rockbox/apps/plugins/snake2.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2003 Mat Holton
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
/*
Snake2!
Board consists of a WIDTHxHEIGHT grid. If board element is 0 then nothing is
there otherwise it is part of the snake or a wall.
Head and Tail are stored
*/
#include "plugin.h"
#ifdef HAVE_LCD_BITMAP
#include "lib/highscore.h"
#include "lib/playback_control.h"
PLUGIN_HEADER
#define WIDTH 28
#define HEIGHT 16
#if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
#include "pluginbitmaps/snake2_header1.h"
#include "pluginbitmaps/snake2_header2.h"
#include "pluginbitmaps/snake2_left.h"
#include "pluginbitmaps/snake2_right.h"
#include "pluginbitmaps/snake2_bottom.h"
#define BMPHEIGHT_snake2_header BMPHEIGHT_snake2_header1
#define BMPWIDTH_snake2_header BMPWIDTH_snake2_header1
#endif
#if (LCD_WIDTH >= 640) && (LCD_HEIGHT >= 480)
#define MULTIPLIER 20 /*Modifier for porting on other screens*/
#define MODIFIER_1 20
#define MODIFIER_2 16
#define CENTER_X 40
#define CENTER_Y 110
#define TOP_X1 68 /* x-coord of the upperleft item (game type) */
#define TOP_X2 562 /* x-coord of the upperright item (maze type) */
#define TOP_X3 84 /* x-coord of the lowerleft item (speed) */
#define TOP_X4 548 /* x-coord of the lowerright item (hi-score) */
#define TOP_Y1 8 /* y-coord of the top row of items */
#define TOP_Y2 50 /* y-coord of the bottom row of items */
#elif (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
#define MULTIPLIER 10 /*Modifier for porting on other screens*/
#define MODIFIER_1 10
#define MODIFIER_2 8
#define CENTER_X 20
#define CENTER_Y 55
#define TOP_X1 34 /* x-coord of the upperleft item (game type) */
#define TOP_X2 281 /* x-coord of the upperright item (maze type) */
#define TOP_X3 42 /* x-coord of the lowerleft item (speed) */
#define TOP_X4 274 /* x-coord of the lowerright item (hi-score) */
#define TOP_Y1 4 /* y-coord of the top row of items */
#define TOP_Y2 25 /* y-coord of the bottom row of items */
#elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 168)
#define MULTIPLIER 8
#define MODIFIER_1 8
#define MODIFIER_2 6
#define CENTER_X 8
#define CENTER_Y 34
#define TOP_X1 34
#define TOP_X2 201
#define TOP_X3 42
#define TOP_X4 194
#define TOP_Y1 4
#define TOP_Y2 25
#elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
#define MULTIPLIER 7
#define MODIFIER_1 7
#define MODIFIER_2 5
#define CENTER_X 12
#define CENTER_Y 46
#define TOP_X1 34
#define TOP_X2 181
#define TOP_X3 42
#define TOP_X4 174
#define TOP_Y1 4
#define TOP_Y2 25
#elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
#define MULTIPLIER 5
#define MODIFIER_1 5
#define MODIFIER_2 3
#define CENTER_X 18
#define CENTER_Y 40
#define TOP_X1 34
#define TOP_X2 137
#define TOP_X3 42
#define TOP_X4 130
#define TOP_Y1 4
#define TOP_Y2 25
#elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
#define MULTIPLIER 5
#define MODIFIER_1 5
#define MODIFIER_2 3
#define CENTER_X 10
#define CENTER_Y 38
#define TOP_X1 34
#define TOP_X2 121
#define TOP_X3 42
#define TOP_X4 114
#define TOP_Y1 4
#define TOP_Y2 25
#else
#define MULTIPLIER 4
#define MODIFIER_1 4
#define MODIFIER_2 2
#define CENTER_X 0
#define CENTER_Y 0
#endif
/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_OFF
#define SNAKE2_PLAYPAUSE BUTTON_PLAY
#define SNAKE2_PLAYPAUSE_TEXT "Play"
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_OFF
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif CONFIG_KEYPAD == ONDIO_PAD
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_OFF
#define SNAKE2_PLAYPAUSE BUTTON_MENU
#define SNAKE2_PLAYPAUSE_TEXT "Menu"
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_OFF
#define SNAKE2_PLAYPAUSE BUTTON_ON
#define SNAKE2_PLAYPAUSE_TEXT "Play"
#define SNAKE2_RC_QUIT BUTTON_RC_STOP
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_MENU
#define SNAKE2_DOWN BUTTON_PLAY
#define SNAKE2_QUIT (BUTTON_SELECT | BUTTON_MENU)
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
(CONFIG_KEYPAD == SANSA_C200_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
(CONFIG_KEYPAD == SANSA_M200_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT (BUTTON_HOME|BUTTON_REPEAT)
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_SCROLL_UP
#define SNAKE2_DOWN BUTTON_SCROLL_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_FF
#define SNAKE2_PLAYPAUSE_TEXT "FF"
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_BACK
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif (CONFIG_KEYPAD == MROBE100_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_SELECT
#define SNAKE2_PLAYPAUSE_TEXT "Select"
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define SNAKE2_LEFT BUTTON_RC_REW
#define SNAKE2_RIGHT BUTTON_RC_FF
#define SNAKE2_UP BUTTON_RC_VOL_UP
#define SNAKE2_DOWN BUTTON_RC_VOL_DOWN
#define SNAKE2_QUIT BUTTON_RC_REC
#define SNAKE2_PLAYPAUSE BUTTON_RC_PLAY
#define SNAKE2_PLAYPAUSE_TEXT "Play"
#elif (CONFIG_KEYPAD == COWON_D2_PAD)
#define SNAKE2_QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_BACK
#define SNAKE2_PLAYPAUSE BUTTON_PLAY
#define SNAKE2_PLAYPAUSE_TEXT "Play"
#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_VIEW
#define SNAKE2_PLAYPAUSE_TEXT "View"
#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
#define SNAKE2_LEFT BUTTON_PREV
#define SNAKE2_RIGHT BUTTON_NEXT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_POWER
#define SNAKE2_PLAYPAUSE BUTTON_RIGHT
#define SNAKE2_PLAYPAUSE_TEXT "Right"
#elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
(CONFIG_KEYPAD == ONDAVX777_PAD) || \
CONFIG_KEYPAD == MROBE500_PAD
#define SNAKE2_QUIT BUTTON_POWER
#elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
#define SNAKE2_LEFT BUTTON_LEFT
#define SNAKE2_RIGHT BUTTON_RIGHT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_REC
#define SNAKE2_PLAYPAUSE BUTTON_PLAY
#define SNAKE2_PLAYPAUSE_TEXT "Play"
#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
#define SNAKE2_LEFT BUTTON_PREV
#define SNAKE2_RIGHT BUTTON_NEXT
#define SNAKE2_UP BUTTON_UP
#define SNAKE2_DOWN BUTTON_DOWN
#define SNAKE2_QUIT BUTTON_REC
#define SNAKE2_PLAYPAUSE BUTTON_PLAY
#define SNAKE2_PLAYPAUSE_TEXT "Play"
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef SNAKE2_LEFT
#define SNAKE2_LEFT BUTTON_MIDLEFT
#endif
#ifndef SNAKE2_RIGHT
#define SNAKE2_RIGHT BUTTON_MIDRIGHT
#endif
#ifndef SNAKE2_UP
#define SNAKE2_UP BUTTON_TOPMIDDLE
#endif
#ifndef SNAKE2_DOWN
#define SNAKE2_DOWN BUTTON_BOTTOMMIDDLE
#endif
#ifndef SNAKE2_QUIT
#define SNAKE2_QUIT BUTTON_TOPLEFT
#endif
#ifndef SNAKE2_PLAYPAUSE
#define SNAKE2_PLAYPAUSE BUTTON_CENTER
#endif
#ifndef SNAKE2_PLAYPAUSE_TEXT
#define SNAKE2_PLAYPAUSE_TEXT "CENTER"
#endif
#endif
static int max_levels = 0;
static char (*level_cache)[HEIGHT][WIDTH];
/*Board itself - 2D int array*/
static int board[WIDTH][HEIGHT];
/*
Buffer for sorting movement (in case user presses two movements during a
single frame
*/
static int ardirectionbuffer[2];
static int score;
static int applex;
static int appley;
static int dir;
static int frames;
static int apple;
static int level = 4, speed = 5,dead = 0, quit = 0;
static int sillydir = 0, num_levels = 0;
static int level_from_file = 0;
static int headx, heady, tailx, taily, applecountdown = 5;
static int game_type = 0;
static int num_apples_to_get=1;
static int num_apples_to_got=0;
static int game_b_level=0;
static int applecount=0;
/* used for string width, height for orientation purposes */
static int strwdt, strhgt;
static char strbuf[32];
#define NUM_SCORES 5
static struct highscore highscores[NUM_SCORES];
#define NORTH 1
#define EAST 2
#define SOUTH 4
#define WEST 8
#define HEAD 16
#define EAST_NORTH 32
#define EAST_SOUTH 64
#define WEST_NORTH 128
#define WEST_SOUTH 256
#define NORTH_EAST 512
#define NORTH_WEST 1024
#define SOUTH_EAST 2048
#define SOUTH_WEST 4096
#define LEVELS_FILE PLUGIN_GAMES_DIR "/snake2.levels"
#define SCORE_FILE PLUGIN_GAMES_DIR "/snake2.score"
int load_all_levels(void)
{
int linecnt = 0;
int fd;
ssize_t size;
char buf[64]; /* Larger than WIDTH, to allow for whitespace after the
lines */
/* Init the level_cache pointer and
calculate how many levels that will fit */
level_cache = rb->plugin_get_buffer((size_t *)&size);
max_levels = size / (HEIGHT*WIDTH);
num_levels = 0;
/* open file */
if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0)
{
return -1;
}
while(rb->read_line(fd, buf, 64) > 0)
{
if(rb->strlen(buf) == 0) /* Separator? */
{
num_levels++;
if(num_levels > max_levels)
{
rb->splash(HZ, "Too many levels in file");
break;
}
continue;
}
rb->memcpy(level_cache[num_levels][linecnt], buf, WIDTH);
linecnt++;
if(linecnt == HEIGHT)
{
linecnt = 0;
}
}
rb->close(fd);
return 0;
}
/*
** Completely clear the board of walls and/or snake
*/
void clear_board( void)
{
int x,y;
for (x = 0; x < WIDTH; x++)
{
for (y = 0; y < HEIGHT; y++)
{
board[x][y] = 0;
}
}
}
int load_level( int level_number )
{
int x,y;
clear_board();
for(y = 0;y < HEIGHT;y++)
{
for(x = 0;x < WIDTH;x++)
{
switch(level_cache[level_number][y][x])
{
case '|':
board[x][y] = NORTH;
break;
case '-':
board[x][y] = EAST;
break;
case '+':
board[x][y] = HEAD;
break;
}
}
}
return 1;
}
/*
** Gets the currently chosen direction from the first place
** in the direction buffer. If there is something in the
** next part of the buffer then that is moved to the first place
*/
void get_direction( void )
{
/*if 1st place is empty*/
if(ardirectionbuffer[0] != -1)
{
/*return this direction*/
dir = ardirectionbuffer[0];
ardirectionbuffer[0]=-1;
/*now see if one needs moving:*/
if(ardirectionbuffer[1] != -1)
{
/*there's a move waiting to be done
so move it into the space:*/
ardirectionbuffer[0] = ardirectionbuffer[1];
ardirectionbuffer[1] = -1;
}
}
}
/*
** Sets the direction
*/
void set_direction(int newdir)
{
if(ardirectionbuffer[0] != newdir)
{
/*if 1st place is empty*/
if(ardirectionbuffer[0] == -1)
{
/*use 1st space:*/
ardirectionbuffer[0] = newdir;
}
else
{
/*use 2nd space:*/
if(ardirectionbuffer[0] != newdir) ardirectionbuffer[1] = newdir;
}
if(frames < 0) ardirectionbuffer[0] = newdir;
}
}
void new_level(int level)
{
load_level(level);
ardirectionbuffer[0] = -1;
ardirectionbuffer[1] = -1;
dir = EAST;
headx = WIDTH/2;
heady = HEIGHT/2;
tailx = headx - 4;
taily = heady;
applecountdown = 0;
/*Create a small snake to start off with*/
board[headx][heady] = dir;
board[headx-1][heady] = dir;
board[headx-2][heady] = dir;
board[headx-3][heady] = dir;
board[headx-4][heady] = dir;
num_apples_to_got=0;
}
void init_snake(void)
{
num_apples_to_get=1;
if(game_type == 1)
level_from_file = 1;
game_b_level=1;
new_level(level_from_file);
}
#if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
void draw_frame_bitmap(int header_type)
{
rb->lcd_bitmap(header_type==1? snake2_header1: snake2_header2, 0, 0,
BMPWIDTH_snake2_header, BMPHEIGHT_snake2_header);
rb->lcd_bitmap(snake2_left, 0, BMPHEIGHT_snake2_header,
BMPWIDTH_snake2_left, BMPHEIGHT_snake2_left);
rb->lcd_bitmap(snake2_right,
LCD_WIDTH - BMPWIDTH_snake2_right, BMPHEIGHT_snake2_header,
BMPWIDTH_snake2_right, BMPHEIGHT_snake2_right);
rb->lcd_bitmap(snake2_bottom,
0, BMPHEIGHT_snake2_header + BMPHEIGHT_snake2_left,
BMPWIDTH_snake2_bottom, BMPHEIGHT_snake2_bottom);
}
#endif
/*
** Draws the apple. If it doesn't exist then
** a new one get's created.
*/
void draw_apple_bit(int x, int y)
{
rb->lcd_fillrect((CENTER_X+x*MULTIPLIER)+1, CENTER_Y+y*MULTIPLIER,
MODIFIER_2, MODIFIER_1);
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, (CENTER_Y+y*MULTIPLIER)+1,
MODIFIER_1, MODIFIER_2);
}
void draw_apple( void )
{
int x,y;
#if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
draw_frame_bitmap(2);
rb->snprintf(strbuf, sizeof(strbuf), "%d", applecount);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X3 - strwdt/2, TOP_Y2, strbuf);
rb->snprintf(strbuf, sizeof(strbuf), "%d", score);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X4 - strwdt/2, TOP_Y2, strbuf);
#endif
if (!apple)
{
do
{
x = (rb->rand() % (WIDTH-1))+1;
y = (rb->rand() % (HEIGHT-1))+1;
} while (board[x][y]);
apple = 1;
board[x][y] = -1;
applex = x;appley = y;
}
draw_apple_bit(applex, appley);
}
/*
* x x *
* x x *
* x x *
* x x *
*/
void draw_vertical_bit(int x, int y)
{
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER,
MODIFIER_2, MODIFIER_1);
}
/*
* * * *
X X X X
X X X X
* * * *
*/
void draw_horizontal_bit(int x, int y)
{
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER+1,
MODIFIER_1, MODIFIER_2);
}
/*
* * * *
* * X X
* X X X
* X X *
*/
void draw_n_to_e_bit(int x, int y)
{
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER+2,
MODIFIER_2, MODIFIER_2);
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2, CENTER_Y+y*MULTIPLIER+1,
MODIFIER_2, MODIFIER_2);
}
/*
* * * *
* * X X
* X X X
* X X *
*/
void draw_w_to_s_bit(int x, int y)
{
draw_n_to_e_bit(x,y);
}
/*
* * * *
X X * *
X X X *
* X X *
*/
void draw_n_to_w_bit(int x, int y)
{
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER+1,
MODIFIER_2, MODIFIER_2);
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER+2,
MODIFIER_2, MODIFIER_2);
}
/*
* * * *
X X * *
X X X *
* X X *
*/
void draw_e_to_s_bit(int x, int y)
{
draw_n_to_w_bit(x, y);
}
/*
* X X *
* X X X
* * X X
* * * *
*/
void draw_s_to_e_bit(int x, int y)
{
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER,
MODIFIER_2, MODIFIER_2);
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2, CENTER_Y+y*MULTIPLIER+1,
MODIFIER_2, MODIFIER_2);
}
/*
* X X *
* X X X
* * X X
* * * *
*/
void draw_w_to_n_bit(int x, int y)
{
draw_s_to_e_bit(x,y);
}
/*
* X X *
X X X *
X X * *
* * * *
*/
void draw_e_to_n_bit(int x, int y)
{
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER,
MODIFIER_2, MODIFIER_2);
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER+1,
MODIFIER_2, MODIFIER_2);
}
/*
* X X *
X X X *
X X * *
* * * *
*/
void draw_s_to_w_bit(int x, int y)
{
draw_e_to_n_bit(x, y);
}
void draw_head_bit(int x, int y)
{
rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER,
MODIFIER_1, MODIFIER_1);
}
/*
** Draws a wall/obsticals
*/
void draw_boundary ( void )
{
int x, y;
/*TODO: Load levels from file!*/
/*top and bottom line*/
for(x=0; x < WIDTH; x++)
{
board[x][0] = EAST;
board[x][HEIGHT-1] = WEST;
}
/*left and right lines*/
for(y=0; y < HEIGHT; y++)
{
board[0][y] = NORTH;
board[WIDTH-1][y] = SOUTH;
}
/*corners:*/
board[0][0] = NORTH_EAST;
board[WIDTH-1][0] = EAST_SOUTH;
board[0][HEIGHT-1] = SOUTH_EAST;
board[WIDTH-1][HEIGHT-1] = EAST_NORTH;
}
/*
** Redraw the entire board
*/
void redraw (void)
{
int x,y;
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#endif
rb->lcd_clear_display();
for (x = 0; x < WIDTH; x++)
{
for (y = 0; y < HEIGHT; y++)
{
switch (board[x][y])
{
case -1:
draw_apple_bit(x, y);
break;
case 0:
break;
case NORTH:
case SOUTH:
draw_vertical_bit(x,y);
break;
case EAST:
case WEST:
draw_horizontal_bit(x,y);
break;
default:
draw_head_bit(x, y);
break;
}
}
}
#if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
draw_frame_bitmap(2);
rb->snprintf(strbuf, sizeof(strbuf), "%d", applecount);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X3 - strwdt/2, TOP_Y2, strbuf);
rb->snprintf(strbuf, sizeof(strbuf), "%d", score);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X4 - strwdt/2, TOP_Y2, strbuf);
#endif
}
/*
** Draws the snake bit described by nCurrentBit at position x/y
** deciding whether it's a corner bit by examing the nPrevious bit
*/
void draw_snake_bit(int currentbit, int previousbit, int x, int y)
{
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
draw_head_bit(x, y);
rb->lcd_set_drawmode(DRMODE_SOLID);
switch(currentbit)
{
case(NORTH):
switch(previousbit)
{
case(SOUTH):
case(NORTH):
draw_vertical_bit(x,y);
break;
case(EAST):
draw_e_to_n_bit(x,y);
break;
case(WEST):
draw_w_to_n_bit(x,y);
break;
}
break;
case(EAST):
switch(previousbit)
{
case(WEST):
case(EAST):
draw_horizontal_bit(x,y);
break;
case(NORTH):
draw_n_to_e_bit(x,y);
break;
case(SOUTH):
draw_s_to_e_bit(x,y);
break;
}
break;
case(SOUTH):
switch(previousbit)
{
case(SOUTH):
case(NORTH):
draw_vertical_bit(x,y);
break;
case(EAST):
draw_e_to_s_bit(x,y);
break;
case(WEST):
draw_w_to_s_bit(x,y);
break;
}
break;
case(WEST):
switch(previousbit)
{
case(EAST):
case(WEST):
draw_horizontal_bit(x,y);
break;
case(SOUTH):
draw_s_to_w_bit(x,y);
break;
case(NORTH):
draw_n_to_w_bit(x,y);
break;
}
break;
}
}
void redraw_snake(void)
{
int x = tailx, y = taily;
int olddir, newdir = board[x][y];
while (x != headx || y != heady)
{
olddir = newdir;
switch (olddir)
{
case(NORTH):
y--;
break;
case(EAST):
x++;
break;
case(SOUTH):
y++;
break;
case(WEST):
x--;
break;
}
if(x == WIDTH)
x = 0;
else if(x < 0)
x = WIDTH-1;
if(y == HEIGHT)
y = 0;
else if(y < 0)
y = HEIGHT-1;
newdir = board[x][y];
if(olddir != newdir)
draw_snake_bit(newdir, olddir, x, y);
}
}
/*
** Death 'sequence' and end game stuff.
*/
void die (void)
{
int button;
bool done=false;
rb->splash(HZ*2, "Oops!");
rb->lcd_clear_display();
applecount=0;
rb->lcd_getstringsize("You died!",&strwdt,&strhgt);
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt,"You died!");
rb->snprintf(strbuf, sizeof(strbuf), "Your score: %d", score);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2, strhgt * 2 + 2, strbuf);
if (highscore_update(score, level_from_file, game_type==0?"Type A":"Type B",
highscores, NUM_SCORES) == 0)
{
rb->lcd_getstringsize("New high score!",&strwdt,&strhgt);
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 4 + 2,"New high score!");
}
else
{
rb->snprintf(strbuf, sizeof(strbuf), "High score: %d", highscores[0].score);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2, strhgt * 5, strbuf);
}
rb->snprintf(strbuf, sizeof(strbuf), "Press %s...", SNAKE2_PLAYPAUSE_TEXT);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2, strhgt * 7, strbuf);
rb->lcd_update();
while(!done)
{
button=rb->button_get(true);
switch(button)
{
case SNAKE2_PLAYPAUSE:
done = true;
break;
}
}
dead=1;
}
/*
** Check for collision. TODO: Currently this
** sets of the death sequence. What we want is it to only return a true/false
** depending on whether a collision occured.
*/
void collision ( int x, int y )
{
int bdeath=0;
switch (board[x][y])
{
case 0:
break;
case -1:
score = score + (1 * level);
apple=0;
applecountdown=2;
applecount++;
if(game_type==1)
{
if(num_apples_to_get == num_apples_to_got)
{
level_from_file++;
if(level_from_file >= num_levels)
{
level_from_file = 1;
/*and increase the number of apples to pick up
before level changes*/
num_apples_to_get+=2;
game_b_level++;
}
rb->splash(HZ, "Level Completed!");
new_level(level_from_file);
redraw();
rb->lcd_update();
}
else
num_apples_to_got++;
}
break;
default:
bdeath=1;
break;
}
if(bdeath==1)
{
die();
sillydir = dir;
frames = -110;
}
}
void move( void )
{
int taildir;
/*this actually sets the dir variable.*/
get_direction();
/*draw head*/
switch (dir)
{
case (NORTH):
board[headx][heady]=NORTH;
heady--;
break;
case (EAST):
board[headx][heady]=EAST;
headx++;
break;
case (SOUTH):
board[headx][heady]=SOUTH;
heady++;
break;
case (WEST):
board[headx][heady]=WEST;
headx--;
break;
}
if(headx == WIDTH)
headx = 0;
else if(headx < 0)
headx = WIDTH-1;
if(heady == HEIGHT)
heady = 0;
else if(heady < 0)
heady = HEIGHT-1;
draw_head_bit(headx, heady);
/*clear tail*/
if(applecountdown <= 0)
{
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
draw_head_bit(tailx, taily);
rb->lcd_set_drawmode(DRMODE_SOLID);
taildir = board[tailx][taily];
board[tailx][taily] = 0;
switch (taildir)
{
case(NORTH):
taily--;
break;
case(EAST):
tailx++;
break;
case(SOUTH):
taily++;
break;
case(WEST):
tailx--;
break;
}
if(tailx == WIDTH)
tailx = 0;
else if(tailx < 0)
tailx = WIDTH-1;
if(taily == HEIGHT)
taily = 0;
else if(taily < 0)
taily = HEIGHT-1;
}
else
applecountdown--;
}
void frame (void)
{
int olddir, noldx, noldy, temp;
noldx = headx;
noldy = heady;
olddir = 0;
switch(dir)
{
case(NORTH):
if(heady == HEIGHT-1)
temp = 0;
else
temp = heady + 1;
olddir = board[headx][temp];
break;
case(EAST):
if(headx == 0)
temp = WIDTH-1;
else
temp = headx - 1;
olddir = board[temp][heady];
break;
case(SOUTH):
if(heady == 0)
temp = HEIGHT-1;
else
temp = heady - 1;
olddir = board[headx][temp];
break;
case(WEST):
if(headx == WIDTH-1)
temp = 0;
else
temp = headx + 1;
olddir = board[temp][heady];
break;
}
move();
/*
now redraw the bit that was
the tail, to something snake-like:
*/
draw_snake_bit(dir, olddir, noldx, noldy);
collision(headx, heady);
rb->lcd_update();
}
void game_pause (void)
{
int button;
rb->lcd_clear_display();
rb->lcd_getstringsize("Paused",&strwdt,&strhgt);
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,LCD_HEIGHT/2,"Paused");
rb->lcd_update();
while (1)
{
button = rb->button_get(true);
switch (button)
{
case SNAKE2_PLAYPAUSE:
redraw();
redraw_snake();
draw_head_bit(headx, heady);
rb->lcd_update();
rb->sleep(HZ/2);
return;
#ifdef SNAKE2_RC_QUIT
case SNAKE2_RC_QUIT:
#endif
case SNAKE2_QUIT:
dead = 1;
quit = 1;
return;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
dead = 1;
quit = 2;
return;
}
break;
}
}
}
void game (void)
{
int button;
redraw();
rb->lcd_update();
/*main loop:*/
while (1)
{
if(frames==5)
{
frame();
if(frames > 0) frames = 0;
}
frames++;
if(frames == 0)
{
die();
}
else
{
if(frames < 0)
{
if(sillydir != dir)
{
/*it has, great set frames to a positive value again:*/
frames = 1;
}
}
}
if (dead) return;
draw_apple();
rb->sleep(HZ/speed);
button = rb->button_get(false);
#ifdef HAS_BUTTON_HOLD
if (rb->button_hold())
button = SNAKE2_PLAYPAUSE;
#endif
switch (button)
{
case SNAKE2_UP:
case SNAKE2_UP | BUTTON_REPEAT:
if (dir != SOUTH) set_direction(NORTH);
break;
case SNAKE2_RIGHT:
case SNAKE2_RIGHT | BUTTON_REPEAT:
if (dir != WEST) set_direction(EAST);
break;
case SNAKE2_DOWN:
case SNAKE2_DOWN | BUTTON_REPEAT:
if (dir != NORTH) set_direction(SOUTH);
break;
case SNAKE2_LEFT:
case SNAKE2_LEFT | BUTTON_REPEAT:
if (dir != EAST) set_direction(WEST);
break;
#ifdef SNAKE2_RC_QUIT
case SNAKE2_RC_QUIT:
#endif
case SNAKE2_QUIT:
quit = 1;
return;
case SNAKE2_PLAYPAUSE:
game_pause();
break;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
quit = 2;
return;
}
break;
}
}
}
void select_maze(void)
{
int button;
clear_board();
load_level( level_from_file );
redraw();
rb->lcd_update();
while (1)
{
#if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
draw_frame_bitmap(1);
rb->snprintf(strbuf, sizeof(strbuf), "%d", level);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X3 - strwdt/2, TOP_Y2, strbuf);
rb->snprintf(strbuf, sizeof(strbuf), "%d", level_from_file);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X2 - strwdt/2, TOP_Y1, strbuf);
rb->strcpy(strbuf, game_type==0? "A": "B");
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X1, TOP_Y1, strbuf);
rb->snprintf(strbuf, sizeof(strbuf), "%d", highscores[0].score);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy(TOP_X4 - strwdt/2, TOP_Y2, strbuf);
#else
rb->snprintf(strbuf, sizeof(strbuf), "Maze: %d", level_from_file);
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
rb->lcd_putsxy((WIDTH*MULTIPLIER - strwdt)/2,
(HEIGHT*MULTIPLIER - strhgt)/2, strbuf);
#endif
rb->lcd_update();
button = rb->button_get(true);
switch (button)
{
case SNAKE2_QUIT:
case SNAKE2_PLAYPAUSE:
return;
break;
case SNAKE2_UP:
case SNAKE2_RIGHT:
if(level_from_file < num_levels)
level_from_file++;
else
level_from_file = 0;
load_level( level_from_file );
redraw();
break;
case SNAKE2_DOWN:
case SNAKE2_LEFT:
if(level_from_file > 0)
level_from_file--;
else
level_from_file = num_levels;
load_level( level_from_file );
redraw();
break;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
quit = 2;
return;
}
break;
}
}
}
void game_init(void)
{
int selection = 0;
static const struct opt_items type_options[] = {
{ "Type A", -1 },
{ "Type B", -1 },
};
MENUITEM_STRINGLIST(menu, "Snake2 Menu", NULL,
"Start New Game",
"Game Type", "Select Maze", "Speed",
"High Scores",
"Playback Control", "Quit");
rb->button_clear_queue();
dead = 0;
apple = 0;
score = 0;
applecount = 0;
while (1) {
switch (rb->do_menu(&menu, &selection, NULL, false)) {
case 0:
speed = level*20;
return;
case 1:
rb->set_option("Game Type", &game_type, INT,
type_options, 2, NULL);
break;
case 2:
select_maze();
if(quit) return;
break;
case 3:
rb->set_int("Speed", "", UNIT_INT, &level,
NULL, 1, 1, 10, NULL);
break;
case 4:
highscore_show(-1, highscores, NUM_SCORES, true);
break;
case 5:
playback_control(NULL);
break;
case 6:
quit = 1;
return;
case MENU_ATTACHED_USB:
quit = 2;
return;
default:
break;
}
}
}
enum plugin_status plugin_start(const void* parameter)
{
(void)(parameter);
/* Lets use the default font */
rb->lcd_setfont(FONT_SYSFIXED);
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
load_all_levels();
if (num_levels == 0) {
rb->splash(HZ*2, "Failed loading levels!");
return PLUGIN_OK;
}
highscore_load(SCORE_FILE, highscores, NUM_SCORES);
while(quit==0)
{
game_init();
if(quit)
break;
rb->lcd_clear_display();
frames=1;
init_snake();
/*Start Game:*/
game();
}
highscore_save(SCORE_FILE, highscores, NUM_SCORES);
return (quit==1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED;
}
#endif