/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2003 Mat Holton * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ /* Snake2! Board consists of a WIDTHxHEIGHT grid. If board element is 0 then nothing is there otherwise it is part of the snake or a wall. Head and Tail are stored */ #include "plugin.h" #ifdef HAVE_LCD_BITMAP PLUGIN_HEADER #define WIDTH 28 #define HEIGHT 16 #if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) && (LCD_DEPTH >= 1) #include "pluginbitmaps/snake2_header1.h" #include "pluginbitmaps/snake2_header2.h" #include "pluginbitmaps/snake2_left.h" #include "pluginbitmaps/snake2_right.h" #include "pluginbitmaps/snake2_bottom.h" #define BMPHEIGHT_snake2_header BMPHEIGHT_snake2_header1 #define BMPWIDTH_snake2_header BMPWIDTH_snake2_header1 #endif #if (LCD_WIDTH >= 640) && (LCD_HEIGHT >= 480) #define MULTIPLIER 20 /*Modifier for porting on other screens*/ #define MODIFIER_1 20 #define MODIFIER_2 16 #define CENTER_X 40 #define CENTER_Y 110 #define TOP_X1 68 /* x-coord of the upperleft item (game type) */ #define TOP_X2 562 /* x-coord of the upperright item (maze type) */ #define TOP_X3 84 /* x-coord of the lowerleft item (speed) */ #define TOP_X4 548 /* x-coord of the lowerright item (hi-score) */ #define TOP_Y1 8 /* y-coord of the top row of items */ #define TOP_Y2 50 /* y-coord of the bottom row of items */ #elif (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240) #define MULTIPLIER 10 /*Modifier for porting on other screens*/ #define MODIFIER_1 10 #define MODIFIER_2 8 #define CENTER_X 20 #define CENTER_Y 55 #define TOP_X1 34 /* x-coord of the upperleft item (game type) */ #define TOP_X2 281 /* x-coord of the upperright item (maze type) */ #define TOP_X3 42 /* x-coord of the lowerleft item (speed) */ #define TOP_X4 274 /* x-coord of the lowerright item (hi-score) */ #define TOP_Y1 4 /* y-coord of the top row of items */ #define TOP_Y2 25 /* y-coord of the bottom row of items */ #elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 168) #define MULTIPLIER 8 #define MODIFIER_1 8 #define MODIFIER_2 6 #define CENTER_X 8 #define CENTER_Y 34 #define TOP_X1 34 #define TOP_X2 201 #define TOP_X3 42 #define TOP_X4 194 #define TOP_Y1 4 #define TOP_Y2 25 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176) #define MULTIPLIER 7 #define MODIFIER_1 7 #define MODIFIER_2 5 #define CENTER_X 12 #define CENTER_Y 46 #define TOP_X1 34 #define TOP_X2 181 #define TOP_X3 42 #define TOP_X4 174 #define TOP_Y1 4 #define TOP_Y2 25 #elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132) #define MULTIPLIER 5 #define MODIFIER_1 5 #define MODIFIER_2 3 #define CENTER_X 18 #define CENTER_Y 40 #define TOP_X1 34 #define TOP_X2 137 #define TOP_X3 42 #define TOP_X4 130 #define TOP_Y1 4 #define TOP_Y2 25 #elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) #define MULTIPLIER 5 #define MODIFIER_1 5 #define MODIFIER_2 3 #define CENTER_X 10 #define CENTER_Y 38 #define TOP_X1 34 #define TOP_X2 121 #define TOP_X3 42 #define TOP_X4 114 #define TOP_Y1 4 #define TOP_Y2 25 #else #define MULTIPLIER 4 #define MODIFIER_1 4 #define MODIFIER_2 2 #define CENTER_X 0 #define CENTER_Y 0 #endif /* variable button definitions */ #if CONFIG_KEYPAD == RECORDER_PAD #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_OFF #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_F3 #define SNAKE2_PLAYPAUSE BUTTON_PLAY #define SNAKE2_PLAYPAUSE_TEXT "Play" #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_OFF #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_F3 #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif CONFIG_KEYPAD == ONDIO_PAD #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_OFF #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_SELECT_TYPE BUTTON_LEFT #define SNAKE2_PLAYPAUSE BUTTON_MENU #define SNAKE2_PLAYPAUSE_TEXT "Menu" #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_OFF #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_MODE #define SNAKE2_PLAYPAUSE BUTTON_ON #define SNAKE2_PLAYPAUSE_TEXT "Play" #define SNAKE2_RC_QUIT BUTTON_RC_STOP #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_MENU #define SNAKE2_DOWN BUTTON_PLAY #define SNAKE2_QUIT (BUTTON_SELECT | BUTTON_MENU) #define SNAKE2_LEVEL_UP BUTTON_SCROLL_FWD #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_BACK #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_PLAY #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_POWER #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_PLAY #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_POWER #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_MENU #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \ (CONFIG_KEYPAD == SANSA_C200_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_POWER #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_REC #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) || \ (CONFIG_KEYPAD == SANSA_M200_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_POWER #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_VOL_UP #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT (BUTTON_HOME|BUTTON_REPEAT) #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_SELECT|BUTTON_REL #define SNAKE2_PLAYPAUSE BUTTON_SELECT|BUTTON_REPEAT #define SNAKE2_PLAYPAUSE_TEXT "Hold Select" #elif (CONFIG_KEYPAD == IRIVER_H10_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_SCROLL_UP #define SNAKE2_DOWN BUTTON_SCROLL_DOWN #define SNAKE2_QUIT BUTTON_POWER #define SNAKE2_LEVEL_UP BUTTON_SCROLL_UP #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_PLAY #define SNAKE2_PLAYPAUSE BUTTON_FF #define SNAKE2_PLAYPAUSE_TEXT "FF" #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_BACK #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_MENU #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif (CONFIG_KEYPAD == MROBE100_PAD) #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_POWER #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_MENU #define SNAKE2_PLAYPAUSE BUTTON_SELECT #define SNAKE2_PLAYPAUSE_TEXT "Select" #elif CONFIG_KEYPAD == IAUDIO_M3_PAD #define SNAKE2_LEFT BUTTON_RC_REW #define SNAKE2_RIGHT BUTTON_RC_FF #define SNAKE2_UP BUTTON_RC_VOL_UP #define SNAKE2_DOWN BUTTON_RC_VOL_DOWN #define SNAKE2_QUIT BUTTON_RC_REC #define SNAKE2_LEVEL_UP BUTTON_RC_VOL_UP #define SNAKE2_LEVEL_DOWN BUTTON_RC_VOL_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RC_FF #define SNAKE2_MAZE_LAST BUTTON_RC_REW #define SNAKE2_SELECT_TYPE BUTTON_RC_MODE #define SNAKE2_PLAYPAUSE BUTTON_RC_PLAY #define SNAKE2_PLAYPAUSE_TEXT "Play" #elif (CONFIG_KEYPAD == COWOND2_PAD) #define SNAKE2_QUIT BUTTON_POWER #elif CONFIG_KEYPAD == CREATIVEZVM_PAD #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_BACK #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_MENU #define SNAKE2_PLAYPAUSE BUTTON_PLAY #define SNAKE2_PLAYPAUSE_TEXT "Play" #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD #define SNAKE2_LEFT BUTTON_LEFT #define SNAKE2_RIGHT BUTTON_RIGHT #define SNAKE2_UP BUTTON_UP #define SNAKE2_DOWN BUTTON_DOWN #define SNAKE2_QUIT BUTTON_POWER #define SNAKE2_LEVEL_UP BUTTON_UP #define SNAKE2_LEVEL_DOWN BUTTON_DOWN #define SNAKE2_MAZE_NEXT BUTTON_RIGHT #define SNAKE2_MAZE_LAST BUTTON_LEFT #define SNAKE2_SELECT_TYPE BUTTON_MENU #define SNAKE2_PLAYPAUSE BUTTON_VIEW #define SNAKE2_PLAYPAUSE_TEXT "View" #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || CONFIG_KEYPAD == MROBE500_PAD #define SNAKE2_QUIT BUTTON_POWER #else #error No keymap defined! #endif #ifdef HAVE_TOUCHSCREEN #ifndef SNAKE2_LEFT #define SNAKE2_LEFT BUTTON_MIDLEFT #endif #ifndef SNAKE2_RIGHT #define SNAKE2_RIGHT BUTTON_MIDRIGHT #endif #ifndef SNAKE2_UP #define SNAKE2_UP BUTTON_TOPMIDDLE #endif #ifndef SNAKE2_DOWN #define SNAKE2_DOWN BUTTON_BOTTOMMIDDLE #endif #ifndef SNAKE2_QUIT #define SNAKE2_QUIT BUTTON_TOPLEFT #endif #ifndef SNAKE2_LEVEL_UP #define SNAKE2_LEVEL_UP BUTTON_TOPRIGHT #endif #ifndef SNAKE2_LEVEL_DOWN #define SNAKE2_LEVEL_DOWN BUTTON_TOPLEFT #endif #ifndef SNAKE2_MAZE_NEXT #define SNAKE2_MAZE_NEXT BUTTON_TOPMIDDLE #endif #ifndef SNAKE2_MAZE_LAST #define SNAKE2_MAZE_LAST BUTTON_BOTTOMMIDDLE #endif #ifndef SNAKE2_SELECT_TYPE #define SNAKE2_SELECT_TYPE BUTTON_BOTTOMLEFT #endif #ifndef SNAKE2_PLAYPAUSE #define SNAKE2_PLAYPAUSE BUTTON_CENTER #endif #ifndef SNAKE2_PLAYPAUSE_TEXT #define SNAKE2_PLAYPAUSE_TEXT "CENTER" #endif #endif static int max_levels = 0; static char (*level_cache)[HEIGHT][WIDTH]; /*Board itself - 2D int array*/ static int board[WIDTH][HEIGHT]; /* Buffer for sorting movement (in case user presses two movements during a single frame */ static int ardirectionbuffer[2]; static unsigned int score, hiscore = 0; static int applex; static int appley; static int strwdt,strhgt; /*used for string width, height for orientation purposes*/ static int dir; static int frames; static int apple; static int level = 4, speed = 5,dead = 0, quit = 0; static int sillydir = 0, num_levels = 0; static int level_from_file = 0; static int headx, heady, tailx, taily, applecountdown = 5; static int game_type = 0; static int num_apples_to_get=1; static int num_apples_to_got=0; static int game_b_level=0; static int applecount=0; static char phscore[30]; #define NORTH 1 #define EAST 2 #define SOUTH 4 #define WEST 8 #define HEAD 16 #define EAST_NORTH 32 #define EAST_SOUTH 64 #define WEST_NORTH 128 #define WEST_SOUTH 256 #define NORTH_EAST 512 #define NORTH_WEST 1024 #define SOUTH_EAST 2048 #define SOUTH_WEST 4096 #define LEVELS_FILE PLUGIN_GAMES_DIR "/snake2.levels" #define HISCORE_FILE PLUGIN_GAMES_DIR "/snake2.hs" int load_all_levels(void) { int linecnt = 0; int fd; ssize_t size; char buf[64]; /* Larger than WIDTH, to allow for whitespace after the lines */ /* Init the level_cache pointer and calculate how many levels that will fit */ level_cache = rb->plugin_get_buffer((size_t *)&size); max_levels = size / (HEIGHT*WIDTH); num_levels = 0; /* open file */ if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0) { return -1; } while(rb->read_line(fd, buf, 64)) { if(rb->strlen(buf) == 0) /* Separator? */ { num_levels++; if(num_levels > max_levels) { rb->splash(HZ, "Too many levels in file"); break; } continue; } rb->memcpy(level_cache[num_levels][linecnt], buf, WIDTH); linecnt++; if(linecnt == HEIGHT) { linecnt = 0; } } rb->close(fd); return 0; } /*Hi-Score reading and writing to file "/.rockbox/rocks/games/snake2.levels" function */ void iohiscore(void) { int fd; unsigned int compare; /* clear the buffer we're about to load the highscore data into */ rb->memset(phscore, 0, sizeof(phscore)); fd = rb->open(HISCORE_FILE,O_RDWR | O_CREAT); /* highscore used to %d, is now %d\n Deal with no file or bad file */ rb->read(fd,phscore, sizeof(phscore)); compare = rb->atoi(phscore); if(hiscore > compare){ rb->lseek(fd,0,SEEK_SET); rb->fdprintf(fd, "%d\n", hiscore); } else hiscore = compare; rb->close(fd); } /* ** Completely clear the board of walls and/or snake */ void clear_board( void) { int x,y; for (x = 0; x < WIDTH; x++) { for (y = 0; y < HEIGHT; y++) { board[x][y] = 0; } } } int load_level( int level_number ) { int x,y; clear_board(); for(y = 0;y < HEIGHT;y++) { for(x = 0;x < WIDTH;x++) { switch(level_cache[level_number][y][x]) { case '|': board[x][y] = NORTH; break; case '-': board[x][y] = EAST; break; case '+': board[x][y] = HEAD; break; } } } return 1; } /* ** Gets the currently chosen direction from the first place ** in the direction buffer. If there is something in the ** next part of the buffer then that is moved to the first place */ void get_direction( void ) { /*if 1st place is empty*/ if(ardirectionbuffer[0] != -1) { /*return this direction*/ dir = ardirectionbuffer[0]; ardirectionbuffer[0]=-1; /*now see if one needs moving:*/ if(ardirectionbuffer[1] != -1) { /*there's a move waiting to be done so move it into the space:*/ ardirectionbuffer[0] = ardirectionbuffer[1]; ardirectionbuffer[1] = -1; } } } /* ** Sets the direction */ void set_direction(int newdir) { if(ardirectionbuffer[0] != newdir) { /*if 1st place is empty*/ if(ardirectionbuffer[0] == -1) { /*use 1st space:*/ ardirectionbuffer[0] = newdir; } else { /*use 2nd space:*/ if(ardirectionbuffer[0] != newdir) ardirectionbuffer[1] = newdir; } if(frames < 0) ardirectionbuffer[0] = newdir; } } void new_level(int level) { load_level(level); ardirectionbuffer[0] = -1; ardirectionbuffer[1] = -1; dir = EAST; headx = WIDTH/2; heady = HEIGHT/2; tailx = headx - 4; taily = heady; applecountdown = 0; /*Create a small snake to start off with*/ board[headx][heady] = dir; board[headx-1][heady] = dir; board[headx-2][heady] = dir; board[headx-3][heady] = dir; board[headx-4][heady] = dir; num_apples_to_got=0; } void init_snake(void) { num_apples_to_get=1; if(game_type == 1) level_from_file = 1; game_b_level=1; new_level(level_from_file); } /* ** Draws the apple. If it doesn't exist then ** a new one get's created. */ void draw_apple( void ) { int x,y; #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128 char pscore[5], counter[4]; rb->lcd_bitmap(snake2_header2,0,0,BMPWIDTH_snake2_header, BMPHEIGHT_snake2_header); rb->lcd_bitmap(snake2_left,0,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_left, BMPHEIGHT_snake2_left); rb->lcd_bitmap(snake2_right,LCD_WIDTH-BMPWIDTH_snake2_right,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_right, BMPHEIGHT_snake2_right); rb->lcd_bitmap(snake2_bottom,0,BMPHEIGHT_snake2_header+BMPHEIGHT_snake2_left,BMPWIDTH_snake2_bottom, BMPHEIGHT_snake2_bottom); rb->snprintf(counter,sizeof(counter),"%d",applecount); rb->lcd_getstringsize(counter,&strwdt,&strhgt); rb->lcd_putsxy(TOP_X3-strwdt/2,TOP_Y2,counter); rb->snprintf(pscore,sizeof(pscore),"%d",score); rb->lcd_getstringsize(pscore,&strwdt,&strhgt); rb->lcd_putsxy(TOP_X4-strwdt/2,TOP_Y2,pscore); #endif if (!apple) { do { x = (rb->rand() % (WIDTH-1))+1; y = (rb->rand() % (HEIGHT-1))+1; } while (board[x][y]); apple=1; board[x][y]=-1; applex = x;appley = y; } rb->lcd_fillrect((CENTER_X+applex*MULTIPLIER)+1,CENTER_Y+appley*MULTIPLIER,MODIFIER_2,MODIFIER_1); rb->lcd_fillrect(CENTER_X+applex*MULTIPLIER,(CENTER_Y+appley*MULTIPLIER)+1,MODIFIER_1,MODIFIER_2); } /* * x x * * x x * * x x * * x x * */ void draw_vertical_bit(int x, int y) { rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_1); } /* * * * * X X X X X X X X * * * * */ void draw_horizontal_bit(int x, int y) { rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER+1,MODIFIER_1,MODIFIER_2); } /* * * * * * * X X * X X X * X X * */ void draw_n_to_e_bit(int x, int y) { rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER+2,MODIFIER_2,MODIFIER_2); rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2); } /* * * * * * * X X * X X X * X X * */ void draw_w_to_s_bit(int x, int y) { draw_n_to_e_bit(x,y); } /* * * * * X X * * X X X * * X X * */ void draw_n_to_w_bit(int x, int y) { rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2); rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER+2,MODIFIER_2,MODIFIER_2); } /* * * * * X X * * X X X * * X X * */ void draw_e_to_s_bit(int x, int y) { draw_n_to_w_bit(x, y); } /* * X X * * X X X * * X X * * * * */ void draw_s_to_e_bit(int x, int y) { rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_2); rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2); } /* * X X * * X X X * * X X * * * * */ void draw_w_to_n_bit(int x, int y) { draw_s_to_e_bit(x,y); } /* * X X * X X X * X X * * * * * * */ void draw_e_to_n_bit(int x, int y) { rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_2); rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2); } /* * X X * X X X * X X * * * * * * */ void draw_s_to_w_bit(int x, int y) { draw_e_to_n_bit(x, y); } /* ** Draws a wall/obsticals */ void draw_boundary ( void ) { int x, y; /*TODO: Load levels from file!*/ /*top and bottom line*/ for(x=0; x < WIDTH; x++) { board[x][0] = EAST; board[x][HEIGHT-1] = WEST; } /*left and right lines*/ for(y=0; y < HEIGHT; y++) { board[0][y] = NORTH; board[WIDTH-1][y] = SOUTH; } /*corners:*/ board[0][0] = NORTH_EAST; board[WIDTH-1][0] = EAST_SOUTH; board[0][HEIGHT-1] = SOUTH_EAST; board[WIDTH-1][HEIGHT-1] = EAST_NORTH; } /* ** Redraw the entire board */ void redraw (void) { int x,y; for (x = 0; x < WIDTH; x++) { for (y = 0; y < HEIGHT; y++) { switch (board[x][y]) { case -1: rb->lcd_fillrect((CENTER_X+x*MULTIPLIER)+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_1); rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,(CENTER_Y+y*MULTIPLIER)+1,MODIFIER_1,MODIFIER_2); break; case 0: break; case NORTH: case SOUTH: draw_vertical_bit(x,y); break; case EAST: case WEST: draw_horizontal_bit(x,y); break; default: rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER,MODIFIER_1,MODIFIER_1); break; } } } } /* ** Draws the snake bit described by nCurrentBit at position x/y ** deciding whether it's a corner bit by examing the nPrevious bit */ void draw_snake_bit(int currentbit, int previousbit, int x, int y) { rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID); rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER,MODIFIER_1,MODIFIER_1); rb->lcd_set_drawmode(DRMODE_SOLID); switch(currentbit) { case(NORTH): switch(previousbit) { case(SOUTH): case(NORTH): draw_vertical_bit(x,y); break; case(EAST): draw_e_to_n_bit(x,y); break; case(WEST): draw_w_to_n_bit(x,y); break; } break; case(EAST): switch(previousbit) { case(WEST): case(EAST): draw_horizontal_bit(x,y); break; case(NORTH): draw_n_to_e_bit(x,y); break; case(SOUTH): draw_s_to_e_bit(x,y); break; } break; case(SOUTH): switch(previousbit) { case(SOUTH): case(NORTH): draw_vertical_bit(x,y); break; case(EAST): draw_e_to_s_bit(x,y); break; case(WEST): draw_w_to_s_bit(x,y); break; } break; case(WEST): switch(previousbit) { case(EAST): case(WEST): draw_horizontal_bit(x,y); break; case(SOUTH): draw_s_to_w_bit(x,y); break; case(NORTH): draw_n_to_w_bit(x,y); break; } break; } } /* ** Death 'sequence' and end game stuff. */ void die (void) { int button; bool done=false; char pscore[20]; 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(pscore,sizeof(pscore),"Your score: %d",score); rb->lcd_getstringsize(pscore,&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 2 + 2,pscore); if (score>hiscore) { hiscore=score; rb->lcd_getstringsize("New high score!",&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 4 + 2,"New high score!"); } else { rb->snprintf(phscore,sizeof(phscore),"High score: %d",hiscore); rb->lcd_getstringsize(phscore,&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 5,phscore); } rb->snprintf(phscore,sizeof(phscore),"Press %s...",SNAKE2_PLAYPAUSE_TEXT); rb->lcd_getstringsize(phscore,&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 7,phscore); 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. */ 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!"); rb->lcd_clear_display(); new_level(level_from_file); rb->lcd_clear_display(); redraw(); rb->lcd_update(); } else num_apples_to_got++; } break; default: bdeath=1; break; } if(bdeath==1) { die(); sillydir = dir; frames = -110; } } void move( void ) { int taildir; /*this actually sets the dir variable.*/ get_direction(); /*draw head*/ switch (dir) { case (NORTH): board[headx][heady]=NORTH; heady--; break; case (EAST): board[headx][heady]=EAST; headx++; break; case (SOUTH): board[headx][heady]=SOUTH; heady++; break; case (WEST): board[headx][heady]=WEST; headx--; break; } if(headx == WIDTH) headx = 0; else if(headx < 0) headx = WIDTH-1; if(heady == HEIGHT) heady = 0; else if(heady < 0) heady = HEIGHT-1; rb->lcd_fillrect(CENTER_X+headx*MULTIPLIER,CENTER_Y+heady*MULTIPLIER,MODIFIER_1,MODIFIER_1); /*clear tail*/ if(applecountdown <= 0) { rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID); rb->lcd_fillrect(CENTER_X+tailx*MULTIPLIER,CENTER_Y+taily*MULTIPLIER,MODIFIER_1,MODIFIER_1); 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--; } void frame (void) { int olddir, noldx, noldy, temp; noldx = headx; noldy = heady; olddir = 0; switch(dir) { case(NORTH): if(heady == HEIGHT-1) temp = 0; else temp = heady + 1; olddir = board[headx][temp]; break; case(EAST): if(headx == 0) temp = WIDTH-1; else temp = headx - 1; olddir = board[temp][heady]; break; case(SOUTH): if(heady == 0) temp = HEIGHT-1; else temp = heady - 1; olddir = board[headx][temp]; break; case(WEST): if(headx == WIDTH-1) temp = 0; else temp = headx + 1; olddir = board[temp][heady]; break; } move(); /* now redraw the bit that was the tail, to something snake-like: */ draw_snake_bit(dir, olddir, noldx, noldy); collision(headx, heady); rb->lcd_update(); } void game_pause (void) { 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: rb->lcd_clear_display(); redraw(); 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; } } } void game (void) { int button; rb->lcd_clear_display(); 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: dead=1; return; case SNAKE2_PLAYPAUSE: game_pause(); break; default: if (rb->default_event_handler(button)==SYS_USB_CONNECTED) { quit = 2; return; } break; } } } void game_init(void) { int button; char plevel[30]; dead=0; apple=0; score=0; applecount=0; clear_board(); load_level( level_from_file ); rb->lcd_clear_display(); redraw(); rb->lcd_update(); while (1) { #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128 rb->lcd_bitmap(snake2_header1,0,0,BMPWIDTH_snake2_header, BMPHEIGHT_snake2_header); rb->lcd_bitmap(snake2_left,0,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_left, BMPHEIGHT_snake2_left); rb->lcd_bitmap(snake2_right,LCD_WIDTH-BMPWIDTH_snake2_right,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_right, BMPHEIGHT_snake2_right); rb->lcd_bitmap(snake2_bottom,0,BMPHEIGHT_snake2_header+BMPHEIGHT_snake2_left,BMPWIDTH_snake2_bottom, BMPHEIGHT_snake2_bottom); rb->snprintf(plevel,sizeof(plevel),"%d",level); rb->lcd_getstringsize(plevel,&strwdt,&strhgt); rb->lcd_putsxy(TOP_X3-strwdt/2,TOP_Y2, plevel); rb->snprintf(plevel,sizeof(plevel),"%d",level_from_file); rb->lcd_getstringsize(plevel,&strwdt,&strhgt); rb->lcd_putsxy(TOP_X2-strwdt/2,TOP_Y1, plevel); if(game_type==0){ rb->lcd_getstringsize("A",&strwdt,&strhgt); rb->lcd_putsxy(TOP_X1,TOP_Y1,"A"); } else{ rb->lcd_getstringsize("B",&strwdt,&strhgt); rb->lcd_putsxy(TOP_X1,TOP_Y1,"B"); } rb->snprintf(phscore,sizeof(phscore),"%d",hiscore); rb->lcd_getstringsize(phscore,&strwdt,&strhgt); rb->lcd_putsxy(TOP_X4-strwdt/2,TOP_Y2, phscore); #else rb->snprintf(plevel,sizeof(plevel),"Speed: %02d",level); rb->lcd_getstringsize("Speed: 00",&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt+4, plevel); rb->snprintf(plevel,sizeof(plevel),"Maze: %d",level_from_file); rb->lcd_getstringsize(plevel,&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*2+4, plevel); if(game_type==0){ rb->lcd_getstringsize("Game Type: A ",&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*3+4,"Game Type: A"); } else{ rb->lcd_getstringsize("Game Type: B ",&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*3+4,"Game Type: B"); } rb->snprintf(phscore,sizeof(phscore),"Hi Score: %d",hiscore); rb->lcd_getstringsize(phscore,&strwdt,&strhgt); rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*4+4, phscore); #endif rb->lcd_update(); button=rb->button_get(true); switch (button) { case SNAKE2_LEVEL_UP: case SNAKE2_LEVEL_UP|BUTTON_REPEAT: if (level<10) level+=1; break; case SNAKE2_LEVEL_DOWN: case SNAKE2_LEVEL_DOWN|BUTTON_REPEAT: if (level>1) level-=1; break; case SNAKE2_QUIT: quit=1; return; break; case SNAKE2_PLAYPAUSE: speed = level*20; return; break; case SNAKE2_SELECT_TYPE: if(game_type==0)game_type=1; else game_type=0; break; case SNAKE2_MAZE_NEXT: rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID); rb->lcd_fillrect(CENTER_X, CENTER_Y, CENTER_X+WIDTH*MULTIPLIER, CENTER_Y+HEIGHT*MULTIPLIER); rb->lcd_set_drawmode(DRMODE_SOLID); if(level_from_file < num_levels) level_from_file++; else level_from_file = 0; load_level( level_from_file ); redraw(); break; #ifdef SNAKE2_MAZE_LAST case SNAKE2_MAZE_LAST: rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID); rb->lcd_fillrect(CENTER_X, CENTER_Y, CENTER_X+WIDTH*MULTIPLIER, CENTER_Y+HEIGHT*MULTIPLIER); rb->lcd_set_drawmode(DRMODE_SOLID); if(level_from_file > 0) level_from_file--; else level_from_file = num_levels; load_level( level_from_file ); redraw(); break; #endif default: if (rb->default_event_handler(button)==SYS_USB_CONNECTED) { quit = 2; return; } 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 #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_BLACK); rb->lcd_set_background(LCD_WHITE); #endif load_all_levels(); if (num_levels == 0) { rb->splash(HZ*2, "Failed loading levels!"); return PLUGIN_OK; } iohiscore(); while(quit==0) { game_init(); rb->lcd_clear_display(); frames=1; if(quit==0) { init_snake(); /*Start Game:*/ game(); } } iohiscore(); return (quit==1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED; } #endif