/*************************************************************************** * __________ __ ___. * 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 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) { rb->lcd_clear_display(); rb->lcd_putsxy(33,12,"Paused"); rb->lcd_update(); while (1) { switch (rb->button_get(true)) { case BUTTON_PLAY: redraw(); rb->sleep(HZ/2); return; } } } void game (void) { 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); switch (rb->button_get(false)) { 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 BUTTON_OFF: dead=1; return; case BUTTON_PLAY: game_pause(); break; } } } void game_init(void) { char plevel[30]; char phscore[30]; dead=0; apple=0; score=0; clear_board(); load_level( level_from_file ); while (1) { switch (rb->button_get(true)) { case BUTTON_RIGHT: case BUTTON_UP: if (level<10) level+=1; break; case BUTTON_LEFT: case BUTTON_DOWN: if (level>1) level-=1; break; case BUTTON_OFF: quit=1; return; break; case BUTTON_PLAY: speed = level*20; return; break; case BUTTON_F3: if(game_type==0)game_type=1; else game_type=0; break; case BUTTON_F1: level_from_file++; if(level_from_file > num_levels) { level_from_file = 1; } load_level( level_from_file ); break; } 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); 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"); rb->snprintf(phscore,sizeof(phscore),"Hi Score: %d",hiscore); rb->lcd_putsxy(LCD_WIDTH/2 - 37,50, phscore); rb->lcd_update(); } } 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 false; } #endif