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/**
* nInvaders - a space invaders clone for ncurses
* Copyright (C) 2002-2003 Dettus
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* homepage: http://ninvaders.sourceforge.net
* mailto: ninvaders-devel@lists.sourceforge.net
*
*/
#include <stdio.h>
#include <string.h>
#include <sys/time.h>
#include "nInvaders.h"
#include "player.h"
#include "aliens.h"
#include "ufo.h"
#include "arduino.h"
#include <libusb-1.0/libusb.h>
#include <stdlib.h>
#include <signal.h>
#include <unistd.h>
#define FPS 50
int lives;
long score;
int status; // status handled in timer
#define GAME_LOOP 1
#define GAME_NEXTLEVEL 2
#define GAME_PAUSED 3
#define GAME_OVER 4
#define GAME_EXIT 5
#define GAME_HIGHSCORE 6
libusb_device_handle *handle;
struct libusb_endpoint_descriptor endpoint_desc_list[ENDPOINTS_NUMBER];
int waitUSB = 0;
void sendLives(){
uint8_t toSend = 0x00;
if(lives == 5) toSend = 0x1F;
else if(lives == 4) toSend = 0x0F;
else if(lives == 3) toSend = 0x07;
else if(lives == 2) toSend = 0x03;
else if(lives == 1) toSend = 0x01;
else if(lives == 0) toSend = 0x00;
if(handle != NULL && endpoint_desc_list != NULL && waitUSB == 0){
waitUSB = 1;
usleep(100000); // wait for endpoints to be free (100 ms)
sendData(0, toSend, handle, endpoint_desc_list);
waitUSB = 0;
}
}
/**
* initialize level: reset attributes of most units
*/
static void initLevel()
{
playerReset();
aliensReset();
ufoReset();
bunkersReset();
render();
drawscore();
}
/**
* evaluate command line parameters
*/
static void evaluateCommandLine(int argc, char **argv)
{
// -l : set skill level
if (argc == 3 && strcmp(argv[1], "-l") == 0) {
if (argv[2][0] >= '0' && argv[2][0] <= '9') {
skill_level = argv[2][0] - 48;
} else {
argc = 2;
}
}
// -gpl : show GNU GPL
if (argc == 2 && strcmp(argv[1], "-gpl") == 0) {
showGpl();
}
// wrong command line: show usage
if (argc == 2 || (argc == 3 && strcmp(argv[1], "-l") != 0)) {
showVersion();
showUsage();
exit(1);
}
}
static void finish(int sig)
{
endwin();
showGplShort();
fprintf(stderr,"\n");
fprintf(stderr,"\n");
fprintf(stderr,"=========================================================================\n");
fprintf(stderr,"\n");
fprintf(stderr,"Final score: %7.7ld, Final level: %2.2d\nFinal rating... ",score,level);
if (lives>0)
fprintf(stderr,"Quitter\n\n");
else if(score<5000)
fprintf(stderr,"Alien Fodder\n\n");
else if(score<7500)
fprintf(stderr,"Easy Target\n\n");
else if(score<10000)
fprintf(stderr,"Barely Mediocre\n\n");
else if(score<12500)
fprintf(stderr,"Shows Promise\n\n");
else if(score<15000)
fprintf(stderr,"Alien Blaster\n\n");
else if(score<20000)
fprintf(stderr,"Earth Defender\n\n");
else if(score>19999)
fprintf(stderr,"Supreme Protector\n\n");
showVersion();
exit(0);
}
void drawscore()
{
statusDisplay(level, score, lives);
}
/**
* reads input from keyboard and do action
*/
void readInput()
{
int ch;
static int lastmove;
timeout(100);
ch = getch(); // get key pressed
static uint8_t data = 0;
if(ch == -1){ // keyboard first
usleep(1000000); // slow down inputs (100 ms)
if(handle != NULL && endpoint_desc_list != NULL && waitUSB == 0)
receiveData(2, &data, handle, endpoint_desc_list);
if(data != 0){
if((data & 0x10) == 0x10) ch = KEY_LEFT;
else if((data & 0x04) == 0x04) ch = ' ';
else if((data & 0x02) == 0x02) ch = KEY_RIGHT;
else return;
}
else return;
}
switch (status) {
case GAME_PAUSED:
if (ch == 'p') {
status = GAME_LOOP;
}
break;
case GAME_HIGHSCORE:
if (ch == ' ') {
titleScreenClear();
level = 0; // reset level
score = 0; // reset score
lives = 3; // restore lives
sendLives();
status = GAME_NEXTLEVEL;
} else if (ch == 'q') { // quit game
status = GAME_EXIT;
}
break;
case GAME_OVER:
break; // don't do anything
default:
if (ch == 'l' || ch == KEY_RIGHT) { // move player right
if (lastmove == 'l') {
playerTurboOn(); // enable Turbo
} else {
playerTurboOff(); // disable Turbo
}
playerMoveRight(); // move player
lastmove = 'l'; // remember last move for turbo mode
} else if (ch == 'h' || ch == KEY_LEFT) { // move player left
if (lastmove == 'h') {
playerTurboOn(); // enable Turbo
} else {
playerTurboOff(); // disable Turbo
}
playerMoveLeft(); // move player
lastmove = 'h'; // remember last move for turbo mode
} else if (ch == 'k' || ch == ' ') { // shoot missile
playerLaunchMissile();
} else if (ch == 'p') { // pause game until 'p' pressed again
// set status to game paused
status = GAME_PAUSED;
} else if (ch == 'W') { // cheat: goto next level
status = GAME_NEXTLEVEL;
} else if (ch == 'L') { // cheat: one more live
lives++;
sendLives();
drawscore();
} else if (ch == 'q') { // quit game
status = GAME_EXIT;
} else { // disable turbo mode if key is not kept pressed
lastmove = ' ';
}
} // switch
}
/**
* timer
* this method is executed every 1 / FPS seconds
*/
void handleTimer()
{
static int aliens_move_counter = 0;
static int aliens_shot_counter = 0;
static int player_shot_counter = 0;
static int ufo_move_counter = 0;
static int title_animation_counter = 0;
static int game_over_counter = 0;
switch (status) {
case GAME_NEXTLEVEL: // go to next level
level++; // increase level
initLevel(); // initialize level
aliens_move_counter = 0;
aliens_shot_counter = 0;
player_shot_counter = 0;
ufo_move_counter = 0;
weite = (shipnum+(skill_level*10)-(level*5)+5)/10;
if (weite < 0) {
weite = 0;
}
// change status and start game!
status = GAME_LOOP;
case GAME_LOOP: // do game handling
// move aliens
if (aliens_move_counter == 0 && aliensMove() == 1) {
// aliens reached player
lives = 0;
sendLives();
status = GAME_OVER;
}
// move player missile
if (player_shot_counter == 0 && playerMoveMissile() == 1) {
// no aliens left
status = GAME_NEXTLEVEL;
}
// move aliens' missiles
if (aliens_shot_counter == 0 && aliensMissileMove() == 1) {
// player was hit
lives--; // player looses one life
sendLives();
drawscore(); // draw score
playerExplode(); // display some explosion graphics
if (lives == 0) { // if no lives left ...
status = GAME_OVER; // ... exit game
}
}
// move ufo
if (ufo_move_counter == 0 && ufoShowUfo() == 1) {
ufoMoveLeft(); // move it one position to the left
}
if (aliens_shot_counter++ >= 5) {aliens_shot_counter=0;} // speed of alien shot
if (player_shot_counter++ >= 1) {player_shot_counter=0;} // speed of player shot
if (aliens_move_counter++ >= weite) {aliens_move_counter=0;} // speed of aliend
if (ufo_move_counter++ >= 3) {ufo_move_counter=0;} // speed of ufo
refreshScreen();
break;
case GAME_PAUSED: // game is paused
break;
case GAME_OVER: // game over
if (game_over_counter == 100) {
battleFieldClear();
status = GAME_HIGHSCORE;
game_over_counter = 0;
} else {
gameOverDisplay();
game_over_counter++;
}
break;
case GAME_EXIT: // exit game
finish(0);
break;
case GAME_HIGHSCORE: // display highscore
if (title_animation_counter == 0) {
titleScreenDisplay();
}
if (title_animation_counter++ >= 6) {title_animation_counter = 0;} // speed of animation
break;
}
}
/**
* set up timer
*/
void setUpTimer()
{
struct itimerval myTimer;
struct sigaction myAction;
myTimer.it_value.tv_sec = 0;
myTimer.it_value.tv_usec = 1000000 / FPS;
myTimer.it_interval.tv_sec = 0;
myTimer.it_interval.tv_usec = 1000000 / FPS;
setitimer(ITIMER_REAL, &myTimer, NULL);
myAction.sa_handler = &handleTimer;
myAction.sa_flags = SA_RESTART;
sigaction(SIGALRM, &myAction, NULL);
}
int go = 1;
/*void signalINT(int sig){
if(sig == SIGINT){
go = 0;
}
}*/
int main(int argc, char **argv)
{
libusb_context *context;
libusb_device **devices;
struct libusb_config_descriptor *config_desc;
// start
start(&context, &devices, &handle, &config_desc, endpoint_desc_list);
// singals
/*struct sigaction action;
action.sa_handler = signalINT;
sigaction(SIGINT, &action, NULL);*/
// nInvaders
weite = 0;
score = 0;
lives = 3;
sendLives();
level = 0;
skill_level = 1;
evaluateCommandLine(argc, argv); // evaluate command line parameters
graphicEngineInit(); // initialize graphic engine
// set up timer/ game handling
setUpTimer();
status = GAME_HIGHSCORE;
// read keyboard input
do {
// do movements and key-checking
readInput(handle, endpoint_desc_list);
} while (go);
// stop
stop(config_desc, handle, devices, context);
return 0;
}
void doScoring(int alienType)
{
int points[4] = {500, 200, 150, 100}; // 0: ufo, 1:red, 2:green, 3:blue
score += points[alienType]; // every alien type does different scoring points
// every 6000 pts player gets a new live
if (score % 6000 == 0){
lives++;
sendLives();
}
drawscore(); // display score
}