add missing tools/pngdump to the repo
[gbajam22] / src / gamescr.c
index e467381..11390c7 100644 (file)
 #include "debug.h"
 #include "voxscape.h"
 #include "data.h"
+#include "scoredb.h"
+
+#define POS_MASK       ((VOX_SZ << 16) - 1)
 
 #define FOV            30
 #define NEAR   2
 #define FAR            85
 
-#define P_RATE 500
-#define E_RATE 500
+#define P_RATE 250
+#define E_RATE 3000
+#define SHOT_TIME      50
+
+#define ENEMY_VIS_RANGE        (2 * FAR / 3)
 
 static int gamescr_start(void);
 static void gamescr_stop(void);
@@ -27,6 +33,7 @@ static void gamescr_vblank(void);
 
 static int update(void);
 static void draw(void);
+static void victory(void);
 
 static struct screen gamescr = {
        "game",
@@ -36,13 +43,19 @@ static struct screen gamescr = {
        gamescr_vblank
 };
 
+#define ENEMY_ENERGY   4
 struct enemy {
        struct vox_object vobj;
        short hp;
-       short anm;
+       unsigned char anm;
+       signed char shot_frame;
        int last_shot;
 };
 #define ENEMY_VALID(e) ((e)->anm != 0)
+#define NUM_SHOT_FRAMES        16
+
+#define SFRM_LVL1      5
+#define SFRM_LVL2      12
 
 static uint16_t *framebuf;
 
@@ -50,22 +63,27 @@ static int nframes, backbuf;
 static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
 
 static int32_t pos[2], angle, horizon = 80;
-static unsigned long last_shot;
+static long last_shot, hitfrm;
+static int hit_px, hit_py;
+static int pheight;
 
 #define COLOR_HORIZON  192
 #define COLOR_ZENITH   255
 
-#define MAX_SPR                32
+#define MAX_SPR                48
 static uint16_t oam[4 * MAX_SPR];
 static int dynspr_base, dynspr_count;
 
 
 #define MAX_ENEMIES            (255 - CMAP_SPAWN0)
-struct enemy enemies[MAX_ENEMIES];
-int num_kills, total_enemies;
+static struct enemy enemies[MAX_ENEMIES];
+static int num_kills, total_enemies;
 static int energy;
 #define MAX_ENERGY     5
 
+static int score, gameover;
+static unsigned long total_time, start_time;
+static int running;
 
 #define XFORM_PIXEL_X(x, y)    (xform_ca * (x) - xform_sa * (y) + (120 << 8))
 #define XFORM_PIXEL_Y(x, y)    (xform_sa * (x) + xform_ca * (y) + (80 << 8))
@@ -75,6 +93,8 @@ static int xform_s;
 static short vblcount;
 static void *prev_iwram_top;
 
+static int hit_frame;
+static uint16_t color0;
 
 static inline void xform_pixel(int *xp, int *yp);
 
@@ -89,14 +109,14 @@ static void setup_palette(void)
        int i;
        unsigned char *cmap = gba_colors ? color_gba_cmap : color_cmap;
 
-       emuprint("setting up %s palette", gba_colors ? "GBA" : "NDS/Emu");
-
        for(i=0; i<256; i++) {
                int r = cmap[i * 3];
                int g = cmap[i * 3 + 1];
                int b = cmap[i * 3 + 2];
                gba_bgpal[i] = RGB555(r, g, b);
        }
+
+       color0 = gba_bgpal[0];
 }
 
 static int gamescr_start(void)
@@ -114,16 +134,16 @@ static int gamescr_start(void)
 
        pos[0] = pos[1] = VOX_SZ << 15;
        angle = 0x8000;
-       last_shot = timer_msec > P_RATE ? timer_msec - P_RATE : 0;
+       last_shot = -P_RATE - 1;
 
        vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
        vox_proj(FOV, NEAR, FAR);
-       vox_view(pos[0], pos[1], -40, angle);
+       pheight = vox_view(pos[0], pos[1], -40, angle);
 
        /* setup color image palette */
        setup_palette();
 
-       spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+       spr_setup(16, 16, spr_game_pixels, gba_colors ? spr_game_gba_cmap : spr_game_cmap);
        wait_vblank();
        spr_clear();
 
@@ -164,8 +184,9 @@ static int gamescr_start(void)
                                enemy->vobj.y = i;
                                enemy->vobj.px = -1;
                                enemy->anm = 0xff;
-                               enemy->hp = 2;
-                               enemy->last_shot = timer_msec > E_RATE ? timer_msec - E_RATE : 0;
+                               enemy->hp = ENEMY_ENERGY;
+                               enemy->last_shot = -1;
+                               enemy->shot_frame = -1;
                                if(++total_enemies >= MAX_ENEMIES) {
                                        goto endspawn;
                                }
@@ -189,13 +210,24 @@ endspawn:
        xform_ca = 0x10000;
        xform_s = 0x100;
 
+       gameover = 0;
+       score = -1;
+       total_time = 0;
+       start_time = timer_msec;
+
+       hitfrm = 0;
+
        vblcount = 0;
        nframes = 0;
+
+       running = 1;
        return 0;
 }
 
 static void gamescr_stop(void)
 {
+       running = 0;
+
        iwram_brk(prev_iwram_top);
 
        wait_vblank();
@@ -227,9 +259,10 @@ static void gamescr_frame(void)
        wait_vblank();
        present(backbuf);
 
+       /*
        if(!(nframes & 15)) {
                emuprint("vbl: %d", vblperf_count);
-       }
+       }*/
 #ifdef VBLBAR
        vblperf_begin();
 #else
@@ -253,11 +286,16 @@ static int numspr[][2] = {
 #define TURN_SPEED     0x200
 #define ELEV_SPEED     8
 
+#define MAX(a, b)      ((a > (b) ? (a) : (b)))
+
 static int update(void)
 {
        int32_t fwd[2], right[2];
        int i, snum, ledspr;
        struct enemy *enemy;
+       int did_strafe = 0;
+
+       hit_frame = 0;
 
        update_keyb();
 
@@ -267,6 +305,10 @@ static int update(void)
                return -1;
        }
 
+       if(gameover) {
+               goto skip_game_logic;
+       }
+
        if(keystate) {
                if(keystate & BN_LEFT) {
                        angle += TURN_SPEED;
@@ -281,18 +323,32 @@ static int update(void)
                right[1] = -fwd[0];
 
                if(keystate & BN_A) {
-                       pos[0] += fwd[0];
-                       pos[1] += fwd[1];
+                       pos[0] = (pos[0] + fwd[0]) & POS_MASK;
+                       pos[1] = (pos[1] + fwd[1]) & POS_MASK;
+                       if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+                       if(pos[1] < 0) pos[1] += VOX_SZ << 16;
                }
+
                if((keystate & BN_B) && (timer_msec - last_shot >= P_RATE)) {
-                       emuprint("pew");
                        last_shot = timer_msec;
                        for(i=0; i<total_enemies; i++) {
                                if(enemies[i].hp && enemies[i].vobj.px >= 0) {
                                        int dx = enemies[i].vobj.px - 120;
                                        int dy = enemies[i].vobj.py - 80;
-                                       if(abs(dx) < 10 && abs(dy) < 10) {
-                                               enemies[i].hp--;
+                                       int rad = enemies[i].vobj.scale >> 5;
+
+                                       if(rad < 1) rad = 1;
+
+                                       if(abs(dx) < rad && abs(dy) < (rad << 1)) {
+                                               enemies[i].shot_frame = -1;
+                                               if(--enemies[i].hp <= 0) {
+                                                       if(++num_kills >= total_enemies) {
+                                                               victory();
+                                                       }
+                                               }
+                                               hit_px = enemies[i].vobj.px;
+                                               hit_py = enemies[i].vobj.py;
+                                               hitfrm = nframes;
                                                break;
                                        }
                                }
@@ -305,17 +361,58 @@ static int update(void)
                        if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
                }
                if(keystate & BN_RT) {
-                       pos[0] += right[0];
-                       pos[1] += right[1];
+                       pos[0] = (pos[0] + right[0]) & POS_MASK;
+                       pos[1] = (pos[1] + right[1]) & POS_MASK;
+                       if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+                       if(pos[1] < 0) pos[1] += VOX_SZ << 16;
+                       did_strafe = 1;
                }
                if(keystate & BN_LT) {
-                       pos[0] -= right[0];
-                       pos[1] -= right[1];
+                       pos[0] = (pos[0] - right[0]) & POS_MASK;
+                       pos[1] = (pos[1] - right[1]) & POS_MASK;
+                       if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+                       if(pos[1] < 0) pos[1] += VOX_SZ << 16;
+                       did_strafe = 1;
+               }
+
+               pheight = vox_view(pos[0], pos[1], -40, angle);
+       }
+
+       /* enemy logic */
+       enemy = enemies;
+       for(i=0; i<total_enemies; i++) {
+               /* only consider enemies which are not dead */
+               if(enemy->hp <= 0) {
+                       enemy++;
+                       continue;
                }
 
-               vox_view(pos[0], pos[1], -40, angle);
+               if(enemy->shot_frame >= 0) {
+                       /* in the process of charging a shot */
+                       if(++enemy->shot_frame >= NUM_SHOT_FRAMES - 1) {
+                               /* only get hit if we can see the enemy and we didn't strafe */
+                               if(!did_strafe && enemy->vobj.px >= 0) {
+                                       hit_frame = 1;
+                                       if(--energy <= 0) {
+                                               gameover = 1;
+                                       }
+                               }
+                               enemy->shot_frame = -1;
+                       }
+               } else if(enemy->vobj.px >= 0) {
+                       /* check rate of fire and start a shot if necessary */
+                       if(enemy->last_shot == -1) {
+                               enemy->last_shot = timer_msec;
+                       } else if(timer_msec - enemy->last_shot >= E_RATE) {
+                               enemy->last_shot = timer_msec;
+                               enemy->shot_frame = 0;
+                       }
+               }
+               enemy++;
        }
 
+skip_game_logic:
+
        snum = 0;
        /* turrets number */
        spr_oam(oam, dynspr_base + snum++, numspr[num_kills][0], 200, 144, SPR_VRECT | SPR_256COL);
@@ -332,31 +429,67 @@ static int update(void)
                spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
                                8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
        }
+       /* blaster sprites */
+       if(timer_msec - last_shot <= SHOT_TIME) {
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, -8, 118, SPR_SZ32 | SPR_256COL);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 22, 103, SPR_SZ32 | SPR_256COL);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 54, 88, SPR_SZ32 | SPR_256COL);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 86, 72, SPR_SZ32 | SPR_256COL);
+
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, 240 + 8 - 32, 118, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 240 - 22 - 32, 103, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 240 - 54 - 32, 88, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 240 - 86 - 32, 72, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+       }
+       /* hit sparks */
+       if(nframes - hitfrm < 5) {
+               int id = SPRID_SPARK0 + (nframes - hitfrm);
+               spr_oam(oam, dynspr_base + snum++, id, hit_px - 16, hit_py - 16,
+                               SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+       }
        /* enemy sprites */
        /*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/
        enemy = enemies;
        for(i=0; i<total_enemies; i++) {
-               int sid, anm, px, py;
+               int sid, anm, px, py, yoffs;
                unsigned int flags;
                int16_t mat[4];
                int32_t sa, ca, scale;
 
                if(enemy->vobj.px >= 0) {
-                       flags = SPR_SZ32 | SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
-                       if(enemies->hp > 0) {
-                               anm = (enemies->anm + (vblcount >> 3)) & 0xf;
+                       flags = SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
+                       if(enemy->hp > 0) {
+                               anm = (enemy->anm + (vblcount >> 3)) & 0xf;
                                sid = SPRID_ENEMY0 + ((anm & 7) << 2);
-                               flags |= SPR_VRECT;
+                               flags |= SPR_SZ32 | SPR_VRECT;
+                               yoffs = 32;
                        } else {
                                anm = 0;
                                sid = SPRID_HUSK;
+                               flags |= SPR_SZ16;
+                               yoffs = 16;
                        }
 
                        px = enemy->vobj.px - 120;
                        py = enemy->vobj.py - 80;
                        xform_pixel(&px, &py);
 
-                       spr_oam(oam, dynspr_base + snum++, sid, px - 20, py - 32, flags);
+
+                       if(enemy->shot_frame >= 0) {
+                               if(enemy->shot_frame < SFRM_LVL1) {
+                                       spr_oam(oam, dynspr_base + snum++, SPRID_SHOT0, px - 16, py - 16,
+                                                       SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+                               } else if(enemy->shot_frame < SFRM_LVL2) {
+                                       spr_oam(oam, dynspr_base + snum++, SPRID_SHOT1, px - 16, py - 16,
+                                                       SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+                               } else {
+                                       spr_oam(oam, dynspr_base + snum++, SPRID_SHOT2, px - 16, py - 16,
+                                                       SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+                               }
+                       }
+
+
+                       spr_oam(oam, dynspr_base + snum++, sid, px - 16, py - yoffs, flags);
 
                        scale = enemy->vobj.scale;
                        if(scale > 0x10000) scale = 0x10000;
@@ -388,9 +521,56 @@ static void draw(void)
        //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
        fillblock_16byte(framebuf, 0, 240 * 160 / 16);
 
-       vox_render();
+       if(hit_frame) {
+               gba_bgpal[0] = 0x7fff;
+       } else {
+               gba_bgpal[0] = color0;
+               vox_render();
+       }
        //vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
        //vox_sky_solid(COLOR_ZENITH);
+
+       if(score >= 0 || energy <= 0) {
+               int sec = total_time / 1000;
+
+               fillblock_16byte(framebuf + 8 * 240 / 2, 199 | (199 << 8) | (199 << 16) | (199 << 24), 40 * 240 / 16);
+
+               glyphfb = framebuf;
+               glyphbg = 199;
+               glyphcolor = 197;
+               if(energy > 0) {
+                       dbg_drawstr(80, 10, "Victory!");
+                       glyphcolor = 200;
+                       dbg_drawstr(30, 20, "       Score: %d", score);
+                       dbg_drawstr(30, 28, "Completed in: %lum.%lus", sec / 60, sec % 60);
+               } else {
+                       dbg_drawstr(80, 10, "Game Over!");
+               }
+               glyphcolor = 198;
+               dbg_drawstr(85, 40, "Press start to exit");
+       }
+}
+
+static void victory(void)
+{
+       int sec, time_bonus = 0;
+
+       total_time = timer_msec - start_time;
+       sec = total_time / 1000;
+
+       if(sec < 60) {
+               time_bonus = 1000 + (60 - sec) * 100;
+       } else if(sec < 120) {
+               time_bonus = 250 + (60 - (sec - 60)) * 10;
+       } else if(sec < 300) {
+               time_bonus = 100;
+       }
+
+       score = energy * 250 + time_bonus;
+
+       /* TODO enter name */
+       save_score("???", score, total_time, 0);
+       save_scores();
 }
 
 static inline void xform_pixel(int *xp, int *yp)
@@ -412,6 +592,8 @@ static void gamescr_vblank(void)
        static int bank, bankdir, theta;
        int32_t sa, ca;
 
+       if(!running) return;
+
        vblcount++;
 
        /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
@@ -421,6 +603,8 @@ static void gamescr_vblank(void)
        /*dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, MAX_SPR * 2, 0);*/
        dma_copy32(3, (void*)OAM_ADDR, oam, MAX_SPR * 2, 0);
 
+       if(gameover) return;
+
        theta = -(bank << 3);
        xform_sa = SIN(theta);
        xform_ca = COS(theta);