/***************************************************************************** * Product: "Fly'n'Shoot" game example * Last Updated for Version: 4.5.00 * Date of the Last Update: May 18, 2012 * * Q u a n t u m L e a P s * --------------------------- * innovating embedded systems * * Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved. * * This program is open source 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. * * Alternatively, this program may be distributed and modified under the * terms of Quantum Leaps commercial licenses, which expressly supersede * the GNU General Public License and are specifically designed for * licensees interested in retaining the proprietary status of their code. * * 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. If not, see . * * Contact information: * Quantum Leaps Web sites: http://www.quantum-leaps.com * http://www.state-machine.com * e-mail: info@quantum-leaps.com *****************************************************************************/ #include "qp_port.h" #include "game.h" #include "bsp.h" #include /* for memmove() and memcpy() */ Q_DEFINE_THIS_FILE /* Tunnel Active Object ....................................................*/ typedef struct TunnelTag { QActive super; /* extend the QActive class */ QTimeEvt blinkTimeEvt; /* time event for blinking */ QTimeEvt screenTimeEvt; /* time event for screen changes */ QHsm *mines[GAME_MINES_MAX]; /* active mines */ QHsm *mine1_pool[GAME_MINES_MAX]; QHsm *mine2_pool[GAME_MINES_MAX]; uint8_t blink_ctr; /* blink counter */ uint8_t last_mine_x; uint8_t last_mine_y; uint8_t wall_thickness_top; uint8_t wall_thickness_bottom; uint8_t minimal_gap; } Tunnel; /* the Tunnel active object */ static QState Tunnel_initial (Tunnel *me, QEvt const *e); static QState Tunnel_final (Tunnel *me, QEvt const *e); static QState Tunnel_active (Tunnel *me, QEvt const *e); static QState Tunnel_playing (Tunnel *me, QEvt const *e); static QState Tunnel_demo (Tunnel *me, QEvt const *e); static QState Tunnel_game_over (Tunnel *me, QEvt const *e); static QState Tunnel_screen_saver (Tunnel *me, QEvt const *e); static QState Tunnel_screen_saver_hide(Tunnel *me, QEvt const *e); static QState Tunnel_screen_saver_show(Tunnel *me, QEvt const *e); /* Helper functions ........................................................*/ static void Tunnel_advance(Tunnel *me); static void Tunnel_plantMine(Tunnel *me); static void Tunnel_addImageAt(Tunnel *me, uint8_t bmp, uint8_t x, int8_t y); static void Tunnel_dispatchToAllMines(Tunnel *me, QEvt const *e); static uint8_t Tunnel_isWallHit(Tunnel *me, uint8_t bmp, uint8_t x_pos, uint8_t y_pos); static void randomSeed(uint32_t seed); static uint32_t random(void); static Tunnel l_tunnel; /* the sole instance of the Tunnel active object */ /* global objects ----------------------------------------------------------*/ QActive * const AO_Tunnel = (QActive *)&l_tunnel;/*opaque pointer to Tunnel */ /* local objects -----------------------------------------------------------*/ static uint32_t l_rnd; /* random seed */ static uint8_t l_walls[GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8]; static uint8_t l_frame[GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8]; /*..........................................................................*/ void Tunnel_ctor(void) { uint8_t n; Tunnel *me = &l_tunnel; QActive_ctor(&me->super, (QStateHandler)&Tunnel_initial); QTimeEvt_ctor(&me->blinkTimeEvt, BLINK_TIMEOUT_SIG); QTimeEvt_ctor(&me->screenTimeEvt, SCREEN_TIMEOUT_SIG); for (n = 0; n < GAME_MINES_MAX; ++n) { me->mine1_pool[n] = Mine1_ctor(n); /* instantiate Mine1 in the pool */ me->mine2_pool[n] = Mine2_ctor(n); /* instantiate Mine2 in the pool */ me->mines[n] = (QHsm *)0; /* mine 'n' is unused */ } me->last_mine_x = 0; /* the last mine at the right edge of the tunnel */ me->last_mine_y = 0; } /* HSM definition ----------------------------------------------------------*/ /*..........................................................................*/ QState Tunnel_initial(Tunnel *me, QEvt const *e) { uint8_t n; (void)e; /* avoid the "unreferenced parameter" warning */ for (n = 0; n < GAME_MINES_MAX; ++n) { QHsm_init(me->mine1_pool[n], (QEvt *)0);/*initial tran. for Mine1 */ QHsm_init(me->mine2_pool[n], (QEvt *)0);/*initial tran. for Mine2 */ } randomSeed(1234); /* seed the pseudo-random generator */ QActive_subscribe((QActive *)me, TIME_TICK_SIG); QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG); QActive_subscribe((QActive *)me, PLAYER_QUIT_SIG); QS_OBJ_DICTIONARY(&l_tunnel); /* object dictionary for Tunnel object */ QS_OBJ_DICTIONARY(&l_tunnel.blinkTimeEvt); QS_OBJ_DICTIONARY(&l_tunnel.screenTimeEvt); QS_FUN_DICTIONARY(&Tunnel_initial); /* fun. dictionaries for Tunnel HSM */ QS_FUN_DICTIONARY(&Tunnel_final); QS_FUN_DICTIONARY(&Tunnel_active); QS_FUN_DICTIONARY(&Tunnel_playing); QS_FUN_DICTIONARY(&Tunnel_demo); QS_FUN_DICTIONARY(&Tunnel_game_over); QS_FUN_DICTIONARY(&Tunnel_screen_saver); QS_FUN_DICTIONARY(&Tunnel_screen_saver_hide); QS_FUN_DICTIONARY(&Tunnel_screen_saver_show); QS_SIG_DICTIONARY(BLINK_TIMEOUT_SIG, &l_tunnel); /* local signals */ QS_SIG_DICTIONARY(SCREEN_TIMEOUT_SIG, &l_tunnel); QS_SIG_DICTIONARY(SHIP_IMG_SIG, &l_tunnel); QS_SIG_DICTIONARY(MISSILE_IMG_SIG, &l_tunnel); QS_SIG_DICTIONARY(MINE_IMG_SIG, &l_tunnel); QS_SIG_DICTIONARY(MINE_DISABLED_SIG, &l_tunnel); QS_SIG_DICTIONARY(EXPLOSION_SIG, &l_tunnel); QS_SIG_DICTIONARY(SCORE_SIG, &l_tunnel); return Q_TRAN(&Tunnel_demo); } /*..........................................................................*/ QState Tunnel_final(Tunnel *me, QEvt const *e) { (void)me; /* avoid compiler warning */ switch (e->sig) { case Q_ENTRY_SIG: { /* clear the screen */ memset(l_frame, (uint8_t)0, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8)); BSP_drawBitmap(l_frame, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); QF_stop(); /* stop QF and cleanup */ return Q_HANDLED(); } } return Q_SUPER(&QHsm_top); } /*..........................................................................*/ QState Tunnel_active(Tunnel *me, QEvt const *e) { switch (e->sig) { case MINE_DISABLED_SIG: { Q_ASSERT((((MineEvt const *)e)->id < GAME_MINES_MAX) && (me->mines[((MineEvt const *)e)->id] != (QHsm *)0)); me->mines[((MineEvt const *)e)->id] = (QHsm *)0; return Q_HANDLED(); } case PLAYER_QUIT_SIG: { return Q_TRAN(&Tunnel_final); } } return Q_SUPER(&QHsm_top); } /*..........................................................................*/ QState Tunnel_demo(Tunnel *me, QEvt const *e) { switch (e->sig) { case Q_ENTRY_SIG: { me->last_mine_x = 0; /* last mine at right edge of the tunnel */ me->last_mine_y = 0; /* set the tunnel properties... */ me->wall_thickness_top = 0; me->wall_thickness_bottom = 0; me->minimal_gap = GAME_SCREEN_HEIGHT - 3; /* erase the tunnel walls */ memset(l_walls, (uint8_t)0, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8)); QTimeEvt_postEvery(&me->blinkTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC/2); /* every 1/2 sec */ QTimeEvt_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC*20); /* 20s timeout */ me->blink_ctr = 0; /* init the blink counter */ return Q_HANDLED(); } case Q_EXIT_SIG: { QTimeEvt_disarm(&me->blinkTimeEvt); QTimeEvt_disarm(&me->screenTimeEvt); return Q_HANDLED(); } case BLINK_TIMEOUT_SIG: { me->blink_ctr ^= 1; /* toggle the blink cunter */ return Q_HANDLED(); } case SCREEN_TIMEOUT_SIG: { return Q_TRAN(&Tunnel_screen_saver); } case TIME_TICK_SIG: { Tunnel_advance(me); if (me->blink_ctr != 0) { /* add the text bitmap into the frame buffer */ Tunnel_addImageAt(me, PRESS_BUTTON_BMP, (GAME_SCREEN_WIDTH - 55)/2, (GAME_SCREEN_HEIGHT - 8)/2); } BSP_drawBitmap(l_frame, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); return Q_HANDLED(); } case PLAYER_TRIGGER_SIG: { return Q_TRAN(&Tunnel_playing); } } return Q_SUPER(&Tunnel_active); } /*..........................................................................*/ QState Tunnel_game_over(Tunnel *me, QEvt const *e) { switch (e->sig) { case Q_ENTRY_SIG: { QTimeEvt_postEvery(&me->blinkTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC/2); /* 1/2 sec */ QTimeEvt_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC*5); /* 5 sec timeout */ me->blink_ctr = 0; BSP_drawNString((GAME_SCREEN_WIDTH - 6*9)/2, 0, "Game Over"); return Q_HANDLED(); } case Q_EXIT_SIG: { QTimeEvt_disarm(&me->blinkTimeEvt); QTimeEvt_disarm(&me->screenTimeEvt); BSP_updateScore(0); /* update the score on the display */ return Q_HANDLED(); } case BLINK_TIMEOUT_SIG: { me->blink_ctr ^= 1; /* toggle the blink couner */ BSP_drawNString((GAME_SCREEN_WIDTH - 6*9)/2, 0, ((me->blink_ctr == 0) ? "Game Over" : " ")); return Q_HANDLED(); } case SCREEN_TIMEOUT_SIG: { return Q_TRAN(&Tunnel_demo); } } return Q_SUPER(&Tunnel_active); } /*..........................................................................*/ QState Tunnel_playing(Tunnel *me, QEvt const *e) { uint8_t x; int8_t y; uint8_t bmp; switch (e->sig) { case Q_ENTRY_SIG: { static QEvt const takeoff = { TAKE_OFF_SIG, 0, 0 }; me->minimal_gap = GAME_SCREEN_HEIGHT - 3; /* erase the walls */ memset(l_walls, (uint8_t)0, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8)); QACTIVE_POST(AO_Ship, &takeoff, me); /* post the TAKEOFF sig */ return Q_HANDLED(); } case Q_EXIT_SIG: { QEvt recycle; recycle.sig = MINE_RECYCLE_SIG; Tunnel_dispatchToAllMines(me, &recycle); /* recycle all Mines */ return Q_HANDLED(); } case TIME_TICK_SIG: { /* render this frame on the display */ BSP_drawBitmap(l_frame, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); Tunnel_advance(me); Tunnel_plantMine(me); Tunnel_dispatchToAllMines(me, e); return Q_HANDLED(); } case SHIP_IMG_SIG: case MISSILE_IMG_SIG: { x = (uint8_t)((ObjectImageEvt const *)e)->x; y = (int8_t)((ObjectImageEvt const *)e)->y; bmp = (uint8_t)((ObjectImageEvt const *)e)->bmp; /* did the Ship/Missile hit the tunnel wall? */ if (Tunnel_isWallHit(me, bmp, x, y)) { static QEvt const hit = { HIT_WALL_SIG, 0, 0 }; if (e->sig == SHIP_IMG_SIG) { QACTIVE_POST(AO_Ship, &hit, me); } else { QACTIVE_POST(AO_Missile, &hit, me); } } Tunnel_addImageAt(me, bmp, x, y); Tunnel_dispatchToAllMines(me, e); /* let Mines check for hits */ return Q_HANDLED(); } case MINE_IMG_SIG: case EXPLOSION_SIG: { x = (uint8_t)((ObjectImageEvt const *)e)->x; y = (int8_t)((ObjectImageEvt const *)e)->y; bmp = (uint8_t)((ObjectImageEvt const *)e)->bmp; Tunnel_addImageAt(me, bmp, x, y); return Q_HANDLED(); } case SCORE_SIG: { BSP_updateScore(((ScoreEvt const *)e)->score); /* increase difficulty of the game: * the tunnel gets narrower as the score goes up */ me->minimal_gap = GAME_SCREEN_HEIGHT - 3 - ((ScoreEvt const *)e)->score/2000; return Q_HANDLED(); } case GAME_OVER_SIG: { uint16_t score = ((ScoreEvt const *)e)->score; char str[5]; BSP_updateScore(score); /* clear the screen */ memset(l_frame, (uint8_t)0, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8)); BSP_drawBitmap(l_frame, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); /* Output the final score to the screen */ BSP_drawNString((GAME_SCREEN_WIDTH - 6*10)/2, 1, "Score:"); str[4] = '\0'; /* zero-terminate the string */ str[3] = '0' + (score % 10); score /= 10; str[2] = '0' + (score % 10); score /= 10; str[1] = '0' + (score % 10); score /= 10; str[0] = '0' + (score % 10); BSP_drawNString((GAME_SCREEN_WIDTH - 6*10)/2 + 6*6, 1, str); return Q_TRAN(&Tunnel_game_over); } } return Q_SUPER(&Tunnel_active); } /*..........................................................................*/ /* A random-pixel screen saver to avoid damage to the display */ QState Tunnel_screen_saver(Tunnel *me, QEvt const *e) { switch (e->sig) { case Q_INIT_SIG: { return Q_TRAN(&Tunnel_screen_saver_hide); } case PLAYER_TRIGGER_SIG: { return Q_TRAN(&Tunnel_demo); } } return Q_SUPER(&Tunnel_active); } /*..........................................................................*/ QState Tunnel_screen_saver_hide(Tunnel *me, QEvt const *e) { switch (e->sig) { case Q_ENTRY_SIG: { BSP_displayOff(); /* power down the display */ QTimeEvt_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC*3); /* 3s timeout */ return Q_HANDLED(); } case Q_EXIT_SIG: { QTimeEvt_disarm(&me->screenTimeEvt); BSP_displayOn(); /* power up the display */ return Q_HANDLED(); } case SCREEN_TIMEOUT_SIG: { return Q_TRAN(&Tunnel_screen_saver_show); } } return Q_SUPER(&Tunnel_screen_saver); } /*..........................................................................*/ QState Tunnel_screen_saver_show(Tunnel *me, QEvt const *e) { switch (e->sig) { case Q_ENTRY_SIG: { uint32_t rnd = random(); /* clear the screen frame buffer */ memset(l_frame, (uint8_t)0, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8)); Tunnel_addImageAt(me, PRESS_BUTTON_BMP, (uint8_t)(rnd % (GAME_SCREEN_WIDTH - 55)), (int8_t) (rnd % (GAME_SCREEN_HEIGHT - 8))); BSP_drawBitmap(l_frame, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); QTimeEvt_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC/3); /* 1/3 sec timeout */ return Q_HANDLED(); } case Q_EXIT_SIG: { QTimeEvt_disarm(&me->screenTimeEvt); /* clear the screen frame buffer */ memset(l_frame, (uint8_t)0, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8)); BSP_drawBitmap(l_frame, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); return Q_HANDLED(); } case SCREEN_TIMEOUT_SIG: { return Q_TRAN(&Tunnel_screen_saver_hide); } } return Q_SUPER(&Tunnel_screen_saver); } /* helper functions --------------------------------------------------------*/ /* * The bitmap for the "Press Button" text: * * xxx.........................xxx........x...x........... * x..x........................x..x.......x...x........... * x..x.x.xx..xx...xxx..xxx....x..x.x..x.xxx.xxx..xx..xxx. * xxx..xx...x..x.x....x.......xxx..x..x..x...x..x..x.x..x * x....x....xxxx..xx...xx.....x..x.x..x..x...x..x..x.x..x * x....x....x.......x....x....x..x.x..x..x...x..x..x.x..x * x....x.....xxx.xxx..xxx.....xxx...xxx...x...x..xx..x..x * ....................................................... */ static uint8_t const press_button_bits[] = { 0x7F, 0x09, 0x09, 0x06, 0x00, 0x7C, 0x08, 0x04, 0x04, 0x00, 0x38, 0x54, 0x54, 0x58, 0x00, 0x48, 0x54, 0x54, 0x24, 0x00, 0x48, 0x54, 0x54, 0x24, 0x00, 0x00, 0x00, 0x00, 0x7F, 0x49, 0x49, 0x36, 0x00, 0x3C, 0x40, 0x40, 0x7C, 0x00, 0x04, 0x3F, 0x44, 0x00, 0x04, 0x3F, 0x44, 0x00, 0x38, 0x44, 0x44, 0x38, 0x00, 0x7C, 0x04, 0x04, 0x78 }; /* bitmap of the Ship: * * x.... * xxx.. * xxxxx */ static uint8_t const ship_bits[] = { 0x07, 0x06, 0x06, 0x04, 0x04 }; /* bitmap of the Missile: * * xxx */ static uint8_t const missile_bits[] = { 0x01, 0x01, 0x01 }; /* bitmap of the Mine type-1: * * .x. * xxx * .x. */ static uint8_t const mine1_bits[] = { 0x02, 0x07, 0x02 }; /* bitmap of the Mine type-2: * * x..x * .xx. * .xx. * x..x */ static uint8_t const mine2_bits[] = { 0x09, 0x06, 0x06, 0x09 }; /* Mine type-2 is nastier than Mine type-1. The type-2 mine can * hit the Ship with any of its "tentacles". However, it can be * destroyed by the Missile only by hitting its center, defined as * the following bitmap: * * .... * .xx. * .xx. * .... */ static uint8_t const mine2_missile_bits[] = { 0x00, 0x06, 0x06, 0x00 }; /* * The bitmap of the explosion stage 0: * * ....... * ....... * ...x... * ..x.x.. * ...x... * ....... * ....... */ static uint8_t const explosion0_bits[] = { 0x00, 0x00, 0x08, 0x14, 0x08, 0x00, 0x00 }; /* * The bitmap of the explosion stage 1: * * ....... * ....... * ..x.x.. * ...x... * ..x.x.. * ....... * ....... */ static uint8_t const explosion1_bits[] = { 0x00, 0x00, 0x14, 0x08, 0x14, 0x00, 0x00 }; /* * The bitmap of the explosion stage 2: * * ....... * .x...x. * ..x.x.. * ...x... * ..x.x.. * .x...x. * ....... */ static uint8_t const explosion2_bits[] = { 0x00, 0x22, 0x14, 0x08, 0x14, 0x22, 0x00 }; /* * The bitmap of the explosion stage 3: * * x..x..x * .x.x.x. * ..x.x.. * xx.x.xx * ..x.x.. * .x.x.x. * x..x..x */ static uint8_t const explosion3_bits[] = { 0x49, 0x2A, 0x14, 0x6B, 0x14, 0x2A, 0x49 }; typedef struct BitmapTag { /* the auxiliary structure to hold const bitmaps */ uint8_t const *bits; /* the bits in the bitmap */ uint8_t width; /* the width of the bitmap */ } Bitmap; static Bitmap const l_bitmap[MAX_BMP] = { { press_button_bits, Q_DIM(press_button_bits) }, { ship_bits, Q_DIM(ship_bits) }, { missile_bits, Q_DIM(missile_bits) }, { mine1_bits, Q_DIM(mine1_bits) }, { mine2_bits, Q_DIM(mine2_bits) }, { mine2_missile_bits, Q_DIM(mine2_missile_bits) }, { explosion0_bits, Q_DIM(explosion0_bits) }, { explosion1_bits, Q_DIM(explosion1_bits) }, { explosion2_bits, Q_DIM(explosion2_bits) }, { explosion3_bits, Q_DIM(explosion3_bits) } }; /*..........................................................................*/ uint32_t random(void) { /* a very cheap pseudo-random-number generator */ /* "Super-Duper" Linear Congruential Generator (LCG) * LCG(2^32, 3*7*11*13*23, 0, seed) */ l_rnd = l_rnd * (3*7*11*13*23); return l_rnd >> 8; } /*..........................................................................*/ void randomSeed(uint32_t seed) { l_rnd = seed; } /*..........................................................................*/ void Tunnel_advance(Tunnel *me) { uint32_t rnd; uint32_t bmp1; /* bimap representing 1 column of the image */ rnd = (random() & 0xFF); /* reduce the top wall thickness 18.75% of the time */ if ((rnd < 48) && (me->wall_thickness_top > 0)) { --me->wall_thickness_top; } /* reduce the bottom wall thickness 18.75% of the time */ if ((rnd > 208) && (me->wall_thickness_bottom > 0)) { --me->wall_thickness_bottom; } rnd = (random() & 0xFF); /* grow the top wall thickness 18.75% of the time */ if ((rnd < 48) && ((GAME_SCREEN_HEIGHT - me->wall_thickness_top - me->wall_thickness_bottom) > me->minimal_gap) && ((me->last_mine_x < (GAME_SCREEN_WIDTH - 5)) || (me->last_mine_y > (me->wall_thickness_top + 1)))) { ++me->wall_thickness_top; } /* grow the bottom wall thickness 18.75% of the time */ if ((rnd > 208) && ((GAME_SCREEN_HEIGHT - me->wall_thickness_top - me->wall_thickness_bottom) > me->minimal_gap) && ((me->last_mine_x < (GAME_SCREEN_WIDTH - 5)) || (me->last_mine_y + 1 < (GAME_SCREEN_HEIGHT - me->wall_thickness_bottom)))) { ++me->wall_thickness_bottom; } /* advance the Tunnel by 1 game step to the left */ memmove(l_walls, l_walls + GAME_SPEED_X, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8) - GAME_SPEED_X); bmp1 = (~(~0 << me->wall_thickness_top)) | (~0 << (GAME_SCREEN_HEIGHT - me->wall_thickness_bottom)); l_walls[GAME_SCREEN_WIDTH - 1] = (uint8_t)bmp1; l_walls[GAME_SCREEN_WIDTH + GAME_SCREEN_WIDTH - 1] = (uint8_t)(bmp1 >> 8); /* copy the Tunnel layer to the main frame buffer */ memcpy(l_frame, l_walls, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8)); } /*..........................................................................*/ void Tunnel_plantMine(Tunnel *me) { uint32_t rnd = (random() & 0xFF); if (me->last_mine_x > 0) { --me->last_mine_x; /* shift the last Mine 1 position to the left */ } /* last mine far enough? */ if ((me->last_mine_x + GAME_MINES_DIST_MIN < GAME_SCREEN_WIDTH) && (rnd < 8)) /* place the mines only 5% of the time */ { uint8_t n; for (n = 0; n < Q_DIM(me->mines); ++n) { /* look for disabled mines */ if (me->mines[n] == (QHsm *)0) { break; } } if (n < Q_DIM(me->mines)) { /* a disabled Mine found? */ ObjectPosEvt ope; /* event to dispatch to the Mine */ rnd = (random() & 0xFFFF); if ((rnd & 1) == 0) { /* choose the type of the mine */ me->mines[n] = me->mine1_pool[n]; } else { me->mines[n] = me->mine2_pool[n]; } /* new Mine is planted in the last column of the tunnel */ me->last_mine_x = GAME_SCREEN_WIDTH; /* choose a random y-position for the Mine in the Tunnel */ rnd %= (GAME_SCREEN_HEIGHT - me->wall_thickness_top - me->wall_thickness_bottom - 4); me->last_mine_y = me->wall_thickness_top + 2 + rnd; ope.super.sig = MINE_PLANT_SIG; ope.x = me->last_mine_x; ope.y = me->last_mine_y; QHsm_dispatch(me->mines[n], (QEvt *)&ope); /* direct dispatch */ } } } /*..........................................................................*/ void Tunnel_dispatchToAllMines(Tunnel *me, QEvt const *e) { uint8_t n; for (n = 0; n < GAME_MINES_MAX; ++n) { if (me->mines[n] != (QHsm *)0) { /* is the mine used? */ QHsm_dispatch(me->mines[n], e); } } (void)me; /* avoid the compiler warning */ } /*..........................................................................*/ void Tunnel_addImageAt(Tunnel *me, uint8_t bmp, uint8_t x_pos, int8_t y_pos) { uint8_t x; /* the x-index of the ship image */ uint8_t w; /* the width of the image */ Q_REQUIRE(bmp < Q_DIM(l_bitmap)); w = l_bitmap[bmp].width; if (w > GAME_SCREEN_WIDTH - x_pos) { w = GAME_SCREEN_WIDTH - x_pos; } for (x = 0; x < w; ++x) { uint32_t bmp1; if (y_pos >= 0) { bmp1 = (l_bitmap[bmp].bits[x] << (uint8_t)y_pos); } else { bmp1 = (l_bitmap[bmp].bits[x] >> (uint8_t)(-y_pos)); } l_frame[x_pos + x] |= (uint8_t)bmp1; l_frame[x_pos + x + GAME_SCREEN_WIDTH] |= (uint8_t)(bmp1 >> 8); } (void)me; /* avoid the compiler warning */ } /*..........................................................................*/ uint8_t Tunnel_isWallHit(Tunnel *me, uint8_t bmp, uint8_t x_pos, uint8_t y_pos) { uint8_t x; uint8_t w; /* the width of the image */ Q_REQUIRE(bmp < Q_DIM(l_bitmap)); w = l_bitmap[bmp].width; if (w > GAME_SCREEN_WIDTH - x_pos) { w = GAME_SCREEN_WIDTH - x_pos; } for (x = 0; x < w; ++x) { uint32_t bmp1 = ((uint32_t)l_bitmap[bmp].bits[x] << y_pos); if (((l_walls[x_pos + x] & (uint8_t)bmp1) != 0) || ((l_walls[x_pos + x + GAME_SCREEN_WIDTH] & (uint8_t)(bmp1 >> 8)) != 0)) { return (uint8_t)1; } } (void)me; /* avoid the compiler warning */ return (uint8_t)0; } /*..........................................................................*/ uint8_t do_bitmaps_overlap(uint8_t bmp_id1, uint8_t x1, uint8_t y1, uint8_t bmp_id2, uint8_t x2, uint8_t y2) { uint8_t x; uint8_t x0; uint8_t w; uint32_t bits1; uint32_t bits2; Bitmap const *bmp1; Bitmap const *bmp2; Q_REQUIRE((bmp_id1 < Q_DIM(l_bitmap)) && (bmp_id2 < Q_DIM(l_bitmap))); bmp1 = &l_bitmap[bmp_id1]; bmp2 = &l_bitmap[bmp_id2]; /* is the incoming object starting to overlap the Mine bitmap? */ if ((x1 <= x2) && (x1 + bmp2->width > x2)) { x0 = x2 - x1; w = x1 + bmp2->width - x2; if (w > bmp1->width) { w = bmp1->width; } for (x = 0; x < w; ++x) { /* scan over the overlapping columns */ bits1 = ((uint32_t)bmp2->bits[x + x0] << y2); bits2 = ((uint32_t)bmp1->bits[x] << y1); if ((bits1 & bits2) != 0) { /* do the bits overlap? */ return (uint8_t)1; /* yes! */ } } } else { if ((x1 > x2) && (x2 + bmp1->width > x1)) { x0 = x1 - x2; w = x2 + bmp1->width - x1; if (w > bmp2->width) { w = bmp2->width; } for (x = 0; x < w; ++x) { /* scan over the overlapping columns */ bits1 = ((uint32_t)bmp1->bits[x + x0] << y1); bits2 = ((uint32_t)bmp2->bits[x] << y2); if ((bits1 & bits2) != 0) { /* do the bits overlap? */ return (uint8_t)1; /* yes! */ } } } } return (uint8_t)0; /* the bitmaps do not overlap */ }