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;
static int dynspr_base, dynspr_count;
-#define MAX_ENEMIES 64
+#define MAX_ENEMIES (256 - CMAP_SPAWN0)
struct enemy enemies[MAX_ENEMIES];
int num_enemies, total_enemies;
static int energy;
static int gamescr_start(void)
{
- int i, sidx;
+ int i, j, sidx;
+ uint8_t *cptr;
+ struct enemy *enemy;
gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
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");
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);
+ cptr = color_pixels;
+ for(i=0; i<VOX_SZ; i++) {
+ for(j=0; j<VOX_SZ; j++) {
+ if(*cptr == 0) {
+ /* player spawn point */
+ pos[0] = j << 16;
+ pos[1] = i << 16;
+
+ } else if(*cptr >= CMAP_SPAWN0) {
+ /* enemy spawn point */
+ enemy = enemies + *cptr - CMAP_SPAWN0;
+ if(enemy->anm) {
+ panic(get_pc(), "double spawn at %d,%d", j, i);
+ }
+ enemy->vobj.x = j;
+ enemy->vobj.y = i;
+ enemy->vobj.px = -1;
+ enemy->anm = 0xff;
+ enemy->hp = 2;
+ enemy->last_fire = 0;
+ total_enemies++;
+ }
+ cptr++;
+ }
+ }
+ /* 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(enemy->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);
nframes = 0;