Licar/game.h
2025-01-03 01:15:24 +01:00

844 lines
23 KiB
C

/**
game: this file implements the backend of a complete, actually playable
game, and is meant to be included and used by specific frontends (which
will handle each platform's hardware details and I/O).
TODO: more documentation
UNITS: There are various kinds of units used to ensure independence of the
game modules. Here is a summary:
- LCR_GameUnit: data type, abstract unit of the game (racing module). One map
square is LCR_GAME_UNITs long, a full angle is also LCR_GAME_UNITs.
- LCR_GAME_UNIT: Size of one game square and full angle in LCR_GameUnits.
Square height is only half of this.
- S3L_Unit: data type, small3dlib's unit. May change with renderer change.
- S3L_F: small3dlib's value representing 1.0.
- LCR_RENDERER_UNIT: for the renderer one map square is this many S3L_Units.
- TPE_Unit: tinyphysicsengine's unit. May change with phys. engine change.
- TPE_F: tinyphysicsengine's value representing value 1.0.
- LCR_PHYSICS_UNIT: for the phys. eng. one map square is this many TPE_Units.
COORDINATE SYSTEM AND ROTATIONS: The game itself (racing module) is
independent of rendering and physics libraries, but out of convenient adopts
their coordinate system (X right, Y up, Z forward) and rotations (Euler
angles, by Z, then by X, then Y).
RESOURCE FILE: The game uses so called resource file to store various
resources, mainly maps and replays. There is considered to be one abstract
global file which is just a long text string. Internally the global file is
composed of a hardcoded internal resource file string (stored in assets) with
very basic maps, and an optional user file (appended to the internal file)
that the frontend may provide, allowing adding more resources without
recompiling the game. The user file may be disabled on platforms that e.g.
don't have file systems, but the internal file will be always present. The
format of the resource file is following: it consists of resource strings
separated by '#' character (resource strings cannot contain this character).
Each resource string starts with a magic number: a single character
identifying the type of the resource (map, replay, ...), then the name of the
resource follows, then character ';' and then the resource string itself (up
until next '#' or end of file). The format of the string depends on the type
of resource, i.e. the format of map string has a special format (described in
the map module) etc.
*/
#ifndef _LCR_GAME_H
#define _LCR_GAME_H
#define LCR_KEY_UP 0x00
#define LCR_KEY_RIGHT 0x01
#define LCR_KEY_DOWN 0x02
#define LCR_KEY_LEFT 0x03
#define LCR_KEY_A 0x04 ///< confirm, restart race
#define LCR_KEY_B 0x05 ///< cancel, open menu
#define LCR_KEYS_TOTAL 6
/*
FOR FRONTENDS:
- Implement the below described functions according to their description.
- Implement the main program and game loop.
- Call the below described functions as described.
- If you want to support music, make your frontend play music from the "music"
file in assets. It is in raw format, storing 8bit unsigned samples at 8000
Hz. Use the LCR_gameGetMusicVolume to check what the music volume is. If you
don't support music, set LCR_SETTING_MUSIC to 0 in your frontend code so
that the game knows music is disabled.
*/
/**
Implement this in your frontend. Returns 1 if given key is pressed or 0
otherwise.
*/
uint8_t LCR_keyPressed(uint8_t key);
/**
Implement this in your frontend. This function pauses program execution for
given amount of milliseconds and relieves the CPU usage. On platforms that
don't support this the function may simply do nothing.
*/
void LCR_sleep(uint16_t timeMs);
/**
Implement this in your frontend. This function draws a pixel of given color
to the screen back buffer (i.e. NOT directly to screen, back buffer shall
only be copied to front buffer once the LCR_gameStep function finishes all
rendering). This function should NOT check for out-of-screen coordinates, this
is handled by the game internals and out-of-screen pixels will never be drawn.
The color value depends on game settings but is normally an RGB565 value.
*/
void LCR_drawPixel(unsigned long index, uint16_t color);
/**
Implement this in your frontend. This function will be called to log what the
program is doing. If you want to ignore logging, simply make the function do
nothing.
*/
void LCR_log(const char *str);
/**
Implement this in your frontend. This function serves for loading optional
resource file that allows to add more maps, replays etc. If your frontend
won't support this, just make the function return 0. Otherwise it must return
characters from the resource file one by one; after reaching the end of file
0 must be returned and the reading position will be reset to start again.
*/
char LCR_getNextResourceFileChar(void);
/**
Implement this in your frontend. This serves to store data in the optional
resource file, e.g. replays. If your frontend doesn't support this (e.g.
because the file is read only), the function may ignore the append, but if
the file is otherwise supported, a rewind of the read position must still be
done. If appending is supported, the function must append the provided string
to the resource file AND then reset the resource file reading position back to
the start.
*/
void LCR_appendResourceStr(const char *str);
/**
Call this function in your frontend at the start of the program.
*/
void LCR_gameInit(void);
/**
Call this function in your frontend right before program end.
*/
void LCR_gameEnd(void);
/**
Call this function in your frontend repeatedly inside the main loop, pass the
current time as the number of milliseconds since program start. This function
will perform the game step AND other things such as checking the input states,
rendering or sleeping (all using the above functions you should implement).
Returns 0 if program should end, otherwise 1.
*/
uint8_t LCR_gameStep(uint32_t timeMs);
/**
Gets the current music volume;
*/
uint8_t LCR_gameGetMusicVolume(void);
/**
Gets next audio sample (unsigned 8bit samples, 8 KHz).
*/
uint8_t LCR_gameGetNextAudioSample(void);
//------------------------------------------------------------------------------
#define LCR_LOG0(s) ;
#define LCR_LOG1(s) ;
#define LCR_LOG2(s) ;
#if LCR_SETTING_LOG_LEVEL > 0
#undef LCR_LOG0
#define LCR_LOG0(s) LCR_log(s);
#if LCR_SETTING_LOG_LEVEL > 1
#undef LCR_LOG1
#define LCR_LOG1(s) LCR_log(s);
#if LCR_SETTING_LOG_LEVEL > 2
#undef LCR_LOG2
#define LCR_LOG2(s) LCR_log(s);
#endif
#endif
#endif
#define LCR_CONTROL_MODE_FREECAM 0x00
#define LCR_CONTROL_MODE_DRIVE 0x01
#define LCR_GAME_STATE_MENU 0x00
#define LCR_GAME_STATE_RUN_STARTING 0x01
#define LCR_GAME_STATE_RUN 0x02
#define LCR_GAME_STATE_RUN_FINISHED 0x03
#define LCR_GAME_STATE_END 0xff
// TODO: move to consts?
#define LCR_MENU_MAX_ITEMS 9
#define LCR_RESOURCE_ITEM_CHUNK (LCR_MENU_MAX_ITEMS - 1)
#define LCR_MENU_TABS 4
#define LCR_MENU_STRING_SIZE 16
struct
{
uint8_t state;
uint32_t stateStartTime;
uint32_t time;
uint32_t frame;
uint32_t nextRenderFrameTime;
uint32_t nextRacingTickTime;
uint8_t controlMode;
uint8_t debugDraw;
uint8_t musicVolume;
uint8_t keyStates[LCR_KEYS_TOTAL]; /**< Assures unchanging key states
during a single frame, hold number of
frames for which the key has been
continuously held. */
uint8_t menuSelectedTab;
uint8_t menuSelectedItem;
struct
{
int state; ///< -1 if reading external res. f., else pos.
// indices and counts are among the resources of the same type
unsigned char loadedItemCount;
char loadedItemNames[LCR_RESOURCE_ITEM_CHUNK * LCR_MENU_STRING_SIZE];
unsigned int firstItemIndex;
unsigned int itemsTotal;
} resourceFile;
} LCR_game;
uint8_t LCR_gameGetMusicVolume(void)
{
#if LCR_SETTING_MUSIC
return LCR_game.musicVolume;
#else
return 0;
#endif
}
void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y,
uint16_t color);
/**
Internal pixel drawing function that checks for out-of-screen coordinates. Use
this if the pixel can potentially lie of screen (however if you know it won't,
use the normal unsafe function in sake of performance).
*/
static inline void LCR_drawPixelXYSafe(unsigned int x, unsigned int y,
uint_fast16_t color);
#include "racing.h"
#include "assets.h"
#include "renderer.h"
#include "audio.h"
void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y,
uint16_t color)
{
#if LCR_SETTING_RESOLUTION_SUBDIVIDE == 1
LCR_drawPixel(y * LCR_SETTING_RESOLUTION_X + x,color);
#else
// TODO
#endif
}
static inline void LCR_drawPixelXYSafe(unsigned int x, unsigned int y,
uint_fast16_t color)
{
if (x < LCR_EFFECTIVE_RESOLUTION_X && y < LCR_EFFECTIVE_RESOLUTION_Y)
LCR_drawPixelXYUnsafe(x,y,color);
}
void LCR_gameSetState(uint8_t state)
{
LCR_LOG1("changing state");
LCR_game.state = state;
LCR_game.stateStartTime = LCR_game.time;
}
LCR_GameUnit LCR_carSpeedKMH(void)
{
return // we use 28/8 as an approximation of 3.6 to convers MPS to KMH
(28 * LCR_SETTING_METERS_PER_BLOCK * LCR_racingGetCarSpeedUnsigned() *
LCR_RACING_FPS) / (8 * LCR_GAME_UNIT);
}
void LCR_gameResetRun(void)
{
LCR_GameUnit carTransform[6];
LCR_LOG0("resetting run");
LCR_mapReset();
LCR_racingRestart();
LCR_rendererUnmarkCPs();
LCR_racingGetCarTransform(carTransform,carTransform + 3,0);
LCR_rendererSetCarTransform(carTransform,carTransform + 3);
LCR_rendererCameraReset();
LCR_gameSetState(LCR_GAME_STATE_RUN_STARTING);
}
void LCR_gameRewindResourceFile(void)
{
LCR_appendResourceStr("");
LCR_game.resourceFile.state = 0;
}
/**
Reads the next resource file character while merging the internal resource
file with the optional user file. First the internal file will be read,
immediately followed by the user file, then zero char will return and
reading will start over.
*/
char LCR_gameGetNextResourceFileChar(void)
{
#if LCR_SETTING_ENABLE_RESOURCE_FILE
char c;
if (LCR_game.resourceFile.state < 0) // external file?
{
c = LCR_getNextResourceFileChar();
if (c == 0)
LCR_game.resourceFile.state = 0; // move to internal file next
}
else // internal file
{
c = LCR_internalResourceFile[LCR_game.resourceFile.state];
LCR_game.resourceFile.state++;
if (c == 0)
{
c = LCR_getNextResourceFileChar();
LCR_game.resourceFile.state = c ? -1 : 0; // trust this
}
}
return c;
#else
if (LCR_internalResourceFile[LCR_game.resourceFile.state] == 0)
{
LCR_game.resourceFile.state = 0;
return 0;
}
return LCR_internalResourceFile[LCR_game.resourceFile.state++];
#endif
}
/**
Similar to LCR_gameGetNextResourceFileChar, but returns 0 instead of the
resource string separator character. This function is means to be used by
functions that load something from a string while expecting a zero terminated
string.
*/
char LCR_gameGetNextResourceStrChar(void)
{
char c = LCR_gameGetNextResourceFileChar();
return c != LCR_RESOURCE_FILE_SEPARATOR ? c : 0;
}
/**
Seeks to the Nth resource string in the global resource file, after its name,
so that the pure resource string will now be available for reading.
*/
void LCR_seekResourceByIndex(unsigned int index, char magicNumber)
{
char c;
LCR_LOG0("seeking resource string");
LCR_gameRewindResourceFile();
while (index)
{
if (c == magicNumber)
index--;
do
c = LCR_gameGetNextResourceFileChar();
while (c != LCR_RESOURCE_FILE_SEPARATOR && c != 0);
}
do // skip magic number and name
c = LCR_gameGetNextResourceFileChar();
while (c != LCR_RESOURCE_FILE_SEPARATOR2 &&
c != LCR_RESOURCE_FILE_SEPARATOR && c != 0);
}
void LCR_gameStartRun(void)
{
LCR_seekResourceByIndex(0,'M'); // TODO
LCR_mapLoadFromStr(LCR_gameGetNextResourceStrChar);
LCR_rendererLoadMap();
LCR_gameResetRun();
}
void LCR_gameInit(void)
{
LCR_LOG0("initializing");
for (int i = 0; i < LCR_KEYS_TOTAL; ++i)
LCR_game.keyStates[i] = 0;
LCR_rendererInit();
LCR_racingInit();
LCR_audioInit();
LCR_game.resourceFile.state = 0;
LCR_game.resourceFile.loadedItemCount = 0;
LCR_game.resourceFile.itemsTotal = 0;
for (int i = 0; i < LCR_RESOURCE_ITEM_CHUNK; ++i)
for (int j = 0; j < LCR_MENU_STRING_SIZE; ++j)
LCR_game.resourceFile.loadedItemNames[i * LCR_MENU_STRING_SIZE + j] = 0;
LCR_game.menuSelectedTab = 0;
LCR_game.menuSelectedItem = 0;
LCR_game.frame = 0;
LCR_game.musicVolume = 255;
LCR_game.nextRenderFrameTime = 0;
LCR_game.nextRacingTickTime = 0;
LCR_game.controlMode = LCR_CONTROL_MODE_DRIVE;
LCR_gameStartRun();
}
/**
Loads up to LCR_RESOURCE_ITEM_CHUNK items of given type, starting at given
index (among items of the same type).
*/
void LCR_gameLoadResourceFileChunk(unsigned int startIndex, char magicNumber)
{
LCR_LOG1("loading resources");
char c;
unsigned char state = 0;
for (int i = 0; i < LCR_RESOURCE_ITEM_CHUNK * LCR_MENU_STRING_SIZE; ++i)
LCR_game.resourceFile.loadedItemNames[i] = 0;
LCR_game.resourceFile.loadedItemCount = 0;
LCR_game.resourceFile.firstItemIndex = startIndex;
LCR_game.resourceFile.itemsTotal = 0;
LCR_gameRewindResourceFile();
/* 3 iterations: in first we seek to the start index, in second we load the
names, in third we just read the rest to get the total count. */
for (int i = 0; i < 3; ++i)
while (1)
{
if (i == 0 && !startIndex)
break;
c = LCR_gameGetNextResourceFileChar();
if (c == 0)
return;
if (state == 0) // second magic char
{
state = 255;
if (c == magicNumber)
{
LCR_game.resourceFile.itemsTotal++;
if (i == 0)
startIndex--;
else if (i == 1)
state = 1;
}
}
else if (i == 1 && state != 255)
{
if (c == LCR_RESOURCE_FILE_SEPARATOR2 ||
state >= 1 + LCR_MENU_STRING_SIZE - 1)
{
state = 255;
LCR_game.resourceFile.loadedItemCount++;
if (LCR_game.resourceFile.loadedItemCount >= LCR_RESOURCE_ITEM_CHUNK)
break;
}
LCR_game.resourceFile.loadedItemNames[LCR_MENU_STRING_SIZE *
LCR_game.resourceFile.loadedItemCount + state - 1] = c;
state++;
}
if (c == LCR_RESOURCE_FILE_SEPARATOR)
state = 0;
}
}
void LCR_gameEnd(void)
{
LCR_LOG0("ending");
}
void LCR_gameDraw3DView(void)
{
LCR_GameUnit carTransform[6];
LCR_GameUnit physicsInterpolationParam = LCR_GAME_UNIT -
((LCR_game.nextRacingTickTime - LCR_game.time) * LCR_GAME_UNIT)
/ LCR_RACING_TICK_MS;
LCR_racingGetCarTransform(carTransform,carTransform + 3,
physicsInterpolationParam);
LCR_rendererSetCarTransform(carTransform,carTransform + 3);
if (LCR_game.controlMode != LCR_CONTROL_MODE_FREECAM)
LCR_rendererCameraFollow();
#if LCR_ANIMATE_CAR
LCR_rendererSetWheelState(LCR_racingGetWheelRotation(),
LCR_racingGetWheelSteer() * 2);
#endif
LCR_rendererDraw();
#if LCR_SETTING_DEBUG_PHYSICS_DRAW
LCR_GameUnit camTr[7];
LCR_rendererGetCameraTransform(camTr,camTr + 3,camTr + 6);
LCR_physicsDebugDraw(camTr,camTr + 3,camTr[6]);
#endif
// GUI/HUD:
char str[6];
switch (LCR_game.state)
{
case LCR_GAME_STATE_RUN_STARTING:
str[0] = '0' + LCR_SETTING_COUNTDOWN_SECONDS -
(LCR_game.time - LCR_game.stateStartTime) / 1000;
str[1] = 0;
LCR_rendererDrawText(str,
(LCR_EFFECTIVE_RESOLUTION_X - LCR_rendererComputeTextWidth(str,8)) / 2,
LCR_EFFECTIVE_RESOLUTION_Y / 2,0x0707,8);
break;
default:
{
int val = LCR_carSpeedKMH();
if (val < 5) // don't show tiny oscillations when still
val = 0;
str[0] = val >= 100 ? '0' + (val / 100) % 10 : ' ';
str[1] = val >= 10 ? '0' + (val / 10) % 10 : ' ';
str[2] = '0' + val % 10;
str[3] = 0;
LCR_rendererDrawText(str,
LCR_EFFECTIVE_RESOLUTION_X -
LCR_rendererComputeTextWidth(str,2) - 20,
LCR_EFFECTIVE_RESOLUTION_Y -
LCR_rendererComputeTextHeight(2) - 20,0,2);
val = LCR_racingGetRunTimeMS() / 1000; // seconds
str[3] = '0' + (val % 60) / 10;
str[4] = '0' + val % 10;
val = (val / 60) % 100; // minutes
str[0] = '0' + val / 10;
str[1] = '0' + val % 10;
str[2] = '\'';
str[5] = 0;
LCR_rendererDrawText(str,20,LCR_EFFECTIVE_RESOLUTION_Y -
LCR_rendererComputeTextHeight(2) - 20,0,2);
break;
}
}
}
void LCR_gameHandleInput(void)
{
int tabSwitchedTo = 0;
int scrolled = 0;
switch (LCR_game.state)
{
case LCR_GAME_STATE_MENU:
if (LCR_game.keyStates[LCR_KEY_RIGHT] == 1)
{
LCR_LOG1("menu tab right");
LCR_game.menuSelectedTab =
(LCR_game.menuSelectedTab + 1) % LCR_MENU_TABS;
tabSwitchedTo = LCR_game.menuSelectedTab;
LCR_game.menuSelectedItem = 0;
}
else if (LCR_game.keyStates[LCR_KEY_LEFT] == 1)
{
LCR_LOG1("menu tab left");
LCR_game.menuSelectedTab =
(LCR_game.menuSelectedTab + LCR_MENU_TABS - 1) % LCR_MENU_TABS;
tabSwitchedTo = LCR_game.menuSelectedTab;
LCR_game.menuSelectedItem = 0;
}
else if (LCR_game.keyStates[LCR_KEY_UP] == 1)
{
LCR_LOG1("menu item up");
if (LCR_game.menuSelectedItem != 0)
LCR_game.menuSelectedItem--;
else if (LCR_game.menuSelectedTab != 0 &&
LCR_game.resourceFile.firstItemIndex != 0)
{
LCR_game.menuSelectedItem = LCR_RESOURCE_ITEM_CHUNK - 1;
scrolled = -1;
}
}
else if (LCR_game.keyStates[LCR_KEY_DOWN] == 1)
{
LCR_LOG1("menu item down");
if (LCR_game.menuSelectedTab == 0)
{
if (LCR_game.menuSelectedItem < 4)
LCR_game.menuSelectedItem++;
}
else if (LCR_game.menuSelectedItem <
LCR_game.resourceFile.loadedItemCount - 1)
LCR_game.menuSelectedItem++;
else if (LCR_game.resourceFile.firstItemIndex +
LCR_RESOURCE_ITEM_CHUNK < LCR_game.resourceFile.itemsTotal)
{
LCR_game.menuSelectedItem = 0;
scrolled = 1;
}
}
else if (LCR_game.keyStates[LCR_KEY_B] == 1)
{
LCR_LOG1("menu quit");
LCR_gameSetState(LCR_GAME_STATE_RUN);
}
else if (LCR_game.keyStates[LCR_KEY_A] == 1)
{
LCR_LOG1("menu confirm");
switch (LCR_game.menuSelectedTab)
{
case 0:
switch (LCR_game.menuSelectedItem)
{
case 4:
LCR_gameSetState(LCR_GAME_STATE_END);
break;
default: break;
}
break;
default: break;
}
}
break;
case LCR_GAME_STATE_RUN_STARTING:
if (LCR_game.time - LCR_game.stateStartTime
>= 1000 * LCR_SETTING_COUNTDOWN_SECONDS)
LCR_gameSetState(LCR_GAME_STATE_RUN);
// fall through
default:
if (LCR_game.keyStates[LCR_KEY_B] == 1)
{
LCR_LOG1("menu open");
LCR_gameSetState(LCR_GAME_STATE_MENU);
}
else if (LCR_game.keyStates[LCR_KEY_A] == 1)
LCR_gameResetRun();
break;
}
if (tabSwitchedTo)
LCR_gameLoadResourceFileChunk(0,tabSwitchedTo == 1 ? 'M' : 'R');
}
uint8_t LCR_gameStep(uint32_t time)
{
uint32_t sleep = 0;
int paused =
LCR_game.state == LCR_GAME_STATE_MENU ||
LCR_game.state == LCR_GAME_STATE_RUN_STARTING;
LCR_LOG2("game step start");
LCR_game.time = time;
for (int i = 0; i < LCR_KEYS_TOTAL; ++i)
LCR_game.keyStates[i] = LCR_keyPressed(i) ?
(LCR_game.keyStates[i] < 255 ? LCR_game.keyStates[i] + 1 : 255) : 0;
LCR_gameHandleInput();
LCR_GameUnit offsets[5];
for (int i = 0; i < 5; ++i)
offsets[i] = 0;
/*
if (LCR_game.controlMode == LCR_CONTROL_MODE_FREECAM)
{
if (LCR_game.keyStates[LCR_KEY_A])
{
if (LCR_game.keyStates[LCR_KEY_UP])
offsets[4] = LCR_FREE_CAMERA_TURN_STEP;
else if (LCR_game.keyStates[LCR_KEY_DOWN])
offsets[4] -= LCR_FREE_CAMERA_TURN_STEP;
if (LCR_game.keyStates[LCR_KEY_RIGHT])
offsets[3] -= LCR_FREE_CAMERA_TURN_STEP;
else if (LCR_game.keyStates[LCR_KEY_LEFT])
offsets[3] = LCR_FREE_CAMERA_TURN_STEP;
}
else
{
if (LCR_game.keyStates[LCR_KEY_UP])
offsets[0] = LCR_FREE_CAMERA_STEP;
else if (LCR_game.keyStates[LCR_KEY_DOWN])
offsets[0] -= LCR_FREE_CAMERA_STEP;
if (LCR_game.keyStates[LCR_KEY_RIGHT])
offsets[1] = LCR_FREE_CAMERA_STEP;
else if (LCR_game.keyStates[LCR_KEY_LEFT])
offsets[1] -= LCR_FREE_CAMERA_STEP;
}
LCR_rendererMoveCamera(offsets,offsets + 3);
}
*/
// handle simulation:
while (time >= LCR_game.nextRacingTickTime)
{
LCR_LOG2("gonna step racing engine");
unsigned int input = 0;
if (LCR_game.controlMode != LCR_CONTROL_MODE_FREECAM)
input =
(LCR_game.keyStates[LCR_KEY_UP] ? LCR_RACING_INPUT_FORW : 0) |
(LCR_game.keyStates[LCR_KEY_RIGHT] ? LCR_RACING_INPUT_RIGHT : 0) |
(LCR_game.keyStates[LCR_KEY_DOWN] ? LCR_RACING_INPUT_BACK : 0) |
(LCR_game.keyStates[LCR_KEY_LEFT] ? LCR_RACING_INPUT_LEFT : 0);
uint32_t events = paused ? 0 : LCR_racingStep(input);
if (events & LCR_RACING_EVENT_CP_TAKEN)
{
int carBlock[3];
LCR_racingGetCarBlockCoords(carBlock);
LCR_LOG1("CP taken");
LCR_rendererMarkTakenCP(carBlock[0],carBlock[1],carBlock[2]);
}
else if (events & LCR_RACING_EVENT_FINISHED)
{
LCR_LOG1("finished");
}
if (events & LCR_RACING_EVENT_CRASH_SMALL)
{
LCR_audioPlaySound(LCR_SOUND_CRASH_SMALL);
LCR_LOG1("crash (small)");
}
else if (events & LCR_RACING_EVENT_CRASH_BIG)
{
LCR_audioPlaySound(LCR_SOUND_CRASH_BIG);
LCR_LOG1("crash (big)");
}
int engineIntensity = LCR_carSpeedKMH() * 2;
LCR_audioSetEngineIntensity(engineIntensity < 256 ? engineIntensity : 255);
LCR_game.nextRacingTickTime += LCR_RACING_TICK_MS;
}
sleep = (3 * (LCR_game.nextRacingTickTime - time)) / 4;
// handle rendering:
if (time >= LCR_game.nextRenderFrameTime)
{
LCR_LOG2("gonna render next frame");
while (time >= LCR_game.nextRenderFrameTime)
LCR_game.nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
if (LCR_game.state == LCR_GAME_STATE_MENU)
{
const char *items[LCR_MENU_MAX_ITEMS];
uint8_t itemCount = 1;
items[0] = LCR_texts[LCR_game.menuSelectedTab];
if (LCR_game.menuSelectedTab == 0)
{
for (int i = 0; i < 5; ++i)
items[1 + i] = LCR_texts[4 + i];
itemCount = 6;
}
else
{
for (int i = 0; i < LCR_game.resourceFile.loadedItemCount; ++i)
items[i + 1] = LCR_game.resourceFile.loadedItemNames + i * LCR_MENU_STRING_SIZE;
itemCount = LCR_game.resourceFile.loadedItemCount + 1;
}
LCR_rendererDrawMenu(items,itemCount,LCR_game.menuSelectedItem);
}
else
LCR_gameDraw3DView();
}
else
{
uint32_t tmp = (3 * (LCR_game.nextRenderFrameTime - time)) / 4;
sleep = tmp < sleep ? tmp : sleep;
}
if (sleep)
LCR_sleep(sleep);
else
{
LCR_LOG1("can't sleep, frames take too long!");
}
LCR_game.frame++;
LCR_LOG2("game step end");
return LCR_game.state != LCR_GAME_STATE_END;
}
uint8_t LCR_gameGetNextAudioSample(void)
{
return LCR_audioGetNextSample();
}
#endif // guard