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petrobots2.cpp
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3331 lines (3127 loc) · 102 KB
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/**
* PETSCII Robots (Portable version)
* by David Murray 2020
* dfwgreencars@gmail.com
* ported by Vesa Halttunen 2021-2022
* vesuri@jormas.com
*/
#include <SAT.h>
extern SATPatHandle thepat;
extern SpritePtr ignoreSp;
extern Point p;
extern SpritePtr playerSp;
extern WindowPtr gWind;
extern short gVBLInstalled;
extern Rect r;
enum {
scrollSizeH = 512,
scrollSizeV = 384
};
extern Point nowOff;
#define max(x, y) (x>y?x:y)
#define min(x, y) (x>y?y:x)
#define abs(x) ((x)>0?(x):-(x))
#include "PlatformSAT.h"
#include "petrobots.h"
// MAP FILES CONSIST OF EVERYTHING FROM THIS POINT ON
extern uint8_t MAP_DATA[8960];
// END OF MAP FILE
extern uint8_t* DESTRUCT_PATH; // Destruct path array (256 bytes)
extern uint8_t* TILE_ATTRIB; // Tile attrib array (256 bytes)
#ifndef PLATFORM_SPRITE_SUPPORT
extern uint8_t* TILE_DATA_TL; // Tile character top-left (256 bytes)
extern uint8_t* TILE_DATA_TM; // Tile character top-middle (256 bytes)
extern uint8_t* TILE_DATA_TR; // Tile character top-right (256 bytes)
extern uint8_t* TILE_DATA_ML; // Tile character middle-left (256 bytes)
extern uint8_t* TILE_DATA_MM; // Tile character middle-middle (256 bytes)
extern uint8_t* TILE_DATA_MR; // Tile character middle-right (256 bytes)
extern uint8_t* TILE_DATA_BL; // Tile character bottom-left (256 bytes)
extern uint8_t* TILE_DATA_BM; // Tile character bottom-middle (256 bytes)
extern uint8_t* TILE_DATA_BR; // Tile character bottom-right (256 bytes)
#endif
// These arrays can go anywhere in RAM
extern uint8_t UNIT_TIMER_A[64]; // Primary timer for units (64 bytes)
extern uint8_t UNIT_TIMER_B[64]; // Secondary timer for units (64 bytes)
extern uint8_t UNIT_TILE[32]; // Current tile assigned to unit (32 bytes)
extern uint8_t UNIT_DIRECTION[32]; // Movement direction of unit (32 bytes)
extern uint8_t EXP_BUFFER[16]; // Explosion Buffer (16 bytes)
extern uint8_t MAP_PRECALC[MAP_WINDOW_SIZE]; // Stores pre-calculated objects for map window (77 bytes)
extern uint8_t MAP_PRECALC_DIRECTION[MAP_WINDOW_SIZE]; // Stores pre-calculated object directions for map window (77 bytes)
extern uint8_t MAP_PRECALC_TYPE[MAP_WINDOW_SIZE]; // Stores pre-calculated object types for map window (77 bytes)
#ifdef OPTIMIZED_MAP_RENDERING
extern uint8_t PREVIOUS_MAP_BACKGROUND[MAP_WINDOW_SIZE];
extern uint8_t PREVIOUS_MAP_BACKGROUND_VARIANT[MAP_WINDOW_SIZE];
extern uint8_t PREVIOUS_MAP_FOREGROUND[MAP_WINDOW_SIZE];
extern uint8_t PREVIOUS_MAP_FOREGROUND_VARIANT[MAP_WINDOW_SIZE];
#endif
// The following are the locations where the current
// key controls are stored. These must be set before
// the game can start.
extern uint8_t KEY_CONFIG[26];
enum KEYS {
KEY_MOVE_UP,
KEY_MOVE_DOWN,
KEY_MOVE_LEFT,
KEY_MOVE_RIGHT,
KEY_FIRE_UP,
KEY_FIRE_DOWN,
KEY_FIRE_LEFT,
KEY_FIRE_RIGHT,
KEY_CYCLE_WEAPONS,
KEY_CYCLE_ITEMS,
KEY_USE,
KEY_SEARCH,
KEY_MOVE,
KEY_LIVE_MAP,
KEY_LIVE_MAP_ROBOTS,
KEY_PAUSE,
KEY_MUSIC,
KEY_CHEAT,
KEY_CURSOR_UP,
KEY_CURSOR_DOWN,
KEY_CURSOR_LEFT,
KEY_CURSOR_RIGHT,
KEY_SPACE,
KEY_RETURN,
KEY_YES,
KEY_NO
};
extern uint8_t TILE; // The tile number to be plotted
extern uint8_t DIRECTION; // The direction of the tile to be plotted
extern uint8_t WALK_FRAME; // Player walking animation frame
extern uint8_t DEMATERIALIZE_FRAME; // Dematerialize animation frame
extern uint8_t MAP_X; // Current X location on map
extern uint8_t MAP_Y; // Current Y location on map
extern uint8_t MAP_WINDOW_X; // Top left location of what is displayed in map window
extern uint8_t MAP_WINDOW_Y; // Top left location of what is displayed in map window
extern uint8_t DECNUM; // a decimal number to be displayed onscreen as 3 digits.
extern uint8_t ATTRIB; // Tile attribute value
extern uint8_t UNIT; // Current unit being processed
extern uint8_t TEMP_A; // used within some routines
extern uint8_t TEMP_B; // used within some routines
extern uint8_t TEMP_C; // used within some routines
extern uint8_t TEMP_D; // used within some routines
extern uint8_t CURSOR_X; // For on-screen cursor
extern uint8_t CURSOR_Y; // For on-screen cursor
extern uint8_t CURSOR_ON; // Is cursor active or not? 1=yes 0=no
extern uint8_t REDRAW_WINDOW; // 1=yes 0=no
extern uint8_t MOVE_RESULT; // 1=Move request success, 0=fail.
extern uint8_t UNIT_FIND; // 255=no unit present.
extern uint8_t MOVE_TYPE; // %00000001=WALK %00000010=HOVER
extern uint8_t* CUR_PATTERN; // stores the memory location of the current musical pattern being played.
extern uint8_t* MAP_SOURCE; // $FD
extern uint8_t SCREEN_MEMORY[SCREEN_WIDTH_IN_CHARACTERS * SCREEN_HEIGHT_IN_CHARACTERS]; // $8000
extern uint8_t PRINTX = 0; // used to store X-cursor location
// This routine scrolls the info screen by one row, clearing
// a new row at the bottom.
void SCROLL_INFO()
{
/*
int X;
for (X = 0; X != 33; X++) {
writeToScreenMemory((SCREEN_HEIGHT_IN_CHARACTERS - 3) * SCREEN_WIDTH_IN_CHARACTERS + X, SCREEN_MEMORY[0x398 + X]);
writeToScreenMemory((SCREEN_HEIGHT_IN_CHARACTERS - 2) * SCREEN_WIDTH_IN_CHARACTERS + X, SCREEN_MEMORY[0x3C0 + X]); // BOTTOM ROW
}
// NOW CLEAR BOTTOM ROW
for (X = 0; X != 33; X++) {
writeToScreenMemory((SCREEN_HEIGHT_IN_CHARACTERS - 1) * SCREEN_WIDTH_IN_CHARACTERS + X, 32); // BOTTOM ROW
}
*/
platform->copyRect(0, PLATFORM_SCREEN_HEIGHT - 16, 0, PLATFORM_SCREEN_HEIGHT - 24, PLATFORM_SCREEN_WIDTH - 56, 16);
// NOW CLEAR BOTTOM ROW
platform->clearRect(0, PLATFORM_SCREEN_HEIGHT - 8, PLATFORM_SCREEN_WIDTH - 56, 8);
platform->renderFrame(true);
}
void RESET_KEYS_AMMO()
{
KEYS = 0;
AMMO_PISTOL = 0;
AMMO_PLASMA = 0;
INV_BOMBS = 0;
INV_EMP = 0;
INV_MEDKIT = 0;
INV_MAGNET = 0;
SELECTED_WEAPON = 0;
SELECTED_ITEM = 0;
MAGNET_ACT = 0;
PLASMA_ACT = 0;
BIG_EXP_ACT = 0;
CYCLES = 0;
SECONDS = 0;
MINUTES = 0;
HOURS = 0;
#ifdef INACTIVITY_TIMEOUT_GAME
INACTIVE_SECONDS = 0;
#endif
}
void INTRO_SCREEN()
{
platform->fadeScreen(0, false);
DISPLAY_INTRO_SCREEN();
DISPLAY_MAP_NAME();
CHANGE_DIFFICULTY_LEVEL();
START_INTRO_MUSIC();
platform->show();
platform->fadeScreen(15, false);
MENUY = 0;
REVERSE_MENU_OPTION(true);
platform->renderFrame();
bool done = false;
while (!done && !platform->quit) {
uint8_t A = platform->readKeyboard();
uint16_t B = platform->readJoystick(false);
if (A != 0xff || B != 0) {
if (A == KEY_CONFIG[KEY_CURSOR_DOWN] || A == KEY_CONFIG[KEY_MOVE_DOWN] || (B & Platform::JoystickDown)) { // CURSOR DOWN
if (MENUY != (PLATFORM_INTRO_OPTIONS - 1)) {
REVERSE_MENU_OPTION(false);
MENUY++;
REVERSE_MENU_OPTION(true);
PLAY_SOUND(15); // menu beep
}
} else if (A == KEY_CONFIG[KEY_CURSOR_UP] || A == KEY_CONFIG[KEY_MOVE_UP] || (B & Platform::JoystickUp)) { // CURSOR UP
if (MENUY != 0) {
REVERSE_MENU_OPTION(false);
MENUY--;
REVERSE_MENU_OPTION(true);
PLAY_SOUND(15); // menu beep
}
} else if (A == KEY_CONFIG[KEY_SPACE] || // SPACE
A == KEY_CONFIG[KEY_RETURN] || (B & Platform::JoystickRed)) { // RETURN
done = EXEC_COMMAND();
}
#ifdef PLATFORM_MODULE_BASED_AUDIO
else if (A == KEY_CONFIG[KEY_MUSIC]) { // SHIFT-M
if (MUSIC_ON == 1) {
MUSIC_ON = 0;
} else {
MUSIC_ON = 1;
}
START_INTRO_MUSIC();
}
#endif
#ifdef INACTIVITY_TIMEOUT_INTRO
else if (A == 0x7f) {
REVERSE_MENU_OPTION(false);
REVERSE_MENU_OPTION(true);
DIFF_LEVEL = 0;
SELECTED_MAP = 0;
CHANGE_DIFFICULTY_LEVEL();
DISPLAY_MAP_NAME();
platform->fadeScreen(15, false);
} else if (A == KEY_CONFIG[KEY_SEARCH] || A == KEY_CONFIG[KEY_MOVE]) {
done = EXEC_COMMAND();
}
#endif
}
platform->renderFrame(true);
}
}
void START_INTRO_MUSIC()
{
#ifdef PLATFORM_MODULE_BASED_AUDIO
platform->playModule(MUSIC_ON == 1 ? Platform::ModuleIntro : Platform::ModuleSoundFX);
#else
DATA_LINE = 0;
SOUND_EFFECT = 0xFF;
CUR_PATTERN = INTRO_MUSIC;
MUSIC_ON = 1;
#endif
}
bool EXEC_COMMAND()
{
if (MENUY == 0) { // START GAME
SET_CONTROLS();
#ifdef PLATFORM_MODULE_BASED_AUDIO
platform->stopModule();
#else
MUSIC_ON = 0;
#endif
platform->stopNote(); // turn off sound
INIT_GAME();
return true;
} else if (MENUY == 2) { // DIFF LEVEL
DIFF_LEVEL++;
if (DIFF_LEVEL == 3) {
DIFF_LEVEL = 0;
}
CHANGE_DIFFICULTY_LEVEL();
PLAY_SOUND(15); // menu beep
} else if (MENUY == 1) { // cycle map
PLAY_SOUND(15); // menu beep
CYCLE_MAP();
} else if (MENUY == 3) {
CYCLE_CONTROLS();
PLAY_SOUND(15); // menu beep
}
return false;
}
void CYCLE_CONTROLS()
{
KEYS_DEFINED = 0;
CONTROL++;
if (CONTROL == 3) {
CONTROL = 0;
}
// display control method on screen
for (int X = 0, Y = CONTROLSTART[CONTROL]; X != 10; X++, Y++) {
#ifdef PLATFORM_IMAGE_SUPPORT
writeToScreenMemory(4 * SCREEN_WIDTH_IN_CHARACTERS + 4 + X, CONTROLTEXT[Y], 14, 5);
#else
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + 4 + X, CONTROLTEXT[Y] | 0x80);
#endif
}
}
char CONTROLTEXT[] = "standard "
"custom "
#ifdef GAMEPAD_CD32
"cd32 pad "
#else
"snes pad "
#endif
"analog pad";
uint8_t CONTROLSTART[] = { 0, 10, 20, 30 };
void CYCLE_MAP()
{
#if PLATFORM_MAP_COUNT > 2
SELECTED_MAP++;
#else
SELECTED_MAP ^= 3;
#endif
if (SELECTED_MAP == PLATFORM_MAP_COUNT) { // Maximum number of maps
SELECTED_MAP = 0;
}
DISPLAY_MAP_NAME();
}
void DISPLAY_MAP_NAME()
{
char* name = CALC_MAP_NAME();
for (int Y = 0; Y != 16; Y++) {
#ifdef PLATFORM_IMAGE_SUPPORT
writeToScreenMemory(7 * SCREEN_WIDTH_IN_CHARACTERS + 1 + Y, name[Y], 15, 5);
#else
writeToScreenMemory(9 * SCREEN_WIDTH_IN_CHARACTERS + 2 + Y, name[Y]);
#endif
}
// now set the mapname for the filesystem load
// MAPNAME[6] = SELECTED_MAP + 65;
}
char* CALC_MAP_NAME()
{
// FIND MAP NAME
return MAP_NAMES + (SELECTED_MAP << 4); // multiply by 16 by shifting 4 times to left.
}
void REVERSE_MENU_OPTION(bool reverse)
{
#ifdef INACTIVITY_TIMEOUT_INTRO
if (reverse) {
platform->setHighlightedMenuRow(MENUY);
}
#else
#ifdef PLATFORM_COLOR_SUPPORT
for (int Y = 0; Y != 10; Y++) {
writeToScreenMemory(MENU_CHART[MENUY] + Y, SCREEN_MEMORY[MENU_CHART[MENUY] + Y], reverse ? 14 : 15, 5);
}
#else
for (int Y = 0; Y != 10; Y++) {
writeToScreenMemory(MENU_CHART[MENUY] + Y, SCREEN_MEMORY[MENU_CHART[MENUY] + Y] ^ 0x80);
}
#endif
#endif
}
uint8_t MENUY = 0; // CURRENT MENU SELECTION
#if (PLATFORM_INTRO_OPTIONS == 4)
#ifdef PLATFORM_IMAGE_SUPPORT
menu_chart_t MENU_CHART[] = { 1 * SCREEN_WIDTH_IN_CHARACTERS + 4, 2 * SCREEN_WIDTH_IN_CHARACTERS + 4, 3 * SCREEN_WIDTH_IN_CHARACTERS + 4, 4 * SCREEN_WIDTH_IN_CHARACTERS + 4 };
#else
menu_chart_t MENU_CHART[] = { 2 * SCREEN_WIDTH_IN_CHARACTERS + 4, 3 * SCREEN_WIDTH_IN_CHARACTERS + 4, 4 * SCREEN_WIDTH_IN_CHARACTERS + 4, 5 * SCREEN_WIDTH_IN_CHARACTERS + 4 };
#endif
#else
menu_chart_t MENU_CHART[] = { 2 * SCREEN_WIDTH_IN_CHARACTERS + 4, 3 * SCREEN_WIDTH_IN_CHARACTERS + 4, 4 * SCREEN_WIDTH_IN_CHARACTERS + 4 };
#endif
void CHANGE_DIFFICULTY_LEVEL()
{
#ifdef PLATFORM_IMAGE_SUPPORT
platform->renderFace(DIFF_LEVEL, 234, 75);
#else
int Y = FACE_LEVEL[DIFF_LEVEL];
// DO CHARACTERS FIRST
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + 21, ROBOT_FACE[Y++]);
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + 22, ROBOT_FACE[Y++]);
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + 23, ROBOT_FACE[Y++]);
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + 25, ROBOT_FACE[Y++]);
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + 26, ROBOT_FACE[Y++]);
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + 27, ROBOT_FACE[Y++]);
writeToScreenMemory(6 * SCREEN_WIDTH_IN_CHARACTERS + 23, ROBOT_FACE[Y++]);
writeToScreenMemory(6 * SCREEN_WIDTH_IN_CHARACTERS + 25, ROBOT_FACE[Y]);
#endif
}
#ifdef INACTIVITY_TIMEOUT_GAME
uint8_t DIFF_LEVEL = 0; // default easy
#else
uint8_t DIFF_LEVEL = 1; // default medium
#endif
uint8_t ROBOT_FACE[] = {
0x3A, 0x43, 0x49, 0x55, 0x43, 0x3A, 0x49, 0x55, // EASY LEVEL
0x40, 0x40, 0x6E, 0x70, 0x40, 0x40, 0x49, 0x55, // MEDIUM LEVEL
0x3A, 0x4D, 0x3A, 0x3A, 0x4E, 0x3A, 0x4D, 0x4E // HARD LEVEL
};
uint8_t FACE_LEVEL[] = { 0, 8, 16 };
// This routine is run after the map is loaded, but before the
// game starts. If the diffulcty is set to normal, nothing
// actually happens. But if it is set to easy or hard, then
// some changes occur accordingly.
void SET_DIFF_LEVEL()
{
if (DIFF_LEVEL == 0) { // easy
SET_DIFF_EASY();
} else if (DIFF_LEVEL == 2) { // hard
SET_DIFF_HARD();
}
}
void SET_DIFF_EASY()
{
// Find all hidden items and double the quantity.
for (int X = 48; X != 64; X++) {
if (UNIT_TYPE[X] != 0 &&
UNIT_TYPE[X] != 128) { // KEY
UNIT_A[X] <<= 1; // item qty
}
}
}
void SET_DIFF_HARD()
{
// Find all hoverbots and change AI
for (int X = 0; X != 28; X++) {
if (UNIT_TYPE[X] == 2 || // hoverbot left/right
UNIT_TYPE[X] == 3) { // hoverbot up/down
UNIT_TYPE[X] = 4; // hoverbot attack mode
}
}
}
// This chart contains the left-most staring position for each
// row of tiles on the map-editor. 7 Rows.
uint16_t MAP_CHART[PLATFORM_MAP_WINDOW_TILES_HEIGHT];
void EMP_FLASH()
{
#ifdef PLATFORM_IMAGE_SUPPORT
BORDER_COLOR = 0x00f;
BORDER = 10;
#else
#ifdef OPTIMIZED_MAP_RENDERING
platform->fillRect(0, 0, MAP_WINDOW_WIDTH, MAP_WINDOW_HEIGHT, 15);
INVALIDATE_PREVIOUS_MAP();
#else
for (int Y = 0; Y != 33; Y++) {
writeToScreenMemory(0 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[0 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 00
writeToScreenMemory(1 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[1 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 01
writeToScreenMemory(2 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[2 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 02
writeToScreenMemory(3 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[3 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 03
writeToScreenMemory(4 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[4 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 04
writeToScreenMemory(5 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[5 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 05
writeToScreenMemory(6 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[6 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 06
writeToScreenMemory(7 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[7 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 07
writeToScreenMemory(8 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[8 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 08
writeToScreenMemory(9 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[9 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 09
writeToScreenMemory(10 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[10 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 10
writeToScreenMemory(11 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[11 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 11
writeToScreenMemory(12 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[12 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 12
writeToScreenMemory(13 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[13 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 13
writeToScreenMemory(14 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[14 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 14
writeToScreenMemory(15 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[15 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 15
writeToScreenMemory(16 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[16 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 16
writeToScreenMemory(17 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[17 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 17
writeToScreenMemory(18 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[18 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 18
writeToScreenMemory(19 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[19 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 19
writeToScreenMemory(20 * SCREEN_WIDTH_IN_CHARACTERS + Y, SCREEN_MEMORY[20 * SCREEN_WIDTH_IN_CHARACTERS + Y] ^ 0x80); // screen row 20
}
#endif
REDRAW_WINDOW = 1;
#endif
}
// This routine animates the tile #204 (water)
// and also tile 148 (trash compactor)
void ANIMATE_WATER()
{
if (ANIMATE != 1) {
return;
}
WATER_TIMER++;
if (WATER_TIMER != 20) {
return;
}
WATER_TIMER = 0;
#ifdef PLATFORM_IMAGE_BASED_TILES
ANIM_STATE++;
CINEMA_STATE++;
if (CINEMA_STATE == 197) {
CINEMA_STATE = 0;
}
#else
WATER_TEMP1 = TILE_DATA_BR[204];
TILE_DATA_BR[204] = TILE_DATA_MM[204];
TILE_DATA_BR[221] = TILE_DATA_MM[204];
TILE_DATA_MM[204] = TILE_DATA_TL[204];
TILE_DATA_TL[204] = WATER_TEMP1;
WATER_TEMP1 = TILE_DATA_BL[204];
TILE_DATA_BL[204] = TILE_DATA_MR[204];
TILE_DATA_BL[221] = TILE_DATA_MR[204];
TILE_DATA_MR[204] = TILE_DATA_TM[204];
TILE_DATA_TM[204] = WATER_TEMP1;
TILE_DATA_TM[221] = WATER_TEMP1;
WATER_TEMP1 = TILE_DATA_BM[204];
TILE_DATA_BM[204] = TILE_DATA_ML[204];
TILE_DATA_BM[221] = TILE_DATA_ML[204];
TILE_DATA_ML[204] = TILE_DATA_TR[204];
TILE_DATA_TR[204] = WATER_TEMP1;
TILE_DATA_TR[221] = WATER_TEMP1;
// now do trash compactor
WATER_TEMP1 = TILE_DATA_TR[148];
TILE_DATA_TR[148] = TILE_DATA_TM[148];
TILE_DATA_TM[148] = TILE_DATA_TL[148];
TILE_DATA_TL[148] = WATER_TEMP1;
WATER_TEMP1 = TILE_DATA_MR[148];
TILE_DATA_MR[148] = TILE_DATA_MM[148];
TILE_DATA_MM[148] = TILE_DATA_ML[148];
TILE_DATA_ML[148] = WATER_TEMP1;
WATER_TEMP1 = TILE_DATA_BR[148];
TILE_DATA_BR[148] = TILE_DATA_BM[148];
TILE_DATA_BM[148] = TILE_DATA_BL[148];
TILE_DATA_BL[148] = WATER_TEMP1;
// Now do HVAC fan
if (HVAC_STATE != 0) {
TILE_DATA_MM[196] = 0xCD;
TILE_DATA_TL[201] = 0xCD;
TILE_DATA_ML[197] = 0xCE;
TILE_DATA_TM[200] = 0xCE;
TILE_DATA_MR[196] = 0xA0;
TILE_DATA_BM[196] = 0xA0;
TILE_DATA_BL[197] = 0xA0;
TILE_DATA_TR[200] = 0xA0;
HVAC_STATE = 0;
} else {
TILE_DATA_MM[196] = 0xA0;
TILE_DATA_TL[201] = 0xA0;
TILE_DATA_ML[197] = 0xA0;
TILE_DATA_TM[200] = 0xA0;
TILE_DATA_MR[196] = 0xC2;
TILE_DATA_TR[200] = 0xC2;
TILE_DATA_BM[196] = 0xC0;
TILE_DATA_BL[197] = 0xC0;
HVAC_STATE = 1;
}
// now do cinema screen tiles
// FIRST COPY OLD LETTERS TO THE LEFT.
TILE_DATA_MM[20] = TILE_DATA_MR[20]; // #2 -> #1
TILE_DATA_MR[20] = TILE_DATA_ML[21]; // #3 -> #2
TILE_DATA_ML[21] = TILE_DATA_MM[21]; // #4 -> #3
TILE_DATA_MM[21] = TILE_DATA_MR[21]; // #5 -> #4
TILE_DATA_MR[21] = TILE_DATA_ML[22]; // #6 -> #5
// now insert new character.
TILE_DATA_ML[22] = CINEMA_MESSAGE[CINEMA_STATE]; // #6
CINEMA_STATE++;
if (CINEMA_STATE == 197) {
CINEMA_STATE = 0;
}
// Now animate light on server computers
if (TILE_DATA_MR[143] == 0xD7) {
TILE_DATA_MR[143] = 0xD1;
} else {
TILE_DATA_MR[143] = 0xD7;
}
uint8_t tiles[] = { 204, 221, 148, 196, 197, 200, 201, 20, 21, 22, 143 };
platform->updateTiles(TILE_DATA_TL, tiles, 11);
#ifdef OPTIMIZED_MAP_RENDERING
INVALIDATE_PREVIOUS_MAP();
#endif
#endif
REDRAW_WINDOW = 1;
}
uint8_t WATER_TIMER = 0;
#ifdef PLATFORM_IMAGE_BASED_TILES
uint8_t ANIM_STATE = 0;
#else
uint8_t WATER_TEMP1 = 0;
uint8_t HVAC_STATE = 0;
#endif
uint8_t CINEMA_STATE = 0;
// This is the routine that allows a person to select
// a level and highlights the selection in the information
// display. It is unique to each computer since it writes
// to the screen directly.
void ELEVATOR_SELECT()
{
#ifdef PLATFORM_LIVE_MAP_SUPPORT
if (LIVE_MAP_ON == 0) {
#endif
DRAW_MAP_WINDOW();
#ifdef PLATFORM_LIVE_MAP_SUPPORT
}
#endif
ELEVATOR_MAX_FLOOR = UNIT_D[UNIT]; // get max levels
// Now draw available levels on screen
for (int Y = 0, A = 0x31; Y != ELEVATOR_MAX_FLOOR; A++, Y++) {
writeToScreenMemory((SCREEN_HEIGHT_IN_CHARACTERS - 1) * SCREEN_WIDTH_IN_CHARACTERS + 6 + Y, A);
}
ELEVATOR_CURRENT_FLOOR = UNIT_C[UNIT]; // what level are we on now?
// Now highlight current level
ELEVATOR_INVERT();
platform->renderFrame();
// Now get user input
while (!platform->quit) {
// KEYBOARD INPUT
uint8_t A = platform->readKeyboard();
// SNES INPUT
uint16_t B = platform->readJoystick(CONTROL >= 2 ? true : false);
if (A != 0xff || B != 0) {
#ifdef PLATFORM_LIVE_MAP_SUPPORT
if (A == KEY_CONFIG[KEY_LIVE_MAP] || (CONTROL == 2 && (B & Platform::JoystickPlay) && (B & Platform::JoystickLeft)) || (CONTROL == 3 && (B & Platform::JoystickYellow))) {
TOGGLE_LIVE_MAP();
if (LIVE_MAP_ON == 0) {
DRAW_MAP_WINDOW();
}
CLEAR_KEY_BUFFER();
} else if (A == KEY_CONFIG[KEY_LIVE_MAP_ROBOTS] || (CONTROL == 2 && (B & Platform::JoystickPlay) && (B & Platform::JoystickDown)) || (CONTROL == 3 && B == Platform::JoystickPlay)) {
TOGGLE_LIVE_MAP_ROBOTS();
CLEAR_KEY_BUFFER();
} else
#endif
if (A == KEY_CONFIG[KEY_CURSOR_LEFT] || A == KEY_CONFIG[KEY_MOVE_LEFT] || (B & Platform::JoystickLeft)) { // CURSOR LEFT
ELEVATOR_DEC();
} else if (A == KEY_CONFIG[KEY_CURSOR_RIGHT] || A == KEY_CONFIG[KEY_MOVE_RIGHT] || (B & Platform::JoystickRight)) { // CURSOR RIGHT
ELEVATOR_INC();
} else if (A == KEY_CONFIG[KEY_CURSOR_DOWN] || A == KEY_CONFIG[KEY_MOVE_DOWN] || (B & Platform::JoystickDown)) { // CURSOR DOWN
SCROLL_INFO();
SCROLL_INFO();
SCROLL_INFO();
CLEAR_KEY_BUFFER();
return;
}
}
#ifdef PLATFORM_LIVE_MAP_SUPPORT
if (LIVE_MAP_ON == 1) {
DRAW_LIVE_MAP();
}
#endif
platform->renderFrame(true);
}
}
uint8_t ELEVATOR_MAX_FLOOR = 0;
uint8_t ELEVATOR_CURRENT_FLOOR = 0;
void ELEVATOR_INVERT()
{
writeToScreenMemory((SCREEN_HEIGHT_IN_CHARACTERS - 1) * SCREEN_WIDTH_IN_CHARACTERS + 5 + ELEVATOR_CURRENT_FLOOR, SCREEN_MEMORY[(SCREEN_HEIGHT_IN_CHARACTERS - 1) * SCREEN_WIDTH_IN_CHARACTERS + 5 + ELEVATOR_CURRENT_FLOOR] ^ 0x80); // %10000000
}
void ELEVATOR_INC()
{
if (ELEVATOR_CURRENT_FLOOR != ELEVATOR_MAX_FLOOR) {
ELEVATOR_INVERT();
ELEVATOR_CURRENT_FLOOR++;
ELEVATOR_INVERT();
ELEVATOR_FIND_XY();
platform->renderFrame();
}
}
void ELEVATOR_DEC()
{
if (ELEVATOR_CURRENT_FLOOR != 1) {
ELEVATOR_INVERT();
ELEVATOR_CURRENT_FLOOR--;
ELEVATOR_INVERT();
ELEVATOR_FIND_XY();
platform->renderFrame();
}
}
void ELEVATOR_FIND_XY()
{
for (int X = 32; X != 48; X++) { // start of doors
if (UNIT_TYPE[X] == 19) { // elevator
if (UNIT_C[X] == ELEVATOR_CURRENT_FLOOR) {
UNIT_LOC_X[0] = UNIT_LOC_X[X]; // player location = new elevator location
MAP_WINDOW_X = MIN(MAX(UNIT_LOC_X[X] - PLATFORM_MAP_WINDOW_TILES_WIDTH / 2, 0), 128 - PLATFORM_MAP_WINDOW_TILES_WIDTH);
UNIT_LOC_Y[0] = UNIT_LOC_Y[X] - 1; // player location = new elevator location
MAP_WINDOW_Y = MIN(MAX(UNIT_LOC_Y[X] - PLATFORM_MAP_WINDOW_TILES_HEIGHT / 2 - 1, 0), 64 - PLATFORM_MAP_WINDOW_TILES_HEIGHT);
#ifdef PLATFORM_LIVE_MAP_SUPPORT
if (LIVE_MAP_ON == 0) {
#endif
DRAW_MAP_WINDOW();
#ifdef PLATFORM_LIVE_MAP_SUPPORT
}
#endif
PLAY_SOUND(17); // elevator sound SOUND PLAY
break;
}
}
}
}
void SET_CONTROLS()
{
if (CONTROL == 1) { // CUSTOM KEYS
SET_CUSTOM_KEYS();
} else {
// load standard values for key controls
uint8_t* STANDARD_CONTROLS = platform->standardControls();
for (int Y = 0; Y != sizeof(KEY_CONFIG); Y++) {
KEY_CONFIG[Y] = STANDARD_CONTROLS[Y];
}
}
}
void SET_CUSTOM_KEYS()
{
if (KEYS_DEFINED != 0) {
return;
}
platform->fadeScreen(0, false);
#ifdef PLATFORM_IMAGE_SUPPORT
DECOMPRESS_SCREEN(SCR_CUSTOM_KEYS, 15);
#else
DECOMPRESS_SCREEN(SCR_CUSTOM_KEYS);
#endif
platform->renderFrame();
platform->fadeScreen(15, false);
uint16_t destination = 8 * SCREEN_WIDTH_IN_CHARACTERS + 17;
for (TEMP_A = 0; TEMP_A != 13;) {
uint8_t A = platform->readKeyboard();
if (A != 0xff) {
KEY_CONFIG[TEMP_A] = A;
DECNUM = A;
#ifdef PLATFORM_IMAGE_SUPPORT
DECWRITE(destination, 15);
#else
DECWRITE(destination);
#endif
destination += SCREEN_WIDTH_IN_CHARACTERS;
TEMP_A++;
platform->renderFrame();
}
}
KEYS_DEFINED = 1;
}
uint8_t KEYS_DEFINED = 0; // DEFAULT 0
void PET_SCREEN_SHAKE()
{
if (BGTIMER1 != 1) {
return;
}
if (SELECT_TIMEOUT != 0) { // shoehorned this into the screenshake routine
SELECT_TIMEOUT--; // this is to prevent accidental double-taps
} // on cycle weapons or items.
PET_BORDER_FLASH();
if (SCREEN_SHAKE == 0) {
return;
}
#ifndef PLATFORM_HARDWARE_BASED_SHAKE_SCREEN
#ifdef PLATFORM_LIVE_MAP_SUPPORT
if (LIVE_MAP_ON != 1) {
#endif
if (SCREEN_SHAKE == 1) {
platform->copyRect(8, 0, 0, 0, PLATFORM_SCREEN_WIDTH - 56, PLATFORM_SCREEN_HEIGHT - 32);
platform->renderFrame(true);
#ifdef OPTIMIZED_MAP_RENDERING
INVALIDATE_PREVIOUS_MAP();
#endif
} else if (SCREEN_SHAKE == 3) {
REDRAW_WINDOW = 1;
}
SCREEN_SHAKE++;
if (SCREEN_SHAKE == 5) {
SCREEN_SHAKE = 1;
}
#ifdef PLATFORM_LIVE_MAP_SUPPORT
}
#endif
#endif
}
// So, it doesn't really flash the PET border, instead it
// flashes the health screen.
void PET_BORDER_FLASH()
{
if (BORDER != 0) {
// border flash should be active
if (FLASH_STATE != 1) { // Is it already flashing?
#ifndef PLATFORM_IMAGE_SUPPORT
// copy flash message to screen
for (int X = 0; X != 6; X++) {
writeToScreenMemory(19 * SCREEN_WIDTH_IN_CHARACTERS - 6 + X, OUCH1[X]);
writeToScreenMemory(20 * SCREEN_WIDTH_IN_CHARACTERS - 6 + X, OUCH2[X]);
writeToScreenMemory(21 * SCREEN_WIDTH_IN_CHARACTERS - 6 + X, OUCH3[X]);
}
#endif
platform->startFadeScreen(BORDER_COLOR, 15 - BORDER);
FLASH_STATE = 1;
}
} else {
if (FLASH_STATE != 0) {
#ifndef PLATFORM_IMAGE_SUPPORT
// Remove message from screen
for (int X = 0; X != 6; X++) {
writeToScreenMemory(19 * SCREEN_WIDTH_IN_CHARACTERS - 6 + X, 32);
writeToScreenMemory(20 * SCREEN_WIDTH_IN_CHARACTERS - 6 + X, 32);
writeToScreenMemory(21 * SCREEN_WIDTH_IN_CHARACTERS - 6 + X, 32);
}
#endif
FLASH_STATE = 0;
platform->stopFadeScreen();
}
}
}
uint8_t FLASH_STATE = 0;
#ifndef PLATFORM_IMAGE_SUPPORT
uint8_t OUCH1[] = { 0xCD, 0xA0, 0xA0, 0xA0, 0xA0, 0xCE };
uint8_t OUCH2[] = { 0xA0, 0x8F, 0x95, 0x83, 0x88, 0xA0 };
uint8_t OUCH3[] = { 0xCE, 0xA0, 0xA0, 0xA0, 0xA0, 0xCD };
#endif
// This is actually part of a background routine, but it has to be in the main
// source because the screen effects used are unique on each system.
void DEMATERIALIZE()
{
#ifdef PLATFORM_SPRITE_SUPPORT
UNIT_TILE[0] = 243; // dematerialize tile
#else
UNIT_TILE[0] = (UNIT_TIMER_B[UNIT] & 0x01) + 252; // dematerialize tile
UNIT_TILE[0] += (UNIT_TIMER_B[UNIT] & 0x08) >> 3;
#endif
UNIT_TIMER_B[UNIT]++;
DEMATERIALIZE_FRAME = UNIT_TIMER_B[UNIT] >> 2;
#ifdef PLATFORM_SPRITE_SUPPORT
if (UNIT_TIMER_B[UNIT] != 0x20) {
#else
if (UNIT_TIMER_B[UNIT] != 0x10) { // %00010000
#endif
UNIT_TIMER_A[UNIT] = 1;
REDRAW_WINDOW = 1;
} else {
// TRANSPORT COMPLETE
if (UNIT_B[UNIT] != 1) { // transport somewhere
UNIT_TYPE[0] = 2; // this mean game over condition, player type
UNIT_TYPE[UNIT] = 7; // Normal transporter pad
} else {
#ifdef PLATFORM_SPRITE_SUPPORT
UNIT_TILE[0] = 97;
#else
UNIT_TILE[0] = 247;
#endif
UNIT_LOC_X[0] = UNIT_C[UNIT]; // target X coordinates
UNIT_LOC_Y[0] = UNIT_D[UNIT]; // target Y coordinates
UNIT_TYPE[UNIT] = 7; // Normal transporter pad
CACULATE_AND_REDRAW();
}
}
}
void ANIMATE_PLAYER()
{
#ifdef PLATFORM_SPRITE_SUPPORT
UNIT_TILE[0] = 96;
WALK_FRAME++;
WALK_FRAME &= 3;
#else
if (UNIT_TILE[0] == 247) {
UNIT_TILE[0] = 243;
} else {
UNIT_TILE[0] = 247;
}
#endif
}
void PLAY_SOUND(int sound)
{
#ifdef PLATFORM_MODULE_BASED_AUDIO
platform->playSample(sound);
#else
// check if music is playing
if (MUSIC_ON != 0 && SOUND_EFFECT == 0xFF) { // no sound effect currently being played
PATTERN_TEMP = CUR_PATTERN;
DATA_LINE_TEMP = DATA_LINE;
TEMPO_TEMP = TEMPO;
}
// check if we should play new effect.
if (SOUND_EFFECT != 0xFF) { // no sound effect currently being played
if (sound > SOUND_EFFECT) { // Prioritize sounds that have lower number.
return;
}
}
// Now process sound effect.
CUR_PATTERN = SOUND_LIBRARY[sound]; // Get waiting sound# from accumulator
SOUND_EFFECT = sound;
DATA_LINE = 0;
#endif
}
#ifndef PLATFORM_MODULE_BASED_AUDIO
uint8_t* PATTERN_TEMP;
uint8_t DATA_LINE_TEMP;
uint8_t TEMPO_TEMP;
uint8_t* SOUND_LIBRARY[] = {
SND_EXPLOSION, // sound 0
SND_EXPLOSION, // sound 1
SND_MEDKIT, // sound 2
SND_EMP, // sound 3
SND_MAGNET, // sound 4
SND_SHOCK, // sound 5
SND_MOVE_OBJ, // sound 6
SND_SHOCK, // sound 7
SND_PLASMA, // sound 8
SND_PISTOL, // sound 9
SND_ITEM_FOUND, // sound 10
SND_ERROR, // sound 11
SND_CYCLE_WEAPON, // sound 12
SND_CYCLE_ITEM, // sound 13
SND_DOOR, // sound 14
SND_MENU_BEEP, // sound 15
SND_SHORT_BEEP, // sound 16
SND_SHORT_BEEP, // sound 17
WIN_MUSIC, // sound 18
LOSE_MUSIC // sound 19
};
// 0 explosion
// 1 small explosion
// 2 medkit
// 3 emp
// 4 haywire
// 5 evilbot
// 6 move
// 7 electric shock
// 8 plasma gun
// 9 fire pistol
// 10 item found
// 11 error
// 12 change weapons
// 13 change items
// 14 door
// 15 menu beep
// 16 walk
// 17 sfx (short beep)
// 18 sfx
void MUSIC_ROUTINE()
{
if (SOUND_EFFECT == 0xFF && MUSIC_ON != 1) {
return;
}
if (TEMPO_TIMER != 0) {
TEMPO_TIMER--;
return;
}
uint8_t A = CUR_PATTERN[DATA_LINE];
if (A == 0) { // blank line (do nothing)
TEMPO_TIMER = TEMPO; // reset timer to wait for next line
DATA_LINE++;
return;
}
if (A == 37) { // END pattern
STOP_SONG();
return;
}
if (A == 38) {
ARP_MODE = 0;
platform->stopNote(); // RESET SOUND TO ZERO
}
if (A > 38 && A <= 49) { // IS IT A TEMPO COMMAND? COMMAND IS BETWEEN 39 AND 49 (TEMPO ADJUST)
TEMPO = A - 38;
DATA_LINE++;
return;
}
// PLAY A NOTE
ARP_MODE = A >> 6;
CHORD_ROOT = A & 0x3f; // %00111111
platform->playNote(CHORD_ROOT);
TEMPO_TIMER = TEMPO; // reset timer to wait for next line
DATA_LINE++;
}
#endif
void STOP_SONG()
{
#ifdef PLATFORM_MODULE_BASED_AUDIO
platform->stopSample();
#else
// actually, stop sound effect.
platform->stopNote(); // turn off sound;
SOUND_EFFECT = 0xFF;
TEMPO_TIMER = TEMPO;
/// now restore music info for continued play.
if (MUSIC_ON != 1) {