e6cd53ad53
seems more logical to me, and is more consistent, since "SAMSUNG_YH92X_PAD" is already used in the tex files. Change-Id: Ie9a9d850ea86155a7dcf86c88a22a420a10a3837
1612 lines
40 KiB
C
1612 lines
40 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) 2003 Mat Holton
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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/*
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Snake2!
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Board consists of a WIDTHxHEIGHT grid. If board element is 0 then nothing is
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there otherwise it is part of the snake or a wall.
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Head and Tail are stored
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*/
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#include "plugin.h"
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#include "lib/highscore.h"
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#include "lib/playback_control.h"
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#define WIDTH 28
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#define HEIGHT 16
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#if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) \
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|| (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 96) && (LCD_DEPTH >= 16)
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#include "pluginbitmaps/snake2_header1.h"
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#include "pluginbitmaps/snake2_header2.h"
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#include "pluginbitmaps/snake2_left.h"
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#include "pluginbitmaps/snake2_right.h"
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#include "pluginbitmaps/snake2_bottom.h"
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#define BMPHEIGHT_snake2_header BMPHEIGHT_snake2_header1
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#define BMPWIDTH_snake2_header BMPWIDTH_snake2_header1
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#endif
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#if (LCD_WIDTH >= 640) && (LCD_HEIGHT >= 480)
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#define MULTIPLIER 20 /*Modifier for porting on other screens*/
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#define MODIFIER_1 20
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#define MODIFIER_2 16
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#define CENTER_X 40
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#define CENTER_Y 110
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#define TOP_X1 68 /* x-coord of the upperleft item (game type) */
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#define TOP_X2 562 /* x-coord of the upperright item (maze type) */
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#define TOP_X3 84 /* x-coord of the lowerleft item (speed) */
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#define TOP_X4 548 /* x-coord of the lowerright item (hi-score) */
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#define TOP_Y1 8 /* y-coord of the top row of items */
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#define TOP_Y2 50 /* y-coord of the bottom row of items */
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#elif (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
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#define MULTIPLIER 10 /*Modifier for porting on other screens*/
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#define MODIFIER_1 10
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#define MODIFIER_2 8
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#define CENTER_X 20
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#define CENTER_Y 55
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#define TOP_X1 34 /* x-coord of the upperleft item (game type) */
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#define TOP_X2 281 /* x-coord of the upperright item (maze type) */
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#define TOP_X3 42 /* x-coord of the lowerleft item (speed) */
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#define TOP_X4 274 /* x-coord of the lowerright item (hi-score) */
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#define TOP_Y1 4 /* y-coord of the top row of items */
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#define TOP_Y2 25 /* y-coord of the bottom row of items */
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#elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 168)
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#define MULTIPLIER 8
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#define MODIFIER_1 8
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#define MODIFIER_2 6
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#define CENTER_X 8
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#define CENTER_Y 34
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#define TOP_X1 34
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#define TOP_X2 201
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#define TOP_X3 42
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#define TOP_X4 194
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#define TOP_Y1 4
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#define TOP_Y2 25
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#elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
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#define MULTIPLIER 7
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#define MODIFIER_1 7
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#define MODIFIER_2 5
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#define CENTER_X 12
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#define CENTER_Y 46
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#define TOP_X1 34
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#define TOP_X2 181
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#define TOP_X3 42
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#define TOP_X4 174
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#define TOP_Y1 4
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#define TOP_Y2 25
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#elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
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#define MULTIPLIER 5
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#define MODIFIER_1 5
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#define MODIFIER_2 3
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#define CENTER_X 18
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#define CENTER_Y 40
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#define TOP_X1 34
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#define TOP_X2 137
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#define TOP_X3 42
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#define TOP_X4 130
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#define TOP_Y1 4
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#define TOP_Y2 25
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#elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
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#define MULTIPLIER 5
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#define MODIFIER_1 5
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#define MODIFIER_2 3
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#define CENTER_X 10
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#define CENTER_Y 38
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#define TOP_X1 34
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#define TOP_X2 121
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#define TOP_X3 42
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#define TOP_X4 114
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#define TOP_Y1 4
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#define TOP_Y2 25
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#elif (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 96) && (LCD_DEPTH >= 16)
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#define MULTIPLIER 4
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#define MODIFIER_1 4
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#define MODIFIER_2 2
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#define CENTER_X 8
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#define CENTER_Y 24
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#define TOP_X1 28
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#define TOP_X2 96
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#define TOP_X3 44
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#define TOP_X4 83
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#define TOP_Y1 2
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#define TOP_Y2 13
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#elif (LCD_WIDTH == 96) && (LCD_HEIGHT == 96)
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#define MULTIPLIER 3
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#define MODIFIER_1 4
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#define MODIFIER_2 2
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#define CENTER_X 6
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#define CENTER_Y 12
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#else
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#define MULTIPLIER 4
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#define MODIFIER_1 4
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#define MODIFIER_2 2
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#define CENTER_X 0
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#define CENTER_Y 0
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#endif
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/* variable button definitions */
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#if CONFIG_KEYPAD == RECORDER_PAD
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_OFF
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#define SNAKE2_PLAYPAUSE BUTTON_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_OFF
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_OFF
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#define SNAKE2_PLAYPAUSE BUTTON_MENU
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#define SNAKE2_PLAYPAUSE_TEXT "Menu"
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_OFF
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#define SNAKE2_PLAYPAUSE BUTTON_ON
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#define SNAKE2_RC_QUIT BUTTON_RC_STOP
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#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_1G2G_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_MENU
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#define SNAKE2_DOWN BUTTON_PLAY
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#define SNAKE2_QUIT (BUTTON_SELECT | BUTTON_MENU)
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
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(CONFIG_KEYPAD == SANSA_C200_PAD) || \
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(CONFIG_KEYPAD == SANSA_CONNECT_PAD) || \
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(CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
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(CONFIG_KEYPAD == SANSA_M200_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT (BUTTON_HOME|BUTTON_REPEAT)
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_SCROLL_UP
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#define SNAKE2_DOWN BUTTON_SCROLL_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_FF
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#define SNAKE2_PLAYPAUSE_TEXT "FF"
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#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
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(CONFIG_KEYPAD == SAMSUNG_YPR0_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_BACK
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif (CONFIG_KEYPAD == MROBE100_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
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#define SNAKE2_LEFT BUTTON_RC_REW
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#define SNAKE2_RIGHT BUTTON_RC_FF
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#define SNAKE2_UP BUTTON_RC_VOL_UP
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#define SNAKE2_DOWN BUTTON_RC_VOL_DOWN
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#define SNAKE2_QUIT BUTTON_RC_REC
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#define SNAKE2_PLAYPAUSE BUTTON_RC_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif (CONFIG_KEYPAD == COWON_D2_PAD)
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#define SNAKE2_QUIT BUTTON_POWER
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#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_BACK
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#define SNAKE2_PLAYPAUSE BUTTON_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD
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#define SNAKE2_LEFT BUTTON_BACK
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#define SNAKE2_RIGHT BUTTON_MENU
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE (BUTTON_PLAY|BUTTON_REL)
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif (CONFIG_KEYPAD == PHILIPS_HDD1630_PAD) || \
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(CONFIG_KEYPAD == PHILIPS_HDD6330_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_VIEW
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#define SNAKE2_PLAYPAUSE_TEXT "View"
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#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
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#define SNAKE2_LEFT BUTTON_PREV
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#define SNAKE2_RIGHT BUTTON_NEXT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_RIGHT
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#define SNAKE2_PLAYPAUSE_TEXT "Right"
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#elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
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(CONFIG_KEYPAD == ONDAVX777_PAD) || \
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CONFIG_KEYPAD == MROBE500_PAD
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#define SNAKE2_QUIT BUTTON_POWER
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#elif (CONFIG_KEYPAD == SAMSUNG_YH820_PAD) || \
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(CONFIG_KEYPAD == SAMSUNG_YH92X_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_REW
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#define SNAKE2_PLAYPAUSE BUTTON_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
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#define SNAKE2_LEFT BUTTON_PREV
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#define SNAKE2_RIGHT BUTTON_NEXT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_REC
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#define SNAKE2_PLAYPAUSE BUTTON_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif CONFIG_KEYPAD == MPIO_HD200_PAD
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#define SNAKE2_LEFT BUTTON_VOL_DOWN
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#define SNAKE2_RIGHT BUTTON_VOL_UP
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#define SNAKE2_UP BUTTON_REW
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#define SNAKE2_DOWN BUTTON_FF
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#define SNAKE2_QUIT (BUTTON_REC | BUTTON_PLAY)
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#define SNAKE2_PLAYPAUSE BUTTON_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif CONFIG_KEYPAD == MPIO_HD300_PAD
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#define SNAKE2_LEFT BUTTON_REW
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#define SNAKE2_RIGHT BUTTON_FF
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT (BUTTON_MENU|BUTTON_REPEAT)
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#define SNAKE2_PLAYPAUSE BUTTON_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_PLAYPAUSE
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#define SNAKE2_PLAYPAUSE_TEXT "Play-Pause"
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#elif (CONFIG_KEYPAD == HM60X_PAD) || \
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(CONFIG_KEYPAD == HM801_PAD)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_POWER
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#define SNAKE2_PLAYPAUSE BUTTON_SELECT
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#define SNAKE2_PLAYPAUSE_TEXT "Select"
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#elif CONFIG_KEYPAD == SONY_NWZ_PAD
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_BACK
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#define SNAKE2_PLAYPAUSE BUTTON_PLAY
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#define SNAKE2_PLAYPAUSE_TEXT "Play"
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#elif CONFIG_KEYPAD == CREATIVE_ZEN_PAD
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_RIGHT
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#define SNAKE2_UP BUTTON_UP
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#define SNAKE2_DOWN BUTTON_DOWN
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#define SNAKE2_QUIT BUTTON_BACK
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#define SNAKE2_PLAYPAUSE BUTTON_PLAYPAUSE
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#define SNAKE2_PLAYPAUSE_TEXT "Play/Pause"
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#elif (CONFIG_KEYPAD == DX50_PAD)
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#define SNAKE2_QUIT (BUTTON_POWER|BUTTON_REL)
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#define SNAKE2_LEFT BUTTON_LEFT
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#define SNAKE2_RIGHT BUTTON_PLAY
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#define SNAKE2_UP BUTTON_VOL_UP
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#define SNAKE2_DOWN BUTTON_VOL_DOWN
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#define SNAKE2_PLAYPAUSE BUTTON_RIGHT
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#define SNAKE2_PLAYPAUSE_TEXT "Right"
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#else
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#error No keymap defined!
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#endif
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#ifdef HAVE_TOUCHSCREEN
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#ifndef SNAKE2_LEFT
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#define SNAKE2_LEFT BUTTON_MIDLEFT
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#endif
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#ifndef SNAKE2_RIGHT
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#define SNAKE2_RIGHT BUTTON_MIDRIGHT
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#endif
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#ifndef SNAKE2_UP
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#define SNAKE2_UP BUTTON_TOPMIDDLE
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#endif
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#ifndef SNAKE2_DOWN
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#define SNAKE2_DOWN BUTTON_BOTTOMMIDDLE
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#endif
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#ifndef SNAKE2_QUIT
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#define SNAKE2_QUIT BUTTON_TOPLEFT
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#endif
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#ifndef SNAKE2_PLAYPAUSE
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#define SNAKE2_PLAYPAUSE BUTTON_CENTER
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#endif
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#ifndef SNAKE2_PLAYPAUSE_TEXT
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#define SNAKE2_PLAYPAUSE_TEXT "CENTER"
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#endif
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#endif
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static int max_levels = 0;
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static char (*level_cache)[HEIGHT][WIDTH];
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/*Board itself - 2D int array*/
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static int board[WIDTH][HEIGHT];
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/*
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Buffer for sorting movement (in case user presses two movements during a
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single frame
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*/
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static int ardirectionbuffer[2];
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static int score;
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static int applex;
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static int appley;
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static int dir;
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static int frames;
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static int apple;
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static int level = 4, speed = 5,dead = 0, quit = 0;
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static int sillydir = 0, num_levels = 0;
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static int level_from_file = 0;
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static int headx, heady, tailx, taily, applecountdown = 5;
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static int game_type = 0;
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static int num_apples_to_get=1;
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static int num_apples_to_got=0;
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static int game_b_level=0;
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static int applecount=0;
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/* used for string width, height for orientation purposes */
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static int strwdt, strhgt;
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static char strbuf[32];
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#define NUM_SCORES 5
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static struct highscore highscores[NUM_SCORES];
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#define NORTH 1
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#define EAST 2
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#define SOUTH 4
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#define WEST 8
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#define HEAD 16
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#define EAST_NORTH 32
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#define EAST_SOUTH 64
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#define WEST_NORTH 128
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#define WEST_SOUTH 256
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#define NORTH_EAST 512
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#define NORTH_WEST 1024
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#define SOUTH_EAST 2048
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#define SOUTH_WEST 4096
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#define LEVELS_FILE PLUGIN_GAMES_DIR "/snake2.levels"
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#define SCORE_FILE PLUGIN_GAMES_DATA_DIR "/snake2.score"
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static int load_all_levels(void)
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{
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int linecnt = 0;
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int fd;
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size_t size;
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char buf[64]; /* Larger than WIDTH, to allow for whitespace after the
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lines */
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/* Init the level_cache pointer and
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calculate how many levels that will fit */
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level_cache = rb->plugin_get_buffer(&size);
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max_levels = size / (HEIGHT*WIDTH);
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num_levels = 0;
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/* open file */
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if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0)
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{
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return -1;
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}
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while(rb->read_line(fd, buf, 64) > 0)
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{
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if(rb->strlen(buf) == 0) /* Separator? */
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{
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num_levels++;
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if(num_levels > max_levels)
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{
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rb->splash(HZ, "Too many levels in file");
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break;
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}
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continue;
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}
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rb->memcpy(level_cache[num_levels][linecnt], buf, WIDTH);
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linecnt++;
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if(linecnt == HEIGHT)
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{
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linecnt = 0;
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}
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}
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rb->close(fd);
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return 0;
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}
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/*
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** Completely clear the board of walls and/or snake
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*/
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static void clear_board( void)
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{
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int x,y;
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for (x = 0; x < WIDTH; x++)
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{
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for (y = 0; y < HEIGHT; y++)
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{
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board[x][y] = 0;
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}
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}
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}
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static int load_level( int level_number )
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{
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int x,y;
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clear_board();
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for(y = 0;y < HEIGHT;y++)
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{
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for(x = 0;x < WIDTH;x++)
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{
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switch(level_cache[level_number][y][x])
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{
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case '|':
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board[x][y] = NORTH;
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break;
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case '-':
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board[x][y] = EAST;
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break;
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case '+':
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board[x][y] = HEAD;
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break;
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}
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}
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}
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return 1;
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}
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/*
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** Gets the currently chosen direction from the first place
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** in the direction buffer. If there is something in the
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** next part of the buffer then that is moved to the first place
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*/
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static void get_direction( void )
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{
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/*if 1st place is empty*/
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if(ardirectionbuffer[0] != -1)
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{
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/*return this direction*/
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dir = ardirectionbuffer[0];
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ardirectionbuffer[0]=-1;
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/*now see if one needs moving:*/
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if(ardirectionbuffer[1] != -1)
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{
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/*there's a move waiting to be done
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so move it into the space:*/
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ardirectionbuffer[0] = ardirectionbuffer[1];
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ardirectionbuffer[1] = -1;
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}
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}
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}
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/*
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** Sets the direction
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*/
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static void set_direction(int newdir)
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{
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if(ardirectionbuffer[0] != newdir)
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{
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/*if 1st place is empty*/
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if(ardirectionbuffer[0] == -1)
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{
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/*use 1st space:*/
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ardirectionbuffer[0] = newdir;
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}
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else
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{
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/*use 2nd space:*/
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if(ardirectionbuffer[0] != newdir) ardirectionbuffer[1] = newdir;
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}
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if(frames < 0) ardirectionbuffer[0] = newdir;
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}
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}
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static void new_level(int level)
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{
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load_level(level);
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ardirectionbuffer[0] = -1;
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ardirectionbuffer[1] = -1;
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dir = EAST;
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headx = WIDTH/2;
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heady = HEIGHT/2;
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tailx = headx - 4;
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taily = heady;
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applecountdown = 0;
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/*Create a small snake to start off with*/
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board[headx][heady] = dir;
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board[headx-1][heady] = dir;
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board[headx-2][heady] = dir;
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board[headx-3][heady] = dir;
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board[headx-4][heady] = dir;
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num_apples_to_got=0;
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}
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static void init_snake(void)
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{
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num_apples_to_get=1;
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if(game_type == 1)
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level_from_file = 1;
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game_b_level=1;
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new_level(level_from_file);
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}
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#if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) \
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|| (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 96) && (LCD_DEPTH >= 16)
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static void draw_frame_bitmap(int header_type)
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{
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rb->lcd_bitmap(header_type==1? snake2_header1: snake2_header2, 0, 0,
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BMPWIDTH_snake2_header, BMPHEIGHT_snake2_header);
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rb->lcd_bitmap(snake2_left, 0, BMPHEIGHT_snake2_header,
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BMPWIDTH_snake2_left, BMPHEIGHT_snake2_left);
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rb->lcd_bitmap(snake2_right,
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LCD_WIDTH - BMPWIDTH_snake2_right, BMPHEIGHT_snake2_header,
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BMPWIDTH_snake2_right, BMPHEIGHT_snake2_right);
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rb->lcd_bitmap(snake2_bottom,
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0, BMPHEIGHT_snake2_header + BMPHEIGHT_snake2_left,
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BMPWIDTH_snake2_bottom, BMPHEIGHT_snake2_bottom);
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}
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#endif
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/*
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** Draws the apple. If it doesn't exist then
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** a new one get's created.
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*/
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static void draw_apple_bit(int x, int y)
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{
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rb->lcd_fillrect((CENTER_X+x*MULTIPLIER)+1, CENTER_Y+y*MULTIPLIER,
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MODIFIER_2, MODIFIER_1);
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, (CENTER_Y+y*MULTIPLIER)+1,
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MODIFIER_1, MODIFIER_2);
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}
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static void draw_apple( void )
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{
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int x,y;
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#if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) \
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|| (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 96) && (LCD_DEPTH >= 16)
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draw_frame_bitmap(2);
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rb->snprintf(strbuf, sizeof(strbuf), "%d", applecount);
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rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
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rb->lcd_putsxy(TOP_X3 - strwdt/2, TOP_Y2, strbuf);
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rb->snprintf(strbuf, sizeof(strbuf), "%d", score);
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rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
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rb->lcd_putsxy(TOP_X4 - strwdt/2, TOP_Y2, strbuf);
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#endif
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if (!apple)
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{
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do
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{
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x = (rb->rand() % (WIDTH-1))+1;
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y = (rb->rand() % (HEIGHT-1))+1;
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} while (board[x][y]);
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apple = 1;
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board[x][y] = -1;
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applex = x;appley = y;
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}
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draw_apple_bit(applex, appley);
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}
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/*
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* x x *
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* x x *
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* x x *
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* x x *
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*/
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static void draw_vertical_bit(int x, int y)
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{
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER,
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MODIFIER_2, MODIFIER_1);
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}
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/*
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* * * *
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X X X X
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X X X X
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* * * *
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*/
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static void draw_horizontal_bit(int x, int y)
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{
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER+1,
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MODIFIER_1, MODIFIER_2);
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}
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/*
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* * * *
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* * X X
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* X X X
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* X X *
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*/
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static void draw_n_to_e_bit(int x, int y)
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{
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER+2,
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MODIFIER_2, MODIFIER_2);
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2, CENTER_Y+y*MULTIPLIER+1,
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MODIFIER_2, MODIFIER_2);
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}
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/*
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* * * *
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* * X X
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* X X X
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* X X *
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*/
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static void draw_w_to_s_bit(int x, int y)
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{
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draw_n_to_e_bit(x,y);
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}
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/*
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* * * *
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X X * *
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X X X *
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* X X *
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*/
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static void draw_n_to_w_bit(int x, int y)
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{
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER+1,
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MODIFIER_2, MODIFIER_2);
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER+2,
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MODIFIER_2, MODIFIER_2);
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}
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/*
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* * * *
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X X * *
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X X X *
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* X X *
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*/
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static void draw_e_to_s_bit(int x, int y)
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{
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draw_n_to_w_bit(x, y);
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}
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/*
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* X X *
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* X X X
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* * X X
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* * * *
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*/
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static void draw_s_to_e_bit(int x, int y)
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{
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER,
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MODIFIER_2, MODIFIER_2);
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2, CENTER_Y+y*MULTIPLIER+1,
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MODIFIER_2, MODIFIER_2);
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}
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/*
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* X X *
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* X X X
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* * X X
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* * * *
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*/
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static void draw_w_to_n_bit(int x, int y)
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{
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draw_s_to_e_bit(x,y);
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}
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/*
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* X X *
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X X X *
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X X * *
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* * * *
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*/
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static void draw_e_to_n_bit(int x, int y)
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{
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1, CENTER_Y+y*MULTIPLIER,
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MODIFIER_2, MODIFIER_2);
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER+1,
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MODIFIER_2, MODIFIER_2);
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}
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/*
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* X X *
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X X X *
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X X * *
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* * * *
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*/
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static void draw_s_to_w_bit(int x, int y)
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{
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draw_e_to_n_bit(x, y);
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}
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static void draw_head_bit(int x, int y)
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{
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rb->lcd_fillrect(CENTER_X+x*MULTIPLIER, CENTER_Y+y*MULTIPLIER,
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MODIFIER_1, MODIFIER_1);
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}
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#if 0 /* unused */
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/*
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** Draws a wall/obsticals
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*/
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static void draw_boundary ( void )
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{
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int x, y;
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/*TODO: Load levels from file!*/
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/*top and bottom line*/
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for(x=0; x < WIDTH; x++)
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{
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board[x][0] = EAST;
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board[x][HEIGHT-1] = WEST;
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}
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/*left and right lines*/
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for(y=0; y < HEIGHT; y++)
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{
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board[0][y] = NORTH;
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board[WIDTH-1][y] = SOUTH;
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}
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/*corners:*/
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board[0][0] = NORTH_EAST;
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board[WIDTH-1][0] = EAST_SOUTH;
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board[0][HEIGHT-1] = SOUTH_EAST;
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board[WIDTH-1][HEIGHT-1] = EAST_NORTH;
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}
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#endif
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|
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/*
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** Redraw the entire board
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*/
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static void redraw (void)
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{
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int x,y;
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#ifdef HAVE_LCD_COLOR
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rb->lcd_set_foreground(LCD_BLACK);
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rb->lcd_set_background(LCD_WHITE);
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#endif
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rb->lcd_clear_display();
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for (x = 0; x < WIDTH; x++)
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{
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for (y = 0; y < HEIGHT; y++)
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{
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switch (board[x][y])
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{
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case -1:
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draw_apple_bit(x, y);
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break;
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case 0:
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break;
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case NORTH:
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case SOUTH:
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draw_vertical_bit(x,y);
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break;
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|
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case EAST:
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case WEST:
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draw_horizontal_bit(x,y);
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break;
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default:
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draw_head_bit(x, y);
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break;
|
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}
|
|
}
|
|
}
|
|
|
|
#if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) \
|
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|| (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 96) && (LCD_DEPTH >= 16)
|
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draw_frame_bitmap(2);
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|
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rb->snprintf(strbuf, sizeof(strbuf), "%d", applecount);
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rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
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rb->lcd_putsxy(TOP_X3 - strwdt/2, TOP_Y2, strbuf);
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rb->snprintf(strbuf, sizeof(strbuf), "%d", score);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
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rb->lcd_putsxy(TOP_X4 - strwdt/2, TOP_Y2, strbuf);
|
|
#endif
|
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}
|
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|
|
/*
|
|
** Draws the snake bit described by nCurrentBit at position x/y
|
|
** deciding whether it's a corner bit by examing the nPrevious bit
|
|
*/
|
|
static void draw_snake_bit(int currentbit, int previousbit, int x, int y)
|
|
{
|
|
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
|
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draw_head_bit(x, y);
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rb->lcd_set_drawmode(DRMODE_SOLID);
|
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|
|
switch(currentbit)
|
|
{
|
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case(NORTH):
|
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switch(previousbit)
|
|
{
|
|
case(SOUTH):
|
|
case(NORTH):
|
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draw_vertical_bit(x,y);
|
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break;
|
|
|
|
case(EAST):
|
|
draw_e_to_n_bit(x,y);
|
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break;
|
|
|
|
case(WEST):
|
|
draw_w_to_n_bit(x,y);
|
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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;
|
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|
|
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;
|
|
}
|
|
}
|
|
|
|
static void redraw_snake(void)
|
|
{
|
|
int x = tailx, y = taily;
|
|
int olddir, newdir = board[x][y];
|
|
|
|
while (x != headx || y != heady)
|
|
{
|
|
olddir = newdir;
|
|
|
|
switch (olddir)
|
|
{
|
|
case(NORTH):
|
|
y--;
|
|
break;
|
|
|
|
case(EAST):
|
|
x++;
|
|
break;
|
|
|
|
case(SOUTH):
|
|
y++;
|
|
break;
|
|
|
|
case(WEST):
|
|
x--;
|
|
break;
|
|
}
|
|
|
|
if(x == WIDTH)
|
|
x = 0;
|
|
else if(x < 0)
|
|
x = WIDTH-1;
|
|
|
|
if(y == HEIGHT)
|
|
y = 0;
|
|
else if(y < 0)
|
|
y = HEIGHT-1;
|
|
|
|
newdir = board[x][y];
|
|
if(olddir != newdir)
|
|
draw_snake_bit(newdir, olddir, x, y);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Death 'sequence' and end game stuff.
|
|
*/
|
|
static void die (void)
|
|
{
|
|
int button;
|
|
bool done=false;
|
|
|
|
rb->splash(HZ*2, "Oops!");
|
|
|
|
rb->lcd_clear_display();
|
|
|
|
applecount=0;
|
|
|
|
rb->lcd_getstringsize("You died!",&strwdt,&strhgt);
|
|
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt,"You died!");
|
|
|
|
rb->snprintf(strbuf, sizeof(strbuf), "Your score: %d", score);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2, strhgt * 2 + 2, strbuf);
|
|
|
|
if (highscore_update(score, level_from_file, game_type==0?"Type A":"Type B",
|
|
highscores, NUM_SCORES) == 0)
|
|
{
|
|
rb->lcd_getstringsize("New high score!",&strwdt,&strhgt);
|
|
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 4 + 2,"New high score!");
|
|
}
|
|
else
|
|
{
|
|
rb->snprintf(strbuf, sizeof(strbuf), "High score: %d", highscores[0].score);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2, strhgt * 5, strbuf);
|
|
}
|
|
|
|
rb->snprintf(strbuf, sizeof(strbuf), "Press %s...", SNAKE2_PLAYPAUSE_TEXT);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2, strhgt * 7, strbuf);
|
|
|
|
rb->lcd_update();
|
|
|
|
while(!done)
|
|
{
|
|
button=rb->button_get(true);
|
|
switch(button)
|
|
{
|
|
case SNAKE2_PLAYPAUSE:
|
|
done = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
dead=1;
|
|
}
|
|
|
|
/*
|
|
** Check for collision. TODO: Currently this
|
|
** sets of the death sequence. What we want is it to only return a true/false
|
|
** depending on whether a collision occured.
|
|
*/
|
|
static void collision ( int x, int y )
|
|
{
|
|
int bdeath=0;
|
|
|
|
|
|
switch (board[x][y])
|
|
{
|
|
case 0:
|
|
|
|
break;
|
|
case -1:
|
|
score = score + (1 * level);
|
|
apple=0;
|
|
applecountdown=2;
|
|
applecount++;
|
|
|
|
if(game_type==1)
|
|
{
|
|
if(num_apples_to_get == num_apples_to_got)
|
|
{
|
|
level_from_file++;
|
|
if(level_from_file >= num_levels)
|
|
{
|
|
level_from_file = 1;
|
|
/*and increase the number of apples to pick up
|
|
before level changes*/
|
|
num_apples_to_get+=2;
|
|
game_b_level++;
|
|
}
|
|
rb->splash(HZ, "Level Completed!");
|
|
new_level(level_from_file);
|
|
redraw();
|
|
rb->lcd_update();
|
|
}
|
|
else
|
|
num_apples_to_got++;
|
|
}
|
|
break;
|
|
default:
|
|
bdeath=1;
|
|
break;
|
|
}
|
|
|
|
if(bdeath==1)
|
|
{
|
|
die();
|
|
sillydir = dir;
|
|
frames = -110;
|
|
}
|
|
}
|
|
|
|
static void move( void )
|
|
{
|
|
int taildir;
|
|
/*this actually sets the dir variable.*/
|
|
get_direction();
|
|
/*draw head*/
|
|
switch (dir)
|
|
{
|
|
case (NORTH):
|
|
board[headx][heady]=NORTH;
|
|
heady--;
|
|
break;
|
|
case (EAST):
|
|
board[headx][heady]=EAST;
|
|
headx++;
|
|
break;
|
|
case (SOUTH):
|
|
board[headx][heady]=SOUTH;
|
|
heady++;
|
|
break;
|
|
case (WEST):
|
|
board[headx][heady]=WEST;
|
|
headx--;
|
|
break;
|
|
}
|
|
|
|
if(headx == WIDTH)
|
|
headx = 0;
|
|
else if(headx < 0)
|
|
headx = WIDTH-1;
|
|
|
|
if(heady == HEIGHT)
|
|
heady = 0;
|
|
else if(heady < 0)
|
|
heady = HEIGHT-1;
|
|
|
|
draw_head_bit(headx, heady);
|
|
|
|
/*clear tail*/
|
|
if(applecountdown <= 0)
|
|
{
|
|
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
|
|
draw_head_bit(tailx, taily);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
|
|
taildir = board[tailx][taily];
|
|
board[tailx][taily] = 0;
|
|
|
|
switch (taildir)
|
|
{
|
|
case(NORTH):
|
|
taily--;
|
|
break;
|
|
|
|
case(EAST):
|
|
tailx++;
|
|
break;
|
|
|
|
case(SOUTH):
|
|
taily++;
|
|
break;
|
|
|
|
case(WEST):
|
|
tailx--;
|
|
break;
|
|
}
|
|
|
|
if(tailx == WIDTH)
|
|
tailx = 0;
|
|
else if(tailx < 0)
|
|
tailx = WIDTH-1;
|
|
|
|
if(taily == HEIGHT)
|
|
taily = 0;
|
|
else if(taily < 0)
|
|
taily = HEIGHT-1;
|
|
}
|
|
else
|
|
applecountdown--;
|
|
}
|
|
|
|
static 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();
|
|
}
|
|
|
|
static void game_pause (void)
|
|
{
|
|
int button;
|
|
|
|
rb->lcd_clear_display();
|
|
rb->lcd_getstringsize("Paused",&strwdt,&strhgt);
|
|
rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,LCD_HEIGHT/2,"Paused");
|
|
|
|
rb->lcd_update();
|
|
while (1)
|
|
{
|
|
button = rb->button_get(true);
|
|
switch (button)
|
|
{
|
|
case SNAKE2_PLAYPAUSE:
|
|
redraw();
|
|
redraw_snake();
|
|
draw_head_bit(headx, heady);
|
|
rb->lcd_update();
|
|
rb->sleep(HZ/2);
|
|
return;
|
|
|
|
#ifdef SNAKE2_RC_QUIT
|
|
case SNAKE2_RC_QUIT:
|
|
#endif
|
|
case SNAKE2_QUIT:
|
|
dead = 1;
|
|
quit = 1;
|
|
return;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
|
|
dead = 1;
|
|
quit = 2;
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void game (void)
|
|
{
|
|
int button;
|
|
|
|
redraw();
|
|
rb->lcd_update();
|
|
/*main loop:*/
|
|
while (1)
|
|
{
|
|
if(frames==5)
|
|
{
|
|
frame();
|
|
if(frames > 0) frames = 0;
|
|
}
|
|
frames++;
|
|
|
|
if(frames == 0)
|
|
{
|
|
die();
|
|
}
|
|
else
|
|
{
|
|
if(frames < 0)
|
|
{
|
|
if(sillydir != dir)
|
|
{
|
|
/*it has, great set frames to a positive value again:*/
|
|
frames = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dead) return;
|
|
|
|
draw_apple();
|
|
|
|
rb->sleep(HZ/speed);
|
|
|
|
button = rb->button_get(false);
|
|
|
|
#ifdef HAS_BUTTON_HOLD
|
|
if (rb->button_hold())
|
|
button = SNAKE2_PLAYPAUSE;
|
|
#endif
|
|
|
|
switch (button)
|
|
{
|
|
case SNAKE2_UP:
|
|
case SNAKE2_UP | BUTTON_REPEAT:
|
|
if (dir != SOUTH) set_direction(NORTH);
|
|
break;
|
|
|
|
case SNAKE2_RIGHT:
|
|
case SNAKE2_RIGHT | BUTTON_REPEAT:
|
|
if (dir != WEST) set_direction(EAST);
|
|
break;
|
|
|
|
case SNAKE2_DOWN:
|
|
case SNAKE2_DOWN | BUTTON_REPEAT:
|
|
if (dir != NORTH) set_direction(SOUTH);
|
|
break;
|
|
|
|
case SNAKE2_LEFT:
|
|
case SNAKE2_LEFT | BUTTON_REPEAT:
|
|
if (dir != EAST) set_direction(WEST);
|
|
break;
|
|
|
|
#ifdef SNAKE2_RC_QUIT
|
|
case SNAKE2_RC_QUIT:
|
|
#endif
|
|
case SNAKE2_QUIT:
|
|
quit = 1;
|
|
return;
|
|
|
|
case SNAKE2_PLAYPAUSE:
|
|
game_pause();
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
|
|
quit = 2;
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static void select_maze(void)
|
|
{
|
|
int button;
|
|
|
|
clear_board();
|
|
load_level( level_from_file );
|
|
redraw();
|
|
rb->lcd_update();
|
|
|
|
while (1)
|
|
{
|
|
#if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) \
|
|
|| (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 96) && (LCD_DEPTH >= 16)
|
|
draw_frame_bitmap(1);
|
|
|
|
rb->snprintf(strbuf, sizeof(strbuf), "%d", level);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy(TOP_X3 - strwdt/2, TOP_Y2, strbuf);
|
|
|
|
rb->snprintf(strbuf, sizeof(strbuf), "%d", level_from_file);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy(TOP_X2 - strwdt/2, TOP_Y1, strbuf);
|
|
|
|
rb->strcpy(strbuf, game_type==0? "A": "B");
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy(TOP_X1, TOP_Y1, strbuf);
|
|
|
|
rb->snprintf(strbuf, sizeof(strbuf), "%d", highscores[0].score);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy(TOP_X4 - strwdt/2, TOP_Y2, strbuf);
|
|
|
|
#else
|
|
rb->snprintf(strbuf, sizeof(strbuf), "Maze: %d", level_from_file);
|
|
rb->lcd_getstringsize(strbuf, &strwdt, &strhgt);
|
|
rb->lcd_putsxy((WIDTH*MULTIPLIER - strwdt)/2,
|
|
(HEIGHT*MULTIPLIER - strhgt)/2, strbuf);
|
|
#endif
|
|
|
|
rb->lcd_update();
|
|
|
|
button = rb->button_get(true);
|
|
switch (button)
|
|
{
|
|
case SNAKE2_QUIT:
|
|
case SNAKE2_PLAYPAUSE:
|
|
return;
|
|
break;
|
|
case SNAKE2_UP:
|
|
case SNAKE2_RIGHT:
|
|
if(level_from_file < num_levels)
|
|
level_from_file++;
|
|
else
|
|
level_from_file = 0;
|
|
load_level( level_from_file );
|
|
redraw();
|
|
break;
|
|
case SNAKE2_DOWN:
|
|
case SNAKE2_LEFT:
|
|
if(level_from_file > 0)
|
|
level_from_file--;
|
|
else
|
|
level_from_file = num_levels;
|
|
load_level( level_from_file );
|
|
redraw();
|
|
break;
|
|
default:
|
|
if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
|
|
quit = 2;
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static void game_init(void)
|
|
{
|
|
int selection = 0;
|
|
|
|
static const struct opt_items type_options[] = {
|
|
{ "Type A", -1 },
|
|
{ "Type B", -1 },
|
|
};
|
|
|
|
MENUITEM_STRINGLIST(menu, "Snake2 Menu", NULL,
|
|
"Start New Game",
|
|
"Game Type", "Select Maze", "Speed",
|
|
"High Scores",
|
|
"Playback Control", "Quit");
|
|
|
|
rb->button_clear_queue();
|
|
|
|
dead = 0;
|
|
apple = 0;
|
|
score = 0;
|
|
applecount = 0;
|
|
|
|
while (1) {
|
|
switch (rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
speed = level*20;
|
|
return;
|
|
case 1:
|
|
rb->set_option("Game Type", &game_type, INT,
|
|
type_options, 2, NULL);
|
|
break;
|
|
case 2:
|
|
select_maze();
|
|
if(quit) return;
|
|
break;
|
|
case 3:
|
|
rb->set_int("Speed", "", UNIT_INT, &level,
|
|
NULL, 1, 1, 10, NULL);
|
|
break;
|
|
case 4:
|
|
highscore_show(-1, highscores, NUM_SCORES, true);
|
|
break;
|
|
case 5:
|
|
playback_control(NULL);
|
|
break;
|
|
case 6:
|
|
quit = 1;
|
|
return;
|
|
case MENU_ATTACHED_USB:
|
|
quit = 2;
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
enum plugin_status plugin_start(const void* parameter)
|
|
{
|
|
(void)(parameter);
|
|
|
|
/* Lets use the default font */
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
#if LCD_DEPTH > 1
|
|
rb->lcd_set_backdrop(NULL);
|
|
#endif
|
|
|
|
load_all_levels();
|
|
|
|
if (num_levels == 0) {
|
|
rb->splash(HZ*2, "Failed loading levels!");
|
|
return PLUGIN_OK;
|
|
}
|
|
|
|
highscore_load(SCORE_FILE, highscores, NUM_SCORES);
|
|
|
|
while(quit==0)
|
|
{
|
|
game_init();
|
|
if(quit)
|
|
break;
|
|
|
|
rb->lcd_clear_display();
|
|
frames=1;
|
|
|
|
init_snake();
|
|
|
|
/*Start Game:*/
|
|
game();
|
|
}
|
|
|
|
highscore_save(SCORE_FILE, highscores, NUM_SCORES);
|
|
|
|
return (quit==1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED;
|
|
}
|