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Game.c
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Game.c
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/* *************************************
* Includes
* *************************************/
#include "Game.h"
#include "Timer.h"
#include "LoadMenu.h"
#include "System.h"
#include "Camera.h"
#include "Aircraft.h"
#include "GameGui.h"
#include "EndAnimation.h"
#include "Sfx.h"
#include "Pad.h"
#include "Message.h"
/* *************************************
* Defines
* *************************************/
#define GAME_MAX_RUNWAYS 16
#define GAME_MAX_AIRCRAFT_PER_TILE 4
#define FLIGHT_DATA_INVALID_IDX 0xFF
#define MIN_MAP_COLUMNS 8
#define MAX_MAP_COLUMNS 32
#define LEVEL_HEADER_SIZE 64
#define COLUMNS_PER_TILESET 4
#define ROWS_PER_TILESET COLUMNS_PER_TILESET
#define LEVEL_MAGIC_NUMBER_SIZE 3
#define LEVEL_MAGIC_NUMBER_STRING "ATC"
#define LEVEL_TITLE_SIZE 24
#define TILE_MIRROR_FLAG (0x80)
#define GAME_INVALID_TILE_SELECTION ( (uint16_t)0xFFFF )
#define GAME_MINIMUM_PARKING_SPAWN_TIME (2 * TIMER_PRESCALER_1_SECOND) // 2 seconds
/* **************************************
* Structs and enums *
* *************************************/
typedef struct t_rwyentrydata
{
DIRECTION Direction;
uint16_t rwyEntryTile;
int8_t rwyStep;
uint16_t rwyHeader;
}TYPE_RWY_ENTRY_DATA;
typedef struct t_GameLevelBuffer_UVData
{
short u;
short v;
}TYPE_TILE_UV_DATA;
enum
{
MOUSE_W = 8,
MOUSE_H = 8,
MOUSE_X = (X_SCREEN_RESOLUTION >> 1),
MOUSE_Y = (Y_SCREEN_RESOLUTION >> 1),
MOUSE_X_2PLAYER = (X_SCREEN_RESOLUTION >> 2),
MOUSE_Y_2PLAYER = (Y_SCREEN_RESOLUTION >> 1)
};
enum
{
LOST_FLIGHT_PENALTY = 4000,
SCORE_REWARD_TAXIING = 200,
SCORE_REWARD_FINAL = 400,
SCORE_REWARD_UNLOADING = 300,
SCORE_REWARD_TAKEOFF = 200,
SCORE_REWARD_FINISH_FLIGHT = 1000
};
enum
{
UNBOARDING_KEY_SEQUENCE_EASY = 4,
UNBOARDING_KEY_SEQUENCE_MEDIUM = 6,
UNBOARDING_KEY_SEQUENCE_HARD = GAME_MAX_SEQUENCE_KEYS,
UNBOARDING_PASSENGERS_PER_SEQUENCE = 100
};
enum
{
TILE_GRASS,
TILE_ASPHALT_WITH_BORDERS,
TILE_WATER,
TILE_ASPHALT,
TILE_RWY_MID,
TILE_RWY_START_1,
TILE_RWY_START_2,
TILE_PARKING,
TILE_PARKING_2,
TILE_TAXIWAY_INTERSECT_GRASS,
TILE_TAXIWAY_GRASS,
TILE_TAXIWAY_CORNER_GRASS,
TILE_HALF_WATER_1,
TILE_HALF_WATER_2,
TILE_RWY_HOLDING_POINT,
TILE_RWY_HOLDING_POINT_2,
TILE_RWY_EXIT,
TILE_TAXIWAY_CORNER_GRASS_2,
TILE_TAXIWAY_4WAY_CROSSING,
TILE_RWY_EXIT_2,
LAST_TILE_TILESET1 = TILE_RWY_EXIT_2,
TILE_UNUSED_1,
TILE_TAXIWAY_CORNER_GRASS_3,
FIRST_TILE_TILESET2 = TILE_UNUSED_1,
LAST_TILE_TILESET2 = TILE_TAXIWAY_CORNER_GRASS_3
};
enum
{
SOUND_M1_INDEX,
SOUND_W1_INDEX,
MAX_RADIO_CHATTER_SOUNDS
}RADIO_CHATTER_VOICE_NUMBERS;
/* *************************************
* Local Prototypes
* *************************************/
static void GameInit(const TYPE_GAME_CONFIGURATION* const pGameCfg);
static void GameInitTileUVTable(void);
static bool GameExit(void);
static void GameLoadLevel(const char* path);
static bool GamePause(void);
static void GameFinished(const uint8_t i);
static void GameEmergencyMode(void);
static void GameCalculations(void);
static void GamePlayerHandler(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GamePlayerAddWaypoint(TYPE_PLAYER* const ptrPlayer);
static void GamePlayerAddWaypoint_Ex(TYPE_PLAYER* const ptrPlayer, uint16_t tile);
static void GameGraphics(void);
static void GameRenderTerrainPrecalculations(TYPE_PLAYER* const ptrPlayer, const TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameRenderTerrain(TYPE_PLAYER* const ptrPlayer);
static void GameClock(void);
static void GameClockFlights(const uint8_t i);
static void GameAircraftState(const uint8_t i);
static void GameActiveAircraft(const uint8_t i);
static void GameStateShowAircraft(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameSelectAircraftFromList(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameStateSelectRunway(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameStateSelectTaxiwayRunway(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameStateSelectTaxiwayParking(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameStateLockTarget(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static TYPE_ISOMETRIC_POS GameSelectAircraft(TYPE_PLAYER* const ptrPlayer);
static void GameSelectAircraftWaypoint(TYPE_PLAYER* const ptrPlayer);
static void GameGetRunwayArray(void);
static void GameGetSelectedRunwayArray(uint16_t rwyHeader, uint16_t* rwyArray, size_t sz);
static void GameAssignRunwaytoAircraft(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static bool GamePathToTile(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameDrawMouse(TYPE_PLAYER* const ptrPlayer);
static void GameStateUnboarding(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameGenerateUnboardingSequence(TYPE_PLAYER* const ptrPlayer);
static void GameCreateTakeoffWaypoints(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData, uint8_t aircraftIdx);
static void GameGetRunwayEntryTile(uint8_t aircraftIdx, TYPE_RWY_ENTRY_DATA* ptrRwyEntry);
static void GameActiveAircraftList(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
static void GameRemainingAircraft(const uint8_t i);
static void GameMinimumSpawnTimeout(void);
static void GameRenderBuildingAircraft(TYPE_PLAYER* const ptrPlayer);
static void GameGetAircraftTilemap(const uint8_t i);
static bool GameWaypointCheckExisting(TYPE_PLAYER* const ptrPlayer, uint16_t temp_tile);
static void GameDrawBackground(void);
static DIRECTION GameGetRunwayDirection(uint16_t rwyHeader);
static DIRECTION GameGetParkingDirection(uint16_t parkingTile);
/* *************************************
* Global Variables
* *************************************/
bool GameStartupFlag;
uint32_t GameScore;
/* *************************************
* Local Variables
* *************************************/
// Sprites
static GsSprite GameTilesetSpr;
static GsSprite GameTileset2Spr;
static GsSprite GamePlaneSpr;
static GsSprite GameMouseSpr;
static GsSprite GameBuildingSpr;
static uint16_t GameRwy[GAME_MAX_RUNWAYS];
static TYPE_FLIGHT_DATA FlightData;
static uint16_t GameUsedRwy[GAME_MAX_RUNWAYS];
static uint16_t GameSelectedTile;
static TYPE_TIMER* GameSpawnMinTime;
static bool spawnMinTimeFlag;
static bool aircraftCreated;
static bool GameAircraftCollisionFlag;
static uint8_t GameAircraftCollisionIdx;
static uint8_t GameAircraftTilemap[GAME_MAX_MAP_SIZE][GAME_MAX_AIRCRAFT_PER_TILE];
static TYPE_TILE_UV_DATA GameLevelBuffer_UVData[GAME_MAX_MAP_SIZE];
// Radio chatter
static SsVag ApproachSnds[MAX_RADIO_CHATTER_SOUNDS];
static SsVag TowerFinalSnds[MAX_RADIO_CHATTER_SOUNDS];
// Takeoff sounds
static SsVag TakeoffSnd;
// Beep sounds (taxiway/parking accept)
static SsVag BeepSnd;
// Instances for player-specific data
static TYPE_PLAYER PlayerData[MAX_PLAYERS] =
{
[PLAYER_ONE] =
{
.PadKeyPressed_Callback = &PadOneKeyPressed,
.PadKeyReleased_Callback = &PadOneKeyReleased,
.PadKeySinglePress_Callback = &PadOneKeySinglePress,
.PadDirectionKeyPressed_Callback = &PadOneDirectionKeyPressed,
.PadLastKeySinglePressed_Callback = &PadOneGetLastKeySinglePressed
},
[PLAYER_TWO] =
{
.PadKeyPressed_Callback = &PadTwoKeyPressed,
.PadKeyReleased_Callback = &PadTwoKeyReleased,
.PadDirectionKeyPressed_Callback = &PadTwoDirectionKeyPressed,
.PadKeySinglePress_Callback = &PadTwoKeySinglePress,
.PadLastKeySinglePressed_Callback = &PadTwoGetLastKeySinglePressed
}
};
static void* GamePltDest[] = {(TYPE_FLIGHT_DATA*)&FlightData };
static uint16_t levelBuffer[GAME_MAX_MAP_SIZE];
static uint8_t GameLevelColumns;
static uint16_t GameLevelSize;
static char GameLevelTitle[LEVEL_TITLE_SIZE];
//Game local time
static uint8_t GameHour;
static uint8_t GameMinutes;
//Local flag for two-player game mode. Obtained from Menu
static bool twoPlayers;
// Determines whether game has finished or not.
bool levelFinished;
/* ***************************************************************************************
*
* @name: void Game(TYPE_GAME_CONFIGURATION* pGameCfg)
*
* @author: Xavier Del Campo
*
* @brief:
* Game main loop. Called by "Menu" module.
*
* @remarks:
*
* ***************************************************************************************/
void Game(const TYPE_GAME_CONFIGURATION* const pGameCfg)
{
twoPlayers = pGameCfg->TwoPlayers;
GameInit(pGameCfg);
while (1)
{
if (GameExit())
{
break;
}
GameEmergencyMode();
GameCalculations();
GameGraphics();
if (GameStartupFlag)
{
GameStartupFlag = false;
}
}
GfxDisableSplitScreen();
EndAnimation();
}
/* ***************************************************************************************
*
* @name: bool GameExit(void)
*
* @author: Xavier Del Campo
*
* @brief:
* Evaluates special conditions which end current game and return to main menu.
*
* @returns:
* True if game has to be exitted, false otherwise.
*
* ***************************************************************************************/
static bool GameExit(void)
{
if (levelFinished)
{
// Exit game on level finished.
if (GameGuiFinishedDialog(&PlayerData[PLAYER_ONE]))
{
return true;
}
}
if (GamePause())
{
// Exit game if player desires to exit.
return true;
}
if (GameAircraftCollisionFlag)
{
GameGuiAircraftCollision(&PlayerData[PLAYER_ONE]);
return true;
}
return false;
}
/* ***************************************************************************************
*
* @name: bool GamePause(void)
*
* @author: Xavier Del Campo
*
* @brief:
* When PAD_START is pressed, it draws a rectangle on top of the screen and the game halts.
*
* @remarks:
*
* ***************************************************************************************/
static bool GamePause(void)
{
uint8_t i;
if (GameStartupFlag)
{
return false;
}
for (i = 0 ; i < MAX_PLAYERS ; i++)
{
const TYPE_PLAYER* const ptrPlayer = &PlayerData[i];
// Run player-specific functions for each player
if (ptrPlayer->Active)
{
//Serial_printf("Released callback = 0x%08X\n", ptrPlayer->PadKeySinglePress_Callback);
if (ptrPlayer->PadKeySinglePress_Callback(PAD_START))
{
Serial_printf("Player %d set pause_flag to true!\n",i);
// Blocking function:
// * Returns true if player pointed to by ptrPlayer wants to exit game
// * Returns false if player pointed to by ptrPlayer wants to resume game
return GameGuiPauseDialog(ptrPlayer);
}
}
}
return false;
}
/* ***************************************************************************************
*
* @name: void GameInit(void)
*
* @author: Xavier Del Campo
*
* @brief:
* Game basic parameters initialization.
*
* @remarks:
* Tilesets and buildings are only loaded on first game. Then, only PLT is loaded.
*
* ***************************************************************************************/
void GameInit(const TYPE_GAME_CONFIGURATION* const pGameCfg)
{
static const char* const GameFileList[] =
{
"DATA\\SPRITES\\TILESET1.TIM",
"DATA\\SPRITES\\TILESET2.TIM",
"DATA\\SPRITES\\GAMEPLN.TIM",
"DATA\\SPRITES\\MOUSE.TIM",
"DATA\\SPRITES\\BLDNGS1.TIM",
"DATA\\SOUNDS\\RCPW1A1.VAG",
"DATA\\SOUNDS\\RCPM1A1.VAG",
"DATA\\SOUNDS\\RCTM1F1.VAG",
"DATA\\SOUNDS\\TAKEOFF1.VAG",
"DATA\\SOUNDS\\BEEP.VAG"
};
static void* GameFileDest[] =
{
&GameTilesetSpr,
&GameTileset2Spr,
&GamePlaneSpr,
&GameMouseSpr,
&GameBuildingSpr,
&ApproachSnds[SOUND_M1_INDEX],
&ApproachSnds[SOUND_W1_INDEX],
&TowerFinalSnds[SOUND_M1_INDEX],
&TakeoffSnd,
&BeepSnd
};
uint8_t i;
static bool loaded;
GameStartupFlag = true;
// Has to be initialized before loading *.PLT files inside LoadMenu().
MessageInit();
if (loaded == false)
{
loaded = true;
LOAD_FILES(GameFileList, GameFileDest);
GameSpawnMinTime = TimerCreate(GAME_MINIMUM_PARKING_SPAWN_TIME, false, GameMinimumSpawnTimeout);
}
LoadMenu( &pGameCfg->PLTPath,
GamePltDest,
sizeof (char),
ARRAY_SIZE(GamePltDest));
GameLoadLevel(pGameCfg->LVLPath);
GameGuiInit();
memset(GameRwy, 0, GAME_MAX_RUNWAYS * sizeof (uint16_t) );
memset(GameUsedRwy, 0, GAME_MAX_RUNWAYS * sizeof (uint16_t) );
PlayerData[PLAYER_ONE].Active = true;
PlayerData[PLAYER_ONE].FlightDataPage = 0;
PlayerData[PLAYER_ONE].UnboardingSequenceIdx = 0;
PlayerData[PLAYER_ONE].ShowAircraftData = false;
PlayerData[PLAYER_ONE].SelectRunway = false;
PlayerData[PLAYER_ONE].SelectTaxiwayRunway = false;
PlayerData[PLAYER_ONE].SelectTaxiwayParking = false;
PlayerData[PLAYER_ONE].InvalidPath = false;
PlayerData[PLAYER_ONE].LockTarget = false;
PlayerData[PLAYER_ONE].Unboarding = false;
memset(PlayerData[PLAYER_ONE].UnboardingSequence, 0, GAME_MAX_SEQUENCE_KEYS * sizeof (unsigned short) );
memset(PlayerData[PLAYER_ONE].TileData, 0, GAME_MAX_MAP_SIZE * sizeof (TYPE_TILE_DATA));
PlayerData[PLAYER_TWO].Active = twoPlayers? true : false;
if (PlayerData[PLAYER_TWO].Active)
{
PlayerData[PLAYER_TWO].FlightDataPage = 0;
PlayerData[PLAYER_TWO].UnboardingSequenceIdx = 0;
PlayerData[PLAYER_TWO].ShowAircraftData = false;
PlayerData[PLAYER_TWO].SelectRunway = false;
PlayerData[PLAYER_TWO].SelectTaxiwayRunway = false;
PlayerData[PLAYER_TWO].SelectTaxiwayParking = false;
PlayerData[PLAYER_TWO].InvalidPath = false;
PlayerData[PLAYER_TWO].LockTarget = false;
PlayerData[PLAYER_TWO].Unboarding = false;
memset(PlayerData[PLAYER_TWO].UnboardingSequence, 0, GAME_MAX_SEQUENCE_KEYS * sizeof (unsigned short) );
memset(PlayerData[PLAYER_TWO].TileData, 0, GAME_MAX_MAP_SIZE * sizeof (TYPE_TILE_DATA));
// On 2-player mode, one player controls departure flights and
// other player controls arrival flights.
PlayerData[PLAYER_ONE].FlightDirection = DEPARTURE;
PlayerData[PLAYER_TWO].FlightDirection = ARRIVAL;
}
else
{
PlayerData[PLAYER_ONE].FlightDirection = DEPARTURE | ARRIVAL;
}
for (i = 0; i < MAX_PLAYERS ; i++)
{
CameraInit(&PlayerData[i]);
PlayerData[i].ShowAircraftData = false;
PlayerData[i].SelectRunway = false;
PlayerData[i].SelectTaxiwayRunway = false;
PlayerData[i].LockTarget = false;
PlayerData[i].SelectedAircraft = 0;
PlayerData[i].FlightDataPage = 0;
memset(&PlayerData[i].Waypoints, 0, sizeof (uint16_t) * PLAYER_MAX_WAYPOINTS);
PlayerData[i].WaypointIdx = 0;
PlayerData[i].LastWaypointIdx = 0;
PlayerData[i].RemainingAircraft = 0;
}
aircraftCreated = false;
GameAircraftCollisionFlag = false;
GameAircraftCollisionIdx = 0;
if (GameTwoPlayersActive())
{
GameMouseSpr.x = MOUSE_X_2PLAYER;
GameMouseSpr.y = MOUSE_Y_2PLAYER;
}
else
{
GameMouseSpr.x = MOUSE_X;
GameMouseSpr.y = MOUSE_Y;
}
GameMouseSpr.w = MOUSE_W;
GameMouseSpr.h = MOUSE_H;
GameMouseSpr.attribute = COLORMODE(COLORMODE_16BPP);
GameMouseSpr.r = NORMAL_LUMINANCE;
GameMouseSpr.g = NORMAL_LUMINANCE;
GameMouseSpr.b = NORMAL_LUMINANCE;
spawnMinTimeFlag = false;
GameScore = 0;
GameGetRunwayArray();
GameSelectedTile = 0;
levelFinished = false;
GameInitTileUVTable();
AircraftInit();
LoadMenuEnd();
GfxSetGlobalLuminance(0);
{
const uint32_t track = SystemRand(GAMEPLAY_FIRST_TRACK, GAMEPLAY_LAST_TRACK);
SfxPlayTrack(track);
}
}
/* ***************************************************************************************
*
* @name: void GameEmergencyMode(void)
*
* @author: Xavier Del Campo
*
*
* @brief:
* Draws a blue rectangle on top of the screen whenever one of the two active controllers
* (e.g.: pad1 on single player mode, pad1 || pad2 on two player mode) is disconnected.
*
* @remarks:
* See PSX_PollPad(), defined on psx.h, and Pad module for further information.
*
* ***************************************************************************************/
void GameEmergencyMode(void)
{
uint8_t i;
uint8_t disconnected_players = 0x00;
static bool (*const PadXConnected[MAX_PLAYERS])(void) =
{
[PLAYER_ONE] = &PadOneConnected,
[PLAYER_TWO] = &PadTwoConnected
};
enum
{
PAD_DISCONNECTED_TEXT_X = 48,
PAD_DISCONNECTED_TEXT_Y = 48,
PAD_DISCONNECTED_TEXT_Y_OFFSET_BITSHIFT = 5
};
do
{
bool enabled = false;
if (SystemGetEmergencyMode())
{
enum
{
ERROR_RECT_X = 32,
ERROR_RECT_W = X_SCREEN_RESOLUTION - (ERROR_RECT_X << 1),
ERROR_RECT_Y = 16,
ERROR_RECT_H = Y_SCREEN_RESOLUTION - (ERROR_RECT_Y << 1),
ERROR_RECT_R = 0,
ERROR_RECT_G = 32,
ERROR_RECT_B = NORMAL_LUMINANCE
};
static const GsRectangle errorRct =
{
.x = ERROR_RECT_X,
.w = ERROR_RECT_W,
.y = ERROR_RECT_Y,
.h = ERROR_RECT_H,
.r = ERROR_RECT_R,
.g = ERROR_RECT_G,
.b = ERROR_RECT_B
};
// One of the pads has been disconnected during gameplay
// Show an error screen until it is disconnected again.
GsSortCls(0,0,0);
GsSortRectangle((GsRectangle*)&errorRct);
for (i = 0; i < MAX_PLAYERS; i++)
{
if (disconnected_players & (1 << i) )
{
FontPrintText( &SmallFont,
PAD_DISCONNECTED_TEXT_X,
PAD_DISCONNECTED_TEXT_Y + (i << PAD_DISCONNECTED_TEXT_Y_OFFSET_BITSHIFT),
"Pad %s disconnected", i? "right" : "left" );
}
}
GfxDrawScene_Slow();
}
for (i = 0; i < MAX_PLAYERS; i++)
{
TYPE_PLAYER* const ptrPlayer = &PlayerData[i];
if (ptrPlayer->Active)
{
if (PadXConnected[i]() == false)
{
enabled = true;
disconnected_players |= 1 << i;
}
else
{
disconnected_players &= ~(1 << i);
}
}
}
SystemSetEmergencyMode(enabled);
} while (SystemGetEmergencyMode());
}
/* ***************************************************************************************
*
* @name: void GameGetAircraftTilemap(uint8_t i)
*
* @author: Xavier Del Campo
*
* @param:
* uint8_t i:
* Index for FlightData table.
*
* @brief:
* On each cycle, it creates a 2-dimensional array relating aircraft indexes against
* tile numbers.
*
* @remarks:
*
* ***************************************************************************************/
static void GameGetAircraftTilemap(const uint8_t i)
{
if (i == 0)
{
memset(GameAircraftTilemap, FLIGHT_DATA_INVALID_IDX, sizeof (GameAircraftTilemap) );
}
if (FlightData.State[i] != STATE_IDLE)
{
const uint16_t tileNr = AircraftGetTileFromFlightDataIndex(i);
uint8_t j;
for (j = 0; j < GAME_MAX_AIRCRAFT_PER_TILE; j++)
{
if (GameAircraftTilemap[tileNr][j] == FLIGHT_DATA_INVALID_IDX)
{
break;
}
}
GameAircraftTilemap[tileNr][j] = i;
}
}
/* ***************************************************************************************
*
* @name: void GameCalculations(void)
*
* @author: Xavier Del Campo
*
* @brief:
* First half of game execution. Executed when GPU is still drawing previous frame.
* Calculates all new states and values.
*
* @remarks:
* Since the GPU takes a long time to draw a frame, GameCalculations() should be used
* for all CPU-intensive tasks.
*
* ***************************************************************************************/
void GameCalculations(void)
{
uint8_t i;
GameClock();
// Set level finished flag. It will
// reset if at least one flight is still pending.
levelFinished = true;
for (i = 0; i < FlightData.nAircraft; i++)
{
GameFinished(i);
GameClockFlights(i);
GameAircraftState(i);
GameActiveAircraft(i);
GameRemainingAircraft(i);
GameGetAircraftTilemap(i);
}
MessageHandler();
AircraftHandler();
GameGuiCalculateSlowScore();
for (i = 0 ; i < MAX_PLAYERS ; i++)
{
// Run player-specific functions for each player
if (PlayerData[i].Active)
{
GamePlayerHandler(&PlayerData[i], &FlightData);
}
}
}
/* ***************************************************************************************
*
* @name: void GamePlayerHandler(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
*
* @author: Xavier Del Campo
*
* @param:
* TYPE_PLAYER* const ptrPlayer:
* Pointer to a player structure
*
* TYPE_FLIGHT_DATA* const ptrFlightData:
* In the end, pointer to FlightData data table, which contains
* information about all available flights.
*
* @brief:
* Calls all routines attached to a player.
*
* @remarks:
*
* ***************************************************************************************/
void GamePlayerHandler(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
{
ptrPlayer->SelectedTile = 0; // Reset selected tile if no states
// which use this are currently active.
ptrPlayer->InvalidPath = false; // Do the same thing for "InvalidPath".
// Recalculate ptrPlayer->SelectedAircraft. In case new aircraft appear, we may be pointing
// to a incorrect instance.
GameActiveAircraftList(ptrPlayer, ptrFlightData);
if (GameAircraftCollisionFlag)
{
TYPE_ISOMETRIC_POS IsoPos = AircraftGetIsoPos(GameAircraftCollisionIdx);
CameraMoveToIsoPos(ptrPlayer, IsoPos);
}
if (System1SecondTick())
{
GameGuiCalculateNextAircraftTime(ptrPlayer, ptrFlightData);
}
GameStateUnboarding(ptrPlayer, ptrFlightData);
GameStateLockTarget(ptrPlayer, ptrFlightData);
GameStateSelectRunway(ptrPlayer, ptrFlightData);
GameStateSelectTaxiwayRunway(ptrPlayer, ptrFlightData);
GameStateSelectTaxiwayParking(ptrPlayer, ptrFlightData);
GameStateShowAircraft(ptrPlayer, ptrFlightData);
CameraHandler(ptrPlayer);
GameRenderTerrainPrecalculations(ptrPlayer, ptrFlightData);
GameGuiActiveAircraftPage(ptrPlayer, ptrFlightData);
GameSelectAircraftFromList(ptrPlayer, ptrFlightData);
}
/* *******************************************************************
*
* @name: void GameClock(void)
*
* @author: Xavier Del Campo
*
* @brief:
* Handles game clock later rendered on GameGui.
*
* @remarks:
*
* *******************************************************************/
void GameClock(void)
{
if (System1SecondTick())
{
if (++GameMinutes >= 60)
{
GameMinutes = 0;
if (++GameHour >= 24)
{
GameHour = 0;
}
}
}
}
/* *******************************************************************
*
* @name: void GameClockFlights(uint8_t i)
*
* @author: Xavier Del Campo
*
* @param:
* uint8_t i:
* Index for FlightData table.
*
* @brief:
* Handles hours/minutes values for all active aircraft.
*
* @remarks:
*
* *******************************************************************/
static void GameClockFlights(const uint8_t i)
{
if (System1SecondTick())
{
if (FlightData.State[i] != STATE_IDLE)
{
if (FlightData.RemainingTime[i] != 0)
{
FlightData.RemainingTime[i]--;
}
}
else
{
if ((FlightData.Minutes[i] == 0)
&&
FlightData.Hours[i])
{
FlightData.Minutes[i] = 60;
FlightData.Hours[i]--;
}
if (FlightData.Minutes[i])
{
FlightData.Minutes[i]--;
}
}
}
}
/* *******************************************************************
*
* @name: void GameGraphics(void)
*
* @author: Xavier Del Campo
*
* @brief:
* Second half of game execution. Once GameCalculations() has ended,
* states and new values have been calculated and all primitives are
* rendered depending on the obtained results.
*
* @remarks:
* It is advisable to keep CPU usage here, as once this function is
* entered, GPU is waiting for primitive data. Always try to move
* CPU-intensive operations to GameCalculations().
*
* *******************************************************************/
void GameGraphics(void)
{
uint8_t i;
bool split_screen = false;
// Caution: blocking function!
MessageRender();
if (twoPlayers)
{
split_screen = true;
}
if (GfxGetGlobalLuminance() < NORMAL_LUMINANCE)
{
// Fading from black effect on startup.
GfxIncreaseGlobalLuminance(1);
}
for (i = 0; i < MAX_PLAYERS ; i++)
{
TYPE_PLAYER* const ptrPlayer = &PlayerData[i];
if (ptrPlayer->Active)
{
if (split_screen)
{
GfxSetSplitScreen(i);
}
// Draw half split screen for each player
// only if 2-player mode is active. Else, render
// the whole screen as usual.
// Render background first.
GameDrawBackground();
// Then ground tiles must be rendered.
GameRenderTerrain(ptrPlayer);
// Ground tiles are now rendered. Now, depending on building/aircraft
// positions, determine in what order they should be rendered.
GameRenderBuildingAircraft(ptrPlayer);
GameGuiAircraftList(ptrPlayer, &FlightData);
GameGuiShowPassengersLeft(ptrPlayer);
GameDrawMouse(ptrPlayer);
GameGuiDrawUnboardingSequence(ptrPlayer);
if (split_screen)
{
GfxDrawScene_NoSwap();
while (GsIsDrawing());
}
}
}
// Avoid changing drawing environment twice on 1-player mode
// as it doesn't make any sense.
if (split_screen)
{
GfxDisableSplitScreen();
}
// Draw common elements for both players (messages, clock...)
GameGuiBubble(&FlightData);
GameGuiClock(GameHour,GameMinutes);
GameGuiShowScore();
if (split_screen)
{
GfxDrawScene_NoSwap();
}
GfxDrawScene();
}
/* *******************************************************************
*
* @name: void GameDrawBackground(void)
*
* @author: Xavier Del Campo
*
* @brief:
* Draws the background used for main gameplay.
*
* @remarks: