8bitworkshop/presets/vector-ataricolor/game.c

398 lines
8.9 KiB
C

#include <stdlib.h>
#include <string.h>
#include <cc65.h>
#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();
}