d489444119
This patch completes the plugin keymaps for the Zen X-Fi3 and enables those plugins for compilation. One key was changed in "button-target.h" for compatibility with Rockboy. This also caused the changes to "keymap-zenxfi3.c", to keep the stock functionality (no further changes in here). Change-Id: Ic222faf89e9a9a2332a49d6e532cedb6eb16d3d7 Reviewed-on: http://gerrit.rockbox.org/762 Reviewed-by: Amaury Pouly <amaury.pouly@gmail.com>
2177 lines
70 KiB
C
2177 lines
70 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2006 Will Robertson
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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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#include "plugin.h"
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#include "lib/playback_control.h"
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#include "lib/display_text.h"
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#include "pluginbitmaps/superdom_boarditems.h"
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extern const fb_data superdom_boarditems[];
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char buf[255];
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#define COLOUR_DARK 0
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#define COLOUR_LIGHT 1
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#define MARGIN 5
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#if (LCD_DEPTH == 16)
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#define MY_BITMAP_PART rb->lcd_bitmap_transparent_part
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#else
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#define MY_BITMAP_PART rb->lcd_mono_bitmap_part
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#endif
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#if LCD_WIDTH > LCD_HEIGHT
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#define BOX_WIDTH ((LCD_WIDTH-(MARGIN*2))/10)
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#define BOX_HEIGHT ((BOX_WIDTH*2)/3)
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#else
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#define BOX_HEIGHT ((LCD_HEIGHT-(MARGIN*2)-15)/10)
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#define BOX_WIDTH ((BOX_HEIGHT*2)/3)
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#endif
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/* NUM_BOX HEIGHT and WIDTH are used for the number pad in the game. The height
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* calculation includes spacing for the text placed above and below the number
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* pad (it divides by 6 instead of just 4). The width calculation gives extra
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* spacing on the sides of the pad too (divides by 5 instead of 3).
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*/
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#define NUM_BOX_HEIGHT (LCD_HEIGHT/6)
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#define NUM_BOX_WIDTH (LCD_WIDTH/5)
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#define NUM_MARGIN_X (LCD_WIDTH-3*NUM_BOX_WIDTH)/2
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#define NUM_MARGIN_Y (LCD_HEIGHT-4*NUM_BOX_HEIGHT)/2
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/* These parameters define the piece image dimensions, Stride is the total width
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* of the bitmap.
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*/
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#define ICON_STRIDE STRIDE(SCREEN_MAIN, BMPWIDTH_superdom_boarditems, BMPHEIGHT_superdom_boarditems)
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#define ICON_HEIGHT (BMPHEIGHT_superdom_boarditems/6)
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#define ICON_WIDTH (BMPWIDTH_superdom_boarditems/2)
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#if (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_1G2G_PAD)
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_CANCEL BUTTON_MENU
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define IPOD_STYLE
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#elif CONFIG_KEYPAD == IRIVER_H300_PAD || CONFIG_KEYPAD == IRIVER_H100_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_CANCEL BUTTON_OFF
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#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_CANCEL BUTTON_REC
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#elif CONFIG_KEYPAD == IRIVER_H10_PAD
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#define SUPERDOM_OK BUTTON_RIGHT
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#define SUPERDOM_UP BUTTON_SCROLL_UP
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#define SUPERDOM_DOWN BUTTON_SCROLL_DOWN
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#define SUPERDOM_CANCEL BUTTON_LEFT
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#elif CONFIG_KEYPAD == GIGABEAT_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_POWER
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#elif CONFIG_KEYPAD == SANSA_E200_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_SCROLL_BACK
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#define SUPERDOM_DOWN BUTTON_SCROLL_FWD
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_POWER
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#elif CONFIG_KEYPAD == SANSA_FUZE_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_SCROLL_BACK
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#define SUPERDOM_DOWN BUTTON_SCROLL_FWD
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL (BUTTON_HOME|BUTTON_REPEAT)
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#elif CONFIG_KEYPAD == GIGABEAT_S_PAD || \
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CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_BACK
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#elif CONFIG_KEYPAD == COWON_D2_PAD
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#define SUPERDOM_CANCEL BUTTON_POWER
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#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_BACK
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#elif CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD
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#define SUPERDOM_OK (BUTTON_PLAY|BUTTON_REL)
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_BACK
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#define SUPERDOM_RIGHT BUTTON_MENU
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#define SUPERDOM_CANCEL (BUTTON_PLAY|BUTTON_REPEAT)
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#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
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#define SUPERDOM_OK BUTTON_PLAY
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_PREV
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#define SUPERDOM_RIGHT BUTTON_NEXT
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#define SUPERDOM_CANCEL BUTTON_LEFT
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#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
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#define SUPERDOM_OK BUTTON_PLAY
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_PREV
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#define SUPERDOM_RIGHT BUTTON_NEXT
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#define SUPERDOM_CANCEL BUTTON_LEFT
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#elif (CONFIG_KEYPAD == ONDAVX747_PAD) || (CONFIG_KEYPAD == MROBE500_PAD)
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#define SUPERDOM_CANCEL BUTTON_POWER
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#elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
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#define SUPERDOM_OK BUTTON_PLAY
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_REW
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#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
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#define SUPERDOM_OK BUTTON_OK
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_PREV
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#define SUPERDOM_RIGHT BUTTON_NEXT
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#define SUPERDOM_CANCEL BUTTON_CANCEL
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#elif CONFIG_KEYPAD == MPIO_HD300_PAD
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#define SUPERDOM_OK BUTTON_ENTER
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_REW
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#define SUPERDOM_RIGHT BUTTON_FF
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#define SUPERDOM_CANCEL BUTTON_MENU
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#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_BACK
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#elif CONFIG_KEYPAD == SANSA_CONNECT_PAD
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_POWER
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#elif (CONFIG_KEYPAD == HM60X_PAD) || \
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(CONFIG_KEYPAD == HM801_PAD)
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#define SUPERDOM_OK BUTTON_SELECT
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#define SUPERDOM_UP BUTTON_UP
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#define SUPERDOM_DOWN BUTTON_DOWN
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#define SUPERDOM_LEFT BUTTON_LEFT
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#define SUPERDOM_RIGHT BUTTON_RIGHT
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#define SUPERDOM_CANCEL BUTTON_POWER
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#endif
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#ifdef HAVE_TOUCHSCREEN
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#ifndef SUPERDOM_OK
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#define SUPERDOM_OK BUTTON_CENTER
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#endif
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#ifndef SUPERDOM_UP
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#define SUPERDOM_UP BUTTON_TOPMIDDLE
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#endif
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#ifndef SUPERDOM_LEFT
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#define SUPERDOM_LEFT BUTTON_MIDLEFT
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#endif
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#ifndef SUPERDOM_RIGHT
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#define SUPERDOM_RIGHT BUTTON_MIDRIGHT
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#endif
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#ifndef SUPERDOM_DOWN
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#define SUPERDOM_DOWN BUTTON_BOTTOMMIDDLE
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#endif
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#ifndef SUPERDOM_CANCEL
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#define SUPERDOM_CANCEL BUTTON_TOPLEFT
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#endif
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#endif
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enum {
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RET_VAL_OK,
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RET_VAL_USB,
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RET_VAL_QUIT_ERR, /* quit or error */
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};
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static void gen_interest(void);
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static void init_resources(void);
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static int select_square(void);
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static void update_score(void);
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static void gen_resources(void);
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static void draw_cursor(void);
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static void draw_board(void);
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struct tile{
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signed int colour; /* -1 = Unset */
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bool tank;
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bool plane;
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bool nuke;
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bool ind;
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bool farm;
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int men;
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};
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struct resources {
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int cash;
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int food;
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int farms;
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int inds;
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int men;
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int tanks;
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int planes;
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int nukes;
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int bank;
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int moves;
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};
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static struct settings {
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int compstartfarms;
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int compstartinds;
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int humanstartfarms;
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int humanstartinds;
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int startcash;
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int startfood;
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int movesperturn;
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} superdom_settings;
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static struct resources humanres;
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static struct resources compres;
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enum { GS_PROD, GS_MOVE, GS_WAR };
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static int gamestate;
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static struct cursor{
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int x;
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int y;
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} cursor;
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static struct tile board[12][12];
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static void init_board(void) {
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int i,j;
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rb->srand(*rb->current_tick);
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for(i=0;i<12;i++) { /* Hopefully about 50% each colour */
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for(j=0;j<12;j++) {
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if((i<1)||(j<1)||(i>10)||(j>10))
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board[i][j].colour = -1; /* Unset */
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else
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board[i][j].colour = rb->rand()%2;
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board[i][j].tank = false;
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board[i][j].plane = false;
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board[i][j].nuke = false;
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board[i][j].ind = false;
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board[i][j].farm = false;
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board[i][j].men = 0;
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}
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}
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while(compres.farms < superdom_settings.compstartfarms) {
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i = rb->rand()%10 + 1;
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j = rb->rand()%10 + 1;
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if((board[i][j].colour == COLOUR_DARK) && (board[i][j].farm == false)) {
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board[i][j].farm = true;
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compres.farms++;
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}
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}
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while(compres.inds < superdom_settings.compstartinds) {
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i = rb->rand()%10 + 1;
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j = rb->rand()%10 + 1;
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if((board[i][j].colour == COLOUR_DARK) && (board[i][j].ind == false)) {
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board[i][j].ind = true;
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compres.inds++;
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}
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}
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while(humanres.farms < superdom_settings.humanstartfarms) {
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i = rb->rand()%10 + 1;
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j = rb->rand()%10 + 1;
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if((board[i][j].colour == COLOUR_LIGHT)&&(board[i][j].farm == false)) {
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board[i][j].farm = true;
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humanres.farms++;
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}
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}
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while(humanres.inds < superdom_settings.humanstartinds) {
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i = rb->rand()%10 + 1;
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j = rb->rand()%10 + 1;
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if((board[i][j].colour == COLOUR_LIGHT) && (board[i][j].ind == false)) {
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board[i][j].ind = true;
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humanres.inds++;
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}
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}
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}
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void draw_board(void) {
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int i,j;
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rb->lcd_clear_display();
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for(i=1;i<11;i++) {
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for(j=1;j<11;j++) {
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if(board[i][j].colour == COLOUR_DARK) {
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rb->lcd_set_foreground(LCD_DARKGRAY);
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} else {
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rb->lcd_set_foreground(LCD_LIGHTGRAY);
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}
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rb->lcd_fillrect(MARGIN+(BOX_WIDTH*(i-1)),
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MARGIN+(BOX_HEIGHT*(j-1)), BOX_WIDTH,
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BOX_HEIGHT);
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#if LCD_DEPTH != 16
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rb->lcd_set_drawmode(DRMODE_BG | DRMODE_INVERSEVID);
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#endif
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if(board[i][j].ind) {
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MY_BITMAP_PART(superdom_boarditems,
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board[i][j].colour?ICON_WIDTH:0, 0, ICON_STRIDE,
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#if LCD_WIDTH > LCD_HEIGHT
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MARGIN+(BOX_WIDTH*(i-1))+1,
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MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT+1,
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#else
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MARGIN+(BOX_WIDTH*(i-1))+1+ICON_WIDTH,
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MARGIN+(BOX_HEIGHT*(j-1))+1,
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#endif
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ICON_WIDTH, ICON_HEIGHT);
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}
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if(board[i][j].farm) {
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MY_BITMAP_PART(superdom_boarditems,
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board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT,
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ICON_STRIDE, MARGIN+(BOX_WIDTH*(i-1))+1,
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MARGIN+(BOX_HEIGHT*(j-1))+1,
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ICON_WIDTH, ICON_HEIGHT);
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}
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if(board[i][j].tank) {
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MY_BITMAP_PART(superdom_boarditems,
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board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*2,
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ICON_STRIDE, MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH+1,
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MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT+1,
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ICON_WIDTH, ICON_HEIGHT);
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}
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if(board[i][j].men) {
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MY_BITMAP_PART(superdom_boarditems,
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board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*3,
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#if LCD_WIDTH > LCD_HEIGHT
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ICON_STRIDE, MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH+1,
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MARGIN+(BOX_HEIGHT*(j-1))+1,
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#else
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ICON_STRIDE, MARGIN+(BOX_WIDTH*(i-1))+1,
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MARGIN+(BOX_HEIGHT*(j-1))+1+ICON_HEIGHT,
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#endif
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ICON_WIDTH, ICON_HEIGHT);
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}
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if(board[i][j].plane) {
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MY_BITMAP_PART(superdom_boarditems,
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board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*4,
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#if LCD_WIDTH > LCD_HEIGHT
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ICON_STRIDE,MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH*2+1,
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MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT+1,
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#else
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ICON_STRIDE,MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH+1,
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MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT*2+1,
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#endif
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ICON_WIDTH, ICON_HEIGHT);
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}
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if(board[i][j].nuke) {
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MY_BITMAP_PART(superdom_boarditems,
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board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*5,
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#if LCD_WIDTH > LCD_HEIGHT
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ICON_STRIDE,MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH*2+1,
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MARGIN+(BOX_HEIGHT*(j-1))+1,
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#else
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ICON_STRIDE,MARGIN+(BOX_WIDTH*(i-1))+1,
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MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT*2+1,
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#endif
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ICON_WIDTH, ICON_HEIGHT);
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}
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#if LCD_DEPTH != 16
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rb->lcd_set_drawmode(DRMODE_SOLID);
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#endif
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}
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}
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rb->lcd_set_foreground(LCD_BLACK);
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for(i=0;i<=10;i++) { /* Draw Horizontal lines */
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rb->lcd_hline(MARGIN, MARGIN+(BOX_WIDTH*10), MARGIN+(BOX_HEIGHT*i));
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}
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for(i=0;i<=10;i++) { /* Draw Vertical lines */
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rb->lcd_vline(MARGIN+(BOX_WIDTH*i), MARGIN, MARGIN+(BOX_HEIGHT*10));
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}
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rb->lcd_update();
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}
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static int calc_strength(int colour, int x, int y) {
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int a, b, score=0;
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for (a = -1; a < 2; a++) {
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for (b = -1; b < 2; b++) {
|
|
if ((b == 0 || a == 0) &&
|
|
(board[x + a][y + b].colour == colour)) {
|
|
score += 10;
|
|
if(board[x + a][y + b].tank || board[x + a][y + b].farm)
|
|
score += 30;
|
|
if(board[x + a][y + b].plane || board[x + a][y + b].ind)
|
|
score += 40;
|
|
if(board[x + a][y + b].nuke)
|
|
score += 20;
|
|
if(board[x + a][y + b].men)
|
|
score += (board[x + a][y + b].men*133/1000);
|
|
}
|
|
}
|
|
}
|
|
return score;
|
|
}
|
|
|
|
void gen_interest(void) {
|
|
/* Interest should be around 10% */
|
|
rb->srand(*rb->current_tick);
|
|
int interest = 7+rb->rand()%6;
|
|
humanres.bank = humanres.bank+(interest*humanres.bank/100);
|
|
compres.bank = compres.bank+(interest*compres.bank/100);
|
|
}
|
|
|
|
void draw_cursor(void) {
|
|
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
|
|
rb->lcd_fillrect(MARGIN+((cursor.x-1)*BOX_WIDTH),
|
|
MARGIN+((cursor.y-1)*BOX_HEIGHT), BOX_WIDTH+1, BOX_HEIGHT+1);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
rb->lcd_update();
|
|
}
|
|
|
|
void gen_resources(void) {
|
|
int inccash = 0;
|
|
int incfood = 0;
|
|
int ratecash = 0;
|
|
int ratefood = 0;
|
|
int i;
|
|
gen_interest();
|
|
rb->srand(*rb->current_tick);
|
|
/* Generate Human's resources */
|
|
for(i=0;i<humanres.inds;i++) {
|
|
inccash += (300+rb->rand()%200);
|
|
}
|
|
for(i=0;i<humanres.farms;i++) {
|
|
incfood += (200+rb->rand()%200);
|
|
}
|
|
if(humanres.inds)
|
|
ratecash = inccash/humanres.inds;
|
|
if(humanres.farms)
|
|
ratefood = incfood/humanres.farms;
|
|
if(ratecash > 450) {
|
|
if(ratefood > 350) {
|
|
rb->splash(HZ*2, "Patriotism sweeps the land, all production"
|
|
" is up this year!");
|
|
} else {
|
|
rb->splash(HZ*2, "Factories working at maximum efficiency,"
|
|
" cash production up this year!");
|
|
}
|
|
} else if(ratecash > 350) {
|
|
if(ratefood > 350) {
|
|
rb->splash(HZ*2, "Record crop harvest this year!");
|
|
} else if(ratefood > 250) {
|
|
rb->splash(HZ*2, "Production continues as normal");
|
|
} else {
|
|
rb->splash(HZ*2, "Spoilage of crops leads to reduced farm"
|
|
" output this year");
|
|
}
|
|
} else {
|
|
if(ratefood > 350) {
|
|
rb->splash(HZ*2, "Record crop harvest this year!");
|
|
} else if(ratefood > 250) {
|
|
rb->splash(HZ*2, "Factory unions introduced. Industrial"
|
|
" production is down this year.");
|
|
} else {
|
|
rb->splash(HZ*2, "Internet created. All production is down"
|
|
" due to time wasted.");
|
|
}
|
|
}
|
|
humanres.cash += inccash;
|
|
humanres.food += incfood;
|
|
|
|
/* Generate Computer's resources */
|
|
inccash = 0;
|
|
incfood = 0;
|
|
for(i=0;i<compres.inds;i++) {
|
|
inccash += (300+rb->rand()%200);
|
|
}
|
|
for(i=0;i<compres.farms;i++) {
|
|
incfood += (200+rb->rand()%200);
|
|
}
|
|
compres.cash += inccash;
|
|
compres.food += incfood;
|
|
}
|
|
|
|
static void update_score(void) {
|
|
int strength;
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
|
|
rb->lcd_fillrect(5,LCD_HEIGHT-20,105,20);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
strength = calc_strength(COLOUR_LIGHT, cursor.x, cursor.y);
|
|
rb->lcd_putsxyf(5,LCD_HEIGHT-20,"Your power: %d.%d",strength/10,strength%10);
|
|
strength = calc_strength(COLOUR_DARK, cursor.x, cursor.y);
|
|
rb->lcd_putsxyf(5,LCD_HEIGHT-10,"Comp power: %d.%d",strength/10,strength%10);
|
|
rb->lcd_setfont(FONT_UI);
|
|
}
|
|
|
|
static int settings_menu(void) {
|
|
int selection = 0;
|
|
|
|
MENUITEM_STRINGLIST(menu, "Super Domination Settings", NULL,
|
|
"Computer starting farms", "Computer starting factories",
|
|
"Human starting farms", "Human starting factories",
|
|
"Starting cash", "Starting food", "Moves per turn");
|
|
|
|
while(1) {
|
|
switch(rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
rb->set_int("Computer starting farms", "", UNIT_INT,
|
|
&superdom_settings.compstartfarms, NULL,
|
|
1, 0, 5, NULL);
|
|
break;
|
|
case 1:
|
|
rb->set_int("Computer starting factories", "", UNIT_INT,
|
|
&superdom_settings.compstartinds, NULL,
|
|
1, 0, 5, NULL);
|
|
break;
|
|
case 2:
|
|
rb->set_int("Human starting farms", "", UNIT_INT,
|
|
&superdom_settings.humanstartfarms, NULL,
|
|
1, 0, 5, NULL);
|
|
break;
|
|
case 3:
|
|
rb->set_int("Human starting factories", "", UNIT_INT,
|
|
&superdom_settings.humanstartinds, NULL,
|
|
1, 0, 5, NULL);
|
|
break;
|
|
case 4:
|
|
rb->set_int("Starting cash", "", UNIT_INT,
|
|
&superdom_settings.startcash, NULL,
|
|
250, 0, 5000, NULL);
|
|
break;
|
|
case 5:
|
|
rb->set_int("Starting food", "", UNIT_INT,
|
|
&superdom_settings.startfood, NULL,
|
|
250, 0, 5000, NULL);
|
|
break;
|
|
case 6:
|
|
rb->set_int("Moves per turn", "", UNIT_INT,
|
|
&superdom_settings.movesperturn, NULL,
|
|
1, 1, 5, NULL);
|
|
break;
|
|
case MENU_ATTACHED_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
case GO_TO_PREVIOUS:
|
|
return RET_VAL_OK;
|
|
break;
|
|
}
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int superdom_help(void) {
|
|
static char* help_text[] = {
|
|
"Super", "domination", "is", "a", "turn", "based", "strategy", "game,",
|
|
"where", "the", "aim", "is", "to", "overpower", "the", "computer",
|
|
"player", "by", "taking", "their", "territory.", "",
|
|
"Each", "year", "you", "are", "allocated", "an", "amount", "of", "cash",
|
|
"and", "food,", "depending", "on", "how", "many", "farms", "and",
|
|
"factories", "you", "control.", "",
|
|
"Use", "this", "cash", "and", "food", "to", "buy", "and", "feed", "your",
|
|
"army.", "Each", "tile", "has", "a", "strength,", "calculated", "by",
|
|
"the", "ownership", "of", "adjacent", "tiles,", "and", "the", "type",
|
|
"and", "number", "of", "troops", "on", "them.",
|
|
};
|
|
|
|
if (display_text(ARRAYLEN(help_text), help_text, NULL, NULL, true))
|
|
return RET_VAL_USB;
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int start_menu(void) {
|
|
int selection = 0;
|
|
|
|
MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL,
|
|
"Play Super Domination", "Settings",
|
|
"Help", "Playback Control", "Quit");
|
|
|
|
while(1) {
|
|
switch(rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
return RET_VAL_OK; /* start playing */
|
|
break;
|
|
case 1:
|
|
if(settings_menu()==RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 2:
|
|
if(superdom_help()==RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 3:
|
|
if(playback_control(NULL))
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 4:
|
|
return RET_VAL_QUIT_ERR;
|
|
break;
|
|
}
|
|
}
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
|
|
static int save_game(void) {
|
|
int fd;
|
|
char savepath[MAX_PATH];
|
|
|
|
rb->snprintf(savepath, sizeof(savepath), "/Savegame.ssg");
|
|
if(rb->kbd_input(savepath, MAX_PATH)) {
|
|
DEBUGF("Keyboard input failed\n");
|
|
return -1;
|
|
}
|
|
|
|
fd = rb->open(savepath, O_WRONLY|O_CREAT, 0666);
|
|
DEBUGF("savepath: %s\n", savepath);
|
|
if(fd < 0) {
|
|
DEBUGF("Couldn't create/open file\n");
|
|
return -1;
|
|
}
|
|
|
|
rb->write(fd, "SSGv3", 5);
|
|
rb->write(fd, &gamestate, sizeof(gamestate));
|
|
rb->write(fd, &humanres.cash, sizeof(humanres.cash));
|
|
rb->write(fd, &humanres.food, sizeof(humanres.food));
|
|
rb->write(fd, &humanres.bank, sizeof(humanres.bank));
|
|
rb->write(fd, &humanres.planes, sizeof(humanres.planes));
|
|
rb->write(fd, &humanres.tanks, sizeof(humanres.tanks));
|
|
rb->write(fd, &humanres.men, sizeof(humanres.men));
|
|
rb->write(fd, &humanres.nukes, sizeof(humanres.nukes));
|
|
rb->write(fd, &humanres.inds, sizeof(humanres.inds));
|
|
rb->write(fd, &humanres.farms, sizeof(humanres.farms));
|
|
rb->write(fd, &humanres.moves, sizeof(humanres.moves));
|
|
rb->write(fd, &compres.cash, sizeof(compres.cash));
|
|
rb->write(fd, &compres.food, sizeof(compres.food));
|
|
rb->write(fd, &compres.bank, sizeof(compres.bank));
|
|
rb->write(fd, &compres.planes, sizeof(compres.planes));
|
|
rb->write(fd, &compres.tanks, sizeof(compres.tanks));
|
|
rb->write(fd, &compres.men, sizeof(compres.men));
|
|
rb->write(fd, &compres.nukes, sizeof(compres.nukes));
|
|
rb->write(fd, &compres.inds, sizeof(compres.inds));
|
|
rb->write(fd, &compres.farms, sizeof(compres.farms));
|
|
rb->write(fd, &compres.moves, sizeof(compres.moves));
|
|
rb->write(fd, board, sizeof(board));
|
|
rb->write(fd, &superdom_settings.compstartfarms, sizeof(int));
|
|
rb->write(fd, &superdom_settings.compstartinds, sizeof(int));
|
|
rb->write(fd, &superdom_settings.humanstartfarms, sizeof(int));
|
|
rb->write(fd, &superdom_settings.humanstartinds, sizeof(int));
|
|
rb->write(fd, &superdom_settings.startcash, sizeof(int));
|
|
rb->write(fd, &superdom_settings.startfood, sizeof(int));
|
|
rb->write(fd, &superdom_settings.movesperturn, sizeof(int));
|
|
rb->close(fd);
|
|
return 0;
|
|
}
|
|
|
|
static int ingame_menu(void) {
|
|
MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL,
|
|
"Return to game", "Save Game",
|
|
"Playback Control", "Quit");
|
|
|
|
switch(rb->do_menu(&menu, NULL, NULL, false)) {
|
|
case 0:
|
|
return RET_VAL_OK;
|
|
break;
|
|
case 1:
|
|
if(!save_game())
|
|
rb->splash(HZ, "Game saved");
|
|
else
|
|
rb->splash(HZ, "Error in save");
|
|
break;
|
|
case 2:
|
|
if(playback_control(NULL))
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 3:
|
|
return RET_VAL_QUIT_ERR;
|
|
break;
|
|
case MENU_ATTACHED_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
case GO_TO_PREVIOUS:
|
|
return RET_VAL_OK;
|
|
break;
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int get_number(char* param, int* value, int max) {
|
|
static const char *button_labels[4][3] = {
|
|
{ "1", "2", "3" },
|
|
{ "4", "5", "6" },
|
|
{ "7", "8", "9" },
|
|
{ "CLR", "0", "OK" }
|
|
};
|
|
int i,j,x=0,y=0;
|
|
int height, width;
|
|
int button = 0, ret = RET_VAL_OK;
|
|
bool done = false;
|
|
rb->lcd_clear_display();
|
|
rb->lcd_getstringsize("CLR", &width, &height);
|
|
if(width > NUM_BOX_WIDTH || height > NUM_BOX_HEIGHT)
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
/* Draw a 3x4 grid */
|
|
for(i=0;i<=3;i++) { /* Vertical lines */
|
|
rb->lcd_vline(NUM_MARGIN_X+(NUM_BOX_WIDTH*i), NUM_MARGIN_Y,
|
|
NUM_MARGIN_Y+(4*NUM_BOX_HEIGHT));
|
|
}
|
|
for(i=0;i<=4;i++) { /* Horizontal lines */
|
|
rb->lcd_hline(NUM_MARGIN_X, NUM_MARGIN_X+(3*NUM_BOX_WIDTH),
|
|
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*i));
|
|
}
|
|
for(i=0;i<4;i++) {
|
|
for(j=0;j<3;j++) {
|
|
rb->lcd_getstringsize(button_labels[i][j], &width, &height);
|
|
rb->lcd_putsxy(
|
|
NUM_MARGIN_X+(j*NUM_BOX_WIDTH)+NUM_BOX_WIDTH/2-width/2,
|
|
NUM_MARGIN_Y+(i*NUM_BOX_HEIGHT)+NUM_BOX_HEIGHT/2-height/2,
|
|
button_labels[i][j]);
|
|
}
|
|
}
|
|
rb->lcd_putsxyf(NUM_MARGIN_X+10, NUM_MARGIN_Y+4*NUM_BOX_HEIGHT+10,"%d",*value);
|
|
rb->lcd_getstringsize(param, &width, &height);
|
|
if(width < LCD_WIDTH)
|
|
rb->lcd_putsxy((LCD_WIDTH-width)/2, (NUM_MARGIN_Y-height)/2, param);
|
|
else
|
|
rb->lcd_puts_scroll(0, (NUM_MARGIN_Y/height-1)/2, param);
|
|
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
|
|
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
|
|
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
|
|
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
rb->lcd_update();
|
|
while(!done) {
|
|
button = rb->button_get(true);
|
|
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
|
|
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
|
|
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
|
|
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
switch(button) {
|
|
case SUPERDOM_OK:
|
|
if(y!=3) {
|
|
*value *= 10;
|
|
*value += button_labels[y][x][0] - '0';
|
|
} else if(x==0) {
|
|
*value /= 10;
|
|
} else if(x==1) {
|
|
*value *= 10;
|
|
} else if(x==2) {
|
|
done = true;
|
|
break;
|
|
}
|
|
if ((unsigned) *value > (unsigned) max)
|
|
*value = max;
|
|
rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
|
|
rb->lcd_fillrect(0, NUM_MARGIN_Y+4*NUM_BOX_HEIGHT+10,
|
|
LCD_WIDTH, 30);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
rb->lcd_putsxyf(NUM_MARGIN_X+10,NUM_MARGIN_Y+4*NUM_BOX_HEIGHT+10,
|
|
"%d", *value);
|
|
break;
|
|
case SUPERDOM_CANCEL:
|
|
*value = 0;
|
|
done = true;
|
|
ret = RET_VAL_QUIT_ERR;
|
|
break;
|
|
#if CONFIG_KEYPAD != IRIVER_H10_PAD
|
|
case SUPERDOM_LEFT:
|
|
if(x==0) {
|
|
#ifdef IPOD_STYLE
|
|
if(y>0)
|
|
y--;
|
|
else
|
|
y=3;
|
|
#endif
|
|
x=2;
|
|
} else {
|
|
x--;
|
|
}
|
|
break;
|
|
case SUPERDOM_RIGHT:
|
|
if(x==2) {
|
|
#ifdef IPOD_STYLE
|
|
if(y==3)
|
|
y=0;
|
|
else
|
|
y++;
|
|
#endif
|
|
x=0;
|
|
} else {
|
|
x++;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifndef IPOD_STYLE
|
|
case SUPERDOM_UP:
|
|
if(y==0) {
|
|
#if CONFIG_KEYPAD == IRIVER_H10_PAD
|
|
if(x > 0)
|
|
x--;
|
|
else
|
|
x=2;
|
|
#endif
|
|
y=3;
|
|
} else {
|
|
y--;
|
|
}
|
|
break;
|
|
case SUPERDOM_DOWN:
|
|
if(y==3) {
|
|
#if CONFIG_KEYPAD == IRIVER_H10_PAD
|
|
if(x < 2)
|
|
x++;
|
|
else
|
|
x=0;
|
|
#endif
|
|
y=0;
|
|
} else {
|
|
y++;
|
|
}
|
|
break;
|
|
#endif
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
{
|
|
done = true;
|
|
ret = RET_VAL_USB;
|
|
}
|
|
break;
|
|
}
|
|
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
|
|
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
|
|
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
|
|
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
rb->lcd_update();
|
|
}
|
|
rb->lcd_setfont(FONT_UI);
|
|
rb->lcd_scroll_stop();
|
|
if (ret == RET_VAL_QUIT_ERR)
|
|
rb->splash(HZ, "Cancelled");
|
|
return ret;
|
|
}
|
|
|
|
static bool tile_has_item(int type, int x, int y) {
|
|
switch(type) {
|
|
case 0:
|
|
return (board[x][y].men > 0);
|
|
break;
|
|
case 1:
|
|
return board[x][y].tank;
|
|
break;
|
|
case 2:
|
|
return board[x][y].plane;
|
|
break;
|
|
case 3:
|
|
return board[x][y].farm;
|
|
break;
|
|
case 4:
|
|
return board[x][y].ind;
|
|
break;
|
|
case 5:
|
|
return board[x][y].nuke;
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static int buy_resources(int colour, int type, int x, int y, int nummen) {
|
|
const char *itemnames[][6] = {
|
|
{
|
|
"them",
|
|
"the tank",
|
|
"the plane",
|
|
"the farm",
|
|
"the industrial plant",
|
|
"the nuke",
|
|
}, {
|
|
"place men",
|
|
"place a tank",
|
|
"place a plane",
|
|
"build a farm",
|
|
"build an industrial plant",
|
|
"place a nuke",
|
|
}, {
|
|
NULL,
|
|
"a tank",
|
|
"a plane",
|
|
"a farm",
|
|
"an industrial plant",
|
|
"a nuke",
|
|
},
|
|
};
|
|
|
|
bool human = (colour == COLOUR_LIGHT);
|
|
int price = 0;
|
|
int temp;
|
|
struct resources *res;
|
|
|
|
if(human) {
|
|
res = &humanres;
|
|
} else {
|
|
res = &compres;
|
|
}
|
|
switch(type) {
|
|
case 0: /* men */
|
|
price = 1*nummen;
|
|
break;
|
|
case 1: /* tank */
|
|
price = 300;
|
|
break;
|
|
case 2: /* plane */
|
|
price = 600;
|
|
break;
|
|
case 3: /* Farm */
|
|
price = 1150;
|
|
break;
|
|
case 4: /* Factory */
|
|
price = 1300;
|
|
break;
|
|
case 5: /* nuke */
|
|
price = 2000;
|
|
break;
|
|
}
|
|
if(res->cash < price) {
|
|
if(human)
|
|
rb->splash(HZ, "Not enough money!");
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
if(human) {
|
|
rb->splashf(HZ, "Where do you want to place %s?", itemnames[0][type]);
|
|
if((temp = select_square()) != RET_VAL_OK)
|
|
return temp;
|
|
x = cursor.x;
|
|
y = cursor.y;
|
|
}
|
|
if(board[x][y].colour != colour) {
|
|
if(human)
|
|
rb->splashf(HZ, "Can't %s on enemy territory", itemnames[1][type]);
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
if(type != 0 && tile_has_item(type, x, y)) {
|
|
if(human)
|
|
rb->splashf(HZ, "There is already %s there", itemnames[2][type]);
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
switch(type) {
|
|
case 0:
|
|
board[x][y].men += nummen;
|
|
res->men += nummen;
|
|
break;
|
|
case 1:
|
|
board[x][y].tank = true;
|
|
res->tanks++;
|
|
break;
|
|
case 2:
|
|
board[x][y].plane = true;
|
|
res->planes++;
|
|
break;
|
|
case 3:
|
|
board[x][y].farm = true;
|
|
res->farms++;
|
|
break;
|
|
case 4:
|
|
board[x][y].ind = true;
|
|
res->inds++;
|
|
break;
|
|
case 5:
|
|
board[x][y].nuke = true;
|
|
res->nukes++;
|
|
break;
|
|
}
|
|
res->cash -= price;
|
|
|
|
draw_board();
|
|
rb->sleep(HZ);
|
|
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int buy_resources_menu(void) {
|
|
int selection = 0,nummen;
|
|
|
|
MENUITEM_STRINGLIST(menu, "Buy Resources", NULL,
|
|
"Buy men ($1)", "Buy tank ($300)", "Buy plane ($600)",
|
|
"Buy Farm ($1150)", "Buy Factory ($1300)",
|
|
"Buy Nuke ($2000)",
|
|
"Finish buying");
|
|
|
|
while(1) {
|
|
switch(rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
nummen = 0;
|
|
if(get_number("How many men would you like?", &nummen,
|
|
humanres.cash) == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
if(!nummen)
|
|
break;
|
|
/* fall through */
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
case 4:
|
|
case 5:
|
|
if(buy_resources(COLOUR_LIGHT, selection, 0, 0, nummen)
|
|
== RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 6:
|
|
return RET_VAL_OK;
|
|
break;
|
|
case MENU_ATTACHED_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
case GO_TO_PREVIOUS:
|
|
return RET_VAL_OK;
|
|
break;
|
|
}
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int move_unit(int colour, int type, int fromx, int fromy,
|
|
int tox, int toy, int nummen) {
|
|
const char *itemnames[][3] = {
|
|
{
|
|
"troops",
|
|
"the tank",
|
|
"the plane",
|
|
}, {
|
|
"any troops",
|
|
"a tank",
|
|
"a plane",
|
|
}, {
|
|
"the troops",
|
|
"the tank",
|
|
"the plane",
|
|
}
|
|
};
|
|
bool human = (colour == COLOUR_LIGHT);
|
|
int temp;
|
|
|
|
if(human) {
|
|
rb->splashf(HZ, "Select where you want to move %s from",
|
|
itemnames[0][type]);
|
|
if((temp = select_square()) != RET_VAL_OK)
|
|
return temp;
|
|
fromx = cursor.x;
|
|
fromy = cursor.y;
|
|
}
|
|
if(board[fromx][fromy].colour != colour) {
|
|
if(human)
|
|
rb->splash(HZ, "That isn't your territory");
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
if(!tile_has_item(type, fromx, fromy)) {
|
|
if(human)
|
|
rb->splashf(HZ, "You don't have %s there", itemnames[1][type]);
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
if(type == 0) {
|
|
if(human) {
|
|
nummen = board[fromx][fromy].men;
|
|
if((temp = get_number("How many men do you want to move?", &nummen,
|
|
nummen)) != RET_VAL_OK)
|
|
return temp;
|
|
}
|
|
if(nummen > board[fromx][fromy].men) {
|
|
if(human)
|
|
rb->splash(HZ, "You don't have that many troops.");
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
}
|
|
if(human) {
|
|
rb->splashf(HZ, "Select where you want to move %s to",
|
|
itemnames[2][type]);
|
|
if((temp = select_square()) != RET_VAL_OK)
|
|
return temp;
|
|
tox = cursor.x;
|
|
toy = cursor.y;
|
|
}
|
|
if((tox == fromx && toy == fromy) ||
|
|
board[tox][toy].colour != colour ||
|
|
(type != 2 && (abs(tox - fromx) > 1 || abs(toy - fromy) > 1))) {
|
|
if(human)
|
|
rb->splash(HZ, "Invalid move");
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
if(type != 0 && tile_has_item(type, tox, toy)) {
|
|
if(human)
|
|
rb->splashf(HZ, "There is already %s there", itemnames[1][type]);
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
switch(type) {
|
|
case 0:
|
|
board[fromx][fromy].men -= nummen;
|
|
board[tox][toy].men += nummen;
|
|
break;
|
|
case 1:
|
|
board[fromx][fromy].tank = false;
|
|
board[tox][toy].tank = true;
|
|
break;
|
|
case 2:
|
|
board[fromx][fromy].plane = false;
|
|
board[tox][toy].plane = true;
|
|
break;
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int move_unit_menu(void) {
|
|
int selection = 0;
|
|
|
|
MENUITEM_STRINGLIST(menu, "Move unit", NULL,
|
|
"Move men", "Move tank", "Move plane");
|
|
switch(rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
case 1:
|
|
case 2:
|
|
switch(move_unit(COLOUR_LIGHT, selection, 0, 0, 0, 0, 0)) {
|
|
case RET_VAL_OK:
|
|
humanres.moves--;
|
|
break;
|
|
case RET_VAL_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
}
|
|
break;
|
|
case MENU_ATTACHED_USB:
|
|
return RET_VAL_USB;
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int launch_nuke(int colour, int nukex, int nukey, int targetx, int targety) {
|
|
bool human = (colour == COLOUR_LIGHT);
|
|
int temp;
|
|
struct resources *res;
|
|
|
|
if(board[nukex][nukey].colour != colour) {
|
|
if(human)
|
|
rb->splash(HZ, "That isn't your territory");
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
if(! board[nukex][nukey].nuke) {
|
|
if(human)
|
|
rb->splashf(HZ, "You don't have %s there", "a nuke");
|
|
return RET_VAL_QUIT_ERR;
|
|
}
|
|
if(human) {
|
|
rb->splash(HZ, "Select place to target with nuke");
|
|
if((temp = select_square()) != RET_VAL_OK)
|
|
return temp;
|
|
targetx = cursor.x;
|
|
targety = cursor.y;
|
|
}
|
|
if(human) {
|
|
humanres.nukes--;
|
|
} else {
|
|
compres.nukes--;
|
|
}
|
|
board[nukex][nukey].nuke = false;
|
|
|
|
if(board[targetx][targety].colour == COLOUR_LIGHT) {
|
|
res = &humanres;
|
|
} else {
|
|
res = &compres;
|
|
}
|
|
res->men -= board[targetx][targety].men;
|
|
res->tanks -= board[targetx][targety].tank;
|
|
res->planes -= board[targetx][targety].plane;
|
|
res->nukes -= board[targetx][targety].nuke;
|
|
res->farms -= board[targetx][targety].farm;
|
|
res->inds -= board[targetx][targety].ind;
|
|
board[targetx][targety].men = 0;
|
|
board[targetx][targety].tank = false;
|
|
board[targetx][targety].plane = false;
|
|
board[targetx][targety].ind = false;
|
|
board[targetx][targety].nuke = false;
|
|
board[targetx][targety].farm = false;
|
|
/* TODO: Fallout carried by wind */
|
|
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static int movement_menu(void) {
|
|
int selection = 0, temp;
|
|
|
|
MENUITEM_STRINGLIST(menu, "Movement", NULL,
|
|
"Move unit", "Buy additional moves ($100)",
|
|
"Launch nuclear missile", "Check map",
|
|
"Finish moving", "Game menu");
|
|
|
|
while(1) {
|
|
switch(rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
if(humanres.moves) {
|
|
if(move_unit_menu()==RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
} else {
|
|
rb->splash(HZ, "You have no more moves left."
|
|
" You can buy more for $100 each.");
|
|
}
|
|
break;
|
|
case 1:
|
|
if(humanres.cash > 100) {
|
|
humanres.moves++;
|
|
humanres.cash -= 100;
|
|
rb->snprintf(buf, sizeof(buf), "You now have %d moves",
|
|
humanres.moves);
|
|
rb->splash(HZ, buf);
|
|
}
|
|
break;
|
|
case 2:
|
|
if(humanres.nukes==0) {
|
|
rb->splash(HZ, "You do not have any nukes to launch");
|
|
} else {
|
|
rb->splash(HZ, "Select place to launch nuke from");
|
|
switch(select_square()) {
|
|
case RET_VAL_OK:
|
|
if(launch_nuke(COLOUR_LIGHT, cursor.x, cursor.y,
|
|
0, 0) == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case RET_VAL_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case 3:
|
|
if(select_square() == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 4:
|
|
return RET_VAL_OK;
|
|
break;
|
|
case 5:
|
|
if((temp = ingame_menu()) != RET_VAL_OK)
|
|
return temp;
|
|
break;
|
|
case MENU_ATTACHED_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
}
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static const char* inventory_data(int selected_item, void * data,
|
|
char * buffer, size_t buffer_len) {
|
|
(void)data;
|
|
switch(selected_item) {
|
|
case 0:
|
|
rb->snprintf(buffer,buffer_len,"Men: %d", humanres.men);
|
|
break;
|
|
case 1:
|
|
rb->snprintf(buffer,buffer_len,"Tanks: %d", humanres.tanks);
|
|
break;
|
|
case 2:
|
|
rb->snprintf(buffer,buffer_len,"Planes: %d", humanres.planes);
|
|
break;
|
|
case 3:
|
|
rb->snprintf(buffer,buffer_len,"Factories: %d", humanres.inds);
|
|
break;
|
|
case 4:
|
|
rb->snprintf(buffer,buffer_len,"Farms: %d", humanres.farms);
|
|
break;
|
|
case 5:
|
|
rb->snprintf(buffer,buffer_len,"Nukes: %d", humanres.nukes);
|
|
break;
|
|
case 6:
|
|
rb->snprintf(buffer,buffer_len,"Cash: %d", humanres.cash);
|
|
break;
|
|
case 7:
|
|
rb->snprintf(buffer,buffer_len,"Food: %d", humanres.food);
|
|
break;
|
|
case 8:
|
|
rb->snprintf(buffer,buffer_len,"Bank: %d", humanres.bank);
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
return buffer;
|
|
}
|
|
|
|
static int show_inventory(void) {
|
|
struct simplelist_info info;
|
|
rb->simplelist_info_init(&info, "Inventory", 9, NULL);
|
|
info.hide_selection = true;
|
|
info.get_name = inventory_data;
|
|
if(rb->simplelist_show_list(&info)) {
|
|
return RET_VAL_USB;
|
|
} else {
|
|
return RET_VAL_OK;
|
|
}
|
|
}
|
|
|
|
static int production_menu(void) {
|
|
int selection = 0, temp;
|
|
|
|
MENUITEM_STRINGLIST(menu, "Production", NULL,
|
|
"Buy resources", "Show inventory", "Check map",
|
|
"Invest money", "Withdraw money",
|
|
"Finish turn", "Game menu");
|
|
|
|
while(1) {
|
|
switch(rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
if(buy_resources_menu() == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 1:
|
|
if(show_inventory() == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 2:
|
|
if(select_square() == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
break;
|
|
case 3:
|
|
temp = humanres.cash;
|
|
if(get_number("How much do you want to invest?", &temp,
|
|
humanres.cash) == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
if(temp > humanres.cash) {
|
|
rb->splash(HZ, "You don't have that much cash to invest");
|
|
} else {
|
|
humanres.cash -= temp;
|
|
humanres.bank += temp;
|
|
}
|
|
break;
|
|
case 4:
|
|
temp = humanres.bank;
|
|
if(get_number("How much do you want to withdraw?", &temp,
|
|
humanres.bank) == RET_VAL_USB)
|
|
return RET_VAL_USB;
|
|
if(temp > humanres.bank) {
|
|
rb->splash(HZ, "You don't have that much cash to withdraw");
|
|
} else {
|
|
humanres.cash += temp;
|
|
humanres.bank -= temp;
|
|
}
|
|
break;
|
|
case 5:
|
|
return RET_VAL_OK;
|
|
break;
|
|
case 6:
|
|
if((temp = ingame_menu()) != RET_VAL_OK)
|
|
return temp;
|
|
break;
|
|
case MENU_ATTACHED_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
}
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
static void init_resources(void) {
|
|
humanres.cash = superdom_settings.startcash;
|
|
humanres.food = superdom_settings.startfood;
|
|
humanres.tanks = 0;
|
|
humanres.planes = 0;
|
|
humanres.nukes = 0;
|
|
humanres.inds = 0;
|
|
humanres.farms = 0;
|
|
humanres.men = 0;
|
|
humanres.bank = 0;
|
|
humanres.moves = 0;
|
|
compres.cash = superdom_settings.startcash;
|
|
compres.food = superdom_settings.startfood;
|
|
compres.tanks = 0;
|
|
compres.planes = 0;
|
|
compres.nukes = 0;
|
|
compres.inds = 0;
|
|
compres.farms = 0;
|
|
compres.men = 0;
|
|
compres.bank = 0;
|
|
compres.moves = 0;
|
|
}
|
|
|
|
static int select_square(void) {
|
|
int button = 0;
|
|
draw_board();
|
|
draw_cursor();
|
|
update_score();
|
|
#if LCD_WIDTH >= 220
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
rb->lcd_putsxyf(125, LCD_HEIGHT-20,"Cash: %d", humanres.cash);
|
|
rb->lcd_putsxyf(125, LCD_HEIGHT-10,"Food: %d", humanres.food);
|
|
rb->lcd_setfont(FONT_UI);
|
|
#endif
|
|
rb->lcd_update();
|
|
while(1) {
|
|
button = rb->button_get(true);
|
|
switch(button) {
|
|
case SUPERDOM_CANCEL:
|
|
rb->splash(HZ, "Cancelled");
|
|
return RET_VAL_QUIT_ERR;
|
|
break;
|
|
case SUPERDOM_OK:
|
|
return RET_VAL_OK;
|
|
break;
|
|
#if CONFIG_KEYPAD != IRIVER_H10_PAD
|
|
case SUPERDOM_LEFT:
|
|
case (SUPERDOM_LEFT|BUTTON_REPEAT):
|
|
draw_cursor(); /* Deselect the current tile */
|
|
if(cursor.x>1) {
|
|
cursor.x--;
|
|
} else {
|
|
#ifdef IPOD_STYLE
|
|
if(cursor.y>1)
|
|
cursor.y--;
|
|
else
|
|
cursor.y = 10;
|
|
#endif
|
|
cursor.x = 10;
|
|
}
|
|
update_score();
|
|
draw_cursor();
|
|
break;
|
|
case SUPERDOM_RIGHT:
|
|
case (SUPERDOM_RIGHT|BUTTON_REPEAT):
|
|
draw_cursor(); /* Deselect the current tile */
|
|
if(cursor.x<10) {
|
|
cursor.x++;
|
|
} else {
|
|
#ifdef IPOD_STYLE
|
|
if(cursor.y<10)
|
|
cursor.y++;
|
|
else
|
|
cursor.y = 1;
|
|
#endif
|
|
cursor.x = 1;
|
|
}
|
|
update_score();
|
|
draw_cursor();
|
|
break;
|
|
#endif
|
|
#ifndef IPOD_STYLE
|
|
case SUPERDOM_UP:
|
|
case (SUPERDOM_UP|BUTTON_REPEAT):
|
|
draw_cursor(); /* Deselect the current tile */
|
|
if(cursor.y>1) {
|
|
cursor.y--;
|
|
} else {
|
|
#if CONFIG_KEYPAD == IRIVER_H10_PAD
|
|
if(cursor.x > 1)
|
|
cursor.x--;
|
|
else
|
|
cursor.x = 10;
|
|
#endif
|
|
cursor.y = 10;
|
|
}
|
|
update_score();
|
|
draw_cursor();
|
|
break;
|
|
case SUPERDOM_DOWN:
|
|
case (SUPERDOM_DOWN|BUTTON_REPEAT):
|
|
draw_cursor(); /* Deselect the current tile */
|
|
if(cursor.y<10) {
|
|
cursor.y++;
|
|
} else {
|
|
#if CONFIG_KEYPAD == IRIVER_H10_PAD
|
|
if(cursor.x < 10)
|
|
cursor.x++;
|
|
else
|
|
cursor.x = 1;
|
|
#endif
|
|
cursor.y = 1;
|
|
}
|
|
update_score();
|
|
draw_cursor();
|
|
break;
|
|
#endif
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
{
|
|
return RET_VAL_USB;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static int killmen(int colour) {
|
|
bool human = (colour == COLOUR_LIGHT);
|
|
int menkilled,i,j;
|
|
int percent;
|
|
if(human) {
|
|
percent = (humanres.food*1000)/humanres.men;
|
|
humanres.food = 0;
|
|
} else {
|
|
percent = (compres.food*1000)/compres.men;
|
|
compres.food = 0;
|
|
}
|
|
menkilled = 0;
|
|
for(i=1;i<11;i++) {
|
|
for(j=1;j<11;j++) {
|
|
if(board[i][j].colour == colour) {
|
|
int nummen = ((board[i][j].men * percent)/1000);
|
|
menkilled += board[i][j].men - nummen;
|
|
board[i][j].men = nummen;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(human)
|
|
humanres.men -= menkilled;
|
|
else
|
|
compres.men -= menkilled;
|
|
return menkilled;
|
|
}
|
|
|
|
/* return -1 if error, 1 if attack is succeeded, 0 otherwise */
|
|
static int attack_territory(int colour, int x, int y) {
|
|
bool human = (colour == COLOUR_LIGHT);
|
|
int str_diff;
|
|
|
|
if(board[x][y].colour == colour) {
|
|
if(human)
|
|
rb->splash(HZ, "You can't attack your own territory");
|
|
return -1;
|
|
}
|
|
str_diff = calc_strength(COLOUR_DARK, x, y) -
|
|
calc_strength(COLOUR_LIGHT, x, y);
|
|
if(human) {
|
|
str_diff = -str_diff;
|
|
}
|
|
rb->srand(*rb->current_tick);
|
|
if(str_diff > 0 || (str_diff == 0 && rb->rand()%2)) {
|
|
struct resources *offres, *defres;
|
|
if(human) {
|
|
offres = &humanres;
|
|
defres = &compres;
|
|
} else {
|
|
offres = &compres;
|
|
defres = &humanres;
|
|
}
|
|
defres->men -= board[x][y].men;
|
|
defres->tanks -= board[x][y].tank;
|
|
defres->planes -= board[x][y].plane;
|
|
defres->nukes -= board[x][y].nuke;
|
|
defres->farms -= board[x][y].farm;
|
|
defres->inds -= board[x][y].ind;
|
|
offres->farms += board[x][y].farm;
|
|
offres->inds += board[x][y].ind;
|
|
board[x][y].colour = colour;
|
|
board[x][y].men = 0;
|
|
board[x][y].tank = false;
|
|
board[x][y].plane = false;
|
|
board[x][y].nuke = false;
|
|
draw_board();
|
|
if(human)
|
|
rb->sleep(HZ*2);
|
|
else
|
|
rb->sleep(HZ);
|
|
return 1;
|
|
} else {
|
|
if(human)
|
|
rb->splash(HZ, "Your troops were unable to overcome"
|
|
" the enemy troops");
|
|
else
|
|
rb->splash(HZ*2, "The computer attempted to "
|
|
"attack, but the invasion was"
|
|
" pushed back");
|
|
return 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int war_menu(void) {
|
|
int selection = 0, temp;
|
|
|
|
MENUITEM_STRINGLIST(menu, "War!", NULL,
|
|
"Select territory to attack",
|
|
"Finish turn", "Game menu");
|
|
|
|
while(humanres.moves) {
|
|
switch(rb->do_menu(&menu, &selection, NULL, false)) {
|
|
case 0:
|
|
switch(select_square()) {
|
|
case RET_VAL_OK:
|
|
if(attack_territory(COLOUR_LIGHT, cursor.x, cursor.y)
|
|
>= 0)
|
|
humanres.moves--;
|
|
break;
|
|
case RET_VAL_USB:
|
|
return RET_VAL_USB;
|
|
break;
|
|
}
|
|
break;
|
|
case 1:
|
|
return RET_VAL_OK;
|
|
break;
|
|
case 2:
|
|
if((temp = ingame_menu()) != RET_VAL_OK)
|
|
return temp;
|
|
break;
|
|
}
|
|
}
|
|
return RET_VAL_OK;
|
|
}
|
|
|
|
struct threat {
|
|
int x;
|
|
int y;
|
|
int str_diff;
|
|
};
|
|
|
|
static bool place_adjacent(bool tank, int x, int y) {
|
|
int type = (tank? 1: 2);
|
|
if(!buy_resources(COLOUR_DARK, type, x, y, 0)) {
|
|
return true;
|
|
}
|
|
if(!buy_resources(COLOUR_DARK, type, x-1, y, 0)) {
|
|
return true;
|
|
}
|
|
if(!buy_resources(COLOUR_DARK, type, x+1, y, 0)) {
|
|
return true;
|
|
}
|
|
if(!buy_resources(COLOUR_DARK, type, x, y-1, 0)) {
|
|
return true;
|
|
}
|
|
if(!buy_resources(COLOUR_DARK, type, x, y+1, 0)) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool has_adjacent(int x, int y) {
|
|
if((board[x][y].colour == COLOUR_LIGHT) &&
|
|
((board[x-1][y].colour == COLOUR_DARK) ||
|
|
(board[x+1][y].colour == COLOUR_DARK) ||
|
|
(board[x][y+1].colour == COLOUR_DARK) ||
|
|
(board[x][y-1].colour == COLOUR_DARK)))
|
|
return 1;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
static void find_adjacent(int x, int y, int* adj_x, int* adj_y) {
|
|
/* Finds adjacent squares, returning squares without tanks on them
|
|
* in preference to those with them */
|
|
if(board[x-1][y].colour == COLOUR_DARK) {
|
|
*adj_x = x-1;
|
|
*adj_y = y;
|
|
return;
|
|
}
|
|
if(board[x+1][y].colour == COLOUR_DARK) {
|
|
*adj_x = x+1;
|
|
*adj_y = y;
|
|
return;
|
|
}
|
|
if(board[x][y-1].colour == COLOUR_DARK) {
|
|
*adj_x = x;
|
|
*adj_y = y-1;
|
|
return;
|
|
}
|
|
if(board[x][y+1].colour == COLOUR_DARK) {
|
|
*adj_x = x;
|
|
*adj_y = y+1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
static void computer_allocate(void) {
|
|
/* Firstly, decide whether to go offensive or defensive.
|
|
* This is primarily decided by the human player posing a threat to either
|
|
* the computer's farms or factories */
|
|
int i, j, k;
|
|
bool offensive = true;
|
|
struct threat threats[4];
|
|
int numthreats = 0;
|
|
int total_str_diff = 0;
|
|
int numterritory = 0;
|
|
int str_diff;
|
|
int men_needed;
|
|
struct threat targets[2];
|
|
int numtargets;
|
|
struct cursor adj;
|
|
|
|
compres.cash += compres.bank;
|
|
compres.bank = 0;
|
|
for(i=1;i<11;i++) {
|
|
for(j=1;j<11;j++) {
|
|
if(board[i][j].colour == COLOUR_DARK) {
|
|
numterritory++;
|
|
str_diff = calc_strength(COLOUR_LIGHT,i,j) -
|
|
calc_strength(COLOUR_DARK,i,j);
|
|
if(str_diff > 0 && (board[i][j].ind || board[i][j].farm)) {
|
|
if(numthreats < 3) {
|
|
offensive = false;
|
|
threats[numthreats].x = i;
|
|
threats[numthreats].y = j;
|
|
threats[numthreats].str_diff = str_diff;
|
|
numthreats++;
|
|
}
|
|
}
|
|
}
|
|
rb->yield();
|
|
}
|
|
}
|
|
if(offensive) {
|
|
/* The AI is going to go straight for the throat here and attack
|
|
* the player's farms and factories. The amount of cash
|
|
* the AI has to spend will determine how many targets there are */
|
|
if(compres.cash > 1200) {
|
|
/* 1200 is a figure I pulled out of nowhere. Adjust as needed */
|
|
numtargets = 2;
|
|
} else {
|
|
numtargets = 1;
|
|
}
|
|
/* Work out which target(s) to attack. They must have adjacent squares
|
|
* owned by the computer. If none are found just place troops in
|
|
* random places around the map until we run out of money */
|
|
k = 0;
|
|
for(i=1;i<11;i++) {
|
|
for(j=1;j<11;j++) {
|
|
if(has_adjacent(i,j) &&
|
|
(board[i][j].ind || board[i][j].farm)) {
|
|
if(k<numtargets) {
|
|
targets[k].x = i;
|
|
targets[k].y = j;
|
|
targets[k].str_diff =
|
|
calc_strength(COLOUR_LIGHT, i, j) -
|
|
calc_strength(COLOUR_DARK, i, j);
|
|
k++;
|
|
}
|
|
}
|
|
rb->yield();
|
|
}
|
|
}
|
|
if(k == 0) {
|
|
/* No targets found! Randomly pick squares and if they're owned
|
|
* by the computer then stick a tank on it. */
|
|
rb->srand(*rb->current_tick);
|
|
while(compres.cash >= 300 && compres.tanks < numterritory) {
|
|
i = rb->rand()%10 + 1;
|
|
j = rb->rand()%10 + 1;
|
|
if(board[i][j].colour == COLOUR_DARK) {
|
|
buy_resources(COLOUR_DARK, 1, i, j, 0);
|
|
}
|
|
rb->yield();
|
|
}
|
|
} else {
|
|
for(i=0;i<k;i++) {
|
|
str_diff = targets[i].str_diff;
|
|
while(str_diff + 20 > 0 && compres.cash > 0) {
|
|
/* While we still need them keep placing men */
|
|
if(!place_adjacent(true, targets[i].x, targets[i].y)) {
|
|
find_adjacent(targets[i].x, targets[i].y,
|
|
&adj.x, &adj.y);
|
|
men_needed = (str_diff + 20)*1000/133;
|
|
if(compres.cash < men_needed) {
|
|
men_needed = compres.cash;
|
|
}
|
|
buy_resources(COLOUR_DARK, 0, adj.x, adj.y,
|
|
men_needed);
|
|
break;
|
|
}
|
|
str_diff = calc_strength(COLOUR_LIGHT,
|
|
targets[i].x, targets[i].y) -
|
|
calc_strength(COLOUR_DARK,
|
|
targets[i].x, targets[i].y);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
/* Work out what to place on each square to defend it.
|
|
* Tanks are preferential because they do not require food,
|
|
* but if the budget is tight then we fall back onto troops.
|
|
* Conversely if cash is not an issue and there are already tanks in
|
|
* place planes will be deployed. We would like a margin of at least
|
|
* 20 points to be safe. */
|
|
|
|
for(i=0;i<numthreats;i++) {
|
|
total_str_diff += threats[i].str_diff;
|
|
}
|
|
if((total_str_diff+20)*10 > compres.cash) {
|
|
/* Not enough cash to accomodate all threats using tanks alone -
|
|
* use men as a backup */
|
|
for(i=0;i<numthreats;i++) {
|
|
men_needed = ((threats[i].str_diff + 20)*1000)/133;
|
|
if(compres.cash < men_needed) {
|
|
men_needed = compres.cash;
|
|
}
|
|
buy_resources(COLOUR_DARK, 0, threats[i].x, threats[i].y,
|
|
men_needed);
|
|
}
|
|
} else {
|
|
/* Tanks it is */
|
|
/* Enough money to pay their way by planes? */
|
|
bool tank = ((total_str_diff+20)*15 >= compres.cash);
|
|
for(i=0;i<numthreats;i++) {
|
|
str_diff = threats[i].str_diff;
|
|
while(str_diff + 20 > 0) {
|
|
if(!place_adjacent(tank, threats[i].x, threats[i].y)) {
|
|
/* No room for any more planes or tanks, revert to
|
|
* men */
|
|
find_adjacent(threats[i].x, threats[i].y,
|
|
&adj.x, &adj.y);
|
|
men_needed = (str_diff + 20)*1000/133;
|
|
if(compres.cash < men_needed) {
|
|
men_needed = compres.cash;
|
|
}
|
|
buy_resources(COLOUR_DARK, 0, threats[i].x,
|
|
threats[i].y, men_needed);
|
|
break;
|
|
}
|
|
str_diff = calc_strength(COLOUR_LIGHT,
|
|
threats[i].x, threats[i].y) -
|
|
calc_strength(COLOUR_DARK,
|
|
threats[i].x, threats[i].y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
compres.bank += compres.cash;
|
|
compres.cash = 0;
|
|
}
|
|
|
|
static int find_adj_target(int x, int y, struct cursor* adj) {
|
|
/* Find a square next to a computer's farm or factory owned by the player
|
|
* that is vulnerable. Return 1 on success, 0 otherwise */
|
|
if(board[x+1][y].colour == COLOUR_LIGHT &&
|
|
calc_strength(COLOUR_LIGHT,x+1,y)<=calc_strength(COLOUR_DARK,x+1,y)) {
|
|
adj->x = x+1;
|
|
adj->y = y;
|
|
return 1;
|
|
}
|
|
if(board[x-1][y].colour == COLOUR_LIGHT &&
|
|
calc_strength(COLOUR_LIGHT,x-1,y)<=calc_strength(COLOUR_DARK,x-1,y)) {
|
|
adj->x = x-1;
|
|
adj->y = y;
|
|
return 1;
|
|
}
|
|
if(board[x][y+1].colour == COLOUR_LIGHT &&
|
|
calc_strength(COLOUR_LIGHT,x,y+1)<=calc_strength(COLOUR_DARK,x,y+1)) {
|
|
adj->x = x;
|
|
adj->y = y+1;
|
|
return 1;
|
|
}
|
|
if(board[x][y-1].colour == COLOUR_LIGHT &&
|
|
calc_strength(COLOUR_LIGHT,x,y-1)<=calc_strength(COLOUR_DARK,x,y-1)) {
|
|
adj->x = x;
|
|
adj->y = y-1;
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void computer_war(void) {
|
|
/* Work out where to attack - prioritise the defence of buildings */
|
|
int i, j;
|
|
bool found_target = true;
|
|
struct cursor adj;
|
|
|
|
while(found_target) {
|
|
found_target = false;
|
|
for(i=1;i<11;i++) {
|
|
for(j=1;j<11;j++) {
|
|
if((board[i][j].colour == COLOUR_DARK) &&
|
|
(board[i][j].farm || board[i][j].ind) &&
|
|
find_adj_target(i, j, &adj)) {
|
|
found_target = true;
|
|
if(attack_territory(COLOUR_DARK, adj.x, adj.y) >= 0) {
|
|
compres.moves--;
|
|
if(!compres.moves)
|
|
return;
|
|
}
|
|
}
|
|
rb->yield();
|
|
}
|
|
}
|
|
}
|
|
/* Defence stage done, move on to OFFENCE */
|
|
found_target = true;
|
|
while(found_target) {
|
|
found_target = false;
|
|
for(i=1;i<11;i++) {
|
|
for(j=1;j<11;j++) {
|
|
if(board[i][j].colour == COLOUR_LIGHT &&
|
|
(board[i][j].ind || board[i][j].farm) &&
|
|
(calc_strength(COLOUR_DARK, i, j) >=
|
|
calc_strength(COLOUR_LIGHT, i, j))) {
|
|
found_target = true;
|
|
if(attack_territory(COLOUR_DARK, i, j) >= 0) {
|
|
compres.moves--;
|
|
if(!compres.moves)
|
|
return;
|
|
}
|
|
}
|
|
rb->yield();
|
|
}
|
|
}
|
|
}
|
|
/* Spend leftover moves wherever attacking randomly */
|
|
found_target = true;
|
|
while(found_target) {
|
|
found_target = false;
|
|
for(i=1;i<11;i++) {
|
|
for(j=1;j<11;j++) {
|
|
if(board[i][j].colour == COLOUR_LIGHT &&
|
|
(calc_strength(COLOUR_DARK, i, j) >=
|
|
calc_strength(COLOUR_LIGHT, i, j))) {
|
|
found_target = true;
|
|
if(attack_territory(COLOUR_DARK, i, j) >= 0) {
|
|
compres.moves--;
|
|
if(!compres.moves)
|
|
return;
|
|
}
|
|
}
|
|
rb->yield();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static int load_game(const char* file) {
|
|
int fd;
|
|
|
|
fd = rb->open(file, O_RDONLY);
|
|
if(fd < 0) {
|
|
DEBUGF("Couldn't open savegame\n");
|
|
return -1;
|
|
}
|
|
rb->read(fd, buf, 5);
|
|
if(rb->strcmp(buf, "SSGv3")) {
|
|
rb->splash(HZ, "Invalid/incompatible savegame");
|
|
return -1;
|
|
}
|
|
rb->read(fd, &gamestate, sizeof(gamestate));
|
|
rb->read(fd, &humanres.cash, sizeof(humanres.cash));
|
|
rb->read(fd, &humanres.food, sizeof(humanres.food));
|
|
rb->read(fd, &humanres.bank, sizeof(humanres.bank));
|
|
rb->read(fd, &humanres.planes, sizeof(humanres.planes));
|
|
rb->read(fd, &humanres.tanks, sizeof(humanres.tanks));
|
|
rb->read(fd, &humanres.men, sizeof(humanres.men));
|
|
rb->read(fd, &humanres.nukes, sizeof(humanres.nukes));
|
|
rb->read(fd, &humanres.inds, sizeof(humanres.inds));
|
|
rb->read(fd, &humanres.farms, sizeof(humanres.farms));
|
|
rb->read(fd, &humanres.moves, sizeof(humanres.moves));
|
|
rb->read(fd, &compres.cash, sizeof(humanres.cash));
|
|
rb->read(fd, &compres.food, sizeof(humanres.food));
|
|
rb->read(fd, &compres.bank, sizeof(humanres.bank));
|
|
rb->read(fd, &compres.planes, sizeof(humanres.planes));
|
|
rb->read(fd, &compres.tanks, sizeof(humanres.tanks));
|
|
rb->read(fd, &compres.men, sizeof(humanres.men));
|
|
rb->read(fd, &compres.nukes, sizeof(humanres.nukes));
|
|
rb->read(fd, &compres.inds, sizeof(humanres.inds));
|
|
rb->read(fd, &compres.farms, sizeof(humanres.farms));
|
|
rb->read(fd, &compres.moves, sizeof(humanres.moves));
|
|
rb->read(fd, board, sizeof(board));
|
|
rb->read(fd, &superdom_settings.compstartfarms, sizeof(int));
|
|
rb->read(fd, &superdom_settings.compstartinds, sizeof(int));
|
|
rb->read(fd, &superdom_settings.humanstartfarms, sizeof(int));
|
|
rb->read(fd, &superdom_settings.humanstartinds, sizeof(int));
|
|
rb->read(fd, &superdom_settings.startcash, sizeof(int));
|
|
rb->read(fd, &superdom_settings.startfood, sizeof(int));
|
|
rb->read(fd, &superdom_settings.movesperturn, sizeof(int));
|
|
rb->close(fd);
|
|
return 0;
|
|
}
|
|
|
|
static void default_settings(void) {
|
|
superdom_settings.compstartfarms = 1;
|
|
superdom_settings.compstartinds = 1;
|
|
superdom_settings.humanstartfarms = 2;
|
|
superdom_settings.humanstartinds = 2;
|
|
superdom_settings.startcash = 0;
|
|
superdom_settings.startfood = 0;
|
|
superdom_settings.movesperturn = 2;
|
|
}
|
|
|
|
static int average_strength(int colour) {
|
|
/* This function calculates the average strength of the given player,
|
|
* used to determine when the computer wins or loses. */
|
|
int i,j;
|
|
int totalpower = 0;
|
|
for(i=1;i<11;i++) {
|
|
for(j=1;j<11;j++) {
|
|
if(board[i][j].colour != -1) {
|
|
totalpower += calc_strength(colour, i, j);
|
|
}
|
|
}
|
|
}
|
|
return totalpower/100;
|
|
}
|
|
|
|
enum plugin_status plugin_start(const void* parameter)
|
|
{
|
|
#if LCD_DEPTH > 1
|
|
rb->lcd_set_backdrop(NULL);
|
|
rb->lcd_set_foreground(LCD_BLACK);
|
|
rb->lcd_set_background(LCD_WHITE);
|
|
#endif
|
|
|
|
cursor.x = 1;
|
|
cursor.y = 1;
|
|
default_settings();
|
|
if(parameter) {
|
|
if(load_game(parameter) != 0) {
|
|
DEBUGF("Loading failed, generating new game\n");
|
|
} else {
|
|
switch(gamestate) {
|
|
case GS_PROD:
|
|
goto startprod;
|
|
break;
|
|
case GS_MOVE:
|
|
goto startmove;
|
|
break;
|
|
case GS_WAR:
|
|
goto startwar;
|
|
break;
|
|
default:
|
|
goto startyear;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch(start_menu()) {
|
|
case RET_VAL_OK: /* start playing */
|
|
break;
|
|
case RET_VAL_QUIT_ERR: /* quit */
|
|
return PLUGIN_OK;
|
|
break;
|
|
case RET_VAL_USB:
|
|
return PLUGIN_USB_CONNECTED;
|
|
break;
|
|
}
|
|
|
|
init_resources();
|
|
init_board();
|
|
gen_resources();
|
|
startyear:
|
|
while(1) {
|
|
int avg_str_diff = (average_strength(COLOUR_LIGHT) -
|
|
average_strength(COLOUR_DARK));
|
|
if(avg_str_diff > 15) {
|
|
rb->splash(HZ*4, "The computer has surrendered. You win.");
|
|
return PLUGIN_OK;
|
|
}
|
|
if(-avg_str_diff > 15) {
|
|
rb->splash(HZ*4, "Your army have suffered terrible morale from"
|
|
" the bleak prospects of winning. You lose.");
|
|
return PLUGIN_OK;
|
|
}
|
|
|
|
/* production */
|
|
startprod:
|
|
gamestate = GS_PROD;
|
|
switch(production_menu()) {
|
|
case RET_VAL_USB:
|
|
return PLUGIN_USB_CONNECTED;
|
|
break;
|
|
case RET_VAL_QUIT_ERR:
|
|
return PLUGIN_OK;
|
|
break;
|
|
}
|
|
computer_allocate();
|
|
|
|
/* movement */
|
|
humanres.moves = superdom_settings.movesperturn;
|
|
startmove:
|
|
gamestate = GS_MOVE;
|
|
switch(movement_menu()) {
|
|
case RET_VAL_USB:
|
|
return PLUGIN_USB_CONNECTED;
|
|
break;
|
|
case RET_VAL_QUIT_ERR:
|
|
return PLUGIN_OK;
|
|
break;
|
|
}
|
|
/* feed men */
|
|
if(humanres.men) {
|
|
if(humanres.food > humanres.men) {
|
|
rb->snprintf(buf, sizeof(buf), "Your men ate %d units of food",
|
|
humanres.men);
|
|
humanres.food -= humanres.men;
|
|
} else {
|
|
rb->snprintf(buf, sizeof(buf), "There was not enough food"
|
|
" to feed all your men, %d men have died of starvation",
|
|
killmen(COLOUR_LIGHT));
|
|
}
|
|
rb->splash(HZ*2, buf);
|
|
}
|
|
if(compres.men) {
|
|
if(compres.food > compres.men) {
|
|
compres.food -= compres.men;
|
|
} else {
|
|
rb->snprintf(buf, sizeof(buf), "The computer does not have"
|
|
" enough food to feed its men. %d have died of starvation",
|
|
killmen(COLOUR_DARK));
|
|
rb->splash(HZ, buf);
|
|
}
|
|
}
|
|
/* war */
|
|
humanres.moves = superdom_settings.movesperturn;
|
|
startwar:
|
|
gamestate = GS_WAR;
|
|
switch(war_menu()) {
|
|
case RET_VAL_USB:
|
|
return PLUGIN_USB_CONNECTED;
|
|
break;
|
|
case RET_VAL_QUIT_ERR:
|
|
return PLUGIN_OK;
|
|
break;
|
|
}
|
|
compres.moves = superdom_settings.movesperturn;
|
|
computer_war();
|
|
gen_resources();
|
|
}
|
|
return PLUGIN_OK;
|
|
}
|