#include #include #include #include "vecops.h" //#link "vecops.c" #include "vecfont.h" //#link "vecfont.c" #include "vec3d.h" //#link "vec3d.c" #define input0 (*(byte*)0x7800) #define input1 (*(byte*)0x8000) #define watchdog (*(byte*)0x8980) #define vidframe (*(byte*)0x0) #define LEFT1 !(input1 & 0x8) #define RIGHT1 !(input1 & 0x4) #define UP1 !(input1 & 0x10) #define DOWN1 !(input1 & 0x20) #define FIRE1 !(input1 & 0x2) #define BOMB1 !(input1 & 0x1) #define COIN1 (input0 & 0x2) #define COIN2 (input0 & 0x1) #define START1 (input2 & 0x20) #define START2 (input2 & 0x40) // SHAPE CACHE const Vector8 tetra_v[] = { {0,-86,86},{86,86,86},{-86,86,86},{0,0,-86} }; const sbyte tetra_e[] = { 0, 1, 2, 0, 3, 1, -1, 3, 2, -2 }; const Wireframe tetra_wf = { 4, tetra_v, tetra_e }; const Vector8 octa_v[] = { {86,0,0},{0,86,0},{-86,0,0},{0,-86,0},{0,0,86},{0,0,-86} }; const sbyte octa_e[] = { 0, 1, 2, 3, 0, 4, 1, 5, 0, -1, 2, 4, 3, 5, 2, -2 }; const Wireframe octa_wf = { 6, octa_v, octa_e }; const Vector8 ship_v[] = { {0,86,0},{-30,-30,0},{-50,0,0},{50,0,0},{30,-30,0} }; const sbyte ship_e[] = { 0, 1, 2, 3, 4, 0, -2 }; const Wireframe ship_wf = { 5, ship_v, ship_e }; const Vector8 thrust_v[] = { {-20,-30,0},{-30,-50,0},{0,-86,0},{30,-50,0},{20,-30,0} }; const sbyte thrust_e[] = { 0, 1, 2, 3, 4, -2 }; const Wireframe thrust_wf = { 5, thrust_v, thrust_e }; const Vector8 torpedo_v[] = { {-86,0,0},{86,0,0},{-40,-40,0},{40,40,0},{0,-20,0},{0,20,0} }; const sbyte torpedo_e[] = { 0, 1, -1, 2, 3, -1, 4, 5, -2 }; const Wireframe torpedo_wf = { 6, torpedo_v, torpedo_e }; word ship_shapes[32]; word thrust_shapes[32]; word tetra_shapes[32]; word torpedo_shapes[16]; word explosion_shape[1]; void draw_explosion() { byte i; for (i=0; i<30; i++) { byte angle = rand(); sbyte xd = isin(angle) >> 4; sbyte yd = icos(angle) >> 4; SVEC(xd, yd, 2); SVEC(-xd, -yd, 2); } } void make_cached_shapes() { Matrix mat; byte i; for (i=0; i<32; i++) { //watchdog = 0; ship_shapes[i] = dvgwrofs; mat_rotate(&mat, 2, i<<3); draw_wireframe_ortho(&ship_wf, &mat); RTSL(); thrust_shapes[i] = dvgwrofs; draw_wireframe_ortho(&thrust_wf, &mat); RTSL(); tetra_shapes[i] = dvgwrofs; mat_rotate(&mat, 0, i<<3); draw_wireframe_ortho(&octa_wf, &mat); RTSL(); } for (i=0; i<16; i++) { torpedo_shapes[i] = dvgwrofs; mat_rotate(&mat, 2, i<<4); draw_wireframe_ortho(&torpedo_wf, &mat); RTSL(); } explosion_shape[0] = dvgwrofs; STAT_sparkle(15); draw_explosion(); RTSL(); } // MAIN PROGRAM struct Actor; typedef void ActorUpdateFn(struct Actor*); typedef struct Actor { word* shapes; ActorUpdateFn* update_fn; byte angshift; byte scale; byte color; byte intens; byte collision_flags; byte angle; word xx; word yy; int velx; int vely; struct Actor* next; byte removed; } Actor; #define WORLD_SCALE 0x2c0 void draw_actor(const Actor* a) { CNTR(); // center beam (0,0) SCAL(WORLD_SCALE); // world scale VCTR(a->xx>>3, a->yy>>3, 0); // go to object center SCAL(a->scale); // object scale STAT(a->color, a->intens); // set color/intensity JSRL(a->shapes[a->angle >> a->angshift]); // draw } void move_actor(Actor* a) { a->xx += a->velx; a->yy += a->vely; } static Actor* first_actor = NULL; Actor* new_actor(const Actor* base) { Actor* a = (Actor*) malloc(sizeof(Actor)); memcpy(a, base, sizeof(Actor)); a->next = first_actor; first_actor = a; return a; } void draw_and_update_actors() { Actor* a = first_actor; while (a) { draw_actor(a); move_actor(a); if (a->update_fn) a->update_fn(a); a = a->next; } } void remove_expired_actors() { Actor* a; // get address of first pointer Actor** prev = &first_actor; while ((a = *prev)) { // was actor removed? if (a->removed) { // set previous pointer to skip this actor *prev = a->next; // free memory free(a); } else { // get address of next pointer prev = &a->next; } } } void draw_actor_rect(Actor* a) { CNTR(); // center beam (0,0) SCAL(WORLD_SCALE); // world scale VCTR(a->xx>>3, a->yy>>3, 0); // go to object center SCAL(a->scale); // object scale STAT(RED, 7); // set color/intensity VCTR(-86,-86,0); VCTR(86*2,0,2); VCTR(0,86*2,2); VCTR(-86*2,0,2); VCTR(0,-86*2,2); } word get_distance_squared(byte dx, byte dy) { return imul8x8r16(dx,dx) + imul8x8r16(dy,dy); } typedef void ActorCollisionFn(struct Actor*, struct Actor*); byte test_actor_distance(ActorCollisionFn* fn, Actor* act1, byte mindist, byte flags) { Actor* a = first_actor; byte xx1 = act1->xx >> 8; byte yy1 = act1->yy >> 8; byte count = 0; word mindist2 = mindist * mindist; // go through list of actors while (a) { // only compare against actors with certain flags // (that haven't been removed) if ((a->collision_flags & flags) && !a->removed) { byte dx = abs(xx1 - (a->xx >> 8)); byte dy = abs(yy1 - (a->yy >> 8)); if (dx+dy < mindist) { word dist2 = get_distance_squared(dx, dy); if (dist2 < mindist2) { if (fn) fn(act1, a); count++; } } } a = a->next; } return count; } void explode_at(Actor* base); void explode_actor(Actor* a, Actor* b) { a->removed = 1; explode_at(b); b->removed = 1; } void obstacle_update_fn(struct Actor* a) { a->angle += 1; } void torpedo_update_fn(struct Actor* a) { // expire? if ((a->angle += 60) == 0) { a->removed = 1; } else { // check for torpedo hits test_actor_distance(explode_actor, a, 12, 0x2); } } void explosion_update_fn(struct Actor* a) { a->scale -= 2; if (a->scale < 8) { a->removed = 1; } } const Actor ship_actor = { ship_shapes, NULL, 3, 0xb0, WHITE, 7, 0x1 }; const Actor tetra_actor = { tetra_shapes, obstacle_update_fn, 3, 0x80, CYAN, 7, 0x2 }; const Actor torpedo_actor = { torpedo_shapes, torpedo_update_fn, 4, 0xe0, YELLOW, 15, 0x4 }; const Actor explosion_actor = { explosion_shape, explosion_update_fn, 8, 0xa0, WHITE, 15, 0 }; void create_obstacle() { Actor* a = new_actor(&tetra_actor); a->xx = rand() | 0x8000; a->yy = rand(); a->velx = (int)rand()<<8>>8; a->vely = (int)rand()<<8>>8; } void create_obstacles(byte count) { while (count--) { create_obstacle(); } } static int frame = 0; static Actor* curship = NULL; void draw_thrust() { word rnd = rand(); // save old values in actor byte oldcolor = curship->color; byte oldintens = curship->intens; // temporarily give new thrust values curship->shapes = thrust_shapes; curship->scale ^= rnd; // random thrust scale curship->intens = 15; curship->color = (rnd&1) ? RED : YELLOW; // draw thrust using player's ship actor draw_actor(curship); // restore previous values curship->shapes = ship_shapes; curship->scale ^= rnd; curship->color = oldcolor; curship->intens = oldintens; } void thrust_ship() { sbyte sin = isin(curship->angle); sbyte cos = icos(curship->angle); curship->velx += sin>>3; curship->vely += cos>>3; } int apply_friction(int vel) { int delta = vel >> 8; if (delta == 0 && vel > 0) delta++; return vel - delta; } void shoot_torpedo() { sbyte sin = isin(curship->angle); sbyte cos = icos(curship->angle); Actor* torp = new_actor(&torpedo_actor); torp->velx = sin << 2; torp->vely = cos << 2; torp->xx = curship->xx + torp->velx*4; torp->yy = curship->yy + torp->vely*4; } static byte can_fire; static byte newship_timer; void new_player_ship() { if (curship == NULL) { curship = new_actor(&ship_actor); } } void explode_at(Actor* base) { Actor* a = new_actor(&explosion_actor); a->xx = base->xx; a->yy = base->yy; } void control_player() { if (newship_timer && --newship_timer == 0) { new_player_ship(); } if (!curship) return; if (LEFT1) curship->angle -= 2; if (RIGHT1) curship->angle += 2; if ((frame&1)==1) { curship->velx = apply_friction(curship->velx); curship->vely = apply_friction(curship->vely); } if (UP1) { // draw flame draw_thrust(); // thrust every 4 frames, to avoid precision issues if (!(frame&3)) thrust_ship(); } if (FIRE1) { // must release fire button before firing again if (can_fire) { shoot_torpedo(); can_fire = 0; } } else { can_fire = 1; } // ship ran into something? if (test_actor_distance(NULL, curship, 16, 0x2)) { explode_at(curship); curship->removed = 1; curship = NULL; newship_timer = 255; } } byte just_one_actor_left() { return first_actor != NULL && first_actor->next == NULL; } void main() { dvgclear(); dvgwrofs = 0x800; //write into the middle of VEC ROM (TODO) make_cached_shapes(); create_obstacles(5); new_player_ship(); while (!just_one_actor_left()) { dvgreset(); control_player(); draw_and_update_actors(); CNTR(); HALT(); dvgstart(); remove_expired_actors(); frame++; watchdog=0; // while (vidframe == (frame & 0x3)) {} } main(); }