#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 "xgl.h"
-#include "polyfill.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);
+static void gamescr_vblank(void);
static void update(void);
static void draw(void);
-static void vblank(void);
-
-static int nframes, num_vbl, backbuf;
-static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
-
-static const char *testlvl =
- "################\n"
- "################\n"
- "################\n"
- "################\n"
- "################\n"
- "####### s#####\n"
- "####### ########\n"
- "####### #####\n"
- "###### #####\n"
- "###### #####\n"
- "###### #####\n"
- "###### ### #####\n"
- "###### ### #####\n"
- "###### #####\n"
- "######## #######\n"
- "################\n"
- "################\n"
- "################\n"
- "################\n"
- "################\n";
-
-static struct xvertex tm_floor[] __attribute__((section(".rodata"))) = {
- {0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
- {-0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
- {-0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210},
- {0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210}
+
+static struct screen gamescr = {
+ "game",
+ gamescr_start,
+ gamescr_stop,
+ gamescr_frame,
+ gamescr_vblank
};
+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, 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 struct level *lvl;
+static short vblcount;
+static void *prev_iwram_top;
-static struct player player;
+static inline void xform_pixel(int *xp, int *yp);
-void gamescr(void)
+
+struct screen *init_game_screen(void)
+{
+ return &gamescr;
+}
+
+static int gamescr_start(void)
{
- int i;
- unsigned char *fb;
- uint16_t *cmap;
+ int i, j, sidx;
+ uint8_t *cptr;
+ struct enemy *enemy;
- REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
+ prev_iwram_top = iwram_sbrk(0);
- vblperf_setcolor(1);
+ gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
- lvl = init_level(testlvl);
+ vblperf_setcolor(0);
- xgl_init();
+ pos[0] = pos[1] = VOX_SZ << 15;
- memset(&player, 0, sizeof player);
- player.phi = 0x100;
+ vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
+ vox_proj(FOV, NEAR, FAR);
+ vox_view(pos[0], pos[1], -40, angle);
- cmap = (uint16_t*)CRAM_BG_ADDR;
- *cmap++ = 0;
- for(i=1; i<255; i++) {
- *cmap++ = rand();
+ /* setup color image palette */
+ 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] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
}
- *cmap = 0xffff;
+ spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+ wait_vblank();
+ spr_clear();
- select_input(BN_DPAD | BN_A | BN_B);
+ for(i=0; i<MAX_SPR; i++) {
+ spr_oam_clear(oam, i);
+ }
- mask(INTR_VBLANK);
- screen_vblank = vblank;
- unmask(INTR_VBLANK);
+ 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;
+
+ 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;
+ }
+
+ vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
nframes = 0;
- for(;;) {
- backbuf = ++nframes & 1;
- fb = (unsigned char*)vram[backbuf];
+ return 0;
+}
- polyfill_framebuffer(fb, 240, 160);
- fillblock_16byte(fb, 0, 240 * 160 / 16);
+static void gamescr_stop(void)
+{
+ iwram_brk(prev_iwram_top);
+}
- update();
- draw();
+static void gamescr_frame(void)
+{
+ backbuf = ++nframes & 1;
+ framebuf = vram[backbuf];
+
+ vox_framebuf(240, 160, framebuf, horizon);
+
+ update();
+ draw();
+
+ vblperf_end();
+ wait_vblank();
+ present(backbuf);
- vblperf_end();
- wait_vblank();
- present(backbuf);
- vblperf_begin();
+ 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 0x200
+#define ELEV_SPEED 8
+
static void update(void)
{
- uint16_t bnstate;
+ int32_t fwd[2], right[2];
+ int i, snum, ledspr;
+ struct enemy *enemy;
- bnstate = get_input();
+ update_keyb();
- player_input(&player, bnstate);
+ if(KEYPRESS(BN_START)) {
+ /* TODO pause menu */
+ change_screen(find_screen("menu"));
+ }
+
+ 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);
+ }
- upd_vis(lvl, &player);
+ 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;
+ }
+ 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);
+ }
+ /* 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++;
+ }
+ for(i=snum; i<dynspr_count; i++) {
+ spr_oam_clear(oam, dynspr_base + i);
+ }
+
+ mask(INTR_VBLANK);
+ dynspr_count = snum;
+ unmask(INTR_VBLANK);
}
static void draw(void)
{
- int i, x, y;
- struct cell *cell;
-
- xgl_load_identity();
- /*xgl_translate(0, 0, 0x100000);*/
- xgl_rotate_x(player.phi);
- xgl_rotate_y(player.theta);
- xgl_translate(player.x, 0, player.y);
-
- for(i=0; i<lvl->numvis; i++) {
- cell = lvl->vis[i];
-
- x = (int32_t)(cell->x - player.cx) << 17;
- y = -(int32_t)(cell->y - player.cy) << 17;
-
- xgl_push_matrix();
- xgl_translate(x, 0, y);
- xgl_index(i + 1);
- xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
- xgl_pop_matrix();
- }
+ //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);
}
-__attribute__((noinline, target("arm"), section(".iwram")))
-static void vblank(void)
+static inline void xform_pixel(int *xp, int *yp)
{
- num_vbl++;
+ 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;
+}
+
+#define MAXBANK 0x100
+
+ARM_IWRAM
+static void gamescr_vblank(void)
+{
+ static int bank, bankdir, theta;
+ int32_t sa, ca;
+
+ vblcount++;
+
+ /* 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;
+
+ 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;
+ }
}