362 lines
11 KiB
C
Executable File
362 lines
11 KiB
C
Executable File
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#include "game.h"
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#include "resource.h"
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#include "sys.h"
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// palette colors 0..15
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static const uint16_t _colors_180_data[] = {
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0x180,0x000,0x182,0xfff,0x184,0xf86,0x186,0x000,0x188,0xf70,0x18a,0xc50,0x18c,0xa20,0x18e,0x620,
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0x190,0xeb8,0x192,0xb64,0x194,0x0ef,0x196,0x0bc,0x198,0x078,0x19a,0x056,0x19c,0x045,0x19e,0x034
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};
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// palette colors 16..31
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static const uint16_t _colors_1a0_data[] = {
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0x1a0,0x000,0x1a2,0xfdd,0x1a4,0x678,0x1a6,0x046,0x1a8,0x000,0x1aa,0xa20,0x1ac,0xf87,0x1ae,0x955,
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0x1b0,0xbcf,0x1b2,0xfca,0x1b4,0x30a,0x1b6,0xa9a,0x1b8,0x900,0x1ba,0x666,0x1bc,0x747,0x1be,0x020
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};
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static const uint8_t _colors_cga[] = {
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0x00, 0x00, 0x00, 0x55, 0xFF, 0xFF, 0xFF, 0x55, 0xFF, 0xFF, 0xFF, 0xFF
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};
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struct vars_t g_vars;
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void update_input() {
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g_sys.process_events();
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g_vars.inp_key_left = ((g_sys.input.direction & INPUT_DIRECTION_LEFT) != 0);
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g_vars.inp_key_right = ((g_sys.input.direction & INPUT_DIRECTION_RIGHT) != 0);
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g_vars.inp_key_up = ((g_sys.input.direction & INPUT_DIRECTION_UP) != 0);
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g_vars.inp_key_down = ((g_sys.input.direction & INPUT_DIRECTION_DOWN) != 0);
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g_vars.inp_key_space = g_sys.input.space;
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g_vars.inp_key_jump = g_sys.input.jump;
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}
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static void do_title_screen() {
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const uint32_t timestamp = g_sys.get_timestamp() + 20 * 1000;
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load_img(g_res.amiga_data ? "blues.lbm" : "pres.sqz", GAME_SCREEN_W, g_options.cga_colors ? 0 : -1);
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g_sys.fade_in_palette();
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do {
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update_input();
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if (g_sys.input.space || g_sys.input.quit) {
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break;
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}
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g_sys.sleep(10);
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} while (g_sys.get_timestamp() < timestamp);
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play_sound(SOUND_0);
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fade_out_palette();
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g_sys.input.space = 0;
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}
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static void do_demo_screens() {
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static const char *filenames[] = { "text1.sqz", "maq1.sqz", "maq2.sqz", "maq3.sqz", "maq4.sqz", "maq5.sqz", 0 };
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for (int i = 0; filenames[i]; ++i) {
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load_img(filenames[i], GAME_SCREEN_W, -1);
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g_sys.fade_in_palette();
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while (1) {
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update_input();
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if (g_sys.input.space) {
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break;
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}
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if (g_sys.input.quit) {
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return;
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}
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g_sys.sleep(10);
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}
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fade_out_palette();
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}
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}
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static void do_select_player() {
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int quit = 0;
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int fade = 0;
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int state = 0;
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int frame1 = 1;
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int frame2 = 1;
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const int color_rgb = 2;
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const int colors_count = 25;
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load_img(g_res.amiga_data ? "choix.lbm" : "choix.sqz", GAME_SCREEN_W, g_options.cga_colors ? 1 : -1);
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if (g_res.spr_count <= SPRITES_COUNT) {
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screen_load_graphics(g_options.cga_colors ? g_res.cga_lut_sqv : 0, 0);
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}
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do {
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screen_clear_sprites(1);
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update_input();
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const uint32_t timestamp = g_sys.get_timestamp();
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switch (state) {
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case 0:
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screen_add_sprite(95, 155, animframe_0135[frame1]);
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if (frame1 < animframe_0135[0]) {
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++frame1;
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} else {
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frame1 = 1;
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}
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screen_add_sprite(190, 155, animframe_01d5[frame2]);
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if (frame2 < animframe_01d5[0]) {
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++frame2;
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} else {
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frame2 = 1;
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}
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g_vars.two_players_flag = 0;
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level_data[g_vars.level * MAX_OBJECTS + OBJECT_NUM_PLAYER1] = PLAYER_JAKE;
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level_data[g_vars.level * MAX_OBJECTS + OBJECT_NUM_PLAYER2] = 100;
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g_vars.player = PLAYER_JAKE;
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if (g_sys.input.direction & INPUT_DIRECTION_RIGHT) {
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g_sys.input.direction &= ~INPUT_DIRECTION_RIGHT;
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for (int i = 0; i < colors_count; ++i) {
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screen_adjust_palette_color( 2, color_rgb, 1);
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screen_adjust_palette_color( 9, color_rgb, 1);
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screen_adjust_palette_color( 3, color_rgb, -1);
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screen_adjust_palette_color(10, color_rgb, -1);
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}
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screen_vsync();
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state = 1;
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frame1 = frame2 = 1;
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} else if (g_sys.input.direction & INPUT_DIRECTION_LEFT) {
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g_sys.input.direction &= ~INPUT_DIRECTION_LEFT;
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for (int i = 0; i < colors_count; ++i) {
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screen_adjust_palette_color(2, color_rgb, 1);
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screen_adjust_palette_color(9, color_rgb, 1);
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}
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screen_vsync();
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state = 2;
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frame1 = frame2 = 1;
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}
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break;
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case 1:
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screen_add_sprite(95, 155, animframe_00dd[frame1]);
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if (frame1 < animframe_00dd[0]) {
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++frame1;
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} else {
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frame1 = 4;
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}
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screen_add_sprite(190, 155, animframe_022d[frame2]);
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if (frame2 < animframe_022d[0]) {
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++frame2;
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} else {
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frame2 = 1;
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}
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g_vars.two_players_flag = 0;
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level_data[g_vars.level * MAX_OBJECTS + OBJECT_NUM_PLAYER1] = PLAYER_ELWOOD;
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level_data[g_vars.level * MAX_OBJECTS + OBJECT_NUM_PLAYER2] = 100;
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g_vars.player = PLAYER_ELWOOD;
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if (g_sys.input.direction & INPUT_DIRECTION_RIGHT) {
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g_sys.input.direction &= ~INPUT_DIRECTION_RIGHT;
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for (int i = 0; i < colors_count; ++i) {
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screen_adjust_palette_color( 3, color_rgb, 1);
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screen_adjust_palette_color(10, color_rgb, 1);
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}
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screen_vsync();
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state = 2;
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frame1 = frame2 = 1;
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} else if (g_sys.input.direction & INPUT_DIRECTION_LEFT) {
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g_sys.input.direction &= ~INPUT_DIRECTION_LEFT;
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for (int i = 0; i < colors_count; ++i) {
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screen_adjust_palette_color( 3, color_rgb, 1);
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screen_adjust_palette_color(10, color_rgb, 1);
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screen_adjust_palette_color( 2, color_rgb, -1);
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screen_adjust_palette_color( 9, color_rgb, -1);
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}
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screen_vsync();
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state = 0;
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frame1 = frame2 = 1;
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}
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break;
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case 2:
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screen_add_sprite(95, 155, animframe_0135[frame1]);
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if (frame1 < animframe_0135[0]) {
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++frame1;
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} else {
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frame1 = 1;
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}
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screen_add_sprite(190, 155, animframe_022d[frame2]);
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if (frame2 < animframe_022d[0]) {
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++frame2;
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} else {
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frame2 = 1;
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}
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g_vars.two_players_flag = 1;
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if (g_sys.input.direction & INPUT_DIRECTION_RIGHT) {
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g_sys.input.direction &= ~INPUT_DIRECTION_RIGHT;
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for (int i = 0; i < colors_count; ++i) {
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screen_adjust_palette_color(2, color_rgb, -1);
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screen_adjust_palette_color(9, color_rgb, -1);
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}
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screen_vsync();
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state = 0;
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frame1 = frame2 = 1;
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} else if (g_sys.input.direction & INPUT_DIRECTION_LEFT) {
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g_sys.input.direction &= ~INPUT_DIRECTION_LEFT;
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for (int i = 0; i < colors_count; ++i) {
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screen_adjust_palette_color( 3, color_rgb, -1);
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screen_adjust_palette_color(10, color_rgb, -1);
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}
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screen_vsync();
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state = 1;
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frame1 = frame2 = 1;
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}
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break;
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}
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if (!fade) {
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g_sys.fade_in_palette();
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fade = 1;
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for (int i = 0; i < colors_count; ++i) {
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screen_adjust_palette_color( 3, color_rgb, 1);
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screen_adjust_palette_color(10, color_rgb, 1);
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}
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continue;
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}
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g_sys.update_screen();
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screen_vsync();
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const int diff = (timestamp + (1000 / 30)) - g_sys.get_timestamp();
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g_sys.sleep(diff < 10 ? 10 : diff);
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if (g_sys.input.space || g_vars.play_demo_flag) {
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quit = 1;
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}
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} while (!quit && !g_sys.input.quit);
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}
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static void do_inter_screen_helper(int xpos, int ypos, int c) {
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for (int i = 0; i < 40; ++i) {
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screen_add_sprite(xpos + 20 - 1 - i, ypos - 20 + 1 + i, 125);
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if (c != 0) {
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screen_vsync();
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}
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screen_clear_sprites(1);
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}
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for (int i = 0; i < 40; ++i) {
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screen_add_sprite(xpos - 20 + 1 + i, ypos - 20 + 1 + i, 125);
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if (c != 0) {
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screen_vsync();
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}
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screen_clear_sprites(1);
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}
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}
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static void do_inter_screen() {
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static const uint8_t xpos[] = { 0xFA, 0x50, 0xF0, 0xC8, 0x50, 0x50 };
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static const uint8_t ypos[] = { 0xAA, 0x37, 0x28, 0x5F, 0xA5, 0xAA };
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load_img(g_res.amiga_data ? "inter.lbm" : "inter.sqz", GAME_SCREEN_W, g_options.cga_colors ? 9 : -1);
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screen_clear_sprites(1);
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if (g_vars.level > 1) {
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for (int i = 0; i < g_vars.level - 1; ++i) {
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do_inter_screen_helper(xpos[i], ypos[i], 0);
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}
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}
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if (g_vars.level == MAX_LEVELS - 1) {
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do_inter_screen_helper(xpos[g_vars.level], ypos[g_vars.level], 0);
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}
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g_sys.fade_in_palette();
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if (g_vars.level > 0 && g_vars.level < MAX_LEVELS - 1) {
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do_inter_screen_helper(xpos[g_vars.level - 1], ypos[g_vars.level - 1], 1);
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}
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// screen_do_transition2();
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g_sys.update_screen();
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if (g_vars.level < MAX_LEVELS - 1) {
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play_sound(SOUND_2);
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screen_add_sprite(xpos[g_vars.level], ypos[g_vars.level], 126);
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}
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g_sys.update_screen();
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const uint32_t timestamp = g_sys.get_timestamp() + 4 * 1000;
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do {
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update_input();
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if (g_sys.input.space || g_sys.input.quit) {
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break;
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}
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} while (g_sys.get_timestamp() < timestamp);
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fade_out_palette();
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}
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static void game_run() {
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play_music(0);
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screen_init();
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g_vars.start_level = 0;
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if (g_res.amiga_data) {
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load_spr("sprite", g_res.spr_sqv, 0);
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load_spr("objet", g_res.spr_sqv + SPRITE_SIZE, 101);
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} else {
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load_sqv("sprite.sqv", g_res.spr_sqv, 0, g_options.cga_colors ? 2 : -1);
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}
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if (g_options.amiga_status_bar || g_res.amiga_data) {
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uint16_t palette[16];
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for (int i = 0; i < 16; ++i) {
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assert(_colors_180_data[i * 2] == 0x180 + i * 2);
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palette[i] = _colors_180_data[i * 2 + 1];
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}
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g_sys.set_palette_amiga(palette, 32);
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g_res.spr_count = 120;
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extern const uint8_t icon6e92[]; // top or bottom status bar
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g_res.spr_frames[123] = icon6e92;
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g_res.spr_frames[124] = icon6e92;
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extern const uint8_t icon72de[]; // jake
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g_res.spr_frames[115] = icon72de;
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extern const uint8_t icon73a6[]; // elwood
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g_res.spr_frames[117] = icon73a6;
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extern const uint8_t icon6ef6[]; // heart
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g_res.spr_frames[120] = icon6ef6;
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extern const uint8_t icon740a[]; // instrument level 1
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g_res.spr_frames[135] = icon740a;
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extern const uint8_t icon746e[]; // instrument level 2
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g_res.spr_frames[136] = icon746e;
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extern const uint8_t icon74d2[]; // instrument level 3
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g_res.spr_frames[137] = icon74d2;
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extern const uint8_t icon7536[]; // instrument level 4
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g_res.spr_frames[138] = icon7536;
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extern const uint8_t icon759a[]; // instrument level 5
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g_res.spr_frames[139] = icon759a;
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extern const uint8_t icon75fe[]; // instrument level 1 (found)
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g_res.spr_frames[140] = icon75fe;
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extern const uint8_t icon7662[]; // instrument level 2 (found)
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g_res.spr_frames[141] = icon7662;
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extern const uint8_t icon76c6[]; // instrument level 3 (found)
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g_res.spr_frames[142] = icon76c6;
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extern const uint8_t icon772a[]; // instrument level 4 (found)
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g_res.spr_frames[143] = icon772a;
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extern const uint8_t icon778e[]; // instrument level 5 (found)
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g_res.spr_frames[144] = icon778e;
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}
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if (g_options.cga_colors) {
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g_sys.set_screen_palette(_colors_cga, 0, 4, 8);
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} else if (g_options.amiga_colors) {
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uint16_t palette[16];
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for (int i = 0; i < 16; ++i) {
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assert(_colors_1a0_data[i * 2] == 0x1a0 + i * 2);
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palette[i] = _colors_1a0_data[i * 2 + 1];
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}
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g_sys.set_palette_amiga(palette, 16);
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}
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do_title_screen();
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while (!g_sys.input.quit) {
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if (!g_vars.level_completed_flag) {
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g_vars.game_over_flag = 0;
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g_vars.play_level_flag = 1;
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if (!g_vars.play_demo_flag) {
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g_vars.level = g_options.start_level;
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do_select_player();
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} else {
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g_vars.level = g_vars.start_level;
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}
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screen_unk5();
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}
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while (!g_sys.input.quit && g_vars.play_level_flag) {
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if (!g_vars.game_over_flag) {
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do_inter_screen();
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}
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load_level_data(g_vars.level);
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do_level();
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if (g_res.dos_demo && g_vars.level > 0) {
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do_demo_screens();
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return;
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}
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}
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}
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}
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EXPORT_SYMBOL struct game_t game_bb = {
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"Blues Brothers",
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res_init,
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res_fini,
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sound_init,
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sound_fini,
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game_run
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};
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