rockbox/apps/plugins/solitaire.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2004-2005 dionoea (Antoine Cellerier)
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
/*****************************************************************************
Solitaire by dionoea
use arrows to move the cursor
use ON to select cards, move cards, reveal hidden cards, ...
use PLAY to move a card from the remains' stack to the top of the cursor
use F1 to put card under cursor on one of the 4 final stacks
use F2 to un-select card if a card was selected, else draw 3 new cards
out of the remains' stack
use F3 to put card on top of the remains' stack on one of the 4 final stacks
*****************************************************************************/
#include "plugin.h"
#include "button.h"
#include "lcd.h"
#ifdef HAVE_LCD_BITMAP
/* here is a global api struct pointer. while not strictly necessary,
it's nice not to have to pass the api pointer in all function calls
in the plugin */
static struct plugin_api* rb;
#define min(a,b) (a<b?a:b)
/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define SOL_QUIT BUTTON_OFF
#define SOL_UP BUTTON_UP
#define SOL_DOWN BUTTON_DOWN
#define SOL_LEFT BUTTON_LEFT
#define SOL_RIGHT BUTTON_RIGHT
#define SOL_MOVE BUTTON_ON
#define SOL_DRAW BUTTON_F2
#define SOL_REM2CUR BUTTON_PLAY
#define SOL_CUR2STACK BUTTON_F1
#define SOL_REM2STACK BUTTON_F3
#define SOL_MENU_RUN BUTTON_RIGHT
#define SOL_MENU_RUN2 BUTTON_PLAY
#define SOL_MENU_INFO BUTTON_F1
#define SOL_MENU_INFO2 BUTTON_F2
#define SOL_MENU_INFO3 BUTTON_F3
#elif CONFIG_KEYPAD == ONDIO_PAD
#define SOL_QUIT BUTTON_OFF
#define SOL_UP_PRE BUTTON_UP
#define SOL_UP (BUTTON_UP | BUTTON_REL)
#define SOL_DOWN_PRE BUTTON_DOWN
#define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
#define SOL_LEFT_PRE BUTTON_LEFT
#define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
#define SOL_RIGHT_PRE BUTTON_RIGHT
#define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
#define SOL_MOVE_PRE BUTTON_MENU
#define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
#define SOL_DRAW_PRE BUTTON_MENU
#define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
#define SOL_REM2CUR_PRE BUTTON_LEFT
#define SOL_REM2CUR (BUTTON_LEFT | BUTTON_REPEAT)
#define SOL_CUR2STACK_PRE BUTTON_RIGHT
#define SOL_CUR2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
#define SOL_REM2STACK_PRE BUTTON_UP
#define SOL_REM2STACK (BUTTON_UP | BUTTON_REPEAT)
#define SOL_MENU_RUN BUTTON_RIGHT
#define SOL_MENU_INFO BUTTON_MENU
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define SOL_QUIT BUTTON_OFF
#define SOL_UP BUTTON_UP
#define SOL_DOWN BUTTON_DOWN
#define SOL_LEFT BUTTON_LEFT
#define SOL_RIGHT BUTTON_RIGHT
#define SOL_MOVE_PRE BUTTON_SELECT
#define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
#define SOL_DRAW BUTTON_MODE
#define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
#define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
#define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
#define SOL_MENU_RUN BUTTON_SELECT
#define SOL_MENU_RUN2 BUTTON_RIGHT
#define SOL_MENU_INFO BUTTON_MODE
#define SOL_MENU_INFO2 BUTTON_REC
#endif
/* common help definitions */
#define HELP_SOL_UP "UP: Move the cursor up in the column."
#define HELP_SOL_DOWN "DOWN: Move the cursor down in the column."
#define HELP_SOL_LEFT "LEFT: Move the cursor to the previous column."
#define HELP_SOL_RIGHT "RIGHT: Move the cursor to the next column."
/* variable help definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define HELP_SOL_MOVE "ON: Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW "F2: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "PLAY: Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK "F1: Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK "F3: Put the card on top of the remains' stack on one of the 4 final stacks."
#elif CONFIG_KEYPAD == ONDIO_PAD
#define HELP_SOL_MOVE "MODE: Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW "MODE..: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "LEFT..: Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK "RIGHT..: Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK "UP..: Put the card on top of the remains' stack on one of the 4 final stacks."
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define HELP_SOL_MOVE "SELECT: Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW "REC: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "PLAY+LEFT: Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK "SELECT..: Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK "PLAY+RIGHT: Put the card on top of the remains' stack on one of the 4 final stacks."
#endif
#if LCD_DEPTH>1
#ifdef HAVE_LCD_COLOR
static const unsigned struct rgb colors[4] = {
{ 0, 0, 0 }, { LCD_MAX_RED, 0, 0 }, { 0, 0, 0 }, { LCD_MAX_RED, 0, 0 }
};
#else
static const int colors[4] = { LCD_BLACK, LCD_MAX_LEVEL/2, LCD_BLACK, LCD_MAX_LEVEL/2 };
#endif
#endif
static const unsigned char suits[4][8] = {
/* Spades */
{0x00, /* ........ */
0x18, /* ...O.... */
0x1c, /* ..OOO... */
0x3e, /* .OOOOO.. */
0x1c, /* .OOOOO.. */
0x18, /* ...O.... */
0x00, /* ........ */
0x00},/* ........ */
/* Hearts */
{0x00, /* ........ */
0x0c, /* ..O.O... */
0x1e, /* .OOOOO.. */
0x3c, /* .OOOOO.. */
0x1e, /* ..OOO... */
0x0c, /* ...O.... */
0x00, /* ........ */
0x00},/* ........ */
/* Clubs */
{0x00, /* ........ */
0x18, /* ..OOO... */
0x0a, /* ...O.... */
0x3e, /* .OOOOO.. */
0x0a, /* .O.O.O.. */
0x18, /* ...O.... */
0x00, /* ........ */
0x00},/* ........ */
/* Diamonds */
{0x00, /* ........ */
0x08, /* ...O.... */
0x1c, /* ..OOO... */
0x3e, /* .OOOOO.. */
0x1c, /* ..OOO... */
0x08, /* ...O.... */
0x00, /* ........ */
0x00} /* ........ */
};
static unsigned char numbers[13][8] = {
/* Ace */
{0x00, /* ........ */
0x38, /* ...O.... */
0x14, /* ..O.O... */
0x12, /* .O...O.. */
0x14, /* .OOOOO.. */
0x38, /* .O...O.. */
0x00, /* ........ */
0x00},/* ........ */
/* 2 */
{0x00, /* ........ */
0x24, /* ..OOO... */
0x32, /* .O...O.. */
0x32, /* ....O... */
0x2a, /* ..OO.... */
0x24, /* .OOOOO.. */
0x00, /* ........ */
0x00},/* ........ */
/* 3 */
{0x00, /* ........ */
0x22, /* .OOOO... */
0x2a, /* .....O.. */
0x2a, /* ..OOO... */
0x2a, /* .....O.. */
0x14, /* .OOOO... */
0x00, /* ........ */
0x00},/* ........ */
/* 4 */
{0x00, /* ........ */
0x10, /* ....O... */
0x18, /* ...O.... */
0x34, /* ..O..... */
0x12, /* .OOOOO.. */
0x10, /* ...O.... */
0x00, /* ........ */
0x00},/* ........ */
/* 5 */
{0x00, /* ........ */
0x2e, /* .OOOOO.. */
0x2a, /* .O...... */
0x2a, /* .OOOO... */
0x2a, /* .....O.. */
0x12, /* .OOOO... */
0x00, /* ........ */
0x00},/* ........ */
/* 6 */
{0x00, /* ........ */
0x1c, /* ..OOO... */
0x2a, /* .O...... */
0x2a, /* .OOOO... */
0x2a, /* .O...O.. */
0x10, /* ..OOO... */
0x00, /* ........ */
0x00},/* ........ */
/* 7 */
{0x00, /* ........ */
0x22, /* .OOOOO.. */
0x12, /* ....O... */
0x0a, /* ...O.... */
0x06, /* ..O..... */
0x02, /* .O...... */
0x00, /* ........ */
0x00},/* ........ */
/* 8 */
{0x00, /* ........ */
0x14, /* ..OOO... */
0x2a, /* .O...O.. */
0x2a, /* ..OOO... */
0x2a, /* .O...O.. */
0x14, /* ..OOO... */
0x00, /* ........ */
0x00},/* ........ */
/* 9 */
{0x00, /* ........ */
0x04, /* ..OOO... */
0x2a, /* .O...O.. */
0x2a, /* ..OOOO.. */
0x2a, /* .....O.. */
0x1c, /* ..OOO... */
0x00, /* ........ */
0x00},/* ........ */
/* 10 */
{0x00, /* ........ */
0x3e, /* .O..O... */
0x00, /* .O.O.O.. */
0x1c, /* .O.O.O.. */
0x22, /* .O.O.O.. */
0x1c, /* .O..O... */
0x00, /* ........ */
0x00},/* ........ */
/* Jack */
{0x00, /* ........ */
0x12, /* .OOOOO.. */
0x22, /* ...O.... */
0x1e, /* ...O.... */
0x02, /* .O.O.... */
0x02, /* ..O..... */
0x00, /* ........ */
0x00},/* ........ */
/* Queen */
{0x00, /* ........ */
0x1c, /* ..OOO... */
0x22, /* .O...O.. */
0x32, /* .O...O.. */
0x22, /* .O.O.O.. */
0x1c, /* ..OOO... */
0x00, /* ........ */
0x00},/* ........ */
/* King */
{0x00, /* ........ */
0x3e, /* .O...O.. */
0x08, /* .O..O... */
0x08, /* .OOO.... */
0x14, /* .O..O... */
0x22, /* .O...O.. */
0x00, /* ........ */
0x00} /* ........ */
};
#define NOT_A_CARD 255
/* number of cards per suit */
#define CARDS_PER_SUIT 13
/* number of suits */
#define SUITS 4
/* number of columns */
#define COL_NUM 7
/* pseudo column numbers to be used for cursor coordinates */
/* columns COL_NUM t COL_NUM + SUITS - 1 correspond to the final stacks */
#define STACKS_COL COL_NUM
/* column COL_NUM + SUITS corresponds to the remains' stack */
#define REM_COL (STACKS_COL + SUITS)
#define NOT_A_COL 255
/* number of cards that are drawn on the remains' stack (by pressing F2) */
#define CARDS_PER_DRAW 3
/* size of a card on the screen */
#define CARD_WIDTH 14
#define CARD_HEIGHT 10
typedef struct card {
unsigned char suit : 2;
unsigned char num : 4;
unsigned char known : 1;
unsigned char used : 1;/* this is what is used when dealing cards */
unsigned char next;
} card;
unsigned char next_random_card(card *deck){
unsigned char i,r;
r = rb->rand()%(SUITS * CARDS_PER_SUIT)+1;
i = 0;
while(r>0){
i = (i + 1)%(SUITS * CARDS_PER_SUIT);
if(!deck[i].used) r--;
}
deck[i].used = 1;
return i;
}
#define HELP_QUIT 0
#define HELP_USB 1
/* help for the not so intuitive interface */
int solitaire_help(void){
int button;
int lastbutton = BUTTON_NONE;
while(1){
rb->lcd_clear_display();
#if CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_putsxy(0, 0, "Press a key to see");
rb->lcd_putsxy(0, 7, "it's role.");
rb->lcd_putsxy(0, 21, "Press OFF to");
rb->lcd_putsxy(0, 28, "return to menu.");
rb->lcd_putsxy(0, 42, "All actions can");
rb->lcd_putsxy(0, 49, "be done using");
rb->lcd_putsxy(0, 56, "arrows, ON and F2.");
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_putsxy(0, 0, "Press a key short");
rb->lcd_putsxy(0, 7, "or long to see it's");
rb->lcd_putsxy(0, 21, "role. Press OFF to");
rb->lcd_putsxy(0, 28, "return to menu.");
rb->lcd_putsxy(0, 42, "All actions can be");
rb->lcd_putsxy(0, 49, "done using arrows,");
rb->lcd_putsxy(0, 56, "short & long MODE.");
#elif CONFIG_KEYPAD == IRIVER_H100_PAD
rb->lcd_putsxy(20, 8, "Press a key or key");
rb->lcd_putsxy(20, 16, "combo to see it's");
rb->lcd_putsxy(20, 24, "role. Press STOP to");
rb->lcd_putsxy(20, 32, "return to menu.");
rb->lcd_putsxy(20, 48, "All actions can be");
rb->lcd_putsxy(20, 56, "done using the");
rb->lcd_putsxy(20, 64, "joystick and RECORD.");
#endif
rb->lcd_update();
button = rb->button_get(true);
switch(button){
case SOL_UP:
#ifdef SOL_UP_PRE
if(lastbutton != SOL_UP_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_UP);
break;
case SOL_DOWN:
#ifdef SOL_DOWN_PRE
if(lastbutton != SOL_DOWN_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_DOWN);
break;
case SOL_LEFT:
#ifdef SOL_LEFT_PRE
if(lastbutton != SOL_LEFT_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_LEFT);
break;
case SOL_RIGHT:
#ifdef SOL_RIGHT_PRE
if(lastbutton != SOL_RIGHT_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_RIGHT);
break;
case SOL_MOVE:
#ifdef SOL_MOVE_PRE
if(lastbutton != SOL_MOVE_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_MOVE);
break;
case SOL_DRAW:
#ifdef SOL_DRAW_PRE
if(lastbutton != SOL_DRAW_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_DRAW);
break;
case SOL_CUR2STACK:
#ifdef SOL_CUR2STACK_PRE
if(lastbutton != SOL_CUR2STACK_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_CUR2STACK);
break;
case SOL_REM2STACK:
#ifdef SOL_REM2STACK_PRE
if(lastbutton != SOL_REM2STACK_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_REM2STACK);
break;
case SOL_REM2CUR:
#ifdef SOL_REM2CUR_PRE
if(lastbutton != SOL_REM2CUR_PRE)
break;
#endif
rb->splash(HZ*2, true, HELP_SOL_REM2CUR);
break;
case SOL_QUIT:
return HELP_QUIT;
default:
if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
return HELP_USB;
break;
}
if(button != BUTTON_NONE)
lastbutton = button;
}
}
/* menu return codes */
#define MENU_RESUME 0
#define MENU_RESTART 1
#define MENU_HELP 2
#define MENU_QUIT 3
#define MENU_USB 4
/* menu item number */
#define MENU_LENGTH 4
/* different menu behaviors */
#define MENU_BEFOREGAME 0
#define MENU_DURINGGAME 1
/* the menu */
/* text displayed changes depending on the 'when' parameter */
int solitaire_menu(unsigned char when)
{
static char menu[2][MENU_LENGTH][13] =
{ { "Start Game",
"",
"Help",
"Quit" },
{ "Resume Game",
"Restart Game",
"Help",
"Quit"}
};
int i;
int cursor=0;
int button;
int fh;
rb->lcd_getstringsize("A", NULL, &fh);
fh++;
if(when!=MENU_BEFOREGAME && when!=MENU_DURINGGAME)
when = MENU_DURINGGAME;
while(1){
rb->lcd_clear_display();
rb->lcd_putsxy(20, 1, "Solitaire");
for(i = 0; i<MENU_LENGTH; i++){
rb->lcd_putsxy(1, 17+fh*i, menu[when][i]);
if(cursor == i) {
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(0,17+fh*i, LCD_WIDTH, fh);
rb->lcd_set_drawmode(DRMODE_SOLID);
}
}
rb->lcd_update();
button = rb->button_get(true);
switch(button){
case BUTTON_UP:
cursor = (cursor + MENU_LENGTH - 1)%MENU_LENGTH;
break;
case BUTTON_DOWN:
cursor = (cursor + 1)%MENU_LENGTH;
break;
case BUTTON_LEFT:
return MENU_RESUME;
case SOL_MENU_RUN:
#ifdef SOL_MENU_RUN2
case SOL_MENU_RUN2:
#endif
switch(cursor){
case MENU_RESUME:
case MENU_RESTART:
case MENU_QUIT:
return cursor;
case MENU_HELP:
if(solitaire_help() == HELP_USB)
return MENU_USB;
break;
}
break;
case SOL_MENU_INFO:
#if defined(SOL_MENU_INFO2) && defined(SOL_MENU_INFO3)
case SOL_MENU_INFO2:
case SOL_MENU_INFO3:
#endif
rb->splash(HZ, true, "Solitaire for Rockbox by dionoea");
break;
case BUTTON_OFF:
return MENU_QUIT;
default:
if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
return MENU_USB;
break;
}
}
}
/* player's cursor */
unsigned char cur_card;
/* player's cursor column num */
unsigned char cur_col;
/* selected card */
unsigned char sel_card;
/* the deck */
card deck[SUITS * CARDS_PER_SUIT];
/* the remaining cards */
unsigned char rem;
unsigned char cur_rem;
/* the 7 game columns */
unsigned char cols[COL_NUM];
/* the 4 final stacks */
unsigned char stacks[SUITS];
/* initialize the game */
void solitaire_init(void){
unsigned char c;
int i,j;
/* init deck */
for(i=0;i<SUITS;i++){
for(j=0;j<CARDS_PER_SUIT;j++){
deck[i*CARDS_PER_SUIT+j].suit = i;
deck[i*CARDS_PER_SUIT+j].num = j;
deck[i*CARDS_PER_SUIT+j].known = 1;
deck[i*CARDS_PER_SUIT+j].used = 0;
deck[i*CARDS_PER_SUIT+j].next = NOT_A_CARD;
}
}
/* deal the cards ... */
/* ... in the columns */
for(i=0; i<COL_NUM; i++){
c = NOT_A_CARD;
for(j=0; j<=i; j++){
if(c == NOT_A_CARD){
cols[i] = next_random_card(deck);
c = cols[i];
} else {
deck[c].next = next_random_card(deck);
c = deck[c].next;
}
if(j<i) deck[c].known = 0;
}
}
/* ... shuffle what's left of the deck */
rem = next_random_card(deck);
c = rem;
for(i=1; i<SUITS * CARDS_PER_SUIT - COL_NUM * (COL_NUM + 1)/2; i++){
deck[c].next = next_random_card(deck);
c = deck[c].next;
}
/* we now finished dealing the cards. The game can start ! (at last) */
/* init the stack */
for(i = 0; i<SUITS; i++){
stacks[i] = NOT_A_CARD;
}
/* the cursor starts on upper left card */
cur_card = cols[0];
cur_col = 0;
/* no card is selected */
sel_card = NOT_A_CARD;
/* init the remainder */
cur_rem = NOT_A_CARD;
}
/* find the column number in which 'card' can be found */
unsigned char find_card_col(unsigned char card){
int i;
unsigned char c;
if(card == NOT_A_CARD) return NOT_A_COL;
for(i=0; i<COL_NUM; i++){
c = cols[i];
while(c!=NOT_A_CARD){
if(c == card) return i;
c = deck[c].next;
}
}
for(i=0; i<SUITS; i++){
c = stacks[i];
while(c!=NOT_A_CARD){
if(c == card) return STACKS_COL + i;
c = deck[c].next;
}
}
return REM_COL;
}
/* find the card preceding 'card' */
/* if it doesn't exist, return NOT_A_CARD */
unsigned char find_prev_card(unsigned char card){
int i;
for(i=0; i<SUITS*CARDS_PER_SUIT; i++){
if(deck[i].next == card) return i;
}
return NOT_A_CARD;
}
/* find the last card of a given column */
unsigned char find_last_card(unsigned char col){
unsigned char c;
if(col < COL_NUM){
c = cols[col];
} else if(col < REM_COL){
c = stacks[col - STACKS_COL];
} else {
c = rem;
}
if(c == NOT_A_CARD)
return c;
else {
while(deck[c].next != NOT_A_CARD){
c = deck[c].next;
}
return c;
}
}
#define MOVE_OK 0
#define MOVE_NOT_OK 1
unsigned char move_card(unsigned char dest_col, unsigned char src_card){
/* the column on which to take src_card */
unsigned char src_col;
/* the last card of dest_col */
unsigned char dest_card;
/* the card under src_card */
unsigned char src_card_prev;
/* you can't move no card (at least, it doesn't have any consequence) */
if(src_card == NOT_A_CARD) return MOVE_NOT_OK;
/* you can't put a card back on the remains' stack */
if(dest_col == REM_COL) return MOVE_NOT_OK;
src_col = find_card_col(src_card);
dest_card = find_last_card(dest_col);
src_card_prev = find_prev_card(src_card);
/* you can't move more than one card at a time from the final stack */
/* to the rest of the game */
if(src_col >= COL_NUM && src_col < REM_COL
&& deck[src_card].next != NOT_A_CARD){
return MOVE_NOT_OK;
}
/* if we (that means dest) are on one of the 7 columns ... */
if(dest_col < COL_NUM){
/* ... check is we are on an empty color and that the src is a king */
if(dest_card == NOT_A_CARD
&& deck[src_card].num == CARDS_PER_SUIT - 1){
/* this is a winning combination */
cols[dest_col] = src_card;
}
/* ... or check if the cards follow one another and have same suit */
else if((deck[dest_card].suit + deck[src_card].suit)%2==1
&& deck[dest_card].num == deck[src_card].num + 1){
/* this is a winning combination */
deck[dest_card].next = src_card;
}
/* ... or, humpf, well that's not good news */
else {
/* this is not a winning combination */
return MOVE_NOT_OK;
}
}
/* if we are on one of the 4 final stacks ... */
else if(dest_col < REM_COL){
/* ... check if we are on an empty stack, that the src is an
* ace and that this is the good final stack */
if(dest_card == NOT_A_CARD
&& deck[src_card].num == 0
&& deck[src_card].suit == dest_col - STACKS_COL){
/* this is a winning combination */
stacks[dest_col - STACKS_COL] = src_card;
}
/* ... or check if the cards follow one another, have the same
* suit and {that src has no .next element or is from the remains'
* stack} */
else if(deck[dest_card].suit == deck[src_card].suit
&& deck[dest_card].num + 1 == deck[src_card].num
&& (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) ){
/* this is a winning combination */
deck[dest_card].next = src_card;
}
/* ... or, well that's not good news */
else {
/* this is not a winnong combination */
return MOVE_NOT_OK;
}
}
/* if we are on the remains' stack */
else {
/* you can't move a card back to the remains' stack */
return MOVE_NOT_OK;
}
/* if the src card is from the remains' stack, we don't want to take
* the following cards */
if(src_col == REM_COL){
/* if src card is the first card from the stack */
if(src_card_prev == NOT_A_CARD){
rem = deck[src_card].next;
}
/* if src card is not the first card from the stack */
else {
deck[src_card_prev].next = deck[src_card].next;
}
cur_rem = src_card_prev;
deck[src_card].next = NOT_A_CARD;
}
/* if the src card is from somewhere else, just take everything */
else {
if(src_card_prev == NOT_A_CARD){
if(src_col < COL_NUM){
cols[src_col] = NOT_A_CARD;
} else {
stacks[src_col - STACKS_COL] = NOT_A_CARD;
}
} else {
deck[src_card_prev].next = NOT_A_CARD;
}
}
/* tada ! */
return MOVE_OK;
}
#define SOLITAIRE_WIN 0
#define SOLITAIRE_QUIT 1
#define SOLITAIRE_USB 2
#if ( LCD_WIDTH > ( CARD_WIDTH * 8 ) )
# define BIG_SCREEN 1
#else
# define BIG_SCREEN 0
#endif
#define LCD_WIDTH2 (LCD_WIDTH - BIG_SCREEN)
/* the game */
int solitaire(void){
int i,j;
int button, lastbutton = 0;
unsigned char c;
int biggest_col_length;
rb->srand( *rb->current_tick );
switch(solitaire_menu(MENU_BEFOREGAME)) {
case MENU_QUIT:
return SOLITAIRE_QUIT;
case MENU_USB:
return SOLITAIRE_USB;
}
solitaire_init();
while(true){
rb->lcd_clear_display();
/* get the biggest column length so that display can be "optimized" */
biggest_col_length = 0;
for(i=0;i<COL_NUM;i++){
j = 0;
c = cols[i];
while(c != NOT_A_CARD){
j++;
c = deck[c].next;
}
if(j>biggest_col_length) biggest_col_length = j;
}
/* check if there are cards remaining in the game. */
/* if there aren't any, that means you won :) */
if(biggest_col_length == 0 && rem == NOT_A_CARD){
rb->splash(HZ*2, true, "You Won :)");
return SOLITAIRE_WIN;
}
/* draw the columns */
for(i=0;i<COL_NUM;i++){
c = cols[i];
j = 0;
while(true){
if(c==NOT_A_CARD) {
/* draw the cursor on empty columns */
if(cur_col == i){
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+2, 2, CARD_WIDTH-3, CARD_HEIGHT-1);
}
break;
}
/* clear the card's spot */
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
rb->lcd_fillrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM, j+1, CARD_WIDTH, CARD_HEIGHT-1);
rb->lcd_set_drawmode(DRMODE_SOLID);
/* known card */
if(deck[c].known){
#if LCD_DEPTH>1
rb->lcd_set_foreground(colors[deck[c].suit]);
#endif
rb->lcd_mono_bitmap(numbers[deck[c].num], i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j, 8, 8);
rb->lcd_mono_bitmap(suits[deck[c].suit], i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+7, j, 8, 8);
#if LCD_DEPTH>1
rb->lcd_set_foreground(LCD_BLACK);
#endif
}
/* draw top line of the card */
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1,j,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH-1,j);
/* selected card */
if(c == sel_card && sel_card != NOT_A_CARD){
rb->lcd_drawrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
}
/* cursor (or not) */
if(c == cur_card){
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
rb->lcd_set_drawmode(DRMODE_SOLID);
/* go to the next card */
c = deck[c].next;
if(c == NOT_A_CARD) break;
j += CARD_HEIGHT - 2;
} else {
/* go to the next card */
c = deck[c].next;
if(c == NOT_A_CARD) break;
j += min(CARD_HEIGHT - 2, (LCD_HEIGHT - CARD_HEIGHT)/biggest_col_length);
}
}
if(cols[i]!=NOT_A_CARD){
/* draw line to the left of the column */
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM,1,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM,j+CARD_HEIGHT-1);
/* draw line to the right of the column */
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH,1,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH,j+CARD_HEIGHT-1);
/* draw bottom of the last card */
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1,j+CARD_HEIGHT,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH-1,j+CARD_HEIGHT);
}
}
/* draw the stacks */
for(i=0; i<SUITS; i++){
c = stacks[i];
if(c!=NOT_A_CARD){
while(deck[c].next != NOT_A_CARD){
c = deck[c].next;
}
}
#if LCD_DEPTH>1
rb->lcd_set_foreground(colors[i]);
#endif
if(c != NOT_A_CARD) {
rb->lcd_mono_bitmap(numbers[deck[c].num], LCD_WIDTH2 - CARD_WIDTH+1, i*CARD_HEIGHT, 8, 8);
}
rb->lcd_mono_bitmap(suits[i], LCD_WIDTH2 - CARD_WIDTH+7, i*CARD_HEIGHT, 8, 8);
#if LCD_DEPTH>1
rb->lcd_set_foreground(colors[deck[c].suit]);
#endif
/* draw a selected card */
if(c != NOT_A_CARD) {
if(sel_card == c){
rb->lcd_drawrect(LCD_WIDTH2 - CARD_WIDTH+1, i*CARD_HEIGHT + 1, CARD_WIDTH-1, CARD_HEIGHT-1);
}
}
rb->lcd_drawline(LCD_WIDTH2 - CARD_WIDTH+1, i*CARD_HEIGHT,LCD_WIDTH2 - 1,i*CARD_HEIGHT);
rb->lcd_drawline(LCD_WIDTH2 - CARD_WIDTH,i*CARD_HEIGHT+1,LCD_WIDTH2 - CARD_WIDTH,(i+1)*CARD_HEIGHT-1);
rb->lcd_drawline(LCD_WIDTH2 - CARD_WIDTH+1,(i+1)*CARD_HEIGHT,LCD_WIDTH2 - 1,(i+1)*CARD_HEIGHT);
#if BIG_SCREEN
rb->lcd_drawline(LCD_WIDTH2,i*CARD_HEIGHT+1,LCD_WIDTH2,(i+1)*CARD_HEIGHT-1);
#endif
/* draw the cursor on one of the stacks */
if(cur_col == STACKS_COL + i){
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(LCD_WIDTH2 - CARD_WIDTH+1, i*CARD_HEIGHT + 1, CARD_WIDTH-1, CARD_HEIGHT-1);
rb->lcd_set_drawmode(DRMODE_SOLID);
}
}
/* draw the remains */
if(rem != NOT_A_CARD) {
rb->lcd_drawline(LCD_WIDTH2 - CARD_WIDTH+1,LCD_HEIGHT-CARD_HEIGHT-1,LCD_WIDTH2 - 1,LCD_HEIGHT-CARD_HEIGHT-1);
rb->lcd_drawline(LCD_WIDTH2 - CARD_WIDTH,LCD_HEIGHT-CARD_HEIGHT,LCD_WIDTH2 - CARD_WIDTH,LCD_HEIGHT-2);
rb->lcd_drawline(LCD_WIDTH2 - CARD_WIDTH+1,LCD_HEIGHT-1,LCD_WIDTH2 - 1,LCD_HEIGHT-1);
#if BIG_SCREEN
rb->lcd_drawline(LCD_WIDTH2,LCD_HEIGHT-CARD_HEIGHT,LCD_WIDTH2,LCD_HEIGHT-2);
#endif
if(cur_rem != NOT_A_CARD){
#if LCD_DEPTH>1
rb->lcd_set_foreground(colors[deck[cur_rem].suit]);
#endif
rb->lcd_mono_bitmap(numbers[deck[cur_rem].num], LCD_WIDTH2 - CARD_WIDTH+1, LCD_HEIGHT-CARD_HEIGHT, 8, 8);
rb->lcd_mono_bitmap(suits[deck[cur_rem].suit], LCD_WIDTH2 - CARD_WIDTH+7, LCD_HEIGHT-CARD_HEIGHT, 8, 8);
/* draw a selected card */
#if LCD_DEPTH>1
rb->lcd_set_foreground(LCD_BLACK);
#endif
if(sel_card == cur_rem){
rb->lcd_drawrect(LCD_WIDTH2 - CARD_WIDTH+1, LCD_HEIGHT-CARD_HEIGHT,CARD_WIDTH-1, CARD_HEIGHT-1);
}
}
}
/* draw the cursor */
if(cur_col == REM_COL){
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(LCD_WIDTH2 - CARD_WIDTH+1, LCD_HEIGHT-CARD_HEIGHT,CARD_WIDTH-1, CARD_HEIGHT-1);
rb->lcd_set_drawmode(DRMODE_SOLID);
}
rb->lcd_update();
/* what to do when a key is pressed ... */
button = rb->button_get(true);
switch(button){
/* move cursor to the last card of the previous column */
/* or to the previous final stack */
/* or to the remains stack */
case SOL_RIGHT:
#ifdef SOL_RIGHT_PRE
if(lastbutton != SOL_RIGHT_PRE)
break;
#endif
if(cur_col >= COL_NUM){
cur_col = 0;
} else if(cur_col == COL_NUM - 1){
cur_col = REM_COL;
} else {
cur_col = (cur_col+1)%(REM_COL+1);
}
if(cur_col == REM_COL){
cur_card = cur_rem;
break;
}
cur_card = find_last_card(cur_col);
break;
/* move cursor to the last card of the next column */
/* or to the next final stack */
/* or to the remains stack */
case SOL_LEFT:
#ifdef SOL_LEFT_PRE
if(lastbutton != SOL_LEFT_PRE)
break;
#endif
if(cur_col == 0){
cur_col = REM_COL;
} else if(cur_col >= COL_NUM) {
cur_col = COL_NUM - 1;
} else {
cur_col = (cur_col + REM_COL)%(REM_COL+1);
}
if(cur_col == REM_COL){
cur_card = cur_rem;
break;
}
cur_card = find_last_card(cur_col);
break;
/* move cursor to card that's bellow */
case SOL_DOWN:
#ifdef SOL_DOWN_PRE
if(lastbutton != SOL_DOWN_PRE)
break;
#endif
if(cur_col >= COL_NUM) {
cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
if(cur_col == REM_COL){
cur_card = cur_rem;
} else {
cur_card = find_last_card(cur_col);
}
break;
}
if(cur_card == NOT_A_CARD) break;
if(deck[cur_card].next != NOT_A_CARD){
cur_card = deck[cur_card].next;
} else {
cur_card = cols[cur_col];
while(deck[cur_card].known == 0
&& deck[cur_card].next != NOT_A_CARD){
cur_card = deck[cur_card].next;
}
}
break;
/* move cursor to card that's above */
case SOL_UP:
#ifdef SOL_UP_PRE
if(lastbutton != SOL_UP_PRE)
break;
#endif
if(cur_col >= COL_NUM) {
cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
if(cur_col == REM_COL){
cur_card = cur_rem;
} else {
cur_card = find_last_card(cur_col);
}
break;
}
if(cur_card == NOT_A_CARD) break;
do{
cur_card = find_prev_card(cur_card);
if(cur_card == NOT_A_CARD){
cur_card = find_last_card(cur_col);
}
} while (deck[cur_card].next != NOT_A_CARD
&& deck[cur_card].known == 0);
break;
/* Try to put card under cursor on one of the stacks */
case SOL_CUR2STACK:
#ifdef SOL_CUR2STACK_PRE
if(lastbutton != SOL_CUR2STACK_PRE)
break;
#endif
if(cur_card != NOT_A_CARD){
move_card(deck[cur_card].suit + STACKS_COL, cur_card);
}
break;
/* Move cards arround, Uncover cards, ... */
case SOL_MOVE:
#ifdef SOL_MOVE_PRE
if(lastbutton != SOL_MOVE_PRE)
break;
#endif
if(sel_card == NOT_A_CARD) {
if(cur_card != NOT_A_CARD){
/* reveal a hidden card */
if(deck[cur_card].next == NOT_A_CARD && deck[cur_card].known==0){
deck[cur_card].known = 1;
/* select a card */
} else {
sel_card = cur_card;
}
}
/* unselect card or try putting card on one of the 4 stacks */
} else if(sel_card == cur_card) {
move_card(deck[sel_card].suit + COL_NUM, sel_card);
sel_card = NOT_A_CARD;
/* try moving cards */
} else {
if(move_card(cur_col, sel_card) == MOVE_OK){
sel_card = NOT_A_CARD;
}
}
break;
/* If the card on the top of the remains can be put where */
/* the cursor is, go ahead */
case SOL_REM2CUR:
#ifdef SOL_REM2CUR_PRE
if(lastbutton != SOL_REM2CUR_PRE)
break;
#endif
move_card(cur_col, cur_rem);
break;
/* If the card on top of the remains can be put on one */
/* of the stacks, do so */
case SOL_REM2STACK:
#ifdef SOL_REM2STACK_PRE
if(lastbutton != SOL_REM2STACK_PRE)
break;
#endif
if(cur_rem != NOT_A_CARD){
move_card(deck[cur_rem].suit + COL_NUM, cur_rem);
}
break;
/* unselect selected card or ... */
/* draw new cards from the remains of the deck */
case SOL_DRAW:
#ifdef SOL_DRAW_PRE
if(lastbutton != SOL_DRAW_PRE)
break;
#endif
if(sel_card != NOT_A_CARD){
/* unselect selected card */
sel_card = NOT_A_CARD;
break;
}
if(rem != NOT_A_CARD) {
int cur_rem_old = cur_rem;
/* draw new cards form the remains of the deck */
if(cur_rem == NOT_A_CARD){
cur_rem = rem;
i = CARDS_PER_DRAW - 1;
} else {
i = CARDS_PER_DRAW;
}
while(i>0 && deck[cur_rem].next != NOT_A_CARD){
cur_rem = deck[cur_rem].next;
i--;
}
/* test if any cards are really left on */
/* the remains' stack */
if(i == CARDS_PER_DRAW){
cur_rem = NOT_A_CARD;
}
/* if cursor was on remains' stack when new cards were
* drawn, put cursor on top of remains' stack */
if(cur_col == REM_COL && cur_card == cur_rem_old)
cur_card = cur_rem;
}
break;
/* Show the menu */
case SOL_QUIT:
switch(solitaire_menu(MENU_DURINGGAME)){
case MENU_QUIT:
return SOLITAIRE_QUIT;
case MENU_USB:
return SOLITAIRE_USB;
case MENU_RESTART:
solitaire_init();
break;
}
default:
if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
return SOLITAIRE_USB;
break;
}
if(button != BUTTON_NONE)
lastbutton = button;
/* fix incoherences concerning cur_col and cur_card */
c = find_card_col(cur_card);
if(c != NOT_A_COL && c != cur_col)
cur_card = find_last_card(cur_col);
if(cur_card == NOT_A_CARD && find_last_card(cur_col) != NOT_A_CARD)
cur_card = find_last_card(cur_col);
}
}
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
int result;
/* plugin init */
TEST_PLUGIN_API(api);
(void)parameter;
rb = api;
/* end of plugin init */
/* Welcome to Solitaire ! */
rb->splash(HZ*2, true, "Welcome to Solitaire !");
/* play the game :) */
/* Keep playing if a game was won (that means display the menu after */
/* winning instead of quiting) */
while((result = solitaire()) == SOLITAIRE_WIN);
/* Exit the plugin */
return (result == SOLITAIRE_USB) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
}
#endif