/*****************************************************************************
* 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 */
}