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https://github.com/TomHarte/CLK.git
synced 2024-11-23 03:32:32 +00:00
Reorganised state, with an eye towards unifying object motion and triggers.
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87afa9140e
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57f434c199
@ -26,9 +26,6 @@ TIA::TIA(bool create_crt) :
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pixel_target_(nullptr),
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background_{0, 0},
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background_half_mask_(0),
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position_{0, 0, 0, 0, 0},
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motion_{0, 0, 0, 0, 0},
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is_moving_{false, false, false, false, false},
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horizontal_blank_extend_(false),
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collision_flags_(0)
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{
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@ -330,12 +327,12 @@ void TIA::set_player_position(int player)
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// one behind its real hardware value, creating the extra delay; and (ii) the player
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// code is written to start a draw upon wraparound from 159 to 0, so -1 is the
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// correct option rather than 159.
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position_[(int)MotionIndex::Player0 + player] = -1;
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object_[(int)MotionIndex::Player0 + player].position = -1;
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}
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void TIA::set_player_motion(int player, uint8_t motion)
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{
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motion_[(int)MotionIndex::Player0 + player] = (motion >> 4)&0xf;
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object_[(int)MotionIndex::Player0 + player].motion = (motion >> 4)&0xf;
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}
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void TIA::set_player_missile_colour(int player, uint8_t colour)
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@ -371,7 +368,7 @@ void TIA::set_ball_delay(bool delay)
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void TIA::set_ball_position()
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{
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position_[(int)MotionIndex::Ball] = 0;
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object_[(int)MotionIndex::Ball].position = 0;
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// setting the ball position also triggers a draw
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ball_.pixel_position = ball_.size;
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@ -379,20 +376,20 @@ void TIA::set_ball_position()
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void TIA::set_ball_motion(uint8_t motion)
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{
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motion_[(int)MotionIndex::Ball] = (motion >> 4) & 0xf;
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object_[(int)MotionIndex::Ball].motion = (motion >> 4) & 0xf;
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}
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void TIA::move()
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{
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horizontal_blank_extend_ = true;
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is_moving_[0] = is_moving_[1] = is_moving_[2] = is_moving_[3] = is_moving_[4] = true;
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motion_step_[0] = motion_step_[1] = motion_step_[2] = motion_step_[3] = motion_step_[4] = 15;
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motion_time_[0] = motion_time_[1] = motion_time_[2] = motion_time_[3] = motion_time_[4] = (horizontal_counter_ + 3) & ~3;
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object_[0].is_moving = object_[1].is_moving = object_[2].is_moving = object_[3].is_moving = object_[4].is_moving = true;
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object_[0].motion_step = object_[1].motion_step = object_[2].motion_step = object_[3].motion_step = object_[4].motion_step = 15;
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object_[0].motion_time = object_[1].motion_time = object_[2].motion_time = object_[3].motion_time = object_[4].motion_time = (horizontal_counter_ + 3) & ~3;
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}
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void TIA::clear_motion()
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{
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motion_[0] = motion_[1] = motion_[2] = motion_[3] = motion_[4] = 0;
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object_[0].motion = object_[1].motion = object_[2].motion = object_[3].motion = object_[4].motion = 0;
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}
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uint8_t TIA::get_collision_flags(int offset)
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@ -429,7 +426,7 @@ void TIA::output_for_cycles(int number_of_cycles)
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if(line_end_function_) line_end_function_(collision_buffer_.data());
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memset(collision_buffer_.data(), 0, 160); // sizeof(collision_buffer_)
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horizontal_blank_extend_ = false;
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for(int c = 0; c < 5; c++) motion_time_[c] %= 228;
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for(int c = 0; c < 5; c++) object_[c].motion_time %= 228;
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}
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// accumulate an OR'd version of the output into the collision buffer
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@ -621,27 +618,29 @@ void TIA::draw_playfield(int start, int end)
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void TIA::perform_motion_step(int identity)
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{
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if((motion_step_[identity] ^ (motion_[identity] ^ 8)) == 0xf)
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is_moving_[identity] = false;
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Object &object = object_[identity];
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if((object.motion_step ^ (object.motion ^ 8)) == 0xf)
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object.is_moving = false;
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else
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{
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position_[identity] ++;
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motion_step_[identity] --;
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motion_time_[identity] += 4;
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object.position ++;
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object.motion_step --;
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object.motion_time += 4;
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}
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}
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int TIA::perform_border_motion(int identity, int start, int end)
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{
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if(!is_moving_[identity]) return 0;
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Object &object = object_[identity];
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if(!object.is_moving) return 0;
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int steps_taken = 0;
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while(is_moving_[identity] && motion_time_[identity] < end)
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while(object.is_moving && object.motion_time < end)
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{
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perform_motion_step(identity);
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steps_taken++;
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}
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position_[identity] %= 160;
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object.position %= 160;
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return steps_taken;
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}
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@ -650,35 +649,35 @@ int TIA::perform_border_motion(int identity, int start, int end)
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void TIA::draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
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{
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int &position = position_[position_identity];
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Object &object = object_[position_identity];
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int adder = 4 >> player.size;
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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int next_motion_time = motion_time_[position_identity] - first_pixel_cycle + 4;
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int next_motion_time = object.motion_time - first_pixel_cycle + 4;
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while(start < end)
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{
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int next_event_time = end;
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// is the next event a movement tick?
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if(is_moving_[position_identity] && next_motion_time < next_event_time)
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if(object.is_moving && next_motion_time < next_event_time)
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{
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next_event_time = next_motion_time;
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}
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// is the next event a graphics trigger?
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int next_copy = 160;
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if(position < 16 && player.copy_flags&1)
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if(object.position < 16 && player.copy_flags&1)
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{
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next_copy = 16;
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} else if(position < 32 && player.copy_flags&2)
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} else if(object.position < 32 && player.copy_flags&2)
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{
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next_copy = 32;
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} else if(position < 64 && player.copy_flags&4)
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} else if(object.position < 64 && player.copy_flags&4)
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{
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next_copy = 64;
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}
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int next_copy_time = start + next_copy - position;
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int next_copy_time = start + next_copy - object.position;
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if(next_copy_time < next_event_time) next_event_time = next_copy_time;
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// the decision is to progress by length
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@ -705,11 +704,11 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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}
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// the next interesting event is after next_event_time cycles, so progress
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position = (position + length) % 160;
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object.position = (object.position + length) % 160;
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start = next_event_time;
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// if the event is a motion tick, apply
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if(is_moving_[position_identity] && start == next_motion_time)
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if(object.is_moving && start == next_motion_time)
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{
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perform_motion_step(position_identity);
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next_motion_time += 4;
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@ -746,7 +745,7 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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}
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// move further if required
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if(is_moving_[position_identity] && end >= 224 && motion_time_[position_identity] < end)
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if(object_[position_identity].is_moving && end >= 224 && object_[position_identity].motion_time < end)
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{
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perform_motion_step(position_identity);
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player.pixel_position = std::min(32, player.pixel_position + adder);
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@ -787,7 +786,7 @@ void TIA::draw_ball(int start, int end)
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}
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// move further if required
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if(is_moving_[(int)MotionIndex::Ball] && end >= 224 && motion_time_[(int)MotionIndex::Ball] < end)
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if(object_[(int)MotionIndex::Ball].is_moving && end >= 224 && object_[(int)MotionIndex::Ball].motion_time < end)
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{
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perform_motion_step((int)MotionIndex::Ball);
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ball_.pixel_position = std::max(0, ball_.pixel_position - 1);
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@ -796,16 +795,16 @@ void TIA::draw_ball(int start, int end)
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void TIA::draw_ball_visible(int start, int end)
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{
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int &position = position_[(int)MotionIndex::Ball];
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Object &object = object_[(int)MotionIndex::Ball];
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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int next_motion_time = motion_time_[(int)MotionIndex::Ball] - first_pixel_cycle + 4;
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int next_motion_time = object.motion_time - first_pixel_cycle + 4;
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while(start < end)
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{
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int next_event_time = end;
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// is the next event a movement tick?
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if(is_moving_[(int)MotionIndex::Ball] && next_motion_time < next_event_time)
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if(object.is_moving && next_motion_time < next_event_time)
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{
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next_event_time = next_motion_time;
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}
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@ -813,7 +812,7 @@ void TIA::draw_ball_visible(int start, int end)
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// is the next event a graphics trigger?
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if(ball_.enabled[ball_.enabled_index])
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{
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int time_until_copy = 160 - position;
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int time_until_copy = 160 - object.position;
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int next_copy_time = start + time_until_copy;
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if(next_copy_time < next_event_time) next_event_time = next_copy_time;
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}
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@ -840,18 +839,18 @@ void TIA::draw_ball_visible(int start, int end)
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}
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// the next interesting event is after next_event_time cycles, so progress
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position = (position + length) % 160;
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object.position = (object.position + length) % 160;
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start = next_event_time;
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// if the event is a motion tick, apply
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if(is_moving_[(int)MotionIndex::Ball] && start == next_motion_time)
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if(object.is_moving && start == next_motion_time)
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{
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perform_motion_step((int)MotionIndex::Ball);
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next_motion_time += 4;
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}
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// if it's a draw trigger, trigger a draw
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if(!position)
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if(!object.position)
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{
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ball_.pixel_position = ball_.size;
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}
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@ -166,11 +166,27 @@ class TIA {
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// movement
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bool horizontal_blank_extend_;
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int motion_[5];
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int motion_step_[5];
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int motion_time_[5];
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int position_[5];
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bool is_moving_[5];
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struct Object {
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// the two programmer-set values
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int position;
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int motion;
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// motion_step_ is the current motion counter value; motion_time_ is the next time it will fire
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int motion_step;
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int motion_time;
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// indicates whether this object is currently undergoing motion
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bool is_moving;
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// receives a list of drawing events; 20 is a deliberately over-specified quantity
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struct DrawingEvent {
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int time;
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int copy;
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} drawing_events[20];
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int draw_event_read_pointer, draw_event_write_pointer;
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Object() : draw_event_read_pointer(0), draw_event_write_pointer(0), is_moving(false) {};
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} object_[5];
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enum class MotionIndex : uint8_t {
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Ball,
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Player0,
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