1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2003 Mat Holton
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
25 Board consists of a WIDTHxHEIGHT grid. If board element is 0 then nothing is
26 there otherwise it is part of the snake or a wall.
28 Head and Tail are stored
33 #ifdef HAVE_LCD_BITMAP
40 #if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) && (LCD_DEPTH >= 1)
41 #include "pluginbitmaps/snake2_header1.h"
42 #include "pluginbitmaps/snake2_header2.h"
43 #include "pluginbitmaps/snake2_left.h"
44 #include "pluginbitmaps/snake2_right.h"
45 #include "pluginbitmaps/snake2_bottom.h"
46 #define BMPHEIGHT_snake2_header BMPHEIGHT_snake2_header1
47 #define BMPWIDTH_snake2_header BMPWIDTH_snake2_header1
50 #if (LCD_WIDTH >= 640) && (LCD_HEIGHT >= 480)
51 #define MULTIPLIER 20 /*Modifier for porting on other screens*/
56 #define TOP_X1 68 /* x-coord of the upperleft item (game type) */
57 #define TOP_X2 562 /* x-coord of the upperright item (maze type) */
58 #define TOP_X3 84 /* x-coord of the lowerleft item (speed) */
59 #define TOP_X4 548 /* x-coord of the lowerright item (hi-score) */
60 #define TOP_Y1 8 /* y-coord of the top row of items */
61 #define TOP_Y2 50 /* y-coord of the bottom row of items */
62 #elif (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
63 #define MULTIPLIER 10 /*Modifier for porting on other screens*/
68 #define TOP_X1 34 /* x-coord of the upperleft item (game type) */
69 #define TOP_X2 281 /* x-coord of the upperright item (maze type) */
70 #define TOP_X3 42 /* x-coord of the lowerleft item (speed) */
71 #define TOP_X4 274 /* x-coord of the lowerright item (hi-score) */
72 #define TOP_Y1 4 /* y-coord of the top row of items */
73 #define TOP_Y2 25 /* y-coord of the bottom row of items */
74 #elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 168)
86 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
98 #elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
110 #elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
131 /* variable button definitions */
132 #if CONFIG_KEYPAD == RECORDER_PAD
133 #define SNAKE2_LEFT BUTTON_LEFT
134 #define SNAKE2_RIGHT BUTTON_RIGHT
135 #define SNAKE2_UP BUTTON_UP
136 #define SNAKE2_DOWN BUTTON_DOWN
137 #define SNAKE2_QUIT BUTTON_OFF
138 #define SNAKE2_LEVEL_UP BUTTON_UP
139 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
140 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
141 #define SNAKE2_MAZE_LAST BUTTON_LEFT
142 #define SNAKE2_SELECT_TYPE BUTTON_F3
143 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
144 #define SNAKE2_PLAYPAUSE_TEXT "Play"
146 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
147 #define SNAKE2_LEFT BUTTON_LEFT
148 #define SNAKE2_RIGHT BUTTON_RIGHT
149 #define SNAKE2_UP BUTTON_UP
150 #define SNAKE2_DOWN BUTTON_DOWN
151 #define SNAKE2_QUIT BUTTON_OFF
152 #define SNAKE2_LEVEL_UP BUTTON_UP
153 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
154 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
155 #define SNAKE2_MAZE_LAST BUTTON_LEFT
156 #define SNAKE2_SELECT_TYPE BUTTON_F3
157 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
158 #define SNAKE2_PLAYPAUSE_TEXT "Select"
160 #elif CONFIG_KEYPAD == ONDIO_PAD
161 #define SNAKE2_LEFT BUTTON_LEFT
162 #define SNAKE2_RIGHT BUTTON_RIGHT
163 #define SNAKE2_UP BUTTON_UP
164 #define SNAKE2_DOWN BUTTON_DOWN
165 #define SNAKE2_QUIT BUTTON_OFF
166 #define SNAKE2_LEVEL_UP BUTTON_UP
167 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
168 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
169 #define SNAKE2_SELECT_TYPE BUTTON_LEFT
170 #define SNAKE2_PLAYPAUSE BUTTON_MENU
171 #define SNAKE2_PLAYPAUSE_TEXT "Menu"
173 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
174 (CONFIG_KEYPAD == IRIVER_H300_PAD)
175 #define SNAKE2_LEFT BUTTON_LEFT
176 #define SNAKE2_RIGHT BUTTON_RIGHT
177 #define SNAKE2_UP BUTTON_UP
178 #define SNAKE2_DOWN BUTTON_DOWN
179 #define SNAKE2_QUIT BUTTON_OFF
180 #define SNAKE2_LEVEL_UP BUTTON_UP
181 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
182 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
183 #define SNAKE2_MAZE_LAST BUTTON_LEFT
184 #define SNAKE2_SELECT_TYPE BUTTON_MODE
185 #define SNAKE2_PLAYPAUSE BUTTON_ON
186 #define SNAKE2_PLAYPAUSE_TEXT "Play"
188 #define SNAKE2_RC_QUIT BUTTON_RC_STOP
189 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
190 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
191 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
192 #define SNAKE2_LEFT BUTTON_LEFT
193 #define SNAKE2_RIGHT BUTTON_RIGHT
194 #define SNAKE2_UP BUTTON_MENU
195 #define SNAKE2_DOWN BUTTON_PLAY
196 #define SNAKE2_QUIT (BUTTON_SELECT | BUTTON_MENU)
197 #define SNAKE2_LEVEL_UP BUTTON_SCROLL_FWD
198 #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_BACK
199 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
200 #define SNAKE2_MAZE_LAST BUTTON_LEFT
201 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
202 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
203 #define SNAKE2_PLAYPAUSE_TEXT "Select"
205 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
206 #define SNAKE2_LEFT BUTTON_LEFT
207 #define SNAKE2_RIGHT BUTTON_RIGHT
208 #define SNAKE2_UP BUTTON_UP
209 #define SNAKE2_DOWN BUTTON_DOWN
210 #define SNAKE2_QUIT BUTTON_POWER
211 #define SNAKE2_LEVEL_UP BUTTON_UP
212 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
213 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
214 #define SNAKE2_MAZE_LAST BUTTON_LEFT
215 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
216 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
217 #define SNAKE2_PLAYPAUSE_TEXT "Select"
219 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
220 #define SNAKE2_LEFT BUTTON_LEFT
221 #define SNAKE2_RIGHT BUTTON_RIGHT
222 #define SNAKE2_UP BUTTON_UP
223 #define SNAKE2_DOWN BUTTON_DOWN
224 #define SNAKE2_QUIT BUTTON_POWER
225 #define SNAKE2_LEVEL_UP BUTTON_UP
226 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
227 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
228 #define SNAKE2_MAZE_LAST BUTTON_LEFT
229 #define SNAKE2_SELECT_TYPE BUTTON_MENU
230 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
231 #define SNAKE2_PLAYPAUSE_TEXT "Select"
233 #elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
234 (CONFIG_KEYPAD == SANSA_C200_PAD)
235 #define SNAKE2_LEFT BUTTON_LEFT
236 #define SNAKE2_RIGHT BUTTON_RIGHT
237 #define SNAKE2_UP BUTTON_UP
238 #define SNAKE2_DOWN BUTTON_DOWN
239 #define SNAKE2_QUIT BUTTON_POWER
240 #define SNAKE2_LEVEL_UP BUTTON_UP
241 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
242 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
243 #define SNAKE2_MAZE_LAST BUTTON_LEFT
244 #define SNAKE2_SELECT_TYPE BUTTON_REC
245 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
246 #define SNAKE2_PLAYPAUSE_TEXT "Select"
248 #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
249 (CONFIG_KEYPAD == SANSA_M200_PAD)
250 #define SNAKE2_LEFT BUTTON_LEFT
251 #define SNAKE2_RIGHT BUTTON_RIGHT
252 #define SNAKE2_UP BUTTON_UP
253 #define SNAKE2_DOWN BUTTON_DOWN
254 #define SNAKE2_QUIT BUTTON_POWER
255 #define SNAKE2_LEVEL_UP BUTTON_UP
256 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
257 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
258 #define SNAKE2_MAZE_LAST BUTTON_LEFT
259 #define SNAKE2_SELECT_TYPE BUTTON_VOL_UP
260 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
261 #define SNAKE2_PLAYPAUSE_TEXT "Select"
263 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
264 #define SNAKE2_LEFT BUTTON_LEFT
265 #define SNAKE2_RIGHT BUTTON_RIGHT
266 #define SNAKE2_UP BUTTON_UP
267 #define SNAKE2_DOWN BUTTON_DOWN
268 #define SNAKE2_QUIT (BUTTON_HOME|BUTTON_REPEAT)
269 #define SNAKE2_LEVEL_UP BUTTON_UP
270 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
271 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
272 #define SNAKE2_MAZE_LAST BUTTON_LEFT
273 #define SNAKE2_SELECT_TYPE BUTTON_SELECT|BUTTON_REL
274 #define SNAKE2_PLAYPAUSE BUTTON_SELECT|BUTTON_REPEAT
275 #define SNAKE2_PLAYPAUSE_TEXT "Hold Select"
277 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
278 #define SNAKE2_LEFT BUTTON_LEFT
279 #define SNAKE2_RIGHT BUTTON_RIGHT
280 #define SNAKE2_UP BUTTON_SCROLL_UP
281 #define SNAKE2_DOWN BUTTON_SCROLL_DOWN
282 #define SNAKE2_QUIT BUTTON_POWER
283 #define SNAKE2_LEVEL_UP BUTTON_SCROLL_UP
284 #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_DOWN
285 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
286 #define SNAKE2_MAZE_LAST BUTTON_LEFT
287 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
288 #define SNAKE2_PLAYPAUSE BUTTON_FF
289 #define SNAKE2_PLAYPAUSE_TEXT "FF"
291 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
292 #define SNAKE2_LEFT BUTTON_LEFT
293 #define SNAKE2_RIGHT BUTTON_RIGHT
294 #define SNAKE2_UP BUTTON_UP
295 #define SNAKE2_DOWN BUTTON_DOWN
296 #define SNAKE2_QUIT BUTTON_BACK
297 #define SNAKE2_LEVEL_UP BUTTON_UP
298 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
299 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
300 #define SNAKE2_MAZE_LAST BUTTON_LEFT
301 #define SNAKE2_SELECT_TYPE BUTTON_MENU
302 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
303 #define SNAKE2_PLAYPAUSE_TEXT "Select"
305 #elif (CONFIG_KEYPAD == MROBE100_PAD)
306 #define SNAKE2_LEFT BUTTON_LEFT
307 #define SNAKE2_RIGHT BUTTON_RIGHT
308 #define SNAKE2_UP BUTTON_UP
309 #define SNAKE2_DOWN BUTTON_DOWN
310 #define SNAKE2_QUIT BUTTON_POWER
311 #define SNAKE2_LEVEL_UP BUTTON_UP
312 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
313 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
314 #define SNAKE2_MAZE_LAST BUTTON_LEFT
315 #define SNAKE2_SELECT_TYPE BUTTON_MENU
316 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
317 #define SNAKE2_PLAYPAUSE_TEXT "Select"
319 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
320 #define SNAKE2_LEFT BUTTON_RC_REW
321 #define SNAKE2_RIGHT BUTTON_RC_FF
322 #define SNAKE2_UP BUTTON_RC_VOL_UP
323 #define SNAKE2_DOWN BUTTON_RC_VOL_DOWN
324 #define SNAKE2_QUIT BUTTON_RC_REC
325 #define SNAKE2_LEVEL_UP BUTTON_RC_VOL_UP
326 #define SNAKE2_LEVEL_DOWN BUTTON_RC_VOL_DOWN
327 #define SNAKE2_MAZE_NEXT BUTTON_RC_FF
328 #define SNAKE2_MAZE_LAST BUTTON_RC_REW
329 #define SNAKE2_SELECT_TYPE BUTTON_RC_MODE
330 #define SNAKE2_PLAYPAUSE BUTTON_RC_PLAY
331 #define SNAKE2_PLAYPAUSE_TEXT "Play"
333 #elif (CONFIG_KEYPAD == COWOND2_PAD)
334 #define SNAKE2_QUIT BUTTON_POWER
336 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
337 #define SNAKE2_LEFT BUTTON_LEFT
338 #define SNAKE2_RIGHT BUTTON_RIGHT
339 #define SNAKE2_UP BUTTON_UP
340 #define SNAKE2_DOWN BUTTON_DOWN
341 #define SNAKE2_QUIT BUTTON_BACK
342 #define SNAKE2_LEVEL_UP BUTTON_UP
343 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
344 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
345 #define SNAKE2_MAZE_LAST BUTTON_LEFT
346 #define SNAKE2_SELECT_TYPE BUTTON_MENU
347 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
348 #define SNAKE2_PLAYPAUSE_TEXT "Play"
350 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
351 #define SNAKE2_LEFT BUTTON_LEFT
352 #define SNAKE2_RIGHT BUTTON_RIGHT
353 #define SNAKE2_UP BUTTON_UP
354 #define SNAKE2_DOWN BUTTON_DOWN
355 #define SNAKE2_QUIT BUTTON_POWER
356 #define SNAKE2_LEVEL_UP BUTTON_UP
357 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
358 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
359 #define SNAKE2_MAZE_LAST BUTTON_LEFT
360 #define SNAKE2_SELECT_TYPE BUTTON_MENU
361 #define SNAKE2_PLAYPAUSE BUTTON_VIEW
362 #define SNAKE2_PLAYPAUSE_TEXT "View"
364 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || CONFIG_KEYPAD == MROBE500_PAD
365 #define SNAKE2_QUIT BUTTON_POWER
368 #error No keymap defined!
371 #ifdef HAVE_TOUCHSCREEN
373 #define SNAKE2_LEFT BUTTON_MIDLEFT
376 #define SNAKE2_RIGHT BUTTON_MIDRIGHT
379 #define SNAKE2_UP BUTTON_TOPMIDDLE
382 #define SNAKE2_DOWN BUTTON_BOTTOMMIDDLE
385 #define SNAKE2_QUIT BUTTON_TOPLEFT
387 #ifndef SNAKE2_LEVEL_UP
388 #define SNAKE2_LEVEL_UP BUTTON_TOPRIGHT
390 #ifndef SNAKE2_LEVEL_DOWN
391 #define SNAKE2_LEVEL_DOWN BUTTON_TOPLEFT
393 #ifndef SNAKE2_MAZE_NEXT
394 #define SNAKE2_MAZE_NEXT BUTTON_TOPMIDDLE
396 #ifndef SNAKE2_MAZE_LAST
397 #define SNAKE2_MAZE_LAST BUTTON_BOTTOMMIDDLE
399 #ifndef SNAKE2_SELECT_TYPE
400 #define SNAKE2_SELECT_TYPE BUTTON_BOTTOMLEFT
402 #ifndef SNAKE2_PLAYPAUSE
403 #define SNAKE2_PLAYPAUSE BUTTON_CENTER
405 #ifndef SNAKE2_PLAYPAUSE_TEXT
406 #define SNAKE2_PLAYPAUSE_TEXT "CENTER"
410 static int max_levels
= 0;
411 static char (*level_cache
)[HEIGHT
][WIDTH
];
413 /*Board itself - 2D int array*/
414 static int board
[WIDTH
][HEIGHT
];
416 Buffer for sorting movement (in case user presses two movements during a
419 static int ardirectionbuffer
[2];
420 static unsigned int score
, hiscore
= 0;
423 static int strwdt
,strhgt
; /*used for string width, height for orientation purposes*/
427 static int level
= 4, speed
= 5,dead
= 0, quit
= 0;
428 static int sillydir
= 0, num_levels
= 0;
429 static int level_from_file
= 0;
430 static int headx
, heady
, tailx
, taily
, applecountdown
= 5;
431 static int game_type
= 0;
432 static int num_apples_to_get
=1;
433 static int num_apples_to_got
=0;
434 static int game_b_level
=0;
435 static int applecount
=0;
436 static char phscore
[30];
444 #define EAST_NORTH 32
445 #define EAST_SOUTH 64
446 #define WEST_NORTH 128
447 #define WEST_SOUTH 256
449 #define NORTH_EAST 512
450 #define NORTH_WEST 1024
451 #define SOUTH_EAST 2048
452 #define SOUTH_WEST 4096
454 #define LEVELS_FILE PLUGIN_GAMES_DIR "/snake2.levels"
455 #define HISCORE_FILE PLUGIN_GAMES_DIR "/snake2.hs"
457 int load_all_levels(void)
462 char buf
[64]; /* Larger than WIDTH, to allow for whitespace after the
465 /* Init the level_cache pointer and
466 calculate how many levels that will fit */
467 level_cache
= rb
->plugin_get_buffer((size_t *)&size
);
468 max_levels
= size
/ (HEIGHT
*WIDTH
);
473 if ((fd
= rb
->open(LEVELS_FILE
, O_RDONLY
)) < 0)
478 while(rb
->read_line(fd
, buf
, 64))
480 if(rb
->strlen(buf
) == 0) /* Separator? */
483 if(num_levels
> max_levels
)
485 rb
->splash(HZ
, "Too many levels in file");
491 rb
->memcpy(level_cache
[num_levels
][linecnt
], buf
, WIDTH
);
493 if(linecnt
== HEIGHT
)
503 /*Hi-Score reading and writing to file "/.rockbox/rocks/games/snake2.levels" function */
507 unsigned int compare
;
509 /* clear the buffer we're about to load the highscore data into */
510 rb
->memset(phscore
, 0, sizeof(phscore
));
512 fd
= rb
->open(HISCORE_FILE
,O_RDWR
| O_CREAT
);
514 /* highscore used to %d, is now %d\n
515 Deal with no file or bad file */
516 rb
->read(fd
,phscore
, sizeof(phscore
));
518 compare
= rb
->atoi(phscore
);
520 if(hiscore
> compare
){
521 rb
->lseek(fd
,0,SEEK_SET
);
522 rb
->fdprintf(fd
, "%d\n", hiscore
);
532 ** Completely clear the board of walls and/or snake */
534 void clear_board( void)
538 for (x
= 0; x
< WIDTH
; x
++)
540 for (y
= 0; y
< HEIGHT
; y
++)
547 int load_level( int level_number
)
551 for(y
= 0;y
< HEIGHT
;y
++)
553 for(x
= 0;x
< WIDTH
;x
++)
555 switch(level_cache
[level_number
][y
][x
])
575 ** Gets the currently chosen direction from the first place
576 ** in the direction buffer. If there is something in the
577 ** next part of the buffer then that is moved to the first place
579 void get_direction( void )
581 /*if 1st place is empty*/
582 if(ardirectionbuffer
[0] != -1)
584 /*return this direction*/
585 dir
= ardirectionbuffer
[0];
586 ardirectionbuffer
[0]=-1;
587 /*now see if one needs moving:*/
588 if(ardirectionbuffer
[1] != -1)
590 /*there's a move waiting to be done
591 so move it into the space:*/
592 ardirectionbuffer
[0] = ardirectionbuffer
[1];
593 ardirectionbuffer
[1] = -1;
599 ** Sets the direction
601 void set_direction(int newdir
)
603 if(ardirectionbuffer
[0] != newdir
)
605 /*if 1st place is empty*/
606 if(ardirectionbuffer
[0] == -1)
609 ardirectionbuffer
[0] = newdir
;
614 if(ardirectionbuffer
[0] != newdir
) ardirectionbuffer
[1] = newdir
;
617 if(frames
< 0) ardirectionbuffer
[0] = newdir
;
621 void new_level(int level
)
625 ardirectionbuffer
[0] = -1;
626 ardirectionbuffer
[1] = -1;
633 /*Create a small snake to start off with*/
634 board
[headx
][heady
] = dir
;
635 board
[headx
-1][heady
] = dir
;
636 board
[headx
-2][heady
] = dir
;
637 board
[headx
-3][heady
] = dir
;
638 board
[headx
-4][heady
] = dir
;
642 void init_snake(void)
648 new_level(level_from_file
);
652 ** Draws the apple. If it doesn't exist then
653 ** a new one get's created.
655 void draw_apple( void )
659 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
660 char pscore
[5], counter
[4];
662 rb
->lcd_bitmap(snake2_header2
,0,0,BMPWIDTH_snake2_header
, BMPHEIGHT_snake2_header
);
663 rb
->lcd_bitmap(snake2_left
,0,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_left
, BMPHEIGHT_snake2_left
);
664 rb
->lcd_bitmap(snake2_right
,LCD_WIDTH
-BMPWIDTH_snake2_right
,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_right
, BMPHEIGHT_snake2_right
);
665 rb
->lcd_bitmap(snake2_bottom
,0,BMPHEIGHT_snake2_header
+BMPHEIGHT_snake2_left
,BMPWIDTH_snake2_bottom
, BMPHEIGHT_snake2_bottom
);
667 rb
->snprintf(counter
,sizeof(counter
),"%d",applecount
);
668 rb
->lcd_getstringsize(counter
,&strwdt
,&strhgt
);
669 rb
->lcd_putsxy(TOP_X3
-strwdt
/2,TOP_Y2
,counter
);
671 rb
->snprintf(pscore
,sizeof(pscore
),"%d",score
);
672 rb
->lcd_getstringsize(pscore
,&strwdt
,&strhgt
);
673 rb
->lcd_putsxy(TOP_X4
-strwdt
/2,TOP_Y2
,pscore
);
680 x
= (rb
->rand() % (WIDTH
-1))+1;
681 y
= (rb
->rand() % (HEIGHT
-1))+1;
682 } while (board
[x
][y
]);
685 applex
= x
;appley
= y
;
687 rb
->lcd_fillrect((CENTER_X
+applex
*MULTIPLIER
)+1,CENTER_Y
+appley
*MULTIPLIER
,MODIFIER_2
,MODIFIER_1
);
688 rb
->lcd_fillrect(CENTER_X
+applex
*MULTIPLIER
,(CENTER_Y
+appley
*MULTIPLIER
)+1,MODIFIER_1
,MODIFIER_2
);
697 void draw_vertical_bit(int x
, int y
)
699 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_1
);
708 void draw_horizontal_bit(int x
, int y
)
710 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_1
,MODIFIER_2
);
719 void draw_n_to_e_bit(int x
, int y
)
721 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
+2,MODIFIER_2
,MODIFIER_2
);
722 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+2,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
731 void draw_w_to_s_bit(int x
, int y
)
733 draw_n_to_e_bit(x
,y
);
742 void draw_n_to_w_bit(int x
, int y
)
744 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
745 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
+2,MODIFIER_2
,MODIFIER_2
);
754 void draw_e_to_s_bit(int x
, int y
)
756 draw_n_to_w_bit(x
, y
);
765 void draw_s_to_e_bit(int x
, int y
)
767 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_2
);
768 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+2,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
777 void draw_w_to_n_bit(int x
, int y
)
779 draw_s_to_e_bit(x
,y
);
788 void draw_e_to_n_bit(int x
, int y
)
790 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_2
);
791 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
800 void draw_s_to_w_bit(int x
, int y
)
802 draw_e_to_n_bit(x
, y
);
806 ** Draws a wall/obsticals
808 void draw_boundary ( void )
812 /*TODO: Load levels from file!*/
814 /*top and bottom line*/
815 for(x
=0; x
< WIDTH
; x
++)
818 board
[x
][HEIGHT
-1] = WEST
;
821 /*left and right lines*/
822 for(y
=0; y
< HEIGHT
; y
++)
825 board
[WIDTH
-1][y
] = SOUTH
;
829 board
[0][0] = NORTH_EAST
;
830 board
[WIDTH
-1][0] = EAST_SOUTH
;
831 board
[0][HEIGHT
-1] = SOUTH_EAST
;
832 board
[WIDTH
-1][HEIGHT
-1] = EAST_NORTH
;
836 ** Redraw the entire board
842 for (x
= 0; x
< WIDTH
; x
++)
844 for (y
= 0; y
< HEIGHT
; y
++)
849 rb
->lcd_fillrect((CENTER_X
+x
*MULTIPLIER
)+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_1
);
850 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,(CENTER_Y
+y
*MULTIPLIER
)+1,MODIFIER_1
,MODIFIER_2
);
857 draw_vertical_bit(x
,y
);
862 draw_horizontal_bit(x
,y
);
866 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
874 ** Draws the snake bit described by nCurrentBit at position x/y
875 ** deciding whether it's a corner bit by examing the nPrevious bit
877 void draw_snake_bit(int currentbit
, int previousbit
, int x
, int y
)
879 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
880 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
881 rb
->lcd_set_drawmode(DRMODE_SOLID
);
890 draw_vertical_bit(x
,y
);
894 draw_e_to_n_bit(x
,y
);
898 draw_w_to_n_bit(x
,y
);
908 draw_horizontal_bit(x
,y
);
912 draw_n_to_e_bit(x
,y
);
916 draw_s_to_e_bit(x
,y
);
926 draw_vertical_bit(x
,y
);
930 draw_e_to_s_bit(x
,y
);
934 draw_w_to_s_bit(x
,y
);
944 draw_horizontal_bit(x
,y
);
948 draw_s_to_w_bit(x
,y
);
952 draw_n_to_w_bit(x
,y
);
960 ** Death 'sequence' and end game stuff.
968 rb
->splash(HZ
*2, "Oops!");
970 rb
->lcd_clear_display();
974 rb
->lcd_getstringsize("You died!",&strwdt
,&strhgt
);
975 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
,"You died!");
977 rb
->snprintf(pscore
,sizeof(pscore
),"Your score: %d",score
);
978 rb
->lcd_getstringsize(pscore
,&strwdt
,&strhgt
);
979 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 2 + 2,pscore
);
984 rb
->lcd_getstringsize("New high score!",&strwdt
,&strhgt
);
985 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 4 + 2,"New high score!");
989 rb
->snprintf(phscore
,sizeof(phscore
),"High score: %d",hiscore
);
990 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
991 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 5,phscore
);
994 rb
->snprintf(phscore
,sizeof(phscore
),"Press %s...",SNAKE2_PLAYPAUSE_TEXT
);
995 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
996 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 7,phscore
);
1002 button
=rb
->button_get(true);
1005 case SNAKE2_PLAYPAUSE
:
1015 ** Check for collision. TODO: Currently this
1016 ** sets of the death sequence. What we want is it to only return a true/false
1017 ** depending on whether a collision occured.
1019 void collision ( int x
, int y
)
1024 switch (board
[x
][y
])
1030 score
= score
+ (1 * level
);
1037 if(num_apples_to_get
== num_apples_to_got
)
1040 if(level_from_file
>= num_levels
)
1042 level_from_file
= 1;
1043 /*and increase the number of apples to pick up
1044 before level changes*/
1045 num_apples_to_get
+=2;
1048 rb
->splash(HZ
, "Level Completed!");
1049 rb
->lcd_clear_display();
1050 new_level(level_from_file
);
1051 rb
->lcd_clear_display();
1056 num_apples_to_got
++;
1075 /*this actually sets the dir variable.*/
1081 board
[headx
][heady
]=NORTH
;
1085 board
[headx
][heady
]=EAST
;
1089 board
[headx
][heady
]=SOUTH
;
1093 board
[headx
][heady
]=WEST
;
1108 rb
->lcd_fillrect(CENTER_X
+headx
*MULTIPLIER
,CENTER_Y
+heady
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
1111 if(applecountdown
<= 0)
1113 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
1114 rb
->lcd_fillrect(CENTER_X
+tailx
*MULTIPLIER
,CENTER_Y
+taily
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
1115 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1117 taildir
= board
[tailx
][taily
];
1118 board
[tailx
][taily
] = 0;
1155 int olddir
, noldx
, noldy
, temp
;
1162 if(heady
== HEIGHT
-1)
1167 olddir
= board
[headx
][temp
];
1176 olddir
= board
[temp
][heady
];
1185 olddir
= board
[headx
][temp
];
1189 if(headx
== WIDTH
-1)
1194 olddir
= board
[temp
][heady
];
1201 now redraw the bit that was
1202 the tail, to something snake-like:
1204 draw_snake_bit(dir
, olddir
, noldx
, noldy
);
1206 collision(headx
, heady
);
1211 void game_pause (void)
1215 rb
->lcd_clear_display();
1216 rb
->lcd_getstringsize("Paused",&strwdt
,&strhgt
);
1217 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,LCD_HEIGHT
/2,"Paused");
1222 button
= rb
->button_get(true);
1225 case SNAKE2_PLAYPAUSE
:
1226 rb
->lcd_clear_display();
1232 #ifdef SNAKE2_RC_QUIT
1233 case SNAKE2_RC_QUIT
:
1241 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1255 rb
->lcd_clear_display();
1264 if(frames
>0) frames
=0;
1278 /*it has, great set frames to a positive value again:*/
1288 rb
->sleep(HZ
/speed
);
1290 button
= rb
->button_get(false);
1292 #ifdef HAS_BUTTON_HOLD
1293 if (rb
->button_hold())
1294 button
= SNAKE2_PLAYPAUSE
;
1300 case SNAKE2_UP
| BUTTON_REPEAT
:
1301 if (dir
!= SOUTH
) set_direction(NORTH
);
1305 case SNAKE2_RIGHT
| BUTTON_REPEAT
:
1306 if (dir
!= WEST
) set_direction(EAST
);
1310 case SNAKE2_DOWN
| BUTTON_REPEAT
:
1311 if (dir
!= NORTH
) set_direction(SOUTH
);
1315 case SNAKE2_LEFT
| BUTTON_REPEAT
:
1316 if (dir
!= EAST
) set_direction(WEST
);
1319 #ifdef SNAKE2_RC_QUIT
1320 case SNAKE2_RC_QUIT
:
1326 case SNAKE2_PLAYPAUSE
:
1331 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1341 void game_init(void)
1352 load_level( level_from_file
);
1353 rb
->lcd_clear_display();
1359 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
1361 rb
->lcd_bitmap(snake2_header1
,0,0,BMPWIDTH_snake2_header
, BMPHEIGHT_snake2_header
);
1362 rb
->lcd_bitmap(snake2_left
,0,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_left
, BMPHEIGHT_snake2_left
);
1363 rb
->lcd_bitmap(snake2_right
,LCD_WIDTH
-BMPWIDTH_snake2_right
,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_right
, BMPHEIGHT_snake2_right
);
1364 rb
->lcd_bitmap(snake2_bottom
,0,BMPHEIGHT_snake2_header
+BMPHEIGHT_snake2_left
,BMPWIDTH_snake2_bottom
, BMPHEIGHT_snake2_bottom
);
1366 rb
->snprintf(plevel
,sizeof(plevel
),"%d",level
);
1367 rb
->lcd_getstringsize(plevel
,&strwdt
,&strhgt
);
1368 rb
->lcd_putsxy(TOP_X3
-strwdt
/2,TOP_Y2
, plevel
);
1370 rb
->snprintf(plevel
,sizeof(plevel
),"%d",level_from_file
);
1371 rb
->lcd_getstringsize(plevel
,&strwdt
,&strhgt
);
1372 rb
->lcd_putsxy(TOP_X2
-strwdt
/2,TOP_Y1
, plevel
);
1375 rb
->lcd_getstringsize("A",&strwdt
,&strhgt
);
1376 rb
->lcd_putsxy(TOP_X1
,TOP_Y1
,"A");
1379 rb
->lcd_getstringsize("B",&strwdt
,&strhgt
);
1380 rb
->lcd_putsxy(TOP_X1
,TOP_Y1
,"B");
1383 rb
->snprintf(phscore
,sizeof(phscore
),"%d",hiscore
);
1384 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
1385 rb
->lcd_putsxy(TOP_X4
-strwdt
/2,TOP_Y2
, phscore
);
1388 rb
->snprintf(plevel
,sizeof(plevel
),"Speed: %02d",level
);
1389 rb
->lcd_getstringsize("Speed: 00",&strwdt
,&strhgt
);
1390 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
+4, plevel
);
1392 rb
->snprintf(plevel
,sizeof(plevel
),"Maze: %d",level_from_file
);
1393 rb
->lcd_getstringsize(plevel
,&strwdt
,&strhgt
);
1394 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*2+4, plevel
);
1397 rb
->lcd_getstringsize("Game Type: A ",&strwdt
,&strhgt
);
1398 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*3+4,"Game Type: A");
1401 rb
->lcd_getstringsize("Game Type: B ",&strwdt
,&strhgt
);
1402 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*3+4,"Game Type: B");
1405 rb
->snprintf(phscore
,sizeof(phscore
),"Hi Score: %d",hiscore
);
1406 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
1407 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*4+4, phscore
);
1412 button
=rb
->button_get(true);
1415 case SNAKE2_LEVEL_UP
:
1416 case SNAKE2_LEVEL_UP
|BUTTON_REPEAT
:
1420 case SNAKE2_LEVEL_DOWN
:
1421 case SNAKE2_LEVEL_DOWN
|BUTTON_REPEAT
:
1429 case SNAKE2_PLAYPAUSE
:
1433 case SNAKE2_SELECT_TYPE
:
1434 if(game_type
==0)game_type
=1; else game_type
=0;
1436 case SNAKE2_MAZE_NEXT
:
1437 rb
->lcd_set_drawmode(DRMODE_BG
|DRMODE_INVERSEVID
);
1438 rb
->lcd_fillrect(CENTER_X
, CENTER_Y
, CENTER_X
+WIDTH
*MULTIPLIER
,
1439 CENTER_Y
+HEIGHT
*MULTIPLIER
);
1440 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1441 if(level_from_file
< num_levels
)
1444 level_from_file
= 0;
1445 load_level( level_from_file
);
1448 #ifdef SNAKE2_MAZE_LAST
1449 case SNAKE2_MAZE_LAST
:
1450 rb
->lcd_set_drawmode(DRMODE_BG
|DRMODE_INVERSEVID
);
1451 rb
->lcd_fillrect(CENTER_X
, CENTER_Y
, CENTER_X
+WIDTH
*MULTIPLIER
,
1452 CENTER_Y
+HEIGHT
*MULTIPLIER
);
1453 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1454 if(level_from_file
> 0)
1457 level_from_file
= num_levels
;
1458 load_level( level_from_file
);
1463 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1473 enum plugin_status
plugin_start(const void* parameter
)
1477 /* Lets use the default font */
1478 rb
->lcd_setfont(FONT_SYSFIXED
);
1480 rb
->lcd_set_backdrop(NULL
);
1482 #ifdef HAVE_LCD_COLOR
1483 rb
->lcd_set_foreground(LCD_BLACK
);
1484 rb
->lcd_set_background(LCD_WHITE
);
1489 if (num_levels
== 0) {
1490 rb
->splash(HZ
*2, "Failed loading levels!");
1499 rb
->lcd_clear_display();
1512 return (quit
==1) ? PLUGIN_OK
: PLUGIN_USB_CONNECTED
;