Code police and keep backlight on while in mazezam

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@14667 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Peter D'Hoye 2007-09-10 22:55:10 +00:00
parent 3afaec3ead
commit 61aa70c483
2 changed files with 108 additions and 54 deletions

View file

@ -390,7 +390,8 @@ void maze_solve(struct maze* maze)
maze->solved = ~(maze->solved);
/* copy maze for solving */
rb->memcpy(solved_maze, maze->maze, (MAZE_HEIGHT*MAZE_WIDTH*sizeof(maze->maze[0][0])));
rb->memcpy(solved_maze, maze->maze,
(MAZE_HEIGHT*MAZE_WIDTH*sizeof(maze->maze[0][0])));
/* remove some borders and walls on start and end point */

View file

@ -20,6 +20,7 @@
****************************************************************************/
#include "plugin.h"
#include "configfile.h"
#include "helper.h"
/* Include standard plugin macro */
PLUGIN_HEADER
@ -225,7 +226,8 @@ static const struct textpage title_page = {
static const struct textpage help_page[] = {
{4,{"Instructions","10 mazezams","bar your way","to freedom"}},
{4,{"Instructions","Push the rows","left and right","to escape"}},
{4,{"Instructions","Press " MAZEZAM_RETRY_KEYNAME " to","retry a level","(lose 1 life)"}},
{4,{"Instructions","Press " MAZEZAM_RETRY_KEYNAME " to","retry a level",
"(lose 1 life)"}},
{4,{"Instructions","Press " MAZEZAM_QUIT_KEYNAME,"to quit","the game"}}
};
@ -367,7 +369,8 @@ struct resume_data {
/* Display a screen of text. line[0] is the heading.
* line[highlight] will be highlighted, unless highlight == 0
*/
static void display_text_page(struct textpage text, int highlight) {
static void display_text_page(struct textpage text, int highlight)
{
int w[text.num_lines], h[text.num_lines];
int hsum,i,vgap,vnext;
@ -395,8 +398,10 @@ static void display_text_page(struct textpage text, int highlight) {
rb->lcd_drawrect((LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,
vgap-MAZEZAM_MENU_BORDER*2, w[0] + 4*MAZEZAM_MENU_BORDER,
h[0] + 4*MAZEZAM_MENU_BORDER);
rb->lcd_drawline(0,vgap + h[0]/2,(LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,vgap + h[0]/2);
rb->lcd_drawline((LCD_WIDTH-w[0])/2+w[0]+MAZEZAM_MENU_BORDER*2,vgap + h[0]/2,LCD_WIDTH-1,vgap + h[0]/2);
rb->lcd_drawline(0,vgap + h[0]/2,(LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,
vgap + h[0]/2);
rb->lcd_drawline((LCD_WIDTH-w[0])/2+w[0]+MAZEZAM_MENU_BORDER*2,
vgap + h[0]/2,LCD_WIDTH-1,vgap + h[0]/2);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_HEADING_COLOR);
#elif LCD_DEPTH > 1
@ -433,7 +438,8 @@ static void display_text_page(struct textpage text, int highlight) {
* replaced by a file read. Returns true if the level parsed correctly.
*/
static bool parse_level(short level, struct chunk_data *cd,
short *width, short *height, short *entrance, short *exit) {
short *width, short *height, short *entrance, short *exit)
{
int i,j;
char c,clast;
@ -479,7 +485,8 @@ static void draw_level(
short entrance,
short exit,
short x, /* player's x and y coords */
short y) {
short y)
{
/* The number of pixels the side of a square should be */
short size = (LCD_WIDTH/(width+2)) < (LCD_HEIGHT/height) ?
(LCD_WIDTH/(width+2)) : (LCD_HEIGHT/height);
@ -513,15 +520,20 @@ static void draw_level(
/* draw the upper wall */
rb->lcd_fillrect(0,0,xOff,yOff+(size*entrance));
rb->lcd_fillrect(xOff,0,size*width,yOff);
rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),yOff+(size*exit));
rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),
yOff+(size*exit));
/* draw the lower wall */
rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,LCD_HEIGHT-yOff-(size*entrance)-size);
rb->lcd_fillrect(xOff,yOff+(size*height),size*width,LCD_HEIGHT-yOff-(size*height));
rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,
LCD_HEIGHT-yOff-(size*entrance)-size);
rb->lcd_fillrect(xOff,yOff+(size*height),size*width,
LCD_HEIGHT-yOff-(size*height));
/* Note: the exit is made one pixel thinner than necessary as a visual
* clue that chunks cannot be pushed into it
*/
rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,LCD_WIDTH-xOff+(size*width),LCD_HEIGHT-yOff-(size*exit)-size+1);
rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,
LCD_WIDTH-xOff+(size*width),
LCD_HEIGHT-yOff-(size*exit)-size+1);
/* draw the chunks */
for (i = 0; i<height; i++) {
@ -529,34 +541,46 @@ static void draw_level(
/* adding width to i should have a fixed, but randomising effect on
* the choice of the colours of the top line of chunks
*/
rb->lcd_set_foreground(chunk_colors[(i+width) % MAZEZAM_NUM_CHUNK_COLORS]);
rb->lcd_set_foreground(chunk_colors[(i+width) %
MAZEZAM_NUM_CHUNK_COLORS]);
#endif
for (j = 0; j<cd->l_num[i]; j++) {
#ifdef HAVE_LCD_COLOR
rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
cd->c_width[i][j]*size,size);
rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
yOff+size*i, cd->c_width[i][j]*size,size);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY);
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
cd->c_width[i][j]*size,size);
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
yOff+size*i, cd->c_width[i][j]*size,size);
/* draw shade */
rb->lcd_set_foreground(chunk_gray_shade[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,yOff+size*i+size-2,
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,yOff+size*i+size-2);
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i,
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i+size-2);
rb->lcd_set_foreground(chunk_gray_shade[(i+width) %
MAZEZAM_NUM_CHUNK_GRAYS]);
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,
yOff+size*i+size-2,
xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size-3,
yOff+size*i+size-2);
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size-2,
yOff+size*i,
xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size-2,
yOff+size*i+size-2);
/* draw fill */
rb->lcd_set_foreground(chunk_gray[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
rb->lcd_set_foreground(chunk_gray[(i+width) %
MAZEZAM_NUM_CHUNK_GRAYS]);
for (k = yOff+size*i+2; k < yOff+size*i+size-2; k += 2)
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+2,k,
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,k);
xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size-3,k);
#else
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
cd->c_width[i][j]*size,size);
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
yOff+size*i, cd->c_width[i][j]*size,size);
for (k = xOff+size*shift[i]+size*cd->c_inset[i][j]+2;
k < xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size;
k < xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size;
k += 2 + (i & 1))
for (l = yOff+size*i+2; l < yOff+size*i+size; l += 2 + (i & 1))
rb->lcd_drawpixel(k, l);
@ -598,7 +622,8 @@ static void draw_level(
}
/* Manage the congratulations screen */
static enum text_state welldone_screen(void) {
static enum text_state welldone_screen(void)
{
int button = BUTTON_NONE;
enum text_state state = TEXT_STATE_LOOPING;
@ -630,7 +655,8 @@ static enum text_state welldone_screen(void) {
}
/* Manage the quit confimation screen */
static enum text_state quitconfirm_loop(void) {
static enum text_state quitconfirm_loop(void)
{
int button = BUTTON_NONE;
enum text_state state = TEXT_STATE_LOOPING;
short select = 2;
@ -678,7 +704,8 @@ static enum text_state quitconfirm_loop(void) {
}
/* Manage the playing of a level */
static enum level_state level_loop(short level, short lives) {
static enum level_state level_loop(short level, short lives)
{
struct chunk_data cd;
short shift[MAZEZAM_MAX_LINES]; /* amount each line has been shifted */
short width;
@ -708,7 +735,8 @@ static enum level_state level_loop(short level, short lives) {
*/
rb->lcd_remote_clear_display();
#endif
rb->splash(MAZEZAM_LEVEL_LIVES_DELAY, MAZEZAM_LEVEL_LIVES_TEXT, level+1, lives);
rb->splash(MAZEZAM_LEVEL_LIVES_DELAY, MAZEZAM_LEVEL_LIVES_TEXT,
level+1, lives);
/* ensure keys pressed during the splash screen are ignored */
rb->button_clear_queue();
@ -724,8 +752,10 @@ static enum level_state level_loop(short level, short lives) {
case MAZEZAM_UP | BUTTON_REPEAT:
if ((y > 0) && (x >= 0) && (x < width)) {
for (i = 0; i < cd.l_num[y-1]; i++)
blocked = blocked || ((x>=shift[y-1]+cd.c_inset[y-1][i])
&& (x<shift[y-1]+cd.c_inset[y-1][i]+cd.c_width[y-1][i]));
blocked = blocked ||
((x>=shift[y-1]+cd.c_inset[y-1][i]) &&
(x<shift[y-1]+cd.c_inset[y-1][i]+
cd.c_width[y-1][i]));
if (!blocked) y -= 1;
}
break;
@ -734,8 +764,10 @@ static enum level_state level_loop(short level, short lives) {
case MAZEZAM_DOWN | BUTTON_REPEAT:
if ((y < height-1) && (x >= 0) && (x < width)) {
for (i = 0; i < cd.l_num[y+1]; i++)
blocked = blocked || ((x>=shift[y+1]+cd.c_inset[y+1][i])
&& (x<shift[y+1]+cd.c_inset[y+1][i]+cd.c_width[y+1][i]));
blocked = blocked ||
((x>=shift[y+1]+cd.c_inset[y+1][i]) &&
(x<shift[y+1]+cd.c_inset[y+1][i]+
cd.c_width[y+1][i]));
if (!blocked) y += 1;
}
break;
@ -744,7 +776,9 @@ static enum level_state level_loop(short level, short lives) {
case MAZEZAM_LEFT | BUTTON_REPEAT:
if (x > 0) {
for (i = 0; i < cd.l_num[y]; i++)
blocked = blocked || (x == shift[y]+cd.c_inset[y][i]+cd.c_width[y][i]);
blocked = blocked ||
(x == shift[y]+cd.c_inset[y][i]+
cd.c_width[y][i]);
if (!blocked) x -= 1;
else if (shift[y] + cd.c_inset[y][0] > 0) {
x -= 1;
@ -759,7 +793,8 @@ static enum level_state level_loop(short level, short lives) {
for (i = 0; i < cd.l_num[y]; i++)
blocked = blocked || (x+1 == shift[y]+cd.c_inset[y][i]);
if (!blocked) x += 1;
else if (shift[y] + cd.c_inset[y][cd.l_num[y]-1] + cd.c_width[y][cd.l_num[y]-1] < width) {
else if (shift[y] + cd.c_inset[y][cd.l_num[y]-1] +
cd.c_width[y][cd.l_num[y]-1] < width) {
x += 1;
shift[y] += 1;
}
@ -798,7 +833,8 @@ static enum level_state level_loop(short level, short lives) {
}
/* The loop which manages a full game of MazezaM */
static enum game_state game_loop(struct resume_data *r) {
static enum game_state game_loop(struct resume_data *r)
{
enum game_state state = GAME_STATE_LOOPING;
int level = r->level;
int lives = MAZEZAM_START_LIVES;
@ -880,7 +916,8 @@ static enum game_state game_loop(struct resume_data *r) {
}
/* Manage the instruction screen */
static enum text_state instruction_loop(void) {
static enum text_state instruction_loop(void)
{
int button;
enum text_state state = TEXT_STATE_LOOPING;
int page = 0;
@ -922,7 +959,8 @@ static enum text_state instruction_loop(void) {
/* Manage the text screen that offers the user the option of
* resuming or starting a new game
*/
static enum text_state resume_game_loop (struct resume_data *r) {
static enum text_state resume_game_loop (struct resume_data *r)
{
int button = BUTTON_NONE;
enum text_state state = TEXT_STATE_LOOPING;
short select = 0;
@ -979,12 +1017,15 @@ static enum text_state resume_game_loop (struct resume_data *r) {
/* Load the resume data from the config file. The data is
* stored in both r and old.
*/
static void resume_load_data (struct resume_data *r, struct resume_data *old) {
static void resume_load_data (struct resume_data *r, struct resume_data *old)
{
struct configdata config[] = {
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),
MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
};
if (configfile_load(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,MAZEZAM_CONFIG_VERSION) < 0)
if (configfile_load(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,
MAZEZAM_CONFIG_VERSION) < 0)
r->level = 0;
/* an extra precaution */
else if ((r->level < 0) || (MAZEZAM_NUM_LEVELS <= r->level))
@ -994,20 +1035,24 @@ static void resume_load_data (struct resume_data *r, struct resume_data *old) {
}
/* Save the resume data in the config file, but only if necessary */
static void resume_save_data (struct resume_data *r, struct resume_data *old) {
static void resume_save_data (struct resume_data *r, struct resume_data *old)
{
struct configdata config[] = {
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),
MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
};
/* To reduce disk usage, only write the file if the resume data has
* changed.
*/
if (old->level != r->level)
configfile_save(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,MAZEZAM_CONFIG_MINVERSION);
configfile_save(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,
MAZEZAM_CONFIG_MINVERSION);
}
/* The loop which manages the welcome screen and menu */
static enum text_state welcome_loop(void) {
static enum text_state welcome_loop(void)
{
int button;
short select = 0;
enum text_state state = TEXT_STATE_LOOPING;
@ -1026,7 +1071,8 @@ static enum text_state welcome_loop(void) {
break;
case MAZEZAM_UP:
select = (select + (title_page.num_lines - 2)) % (title_page.num_lines - 1);
select = (select + (title_page.num_lines - 2)) %
(title_page.num_lines - 1);
break;
case MAZEZAM_DOWN:
@ -1106,13 +1152,17 @@ static enum text_state welcome_loop(void) {
}
/* Plugin entry point */
enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
enum plugin_status state;
/* Usual plugin stuff */
(void)parameter;
rb = api;
/* Turn off backlight timeout */
backlight_force_on(rb); /* backlight control in lib/helper.c */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(MAZEZAM_BG_COLOR);
rb->lcd_set_backdrop(NULL);
@ -1138,5 +1188,8 @@ enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
break;
}
/* Turn on backlight timeout (revert to settings) */
backlight_use_settings(rb); /* backlight control in lib/helper.c */
return state;
}