| 1 | //============================================================================ |
| 2 | // |
| 3 | // SSSS tt lll lll |
| 4 | // SS SS tt ll ll |
| 5 | // SS tttttt eeee ll ll aaaa |
| 6 | // SSSS tt ee ee ll ll aa |
| 7 | // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" |
| 8 | // SS SS tt ee ll ll aa aa |
| 9 | // SSSS ttt eeeee llll llll aaaaa |
| 10 | // |
| 11 | // Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony |
| 12 | // and the Stella Team |
| 13 | // |
| 14 | // See the file "License.txt" for information on usage and redistribution of |
| 15 | // this file, and for a DISCLAIMER OF ALL WARRANTIES. |
| 16 | //============================================================================ |
| 17 | |
| 18 | #ifndef TIA_MISSILE |
| 19 | #define TIA_MISSILE |
| 20 | |
| 21 | #include "Serializable.hxx" |
| 22 | #include "bspf.hxx" |
| 23 | #include "Player.hxx" |
| 24 | #include "TIAConstants.hxx" |
| 25 | |
| 26 | class TIA; |
| 27 | |
| 28 | class Missile : public Serializable |
| 29 | { |
| 30 | public: |
| 31 | |
| 32 | explicit Missile(uInt32 collisionMask); |
| 33 | |
| 34 | public: |
| 35 | |
| 36 | void setTIA(TIA* tia) { myTIA = tia; } |
| 37 | |
| 38 | void reset(); |
| 39 | |
| 40 | void enam(uInt8 value); |
| 41 | |
| 42 | void hmm(uInt8 value); |
| 43 | |
| 44 | void resm(uInt8 counter, bool hblank); |
| 45 | |
| 46 | void resmp(uInt8 value, const Player& player); |
| 47 | |
| 48 | void nusiz(uInt8 value); |
| 49 | |
| 50 | void startMovement(); |
| 51 | |
| 52 | void nextLine(); |
| 53 | |
| 54 | void setColor(uInt8 color); |
| 55 | |
| 56 | void setDebugColor(uInt8 color); |
| 57 | void enableDebugColors(bool enabled); |
| 58 | |
| 59 | void applyColorLoss(); |
| 60 | |
| 61 | void setInvertedPhaseClock(bool enable); |
| 62 | |
| 63 | void toggleCollisions(bool enabled); |
| 64 | |
| 65 | void toggleEnabled(bool enabled); |
| 66 | |
| 67 | bool isOn() const { return (collision & 0x8000); } |
| 68 | uInt8 getColor() const { return myColor; } |
| 69 | |
| 70 | uInt8 getPosition() const; |
| 71 | void setPosition(uInt8 newPosition); |
| 72 | |
| 73 | /** |
| 74 | Serializable methods (see that class for more information). |
| 75 | */ |
| 76 | bool save(Serializer& out) const override; |
| 77 | bool load(Serializer& in) override; |
| 78 | |
| 79 | inline void movementTick(uInt8 clock, uInt8 hclock, bool hblank); |
| 80 | |
| 81 | inline void tick(uInt8 hclock, bool isReceivingMclock = true); |
| 82 | |
| 83 | public: |
| 84 | |
| 85 | uInt32 collision; |
| 86 | bool isMoving; |
| 87 | |
| 88 | private: |
| 89 | |
| 90 | void updateEnabled(); |
| 91 | void applyColors(); |
| 92 | |
| 93 | private: |
| 94 | |
| 95 | enum Count: Int8 { |
| 96 | renderCounterOffset = -4 |
| 97 | }; |
| 98 | |
| 99 | private: |
| 100 | |
| 101 | uInt32 myCollisionMaskDisabled; |
| 102 | uInt32 myCollisionMaskEnabled; |
| 103 | |
| 104 | bool myIsEnabled; |
| 105 | bool myIsSuppressed; |
| 106 | bool myEnam; |
| 107 | uInt8 myResmp; |
| 108 | |
| 109 | uInt8 myHmmClocks; |
| 110 | uInt8 myCounter; |
| 111 | |
| 112 | uInt8 myWidth; |
| 113 | uInt8 myEffectiveWidth; |
| 114 | |
| 115 | bool myIsRendering; |
| 116 | bool myIsVisible; |
| 117 | Int8 myRenderCounter; |
| 118 | |
| 119 | const uInt8* myDecodes; |
| 120 | uInt8 myDecodesOffset; // needed for state saving |
| 121 | |
| 122 | uInt8 myColor; |
| 123 | uInt8 myObjectColor, myDebugColor; |
| 124 | bool myDebugEnabled; |
| 125 | |
| 126 | bool myInvertedPhaseClock; |
| 127 | bool myUseInvertedPhaseClock; |
| 128 | |
| 129 | TIA *myTIA; |
| 130 | |
| 131 | private: |
| 132 | Missile(const Missile&) = delete; |
| 133 | Missile(Missile&&) = delete; |
| 134 | Missile& operator=(const Missile&) = delete; |
| 135 | Missile& operator=(Missile&&) = delete; |
| 136 | }; |
| 137 | |
| 138 | // ############################################################################ |
| 139 | // Implementation |
| 140 | // ############################################################################ |
| 141 | |
| 142 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 143 | void Missile::movementTick(uInt8 clock, uInt8 hclock, bool hblank) |
| 144 | { |
| 145 | if(clock == myHmmClocks) isMoving = false; |
| 146 | |
| 147 | if (isMoving) |
| 148 | { |
| 149 | if (hblank) tick(hclock, false); |
| 150 | myInvertedPhaseClock = !hblank; |
| 151 | } |
| 152 | } |
| 153 | |
| 154 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 155 | void Missile::tick(uInt8 hclock, bool isReceivingMclock) |
| 156 | { |
| 157 | if(myUseInvertedPhaseClock && myInvertedPhaseClock) |
| 158 | { |
| 159 | myInvertedPhaseClock = false; |
| 160 | return; |
| 161 | } |
| 162 | |
| 163 | myIsVisible = |
| 164 | myIsRendering && |
| 165 | (myRenderCounter >= 0 || (isMoving && isReceivingMclock && myRenderCounter == -1 && myWidth < 4 && ((hclock + 1) % 4 == 3))); |
| 166 | |
| 167 | collision = (myIsVisible && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled; |
| 168 | |
| 169 | if (myDecodes[myCounter] && !myResmp) { |
| 170 | myIsRendering = true; |
| 171 | myRenderCounter = renderCounterOffset; |
| 172 | } else if (myIsRendering) { |
| 173 | |
| 174 | if (myRenderCounter == -1) { |
| 175 | if (isMoving && isReceivingMclock) { |
| 176 | switch ((hclock + 1) % 4) { |
| 177 | case 3: |
| 178 | myEffectiveWidth = myWidth == 1 ? 2 : myWidth; |
| 179 | if (myWidth < 4) ++myRenderCounter; |
| 180 | break; |
| 181 | |
| 182 | case 2: |
| 183 | myEffectiveWidth = 0; |
| 184 | break; |
| 185 | |
| 186 | default: |
| 187 | myEffectiveWidth = myWidth; |
| 188 | break; |
| 189 | } |
| 190 | } else { |
| 191 | myEffectiveWidth = myWidth; |
| 192 | } |
| 193 | } |
| 194 | |
| 195 | if (++myRenderCounter >= (isMoving ? myEffectiveWidth : myWidth)) myIsRendering = false; |
| 196 | } |
| 197 | |
| 198 | if (++myCounter >= TIAConstants::H_PIXEL) myCounter = 0; |
| 199 | } |
| 200 | |
| 201 | #endif // TIA_MISSILE |
| 202 | |