c64-kb 0.17.0

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Files changed (970) hide show
  1. package/CHANGELOG.md +2082 -0
  2. package/LICENSE +29 -0
  3. package/README.md +559 -0
  4. package/VERSION +25 -0
  5. package/dist/cli/setup.js +66 -0
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  7. package/dist/cli-memorize-audit.js +97 -0
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  916. package/templates/platformer/.claude/settings.json +17 -0
  917. package/templates/platformer/.mcp.json +10 -0
  918. package/templates/platformer/CLAUDE.md +125 -0
  919. package/templates/platformer/Makefile +86 -0
  920. package/templates/platformer/PLAN.md +360 -0
  921. package/templates/platformer/README.md +277 -0
  922. package/templates/platformer/expect.json +32 -0
  923. package/templates/platformer/src/actors.c +289 -0
  924. package/templates/platformer/src/anim.c +51 -0
  925. package/templates/platformer/src/art.c +212 -0
  926. package/templates/platformer/src/autopilot.h +30 -0
  927. package/templates/platformer/src/engine.asm +253 -0
  928. package/templates/platformer/src/game.h +248 -0
  929. package/templates/platformer/src/hud.c +90 -0
  930. package/templates/platformer/src/level.c +184 -0
  931. package/templates/platformer/src/main.c +306 -0
  932. package/templates/platformer/src/player.c +268 -0
  933. package/templates/platformer/src/sound.c +42 -0
  934. package/templates/platformer/src/verdict.h +206 -0
  935. package/templates/platformer/src/view.c +331 -0
  936. package/templates/platformer/stage-expect.json +6 -0
  937. package/templates/platformer/tools/drive.py +112 -0
  938. package/templates/platformer/tools/tearcheck.py +229 -0
  939. package/templates/shmup-vertical/.claude/settings.json +17 -0
  940. package/templates/shmup-vertical/.mcp.json +10 -0
  941. package/templates/shmup-vertical/CLAUDE.md +137 -0
  942. package/templates/shmup-vertical/Makefile +131 -0
  943. package/templates/shmup-vertical/PLAN.md +569 -0
  944. package/templates/shmup-vertical/README.md +189 -0
  945. package/templates/shmup-vertical/expect.json +38 -0
  946. package/templates/shmup-vertical/src/bullets.c +158 -0
  947. package/templates/shmup-vertical/src/bullets.h +35 -0
  948. package/templates/shmup-vertical/src/display.c +239 -0
  949. package/templates/shmup-vertical/src/display.h +40 -0
  950. package/templates/shmup-vertical/src/game.h +85 -0
  951. package/templates/shmup-vertical/src/glyph.asm +358 -0
  952. package/templates/shmup-vertical/src/hiscore.c +141 -0
  953. package/templates/shmup-vertical/src/hiscore.h +16 -0
  954. package/templates/shmup-vertical/src/hit.asm +180 -0
  955. package/templates/shmup-vertical/src/hitbox.c +59 -0
  956. package/templates/shmup-vertical/src/hitbox.h +25 -0
  957. package/templates/shmup-vertical/src/kernel.asm +330 -0
  958. package/templates/shmup-vertical/src/level.c +174 -0
  959. package/templates/shmup-vertical/src/level.h +27 -0
  960. package/templates/shmup-vertical/src/main.c +824 -0
  961. package/templates/shmup-vertical/src/mux.asm +321 -0
  962. package/templates/shmup-vertical/src/sound.asm +255 -0
  963. package/templates/shmup-vertical/src/step.asm +169 -0
  964. package/templates/shmup-vertical/src/waves.c +195 -0
  965. package/templates/shmup-vertical/src/waves.h +33 -0
  966. package/templates/shmup-vertical/stage-expect.json +6 -0
  967. package/templates/shmup-vertical/tools/drive.py +152 -0
  968. package/templates/shmup-vertical/tools/joytest.py +159 -0
  969. package/templates/shmup-vertical/tools/meter.py +15 -0
  970. package/templates/shmup-vertical/tools/phases.py +73 -0
@@ -0,0 +1,273 @@
1
+ // brute.c: the brute, drawn in character cells, not sprites (c64-kb
2
+ // mixed_sprite_char_actors, after the mixed-fighters recipe and the other
3
+ // #39 beat-em-up draft). He is 16 multicolour pixels by 48 lines, stored at
4
+ // the four 2-pixel shifts inside a cell (built once here from art.c's
5
+ // text), shown as a block of 5 x 6 cells whose 30 codes, CH_BRUTE on,
6
+ // belong to him alone. The fighter band's sprites are then four fighters
7
+ // minus him: at most six parts.
8
+ //
9
+ // Two character sets, alike but for his 30 glyphs: $E000 and $E800. The
10
+ // street shows one; brute_prepare, at the end of a frame, builds his next
11
+ // picture into the other, one row of the block (5 glyphs, KickAssembler's
12
+ // glyph_build) a frame, so no frame carries much of it. When the last row
13
+ // is in, it flips b_cs, and view_publish sends the other set
14
+ // with the frame's $D018: the switch costs nothing. Only when he has moved
15
+ // a whole cell does brute_draw, at the start of the next frame in the
16
+ // vertical blank, put the street back where he was and his codes where he
17
+ // is: that must beat the beam to his top row (brute_late counts the times
18
+ // it did not). The other draft built in halves and switched codes; a
19
+ // one-frame build there ended at line 132 on NTSC, against his top row at
20
+ // 107. A first C version here, in halves, took 18,000 cycles a frame
21
+ // (metered), so the glyphs are built in assembly now. He walks at half
22
+ // speed: a new picture every six frames, 3 pixels behind at most.
23
+ //
24
+ // The cells are in both street pages at his world column, so a page flip or
25
+ // a slice of the scroll never loses him; the slice copy moves his cells
26
+ // with the street, and brute_patch puts back the ones a new column wrote.
27
+ // Under his empty pixels each glyph keeps the street's own (the street uses
28
+ // bit pairs 00 and 01 only on rows 2-19), and his 10 and 11 pixels are
29
+ // foreground: a sprite with its $D01B bit set goes behind them. view.c sets
30
+ // that bit for every fighter farther away than he is (c64-kb mob_priority).
31
+ #include "game.h"
32
+ #include "asm.h"
33
+ #include <string.h>
34
+
35
+ static char preshift[12][240]; // pose * 4 + shift, 30 glyphs in block order
36
+ static char mask[256]; // for a byte of his: 11 in every bit pair he leaves empty
37
+ static char b_under[30], n_under[30]; // the street's glyphs under the picture shown, and the next
38
+ char b_wcol, b_row, b_fy; // the picture on screen: world column, top row, ground line
39
+ bool b_drawn;
40
+ char b_cs; // the character set on screen: 0 $E000, 1 $E800
41
+ unsigned brute_late; // cell moves that finished after his top row began
42
+ static char b_pose, b_shift;
43
+ static char n_wcol, n_row, n_fy, n_pose, n_shift, n_stage; // 0 idle, 1-5 rows built
44
+ static bool n_hide, n_move; // brute_draw owes: the street back / the cells moved
45
+ static bool drew; // brute_draw moved cells this frame: no new picture starts in it
46
+
47
+ void brute_build(void)
48
+ {
49
+ for (unsigned v = 0; v < 256; v++)
50
+ {
51
+ char m = 0;
52
+ for (char sh = 0; sh < 8; sh += 2)
53
+ if (!((v >> sh) & 3))
54
+ m |= 3 << sh;
55
+ mask[v] = m;
56
+ }
57
+ *(volatile unsigned *)ASM_GB_MASK = (unsigned)mask;
58
+ memcpy(CHARSET2, CHARSET, 2048); // the second set: the street and the text alike
59
+ for (char pose = 0; pose < 3; pose++)
60
+ {
61
+ for (char s = 0; s < 4; s++)
62
+ {
63
+ char *g = preshift[pose * 4 + s];
64
+ for (char r = 0; r < 48; r++)
65
+ {
66
+ const char *row = brute_art[pose][r];
67
+ // 20 multicolour pixels across the 5 cells, the picture at s..s+15.
68
+ for (char cx = 0; cx < 5; cx++)
69
+ {
70
+ char b = 0;
71
+ for (char k = 0; k < 4; k++)
72
+ {
73
+ signed char i = cx * 4 + k - s;
74
+ char v = 0;
75
+ if (i >= 0 && i < 16)
76
+ {
77
+ char c = row[i];
78
+ v = c == 'b' ? 1 : c == 's' ? 2 : c == 'x' ? 3 : 0;
79
+ }
80
+ b = (b << 2) | v;
81
+ }
82
+ g[((r >> 3) * 5 + cx) * 8 + (r & 7)] = b;
83
+ }
84
+ }
85
+ }
86
+ }
87
+ }
88
+
89
+ void brute_reset(void)
90
+ {
91
+ b_drawn = false;
92
+ n_stage = 0;
93
+ n_hide = n_move = false;
94
+ }
95
+
96
+ static void block_put(char p, char wcol, char row, const char *under, char keep_col, char keep_row);
97
+
98
+ static char brute_slot(void)
99
+ {
100
+ for (char f = 1; f < NFIGHT; f++)
101
+ if (fkind[f] == K_BRUTE && fmode[f] != M_OFF)
102
+ return f;
103
+ return 0;
104
+ }
105
+
106
+ static char brute_pose(char f)
107
+ {
108
+ char p = anim_pose(&fanim[f]);
109
+ if (p == P_DOWN)
110
+ return 2;
111
+ if (p == P_WIND || p == P_PUNCH || p == P_CHAMBER || p == P_KICK)
112
+ return 1; // the slam: both arms up
113
+ return 0;
114
+ }
115
+
116
+ // Row q of the block (glyphs 5q to 5q + 4) of the picture into the set not
117
+ // on screen, each over the street glyph under it (glyph_build).
118
+ static void build_row(char q)
119
+ {
120
+ char first = q * 5, n = 5;
121
+ char *under = (char *)ASM_GB_UNDER;
122
+ for (char k = 0; k < n; k++)
123
+ under[k] = n_under[first + k];
124
+ char *set = b_cs ? CHARSET : CHARSET2;
125
+ *(volatile unsigned *)ASM_GB_SRC = (unsigned)(preshift[n_pose * 4 + n_shift] + first * 8);
126
+ *(volatile unsigned *)ASM_GB_DST = (unsigned)(set + (CH_BRUTE + first) * 8);
127
+ *(volatile char *)ASM_GB_COUNT = n;
128
+ __asm { jsr ASM_GLYPH_BUILD }
129
+ }
130
+
131
+ // The end of a frame: build his next picture, a row a frame; when it is
132
+ // whole, flip the character set (view_publish sends it) and leave brute_draw
133
+ // the cells to move, if he moved a cell.
134
+ void brute_prepare(void)
135
+ {
136
+ char f = brute_slot();
137
+ if (!f)
138
+ {
139
+ n_stage = 0;
140
+ n_hide = b_drawn;
141
+ return;
142
+ }
143
+ if (n_move)
144
+ return; // the last picture's cells are not moved yet
145
+ if (drew)
146
+ {
147
+ drew = false; // a move frame: no new picture starts in it
148
+ return;
149
+ }
150
+ if (n_stage)
151
+ {
152
+ build_row(n_stage);
153
+ if (++n_stage == 6)
154
+ {
155
+ n_stage = 0;
156
+ b_cs ^= 1; // the new picture, from the next frame on
157
+ n_move = true;
158
+ }
159
+ return;
160
+ }
161
+ unsigned px = fx[f] >= 16 ? fx[f] - 16 : 0; // his picture's left edge, world pixels
162
+ char wcol = px >> 3, shift = (px & 7) >> 1;
163
+ char row = ((fy[f] + 1 - 51) >> 3) - 6; // feet on the last line of the block
164
+ char pose = brute_pose(f);
165
+ if (b_drawn && wcol == b_wcol && row == b_row && pose == b_pose && shift == b_shift)
166
+ return;
167
+ n_wcol = wcol;
168
+ n_row = row;
169
+ n_fy = fy[f];
170
+ n_pose = pose;
171
+ n_shift = shift;
172
+ if (b_drawn && wcol == b_wcol && row == b_row)
173
+ for (char i = 0; i < 30; i++) // the same cells: the same street under them
174
+ n_under[i] = b_under[i];
175
+ else
176
+ street_block(n_under, wcol, row);
177
+ build_row(0);
178
+ n_stage = 1;
179
+ }
180
+
181
+ // His block in page p: his codes, or, with `under`, the street back,
182
+ // leaving out the cells inside the block at (keep_col, keep_row), which the
183
+ // new picture covers (keep_row 0xff: none).
184
+ static void block_put(char p, char wcol, char row, const char *under, char keep_col, char keep_row)
185
+ {
186
+ int pc = (int)wcol - page_col[p]; // his first column on this page
187
+ if (pc < -4 || pc > 39)
188
+ return; // not on this page
189
+ char c0 = pc < 0 ? (char)-pc : 0; // the part of the block on the page
190
+ char c1 = pc > 35 ? (char)(40 - pc) : 5;
191
+ char w = c1 - c0;
192
+ char *q = page_ptr(p) + row * 40 + (pc + c0); // the first cell shown
193
+ char i = c0;
194
+ char kc = keep_col - (wcol + c0); // keep columns, counted from the first shown
195
+ for (char r = 0; r < 6; r++, q += 40, i += 5)
196
+ {
197
+ if (!under)
198
+ {
199
+ char k = CH_BRUTE + i;
200
+ for (char c = 0; c < w; c++)
201
+ q[c] = k + c;
202
+ continue;
203
+ }
204
+ char wr = row + r;
205
+ bool keep_r = wr >= keep_row && wr < keep_row + 6;
206
+ const char *u = under + i;
207
+ for (char c = 0; c < w; c++)
208
+ if (!(keep_r && (char)(c - kc) < 5)) // unsigned: c inside kc .. kc + 4
209
+ q[c] = u[c];
210
+ }
211
+ }
212
+
213
+ // The start of a frame, in the vertical blank: the IRQ at line 251 has
214
+ // just switched to the new character set; move his cells to match.
215
+ void brute_draw(void)
216
+ {
217
+ if (n_hide && b_drawn)
218
+ {
219
+ for (char p = 0; p < NPAGES; p++)
220
+ block_put(p, b_wcol, b_row, b_under, 0, 0xff);
221
+ b_drawn = false;
222
+ }
223
+ n_hide = false;
224
+ if (!n_move)
225
+ return;
226
+ n_move = false;
227
+ bool moved = !b_drawn || n_wcol != b_wcol || n_row != b_row;
228
+ if (b_drawn && moved)
229
+ for (char p = 0; p < NPAGES; p++)
230
+ block_put(p, b_wcol, b_row, b_under, n_wcol, n_row); // the street back where he left
231
+ b_wcol = n_wcol;
232
+ b_row = n_row;
233
+ b_fy = n_fy;
234
+ b_pose = n_pose;
235
+ b_shift = n_shift;
236
+ for (char i = 0; i < 30; i++)
237
+ b_under[i] = n_under[i];
238
+ if (moved)
239
+ {
240
+ for (char p = 0; p < NPAGES; p++)
241
+ block_put(p, b_wcol, b_row, 0, 0, 0xff);
242
+ // His top row starts at line 51 + 8 * b_row: the move must be done
243
+ // before the beam gets there (the frame started at line 251).
244
+ char line = vic.raster;
245
+ if (line >= 51 + 8 * b_row && line < 251)
246
+ brute_late++;
247
+ drew = true;
248
+ }
249
+ b_drawn = true;
250
+ }
251
+
252
+ // A slice of the scroll wrote rows row0..row0 + n - 1 of page p's new
253
+ // column 39 from the street: put back his cells there.
254
+ void brute_patch(char p, char row0, char n)
255
+ {
256
+ if (!b_drawn)
257
+ return;
258
+ char c = page_col[p] + 39 - b_wcol;
259
+ if (c >= 5)
260
+ return;
261
+ char *q = page_ptr(p) + 39;
262
+ for (char r = row0; r < row0 + n; r++)
263
+ if (r >= b_row && r < b_row + 6)
264
+ q[r * 40] = CH_BRUTE + (r - b_row) * 5 + c;
265
+ }
266
+
267
+ // The code the page must hold at a world cell: his, or 0 (the street's).
268
+ char brute_code_at(unsigned wcol, char row)
269
+ {
270
+ if (!b_drawn || row < b_row || row >= b_row + 6 || wcol < b_wcol || wcol >= b_wcol + 5)
271
+ return 0;
272
+ return CH_BRUTE + (row - b_row) * 5 + (wcol - b_wcol);
273
+ }
@@ -0,0 +1,281 @@
1
+ // enemy.c: the enemies' state machine and the waves that bring them.
2
+ //
3
+ // The AI after c64-kb lane_pursuit_ai's states (approach, pull alongside,
4
+ // attack, back off), on a street instead of a road: an enemy comes in from
5
+ // a screen edge, walks to a stand-off point beside the hero in his lane,
6
+ // attacks, backs off, and comes again. Two turns at most: an enemy without
7
+ // one waits further out, a lane off, so the hero is never boxed in by three
8
+ // at once (Double Dragon's crowd rule, written here from the rule, not from
9
+ // any game's code).
10
+ //
11
+ // The waves after c64-kb wave_director: a stage's first wave starts when
12
+ // the camera reaches the stage's lock (a scroll position, compared with
13
+ // >=); each next wave when the last is beaten; the stage is clear when its
14
+ // list ends. The enemies are three slots of the fighter pool (object_pool).
15
+ #include "game.h"
16
+
17
+ char ai_state[NFIGHT], ai_timer[NFIGHT];
18
+ static bool ai_turn[NFIGHT]; // holds one of the two turns
19
+ static char ai_moves[NFIGHT]; // attacks made: punch, punch, kick, ...
20
+ static char turns;
21
+ static char brute_pace;
22
+ static char ai_next; // the enemy that thinks this frame
23
+ static signed char ai_dx[NFIGHT], ai_dy[NFIGHT]; // each enemy's step, as think last chose
24
+ char stage, wave;
25
+ bool stage_clear;
26
+ static char wave_timer;
27
+
28
+ #define TURNS 2
29
+ #define CLOSE 14 // stand-off with a turn: in punch and kick reach
30
+ #define FAR 56 // stand-off while waiting
31
+ #define WAIT_LANE 12 // lines off the hero's lane while waiting
32
+
33
+ // A wave: up to three enemies, each a kind, a side (0 left, 1 right) and a
34
+ // ground line. kind 0 ends the list. At most one brute a wave: his glyphs
35
+ // are one block of 30 codes (brute.c).
36
+ struct Spawn { char kind, side, y; };
37
+ struct Wave { struct Spawn e[NENEMY]; };
38
+
39
+ // WAVES-BEGIN
40
+ static const struct Wave stage0[] = {
41
+ { { { K_THUG, 1, 170 }, { K_THUG, 0, 192 }, { 0 } } },
42
+ { { { K_BRUTE, 1, 180 }, { 0 } } },
43
+ };
44
+ static const struct Wave stage1[] = {
45
+ { { { K_THUG, 1, 160 }, { K_BRUTE, 1, 186 }, { K_THUG, 0, 174 } } },
46
+ { { { K_THUG, 1, 190 }, { K_THUG, 0, 164 }, { 0 } } },
47
+ };
48
+ static const struct Wave stage2[] = {
49
+ { { { K_THUG, 1, 172 }, { K_THUG, 0, 160 }, { K_THUG, 1, 196 } } },
50
+ { { { K_BRUTE, 0, 180 }, { K_THUG, 1, 164 }, { 0 } } },
51
+ };
52
+ // WAVES-END
53
+ static const struct Wave *const stage_waves[NSTAGE] = { stage0, stage1, stage2 };
54
+ static const char stage_count[NSTAGE] = { 2, 2, 2 };
55
+
56
+ void waves_reset(void)
57
+ {
58
+ stage = 0;
59
+ wave = 0;
60
+ stage_clear = false;
61
+ wave_timer = 50;
62
+ turns = 0;
63
+ for (char f = 1; f < NFIGHT; f++)
64
+ {
65
+ fmode[f] = M_OFF;
66
+ ai_turn[f] = false;
67
+ }
68
+ }
69
+
70
+ static bool enemies_left(void)
71
+ {
72
+ for (char f = 1; f < NFIGHT; f++)
73
+ if (fmode[f] != M_OFF)
74
+ return true;
75
+ return false;
76
+ }
77
+
78
+ static void spawn_wave(const struct Wave *w)
79
+ {
80
+ for (char i = 0; i < NENEMY; i++)
81
+ {
82
+ const struct Spawn *s = &w->e[i];
83
+ if (!s->kind)
84
+ break;
85
+ char f = i + 1;
86
+ // Just off the screen; on the left never below world x 0. The
87
+ // positions are unsigned, and an int loaded from an unsigned of
88
+ // 32,768 or more compares as not negative against another
89
+ // non-constant int, at every level, on the local Oscar64 and
90
+ // v1.32.273 (c64-kb #30 fault 8): an enemy spawned at x -24
91
+ // (65,512) walked the wrong way. think() compares the unsigned.
92
+ unsigned x = s->side ? camx + 336 : camx >= 24 ? camx - 24 : 0;
93
+ fighter_spawn(f, s->kind, x, s->y, s->side ? FACE_LEFT : FACE_RIGHT);
94
+ ai_state[f] = AI_ENTER;
95
+ ai_timer[f] = 0;
96
+ ai_dx[f] = ai_dy[f] = 0;
97
+ ai_turn[f] = false;
98
+ ai_moves[f] = f;
99
+ }
100
+ }
101
+
102
+ void waves_update(void)
103
+ {
104
+ if (stage_clear)
105
+ {
106
+ // The camera moves on to the next lock; reaching it starts that stage.
107
+ if (stage + 1 < NSTAGE && camx >= stage_lock[stage + 1])
108
+ {
109
+ stage++;
110
+ wave = 0;
111
+ stage_clear = false;
112
+ wave_timer = 30;
113
+ go_sign = false;
114
+ locks++;
115
+ events |= EV_LOCK;
116
+ hud_dirty = true;
117
+ }
118
+ return;
119
+ }
120
+ if (camx < stage_lock[stage] || enemies_left())
121
+ return;
122
+ if (wave_timer)
123
+ {
124
+ wave_timer--;
125
+ return;
126
+ }
127
+ if (wave < stage_count[stage])
128
+ {
129
+ if (stage == 0 && wave == 0)
130
+ {
131
+ locks++; // the first lock is the street's start
132
+ events |= EV_LOCK;
133
+ }
134
+ spawn_wave(&stage_waves[stage][wave]);
135
+ wave++;
136
+ wave_timer = 40;
137
+ return;
138
+ }
139
+ stage_clear = true;
140
+ go_sign = stage + 1 < NSTAGE;
141
+ events |= EV_UNLOCK;
142
+ }
143
+
144
+ void enemy_ko(char f)
145
+ {
146
+ if (fkind[f] == K_THUG)
147
+ {
148
+ kos_thug++;
149
+ score_add(1, 0);
150
+ }
151
+ else
152
+ {
153
+ kos_brute++;
154
+ score_add(2, 0);
155
+ }
156
+ events |= EV_KO;
157
+ if (ai_turn[f])
158
+ turns--;
159
+ ai_turn[f] = false;
160
+ fmode[f] = M_OFF;
161
+ if (face_enemy == f)
162
+ face_enemy = 0xff;
163
+ hud_dirty = true;
164
+ }
165
+
166
+ static signed char toward(int from, int to)
167
+ {
168
+ return from < to - 1 ? 1 : from > to + 1 ? -1 : 0;
169
+ }
170
+
171
+ static void give_turn_back(char f)
172
+ {
173
+ if (ai_turn[f])
174
+ {
175
+ ai_turn[f] = false;
176
+ turns--;
177
+ }
178
+ }
179
+
180
+ static void think(char f)
181
+ {
182
+ int ex = fx[f], hx = fx[0];
183
+ // The unsigned positions compared as they are: two ints made from them
184
+ // would compare wrongly past 32,767 on Oscar64 (c64-kb #30 fault 8).
185
+ bool left_of_hero = fx[f] < fx[0];
186
+ bool hero_up = fmode[0] != M_KO && fmode[0] != M_OFF && !finvuln[0];
187
+ signed char dx = 0, dy = 0;
188
+
189
+ switch (ai_state[f])
190
+ {
191
+ case AI_ENTER:
192
+ dx = left_of_hero ? 1 : -1;
193
+ if (ex > (int)camx + 24 && ex < (int)camx + 290)
194
+ ai_state[f] = AI_APPROACH;
195
+ break;
196
+ case AI_APPROACH:
197
+ case AI_WAIT:
198
+ if (!ai_turn[f] && turns < TURNS && hero_up)
199
+ {
200
+ ai_turn[f] = true;
201
+ turns++;
202
+ }
203
+ {
204
+ bool close = ai_turn[f] && hero_up;
205
+ int tx = hx + (left_of_hero ? -(close ? CLOSE : FAR) : (close ? CLOSE : FAR));
206
+ int ty = fy[0];
207
+ if (!close)
208
+ ty += fy[0] < (PLANE_TOP + PLANE_BOT) / 2 ? WAIT_LANE : -WAIT_LANE;
209
+ dx = toward(ex, tx);
210
+ dy = toward(fy[f], ty);
211
+ ai_state[f] = close ? AI_APPROACH : AI_WAIT;
212
+ char ldy = fy[f] > fy[0] ? fy[f] - fy[0] : fy[0] - fy[f];
213
+ if (close && !dx && ldy <= 2 && !ai_timer[f])
214
+ {
215
+ fface[f] = left_of_hero ? FACE_RIGHT : FACE_LEFT;
216
+ fighter_attack(f, (++ai_moves[f] % 3) ? A_PUNCH : A_KICK);
217
+ ai_state[f] = AI_ATTACK;
218
+ ai_dx[f] = ai_dy[f] = 0;
219
+ return;
220
+ }
221
+ }
222
+ break;
223
+ case AI_ATTACK:
224
+ ai_state[f] = AI_RETREAT; // the move has finished: fighter_can_act
225
+ ai_timer[f] = 24 + f * 6;
226
+ give_turn_back(f);
227
+ break;
228
+ case AI_RETREAT:
229
+ give_turn_back(f);
230
+ dx = left_of_hero ? -1 : 1;
231
+ if ((dx < 0 && ex < (int)camx + 20) || (dx > 0 && ex > (int)camx + 292))
232
+ dx = 0;
233
+ if (!ai_timer[f])
234
+ {
235
+ ai_state[f] = AI_APPROACH;
236
+ ai_timer[f] = 16; // a pause before the next attack
237
+ }
238
+ break;
239
+ }
240
+ ai_dx[f] = dx;
241
+ ai_dy[f] = dy;
242
+ }
243
+
244
+ // Every frame: the step think last chose, facing the hero.
245
+ static void step(char f)
246
+ {
247
+ signed char dx = ai_dx[f], dy = ai_dy[f];
248
+ if (fkind[f] == K_BRUTE && (++brute_pace & 1))
249
+ dx = dy = 0; // the brute walks at half speed: he is heavy, and
250
+ // his character picture takes six frames (brute.c)
251
+ fighter_walk(f, dx, dy);
252
+ if (ai_state[f] != AI_ENTER)
253
+ fface[f] = fx[f] < fx[0] ? FACE_RIGHT : FACE_LEFT; // always facing the hero
254
+ }
255
+
256
+ // One enemy thinks a frame, in turn; every enemy steps every frame on what
257
+ // it last decided. A decision is at most three frames old: the AI's cost is
258
+ // a third of thinking for all three every frame (metered: the whole frame
259
+ // ran past NTSC's 17,095 cycles with it).
260
+ void enemies_update(void)
261
+ {
262
+ if (++ai_next >= NFIGHT)
263
+ ai_next = 1;
264
+ for (char f = 1; f < NFIGHT; f++)
265
+ {
266
+ if (ai_timer[f])
267
+ ai_timer[f]--;
268
+ if (fmode[f] == M_OFF)
269
+ continue;
270
+ if (fmode[f] != M_FREE)
271
+ {
272
+ if (fmode[f] != M_ATTACK)
273
+ give_turn_back(f); // hurt or down: the turn goes to another
274
+ continue;
275
+ }
276
+ if (f == ai_next || ai_state[f] == AI_ATTACK)
277
+ think(f); // (an attack that ended is noticed at once)
278
+ if (fmode[f] == M_FREE)
279
+ step(f);
280
+ }
281
+ }