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8bitworkshop/presets/c64/fullscrollgame.c

639 lines
17 KiB
C
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#include <stdio.h>
#include <conio.h>
#include <c64.h>
#include <cbm_petscii_charmap.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <joystick.h>
//#resource "c64-sid.cfg"
#define CFGFILE c64-sid.cfg
#include "common.h"
//#link "common.c"
#include "scrolling.h"
//#link "scrolling2.c"
#include "sprites.h"
//#link "sprites.c"
//#link "level2.ca65"
#define CAMERA_OFFSET_X 158
#define CAMERA_OFFSET_Y 120
#define CAMERA_MAX_DX 12
#define CAMERA_MAX_DY 8
#define MAX_ACTORS 8
#define ACTOR_OFFSET_X 28
#define ACTOR_OFFSET_Y 30
#define ACTOR_WIDTH 24
#define ACTOR_HEIGHT 21
#define JUMP_VELOCITY -36
#define MAX_FALL_VELOCITY 64
#define MAX_HORIZ_VELOCITY 16
#define MAP_COLS 16
#define MAP_ROWS 16
#define DEFAULT_CHAR chartileset_data[16]
#define DEFAULT_COLOR chartileset_colour_data[1]
#define FLAG_SOLID 1
#define FLAG_PLATFORM 2
#define FLAG_LADDER 4
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// level map data
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extern const byte charset_data[];
extern const byte charset_attrib_data[];
extern const byte chartileset_data[];
extern const byte chartileset_colour_data[];
extern const byte chartileset_tag_data[];
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extern const byte map_data[];
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static byte framecount;
static byte framemask;
const byte BITMASKS[8] = { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 };
static byte tileflagmap[MAP_ROWS*MAP_COLS];
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static byte tileindex;
static byte tilechar;
static bool get_cell_at(byte world_x, byte world_y) {
sbyte col = world_x >> 2;
sbyte row = world_y >> 2;
byte xofs = world_x & 3;
byte yofs = world_y & 3;
if (col < 0 || col >= MAP_COLS || row < 0 || row >= MAP_ROWS) {
return false;
} else {
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tileindex = map_data[col + row * MAP_ROWS];
tilechar = chartileset_data[xofs + (yofs + tileindex*4)*4];
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return true;
}
}
byte compute_tile_flags() {
switch (tileindex) {
case 3: return FLAG_PLATFORM;
case 4: return FLAG_PLATFORM;
case 5: return FLAG_SOLID;
case 6: return FLAG_LADDER;
case 7: return FLAG_PLATFORM | FLAG_LADDER;
case 8: return FLAG_SOLID;
default: return 0;
}
}
byte get_tile_flags(word world_x, word world_y) {
byte tilex = world_x >> 5;
byte tiley = world_y >> 5;
if (tilex < MAP_COLS && tiley < MAP_ROWS)
return tileflagmap[tilex + tiley*MAP_COLS];
else
return 0;
}
static void build_tile_flag_map(void) {
byte x,y;
byte i=0;
for (y=0; y<MAP_ROWS; y++) {
for (x=0; x<MAP_COLS; x++) {
if (get_cell_at(x*4, y*4))
tileflagmap[i++] = compute_tile_flags();
}
}
}
static void draw_cell(word ofs, byte scrn_x, byte scrn_y) {
byte ch, color;
if (get_cell_at(scrn_x + origin_x, scrn_y + origin_y)) {
ch = tilechar;
color = chartileset_colour_data[tileindex];
} else {
ch = DEFAULT_CHAR;
color = DEFAULT_COLOR;
}
hidbuf[ofs] = ch;
colorbuf[ofs] = color;
}
void scroll_draw_column(byte col) {
byte y;
word ofs = col;
for (y=0; y<ROWS; y++) {
draw_cell(ofs, col, y);
ofs += COLS;
}
}
void scroll_draw_row(byte row) {
byte x;
word ofs = row * COLS;
for (x=0; x<COLS; x++) {
draw_cell(ofs, x, row);
++ofs;
}
}
#define NUM_SPRITE_PATTERNS 13
/*{w:12,h:21,bpp:2,brev:1,count:13,aspect:2}*/
const char SPRITE_DATA[NUM_SPRITE_PATTERNS][64] = {
// left direction
{
0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xEA,0x00,
0x02,0xEA,0x00,0x02,0xEA,0x00,0x02,0xEA,0x00,
0x00,0xA8,0x50,0x00,0x15,0x50,0x00,0xAA,0x50,
0x00,0xAA,0x50,0x00,0xAA,0x50,0x0A,0xAA,0x50,
0x02,0xAA,0x50,0x00,0xFF,0x00,0x00,0xAA,0x00,
0x00,0xAA,0x00,0x00,0xA2,0x80,0x00,0xA2,0x80,
0x00,0x22,0x80,0x01,0x51,0x40,0x01,0x51,0x40
},
{
0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xAA,0x00,
0x02,0xAA,0x00,0x22,0xAA,0x00,0x22,0xAA,0x00,
0x20,0xA8,0x00,0x28,0x54,0x00,0x2A,0x56,0x80,
0x0A,0x56,0xA0,0x02,0x56,0xA0,0x02,0x56,0x20,
0x02,0x56,0x20,0x03,0xFF,0x20,0x02,0xAA,0x00,
0x02,0x8A,0x00,0x02,0x8A,0x00,0x01,0x4A,0x00,
0x05,0x4A,0x00,0x00,0x05,0x00,0x00,0x05,0x40
},
{
0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xEA,0x00,
0x02,0xEA,0x00,0x02,0xEA,0x00,0x02,0xEA,0x00,
0x00,0xA8,0x50,0x00,0x15,0x50,0x00,0xAA,0x50,
0x20,0xAA,0x50,0x2A,0xAA,0x50,0x0A,0xAA,0x50,
0x00,0xAA,0x50,0x00,0xFF,0x00,0x00,0xAA,0x00,
0x00,0xAA,0x00,0x0A,0xA2,0x80,0x0A,0xA2,0x94,
0x0A,0x02,0x94,0x15,0x00,0x94,0x15,0x00,0x04
},
{
0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xBF,0x80,
0x00,0xAE,0x80,0x00,0xAE,0x80,0x00,0xAE,0x80,
0x00,0x2A,0x00,0x00,0x15,0x02,0x20,0xAA,0xAA,
0x2A,0xBF,0xA8,0x0A,0xAA,0xA0,0x02,0xBF,0x80,
0x00,0xAA,0x80,0x00,0xFF,0xC0,0x00,0xAA,0x80,
0x00,0xAA,0x80,0x02,0xA2,0xA0,0x02,0x80,0xA0,
0x02,0x80,0xA0,0x01,0x40,0x50,0x05,0x40,0x54
},
{
0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xEA,0x00,
0x02,0xEA,0x00,0x02,0xEA,0x00,0x02,0xEA,0x00,
0x00,0xA8,0x50,0x00,0x15,0x50,0x00,0xAA,0x50,
0x08,0xAA,0x90,0x0A,0xAA,0xA0,0x02,0xAA,0x60,
0x00,0xAA,0x50,0x00,0xFF,0x00,0x00,0xAA,0x00,
0x00,0xA2,0x00,0x00,0xA8,0x80,0x00,0x2A,0x80,
0x02,0x8A,0x90,0x01,0x40,0x50,0x05,0x41,0x40
},
// right direction
{
0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xAB,0x80,
0x00,0xAB,0x80,0x00,0xAB,0x80,0x00,0xAB,0x80,
0x05,0x2A,0x00,0x05,0x54,0x00,0x05,0xAA,0x00,
0x05,0xAA,0x00,0x05,0xAA,0x00,0x05,0xAA,0xA0,
0x05,0xAA,0x80,0x00,0xFF,0x00,0x00,0xAA,0x00,
0x00,0xAA,0x00,0x02,0x8A,0x00,0x02,0x8A,0x00,
0x02,0x88,0x00,0x01,0x45,0x40,0x01,0x45,0x40
},
{
0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xAA,0x00,
0x02,0xAA,0x00,0x02,0xAA,0x20,0x02,0xAA,0x20,
0x00,0xA8,0x20,0x00,0x54,0xA0,0x0A,0x56,0xA0,
0x2A,0x56,0x80,0x2A,0x56,0x00,0x22,0x56,0x00,
0x22,0x56,0x00,0x23,0xFF,0x00,0x02,0xAA,0x00,
0x02,0x8A,0x00,0x02,0x8A,0x00,0x02,0x85,0x00,
0x02,0x85,0x40,0x01,0x40,0x00,0x05,0x40,0x00
},
{
0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xAB,0x80,
0x00,0xAB,0x80,0x00,0xAB,0x80,0x00,0xAB,0x80,
0x05,0x2A,0x00,0x05,0x54,0x00,0x05,0xAA,0x00,
0x05,0xAA,0x08,0x05,0xAA,0xA8,0x05,0xAA,0xA0,
0x05,0xAA,0x00,0x00,0xFF,0x00,0x00,0xAA,0x00,
0x00,0xAA,0x00,0x02,0x8A,0xA0,0x16,0x8A,0xA0,
0x16,0x80,0xA0,0x16,0x00,0x54,0x10,0x00,0x54
},
{
0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xBF,0x80,
0x00,0xAE,0x80,0x00,0xAE,0x80,0x00,0xAE,0x80,
0x00,0x2A,0x00,0x20,0x15,0x00,0x2A,0xAA,0x82,
0x0A,0xBF,0xAA,0x02,0xAA,0xA8,0x00,0xBF,0xA0,
0x00,0xAA,0x80,0x00,0xFF,0xC0,0x00,0xAA,0x80,
0x00,0xAA,0x80,0x02,0xA2,0xA0,0x02,0x80,0xA0,
0x02,0x80,0xA0,0x01,0x40,0x50,0x05,0x40,0x54
},
{
0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xAB,0x80,
0x00,0xAB,0x80,0x00,0xAB,0x80,0x00,0xAB,0x80,
0x05,0x2A,0x00,0x05,0x54,0x00,0x05,0xAA,0x00,
0x06,0xAA,0x20,0x0A,0xAA,0xA0,0x09,0xAA,0x80,
0x05,0xAA,0x00,0x00,0xFF,0x00,0x00,0xAA,0x00,
0x00,0x8A,0x00,0x02,0x2A,0x00,0x02,0xA8,0x00,
0x06,0xA2,0x80,0x05,0x01,0x40,0x01,0x41,0x50
},
// explosion
{
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x20,0x00,
0x00,0x20,0x00,0x08,0x20,0x80,0x02,0x02,0x00,
0x00,0x10,0x00,0x00,0x54,0x00,0x00,0x10,0x00,
0x02,0x02,0x00,0x08,0x20,0x80,0x00,0x20,0x00,
0x00,0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
},
{
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0x02,0x00,
0x08,0x00,0x80,0x20,0x00,0x20,0x20,0x54,0x20,
0x21,0x01,0x20,0x21,0x01,0x20,0x21,0x01,0x20,
0x20,0x54,0x20,0x20,0x00,0xA0,0x08,0x00,0x80,
0x02,0x02,0x00,0x00,0xA8,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
},
{
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0x02,0x00,
0x08,0x10,0x80,0x08,0x54,0x80,0x08,0x10,0x80,
0x02,0x02,0x00,0x00,0xA8,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
},
};
typedef enum {
STANDING, JUMPING, CLIMBING
} ActorState;
typedef struct Actor {
word xx;
word yy;
sbyte xvel;
sbyte yvel;
ActorState state;
bool faceleft;
} Actor;
Actor actors[MAX_ACTORS];
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Actor* const player = &actors[0];
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void draw_actor(register Actor* actor, byte index) {
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byte shape = 240;
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word xpos = actor->xx + pixofs_x + fine_correct_x + ACTOR_OFFSET_X;
word ypos = actor->yy + pixofs_y + fine_correct_y + ACTOR_OFFSET_Y;
if (xpos > 320 || ypos > 250) {
ypos = 255;
}
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switch (actor->state) {
case STANDING:
if (actor->xvel && actor->xx & 4) shape += 4;
if (!actor->faceleft) shape += 5;
break;
case JUMPING:
shape += 2;
if (!actor->faceleft) shape += 5;
break;
case CLIMBING:
shape += 1;
if (actor->yy & 2) shape += 5;
break;
}
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sprite_draw(index, xpos, ypos, shape);
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}
const char velocity_bitmasks[8] = {
0b00000000, // 0/8
0b00001000, // 1/8
0b00100010, // 2/8
0b10010010, // 3/8
0b01010101, // 4/8
0b01110101, // 5/8
0b11101110, // 6/8
0b11110111, // 7/8
// 0b11111111, // 8/8
};
static byte box[4]; // hit box
/*
void actor_set_position(register Actor* actor,
word world_x,
word world_y,
ActorState state) {
actor->xx = world_x;
actor->yy = world_y;
actor->state = state;
actor->tileindex = (world_x>>5) | (world_y>>5)*MAP_COLS;
}
*/
void move_actor(register Actor* actor,
sbyte cmd_dx,
sbyte cmd_dy) {
word xx,yy;
byte flags;
sbyte dx = cmd_dx;
sbyte dy = cmd_dy;
bool state = actor->state;
xx = actor->xx + dx;
yy = actor->yy + dy;
// if we are standing, move hit box 1 pixel below our feet
if (state == STANDING) {
yy += 1 - dy; // cancel out any climbing vertical offset (dy)
dy = 0;
}
// get hit box flags on all 4 corners
{
box[0] = get_tile_flags(xx, yy-ACTOR_HEIGHT);
box[1] = get_tile_flags(xx+ACTOR_WIDTH, yy-ACTOR_HEIGHT);
box[2] = get_tile_flags(xx, yy);
box[3] = get_tile_flags(xx+ACTOR_WIDTH, yy);
// cancel x velocity if either top corners is solid
if (dx < 0 && ((box[0] | box[2]) & FLAG_SOLID)) {
if (state != STANDING || box[0] & FLAG_SOLID) {
actor->xvel = 0;
dx = 0;
}
}
else if (dx > 0 && ((box[1] | box[3]) & FLAG_SOLID)) {
if (state != STANDING || box[1] & FLAG_SOLID) {
actor->xvel = 0;
dx = 0;
}
}
// cancel upward velocity if both top corners are solid
if (dy < 0 && ((box[0] | box[1]) & FLAG_SOLID)) {
actor->yvel = 0;
dy = 0;
}
switch (state) {
case JUMPING:
// are we moving downward?
if (dy > 0) {
// hit a solid brick?
flags = box[2] | box[3];
if (flags & FLAG_SOLID) {
// don't land if we are bumping against a wall
// but land if entire bottom border is solid
if (box[2] & box[3] & FLAG_SOLID) flags = FLAG_PLATFORM;
else if (box[0] & box[2] & FLAG_SOLID) { }
else if (box[1] & box[3] & FLAG_SOLID) { }
else flags = FLAG_PLATFORM;
}
// land on platform, but only if we
// transit past the lower boundary of a cell
if (flags & FLAG_PLATFORM) {
// maximum speed is 8 pixels/frame
if ((yy & 31) <= 8) {
if ((actor->yy & 31) >= 24) {
actor->yy |= 31;
actor->yvel = 0;
dy = 0;
actor->state = STANDING;
}
}
}
}
break;
case STANDING:
// if either bottom corner is empty, fall down
if ((box[2] | box[3]) == 0) {
actor->state = JUMPING;
}
// climbing a ladder?
else if (cmd_dy) {
// look at top corners if going up, bottom corners if down
flags = cmd_dy < 0 ? box[0] & box[1] : box[2] & box[3];
if (flags & FLAG_LADDER) {
actor->state = CLIMBING;
} else {
dy = 0;
}
}
break;
case CLIMBING:
// any flags set on bottom corners?
flags = box[2] & box[3];
if (!(flags & FLAG_LADDER)) {
// top of ladder, stand up
if (dy < 0) {
actor->state = STANDING;
} else {
// bottom of ladder, don't go thru floor
actor->state = JUMPING;
dy = 0;
}
}
break;
}
}
// update position and tile coordinate
// unless we zeroed out the velocity
if (dx) actor->xx += dx;
if (dy) actor->yy += dy;
}
void control_actor(register Actor* actor, byte joy) {
sbyte dx = 0;
sbyte dy = 0;
sbyte speed = 1;
ActorState state = actor->state;
// jump button
if (JOY_BTN_1(joy) && state == STANDING) {
actor->yvel = JUMP_VELOCITY;
actor->state = state = JUMPING;
framecount = 0; // TODO?
}
// update position based on x/y velocity
if (actor->xvel) {
dx += actor->xvel >> 3;
if (framemask & velocity_bitmasks[actor->xvel & 7]) {
dx++;
}
}
if (actor->yvel) {
dy += actor->yvel >> 3;
if (framemask & velocity_bitmasks[actor->yvel & 7]) {
dy++;
}
}
// apply gravity when jumping or falling
if (state == JUMPING &&
actor->yvel < MAX_FALL_VELOCITY) {
actor->yvel += 2;
}
// arrow keys give left/right velocity
if (JOY_LEFT(joy)) {
actor->faceleft = true;
if (actor->xvel > -MAX_HORIZ_VELOCITY)
actor->xvel -= speed;
} else if (JOY_RIGHT(joy)) {
actor->faceleft = false;
if (actor->xvel < MAX_HORIZ_VELOCITY)
actor->xvel += speed;
} else {
// slow down actor to a stop, horizontally
if (actor->xvel) actor->xvel /= 2;
}
// climb ladder?
if (state == STANDING || state == CLIMBING) {
if (JOY_UP(joy)) { dy = -1; }
if (JOY_DOWN(joy)) { dy = 1; }
}
// move sprite
if (dx | dy) {
move_actor(actor, dx, dy);
}
}
void camera_follow(register Actor* actor) {
int dx, dy;
byte moving = actor->xvel || actor->yvel;
// compute distance between player and camera
dx = CAMERA_OFFSET_X - pixofs_x - actor->xx;
dy = CAMERA_OFFSET_Y - pixofs_y - actor->yy;
// if we are moving, scroll only when distance
// from center is greater
if (moving) {
if (dx < -CAMERA_MAX_DX) dx += CAMERA_MAX_DX;
else if (dx > CAMERA_MAX_DX) dx -= CAMERA_MAX_DX;
else dx = 0;
if (dy < -CAMERA_MAX_DY) dy += CAMERA_MAX_DY;
else if (dy > CAMERA_MAX_DY) dy -= CAMERA_MAX_DY;
else dy = 0;
}
// divide dx and dy by 16
dx >>= 4;
dy >>= 4;
// do we need to scroll?
if (dx || dy) {
// what direction?
byte dir = 0;
if (dx < 0) dir |= SCROLL_LEFT;
if (dx > 0) dir |= SCROLL_RIGHT;
if (dy < 0) dir |= SCROLL_UP;
if (dy > 0) dir |= SCROLL_DOWN;
// start the scroll (ignored if one is already going)
scroll_start(dir);
// fast 8-pixel scroll if screen is moving too fast
if (moving && (abs(dx) >= 4 || abs(dy) >= 4)) {
scroll_finish();
}
}
}
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void control_enemy(struct Actor* enemy) {
byte control = 0;
int pdx = player->xx - enemy->xx;
int pdy = player->yy - enemy->yy;
if (pdy > 0) {
control |= JOY_DOWN_MASK;
} else if (pdy < 0) {
control |= JOY_UP_MASK;
}
if (pdx < -32) {
control |= JOY_LEFT_MASK;
} else if (pdx > 32) {
control |= JOY_RIGHT_MASK;
}
control_actor(enemy, control);
}
void next_frame() {
char joy;
// increment frame counter
framemask = BITMASKS[++framecount & 7];
// get joystick bits
joy = joy_read(0);
// move player
control_actor(player, joy);
// move enemy
control_enemy(&actors[1]);
// move the camera if needed
camera_follow(player);
// animate sprites in shadow sprite ram
draw_actor(&actors[0], 0);
draw_actor(&actors[1], 1);
// wait for vblank
wait_vblank();
// then update sprite registers
sprite_update(visbuf);
// do scrolling stuff each frame
scroll_update();
}
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void setup_sprites(void) {
sprite_clear();
sprite_set_shapes(SPRITE_DATA, 240, NUM_SPRITE_PATTERNS);
sprshad.spr_color[0] = COLOR_WHITE;
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sprshad.spr_color[1] = COLOR_LIGHTRED;
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sprshad.spr_mcolor = 0xff;
VIC.spr_mcolor0 = 12;
VIC.spr_mcolor1 = 14;
}
void setup_charset() {
// multicolor character mode
VIC.ctrl2 |= 0x10;
VIC.bgcolor0 = 6;
VIC.bgcolor1 = 0;
VIC.bgcolor2 = 1;
// select character set @ 0x8800
VIC.addr = 0x12;
memcpy((char*)0x8800, charset_data, 0x800);
}
void main(void) {
clrscr();
// setup scrolling library
scroll_setup();
// setup the character set for the level
setup_charset();
// copy sprites to VIC bank
setup_sprites();
// build cache for actor-level collisions
build_tile_flag_map();
// install the joystick driver
joy_install (joy_static_stddrv);
// repaint screen memory w/ the map
scroll_refresh();
player->xx = 3*32+8;
player->yy = 2*32+8-16;
player->xx = 0;
player->yy = 31;
player->state = STANDING;
/*
player->xx = 32;
player->yy = 0;
player->xx = 33;
player->yy = 100;
player->state = JUMPING;
*/
// actor_set_position(player, 63, 63, STANDING);
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actors[1].xx = 128;
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// infinite loop
while (1) {
next_frame();
}
}