pcb and initial code from https://github.com/das-labor/borgware-2d.git
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125 lines
2.3 KiB
125 lines
2.3 KiB
/*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms and conditions of the GNU General Public License,
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* version 2, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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* Place - Suite 330, Boston, MA 02111-1307 USA.
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*
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* Author & Copyright (C) 2010: Soeren Heisrath (forename@surename.org)
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*
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*/
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#include "playfield.h"
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static enum game_field_t playfield[NUM_COLS][NUM_ROWS];
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void playfield_set (uint8_t in_x, uint8_t in_y, enum game_field_t in_field)
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{
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if (in_x >= NUM_ROWS || in_y >= NUM_COLS)
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{
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return;
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}
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playfield[in_x][in_y] = in_field;
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}
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void brick_damage (uint8_t in_x, uint8_t in_y)
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{
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if (playfield[in_x][in_y] >= bs || playfield[in_x][in_y] == 0)
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return;
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playfield[in_x][in_y] -= 1;
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score_add (1);
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}
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uint8_t check_bounce (int8_t in_x, int8_t in_y)
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{
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uint8_t ov = 0;
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/* overflow check */
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if (in_x >= NUM_ROWS || in_x < 0)
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ov |= BOUNCE_X;
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if (in_y >= NUM_COLS || in_y < 0)
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ov |= BOUNCE_Y;
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if (ov)
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{
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return ov;
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}
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/* collisions with real objects */
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switch (playfield[abs(in_x)][abs(in_y)])
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{
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case b2:
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case b3:
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case b1:
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brick_damage (in_x, in_y);
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/* intentional fallthrough */
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case bs:
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ov |= BOUNCE_BRICK;
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break;
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/* bouncing on the rebound needs special care */
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case rb:
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ov |= BOUNCE_Y | BOUNCE_REBOUND;
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break;
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case sp:
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case bl:
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default:
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break;
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}
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return ov;
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}
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/* this is the actual draw function for a single field
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*/
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static inline void draw_single_field (uint8_t in_x, uint8_t in_y, enum game_field_t in_f)
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{
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pixel tmp;
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uint8_t b;
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switch (in_f)
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{
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case b1:
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b = 1;
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break;
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case rb:
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case b2:
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b = 2;
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break;
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case b3:
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case bl:
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case bs:
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b = 3;
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break;
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default: /* this includes freespace */
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b = 0;
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break;
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}
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tmp.x = in_x;
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tmp.y = in_y;
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setpixel (tmp, b);
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}
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void playfield_draw ()
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{
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uint8_t x,y;
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for (x=0;x<NUM_ROWS;x++)
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{
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for (y=0;y<NUM_COLS;y++)
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{
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draw_single_field (x,y, playfield[x][y]);
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}
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}
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}
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