commit 9403d64739705014dd6c8a2311f6189d8ea032a9 Author: CrunkLord420 Date: Thu Aug 11 11:02:45 2022 +0000 init diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..d99f576 --- /dev/null +++ b/.gitignore @@ -0,0 +1,4 @@ +/tmp +/src/Px + +/png2holyc diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..93e54c0 --- /dev/null +++ b/LICENSE @@ -0,0 +1,8 @@ +Copyright 2022 CrunkLord420 + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice, this permission notice and the word "NIGGER" shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..fd496a0 --- /dev/null +++ b/Makefile @@ -0,0 +1,229 @@ +AS := nasm +CC := gcc +CFLAGS := -O2 -s -Wall -pedantic +MFA := tools/mfa.py +MFA_DIR := /Home/BlazeItFgt2 +MFA_DIR_ASM := $(MFA_DIR)/Asm +MFA_DIR_LEVELS := $(MFA_DIR)/Levels +MFA_DIR_OBJ_COLLISION := $(MFA_DIR)/Obj/Collision +MFA_DIR_OBJ_LINES := $(MFA_DIR)/Obj/Lines +MFA_DIR_OBJ_LINES_COLOR := $(MFA_DIR)/Obj/LinesColor +MFA_DIR_OBJ_MESH := $(MFA_DIR)/Obj/Mesh +MFA_DIR_OBJ_TRIS := $(MFA_DIR)/Obj/Tris +MFA_DIR_PX := $(MFA_DIR)/Px +LEVEL_TOOL := tools/level.py +LEVEL_ASSET_PATH := assets/tiled +LEVEL_OUTPUT_PATH := src/Levels +OBJ_TOOL := tools/obj2holyc.py +OBJ_ASSET_PATH := assets/obj +OBJ_ASSET_PATH_COLLISION := $(OBJ_ASSET_PATH)/collision +OBJ_ASSET_PATH_LINE := $(OBJ_ASSET_PATH)/lines +OBJ_ASSET_PATH_LINE_COLOR := $(OBJ_ASSET_PATH)/linesColor +OBJ_ASSET_PATH_MESH := $(OBJ_ASSET_PATH)/mesh +OBJ_ASSET_PATH_TRIS := $(OBJ_ASSET_PATH)/tris +OBJ_OUTPUT_PATH := src/Obj +OBJ_OUTPUT_PATH_COLLISION := $(OBJ_OUTPUT_PATH)/Collision +OBJ_OUTPUT_PATH_LINE := $(OBJ_OUTPUT_PATH)/Lines +OBJ_OUTPUT_PATH_LINE_COLOR := $(OBJ_OUTPUT_PATH)/LinesColor +OBJ_OUTPUT_PATH_MESH := $(OBJ_OUTPUT_PATH)/Mesh +OBJ_OUTPUT_PATH_TRIS := $(OBJ_OUTPUT_PATH)/Tris + +PX_ASSET_PATH := assets/png +PX_OUTPUT_PATH := src/Px +PX := BIF BIF2 BIF2A Bomb BossBorderTop BossBorderBottom BossBorderSlider BreachDetected Credit CrunkLord BulletMobCircle8 BulletMobCircle16 BulletMobStar16 BulletShot0 BulletShot1 BulletShot2 BulletSpread0 BulletSpread1 BulletSpread2 Scum UpgradeBomb UpgradeShot UpgradeSpread UpgradeLaser ScoreScreen PauseScreen +PX_BIN := $(patsubst %,$(PX_OUTPUT_PATH)/%.BIN,$(PX)) +PX_BLACKHOLE := $(patsubst assets/png/BlackHole/%.png,%,$(wildcard assets/png/BlackHole/*.png)) +PX_BLACKHOLE_BIN := $(patsubst %,src/Px/BlackHole/%.BIN,$(PX_BLACKHOLE)) +PX_FONT_KAPEL := $(patsubst assets/png/fontKapel/%.png,%,$(wildcard assets/png/fontKapel/*.png)) +PX_FONT_KAPEL_BIN := $(patsubst %,src/Px/FontKapel/%.BIN,$(PX_FONT_KAPEL)) +PX_FONT_KAPEL2X := $(patsubst assets/png/fontKapel2x/%.png,%,$(wildcard assets/png/fontKapel2x/*.png)) +PX_FONT_KAPEL2X_BIN := $(patsubst %,src/Px/FontKapel2x/%.BIN,$(PX_FONT_KAPEL2X)) + +ASM := Bomb +ASM_ASSET_PATH := assets/asm +ASM_OUTPUT_PATH := src/Asm +ASM_BIN := $(patsubst %,$(ASM_OUTPUT_PATH)/%.BIN,$(ASM)) + +HC_SRC := Assets.HC \ +BlazeItFgt.HC \ +Bullet.HC \ +Collision.HC \ +CrunkComm.HC \ +Debris.HC \ +Debug.HC \ +Draw.HC \ +Globals.HC \ +God.HC \ +GrFast.HC \ +Intro.HC \ +LICENSE.DD \ +Matrix.HC \ +Mob.HC \ +Particle.HC \ +Patterns.HC \ +PauseMenu.HC \ +Pickup.HC \ +PlayfieldDraw.HC \ +PlayfieldInput.HC \ +PlayfieldUpdate.HC \ +Popup.HC \ +PxBlot.HC \ +Quaternion.HC \ +SceneEnd.HC \ +Ship.HC \ +Sound.HC \ +Text.HC \ +Title.HC \ +TitleDraw.HC \ +TitleGlobals.HC \ +TitleInput.HC \ +Vec.HC \ +Vector.HC \ +World.HC \ +zRun.HC \ +zTest.HC + +LEVELS := $(patsubst $(LEVEL_ASSET_PATH)/%.tmj,%,$(wildcard $(LEVEL_ASSET_PATH)/*.tmj)) +LEVELS_BIN := $(patsubst %,$(LEVEL_OUTPUT_PATH)/%.BIN,$(LEVELS)) + +OBJ_COLLISION := Boss0 Boss0Gun Boss1c0 Boss1c1 Boss2c0 Boss2c1 Boss3c0 Boss3c1 MobBasic MobLong MobTri +OBJ_LINE := Ship +OBJ_LINE_COLOR := Boss0 Boss0Gun Boss0DLeft Boss0DRight Boss1 Boss1DLeft Boss1DRight Boss1DFront Boss1DRear Boss2 Boss2DLeft Boss2DRight Boss3 Boss3DLF Boss3DRF Boss4 Boss4DLeft Boss4DRight Boss5 Boss5DLeft Boss5DRight Boss5DFront Boss5DRear Boss6 Boss6DLeft Boss6DRight Boss7 Boss7DLF Boss7DRF MobBasic MobLong MobTri +OBJ_MESHN := ShipCore Boss0 Boss0DLeft Boss0DRight Boss1 Boss1DLeft Boss1DRight Boss1DFront Boss1DRear Boss2 Boss2DLeft Boss2DRight Boss3 Boss3DLF Boss3DRF +OBJ_TRIS := Thruster Boss0D Boss0GunD Boss1D Boss2D Boss3D MobBasicD MobLongD MobTriD +OBJ_MESHN_BIN := $(patsubst %,$(OBJ_OUTPUT_PATH_MESH)/%.BIN,$(OBJ_MESHN)) +OBJ_TRIS_BIN := $(patsubst %,$(OBJ_OUTPUT_PATH_TRIS)/%.BIN,$(OBJ_TRIS)) +OBJ_LINE_BIN := $(patsubst %,$(OBJ_OUTPUT_PATH_LINE)/%.BIN,$(OBJ_LINE)) +OBJ_LINE_COLOR_BIN := $(patsubst %,$(OBJ_OUTPUT_PATH_LINE_COLOR)/%.BIN,$(OBJ_LINE_COLOR)) +OBJ_COLLISION_BIN := $(patsubst %,$(OBJ_OUTPUT_PATH_COLLISION)/%.BIN,$(OBJ_COLLISION)) + +$(PX_OUTPUT_PATH): + mkdir -p $(PX_OUTPUT_PATH) + +Px/BlackHole: + mkdir -p src/Px/BlackHole + +Px/FontKapel: + mkdir -p src/Px/FontKapel + +Px/FontKapel2x: + mkdir -p src/Px/FontKapel2x + +$(OBJ_OUTPUT_PATH_COLLISION): + mkdir -p $(OBJ_OUTPUT_PATH_COLLISION) + +$(OBJ_OUTPUT_PATH_LINE): + mkdir -p $(OBJ_OUTPUT_PATH_LINE) + +$(OBJ_OUTPUT_PATH_LINE_COLOR): + mkdir -p $(OBJ_OUTPUT_PATH_LINE_COLOR) + +$(OBJ_OUTPUT_PATH_MESH): + mkdir -p $(OBJ_OUTPUT_PATH_MESH) + +$(OBJ_OUTPUT_PATH_TRIS): + mkdir -p $(OBJ_OUTPUT_PATH_TRIS) + +$(ASM_OUTPUT_PATH): + mkdir -p $(ASM_OUTPUT_PATH) + +$(LEVEL_OUTPUT_PATH): + mkdir -p $(LEVEL_OUTPUT_PATH) + +png2holyc: tools/png2holyc/png2holyc.c + $(CC) $(CFLAGS) -lpng $< -o $@ + +$(ASM_OUTPUT_PATH)/%.BIN: $(ASM_ASSET_PATH)/%.s $(ASM_OUTPUT_PATH) + $(AS) -o $@ $< + +$(PX_OUTPUT_PATH)/%.BIN: assets/png/%.png png2holyc $(PX_OUTPUT_PATH) + ./png2holyc -b $< $@ + +src/Px/BlackHole/%.BIN: assets/png/BlackHole/%.png png2holyc Px/BlackHole + ./png2holyc -b $< $@ + +src/Px/FontKapel/%.BIN: assets/png/fontKapel/%.png png2holyc Px/FontKapel + ./png2holyc -b $< $@ + +src/Px/FontKapel2x/%.BIN: assets/png/fontKapel2x/%.png png2holyc Px/FontKapel2x + ./png2holyc -b $< $@ + +$(OBJ_MESHN_BIN): $(OBJ_OUTPUT_PATH_MESH)/%.BIN: $(OBJ_ASSET_PATH_MESH)/%.obj $(OBJ_OUTPUT_PATH_MESH) + $(OBJ_TOOL) $< $@ facen -b + +$(OBJ_TRIS_BIN): $(OBJ_OUTPUT_PATH_TRIS)/%.BIN: $(OBJ_ASSET_PATH_TRIS)/%.obj $(OBJ_OUTPUT_PATH_TRIS) + $(OBJ_TOOL) $< $@ face -b + +$(OBJ_LINE_BIN): $(OBJ_OUTPUT_PATH_LINE)/%.BIN: $(OBJ_ASSET_PATH_LINE)/%.obj $(OBJ_OUTPUT_PATH_LINE) + $(OBJ_TOOL) $< $@ line -b + +$(OBJ_LINE_COLOR_BIN): $(OBJ_OUTPUT_PATH_LINE_COLOR)/%.BIN: $(OBJ_ASSET_PATH_LINE_COLOR)/%.obj $(OBJ_OUTPUT_PATH_LINE_COLOR) + $(OBJ_TOOL) $< $@ line -b -c + +$(OBJ_COLLISION_BIN): $(OBJ_OUTPUT_PATH_COLLISION)/%.BIN: $(OBJ_ASSET_PATH_COLLISION)/%.obj $(OBJ_OUTPUT_PATH_COLLISION) + $(OBJ_TOOL) $< $@ collision -b + +$(LEVEL_OUTPUT_PATH)/%.BIN: $(LEVEL_ASSET_PATH)/%.tmj $(LEVEL_OUTPUT_PATH) + $(LEVEL_TOOL) $< $@ + +$(MFA_DIR_LEVELS)/%.BIN: $(LEVEL_OUTPUT_PATH)/%.BIN + $(MFA) put $@ $< + +.PHONY: all backup clean asm levels models px px_font upload_src upload_asm upload_fonts upload_models upload_obj_lines upload_obj_lines_color upload_obj_collision upload_obj_meshn upload_obj_tris upload_px upload_px_blackhole upload_fonts upload_px_font_kapel upload_px_font_kapel_2x upload_all +asm: $(ASM_BIN) +levels: $(LEVELS_BIN) +models: $(OBJ_COLLISION_BIN) $(OBJ_LINE_BIN) $(OBJ_LINE_COLOR_BIN) $(OBJ_MESHN_BIN) $(OBJ_TRIS_BIN) +px: $(PX_BIN) +px_blackhole: $(PX_BLACKHOLE_BIN) +px_font: $(PX_FONT_KAPEL_BIN) $(PX_FONT_KAPEL2X_BIN) +all: asm levels models px px_blackhole px_font + +backup: + $(foreach hc,$(HC_SRC),$(MFA) list $(MFA_DIR)/$(hc) src/$(hc); sed -i 's/\x05//g' src/$(hc);) + +clean: + rm -f $(ASM_BIN) $(LEVELS_BIN) $(OBJ_LINE_BIN) $(OBJ_LINE_COLOR_BIN) $(OBJ_COLLISION_BIN) $(OBJ_MESHN_BIN) $(OBJ_TRIS_BIN) $(PX_BIN) $(PX_BLACKHOLE_BIN) $(PX_FONT_KAPEL_BIN) $(PX_FONT_KAPEL2X_BIN) + +upload_src: + $(foreach hc,$(HC_SRC),$(MFA) put $(MFA_DIR)/$(hc) src/$(hc);) + +upload_asm: $(ASM_BIN) + $(foreach bin,$(ASM),$(MFA) put $(MFA_DIR_ASM)/$(bin).BIN $(ASM_OUTPUT_PATH)/$(bin).BIN;) + +upload_levels: $(LEVELS_BIN) + $(foreach bin,$(LEVELS),$(MFA) put $(MFA_DIR_LEVELS)/$(bin).BIN $(LEVEL_OUTPUT_PATH)/$(bin).BIN;) + +upload_models: upload_obj_lines upload_obj_lines_color upload_obj_collision upload_obj_meshn upload_obj_tris + +upload_obj_lines: $(OBJ_LINE_BIN) + $(foreach bin,$(OBJ_LINE),$(MFA) put $(MFA_DIR_OBJ_LINES)/$(bin).BIN $(OBJ_OUTPUT_PATH_LINE)/$(bin).BIN;) + +upload_obj_lines_color: $(OBJ_LINE_COLOR_BIN) + $(foreach bin,$(OBJ_LINE_COLOR),$(MFA) put $(MFA_DIR_OBJ_LINES_COLOR)/$(bin).BIN $(OBJ_OUTPUT_PATH_LINE_COLOR)/$(bin).BIN;) + +upload_obj_collision: $(OBJ_COLLISION_BIN) + $(foreach bin,$(OBJ_COLLISION),$(MFA) put $(MFA_DIR_OBJ_COLLISION)/$(bin).BIN $(OBJ_OUTPUT_PATH_COLLISION)/$(bin).BIN;) + +upload_obj_meshn: $(OBJ_MESHN_BIN) + $(foreach bin,$(OBJ_MESHN),$(MFA) put $(MFA_DIR_OBJ_MESH)/$(bin).BIN $(OBJ_OUTPUT_PATH_MESH)/$(bin).BIN;) + +upload_obj_tris: $(OBJ_TRIS_BIN) + $(foreach bin,$(OBJ_TRIS),$(MFA) put $(MFA_DIR_OBJ_TRIS)/$(bin).BIN $(OBJ_OUTPUT_PATH_TRIS)/$(bin).BIN;) + +upload_px: $(PX_BIN) + $(foreach bin,$(PX),$(MFA) put $(MFA_DIR_PX)/$(bin).BIN $(PX_OUTPUT_PATH)/$(bin).BIN;) + +upload_px_blackhole: $(PX_BLACKHOLE_BIN) + $(foreach bin,$(PX_BLACKHOLE),$(MFA) put $(MFA_DIR_PX)/BlackHole/$(bin).BIN src/Px/BlackHole/$(bin).BIN;) + +upload_fonts: upload_px_font_kapel upload_px_font_kapel_2x + +upload_px_font_kapel: $(PX_FONT_KAPEL_BIN) + $(foreach bin,$(PX_FONT_KAPEL),$(MFA) put $(MFA_DIR_PX)/FontKapel/$(bin).BIN src/Px/FontKapel/$(bin).BIN;) + $(MFA) put $(MFA_DIR_PX)/FontKapel/FontData.BIN src/Px/FontKapel/FontData.BIN + +upload_px_font_kapel_2x: $(PX_FONT_KAPEL2X_BIN) + $(foreach bin,$(PX_FONT_KAPEL2X),$(MFA) put $(MFA_DIR_PX)/FontKapel2x/$(bin).BIN src/Px/FontKapel2x/$(bin).BIN;) + $(MFA) put $(MFA_DIR_PX)/FontKapel2x/FontData.BIN src/Px/FontKapel2x/FontData.BIN + +upload_all: upload_src upload_asm upload_levels upload_models upload_fonts upload_px upload_px_blackhole diff --git a/README.md b/README.md new file mode 100644 index 0000000..fd60943 --- /dev/null +++ b/README.md @@ -0,0 +1,51 @@ +## [BlazeItFgt2](https://scumgames.neocities.org/blazeitfgt2.html) + +![Header](img/header.png) + +BlazeItFgt2 is the latest action-packed video game and god word generator for the TempleOS 64-Bit Operating System. + +Released August 11th 2022, the fourth anniversary of Terry Davis' death. + +### Images + +![Combat](img/bomb.gif) +![Boss](img/boss.gif) + +![Title Screen](img/title.gif) +![Story](img/story.gif) + +### How to Play + +[download my distro ISO](https://scumgames.neocities.org/blazeitfgt2.html), boot it in VMware Workstation (or Player) as "Other 64bit", and you'll be prompted to play from the live CD. + +The game can be launched manually by running `#include "zRun"` within `C:/Home/BlazeItFgt2/`. Alternatively the game can be built and manually transferred to existing installations. + +VMware is highly recomended, It's a no-registration download, it's in the AUR (btwiua). VirtualBox has significant performance issues, and has no sound. QEMU has buggy mouse support and awful sound. Two cores is highly encouraged. + +If you choose to install TempleOS you will be getting the canonical final release (1a1ec79) modified to 60FPS and BlazeItFgt2 added to the /Home directory. You can use this as a starting point to create your own TempleOS video games. + +### Notes + +This year I wanted to work on something much smaller than [DigGaym](https://scumgames.neocities.org/diggaym.html) where I had to hard pivot at the last moment to meet the release date. I had been playing SHMUPs recently so creating a SHMUP-style sequel to BlazeItFgt seemed like a great idea. Despite SHMUPs being a "basic" genre with lots of reused code it still ended up being crunch situation. + +I ended up writing a lot of code that I never ended up using, specifically [centripetal Catmull–Rom splines](https://en.wikipedia.org/wiki/Centripetal_Catmull%E2%80%93Rom_spline) due to performance and time constraints for bug fixing. I implemented and used [Separating Axis Theorem](https://en.wikipedia.org/wiki/Hyperplane_separation_theorem) for collision detection. Unfortunately I didn't have time to implement continous collision detection and stuck with discrete. Unused but perhaps interesting code is stored in the `cutcode` directory. + +BlazeItFgt2 is my first TempleOS project to make use of SSE(2) and optimized C code through a process of rewriting the compiler generated assembly for use as a TempleOS function. This technique was used for the bomb visual effect which allowed the game to keep a solid 60FPS instead of dropping to ~30FPS (Ryzen 5600X). + +### Build + + * Run `make all` to build + * Run `make upload_all` to transfer via MFA (instructions for using MFA not included) + * Alternatively copy the `src/` directory to the TempleOS disk. + +#### Dependencies + + * gcc/clang (set CC for clang) + * libpng + * make + * nasm + * python3 + +### License + +[MIT+NIGGER](https://plusnigger.autism.exposed/) diff --git a/assets/asm/Bomb.s b/assets/asm/Bomb.s new file mode 100644 index 0000000..c6b46ba --- /dev/null +++ b/assets/asm/Bomb.s @@ -0,0 +1,105 @@ +BITS 64 + +push rbp +mov rbp,rsp +push rsi +push rdi +mov rdi, 0x10[rbp] + +movsd xmm14, qword [rdi] +movsd xmm1, qword [rdi + 8] +mulsd xmm1, qword [rel .LCPI0_0] +mulsd xmm14, qword [rel .LCPI0_1] +mov eax, 5120 +mov r8d, 3435973837 +movsd xmm8, qword [rel .LCPI0_2] +movsd xmm9, qword [rel .LCPI0_3] +movsd xmm10, qword [rel .LCPI0_4] +movsd xmm11, qword [rel .LCPI0_5] +movsd xmm12, qword [rel .LCPI0_6] +movsd xmm13, qword [rel .LCPI0_7] +jmp .LBB0_1 +.LBB0_5: +add rax, 1 +cmp rax, 307200 +je .LBB0_6 +.LBB0_1: +mov edx, eax +imul rdx, r8 +shr rdx, 41 +mov esi, edx +shl esi, 7 +lea ecx, [rsi + 4*rsi] +mov esi, eax +sub esi, ecx +xorps xmm5, xmm5 +cvtsi2sd xmm5, esi +sub esi, dword [rdi + 16] +xorps xmm7, xmm7 +cvtsi2sd xmm7, esi +mov ecx, edx +sub ecx, dword [rdi + 20] +xorps xmm3, xmm3 +cvtsi2sd xmm3, ecx +movapd xmm2, xmm3 +mulsd xmm2, xmm3 +movapd xmm6, xmm7 +mulsd xmm6, xmm7 +addsd xmm6, xmm2 +shufpd xmm6, xmm4, 2 +sqrtpd xmm4, xmm6 +movapd xmm2, xmm4 +mulsd xmm2, xmm8 +mulsd xmm2, xmm9 +addsd xmm2, xmm14 +mulsd xmm2, xmm10 +cvttpd2dq xmm6, xmm2 +cvtdq2pd xmm6, xmm6 +subsd xmm2, xmm6 +movapd xmm6, xmm2 +mulsd xmm6, xmm11 +movapd xmm0, xmm2 +addsd xmm0, xmm12 +mulsd xmm0, xmm6 +divsd xmm7, xmm4 +addsd xmm2, xmm13 +mulsd xmm2, xmm0 +mulsd xmm2, xmm1 +mulsd xmm7, xmm2 +addsd xmm7, xmm5 +cvttsd2si esi, xmm7 +cmp esi, 639 +ja .LBB0_5 +divsd xmm3, xmm4 +xorps xmm0, xmm0 +cvtsi2sd xmm0, edx +mulsd xmm3, xmm2 +addsd xmm3, xmm0 +cvttsd2si edx, xmm3 +cmp edx, 8 +jl .LBB0_5 +cmp edx, 479 +jg .LBB0_5 +mov r9, qword [rdi + 24] +mov rcx, qword [rdi + 32] +shl edx, 7 +lea edx, [rdx + 4*rdx] +mov esi, esi +add rsi, rdx +movzx ecx, byte [rcx + rsi] +mov byte [r9 + rax], cl +jmp .LBB0_5 +.LBB0_6: +pop rdi +pop rsi +pop rbp +ret word 0x8 + +.LCPI0_0 dq 0xc040000000000000 +.LCPI0_1 dq 0x4020000000000000 +.LCPI0_2 dq 0x400921fb54442d18 +.LCPI0_3 dq 0x3f80000000000000 +.LCPI0_4 dq 0x3fc45f06f6944674 +.LCPI0_5 dq 0x4034c8f5c28f5c29 +.LCPI0_6 dq 0xbfe0000000000000 +.LCPI0_7 dq 0xbff0000000000000 diff --git a/assets/c/bomb.c b/assets/c/bomb.c new file mode 100644 index 0000000..ee33a77 --- /dev/null +++ b/assets/c/bomb.c @@ -0,0 +1,52 @@ +#include +#include +#include + +#define PIX_TOP 8 +#define SCR_W 640 +#define SCR_H 480 + +typedef struct { + int x; + int y; +} CD2I32; + +typedef struct { + double t_now; + double bomb_ttl; + CD2I32 bombPos; + uint8_t *old_fb; + uint8_t *backbuffer; +} data; + +inline double fastsin(double x) { + double t = x * 0.15915; + t -= (int)t; + return 20.785 * t * (t-0.5) * (t-1.0); +} + +void square(data *d) { + int x, y, xx, yy; + double r=128; + double h=-32*d->bomb_ttl; + double rmul = d->t_now*8; + + for (int i=PIX_TOP*SCR_W; ibombPos.x; + double dy = y - d->bombPos.y; + __v2df sd; + sd[0] = dx*dx + dy*dy; + sd = __builtin_ia32_sqrtpd(sd); + dx /= sd[0]; + dy /= sd[0]; + + double result=h*fastsin(M_PI*sd[0]/r+rmul); + int xx = dx * result + x; + int yy = dy * result + y; + + if (xx>=0 && xx= PIX_TOP && yyold_fb[i] = d->backbuffer[yy*SCR_W+xx]; + } +} diff --git a/assets/fonts/Motorblock.ttf b/assets/fonts/Motorblock.ttf new file mode 100644 index 0000000..23c1dc0 Binary files /dev/null and b/assets/fonts/Motorblock.ttf differ diff --git a/assets/obj/collision/Boss0.obj b/assets/obj/collision/Boss0.obj new file mode 100644 index 0000000..f00d01b --- /dev/null +++ b/assets/obj/collision/Boss0.obj @@ -0,0 +1,8 @@ +v 24 -8 -7 +v 24 8 -7 +v 8 -8 -7 +v 8 8 -7 +l 2 1 +l 3 4 +l 4 2 +l 1 3 diff --git a/assets/obj/collision/Boss0Gun.obj b/assets/obj/collision/Boss0Gun.obj new file mode 100644 index 0000000..37562bc --- /dev/null +++ b/assets/obj/collision/Boss0Gun.obj @@ -0,0 +1,16 @@ +v 6 -4 -2 +v 6 4 -2 +v -4 7 -2 +v 4 7 -2 +v 4 -7 -2 +v -4 -7 -2 +v -6 4 -2 +v -6 -4 -2 +l 2 1 +l 7 3 +l 3 4 +l 4 2 +l 1 5 +l 5 6 +l 8 7 +l 6 8 diff --git a/assets/obj/collision/Boss1c0.obj b/assets/obj/collision/Boss1c0.obj new file mode 100644 index 0000000..80674e0 --- /dev/null +++ b/assets/obj/collision/Boss1c0.obj @@ -0,0 +1,8 @@ +v 80 16 0 +v 80 -16 -0 +v 112 -16 -0 +v 112 16 0 +l 1 2 +l 3 4 +l 2 3 +l 4 1 diff --git a/assets/obj/collision/Boss1c1.obj b/assets/obj/collision/Boss1c1.obj new file mode 100644 index 0000000..a0884b9 --- /dev/null +++ b/assets/obj/collision/Boss1c1.obj @@ -0,0 +1,8 @@ +v -112 16 0 +v -112 -16 0 +v -80 -16 0 +v -80 16 0 +l 1 2 +l 3 4 +l 2 3 +l 4 1 diff --git a/assets/obj/collision/Boss2c0.obj b/assets/obj/collision/Boss2c0.obj new file mode 100644 index 0000000..dae1503 --- /dev/null +++ b/assets/obj/collision/Boss2c0.obj @@ -0,0 +1,10 @@ +v 25 -37 11 +v 42 -13 11 +v -22 -36 11 +v -34 -17 11 +v -13 -49 11 +l 2 1 +l 5 3 +l 3 4 +l 1 5 +l 2 4 diff --git a/assets/obj/collision/Boss2c1.obj b/assets/obj/collision/Boss2c1.obj new file mode 100644 index 0000000..4fa891f --- /dev/null +++ b/assets/obj/collision/Boss2c1.obj @@ -0,0 +1,10 @@ +v 42 13 11 +v 25 37 11 +v -22 36 11 +v -34 17 11 +v -13 49 11 +l 1 2 +l 5 3 +l 3 4 +l 2 5 +l 1 4 diff --git a/assets/obj/collision/Boss3c0.obj b/assets/obj/collision/Boss3c0.obj new file mode 100644 index 0000000..5e60b6a --- /dev/null +++ b/assets/obj/collision/Boss3c0.obj @@ -0,0 +1,8 @@ +v 11 -47 7 +v 6 -26 -4 +v -40 -26 -19 +v -49 -47 -13 +l 2 1 +l 3 2 +l 3 4 +l 4 1 diff --git a/assets/obj/collision/Boss3c1.obj b/assets/obj/collision/Boss3c1.obj new file mode 100644 index 0000000..1cf06e2 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b/assets/tiled/tileset/triU0.png differ diff --git a/assets/tiled/tileset/triU1.png b/assets/tiled/tileset/triU1.png new file mode 100644 index 0000000..9aeafd6 Binary files /dev/null and b/assets/tiled/tileset/triU1.png differ diff --git a/cutcode/Model.HC b/cutcode/Model.HC new file mode 100644 index 0000000..bec1f08 --- /dev/null +++ b/cutcode/Model.HC @@ -0,0 +1,436 @@ +#ifndef MODEL_HC +#define MODEL_HC + +#include "ModelTemplate" +#include "Quaternion" +#include "GrFast" + +#define MODEL_DIRTY_NORMS 0x1 +#define MODEL_DIRTY_MAT 0x2 +#define MODEL_DIRTY_POS 0x4 + +public class TriData { + CD3I32 tri[3]; + CColorROPU32 color; + U16 dProbability; +}; + +public class Model { + U8 flags; + CD3 pos; + Quat rot; + F64 mtrans[16]; + F64 mscale[16]; + F64 mrot[16]; + F64 mmodel[16]; + F64 mvp[16]; + TriData *buffer; + CD3 *normBuf; + /* Original Data */ + CD3I32 *tris; + U8 *colors; + I64 triCnt; + I64 normCnt; + I64 bufCnt; + CD3 *normals; + U16 *ni; // normal index +}; + +public U0 InitModel(Model *model, ModelTemplate *template) { + model->flags = 0; + model->rot.x = 0; + model->rot.y = 0; + model->rot.z = 0; + model->rot.w = 1; + + /* Set Model Data */ + model->triCnt = template->triCnt; + model->normCnt = template->normCnt; + model->colors = template->colors; + model->tris = template->tris; + model->colors = template->colors; + model->normals = template->normals; + model->ni = template->normIdx; + + /* Setup Buffer */ + model->bufCnt = 0; + model->buffer = MAlloc(sizeof(TriData)*template->triCnt); + model->normBuf = MAlloc(sizeof(CD3)*template->normCnt); +} + +public U0 FreeModel(Model *model) { + Free(model->buffer); + Free(model->normBuf); +} + +public U0 ModelScale(Model *model, F64 scale) { + model->flags |= MODEL_DIRTY_MAT; + model->mscale[0] = scale; + model->mscale[1] = 0.0; + model->mscale[2] = 0.0; + model->mscale[3] = 0.0; + + model->mscale[4] = 0.0; + model->mscale[5] = scale; + model->mscale[6] = 0.0; + model->mscale[7] = 0.0; + + model->mscale[8] = 0.0; + model->mscale[9] = 0.0; + model->mscale[10] = scale; + model->mscale[11] = 0.0; + + model->mscale[12] = 0.0; + model->mscale[13] = 0.0; + model->mscale[14] = 0.0; + model->mscale[15] = 1.0; +} + +// ModelRot adds a rotation to an existing rotation +public U0 ModelRot(Model* model, Quat *rot) { + model->flags |= MODEL_DIRTY_MAT|MODEL_DIRTY_NORMS; + QuatMul(&model->rot, rot, &model->rot); + Quat2Mat(model->rot.x, model->rot.y, model->rot.z, model->rot.w, + model->mrot); + CalcNormals(model->normals, model->normCnt, model->mrot, model->normBuf); +} + +// ModelRotSet sets the rotation, overwriting existing rotation +public U0 ModelRotSet(Model* model, Quat *rot) { + model->flags |= MODEL_DIRTY_MAT|MODEL_DIRTY_NORMS; + MemCpy(&model->rot, rot, sizeof(Quat)); + Quat2Mat(model->rot.x, model->rot.y, model->rot.z, model->rot.w, + model->mrot); + CalcNormals(model->normals, model->normCnt, model->mrot, model->normBuf); +} + +public U0 Lighting(CD3 *pos, CD3 *normal, CD3 *lightPos, + F64 shine, U16 *dither_probability_u16) { + /* Diffuse */ + CD3 lightDir; + D3Sub(&lightDir, pos, lightPos); + CD3Normalize(&lightDir); + + /* instead of the traditional Max(diffuse, 0.0) move the result from + -1.0 - 1.0 to 1.0 - 2.0 and then divide by 2.0 in order to preserve + the negative range needed for proper dither-lighting */ + F64 diffuse = (D3Dot(normal, &lightDir) + 1.0) / 2.0; + + /* Possible Attenuation Implementation */ +// F64 linear = 0.00000001; +// F64 quadratic = 0.000002; +// F64 attenuation = 1.0/(1.0 + linear*dist + quadratic*(dist*dist)); + + F64 attenuation = D3Dist(lightPos, pos) / 5000.0; + diffuse += attenuation; // darken based off distance + if (diffuse > 1.0) diffuse = 1.0; // limit to 1.0 to avoid 16bit overflow + + /* Specular */ +/* + CD3 viewDir, halfwayDir; + D3Sub(&viewDir, pos, view); + CD3Normalize(&viewDir); + + D3Add(&halfwayDir, &lightDir, &viewDir); + CD3Normalize(&halfwayDir); +*/ + //F64 spec = Pow(Max(D3Dot(normal, &viewDir), 0.0), shine); + //"%.1f\n", spec; +// F64 spec = Pow(Max(D3Dot(normal, &halfwayDir), 0.0), shine); +// diffuse += spec; + //if (spec > 1.0) spec = 1.0; + +/* + // reflect(): I - 2.0 * dot(N, I) * N + lightDir.x = -lightDir.x; + lightDir.y = -lightDir.y; + lightDir.z = -lightDir.z; + CD3 subIncident; + F64 f1 = 2.0 * D3Dot(normal, &lightDir); + CD3 v1; + D3Mul(&v1, f1, normal); + CD3 reflectDir; + D3Sub(&reflectDir, &lightDir, &v1); + D3Sub(&reflectDir, &v1, &lightDir); + F64 spec = Pow(Max(D3Dot(&viewDir, &reflectDir), 0.0), 32); + F64 specular = shine * spec; + //"%.1f\n", specular; + //diffuse /= 2.0; + diffuse -= specular/4; +*/ + *dither_probability_u16=diffuse*65535; +} + +// Alternative CalcNormals I forgot why I wrote this +public U0 CalcNormals2(CD3 *norms, I64 cnt, F64 *mat, CD3 *dest) { + /* Rotate Normals */ + I64 i; + F64 px, py, pz; + CD3 *nPtr = norms; + CD3 *dPtr = dest; + for (i=0; ix; py=nPtr->y; pz=nPtr->z; + /* Inline MatMulXYZ */ + dPtr->x = mat[0*4+0]*px+mat[1*4+0]*py+mat[2*4+0]*pz+mat[3*4+0]; + dPtr->y = mat[0*4+1]*px+mat[1*4+1]*py+mat[2*4+1]*pz+mat[3*4+1]; + dPtr->z = mat[0*4+2]*px+mat[1*4+2]*py+mat[2*4+2]*pz+mat[3*4+2]; + } +} + +public U0 ModelTranslate(Model *model, F64 x, F64 y, F64 z) { + model->flags |= MODEL_DIRTY_MAT | MODEL_DIRTY_POS; + model->pos.x = x; + model->pos.y = y; + model->pos.z = z; +} + +// CalcTri assumes you've already rotated your normals with CalcNormals +public U0 CalcTris(CD3I32 *tri, I64 cnt, // Triangle Data + CD3 *norms, U16 *ni, // Normal Data + CD3 *lightPos, // Light Data + F64 *mvp, F64 *mmodel, // Matrix + U8 *colors, F64 shine, // Color Data + TriData *dest, I64 *finalCnt) { // Destination + I64 i; + F64 pw; + CD3 t1, t2, t3, w1, w2, w3; // t is screen-coord, w is world-coord + CD3I32 *p=tri; + TriData *dPtr = dest; + CD3 fragPos; + + /* Transform Vertices */ + I64 _finalCnt = 0; + for (i=0; ix; t1.y = p->y; t1.z = p->z; + w1.x = t1.x; w1.y = t1.y; w1.z = t1.z; + + //MatMulXYZ(mvp, &t1.x, &t1.y, &t1.z, &pw); + MatMulXYZ(mmodel, &t1.x, &t1.y, &t1.z, &pw); + t1.x /= pw; + //t1.x += SCX; + t1.y /= pw; + //t1.y += SCY; + //t1.z /= pw; // depth testing is integer-based don't normalize + //t1.z <<= 32; +/* if ( (t1.z >= 0.0 && t2.z >= 0.0 && t3.z >= 0.0) || + (t1.z < -10000.0 && t2.z < -10000.0 && t3.z < -10000.0) ) { + goto next_vert; + }*/ + +/* + if (t1.x > 1000.0 || t1.x < -1000.0 || + t1.y > 1000.0 || t1.y < -1000.0 ){ +// t1.z >= 0.0 || t1.z < -10000.0) { + p += 2; + goto next_vert; + } +*/ + p++; + t2.x = p->x; t2.y = p->y; t2.z = p->z; + w2.x = t2.x; w2.y = t2.y; w2.z = t2.z; + + //MatMulXYZ(mvp, &t2.x, &t2.y, &t2.z, &pw); + MatMulXYZ(mmodel, &t2.x, &t2.y, &t2.z, &pw); + t2.x /= pw; + //t2.x += SCX; + t2.y /= pw; + //t2.y += SCY; +// t2.z /= pw; // depth testing is integer-based don't normalize + p++; +/* + if (t2.x > 1000.0 || t2.x < -1000.0 || + t2.y > 1000.0 || t2.y < -1000.0 ){ +// t2.z >= 0.0 || t2.z < -10000.0) { + goto next_vert; + } +*/ + t3.x = p->x; t3.y = p->y; t3.z = p->z; + w3.x = t3.x; w3.y = t3.y; w3.z = t3.z; + + //MatMulXYZ(mvp, &t3.x, &t3.y, &t3.z, &pw); + MatMulXYZ(mmodel, &t3.x, &t3.y, &t3.z, &pw); + t3.x /= pw; + //t3.x += SCX; + t3.y /= pw; + //t3.y += SCY; +// t3.z /= pw; // depth testing is integer-based don't normalize +/* + if (t3.x > 1000.0 || t3.x < -1000.0 || + t3.y > 1000.0 || t3.y < -1000.0 ) { +// t3.z >= 0.0 || t3.z < -10000.0) { + goto next_vert; + } +*/ + /* Save Triangle */ + dPtr->tri[0].x = t1.x; + dPtr->tri[0].y = t1.y; + dPtr->tri[0].z = t1.z; + dPtr->tri[1].x = t2.x; + dPtr->tri[1].y = t2.y; + dPtr->tri[1].z = t2.z; + dPtr->tri[2].x = t3.x; + dPtr->tri[2].y = t3.y; + dPtr->tri[2].z = t3.z; + + /* Calculate Color */ + MatMulXYZ(mmodel, &w1.x, &w1.y, &w1.z, &pw); +// w1.x /= pw; +// w1.y /= pw; +// w1.z /= pw; + MatMulXYZ(mmodel, &w2.x, &w2.y, &w2.z, &pw); +// w2.x /= pw; +// w2.y /= pw; +// w2.z /= pw; + MatMulXYZ(mmodel, &w3.x, &w3.y, &w3.z, &pw); +// w3.x /= pw; +// w3.y /= pw; +// w3.z /= pw; + + fragPos.x = (w1.x + w2.x + w3.x) / 3; + fragPos.y = (w1.y + w2.y + w3.y) / 3; + fragPos.z = (w1.z + w2.z + w3.z) / 3; + //dPtr->color = colors[i] | ROPF_PROBABILITY_DITHER; + dPtr->color = colors[i]; + Lighting(&fragPos, &norms[ni[i]], lightPos, shine, &dPtr->dProbability); + dPtr++; + _finalCnt++; +next_vert: + } + *finalCnt = _finalCnt; +} + +// for when view or lighting has changed +public U0 ModelUpdate(Model *models, I64 cnt, CD3 *light, F64 shine) {//, F64 *vp) { + I64 i; + F64 mtmp[16]; + Model *model = models; + for (i=0; iflags & MODEL_DIRTY_POS) { + model->mtrans[0] = 1.0; + model->mtrans[1] = 0.0; + model->mtrans[2] = 0.0; + model->mtrans[3] = 0.0; + + model->mtrans[4] = 0.0; + model->mtrans[5] = 1.0; + model->mtrans[6] = 0.0; + model->mtrans[7] = 0.0; + + model->mtrans[8] = 0.0; + model->mtrans[9] = 0.0; + model->mtrans[10] = 1.0; + model->mtrans[11] = 0.0; + + model->mtrans[12] = model->pos.x; + model->mtrans[13] = model->pos.y; + model->mtrans[14] = model->pos.z; + model->mtrans[15] = 1.0; + } + if (model->flags & MODEL_DIRTY_MAT) { + MatMul(model->mtrans, model->mscale, mtmp); + MatMul(mtmp, model->mrot, model->mmodel); + } + model->flags = 0; + } + + /* Generate Triangles */ + model = models; + for (i=0; immodel, model->mvp); + CalcTris(model->tris, model->triCnt, model->normBuf, model->ni, + light, NULL, model->mmodel, model->colors, shine, model->buffer, + &model->bufCnt); + } +} + +/* +public class ModelLight { + CD3 pos; + Quat q; + CD3I32 *tris; + U8 *colors; + I64 triCnt; + I64 normCnt; + I64 bufCnt; + CD3 *normals; + U16 *ni; // normal index +}; + +U0 DrawModelLight(CDC *dc, ModelLight *model, CD3 *pos, CD3 *light, I64 *r, I32 *depthBuf) { + I64 i, xx, yy, zz, rr[16]; + CD3I32 tri[3]; + +/* + CalcNormals(model->normals, model->normCnt, model->mrot, model->normBuf); + CalcTris(model->tris, model->triCnt, model->normBuf, model->ni, + light, NULL, model->mmodel, model->colors, shine, model->buffer, + &model->bufCnt); + + +U0 CalcNormals(CD3 *norms, I64 cnt, F64 *mat, CD3 *dest) { + /* Rotate Normals */ + I64 i; + F64 px, py, pz; + CD3 *nPtr = norms; + CD3 *dPtr = dest; + for (i=0; ix; py=nPtr->y; pz=nPtr->z; + /* Inline MatMulXYZ */ + dPtr->x = mat[0*4+0]*px+mat[1*4+0]*py+mat[2*4+0]*pz+mat[3*4+0]; + dPtr->y = mat[0*4+1]*px+mat[1*4+1]*py+mat[2*4+1]*pz+mat[3*4+1]; + dPtr->z = mat[0*4+2]*px+mat[1*4+2]*py+mat[2*4+2]*pz+mat[3*4+2]; + } +} +*/ + +// CD3I32 tri[3]; +// CColorROPU32 color; +// U16 dProbability; + + QuatToMatrix(&model->q, rr); + CD3I32 *ptr = model->tris; + for (i=0; itriCnt; i++) { + xx=ptr->x; yy=ptr->y; zz=ptr->z; + tri[0].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[0].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[0].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + ptr++; xx=ptr->x; yy=ptr->y; zz=ptr->z; + tri[1].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[1].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[1].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + ptr++; xx=ptr->x; yy=ptr->y; zz=ptr->z; + tri[2].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[2].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[2].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + dc->color = model->colors[i]; + + // Calculate Normal + CD3 normal; + U64 ni = model->ni[i]; + xx=model->normals[ni].x; yy=model->normals[ni].y; zz=model->normals[ni].z; + normal.x=(rr[0*4+0]*xx+rr[0*4+1]*yy+rr[0*4+2]*zz+rr[0*4+3])>>32; + normal.y=(rr[1*4+0]*xx+rr[1*4+1]*yy+rr[1*4+2]*zz+rr[1*4+3])>>32; + normal.z=(rr[2*4+0]*xx+rr[2*4+1]*yy+rr[2*4+2]*zz+rr[2*4+3])>>32; + + // Calculate Dither Color + //Lighting(&fragPos, &norms[ni[i]], lightPos, shine, &dPtr->dProbability); + CD3 lightDir; + D3Sub(&lightDir, pos, light); + CD3Normalize(&lightDir); + F64 diffuse = (D3Dot(&normal, &lightDir) + 1.0) / 2.0; + F64 attenuation = D3Dist(light, pos) / 5000.0; + diffuse += attenuation; // darken based off distance + if (diffuse > 1.0) diffuse = 1.0; // limit to 1.0 to avoid 16bit overflow + dc->dither_probability_u16 = diffuse*65535; + + dc->color = ptr->color; + dc->dither_probability_u16 = ptr->dProbability; + FillTri(dc, &ptr->tri[0], &ptr->tri[1], &ptr->tri[2], depthBuf); + } +} +*/ + +#endif diff --git a/cutcode/Spline.HC b/cutcode/Spline.HC new file mode 100644 index 0000000..9202bac --- /dev/null +++ b/cutcode/Spline.HC @@ -0,0 +1,268 @@ +#ifndef SPLINE_HC +#define SPLINE_HC + +#include "Vec" + +/* +// Bug +CD2 curveTmp[curveTmpLen] = { +{150,150}, +{175,175}, +{200,200}, +{225,225}, +{400,400}, +{400,200}, +}; +*/ + +//public U0 SplineGetPos(CD2I32 *v, F64 t, CD2 *res) { +public U0 SplineGetPos(CD2 *v, F64 t, CD2 *res) { + I64 p0 = t; + I64 p1 = p0 + 1; + I64 p2 = p1 + 1; + I64 p3 = p2 + 1; + t = t - p0; + F64 tt = t * t; + F64 ttt = tt * t; + F64 q1 = -ttt + 2.0*tt - t; + F64 q2 = 3.0*ttt - 5.0*tt + 2.0; + F64 q3 = -3.0*ttt + 4.0*tt + t; + F64 q4 = ttt - tt; + res->x = 0.5 * (v[p0].x * q1 + v[p1].x * q2 + v[p2].x * q3 + v[p3].x * q4); + res->y = 0.5 * (v[p0].y * q1 + v[p1].y * q2 + v[p2].y * q3 + v[p3].y * q4); +} + +//public U0 SplineGetGradient(CD2I32 *v, F64 t, CD2 *res) { +public U0 SplineGetGradient(CD2 *v, F64 t, CD2 *res) { + I64 p0 = t; + I64 p1 = p0 + 1; + I64 p2 = p1 + 1; + I64 p3 = p2 + 1; + t = t - p0; + F64 tt = t * t; + F64 q1 = -3.0*tt + 4.0*t - 1.0; + F64 q2 = 9.0*tt - 10.0*t; + F64 q3 = -9.0*tt + 8.0*t + 1.0; + F64 q4 = 3.0*tt - 2.0*t; + res->x = 0.5 * (v[p0].x * q1 + v[p1].x * q2 + v[p2].x * q3 + v[p3].x * q4); + res->y = 0.5 * (v[p0].y * q1 + v[p1].y * q2 + v[p2].y * q3 + v[p3].y * q4); +} + +//F64 GetSplineLen(CD2I32 *v, I64 node) { +F64 GetSplineLen(CD2 *v, I64 node) { + F64 len = 0; + CD2 p0, p1; + SplineGetPos(v, node, &p0); + F64 t; + for (t=0; t<1.0; t += 0.005) { + SplineGetPos(v, node+t, &p1); + len += Sqrt((p1.x - p0.x)*(p1.x - p0.x) + (p1.y - p0.y)*(p1.y - p0.y)); + p0.x = p1.x; + p0.y = p1.y; + } + return len; +} + +//F64 SplineUpdateLen(CD2I32 *v, I64 len, F64 *res) { +F64 SplineUpdateLen(CD2 *v, I64 len, F64 *res) { + I64 i; + F64 total = 0; + for (i=0; i v[i]) { + p -= v[i]; + i++; + } + return i + p/v[i]; +} + +F64 GetT(F64 t, CD2 *p0, CD2 *p1) { + CD2 d; + d.x = p1->x - p0->x; + d.y = p1->y - p0->y; + F64 dot = d.x * d.x + d.y * d.y; + return Pow(dot, 0.5) + t; +} + +public U0 SplineGetPos2(CD2 *v, F64 t, CD2 *res) { + I64 p0 = t; + I64 p1 = p0 + 1; + I64 p2 = p1 + 1; + I64 p3 = p2 + 1; + t = t - p0; + + F64 t0 = 0; + F64 t1 = GetT(t0, &v[p0], &v[p1]); + F64 t2 = GetT(t1, &v[p1], &v[p2]); + F64 t3 = GetT(t2, &v[p2], &v[p3]); + + // precise lerp + t = (1-t) * t1 + t * t2; + + CD2 a1, a2, a3, b1, b2; + F64 w0 = (t1-t)/(t1-t0); + F64 w1 = (t-t0)/(t1-t0); + a1.x = w0*v[p0].x + w1*v[p1].x; + a1.y = w0*v[p0].y + w1*v[p1].y; + + w0 = (t2-t)/(t2-t1); + w1 = (t-t1)/(t2-t1); + a2.x = w0*v[p1].x + w1*v[p2].x; + a2.y = w0*v[p1].y + w1*v[p2].y; + + w0 = (t3-t)/(t3-t2); + w1 = (t-t2)/(t3-t2); + a3.x = w0*v[p2].x + w1*v[p3].x; + a3.y = w0*v[p2].y + w1*v[p3].y; + + w0 = (t2-t)/(t2-t0); + w1 = (t-t0)/(t2-t0); + b1.x = w0*a1.x + w1*a2.x; + b1.y = w0*a1.y + w1*a2.y; + + w0 = (t3-t)/(t3-t1); + w1 = (t-t1)/(t3-t1); + b2.x = w0*a2.x + w1*a3.x; + b2.y = w0*a2.y + w1*a3.y; + + w0 = (t2-t)/(t2-t1); + w1 = (t-t1)/(t2-t1); + res->x = w0*b1.x + w1*b2.x; + res->y = w0*b1.y + w1*b2.y; +} + +public U0 SplineGetGradient2(CD2 *v, F64 t, CD2 *res) { + I64 p0 = t; + I64 p1 = p0 + 1; + I64 p2 = p1 + 1; + I64 p3 = p2 + 1; + t = t - p0; + + F64 t0 = 0; + F64 t1 = GetT(t0, &v[p0], &v[p1]); + F64 t2 = GetT(t1, &v[p1], &v[p2]); + F64 t3 = GetT(t2, &v[p2], &v[p3]); + + // precise lerp + t = (1-t) * t1 + t * t2; + //t = t1 + t * (t2 - t1); + + // TODO inline, optimize + CD2 a1, a2, a3, b1, b2; + a1.x = (v[p1].x-v[p0].x)/(t1-t0); + a1.y = (v[p1].y-v[p0].y)/(t1-t0); + + a2.x = (v[p2].x-v[p1].x)/(t2-t1); + a2.y = (v[p2].y-v[p1].y)/(t2-t1); + + a3.x = (v[p3].x-v[p2].x)/(t3-t2); + a3.y = (v[p3].y-v[p2].y)/(t3-t2); + + F64 w0 = (t2-t)/(t2-t0); + F64 w1 = (t-t0)/(t2-t0); + b1.x = (a2.x-a1.x)/(t2-t0) + w0*a1.x + w1*a2.x; + b1.y = (a2.y-a1.y)/(t2-t0) + w0*a1.y + w1*a2.y; + + w0 = (t3-t)/(t3-t1); + w1 = (t-t1)/(t3-t1); + b2.x = (a3.x-a2.x)/(t3-t1) + w0*a2.x + w1*a3.x; + b2.y = (a3.y-a2.y)/(t3-t1) + w0*a2.y + w1*a3.y; + + w0 = (t2-t)/(t2-t1); + w1 = (t-t1)/(t2-t1); + res->x = (b2.x-b1.x)/(t2-t1) + w0*b1.x + w1*b2.x; + res->y = (b2.y-b1.y)/(t2-t1) + w0*b1.y + w1*b2.y; +} + +F64 GetSplineLen2(CD2 *v, I64 node) { + F64 len = 0; + CD2 p0, p1; + SplineGetPos2(v, node, &p0); + F64 t; + for (t=0; t<1.0; t += 0.005) { + SplineGetPos2(v, node+t, &p1); + len += Sqrt((p1.x - p0.x)*(p1.x - p0.x) + (p1.y - p0.y)*(p1.y - p0.y)); + p0.x = p1.x; + p0.y = p1.y; + } + return len; +} + +F64 SplineUpdateLen2(CD2 *v, I64 len, F64 *res) { + I64 i; + F64 total = 0; + for (i=0; icnt = cnt; + dst->len = 0; + dst->path = MAlloc(cnt*sizeof(CD2)); + dst->pathLens = MAlloc(cnt*sizeof(F64)); +} + +U0 DrawMoveSpline(CDC *dc, MoveSpline *v) { + CD2 res; + F64 fi; + dc->color = WHITE; + for (fi=0; ficnt-3; fi += 0.005) { + SplineGetPos(v->path, fi, &res); + GrPlot1(dc, res.x, res.y); + } + I64 i; + dc->color = RED; + for (i=0; icnt; i++) { + GrCircle(dc, v->path[i].x, v->path[i].y, 16); + } +} + +U0 DrawMoveSpline2(CDC *dc, MoveSpline *v) { + CD2 res; + F64 fi; + dc->color = YELLOW; + for (fi=0; ficnt-3; fi += 0.005) { + SplineGetPos2(v->path, fi, &res); + GrPlot1(dc, res.x, res.y); + } + I64 i; + dc->color = PURPLE; + for (i=0; icnt; i++) { + GrCircle(dc, v->path[i].x, v->path[i].y, 10); + } +} + +U0 DrawSplineAgent(CDC *dc, MoveSpline *v, F64 t) { + t = t%v->len; + F64 tn = SplineGetNormalized(v->pathLens, t); + CD2 p1, g1; + SplineGetPos2(v->path, tn, &p1); + SplineGetGradient2(v->path, tn, &g1); + GrLine(dc, p1.x, p1.y, p1.x+g1.x*64, p1.y+g1.y*64); + F64 sR = Arg(g1.x, -g1.y); + dc->color = BLUE; + GrLine(dc, 5.0*Sin(sR)+p1.x, 5.0*Cos(sR)+p1.y, -5.0*Sin(sR)+p1.x, -5.0*Cos(sR)+p1.y); + dc->color = YELLOW; + GrCircle(dc, p1.x, p1.y, 16); +} + +#endif diff --git a/cutcode/SpriteRot.HC b/cutcode/SpriteRot.HC new file mode 100644 index 0000000..f6ba1d5 --- /dev/null +++ b/cutcode/SpriteRot.HC @@ -0,0 +1,387 @@ +// This trash is broken and doesn't work but I saved it anyways for no reason + +public U0 PxBlotShear(CDC *dc, PxData *data, I32 x, I32 y, F64 rot) { + I32 iy, ix; + for (iy=0; iyheight; iy++) { + F64 skew = rot * (iy + 0.5); + F64 skewi = Floor(skew); + F64 skewf = skew - skewi; + F64 oleft; + for (ix=0; ixwidth; ix++) { + + } + } +} + +public U0 PxBlotM3(CDC *dc, PxData *data, I64 x1,I64 y1,I64 z1) { + I64 color,reg i,j,w=data->width,h=data->height, + x2,y2,z2,x3,y3,z3, + dw,reg dh, + last_x,last_y; + + x2=x1+w; y2=y1; z2=z1; + x3=x1; y3=y1+h; z3=z1; + I64 x4=x1+w; + I64 y4=y1+h; + I64 z4=z1; + (*dc->transform)(dc,&x1,&y1,&z1); + (*dc->transform)(dc,&x2,&y2,&z2); + (*dc->transform)(dc,&x3,&y3,&z3); + (*dc->transform)(dc,&x4,&y4,&z4); // TMP? + + + I64 tx, ty, lx, ly, rx, ry, bx, by; + CD2I32 tt, lt, rt, bt; + + tx=x1; + ty=y1; + rx=x2; + ry=y2; + lx=x3; + ly=y3; + bx=x4; + by=y4; + + tt.x =0; + tt.y =0; + lt.x =0; + lt.y =1; + rt.x =1; + rt.y =0; + bt.x =1; + bt.y =1; + + if (ty > y2) { + ty = y2; + tx = x2; + tt.x = 1; + tt.y = 0; + } + if (ty > y3) { + ty = y3; + tx = x3; + tt.x = 0; + tt.y = 1; + } + if (ty > y4) { + ty = y4; + tx = x4; + tt.x = 1; + tt.y = 1; + } + if (rx < x1) { + rx = x1; + ry = y1; + rt.x = 0; + rt.y = 0; + } + if (rx < x3) { + rx = x3; + ry = y3; + rt.x = 0; + rt.y = 1; + } + if (rx < x4) { + rx = x4; + ry = y4; + rt.x = 1; + rt.y = 1; + } + if (lx > x1) { + lx = x1; + ly = y1; + lt.x = 0; + lt.y = 0; + } + if (lx > x2) { + lx = x2; + ly = y2; + lt.x = 1; + lt.y = 0; + } + if (lx > x4) { + lx = x4; + ly = y4; + lt.x = 1; + lt.y = 1; + } + if (by < y1) { + by = y1; + bx = x1; + bt.x = 0; + bt.y = 0; + } + if (by < y2) { + by = y2; + bx = x2; + bt.x = 1; + bt.y = 0; + } + if (by < y3) { + by = y3; + bx = x3; + bt.x = 0; + bt.y = 1; + } + + I64 sy1, sy2; + if (ly < ry) { + sy1 = ly; + sy2 = ry; + } else { + sy1 = ry; + sy2 = ly; + } + + F64 dlx1 = lx-tx; + F64 drx1 = rx-tx; + F64 dly1 = ly-ty; +// F64 dly1 = ty-ly; + F64 dry1 = ry-ty; + +// F64 dlx2 = lx-bx; +// F64 drx2 = rx-bx; + F64 dlx2 = bx-lx; + F64 drx2 = bx-rx; + F64 dly2 = by-ly; + F64 dry2 = by-ry; + + I64 yy1, yy2, yy3, xx1, xx2, xx3, ssx; + F64 xl2, xr2, yl2, yr2, tlx2, tly2; + + if (dly1 < dry1) { + yy1 = dly1; + yy2 = dry1; + yy3 = dly2; + + xl2 = dlx2; + yl2 = dly2; + yr2 = dry1; + xr2 = drx1; + + if (lx < tx) + ssx = lx; + else + ssx = tx; + + } else { + yy1 = dry1; + yy2 = dly1; + yy3 = dry2; + + xl2 = dlx1; + yl2 = dly1; +// xl2 = dlx1; +// yl2 = dry2; +// xl2 = drx2; +// yl2 = dry2; +// xl2 = dlx2; +// xr2 = drx2; + xr2 = drx2; + yr2 = dry2; + + if (tx > bx) + ssx = bx; + else + ssx = tx; + } + + U8 *fb = dc->body; + U8 *px = data->body; + I64 xe, sx, ex; + + F64 dl=1; + if (dly1) + dl = dlx1/dly1; + F64 dr=1; + if (dry1) + dr = drx1/dry1; + +#ifdef DEBUG +//CommPrint("dl:%f dr:%f yy1:%d\n", dl, dr, yy1); +//CommPrint("dlx1:%f drx1:%f yy1:%d dly1:%f dry1:%f ly:%d ry:%d ty:%d\n", dlx1, drx1, yy1, dly1, dry1, ly, ry, ty); +#endif + + I64 y, x, ey; + y=MaxI64(ty+PIX_TOP, PIX_TOP); + ey=MinI64(ty+yy1+PIX_TOP, SCR_H); + xe=0; +#ifdef DEBUG +//CommPrint("y:%d ey:%d\n",y,ey); +#endif + for (i=1; ywidth; + fb[j + tx + sx + y*SCR_W] = 14; +// color = px[tty]; +// if (color != TRANSPARENT) +// fb[j + tx + sx + y*SCR_W] = px[tty]; + } + } + dl=1; + if (yl2) + dl = xl2/yl2; + dr=1; + if (yr2) + dr = xr2/yr2; + +#ifdef DEBUG +CommPrint("dl:%f dr:%f xr2:%f, yr2:%f y:%d, ty:%d\n", dl, dr, xr2, yr2, y, ty); +CommPrint("xl2:%f yl2:%f xr2:%f yr2:%f\n",xl2,yl2,xr2,yr2); +#endif + + I64 last_ey=ey; + I64 last_xe=xe; + ey=MinI64(ty+yy2+PIX_TOP, SCR_H); + for (i=1; ycolor = BLUE; + GrCircle(dc, x1, y1, 2); + dc->color = WHITE; + GrCircle(dc, x2, y2, 2); + dc->color = GREEN; + GrCircle(dc, x3, y3, 2); + dc->color = PURPLE; + GrCircle(dc, x4, y4, 2); + +} + +public U0 PxBlotM2(CDC *dc, PxData *data, I64 x1,I64 y1,I64 z1) { + I64 color,reg i,j,w=data->width,h=data->height, + d1,dx1,dy1,dz1, + reg d2,dx2,dy2,dz2, + adx1,ady1,adz1, + adx2,ady2,adz2, + x2,y2,z2,x3,y3,z3, + dw,reg dh,x,y, + last_x,last_y; + Bool first; + + x2=x1+w; y2=y1; z2=z1; + x3=x1; y3=y1+h; z3=z1; + (*dc->transform)(dc,&x1,&y1,&z1); + (*dc->transform)(dc,&x2,&y2,&z2); + (*dc->transform)(dc,&x3,&y3,&z3); + dx1=x2-x1; dy1=y2-y1; dz1=z2-z1; + dx2=x3-x1; dy2=y3-y1; dz2=z3-z1; + adx1=AbsI64(dx1); ady1=AbsI64(dy1); adz1=AbsI64(dz1); + adx2=AbsI64(dx2); ady2=AbsI64(dy2); adz2=AbsI64(dz2); + + if (adx1>=ady1) { + if (adx1>=adz1) + d1=adx1; + else + d1=adz1; + } else { + if (ady1>=adz1) + d1=ady1; + else + d1=adz1; + } + if (adx2>=ady2) { + if (adx2>=adz2) + d2=adx2; + else + d2=adz2; + } else { + if (ady2>=adz2) + d2=ady2; + else + d2=adz2; + } + if (AbsI64(d1)!=w ||AbsI64(d2)!=h) { + d1<<=1; + d2<<=1; + } + if (d1) { + dx1=dx1<<32/d1; + dy1=dy1<<32/d1; + } else + goto gr_done; + if (d2) { + dx2=dx2<<32/d2; + dy2=dy2<<32/d2; + } else + goto gr_done; + + x=0;y=0; + dw=w<<32/d1; + dh=h<<32/d2; + + first=TRUE; + x1<<=32; y1<<=32; + last_x = U64_MAX; + last_y = U64_MAX; + U64 len = w*h; + U8 *fb = dc->body; + U8 *px = data->body; +#ifdef DEBUG +//CommPrint("Blot1: %d x %d\n", dx1>>31, dy1>>31); +//CommPrint("Blot2: %d x %d\n", dx2>>31, dy2>>31); +#endif + for (j=0;j<=d1;j++) { + x2=x1; y2=y1; + y=0; + for (i=0;i<=d2;i++) { +// if (x2.i32[1]!=last_x || y2.i32[1]!=last_y || first) { + if (x2.i32[1]!=last_x || y2.i32[1]!=last_y) { + U64 idx; + if (x2.i32[1] >= 0 && x2.i32[1] < SCR_W && y2.i32[1] >= 0 && y2.i32[1] < FB_H && + (idx=x.i32[1]+y.i32[1]*w) < len && (color=px[idx]) != TRANSPARENT) { + fb[(y2.i32[1]+PIX_TOP)*SCR_W + x2.i32[1]] = color; + } + } +// first=FALSE; + last_x=x2.i32[1]; last_y=y2.i32[1]; + x2+=dx2; y2+=dy2; + y+=dh; + } + x1+=dx1; y1+=dy1; + x+=dw; + } +gr_done: +} + +public U0 DrawBulletsRot(CDC *dc, Bullet *bullets, I64 cnt) { + I64 i, m[16]; + dc->r = m; + F64 t= tS; + for (i=0; ipos.x)+bullets->pxOffX, ToI64(bullets->pos.y)+bullets->pxOffY, 0); + Mat4x4TranslationEqu(m,bullets->pos.x, bullets->pos.y, 0); + PxBlotM2(dc, bullets->px, bullets->pxOffX, bullets->pxOffY, 0); + PxBlotM3(dc, bullets->px, bullets->pxOffX, bullets->pxOffY, 0); + + Mat4x4IdentEqu(m); + Mat4x4RotZ(m, 2.645); + Mat4x4TranslationEqu(m,bullets->pos.x+32, bullets->pos.y, 0); + PxBlotM3(dc, bullets->px, bullets->pxOffX, bullets->pxOffY, 0); + } +} diff --git a/cutcode/spline_test.HC b/cutcode/spline_test.HC new file mode 100644 index 0000000..1625228 --- /dev/null +++ b/cutcode/spline_test.HC @@ -0,0 +1,159 @@ +// Random Spline.HC related code snippets removed from the project + +//CD2 curveTmp[8] = { +#define curveTmpLen 12 +CD2 curveTmp[curveTmpLen] = { +{164,173}, +{175,340}, +{234,142}, +{225,345}, +{165,473}, +{123,324}, +{193,153}, +{275,340}, +{234,329}, +{54,345}, +{100,432}, +{300,230}, +}; + +MoveSpline testPattern; + + // TMP + InitMoveSpline(&testPattern, 18); + I64 i; + testPattern.path[0].x = SCX; + testPattern.path[0].y = -128; + testPattern.path[1].x = SCX; + testPattern.path[1].y = 0; + testPattern.path[2].x = SCX; + testPattern.path[2].y = SCY; + + I64 loopCnt = testPattern.cnt-2; + I64 sinCnt = loopCnt-4; + for (i=3; icolor = WHITE; + //curveTmp[0].x = 128 + Sin(t_now)*32; + //curveTmp[curveTmpLen-1].y = 128 + Sin(t_now)*128; + F64 curveLens[curveTmpLen]; + F64 totalLen = SplineUpdateLen2(curveTmp, curveTmpLen-3, curveLens); + + CD2 res; + for (fi=0; fi= 1.0 && fi <= 2.0) + dc->color = RED; + else + dc->color = WHITE; + GrPlot1(dc, res.x, res.y); + } + + for (i=0; icolor = RED; + else + dc->color = YELLOW; +#ifdef DEBUG +//CommPrint("p: %d %fx%f\n", i, res.x, res.y); +#endif + //GrCircle(dc, res.x, res.y,8); + } + + F64 cursor = titleData.time*32.0%totalLen; + F64 cursorOff = SplineGetNormalized(curveLens, cursor); + CD2 p1, g1; + SplineGetPos2(curveTmp, cursorOff, &p1); + SplineGetGradient2(curveTmp, cursorOff, &g1); + GrLine(dc, p1.x, p1.y, p1.x+g1.x*64, p1.y+g1.y*64); + F64 sR = Arg(g1.x, -g1.y); + dc->color = BLUE; + GrLine(dc, 5.0*Sin(sR)+p1.x, 5.0*Cos(sR)+p1.y, -5.0*Sin(sR)+p1.x, -5.0*Cos(sR)+p1.y); + dc->color = YELLOW; + GrCircle(dc, p1.x, p1.y, 16); + + testPattern.len = SplineUpdateLen2(testPattern.path, testPattern.cnt-3, testPattern.pathLens); + DrawSplineAgent(dc, &testPattern, titleData.time*32); + + DrawMoveSpline(dc, &testPattern); + DrawMoveSpline2(dc, &testPattern); + + //TMP + I64 tm[4][4]; + Mat4x4IdentEqu(tm); + Mat4x4RotZ(tm, tS); + Mat4x4Scale(tm, Sin(tS)*4); + dc->x = 320; + dc->y = 320; + dc->r = tm; + PxBlotM2(dc, gAssets.pxScum, -gAssets.pxScum->width/2, -gAssets.pxScum->height/2, 0); + + F64 c2 = titleData.time*4%(curveTmpLen-3); + CD2 p2; + SplineGetPos(curveTmp, c2, &p2); + GrCircle(dc, p2.x, p2.y, 16); +*/ + +MoveSpline mobCurve; + +U0 InitPatterns() { + InitMoveSpline(&mobCurve, 18); + I64 i; + mobCurve.path[0].x = SCX; + mobCurve.path[0].y = -128; + mobCurve.path[1].x = SCX; + mobCurve.path[1].y = 0; + mobCurve.path[2].x = SCX; + mobCurve.path[2].y = SCY; + + I64 loopCnt = mobCurve.cnt-2; + I64 sinCnt = loopCnt-4; + for (i=3; itime += delta; + CD2 p0, p1, p2, res; +/* + p0.x = 0; + p0.y = 0; + p1.x = SCR_W; + p1.y = FB_H; + p2.x = SCX; + p2.y = FB_H; + //GetPosOnCurve2(CD2 *p0, CD2 *p1, CD2 *p2, CD2 *p3, mob->time, &res); + //BezierQuadratic(&p0, &p1, &p2, mob->time/3, &res); +// F64 addY = 64.0 * delta; + mob->pos.x = res.x; + mob->pos.y = res.y; +*/ + F64 t = mob->time*128 % mobCurve.len; + F64 tn = SplineGetNormalized(mobCurve.pathLens, t); + SplineGetPos2(mobCurve.path, tn, &mob->pos); + CD2 g; + SplineGetGradient2(mobCurve.path, tn, &g); + mob->rot = Arg(g.x, g.y); +} diff --git a/distro/Once.HC b/distro/Once.HC new file mode 100644 index 0000000..c652827 --- /dev/null +++ b/distro/Once.HC @@ -0,0 +1,70 @@ +//Place this file in /Home and change +//anything you want. + +//This file is executed by the +//first terminal window upon start-up. +//See $LK,"Once",A="FF:~/HomeSys.HC,Once"$ and $LK,"Home Files",A="FF:::/Doc/GuideLines.DD,/Home Files"$. + +//Delete the rest from this file. + +U0 Tmp() +{ + OnceExe; + Bool playGame=TRUE; + switch (sys_boot_src.u16[0]) { + case BOOT_SRC_ROM: + "Continue booting hard drive "; + if (YorN) { + DocBottom; + ExeFile("C:/Home/Once"); + } + break; + case BOOT_SRC_DVD: + while (playGame) { + "Play BlazeItFgt2? "; + if (YorN) + ExeFile("::/Home/BlazeItFgt2/zRun"); + else + playGame=FALSE; + } + "\nIf you answer 'No' you can play with\n" + "the live CD without installing.\n\n" + "Install onto hard drive "; + if (YorN) { + DocBottom; + RunFile("::/Misc/OSInstall",,TRUE); + } + if (FileFind("::/Misc/Tour")) { + "\nTake Tour"; + if (YorN) { + DocBottom; + Cd("::/Misc/Tour"); + InFile("Tour"); + } + } + break; + case BOOT_SRC_RAM: + case BOOT_SRC_HARDDRV: + "$$PURPLE$$$$TX+CX,\"Tip of the Day\"$$$$FG$$\n"; + TipOfDay; + Type("::/Doc/Customize.DD"); + while (playGame) { + "Play BlazeItFgt2? "; + if (YorN) + ExeFile("::/Home/BlazeItFgt2/zRun"); + else + playGame=FALSE; + } + if (FileFind("::/Misc/Tour")) { + "\nTake Tour"; + if (YorN) { + DocBottom; + Cd("::/Misc/Tour"); + InFile("Tour"); + } + } + break; + } +} + +Tmp; diff --git a/img/bomb.gif b/img/bomb.gif new file mode 100644 index 0000000..cab5c7b Binary files /dev/null and b/img/bomb.gif differ diff --git a/img/boss.gif b/img/boss.gif new file mode 100644 index 0000000..3b6568b Binary files /dev/null and b/img/boss.gif differ diff --git a/img/header.png b/img/header.png new file mode 100644 index 0000000..96790c6 Binary files /dev/null and b/img/header.png differ diff --git a/img/story.gif b/img/story.gif new file mode 100644 index 0000000..094c13b Binary files /dev/null and b/img/story.gif differ diff --git a/img/title.gif b/img/title.gif new file mode 100644 index 0000000..e928934 Binary files /dev/null and b/img/title.gif differ diff --git a/src/Assets.HC b/src/Assets.HC new file mode 100644 index 0000000..1bc6ec7 --- /dev/null +++ b/src/Assets.HC @@ -0,0 +1,631 @@ +#ifndef ASSETS_HC +#define ASSETS_HC + +#include "Debug" +#include "PxBlot" + +#define PICKUP_NONE -1 +#define PICKUP_CREDIT 0 +#define PICKUP_BOMB 1 +#define PICKUP_UPGRADE_SHOT 2 +#define PICKUP_UPGRADE_SPREAD 3 +#define PICKUP_UPGRADE_LASER 4 +#define PICKUP_TOTAL 5 + +#define MOB_BASIC 0 +#define MOB_LONG 1 +#define MOB_TRI 2 +#define MOB_BOSS0 3 +#define MOB_BOSS0_GUN 4 +#define MOB_BOSS1 5 +#define MOB_BOSS2 6 +#define MOB_BOSS3 7 +#define MOB_BOSS4 8 +#define MOB_BOSS5 9 +#define MOB_BOSS6 10 +#define MOB_BOSS7 11 +#define MOB_TOTAL 12 + +#define LEVEL_TOTAL 8 +#define BLACKHOLE_LEN 60 + +class ObjTris { + U32 cnt; + CD3I32 tris[]; +}; + +class ObjLines { + U32 cnt; + CD3I32 lines[]; +}; + +class ObjLinesColor { + U32 cnt; + CD3I32 *lines; + U8 *colors +}; + +class ModelTemplate { + I64 triCnt; + I64 normCnt; + CD3I32 *tris; + U8 *colors; + CD3 *normals; + U16 *normIdx; +}; + +class MobObj { + ObjLinesColor model; + ObjLinesColor gun; + I32 cCnt; + ObjLines* collider[2]; + ModelTemplate mesh; // TODO don't need a full ModelTemplate + ObjTris *debris; +}; + +class Font { + I32 x; + I32 y; + PxData *char[94]; + I8 fontY[94]; + U8 pad[2]; // alignment +}; + +class LevelMob { + I16 x; + I16 y; + U8 model; + U8 move; + U8 shoot; + U8 drop; +}; + +class LevelTemplate { + U64 cnt; + U64 lastY; + U16 *spawnY; + LevelMob *mobs; +}; + +class Assets { + PxData *pxBulletShot0; + PxData *pxBulletShot1; + PxData *pxBulletShot2; + PxData *pxBulletSpread0; + PxData *pxBulletSpread1; + PxData *pxBulletSpread2; + PxData *pxBulletMobCircle8; + PxData *pxBulletMobCircle16; + PxData *pxBulletMobStar16; + PxData *pxBomb; + PxData* pxBlackHole[BLACKHOLE_LEN]; + PxData *pxUpgradeShot; + PxData *pxUpgradeSpread; + PxData *pxUpgradeLaser; + PxData *pxUpgradeBomb; + PxData *pxCredit; + PxData *pxScum; + PxData *pxBIF; + PxData *pxBIF2; + PxData *pxBIF2A; + PxData *pxCrunkLord; + PxData *BossBorderTop; + PxData *BossBorderBottom; + PxData *BossBorderSlider; + PxData *BreachDetected; + PxData *ScoreScreen; + PxData *PauseScreen; + Font fontKapel; + Font fontKapel2x; + ObjLines *ship; + ObjLinesColor boss0DLeft; + ObjLinesColor boss0DRight; + ObjLinesColor boss1DLeft; + ObjLinesColor boss1DRight; + ObjLinesColor boss1DFront; + ObjLinesColor boss1DRear; + ObjLinesColor boss2DLeft; + ObjLinesColor boss2DRight; + ObjLinesColor boss3DLF; + ObjLinesColor boss3DRF; + ObjLinesColor boss4DLeft; + ObjLinesColor boss4DRight; + ObjLinesColor boss5DLeft; + ObjLinesColor boss5DRight; + ObjLinesColor boss5DFront; + ObjLinesColor boss5DRear; + ObjLinesColor boss6DLeft; + ObjLinesColor boss6DRight; + ObjLinesColor boss7DLF; + ObjLinesColor boss7DRF; + ObjTris *shipThruster; + MobObj mobModels[MOB_TOTAL]; + ModelTemplate shipCore; + ModelTemplate boss0DMeshLeft; + ModelTemplate boss0DMeshRight; + ModelTemplate boss1DMeshLeft; + ModelTemplate boss1DMeshRight; + ModelTemplate boss1DMeshFront; + ModelTemplate boss1DMeshRear; + ModelTemplate boss2DMeshLeft; + ModelTemplate boss2DMeshRight; + ModelTemplate boss3DMeshLF; + ModelTemplate boss3DMeshRF; + PxData *pickupPx[PICKUP_TOTAL]; + LevelTemplate levels[LEVEL_TOTAL]; +}; + +U8 LoadAssetLevels(LevelTemplate *levels) { + I64 i, bufSize; + U8 filename[256]; + for (i=0; i>BLK_SIZE_BITS; + U8 *buf = MAlloc(cnt*BLK_SIZE); + FBlkRead(fp, buf, FFB_NEXT_BLK, cnt); + FClose(fp); + I64 size = buf(I32*)[0]*buf(I32*)[1] + 8; + *dst = MAlloc(size); + MemCpy(*dst, buf, size); + Free(buf); + return 0; +} + +U8 LoadAssetFont(Font *font, U8 *path, I32 x, I32 y) { + I64 i; + U8 filename[256]; + font->x = x; + font->y = y; + for (i=0; i<94; i++) { + StrPrint(filename, "%s/%03d.BIN", path, i+33); + if (LoadAssetPx(&font->char[i], filename)) + return 1; + } + StrPrint(filename, "%s/FontData.BIN", path); + I64 bufSize; + U8 *buf = FileRead(filename, &bufSize); + font->y = buf[0]; + MemCpy(font->fontY, buf+1, bufSize-1); + Free(buf); + return 0; +} + +U8 LoadAssetAnim(PxData **px, U8 *path, I32 frames) { + I64 i; + U8 filename[256]; + for (i=0; i>BLK_SIZE_BITS; + U8 *buf = MAlloc(cnt*BLK_SIZE); + FBlkRead(fp, buf, FFB_NEXT_BLK, cnt); + FClose(fp); + I64 size = buf(U32*)[0]*sizeof(CD3I32) + 4; + *dst = MAlloc(size); + MemCpy(*dst, buf, size); + Free(buf); + return 0; +} + +U8 LoadAssetLinesColor(ObjLinesColor *dst, U8 *filename) { + CFile *fp = FOpen(filename ,"r"); + if (!fp) { +#ifdef DEBUG + CommPrint("LoadAssetLines: invalid file: %s\n", filename); +#endif + return 1; + } + I64 cnt = (FSize(fp)+BLK_SIZE-1)>>BLK_SIZE_BITS; + U8 *buf = MAlloc(cnt*BLK_SIZE); + FBlkRead(fp, buf, FFB_NEXT_BLK, cnt); + FClose(fp); + dst->cnt = buf(U32*)[0]; + I64 lineSize = dst->cnt*sizeof(CD3I32); + I64 colorSize = dst->cnt/2; + dst->lines = MAlloc(lineSize); + dst->colors = MAlloc(colorSize); + MemCpy(dst->lines, buf+4, lineSize); + MemCpy(dst->colors, buf+4+lineSize, colorSize); + Free(buf); + return 0; +} + +U8 LoadAssetTris(ObjTris **dst, U8 *filename) { + CFile *fp = FOpen(filename ,"r"); + if (!fp) { +#ifdef DEBUG + CommPrint("LoadAssetTris: invalid file: %s\n", filename); +#endif + return 1; + } + I64 cnt = (FSize(fp)+BLK_SIZE-1)>>BLK_SIZE_BITS; + U8 *buf = MAlloc(cnt*BLK_SIZE); + FBlkRead(fp, buf, FFB_NEXT_BLK, cnt); + FClose(fp); + I64 size = buf(U32*)[0]*sizeof(CD3I32)*3 + 4; + *dst = MAlloc(size); + MemCpy(*dst, buf, size); + Free(buf); + return 0; +} + +U8 LoadAssetMeshN(ModelTemplate *dst, U8 *filename) { + CFile *fp = FOpen(filename ,"r"); + if (!fp) { +#ifdef DEBUG + CommPrint("LoadAssetMeshN: invalid file: %s\n", filename); +#endif + return 1; + } + I64 cnt = (FSize(fp)+BLK_SIZE-1)>>BLK_SIZE_BITS; + U8 *buf = MAlloc(cnt*BLK_SIZE); + FBlkRead(fp, buf, FFB_NEXT_BLK, cnt); + FClose(fp); + dst->triCnt = buf(U16*)[0]; + dst->normCnt = buf(U16*)[1]; + + I64 triSize = dst->triCnt*sizeof(CD3I32)*3; + I64 normSize = dst->normCnt*sizeof(CD3); + I64 normIdxSize = dst->triCnt*sizeof(U16); + + dst->tris = MAlloc(triSize); + dst->colors = MAlloc(dst->triCnt); + dst->normals = MAlloc(normSize); + dst->normIdx = MAlloc(normIdxSize); + + U8 *read = buf + 4; + MemCpy(dst->tris, read, triSize); + read += triSize; + MemCpy(dst->normIdx, read, normIdxSize); + read += normIdxSize; + MemCpy(dst->normals, read, normSize); + read += normSize; + MemCpy(dst->colors, read, dst->triCnt); + Free(buf); + + return 0; +} + +U8 AssetsInit(Assets *assets) { + if (LoadAssetLevels(assets->levels)) + return 1; + if (LoadAssetPx(&assets->pxBulletShot0, "Px/BulletShot0.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletShot1, "Px/BulletShot1.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletShot2, "Px/BulletShot2.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletSpread0, "Px/BulletSpread0.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletSpread1, "Px/BulletSpread1.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletSpread2, "Px/BulletSpread2.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletMobCircle8, "Px/BulletMobCircle8.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletMobCircle16, "Px/BulletMobCircle16.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBulletMobStar16, "Px/BulletMobStar16.BIN")) + return 1; + if (LoadAssetAnim(assets->pxBlackHole, "BlackHole", BLACKHOLE_LEN)) + return 1; + if (LoadAssetPx(&assets->pxBomb, "Px/Bomb.BIN")) + return 1; + if (LoadAssetPx(&assets->pxUpgradeShot, "Px/UpgradeShot.BIN")) + return 1; + if (LoadAssetPx(&assets->pxUpgradeSpread, "Px/UpgradeSpread.BIN")) + return 1; + if (LoadAssetPx(&assets->pxUpgradeLaser, "Px/UpgradeLaser.BIN")) + return 1; + if (LoadAssetPx(&assets->pxUpgradeBomb, "Px/UpgradeBomb.BIN")) + return 1; + if (LoadAssetPx(&assets->pxCredit, "Px/Credit.BIN")) + return 1; + if (LoadAssetPx(&assets->pxScum, "Px/Scum.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBIF, "Px/BIF.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBIF2, "Px/BIF2.BIN")) + return 1; + if (LoadAssetPx(&assets->pxBIF2A, "Px/BIF2A.BIN")) + return 1; + if (LoadAssetPx(&assets->pxCrunkLord, "Px/CrunkLord.BIN")) + return 1; + if (LoadAssetPx(&assets->BossBorderTop, "Px/BossBorderTop.BIN")) + return 1; + if (LoadAssetPx(&assets->BossBorderBottom, "Px/BossBorderBottom.BIN")) + return 1; + if (LoadAssetPx(&assets->BossBorderSlider, "Px/BossBorderSlider.BIN")) + return 1; + if (LoadAssetPx(&assets->BreachDetected, "Px/BreachDetected.BIN")) + return 1; + if (LoadAssetPx(&assets->ScoreScreen, "Px/ScoreScreen.BIN")) + return 1; + if (LoadAssetPx(&assets->PauseScreen, "Px/PauseScreen.BIN")) + return 1; + if (LoadAssetLines(&assets->ship, "Obj/Lines/Ship.BIN")) + return 1; + + // MobObj + if (LoadAssetLinesColor(&assets->mobModels[MOB_BASIC].model, "Obj/LinesColor/MobBasic.BIN")) + return 1; + assets->mobModels[MOB_BASIC].cCnt = 1; + if (LoadAssetLines(&assets->mobModels[MOB_BASIC].collider[0], "Obj/Collision/MobBasic.BIN")) + return 1; + + if (LoadAssetLinesColor(&assets->mobModels[MOB_LONG].model, "Obj/LinesColor/MobLong.BIN")) + return 1; + assets->mobModels[MOB_LONG].cCnt = 1; + if (LoadAssetLines(&assets->mobModels[MOB_LONG].collider[0], "Obj/Collision/MobLong.BIN")) + return 1; + + if (LoadAssetLinesColor(&assets->mobModels[MOB_TRI].model, "Obj/LinesColor/MobTri.BIN")) + return 1; + assets->mobModels[MOB_TRI].cCnt = 1; + if (LoadAssetLines(&assets->mobModels[MOB_TRI].collider[0], "Obj/Collision/MobTri.BIN")) + return 1; + + // Boss0 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS0].model, "Obj/LinesColor/Boss0.BIN")) + return 1; + assets->mobModels[MOB_BOSS0].cCnt = 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS0].collider[0], "Obj/Collision/Boss0.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS0].mesh, "Obj/Mesh/Boss0.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS0].debris, "Obj/Tris/Boss0D.BIN")) + return 1; + + // Boss1 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS1].model, "Obj/LinesColor/Boss1.BIN")) + return 1; + assets->mobModels[MOB_BOSS1].cCnt = 2; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS1].collider[0], "Obj/Collision/Boss1c0.BIN")) + return 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS1].collider[1], "Obj/Collision/Boss1c1.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS1].mesh, "Obj/Mesh/Boss1.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS1].debris, "Obj/Tris/Boss1D.BIN")) + return 1; + + // Boss2 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS2].model, "Obj/LinesColor/Boss2.BIN")) + return 1; + assets->mobModels[MOB_BOSS2].cCnt = 2; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS2].collider[0], "Obj/Collision/Boss2c0.BIN")) + return 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS2].collider[1], "Obj/Collision/Boss2c1.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS2].mesh, "Obj/Mesh/Boss2.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS2].debris, "Obj/Tris/Boss2D.BIN")) + return 1; + + // Boss3 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS3].model, "Obj/LinesColor/Boss3.BIN")) + return 1; + assets->mobModels[MOB_BOSS3].cCnt = 2; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS3].collider[0], "Obj/Collision/Boss3c0.BIN")) + return 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS3].collider[1], "Obj/Collision/Boss3c1.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS3].mesh, "Obj/Mesh/Boss3.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS3].debris, "Obj/Tris/Boss3D.BIN")) + return 1; + + // Boss4 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS4].model, "Obj/LinesColor/Boss4.BIN")) + return 1; + assets->mobModels[MOB_BOSS4].cCnt = 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS4].collider[0], "Obj/Collision/Boss0.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS4].mesh, "Obj/Mesh/Boss0.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS4].debris, "Obj/Tris/Boss0D.BIN")) + return 1; + + // Boss5 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS5].model, "Obj/LinesColor/Boss5.BIN")) + return 1; + assets->mobModels[MOB_BOSS5].cCnt = 2; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS5].collider[0], "Obj/Collision/Boss1c0.BIN")) + return 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS5].collider[1], "Obj/Collision/Boss1c1.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS5].mesh, "Obj/Mesh/Boss1.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS5].debris, "Obj/Tris/Boss1D.BIN")) + return 1; + + // Boss6 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS6].model, "Obj/LinesColor/Boss6.BIN")) + return 1; + assets->mobModels[MOB_BOSS6].cCnt = 2; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS6].collider[0], "Obj/Collision/Boss2c0.BIN")) + return 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS6].collider[1], "Obj/Collision/Boss2c1.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS6].mesh, "Obj/Mesh/Boss2.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS6].debris, "Obj/Tris/Boss2D.BIN")) + return 1; + + // Boss7 + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS7].model, "Obj/LinesColor/Boss7.BIN")) + return 1; + assets->mobModels[MOB_BOSS7].cCnt = 2; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS7].collider[0], "Obj/Collision/Boss3c0.BIN")) + return 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS7].collider[1], "Obj/Collision/Boss3c1.BIN")) + return 1; + if (LoadAssetMeshN(&assets->mobModels[MOB_BOSS7].mesh, "Obj/Mesh/Boss3.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS7].debris, "Obj/Tris/Boss3D.BIN")) + return 1; + + if (LoadAssetLinesColor(&assets->mobModels[MOB_BOSS0_GUN].gun, "Obj/LinesColor/Boss0Gun.BIN")) + return 1; + + assets->mobModels[MOB_BOSS0_GUN].cCnt = 1; + if (LoadAssetLines(&assets->mobModels[MOB_BOSS0_GUN].collider[0], "Obj/Collision/Boss0Gun.BIN")) + return 1; + + // Random Mesh + if (LoadAssetMeshN(&assets->shipCore, "Obj/Mesh/ShipCore.BIN")) + return 1; + + // Boss 0 Debris Mesh + if (LoadAssetMeshN(&assets->boss0DMeshLeft, "Obj/Mesh/Boss0DLeft.BIN")) + return 1; + if (LoadAssetMeshN(&assets->boss0DMeshRight, "Obj/Mesh/Boss0DRight.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss0DLeft, "Obj/LinesColor/Boss0DLeft.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss0DRight, "Obj/LinesColor/Boss0DRight.BIN")) + return 1; + + // Boss 1 Debris Mesh + if (LoadAssetMeshN(&assets->boss1DMeshLeft, "Obj/Mesh/Boss1DLeft.BIN")) + return 1; + if (LoadAssetMeshN(&assets->boss1DMeshRight, "Obj/Mesh/Boss1DRight.BIN")) + return 1; + if (LoadAssetMeshN(&assets->boss1DMeshFront, "Obj/Mesh/Boss1DFront.BIN")) + return 1; + if (LoadAssetMeshN(&assets->boss1DMeshRear, "Obj/Mesh/Boss1DRear.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss1DLeft, "Obj/LinesColor/Boss1DLeft.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss1DRight, "Obj/LinesColor/Boss1DRight.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss1DFront, "Obj/LinesColor/Boss1DFront.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss1DRear, "Obj/LinesColor/Boss1DRear.BIN")) + return 1; + + // Boss 2 Debris Mesh + if (LoadAssetMeshN(&assets->boss2DMeshLeft, "Obj/Mesh/Boss2DLeft.BIN")) + return 1; + if (LoadAssetMeshN(&assets->boss2DMeshRight, "Obj/Mesh/Boss2DRight.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss2DLeft, "Obj/LinesColor/Boss2DLeft.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss2DRight, "Obj/LinesColor/Boss2DRight.BIN")) + return 1; + + // Boss 3 Debris Mesh + if (LoadAssetMeshN(&assets->boss3DMeshLF, "Obj/Mesh/Boss3DLF.BIN")) + return 1; + if (LoadAssetMeshN(&assets->boss3DMeshRF, "Obj/Mesh/Boss3DRF.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss3DLF, "Obj/LinesColor/Boss3DLF.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss3DRF, "Obj/LinesColor/Boss3DRF.BIN")) + return 1; + + // Boss 4 Debris + if (LoadAssetLinesColor(&assets->boss4DLeft, "Obj/LinesColor/Boss4DLeft.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss4DRight, "Obj/LinesColor/Boss4DRight.BIN")) + return 1; + + if (LoadAssetTris(&assets->shipThruster, "Obj/Tris/Thruster.BIN")) + return 1; + + // Boss 5 Debris + if (LoadAssetLinesColor(&assets->boss5DLeft, "Obj/LinesColor/Boss5DLeft.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss5DRight, "Obj/LinesColor/Boss5DRight.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss5DFront, "Obj/LinesColor/Boss5DFront.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss5DRear, "Obj/LinesColor/Boss5DRear.BIN")) + return 1; + + // Boss 6 Debris + if (LoadAssetLinesColor(&assets->boss6DLeft, "Obj/LinesColor/Boss6DLeft.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss6DRight, "Obj/LinesColor/Boss6DRight.BIN")) + return 1; + + // Boss 7 Debris + if (LoadAssetLinesColor(&assets->boss7DLF, "Obj/LinesColor/Boss7DLF.BIN")) + return 1; + if (LoadAssetLinesColor(&assets->boss7DRF, "Obj/LinesColor/Boss7DRF.BIN")) + return 1; + + // Load Mob Debris + if (LoadAssetTris(&assets->mobModels[MOB_BASIC].debris, "Obj/Tris/MobBasicD.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_LONG].debris, "Obj/Tris/MobLongD.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_TRI].debris, "Obj/Tris/MobTriD.BIN")) + return 1; + if (LoadAssetTris(&assets->mobModels[MOB_BOSS0_GUN].debris, "Obj/Tris/Boss0GunD.BIN")) + return 1; + + if (LoadAssetFont(&assets->fontKapel, "Px/FontKapel", 10, 14)) + return 1; + if (LoadAssetFont(&assets->fontKapel2x, "Px/FontKapel2x", 10, 24)) + return 1; + + // Setup Arrays + assets->pickupPx[0] = assets->pxCredit; + assets->pickupPx[1] = assets->pxUpgradeBomb; + assets->pickupPx[2] = assets->pxUpgradeShot; + assets->pickupPx[3] = assets->pxUpgradeSpread; + assets->pickupPx[4] = assets->pxUpgradeLaser; + +#ifdef DEBUG + CommPrint("AssetsInit Done\n"); +#endif + return 0; +} + +U0 AssetsFree(Assets *assets) { + Free(assets->ship); +} + +#endif diff --git a/src/BlazeItFgt.HC b/src/BlazeItFgt.HC new file mode 100644 index 0000000..8d2952f --- /dev/null +++ b/src/BlazeItFgt.HC @@ -0,0 +1,142 @@ +#ifndef BLAZEITFGT_HC +#define BLAZEITFGT_HC + +#exe { +#ifdef DEBUG + Option(OPTf_WARN_UNUSED_VAR, ON); + Option(OPTf_WARN_PAREN, ON); + Option(OPTf_WARN_HEADER_MISMATCH, ON); +#endif +} + +U0 EnableSSE() { // thanks Alec Murphy! + asm { + MOV_EAX_CR0 + AND AX, 0xFFFB + OR AX, 0x2 + MOV_CR0_EAX + MOV_EAX_CR4 + OR AX, 3<<9 + MOV_CR4_EAX + } +} +EnableSSE(); + +#include "Assets" +#include "PlayfieldDraw" +#include "PlayfieldInput" +#include "SceneEnd" +#include "Text" +#include "Title" + +U0 Init() { + Seed; + + InitSnd; + gCtrl.quitGame = FALSE; + gr.fp_draw_ms = NULL; // disable TempleOS cursor + VectorInit(&gW.bullets, sizeof(Bullet)); + VectorInit(&gW.bulletsM, sizeof(Bullet)); + VectorInit(&gW.mobs, sizeof(Mob)); + VectorInit(&gW.lasers, sizeof(Laser)); + VectorInit(&gW.pickups, sizeof(Pickup)); + VectorInit(&gW.godWords, sizeof(GWord)); + + // Init Particle Buffers + VectorInit(&gW.debris, sizeof(Debris)); + VectorInit(&gW.debrisMesh, sizeof(DebrisMesh)); + VectorInit(&gW.explosion, sizeof(Particle)); + VectorInit(&gW.spawnFX, sizeof(Particle)); + + // Init Collision Buffers + VectorInit(&gW.collide, sizeof(CD2)); + VectorInit(&gW.collideMeta, sizeof(I32)); + VectorInit(&gW.cPolys, sizeof(CD2I32)); + VectorInit(&gW.cPolyIdx, sizeof(cPolyMeta)); + + // Init Draw Buffers + VectorInit(&gW.grDebris, sizeof(GrDebris)); + VectorInit(&gW.grMobs, sizeof(GrBuff)); + VectorInit(&gW.grGuns, sizeof(GrBuff)); + + gW.player.thruster = MAlloc(gAssets.shipThruster->cnt*sizeof(CD3I32)*3); + + gW.task = Fs; +} + +U0 InitPlayfield() { + ResetGame(); + + gW.task->draw_it = &DrawPlayfield; + ActiveInput = &PlayfieldInput; + ActiveUpdate = &UpdateGame; +} + +U0 BlazeItFgt() { + SettingsPush; + Fs->text_attr=BLACK<<4+WHITE; + MenuPush( + "File {" + " Abort(,CH_SHIFT_ESC);" + " Exit(,CH_ESC);" + "}" + "Play {" + " Up(,'w');" + " Down(,'s');" + " Left(,'a');" + " Right(,'d');" + " Weapon1(,'1');" + " Weapon2(,'2');" + " KillSnd(,'m');" + "}" + ); + AutoComplete; + WinBorder; + WinMax; + DocCursor; + DocClear; + GrPaletteSet(gr_palette_std); + Fs->win_inhibit=WIG_TASK_DFT-WIF_SELF_FOCUS-WIF_SELF_BORDER-WIF_FOCUS_TASK_MENU; + + Init; + F64 t_last = tS; + sndJob = *Spawn(&SndTask,NULL,"Sound",mp_cnt-1,Fs); + InitTitle; + + while (!gCtrl.quitGame) { + t_now = tS; + t_delta = t_now - t_last; + t_last = t_now; + switch (switchScene) { + case SCENE_TITLE: + switchScene = SCENE_NONE; + InitTitle(); + break; + case SCENE_INTRO: + switchScene = SCENE_NONE; + InitIntro(); + break; + case SCENE_GAME: + switchScene = SCENE_NONE; + InitPlayfield(); + break; + case SCENE_END: + switchScene = SCENE_NONE; + InitEnd(); + break; + } + (ActiveInput)(); + (ActiveUpdate)(t_delta); + Refresh; + } + SetSnd(SND_QUIT); + gW.task->draw_it = NULL; + Refresh; + MenuPop; + DocClear; + SettingsPop; + gr.fp_draw_ms=&DrawStdMs; + SndRst; +} + +#endif diff --git a/src/Bullet.HC b/src/Bullet.HC new file mode 100644 index 0000000..d7b0284 --- /dev/null +++ b/src/Bullet.HC @@ -0,0 +1,88 @@ +#ifndef BULLET_HC +#define BULLET_HC + +#include "Draw" +#include "Vector" +#include "Globals" + +#define BULLET_TYPE_SHOT0 0 +#define BULLET_TYPE_SHOT1 1 +#define BULLET_TYPE_SHOT2 2 +#define BULLET_TYPE_SPREAD0 3 +#define BULLET_TYPE_SPREAD1 4 +#define BULLET_TYPE_SPREAD2 5 +#define BULLET_TYPE_MOB_CIRCLE8 6 +#define BULLET_TYPE_MOB_CIRCLE16 7 +#define BULLET_TYPE_MOB_CIRCLE16_F 8 +#define BULLET_TYPE_MOB_STAR16 9 +#define BULLET_TYPE_TOTAL 10 + +class BulletType { + PxData *px; + U16 speed; + I8 pxOffX; + I8 pxOffY; + U8 radius; + U8 dmg; +}; + +BulletType BULLET_DATA[BULLET_TYPE_TOTAL] = { + {gAssets.pxBulletShot0 , 1000, -4, -4, 4, 10}, + {gAssets.pxBulletShot1 , 1000, -4, -4, 4, 15}, + {gAssets.pxBulletShot2 , 1000, -4, -4, 4, 20}, + {gAssets.pxBulletSpread0 , 1000, -4, -4, 4, 8}, + {gAssets.pxBulletSpread1 , 1000, -5, -5, 5, 8}, + {gAssets.pxBulletSpread2 , 1000, -6, -6, 6, 8}, + {gAssets.pxBulletMobCircle8 , 200, -4, -4, 4, 10}, + {gAssets.pxBulletMobCircle16, 256, -8, -8, 8, 10}, + {gAssets.pxBulletMobCircle16, 400, -8, -8, 8, 10}, + {gAssets.pxBulletMobStar16 , 256, -8, -8, 8, 10}, +}; + +class Bullet { + CD2 pos; + CD2 vel; + PxData *px; + I8 pxOffX; + I8 pxOffY; + U8 radius; + U8 dmg; +}; + +public U0 AddBullet(F64 x, F64 y, F64 tx, F64 ty, Vector* vec, I32 type) { + Bullet b; + F64 mag = Sqrt(tx*tx+ty*ty); + b.pos.x = x; + b.pos.y = y; + b.vel.x = tx / mag * BULLET_DATA[type].speed; + b.vel.y = ty / mag * BULLET_DATA[type].speed; + b.px = BULLET_DATA[type].px; + b.pxOffX = BULLET_DATA[type].pxOffX; + b.pxOffY = BULLET_DATA[type].pxOffY; + b.radius = BULLET_DATA[type].radius; + b.dmg = BULLET_DATA[type].dmg; +// b.ry = Arg(x+tx-b.pos.x, y+ty-b.pos.y); + VectorAdd(vec, &b); +} + +public U0 AddBulletRad(F64 x, F64 y, F64 rad, Vector* vec, I32 type) { + Bullet b; + b.pos.x = x; + b.pos.y = y; + b.vel.x = Cos(rad) * BULLET_DATA[type].speed; + b.vel.y = Sin(rad) * BULLET_DATA[type].speed; + b.px = BULLET_DATA[type].px; + b.pxOffX = BULLET_DATA[type].pxOffX; + b.pxOffY = BULLET_DATA[type].pxOffY; + b.radius = BULLET_DATA[type].radius; + b.dmg = BULLET_DATA[type].dmg; + VectorAdd(vec, &b); +} + +public U0 DrawBullets(U8 *fb, Bullet *bullets, I64 cnt) { + I64 i; + for (i=0; ipx, ToI64(bullets->pos.x)+bullets->pxOffX, ToI64(bullets->pos.y)+bullets->pxOffY); +} + +#endif diff --git a/src/Collision.HC b/src/Collision.HC new file mode 100644 index 0000000..413d0cc --- /dev/null +++ b/src/Collision.HC @@ -0,0 +1,300 @@ +#ifndef COLLISION_HC +#define COLLISION_HC + +#include "Assets" +#include "Vec" + +public Bool CheckCollideAABB(Vec4 *aabb1, Vec4 *aabb2) { + Bool d0 = aabb2->x2 < aabb1->x1; + Bool d1 = aabb1->x2 < aabb2->x1; + Bool d2 = aabb2->y2 < aabb1->y1; + Bool d3 = aabb1->y2 < aabb2->y1; + return !(d0 | d1 | d2 | d3); +} + +public Bool CheckCollidePoint(Vec4 *aabb, CD2 *p) { + Bool d0 = p->x < aabb->x1; + Bool d1 = p->y < aabb->y1; + Bool d2 = p->x > aabb->x2; + Bool d3 = p->y > aabb->y2; + return !(d0 | d1 | d2 | d3); +} + +public Bool CheckICollisionPoint(I64 x1, I64 y1, I64 x2, I64 y2, I64 px, I64 py) { + Bool d0 = px < x1; + Bool d1 = py < y1; + Bool d2 = px > x2; + Bool d3 = py > y2; + return !(d0 | d1 | d2 | d3); +} + +public Bool CheckCollideCircle(F64 x1,F64 y1,F64 r1,F64 x2,F64 y2,F64 r2) { + F64 dx = x1 - x2; + F64 dy = y1 - y2; + if (Sqrt(dx*dx + dy*dy) <= r1+r2) + return TRUE; + return FALSE; +} + +public Bool CheckCollideCirclePoint(F64 cx,F64 cy,F64 cr, CD2I32 p) { + F64 dx = cx - p.x; + F64 dy = cy - p.y; + if (Sqrt(dx*dx + dy*dy) <= cr) + return TRUE; + return FALSE; +} + +public Bool CheckCollideCircleRec(F64 cx,F64 cy,F64 cr,F64 x1, F64 x2,F64 y1,F64 y2) { + F64 dx = cx - Max(x1,Min(cx,x2)); + F64 dy = cy - Max(y1,Min(cy,y2)); + if (dx*dx + dy*dy < cr*cr) + return TRUE; + return FALSE; +} + +public U0 CheckCollideLines(Vec4 *l1, Vec4 *l2, CD2 *res) { + res->x = inf; + res->y = inf; + F64 collide = (l2->x2-l2->x1)*(l1->y2-l1->y1) - (l1->x2-l1->x1)*(l2->y2-l2->y1); + if (collide > 0.01) { + F64 lambda = ((l2->y1-l1->y1)*(l1->x2-l1->x1) - (l2->x1-l1->x1)*(l1->y2-l1->y1)) / collide; + F64 gamma = ((l2->y1-l1->y1)*(l2->x2-l2->x1) - (l2->x1-l1->x1)*(l2->y2-l2->y1)) / collide; + if (0.0 < lambda && lambda < 1.0 && 0.0 < gamma && gamma < 1.0) { + res->x = l2->x1 + lambda*(l2->x2 - l2->x1); + res->y = l2->y1 + lambda*(l2->y2 - l2->y1); + } + } +} + +// res is array, eg. CD2 res[4] +public U0 CheckCollideLineRec(Vec4 *l, Vec4* aabb, CD2* res) { + Vec4 l2; + // top-left - top-right + l2.x1 = aabb->x; + l2.y1 = aabb->y; + l2.x2 = aabb->x2; + l2.y2 = aabb->y; + CheckCollideLines(l, &l2, &res[0]); + // top-left - bottom-left + l2.x1 = aabb->x; + l2.y1 = aabb->y2; + l2.x2 = aabb->x; + l2.y2 = aabb->y; + CheckCollideLines(l, &l2, &res[1]); + // bottom-right - top-right + l2.x1 = aabb->x2; + l2.y1 = aabb->y; + l2.x2 = aabb->x2; + l2.y2 = aabb->y2; + CheckCollideLines(l, &l2, &res[2]); + // bottom-right - bottom-left + l2.x1 = aabb->x2; + l2.y1 = aabb->y2; + l2.x2 = aabb->x; + l2.y2 = aabb->y2; + CheckCollideLines(l, &l2, &res[3]); +} + +public U0 GetAABBFromSize(CD2 *pos, CD2I32 *size, Vec4* res) { + CD2I32 hs; + hs.x = size->x/2; + hs.y = size->y/2; + res->x1 = pos->x - hs.x; + res->x2 = pos->x + hs.x; + res->y1 = pos->y - hs.y; + res->y2 = pos->y + hs.y; +} + +public Bool CheckCollidePolyCircle(CD2I32 *poly, I64 cnt, F64 x, F64 y, F64 r) { + U32 i; + for (i=0; i q) + min1 = q; + if (max1 < q) + max1 = q; + } + CD2 circleDir, p1, p2; + circleDir.x = e.x * r; + circleDir.y = e.y * r; + p1.x = x + circleDir.x; + p1.y = y + circleDir.y; + p2.x = x - circleDir.x; + p2.y = y - circleDir.y; + F64 min2 = p1.x * e.x + p1.y * e.y; + F64 max2 = p2.x * e.x + p2.y * e.y; + if (min2 > max2) { + F64 t = min2; + min2 = max2; + max2 = t; + } + if (min1 >= max2 || min2 >= max1) + return FALSE; + } + return TRUE; +} + +public U0 CheckCollidePolyLine(CD2I32 *poly, I64 cnt, Vec4 *line, CD2 *res) { + U32 i; + Vec4 pLine; + res->x = inf; + for (i=0; ix != inf) + return; + } +} + +public Bool CheckCollidePolyPoint(CD2I32 *poly, I64 cnt, CD2I32 p) { + U32 i; + for (i=0; i q) + min1 = q; + if (max1 < q) + max1 = q; + } + F64 min2 = p.x * e.x + p.y * e.y; + if (min1 >= min2 || min2 >= max1) + return FALSE; + } + return TRUE; +} + +public Bool CollidePolyBezier(CD2I32 *ctrl, CD2I32 *poly, I64 cnt, CD2I32 *res) { + I64 dx,dy,d_max; + F64 x0=ctrl[0].x,y0=ctrl[0].y, + x1=ctrl[1].x-x0,y1=ctrl[1].y-y0, + x2=ctrl[2].x-x0,y2=ctrl[2].y-y0,t; + F64 d=Sqrt(SqrI64(ctrl[0].x-ctrl[1].x)+SqrI64(ctrl[0].y-ctrl[1].y))+ + Sqrt(SqrI64(ctrl[1].x-ctrl[2].x)+SqrI64(ctrl[1].y-ctrl[2].y))+ + Sqrt(SqrI64(ctrl[2].x-ctrl[0].x)+SqrI64(ctrl[2].y-ctrl[0].y)); + F64 s=0.5/d,t1,t2; + CD2I32 p, pp; + pp.x = x0; + pp.y = y0; + + if (CheckCollidePolyPoint(poly, cnt, pp)) { + res->x = pp.x; + res->y = pp.y; + return TRUE; + } + + for (t=0.0;t<=1.0;t+=s) { + t1=t*(1.0-t); + t2=t*t; + p.x=x0+x1*t1+x2*t2; + p.y=y0+y1*t1+y2*t2; + dx=AbsI64(p.x-pp.x); + dy=AbsI64(p.y-pp.y); + if (dx>dy) + d_max=dx; + else + d_max=dy; + if (!d_max) + s*=1.1; + else { + s*=0.9; + if (CheckCollidePolyPoint(poly, cnt, p)) { + res->x = p.x; + res->y = p.y; + return TRUE; + } + pp.x=p.x; + pp.y=p.y; + } + } + p.x=ctrl[2].x; p.y=ctrl[2].y; + if ((pp.x!=p.x || pp.y!=p.y) && CheckCollidePolyPoint(poly, cnt, p)) { + res->x = p.x; + res->y = p.y; + return TRUE; + } + return FALSE; +} + +public Bool CollideCircleBezier(CD2I32 *ctrl, F64 cx, F64 cy, F64 cr, CD2I32 *res) { + I64 dx,dy,d_max; + F64 x0=ctrl[0].x,y0=ctrl[0].y, + x1=ctrl[1].x-x0,y1=ctrl[1].y-y0, + x2=ctrl[2].x-x0,y2=ctrl[2].y-y0,t; + F64 d=Sqrt(SqrI64(ctrl[0].x-ctrl[1].x)+SqrI64(ctrl[0].y-ctrl[1].y))+ + Sqrt(SqrI64(ctrl[1].x-ctrl[2].x)+SqrI64(ctrl[1].y-ctrl[2].y))+ + Sqrt(SqrI64(ctrl[2].x-ctrl[0].x)+SqrI64(ctrl[2].y-ctrl[0].y)); + F64 s=0.5/d,t1,t2; + CD2I32 p, pp; + pp.x = x0; + pp.y = y0; + + if (CheckCollideCirclePoint(cx, cy, cr, pp)) { + res->x = pp.x; + res->y = pp.y; + return TRUE; + } + + for (t=0.0;t<=1.0;t+=s) { + t1=t*(1.0-t); + t2=t*t; + p.x=x0+x1*t1+x2*t2; + p.y=y0+y1*t1+y2*t2; + dx=AbsI64(p.x-pp.x); + dy=AbsI64(p.y-pp.y); + if (dx>dy) + d_max=dx; + else + d_max=dy; + if (!d_max) + s*=1.1; + else { + s*=0.9; + if (CheckCollideCirclePoint(cx, cy, cr, p)) { + res->x = p.x; + res->y = p.y; + return TRUE; + } + pp.x=p.x; + pp.y=p.y; + } + } + p.x=ctrl[2].x; p.y=ctrl[2].y; + if ((pp.x!=p.x || pp.y!=p.y) && CheckCollideCirclePoint(cx, cy, cr, p)) { + res->x = p.x; + res->y = p.y; + return TRUE; + } + return FALSE; +} + +#endif diff --git a/src/CrunkComm.HC b/src/CrunkComm.HC new file mode 100644 index 0000000..f6f0daf --- /dev/null +++ b/src/CrunkComm.HC @@ -0,0 +1,83 @@ +#ifndef CRUNKCOMM_HC +#define CRUNKCOMM_HC + +#define COMM_PORT 0x3F8 + +#define UART_THR 0 +#define UART_RDR 0 +#define UART_BRDL 0 +#define UART_IER 1 +#define UART_BRDH 1 +#define UART_IIR 2 +#define UART_LCR 3 +#define UART_MCR 4 +#define UART_LSR 5 +#define UART_MSR 6 + +#define COMM_WAITING InU8(COMM_PORT+UART_LSR)&1 + +public U0 InitComm() { + OutU8(COMM_PORT+UART_IER,0); //Disable all IRQ + OutU8(COMM_PORT+UART_LCR,0x80); //Enable DLAB (set baud rate divisor) + OutU8(COMM_PORT+UART_BRDL,1); //LSB 115200 bit/s +// OutU8(COMM_PORT+UART_BRDL,2); //LSB 57600 bit/s +// OutU8(COMM_PORT+UART_BRDL,3); //LSB 38400 bit/s + OutU8(COMM_PORT+UART_BRDH,0); //MSB + OutU8(COMM_PORT+UART_LCR,3); //8-none-1 + OutU8(COMM_PORT+UART_IIR,0xC7); // Enable FIFO, clear, 14-byte threshold +// OutU8(COMM_PORT+UART_IIR,0x6); // Disable FIFO, clear, 14-byte threshold + OutU8(COMM_PORT+UART_MCR,0x0F); +} + +public U0 CommFlush() { + while (InU8(COMM_PORT+UART_LSR)&1) {} +} + +public Bool CommReadChar(U8 *buf) { + if (InU8(COMM_PORT+UART_LSR)&1) { + *buf = InU8(COMM_PORT); + return TRUE; + } + return FALSE; +} + +public U0 CommReadLine(U8 *buf) { + I64 i=0; + buf[0] = '\0'; + while (buf[i] != '\n') { + while (InU8(COMM_PORT+UART_LSR)&1) { + buf[i] = InU8(COMM_PORT); + if (buf[i] == '\n') break; + i++; + } + Yield; + } + buf[i] = '\0'; +} + +public U0 CommPutChar(U8 b) { + while (!(InU8(COMM_PORT+UART_LSR) & 0x20)) + Yield; + OutU8(COMM_PORT+UART_THR,b); + while (!(InU8(COMM_PORT+UART_LSR) & 0x20)) + Yield; +} + +public U0 CommPutS(U8 *st) { + I64 b; + while (b=*st++) + CommPutChar(b); +} + +public U0 CommPutBlk(U8 *buf,I64 cnt) { + while (cnt--) + CommPutChar(*buf++); +} + +public U0 CommPrint(U8 *fmt,...) { + U8 *buf=StrPrintJoin(NULL,fmt,argc,argv); + CommPutS(buf); + Free(buf); +} + +#endif diff --git a/src/Debris.HC b/src/Debris.HC new file mode 100644 index 0000000..2e0748a --- /dev/null +++ b/src/Debris.HC @@ -0,0 +1,153 @@ +#ifndef DEBRIS_HC +#define DEBRIS_HC + +#define DEBRIS_EXPIRE 10 + +#include "World" +#include "Quaternion" +#include "Vector" +#include "Globals" + +class Debris { + CD3 pos; + CD3 vel; + Quat q; + F64 ttl; +}; + +class DebrisMesh { + CD3 pos; + CD3 vel; + Quat q; + Quat spin; + ObjLinesColor *lines; + ModelTemplate *mesh; // TODO don't need full ModelTemplate +}; + +class GrDebris { + I64 mat[4][4]; + CD3I32 tri[3]; +}; + +U0 AddDebrisMesh(F64 x, F64 y, F64 z, + F64 vx, F64 vy, F64 vz, + F64 roll, F64 pitch, F64 yaw, + F64 sroll, F64 spitch, F64 syaw, + ObjLinesColor *lines, ModelTemplate *mesh) { + VectorInc(&gW.debrisMesh, 1); + DebrisMesh *d = gW.debrisMesh.d(DebrisMesh*) + gW.debrisMesh.len-1; + d->pos.x=x; d->pos.y=y; d->pos.z=z; + d->vel.x=vx; d->vel.y=vy; d->vel.z=vz; + QuatFromEuler(&d->q, roll, pitch, yaw); + QuatFromEuler(&d->spin, sroll, spitch, syaw); + d->lines = lines; + d->mesh = mesh; +} + +U0 ProcessDebrisMesh(F64 delta) { + I64 i; Quat q; + DebrisMesh *d = gW.debrisMesh.d; + for (i=0; ipos.x += d->vel.x * delta; + d->pos.y += d->vel.y * delta; + d->pos.z += d->vel.z * delta; + QuatMul(&d->q, &d->spin, &q); + QuatLerp(&d->q, &q, delta, &d->q); + QuatNormalize(&d->q); + } +} + +U0 DrawDebrisMesh(CDC *dc) { + I64 i, ii, ic, r[16]; + DebrisMesh *d = gW.debrisMesh.d; + for (i=0; iq, r); + Mat4x4TranslationAdd(r, d->pos.x, d->pos.y, d->pos.z); + dc->r = r; + + // Draw Color Lines + ObjLinesColor *objL = d->lines; + I64 lineCnt = objL->cnt; + U8 *colors = objL->colors; + CD3I32 *lines = objL->lines; + for (ii=0, ic=0; iicolor = colors[ic]; + GrLine3F(dc, lines[ii].x, lines[ii].y, lines[ii].z, + lines[ii+1].x, lines[ii+1].y, lines[ii+1].z, gDepthBuf); + } + + // Draw Mesh + dc->color=ROPF_PROBABILITY_DITHER+12<<16+11; + dc->dither_probability_u16=I16_MAX/2; + DrawTriFillVM(dc, d->mesh->tris, d->mesh->triCnt, r, gDepthBuf); + } +} + +U0 ExpireDebris(World* w, F64 delta) { + I64 i; + Debris* dptr; + for (i=0; idebris.len; i++) { + dptr = &w->debris.d(Debris*)[i]; + dptr->ttl += delta; + if (dptr->ttl >= DEBRIS_EXPIRE) { + VectorDel(&w->debris, i); + VectorDel(&w->grDebris, i); + i--; + } + } +} + +U0 DrawDebris(CDC *dc, I64 cnt, GrDebris* debris, I32 *db) { + I64 i; + dc->color = 5; + for (i=0; ir = debris[i].mat; + GrLine3F(dc, debris[i].tri[0].x, debris[i].tri[0].y, debris[i].tri[0].z, debris[i].tri[1].x, debris[i].tri[1].y, debris[i].tri[1].z, db); + GrLine3F(dc, debris[i].tri[1].x, debris[i].tri[1].y, debris[i].tri[1].z, debris[i].tri[2].x, debris[i].tri[2].y, debris[i].tri[2].z, db); + GrLine3F(dc, debris[i].tri[2].x, debris[i].tri[2].y, debris[i].tri[2].z, debris[i].tri[0].x, debris[i].tri[0].y, debris[i].tri[0].z, db); + } +} + +public U0 AddDebris(World *w, CD2 *pos, CD2 *vel, CD3I32 *tri, I64 cnt) { + I64 i; + Debris debris; + GrDebris grd; + for (i=0; ix; + debris.pos.y = pos->y; + debris.pos.z = 1000; + debris.vel.x = vel->x + Sin(i)*64; + debris.vel.y = vel->y + Cos(i)*64; + debris.vel.z = 0; + debris.q.x = 0.627; + debris.q.y = 0.327; + debris.q.z = 0.327; + debris.q.w = 0.627; + debris.ttl = 0.0; + VectorAdd(&w->debris, &debris); + MemCpy(grd.tri, &tri[i*3], sizeof(CD3I32)*3); + VectorAdd(&w->grDebris, &grd); + } +} + +public U0 DebrisMat(I64 cnt, Debris* d, GrDebris *grd, F64 delta) { + I64 i; + for (i=0; iflags&DCF_TRANSFORMATION) + (*dc->transform)(dc,&x,&y,&z); + tri[0].x=x; tri[0].y=y; tri[0].z=z; + } + + j++; + if (i==1) { + x=poly[j].x; y=poly[j].y; z=poly[j].z; + if (dc->flags&DCF_TRANSFORMATION) + (*dc->transform)(dc,&x,&y,&z); + } + tri[1].x=x; tri[1].y=y; tri[1].z=z; + + j++; + x=poly[j].x; y=poly[j].y; z=poly[j].z; + if (dc->flags&DCF_TRANSFORMATION) + (*dc->transform)(dc,&x,&y,&z); + tri[2].x=x; tri[2].y=y; tri[2].z=z; + + GrFillTri0(dc,&tri[0],&tri[1],&tri[2]); + } +} + +// assumes lighting + transform +public U0 GrFillPoly3L(CDC *dc, I64 n, CD3I32 *poly, CColorROPU32 color) { + CD3I32 tri[3]; + I64 i,j,x,y,z; + for (i=1;itransform)(dc,&x,&y,&z); + tri[0].x=x; tri[0].y=y; tri[0].z=z; + } + + j++; + if (i==1) { + x=poly[j].x; y=poly[j].y; z=poly[j].z; + (*dc->transform)(dc,&x,&y,&z); + } + tri[1].x=x; tri[1].y=y; tri[1].z=z; + + j++; + x=poly[j].x; y=poly[j].y; z=poly[j].z; + (*dc->transform)(dc,&x,&y,&z); + tri[2].x=x; tri[2].y=y; tri[2].z=z; + + (*dc->lighting)(dc, &tri[0], &tri[1], &tri[2], color); + + GrFillTri0(dc,&tri[0],&tri[1],&tri[2]); + } +} + +// uses GrFillPoly3F for performance +public U0 GrRect3F(CDC *dc, I64 x, I64 y, I64 z, I64 w, I64 h) { + CD3I32 poly[4]; + poly[0].x=x; + poly[0].y=y; + poly[0].z=z; + poly[1].x=x+w; + poly[1].y=y; + poly[1].z=z; + poly[2].x=x+w; + poly[2].y=y+h; + poly[2].z=z; + poly[3].x=x; + poly[3].y=y+h; + poly[3].z=z; + GrFillPoly3F(dc,4,poly); +} + +// assumes lighting and transform +public U0 GrRect3L(CDC *dc, I64 x, I64 y, I64 z, I64 w, I64 h, CColorROPU32 color) { + CD3I32 poly[4]; + poly[0].x=x; + poly[0].y=y; + poly[0].z=z; + poly[1].x=x+w; + poly[1].y=y; + poly[1].z=z; + poly[2].x=x+w; + poly[2].y=y+h; + poly[2].z=z; + poly[3].x=x; + poly[3].y=y+h; + poly[3].z=z; + GrFillPoly3L(dc,4,poly,color); +} + +// Always transform, never brush, never thick +public U0 GrLine3F(CDC *dc,I64 x1,I64 y1,I64 z1,I64 x2,I64 y2,I64 z2,I32 *db) { + (*dc->transform)(dc,&x1,&y1,&z1); + (*dc->transform)(dc,&x2,&y2,&z2); + LineF(dc,x1,y1,z1,x2,y2,z2,&Plot3F,db); +} + +public U0 EllipseF(U8 *aux_data,I64 cx,I64 cy,I64 cz, + I64 x_radius,I64 y_radius,U0 (*fp_plot)(U8 *aux,I64 x,I64 y,I64 z,I32 *db), + I32 *db, F64 rot_angle=0,F64 start_radians=0,F64 len_radians=2*ã) { + I64 i,len, + x,y,_x,_y,x1,y1,x2,y2, s1,s2,c, s12,s22,c2; + F64 t; + if (x_radius<=0 || y_radius<=0) + return; + if (x_radius>=y_radius) { + t=1.0/x_radius; + len=Ceil(len_radians*x_radius); + } else { + t=1.0/y_radius; + len=Ceil(len_radians*y_radius); + } + + c=1<>GR_SCALE1_BITS; + y=(s22*x2+c2*y1)>>GR_SCALE1_BITS; + + for (i=0;i<=len;i++) { + (*fp_plot)(aux_data,cx+x>>GR_SCALE2_BITS,cy+y>>GR_SCALE2_BITS,cz,db); + _x=x>>GR_SCALE2_BITS; _y=y>>GR_SCALE2_BITS; + x1=(c*x2+s1*y2)>>GR_SCALE1_BITS; + y1=(s2*x2+c*y2)>>GR_SCALE1_BITS; + x2=x1; + y2=y1; + y1=y1*y_radius/x_radius; + x=(c2*x1+s12*y1)>>GR_SCALE1_BITS; + y=(s22*x1+c2*y1)>>GR_SCALE1_BITS; + } +} + +public U0 GrEllipse3F(CDC *dc, + I64 cx,I64 cy,I64 cz, + I64 x_radius,I64 y_radius,I32 *db, + F64 rot_angle=0, + F64 start_radians=0, + F64 len_radians=2*ã) +{ + I64 x,y,z,xx,yy,zz; + F64 m1,arg1,m2,arg2,s,c; + (*dc->transform)(dc,&cx,&cy,&cz); + + c=Cos(rot_angle); + s=Sin(rot_angle); + + x_radius<<=16; + y_radius<<=16; + + xx=0; + yy=0; + zz=0; + (*dc->transform)(dc,&xx,&yy,&zz); + + x=x_radius*c; + y=x_radius*s; + z=0; + (*dc->transform)(dc,&x,&y,&z); + x-=xx; + y-=yy; + z-=zz; + R2P(&m1,&arg1,x,y); + + x=-y_radius*s; + y=y_radius*c; + z=0; + (*dc->transform)(dc,&x,&y,&z); + x-=xx; + y-=yy; + z-=zz; + R2P(&m2,&arg2,x,y); + m2*=Abs(Sin(arg2-arg1)); + + EllipseF(dc,cx,cy,cz, + m1/0x10000,m2/0x10000,&Plot3F,db,-arg1,start_radians,len_radians); +} + +public U0 Bezier2F(U8 *aux_data,CD2I32 *ctrl,U0 (*fp_plot)(U8 *aux,I64 x,I64 y)){ + I64 x,y,xx,yy,dx,dy,d_max; + F64 x0=ctrl[0].x,y0=ctrl[0].y, + x1=ctrl[1].x-x0,y1=ctrl[1].y-y0, + x2=ctrl[2].x-x0,y2=ctrl[2].y-y0, + t; + F64 d=Sqrt(SqrI64(ctrl[0].x-ctrl[1].x)+SqrI64(ctrl[0].y-ctrl[1].y))+ + Sqrt(SqrI64(ctrl[1].x-ctrl[2].x)+SqrI64(ctrl[1].y-ctrl[2].y))+ + Sqrt(SqrI64(ctrl[2].x-ctrl[0].x)+SqrI64(ctrl[2].y-ctrl[0].y)); + F64 s=0.5/d,t1,t2; + xx=x0; yy=y0; + + (*fp_plot)(aux_data,xx,yy); + + for (t=0.0;t<=1.0;t+=s) { + t1=t*(1.0-t); + t2=t*t; + x=x0+x1*t1+x2*t2; + y=y0+y1*t1+y2*t2; + dx=AbsI64(x-xx); + dy=AbsI64(y-yy); + if (dx>dy) + d_max=dx; + else + d_max=dy; + if (!d_max) + s*=1.1; + else { + s*=0.9; + (*fp_plot)(aux_data,x,y); + xx=x; + yy=y; + } + } + x=ctrl[2].x; y=ctrl[2].y; + if (xx!=x || yy!=y) + (*fp_plot)(aux_data,x,y); +} + +public U0 Bezier2FN(CDC *dc, CD2I32 *ctrl, I32 width) { + I64 x,y,xx,yy,dx,dy,d_max; + F64 x0=ctrl[0].x, y0=ctrl[0].y+PIX_TOP, + x1=ctrl[1].x-x0, y1=ctrl[1].y-ctrl[0].y, + x2=ctrl[2].x-x0, y2=ctrl[2].y-ctrl[0].y, + t,t1,t2; + F64 d=Sqrt(SqrI64(ctrl[0].x-ctrl[1].x)+SqrI64(ctrl[0].y-ctrl[1].y))+ + Sqrt(SqrI64(ctrl[1].x-ctrl[2].x)+SqrI64(ctrl[1].y-ctrl[2].y))+ + Sqrt(SqrI64(ctrl[2].x-ctrl[0].x)+SqrI64(ctrl[2].y-ctrl[0].y)); + F64 s=0.5/d; + xx=x0; yy=y0; + + //(*fp_plot)(aux_data,xx,yy); + + for (t=0.0;t<=1.0;t+=s) { + t1=t*(1.0-t); + t2=t*t; + x=x0+x1*t1+x2*t2; + y=y0+y1*t1+y2*t2; + dx=AbsI64(x-xx); + dy=AbsI64(y-yy); + if (dx>dy) + d_max=dx; + else + d_max=dy; + if (!d_max) + s*=1.1; + else { + s*=0.9; + dx = x-xx; + dy = y-yy; + F64 mag = Sqrt(dx*dx+dy*dy); + dx /= mag; + dy /= mag; + F64 sx = x - dy*(width/2); + F64 sy = y - dx*(width/2); + I32 i; + U8 color = dc->color; + for (i=0; ibody[SCR_W*yy+xx] = color; + } + color = (dc->color+1)%16; + sx = x - dy*(width/4); + sy = y - dx*(width/4); + for (i=0; ibody[SCR_W*yy+xx] = color; + } + xx=x; + yy=y; + } + } +// x=ctrl[2].x; y=ctrl[2].y; +// if (xx!=x || yy!=y) +// (*fp_plot)(aux_data,x,y); +} + +public U0 Gr2BezierF(CDC *dc, CD2I32 *ctrl) { + Bezier2F(dc,ctrl,&Plot1F); +} + +public U0 DCMat4x4SetFast(CDC *dc, I64 *r) { + dc->r = r; + dc->r_norm = Sqrt(Mat4x4NormSqr65536(r))*65536; +} + +public U0 DrawRecBorder(CDC* dc, I64 x, I64 y, I64 w, I64 h) { + // Draw Map Background + DrawRect(dc->body, x+1, y+1, w-1, h-1, BLACK); + // Draw Map Borders + dc->color = WHITE; + y += dc->win_task->pix_top+dc->win_task->scroll_y; + Line(dc,x,y,0,x+w,y,0,&GrLinePlot0,1,0); + Line(dc,x,y+h,0,x+w,y+h,0,&GrLinePlot0,1,0); + Line(dc,x,y,0,x,y+h,0,&GrLinePlot0,1,0); + Line(dc,x+w,y,0,x+w,y+h,0,&GrLinePlot0,1,0); +} + +public U0 DrawLines(CDC *dc, I64 cnt, CD3I32 *lines, I32 *db) { + I64 i; + for (i=0; ix-cam->pos.x, pos->y-cam->pos.y, 0); + Mat4x4Scale(mat, cam->zoom); + dc->r = mat; + dc->r_norm = Sqrt(Mat4x4NormSqr65536(mat))*65536; + for (i=0; ipos.x, y-cam->pos.y, z-cam->pos.z); + Mat4x4Scale(mat, cam->zoom); + dc->r = mat; + I64 i; + for (i=0; ix = v1->x - v2->x; + res->y = v1->y - v2->y; + res->z = v1->z - v2->z; +} + +F64 CD3Len(CD3 *v) { + return Sqrt(v->x*v->x + v->y*v->y + v->z*v->z); +} + +// D3Norm returns a single float??? +U0 CD3Norm(CD3 *v) { + F64 length, ilength; + length = CD3Len(v); + if (length == 0.0) + length = 1.0; + ilength = 1.0/length; + + v->x *= ilength; + v->y *= ilength; + v->z *= ilength; +} + +public U0 MatrixInvert(F64 *fmat, I64 *res) { + F64 a00 = fmat[0], a01 = fmat[1], a02 = fmat[2], a03 = fmat[3]; + F64 a10 = fmat[4], a11 = fmat[5], a12 = fmat[6], a13 = fmat[7]; + F64 a20 = fmat[8], a21 = fmat[9], a22 = fmat[10], a23 = fmat[11]; + F64 a30 = fmat[12], a31 = fmat[13], a32 = fmat[14], a33 = fmat[15]; + + F64 b00 = a00*a11 - a01*a10; + F64 b01 = a00*a12 - a02*a10; + F64 b02 = a00*a13 - a03*a10; + F64 b03 = a01*a12 - a02*a11; + F64 b04 = a01*a13 - a03*a11; + F64 b05 = a02*a13 - a03*a12; + F64 b06 = a20*a31 - a21*a30; + F64 b07 = a20*a32 - a22*a30; + F64 b08 = a20*a33 - a23*a30; + F64 b09 = a21*a32 - a22*a31; + F64 b10 = a21*a33 - a23*a31; + F64 b11 = a22*a33 - a23*a32; + + F64 invDet = GR_SCALE/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + res[0] = (a11*b11 - a12*b10 + a13*b09)*invDet; + res[1] = (-a01*b11 + a02*b10 - a03*b09)*invDet; + res[2] = (a31*b05 - a32*b04 + a33*b03)*invDet; + res[3] = (-a21*b05 + a22*b04 - a23*b03)*invDet; + res[4] = (-a10*b11 + a12*b08 - a13*b07)*invDet; + res[5] = (a00*b11 - a02*b08 + a03*b07)*invDet; + res[6] = (-a30*b05 + a32*b02 - a33*b01)*invDet; + res[7] = (a20*b05 - a22*b02 + a23*b01)*invDet; + res[8] = (a10*b10 - a11*b08 + a13*b06)*invDet; + res[9] = (-a00*b10 + a01*b08 - a03*b06)*invDet; + res[10] = (a30*b04 - a31*b02 + a33*b00)*invDet; + res[11] = (-a20*b04 + a21*b02 - a23*b00)*invDet; + res[12] = (-a10*b09 + a11*b07 - a12*b06)*invDet; + res[13] = (a00*b09 - a01*b07 + a02*b06)*invDet; + res[14] = (-a30*b03 + a31*b01 - a32*b00)*invDet; + res[15] = (a20*b03 - a21*b01 + a22*b00)*invDet; + /*F64 invDet = 1.0/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + res[0] = (a11*b11 - a12*b10 + a13*b09)*invDet*GR_SCALE; + res[1] = (-a01*b11 + a02*b10 - a03*b09)*invDet*GR_SCALE; + res[2] = (a31*b05 - a32*b04 + a33*b03)*invDet*GR_SCALE; + res[3] = (-a21*b05 + a22*b04 - a23*b03)*invDet*GR_SCALE; + res[4] = (-a10*b11 + a12*b08 - a13*b07)*invDet*GR_SCALE; + res[5] = (a00*b11 - a02*b08 + a03*b07)*invDet*GR_SCALE; + res[6] = (-a30*b05 + a32*b02 - a33*b01)*invDet*GR_SCALE; + res[7] = (a20*b05 - a22*b02 + a23*b01)*invDet*GR_SCALE; + res[8] = (a10*b10 - a11*b08 + a13*b06)*invDet*GR_SCALE; + res[9] = (-a00*b10 + a01*b08 - a03*b06)*invDet*GR_SCALE; + res[10] = (a30*b04 - a31*b02 + a33*b00)*invDet*GR_SCALE; + res[11] = (-a20*b04 + a21*b02 - a23*b00)*invDet*GR_SCALE; + res[12] = (-a10*b09 + a11*b07 - a12*b06)*invDet*GR_SCALE; + res[13] = (a00*b09 - a01*b07 + a02*b06)*invDet*GR_SCALE; + res[14] = (-a30*b03 + a31*b01 - a32*b00)*invDet*GR_SCALE; + res[15] = (a20*b03 - a21*b01 + a22*b00)*invDet*GR_SCALE;*/ +} + +// using F64 matrix internally because im too stupid to convert +// someone else's math to Terry's integer scaling system +U0 MatrixLookAtI64(I64 *mat, CD3 *eye, CD3 *target, CD3 *up) { + CD3 x, y, z; + F64 fmat[4*4]; + CD3Sub(&z, eye, target); + CD3Norm(&z); + D3Cross(&x, up, &z); + CD3Norm(&x); + D3Cross(&y, &z, &x); + CD3Norm(&y); + + fmat[0] = x.x; + fmat[1] = x.y; + fmat[2] = x.z; + fmat[3] = 0.0; + fmat[4] = y.x; + fmat[5] = y.y; + fmat[6] = y.z; + fmat[7] = 0.0; + fmat[8] = z.x; + fmat[9] = z.y; + fmat[10] = z.z; + fmat[11] = 0.0; + fmat[12] = eye->x; + fmat[13] = eye->y; + fmat[14] = eye->z; + fmat[15] = 1.0; + + MatrixInvert(fmat, mat); +} + +public Bool CamMVP(Cam *cam, CD3 *pos, I64* r, I64 *mat) { + F64 dist = D3Dist(pos, &cam->pos); + if (dist == 0.0) + return FALSE; + F64 zoom = 1.0 / (dist/256); + Mat4x4MulMat4x4Equ(mat, cam->mat, r); + Mat4x4TranslationAdd(mat, pos->x - cam->pos.x, pos->y - cam->pos.y, pos->z - cam->pos.z); + Mat4x4Scale(mat, zoom); + return TRUE; +} + +public U0 CamUpdate(Cam *cam) { + MatrixLookAtI64(cam->mat, &cam->pos, &cam->target, &cam->up); +} + +#endif diff --git a/src/Globals.HC b/src/Globals.HC new file mode 100644 index 0000000..f45459c --- /dev/null +++ b/src/Globals.HC @@ -0,0 +1,69 @@ +#ifndef GLOBALS_HC +#define GLOBALS_HC + +#include "World" +#include "Assets" +#include "GrFast" + +World gW; +Assets gAssets; +MemSet(&gW, 0, sizeof(World)); +MemSet(&gAssets, 0, sizeof(Assets)); + +// Init Assets +if (AssetsInit(&gAssets)) { +#ifdef DEBUG + CommPrint("AssetsInit Failed"); +#endif + Exit(); +} + +U0 (*ActiveInput)(); +U0 (*ActiveUpdate)(F64 delta); + +I32 gDepthBuf[SCR_W*SCR_H]; +U8 *backbuffer = MAlloc(640*480); +F64 t_now, t_delta; +F64 death_ttl; +F64 blur_ttl; +F64 firing_ttl; +F64 bomb_ttl; +CD2I32 bombPos; + +#define SCENE_NONE 0 +#define SCENE_TITLE 1 +#define SCENE_INTRO 2 +#define SCENE_GAME 3 +#define SCENE_END 4 +I32 switchScene = SCENE_NONE; + +CJob *sndJob; + +class Controls { + CD2 cVel; + Bool firing; + Bool bombPressed; + Bool bombDown; + Bool quitGame; + Bool upDown; + Bool upPressed; + //Bool upReleased; + Bool downDown; + Bool downPressed; + //Bool downReleased; + Bool acceptDown; + Bool acceptPressed; +} gCtrl; +MemSet(&gCtrl, 0, sizeof(Controls)); + +CBGR48 game_palette[COLORS_NUM]={ +0x000000000000,0x03000000FFFF,0x30300303D9D9,0x00009898DCDC, +0x272727272727,0x5D5D5D5D5D5D,0xEAEA32323C3C,0x89891E1E2B2B, +0xD3D3FCFC7E7E,0x5A5AC5C54F4F,0x1E1E6F6F5050,0xF3F38989F5F5, +0x7A7A0909FAFA,0xFFFFC8C82525,0xFFFFC8002500,0xFFFFFFFFFFFF}; + +U0 QuitGame() { + gCtrl.quitGame = TRUE; +} + +#endif diff --git a/src/God.HC b/src/God.HC new file mode 100644 index 0000000..8273fb3 --- /dev/null +++ b/src/God.HC @@ -0,0 +1,116 @@ +#ifndef GOD_HC +#define GOD_HC + +#define GWORD_EXPIRE 4 +#define GTEXT_LINES 4 +#define GLINE_LEN 30 +#define GWORD_Y 0 +#define GWORD_W FONT_WIDTH*30+6 +#define GWORD_H FONT_HEIGHT*4+6 + +#include "Vector" + +class GWord { + CD2 pos; + U8* str; + F64 ttl; +}; + +class GLine { + I64 len; + U8 c[GLINE_LEN]; +}; + +class GText { + I64 godWallet; + I64 activeL; // init to 0 + GLine *ol[GTEXT_LINES]; // ordered line ptr + GLine l[GTEXT_LINES]; // lines on the stack + U8 walletStr[32]; // unrealistically high numbers will overflow this +}; + +U0 InitGText(GText* t) { + I64 i; + t->godWallet = 0; + t->activeL = 0; + StrCpy(t->walletStr, "God Words: 0"); + //t->al = t->l[0]; + for (i=0; il[i].len = 0; + t->ol[i] = &t->l[i]; + } +} + +Bool CheckGText(GText *t) { + if (t->ol[t->activeL]->len >= GLINE_LEN) { + t->activeL++; + if (t->activeL >= GTEXT_LINES) { + GLine* l0 = t->ol[0]; + t->ol[0] = t->ol[1]; + t->ol[1] = t->ol[2]; + t->ol[2] = t->ol[3]; + t->ol[3] = l0; + l0->len = 0; + t->activeL = 3; + } + return TRUE; + } + return FALSE; +} + +U0 AddGText(GText *t, U8* c) { + I64 i=0; + // Add Wallet + t->godWallet++; + StrPrint(t->walletStr, "God Words: %d", t->godWallet); + + // Add Log + GLine *l = t->ol[t->activeL]; + while (c[i] != '\0') { + l->c[l->len++] = c[i]; + if (CheckGText(t)) + l = t->ol[t->activeL]; + i++; + } + l->c[l->len++] = ' '; + CheckGText(t); +} + +I64 GameGodBits(I64 num_bits) { + U8 b; + I64 res=0; + while (num_bits) { + if (FifoU8Rem(god.fifo,&b)) { + res=res<<1+b; + num_bits--; + } else + GodBitsIns(GOD_GOOD_BITS,RandI64>>GOD_BAD_BITS); + } + return res; +} + +public U8* GameGodWord() { + return god.words[GameGodBits(17)%god.num_words]; +} + +public U0 ProcessGodWords(Vector* vec, F64 delta) { + I64 i; + GWord *gwords = vec->d; + for (i=0; ilen; i++) { + gwords[i].ttl += delta; + if (gwords[i].ttl >= GWORD_EXPIRE) + VectorDel(vec, i--); + } +} + +public U0 AddGodWord(Vector *vec, CD2 *pos, GText *t) { + GWord gword; + gword.pos.x = pos->x; + gword.pos.y = pos->y; + gword.str = GameGodWord; + gword.ttl = 0.0; + VectorAdd(vec, &gword); + AddGText(t, gword.str); +} + +#endif diff --git a/src/GrFast.HC b/src/GrFast.HC new file mode 100644 index 0000000..9dd9d48 --- /dev/null +++ b/src/GrFast.HC @@ -0,0 +1,798 @@ +#ifndef GRFAST_HC +#define GRFAST_HC + +#include "Matrix" + +#define SCX 320 +#define SCY 244 +#define SCR_W 640 +#define SCR_H 480 +#define FB_H 472 +#define PIX_TOP 8 +#define TRI_MIN_W 0 // PIX_LEFT +#define TRI_MAX_W 639 // PIX_RIGHT +#define TRI_MIN_H -8 // -PIX_TOP +#define TRI_MAX_H 471 // PIX_BOTTOM - PIX_TOP + +public class TriData { + CD3I32 tri[3]; + CColorROPU32 color; + U16 dProbability; +}; + +#define LIN_CONGRUE_A 6364136223846793005 +#define LIN_CONGRUE_C 1442695040888963407 +I64 RandF(I64 seed) { + return LIN_CONGRUE_A*seed^(seed&0xFFFFFFFF0000)>>16+LIN_CONGRUE_C; +} + +U32 XorShift(U32 state) { + state ^= state << 13; + state ^= state >> 17; + state ^= state << 5; + return state; +} + +U16 RandU16F() { + I64 res=Fs->rand_seed; + res=LIN_CONGRUE_A*res^(res&0xFFFFFFFF0000)>>16+LIN_CONGRUE_C; + Fs->rand_seed=res; + return res.u16[0]; +} + +public U0 LineH(CDC *dc,I64 x1,I64 x2,I64 y,I64 z1=0,I64 z2=0,I32 *depthBuf) { + I64 dx,dz,z,i,j; + + if (0>y || y>=FB_H) + return; + y += PIX_TOP; + if (x2= SCR_W) + return; + if (x1<0) { + i=-x1; + x1=0; + } else + i=0; + j=0; + if (x2 >= SCR_W) { + j = x2 - (SCR_W-1); + x2 = SCR_W-1; + } + dx=x2+j-(x1-i); + + if (dx) + dz=(z2-z1)<<32/dx; + else + dz=0; + z=z1<<32; + + if (i) + z+=i*dz; + if (x2>=SCR_W) + x2=SCR_W-1; + + I64 d = SCR_W*y+x1; + CColorROPU32 color = dc->color; + U16 probability = dc->dither_probability_u16; + U8 *dst = dc->body + d; + I32 *db = depthBuf + d; + I64 seed = Fs->rand_seed; + while (x1<=x2) { + if (z.i32[1]<=*db) { + *db=z.i32[1]; + seed = RandF(seed); + if (seed.u16[0] < probability) { + *dst = color.c1.color; + } else { + *dst = color.c0.color; + } + } + dst++; + x1++; + db++; + z+=dz; + } + Fs->rand_seed = seed; +} + +public U0 LineV(CDC *dc,I64 x,I64 y1,I64 y2,I64 z1=0,I64 z2=0,I32 *depthBuf) { + I64 dy,dz,z,i,j; + + if (0>x || x>=SCR_W) + return; + if (y2= FB_H) + return; + y1 += PIX_TOP; + + j=0; + y2 += PIX_TOP; + if (y2 > SCR_H-1) { + j = y2 - (SCR_H-1); + y2 = SCR_H-1; + } + dy=y2+j-(y1-i); + + if (dy) + dz=(z2-z1)<<32/dy; + else + dz=0; + z=z1<<32; + + if (i) + z+=i*dz; + if (y2>=SCR_H) + y2=SCR_H-1; + + I64 d = SCR_W*y1+x; + CColorROPU32 color = dc->color; + U16 probability = dc->dither_probability_u16; + U8 *dst = dc->body + d; + I32 *db = depthBuf + d; + I64 seed = Fs->rand_seed; + while (y1<=y2) { + if (0<=z.i32[1]<=*db) { + *db=z.i32[1]; + seed = RandF(seed); + if (seed.u16[0] < probability) { + *dst = color.c1.color; + } else { + *dst = color.c0.color; + } + } + dst += SCR_W; + y1++; + db += SCR_W; + z+=dz; + } + Fs->rand_seed = seed; +} + +public U0 FillTri(CDC *dc,CD3I32 *p1,CD3I32 *p2,CD3I32 *p4,I32 *db) { + I64 x1,x2,y1,y2,z1,z2,dx1,dy1,dz1,dx2,dy2,dz2,i; + + if (AbsI64(p1->y-p2->y)+AbsI64(p1->y-p4->y)<= + AbsI64(p1->x-p2->x)+AbsI64(p1->x-p4->x)) { +//p1 is min x + if (p4->xx) + SwapI64(&p4,&p2); + if (p2->xx) + SwapI64(&p2,&p1); + + if (p4->yy) + SwapI64(&p4,&p2); + + if ((dy2=p4->y-p1->y)<0) { + dy1=p2->y-p1->y; + dx1=(p1->x-p2->x)<<32/dy1; + dz1=(p1->z-p2->z)<<32/dy1; + + dx2=(p1->x-p4->x)<<32/dy2; + dz2=(p1->z-p4->z)<<32/dy2; + x1=x2=p1->x<<32; y1=p1->y; z1=z2=p1->z<<32; + if (y1+dy2 < TRI_MIN_H) { + i = TRI_MIN_H - (y1+dy2); + if (i>-dy2) return; + dy2+=i; + } + if (y1>=TRI_MAX_H) { + i = y1 - TRI_MAX_H + 1; + if (i>-dy2) + i=-dy2; + dy2+=i; + y1-=i; + x1+=dx1*i; + x2+=dx2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dy2++) { + LineH(dc,x1.i32[1],x2.i32[1],y1,z1.i32[1],z2.i32[1],db); + y1--; + x1+=dx1; + x2+=dx2; + z1+=dz1; + z2+=dz2; + } + if (dy2=p2->y-p4->y) { + dx2=(p4->x-p2->x)<<32/dy2; + dz2=(p4->z-p2->z)<<32/dy2; + if (y1+dy2 < TRI_MIN_H) { + i = TRI_MIN_H - (y1+dy2); + if (i>-dy2) return; + dy2+=i; + } + if (y1>=TRI_MAX_H) { + i=y1-TRI_MAX_H+1; + if (i>-dy2) return; + dy2+=i; + y1-=i; + x1+=dx1*i; + x2+=dx2*i; + z1+=dz1*i; + z2+=dz2*i; + } + } + while (dy2++<=0) { + LineH(dc,x1.i32[1],x2.i32[1],y1,z1.i32[1],z2.i32[1],db); + y1--; + x1+=dx1; + x2+=dx2; + z1+=dz1; + z2+=dz2; + } + } else if ((dy2=p2->y-p1->y)>0) { + dy1=p4->y-p1->y; + dx1=(p4->x-p1->x)<<32/dy1; + dz1=(p4->z-p1->z)<<32/dy1; + + dx2=(p2->x-p1->x)<<32/dy2; + dz2=(p2->z-p1->z)<<32/dy2; + x1=x2=p1->x<<32; y1=p1->y; z1=z2=p1->z<<32; + if (y1+dy2>=TRI_MAX_H) { + i=y1+dy2-TRI_MAX_H+1; + if (i>dy2) return; + dy2-=i; + } + if (y1dy2) + i=dy2; + dy2-=i; + y1+=i; + x1+=dx1*i; + x2+=dx2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dy2--) { + LineH(dc,x1.i32[1],x2.i32[1],y1,z1.i32[1],z2.i32[1],db); + y1++; + x1+=dx1; + x2+=dx2; + z1+=dz1; + z2+=dz2; + } + if (dy2=p4->y-p2->y) { + dx2=(p4->x-p2->x)<<32/dy2; + dz2=(p4->z-p2->z)<<32/dy2; + if (y1+dy2>=TRI_MAX_H) { + i=y1+dy2-TRI_MAX_H+1; + if (i>dy2) return; + dy2-=i; + } + if (y1dy2) return; + dy2-=i; + y1+=i; + x1+=dx1*i; + x2+=dx2*i; + z1+=dz1*i; + z2+=dz2*i; + } + } + while (dy2-->=0) { + LineH(dc,x1.i32[1],x2.i32[1],y1,z1.i32[1],z2.i32[1],db); + y1++; + x1+=dx1; + x2+=dx2; + z1+=dz1; + z2+=dz2; + } + } else { + if (dy1=p2->y-p1->y) { + dx1=(p2->x-p1->x)<<32/dy1; + dz1=(p2->z-p1->z)<<32/dy1; + if (dy2=p2->y-p4->y) { + dx2=(p2->x-p4->x)<<32/dy2; + dz2=(p2->z-p4->z)<<32/dy2; + } else { + dx2=0; + dz2=0; + } + x1=x2=p2->x<<32; y1=p2->y; z1=z2=p2->z<<32; + if (y1-dy1) + i=-dy1; + dy1+=i; + y1+=i; + x1+=dx1*i; + x2+=dx2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dy1++<=0) { + if (y1y-p1->y) { + dx1=(p1->x-p4->x)<<32/dy1; + dz1=(p1->z-p4->z)<<32/dy1; + if (dy2=p4->y-p2->y) { + dx2=(p2->x-p4->x)<<32/dy2; + dz2=(p2->z-p4->z)<<32/dy2; + } else { + dx2=0; + dz2=0; + } + x1=x2=p4->x<<32; y1=p4->y; z1=z2=p4->z<<32; + if (y1-dy1dy1) return; + dy1-=i; + } + if (y1>=TRI_MAX_H) { + i=y1-TRI_MAX_H+1; + if (i>dy1) return; + dy1-=i; + y1-=i; + x1+=dx1*i; + x2+=dx2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dy1-->=0) { + LineH(dc,x1.i32[1],x2.i32[1],y1,z1.i32[1],z2.i32[1],db); + y1--; + x1+=dx1; + x2+=dx2; + z1+=dz1; + z2+=dz2; + } + } + } + } else { +//p1 is min y + if (p4->yy) + SwapI64(&p4,&p2); + if (p2->yy) + SwapI64(&p2,&p1); + + //p2x<=p4x + if (p4->xx) + SwapI64(&p4,&p2); + + if ((dx2=p4->x-p1->x)<0) { + dx1=p2->x-p1->x; + dy1=(p1->y-p2->y)<<32/dx1; + dz1=(p1->z-p2->z)<<32/dx1; + + dy2=(p1->y-p4->y)<<32/dx2; + dz2=(p1->z-p4->z)<<32/dx2; + y1=y2=p1->y<<32; x1=p1->x; z1=z2=p1->z<<32; + if (x1+dx2-dx2) return; + dx2+=i; + } + if (x1>=TRI_MAX_W) { + i=x1-TRI_MAX_W+1; + if (i>-dx2) + i=-dx2; + dx2+=i; + x1-=i; + y1+=dy1*i; + y2+=dy2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dx2++) { + LineV(dc,x1,y1.i32[1],y2.i32[1],z1.i32[1],z2.i32[1],db); + x1--; + y1+=dy1; + y2+=dy2; + z1+=dz1; + z2+=dz2; + } + if (dx2=p2->x-p4->x) { + dy2=(p4->y-p2->y)<<32/dx2; + dz2=(p4->z-p2->z)<<32/dx2; + if (x1+dx2-dx2) return; + dx2+=i; + } + if (x1>=TRI_MAX_W) { + i=x1-TRI_MAX_W+1; + if (i>-dx2) return; + dx2+=i; + x1-=i; + y1+=dy1*i; + y2+=dy2*i; + z1+=dz1*i; + z2+=dz2*i; + } + } + while (dx2++<=0) { + LineV(dc,x1,y1.i32[1],y2.i32[1],z1.i32[1],z2.i32[1],db); + x1--; + y1+=dy1; + y2+=dy2; + z1+=dz1; + z2+=dz2; + } + } else if ((dx2=p2->x-p1->x)>0) { + dx1=p4->x-p1->x; + dy1=(p4->y-p1->y)<<32/dx1; + dz1=(p4->z-p1->z)<<32/dx1; + + dy2=(p2->y-p1->y)<<32/dx2; + dz2=(p2->z-p1->z)<<32/dx2; + y1=y2=p1->y<<32; x1=p1->x; z1=z2=p1->z<<32; + if (x1+dx2>=TRI_MAX_W) { + i=x1+dx2-TRI_MAX_W+1; + if (i>dx2) return; + dx2-=i; + } + if (x1dx2) + i=dx2; + dx2-=i; + x1+=i; + y1+=dy1*i; + y2+=dy2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dx2--) { + LineV(dc,x1,y1.i32[1],y2.i32[1],z1.i32[1],z2.i32[1],db); + x1++; + y1+=dy1; + y2+=dy2; + z1+=dz1; + z2+=dz2; + } + if (dx2=p4->x-p2->x) { + dy2=(p4->y-p2->y)<<32/dx2; + dz2=(p4->z-p2->z)<<32/dx2; + if (x1+dx2>=TRI_MAX_W) { + i=x1+dx2-TRI_MAX_W+1; + if (i>dx2) return; + dx2-=i; + } + if (x1dx2) return; + dx2-=i; + x1+=i; + y1+=dy1*i; + y2+=dy2*i; + z1+=dz1*i; + z2+=dz2*i; + } + } + while (dx2-->=0) { + LineV(dc,x1,y1.i32[1],y2.i32[1],z1.i32[1],z2.i32[1],db); + x1++; + y1+=dy1; + y2+=dy2; + z1+=dz1; + z2+=dz2; + } + } else { + if (dx1=p2->x-p1->x) { + dy1=(p2->y-p1->y)<<32/dx1; + dz1=(p2->z-p1->z)<<32/dx1; + if (dx2=p2->x-p4->x) { + dy2=(p2->y-p4->y)<<32/dx2; + dz2=(p2->z-p4->z)<<32/dx2; + } else { + dy2=0; + dz2=0; + } + y1=y2=p2->y<<32; x1=p2->x; z1=z2=p2->z<<32; + if (x1-dx1) + i=-dx1; + dx1+=i; + x1+=i; + y1+=dy1*i; + y2+=dy2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dx1++<=0) { + if (x1x-p1->x) { + dy1=(p1->y-p4->y)<<32/dx1; + dz1=(p1->z-p4->z)<<32/dx1; + if (dx2=p4->x-p2->x) { + dy2=(p2->y-p4->y)<<32/dx2; + dz2=(p2->z-p4->z)<<32/dx2; + } else { + dy2=0; + dz2=0; + } + y1=y2=p4->y<<32; x1=p4->x; z1=z2=p4->z<<32; + if (x1-dx1dx1) return; + dx1-=i; + } + if (x1>=TRI_MAX_W) { + i=x1-TRI_MAX_W+1; + if (i>dx1) return; + dx1-=i; + x1-=i; + y1+=dy1*i; + y2+=dy2*i; + z1+=dz1*i; + z2+=dz2*i; + } + while (dx1-->=0) { + LineV(dc,x1,y1.i32[1],y2.i32[1],z1.i32[1],z2.i32[1],db); + x1--; + y1+=dy1; + y2+=dy2; + z1+=dz1; + z2+=dz2; + } + } + } + } +} + +public U0 DrawMesh(CDC *dc, TriData *data, I64 cnt, I32 *depthBuf) { + I64 i; + TriData *ptr = data; + for (i=0; icolor = ptr->color; + dc->dither_probability_u16 = ptr->dProbability; + FillTri(dc, &ptr->tri[0], &ptr->tri[1], &ptr->tri[2], depthBuf); + } +} + +public U0 DrawTriFill(CDC *dc, CD3I32 *tri, I64 cnt, CD3I32 *buf) { + I64 i,px,py,pz; + CColorROPU32 color=dc->color; + CD3I32 *p=tri, *dst; + I64 vertex_cnt = cnt*3; + dst=buf; + for (i=0;ix; py=p->y; pz=p->z; + (*dc->transform)(dc,&px,&py,&pz); + dst->x=px; dst->y=py; dst->z=pz; + } + p=buf; + + for (i=0; ilighting)(dc, &p[i*3], &p[i*3+1], &p[i*3+2], color); + GrFillTri0(dc, &p[i*3], &p[i*3+1], &p[i*3+2]); + } +} + +public U0 DrawTriFillV(CDC *dc, CD3I32 *tri, I64 cnt, CD3I32 *buf, I32 *db) { + CD3I32 *p=tri, *dst=buf; + I64 i, vertex_cnt=cnt*3; + for (i=0; ix = p->x + dc->x; + //dst->y = p->y / (Abs(p->x/6)/((Sin(tS)+1.0)*32+10)) + dc->y; + dst->y = p->y + dc->y; + dst->z = p->z; + } + p=buf; + + for (i=0, dst=buf; ilighting)(dc, &p[i*3], &p[i*3+1], &p[i*3+2], old_color); + FillTri(dc, &dst[0], &dst[1], &dst[2], db); + } +} + +public U0 DrawTriFillVM(CDC *dc, CD3I32 *tris, I64 cnt, I64 *r, I32 *db) { + I64 i, xx, yy, zz; + CD3I32 tri[3]; + CD3I32 *ptr = tris; + for (i=0; ix; yy=ptr->y; zz=ptr->z; + tri[0].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[0].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[0].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + ptr++; xx=ptr->x; yy=ptr->y; zz=ptr->z; + tri[1].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[1].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[1].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + ptr++; xx=ptr->x; yy=ptr->y; zz=ptr->z; + tri[2].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[2].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[2].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + FillTri(dc, &tri[0], &tri[1], &tri[2], db); + } +} + +public U0 DrawTriFillVMC(CDC *dc, CD3I32 *tris, I64 cnt, I64 *r, I32 *db, U8 *c) { + I64 i, xx, yy, zz; + CD3I32 tri[3]; + CD3I32 *ptr = tris; + for (i=0; ix; yy=ptr->y; zz=ptr->z; + tri[0].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[0].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[0].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + ptr++; xx=ptr->x; yy=ptr->y; zz=ptr->z; + tri[1].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[1].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[1].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + ptr++; xx=ptr->x; yy=ptr->y; zz=ptr->z; + tri[2].x=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + tri[2].y=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + tri[2].z=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + dc->color = ROPF_PROBABILITY_DITHER+BLACK<<16+*c; + FillTri(dc, &tri[0], &tri[1], &tri[2], db); + } +} + +public U0 LineF(U8 *aux_data,I64 x1,I64 y1,I64 z1,I64 x2,I64 y2,I64 z2, + U0 (*fp_plot)(U8 *aux,I64 x,I64 y,I64 z,I32 *depthBuf), I32 *db) { + I64 i,d,dx=x2-x1,dy=y2-y1,dz=z2-z1,_x,_y,_z, + adx=AbsI64(dx),ady=AbsI64(dy),adz=AbsI64(dz); + if (adx>=ady) { + if (adx>=adz) { + if (d=adx) { + if (dx>=0) + dx=0x100000000; + else + dx=-0x100000000; + dy=dy<<32/d; + dz=dz<<32/d; + } + } else { + if (d=adz) { + dx=dx<<32/d; + dy=dy<<32/d; + if (dz>=0) + dz=0x100000000; + else + dz=-0x100000000; + } + } + } else { + if (ady>=adz) { + if (d=ady) { + dx=dx<<32/d; + if (dy>=0) + dy=0x100000000; + else + dy=-0x100000000; + dz=dz<<32/d; + } + } else { + if (d=adz) { + dx=dx<<32/d; + dy=dy<<32/d; + if (dz>=0) + dz=0x100000000; + else + dz=-0x100000000; + } + } + } + x1<<=32; y1<<=32; z1<<=32; + for (i=0;i<=d;i++) { + (*fp_plot)(aux_data,x1.i32[1],y1.i32[1],z1.i32[1],db); + _x=x1.i32[1]; _y=y1.i32[1]; _z=z1.i32[1]; + x1+=dx; y1+=dy; z1+=dz; + } +} + +public U0 Plot0F(CDC *dc, I64 x, I64 y) { + dc->body[SCR_W*y+x] = dc->color; +} + +public U0 Plot1F(CDC *dc, I64 x, I64 y) { + if (0<=xbody[SCR_W*y+x] = dc->color; +} + +public U0 Plot3F(CDC *dc, I64 x, I64 y, I64 z, I32 *db) { + y += PIX_TOP; + db += SCR_W*y+x; + if (0<=xbody[SCR_W*y+x] = dc->color; + } +} + +// F64 Matrix, always transform, never brush, never thick +public U0 Line3F(CDC *dc,F64 *m,F64 x1,F64 y1,F64 z1,F64 x2,F64 y2,F64 z2,I32 *db) { + F64 pw1, pw2; + MatMulXYZ(m, &x1, &y1, &z1, &pw1); + if (pw1 >= 0) + return; + MatMulXYZ(m, &x2, &y2, &z2, &pw2); + if (pw2 >= 0) + return; + if (pw2 >= -0.1) { +// return; + F64 n = (pw1 - 0.1) / (pw2 - pw1$BK,0$); + //F64 xc = x2; + //F64 yc = y2; + //F64 zc = z2; + x2 = x2 + (x1 - x2) * n; + y2 = y2 + (y1 - y2) * n; + z2 = z2 + (z1 - z2) * n; + //x2 = (n * x1) + ((1.0-n) * xc); + //y2 = (n * y1) + ((1.0-n) * yc); + //z2 = (n * z1) + ((1.0-n) * zc); + pw2 = -0.1; + } else { + } + x1 /= pw1; + x1 += SCX; + y1 /= pw1; + y1 += SCY; + x2 /= pw2; + x2 += SCX; + y2 /= pw2; + y2 += SCY; + LineF(dc,x1,y1,z1,x2,y2,z2,&Plot3F,db); +} + +public U0 PutSF(CDC *dc, I64 x, I64 y, U8 *_s, U8 *_e=NULL) { + I64 x0,sx=0,sy=0,res; + x0=x; + res=0; + while (*_s && _s != _e) { + if (*_s=='\n') { + x=x0; + y+=FONT_HEIGHT; + } else if (*_s=='\t') { + x=x0+CeilU64(x-x0+FONT_WIDTH,8*FONT_WIDTH); + } else if (*_s!=5) { + res+=GrPutChar(dc,x+sx,y+sy,*_s); + x+=FONT_WIDTH; + } + _s++; + } +} + +public U0 DrawRect(U8 *fb, I32 x, I32 y, I32 w, I32 h, U8 color) { + U8 *b; + I32 yy, xi, yi; + y += PIX_TOP; + for (yi=0, yy=y; yir; + U8 *old_db = dc->depth_buf; + dc->depth_buf = gDepthBuf; + MemSetU32(gDepthBuf, I32_MAX, SCR_W*SCR_H); + + I64 i; + U32 rand=65434, rand2=443243; + dc->color = BLUE; + for (i=0; i<128; i++) { + rand = XorShift(rand); + rand2 = XorShift(rand2); + Plot0F(dc,ToI64(rand)%SCR_W,ToI64(introData.time*10 + rand2)%FB_H + 8); + } + dc->color = WHITE; + for (i=0; i<128; i++) { + rand = XorShift(rand); + rand2 = XorShift(rand2); + Plot0F(dc,ToI64(rand)%SCR_W,ToI64(introData.time*20 + rand2)%FB_H + 8); + } + + gW.player.pos.x = 480; + gW.player.pos.y = 150; + gW.player.scale = 3.5; + gW.player.vel.y = -1000; + gW.player.vel.x = Cos(t_now) * 128; + gW.player.accel.y = (Sin(t_now*2)-1.0)*0.1; + GenMatShip(&gW.player, gW.pMat); + DrawShip(dc, gW.pMat, gW.player.thruster, gDepthBuf); + + DrawAnimSheet(dc->body, &introData.blackhole, 8, 303+Sin(t_now*1.5)*3); + + DrawTextBounce(dc->body, &gAssets.fontKapel2x, &introData.story_text, 16, 29); + DrawTextBounce(dc->body, &gAssets.fontKapel2x, &introData.controls_text, 380, 324); + DrawTextBounce(dc->body, &gAssets.fontKapel2x, &introData.controls_text0, 348, 324+24); + DrawTextBounce(dc->body, &gAssets.fontKapel2x, &introData.controls_text1, 348, 324+24*2); + DrawTextBounce(dc->body, &gAssets.fontKapel2x, &introData.controls_text2, 348, 324+24*3); + DrawTextBounce(dc->body, &gAssets.fontKapel2x, &introData.controls_text3, 348, 324+24*4); + + I64 borderTopX = MinI64(-640 + 640*introData.time, 0); + I64 borderBottomX = MaxI64(640 - 640*introData.time, -21); + PxBlot(dc->body, gAssets.BossBorderTop, borderTopX, 0); + PxBlot(dc->body, gAssets.BossBorderBottom, borderBottomX, 459); + I64 sliderX; + for (i=0; i<17; i++) { + sliderX = (i*40 + introData.time*200 - 672)%680 - 40; + PxBlot(dc->body, gAssets.BossBorderSlider, sliderX, 1); + } + for (i=0; i<17; i++) { + sliderX = 640 - (i*40 + introData.time*200 - 640)%680; + PxBlot(dc->body, gAssets.BossBorderSlider, sliderX, 460); + } + + dc->r = old_r; + dc->depth_buf = old_db;; + GrPaletteSet(introData.palette); +} + +U0 IntroInitEnd() { + if (!introData.transition && introData.time > 0.1) { + SetSnd(SND_TITLE_END); + introData.transition = TRUE; + } +} + +U0 IntroInput() { + I64 msg, ch, sc; + while (TRUE) { + msg = ScanMsg(&ch,&sc,1< 1) colorMul = 1; + for (i=1; i<15; i++) { + introData.palette[i].r *= colorMul; + introData.palette[i].g *= colorMul; + introData.palette[i].b *= colorMul; + } + + introData.story_text.timer += delta; + introData.controls_text.timer += delta; + introData.controls_text0.timer += delta; + introData.controls_text1.timer += delta; + introData.controls_text2.timer += delta; + introData.controls_text3.timer += delta; + introData.blackhole.time += delta; + + if (introData.transition) { + if (introData.end_t > INTRO_END_T) + switchScene = SCENE_GAME; + F64 diff = INTRO_END_T - introData.end_t; + if (diff < 0) diff = 0; + for (i=0; i<16; i++) { + introData.palette[i].r *= diff; + introData.palette[i].g *= diff; + introData.palette[i].b *= diff; + } + introData.end_t += delta; + } +} + +public U0 InitIntro() { + introData.time = 0; + introData.end_t = 0; + introData.palette[00] = 0x000000000000; + F64 colorSeed = Rand()*pi*2; + introData.randColor.r = Sin(colorSeed) * 32767 + 32768; + introData.randColor.g = Sin(colorSeed+2) * 32767 + 32768; + introData.randColor.b = Sin(colorSeed+4) * 32767 + 32768; + introData.transition = FALSE; + + TextBounceInit(&introData.story_text, "The GOD WORDS has been\nkidnapped by the JANNIES.\n\nAre you a bad enough dude\nto rescue the GOD WORDS?", 20); + TextBounceInit(&introData.controls_text, "CONTROLS", 20); + TextBounceInit(&introData.controls_text0, "MOVE = ARROWS|WASD", 20); + TextBounceInit(&introData.controls_text1, "FIRE = SPACE", 20); + TextBounceInit(&introData.controls_text2, "BOMB = CTRL|X", 20); + TextBounceInit(&introData.controls_text3, "MUTE = M", 20); + + InitAnimSheet(&introData.blackhole, gAssets.pxBlackHole, BLACKHOLE_LEN, 20); + + ActiveInput = &IntroInput; + ActiveUpdate = &UpdateIntro; + Fs->draw_it = &DrawIntro; +} + +#endif diff --git a/src/LICENSE.DD b/src/LICENSE.DD new file mode 100644 index 0000000..7b898a2 --- /dev/null +++ b/src/LICENSE.DD @@ -0,0 +1,7 @@ +$WW,1$Copyright 2022 CrunkLord420 + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice, this permission notice and the word $FG,5$$TX+BK,"\"NIGGER\""$$FG$ shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE diff --git a/src/Matrix.HC b/src/Matrix.HC new file mode 100644 index 0000000..241d0bd --- /dev/null +++ b/src/Matrix.HC @@ -0,0 +1,284 @@ +#ifndef MATRIX_HC +#define MATRIX_HC + +#include "Vec" + +public U0 MatPerspective(F64 fovy, F64 aspect, F64 nearVal, + F64 farVal, F64 *dest) { + F64 f = 1.0 / Tan(fovy * 0.5); + F64 fn = 1.0 / (nearVal - farVal); +/* + dest[0] = f / aspect; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + + dest[4] = 0; + dest[5] = f; + dest[6] = 0; + dest[7] = 0; + + dest[8] = 0; + dest[9] = 0; + dest[10] = (nearVal + farVal) * fn; + dest[11] = 2.0 * nearVal * farVal * fn; + + dest[12] = 0; + dest[13] = 0; + dest[14] = 0; + dest[15] = -1; +*/ + dest[0] = f / aspect; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + + dest[4] = 0; + dest[5] = f; + dest[6] = 0; + dest[7] = 0; + + dest[8] = 0; + dest[9] = 0; + dest[10] = (nearVal + farVal) * fn; + dest[14] = -1; + + dest[12] = 0; + dest[13] = 0; + dest[11] = 2.0 * nearVal * farVal * fn; + dest[15] = 0; +} + +// MatMulXYZ uses 13/14/15 for translation, like OpenGL/DirectX +public U0 MatMulXYZ(F64 *r,F64 *_x,F64 *_y,F64 *_z,F64 *_w) { + F64 x1,y1,z1,w1,xx=*_x,yy=*_y,zz=*_z; +/* + x1=r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3]; + y1=r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3]; + z1=r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3]; + w1=r[3*4+0]*xx+r[3*4+1]*yy+r[3*4+2]*zz+r[3*4+3]; +*/ + x1=r[0*4+0]*xx+r[1*4+0]*yy+r[2*4+0]*zz+r[3*4+0]; + y1=r[0*4+1]*xx+r[1*4+1]*yy+r[2*4+1]*zz+r[3*4+1]; + z1=r[0*4+2]*xx+r[1*4+2]*yy+r[2*4+2]*zz+r[3*4+2]; + w1=r[0*4+3]*xx+r[1*4+3]*yy+r[2*4+3]*zz+r[3*4+3]; + *_x=x1;*_y=y1;*_z=z1;*_w=w1; +} + +// MatMulXYZ but no W (for pre-normalized) +public U0 MatMulXYZ2(F64 *r, F64 *_x, F64 *_y, F64 *_z) { + F64 x1,y1,z1,xx=*_x,yy=*_y,zz=*_z; + x1=r[0*4+0]*xx+r[1*4+0]*yy+r[2*4+0]*zz+r[3*4+0]; + y1=r[0*4+1]*xx+r[1*4+1]*yy+r[2*4+1]*zz+r[3*4+1]; + z1=r[0*4+2]*xx+r[1*4+2]*yy+r[2*4+2]*zz+r[3*4+2]; + *_x=x1;*_y=y1;*_z=z1; +} + +public U0 MatIdent(F64 *m) { + m[0] = 1.0; + m[1] = 0.0; + m[2] = 0.0; + m[3] = 0.0; + + m[4] = 0.0; + m[5] = 1.0; + m[6] = 0.0; + m[7] = 0.0; + + m[8] = 0.0; + m[9] = 0.0; + m[10] = 1.0; + m[11] = 0.0; + + m[12] = 0.0; + m[13] = 0.0; + m[14] = 0.0; + m[15] = 1.0; +} + +public U0 MatNewPos(F64 *m, F64 x, F64 y, F64 z) { + m[0] = 1.0; + m[1] = 0.0; + m[2] = 0.0; + m[3] = 0.0; + + m[4] = 0.0; + m[5] = 1.0; + m[6] = 0.0; + m[7] = 0.0; + + m[8] = 0.0; + m[9] = 0.0; + m[10] = 1.0; + m[11] = 0.0; + + m[12] = x; + m[13] = y; + m[14] = z; + m[15] = 1.0; +} + + +public U0 MatMul(F64 *m1, F64 *m2, F64 *dest) { + F64 a00 = m1[0], a01 = m1[1], a02 = m1[2], a03 = m1[3], + a10 = m1[4], a11 = m1[5], a12 = m1[6], a13 = m1[7], + a20 = m1[8], a21 = m1[9], a22 = m1[10], a23 = m1[11], + a30 = m1[12], a31 = m1[13], a32 = m1[14], a33 = m1[15], + b00 = m2[0], b01 = m2[1], b02 = m2[2], b03 = m2[3], + b10 = m2[4], b11 = m2[5], b12 = m2[6], b13 = m2[7], + b20 = m2[8], b21 = m2[9], b22 = m2[10], b23 = m2[11], + b30 = m2[12], b31 = m2[13], b32 = m2[14], b33 = m2[15]; + + dest[0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03; + dest[1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03; + dest[2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03; + dest[3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03; + dest[4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13; + dest[5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13; + dest[6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13; + dest[7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13; + dest[8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23; + dest[9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23; + dest[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23; + dest[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23; + dest[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33; + dest[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33; + dest[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33; + dest[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33; +} + +public U0 MatRotX(F64 *m, F64 angle, F64 *dest) { + F64 t[4][4]; + F64 c, s; + + c = Cos(angle); + s = Sin(angle); + + MatIdent(t); + t[1][1] = c; + t[1][2] = s; + t[2][1] = -s; + t[2][2] = c; + + //MatMulRot(m, t, dest); + MatMul(m, t, dest); +} + +public U0 MatRotY(F64 *m, F64 angle, F64 *dest) { + F64 t[4][4]; + F64 c, s; + + c = Cos(angle); + s = Sin(angle); + + MatIdent(t); + t[0][0] = c; + t[0][2] = -s; + t[2][0] = s; + t[2][2] = c; + + //MatMulRot(m, t, dest); + MatMul(m, t, dest); +} + +public U0 MatRotZ(F64 *m, F64 angle, F64 *dest) { + F64 t[4][4]; + F64 c, s; + + c = Cos(angle); + s = Sin(angle); + + MatIdent(t); + t[0][0] = c; + t[0][1] = s; + t[1][0] = -s; + t[1][1] = c; + + //MatMulRot(m, t, dest); + MatMul(m, t, dest); +} + +public U0 MatScale(F64 *m, F64 s) { + m[0] *= s; + m[5] *= s; + m[10] *= s; +/* + m[0] *= s; m[1] *= s; m[2] *= s; m[3] *= s; + m[4] *= s; m[5] *= s; m[6] *= s; m[7] *= s; + m[8] *= s; m[9] *= s; m[10] *= s; m[11] *= s; + m[12] *= s; m[13] *= s; m[14] *= s; m[15] *= s; +*/ +} + +public U0 MatTranslate(F64 *m, F64 x, F64 y, F64 z) { + m[12] += m[0] * x; + m[13] += m[1] * x; + m[14] += m[2] * x; + m[15] += m[3] * x; + + m[12] += m[4] * y; + m[13] += m[5] * y; + m[14] += m[6] * y; + m[15] += m[7] * y; + + m[12] += m[8] * z; + m[13] += m[9] * z; + m[14] += m[10] * z; + m[15] += m[11] * z; + +// m[15] += x; +// m[15] += y; +// m[15] += z; +} + +public U0 MatFloat2Fixed(F64 *m, I64 *dest) { + dest[0] = ToI64(m[0]*GR_SCALE); + dest[1] = ToI64(m[1]*GR_SCALE); + dest[2] = ToI64(m[2]*GR_SCALE); + dest[3] = ToI64(m[3]*GR_SCALE); + dest[4] = ToI64(m[4]*GR_SCALE); + dest[5] = ToI64(m[5]*GR_SCALE); + dest[6] = ToI64(m[6]*GR_SCALE); + dest[7] = ToI64(m[7]*GR_SCALE); + dest[8] = ToI64(m[8]*GR_SCALE); + dest[9] = ToI64(m[9]*GR_SCALE); + dest[10] = ToI64(m[10]*GR_SCALE); + dest[11] = ToI64(m[11]*GR_SCALE); + dest[12] = ToI64(m[12]*GR_SCALE); + dest[13] = ToI64(m[13]*GR_SCALE); + dest[14] = ToI64(m[14]*GR_SCALE); + dest[15] = ToI64(m[15]*GR_SCALE); +} + +// using F64 matrix internally because im too stupid to convert +// someone else's math to Terry's integer scaling system +U0 MatrixLookAt(CD3 *eye, CD3 *target, CD3 *up, F64 *dest) { + CD3 x, y, z; + D3Sub(&z, target, eye); + CD3Normalize(&z); + D3Cross(&x, &z, up); + CD3Normalize(&x); + D3Cross(&y, &z, &x); + + dest[0] = x.x; + dest[1] = y.x; + dest[2] = -z.x; + dest[3] = 0; + + dest[4] = x.y; + dest[5] = y.y; + dest[6] = -z.y; + dest[7] = 0; + + dest[8] = x.z; + dest[9] = y.z; + dest[10] = -z.z; + dest[11] = 0; + + dest[12] = -D3Dot(&x, eye); + dest[13] = -D3Dot(&y, eye); + dest[14] = D3Dot(&z, eye); + dest[15] = 1; +} + +#endif diff --git a/src/Mob.HC b/src/Mob.HC new file mode 100644 index 0000000..8518cf4 --- /dev/null +++ b/src/Mob.HC @@ -0,0 +1,506 @@ +#ifndef MOB_HC +#define MOB_HC + +#include "Collision" +#include "Draw" +#include "Vector" +#include "World" +#include "Globals" +#include "Pickup" +#include "Debris" + +#define MOB_HIT_TTL 1 +#define MOB_HIT_COLOR_TTL 0.95 +#define BOSS_DEAD_TTL 4 +#define BOSS_INTRO_TTL 5 + +#define MOBFLAG_INVULN 1 + +public U0 DmgMob(Mob* mob, F64 dmg) { + if (mob->flags&MOBFLAG_INVULN == 0) { + mob->hit_ttl = MOB_HIT_TTL; + mob->health -= dmg; + } +} + +public U0 GenMatMobs(Mob *mobs, I64 cnt, Vector *grMobs) { + VectorSetLen(grMobs, cnt); + VectorSetLen(&gW.grGuns, cnt); // make sure cap is high enough + gW.grGuns.len = 0; // reset len + GrBuff *grBuf = grMobs->d; + GrBuff *grGuns = gW.grGuns.d; + I64 i; + for (i=0; ivel.x) + Abs(mobs->vel.y); + F64 rva = Arg(mobs->vel.x, mobs->vel.y); + + F64 rvx = vel*Cos(rva); + if (mobs->hit_ttl > 0) { + F64 hit_ratio = mobs->hit_ttl/MOB_HIT_TTL; + rvx += hit_ratio*(Cos(hit_ratio*pi*4)/2); + } + + if (rvx > pi/4) + rvx = pi/4; + else if (rvx < -pi/4) + rvx = -pi/4; + + F64 rvy = vel*Sin(rva); + if (rvy > pi/4) + rvy = pi/4; + else if (rvy < -pi/4) + rvy = -pi/4; + + Quat q; + QuatFromEuler(&q, rvx, rvy, mobs->rot); + QuatToMatrix(&q, grBuf->mat); + Mat4x4TranslationAdd(grBuf->mat, mobs->pos.x, mobs->pos.y, 256); + + I64 x = mobs->offX; + I64 y = mobs->offY; + I64 *m = grBuf->mat; + mobs->gunX = (m[0*4+0]*x+m[0*4+1]*y+m[0*4+3])>>32; + mobs->gunY = (m[1*4+0]*x+m[1*4+1]*y+m[1*4+3])>>32; + + if (mobs->obj->gun.cnt > 0) { + F64 rad = Arg(gW.player.pos.x-mobs->gunX, gW.player.pos.y-mobs->gunY); + QuatFromEuler(&q, 0, 0, rad-mobs->rot); + QuatToMatrix(&q, grGuns->mat); + grGuns++; + gW.grGuns.len++; + } + } +} + +public U0 GenCMobs(Mob *mobs, I64 cnt, Vector *polys, Vector *polyIdx, GrBuff *mats) { + polys->len = 0; + polyIdx->len = 0; + U32 cLineIdx = 0; + I32 i, ii; + for (i=0; iobj; + I64 *m = mats->mat; + for (ii=0; iicCnt; ii++) { + U32 lineCnt = obj->collider[ii]->cnt; + CD3I32 *mLines = obj->collider[ii]->lines; + cPolyMeta meta; + meta.idx = cLineIdx; + meta.cnt = lineCnt; + meta.mIdx = i; + meta.cIdx = ii; + VectorAdd(polyIdx, &meta); + VectorInc(polys, lineCnt); + CD2I32 *cLines = polys->d; + cLines += cLineIdx; + cLineIdx += lineCnt; + I64 cx=0, cy=0; + I32 lx, ly; + U32 li; + for (li=0; lix+mobs->offX; + I64 yy = mLines->y+mobs->offY; + I64 zz = mLines->z; + lx = (m[0*4+0]*xx+m[0*4+1]*yy+m[0*4+2]*zz+m[0*4+3])>>32; + ly = (m[1*4+0]*xx+m[1*4+1]*yy+m[1*4+2]*zz+m[1*4+3])>>32; + cLines->x = lx; + cLines->y = ly; + cx += lx; + cy += ly; + } + cx -= lx; + cy -= ly; + mobs->centroid[ii].x = cx / (lineCnt-1); + mobs->centroid[ii].y = cy / (lineCnt-1); + } + } +} + +public U0 DrawMobs(CDC *dc, Mob *mobs, I64 cnt, GrBuff *buf, I32 *db) { + I64 i, ii, ic; + I64 x1, y1, z1, x2, y2, z2; + I64 xx, yy, zz, *r; + GrBuff *mg = gW.grGuns.d; + for (i=0; ir = buf[i].mat; + MobObj *obj = mobs->obj; + I64 lineCnt = obj->model.cnt; + U8 *colors = obj->model.colors; + CD3I32 *lines = obj->model.lines; + if (mobs->hit_ttl-MOB_HIT_COLOR_TTL > 0) { + dc->color = WHITE; + for (ii=0; iioffX, lines[ii].y+mobs->offY, lines[ii].z, + lines[ii+1].x+mobs->offX, lines[ii+1].y+mobs->offY, lines[ii+1].z, db); + + lineCnt = obj->gun.cnt; + if (lineCnt > 0) { + r = mg->mat; + mg++; + lines = obj->gun.lines; + for (ii=0, ic=0; ii>32; + y1=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + z1=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + xx = lines[ii+1].x; + yy = lines[ii+1].y; + zz = lines[ii+1].z; + x2=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + y2=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + z2=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + GrLine3F(dc,x1+mobs->offX,y1+mobs->offY,z1,x2+mobs->offX,y2+mobs->offY,z2,db); + } + } + if (obj->mesh.triCnt > 0) { + dc->color=ROPF_PROBABILITY_DITHER+6<<16+WHITE; + dc->dither_probability_u16=I16_MAX/2; + DrawTriFillVM(dc, obj->mesh.tris, obj->mesh.triCnt, buf[i].mat, gDepthBuf); + } + } else { + for (ii=0, ic=0; iicolor = colors[ic]; + GrLine3F(dc, lines[ii].x+mobs->offX, lines[ii].y+mobs->offY, lines[ii].z, + lines[ii+1].x+mobs->offX, lines[ii+1].y+mobs->offY, lines[ii+1].z, db); + } + lineCnt = obj->gun.cnt; + if (lineCnt > 0) { + r = mg->mat; + mg++; + colors = obj->gun.colors; + lines = obj->gun.lines; + for (ii=0, ic=0; iicolor = colors[ic]; + + xx = lines[ii].x; + yy = lines[ii].y; + zz = lines[ii].z; + x1=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + y1=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + z1=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + xx = lines[ii+1].x; + yy = lines[ii+1].y; + zz = lines[ii+1].z; + x2=(r[0*4+0]*xx+r[0*4+1]*yy+r[0*4+2]*zz+r[0*4+3])>>32; + y2=(r[1*4+0]*xx+r[1*4+1]*yy+r[1*4+2]*zz+r[1*4+3])>>32; + z2=(r[2*4+0]*xx+r[2*4+1]*yy+r[2*4+2]*zz+r[2*4+3])>>32; + + GrLine3F(dc,x1+mobs->offX,y1+mobs->offY,z1,x2+mobs->offX,y2+mobs->offY,z2,db); + } + } + if (obj->mesh.triCnt > 0) { + dc->color=ROPF_PROBABILITY_DITHER+12<<16+11; + dc->dither_probability_u16=I16_MAX/2; + DrawTriFillVM(dc, obj->mesh.tris, obj->mesh.triCnt, buf[i].mat, gDepthBuf); + } + } + } +} + +U0 Boss0Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + I64 xx = -7; + I64 yy = -54; + I64 zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, 4,0,0, 0,0,mob->rot, 1,pi/4,0, &gAssets.boss0DLeft, &gAssets.boss0DMeshLeft); + + xx = -7; + yy = 54; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, -4,0,0, 0,0,mob->rot, -1,pi/6,pi/8, &gAssets.boss0DRight, &gAssets.boss0DMeshRight); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 Boss1Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + + I64 xx = 0; + I64 yy = -75.5; + I64 zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, 1,pi/4,0, + &gAssets.boss1DLeft, &gAssets.boss1DMeshLeft); + + xx = 0; + yy = 75.5; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss1DRight, &gAssets.boss1DMeshRight); + + xx = 102; + yy = 0; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss1DFront, &gAssets.boss1DMeshFront); + + xx = -102; + yy = 0; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss1DRear, &gAssets.boss1DMeshRear); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 Boss2Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + + I64 xx = -4; + I64 yy = -40; + I64 zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, 1,pi/4,0, + &gAssets.boss2DLeft, &gAssets.boss2DMeshLeft); + + xx = -4; + yy = 40; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss2DRight, &gAssets.boss2DMeshRight); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 Boss3Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + + I64 xx = 64; + I64 yy = -62; + I64 zz = 17; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -3,pi/4,0, + &gAssets.boss3DLF, &gAssets.boss3DMeshLF); + + xx = 64; + yy = 62; + zz = 17; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -3,pi/6,pi/8, + &gAssets.boss3DRF, &gAssets.boss3DMeshRF); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 Boss4Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + I64 xx = -7; + I64 yy = -54; + I64 zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, 4,0,0, 0,0,mob->rot, 1,pi/4,0, &gAssets.boss4DLeft, &gAssets.boss0DMeshLeft); + + xx = -7; + yy = 54; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, -4,0,0, 0,0,mob->rot, -1,pi/6,pi/8, &gAssets.boss4DRight, &gAssets.boss0DMeshRight); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 Boss5Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + + I64 xx = 0; + I64 yy = -75.5; + I64 zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, 1,pi/4,0, + &gAssets.boss5DLeft, &gAssets.boss1DMeshLeft); + + xx = 0; + yy = 75.5; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss5DRight, &gAssets.boss1DMeshRight); + + xx = 102; + yy = 0; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss5DFront, &gAssets.boss1DMeshFront); + + xx = -102; + yy = 0; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss5DRear, &gAssets.boss1DMeshRear); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 Boss6Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + + I64 xx = -4; + I64 yy = -40; + I64 zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, 1,pi/4,0, + &gAssets.boss6DLeft, &gAssets.boss2DMeshLeft); + + xx = -4; + yy = 40; + zz = 0; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -1,pi/6,pi/8, + &gAssets.boss6DRight, &gAssets.boss2DMeshRight); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 Boss7Destroyed(Mob *mob) { + I64 r[16]; + Mat4x4IdentEqu(r); + Mat4x4RotZ(r, mob->rot); + + I64 xx = 64; + I64 yy = -62; + I64 zz = 17; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -3,pi/4,0, + &gAssets.boss7DLF, &gAssets.boss3DMeshLF); + + xx = 64; + yy = 62; + zz = 17; + Mat4x4MulXYZ(r, &xx, &yy, &zz); + AddDebrisMesh(mob->pos.x+xx,mob->pos.y+yy,1000, + xx/8,yy/8,0, 0,0,mob->rot, -3,pi/6,pi/8, + &gAssets.boss7DRF, &gAssets.boss3DMeshRF); + + CD2 vel; + vel.x = 0; + vel.y = 0; + ObjTris *objTris = mob->obj->debris; + AddDebris(&gW, &mob->pos, &vel, &objTris->tris, objTris->cnt); +} + +U0 (*BossDebrisFuncs)(Mob*)[LEVEL_TOTAL] = { + &Boss0Destroyed, + &Boss1Destroyed, + &Boss2Destroyed, + &Boss3Destroyed, + &Boss4Destroyed, + &Boss5Destroyed, + &Boss6Destroyed, + &Boss7Destroyed, +}; + +public U0 ExpireMobs() { + I64 i=0, ii; + CD2 vel, pos; + while (i0) { + Mob *mob = &gW.mobs.d(Mob*)[i]; + if (mob->health <= 0) { + gW.lvlMobsKilled++; + if (mob->id == 1) { + gW.bossDead = 1; + gW.bossDeadTTL = BOSS_DEAD_TTL; + Mob *submob = gW.mobs.d; + for (ii=0; iiid == 2) + DmgMob(submob, 10000); + } + for (ii=0; ii<128; ii++) { + pos.x = mob->pos.x + Rand()*320-160; + pos.y = mob->pos.y + Rand()*300; + AddGodWord(&gW.godWords, &pos, &gW.gtext); + } + BossDebrisFuncs[gW.levelNum](mob); + } else { + vel.x = 0; + vel.y = 0; + AddGodWord(&gW.godWords, &mob->pos, &gW.gtext); + // Add Drop + if (mob->drop >= 0) + AddPickup(mob->pos.x, mob->pos.y, mob->drop); + // Add Debris + ObjTris *objTris = mob->obj->debris; + pos.x = mob->gunX; // gunX might not be perfect and debris isn't rotated + pos.y = mob->gunY; + AddDebris(&gW, &pos, &vel, &objTris->tris, objTris->cnt); + } + gW.score += mob->scoreValue; + gW.lvlScore += mob->scoreValue; + VectorDel(&gW.mobs, i); + goto next_mob; + } else if (mob->pos.x < -256 || mob->pos.x > 256+SCR_W || mob->pos.y < -256 || mob->pos.y > 256+FB_H) { + VectorDel(&gW.mobs, i); + goto next_mob; + } + i++; +next_mob: + } +} + +#endif diff --git a/src/Particle.HC b/src/Particle.HC new file mode 100644 index 0000000..5b24549 --- /dev/null +++ b/src/Particle.HC @@ -0,0 +1,42 @@ +#ifndef PARTICLE_HC +#define PARTICLE_HC + +#include "World" + +public U0 AddParticle(Vector *vec, F64 x, F64 y) { + Particle p; + p.pos.x = x; + p.pos.y = y; + p.ttl = 0; + VectorAdd(vec, &p); +} + +public U0 DrawExplosions(CDC *dc, Particle *exp, I64 cnt, I32 *db) { + I64 mat[4][4], i, ii; + for (i=0; ir = mat; + dc->color = 1; + for (ii=0; ii<10; ii++) { + GrEllipse3F(dc, 0, Cos(ii)*32*exp[i].ttl, 0, Sin(ii)*64*exp[i].ttl, Sin(ii)*32*exp[i].ttl, db); + if (++dc->color > 15) + dc->color = 1; + } + } +} + +public U0 DrawSpawnFX(CDC *dc, Particle *p, I64 cnt, I32 *db) { + I64 mat[4][4], i, ii; + for (i=0; ir = mat; + F64 val = Sin(p[i].ttl*3); + F64 val2 = Cos(p[i].ttl*3+pi); + for (ii=0; ii<16; ii++) + GrEllipse3F(dc, 0, 0, 0, ii*ii*val - val2*32, ii*ii*val/3 + val2*32, db); + } +} + +#endif diff --git a/src/Patterns.HC b/src/Patterns.HC new file mode 100644 index 0000000..89a6fdb --- /dev/null +++ b/src/Patterns.HC @@ -0,0 +1,688 @@ +#ifndef PATTERNS_HC +#define PATTERNS_HC + +#include "World" +#include "Mob" +#include "Bullet" +#include "Collision" + +#define ROT_N -1.5707963267948928 +#define ROT_S 1.5707963267948928 +#define ROT_SE 0.7853981633974464 +#define ROT_SW 2.3561944901923392 + +class AddMobTemplate { + U16 health; +}; + +AddMobTemplate MobDefaults[MOB_TOTAL] = { + {10}, + {20}, + {30}, + {500}, + {100}, + {1000}, + {1000}, + {1000}, + {1500}, + {1500}, + {1500}, + {2000}, +}; + +U0 MoveStatic(World*, Mob *mob, F64 delta) { + mob->time += delta; + mob->pos.y += 20 * delta; + mob->rot = ROT_S; +} + +U0 MoveRD(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 m = delta * 64; + mob->pos.x += m; + mob->pos.y += m; + mob->rot = ROT_SE; +} + +U0 MoveLD(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 m = delta * 64; + mob->pos.x -= m; + mob->pos.y += m; + mob->rot = ROT_SW; +} + +U0 MoveStraight(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 addY = 64.0 * delta; + mob->pos.y += addY; + mob->rot = ROT_S; +} + +U0 MoveBigU(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 speed = mob->time * 256; + F64 downLen = 300; + F64 dir, r = 128; + F64 circumLen = pi*r; + if (speed < downLen) { + mob->pos.y = speed; + mob->rot = ROT_S; + } else if (speed < downLen+circumLen) { + speed -= downLen; + F64 lx = mob->pos.x; + dir = speed/circumLen*pi-ROT_S; + mob->pos.x = mob->origin_x+r + Sin(dir)*r; + mob->pos.y = downLen + Cos(dir)*r; + mob->rot = -dir; + mob->vel.x = lx - mob->pos.x; + } else { + speed -= downLen + circumLen; + dir = circumLen/circumLen*pi-ROT_S; + mob->pos.x = mob->origin_x+r + Sin(dir)*r; + mob->pos.y = downLen + Cos(dir)*r - speed; + mob->rot = ROT_N; + mob->vel.x = 0; + } +} + +U0 MoveLoop(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 speed = mob->time * 256; + F64 downLen = 180; + F64 lx, ly, dir, r = 160; + F64 circumLen = pi*r; + F64 rots = 2.50; + if (speed < downLen) { + mob->pos.y = speed; + mob->rot = ROT_S; + } else if (speed < downLen+circumLen*rots) { + speed -= downLen; + lx = mob->pos.x; + ly = mob->pos.y; + mob->pos.x = mob->origin_x + r + Cos(speed/circumLen*pi-pi)*r; + mob->pos.y = downLen - Sin(speed/circumLen*pi-pi)*r; + dir = speed/circumLen*pi-ROT_S; + mob->rot = -dir; + //mob->vel.x = lx - mob->pos.x; + //mob->vel.x = Cos(speed/circumLen*pi-pi); + mob->vel.x = -1; //-Abs(lx - mob->pos.x); + } else { + speed -= downLen + circumLen*rots; + mob->pos.x = mob->origin_x + r + Cos(circumLen*rots/circumLen*pi-pi)*r + speed; + mob->pos.y = downLen - Sin(circumLen*rots/circumLen*pi-pi)*r; + mob->rot = 0; + mob->vel.x = 0; + } +} + +U0 MoveSine(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 addX = Sin(mob->time*2)*2; + mob->rot = Arg(addX, 1.536); // Y=96*0.016, using delta causes rot to jitter + mob->pos.x += addX; + mob->pos.y = mob->time*96; +} + +U0 MoveBoss0(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 speed = mob->time * 32 - 128; + F64 downLen = 100; + mob->rot = ROT_S; + //F64 friction = 1.0 - 1.0 * 1 * delta; + if (speed < downLen) { + mob->pos.y = speed; + } else { + mob->pos.x += Sin(mob->time*2)*2; + //mob->vel.x *= friction; + mob->flags = 0; + } +} + +U0 MoveBoss1(World*, Mob *mob, F64 delta) { + mob->time += delta; + F64 downLen = 5.0; + mob->rot = ROT_S; + if (mob->time < downLen) { + mob->pos.y = mob->time*(64+128)/downLen - 128; + mob->rot = ROT_S; + } else { + F64 tt = (mob->time-downLen)*1.4; + mob->pos.x = Sin(tt)*(SCX-64) + SCX; + mob->pos.y = Cos(tt+pi)*32 + 64; + mob->rot = mob->time; + mob->vel.x = Cos(tt) * 0.3; + mob->vel.y = Sin(tt) * 0.3; + mob->flags = 0; + } +} + +U0 MoveNone(World*, Mob*, F64) {} + +U0 ShootPlayer(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + mob->shoot_ttl = 1.33; + F64 rad = Arg(w->player.pos.x-mob->gunX, w->player.pos.y-mob->gunY); + AddBulletRad(mob->gunX,mob->gunY,rad,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE8); + } +} + +U0 ShootCircle(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + I64 i; + switch (mob->mode) { + case 0: + mob->mode++; + mob->shoot_ttl = 0.2; + for (i=0; i<16; i++) + AddBulletRad(mob->gunX,mob->gunY,i*pi*2/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE8); + break; + case 1: + mob->mode++; + mob->shoot_ttl = 0.2; + for (i=0; i<16; i++) + AddBulletRad(mob->gunX,mob->gunY,i*pi*2/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE8); + break; + case 2: + mob->mode = 0; + mob->shoot_ttl = 1.66; + for (i=0; i<16; i++) + AddBulletRad(mob->gunX,mob->gunY,i*pi*2/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE8); + break; + } + } +} + +U0 ShootPlayerBurst(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + if (mob->mode < 3) { + mob->mode++; + mob->shoot_ttl = 0.1; + } else { + mob->mode = 0; + mob->shoot_ttl = 1.66; + } + F64 rad = Arg(w->player.pos.x-mob->gunX, w->player.pos.y-mob->gunY); + AddBulletRad(mob->gunX,mob->gunY,rad,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE8); + } +} + +U0 ShootStraight(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + mob->shoot_ttl = 1.0; + AddBulletRad(mob->pos.x,mob->pos.y, ROT_S, &w->bulletsM,BULLET_TYPE_MOB_CIRCLE8); + } +} + +// ShootBoss0 is pincer fire +U0 ShootBoss0(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + F64 rad = Arg(w->player.pos.x-mob->gunX, w->player.pos.y-mob->gunY); + switch (mob->mode) { + case 0: + mob->mode = 4; + mob->shoot_ttl = 1.0; + AddBulletRad(mob->gunX,mob->gunY,rad,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + break; + case 1: + mob->mode--; + mob->shoot_ttl = 0.2; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/64,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/64,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + break; + case 2: + mob->mode--; + mob->shoot_ttl = 0.2; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/32,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/32,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + break; + case 3: + mob->mode--; + mob->shoot_ttl = 0.2; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + break; + case 4: + mob->mode--; + mob->shoot_ttl = 0.2; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/10,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/10,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + break; + } + } +} + +// ShootBoss1 is beefed up ShootCircle +U0 ShootBoss1(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + if (mob->mode < 3) { + mob->mode++; + mob->shoot_ttl = 0.2; + } else { + mob->mode = 0; + mob->shoot_ttl = 1.66; + } + + I64 i; + for (i=0; i<16; i++) + AddBulletRad(mob->gunX,mob->gunY,i*pi*2/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + } +} + +// ShootBoss2 is rapid fire +U0 ShootBoss2(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + if (mob->mode < 13) { + mob->mode++; + mob->shoot_ttl = 0.08; + } else { + mob->mode = 0; + mob->shoot_ttl = 1.66; + } + F64 rad = Arg(w->player.pos.x-mob->gunX, w->player.pos.y-mob->gunY); + AddBulletRad(mob->gunX,mob->gunY,rad,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + } +} + +// ShootBoss3 is sweep shot +U0 ShootBoss3(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + if (mob->mode < 48) { + mob->mode++; + mob->shoot_ttl = 0.1; + AddBullet(mob->gunX,mob->gunY,-pi+mob->mode*pi*2/48,1,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + } else { + mob->mode = 0; + mob->shoot_ttl = 1.66; + } + } +} + +// ShootBoss4 is pincer fire (fast) +U0 ShootBoss4(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + F64 rad = Arg(w->player.pos.x-mob->gunX, w->player.pos.y-mob->gunY); + switch (mob->mode) { + case 0: + mob->mode++; + mob->shoot_ttl = 0.1; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/10,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/10,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + break; + case 1: + mob->mode++; + mob->shoot_ttl = 0.1; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/16,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + break; + case 2: + mob->mode++; + mob->shoot_ttl = 0.1; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/22,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/22,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + break; + case 3: + mob->mode++; + mob->shoot_ttl = 0.1; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/32,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/32,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + break; + case 4: + mob->mode++; + mob->shoot_ttl = 0.1; + AddBulletRad(mob->gunX,mob->gunY,rad+pi/64,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/64,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + break; + case 5: + mob->mode = 0; + mob->shoot_ttl = 1.0; + AddBulletRad(mob->gunX,mob->gunY,rad,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + break; + } + } +} + +// ShootBoss5 is beefer ShootCircle +U0 ShootBoss5(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + if (mob->mode < 3) { + mob->mode++; + mob->shoot_ttl = 0.2; + } else { + mob->mode = 0; + mob->shoot_ttl = 1.66; + } + + I64 i; + for (i=0; i<24; i++) + AddBulletRad(mob->gunX,mob->gunY,i*pi*2/24,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + } +} + +// ShootBoss6 is beefer rapid fire +U0 ShootBoss6(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + if (mob->mode < 20) { + mob->mode++; + mob->shoot_ttl = 0.08; + } else { + mob->mode = 0; + mob->shoot_ttl = 0.66; + } + F64 rad = Arg(w->player.pos.x-mob->gunX, w->player.pos.y-mob->gunY); + AddBulletRad(mob->gunX,mob->gunY,rad,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBulletRad(mob->gunX,mob->gunY,rad+pi/32,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBulletRad(mob->gunX,mob->gunY,rad-pi/32,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + } +} + +// ShootBoss7 is beefer sweep shot +U0 ShootBoss7(World *w, Mob *mob, F64 delta) { + mob->shoot_ttl -= delta; + if (mob->flags == 0 && mob->shoot_ttl <= 0) { + SetSnd(SND_MOB_BULLET); + if (mob->mode < 48) { + mob->mode++; + mob->shoot_ttl = 0.1; + AddBullet(mob->gunX,mob->gunY,-pi+mob->mode*pi*2/48,1,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + AddBullet(mob->gunX,mob->gunY,pi-mob->mode*pi*2/48,1,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16_F); + } else { + mob->mode = 0; + mob->shoot_ttl = 0.5; + I64 i; + for (i=0; i<24; i++) + AddBulletRad(mob->gunX,mob->gunY,i*pi*2/24,&w->bulletsM,BULLET_TYPE_MOB_CIRCLE16); + } + } +} + +U0 ShootNone(World*, Mob*, F64) {} + +#define SHOOT_PLAYER 0 +#define SHOOT_CIRCLE 1 +#define SHOOT_PLAYER_BURST 2 +#define SHOOT_NONE 3 +#define SHOOT_BOSS0 4 +#define SHOOT_BOSS1 5 +#define SHOOT_BOSS2 6 +#define SHOOT_BOSS3 7 +#define SHOOT_BOSS4 8 +#define SHOOT_BOSS5 9 +#define SHOOT_BOSS6 10 +#define SHOOT_BOSS7 11 +U0 (*ShootPatterns)(World*, Mob*, F64)[12] = { + &ShootPlayer, + &ShootCircle, + &ShootPlayerBurst, + &ShootNone, + &ShootBoss0, + &ShootBoss1, + &ShootBoss2, + &ShootBoss3, + &ShootBoss4, + &ShootBoss5, + &ShootBoss6, + &ShootBoss7, +}; + +#define MOVE_STRAIGHT 0 +#define MOVE_LD 1 +#define MOVE_RD 2 +#define MOVE_STATIC 3 +#define MOVE_SINE 4 +#define MOVE_BIGU 5 +#define MOVE_LOOP 6 +#define MOVE_BOSS0 7 +#define MOVE_BOSS1 8 +#define MOVE_NONE 9 +U0 (*MovePatterns)(Mob*, F64)[MOVE_NONE+1] = { + &MoveStraight, + &MoveLD, + &MoveRD, + &MoveStatic, + &MoveSine, + &MoveBigU, + &MoveLoop, + &MoveBoss0, + &MoveBoss1, + &MoveNone +}; + +public U0 AddMob(Vector *mobs, LevelMob *data, U8 id, U8 flags, I16 offX, I16 offY) { + gW.lvlMobsSpawned++; + Mob mob; + mob.pos.x = data->x; + mob.pos.y = data->y; + mob.vel.x = 0.0; + mob.vel.y = 0.0; + mob.origin_x = data->x; + mob.time = 0.0; + mob.centroidCnt = gAssets.mobModels[data->model].cCnt; + mob.offX = offX; + mob.offY = offY; + mob.obj = &gAssets.mobModels[data->model]; + mob.move = MovePatterns[data->move]; + mob.shoot = ShootPatterns[data->shoot]; + mob.health = MobDefaults[data->model].health; + mob.shoot_ttl = 0.0; + mob.hit_ttl = 0.0; + mob.drop = data->drop; + mob.scoreValue = 100; + mob.id = id; + mob.mode = 0; + mob.flags = flags; + VectorAdd(mobs, &mob); +} + +U0 AddBoss0() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS0; + mob.move = MOVE_BOSS0; + mob.shoot = SHOOT_BOSS0; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); + + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS0_GUN; + mob.move = MOVE_NONE; + mob.shoot = SHOOT_PLAYER_BURST; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 100); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 50); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -50); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -100); +} + +U0 AddBoss1() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS1; + mob.move = MOVE_BOSS1; + mob.shoot = SHOOT_BOSS1; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); +} + +U0 AddBoss2() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS2; + mob.move = MOVE_BOSS0; + mob.shoot = SHOOT_BOSS2; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); + + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS0_GUN; + mob.move = MOVE_NONE; + mob.shoot = SHOOT_PLAYER_BURST; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, -20, 70); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 20, 60); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 20, -60); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, -20, -70); +} + +U0 AddBoss3() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS3; + mob.move = MOVE_BOSS0; + mob.shoot = SHOOT_BOSS3; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); + + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS0_GUN; + mob.move = MOVE_NONE; + mob.shoot = SHOOT_PLAYER_BURST; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 125); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 90); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -90); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -125); +} + +U0 AddBoss4() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS4; + mob.move = MOVE_BOSS0; + mob.shoot = SHOOT_BOSS4; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); + + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS0_GUN; + mob.move = MOVE_NONE; + mob.shoot = SHOOT_PLAYER_BURST; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 100); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 50); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -50); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -100); +} + +U0 AddBoss5() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS5; + mob.move = MOVE_BOSS1; + mob.shoot = SHOOT_BOSS5; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); +} + +U0 AddBoss6() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS6; + mob.move = MOVE_BOSS0; + mob.shoot = SHOOT_BOSS6; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); + + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS0_GUN; + mob.move = MOVE_NONE; + mob.shoot = SHOOT_PLAYER_BURST; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, -20, 70); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 20, 60); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 20, -60); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, -20, -70); +} + +U0 AddBoss7() { + LevelMob mob; + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS7; + mob.move = MOVE_BOSS0; + mob.shoot = SHOOT_BOSS7; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 1, MOBFLAG_INVULN, 0, 0); + + mob.x = 320; + mob.y = 0; + mob.model = MOB_BOSS0_GUN; + mob.move = MOVE_NONE; + mob.shoot = SHOOT_PLAYER_BURST; + mob.drop = 0; + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 125); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, 90); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -90); + AddMob(&gW.mobs, &mob, 2, MOBFLAG_INVULN, 0, -125); +} + +U0 (*AddBossFuncs)()[LEVEL_TOTAL] = { + &AddBoss0, + &AddBoss1, + &AddBoss2, + &AddBoss3, + &AddBoss4, + &AddBoss5, + &AddBoss6, + &AddBoss7, +}; + +U0 UpdateSubBoss() { + I64 i, bi; + Mob *mobs = gW.mobs.d; + for (bi=0; bi= 0) { + menuConfirmation++; + menuConfirmation %= 2; + } else { + menuSelection++; + menuSelection %= 3; + } + } else if (gCtrl.upPressed) { + if (menuConfirmation >= 0) { + menuConfirmation--; + if (menuConfirmation < 0) + menuConfirmation = 1; + } else { + menuSelection--; + if (menuSelection < 0) + menuSelection = 2; + } + } + if (gCtrl.acceptPressed) { + if (menuConfirmation >= 0) { + switch (menuConfirmation) { + case 0: + menuConfirmation = -1; + break; + case 1: + switch (menuSelection) { + case 1: + switchScene = SCENE_TITLE; + break; + case 2: + QuitGame(); + break; + } + break; + } + } else { + switch (menuSelection) { + case 0: + gW.pauseMenu = FALSE; + break; + case 1: + case 2: + menuConfirmation = 0; + break; + } + } + } + + PxBlot(dc->body,gAssets.PauseScreen, PAUSESCR_X, PAUSESCR_Y); + if (menuConfirmation >= 0) { + U8 *confirmStr; + if (menuSelection == 1) + confirmStr = "Confirm Main Menu"; + else + confirmStr = "Confirm Quit"; + switch (menuConfirmation) { + case 0: + DrawText(dc->body,&gAssets.fontKapel2x,confirmStr,PAUSESCR_STR_X,PAUSESCR_STR_Y); + DrawTextMask(dc->body,&gAssets.fontKapel2x,"NO",PAUSESCR_STR_X,PAUSESCR_STR_Y+32,mask); + DrawText(dc->body,&gAssets.fontKapel2x,"YES",PAUSESCR_STR_X,PAUSESCR_STR_Y+32+32); + break; + case 1: + DrawText(dc->body,&gAssets.fontKapel2x,confirmStr,PAUSESCR_STR_X,PAUSESCR_STR_Y); + DrawText(dc->body,&gAssets.fontKapel2x,"NO",PAUSESCR_STR_X,PAUSESCR_STR_Y+32); + DrawTextMask(dc->body,&gAssets.fontKapel2x,"YES",PAUSESCR_STR_X,PAUSESCR_STR_Y+32+32,mask); + break; + } + } else { + switch (menuSelection) { + case 0: + DrawTextMask(dc->body,&gAssets.fontKapel2x,"RESUME",PAUSESCR_STR_X,PAUSESCR_STR_Y,mask); + DrawText(dc->body,&gAssets.fontKapel2x,"MAIN MENU",PAUSESCR_STR_X,PAUSESCR_STR_Y+32); + DrawText(dc->body,&gAssets.fontKapel2x,"QUIT",PAUSESCR_STR_X,PAUSESCR_STR_Y+32+32); + break; + case 1: + DrawText(dc->body,&gAssets.fontKapel2x,"RESUME",PAUSESCR_STR_X,PAUSESCR_STR_Y); + DrawTextMask(dc->body,&gAssets.fontKapel2x,"MAIN MENU",PAUSESCR_STR_X,PAUSESCR_STR_Y+32,mask); + DrawText(dc->body,&gAssets.fontKapel2x,"QUIT",PAUSESCR_STR_X,PAUSESCR_STR_Y+32+32); + break; + case 2: + DrawText(dc->body,&gAssets.fontKapel2x,"RESUME",PAUSESCR_STR_X,PAUSESCR_STR_Y); + DrawText(dc->body,&gAssets.fontKapel2x,"MAIN MENU",PAUSESCR_STR_X,PAUSESCR_STR_Y+32); + DrawTextMask(dc->body,&gAssets.fontKapel2x,"QUIT",PAUSESCR_STR_X,PAUSESCR_STR_Y+32+32,mask); + break; + } + } +} + +#endif \ No newline at end of file diff --git a/src/Pickup.HC b/src/Pickup.HC new file mode 100644 index 0000000..47d2ce0 --- /dev/null +++ b/src/Pickup.HC @@ -0,0 +1,134 @@ +#ifndef PICKUP_HC +#define PICKUP_HC + +#include "Collision" +#include "Globals" +#include "Sound" + +#define PICKUP_SPEED 32 +#define PICKUP_SIZE 32 +#define PICKUP_HSIZE 16 + +#define CREDIT_SCORE 100 + +U8 PICKUP_UPGRADE_ROTATION[3] = {PICKUP_UPGRADE_SHOT,PICKUP_UPGRADE_SPREAD,PICKUP_UPGRADE_LASER}; + +public U0 AddPickup(I32 x, I32 y, I8 type) { + Pickup pickup; + pickup.time = 0; + pickup.pos.x = x; + pickup.pos.y = y; + pickup.w = gAssets.pickupPx[type]->width; + pickup.h = gAssets.pickupPx[type]->height; + pickup.type = type; + VectorAdd(&gW.pickups, &pickup); +} + +public U0 DrawPickups(U8 *fb, Pickup *pickups, I64 cnt) { + Pickup *last = pickups+cnt; + for (; pickupsw)/2; + F64 hh = ToF64(pickups->h)/2; + PxBlot(fb, gAssets.pickupPx[pickups->type], ToI64(pickups->pos.x-hw), ToI64(pickups->pos.y-hh)); + } +} + +public U0 UpdatePickups(F64 delta) { + I64 i=0; + CD2I32 ppos; + ppos.x = gW.player.pos.x; + ppos.y = gW.player.pos.y; + while (itime += delta; + if (pickup->type == PICKUP_UPGRADE_SHOT || + pickup->type == PICKUP_UPGRADE_SPREAD || + pickup->type == PICKUP_UPGRADE_LASER) { + pickup->type = PICKUP_UPGRADE_ROTATION[ToI64(pickup->time/2)%3]; + } + if ((pickup->type == PICKUP_CREDIT || pickup->type == PICKUP_BOMB) && CheckCollideCirclePoint(pickup->pos.x,pickup->pos.y,128,ppos)) { + F64 dx = gW.player.pos.x-pickup->pos.x; + F64 dy = gW.player.pos.y-pickup->pos.y; + F64 len = Sqrt(dx*dx + dy*dy); + dx /= len; + dy /= len; + pickup->pos.x += dx * 4; + pickup->pos.y += dy * 4; + } else { + pickup->pos.x += Sin(pickup->time); + pickup->pos.y += delta * PICKUP_SPEED; + } + + F64 hw = ToF64(pickup->w)/2; + F64 hh = ToF64(pickup->h)/2; + if (pickup->pos.y >= FB_H+PICKUP_SIZE) { + VectorDel(&gW.pickups, i); + } else if (CheckCollideCircleRec(gW.player.pos.x,gW.player.pos.y,PLAYER_HIT_RADIUS, + pickup->pos.x-hw,pickup->pos.x+hw, + pickup->pos.y-hh,pickup->pos.y+hh)) { + switch (pickup->type) { + case PICKUP_CREDIT: + SetSnd(SND_CREDIT); + gW.score += CREDIT_SCORE; + gW.lvlScore += CREDIT_SCORE; + break; + case PICKUP_BOMB: + SetSnd(SND_UPGRADE); + gW.score += CREDIT_SCORE; + gW.lvlScore += CREDIT_SCORE; + gW.bombs++; + break; + case PICKUP_UPGRADE_SHOT: + SetSnd(SND_UPGRADE); + switch (gW.activeWeapon) { + case WEAPON_SHOT0: + gW.activeWeapon = WEAPON_SHOT1; + break; + case WEAPON_SHOT1: + gW.activeWeapon = WEAPON_SHOT2; + break; + case WEAPON_SHOT2: + break; + default: + gW.activeWeapon = WEAPON_SHOT0; + } + break; + case PICKUP_UPGRADE_SPREAD: + SetSnd(SND_UPGRADE); + switch (gW.activeWeapon) { + case WEAPON_SPREAD0: + gW.activeWeapon = WEAPON_SPREAD1; + break; + case WEAPON_SPREAD1: + gW.activeWeapon = WEAPON_SPREAD2; + break; + case WEAPON_SPREAD2: + break; + default: + gW.activeWeapon = WEAPON_SPREAD0; + } + break; + case PICKUP_UPGRADE_LASER: + SetSnd(SND_UPGRADE); + switch (gW.activeWeapon) { + case WEAPON_LASER0: + gW.activeWeapon = WEAPON_LASER1; + break; + case WEAPON_LASER1: + gW.activeWeapon = WEAPON_LASER2; + break; + case WEAPON_LASER2: + break; + default: + gW.activeWeapon = WEAPON_LASER0; + } + break; + } + VectorDel(&gW.pickups, i); + } else { + i++; + } + } +} + +#endif diff --git a/src/PlayfieldDraw.HC b/src/PlayfieldDraw.HC new file mode 100644 index 0000000..9ba7314 --- /dev/null +++ b/src/PlayfieldDraw.HC @@ -0,0 +1,337 @@ +#ifndef PLAYFIELDDRAW_HC +#define PLAYFIELDDRAW_HC + +#include "Globals" +#include "Mob" +#include "Ship" +#include "Particle" +#include "Bullet" +#include "Text" +#include "PauseMenu" + +// Defines +#define HEALTH_X 240 +#define HEALTH_Y FB_H-HEALTH_H-1 +#define HEALTH_W 128 +#define HEALTH_H 16 + +// Classes +class BombData { + F64 t_now; + F64 bomb_ttl; + CD2I32 bombPos; + U8 *old_fb; + U8 *backbuffer; +}; + +// Variables +U0 (*BombVFX)(BombData *bd) = FileRead("Asm/Bomb.BIN"); + +#define SCORESCR_X 192 +#define SCORESCR_Y 8 +#define SCORESCR_STR_X SCORESCR_X+24 +#define SCORESCR_STR_Y SCORESCR_Y+24 +#define SCORESCR_STR_BONUS_X SCORESCR_STR_X+24 + +U0 DrawScoreScreen(CDC *dc) { + I32 i; + U8 endScoreStr[128]; + PxBlot(dc->body, gAssets.ScoreScreen, SCORESCR_X, SCORESCR_Y); + + F64 scoreTimer = gW.levelTransitionTTL-3.5; + if (scoreTimer > 1) scoreTimer=1; + else if (scoreTimer < 0) scoreTimer=0; + StrPrint(endScoreStr, "Killed: %f%%", ToF64(gW.lvlMobsKilled)/gW.lvlMobsSpawned*100.0*scoreTimer); + DrawText(dc->body, &gAssets.fontKapel2x, endScoreStr, SCORESCR_STR_X, SCORESCR_STR_Y+32); + + gW.appliedMobBonus = gW.lvlMobsBonus*scoreTimer; + StrPrint(endScoreStr, "Bonus: %d", gW.appliedMobBonus); + DrawText(dc->body, &gAssets.fontKapel2x, endScoreStr, SCORESCR_STR_BONUS_X, SCORESCR_STR_Y+32+24); + + scoreTimer = gW.levelTransitionTTL-5; + if (scoreTimer > 1) scoreTimer=1; + else if (scoreTimer < 0) scoreTimer=0; + StrPrint(endScoreStr, "Bombs:"); + DrawText(dc->body, &gAssets.fontKapel2x, endScoreStr, SCORESCR_STR_X, SCORESCR_STR_Y+32*2+24); + I32 bombMul = gW.bombs*scoreTimer; + for (i=0; ibody, gAssets.pxBomb, SCORESCR_STR_X+94+i*(gAssets.pxBomb->width+2), SCORESCR_STR_Y+32*2+24+5); + } + gW.appliedBombBonus = BOMB_BONUS*bombMul; + StrPrint(endScoreStr, "Bonus: %d", gW.appliedBombBonus); + DrawText(dc->body, &gAssets.fontKapel2x, endScoreStr, SCORESCR_STR_BONUS_X, SCORESCR_STR_Y+32*2+24+24); + + scoreTimer = gW.levelTransitionTTL-2; + if (scoreTimer > 1) scoreTimer = 1; + else if (scoreTimer < 0) scoreTimer=0; + StrPrint(endScoreStr, "Score: %d", ToI64(gW.lvlScore*scoreTimer)+gW.appliedMobBonus+gW.appliedBombBonus); + DrawText(dc->body, &gAssets.fontKapel2x, endScoreStr, SCORESCR_STR_X, SCORESCR_STR_Y); +} + +// Draw +U0 DrawPlayfield(CTask *task, CDC *dc) { + I64 i, ii; + I64 *old_r = dc->r; + U8 *old_db = dc->depth_buf; + U8 *old_fb = dc->body; + dc->body = backbuffer; + dc->depth_buf = gDepthBuf; + + if (blur_ttl <= 0.0) + MemSet(dc->body+PIX_TOP*SCR_W,BLACK,SCR_W*FB_H); + + MemSetU32(gDepthBuf, I32_MAX, SCR_W*SCR_H); + + // Draw Background + U32 rand=65434, rand2=443243; + dc->color = BLUE; + for (i=0; i<128; i++) { + rand = XorShift(rand); + rand2 = XorShift(rand2); + Plot0F(dc,ToI64(rand)%SCR_W,ToI64(gW.scrollY*0.1 + rand2)%FB_H + 8); + } + dc->color = WHITE; + for (i=0; i<128; i++) { + rand = XorShift(rand); + rand2 = XorShift(rand2); + Plot0F(dc,ToI64(rand)%SCR_W,ToI64(gW.scrollY*0.2 + rand2)%FB_H + 8); + } + + // Draw God Screen + I64 gword_x = task->pix_width-(GWORD_W)-1; + DrawRecBorder(dc, gword_x, GWORD_Y, GWORD_W, GWORD_H); + I64 gx = gword_x + 3; + I64 gy = GWORD_Y + 3; + for (i=0; ilen; ii++) { + GrPutChar(dc, gx, gy, gW.gtext.ol[i]->c[ii]); + gx += FONT_WIDTH; + } + gx = gword_x + 3; + gy += FONT_HEIGHT; + } + + // Begin 3D + dc->flags |= DCF_TRANSFORMATION; + + // Draw Player + if (!gW.dead) + DrawShip(dc, gW.pMat, gW.player.thruster, gDepthBuf); + else + DrawShipExplosion(dc, gW.player.pos.x, gW.player.pos.y, &gW.player.q, death_ttl); + + // Draw SpawnFX + DrawSpawnFX(dc, gW.spawnFX.d, gW.spawnFX.len, gDepthBuf); + + // Draw Explosions + DrawExplosions(dc, gW.explosion.d, gW.explosion.len, gDepthBuf); + + // Draw Debris + DrawDebris(dc, gW.grDebris.len, gW.grDebris.d, gDepthBuf); + DrawDebrisMesh(dc); + + // Mobs + DrawMobs(dc, gW.mobs.d, gW.mobs.len, gW.grMobs.d, gDepthBuf); + + // Draw Mob Bullets + DrawBullets(dc->body, gW.bulletsM.d, gW.bulletsM.len); + + // Draw Bullets + DrawBullets(dc->body, gW.bullets.d, gW.bullets.len); + + // Draw Pickups + DrawPickups(dc->body, gW.pickups.d, gW.pickups.len); + + // TMP draw poly collision +/* + CD2 testCircle; + testCircle.x = gW.player.pos.x; + testCircle.y = gW.player.pos.y; + testCircle.x = ms.pos.x; + testCircle.y = ms.pos.y; + CD2 *tmpLines; + tmpLines = MAlloc(gAssets.mobBasicC->cnt*sizeof(CD2)); + for (i=0; icnt; i++) { + tmpLines[i].x = gAssets.mobBasicC->lines[i].x + 256; + tmpLines[i].y = gAssets.mobBasicC->lines[i].y + 256; + } + //if (CheckCollidePolyCircle(tmpLines, gAssets.mobBasicC->cnt, testCircle.x, testCircle.y, 8)) { + if (CheckCollideCircle(gW.player.pos.x, gW.player.pos.y, PLAYER_HIT_RADIUS, ms.pos.x, ms.pos.y, PLAYER_HIT_RADIUS)) { + dc->color = GREEN; + } else { + dc->color = RED; + } + GrFillCircle(dc, testCircle.x, testCircle.y, 0, 16); + DrawLinesC(dc, gAssets.mobBasicC->cnt, tmpLines); + Free(tmpLines); +*/ + + // Draw Lasers + dc->color = 1; + Laser *laser = gW.lasers.d; + for (i=0; icolor++; + if (dc->color >= 16) + dc->color = 1; + } + + // Draw God Words + dc->color = WHITE; + CD2 bp1, bp2, bp3; + bp1.x = 0; + bp1.y = 0; + bp2.x = SCX; + bp2.y = SCY; + bp3.x = SCR_W-80; + bp3.y = 0; + GWord* gword = gW.godWords.d; + for (i=0; ipos, &bp1, &bp2, &bp3, gword->ttl/4, &dpos); + PutSF(dc, dpos.x, dpos.y, gword->str); + } + + dc->dither_probability_u16=I16_MAX/2; + DrawTriFillVMC(dc, gAssets.shipCore.tris, gAssets.shipCore.triCnt, gW.pMat, gDepthBuf, gAssets.shipCore.colors); + + // End 3D + dc->flags &= ~DCF_TRANSFORMATION; + + // Draw Health Bar + dc->color = WHITE; + DrawRecBorder(dc, HEALTH_X, HEALTH_Y, HEALTH_W, HEALTH_H); + F64 hpPer = gW.player.health / 100.0; + I32 wPer = (HEALTH_W-1) * hpPer; + DrawRect(dc->body, HEALTH_X+1, HEALTH_Y+1, wPer, HEALTH_H-1, RED); + I32 hx = HEALTH_X+1 + wPer; + I32 hw = HEALTH_W-1 - wPer; + DrawRect(dc->body, hx, HEALTH_Y+1, hw, HEALTH_H-1, BLACK); + + // Draw Score + U8 scoreStr[24]; + StrPrint(scoreStr, "%d", gW.score+gW.appliedMobBonus+gW.appliedBombBonus); + DrawText(dc->body, &gAssets.fontKapel2x, scoreStr, 4, 4); + +#ifdef DEBUG + // Draw Debug Data + dc->color = WHITE; + GrPrint(dc, 2, 100, + "Level: %d\nPos: %fx%f\nVel: %fx%f\nscrollY: %f\nlastSpawnIdx: %d", + gW.levelNum, gW.player.pos.x, gW.player.pos.y, + gW.player.vel.x, gW.player.vel.y, gW.scrollY, + gW.lastSpawnIdx); + + // TMP draw player hitbox + //GrCircle(dc, ToI64(gW.player.pos.x), ToI64(gW.player.pos.y), 8); +#endif + + // Draw Bombs + for (i=0; ibody, gAssets.pxBomb, gAssets.pxBomb->width*i+2, FB_H-gAssets.pxBomb->height-2); + + // Draw End Level Score Screen + if (gW.levelTransition && gW.levelTransitionTTL-2 >= 0) + DrawScoreScreen(dc); + + // Draw Game Over + if (gW.dead) { + U8 *str = "Game Over"; + I64 text_len = GetTextWidth(&gAssets.fontKapel2x, str); + DrawText(dc->body,&gAssets.fontKapel2x,str,SCX-text_len/2,SCY-gAssets.fontKapel2x.y); + str = "Press Enter to Restart"; + text_len = GetTextWidth(&gAssets.fontKapel2x, str); + DrawText(dc->body,&gAssets.fontKapel2x,str,SCX-text_len/2,SCY); + } + + // Draw Bomb + if (gW.bossIntroTTL > 0) { + F64 ttlN = BOSS_INTRO_TTL-gW.bossIntroTTL; + dc->color = 4; + I64 rectH = MinI64(87*(-1 + ttlN*2), 87); + GrRect(dc, 0, 113, 640, rectH); + + F64 pmul = ttlN; + if (pmul > 1) pmul = 1; + U64 probability; + probability.u16[0] = U16_MAX*pmul; + probability.u16[1] = U16_MAX/1.5*pmul; + U64 mask; + mask.u8[0] = 13; + mask.u8[1] = 4; + mask.u8[2] = 0; + mask.u8[3] = 4; + PxBlotDither(dc->body, gAssets.BreachDetected, 8, 130, mask, probability); + + I64 borderTopX = MinI64(-640 + 640*ttlN, 0); + I64 borderBottomX = MaxI64(640 - 640*ttlN, -21); + PxBlot(dc->body, gAssets.BossBorderTop, borderTopX, 100); + PxBlot(dc->body, gAssets.BossBorderBottom, borderBottomX, 200); + + I64 sliderX; + for (i=0; i<17; i++) { + sliderX = (i*40 + ttlN*256 - 672)%680 - 40; + PxBlot(dc->body, gAssets.BossBorderSlider, sliderX, 101); + } + for (i=0; i<17; i++) { + sliderX = 640 - (i*40 + ttlN*256 - 640)%680; + PxBlot(dc->body, gAssets.BossBorderSlider, sliderX, 201); + } + } + +#ifdef DEBUG + // DEBUG Draw Collision Boxes + cPolyMeta *meta = gW.cPolyIdx.d; + dc->color = WHITE; + CD2I32 *poly = gW.cPolys.d; + for (i=0; icnt, poly+meta->idx); + + // DEBUG Draw Centroid + Mob *mobs = gW.mobs.d; + dc->color = GREEN; + for (i=0; icentroidCnt; ii++) + GrFillCircle(dc, mobs->centroid[ii].x, mobs->centroid[ii].y, 0, 5); + } +#endif + + if (gW.pauseMenu) + DrawPauseMenu(dc); + + // Draw Bomb Effect + if (bomb_ttl > 0) { + BombData bd; + bd.t_now = t_now; + bd.bomb_ttl = bomb_ttl; + bd.bombPos.x = bombPos.x; + bd.bombPos.y = bombPos.y; + bd.old_fb = old_fb; + bd.backbuffer = backbuffer; + (BombVFX)(&bd); + } else { + MemCpy(old_fb+PIX_TOP*SCR_W,backbuffer+PIX_TOP*SCR_W,SCR_W*FB_H); + } + + dc->body = old_fb; + dc->depth_buf = old_db; + dc->r = old_r; + + // Update Palette + if (gW.bossDeadTTL >= BOSS_DEAD_TTL-0.1) { + if (game_palette[BLACK] != 0xFFFFFFFFFFFF) { + game_palette[BLACK] = 0xFFFFFFFFFFFF; + GrPaletteColorSet(BLACK,game_palette[BLACK]); + } + } else if (game_palette[BLACK] != 0x0) { + game_palette[BLACK] = 0x0; + GrPaletteColorSet(BLACK,game_palette[BLACK]); + } + game_palette[13].r = Sin(t_now*2) * 32767 + 32768; + game_palette[13].g = Sin(t_now*2) * 32767/4 + 32768/4; + game_palette[13].b = Sin(t_now*2) * 32767/4 + 32768/4; + GrPaletteColorSet(13,game_palette[13]); + //GrPaletteSet(game_palette); +} + +#endif diff --git a/src/PlayfieldInput.HC b/src/PlayfieldInput.HC new file mode 100644 index 0000000..e28a2be --- /dev/null +++ b/src/PlayfieldInput.HC @@ -0,0 +1,194 @@ +#ifndef PLAYFIELDINPUT_HC +#define PLAYFIELDINPUT_HC + +#include "PlayfieldUpdate" + +public U0 PlayfieldInput() { + I64 msg, ch, sc; + gCtrl.bombPressed = FALSE; + gCtrl.upPressed = FALSE; + gCtrl.downPressed = FALSE; + gCtrl.acceptPressed = FALSE; + while (TRUE) { + msg = ScanMsg(&ch,&sc, 1< 0.0) + gCtrl.cVel.x = 0.0; + break; + case SC_CURSOR_LEFT: + if (gCtrl.cVel.x < 0.0) + gCtrl.cVel.x = 0.0; + break; + case SC_CURSOR_UP: + if (gCtrl.cVel.y < 0.0) + gCtrl.cVel.y = 0.0; + //gCtrl.upReleased = gCtrl.upDown; + gCtrl.upDown = FALSE; + break; + case SC_CURSOR_DOWN: + if (gCtrl.cVel.y > 0.0) + gCtrl.cVel.y = 0.0; + //gCtrl.downReleased = gCtrl.downDown; + gCtrl.downDown = FALSE; + case SC_CTRL: + gCtrl.bombDown = FALSE; + break; + default: + break; + } + } else { + switch (ch) { + case 'd': + if (gCtrl.cVel.x > 0.0) + gCtrl.cVel.x = 0.0; + break; + case 'a': + if (gCtrl.cVel.x < 0.0) + gCtrl.cVel.x = 0.0; + break; + case 'w': + if (gCtrl.cVel.y < 0.0) + gCtrl.cVel.y = 0.0; + //gCtrl.upReleased = gCtrl.upDown; + gCtrl.upDown = FALSE; + break; + case 's': + if (gCtrl.cVel.y > 0.0) + gCtrl.cVel.y = 0.0; + //gCtrl.downReleased = gCtrl.downDown; + gCtrl.downDown = FALSE; + break; + case 'z': + case CH_SPACE: + gCtrl.firing = FALSE; + break; + case 'x': + gCtrl.bombDown = FALSE; + break; + case '\n': + gCtrl.acceptDown = FALSE; + break; + default: + break; + } + } + break; + default: + return; + } + } +} + +#endif diff --git a/src/PlayfieldUpdate.HC b/src/PlayfieldUpdate.HC new file mode 100644 index 0000000..48a8550 --- /dev/null +++ b/src/PlayfieldUpdate.HC @@ -0,0 +1,496 @@ +#ifndef UPDATE_HC +#define UPDATE_HC + +#include "Bullet" +#include "Debris" +#include "God" +#include "Mob" +#include "Particle" +#include "PauseMenu" +#include "Pickup" +#include "Ship" +#include "Sound" +#include "World" +#include "Popup" +#include "Patterns" +#include "Debug" + +#define EXP_EXPIRE 1 +#define LEVEL_TRANSITION_TTL 10 +#define SHIP_VEL_SPEED 2048 +#define SHIP_VEL_FRICTION 8 +#define BOMB_DMG 200 +#define BOMB_TTL 0.6666 + +F64 WEAPON_TTL[WEAPON_TOTAL] = { +0.16, +0.16, +0.16, + +0.16, +0.16, +0.16, + +0.01, +0.01, +0.01, +}; + +U0 InitNextLevel() { + gW.lvlMobsBonus = MOB_BONUS*(ToF64(gW.lvlMobsKilled)/gW.lvlMobsSpawned); + gW.lvlBombBonus = BOMB_BONUS*gW.bombs; + gW.levelTransition = TRUE; + gW.levelTransitionTTL = 0.0; + gW.levelNum++; + if (gW.levelNum < LEVEL_TOTAL) + gW.level = &gAssets.levels[gW.levelNum]; +} + +U0 InitLevel() { + blur_ttl = 0; + bomb_ttl = 0; + firing_ttl = 0.1; + + gCtrl.cVel.x = 0.0; + gCtrl.cVel.y = 0.0; + gCtrl.firing = FALSE; + + gW.scrollY = 0.0; + gW.scrollSpeed = 64.0; + gW.lastSpawnIdx = 0; + + gW.score += gW.appliedMobBonus + gW.appliedBombBonus; + gW.appliedMobBonus = 0; + gW.appliedBombBonus = 0; + + gW.lvlMobsSpawned = 0; + gW.lvlMobsKilled = 0; + gW.lvlScore = 0; + gW.lvlMobsBonus = 0; + gW.lvlBombBonus = 0; + + gW.bossIntroTTL = 0; + gW.bossDeadTTL = 0; + gW.bossTriggered = FALSE; + gW.bossDead = FALSE; + gW.levelTransition = FALSE; + gW.dead = FALSE; + + gW.player.pos.x = SCX; + gW.player.pos.y = FB_H; + gW.player.scale = 1.0; + gW.player.speed = 256.0; + gW.player.vel.x = 0.0; + gW.player.vel.y = 0.0; + gW.player.accel.x = 0.0; + gW.player.accel.y = 0.0; + gW.player.q.x = 0.0; + gW.player.q.y = 0.0; + gW.player.q.z = 0.0; + gW.player.q.w = 1.0; + gW.player.health = 100.0; + gW.player.accel.x = 0.0; + gW.player.accel.y = 0.0; + + // Reset Arrays + gW.bullets.len = 0; + gW.mobs.len = 0; + gW.bulletsM.len = 0; + gW.lasers.len = 0; + gW.pickups.len = 0; + gW.godWords.len = 0; + + // Reset Collision Buffers + gW.collide.len = 0; + gW.collideMeta.len = 0; + gW.cPolys.len = 0; + gW.cPolyIdx.len = 0; + + // Reset Graphics Buffers + gW.grDebris.len = 0; + gW.grMobs.len = 0; + gW.grGuns.len = 0; + + // Reset Particle Buffers + gW.debris.len = 0; + gW.debrisMesh.len = 0; + gW.explosion.len = 0; + gW.spawnFX.len = 0; +} + +U0 ResetGame() { + gW.score = 0; + gW.appliedMobBonus = 0; + gW.appliedBombBonus = 0; + gW.bombs = 3; + + t_delta = 0; + + // "Empty" arrays + gW.godWords.len = 0; + + InitGText(&gW.gtext); + + gW.levelNum = 0; + gW.level = &gAssets.levels[gW.levelNum]; + gW.levelTransition = FALSE; + + InitLevel; + gW.activeWeapon = WEAPON_SHOT0; + + gW.pauseMenu = FALSE; + + game_palette[1].r = Sin(t_now) * 32767 + 32768; + game_palette[1].g = Sin(t_now+2) * 32767 + 32768; + game_palette[1].b = Sin(t_now+4) * 32767 + 32768; + game_palette[13].r = Sin(t_now) * 32767 + 32768; + game_palette[13].g = Sin(t_now+2) * 32767 + 32768; + game_palette[13].b = Sin(t_now+4) * 32767 + 32768; + GrPaletteSet(game_palette); +} + +U0 AddLaser(F64 delta, F64 dmg, I32 width) { + SetSnd(SND_LASER); + Laser laser; + laser.curve[0].x = gW.player.pos.x; + laser.curve[0].y = gW.player.pos.y; + laser.curve[1].x = gW.player.pos.x + (Rand*32-16); + laser.curve[1].y = gW.player.pos.y / 2; + if (gW.player.laserLock.x == inf) { + laser.curve[2].x = gW.player.pos.x + gW.player.vel.x + (Rand*8-4); + laser.curve[2].y = 0; + } else { + laser.curve[2].x = gW.player.laserLock.x; + laser.curve[2].y = gW.player.laserLock.y; + } + laser.width = width; + laser.ttl = 0.16; + Mob *mob = gW.mobs.d; + gW.player.laserLock.x = inf; + I32 i, ii; + for (i=0; icentroidCnt; ii++) { + CD2I32 res; + if (CollideCircleBezier(laser.curve, mob->centroid[ii].x, mob->centroid[ii].y, 32, &res)) { + F64 dist = inf; + laser.curve[2].x = mob->centroid[ii].x; + laser.curve[2].y = mob->centroid[ii].y; + //SetSnd(SND_HIT); + DmgMob(mob, dmg*delta); + AddParticle(&gW.explosion, mob->centroid[ii].x, mob->centroid[ii].y); + F64 dist1=Sqrt(Abs(gW.player.pos.x-mob->centroid[ii].x) + Abs(gW.player.pos.y-mob->centroid[ii].y)); + if (dist1 < gW.player.laserLock.x) { + dist = dist1; + gW.player.laserLock.x = mob->centroid[ii].x; + gW.player.laserLock.y = mob->centroid[ii].y; + } + } + } + } + VectorAdd(&gW.lasers, &laser); +} + +U0 DmgPlayer(F64 dmg) { + if (!gW.levelTransition) { + blur_ttl = 0.07; + playSnd = SND_PLAYER_DMG; + gW.player.health -= dmg; + if (gW.player.health < 0.0) + gW.player.health = 0.0; + } +} + +U0 ProcessBullets(F64 delta, Vector *bullets) { + I64 i, len = bullets->len; + Bullet *b = bullets->d; + CD2I32 *poly = gW.cPolys.d; + for (i=0; i0;) { + if (b[i].pos.x < 0 || b[i].pos.x >= SCR_W || b[i].pos.y < 0 || b[i].pos.y >= FB_H) { + VectorDel(bullets, i); + len--; + goto found_collision; + } else { + b[i].pos.x += b[i].vel.x * delta; + b[i].pos.y += b[i].vel.y * delta; + // Check Mobs + I64 ii; + cPolyMeta *meta = gW.cPolyIdx.d; + for (ii=0; iiidx, meta->cnt, b[i].pos.x, b[i].pos.y, b[i].radius)) { + SetSnd(SND_HIT); + DmgMob(&gW.mobs.d(Mob*)[meta->mIdx], b[i].dmg); + AddParticle(&gW.explosion, b[i].pos.x, b[i].pos.y); + //AddParticle(&gW.explosion, gW.mobs.d(Mob*)[ii].pos.x, gW.mobs.d(Mob*)[ii].pos.y); + VectorDel(bullets, i); + len--; + goto found_collision; + } + } + i++; +found_collision: + } + } +} + +U0 UpdateGame(F64 delta) { + I64 i, len; + CD2 vel; + + if (gW.pauseMenu) + return; + + // Update Scroll + gW.scrollY += gW.scrollSpeed * delta; + + // Check For Boss + if (gW.levelTransition || gW.scrollY >= gW.level->lastY) { + if (!gW.bossTriggered) { + gW.bossTriggered = 1; + gW.bossIntroTTL = BOSS_INTRO_TTL; + AddBossFuncs[gW.levelNum](); + } else { + gW.bossIntroTTL -= delta; + } + } else { + // Spawn Mobs + for (i=gW.lastSpawnIdx; icnt; i++) { + if (gW.level->spawnY[i] > gW.scrollY) { + gW.lastSpawnIdx = i; + break; + } + gW.lastSpawnIdx++; + AddMob(&gW.mobs, &gW.level->mobs[i], 0, 0, 0, 0); + } + } + + // Bomb + Mob *mob; + if (gCtrl.bombPressed && !gW.dead) { + if (gW.bombs > 0) { + SetSnd(SND_BOMB); + gW.bombs--; + bombPos.x = gW.player.pos.x; + bombPos.y = gW.player.pos.y; + bomb_ttl = BOMB_TTL; + gW.bulletsM.len = 0; + mob = gW.mobs.d; + for (i=0; itris, gAssets.mobModels[MOB_BASIC].debris->cnt); + } else { + // Process Player Movement + F64 friction = 1.0 - 1.0 * SHIP_VEL_FRICTION * delta; + if (gCtrl.cVel.x != 0.0) { + gW.player.pos.x += gCtrl.cVel.x * gW.player.speed * delta; + gW.player.accel.x += gCtrl.cVel.x * 20 * delta; + gW.player.accel.x = Clamp(gW.player.accel.x, -1, 1); + gW.player.vel.x += gCtrl.cVel.x * SHIP_VEL_SPEED * delta; + gW.player.vel.x = Clamp(gW.player.vel.x, SHIP_VEL_MIN, SHIP_VEL_MAX); + } else { // X Friction + gW.player.accel.x *= friction; + gW.player.vel.x *= friction; + } + if (gW.player.pos.x < 0) gW.player.pos.x = 0; + else if (gW.player.pos.x >= SCR_W) gW.player.pos.x = SCR_W-1; + + if (gCtrl.cVel.y != 0.0) { + gW.player.pos.y += gCtrl.cVel.y * gW.player.speed * delta; + gW.player.accel.y += gCtrl.cVel.y * 20 * delta; + gW.player.accel.y = Clamp(gW.player.accel.y, -1, 1); + gW.player.vel.y += gCtrl.cVel.y * SHIP_VEL_SPEED * delta; + gW.player.vel.y = Clamp(gW.player.vel.y, SHIP_VEL_MIN, SHIP_VEL_MAX); + } else { // Y Friction + gW.player.accel.y *= friction; + gW.player.vel.y *= friction; + } + if (gW.player.pos.y < 0) gW.player.pos.y = 0; + else if (gW.player.pos.y >= FB_H) + gW.player.pos.y = FB_H-1; + } + } else { + death_ttl += delta; + } + + // Process Pickups + UpdatePickups(delta); + + // Process Mob Movement + mob = gW.mobs.d; + for (i=0; imove(&gW, mob, delta); + mob->hit_ttl -= delta; + } + + // Process Sub-Boss Movement + if (gW.bossTriggered) + UpdateSubBoss(); + + // Process God Words + ProcessGodWords(&gW.godWords, delta); + + // Process Debris + DebrisMat(gW.debris.len, gW.debris.d, gW.grDebris.d, delta); + GenMatShip(&gW.player, gW.pMat); + + // Update Timers + blur_ttl -= delta; + firing_ttl -= delta; + bomb_ttl -= delta; + + // Generate Mob Matrix + GenMatMobs(gW.mobs.d, gW.mobs.len, &gW.grMobs); + GenCMobs(gW.mobs.d, gW.mobs.len, &gW.cPolys, &gW.cPolyIdx, gW.grMobs.d); + + // Fire + if (gCtrl.firing && firing_ttl <= 0.0 && !gW.dead) { + firing_ttl = WEAPON_TTL[gW.activeWeapon]; + switch (gW.activeWeapon) { + case WEAPON_SHOT0: + SetSnd(SND_BULLET); + AddBullet(gW.player.pos.x-8,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT0); + AddBullet(gW.player.pos.x,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT0); + AddBullet(gW.player.pos.x+8,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT0); + break; + case WEAPON_SHOT1: + SetSnd(SND_BULLET); + AddBullet(gW.player.pos.x-8,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT1); + AddBullet(gW.player.pos.x,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT1); + AddBullet(gW.player.pos.x+8,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT1); + break; + case WEAPON_SHOT2: + SetSnd(SND_BULLET); + AddBullet(gW.player.pos.x-8,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT2); + AddBullet(gW.player.pos.x,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT2); + AddBullet(gW.player.pos.x+8,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SHOT2); + break; + case WEAPON_SPREAD0: + SetSnd(SND_BULLET); + AddBullet(gW.player.pos.x,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SPREAD0); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2+pi/32,&gW.bullets,BULLET_TYPE_SPREAD0); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2-pi/32,&gW.bullets,BULLET_TYPE_SPREAD0); + break; + case WEAPON_SPREAD1: + SetSnd(SND_BULLET); + AddBullet(gW.player.pos.x,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SPREAD1); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2+pi/32,&gW.bullets,BULLET_TYPE_SPREAD1); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2-pi/32,&gW.bullets,BULLET_TYPE_SPREAD1); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2+pi/16,&gW.bullets,BULLET_TYPE_SPREAD1); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2-pi/16,&gW.bullets,BULLET_TYPE_SPREAD1); + break; + case WEAPON_SPREAD2: + SetSnd(SND_BULLET); + AddBullet(gW.player.pos.x,gW.player.pos.y,0,-1,&gW.bullets,BULLET_TYPE_SPREAD2); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2+pi/32,&gW.bullets,BULLET_TYPE_SPREAD2); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2-pi/32,&gW.bullets,BULLET_TYPE_SPREAD2); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2+pi/16,&gW.bullets,BULLET_TYPE_SPREAD2); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2-pi/16,&gW.bullets,BULLET_TYPE_SPREAD2); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2+pi/8,&gW.bullets,BULLET_TYPE_SPREAD2); + AddBulletRad(gW.player.pos.x,gW.player.pos.y,-pi/2-pi/8,&gW.bullets,BULLET_TYPE_SPREAD2); + break; + case WEAPON_LASER0: + AddLaser(delta, LASER_DMG0, 8); + break; + case WEAPON_LASER1: + AddLaser(delta, LASER_DMG1, 16); + break; + case WEAPON_LASER2: + AddLaser(delta, LASER_DMG2, 32); + break; + } + } else { + gW.player.laserLock.x = inf; + } + + // Mob Fire + mob = gW.mobs.d; + for (i=0; ishoot(&gW, mob, delta); + + // Process Bullets + ProcessBullets(delta, &gW.bullets); + + // Process Mob Bullets + Bullet *pb = gW.bulletsM.d; + len = gW.bulletsM.len; + for (i=0; i0; i++) { + if (pb[i].pos.x < 0 || pb[i].pos.x >= SCR_W || pb[i].pos.y < 0 || pb[i].pos.y >= FB_H) { + VectorDel(&gW.bulletsM, i); + i--; + len--; + } else { + pb[i].pos.x += pb[i].vel.x * delta; + pb[i].pos.y += pb[i].vel.y * delta; + // Check Player Collision + if (CheckCollideCircle(pb[i].pos.x, pb[i].pos.y, 4, gW.player.pos.x, gW.player.pos.y, PLAYER_HIT_RADIUS)) { + AddParticle(&gW.explosion, pb[i].pos.x, pb[i].pos.y); + DmgPlayer(10); + VectorDel(&gW.bulletsM, i); + i--; + len--; + } + } + } + + // Process Level Transition + if (gW.levelTransition) { + gW.levelTransitionTTL += delta; + if (gW.levelTransitionTTL >= LEVEL_TRANSITION_TTL) { + if (gW.levelNum >= LEVEL_TOTAL) + switchScene = SCENE_END; + else + InitLevel; + } + } + + // Animate Lasers + for (i=0; i0; i++) { + gW.lasers.d(Laser*)[i].curve[0].x = gW.player.pos.x; + gW.lasers.d(Laser*)[i].curve[0].y = gW.player.pos.y; + gW.lasers.d(Laser*)[i].ttl -= delta; + if (gW.lasers.d(Laser*)[i].ttl <= 0.0) { + VectorDel(&gW.lasers, i); + i--; + } + } + + // Expire Explosions + Particle *exp = gW.explosion.d; + for (i=0; i0; i++) { + exp[i].ttl += delta; + if (exp[i].ttl >= EXP_EXPIRE) + VectorDel(&gW.explosion, i--); + } + + // Expire SpawnFX + exp = gW.spawnFX.d; + for (i=0; i0; i++) { + exp[i].ttl += delta; + if (exp[i].ttl >= EXP_EXPIRE) + VectorDel(&gW.spawnFX, i--); + } +} + +#endif diff --git a/src/Popup.HC b/src/Popup.HC new file mode 100644 index 0000000..9865922 --- /dev/null +++ b/src/Popup.HC @@ -0,0 +1,18 @@ +#ifndef POPUP_HC +#define POPUP_HC + +#define POPUP_TTL 4 +#define POPUP_CNT 6 + +F64 popup_ttl; +U8 popupStr[POPUP_CNT][64]; + +public U0 InitPopup() { + I64 i; + for (i=0; i= 640 || y >= 480 || + x+data->width < 0 || y+data->height < 0) { + return; + } + + // Clip X + I64 maxX = data->width; + if (maxX+x >= 640) + maxX -= maxX+x - 640; + + I64 minX = 0; + if (x < 0) { + minX = -x; + x = 0; + } + + // Clip Y + I64 maxY = data->height; + if (maxY+y >= 480) + maxY -= maxY+y - 480; + + I64 minY = 0; + if (y < 8) { + minY = -y + 8; + y = 8; + } + + // Draw + I64 d = body + y*640 + x; + y = 0; + I64 dy, dx; + for (dy=minY; dybody[dy*data->width+dx]; + if (color != TRANSPARENT) { + *dst = color; + } + } + } +} + +public U0 PxBlotMask(U8 *body, PxData *data, I64 x, I64 y, CColorROPU32 mask) { + y += 8; // adjust for toolbar + // Cull + if (x >= 640 || y >= 480 || + x+data->width < 0 || y+data->height < 0) { + return; + } + + // Clip X + I32 maxX = data->width; + if (maxX+x >= 640) + maxX -= maxX+x - 640; + + I32 minX = 0; + if (x < 0) { + minX = -x; + x = 0; + } + + // Clip Y + I32 maxY = data->height; + if (maxY+y >= 480) + maxY -= maxY+y - 480; + + I32 minY = 0; + if (y < 8) { + minY = -y + 8; + y = 8; + } + + // Draw + I64 d = body + y*640 + x; + y = 0; + I64 dy, dx; + for (dy=minY; dybody[dy*data->width+dx]; + if (color != TRANSPARENT) { + if (color == mask.c0.rop) + *dst = mask.c0.color; + else + *dst = color; + } + } + } +} + +public U0 PxBlotDither(U8 *body, PxData *data, I64 x, I64 y, U64 mask, U64 probability) { + y += 8; // adjust for toolbar + // Cull + if (x >= 640 || y >= 480 || + x+data->width < 0 || y+data->height < 0) { + return; + } + + // Clip X + I64 maxX = data->width; + if (maxX+x >= 640) + maxX -= maxX+x - 640; + + I64 minX = 0; + if (x < 0) { + minX = -x; + x = 0; + } + + // Clip Y + I64 maxY = data->height; + if (maxY+y >= 480) + maxY -= maxY+y - 480; + + I64 minY = 0; + if (y < 8) { + minY = -y + 8; + y = 8; + } + + // Draw + I64 d = body + y*640 + x; + y = 0; + I64 dy, dx; + I64 seed = Fs->rand_seed; + for (dy=minY; dybody[dy*data->width+dx]; + if (color != TRANSPARENT) { + if (color == mask.u8[0]) { + if (seed.u16[0] > probability.u16[0]) { + *dst = mask.u8[1]; + } else { + *dst = color; + } + } else if (color == mask.u8[2]) { + if (seed.u16[0] > probability.u16[1]) { + *dst = mask.u8[3]; + } else { + *dst = color; + } + } + } + } + } + Fs->rand_seed = seed; +} + +public U0 PxBlotFlipX(CDC *dc, PxData *data, I64 x, I64 y) { + y += 8; // adjust for toolbar + // Cull + if (x >= dc->width_internal || y >= dc->height || + x+data->width < 0 || y+data->height < 0) { + return; + } + + // Clip X + I64 xStart = data->width; + if (x < 0) { + xStart += x; + x = 0; + } + + I64 xEnd = 0; + if (x+xStart > dc->width_internal) { + xEnd = x+xStart - dc->width_internal; + } + + // Clip Y + + I64 minY = 0; + if (y < 0) { + minY = -y; + y = 0; + } + + I64 maxY = data->height; + if (maxY+y >= dc->height) { + maxY -= maxY+y - dc->height; + } + + // Draw + I64 d = dc->body + y*dc->width_internal + x; + y = 0; + I64 dy, dx; + for (dy=minY; dywidth_internal; + for (dx=xStart-1; dx>=xEnd; dx--, dst++) { + U8 color = data->body[dy*data->width+dx]; + if (color != TRANSPARENT) { + *dst = color; + } + } + } +} + +public U0 TransformPxBlot(I64 *m, I64 *_x, I64 *_y) { + I64 x1,y1,xx=*_x,yy=*_y; + I64 w1; + x1=m[0*4+0]*xx+m[0*4+1]*yy+m[0*4+2]+m[0*4+3]; + y1=m[1*4+0]*xx+m[1*4+1]*yy+m[1*4+2]+m[1*4+3]; + w1=m[3*4+0]*xx+m[3*4+1]*yy+m[3*4+2]+m[3*4+3]; + x1 /= w1; + x1 >> 32; + y1 /= w1; + y1 >> 32; + *_x=x1; + *_y=y1; +} + +public U0 PxBlotNoise(CDC* dc, PxData *data, I32 x, I32 y, I8 *noise) { + I64 dy, dx, _x, _y; + I64 ts = tS*30; + for (dy=0; dyheight; dy++) { + for (dx=0; dxwidth; dx++) { + _x = dx + x; + _y = dy + y; + I64 _xx = noise[(y+dy)*640+(x+dx+ts)%640]; + //I64 _xx = dx + noise[((_x+ts)%640)+_y*640%480]; + // _x += noise[(_y%480*640) + (_x+ts%640)]; +// I64 _xx = _x + noise[(_y*640) + ((_x)%640)]; +// I64 _xx = _x + noise[(_y*640) + ((_x))]; +// _x += noise[_y*640%480 + (_x+ts%640)]; +// _x += noise[((dx+ts)%640)+dy*640%480]; + /* Clip */ + if (_x < 0 || _y < 0 || _x >= dc->width_internal || _y >= dc->height) { + goto nextPxBlotM; + } + I64 xxx = dx + _xx; + if (xxx >= 0 && xxx < data->width) { + U8 color = data->body[dy*data->width+(dx+_xx)%data->width]; +// U8 color = noise[((y+dy)*640)+((x+dx+ts)%640)]; +// U8 color = noise[(_y%480*640) + ((_xx+ts)%640)]; +// U8 color = 4; + if (color != TRANSPARENT) { +// dc->body[_y*640+_xx] = color; + dc->body[_y*640+_x] = color; + } + } + + nextPxBlotM: + } + } +} + +public U0 PxBlotM(CDC* dc, PxData *data, I64 x, I64 y, I64 *m) { + I64 dy, dx, _x, _y; + for (dy=0; dyheight; dy++) { + for (dx=0; dxwidth; dx++) { + _x = dx; + _y = dy; + TransformPxBlot(m, &_x, &_y); + _x += x; + _y += y+8; + /* Clip */ + if (_x < 0 || _y < 0 || _x >= dc->width_internal || _y >= dc->height) { + goto nextPxBlotM; + } + U8 color = data->body[dy*data->width+dx]; + if (color != TRANSPARENT) { + dc->body[_y*dc->width_internal+_x] = color; + } + nextPxBlotM: + } + } +} + +public U0 PxBlotMCenter(CDC* dc, PxData *data, I64 x, I64 y, I64 *m) { + I64 dy, dx, _x, _y; + I64 xOff = data->width/2; + I64 yOff = data->height/2; + for (dy=0; dyheight; dy++) { + for (dx=0; dxwidth; dx++) { + _x = dx-xOff; + _y = dy-yOff; + TransformPxBlot(m, &_x, &_y); + _x += x; + _y += y+8; + /* Clip */ + if (_x < 0 || _y < 0 || _x >= dc->width_internal || _y >= dc->height) { + goto nextPxBlotM; + } + U8 color = data->body[dy*data->width+dx]; + if (color != TRANSPARENT) { + dc->body[_y*dc->width_internal+_x] = color; + } + nextPxBlotM: + } + } +} + +public U0 PxBlotMBL(CDC* dc, PxData *data, I64 x, I64 y, I64 *m) { + I64 dy, dx, _x, _y; + I64 yOff = data->height; + for (dy=0; dyheight; dy++) { + for (dx=0; dxwidth; dx++) { + _x = dx; + _y = dy-yOff; + TransformPxBlot(m, &_x, &_y); + _x += x; + _y += y+8; + /* Clip */ + if (_x < 0 || _y < 0 || _x >= dc->width_internal || _y >= dc->height) { + goto nextPxBlotM; + } + U8 color = data->body[dy*data->width+dx]; + if (color != TRANSPARENT) { + dc->body[_y*dc->width_internal+_x] = color; + } + nextPxBlotM: + } + } +} + +public U0 PxBlotMCL(CDC* dc, PxData *data, I64 x, I64 y, I64 *m) { + I64 dy, dx, _x, _y; + I64 yOff = data->height/2; + for (dy=0; dyheight; dy++) { + for (dx=0; dxwidth; dx++) { + _x = dx; + _y = dy-yOff; + TransformPxBlot(m, &_x, &_y); + _x += x; + _y += y+8; + /* Clip */ + if (_x < 0 || _y < 0 || _x >= dc->width_internal || _y >= dc->height) { + goto nextPxBlotM; + } + U8 color = data->body[dy*data->width+dx]; + if (color != TRANSPARENT) { + dc->body[_y*dc->width_internal+_x] = color; + } + nextPxBlotM: + } + } +} + +public U0 PxBlotRotZ(CDC *dc, PxData *px, I64 x, I64 y, F64 rot, F64 rotMod, Bool flip, U8 rotType) { + I64 m[16]; + Mat4x4IdentEqu(m); + if (flip) { + Mat4x4RotY(m, pi); + rot -= pi; + rot -= rotMod; + } else { + rot += rotMod; + } + Mat4x4RotZ(m, rot); + switch (rotType) { + case BLOT_CL: + PxBlotMCL(dc, px, x, y, m); + break; + case BLOT_BL: + PxBlotMBL(dc, px, x, y, m); + break; + default: + PxBlotMCenter(dc, px, x, y, m); + } +} + +U0 InitAnimSheet(PxAnimSheet *sheet, PxData **px, I64 frames, F64 speed) { + sheet->frames = frames; + sheet->time = 0; + sheet->speed = speed; + sheet->px = px; +} + +U0 DrawAnimSheet(U8 *fb, PxAnimSheet *sheet, I32 x, I32 y) { + I64 frame = ToI64(sheet->time * sheet->speed) % sheet->frames; + PxBlot(fb, sheet->px[frame], x, y); +} + +#endif diff --git a/src/Quaternion.HC b/src/Quaternion.HC new file mode 100644 index 0000000..082de1c --- /dev/null +++ b/src/Quaternion.HC @@ -0,0 +1,158 @@ +// Quaternion code based on raymath.h under zlib/libpng license + +#ifndef QUATERNION_HC +#define QUATERNION_HC + +#include "Vec" + +public class Quat { + F64 x; + F64 y; + F64 z; + F64 w; +}; + +// Adds q2 to q1 +public U0 QuatAdd(Quat *q1, Quat *q2) { + q1->x += q2->x; + q1->y += q2->y; + q1->z += q2->z; + q1->w += q2->w; +} + +public U0 QuatMul(Quat *q1, Quat *q2, Quat *res) { + F64 qax = q1->x, qay = q1->y, qaz = q1->z, qaw = q1->w; + F64 qbx = q2->x, qby = q2->y, qbz = q2->z, qbw = q2->w; + + res->x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; + res->y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; + res->z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; + res->w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; +} + +public U0 QuatScale(Quat *q, F64 mul) { + F64 qax = q->x, qay = q->y, qaz = q->z, qaw = q->w; + + q->x = qax * mul + qaw * mul + qay * mul - qaz * mul; + q->y = qay * mul + qaw * mul + qaz * mul - qax * mul; + q->z = qaz * mul + qaw * mul + qax * mul - qay * mul; + q->w = qaw * mul - qax * mul - qay * mul - qaz * mul; +} + + +public U0 QuatLerp(Quat *q1, Quat *q2, F64 amount, Quat *res) { + res->x = q1->x + amount*(q2->x - q1->x); + res->y = q1->y + amount*(q2->y - q1->y); + res->z = q1->z + amount*(q2->z - q1->z); + res->w = q1->w + amount*(q2->w - q1->w); +} + +public F64 QuatLength(Quat *q) { + return Sqrt(q->x*q->x + q->y*q->y + q->z*q->z + q->w*q->w); +} + +public U0 QuatNormalize(Quat *q) { + F64 length, ilength; + length = QuatLength(q); + if (length == 0.0) + length = 1.0; + ilength = 1.0/length; + + q->x *= ilength; + q->y *= ilength; + q->z *= ilength; + q->w *= ilength; +} + +public U0 QuatFromEuler(Quat *q, F64 roll, F64 pitch, F64 yaw) { + F64 x0 = Cos(roll*0.5); + F64 x1 = Sin(roll*0.5); + F64 y0 = Cos(pitch*0.5); + F64 y1 = Sin(pitch*0.5); + F64 z0 = Cos(yaw*0.5); + F64 z1 = Sin(yaw*0.5); + + q->x = x1*y0*z0 - x0*y1*z1; + q->y = x0*y1*z0 + x1*y0*z1; + q->z = x0*y0*z1 - x1*y1*z0; + q->w = x0*y0*z0 + x1*y1*z1; +} + +public U0 QuatFromCD3ToCD3(Quat *q, CD3 *from, CD3 *to) { + F64 cos2Theta = D3Dot(from, to); + CD3 cross; + D3Cross(&cross, from, to); + + q->x = cross.x; + q->y = cross.y; + q->z = cross.z; + q->w = 1.0 + cos2Theta; + + // Normalize to essentially nlerp the original and identity to 0.5 + QuatNormalize(q); + + // Above lines are equivalent to: + //Quat result = QuatNlerp(q, QuatIdentity(), 0.5f); +} + +public U0 QuatToMatrix(Quat *q, I64 *m) { + I64 a2=2*q->x*q->x*GR_SCALE, b2=2*q->y*q->y*GR_SCALE; + I64 c2=2*q->z*q->z*GR_SCALE; + + I64 ab=2*q->x*q->y*GR_SCALE, _ac=2*q->x*q->z*GR_SCALE, bc=2*q->y*q->z*GR_SCALE; + I64 ad=2*q->x*q->w*GR_SCALE, bd=2*q->y*q->w*GR_SCALE, cd=2*q->z*q->w*GR_SCALE; + + m[0] = GR_SCALE - b2 - c2; + m[1] = ab - cd; + m[2] = _ac + bd; + m[3] = 0; + + m[4] = ab + cd; + m[5] = GR_SCALE - a2 - c2; + m[6] = bc - ad; + m[7] = 0; + + m[8] = _ac - bd; + m[9] = bc + ad; + m[10] = GR_SCALE - a2 - b2; + m[11] = 0; + m[12] = 0; + m[13] = 0; + m[14] = 0; + m[15] = GR_SCALE; +} + +public U0 Quat2Mat(F64 x, F64 y, F64 z, F64 w, F64 *m) { + F64 s; + F64 norm = Vec4Norm(x, y, z, w); + if (norm > 0.0) { + s = 2.0 / norm; + } else { + s = 0.0; + } + F64 xx=s*x*x, xy=s*x*y, wx=s*w*x; + F64 yy=s*y*y, yz=s*y*z, wy=s*w*y; + F64 zz=s*z*z, xz=s*x*z, wz=s*w*z; + + m[0] = 1.0 - yy - zz; + m[1] = xy + wz; + m[2] = xz - wy; + m[3] = 0; + + m[4] = xy - wz; + m[5] = 1.0 - xx - zz; + m[6] = yz + wx; + m[7] = 0; + + m[8] = xz + wy; + m[9] = yz - wx; + m[10] = 1.0 - xx - yy; + m[11] = 0; + + m[12] = 0; + m[13] = 0; + m[14] = 0; + m[15] = 1.0; +} + +#endif diff --git a/src/SceneEnd.HC b/src/SceneEnd.HC new file mode 100644 index 0000000..d6d3ce6 --- /dev/null +++ b/src/SceneEnd.HC @@ -0,0 +1,188 @@ +#ifndef SCENEEND_HC +#define SCENEEND_HC + +#include "Globals" +#include "Assets" +#include "Draw" +#include "Ship" +#include "Text" +#include "Sound" + +#define SCENE_END_END_T 1 + +class SceneEndData { + F64 time; + F64 end_t; + CBGR48 palette[COLORS_NUM]; + CBGR48 randColor; + TextData endText; + Bool transition; +} endData; + +U0 DrawEnd(CTask*, CDC *dc) { + I64 i, *old_r = dc->r; + U8 *old_db = dc->depth_buf; + dc->depth_buf = gDepthBuf; + MemSetU32(gDepthBuf, I32_MAX, SCR_W*SCR_H); + + // Draw Background + U32 rand=65434, rand2=443243; + dc->color = BLUE; + for (i=0; i<128; i++) { + rand = XorShift(rand); + rand2 = XorShift(rand2); + Plot0F(dc,ToI64(rand)%SCR_W,ToI64(endData.time*5 + rand2)%FB_H + 8); + } + dc->color = WHITE; + for (i=0; i<128; i++) { + rand = XorShift(rand); + rand2 = XorShift(rand2); + Plot0F(dc,ToI64(rand)%SCR_W,ToI64(endData.time*10 + rand2)%FB_H + 8); + } + + // Draw Ship + gW.player.pos.x = 480; + gW.player.pos.y = 150; + gW.player.scale = 3.5; + gW.player.vel.y = -1000; + gW.player.vel.x = Cos(t_now) * 128; + gW.player.accel.y = (Sin(t_now*2)-1.0)*0.1; + GenMatShip(&gW.player, gW.pMat); + DrawShip(dc, gW.pMat, gW.player.thruster, gDepthBuf); + + // Draw Borders + I64 borderTopX = MinI64(-640 + 640*endData.time, 0); + I64 borderBottomX = MaxI64(640 - 640*endData.time, -21); + PxBlot(dc->body, gAssets.BossBorderTop, borderTopX, 0); + PxBlot(dc->body, gAssets.BossBorderBottom, borderBottomX, 459); + I64 sliderX; + for (i=0; i<17; i++) { + sliderX = (i*40 + endData.time*200 - 672)%680 - 40; + PxBlot(dc->body, gAssets.BossBorderSlider, sliderX, 1); + } + for (i=0; i<17; i++) { + sliderX = 640 - (i*40 + endData.time*200 - 640)%680; + PxBlot(dc->body, gAssets.BossBorderSlider, sliderX, 460); + } + + // Draw Text + DrawTextBounce(dc->body, &gAssets.fontKapel2x, &endData.endText, 35, 64); + + // Clean Up + dc->r = old_r; + dc->depth_buf = old_db;; + GrPaletteSet(endData.palette); +} + +U0 EndInitEnd() { + if (!endData.transition && endData.time > 8.0) { + SetSnd(SND_TITLE_END); + endData.transition = TRUE; + } +} + +U0 EndInput() { + I64 msg, ch, sc; + while (TRUE) { + msg = ScanMsg(&ch,&sc,1< 1) colorMul = 1; + for (i=1; i<15; i++) { + endData.palette[i].r *= colorMul; + endData.palette[i].g *= colorMul; + endData.palette[i].b *= colorMul; + } + + endData.endText.timer += delta; + + if (endData.transition) { + if (endData.end_t > SCENE_END_END_T) + switchScene = SCENE_TITLE; + F64 diff = SCENE_END_END_T - endData.end_t; + if (diff < 0) diff = 0; + for (i=0; i<16; i++) { + endData.palette[i].r *= diff; + endData.palette[i].g *= diff; + endData.palette[i].b *= diff; + } + endData.end_t += delta; + } +} + +public U0 InitEnd() { + endData.time = 0; + endData.end_t = 0; + endData.palette[00] = 0x000000000000; + F64 colorSeed = Rand()*pi*2; + endData.randColor.r = Sin(colorSeed) * 32767 + 32768; + endData.randColor.g = Sin(colorSeed+2) * 32767 + 32768; + endData.randColor.b = Sin(colorSeed+4) * 32767 + 32768; + endData.transition = FALSE; + + endData.endText.str = "You have stopped the JANNY incursion +and returned the GOD WORDS to +THE TEMPLE ORACLE. + + +Few people will ever play this game. +Even fewer will complete it. +You are an ELITE TEMPLEOS GAMER + + +\"MAKE GAMES, DON'T PLAY THEM\" --Terry <3"; + endData.endText.timer = 0; + endData.endText.speed = 30; + + ActiveInput = &EndInput; + ActiveUpdate = &UpdateEnd; + Fs->draw_it = &DrawEnd; +} + +#endif diff --git a/src/Ship.HC b/src/Ship.HC new file mode 100644 index 0000000..3801233 --- /dev/null +++ b/src/Ship.HC @@ -0,0 +1,151 @@ +#ifndef SHIP_HC +#define SHIP_HC + +#include "Globals" +#include "World" + +#define SHIP_VEL_MIN -512 +#define SHIP_VEL_MAX 512 + +#define LASER_RANGE_1 256 + +public U0 GenMatShip(Ship* ship, I64 *m) { + F64 vel = Abs(ship->vel.x) + Abs(ship->vel.y); + vel /= 500.0; + F64 rva = Arg(ship->vel.x, ship->vel.y); + + F64 rvx = vel*Cos(rva); + if (rvx > pi/4) + rvx = pi/4; + else if (rvx < -pi/4) + rvx = -pi/4; + + F64 rvy = vel*Sin(rva); + if (rvy > pi/6) + rvy = pi/6; + else if (rvy < -pi/6) + rvy = -pi/6; + + QuatFromEuler(&ship->q, rvx, rvy, -pi/2); + QuatToMatrix(&ship->q, m); + F64 tx = ship->pos.x; + F64 ty = ship->pos.y; + Mat4x4Scale(m, ship->scale); + Mat4x4TranslationAdd(m, tx, ty, 256); + + // Gen Thruster Matrix + F64 rmod = 1+RandI64%100/1000.0; + F64 rr = ship->accel.y * 80 * rmod; + CD3I32 *tris = ship->thruster; + MemCpy(tris, gAssets.shipThruster->tris, sizeof(CD3I32)*gAssets.shipThruster->cnt*3); + tris[0+1].x += rr; + tris[0+1].y *= rmod; + tris[0+1].z *= rmod; + tris[1*3+1].x += rr; + tris[1*3+1].y *= rmod; + tris[1*3+1].z *= rmod; + tris[2*3+1].x += rr; + tris[2*3+1].y *= rmod; + tris[2*3+1].z *= rmod; + tris[3*3+1].x += rr; + tris[3*3+1].y *= rmod; + tris[3*3+1].z *= rmod; + tris[4*3+1].x += rr; + tris[4*3+1].y *= rmod; + tris[4*3+1].z *= rmod; + tris[5*3+1].x += rr; + tris[5*3+1].y *= rmod; + tris[5*3+1].z *= rmod; + + tris[6*3+2].x += rr; + tris[6*3+2].y *= rmod; + tris[6*3+2].z *= rmod; + tris[7*3+2].x += rr; + tris[7*3+2].y *= rmod; + tris[7*3+2].z *= rmod; + tris[8*3+2].x += rr; + tris[8*3+2].y *= rmod; + tris[8*3+2].z *= rmod; + tris[9*3+2].x += rr; + tris[9*3+2].y *= rmod; + tris[9*3+2].z *= rmod; + tris[10*3+2].x += rr; + tris[10*3+2].y *= rmod; + tris[10*3+2].z *= rmod; + tris[11*3+2].x += rr; + tris[11*3+2].y *= rmod; + tris[11*3+2].z *= rmod; + + // Buffer Thruster Mesh + I64 i,px,py,pz; + CD3I32 *p=tris; + I64 triCnt = gAssets.shipThruster->cnt*3; + for (i=0; ix; py=p->y; pz=p->z; + Mat4x4MulXYZ(m,&px,&py,&pz); + p->x = px; + p->y = py; + p->z = pz + 256; + } +} + +public U0 DrawShip(CDC *dc, I64 *m, CD3I32 *tris, I32 *db) { + I64 i; + dc->r = m; + + // Draw Ship + dc->color = GREEN; + CD3I32 *lines = gAssets.ship->lines; + I64 cnt = gAssets.ship->cnt; + for (i=0; icnt; + for (i=0; ilighting)(dc, &tris[i*3], &tris[i*3+1], &tris[i*3+2], YELLOW); + FillTri(dc, &tris[i*3], &tris[i*3+1], &tris[i*3+2], db); + } +} + +public U0 DrawShipExplosion(CDC *dc, I64 x, I64 y, Quat *q, F64 ttl) { + I64 i, mat[4][4], mat2[4][4]; + Quat rotQ, qi; + + rotQ.x = 0.653; + rotQ.y = 0.271; + rotQ.z = -0.271; + rotQ.w = 0.653; + rotQ.x = 0.0; + rotQ.y = 0.0; + rotQ.z = 0.383; + rotQ.w = 0.924; + QuatToMatrix(q, mat); + + F64 tx = x; + F64 ty = y; + for (i=0; i<16; i++) { + qi.x = q->x; + qi.y = q->y; + qi.z = q->z; + qi.w = q->w; + rotQ.y = 0.096; + rotQ.z = 0.0; + rotQ.w = 0.995; + QuatMul(&qi, &rotQ, &rotQ); + QuatNormalize(&rotQ); + QuatToMatrix(&rotQ, mat2); + + Mat4x4IdentEqu(mat2); + Mat4x4RotX(mat2, pi/64*i*(1+ttl)); + Mat4x4RotZ(mat2, pi/128*i*(1+ttl)+pi); + + Mat4x4TranslationAdd(mat2, tx, ty, 256); + dc->r = mat2; + + if (ttl < 4) + GrCircle3(dc, 0, 0, 0, ttl*100); + } +} + +#endif diff --git a/src/Sound.HC b/src/Sound.HC new file mode 100644 index 0000000..2aaa102 --- /dev/null +++ b/src/Sound.HC @@ -0,0 +1,154 @@ +#ifndef SOUND_HC +#define SOUND_HC + +#include "GrFast" + +#define SND_NONE 0 +#define SND_BULLET 1 +#define SND_LASER 2 +#define SND_BOMB 3 +#define SND_CREDIT 4 +#define SND_UPGRADE 5 +#define SND_HIT 6 +#define SND_PLAYER_DMG 7 +#define SND_MOB_BULLET 8 +#define SND_TITLE_END 9 +#define SND_MUTE 10 +#define SND_QUIT 11 + +U32 r = 32; +I64 playSnd; +I32 sndPri[SND_QUIT+1]; + +public U0 InitSnd() { + playSnd = SND_NONE; + sndPri[SND_NONE] = 0; + sndPri[SND_BULLET] = 2; + sndPri[SND_LASER] = 4; + sndPri[SND_BOMB] = 9; + sndPri[SND_CREDIT] = 5; + sndPri[SND_UPGRADE] = 8; + sndPri[SND_HIT] = 3; + sndPri[SND_PLAYER_DMG] = 7; + sndPri[SND_MOB_BULLET] = 1; + sndPri[SND_TITLE_END] = 10; + sndPri[SND_MUTE] = 254; + sndPri[SND_QUIT] = 255; +} + +public U0 SetSnd(I64 snd) { + if (snd == SND_MUTE) { + if (playSnd == SND_MUTE) + playSnd = SND_NONE; + else + playSnd = SND_MUTE; + } else if (sndPri[snd] > sndPri[playSnd]) { + playSnd = snd; + } +} + +public U0 SndTask(I64) { + while (TRUE) { + while (playSnd == SND_NONE || playSnd == SND_MUTE) { + Sleep(1); + } + I64 i, s=43, snd=playSnd; + playSnd = SND_NONE; + switch (snd) { + case SND_BULLET: + for (i=0; i<16; i++) { + Snd(32-i); + Sleep(2); + } + break; + case SND_LASER: + Snd(16); + Sleep(4); + Snd(20); + Sleep(4); + Snd(16); + Sleep(4); + break; + case SND_BOMB: + for (i=0; i<48; i++) { + s = XorShift(s); + Snd(30 + s%30 - i); + Sleep(5); + } + break; + case SND_HIT: + Snd(40); + Sleep(8); + Snd(32); + Sleep(16); + break; + case SND_PLAYER_DMG: + Snd(40); + Sleep(16); + Snd(28); + Sleep(44); + Snd(36); + Sleep(66); + break; + case SND_MOB_BULLET: + for (i=0; i<8; i++) { + Snd(24-i); + Sleep(2); + } + break; + case SND_CREDIT: + Snd(36); + Sleep(8); + Snd(40); + Sleep(8); + Snd(44); + Sleep(8); + break; + case SND_UPGRADE: + Snd(40); + Sleep(16); + Snd(50); + Sleep(8); + Snd(60); + Sleep(16); + Snd(50); + Sleep(8); + Snd(60); + Sleep(8); + break; + case SND_TITLE_END: + Snd(24); + Sleep(33); + Snd(32); + Sleep(16); + Snd(24); + Sleep(16); + Snd(32); + Sleep(16); + Snd(24); + Sleep(16); + Snd(32); + Sleep(16); + Snd(24); + Sleep(16); + Snd(32); + Sleep(16); + Snd(40); + Sleep(16); + Snd(38); + Sleep(16); + Snd(48); + Sleep(16); + break; + case SND_QUIT: + goto snd_done; + default: + Beep; + } + Snd; + } +snd_done: + Snd; +} + +#endif diff --git a/src/Text.HC b/src/Text.HC new file mode 100644 index 0000000..06ea18b --- /dev/null +++ b/src/Text.HC @@ -0,0 +1,94 @@ +#ifndef TEXT_HC +#define TEXT_HC + +#include "Assets" + +class TextData { + U8 *str; + F64 timer; + F64 speed; +}; + +I64 GetTextWidth(Font* font, U8 *str) { // assumes single line + I64 i, width=0; + for (i=0; ix; + break; + default: + width += font->char[str[i]-33]->width + 1; + } + } + return width-1; +} + +U0 DrawText(U8 *fb, Font* font, U8 *str, I64 x, I64 y) { + I64 i, cur=x; + for (i=0; iy; + break; + case 32: + cur += font->x; + break; + default: + U64 char = str[i]-33; + PxBlot(fb, font->char[char], cur, y+font->fontY[char]); + cur += font->char[char]->width + 1; + } + } +} + +U0 DrawTextMask(U8 *fb, Font* font, U8 *str, I64 x, I64 y, CColorROPU32 mask) { + I64 i, cur=x; + for (i=0; iy; + break; + case 32: + cur += font->x; + break; + default: + U64 char = str[i]-33; + PxBlotMask(fb, font->char[char], cur, y+font->fontY[char], mask); + cur += font->char[char]->width + 1; + } + } +} + +U0 DrawTextBounce(U8 *fb, Font* font, TextData *data, I64 x, I64 y) { + I64 i, cur=x; + F64 bounce = data->timer * data->speed; + I64 max = MinI64(StrLen(data->str), ToI64(bounce)+1); + for (i=0; istr[i]) { + case 10: + cur = x; + y += font->y; + break; + case 32: + cur += font->x; + break; + default: + F64 by = 0; + if (i == ToI64(bounce)) + by += bounce-i; + U64 char = data->str[i]-33; + PxBlot(fb, font->char[char], cur, y+font->fontY[char]+6*by); + cur += font->char[char]->width + 1; + } + } +} + +U0 TextBounceInit(TextData *data, U8 *str, F64 speed) { + data->str = str; + data->timer = 0; + data->speed = speed; +} + +#endif diff --git a/src/Title.HC b/src/Title.HC new file mode 100644 index 0000000..931d697 --- /dev/null +++ b/src/Title.HC @@ -0,0 +1,60 @@ +#ifndef TITLE_HC +#define TITLE_HC + +#include "TitleDraw" +#include "TitleInput" +#include "Intro" + +public U0 UpdateTitle(F64 delta) { + // Update Timers + titleData.time += delta; + titleData.palette[1].r = Sin(t_now) * 32767 + 32768; + titleData.palette[1].g = Sin(t_now+2) * 32767 + 32768; + titleData.palette[1].b = Sin(t_now+4) * 32767 + 32768; + titleData.palette[13].r = Sin(t_now+pi/2) * 32767 + 32768; + titleData.palette[13].g = Sin(t_now+pi/2+2) * 32767 + 32768; + titleData.palette[13].b = Sin(t_now+pi/2+4) * 32767 + 32768; + + if (titleData.transition) { + if (titleData.end_t > TITLE_END_T) + switchScene = SCENE_INTRO; + + I64 i; + F64 diff = TITLE_END_T - titleData.end_t; + if (diff < 0) diff = 0; + for (i=0; i<16; i++) { + titleData.palette[i].r *= diff; + titleData.palette[i].g *= diff; + titleData.palette[i].b *= diff; + } + titleData.end_t += delta; + } +} + +public U0 InitTitle() { + titleData.time = 0; + titleData.end_t = 0; + titleData.palette[00] = 0x000000000000; + titleData.palette[01] = 0x00000000AAAA; + titleData.palette[02] = 0x244424442444; + titleData.palette[03] = 0x29992CCC5AAA; + titleData.palette[04] = 0x62226DDD9444; + titleData.palette[05] = 0xA444AEEEBDDD; + titleData.palette[06] = 0xDEEEAEEEE666; + titleData.palette[07] = 0x0CCC2EEE4444; + titleData.palette[08] = 0x92223CCCD555; + titleData.palette[09] = 0x9CCC38883999; + titleData.palette[10] = 0xCDDD75558BBB; + titleData.palette[11] = 0xE666BEEEBDDD; + titleData.palette[12] = 0xE6E6BEBEBDBD; + titleData.palette[13] = 0xEEEE3CCC7333; + titleData.palette[14] = 0xFFFFC8882555; + titleData.palette[15] = 0xFFFFFFFFFFFF; + titleData.transition = FALSE; + + ActiveInput = &TitleInput; + ActiveUpdate = &UpdateTitle; + Fs->draw_it = &DrawTitle; +} + +#endif diff --git a/src/TitleDraw.HC b/src/TitleDraw.HC new file mode 100644 index 0000000..46395d9 --- /dev/null +++ b/src/TitleDraw.HC @@ -0,0 +1,102 @@ +#ifndef TITLEDRAW_HC +#define TITLEDRAW_HC + +#include "Globals" +#include "TitleGlobals" +#include "Assets" +#include "Draw" +#include "Text" + +// Draw Title +U0 DrawTitle(CTask*, CDC *dc) { + I64 r[4][4], *old_r=dc->r; + + // Setup DC + dc->flags |= DCF_TRANSFORMATION; + + // Draw Text Scroll + U8 *startPtr = titleData.srcText; + U8 *endPtr = titleData.srcText + ToI64(titleData.time*128)%StrLen(titleData.srcText); + U8 *scanPtr = endPtr; + I64 returnCnt = 0; + while (scanPtr >= titleData.srcText) { + if (scanPtr != endPtr && *scanPtr == '\n') { + if (returnCnt == 9) { + returnCnt = 0; + startPtr = scanPtr+1; + break; + } + returnCnt++; + } + scanPtr--; + } + dc->color = 9; + PutSF(dc, 8, SCR_H-FONT_HEIGHT*14, startPtr, endPtr); + + // Draw Starfield + I64 x2 = gAssets.pxScum->width; + I64 x = SCX - x2/2; + I64 y = 16; + I64 y2 = gAssets.pxScum->height; + dc->color = WHITE; + U32 rand = 65434; + U32 rand2 = 443243; + I64 i; + for (i=0; i<128; i++) { + rand = XorShift(rand); + rand2 = XorShift(rand2); + Plot0F(dc, x+ToI64(t_now*32+rand)%x2, y+8+ToI64(t_now*8+rand2)%y2); + } + + // Draw Scum + PxBlot(dc->body, gAssets.pxScum, x, y); + + // Draw CrunkLord420 + x = SCX - gAssets.pxCrunkLord->width/2; + PxBlot(dc->body, gAssets.pxCrunkLord, x, 300); + + MemSetU32(gDepthBuf, I32_MAX, SCR_W*SCR_H); + Mat4x4IdentEqu(r); + Mat4x4RotX(r, t_now); + Mat4x4RotZ(r, -pi/4); + Mat4x4Scale(r, 4); + Mat4x4TranslationEqu(r, SCX, SCY, 256); + dc->r = r; + + // Draw Ship + dc->color = BLUE; + CD3I32 *lines = gAssets.ship->lines; + I64 cnt = gAssets.ship->cnt; + for (i=0; ibody, gAssets.pxBIF, 32, 220, mask, probability); + + if (titleData.time>=0.6) { + probability.u16[0] = Clamp((titleData.time-0.9)/2*U16_MAX, 0, U16_MAX/2); + mask.u8[0] = 5; + mask.u8[1] = BLACK; + I32 offX = Clamp((titleData.time-1.0)*64, 0, 6); + PxBlotDither(dc->body, gAssets.pxBIF2A, 490+offX, 164+offX, mask, probability); + probability.u16[0] = Clamp((titleData.time-0.6)*U16_MAX, 0, U16_MAX); + mask.u8[0] = 1; + mask.u8[1] = BLACK; + PxBlotDither(dc->body, gAssets.pxBIF2, 490, 164, mask, probability); + } + + // Draw Strings + DrawText(dc->body,&gAssets.fontKapel2x,"HTTPS://SCUMGAMES.NEOCITIES.ORG/",2,FB_H-gAssets.fontKapel2x.y-1); + DrawText(dc->body,&gAssets.fontKapel,"VER. 0.420 MIT+NIGGER",SCR_W-164, FB_H-12); + + // Restore DC + dc->r = old_r; + // Update Palette + GrPaletteSet(titleData.palette); +} + +#endif diff --git a/src/TitleGlobals.HC b/src/TitleGlobals.HC new file mode 100644 index 0000000..84a4e9e --- /dev/null +++ b/src/TitleGlobals.HC @@ -0,0 +1,16 @@ +#ifndef TITLEGLOBALS_HC +#define TITLEGLOBALS_HC + +#define TITLE_END_T 1 + +class TitleData { + F64 time; + F64 end_t; + U8 *srcText; + CBGR48 palette[COLORS_NUM]; + Bool transition; +} titleData; + +titleData.srcText = FileRead("TitleDraw.HC"); + +#endif diff --git a/src/TitleInput.HC b/src/TitleInput.HC new file mode 100644 index 0000000..f96bca7 --- /dev/null +++ b/src/TitleInput.HC @@ -0,0 +1,45 @@ +#ifndef TITLEINPUT_HC +#define TITLEINPUT_HC + +#include "TitleGlobals" +#include "Sound" +#include "Globals" + +U0 TitleInitEnd() { + if (!titleData.transition && titleData.time > 0.1) { + SetSnd(SND_TITLE_END); + titleData.transition = TRUE; + } +} + +U0 TitleInput() { + I64 msg, ch, sc; + while (TRUE) { + msg = ScanMsg(&ch,&sc,1<x = Lerp(v1->x, v2->x, t); + res->y = Lerp(v1->y, v2->y, t); +} + +public U0 Lerp3(CD3 *v1, CD3 *v2, F64 t, CD3 *res) { + res->x = Lerp(v1->x, v2->x, t); + res->y = Lerp(v1->y, v2->y, t); + res->z = Lerp(v1->z, v2->z, t); +} + +public U0 GetAABBFromSize(CD3 *pos, CD2I32 *size, Vec4* res) { + CD2I32 hs; + hs.x = size->x/2; + hs.y = size->y/2; + res->x1 = pos->x - hs.x; + res->x2 = pos->x + hs.x; + res->y1 = pos->y - hs.y; + res->y2 = pos->y + hs.y; +} + +public U0 BezierQuadratic(CD2 *p0, CD2 *p1, CD2 *p2, F64 t, CD2 *res) { + F64 tt = 1.0 - t; + res->x = tt * tt * p0->x + 2 * tt * t * p1->x + t * t * p2->x; + res->y = tt * tt * p0->y + 2 * tt * t * p1->y + t * t * p2->y; +} + +public U0 GetPosOnCurve2(CD2 *p0, CD2 *p1, CD2 *p2, CD2 *p3, F64 t, CD2 *res) { + CD2 a,b,c,d,e; + Lerp2(p0, p1, t, &a); + Lerp2(p1, p2, t, &b); + Lerp2(p2, p3, t, &c); + Lerp2(&a, &b, t, &d); + Lerp2(&b, &c, t, &e); + Lerp2(&d, &e, t, res); +} + +public F64 CD3Len(CD3 *v) { + return Sqrt(v->x*v->x + v->y*v->y + v->z*v->z); +} + +public U0 CD3Normalize(CD3 *v) { + //F64 norm = Sqrt(D3Dot(v, v)); + F64 norm = D3Norm(v); + if (norm == 0.0) { + v->x = 0; + v->y = 0; + v->z = 0; + return; + } + norm = 1.0 / norm; + v->x *= norm; + v->y *= norm; + v->z *= norm; +/* + F64 length, ilength; + length = CD3Len(v); + if (length == 0.0) + length = 1.0; + ilength = 1.0/length; + + v->x *= ilength; + v->y *= ilength; + v->z *= ilength; +*/ +} + +public F64 Vec4Norm(F64 x, F64 y, F64 z, F64 w) { + return Sqrt(x * x + y * y + z * z + w * w); +} + +#endif diff --git a/src/Vector.HC b/src/Vector.HC new file mode 100644 index 0000000..17f9429 --- /dev/null +++ b/src/Vector.HC @@ -0,0 +1,65 @@ +#ifndef VECTOR_HC +#define VECTOR_HC + +public class Vector { + I64 len; + I64 cap; + I64 size; + U8 *d +}; + +public U0 VectorInit(Vector* vec, I64 size) { + vec->len = 0; + vec->cap = 0; + vec->size = size; + vec->d = NULL; +} + +public U0 VectorAdd(Vector* vec, U8* d) { + if (vec->cap <= vec->len) { + if (vec->cap <= 0) + vec->cap = 1; + vec->cap = vec->cap * 2; + U8 *tmpPtr = MAlloc(vec->size*vec->cap); + if (vec->len > 0) + MemCpy(tmpPtr, vec->d, vec->size*vec->len); + Free(vec->d); + vec->d = tmpPtr; + } + MemCpy(&vec->d[vec->len*vec->size], d, vec->size); + vec->len++; +} + +public U0 VectorInc(Vector* vec, I64 amount) { + I64 newCap = vec->len + amount; + if (newCap > vec->cap) { + vec->cap = newCap; + U8 *tmpPtr = MAlloc(newCap*vec->size); + if (vec->len > 0) + MemCpy(tmpPtr, vec->d, vec->size*vec->len); + Free(vec->d); + vec->d = tmpPtr; + } + vec->len = newCap; +} + +public U0 VectorDel(Vector* vec, I64 index) { + if (vec->len > 1) + MemCpy(&vec->d[index*vec->size], &vec->d[(vec->len-1)*vec->size], vec->size); + vec->len--; +} + + +public U0 VectorSetLen(Vector* vec, I64 len) { + if (vec->cap < len) { + vec->cap = len; + U8 *tmpPtr = MAlloc(len*vec->size); + if (vec->len > 0) + MemCpy(tmpPtr, vec->d, vec->size*vec->len); + Free(vec->d); + vec->d = tmpPtr; + } + vec->len = len; +} + +#endif diff --git a/src/World.HC b/src/World.HC new file mode 100644 index 0000000..dd63954 --- /dev/null +++ b/src/World.HC @@ -0,0 +1,156 @@ +#ifndef WORLD_HC +#define WORLD_HC + +#include "Assets" +#include "Draw" +#include "God" +#include "Vector" +#include "Text" + +#define TYPE_NONE 0 +#define TYPE_PLAYER 1 +#define TYPE_MOB 2 + +#define WEAPON_SHOT0 0 +#define WEAPON_SHOT1 1 +#define WEAPON_SHOT2 2 +#define WEAPON_SPREAD0 3 +#define WEAPON_SPREAD1 4 +#define WEAPON_SPREAD2 5 +#define WEAPON_LASER0 6 +#define WEAPON_LASER1 7 +#define WEAPON_LASER2 8 +#define WEAPON_TOTAL 9 + +#define MOB_BONUS 100000 +#define BOMB_BONUS 10000 + +#define PLAYER_HIT_RADIUS 8 + +#define LASER_DMG0 32.0 +#define LASER_DMG1 48.0 +#define LASER_DMG2 64.0 + +class Particle { + CD2 pos; + F64 ttl; +}; + +class Laser { + CD2I32 curve[3]; + I32 width; + F64 ttl; +}; + +class Ship { + CD2 pos; + F64 scale; + F64 speed; + CD2 accel; + CD2 vel; + Quat q; + F64 health; + CD2 laserLock; + ObjTris *thruster; +}; + +class cPolyMeta { + U32 idx; + U32 cnt; + U16 mIdx; + I16 cIdx; +}; + +class Pickup { + F64 time; + CD2 pos; + I8 h; + I8 w; + I8 type; + I8 pad; // for byte-alignment +}; + +class World { + // Basic Data + LevelTemplate *level; + F64 scrollY; + F64 scrollSpeed; + U64 lastSpawnIdx; + F64 levelTransitionTTL; + U64 score; + U32 appliedBombBonus; + U32 appliedMobBonus; + U64 lvlScore; + I32 bombs; + I32 activeWeapon; + U32 lvlMobsSpawned; + U32 lvlMobsKilled; + U32 lvlMobsBonus; + U32 lvlBombBonus; + GText gtext; + Ship player; + CTask *task; + U64 levelNum; + F64 bossIntroTTL; + F64 bossDeadTTL; + + Bool bossTriggered; + Bool bossDead; + Bool levelTransition; + Bool dead; + Bool pauseMenu; + + // Entity Arrays + Vector mobs; + Vector bullets; + Vector bulletsM; + Vector lasers; + Vector pickups; + Vector godWords; + + // Particle Buffers + Vector debris; + Vector debrisMesh; + Vector explosion; + Vector spawnFX; + + // Matrix Buffers + I64 pMat[4][4]; + Vector grDebris; + Vector grMobs; + Vector grGuns; + + // Collision Buffers + Vector collide; + Vector collideMeta; + Vector cPolys; + Vector cPolyIdx; +}; + +public class Mob { + CD2 pos; + CD2 vel; + I32 origin_x; + F64 rot; + F64 time; + I32 centroidCnt; + CD2I32 centroid[2]; +// I32 centroidSize[2]; + I16 gunX; + I16 gunY; + I16 offX; + I16 offY; + MobObj *obj; + U0 (*move)(World*, Mob*, F64); + U0 (*shoot)(World*, Mob*, F64); + F64 shoot_ttl; + F64 hit_ttl; + F64 health; + U16 scoreValue; + U8 drop; + U8 id; + U8 mode; + U8 flags; +}; + +#endif diff --git a/src/zRun.HC b/src/zRun.HC new file mode 100644 index 0000000..16dff65 --- /dev/null +++ b/src/zRun.HC @@ -0,0 +1,4 @@ +Cd(__DIR__);; +//#define DEBUG +#include "BlazeItFgt" +BlazeItFgt; diff --git a/src/zTest.HC b/src/zTest.HC new file mode 100644 index 0000000..605bd1d --- /dev/null +++ b/src/zTest.HC @@ -0,0 +1,3 @@ +Cd(__DIR__);; +#define DEBUG +#include "BlazeItFgt" diff --git a/tools/blender_scripts/blender_obj_color.py b/tools/blender_scripts/blender_obj_color.py new file mode 100644 index 0000000..25e8d7b --- /dev/null +++ b/tools/blender_scripts/blender_obj_color.py @@ -0,0 +1,21 @@ +lastColor = '' +newColor = '' +f = open("export.obj", "w") + +for v in me.vertices: + f.write(f"v {v.co.x:.0f} {v.co.y:.0f} {v.co.z:.0f}\n") + +for e in me.edges: + v0 = me.vertices[e.vertices[0]] + v1 = me.vertices[e.vertices[1]] + if (len(v0.groups) > 0): + newColor = ob.vertex_groups[v0.groups[0].group].name + elif (len(v1.groups) > 0): + newColor = ob.vertex_groups[v1.groups[0].group].name + else: + newColor = "BROWN" + if newColor != lastColor: + lastColor = newColor; + f.write(f"usemtl {newColor}\n") + f.write(f"l {e.vertices[0]+1} {e.vertices[1]+1}\n") +f.close() diff --git a/tools/blender_scripts/blender_round.py b/tools/blender_scripts/blender_round.py new file mode 100644 index 0000000..99ad728 --- /dev/null +++ b/tools/blender_scripts/blender_round.py @@ -0,0 +1,14 @@ +import bpy +import bmesh + +ob = bpy.context.object +assert ob.type == "MESH" +me = ob.data +bm = bmesh.from_edit_mesh(me) + +for e in bm.verts: + e.co.x = round(e.co.x) + e.co.y = round(e.co.y) + e.co.z = round(e.co.z) + +bmesh.update_edit_mesh(me) diff --git a/tools/level.py b/tools/level.py new file mode 100755 index 0000000..98cf2c7 --- /dev/null +++ b/tools/level.py @@ -0,0 +1,64 @@ +#!/usr/bin/env python3 + +import json +import os +import sys + +if len(sys.argv) < 3: + sys.exit('not enough args') + +file_path = os.path.split(sys.argv[1]) +name = os.path.splitext(file_path[1])[0] +level = json.load(open(sys.argv[1])) +layer = level['layers'][0] +tileset = json.load(open(os.path.join(file_path[0], level['tilesets'][0]['source']))) +tiles = tileset['tiles'] + +width = layer['width'] +height = layer['height'] +tile_w = level['tilewidth'] +tile_h = level['tilewidth'] +layer_data = layer['data'] +spawns = [] + +def get_tile(id): + for v in tiles: + if v['id'] == id: + return v + sys.exit('get_tile cannot find' + id) + +def get_tile_value(id, name): + tile = get_tile(id) + for v in tile['properties']: + if v['name'] == name: + return v['value'] + sys.exit('get_tile_value cannot find' + name + ' in ' + idx) + +for y in range(height-1, -1, -1): + for x in range(0, width): + idx = y*width+x + if layer_data[idx] != 0: + inv_y = abs(y - (height-1)) + spawns.append((x*tile_w, 0, inv_y*tile_h, layer_data[idx]-1)) + +output = bytes((len(spawns)).to_bytes(2, byteorder='little', signed=False)) +output += (height * tile_h).to_bytes(2, byteorder='little', signed=False) + +# Write SpawnY +for i,v in enumerate(spawns): + if v[2] > 65535: + sys.exit('spawnY overflows ' + str(v[2]) + ' ' + str(i)); + output += v[2].to_bytes(2, byteorder='little', signed=False) + +# Write SpawnData +for v in spawns: + output += v[0].to_bytes(2, byteorder='little', signed=True) + output += v[1].to_bytes(2, byteorder='little', signed=True) + output += get_tile_value(v[3], 'model').to_bytes(1, byteorder='little', signed=False) + output += get_tile_value(v[3], 'move').to_bytes(1, byteorder='little', signed=False) + output += get_tile_value(v[3], 'shoot').to_bytes(1, byteorder='little', signed=False) + output += get_tile_value(v[3], 'drop').to_bytes(1, byteorder='little', signed=False) + +out = open(sys.argv[2], 'wb') +out.write(output) +out.close() diff --git a/tools/mfa.py b/tools/mfa.py new file mode 100755 index 0000000..519aa3c --- /dev/null +++ b/tools/mfa.py @@ -0,0 +1,171 @@ +#!/usr/bin/env python3 + +''' +mfa - minimalist file access for TempleOS + +usage: + ./mfa.py list [] + ./mfa.py put [] + ./mfa.py command + +for scripting: + ./mfa.py