ledHeadWii/source/game/ArmorBattle.c

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2020-03-03 18:49:42 +01:00
/*
LEDhead
Copyright 2001, Peter Hirschberg
Author: Peter Hirschberg
The current version of this SOURCE CODE as well as the official
versions of the LEDHEAD APPLICATION are available from my website
at: http://www.peterhirschberg.com
Based on the handheld electronic games by Mattel Electronics.
All trademarks copyrighted by their respective owners. This
program is not affiliated or endorsed by Mattel Electronics.
License agreement:
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 program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program (license.txt); if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Email : peter@peterhirschberg.com
Website : http://www.peterhirschberg.com
*/
#include "ArmorBattle.h"
#include "Games.h"
// constants
typedef int BLIP;
static BLIP Blips[ARMORBATTLE_BLIP_COLUMNS][ARMORBATTLE_BLIP_ROWS];
// game variables
static BOOL bGameOver;
static BOOL bInFrame = FALSE;
static BOOL bPower;
static BOOL bGameStarted;
static int nGameTimer;
static int nScore;
static int nHits;
static int nDamageCount;
static int nPlayerStartX;
static int nPlayerStartY;
static void PaintGame(int nDisplay);
static void InitGame();
static void PositionPlayers();
static void PlantMines();
typedef struct OBJECT
{
int x;
int y;
}OBJECT;
static OBJECT player;
static OBJECT enemy;
static OBJECT mines[4];
BOOL ArmorBattle_GetPower()
{
return (bPower ? TRUE : FALSE);
}
void ArmorBattle_PowerOn()
{
InitGame();
bPower = TRUE;
}
void ArmorBattle_PowerOff()
{
bPower = FALSE;
}
int ArmorBattle_GetSkill()
{
return 0;
}
void ArmorBattle_SetSkill(int i)
{
}
void InitGame()
{
bGameOver = FALSE;
nGameTimer = 0;
bGameStarted = FALSE;
nGameTimer = 0;
nScore = 0;
nHits = 0;
nDamageCount = 0;
nPlayerStartX = 4;
nPlayerStartY = 3;
player.x = nPlayerStartX;
player.y = nPlayerStartY;
enemy.x = 1;
enemy.y = 1;
PlantMines();
Platform_IsNewSecond();
}
void ArmorBattle_Run(int tu)
{
int x, y;
// prevent reentrancy
if (bInFrame){ return; }
bInFrame = TRUE;
// init the blips field
for (y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
for (x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++){
Blips[x][y] = BLIP_OFF;
}
}
// update the game timer
if (Platform_IsNewSecond())
{
if (!bGameOver && bPower && bGameStarted)
{
++nGameTimer;
if (nGameTimer > 99)
{
// time's up -- game over!
bGameOver = TRUE;
ArmorBattle_StopMineSound();
ArmorBattle_ClearScreen();
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
// put the tanks in their starting positions
player.x = nPlayerStartX;
player.y = nPlayerStartY;
}
else
{
// check to see if player tank is in range for enemy tank to fire
if ( ((player.x-1 == enemy.x) && (player.y == enemy.y))
|| ((player.x+1 == enemy.x) && (player.y == enemy.y))
|| ((player.x == enemy.x) && (player.y-1 == enemy.y))
|| ((player.x == enemy.x) && (player.y+1 == enemy.y))
|| ((player.x-1 == enemy.x) && (player.y-1 == enemy.y))
|| ((player.x+1 == enemy.x) && (player.y+1 == enemy.y))
|| ((player.x-1 == enemy.x) && (player.y+1 == enemy.y))
|| ((player.x+1 == enemy.x) && (player.y-1 == enemy.y)))
{
// in range
if (nDamageCount > 0)
{
ArmorBattle_ClearScreen();
ArmorBattle_StopMineSound();
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENEMY, PLAYSOUNDFLAGS_PRIORITY);
}
++nDamageCount;
if (nDamageCount > 3)
{
// we got blowed up
Blips[enemy.x][enemy.y] = BLIP_DIM;
Blips[player.x][player.y] = BLIP_BRIGHT;
ArmorBattle_StopSound();
PaintGame(nScore);
Platform_Pause(500);
ArmorBattle_ClearScreen();
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY);
player.x = nPlayerStartX;
player.y = nPlayerStartY;
if (++nHits >= 10)
{
// too many hits - game over!
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
bGameOver = TRUE;
// put the tanks in their starting positions
player.x = nPlayerStartX;
player.y = nPlayerStartY;
}
bInFrame = FALSE;
return;
}
}
else
{
nDamageCount = 0;
}
}
}
}
// handle power off, and game over states
if (bPower){
if (bGameOver)
{
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_DIM;
PaintGame(nScore);
bInFrame = FALSE;
return;
}
} else {
ArmorBattle_ClearScreen();
bInFrame = FALSE;
return;
}
// wait for fire button before starting
if (!bGameStarted)
{
// wait to start
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_DIMBLINK;
BOOL bChange;
if (ArmorBattle_GetInputFIRE(&bChange))
{
if (bChange)
{
bGameStarted = TRUE;
}
}
}
else
{
// run the game
BOOL bHit = FALSE;
BOOL bChange;
if (ArmorBattle_GetInputLEFT(&bChange))
{
if (bChange)
{
if (ArmorBattle_GetInputFIRE(NULL))
{
// fire left
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_OFF;
PaintGame(-1);
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
// test for a hit
if ((enemy.x == player.x - 1) && (enemy.y == player.y))
{
bHit = TRUE;
}
}
else
{
// move left
if (player.x > 0)
{
player.x--;
}
}
}
}
else if (ArmorBattle_GetInputRIGHT(&bChange))
{
if (bChange)
{
if (ArmorBattle_GetInputFIRE(NULL))
{
// fire right
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_OFF;
PaintGame(-1);
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
// test for a hit
if ((enemy.x == player.x + 1) && (enemy.y == player.y))
{
bHit = TRUE;
}
}
else
{
// move right
if (player.x < (ARMORBATTLE_BLIP_COLUMNS-1))
{
player.x++;
}
}
}
}
else if (ArmorBattle_GetInputUP(&bChange))
{
if (bChange)
{
if (ArmorBattle_GetInputFIRE(NULL))
{
// fire up
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_OFF;
PaintGame(-1);
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
// test for a hit
if ((enemy.x == player.x) && (enemy.y == player.y - 1))
{
bHit = TRUE;
}
}
else
{
// move up
if (player.y > 0)
{
player.y--;
}
}
}
}
else if (ArmorBattle_GetInputDOWN(&bChange))
{
if (bChange)
{
if (ArmorBattle_GetInputFIRE(NULL))
{
// fire down
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_OFF;
PaintGame(-1);
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
// test for a hit
if ((enemy.x == player.x) && (enemy.y == player.y + 1))
{
bHit = TRUE;
}
}
else
{
// move down
if (player.y < (ARMORBATTLE_BLIP_ROWS-1))
{
player.y++;
}
}
}
}
if (bHit)
{
// hit an enemy tank
ArmorBattle_StopMineSound();
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_DIM;
PaintGame(nScore);
Platform_Pause(250);
ArmorBattle_ClearScreen();
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_SCORE, PLAYSOUNDFLAGS_PRIORITY);
++nScore;
PositionPlayers();
PlantMines();
bGameStarted = FALSE;
bInFrame = FALSE;
return;
}
// check for being next to a mine
{
BOOL bNear = FALSE;
for (int i=0; i<3; i++)
{
if (((mines[i].x+1 == player.x) && (mines[i].y == player.y))
|| ((mines[i].x-1 == player.x) && (mines[i].y == player.y))
|| ((mines[i].x == player.x) && (mines[i].y+1 == player.y))
|| ((mines[i].x == player.x) && (mines[i].y-1 == player.y)))
{
bNear = TRUE;
break;
}
}
if (bNear)
{
ArmorBattle_PlayMineSound();
}
else
{
ArmorBattle_StopMineSound();
}
}
// check for landing on a mine
{
for (int i=0; i<3; i++)
{
if (((mines[i].x == player.x) && (mines[i].y == player.y))
|| ((player.x == enemy.x) && (player.y == enemy.y)))
{
// hit a mine or enemy tank!
Blips[player.x][player.y] = BLIP_BRIGHT;
ArmorBattle_StopSound();
PaintGame(nScore);
Platform_Pause(500);
ArmorBattle_StopMineSound();
ArmorBattle_ClearScreen();
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY);
player.x = nPlayerStartX;
player.y = nPlayerStartY;
if (++nHits >= 10)
{
// too many hits - game over!
ArmorBattle_ClearScreen();
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
bGameOver = TRUE;
// put the tanks in their starting positions
player.x = nPlayerStartX;
player.y = nPlayerStartY;
}
bInFrame = FALSE;
return;
}
}
}
// tick sound
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_TICK, PLAYSOUNDFLAGS_ASYNC);
// update the blips
Blips[player.x][player.y] = BLIP_BRIGHT;
Blips[enemy.x][enemy.y] = BLIP_DIM;
}
if (bGameStarted)
{
PaintGame(nGameTimer);
}
else
{
PaintGame(nScore);
}
bInFrame = FALSE;
}
void PaintGame(int nDisplay)
{
static int nBlinkCounter = 0;
Platform_StartDraw();
// draw the blips field
for (int y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
for (int x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++)
{
switch(Blips[x][y]){
case BLIP_OFF:
case BLIP_DIM:
case BLIP_BRIGHT:
ArmorBattle_DrawBlip(Blips[x][y], x, y);
break;
case BLIP_DIMBLINK:
if ((nBlinkCounter % 6 == 1) || (nBlinkCounter % 6 == 3)){
ArmorBattle_DrawBlip(BLIP_DIM, x, y);
} else {
ArmorBattle_DrawBlip(BLIP_OFF, x, y);
}
break;
}
}
}
// draw the display
ArmorBattle_DrawTime(nDisplay);
Platform_EndDraw();
++nBlinkCounter;
}
void PositionPlayers()
{
// the player is always positioned somewhere on the edge
// pick a random edge
do {
switch(Platform_Random(4))
{
case 0:
// left side
player.x = 0;
player.y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
break;
case 1:
// top side
player.x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
player.y = 0;
break;
case 2:
// right side
player.x = ARMORBATTLE_BLIP_COLUMNS-1;
player.y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
break;
case 3:
// bottom side
player.x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
player.y = ARMORBATTLE_BLIP_ROWS-1;
break;
}
} while (player.x == 2);
// position enemy in opposite quadrant
do {
if (player.x < 2)
{
enemy.x = Platform_Random(3) + 2;
}
else if (player.x > 2)
{
enemy.x = Platform_Random(3);
}
if (player.y < 2)
{
enemy.y = Platform_Random(2) + 2;
}
else if (player.y >= 2)
{
enemy.y = Platform_Random(2);
}
// keep out of corners
} while (((enemy.x==0) && (enemy.y==0))
|| ((enemy.x==0) && (enemy.y==3))
|| ((enemy.x==4) && (enemy.y==0))
|| ((enemy.x==4) && (enemy.y==3)));
nPlayerStartX = player.x;
nPlayerStartY = player.y;
}
void PlantMines()
{
int i;
// clear the mines
for (i=0; i<4; i++)
{
mines[i].x = -1;
mines[i].y = -1;
}
// pick new random positions
BOOL bTooClose;
do {
bTooClose = FALSE;
// scatter mines, keeping off of existing mines, player, and enemy
do {
mines[0].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
mines[0].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
} while (((mines[0].x == player.x) && (mines[0].y == player.y))
|| ((mines[0].x == enemy.x) && (mines[0].y == enemy.y))
|| ((mines[0].x == mines[1].x) && (mines[0].y == mines[1].y))
|| ((mines[0].x == mines[2].x) && (mines[0].y == mines[2].y))
|| ((mines[0].x == mines[3].x) && (mines[0].y == mines[3].y)));
do {
mines[1].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
mines[1].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
} while (((mines[1].x == player.x) && (mines[1].y == player.y))
|| ((mines[1].x == enemy.x) && (mines[1].y == enemy.y))
|| ((mines[1].x == mines[0].x) && (mines[1].y == mines[0].y))
|| ((mines[1].x == mines[2].x) && (mines[1].y == mines[2].y))
|| ((mines[1].x == mines[3].x) && (mines[1].y == mines[3].y)));
do {
mines[2].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
mines[2].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
} while (((mines[2].x == player.x) && (mines[2].y == player.y))
|| ((mines[2].x == enemy.x) && (mines[2].y == enemy.y))
|| ((mines[2].x == mines[0].x) && (mines[2].y == mines[0].y))
|| ((mines[2].x == mines[1].x) && (mines[2].y == mines[1].y))
|| ((mines[2].x == mines[3].x) && (mines[2].y == mines[3].y)));
// make sure there is not a mine right next to the player's
// starting position
for (i=0; i<4; i++)
{
if (((mines[i].x+1 == player.x) && (mines[i].y == player.y))
|| ((mines[i].x-1 == player.x) && (mines[i].y == player.y))
|| ((mines[i].x == player.x) && (mines[i].y+1 == player.y))
|| ((mines[i].x == player.x) && (mines[i].y-1 == player.y)))
{
bTooClose = TRUE;
}
}
} while (bTooClose);
}