mirror of
https://github.com/sehugg/8bitworkshop.git
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244 lines
5.0 KiB
C
244 lines
5.0 KiB
C
/*
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Text-based version of a Blockade-style game.
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For more information, see "Making Arcade Games in C".
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <conio.h>
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#include <apple2.h>
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#define COLS 40
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#define ROWS 24
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typedef unsigned char byte;
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typedef signed char sbyte;
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typedef unsigned short word;
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// BASL = text address of cursor position
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static byte** BASL = (byte**) 0x28;
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byte getchar(byte x, byte y) {
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// JSR VTABZ
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// LDA (BASL) ($28)
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gotoxy(x,y); // set cursor position
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return (*BASL)[x]; // lookup value @ cursor address
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}
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void delay(byte count) {
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while (count--) {
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word i;
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for (i=0; i<200; i++) ;
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}
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}
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////////// GAME DATA
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typedef struct {
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byte x;
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byte y;
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byte dir;
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word score;
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char head_attr;
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char tail_attr;
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int collided:1;
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int human:1;
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} Player;
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Player players[2];
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byte credits = 0;
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byte frames_per_move;
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byte gameover;
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#define START_SPEED 12
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#define MAX_SPEED 5
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#define MAX_SCORE 7
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///////////
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const char BOX_CHARS[8] = { '+', '+', '+', '+',
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'-', '-', '!', '!'};
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void draw_box(byte x, byte y, byte x2, byte y2, const char* chars) {
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byte x1 = x;
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cputcxy(x, y, chars[2]);
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cputcxy(x2, y, chars[3]);
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cputcxy(x, y2, chars[0]);
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cputcxy(x2, y2, chars[1]);
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while (++x < x2) {
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cputcxy(x, y, chars[5]);
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cputcxy(x, y2, chars[4]);
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}
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while (++y < y2) {
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cputcxy(x1, y, chars[6]);
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cputcxy(x2, y, chars[7]);
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}
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}
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void draw_playfield() {
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draw_box(0,1,COLS-1,ROWS-1,BOX_CHARS);
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cputsxy( 0, 0, "Plyr1:");
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cputsxy(20, 0, "Plyr2:");
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cputcxy( 7, 0, players[0].score+'0');
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cputcxy(27, 0, players[1].score+'0');
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}
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typedef enum { D_RIGHT, D_DOWN, D_LEFT, D_UP } dir_t;
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const sbyte DIR_X[4] = { 1, 0, -1, 0 };
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const sbyte DIR_Y[4] = { 0, 1, 0, -1 };
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void init_game() {
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memset(players, 0, sizeof(players));
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players[0].head_attr = '1';
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players[1].head_attr = '2';
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players[0].tail_attr = '#';
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players[1].tail_attr = '*';
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frames_per_move = START_SPEED;
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}
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void reset_players() {
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players[0].x = players[0].y = 5;
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players[0].dir = D_RIGHT;
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players[1].x = COLS-6;
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players[1].y = ROWS-6;
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players[1].dir = D_LEFT;
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players[0].collided = players[1].collided = 0;
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}
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void draw_player(Player* p) {
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cputcxy(p->x, p->y, p->head_attr);
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}
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void move_player(Player* p) {
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cputcxy(p->x, p->y, p->tail_attr);
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p->x += DIR_X[p->dir];
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p->y += DIR_Y[p->dir];
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if ((getchar(p->x, p->y) & 0x7f) != ' ')
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p->collided = 1;
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draw_player(p);
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}
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void human_control(Player* p) {
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byte dir = 0xff;
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byte key;
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if (!p->human) return;
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if (!kbhit()) return;
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key = cgetc();
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// I/J/K/M cursor movement
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switch (key) {
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case 'I': dir = D_UP; break;
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case 'J': dir = D_LEFT; break;
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case 'K': dir = D_RIGHT; break;
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case 'M': dir = D_DOWN; break;
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}
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// don't let the player reverse direction
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if (dir < 0x80 && dir != (p->dir ^ 2)) {
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p->dir = dir;
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}
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}
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byte ai_try_dir(Player* p, dir_t dir, byte shift) {
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byte x,y;
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dir &= 3;
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x = p->x + (DIR_X[dir] << shift);
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y = p->y + (DIR_Y[dir] << shift);
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if (x < COLS && y < ROWS && (getchar(x, y) & 0x7f) == ' ') {
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p->dir = dir;
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return 1;
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} else {
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return 0;
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}
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}
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void ai_control(Player* p) {
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dir_t dir;
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if (p->human) return;
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dir = p->dir;
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if (!ai_try_dir(p, dir, 0)) {
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ai_try_dir(p, dir+1, 0);
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ai_try_dir(p, dir-1, 0);
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} else {
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ai_try_dir(p, dir-1, 0) && ai_try_dir(p, dir-1, 1+(rand() & 3));
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ai_try_dir(p, dir+1, 0) && ai_try_dir(p, dir+1, 1+(rand() & 3));
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ai_try_dir(p, dir, rand() & 3);
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}
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}
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void flash_colliders() {
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byte i;
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// flash players that collided
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for (i=0; i<56; i++) {
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delay(2);
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revers(players[0].collided && (i&1));
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draw_player(&players[0]);
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revers(players[1].collided && (i&1));
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draw_player(&players[1]);
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}
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revers(0);
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}
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void make_move() {
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byte i;
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for (i=0; i<frames_per_move; i++) {
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human_control(&players[0]);
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delay(1);
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}
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ai_control(&players[0]);
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ai_control(&players[1]);
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// if players collide, 2nd player gets the point
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move_player(&players[1]);
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move_player(&players[0]);
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}
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void declare_winner(byte winner) {
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byte i;
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clrscr();
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for (i=0; i<ROWS/2-3; i++) {
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draw_box(i,i,COLS-1-i,ROWS-1-i,BOX_CHARS);
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delay(1);
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}
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cputsxy(12,10,"WINNER:");
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cputsxy(12,13,"PLAYER ");
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cputcxy(12+7, 13, '1'+winner);
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delay(200);
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gameover = 1;
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}
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void play_round() {
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reset_players();
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clrscr();
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//setup_attrib_table();
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draw_playfield();
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while (1) {
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make_move();
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if (players[0].collided || players[1].collided) break;
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}
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flash_colliders();
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// add scores to players that didn't collide
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if (players[0].collided) players[1].score++;
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if (players[1].collided) players[0].score++;
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// increase speed
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if (frames_per_move > MAX_SPEED) frames_per_move--;
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// game over?
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if (players[0].score != players[1].score) {
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if (players[0].score >= MAX_SCORE)
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declare_winner(0);
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else if (players[1].score >= MAX_SCORE)
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declare_winner(1);
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}
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}
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void play_game() {
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gameover = 0;
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init_game();
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players[0].human = 1;
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while (!gameover) {
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play_round();
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}
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}
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void main() {
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play_game();
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}
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