back to 3vbl after sprites shot it up to 5-6
[gbajam22] / src / gamescr.c
index 3adb5c8..2703795 100644 (file)
@@ -6,14 +6,16 @@
 #include "util.h"
 #include "intr.h"
 #include "input.h"
-#include "player.h"
 #include "gba.h"
 #include "sprite.h"
 #include "debug.h"
-#include "level.h"
 #include "voxscape.h"
 #include "data.h"
 
+#define FOV            30
+#define NEAR   2
+#define FAR            85
+
 static int gamescr_start(void);
 static void gamescr_stop(void);
 static void gamescr_frame(void);
@@ -30,15 +32,45 @@ static struct screen gamescr = {
        gamescr_vblank
 };
 
-static int nframes, num_vbl, backbuf;
+struct enemy {
+       struct vox_object vobj;
+       short hp;
+       short anm;
+       int last_fire;
+};
+#define ENEMY_VALID(e) ((e)->anm != 0)
+
+static uint16_t *framebuf;
+
+static int nframes, backbuf;
 static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
 
-static int32_t pos[2], angle;
-static struct voxscape *vox;
+static int32_t pos[2], angle, horizon = 80;
 
 #define COLOR_HORIZON  192
 #define COLOR_ZENITH   255
 
+#define MAX_SPR                32
+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_enemies, total_enemies;
+static int energy;
+#define MAX_ENERGY     5
+
+
+#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))
+static int32_t xform_sa, xform_ca;     /* for viewport bank/zoom */
+static int xform_s;
+
+static short vblcount;
+
+
+static inline void xform_pixel(int *xp, int *yp);
 
 
 struct screen *init_game_screen(void)
@@ -48,38 +80,91 @@ struct screen *init_game_screen(void)
 
 static int gamescr_start(void)
 {
-       int i;
+       int i, j, sidx;
+       uint8_t *cptr;
+       struct enemy *enemy;
 
        gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
 
-       vblperf_setcolor(1);
+       vblperf_setcolor(0);
 
-       pos[0] = pos[1] = 256 << 16;
+       pos[0] = pos[1] = VOX_SZ << 15;
 
-       if(!(vox = vox_create(512, 512, height_pixels, color_pixels))) {
-               panic(get_pc(), "vox_create");
-       }
-       vox_proj(vox, 45, 1, 250);
+       vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
+       vox_proj(FOV, NEAR, FAR);
+       vox_view(pos[0], pos[1], -40, angle);
 
        /* setup color image palette */
-       for(i=0; i<192; i++) {
+       for(i=0; i<256; i++) {
                int r = color_cmap[i * 3];
                int g = color_cmap[i * 3 + 1];
                int b = color_cmap[i * 3 + 2];
-               gba_bgpal[i] = ((r << 8) & 0x7c00) | ((g << 2) & 0x3e0) | (b >> 3);
+               gba_bgpal[i] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
        }
 
-       /* setup sky gradient palette */
-       for(i=0; i<64; i++) {
-               int t = i << 8;
-               int r = (0xcc00 + (0x55 - 0xcc) * t) >> 8;
-               int g = (0x7700 + (0x88 - 0x77) * t) >> 8;
-               int b = (0xff00 + (0xcc - 0xff) * t) >> 8;
-               int cidx = COLOR_HORIZON + i;
-               gba_bgpal[cidx] = ((r << 8) & 0x7c00) | ((g << 2) & 0x3e0) | (b >> 3);
+       spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+       wait_vblank();
+       spr_clear();
+
+       for(i=0; i<MAX_SPR; i++) {
+               spr_oam_clear(oam, i);
+       }
+
+       sidx = 0;
+       spr_oam(oam, sidx++, SPRID_CROSS, 120-8, 80-8, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UIMID, 0, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UIRIGHT, 48, 144, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UILEFT, 168, 144, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UITGT, 184, 144, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
+       dynspr_base = sidx;
+
+       wait_vblank();
+       dma_copy32(3, (void*)OAM_ADDR, oam, sidx * 2, 0);
+
+       num_enemies = total_enemies = 0;
+       energy = 5;
+
+       srand(0);
+       cptr = color_pixels;
+       for(i=0; i<VOX_SZ; i++) {
+               for(j=0; j<VOX_SZ; j++) {
+                       if(*cptr == 255) {
+                               /* player spawn point */
+                               pos[0] = j << 16;
+                               pos[1] = i << 16;
+
+                       } else if(*cptr >= CMAP_SPAWN0 && *cptr != 255) {
+                               /* enemy spawn point */
+                               int idx = *cptr - CMAP_SPAWN0;
+                               enemy = enemies + idx;
+                               if(enemy->anm) {
+                                       panic(get_pc(), "double spawn %d at %d,%d (prev: %d,%d)", idx,
+                                                       j, i, enemy->vobj.x, enemy->vobj.y);
+                               }
+                               enemy->vobj.x = j;
+                               enemy->vobj.y = i;
+                               enemy->vobj.px = -1;
+                               enemy->anm = 0xff;
+                               enemy->hp = 2;
+                               enemy->last_fire = 0;
+                               if(++total_enemies >= MAX_ENEMIES) {
+                                       goto endspawn;
+                               }
+                       }
+                       cptr++;
+               }
+       }
+endspawn:
+       /* check continuity */
+       for(i=0; i<total_enemies; i++) {
+               if(enemies[i].anm <= 0) {
+                       panic(get_pc(), "discontinuous enemy list");
+               }
+               enemies[i].anm = rand() & 7;
        }
 
-       /*select_input(BN_DPAD | BN_LT | BN_RT);*/
+       vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
 
        nframes = 0;
        return 0;
@@ -91,12 +176,10 @@ static void gamescr_stop(void)
 
 static void gamescr_frame(void)
 {
-       unsigned char *fb;
-
        backbuf = ++nframes & 1;
-       fb = (unsigned char*)vram[backbuf];
+       framebuf = vram[backbuf];
 
-       vox_framebuf(vox, 240, 160, fb, -1);
+       vox_framebuf(240, 160, framebuf, horizon);
 
        update();
        draw();
@@ -104,59 +187,221 @@ static void gamescr_frame(void)
        vblperf_end();
        wait_vblank();
        present(backbuf);
+
+       if(!(nframes & 15)) {
+               emuprint("vbl: %d", vblperf_count);
+       }
+#ifdef VBLBAR
        vblperf_begin();
+#else
+       vblperf_count = 0;
+#endif
 }
 
+#define NS(x)  (SPRID_UINUM + ((x) << 1))
+static int numspr[][2] = {
+       {NS(0),NS(0)}, {NS(0),NS(1)}, {NS(0),NS(2)}, {NS(0),NS(3)}, {NS(0),NS(4)},
+       {NS(0),NS(5)}, {NS(0),NS(6)}, {NS(0),NS(7)}, {NS(0),NS(8)}, {NS(0),NS(9)},
+       {NS(1),NS(0)}, {NS(1),NS(1)}, {NS(1),NS(2)}, {NS(1),NS(3)}, {NS(1),NS(4)},
+       {NS(1),NS(5)}, {NS(1),NS(6)}, {NS(1),NS(7)}, {NS(1),NS(8)}, {NS(1),NS(9)},
+       {NS(2),NS(0)}, {NS(2),NS(1)}, {NS(2),NS(2)}, {NS(2),NS(3)}, {NS(2),NS(4)},
+       {NS(2),NS(5)}, {NS(2),NS(6)}, {NS(2),NS(7)}, {NS(2),NS(8)}, {NS(2),NS(9)},
+       {NS(3),NS(0)}, {NS(3),NS(1)}, {NS(3),NS(2)}, {NS(3),NS(3)}, {NS(3),NS(4)},
+       {NS(3),NS(5)}, {NS(3),NS(6)}, {NS(3),NS(7)}, {NS(3),NS(8)}, {NS(3),NS(9)}
+};
+
 #define WALK_SPEED     0x40000
-#define TURN_SPEED     0x100
+#define TURN_SPEED     0x200
+#define ELEV_SPEED     8
 
 static void update(void)
 {
        int32_t fwd[2], right[2];
-       uint16_t input;
+       int i, snum, ledspr;
+       struct enemy *enemy;
 
-       input = read_input();
+       update_keyb();
 
-       if(input & BN_LT) angle += TURN_SPEED;
-       if(input & BN_RT) angle -= TURN_SPEED;
+       if(KEYPRESS(BN_SELECT)) {
+               vox_quality ^= 1;
+       }
 
-       fwd[0] = -SIN(angle);
-       fwd[1] = COS(angle);
-       right[0] = fwd[1];
-       right[1] = -fwd[0];
+       if(keystate) {
+               if(keystate & BN_LEFT) {
+                       angle += TURN_SPEED;
+               }
+               if(keystate & BN_RIGHT) {
+                       angle -= TURN_SPEED;
+               }
+
+               fwd[0] = -SIN(angle);
+               fwd[1] = COS(angle);
+               right[0] = fwd[1];
+               right[1] = -fwd[0];
+
+               if(keystate & BN_A) {
+                       pos[0] += fwd[0];
+                       pos[1] += fwd[1];
+               }
+               if(keystate & BN_B) {
+                       pos[0] -= fwd[0];
+                       pos[1] -= fwd[1];
+               }
+               if(keystate & BN_UP) {
+                       if(horizon > 40) horizon -= ELEV_SPEED;
+               }
+               if(keystate & BN_DOWN) {
+                       if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
+               }
+               if(keystate & BN_RT) {
+                       pos[0] += right[0];
+                       pos[1] += right[1];
+               }
+               if(keystate & BN_LT) {
+                       pos[0] -= right[0];
+                       pos[1] -= right[1];
+               }
+
+               vox_view(pos[0], pos[1], -40, angle);
+       }
 
-       if(input & BN_UP) {
-               pos[0] += fwd[0];
-               pos[1] += fwd[1];
+       snum = 0;
+       /* turrets number */
+       spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][0], 200, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][1], 208, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][0], 224, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][1], 232, 144, SPR_VRECT | SPR_256COL);
+       /* energy bar */
+       if(energy == MAX_ENERGY) {
+               ledspr = SPRID_LEDBLU;
+       } else {
+               ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED;
        }
-       if(input & BN_DOWN) {
-               pos[0] -= fwd[0];
-               pos[1] -= fwd[1];
+       for(i=0; i<5; i++) {
+               spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
+                               8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
        }
-       if(input & BN_RIGHT) {
-               pos[0] += right[0];
-               pos[1] += right[1];
+       /* 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;
+               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;
+                               sid = SPRID_ENEMY0 + ((anm & 7) << 2);
+                               flags |= SPR_VRECT;
+                       } else {
+                               anm = 0;
+                               sid = SPRID_HUSK;
+                       }
+
+                       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);
+
+                       scale = enemy->vobj.scale;
+                       if(scale > 0x10000) scale = 0x10000;
+                       sa = xform_sa / scale;
+                       ca = xform_ca / scale;
+                       mat[0] = anm >= 8 ? -ca : ca;
+                       mat[1] = sa;
+                       mat[2] = -sa;
+                       mat[3] = ca;
+
+                       spr_transform(oam, 0, mat);
+                       enemy->vobj.px = -1;
+               }
+               enemy++;
        }
-       if(input & BN_LEFT) {
-               pos[0] -= right[0];
-               pos[1] -= right[1];
+       for(i=snum; i<dynspr_count; i++) {
+               spr_oam_clear(oam, dynspr_base + i);
        }
 
-       vox_view(vox, pos[0], pos[1], -30, angle);
+       mask(INTR_VBLANK);
+       dynspr_count = snum;
+       unmask(INTR_VBLANK);
 }
 
 static void draw(void)
 {
-//     vox_begin(vox);
-       vox_render(vox);
-       vox_sky_grad(vox, COLOR_HORIZON, COLOR_ZENITH);
-       //vox_sky_solid(vox, COLOR_ZENITH);
+       //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
+       fillblock_16byte(framebuf, 0, 240 * 160 / 16);
+
+       vox_render();
+       //vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
+       //vox_sky_solid(COLOR_ZENITH);
+}
+
+static inline void xform_pixel(int *xp, int *yp)
+{
+       int32_t sa = xform_sa >> 8;
+       int32_t ca = xform_ca >> 8;
+       int x = *xp;
+       int y = *yp;
+
+       *xp = (ca * x - sa * y + (120 << 8)) >> 8;
+       *yp = (sa * x + ca * y + (80 << 8)) >> 8;
 }
 
-#ifdef BUILD_GBA
-__attribute__((noinline, target("arm"), section(".iwram")))
-#endif
+#define MAXBANK                0x100
+
+ARM_IWRAM
 static void gamescr_vblank(void)
 {
-       num_vbl++;
+       static int bank, bankdir, theta;
+       int32_t sa, ca;
+
+       vblcount++;
+
+       if(!nframes) return;
+
+       /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
+        * DMA them from cartridge easily
+        */
+
+       /*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);
+
+       theta = -(bank << 3);
+       xform_sa = SIN(theta);
+       xform_ca = COS(theta);
+#if 0
+       xform_s = 0x100000 / (MAXBANK + (abs(bank) >> 3));
+       sa = (((xform_sa) >> 8) * xform_s) >> 12;
+       ca = (((xform_ca) >> 8) * xform_s) >> 12;
+#else
+       xform_s = (MAXBANK + (abs(bank) >> 3));
+       sa = xform_sa / xform_s;
+       ca = xform_ca / xform_s;
+#endif
+
+       REG_BG2X = -ca * 120 - sa * 80 + (120 << 8);
+       REG_BG2Y = sa * 120 - ca * 80 + (80 << 8);
+
+       REG_BG2PA = ca;
+       REG_BG2PB = sa;
+       REG_BG2PC = -sa;
+       REG_BG2PD = ca;
+
+       keystate = ~REG_KEYINPUT;
+
+       if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
+               if(bank) {
+                       bank -= bankdir << 4;
+               }
+       } else if(keystate & BN_LEFT) {
+               bankdir = -1;
+               if(bank > -MAXBANK) bank -= 16;
+       } else if(keystate & BN_RIGHT) {
+               bankdir = 1;
+               if(bank < MAXBANK) bank += 16;
+       }
 }