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8bitworkshop/presets/coleco/siegegame.c

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2019-12-03 04:16:11 +00:00
/*
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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#include <stdlib.h>
#include <string.h>
#include <cv.h>
#include <cvu.h>
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#include "common.h"
//#link "common.c"
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// for SMS
//#link "fonts.s"
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////////// 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('!') };
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void draw_box(byte x, byte y, byte x2, byte y2, const char* chars) {
byte x1 = x;
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putcharxy(x, y, chars[2]);
putcharxy(x2, y, chars[3]);
putcharxy(x, y2, chars[0]);
putcharxy(x2, y2, chars[1]);
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while (++x < x2) {
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putcharxy(x, y, chars[5]);
putcharxy(x, y2, chars[4]);
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}
while (++y < y2) {
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putcharxy(x1, y, chars[6]);
putcharxy(x2, y, chars[7]);
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}
}
void draw_playfield() {
draw_box(0,1,COLS-1,ROWS-1,BOX_CHARS);
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putstringxy(0,0,"Plyr1:");
putstringxy(20,0,"Plyr2:");
putcharxy(7,0,CHAR(players[0].score+'0'));
putcharxy(27,0,CHAR(players[1].score+'0'));
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}
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('%');
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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) {
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putcharxy(p->x, p->y, p->head_attr);
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}
void move_player(Player* p) {
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putcharxy(p->x, p->y, p->tail_attr);
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p->x += DIR_X[p->dir];
p->y += DIR_Y[p->dir];
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if (getcharxy(p->x, p->y) != 0)
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p->collided = 1;
draw_player(p);
}
void human_control(Player* p) {
byte dir = 0xff;
struct cv_controller_state cs;
cv_get_controller_state(&cs, 0); // Read the controller.
if (!p->human) return;
if (cs.joystick & CV_LEFT) dir = D_LEFT;
if (cs.joystick & CV_RIGHT) dir = D_RIGHT;
if (cs.joystick & CV_UP) dir = D_UP;
if (cs.joystick & CV_DOWN) 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);
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if (x < 29 && y < 27 && getcharxy(x, y) == 0) {
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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);
draw_player(&players[0]);
draw_player(&players[1]);
}
//cv_set_attenuation(CV_SOUNDCHANNEL_0, 28);
}
void make_move() {
byte i;
for (i=0; i<frames_per_move; i++) {
human_control(&players[0]);
delay(1);
}
ai_control(&players[0]);
ai_control(&players[1]);
// if players collide, 2nd player gets the point
move_player(&players[1]);
move_player(&players[0]);
}
void play_game();
void declare_winner(byte winner) {
byte i;
clrscr();
for (i=0; i<ROWS/2-3; i++) {
draw_box(i,i,COLS-1-i,ROWS-1-i,BOX_CHARS);
delay(1);
}
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putstringxy(12,10,"WINNER:");
putstringxy(12,13,"PLAYER ");
putcharxy(12+7, 13, CHAR('1')+winner);
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delay(75);
gameover = 1;
}
void play_round() {
reset_players();
clrscr();
draw_playfield();
while (1) {
make_move();
if (players[0].collided || players[1].collided) break;
}
flash_colliders();
// add scores to players that didn't collide
if (players[0].collided) players[1].score++;
if (players[1].collided) players[0].score++;
// increase speed
if (frames_per_move > 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 setup_32_column_font() {
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copy_default_character_set();
cv_set_colors(0, CV_COLOR_BLUE);
cvu_vmemset(COLOR, COLOR_FG(CV_COLOR_YELLOW), 8); // set color for chars 0-63
cvu_vmemset(COLOR+8, COLOR_FG(CV_COLOR_WHITE), 32-8); // set chars 63-255
}
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void main() {
vdp_setup();
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setup_32_column_font();
cv_set_screen_active(true);
cv_set_vint_handler(&vint_handler);
draw_playfield();
play_game();
}