4343 lines
131 KiB
C
4343 lines
131 KiB
C
/* *************************************
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* Includes
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* *************************************/
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#include "Game.h"
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#include "Timer.h"
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#include "LoadMenu.h"
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#include "System.h"
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#include "Camera.h"
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#include "Aircraft.h"
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#include "GameGui.h"
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#include "EndAnimation.h"
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#include "Sfx.h"
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#include "Pad.h"
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#include "Message.h"
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/* *************************************
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* Defines
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* *************************************/
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#define GAME_MAX_RUNWAYS 16
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#define GAME_MAX_AIRCRAFT_PER_TILE 4
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#define FLIGHT_DATA_INVALID_IDX 0xFF
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#define MIN_MAP_COLUMNS 8
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#define MAX_MAP_COLUMNS 32
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#define LEVEL_HEADER_SIZE 64
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#define COLUMNS_PER_TILESET 4
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#define ROWS_PER_TILESET COLUMNS_PER_TILESET
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#define LEVEL_MAGIC_NUMBER_SIZE 3
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#define LEVEL_MAGIC_NUMBER_STRING "ATC"
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#define LEVEL_TITLE_SIZE 24
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#define TILE_MIRROR_FLAG (0x80)
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#define GAME_INVALID_TILE_SELECTION ( (uint16_t)0xFFFF )
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#define GAME_MINIMUM_PARKING_SPAWN_TIME (2 * TIMER_PRESCALER_1_SECOND) // 2 seconds
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/* **************************************
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* Structs and enums *
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* *************************************/
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typedef struct t_rwyentrydata
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{
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DIRECTION Direction;
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uint16_t rwyEntryTile;
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int8_t rwyStep;
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uint16_t rwyHeader;
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}TYPE_RWY_ENTRY_DATA;
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typedef struct t_GameLevelBuffer_UVData
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{
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short u;
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short v;
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}TYPE_TILE_UV_DATA;
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enum
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{
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MOUSE_W = 8,
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MOUSE_H = 8,
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MOUSE_X = (X_SCREEN_RESOLUTION >> 1),
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MOUSE_Y = (Y_SCREEN_RESOLUTION >> 1),
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MOUSE_X_2PLAYER = (X_SCREEN_RESOLUTION >> 2),
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MOUSE_Y_2PLAYER = (Y_SCREEN_RESOLUTION >> 1)
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};
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enum
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{
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LOST_FLIGHT_PENALTY = 4000,
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SCORE_REWARD_TAXIING = 200,
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SCORE_REWARD_FINAL = 400,
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SCORE_REWARD_UNLOADING = 300,
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SCORE_REWARD_TAKEOFF = 200,
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SCORE_REWARD_FINISH_FLIGHT = 1000
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};
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enum
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{
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UNBOARDING_KEY_SEQUENCE_EASY = 4,
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UNBOARDING_KEY_SEQUENCE_MEDIUM = 6,
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UNBOARDING_KEY_SEQUENCE_HARD = GAME_MAX_SEQUENCE_KEYS,
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UNBOARDING_PASSENGERS_PER_SEQUENCE = 100
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};
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enum
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{
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TILE_GRASS,
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TILE_ASPHALT_WITH_BORDERS,
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TILE_WATER,
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TILE_ASPHALT,
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TILE_RWY_MID,
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TILE_RWY_START_1,
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TILE_RWY_START_2,
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TILE_PARKING,
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TILE_PARKING_2,
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TILE_TAXIWAY_INTERSECT_GRASS,
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TILE_TAXIWAY_GRASS,
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TILE_TAXIWAY_CORNER_GRASS,
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TILE_HALF_WATER_1,
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TILE_HALF_WATER_2,
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TILE_RWY_HOLDING_POINT,
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TILE_RWY_HOLDING_POINT_2,
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TILE_RWY_EXIT,
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TILE_TAXIWAY_CORNER_GRASS_2,
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TILE_TAXIWAY_4WAY_CROSSING,
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TILE_RWY_EXIT_2,
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LAST_TILE_TILESET1 = TILE_RWY_EXIT_2,
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TILE_UNUSED_1,
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TILE_TAXIWAY_CORNER_GRASS_3,
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FIRST_TILE_TILESET2 = TILE_UNUSED_1,
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LAST_TILE_TILESET2 = TILE_TAXIWAY_CORNER_GRASS_3
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};
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enum
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{
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SOUND_M1_INDEX,
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SOUND_W1_INDEX,
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MAX_RADIO_CHATTER_SOUNDS
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}RADIO_CHATTER_VOICE_NUMBERS;
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/* *************************************
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* Local Prototypes
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* *************************************/
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static void GameInit(const TYPE_GAME_CONFIGURATION* const pGameCfg);
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static void GameInitTileUVTable(void);
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static bool GameExit(void);
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static void GameLoadLevel(const char* path);
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static bool GamePause(void);
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static void GameFinished(const uint8_t i);
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static void GameEmergencyMode(void);
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static void GameCalculations(void);
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static void GamePlayerHandler(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GamePlayerAddWaypoint(TYPE_PLAYER* const ptrPlayer);
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static void GamePlayerAddWaypoint_Ex(TYPE_PLAYER* const ptrPlayer, uint16_t tile);
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static void GameGraphics(void);
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static void GameRenderTerrainPrecalculations(TYPE_PLAYER* const ptrPlayer, const TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameRenderTerrain(TYPE_PLAYER* const ptrPlayer);
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static void GameClock(void);
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static void GameClockFlights(const uint8_t i);
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static void GameAircraftState(const uint8_t i);
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static void GameActiveAircraft(const uint8_t i);
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static void GameStateShowAircraft(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameSelectAircraftFromList(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameStateSelectRunway(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameStateSelectTaxiwayRunway(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameStateSelectTaxiwayParking(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameStateLockTarget(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static TYPE_ISOMETRIC_POS GameSelectAircraft(TYPE_PLAYER* const ptrPlayer);
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static void GameSelectAircraftWaypoint(TYPE_PLAYER* const ptrPlayer);
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static void GameGetRunwayArray(void);
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static void GameGetSelectedRunwayArray(uint16_t rwyHeader, uint16_t* rwyArray, size_t sz);
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static void GameAssignRunwaytoAircraft(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static bool GamePathToTile(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameDrawMouse(TYPE_PLAYER* const ptrPlayer);
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static void GameStateUnboarding(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameGenerateUnboardingSequence(TYPE_PLAYER* const ptrPlayer);
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static void GameCreateTakeoffWaypoints(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData, uint8_t aircraftIdx);
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static void GameGetRunwayEntryTile(uint8_t aircraftIdx, TYPE_RWY_ENTRY_DATA* ptrRwyEntry);
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static void GameActiveAircraftList(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData);
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static void GameRemainingAircraft(const uint8_t i);
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static void GameMinimumSpawnTimeout(void);
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static void GameRenderBuildingAircraft(TYPE_PLAYER* const ptrPlayer);
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static void GameGetAircraftTilemap(const uint8_t i);
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static bool GameWaypointCheckExisting(TYPE_PLAYER* const ptrPlayer, uint16_t temp_tile);
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static void GameDrawBackground(void);
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static DIRECTION GameGetRunwayDirection(uint16_t rwyHeader);
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static DIRECTION GameGetParkingDirection(uint16_t parkingTile);
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/* *************************************
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* Global Variables
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* *************************************/
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bool GameStartupFlag;
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uint32_t GameScore;
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/* *************************************
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* Local Variables
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* *************************************/
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// Sprites
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static GsSprite GameTilesetSpr;
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static GsSprite GameTileset2Spr;
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static GsSprite GamePlaneSpr;
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static GsSprite GameMouseSpr;
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static GsSprite GameBuildingSpr;
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static uint16_t GameRwy[GAME_MAX_RUNWAYS];
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static TYPE_FLIGHT_DATA FlightData;
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static uint16_t GameUsedRwy[GAME_MAX_RUNWAYS];
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static uint16_t GameSelectedTile;
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static TYPE_TIMER* GameSpawnMinTime;
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static bool spawnMinTimeFlag;
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static bool aircraftCreated;
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static bool GameAircraftCollisionFlag;
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static uint8_t GameAircraftCollisionIdx;
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static uint8_t GameAircraftTilemap[GAME_MAX_MAP_SIZE][GAME_MAX_AIRCRAFT_PER_TILE];
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static TYPE_TILE_UV_DATA GameLevelBuffer_UVData[GAME_MAX_MAP_SIZE];
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// Radio chatter
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static SsVag ApproachSnds[MAX_RADIO_CHATTER_SOUNDS];
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static SsVag TowerFinalSnds[MAX_RADIO_CHATTER_SOUNDS];
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// Takeoff sounds
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static SsVag TakeoffSnd;
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// Beep sounds (taxiway/parking accept)
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static SsVag BeepSnd;
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// Instances for player-specific data
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static TYPE_PLAYER PlayerData[MAX_PLAYERS] =
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{
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[PLAYER_ONE] =
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{
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.PadKeyPressed_Callback = &PadOneKeyPressed,
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.PadKeyReleased_Callback = &PadOneKeyReleased,
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.PadKeySinglePress_Callback = &PadOneKeySinglePress,
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.PadDirectionKeyPressed_Callback = &PadOneDirectionKeyPressed,
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.PadLastKeySinglePressed_Callback = &PadOneGetLastKeySinglePressed
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},
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[PLAYER_TWO] =
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{
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.PadKeyPressed_Callback = &PadTwoKeyPressed,
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.PadKeyReleased_Callback = &PadTwoKeyReleased,
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.PadDirectionKeyPressed_Callback = &PadTwoDirectionKeyPressed,
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.PadKeySinglePress_Callback = &PadTwoKeySinglePress,
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.PadLastKeySinglePressed_Callback = &PadTwoGetLastKeySinglePressed
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}
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};
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static void* GamePltDest[] = {(TYPE_FLIGHT_DATA*)&FlightData };
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static uint16_t levelBuffer[GAME_MAX_MAP_SIZE];
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static uint8_t GameLevelColumns;
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static uint16_t GameLevelSize;
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static char GameLevelTitle[LEVEL_TITLE_SIZE];
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//Game local time
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static uint8_t GameHour;
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static uint8_t GameMinutes;
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//Local flag for two-player game mode. Obtained from Menu
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static bool twoPlayers;
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// Determines whether game has finished or not.
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bool levelFinished;
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/* ***************************************************************************************
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*
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* @name: void Game(TYPE_GAME_CONFIGURATION* pGameCfg)
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*
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* @author: Xavier Del Campo
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*
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* @brief:
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* Game main loop. Called by "Menu" module.
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*
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* @remarks:
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*
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* ***************************************************************************************/
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void Game(const TYPE_GAME_CONFIGURATION* const pGameCfg)
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{
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twoPlayers = pGameCfg->TwoPlayers;
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GameInit(pGameCfg);
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while (1)
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{
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if (GameExit())
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{
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break;
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}
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GameEmergencyMode();
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GameCalculations();
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GameGraphics();
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if (GameStartupFlag)
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{
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GameStartupFlag = false;
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}
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}
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GfxDisableSplitScreen();
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EndAnimation();
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}
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/* ***************************************************************************************
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*
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* @name: bool GameExit(void)
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*
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* @author: Xavier Del Campo
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*
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* @brief:
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* Evaluates special conditions which end current game and return to main menu.
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*
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* @returns:
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* True if game has to be exitted, false otherwise.
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*
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* ***************************************************************************************/
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static bool GameExit(void)
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{
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if (levelFinished)
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{
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// Exit game on level finished.
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if (GameGuiFinishedDialog(&PlayerData[PLAYER_ONE]))
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{
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return true;
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}
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}
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if (GamePause())
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{
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// Exit game if player desires to exit.
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return true;
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}
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if (GameAircraftCollisionFlag)
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{
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GameGuiAircraftCollision(&PlayerData[PLAYER_ONE]);
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return true;
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}
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return false;
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}
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/* ***************************************************************************************
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*
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* @name: bool GamePause(void)
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*
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* @author: Xavier Del Campo
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*
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* @brief:
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* When PAD_START is pressed, it draws a rectangle on top of the screen and the game halts.
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*
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* @remarks:
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*
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* ***************************************************************************************/
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static bool GamePause(void)
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{
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uint8_t i;
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if (GameStartupFlag)
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{
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return false;
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}
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for (i = 0 ; i < MAX_PLAYERS ; i++)
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{
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const TYPE_PLAYER* const ptrPlayer = &PlayerData[i];
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// Run player-specific functions for each player
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if (ptrPlayer->Active)
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{
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//Serial_printf("Released callback = 0x%08X\n", ptrPlayer->PadKeySinglePress_Callback);
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if (ptrPlayer->PadKeySinglePress_Callback(PAD_START))
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{
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Serial_printf("Player %d set pause_flag to true!\n",i);
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// Blocking function:
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// * Returns true if player pointed to by ptrPlayer wants to exit game
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// * Returns false if player pointed to by ptrPlayer wants to resume game
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return GameGuiPauseDialog(ptrPlayer);
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}
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}
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}
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return false;
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}
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/* ***************************************************************************************
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*
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* @name: void GameInit(void)
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*
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* @author: Xavier Del Campo
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*
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* @brief:
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* Game basic parameters initialization.
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*
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* @remarks:
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* Tilesets and buildings are only loaded on first game. Then, only PLT is loaded.
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*
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* ***************************************************************************************/
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void GameInit(const TYPE_GAME_CONFIGURATION* const pGameCfg)
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{
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static const char* const GameFileList[] =
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{
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"DATA\\SPRITES\\TILESET1.TIM",
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"DATA\\SPRITES\\TILESET2.TIM",
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"DATA\\SPRITES\\GAMEPLN.TIM",
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"DATA\\SPRITES\\MOUSE.TIM",
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"DATA\\SPRITES\\BLDNGS1.TIM",
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"DATA\\SOUNDS\\RCPW1A1.VAG",
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"DATA\\SOUNDS\\RCPM1A1.VAG",
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"DATA\\SOUNDS\\RCTM1F1.VAG",
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"DATA\\SOUNDS\\TAKEOFF1.VAG",
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"DATA\\SOUNDS\\BEEP.VAG"
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};
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static void* GameFileDest[] =
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{
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&GameTilesetSpr,
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&GameTileset2Spr,
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&GamePlaneSpr,
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&GameMouseSpr,
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&GameBuildingSpr,
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&ApproachSnds[SOUND_M1_INDEX],
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&ApproachSnds[SOUND_W1_INDEX],
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&TowerFinalSnds[SOUND_M1_INDEX],
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&TakeoffSnd,
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&BeepSnd
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};
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uint8_t i;
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static bool loaded;
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GameStartupFlag = true;
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// Has to be initialized before loading *.PLT files inside LoadMenu().
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MessageInit();
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if (loaded == false)
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{
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loaded = true;
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LOAD_FILES(GameFileList, GameFileDest);
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GameSpawnMinTime = TimerCreate(GAME_MINIMUM_PARKING_SPAWN_TIME, false, GameMinimumSpawnTimeout);
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}
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LoadMenu( &pGameCfg->PLTPath,
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GamePltDest,
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sizeof (char),
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ARRAY_SIZE(GamePltDest));
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GameLoadLevel(pGameCfg->LVLPath);
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GameGuiInit();
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memset(GameRwy, 0, GAME_MAX_RUNWAYS * sizeof (uint16_t) );
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memset(GameUsedRwy, 0, GAME_MAX_RUNWAYS * sizeof (uint16_t) );
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PlayerData[PLAYER_ONE].Active = true;
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PlayerData[PLAYER_ONE].FlightDataPage = 0;
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PlayerData[PLAYER_ONE].UnboardingSequenceIdx = 0;
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PlayerData[PLAYER_ONE].ShowAircraftData = false;
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PlayerData[PLAYER_ONE].SelectRunway = false;
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PlayerData[PLAYER_ONE].SelectTaxiwayRunway = false;
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PlayerData[PLAYER_ONE].SelectTaxiwayParking = false;
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PlayerData[PLAYER_ONE].InvalidPath = false;
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PlayerData[PLAYER_ONE].LockTarget = false;
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PlayerData[PLAYER_ONE].Unboarding = false;
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memset(PlayerData[PLAYER_ONE].UnboardingSequence, 0, GAME_MAX_SEQUENCE_KEYS * sizeof (unsigned short) );
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memset(PlayerData[PLAYER_ONE].TileData, 0, GAME_MAX_MAP_SIZE * sizeof (TYPE_TILE_DATA));
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PlayerData[PLAYER_TWO].Active = twoPlayers? true : false;
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if (PlayerData[PLAYER_TWO].Active)
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{
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PlayerData[PLAYER_TWO].FlightDataPage = 0;
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PlayerData[PLAYER_TWO].UnboardingSequenceIdx = 0;
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PlayerData[PLAYER_TWO].ShowAircraftData = false;
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PlayerData[PLAYER_TWO].SelectRunway = false;
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PlayerData[PLAYER_TWO].SelectTaxiwayRunway = false;
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PlayerData[PLAYER_TWO].SelectTaxiwayParking = false;
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PlayerData[PLAYER_TWO].InvalidPath = false;
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PlayerData[PLAYER_TWO].LockTarget = false;
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PlayerData[PLAYER_TWO].Unboarding = false;
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memset(PlayerData[PLAYER_TWO].UnboardingSequence, 0, GAME_MAX_SEQUENCE_KEYS * sizeof (unsigned short) );
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memset(PlayerData[PLAYER_TWO].TileData, 0, GAME_MAX_MAP_SIZE * sizeof (TYPE_TILE_DATA));
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// On 2-player mode, one player controls departure flights and
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// other player controls arrival flights.
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PlayerData[PLAYER_ONE].FlightDirection = DEPARTURE;
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PlayerData[PLAYER_TWO].FlightDirection = ARRIVAL;
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}
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else
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{
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PlayerData[PLAYER_ONE].FlightDirection = DEPARTURE | ARRIVAL;
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}
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for (i = 0; i < MAX_PLAYERS ; i++)
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{
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CameraInit(&PlayerData[i]);
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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:
|
|
* Must be called before rendering anything else on screen!
|
|
*
|
|
* *******************************************************************/
|
|
|
|
static void GameDrawBackground(void)
|
|
{
|
|
enum
|
|
{
|
|
BG_POLY4_R0 = 0,
|
|
BG_POLY4_G0 = 0,
|
|
BG_POLY4_B0 = 16,
|
|
|
|
BG_POLY4_R1 = 0,
|
|
BG_POLY4_G1 = 0,
|
|
BG_POLY4_B1 = 16,
|
|
|
|
BG_POLY4_R2 = 0,
|
|
BG_POLY4_G2 = 0,
|
|
BG_POLY4_B2 = 80,
|
|
|
|
BG_POLY4_R3 = 0,
|
|
BG_POLY4_G3 = 0,
|
|
BG_POLY4_B3 = 80
|
|
};
|
|
|
|
static GsGPoly4 BgPoly4 =
|
|
{
|
|
.x[0] = 0,
|
|
.x[2] = 0,
|
|
|
|
.y[0] = 0,
|
|
.y[1] = 0,
|
|
|
|
.r[0] = BG_POLY4_R0,
|
|
.g[0] = BG_POLY4_G0,
|
|
.b[0] = BG_POLY4_B0,
|
|
|
|
.r[1] = BG_POLY4_R1,
|
|
.g[1] = BG_POLY4_G1,
|
|
.b[1] = BG_POLY4_B1,
|
|
|
|
.r[2] = BG_POLY4_R2,
|
|
.g[2] = BG_POLY4_G2,
|
|
.b[2] = BG_POLY4_B2,
|
|
|
|
.r[3] = BG_POLY4_R3,
|
|
.g[3] = BG_POLY4_G3,
|
|
.b[3] = BG_POLY4_B3
|
|
};
|
|
|
|
BgPoly4.x[1] = GfxGetDrawEnvWidth();
|
|
BgPoly4.x[3] = BgPoly4.x[1];
|
|
|
|
BgPoly4.y[2] = GfxGetDrawEnvHeight();
|
|
BgPoly4.y[3] = BgPoly4.y[2];
|
|
|
|
GsSortGPoly4((GsGPoly4*)&BgPoly4);
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: void GameRenderBuildingAircraft(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to player data structure.
|
|
*
|
|
* @brief:
|
|
* Determines rendering order depending on building/aircraft
|
|
* isometric position data.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* *******************************************************************/
|
|
|
|
void GameRenderBuildingAircraft(TYPE_PLAYER* const ptrPlayer)
|
|
{
|
|
enum
|
|
{
|
|
BUILDING_NONE,
|
|
BUILDING_HANGAR,
|
|
BUILDING_ILS,
|
|
BUILDING_ATC_TOWER,
|
|
BUILDING_ATC_LOC,
|
|
BUILDING_TERMINAL,
|
|
BUILDING_TERMINAL_2,
|
|
BUILDING_GATE,
|
|
|
|
LAST_BUILDING = BUILDING_GATE,
|
|
MAX_BUILDING_ID
|
|
};
|
|
|
|
enum
|
|
{
|
|
BUILDING_ATC_LOC_OFFSET_X = TILE_SIZE >> 1,
|
|
BUILDING_ATC_LOC_OFFSET_Y = TILE_SIZE >> 1,
|
|
|
|
BUILDING_ILS_OFFSET_X = 0,
|
|
BUILDING_ILS_OFFSET_Y = 0,
|
|
|
|
BUILDING_GATE_OFFSET_X = (TILE_SIZE >> 1) - 4,
|
|
BUILDING_GATE_OFFSET_Y = 0,
|
|
|
|
BUILDING_HANGAR_OFFSET_X = 4,
|
|
BUILDING_HANGAR_OFFSET_Y = TILE_SIZE >> 1,
|
|
|
|
BUILDING_TERMINAL_OFFSET_X = 0,
|
|
BUILDING_TERMINAL_OFFSET_Y = TILE_SIZE >> 1,
|
|
|
|
BUILDING_TERMINAL_2_OFFSET_X = BUILDING_TERMINAL_OFFSET_X,
|
|
BUILDING_TERMINAL_2_OFFSET_Y = BUILDING_TERMINAL_OFFSET_Y,
|
|
|
|
BUILDING_ATC_TOWER_OFFSET_X = TILE_SIZE >> 2,
|
|
BUILDING_ATC_TOWER_OFFSET_Y = TILE_SIZE >> 1,
|
|
};
|
|
|
|
enum
|
|
{
|
|
BUILDING_ILS_U = 34,
|
|
BUILDING_ILS_V = 0,
|
|
BUILDING_ILS_W = 24,
|
|
BUILDING_ILS_H = 34,
|
|
|
|
BUILDING_GATE_U = 0,
|
|
BUILDING_GATE_V = 70,
|
|
BUILDING_GATE_W = 28,
|
|
BUILDING_GATE_H = 25,
|
|
|
|
BUILDING_HANGAR_U = 0,
|
|
BUILDING_HANGAR_V = 0,
|
|
BUILDING_HANGAR_W = 34,
|
|
BUILDING_HANGAR_H = 28,
|
|
|
|
BUILDING_TERMINAL_U = 0,
|
|
BUILDING_TERMINAL_V = 34,
|
|
BUILDING_TERMINAL_W = 51,
|
|
BUILDING_TERMINAL_H = 36,
|
|
|
|
BUILDING_TERMINAL_2_U = 51,
|
|
BUILDING_TERMINAL_2_V = BUILDING_TERMINAL_V,
|
|
BUILDING_TERMINAL_2_W = BUILDING_TERMINAL_W,
|
|
BUILDING_TERMINAL_2_H = BUILDING_TERMINAL_H,
|
|
|
|
BUILDING_ATC_TOWER_U = 58,
|
|
BUILDING_ATC_TOWER_V = 0,
|
|
BUILDING_ATC_TOWER_W = 29,
|
|
BUILDING_ATC_TOWER_H = 34,
|
|
|
|
BUILDING_ATC_LOC_U = 87,
|
|
BUILDING_ATC_LOC_V = 0,
|
|
BUILDING_ATC_LOC_W = 10,
|
|
BUILDING_ATC_LOC_H = 34
|
|
};
|
|
|
|
enum
|
|
{
|
|
BUILDING_ILS_ORIGIN_X = 10,
|
|
BUILDING_ILS_ORIGIN_Y = 22,
|
|
|
|
BUILDING_GATE_ORIGIN_X = 20,
|
|
BUILDING_GATE_ORIGIN_Y = 8,
|
|
|
|
BUILDING_TERMINAL_ORIGIN_X = 20,
|
|
BUILDING_TERMINAL_ORIGIN_Y = 11,
|
|
|
|
BUILDING_TERMINAL_2_ORIGIN_X = BUILDING_TERMINAL_ORIGIN_X,
|
|
BUILDING_TERMINAL_2_ORIGIN_Y = BUILDING_TERMINAL_ORIGIN_Y,
|
|
|
|
BUILDING_HANGAR_ORIGIN_X = 16,
|
|
BUILDING_HANGAR_ORIGIN_Y = 12,
|
|
|
|
BUILDING_ATC_TOWER_ORIGIN_X = 12,
|
|
BUILDING_ATC_TOWER_ORIGIN_Y = 20,
|
|
|
|
BUILDING_ATC_LOC_ORIGIN_X = 6,
|
|
BUILDING_ATC_LOC_ORIGIN_Y = 32
|
|
};
|
|
|
|
static const struct
|
|
{
|
|
TYPE_ISOMETRIC_POS IsoPos; // Offset inside tile
|
|
short orig_x; // Coordinate X origin inside building sprite
|
|
short orig_y; // Coordinate Y origin inside building sprite
|
|
short w; // Building width
|
|
short h; // Building height
|
|
short u; // Building X offset inside texture page
|
|
short v; // Building Y offset inside texture page
|
|
} GameBuildingData[MAX_BUILDING_ID] =
|
|
{
|
|
[BUILDING_GATE] =
|
|
{
|
|
.IsoPos.x = BUILDING_GATE_OFFSET_X,
|
|
.IsoPos.y = BUILDING_GATE_OFFSET_Y,
|
|
.orig_x = BUILDING_GATE_ORIGIN_X,
|
|
.orig_y = BUILDING_GATE_ORIGIN_Y,
|
|
.u = BUILDING_GATE_U,
|
|
.v = BUILDING_GATE_V,
|
|
.w = BUILDING_GATE_W,
|
|
.h = BUILDING_GATE_H,
|
|
// z coordinate set to 0 by default.
|
|
},
|
|
|
|
[BUILDING_ATC_LOC] =
|
|
{
|
|
.IsoPos.x = BUILDING_ATC_LOC_OFFSET_X,
|
|
.IsoPos.y = BUILDING_ATC_LOC_OFFSET_Y,
|
|
.orig_x = BUILDING_ATC_LOC_ORIGIN_X,
|
|
.orig_y = BUILDING_ATC_LOC_ORIGIN_Y,
|
|
.u = BUILDING_ATC_LOC_U,
|
|
.v = BUILDING_ATC_LOC_V,
|
|
.w = BUILDING_ATC_LOC_W,
|
|
.h = BUILDING_ATC_LOC_H,
|
|
// z coordinate set to 0 by default.
|
|
},
|
|
|
|
[BUILDING_ILS] =
|
|
{
|
|
.IsoPos.x = BUILDING_ILS_OFFSET_X,
|
|
.IsoPos.y = BUILDING_ILS_OFFSET_Y,
|
|
// z coordinate set to 0 by default.
|
|
.orig_x = BUILDING_ILS_ORIGIN_X,
|
|
.orig_y = BUILDING_ILS_ORIGIN_Y,
|
|
.u = BUILDING_ILS_U,
|
|
.v = BUILDING_ILS_V,
|
|
.w = BUILDING_ILS_W,
|
|
.h = BUILDING_ILS_H,
|
|
},
|
|
|
|
[BUILDING_HANGAR] =
|
|
{
|
|
// BUILDING_HANGAR coordinates inside tile.
|
|
.IsoPos.x = BUILDING_HANGAR_OFFSET_X,
|
|
.IsoPos.y = BUILDING_HANGAR_OFFSET_Y,
|
|
// z coordinate set to 0 by default.
|
|
.orig_x = BUILDING_HANGAR_ORIGIN_X,
|
|
.orig_y = BUILDING_HANGAR_ORIGIN_Y,
|
|
.u = BUILDING_HANGAR_U,
|
|
.v = BUILDING_HANGAR_V,
|
|
.w = BUILDING_HANGAR_W,
|
|
.h = BUILDING_HANGAR_H,
|
|
},
|
|
|
|
[BUILDING_TERMINAL] =
|
|
{
|
|
// BUILDING_TERMINAL coordinates inside tile.
|
|
.IsoPos.x = BUILDING_TERMINAL_OFFSET_X,
|
|
.IsoPos.y = BUILDING_TERMINAL_OFFSET_Y,
|
|
// z coordinate set to 0 by default.
|
|
.orig_x = BUILDING_TERMINAL_ORIGIN_X,
|
|
.orig_y = BUILDING_TERMINAL_ORIGIN_Y,
|
|
.u = BUILDING_TERMINAL_U,
|
|
.v = BUILDING_TERMINAL_V,
|
|
.w = BUILDING_TERMINAL_W,
|
|
.h = BUILDING_TERMINAL_H,
|
|
},
|
|
|
|
[BUILDING_TERMINAL_2] =
|
|
{
|
|
// BUILDING_TERMINAL_2 coordinates inside tile.
|
|
.IsoPos.x = BUILDING_TERMINAL_2_OFFSET_X,
|
|
.IsoPos.y = BUILDING_TERMINAL_2_OFFSET_Y,
|
|
// z coordinate set to 0 by default.
|
|
.orig_x = BUILDING_TERMINAL_2_ORIGIN_X,
|
|
.orig_y = BUILDING_TERMINAL_2_ORIGIN_Y,
|
|
.u = BUILDING_TERMINAL_2_U,
|
|
.v = BUILDING_TERMINAL_2_V,
|
|
.w = BUILDING_TERMINAL_2_W,
|
|
.h = BUILDING_TERMINAL_2_H,
|
|
},
|
|
|
|
[BUILDING_ATC_TOWER] =
|
|
{
|
|
// BUILDING_ATC_TOWER coordinates inside tile.
|
|
.IsoPos.x = BUILDING_ATC_TOWER_OFFSET_X,
|
|
.IsoPos.y = BUILDING_ATC_TOWER_OFFSET_Y,
|
|
// z coordinate set to 0 by default.
|
|
.orig_x = BUILDING_ATC_TOWER_ORIGIN_X,
|
|
.orig_y = BUILDING_ATC_TOWER_ORIGIN_Y,
|
|
.u = BUILDING_ATC_TOWER_U,
|
|
.v = BUILDING_ATC_TOWER_V,
|
|
.w = BUILDING_ATC_TOWER_W,
|
|
.h = BUILDING_ATC_TOWER_H,
|
|
},
|
|
|
|
[BUILDING_GATE] =
|
|
{
|
|
// BUILDING_GATE coordinates inside tile.
|
|
.IsoPos.x = BUILDING_GATE_OFFSET_X,
|
|
.IsoPos.y = BUILDING_GATE_OFFSET_Y,
|
|
// z coordinate set to 0 by default.
|
|
.orig_x = BUILDING_GATE_ORIGIN_X,
|
|
.orig_y = BUILDING_GATE_ORIGIN_Y,
|
|
.u = BUILDING_GATE_U,
|
|
.v = BUILDING_GATE_V,
|
|
.w = BUILDING_GATE_W,
|
|
.h = BUILDING_GATE_H,
|
|
},
|
|
};
|
|
|
|
uint16_t tileNr;
|
|
uint8_t rows = 0;
|
|
uint8_t columns = 0;
|
|
|
|
for (tileNr = 0; tileNr < GameLevelSize; tileNr++)
|
|
{
|
|
// Building data is stored in levelBuffer MSB. LSB is dedicated to tile data.
|
|
uint8_t CurrentBuilding = (uint8_t)(levelBuffer[tileNr] >> 8);
|
|
uint8_t j;
|
|
uint8_t k;
|
|
uint8_t AircraftRenderOrder[GAME_MAX_AIRCRAFT_PER_TILE];
|
|
short Aircraft_Y_Data[GAME_MAX_AIRCRAFT_PER_TILE];
|
|
|
|
memset(AircraftRenderOrder, FLIGHT_DATA_INVALID_IDX, sizeof (AircraftRenderOrder) );
|
|
|
|
for (j = 0; j < GAME_MAX_AIRCRAFT_PER_TILE; j++)
|
|
{
|
|
// Fill with 0x7FFF (maximum 16-bit positive value).
|
|
Aircraft_Y_Data[j] = 0x7FFF;
|
|
}
|
|
|
|
for (j = 0; j < GAME_MAX_AIRCRAFT_PER_TILE; j++)
|
|
{
|
|
uint8_t AircraftIdx = GameAircraftTilemap[tileNr][j];
|
|
|
|
TYPE_ISOMETRIC_POS aircraftIsoPos = AircraftGetIsoPos(AircraftIdx);
|
|
|
|
if (AircraftIdx == FLIGHT_DATA_INVALID_IDX)
|
|
{
|
|
// No more aircraft on this tile.
|
|
break;
|
|
}
|
|
|
|
//DEBUG_PRINT_VAR(aircraftIsoPos.y);
|
|
|
|
for (k = 0; k < GAME_MAX_AIRCRAFT_PER_TILE; k++)
|
|
{
|
|
if (aircraftIsoPos.y < Aircraft_Y_Data[k])
|
|
{
|
|
uint8_t idx;
|
|
|
|
for (idx = k; idx < (GAME_MAX_AIRCRAFT_PER_TILE - 1); idx++)
|
|
{
|
|
// Move previous Y values to the right.
|
|
Aircraft_Y_Data[idx + 1] = Aircraft_Y_Data[idx];
|
|
AircraftRenderOrder[idx + 1] = AircraftRenderOrder[idx];
|
|
}
|
|
|
|
Aircraft_Y_Data[k] = aircraftIsoPos.y;
|
|
AircraftRenderOrder[k] = AircraftIdx;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CurrentBuilding == BUILDING_NONE)
|
|
{
|
|
for (k = 0; k < GAME_MAX_AIRCRAFT_PER_TILE; k++)
|
|
{
|
|
AircraftRender(ptrPlayer, AircraftRenderOrder[k]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Determine rendering order depending on Y value.
|
|
short x_bldg_offset = GameBuildingData[CurrentBuilding].IsoPos.x;
|
|
short y_bldg_offset = GameBuildingData[CurrentBuilding].IsoPos.y;
|
|
short z_bldg_offset = GameBuildingData[CurrentBuilding].IsoPos.z;
|
|
short orig_u = GameBuildingSpr.u;
|
|
short orig_v = GameBuildingSpr.v;
|
|
|
|
TYPE_ISOMETRIC_POS buildingIsoPos =
|
|
{
|
|
.x = (columns << (TILE_SIZE_BIT_SHIFT)) + x_bldg_offset,
|
|
.y = (rows << (TILE_SIZE_BIT_SHIFT)) + y_bldg_offset,
|
|
.z = z_bldg_offset
|
|
};
|
|
|
|
// Isometric -> Cartesian conversion
|
|
TYPE_CARTESIAN_POS buildingCartPos = GfxIsometricToCartesian(&buildingIsoPos);
|
|
bool buildingDrawn = false;
|
|
|
|
// Define new coordinates for building.
|
|
GameBuildingSpr.x = buildingCartPos.x - GameBuildingData[CurrentBuilding].orig_x;
|
|
GameBuildingSpr.y = buildingCartPos.y - GameBuildingData[CurrentBuilding].orig_y;
|
|
|
|
GameBuildingSpr.u = orig_u + GameBuildingData[CurrentBuilding].u;
|
|
GameBuildingSpr.v = orig_v + GameBuildingData[CurrentBuilding].v;
|
|
GameBuildingSpr.w = GameBuildingData[CurrentBuilding].w;
|
|
GameBuildingSpr.h = GameBuildingData[CurrentBuilding].h;
|
|
|
|
CameraApplyCoordinatesToSprite(ptrPlayer, &GameBuildingSpr);
|
|
|
|
for (k = 0; k < GAME_MAX_AIRCRAFT_PER_TILE; k++)
|
|
{
|
|
if (AircraftRenderOrder[k] == FLIGHT_DATA_INVALID_IDX)
|
|
{
|
|
if (buildingDrawn == false)
|
|
{
|
|
GfxSortSprite(&GameBuildingSpr);
|
|
|
|
GameBuildingSpr.u = orig_u;
|
|
GameBuildingSpr.v = orig_v;
|
|
|
|
buildingDrawn = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (Aircraft_Y_Data[k] < buildingIsoPos.y)
|
|
{
|
|
AircraftRender(ptrPlayer, AircraftRenderOrder[k]);
|
|
}
|
|
else
|
|
{
|
|
if (buildingDrawn == false)
|
|
{
|
|
GfxSortSprite(&GameBuildingSpr);
|
|
|
|
GameBuildingSpr.u = orig_u;
|
|
GameBuildingSpr.v = orig_v;
|
|
|
|
buildingDrawn = true;
|
|
}
|
|
|
|
AircraftRender(ptrPlayer, AircraftRenderOrder[k]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (columns < (GameLevelColumns - 1) )
|
|
{
|
|
columns++;
|
|
}
|
|
else
|
|
{
|
|
rows++;
|
|
columns = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: void GameLoadLevel(void)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @brief:
|
|
* Loads and parses *.LVL data.
|
|
*
|
|
*
|
|
* @remarks:
|
|
* Filepath for *.LVL is given by GameLevelList[0]. Do NOT ever move
|
|
* it from there to avoid problems!
|
|
*
|
|
* *******************************************************************/
|
|
|
|
static void GameLoadLevel(const char* path)
|
|
{
|
|
uint8_t i = 0;
|
|
uint8_t* ptrBuffer;
|
|
char LevelHeader[LEVEL_MAGIC_NUMBER_SIZE + 1];
|
|
|
|
/* TODO - Very important */
|
|
// Map contents (that means, without header) should be copied to levelBuffer
|
|
// Header treatment (magic number, map size, map title...) should be done
|
|
// using System's file buffer.
|
|
|
|
if (SystemLoadFile((char*)path) == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ptrBuffer = SystemGetBufferAddress();
|
|
|
|
//SystemLoadFileToBuffer(GameLevelList[0],levelBuffer,GAME_MAX_MAP_SIZE);
|
|
|
|
memset(LevelHeader,0, LEVEL_MAGIC_NUMBER_SIZE + 1);
|
|
|
|
memmove(LevelHeader,ptrBuffer,LEVEL_MAGIC_NUMBER_SIZE);
|
|
|
|
LevelHeader[LEVEL_MAGIC_NUMBER_SIZE] = '\0';
|
|
|
|
Serial_printf("Level header: %s\n",LevelHeader);
|
|
|
|
if (strncmp(LevelHeader,LEVEL_MAGIC_NUMBER_STRING,LEVEL_MAGIC_NUMBER_SIZE) != 0)
|
|
{
|
|
Serial_printf("Invalid level header! Read \"%s\" instead of " LEVEL_MAGIC_NUMBER_STRING "\n", LevelHeader);
|
|
return;
|
|
}
|
|
|
|
i += LEVEL_MAGIC_NUMBER_SIZE;
|
|
|
|
GameLevelColumns = ptrBuffer[i++];
|
|
|
|
Serial_printf("Level size: %d\n",GameLevelColumns);
|
|
|
|
if ( (GameLevelColumns < MIN_MAP_COLUMNS)
|
|
||
|
|
(GameLevelColumns > MAX_MAP_COLUMNS) )
|
|
{
|
|
Serial_printf("Invalid map size! Value: %d\n",GameLevelColumns);
|
|
return;
|
|
}
|
|
|
|
GameLevelSize = GameLevelColumns * GameLevelColumns;
|
|
|
|
memset(GameLevelTitle,0,LEVEL_TITLE_SIZE);
|
|
|
|
memmove(GameLevelTitle,&ptrBuffer[i],LEVEL_TITLE_SIZE);
|
|
|
|
Serial_printf("Game level title: %s\n",GameLevelTitle);
|
|
|
|
i += LEVEL_TITLE_SIZE;
|
|
|
|
memset(levelBuffer, 0, GAME_MAX_MAP_SIZE);
|
|
|
|
i = LEVEL_HEADER_SIZE;
|
|
|
|
{
|
|
size_t j;
|
|
size_t k;
|
|
|
|
for (j = LEVEL_HEADER_SIZE, k = 0; k < GameLevelSize; j += sizeof (uint16_t), k++)
|
|
{
|
|
levelBuffer[k] = ptrBuffer[j + 1];
|
|
levelBuffer[k] |= (ptrBuffer[j] << 8);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ******************************************************************************************
|
|
*
|
|
* @name: void GameAircraftState(uint8_t i)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint8_t i:
|
|
* Index for FlightData table.
|
|
*
|
|
* @brief:
|
|
* It determines what state should be applied to aircraft when spawn timer expires.
|
|
*
|
|
* @remarks:
|
|
* This is where TYPE_FLIGHT_DATA is transferred to TYPE_AIRCRAFT on departure.
|
|
*
|
|
* ******************************************************************************************/
|
|
|
|
static void GameAircraftState(const uint8_t i)
|
|
{
|
|
if (FlightData.Finished[i] == false)
|
|
{
|
|
if ((FlightData.Hours[i] == 0)
|
|
&&
|
|
(FlightData.Minutes[i] == 0)
|
|
&&
|
|
(FlightData.State[i] == STATE_IDLE)
|
|
&&
|
|
(FlightData.RemainingTime[i] != 0))
|
|
{
|
|
if (spawnMinTimeFlag == false)
|
|
{
|
|
if ((FlightData.FlightDirection[i] == DEPARTURE)
|
|
&&
|
|
FlightData.Parking[i])
|
|
{
|
|
uint8_t j;
|
|
bool bParkingBusy = false;
|
|
|
|
for (j = 0; j < FlightData.nAircraft; j++)
|
|
{
|
|
TYPE_AIRCRAFT_DATA* ptrAircraft = AircraftFromFlightDataIndex(j);
|
|
|
|
if (ptrAircraft != NULL)
|
|
{
|
|
if (ptrAircraft->State != STATE_IDLE)
|
|
{
|
|
const uint16_t* const targets = AircraftGetTargets(j);
|
|
|
|
if (targets != NULL)
|
|
{
|
|
const uint16_t tile = AircraftGetTileFromFlightDataIndex(j);
|
|
|
|
if (tile == FlightData.Parking[i])
|
|
{
|
|
bParkingBusy = true;
|
|
}
|
|
else if (SystemContains_u16(FlightData.Parking[i], targets, AIRCRAFT_MAX_TARGETS))
|
|
{
|
|
bParkingBusy = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bParkingBusy == false)
|
|
{
|
|
uint16_t target[2] = {0};
|
|
// Arrays are copied to AircraftAddNew, so we create a first and only
|
|
// target which is the parking tile itself, and the second element
|
|
// is just the NULL character.
|
|
// Not an ideal solution, but the best one currently available.
|
|
|
|
FlightData.State[i] = STATE_PARKED;
|
|
|
|
aircraftCreated = true;
|
|
|
|
// Create notification request for incoming aircraft
|
|
GameGuiBubbleShow();
|
|
|
|
target[0] = FlightData.Parking[i];
|
|
|
|
if (AircraftAddNew(&FlightData, i, target, GameGetParkingDirection(levelBuffer[target[0]])) == false)
|
|
{
|
|
Serial_printf("Exceeded maximum aircraft number!\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (FlightData.FlightDirection[i] == ARRIVAL)
|
|
{
|
|
const uint32_t idx = SystemRand(SOUND_M1_INDEX, MAX_RADIO_CHATTER_SOUNDS - 1);
|
|
|
|
FlightData.State[i] = STATE_APPROACH;
|
|
aircraftCreated = true;
|
|
|
|
// Play chatter sound.
|
|
SfxPlaySound(&ApproachSnds[idx]);
|
|
|
|
// Create notification request for incoming aircraft
|
|
GameGuiBubbleShow();
|
|
}
|
|
}
|
|
}
|
|
else if ( (FlightData.State[i] != STATE_IDLE)
|
|
&&
|
|
(FlightData.RemainingTime[i] == 0))
|
|
{
|
|
// Player(s) lost a flight!
|
|
GameRemoveFlight(i, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GameInitTileUVTable(void)
|
|
{
|
|
uint16_t i;
|
|
|
|
memset(GameLevelBuffer_UVData, 0, sizeof (GameLevelBuffer_UVData));
|
|
|
|
for (i = 0 ; i < GameLevelSize; i++)
|
|
{
|
|
uint8_t CurrentTile = (uint8_t)(levelBuffer[i] & 0x007F); // Remove building data
|
|
// and mirror flag.
|
|
|
|
if (CurrentTile >= FIRST_TILE_TILESET2)
|
|
{
|
|
CurrentTile -= FIRST_TILE_TILESET2;
|
|
}
|
|
|
|
GameLevelBuffer_UVData[i].u = (short)(CurrentTile % COLUMNS_PER_TILESET) << TILE_SIZE_BIT_SHIFT;
|
|
GameLevelBuffer_UVData[i].v = (short)(CurrentTile / COLUMNS_PER_TILESET) * TILE_SIZE_H;
|
|
}
|
|
}
|
|
|
|
/* ******************************************************************************************
|
|
*
|
|
* @name: void GameRenderTerrainPrecalculations(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @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:
|
|
* Reads current player states, precalculates RGB/XY/visibilty data and saves it into
|
|
* lookup tables which will be then used on GameRenderTerrain().
|
|
*
|
|
* @remarks:
|
|
* Tiles are usually rendered with normal RGB values unless parking/runway is busy
|
|
* or ptrPlayer->InvalidPath.
|
|
*
|
|
* ******************************************************************************************/
|
|
static void GameRenderTerrainPrecalculations(TYPE_PLAYER* const ptrPlayer, const TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint16_t i;
|
|
uint8_t rows = 0;
|
|
uint8_t columns = 0;
|
|
unsigned char rwy_sine = SystemGetSineValue();
|
|
bool used_rwy = SystemContains_u16(ptrPlayer->RwyArray[0], GameUsedRwy, GAME_MAX_RUNWAYS);
|
|
|
|
for (i = 0 ; i < GameLevelSize; i++)
|
|
{
|
|
TYPE_ISOMETRIC_POS tileIsoPos;
|
|
|
|
// levelBuffer bits explanation:
|
|
// X X X X X X X X X X X X X X X X
|
|
// | | | | | | | | | | | | | | | |
|
|
// | | | | | | | | | | | | | | | V
|
|
// | | | | | | | | | | | | | | V Tile, bit 0
|
|
// | | | | | | | | | | | | | V Tile, bit 1
|
|
// | | | | | | | | | | | | V Tile, bit 2
|
|
// | | | | | | | | | | | V Tile, bit 3
|
|
// | | | | | | | | | | V Tile, bit 4
|
|
// | | | | | | | | | V Tile, bit 5
|
|
// | | | | | | | | V Tile, bit 6
|
|
// | | | | | | | | Tile mirror flag
|
|
// | | | | | | | V
|
|
// | | | | | | V Building, bit 0
|
|
// | | | | | V Building, bit 1
|
|
// | | | | V Building, bit 2
|
|
// | | | V Building, bit 3
|
|
// | | V Building, bit 4
|
|
// | V Building, bit 5
|
|
// V Building, bit 6
|
|
// Building, bit 7
|
|
uint8_t CurrentTile = (uint8_t)(levelBuffer[i] & 0x007F); // Remove building data
|
|
// and mirror flag.
|
|
|
|
// Isometric -> Cartesian conversion
|
|
tileIsoPos.x = columns << (TILE_SIZE_BIT_SHIFT);
|
|
tileIsoPos.y = rows << (TILE_SIZE_BIT_SHIFT);
|
|
tileIsoPos.z = 0;
|
|
|
|
TYPE_TILE_DATA* const tileData = &ptrPlayer->TileData[i];
|
|
|
|
tileData->CartPos = GfxIsometricToCartesian(&tileIsoPos);
|
|
|
|
if (columns < (GameLevelColumns - 1) )
|
|
{
|
|
columns++;
|
|
}
|
|
else
|
|
{
|
|
rows++;
|
|
columns = 0;
|
|
}
|
|
|
|
// Set coordinate origin to left upper corner.
|
|
tileData->CartPos.x -= TILE_SIZE >> 1;
|
|
|
|
CameraApplyCoordinatesToCartesianPos(ptrPlayer, &tileData->CartPos);
|
|
|
|
if (GfxIsInsideScreenArea( tileData->CartPos.x,
|
|
tileData->CartPos.y,
|
|
TILE_SIZE,
|
|
TILE_SIZE_H ))
|
|
{
|
|
tileData->ShowTile = true;
|
|
|
|
tileData->r = NORMAL_LUMINANCE;
|
|
tileData->g = NORMAL_LUMINANCE;
|
|
tileData->b = NORMAL_LUMINANCE;
|
|
|
|
if (i != 0)
|
|
{
|
|
if (ptrPlayer->SelectRunway)
|
|
{
|
|
if (SystemContains_u16(i, ptrPlayer->RwyArray, GAME_MAX_RWY_LENGTH))
|
|
{
|
|
if (used_rwy)
|
|
{
|
|
tileData->r = rwy_sine;
|
|
tileData->b = NORMAL_LUMINANCE >> 2;
|
|
tileData->g = NORMAL_LUMINANCE >> 2;
|
|
}
|
|
else
|
|
{
|
|
tileData->r = NORMAL_LUMINANCE >> 2;
|
|
tileData->g = NORMAL_LUMINANCE >> 2;
|
|
tileData->b = rwy_sine;
|
|
}
|
|
}
|
|
}
|
|
else if ( (ptrPlayer->SelectTaxiwayParking)
|
|
||
|
|
(ptrPlayer->SelectTaxiwayRunway) )
|
|
{
|
|
if (( (SystemContains_u16(i, ptrPlayer->Waypoints, ptrPlayer->WaypointIdx))
|
|
||
|
|
(i == ptrPlayer->SelectedTile) )
|
|
&&
|
|
(ptrPlayer->SelectedTile != GAME_INVALID_TILE_SELECTION) )
|
|
{
|
|
if (ptrPlayer->InvalidPath)
|
|
{
|
|
tileData->r = rwy_sine;
|
|
tileData->b = NORMAL_LUMINANCE >> 2;
|
|
tileData->g = NORMAL_LUMINANCE >> 2;
|
|
}
|
|
else
|
|
{
|
|
tileData->r = NORMAL_LUMINANCE >> 2;
|
|
tileData->g = NORMAL_LUMINANCE >> 2;
|
|
tileData->b = rwy_sine;
|
|
}
|
|
}
|
|
else if ( (ptrPlayer->SelectTaxiwayRunway)
|
|
&&
|
|
( (CurrentTile == TILE_RWY_HOLDING_POINT)
|
|
||
|
|
(CurrentTile == TILE_RWY_HOLDING_POINT_2) ) )
|
|
{
|
|
tileData->r = NORMAL_LUMINANCE >> 2;
|
|
tileData->g = rwy_sine;
|
|
tileData->b = NORMAL_LUMINANCE >> 2;
|
|
}
|
|
else if ( (ptrPlayer->SelectTaxiwayParking)
|
|
&&
|
|
( (CurrentTile == TILE_PARKING)
|
|
||
|
|
(CurrentTile == TILE_PARKING_2) ) )
|
|
{
|
|
bool parkingBusy = false;
|
|
|
|
uint8_t aircraftIndex;
|
|
|
|
for (aircraftIndex = 0; aircraftIndex < GAME_MAX_AIRCRAFT; aircraftIndex++)
|
|
{
|
|
const TYPE_AIRCRAFT_DATA* const ptrAircraft = AircraftFromFlightDataIndex(aircraftIndex);
|
|
|
|
if (ptrAircraft->State == STATE_PARKED)
|
|
{
|
|
const uint16_t tile = AircraftGetTileFromFlightDataIndex(aircraftIndex);
|
|
|
|
if (i == tile)
|
|
{
|
|
parkingBusy = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (parkingBusy)
|
|
{
|
|
tileData->r = rwy_sine;
|
|
tileData->g = NORMAL_LUMINANCE >> 2;
|
|
tileData->b = NORMAL_LUMINANCE >> 2;
|
|
}
|
|
else
|
|
{
|
|
tileData->r = NORMAL_LUMINANCE >> 2;
|
|
tileData->g = rwy_sine;
|
|
tileData->b = NORMAL_LUMINANCE >> 2;
|
|
}
|
|
}
|
|
}
|
|
else if (ptrPlayer->ShowAircraftData)
|
|
{
|
|
const uint8_t aircraftIndex = ptrPlayer->FlightDataSelectedAircraft;
|
|
|
|
switch (ptrFlightData->State[aircraftIndex])
|
|
{
|
|
case STATE_TAXIING:
|
|
// Fall through.
|
|
case STATE_USER_STOPPED:
|
|
// Fall through.
|
|
case STATE_AUTO_STOPPED:
|
|
// Fall through.
|
|
{
|
|
const uint16_t* const targets = AircraftGetTargets(aircraftIndex);
|
|
|
|
if (targets != NULL)
|
|
{
|
|
if (SystemContains_u16(i, targets, AIRCRAFT_MAX_TARGETS))
|
|
{
|
|
if (SystemIndexOf_U16(i, targets, AIRCRAFT_MAX_TARGETS) >=
|
|
AircraftGetTargetIdx(aircraftIndex))
|
|
{
|
|
tileData->r = NORMAL_LUMINANCE >> 2;
|
|
tileData->g = NORMAL_LUMINANCE >> 2;
|
|
tileData->b = rwy_sine;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ******************************************************************************************
|
|
*
|
|
* @name: void GameRenderTerrain(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure
|
|
*
|
|
*
|
|
* @brief:
|
|
* Draws all tiles depending on levelBuffer configuration.
|
|
*
|
|
* @remarks:
|
|
* Tiles are usually rendered with normal RGB values unless parking/runway is busy
|
|
* or ptrPlayer->InvalidPath.
|
|
*
|
|
* ******************************************************************************************/
|
|
void GameRenderTerrain(TYPE_PLAYER* const ptrPlayer)
|
|
{
|
|
uint16_t i;
|
|
|
|
for (i = 0 ; i < GameLevelSize; i++)
|
|
{
|
|
if (ptrPlayer->TileData[i].ShowTile)
|
|
{
|
|
bool flip_id;
|
|
GsSprite* ptrTileset;
|
|
uint8_t aux_id;
|
|
uint8_t CurrentTile = (uint8_t)(levelBuffer[i] & 0x00FF);
|
|
|
|
// Flipped tiles have bit 7 set.
|
|
if (CurrentTile & TILE_MIRROR_FLAG)
|
|
{
|
|
flip_id = true;
|
|
aux_id = CurrentTile;
|
|
CurrentTile &= ~(TILE_MIRROR_FLAG);
|
|
}
|
|
else
|
|
{
|
|
flip_id = false;
|
|
}
|
|
|
|
if (CurrentTile <= LAST_TILE_TILESET1)
|
|
{
|
|
// Draw using GameTilesetSpr
|
|
ptrTileset = &GameTilesetSpr;
|
|
}
|
|
else if ( (CurrentTile > LAST_TILE_TILESET1)
|
|
&&
|
|
(CurrentTile <= LAST_TILE_TILESET2) )
|
|
{
|
|
// Draw using GameTileset2Spr
|
|
ptrTileset = &GameTileset2Spr;
|
|
}
|
|
else
|
|
{
|
|
ptrTileset = NULL;
|
|
continue;
|
|
}
|
|
|
|
// Apply {X, Y} data from precalculated lookup tables.
|
|
ptrTileset->x = ptrPlayer->TileData[i].CartPos.x;
|
|
ptrTileset->y = ptrPlayer->TileData[i].CartPos.y;
|
|
|
|
// Apply RGB data from precalculated lookup tables.
|
|
ptrTileset->r = ptrPlayer->TileData[i].r;
|
|
ptrTileset->g = ptrPlayer->TileData[i].g;
|
|
ptrTileset->b = ptrPlayer->TileData[i].b;
|
|
|
|
if (flip_id)
|
|
{
|
|
ptrTileset->attribute |= H_FLIP;
|
|
}
|
|
|
|
ptrTileset->w = TILE_SIZE;
|
|
ptrTileset->h = TILE_SIZE_H;
|
|
|
|
ptrTileset->u = GameLevelBuffer_UVData[i].u;
|
|
ptrTileset->v = GameLevelBuffer_UVData[i].v;
|
|
|
|
ptrTileset->mx = ptrTileset->u + (TILE_SIZE >> 1);
|
|
ptrTileset->my = ptrTileset->v + (TILE_SIZE_H >> 1);
|
|
|
|
if (flip_id)
|
|
{
|
|
flip_id = false;
|
|
CurrentTile = aux_id;
|
|
}
|
|
|
|
GfxSortSprite(ptrTileset);
|
|
|
|
if (ptrTileset->attribute & H_FLIP)
|
|
{
|
|
ptrTileset->attribute &= ~(H_FLIP);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: void GameSetTime(uint8_t hour, uint8_t minutes)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @brief:
|
|
* Reportedly, it sets game time to specified hour and minutes.
|
|
*
|
|
*
|
|
* @remarks:
|
|
* To be used on GameInit() after PLT file parsing.
|
|
*
|
|
* *******************************************************************/
|
|
void GameSetTime(uint8_t hour, uint8_t minutes)
|
|
{
|
|
GameHour = hour;
|
|
GameMinutes = minutes;
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: void GameActiveAircraft(uint8_t i)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint8_t i:
|
|
* Index from FlightData array.
|
|
*
|
|
* @brief:
|
|
* On each game cycle, FlightData.ActiveAircraft is set to 0 and
|
|
* number of active aircraft is recalculated.
|
|
*
|
|
* @remarks:
|
|
* Called ciclically from GameCalculations(). This function is
|
|
* executed GAME_MAX_AIRCRAFT times on each cycle.
|
|
*
|
|
* *******************************************************************/
|
|
static void GameActiveAircraft(const uint8_t i)
|
|
{
|
|
// Reset iterator when i == 0.
|
|
|
|
if (i == 0)
|
|
{
|
|
FlightData.ActiveAircraft = 0;
|
|
}
|
|
|
|
if (FlightData.State[i] != STATE_IDLE)
|
|
{
|
|
FlightData.ActiveAircraft++;
|
|
}
|
|
}
|
|
|
|
/* ******************************************************************************************
|
|
*
|
|
* @name: void GameStateShowAircraft(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:
|
|
* Handles ptrPlayer->ShowAircraftData state.
|
|
*
|
|
*
|
|
* @remarks:
|
|
* Called ciclically from GamePlayerHandler().
|
|
*
|
|
* ******************************************************************************************/
|
|
|
|
static void GameStateShowAircraft(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
if (ptrPlayer->ShowAircraftData)
|
|
{
|
|
if (ptrPlayer->PadKeySinglePress_Callback(PAD_TRIANGLE))
|
|
{
|
|
ptrPlayer->ShowAircraftData = false;
|
|
}
|
|
}
|
|
|
|
if (ptrPlayer->PadKeySinglePress_Callback(PAD_CIRCLE))
|
|
{
|
|
if (GameGuiShowAircraftDataSpecialConditions(ptrPlayer) == false)
|
|
{
|
|
//Invert ptrPlayer->ShowAircraftData value
|
|
ptrPlayer->ShowAircraftData = ptrPlayer->ShowAircraftData ? false : true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ******************************************************************************************
|
|
*
|
|
* @name: void GameStateLockTarget(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:
|
|
* Handles ptrPlayer->LockTarget state.
|
|
*
|
|
*
|
|
* @remarks:
|
|
* Called ciclically from GamePlayerHandler().
|
|
*
|
|
******************************************************************************************/
|
|
|
|
static void GameStateLockTarget(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint8_t AircraftIdx = ptrPlayer->FlightDataSelectedAircraft;
|
|
|
|
if (ptrPlayer->LockTarget)
|
|
{
|
|
if ((ptrPlayer->LockedAircraft != FLIGHT_DATA_INVALID_IDX)
|
|
&&
|
|
(ptrPlayer->LockedAircraft <= ptrPlayer->FlightDataSelectedAircraft))
|
|
{
|
|
CameraMoveToIsoPos(ptrPlayer, AircraftGetIsoPos(ptrPlayer->LockedAircraft) );
|
|
}
|
|
}
|
|
|
|
if (ptrPlayer->ShowAircraftData)
|
|
{
|
|
if ( (ptrFlightData->State[AircraftIdx] != STATE_IDLE)
|
|
&&
|
|
(ptrFlightData->State[AircraftIdx] != STATE_APPROACH) )
|
|
{
|
|
ptrPlayer->LockTarget = true;
|
|
ptrPlayer->LockedAircraft = AircraftIdx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ptrPlayer->LockTarget = false;
|
|
ptrPlayer->LockedAircraft = FLIGHT_DATA_INVALID_IDX;
|
|
}
|
|
}
|
|
|
|
/* ******************************************************************************************
|
|
*
|
|
* @name: void GameStateSelectTaxiwayRunway(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:
|
|
* Handler for ptrPlayer->SelectTaxiwayRunway.
|
|
*
|
|
*
|
|
* @remarks:
|
|
* Called ciclically from GamePlayerHandler().
|
|
*
|
|
* ******************************************************************************************/
|
|
|
|
static void GameStateSelectTaxiwayRunway(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint8_t i;
|
|
uint16_t target_tile;
|
|
|
|
/*Serial_printf("Camera is pointing to {%d,%d}\n",IsoPos.x, IsoPos.y);*/
|
|
|
|
if (ptrPlayer->SelectTaxiwayRunway)
|
|
{
|
|
// Under this mode, always reset locking target.
|
|
ptrPlayer->LockTarget = false;
|
|
ptrPlayer->LockedAircraft = FLIGHT_DATA_INVALID_IDX;
|
|
|
|
if (GamePathToTile(ptrPlayer, ptrFlightData) == false)
|
|
{
|
|
ptrPlayer->InvalidPath = true;
|
|
}
|
|
|
|
if (ptrPlayer->PadKeySinglePress_Callback(PAD_TRIANGLE))
|
|
{
|
|
// State exit.
|
|
ptrPlayer->SelectTaxiwayRunway = false;
|
|
// Clear waypoints array.
|
|
memset(ptrPlayer->Waypoints, 0, sizeof (uint16_t) * PLAYER_MAX_WAYPOINTS);
|
|
ptrPlayer->WaypointIdx = 0;
|
|
ptrPlayer->LastWaypointIdx = 0;
|
|
}
|
|
else if (ptrPlayer->PadKeySinglePress_Callback(PAD_CROSS))
|
|
{
|
|
if (ptrPlayer->InvalidPath == false)
|
|
{
|
|
for (i = 0; i < PLAYER_MAX_WAYPOINTS; i++)
|
|
{
|
|
if (ptrPlayer->Waypoints[i] == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
ptrPlayer->LastWaypointIdx = i;
|
|
}
|
|
|
|
target_tile = levelBuffer[ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx]];
|
|
|
|
SfxPlaySound(&BeepSnd);
|
|
|
|
switch(target_tile)
|
|
{
|
|
case TILE_RWY_HOLDING_POINT:
|
|
// Fall through
|
|
case TILE_RWY_HOLDING_POINT | TILE_MIRROR_FLAG:
|
|
// Fall through
|
|
case TILE_RWY_HOLDING_POINT_2:
|
|
// Fall through
|
|
case TILE_RWY_HOLDING_POINT_2 | TILE_MIRROR_FLAG:
|
|
AircraftFromFlightDataIndexAddTargets(ptrPlayer->FlightDataSelectedAircraft, ptrPlayer->Waypoints);
|
|
Serial_printf("Added these targets to aircraft %d:\n", ptrPlayer->FlightDataSelectedAircraft);
|
|
|
|
for (i = 0; i < PLAYER_MAX_WAYPOINTS; i++)
|
|
{
|
|
Serial_printf("%d ",ptrPlayer->Waypoints[i]);
|
|
}
|
|
|
|
Serial_printf("\n");
|
|
|
|
// Clear waypoints array.
|
|
memset(ptrPlayer->Waypoints, 0, sizeof (uint16_t) * PLAYER_MAX_WAYPOINTS);
|
|
|
|
// Reset state and auxiliar variables
|
|
ptrPlayer->WaypointIdx = 0;
|
|
ptrPlayer->LastWaypointIdx = 0;
|
|
ptrPlayer->LockedAircraft = FLIGHT_DATA_INVALID_IDX;
|
|
ptrPlayer->LockTarget = false;
|
|
ptrPlayer->SelectTaxiwayRunway = false;
|
|
|
|
ptrFlightData->State[ptrPlayer->FlightDataSelectedAircraft] = STATE_TAXIING;
|
|
GameScore += SCORE_REWARD_TAXIING;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: void GameStateSelectTaxiwayParking(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:
|
|
* Handler for ptrPlayer->SelectTaxiwayParking.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* **************************************************************************************************/
|
|
static void GameStateSelectTaxiwayParking(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint8_t i;
|
|
uint16_t target_tile;
|
|
|
|
if (ptrPlayer->SelectTaxiwayParking)
|
|
{
|
|
// Under this mode, always reset locking target.
|
|
ptrPlayer->LockTarget = false;
|
|
ptrPlayer->LockedAircraft = FLIGHT_DATA_INVALID_IDX;
|
|
|
|
if (GamePathToTile(ptrPlayer, ptrFlightData) == false)
|
|
{
|
|
ptrPlayer->InvalidPath = true;
|
|
}
|
|
|
|
for (i = 0; i < GAME_MAX_AIRCRAFT; i++)
|
|
{
|
|
if (ptrPlayer->InvalidPath == false)
|
|
{
|
|
const TYPE_AIRCRAFT_DATA* const ptrAircraft = AircraftFromFlightDataIndex(i);
|
|
|
|
if (ptrAircraft != NULL)
|
|
{
|
|
if (ptrAircraft->State == STATE_PARKED)
|
|
{
|
|
const uint16_t tile = AircraftGetTileFromFlightDataIndex(i);
|
|
|
|
if (ptrPlayer->SelectedTile == tile)
|
|
{
|
|
ptrPlayer->InvalidPath = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ptrPlayer->PadKeySinglePress_Callback(PAD_TRIANGLE))
|
|
{
|
|
// State exit.
|
|
ptrPlayer->SelectTaxiwayParking = false;
|
|
// Clear waypoints array.
|
|
memset(ptrPlayer->Waypoints, 0, sizeof (uint16_t) * PLAYER_MAX_WAYPOINTS);
|
|
ptrPlayer->WaypointIdx = 0;
|
|
ptrPlayer->LastWaypointIdx = 0;
|
|
}
|
|
else if (ptrPlayer->PadKeySinglePress_Callback(PAD_CROSS))
|
|
{
|
|
if (ptrPlayer->InvalidPath == false)
|
|
{
|
|
for (i = 0; i < PLAYER_MAX_WAYPOINTS; i++)
|
|
{
|
|
if (ptrPlayer->Waypoints[i] == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
ptrPlayer->LastWaypointIdx = i;
|
|
}
|
|
|
|
target_tile = levelBuffer[ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx]] & ~(TILE_MIRROR_FLAG);
|
|
|
|
SfxPlaySound(&BeepSnd);
|
|
|
|
if ( (target_tile == TILE_PARKING)
|
|
||
|
|
(target_tile == TILE_PARKING_2) )
|
|
{
|
|
// TODO: Assign path to aircraft
|
|
AircraftFromFlightDataIndexAddTargets(ptrPlayer->FlightDataSelectedAircraft, ptrPlayer->Waypoints);
|
|
|
|
Serial_printf("Added these targets to aircraft %d:\n", ptrPlayer->FlightDataSelectedAircraft);
|
|
|
|
for (i = 0; i < PLAYER_MAX_WAYPOINTS; i++)
|
|
{
|
|
Serial_printf("%d ",ptrPlayer->Waypoints[i]);
|
|
}
|
|
|
|
Serial_printf("\n");
|
|
|
|
ptrPlayer->SelectTaxiwayParking = false;
|
|
// Clear waypoints array.
|
|
memset(ptrPlayer->Waypoints, 0, sizeof (uint16_t) * PLAYER_MAX_WAYPOINTS);
|
|
ptrPlayer->WaypointIdx = 0;
|
|
ptrPlayer->LastWaypointIdx = 0;
|
|
|
|
ptrFlightData->State[ptrPlayer->FlightDataSelectedAircraft] = STATE_TAXIING;
|
|
GameScore += SCORE_REWARD_TAXIING;
|
|
}
|
|
else
|
|
{
|
|
Serial_printf("Tile %d cannot be used as end point.\n", target_tile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: void GameStateSelectRunway(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:
|
|
* Handler for ptrPlayer->SelectRunway.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* **************************************************************************************************/
|
|
static void GameStateSelectRunway(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint8_t i;
|
|
TYPE_ISOMETRIC_POS IsoPos = { GameGetXFromTile_short(GameRwy[ptrPlayer->SelectedRunway]),
|
|
GameGetYFromTile_short(GameRwy[ptrPlayer->SelectedRunway]),
|
|
0 };
|
|
|
|
if (ptrPlayer->SelectRunway)
|
|
{
|
|
// Under this mode, always reset locking target.
|
|
ptrPlayer->LockTarget = false;
|
|
ptrPlayer->LockedAircraft = FLIGHT_DATA_INVALID_IDX;
|
|
|
|
GameGetSelectedRunwayArray(GameRwy[ptrPlayer->SelectedRunway], ptrPlayer->RwyArray, sizeof (ptrPlayer->RwyArray));
|
|
|
|
CameraMoveToIsoPos(ptrPlayer, IsoPos);
|
|
|
|
if (ptrPlayer->PadKeySinglePress_Callback(PAD_TRIANGLE))
|
|
{
|
|
ptrPlayer->SelectRunway = false;
|
|
}
|
|
else if (ptrPlayer->PadKeySinglePress_Callback(PAD_CROSS))
|
|
{
|
|
bool success = false;
|
|
|
|
if (SystemContains_u16(GameRwy[ptrPlayer->SelectedRunway], GameUsedRwy, GAME_MAX_RUNWAYS) == false)
|
|
{
|
|
ptrPlayer->SelectRunway = false;
|
|
Serial_printf("Player selected runway %d!\n",GameRwy[ptrPlayer->SelectedRunway]);
|
|
|
|
for (i = 0; i < GAME_MAX_RUNWAYS; i++)
|
|
{
|
|
if (GameUsedRwy[i] == 0)
|
|
{
|
|
GameAssignRunwaytoAircraft(ptrPlayer, ptrFlightData);
|
|
success = true;
|
|
GameUsedRwy[i] = GameRwy[ptrPlayer->SelectedRunway];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (success == false)
|
|
{
|
|
Serial_printf("No available runways!\n");
|
|
}
|
|
}
|
|
}
|
|
else if (ptrPlayer->PadKeySinglePress_Callback(PAD_LEFT))
|
|
{
|
|
if (ptrFlightData->State[ptrPlayer->FlightDataSelectedAircraft] == STATE_APPROACH)
|
|
{
|
|
if (ptrPlayer->SelectedRunway != 0)
|
|
{
|
|
ptrPlayer->SelectedRunway--;
|
|
}
|
|
}
|
|
}
|
|
else if (ptrPlayer->PadKeySinglePress_Callback(PAD_RIGHT))
|
|
{
|
|
if (ptrFlightData->State[ptrPlayer->FlightDataSelectedAircraft] == STATE_APPROACH)
|
|
{
|
|
if (ptrPlayer->SelectedRunway < (GAME_MAX_RUNWAYS - 1))
|
|
{
|
|
if (GameRwy[ptrPlayer->SelectedRunway + 1] != 0)
|
|
{
|
|
ptrPlayer->SelectedRunway++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: void GameGetRunwayArray(void)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
*
|
|
* @brief:
|
|
* On startup, an array of runway headers is created from levelBuffer once *.LVL is parsed.
|
|
*
|
|
* @remarks:
|
|
* Do not confuse GameRwy with GameRwyArray, which are used for completely different purposes.
|
|
*
|
|
* **************************************************************************************************/
|
|
void GameGetRunwayArray(void)
|
|
{
|
|
uint16_t i;
|
|
uint8_t j = 0;
|
|
|
|
for (i = 0; i < GameLevelSize; i++)
|
|
{
|
|
uint8_t tileNr = levelBuffer[i] & ~TILE_MIRROR_FLAG;
|
|
|
|
if (tileNr == TILE_RWY_START_1)
|
|
{
|
|
if (SystemContains_u16(i, levelBuffer, GAME_MAX_RUNWAYS) == false)
|
|
{
|
|
GameRwy[j++] = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
Serial_printf("GameRwy = ");
|
|
|
|
for (i = 0; i < GAME_MAX_RUNWAYS; i++)
|
|
{
|
|
if (GameRwy[i] == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
Serial_printf("%d ", GameRwy[i]);
|
|
}
|
|
|
|
Serial_printf("\n");
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: void GameSelectAircraftFromList(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:
|
|
* Actions for ptrPlayer->ShowAircraftData.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* **************************************************************************************************/
|
|
|
|
static void GameSelectAircraftFromList(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint8_t AircraftIdx = ptrPlayer->FlightDataSelectedAircraft;
|
|
FL_STATE aircraftState = ptrFlightData->State[AircraftIdx];
|
|
|
|
if (ptrPlayer->ShowAircraftData)
|
|
{
|
|
if (ptrPlayer->PadKeySinglePress_Callback(PAD_CROSS))
|
|
{
|
|
if (ptrPlayer->ActiveAircraft != 0)
|
|
{
|
|
ptrPlayer->ShowAircraftData = false;
|
|
|
|
switch(aircraftState)
|
|
{
|
|
case STATE_APPROACH:
|
|
ptrPlayer->SelectRunway = true;
|
|
break;
|
|
|
|
case STATE_PARKED:
|
|
ptrPlayer->SelectTaxiwayRunway = true;
|
|
// Move camera to selected aircraft and add first waypoint.
|
|
GameSelectAircraftWaypoint(ptrPlayer);
|
|
break;
|
|
|
|
case STATE_LANDED:
|
|
ptrPlayer->SelectTaxiwayParking = true;
|
|
// Move camera to selected aircraft and add first waypoint.
|
|
GameSelectAircraftWaypoint(ptrPlayer);
|
|
break;
|
|
|
|
case STATE_UNBOARDING:
|
|
ptrPlayer->Unboarding = true;
|
|
// Move camera to selected aircraft.
|
|
GameSelectAircraft(ptrPlayer);
|
|
// Generate first unboarding key sequence
|
|
GameGenerateUnboardingSequence(ptrPlayer);
|
|
break;
|
|
|
|
case STATE_READY_FOR_TAKEOFF:
|
|
ptrFlightData->State[AircraftIdx] = STATE_TAKEOFF;
|
|
GameCreateTakeoffWaypoints(ptrPlayer, ptrFlightData, AircraftIdx);
|
|
SfxPlaySound(&TakeoffSnd);
|
|
break;
|
|
|
|
case STATE_HOLDING_RWY:
|
|
{
|
|
TYPE_RWY_ENTRY_DATA rwyEntryData = {0};
|
|
uint8_t i;
|
|
|
|
ptrPlayer->SelectRunway = true;
|
|
GameGetRunwayEntryTile(AircraftIdx, &rwyEntryData);
|
|
|
|
for (i = 0; GameRwy[i] != 0 && (i < (sizeof (GameRwy) / sizeof (GameRwy[0]))); i++)
|
|
{
|
|
if (GameRwy[i] == rwyEntryData.rwyHeader)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
ptrPlayer->SelectedRunway = i;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Serial_printf("Incompatible state %d!\n",aircraftState);
|
|
// States remain unchanged
|
|
ptrPlayer->SelectRunway = false;
|
|
ptrPlayer->SelectTaxiwayRunway = false;
|
|
ptrPlayer->ShowAircraftData = true;
|
|
ptrPlayer->Unboarding = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (ptrPlayer->PadKeySinglePress_Callback(PAD_L1))
|
|
{
|
|
FL_STATE* const ptrAircraftState = &FlightData.State[ptrPlayer->FlightDataSelectedAircraft];
|
|
|
|
switch (*ptrAircraftState)
|
|
{
|
|
case STATE_TAXIING:
|
|
*ptrAircraftState = STATE_USER_STOPPED;
|
|
break;
|
|
|
|
case STATE_USER_STOPPED:
|
|
// Fall through.
|
|
case STATE_AUTO_STOPPED:
|
|
*ptrAircraftState = STATE_TAXIING;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: DIRECTION GameGetParkingDirection(uint16_t parkingTile)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @return:
|
|
* Depending on tile number, parking direction is returned.
|
|
*
|
|
* **************************************************************************************************/
|
|
DIRECTION GameGetParkingDirection(uint16_t parkingTile)
|
|
{
|
|
switch (parkingTile)
|
|
{
|
|
case TILE_PARKING:
|
|
return DIR_WEST;
|
|
|
|
case TILE_PARKING | TILE_MIRROR_FLAG:
|
|
return DIR_NORTH;
|
|
|
|
case TILE_PARKING_2:
|
|
return DIR_EAST;
|
|
|
|
case TILE_PARKING_2 | TILE_MIRROR_FLAG:
|
|
return DIR_SOUTH;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return NO_DIRECTION;
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: DIRECTION GameGetRunwayDirection(uint16_t rwyHeader)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @return:
|
|
* Depending on tile number, runway direction is returned.
|
|
*
|
|
* **************************************************************************************************/
|
|
DIRECTION GameGetRunwayDirection(uint16_t rwyHeader)
|
|
{
|
|
switch(levelBuffer[rwyHeader])
|
|
{
|
|
case TILE_RWY_START_1:
|
|
return DIR_EAST;
|
|
|
|
case TILE_RWY_START_2:
|
|
return DIR_WEST;
|
|
|
|
case TILE_RWY_START_1 | TILE_MIRROR_FLAG:
|
|
return DIR_SOUTH;
|
|
|
|
case TILE_RWY_START_2 | TILE_MIRROR_FLAG:
|
|
return DIR_NORTH;
|
|
|
|
default:
|
|
Serial_printf("Unknown direction for tile %d\n",rwyHeader);
|
|
break;
|
|
}
|
|
|
|
return NO_DIRECTION;
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: void GameGetSelectedRunwayArray(uint16_t rwyHeader, uint16_t* rwyArray, size_t sz)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint16_t rwyHeader:
|
|
* Level tile number (located inside levelBuffer) pointing to runway header.
|
|
* Only TILE_RWY_START_1 and TILE_RWY_START_2 (with or without TILE_MIRROR_FLAG)
|
|
* can be used for runway headers!
|
|
*
|
|
* uint16_t* rwyArray:
|
|
* Pointer to an array which will be filled with all the tiles belonging to a runway
|
|
* with header pointed to by rwyHeader.
|
|
*
|
|
* size_t sz:
|
|
* Maximum size of the array.
|
|
*
|
|
* @brief:
|
|
* Fills rwyArray with all the tile numbers (included in levelBuffer) belonging to a
|
|
* runway with header pointed to by rwyHeader.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* **************************************************************************************************/
|
|
void GameGetSelectedRunwayArray(uint16_t rwyHeader, uint16_t* rwyArray, size_t sz)
|
|
{
|
|
static uint16_t last_tile = 0;
|
|
static uint8_t i = 0;
|
|
static DIRECTION dir;
|
|
|
|
if (sz != (GAME_MAX_RWY_LENGTH * sizeof (uint16_t) ))
|
|
{
|
|
Serial_printf( "GameGetSelectedRunwayArray: size %d is different"
|
|
" than expected (%d bytes). Returning...\n",
|
|
sz,
|
|
(GAME_MAX_RWY_LENGTH * sizeof (uint16_t) ) );
|
|
return;
|
|
}
|
|
|
|
if (rwyHeader != 0)
|
|
{
|
|
// This function is called recursively.
|
|
// Since 0 is not a valid value (it's not allowed to place
|
|
// a runway header on first tile), it is used to determine
|
|
// when to start creating the array.
|
|
|
|
// Part one: determine runway direction and call the function again with rwyHeader == 0.
|
|
|
|
memset(rwyArray, 0, sz);
|
|
last_tile = rwyHeader;
|
|
i = 0;
|
|
|
|
dir = GameGetRunwayDirection(rwyHeader);
|
|
|
|
if (dir == NO_DIRECTION)
|
|
{
|
|
Serial_printf("rwyHeader = %d returned NO_DIRECTION\n", rwyHeader);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Part two: append tiles to array until runway end is found.
|
|
|
|
if ( (levelBuffer[last_tile] == TILE_RWY_START_1)
|
|
||
|
|
(levelBuffer[last_tile] == TILE_RWY_START_2)
|
|
||
|
|
(levelBuffer[last_tile] == (TILE_RWY_START_1 | TILE_MIRROR_FLAG) )
|
|
||
|
|
(levelBuffer[last_tile] == (TILE_RWY_START_2 | TILE_MIRROR_FLAG) ) )
|
|
{
|
|
// Runway end found
|
|
rwyArray[i++] = last_tile;
|
|
return;
|
|
}
|
|
}
|
|
|
|
rwyArray[i++] = last_tile;
|
|
|
|
switch(dir)
|
|
{
|
|
case DIR_EAST:
|
|
last_tile++;
|
|
break;
|
|
|
|
case DIR_WEST:
|
|
last_tile--;
|
|
break;
|
|
|
|
case DIR_NORTH:
|
|
last_tile -= GameLevelColumns;
|
|
break;
|
|
|
|
case DIR_SOUTH:
|
|
last_tile += GameLevelColumns;
|
|
break;
|
|
|
|
case NO_DIRECTION:
|
|
// Fall through
|
|
default:
|
|
Serial_printf("Invalid runway direction.\n");
|
|
return;
|
|
}
|
|
|
|
GameGetSelectedRunwayArray(0, rwyArray, sz);
|
|
}
|
|
|
|
/* **************************************************************************************************
|
|
*
|
|
* @name: void GameAssignRunwaytoAircraft(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:
|
|
* Assigns a runway to an incoming aircraft (FlightDirection == ARRIVAL) depending on
|
|
* player selection.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* **************************************************************************************************/
|
|
|
|
void GameAssignRunwaytoAircraft(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint16_t assignedRwy = GameRwy[ptrPlayer->SelectedRunway];
|
|
uint8_t aircraftIndex = ptrPlayer->FlightDataSelectedAircraft;
|
|
uint16_t rwyExit = 0;
|
|
uint8_t i;
|
|
uint16_t targets[AIRCRAFT_MAX_TARGETS] = {0};
|
|
uint8_t rwyTiles[GAME_MAX_RWY_LENGTH] = {0};
|
|
|
|
// Remember that ptrPlayer->SelectedAircraft contains an index to
|
|
// be used with ptrFlightData.
|
|
|
|
if (ptrFlightData->State[aircraftIndex] == STATE_APPROACH)
|
|
{
|
|
uint8_t j;
|
|
bool firstEntryPointFound = false;
|
|
uint16_t rwyArray[GAME_MAX_RWY_LENGTH];
|
|
|
|
// TODO: Algorithm is not correct. If TILE_RWY_EXIT is placed further,
|
|
// but returns a match earlier than other rwyExitTiles[], invalid targets
|
|
// are returned to aircraft. We should check this before proceeding.
|
|
static const uint8_t rwyExitTiles[] =
|
|
{
|
|
TILE_RWY_EXIT,
|
|
TILE_RWY_EXIT | TILE_MIRROR_FLAG,
|
|
TILE_RWY_EXIT_2,
|
|
TILE_RWY_EXIT_2 | TILE_MIRROR_FLAG
|
|
};
|
|
|
|
ptrFlightData->State[aircraftIndex] = STATE_FINAL;
|
|
GameScore += SCORE_REWARD_FINAL;
|
|
|
|
GameGetSelectedRunwayArray(assignedRwy, rwyArray, sizeof (rwyArray));
|
|
|
|
for (i = 0; i < GAME_MAX_RWY_LENGTH; i++)
|
|
{
|
|
rwyTiles[i] = levelBuffer[rwyArray[i]];
|
|
}
|
|
|
|
for (i = 0; (i < GAME_MAX_RWY_LENGTH) && (rwyExit == 0); i++)
|
|
{
|
|
for (j = 0; j < ARRAY_SIZE(rwyExitTiles); j++)
|
|
{
|
|
if (rwyTiles[i] == rwyExitTiles[j])
|
|
{
|
|
if (firstEntryPointFound == false)
|
|
{
|
|
firstEntryPointFound = true;
|
|
}
|
|
else
|
|
{
|
|
rwyExit = rwyArray[i];
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rwyExit == 0)
|
|
{
|
|
Serial_printf("ERROR: Could not find TILE_RWY_EXIT or TILE_RWY_EXIT_2 for runway header %d.\n", assignedRwy);
|
|
return;
|
|
}
|
|
|
|
// Create two new targets for the recently created aircraft.
|
|
targets[0] = assignedRwy;
|
|
targets[1] = rwyExit;
|
|
|
|
if (AircraftAddNew( ptrFlightData,
|
|
aircraftIndex,
|
|
targets,
|
|
GameGetRunwayDirection(assignedRwy) ) == false)
|
|
{
|
|
Serial_printf("Exceeded maximum aircraft number!\n");
|
|
return;
|
|
}
|
|
|
|
SfxPlaySound(&TowerFinalSnds[SystemRand(SOUND_M1_INDEX, MAX_RADIO_CHATTER_SOUNDS - 1)]);
|
|
}
|
|
else if (ptrFlightData->State[aircraftIndex] == STATE_HOLDING_RWY)
|
|
{
|
|
TYPE_RWY_ENTRY_DATA rwyEntryData = {0};
|
|
|
|
GameGetRunwayEntryTile(aircraftIndex, &rwyEntryData);
|
|
|
|
targets[0] = rwyEntryData.rwyEntryTile;
|
|
targets[1] = targets[0] + rwyEntryData.rwyStep;
|
|
|
|
AircraftAddTargets(AircraftFromFlightDataIndex(aircraftIndex), targets);
|
|
|
|
ptrFlightData->State[aircraftIndex] = STATE_ENTERING_RWY;
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: short GameGetXFromTile_short(uint16_t tile)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint16_t tile:
|
|
* Tile number from levelBuffer.
|
|
*
|
|
* @return:
|
|
* Returns relative X position (no fixed-point arithmetic) given
|
|
* a tile number from levelBuffer.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* *******************************************************************/
|
|
|
|
short GameGetXFromTile_short(uint16_t tile)
|
|
{
|
|
short retVal;
|
|
|
|
tile %= GameLevelColumns;
|
|
|
|
retVal = (tile << TILE_SIZE_BIT_SHIFT);
|
|
|
|
// Always point to tile center
|
|
retVal += TILE_SIZE >> 1;
|
|
|
|
return retVal;
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: short GameGetYFromTile_short(uint16_t tile)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint16_t tile:
|
|
* Tile number from levelBuffer.
|
|
*
|
|
* @return:
|
|
* Returns relative Y position (no fixed-point arithmetic) given
|
|
* a tile number from levelBuffer.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* *******************************************************************/
|
|
|
|
short GameGetYFromTile_short(uint16_t tile)
|
|
{
|
|
short retVal;
|
|
|
|
tile /= GameLevelColumns;
|
|
|
|
retVal = (tile << TILE_SIZE_BIT_SHIFT);
|
|
|
|
// Always point to tile center
|
|
retVal += TILE_SIZE >> 1;
|
|
|
|
return retVal;
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: fix16_t GameGetXFromTile(uint16_t tile)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint16_t tile:
|
|
* Tile number from levelBuffer.
|
|
*
|
|
* @return:
|
|
* Returns relative X position in 16.16 (fix16_t) fixed-point format
|
|
* given a tile number from levelBuffer.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* *******************************************************************/
|
|
|
|
fix16_t GameGetXFromTile(uint16_t tile)
|
|
{
|
|
return fix16_from_int(GameGetXFromTile_short(tile));
|
|
}
|
|
|
|
/* *******************************************************************
|
|
*
|
|
* @name: fix16_t GameGetYFromTile(uint16_t tile)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint16_t tile:
|
|
* Tile number from levelBuffer.
|
|
*
|
|
* @return:
|
|
* Returns relative Y position in 16.16 (fix16_t) fixed-point format
|
|
* given a tile number from levelBuffer.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* *******************************************************************/
|
|
|
|
fix16_t GameGetYFromTile(uint16_t tile)
|
|
{
|
|
return fix16_from_int(GameGetYFromTile_short(tile));
|
|
}
|
|
|
|
/* ****************************************************************************
|
|
*
|
|
* @name: FL_STATE GameTargetsReached(uint16_t firstTarget, uint8_t index)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint16_t firstTarget:
|
|
* First waypoint of TYPE_AIRCRAFT instance.
|
|
*
|
|
* uint8_t index:
|
|
* Index of FlightData.
|
|
*
|
|
* @brief:
|
|
* Calculates new state for aircraft once all waypoints have been reached.
|
|
*
|
|
* @return:
|
|
* New state for aircraft once waypoints have been reached.
|
|
*
|
|
* @remarks:
|
|
*
|
|
* ****************************************************************************/
|
|
|
|
FL_STATE GameTargetsReached(uint16_t firstTarget, uint8_t index)
|
|
{
|
|
FL_STATE retState = STATE_IDLE;
|
|
uint8_t i;
|
|
|
|
switch(FlightData.State[index])
|
|
{
|
|
case STATE_FINAL:
|
|
FlightData.State[index] = STATE_LANDED;
|
|
|
|
for (i = 0; i < GAME_MAX_RUNWAYS; i++)
|
|
{
|
|
if (GameUsedRwy[i] == firstTarget)
|
|
{
|
|
GameUsedRwy[i] = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case STATE_TAXIING:
|
|
if (FlightData.FlightDirection[index] == DEPARTURE)
|
|
{
|
|
FlightData.State[index] = STATE_HOLDING_RWY;
|
|
}
|
|
else if (FlightData.FlightDirection[index] == ARRIVAL)
|
|
{
|
|
FlightData.State[index] = STATE_UNBOARDING;
|
|
}
|
|
break;
|
|
|
|
case STATE_TAKEOFF:
|
|
FlightData.State[index] = STATE_CLIMBING;
|
|
break;
|
|
|
|
case STATE_ENTERING_RWY:
|
|
FlightData.State[index] = STATE_READY_FOR_TAKEOFF;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return retState;
|
|
}
|
|
|
|
/* ****************************************************************************
|
|
*
|
|
* @name: uint16_t GameGetTileFromIsoPosition(TYPE_ISOMETRIC_POS* IsoPos)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_ISOMETRIC_POS* IsoPos:
|
|
* (x, y, z) position data.
|
|
*
|
|
* @brief:
|
|
* Calculates new state for aircraft once all waypoints have been reached.
|
|
*
|
|
* @return:
|
|
* Tile number to be used against levelBuffer.
|
|
*
|
|
* @remarks:
|
|
* GameLevelColumns is used to determine tile number.
|
|
*
|
|
* ****************************************************************************/
|
|
|
|
uint16_t GameGetTileFromIsoPosition(const TYPE_ISOMETRIC_POS* const IsoPos)
|
|
{
|
|
uint16_t tile;
|
|
|
|
if (IsoPos == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if ( (IsoPos->x < 0) || (IsoPos->y < 0) )
|
|
{
|
|
return GAME_INVALID_TILE_SELECTION; // Invalid XYZ position
|
|
}
|
|
|
|
tile = IsoPos->x >> TILE_SIZE_BIT_SHIFT;
|
|
tile += (IsoPos->y >> TILE_SIZE_BIT_SHIFT) * GameLevelColumns;
|
|
|
|
/*Serial_printf("Returning tile %d from position {%d, %d, %d}\n",
|
|
tile,
|
|
IsoPos->x,
|
|
IsoPos->y,
|
|
IsoPos->z );*/
|
|
|
|
return tile;
|
|
}
|
|
|
|
/* ****************************************************************************
|
|
*
|
|
* @name: uint8_t GameGetLevelColumns(void)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @return:
|
|
* GameLevelColumns. Used for other modules without declaring GameLevelColumns
|
|
* as a global variable.
|
|
*
|
|
* ****************************************************************************/
|
|
|
|
uint8_t GameGetLevelColumns(void)
|
|
{
|
|
return GameLevelColumns;
|
|
}
|
|
|
|
/* ****************************************************************************
|
|
*
|
|
* @name: void GamePlayerAddWaypoint(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure
|
|
*
|
|
* @brief:
|
|
* Wrapper for GamePlayerAddWaypoint_Ex().
|
|
*
|
|
* ****************************************************************************/
|
|
|
|
void GamePlayerAddWaypoint(TYPE_PLAYER* const ptrPlayer)
|
|
{
|
|
GamePlayerAddWaypoint_Ex(ptrPlayer, ptrPlayer->SelectedTile);
|
|
}
|
|
|
|
/* ****************************************************************************
|
|
*
|
|
* @name: void GamePlayerAddWaypoint(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure.
|
|
*
|
|
* uint16_t tile:
|
|
* Tile number from levelBuffer.
|
|
*
|
|
* @brief:
|
|
* It allows adding a tile number to ptrPlayer.
|
|
*
|
|
* @remark:
|
|
* To be used together with GamePathToTile().
|
|
*
|
|
* ****************************************************************************/
|
|
|
|
void GamePlayerAddWaypoint_Ex(TYPE_PLAYER* const ptrPlayer, uint16_t tile)
|
|
{
|
|
// "_Ex" function allow selecting a certain tile, whereas the other one
|
|
// is a particulare case of "_Ex" for tile = ptrPlayer->SelectedTIle.
|
|
|
|
if (ptrPlayer->WaypointIdx >= PLAYER_MAX_WAYPOINTS)
|
|
{
|
|
Serial_printf("No available waypoints for this player!\n");
|
|
return;
|
|
}
|
|
|
|
/*Serial_printf("Added tile %d to ptrPlayer->Waypoints[%d]\n",
|
|
tile,
|
|
ptrPlayer->WaypointIdx);*/
|
|
|
|
ptrPlayer->Waypoints[ptrPlayer->WaypointIdx++] = tile;
|
|
}
|
|
|
|
/* **************************************************************************************
|
|
*
|
|
* @name: bool GameWaypointCheckExisting(TYPE_PLAYER* const ptrPlayer, uint16_t temp_tile)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure.
|
|
*
|
|
* uint16_t tile:
|
|
* Tile number from levelBuffer.
|
|
*
|
|
* @brief:
|
|
* Checks if tile number temp_tile is already included on player's waypoint list.
|
|
*
|
|
* @return:
|
|
* True if waypoint is already included on waypoint list, false otherwise.
|
|
*
|
|
* **************************************************************************************/
|
|
|
|
bool GameWaypointCheckExisting(TYPE_PLAYER* const ptrPlayer, uint16_t temp_tile)
|
|
{
|
|
if (SystemContains_u16(temp_tile, ptrPlayer->Waypoints, PLAYER_MAX_WAYPOINTS) == false)
|
|
{
|
|
/*for (i = 0; i < FlightData.nAircraft; i++)
|
|
{
|
|
if ( (ptrFlightData->State[i] != STATE_IDLE)
|
|
&&
|
|
(AircraftMoving(i) == false) )
|
|
{
|
|
if (temp_tile == AircraftGetTileFromFlightDataIndex(i))
|
|
{
|
|
return false; // Check pending!
|
|
}
|
|
}
|
|
}*/
|
|
|
|
GamePlayerAddWaypoint_Ex(ptrPlayer, temp_tile);
|
|
|
|
return false;
|
|
}
|
|
|
|
// temp_tile is already included on ptrPlayer->Waypoints!
|
|
return true;
|
|
}
|
|
|
|
/* ****************************************************************************************
|
|
*
|
|
* @name: bool GamePathToTile(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:
|
|
* Given an input TYPE_PLAYER structure and a selected tile,
|
|
* it updates current Waypoints array with all tiles between two points.
|
|
* If one of these tiles do not belong to desired tiles (i.e.: grass,
|
|
* water, buildings...), then false is returned.
|
|
*
|
|
* @return:
|
|
* Returns false on invalid path or invalid tile number selected. True otherwise.
|
|
*
|
|
* ****************************************************************************************/
|
|
|
|
bool GamePathToTile(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
static const uint8_t AcceptedTiles[] =
|
|
{
|
|
TILE_ASPHALT_WITH_BORDERS,
|
|
TILE_PARKING,
|
|
TILE_RWY_MID,
|
|
TILE_RWY_EXIT,
|
|
TILE_RWY_EXIT_2,
|
|
TILE_TAXIWAY_CORNER_GRASS,
|
|
TILE_TAXIWAY_CORNER_GRASS_2,
|
|
TILE_TAXIWAY_GRASS,
|
|
TILE_TAXIWAY_INTERSECT_GRASS,
|
|
TILE_TAXIWAY_4WAY_CROSSING,
|
|
TILE_PARKING_2,
|
|
TILE_RWY_HOLDING_POINT,
|
|
TILE_RWY_HOLDING_POINT_2,
|
|
TILE_TAXIWAY_CORNER_GRASS_3
|
|
};
|
|
|
|
uint8_t i;
|
|
|
|
uint16_t x_diff;
|
|
uint16_t y_diff;
|
|
uint16_t temp_tile;
|
|
|
|
const TYPE_ISOMETRIC_POS IsoPos = CameraGetIsoPos(ptrPlayer);
|
|
|
|
ptrPlayer->SelectedTile = GameGetTileFromIsoPosition(&IsoPos);
|
|
|
|
if (ptrPlayer->SelectedTile == GAME_INVALID_TILE_SELECTION)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (i = (ptrPlayer->LastWaypointIdx + 1); i < PLAYER_MAX_WAYPOINTS; i++)
|
|
{
|
|
ptrPlayer->Waypoints[i] = 0;
|
|
}
|
|
|
|
ptrPlayer->WaypointIdx = ptrPlayer->LastWaypointIdx + 1;
|
|
|
|
x_diff = abs((ptrPlayer->SelectedTile % GameLevelColumns) -
|
|
(ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx] % GameLevelColumns));
|
|
|
|
y_diff = abs((ptrPlayer->SelectedTile / GameLevelColumns) -
|
|
(ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx] / GameLevelColumns));
|
|
|
|
// At this point, we have to update current waypoints list.
|
|
// ptrPlayer->Waypoints[ptrPlayer->WaypointIdx - 1] points to the last inserted point,
|
|
// so now we have to determine how many points need to be created.
|
|
|
|
temp_tile = ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx];
|
|
|
|
if (x_diff >= y_diff)
|
|
{
|
|
while ( (x_diff--) > 0)
|
|
{
|
|
if ( (ptrPlayer->SelectedTile % GameLevelColumns) >
|
|
(ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx] % GameLevelColumns) )
|
|
{
|
|
temp_tile++;
|
|
}
|
|
else
|
|
{
|
|
temp_tile--;
|
|
}
|
|
|
|
if (GameWaypointCheckExisting(ptrPlayer, temp_tile))
|
|
{
|
|
return false; // Tile is already included in the list of temporary tiles?
|
|
}
|
|
}
|
|
|
|
while ( (y_diff--) > 0)
|
|
{
|
|
if ( (ptrPlayer->SelectedTile / GameLevelColumns) >
|
|
(ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx] / GameLevelColumns) )
|
|
{
|
|
temp_tile += GameLevelColumns;
|
|
}
|
|
else
|
|
{
|
|
temp_tile -= GameLevelColumns;
|
|
}
|
|
|
|
if (GameWaypointCheckExisting(ptrPlayer, temp_tile))
|
|
{
|
|
return false; // Tile is already included in the list of temporary tiles?
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while ( (y_diff--) > 0)
|
|
{
|
|
if ( (ptrPlayer->SelectedTile / GameLevelColumns) >
|
|
(ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx] / GameLevelColumns) )
|
|
{
|
|
temp_tile += GameLevelColumns;
|
|
}
|
|
else
|
|
{
|
|
temp_tile -= GameLevelColumns;
|
|
}
|
|
|
|
if (GameWaypointCheckExisting(ptrPlayer, temp_tile))
|
|
{
|
|
return false; // Tile is already included in the list of temporary tiles?
|
|
}
|
|
}
|
|
|
|
while ( (x_diff--) > 0)
|
|
{
|
|
if ( (ptrPlayer->SelectedTile % GameLevelColumns) >
|
|
(ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx] % GameLevelColumns) )
|
|
{
|
|
temp_tile++;
|
|
}
|
|
else
|
|
{
|
|
temp_tile--;
|
|
}
|
|
|
|
if (GameWaypointCheckExisting(ptrPlayer, temp_tile))
|
|
{
|
|
return false; // Tile is already included in the list of temporary tiles?
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now at this point, we have prepared our array.
|
|
|
|
for (i = 0; i < PLAYER_MAX_WAYPOINTS; i++)
|
|
{
|
|
if (ptrPlayer->Waypoints[i] == 0)
|
|
{
|
|
// We have found empty waypoints. Exit loop
|
|
break;
|
|
}
|
|
|
|
if (SystemContains_u8( levelBuffer[ptrPlayer->Waypoints[i]],
|
|
AcceptedTiles,
|
|
sizeof (AcceptedTiles) ) == false)
|
|
{
|
|
// Now try again with mirrored tiles, just in case!
|
|
static const uint8_t AcceptedMirroredTiles[] =
|
|
{
|
|
TILE_ASPHALT_WITH_BORDERS | TILE_MIRROR_FLAG,
|
|
TILE_PARKING | TILE_MIRROR_FLAG,
|
|
TILE_RWY_MID | TILE_MIRROR_FLAG,
|
|
TILE_RWY_EXIT | TILE_MIRROR_FLAG,
|
|
TILE_RWY_EXIT_2 | TILE_MIRROR_FLAG,
|
|
TILE_TAXIWAY_CORNER_GRASS | TILE_MIRROR_FLAG,
|
|
TILE_TAXIWAY_CORNER_GRASS_2 | TILE_MIRROR_FLAG,
|
|
TILE_TAXIWAY_GRASS | TILE_MIRROR_FLAG,
|
|
TILE_TAXIWAY_INTERSECT_GRASS | TILE_MIRROR_FLAG,
|
|
TILE_TAXIWAY_4WAY_CROSSING | TILE_MIRROR_FLAG,
|
|
TILE_PARKING_2 | TILE_MIRROR_FLAG,
|
|
TILE_RWY_HOLDING_POINT | TILE_MIRROR_FLAG,
|
|
TILE_RWY_HOLDING_POINT_2 | TILE_MIRROR_FLAG,
|
|
TILE_TAXIWAY_CORNER_GRASS_3 | TILE_MIRROR_FLAG
|
|
};
|
|
|
|
if (SystemContains_u8( levelBuffer[ptrPlayer->Waypoints[i]],
|
|
AcceptedMirroredTiles,
|
|
sizeof (AcceptedTiles) ) == false)
|
|
{
|
|
// Both cases have failed. Return from function.
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* ****************************************************************************************
|
|
*
|
|
* @name: TYPE_ISOMETRIC_POS GameSelectAircraft(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure
|
|
*
|
|
* @brief:
|
|
* Moves player camera position to selected aircraft.
|
|
*
|
|
* @return:
|
|
* Isometric position of selected aircraft.
|
|
*
|
|
* ****************************************************************************************/
|
|
|
|
static TYPE_ISOMETRIC_POS GameSelectAircraft(TYPE_PLAYER* const ptrPlayer)
|
|
{
|
|
const uint8_t AircraftIdx = ptrPlayer->FlightDataSelectedAircraft;
|
|
const TYPE_ISOMETRIC_POS IsoPos = AircraftGetIsoPos(AircraftIdx);
|
|
|
|
CameraMoveToIsoPos(ptrPlayer, IsoPos);
|
|
|
|
return IsoPos;
|
|
}
|
|
|
|
/* ********************************************************************************
|
|
*
|
|
* @name: void GameSelectAircraftWaypoint(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure
|
|
*
|
|
* @brief:
|
|
* Moves player camera to selected aircraft and adds first waypoint.
|
|
*
|
|
* ********************************************************************************/
|
|
|
|
void GameSelectAircraftWaypoint(TYPE_PLAYER* const ptrPlayer)
|
|
{
|
|
TYPE_ISOMETRIC_POS IsoPos = GameSelectAircraft(ptrPlayer);
|
|
|
|
ptrPlayer->SelectedTile = GameGetTileFromIsoPosition(&IsoPos);
|
|
|
|
GamePlayerAddWaypoint(ptrPlayer);
|
|
}
|
|
|
|
/* ********************************************************************************
|
|
*
|
|
* @name: bool GameTwoPlayersActive(void)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @return:
|
|
* Returns if a second player is active. To be used with other modules without
|
|
* declaring twoPlayers as a global variable.
|
|
*
|
|
* ********************************************************************************/
|
|
|
|
bool GameTwoPlayersActive(void)
|
|
{
|
|
return twoPlayers;
|
|
}
|
|
|
|
/* *****************************************************************
|
|
*
|
|
* @name: void GameDrawMouse(TYPE_PLAYER* const ptrPlayer)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure
|
|
*
|
|
* @brief:
|
|
* Draws GameMouseSpr under determined player states.
|
|
*
|
|
* *****************************************************************/
|
|
|
|
static void GameDrawMouse(TYPE_PLAYER* const ptrPlayer)
|
|
{
|
|
if ((ptrPlayer->SelectTaxiwayParking)
|
|
||
|
|
(ptrPlayer->SelectTaxiwayRunway) )
|
|
{
|
|
GfxSortSprite(&GameMouseSpr);
|
|
}
|
|
}
|
|
|
|
/* ********************************************************************************
|
|
*
|
|
* @name: FL_STATE GameGetFlightDataStateFromIdx(uint8_t FlightDataIdx)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* uint8_t FlightDataIdx:
|
|
* Index from FlightData.
|
|
*
|
|
* @return:
|
|
* Returns .State variable given offset from FlightData.
|
|
*
|
|
* ********************************************************************************/
|
|
|
|
FL_STATE GameGetFlightDataStateFromIdx(uint8_t FlightDataIdx)
|
|
{
|
|
if (FlightDataIdx >= FlightData.nAircraft)
|
|
{
|
|
return STATE_IDLE; // Error: could cause buffer overrun
|
|
}
|
|
|
|
return FlightData.State[FlightDataIdx];
|
|
}
|
|
|
|
/* ********************************************************************************
|
|
*
|
|
* @name: uint32_t GameGetScore(void)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @return:
|
|
* Returns game score to other modules.
|
|
*
|
|
* ********************************************************************************/
|
|
|
|
uint32_t GameGetScore(void)
|
|
{
|
|
return GameScore;
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameStateUnboarding(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:
|
|
* Handler for StateUnboarding.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
static void GameStateUnboarding(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
if (ptrPlayer->Unboarding)
|
|
{
|
|
if (ptrPlayer->PadKeySinglePress_Callback(PAD_CIRCLE))
|
|
{
|
|
ptrPlayer->Unboarding = false;
|
|
ptrPlayer->UnboardingSequenceIdx = 0; // Player will need to repeat sequence
|
|
// if he/she decides to leave without finishing
|
|
}
|
|
|
|
ptrPlayer->LockTarget = true;
|
|
ptrPlayer->LockedAircraft = ptrPlayer->FlightDataSelectedAircraft;
|
|
|
|
if (ptrPlayer->PadLastKeySinglePressed_Callback() == ptrPlayer->UnboardingSequence[ptrPlayer->UnboardingSequenceIdx])
|
|
{
|
|
if (++ptrPlayer->UnboardingSequenceIdx >= UNBOARDING_KEY_SEQUENCE_MEDIUM)
|
|
{
|
|
if (ptrFlightData->Passengers[ptrPlayer->FlightDataSelectedAircraft] > UNBOARDING_PASSENGERS_PER_SEQUENCE)
|
|
{
|
|
// Player has entered correct sequence. Unboard UNBOARDING_PASSENGERS_PER_SEQUENCE passengers.
|
|
|
|
ptrFlightData->Passengers[ptrPlayer->FlightDataSelectedAircraft] -= UNBOARDING_PASSENGERS_PER_SEQUENCE;
|
|
GameScore += SCORE_REWARD_UNLOADING;
|
|
|
|
ptrPlayer->PassengersLeftSelectedAircraft = ptrFlightData->Passengers[ptrPlayer->FlightDataSelectedAircraft];
|
|
|
|
GameGenerateUnboardingSequence(ptrPlayer);
|
|
}
|
|
else
|
|
{
|
|
// Flight has finished. Remove aircraft and set finished flag
|
|
ptrPlayer->Unboarding = false;
|
|
GameRemoveFlight(ptrPlayer->FlightDataSelectedAircraft, true);
|
|
}
|
|
|
|
ptrPlayer->UnboardingSequenceIdx = 0;
|
|
}
|
|
|
|
Serial_printf("ptrPlayer->UnboardingSequenceIdx = %d\n", ptrPlayer->UnboardingSequenceIdx);
|
|
|
|
SfxPlaySound(&BeepSnd);
|
|
}
|
|
else if (ptrPlayer->PadLastKeySinglePressed_Callback() != 0)
|
|
{
|
|
ptrPlayer->UnboardingSequenceIdx = 0; // Player has committed a mistake while entering the sequence. Repeat it!
|
|
}
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameStateUnboarding(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
* TYPE_PLAYER* const ptrPlayer:
|
|
* Pointer to a player structure
|
|
*
|
|
* @brief:
|
|
* Modifies ptrPlayer->UnboardingSequence creating a random sequence of numbers
|
|
* using SystemRand().
|
|
*
|
|
* @todo:
|
|
* Maximum number of sequence keys should be adjusted according to difficulty.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
static void GameGenerateUnboardingSequence(TYPE_PLAYER* const ptrPlayer)
|
|
{
|
|
uint8_t i;
|
|
unsigned short keyTable[] = { PAD_CROSS, PAD_SQUARE, PAD_TRIANGLE };
|
|
|
|
memset(ptrPlayer->UnboardingSequence, 0, sizeof (ptrPlayer->UnboardingSequence) );
|
|
|
|
ptrPlayer->UnboardingSequenceIdx = 0;
|
|
|
|
Serial_printf("Key sequence generated: ");
|
|
|
|
// Only medium level implemented. TODO: Implement other levels
|
|
for (i = 0; i < UNBOARDING_KEY_SEQUENCE_MEDIUM; i++)
|
|
{
|
|
uint8_t randIdx = SystemRand(0, (sizeof (keyTable) / sizeof (keyTable[0])) - 1);
|
|
|
|
ptrPlayer->UnboardingSequence[i] = keyTable[randIdx];
|
|
|
|
Serial_printf("idx = %d, 0x%04X ", randIdx, ptrPlayer->UnboardingSequence[i]);
|
|
}
|
|
|
|
Serial_printf("\n");
|
|
}
|
|
|
|
/* *********************************************************************************************************************
|
|
*
|
|
* @name: void GameCreateTakeoffWaypoints(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData, uint8_t aircraftIdx)
|
|
*
|
|
* @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.
|
|
*
|
|
* uint8_t aircraftIdx:
|
|
* Index from FlightData.
|
|
*
|
|
* @brief:
|
|
* Given input aircraft from FlightData, it automatically looks for selected runway and creates an array
|
|
* of waypoints to be then executed by corresponding TYPE_AIRCRAFT_DATA instance.
|
|
*
|
|
* *********************************************************************************************************************/
|
|
|
|
static void GameCreateTakeoffWaypoints(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData, uint8_t aircraftIdx)
|
|
{
|
|
TYPE_AIRCRAFT_DATA* const ptrAircraft = AircraftFromFlightDataIndex(aircraftIdx);
|
|
|
|
if (ptrAircraft != NULL)
|
|
{
|
|
// Look for aircraft direction by searching TILE_RWY_EXIT
|
|
//uint16_t currentTile = AircraftGetTileFromFlightDataIndex(aircraftIdx);
|
|
//uint8_t targetsIdx = 0;
|
|
DIRECTION aircraftDir = AircraftGetDirection(ptrAircraft);
|
|
int8_t rwyStep = 0;
|
|
uint16_t currentTile = 0;
|
|
uint16_t targets[AIRCRAFT_MAX_TARGETS] = {0};
|
|
uint8_t i;
|
|
|
|
switch(aircraftDir)
|
|
{
|
|
case DIR_EAST:
|
|
rwyStep = 1;
|
|
break;
|
|
|
|
case DIR_WEST:
|
|
rwyStep = -1;
|
|
break;
|
|
|
|
case DIR_NORTH:
|
|
rwyStep = -GameLevelColumns;
|
|
break;
|
|
|
|
case DIR_SOUTH:
|
|
rwyStep = GameLevelColumns;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
DEBUG_PRINT_VAR(AircraftGetTileFromFlightDataIndex(aircraftIdx));
|
|
|
|
for (currentTile = (AircraftGetTileFromFlightDataIndex(aircraftIdx) + rwyStep);
|
|
((levelBuffer[currentTile] & ~(TILE_MIRROR_FLAG)) != TILE_RWY_START_1)
|
|
&&
|
|
((levelBuffer[currentTile] & ~(TILE_MIRROR_FLAG)) != TILE_RWY_START_2);
|
|
currentTile -= rwyStep )
|
|
{
|
|
// Calculate new currentTile value until conditions are invalid.
|
|
}
|
|
|
|
for (i = 0; i < GAME_MAX_RUNWAYS; i++)
|
|
{
|
|
if (GameUsedRwy[i] == currentTile)
|
|
{
|
|
GameUsedRwy[i] = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for ( currentTile = (AircraftGetTileFromFlightDataIndex(aircraftIdx) + rwyStep);
|
|
((levelBuffer[currentTile] & ~(TILE_MIRROR_FLAG)) != TILE_RWY_EXIT)
|
|
&&
|
|
((levelBuffer[currentTile] & ~(TILE_MIRROR_FLAG)) != TILE_RWY_EXIT_2);
|
|
currentTile += rwyStep )
|
|
{
|
|
|
|
}
|
|
|
|
targets[0] = currentTile;
|
|
AircraftAddTargets(AircraftFromFlightDataIndex(aircraftIdx), targets);
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameGetRunwayEntryTile(uint8_t aircraftIdx, TYPE_RWY_ENTRY_DATA* ptrRwyEntry)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t aircraftIdx:
|
|
* Index from FlightData. Used to determine target tile.
|
|
*
|
|
* TYPE_RWY_ENTRY_DATA* ptrRwyEntry:
|
|
* Instance to be filled with runway data.
|
|
*
|
|
* @brief:
|
|
* Fills a TYPE_RWY_ENTRY_DATA instance with information about runway.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
static void GameGetRunwayEntryTile(uint8_t aircraftIdx, TYPE_RWY_ENTRY_DATA* ptrRwyEntry)
|
|
{
|
|
// Look for aircraft direction by searching TILE_RWY_EXIT
|
|
const uint16_t currentTile = AircraftGetTileFromFlightDataIndex(aircraftIdx);
|
|
int16_t step = 0;
|
|
uint16_t i;
|
|
|
|
if ( (currentTile >= GameLevelColumns)
|
|
&&
|
|
( (currentTile + GameLevelColumns) < GameLevelSize) )
|
|
{
|
|
if ( ((levelBuffer[currentTile + 1] & ~(TILE_MIRROR_FLAG)) == TILE_RWY_EXIT)
|
|
||
|
|
((levelBuffer[currentTile + 1] & ~(TILE_MIRROR_FLAG)) == TILE_RWY_EXIT_2) )
|
|
{
|
|
ptrRwyEntry->Direction = DIR_EAST;
|
|
ptrRwyEntry->rwyStep = GameLevelColumns;
|
|
step = 1;
|
|
}
|
|
else if ( ((levelBuffer[currentTile - 1] & ~(TILE_MIRROR_FLAG) ) == TILE_RWY_EXIT)
|
|
||
|
|
((levelBuffer[currentTile - 1] & ~(TILE_MIRROR_FLAG)) == TILE_RWY_EXIT_2) )
|
|
{
|
|
ptrRwyEntry->Direction = DIR_WEST;
|
|
ptrRwyEntry->rwyStep = GameLevelColumns;
|
|
step = -1;
|
|
}
|
|
else if ( ((levelBuffer[currentTile + GameLevelColumns] & ~(TILE_MIRROR_FLAG)) == TILE_RWY_EXIT)
|
|
||
|
|
((levelBuffer[currentTile + GameLevelColumns] & ~(TILE_MIRROR_FLAG)) == TILE_RWY_EXIT_2) )
|
|
{
|
|
ptrRwyEntry->Direction = DIR_SOUTH;
|
|
ptrRwyEntry->rwyStep = 1;
|
|
step = GameLevelColumns;
|
|
}
|
|
else if ( ((levelBuffer[currentTile - GameLevelColumns] & ~(TILE_MIRROR_FLAG)) == TILE_RWY_EXIT)
|
|
||
|
|
((levelBuffer[currentTile - GameLevelColumns] & ~(TILE_MIRROR_FLAG)) == TILE_RWY_EXIT_2) )
|
|
{
|
|
ptrRwyEntry->Direction = DIR_NORTH;
|
|
ptrRwyEntry->rwyStep = 1;
|
|
step = -GameLevelColumns;
|
|
}
|
|
else
|
|
{
|
|
ptrRwyEntry->rwyEntryTile = 0;
|
|
ptrRwyEntry->Direction = NO_DIRECTION;
|
|
ptrRwyEntry->rwyStep = 0;
|
|
return;
|
|
}
|
|
|
|
ptrRwyEntry->rwyEntryTile = currentTile + step;
|
|
|
|
i = ptrRwyEntry->rwyEntryTile;
|
|
|
|
while ( ((levelBuffer[i] & ~TILE_MIRROR_FLAG) != TILE_RWY_START_1)
|
|
&&
|
|
((levelBuffer[i] & ~TILE_MIRROR_FLAG) != TILE_RWY_START_2)
|
|
&&
|
|
(i > ptrRwyEntry->rwyStep)
|
|
&&
|
|
((i - ptrRwyEntry->rwyStep) < GameLevelSize ) )
|
|
{
|
|
i -= ptrRwyEntry->rwyStep;
|
|
}
|
|
|
|
ptrRwyEntry->rwyHeader = i;
|
|
}
|
|
else
|
|
{
|
|
Serial_printf("GameGetRunwayEntryTile(): Invalid index for tile.\n");
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: bool GameInsideLevelFromIsoPos(TYPE_ISOMETRIC_FIX16_POS* ptrIsoPos)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* TYPE_ISOMETRIC_FIX16_POS* ptrIsoPos:
|
|
* (x, y, z) coordinate data in an isometric system.
|
|
*
|
|
* @return:
|
|
* Returns true if a (x, y, z) coordinate is inside level coordinates. False otherwise.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
bool GameInsideLevelFromIsoPos(TYPE_ISOMETRIC_FIX16_POS* ptrIsoPos)
|
|
{
|
|
short x = (short)fix16_to_int(ptrIsoPos->x);
|
|
short y = (short)fix16_to_int(ptrIsoPos->y);
|
|
|
|
if (x < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (x > (GameLevelColumns << TILE_SIZE_BIT_SHIFT))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (y < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (y > (GameLevelColumns << TILE_SIZE_BIT_SHIFT) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameRemoveFlight(uint8_t idx, bool successful)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t idx:
|
|
* Index from FlightData.
|
|
*
|
|
* bool successful:
|
|
* False if flight was lost on timeout, true otherwise.
|
|
*
|
|
* @brief:
|
|
* Actions to be performed when a flight ends, both successfully or not (lost flight).
|
|
*
|
|
* @remarks:
|
|
* GameScore is updated here depending on player actions.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
void GameRemoveFlight(const uint8_t idx, const bool successful)
|
|
{
|
|
uint8_t i;
|
|
|
|
for (i = PLAYER_ONE; i < MAX_PLAYERS; i++)
|
|
{
|
|
TYPE_PLAYER* const ptrPlayer = &PlayerData[i];
|
|
uint8_t j;
|
|
|
|
if (ptrPlayer->Active == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (idx >= FlightData.nAircraft)
|
|
{
|
|
Serial_printf("GameRemoveFlight: index %d exceeds max index %d!\n", idx, FlightData.nAircraft);
|
|
return;
|
|
}
|
|
|
|
if ((FlightData.FlightDirection[idx] & ptrPlayer->FlightDirection) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (j = 0; j < ptrPlayer->ActiveAircraft; j++)
|
|
{
|
|
if (ptrPlayer->ActiveAircraftList[j] == idx)
|
|
{
|
|
if (FlightData.State[idx] != STATE_IDLE)
|
|
{
|
|
uint8_t k;
|
|
|
|
for (k = 0; k < GAME_MAX_RUNWAYS; k++)
|
|
{
|
|
const uint16_t* const targets = AircraftGetTargets(idx);
|
|
uint16_t rwyArray[GAME_MAX_RWY_LENGTH] = {0};
|
|
|
|
if (SystemContains_u16(GameUsedRwy[k], targets, AIRCRAFT_MAX_TARGETS))
|
|
{
|
|
GameUsedRwy[k] = 0;
|
|
}
|
|
else
|
|
{
|
|
// GameRwyArray is filled with runway tiles.
|
|
GameGetSelectedRunwayArray(GameUsedRwy[k], rwyArray, GAME_MAX_RWY_LENGTH * sizeof (uint16_t) );
|
|
|
|
if (SystemContains_u16( AircraftGetTileFromFlightDataIndex(idx),
|
|
rwyArray,
|
|
sizeof (rwyArray) / sizeof (rwyArray[0]) ))
|
|
{
|
|
GameUsedRwy[k] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FlightData.State[idx] != STATE_APPROACH)
|
|
{
|
|
if (FlightData.State[idx] == STATE_UNBOARDING)
|
|
{
|
|
memset(ptrPlayer->UnboardingSequence, 0, GAME_MAX_SEQUENCE_KEYS);
|
|
ptrPlayer->UnboardingSequenceIdx = 0;
|
|
ptrPlayer->Unboarding = false;
|
|
ptrPlayer->LockTarget = false;
|
|
ptrPlayer->LockedAircraft = FLIGHT_DATA_INVALID_IDX;
|
|
}
|
|
|
|
if (AircraftRemove(idx) == false)
|
|
{
|
|
Serial_printf("Something went wrong when removing aircraft!\n");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// STATE_APPROACH is the only state which is not linked to a TYPE_AIRCRAFT_DATA instance.
|
|
}
|
|
|
|
if (ptrPlayer->LockedAircraft == idx)
|
|
{
|
|
ptrPlayer->LockTarget = false;
|
|
ptrPlayer->LockedAircraft = FLIGHT_DATA_INVALID_IDX;
|
|
}
|
|
|
|
if (successful)
|
|
{
|
|
GameScore += SCORE_REWARD_FINISH_FLIGHT;
|
|
|
|
// Add punctuation
|
|
GameScore += FlightData.RemainingTime[idx] << 1;
|
|
}
|
|
else
|
|
{
|
|
GameScore = (GameScore < LOST_FLIGHT_PENALTY)? 0 : (GameScore - LOST_FLIGHT_PENALTY);
|
|
}
|
|
|
|
if (ptrPlayer->SelectedAircraft != 0)
|
|
{
|
|
if (ptrPlayer->SelectedAircraft >= j)
|
|
{
|
|
ptrPlayer->SelectedAircraft--;
|
|
}
|
|
}
|
|
|
|
FlightData.Passengers[idx] = 0;
|
|
FlightData.State[idx] = STATE_IDLE;
|
|
FlightData.Finished[idx] = true;
|
|
|
|
spawnMinTimeFlag = true;
|
|
TimerRestart(GameSpawnMinTime);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Usually called in PlayerHandler(), but now
|
|
// force active aircraft list update.
|
|
GameActiveAircraftList(ptrPlayer, &FlightData);
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameActiveAircraftList(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:
|
|
* Rebuilds flight data arrray for a specific player.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
void GameActiveAircraftList(TYPE_PLAYER* const ptrPlayer, TYPE_FLIGHT_DATA* const ptrFlightData)
|
|
{
|
|
uint8_t i;
|
|
uint8_t j = 0;
|
|
|
|
uint8_t currentFlightDataIdx;
|
|
const uint8_t lastFlightDataIdx = ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft];
|
|
|
|
// Clear all pointers for aircraft data first.
|
|
// Then, rebuild aircraft list for current player.
|
|
memset(ptrPlayer->ActiveAircraftList, 0, GAME_MAX_AIRCRAFT);
|
|
ptrPlayer->ActiveAircraft = 0;
|
|
ptrPlayer->RemainingAircraft = 0;
|
|
|
|
for (i = 0; i < FlightData.nAircraft; i++)
|
|
{
|
|
if ((ptrFlightData->State[i] != STATE_IDLE)
|
|
&&
|
|
(ptrFlightData->FlightDirection[i] & ptrPlayer->FlightDirection) )
|
|
{
|
|
ptrPlayer->ActiveAircraftList[j++] = i;
|
|
ptrPlayer->ActiveAircraft++;
|
|
}
|
|
else if (ptrFlightData->State[i] == STATE_IDLE)
|
|
{
|
|
ptrPlayer->RemainingAircraft++;
|
|
}
|
|
}
|
|
|
|
currentFlightDataIdx = ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft];
|
|
|
|
if (aircraftCreated)
|
|
{
|
|
aircraftCreated = false;
|
|
|
|
if (ptrPlayer->ActiveAircraft > 1)
|
|
{
|
|
if (currentFlightDataIdx != lastFlightDataIdx)
|
|
{
|
|
for (ptrPlayer->SelectedAircraft = 0; ptrPlayer->SelectedAircraft < FlightData.nAircraft; ptrPlayer->SelectedAircraft++)
|
|
{
|
|
if (ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft] == lastFlightDataIdx)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ptrPlayer->FlightDataSelectedAircraft = ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft];
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameRemainingAircraft(uint8_t i)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t i:
|
|
* Index from FlightData.
|
|
*
|
|
* @brief:
|
|
* Reportedly, it updates FlightData.nRemainingAircraft depending on game status.
|
|
*
|
|
* @remarks:
|
|
* This function is called nActiveAircraft times. See loop inside GameCalculations()
|
|
* for further reference.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
static void GameRemainingAircraft(const uint8_t i)
|
|
{
|
|
// Reset iterator when starting from first element.
|
|
|
|
if (i == 0)
|
|
{
|
|
FlightData.nRemainingAircraft = FlightData.nAircraft;
|
|
}
|
|
|
|
if ((FlightData.State[i] != STATE_IDLE)
|
|
||
|
|
FlightData.Finished[i])
|
|
{
|
|
FlightData.nRemainingAircraft--;
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameFinished(uint8_t i)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t i:
|
|
* Index from FlightData.
|
|
*
|
|
* @brief:
|
|
* Sets levelFinished if there are no more active aircraft.
|
|
*
|
|
* @remarks:
|
|
* This function is called nActiveAircraft times. See loop inside GameCalculations()
|
|
* for further reference.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
static void GameFinished(const uint8_t i)
|
|
{
|
|
if (FlightData.Finished[i] == false)
|
|
{
|
|
levelFinished = false;
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameMinimumSpawnTimeout(void)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t i:
|
|
* Index from FlightData.
|
|
*
|
|
* @brief:
|
|
* Callback automatically executed on GameSpawnMinTime expired. spawnMinTimeFlag is used
|
|
* to set a minimum time between flight ended and flight spawn.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
void GameMinimumSpawnTimeout(void)
|
|
{
|
|
spawnMinTimeFlag = false;
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameAircraftCollision(uint8_t AircraftIdx)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t AircraftIdx:
|
|
* Index from FlightData.
|
|
*
|
|
* @brief:
|
|
* Sets GameAircraftCollisionFlag when two or more aircraft collide. This flag is then
|
|
* checked by Game().
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
void GameAircraftCollision(uint8_t AircraftIdx)
|
|
{
|
|
GameAircraftCollisionFlag = true;
|
|
GameAircraftCollisionIdx = AircraftIdx;
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameAircraftCollision(uint8_t AircraftIdx)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t AircraftIdx:
|
|
* Index from FlightData.
|
|
*
|
|
* @brief:
|
|
* Event triggered by Aircraft when aircraft A is getting close to non-moving aircraft B
|
|
* and a security stop must be done in order to avoid collision.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
void GameStopFlight(uint8_t AircraftIdx)
|
|
{
|
|
FL_STATE* ptrState = &FlightData.State[AircraftIdx];
|
|
|
|
if (*ptrState == STATE_TAXIING)
|
|
{
|
|
// Only allow auto stop under taxi
|
|
*ptrState = STATE_AUTO_STOPPED;
|
|
}
|
|
}
|
|
|
|
/* *******************************************************************************************
|
|
*
|
|
* @name: void GameAircraftCollision(uint8_t AircraftIdx)
|
|
*
|
|
* @author: Xavier Del Campo
|
|
*
|
|
* @param:
|
|
*
|
|
* uint8_t AircraftIdx:
|
|
* Index from FlightData.
|
|
*
|
|
* @brief:
|
|
* Event triggered by Aircraft when aircraft A is no longer getting close to aircraft B, so
|
|
* that taxiing can be resumed.
|
|
*
|
|
* *******************************************************************************************/
|
|
|
|
void GameResumeFlightFromAutoStop(uint8_t AircraftIdx)
|
|
{
|
|
FL_STATE* ptrState = &FlightData.State[AircraftIdx];
|
|
|
|
if (*ptrState == STATE_AUTO_STOPPED)
|
|
{
|
|
// Only recovery to STATE_TAXIING is allowed.
|
|
*ptrState = STATE_TAXIING;
|
|
}
|
|
}
|