/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2007 Tom Ross * * 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. * ****************************************************************************/ #include "plugin.h" #include "pegbox_header.h" #include "pegbox_pieces.h" #if LCD_HEIGHT >= 80 /* enough space for a graphical menu */ #include "pegbox_menu_top.h" #include "pegbox_menu_items.h" #define MENU_X (LCD_WIDTH-BMPWIDTH_pegbox_menu_items)/2 #define MENU_Y BMPHEIGHT_pegbox_menu_top #define ITEM_WIDTH BMPWIDTH_pegbox_menu_items #define ITEM_HEIGHT (BMPHEIGHT_pegbox_menu_items/9) #endif static const struct plugin_api* rb; PLUGIN_HEADER /* final game return status */ #define PB_END 3 #define PB_USB 2 #define PB_QUIT 1 #define DATA_FILE PLUGIN_DIR "/games/pegbox.data" #define SAVE_FILE PLUGIN_DIR "/games/pegbox.save" #define ROWS 8 /* Number of rows on each board */ #define COLS 12 /* Number of columns on each board */ #define NUM_LEVELS 15 /* Number of levels */ #define SPACE 0 #define WALL 1 #define TRIANGLE 2 #define CROSS 3 #define SQUARE 4 #define CIRCLE 5 #define HOLE 6 #define PLAYER 7 #if CONFIG_KEYPAD == RECORDER_PAD #define PEGBOX_SAVE BUTTON_ON #define PEGBOX_QUIT BUTTON_OFF #define PEGBOX_RESTART BUTTON_F2 #define PEGBOX_LVL_UP BUTTON_F1 #define PEGBOX_LVL_DOWN BUTTON_F3 #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "ON" #define QUIT_TEXT "OFF" #define RESTART_TEXT "F2" #define LVL_UP_TEXT "F1" #define LVL_DOWN_TEXT "F3" #elif CONFIG_KEYPAD == ONDIO_PAD #define PEGBOX_SAVE BUTTON_OFF #define PEGBOX_QUIT (BUTTON_MENU | BUTTON_LEFT) #define PEGBOX_RESTART (BUTTON_MENU | BUTTON_RIGHT) #define PEGBOX_LVL_UP (BUTTON_MENU | BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_MENU | BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "OFF" #define QUIT_TEXT "M+LEFT" #define RESTART_TEXT "M+RIGHT" #define LVL_UP_TEXT "M+UP" #define LVL_DOWN_TEXT "M+DOWN" #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define PEGBOX_SAVE BUTTON_SELECT #define PEGBOX_QUIT BUTTON_OFF #define PEGBOX_RESTART BUTTON_ON #define PEGBOX_LVL_UP BUTTON_MODE #define PEGBOX_LVL_DOWN BUTTON_REC #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "NAVI" #define QUIT_TEXT "OFF" #define RESTART_TEXT "ON" #define LVL_UP_TEXT "AB" #define LVL_DOWN_TEXT "REC" #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define PEGBOX_SAVE (BUTTON_SELECT|BUTTON_RIGHT) #define PEGBOX_QUIT (BUTTON_SELECT|BUTTON_PLAY) #define PEGBOX_RESTART (BUTTON_SELECT|BUTTON_LEFT) #define PEGBOX_LVL_UP (BUTTON_SELECT|BUTTON_MENU) #define PEGBOX_UP BUTTON_MENU #define PEGBOX_DOWN BUTTON_PLAY #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "SELECT+RIGHT" #define QUIT_TEXT "SELECT+PLAY" #define RESTART_TEXT "SELECT+LEFT" #define LVL_UP_TEXT "SELECT+MENU" #define LVL_DOWN_TEXT "-" #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD #define PEGBOX_SAVE BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_REC #define PEGBOX_LVL_UP BUTTON_PLAY #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "SELECT" #define QUIT_TEXT "OFF" #define RESTART_TEXT "REC" #define LVL_UP_TEXT "PLAY" #define LVL_DOWN_TEXT "-" #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD #define PEGBOX_SAVE BUTTON_MODE #define PEGBOX_QUIT BUTTON_PLAY #define PEGBOX_RESTART (BUTTON_EQ|BUTTON_MODE) #define PEGBOX_LVL_UP (BUTTON_EQ|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_EQ|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "MODE" #define QUIT_TEXT "PLAY" #define RESTART_TEXT "EQ+MODE" #define LVL_UP_TEXT "EQ+UP" #define LVL_DOWN_TEXT "EQ+DOWN" #elif CONFIG_KEYPAD == IRIVER_H10_PAD #define PEGBOX_SAVE BUTTON_PLAY #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART (BUTTON_FF|BUTTON_REPEAT) #define PEGBOX_LVL_UP (BUTTON_FF|BUTTON_SCROLL_UP) #define PEGBOX_LVL_DOWN (BUTTON_FF|BUTTON_SCROLL_DOWN) #define PEGBOX_UP BUTTON_SCROLL_UP #define PEGBOX_DOWN BUTTON_SCROLL_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "PLAY" #define QUIT_TEXT "OFF" #define RESTART_TEXT "LONG FF" #define LVL_UP_TEXT "FF+SCROLL_UP" #define LVL_DOWN_TEXT "FF+SCROLL_DOWN" #elif CONFIG_KEYPAD == SANSA_E200_PAD #define PEGBOX_SAVE BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_REC #define PEGBOX_LVL_UP BUTTON_SCROLL_BACK #define PEGBOX_LVL_DOWN BUTTON_SCROLL_FWD #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "REC" #define LVL_UP_TEXT "SCROLL BACK" #define LVL_DOWN_TEXT "SCROLL FWD" #elif CONFIG_KEYPAD == GIGABEAT_PAD #define PEGBOX_SAVE BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_A #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "A" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == GIGABEAT_S_PAD #define PEGBOX_SAVE BUTTON_SELECT #define PEGBOX_QUIT BUTTON_BACK #define PEGBOX_RESTART BUTTON_MENU #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "SELECT" #define QUIT_TEXT "BACK" #define RESTART_TEXT "MENU" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == MROBE100_PAD #define PEGBOX_SAVE BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_PLAY #define PEGBOX_LVL_UP BUTTON_MENU #define PEGBOX_LVL_DOWN BUTTON_DISPLAY #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "PLAY" #define LVL_UP_TEXT "MENU" #define LVL_DOWN_TEXT "DISPLAY" #elif CONFIG_KEYPAD == SANSA_C200_PAD #define PEGBOX_SAVE BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_REC #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SAVE_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "REC" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == IAUDIO_M3_PAD #define PEGBOX_SAVE BUTTON_RC_PLAY #define PEGBOX_QUIT BUTTON_RC_REC #define PEGBOX_RESTART BUTTON_RC_MODE #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_RC_VOL_UP #define PEGBOX_DOWN BUTTON_RC_VOL_DOWN #define PEGBOX_RIGHT BUTTON_RC_FF #define PEGBOX_LEFT BUTTON_RC_REW #define SAVE_TEXT "REM. PLAY" #define QUIT_TEXT "REM. REC" #define RESTART_TEXT "REM. MODE" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == COWOND2_PAD #define PEGBOX_QUIT BUTTON_POWER #define QUIT_TEXT "POWER" #else #error Unsupported keymap! #endif #ifdef HAVE_TOUCHSCREEN #ifndef PEGBOX_QUIT #define PEGBOX_QUIT BUTTON_TOPLEFT #endif #ifndef PEGBOX_SAVE #define PEGBOX_SAVE BUTTON_CENTER #endif #ifndef PEGBOX_RESTART #define PEGBOX_RESTART BUTTON_TOPRIGHT #endif #ifndef PEGBOX_LVL_UP #define PEGBOX_LVL_UP BUTTON_BOTTOMLEFT #endif #ifndef PEGBOX_LVL_DOWN #define PEGBOX_LVL_DOWN BUTTON_BOTTOMRIGHT #endif #ifndef PEGBOX_UP #define PEGBOX_UP BUTTON_TOPMIDDLE #endif #ifndef PEGBOX_DOWN #define PEGBOX_DOWN BUTTON_BOTTOMMIDDLE #endif #ifndef PEGBOX_RIGHT #define PEGBOX_RIGHT BUTTON_MIDRIGHT #endif #ifndef PEGBOX_LEFT #define PEGBOX_LEFT BUTTON_MIDLEFT #endif #ifndef SAVE_TEXT #define SAVE_TEXT "CENTER" #endif #ifndef QUIT_TEXT #define QUIT_TEXT "TOPLEFT" #endif #ifndef RESTART_TEXT #define RESTART_TEXT "TOPRIGHT" #endif #ifndef LVL_UP_TEXT #define LVL_UP_TEXT "BOTTOMLEFT" #endif #ifndef LVL_DOWN_TEXT #define LVL_DOWN_TEXT "BOTTOMRIGHT" #endif #endif /* get several sizes from the bitmaps */ #define PIECE_WIDTH BMPWIDTH_pegbox_pieces #define PIECE_HEIGHT (BMPHEIGHT_pegbox_pieces/7) #define BOARD_WIDTH (12*PIECE_WIDTH) #define BOARD_HEIGHT (8*PIECE_HEIGHT) /* define a wide layout where the statistics are alongside the board, not above * base calculation on the piece bitmaps for the 8x12 board */ #if (LCD_WIDTH - BOARD_WIDTH) > (LCD_HEIGHT - BOARD_HEIGHT) #define WIDE_LAYOUT #endif #define HEADER_WIDTH BMPWIDTH_pegbox_header #define HEADER_HEIGHT BMPHEIGHT_pegbox_header #if defined WIDE_LAYOUT #if ((BOARD_WIDTH + HEADER_WIDTH + 4) <= LCD_WIDTH) #define BOARD_X 2 #else #define BOARD_X 1 #endif #define BOARD_Y (LCD_HEIGHT-BOARD_HEIGHT)/2 #if (LCD_WIDTH >= 132) && (LCD_HEIGHT >= 80) #define TEXT_X 116 #define LEVEL_TEXT_Y 14 #define PEGS_TEXT_Y 58 #else #error "Unsupported screen size" #endif #else /* "normal" layout */ #define BOARD_X (LCD_WIDTH-BOARD_WIDTH)/2 #if ((BOARD_HEIGHT + HEADER_HEIGHT + 4) <= LCD_HEIGHT) #define BOARD_Y HEADER_HEIGHT+2 #else #define BOARD_Y HEADER_HEIGHT #endif #if LCD_WIDTH >= 320 #define LEVEL_TEXT_X 59 #define PEGS_TEXT_X 276 #define TEXT_Y 28 #elif LCD_WIDTH >= 240 #define LEVEL_TEXT_X 59 #define PEGS_TEXT_X 196 #define TEXT_Y 28 #elif LCD_WIDTH >= 220 #define LEVEL_TEXT_X 49 #define PEGS_TEXT_X 186 #define TEXT_Y 28 #elif LCD_WIDTH >= 176 #define LEVEL_TEXT_X 38 #define PEGS_TEXT_X 155 #define TEXT_Y 17 #elif LCD_WIDTH >= 160 #define LEVEL_TEXT_X 37 #define PEGS_TEXT_X 140 #define TEXT_Y 13 #elif LCD_WIDTH >= 138 #define LEVEL_TEXT_X 28 #define PEGS_TEXT_X 119 #define TEXT_Y 15 #elif LCD_WIDTH >= 128 #if HEADER_HEIGHT > 16 #define LEVEL_TEXT_X 26 #define PEGS_TEXT_X 107 #define TEXT_Y 31 #else #define LEVEL_TEXT_X 15 #define PEGS_TEXT_X 100 #define TEXT_Y 5 #endif /* HEADER_HEIGHT */ #elif LCD_WIDTH >= 112 #define LEVEL_TEXT_X 25 #define PEGS_TEXT_X 90 #define TEXT_Y 0 #endif /* LCD_WIDTH */ #endif /* WIDE_LAYOUT */ #ifdef HAVE_LCD_COLOR #define BG_COLOR LCD_BLACK #define TEXT_BG LCD_RGBPACK(189,189,189) #endif #ifdef HAVE_TOUCHSCREEN #include "lib/touchscreen.h" static struct ts_mapping main_menu_items[5] = { {MENU_X, MENU_Y, ITEM_WIDTH, ITEM_HEIGHT}, {MENU_X, MENU_Y+ITEM_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT}, {MENU_X, MENU_Y+ITEM_HEIGHT*2, ITEM_WIDTH, ITEM_HEIGHT}, {MENU_X, MENU_Y+ITEM_HEIGHT*3, ITEM_WIDTH, ITEM_HEIGHT}, { #if (LCD_WIDTH >= 138) && (LCD_HEIGHT > 110) 0, MENU_Y+4*ITEM_HEIGHT+8, SYSFONT_WIDTH*28, SYSFONT_HEIGHT #elif LCD_WIDTH > 112 0, LCD_HEIGHT - 8, SYSFONT_WIDTH*28, SYSFONT_HEIGHT #else #error "Touchscreen isn't supported on non-bitmap screens!" #endif } }; static struct ts_mappings main_menu = {main_menu_items, 5}; static struct ts_raster pegbox_raster = { BOARD_X, BOARD_Y, COLS*PIECE_WIDTH, ROWS*PIECE_HEIGHT, PIECE_WIDTH, PIECE_HEIGHT }; static struct ts_raster_button_mapping pegbox_raster_btn = { &pegbox_raster, false, false, true, false, true, {0, 0}, 0, 0, 0 }; #endif struct game_context { unsigned int level; unsigned int highlevel; signed int player_row; signed int player_col; unsigned int num_left; bool save_exist; unsigned int playboard[ROWS][COLS]; }; char levels[NUM_LEVELS][ROWS][COLS] = { /* Level 1 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 0, 0, 0, 7, 0, 0, 5, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 3, 3, 2, 0, 0, 0, 1,}, {1, 0, 0, 0, 4, 6, 0, 5, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 2 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,}, {7, 0, 0, 0, 2, 2, 5, 5, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}}, /* Level 3 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 0, 0, 0, 0, 0, 2, 0, 7, 0, 0, 0,}, {1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 2, 1,}, {1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 4 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {6, 0, 4, 0, 2, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 3, 0, 5, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 5, 0, 4, 7, 2, 0, 0, 0, 0, 1,}, {6, 0, 2, 0, 4, 0, 2, 0, 3, 0, 0, 1,}, {6, 0, 4, 0, 5, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 5, 0, 4, 0, 2, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 5 */ {{0, 6, 6, 0, 4, 6, 0, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 4, 4, 0, 0, 6, 0, 0, 2,}, {2, 6, 6, 0, 6, 6, 6, 0, 1, 2, 2, 2,}, {0, 6, 6, 0, 6, 4, 6, 0, 1, 2, 0, 2,}, {0, 6, 6, 0, 6, 7, 6, 5, 6, 0, 0, 0,}, {2, 6, 6, 0, 6, 6, 6, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 4, 0, 0, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 0, 5, 0, 0, 6, 5, 5, 0,}}, /* Level 6 */ {{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,}, {2, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0,}, {0, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1,}, {0, 3, 0, 0, 0, 0, 0, 0, 5, 4, 6, 0,}, {0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1,}}, /* Level 7 */ {{1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 6, 0, 0, 4, 6, 0, 1, 1, 1,}, {1, 1, 1, 1, 0, 1, 5, 1, 0, 1, 1, 1,}, {1, 1, 1, 2, 3, 3, 7, 4, 2, 6, 1, 1,}, {1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 1,}, {1, 1, 1, 1, 0, 0, 5, 0, 0, 1, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1,}}, /* Level 8 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {0, 0, 3, 3, 3, 3, 3, 4, 3, 3, 0, 0,}, {0, 0, 3, 3, 3, 2, 3, 3, 5, 3, 0, 0,}, {7, 0, 3, 3, 3, 2, 3, 3, 4, 3, 0, 0,}, {0, 0, 3, 3, 4, 5, 3, 3, 3, 3, 0, 0,}, {0, 0, 3, 3, 5, 2, 3, 3, 3, 3, 0, 0,}, {0, 0, 3, 3, 2, 4, 3, 3, 3, 3, 0, 0,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 9 */ {{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 2, 4, 4, 3, 0, 1, 1, 0,}, {0, 1, 0, 0, 2, 1, 0, 0, 0, 1, 1, 1,}, {0, 0, 0, 2, 2, 7, 1, 0, 0, 0, 0, 2,}, {0, 0, 0, 0, 2, 1, 0, 0, 1, 1, 1, 1,}, {0, 3, 1, 0, 2, 5, 5, 0, 0, 0, 3, 0,}, {0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0,}}, /* Level 10 */ {{1, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0,}, {1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 7,}, {0, 0, 4, 0, 6, 6, 6, 0, 0, 0, 3, 0,}, {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,}, {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,}, {0, 0, 0, 0, 6, 6, 6, 0, 3, 0, 0, 0,}, {1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,}, {1, 1, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0,}}, /* Level 11 */ {{1, 7, 1, 0, 1, 1, 6, 0, 0, 1, 1, 0,}, {1, 0, 0, 0, 5, 4, 6, 6, 0, 2, 2, 0,}, {1, 2, 1, 2, 0, 1, 6, 0, 0, 2, 2, 0,}, {1, 0, 0, 2, 0, 1, 0, 0, 0, 3, 3, 0,}, {1, 2, 1, 0, 0, 1, 0, 1, 0, 3, 3, 0,}, {0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0,}, {0, 3, 4, 3, 0, 1, 0, 1, 0, 0, 0, 0,}, {0, 0, 0, 0, 2, 2, 2, 1, 1, 1, 1, 1,}}, /* Level 12 */ {{7, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,}, {1, 2, 1, 2, 1, 2, 1, 1, 0, 0, 0, 1,}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1,}, {1, 2, 1, 2, 1, 2, 1, 0, 0, 0, 0, 1,}, {0, 0, 0, 0, 0, 0, 1, 1, 5, 5, 6, 1,}, {1, 2, 1, 2, 1, 2, 1, 1, 0, 2, 2, 1,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1,}, {1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1,}}, /* Level 13 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 2, 0, 5, 0, 2, 0, 4, 0, 0, 6,}, {7, 0, 3, 0, 4, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 5, 0, 4, 0, 2, 0, 4, 0, 0, 6,}, {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 3, 0, 3, 0, 2, 0, 4, 0, 0, 6,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 14 */ {{1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1,}, {1, 1, 0, 2, 0, 0, 4, 0, 0, 2, 0, 1,}, {1, 6, 0, 0, 5, 1, 0, 1, 1, 0, 0, 1,}, {1, 1, 1, 0, 0, 3, 5, 3, 0, 0, 1, 1,}, {1, 1, 0, 0, 1, 1, 0, 1, 5, 0, 0, 6,}, {1, 1, 0, 2, 0, 0, 4, 0, 0, 0, 7, 1,}, {1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 15 */ {{0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {0, 3, 4, 6, 0, 6, 0, 6, 0, 6, 0, 2,}, {0, 4, 0, 6, 0, 6, 4, 6, 0, 6, 0, 1,}, {0, 3, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {7, 0, 0, 6, 4, 6, 0, 6, 0, 6, 0, 1,}, {0, 0, 4, 6, 0, 6, 0, 6, 4, 6, 0, 1,}, {0, 0, 4, 6, 0, 6, 0, 6, 0, 6, 0, 1,}} }; /***************************************************************************** * display_text() formats and outputs text. ******************************************************************************/ static void display_text(char *str, bool waitkey) { int chars_by_line; int lines_by_screen; int chars_for_line; int current_line = 0; int char_width, char_height; int first_char_index = 0; char *ptr_char; char *ptr_line; int i; char line[255]; int key; bool go_on; rb->lcd_clear_display(); rb->lcd_getstringsize("a", &char_width, &char_height); chars_by_line = LCD_WIDTH / char_width; lines_by_screen = LCD_HEIGHT / char_height; do { ptr_char = str + first_char_index; chars_for_line = 0; i = 0; ptr_line = line; while (i < chars_by_line) { switch (*ptr_char) { case '\t': case ' ': *(ptr_line++) = ' '; case '\n': case '\0': chars_for_line = i; break; default: *(ptr_line++) = *ptr_char; } if (*ptr_char == '\n' || *ptr_char == '\0') break; ptr_char++; i++; } if (chars_for_line == 0) chars_for_line = i; line[chars_for_line] = '\0'; /* test if we have cut a word. If it is the case we don't have to */ /* skip the space */ if (i == chars_by_line && chars_for_line == chars_by_line) first_char_index += chars_for_line; else first_char_index += chars_for_line + 1; /* print the line on the screen */ rb->lcd_putsxy(0, current_line * char_height, line); /* if the number of line showed on the screen is equals to the */ /* maximum number of line we can show, we wait for a key pressed to */ /* clear and show the remaining text. */ current_line++; if (current_line == lines_by_screen || *ptr_char == '\0') { current_line = 0; rb->lcd_update(); go_on = false; while (waitkey && !go_on) { key = rb->button_get(true); switch (key) { #ifdef HAVE_TOUCHSCREEN case BUTTON_TOUCHSCREEN: #endif case PEGBOX_QUIT: case PEGBOX_LEFT: case PEGBOX_DOWN: go_on = true; break; default: /*if (rb->default_event_handler(key) == SYS_USB_CONNECTED) { usb_detected = true; go_on = true; break; }*/ break; } } rb->lcd_clear_display(); } } while (*ptr_char != '\0'); } /***************************************************************************** * draw_board() draws the game's current level. ******************************************************************************/ static void draw_board(struct game_context* pb) { unsigned int r, c, type; pb->num_left = 0; char str[5]; rb->lcd_clear_display(); #ifdef WIDE_LAYOUT rb->lcd_bitmap(pegbox_header,LCD_WIDTH-HEADER_WIDTH,0, HEADER_WIDTH,LCD_HEIGHT); #else rb->lcd_bitmap(pegbox_header,(LCD_WIDTH-HEADER_WIDTH)/2,0, HEADER_WIDTH, HEADER_HEIGHT); #endif /* WIDE_LAYOUT */ #if ((BOARD_HEIGHT + HEADER_HEIGHT + 4) <= LCD_HEIGHT) rb->lcd_drawrect(BOARD_X-2,BOARD_Y-2,BOARD_WIDTH+4,BOARD_HEIGHT+4); #endif /* enough space for a frame? */ #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_WHITE); rb->lcd_fillrect(BOARD_X-1,BOARD_Y-1,BOARD_WIDTH+2,BOARD_HEIGHT+2); rb->lcd_set_foreground(LCD_BLACK); rb->lcd_set_background(TEXT_BG); #endif for (r=0 ; r < ROWS ; r++) { for (c = 0 ; c < COLS ; c++) { type = pb->playboard[r][c]; switch(type) { case SPACE: break; default: rb->lcd_bitmap_part(pegbox_pieces, 0, (type-1)*PIECE_HEIGHT, PIECE_WIDTH, c * PIECE_WIDTH + BOARD_X, r * PIECE_HEIGHT + BOARD_Y, PIECE_WIDTH, PIECE_HEIGHT); break; } if(pb->playboard[r][c] == PLAYER) { pb->player_row=r; pb->player_col=c; } else if (type != WALL && type != SPACE && type != HOLE) pb->num_left++; } } #ifdef WIDE_LAYOUT rb->snprintf(str, 3, "%d", pb->level); rb->lcd_putsxy(TEXT_X, LEVEL_TEXT_Y, str); rb->snprintf(str, 3, "%d", pb->num_left); rb->lcd_putsxy(TEXT_X, PEGS_TEXT_Y, str); #else rb->snprintf(str, 3, "%d", pb->level); rb->lcd_putsxy(LEVEL_TEXT_X, TEXT_Y, str); rb->snprintf(str, 3, "%d", pb->num_left); rb->lcd_putsxy(PEGS_TEXT_X, TEXT_Y, str); #endif /*WIDE_LAYOUT*/ #ifdef HAVE_LCD_COLOR rb->lcd_set_background(BG_COLOR); rb->lcd_set_foreground(LCD_WHITE); #endif /* print out the screen */ rb->lcd_update(); } /***************************************************************************** * load_level() loads the player's current level from the array and sets the * player's position. ******************************************************************************/ static void load_level(struct game_context* pb) { int r, c; for(r = 0; r < ROWS; r++) for(c = 0; c < COLS; c++) pb->playboard[r][c] = levels[pb->level-1][r][c]; } /***************************************************************************** * new_piece() creates a new piece at a specified location. The player * navigates through the pieces and selects one. ******************************************************************************/ static void new_piece(struct game_context* pb, unsigned int x_loc, unsigned int y_loc) { int button; bool exit = false; pb->playboard[x_loc][y_loc] = TRIANGLE; while (!exit) { draw_board(pb); button = rb->button_get(true); #ifdef HAVE_TOUCHSCREEN if(button & BUTTON_TOUCHSCREEN) { pegbox_raster_btn.two_d_from.y = x_loc; pegbox_raster_btn.two_d_from.x = y_loc; struct ts_raster_button_result ret = touchscreen_raster_map_button(&pegbox_raster_btn, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff, button); if(ret.action == TS_ACTION_TWO_D_MOVEMENT) { if(ret.to.x > ret.from.x) button = PEGBOX_UP; else if(ret.to.x < ret.from.x) button = PEGBOX_DOWN; else if(ret.to.y > ret.from.y) button = PEGBOX_LEFT; else if(ret.to.y < ret.from.y) button = PEGBOX_RIGHT; } else if(ret.action == TS_ACTION_CLICK && (unsigned)ret.to.x == y_loc && (unsigned)ret.to.y == x_loc) button = PEGBOX_SAVE; } #endif switch(button){ case PEGBOX_LEFT: case (PEGBOX_LEFT|BUTTON_REPEAT): case PEGBOX_DOWN: case (PEGBOX_DOWN|BUTTON_REPEAT): if (pb->playboard[x_loc][y_loc] < 5) pb->playboard[x_loc][y_loc]++; else pb->playboard[x_loc][y_loc] = TRIANGLE; break; case PEGBOX_RIGHT: case (PEGBOX_RIGHT|BUTTON_REPEAT): case PEGBOX_UP: case (PEGBOX_UP|BUTTON_REPEAT): if (pb->playboard[x_loc][y_loc] > 2) pb->playboard[x_loc][y_loc]--; else pb->playboard[x_loc][y_loc] = CIRCLE; break; case PEGBOX_SAVE: exit = true; break; } } } /***************************************************************************** * move_player() moves the player and pieces and updates the board accordingly. ******************************************************************************/ static void move_player(struct game_context* pb, signed int x_dir, signed int y_dir) { unsigned int type1, type2; signed int r,c; r = pb->player_row+y_dir; c = pb->player_col+x_dir; type1 = pb->playboard[r][c]; type2 = pb->playboard[r+y_dir][c+x_dir]; if (r == ROWS || c == COLS || r < 0 || c < 0 || type1 == WALL) return; else if(type1 != SPACE) { if (type2 == WALL || r+y_dir == ROWS || c+x_dir == COLS || r+y_dir < 0 || c+x_dir < 0) return; } pb->playboard[pb->player_row][pb->player_col] = SPACE; pb->player_row += y_dir; pb->player_col += x_dir; if (type1 == HOLE) { draw_board(pb); rb->splash(HZ*2, "You fell down a hole!"); load_level(pb); } else if (type1 == SPACE) pb->playboard[r][c] = PLAYER; else { pb->playboard[r][c] = PLAYER; if(type1 == type2) { if (type1 == TRIANGLE) pb->playboard[r+y_dir][c+x_dir] = WALL; else if (type1 == CROSS) { pb->playboard[r][c] = SPACE; new_piece(pb, r+y_dir, c+x_dir); pb->playboard[r][c] = PLAYER; } else pb->playboard[r+y_dir][c+x_dir] = SPACE; } else if (type2 == SPACE) pb->playboard[r+y_dir][c+x_dir] = type1; else if (type2 == HOLE) { if (type1 == SQUARE) pb->playboard[r+y_dir][c+x_dir] = SPACE; } else { rb->splash(HZ*2, "Illegal Move!"); load_level(pb); } } draw_board(pb); } /***************************************************************************** * pegbox_loadgame() loads the saved game and returns load success. ******************************************************************************/ static bool pegbox_loadgame(struct game_context* pb) { signed int fd; bool loaded = false; /* open game file */ fd = rb->open(SAVE_FILE, O_RDONLY); if(fd < 0) return loaded; /* read in saved game */ while(true) { if(rb->read(fd, &pb->level, sizeof(pb->level)) <= 0) break; if(rb->read(fd, &pb->playboard, sizeof(pb->playboard)) <= 0) { loaded = true; break; } break; } rb->close(fd); return loaded; } /***************************************************************************** * pegbox_savegame() saves the current game state. ******************************************************************************/ static void pegbox_savegame(struct game_context* pb) { unsigned int fd; /* write out the game state to the save file */ fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT); rb->write(fd, &pb->level, sizeof(pb->level)); rb->write(fd, &pb->playboard, sizeof(pb->playboard)); rb->close(fd); } /***************************************************************************** * pegbox_loaddata() loads the level and highlevel and returns load success. ******************************************************************************/ static void pegbox_loaddata(struct game_context* pb) { signed int fd; /* open game file */ fd = rb->open(DATA_FILE, O_RDONLY); if(fd < 0) { pb->level = 1; pb->highlevel = 1; return; } /* read in saved game */ while(true) { if(rb->read(fd, &pb->level, sizeof(pb->level)) <= 0) break; if(rb->read(fd, &pb->highlevel, sizeof(pb->highlevel)) <= 0) break; break; } rb->close(fd); return; } /***************************************************************************** * pegbox_savedata() saves the level and highlevel. ******************************************************************************/ static void pegbox_savedata(struct game_context* pb) { unsigned int fd; /* write out the game state to the save file */ fd = rb->open(DATA_FILE, O_WRONLY|O_CREAT); rb->write(fd, &pb->level, sizeof(pb->level)); rb->write(fd, &pb->highlevel, sizeof(pb->highlevel)); rb->close(fd); } /***************************************************************************** * pegbox_callback() is the default event handler callback which is called * on usb connect and shutdown. ******************************************************************************/ static void pegbox_callback(void* param) { struct game_context* pb = (struct game_context*) param; rb->splash(HZ, "Saving data..."); pegbox_savedata(pb); } /***************************************************************************** * pegbox_menu() is the initial menu at the start of the game. ******************************************************************************/ static unsigned int pegbox_menu(struct game_context* pb) { int button; char str[30]; unsigned int startlevel = 1, loc = 0; bool breakout = false, can_resume = false; if (pb->num_left > 0 || pb->save_exist) can_resume = true; while(!breakout){ #if LCD_HEIGHT >= 80 rb->lcd_clear_display(); rb->lcd_bitmap(pegbox_menu_top,0,0,LCD_WIDTH, BMPHEIGHT_pegbox_menu_top); /* menu bitmaps */ if (loc == 0) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT, ITEM_WIDTH, MENU_X, MENU_Y, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, 0, ITEM_WIDTH, MENU_X, MENU_Y, ITEM_WIDTH, ITEM_HEIGHT); } if (can_resume) { if (loc == 1) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*3, ITEM_WIDTH, MENU_X, MENU_Y+ITEM_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*2, ITEM_WIDTH, MENU_X, MENU_Y+ITEM_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*4, ITEM_WIDTH, MENU_X, MENU_Y+ITEM_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } if (loc==2) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*6, ITEM_WIDTH, MENU_X, MENU_Y+ITEM_HEIGHT*2, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*5, ITEM_WIDTH, MENU_X, MENU_Y+ITEM_HEIGHT*2, ITEM_WIDTH, ITEM_HEIGHT); } if (loc==3) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*8, ITEM_WIDTH, MENU_X, MENU_Y+ITEM_HEIGHT*3, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*7, ITEM_WIDTH, MENU_X, MENU_Y+ITEM_HEIGHT*3, ITEM_WIDTH, ITEM_HEIGHT); } #else unsigned int w,h; rb->lcd_clear_display(); rb->lcd_getstringsize("PegBox", &w, &h); rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, "PegBox"); rb->lcd_putsxy((LCD_WIDTH)/4, 16, "New Game"); rb->lcd_putsxy((LCD_WIDTH)/4, 24, "Resume"); rb->lcd_putsxy((LCD_WIDTH)/4, 32, "Help"); rb->lcd_putsxy((LCD_WIDTH)/4, 40, "Quit"); if(!can_resume) rb->lcd_hline((LCD_WIDTH)/4, (LCD_WIDTH)/4+30, 28); rb->lcd_putsxy((LCD_WIDTH)/4-8, loc*8+16, "*"); #endif rb->snprintf(str, 28, "Start on level %d of %d", startlevel, pb->highlevel); #if LCD_HEIGHT > 110 rb->lcd_putsxy(0, MENU_Y+4*ITEM_HEIGHT+8, str); #elif LCD_HEIGHT > 64 rb->lcd_putsxy(0, LCD_HEIGHT - 8, str); #else rb->lcd_puts_scroll(0, 7, str); #endif rb->lcd_update(); /* handle menu button presses */ button = rb->button_get(true); #ifdef HAVE_TOUCHSCREEN if(button & BUTTON_TOUCHSCREEN) { unsigned int result = touchscreen_map(&main_menu, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff); if(result != (unsigned)-1 && button & BUTTON_REL) { if(result == 4) button = PEGBOX_LVL_UP; else { if(loc == result) button = PEGBOX_RIGHT; loc = result; } } } #endif switch(button) { case PEGBOX_SAVE: /* start playing */ case PEGBOX_RIGHT: if (loc == 0) { breakout = true; pb->level = startlevel; load_level(pb); } else if (loc == 1 && can_resume) { if(pb->save_exist) { rb->remove(SAVE_FILE); pb->save_exist = false; } breakout = true; } else if (loc == 2) display_text("How to Play\nTo beat each level, you must " "destroy all of the pegs. If two like pegs are " "pushed into each other they disappear except " "for triangles which form a solid block and " "crosses which allow you to choose a " "replacement block.\n\n" "Controls\n" #if LCD_HEIGHT > 64 RESTART_TEXT " to restart level\n" LVL_UP_TEXT " to go up a level\n" LVL_DOWN_TEXT " to go down a level\n" SAVE_TEXT " to select/save\n" QUIT_TEXT " to quit\n",true); #else RESTART_TEXT ": restart\n" LVL_UP_TEXT ": level up\n" LVL_DOWN_TEXT " level down\n" SAVE_TEXT " select/save\n" QUIT_TEXT " quit\n",true); #endif else if (loc == 3) return PB_QUIT; break; case PEGBOX_QUIT: /* quit program */ return PB_QUIT; case (PEGBOX_UP|BUTTON_REPEAT): case PEGBOX_UP: if (loc <= 0) loc = 3; else loc--; if (!can_resume && loc == 1) { loc = 0; } break; case (PEGBOX_DOWN|BUTTON_REPEAT): case PEGBOX_DOWN: if (loc >= 3) loc = 0; else loc++; if (!can_resume && loc == 1) { loc = 2; } break; case (PEGBOX_LVL_UP|BUTTON_REPEAT): case PEGBOX_LVL_UP: /* increase starting level */ if(startlevel >= pb->highlevel) { startlevel = 1; } else { startlevel++; } break; /* only for targets with enough buttons */ #ifdef PEGBOX_LVL_DOWN case (PEGBOX_LVL_DOWN|BUTTON_REPEAT): case PEGBOX_LVL_DOWN: /* decrease starting level */ if(startlevel <= 1) { startlevel = pb->highlevel; } else { startlevel--; } break; #endif default: if(rb->default_event_handler_ex(button, pegbox_callback, (void*) pb) == SYS_USB_CONNECTED) return PB_USB; break; } } draw_board(pb); return 0; } /***************************************************************************** * pegbox() is the main game subroutine, it returns the final game status. ******************************************************************************/ static int pegbox(struct game_context* pb) { int temp_var; /******************** * menu * ********************/ temp_var = pegbox_menu(pb); if (temp_var == PB_QUIT || temp_var == PB_USB) return temp_var; while (true) { temp_var = rb->button_get(true); #ifdef HAVE_TOUCHSCREEN if(temp_var & BUTTON_TOUCHSCREEN) { pegbox_raster_btn.two_d_from.y = pb->player_row; pegbox_raster_btn.two_d_from.x = pb->player_col; struct ts_raster_button_result ret = touchscreen_raster_map_button(&pegbox_raster_btn, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff, temp_var); if(ret.action == TS_ACTION_TWO_D_MOVEMENT) move_player(pb, ret.to.x - ret.from.x, ret.to.y - ret.from.y); } #endif switch(temp_var){ case PEGBOX_LEFT: /* move cursor left */ case (PEGBOX_LEFT|BUTTON_REPEAT): move_player(pb, -1, 0); break; case PEGBOX_RIGHT: /* move cursor right */ case (PEGBOX_RIGHT|BUTTON_REPEAT): move_player(pb, 1, 0); break; case PEGBOX_DOWN: /* move cursor down */ case (PEGBOX_DOWN|BUTTON_REPEAT): move_player(pb, 0, 1); break; case PEGBOX_UP: /* move cursor up */ case (PEGBOX_UP|BUTTON_REPEAT): move_player(pb, 0, -1); break; case PEGBOX_SAVE: /* save and end game */ rb->splash(HZ, "Saving game..."); pegbox_savegame(pb); /* fall through to PEGBOX_QUIT */ case PEGBOX_QUIT: return PB_END; case PEGBOX_RESTART: load_level(pb); draw_board(pb); break; case (PEGBOX_LVL_UP|BUTTON_REPEAT): case PEGBOX_LVL_UP: if(pb->level >= pb->highlevel) { pb->level = 1; } else { pb->level++; } load_level(pb); draw_board(pb); break; /* only for targets with enough buttons */ #ifdef PEGBOX_LVL_DOWN case (PEGBOX_LVL_DOWN|BUTTON_REPEAT): case PEGBOX_LVL_DOWN: if(pb->level <= 1) { pb->level = pb->highlevel; } else { pb->level--; } load_level(pb); draw_board(pb); break; #endif } if(pb->num_left == 0) { rb->splash(HZ*2, "Nice Pegging!"); if(pb->level == NUM_LEVELS) { draw_board(pb); rb->splash(HZ*2, "You Won!"); break; } else { pb->level++; load_level(pb); draw_board(pb); } if(pb->level > pb->highlevel) pb->highlevel = pb->level; } } return PLUGIN_OK; } /***************************************************************************** * plugin entry point. ******************************************************************************/ enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter) { bool exit = false; struct game_context pb; (void)parameter; rb = api; rb->lcd_setfont(FONT_SYSFIXED); #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); #endif #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_background(BG_COLOR); #endif rb->splash(0, "Loading..."); pegbox_loaddata(&pb); pb.save_exist = pegbox_loadgame(&pb); pb.num_left = 0; rb->lcd_clear_display(); while(!exit) { switch(pegbox(&pb)){ case PB_END: break; case PB_USB: rb->lcd_setfont(FONT_UI); return PLUGIN_USB_CONNECTED; case PB_QUIT: rb->splash(HZ, "Saving data..."); pegbox_savedata(&pb); exit = true; break; default: break; } } rb->lcd_setfont(FONT_UI); return PLUGIN_OK; }