action.c
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/*---------------------------------------------------------------------
Copyright (C) 1997, Nintendo.
File action.c
Coded by Yoshitaka Yasumoto. Mar 19, 1997.
Modified by
Comments
$Id: action.c,v 1.1.1.1 2002/05/02 03:27:17 blythe Exp $
---------------------------------------------------------------------*/
#include <ultra64.h>
#include <PR/gs2dex.h>
#include "system.h"
#include "sprite.h"
#include "action.h"
void moveBg(myContPad *);
void moveObject(myContPad *);
void moveByPlusKey(u16, s16 *, s16 *, s16);
void moveByCButtons(u16, s16 *, s16 *, s16);
void moveBy3DStick(myContPad *, s16 *, s16 *, s16);
#ifdef DEBUG
void printMenu(s16, s16);
void menuInit(void);
void menuHandler(myContPad *);
#endif
/*---------------------------------------------------------------------------*
* Action 構造体
*---------------------------------------------------------------------------*/
Action Ac;
/*---------------------------------------------------------------------------*
* menu 値
*---------------------------------------------------------------------------*/
u8 aMenu[NUM_MENU];
/*---------------------------------------------------------------------------*
* Action 構造体の初期化
*---------------------------------------------------------------------------*/
void actionInit(void)
{
int i;
Ac.active = 0;
Ac.imageX = 0<<2;
Ac.imageY = 0<<2;
Ac.imageYorig = 0<<2;
Ac.frameX = 0<<2;
Ac.frameY = 0<<2;
Ac.frameW = 320<<2;
Ac.frameH = 240<<2;
Ac.objX = (SCREEN_WD/2 - 16)<<2;
Ac.objY = (SCREEN_HT/2 - 16)<<2;
Ac.scaleW = 1<<10;
Ac.scaleH = 1<<10;
Ac.theta = 0;
Ac.frameScaleW = 1<<10;
Ac.frameScaleH = 1<<10;
for (i = 0; i < MAXCONTROLLERS; i ++){
Ac.pad[i].c = contPad + i;
Ac.pad[i].button = Ac.pad[i].push = Ac.pad[i].release = 0;
}
return;
}
/*---------------------------------------------------------------------------*
* Menu の状態から Action 構造体のメンバを設定する
*---------------------------------------------------------------------------*/
void actionUpdate(void)
{
int i;
u16 button, change;
/*---- コントローラのトリガの計算 ----*/
for (i = 0; i < MAXCONTROLLERS; i ++){
button = Ac.pad[i].c->button;
change = Ac.pad[i].button ^ button;
Ac.pad[i].release = (Ac.pad[i].push = change & button) ^ change;
Ac.pad[i].button = button;
}
#ifdef DEBUG
/*---- メニュー選択処理 ----*/
menuHandler(Ac.pad+0);
#endif
/*---- スプライトの移動処理 ----*/
if (aMenu[MENU_CONTROL]){
moveBg (Ac.pad+0);
moveObject(Ac.pad+1);
} else {
moveObject(Ac.pad+0);
moveBg (Ac.pad+1);
}
return;
}
/*---------------------------------------------------------------------------*
* Bg の操作
*---------------------------------------------------------------------------*/
void moveBg(myContPad *mc)
{
s16 imageW, imageH;
imageW = objBg.b.imageW * 8;
imageH = objBg.b.imageH * 8;
/*------ 3D スティックでスクロール ------*/
moveBy3DStick(mc, &Ac.imageX, &Ac.imageY, 8);
/*------ 十字キーで微移動 ------*/
moveByPlusKey(mc->push, &Ac.imageX, &Ac.imageY, 8);
/*------ 画面端の Wrap 処理 ------*/
if (Ac.imageX < 0){
Ac.imageX += imageW;
Ac.imageY -= 32;
Ac.imageYorig -= 32;
}
if (Ac.imageX >= imageW){
Ac.imageX -= imageW;
Ac.imageY += 32;
Ac.imageYorig += 32;
}
if (Ac.imageY < 0){
Ac.imageY += imageH;
Ac.imageYorig += imageH;
}
if (Ac.imageY >= imageH){
Ac.imageY -= imageH;
Ac.imageYorig -= imageH;
}
/*------ C Button でフレームの移動 ------*/
if (mc->button & Z_TRIG){
moveByCButtons(mc->button, (s16 *)&Ac.frameW, (s16 *)&Ac.frameH, 8);
} else {
moveByCButtons(mc->button, &Ac.frameX, &Ac.frameY, 8);
}
/*------ L Rキーで拡大縮小 ------*/
if (mc->button & L_TRIG){
Ac.frameScaleW -= 32;
Ac.frameScaleH -= 32;
if (Ac.frameScaleW <= 0) Ac.frameScaleW = 32;
if (Ac.frameScaleH <= 0) Ac.frameScaleH = 32;
Ac.imageYorig = Ac.imageY;
}
if (mc->button & R_TRIG){
Ac.frameScaleW += 32;
Ac.frameScaleH += 32;
Ac.imageYorig = (s32)Ac.imageY;
}
/*------ START で初期位置へ ------*/
if (mc->push & START_BUTTON){
Ac.imageX = Ac.imageY = 0;
Ac.frameX = Ac.frameY = 0;
Ac.imageYorig = 0L;
Ac.frameScaleW = Ac.frameScaleH = 1<<10;
}
return;
}
/*---------------------------------------------------------------------------*
* Obj の操作
*---------------------------------------------------------------------------*/
void moveObject(myContPad *mc)
{
/*------ 3D スティックで移動 ------*/
moveBy3DStick(mc, &Ac.objX, &Ac.objY, 1);
/*------ 十字キーで微移動 ------*/
moveByPlusKey(mc->push, &Ac.objX, &Ac.objY, 1);
/*------ C Button でスケーリング ------*/
moveByCButtons(mc->button, (s16 *)&Ac.scaleW, (s16 *)&Ac.scaleH, -32);
if (Ac.scaleW <= 0) Ac.scaleW = 32;
if (Ac.scaleH <= 0) Ac.scaleH = 32;
/* L Rキーで回転 */
if (mc->button & L_TRIG) Ac.theta -= 64;
if (mc->button & R_TRIG) Ac.theta += 64;
/*------ START で初期位置へ ------*/
if (mc->push & START_BUTTON){
Ac.objX = (SCREEN_WD/2 - 16)<<2;
Ac.objY = (SCREEN_HT/2 - 16)<<2;
Ac.scaleW = Ac.scaleH = 1<<10;
Ac.theta = 0;
}
return;
}
/*---------------------------------------------------------------------------*
十字キーの入力に対し, 移動量を加算して返す.
*---------------------------------------------------------------------------*/
void moveByPlusKey(u16 button, s16 *x, s16 *y, s16 factor)
{
if (button & U_JPAD) (*y) -= factor;
if (button & D_JPAD) (*y) += factor;
if (button & L_JPAD) (*x) -= factor;
if (button & R_JPAD) (*x) += factor;
}
/*---------------------------------------------------------------------------*
C Button unit の入力に対し, 移動量を加算して返す.
*---------------------------------------------------------------------------*/
void moveByCButtons(u16 button, s16 *x, s16 *y, s16 factor)
{
if (button & U_CBUTTONS) (*y) -= factor;
if (button & D_CBUTTONS) (*y) += factor;
if (button & L_CBUTTONS) (*x) -= factor;
if (button & R_CBUTTONS) (*x) += factor;
}
/*---------------------------------------------------------------------------*
3D スティックの傾き量に対し, 移動量を加算して返す.
*---------------------------------------------------------------------------*/
void moveBy3DStick(myContPad *p, s16 *x, s16 *y, s16 factor)
{
static s16 MoveFactor[] = { -8,-8,-4,-2,-1, 0,0, +1,+2,+4,+8,+8 };
s16 nx, ny;
nx = (p->c->stick_x + 96) >> 4;
ny = (p->c->stick_y + 96) >> 4;
(*x) += MoveFactor[nx] * factor;
(*y) -= MoveFactor[ny] * factor;
}
#ifdef DEBUG
/*---------------------------------------------------------------------------*
メニュー定義
*---------------------------------------------------------------------------*/
char *menu_mesg[NUM_MENU][8] = {
{ "Control Pad 1 => ", "Object ", "Bg ", 0 },
{ "OBJ Render Mode => ", "NonAA+Point+1cycle", "NonAA+Point+Copy ",
"NonAA+Bilerp ", "AA+Bilerp ", 0 },
{ "OBJ Render Mode 2 => ", "Opaque ", "Translucent ", 0 },
{ "OBJ Texture Type => ", "RGBA16 ", "CI4 ", 0 },
{ "OBJ TextureLoad by => ", "LoadBlock ", "LoadTile ", 0 },
{ "OBJ Texture Window => ", "on ", "off ", 0 },
{ "OBJ Shrink panel => ", "off ", "-1 ",
"-2 ", 0 },
{ "OBJ Flip S => ", "off ", "on ", 0 },
{ "OBJ Flip T => ", "off ", "on ", 0 },
{ "BG Scalable => ", "off ", "on (Emulated) ",
"on (GBI) ", 0 },
{ "BG TextureLoad by => ", "LoadBlock ", "LoadTile ", 0 },
{ "BG Texture Format => ", "RGBA16 ", "CI8 ", 0 },
{ "BG Flip S => ", "off ", "on ", 0 },
};
/*---------------------------------------------------------------------------*
メニューの項目表示
*---------------------------------------------------------------------------*/
void printMenu(s16 id, s16 sw)
{
/* メニュー行の表示 sw=1 なら強調する */
osSyncPrintf( "[ Menu No %02d ] %s ( %s )\n", ( id + 1 ),
menu_mesg[id][0], menu_mesg[id][1+aMenu[id]] );
}
/*---------------------------------------------------------------------------*
メニューの初期化
*---------------------------------------------------------------------------*/
void menuInit(void)
{
int i;
osSyncPrintf("\033[2J"); /* 画面クリア */
for (i = 1; i < NUM_MENU; i ++){
aMenu[i] = 0;
printMenu(i, 0);
}
printMenu(0, 1);
}
/*---------------------------------------------------------------------------*
コントローラによるメニューの操作
*---------------------------------------------------------------------------*/
void menuHandler(myContPad *mc)
{
static s16 active = 0;
/* A で各オプションの切り替え */
if (mc->push & A_BUTTON){
aMenu[active] ++;
if (!menu_mesg[active][aMenu[active]+1]) aMenu[active] = 0;
osSyncPrintf( "Commit Menu!!\n" );
printMenu(active, 1);
}
/* B で項目選択 */
if ( mc->push & D_JPAD ) {
active += (active < NUM_MENU-1)? 1 : 1-NUM_MENU;
printMenu(active, 1);
} else if ( mc->push & U_JPAD ) {
--active;
if ( active < 0 ) active = ( NUM_MENU - 1 );
printMenu(active, 1);
}
return;
}
#endif
/*======== End of action.c ========*/