/* Text-based version of a Blockade-style game. For more information, see "Making Arcade Games in C". */ #include "cpctelera.h" #include #include #include typedef u8 byte; typedef u16 word; typedef u8 bool; #define CHAR(x) (x) #define COLS 40 #define ROWS 25 u8* vidbuf = (u8*) 0xc000; u8 vidchars[ROWS][COLS]; u8 bgcolor = 0; u8 fgcolor = 1; void clrscr() { cpct_disableFirmware(); cpct_disableUpperROM(); cpct_setVideoMode(1); cpct_clearScreen_f8(0); memset(vidchars, ' ', sizeof(vidchars)); } u8* cgetptr(byte x, byte y) { return cpct_getScreenPtr(vidbuf, x*2, y*8);; } void cputcxy(byte x, byte y, char ch) { u8* ptr = cgetptr(x,y); cpct_drawCharM1(ptr, fgcolor, bgcolor, ch); vidchars[y][x] = ch; } void putstring(byte x, byte y, const char* str) { u8* ptr = cgetptr(x,y); cpct_drawStringM1 (str, ptr, fgcolor, bgcolor); } byte getchar(byte x, byte y) { return vidchars[y][x]; } void vsync() { __asm__("HALT"); __asm__("HALT"); } void delay(int x) { while (x--) { vsync(); vsync(); } } ////////// GAME DATA typedef struct { byte x; byte y; byte dir; word score; char head_attr; char tail_attr; char collided:1; char human:1; } Player; Player players[2]; byte credits = 0; byte frames_per_move; #define START_SPEED 12 #define MAX_SPEED 5 #define MAX_SCORE 7 /////////// const char BOX_CHARS[8] = { CHAR('+'), CHAR('+'), CHAR('+'), CHAR('+'), CHAR('-'), CHAR('-'), CHAR('!'), CHAR('!') }; void draw_box(byte x, byte y, byte x2, byte y2, const char* chars) { byte x1 = x; cputcxy(x, y, chars[2]); cputcxy(x2, y, chars[3]); cputcxy(x, y2, chars[0]); cputcxy(x2, y2, chars[1]); while (++x < x2) { cputcxy(x, y, chars[5]); cputcxy(x, y2, chars[4]); } while (++y < y2) { cputcxy(x1, y, chars[6]); cputcxy(x2, y, chars[7]); } } void draw_playfield() { draw_box(0,1,COLS-1,ROWS-1,BOX_CHARS); fgcolor = 2; putstring(0,0,"Plyr1:"); putstring(20,0,"Plyr2:"); cputcxy(7,0,CHAR(players[0].score+'0')); cputcxy(27,0,CHAR(players[1].score+'0')); } typedef enum { D_RIGHT, D_DOWN, D_LEFT, D_UP } dir_t; const char DIR_X[4] = { 1, 0, -1, 0 }; const char DIR_Y[4] = { 0, 1, 0, -1 }; void init_game() { memset(players, 0, sizeof(players)); players[0].head_attr = CHAR('1'); players[1].head_attr = CHAR('2'); players[0].tail_attr = CHAR('@'); players[1].tail_attr = CHAR('%'); frames_per_move = START_SPEED; } void reset_players() { players[0].x = players[0].y = 5; players[0].dir = D_RIGHT; players[1].x = 25; players[1].y = 19; players[1].dir = D_LEFT; players[0].collided = players[1].collided = 0; } void draw_player(Player* p) { fgcolor = 3; cputcxy(p->x, p->y, p->head_attr); fgcolor = 1; } void move_player(Player* p) { fgcolor = p->head_attr & 3; cputcxy(p->x, p->y, p->tail_attr); fgcolor = 1; p->x += DIR_X[p->dir]; p->y += DIR_Y[p->dir]; if (getchar(p->x, p->y) != CHAR(' ')) p->collided = 1; draw_player(p); } void human_control(Player* p) { byte dir = 0xff; if (!p->human) return; cpct_scanKeyboard_f(); if (cpct_isKeyPressed(Key_CursorRight)) dir = D_RIGHT; else if (cpct_isKeyPressed(Key_CursorLeft)) dir = D_LEFT; if (cpct_isKeyPressed(Key_CursorUp)) dir = D_UP; else if (cpct_isKeyPressed(Key_CursorDown)) dir = D_DOWN; // don't let the player reverse if (dir < 0x80 && dir != (p->dir ^ 2)) { p->dir = dir; } } byte ai_try_dir(Player* p, dir_t dir, byte shift) { byte x,y; dir &= 3; x = p->x + (DIR_X[dir] << shift); y = p->y + (DIR_Y[dir] << shift); if (x < 29 && y < 27 && getchar(x, y) == CHAR(' ')) { p->dir = dir; return 1; } else { return 0; } } void ai_control(Player* p) { dir_t dir; if (p->human) return; dir = p->dir; if (!ai_try_dir(p, dir, 0)) { ai_try_dir(p, dir+1, 0); ai_try_dir(p, dir-1, 0); } else { ai_try_dir(p, dir-1, 0) && ai_try_dir(p, dir-1, 1+(rand() & 3)); ai_try_dir(p, dir+1, 0) && ai_try_dir(p, dir+1, 1+(rand() & 3)); ai_try_dir(p, dir, rand() & 3); } } byte gameover; void flash_colliders() { byte i; // flash players that collided for (i=0; i<56; i++) { //cv_set_frequency(CV_SOUNDCHANNEL_0, 1000+i*8); //cv_set_attenuation(CV_SOUNDCHANNEL_0, i/2); if (players[0].collided) players[0].head_attr ^= 0x80; if (players[1].collided) players[1].head_attr ^= 0x80; delay(2); bgcolor = 1; draw_player(&players[0]); bgcolor = 2; draw_player(&players[1]); bgcolor = 0; } //cv_set_attenuation(CV_SOUNDCHANNEL_0, 28); } void make_move() { byte i; for (i=0; i MAX_SPEED) frames_per_move--; // game over? if (players[0].score != players[1].score) { if (players[0].score >= MAX_SCORE) declare_winner(0); else if (players[1].score >= MAX_SCORE) declare_winner(1); } } void play_game() { gameover = 0; init_game(); players[0].human = 1; while (!gameover) { play_round(); } } void main() { play_game(); }