335 lines
9.7 KiB
C
335 lines
9.7 KiB
C
/**
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game: this file implements the backend of a complete, actually playable
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game, and is meant to be included and used by specific frontends (which
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will handle each platform's hardware details and I/O).
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TODO: more documentation
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UNITS: There are various kinds of units used to ensure independence of the
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game modules. Here is a summary:
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- LCR_GameUnit: data type, abstract unit of the game (racing module). One map
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square is LCR_GAME_UNITs long, a full angle is also LCR_GAME_UNITs.
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- LCR_GAME_UNIT: Size of one game square and full angle in LCR_GameUnits.
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Square height is only half of this.
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- S3L_Unit: data type, small3dlib's unit. May change with renderer change.
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- S3L_F: small3dlib's value representing 1.0.
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- LCR_RENDERER_UNIT: for the renderer one map square is this many S3L_Units.
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- TPE_Unit: tinyphysicsengine's unit. May change with phys. engine change.
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- TPE_F: tinyphysicsengine's value representing value 1.0.
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- LCR_PHYSICS_UNIT: for the phys. eng. one map square is this many TPE_Units.
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COORDINATE SYSTEM AND ROTATIONS: The game itself (racing module) is
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independent of rendering and physics libraries, but out of convenient adopts
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their coordinate system (X right, Y up, Z forward) and rotations (Euler
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angles, by Z, then by X, then Y).
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*/
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#ifndef _LCR_GAME_H
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#define _LCR_GAME_H
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#define LCR_KEY_UP 0x00
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#define LCR_KEY_RIGHT 0x01
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#define LCR_KEY_DOWN 0x02
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#define LCR_KEY_LEFT 0x03
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#define LCR_KEY_A 0x04 ///< confirm, restart race
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#define LCR_KEY_B 0x05 ///< cancel, open menu
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#define LCR_KEYS_TOTAL 6
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/*
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FOR FRONTENDS:
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- Implement the below described functions according to their description.
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- Implement the main program and game loop.
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- Call the below described functions as described.
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*/
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/**
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Implement this in your frontend. Returns 1 if given key is pressed or 0
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otherwise.
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*/
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uint8_t LCR_keyPressed(uint8_t key);
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/**
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Implement this in your frontend. This function pauses program execution for
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given amount of milliseconds and relieves the CPU usage. On platforms that
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don't support this the function may simply do nothing.
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*/
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void LCR_sleep(uint16_t timeMs);
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/**
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Implement this in your frontend. This function draws a pixel of given color
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to the screen back buffer (i.e. NOT directly to screen, back buffer shall
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only be copied to front buffer once the LCR_gameStep function finishes all
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rendering). This function should NOT check for out-of-screen coordinates, this
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is handled by the game internals and out-of-screen pixels will never be drawn.
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The color value depends on game settings but is normally an RGB565 value.
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*/
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void LCR_drawPixel(unsigned long index, uint16_t color);
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/**
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Implement this in your frontend. This function will be called to log what the
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program is doing. If you want to ignore logging, simply make the function do
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nothing.
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*/
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void LCR_log(const char *str);
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/**
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Call this function in your frontend at the start of the program.
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*/
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void LCR_gameInit(void);
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/**
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Call this function in your frontend right before program end.
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*/
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void LCR_gameEnd(void);
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/**
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Call this function in your frontend repeatedly inside the main loop, pass the
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current time as the number of milliseconds since program start. This function
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will perform the game step AND other things such as checking the input states,
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rendering or sleeping (all using the above functions you should implement).
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Returns 0 if program should end, otherwise 1.
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*/
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uint8_t LCR_gameStep(uint32_t timeMs);
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//------------------------------------------------------------------------------
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#define LCR_LOG0(s) ;
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#define LCR_LOG1(s) ;
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#define LCR_LOG2(s) ;
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#if LCR_SETTING_LOG_LEVEL > 0
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#undef LCR_LOG0
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#define LCR_LOG0(s) LCR_log(s);
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#if LCR_SETTING_LOG_LEVEL > 1
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#undef LCR_LOG1
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#define LCR_LOG1(s) LCR_log(s);
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#if LCR_SETTING_LOG_LEVEL > 2
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#undef LCR_LOG2
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#define LCR_LOG2(s) LCR_log(s);
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#endif
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#endif
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#endif
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#define LCR_CONTROL_MODE_FREECAM 0x00
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#define LCR_CONTROL_MODE_DRIVE 0x01
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struct
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{
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uint32_t nextRenderFrameTime;
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uint32_t nextRacingTickTime;
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uint8_t controlMode;
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uint8_t debugDraw;
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} LCR_game;
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void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y,
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uint16_t color);
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/**
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Internal pixel drawing function that checks for out-of-screen coordinates. Use
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this if the pixel can potentially lie of screen (however if you know it won't,
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use the normal unsafe function in sake of performance).
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*/
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static inline void LCR_drawPixelXYSafe(unsigned int x, unsigned int y,
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uint_fast16_t color);
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#include "racing.h"
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#include "assets.h"
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#include "renderer.h"
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uint8_t LCR_keyStates[LCR_KEYS_TOTAL]; /**< Assures unchanging key states
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during a single frame, holds
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number of frames for which the key
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has been continuously held. */
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void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y,
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uint16_t color)
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{
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#if LCR_SETTING_RESOLUTION_SUBDIVIDE == 1
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LCR_drawPixel(y * LCR_SETTING_RESOLUTION_X + x,color);
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#else
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// TODO
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#endif
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}
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static inline void LCR_drawPixelXYSafe(unsigned int x, unsigned int y,
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uint_fast16_t color)
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{
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if (x < LCR_EFFECTIVE_RESOLUTION_X && y < LCR_EFFECTIVE_RESOLUTION_Y)
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LCR_drawPixelXYUnsafe(x,y,color);
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}
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void LCR_gameInit(void)
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{
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LCR_LOG0("initializing");
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for (int i = 0; i < LCR_KEYS_TOTAL; ++i)
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LCR_keyStates[i] = 0;
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LCR_mapLoad(map1);
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LCR_rendererInit();
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LCR_racingInit();
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LCR_game.nextRenderFrameTime = 0;
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LCR_game.nextRacingTickTime = 0;
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LCR_game.controlMode = LCR_CONTROL_MODE_FREECAM;
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LCR_game.debugDraw = 0;
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}
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void LCR_gameEnd(void)
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{
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LCR_LOG0("ending");
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}
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uint8_t LCR_gameStep(uint32_t time)
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{
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LCR_LOG2("game step start");
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LCR_GameUnit carTransform[6];
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for (int i = 0; i < LCR_KEYS_TOTAL; ++i)
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LCR_keyStates[i] = LCR_keyPressed(i) ?
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(LCR_keyStates[i] < 255 ? LCR_keyStates[i] + 1 : 255) : 0;
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//S3L_logTransform3D(LCR_renderer.scene.camera.transform);
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if ((LCR_racing.tick % 32) == 0)
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{
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printf("speed: %d\n",LCR_racingGetCarSpeed());
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}
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uint32_t sleep = 0;
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if (LCR_keyStates[LCR_KEY_B] == 1)
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LCR_game.controlMode = LCR_game.controlMode == LCR_CONTROL_MODE_FREECAM ?
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LCR_CONTROL_MODE_DRIVE : LCR_CONTROL_MODE_FREECAM;
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else if (LCR_keyStates[LCR_KEY_B] == 30)
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LCR_game.debugDraw = !LCR_game.debugDraw;
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while (time >= LCR_game.nextRacingTickTime)
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{
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LCR_LOG2("gonna step racing engine");
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unsigned int input = 0;
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if (LCR_game.controlMode != LCR_CONTROL_MODE_FREECAM)
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input =
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(LCR_keyStates[LCR_KEY_UP] ? LCR_RACING_INPUT_FORW : 0) |
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(LCR_keyStates[LCR_KEY_RIGHT] ? LCR_RACING_INPUT_RIGHT : 0) |
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(LCR_keyStates[LCR_KEY_DOWN] ? LCR_RACING_INPUT_BACK : 0) |
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(LCR_keyStates[LCR_KEY_LEFT] ? LCR_RACING_INPUT_LEFT : 0);
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LCR_racingStep(input);
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LCR_racingGetCarTransform(carTransform,carTransform + 3,0);
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carTransform[0] = (carTransform[0] + (LCR_GAME_UNIT * LCR_MAP_SIZE_BLOCKS)
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/ 2) / LCR_GAME_UNIT;
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carTransform[1] = (carTransform[1] + (LCR_GAME_UNIT * LCR_MAP_SIZE_BLOCKS)
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/ 4) / (LCR_GAME_UNIT / 2);
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carTransform[2] = (carTransform[2] + (LCR_GAME_UNIT * LCR_MAP_SIZE_BLOCKS)
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/ 2) / LCR_GAME_UNIT;
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int blockIndex = LCR_mapGetBlockAt(carTransform[0],carTransform[1],carTransform[2]);
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if (blockIndex >= 0 && LCR_currentMap.blocks[blockIndex * LCR_BLOCK_SIZE] ==
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LCR_BLOCK_CHECKPOINT_0)
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{
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LCR_currentMap.blocks[blockIndex * LCR_BLOCK_SIZE] =
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LCR_BLOCK_CHECKPOINT_1;
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LCR_rendererMarkTakenCP(
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carTransform[0],carTransform[1],carTransform[2]);
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}
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LCR_game.nextRacingTickTime += LCR_RACING_TICK_MS;
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}
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sleep = (3 * (LCR_game.nextRacingTickTime - time)) / 4;
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if (time >= LCR_game.nextRenderFrameTime)
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{
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LCR_LOG2("gonna render next frame");
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LCR_GameUnit physicsInterpolationParam = LCR_GAME_UNIT -
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((LCR_game.nextRacingTickTime - time) * LCR_GAME_UNIT) /
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LCR_RACING_TICK_MS;
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LCR_racingGetCarTransform(carTransform,carTransform + 3,
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physicsInterpolationParam);
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LCR_rendererSetCarTransform(carTransform,carTransform + 3);
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while (time >= LCR_game.nextRenderFrameTime)
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LCR_game.nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
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LCR_GameUnit offsets[5];
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for (int i = 0; i < 5; ++i)
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offsets[i] = 0;
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if (LCR_game.controlMode == LCR_CONTROL_MODE_FREECAM)
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{
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if (LCR_keyStates[LCR_KEY_A])
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{
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if (LCR_keyStates[LCR_KEY_UP])
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offsets[4] = LCR_FREE_CAMERA_TURN_STEP;
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else if (LCR_keyStates[LCR_KEY_DOWN])
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offsets[4] -= LCR_FREE_CAMERA_TURN_STEP;
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if (LCR_keyStates[LCR_KEY_RIGHT])
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offsets[3] -= LCR_FREE_CAMERA_TURN_STEP;
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else if (LCR_keyStates[LCR_KEY_LEFT])
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offsets[3] = LCR_FREE_CAMERA_TURN_STEP;
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}
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else
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{
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if (LCR_keyStates[LCR_KEY_UP])
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offsets[0] = LCR_FREE_CAMERA_STEP;
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else if (LCR_keyStates[LCR_KEY_DOWN])
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offsets[0] -= LCR_FREE_CAMERA_STEP;
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if (LCR_keyStates[LCR_KEY_RIGHT])
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offsets[1] = LCR_FREE_CAMERA_STEP;
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else if (LCR_keyStates[LCR_KEY_LEFT])
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offsets[1] -= LCR_FREE_CAMERA_STEP;
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}
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LCR_rendererMoveCamera(offsets,offsets + 3);
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}
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else
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LCR_rendererCameraFollow();
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#if LCR_ANIMATE_CAR
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LCR_rendererSetWheelState(LCR_racingGetWheelRotation(),
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LCR_racingGetWheelSteer() * 2);
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#endif
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LCR_rendererDraw();
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if (LCR_game.debugDraw)
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{
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LCR_GameUnit camTr[7];
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LCR_rendererGetCameraTransform(camTr,camTr + 3,camTr + 6);
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LCR_physicsDebugDraw(camTr,camTr + 3,camTr[6]);
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}
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}
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else
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{
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uint32_t tmp = (3 * (LCR_game.nextRenderFrameTime - time)) / 4;
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sleep = tmp < sleep ? tmp : sleep;
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}
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if (sleep)
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LCR_sleep(sleep);
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LCR_LOG2("game step end");
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return 1;
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}
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#endif // guard
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