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6c0c610514
cpc: siege game
281 lines
5.8 KiB
C
281 lines
5.8 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 "cpctelera.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdint.h>
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typedef u8 byte;
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typedef u16 word;
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typedef u8 bool;
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#define CHAR(x) (x)
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#define COLS 40
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#define ROWS 25
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u8* vidbuf = (u8*) 0xc000;
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u8 vidchars[ROWS][COLS];
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u8 bgcolor = 0;
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u8 fgcolor = 1;
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void clrscr() {
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cpct_disableFirmware();
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cpct_disableUpperROM();
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cpct_setVideoMode(1);
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cpct_clearScreen_f8(0);
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memset(vidchars, ' ', sizeof(vidchars));
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}
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u8* cgetptr(byte x, byte y) {
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return cpct_getScreenPtr(vidbuf, x*2, y*8);;
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}
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void cputcxy(byte x, byte y, char ch) {
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u8* ptr = cgetptr(x,y);
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cpct_drawCharM1(ptr, fgcolor, bgcolor, ch);
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vidchars[y][x] = ch;
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}
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void putstring(byte x, byte y, const char* str) {
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u8* ptr = cgetptr(x,y);
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cpct_drawStringM1 (str, ptr, fgcolor, bgcolor);
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}
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byte getchar(byte x, byte y) {
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return vidchars[y][x];
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}
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void vsync() {
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__asm__("HALT");
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__asm__("HALT");
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}
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void delay(int x) {
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while (x--) {
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vsync();
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vsync();
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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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char collided:1;
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char 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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#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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CHAR('+'), CHAR('+'), CHAR('+'), CHAR('+'),
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CHAR('-'), CHAR('-'), CHAR('!'), CHAR('!') };
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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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fgcolor = 2;
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putstring(0,0,"Plyr1:");
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putstring(20,0,"Plyr2:");
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cputcxy(7,0,CHAR(players[0].score+'0'));
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cputcxy(27,0,CHAR(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 char DIR_X[4] = { 1, 0, -1, 0 };
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const char 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 = CHAR('1');
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players[1].head_attr = CHAR('2');
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players[0].tail_attr = CHAR('@');
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players[1].tail_attr = CHAR('%');
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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 = 25;
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players[1].y = 19;
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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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fgcolor = 3;
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cputcxy(p->x, p->y, p->head_attr);
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fgcolor = 1;
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}
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void move_player(Player* p) {
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fgcolor = p->head_attr & 3;
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cputcxy(p->x, p->y, p->tail_attr);
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fgcolor = 1;
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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) != CHAR(' '))
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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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if (!p->human) return;
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cpct_scanKeyboard_f();
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if (cpct_isKeyPressed(Key_CursorRight)) dir = D_RIGHT;
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else if (cpct_isKeyPressed(Key_CursorLeft)) dir = D_LEFT;
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if (cpct_isKeyPressed(Key_CursorUp)) dir = D_UP;
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else if (cpct_isKeyPressed(Key_CursorDown)) dir = D_DOWN;
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// don't let the player reverse
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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 < 29 && y < 27 && getchar(x, y) == CHAR(' ')) {
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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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byte gameover;
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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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//cv_set_frequency(CV_SOUNDCHANNEL_0, 1000+i*8);
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//cv_set_attenuation(CV_SOUNDCHANNEL_0, i/2);
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if (players[0].collided) players[0].head_attr ^= 0x80;
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if (players[1].collided) players[1].head_attr ^= 0x80;
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delay(2);
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bgcolor = 1;
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draw_player(&players[0]);
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bgcolor = 2;
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draw_player(&players[1]);
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bgcolor = 0;
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}
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//cv_set_attenuation(CV_SOUNDCHANNEL_0, 28);
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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 play_game();
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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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putstring(12,10,"WINNER:");
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putstring(12,13,"PLAYER ");
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cputcxy(12+7, 13, CHAR('1')+winner);
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delay(75);
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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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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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