proper screen cleanup and switching back&forth between screens
[gbajam22] / src / gamescr.c
index a84aa12..fa74c94 100644 (file)
@@ -21,7 +21,7 @@ static void gamescr_stop(void);
 static void gamescr_frame(void);
 static void gamescr_vblank(void);
 
-static void update(void);
+static int update(void);
 static void draw(void);
 
 static struct screen gamescr = {
@@ -36,8 +36,9 @@ struct enemy {
        struct vox_object vobj;
        short hp;
        short anm;
-       short last_fire;
+       int last_fire;
 };
+#define ENEMY_VALID(e) ((e)->anm != 0)
 
 static uint16_t *framebuf;
 
@@ -45,7 +46,6 @@ static int nframes, backbuf;
 static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
 
 static int32_t pos[2], angle, horizon = 80;
-static struct voxscape *vox;
 
 #define COLOR_HORIZON  192
 #define COLOR_ZENITH   255
@@ -55,7 +55,7 @@ static uint16_t oam[4 * MAX_SPR];
 static int dynspr_base, dynspr_count;
 
 
-#define MAX_ENEMIES    64
+#define MAX_ENEMIES            (255 - CMAP_SPAWN0)
 struct enemy enemies[MAX_ENEMIES];
 int num_enemies, total_enemies;
 static int energy;
@@ -68,6 +68,7 @@ static int32_t xform_sa, xform_ca;    /* for viewport bank/zoom */
 static int xform_s;
 
 static short vblcount;
+static void *prev_iwram_top;
 
 
 static inline void xform_pixel(int *xp, int *yp);
@@ -80,21 +81,22 @@ struct screen *init_game_screen(void)
 
 static int gamescr_start(void)
 {
-       int i, sidx;
+       int i, j, sidx;
+       uint8_t *cptr;
+       struct enemy *enemy;
+
+       prev_iwram_top = iwram_sbrk(0);
 
        gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
+       fillblock_16byte(gba_vram_lfb1, 0, 240 * 160 / 16);
 
        vblperf_setcolor(0);
 
-       pos[0] = VOX_SZ << 15;
-       pos[1] = (VOX_SZ << 15) + 0x100000;
-       angle = 0x8000;
+       pos[0] = pos[1] = VOX_SZ << 15;
 
-       if(!(vox = vox_create(VOX_SZ, VOX_SZ, height_pixels, color_pixels))) {
-               panic(get_pc(), "vox_create");
-       }
-       vox_proj(vox, FOV, NEAR, FAR);
-       vox_view(vox, pos[0], pos[1], -40, angle);
+       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<256; i++) {
@@ -103,13 +105,6 @@ static int gamescr_start(void)
                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);
        }
-       /*
-       intr_disable();
-       interrupt(INTR_HBLANK, hblank);
-       REG_DISPSTAT |= DISPSTAT_IEN_HBLANK;
-       unmask(INTR_HBLANK);
-       intr_enable();
-       */
 
        spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
        wait_vblank();
@@ -128,30 +123,75 @@ static int gamescr_start(void)
        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 = 0;
-       total_enemies = 8;
+       num_enemies = total_enemies = 0;
        energy = 5;
 
-       srand(0);
+       memset(enemies, 0, sizeof enemies);
+       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++) {
-               enemies[i].vobj.x = rand() % VOX_SZ;
-               enemies[i].vobj.y = rand() % VOX_SZ;
-               enemies[i].vobj.px = -1;
+               if(enemies[i].anm <= 0) {
+                       panic(get_pc(), "discontinuous enemy list");
+               }
                enemies[i].anm = rand() & 7;
-               enemies[i].hp = 2;
-               enemies[i].last_fire = 0;
        }
-       vox_objects(vox, (struct vox_object*)enemies, total_enemies, sizeof *enemies);
 
+       vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
+
+       energy = MAX_ENERGY;
+       xform_sa = 0;
+       xform_ca = 0x10000;
+       xform_s = 0x100;
+
+       vblcount = 0;
        nframes = 0;
        return 0;
 }
 
 static void gamescr_stop(void)
 {
+       iwram_brk(prev_iwram_top);
+
+       wait_vblank();
+       /* clear sprites */
+       spr_clear();
+       /* reset background rot/scale state */
+       REG_BG2X = 0;
+       REG_BG2Y = 0;
+       REG_BG2PA = 0x100;
+       REG_BG2PB = 0;
+       REG_BG2PC = 0;
+       REG_BG2PD = 0x100;
+
 }
 
 static void gamescr_frame(void)
@@ -159,9 +199,11 @@ static void gamescr_frame(void)
        backbuf = ++nframes & 1;
        framebuf = vram[backbuf];
 
-       vox_framebuf(vox, 240, 160, framebuf, horizon);
+       vox_framebuf(240, 160, framebuf, horizon);
 
-       update();
+       if(update() == -1) {
+               return;
+       }
        draw();
 
        vblperf_end();
@@ -194,7 +236,7 @@ static int numspr[][2] = {
 #define TURN_SPEED     0x200
 #define ELEV_SPEED     8
 
-static void update(void)
+static int update(void)
 {
        int32_t fwd[2], right[2];
        int i, snum, ledspr;
@@ -202,8 +244,10 @@ static void update(void)
 
        update_keyb();
 
-       if(KEYPRESS(BN_SELECT)) {
-               vox_quality ^= 1;
+       if(KEYPRESS(BN_START)) {
+               /* TODO pause menu */
+               change_screen(find_screen("menu"));
+               return -1;
        }
 
        if(keystate) {
@@ -242,7 +286,7 @@ static void update(void)
                        pos[1] -= right[1];
                }
 
-               vox_view(vox, pos[0], pos[1], -40, angle);
+               vox_view(pos[0], pos[1], -40, angle);
        }
 
        snum = 0;
@@ -277,6 +321,7 @@ static void update(void)
                                sid = SPRID_ENEMY0 + ((anm & 7) << 2);
                                flags |= SPR_VRECT;
                        } else {
+                               anm = 0;
                                sid = SPRID_HUSK;
                        }
 
@@ -307,6 +352,8 @@ static void update(void)
        mask(INTR_VBLANK);
        dynspr_count = snum;
        unmask(INTR_VBLANK);
+
+       return 0;
 }
 
 static void draw(void)
@@ -314,9 +361,9 @@ static void draw(void)
        //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
        fillblock_16byte(framebuf, 0, 240 * 160 / 16);
 
-       vox_render(vox);
-       //vox_sky_grad(vox, COLOR_HORIZON, COLOR_ZENITH);
-       //vox_sky_solid(vox, COLOR_ZENITH);
+       vox_render();
+       //vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
+       //vox_sky_solid(COLOR_ZENITH);
 }
 
 static inline void xform_pixel(int *xp, int *yp)
@@ -340,8 +387,6 @@ static void gamescr_vblank(void)
 
        vblcount++;
 
-       if(!nframes) return;
-
        /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
         * DMA them from cartridge easily
         */
@@ -370,8 +415,6 @@ static void gamescr_vblank(void)
        REG_BG2PC = -sa;
        REG_BG2PD = ca;
 
-       keystate = ~REG_KEYINPUT;
-
        if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
                if(bank) {
                        bank -= bankdir << 4;