutoRace_GetSkill())
{
case 0:
GRRLIB_DrawImg(realx(i_gear.x), realy(i_gear.y), bmpGear1, 0, 1, 1, 0xFFFFFFFF);
break;
case 1:
GRRLIB_DrawImg(realx(i_gear.x), realy(i_gear.y), bmpGear2, 0, 1, 1, 0xFFFFFFFF);
break;
case 2:
GRRLIB_DrawImg(realx(i_gear.x), realy(i_gear.y), bmpGear3, 0, 1, 1, 0xFFFFFFFF);
break;
case 3:
GRRLIB_DrawImg(realx(i_gear.x), realy(i_gear.y), bmpGear4, 0, 1, 1, 0xFFFFFFFF);
break;
}
// Draw stick
switch (nStick)
{
case 0:
GRRLIB_DrawImg(realx(i_slider.x), realy(i_slider.y), bmpAimLeft, 0, 1, 1, 0xFFFFFFFF);
break;
case 1:
GRRLIB_DrawImg(realx(i_slider.x), realy(i_slider.y), bmpAimCenter, 0, 1, 1, 0xFFFFFFFF);
break;
case 2:
GRRLIB_DrawImg(realx(i_slider.x), realy(i_slider.y), bmpAimRight, 0, 1, 1, 0xFFFFFFFF);
break;
}
// Draw power
if (power) {
GRRLIB_DrawImg(realx(i_power.x), realy(i_power.y), bmpPowerOn, 0, 1, 1, 0xFFFFFFFF);
for (y = 0; y < AUTORACE_BLIP_ROWS; y++){
for (x = 0; x < AUTORACE_BLIP_COLUMNS; x++){
if(blip[x][y].status != -1)
draw_vblip(blip[x][y].x, blip[x][y].y, blip[x][y].status);
}
}
for(x = 0; x < sizeof(digit)/sizeof(*digit); x++)
draw_digit(digit[x].x, digit[x].y, digit[x].val);
}
else {
GRRLIB_DrawImg(realx(i_power.x), realy(i_power.y), bmpPowerOff, 0, 1, 1, 0xFFFFFFFF);
}
}
void AutoRace_ClearScreen()
{
Platform_StartDraw();
// erase the blips
for (int y = 0; y < AUTORACE_BLIP_ROWS; y++){
for (int x = 0; x < AUTORACE_BLIP_COLUMNS; x++){
AutoRace_DrawBlip(BLIP_OFF, x, y);
}
}
// erase the score display
AutoRace_DrawTime(-1);
Platform_EndDraw();
}
void AutoRace_PlaySound(int nSound, unsigned int nFlags)
{
if ((nFlags & PLAYSOUNDFLAGS_PRIORITY) || bEngineSoundPlaying)
{
// stop any playing sounds first
Platform_StopSound();
}
// this sound will cut off any looping sounds
// note this so we can restart them later
bEngineSoundPlaying = FALSE;
Platform_PlaySound(&tcWaveRes[nSound], nFlags);
}
void AutoRace_StopSound()
{
bEngineSoundPlaying = FALSE;
bEngineSound = FALSE;
// stop all sounds...
Platform_StopSound();
}
//----------------------------------------------------------------------------
// local fcn's
//
static void StartEngineSound()
{
// if gear has changed, switch sounds
static int nOldGear = -1;
int nGear = AutoRace_GetSkill();
if (nGear != nOldGear)
{
AutoRace_StopEngineSound();
nOldGear = nGear;
}
if (!bEngineSoundPlaying)
{
int nSound = AutoRace_GetSkill();
unsigned int nSoundFlags = PLAYSOUNDFLAGS_LOOP | PLAYSOUNDFLAGS_ASYNC;
Platform_PlaySound(&tcWaveRes[nSound], nSoundFlags);
// mark the sound as playing
bEngineSoundPlaying = TRUE;
}
}
static void StopEngineSound()
{
if (bEngineSoundPlaying)
{
Platform_StopSound();
bEngineSoundPlaying = FALSE;
}
}
void AutoRace_PlayEngineSound()
{
if (!bEngineSound)
{
bEngineSound = TRUE;
StartEngineSound();
}
}
void AutoRace_StopEngineSound()
{
if (bEngineSound)
{
bEngineSound = FALSE;
StopEngineSound();
}
}
void AutoRace_DrawBlip(int nBright, int x, int y)
{
if (bSkiSlalom)
{
// flip the screen for ski slalom
y = (AUTORACE_BLIP_ROWS - 1) - y;
}
switch(nBright){
case BLIP_DIM:
blip[x][y].status = BLIP_TYPE_NORMAL;
break;
case BLIP_BRIGHT:
blip[x][y].status = BLIP_TYPE_BRIGHT;
break;
case BLIP_OFF:
default:
blip[x][y].status = -1;
break;
}
// update the looped engine sound
// this is not a good place for this
// should be in some sort of draw frame function
// maybe need to add that to the game structure
if (bEngineSound){
StartEngineSound();
} else {
StopEngineSound();
}
}
void AutoRace_DrawTime(int nTime)
{
if (nTime == -1){
// erase the display
digit[0].val = -1;
digit[1].val = -1;
} else {
// draw 10s place
if(nTime >= 10)
digit[0].val = nTime/10;
else
digit[0].val = -1;
// draw 1s place
digit[1].val = nTime%10 ;
}
}
int AutoRace_GetInputSTICK()
{
// check the keys
if (Platform_GetInputLEFT()
&& !Platform_GetInputRIGHT())
{
if (nStick != 0)
{
nStick = 0;
}
return nStick;
}
if (Platform_GetInputRIGHT()
&& !Platform_GetInputLEFT())
{
if (nStick != 2)
{
nStick = 2;
}
return nStick;
}
// leave it where it was
// return nStick;
if (nStick != 1)
{
nStick = 1;
}
return nStick;
}
int AutoRace_GetInputGEAR(BOOL *pChange)
{
static BOOL bLastB = FALSE;
static BOOL bLastC = FALSE;
if (pChange){ *pChange = FALSE; }
int gear = AutoRace_GetSkill();
// check the keys
if (Platform_GetInput1())
{
if (!bLastB)
{
// shift up
if (gear < 3)
{
++gear;
AutoRace_SetSkill(gear);
if (pChange)
{
*pChange = TRUE;
}
}
bLastB = TRUE;
}
}
else
{
bLastB = FALSE;
}
if (Platform_GetInput2())
{
if (!bLastC)
{
// shift down
if (gear > 0)
{
--gear;
AutoRace_SetSkill(gear);
if (pChange)
{
*pChange = TRUE;
}
}
bLastC = TRUE;
}
}
else
{
bLastC = FALSE;
}
return gear;
}
void AutoRace_GetSize(int *w, int *h)
{
*w = bmpScreen->w;
*h = bmpScreen->h;
}