faa2cb9942
- Reduce need to press multiple buttons at the same time to quit a plugin - Have "Menu" be default way to quit plugins or to access plugin menu - Fall back to (Long) "Select" or Long "Menu" in cases where Menu button isn't available (e.g. in ImageViewer and many games) out of scope: boomshine, lua_scripts, Rockpaint, Doom, Duke3D, Pacbox, Quake, Sgt-Puzzles, Wolf3D, XWorld, Minesweeper, Pixel Painter, Spacerocks Change-Id: I6d4dc7174695fe4b8ee9cbaccb21bdbfe6af5c48
950 lines
32 KiB
C
950 lines
32 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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*
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* Copyright (C) 2006, 2008 Malcolm Tyrrell
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*
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* MazezaM - a Rockbox version of my ZX Spectrum game from 2002
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "plugin.h"
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#include "lib/configfile.h"
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#include "lib/helper.h"
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#include "lib/playback_control.h"
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/* Include standard plugin macro */
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#if (CONFIG_KEYPAD == IPOD_1G2G_PAD) \
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|| (CONFIG_KEYPAD == IPOD_3G_PAD) \
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|| (CONFIG_KEYPAD == IPOD_4G_PAD)
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# define MAZEZAM_MENU BUTTON_MENU
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# define MAZEZAM_RIGHT BUTTON_RIGHT
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# define MAZEZAM_LEFT BUTTON_LEFT
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# define MAZEZAM_UP BUTTON_SCROLL_BACK
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# define MAZEZAM_DOWN BUTTON_SCROLL_FWD
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# define MAZEZAM_RIGHT_REPEAT (BUTTON_RIGHT|BUTTON_REPEAT)
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# define MAZEZAM_LEFT_REPEAT (BUTTON_LEFT|BUTTON_REPEAT)
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# define MAZEZAM_UP_REPEAT (BUTTON_SCROLL_BACK|BUTTON_REPEAT)
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# define MAZEZAM_DOWN_REPEAT (BUTTON_SCROLL_FWD|BUTTON_REPEAT)
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#else
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# include "lib/pluginlib_actions.h"
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# define MAZEZAM_MENU PLA_CANCEL
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# define MAZEZAM_RIGHT PLA_RIGHT
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# define MAZEZAM_LEFT PLA_LEFT
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# define MAZEZAM_UP PLA_UP
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# define MAZEZAM_DOWN PLA_DOWN
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# define MAZEZAM_RIGHT_REPEAT PLA_RIGHT_REPEAT
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# define MAZEZAM_LEFT_REPEAT PLA_LEFT_REPEAT
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# define MAZEZAM_UP_REPEAT PLA_UP_REPEAT
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# define MAZEZAM_DOWN_REPEAT PLA_DOWN_REPEAT
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const struct button_mapping *plugin_contexts[]
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= { pla_main_ctx };
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#endif
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/* All the text is here */
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#define MAZEZAM_TEXT_GAME_OVER "Game Over"
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#define MAZEZAM_TEXT_LIVES "Level %d, Lives %d"
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#define MAZEZAM_TEXT_CHECKPOINT "Checkpoint reached"
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#define MAZEZAM_TEXT_WELLDONE_TITLE "You have escaped!"
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#define MAZEZAM_TEXT_WELLDONE_OPTION "Goodbye"
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#define MAZEZAM_TEXT_MAZEZAM_MENU "MazezaM Menu"
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#define MAZEZAM_TEXT_RETRY_LEVEL "Retry level"
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#define MAZEZAM_TEXT_AUDIO_PLAYBACK "Playback Control"
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#define MAZEZAM_TEXT_QUIT "Quit"
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#define MAZEZAM_TEXT_BACK "Resume Game"
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#define MAZEZAM_TEXT_MAIN_MENU "MazezaM"
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#define MAZEZAM_TEXT_CONTINUE "Play from checkpoint"
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#define MAZEZAM_TEXT_PLAY_NEW_GAME "Start New Game"
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#define MAZEZAM_START_LIVES 3 /* how many lives at game start */
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#define MAZEZAM_FIRST_CHECKPOINT 3 /* The level at the first checkpoint */
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#define MAZEZAM_CHECKPOINT_INTERVAL 4 /* A checkpoint every _ levels */
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#ifdef HAVE_LCD_COLOR
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#define MAZEZAM_HEADING_COLOR LCD_RGBPACK(255,255, 0) /* Yellow */
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#define MAZEZAM_BORDER_COLOR LCD_RGBPACK( 0, 0,255) /* Blue */
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#define MAZEZAM_COLOR LCD_RGBPACK(255,255,255) /* White */
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#define MAZEZAM_BG_COLOR LCD_RGBPACK( 0, 0, 0) /* Black */
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#define MAZEZAM_WALL_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
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#define MAZEZAM_PLAYER_COLOR LCD_RGBPACK(255,255,255) /* White */
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#define MAZEZAM_GATE_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
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/* the rows are coloured sequentially */
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#define MAZEZAM_NUM_CHUNK_COLORS 8
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static const unsigned chunk_colors[MAZEZAM_NUM_CHUNK_COLORS] = {
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LCD_RGBPACK(255,192, 32), /* Orange */
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LCD_RGBPACK(255, 0, 0), /* Red */
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LCD_RGBPACK( 0,255, 0), /* Green */
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LCD_RGBPACK( 0,255,255), /* Cyan */
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LCD_RGBPACK(255,175,175), /* Pink */
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LCD_RGBPACK(255,255, 0), /* Yellow */
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LCD_RGBPACK( 0, 0,255), /* Blue */
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LCD_RGBPACK(255, 0,255), /* Magenta */
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};
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#elif LCD_DEPTH > 1
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#define MAZEZAM_HEADING_GRAY LCD_BLACK
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#define MAZEZAM_BORDER_GRAY LCD_DARKGRAY
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#define MAZEZAM_GRAY LCD_BLACK
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#define MAZEZAM_BG_GRAY LCD_WHITE
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#define MAZEZAM_WALL_GRAY LCD_DARKGRAY
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#define MAZEZAM_PLAYER_GRAY LCD_BLACK
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#define MAZEZAM_GATE_GRAY LCD_BLACK
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#define MAZEZAM_CHUNK_EDGE_GRAY LCD_BLACK
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#define MAZEZAM_NUM_CHUNK_GRAYS 2
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static const unsigned chunk_gray[MAZEZAM_NUM_CHUNK_GRAYS] = {
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LCD_LIGHTGRAY,
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LCD_DARKGRAY,
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};
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/* darker version of the above */
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static const unsigned chunk_gray_shade[MAZEZAM_NUM_CHUNK_GRAYS] = {
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LCD_DARKGRAY,
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LCD_BLACK,
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};
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#endif
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#define MAZEZAM_DELAY_CHECKPOINT HZ
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#define MAZEZAM_DELAY_LIVES HZ
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#define MAZEZAM_DELAY_GAME_OVER (3 * HZ) / 2
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/* maximum height of a level */
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#define MAZEZAM_MAX_LINES 11
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/* maximum number of chunks on a line */
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#define MAZEZAM_MAX_CHUNKS 5
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/* A structure for storing level data in unparsed form */
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struct mazezam_level {
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short height; /* the number of lines */
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short width; /* the width */
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short entrance; /* the line on which the entrance lies */
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short exit; /* the line on which the exit lies */
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char *line[MAZEZAM_MAX_LINES]; /* the chunk data in string form */
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};
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/* The number of levels. */
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#define MAZEZAM_NUM_LEVELS 10
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/* The levels. In theory, they could be stored in a file so this data
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* structure should not be accessed outside parse_level()
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*
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* These levels are copyright (C) 2002 Malcolm Tyrrell. They're
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* probably covered by the GPL as they constitute part of the source
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* code of this plugin, but you may distibute them seperately with
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* other Free Software if you want. You can download them from:
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* http://webpages.dcu.ie/~tyrrelma/MazezaM.
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*/
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static const struct mazezam_level level_data[MAZEZAM_NUM_LEVELS] = {
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{2,7,0,0,{" $ $"," $ $$"}},
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{3,8,2,1,{" $ $$$"," $ $ $"," $ $ $"}},
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{4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
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" $$$$$$$$ $"}},
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{6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$"}},
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{6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
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"$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $"}},
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{11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
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" $ $"," $ $","$ $$"," $"}},
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{7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
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"$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
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" $ $$$ $$"}},
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{4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
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" $ $$ $$$$ $"}},
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{7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
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" $$$$$$"," $"}},
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{10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
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" $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
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" $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
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""}}
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};
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/* This data structure which holds information about the rows */
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struct chunk_data {
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/* the number of chunks on a line */
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short l_num[MAZEZAM_MAX_LINES];
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/* the width of a chunk */
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short c_width[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
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/* the inset of a chunk */
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short c_inset[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
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};
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/* Parsed level data */
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struct level_info {
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short width;
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short height;
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short entrance;
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short exit;
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struct chunk_data cd;
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};
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/* The state variable used to hold the state of the plugin */
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static enum {
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STATE_QUIT, /* The player wants to quit */
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STATE_USB_CONNECTED, /* A USB cable has been inserted */
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STATE_PARSE_ERROR, /* There's a parse error in the levels */
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STATE_WELLDONE, /* The player has finished the game */
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STATE_IN_APPLICATION,
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STATE_MAIN_MENU /* The player is at the main menu */
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= STATE_IN_APPLICATION,
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STATE_GAME_OVER, /* The player is out of lives */
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STATE_IN_GAME,
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STATE_COMPLETED /* A level has been completed */
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= STATE_IN_GAME,
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STATE_FAILED, /* The player wants to retry the level */
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STATE_GAME_MENU, /* The player wan't to access the in-game menu */
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STATE_IN_LEVEL,
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} state;
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/* The various constants needed for configuration files.
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* See apps/plugins/lib/configfile.*
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*/
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#define MAZEZAM_CONFIG_FILENAME "mazezam.data"
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#define MAZEZAM_CONFIG_NUM_ITEMS 1
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#define MAZEZAM_CONFIG_VERSION 0
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#define MAZEZAM_CONFIG_MINVERSION 0
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#define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"
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/* A structure containing the data that is written to
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* the configuration file
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*/
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struct resume_data {
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int level; /* level at which to restart the game */
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};
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#if LCD_DEPTH > 1
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/* Store the display settings so they are reintroduced during menus */
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static struct {
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fb_data* backdrop;
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unsigned foreground;
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unsigned background;
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} lcd_settings;
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#endif
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/*****************************************************************************
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* Store the LCD settings
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******************************************************************************/
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static void store_lcd_settings(void)
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{
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/* Store the old settings */
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#if LCD_DEPTH > 1
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lcd_settings.backdrop = rb->lcd_get_backdrop();
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lcd_settings.foreground = rb->lcd_get_foreground();
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lcd_settings.background = rb->lcd_get_background();
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#endif
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}
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/*****************************************************************************
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* Restore the LCD settings to their defaults
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******************************************************************************/
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static void restore_lcd_settings(void) {
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/* Turn on backlight timeout (revert to settings) */
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backlight_use_settings();
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/* Restore the old settings */
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#if LCD_DEPTH > 1
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rb->lcd_set_foreground(lcd_settings.foreground);
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rb->lcd_set_background(lcd_settings.background);
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rb->lcd_set_backdrop(lcd_settings.backdrop);
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#endif
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}
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/*****************************************************************************
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* Adjust the LCD settings to suit MazezaM levels
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******************************************************************************/
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static void plugin_lcd_settings(void) {
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/* Turn off backlight timeout */
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backlight_ignore_timeout();
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/* Set the new settings */
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#ifdef HAVE_LCD_COLOR
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rb->lcd_set_background(MAZEZAM_BG_COLOR);
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rb->lcd_set_backdrop(NULL);
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#elif LCD_DEPTH > 1
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rb->lcd_set_background(MAZEZAM_BG_GRAY);
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rb->lcd_set_backdrop(NULL);
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#endif
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}
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/*****************************************************************************
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* Parse the level data from the level_data structure. This could be
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* replaced by a file read. Returns true if the level parsed correctly.
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******************************************************************************/
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static bool parse_level(short level, struct level_info* li)
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{
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int i,j;
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char c,clast;
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li->width = level_data[level].width;
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li->height = level_data[level].height;
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li->entrance = level_data[level].entrance;
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li->exit = level_data[level].exit;
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/* for each line in the level */
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for (i = 0; i<level_data[level].height; i++) {
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if (level_data[level].line[i] == NULL)
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return false;
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else {
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j = 0;
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li->cd.l_num[i] = 0;
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clast = ' '; /* the character we last considered */
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while ((c = level_data[level].line[i][j]) != '\0') {
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if (c != ' ') {
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if (clast == ' ') {
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li->cd.l_num[i] += 1;
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if (li->cd.l_num[i] > MAZEZAM_MAX_CHUNKS)
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return false;
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li->cd.c_inset[i][li->cd.l_num[i] - 1] = j;
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li->cd.c_width[i][li->cd.l_num[i] - 1] = 1;
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}
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else
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li->cd.c_width[i][li->cd.l_num[i] - 1] += 1;
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}
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clast = c;
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j++;
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}
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}
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}
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return true;
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}
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/*****************************************************************************
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* Draw the walls of a level
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******************************************************************************/
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static void draw_walls(
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short size,
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short xOff,
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short yOff,
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short width,
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short height,
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short entrance,
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short exit)
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{
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#ifdef HAVE_LCD_COLOR
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rb->lcd_set_foreground(MAZEZAM_WALL_COLOR);
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#elif LCD_DEPTH > 1
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rb->lcd_set_foreground(MAZEZAM_WALL_GRAY);
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#endif
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/* draw the upper wall */
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rb->lcd_fillrect(0,0,xOff,yOff+(size*entrance));
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rb->lcd_fillrect(xOff,0,size*width,yOff);
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rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),
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yOff+(size*exit));
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/* draw the lower wall */
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rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,
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LCD_HEIGHT-yOff-(size*entrance)-size);
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rb->lcd_fillrect(xOff,yOff+(size*height),size*width,
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LCD_HEIGHT-yOff-(size*height));
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/* Note: the exit is made one pixel thinner than necessary as a visual
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* clue that chunks cannot be pushed into it
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*/
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rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,
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LCD_WIDTH-xOff+(size*width),
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LCD_HEIGHT-yOff-(size*exit)-size+1);
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}
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/*****************************************************************************
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* Draw chunk row i
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******************************************************************************/
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static void draw_row(
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short size,
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short xOff,
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short yOff,
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short width,
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short i, /* the row number */
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struct chunk_data *cd, /* the data about the chunks */
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short *shift /* an array of the horizontal offset of the lines */
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)
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{
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/* The assignment below is just a hack to make supress a warning on
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* non color targets */
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short j = width;
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#ifndef HAVE_LCD_COLOR
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/* We #def these out to supress a compiler warning */
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short k;
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#if LCD_DEPTH <= 1
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short l;
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#endif
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#endif
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#ifdef HAVE_LCD_COLOR
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/* adding width to i should have a fixed, but randomising effect on
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* the choice of the colours of the top line of chunks
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*/
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rb->lcd_set_foreground(chunk_colors[(i+width) %
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MAZEZAM_NUM_CHUNK_COLORS]);
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#endif
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for (j = 0; j<cd->l_num[i]; j++) {
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#ifdef HAVE_LCD_COLOR
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rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
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yOff+size*i, cd->c_width[i][j]*size,size);
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#elif LCD_DEPTH > 1
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rb->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY);
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rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
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yOff+size*i, cd->c_width[i][j]*size,size);
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/* draw shade */
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rb->lcd_set_foreground(chunk_gray_shade[(i+width) %
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MAZEZAM_NUM_CHUNK_GRAYS]);
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rb->lcd_hline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,
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xOff+size*shift[i]+size*cd->c_inset[i][j]+
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cd->c_width[i][j]*size-3,
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yOff+size*i+size-2);
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rb->lcd_vline(xOff+size*shift[i]+size*cd->c_inset[i][j]+
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cd->c_width[i][j]*size-2,
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yOff+size*i,
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yOff+size*i+size-2);
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/* draw fill */
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rb->lcd_set_foreground(chunk_gray[(i+width) %
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MAZEZAM_NUM_CHUNK_GRAYS]);
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for (k = yOff+size*i+2; k < yOff+size*i+size-2; k += 2)
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rb->lcd_hline(xOff+size*shift[i]+size*cd->c_inset[i][j]+2,
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xOff+size*shift[i]+size*cd->c_inset[i][j]+
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cd->c_width[i][j]*size-3,k);
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#else
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rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
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yOff+size*i, cd->c_width[i][j]*size,size);
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for (k = xOff+size*shift[i]+size*cd->c_inset[i][j]+2;
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k < xOff+size*shift[i]+size*cd->c_inset[i][j]+
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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);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Draw the player
|
|
******************************************************************************/
|
|
static void draw_player(
|
|
short size,
|
|
short xOff,
|
|
short yOff,
|
|
short x,
|
|
short y)
|
|
{
|
|
/* For drawing the player, taken from the sokoban plugin */
|
|
short max = size - 1;
|
|
short middle = max / 2;
|
|
short ldelta = (middle + 1) / 2;
|
|
|
|
/* draw the player (mostly copied from the sokoban plugin) */
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_set_foreground(MAZEZAM_PLAYER_COLOR);
|
|
#elif LCD_DEPTH > 1
|
|
rb->lcd_set_foreground(MAZEZAM_PLAYER_GRAY);
|
|
#endif
|
|
rb->lcd_hline(xOff+size*x, xOff+size*x+max, yOff+size*y+middle);
|
|
rb->lcd_vline(xOff+size*x+middle, yOff+size*y, yOff+size*y+max-ldelta);
|
|
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
|
|
xOff+size*x+middle-ldelta, yOff+size*y+max);
|
|
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
|
|
xOff+size*x+middle+ldelta, yOff+size*y+max);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Draw the gate
|
|
******************************************************************************/
|
|
static void draw_gate(
|
|
short size,
|
|
short xOff,
|
|
short yOff,
|
|
short entrance)
|
|
{
|
|
short third = size / 3;
|
|
short twothirds = (2 * size) / 3;
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_set_foreground(MAZEZAM_GATE_COLOR);
|
|
#elif LCD_DEPTH > 1
|
|
rb->lcd_set_foreground(MAZEZAM_GATE_GRAY);
|
|
#endif
|
|
rb->lcd_hline(xOff-size,xOff-1,yOff+entrance*size+third);
|
|
rb->lcd_hline(xOff-size,xOff-1,yOff+entrance*size+twothirds);
|
|
rb->lcd_vline(xOff-size+third,yOff+entrance*size,
|
|
yOff+entrance*size+size-1);
|
|
rb->lcd_vline(xOff-size+twothirds,yOff+entrance*size,
|
|
yOff+entrance*size+size-1);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Draw the level
|
|
******************************************************************************/
|
|
static void draw_level(
|
|
struct level_info* li,
|
|
short *shift, /* an array of the horizontal offset of the lines */
|
|
short x, /* player's x and y coords */
|
|
short y)
|
|
{
|
|
/* First we calculate the draw info */
|
|
/* The number of pixels the side of a square should be */
|
|
short size = (LCD_WIDTH/(li->width+2)) < (LCD_HEIGHT/li->height) ?
|
|
(LCD_WIDTH/(li->width+2)) : (LCD_HEIGHT/li->height);
|
|
/* The x and y position (in pixels) of the top left corner of the
|
|
* level
|
|
*/
|
|
short xOff = (LCD_WIDTH - (size*li->width))/2;
|
|
short yOff = (LCD_HEIGHT - (size*li->height))/2;
|
|
short i;
|
|
|
|
rb->lcd_clear_display();
|
|
|
|
draw_walls(size,xOff,yOff,li->width, li->height, li->entrance, li->exit);
|
|
|
|
/* draw the chunks */
|
|
for (i = 0; i<li->height; i++) {
|
|
draw_row(size,xOff,yOff,li->width,i,&(li->cd),shift);
|
|
}
|
|
|
|
draw_player(size,xOff,yOff,x,y);
|
|
|
|
/* if the player has moved into the level, draw the gate */
|
|
if (x >= 0)
|
|
draw_gate(size,xOff,yOff,li->entrance);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Manage the congratulations screen
|
|
******************************************************************************/
|
|
static void welldone_screen(void)
|
|
{
|
|
int start_selection = 0;
|
|
|
|
MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_WELLDONE_TITLE,NULL,
|
|
MAZEZAM_TEXT_WELLDONE_OPTION);
|
|
|
|
switch(rb->do_menu(&menu, &start_selection, NULL, true)){
|
|
case MENU_ATTACHED_USB:
|
|
state = STATE_USB_CONNECTED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Manage the playing of a level
|
|
******************************************************************************/
|
|
static void level_loop(struct level_info* li, short* shift, short *x, short *y)
|
|
{
|
|
int i;
|
|
int button;
|
|
bool blocked; /* is there a chunk in the way of the player? */
|
|
|
|
while (state >= STATE_IN_LEVEL) {
|
|
draw_level(li, shift, *x, *y);
|
|
rb->lcd_update();
|
|
#ifdef __PLUGINLIB_ACTIONS_H__
|
|
button = pluginlib_getaction(TIMEOUT_BLOCK, plugin_contexts,
|
|
ARRAYLEN(plugin_contexts));
|
|
#else
|
|
button = rb->button_get(true);
|
|
#endif
|
|
blocked = false;
|
|
|
|
switch (button) {
|
|
case MAZEZAM_UP:
|
|
case MAZEZAM_UP_REPEAT:
|
|
if ((*y > 0) && (*x >= 0) && (*x < li->width)) {
|
|
for (i = 0; i < li->cd.l_num[*y-1]; i++)
|
|
blocked = blocked ||
|
|
((*x>=shift[*y-1]+li->cd.c_inset[*y-1][i]) &&
|
|
(*x<shift[*y-1]+li->cd.c_inset[*y-1][i]+
|
|
li->cd.c_width[*y-1][i]));
|
|
if (!blocked) *y -= 1;
|
|
}
|
|
break;
|
|
|
|
case MAZEZAM_DOWN:
|
|
case MAZEZAM_DOWN_REPEAT:
|
|
if ((*y < li->height-1) && (*x >= 0) && (*x < li->width)) {
|
|
for (i = 0; i < li->cd.l_num[*y+1]; i++)
|
|
blocked = blocked ||
|
|
((*x>=shift[*y+1]+li->cd.c_inset[*y+1][i]) &&
|
|
(*x<shift[*y+1]+li->cd.c_inset[*y+1][i]+
|
|
li->cd.c_width[*y+1][i]));
|
|
if (!blocked) *y += 1;
|
|
}
|
|
break;
|
|
|
|
case MAZEZAM_LEFT:
|
|
case MAZEZAM_LEFT_REPEAT:
|
|
if (*x > 0) {
|
|
for (i = 0; i < li->cd.l_num[*y]; i++)
|
|
blocked = blocked ||
|
|
(*x == shift[*y]+li->cd.c_inset[*y][i]+
|
|
li->cd.c_width[*y][i]);
|
|
if (!blocked) *x -= 1;
|
|
else if (shift[*y] + li->cd.c_inset[*y][0] > 0) {
|
|
*x -= 1;
|
|
shift[*y] -= 1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MAZEZAM_RIGHT:
|
|
case MAZEZAM_RIGHT_REPEAT:
|
|
if (*x < li->width-1) {
|
|
for (i = 0; i < li->cd.l_num[*y]; i++)
|
|
blocked = blocked ||
|
|
(*x+1 == shift[*y]+li->cd.c_inset[*y][i]);
|
|
if (!blocked) *x += 1;
|
|
else if (shift[*y]
|
|
+ li->cd.c_inset[*y][li->cd.l_num[*y]-1]
|
|
+ li->cd.c_width[*y][li->cd.l_num[*y]-1]
|
|
< li->width) {
|
|
*x += 1;
|
|
shift[*y] += 1;
|
|
}
|
|
}
|
|
else if (*x == li->width) state = STATE_COMPLETED;
|
|
else if (*y == li->exit) *x += 1;
|
|
break;
|
|
|
|
case MAZEZAM_MENU:
|
|
state = STATE_GAME_MENU;
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
state = STATE_USB_CONNECTED;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Manage the in game menu
|
|
******************************************************************************/
|
|
static void in_game_menu(void)
|
|
{
|
|
/* The initial option is retry level */
|
|
int start_selection = 1;
|
|
|
|
MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_MAZEZAM_MENU, NULL,
|
|
MAZEZAM_TEXT_BACK,
|
|
MAZEZAM_TEXT_RETRY_LEVEL,
|
|
MAZEZAM_TEXT_AUDIO_PLAYBACK,
|
|
MAZEZAM_TEXT_QUIT);
|
|
|
|
/* Don't show the status bar */
|
|
switch(rb->do_menu(&menu, &start_selection, NULL, false)){
|
|
case 1: /* retry */
|
|
state = STATE_FAILED;
|
|
break;
|
|
|
|
case 2: /* Audio playback */
|
|
playback_control(NULL);
|
|
state = STATE_IN_LEVEL;
|
|
break;
|
|
|
|
case 3: /* quit */
|
|
state = STATE_QUIT;
|
|
break;
|
|
|
|
case MENU_ATTACHED_USB:
|
|
state = STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
default: /* Back */
|
|
state = STATE_IN_LEVEL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Is the level a checkpoint
|
|
******************************************************************************/
|
|
static bool at_checkpoint(int level)
|
|
{
|
|
if (level <= MAZEZAM_FIRST_CHECKPOINT)
|
|
return level == MAZEZAM_FIRST_CHECKPOINT;
|
|
else {
|
|
level = level - MAZEZAM_FIRST_CHECKPOINT;
|
|
return level % MAZEZAM_CHECKPOINT_INTERVAL == 0;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Set up and play a level
|
|
* new_level should be true if this is the first time we've encountered
|
|
* this level
|
|
******************************************************************************/
|
|
static void play_level(short level, short lives, bool new_level)
|
|
{
|
|
struct level_info li;
|
|
short shift[MAZEZAM_MAX_LINES]; /* amount each line has been shifted */
|
|
short x,y;
|
|
int i;
|
|
|
|
state = STATE_IN_LEVEL;
|
|
|
|
if (!(parse_level(level,&li)))
|
|
state = STATE_PARSE_ERROR;
|
|
|
|
for (i = 0; i < li.height; i++)
|
|
shift[i] = 0;
|
|
|
|
x = -1;
|
|
y = li.entrance;
|
|
|
|
plugin_lcd_settings();
|
|
rb->lcd_clear_display();
|
|
|
|
draw_level(&li, shift, x, y);
|
|
|
|
/* If we've just reached a checkpoint, then alert the player */
|
|
if (new_level && at_checkpoint(level)) {
|
|
rb->splash(MAZEZAM_DELAY_CHECKPOINT, MAZEZAM_TEXT_CHECKPOINT);
|
|
/* Clear the splash */
|
|
draw_level(&li, shift, x, y);
|
|
}
|
|
|
|
#ifdef HAVE_REMOTE_LCD
|
|
/* Splash text seems to use the remote display by
|
|
* default. I suppose I better keep it tidy!
|
|
*/
|
|
rb->lcd_remote_clear_display();
|
|
#endif
|
|
rb->splashf(MAZEZAM_DELAY_LIVES, MAZEZAM_TEXT_LIVES,
|
|
level+1, lives);
|
|
|
|
/* ensure keys pressed during the splash screen are ignored */
|
|
rb->button_clear_queue();
|
|
|
|
/* this little loop just ensures we return to the game if the player
|
|
* doesn't perform an interesting action during the in game menu */
|
|
while (state >= STATE_IN_LEVEL) {
|
|
level_loop(&li, shift, &x, &y);
|
|
|
|
if (state == STATE_GAME_MENU) {
|
|
restore_lcd_settings();
|
|
in_game_menu();
|
|
plugin_lcd_settings();
|
|
}
|
|
}
|
|
restore_lcd_settings();
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Update the resume data based on the level reached
|
|
******************************************************************************/
|
|
static void update_resume_data(struct resume_data *r, int level)
|
|
{
|
|
if (at_checkpoint(level))
|
|
r->level = level;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* The loop which manages a full game of MazezaM.
|
|
******************************************************************************/
|
|
static void game_loop(struct resume_data *r)
|
|
{
|
|
int level = r->level;
|
|
int lives = MAZEZAM_START_LIVES;
|
|
/* We want to know when a player reaches a level for the first time,
|
|
* so we keep a second copy of the level. */
|
|
int old_level = level;
|
|
|
|
state = STATE_IN_GAME;
|
|
|
|
while (state >= STATE_IN_GAME)
|
|
{
|
|
play_level(level, lives, old_level < level);
|
|
old_level = level;
|
|
|
|
switch (state) {
|
|
case STATE_COMPLETED:
|
|
level += 1;
|
|
if (level == MAZEZAM_NUM_LEVELS)
|
|
state = STATE_WELLDONE;
|
|
break;
|
|
|
|
case STATE_FAILED:
|
|
lives -= 1;
|
|
if (lives == 0)
|
|
state = STATE_GAME_OVER;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
update_resume_data(r,level);
|
|
}
|
|
|
|
switch (state) {
|
|
case STATE_GAME_OVER:
|
|
#ifdef HAVE_REMOTE_LCD
|
|
/* Splash text seems to use the remote display by
|
|
* default. I suppose I better keep it tidy!
|
|
*/
|
|
rb->lcd_remote_clear_display();
|
|
#endif
|
|
rb->splash(MAZEZAM_DELAY_GAME_OVER, MAZEZAM_TEXT_GAME_OVER);
|
|
break;
|
|
|
|
case STATE_WELLDONE:
|
|
r->level = 0;
|
|
welldone_screen();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* 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)
|
|
{
|
|
struct configdata config[] = {
|
|
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1, { .int_p = &(r->level) },
|
|
MAZEZAM_CONFIG_LEVELS_NAME,NULL}
|
|
};
|
|
|
|
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))
|
|
r->level = 0;
|
|
|
|
old->level = r->level;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* 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)
|
|
{
|
|
struct configdata config[] = {
|
|
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1, {.int_p = &(r->level) },
|
|
MAZEZAM_CONFIG_LEVELS_NAME,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);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Manages the main menu
|
|
******************************************************************************/
|
|
static bool have_continue;
|
|
static int main_menu_cb(int action,
|
|
const struct menu_item_ex *this_item,
|
|
struct gui_synclist *this_list)
|
|
{
|
|
(void)this_list;
|
|
if(action == ACTION_REQUEST_MENUITEM
|
|
&& !have_continue && ((intptr_t)this_item)==0)
|
|
return ACTION_EXIT_MENUITEM;
|
|
return action;
|
|
}
|
|
static void main_menu(void)
|
|
{
|
|
/* The initial option is "play game" */
|
|
int start_selection = 0;
|
|
int choice = 0;
|
|
struct resume_data r_data, old_data;
|
|
|
|
/* Load data */
|
|
resume_load_data(&r_data, &old_data);
|
|
|
|
MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_MAIN_MENU,main_menu_cb,
|
|
MAZEZAM_TEXT_CONTINUE,
|
|
MAZEZAM_TEXT_PLAY_NEW_GAME,
|
|
MAZEZAM_TEXT_AUDIO_PLAYBACK,
|
|
MAZEZAM_TEXT_QUIT);
|
|
|
|
while (state >= STATE_IN_APPLICATION) {
|
|
have_continue = (r_data.level != 0);
|
|
choice = rb->do_menu(&menu, &start_selection, NULL, false);
|
|
|
|
switch(choice) {
|
|
case 0: /* Continue */
|
|
state = STATE_IN_GAME;
|
|
game_loop(&r_data);
|
|
break;
|
|
|
|
case 1: /* Play new game */
|
|
r_data.level = 0;
|
|
state = STATE_IN_GAME;
|
|
game_loop(&r_data);
|
|
break;
|
|
|
|
case 2: /* Audio playback */
|
|
playback_control(NULL);
|
|
break;
|
|
|
|
case MENU_ATTACHED_USB:
|
|
state = STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
default: /* Quit */
|
|
state = STATE_QUIT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* I'm not sure if it's appropriate to write to disk on USB events.
|
|
* Currently, I do so.
|
|
*/
|
|
resume_save_data(&r_data, &old_data);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Plugin entry point
|
|
******************************************************************************/
|
|
enum plugin_status plugin_start(const void* parameter)
|
|
{
|
|
enum plugin_status plugin_state;
|
|
|
|
/* Usual plugin stuff */
|
|
(void)parameter;
|
|
|
|
store_lcd_settings();
|
|
|
|
state = STATE_MAIN_MENU;
|
|
main_menu();
|
|
|
|
switch (state) {
|
|
case STATE_USB_CONNECTED:
|
|
plugin_state = PLUGIN_USB_CONNECTED;
|
|
break;
|
|
|
|
case STATE_PARSE_ERROR:
|
|
plugin_state = PLUGIN_ERROR;
|
|
break;
|
|
|
|
default:
|
|
plugin_state = PLUGIN_OK;
|
|
break;
|
|
}
|
|
|
|
return plugin_state;
|
|
}
|