mirror of
https://github.com/nebiun/ledHeadWii.git
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1001 lines
20 KiB
C
1001 lines
20 KiB
C
/*
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LEDhead
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Copyright 2001, Peter Hirschberg
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Author: Peter Hirschberg
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The current version of this SOURCE CODE as well as the official
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versions of the LEDHEAD APPLICATION are available from my website
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at: http://www.peterhirschberg.com
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Based on the handheld electronic games by Mattel Electronics.
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All trademarks copyrighted by their respective owners. This
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program is not affiliated or endorsed by Mattel Electronics.
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License agreement:
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program (license.txt); if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Email : peter@peterhirschberg.com
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Website : http://www.peterhirschberg.com
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*/
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#include "Basketball.h"
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#include "Games.h"
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// constants
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#define NUM_DEFENSEPLAYERS 5
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#define TIME_TICKTIMERPRO1 7
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#define TIME_TICKTIMERPRO2 4
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#define TIME_STATSDISPLAY 5
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#define TIME_BALLMOVE 5
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#define TIME_DEFLECT 2
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typedef int BLIP;
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static BLIP Blips[BASKETBALL_BLIP_COLUMNS][BASKETBALL_BLIP_ROWS];
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// game variables
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static BOOL bGameOver;
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static BOOL bHomeTeam;
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static BOOL bInFrame = FALSE;
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static BOOL bPower;
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static BOOL bPro2 = FALSE;
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static int nHScore;
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static int nVScore;
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static float fGameTime;
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static int nPlayTime;
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static int nQuarter;
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static int nTimerTickTimer;
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static BOOL bShoot;
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static int nBallDirectionX;
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static int nBallDirectionY;
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static int nTimerBallMove;
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static BOOL bDeflect;
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static BOOL nTimerDeflect;
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static int nStatsIndex;
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static int nTimerStatsDisplay;
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typedef struct PLAYER {
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int nColumn;
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int nRow;
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int nBright;
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int nColumnOld;
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int nRowOld;
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}PLAYER;
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static PLAYER ball;
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static PLAYER player;
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static PLAYER defense[NUM_DEFENSEPLAYERS];
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// macros for dealing with the players
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#define SETPLAYERBRIGHTNESS(p,b) { \
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p.nBright = b; \
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}
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#define NOTECURRENTPLAYERPOSITION(p) { \
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p.nColumnOld = p.nColumn; \
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p.nRowOld = p.nRow; \
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}
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#define SETPLAYER(p,x,y,b) { \
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NOTECURRENTPLAYERPOSITION(p); \
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p.nColumn = x; \
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p.nRow = y; \
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p.nBright = b; \
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}
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#define UNSETPLAYER(p) { \
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NOTECURRENTPLAYERPOSITION(p); \
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p.nColumn = -1; \
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p.nRow = -1; \
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p.nBright = BLIP_OFF; \
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}
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#define MOVEPLAYERUP(p) { \
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NOTECURRENTPLAYERPOSITION(p); \
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p.nRow--; \
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}
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#define MOVEPLAYERDOWN(p) { \
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NOTECURRENTPLAYERPOSITION(p); \
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p.nRow++; \
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}
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#define MOVEPLAYERLEFT(p) { \
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NOTECURRENTPLAYERPOSITION(p); \
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p.nColumn--; \
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}
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#define MOVEPLAYERRIGHT(p) { \
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NOTECURRENTPLAYERPOSITION(p); \
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p.nColumn++; \
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}
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static BOOL ISBALL(int x, int y);
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static BOOL ISBALL(int x, int y)
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{
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if ((ball.nColumn == x)
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&& (ball.nRow == y)
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&& (ball.nBright)){
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return TRUE;
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}
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return FALSE;
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}
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static BOOL ISPLAYER(int x, int y);
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static BOOL ISPLAYER(int x, int y)
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{
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if ((player.nColumn == x)
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&& (player.nRow == y)
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&& (player.nBright)){
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return TRUE;
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}
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return FALSE;
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}
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static BOOL ISDEFENSE(int x, int y);
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static BOOL ISDEFENSE(int x, int y)
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{
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for (int i=0; i<NUM_DEFENSEPLAYERS; i++){
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if ((defense[i].nColumn == x)
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&& (defense[i].nRow == y)
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&& (defense[i].nBright)){
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return TRUE;
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}
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}
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return FALSE;
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}
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static BOOL ISOCCUPIED(int x, int y);
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static BOOL ISOCCUPIED(int x, int y)
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{
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if (ISPLAYER(x,y)){
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return TRUE;
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}
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if (ISDEFENSE(x,y)){
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return TRUE;
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}
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return FALSE;
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}
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static int GETPLAYERAT(int x, int y);
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static int GETPLAYERAT(int x, int y){
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for (int i=0; i<NUM_DEFENSEPLAYERS; i++){
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if ((defense[i].nColumn == x)
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&& (defense[i].nRow == y)
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&& (defense[i].nBright)){
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return i;
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}
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}
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return -1;
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}
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#define UNMOVEPLAYER(p) { \
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p.nRow = p.nRowOld; \
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p.nColumn = p.nColumnOld; \
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}
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#define ISPLAYEROFFSCREEN(p) \
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((p.nColumn > BASKETBALL_BLIP_COLUMNS-1) \
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|| (p.nColumn < 0) \
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|| (p.nRow > BASKETBALL_BLIP_ROWS-1) \
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|| (p.nRow < 0))
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#define ISPLAYERENABLED(p) \
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(p.nBright)
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// finite state machine stuff
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static void fsmPlayStartWait();
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static void fsmShowStats();
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static void fsmInPlay();
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static void fsmDunk();
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static void fsmGameOver();
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static enum FSM {
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FSM_PLAYSTARTWAIT=0,
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FSM_SHOWSTATS,
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FSM_INPLAY,
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FSM_DUNK,
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FSM_GAMEOVER
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}fsm;
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typedef void (*FSMFCN)();
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static FSMFCN fsmfcn[] = {
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fsmPlayStartWait,
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fsmShowStats,
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fsmInPlay,
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fsmDunk,
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fsmGameOver
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};
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// proto's
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static void InitGame();
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static void DrawBlips();
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static void EraseBlips();
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BOOL Basketball_GetPower()
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{
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return (bPower ? TRUE : FALSE);
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}
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void Basketball_PowerOn()
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{
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InitGame();
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bPower = TRUE;
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}
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void Basketball_PowerOff()
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{
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bPower = FALSE;
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Basketball_StopSound();
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}
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void Basketball_SetSkill(int i){
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if (i == 0){
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bPro2 = FALSE;
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} else {
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bPro2 = TRUE;
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}
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}
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int Basketball_GetSkill(){
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return bPro2 ? 1 : 0;
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}
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void InitGame()
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{
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bHomeTeam = FALSE;
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PlatformSetInput(bHomeTeam);
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nHScore = 0;
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nVScore = 0;
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fGameTime = 12.0;
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nQuarter = 0;
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bGameOver = FALSE;
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bDeflect = FALSE;
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fsm = FSM_PLAYSTARTWAIT;
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}
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void Basketball_Run(int tu)
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{
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int x, y;
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// prevent reentrancy
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if (bInFrame){ return; }
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bInFrame = TRUE;
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// init the blips field
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for (y = 0; y < BASKETBALL_BLIP_ROWS; y++){
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for (x = 0; x < BASKETBALL_BLIP_COLUMNS; x++){
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Blips[x][y] = BLIP_OFF;
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}
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}
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if (!bPower){
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Basketball_ClearScreen();
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bInFrame = FALSE;
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return;
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}
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Platform_StartDraw();
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(fsmfcn[fsm])();
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DrawBlips();
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Platform_EndDraw();
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bInFrame = FALSE;
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}
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void DrawBlips()
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{
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int x, y, nBright;
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static BOOL bBlink = FALSE;
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if(fsm != FSM_DUNK) {
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for (int i=0; i<NUM_DEFENSEPLAYERS; i++){
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if (defense[i].nBright != BLIP_OFF){
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x = defense[i].nColumn;
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y = defense[i].nRow;
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nBright = defense[i].nBright;
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Blips[x][y] = nBright;
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}
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}
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if (player.nBright != BLIP_OFF){
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x = player.nColumn;
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y = player.nRow;
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nBright = player.nBright;
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Blips[x][y] = nBright;
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}
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if (ball.nBright != BLIP_OFF){
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x = ball.nColumn;
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y = ball.nRow;
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nBright = ball.nBright;
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Blips[x][y] = nBright;
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}
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}
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// draw the blips field
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for (y = 0; y < BASKETBALL_BLIP_ROWS; y++){
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for (x = 0; x < BASKETBALL_BLIP_COLUMNS; x++){
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switch(Blips[x][y]){
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case BLIP_OFF:
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case BLIP_DIM:
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case BLIP_BRIGHT:
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Basketball_DrawBlip(Blips[x][y], x, y);
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break;
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case BLIP_DIMBLINK:
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if (!bBlink){
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Basketball_DrawBlip(BLIP_DIM, x, y);
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} else {
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Basketball_DrawBlip(BLIP_OFF, x, y);
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}
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break;
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case BLIP_BRIGHTBLINK:
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if (bBlink){
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Basketball_DrawBlip(BLIP_BRIGHT, x, y);
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} else {
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Basketball_DrawBlip(BLIP_OFF, x, y);
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}
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break;
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}
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}
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}
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bBlink = !bBlink;
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}
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void EraseBlips()
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{
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// erase the blips field
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for (int y = 0; y < BASKETBALL_BLIP_ROWS; y++){
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for (int x = 0; x < BASKETBALL_BLIP_COLUMNS; x++){
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Basketball_DrawBlip(BLIP_OFF, x, y);
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}
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}
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}
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// FINITE STATE MACHINE STUFF
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void fsmPlayStartWait()
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{
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// show formation
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{
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SETPLAYER(player, ((bHomeTeam) ? 0 : 4), 3, BLIP_BRIGHT);
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UNSETPLAYER(ball);
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SETPLAYER(defense[0], 0, 0, BLIP_DIM);
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SETPLAYER(defense[1], 4, 0, BLIP_DIM);
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SETPLAYER(defense[2], 1, 1, BLIP_DIM);
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SETPLAYER(defense[3], 2, 1, BLIP_DIM);
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SETPLAYER(defense[4], 3, 1, BLIP_DIM);
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}
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bShoot = FALSE;
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nPlayTime = 24;
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nTimerTickTimer = bPro2 ? TIME_TICKTIMERPRO2 : TIME_TICKTIMERPRO1;
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bDeflect = FALSE;
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nTimerDeflect = 0;
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// show stats if pressed 'down'
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// else, wait for player to move then advance to next state
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BOOL bChange;
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if (Basketball_GetInputDOWN(&bChange))
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{
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if (bChange)
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{
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nStatsIndex = 0;
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nTimerStatsDisplay = TIME_STATSDISPLAY;
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fsm = FSM_SHOWSTATS;
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fsmShowStats();
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return;
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}
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}
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else if (Basketball_TestForMovement())
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{
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Platform_IsNewSecond();
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fsmInPlay();
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fsm = FSM_INPLAY;
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return;
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}
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Basketball_DrawStat((int)fGameTime);
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}
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void fsmShowStats()
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{
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// show formation
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if (!bGameOver)
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{
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SETPLAYER(player, ((bHomeTeam) ? 0 : 4), 3, BLIP_BRIGHT);
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UNSETPLAYER(ball);
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SETPLAYER(defense[0], 0, 0, BLIP_DIM);
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SETPLAYER(defense[1], 4, 0, BLIP_DIM);
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SETPLAYER(defense[2], 1, 1, BLIP_DIM);
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SETPLAYER(defense[3], 2, 1, BLIP_DIM);
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SETPLAYER(defense[4], 3, 1, BLIP_DIM);
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}
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if (--nTimerStatsDisplay <= 0)
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{
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++nStatsIndex;
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nTimerStatsDisplay = TIME_STATSDISPLAY;
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}
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switch(nStatsIndex)
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{
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case 0:
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Basketball_DrawStat(-1);
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break;
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case 1:
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Basketball_DrawStat(nVScore);
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break;
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case 2:
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Basketball_DrawStat(-1);
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break;
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case 3:
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Basketball_DrawStat(nHScore);
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break;
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case 4:
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Basketball_DrawStat(-1);
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break;
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default:
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case 5:
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if (bGameOver)
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{
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fsm = FSM_GAMEOVER;
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}
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else
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{
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fsm = FSM_PLAYSTARTWAIT;
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}
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break;
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}
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}
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void fsmInPlay()
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{
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BOOL bChange;
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if (Basketball_GetInputLEFT(&bChange))
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{
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if (bChange)
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{
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if ((player.nColumn > 0)
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&& (!ISOCCUPIED(player.nColumn-1, player.nRow))){
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MOVEPLAYERLEFT(player);
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}
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}
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}
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else if (Basketball_GetInputRIGHT(&bChange))
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{
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if (bChange)
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{
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if ((player.nColumn < (BASKETBALL_BLIP_COLUMNS-1))
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&& (!ISOCCUPIED(player.nColumn+1, player.nRow))){
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MOVEPLAYERRIGHT(player);
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}
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}
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}
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else if (Basketball_GetInputUP(&bChange))
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{
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if (bChange)
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{
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if ((player.nRow > 0)
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&& (!ISOCCUPIED(player.nColumn, player.nRow-1))){
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MOVEPLAYERUP(player);
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}
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}
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}
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else if (Basketball_GetInputDOWN(&bChange))
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{
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if (bChange)
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{
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if ((player.nRow < (BASKETBALL_BLIP_ROWS-1))
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&& (!ISOCCUPIED(player.nColumn, player.nRow+1))){
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MOVEPLAYERDOWN(player);
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}
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}
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}
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if (nTimerDeflect)
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{
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// still in deflect
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--nTimerDeflect;
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return;
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}
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if (Basketball_GetInputTHROW(&bChange))
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{
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if (bChange)
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{
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if (!ISPLAYERENABLED(ball))
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{
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// shoot!
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bShoot = TRUE;
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nTimerBallMove = TIME_BALLMOVE;
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SETPLAYERBRIGHTNESS(player, BLIP_DIMBLINK);
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SETPLAYER(ball, player.nColumn, player.nRow, BLIP_BRIGHT);
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if (player.nRow > 0)
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{
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nBallDirectionY = -1;
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}
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else
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{
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nBallDirectionY = 0;
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}
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if (player.nColumn < 2)
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{
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nBallDirectionX = 1;
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}
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else if (player.nColumn > 2)
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{
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nBallDirectionX = -1;
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}
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else
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{
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nBallDirectionX = 0;
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}
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}
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}
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}
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// move the two end defenders randomly
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{
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if (Platform_Random(bPro2 ? 10 : 20) == 0){
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// move horizontally or vertically
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int x = defense[0].nColumn;
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int y = defense[0].nRow;
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if (Platform_Random(2)){
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if (x == 0){
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x = 1;
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} else {
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x = 0;
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}
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} else {
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if (y == 0){
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y = 1;
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} else {
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y = 0;
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}
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}
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if (!ISOCCUPIED(x,y)){
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SETPLAYER(defense[0], x, y, BLIP_DIM);
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|
}
|
|
}
|
|
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:
|
|
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:
|
|
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);
|
|
}
|
|
|