rockbox/apps/plugins/snake2.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2003 Mat Holton
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* 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
#define WIDTH 28
#define HEIGHT 16
/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define SNAKE2_QUIT BUTTON_OFF
#define SNAKE2_LEVEL_UP BUTTON_UP
#define SNAKE2_LEVEL_UP2 BUTTON_RIGHT
#define SNAKE2_LEVEL_DOWN BUTTON_DOWN
#define SNAKE2_LEVEL_DOWN2 BUTTON_LEFT
#define SNAKE2_SELECT_MAZE BUTTON_F1
#define SNAKE2_SELECT_TYPE BUTTON_F3
#define SNAKE2_PLAYPAUSE BUTTON_PLAY
#elif CONFIG_KEYPAD == ONDIO_PAD
#define SNAKE2_QUIT BUTTON_OFF
#define SNAKE2_LEVEL_UP BUTTON_UP
#define SNAKE2_LEVEL_DOWN BUTTON_DOWN
#define SNAKE2_SELECT_MAZE BUTTON_LEFT
#define SNAKE2_SELECT_TYPE BUTTON_RIGHT
#define SNAKE2_PLAYPAUSE BUTTON_MENU
#elif CONFIG_KEYPAD == IRIVER_H100_PAD
#define SNAKE2_QUIT BUTTON_OFF
#define SNAKE2_LEVEL_UP BUTTON_UP
#define SNAKE2_LEVEL_UP2 BUTTON_RIGHT
#define SNAKE2_LEVEL_DOWN BUTTON_DOWN
#define SNAKE2_LEVEL_DOWN2 BUTTON_LEFT
#define SNAKE2_SELECT_MAZE BUTTON_REC
#define SNAKE2_SELECT_TYPE BUTTON_MODE
#define SNAKE2_PLAYPAUSE BUTTON_ON
#else
#error "lacks keymapping"
#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 unsigned int score, hiscore = 0;
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 = 1;
static struct plugin_api* rb;
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=1;
#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 "/.rockbox/snake2.levels"
int load_all_levels(void)
{
int linecnt = 0;
int fd;
int 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);
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))
{
if(rb->strlen(buf) == 0) /* Separator? */
{
num_levels++;
if(num_levels > max_levels)
{
rb->splash(HZ, true, "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);
}
/*
** Draws the apple. If it doesn't exist then
** a new one get's created.
*/
void draw_apple( void )
{
int x,y;
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;
}
rb->lcd_fillrect((applex*4)+1,appley*4,2,4);
rb->lcd_fillrect(applex*4,(appley*4)+1,4,2);
}
/*
* x x *
* x x *
* x x *
* x x *
*/
void draw_vertical_bit(int x, int y)
{
rb->lcd_fillrect(x*4+1,y*4,2,4);
}
/*
* * * *
X X X X
X X X X
* * * *
*/
void draw_horizontal_bit(int x, int y)
{
rb->lcd_fillrect(x*4,y*4+1,4,2);
}
/*
* * * *
* * X X
* X X X
* X X *
*/
void draw_n_to_e_bit(int x, int y)
{
rb->lcd_fillrect(x*4+1,y*4+2,2,2);
rb->lcd_fillrect(x*4+2,y*4+1,2,2);
}
/*
* * * *
* * 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(x*4,y*4+1,2,2);
rb->lcd_fillrect(x*4+1,y*4+2,2,2);
}
/*
* * * *
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(x*4+1,y*4,2,2);
rb->lcd_fillrect(x*4+2,y*4+1,2,2);
}
/*
* 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(x*4+1,y*4,2,2);
rb->lcd_fillrect(x*4,y*4+1,2,2);
}
/*
* X X *
X X X *
X X * *
* * * *
*/
void draw_s_to_w_bit(int x, int y)
{
draw_e_to_n_bit(x, y);
}
/*
** 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;
rb->lcd_clear_display();
for (x = 0; x < WIDTH; x++)
{
for (y = 0; y < HEIGHT; y++)
{
switch (board[x][y])
{
case -1:
rb->lcd_fillrect((x*4)+1,y*4,2,4);
rb->lcd_fillrect(x*4,(y*4)+1,4,2);
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:
rb->lcd_fillrect(x*4,y*4,4,4);
break;
}
}
}
rb->lcd_update();
}
/*
** 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_clearrect(x*4,y*4,4,4);
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;
}
}
/*
** Death 'sequence' and end game stuff.
*/
void die (void)
{
int n=100;
int count;
char pscore[15],hscore[17];
/*Flashy death sequence (flashy as in 'flashes')*/
for(count=0;count<24;count++)
{
rb->sleep(HZ/n);
rb->lcd_clear_display();
draw_apple();
rb->lcd_update();
rb->sleep(HZ/n);
redraw();
rb->lcd_update();
}
rb->lcd_clear_display();
draw_apple();
rb->lcd_update();
rb->snprintf(pscore,sizeof(pscore),"%d",score);
rb->lcd_putsxy(LCD_WIDTH/2 - 15,12,"Dead");
rb->lcd_putsxy(LCD_WIDTH/2 - 35,22,"Your score :");
rb->lcd_putsxy(LCD_WIDTH/2 - 35,32, pscore);
if (score>hiscore)
{
hiscore=score;
rb->lcd_putsxy(3,42,"New High Score!");
}
else
{
rb->snprintf(hscore,sizeof(hscore),"High Score: %d",hiscore);
rb->lcd_putsxy(5,42,hscore);
}
rb->lcd_update();
rb->sleep(3*HZ);
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+=2;
apple=0;
applecountdown=2;
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, true, "Level Completed!");
rb->lcd_clear_display();
new_level(level_from_file);
redraw();
}
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;
rb->lcd_fillrect(headx*4,heady*4,4,4);
/*clear tail*/
if(applecountdown <= 0)
{
rb->lcd_clearrect(tailx*4,taily*4,4,4);
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_putsxy(33,12,"Paused");
rb->lcd_update();
while (1)
{
button = rb->button_get(true);
switch (button)
{
case SNAKE2_PLAYPAUSE:
redraw();
rb->sleep(HZ/2);
return;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
dead = 1;
quit = 2;
return;
}
break;
}
}
}
void game (void)
{
int button;
redraw();
/*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);
switch (button)
{
case BUTTON_UP:
case BUTTON_UP | BUTTON_REPEAT:
if (dir != SOUTH) set_direction(NORTH);
break;
case BUTTON_RIGHT:
case BUTTON_RIGHT | BUTTON_REPEAT:
if (dir != WEST) set_direction(EAST);
break;
case BUTTON_DOWN:
case BUTTON_DOWN | BUTTON_REPEAT:
if (dir != NORTH) set_direction(SOUTH);
break;
case BUTTON_LEFT:
case BUTTON_LEFT | BUTTON_REPEAT:
if (dir != EAST) set_direction(WEST);
break;
case SNAKE2_QUIT:
dead=1;
return;
case SNAKE2_PLAYPAUSE:
game_pause();
break;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
quit = 2;
return;
}
break;
}
}
}
void game_init(void)
{
int button;
char plevel[30];
char phscore[30];
dead=0;
apple=0;
score=0;
clear_board();
load_level( level_from_file );
while (1)
{
rb->lcd_clear_display();
redraw();
/*TODO: CENTER ALL TEXT!!!!*/
rb->snprintf(plevel,sizeof(plevel),"Speed - %d",level);
rb->lcd_putsxy(LCD_WIDTH/2 - 30,5, plevel);
#if CONFIG_KEYPAD == RECORDER_PAD
rb->snprintf(plevel,sizeof(plevel),"F1 - Maze %d",level_from_file);
rb->lcd_putsxy(18, 20, plevel);
if(game_type==0)
rb->lcd_putsxy(18, 30, "F3 - Game A");
else
rb->lcd_putsxy(18, 30, "F3 - Game B");
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->snprintf(plevel,sizeof(plevel),"Left - Maze %d",level_from_file);
rb->lcd_putsxy(18, 20, plevel);
if(game_type==0)
rb->lcd_putsxy(12, 30, "Right - Game A");
else
rb->lcd_putsxy(12, 30, "Right - Game B");
#endif
rb->snprintf(phscore,sizeof(phscore),"Hi Score: %d",hiscore);
rb->lcd_putsxy(LCD_WIDTH/2 - 37,50, phscore);
rb->lcd_update();
button=rb->button_get(true);
switch (button)
{
case SNAKE2_LEVEL_UP:
#ifdef SNAKE2_LEVEL_UP2
case SNAKE2_LEVEL_UP2:
#endif
if (level<10)
level+=1;
break;
case SNAKE2_LEVEL_DOWN:
#ifdef SNAKE2_LEVEL_DOWN2
case SNAKE2_LEVEL_DOWN2:
#endif
if (level>1)
level-=1;
break;
case SNAKE2_QUIT:
quit=1;
return;
break;
case SNAKE2_PLAYPAUSE:
speed = level*20;
return;
break;
case SNAKE2_SELECT_TYPE:
if(game_type==0)game_type=1; else game_type=0;
break;
case SNAKE2_SELECT_MAZE:
level_from_file++;
if(level_from_file > num_levels)
{
level_from_file = 1;
}
load_level( level_from_file );
break;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
quit = 2;
return;
}
break;
}
}
}
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
TEST_PLUGIN_API(api);
(void)(parameter);
rb = api;
/* Lets use the default font */
rb->lcd_setfont(FONT_SYSFIXED);
load_all_levels();
if (num_levels == 0) {
rb->splash(HZ*2, true, "Failed loading levels!");
return PLUGIN_OK;
}
while(quit==0)
{
game_init();
rb->lcd_clear_display();
frames=1;
if(quit==0)
{
init_snake();
/*Start Game:*/
game();
}
}
return (quit==1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED;
}
#endif