Use the AMS_LOWMEM define to indicate memory size as the .lds files do in config...
[kugel-rb.git] / apps / plugins / chopper.c
blob2c1ee477eb940ad98f294529ed5fcf861c07acd5
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id: $
10 * Originally by Joshua Oreman, improved by Prashant Varanasi
11 * Ported to Rockbox by Ben Basha (Paprica)
13 * This program is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU General Public License
15 * as published by the Free Software Foundation; either version 2
16 * of the License, or (at your option) any later version.
18 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
19 * KIND, either express or implied.
21 ****************************************************************************/
23 #include "plugin.h"
24 #include "lib/xlcd.h"
25 #include "lib/configfile.h"
26 #include "lib/helper.h"
27 #include "lib/playback_control.h"
29 PLUGIN_HEADER
32 Still To do:
33 - Make original speed and further increases in speed depend more on screen size
34 - attempt to make the tunnels get narrower as the game goes on
35 - make the chopper look better, maybe a picture, and scale according
36 to screen size
37 - use textures for the color screens for background and terrain,
38 eg stars on background
39 - allow choice of different levels [later: different screen themes]
40 - better high score handling, improved screen etc.
43 #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
45 #define QUIT BUTTON_OFF
46 #define ACTION BUTTON_UP
47 #define ACTION2 BUTTON_SELECT
48 #define ACTIONTEXT "SELECT"
50 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
51 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
52 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
54 #define QUIT BUTTON_MENU
55 #define ACTION BUTTON_SELECT
56 #define ACTIONTEXT "SELECT"
58 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD /* grayscale at the moment */
60 #define QUIT BUTTON_POWER
61 #define ACTION BUTTON_UP
62 #define ACTION2 BUTTON_SELECT
63 #define ACTIONTEXT "SELECT"
65 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
66 #define QUIT BUTTON_POWER
67 #define ACTION BUTTON_RIGHT
68 #define ACTIONTEXT "RIGHT"
70 #elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
71 (CONFIG_KEYPAD == SANSA_C200_PAD) || \
72 (CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
73 (CONFIG_KEYPAD == SANSA_M200_PAD)
74 #define QUIT BUTTON_POWER
75 #define ACTION BUTTON_SELECT
76 #define ACTIONTEXT "SELECT"
78 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
79 #define QUIT (BUTTON_HOME|BUTTON_REPEAT)
80 #define ACTION BUTTON_SELECT
81 #define ACTIONTEXT "SELECT"
83 #elif CONFIG_KEYPAD == GIGABEAT_PAD
84 #define QUIT BUTTON_MENU
85 #define ACTION BUTTON_SELECT
86 #define ACTIONTEXT "SELECT"
88 #elif CONFIG_KEYPAD == RECORDER_PAD
89 #define QUIT BUTTON_OFF
90 #define ACTION BUTTON_PLAY
91 #define ACTIONTEXT "PLAY"
93 #elif CONFIG_KEYPAD == ONDIO_PAD
94 #define QUIT BUTTON_OFF
95 #define ACTION BUTTON_UP
96 #define ACTION2 BUTTON_MENU
97 #define ACTIONTEXT "UP"
99 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
100 #define QUIT BUTTON_BACK
101 #define ACTION BUTTON_SELECT
102 #define ACTION2 BUTTON_MENU
103 #define ACTIONTEXT "SELECT"
105 #elif CONFIG_KEYPAD == MROBE100_PAD
106 #define QUIT BUTTON_POWER
107 #define ACTION BUTTON_SELECT
108 #define ACTIONTEXT "SELECT"
110 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
111 #define QUIT BUTTON_RC_REC
112 #define ACTION BUTTON_RC_PLAY
113 #define ACTION2 BUTTON_RC_MODE
114 #define ACTIONTEXT "PLAY"
116 #elif CONFIG_KEYPAD == COWOND2_PAD
117 #define QUIT BUTTON_POWER
119 #elif CONFIG_KEYPAD == IAUDIO67_PAD
120 #define QUIT BUTTON_POWER
121 #define ACTION BUTTON_PLAY
122 #define ACTION2 BUTTON_STOP
123 #define ACTIONTEXT "PLAY"
125 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
126 #define QUIT BUTTON_BACK
127 #define ACTION BUTTON_UP
128 #define ACTION2 BUTTON_MENU
129 #define ACTIONTEXT "UP"
131 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
132 #define QUIT BUTTON_POWER
133 #define ACTION BUTTON_MENU
134 #define ACTION2 BUTTON_SELECT
135 #define ACTIONTEXT "MENU"
137 #elif CONFIG_KEYPAD == ONDAVX747_PAD || CONFIG_KEYPAD == MROBE500_PAD
138 #define QUIT BUTTON_POWER
140 #else
141 #error No keymap defined!
142 #endif
144 #ifdef HAVE_TOUCHSCREEN
145 #ifndef QUIT
146 #define QUIT BUTTON_TOPLEFT
147 #endif
148 #ifndef ACTION
149 #define ACTION BUTTON_BOTTOMLEFT
150 #endif
151 #ifndef ACTION2
152 #define ACTION2 BUTTON_BOTTOMRIGHT
153 #endif
154 #ifndef ACTIONTEXT
155 #define ACTIONTEXT "BOTTOMRIGHT"
156 #endif
157 #endif
159 #define NUMBER_OF_BLOCKS 8
160 #define NUMBER_OF_PARTICLES 3
161 #define MAX_TERRAIN_NODES 15
163 #define LEVEL_MODE_NORMAL 0
164 #define LEVEL_MODE_STEEP 1
166 #if LCD_HEIGHT <= 64
167 #define CYCLETIME 100
168 #define SCALE(x) ((x)==1 ? (x) : ((x) >> 1))
169 #define SIZE 2
170 #else
171 #define CYCLETIME 60
172 #define SCALE(x) (x)
173 #define SIZE 1
174 #endif
176 /*Chopper's local variables to track the terrain position etc*/
177 static int chopCounter;
178 static int iRotorOffset;
179 static int iScreenX;
180 static int iScreenY;
181 static int iPlayerPosX;
182 static int iPlayerPosY;
183 static int iCameraPosX;
184 static int iPlayerSpeedX;
185 static int iPlayerSpeedY;
186 static int iLastBlockPlacedPosX;
187 static int iGravityTimerCountdown;
188 static int iPlayerAlive;
189 static int iLevelMode;
190 static int blockh,blockw;
191 static int highscore;
192 static int score;
194 #define CFG_FILE "chopper.cfg"
195 #define MAX_POINTS 50000
196 static struct configdata config[] =
198 {TYPE_INT, 0, MAX_POINTS, { .int_p = &highscore }, "highscore", NULL}
201 struct CBlock
203 int iWorldX;
204 int iWorldY;
206 int iSizeX;
207 int iSizeY;
209 int bIsActive;
212 struct CParticle
214 int iWorldX;
215 int iWorldY;
217 int iSpeedX;
218 int iSpeedY;
220 int bIsActive;
223 struct CTerrainNode
225 int x;
226 int y;
229 struct CTerrain
231 struct CTerrainNode mNodes[MAX_TERRAIN_NODES];
232 int iNodesCount;
233 int iLastNodePlacedPosX;
236 struct CBlock mBlocks[NUMBER_OF_BLOCKS];
237 struct CParticle mParticles[NUMBER_OF_PARTICLES];
239 struct CTerrain mGround;
240 struct CTerrain mRoof;
242 /*Function declarations*/
243 static void chopDrawParticle(struct CParticle *mParticle);
244 static void chopDrawBlock(struct CBlock *mBlock);
245 static void chopRenderTerrain(struct CTerrain *ter);
246 void chopper_load(bool newgame);
247 void cleanup_chopper(void);
249 static void chopDrawPlayer(int x,int y) /* These are SCREEN coords, not world!*/
252 #if LCD_DEPTH > 2
253 rb->lcd_set_foreground(LCD_RGBPACK(50,50,200));
254 #elif LCD_DEPTH == 2
255 rb->lcd_set_foreground(LCD_DARKGRAY);
256 #endif
257 rb->lcd_fillrect(SCALE(x+6), SCALE(y+2), SCALE(12), SCALE(9));
258 rb->lcd_fillrect(SCALE(x-3), SCALE(y+6), SCALE(20), SCALE(3));
260 #if LCD_DEPTH > 2
261 rb->lcd_set_foreground(LCD_RGBPACK(50,50,50));
262 #elif LCD_DEPTH == 2
263 rb->lcd_set_foreground(LCD_DARKGRAY);
264 #endif
265 rb->lcd_fillrect(SCALE(x+10), SCALE(y), SCALE(2), SCALE(3));
266 rb->lcd_fillrect(SCALE(x+10), SCALE(y), SCALE(1), SCALE(3));
268 #if LCD_DEPTH > 2
269 rb->lcd_set_foreground(LCD_RGBPACK(40,40,100));
270 #elif LCD_DEPTH == 2
271 rb->lcd_set_foreground(LCD_BLACK);
272 #endif
273 rb->lcd_drawline(SCALE(x), SCALE(y+iRotorOffset), SCALE(x+20),
274 SCALE(y-iRotorOffset));
276 #if LCD_DEPTH > 2
277 rb->lcd_set_foreground(LCD_RGBPACK(20,20,50));
278 #elif LCD_DEPTH == 2
279 rb->lcd_set_foreground(LCD_BLACK);
280 #endif
281 rb->lcd_fillrect(SCALE(x - 2), SCALE(y + 5), SCALE(2), SCALE(5));
285 static void chopClearTerrain(struct CTerrain *ter)
287 ter->iNodesCount = 0;
291 int iR(int low,int high)
293 return low+rb->rand()%(high-low+1);
296 static void chopCopyTerrain(struct CTerrain *src, struct CTerrain *dest,
297 int xOffset,int yOffset)
299 int i=0;
301 while(i < src->iNodesCount)
303 dest->mNodes[i].x = src->mNodes[i].x + xOffset;
304 dest->mNodes[i].y = src->mNodes[i].y + yOffset;
306 i++;
309 dest->iNodesCount = src->iNodesCount;
310 dest->iLastNodePlacedPosX = src->iLastNodePlacedPosX;
314 static void chopAddTerrainNode(struct CTerrain *ter, int x, int y)
316 int i=0;
318 if(ter->iNodesCount + 1 >= MAX_TERRAIN_NODES)
320 /* DEBUGF("ERROR: Not enough nodes!\n"); */
321 return;
324 ter->iNodesCount++;
326 i = ter->iNodesCount - 1;
328 ter->mNodes[i].x = x;
329 ter->mNodes[i].y= y;
331 ter->iLastNodePlacedPosX = x;
335 static void chopTerrainNodeDeleteAndShift(struct CTerrain *ter,int nodeIndex)
337 int i=nodeIndex;
339 while( i < ter->iNodesCount )
341 ter->mNodes[i - 1] = ter->mNodes[i];
342 i++;
345 ter->iNodesCount--;
350 int chopUpdateTerrainRecycling(struct CTerrain *ter)
352 int i=1;
353 int ret = 0;
354 int iNewNodePos,g,v;
355 while(i < ter->iNodesCount)
358 if( iCameraPosX > ter->mNodes[i].x)
361 chopTerrainNodeDeleteAndShift(ter,i);
363 iNewNodePos = ter->iLastNodePlacedPosX + 50;
364 g = iScreenY - 10;
366 v = 3*iPlayerSpeedX;
367 if(v>50)
368 v=50;
369 if(iLevelMode == LEVEL_MODE_STEEP)
370 v*=5;
372 chopAddTerrainNode(ter,iNewNodePos,g - iR(-v,v));
373 ret=1;
377 i++;
381 return 1;
384 int chopTerrainHeightAtPoint(struct CTerrain *ter, int pX)
387 int iNodeIndexOne=0,iNodeIndexTwo=0, h, terY1, terY2, terX1, terX2, a, b;
388 float c,d;
390 int i=0;
391 for(i=1;i<MAX_TERRAIN_NODES;i++)
393 if(ter->mNodes[i].x > pX)
395 iNodeIndexOne = i - 1;
396 break;
401 iNodeIndexTwo = iNodeIndexOne + 1;
402 terY1 = ter->mNodes[iNodeIndexOne].y;
403 terY2 = ter->mNodes[iNodeIndexTwo].y;
405 terX1 = 0;
406 terX2 = ter->mNodes[iNodeIndexTwo].x - ter->mNodes[iNodeIndexOne].x;
408 pX-= ter->mNodes[iNodeIndexOne].x;
410 a = terY2 - terY1;
411 b = terX2;
412 c = pX;
413 d = (c/b) * a;
415 h = d + terY1;
417 return h;
421 int chopPointInTerrain(struct CTerrain *ter, int pX, int pY, int iTestType)
423 int h = chopTerrainHeightAtPoint(ter, pX);
425 if(iTestType == 0)
426 return (pY > h);
427 else
428 return (pY < h);
431 static void chopAddBlock(int x,int y,int sx,int sy, int indexOverride)
433 int i=0;
435 if(indexOverride < 0)
437 while(mBlocks[i].bIsActive && i < NUMBER_OF_BLOCKS)
438 i++;
439 if(i==NUMBER_OF_BLOCKS)
441 DEBUGF("No blocks!\n");
442 return;
445 else
446 i = indexOverride;
448 mBlocks[i].bIsActive = 1;
449 mBlocks[i].iWorldX = x;
450 mBlocks[i].iWorldY = y;
451 mBlocks[i].iSizeX = sx;
452 mBlocks[i].iSizeY = sy;
454 iLastBlockPlacedPosX = x;
457 static void chopAddParticle(int x,int y,int sx,int sy)
459 int i=0;
461 while(mParticles[i].bIsActive && i < NUMBER_OF_PARTICLES)
462 i++;
464 if(i==NUMBER_OF_PARTICLES)
465 return;
467 mParticles[i].bIsActive = 1;
468 mParticles[i].iWorldX = x;
469 mParticles[i].iWorldY = y;
470 mParticles[i].iSpeedX = sx;
471 mParticles[i].iSpeedY = sy;
474 static void chopGenerateBlockIfNeeded(void)
476 int i=0;
477 int DistSpeedX = iPlayerSpeedX * 5;
478 if(DistSpeedX<200) DistSpeedX = 200;
480 while(i < NUMBER_OF_BLOCKS)
482 if(!mBlocks[i].bIsActive)
484 int iX,iY,sX,sY;
486 iX = iLastBlockPlacedPosX + (350-DistSpeedX);
487 sX = blockw;
489 iY = iR(0,iScreenY);
490 sY = blockh + iR(1,blockh/3);
492 chopAddBlock(iX,iY,sX,sY,i);
495 i++;
500 static int chopBlockCollideWithPlayer(struct CBlock *mBlock)
502 int px = iPlayerPosX;
503 int py = iPlayerPosY;
505 int x = mBlock->iWorldX-17;
506 int y = mBlock->iWorldY-11;
508 int x2 = x + mBlock->iSizeX+17;
509 int y2 = y + mBlock->iSizeY+11;
511 if(px>x && px<x2)
513 if(py>y && py<y2)
515 return 1;
519 return 0;
522 static int chopBlockOffscreen(struct CBlock *mBlock)
524 if(mBlock->iWorldX + mBlock->iSizeX < iCameraPosX)
525 return 1;
526 else
527 return 0;
530 static int chopParticleOffscreen(struct CParticle *mParticle)
532 if (mParticle->iWorldX < iCameraPosX || mParticle->iWorldY < 0 ||
533 mParticle->iWorldY > iScreenY || mParticle->iWorldX > iCameraPosX +
534 iScreenX)
536 return 1;
538 else
539 return 0;
542 static void chopKillPlayer(void)
544 int i, button;
546 for (i = 0; i < NUMBER_OF_PARTICLES; i++) {
547 mParticles[i].bIsActive = 0;
548 chopAddParticle(iPlayerPosX + iR(0,20), iPlayerPosY + iR(0,20),
549 iR(-2,2), iR(-2,2));
552 iPlayerAlive--;
554 if (iPlayerAlive == 0) {
555 rb->lcd_set_drawmode(DRMODE_FG);
556 #if LCD_DEPTH >= 2
557 rb->lcd_set_foreground(LCD_LIGHTGRAY);
558 #endif
559 rb->splash(HZ, "Game Over");
561 if (score > highscore) {
562 char scoretext[30];
563 highscore = score;
564 rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
565 highscore);
566 rb->splash(HZ*2, scoretext);
569 rb->splash(HZ/4, "Press " ACTIONTEXT " to continue");
570 rb->lcd_update();
572 rb->lcd_set_drawmode(DRMODE_SOLID);
574 while (true) {
575 button = rb->button_get(true);
576 if (button == ACTION
577 #ifdef ACTION2
578 || button == ACTION2
579 #endif
581 while (true) {
582 button = rb->button_get(true);
583 if (button == (ACTION | BUTTON_REL)
584 #ifdef ACTION2
585 || button == (ACTION2 | BUTTON_REL)
586 #endif
588 chopper_load(true);
589 return;
595 } else
596 chopper_load(false);
600 static void chopDrawTheWorld(void)
602 int i=0;
604 while(i < NUMBER_OF_BLOCKS)
606 if(mBlocks[i].bIsActive)
608 if(chopBlockOffscreen(&mBlocks[i]) == 1)
609 mBlocks[i].bIsActive = 0;
610 else
611 chopDrawBlock(&mBlocks[i]);
614 i++;
617 i=0;
619 while(i < NUMBER_OF_PARTICLES)
621 if(mParticles[i].bIsActive)
623 if(chopParticleOffscreen(&mParticles[i]) == 1)
624 mParticles[i].bIsActive = 0;
625 else
626 chopDrawParticle(&mParticles[i]);
629 i++;
632 chopRenderTerrain(&mGround);
633 chopRenderTerrain(&mRoof);
637 static void chopDrawParticle(struct CParticle *mParticle)
640 int iPosX = (mParticle->iWorldX - iCameraPosX);
641 int iPosY = (mParticle->iWorldY);
642 #if LCD_DEPTH > 2
643 rb->lcd_set_foreground(LCD_RGBPACK(192,192,192));
644 #elif LCD_DEPTH == 2
645 rb->lcd_set_foreground(LCD_LIGHTGRAY);
646 #endif
647 rb->lcd_fillrect(SCALE(iPosX), SCALE(iPosY), SCALE(3), SCALE(3));
651 static void chopDrawScene(void)
653 char s[30];
654 int w;
655 #if LCD_DEPTH > 2
656 rb->lcd_set_background(LCD_BLACK);
657 #elif LCD_DEPTH == 2
658 rb->lcd_set_background(LCD_WHITE);
659 #endif
660 rb->lcd_clear_display();
662 chopDrawTheWorld();
663 chopDrawPlayer(iPlayerPosX - iCameraPosX, iPlayerPosY);
665 score = -20 + iPlayerPosX/3;
667 #if LCD_DEPTH == 1
668 rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
669 #else
670 rb->lcd_set_drawmode(DRMODE_FG);
671 #endif
673 #if LCD_DEPTH > 2
674 rb->lcd_set_foreground(LCD_BLACK);
675 #elif LCD_DEPTH == 2
676 rb->lcd_set_foreground(LCD_WHITE);
677 #endif
679 #if LCD_WIDTH <= 128
680 rb->snprintf(s, sizeof(s), "Dist: %d", score);
681 #else
682 rb->snprintf(s, sizeof(s), "Distance: %d", score);
683 #endif
684 rb->lcd_getstringsize(s, &w, NULL);
685 rb->lcd_putsxy(2, 2, s);
686 if (score < highscore)
688 int w2;
689 #if LCD_WIDTH <= 128
690 rb->snprintf(s, sizeof(s), "Hi: %d", highscore);
691 #else
692 rb->snprintf(s, sizeof(s), "Best: %d", highscore);
693 #endif
694 rb->lcd_getstringsize(s, &w2, NULL);
695 if (LCD_WIDTH - 2 - w2 > w + 2)
696 rb->lcd_putsxy(LCD_WIDTH - 2 - w2, 2, s);
698 rb->lcd_set_drawmode(DRMODE_SOLID);
700 rb->lcd_update();
703 static int chopMenu(int menunum)
705 int result = (menunum==0)?0:1;
706 int res = 0;
707 bool menu_quit = false;
709 static const struct opt_items levels[2] = {
710 { "Normal", -1 },
711 { "Steep", -1 },
714 MENUITEM_STRINGLIST(menu,"Chopper Menu",NULL,"Start New Game","Resume Game",
715 "Level","Playback Control","Quit");
717 #ifdef HAVE_LCD_COLOR
718 rb->lcd_set_foreground(LCD_WHITE);
719 rb->lcd_set_background(LCD_BLACK);
720 #elif LCD_DEPTH == 2
721 rb->lcd_set_foreground(LCD_BLACK);
722 rb->lcd_set_background(LCD_WHITE);
723 #endif
725 rb->lcd_clear_display();
727 while (!menu_quit) {
728 switch(rb->do_menu(&menu, &result, NULL, false))
730 case 0: /* Start New Game */
731 menu_quit=true;
732 chopper_load(true);
733 res = -1;
734 break;
735 case 1: /* Resume Game */
736 if(menunum==1) {
737 menu_quit=true;
738 res = -1;
739 } else if(menunum==0){
740 rb->splash(HZ, "No game to resume");
742 break;
743 case 2:
744 rb->set_option("Level", &iLevelMode, INT, levels, 2, NULL);
745 break;
746 case 3:
747 playback_control(NULL);
748 break;
749 case 4:
750 menu_quit=true;
751 res = PLUGIN_OK;
752 break;
753 case MENU_ATTACHED_USB:
754 menu_quit=true;
755 res = PLUGIN_USB_CONNECTED;
756 break;
759 rb->lcd_clear_display();
760 return res;
763 static int chopGameLoop(void)
765 int move_button, ret;
766 bool exit=false;
767 int end, i=0, bdelay=0, last_button=BUTTON_NONE;
769 if (chopUpdateTerrainRecycling(&mGround) == 1)
770 /* mirror the sky if we've changed the ground */
771 chopCopyTerrain(&mGround, &mRoof, 0, - ( (iScreenY * 3) / 4));
773 ret = chopMenu(0);
774 if (ret != -1)
775 return PLUGIN_OK;
777 chopDrawScene();
779 while (!exit) {
781 end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
783 if(chopUpdateTerrainRecycling(&mGround) == 1)
784 /* mirror the sky if we've changed the ground */
785 chopCopyTerrain(&mGround, &mRoof, 0, - ( (iScreenY * 3) / 4));
787 iRotorOffset = iR(-1,1);
789 /* We need to have this here so particles move when we're dead */
791 for (i=0; i < NUMBER_OF_PARTICLES; i++)
792 if(mParticles[i].bIsActive == 1)
794 mParticles[i].iWorldX += mParticles[i].iSpeedX;
795 mParticles[i].iWorldY += mParticles[i].iSpeedY;
798 /* Redraw the main window: */
799 chopDrawScene();
802 iGravityTimerCountdown--;
804 if(iGravityTimerCountdown <= 0)
806 iGravityTimerCountdown = 3;
807 chopAddParticle(iPlayerPosX, iPlayerPosY+5, 0, 0);
810 if(iLevelMode == LEVEL_MODE_NORMAL)
811 chopGenerateBlockIfNeeded();
814 move_button=rb->button_status();
815 if (rb->button_get(false) == QUIT) {
816 ret = chopMenu(1);
817 if (ret != -1)
818 return PLUGIN_OK;
819 bdelay = 0;
820 last_button = BUTTON_NONE;
821 move_button = BUTTON_NONE;
824 switch (move_button) {
825 case ACTION:
826 #ifdef ACTION2
827 case ACTION2:
828 #endif
829 if (last_button != ACTION
830 #ifdef ACTION2
831 && last_button != ACTION2
832 #endif
834 bdelay = -2;
835 if (bdelay == 0)
836 iPlayerSpeedY = -3;
837 break;
839 default:
840 if (last_button == ACTION
841 #ifdef ACTION2
842 || last_button == ACTION2
843 #endif
845 bdelay = 3;
846 if (bdelay == 0)
847 iPlayerSpeedY = 4;
849 if (rb->default_event_handler(move_button) == SYS_USB_CONNECTED)
850 return PLUGIN_USB_CONNECTED;
851 break;
853 last_button = move_button;
855 if (bdelay < 0) {
856 iPlayerSpeedY = bdelay;
857 bdelay++;
858 } else if (bdelay > 0) {
859 iPlayerSpeedY = bdelay;
860 bdelay--;
863 iCameraPosX = iPlayerPosX - 25;
864 iPlayerPosX += iPlayerSpeedX;
865 iPlayerPosY += iPlayerSpeedY;
867 chopCounter++;
868 /* increase speed as we go along */
869 if (chopCounter == 100){
870 iPlayerSpeedX++;
871 chopCounter=0;
874 if (iPlayerPosY > iScreenY-10 || iPlayerPosY < -5 ||
875 chopPointInTerrain(&mGround, iPlayerPosX, iPlayerPosY + 10, 0) ||
876 chopPointInTerrain(&mRoof, iPlayerPosX ,iPlayerPosY, 1))
878 chopKillPlayer();
879 chopDrawScene();
880 ret = chopMenu(0);
881 if (ret != -1)
882 return ret;
885 for (i=0; i < NUMBER_OF_BLOCKS; i++)
886 if(mBlocks[i].bIsActive == 1)
887 if(chopBlockCollideWithPlayer(&mBlocks[i])) {
888 chopKillPlayer();
889 chopDrawScene();
890 ret = chopMenu(0);
891 if (ret != -1)
892 return ret;
895 if (end > *rb->current_tick)
896 rb->sleep(end-*rb->current_tick);
897 else
898 rb->yield();
901 return PLUGIN_OK;
904 static void chopDrawBlock(struct CBlock *mBlock)
906 int iPosX = (mBlock->iWorldX - iCameraPosX);
907 int iPosY = (mBlock->iWorldY);
908 #if LCD_DEPTH > 2
909 rb->lcd_set_foreground(LCD_RGBPACK(100,255,100));
910 #elif LCD_DEPTH == 2
911 rb->lcd_set_foreground(LCD_BLACK);
912 #endif
913 rb->lcd_fillrect(SCALE(iPosX), SCALE(iPosY), SCALE(mBlock->iSizeX),
914 SCALE(mBlock->iSizeY));
918 static void chopRenderTerrain(struct CTerrain *ter)
921 int i=1;
923 int oldx=0;
925 int ay=0;
926 if(ter->mNodes[0].y < (LCD_HEIGHT*SIZE)/2)
927 ay=0;
928 else
929 ay=(LCD_HEIGHT*SIZE);
931 while(i < ter->iNodesCount && oldx < iScreenX)
934 int x = ter->mNodes[i-1].x - iCameraPosX;
935 int y = ter->mNodes[i-1].y;
937 int x2 = ter->mNodes[i].x - iCameraPosX;
938 int y2 = ter->mNodes[i].y;
939 #if LCD_DEPTH > 2
940 rb->lcd_set_foreground(LCD_RGBPACK(100,255,100));
941 #elif LCD_DEPTH == 2
942 rb->lcd_set_foreground(LCD_DARKGRAY);
943 #endif
945 rb->lcd_drawline(SCALE(x), SCALE(y), SCALE(x2), SCALE(y2));
947 xlcd_filltriangle(SCALE(x), SCALE(y), SCALE(x2), SCALE(y2),
948 SCALE(x2), SCALE(ay));
949 xlcd_filltriangle(SCALE(x), SCALE(ay), SCALE(x2), SCALE(y2),
950 SCALE(x2), SCALE(ay));
952 if (ay == 0)
953 xlcd_filltriangle(SCALE(x), SCALE(ay), SCALE(x), SCALE(y),
954 SCALE(x2), SCALE(y2 / 2));
955 else
956 xlcd_filltriangle(SCALE(x), SCALE(ay), SCALE(x), SCALE(y),
957 SCALE(x2), SCALE((LCD_HEIGHT*SIZE) -
958 ((LCD_HEIGHT*SIZE) - y2) / 2));
960 oldx = x;
961 i++;
967 void chopper_load(bool newgame)
970 int i;
971 int g;
973 if (newgame) {
974 iScreenX = LCD_WIDTH * SIZE;
975 iScreenY = LCD_HEIGHT * SIZE;
976 blockh = iScreenY / 5;
977 blockw = iScreenX / 20;
978 iPlayerAlive = 1;
979 score = 0;
981 iRotorOffset = 0;
982 iPlayerPosX = 60;
983 iPlayerPosY = (iScreenY * 4) / 10;
984 iLastBlockPlacedPosX = 0;
985 iGravityTimerCountdown = 2;
986 chopCounter = 0;
987 iPlayerSpeedX = 3;
988 iPlayerSpeedY = 0;
989 iCameraPosX = 30;
991 for (i=0; i < NUMBER_OF_PARTICLES; i++)
992 mParticles[i].bIsActive = 0;
994 for (i=0; i < NUMBER_OF_BLOCKS; i++)
995 mBlocks[i].bIsActive = 0;
997 g = iScreenY - 10;
998 chopClearTerrain(&mGround);
1000 for (i=0; i < MAX_TERRAIN_NODES; i++)
1001 chopAddTerrainNode(&mGround,i * 30,g - iR(0,20));
1003 if (chopUpdateTerrainRecycling(&mGround) == 1)
1004 /* mirror the sky if we've changed the ground */
1005 chopCopyTerrain(&mGround, &mRoof, 0, - ( (iScreenY * 3) / 4));
1007 iLevelMode = LEVEL_MODE_NORMAL;
1008 if (iLevelMode == LEVEL_MODE_NORMAL)
1009 /* make it a bit more exciting, cause it's easy terrain... */
1010 iPlayerSpeedX *= 2;
1013 /* this is the plugin entry point */
1014 enum plugin_status plugin_start(const void* parameter)
1016 (void)parameter;
1017 int ret;
1019 rb->lcd_setfont(FONT_SYSFIXED);
1020 #if LCD_DEPTH > 1
1021 rb->lcd_set_backdrop(NULL);
1022 #endif
1023 #ifdef HAVE_LCD_COLOR
1024 rb->lcd_set_background(LCD_BLACK);
1025 rb->lcd_set_foreground(LCD_WHITE);
1026 #endif
1028 /* Turn off backlight timeout */
1029 backlight_force_on(); /* backlight control in lib/helper.c */
1031 rb->srand( *rb->current_tick );
1033 configfile_load(CFG_FILE, config, 1, 0);
1035 chopper_load(true);
1036 ret = chopGameLoop();
1038 configfile_save(CFG_FILE, config, 1, 0);
1040 rb->lcd_setfont(FONT_UI);
1041 /* Turn on backlight timeout (revert to settings) */
1042 backlight_use_settings(); /* backlight control in lib/helper.c */
1044 return ret;