kolibrios-fun/programs/games/heliothryx/game/rsgame.c
alpine d491a54f52 Heliothryx game: Release Candidate
git-svn-id: svn://kolibrios.org@5322 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-31 12:20:35 +00:00

968 lines
26 KiB
C
Executable File

#include "rsgame.h"
#include "rsgametext.h"
#include "rsgamemenu.h"
#include "rsgamedraw.h"
#include "rskos.h"
#include "rsgentex.h"
#include "rssoundgen.h"
#include "rsnoise.h"
#include "rs/rsplatform.h"
#ifdef RS_USE_C_LIBS // linux version
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "rs/rskeyboard.h"
#endif
rs_game_t game;
game_obj_t game_obj(int obj_type, int flags, int tag, int radius, float x, float y, int t, float f) {
game_obj_t obj;
obj.obj_type = obj_type;
obj.flags = flags;
obj.tag = tag;
obj.radius = radius;
obj.x = x;
obj.y = y;
obj.t = t;
obj.f = f;
return obj;
};
int game_obj_add(game_obj_t obj) {
if (game.objs_count < GAME_OBJS_MAX_COUNT) {
game.objs[game.objs_count++] = obj;
return game.objs_count-1;
};
#ifdef RS_LINUX
DEBUG10("Error, max objects count is reached");
#endif
return 0; // Max objects count is reached
};
void game_obj_remove(int index) {
if (index == game.objs_count - 1) {
game.objs_count--;
return;
};
game.objs[index] = game.objs[ game.objs_count-1 ];
game.objs_count--;
};
void texture_init(rs_texture_t *tex, int w, int h) {
tex->status = 1;
tex->w = w;
tex->h = h;
tex->data = malloc(w*h*4); // BGRA BGRA
};
void texture_free(rs_texture_t *tex) {
free(tex->data);
tex->status = 0;
};
void texture_clear(rs_texture_t *tex, unsigned int color) {
int i;
for (i = 0; i < tex->w * tex->h; i++) {
*((unsigned int*)(&tex->data[i*4])) = color;
};
};
void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode) {
int i; // y
int j; // x
int k; // color component
int istart = (y < 0) ? -y : 0;
int iend = src->h - (( (y + src->h) > dest->h) ? (y + src->h - dest->h) : 0);
int jstart = (x < 0) ? -x : 0;
int jend = src->w - (( (x + src->w) > dest->w) ? (x + src->w - dest->w) : 0);
int ishift = 0;
int jshift = 0;
float a; // alpha value
if (mode & DRAW_TILED_FLAG) {
jshift = x;
ishift = y;
x = y = istart = jstart = 0;
iend = dest->h;
jend = dest->w;
};
mode = mode & DRAW_MODE_MASK;
int modvalue = (src->w*src->h*4);
if (mode == DRAW_MODE_REPLACE) {
for (i = istart; i < iend; i++) {
for (j = jstart; j < jend; j++) {
for (k = 0; k < 4; k++) {
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = src->data[ (4*(i*src->w + j) + k) % modvalue ];
};
};
};
}
else if (mode == DRAW_MODE_ADDITIVE) {
for (i = istart; i < iend; i++) {
for (j = jstart; j < jend; j++) {
for (k = 0; k < 3; k++) { // Alpha channel is not added
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
clamp_byte( dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] + src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] );
};
};
};
}
else if (mode == DRAW_MODE_ALPHA) {
for (i = istart; i < iend; i++) {
for (j = jstart; j < jend; j++) {
for (k = 0; k < 3; k++) {
a = (1.0 * src->data[ (4*(i*src->w + j) + 3) % modvalue ] / 255.0);
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
(unsigned char) ( (1.0-a) * dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ]
+ a*src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] );
};
};
};
};
};
void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color) {
*((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x) ) + 0 ]) = color;
};
void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color) {
int i;
if (y+l >= tex->h) {
l = tex->h - y;
};
if (x < 0) {
return;
};
if (x >= tex->w) {
return;
};
for (i = 0; i < l; i++) {
*((unsigned int*) &tex->data[ 4 * ( (y+i)*tex->w + (x) ) + 0 ]) = color;
};
};
void soundbuf_init(rs_soundbuf_t *snd, int length_samples) {
snd->status = 1;
snd->length_samples = length_samples;
snd->data = malloc(length_samples*2);
rskos_snd_create_buffer(&snd->hbuf, snd->data, length_samples);
};
void soundbuf_update(rs_soundbuf_t *snd) {
rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
};
void soundbuf_free(rs_soundbuf_t *snd) {
snd->status = 0;
free(snd->data);
};
void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div) {
int i;
for (i = 0; i < snd->length_samples; i++) {
snd->data[i] = -amp/2 + amp/2*( ( (i % freq_div) > freq_div/2 ) ? 1 : 0 );
};
rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
};
void soundbuf_sin(rs_soundbuf_t *snd, float freq) {
int i;
int amp = 19000;
for (i = 0; i < snd->length_samples; i++) {
snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin(freq*i) * amp;
};
rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
};
void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq) {
int i;
int amp = 19000;
for (i = 0; i < snd->length_samples; i++) {
snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin( ( (1.0 - 0.48*i/snd->length_samples) * freq ) *i) * amp;
};
rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
};
void soundbuf_play(rs_soundbuf_t *snd, int mode) {
rskos_snd_play(&snd->hbuf, mode);
};
void soundbuf_stop(rs_soundbuf_t *snd) {
rskos_snd_stop(&snd->hbuf);
};
void soundbuf_loop_check(rs_soundbuf_t *snd) {
rskos_snd_check_loop(&snd->hbuf);
};
unsigned char clamp_byte(int value) {
value = value * (1 - (value >> 31)); // negative to zero
return (value > 255) ? 255 : value;
};
void game_reg_init() {
game.player_x = 0;
game.player_y = 0;
game.tz = 0;
game.bg_color = COLOR_BLACK;
game.objs = malloc( sizeof(game_obj_t) * GAME_OBJS_MAX_COUNT );
game.status = STATUS_MENU;
game.window_scale = 2;
#ifndef RS_KOS
game.window_scale = 3;
window_scale_str[3] = '3';
#endif
game.keyboard_state = 0;
game.menu_index = 0;
game.menu_item_index = 0;
};
int is_key_pressed(int mask) {
return IS_BIT_SET(game.keyboard_state, mask) ? 1 : 0;
};
int seed = 0;
unsigned short rs_rand() {
seed += 1000;
seed %= 56789;
// from here, http://www.cplusplus.com/forum/general/85758/
// koef. changed
int n = rskos_get_time() + seed * 57 * 5; // no *2
n = (n << 13) ^ n;
return (n * (n * n * 15731 + 789221) + 1376312589) & 0xFFFF;
};
void GameInit() {
game_reg_init();
game.scaled_framebuffer = malloc(GAME_WIDTH*game.window_scale * GAME_HEIGHT*game.window_scale * 3);
DEBUG10f("scaled framebuffer: %d (window_scale = %d) \n", game.window_scale * GAME_WIDTH * GAME_HEIGHT * 3, game.window_scale);
game_font_init();
texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT);
texture_init(&game.tex, 64, 64);
rs_gen_init(1, 64);
rs_gen_func_set(0, 0.0);
rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0);
rs_gen_func_normalize(0, 0.0, 1.0);
rs_gen_func_posterize(0, 5);
rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 );
rs_gen_term();
texture_init(&game.tex_clouds, 128, 128);
rs_gen_init(1, 128);
rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
rs_gen_func_normalize(0, 0.0, 1.0);
rs_gen_func_posterize(0, 4);
rs_gen_func_normalize(0, 0.0, 0.50);
rs_gen_tex_out_rgba(0, 0, 0, -1, 0.9, 0.7, 0.5, 1.0);
memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 );
rs_gen_term();
texture_init(&game.tex_ground, GAME_WIDTH, 50);
int ship_size = 8;
// 16x8
unsigned char tex_ship1_mask[] = { 0x10, 0x58, 0x7C, 0x7C, 0x3E, 0x1E, 0xBE, 0xFE };
unsigned char tex_ship2_mask[] = { 0x7C, 0x7C, 0x7E, 0x7E, 0x3C, 0x3C, 0x1C, 0x18 };
unsigned char tex_ship1_overlay_mask[] = { 0x10, 0x18, 0x1C, 0x1C, 0x1C, 0x1C, 0x8C, 0x84 };
unsigned char tex_ship2_overlay_mask[] = { 0x00, 0x00, 0x20, 0x20, 0x30, 0x30, 0x10, 0x10 };
texture_init(&game.tex_ship[0], ship_size, ship_size);
rs_gen_init(2, ship_size);
rs_gen_func_perlin(0, 8, 5, 0.5, 111);
rs_gen_func_normalize(0, 0.0, 1.0);
rs_gen_func_posterize(0, 2);
rs_gen_func_mult_add_value(0, 0, 0.3, 0.7);
rs_gen_func_set(1, 1.0);
rs_gen_func_apply_mask(1, tex_ship1_mask);
// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
rs_gen_tex_out_rgba(0, 0, 0, 1, 0.8, 0.65, 0.66, 1.0);
memcpy(game.tex_ship[0].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
rs_gen_term();
texture_init(&game.tex_ship[1], ship_size, ship_size);
rs_gen_init(2, ship_size);
rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
rs_gen_func_normalize(0, 0.0, 1.0);
rs_gen_func_posterize(0, 2);
rs_gen_func_mult_add_value(0, 0, 0.1, 0.9);
rs_gen_func_set(1, 1.0);
rs_gen_func_apply_mask(1, tex_ship1_overlay_mask);
// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
rs_gen_tex_out_rgba(0, 0, 0, 1, 0.4, 0.3, 0.3, 1.0);
memcpy(game.tex_ship[1].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
rs_gen_term();
texture_init(&game.tex_ship[2], ship_size, ship_size);
rs_gen_init(2, ship_size);
rs_gen_func_perlin(0, 8, 5, 0.5, 111);
rs_gen_func_normalize(0, 0.0, 1.0);
rs_gen_func_posterize(0, 2);
rs_gen_func_mult_add_value(0, 0, 0.3, 0.7);
// rs_gen_func_set(0, 1.0);
rs_gen_func_set(1, 1.0);
rs_gen_func_apply_mask(1, tex_ship2_mask);
// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
rs_gen_tex_out_rgba(0, 0, 0, 1, 0.8, 0.65, 0.66, 1.0);
memcpy(game.tex_ship[2].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
rs_gen_term();
texture_init(&game.tex_ship[3], ship_size, ship_size);
rs_gen_init(2, ship_size);
rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
rs_gen_func_normalize(0, 0.0, 1.0);
rs_gen_func_posterize(0, 2);
rs_gen_func_mult_add_value(0, 0, 0.1, 0.9);
rs_gen_func_set(1, 1.0);
rs_gen_func_apply_mask(1, tex_ship2_overlay_mask);
// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
rs_gen_tex_out_rgba(0, 0, 0, 1, 0.4, 0.3, 0.2, 1.0);
memcpy(game.tex_ship[3].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
rs_gen_term();
texture_init(&game.tex_gui_line, GAME_WIDTH, 13);
int i;
for (i = 0; i < GAME_WIDTH*13; i++) {
( (unsigned int*) (game.tex_gui_line.data)) [i] = 0x668899AA;
};
int rock_size = 32;
rs_gen_init(3, rock_size);
for (i = 0; i < ROCKS_COUNT; i++) {
texture_init(&(game.tex_rocks[i]), rock_size, rock_size);
rs_gen_func_set(0, 0.0);
rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 2.5 + i%5);
rs_gen_func_perlin(2, 33, 4, 0.5, 350+i);
rs_gen_func_normalize(2, 0.0, 1.0);
rs_gen_func_posterize(2, 4);
rs_gen_func_cell(1, 410+i, 50, NULL, -2.0, 1.0, 1.0, 1.0, 0.0, 1.0);
rs_gen_func_posterize(1, 2);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_add(1, 1, 2, 1.0, 0.5);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_posterize(1, 4);
rs_gen_func_add(1, 0, 1, 1.0, 1.0);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_mult(1, 0, 1);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_posterize(1, 4);
rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
rs_gen_tex_out_rgba(1, 1, 1, -1, 0.5+ 0.03*(i%2), 0.7+ 0.03*(i%3) , 0.9, 1.0);
memcpy(game.tex_rocks[i].data, rs_gen_reg.tex_out, rock_size*rock_size*4 );
};
rs_gen_term();
rock_size = 16;
rs_gen_init(3, rock_size);
for (i = 0; i < MINIROCKS_COUNT; i++) {
texture_init(&(game.tex_minirocks[i]), rock_size, rock_size);
rs_gen_func_set(0, 0.0);
rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 2.5 + i%5);
rs_gen_func_perlin(2, 33, 4, 0.5, 350+i);
rs_gen_func_normalize(2, 0.0, 1.0);
rs_gen_func_posterize(2, 4);
rs_gen_func_cell(1, 410+i, 50, NULL, -2.0, 1.0, 1.0, 1.0, 0.0, 1.0);
rs_gen_func_posterize(1, 2);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_add(1, 1, 2, 1.0, 0.5);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_posterize(1, 4);
rs_gen_func_add(1, 0, 1, 1.0, 1.0);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_mult(1, 0, 1);
rs_gen_func_normalize(1, 0.0, 1.0);
rs_gen_func_posterize(1, 4);
rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
rs_gen_tex_out_rgba(1, 1, 1, -1, 0.7+ 0.01*(i%2), 0.7+ 0.01*(i%3) , 0.65, 1.0);
memcpy(game.tex_minirocks[i].data, rs_gen_reg.tex_out, rock_size*rock_size*4 );
};
rs_gen_term();
rs_gen_init(3, EXPLOSION_RADIUS*2);
for (i = 0; i < EXPLOSIONS_COUNT; i++) {
texture_init(&(game.tex_explosions[i]), EXPLOSION_RADIUS*2, EXPLOSION_RADIUS*2);
rs_gen_func_set(0, 1.0);
// rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0);
// rs_gen_func_set(0, 1.0);
rs_gen_func_perlin(2, 10 + i, 7, 0.5, 100 + i*1000);
rs_gen_func_normalize(2, 0.0, 1.0);
rs_gen_func_set(1, 0.0);
rs_gen_func_radial(1, 0.5, 0.5, 0.1 + 0.4*i/EXPLOSIONS_COUNT, 1.0 - 1.0*i/EXPLOSIONS_COUNT, 2.5 + i%5);
rs_gen_func_add(0, 0, 2, 1.0, -0.8);
rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0);
rs_gen_tex_out_rgba(0, 0, 0, 1, 0.5*i/EXPLOSIONS_COUNT, 1.0 - 0.7*i/EXPLOSIONS_COUNT, 1.0, 1.0);
memcpy(game.tex_explosions[i].data, rs_gen_reg.tex_out, EXPLOSION_RADIUS*2*EXPLOSION_RADIUS*2*4 );
};
rs_gen_term();
rs_gen_init(3, HUGE_EXPLOSION_RADIUS*2);
for (i = 0; i < HUGE_EXPLOSIONS_COUNT; i++) {
texture_init(&(game.tex_huge_explosions[i]), HUGE_EXPLOSION_RADIUS*2, HUGE_EXPLOSION_RADIUS*2);
rs_gen_func_set(0, 1.0);
// rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0);
// rs_gen_func_set(0, 1.0);
rs_gen_func_perlin(2, 10 + i, 7, 0.5, 500 + i*2000);
rs_gen_func_normalize(2, 0.0, 1.0);
rs_gen_func_set(1, 0.0);
rs_gen_func_radial(1, 0.5, 0.5, 0.1 + 0.4*i/HUGE_EXPLOSIONS_COUNT, 1.0 - 1.0*i/HUGE_EXPLOSIONS_COUNT, 2.5 + i%5);
rs_gen_func_add(0, 0, 2, 1.0, -0.8);
rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0);
rs_gen_tex_out_rgba(0, 0, 0, 1, 0.88*i/HUGE_EXPLOSIONS_COUNT, 0.8 - 0.8*i/HUGE_EXPLOSIONS_COUNT, 1.0, 1.0);
memcpy(game.tex_huge_explosions[i].data, rs_gen_reg.tex_out, HUGE_EXPLOSION_RADIUS*2*HUGE_EXPLOSION_RADIUS*2*4 );
};
rs_gen_term();
#ifndef RS_KOS
rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 2);
#endif
soundbuf_init(&game.sound_shoot, 1536);
rs_sgen_init(2, game.sound_shoot.length_samples);
rs_sgen_func_pm(1, 2900.0, 1.70, 65.0, 17.0, 1.0);
rs_sgen_func_normalize(1, 0.6);
// rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 4.0);
rs_sgen_func_highpass(0, 1, 1.0, 0.0, 3.0);
rs_sgen_wave_out(0);
memcpy(game.sound_shoot.data, (unsigned char*) rs_sgen_reg.wave_out, game.sound_shoot.length_samples*2 );
rs_sgen_term();
soundbuf_update(&game.sound_shoot);
soundbuf_init(&game.sound_turret_shoot, 4096);
rs_sgen_init(2, game.sound_turret_shoot.length_samples);
rs_sgen_func_pm(1, 227.0, 4.70, 555.0, 150.0, 0.01);
rs_sgen_func_normalize(1, 0.6);
// rs_sgen_func_highpass(0, 1, 1.0, 0.0, 3.0);
rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 3.0);
rs_sgen_wave_out(0);
memcpy(game.sound_turret_shoot.data, (unsigned char*) rs_sgen_reg.wave_out, game.sound_turret_shoot.length_samples*2 );
rs_sgen_term();
soundbuf_update(&game.sound_turret_shoot);
soundbuf_init(&game.sound_test2, 1024);
//soundbuf_fill(&game.sound_test2, 8, 40);
soundbuf_sin(&game.sound_test2, 0.48);
soundbuf_init(&game.sound_test3, 1024);
//soundbuf_fill(&game.sound_test3, 12, 60);
soundbuf_sin(&game.sound_test3, 0.24);
int soundlen = 55000;
// int freqs[SOUND_EXPLOSIONS_COUNT] = { 440, 523, 587, 698, 783, 880, 1046, 1174 };
for (i = 0; i < SOUND_EXPLOSIONS_COUNT; i++) {
soundbuf_init(&game.sound_explosions[i], soundlen);
rs_sgen_init(3, soundlen);
rs_sgen_func_noise(2, 1000);
//rs_sgen_func_phaser(0, 2, 0.9, 15.2 + 1.0*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 2000.0, 1.73);
rs_sgen_func_phaser(0, 2, 0.9, 16.2 + 0.5*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 900.0, 0.93);
rs_sgen_func_normalize(0, 1.0);
rs_sgen_func_lowpass(2, 0, 0.6, 0.0, 20.0);
rs_sgen_func_normalize(2, 0.5);
rs_sgen_wave_out(2);
memcpy(game.sound_explosions[i].data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2);
soundbuf_update(&game.sound_explosions[i]);
rs_sgen_term();
};
soundlen = 95000;
soundbuf_init(&game.sound_huge_explosion, soundlen);
rs_sgen_init(3, soundlen);
rs_sgen_func_noise(2, 1000);
//rs_sgen_func_phaser(0, 2, 0.9, 15.2 + 1.0*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 2000.0, 1.73);
rs_sgen_func_phaser(0, 2, 0.9, 16.2 + 0.5, 6.0, 3.0, 100.0, 0.53);
rs_sgen_func_normalize(0, 1.0);
rs_sgen_func_lowpass(2, 0, 0.8, 0.0, 10.0);
rs_sgen_func_normalize(2, 0.5);
rs_sgen_wave_out(2);
memcpy(game.sound_huge_explosion.data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2);
soundbuf_update(&game.sound_huge_explosion);
rs_sgen_term();
soundlen = 17888;
soundbuf_init(&game.sound_hit, soundlen);
rs_sgen_init(3, soundlen);
rs_sgen_func_noise(2, 1000);
rs_sgen_func_phaser(0, 2, 0.9, 11.5, 16.0, 13.0, 1300.0, 1.93);
rs_sgen_func_normalize(0, 1.0);
rs_sgen_func_highpass(2, 0, 1.0, 0.3, 20.0);
rs_sgen_func_normalize(2, 0.5);
rs_sgen_wave_out(2);
memcpy(game.sound_hit.data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2);
soundbuf_update(&game.sound_hit);
rs_sgen_term();
#define NOTE(i) ( 3 << ( (i)/12) ) / ( 24 - ( (i) % 12) )
int amp = 70;
int t_shift = 0;
int t;
soundlen = 128 * 1024;
soundbuf_init(&game.sound_music, soundlen);
for (t = t_shift; t < soundlen+t_shift; t++) {
game.sound_music.data[t-t_shift] = (0xFF &
(
((t>>11) | (t>>7) | ( t>>5) | (t))
)
) * amp;
};
soundbuf_update(&game.sound_music);
// int d[4] = { 5, 6, 1, 2 };
// soundbuf_init(&game.sound_music2, soundlen);
//
// for (t = t_shift; t < soundlen+t_shift; t++) {
//
//// y = 1 + (t & 16383);
//// x = (t * c[ (t>>13) & 3 ] / 24) & 127;
//
// game.sound_music2.data[t-t_shift] = (0xFF &
// (
// //( t*5 & t >> 7 ) | ( t*2 & t >> 10 )
//
// // ( ((t*t*t/1000000 + t) % 127) | t>>4 | t>>5 | (t%127) ) + ( (t>>16) | t )
//
//// ((t>>11) | (t>>7) | ( t>>5) | (t))
//// //+
//// //(( (t*5) >>12) & ( (t*3)>>19))
//
//// (3000 / y) * 35
//// + x*y*40000
//// + ( ( ((t>>8) & (t>>10)) | (t >> 14) | x) & 63 )
//
// // ( ((6 * t / d[ (t>>13) & 15 ] ) & 127) * 10000 )
// //|( ( t>>3 ) )
//
// (t*NOTE( d[ (t>>13) & 3 ] )*10000)
// | ((t>>6)*20000)
//
// )
//
// ) * amp;
// };
//
// soundbuf_update(&game.sound_music2);
soundbuf_play( &game.sound_music, SND_MODE_LOOP );
};
void GameTerm() {
DEBUG10("--- Game Term ---");
#ifndef RS_KOS
rs_audio_term();
#endif
game_font_term();
free(game.scaled_framebuffer);
free(game.objs);
texture_free(&game.framebuffer);
texture_free(&game.tex);
texture_free(&game.tex_clouds);
texture_free(&game.tex_ground);
texture_free(&game.tex_gui_line);
int i;
for (i = 0; i < ROCKS_COUNT; i++) {
texture_free(&game.tex_rocks[i]);
};
soundbuf_free(&game.sound_huge_explosion);
soundbuf_free(&game.sound_hit);
soundbuf_free(&game.sound_music);
for (i = 0; i < SOUND_EXPLOSIONS_COUNT; i++) {
soundbuf_free(&game.sound_explosions[i]);
};
soundbuf_free(&game.sound_shoot);
soundbuf_free(&game.sound_turret_shoot);
soundbuf_free(&game.sound_test2);
soundbuf_free(&game.sound_test3);
};
// ------------ #Event Functions ------------
void GameKeyDown(int key) {
switch (key) {
case RS_KEY_LEFT:
BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK);
break;
case RS_KEY_RIGHT:
BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK);
break;
case RS_KEY_UP:
BIT_SET(game.keyboard_state, RS_ARROW_UP_MASK);
break;
case RS_KEY_DOWN:
BIT_SET(game.keyboard_state, RS_ARROW_DOWN_MASK);
break;
case RS_KEY_A:
BIT_SET(game.keyboard_state, RS_ATTACK_KEY_MASK);
game.shoot_keypressed = 1;
// soundbuf_loop_check( &game.sound_music );
break;
case RS_KEY_SPACE:
soundbuf_play( &game.sound_huge_explosion, 0 );
break;
#ifdef RS_LINUX
case RS_KEY_Z:
// soundbuf_stop( &game.sound_music );
// soundbuf_play( &game.sound_music2, 0 );
game.stage = 7;
break;
#endif
};
if (game.status == STATUS_MENU) {
switch (key) {
case RS_KEY_LEFT:
BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK);
if ( (game.menu_index == MENU_SETTINGS) && (game.menu_item_index == MENU_ITEM_WINDOW_SCALE) ) {
game_change_window_scale(-1);
game_ding(1);
};
//PlayBuffer(hBuff, 0);
break;
case RS_KEY_RIGHT:
BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK);
if ( (game.menu_index == MENU_SETTINGS) && (game.menu_item_index == MENU_ITEM_WINDOW_SCALE) ) {
game_change_window_scale(1);
game_ding(1);
};
//StopBuffer(hBuff);
break;
case RS_KEY_UP:
BIT_SET(game.keyboard_state, RS_ARROW_UP_MASK);
menu_cursor_up();
//ResetBuffer(hBuff, 0);
break;
case RS_KEY_DOWN:
BIT_SET(game.keyboard_state, RS_ARROW_DOWN_MASK);
menu_cursor_down();
break;
case RS_KEY_RETURN:
menu_cursor_click();
break;
case RS_KEY_ESCAPE:
if (game.menu_index != MENU_PAUSE) {
menu_open(0);
}
else {
game.status = STATUS_PLAYING;
return;
};
break;
};
};
if (game.status == STATUS_PLAYING) {
switch (key) {
case RS_KEY_ESCAPE:
game.status = STATUS_MENU;
menu_open(MENU_PAUSE);
break;
case RS_KEY_SPACE:
//game_obj_add( game_obj( OBJ_EXPLOSION, 0, 0, 0, game.tx + 80, game.ty - 10, 0, 0.0 ) );
// game_obj_add( game_obj( OBJ_ROCK, 0, 0, 32, game.tx + 80, game.ty - 10, 0, 0.0 ) );
break;
};
};
};
void GameKeyUp(int key) {
switch (key) {
case RS_KEY_LEFT:
BIT_CLEAR(game.keyboard_state, RS_ARROW_LEFT_MASK);
break;
case RS_KEY_RIGHT:
BIT_CLEAR(game.keyboard_state, RS_ARROW_RIGHT_MASK);
break;
case RS_KEY_UP:
BIT_CLEAR(game.keyboard_state, RS_ARROW_UP_MASK);
break;
case RS_KEY_DOWN:
BIT_CLEAR(game.keyboard_state, RS_ARROW_DOWN_MASK);
break;
case RS_KEY_A:
BIT_CLEAR(game.keyboard_state, RS_ATTACK_KEY_MASK);
break;
};
};
void GameMouseDown(int x, int y) {
// game.tx = x;
// game.ty = y;
DEBUG10f("Mouse Down %d, %d \n", x, y);
};
void GameMouseUp(int x, int y) {
//
};
void game_change_window_scale(int d) {
int scale = window_scale_str[3] - '0';
unsigned int w;
unsigned int h;
rskos_get_screen_size(&w, &h);
int max_scale = (w-20)/GAME_WIDTH;
if ( (h-20)/GAME_HEIGHT < max_scale ) {
max_scale = (h-20)/GAME_HEIGHT;
};
scale += d;
if ( scale > max_scale) {
scale = 1;
}
else if (scale < 1) {
scale = max_scale;
};
game.window_scale = scale;
free(game.scaled_framebuffer);
game.scaled_framebuffer = malloc(GAME_WIDTH*game.window_scale * GAME_HEIGHT*game.window_scale * 3);
rskos_resize_window( GAME_WIDTH * scale, GAME_HEIGHT * scale );
window_scale_str[3] = scale + '0';
};
void game_ding(int i) {
switch (i) {
case 0:
soundbuf_play(&game.sound_test2, 0);
break;
case 1:
soundbuf_play(&game.sound_test3, 0);
break;
};
};