tron.c
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/*---------------------------------------------------------------------*
Copyright (C) 1998 Nintendo. (Originated by SGI)
$RCSfile: tron.c,v $
$Revision: 1.1.1.2 $
$Date: 2002/10/29 08:06:14 $
*---------------------------------------------------------------------*/
#include <ultra64.h>
/* #define DEBUGGER */
/* Define this to get to an uncaught bowtie triangle after ~5 minutes,
* if the program is run in demo mode (no controller plugged in).
* Leave it undefined to get a better-quality application.
*
* There is nothing magical about this particular name. It's just used
* in this program to change some of the behavior so that it just happens
* to hit a bad triangle after a while.
*/
/* #define GOTO_BOWTIE */
/*
* Change the definition of BOWTIE_VAL from the default. If it is left
* at the default of zero, and GOTO_BOWTIE is defined above, then
* this program will hang on an uncaught bowtie triangle after several
* minutes.
*
* General note on BOWTIE_VAL:
* BOWTIE_VAL needs to make its way to the RSP in order to do any good.
* The method by which it is sent to the RSP is the gSPTexture command.
* Don't ask why -- just believe it.
* You must use a gSPTexture command (with enable = OFF if desired) in
* order for BOWTIE_VAL to take effect. You must execute this command
* every frame before any triangles are rendered that might hang.
* Because gSPTexture always sends BOWTIE_VAL to the RSP, you need to
* make sure that BOWTIE_VAL is #define'd to the desired value in
* ALL of your source files which include a gSPTexture or gsSPTexture
* command!!!!
* Otherwise the gSPTexture command in another file will replace your
* desired value of BOWTIE_VAL with the default one defined in the
* Ultra 64 header files (gbi.h to be specific), and all of your efforts
* to avoid bowtie hangs will be in vain.
*
* Also: Valid values for BOWTIE_VAL are 0, 4, 8, 12. The default value
* zero does the least damage to your rendered triangles, but
* provides no extra protection against bowtie hangs. 12 provides
* maximum hang protection, but results in the most visual damage.
*/
/* #undef BOWTIE_VAL
#define BOWTIE_VAL 4
*/
/* local includes: */
#include "tron.h"
/*
* Symbol genererated by "makerom" to indicate the end of the code segment
* in virtual (and physical) memory
*/
extern char _codeSegmentEnd[];
/*
* Symbols generated by "makerom" to tell us where the static segment is
* in ROM.
*/
extern char _staticSegmentRomStart[], _staticSegmentRomEnd[];
/*
* Stacks for the threads as well as message queues for synchronization
*/
u64 bootStack[STACKSIZE/8];
static void idle(void *);
static void mainproc(void *);
static OSThread idleThread;
u64 idleThreadStack[STACKSIZE/8];
static OSThread mainThread;
u64 mainThreadStack[STACKSIZE/8];
OSMesgQueue dmaMessageQ, taskMessageQ, retraceMessageQ,
controllerMessageQ, serialMessageQ;
OSIoMesg dmaIoMessageBuf;
OSMesg dmaMessageBuf, taskMessageBuf, retraceMessageBuf,
controllerMsgBuf, serialMsgBuf;
OSMesg dummyMessage;
#define NUM_PI_MSGS 8
static OSMesg PiMessages[NUM_PI_MSGS];
static OSMesgQueue PiMessageQ;
/*
* must be in BSS, not on the stack for this to work:
*/
OSTask tlist[2]; /* globaltask lists */
Gfx *glistp; /* global for test case procs */
/*
* Double-buffered dynamic segments (?)
*/
Dynamic dynamicBuffer[2];
/*
* Prototypes
*/
int initControllers(void);
/*
* Constants
*/
#define RAND_MAX 32767
#define ZBUFFER 1
#define PI 3.1415926
#define MAXPLAYERS 16
#define N 200
#define HEIGHT 4
#define CRASH(f) ((f) == F_WALL || ((f) >= 0 && p[f].height > HEIGHT/2.0))
#define F_EMPTY -2
#define F_WALL -1
#define WEST 0
#define NORTH 1
#define EAST 2
#define SOUTH 3
#define NUMDIRS 4
#ifndef TRUE
#define FALSE 0
#define TRUE 1
#endif
/* Define number of frames per movement in grid */
/* Note that xzscale/SUBSTEP_CNT should be an integer,
* or 1 to disable substepping */
#define SUBSTEP_CNT 4
#define V(p, x, y, z, f, s, t, r, g, b, a) { \
(p)->v.ob[0] = (x); \
(p)->v.ob[1] = (y); \
(p)->v.ob[2] = (z); \
(p)->v.flag = (f); \
(p)->v.tc[0] = (s); \
(p)->v.tc[1] = (t); \
(p)->v.cn[0] = (r); \
(p)->v.cn[1] = (g); \
(p)->v.cn[2] = (b); \
(p)->v.cn[3] = (a); \
}
static void tronInit (void);
static void tronUpdate (void);
void sceneDraw (Dynamic *dynamicp, unsigned short *cfbp, Vtx *v);
struct player {
int x, y, dir, numhist, dead;
float ang, tipang, wantang, height;
int hx[MAXHIST], hy[MAXHIST];
int red, green, blue;
};
struct player p[MAXPLAYERS];
int dx[4] = { -1, 0, 1, 0 };
int dy[4] = { 0, 1, 0, -1 };
float ang[4] = { 0, 90, 180, 270 };
float time; /* Time */
int yscale, xzscale;
int NS, numplayers, numalive, demomode;
int field[N][N];
int frame_count=0;
int output_frame = 149;
static int cfb_size = G_IM_SIZ_16b;
static int controller; /* Lowest active controller # */
static u16 button; /* Controller button read */
static u16 lastbutton; /* Previous controller button read */
static OSContStatus statusdata[MAXCONTROLLERS];
static OSContPad controllerdata[MAXCONTROLLERS];
int substep;
OSPiHandle *handler;
boot(void *arg)
{
osInitialize();
handler = osCartRomInit();
osCreateThread(&idleThread, 1, idle, (void *)0,
idleThreadStack+STACKSIZE/8, (OSPri)10);
osStartThread(&idleThread);
}
static void
mainproc(void *arg)
{
int current = 0;
OSMesg dummyMesg;
OSTask *tlistp;
Dynamic *dynamicp;
char *staticSegment;
unsigned short *cfbp;
yscale = 20;
#ifdef GOTO_BOWTIE
xzscale = 5;
#else
xzscale = 20;
#endif
NS = N * yscale;
/*
* Setup the message queues
*/
osCreateMesgQueue(&dmaMessageQ, &dmaMessageBuf, 1);
osCreateMesgQueue(&taskMessageQ, &taskMessageBuf, 1);
osSetEventMesg(OS_EVENT_DP, &taskMessageQ, dummyMessage);
osCreateMesgQueue(&retraceMessageQ, &retraceMessageBuf, 1);
osViSetEvent(&retraceMessageQ, dummyMessage, 1);
/*
* Stick the static segment right after the code/data segment
*/
staticSegment = _codeSegmentEnd;
dmaIoMessageBuf.hdr.pri = OS_MESG_PRI_NORMAL;
dmaIoMessageBuf.hdr.retQueue = &dmaMessageQ;
dmaIoMessageBuf.dramAddr = staticSegment;
dmaIoMessageBuf.devAddr = (u32)_staticSegmentRomStart;
dmaIoMessageBuf.size = _staticSegmentRomEnd-_staticSegmentRomStart;
osEPiStartDma(handler, &dmaIoMessageBuf, OS_READ);
/*
* Wait for DMA to finish
*/
(void)osRecvMesg(&dmaMessageQ, &dummyMesg, OS_MESG_BLOCK);
time = 0;
/*
* Init controller. # returned is lowest # active controller,
* or -1 if none.
*/
demomode = TRUE;
controller = initControllers();
if (controller != -1) demomode = FALSE;
tronInit ();
cfbp = cfb_16_b;
for (;;) {
/*
* Get ready to read controller later
*/
if (controller != -1) {
osContStartReadData(&controllerMessageQ);
}
/*
* pointers to build the display list.
*/
tlistp = &tlist[current];
dynamicp = &dynamicBuffer[current];
glistp = dynamicp->glist;
/*
* Tell RCP where each segment is
*/
gSPSegment(glistp++, PHYSICAL_SEGMENT, 0);
gSPSegment(glistp++, STATIC_SEGMENT,
osVirtualToPhysical(staticSegment));
gSPSegment(glistp++, DYNAMIC_SEGMENT,
osVirtualToPhysical(dynamicp));
/*
* Graphics pipeline state initialization
*/
gSPDisplayList(glistp++, setup_rspstate);
gSPDisplayList(glistp++, setup_rdpstate);
/*
* Extraneous gSPTexture call. The sole purpose is to
* send BOWTIE_VAL to the RSP, which it does as a side-effect.
*/
gSPTexture(glistp++, 0x0, 0x0, 0x0, 0x0, G_OFF);
/*
* Clear framebuffer
*/
gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_16b,
SCREEN_WD, OS_K0_TO_PHYSICAL(cfbp));
gSPDisplayList(glistp++, clear_fb);
gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_16b,
SCREEN_WD, OS_K0_TO_PHYSICAL(cfbp));
/* end of standard display list part. */
sceneDraw(dynamicp, cfbp, dynamicp->v);
/*
* Force top-level display list to have an END.
*/
gDPFullSync(glistp++);
gSPEndDisplayList(glistp++);
/* build graphics task */
tlistp->t.type = M_GFXTASK;
tlistp->t.flags = OS_TASK_DP_WAIT;
tlistp->t.ucode_boot = ( u64 * )rspbootTextStart;
tlistp->t.ucode_boot_size = (u32)rspbootTextEnd - (u32)rspbootTextStart;
tlistp->t.ucode = ( u64 * )gspF3DEX2_xbusTextStart;
tlistp->t.ucode_data = ( u64 * )gspF3DEX2_xbusDataStart;
tlistp->t.ucode_size = SP_UCODE_SIZE;
tlistp->t.ucode_data_size = SP_UCODE_DATA_SIZE;
tlistp->t.dram_stack = ( u64 * ) &dram_stack[0];
tlistp->t.output_buff = ( u64 * ) NULL;
tlistp->t.output_buff_size = ( u64 * ) NULL;
/* initial display list: */
tlistp->t.data_ptr = ( u64 * )dynamicBuffer[current].glist;
tlistp->t.data_size =
((int)(glistp - dynamicBuffer[current].glist) * sizeof(Gfx));
tlistp->t.yield_data_ptr = ( u64 *)&(dram_yield[0]);
tlistp->t.yield_data_size = 0xDA0;
/*
* Can just flush 16KB and forget about each individual pieces
* of data to flush.
*/
osWritebackDCacheAll();
osSpTaskLoad(tlistp);
osSpTaskStartGo(tlistp);
(void)osRecvMesg(&taskMessageQ, &dummyMesg, OS_MESG_BLOCK);
osViSwapBuffer(cfbp);
/*
* If graphics overruns, you will have redundant vertical
* retrace that need to be flushed.
*/
if (MQ_IS_FULL(&retraceMessageQ))
(void)osRecvMesg(&retraceMessageQ,
&dummyMessage, OS_MESG_BLOCK);
(void)osRecvMesg(&retraceMessageQ,
&dummyMessage, OS_MESG_BLOCK);
current = 1 - current;
if (current) cfbp = cfb_16_a;
else cfbp = cfb_16_b;
tronUpdate ();
frame_count++;
time++;
}
}
static void
idle(void *arg)
{
/*
* Initialize video
*/
osCreateViManager(OS_PRIORITY_VIMGR);
osViSetMode(&osViModeTable[OS_VI_NTSC_LAN1]);
/*
* Start PI Mgr for access to cartridge
*/
osCreatePiManager((OSPri)OS_PRIORITY_PIMGR, &PiMessageQ, PiMessages,
NUM_PI_MSGS);
/*
* Start main thread
*/
osCreateThread(&mainThread, 3, mainproc, arg, mainThreadStack+STACKSIZE/8,
(OSPri)10);
#ifndef DEBUGGER
osStartThread(&mainThread);
#endif
osSetThreadPri( 0, 0 );
for(;;);
}
static void tronInit (void)
{
int i, j;
for (i = 0; i < N; i++) {
for (j = 0; j < N; j++) {
field[i][j] = F_EMPTY;
}
}
for (i = 0; i < N; i++) {
field[0][i] = F_WALL;
field[i][0] = F_WALL;
field[N-1][i] = F_WALL;
field[i][N-1] = F_WALL;
}
p[0].x = N/2;
p[0].y = N/10;
#ifdef GOTO_BOWTIE
p[0].dir = SOUTH;
#else
p[0].dir = NORTH;
#endif
p[0].dead = FALSE;
p[0].numhist = 2;
p[0].height = HEIGHT;
p[0].ang = ang[p[0].dir];
p[0].red = 0;
p[0].green = 54;
p[0].blue = 234;
p[0].hx[0] = p[0].x;
p[0].hy[0] = p[0].y;
numplayers = 1;
numalive = numplayers;
substep = 0;
}
static unsigned int rand (void)
{
/* Straight from the C library */
static unsigned long seed = 1;
seed = seed * 1103515245 + 12345;
return (seed >> 16) & RAND_MAX;
}
/*
* Wait for Start button on controller to be pressed
*/
static void waitForReset(void) {
while(1) {
osContStartReadData(&controllerMessageQ);
osRecvMesg(&controllerMessageQ, NULL, OS_MESG_BLOCK);
osContGetReadData(controllerdata);
if (controllerdata[controller].errno != 0) continue;
button = controllerdata[controller].button;
if (button & CONT_START) {
lastbutton = 0;
return;
}
}
}
static void killplayer (int i)
{
p[i].dead = TRUE;
numalive--;
if (numalive == 0) {
if (!demomode) waitForReset();
tronInit ();
}
}
static void changedir (int i)
{
int f, cnt, turn, newdir;
if (p[i].dead) {
return;
}
cnt = 0;
turn = (rand () % 2) * 2 - 1;
newdir = (p[i].dir + turn + NUMDIRS) % NUMDIRS;
f = field[p[i].x + dx[newdir]][p[i].y + dy[newdir]];
if (CRASH (f)) {
turn = -turn;
newdir = (p[i].dir + turn + NUMDIRS) % NUMDIRS;
f = field[p[i].x + dx[newdir]][p[i].y + dy[newdir]];
if (CRASH (f)) {
turn = 0;
newdir = p[i].dir;
f = field[p[i].x + dx[newdir]][p[i].y + dy[newdir]];
if (CRASH (f)) {
killplayer (i);
return;
}
}
}
switch (turn) {
case -1:
p[i].dir = newdir;
p[i].numhist++;
p[i].wantang -= 90;
p[i].tipang = 45;
break;
case 0:
break;
case 1:
p[i].dir = newdir;
p[i].numhist++;
p[i].wantang += 90;
p[i].tipang = -45;
break;
}
if (p[i].numhist == MAXHIST) {
tronInit ();
}
}
static avoidwall (int i)
{
int f;
f = field[p[i].x + dx[p[i].dir]][p[i].y + dy[p[i].dir]];
if (CRASH (f)) {
changedir (i);
}
}
static void tronUpdate (void)
{
int f;
#ifndef GOTO_BOWTIE
/*
* Because the grid has a limited resolution of NxN, but we want
* to make the front of the trail "move" every frame, we move
* the trail on the screen a little every frame, but only mark it
* off in the array every fourth frame. Without this the trail
* would move across the grid too quickly.
* An annoying side effect of the way this implementation works
* is that we don't check the controllers as often as we should.
*/
if (substep < SUBSTEP_CNT-1) {
substep++;
return;
} else {
substep = 0;
}
#endif
field[p[0].x][p[0].y] = 0;
if (demomode) {
if (rand () < 500) {
changedir (0);
}
avoidwall (0);
} else {
/* Get value from controller and adjust dir. if necessary */
osRecvMesg(&controllerMessageQ, NULL, OS_MESG_BLOCK);
osContGetReadData(controllerdata);
if (controllerdata[controller].errno != 0) {
button = 0;
} else {
button = controllerdata[controller].button;
}
if ((button & CONT_L) && !(lastbutton & CONT_L)) {
p[0].dir = (p[0].dir + NUMDIRS - 1) % NUMDIRS;
p[0].wantang -= 90;
p[0].tipang = 45;
p[0].numhist++;
} else if ((button & CONT_R) && !(lastbutton & CONT_R)) {
p[0].dir = (p[0].dir + 1) % NUMDIRS;
p[0].wantang += 90;
p[0].tipang = -45;
p[0].numhist++;
}
lastbutton = button;
/* If hit wall, die */
f = field[p[0].x + dx[p[0].dir]][p[0].y + dy[p[0].dir]];
if (CRASH (f)) {
killplayer (0);
}
}
p[0].x += dx[p[0].dir];
p[0].y += dy[p[0].dir];
p[0].hx[p[0].numhist-1] = p[0].x;
p[0].hy[p[0].numhist-1] = p[0].y;
}
void sceneDraw (Dynamic *dynamicp, unsigned short *cfbp, Vtx *v)
{
/*
* Use either Frustum or Perspective. The following two
* calls are equivalent.
*/
int i;
u16 perspNorm;
guPerspective(&dynamicp->projection,&perspNorm, 33, 1, 10, 9000, 1);
/*
guLookAt (&dynamicp->viewing,
(p[0].y + cosf (time/2000) * 20)*20,
20*20,
(p[0].x + sinf (time/2000) * 20)*20,
p[0].y * 20, 3 * 20, p[0].x * 20,
0, 1, 0);
*/
#ifdef GOTO_BOWTIE
guLookAt (&dynamicp->viewing,
(p[0].y + cosf (time/2000) * 160)*xzscale,
160*xzscale,
(p[0].x + sinf (time/2000) * 160)*xzscale,
p[0].y * xzscale, 3 * xzscale, p[0].x * xzscale,
0, 1, 0);
#else
guLookAt (&dynamicp->viewing,
(p[0].y + cosf (time/300) * 40)*xzscale +
substep*dy[p[0].dir]*(xzscale/SUBSTEP_CNT),
40*xzscale,
(p[0].x + sinf (time/300) * 40)*xzscale +
substep*dx[p[0].dir]*(xzscale/SUBSTEP_CNT),
p[0].y * xzscale + substep*dy[p[0].dir]*(xzscale/SUBSTEP_CNT),
3 * xzscale,
p[0].x * xzscale + substep*dx[p[0].dir]*(xzscale/SUBSTEP_CNT),
0, 1, 0);
#endif
gSPPerspNormalize(glistp++, perspNorm);
gSPMatrix(glistp++, osVirtualToPhysical(&(dynamicp->projection)),
G_MTX_PROJECTION|G_MTX_LOAD|G_MTX_NOPUSH);
gSPMatrix(glistp++, osVirtualToPhysical(&(dynamicp->viewing)),
G_MTX_MODELVIEW|G_MTX_LOAD|G_MTX_NOPUSH);
/*
* render grid
*/
gDPPipeSync(glistp++);
gDPSetCycleType(glistp++, G_CYC_1CYCLE);
gSPSetGeometryMode(glistp++, G_SHADE | G_ZBUFFER | G_SHADING_SMOOTH);
gDPSetCombineMode(glistp++, G_CC_SHADE, G_CC_SHADE);
gDPSetRenderMode(glistp++, G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2);
gSPDisplayList (glistp++, grid);
#ifdef NOTDEF
/*
* render walls
*/
gDPPipeSync(glistp++);
gDPSetRenderMode(glistp++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
gSPDisplayList (glistp++, walls);
#endif
/*
* render cycle trail
*/
gDPPipeSync(glistp++);
gDPSetRenderMode(glistp++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2);
for (i = 0; i < p[0].numhist; i++) {
#ifndef GOTO_BOWTIE
if (i<p[0].numhist-1) {
#endif
V (v + 3*i,
p[0].hy[i]*xzscale, 0, p[0].hx[i]*xzscale,
0, 0, 0, p[0].red, p[0].green, p[0].blue, 0xa0);
V (v + 3*i + 1,
p[0].hy[i]*xzscale, p[0].height*yscale,
p[0].hx[i]*xzscale,
0, 0, 0, p[0].red, p[0].green, p[0].blue, 0xa0);
V (v + 3*i + 2,
p[0].hy[i]*xzscale,
p[0].height*yscale+(yscale*HEIGHT)/4,
p[0].hx[i]*xzscale,
0, 0, 0, 0, 255, 128, 0xff);
#ifndef GOTO_BOWTIE
} else {
V (v + 3*i,
p[0].hy[i]*xzscale+
substep*dy[p[0].dir]*(xzscale/SUBSTEP_CNT),
0,
p[0].hx[i]*xzscale+
substep*dx[p[0].dir]*(xzscale/SUBSTEP_CNT),
0, 0, 0, p[0].red, p[0].green, p[0].blue, 0xa0);
V (v + 3*i + 1,
p[0].hy[i]*xzscale+
substep*dy[p[0].dir]*(xzscale/SUBSTEP_CNT),
p[0].height*yscale,
p[0].hx[i]*xzscale+
substep*dx[p[0].dir]*(xzscale/SUBSTEP_CNT),
0, 0, 0, p[0].red, p[0].green, p[0].blue, 0xa0);
V (v + 3*i + 2,
p[0].hy[i]*xzscale+
substep*dy[p[0].dir]*(xzscale/SUBSTEP_CNT),
p[0].height*yscale+(yscale*HEIGHT)/4,
p[0].hx[i]*xzscale+
substep*dx[p[0].dir]*(xzscale/SUBSTEP_CNT),
0, 0, 0, 0, 255, 128, 0xff);
}
#endif
}
for (i = 0; i < p[0].numhist - 1; i++) {
gSPVertex (glistp++, osVirtualToPhysical(v + i*3), 6, 0);
gSP1Triangle (glistp++, 0, 1, 4, 0);
gSP1Triangle (glistp++, 0, 4, 3, 0);
gSP1Triangle (glistp++, 1, 2, 5, 0);
gSP1Triangle (glistp++, 1, 5, 4, 0);
}
}
/*
*
* Return the lowest number controller connected to system
*/
int initControllers()
{
int i;
u8 pattern;
osCreateMesgQueue(&serialMessageQ, &serialMsgBuf, 1);
osSetEventMesg(OS_EVENT_SI, &serialMessageQ, (OSMesg)1);
osContInit(&serialMessageQ, &pattern, &statusdata[0]);
osCreateMesgQueue(&controllerMessageQ, &controllerMsgBuf, 1);
osSetEventMesg(OS_EVENT_SI, &controllerMessageQ, (OSMesg)0);
for (i = 0; i < MAXCONTROLLERS; i++) {
if ((pattern & (1<<i)) &&
!(statusdata[i].errno & CONT_NO_RESPONSE_ERROR))
return i;
}
return -1;
}