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gamestate.c
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gamestate.c
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#include <gb/gb.h>
#include "defines.h"
#include "gamestate.h"
#include "background1.h"
#include "background2.h"
#include "background3.h"
#include "background4.h"
#include "data/bg/pause_bg.h"
#include "win1.h"
#include "win2.h"
#include "win3.h"
#include "win4.h"
#include "pause_cloud1.h"
#include "pause_cloud2.h"
#include "mmlgb/driver/music.h"
UBYTE vbl_count;
UBYTE ticks, paused, timer;
UBYTE gamestate, scene_state;
UBYTE level, levels_completed;
UBYTE selection, sub_selection;
UBYTE joystate, oldjoystate;
UBYTE next_sprite, sprites_used;
UBYTE elapsed_time, elapsed_minutes, remaining_time, kills;
UBYTE last_highscore_level, last_highscore_slot;
UBYTE last_progress;
UBYTE game_bank, music_bank;
UBYTE ending_flags;
UBYTE unlocked_bits;
UBYTE scroll_x, scroll_y;
UBYTE player_x, player_y;
UBYTE player_xdir, player_ydir;
UBYTE player_xspeed, player_yspeed, player_bounce;
UBYTE cat_x, cat_y, cat_frame;
UBYTE arrow_offset1, arrow_offset2;
UBYTE player_skin;
UBYTE show_dashcounter;
UBYTE circle_index;
UBYTE next_spawn, next_clock;
UBYTE next_entity;
UBYTE entity_x[MAX_ENTITIES];
UBYTE entity_y[MAX_ENTITIES];
UBYTE entity_type[MAX_ENTITIES];
UBYTE entity_dir[MAX_ENTITIES];
const UBYTE level_names[7][6] = {
{22U, 25U, 13U, 21U, 15U, 14U}, // "LOCKED"
{26U, 22U, 11U, 19U, 24U, 29U}, // "PLAINS"
{13U, 22U, 25U, 31U, 14U, 29U}, // "CLOUDS"
{29U, 26U, 11U, 13U, 15U, 10U}, // "SPACE "
{14U, 28U, 15U, 11U, 23U, 10U}, // "DREAM "
{23U, 31U, 29U, 19U, 13U, 10U}, // "MUSIC "
{29U, 13U, 25U, 28U, 15U, 29U} // "SCORES"
};
const UBYTE level_max_time[4] = { 56U, 56U, 64U, 64U };
const UBYTE level_tiers[4][4] = {
{125U, 115U, 90U, 0U},
{110U, 95U, 80U, 0U},
{100U, 90U, 80U, 0U},
{ 85U, 80U, 70U, 0U}
};
const UBYTE rank_letters[4] = {29U, 11U, 12U, 13U};
const UBYTE entity_sprites[10] = {
0, // E_NONE
// Hazards
9*4, // E_SPIKES
19*4, // E_FIREBALL
// Enemies
17*4, // E_ALIEN
13*4, // E_BAT
11*4, // E_BIRD
15*4, // E_GHOST
// Powerups
21*4, // E_CLOCK
// Special
29*4, // E_PORTAL
27*4 // E_CLOUD
};
UBYTE getRank(UBYTE score, UBYTE level) {
UBYTE i;
for(i = 0U; i != 4U; ++i) {
if(score >= level_tiers[level-1U][i]) break;
}
return i;
}
void setGameBank(UBYTE i) {
game_bank = i;
SWITCH_ROM_MBC1(i);
}
void setMusicBank(UBYTE i) {
music_bank = i;
}
void playMusic(UBYTE *data) {
SWITCH_ROM_MBC1(music_bank);
mus_init(data);
SWITCH_ROM_MBC1(game_bank);
}
void updateMusic() {
SWITCH_ROM_MBC1(music_bank);
mus_update();
SWITCH_ROM_MBC1(game_bank);
}
void stopMusic() {
mus_setPaused(1U);
}
void clearSprites() {
UBYTE i;
for(i = 0U; i < 40U; ++i) move_sprite(i, 0U, 0U);
sprites_used = 0U;
next_sprite = 0U;
}
void updateJoystate() {
oldjoystate = joystate;
joystate = joypad();
}
void setSprite(UBYTE x, UBYTE y, UBYTE tile, UBYTE prop) {
move_sprite(next_sprite, x, y);
set_sprite_tile(next_sprite, tile);
set_sprite_prop(next_sprite, prop);
sprites_used++;
next_sprite++;
if(next_sprite == 40U) next_sprite = 0U;
}
void clearRemainingSprites() {
for(; sprites_used != 40U; ++sprites_used) {
move_sprite(next_sprite++, 0, 0);
if(next_sprite == 40U) next_sprite = 0U;
}
sprites_used = 0U;
}
void setIngameBackground(UBYTE level) {
SWITCH_ROM_MBC1(GAME_BACKGROUNDS_BANK);
switch(level) {
case 1U:
set_bkg_data_rle(background1_tiles_offset, background1_data_length, background1_data);
set_bkg_tiles_rle(0U, 0U, background1_tiles_width, background1_tiles_height, background1_tiles);
break;
case 2U:
set_bkg_data_rle(background2_tiles_offset, background2_data_length, background2_data);
set_bkg_tiles_rle(0U, 0U, background2_tiles_width, background2_tiles_height, background2_tiles);
break;
case 3U:
set_bkg_data_rle(background3_tiles_offset, background3_data_length, background3_data);
set_bkg_tiles_rle(0U, 0U, background3_tiles_width, background3_tiles_height, background3_tiles);
break;
case 4U:
set_bkg_data_rle(background4_tiles_offset, background4_data_length, background4_data);
set_bkg_tiles_rle(0U, 0U, background4_tiles_width, background4_tiles_height, background4_tiles);
break;
case 255U: // pause menu
set_bkg_data_rle(pause_bg_tiles_offset, pause_bg_data_length, pause_bg_data);
set_bkg_tiles_rle(0U, 0U, pause_bg_tiles_width, pause_bg_tiles_height, pause_bg_tiles);
break;
}
SWITCH_ROM_MBC1(game_bank);
}
void setWinscreenBackground(UBYTE level) {
SWITCH_ROM_MBC1(WINSCREEN_BACKGROUNDS_BANK);
switch(level) {
case 1:
set_bkg_data_rle(win1_tiles_offset, win1_data_length, win1_data);
set_bkg_tiles_rle(8U, 3U, win1_tiles_width, win1_tiles_height, win1_tiles);
break;
case 2:
set_bkg_data_rle(win2_tiles_offset, win2_data_length, win2_data);
set_bkg_tiles_rle(8U, 3U, win2_tiles_width, win2_tiles_height, win2_tiles);
break;
case 3:
set_bkg_data_rle(win3_tiles_offset, win3_data_length, win3_data);
set_bkg_tiles_rle(8U, 3U, win3_tiles_width, win3_tiles_height, win3_tiles);
break;
case 4:
set_bkg_data_rle(win4_tiles_offset, win4_data_length, win4_data);
set_bkg_tiles_rle(8U, 3U, win4_tiles_width, win4_tiles_height, win4_tiles);
break;
}
SWITCH_ROM_MBC1(game_bank);
}
void setCloudAnimation(UBYTE skin) {
SWITCH_ROM_MBC1(CLOUD_ANIMATIONS_BANK);
switch(skin) {
case 1U:
set_sprite_data(0U, pause_cloud1_data_length, pause_cloud1_data);
break;
case 2U:
set_sprite_data(0U, pause_cloud2_data_length, pause_cloud2_data);
break;
}
SWITCH_ROM_MBC1(game_bank);
}
void set_bkg_data_rle(UBYTE first, UBYTE n, UBYTE *data) {
UBYTE i, j, run, tile;
UBYTE block[16];
run = 0U;
for(i = first; i != first+n; ++i) {
for(j = 0U; j != 16U; ++j) {
if(run == 0U) {
tile = data[0];
if(data[0] == data[1]) {
run = data[2];
data += 3U;
} else {
run = 1U;
data++;
}
}
block[j] = tile;
run--;
}
set_bkg_data(i, 1U, block);
}
}
void set_bkg_tiles_rle(UBYTE x, UBYTE y, UBYTE width, UBYTE height, UBYTE *tiles) {
UBYTE ix, iy, run, tile;
run = 0U;
for(iy = y; iy != y+height; ++iy) {
for(ix = x; ix != x+width; ++ix) {
if(run == 0U) {
tile = tiles[0];
if(tiles[0] == tiles[1]) {
run = tiles[2];
tiles += 3U;
} else {
run = 1U;
tiles++;
}
}
set_bkg_tiles(ix, iy, 1U, 1U, &tile);
run--;
}
}
}