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populous_misc.cpp
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#include "Populous.h"
#include "Object.h"
#include "SafeProgramming.h"
#include <windows.h>
#include "GraphicsClasses.h"
#include "SoundSystem.h"
#include "Controls.h"
#include "Platform.h"
#include "Preferences.h"
#include "Localization.h"
// ----
// Take a screen shot.
void CPopulous::TakePicture()
{
SYSTEMTIME picTime;
GetSystemTime(&picTime);
char convert[256];
sprintf(convert,
"%d%d%d-%d%d%d%d.tga",
picTime.wYear,
picTime.wMonth,
picTime.wDay,
picTime.wHour,
picTime.wMinute,
picTime.wSecond,
picTime.wMilliseconds);
CString Path = ThePlatform->GetPath(EP_Snapshot);
Path += convert;
//#ifdef NOT_FINAL_BUILD
// GraphicsRef->StartDraw();
// GraphicsRef->SaveScreen(&Path);
// GraphicsRef->EndDraw();
//#endif
}
int CPopulous::newrand()
{
long r0 = seed;
r0 = 9377 * r0;
r0 = r0 + 9439;
r0 = r0 & 0x7FFF;
seed = r0;
return r0;
}
void CPopulous::SetRandomNumbers()
{
//Re-seeds the random number table at launch based on the system time
SYSTEMTIME Time;
GetSystemTime(&Time);
int TimeInSecs = 0;
TimeInSecs += ((Time.wYear * 60 * 60 * 24 * 32 * 14));
TimeInSecs += ((Time.wMonth * 60 * 60 * 24 * 32));
TimeInSecs += ((Time.wDay * 60 * 60 * 24));
TimeInSecs += ((Time.wHour * 60 * 60));
TimeInSecs += ((Time.wMinute * 60));
TimeInSecs += ((Time.wSecond));
srand(TimeInSecs);
for (int i = 0; i < 300; i++)
{
RandomArray[i] = rand(); // Values in the range 0->255. //thank you are ........
}
RandomArrayLoc = 0;
}
int CPopulous::check_life(int player, int position)
{
//; r0 player
//; r1 at position
//; returns
//; r0 town type
long r0, r1, r2, r3, r4, r5, r6, r7;
UBYTE *r10, *r11;
SHORT *r12;
// Re name our parameters
r0 = player;
r1 = position;
// MOV r2,r1
r2 = r1; // Ok
// MOV r4,#0
// MOV r5,#0
// ADD r6,r0,#FARM_BLOCK
r4 = 0; // Ok
r5 = 0; // Ok
r6 = r0 + FARM_BLOCK; // Ok
// LDR r10,%0 ; pointer to map_blk
// LDR r11,%1 ; pointer to map_bk2
// LDR r12,%2 ; pointer to vector
r10 = map_blk; // Ok
r11 = map_bk2; // Ok
r12 = offset_vector; // Ok
// MOV r7,#0
r7 = 0; // Ok
// LDR r8,%3 ; pointer to all_of_city var
// STRB r7,[r8,#0]
// STRB r7,[r8,#1]
all_of_city = 0; // Ok
// LDR r8,%4 ; pointer to a_flat_block var
// STRB r7,[r8,#0]
// STRB r7,[r8,#1]
a_flat_block = 0; // Ok
life_loop:
// LDRB r7,[r12],#1
// LDRB r8,[r12],#1
// ORR r3,r7,r8,LSL#8
// MOV r3,r3,ASL#16
// MOV r3,r3,ASR#16
r3 = *r12; // Ok
r12++; // Ok
// r3 = r3 << 16; // Ok
// r3 = r3 >> 16; // Ok
if ((r3 >> 15) & 0x01)
r3 = 0xFFFF0000 | (r3 & 0xFFFF);
// MOV r0,r2
// MOV r1,r3
r0 = r2; // Ok
r1 = r3; // Ok
// BL valid_move
r0 = valid_move(r0, r1); // Ok
// TEQ r0,#0
// BEQ land_ok
if ((r0 ^ 0) == 0) // Ok
goto land_ok; // Ok
// CMP r0,#2
// BNE end_of_loop
if (r0 != 2) // Ok
goto end_of_loop; // Ok
// ADD r4,r4,#ROCK_LAND_FOOD
r4 += ROCK_LAND_FOOD; // Ok
// B end_of_loop
goto end_of_loop; // Ok
land_ok:
// ADD r3,r3,r2
r3 += r2; // Ok
// LDRB r7,[r10,r3]
r7 = *(r10 + r3); // Ok
// CMP r6,r7
// BEQ add_farm_land
if (r6 == r7) // Ok
goto add_farm_land; // Ok
// CMP r7,#FLAT_BLOCK
// BNE no_add_flat_land
if (r7 != FLAT_BLOCK) // Ok
goto no_add_flat_land; // Ok
// MOV r7,#1
r7 = 1; // Ok
// LDR r8,%4 ; pointer to a_flat_block var
// STRB r7,[r8,#0]
// MOV r7,r7,LSR#8
// STRB r7,[r8,#1]
a_flat_block = r7; // Ok
add_farm_land:
// TEQ r4,#0
// BNE food_already_set
if ((r4 ^ 0) != 0) // Ok
goto food_already_set; // Ok
// MOV r4,#START_FOOD
r4 = START_FOOD; // Ok
food_already_set:
// ADD r4,r4,#FLAT_LAND_FOOD
r4 += FLAT_LAND_FOOD; // Ok
// B check_for_city
goto check_for_city; // Ok
no_add_flat_land:
// TEQ r5,#0
// BNE check_for_city
if ((r5 ^ 0) != 0) // Ok
goto check_for_city; // Ok
// MOVS r0,#0
// LDMFD sp!,{r1-r12,pc}
return 0; // Ok
check_for_city:
// LDRB r1,[r11,r3]
r1 = *(r11 + r3); // Ok
// CMP r5,#9
// BGE no_city_here
if (r5 >= 9) // Ok
goto no_city_here; // Ok
// LDRB r7,[r11,r2]
r7 = *(r11 + r2); // Ok
// CMP r7,#CITY_CENTRE
// BNE no_city_here
if (r7 != CITY_CENTRE) // Ok
goto no_city_here; // Ok
// CMP r1,#CITY_TOWER
// BLT no_city_here
if (r1 < CITY_TOWER) // Ok
goto no_city_here; // Ok
// CMP r1,#CITY_WALL2
// BGT no_city_here
if (r1 > CITY_WALL2) // Ok
goto no_city_here; // Ok
// LDR r8,%3 ; pointer to all_of_city var
// LDRB r7,[r8,#0]
// LDRB r8,[r8,#1]
// ORR r7,r7,r8,LSL#8
// MOV r7,r7,ASL#16
// MOV r7,r7,ASR#16
// ADD r7,r7,#1
// LDR r8,%3 ; pointer to all_of_city var
// STRB r7,[r8,#0]
// MOV r7,r7,LSR#8
// STRB r7,[r8,#0]
all_of_city++; // Ok
// B end_of_loop
goto end_of_loop; // Ok
no_city_here:
// TEQ r5,#0
// BEQ end_of_loop
if ((r5 ^ 0) == 0) // Ok
goto end_of_loop; // Ok
// CMP r1,#FIRST_TOWN
// BLE end_of_loop
if (r1 <= FIRST_TOWN) // are: corrected // Ok
goto end_of_loop; // Ok
// CMP r1,#CITY_WALL2
// BGT end_of_loop
if (r1 > CITY_WALL2) // Ok
goto end_of_loop; // Ok
// MOVS r0,#0
// LDMFD sp!,{r1-r12,pc}
return 0; // Ok
end_of_loop:
// ADD r5,r5,#1
r5++; // Ok
// CMP r5,#17
// BNE life_loop
if (r5 != 17) // Ok
goto life_loop; // Ok
// CMP r4,#START_FOOD-FLAT_LAND_FOOD
// BGE food_not_small
if (r4 >= (START_FOOD - FLAT_LAND_FOOD)) // Ok
goto food_not_small; // Ok
// MOV r4,#0
r4 = 0; // Ok
food_not_small:
// LDR r7,%5
r7 = MAX_FOOD; // Ok
// CMP r4,r7
// BNE not_a_city
if (r4 != r7) // Ok
goto not_a_city; // Ok
// LDR r4,%6
r4 = CITY_FOOD; // Ok
not_a_city:
// MOVS r0,r4
// LDMFD sp!,{r1-r12,pc}
return r4; // Ok
/*
0
DCD map_blk
1
DCD map_bk2
2
DCD offset_vector
3
DCD all_of_city
4
DCD a_flat_block
5
DCD MAX_FOOD
6
DCD CITY_FOOD
*/
/*
int amountOfFood = 0;
int PosToCheck = 0;
int validMoveRet = 0;
all_of_city = 0;
a_flat_block = 0;
for(int r5 = 0; r5<17; r5++)
{
PosToCheck = abs(offset_vector[r5] + position);
validMoveRet = valid_move(position, PosToCheck);
if(validMoveRet != 0)
{
if(validMoveRet == 2)
{
amountOfFood += ROCK_LAND_FOOD;
}
}
else
{
//land ok
if(map_blk[PosToCheck] != FARM_BLOCK)
{
if(map_blk[PosToCheck] == FLAT_BLOCK)
{
a_flat_block = 1;
}
else
{
if(r5 == 0)
{
amountOfFood = 0;
}
}
if(amountOfFood == 0)
{
amountOfFood = START_FOOD;
}
amountOfFood += FLAT_LAND_FOOD;
}
else
{
if(amountOfFood == 0)
{
amountOfFood = START_FOOD;
}
amountOfFood += FLAT_LAND_FOOD;
}
//check for city
if( (r5 < 9)
&& (map_bk2[PosToCheck] == CITY_CENTRE)
&& (map_bk2[position] > CITY_TOWER)
&& (map_bk2[position] < CITY_WALL2) )
{
abs(PosToCheck++);
all_of_city = 1;
}
else
{
if( (r5 != 0)
&& (map_bk2[PosToCheck] != FIRST_TOWN)
&& (map_bk2[PosToCheck] != CITY_WALL2) )
{
amountOfFood += FLAT_LAND_FOOD;
}
}
}
}
if(amountOfFood <= START_FOOD-FLAT_LAND_FOOD)
{
amountOfFood = FLAT_LAND_FOOD;
}
if(amountOfFood <= MAX_FOOD)
{
amountOfFood = CITY_FOOD;
}
return amountOfFood;
*/
}
int CPopulous::valid_move(int Pos, int PosToCheck)
{
long r0, r1, r2, r3, r4, r5;
UBYTE *r12;
r0 = Pos;
r1 = PosToCheck;
//; r0 at position
//; r1 to position
//; returns
//; r0 move number
// MOV r2,r0
// MOV r3,r1
// MOV r0,#0
r2 = r0;
r3 = r1;
r0 = 0;
// TEQ r3,#0
// BEQ the_end
if ((r3 ^ 0) == 0)
goto the_end;
// MOV r4,r2
r4 = r2;
// ADDS r4,r4,r3
r4 += r3;
// BLT return_one
if (r4 < 0)
goto return_one;
// CMP r4,#MAP_WIDTH*MAP_HEIGHT
// BGE return_one
if (r4 >= (MAP_WIDTH*MAP_HEIGHT))
goto return_one;
// AND r3,r3,#63
r3 = r3 & 63;
//ODI(r3);
// CMP r3,#3
// BLE no_to_change
if (r3 <= 3)
goto no_to_change;
// ORR r3,r3,#2_11000000
r3 = r3 | 0xC0;//11000000
// MOV r3,r3,ASL#24
// MOV r3,r3,ASR#24
// Hmmm.
//r3 = r3 << 24;
//r3 = r3 >> 24;
r3 = 0xFFFFFF00 | (r3 & 0xFF);
no_to_change:
// AND r2,r2,#63
r2 = r2 & 63;
// ADDS r3,r3,r2
r3 += r2;
// BLT return_one
if (r3 < 0) // Erm...
goto return_one;
// CMP r3,#63
// BGT return_one
if (r3 > 63)
goto return_one;
// LDR r12,%0 ; pointer to map_blk
r12 = map_blk;
// MOV r4,r4,ASL#16
// MOV r4,r4,ASR#16
// ADD r12,r12,r4
r12 += r4;
// LDRB r5,[r12]
r5 = *r12;
// CMP r5,#ROCK_BLOCK
// BEQ return_two
if (r5 == ROCK_BLOCK)
goto return_two;
// CMP r5,#WATER_BLOCK
// BEQ return_three
if (r5 == WATER_BLOCK)
goto return_three;
// B the_end
goto the_end;
return_one:
// MOV r0,#1
r0 = 1;
// B the_end
goto the_end;
return_two:
// MOV r0,#2
r0 = 2;
// B the_end
goto the_end;
return_three:
// MOV r0,#3
r0 = 3;
the_end:
// TEQ r0,#0
// LDMFD sp!,{r1-r12,pc}
return r0;
/*
0
DCD map_blk
*/
/*
if(PosToCheck == 0)
{
return 0;
}
if( (Pos + PosToCheck) < Pos)
{
return 1;
}
if(PosToCheck >= MAP_WIDTH*MAP_HEIGHT)
{
return 1;
}
if(Pos < 0)
{
return 1;
}
if(map_blk[PosToCheck] == ROCK_BLOCK)
{
return 2;
}
if(map_blk[PosToCheck] == WATER_BLOCK)
{
return 3;
}
return 0;
*/
}
// ----
// This method is effectively the DrawString of the
// Populous world. This is now implemented as a wrapper to
// our underlying graphical routines.
void CPopulous::text(int _Screen,
int _XPos,
int _YPos,
UBYTE *_String)
{
if (!_String)
return;
GraphicsRef->SetActiveScreen(_Screen);
//ODS("0. String: "); ODSAN(_String);
//ODS("0. Path: "); ODCSN(ThePlatform->GetPath(EP_Data));
// Convert string and render it.
TempString.AssignAsData((char*)_String);
//ODS("1. String: "); ODSAN(_String);
//ODS("1. Path: "); ODCSN(ThePlatform->GetPath(EP_Data));
GraphicsRef->DrawString(StandardFont,
&TempString,
_XPos,
_YPos);
//ODS("2. String: "); ODSAN(_String);
//ODS("2. Path: "); ODCSN(ThePlatform->GetPath(EP_Data));
}
// ----
// Not exactly sure what this is supposed to do, or how I'm
// gonna change the code around where it is called.
int CPopulous::keyboard()
{
POINT* mouse;
TCHAR Char;
DWORD KeyData;
inkey = 0;
asckey = 0;
if (ControllerRef->GetChar(&Char, &KeyData))
{
// Eat up all the key presses, bar the very last one.
while (ControllerRef->GetChar(&Char, &KeyData));
asckey = Char & 0xFF;
// Convert lower to upper case.
if (asckey >= (65 + 32))
asckey -= 32;
// Eliminate nonalpha chars.
if ( (asckey < 65)
|| (asckey >= (65 + 26)))
asckey = 0;
// Want enter key
if (Char == 13)
asckey = Char;
}
else
{
mouse = ControllerRef->GetMousePosition();
if ( (ControllerRef->IsButtonPressedDB(MouseSelect))
&& (mouse->y >= 200)
&& (mouse->y < 240))
{
if (mouse->y < 220)
{
if ((mouse->x / 20) < 13)
asckey = 'A' + (mouse->x / 20);
else
{
if ( ((mouse->x / 20) == 13)
|| ((mouse->x / 20) == 14))
asckey = 127;
else
asckey = 13;
}
}
else
{
if ((mouse->x / 20) < 13)
asckey = 'N' + (mouse->x / 20);
else
{
if ( ((mouse->x / 20) == 13)
|| ((mouse->x / 20) == 14))
shift = true;
else
asckey = 13;
}
}
}
}
return asckey;
}
// ----
// A wrapper that allows for the plotting of a single pixel.
void CPopulous::pixel(int _Screen, int _XPos, int _YPos, int _Colour)
{
unsigned char R, G, B;
DWORD Colour;
Colour = GraphicsRef->PopulousToPal(_Colour);
R = (Colour >> 16) & 0xFF;
G = (Colour >> 8) & 0xFF;
B = Colour & 0xFF;
GraphicsRef->SetActiveScreen(_Screen);
GraphicsRef->DrawPixel(_XPos, _YPos, R, G, B);
}
// ----
// Draw a 16x16 sprite - this a wrapper.
void CPopulous::draw_sprite( LONG _Screen,
int _XPos,
int _YPos,
int _SpriteIndex)
{
RECT Region;
if (_SpriteIndex > 142)
{
ODSN("Frame number too large - not going to draw sprite.");
return;
}
Region.left = 0;
Region.top = 16 * _SpriteIndex;
Region.right = 16;
Region.bottom = 16 * (_SpriteIndex + 1);
GraphicsRef->SetActiveScreen(_Screen);
GraphicsRef->DrawSprite(_XPos, _YPos, SpriteGraphics, Region);
}
// ----
// Draw a 32x32 sprite - this a wrapper.
void CPopulous::draw_s_32( LONG _Screen,
int _XPos,
int _YPos,
int _SpriteIndex)
{
RECT Region;
if (_SpriteIndex > 255)
{
ODSN("Large sprite index");
}
Region.left = 0;
Region.top = 32 * _SpriteIndex;
Region.right = 32;
Region.bottom = 32 * (_SpriteIndex + 1);
GraphicsRef->SetActiveScreen(_Screen);
GraphicsRef->DrawSprite(_XPos, _YPos, Sprite32Graphics, Region);
}
// ----
void CPopulous::clr_wsc()
{
GraphicsRef->CopyScreen(back_scr, w_screen);
}
// ----
void CPopulous::bbc_cls()
{
// Don't want to clear the screen really. GraphicsRef->ClearScreen(0,0,0);
}
void CPopulous::wait_for_disc()
{
GameState = GameError;
ODSN("Error locating file.");
exit(0);
}
// ----
// Copies a back buffer screen to the foreground.
void CPopulous::copy_screen(int a, int b)
{
/*
RECT Region;
Region.left = 0;
Region.top = 0;
Region.right = 320;
Region.bottom = 200;
GraphicsRef->DrawSprite(0, 0, BackGroundImage, Region);
*/
GraphicsRef->CopyScreen(a, b); // source and destination.
}
// ----
void CPopulous::draw_bar(int _Screen, int _XPos, int _YPos, int _MaxHeight, int _CurrentHeight, int _Colour)
{
unsigned char R, G, B;
DWORD Colour;
GraphicsRef->SetActiveScreen(_Screen);
// Draw bar area.
Region.left = _XPos * 8 + 2;
Region.top = _YPos - min(_CurrentHeight + 1, _MaxHeight);
Region.right = _XPos * 8 + 6;
Region.bottom = _YPos + 1;
Colour = GraphicsRef->PopulousToPal(_Colour);
R = (Colour >> 16) & 0xFF;
G = (Colour >> 8) & 0xFF;
B = Colour & 0xFF;
GraphicsRef->DrawRect(&Region, R, G, B);
// Clear remaing area
Region.bottom = Region.top;
Region.top = _YPos - _MaxHeight;
Colour = GraphicsRef->PopulousToPal(2);
R = (Colour >> 16) & 0xFF;
G = (Colour >> 8) & 0xFF;
B = Colour & 0xFF;
// The code above results in illegal screen co-ordinates.
// GraphicsRef->DrawRect(&Region, R, G, B);
}
void CPopulous::put_block( int _XPos,
int _YPos,
int _ZPos,
int _Block)
{
int ScreenX, ScreenY;
int ScreenPos;
ScreenPos = screen_origin;
ScreenX = _XPos << 3;
ScreenY = _YPos << 3;
ScreenPos += ScreenX;
ScreenPos -= ScreenY;
ScreenPos = ScreenX * 160 + ScreenPos;
ScreenPos = ScreenY * 160 + ScreenPos;
ScreenPos -= 160 * _ZPos;
ScreenX = (ScreenPos % 160) * 2; // Back track to x and y co-ordinates.
ScreenY = ScreenPos / 160;
Region.left = 0;
Region.top = _Block * 24; // Block height
Region.right = 32; // Block width.
Region.bottom = Region.top + 24;
GraphicsRef->DrawSprite(ScreenX, ScreenY, BlockGraphics, Region);
}
// ----
// Draw a sprite on screen, given a screen address and a pointer to some graphics memory.
void CPopulous::draw_fixed_sprite(int x, int y, int z, LONG GraphicsPointer)
{
/*
int ScreenX, ScreenY;
ScreenX = (ScreenAddress % 160) * 2;
ScreenY = ScreenAddress / 160;
*/
//
int ScreenX, ScreenY;
int ScreenPos;
ScreenPos = screen_origin;
ScreenX = x << 3;
ScreenY = y << 3;
ScreenPos += ScreenX;
ScreenPos -= ScreenY;
ScreenPos = ScreenX * 160 + ScreenPos;
ScreenPos = ScreenY * 160 + ScreenPos;
ScreenPos -= 1280 * z;//160 * z;
ScreenX = (ScreenPos % 160) * 2; // Back track to x and y co-ordinates.
ScreenY = ScreenPos / 160;
//
Region.left = 0;
Region.top = GraphicsPointer / 10;// >> 6; // 1024 bytes per sprite, over 16 lines. 1024 / 16 = 64 :. >> 6
Region.right = 16;
Region.bottom = Region.top + 16;
if(ScreenX >= 320)
{
ODS("\n");
}
if(ScreenY >= 200)
{
ODS("\n");
}
GraphicsRef->DrawSprite(ScreenX, ScreenY, SpriteGraphics, Region);
}
// ----
void CPopulous::draw_icon(int _Screen, int _XPos, int _YPos, int _Icon)
{
int ScreenAddr = 0;
int ScreenX, ScreenY;
ScreenAddr = _YPos * 160 + ScreenAddr;
ScreenAddr = ScreenAddr + (_XPos << 3);
ScreenX = (ScreenAddr % 160) * 2;
ScreenY = ScreenAddr / 160;
Region.left = 0;
Region.top = _Icon * 16;
Region.right = 16; // Not sure about this!
Region.bottom = Region.top + 16;
GraphicsRef->SetActiveScreen(_Screen);
GraphicsRef->DrawSprite(ScreenX, ScreenY, IconGraphics, Region);
}
void CPopulous::draw_it(int xOff, int yOff)
{
//; r0 xoffset
//; r1 yoffset
// int mapGridRef = ((yOff * MAP_WIDTH) + xOff) + (yCount * 64);
long r0, r1, r2, r3, r4, r5;
UBYTE *r9, *r10, *r11, *r12;
r0 = xOff;
r1 = yOff;
// LDR r9,%0 ; pointer to map_blk
// LDR r10,%1 ; pointer to map_bk2
// LDR r11,%2 ; pointer to map_alt
// LDR r12,%3 ; pointer to map_who
r9 = map_blk;
r10 = map_bk2;
r11 = map_alt;
r12 = map_who;
// MOV r2,#MAP_WIDTH
r2 = MAP_WIDTH;
// MLA r0,r1,r2,r0
r0 = r1 * r2 + r0;
// ADD r9,r9,r0
// ADD r10,r10,r0
// ADD r11,r11,r0
// ADD r12,r12,r0 ; offset into arrays
r9 += r0;
r10 += r0;
r11 += r0;
r12 += r0;
// STMFD sp!,{r11} ; save altitudes
// stackR11 = r11;
// MOV r1,#0
r1 = 0;
yloop:
// MOV r0,#0
r0 = 0;
xloop:
// LDRB r2,[r11]
r2 = *r11;
// MOV r2,r2,LSL#3 ; convert altitude to x pos
r2 = r2 << 3;
// LDRB r3,[r9]
r3 = *r9;
// TEQ r3,#0
// BNE notwater
if ((r3 ^ 0) != 0)
goto notwater;
// LDR r5,%4 ; pointer to toggle var
// LDRB r4,[r5,#0]
// LDRB r5,[r5,#1]
// ORRS r4,r4,r5,LSL#8
// BNE notwater
r4 = toggle;
if (r4 != 0)
goto notwater;
// MOV r3,#16 ; animate water
r3 = 16;
notwater:
// BL put_block
put_block(r0, r1, r2, r3);
// ADD r2,r2,#8
r2 += 8;
// LDRB r3,[r10]
r3 = *r10;
// TEQ r3,#0
// BEQ no_block2
if ((r3 ^ 0) == 0)
goto no_block2;
// BL put_block