rockbox/apps/plugins/2048.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2014 Franklin Wei
*
* Clone of 2048 by Gabriele Cirulli
*
* Thanks to [Saint], saratoga, and gevaerts for answering all my n00b
* questions :)
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
***************************************************************************/
/* TODO
* Sounds!
* Better animations!
*/
/* includes */
#include <plugin.h>
#include "lib/display_text.h"
#include "lib/helper.h"
#include "lib/highscore.h"
#include "lib/playback_control.h"
#include "lib/pluginlib_actions.h"
#include "lib/pluginlib_exit.h"
#include "pluginbitmaps/_2048_background.h"
#include "pluginbitmaps/_2048_tiles.h"
/* some constants */
static const int ANIM_SLEEPTIME = (HZ/20);
static const int NUM_STARTING_TILES = 2;
static const int VERT_SPACING = 4;
static const int WHAT_FONT = FONT_UI;
static const unsigned int WINNING_TILE = 2048;
/* must use macros for these */
#define GRID_SIZE 4
#define HISCORES_FILE PLUGIN_GAMES_DATA_DIR "/2048.score"
#define MIN_SPACE (BMPHEIGHT__2048_tiles * 0.134)
#define NUM_SCORES 5
#define RESUME_FILE PLUGIN_GAMES_DATA_DIR "/2048.save"
#define SPACES (GRID_SIZE * GRID_SIZE)
/* screen-specific configuration */
#if (LCD_WIDTH < LCD_HEIGHT) /* tall screens */
# define TITLE_X 0
# define TITLE_Y 0
# define BASE_Y (BMPHEIGHT__2048_tiles*1.5)
# define BASE_X (BMPHEIGHT__2048_tiles*.5-MIN_SPACE)
# define SCORE_X 0
# define SCORE_Y (max_numeral_height)
# define BEST_SCORE_X 0
# define BEST_SCORE_Y (2*max_numeral_height)
#else /* wide or square screens */
# define TITLE_X 0
# define TITLE_Y 0
# define BASE_X (LCD_WIDTH-(GRID_SIZE*BMPHEIGHT__2048_tiles)-(((GRID_SIZE+1)*MIN_SPACE)))
# define BASE_Y (BMPHEIGHT__2048_tiles*.5-MIN_SPACE)
# define SCORE_X 0
# define SCORE_Y (max_numeral_height)
# define BEST_SCORE_X 0
# define BEST_SCORE_Y (2*max_numeral_height)
#endif /* LCD_WIDTH < LCD_HEIGHT */
/* where to draw the background bitmap */
static const int BACKGROUND_X = (BASE_X-MIN_SPACE);
static const int BACKGROUND_Y = (BASE_Y-MIN_SPACE);
/* key mappings */
#define KEY_UP PLA_UP
#define KEY_DOWN PLA_DOWN
#define KEY_LEFT PLA_LEFT
#define KEY_RIGHT PLA_RIGHT
#define KEY_EXIT PLA_CANCEL
#define KEY_UNDO PLA_SELECT
/* notice how "color" is spelled :P */
#ifdef HAVE_LCD_COLOR
/* colors */
static const unsigned BACKGROUND = LCD_RGBPACK(0xfa, 0xf8, 0xef);
static const unsigned BOARD_BACKGROUND = LCD_RGBPACK(0xbb, 0xad, 0xa0);
static const unsigned TEXT_COLOR = LCD_RGBPACK(0x77, 0x6e, 0x65);
#endif
/* PLA data */
static const struct button_mapping *plugin_contexts[] = { pla_main_ctx };
/*** game data structures ***/
struct game_ctx_t {
unsigned int grid[GRID_SIZE][GRID_SIZE]; /* 0 = empty */
unsigned int score;
unsigned int cksum; /* sum of grid, XORed by score */
bool already_won; /* has the player gotten 2048 yet? */
} game_ctx;
static struct game_ctx_t *ctx = &game_ctx;
/*** temporary data ***/
static bool merged_grid[GRID_SIZE][GRID_SIZE];
static int old_grid[GRID_SIZE][GRID_SIZE];
static int max_numeral_height = -1;
#if LCD_DEPTH <= 1
static int max_numeral_width;
#endif
static bool loaded = false; /* has a save been loaded? */
/* the high score */
static unsigned int best_score;
static bool abnormal_exit = true;
static struct highscore highscores[NUM_SCORES];
/***************************** UTILITY FUNCTIONS *****************************/
static inline int rand_range(int min, int max)
{
return rb->rand() % (max-min + 1) + min;
}
/* prepares for exit */
static void cleanup(void)
{
#ifdef HAVE_BACKLIGHT
backlight_use_settings();
#endif
}
/* returns 2 or 4 */
static inline int rand_2_or_4(void)
{
/* 1 in 10 chance of a four */
if(rb->rand() % 10 == 0)
return 4;
else
return 2;
}
/* displays the help text */
static bool do_help(void)
{
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_background(LCD_BLACK);
#endif
rb->lcd_setfont(FONT_UI);
static char* help_text[]= {"2048", "", "Aim",
"", "Join", "the", "numbers", "to", "get", "to", "the", "2048", "tile!", "", "",
"How", "to", "Play", "",
"", "Use", "the", "directional", "keys", "to", "move", "the", "tiles.", "When",
"two", "tiles", "with", "the", "same", "number", "touch,", "they", "merge", "into", "one!"};
struct style_text style[] = {
{0, TEXT_CENTER | TEXT_UNDERLINE},
{2, C_RED},
{15, C_RED},
{16, C_RED},
{17, C_RED},
LAST_STYLE_ITEM
};
return display_text(ARRAYLEN(help_text), help_text, style, NULL, true);
}
/*** tile movement logic ***/
/* this function performs the tile movement */
static inline void slide_internal(int startx, int starty,
int stopx, int stopy,
int dx, int dy,
int lookx, int looky,
bool update_best)
{
unsigned int best_score_old = best_score;
/* loop over the rows or columns, moving the tiles in the specified direction */
for(int y = starty; y != stopy; y += dy)
{
for(int x = startx; x != stopx; x += dx)
{
if(ctx->grid[x + lookx][y + looky] == ctx->grid[x][y] &&
ctx->grid[x][y] &&
!merged_grid[x + lookx][y + looky] &&
!merged_grid[x][y]) /* merge these two tiles */
{
/* Each merged tile cannot be merged again */
merged_grid[x + lookx][y + looky] = true;
ctx->grid[x + lookx][y + looky] = 2 * ctx->grid[x][y];
ctx->score += ctx->grid[x + lookx][y + looky];
ctx->grid[x][y] = 0;
}
else if(ctx->grid[x + lookx][y + looky] == 0) /* Empty! */
{
ctx->grid[x + lookx][y + looky] = ctx->grid[x][y];
ctx->grid[x][y] = 0;
}
}
}
if(ctx->score > best_score_old && update_best)
best_score = ctx->score;
}
/* these functions move each tile 1 space in the direction specified via calls to slide_internal */
/* Up
0
1 ^ ^ ^ ^
2 ^ ^ ^ ^
3 ^ ^ ^ ^
0 1 2 3
*/
static void up(bool update_best)
{
slide_internal(0, 1, /* start values */
GRID_SIZE, GRID_SIZE, /* stop values */
1, 1, /* delta values */
0, -1, /* lookahead values */
update_best);
}
/* Down
0 v v v v
1 v v v v
2 v v v v
3
0 1 2 3
*/
static void down(bool update_best)
{
slide_internal(0, GRID_SIZE-2,
GRID_SIZE, -1,
1, -1,
0, 1,
update_best);
}
/* Left
0 < < <
1 < < <
2 < < <
3 < < <
0 1 2 3
*/
static void left(bool update_best)
{
slide_internal(1, 0,
GRID_SIZE, GRID_SIZE,
1, 1,
-1, 0,
update_best);
}
/* Right
0 > > >
1 > > >
2 > > >
3 > > >
0 1 2 3
*/
static void right(bool update_best)
{
slide_internal(GRID_SIZE-2, 0, /* start */
-1, GRID_SIZE, /* stop */
-1, 1, /* delta */
1, 0, /* lookahead */
update_best);
}
/* copies old_grid to ctx->grid */
static inline void RESTORE_GRID(void)
{
memcpy(&ctx->grid, &old_grid, sizeof(ctx->grid));
}
/* slightly modified base 2 logarithm, returns 1 when given zero, and log2(n) + 1 for anything else */
static inline int ilog2(int n)
{
if(n == 0)
return 1;
int log = 0;
while(n > 1)
{
n >>= 1;
++log;
}
return log + 1;
}
/* low-depth displays resort to text drawing, see the #else case below */
#if LCD_DEPTH > 1
/* draws game screen + updates LCD */
static void draw(void)
{
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(BACKGROUND);
#endif
rb->lcd_clear_display();
/* draw the background */
rb->lcd_bitmap(_2048_background,
BACKGROUND_X, BACKGROUND_Y,
BMPWIDTH__2048_background, BMPWIDTH__2048_background);
/*
grey_gray_bitmap(_2048_background, BACKGROUND_X, BACKGROUND_Y, BMPWIDTH__2048_background, BMPHEIGHT__2048_background);
*/
/* draw the grid */
for(int y = 0; y < GRID_SIZE; ++y)
{
for(int x = 0; x < GRID_SIZE; ++x)
{
rb->lcd_bitmap_part(_2048_tiles, /* source */
BMPWIDTH__2048_tiles - BMPHEIGHT__2048_tiles * ilog2(ctx->grid[x][y]), 0, /* source upper left corner */
STRIDE(SCREEN_MAIN, BMPWIDTH__2048_tiles, BMPHEIGHT__2048_tiles), /* stride */
(BMPHEIGHT__2048_tiles + MIN_SPACE) * x + BASE_X, (BMPHEIGHT__2048_tiles + MIN_SPACE) * y + BASE_Y, /* dest upper-left corner */
BMPHEIGHT__2048_tiles, BMPHEIGHT__2048_tiles); /* size of the cut section */
}
}
/* draw the title */
char buf[32];
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(TEXT_COLOR);
#endif
rb->snprintf(buf, sizeof(buf), "%d", WINNING_TILE);
/* check if the title will overlap the grid */
int w, h;
rb->lcd_setfont(FONT_UI);
rb->font_getstringsize(buf, &w, &h, FONT_UI);
bool draw_title = true;
if(w + TITLE_X >= BACKGROUND_X && h + TITLE_Y >= BACKGROUND_Y)
{
/* if it goes into the grid, use the system font, which should be smaller */
rb->lcd_setfont(FONT_SYSFIXED);
rb->font_getstringsize(buf, &w, &h, FONT_SYSFIXED);
if(w + TITLE_X >= BACKGROUND_X && h + TITLE_Y >= BACKGROUND_Y)
{
/* title can't fit, don't draw it */
draw_title = false;
h = 0;
}
}
if(draw_title)
rb->lcd_putsxy(TITLE_X, TITLE_Y, buf);
int score_y = TITLE_Y + h + VERT_SPACING;
/* draw the score */
rb->snprintf(buf, sizeof(buf), "Score: %d", ctx->score);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_background(BOARD_BACKGROUND);
#endif
rb->lcd_setfont(FONT_UI);
rb->font_getstringsize(buf, &w, &h, FONT_UI);
/* try making the score fit */
if(w + SCORE_X >= BACKGROUND_X && h + SCORE_Y >= BACKGROUND_Y)
{
/* score overflows */
/* first see if it fits with Score: and FONT_SYSFIXED */
rb->lcd_setfont(FONT_SYSFIXED);
rb->font_getstringsize(buf, &w, &h, FONT_SYSFIXED);
if(w + SCORE_X < BACKGROUND_X)
/* it fits, go and draw it */
goto draw_lbl;
/* now try with S: and FONT_UI */
rb->snprintf(buf, sizeof(buf), "S: %d", ctx->score);
rb->font_getstringsize(buf, &w, &h, FONT_UI);
rb->lcd_setfont(FONT_UI);
if(w + SCORE_X < BACKGROUND_X)
goto draw_lbl;
/* now try with S: and FONT_SYSFIXED */
rb->snprintf(buf, sizeof(buf), "S: %d", ctx->score);
rb->font_getstringsize(buf, &w, &h, FONT_SYSFIXED);
rb->lcd_setfont(FONT_SYSFIXED);
if(w + SCORE_X < BACKGROUND_X)
goto draw_lbl;
/* then try without Score: and FONT_UI */
rb->snprintf(buf, sizeof(buf), "%d", ctx->score);
rb->font_getstringsize(buf, &w, &h, FONT_UI);
rb->lcd_setfont(FONT_UI);
if(w + SCORE_X < BACKGROUND_X)
goto draw_lbl;
/* as a last resort, don't use Score: and use the system font */
rb->snprintf(buf, sizeof(buf), "%d", ctx->score);
rb->font_getstringsize(buf, &w, &h, FONT_SYSFIXED);
rb->lcd_setfont(FONT_SYSFIXED);
if(w + SCORE_X < BACKGROUND_X)
goto draw_lbl;
else
goto skip_draw_score;
}
draw_lbl:
rb->lcd_putsxy(SCORE_X, score_y, buf);
score_y += h + VERT_SPACING;
/* draw the best score */
skip_draw_score:
rb->snprintf(buf, sizeof(buf), "Best: %d", best_score);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_background(BOARD_BACKGROUND);
#endif
rb->lcd_setfont(FONT_UI);
rb->font_getstringsize(buf, &w, &h, FONT_UI);
if(w + BEST_SCORE_X >= BACKGROUND_X && h + BEST_SCORE_Y >= BACKGROUND_Y)
{
/* score overflows */
/* first see if it fits with Score: and FONT_SYSFIXED */
rb->lcd_setfont(FONT_SYSFIXED);
rb->font_getstringsize(buf, &w, &h, FONT_SYSFIXED);
if(w + BEST_SCORE_X < BACKGROUND_X)
/* it fits, go and draw it */
goto draw_best;
/* now try with S: and FONT_UI */
rb->snprintf(buf, sizeof(buf), "B: %d", best_score);
rb->font_getstringsize(buf, &w, &h, FONT_UI);
rb->lcd_setfont(FONT_UI);
if(w + BEST_SCORE_X < BACKGROUND_X)
goto draw_best;
/* now try with S: and FONT_SYSFIXED */
rb->snprintf(buf, sizeof(buf), "B: %d", best_score);
rb->font_getstringsize(buf, &w, &h, FONT_SYSFIXED);
rb->lcd_setfont(FONT_SYSFIXED);
if(w + BEST_SCORE_X < BACKGROUND_X)
goto draw_best;
/* then try without Score: and FONT_UI */
rb->snprintf(buf, sizeof(buf), "%d", best_score);
rb->font_getstringsize(buf, &w, &h, FONT_UI);
rb->lcd_setfont(FONT_UI);
if(w + BEST_SCORE_X < BACKGROUND_X)
goto draw_best;
/* as a last resort, don't use Score: and use the system font */
rb->snprintf(buf, sizeof(buf), "%d", best_score);
rb->font_getstringsize(buf, &w, &h, FONT_SYSFIXED);
rb->lcd_setfont(FONT_SYSFIXED);
if(w + BEST_SCORE_X < BACKGROUND_X)
goto draw_best;
else
goto skip_draw_best;
}
draw_best:
rb->lcd_putsxy(BEST_SCORE_X, score_y, buf);
skip_draw_best:
rb->lcd_update();
/* revert the font */
rb->lcd_setfont(WHAT_FONT);
}
#else /* LCD_DEPTH > 1 */
/* 1-bit display :( */
/* bitmaps are unreadable on these screens, so just resort to text-based drawing */
static void draw(void)
{
rb->lcd_clear_display();
/* Draw the grid */
/* find the biggest tile */
unsigned int biggest_tile = 0;
for(int x = 0; x < GRID_SIZE; ++x)
{
for(int y = 0; y < GRID_SIZE; ++y)
if(ctx->grid[x][y] > biggest_tile)
biggest_tile = ctx->grid[x][y];
}
char buf[32];
rb->snprintf(buf, 32, "%d", biggest_tile);
int biggest_tile_width = rb->strlen(buf) * rb->font_get_width(rb->font_get(WHAT_FONT), '0') + MIN_SPACE;
for(int y = 0; y < GRID_SIZE; ++y)
{
for(int x = 0; x < GRID_SIZE; ++x)
{
if(ctx->grid[x][y])
{
if(ctx->grid[x][y] > biggest_tile)
biggest_tile = ctx->grid[x][y];
rb->snprintf(buf, 32, "%d", ctx->grid[x][y]);
rb->lcd_putsxy(biggest_tile_width * x, y * max_numeral_height + max_numeral_height, buf);
}
}
}
/* Now draw the score, and the game title */
rb->snprintf(buf, 32, "Score: %d", ctx->score);
int buf_width, buf_height;
rb->font_getstringsize(buf, &buf_width, &buf_height, WHAT_FONT);
int score_leftmost = LCD_WIDTH - buf_width - 1;
/* Check if there is enough space to display "Score: ", otherwise, only display the score */
if(score_leftmost >= 0)
rb->lcd_putsxy(score_leftmost, 0, buf);
else
rb->lcd_putsxy(score_leftmost, 0, buf + rb->strlen("Score: "));
rb->snprintf(buf, 32, "%d", WINNING_TILE);
rb->font_getstringsize(buf, &buf_width, &buf_height, WHAT_FONT);
if(buf_width < score_leftmost)
rb->lcd_putsxy(0, 0, buf);
rb->lcd_update();
}
#endif /* LCD_DEPTH > 1 */
/* place a 2 or 4 in a random empty space */
static void place_random(void)
{
int xpos[SPACES], ypos[SPACES];
int back = 0;
/* get the indexes of empty spaces */
for(int y = 0; y < GRID_SIZE; ++y)
for(int x = 0; x < GRID_SIZE; ++x)
{
if(!ctx->grid[x][y])
{
xpos[back] = x;
ypos[back++] = y;
}
}
if(!back)
/* no empty spaces */
return;
int idx = rand_range(0, back - 1);
ctx->grid[ xpos[idx] ][ ypos[idx] ] = rand_2_or_4();
}
/* checks for a win or loss */
static bool check_gameover(void)
{
/* first, check for a loss */
int oldscore = ctx->score;
bool have_legal_move = false;
memset(&merged_grid, 0, SPACES * sizeof(bool));
up(false);
if(memcmp(&old_grid, &ctx->grid, sizeof(ctx->grid)))
{
RESTORE_GRID();
ctx->score = oldscore;
have_legal_move = true;
}
RESTORE_GRID();
memset(&merged_grid, 0, SPACES * sizeof(bool));
down(false);
if(memcmp(&old_grid, &ctx->grid, sizeof(ctx->grid)))
{
RESTORE_GRID();
ctx->score = oldscore;
have_legal_move = true;
}
RESTORE_GRID();
memset(&merged_grid, 0, SPACES * sizeof(bool));
left(false);
if(memcmp(&old_grid, &ctx->grid, sizeof(ctx->grid)))
{
RESTORE_GRID();
ctx->score = oldscore;
have_legal_move = true;
}
RESTORE_GRID();
memset(&merged_grid, 0, SPACES * sizeof(bool));
right(false);
if(memcmp(&old_grid, &ctx->grid, sizeof(ctx->grid)))
{
RESTORE_GRID();
ctx->score = oldscore;
have_legal_move = true;
}
ctx->score = oldscore;
if(!have_legal_move)
{
/* no more legal moves */
draw(); /* Shame the player */
rb->splash(HZ*2, "Game Over!");
return true;
}
for(int y = 0;y < GRID_SIZE; ++y)
{
for(int x = 0; x < GRID_SIZE; ++x)
{
if(ctx->grid[x][y] == WINNING_TILE && !ctx->already_won)
{
/* Let the user see the tile in its full glory... */
draw();
ctx->already_won = true;
rb->splash(HZ*2,"You win!");
}
}
}
return false;
}
/* loads highscores from disk */
/* creates an empty structure if the file does not exist */
static void load_hs(void)
{
if(rb->file_exists(HISCORES_FILE))
highscore_load(HISCORES_FILE, highscores, NUM_SCORES);
else
memset(highscores, 0, sizeof(struct highscore) * NUM_SCORES);
}
/* initialize the data structures */
static void init_game(bool newgame)
{
best_score = highscores[0].score;
if(loaded && ctx->score > best_score)
best_score = ctx->score;
if(newgame)
{
/* initialize the game context */
memset(ctx->grid, 0, sizeof(ctx->grid));
for(int i = 0; i < NUM_STARTING_TILES; ++i)
{
place_random();
}
ctx->score = 0;
ctx->already_won = false;
}
/* using the menu resets the font */
/* set it again here */
rb->lcd_setfont(WHAT_FONT);
/* Now calculate font sizes */
/* Now get the height of the font */
rb->font_getstringsize("0123456789", NULL, &max_numeral_height, WHAT_FONT);
max_numeral_height += VERT_SPACING;
#if LCD_DEPTH <= 1
max_numeral_width = rb->font_get_width(rb->font_get(WHAT_FONT), '0');
#endif
#ifdef HAVE_BACKLIGHT
backlight_ignore_timeout();
#endif
draw();
}
/* save the current game state */
static void save_game(void)
{
rb->splash(0, "Saving...");
int fd = rb->open(RESUME_FILE, O_WRONLY|O_CREAT, 0666);
if(fd < 0)
{
return;
}
/* calculate checksum */
ctx->cksum = 0;
for(int x = 0; x < GRID_SIZE; ++x)
for(int y = 0; y < GRID_SIZE; ++y)
ctx->cksum += ctx->grid[x][y];
ctx->cksum ^= ctx->score;
rb->write(fd, ctx, sizeof(struct game_ctx_t));
rb->close(fd);
rb->lcd_update();
}
/* loads a saved game, returns true on success */
static bool load_game(void)
{
int success = 0;
int fd = rb->open(RESUME_FILE, O_RDONLY);
if(fd < 0)
{
rb->remove(RESUME_FILE);
return false;
}
int numread = rb->read(fd, ctx, sizeof(struct game_ctx_t));
/* verify checksum */
unsigned int calc = 0;
for(int x = 0; x < GRID_SIZE; ++x)
for(int y = 0; y < GRID_SIZE; ++y)
calc += ctx->grid[x][y];
calc ^= ctx->score;
if(numread == sizeof(struct game_ctx_t) && calc == ctx->cksum)
++success;
rb->close(fd);
rb->remove(RESUME_FILE);
return (success > 0);
}
/* update the highscores with ctx->score */
static void hs_check_update(bool noshow)
{
/* first, find the biggest tile to show as the level */
unsigned int biggest = 0;
for(int x = 0; x < GRID_SIZE; ++x)
{
for(int y = 0; y < GRID_SIZE; ++y)
{
if(ctx->grid[x][y] > biggest)
biggest = ctx->grid[x][y];
}
}
int hs_idx = highscore_update(ctx->score,biggest, "", highscores,NUM_SCORES);
if(!noshow)
{
/* show the scores if there is a new high score */
if(hs_idx >= 0)
{
rb->splashf(HZ*2, "New High Score: %d", ctx->score);
rb->lcd_clear_display();
highscore_show(hs_idx, highscores, NUM_SCORES, true);
}
}
highscore_save(HISCORES_FILE, highscores, NUM_SCORES);
}
/* asks the user if they wish to quit */
static bool confirm_quit(void)
{
const struct text_message prompt = { (const char*[]) {"Are you sure?", "This will clear your current game."}, 2};
enum yesno_res response = rb->gui_syncyesno_run(&prompt, NULL, NULL);
if(response == YESNO_NO)
return false;
else
return true;
}
/* show the pause menu */
static int do_2048_pause_menu(void)
{
int sel = 0;
MENUITEM_STRINGLIST(menu,"2048 Menu", NULL,
"Resume Game",
"Start New Game",
"High Scores",
"Playback Control",
"Help",
"Quit without Saving",
"Quit");
bool quit = false;
while(!quit)
{
switch(rb->do_menu(&menu, &sel, NULL, false))
{
case 0:
draw();
return 0;
case 1:
{
if(!confirm_quit())
break;
else
{
hs_check_update(false);
return 1;
}
}
case 2:
highscore_show(-1, highscores, NUM_SCORES, true);
break;
case 3:
playback_control(NULL);
break;
case 4:
do_help();
break;
case 5: /* quit w/o saving */
{
if(!confirm_quit())
break;
else
{
return 2;
}
}
case 6:
return 3;
}
}
return 0;
}
static void exit_handler(void)
{
cleanup();
if(abnormal_exit)
save_game();
#ifdef HAVE_ADJUSTABLE_CPU_FREQ
rb->cpu_boost(false); /* back to idle */
#endif
return;
}
static bool check_hs;
/* main game loop */
static enum plugin_status do_game(bool newgame)
{
init_game(newgame);
rb_atexit(exit_handler);
int made_move = 0;
while(1)
{
#ifdef HAVE_ADJUSTABLE_CPU_FREQ
rb->cpu_boost(false); /* Save battery when idling */
#endif
/* Wait for a button press */
int button = pluginlib_getaction(-1, plugin_contexts, ARRAYLEN(plugin_contexts));
made_move = 0;
memset(&merged_grid, 0, SPACES*sizeof(bool));
memcpy(&old_grid, &ctx->grid, sizeof(int)*SPACES);
unsigned int grid_before_anim_step[GRID_SIZE][GRID_SIZE];
#ifdef HAVE_ADJUSTABLE_CPU_FREQ
rb->cpu_boost(true); /* doing work now... */
#endif
switch(button)
{
case KEY_UP:
for(int i = 0; i < GRID_SIZE - 1; ++i)
{
memcpy(grid_before_anim_step, ctx->grid, sizeof(ctx->grid));
up(true);
if(memcmp(grid_before_anim_step, ctx->grid, sizeof(ctx->grid)))
{
rb->sleep(ANIM_SLEEPTIME);
draw();
}
}
made_move = 1;
break;
case KEY_DOWN:
for(int i = 0; i < GRID_SIZE - 1; ++i)
{
memcpy(grid_before_anim_step, ctx->grid, sizeof(ctx->grid));
down(true);
if(memcmp(grid_before_anim_step, ctx->grid, sizeof(ctx->grid)))
{
rb->sleep(ANIM_SLEEPTIME);
draw();
}
}
made_move = 1;
break;
case KEY_LEFT:
for(int i = 0; i < GRID_SIZE - 1; ++i)
{
memcpy(grid_before_anim_step, ctx->grid, sizeof(ctx->grid));
left(true);
if(memcmp(grid_before_anim_step, ctx->grid, sizeof(ctx->grid)))
{
rb->sleep(ANIM_SLEEPTIME);
draw();
}
}
made_move = 1;
break;
case KEY_RIGHT:
for(int i = 0; i < GRID_SIZE - 1; ++i)
{
memcpy(grid_before_anim_step, ctx->grid, sizeof(ctx->grid));
right(true);
if(memcmp(grid_before_anim_step, ctx->grid, sizeof(ctx->grid)))
{
rb->sleep(ANIM_SLEEPTIME);
draw();
}
}
made_move = 1;
break;
case KEY_EXIT:
switch(do_2048_pause_menu())
{
case 0: /* resume */
break;
case 1: /* new game */
init_game(true);
made_move = 1;
continue;
case 2: /* quit without saving */
check_hs = true;
rb->remove(RESUME_FILE);
return PLUGIN_ERROR;
case 3: /* save and quit */
check_hs = false;
save_game();
return PLUGIN_ERROR;
}
break;
default:
{
exit_on_usb(button); /* handle poweroff and USB events */
break;
}
}
if(made_move)
{
/* Check if any tiles moved, then add random */
if(memcmp(&old_grid, ctx->grid, sizeof(ctx->grid)))
{
place_random();
}
memcpy(&old_grid, ctx->grid, sizeof(ctx->grid));
if(check_gameover())
return PLUGIN_OK;
draw();
}
#ifdef HAVE_ADJUSTABLE_CPU_FREQ
rb->cpu_boost(false); /* back to idle */
#endif
rb->yield();
}
}
/* decide if this_item should be shown in the main menu */
/* used to hide resume option when there is no save */
static int mainmenu_cb(int action,
const struct menu_item_ex *this_item,
struct gui_synclist *this_list)
{
(void)this_list;
int idx = ((intptr_t)this_item);
if(action == ACTION_REQUEST_MENUITEM && !loaded && (idx == 0 || idx == 5))
return ACTION_EXIT_MENUITEM;
return action;
}
/* show the main menu */
static enum plugin_status do_2048_menu(void)
{
int sel = 0;
loaded = load_game();
MENUITEM_STRINGLIST(menu,
"2048 Menu",
mainmenu_cb,
"Resume Game",
"Start New Game",
"High Scores",
"Playback Control",
"Help",
"Quit without Saving",
"Quit");
bool quit = false;
while(!quit)
{
switch(rb->do_menu(&menu, &sel, NULL, false))
{
case 0: /* Start new game or resume a game */
case 1:
{
if(sel == 1 && loaded)
{
if(!confirm_quit())
break;
}
enum plugin_status ret = do_game(sel == 1);
switch(ret)
{
case PLUGIN_OK:
{
loaded = false;
rb->remove(RESUME_FILE);
hs_check_update(false);
break;
}
case PLUGIN_USB_CONNECTED:
save_game();
/* Don't bother showing the high scores... */
return ret;
case PLUGIN_ERROR: /* exit without menu */
if(check_hs)
hs_check_update(false);
return PLUGIN_OK;
default:
break;
}
break;
}
case 2:
highscore_show(-1, highscores, NUM_SCORES, true);
break;
case 3:
playback_control(NULL);
break;
case 4:
do_help();
break;
case 5:
if(confirm_quit())
return PLUGIN_OK;
case 6:
if(loaded)
save_game();
return PLUGIN_OK;
default:
break;
}
}
return PLUGIN_OK;
}
/* plugin entry point */
enum plugin_status plugin_start(const void* param)
{
(void)param;
rb->srand(*rb->current_tick);
load_hs();
rb->lcd_setfont(WHAT_FONT);
/* now start the game menu */
enum plugin_status ret = do_2048_menu();
highscore_save(HISCORES_FILE, highscores, NUM_SCORES);
cleanup();
abnormal_exit = false;
return ret;
}