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authorXaviDCR92 <xavi.dcr@gmail.com>2017-08-18 20:17:13 +0200
committerXaviDCR92 <xavi.dcr@gmail.com>2017-08-18 20:17:13 +0200
commitb1aad213d450beae9920e30d6534680474f8df6f (patch)
treeac1f7affa103f70ad08e468e5450de7b21360dfa /Source/Game.c
parent150cc8adc003fea9812a58f1f224ec10a91cd44a (diff)
downloadairport-b1aad213d450beae9920e30d6534680474f8df6f.tar.gz
* Added more comments.
* Radio chatter sounds. * Created aircraft state STATE_STOPPED, to be used when L1 is pressed on aircraft selection mode.
Diffstat (limited to 'Source/Game.c')
-rw-r--r--Source/Game.c278
1 files changed, 237 insertions, 41 deletions
diff --git a/Source/Game.c b/Source/Game.c
index 33bc903..3657a31 100644
--- a/Source/Game.c
+++ b/Source/Game.c
@@ -136,6 +136,14 @@ enum
LAST_TILE_TILESET2 = LAST_TILE_TILESET1
};
+enum
+{
+ SOUND_M1_INDEX = 0,
+ SOUND_W1_INDEX,
+
+ MAX_RADIO_CHATTER_SOUNDS
+}RADIO_CHATTER_VOICE_NUMBERS;
+
/* *************************************
* Local Prototypes
* *************************************/
@@ -211,6 +219,16 @@ static uint8_t GameAircraftCollisionIdx;
static TYPE_BUILDING_DATA GameBuildingData[MAX_BUILDING_ID];
static uint8_t GameAircraftTilemap[GAME_MAX_MAP_SIZE][GAME_MAX_AIRCRAFT_PER_TILE];
+// Radio chatter
+static SsVag ApproachSnds[MAX_RADIO_CHATTER_SOUNDS];
+static SsVag TowerFinalSnds[MAX_RADIO_CHATTER_SOUNDS];
+
+// Takeoff sounds
+static SsVag TakeoffSnd;
+
+// Beep sounds (taxiway/parking accept)
+static SsVag BeepSnd;
+
// Instances for player-specific data
static TYPE_PLAYER PlayerData[MAX_PLAYERS];
@@ -218,18 +236,28 @@ static char* GameFileList[] = { "cdrom:\\DATA\\SPRITES\\TILESET1.TIM;1" ,
"cdrom:\\DATA\\SPRITES\\GAMEPLN.TIM;1" ,
"cdrom:\\DATA\\SPRITES\\PLNBLUE.CLT;1" ,
"cdrom:\\DATA\\SPRITES\\MOUSE.TIM;1" ,
- "cdrom:\\DATA\\SPRITES\\BLDNGS1.TIM;1" };
+ "cdrom:\\DATA\\SPRITES\\BLDNGS1.TIM;1" ,
+ "cdrom:\\DATA\\SOUNDS\\RCPW1A1.VAG;1" ,
+ "cdrom:\\DATA\\SOUNDS\\RCPM1A1.VAG;1" ,
+ "cdrom:\\DATA\\SOUNDS\\RCTM1F1.VAG;1" ,
+ "cdrom:\\DATA\\SOUNDS\\TAKEOFF1.VAG;1" ,
+ "cdrom:\\DATA\\SOUNDS\\BEEP.VAG;1" };
-static void* GameFileDest[] = { (GsSprite*)&GameTilesetSpr ,
- (GsSprite*)&GamePlaneSpr ,
- NULL,
- (GsSprite*)&GameMouseSpr ,
- (GsSprite*)&GameBuildingSpr };
+static void* GameFileDest[] = { (GsSprite*)&GameTilesetSpr ,
+ (GsSprite*)&GamePlaneSpr ,
+ NULL , // CLT files must use NULL pointers
+ (GsSprite*)&GameMouseSpr ,
+ (GsSprite*)&GameBuildingSpr ,
+ (SsVag*)&ApproachSnds[SOUND_M1_INDEX] ,
+ (SsVag*)&ApproachSnds[SOUND_W1_INDEX] ,
+ (SsVag*)&TowerFinalSnds[SOUND_M1_INDEX] ,
+ (SsVag*)&TakeoffSnd ,
+ (SsVag*)&BeepSnd };
static char* GamePlt[] = { "cdrom:\\DATA\\LEVELS\\LEVEL1.PLT;1" };
-static void* GamePltDest[] = {(TYPE_FLIGHT_DATA*)&FlightData ,};
+static void* GamePltDest[] = {(TYPE_FLIGHT_DATA*)&FlightData };
-static char* GameLevelList[] = { "cdrom:\\DATA\\LEVELS\\LEVEL1.LVL;1"};
+static char* GameLevelList[] = {"cdrom:\\DATA\\LEVELS\\LEVEL1.LVL;1"};
static uint16_t GameLevelBuffer[GAME_MAX_MAP_SIZE];
static uint8_t GameLevelColumns;
@@ -866,13 +894,6 @@ void GamePlayerHandler(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData)
CameraMoveToIsoPos(ptrPlayer, IsoPos);
}
- if(System1SecondTick() == true)
- {
- dprintf("ptrPlayer = 0x%08X\n", ptrPlayer);
- DEBUG_PRINT_VAR(ptrPlayer->ActiveAircraft);
- DEBUG_PRINT_VAR(ptrPlayer->FlightDataPage);
- }
-
GameActiveAircraftList(ptrPlayer, ptrFlightData);
GameStateUnboarding(ptrPlayer, ptrFlightData);
GameStateLockTarget(ptrPlayer, ptrFlightData);
@@ -1181,9 +1202,6 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer)
GameBuildingSpr.w = GameBuildingData[CurrentBuilding].w;
GameBuildingSpr.h = GameBuildingData[CurrentBuilding].h;
- //DEBUG_PRINT_VAR(buildingIsoPos.x);
- //DEBUG_PRINT_VAR(buildingIsoPos.y);
-
CameraApplyCoordinatesToSprite(ptrPlayer, &GameBuildingSpr);
for(k = 0; k < GAME_MAX_AIRCRAFT_PER_TILE; k++)
@@ -1409,6 +1427,8 @@ void GameAircraftState(uint8_t i)
FlightData.State[i] = STATE_APPROACH;
GameAircraftCreatedFlag = true;
+ SfxPlaySound(&ApproachSnds[SystemRand(SOUND_M1_INDEX, MAX_RADIO_CHATTER_SOUNDS - 1)]);
+
// Create notification request for incoming aircraft
GameGuiBubbleShow();
}
@@ -1908,6 +1928,8 @@ void GameStateSelectTaxiwayRunway(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrF
}
target_tile = GameLevelBuffer[ptrPlayer->Waypoints[ptrPlayer->LastWaypointIdx]];
+
+ SfxPlaySound(&BeepSnd);
switch(target_tile)
{
@@ -2021,6 +2043,8 @@ void GameStateSelectTaxiwayParking(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptr
Serial_printf("target_tile = %d, TILE_PARKING = %d\n",
target_tile,
TILE_PARKING);
+
+ SfxPlaySound(&BeepSnd);
if( (target_tile == TILE_PARKING)
||
@@ -2262,6 +2286,7 @@ void GameSelectAircraftFromList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFli
case STATE_READY_FOR_TAKEOFF:
ptrFlightData->State[AircraftIdx] = STATE_TAKEOFF;
GameCreateTakeoffWaypoints(ptrPlayer, ptrFlightData, AircraftIdx);
+ SfxPlaySound(&TakeoffSnd);
break;
case STATE_HOLDING_RWY:
@@ -2298,6 +2323,19 @@ void GameSelectAircraftFromList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFli
Serial_printf("aircraftState = %d\n", aircraftState);
Serial_printf("AircraftIdx = %d\n", AircraftIdx);
}
+ else if(ptrPlayer->PadKeySinglePress_Callback(PAD_L1) == true)
+ {
+ FL_STATE* AircraftState = &FlightData.State[ptrPlayer->FlightDataSelectedAircraft];
+
+ if(*AircraftState == STATE_TAXIING)
+ {
+ *AircraftState = STATE_STOPPED;
+ }
+ else if(*AircraftState == STATE_STOPPED)
+ {
+ *AircraftState = STATE_TAXIING;
+ }
+ }
}
}
@@ -2456,15 +2494,6 @@ void GameAssignRunwaytoAircraft(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFli
// Remember that ptrPlayer->SelectedAircraft contains an index to
// be used with ptrFlightData.
- /*typedef enum t_flstate
-{
- STATE_IDLE = 0,
- STATE_PARKED,
- STATE_TAXIING,
- STATE_APPROACH,
- STATE_FINAL
- }FL_STATE;*/
-
Serial_printf("aircraftIndex = %d\n",aircraftIndex);
if(ptrFlightData->State[aircraftIndex] == STATE_APPROACH)
@@ -2511,6 +2540,8 @@ void GameAssignRunwaytoAircraft(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFli
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)
{
@@ -3297,6 +3328,8 @@ void GameStateUnboarding(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData
}
Serial_printf("ptrPlayer->UnboardingSequenceIdx = %d\n", ptrPlayer->UnboardingSequenceIdx);
+
+ SfxPlaySound(&BeepSnd);
}
else if(ptrPlayer->PadLastKeySinglePressed_Callback() != 0)
{
@@ -3348,6 +3381,29 @@ void GameGenerateUnboardingSequence(TYPE_PLAYER* ptrPlayer)
Serial_printf("\n");
}
+/* *********************************************************************************************************************
+ *
+ * @name: void GameCreateTakeoffWaypoints(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData, uint8_t aircraftIdx)
+ *
+ * @author: Xavier Del Campo
+ *
+ * @param:
+ * TYPE_PLAYER* ptrPlayer:
+ * Pointer to a player structure
+ *
+ * TYPE_FLIGHT_DATA* 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.
+ *
+ * *********************************************************************************************************************/
+
void GameCreateTakeoffWaypoints(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData, uint8_t aircraftIdx)
{
// Look for aircraft direction by searching TILE_RWY_EXIT
@@ -3415,6 +3471,25 @@ void GameCreateTakeoffWaypoints(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFli
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.
+ *
+ * *******************************************************************************************/
+
void GameGetRunwayEntryTile(uint8_t aircraftIdx, TYPE_RWY_ENTRY_DATA* ptrRwyEntry)
{
// Look for aircraft direction by searching TILE_RWY_EXIT
@@ -3484,6 +3559,22 @@ void GameGetRunwayEntryTile(uint8_t aircraftIdx, TYPE_RWY_ENTRY_DATA* ptrRwyEntr
}
}
+/* *******************************************************************************************
+ *
+ * @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);
@@ -3512,6 +3603,28 @@ bool GameInsideLevelFromIsoPos(TYPE_ISOMETRIC_FIX16_POS* ptrIsoPos)
return false;
}
+/* *******************************************************************************************
+ *
+ * @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(uint8_t idx, bool successful)
{
uint8_t i;
@@ -3623,6 +3736,26 @@ void GameRemoveFlight(uint8_t idx, bool successful)
}
}
+/* *******************************************************************************************
+ *
+ * @name: void GameActiveAircraftList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData)
+ *
+ * @author: Xavier Del Campo
+ *
+ * @param:
+ *
+ * TYPE_PLAYER* ptrPlayer:
+ * Pointer to a player structure
+ *
+ * TYPE_FLIGHT_DATA* 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* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightData)
{
uint8_t i;
@@ -3634,7 +3767,7 @@ void GameActiveAircraftList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightD
// Clear all pointers for aircraft data first.
// Then, rebuild aircraft list for player.
- lastFlightDataIdx = ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft];
+ lastFlightDataIdx = ptrPlayer->FlightDataSelectedAircraft;
memset(ptrPlayer->ActiveAircraftList, 0, GAME_MAX_AIRCRAFT);
ptrPlayer->ActiveAircraft = 0;
@@ -3650,7 +3783,7 @@ void GameActiveAircraftList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightD
}
}
- currentFlightDataIdx = ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft];
+ currentFlightDataIdx = ptrPlayer->FlightDataSelectedAircraft;
if(GameAircraftCreatedFlag == true)
{
@@ -3662,7 +3795,7 @@ void GameActiveAircraftList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightD
{
for(ptrPlayer->SelectedAircraft = 0; ptrPlayer->SelectedAircraft < FlightData.nAircraft; ptrPlayer->SelectedAircraft++)
{
- if(ptrPlayer->ActiveAircraftList[ptrPlayer->SelectedAircraft] == lastFlightDataIdx)
+ if(ptrPlayer->FlightDataSelectedAircraft == lastFlightDataIdx)
{
break;
}
@@ -3672,6 +3805,26 @@ void GameActiveAircraftList(TYPE_PLAYER* ptrPlayer, TYPE_FLIGHT_DATA* ptrFlightD
}
}
+/* *******************************************************************************************
+ *
+ * @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.
+ *
+ * *******************************************************************************************/
+
void GameRemainingAircraft(uint8_t i)
{
// Reset iterator when starting from first element.
@@ -3687,19 +3840,28 @@ void GameRemainingAircraft(uint8_t i)
}
}
+/* *******************************************************************************************
+ *
+ * @name: void GameFinished(uint8_t i)
+ *
+ * @author: Xavier Del Campo
+ *
+ * @param:
+ *
+ * uint8_t i:
+ * Index from FlightData.
+ *
+ * @brief:
+ * Sets GameFinishedFlag if there are no more active aircraft.
+ *
+ * @remarks:
+ * This function is called nActiveAircraft times. See loop inside GameCalculations()
+ * for further reference.
+ *
+ * *******************************************************************************************/
+
void GameFinished(uint8_t i)
{
- /*uint8_t i;
-
- for(i = 0; i < FlightData.nAircraft; i++)
- {
- if(FlightData.Finished[i] == false)
- {
- // At least one aircraft still not finished
- return false;
- }
- }*/
-
if(i == 0)
{
GameFinishedFlag = true;
@@ -3711,11 +3873,45 @@ void GameFinished(uint8_t i)
}
}
+/* *******************************************************************************************
+ *
+ * @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;