/* * game.c * Duality * * Copyright (C) 2025 Thomas Buck * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * See . */ #include #include #include #include #include "banks.h" #include "config.h" #include "maps.h" #include "obj.h" #include "sprites.h" #include "sound.h" #include "input.h" #include "main.h" #include "sample.h" #include "window.h" #include "multiplayer.h" #include "table_speed_shot.h" #include "table_speed_move.h" #include "timer.h" #include "game.h" #define BAR_OFFSET_X (4 - 80) #define HEALTH_OFFSET_Y -16 #define POWER_OFFSET_Y 16 #define PAUSE_BLINK_FRAMES 32 #define SPEED_INC 1 #define SPEED_DEC 1 #define SPEED_MAX_IDLE 16 #define SPEED_MAX_DBG 256 #define POWER_MAX 0x1FF #define POWER_SHIFT 1 #define POWER_INC 2 #define POWER_DEC 4 BANKREF(game) const int8_t table_shot_offsets[ROT_INVALID * 2] = { 0, -SHIP_OFF, // 0.0 SHIP_OFF / 2 - 1, -SHIP_OFF / 2 - 4, // 22.5 SHIP_OFF / 2 + 3, -SHIP_OFF / 2 - 2, // 45.0 SHIP_OFF / 2 + 5, -SHIP_OFF / 2 + 2, // 67.5 SHIP_OFF, 0, // 90.0 SHIP_OFF / 2 + 5, SHIP_OFF / 2 + 0, // 112.5 SHIP_OFF / 2 + 3, SHIP_OFF / 2 + 2, // 135.0 SHIP_OFF / 2 + 1, SHIP_OFF / 2 + 4, // 157.5 0, SHIP_OFF, // 180.0 -SHIP_OFF / 2 + 2, SHIP_OFF / 2 + 3, // 202.5 -SHIP_OFF / 2 - 3, SHIP_OFF / 2 + 2, // 225.0 -SHIP_OFF / 2 - 5, SHIP_OFF / 2 - 1, // 247.5 -SHIP_OFF, 0, // 270.0 -SHIP_OFF / 2 - 2, -SHIP_OFF / 2 + 2, // 292.5 -SHIP_OFF / 2 - 3, -SHIP_OFF / 2 - 2, // 315.0 -SHIP_OFF / 2 + 1, -SHIP_OFF / 2 - 4, // 337.5 }; enum ACCELERATION { ACC_X = (1U << 1), ACC_Y = (1U << 2), ACC_R = (1U << 3), }; static uint8_t fps_count = 0; static uint16_t prev_fps_start = 0; struct game_state game_state; uint16_t frame_count = 0; uint8_t game_fps = 0; static void calc_fps(void) { frame_count++; fps_count++; uint16_t diff = timer_get() - prev_fps_start; if (diff >= TIMER_HZ) { prev_fps_start = timer_get(); game_fps = fps_count; fps_count = 0; } } static uint8_t pause_screen(void) { snd_music_off(); snd_note_off(); uint8_t n = 0; while (1) { key_read(); if (key_pressed(J_START)) { break; } else if (key_pressed(J_SELECT)) { return 1; } n = (n + 1) & (PAUSE_BLINK_FRAMES - 1); uint8_t hiwater = SPR_NUM_START; spr_draw(SPR_PAUSE, FLIP_NONE, 0, 0, (n < (PAUSE_BLINK_FRAMES / 2)) ? 0 : 1, &hiwater); hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES); if ((_cpu == CGB_TYPE) && (conf_get()->debug_flags & DBG_OUT_ON)) { uint8_t x_off = win_game_draw(game_state.score, 0); move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16); } calc_fps(); vsync(); } return 0; } static void status(uint8_t health, uint8_t power, uint8_t *hiwater) { if (health > 0) { switch (health >> 6) { case 3: spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 24, ((health >> 6) == 3) ? 7 - ((health >> 3) & 7) : 0, hiwater); case 2: spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 16, ((health >> 6) == 2) ? 7 - ((health >> 3) & 7) : 0, hiwater); case 1: spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 8, ((health >> 6) == 1) ? 7 - ((health >> 3) & 7) : 0, hiwater); case 0: spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 0, ((health >> 6) == 0) ? 7 - ((health >> 3) & 7) : 0, hiwater); } } if (power > 0) { switch (power >> 6) { case 3: spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 0, ((power >> 6) == 3) ? 7 - ((power >> 3) & 7) : 0, hiwater); case 2: spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 8, ((power >> 6) == 2) ? 7 - ((power >> 3) & 7) : 0, hiwater); case 1: spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 16, ((power >> 6) == 1) ? 7 - ((power >> 3) & 7) : 0, hiwater); case 0: spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 24, ((power >> 6) == 0) ? 7 - ((power >> 3) & 7) : 0, hiwater); } } } static void show_explosion(uint16_t power) { snd_music_off(); snd_note_off(); sample_play(SFX_EXPL_SHIP); for (uint8_t n = 0; n < (4 * 4 * 4); n++) { uint8_t hiwater = SPR_NUM_START; status(0, power, &hiwater); if (n < (4 * 4)) { spr_draw(SPR_EXPL, FLIP_NONE, 0, 0, n >> 2, &hiwater); } hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES); vsync(); } } void game_get_mp_state(void) BANKED { static struct mp_player_state mps; // TODO pass own pos to mp // TODO scale? mps.spd_x = game_state.spd_x; mps.spd_y = game_state.spd_y; mps.rot = game_state.rot; mp_new_state(&mps); } void game_set_mp_player2(struct mp_player_state *state) BANKED { // TODO update p2 pos } void game_set_mp_shot(struct mp_shot_state *state) BANKED { // TODO add shot } static void get_max_spd(int16_t *max_spd_x, int16_t *max_spd_y) NONBANKED { START_ROM_BANK(BANK(table_speed_move)) { *max_spd_x = table_speed_move[(game_state.rot * table_speed_move_WIDTH) + 0]; *max_spd_y = -table_speed_move[(game_state.rot * table_speed_move_WIDTH) + 1]; } END_ROM_BANK; } static void get_shot_spd(int16_t *shot_spd_x, int16_t *shot_spd_y) NONBANKED { START_ROM_BANK(BANK(table_speed_shot)) { *shot_spd_x = table_speed_shot[(game_state.rot * table_speed_move_WIDTH) + 0]; *shot_spd_y = -table_speed_shot[(game_state.rot * table_speed_move_WIDTH) + 1]; } END_ROM_BANK; } void game_init(void) BANKED { game_state.spd_x = 0; game_state.spd_y = 0; game_state.rot = 0; game_state.health = HEALTH_MAX; game_state.power = POWER_MAX; game_state.score = 0; memset(&obj_state, 0, sizeof(struct obj_state)); } uint8_t game(enum GAME_MODE mode) BANKED { snd_music_off(); snd_note_off(); disable_interrupts(); DISPLAY_OFF; map_load(0); map_fill(MAP_GAME_1 + conf_get()->game_bg, 1); SHOW_BKG; spr_init_pal(); SHOW_SPRITES; SPRITES_8x8; frame_count = 0; fps_count = 0; prev_fps_start = 0; if (mode == GM_SINGLE) { if (!(conf_get()->debug_flags & DBG_NO_OBJ)) { obj_spawn(); } } uint8_t x_off = win_game_draw(game_state.score, 1); move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16); SHOW_WIN; DISPLAY_ON; enable_interrupts(); snd_music(SND_GAME); uint8_t return_value = 0xFF; while(1) { key_read(); if (mode != GM_SINGLE) { mp_handle(); } enum ACCELERATION acc = 0; int32_t prev_score = game_state.score; if (key_pressed(J_LEFT)) { game_state.rot = (game_state.rot - 1) & (ROT_INVALID - 1); acc |= ACC_R; } else if (key_pressed(J_RIGHT)) { game_state.rot = (game_state.rot + 1) & (ROT_INVALID - 1); acc |= ACC_R; } if (key_down(J_A) && (game_state.power > 0)) { int16_t max_spd_x; int16_t max_spd_y; get_max_spd(&max_spd_x, &max_spd_y); if (conf_get()->debug_flags & DBG_FAST) { if (max_spd_x > 0) { max_spd_x = SPEED_MAX_DBG; } else if (max_spd_x < 0) { max_spd_x = -SPEED_MAX_DBG; } if (max_spd_y > 0) { max_spd_y = SPEED_MAX_DBG; } else if (max_spd_y < 0) { max_spd_y = -SPEED_MAX_DBG; } } if (max_spd_x != 0) { if (max_spd_x > 0) { game_state.spd_x += SPEED_INC; if (game_state.spd_x > max_spd_x) { game_state.spd_x = max_spd_x; } } else { game_state.spd_x -= SPEED_INC; if (game_state.spd_x < max_spd_x) { game_state.spd_x = max_spd_x; } } acc |= ACC_X; } if (max_spd_y != 0) { if (max_spd_y > 0) { game_state.spd_y += SPEED_INC; if (game_state.spd_y > max_spd_y) { game_state.spd_y = max_spd_y; } } else { game_state.spd_y -= SPEED_INC; if (game_state.spd_y < max_spd_y) { game_state.spd_y = max_spd_y; } } acc |= ACC_Y; } if (!(conf_get()->debug_flags & DBG_NO_FUEL)) { if (game_state.power >= POWER_DEC) { game_state.power -= POWER_DEC; } else { game_state.power = 0; } } } else if (!key_down(J_A) && (game_state.power < POWER_MAX)) { if (game_state.power <= (POWER_MAX - POWER_INC)) { game_state.power += POWER_INC; } else { game_state.power = POWER_MAX; } } // adjust speed down when not moving if (!(acc & ACC_X)) { if (game_state.spd_x != 0) { if (!(conf_get()->debug_flags & DBG_FAST)) { if (game_state.spd_x > SPEED_MAX_IDLE) game_state.spd_x -= SPEED_DEC; else if (game_state.spd_x < -SPEED_MAX_IDLE) game_state.spd_x += SPEED_DEC; } else { game_state.spd_x = 0; } } } if (!(acc & ACC_Y)) { if (game_state.spd_y != 0) { if (!(conf_get()->debug_flags & DBG_FAST)) { if (game_state.spd_y > SPEED_MAX_IDLE) game_state.spd_y -= SPEED_DEC; else if (game_state.spd_y < -SPEED_MAX_IDLE) game_state.spd_y += SPEED_DEC; } else { game_state.spd_y = 0; } } } if (key_pressed(J_B)) { int16_t shot_spd_x; int16_t shot_spd_y; get_shot_spd(&shot_spd_x, &shot_spd_y); shot_spd_x += game_state.spd_x; shot_spd_y += game_state.spd_y; int16_t shot_pos_x = table_shot_offsets[(game_state.rot * 2) + 0]; int16_t shot_pos_y = table_shot_offsets[(game_state.rot * 2) + 1]; int8_t ret = obj_add(SPR_SHOT, shot_pos_x, shot_pos_y, shot_spd_x, shot_spd_y); if (ret == OBJ_ADDED) { sample_play(SFX_SHOT); if (mode == GM_SINGLE) { if (game_state.score > 0) { game_state.score--; } } else { static struct mp_shot_state state; // TODO send absolute coordinate state.pos_x = shot_pos_x; state.pos_y = shot_pos_y; // TODO scale? state.spd_x = shot_spd_x; state.spd_y = shot_spd_y; mp_add_shot(&state); } } } if (key_pressed(J_START)) { if (pause_screen()) { return_value = 1; break; } // restart bg music snd_music(SND_GAME); } if (key_pressed(J_SELECT) && conf_get()->debug_flags) { map_dbg_reset(); } map_move(game_state.spd_x, game_state.spd_y); uint8_t hiwater = SPR_NUM_START; status(game_state.health >> HEALTH_SHIFT, game_state.power >> POWER_SHIFT, &hiwater); if (conf_get()->debug_flags & DBG_MARKER) { spr_draw(SPR_DEBUG, FLIP_NONE, 0, 0, 0, &hiwater); spr_draw(SPR_DEBUG_LARGE, FLIP_NONE, 0, 0, 0, &hiwater); } spr_ship(game_state.rot, acc & (ACC_X | ACC_Y), &hiwater); int16_t damage = obj_do(&game_state.spd_x, &game_state.spd_y, &game_state.score, &hiwater, (conf_get()->debug_flags & DBG_NO_OBJ) ? 1 : 0); if (damage > 0) { if (conf_get()->debug_flags & DBG_GOD_MODE) { damage = 0; } if (game_state.health > damage) { game_state.health -= damage; if ((!sample_running()) && (sample_last() != SFX_DAMAGE)) { sample_play(SFX_DAMAGE); } } else if (game_state.health <= damage) { game_state.health = 0; show_explosion(game_state.power); return_value = 0; break; } } else if ((damage < 0) && (game_state.health < HEALTH_MAX)) { if ((!sample_running()) && (sample_last() != SFX_HEAL)) { sample_play(SFX_HEAL); } game_state.health += -damage; if (game_state.health > HEALTH_MAX) { game_state.health = HEALTH_MAX; } } else if (damage == 0) { sample_last_reset(); } hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES); if ((game_state.score != prev_score) || ((_cpu == CGB_TYPE) && (conf_get()->debug_flags & DBG_OUT_ON))) { uint8_t x_off = win_game_draw(game_state.score, 0); move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16); } calc_fps(); vsync(); } return return_value; }