program RogueBurgerOne;
var

/*

	Note: this game was created with an extremely early version of TRSE back in 2018,
    and uses a lot of archaic stuff. Please don't use this game as a template on how
    to code for TRSE in 2022 =)




	Rogue Burger One is a TRSE tutorial game. Actually, right now it is not really a 
	tutorial but more an example project, without proper documentation and stuff.

	This will be updated in future releases of the TRSE framework. Hopefully. 

	For now, this is the main file, which contains all variable declarations, texts
	and intro / main giame raster interrupt procedures. 

r
*/



	// Compile with debug flags?
//	@define isDebug isDebug
	// Turn off kernal	
	@define usekernal 0


	/*

		Binary inclusion files


	*/

	// Text charsets (bank 1)
	mainChar: IncBin("charsets/charset_text.bin",$4800); // $800 bytes
	
	// Level multicolor charsets (bank 1)
	levelChar: IncBin("charsets/charset_level.bin",$5000);// $800 bytes
	// Sprite data bank 1
	sprite0data : incbin("sprites/fastfood.bin", $5800); // will be $1000 bytes // locally 2000
	music1 : incsid("music/fliptape60.sid", 2);
	
	// image and logo color data (should be compressed really..)
	imagedata_colors:IncBin("images/introscreen_color.bin",$7000);
	logodata_colors:IncBin("images/logoscreen_color.bin",$7800);

	// Scroller multicolor charset (bank 2)
	multiColorChar: IncBin("charsets/lcharsetMC.bin", $8800);

//Compressed image & logo data (about $800 bytes each)
	logodata_crunched:IncBin("images/logoscreen_data_compressed.bin",$9000);
	imagedata_crunched:IncBin("images/introscreen_data_compressed.bin",$C000);
// Compressed image data at $E000
	leveldata_crunched: IncBin("levels/levels_compressed.bin", $E000); // 2400 in hex

// Unpack levels to:
	@define levels $9000

// Define some user data (for the memory map)
	@userdata "$0400" "$0800" "Bank 0 screen"
	@userdata "$4400" "$4800" "Bank 1 screen"
	@userdata "$8400" "$8800" "Bank 2 screen"
	@userdata "$D800" "$E000" "Color space"

// Common variables
	m_posx, m_posy : byte; // current level position in grid
	i, redraw, j,k,l,val2: byte;  // i is temp, redraw states that the map should be redrawn
	time : byte;

	currentScroll: byte=0;
	keepbitmask : byte;
	
	keyPressedWait : byte;

	sprite1_counter, tmp2,tmp3,val : byte; // sprite1_counter shifts between sprite animations
	spritex, tmp : integer; // Sprite positions and temp integer
	spritey, frameCounter : byte;
	
	player_score : byte;
	player_speed : byte;
	
	current_background : byte;


	zeropage1, zeropage2, zeropage3, zeropage4, zeropage5, zeropage6, zeropage7 : pointer;

	// Scroller vars
	ms_sshift : byte=0;
	ms_scroll : byte=7;



	@define levelointer zeropage7

	/*

	Text defintions

	*/

	// Title text in gameplay 
	TextRogueBurger: string = "ROGUE BURGER ONE";


	IntroText : string = (
	"    ROGUE BURGER ONE WAS VICIOUSLY THROWN INTO THE SEWERS AFTER BEING DISCARDED BY A NORWEGIAN VEGAN         ",
	" ANGRY WITH THE WORLD SHE GREW UP IN  ROGUE BURGER ONE SWORE TO HUNT DOWN THE SUFFERING FAST FOOD REVENANTS IN THE SEWERS BENEATH OSLO       ",
	"  PUTTING THEM OUT OF THEIR MISERY BY SMITING THEM WITH PIZZA          ",
	" WHILE UNDERTAKING THIS HUGE BURDEN  SHE CAME ACROSS A SCORE OF SACRED SCROLLS THAT WOULD FOREVER CHANGE HER DESTINY        ",
	"WILL ROGUE BURGER ONE EVER FIND TRUE HAPPINESS            ONLY THE MOST AUDACIOUS ADVENTURER WILL EVER REVEAL THIS DIVINE SECRET         UNRAVELLING A RECIPE FOR THE ULTIMATE DELIGHT             ",
		0);

	ScrollText1: string = "HALF A POOD OF FLESHY BITS";
	ScrollText2: string = "                  ONIONS WITHOUT A FAULT";
	ScrollText3: string = "A CULLINGLEY OF CHILI HITS";
	ScrollText4: string = "                  TOMATOES AND SOME SALT";
	ScrollText5: string = "MIX AND FRY ON AVERAGE HEAT";
	ScrollText6: string = "                      BUNS TO TOP IT OFF";
	ScrollText7: string = "DEVOUR THE SAVORY DRIPPING MEAT";
	ScrollText8: string = "                  ICE COLD BEER TO QUAFF";


	EndingText: string = (	"    ROGUE BURGER ONE FINALLY MANAGED TO FIND HAPPINESS TOGETHER WITH HER NEWFOUND FRIENDS         ",
							"  SHE WAS SOON EATEN BY A HAPPY PLAYER         IF THERE IS A POINT TO THIS STORY PLEASE LET US KNOW            " );


/* Credits section, textwriter.

*/
	creditsCounter: byte = 0;

	@define creditsCMax 4 // Time of credz movement
	@define creditsStartX 9
	@define creditsStartY 17

	@define CreditsColors 3

	creditsX: byte = @creditsStartX;
	creditsY: byte = @creditsStartY;

	@define newline 254
	@define cclear 253
	@define cpause 252	

	// 136 = health upgrade
	// 137 = ammp upgrade
	// 138 = hotdog
	// 135 = HEART
	// 134 = AMMO



// Credits text
	CreditsText : string = (129, @cclear, @cpause,
							"ROGUE BURGER ONE", @newline,
							" 2018 LEMONSPAWN", @newline, 
							"  VERSION 0000 0101", 
							@cpause,@cpause,@cpause,@cpause,
							@cclear, @cpause, "     ", @newline,@newline, "   INSTRUCTIONS", @cpause,@cpause,@cpause, @cclear,
							"DONT DIE. ", 129, @cpause, @cpause,@cpause, 
							@newline, " PICK UP STUFF", 134, @cpause, @cpause,
							@newline, "  SHOOT OTHER STUFF", 130, @cpause,@cpause,@cpause,128,
							@cclear, "FIND BOOSTS", @cpause, @cpause,
							@newline, "  HEALTH", 135,  @cpause,@cpause,
							@newline, "    AMMO", 134,  @cpause,@cpause,@cpause,@cpause,
							@cclear, "PROCURE UPGRADES", 128, @cpause, @cpause,
							@newline, "  HEALTH", 136, @cpause, @cpause,
							@newline, "    PIZZA WEAPON", 137, @cpause,@cpause,@cpause,@cpause,
							@cclear, "SEARCH FOR ", @newline, "SACRED SCROLLS", 141,
							@newline, "CONTAINING AN ANCIENT ", @newline,"SECRET RECIPE", @cpause, @cpause,
							@newline, "SPACE BAR TO VIEW ", @cpause, @cpause,@cpause,

							128, @cclear, @cpause, "DEVELOPED BY", @newline,@newline  ,
							"     LEMONSPAWN", @cpause, @cpause, @cclear,
							"MUSIC BY", @newline,@newline, "  RICHARD OF TND", @cpause, @cpause,@cpause, @cclear,
							"CODE GFX DESIGN LEVELS", @newline,"AND EVERYTHING ELSE", @newline, "BY ", @cpause, "LEUAT", @cpause, @cpause, @newline, @cpause,@cclear,
							"SPRITES BY", @newline,@newline, @cpause, "    GJENTA", @newline, @cpause, @cpause,@cpause,@cpause,@cclear,
							"DEVELOPED WITH", @newline, "  TURBO RASCAL", @newline,"    SYNTAX ERROR", @cpause, @cpause,@cpause, @cclear,
							"ROGUE BURGER ONE FULL", @newline, "SOURCE CODE IS INCLUDED", @newline,"IN THE TURBO RASCAL", 
							@newline, "DOWNLOAD PACKAGE", @cpause, @cpause, @cpause,@cclear,
							"IN ADDITION TO SEVERAL", @newline, "OTHER TUTORIALS ON", @newline,"HOW TO DEVELOP GAMES", 
							@newline, "AND DEMOS FOR THE ", @newline,"COMMODORE 64 IN 2018", @cpause, @cpause,@cpause, @cclear,
							
							"VISIT", @newline, " TURBORASCAL.COM", @newline,"  FOR C64 CODING", @cpause, @cpause,  @cpause,  @cclear,
							
							);
	


	EndingTextWriter : string = (@cclear, @cpause,
							"THANKS FOR PLAYING",@newline,
							" ROGUE BURGER ONE", @newline,
							"  2018 LEMONSPAWN", @cpause,@cpause,@cpause,@cclear, 
							"THIS GAME WAS DEVELOPED", @newline,
							"AS AN EXAMPLE OF WHAT", @newline,
							"IS POSSIBLE TO CREATE", @newline, 
							"WITH TURBO RASCAL ", @newline,
							"SYNTAX ERROR", @cpause,@cpause,@cpause, @cclear,
							"ALL CONTENT WITH THE",@newline,
							"EXCEPTION OF THE TITLE",@newline,
							"MUSIC WAS CREATED",@newline,
							"USING TRSE", @cpause,@cpause,@cpause, @cclear,
							"THE ENTIRE GAME SOURCE",@newline,
							"CODE WITH ALL RESOURCES",@newline,
							"ARE INCLUDED WHEN YOU ",@newline,
							"DOWNLOAD THE TRSE SUITE", @cpause,@cpause,@cpause, @cclear,
							"PRESS BUTTON TO RESET", @cpause,@cpause,@cpause,@cpause,@cpause,@cpause,@cpause,@cpause,@cpause);



	
	// Entity sprite locations in memory *64 on current bank
	entity_sprites : array[] of byte = (
	$61, $60, $72, $73, $74, $66, $67, $68, $69,$6A,$6B, $6C,
	$6D, $6E, $6F, $70, $71, $76 ,    $77 , $78, $79);
	
	// pai = 1, 60
	// ice cream = 2, 72
	// toast = 3, 73
	// pizza = 4, 74
	// pizza ammo =  5, 66
	// heart = 6, 67
	// health up = 7, 68 , upgrade bit 1
	// ammo up = 8, 69, upgrade bit 2
	// hotdog = 9, 6a
	// kebab = 10, 6b
	// taco = 11, 6c
	// scroll = 12, 6d, upgrade bit 4
	// beer = 13, 6e
	// donut = 14, 6f
	// croissant = 15, 70
	// e = 16, 71
	// shoe = 17, 76 , upgrade  bit 8
	// Boss = 18, 19,20,21
	

	// Color fading scheme		
	fade : array [16] of byte = (11,6,6,12,4,14,15,1,1,15,14,4,12,6,6,11);
	
	// Used to calculate direction of pizza bullet
	prev_dx, prev_dy : byte;
	
	
	// Entitiy data
	no_entities : byte; // # entities on the screen
	entity_pos_x : array[8] of byte; //# org pos x for each entity /2
	entity_pos_y : array[8] of byte; //# org pos y for each entity 
	entity_curpos_x : array[8] of byte; // current pos for each entity
	entity_curpos_y : array[8] of byte;
	entity_dd_x : array[8] of byte; // current speed for each entity in x/y
	entity_dd_y : array[8] of byte;
	entity_pos_spread : array[8] of byte; // How far does the entity move?
	entity_type : array[8] of byte; // Type, aggressive etc
	entity_sprite : array[8] of byte;    // Sprite location pointer
	entity_color : array[8] of byte;      // Entity colors
	entity_health : array[8] of byte;     // Entity health
	
	entity_framecounter_x : array[8] of byte;
	entity_framecounter_y : array[8] of byte;
	
	entity_framecounter_maxx : array[8] of byte;
	entity_framecounter_maxy : array[8] of byte;
	
	entity_hurt : array[8] of byte;
	
	entity_pickup : array[8] of byte;
	
	player_health : byte;
	bullet_count : byte;
	
	
	player_maxhealth : byte;
	bullet_max  : byte;
	
	bullet_x : byte;
	bullet_y, bullet_dx, bullet_dy : byte;
	bullet_wait : byte;
	
	bullet_dmg : byte;
	
	joystick_pressed : byte;
	
	// Sprite locations for player burger sprite
	moveSprite : array[8] of byte = ($61,$62,$63,$64,$65, $64,$63,$62);

	
	
	// pizza is 5, heart is 6, health upgrade is 7, ammo upgrade is 8,
	// hotdog is 9
	//data_header =,id,x,y,life,color, spread, sx, sy, isdead, damage, ammo, sound, upgrade
	
	// Location in .flf files of entity values
	@define entity_id "0"
	@define entity_isdead "8"
	@define entity_damage "9"
	@define entity_ammo "10"
	@define entity_sound "11"
	@define entity_upgrade "12"
	@define entity_tag "13"
	
	@define upgrade_health_bit "0"
	@define upgrade_ammo_bit "1"
	@define upgrade_scroll_bit "2"
	@define upgrade_speed_bit "3"
	
	// Screen writing positions
	@define screen1hi "$44"
	@define screenmem1 "^$4400"
	
	@define screen2hi "$04"
	@define screenmem2 "^$0400"
	
	@define charmapLevel "$14"
	@define charmapText "$12"
	
	@define clearchar "$20"
	
	@define spritebank "1"
	
	@define playerSprite "0"
	@define bulletSprite "7"
	
	@define player_sprite_loc "$60"
	@define bullet_sprite_loc "$66"
	
	@define crashDistance "7"
	
	@define playerSpeed "2"
	
	
	@define highCharMemoryPos "$12"

	// Sound channel	
	@define sidchannel "SID_CHANNEL3"
	
	@define levelpointer "zeropage7"
	@define colorpointer zeropage4
	

	@define renderText2x2 zeropage1


@ifdef isDebug
	immortal, ignoreCollisions : byte = 0;
@endif

	
// Sprite 0 and 7 are reserved, so we can only have 6 entity sprites in one screen

procedure InitGameOver();
procedure InitNewGame();
procedure rasterUpdateGame();
procedure InitMainScreen();
procedure MainScreen();

@include "rendering.ras"
@include "entities.ras"
@include "gameoverwon.ras"

@include "player.ras"
@include "introscreen.ras"




procedure debug(db_posx, db_posy, db_val : byte);
begin
	moveto(db_posx, db_posy, @screen1hi);
	printnumber(db_val);
end;




// Raster interrupt for displaying scroll fragments.

interrupt RasterUpdateScrollView();
begin
	StartIRQ(@usekernal);
	setbank(VIC_BANK1);
	poke(VIC_DATA_LOC, 0, @charmapText);
	if (keyPressedWait=0) then begin
		if (keypressed(KEY_SPACE))then begin
			copyfullscreen(^$0400, ^$4400);
			copyfullscreen(^$8000, ^$D800);
			poke(SPRITE_BITMASK,0, keepbitmask);
			keyPressedWait:=16;
			RasterIRQ(rasterUpdateGame(), 1,@usekernal);
			CloseIRQ();
			returninterrupt();
		end;

	end;
	inc(time);
	y:=1;
	// Fill colors
	for i:=0 to 8 do begin
		moveto(0,y,$D8);
		val:=fade[ (time +i*5)&15];
		fill(screenmemory, val, 40);
		y:=y+l;

	end;


	if keyPressedWait<>0 then dec(keyPressedWait);

	CloseIRQ();
end;



procedure PrepareScrollView();
begin
	keepbitmask:=peek(SPRITE_BITMASK,0);
	SPRITE_BITMASK:=0; // clear sprites
	copyfullscreen(^$4400, ^$0400);
	copyfullscreen(^$D800,^$8000);
	clearscreen(LIGHT_BLUE,^$D800);
	clearscreen($20,^$4400);
	poke(VIC_DATA_LOC, 0, @charmapText);
	setregularcolormode();
	keyPressedWait:=16; // Counter for pressing space again
	k:=0;
	y:=1;
	l:=3;

	if (currentScroll<>0) then
	for i:=0 to currentScroll do begin
		moveto(0,y,$44);
		if i=0 then printstring(#ScrollText1,0,40);
		if i=1 then printstring(#ScrollText2,0,40);
		if i=2 then printstring(#ScrollText3,0,40);
		if i=3 then printstring(#ScrollText4,0,40);
		if i=4 then printstring(#ScrollText5,0,40);
		if i=5 then printstring(#ScrollText6,0,40);
		if i=6 then printstring(#ScrollText7,0,40);
		if i=7 then printstring(#ScrollText8,0,40);

		y:=y+l;
	
	end;	



end;


/* 
	Main raster that updates the game 
  	bank 1 display on upper part
  	bank 1 on middle and lower part, lower part has different charset (text) and no multicolor

*/
interrupt rasterUpdateGame();
begin
	StartIRQ(@usekernal);
	inc(time);
	keepbitmask:=SPRITE_BITMASK;
	SPRITE_BITMASK:=0;
	//setRegularColorMode();
	setMultiColorMode();
	poke(MULTICOLOR_CHAR_COL, 0, BLACK);
//	waitForRaster(1);
	// Set regular text font
	setbank(VIC_BANK2);
	poke(VIC_DATA_LOC, 0, @highCharMemoryPos);
	UpdateEntities();


	
	waitforRaster(67);
	// Set multi color & level font
	wait(1);
	setbank(VIC_BANK1);
	SPRITE_BITMASK:=keepbitmask;
	
	poke(MULTICOLOR_CHAR_COL, 0, current_background);
	poke(VIC_DATA_LOC, 0, @charmapLevel);
	setMulticolorMode();
	RenderHealthBar();
	RenderBulletBar();
	moveto(36, 1, @screen1hi);
	printnumber(player_score);
	
	UpdatePlayer();
	UpdateBullet();

	


	if (keyPressedWait=0) then begin
		if (keypressed(KEY_SPACE)) then begin
			PrepareScrollView();
			RasterIRQ(RasterUpdateScrollView(), 1, @usekernal);
			CloseIRQ();
			returninterrupt();	
		end;
@ifdef isDebug
		if (keypressed(KEY_P)) then begin
			keyPressedWait:=16;
			immortal:=(immortal+1)&1;
			//poke(SPRITE_MULTICOLOR_REG2,0,WHITE);
			//Loop();
		end;
		if (keypressed(KEY_L)) then begin
			keyPressedWait:=16;
			ignoreCollisions:=(ignoreCollisions+1)&1;
		end;
		if (keypressed(KEY_U)) then begin
			InitGameWon();
			RasterIRQ(RasterGameWon(), 1, @usekernal);
			CloseIRQ();	
			returninterrupt();
		end;
@endif

	end;
	if keyPressedWait<>0 then dec(keyPressedWait);
	

	waitForRaster(242);
	wait(9);
	// Go back to regular font
	
	poke(VIC_DATA_LOC, 0, @charmapText);
	poke(MULTICOLOR_CHAR_COL, 0, BLACK);
	UpdatePlayerSprite();
	
	
	waitForRaster(255);
	// Make sure multicolor font is loaded afterwards
	poke(VIC_DATA_LOC, 0, @charmapLevel);
	
	// Acknowledge interrupt
	
	
	
	CloseIRQ();	
	
end;


procedure InitNewGame();
begin
	m_posx:=0;
	m_posy:=0;
	

	//copyfullscreen(^$B000,^$8400);
	ClearScreen($20, ^$4400);
	//fill(^$9000,0,64);
//	for i:=0 to 8 do setspriteloc(i,$40,2);

	PrintText();
	PrintTextColor();
	// Initial map rendering
	ResetLevels(@levels);
	RenderLevel(@levels,m_posx, m_posy, @screen1hi);
	current_background := peek(MULTICOLOR_CHAR_COL,0);
	LoadEntities();
	InitEntities();
	

	currentScroll:=0;
	// Initial sprite position
	spritex := 160;
	spritey := 100;
	
	player_speed := 1; // set to 1 on release
@ifdef isDebug
	player_speed := 2; 

@endif	
	sprite1_counter := 1;
	bullet_wait := 0;
	player_score := 0;
	joystick_pressed := 0;
	bullet_dmg:=4;
	bullet_count :=8;
	
	player_health := 30;
	player_maxhealth := 30;
	
	bullet_max := 10;
	
	frameCounter:=0;
	
	setmulticolormode();
	decrunch(#leveldata_crunched);

end;



interrupt NMI();
begin
	
end;


procedure BitmapEffect();
begin
	joystickbutton:=0;
	val:=0;
	while val=0 do begin
		waitforraster(0);
		if (joystickbutton) then val:=1;
//		waitforraster(200);
//		call(SIDFILE_1_PLAY);
		joystick(2);
		waitforraster(250);

	end;
	c:=0;
	y:=0;
	for i:=0 to 200 do begin
		zeropage2:=$A000;
		zeropage3:=$BEC0;

		if y<>0 then
		for j:=0 to y do begin
			zeropage2 := zeropage2+320;
//			deczp(zeropage3,160);
//			deczp(zeropage3,160);

		end;	
		for x:=0 to 2 do begin
			val:=0;
			for j:=0 to 20 do begin
				zeropage2[val+c]:=0;
		//		zeropage3[val+7-c]:=0;
				val:=val+8;
			end;
			zeropage2 := zeropage2+160;
	//		inczp(zeropage3,160);
		end;

/*		k:=39-y;
		if (k<>0) then
		for j:=0 to k do begin
			inczp(zeropage2,160);
			inczp(zeropage2,160);
		end;	
		for x:=0 to 2 do begin
			val:=0;
			for j:=0 to 20 do begin
				zeropage2[val+c]:=0;
				val:=val+8;
			end;
			
			inczp(zeropage2,160);
		end;
*/



		inc(c);
		if (c=8) then begin
			c:=0;
			inc(y);

		end;
		waitnoraster(100);

	end;
	clearscreen(BLACK,^$D800);


end;



procedure IntroImageScreen();
begin

	decrunch(#logodata_crunched);
	copyimagecolordata(#logodata_colors,2);

	setmulticolormode();
	setbitmapmode();
	poke(VIC_DATA_LOC, 0,$18);
	setbank(VIC_BANK2);
	SCREEN_BG_COL:=BLACK;
	SCREEN_FG_COL:=BLACK;

	BitmapEffect();
	clearscreen(00,^$D800);
	clearscreen(00,^$8400);

	
	decrunch(#imagedata_crunched);
	copyimagecolordata(#imagedata_colors,2);
	SCREEN_BG_COL:=BLACK;
	SCREEN_FG_COL:=BLACK;


	BitmapEffect();

	settextmode();
	clearscreen($20,^$8400);
	decrunch(#leveldata_crunched);
end;

begin
	
	//	Intro();
	// TURN OFF Kernal Basic! WHOO!


	preventirq();
	disableciainterrupts();
	nmiirq(NMI());	
	setmemoryconfig(1,@usekernal,0);
	InitSid(SIDFILE_1_INIT);

	// Take care of levels that is being killed at $8400
//	copyfullscreen(^$8400,^$B000);

	IntroImageScreen();
	InitMainScreen();
	// Hook that raster!
	//DisableInterrupts();
	RasterIRQ(MainScreen(), 100,@usekernal);
	enablerasterirq();
	enableirq();
	Loop();
end.

