175 lines
5.1 KiB
C++
175 lines
5.1 KiB
C++
#include "game_logic.h"
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#include <algorithm>
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#include <cstdlib>
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#include <nds.h>
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#include <consts.h>
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void update_snake(GameState &state) {
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std::array<int, 3> headpos = state.snake.front();
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std::array<int, 3> newHead = headpos;
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if (state.snakeDirection == 0) {
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newHead = {headpos[0], headpos[1] - 1, state.snakeDirection};
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} else if (state.snakeDirection == 1) {
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newHead = {headpos[0] + 1, headpos[1], state.snakeDirection};
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} else if (state.snakeDirection == 2) {
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newHead = {headpos[0], headpos[1] + 1, state.snakeDirection};
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} else if (state.snakeDirection == 3) {
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newHead = {headpos[0] - 1, headpos[1], state.snakeDirection};
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}
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if (newHead[0] > X_MAX) {
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newHead[0] = 0;
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}
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if (newHead[1] > Y_MAX) {
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newHead[1] = 0;
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}
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if (newHead[0] < 0) {
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newHead[0] = X_MAX;
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}
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if (newHead[1] < 0) {
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newHead[1] = Y_MAX;
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}
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state.snake.push_front(newHead);
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state.snake.resize(state.snakelength);
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}
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bool check_collision_self(GameState &state) {
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if (state.snake.size() < 2 || state.gameOver) {
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return false;
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}
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const std::array<int, 3> headpos = state.snake.front();
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for (auto it = state.snake.begin() + 1; it != state.snake.end(); ++it) {
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if ((*it)[0] == headpos[0] && (*it)[1] == headpos[1]) {
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state.gameOver = true;
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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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bool check_collision_apples(GameState &state) {
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const std::array<int, 3> headpos = state.snake.front();
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auto it =
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std::find_if(state.apples.begin(), state.apples.end(),
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[&](const std::array<int, 2> &apple) {
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return apple[0] == headpos[0] && apple[1] == headpos[1];
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});
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if (it == state.apples.end()) {
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return false;
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}
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state.score += APPLE_SCORE;
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state.snakelength++;
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state.applesEaten++;
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state.apples.erase(it);
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return true;
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}
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bool check_collision_apples_rotten(GameState &state) {
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const std::array<int, 3> headpos = state.snake.front();
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auto it =
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std::find_if(state.bad_apples.begin(), state.bad_apples.end(),
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[&](const std::array<int, 2> &apple) {
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return apple[0] == headpos[0] && apple[1] == headpos[1];
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});
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if (it == state.bad_apples.end()) {
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return false;
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}
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state.snakelength--;
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state.bad_apples.erase(it);
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if (state.snakelength < 2) {
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state.gameOver = true;
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}
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return true;
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}
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bool check_collision_apples_cursed(GameState &state) {
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const std::array<int, 3> headpos = state.snake.front();
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auto it =
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std::find_if(state.cursed_apples.begin(), state.cursed_apples.end(),
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[&](const std::array<int, 2> &apple) {
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return apple[0] == headpos[0] && apple[1] == headpos[1];
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});
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if (it == state.cursed_apples.end()) {
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return false;
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}
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state.cursed_apples.erase(it);
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state.curseTicksRemaining = CURSE_DURATION_TICKS;
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return true;
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}
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void spawn_apples(GameState &state) {
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if (state.apples.size() < 1) {
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std::array<int, 2> apple = {rand() % (X_MAX + 1), rand() % (Y_MAX + 1)};
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state.apples.push_back(apple);
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}
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}
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void spawn_apples_rotten(GameState &state) {
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if ((state.ticks % 10 == 0) && state.hardMode && ((rand() % 10) < 10) &&
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(state.bad_apples.size() < 20)) {
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std::array<int, 2> badApple = {rand() % (X_MAX + 1), rand() % (Y_MAX + 1)};
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state.bad_apples.push_back(badApple);
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}
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}
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void spawn_apples_cursed(GameState &state) {
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if (state.cursed_apples.empty() && (state.ticks % 20 == 0) &&
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((rand() % 5) == 0)) {
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std::array<int, 2> cursedApple = {rand() % (X_MAX + 1),
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rand() % (Y_MAX + 1)};
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state.cursed_apples.push_back(cursedApple);
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}
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}
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void tick_status_effects(GameState &state) {
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if (state.curseTicksRemaining > 0) {
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state.curseTicksRemaining--;
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}
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}
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uint8_t calculate_intensity_31(const GameState &state) {
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const uint16_t current_apples = state.applesEaten;
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const uint16_t apples =
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std::min<uint16_t>(current_apples, static_cast<uint16_t>(SPEED_APPLES_CAP));
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return static_cast<uint8_t>((static_cast<uint32_t>(apples) * 31U) /
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static_cast<uint32_t>(SPEED_APPLES_CAP));
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}
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uint16_t calculate_timer_freq_mhz(const GameState &state) {
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const uint16_t base_mhz =
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state.hardMode ? SPEED_BASE_HARD_MHZ : SPEED_BASE_NORMAL_MHZ;
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const uint16_t max_mhz =
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state.hardMode ? SPEED_MAX_HARD_MHZ : SPEED_MAX_NORMAL_MHZ;
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const uint16_t current_apples = state.applesEaten;
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const uint16_t apples =
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std::min<uint16_t>(current_apples, static_cast<uint16_t>(SPEED_APPLES_CAP));
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const uint32_t diff = static_cast<uint32_t>(max_mhz - base_mhz);
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return static_cast<uint16_t>(
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base_mhz + ((static_cast<uint32_t>(apples) * diff) /
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static_cast<uint32_t>(SPEED_APPLES_CAP)));
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}
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uint16_t calculate_timer_reload(const GameState &state) {
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const uint32_t freq_mhz = calculate_timer_freq_mhz(state);
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// Timer clock with ClockDivider_1024 is BUS_CLOCK >> 10 (32728 Hz)
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const uint32_t timer_clock_mhz = (BUS_CLOCK >> 10U) * 1000U;
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const uint32_t period_ticks = timer_clock_mhz / freq_mhz;
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return static_cast<uint16_t>(-static_cast<int32_t>(period_ticks));
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}
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