rockbox/apps/plugins/spacerocks.c
Marcin Bukat 5863361fbf MPIOs: keymap tweaks
Change-Id: Ic96900c83ffb90df4f6c68a26238f0543cba61cd
2012-02-02 14:55:51 +01:00

2057 lines
54 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 by 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.
*
****************************************************************************/
#include "plugin.h"
#include "lib/display_text.h"
#include "lib/helper.h"
#include "lib/highscore.h"
#include "lib/playback_control.h"
/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define AST_PAUSE BUTTON_ON
#define AST_QUIT BUTTON_OFF
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_PLAY
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
#define AST_PAUSE BUTTON_ON
#define AST_QUIT BUTTON_OFF
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif CONFIG_KEYPAD == ONDIO_PAD
#define AST_PAUSE (BUTTON_MENU | BUTTON_OFF)
#define AST_QUIT BUTTON_OFF
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_MENU
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define AST_PAUSE BUTTON_REC
#define AST_QUIT BUTTON_OFF
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#define AST_RC_QUIT BUTTON_RC_STOP
#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define AST_PAUSE (BUTTON_SELECT | BUTTON_PLAY)
#define AST_QUIT (BUTTON_SELECT | BUTTON_MENU)
#define AST_THRUST BUTTON_MENU
#define AST_HYPERSPACE BUTTON_PLAY
#define AST_LEFT BUTTON_SCROLL_BACK
#define AST_RIGHT BUTTON_SCROLL_FWD
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define AST_PAUSE BUTTON_A
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
#define AST_PAUSE BUTTON_REC
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_SCROLL_BACK
#define AST_RIGHT BUTTON_SCROLL_FWD
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
#define AST_PAUSE (BUTTON_SELECT | BUTTON_UP)
#define AST_QUIT (BUTTON_HOME|BUTTON_REPEAT)
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_SCROLL_BACK
#define AST_RIGHT BUTTON_SCROLL_FWD
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_C200_PAD)
#define AST_PAUSE BUTTON_REC
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_CLIP_PAD)
#define AST_PAUSE BUTTON_HOME
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_M200_PAD)
#define AST_PAUSE (BUTTON_SELECT | BUTTON_UP)
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE (BUTTON_SELECT | BUTTON_REL)
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_SCROLL_UP
#define AST_HYPERSPACE BUTTON_SCROLL_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_REW
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_BACK
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == MROBE100_PAD)
#define AST_PAUSE BUTTON_DISPLAY
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define AST_PAUSE BUTTON_RC_PLAY
#define AST_QUIT BUTTON_RC_REC
#define AST_THRUST BUTTON_RC_VOL_UP
#define AST_HYPERSPACE BUTTON_RC_VOL_DOWN
#define AST_LEFT BUTTON_RC_REW
#define AST_RIGHT BUTTON_RC_FF
#define AST_FIRE BUTTON_RC_MODE
#elif (CONFIG_KEYPAD == COWON_D2_PAD)
#define AST_QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_BACK
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
#define AST_PAUSE BUTTON_VIEW
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_PLAYLIST
#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_VOL_DOWN
#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
#define AST_PAUSE BUTTON_RIGHT
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_PREV
#define AST_RIGHT BUTTON_NEXT
#define AST_FIRE BUTTON_LEFT
#elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
(CONFIG_KEYPAD == ONDAVX777_PAD) || \
(CONFIG_KEYPAD == MROBE500_PAD)
#define AST_QUIT BUTTON_POWER
#elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
#define AST_PAUSE BUTTON_FFWD
#define AST_QUIT BUTTON_REC
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_PLAY
#elif (CONFIG_KEYPAD == PBELL_VIBE500_PAD)
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_REC
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_PREV
#define AST_RIGHT BUTTON_NEXT
#define AST_FIRE BUTTON_OK
#elif (CONFIG_KEYPAD == MPIO_HD200_PAD)
#define AST_PAUSE (BUTTON_PLAY|BUTTON_FUNC)
#define AST_QUIT (BUTTON_REC|BUTTON_PLAY)
#define AST_THRUST BUTTON_REC
#define AST_HYPERSPACE BUTTON_PLAY
#define AST_LEFT BUTTON_REW
#define AST_RIGHT BUTTON_FF
#define AST_FIRE BUTTON_FUNC
#elif (CONFIG_KEYPAD == MPIO_HD300_PAD)
#define AST_PAUSE (BUTTON_PLAY|BUTTON_REL)
#define AST_QUIT (BUTTON_MENU|BUTTON_REPEAT)
#define AST_THRUST BUTTON_REC
#define AST_HYPERSPACE (BUTTON_PLAY|BUTTON_REPEAT)
#define AST_LEFT BUTTON_UP
#define AST_RIGHT BUTTON_DOWN
#define AST_FIRE BUTTON_ENTER
#elif (CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD)
#define AST_PAUSE BUTTON_PLAYPAUSE
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_CONNECT_PAD)
#define ALT_PAUSE BUTTON_VOL_DOWN
#define AST_QUIT BUTTON_POWER
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SAMSUNG_YPR0_PAD)
#define AST_PAUSE BUTTON_MENU
#define AST_QUIT BUTTON_BACK
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_RIGHT BUTTON_RIGHT
#define AST_FIRE BUTTON_SELECT
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef AST_PAUSE
#define AST_PAUSE BUTTON_CENTER
#endif
#ifndef AST_QUIT
#define AST_QUIT BUTTON_TOPLEFT
#endif
#ifndef AST_THRUST
#define AST_THRUST BUTTON_TOPMIDDLE
#endif
#ifndef AST_HYPERSPACE
#define AST_HYPERSPACE BUTTON_TOPRIGHT
#endif
#ifndef AST_LEFT
#define AST_LEFT BUTTON_MIDLEFT
#endif
#ifndef AST_RIGHT
#define AST_RIGHT BUTTON_MIDRIGHT
#endif
#ifndef AST_FIRE
#define AST_FIRE BUTTON_BOTTOMMIDDLE
#endif
#endif
#define RES MAX(LCD_WIDTH, LCD_HEIGHT)
#define LARGE_LCD (RES >= 200)
#define CYCLETIME 30
#define SHOW_COL 0
#define SCALE 5000
#define WRAP_GAP (LARGE*SCALE*3)
#define POINT_SIZE 2
#define START_LEVEL 1
#define SHOW_LEVEL_TIME 50
#define EXPLOSION_LENGTH 20
#define MAX_NUM_ASTEROIDS 25
#define MAX_NUM_MISSILES 6
#define NUM_STARS 50
#define NUM_TRAIL_POINTS 70
#define MAX_LEVEL MAX_NUM_ASTEROIDS
#define NUM_ASTEROID_VERTICES 10
#define NUM_SHIP_VERTICES 4
#define NUM_ENEMY_VERTICES 8
#define INVULNERABLE_TIME 30
#define BLINK_TIME 10
#define EXTRA_LIFE 250
#define START_LIVES 3
#define MISSILE_LIFE_LENGTH 40
#define ASTEROID_SPEED (RES/20)
#define SPACE_CHECK_SIZE 30*SCALE
#if (LARGE_LCD)
#define SIZE_SHIP_COLLISION 8*SCALE
#else
#define SIZE_SHIP_COLLISION 6*SCALE
#endif
#define LITTLE_SHIP 1
#define BIG_SHIP 2
#define ENEMY_BIG_PROBABILITY_START 10
#define ENEMY_APPEAR_PROBABILITY_START 35
#define ENEMY_APPEAR_TIMING_START 600
#define ENEMY_SPEED 4
#define ENEMY_MISSILE_LIFE_LENGTH (RES/2)
#if (LARGE_LCD)
#define SIZE_ENEMY_COLLISION 7*SCALE
#else
#define SIZE_ENEMY_COLLISION 5*SCALE
#endif
#define SIN_COS_SCALE 10000
#define FAST_ROT_CW_SIN 873
#define FAST_ROT_CW_COS 9963
#define FAST_ROT_ACW_SIN -873
#define FAST_ROT_ACW_COS 9963
#define MEDIUM_ROT_CW_SIN 350
#define MEDIUM_ROT_CW_COS 9994
#define MEDIUM_ROT_ACW_SIN -350
#define MEDIUM_ROT_ACW_COS 9994
#define SLOW_ROT_CW_SIN 350
#define SLOW_ROT_CW_COS 9994
#define SLOW_ROT_ACW_SIN -350
#define SLOW_ROT_ACW_COS 9994
#ifdef HAVE_LCD_COLOR
#define SHIP_ROT_CW_SIN 2419
#define SHIP_ROT_CW_COS 9702
#define SHIP_ROT_ACW_SIN -2419
#define SHIP_ROT_ACW_COS 9702
#else
#define SHIP_ROT_CW_SIN 3827
#define SHIP_ROT_CW_COS 9239
#define SHIP_ROT_ACW_SIN -3827
#define SHIP_ROT_ACW_COS 9239
#endif
#define SCALED_WIDTH (LCD_WIDTH*SCALE)
#define SCALED_HEIGHT (LCD_HEIGHT*SCALE)
#define CENTER_LCD_X (LCD_WIDTH/2)
#define CENTER_LCD_Y (LCD_HEIGHT/2)
#ifdef HAVE_LCD_COLOR
#define ASTEROID_R 230
#define ASTEROID_G 200
#define ASTEROID_B 100
#define SHIP_R 255
#define SHIP_G 255
#define SHIP_B 255
#define ENEMY_R 50
#define ENEMY_G 220
#define ENEMY_B 50
#define THRUST_R 200
#define THRUST_G 200
#define THRUST_B 0
#define COL_MISSILE LCD_RGBPACK(200,0,0)
#define COL_PLAYER LCD_RGBPACK(200,200,200)
#define COL_INVULN LCD_RGBPACK(100,100,200)
#define COL_STARS LCD_WHITE
#define COL_ASTEROID LCD_RGBPACK(ASTEROID_R,ASTEROID_G,ASTEROID_B)
#define COL_TEXT LCD_RGBPACK(200,200,255)
#define COL_ENEMY LCD_RGBPACK(ENEMY_R,ENEMY_G,ENEMY_B)
#define SET_FG rb->lcd_set_foreground
#define SET_BG rb->lcd_set_background
#else
#define SET_FG(x)
#define SET_BG(x)
#endif
#define SCORE_FILE PLUGIN_GAMES_DATA_DIR "/spacerocks.score"
#define NUM_SCORES 5
static struct highscore highscores[NUM_SCORES];
/* The array of points that make up an asteroid */
static const short asteroid_one[NUM_ASTEROID_VERTICES*2] =
{
-2, -12,
4, -8,
8, -14,
16, -5,
14, 0,
20, 2,
12, 14,
-4, 14,
-10, 6,
-10, -8,
};
/* The array of points that make up an asteroid */
static const short asteroid_two[NUM_ASTEROID_VERTICES*2] =
{
-2, -12,
4, -16,
6, -14,
16, -8,
14, 0,
20, 2,
12, 14,
-4, 14,
-10, 6,
-10, -8,
};
/* The array of points that make up an asteroid */
static const short asteroid_three[NUM_ASTEROID_VERTICES*2] =
{
-2, -12,
4, -16,
6, -14,
2, -8,
14, 0,
20, 2,
12, 14,
-4, 14,
-16, 6,
-10, -8,
};
/* The array of points the make up the ship */
static const short ship_vertices[NUM_SHIP_VERTICES*2] =
{
#if (LARGE_LCD)
0, -6,
4, 6,
0, 2,
-4, 6,
#else
0, -4,
3, 4,
0, 1,
-3, 4,
#endif
};
/* The array of points the make up the bad spaceship */
static const short enemy_vertices[NUM_ENEMY_VERTICES*2] =
{
#if (LARGE_LCD)
-8, 0,
-4, 4,
4, 4,
8, 0,
-8, 0,
8, 0,
4, -4,
-4, -4,
#else
-5, 0,
-2, 2,
2, 2,
5, 0,
-5, 0,
5, 0,
2, -2,
-2, -2,
#endif
};
enum asteroid_type
{
#if (LARGE_LCD)
SMALL = 2,
MEDIUM = 4,
LARGE = 6,
#else
SMALL = 1,
MEDIUM = 2,
LARGE = 3,
#endif
};
enum explosion_type
{
EXPLOSION_SHIP,
EXPLOSION_ASTEROID,
EXPLOSION_ENEMY,
EXPLOSION_THRUST,
};
enum game_state
{
GAME_OVER,
SHOW_LEVEL,
PLAY_MODE,
PAUSE_MODE,
};
struct Point
{
int x;
int y;
int dx;
int dy;
};
struct TrailPoint
{
struct Point position;
int alive;
#ifdef HAVE_LCD_COLOR
short r;
short g;
short b;
short dec;
#endif
};
/* Asteroid structure, contains an array of points */
struct Asteroid
{
struct Point position;
struct Point rotation;
struct Point vertices[NUM_ASTEROID_VERTICES];
bool exists;
int explode_countdown;
enum asteroid_type type;
int radius;
long speed_cos;
long speed_sin;
};
struct Ship
{
struct Point position;
struct Point rotation;
struct Point vertices[NUM_SHIP_VERTICES];
bool exists;
int explode_countdown;
int invulnerable_time;
};
struct Enemy
{
struct Point position;
struct Point vertices[NUM_ENEMY_VERTICES];
bool exists;
int explode_countdown;
int appear_countdown;
short size_probability;
short appear_probability;
short appear_timing;
};
struct Missile
{
struct Point position;
struct Point oldpoint;
int alive;
};
static enum game_state game_state;
static int asteroid_count;
static int next_missile_count;
static int next_thrust_count;
static int num_lives;
static int extra_life;
static int show_level_timeout;
static int current_level;
static int current_score;
static struct Ship ship;
static struct Point stars[NUM_STARS];
static struct Asteroid asteroids_array[MAX_NUM_ASTEROIDS];
static struct Missile missiles_array[MAX_NUM_MISSILES];
static struct Missile enemy_missile;
static struct Enemy enemy;
static struct Point lives_points[NUM_SHIP_VERTICES];
static struct TrailPoint trail_points[NUM_TRAIL_POINTS];
/*************************************************
** Handle polygon and point
*************************************************/
/* Check if point is in a polygon */
static bool is_point_in_polygon(struct Point* vertices, int num_vertices,
int x, int y)
{
struct Point* pi;
struct Point* pj;
int n;
bool c = false;
if (x < -SCALED_WIDTH/2) x += SCALED_WIDTH;
else if (x > SCALED_WIDTH/2) x -= SCALED_WIDTH;
if (y < -SCALED_HEIGHT/2) y += SCALED_HEIGHT;
else if (y > SCALED_HEIGHT/2) y -= SCALED_HEIGHT;
pi = vertices;
pj = vertices + num_vertices-1;
n = num_vertices;
while (n--)
{
if ((((pi->y <= y) && (y < pj->y)) || ((pj->y <= y) && (y < pi->y))) &&
(x < (pj->x - pi->x) * (y - pi->y) / (pj->y - pi->y) + pi->x))
c = !c;
pj = pi;
pi++;
}
return c;
}
/* Check if point is within a rectangle */
static bool is_point_within_rectangle(struct Point* rect, struct Point* p,
int size)
{
int dx = p->x - rect->x;
int dy = p->y - rect->y;
#if SHOW_COL
rb->lcd_drawrect((rect->x - size)/SCALE, (rect->y - size)/SCALE,
(size*2+1)/SCALE, (size*2+1)/SCALE);
#endif
if (dx < -SCALED_WIDTH/2) dx += SCALED_WIDTH;
else if (dx > SCALED_WIDTH/2) dx -= SCALED_WIDTH;
if (dy < -SCALED_HEIGHT/2) dy += SCALED_HEIGHT;
else if (dy > SCALED_HEIGHT/2) dy -= SCALED_HEIGHT;
return (dx > -size && dx < size && dy > -size && dy < size);
}
/* Rotate polygon */
static void rotate_polygon(struct Point* vertices, int num_vertices,
struct Point* rotation, int cos, int sin)
{
struct Point* point;
int n;
long temp_x, temp_y;
temp_x = rotation->x;
temp_y = rotation->y;
rotation->x = (temp_x*cos - temp_y*sin)/SIN_COS_SCALE;
rotation->y = (temp_y*cos + temp_x*sin)/SIN_COS_SCALE;
#define MIN_SCALE (SIN_COS_SCALE-10)
#define MAX_SCALE (SIN_COS_SCALE+10)
/* normalize vector. this is not accurate but would be enough. */
temp_x = rotation->x*rotation->x + rotation->y*rotation->y;
if (temp_x <= MIN_SCALE*MIN_SCALE)
{
rotation->x = rotation->x*SIN_COS_SCALE/MIN_SCALE;
rotation->y = rotation->y*SIN_COS_SCALE/MIN_SCALE;
}
else if (temp_x >= MAX_SCALE*MAX_SCALE)
{
rotation->x = rotation->x*SIN_COS_SCALE/MAX_SCALE;
rotation->y = rotation->y*SIN_COS_SCALE/MAX_SCALE;
}
#undef MIN_SCALE
#undef MAX_SCALE
point = vertices;
n = num_vertices;
while (n--)
{
point->x = (point->dx*rotation->x - point->dy*rotation->y)/SIN_COS_SCALE;
point->y = (point->dy*rotation->x + point->dx*rotation->y)/SIN_COS_SCALE;
point++;
}
}
/* Draw polygon */
static void draw_polygon(struct Point* vertices, int num_vertices,
int px, int py)
{
int n, new_x, new_y, old_x, old_y;
struct Point *p;
bool draw_wrap;
if (px > SCALED_WIDTH - WRAP_GAP)
px -= SCALED_WIDTH;
if (py > SCALED_HEIGHT - WRAP_GAP)
py -= SCALED_HEIGHT;
draw_wrap = (px < WRAP_GAP || py < WRAP_GAP);
p = vertices + num_vertices - 1;
old_x = (p->x + px)/SCALE;
old_y = (p->y + py)/SCALE;
p = vertices;
n = num_vertices;
while (n--)
{
new_x = (p->x + px)/SCALE;
new_y = (p->y + py)/SCALE;
rb->lcd_drawline(old_x, old_y, new_x, new_y);
if (draw_wrap)
{
rb->lcd_drawline(old_x + LCD_WIDTH, old_y, new_x + LCD_WIDTH, new_y);
rb->lcd_drawline(old_x, old_y + LCD_HEIGHT, new_x, new_y + LCD_HEIGHT);
rb->lcd_drawline(old_x + LCD_WIDTH, old_y + LCD_HEIGHT,
new_x + LCD_WIDTH, new_y + LCD_HEIGHT);
}
old_x = new_x;
old_y = new_y;
p++;
}
}
static void move_point(struct Point* point)
{
point->x += point->dx;
point->y += point->dy;
/* Check bounds on the x-axis: */
point->x %= SCALED_WIDTH;
if (point->x < 0)
point->x += SCALED_WIDTH;
/* Check bounds on the y-axis: */
point->y %= SCALED_HEIGHT;
if (point->y < 0)
point->y += SCALED_HEIGHT;
}
/*************************************************
** Handle trail blaiz.
*************************************************/
static void create_ship_trail(struct TrailPoint* tpoint)
{
tpoint->position.x += ship.vertices[2].x;
tpoint->position.y += ship.vertices[2].y;
tpoint->position.dx = -( ship.vertices[0].x - ship.vertices[2].x )/10;
tpoint->position.dy = -( ship.vertices[0].y - ship.vertices[2].y )/10;
}
static void create_explosion_trail(struct TrailPoint* tpoint)
{
tpoint->position.dx = (rb->rand()%5001)-2500;
tpoint->position.dy = (rb->rand()%5001)-2500;
}
static void create_trail_blaze(int colour, struct Point* position)
{
int numtoadd;
struct TrailPoint* tpoint;
int n;
if (colour != EXPLOSION_SHIP)
{
numtoadd = NUM_TRAIL_POINTS/5;
}
else
{
numtoadd = NUM_TRAIL_POINTS/8;
}
/* give the point a random countdown timer, so they dissapears at different
times */
tpoint = trail_points;
n = NUM_TRAIL_POINTS;
while (n--)
{
/* find a space in the array of trail_points that is NULL or DEAD or
whatever and place this one here. */
if (tpoint->alive <= 0)
{
/* take a random point near the position. */
tpoint->position.x = (rb->rand()%18000)-9000 + position->x;
tpoint->position.y = (rb->rand()%18000)-9000 + position->y;
switch(colour)
{
case EXPLOSION_SHIP:
create_explosion_trail(tpoint);
tpoint->alive = 51;
#ifdef HAVE_LCD_COLOR
tpoint->r = SHIP_R;
tpoint->g = SHIP_G;
tpoint->b = SHIP_B;
tpoint->dec = 2;
#endif
break;
case EXPLOSION_ASTEROID:
create_explosion_trail(tpoint);
tpoint->alive = 51;
#ifdef HAVE_LCD_COLOR
tpoint->r = ASTEROID_R;
tpoint->g = ASTEROID_G;
tpoint->b = ASTEROID_B;
tpoint->dec = 2;
#endif
break;
case EXPLOSION_ENEMY:
create_explosion_trail(tpoint);
tpoint->alive = 51;
#ifdef HAVE_LCD_COLOR
tpoint->r = ENEMY_R;
tpoint->g = ENEMY_G;
tpoint->b = ENEMY_B;
tpoint->dec = 2;
#endif
break;
case EXPLOSION_THRUST:
create_ship_trail(tpoint);
tpoint->alive = 17;
#ifdef HAVE_LCD_COLOR
tpoint->r = THRUST_R;
tpoint->g = THRUST_G;
tpoint->b = THRUST_B;
tpoint->dec = 4;
#endif
break;
}
/* give the points a speed based on direction of travel
- i.e. opposite */
tpoint->position.dx += position->dx;
tpoint->position.dy += position->dy;
numtoadd--;
if (numtoadd <= 0)
break;
}
tpoint++;
}
}
static void draw_and_move_trail_blaze(void)
{
struct TrailPoint* tpoint;
int n;
/* loop through, if alive then move and draw.
when drawn, countdown it's timer.
if zero kill it! */
tpoint = trail_points;
n = NUM_TRAIL_POINTS;
while (n--)
{
if (tpoint->alive > 0)
{
if (game_state != PAUSE_MODE)
{
tpoint->alive--;
move_point(&(tpoint->position));
#ifdef HAVE_LCD_COLOR
/* intensity = tpoint->alive/2; */
if (tpoint->r >= tpoint->dec) tpoint->r -= tpoint->dec;
if (tpoint->g >= tpoint->dec) tpoint->g -= tpoint->dec;
if (tpoint->b >= tpoint->dec) tpoint->b -= tpoint->dec;
#endif
}
SET_FG(LCD_RGBPACK(tpoint->r, tpoint->g, tpoint->b));
rb->lcd_drawpixel(tpoint->position.x/SCALE, tpoint->position.y/SCALE);
}
tpoint++;
}
}
/*************************************************
** Handle asteroid.
*************************************************/
static void rotate_asteroid(struct Asteroid* asteroid)
{
rotate_polygon(asteroid->vertices, NUM_ASTEROID_VERTICES,
&asteroid->rotation,
asteroid->speed_cos, asteroid->speed_sin);
}
/* Initialise the passed Asteroid.
* if position is NULL, place it at the random loacation
* where ship doesn't exist
*/
static void initialise_asteroid(struct Asteroid* asteroid,
enum asteroid_type type, struct Point *position)
{
const short *asteroid_vertices;
struct Point* point;
int n;
asteroid->exists = true;
asteroid->explode_countdown = 0;
asteroid->type = type;
/* Set the radius of the asteroid: */
asteroid->radius = (int)type*SCALE*3;
/* shall we move Clockwise and Fast */
n = rb->rand()%100;
if (n < 25)
{
asteroid->speed_cos = FAST_ROT_CW_COS;
asteroid->speed_sin = FAST_ROT_CW_SIN;
}
else if (n < 50)
{
asteroid->speed_cos = FAST_ROT_ACW_COS;
asteroid->speed_sin = FAST_ROT_ACW_SIN;
}
else if (n < 75)
{
asteroid->speed_cos = SLOW_ROT_ACW_COS;
asteroid->speed_sin = SLOW_ROT_ACW_SIN;
}
else
{
asteroid->speed_cos = SLOW_ROT_CW_COS;
asteroid->speed_sin = SLOW_ROT_CW_SIN;
}
n = rb->rand()%99;
if (n < 33)
asteroid_vertices = asteroid_one;
else if (n < 66)
asteroid_vertices = asteroid_two;
else
asteroid_vertices = asteroid_three;
point = asteroid->vertices;
for(n = 0; n < NUM_ASTEROID_VERTICES*2; n += 2)
{
point->x = asteroid_vertices[n];
point->y = asteroid_vertices[n+1];
point->x *= asteroid->radius/20;
point->y *= asteroid->radius/20;
/* dx and dy are used when rotate polygon */
point->dx = point->x;
point->dy = point->y;
point++;
}
if (!position)
{
do {
/* Set the position randomly: */
asteroid->position.x = (rb->rand()%SCALED_WIDTH);
asteroid->position.y = (rb->rand()%SCALED_HEIGHT);
} while (is_point_within_rectangle(&ship.position, &asteroid->position,
SPACE_CHECK_SIZE));
}
else
{
asteroid->position.x = position->x;
asteroid->position.y = position->y;
}
do {
asteroid->position.dx = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2;
} while (asteroid->position.dx == 0);
do {
asteroid->position.dy = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2;
} while (asteroid->position.dy == 0);
asteroid->position.dx *= SCALE/10;
asteroid->position.dy *= SCALE/10;
asteroid->rotation.x = SIN_COS_SCALE;
asteroid->rotation.y = 0;
/* Now rotate the asteroid a bit, so they all look a bit different */
for(n = (rb->rand()%30)+2; n--; )
rotate_asteroid(asteroid);
/* great, we've created an asteroid, don't forget to increment the total: */
asteroid_count++;
}
/*
* Creates a new asteroid of the given 4type (size) and at the given location.
*/
static void create_asteroid(enum asteroid_type type, struct Point *position)
{
struct Asteroid* asteroid;
int n;
asteroid = asteroids_array;
n = MAX_NUM_ASTEROIDS;
while (n--)
{
if (!asteroid->exists && asteroid->explode_countdown <= 0)
{
initialise_asteroid(asteroid, type, position);
break;
}
asteroid++;
}
}
/* Draw and move all asteroids */
static void draw_and_move_asteroids(void)
{
struct Asteroid* asteroid;
int n;
SET_FG(COL_ASTEROID);
asteroid = asteroids_array;
n = MAX_NUM_ASTEROIDS;
while (n--)
{
if (asteroid->exists)
{
draw_polygon(asteroid->vertices, NUM_ASTEROID_VERTICES,
asteroid->position.x, asteroid->position.y);
}
if (game_state != PAUSE_MODE)
{
if (asteroid->exists)
{
move_point(&asteroid->position);
rotate_asteroid(asteroid);
}
else if (asteroid->explode_countdown > 0)
{
asteroid->explode_countdown--;
}
}
asteroid++;
}
}
static void explode_asteroid(struct Asteroid* asteroid)
{
struct Point p;
p.dx = asteroid->position.dx;
p.dy = asteroid->position.dy;
p.x = asteroid->position.x;
p.y = asteroid->position.y;
asteroid_count--;
asteroid->exists = false;
switch(asteroid->type)
{
case SMALL:
asteroid->explode_countdown = EXPLOSION_LENGTH;
create_trail_blaze(EXPLOSION_ASTEROID, &p);
break;
case MEDIUM:
create_asteroid(SMALL, &p);
create_asteroid(SMALL, &p);
break;
case LARGE:
create_asteroid(MEDIUM, &p);
create_asteroid(MEDIUM, &p);
break;
}
}
/*************************************************
** Handle ship.
*************************************************/
/* Initialise the ship */
static void initialise_ship(void)
{
struct Point* point;
struct Point* lives_point;
int n;
ship.position.x = CENTER_LCD_X * SCALE;
ship.position.y = CENTER_LCD_Y * SCALE;
ship.position.dx = 0;
ship.position.dy = 0;
ship.rotation.x = SIN_COS_SCALE;
ship.rotation.y = 0;
ship.exists = true;
ship.explode_countdown = 0;
ship.invulnerable_time = INVULNERABLE_TIME;
point = ship.vertices;
lives_point = lives_points;
for(n = 0; n < NUM_SHIP_VERTICES*2; n += 2)
{
point->x = ship_vertices[n];
point->y = ship_vertices[n+1];
point->x *= SCALE;
point->y *= SCALE;
/* dx and dy are used when rotate polygon */
point->dx = point->x;
point->dy = point->y;
/* grab a copy of the ships points for the lives display: */
lives_point->x = point->x;
lives_point->y = point->y;
point++;
lives_point++;
}
}
/*
* Draws the ship, moves the ship and creates a new
* one if it's finished exploding.
*/
static void draw_and_move_ship(void)
{
if (ship.invulnerable_time > BLINK_TIME || ship.invulnerable_time % 2 != 0)
{
SET_FG(COL_INVULN);
}
else
{
SET_FG(COL_PLAYER);
}
if (ship.exists)
{
draw_polygon(ship.vertices, NUM_SHIP_VERTICES,
ship.position.x, ship.position.y);
}
if (game_state != PAUSE_MODE)
{
if (ship.exists)
{
if (ship.invulnerable_time > 0)
ship.invulnerable_time--;
move_point(&ship.position);
}
else if (ship.explode_countdown > 0)
{
ship.explode_countdown--;
if (ship.explode_countdown <= 0)
{
num_lives--;
if (num_lives <= 0)
{
game_state = GAME_OVER;
}
else
{
initialise_ship();
}
}
}
}
}
static void explode_ship(void)
{
if (!ship.invulnerable_time)
{
/* if not invulnerable, blow up ship */
ship.explode_countdown = EXPLOSION_LENGTH;
ship.exists = false;
create_trail_blaze(EXPLOSION_SHIP, &ship.position);
}
}
/* Rotate the ship using the passed sin & cos values */
static void rotate_ship(int cos, int sin)
{
if (ship.exists)
{
rotate_polygon(ship.vertices, NUM_SHIP_VERTICES,
&ship.rotation, cos, sin);
}
}
static void thrust_ship(void)
{
if (ship.exists)
{
ship.position.dx += ( ship.vertices[0].x - ship.vertices[2].x )/20;
ship.position.dy += ( ship.vertices[0].y - ship.vertices[2].y )/20;
/* if dx and dy are below a certain threshold, then set 'em to 0
but to do this we need to ascertain if the spacehip as moved on
screen for more than a certain amount. */
create_trail_blaze(EXPLOSION_THRUST, &ship.position);
}
}
/* stop movement of ship, 'cos that's what happens when you go into hyperspace. */
static void hyperspace(void)
{
if (ship.exists)
{
ship.position.dx = ship.position.dy = 0;
ship.position.x = (rb->rand()%SCALED_WIDTH);
ship.position.y = (rb->rand()%SCALED_HEIGHT);
}
}
static void draw_lives(void)
{
int n;
#if (LARGE_LCD)
int px = (LCD_WIDTH-1 - 4)*SCALE;
int py = (LCD_HEIGHT-1 - 6)*SCALE;
#else
int px = (LCD_WIDTH-1 - 3)*SCALE;
int py = (LCD_HEIGHT-1 - 4)*SCALE;
#endif
SET_FG(COL_PLAYER);
n = num_lives-1;
while (n--)
{
draw_polygon(lives_points, NUM_SHIP_VERTICES, px, py);
#if (LARGE_LCD)
px -= 8*SCALE;
#else
px -= 6*SCALE;
#endif
}
}
/*
* missile
*/
/* Initialise a missile */
static void initialise_missile(struct Missile* missile)
{
missile->position.x = ship.position.x + ship.vertices[0].x;
missile->position.y = ship.position.y + ship.vertices[0].y;
missile->position.dx = (ship.vertices[0].x - ship.vertices[2].x)/2;
missile->position.dy = (ship.vertices[0].y - ship.vertices[2].y)/2;
missile->alive = MISSILE_LIFE_LENGTH;
missile->oldpoint.x = missile->position.x;
missile->oldpoint.y = missile->position.y;
}
/* Fire the next missile */
static void fire_missile(void)
{
struct Missile* missile;
int n;
if (ship.exists)
{
missile = missiles_array;
n = MAX_NUM_MISSILES;
while (n--)
{
if (missile->alive <= 0)
{
initialise_missile(missile);
break;
}
missile++;
}
}
}
/* Draw and Move all the missiles */
static void draw_and_move_missiles(void)
{
struct Missile* missile;
struct Point vertices[2];
int n;
SET_FG(COL_MISSILE);
missile = missiles_array;
n = MAX_NUM_MISSILES;
while (n--)
{
if (missile->alive > 0)
{
vertices[0].x = 0;
vertices[0].y = 0;
vertices[1].x = -missile->position.dx;
vertices[1].y = -missile->position.dy;
draw_polygon(vertices, 2, missile->position.x, missile->position.y);
if (game_state != PAUSE_MODE)
{
missile->oldpoint.x = missile->position.x;
missile->oldpoint.y = missile->position.y;
move_point(&missile->position);
missile->alive--;
}
}
missile++;
}
}
/*************************************************
** Handle enemy.
*************************************************/
static void initialise_enemy(void)
{
struct Point* point;
int n;
int size;
if (rb->rand()%100 > enemy.size_probability)
{
size = BIG_SHIP;
enemy.size_probability++;
if (enemy.size_probability > 90)
{
enemy.size_probability = ENEMY_BIG_PROBABILITY_START;
}
}
else
{
size = LITTLE_SHIP;
enemy.size_probability = ENEMY_BIG_PROBABILITY_START;
}
enemy.exists = true;
enemy.explode_countdown = 0;
enemy.appear_countdown = enemy.appear_timing;
point = enemy.vertices;
for(n = 0; n < NUM_ENEMY_VERTICES*2; n += 2)
{
point->x = enemy_vertices[n];
point->y = enemy_vertices[n+1];
point->x *= size*SCALE/2;
point->y *= size*SCALE/2;
point++;
}
if (ship.position.x >= SCALED_WIDTH/2)
{
enemy.position.dx = ENEMY_SPEED;
enemy.position.x = 0;
}
else
{
enemy.position.dx = -ENEMY_SPEED;
enemy.position.x = SCALED_WIDTH;
}
if (ship.position.y >= SCALED_HEIGHT/2)
{
enemy.position.dy = ENEMY_SPEED;
enemy.position.y = 0;
}
else
{
enemy.position.dy = -ENEMY_SPEED;
enemy.position.y = SCALED_HEIGHT;
}
enemy.position.dx *= SCALE/10;
enemy.position.dy *= SCALE/10;
}
static void draw_and_move_enemy(void)
{
SET_FG(COL_ENEMY);
if (enemy.exists)
{
draw_polygon(enemy.vertices, NUM_ENEMY_VERTICES,
enemy.position.x, enemy.position.y);
}
if (game_state != PAUSE_MODE)
{
if (enemy.exists)
{
enemy.position.x += enemy.position.dx;
enemy.position.y += enemy.position.dy;
if (enemy.position.x > SCALED_WIDTH || enemy.position.x < 0)
enemy.exists = false;
enemy.position.y %= SCALED_HEIGHT;
if (enemy.position.y < 0)
enemy.position.y += SCALED_HEIGHT;
if ((rb->rand()%1000) < 10)
enemy.position.dy = -enemy.position.dy;
}
else if (enemy.explode_countdown > 0)
{
enemy.explode_countdown--;
}
else
{
if (enemy.appear_countdown > 0)
enemy.appear_countdown--;
else if (rb->rand()%100 >= enemy.appear_probability)
initialise_enemy();
}
}
if (enemy_missile.alive <= 0)
{
/* if no missile and the enemy is here and not exploding..
then shoot baby! */
if (enemy.exists && ship.exists &&
game_state == PLAY_MODE && (rb->rand()%10) >= 5 )
{
int dx = ship.position.x - enemy.position.x;
int dy = ship.position.y - enemy.position.y;
if (dx < -SCALED_WIDTH/2) dx += SCALED_WIDTH;
else if (dx > SCALED_WIDTH/2) dx -= SCALED_WIDTH;
if (dy < -SCALED_HEIGHT/2) dy += SCALED_HEIGHT;
else if (dy > SCALED_HEIGHT/2) dy -= SCALED_HEIGHT;
enemy_missile.position.x = enemy.position.x;
enemy_missile.position.y = enemy.position.y;
/* lame, needs to be sorted - it's trying to shoot at the ship */
if (dx < -5*SCALE)
enemy_missile.position.dx = -1;
else if (dx > 5*SCALE)
enemy_missile.position.dx = 1;
else
enemy_missile.position.dx = 0;
if (dy < -5*SCALE)
enemy_missile.position.dy = -1;
else if (dy > 5*SCALE)
enemy_missile.position.dy = 1;
else
enemy_missile.position.dy = 0;
while (enemy_missile.position.dx == 0 &&
enemy_missile.position.dy == 0)
{
enemy_missile.position.dx = rb->rand()%2-1;
enemy_missile.position.dy = rb->rand()%2-1;
}
enemy_missile.position.dx *= SCALE;
enemy_missile.position.dy *= SCALE;
enemy_missile.alive = ENEMY_MISSILE_LIFE_LENGTH;
}
}
else
{
rb->lcd_fillrect( enemy_missile.position.x/SCALE,
enemy_missile.position.y/SCALE,
POINT_SIZE, POINT_SIZE );
if (game_state != PAUSE_MODE)
{
move_point(&enemy_missile.position);
enemy_missile.alive--;
}
}
}
/*************************************************
** Check collisions.
*************************************************/
/* Add score if missile hit asteroid or enemy */
static void add_score(int val)
{
current_score += val;
if (current_score >= extra_life)
{
num_lives++;
extra_life += EXTRA_LIFE;
}
}
static bool is_point_within_asteroid(struct Asteroid* asteroid,
struct Point* point)
{
if (is_point_within_rectangle(&asteroid->position, point, asteroid->radius)
&& is_point_in_polygon(asteroid->vertices, NUM_ASTEROID_VERTICES,
point->x - asteroid->position.x,
point->y - asteroid->position.y))
{
explode_asteroid(asteroid);
return true;
}
else
return false;
}
static bool is_point_within_ship(struct Point* point)
{
if (is_point_within_rectangle(&ship.position, point, SIZE_SHIP_COLLISION)
&& is_point_in_polygon(ship.vertices, NUM_SHIP_VERTICES,
point->x - ship.position.x,
point->y - ship.position.y))
{
return true;
}
else
return false;
}
static bool is_point_within_enemy(struct Point* point)
{
if (is_point_within_rectangle(&enemy.position, point, SIZE_ENEMY_COLLISION))
{
add_score(5);
enemy.explode_countdown = EXPLOSION_LENGTH;
enemy.exists = false;
create_trail_blaze(EXPLOSION_ENEMY, &enemy.position);
return true;
}
else
return false;
}
static bool is_ship_within_asteroid(struct Asteroid* asteroid)
{
struct Point p;
if (!is_point_within_rectangle(&asteroid->position, &ship.position,
asteroid->radius+SIZE_SHIP_COLLISION))
return false;
p.x = ship.position.x + ship.vertices[0].x;
p.y = ship.position.y + ship.vertices[0].y;
if (is_point_within_asteroid(asteroid, &p))
return true;
p.x = ship.position.x + ship.vertices[1].x;
p.y = ship.position.y + ship.vertices[1].y;
if (is_point_within_asteroid(asteroid, &p))
return true;
p.x = ship.position.x + ship.vertices[3].x;
p.y = ship.position.y + ship.vertices[3].y;
if (is_point_within_asteroid(asteroid, &p))
return true;
return false;
}
/* Check for collsions between the missiles and the asteroids and the ship */
static void check_collisions(void)
{
struct Missile* missile;
struct Asteroid* asteroid;
int m, n;
bool asteroids_onscreen = false;
asteroid = asteroids_array;
m = MAX_NUM_ASTEROIDS;
while (m--)
{
/* if the asteroids exists then test missile collision: */
if (asteroid->exists)
{
missile = missiles_array;
n = MAX_NUM_MISSILES;
while (n--)
{
/* if the missiles exists: */
if (missile->alive > 0)
{
/* has the missile hit the asteroid? */
if (is_point_within_asteroid(asteroid, &missile->position) ||
is_point_within_asteroid(asteroid, &missile->oldpoint))
{
add_score(1);
missile->alive = 0;
break;
}
}
missile++;
}
/* now check collision with ship: */
if (asteroid->exists && ship.exists)
{
if (is_ship_within_asteroid(asteroid))
{
add_score(1);
explode_ship();
}
}
/* has the enemy missile blown something up? */
if (asteroid->exists && enemy_missile.alive > 0)
{
if (is_point_within_asteroid(asteroid, &enemy_missile.position))
{
enemy_missile.alive = 0;
}
}
}
/* is an asteroid still exploding? */
if (asteroid->explode_countdown > 0)
asteroids_onscreen = true;
asteroid++;
}
/* now check collision between ship and enemy */
if (enemy.exists && ship.exists)
{
/* has the enemy collided with the ship? */
if (is_point_within_enemy(&ship.position))
{
explode_ship();
create_trail_blaze(EXPLOSION_ENEMY, &enemy.position);
}
if (enemy.exists)
{
/* Now see if the enemy has been shot at by the ships missiles: */
missile = missiles_array;
n = MAX_NUM_MISSILES;
while (n--)
{
if (missile->alive > 0 &&
is_point_within_enemy(&missile->position))
{
missile->alive = 0;
break;
}
missile++;
}
}
}
/* test collision with enemy missile and ship: */
if (enemy_missile.alive > 0 && is_point_within_ship(&enemy_missile.position))
{
explode_ship();
enemy_missile.alive = 0;
enemy_missile.position.x = enemy_missile.position.y = 0;
}
/* if all asteroids cleared then start again: */
if (asteroid_count == 0 && !asteroids_onscreen
&& !enemy.exists && enemy.explode_countdown <= 0)
{
current_level++;
if (current_level > MAX_LEVEL)
current_level = START_LEVEL;
enemy.appear_probability += 5;
if (enemy.appear_probability >= 100)
enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
enemy.appear_timing -= 30;
if (enemy.appear_timing < 30)
enemy.appear_timing = 30;
game_state = SHOW_LEVEL;
show_level_timeout = SHOW_LEVEL_TIME;
}
}
/*
* stars
*/
static void create_stars(void)
{
struct Point* p;
int n;
p = stars;
n = NUM_STARS;
while (n--)
{
p->x = (rb->rand()%LCD_WIDTH);
p->y = (rb->rand()%LCD_HEIGHT);
p++;
}
}
static void drawstars(void)
{
struct Point* p;
int n;
SET_FG(COL_STARS);
p = stars;
n = NUM_STARS;
while (n--)
{
rb->lcd_drawpixel(p->x , p->y);
p++;
}
}
/*************************************************
** Creates start_num number of new asteroids of
** full size.
**************************************************/
static void initialise_level(int start_num)
{
struct Asteroid* asteroid;
struct Missile* missile;
struct TrailPoint* tpoint;
int n;
asteroid_count = next_missile_count = next_thrust_count = 0;
/* no enemy */
enemy.exists = 0;
enemy.explode_countdown = 0;
enemy_missile.alive = 0;
/* clear asteroids */
asteroid = asteroids_array;
n = MAX_NUM_ASTEROIDS;
while (n--)
{
asteroid->exists = false;
asteroid++;
}
/* make some LARGE asteroids */
for(n = 0; n < start_num; n++)
initialise_asteroid(&asteroids_array[n], LARGE, NULL);
/* ensure all missiles are out of action: */
missile = missiles_array;
n = MAX_NUM_MISSILES;
while (n--)
{
missile->alive = 0;
missile++;
}
tpoint = trail_points;
n = NUM_TRAIL_POINTS;
while (n--)
{
tpoint->alive = 0;
tpoint++;
}
}
static void initialise_game(void)
{
enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
enemy.appear_timing = ENEMY_APPEAR_TIMING_START;
enemy.appear_countdown = enemy.appear_timing;
enemy.size_probability = ENEMY_BIG_PROBABILITY_START;
current_level = START_LEVEL;
num_lives = START_LIVES;
extra_life = EXTRA_LIFE;
current_score = 0;
initialise_ship();
initialise_level(0);
game_state = SHOW_LEVEL;
show_level_timeout = SHOW_LEVEL_TIME;
}
/* menu stuff */
static bool spacerocks_help(void)
{
static char *help_text[] = {
"Spacerocks", "", "Aim", "",
"The", "goal", "of", "the", "game", "is", "to", "blow", "up",
"the", "asteroids", "and", "avoid", "being", "hit", "by", "them.",
"Also", "you'd", "better", "watch", "out", "for", "the", "UFOs!"
};
static struct style_text formation[]={
{ 0, TEXT_CENTER|TEXT_UNDERLINE },
{ 2, C_RED },
LAST_STYLE_ITEM
};
rb->lcd_setfont(FONT_UI);
SET_BG(LCD_BLACK);
SET_FG(LCD_WHITE);
if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
return true;
rb->lcd_setfont(FONT_SYSFIXED);
return false;
}
#define PLUGIN_OTHER 10
static bool ingame;
static int spacerocks_menu_cb(int action, const struct menu_item_ex *this_item)
{
if (action == ACTION_REQUEST_MENUITEM
&& !ingame && ((intptr_t)this_item)==0)
return ACTION_EXIT_MENUITEM;
return action;
}
static int spacerocks_menu(void)
{
int selection = 0;
MENUITEM_STRINGLIST(main_menu, "Spacerocks Menu", spacerocks_menu_cb,
"Resume Game", "Start New Game",
"Help", "High Scores",
"Playback Control", "Quit");
rb->button_clear_queue();
while (1)
{
switch (rb->do_menu(&main_menu, &selection, NULL, false))
{
case 0:
return PLUGIN_OTHER;
case 1:
initialise_game();
return PLUGIN_OTHER;
case 2:
if (spacerocks_help())
return PLUGIN_USB_CONNECTED;
break;
case 3:
highscore_show(-1, highscores, NUM_SCORES, true);
break;
case 4:
playback_control(NULL);
break;
case 5:
return PLUGIN_OK;
case MENU_ATTACHED_USB:
return PLUGIN_USB_CONNECTED;
default:
break;
}
}
}
static int spacerocks_game_loop(void)
{
int button;
int end;
int position;
int ret;
if ((ret = spacerocks_menu()) != PLUGIN_OTHER)
return ret;
SET_BG(LCD_BLACK);
ingame = true;
while (true)
{
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
rb->lcd_clear_display();
SET_FG(COL_TEXT);
switch(game_state)
{
case GAME_OVER:
ingame = false;
rb->splash (HZ * 2, "Game Over");
rb->lcd_clear_display();
position = highscore_update(current_score, current_level, "",
highscores, NUM_SCORES);
if (position != -1)
{
if (position == 0)
rb->splash(HZ*2, "New High Score");
highscore_show(position, highscores, NUM_SCORES, true);
}
return PLUGIN_OTHER;
break;
case PAUSE_MODE:
rb->lcd_putsxyf(1,LCD_HEIGHT-8, "score %d ", current_score);
rb->lcd_putsxy(CENTER_LCD_X - 15,
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "pause");
draw_and_move_missiles();
draw_lives();
draw_and_move_ship();
break;
case PLAY_MODE:
rb->lcd_putsxyf(1, LCD_HEIGHT-8, "score %d ", current_score);
draw_and_move_missiles();
draw_lives();
check_collisions();
draw_and_move_ship();
break;
case SHOW_LEVEL:
rb->lcd_putsxyf(1, LCD_HEIGHT-8, "score %d ", current_score);
rb->lcd_putsxyf(CENTER_LCD_X - 20,
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4,
"stage %d ", current_level);
draw_lives();
draw_and_move_ship();
show_level_timeout--;
if (show_level_timeout <= 0)
{
initialise_level(current_level);
game_state = PLAY_MODE;
}
break;
}
draw_and_move_trail_blaze();
drawstars();
draw_and_move_asteroids();
draw_and_move_enemy();
rb->lcd_update();
#ifdef HAS_BUTTON_HOLD
if (rb->button_hold() && game_state == PLAY_MODE)
game_state = PAUSE_MODE;
#endif
button = rb->button_get(false);
switch(button)
{
case(AST_QUIT):
return PLUGIN_OTHER;
break;
#ifdef AST_PAUSE
case(AST_PAUSE):
if (game_state == PAUSE_MODE)
game_state = PLAY_MODE;
else if (game_state == PLAY_MODE)
game_state = PAUSE_MODE;
break;
#endif
case (AST_LEFT):
case (AST_LEFT | BUTTON_REPEAT):
if (game_state == PLAY_MODE || game_state == SHOW_LEVEL)
rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN);
break;
case (AST_RIGHT):
case (AST_RIGHT | BUTTON_REPEAT):
if (game_state == PLAY_MODE || game_state == SHOW_LEVEL)
rotate_ship(SHIP_ROT_CW_COS, SHIP_ROT_CW_SIN);
break;
case (AST_THRUST):
case (AST_THRUST | BUTTON_REPEAT):
if (game_state == PLAY_MODE || game_state == SHOW_LEVEL)
{
if (next_thrust_count <= 0)
{
next_thrust_count = 5;
thrust_ship();
}
}
break;
case (AST_HYPERSPACE):
if (game_state == PLAY_MODE)
hyperspace();
/* maybe shield if it gets too hard */
break;
case (AST_FIRE):
case (AST_FIRE | BUTTON_REPEAT):
if (game_state == PLAY_MODE)
{
if (next_missile_count <= 0)
{
fire_missile();
next_missile_count = 10;
}
}
else if(game_state == PAUSE_MODE)
game_state = PLAY_MODE;
break;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
}
if (next_missile_count > 0)
next_missile_count--;
if (next_thrust_count > 0)
next_thrust_count--;
if (TIME_BEFORE(*rb->current_tick, end))
rb->sleep(end-*rb->current_tick);
else
rb->yield();
}
}
enum plugin_status plugin_start(const void* parameter)
{
(void)parameter;
int ret = PLUGIN_OTHER;
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
/* universal font */
rb->lcd_setfont(FONT_SYSFIXED);
/* Turn off backlight timeout */
backlight_ignore_timeout();
highscore_load(SCORE_FILE, highscores, NUM_SCORES);
rb->srand(*rb->current_tick);
/* create stars once, and once only: */
create_stars();
while (ret == PLUGIN_OTHER)
ret = spacerocks_game_loop();
rb->lcd_setfont(FONT_UI);
highscore_save(SCORE_FILE, highscores, NUM_SCORES);
/* Turn on backlight timeout (revert to settings) */
backlight_use_settings();
return ret;
}