4d6374c923
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12807 a1c6a512-1295-4272-9138-f99709370657
890 lines
26 KiB
C
890 lines
26 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2006 Eli Sherer
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "plugin.h"
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PLUGIN_HEADER
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#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define QUIT BUTTON_OFF
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#define LEFT BUTTON_LEFT
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#define RIGHT BUTTON_RIGHT
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#define PAUSE BUTTON_MODE
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#define UP BUTTON_UP
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#define DOWN BUTTON_DOWN
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#define SELECT BUTTON_SELECT
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#define RC_QUIT BUTTON_RC_STOP
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#elif (CONFIG_KEYPAD == ARCHOS_AV300_PAD)
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#define QUIT BUTTON_OFF
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#define LEFT BUTTON_LEFT
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#define RIGHT BUTTON_RIGHT
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#define PAUSE BUTTON_ON
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#define UP BUTTON_UP
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#define DOWN BUTTON_DOWN
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#define SELECT BUTTON_SELECT
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#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_4G_PAD)
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#define QUIT (BUTTON_SELECT | BUTTON_MENU)
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#define LEFT BUTTON_LEFT
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#define RIGHT BUTTON_RIGHT
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#define PAUSE BUTTON_SELECT
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#define SELECT BUTTON_SELECT
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#define MENU_UP BUTTON_SCROLL_FWD
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#define MENU_DOWN BUTTON_SCROLL_BACK
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#define UP BUTTON_MENU
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#define DOWN BUTTON_PLAY
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#elif CONFIG_KEYPAD == IAUDIO_X5_PAD
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#define QUIT BUTTON_POWER
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#define LEFT BUTTON_LEFT
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#define RIGHT BUTTON_RIGHT
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#define SELECT BUTTON_SELECT
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#define UP BUTTON_UP
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#define DOWN BUTTON_DOWN
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#define PAUSE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define QUIT BUTTON_A
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#define LEFT BUTTON_LEFT
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#define RIGHT BUTTON_RIGHT
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#define SELECT BUTTON_SELECT
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#define UP BUTTON_UP
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#define DOWN BUTTON_DOWN
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#define PAUSE BUTTON_MENU
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
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#define QUIT BUTTON_POWER
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#define LEFT BUTTON_LEFT
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#define RIGHT BUTTON_RIGHT
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#define SELECT BUTTON_SELECT
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#define UP BUTTON_UP
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#define DOWN BUTTON_DOWN
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#define PAUSE BUTTON_REC
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#elif CONFIG_KEYPAD == IRIVER_H10_PAD
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#define QUIT BUTTON_POWER
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#define LEFT BUTTON_LEFT
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#define RIGHT BUTTON_RIGHT
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#define SELECT BUTTON_REW
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#define UP BUTTON_SCROLL_UP
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#define DOWN BUTTON_SCROLL_DOWN
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#define PAUSE BUTTON_PLAY
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#else
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#error Unsupported keypad
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#endif
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#define MOVE_NO 0 /* player movement */
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#define MOVE_UP 1 /* 1 */
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#define MOVE_DN 2 /* 3 0 4 */
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#define MOVE_LT 3 /* 2 */
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#define MOVE_RT 4
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#define MOVE_UUR 0 /* ball movement (12 ways) */
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#define MOVE_UR 1
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#define MOVE_URR 2
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#define MOVE_DRR 3 /* UUL110UUR */
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#define MOVE_DR 4 /* UL10 1UR */
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#define MOVE_DDR 5 /* ULL9 . 2URR */
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#define MOVE_DDL 6 /* DLL8 3DRR */
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#define MOVE_DL 7 /* DL7 4DR */
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#define MOVE_DLL 8 /* DDL6 5DDR */
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#define MOVE_ULL 9
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#define MOVE_UL 10
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#define MOVE_UUL 11
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#define CUBE_SIZE 8 /* 8x22=176 */
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#define STARTING_QIXES 2
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#define MAX_LEVEL 10
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#define MAX_QIXES MAX_LEVEL+STARTING_QIXES
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#define BOARD_W ((int)LCD_WIDTH/CUBE_SIZE)
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#define BOARD_H ((int)LCD_HEIGHT/CUBE_SIZE)
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#define BOARD_X (LCD_WIDTH-BOARD_W*CUBE_SIZE)/2
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#define BOARD_Y (LCD_HEIGHT-BOARD_H*CUBE_SIZE)/2
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#ifdef HAVE_LCD_COLOR
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#define CLR_RED LCD_RGBPACK(255,0,0) /* used to imply danger */
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#define CLR_BLUE LCD_RGBPACK(0,0,128) /* used for menu selection */
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#define CLR_LTBLUE LCD_RGBPACK(125, 145, 180) /* used for frame and filling */
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#define PLR_COL LCD_WHITE /* color used for the player */
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#else
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#define CLR_RED LCD_DARKGRAY /* used to imply danger */
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#define CLR_BLUE LCD_BLACK /* used for menu selection */
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#define CLR_LTBLUE LCD_LIGHTGRAY /* used for frame and filling */
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#define PLR_COL LCD_BLACK /* color used for the player */
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#endif
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#define EMPTIED LCD_BLACK /* empty spot */
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#define FILLED CLR_LTBLUE /* filled spot */
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#define TRAIL CLR_RED /* the red trail of the player */
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#define QIX LCD_WHITE
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#define UNCHECKED 0
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#define CHECKED 1
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#define PIC_QIX 0
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#define PIC_PLAYER 1
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/* The time (in ms) for one iteration through the game loop - decrease this
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to speed up the game - note that current_tick is (currently) only accurate
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to 10ms.
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*/
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#define CYCLETIME 50
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static struct plugin_api *rb;
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static bool quit = false;
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static unsigned short board[BOARD_H][BOARD_W],
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testboard[BOARD_H][BOARD_W], boardcopy[BOARD_H][BOARD_W];
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/*
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00001000 0x08 - 01110111 0x77
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00011100 0x1c - 01110111 0x77
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00111110 0x3e - 01100011 0x63
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01111111 0x7f - 00000000 0x00
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00111110 0x3e - 01100011 0x63
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00011100 0x1c - 01110111 0x77
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00001000 0x08 - 01110111 0x77
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00000000 0x00 - 00000000 0x00
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*/
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const unsigned char pics[2][8] = {
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{0x08, 0x1c, 0x3e, 0x7f, 0x3e, 0x1c, 0x08, 0x00}, /* Alien (QIX) */
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{0x77, 0x77, 0x63, 0x00, 0x63, 0x77, 0x77, 0x00} /* Player (XONIX) */
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};
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static struct qix
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{
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short velocity; /* velocity */
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short x, y; /* position on screen */
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short angle; /* angle */
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} qixes[MAX_QIXES]; /* black_qix */
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static struct splayer
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{
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short i, j; /* position on board */
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short move, score, level, lives;
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bool drawing;
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bool gameover;
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} player;
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/*************************** STACK STUFF **********************/
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/* the stack */
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#define STACK_SIZE BOARD_W*BOARD_H
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static struct pos
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{
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int x, y; /* position on board */
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} stack[STACK_SIZE];
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static int stackPointer;
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#define div(a,b) (((a)/(b)))
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static bool pop (struct pos *p)
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{
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if (stackPointer > 0) {
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p->x = stack[stackPointer].x;
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p->y = stack[stackPointer].y;
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stackPointer--;
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return true;
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} else
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return false; /* SE */
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}
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static bool push (struct pos *p)
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{
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if (stackPointer < STACK_SIZE - 1) {
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stackPointer++;
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stack[stackPointer].x = p->x;
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stack[stackPointer].y = p->y;
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return true;
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} else
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return false; /* SOF */
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}
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static void emptyStack (void)
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{
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stackPointer = 0;
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/* int x, y;
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while(pop(&x, &y)); */
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}
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/*********************** END OF STACK STUFF *********************/
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/* calculate the new x coordinate of the ball according to angle and speed */
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static int get_newx (int x, int len, int deg)
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{
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int dx;
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if ((deg == MOVE_DRR) || (deg == MOVE_URR))
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dx = 2;
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else if ((deg == MOVE_DDR) || (deg == MOVE_UUR) || (deg == MOVE_DR)
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|| (deg == MOVE_UR))
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dx = 1;
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else if ((deg == MOVE_DDL) || (deg == MOVE_UUL) || (deg == MOVE_DL)
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|| (deg == MOVE_UL))
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dx = -1;
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else
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dx = -2;
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return x + dx * len;
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}
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/* calculate the new y coordinate of the ball according to angle and speed */
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static int get_newy (int y, int len, int deg)
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{
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int dy;
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if ((deg == MOVE_DRR) || (deg == MOVE_DLL) || (deg == MOVE_DR)
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|| (deg == MOVE_DL))
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dy = 1;
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else if ((deg == MOVE_DDR) || (deg == MOVE_DDL))
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dy = 2;
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else if ((deg == MOVE_UUR) || (deg == MOVE_UUL))
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dy = -2;
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else
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dy = -1;
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return y + dy * len;
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}
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/* make random function get it's value from the device ticker */
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static inline void randomize (void)
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{
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rb->srand (*rb->current_tick);
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}
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/* get a random number between 0 and range-1 */
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static int t_rand (int range)
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{
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return rb->rand () % range;
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}
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/* initializes the test help board */
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static void init_testboard (void)
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{
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int i, j; /* testboard */
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for (j = 0; j < BOARD_H; j++)
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for (i = 0; i < BOARD_W; i++)
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testboard[j][i] = UNCHECKED;
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}
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/* initializes the game board on with the player,qix's and black qix */
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static void init_board (void)
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{
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int i, j;
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for (j = 0; j < BOARD_H; j++)
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for (i = 0; i < BOARD_W; i++) { /* make a nice cyan frame */
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if ((i == 0) || (j <= 1) || (i == BOARD_W - 1)
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|| (j >= BOARD_H - 2))
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board[j][i] = FILLED;
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else
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board[j][i] = EMPTIED;
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}
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/* (level+2) is the number of qixes */
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for (j = 0; j < player.level + STARTING_QIXES; j++) {
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qixes[j].velocity = t_rand (2) + 1; /* 1 or 2 pix-per-sec */
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/* not on frame */
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qixes[j].x =
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BOARD_X + t_rand (((BOARD_W - 4) * CUBE_SIZE) - 2 * CUBE_SIZE) +
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2 * CUBE_SIZE;
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qixes[j].y =
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BOARD_Y + t_rand (((BOARD_H - 6) * CUBE_SIZE) - 2 * CUBE_SIZE) +
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3 * CUBE_SIZE;
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qixes[j].angle = t_rand (12);
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}
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/*black_qix.velocity=1;
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black_qix.x=BOARD_X+(BOARD_W*CUBE_SIZE)/2-CUBE_SIZE/2;
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black_qix.y=BOARD_Y+(BOARD_H*CUBE_SIZE)-CUBE_SIZE-CUBE_SIZE/2;
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black_qix.angle=MOVE_UR; */
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player.move = MOVE_NO;
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player.drawing = false;
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player.i = BOARD_W / 2;
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player.j = 1;
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}
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/* calculates the percentage of the screen filling */
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static int percentage (void)
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{
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int i, j, filled = 0;
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for (j = 2; j < BOARD_H - 2; j++)
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for (i = 1; i < BOARD_W - 1; i++)
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if (board[j][i] == FILLED)
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filled++;
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return filled * 100 / ((BOARD_W - 2) * (BOARD_H - 4));
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}
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/* draw the board on with all the game figures */
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static void refresh_board (void)
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{
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int i, j;
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char str[25];
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rb->lcd_set_background (LCD_BLACK);
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rb->lcd_clear_display ();
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for (j = 0; j < BOARD_H; j++)
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{
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unsigned last_color = board[j][0];
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int last_i = 0;
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for (i = 1; i < BOARD_W; i++) {
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if( last_color != board[j][i] )
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{
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rb->lcd_set_foreground (last_color);
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rb->lcd_fillrect (BOARD_X + CUBE_SIZE * (last_i),
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BOARD_Y + CUBE_SIZE * j,
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CUBE_SIZE * (i - last_i), CUBE_SIZE );
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last_color = board[j][i];
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last_i = i;
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}
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}
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rb->lcd_set_foreground (last_color);
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rb->lcd_fillrect (BOARD_X + CUBE_SIZE * (last_i),
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BOARD_Y + CUBE_SIZE * j,
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CUBE_SIZE * (i - last_i), CUBE_SIZE);
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}
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rb->lcd_set_foreground (LCD_BLACK);
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rb->lcd_set_background (CLR_LTBLUE);
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rb->snprintf (str, sizeof (str), "Level %d", player.level + 1);
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rb->lcd_putsxy (BOARD_X, BOARD_Y, str);
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rb->snprintf (str, sizeof (str), "%d%%", percentage ());
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rb->lcd_putsxy (BOARD_X + CUBE_SIZE * BOARD_W - 24, BOARD_Y, str);
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rb->snprintf (str, sizeof (str), "Score: %d", player.score);
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rb->lcd_putsxy (BOARD_X, BOARD_Y + CUBE_SIZE * BOARD_H - 8, str);
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rb->snprintf (str, sizeof (str), "%d Lives", player.lives);
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rb->lcd_putsxy (BOARD_X + CUBE_SIZE * BOARD_W - 60,
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BOARD_Y + CUBE_SIZE * BOARD_H - 8, str);
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rb->lcd_set_foreground (PLR_COL);
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rb->lcd_set_background (board[player.j][player.i]);
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rb->lcd_mono_bitmap (pics[PIC_PLAYER], player.i * CUBE_SIZE + BOARD_X,
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player.j * CUBE_SIZE + BOARD_Y, CUBE_SIZE, CUBE_SIZE);
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rb->lcd_set_background (EMPTIED);
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rb->lcd_set_foreground (LCD_WHITE);
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for (j = 0; j < player.level + STARTING_QIXES; j++)
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rb->lcd_mono_bitmap (pics[PIC_QIX], qixes[j].x + BOARD_X,
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qixes[j].y + BOARD_Y, CUBE_SIZE, CUBE_SIZE);
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rb->lcd_set_foreground (LCD_BLACK);
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rb->lcd_update ();
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}
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static inline int infested_area (int i, int j)
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{
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struct pos p, p1, p2, p3, p4;
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bool hit = false;
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p.x = i;
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p.y = j;
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emptyStack ();
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init_testboard ();
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if (!push (&p))
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return -1;
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while (pop (&p)) {
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hit = (boardcopy[p.y][p.x] == QIX);
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testboard[p.y][p.x] = CHECKED;
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if (hit)
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return true; /*save some time and space */
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p1.x = p.x + 1;
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p1.y = p.y;
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p2.x = p.x - 1;
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p2.y = p.y;
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p3.x = p.x;
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p3.y = p.y + 1;
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p4.x = p.x;
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p4.y = p.y - 1;
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if ((p1.x < BOARD_W) && (testboard[p1.y][p1.x] == UNCHECKED))
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if (board[p1.y][p1.x] != FILLED)
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if (!push (&p1))
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return -1;
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if ((p2.x >= 0) && (testboard[p2.y][p2.x] == UNCHECKED))
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if (board[p2.y][p2.x] != FILLED)
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if (!push (&p2))
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return -1;
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if ((p3.y < BOARD_H) && (testboard[p3.y][p3.x] == UNCHECKED))
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if (board[p3.y][p3.x] != FILLED)
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if (!push (&p3))
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return -1;
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if ((p4.y >= 0) && (testboard[p4.y][p4.x] == UNCHECKED))
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if (board[p4.y][p4.x] != FILLED)
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if (!push (&p4))
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return -1;
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}
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return (hit ? 1 : 0);
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}
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static inline int fill_area (int i, int j)
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{
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struct pos p, p1, p2, p3, p4;
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p.x = i;
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p.y = j;
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emptyStack ();
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init_testboard ();
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if (!push (&p))
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return -1;
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while (pop (&p)) {
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board[p.y][p.x] = FILLED;
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testboard[p.y][p.x] = CHECKED;
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p1.x = p.x + 1;
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p1.y = p.y;
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p2.x = p.x - 1;
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p2.y = p.y;
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p3.x = p.x;
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p3.y = p.y + 1;
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p4.x = p.x;
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p4.y = p.y - 1;
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if ((p1.x < BOARD_W) && (testboard[p1.y][p1.x] == UNCHECKED))
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if (board[p1.y][p1.x] == EMPTIED)
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if (!push (&p1))
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return -1;
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if ((p2.x >= 0) && (testboard[p2.y][p2.x] == UNCHECKED))
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if (board[p2.y][p2.x] == EMPTIED)
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if (!push (&p2))
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return -1;
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if ((p3.y < BOARD_H) && (testboard[p3.y][p3.x] == UNCHECKED))
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if (board[p3.y][p3.x] == EMPTIED)
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if (!push (&p3))
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return -1;
|
|
if ((p4.y >= 0) && (testboard[p4.y][p4.x] == UNCHECKED))
|
|
if (board[p4.y][p4.x] == EMPTIED)
|
|
if (!push (&p4))
|
|
return -1;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
/* take care of stuff after xonix has landed on a filled spot */
|
|
static void complete_trail (int fill)
|
|
{
|
|
int i, j, ret;
|
|
for (j = 0; j < BOARD_H; j++)
|
|
for (i = 0; i < BOARD_W; i++) {
|
|
if (board[j][i] == TRAIL) {
|
|
if (fill)
|
|
board[j][i] = FILLED;
|
|
else
|
|
board[j][i] = EMPTIED;
|
|
}
|
|
boardcopy[j][i] = board[j][i];
|
|
}
|
|
|
|
if (fill) {
|
|
for (i = 0; i < player.level + STARTING_QIXES; i++) /* add qixes to board */
|
|
boardcopy[div(qixes[i].y - BOARD_Y, CUBE_SIZE)]
|
|
[div(qixes[i].x - BOARD_X, CUBE_SIZE)] = QIX;
|
|
|
|
for (j = 1; j < BOARD_H - 1; j++)
|
|
for (i = 0; i < BOARD_W - 0; i++)
|
|
if (board[j][i] != FILLED) {
|
|
ret = infested_area (i, j);
|
|
if (ret < 0 || ( ret == 0 && fill_area (i, j) < 0 ) )
|
|
quit = true;
|
|
}
|
|
}
|
|
|
|
rb->button_clear_queue();
|
|
}
|
|
|
|
/* returns the color the real pixel(x,y) on the lcd is pointing at */
|
|
static unsigned short getpixel (int x, int y)
|
|
{
|
|
int a = div (x - BOARD_X, CUBE_SIZE), b = div (y - BOARD_Y, CUBE_SIZE);
|
|
if ((a > 0) && (a < BOARD_W) && (b > 0) && (b < BOARD_H)) /* if inside board */
|
|
return board[b][a];
|
|
else
|
|
return FILLED;
|
|
}
|
|
|
|
/* returns the color the ball on (newx,newy) is heading at *----*
|
|
checks the four edge points of the square if 1st of all | |
|
|
are a trail (cause it's a lose life situation) and 2nd | |
|
|
if it's filled so it needs to bounce. *____*
|
|
*/
|
|
static inline unsigned short next_hit (int newx, int newy)
|
|
{
|
|
if ((getpixel (newx, newy) == TRAIL)
|
|
|| (getpixel (newx, newy + CUBE_SIZE - 1) == TRAIL)
|
|
|| (getpixel (newx + CUBE_SIZE - 1, newy) == TRAIL)
|
|
|| (getpixel (newx + CUBE_SIZE - 1, newy + CUBE_SIZE - 1) == TRAIL))
|
|
return TRAIL;
|
|
else if ((getpixel (newx, newy) == FILLED)
|
|
|| (getpixel (newx, newy + CUBE_SIZE - 1) == FILLED)
|
|
|| (getpixel (newx + CUBE_SIZE - 1, newy) == FILLED)
|
|
|| (getpixel (newx + CUBE_SIZE - 1, newy + CUBE_SIZE - 1) ==
|
|
FILLED))
|
|
return FILLED;
|
|
else
|
|
return EMPTIED;
|
|
}
|
|
|
|
/* returns true if the (side) of the block -***-
|
|
starting from (newx,newy) has any filled pixels * *
|
|
-***-
|
|
*/
|
|
static bool line_check (int newx, int newy, int side)
|
|
{
|
|
int i = 0;
|
|
bool filled = false;
|
|
for (i = 3; ((i < CUBE_SIZE - 3) && (!filled)); i++) {
|
|
switch (side) {
|
|
case MOVE_LT:
|
|
filled = getpixel (newx, newy + i) == FILLED;
|
|
break;
|
|
case MOVE_RT:
|
|
filled = getpixel (newx + CUBE_SIZE - 1, newy + i) == FILLED;
|
|
break;
|
|
case MOVE_UP:
|
|
filled = getpixel (newx + i, newy) == FILLED;
|
|
break;
|
|
case MOVE_DN:
|
|
filled = getpixel (newx + i, newy + CUBE_SIZE - 1) == FILLED;
|
|
break;
|
|
}
|
|
}
|
|
return filled;
|
|
}
|
|
|
|
static void die (void)
|
|
{
|
|
player.lives--;
|
|
if (player.lives == 0)
|
|
player.gameover = true;
|
|
else {
|
|
refresh_board ();
|
|
rb->splash (HZ, "Crash!");
|
|
complete_trail (false);
|
|
player.move = MOVE_NO;
|
|
player.drawing = false;
|
|
player.i = BOARD_W / 2;
|
|
player.j = 1;
|
|
}
|
|
}
|
|
|
|
static void move_qix (struct qix *q)
|
|
{
|
|
int newx, newy, dir;
|
|
unsigned short nexthit;
|
|
newx = get_newx (q->x, q->velocity, q->angle);
|
|
newy = get_newy (q->y, q->velocity, q->angle);
|
|
nexthit = next_hit (newx, newy);
|
|
if (nexthit == EMPTIED) {
|
|
q->x = newx;
|
|
q->y = newy;
|
|
} else if (nexthit == FILLED) {
|
|
dir = q->angle;
|
|
switch (dir) {
|
|
case MOVE_URR:
|
|
case MOVE_UUR:
|
|
case MOVE_UR: /* up-right (can hit ceiling or right wall) */
|
|
if (line_check (newx, newy, MOVE_UP)
|
|
&& line_check (newx, newy, MOVE_RT))
|
|
q->angle = q->angle + 6;
|
|
else if (line_check (newx, newy, MOVE_UP))
|
|
q->angle = 5 - q->angle; /* 5=180/(360/12)-1 */
|
|
else
|
|
q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */
|
|
break;
|
|
case MOVE_ULL:
|
|
case MOVE_UUL:
|
|
case MOVE_UL: /* up-left (can hit ceiling or left wall) */
|
|
if (line_check (newx, newy, MOVE_UP)
|
|
&& line_check (newx, newy, MOVE_LT))
|
|
q->angle = q->angle - 6;
|
|
else if (line_check (newx, newy, MOVE_UP))
|
|
q->angle = 17 - q->angle; /* 17=540/(360/12)-1 */
|
|
else
|
|
q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */
|
|
break;
|
|
case MOVE_DLL:
|
|
case MOVE_DDL:
|
|
case MOVE_DL: /* down-left (can hit floor or left wall) */
|
|
if (line_check (newx, newy, MOVE_DN)
|
|
&& line_check (newx, newy, MOVE_LT))
|
|
q->angle = q->angle - 6;
|
|
else if (line_check (newx, newy, MOVE_DN))
|
|
q->angle = 17 - q->angle; /* 17=540/(360/12)-1 */
|
|
else
|
|
q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */
|
|
break;
|
|
case MOVE_DRR:
|
|
case MOVE_DDR:
|
|
case MOVE_DR: /* down-right (can hit floor or right wall) */
|
|
if (line_check (newx, newy, MOVE_DN)
|
|
&& line_check (newx, newy, MOVE_RT))
|
|
q->angle = q->angle + 6;
|
|
else if (line_check (newx, newy, MOVE_DN))
|
|
q->angle = 5 - q->angle; /* 5=180/(360/12)-1 */
|
|
else
|
|
q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */
|
|
break;
|
|
}
|
|
q->x = newx;
|
|
q->y = newy;
|
|
} else if (nexthit == TRAIL) {
|
|
die();
|
|
}
|
|
}
|
|
|
|
/* move the board forward timewise */
|
|
static inline void move_board (void)
|
|
{
|
|
int j, newi, newj;
|
|
|
|
for (j = 0; j < player.level + STARTING_QIXES; j++)
|
|
move_qix (&qixes[j]);
|
|
/* move_qix(&black_qix,true); */
|
|
if (player.move) {
|
|
newi = player.i;
|
|
newj = player.j;
|
|
switch (player.move) {
|
|
case MOVE_UP:
|
|
if (player.j > 1)
|
|
newj--;
|
|
break;
|
|
case MOVE_DN:
|
|
if (player.j < BOARD_H - 2)
|
|
newj++;
|
|
break;
|
|
case MOVE_LT:
|
|
if (player.i > 0)
|
|
newi--;
|
|
break;
|
|
case MOVE_RT:
|
|
if (player.i < BOARD_W - 1)
|
|
newi++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ((player.drawing) && (board[newj][newi] == EMPTIED)) /* continue drawing */
|
|
board[newj][newi] = TRAIL;
|
|
else if ((player.drawing) && (board[newj][newi] == FILLED)) { /* finish drawing */
|
|
player.move = MOVE_NO; /* stop moving */
|
|
player.drawing = false;
|
|
complete_trail (true);
|
|
} else if ((board[player.j][player.i] == FILLED)
|
|
&& (board[newj][newi] == EMPTIED)) {
|
|
/* start drawing */
|
|
player.drawing = true;
|
|
board[newj][newi] = TRAIL;
|
|
/* if the block after next is empty and we're moving onto filled, stop */
|
|
} else if ((board[newj][newi] == FILLED)
|
|
&& (board[newj + newj-player.j][newi + newi-player.i] == EMPTIED)) {
|
|
player.move = MOVE_NO;
|
|
}
|
|
player.i = newi;
|
|
player.j = newj;
|
|
}
|
|
j = percentage ();
|
|
if (j > 75) { /* finished level */
|
|
rb->splash (HZ * 2, "Level %d finished", player.level+1);
|
|
player.score += j;
|
|
if (player.level < MAX_LEVEL)
|
|
player.level++;
|
|
init_board ();
|
|
refresh_board ();
|
|
rb->splash (HZ * 2, "Ready?");
|
|
}
|
|
}
|
|
|
|
/* the main menu */
|
|
#define MAIN_MENU_SIZE 2
|
|
#define MENU_START 0
|
|
#define MENU_QUIT 1
|
|
static int game_menu (void)
|
|
{
|
|
static char menu[MAIN_MENU_SIZE][15] = {
|
|
"Start New Game",
|
|
"Quit"
|
|
};
|
|
|
|
int button, selection = 0, sw, sh, i;
|
|
bool quit = false;
|
|
|
|
rb->lcd_setfont(FONT_UI);
|
|
rb->lcd_getstringsize("A", &sw, &sh);
|
|
if(sw*20 > LCD_WIDTH || sh*4 > LCD_HEIGHT)
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
|
|
rb->lcd_getstringsize ("XOBOX", &sw, &sh);
|
|
sh++;
|
|
rb->lcd_set_background (LCD_WHITE);
|
|
rb->lcd_set_foreground (LCD_BLACK);
|
|
rb->lcd_clear_display ();
|
|
rb->lcd_putsxy (LCD_WIDTH / 2 - sw / 2, 2, "XOBOX");
|
|
while (!quit) {
|
|
for (i = 0; i < MAIN_MENU_SIZE; i++) {
|
|
rb->lcd_set_foreground ((i == selection ? LCD_WHITE : LCD_BLACK));
|
|
rb->lcd_set_background ((i == selection ? CLR_BLUE : LCD_WHITE));
|
|
rb->lcd_putsxy (10, sh + 4 + i * sh, menu[i]);
|
|
}
|
|
rb->lcd_update ();
|
|
button = rb->button_get (true);
|
|
switch (button) {
|
|
#ifdef MENU_UP
|
|
case MENU_UP:
|
|
#else
|
|
case UP:
|
|
#endif
|
|
selection = (selection + MAIN_MENU_SIZE - 1) % MAIN_MENU_SIZE;
|
|
break;
|
|
#ifdef MENU_UP
|
|
case MENU_DOWN:
|
|
#else
|
|
case DOWN:
|
|
#endif
|
|
selection = (selection + 1) % MAIN_MENU_SIZE;
|
|
break;
|
|
case SELECT:
|
|
case RIGHT:
|
|
quit = true;
|
|
break;
|
|
#ifdef RC_QUIT
|
|
case RC_QUIT:
|
|
#endif
|
|
case QUIT:
|
|
selection = MENU_QUIT;
|
|
quit = true;
|
|
break;
|
|
}
|
|
}
|
|
return selection;
|
|
}
|
|
|
|
/* init game's variables */
|
|
static void init_game (void)
|
|
{
|
|
player.level = 0;
|
|
player.score = 0;
|
|
player.lives = 3;
|
|
player.gameover = false;
|
|
player.drawing = false;
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
init_board ();
|
|
refresh_board ();
|
|
rb->splash (HZ * 2, "Ready?");
|
|
}
|
|
|
|
/* general keypad handler loop */
|
|
static int xobox_loop (void)
|
|
{
|
|
int button = 0, ret;
|
|
bool pause = false;
|
|
int end;
|
|
|
|
while (!quit) {
|
|
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
|
|
|
|
#ifdef HAS_BUTTON_HOLD
|
|
if (rb->button_hold()) {
|
|
pause = true;
|
|
rb->splash (HZ, "PAUSED");
|
|
}
|
|
#endif
|
|
|
|
button = rb->button_get_w_tmo (true);
|
|
switch (button) {
|
|
case UP:
|
|
case UP|BUTTON_REPEAT:
|
|
player.move = MOVE_UP;
|
|
break;
|
|
case DOWN:
|
|
case DOWN|BUTTON_REPEAT:
|
|
player.move = MOVE_DN;
|
|
break;
|
|
case LEFT:
|
|
case LEFT|BUTTON_REPEAT:
|
|
player.move = MOVE_LT;
|
|
break;
|
|
case RIGHT:
|
|
case RIGHT|BUTTON_REPEAT:
|
|
player.move = MOVE_RT;
|
|
break;
|
|
case PAUSE:
|
|
pause = !pause;
|
|
if (pause)
|
|
rb->splash (HZ, "Paused");
|
|
break;
|
|
case QUIT:
|
|
ret = game_menu ();
|
|
if (ret == MENU_START)
|
|
init_game ();
|
|
else
|
|
quit = true;
|
|
break;
|
|
default:
|
|
if (rb->default_event_handler (button) == SYS_USB_CONNECTED)
|
|
return PLUGIN_USB_CONNECTED;
|
|
break;
|
|
}
|
|
if (!pause) {
|
|
move_board ();
|
|
refresh_board ();
|
|
}
|
|
if (player.gameover) {
|
|
rb->splash (HZ, "Game Over!");
|
|
ret = game_menu ();
|
|
if (ret == MENU_START)
|
|
init_game ();
|
|
else
|
|
quit = true;
|
|
}
|
|
|
|
if (end > *rb->current_tick)
|
|
rb->sleep (end - *rb->current_tick);
|
|
else
|
|
rb->yield ();
|
|
|
|
} /* end while */
|
|
return PLUGIN_OK; /* for no warnings on compiling */
|
|
}
|
|
|
|
/* plugin main procedure */
|
|
enum plugin_status plugin_start (struct plugin_api *api, void *parameter)
|
|
{
|
|
int ret = PLUGIN_OK;
|
|
|
|
(void) parameter;
|
|
rb = api;
|
|
|
|
rb->lcd_setfont (FONT_SYSFIXED);
|
|
rb->lcd_set_backdrop(NULL);
|
|
|
|
/* Permanently enable the backlight (unless the user has turned it off) */
|
|
if (rb->global_settings->backlight_timeout > 0)
|
|
rb->backlight_set_timeout (1);
|
|
|
|
randomize ();
|
|
if (game_menu () == MENU_START) {
|
|
init_game ();
|
|
ret = xobox_loop ();
|
|
}
|
|
|
|
rb->backlight_set_timeout (rb->global_settings->backlight_timeout);
|
|
rb->lcd_setfont (FONT_UI);
|
|
|
|
return ret;
|
|
}
|