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/* vdu.c */
/* Copyright Hugh Robinson 2006-2009.
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 3 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. If not, see <http://www.gnu.org/licenses/>. */
#include <SDL/SDL.h>
#include "asylum.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
extern fastspr_sprite charsadr[48];
extern fastspr_sprite blockadr[256];
extern board *boardadr;
extern int boardwidth;
extern const char _bonuslow;
#define _strengthmax (108<<8)
struct vduvar
{
int xreso; int yreso;
int width; int height;
int gamex; int gamey;
int gameh; int gamew;
int backh; int backw;
int scorex; int scorey;
int sprw; int sprh;
int xblocks; int yblocks;
int livesx; int livesy;
int strengthx; int strengthy;
int strengthw; int strengthh;
int bonusx; int bonusy; int bonush;
int opengl;
} vduvar;
SDL_Surface* ArcScreen;
//SDL_Surface* GameScreen;
//SDL_Surface* ChatScreen;
fastspr_sprite GameScreen;
fastspr_sprite ChatScreen;
SDL_Surface* backsprite;
SDL_Surface* wipescr;
SDL_Surface* redness;
SDL_Surface* greyness;
SDL_Rect clip;
#define _textno 32
#define _textlen (20+60)
#define _charwidth 16
extern int framectr;
extern char frameinc;
typedef struct textinfo
{
int count; int x; int y; int dx; int dy;
char text[60];
} textinfo;
textinfo texttabofs[_textno];
void switchbank()
{
//osbyte_71();
//swi_blitz_screenretrieve();
if (vduvar.opengl) SDL_GL_SwapBuffers();
else SDL_Flip(ArcScreen);
}
void fspplotscaled(fastspr_sprite* sprites, char n, float x, float y,
float xs, float ys)
{
fastspr_sprite sprite = sprites[(char)n];
static SDL_Rect pos;
float w = sprite.w*xs, h = sprite.h*ys;
float posx = x-sprite.x*xs, posy = y-sprite.y*ys;
if (vduvar.opengl)
{
// This rescales as requested ...
if ((sprite.w==0) || (sprite.h==0)) return;
glBindTexture(GL_TEXTURE_2D, sprite.t);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glColor4f(1,1,1,1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.5/sprite.texw, 0.5/sprite.texh);
glVertex3f(posx-0.5*xs, posy-0.5*ys, 0.0);
glTexCoord2f((sprite.w+1.5)/sprite.texw, 0.5/sprite.texh);
glVertex3f(posx+w+0.5*xs, posy-0.5*ys, 0.0);
glTexCoord2f(0.5/sprite.texh, (sprite.h+1.5)/sprite.texh);
glVertex3f(posx-0.5*xs, posy+h+0.5*ys, 0.0);
glTexCoord2f((sprite.w+1.5)/sprite.texw, (sprite.h+1.5)/sprite.texh);
glVertex3f(posx+w+0.5*xs, posy+h+0.5*ys, 0.0);
glEnd();
}
else
{
// ... this doesn't.
pos.x = (int)posx; pos.y = (int)posy;
SDL_BlitSurface(sprite.s, NULL, ArcScreen, &pos);
}
}
void fspplot(fastspr_sprite* sprites, char n, int x, int y)
{
fspplotscaled(sprites, n, x, y, 1.0, 1.0);
}
void mazescaleplot(fastspr_sprite* sprites, char n, float x, float y)
{
fspplotscaled(sprites, n, x, y, vduvar.sprw/16.0, vduvar.sprh/16.0);
}
void cenplot(fastspr_sprite* sprites, char n, int x, int y)
{
mazescaleplot(sprites, n,
((x-1)*vduvar.sprw)/16.0+vduvar.gamex+(vduvar.gamew/2),
(y*vduvar.sprh)/16.0+vduvar.gamey+(vduvar.gameh/2)-(vduvar.sprh/2));
}
void cenplotdying(fastspr_sprite* sprites, char n, int x, int y, int r5)
{
int fsplx, fsply, fsphx, fsphy;
int r8 = 8-(r5>>17);
int r1 = x+vduvar.gamex+(vduvar.gamew/2);
int r2 = r8+y+vduvar.gamey+(vduvar.gameh/2)-(vduvar.sprh/2);
fsply = vduvar.gamey;
fsplx = vduvar.gamex;
fsphy = r2;
if (fsphy <= vduvar.gamey+vduvar.gameh)
if (fsply < fsphy)
{
fsphx = r1;
swi_fastspr_setclipwindow(fsplx, fsply, fsphx, fsphy);
if (fsphx <= vduvar.gamex+vduvar.gamew)
if (fsplx < fsphx)
fspplot(sprites, n, fsphx+r8, fsphy+r8);
fsphx = vduvar.gamex+vduvar.gamew;
fsplx = r1;
swi_fastspr_setclipwindow(fsplx, fsply, fsphx, fsphy);
if (fsplx >= vduvar.gamex)
if (fsphx > vduvar.gamex)
fspplot(sprites, n, fsplx-r8, fsphy+r8);
}
nodyingtop:
fsphy = vduvar.gamey+vduvar.gameh;
fsplx = vduvar.gamex;
fsply = r2;
if (fsply >= vduvar.gamey)
if (fsply < fsphy)
{
fsphx = r1;
swi_fastspr_setclipwindow(fsplx, fsply, fsphx, fsphy);
if (fsphx <= vduvar.gamex+vduvar.gamew)
if (fsplx < fsphx)
fspplot(sprites, n, fsphx+r8, fsply-r8);
fsphx = vduvar.gamex+vduvar.gamew;
fsplx = r1;
swi_fastspr_setclipwindow(fsplx, fsply, fsphx, fsphy);
if (fsplx >= vduvar.gamex)
if (fsphx > fsplx)
fspplot(sprites, n, fsplx-r8, fsply-r8);
}
nodyingbot:
writeclip();
}
void blokeplot_cen(fastspr_sprite* sprites, char n, int x, int y)
{
mazescaleplot(sprites, n,
(x*vduvar.sprw)/16.0+vduvar.gamex+(vduvar.gamew/2),
(y*vduvar.sprh)/16.0+vduvar.gamey+(vduvar.gameh/2)-(vduvar.sprh/2));
}
void message_scroll(const char* a)
{
message(vduvar.gamex+vduvar.gamew+32, vduvar.gamey+vduvar.gameh-8, -3, 0, a);
}
void message(int x, int y, float xv, float yv, const char* a)
{
int time = 400;
char b[60];
char* q = b;
if (x > 1000)
{
x -= 1000; time = 50;
}
if (x > 1000)
{
x -= 1000; time = 0x10000;
}
//int32_t z[5]={time,x<<8,y<<8,(int)(xv*256),(int)(yv*256)}; // might be non-integers
for (const char* p = a; *p != 0; p++, q++)
{
switch (*p)
{
case '-': *q = ';'; break;
case 164: *q = ':'; break;
case '\'': *q = '~'; break;
case '.': *q = '{'; break;
case ',': *q = '|'; break;
case '?': *q = '<'; break;
case '!': *q = '}'; break;
case '%': *q = '>'; break;
case 200: *q = '?'; break;
case 215: *q = '@'; break;
case '#': *q = 127; break;
default: *q = *p;
}
if (*q >= 96) *q -= 32;
if (*q == ' ') *q = 0xff;
else if ((*q&~1) != 16)
{
*q -= 47; if (*q > 55) exit(printf("Bad message character %c (%i)", *p, *p));
}
}
*q = 0;
{
textinfo* r11 = texttabofs;
int r9;
for (r9 = _textno; r9 > 0; r9--)
{
loopa8:
if (r11->count == 0) break;
r11++;
}
if (r9 == 0) return;
messageproc:
r11->count = time; r11->x = x<<8; r11->y = y<<8;
r11->dx = (int)(xv*256); r11->dy = (int)(yv*256);
if (strlen(b) > 58) exit(printf("Bad string %s", b));
strncpy(r11->text, b, 60);
}
}
void wipetexttab()
{
char* r10 = (char*)texttabofs;
for (int r3 = _textno*_textlen; r3 > 0; r3 -= 1)
loopa5:
*(r10++) = 0;
}
void texthandler(int do_animation)
{
textinfo* r11 = texttabofs;
int r9 = _textno;
for (; r9 > 0; r11++, r9--)
{
if (r11->count == 0) continue;
if (do_animation)
{
int r4 = (frameinc > 4) ? 4 : frameinc;
r11->count -= r4; if (r11->count < 0) r11->count = 0;
for (; r4 > 0; r4--)
{
r11->x += r11->dx;
r11->y += r11->dy;
}
}
int XxX = r11->x>>8;
int YyY = r11->y>>8;
for (char* r10 = r11->text; *r10 != 0; r10++)
{
char r0;
loopa7:
r0 = *r10;
if ((*r10-1) < 48) // only plot known characters (charsadr is [48])
fspplot(charsadr, *r10-1, XxX, YyY);
XxX += 14;
if (*r10 <= 10) XxX += 2;
if (*r10 > 43) XxX -= 6;
}
}
textdone:;
//textdelete: r11->count = 0;
}
void mazeplot(int xpos, int ypos)
{
if (vduvar.opengl) showgamescreen();
writeclip();
backdrop(xpos, ypos);
int r0 = (xpos-((vduvar.xblocks*8)<<8))>>8;
int r1 = (ypos-((vduvar.yblocks*8)<<8))>>8;
int r8 = ((15-(r0&15)-16)*vduvar.sprw)/16+vduvar.gamex;
int r9 = ((15-(r1&15)-8)*vduvar.sprh)/16+vduvar.gamey;
int r5 = 0, r7 = (r1>>4);
if (r7 < 0)
{
r5 = -r7; r7 = 0;
}
// Draw midground elements
for (; /*ins2:*/ (r5 < vduvar.yblocks+2) && (r7 < boardadr->height); r5++, r7++)
{
int r4 = 0, r6 = ((xpos>>8)-(vduvar.xblocks*8))>>4;
if (r6 < 0)
{
r4 = -r6; r6 = 0;
}
for (; /*ins1:*/ (r4 < vduvar.xblocks+3)&(r6 < boardadr->width); /*skip1:*/ r4++, r6++)
{
r0 = *(boardadr->contents+boardwidth*r7+r6);
draw_block(blockadr, r0, (r4*vduvar.sprw*15.0)/16+vduvar.xblocks/2+1+r8,
(r5*vduvar.sprh*15.0)/16+vduvar.yblocks/2+1+r9, 1);
}
}
// Now foreground ones
r5 = 0, r7 = (r1>>4);
if (r7 < 0)
{
r5 = -r7; r7 = 0;
}
for (; /*ins2:*/ (r5 < vduvar.yblocks+2) && (r7 < boardadr->height); r5++, r7++)
{
l2:;
int r4 = 0, r6 = ((xpos>>8)-(vduvar.xblocks*8))>>4;
if (r6 < 0)
{
r4 = -r6; r6 = 0;
}
for (; /*ins1:*/ (r4 < vduvar.xblocks+3)&(r6 < boardadr->width); /*skip1:*/ r4++, r6++)
{
l1:
r0 = *(boardadr->contents+boardwidth*r7+r6);
draw_block(blockadr, r0, r4*vduvar.sprw+r8, r5*vduvar.sprh+r9, 0);
}
}
skip2:;
}
GLuint batex[1];
void backdrop(int xpos, int ypos)
{
// swi_fastspr_clearwindow();
static SDL_Rect back_to_blit;
static SDL_Rect loc_to_blit;
int r3 = ((xpos>>8)-(xpos>>10)+3072-768); // parallax
int r2 = (44+48-(r3%48))%48;
float float_r3 = (xpos*3.0/1024)+3072-768;
float float_r2 = fmod(44+48-fmod(r3,48.0),48.0);
int r4 = 0x1f&((ypos>>8)-(ypos>>10)); // parallax
float float_r4 = fmod(ypos*3.0/1024,32.0);
modpos:
back_to_blit.x = ((48-r2)*vduvar.backw)/48; back_to_blit.y = (r4*vduvar.backh)/32;
back_to_blit.w = vduvar.backw; back_to_blit.h = vduvar.backh;
if (vduvar.opengl)
{
float btbx = 0.375*(48-float_r2)/48.0; float btby = 0.5*float_r4/32.0;
glBindTexture(GL_TEXTURE_2D, *batex);
glEnable(GL_TEXTURE_2D);
//glColor4f(1,1,1,1);
for (loc_to_blit.y = vduvar.gamey; loc_to_blit.y < vduvar.gamey+vduvar.gameh; loc_to_blit.y += vduvar.backh)
for (loc_to_blit.x = vduvar.gamex; loc_to_blit.x < vduvar.gamex+vduvar.gamew; loc_to_blit.x += vduvar.backw)
{
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(btbx+0.0, btby+0.0);
glVertex3f(loc_to_blit.x, loc_to_blit.y, 0.0);
glTexCoord2f(btbx+0.375, btby+0.0);
glVertex3f(loc_to_blit.x+vduvar.backw, loc_to_blit.y, 0.0);
glTexCoord2f(btbx+0.0, btby+0.5);
glVertex3f(loc_to_blit.x, loc_to_blit.y+vduvar.backh, 0.0);
glTexCoord2f(btbx+0.375, btby+0.5);
glVertex3f(loc_to_blit.x+vduvar.backw, loc_to_blit.y+vduvar.backh, 0.0);
glEnd();
}
}
else
{
for (loc_to_blit.y = vduvar.gamey; loc_to_blit.y < vduvar.gamey+vduvar.gameh; loc_to_blit.y += vduvar.backh)
for (loc_to_blit.x = vduvar.gamex; loc_to_blit.x < vduvar.gamex+vduvar.gamew; loc_to_blit.x += vduvar.backw)
SDL_BlitSurface(backsprite, &back_to_blit, ArcScreen, &loc_to_blit);
}
}
void plotbonus(char bonusctr, int16_t bonusreplot)
{
int fsplx, fsply, fsphx, fsphy;
fsplx = vduvar.bonusx-16/2; // align to write clip window to FastSpr
fsply = vduvar.bonusy-vduvar.bonush;
fsphx = vduvar.bonusx+16/2;
fsphy = vduvar.bonusy+vduvar.bonush;
swi_fastspr_setclipwindow(fsplx, fsply, fsphx, fsphy);
swi_fastspr_clearwindow();
int r3 = (((bonusreplot > 7) ? bonusreplot-8 : 0)*vduvar.bonush)/20;
fspplot(blockadr, (bonusctr+16 > _bonuslow+12) ? 0 : (bonusctr+16),
vduvar.bonusx, vduvar.bonusy+r3);
if (bonusctr != 0)
fspplot(blockadr, (bonusctr+15 > _bonuslow+12) ? 0 : (bonusctr+15),
vduvar.bonusx, vduvar.bonusy-vduvar.bonush+r3);
nosecond:
if (bonusctr != 12)
fspplot(blockadr, (bonusctr+17 > _bonuslow+12) ? 0 : (bonusctr+17),
vduvar.bonusx, vduvar.bonusy+vduvar.bonush+r3);
nothird:
writeclip(); // reset the clip window
}
GLuint redtex[1], greytex[1];
void showstrength(int r3)
{
nolager:;
if (r3 > _strengthmax) r3 = _strengthmax;
if (r3 < 0) r3 = 0;
releaseclip();
static SDL_Rect strengthloc, strengthpart;
strengthloc.x = vduvar.strengthx;
strengthloc.y = vduvar.strengthy;
strengthpart.x = 0; strengthpart.y = framectr&0x1f;
strengthpart.w = vduvar.strengthw;
strengthpart.h = vduvar.strengthh;
if (vduvar.opengl)
{
glBindTexture(GL_TEXTURE_2D, *greytex);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0, strengthpart.y/64.0);
glVertex3f(strengthloc.x, strengthloc.y, 0.0);
glTexCoord2f((_strengthmax>>8)/128.0, strengthpart.y/64.0);
glVertex3f(strengthloc.x+strengthpart.w, strengthloc.y, 0.0);
glTexCoord2f(0.0, (6+strengthpart.y)/64.0);
glVertex3f(strengthloc.x, strengthloc.y+strengthpart.h, 0.0);
glTexCoord2f((_strengthmax>>8)/128.0, (6+strengthpart.y)/64.0);
glVertex3f(strengthloc.x+strengthpart.w, strengthloc.y+strengthpart.h, 0.0);
glEnd();
}
else
{
SDL_BlitSurface(greyness, &strengthpart, ArcScreen, &strengthloc);
}
strengthpart.w = (vduvar.strengthw*r3)/_strengthmax;
if (vduvar.opengl)
{
glBindTexture(GL_TEXTURE_2D, *redtex);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0, strengthpart.y/64.0);
glVertex3f(strengthloc.x, strengthloc.y, 0.0);
glTexCoord2f((strengthpart.w*(_strengthmax>>8))/(vduvar.strengthw*128.0), strengthpart.y/64.0);
glVertex3f(strengthloc.x+strengthpart.w, strengthloc.y, 0.0);
glTexCoord2f(0.0, (6+strengthpart.y)/64.0);
glVertex3f(strengthloc.x, strengthloc.y+strengthpart.h, 0.0);
glTexCoord2f((strengthpart.w*(_strengthmax>>8))/(vduvar.strengthw*128.0), (6+strengthpart.y)/64.0);
glVertex3f(strengthloc.x+strengthpart.w, strengthloc.y+strengthpart.h, 0.0);
glEnd();
}
else
{
SDL_BlitSurface(redness, &strengthpart, ArcScreen, &strengthloc);
}
writeclip();
return;
}
void scorewipe()
{
static SDL_Rect scorearea;
scorearea.x = vduvar.scorex;
scorearea.y = vduvar.scorey-16/2;
scorearea.w = 128; scorearea.h = 16;
releaseclip();
if (!vduvar.opengl)
{
SDL_BlitSurface(wipescr, NULL, ArcScreen, &scorearea);
}
writeclip();
}
void scorewiperead()
{
static SDL_Rect scorearea;
scorearea.x = vduvar.scorex;
scorearea.y = vduvar.scorey-16/2;
scorearea.w = 128; scorearea.h = 16;
if (!vduvar.opengl)
{
SDL_BlitSurface(ArcScreen, &scorearea, wipescr, NULL);
}
}
void showscore(char plscore[8])
{
releaseclip();
int i = 0;
int x = vduvar.scorex;
int y = vduvar.scorey;
if (plscore[0] == 0)
{
x += _charwidth/2;
i = 1;
if (plscore[1] == 0)
{
x += _charwidth/2;
i = 2;
}
}
score10mil:
/*r7=0*/;
for (; i < 8; i++)
{
loop36:
if (plscore[i] <= 10)
{
fspplot(charsadr, plscore[i], x, y);
/*r8=1*/;
}
scoreskip:
x += _charwidth;
}
}
void writeclip()
{
swi_fastspr_setclipwindow(clip.x, clip.y, clip.x+clip.w, clip.y+clip.h);
//SDL_SetClipRect(ArcScreen, &clip);
}
void releaseclip()
{
if (vduvar.opengl)
{
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glDisable(GL_CLIP_PLANE2);
glDisable(GL_CLIP_PLANE3);
}
else SDL_SetClipRect(ArcScreen, NULL);
}
void clearkeybuf()
{
do clearkbloop:;
while (osbyte_79(0) != -1);
do clearkbloop2 :;
while (osbyte_81(1) != -1);
}
void showlives(int lives)
{
releaseclip();
fspplot(charsadr, lives&7, vduvar.livesx, vduvar.livesy);
//switchbank();
writeclip();
}
void showgamescreen()
{
releaseclip();
//SDL_BlitSurface(GameScreen, NULL, ArcScreen, NULL);
fspplot(&GameScreen, 0, 0, 0);
#if 0
if (!vduvar.opengl) switchbank();
#endif
clip.x = vduvar.gamex;
clip.y = vduvar.gamey;
clip.w = vduvar.gamew;
clip.h = vduvar.gameh;
writeclip();
scorewiperead();
showlives();
}
void showchatscreen()
{
releaseclip();
//SDL_BlitSurface(ChatScreen, NULL, ArcScreen, NULL);
fspplot(&ChatScreen, 0, 0, 0);
#if 0
switchbank();
if (vduvar.opengl) fspplot(&ChatScreen, 0, 0, 0);
#endif
clip.x = 20;
clip.y = 20;
clip.w = 319 - 20*2;
clip.h = 255 - 20*2;
writeclip();
}
void showchatscores()
{
releaseclip();
//SDL_BlitSurface(ChatScreen, NULL, ArcScreen, NULL);
fspplot(&ChatScreen, 0, 0, 0);
writeclip();
}
void initialize_chatscreen(char* chatscreenadr)
{
decomp(&ChatScreen, chatscreenadr);
}
void initialize_gamescreen(char* gamescreenadr)
{
decomp(&GameScreen, gamescreenadr);
}
void init_strengthcol()
{
Uint32* redpixels;
Uint32* greypixels;
int redpitch, greypitch;
int w = vduvar.strengthw, h = 32+vduvar.strengthh;
if (vduvar.opengl)
{
glEnable(GL_TEXTURE_2D);
glGenTextures(1, redtex);
glGenTextures(1, greytex);
redpixels = (Uint32*)malloc(128*64*sizeof(Uint32));
greypixels = (Uint32*)malloc(128*64*sizeof(Uint32));
redpitch = greypitch = 128;
}
else
{
redness = SDL_CreateRGBSurface(SDL_HWSURFACE, w, h, 32, 0xff, 0xff00, 0xff0000, 0);
greyness = SDL_CreateRGBSurface(SDL_HWSURFACE, w, h, 32, 0xff, 0xff00, 0xff0000, 0);
SDL_LockSurface(redness);
SDL_LockSurface(greyness);
redpixels = (Uint32*)redness->pixels;
greypixels = (Uint32*)greyness->pixels;
redpitch = redness->pitch/4;
greypitch = greyness->pitch/4;
}
for (int j = 0; j < 32; j++)
for (int i = 0; i < w; i++)
{
redpixels[j*redpitch+i] = 0xff000000+0x11*(11+(random()%5)); // varying shade of red
greypixels[j*greypitch+i] = 0xff000000+0x111111*(3&random()); // varying shade of dark grey
}
for (int j = 32; j < 32+vduvar.strengthh; j++)
for (int i = 0; i < w; i++)
{
redpixels[j*redpitch+i] = redpixels[(j-32)*redpitch+i];
greypixels[j*greypitch+i] = greypixels[(j-32)*greypitch+i];
}
if (vduvar.opengl)
{
glBindTexture(GL_TEXTURE_2D, *redtex);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 128, 64,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, (char*)redpixels);
free(redpixels);
glBindTexture(GL_TEXTURE_2D, *greytex);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 128, 64,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, (char*)greypixels);
free(greypixels);
}
else
{
SDL_UnlockSurface(greyness);
SDL_UnlockSurface(redness);
}
}
int palette[256];
void init_palette()
{
for (int i = 0; i < 256; i++)
palette[i]
= 0xff000000 // opaque
+((i&0x80) ? 0x880000 : 0)+((i&0x40) ? 0x8800 : 0)
+((i&0x20) ? 0x4400 : 0)+((i&0x10) ? 0x88 : 0)
+((i&0x08) ? 0x440000 : 0)+((i&0x04) ? 0x44 : 0)
+(i&0x03)*0x111111;
}
void decomp(fastspr_sprite* DecompScreen, char* r11)
{
Uint32* data;
Uint32* r10;
Uint32* r9;
if (vduvar.opengl)
{
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &DecompScreen->t);
glBindTexture(GL_TEXTURE_2D, DecompScreen->t);
data = (Uint32*)malloc(512*512*sizeof(Uint32));
r10 = data;
r9 = 512*256 + r10;
}
else
{
DecompScreen->s = SDL_CreateRGBSurface(SDL_HWSURFACE, 320, 256, 32,
0xff, 0xff00, 0xff0000, 0);
SDL_LockSurface(DecompScreen->s);
r10 = (Uint32*)DecompScreen->s->pixels;
r9 = 0x14000 + r10;
}
r11 += 68;
while (r9 > r10) // > or >=?
{
loopb4:;
char r0 = *(r11++);
if (r0&0x80)
{
sequence:; Uint32 s = palette[0xff&*(r11++)];
for (int r3 = (r0&0x7f)+2; (r9 > r10) && (r3 != 0); r3--)
{
loopb6: *(r10++) = s;
if (vduvar.opengl) if (((r10-data)%512) == 320) r10 += (512-320);
}
}
else pattern: for (int r3 = (r0&0x7f)+1; (r9 > r10) && (r3 != 0); r3--)
{
loopb5: *(r10++) = palette[0xff&*(r11++)];
if (vduvar.opengl) if (((r10-data)%512) == 320) r10 += (512-320);
}
decompdone:;
}
DecompScreen->w = vduvar.width; DecompScreen->h = vduvar.height;
DecompScreen->texw = (vduvar.width*8)/5; DecompScreen->texh = vduvar.height*2;
if (vduvar.opengl)
{
DecompScreen->x = -1; DecompScreen->y = -1;
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 512, 512,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, (char*)data);
free(data);
}
else
{
DecompScreen->x = 0; DecompScreen->y = 0;
SDL_UnlockSurface(DecompScreen->s);
}
}
void vduread(asylum_options options)
{
int viewsize = 8*options.scale;
vduvar.xreso = 320*(options.size+1);
vduvar.yreso = 256*(options.size+1);
vduvar.width = 320; vduvar.height = 256;
vduvar.gamex = 2*8; vduvar.gamey = 8;
vduvar.gamew = 2*18*8; vduvar.gameh = 2*12*8;
vduvar.backw = (48*8)/viewsize; vduvar.backh = (32*8)/viewsize;
vduvar.scorex = 160-(16*7)/2; vduvar.scorey = 220;
vduvar.xblocks = (18*viewsize)/8; vduvar.yblocks = (12*viewsize)/8;
vduvar.livesx = 44; vduvar.livesy = 234;
vduvar.strengthx = 108; vduvar.strengthy = 239;
vduvar.strengthw = (_strengthmax>>8); vduvar.strengthh = 6;
vduvar.bonusx = 290; vduvar.bonusy = 232; vduvar.bonush = 20;
vduvar.sprw = (16*8)/viewsize; vduvar.sprh = (16*8)/viewsize;
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 4 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
ArcScreen = SDL_SetVideoMode( vduvar.xreso, vduvar.yreso, 24 /*bpp*/,
(options.opengl ? SDL_OPENGL : 0) |
(options.fullscreen ? SDL_FULLSCREEN : 0));
if (ArcScreen == NULL)
{
printf("Failed to set video mode: %s\n", SDL_GetError());
abort_game();
}
vduvar.opengl = ((ArcScreen->flags & SDL_OPENGL) != 0);
wipescr = SDL_CreateRGBSurface(SDL_HWSURFACE, 128, 16, 32, 0xff, 0xff00, 0xff0000, 0);
// backsprite contains four copies of the backdrop tile
backsprite = SDL_CreateRGBSurface(SDL_HWSURFACE, 2*48, 2*32, 32, 0xff, 0xff00, 0xff0000, 0);
/* initialise screenstart(149), modesize(7), hbytes(6) */
init_strengthcol();
SDL_ShowCursor(SDL_DISABLE);
if (vduvar.opengl)
{
glViewport(0,0,vduvar.xreso,vduvar.yreso);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(vduvar.width/2,vduvar.height/2,-64,
vduvar.width/2,vduvar.height/2,0,
0,1,0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(vduvar.width/4,-vduvar.width/4,vduvar.height/4,-vduvar.height/4,32,256);
}
}
void backprep(char* backadr)
{
if (vduvar.opengl)
{
Uint32 ba[64*128];
for (int j = 63; j >= 0; j--)
for (int i = 127/*95*/; i >= 0; i--)
ba[j*128+i] = palette[backadr[(j%32)*48+(i%48)]];
glEnable(GL_TEXTURE_2D);
glGenTextures(1, batex);
glBindTexture(GL_TEXTURE_2D, *batex);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 2*64, 2*32,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, (char*)ba);
}
else
{
SDL_LockSurface(backsprite);
Uint32* ba = (Uint32*)backsprite->pixels;
for (int j = 63; j >= 0; j--)
for (int i = 95; i >= 0; i--)
ba[j*96+i] = palette[backadr[(j%32)*48+(i%48)]];
SDL_UnlockSurface(backsprite);
}
}
void startmessage()
{
message(1000+vduvar.gamex+vduvar.gamew/2-32, vduvar.gamey+(vduvar.gameh*2)/3, 0, 0, "Let's Go!");
}
void deathmessage()
{
message(vduvar.gamex+vduvar.gamew/2-88, vduvar.gamey+vduvar.gameh+8, 0, -1, " Snuffed It! ");
}
void endgamemessage()
{
message(vduvar.gamex+vduvar.gamew/2-88, vduvar.gamey+vduvar.gameh+56, 0, -1, "- GAME OVER -");
}
void swi_blitz_wait(int d)
{
SDL_Delay(d*10);
}
void swi_fastspr_clearwindow()
{
if (vduvar.opengl)
{
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColor4f(0,0,0,1);
glRectf(0, 0, vduvar.width, vduvar.height);
}
else SDL_FillRect(ArcScreen, NULL, 0);
}
void swi_fastspr_setclipwindow(int x1, int y1, int x2, int y2)
{
static SDL_Rect clip;
clip.x = x1; clip.y = y1;
clip.w = x2-x1; clip.h = y2-y1;
if (vduvar.opengl)
{
double clipplane0[4] = { 1.0, 0, 0, 0};
double clipplane1[4] = {-1.0, 0, 0, 0};
double clipplane2[4] = { 0, 1.0, 0, 0};
double clipplane3[4] = { 0,-1.0, 0, 0};
clipplane0[3] =-x1;
clipplane1[3] = x2;
clipplane2[3] =-y1;
clipplane3[3] = y2;
glClipPlane(GL_CLIP_PLANE0, clipplane0);
glClipPlane(GL_CLIP_PLANE1, clipplane1);
glClipPlane(GL_CLIP_PLANE2, clipplane2);
glClipPlane(GL_CLIP_PLANE3, clipplane3);
glEnable(GL_CLIP_PLANE0);
glEnable(GL_CLIP_PLANE1);
glEnable(GL_CLIP_PLANE2);
glEnable(GL_CLIP_PLANE3);
}
else SDL_SetClipRect(ArcScreen, &clip);
}
void set_player_clip()
{
int fsphy = vduvar.gamey+(vduvar.gameh/2)-(vduvar.sprh/2)+24;
swi_fastspr_setclipwindow(vduvar.gamex, vduvar.gamey, vduvar.gamex+vduvar.gamew, fsphy);
}
/*uint32_t maze_neighbours[256] =
{ 0, 0, 0, 0, 0x506, 0x40007, 0x4000700, 0x5060000, 0, 0, 0, 0, 0, 0, 0, 0, // teleporters
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // collectables
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // large collectables
0, 0, 0, 0, 0, 0, 0x36363636, 0x37373737, // gas
0x38383838, 0x39393939, 0x3a3a3a3a, 0x3b3b3b3b, 0x3c3c3c3c, 0x3d3d3d3d, 0x3e3e3e3e, 0x3f3f3f3f, // electricity
0, 0, 0, 0, 0x4500, 0x440000, 0, 0, 0x494a, 0x48004b, 0x48004b00, 0x494a0000, 0, 0, 0, 0, // bombs
0x8f000000, 0x8e, 0x8d0000, 0x8c00, 0x8f000000, 0x8e, 0x8d0000, 0x8c00, 0x8f000000, 0x8e, 0x8d0000, 0x8c00, 0, 0, 0, 0, // shooters
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // weapons
0x7100, 0x700000, 0x72007372, 0x73720073, 0x75, 0x74000000, 0x77, 0x76000000, // pillars
0x797a, 0x78007b, 0x78007b7c, 0x797a007d, 0x7a007d00, 0x7b7c0000, 0x7f00, 0x7e0000, // big object
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };*/
int initialize_sprites(char* start, fastspr_sprite* sprites, int max_sprites, char* end)
{
uint32_t* s = (uint32_t*)start;
if (read_littleendian(s) != 0x31505346) return 0; // "FSP1"
int num_sprites = read_littleendian(s+3);
if (num_sprites > max_sprites) num_sprites = max_sprites;
for (int i = 0; i < num_sprites; i++)
{
if (read_littleendian(s+4+i) == 0)
{
sprites[i].s = NULL; continue;
}
uint32_t* p = s+(read_littleendian(s+4+i)>>2);
uint32_t* r = s;
if (i == num_sprites-1) r = (uint32_t*)end;
else for (int j = 0; (r == s) && (i+j < num_sprites-1); j++) r = s+(read_littleendian(s+5+i+j)>>2);
if (r == s) r = (uint32_t*)end;
uint8_t* pp = (uint8_t*)p;
int wid = pp[0], hei = pp[1], xcen = pp[2], ycen = pp[3];
sprites[i].x = xcen; sprites[i].y = ycen;
uint32_t* data;
if (vduvar.opengl)
{
sprites[i].w = wid; sprites[i].h = hei;
sprites[i].texw = 256; sprites[i].texh = 256;
glGenTextures(1, &sprites[i].t);
glBindTexture(GL_TEXTURE_2D, sprites[i].t);
data = (uint32_t*)malloc(256*256*sizeof(uint32_t));
for (int z = 0; z < 256*256; z++) data[z] = 0x0;
}
else
{
sprites[i].s = SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA, wid, hei, 32,
0xff, 0xff00, 0xff0000, 0xff000000);
SDL_LockSurface(sprites[i].s);
data = (uint32_t*)sprites[i].s->pixels;
for (int z = 0; z < wid*hei; z++) data[z] = 0x0;
}
for (uint32_t* q = p+2+hei; q < r; q++)
{
int x = ((0x0fffff00&read_littleendian(q))>>8)%320;
int y = ((0x0fffff00&read_littleendian(q))>>8)/320;
if ((y*wid+x < 0) || (y*wid+x >= wid*hei)) printf("%i: x=%i y=%i wid=%i hei=%i: bad idea\n", i, x, y, wid, hei);
else if (vduvar.opengl) data[(y+1)*256/*wid*/+(x+1)] = palette[0xff&read_littleendian(q)];
else data[y*wid+x] = palette[0xff&read_littleendian(q)];
}
if (vduvar.opengl)
{
//uint32_t neighbours = maze_neighbours[i];
for (int y=1; y<=hei; y++)
{
data[y*256] = data[y*256+1]&0xffffff;
data[y*256+wid+1] = data[y*256+wid]&0xffffff;
/*data[y*256] = alldata[(neighbours&0xff0000)>>16][y*256+wid];
data[y*256+wid+1] = alldata[(neighbours&0xff00)>>8][y*256+1];*/
}
for (int x=0; x<=wid+1; x++)
{
data[x] = data[x+256]&0xffffff;
data[x+hei*256+256] = data[x+hei*256]&0xffffff;
/*data[x] = alldata[(neighbours&0xff000000)>>24][x+hei*256];
data[x+hei*256+256] = alldata[(neighbours&0xff)][x+256];*/
}
//Without this line I don't get textures unless I use gluBuild2DMipmaps
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, (char*)data);
free(data);
}
else SDL_UnlockSurface(sprites[i].s);
}
return num_sprites;
}
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