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//************************************************************
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//
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// SPACEWAR
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// VERSION 5B
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// BY
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// LARRY BRYANT AND BILL SEILER
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// JULY 21, 1974 for PDP-11
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// July 2006 for MSP430F2013
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//
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//************************************************************
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//
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// SPACEWAR HARWARE
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//
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// Master
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// MSP430F2013
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// ------------
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// | XIN|- DAC_X_Y
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// | | TLV5618A
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// | XOUT|- --------
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// | P1.0|->LED | |
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// | P1.2|------->|/SYNC |
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// | P1.3(VREF)|-3.6V | OUTA|-->DAC_X
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// | | | |
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// | SDI/P1.7| | OUTB|-->DAC_Y
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// | SDO/P1.6|------->|DIN |
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// | SCLK/P1.5|<-------|SCLK |
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// ------------ --------
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//
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// B. Seiler
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// July 2006
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//************************************************************
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olivier.gi |
#include "omsp_system.h"
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#include "spacewar.h"
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//************************************************************
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// externals
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//
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extern void init_all(rkt_data *, rkt_data *);
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extern unsigned int read_a2d(unsigned int);
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extern void update(rkt_data *, unsigned int);
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extern void compar(rkt_data *, rkt_data *);
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extern void score(rkt_data *, rkt_data *);
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extern void rocket1(rkt_data *);
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extern void rocket2(rkt_data *);
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//************************************************************
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//
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// globlal variables
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//
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volatile int xinit, yinit; // starting point of a lines
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volatile unsigned char flags; // bit 0 = time tick flag
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//************************************************************
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//
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// play_spacewar
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//
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/* Description:
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Plays a two rocket game of classic MIT SPACEWAR. First the hardware and game
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variables are setup. An infinite while loop then executes. The infinite loop
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is the main loop that continously draws both rockets and all the torpedos.
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There is a background timer interrupt that occurs every 10ms. When the timer
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interrupt occures extra operations are added to main loop. The rocket and
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torpedo positions are updated every 10ms so animation speed remain constant.
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The player buttons are read every 10ms and if any buttons are pressed player
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input is applied. The rockets and torpedos are checked for collisions every
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10ms. If a collision is detected the correct shield is decremented.
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The shields are checked every 10ms. If any shield has reached zero the game
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is ended. If the game has ended the score is displayed. Then the next game
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then starts again.
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*/
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void play_spacewar(rkt_data *rkt1, rkt_data *rkt2)
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{
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init_all(rkt1, rkt2); // setup MSP430 hardware and variables
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while (1) {
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P1OUT ^= 0x01; // Toggle P1.0
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if(flags && time_tick) { // only104 do updates on time tick
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update(rkt1, read_a2d(0x0002)); // check rkt1's buttons update positions
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update(rkt2, read_a2d(0x0004)); // check rkt2's buttons update positions
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compar(rkt1, rkt2); // check for collisions or hits
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score(rkt1, rkt2); // check for game end, show score
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flags &= ~time_tick; // clear time tick flag
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}
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rocket1(rkt1); // draw rocket 1
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rocket2(rkt2); // draw rocket 2
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}
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}
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//************************************************************
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//
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// main
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//
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/* Description:
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Calls a function named play_spacewar. This extra call reduces code size
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by using registers as the pointers to the structures rkt1 and rkt2.
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*/
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int main(void)
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{
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struct rkt_data rkt1, rkt2;
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play_spacewar(&rkt1, &rkt2); // play the game
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return 1;
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olivier.gi |
}
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