ledHeadWii/source/game/Basketball.c

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/*
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 "Basketball.h"
#include "Games.h"
// constants
#define NUM_DEFENSEPLAYERS 5
#define TIME_TICKTIMERPRO1 7
#define TIME_TICKTIMERPRO2 4
#define TIME_STATSDISPLAY 5
#define TIME_BALLMOVE 5
#define TIME_DEFLECT 2
typedef int BLIP;
static BLIP Blips[BASKETBALL_BLIP_COLUMNS][BASKETBALL_BLIP_ROWS];
// game variables
static BOOL bGameOver;
static BOOL bHomeTeam;
static BOOL bInFrame = FALSE;
static BOOL bPower;
static BOOL bPro2 = FALSE;
static int nHScore;
static int nVScore;
static float fGameTime;
static int nPlayTime;
static int nQuarter;
static int nTimerTickTimer;
static BOOL bShoot;
static int nBallDirectionX;
static int nBallDirectionY;
static int nTimerBallMove;
static BOOL bDeflect;
static BOOL nTimerDeflect;
static int nStatsIndex;
static int nTimerStatsDisplay;
typedef struct PLAYER {
int nColumn;
int nRow;
int nBright;
int nColumnOld;
int nRowOld;
}PLAYER;
static PLAYER ball;
static PLAYER player;
static PLAYER defense[NUM_DEFENSEPLAYERS];
// macros for dealing with the players
#define SETPLAYERBRIGHTNESS(p,b) { \
p.nBright = b; \
}
#define NOTECURRENTPLAYERPOSITION(p) { \
p.nColumnOld = p.nColumn; \
p.nRowOld = p.nRow; \
}
#define SETPLAYER(p,x,y,b) { \
NOTECURRENTPLAYERPOSITION(p); \
p.nColumn = x; \
p.nRow = y; \
p.nBright = b; \
}
#define UNSETPLAYER(p) { \
NOTECURRENTPLAYERPOSITION(p); \
p.nColumn = -1; \
p.nRow = -1; \
p.nBright = BLIP_OFF; \
}
#define MOVEPLAYERUP(p) { \
NOTECURRENTPLAYERPOSITION(p); \
p.nRow--; \
}
#define MOVEPLAYERDOWN(p) { \
NOTECURRENTPLAYERPOSITION(p); \
p.nRow++; \
}
#define MOVEPLAYERLEFT(p) { \
NOTECURRENTPLAYERPOSITION(p); \
p.nColumn--; \
}
#define MOVEPLAYERRIGHT(p) { \
NOTECURRENTPLAYERPOSITION(p); \
p.nColumn++; \
}
static BOOL ISPLAYER(int x, int y)
{
if ((player.nColumn == x)
&& (player.nRow == y)
&& (player.nBright)){
return TRUE;
}
return FALSE;
}
static BOOL ISDEFENSE(int x, int y)
{
for (int i=0; i<NUM_DEFENSEPLAYERS; i++){
if ((defense[i].nColumn == x)
&& (defense[i].nRow == y)
&& (defense[i].nBright)){
return TRUE;
}
}
return FALSE;
}
static BOOL ISOCCUPIED(int x, int y)
{
if (ISPLAYER(x,y)){
return TRUE;
}
if (ISDEFENSE(x,y)){
return TRUE;
}
return FALSE;
}
#define UNMOVEPLAYER(p) { \
p.nRow = p.nRowOld; \
p.nColumn = p.nColumnOld; \
}
#define ISPLAYEROFFSCREEN(p) \
((p.nColumn > BASKETBALL_BLIP_COLUMNS-1) \
|| (p.nColumn < 0) \
|| (p.nRow > BASKETBALL_BLIP_ROWS-1) \
|| (p.nRow < 0))
#define ISPLAYERENABLED(p) \
(p.nBright)
// finite state machine stuff
static void fsmPlayStartWait();
static void fsmShowStats();
static void fsmInPlay();
static void fsmDunk();
static void fsmGameOver();
static enum FSM {
FSM_PLAYSTARTWAIT=0,
FSM_SHOWSTATS,
FSM_INPLAY,
FSM_DUNK,
FSM_GAMEOVER
}fsm;
typedef void (*FSMFCN)();
static FSMFCN fsmfcn[] = {
fsmPlayStartWait,
fsmShowStats,
fsmInPlay,
fsmDunk,
fsmGameOver
};
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static void InitGame()
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{
bHomeTeam = FALSE;
PlatformSetInput(bHomeTeam);
nHScore = 0;
nVScore = 0;
fGameTime = 12.0;
nQuarter = 0;
bGameOver = FALSE;
bDeflect = FALSE;
fsm = FSM_PLAYSTARTWAIT;
}
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static void DrawBlips()
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{
int x, y, nBright;
static BOOL bBlink = FALSE;
if(fsm != FSM_DUNK) {
for (int i=0; i<NUM_DEFENSEPLAYERS; i++){
if (defense[i].nBright != BLIP_OFF){
x = defense[i].nColumn;
y = defense[i].nRow;
nBright = defense[i].nBright;
Blips[x][y] = nBright;
}
}
if (player.nBright != BLIP_OFF){
x = player.nColumn;
y = player.nRow;
nBright = player.nBright;
Blips[x][y] = nBright;
}
if (ball.nBright != BLIP_OFF){
x = ball.nColumn;
y = ball.nRow;
nBright = ball.nBright;
Blips[x][y] = nBright;
}
}
// draw the blips field
for (y = 0; y < BASKETBALL_BLIP_ROWS; y++){
for (x = 0; x < BASKETBALL_BLIP_COLUMNS; x++){
switch(Blips[x][y]){
case BLIP_OFF:
case BLIP_DIM:
case BLIP_BRIGHT:
Basketball_DrawBlip(Blips[x][y], x, y);
break;
case BLIP_DIMBLINK:
if (!bBlink){
Basketball_DrawBlip(BLIP_DIM, x, y);
} else {
Basketball_DrawBlip(BLIP_OFF, x, y);
}
break;
case BLIP_BRIGHTBLINK:
if (bBlink){
Basketball_DrawBlip(BLIP_BRIGHT, x, y);
} else {
Basketball_DrawBlip(BLIP_OFF, x, y);
}
break;
}
}
}
bBlink = !bBlink;
}
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BOOL Basketball_GetPower()
{
return (bPower ? TRUE : FALSE);
}
void Basketball_PowerOn()
{
InitGame();
bPower = TRUE;
}
void Basketball_PowerOff()
{
bPower = FALSE;
Basketball_StopSound();
}
void Basketball_SetSkill(int i){
if (i == 0){
bPro2 = FALSE;
} else {
bPro2 = TRUE;
}
}
int Basketball_GetSkill(){
return bPro2 ? 1 : 0;
}
void Basketball_Run(int tu)
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{
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int x, y;
// prevent reentrancy
if (bInFrame){ return; }
bInFrame = TRUE;
// init the blips field
for (y = 0; y < BASKETBALL_BLIP_ROWS; y++){
for (x = 0; x < BASKETBALL_BLIP_COLUMNS; x++){
Blips[x][y] = BLIP_OFF;
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}
}
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if (!bPower){
Basketball_ClearScreen();
bInFrame = FALSE;
return;
}
Platform_StartDraw();
(fsmfcn[fsm])();
DrawBlips();
Platform_EndDraw();
bInFrame = FALSE;
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}
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// FINITE STATE MACHINE STUFF
void fsmPlayStartWait()
{
// show formation
{
SETPLAYER(player, ((bHomeTeam) ? 0 : 4), 3, BLIP_BRIGHT);
UNSETPLAYER(ball);
SETPLAYER(defense[0], 0, 0, BLIP_DIM);
SETPLAYER(defense[1], 4, 0, BLIP_DIM);
SETPLAYER(defense[2], 1, 1, BLIP_DIM);
SETPLAYER(defense[3], 2, 1, BLIP_DIM);
SETPLAYER(defense[4], 3, 1, BLIP_DIM);
}
bShoot = FALSE;
nPlayTime = 24;
nTimerTickTimer = bPro2 ? TIME_TICKTIMERPRO2 : TIME_TICKTIMERPRO1;
bDeflect = FALSE;
nTimerDeflect = 0;
// show stats if pressed 'down'
// else, wait for player to move then advance to next state
BOOL bChange;
if (Basketball_GetInputDOWN(&bChange))
{
if (bChange)
{
nStatsIndex = 0;
nTimerStatsDisplay = TIME_STATSDISPLAY;
fsm = FSM_SHOWSTATS;
fsmShowStats();
return;
}
}
else if (Basketball_TestForMovement())
{
Platform_IsNewSecond();
fsmInPlay();
fsm = FSM_INPLAY;
return;
}
Basketball_DrawStat((int)fGameTime);
}
void fsmShowStats()
{
// show formation
if (!bGameOver)
{
SETPLAYER(player, ((bHomeTeam) ? 0 : 4), 3, BLIP_BRIGHT);
UNSETPLAYER(ball);
SETPLAYER(defense[0], 0, 0, BLIP_DIM);
SETPLAYER(defense[1], 4, 0, BLIP_DIM);
SETPLAYER(defense[2], 1, 1, BLIP_DIM);
SETPLAYER(defense[3], 2, 1, BLIP_DIM);
SETPLAYER(defense[4], 3, 1, BLIP_DIM);
}
if (--nTimerStatsDisplay <= 0)
{
++nStatsIndex;
nTimerStatsDisplay = TIME_STATSDISPLAY;
}
switch(nStatsIndex)
{
case 0:
Basketball_DrawStat(-1);
break;
case 1:
Basketball_DrawStat(nVScore);
break;
case 2:
Basketball_DrawStat(-1);
break;
case 3:
Basketball_DrawStat(nHScore);
break;
case 4:
Basketball_DrawStat(-1);
break;
default:
case 5:
if (bGameOver)
{
fsm = FSM_GAMEOVER;
}
else
{
fsm = FSM_PLAYSTARTWAIT;
}
break;
}
}
void fsmInPlay()
{
BOOL bChange;
if (Basketball_GetInputLEFT(&bChange))
{
if (bChange)
{
if ((player.nColumn > 0)
&& (!ISOCCUPIED(player.nColumn-1, player.nRow))){
MOVEPLAYERLEFT(player);
}
}
}
else if (Basketball_GetInputRIGHT(&bChange))
{
if (bChange)
{
if ((player.nColumn < (BASKETBALL_BLIP_COLUMNS-1))
&& (!ISOCCUPIED(player.nColumn+1, player.nRow))){
MOVEPLAYERRIGHT(player);
}
}
}
else if (Basketball_GetInputUP(&bChange))
{
if (bChange)
{
if ((player.nRow > 0)
&& (!ISOCCUPIED(player.nColumn, player.nRow-1))){
MOVEPLAYERUP(player);
}
}
}
else if (Basketball_GetInputDOWN(&bChange))
{
if (bChange)
{
if ((player.nRow < (BASKETBALL_BLIP_ROWS-1))
&& (!ISOCCUPIED(player.nColumn, player.nRow+1))){
MOVEPLAYERDOWN(player);
}
}
}
if (nTimerDeflect)
{
// still in deflect
--nTimerDeflect;
return;
}
if (Basketball_GetInputTHROW(&bChange))
{
if (bChange)
{
if (!ISPLAYERENABLED(ball))
{
// shoot!
bShoot = TRUE;
nTimerBallMove = TIME_BALLMOVE;
SETPLAYERBRIGHTNESS(player, BLIP_DIMBLINK);
SETPLAYER(ball, player.nColumn, player.nRow, BLIP_BRIGHT);
if (player.nRow > 0)
{
nBallDirectionY = -1;
}
else
{
nBallDirectionY = 0;
}
if (player.nColumn < 2)
{
nBallDirectionX = 1;
}
else if (player.nColumn > 2)
{
nBallDirectionX = -1;
}
else
{
nBallDirectionX = 0;
}
}
}
}
// move the two end defenders randomly
{
if (Platform_Random(bPro2 ? 10 : 20) == 0){
// move horizontally or vertically
int x = defense[0].nColumn;
int y = defense[0].nRow;
if (Platform_Random(2)){
if (x == 0){
x = 1;
} else {
x = 0;
}
} else {
if (y == 0){
y = 1;
} else {
y = 0;
}
}
if (!ISOCCUPIED(x,y)){
SETPLAYER(defense[0], x, y, BLIP_DIM);
}
}
if (Platform_Random(bPro2 ? 10 : 20) == 0){
// move horizontally or vertically
int x = defense[1].nColumn;
int y = defense[1].nRow;
if (Platform_Random(2)){
if (x == (BASKETBALL_BLIP_COLUMNS-1)){
x = (BASKETBALL_BLIP_COLUMNS-2);
} else {
x = (BASKETBALL_BLIP_COLUMNS-1);
}
} else {
if (y == 0){
y = 1;
} else {
y = 0;
}
}
if (!ISOCCUPIED(x,y))
{
SETPLAYER(defense[1], x, y, BLIP_DIM);
}
}
}
// there is a peculiar behavior with the game where if
// the player is anywhere in the 2nd to last row, the
// middle defenders line up in their formation positions
// don't know if this was intentional or not, but this
// behavior is reproduced here
if (player.nRow == (BASKETBALL_BLIP_ROWS - 2))
{
if (Platform_Random(bPro2 ? 1 : 3) == 0)
{
// pick a random defender
static int nDefenderLast = -1;
int nDefender = Platform_Random(3);
if (nDefender != nDefenderLast)
{
nDefenderLast = nDefender;
PLAYER *pDefender;
int ox, oy;
switch(nDefender)
{
case 0:
pDefender = &defense[2];
ox = 1;
oy = 1;
break;
case 1:
pDefender = &defense[3];
ox = 2;
oy = 1;
break;
case 2:
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default:
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pDefender = &defense[4];
ox = 3;
oy = 1;
break;
}
int dx = pDefender->nColumn;
int dy = pDefender->nRow;
// randomly move the defender towards its formation position
if (Platform_Random(2))
{
if (dx < ox)
{
++dx;
}
else if (dx > ox)
{
--dx;
}
}
else
{
if (dy < oy)
{
++dy;
}
else if (dy > oy)
{
--dy;
}
}
// make sure the defender does not step on anybody,
// and keep him confined to the proper area
if (!ISOCCUPIED(dx, dy)
&& (dx > 0)
&& (dx < (BASKETBALL_BLIP_COLUMNS - 1))
&& (dy >= 0)
&& (dy < (BASKETBALL_BLIP_ROWS - 1)))
{
SETPLAYER((*pDefender), dx, dy, BLIP_DIM);
}
}
}
}
else
{
// middle defenders try to roughly occupy the
// midpoint between the ball and the basket
int midx;
int midy;
if (ISPLAYERENABLED(ball))
{
midx = (ball.nColumn + 2) / 2;
midy = (ball.nRow + 1) / 2;
}
else
{
midx = (player.nColumn + 2) / 2;
midy = (player.nRow + 1) / 2;
}
// decide if a defender will move this frame -
if (Platform_Random(bPro2 ? 2 : 5) == 0)
{
// pick a random defender
static int nDefenderLast = -1;
int nDefender = Platform_Random(3);
if (nDefender != nDefenderLast)
{
nDefenderLast = nDefender;
PLAYER *pDefender;
switch(nDefender)
{
case 0:
pDefender = &defense[2];
break;
case 1:
pDefender = &defense[3];
break;
case 2:
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default:
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pDefender = &defense[4];
break;
}
int dx = pDefender->nColumn;
int dy = pDefender->nRow;
// randomly move the defender towards the midpoint
if (Platform_Random(2))
{
if (dx < midx)
{
++dx;
}
else if (dx > midx)
{
--dx;
}
}
else
{
if (dy < midy)
{
++dy;
}
else if (dy > midy)
{
--dy;
}
}
// occasionally randomly offset the defender's position
if (Platform_Random(5) == 0)
{
if (Platform_Random(2))
{
dx += (Platform_Random(2)) ? 1 : -1;
}
else
{
dy += (Platform_Random(2)) ? 1 : -1;
}
}
// make sure the defender does not step on anybody,
// and keep him confined to the proper area
if (!ISOCCUPIED(dx, dy)
&& (dx > 0)
&& (dx < (BASKETBALL_BLIP_COLUMNS - 1))
&& (dy >= 0)
&& (dy < (BASKETBALL_BLIP_ROWS - 1)))
{
SETPLAYER((*pDefender), dx, dy, BLIP_DIM);
}
}
}
}
// move the ball
if (ISPLAYERENABLED(ball))
{
// the puck hit a defender last frame - play the sound
if (ISDEFENSE(ball.nColumn, ball.nRow) && !bDeflect)
{
bDeflect = TRUE;
Basketball_PlaySound(BASKETBALL_SOUND_BOUNCE, PLAYSOUNDFLAGS_PRIORITY);
nTimerDeflect = TIME_DEFLECT;
return;
}
if (--nTimerBallMove <= 0)
{
nTimerBallMove = TIME_BALLMOVE;
// check for a basket
if ((ball.nColumn == 2) && (ball.nRow == 0)
&& !ISDEFENSE(ball.nColumn, ball.nRow)) // <-- is this right?
{
// basket!
ball.nRow = -1;
Basketball_DrawBasket(TRUE);
fsm = FSM_DUNK;
return;
}
// bounce the ball off the far wall
if (!ISDEFENSE(ball.nColumn, ball.nRow))
{
if ((ball.nRow <= 0) && (nBallDirectionY == -1))
{
ball.nRow = 0;
nBallDirectionY = 1;
Basketball_PlaySound(BASKETBALL_SOUND_BOUNCE, PLAYSOUNDFLAGS_PRIORITY);
nTimerDeflect = TIME_DEFLECT;
bDeflect = FALSE;
return;
}
}
// bounce the ball off the defenders
if (bDeflect)
{
nBallDirectionX = Platform_Random(3) - 1;
nBallDirectionY = 1;
bDeflect = FALSE;
}
// see if player has regained possession
if (ISPLAYER(ball.nColumn, ball.nRow) && !bShoot)
{
UNSETPLAYER(ball);
SETPLAYERBRIGHTNESS(player, BLIP_BRIGHT);
}
else
{
// move the ball
ball.nColumn += nBallDirectionX;
ball.nRow += nBallDirectionY;
bShoot = FALSE;
// see if the ball bounced off the screen
if (ISPLAYEROFFSCREEN(ball) && ISPLAYERENABLED(ball))
{
// off the screen - get rid of it and end the play
bShoot = FALSE;
UNSETPLAYER(ball);
SETPLAYERBRIGHTNESS(player, BLIP_BRIGHT);
Basketball_ClearScreen();
Basketball_PlaySound(BASKETBALL_SOUND_ENDPLAY, PLAYSOUNDFLAGS_PRIORITY);
bHomeTeam = !bHomeTeam;
PlatformSetInput(bHomeTeam);
nStatsIndex = 0;
nTimerStatsDisplay = TIME_STATSDISPLAY;
fsm = FSM_SHOWSTATS;
return;
}
}
}
}
// count down the clock
if (Platform_IsNewSecond()){
// check for end of quarter
if (fGameTime > 0.0){
fGameTime -= (float).1;
if (fGameTime < 0.1){
// end of quarter
++nQuarter;
if (nQuarter == 4)
{
// game over
bGameOver = TRUE;
// show formation
{
SETPLAYER(player, 4, 3, BLIP_BRIGHT);
UNSETPLAYER(ball);
SETPLAYER(defense[0], 0, 0, BLIP_DIM);
SETPLAYER(defense[1], 4, 0, BLIP_DIM);
SETPLAYER(defense[2], 1, 1, BLIP_DIM);
SETPLAYER(defense[3], 2, 1, BLIP_DIM);
SETPLAYER(defense[4], 3, 1, BLIP_DIM);
}
Basketball_ClearScreen();
Basketball_PlaySound(BASKETBALL_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
nStatsIndex = 0;
nTimerStatsDisplay = TIME_STATSDISPLAY;
fsm = FSM_SHOWSTATS;
return;
}
else
{
// VERIFY THIS AGAINST THE INSTRUCTION MANUAL
bHomeTeam = (nQuarter % 2) ? FALSE : TRUE;
PlatformSetInput(bHomeTeam);
}
fGameTime = 12.0;
Basketball_ClearScreen();
Basketball_PlaySound(BASKETBALL_SOUND_ENDQUARTER, PLAYSOUNDFLAGS_PRIORITY);
nStatsIndex = 0;
nTimerStatsDisplay = TIME_STATSDISPLAY;
fsm = FSM_SHOWSTATS;
return;
}
}
// check for end of play timer
if (--nPlayTime < 0){
Basketball_ClearScreen();
Basketball_PlaySound(BASKETBALL_SOUND_ENDPLAY, PLAYSOUNDFLAGS_PRIORITY);
bHomeTeam = !bHomeTeam;
PlatformSetInput(bHomeTeam);
nStatsIndex = 0;
nTimerStatsDisplay = TIME_STATSDISPLAY;
fsm = FSM_SHOWSTATS;
return;
}
}
Basketball_DrawStat(nPlayTime);
// make tick sounds
if (fGameTime >= .1){
if (--nTimerTickTimer <= 0){
Basketball_PlaySound(BASKETBALL_SOUND_TICK, PLAYSOUNDFLAGS_ASYNC);
nTimerTickTimer = bPro2 ? TIME_TICKTIMERPRO2 : TIME_TICKTIMERPRO1;
}
}
}
void fsmDunk()
{
Basketball_PlaySound(BASKETBALL_SOUND_SCORE, PLAYSOUNDFLAGS_PRIORITY);
Basketball_DrawBasket(FALSE);
if (bHomeTeam)
{
nHScore += 2;
}
else
{
nVScore += 2;
}
// reset formation
{
SETPLAYER(player, ((bHomeTeam) ? 0 : 4), 3, BLIP_BRIGHT);
UNSETPLAYER(ball);
SETPLAYER(defense[0], 0, 0, BLIP_DIM);
SETPLAYER(defense[1], 4, 0, BLIP_DIM);
SETPLAYER(defense[2], 1, 1, BLIP_DIM);
SETPLAYER(defense[3], 2, 1, BLIP_DIM);
SETPLAYER(defense[4], 3, 1, BLIP_DIM);
}
Platform_IsNewSecond();
fsm = FSM_INPLAY;
}
void fsmGameOver()
{
// show stats if pressed 'down'
BOOL bChange;
if (Basketball_GetInputDOWN(&bChange))
{
if (bChange)
{
nStatsIndex = 0;
nTimerStatsDisplay = TIME_STATSDISPLAY;
fsm = FSM_SHOWSTATS;
fsmShowStats();
return;
}
}
Basketball_DrawStat(0);
}