/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * * Originally written by Syn9 in FreeBASIC with SDL * http://syn9.thehideoutgames.com/index_backup.php * * Ported to plain C for GCW-Zero handheld by Dmitry Smagin * http://github.com/dmitrysmagin/griffon_legend * * * Programming/Graphics: Daniel "Syn9" Kennedy * Music/Sound effects: David Turner * * Beta testing and gameplay design help: * Deleter, Cha0s, Aether Fox, and Kiz * */ #include "griffon/griffon.h" #include "griffon/console.h" #include "common/system.h" namespace Griffon { void Player::reset() { px = 0; py = 0; opx = 0; opy = 0; walkDir = 0; walkFrame = 0; walkSpeed = 0; attackFrame = 0; attackSpeed = 0; hp = 0; maxHp = 0; hpflash = 0; level = 0; maxLevel = 0; sword = 0; shield = 0; armour = 0; for (int i = 0; i < 5; i++) { foundSpell[i] = 0; spellCharge[i] = 0; inventory[i] = 0; } attackStrength = 0; spellDamage = 0; swordDamage = 0; exp = 0; nextLevel = 0; } // copypaste from hRnd_CRT() float GriffonEngine::RND() { /* return between 0 and 1 (but never 1) */ return (float)_rnd->getRandomNumber(32767) * (1.0f / 32768.0f); } void GriffonEngine::mainLoop() { swash(); if (_pmenu) { haltSoundChannel(_menuChannel); _pmenu = false; } _gameMode = kGameModePlay; do { if (!_forcePause) { updateAnims(); updateNPCs(); } checkTrigger(); checkInputs(); if (!_forcePause) handleWalking(); updateY(); drawView(); updateMusic(); _console->onFrame(); updateEngine(); } while (!_shouldQuit && _gameMode == kGameModePlay); } void GriffonEngine::updateEngine() { g_system->updateScreen(); _ticksPassed = _ticks; _ticks = g_system->getMillis(); _ticksPassed = _ticks - _ticksPassed; _fpsr = (float)_ticksPassed / 24.0; _fp++; if (_ticks > _nextTicks) { _nextTicks = _ticks + 1000; _fps = _fp; _fp = 0; _secsInGame = _secsInGame + 1; } if (_attacking) { _player.attackFrame += _player.attackSpeed * _fpsr; if (_player.attackFrame >= 16) { _attacking = false; _player.attackFrame = 0; _player.walkFrame = 0; } int pa = (int)(_player.attackFrame); for (int i = 0; i <= pa; i++) { if (!_playerAttackOfs[_player.walkDir][i].completed) { _playerAttackOfs[_player.walkDir][i].completed = true; float opx = _player.px; float opy = _player.py; _player.px += _playerAttackOfs[_player.walkDir][i].x; _player.py += _playerAttackOfs[_player.walkDir][i].y; int sx = (int)(_player.px / 2 + 6); int sy = (int)(_player.py / 2 + 10); uint32 *temp = (uint32 *)_clipBg->getBasePtr(sx, sy); uint32 bgc = *temp; if (bgc > 0) { _player.px = opx; _player.py = opy; } } } _player.opx = _player.px; _player.opy = _player.py; checkHit(); if (_gameMode != kGameModePlay) return; } for (int i = 0; i < kMaxFloat; i++) { if (_floatText[i].framesLeft > 0) { float spd = 0.5 * _fpsr; _floatText[i].framesLeft -= spd; _floatText[i].y -= spd; if (_floatText[i].framesLeft < 0) _floatText[i].framesLeft = 0; } if (_floatIcon[i].framesLeft > 0) { float spd = 0.5 * _fpsr; _floatIcon[i].framesLeft -= spd; _floatIcon[i].y -= spd; if (_floatIcon[i].framesLeft < 0) _floatIcon[i].framesLeft = 0; } } if (_player.level == _player.maxLevel) _player.exp = 0; if (_player.exp >= _player.nextLevel) { _player.level = _player.level + 1; addFloatText("LEVEL UP!", _player.px + 16 - 36, _player.py + 16, 3); _player.exp = _player.exp - _player.nextLevel; _player.nextLevel = _player.nextLevel * 3 / 2; // 1.5 _player.maxHp = _player.maxHp + _player.level * 3; if (_player.maxHp > 999) _player.maxHp = 999; _player.hp = _player.maxHp; _player.swordDamage = _player.level * 14 / 10; _player.spellDamage = _player.level * 13 / 10; if (config.effects) { int snd = playSound(_sfx[kSndPowerUp]); setChannelVolume(snd, config.effectsVol); } } _clipBg->copyRectToSurface(_clipBg2->getPixels(), _clipBg2->pitch, 0, 0, _clipBg2->w, _clipBg2->h); Common::Rect rc; rc.left = _player.px - 2; rc.top = _player.py - 2; rc.setWidth(5); rc.setHeight(5); _clipBg->fillRect(rc, 1000); if (!_forcePause) { for (int i = 0; i < 5; i++) { if (_player.foundSpell[i]) _player.spellCharge[i] += 1 * _player.level * 0.01 * _fpsr; if (_player.spellCharge[i] > 100) _player.spellCharge[i] = 100; } if (_player.foundSpell[0]) { _player.spellStrength += 3 * _player.level * .01 * _fpsr; } _player.attackStrength += (30 + 3 * (float)_player.level) / 50 * _fpsr; } if (_player.attackStrength > 100) _player.attackStrength = 100; if (_player.spellStrength > 100) _player.spellStrength = 100; _itemyloc += 0.75 * _fpsr; while (_itemyloc >= 16) _itemyloc -= 16; if (_player.hp <= 0) { theEnd(); _gameMode = kGameModeIntro; return; } if (_roomLock) { _roomLock = false; for (int i = 1; i <= _lastNpc; i++) if (_npcInfo[i].hp > 0) _roomLock = true; } _cloudAngle += 0.1 * _fpsr; while (_cloudAngle >= 360) _cloudAngle = _cloudAngle - 360; _player.hpflash = _player.hpflash + 0.1 * _fpsr; if (_player.hpflash >= 2) { _player.hpflash = 0; _player.hpflashb = _player.hpflashb + 1; if (_player.hpflashb == 2) _player.hpflashb = 0; if (config.effects && _player.hpflashb == 0 && _player.hp < _player.maxHp / 4) { int snd = playSound(_sfx[kSndBeep]); setChannelVolume(snd, config.effectsVol); } } // _cloudsOn = false if (_itemSelOn) _player.itemselshade = _player.itemselshade + 2 * _fpsr; if (_player.itemselshade > 24) _player.itemselshade = 24; for (int i = 0; i <= 4; i++) if (_player.inventory[i] > 9) _player.inventory[i] = 9; } void GriffonEngine::newGame() { intro(); if (_shouldQuit) return; _player.reset(); _playera.reset(); memset(_scriptFlag, 0, sizeof(_scriptFlag)); memset(_objectMapFull, 0, sizeof(_objectMapFull)); memset(_roomLocks, 0, sizeof(_roomLocks)); _roomLocks[66] = 2; _roomLocks[24] = 2; _roomLocks[17] = 1; _roomLocks[34] = 1; _roomLocks[50] = 1; _roomLocks[73] = 1; _roomLocks[82] = 2; _player.walkSpeed = 1.1f; _animSpeed = 0.5f; _attacking = false; _player.attackSpeed = 1.5f; _player.sword = 1; _player.level = 1; _player.maxLevel = 22; _player.nextLevel = 50; _player.shield = 1; _player.armour = 1; _player.hp = 14; _player.maxHp = _player.hp; _player.swordDamage = _player.level * 2; _player.spellDamage = _player.level * 3 / 2; _player.px = 15 * 16 - 4; _player.py = 6 * 16 - 4; _player.walkDir = 1; _playingGardens = false; _playingBoss = false; _player.spellStrength = 0; loadMap(2); mainLoop(); } } // end of namespace Griffon