mirror of https://github.com/jeremysrand/BuGS.git
More work isolating the global high score code from the game so it can be made a generic library.
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@ -9,6 +9,12 @@
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#ifndef _GUARD_PROJECTBuGS_FILEgame_
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#define _GUARD_PROJECTBuGS_FILEgame_
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#include "tileData.h"
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// These are globals used from assembly.
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extern char globalScoreInfo[GAME_NUM_TILES_WIDE + 1];
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// These are assembly functions called from C.
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extern void game(void);
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@ -18,6 +24,7 @@ extern void uploadSpin1(void);
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extern void uploadSpin2(void);
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extern void uploadSpin3(void);
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extern void displayConnectionString(void);
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extern void displayScorePosition(void);
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extern void swapStereoChannels(void);
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@ -223,7 +223,6 @@ updateScorpion_explosionDone anop
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setScorpionSpeed entry
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; TODO - Call this code with each level to set the scorpion speed
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cmp #SPRITE_SPEED_FAST
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beq setScorpionSpeed_fast
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@ -23,12 +23,14 @@ _drawDirtyGameRow_wait&rowNum anop
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; offset numbers.
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;
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; Also according to that technote, it looks like these numbers are different
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; in PAL mode. TODO - Do I need something here to handle PAL correctly? I
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; switched my GS to 50Hz mode (startup/reboot with option held down to get the
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; menu) and I didnt't detect any graphics glitches at all. I did notice that
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; the game is noticably easier because things run a bit slower. If I do an
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; online score system, I should record whether a score was gotten at 50Hz vs
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; 60Hz.
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; in PAL mode. Do I need something here to handle PAL correctly? I switched
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; my GS to 50Hz mode (startup/reboot with option held down to get the menu)
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; and I didnt't detect any graphics glitches at all. I did notice that the
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; game is noticably easier because things run a bit slower. If I do an online
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; score system, I should record whether a score was gotten at 50Hz vs 60Hz.
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; (and in fact, I have since implemented online high scores and record the
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; frequency at which the game was played)
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lda >VERTICAL_COUNTER ; load the counter value
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and #$80ff ; mask out the VBL bits
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asl a ; shift the word around
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@ -140,6 +140,7 @@ typedef enum tGameNetworkState {
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typedef struct tGameNetworkGlobals {
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Boolean networkStartedConnected;
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tHighScoreInitParams initParams;
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tGameNetworkState gameNetworkState;
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dnrBuffer domainNameResolution;
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srBuff tcpStatus;
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@ -152,7 +153,6 @@ typedef struct tGameNetworkGlobals {
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tHighScoreRequestWithHash highScoreRequest;
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Boolean hasHighScoreToSend;
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tStatusResponse setHighScoreResponse;
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tHighScoreInitParams initParams;
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uint16_t errorCode;
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uint16_t timeout;
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} tGameNetworkGlobals;
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@ -167,11 +167,11 @@ static tGameNetworkGlobals * networkGlobals = NULL;
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// The following globals are accessed by name from assembly so are not in the
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// tGameNetworkGlobals structure.
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// TODO - Make real interfaces for these things.
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Boolean hasGlobalHighScores = FALSE;
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tScoresResponse highScoreResponse;
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Word globalScoreAge = 0;
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Word globalScoreAge = 0; // TODO - Replace this with a call to a MiscTool function?
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tSetHighScoreRequestWithHash setHighScoreRequest;
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char globalScoreInfo[26];
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// Implementation
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@ -383,7 +383,7 @@ void pollNetwork(void)
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case GAME_NETWORK_UNCONNECTED:
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if (networkGlobals->initParams.displayConnectionString != NULL)
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networkGlobals->initParams.displayConnectionString();
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networkGlobals->initParams.displayConnectionString(TRUE);
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TCPIPConnect(NULL);
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if ((!toolerror()) &&
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(TCPIPGetConnectStatus())) {
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@ -391,6 +391,8 @@ void pollNetwork(void)
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} else {
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networkGlobals->gameNetworkState = GAME_NETWORK_CONNECT_FAILED;
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}
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if (networkGlobals->initParams.displayConnectionString != NULL)
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networkGlobals->initParams.displayConnectionString(FALSE);
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break;
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case GAME_NETWORK_CONNECTED:
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@ -721,16 +723,9 @@ BOOLEAN sendHighScore(void)
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if (networkGlobals->gameNetworkState != GAME_NETWORK_TCP_UNCONNECTED)
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return FALSE;
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sprintf(globalScoreInfo, " %u OF %u SCORES", networkGlobals->setHighScoreResponse.position, networkGlobals->setHighScoreResponse.numberOfScores);
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for (cycleCount = strlen(globalScoreInfo); cycleCount < sizeof(globalScoreInfo); cycleCount++) {
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globalScoreInfo[cycleCount] = ' ';
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}
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globalScoreInfo[25] = '\0'; // TODO - Get rid of hard coded value...
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displayScorePosition();
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for (cycleCount = 4 * 60; cycleCount > 0; cycleCount--) {
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networkGlobals->initParams.waitForVbl();
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}
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if (networkGlobals->initParams.scorePosition != NULL)
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networkGlobals->initParams.scorePosition(networkGlobals->setHighScoreResponse.position,
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networkGlobals->setHighScoreResponse.numberOfScores);
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return TRUE;
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}
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@ -12,6 +12,7 @@
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#include <types.h>
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typedef struct tHighScore
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{
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char scoreText[10];
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@ -19,31 +20,100 @@ typedef struct tHighScore
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unsigned long score;
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} tHighScore;
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extern char globalScoreInfo[26]; /* TODO - Get rid of this global and the hard coded length */
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typedef struct tHighScoreInitParams
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{
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/* This structure is initialized by the game and passed by pointer to the high score code. It consists of
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a series of data members and a series of callbacks which are provided by the game.
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*/
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/* This is the memory manager ID of the game. */
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unsigned int userId;
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const char * scoreServer; /* Pascal string of the hostname of the score server. */
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/* This is a Pascal string (not a C string) of the hostname of the score server to connect to. */
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const char * scoreServer;
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/* This is the TCP port number of the score server to connect to. */
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unsigned int scorePort;
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/* These two 32-bit values are the shared secrets used by the connect between the game and the score server
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which is used to try to reduce the amount of game score hacking.
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*/
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unsigned long secret1;
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unsigned long secret2;
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void (*displayConnectionString)(void); /* This function should display a message to the user that the network is being brought up. */
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void (*waitForVbl)(void); /* This function should wait for the next VBL and is used to poll the network and limit upload time for a high score. */
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void (*uploadSpin)(int); /* This argument iterates over 0, 1, 2, 3 and then back to 0, 1, 2, etc and is intended to show some kind of spinner to the user
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while uploading a high score. */
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/* This function should display a message to the user that the network is being brought up and they should
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be patient when the argument is TRUE and when the argument is FALSE, it should clear that message. This
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function shouldn't block and just put something on the screen to say that the connection is being brought
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up or clear that message. It is called sometimes (rarely) by pollNetwork(). It is called with argument
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TRUE and will always be called with FALSE sometime after that.
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*/
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void (*displayConnectionString)(BOOLEAN display);
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/* This function should wait for the next VBL and is used to poll the network and limit upload time for a
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high score.
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*/
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void (*waitForVbl)(void);
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/* This argument iterates over 0, 1, 2, 3 and then back to 0, 1, 2, etc and is intended to show some kind
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of spinner to the user while uploading a high score to the server. This function shouldn't block for
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any real amount of time and just cause something on the screen to change to make sure the player doesn't
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think something has hung while the upload is in progress. It is called when sendHighScore() is called
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by the game.
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*/
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void (*uploadSpin)(int);
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/* When a score is successfully uploaded to the server, this function will be called with the position
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of this player's score among the total number of scores recorded for this game. This information
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should be displayed to the user. The function can block while this information is being displayed
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and that message should be cleaned up before the function returns to the caller. This function is
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called by sendHighScore().
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*/
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void (*scorePosition)(unsigned int position, unsigned int numberOfScores);
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} tHighScoreInitParams;
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extern void initNetwork(tHighScoreInitParams * params);
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extern void disconnectNetwork(void);
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extern void pollNetwork(void);
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extern void shutdownNetwork(void);
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extern BOOLEAN canSendHighScore(void);
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extern BOOLEAN sendHighScore(void);
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// These are actually assembly functions called from the C code.
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extern void displayScorePosition(void);
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/* Call this function once at launch. The pointer to the parameters is copied so the structure does not need
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to remain valid after the call to this function.
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*/
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extern void initNetwork(tHighScoreInitParams * params);
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/* Call this when a game is about to start. It will interrupt any network operation in progress and get ready for
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a quiet period where polling will stop until the game is over. That way, all CPU time can be focused on the game.
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This function may call the waitForVbl() callback.
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*/
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extern void disconnectNetwork(void);
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/* Call this every frame refresh period when a game is _not_ in progress. This does any network operations required
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to download high scores. During this function call, the displayConnectionString() callback may be called.
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*/
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extern void pollNetwork(void);
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/* Call this function once when the game is quitting. */
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extern void shutdownNetwork(void);
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/* Call this function when the player has a high score that should be recorded online. This function will return
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TRUE if the network is up and a high score can be sent and if so, the game should call sendHighScore() to send
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the high score. If FALSE is returned, then the user is playing while offline and no attempt should be made to
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send the high score.
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*/
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extern BOOLEAN canSendHighScore(void);
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/* Assuming canSendHighScore() returned TRUE, the game can call this function to actually try to send the high score
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to the server. If this function returns TRUE, then the score was successfully sent to the server. If FALSE
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is returned, then an error has occurred. The game can offer the user the option to retry to the upload of the
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score and if the user would like to retry, just call sendHighScore() again. During this function call, the
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waitForVbl(), uploadSpin() and scorePosition() callbacks may be called.
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TODO - Pass the score as an argument rather than through globals.
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*/
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extern BOOLEAN sendHighScore(void);
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#endif /* define _GUARD_PROJECTBuGS_FILEglobalScores_ */
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30
BuGS/main.c
30
BuGS/main.c
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unsigned int myUserId;
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unsigned int randomSeed;
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// This symbol is used also from assembly directly so be careful with it...
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char globalScoreInfo[GAME_NUM_TILES_WIDE + 1];
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/* Implementation */
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}
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void scorePosition(unsigned int position, unsigned int numberOfScores)
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{
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int i;
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sprintf(globalScoreInfo, " %u OF %u SCORES", position, numberOfScores);
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for (i = strlen(globalScoreInfo); i < sizeof(globalScoreInfo); i++) {
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globalScoreInfo[i] = ' ';
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}
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globalScoreInfo[GAME_NUM_TILES_WIDE] = '\0';
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displayScorePosition();
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for (i = 6 * 60; i > 0; i--) {
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waitForVbl();
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}
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}
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void showConnectionString(BOOLEAN display)
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{
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if (display)
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displayConnectionString();
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}
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int main(void)
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{
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static tHighScoreInitParams highScoreInitParams;
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highScoreInitParams.secret1 = NETWORK_SERVERSECRET1;
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highScoreInitParams.secret2 = NETWORK_SERVERSECRET2;
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highScoreInitParams.displayConnectionString = displayConnectionString;
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highScoreInitParams.displayConnectionString = showConnectionString;
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highScoreInitParams.waitForVbl = waitForVbl;
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highScoreInitParams.uploadSpin = uploadSpin;
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highScoreInitParams.scorePosition = scorePosition;
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initNetwork(&highScoreInitParams);
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