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minotrace.c
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minotrace.c
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#include <c64/vic.h>
#include <c64/memmap.h>
#include <c64/joystick.h>
#include <c64/asm6502.h>
#include <c64/rasterirq.h>
#include <c64/sprites.h>
#include <c64/sid.h>
#include <c64/keyboard.h>
#include <audio/sidfx.h>
#include <oscar.h>
#include <string.h>
#include <conio.h>
#include <math.h>
#include <fixmath.h>
#include <stdlib.h>
#include <stdio.h>
#include "gamemusic.h"
#include "raycast.h"
#include "maze.h"
#include "display.h"
#pragma stacksize(1024)
#pragma heapsize(0)
#pragma data(tables)
// Sound effect bouncing against wall
const SIDFX SIDFXBounce[1] = {{
1000, 2048,
SID_CTRL_GATE | SID_CTRL_NOISE,
SID_ATK_2 | SID_DKY_6,
0xf0 | SID_DKY_750,
-20, 0,
4, 20,
3
}};
// Sound effect exploding mine
const SIDFX SIDFXExplosion[1] = {{
3000, 1000,
SID_CTRL_GATE | SID_CTRL_NOISE,
SID_ATK_2 | SID_DKY_6,
0xf0 | SID_DKY_3000,
-10, 0,
8, 120
}};
// Sound effect short count down beep
const SIDFX SIDFXBeepShort[1] = {{
8000, 2048,
SID_CTRL_GATE | SID_CTRL_RECT,
SID_ATK_2 | SID_DKY_6,
0xf0 | SID_DKY_72,
0, 0,
16, 4,
1
}};
// Sound effect hurry up beep
const SIDFX SIDFXBeepHurry[1] = {{
8000, 2048,
SID_CTRL_GATE | SID_CTRL_RECT,
SID_ATK_2 | SID_DKY_6,
0xf0 | SID_DKY_72,
0, 0,
8, 4,
2
}};
// Sound effect long start beep
const SIDFX SIDFXBeepLong[1] = {{
12000, 2048,
SID_CTRL_GATE | SID_CTRL_RECT,
SID_ATK_2 | SID_DKY_6,
0xf0 | SID_DKY_750,
0, 0,
20, 32,
1
}};
#pragma data(data)
enum GameStates
{
GS_INIT,
GS_INTRO,
GS_BUILD,
GS_REVEAL,
GS_READY,
GS_RACE,
GS_TIMEOUT,
GS_EXPLOSION,
GS_FINISHED,
GS_RETRY,
GS_GAMEOVER,
GS_PAUSE,
GS_COMPLETED,
NUM_GAME_STATES
} GameState;
int GameTime;
char GameLevel, GameSelect;
bool GameDown;
struct PlayerStruct
{
int ipx, ipy;
char w;
int vx, vy;
signed char dw;
int acc;
} Player;
// Draw the maze at the current player position and direction
void maze_draw(void)
{
char w = Player.w;
// View direction vector
int co = costab[w], si = sintab[w];
// Assume a 45 degree view opening, adjust view vector
// to point to left most column
int idx = co + si, idy = si - co;
// Direction vector one column to the right
int iddx = dsintab[w], iddy = dcostab[w];
// Cast all rays for the screen
rcast_cast_rays(Player.ipx, Player.ipy, idx, idy, iddx, iddy);
// Draw screen on backbuffer
sindex ^= 0x80;
rcast_draw_screen();
}
// Flip the double buffer
void maze_flip(void)
{
// Change display start address on next vblank
display_flip();
// Draw time and compass sprites
time_draw();
compass_draw(Player.w);
}
void player_init(void)
{
// Start position 1.5 tiles to the left, and 12.5 tiles down
Player.ipx = 3 * 128;
Player.ipy = 25 * 128;
// Looking to the right
Player.w = 0;
// No velocity
Player.vx = 0;
Player.vy = 0;
Player.dw = 0;
Player.acc = 0;
}
// Check player joystick control
void player_control(void)
{
// Poll joystick
joy_poll(0);
// Rotation based on left/right
if (joyx[0])
{
// Was centered before than start big
if (Player.dw == 0)
Player.dw = 4 * joyx[0];
else
{
// Increase rotation a little more
Player.dw += joyx[0];
// Clamp angular velocity
if (Player.dw > 8)
Player.dw = 8;
else if (Player.dw < -8)
Player.dw = -8;
}
// Update player direction base on angular velocity
Player.w = (Player.w + ((Player.dw + 2) >> 2)) & 63;
}
else
Player.dw = 0;
// Calculate acceleration based on up/down direction
if (joyb[0])
Player.acc = 128; // Fast forward
else if (joyy[0] > 0)
Player.acc = -32; // Reverse
else if (joyy[0] < 0)
Player.acc = 32; // Forward
else
Player.acc = 0; // Steady
}
// Advance player speed and position
void player_move(void)
{
// Player direction
int co = costab[Player.w], si = sintab[Player.w];
// Split current velocity into components parallel (wy) and perpendicular (wx)
// to player direction
int wx = lmul8f8s(Player.vx, co) + lmul8f8s(Player.vy, si);
int wy = lmul8f8s(Player.vy, co) - lmul8f8s(Player.vx, si);
// Small friction in forward direction
wx = (wx * 15 + 8) >> 4;
// Apply heavy friction perpendicular (wheel like)
wy = (wy + 1) >> 1;
// Apply acceleration in forward direction
wx += Player.acc;
// Clamp speed
if (wx >= 2048)
wx = 2048;
else if (wx < -2048)
wx = -2048;
// Rotate vector back into global coordinate system
int vx = lmul8f8s(wx, co) - lmul8f8s(wy, si);
int vy = lmul8f8s(wy, co) + lmul8f8s(wx, si);
// Update player position by speed
int ipx = Player.ipx + ((vx + 8) >> 4);
int ipy = Player.ipy + ((vy + 8) >> 4);
static const int wdist = 0x40; // Minimum wall distance is a quarter block
static const int bspeed = 0x100;
// Collision check
bool bounce = false;
// Colliding in positive x direction
if (vx > 0 && maze_inside(ipx + wdist, ipy))
{
// Get back into empty block
ipx = ((ipx + wdist) & 0xff00) - wdist;
if (vx > bspeed)
bounce = true;
// Reflect velocity on wall
vx = -(vx >> 1);
}
else if (vx < 0 && maze_inside(ipx - wdist, ipy))
{
ipx = ((ipx - wdist) & 0xff00) + (0x100 + wdist);
if (vx < -bspeed)
bounce = true;
vx = -vx >> 1;
}
// Colliding in positive y direction
if (vy > 0 && maze_inside(ipx, ipy + wdist))
{
ipy = ((ipy + wdist) & 0xff00) - wdist;
if (vy > bspeed)
bounce = true;
vy = -(vy >> 1);
}
else if (vy < 0 && maze_inside(ipx, ipy - wdist))
{
ipy = ((ipy - wdist) & 0xff00) + (0x100 + wdist);
if (vy < -bspeed)
bounce = true;
vy = -vy >> 1;
}
Player.ipx = ipx;
Player.ipy = ipy;
Player.vx = vx;
Player.vy = vy;
// Play bounce sound if player collided fast
if (bounce)
{
sidfx_play(2, SIDFXBounce, 1);
}
}
#pragma data(tables)
// Table of levels
struct MazeInfo Levels[27] =
{
{
MGEN_CURVES_1, 0xa321,
34, (VCOL_GREEN << 4) | VCOL_PURPLE,
TUNE_GAME_2, 20
},
{
MGEN_CURVES_2, 0xa321,
33, (VCOL_RED << 4) | VCOL_BLUE,
TUNE_GAME_2, 20
},
{
MGEN_GATES, 0xa321,
33, (VCOL_YELLOW << 4) | VCOL_ORANGE,
TUNE_GAME_3, 20
},
{
MGEN_CURVES_1, 0xa321,
66, (VCOL_LT_BLUE << 4) | VCOL_GREEN,
TUNE_GAME_3, 35
},
{
MGEN_DOORS, 0xa321,
35, (VCOL_LT_GREEN << 4) | VCOL_MED_GREY,
TUNE_GAME_4, 20
},
{
MGEN_MINEFIELD, 0xa321,
34, (VCOL_CYAN << 4) | VCOL_BLUE,
TUNE_GAME_2, 20
},
{
MGEN_CURVES_2, 0xa321,
65, (VCOL_ORANGE << 4) | VCOL_LT_BLUE,
TUNE_GAME_3, 35
},
{
MGEN_GATES, 0x1781,
66, (VCOL_PURPLE<< 4) | VCOL_YELLOW,
TUNE_GAME_4, 30
},
{
MGEN_LABYRINTH_3, 0xa321,
34, (VCOL_DARK_GREY << 4) | VCOL_RED,
TUNE_GAME_2, 20
},
{
MGEN_LABYRINTH_1, 0xf921,
20, (VCOL_YELLOW << 4) | VCOL_PURPLE,
TUNE_GAME_3, 30
},
{
MGEN_DOORS, 0x4521,
55, (VCOL_CYAN << 4) | VCOL_ORANGE,
TUNE_GAME_4, 30
},
{
MGEN_CURVES_1, 0xa321,
130, (VCOL_BLUE << 4) | VCOL_MED_GREY,
TUNE_GAME_4, 45
},
{
MGEN_CURVES_2, 0xa321,
129, (VCOL_YELLOW << 4) | VCOL_RED,
TUNE_GAME_1, 65
},
{
MGEN_CURVES_1, 0xa321,
226, (VCOL_GREEN << 4) | VCOL_BLUE,
TUNE_GAME_1, 80
},
{
MGEN_GATES, 0x9fb2,
132, (VCOL_LT_BLUE << 4) | VCOL_MED_GREY,
TUNE_GAME_3, 55
},
{
MGEN_LABYRINTH_3, 0x2482,
66, (VCOL_RED << 4) | VCOL_BLUE,
TUNE_GAME_3, 30
},
{
MGEN_LABYRINTH_1, 0xa321,
34, (VCOL_GREEN << 4) | VCOL_PURPLE,
TUNE_GAME_4, 60
},
{
MGEN_MINEFIELD, 0x7951,
34, (VCOL_GREEN << 4) | VCOL_RED,
TUNE_GAME_3, 30
},
{
MGEN_LABYRINTH_1, 0x2197,
52, (VCOL_LT_GREEN<< 4) | VCOL_DARK_GREY,
TUNE_GAME_4, 70
},
{
MGEN_LABYRINTH_3, 0x9812,
98, (VCOL_MED_GREY << 4) | VCOL_LT_BLUE,
TUNE_GAME_2, 60
},
{
MGEN_DOORS, 0x7491,
105, (VCOL_GREEN << 4) | VCOL_PURPLE,
TUNE_GAME_1, 60
},
{
MGEN_GATES, 0xe8b1,
252, (VCOL_YELLOW << 4) | VCOL_CYAN,
TUNE_GAME_1, 105
},
{
MGEN_MINEFIELD, 0xa952,
100, (VCOL_DARK_GREY << 4) | VCOL_ORANGE,
TUNE_GAME_1, 120
},
{
MGEN_CURVES_2, 0xa321,
225, (VCOL_GREEN << 4) | VCOL_PURPLE,
TUNE_GAME_1, 90
},
{
MGEN_LABYRINTH_3, 0xfe12,
126, (VCOL_YELLOW << 4) | VCOL_CYAN,
TUNE_GAME_1, 90
},
{
MGEN_LABYRINTH_3, 0xfe12,
254, (VCOL_ORANGE << 4) | VCOL_LT_GREEN,
TUNE_GAME_1, 180
},
{
MGEN_LABYRINTH_1, 0xcf1d,
// 10, (VCOL_RED << 4) | VCOL_BLUE,
100, (VCOL_RED << 4) | VCOL_BLUE,
TUNE_GAME_1, 240
},
// 27
};
#pragma data(data)
// Advance game state machine
void game_advance(GameStates state)
{
// Avoid recursion with a loop
while (state != GameState)
{
GameState = state;
switch (GameState)
{
case GS_INIT:
break;
case GS_INTRO:
// Enable all three voices for music
music_patch_voice3(false);
music_init(TUNE_MAIN);
// Display title screen
display_title();
// Prepare game play
display_game();
rcast_init_tables();
rcast_init_fastcode();
GameLevel = 0;
state = GS_BUILD;
break;
case GS_BUILD:
// Build next level
maze_build(Levels + GameLevel);
music_patch_voice3(false);
music_init(Levels[GameLevel].tune);
// Time is not yet running
time_running = false;
time_init(Levels[GameLevel].time);
time_draw();
state = GS_REVEAL;
break;
case GS_REVEAL:
break;
case GS_READY:
player_init();
GameTime = 0;
break;
case GS_RACE:
// Start the countdown timer
time_running = true;
break;
case GS_EXPLOSION:
// Mine explosion
sidfx_play(2, SIDFXExplosion, 10);
maze_set(Player.ipx, Player.ipy, MF_EMPTY);
display_explosion();
GameTime = 0;
break;
case GS_TIMEOUT:
GameTime = 0;
Player.acc = 0;
break;
case GS_FINISHED:
GameTime = 0;
Player.acc = 0;
break;
case GS_PAUSE:
GameSelect = 0;
time_running = false;
break;
case GS_RETRY:
music_patch_voice3(true);
music_init(TUNE_RESTART);
GameTime = 0;
GameSelect = 0;
Player.acc = 0;
break;
case GS_GAMEOVER:
break;
case GS_COMPLETED:
music_patch_voice3(false);
music_init(TUNE_MAIN);
display_completed();
display_game();
rcast_init_tables();
rcast_init_fastcode();
GameLevel = 0;
state = GS_BUILD;
break;
}
}
}
bool game_beep;
void game_loop(void)
{
switch (GameState)
{
case GS_INIT:
break;
case GS_INTRO:
break;
case GS_REVEAL:
// Put level number on screen
{
char t[3];
t[0] = '0' + (GameLevel + 1) / 10;
t[1] = '0' + (GameLevel + 1) % 10;
t[2] = 0;
display_put_bigtext(8, 4, s"lvl", BC_WHITE);
display_put_bigtext(12, 14, t, BC_WHITE);
}
// Preview maze
maze_preview();
game_advance(GS_READY);
break;
case GS_READY:
// Draw first person view
maze_draw();
// Play beep sound every seconc
if (GameTime == 0 || GameTime == 25)
sidfx_play(2, SIDFXBeepShort, 1);
else if (GameTime == 50)
sidfx_play(2, SIDFXBeepLong, 1);
// Draw overlay text
if (GameTime < 25)
display_put_bigtext(0, 10, s"ready", BC_WHITE);
else if (GameTime < 50)
display_put_bigtext(8, 10, s"set", BC_WHITE);
else if (GameTime < 60)
display_put_bigtext(12, 10, s"go", BC_WHITE);
else
game_advance(GS_RACE);
// Flip double buffer
maze_flip();
// Let player rotate, but not move
player_control();
GameTime++;
break;
case GS_RACE:
// Draw first person view
maze_draw();
// Show countdown of last 10 seconds
if (time_count <= 10)
{
if (time_digits[3] >= 4)
{
char t[2];
t[0] = time_digits[2] + '0';
t[1] = 0;
display_put_bigtext(16, 10, t, BC_WHITE);
if (!game_beep)
{
sidfx_play(2, SIDFXBeepHurry, 1);
game_beep = true;
}
}
else
game_beep = false;
}
// Flip double buffer
maze_flip();
// Player joystick control
player_control();
// Player advance
player_move();
// Check pause or timeout
keyb_poll();
if (keyb_key == KSCAN_QUAL_DOWN + KSCAN_STOP)
game_advance(GS_PAUSE);
else if (time_count == 0)
game_advance(GS_TIMEOUT);
else
{
// Check collision with mine or exit
MazeFields field = maze_field(Player.ipx, Player.ipy);
if (field == MF_EXIT)
game_advance(GS_FINISHED);
else if (field == MF_MINE)
game_advance(GS_EXPLOSION);
}
break;
case GS_PAUSE:
// Pause menu
if (joyb[0])
{
if (GameSelect == 1)
{
display_reset();
game_advance(GS_BUILD);
}
else if (GameSelect == 2)
{
display_reset();
game_advance(GS_INTRO);
}
else
{
game_advance(GS_RACE);
}
}
else
{
maze_draw();
// Show menu text
display_put_bigtext(4, 1, s"cont", GameSelect == 0 ? BC_BOX_RED : BC_BOX_BLACK);
display_put_bigtext(0, 9, s"retry", GameSelect == 1 ? BC_BOX_RED : BC_BOX_BLACK);
display_put_bigtext(4, 17, s"exit", GameSelect == 2 ? BC_BOX_RED : BC_BOX_BLACK);
maze_flip();
joy_poll(0);
if (joyy[0] == 0)
GameDown = false;
else if (!GameDown)
{
if (joyy[0] > 0 && GameSelect < 2)
{
GameSelect ++;
GameDown = true;
}
else if (joyy[0] < 0 && GameSelect > 0)
{
GameSelect --;
GameDown = true;
}
}
}
break;
case GS_EXPLOSION:
// Rotate player after explosion for one second
if (GameTime == 30)
{
// Only advance if button is not pressed
joy_poll(0);
if (!joyb[0])
game_advance(GS_RETRY);
}
else
{
maze_draw();
display_put_bigtext(4, 4, s"boom", BC_WHITE);
display_put_bigtext(0, 13, s"crash", BC_WHITE);
maze_flip();
// Rotate
Player.w = (Player.w + ((30 - GameTime) >> 2)) & 63;
GameTime++;
}
break;
case GS_TIMEOUT:
// Show time out message for one second
if (GameTime == 30)
{
// Only advance if button is not pressed
joy_poll(0);
if (!joyb[0])
game_advance(GS_RETRY);
}
else
{
maze_draw();
display_put_bigtext(4, 4, s"outa", BC_WHITE);
display_put_bigtext(4, 13, s"time", BC_WHITE);
maze_flip();
player_move();
GameTime++;
}
break;
case GS_FINISHED:
// Level completed
if (GameTime == 30)
{
GameLevel++;
display_reset();
if (GameLevel == 27)
game_advance(GS_COMPLETED);
else
game_advance(GS_BUILD);
}
else
{
// Show star transition
display_five_star(GameTime * 8);
maze_flip();
GameTime++;
}
break;
case GS_RETRY:
// Show retry menu for 4 seconds
if (GameTime == 120 || joyb[0])
{
display_reset();
if (GameSelect)
game_advance(GS_INTRO);
else
game_advance(GS_BUILD);
}
else
{
maze_draw();
display_put_bigtext(0, 4, s"retry", GameSelect == 0 ? BC_BOX_RED : BC_BOX_BLACK);
display_put_bigtext(4, 13, s"exit", GameSelect == 1 ? BC_BOX_RED : BC_BOX_BLACK);
maze_flip();
player_move();
joy_poll(0);
if (joyy[0] > 0)
GameSelect = 1;
else if (joyy[0] < 0)
GameSelect = 0;
GameTime++;
}
break;
case GS_GAMEOVER:
break;
}
}
int main(void)
{
#if 0
maze_build_minefield(68);
maze_print();
#else
display_init();
game_advance(GS_INTRO);
for(;;)
{
game_loop();
}
#endif
return 0;
}