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authorTomer Shalev <shalev.tomer@gmail.com>2010-02-19 12:52:31 +0000
committerTomer Shalev <shalev.tomer@gmail.com>2010-02-19 12:52:31 +0000
commit5bae969a3e7d2bbc3119d913335fc325402f2700 (patch)
treeb3885029a70a9a6170196c5308c035dc21a6b5b4 /apps/plugins
parentb4f6c6ffbab9b808fa582244d2817be4004949a6 (diff)
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Brickmania: Use defines for score values
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24771 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins')
-rw-r--r--apps/plugins/brickmania.c52
1 files changed, 32 insertions, 20 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c
index cdb2545..3709dec 100644
--- a/apps/plugins/brickmania.c
+++ b/apps/plugins/brickmania.c
@@ -368,6 +368,18 @@ CONFIG_KEYPAD == SANSA_M200_PAD
#define NUM_BRICKS_COLS 10
#define FLIP_SIDES_DELAY 10
+#define SCORE_BALL_HIT_BRICK 2
+#define SCORE_BALL_DEMOLISHED_BRICK 8
+#define SCORE_FIRE_HIT_BRICK 13
+#define SCORE_LEVEL_COMPLETED 100
+#define SCORE_POWER_EXTRA_LIFE 50
+#define SCORE_POWER_STICKY 34
+#define SCORE_POWER_SHOOTER 47
+#define SCORE_POWER_NORMAL 23
+#define SCORE_POWER_FLIP 23
+#define SCORE_POWER_EXTRA_BALL 23
+#define SCORE_POWER_LONG_PADDLE 23
+
/* change the first number in [ ] to however many levels there are */
static unsigned char levels[NUM_LEVELS][NUM_BRICKS_ROWS][NUM_BRICKS_COLS] =
/* You can set up new levels with the level editor
@@ -847,14 +859,14 @@ sfire fire[MAX_FIRES];
#define CONFIG_FILE_NAME "brickmania.cfg"
#define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
-#define HIGH_SCORE PLUGIN_GAMES_DIR "/brickmania.score"
-#define NUM_SCORES 5
+#define HIGH_SCORE_FILE PLUGIN_GAMES_DIR "/brickmania.score"
+#define NUM_HIGH_SCORES 5
static struct configdata config[] = {
{TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL},
};
-struct highscore highest[NUM_SCORES];
+struct highscore highest[NUM_HIGH_SCORES];
typedef struct point
{
@@ -990,7 +1002,7 @@ static void brickmania_init_game(bool new_game)
brick_on_board=0;
/* add one life per achieved level */
if (difficulty==EASY && life<2) {
- score-=100;
+ score+=SCORE_LEVEL_COMPLETED;
life++;
}
}
@@ -1270,7 +1282,7 @@ static int brickmania_menu(void)
return 1;
break;
case 4:
- highscore_show(NUM_SCORES, highest, NUM_SCORES, true);
+ highscore_show(NUM_HIGH_SCORES, highest, NUM_HIGH_SCORES, true);
break;
case 5:
if (playback_control(NULL))
@@ -1317,7 +1329,7 @@ void brick_hit(int brick_number)
if (brick[brick_number].hits > 0) {
brick[brick_number].hits--;
brick[brick_number].hiteffect++;
- score+=2;
+ score+=SCORE_BALL_HIT_BRICK;
}
else {
brick[brick_number].used=false;
@@ -1327,7 +1339,7 @@ void brick_hit(int brick_number)
brick[brick_number].poweruse = true;
}
brick_on_board--;
- score+=8;
+ score+=SCORE_BALL_DEMOLISHED_BRICK;
}
}
@@ -1492,7 +1504,7 @@ static int brickmania_game_loop(void)
switch(brick[bnum].power) {
case 0: /* Extra Life */
life++;
- score += 50;
+ score += SCORE_POWER_EXTRA_LIFE;
break;
case 1: /* Loose a life */
life--;
@@ -1503,17 +1515,17 @@ static int brickmania_game_loop(void)
}
break;
case 2: /* Make the paddle sticky */
- score += 34;
+ score += SCORE_POWER_STICKY;
pad_type = STICKY;
break;
case 3: /* Give the paddle shooter */
- score += 47;
+ score += SCORE_POWER_SHOOTER;
pad_type = SHOOTER;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
break;
case 4: /* Normal brick */
- score += 23;
+ score += SCORE_POWER_NORMAL;
pad_type = PLAIN;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
@@ -1523,13 +1535,13 @@ static int brickmania_game_loop(void)
pad_width = PAD_WIDTH;
break;
case 5: /* Flip the paddle */
- score += 23;
+ score += SCORE_POWER_FLIP;
sec_count = *rb->current_tick+HZ;
flip_sides_delay = FLIP_SIDES_DELAY;
flip_sides = true;
break;
case 6: /* Extra Ball */
- score += 23;
+ score += SCORE_POWER_EXTRA_BALL;
if(used_balls<MAX_BALLS)
{
/* Set the speed */
@@ -1546,7 +1558,7 @@ static int brickmania_game_loop(void)
}
break;
case 7: /* Long paddle */
- score+=23;
+ score+=SCORE_POWER_LONG_PADDLE;
if (pad_width==PAD_WIDTH)
{
pad_width = LONG_PAD_WIDTH;
@@ -1642,7 +1654,7 @@ static int brickmania_game_loop(void)
if (check_lines(&misc_line, &bot_brick,
&pt_hit))
{
- score+=13;
+ score+=SCORE_FIRE_HIT_BRICK;
/* De-activate the fire */
fire[k].top=-1;
brick_hit(bnum);
@@ -1994,7 +2006,7 @@ static int brickmania_game_loop(void)
{
level++;
if (difficulty==NORMAL)
- score+=100;
+ score+=SCORE_LEVEL_COMPLETED;
brickmania_init_game(true);
brickmania_sleep(2);
rb->button_clear_queue();
@@ -2208,7 +2220,7 @@ enum plugin_status plugin_start(const void* parameter)
(void)parameter;
int last_difficulty;
- highscore_load(HIGH_SCORE,highest,NUM_SCORES);
+ highscore_load(HIGH_SCORE_FILE,highest,NUM_HIGH_SCORES);
configfile_load(CONFIG_FILE_NAME,config,1,0);
last_difficulty = difficulty;
@@ -2232,7 +2244,7 @@ enum plugin_status plugin_start(const void* parameter)
if(!resume)
{
int position = highscore_update(score, level+1, "", highest,
- NUM_SCORES);
+ NUM_HIGH_SCORES);
if (position == 0)
{
rb->splash(HZ*2, "New High Score");
@@ -2240,7 +2252,7 @@ enum plugin_status plugin_start(const void* parameter)
if (position != -1)
{
- highscore_show(position, highest, NUM_SCORES, true);
+ highscore_show(position, highest, NUM_HIGH_SCORES, true);
}
else
{
@@ -2249,7 +2261,7 @@ enum plugin_status plugin_start(const void* parameter)
}
}
- highscore_save(HIGH_SCORE,highest,NUM_SCORES);
+ highscore_save(HIGH_SCORE_FILE,highest,NUM_HIGH_SCORES);
if(last_difficulty != difficulty)
configfile_save(CONFIG_FILE_NAME,config,1,0);
/* Restore user's original backlight setting */