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8bitworkshop/presets/apple2/siegegame.c
2020-07-21 11:41:29 -05:00

244 lines
5.0 KiB
C

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