Some old AVR projects
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#include <avr/io.h>
#include <avr/interrupt.h>
#include <avr/pgmspace.h>
#include <util/delay.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include "lib/meta.h"
#include "lib/arduino_pins.h"
#include "lib/calc.h"
#include "lib/adc.h"
#define LCD_PIN_RS D10
#define LCD_PIN_RW D11
#define LCD_PIN_E D12
#define LCD_PIN_D4 D13
#define LCD_PIN_D5 D14
#define LCD_PIN_D6 D15
#define LCD_PIN_D7 D16
// D17 = A3 = source of entropy for random.
#include "lib/lcd.h"
// Buttons (to ground)
#define BTN_LEFT D2
#define BTN_RIGHT D3
#define BTN_UP D4
#define BTN_DOWN D5
#define BTN_SELECT D6
#define BTN_RESTART D7
// Debouncer channels for buttons
// (Must be added in this order to debouncer)
#define D_LEFT 0
#define D_RIGHT 1
#define D_UP 2
#define D_DOWN 3
#define D_SELECT 4
#define D_RESTART 5
#define DEBO_CHANNELS 6
#define DEBO_TICKS 1 // in 0.01s
#include "lib/debounce.h"
// Board size (!!! rows = 2x number of display lines, max 2*4 = 8 !!!)
#define ROWS 4
#define COLS 20
// Delay between snake steps, in 10 ms
#define STEP_DELAY 24
// proto
void update();
void init_cgram();
void init_gameboard();
void SECTION(".init8") init()
{
// Randomize RNG
adc_init();
srand(adc_read_word(3));
// Init LCD
lcd_init();
init_cgram(); // load default glyphs
// Init game board.
init_gameboard();
// gamepad buttons
as_input_pu(BTN_LEFT);
as_input_pu(BTN_RIGHT);
as_input_pu(BTN_UP);
as_input_pu(BTN_DOWN);
as_input_pu(BTN_SELECT);
as_input_pu(BTN_RESTART);
// add buttons to debouncer
debo_add_rev(BTN_LEFT);
debo_add_rev(BTN_RIGHT);
debo_add_rev(BTN_UP);
debo_add_rev(BTN_DOWN);
debo_add_rev(BTN_SELECT);
debo_add_rev(BTN_RESTART);
// setup timer
TCCR0A = _BV(WGM01); // CTC
TCCR0B = _BV(CS02) | _BV(CS00); // prescaler 1024
OCR0A = 156; // interrupt every 10 ms
sbi(TIMSK0, OCIE0A);
sei();
}
/** timer 0 interrupt vector */
ISR(TIMER0_COMPA_vect)
{
debo_tick(); // poll debouncer
update(); // update and display
}
// sub-glyphs
#define _HEAD_ 15, 21, 21, 30
#define _BODY_ 15, 31, 31, 30
#define _FOOD_ 10, 21, 17, 14
//14, 17, 17, 14
#define _NONE_ 0, 0, 0, 0
// complete glyphs for loading into memory
// Only one food & one head glyph have to be loaded at a time.
// Body - Body
const uint8_t SYMBOL_BB[] PROGMEM = {_BODY_, _BODY_};
// Body - None
const uint8_t SYMBOL_BX[] PROGMEM = {_BODY_, _NONE_};
const uint8_t SYMBOL_XB[] PROGMEM = {_NONE_, _BODY_};
// Head - None
const uint8_t SYMBOL_HX[] PROGMEM = {_HEAD_, _NONE_};
const uint8_t SYMBOL_XH[] PROGMEM = {_NONE_, _HEAD_};
// Body - Head
const uint8_t SYMBOL_BH[] PROGMEM = {_BODY_, _HEAD_};
const uint8_t SYMBOL_HB[] PROGMEM = {_HEAD_, _BODY_};
// Head - Food
const uint8_t SYMBOL_HF[] PROGMEM = {_HEAD_, _FOOD_};
const uint8_t SYMBOL_FH[] PROGMEM = {_FOOD_, _HEAD_};
// Food - None
const uint8_t SYMBOL_FX[] PROGMEM = {_FOOD_, _NONE_};
const uint8_t SYMBOL_XF[] PROGMEM = {_NONE_, _FOOD_};
// Body - Food
const uint8_t SYMBOL_BF[] PROGMEM = {_BODY_, _FOOD_};
const uint8_t SYMBOL_FB[] PROGMEM = {_FOOD_, _BODY_};
// board block (snake, food...)
typedef enum {
bEMPTY = 0x00,
bHEAD = 0x01,
bFOOD = 0x02,
bBODY_LEFT = 0x80,
bBODY_RIGHT = 0x81,
bBODY_UP = 0x82,
bBODY_DOWN = 0x83,
} block_t;
// Snake direction
typedef enum {
dLEFT = 0x00,
dRIGHT = 0x01,
dUP = 0x02,
dDOWN = 0x03,
} dir_t;
// Coordinate on board
typedef struct {
int8_t x;
int8_t y;
} coord_t;
#define is_body(blk) (((blk) & 0x80) != 0)
#define mk_body_dir(dir) (0x80 + (dir))
// compare two coords
#define coord_eq(a, b) (((a).x == (b).x) && ((a).y == (b).y))
bool crashed;
uint8_t snake_len;
// y, x indexing
block_t board[ROWS][COLS];
coord_t head_pos;
coord_t tail_pos;
dir_t head_dir;
const uint8_t CODE_BB = 0;
const uint8_t CODE_BX = 1;
const uint8_t CODE_XB = 2;
const uint8_t CODE_H = 3; // glyph with head, dynamic
const uint8_t CODE_F = 4; // glyph with food, dynamic
const uint8_t CODE_XX = 32; // space
// Set a block in board
#define set_block_xy(x, y, block) do { board[y][x] = (block); } while(0)
#define get_block_xy(x, y) board[y][x]
#define get_block(pos) get_block_xy((pos).x, (pos).y)
#define set_block(pos, block) set_block_xy((pos).x, (pos).y, (block))
void init_cgram()
{
// those will be always the same
lcd_define_glyph_pgm(CODE_BB, SYMBOL_BB);
lcd_define_glyph_pgm(CODE_BX, SYMBOL_BX);
lcd_define_glyph_pgm(CODE_XB, SYMBOL_XB);
lcd_define_glyph_pgm(5, SYMBOL_XF);
}
void place_food()
{
while(1) {
const uint8_t xx = rand() % COLS;
const uint8_t yy = rand() % ROWS;
if (get_block_xy(xx, yy) == bEMPTY) {
set_block_xy(xx, yy, bFOOD);
break;
}
}
}
void init_gameboard()
{
//erase the board
for (uint8_t x = 0; x < COLS; x++) {
for (uint8_t y = 0; y < ROWS; y++) {
set_block_xy(x, y, bEMPTY);
}
}
lcd_clear();
tail_pos = (coord_t) {.x = 0, .y = 0};
set_block_xy(0, 0, bBODY_RIGHT);
set_block_xy(1, 0, bBODY_RIGHT);
set_block_xy(2, 0, bBODY_RIGHT);
set_block_xy(3, 0, bHEAD);
head_pos = (coord_t) {.x = 3, .y = 0};
snake_len = 4; // includes head
head_dir = dRIGHT;
crashed = false;
place_food();
}
uint8_t presc = 0;
bool restart_held;
void update()
{
if (debo_get_pin(D_RESTART)) {
if (!restart_held) {
// restart
init_gameboard();
presc = 0;
restart_held = true;
}
} else {
restart_held = false;
}
if(!crashed) {
// resolve movement direction
if (debo_get_pin(D_LEFT))
head_dir = dLEFT;
else if (debo_get_pin(D_RIGHT))
head_dir = dRIGHT;
else if (debo_get_pin(D_UP))
head_dir = dUP;
else if (debo_get_pin(D_DOWN))
head_dir = dDOWN;
// time's up for a move
if (presc++ == STEP_DELAY) {
presc = 0;
// move snake
const coord_t oldpos = head_pos;
switch (head_dir) {
case dLEFT: head_pos.x--; break;
case dRIGHT: head_pos.x++; break;
case dUP: head_pos.y--; break;
case dDOWN: head_pos.y++; break;
}
bool do_move = false;
bool do_grow = false;
if (head_pos.x < 0 || head_pos.x >= COLS || head_pos.y < 0 || head_pos.y >= ROWS) {
// ouch, a wall!
crashed = true;
} else {
// check if tile occupied or not
if (coord_eq(head_pos, tail_pos)) {
// head moved in previous tail, that's OK.
do_move = true;
} else {
// moved to other tile than tail
switch (get_block(head_pos)) {
case bFOOD:
do_grow = true; // fall through
case bEMPTY:
do_move = true;
break;
default: // includes all BODY_xxx
crashed = true; // snake crashed into some block
}
}
}
if (do_move) {
// Move tail
if (do_grow) {
// let tail as is
snake_len++; // grow the counter
} else {
// tail dir
dir_t td = get_block(tail_pos) & 0xF;
// clean tail
set_block(tail_pos, bEMPTY);
// move tail based on old direction of tail block
switch (td) {
case dLEFT: tail_pos.x--; break;
case dRIGHT: tail_pos.x++; break;
case dUP: tail_pos.y--; break;
case dDOWN: tail_pos.y++; break;
}
}
// Move head
set_block(head_pos, bHEAD); // place head in new pos
set_block(oldpos, mk_body_dir(head_dir)); // directional body in old head pos
if (do_grow) {
// food eaten, place new
place_food();
}
}
}
} // end !crashed
// Render the board
for (uint8_t r = 0; r < ROWS / 2; r++) {
lcd_xy(0, r);
for (uint8_t c = 0; c < COLS; c++) {
const block_t t1 = get_block_xy(c, r * 2);
const block_t t2 = get_block_xy(c, (r * 2) + 1);
uint8_t code = '!'; // ! marks fail
if ((t1 == bEMPTY) && (t2 == bEMPTY)) {
code = CODE_XX;
if (crashed) code = '*';
} else if (is_body(t1) && is_body(t2))
code = CODE_BB;
else if (is_body(t1) && (t2 == bEMPTY))
code = CODE_BX;
else if (t1 == bEMPTY && is_body(t2))
code = CODE_XB;
else if ((t1 == bFOOD) || (t2 == bFOOD)) {
// one is food
code = CODE_F;
if (t1 == bFOOD) {
if (t2 == bEMPTY)
lcd_define_glyph_pgm(code, SYMBOL_FX);
else if (t2 == bHEAD)
lcd_define_glyph_pgm(code, SYMBOL_FH);
else if (is_body(t2))
lcd_define_glyph_pgm(code, SYMBOL_FB);
} else { // t2 is food
if (t1 == bEMPTY)
lcd_define_glyph_pgm(code, SYMBOL_XF);
else if (t1 == bHEAD)
lcd_define_glyph_pgm(code, SYMBOL_HF);
else if (is_body(t1))
lcd_define_glyph_pgm(code, SYMBOL_BF);
}
lcd_xy(c,r);
} else if ((t1 == bHEAD )|| (t2 == bHEAD)) {
// one is head
code = CODE_H;
if (t1 == bHEAD) {
if (t2 == bEMPTY)
lcd_define_glyph_pgm(code, SYMBOL_HX);
else if (is_body(t2))
lcd_define_glyph_pgm(code, SYMBOL_HB);
} else { // t2 is head
if (t1 == bEMPTY)
lcd_define_glyph_pgm(code, SYMBOL_XH);
else if (is_body(t1))
lcd_define_glyph_pgm(code, SYMBOL_BH);
}
lcd_xy(c,r);
}
lcd_char(code);
}
}
}
void main() { while(1); } // timer does everything