/* 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 "SubChase.h" #include "Games.h" // constants typedef int BLIP; static BLIP Blips[SUBCHASE_BLIP_COLUMNS][SUBCHASE_BLIP_ROWS]; #define TIME_SONAR_SLOW 5 #define TIME_SONAR_FAST 2 #define TIME_ENEMY_SUB_MOVE 30 #define TIME_INITIAL_FIRE_TORPEDO_DELAY 250 #define TIME_FIRE_TORPEDO_DELAY 20 #define TIME_TORPEDO_MOVE 6 #define TIME_KILL_GAME_TIMER 80 // game variables static BOOL bGameOver; static BOOL bInFrame = FALSE; static BOOL bPower; static int nScore; static int nCharges; static int nChargeValue; static int nTimerSonar; static int nTimerEnemySubMove; static int nTimerFireTorpedo; static int nTimerMoveTorpedo; static int nKillGameTimer; static int nSubDirX; static int nTorpedoDirX; static BOOL bPlayerHasMoved; static BOOL bInitialTorpedoFired = FALSE; static void InitGame(); static void PositionEnemySub(); static void FireTorpedoes(); static void DrawBlips(); static void DrawScore(int nDisplay); typedef struct OBJECT { int x; int y; BOOL bEnable; }OBJECT; static OBJECT player; static OBJECT sub; static OBJECT torpedo[2]; BOOL SubChase_GetPower() { return (bPower ? TRUE : FALSE); } void SubChase_PowerOn() { InitGame(); bPower = TRUE; } void SubChase_PowerOff() { bPower = FALSE; } int SubChase_GetSkill() { return 0; } void SubChase_SetSkill(int i) { } void InitGame() { bGameOver = FALSE; nScore = 0; nCharges = 30; nChargeValue = 5; player.x = 3; player.y = 1; torpedo[0].bEnable = FALSE; torpedo[1].bEnable = FALSE; nTorpedoDirX = 1; nTimerFireTorpedo = TIME_INITIAL_FIRE_TORPEDO_DELAY; nKillGameTimer = TIME_KILL_GAME_TIMER; bPlayerHasMoved = FALSE; nTimerSonar = 0; PositionEnemySub(); Platform_IsNewSecond(); } void SubChase_Run(int tu) { int x, y; // prevent reentrancy if (bInFrame){ return; } bInFrame = TRUE; // init the blips field for (y = 0; y < SUBCHASE_BLIP_ROWS; y++){ for (x = 0; x < SUBCHASE_BLIP_COLUMNS; x++){ Blips[x][y] = BLIP_OFF; } } // handle power off, and game over states if (bPower){ if (bGameOver) { Blips[player.x][player.y] = BLIP_BRIGHT; DrawBlips(); DrawScore(nScore); bInFrame = FALSE; return; } } else { SubChase_ClearScreen(); DrawScore(-1); bInFrame = FALSE; return; } // run the game BOOL bHit = FALSE; BOOL bChange; if (SubChase_GetInputLEFT(&bChange)) { bPlayerHasMoved = TRUE; if (bChange) { // move left if (player.x > 0) { player.x--; } } } else if (SubChase_GetInputRIGHT(&bChange)) { bPlayerHasMoved = TRUE; if (bChange) { // move right if (player.x < (SUBCHASE_BLIP_COLUMNS-1)) { player.x++; } } } else if (SubChase_GetInputUP(&bChange)) { bPlayerHasMoved = TRUE; if (bChange) { // move up if (player.y > 0) { player.y--; } } } else if (SubChase_GetInputDOWN(&bChange)) { bPlayerHasMoved = TRUE; if (bChange) { // move down if (player.y < (SUBCHASE_BLIP_ROWS-1)) { player.y++; } } } if (SubChase_GetInputFIRE(NULL)) { // release depth charge - check for hit if ((player.x == sub.x) && (player.y == sub.y)) { // hit { // clear the screen except for the player's ship SubChase_ClearScreen(); DrawScore(-1); Platform_StartDraw(); SubChase_DrawBlip(BLIP_BRIGHT, player.x, player.y); Platform_EndDraw(); } SubChase_PlaySound(SUBCHASE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY); nScore+=nChargeValue; nChargeValue = 5; bInitialTorpedoFired = TRUE; PositionEnemySub(); } else { // miss { // clear the screen except for the player's ship SubChase_ClearScreen(); DrawScore(-1); Platform_StartDraw(); SubChase_DrawBlip(BLIP_BRIGHT, player.x, player.y); Platform_EndDraw(); } SubChase_PlaySound(SUBCHASE_SOUND_CHARGE, PLAYSOUNDFLAGS_PRIORITY); nTimerEnemySubMove = 0; // decrease charge value if (nChargeValue==5) { nChargeValue=3; } else if (nChargeValue==3) { nChargeValue=2; } else if (nChargeValue==2) { nChargeValue=1; } // decrease number of charges and check for game over --nCharges; if (nCharges == 0) { // GAME OVER! { // clear the screen except for the player's ship SubChase_ClearScreen(); DrawScore(-1); Platform_StartDraw(); SubChase_DrawBlip(BLIP_BRIGHT, player.x, player.y); Platform_EndDraw(); } SubChase_PlaySound(SUBCHASE_SOUND_SINK, PLAYSOUNDFLAGS_PRIORITY); bGameOver = TRUE; bInFrame = FALSE; return; } } } // check for proximity to enemy sub int nSonar = 0; if (((sub.x == player.x) && (sub.y == player.y)) || ((sub.x == player.x) && (sub.y == player.y-1)) || ((sub.x == player.x) && (sub.y == player.y+1))) { // fast nSonar = 1; } else if (((sub.x == player.x-1) && (sub.y == player.y-1)) || ((sub.x == player.x-1) && (sub.y == player.y)) || ((sub.x == player.x-1) && (sub.y == player.y+1)) || ((sub.x == player.x+1) && (sub.y == player.y-1)) || ((sub.x == player.x+1) && (sub.y == player.y)) || ((sub.x == player.x+1) && (sub.y == player.y+1))) { // slow nSonar = 2; } if (nSonar) { ++nTimerSonar; if (nSonar==2) { if (nTimerSonar > TIME_SONAR_SLOW) { SubChase_PlaySound(SUBCHASE_SOUND_SONAR, PLAYSOUNDFLAGS_ASYNC); nTimerSonar = 0; } } else { if (nTimerSonar > TIME_SONAR_FAST) { SubChase_PlaySound(SUBCHASE_SOUND_SONAR, PLAYSOUNDFLAGS_ASYNC); nTimerSonar = 0; } } } else { nTimerSonar = 0; } // update the blips Blips[player.x][player.y] = BLIP_BRIGHT; // Blips[sub.x][sub.y] = BLIP_DIM; if (torpedo[0].bEnable) { if ((torpedo[0].x >= 0) && (torpedo[0].x < SUBCHASE_BLIP_COLUMNS)) { Blips[torpedo[0].x][torpedo[0].y] = BLIP_DIM; } } if (torpedo[1].bEnable) { if ((torpedo[1].x >= 0) && (torpedo[1].x < SUBCHASE_BLIP_COLUMNS)) { Blips[torpedo[1].x][torpedo[1].y] = BLIP_DIM; } } // check for torpedo hit if (((torpedo[0].bEnable) && (torpedo[0].x == player.x) && (torpedo[0].y == player.y)) || ((torpedo[0].bEnable) && (torpedo[0].x == player.x) && (torpedo[0].y == player.y))) { // torpedo hit { // clear the screen except for the player's ship SubChase_ClearScreen(); DrawScore(-1); Platform_StartDraw(); SubChase_DrawBlip(BLIP_BRIGHT, player.x, player.y); Platform_EndDraw(); } SubChase_PlaySound(SUBCHASE_SOUND_SINK, PLAYSOUNDFLAGS_PRIORITY); bGameOver = TRUE; bInFrame = FALSE; return; } DrawBlips(); DrawScore(nScore); // move the enemy sub --nTimerEnemySubMove; if (nTimerEnemySubMove <= 0) { nTimerEnemySubMove = TIME_ENEMY_SUB_MOVE; if (nSubDirX > 0) { if (sub.x >= (SUBCHASE_BLIP_COLUMNS-1)) { nSubDirX = -1; } } else { if (sub.x <= 0) { nSubDirX = 1; } } sub.x += nSubDirX; } // move the torpedoes --nTimerMoveTorpedo; if (nTimerMoveTorpedo <= 0) { nTimerMoveTorpedo = TIME_TORPEDO_MOVE; for (int i=0; i<2; i++) { if (torpedo[i].bEnable) { torpedo[i].x += nTorpedoDirX; if ((torpedo[i].x < 0) && (nTorpedoDirX < 0)) { torpedo[i].bEnable = FALSE; } if ((torpedo[i].x >= SUBCHASE_BLIP_COLUMNS) && (nTorpedoDirX > 0)) { torpedo[i].bEnable = FALSE; } } } } if (nKillGameTimer > 0) { --nKillGameTimer; } if (!bPlayerHasMoved && (nKillGameTimer <= 0)) { // player is just sitting there // fire a torpedo at him right now // (as per real game) FireTorpedoes(); bPlayerHasMoved = TRUE; } // randomly fire torpedoes as required if ((torpedo[0].bEnable == FALSE) && (torpedo[1].bEnable == FALSE)) { if (nTimerFireTorpedo > 0) { --nTimerFireTorpedo; } if (Platform_Random(5) == 0) { if (nTimerFireTorpedo <= 0) { FireTorpedoes(); } } } bInFrame = FALSE; } void DrawBlips() { Platform_StartDraw(); // draw the blips field for (int y = 0; y < SUBCHASE_BLIP_ROWS; y++){ for (int x = 0; x < SUBCHASE_BLIP_COLUMNS; x++) { switch(Blips[x][y]){ case BLIP_OFF: case BLIP_DIM: case BLIP_BRIGHT: SubChase_DrawBlip(Blips[x][y], x, y); break; } } } Platform_EndDraw(); } void DrawScore(int nDisplay) { // draw the display Platform_StartDraw(); SubChase_DrawScore(nDisplay); Platform_EndDraw(); } void PositionEnemySub() { nTimerEnemySubMove = TIME_ENEMY_SUB_MOVE; nSubDirX = Platform_Random(2) ? 1 : -1; while (1) { sub.x = Platform_Random(SUBCHASE_BLIP_COLUMNS); sub.y = Platform_Random(SUBCHASE_BLIP_ROWS); if (((sub.x == player.x) && (sub.y == player.y)) || ((sub.x == player.x-1) && (sub.y == player.y-1)) || ((sub.x == player.x-1) && (sub.y == player.y)) || ((sub.x == player.x-1) && (sub.y == player.y+1)) || ((sub.x == player.x+1) && (sub.y == player.y-1)) || ((sub.x == player.x+1) && (sub.y == player.y)) || ((sub.x == player.x+1) && (sub.y == player.y+1)) || ((sub.x == player.x) && (sub.y == player.y-1)) || ((sub.x == player.x) && (sub.y == player.y+1))) { // try again } else { return; } } } static void FireTorpedoes() { nTimerFireTorpedo = TIME_FIRE_TORPEDO_DELAY; nTimerMoveTorpedo = TIME_TORPEDO_MOVE; // enable 1 or more torpedoes torpedo[0].bEnable = TRUE; if (bInitialTorpedoFired) { torpedo[1].bEnable = Platform_Random(7) ? FALSE : TRUE; } // pick the direction based on where the player is if (player.x < 3) { nTorpedoDirX = -1; } else if (player.x > 3) { nTorpedoDirX = 1; } else { if (!bPlayerHasMoved) { // when player hasn't moved, the torpedo is always from the right nTorpedoDirX = -1; } else { nTorpedoDirX = (Platform_Random(2)) ? 1 : -1; } } if (nTorpedoDirX > 0) { if ((player.x == (SUBCHASE_BLIP_COLUMNS-1)) && Platform_Random(2)) { torpedo[0].x = 3; torpedo[1].x = 3; } else { torpedo[0].x = player.x - Platform_Random(5) - 3; torpedo[1].x = player.x - Platform_Random(5) - 3; } } else { if ((player.x == 0) && Platform_Random(2)) { torpedo[0].x = 3; torpedo[1].x = 3; } else { torpedo[0].x = player.x + Platform_Random(5) + 3; torpedo[1].x = player.x + Platform_Random(5) + 3; } } torpedo[0].y = player.y; torpedo[1].y = Platform_Random(3); bInitialTorpedoFired = TRUE; }