--- /dev/null
+/*
+ * MIT License
+ *
+ * Copyright (c) 2024 Klingon Jane
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+// Emulator only: need time() to seed the random number generator.
+#if __EMSCRIPTEN__
+#include <time.h>
+#endif
+
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include "lander_face.h"
+
+#ifndef max
+#define max(x, y) ((y) > (x) ? (y) : (x))
+#endif
+
+#ifndef min
+#define min(x, y) ((x) > (y) ? (y) : (x))
+#endif
+
+#define LANDER_TICK_FREQUENCY 8
+#define MONSTER_DISPLAY_TICKS 9
+#define ENGINE_THRUST 11
+#define MODE_WAITING_TO_START 0
+#define MODE_DISPLAY_SKILL_LEVEL 1
+#define MODE_PLAYING 2
+#define MODE_TOUCHDOWN_BLANK 3
+#define MODE_DISPLAY_FINAL_STATUS 4
+#define MODE_MONSTER 5
+#define MODE_FIND_EARTH_MESSAGE 6
+#define CREWS_COMPLIMENT 13
+// Granularity is divisions per foot - height display
+#define GRANUL 40
+// Next lines for repeat heroes only.
+#define PROMOTION_INTERVAL 3
+#define LEVEL_ACE 8
+#define LEVEL_STARBUCK 11
+#define HARD_EARTH_INCREMENTS 11
+#define MAX_HARD_EARTH_CHANCE 6
+
+// The gory final result calculations:
+#define SPEED_FATALITY_ALL 41
+#define SPEED_FATALITY_NONE 26
+#define SPEED_NO_DAMAGE 21
+#define SPEED_LEVEL_INCREMENTS 2
+#define SPEED_MAJOR_CRASH 73
+#define MAJOR_CRASH_INCREMENTS 65
+#define SPEED_INJURY_NONE 20
+#define SPEED_INJURY_FULCRUM 32
+#define INJURY_FULCRUM_PROB 65
+#define FUEL_SCORE_GOOD 145
+#define FUEL_SCORE_GREAT 131
+#define FUEL_SCORE_FANTASTIC 125
+
+// Joey Castillo to oversee storage allocation row
+#define LANDER_STORAGE_ROW 2
+#define STORAGE_KEY_NUMBER 110
+
+#define DIFFICULTY_LEVELS 3
+char lander_difficulty_names[DIFFICULTY_LEVELS][7] = {
+ "NOrMAL", "HArd ", "HArdEr"
+};
+#define MONSTER_TYPES 4
+char lander_monster_names[MONSTER_TYPES][7] = {
+ "mOnStr", "6Erbil", "HAmStr", "Rabbit"
+};
+#define MONSTER_ACTIONS 8
+char lander_monster_actions[MONSTER_ACTIONS][7] = {
+ "HUn6ry", " EAtS", "6Reedy", "annoYd", "nASty ", "SAVOry", "HO66SH", " pI66Y"
+};
+
+// --------------
+// Custom methods
+// --------------
+
+
+static int gen_random_int (int16_t lower, int16_t upper) {
+ int range;
+ int retVal;
+ range = upper - lower + 1;
+ if ( range < 2 ) range = 2;
+ // Emulator: use rand. Hardware: use arc4random.
+ #if __EMSCRIPTEN__
+ retVal = rand() % range;
+ #else
+ retVal = arc4random_uniform(range);
+ #endif
+ retVal += lower;
+ return retVal;
+}
+
+static uint8_t assignProb ( uint8_t lowerProb, uint8_t upperProb, int16_t lowerSpeed, int16_t upperSpeed, int16_t actSpeed ) {
+ float probRange, speedRange;
+ float ratio, probFloat;
+ int probInt;
+ speedRange = upperSpeed - lowerSpeed;
+ if (speedRange<1.0) speedRange = 1.0;
+ probRange = upperProb - lowerProb;
+ ratio = ( (float) actSpeed - (float) lowerSpeed ) / speedRange;
+ probFloat = (float) lowerProb + ( ratio * probRange );
+ probInt = (int) ( probFloat + 0.5 );
+ probInt = min ( probInt, upperProb );
+ probInt = max ( probInt, lowerProb );
+ return (uint8_t) probInt;
+}
+
+static void write_to_lander_EEPROM(lander_state_t *state) {
+ uint8_t output_array [ 3 ];
+ output_array [ 0 ] = STORAGE_KEY_NUMBER;
+ output_array [ 1 ] = state->hero_counter;
+ output_array [ 2 ] = state->legend_counter;
+ watch_storage_erase ( LANDER_STORAGE_ROW );
+ watch_storage_sync ( );
+ watch_storage_write ( LANDER_STORAGE_ROW, 0, output_array, 3 );
+}
+
+// ---------------------------
+// Standard watch face methods
+// ---------------------------
+void lander_face_setup(uint8_t watch_face_index, void ** context_ptr) {
+ (void) watch_face_index;
+ if (*context_ptr == NULL) {
+ *context_ptr = malloc(sizeof(lander_state_t));
+ memset(*context_ptr, 0, sizeof(lander_state_t));
+ lander_state_t *state = (lander_state_t *)*context_ptr;
+ state->led_enabled = false;
+ }
+ // Emulator only: Seed random number generator
+ #if __EMSCRIPTEN__
+ srand(time(NULL));
+ #endif
+}
+
+void lander_face_activate(void *context) {
+ lander_state_t *state = (lander_state_t *)context;
+ char buf [ 7 ];
+ state->mode = MODE_WAITING_TO_START;
+ state->led_active = false;
+ state->reset_counter = 0;
+ watch_clear_all_indicators ( );
+ uint32_t offset = 0;
+ uint32_t size = 3;
+ uint8_t stored_data [ size ];
+ // See if the hero_counter was ever written to EEPROM storage
+ watch_storage_read (LANDER_STORAGE_ROW, offset, stored_data, size);
+ if (stored_data[0] == STORAGE_KEY_NUMBER )
+ {
+ state->hero_counter = stored_data [1]; // There's real data in there.
+ state->legend_counter = stored_data [2];
+ }
+ else
+ {
+ state->hero_counter = 0; // Nope. Nothing there.
+ state->legend_counter = 0;
+ write_to_lander_EEPROM(state); // Initial EEPROM tracking data.
+ }
+ state->difficulty_level = state->hero_counter / PROMOTION_INTERVAL;
+ state->difficulty_level = min ( state->difficulty_level, DIFFICULTY_LEVELS - 1 ); // Upper limit
+ // Fancy intro
+ if ( state->legend_counter == 0 ) watch_display_string("LA", 0);
+ else watch_display_string("LE", 0);
+ if ( ( state->hero_counter == 0 ) || ( state->hero_counter >= 40 ) ) watch_display_string ( " ", 2);
+ else
+ {
+ sprintf ( buf, "%2d", state->hero_counter );
+ watch_display_string(buf, 2);
+ }
+ if ( state->hero_counter >= 100 ) sprintf ( buf, "Str%3d", state->hero_counter );
+ else if ( state->hero_counter >= 40 ) sprintf ( buf, "Strb%2d", state->hero_counter );
+ else if ( state->hero_counter >= LEVEL_STARBUCK ) sprintf ( buf, "StrbUC" );
+ else if ( state->hero_counter >= LEVEL_ACE ) sprintf ( buf, " ACE " ); // This human is good
+ else if ( state->difficulty_level == 0 ) sprintf ( buf, " " );
+ else sprintf ( buf, "%s", lander_difficulty_names[state->difficulty_level] );
+ watch_display_string ( buf, 4);
+ if (state->led_enabled) watch_set_indicator(WATCH_INDICATOR_SIGNAL);
+ else watch_clear_indicator(WATCH_INDICATOR_SIGNAL);
+}
+
+bool lander_face_loop(movement_event_t event, void *context) {
+ lander_state_t *state = (lander_state_t *)context;
+ char buf [ 20 ]; // [11] is more correct and works; compiler too helpful.
+
+ switch (event.event_type) {
+ case EVENT_TICK:
+ state->tick_counter++;
+ if ( state->mode == MODE_PLAYING ) {
+ int16_t accel = state->gravity;
+ bool gas_pedal_on = HAL_GPIO_BTN_ALARM_read() || HAL_GPIO_BTN_LIGHT_read();
+ if ( gas_pedal_on && ( state->fuel_remaining > 0 ) ) {
+ accel = ENGINE_THRUST + state->gravity; // Gravity is negative
+ state->fuel_remaining--; // Used 1 fuel unit
+ watch_set_indicator ( WATCH_INDICATOR_LAP );
+ // Low fuel warning indicators
+ if ( state->fuel_remaining == ( 3 * LANDER_TICK_FREQUENCY ) ) { // 3 seconds of fuel left
+ watch_set_indicator ( WATCH_INDICATOR_SIGNAL );
+ watch_set_indicator ( WATCH_INDICATOR_BELL );
+ watch_set_indicator ( WATCH_INDICATOR_PM );
+ watch_set_indicator ( WATCH_INDICATOR_24H );
+ }
+ else if ( state->fuel_remaining == 0 ) { // 0 seconds of fuel left, empty!
+ watch_clear_all_indicators ( );
+ }
+ }
+ else {
+ watch_clear_indicator ( WATCH_INDICATOR_LAP );
+ }
+ state->speed += accel;
+ state->height += state->speed;
+ if ( state->height > 971 * 80 ) { // Escape height
+ watch_clear_all_indicators ();
+ watch_display_string ( "ESCAPE", 4 );
+ state->tick_counter = 0;
+ state->mode = MODE_WAITING_TO_START;
+ }
+ else if ( state->height <= 0 ) { // Touchdown
+ state->tick_counter = 0;
+ state->mode = MODE_TOUCHDOWN_BLANK;
+ }
+ else {
+ // Update height display
+ sprintf ( buf, "%4d", (int) ( state->height / GRANUL ) );
+ watch_display_string ( buf, 4 );
+ }
+ }
+ else if ( state->mode == MODE_TOUCHDOWN_BLANK ) {
+ // Blank display on touchdown
+ if ( state->tick_counter == 1 ) {
+ watch_clear_all_indicators ();
+ watch_display_string ( " ", 4 );
+
+ // Also calc fuel score now.
+ float fuel_score_float;
+ uint16_t fuel_used;
+ fuel_used = state->fuel_start - state->fuel_remaining;
+ fuel_score_float = (float) fuel_used / (float) state->fuel_tpl;
+ state->fuel_score = (int) (fuel_score_float * 100.0 + 0.5);
+ if ( state->legend_counter == 0 ) state->fuel_score -= 8; // First Earth is easier
+ // Monitor reset_counter
+ if ( fuel_used >= 1 ) state->reset_counter = 0;
+ else state->reset_counter++;
+ if ( state->reset_counter >= 3 ) {
+ state->hero_counter = 0;
+ state->difficulty_level = 0;
+ if ( state->reset_counter >= 6 ) state->legend_counter = 0;
+ watch_display_string ( "rESET ", 4 );
+ write_to_lander_EEPROM(state);
+ }
+ }
+ // Wait until time for next display
+ if ( state->tick_counter >= ( 1 * LANDER_TICK_FREQUENCY ) ) {
+ state->tick_counter = 0;
+ state->mode = MODE_DISPLAY_FINAL_STATUS;
+ }
+ }
+ else if ( state->mode == MODE_DISPLAY_FINAL_STATUS ) {
+ bool last_pass = false;
+ if ( state->tick_counter >= LANDER_TICK_FREQUENCY ) last_pass = true;
+
+ // Show final status
+ if ( state->tick_counter == 1 ) {
+ // Calculate many attributes
+ // 1) Major crash: bug, crater, vaporized (gone).
+ // 2) Rank ship's health 0 to 8
+ // 3) Crew fatalities and injuries
+ // 4) Special conditions: hero
+ // 5) Set fuel conservation indicators as appropriate
+ // 6) Set coffee maker OK indicator as appropriate
+ // 7) Green light if ship intact
+ // 8) Set standard display if not preempted.
+ bool allDone;
+ int16_t finalSpeed, boostedSpeed, levelsDamage;
+ int8_t shipsHealth, myRand;
+ uint8_t fatalities, probFatal, probInjury;
+ uint8_t i;
+
+ allDone = false;
+ // Easiest implementation for difficulty_level is to increase touchdown speed above actual.
+ finalSpeed = abs ( state->speed ) + state->difficulty_level * 4;
+ // First Earth is a bit easier than all the others
+ if ( state->legend_counter == 0 ) finalSpeed -= 2;
+
+ // 1) Major crash: bug, crater, vaporized (gone).
+ if ( finalSpeed >= SPEED_MAJOR_CRASH ) {
+ allDone = true;
+ shipsHealth = -1;
+ if ( finalSpeed >= ( SPEED_MAJOR_CRASH + 2 * MAJOR_CRASH_INCREMENTS ) ) sprintf ( buf, "GOnE " );
+ else if ( finalSpeed >= ( SPEED_MAJOR_CRASH + MAJOR_CRASH_INCREMENTS ) ) sprintf ( buf, " CrAtr" );
+ else sprintf ( buf, " bU6" );
+ }
+ // 2) Rank ship's health 0 to 8
+ if (!allDone) {
+ boostedSpeed = finalSpeed + SPEED_LEVEL_INCREMENTS - 1;
+ levelsDamage = (int) ( ( boostedSpeed - SPEED_NO_DAMAGE ) / SPEED_LEVEL_INCREMENTS );
+ shipsHealth = 8 - levelsDamage;
+ shipsHealth = min ( shipsHealth, 8 ); // Keep between 0 and 8
+ shipsHealth = max ( shipsHealth, 0 );
+ }
+ state->ships_health = shipsHealth; // Remember ships health
+ // 3) Crew fatalities and injuries
+ if (!allDone) {
+ // Fatalies
+ probFatal = assignProb ( 0, 92, SPEED_FATALITY_NONE, SPEED_FATALITY_ALL, finalSpeed );
+ // Injuries
+ if ( finalSpeed <= SPEED_INJURY_FULCRUM ) {
+ probInjury = assignProb ( 0, INJURY_FULCRUM_PROB, SPEED_INJURY_NONE, SPEED_INJURY_FULCRUM, finalSpeed );
+ } else {
+ probInjury = assignProb ( INJURY_FULCRUM_PROB, 96, SPEED_INJURY_FULCRUM, SPEED_FATALITY_ALL, finalSpeed );
+ }
+ fatalities = 0;
+ state->injured = 0;
+ for ( i = 0; i < CREWS_COMPLIMENT; i++ ) {
+ myRand = gen_random_int ( 1, 100 );
+ if ( myRand <= probFatal ) fatalities++;
+ else if ( myRand <= probInjury ) state->injured++;
+ }
+ state->uninjured = CREWS_COMPLIMENT - fatalities - state->injured;
+ }
+ // 4) Special conditions: hero
+ if (!allDone) {
+ if ( (shipsHealth>=8) && ( state->fuel_score <= FUEL_SCORE_FANTASTIC ) ) {
+ state->hero_counter++;
+ if ( state->hero_counter==1 ) sprintf ( buf, "HErO " );
+ else if ( state->hero_counter == LEVEL_ACE ) sprintf ( buf, " ACE " );
+ else if ( state->hero_counter == LEVEL_STARBUCK ) sprintf ( buf, "STrbUC" );
+ else if ( state->hero_counter>99 ) sprintf ( buf, "HEr%3d", state->hero_counter );
+ else sprintf ( buf, "HErO%2d", state->hero_counter ); // Typical case
+ allDone = true;
+ // Two rule sets for finding Earth. Alternate between easy and hard.
+ int8_t my_odds, temp;
+ if ( state->legend_counter %2 == 0 ) my_odds = (int8_t) state->hero_counter - LEVEL_STARBUCK; // Easy
+ else {
+ temp = ( state->hero_counter - LEVEL_STARBUCK ) + HARD_EARTH_INCREMENTS - 1;
+ my_odds = temp / HARD_EARTH_INCREMENTS;
+ my_odds = min ( my_odds, MAX_HARD_EARTH_CHANCE );
+ }
+ // Display odds in weekday region if positive value
+ if ( my_odds > 0 ) {
+ char buff3 [ 5 ];
+ sprintf ( buff3, "%2d", my_odds );
+ watch_display_string ( buff3, 2 );
+ } else watch_display_string ( " ", 2 );
+ if ( my_odds >= gen_random_int ( 1, 200 ) ) { // EARTH!!!! The final objective.
+ sprintf ( buf, "EArTH " ); // 17% within 8, 50% by 16, 79% by 24, 94% by 32 <- easy mode
+ state->hero_counter = 0;
+ state->legend_counter++;
+ }
+ // Recalculate difficulty level base on new hero_counter.
+ state->difficulty_level = state->hero_counter / PROMOTION_INTERVAL;
+ state->difficulty_level = min ( state->difficulty_level, DIFFICULTY_LEVELS - 1 ); // Upper limit
+ // Write to EEPROM
+ write_to_lander_EEPROM(state);
+ }
+ }
+ // 5) Set fuel conservation indicators as appropriate
+ if ( shipsHealth >= 1 && ( state->fuel_score <= FUEL_SCORE_FANTASTIC ) ) watch_set_indicator ( WATCH_INDICATOR_LAP );
+ if ( shipsHealth >= 1 && ( state->fuel_score <= FUEL_SCORE_GREAT ) ) watch_set_indicator ( WATCH_INDICATOR_24H );
+ if ( shipsHealth >= 1 && ( state->fuel_score <= FUEL_SCORE_GOOD ) ) watch_set_indicator ( WATCH_INDICATOR_PM );
+ // 6) Set coffee maker OK indicator as appropriate
+ if ( shipsHealth >= 5 || ( shipsHealth >= 0 && ( gen_random_int ( 0, 3 ) != 1 ) ) ){
+ watch_set_indicator ( WATCH_INDICATOR_SIGNAL );
+ }
+ // 7) Green light if ship intact
+ if ( shipsHealth >= 8 && state->led_enabled) {
+ watch_set_led_green ( );
+ state->led_active = true;
+ }
+ // 8) Set standard display if not preempted.
+ if (!allDone) {
+ if ( ( state->injured > 0 ) || ( state->uninjured == 0 ) ) {
+ sprintf ( buf, "%d %2d%2d", shipsHealth, state->uninjured, state->injured );
+ }
+ else {
+ sprintf ( buf, "%d %2d ", shipsHealth, state->uninjured );
+ }
+ }
+ // Display final status.
+ watch_display_string ( buf, 4 );
+ } // End if tick_counter == 1
+
+ // Major crash - ship burning with red LED.
+ if ( state->ships_health < 0 && state->led_enabled) {
+ if ( ( gen_random_int ( 0, 1 ) != 1 ) && !last_pass ) { // Always off on last pass
+ // Turn on red LED.
+ watch_set_led_red ( );
+ state->led_active = true;
+ } else {
+ watch_set_led_off ( );
+ }
+ }
+ // Wait long enough, then allow waiting for next game.
+ if ( last_pass ) {
+ watch_set_led_off ( );
+ // No change to display text, allow new game to start.
+ state->mode = MODE_WAITING_TO_START;
+ // Unless it's time for monsters
+ uint8_t survivors = state->injured + state->uninjured;
+ if ( ( state->ships_health >= 0 ) && ( survivors > 0 ) &&
+ ( gen_random_int ( -1, 3 ) >= state->ships_health ) ) {
+ state->mode = MODE_MONSTER;
+ state->tick_counter = 0;
+ state->monster_type = gen_random_int ( 0, MONSTER_TYPES - 1 );
+ }
+ }
+ } // End if MODE_DISPLAY_FINAL_STATUS
+ else if ( state->mode == MODE_DISPLAY_SKILL_LEVEL ) {
+ // Display skill level
+ if ( state->tick_counter == 1 ) {
+ sprintf ( buf, " %d %d ", state->skill_level, state->skill_level );
+ watch_display_string ( buf, 2 );
+ }
+ // Wait long enough, then start game.
+ if ( state->tick_counter >= ( 2.0 * LANDER_TICK_FREQUENCY ) ) {
+ state->tick_counter = 0;
+ // Houston, WE ARE LAUNCHING NOW....
+ state->mode = MODE_PLAYING;
+ }
+ }
+ else if ( state->mode == MODE_FIND_EARTH_MESSAGE ) {
+ // Display "Find" then "Earth"
+ if ( state->tick_counter == 1 ) {
+ sprintf ( buf, " FInd " );
+ watch_display_string ( buf, 2 );
+ }
+ if ( state->tick_counter == (int) ( 1.5 * LANDER_TICK_FREQUENCY + 1 ) ) {
+ sprintf ( buf, " EArTH " );
+ watch_display_string ( buf, 2 );
+ }
+ // Wait long enough, then display skill level.
+ if ( state->tick_counter >= ( 3 * LANDER_TICK_FREQUENCY ) ) {
+ state->tick_counter = 0;
+ state->mode = MODE_DISPLAY_SKILL_LEVEL;
+ }
+ }
+ else if ( state->mode == MODE_MONSTER ) {
+ if ( state->tick_counter == 1 ) watch_display_string ( lander_monster_names[state->monster_type], 4 );
+ else if ( state->tick_counter == MONSTER_DISPLAY_TICKS + 1 ) {
+ uint8_t my_rand;
+ my_rand = gen_random_int ( 0 , MONSTER_ACTIONS - 1 );
+ watch_display_string ( lander_monster_actions[my_rand], 4 );
+ }
+ else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 ) { // Display 1st monster character
+ sprintf ( buf, "%s", lander_monster_names[state->monster_type] );
+ buf [1] = 0;
+ watch_display_string(buf,4);
+ }
+ else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 + 1 ) { // Display current population, close mouth
+ sprintf ( buf, "c%2d%2d", state->uninjured, state->injured );
+ watch_display_string ( buf, 5 );
+ }
+ else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 + 3 ) watch_display_string ( "C", 5 ); // Open mouth
+ else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 + 5 ) {
+ // Decision to: continue loop, end loop or eat astronaut
+ uint8_t survivors = state->injured + state->uninjured;
+ uint8_t myRand = gen_random_int ( 0, 16 );
+ if ( survivors == 0 ) state->mode = MODE_WAITING_TO_START;
+ else if ( myRand <= 1 ) { // Leave loop with survivors
+ sprintf ( buf, "%d %2d%2d", state->ships_health, state->uninjured, state->injured );
+ watch_display_string ( buf, 4 );
+ state->mode = MODE_WAITING_TO_START;
+ } else if ( myRand <= 11 ) state->tick_counter = MONSTER_DISPLAY_TICKS * 2; // Do nothing, loop continues
+ else { // Eat an astronaut - welcome to the space program!
+ if ( state->injured > 0 && state->uninjured > 0 ) {
+ if ( gen_random_int ( 0,1 ) == 0 ) state->injured--;
+ else state->uninjured--;
+ }
+ else if ( state->injured > 0 ) state->injured--;
+ else state->uninjured--;
+ state->tick_counter = MONSTER_DISPLAY_TICKS * 2; // Re-display
+ }
+ }
+ else if ( state->tick_counter >= MONSTER_DISPLAY_TICKS * 4 ) state->mode = MODE_WAITING_TO_START; // Safety
+ } // End if MODE_MONSTER
+ break; // End case EVENT_TICK
+ case EVENT_ALARM_BUTTON_DOWN:
+ if ( state->mode == MODE_WAITING_TO_START ) {
+ // That was the go signal - start a new game!!
+ float numerator, denominator, timeSquared;
+ int16_t gravity, thrust;
+ float myTime, distToTop, fuel_mult;
+ uint8_t skill_level;
+ int32_t tplTop; // Top lander height for TPL calculations
+ movement_request_tick_frequency(LANDER_TICK_FREQUENCY);
+ watch_set_led_off ( ); // Safety
+ watch_clear_all_indicators ( );
+ // Randomize starting parameters
+ state->height = gen_random_int ( 131, 181 ) * 80;
+ // Per line below; see Mars Orbiter September 23, 1999
+ if ( gen_random_int ( 0, 8 ) == 5 ) state->height = gen_random_int ( 240, 800 ) * 80;
+ state->speed = gen_random_int ( -120, 35 ); // Positive is up
+ state->gravity = gen_random_int ( -3, -2 ) * 2; // negative downwards value
+ skill_level = gen_random_int ( 1, 4 ); // Precursor to fuel allocation
+ // Theoretical Perfect Landing (TPL) calculations start here.
+ myTime = (float) state->speed / (float) state->gravity; // How long to reach this speed? Don't care which way sign is.
+ distToTop = fabs ( 0.5 * state->gravity * myTime * myTime );
+ tplTop = (int) ( state->height + distToTop + 0.5 ); // Theoretical highest point based on all of speed, height and gravity.
+ // Time squared = ( 2 * grav * height ) / ( t*t + g*t ), where t is net acceleration with thrust on.
+ gravity = abs ( state->gravity );
+ thrust = ENGINE_THRUST + state->gravity;
+ numerator = 2.0 * (float) gravity * (float) tplTop;
+ denominator = thrust * thrust + thrust * gravity;
+ timeSquared = numerator / denominator;
+ state->fuel_tpl = (int) ( sqrt ( timeSquared ) + 0.5 ); // Fuel required for theoretical perfect landing (TPL).
+ if ( skill_level == 1 ) fuel_mult = 4.0; // TPL + 300%
+ else if ( skill_level == 2 ) fuel_mult = 2.5; // TPL + 150%
+ else if ( skill_level == 3 ) fuel_mult = 1.6; // TPL + 60%
+ else fuel_mult = 1.3; // TPL + 30%
+ state->fuel_start = state->fuel_tpl * fuel_mult;
+ state->fuel_remaining = state->fuel_start;
+ state->skill_level = skill_level;
+ state->tick_counter = 0;
+ if ( gen_random_int ( 1, 109 ) != 37 ) {
+ // Houston, approaching launch....
+ state->mode = MODE_DISPLAY_SKILL_LEVEL;
+ }
+ else state->mode = MODE_FIND_EARTH_MESSAGE;
+ }
+ break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ if ( state->mode == MODE_WAITING_TO_START ) {
+ // Display difficulty level
+ watch_display_string ( lander_difficulty_names [state->difficulty_level], 4 );
+ }
+ break;
+ case EVENT_LIGHT_LONG_PRESS:
+ if ( state->mode != MODE_WAITING_TO_START ) break;
+ state->led_enabled = !state->led_enabled;
+ if (state->led_enabled) watch_set_indicator(WATCH_INDICATOR_SIGNAL);
+ else watch_clear_indicator(WATCH_INDICATOR_SIGNAL);
+ break;
+ case EVENT_LIGHT_LONG_UP:
+ if ( ( state->mode == MODE_WAITING_TO_START ) && ( state->legend_counter > 0 ) ) {
+ if ( state->legend_counter > 9 ) sprintf (buf,"EArt%2d", state->legend_counter );
+ else sprintf (buf,"EArth%d", state->legend_counter );
+ // Display legend counter
+ watch_display_string ( buf, 4 );
+ }
+ break;
+
+ default:
+ movement_default_loop_handler(event);
+ break;
+ }
+ if ( !state->led_active ) return true;
+ else return false;
+}
+
+void lander_face_resign(void *context) {
+ (void) context;
+ watch_set_led_off ( );
+}
\ No newline at end of file
--- /dev/null
+/*
+ * MIT License
+ *
+ * Copyright (c) 2024 Klingon Jane
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#ifndef LANDER_FACE_H_
+#define LANDER_FACE_H_
+
+#include "movement.h"
+
+/*
+
+My remake of a classic planet landing game.
+
+Objective: Safely land the Cringeworthy.
+Use your limited fuel supply to achieve a soft touch-down.
+
+End scenarios and ship's health:
+
+Hero They name this planet after you.
+8 Life is very cozy.
+7
+6
+5 Life is tolerable, plus some creature comforts
+4
+3 Marooned.
+2
+1
+0 Ship destroyed. Life is harsh, no shelter. Giant hamsters are cute. **
+Bug As in squished.
+Crater They name this crater after you.
+Gone As in vapourized.
+
+Landing display format is:
+Ship's health, intact crewmen, injured crewmen.
+
+Additional data:
+Crew's compliment: 13.
+Low fuel warning icons: activates when 3 seconds of full thrust remains.
+** Yes, hamsters are very cute. However; some eating of astronauts may occur.
+
+Starting velocity, height and gravity are randomized each scenario.
+Fuel levels randomly assigned from 1 to 4 (hardest) to match starting parameters.
+
+A safe landing is always possible.
+
+End of game icons:
+LAP - Fantastic budgeting of fuel supply ( Required for heroic landing status. )
+24H - Great budgeting of fuel supply
+PM - Good budgeting of fuel supply
+SIGNAL - The combination coffee and tea maker survived
+
+Landings get progressively harder with the number of heroic landings made.
+Number of heroic landings are remembered.
+
+Heroic
+Landings Status
+ 0 Normal
+ 3 Hard ( first difficulty increase )
+ 6 Harder ( final difficulty increase )
+ 8 Ace
+ 11 ??????
+
+Save yourself. Save the coffee maker.
+
+END of standard training manual
+
+*/
+
+
+/*
+
+What is really going on here?
+The fleet is lost. You are a newbie pilot making a name for yourself.
+
+Objective: Find Earth.
+
+After reaching ?????? status, future heroic sorties will have 'some' chance in 200
+of finding Earth.
+
+Your chances improve by 1 chance in 200 for each subsequent Heroic Landing (HL).
+
+Completing HL 12 will give you 1 chance in 200, for that landing.
+HL 13 will give you 2 chances in 200, for that landing.
+HL 14 will give you 3 chances in 200, for that landing.
+HL 20 will give you 9 chances in 200, for that landing, and so on.
+
+At these higher levels, your chances in 200 are displayed in the upper right corner on a heroic landing.
+
+For wannabe pilots only: The HL counter can be reset by crashing three consecutive
+missions without touching the thrust button. ( 6 to reset Earth-found counter )
+
+Find Earth. Save Humanity.
+
+*/
+
+typedef struct {
+ int32_t height;
+ int16_t speed; // Positive is up
+ uint16_t tick_counter; // For minimum delays
+ uint16_t fuel_start;
+ uint16_t fuel_remaining;
+ uint16_t fuel_tpl; // Fuel required for theoretical perfect landing
+ uint16_t fuel_score; // 100 is perfect; higher is less perfect
+ int8_t gravity; // negative downwards value
+ bool led_enabled; // Can the led be turned on?
+ bool led_active; // Did we use it this scenario?
+ uint8_t mode; // 0 Pre-launch waiting, 1 show level, 2 playing, 3 touchdown blank, 4 final display, 5 monster
+ uint8_t skill_level; // 1 thru 4. Dictates fuel alloted
+ int8_t ships_health; // 0 thru 8. -1 = major crash
+ uint8_t hero_counter; // Total heroic landings ever
+ uint8_t legend_counter; // Historic events counter ( Earth )
+ uint8_t difficulty_level; // Based on hero_counter
+ uint8_t reset_counter; // Can reset hero_counter by crashing using zero fuel several consecutive scenarios
+ uint8_t monster_type; // Which monster is hungry?
+ uint8_t uninjured; // OK survivors
+ uint8_t injured; // Hurt survivors
+} lander_state_t;
+
+void lander_face_setup(uint8_t watch_face_index, void ** context_ptr);
+void lander_face_activate(void *context);
+bool lander_face_loop(movement_event_t event, void *context);
+void lander_face_resign(void *context);
+
+#define lander_face ((const watch_face_t){ \
+ lander_face_setup, \
+ lander_face_activate, \
+ lander_face_loop, \
+ lander_face_resign, \
+ NULL, \
+})
+
+#endif // LANDER_FACE_H_