GameBoy (Color) port of the GTA San Andreas arcade game Duality
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game.c 11KB

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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 "config.h"
  24. #include "maps.h"
  25. #include "obj.h"
  26. #include "sprites.h"
  27. #include "sound.h"
  28. #include "input.h"
  29. #include "main.h"
  30. #include "sample.h"
  31. #include "window.h"
  32. #include "game.h"
  33. #define BAR_OFFSET_X (4 - 80)
  34. #define HEALTH_OFFSET_Y -16
  35. #define POWER_OFFSET_Y 16
  36. #define PAUSE_BLINK_FRAMES 32
  37. #define SPEED_INC 1
  38. #define SPEED_DEC 1
  39. #define SPEED_MAX_ACC 23
  40. #define SPEED_MAX_ACC_DIAG 16
  41. #define SPEED_MAX_IDLE 16
  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. snd_note_off();
  54. uint8_t n = 0;
  55. while (1) {
  56. key_read();
  57. if (key_pressed(J_START)) {
  58. break;
  59. } else if (key_pressed(J_SELECT)) {
  60. return 1;
  61. }
  62. n = (n + 1) & (PAUSE_BLINK_FRAMES - 1);
  63. uint8_t hiwater = SPR_NUM_START;
  64. spr_draw(SPR_PAUSE, FLIP_NONE, 0, 0, (n < (PAUSE_BLINK_FRAMES / 2)) ? 0 : 1, &hiwater);
  65. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  66. vsync();
  67. }
  68. return 0;
  69. }
  70. static void status(uint8_t health, uint8_t power, uint8_t *hiwater) NONBANKED {
  71. if (health > 0) {
  72. switch (health >> 6) {
  73. case 3:
  74. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 24,
  75. ((health >> 6) == 3) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  76. case 2:
  77. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 16,
  78. ((health >> 6) == 2) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  79. case 1:
  80. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 8,
  81. ((health >> 6) == 1) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  82. case 0:
  83. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 0,
  84. ((health >> 6) == 0) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  85. }
  86. }
  87. if (power > 0) {
  88. switch (power >> 6) {
  89. case 3:
  90. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 0,
  91. ((power >> 6) == 3) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  92. case 2:
  93. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 8,
  94. ((power >> 6) == 2) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  95. case 1:
  96. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 16,
  97. ((power >> 6) == 1) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  98. case 0:
  99. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 24,
  100. ((power >> 6) == 0) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  101. }
  102. }
  103. }
  104. static void show_explosion(uint16_t power) NONBANKED {
  105. snd_music_off();
  106. snd_note_off();
  107. sample_play(SFX_EXPL_SHIP);
  108. for (uint8_t n = 0; n < (4 * 4 * 4); n++) {
  109. uint8_t hiwater = SPR_NUM_START;
  110. status(0, power, &hiwater);
  111. if (n < (4 * 4)) {
  112. spr_draw(SPR_EXPL, FLIP_NONE, 0, 0, n >> 2, &hiwater);
  113. }
  114. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  115. vsync();
  116. }
  117. }
  118. int32_t game(void) NONBANKED {
  119. snd_music_off();
  120. snd_note_off();
  121. disable_interrupts();
  122. DISPLAY_OFF;
  123. map_game();
  124. SHOW_BKG;
  125. spr_init_pal();
  126. SHOW_SPRITES;
  127. SPRITES_8x8;
  128. int16_t spd_x = 0;
  129. int16_t spd_y = 0;
  130. enum SPRITE_ROT rot = 0;
  131. enum ACCELERATION prev_acc = 0xFF; // so we draw the ship on the first frame
  132. uint16_t health = HEALTH_MAX;
  133. uint16_t power = POWER_MAX;
  134. int32_t score = 0;
  135. obj_init();
  136. if (!(conf_get()->debug_flags & DBG_NO_OBJ)) {
  137. obj_spawn();
  138. }
  139. win_init(0);
  140. uint8_t x_off = win_game_draw(score);
  141. move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16);
  142. SHOW_WIN;
  143. DISPLAY_ON;
  144. enable_interrupts();
  145. snd_music(SND_GAME);
  146. while(1) {
  147. key_read();
  148. enum ACCELERATION acc = 0;
  149. int32_t prev_score = score;
  150. if (key_pressed(J_LEFT)) {
  151. rot = (rot - 1) & (ROT_INVALID - 1);
  152. acc |= ACC_R;
  153. } else if (key_pressed(J_RIGHT)) {
  154. rot = (rot + 1) & (ROT_INVALID - 1);
  155. acc |= ACC_R;
  156. }
  157. if (key_down(J_A) && (power > 0)) {
  158. if (power >= POWER_DEC) {
  159. power -= POWER_DEC;
  160. } else {
  161. power = 0;
  162. }
  163. switch (rot) {
  164. case ROT_0:
  165. spd_y -= SPEED_INC;
  166. if (spd_y < -SPEED_MAX_ACC) spd_y = -SPEED_MAX_ACC;
  167. acc |= ACC_Y;
  168. break;
  169. case ROT_45:
  170. spd_y -= SPEED_INC;
  171. if (spd_y < -SPEED_MAX_ACC_DIAG) spd_y += SPEED_DEC;
  172. acc |= ACC_Y;
  173. spd_x += SPEED_INC;
  174. if (spd_x > SPEED_MAX_ACC_DIAG) spd_x -= SPEED_DEC;
  175. acc |= ACC_X;
  176. break;
  177. case ROT_90:
  178. spd_x += SPEED_INC;
  179. if (spd_x > SPEED_MAX_ACC) spd_x = SPEED_MAX_ACC;
  180. acc |= ACC_X;
  181. break;
  182. case ROT_135:
  183. spd_x += SPEED_INC;
  184. if (spd_x > SPEED_MAX_ACC_DIAG) spd_x -= SPEED_DEC;
  185. acc |= ACC_X;
  186. spd_y += SPEED_INC;
  187. if (spd_y > SPEED_MAX_ACC_DIAG) spd_y -= SPEED_DEC;
  188. acc |= ACC_Y;
  189. break;
  190. case ROT_180:
  191. spd_y += SPEED_INC;
  192. if (spd_y > SPEED_MAX_ACC) spd_y = SPEED_MAX_ACC;
  193. acc |= ACC_Y;
  194. break;
  195. case ROT_225:
  196. spd_y += SPEED_INC;
  197. if (spd_y > SPEED_MAX_ACC_DIAG) spd_y -= SPEED_DEC;
  198. acc |= ACC_Y;
  199. spd_x -= SPEED_INC;
  200. if (spd_x < -SPEED_MAX_ACC_DIAG) spd_x += SPEED_DEC;
  201. acc |= ACC_X;
  202. break;
  203. case ROT_270:
  204. spd_x -= SPEED_INC;
  205. if (spd_x < -SPEED_MAX_ACC) spd_x = -SPEED_MAX_ACC;
  206. acc |= ACC_X;
  207. break;
  208. case ROT_315:
  209. spd_x -= SPEED_INC;
  210. if (spd_x < -SPEED_MAX_ACC_DIAG) spd_x += SPEED_DEC;
  211. acc |= ACC_X;
  212. spd_y -= SPEED_INC;
  213. if (spd_y < -SPEED_MAX_ACC_DIAG) spd_y += SPEED_DEC;
  214. acc |= ACC_Y;
  215. break;
  216. default:
  217. break;
  218. }
  219. } else if (!key_down(J_A) && (power < POWER_MAX)) {
  220. if (power <= (POWER_MAX - POWER_INC)) {
  221. power += POWER_INC;
  222. } else {
  223. power = POWER_MAX;
  224. }
  225. }
  226. // adjust speed down when not moving
  227. if (!(acc & ACC_X)) {
  228. if (spd_x != 0) {
  229. if (spd_x > SPEED_MAX_IDLE) spd_x -= SPEED_DEC;
  230. else if (spd_x < -SPEED_MAX_IDLE) spd_x += SPEED_DEC;
  231. }
  232. }
  233. if (!(acc & ACC_Y)) {
  234. if (spd_y != 0) {
  235. if (spd_y > SPEED_MAX_IDLE) spd_y -= SPEED_DEC;
  236. else if (spd_y < -SPEED_MAX_IDLE) spd_y += SPEED_DEC;
  237. }
  238. }
  239. if (key_pressed(J_B)) {
  240. int8_t ret = -1;
  241. switch (rot) {
  242. case ROT_0:
  243. ret = obj_add(SPR_SHOT, 0, -SHIP_OFF, spd_x, spd_y - SHOT_SPEED);
  244. break;
  245. case ROT_45:
  246. ret = obj_add(SPR_SHOT, SHIP_OFF / 2 + 3, -SHIP_OFF / 2 - 2, spd_x + SHOT_SPEED, spd_y - SHOT_SPEED);
  247. break;
  248. case ROT_90:
  249. ret = obj_add(SPR_SHOT, SHIP_OFF, 0, spd_x + SHOT_SPEED, spd_y);
  250. break;
  251. case ROT_135:
  252. ret = obj_add(SPR_SHOT, SHIP_OFF / 2 + 3, SHIP_OFF / 2 + 2, spd_x + SHOT_SPEED, spd_y + SHOT_SPEED);
  253. break;
  254. case ROT_180:
  255. ret = obj_add(SPR_SHOT, 0, SHIP_OFF, spd_x, spd_y + SHOT_SPEED);
  256. break;
  257. case ROT_225:
  258. ret = obj_add(SPR_SHOT, -SHIP_OFF / 2 - 3, SHIP_OFF / 2 + 2, spd_x - SHOT_SPEED, spd_y + SHOT_SPEED);
  259. break;
  260. case ROT_270:
  261. ret = obj_add(SPR_SHOT, -SHIP_OFF, 0, spd_x - SHOT_SPEED, spd_y);
  262. break;
  263. case ROT_315:
  264. ret = obj_add(SPR_SHOT, -SHIP_OFF / 2 - 3, -SHIP_OFF / 2 - 2, spd_x - SHOT_SPEED, spd_y - SHOT_SPEED);
  265. break;
  266. default:
  267. break;
  268. }
  269. if (ret == OBJ_ADDED) {
  270. sample_play(SFX_SHOT);
  271. if (score > 0) {
  272. score--;
  273. }
  274. }
  275. }
  276. if (key_pressed(J_START)) {
  277. if (pause_screen()) {
  278. break;
  279. }
  280. // restart bg music
  281. snd_music(SND_GAME);
  282. }
  283. map_move(spd_x, spd_y);
  284. uint8_t hiwater = SPR_NUM_START;
  285. status(health >> HEALTH_SHIFT, power >> POWER_SHIFT, &hiwater);
  286. if (conf_get()->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. spr_ship(rot, acc & (ACC_X | ACC_Y), &hiwater);
  291. int16_t damage = obj_do(&spd_x, &spd_y, &score, &hiwater,
  292. (conf_get()->debug_flags & DBG_NO_OBJ) ? 1 : 0);
  293. if (damage > 0) {
  294. if (conf_get()->debug_flags & DBG_GOD_MODE) {
  295. damage = 0;
  296. }
  297. if (health > damage) {
  298. health -= damage;
  299. } else if (health <= damage) {
  300. health = 0;
  301. show_explosion(power);
  302. break;
  303. }
  304. } else if (damage < 0) {
  305. health += -damage;
  306. if (health > HEALTH_MAX) {
  307. health = HEALTH_MAX;
  308. }
  309. }
  310. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  311. prev_acc = acc;
  312. if (score != prev_score) {
  313. uint8_t x_off = win_game_draw(score);
  314. move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16);
  315. }
  316. vsync();
  317. }
  318. return score;
  319. }