GameBoy (Color) port of the GTA San Andreas arcade game Duality
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game.c 12KB

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  1. /*
  2. * game.c
  3. * Duality
  4. *
  5. * Copyright (C) 2025 Thomas Buck <thomas@xythobuz.de>
  6. *
  7. * This program is free software: you can redistribute it and/or modify
  8. * it under the terms of the GNU General Public License as published by
  9. * the Free Software Foundation, either version 3 of the License, or
  10. * (at your option) any later version.
  11. *
  12. * This program is distributed in the hope that it will be useful,
  13. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  14. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  15. * GNU General Public License for more details.
  16. *
  17. * See <http://www.gnu.org/licenses/>.
  18. */
  19. #include <gbdk/platform.h>
  20. #include <gbdk/metasprites.h>
  21. #include <rand.h>
  22. #include <stdint.h>
  23. #include "maps.h"
  24. #include "obj.h"
  25. #include "sprites.h"
  26. #include "sound.h"
  27. #include "input.h"
  28. #include "main.h"
  29. #include "sample.h"
  30. #include "game.h"
  31. #define BAR_OFFSET_X (4 - 80)
  32. #define HEALTH_OFFSET_Y -16
  33. #define POWER_OFFSET_Y 16
  34. #define PAUSE_BLINK_FRAMES 32
  35. #define SPEED_INC 1
  36. #define SPEED_DEC 1
  37. #define SPEED_MAX_ACC 23
  38. #define SPEED_MAX_ACC_DIAG 16
  39. #define SPEED_MAX_IDLE 16
  40. #define POS_SCALE_BG 6
  41. #define POS_MASK_BG 0x3FFF
  42. #define POWER_MAX 0x1FF
  43. #define POWER_SHIFT 1
  44. #define POWER_INC 2
  45. #define POWER_DEC 4
  46. enum ACCELERATION {
  47. ACC_X = 1,
  48. ACC_Y = 2,
  49. ACC_R = 4,
  50. };
  51. static uint8_t pause_screen(void) NONBANKED {
  52. snd_music_off();
  53. uint8_t n = 0;
  54. while (1) {
  55. key_read();
  56. if (key_pressed(J_START)) {
  57. break;
  58. } else if (key_pressed(J_SELECT)) {
  59. return 1;
  60. }
  61. n = (n + 1) & (PAUSE_BLINK_FRAMES - 1);
  62. uint8_t hiwater = SPR_NUM_START;
  63. spr_draw(SPR_PAUSE, FLIP_NONE, 0, 0, (n < (PAUSE_BLINK_FRAMES / 2)) ? 0 : 1, &hiwater);
  64. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  65. vsync();
  66. }
  67. return 0;
  68. }
  69. static void status(uint8_t health, uint8_t power, uint8_t *hiwater) NONBANKED {
  70. if (health > 0) {
  71. switch (health >> 6) {
  72. case 3:
  73. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 24,
  74. ((health >> 6) == 3) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  75. case 2:
  76. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 16,
  77. ((health >> 6) == 2) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  78. case 1:
  79. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 8,
  80. ((health >> 6) == 1) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  81. case 0:
  82. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 0,
  83. ((health >> 6) == 0) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  84. }
  85. }
  86. if (power > 0) {
  87. switch (power >> 6) {
  88. case 3:
  89. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 0,
  90. ((power >> 6) == 3) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  91. case 2:
  92. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 8,
  93. ((power >> 6) == 2) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  94. case 1:
  95. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 16,
  96. ((power >> 6) == 1) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  97. case 0:
  98. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 24,
  99. ((power >> 6) == 0) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  100. }
  101. }
  102. }
  103. static void show_explosion(uint16_t power) NONBANKED {
  104. snd_music_off();
  105. snd_explode();
  106. for (uint8_t n = 0; n < (4 * 4); n++) {
  107. uint8_t hiwater = SPR_NUM_START;
  108. spr_draw(SPR_EXPL, FLIP_NONE, 0, 0, n >> 2, &hiwater);
  109. status(0, power >> POWER_SHIFT, &hiwater);
  110. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  111. vsync();
  112. }
  113. }
  114. int32_t game(void) NONBANKED {
  115. disable_interrupts();
  116. DISPLAY_OFF;
  117. map_game();
  118. SHOW_BKG;
  119. spr_init_pal();
  120. SHOW_SPRITES;
  121. SPRITES_8x8;
  122. int16_t pos_x = 0;
  123. int16_t pos_y = 0;
  124. int16_t spd_x = 0;
  125. int16_t spd_y = 0;
  126. enum SPRITE_ROT rot = 0;
  127. enum ACCELERATION prev_acc = 0xFF; // so we draw the ship on the first frame
  128. uint8_t ship_hiwater = 0;
  129. uint16_t health = HEALTH_MAX;
  130. uint16_t power = POWER_MAX;
  131. int32_t score = 0;
  132. obj_init();
  133. obj_spawn();
  134. win_init(0);
  135. uint8_t x_off = win_game_draw(score);
  136. move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16);
  137. SHOW_WIN;
  138. DISPLAY_ON;
  139. enable_interrupts();
  140. snd_music_off();
  141. snd_game_music();
  142. while(1) {
  143. snd_play();
  144. key_read();
  145. enum ACCELERATION acc = 0;
  146. int32_t prev_score = score;
  147. if (key_pressed(J_LEFT)) {
  148. rot = (rot - 1) & (ROT_INVALID - 1);
  149. acc |= ACC_R;
  150. } else if (key_pressed(J_RIGHT)) {
  151. rot = (rot + 1) & (ROT_INVALID - 1);
  152. acc |= ACC_R;
  153. }
  154. if (key_down(J_A) && (power > 0)) {
  155. if (power >= POWER_DEC) {
  156. power -= POWER_DEC;
  157. } else {
  158. power = 0;
  159. }
  160. switch (rot) {
  161. case ROT_0:
  162. spd_y -= SPEED_INC;
  163. if (spd_y < -SPEED_MAX_ACC) spd_y = -SPEED_MAX_ACC;
  164. acc |= ACC_Y;
  165. break;
  166. case ROT_45:
  167. spd_y -= SPEED_INC;
  168. if (spd_y < -SPEED_MAX_ACC_DIAG) spd_y += SPEED_DEC;
  169. acc |= ACC_Y;
  170. spd_x += SPEED_INC;
  171. if (spd_x > SPEED_MAX_ACC_DIAG) spd_x -= SPEED_DEC;
  172. acc |= ACC_X;
  173. break;
  174. case ROT_90:
  175. spd_x += SPEED_INC;
  176. if (spd_x > SPEED_MAX_ACC) spd_x = SPEED_MAX_ACC;
  177. acc |= ACC_X;
  178. break;
  179. case ROT_135:
  180. spd_x += SPEED_INC;
  181. if (spd_x > SPEED_MAX_ACC_DIAG) spd_x -= SPEED_DEC;
  182. acc |= ACC_X;
  183. spd_y += SPEED_INC;
  184. if (spd_y > SPEED_MAX_ACC_DIAG) spd_y -= SPEED_DEC;
  185. acc |= ACC_Y;
  186. break;
  187. case ROT_180:
  188. spd_y += SPEED_INC;
  189. if (spd_y > SPEED_MAX_ACC) spd_y = SPEED_MAX_ACC;
  190. acc |= ACC_Y;
  191. break;
  192. case ROT_225:
  193. spd_y += SPEED_INC;
  194. if (spd_y > SPEED_MAX_ACC_DIAG) spd_y -= SPEED_DEC;
  195. acc |= ACC_Y;
  196. spd_x -= SPEED_INC;
  197. if (spd_x < -SPEED_MAX_ACC_DIAG) spd_x += SPEED_DEC;
  198. acc |= ACC_X;
  199. break;
  200. case ROT_270:
  201. spd_x -= SPEED_INC;
  202. if (spd_x < -SPEED_MAX_ACC) spd_x = -SPEED_MAX_ACC;
  203. acc |= ACC_X;
  204. break;
  205. case ROT_315:
  206. spd_x -= SPEED_INC;
  207. if (spd_x < -SPEED_MAX_ACC_DIAG) spd_x += SPEED_DEC;
  208. acc |= ACC_X;
  209. spd_y -= SPEED_INC;
  210. if (spd_y < -SPEED_MAX_ACC_DIAG) spd_y += SPEED_DEC;
  211. acc |= ACC_Y;
  212. break;
  213. default:
  214. break;
  215. }
  216. } else if (!key_down(J_A) && (power < POWER_MAX)) {
  217. if (power <= (POWER_MAX - POWER_INC)) {
  218. power += POWER_INC;
  219. } else {
  220. power = POWER_MAX;
  221. }
  222. }
  223. // adjust speed down when not moving
  224. if (!(acc & ACC_X)) {
  225. if (spd_x != 0) {
  226. if (spd_x > SPEED_MAX_IDLE) spd_x -= SPEED_DEC;
  227. else if (spd_x < -SPEED_MAX_IDLE) spd_x += SPEED_DEC;
  228. }
  229. }
  230. if (!(acc & ACC_Y)) {
  231. if (spd_y != 0) {
  232. if (spd_y > SPEED_MAX_IDLE) spd_y -= SPEED_DEC;
  233. else if (spd_y < -SPEED_MAX_IDLE) spd_y += SPEED_DEC;
  234. }
  235. }
  236. if (key_pressed(J_B)) {
  237. int8_t ret = -1;
  238. switch (rot) {
  239. case ROT_0:
  240. ret = obj_add(SPR_SHOT, 0, -SHIP_OFF, spd_x, spd_y - SHOT_SPEED);
  241. break;
  242. case ROT_45:
  243. ret = obj_add(SPR_SHOT, SHIP_OFF / 2 + 3, -SHIP_OFF / 2 - 2, spd_x + SHOT_SPEED, spd_y - SHOT_SPEED);
  244. break;
  245. case ROT_90:
  246. ret = obj_add(SPR_SHOT, SHIP_OFF, 0, spd_x + SHOT_SPEED, spd_y);
  247. break;
  248. case ROT_135:
  249. ret = obj_add(SPR_SHOT, SHIP_OFF / 2 + 3, SHIP_OFF / 2 + 2, spd_x + SHOT_SPEED, spd_y + SHOT_SPEED);
  250. break;
  251. case ROT_180:
  252. ret = obj_add(SPR_SHOT, 0, SHIP_OFF, spd_x, spd_y + SHOT_SPEED);
  253. break;
  254. case ROT_225:
  255. ret = obj_add(SPR_SHOT, -SHIP_OFF / 2 - 3, SHIP_OFF / 2 + 2, spd_x - SHOT_SPEED, spd_y + SHOT_SPEED);
  256. break;
  257. case ROT_270:
  258. ret = obj_add(SPR_SHOT, -SHIP_OFF, 0, spd_x - SHOT_SPEED, spd_y);
  259. break;
  260. case ROT_315:
  261. ret = obj_add(SPR_SHOT, -SHIP_OFF / 2 - 3, -SHIP_OFF / 2 - 2, spd_x - SHOT_SPEED, spd_y - SHOT_SPEED);
  262. break;
  263. default:
  264. break;
  265. }
  266. if (ret == OBJ_ADDED) {
  267. sample_play_shoot();
  268. if (score > 0) {
  269. score--;
  270. }
  271. }
  272. }
  273. // re-draw ship sprite when we've just rotated or are starting or stopping acceleration
  274. uint8_t redraw = (acc & ACC_R) || ((prev_acc & (ACC_X | ACC_Y)) != (acc & (ACC_X | ACC_Y)));
  275. if (key_pressed(J_START)) {
  276. if (pause_screen()) {
  277. break;
  278. }
  279. // re-draw ship sprite
  280. redraw = 1;
  281. }
  282. pos_x = (pos_x + spd_x) & POS_MASK_BG;
  283. pos_y = (pos_y + spd_y) & POS_MASK_BG;
  284. move_bkg(pos_x >> POS_SCALE_BG, pos_y >> POS_SCALE_BG);
  285. uint8_t hiwater = SPR_NUM_START;
  286. if (debug_flags & DBG_MARKER) {
  287. spr_draw(SPR_DEBUG, FLIP_NONE, 0, 0, 0, &hiwater);
  288. spr_draw(SPR_DEBUG_LARGE, FLIP_NONE, 0, 0, 0, &hiwater);
  289. }
  290. if (redraw) {
  291. spr_ship(rot, acc & (ACC_X | ACC_Y), &hiwater);
  292. ship_hiwater = hiwater;
  293. } else {
  294. hiwater = ship_hiwater;
  295. }
  296. int16_t damage = obj_do(&spd_x, &spd_y, &score, &hiwater, 0);
  297. if (damage > 0) {
  298. if (debug_flags & DBG_GOD_MODE) {
  299. damage = 0;
  300. }
  301. if (health > damage) {
  302. health -= damage;
  303. } else if (health <= damage) {
  304. health = 0;
  305. show_explosion(power);
  306. break;
  307. }
  308. } else if (damage < 0) {
  309. health += -damage;
  310. if (health > HEALTH_MAX) {
  311. health = HEALTH_MAX;
  312. }
  313. }
  314. status(health >> HEALTH_SHIFT, power >> POWER_SHIFT, &hiwater);
  315. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  316. prev_acc = acc;
  317. if (score != prev_score) {
  318. uint8_t x_off = win_game_draw(score);
  319. move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16);
  320. }
  321. vsync();
  322. }
  323. return score;
  324. }