2009-12-27 01:44:15 +00:00
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#include <stdlib.h>
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#include <inttypes.h>
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#include "../config.h"
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#include "../random/prng.h"
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#include "../pixel.h"
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#include "../games/tetris/piece.h"
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#include "../util.h"
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#define MAX_STONES 8
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#define YSCALE 2 //y axis is scaled up, this allows for YSCALE different falling speeds
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//this is hackish, i'll be drunk in a couple of minutes; no comments.
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/* space invader
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001000100 0x0044
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101111101 0x017D
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110111011 0x01BB
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011111110 0x00FE
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010000010 0x0082
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*/
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uint16_t invader[] = {0x0044, 0x017D, 0x01BB, 0x00FE, 0x0082};
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#define INV_HEIGHT (sizeof(invader) / sizeof(uint16_t))
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typedef struct
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{
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uint8_t x;
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uint8_t y;
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uint8_t speed;
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uint8_t color;
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tetris_piece_t piece;
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} stone_t;
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//forward decls (not drunk yet!)
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void create_stone(stone_t *stone);
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void draw_stone(stone_t *stone);
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//create a stone at a random x pos
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void create_stone(stone_t *stone)
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{
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//create stone at top position
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stone->y = 0;
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//random x
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//4 is piece width
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stone->x = random8() % (NUM_COLS - 4);
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//random shape at random angle (untyped enums rock! yay!)
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stone->piece.shape = random8() % 7;
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stone->piece.angle = random8() % 4;
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//chose a random speed from 1-2
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stone->speed = (random8() % YSCALE) + 1;
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//chose a random color
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stone->color = (random8() % NUMPLANE) + 1;
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}
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//simply draw the stone at it's specified position
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void draw_stone(stone_t *stone)
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{
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uint8_t y, x, ydraw;
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uint16_t nPieceMap = tetris_piece_getBitmap(&stone->piece);
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uint16_t pieceLala;
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for(y = 0; y < 4; y++)
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{
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// clear all bits of the piece we are not interested in and
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// align the remaining row to LSB
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// -> translates to: get the correct row out of the bitmap and right-align
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pieceLala = (nPieceMap & (0x000F << (y << 2)) ) >> (y << 2);
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// shift bitmap line to current x pos (this can be done faster... BUT I WANT IT SO!)
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pieceLala <<= stone->x;
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//DRUUUUUUUUUUUWWWWWWWWWWWWWWW!!!!!!!!!!! eerrr /U/A/s
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ydraw = (stone->y / YSCALE) + y;
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if((ydraw < (NUM_ROWS + 4)) && (ydraw > 3)) //drawing begins @ 3, to make piece of height 4 scroll in
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{
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for (x = 0; x < 16; ++x)
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{
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if(pieceLala & (1 << x))
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{
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setpixel((pixel){ x, ydraw - 4 }, stone->color);
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}
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}
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}
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}
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}
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void draw_invader(uint8_t ypos, uint8_t xpos)
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{
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uint8_t y, x, ydraw;
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uint16_t pieceLala;
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for(y = 0; y < INV_HEIGHT; y++)
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{
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pieceLala = invader[y];
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// shift bitmap line to current x pos (this is nonsense overhead... BUT I LIKE IT!)
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pieceLala <<= xpos;
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//DRUUUUUUUUUUUWWWWWWWWWWWWWWW!!!!!!!!!!! eerrr /U/A/s
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ydraw = (ypos / 2) + y;
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if((ydraw < (NUM_ROWS + INV_HEIGHT)) && (ydraw > (INV_HEIGHT - 1))) //drawing begins @ 5, to make invader of height 6 scroll in
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{
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for (x = 0; x < 16; ++x)
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{
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if(pieceLala & (1 << x))
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{
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setpixel((pixel){ x, ydraw - INV_HEIGHT }, 1);
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}
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}
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}
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}
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}
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//animation entry point
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void stonefly(void)
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{
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uint8_t i;
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stone_t stones[MAX_STONES];
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uint8_t stoneCount = 0;
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uint16_t counter = 622; /* run 622 cycles */
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2010-04-22 21:49:26 +00:00
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uint8_t invax = 0, invay = 0, invasion = 0;
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2009-12-27 01:44:15 +00:00
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uint8_t draw;
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//init all stones to zero
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for(i = 0; i < MAX_STONES; i++)
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{
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stones[i].speed = 0;
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}
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//main loop
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while(counter || stoneCount || invasion)
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{
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if(counter > 0)
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{
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counter--;
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}
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//see if invasion is done!
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if((invay / 2) >= (NUM_ROWS + INV_HEIGHT))
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{
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invasion = 0;
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}
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//clear scruuuun!
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clear_screen(0);
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//invade screen!!!
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if(invasion)
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{
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draw_invader(invay, invax);
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//advancarrrr
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invay++;
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}
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//loop through all stones
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for(i = 0; i < stoneCount; i++)
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{
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draw = 1;
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//rapunzel!
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while(((stones[i].y / YSCALE) >= (NUM_ROWS + 4)) && (stoneCount > 0))
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{
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//DIEEEE!!
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if(--stoneCount == i)
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{
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draw = 0;
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break;
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}
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else
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stones[i] = stones[stoneCount];
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}
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if(draw)
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{
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//draw stone!!
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draw_stone(&stones[i]);
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//advance!
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stones[i].y += stones[i].speed;
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}
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}
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//if there are less than max_stones flying, there's a chance to spawn one
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if((stoneCount < MAX_STONES) && (counter > 0))
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{
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if(random8() < 48)
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{
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create_stone(&stones[stoneCount++]);
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}
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//invasion time!!!
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if((random8() < 8) && (invasion == 0))
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{
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//9 is invader width
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invax = random8() % (NUM_COLS - 9);
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invay = 0;
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invasion = 1;
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}
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}
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//loop delay
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wait(60);
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}
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}
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