rockbox/apps/plugins/brickmania.c
Teruaki Kawashima d41e698ea0 brickmania, blackjack, jewels, bubbles: Remove save file only if player resumed the game loaded from the file.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22639 a1c6a512-1295-4272-9138-f99709370657
2009-09-06 14:14:22 +00:00

1807 lines
68 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2005, 2006 Ben Basha (Paprica)
*
* 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 "lib/configfile.h"
#include "lib/display_text.h"
#include "lib/helper.h"
#include "lib/highscore.h"
#include "lib/playback_control.h"
PLUGIN_HEADER
#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define RC_QUIT BUTTON_RC_STOP
#elif CONFIG_KEYPAD == ONDIO_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_MENU
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == RECORDER_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define QUIT BUTTON_MENU
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_SCROLL_BACK
#define DOWN BUTTON_SCROLL_FWD
#define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
#define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
#define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
#define QUIT (BUTTON_HOME|BUTTON_REPEAT)
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
#define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
#elif CONFIG_KEYPAD == SANSA_C200_PAD || \
CONFIG_KEYPAD == SANSA_CLIP_PAD || \
CONFIG_KEYPAD == SANSA_M200_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define ALTLEFT BUTTON_VOL_DOWN
#define ALTRIGHT BUTTON_VOL_UP
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_SCROLL_UP
#define DOWN BUTTON_SCROLL_DOWN
#elif CONFIG_KEYPAD == GIGABEAT_S_PAD
#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == MROBE100_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define QUIT BUTTON_RC_REC
#define LEFT BUTTON_RC_REW
#define RIGHT BUTTON_RC_FF
#define SELECT BUTTON_RC_PLAY
#define UP BUTTON_RC_VOL_UP
#define DOWN BUTTON_RC_VOL_DOWN
#define RC_QUIT BUTTON_REC
#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == COWOND2_PAD
#define QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == ONDAVX747_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_VOL_DOWN
#define RIGHT BUTTON_VOL_UP
#define SELECT BUTTON_MENU
#elif CONFIG_KEYPAD == ONDAVX777_PAD
#define QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == MROBE500_PAD
#define QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
#define QUIT BUTTON_FFWD
#define SELECT BUTTON_PLAY
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef LEFT
#define LEFT BUTTON_MIDLEFT
#endif
#ifndef RIGHT
#define RIGHT BUTTON_MIDRIGHT
#endif
#ifndef SELECT
#define SELECT BUTTON_CENTER
#endif
#ifndef UP
#define UP BUTTON_TOPMIDDLE
#endif
#ifndef DOWN
#define DOWN BUTTON_BOTTOMMIDDLE
#endif
#endif
#ifndef SCROLL_FWD /* targets without scroll wheel*/
#define SCROLL_FWD(x) (0)
#define SCROLL_BACK(x) (0)
#endif
#include "pluginbitmaps/brickmania_pads.h"
#include "pluginbitmaps/brickmania_short_pads.h"
#include "pluginbitmaps/brickmania_long_pads.h"
#include "pluginbitmaps/brickmania_bricks.h"
#include "pluginbitmaps/brickmania_powerups.h"
#include "pluginbitmaps/brickmania_ball.h"
#include "pluginbitmaps/brickmania_gameover.h"
#define PAD_WIDTH BMPWIDTH_brickmania_pads
#define PAD_HEIGHT (BMPHEIGHT_brickmania_pads/3)
#define SHORT_PAD_WIDTH BMPWIDTH_brickmania_short_pads
#define LONG_PAD_WIDTH BMPWIDTH_brickmania_long_pads
#define BRICK_HEIGHT (BMPHEIGHT_brickmania_bricks/7)
#define BRICK_WIDTH BMPWIDTH_brickmania_bricks
#define LEFTMARGIN ((LCD_WIDTH-10*BRICK_WIDTH)/2)
#define POWERUP_HEIGHT (BMPHEIGHT_brickmania_powerups/9)
#define POWERUP_WIDTH BMPWIDTH_brickmania_powerups
#define BALL BMPHEIGHT_brickmania_ball
#define HALFBALL ((BALL+1)/2)
#define GAMEOVER_WIDTH BMPWIDTH_brickmania_gameover
#define GAMEOVER_HEIGHT BMPHEIGHT_brickmania_gameover
#ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
#include "pluginbitmaps/brickmania_break.h"
#endif
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 50
#define TOPMARGIN (BRICK_HEIGHT * 2)
#if LCD_WIDTH<=LCD_HEIGHT
/* Maintain a 4/3 ratio (Width/Height) */
#define GAMESCREEN_HEIGHT (LCD_WIDTH * 3 / 4)
#else
#define GAMESCREEN_HEIGHT LCD_HEIGHT
#endif
#define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6))
#define STRINGPOS_CONGRATS (STRINGPOS_FINISH - 20)
#define STRINGPOS_NAVI (STRINGPOS_FINISH - 10)
#define STRINGPOS_FLIP (STRINGPOS_FINISH - 10)
/* Brickmania was originally designed for the H300, other targets should scale
* up/down as needed based on the screen height.
*/
#define SPEED_SCALE GAMESCREEN_HEIGHT/176
/* These are all used as ball speeds depending on where the ball hit the
* paddle.
*/
#define SPEED_1Q_X ( 6 * SPEED_SCALE)
#define SPEED_1Q_Y (-2 * SPEED_SCALE)
#define SPEED_2Q_X ( 4 * SPEED_SCALE)
#define SPEED_2Q_Y (-3 * SPEED_SCALE)
#define SPEED_3Q_X ( 3 * SPEED_SCALE)
#define SPEED_3Q_Y (-4 * SPEED_SCALE)
#define SPEED_4Q_X ( 2 * SPEED_SCALE)
#define SPEED_4Q_Y (-4 * SPEED_SCALE)
/* This is used to determine the speed of the paddle */
#define SPEED_PAD ( 8 * SPEED_SCALE)
/* This defines the speed that the powerups drop */
#define SPEED_POWER ( 2 * SPEED_SCALE)
/* This defines the speed that the shot moves */
#define SPEED_FIRE ( 4 * SPEED_SCALE)
/*calculate paddle y-position */
#define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1)
int levels_num = 29;
static unsigned char levels[29][8][10] = {
{ /* level1 */
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2},
{0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0},
{0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0},
{0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0},
{0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
},
{ /* level2 */
{0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0},
{0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0},
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
{0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1},
{0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1},
{0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0},
{0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0}
},
{ /* level3 */
{0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
{0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2},
{0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
{0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
{0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6},
{0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6},
{0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}
},
{ /* level4 */
{0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0},
{0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0},
{0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
{0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
{0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26},
{0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
{0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
{0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}
},
{ /* level5 */
{0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4},
{0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0},
{0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5},
{0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5},
{0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0},
{0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36},
{0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36},
{0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0}
},
{ /* level6 */
{0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0},
{0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3},
{0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3},
{0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
{0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5},
{0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
},
{ /* level7 */
{0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
{0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
{0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6},
{0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0},
{0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
},
{ /* level8 */
{0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0},
{0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0},
{0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6},
{0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
{0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0},
{0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0},
{0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0},
{0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5}
},
{ /* level9 */
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
{0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2},
{0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2},
{0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
{0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2},
{0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
{0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2},
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
},
{ /* level10 */
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0},
{0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0},
{0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0},
{0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1}
},
{ /* level11 */
{0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3},
{0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
{0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2},
{0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2},
{0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0},
{0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}
},
{ /* level 12 */
{0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2},
{0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
{0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1},
{0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0},
{0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0},
{0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1},
{0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1},
{0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2}
},
{/* levell13 */
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
{0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2},
{0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2},
{0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2},
{0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
},
{/* level14 */
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4},
{0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4},
{0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4},
{0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4},
{0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4},
{0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4},
{0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4}
},
{/* level 15 */
{0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3},
{0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0},
{0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0},
{0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0},
{0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0},
{0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0},
{0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0},
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
},
{/* level 16 (Rockbox) by ts-x */
{0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
{0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0},
{0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0},
{0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0},
{0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}
},
{/* level 17 (Alien) by ts-x */
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
{0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1},
{0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2},
{0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1},
{0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2},
{0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2},
{0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2}
},
{/* level 18 (Tetris) by ts-x */
{0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
{0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
{0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2},
{0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2},
{0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
{0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
{0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5},
{0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5}
},
{ /* level 19 (Stalactites) by ts-x */
{0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
{0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
{0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2},
{0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2},
{0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0},
{0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2},
{0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0},
{0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0}
},
{ /* level 20 (Maze) by ts-x */
{0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21},
{0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1},
{0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1},
{0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2},
{0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0},
{0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0},
{0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2},
{0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21}
},
{ /* level 21 (Dentist) by ts-x */
{0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
{0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2},
{0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2},
{0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2},
{0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2},
{0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2},
{0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}
},
{ /* level 22 (Spider) by ts-x */
{0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31},
{0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
{0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33},
{0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
{0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0},
{0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21},
{0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0},
{0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3}
},
{ /* level 23 (Pool) by ts-x */
{0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0},
{0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0},
{0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7},
{0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7},
{0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7},
{0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7},
{0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0}
},
{ /* level 24 (Vorbis Fish) by ts-x */
{0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5},
{0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5},
{0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5},
{0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5},
{0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0},
{0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5},
{0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5},
{0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5}
},
{/* level 25 (Rainbow) by ts-x */
{0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0},
{0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24},
{0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21},
{0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3},
{0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5},
{0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6},
{0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7},
{0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32}
},
{ /* level 26 (Bowtie) by ts-x */
{0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5},
{0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
{0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
{0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
{0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
{0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
{0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
{0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}
},
{ /* level 27 (Frog) by ts-x */
{0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
{0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25},
{0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5},
{0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5},
{0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5},
{0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5},
{0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0}
},
{ /* level 28 (DigDug) by ts-x */
{0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35},
{0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6},
{0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7},
{0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7},
{0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4},
{0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4},
{0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4},
{0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1}
},
{ /* TheEnd */
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0},
{0x22,0x0,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0},
{0x22,0x22,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0},
{0x22,0x22,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0},
{0x22,0x0,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0},
{0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
}
};
#define MAX_BALLS 10
enum difficulty_options {
EASY, NORMAL
};
int pad_pos_x;
int life;
enum { ST_READY, ST_START, ST_PAUSE } game_state = ST_READY;
enum {
PLAIN = 0,
STICKY = 1,
SHOOTER = 2
} pad_type;
int score=0,vscore=0;
bool flip_sides=false;
int level=0;
int brick_on_board=0;
int used_balls=1;
int difficulty = NORMAL;
int pad_width;
int num_count;
bool resume = false;
bool resume_file = false;
typedef struct cube {
int powertop;
int power;
char poweruse;
char used;
int color;
int hits;
int hiteffect;
} cube;
cube brick[80];
typedef struct balls {
/* pos_x and y store the current position of the ball */
int pos_x;
int pos_y;
/* x and y store the current speed of the ball */
int y;
int tempy;
int x;
int tempx;
bool glue;
} balls;
balls ball[MAX_BALLS];
typedef struct sfire {
int top;
int left;
} sfire;
sfire fire[30];
#define CONFIG_FILE_NAME "brickmania.cfg"
#define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
#define HIGH_SCORE PLUGIN_GAMES_DIR "/brickmania.score"
#define NUM_SCORES 5
static struct configdata config[] = {
{TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL},
};
struct highscore highest[NUM_SCORES];
static void brickmania_init_game(int new_game)
{
int i,j;
pad_pos_x=LCD_WIDTH/2-PAD_WIDTH/2;
for(i=0;i<MAX_BALLS;i++) {
ball[i].x=0;
ball[i].y=0;
ball[i].tempy=0;
ball[i].tempx=0;
ball[i].pos_y=PAD_POS_Y-BALL;
ball[i].pos_x=LCD_WIDTH/2-2;
ball[i].glue=false;
}
used_balls=1;
game_state=ST_READY;
pad_type = PLAIN;
pad_width=PAD_WIDTH;
flip_sides=false;
num_count=10;
if (new_game==1) {
brick_on_board=0;
/* add one life per achieved level */
if (difficulty==EASY && life<2) {
score-=100;
life++;
}
}
for(i=0;i<30;i++) {
fire[i].top=-8;
}
for(i=0;i<=7;i++) {
for(j=0;j<=9;j++) {
brick[i*10+j].poweruse=(levels[level][i][j]==0?0:1);
if (new_game==1) {
brick[i*10+j].power=rb->rand()%25;
/* +8 make the game with less powerups */
brick[i*10+j].hits=levels[level][i][j]>=10?
levels[level][i][j]/16-1:0;
brick[i*10+j].hiteffect=0;
brick[i*10+j].powertop=TOPMARGIN+i*BRICK_HEIGHT+BRICK_HEIGHT;
brick[i*10+j].used=(levels[level][i][j]==0?0:1);
brick[i*10+j].color=(levels[level][i][j]>=10?
levels[level][i][j]%16:
levels[level][i][j])-1;
if (levels[level][i][j]!=0)
brick_on_board++;
}
}
}
}
static void brickmania_loadgame(void)
{
int fd;
resume = false;
/* open game file */
fd = rb->open(SAVE_FILE, O_RDONLY);
if(fd < 0) return;
/* read in saved game */
while(true) {
if(rb->read(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) break;
if(rb->read(fd, &life, sizeof(life)) <= 0) break;
if(rb->read(fd, &game_state, sizeof(game_state)) <= 0) break;
if(rb->read(fd, &pad_type, sizeof(pad_type)) <= 0) break;
if(rb->read(fd, &score, sizeof(score)) <= 0) break;
if(rb->read(fd, &flip_sides, sizeof(flip_sides)) <= 0) break;
if(rb->read(fd, &level, sizeof(level)) <= 0) break;
if(rb->read(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) break;
if(rb->read(fd, &used_balls, sizeof(used_balls)) <= 0) break;
if(rb->read(fd, &pad_width, sizeof(pad_width)) <= 0) break;
if(rb->read(fd, &num_count, sizeof(num_count)) <= 0) break;
if(rb->read(fd, &brick, sizeof(brick)) <= 0) break;
if(rb->read(fd, &ball, sizeof(ball)) <= 0) break;
if(rb->read(fd, &fire, sizeof(fire)) <= 0) break;
vscore = score;
resume = true;
break;
}
rb->close(fd);
return;
}
static void brickmania_savegame(void)
{
int fd;
/* write out the game state to the save file */
fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &pad_pos_x, sizeof(pad_pos_x));
rb->write(fd, &life, sizeof(life));
rb->write(fd, &game_state, sizeof(game_state));
rb->write(fd, &pad_type, sizeof(pad_type));
rb->write(fd, &score, sizeof(score));
rb->write(fd, &flip_sides, sizeof(flip_sides));
rb->write(fd, &level, sizeof(level));
rb->write(fd, &brick_on_board, sizeof(brick_on_board));
rb->write(fd, &used_balls, sizeof(used_balls));
rb->write(fd, &pad_width, sizeof(pad_width));
rb->write(fd, &num_count, sizeof(num_count));
rb->write(fd, &brick, sizeof(brick));
rb->write(fd, &ball, sizeof(ball));
rb->write(fd, &fire, sizeof(fire));
rb->close(fd);
}
/* brickmania_sleep timer counting the score */
static void brickmania_sleep(int secs)
{
bool done=false;
char s[20];
int count=0;
int sw, w;
while (!done) {
if (vscore == score) {
if (count==0)
count=*rb->current_tick+HZ*secs;
if (*rb->current_tick>=count)
done=true;
} else {
if (vscore<score)
vscore++;
if (vscore>score)
vscore--;
rb->snprintf(s, sizeof(s), "%d", vscore);
rb->lcd_getstringsize(s, &sw, &w);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
rb->lcd_update_rect(0,0,LCD_WIDTH,w+2);
}
rb->yield();
}
}
static int brickmania_help(void)
{
#define WORDS (sizeof help_text / sizeof (char*))
static char *help_text[] = {
"Brickmania", "", "Aim", "",
"Destroy", "all", "the", "bricks", "by", "bouncing",
"the", "ball", "of", "them", "using", "the", "paddle.", "", "",
"Controls", "",
"< & >", "Moves", "the", "paddle", "",
#if CONFIG_KEYPAD == ONDIO_PAD
"MENU:",
#elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD)
"PLAY:",
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
"NAVI:",
#else
"SELECT:",
#endif
"Releases", "the", "ball/Fire!", "",
#if CONFIG_KEYPAD == IAUDIO_M3_PAD
"REC:",
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
(CONFIG_KEYPAD == CREATIVEZVM_PAD)
"BACK:",
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
(CONFIG_KEYPAD == SANSA_FUZE_PAD)
"MENU:",
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD) || \
(CONFIG_KEYPAD == ONDIO_PAD) || \
(CONFIG_KEYPAD == RECORDER_PAD) || \
(CONFIG_KEYPAD == ARCHOS_AV300_PAD)
"STOP:",
#else
"POWER:",
#endif
"Returns", "to", "menu", "", "",
"Specials", "",
"N", "Normal:", "returns", "paddle", "to", "normal", "",
"D", "DIE!:", "loses", "a", "life", "",
"L", "Life:", "gains", "a", "life/power", "up", "",
"F", "Fire:", "allows", "you", "to", "shoot", "bricks", "",
"G", "Glue:", "ball", "sticks", "to", "paddle", "",
"B", "Ball:", "generates", "another", "ball", "",
"FL", "Flip:", "flips", "left / right", "movement", "",
"<->", "or", "<E>:", "enlarges", "the", "paddle", "",
">-<", "or", ">S<:", "shrinks", "the", "paddle", "",
};
static struct style_text formation[]={
{ 0, TEXT_CENTER|TEXT_UNDERLINE },
{ 2, C_RED },
{ 19, C_RED },
{ 37, C_RED },
{ 39, C_BLUE },
{ 46, C_RED },
{ 52, C_GREEN },
{ 59, C_ORANGE },
{ 67, C_GREEN },
{ 74, C_YELLOW },
{ 80, C_RED },
{ -1, 0 }
};
int button;
rb->lcd_setfont(FONT_UI);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_foreground(LCD_WHITE);
#endif
if (display_text(WORDS, help_text, formation, NULL))
return 1;
do {
button = rb->button_get(true);
if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
return 1;
}
} while( ( button == BUTTON_NONE )
|| ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
rb->lcd_setfont(FONT_SYSFIXED);
return 0;
}
static int brickmania_menu_cb(int action, const struct menu_item_ex *this_item)
{
int i = ((intptr_t)this_item);
if(action == ACTION_REQUEST_MENUITEM
&& !resume && (i==0 || i==6))
return ACTION_EXIT_MENUITEM;
return action;
}
static int brickmania_menu(void)
{
int selected = 0;
static struct opt_items options[] = {
{ "Easy", -1 },
{ "Normal", -1 },
};
MENUITEM_STRINGLIST(main_menu, "Brickmania Menu", brickmania_menu_cb,
"Resume Game", "Start New Game",
"Difficulty", "Help", "High Scores",
"Playback Control",
"Quit without Saving", "Quit");
rb->button_clear_queue();
while (true) {
switch (rb->do_menu(&main_menu, &selected, NULL, false)) {
case 0:
if(game_state!=ST_READY)
game_state = ST_PAUSE;
if(resume_file)
rb->remove(SAVE_FILE);
return 0;
case 1:
score=0;
vscore=0;
life=2;
level=0;
brickmania_init_game(1);
return 0;
case 2:
rb->set_option("Difficulty", &difficulty, INT, options, 2, NULL);
break;
case 3:
if (brickmania_help())
return 1;
break;
case 4:
highscore_show(NUM_SCORES, highest, NUM_SCORES, true);
break;
case 5:
if (playback_control(NULL))
return 1;
break;
case 6:
return 1;
case 7:
if (resume) {
rb->splash(HZ*1, "Saving game ...");
brickmania_savegame();
}
return 1;
case MENU_ATTACHED_USB:
return 1;
default:
break;
}
}
}
static int brickmania_fire_space(void)
{
int t;
for(t=0;t<30;t++)
if (fire[t].top+7 < 0)
return t;
return 0;
}
static int brickmania_game_loop(void)
{
int j,i,k,bricky,brickx;
int sw;
char s[30];
int sec_count=0;
int end;
if (brickmania_menu()!=0) {
return 1;
}
resume = false;
resume_file = false;
while(true) {
/* Convert CYCLETIME (in ms) to HZ */
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
if (life >= 0) {
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_clear_display();
rb->lcd_set_background(LCD_BLACK);
#if LCD_HEIGHT > GAMESCREEN_HEIGHT
rb->lcd_set_foreground(rb->global_settings->bg_color);
rb->lcd_fillrect(0, GAMESCREEN_HEIGHT, LCD_WIDTH,
LCD_HEIGHT - GAMESCREEN_HEIGHT);
#endif
rb->lcd_set_foreground(LCD_WHITE);
#else
rb->lcd_clear_display();
#endif
if (flip_sides) {
if (*rb->current_tick>=sec_count) {
sec_count=*rb->current_tick+HZ;
if (num_count!=0)
num_count--;
else
flip_sides=false;
}
rb->snprintf(s, sizeof(s), "%d", num_count);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-2, STRINGPOS_FLIP, s);
}
/* write life num */
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->snprintf(s, sizeof(s), "L:%d", life);
#else
rb->snprintf(s, sizeof(s), "Life: %d", life);
#endif
rb->lcd_putsxy(0, 0, s);
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->snprintf(s, sizeof(s), "L%d", level+1);
#else
rb->snprintf(s, sizeof(s), "Level %d", level+1);
#endif
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH-sw, 0, s);
if (vscore<score) vscore++;
rb->snprintf(s, sizeof(s), "%d", vscore);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
/* continue game */
if (game_state==ST_PAUSE) {
#if CONFIG_KEYPAD == ONDIO_PAD
rb->snprintf(s, sizeof(s), "MENU To Continue");
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
rb->snprintf(s, sizeof(s), "Press NAVI To Continue");
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
rb->snprintf(s, sizeof(s), "PLAY To Continue");
#else
rb->snprintf(s, sizeof(s), "Press SELECT To Continue");
#endif
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_NAVI, s);
sec_count=*rb->current_tick+HZ;
}
/* draw the ball */
for(i=0;i<used_balls;i++)
rb->lcd_bitmap(brickmania_ball,ball[i].pos_x, ball[i].pos_y,
BALL, BALL);
if (brick_on_board==0)
brick_on_board--;
/* if the pad is fire */
for(i=0;i<30;i++) {
if (fire[i].top+7>0) {
if (game_state!=ST_PAUSE)
fire[i].top -= SPEED_FIRE;
rb->lcd_vline(fire[i].left, fire[i].top, fire[i].top+7);
}
}
/* the bricks */
for (i=0;i<=7;i++) {
for (j=0;j<=9;j++) {
if (brick[i*10+j].power<9) {
if (brick[i*10+j].poweruse==2) {
if (game_state!=ST_PAUSE)
brick[i*10+j].powertop+=SPEED_POWER;
rb->lcd_bitmap_part(brickmania_powerups,0,
POWERUP_HEIGHT*brick[i*10+j].power,
STRIDE( SCREEN_MAIN,
BMPWIDTH_brickmania_powerups,
BMPHEIGHT_brickmania_powerups),
LEFTMARGIN+j*BRICK_WIDTH+
(BRICK_WIDTH/2-POWERUP_WIDTH/2),
brick[i*10+j].powertop,
POWERUP_WIDTH,
POWERUP_HEIGHT);
}
}
/* Did the brick hit the pad */
if ((pad_pos_x<LEFTMARGIN+j*BRICK_WIDTH+5 &&
pad_pos_x+pad_width>LEFTMARGIN+j*BRICK_WIDTH+5) &&
brick[i*10+j].powertop+6>=PAD_POS_Y &&
brick[i*10+j].poweruse==2) {
switch(brick[i*10+j].power) {
case 0:
life++;
score+=50;
break;
case 1:
life--;
if (life>=0) {
brickmania_init_game(0);
brickmania_sleep(2);
}
break;
case 2:
score+=34;
pad_type = STICKY;
break;
case 3:
score+=47;
pad_type = SHOOTER;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
break;
case 4:
score+=23;
pad_type = PLAIN;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
flip_sides=false;
pad_pos_x+=(pad_width-PAD_WIDTH)/2;
pad_width=PAD_WIDTH;
break;
case 5:
score+=23;
sec_count=*rb->current_tick+HZ;
num_count=10;
flip_sides=!flip_sides;
break;
case 6:
score+=23;
if(used_balls<MAX_BALLS) {
ball[used_balls].x= rb->rand()%2 == 0 ?
-1 : 1;
ball[used_balls].y= -4;
ball[used_balls].glue= false;
used_balls++;
}
break;
case 7:
score+=23;
if (pad_width==PAD_WIDTH) {
pad_width=LONG_PAD_WIDTH;
pad_pos_x-=(LONG_PAD_WIDTH-PAD_WIDTH)/2;
}
else if (pad_width==SHORT_PAD_WIDTH) {
pad_width=PAD_WIDTH;
pad_pos_x-=(PAD_WIDTH-SHORT_PAD_WIDTH)/2;
}
if (pad_pos_x < 0)
pad_pos_x = 0;
else if(pad_pos_x+pad_width > LCD_WIDTH)
pad_pos_x = LCD_WIDTH-pad_width;
break;
case 8:
if (pad_width==PAD_WIDTH) {
pad_width=SHORT_PAD_WIDTH;
pad_pos_x+=(PAD_WIDTH-SHORT_PAD_WIDTH)/2;
}
else if (pad_width==LONG_PAD_WIDTH) {
pad_width=PAD_WIDTH;
pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2;
}
break;
}
brick[i*10+j].poweruse=1;
}
if (brick[i*10+j].powertop>PAD_POS_Y)
brick[i*10+j].poweruse=1;
brickx=LEFTMARGIN+j*BRICK_WIDTH;
bricky=TOPMARGIN+i*BRICK_HEIGHT;
if (pad_type == SHOOTER) {
for (k=0;k<30;k++) {
if (fire[k].top+7>0) {
if (brick[i*10+j].used==1 &&
(fire[k].left+1 >= brickx &&
fire[k].left+1 <= brickx+BRICK_WIDTH) &&
(bricky+BRICK_HEIGHT>fire[k].top)) {
score+=13;
fire[k].top=-16;
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=3;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
brick_on_board--;
}
}
}
}
}
if (brick[i*10+j].used==1) {
rb->lcd_bitmap_part(brickmania_bricks,0,
BRICK_HEIGHT*brick[i*10+j].color,
STRIDE( SCREEN_MAIN,
BMPWIDTH_brickmania_bricks,
BMPHEIGHT_brickmania_bricks),
LEFTMARGIN+j*BRICK_WIDTH,
TOPMARGIN+i*BRICK_HEIGHT,
BRICK_WIDTH, BRICK_HEIGHT);
#ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
if (brick[i*10+j].hiteffect>0)
rb->lcd_bitmap_transparent_part(brickmania_break,0,
BRICK_HEIGHT*brick[i*10+j].hiteffect,
STRIDE( SCREEN_MAIN,
BMPWIDTH_brickmania_break,
BMPHEIGHT_brickmania_break),
LEFTMARGIN+j*BRICK_WIDTH,
TOPMARGIN+i*BRICK_HEIGHT,
BRICK_WIDTH, BRICK_HEIGHT);
#endif
}
/* Somewhere in here collision checking is done b/w ball and
* brick.
*/
for(k=0;k<used_balls;k++) {
if (ball[k].pos_y < PAD_POS_Y) {
if (brick[i*10+j].used==1) {
if ((ball[k].pos_x+ball[k].x+HALFBALL >=
brickx &&
ball[k].pos_x+ball[k].x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky-4<ball[k].pos_y+BALL &&
bricky>ball[k].pos_y+BALL) ||
(bricky+4>ball[k].pos_y+BALL+BALL &&
bricky<ball[k].pos_y+BALL+BALL)) &&
(ball[k].y >0)) {
ball[k].tempy=bricky-ball[k].pos_y-BALL;
}
else if ((ball[k].pos_x+ball[k].x+HALFBALL >=
brickx &&
ball[k].pos_x+ball[k].x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky+BRICK_HEIGHT+4>ball[k].pos_y &&
bricky+BRICK_HEIGHT<ball[k].pos_y) ||
(bricky+BRICK_HEIGHT-4<ball[k].pos_y-BALL &&
bricky+BRICK_HEIGHT>ball[k].pos_y-BALL)) &&
(ball[k].y <0)) {
ball[k].tempy=
-(ball[k].pos_y-(bricky+BRICK_HEIGHT));
}
if ((ball[k].pos_y+HALFBALL >=
bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx-4<ball[k].pos_x+BALL &&
brickx>ball[k].pos_x+BALL) ||
(brickx+4>ball[k].pos_x+BALL+BALL &&
brickx<ball[k].pos_x+BALL+BALL)) &&
(ball[k].x >0)) {
ball[k].tempx=brickx-ball[k].pos_x-BALL;
}
else if ((ball[k].pos_y+ball[k].y+HALFBALL >=
bricky &&
ball[k].pos_y+ball[k].y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx+BRICK_WIDTH+4>ball[k].pos_x &&
brickx+BRICK_WIDTH<ball[k].pos_x) ||
(brickx+BRICK_WIDTH-4<ball[k].pos_x-
BALL &&
brickx+BRICK_WIDTH>ball[k].pos_x-
BALL)) && (ball[k].x <0)) {
ball[k].tempx=
-(ball[k].pos_x-(brickx+BRICK_WIDTH));
}
if ((ball[k].pos_x+HALFBALL >= brickx &&
ball[k].pos_x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky+BRICK_HEIGHT==ball[k].pos_y) ||
(bricky+BRICK_HEIGHT-6<=ball[k].pos_y &&
bricky+BRICK_HEIGHT>ball[k].pos_y)) &&
(ball[k].y <0)) { /* bottom line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].y = ball[k].y*-1;
}
else if ((ball[k].pos_x+HALFBALL >= brickx &&
ball[k].pos_x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky==ball[k].pos_y+BALL) ||
(bricky+6>=ball[k].pos_y+BALL &&
bricky<ball[k].pos_y+BALL)) &&
(ball[k].y >0)) { /* top line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].y = ball[k].y*-1;
}
if ((ball[k].pos_y+HALFBALL >= bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx==ball[k].pos_x+BALL) ||
(brickx+6>=ball[k].pos_x+BALL &&
brickx<ball[k].pos_x+BALL)) &&
(ball[k].x > 0)) { /* left line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].x = ball[k].x*-1;
}
else if ((ball[k].pos_y+HALFBALL >= bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx+BRICK_WIDTH==
ball[k].pos_x) ||
(brickx+BRICK_WIDTH-6<=
ball[k].pos_x &&
brickx+BRICK_WIDTH>
ball[k].pos_x)) &&
(ball[k].x < 0)) { /* Right line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].x = ball[k].x*-1;
}
if (brick[i*10+j].used==0) {
brick_on_board--;
score+=8;
}
}
}
} /* for k */
} /* for j */
} /* for i */
/* draw the pad */
if( pad_width == PAD_WIDTH ) /* Normal width */
{
rb->lcd_bitmap_part(
brickmania_pads,
0, pad_type*PAD_HEIGHT,
STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads,
BMPHEIGHT_brickmania_pads),
pad_pos_x, PAD_POS_Y, pad_width, PAD_HEIGHT);
}
else if( pad_width == LONG_PAD_WIDTH ) /* Long Pad */
{
rb->lcd_bitmap_part(
brickmania_long_pads,
0,pad_type*PAD_HEIGHT,
STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads,
BMPHEIGHT_brickmania_long_pads),
pad_pos_x, PAD_POS_Y, pad_width, PAD_HEIGHT);
}
else /* Short pad */
{
rb->lcd_bitmap_part(
brickmania_short_pads,
0,pad_type*PAD_HEIGHT,
STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads,
BMPHEIGHT_brickmania_short_pads),
pad_pos_x, PAD_POS_Y, pad_width, PAD_HEIGHT);
}
/* If the game is not paused continue */
if (game_state!=ST_PAUSE)
{
/* Loop through all of the balls in play */
for(k=0;k<used_balls;k++)
{
if ( (ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+pad_width) &&
(PAD_POS_Y-4<ball[k].pos_y+BALL &&
PAD_POS_Y>ball[k].pos_y+BALL) && (ball[k].y >0))
{
ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL;
}
else if ((4>ball[k].pos_y && 0<ball[k].pos_y) &&
(ball[k].y <0))
{
ball[k].tempy=-ball[k].pos_y;
}
if ((LCD_WIDTH-4<ball[k].pos_x+BALL &&
LCD_WIDTH>ball[k].pos_x+BALL) && (ball[k].x >0))
{
ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL;
}
else if ((4>ball[k].pos_x && 0<ball[k].pos_x) &&
(ball[k].x <0))
{
ball[k].tempx=-ball[k].pos_x;
}
/* Did the Ball hit the top of the screen? */
if (ball[k].pos_y<= 0)
{
/* Reverse the direction */
ball[k].y = ball[k].y*-1;
}
/* Player missed the ball and hit bottom of screen */
else if (ball[k].pos_y+BALL >= GAMESCREEN_HEIGHT)
{
/* Player had balls to spare, so handle the removal */
if (used_balls>1)
{
/* decrease number of balls in play */
used_balls--;
/* Replace removed ball with the last ball */
ball[k].pos_x = ball[used_balls].pos_x;
ball[k].pos_y = ball[used_balls].pos_y;
ball[k].y = ball[used_balls].y;
ball[k].tempy = ball[used_balls].tempy;
ball[k].x = ball[used_balls].x;
ball[k].tempx = ball[used_balls].tempx;
ball[k].glue = ball[used_balls].glue;
/* Reset the last ball that was removed */
ball[used_balls].x=0;
ball[used_balls].y=0;
ball[used_balls].tempy=0;
ball[used_balls].tempx=0;
ball[used_balls].pos_y=PAD_POS_Y-BALL;
ball[used_balls].pos_x=pad_pos_x+(pad_width/2)-2;
k--;
continue;
}
else
{
/* Player lost a life */
life--;
if (life>=0)
{
/* No lives left reset game */
brickmania_init_game(0);
brickmania_sleep(2);
}
}
}
/* Check if the ball hit the left or right side */
if ( (ball[k].pos_x <= 0) ||
(ball[k].pos_x+BALL >= LCD_WIDTH))
{
/* Reverse direction */
ball[k].x = ball[k].x*-1;
/* Re-position ball in gameboard */
ball[k].pos_x = ball[k].pos_x <= 0 ? 0 : LCD_WIDTH-BALL;
}
/* Did the ball hit the paddle? Depending on where the ball
* Hit set the x/y speed appropriately.
*/
if( (ball[k].pos_y + BALL >= PAD_POS_Y &&
(ball[k].pos_x + HALFBALL >= pad_pos_x &&
ball[k].pos_x + HALFBALL <= pad_pos_x+pad_width)) &&
game_state!=ST_READY && !ball[k].glue)
{
/* Position the ball relative to the paddle width */
int ball_repos=ball[k].pos_x + HALFBALL - pad_pos_x;
/* If the ball hits the right half of paddle, x speed
* should be positive, if it hits the left half it
* should be negative.
*/
int x_direction = -1;
/* Comparisons are done with respect to 1/2 pad_width */
if(ball_repos > pad_width/2)
{
/* flip the relative position */
ball_repos -= ((ball_repos - pad_width/2) << 1);
/* Ball hit the right half so X speed calculations
* should be positive.
*/
x_direction = 1;
}
/* Figure out where the ball hit relative to 1/2 pad
* and in divisions of 4.
*/
ball_repos = ball_repos / (pad_width/2/4);
switch(ball_repos)
{
/* Ball hit the outer edge of the paddle */
case 0:
ball[k].y = SPEED_1Q_Y;
ball[k].x = SPEED_1Q_X * x_direction;
break;
/* Ball hit the next fourth of the paddle */
case 1:
ball[k].y = SPEED_2Q_Y;
ball[k].x = SPEED_2Q_X * x_direction;
break;
/* Ball hit the third fourth of the paddle */
case 2:
ball[k].y = SPEED_3Q_Y;
ball[k].x = SPEED_3Q_X * x_direction;
break;
/* Ball hit the fourth fourth of the paddle or dead
* center.
*/
case 3:
case 4:
ball[k].y = SPEED_4Q_Y;
/* Since this is the middle we don't want to
* force the ball in a different direction.
* Just keep it going in the same direction
* with a specific speed.
*/
ball[k].x = (ball[k].x > 0) ?
SPEED_4Q_X: -SPEED_4Q_X;
break;
default:
ball[k].y = SPEED_4Q_Y;
break;
}
}
/* Update the ball position */
if (!ball[k].glue) {
ball[k].pos_x+=ball[k].tempx!=0?ball[k].tempx:ball[k].x;
ball[k].pos_y+=ball[k].tempy!=0?ball[k].tempy:ball[k].y;
ball[k].tempy=0;
ball[k].tempx=0;
}
/* Handle the sticky situation */
if (ball[k].pos_y + BALL >= PAD_POS_Y &&
(pad_type == STICKY && !ball[k].glue) &&
(ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+pad_width)) {
ball[k].y=0;
ball[k].pos_y=PAD_POS_Y-BALL;
ball[k].glue=true;
}
} /* for k */
}
rb->lcd_update();
if (brick_on_board < 0) {
if (level+1<levels_num) {
level++;
if (difficulty==NORMAL)
score+=100;
brickmania_init_game(1);
brickmania_sleep(2);
}
else {
rb->lcd_getstringsize("Congratulations!", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_CONGRATS,
"Congratulations!");
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_getstringsize("No more levels", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_FINISH,
"No more levels");
#else
rb->lcd_getstringsize("You have finished the game!",
&sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_FINISH,
"You have finished the game!");
#endif
vscore=score;
rb->lcd_update();
brickmania_sleep(2);
return 0;
}
}
int move_button,button;
int button_right,button_left;
button=rb->button_get(false);
#if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
/* FIXME: Should probably check remote hold here */
if (rb->button_hold())
button = QUIT;
#endif
#ifdef HAVE_TOUCHSCREEN
if(button & BUTTON_TOUCHSCREEN)
{
short touch_x, touch_y;
touch_x = rb->button_get_data() >> 16;
touch_y = rb->button_get_data() & 0xffff;
if(touch_y >= PAD_POS_Y && touch_y <= PAD_POS_Y+PAD_HEIGHT)
{
pad_pos_x += (flip_sides ? -1 : 1) * ( (touch_x-pad_pos_x-pad_width/2) / 4 );
if(pad_pos_x < 0)
pad_pos_x = 0;
else if(pad_pos_x+pad_width > LCD_WIDTH)
pad_pos_x = LCD_WIDTH-pad_width;
for(k=0;k<used_balls;k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x = pad_pos_x+pad_width/2;
}
if(button & BUTTON_REL)
button = SELECT;
}
else
{
#endif
move_button=rb->button_status();
#ifdef ALTRIGHT
button_right=((move_button & RIGHT) || (move_button & ALTRIGHT));
button_left=((move_button & LEFT) || (move_button & ALTLEFT));
#else
button_right=((move_button & RIGHT) || (SCROLL_FWD(button)));
button_left=((move_button & LEFT) || (SCROLL_BACK(button)));
#endif
if ((game_state==ST_PAUSE) && (button_right || button_left))
continue;
if ((button_right && flip_sides==false) ||
(button_left && flip_sides==true)) {
if (pad_pos_x+SPEED_PAD+pad_width > LCD_WIDTH) {
for(k=0;k<used_balls;k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x+=LCD_WIDTH-pad_pos_x-pad_width;
pad_pos_x+=LCD_WIDTH-pad_pos_x-pad_width;
}
else {
for(k=0;k<used_balls;k++)
if ((game_state==ST_READY || ball[k].glue))
ball[k].pos_x+=SPEED_PAD;
pad_pos_x+=SPEED_PAD;
}
}
else if ((button_left && flip_sides==false) ||
(button_right && flip_sides==true)) {
if (pad_pos_x-SPEED_PAD < 0) {
for(k=0;k<used_balls;k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x-=pad_pos_x;
pad_pos_x-=pad_pos_x;
}
else {
for(k=0;k<used_balls;k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x-=SPEED_PAD;
pad_pos_x-=SPEED_PAD;
}
}
#ifdef HAVE_TOUCHSCREEN
}
#endif
switch(button) {
case UP:
case SELECT:
if (game_state==ST_READY) {
for(k=0;k<used_balls;k++) {
ball[k].y=-4;
ball[k].x=pad_pos_x+(pad_width/2)-2>=
LCD_WIDTH/2?2:-2;
}
game_state=ST_START;
}
else if (game_state==ST_PAUSE) {
game_state=ST_START;
}
else if (pad_type == STICKY) {
for(k=0;k<used_balls;k++) {
if (ball[k].glue)
ball[k].glue=false;
}
}
else if (pad_type == SHOOTER) {
k=brickmania_fire_space();
fire[k].top=PAD_POS_Y-7;
fire[k].left=pad_pos_x+1;
k=brickmania_fire_space();
fire[k].top=PAD_POS_Y-7;
fire[k].left=pad_pos_x+pad_width-1;
}
break;
#ifdef RC_QUIT
case RC_QUIT:
#endif
case QUIT:
resume = true;
return 0;
break;
default:
if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
return 1;
break;
}
}
else {
#ifdef HAVE_LCD_COLOR
rb->lcd_bitmap_transparent(brickmania_gameover,
(LCD_WIDTH - GAMEOVER_WIDTH)/2,
(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
GAMEOVER_WIDTH,GAMEOVER_HEIGHT);
#else /* greyscale and mono */
rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH - GAMEOVER_WIDTH)/2,
(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
GAMEOVER_WIDTH,GAMEOVER_HEIGHT);
#endif
rb->lcd_update();
brickmania_sleep(2);
return 0;
}
if (end > *rb->current_tick)
rb->sleep(end-*rb->current_tick);
else
rb->yield();
}
return 0;
}
/* this is the plugin entry point */
enum plugin_status plugin_start(const void* parameter)
{
(void)parameter;
int last_difficulty;
highscore_load(HIGH_SCORE,highest,NUM_SCORES);
configfile_load(CONFIG_FILE_NAME,config,1,0);
last_difficulty = difficulty;
rb->lcd_setfont(FONT_SYSFIXED);
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
/* Turn off backlight timeout */
backlight_force_on(); /* backlight control in lib/helper.c */
/* now go ahead and have fun! */
rb->srand( *rb->current_tick );
brickmania_loadgame();
resume_file = resume;
while(brickmania_game_loop() == 0) {
if(!resume) {
int position = highscore_update(score, level+1, "", highest, NUM_SCORES);
if (position == 0) {
rb->splash(HZ*2, "New High Score");
}
if (position != -1) {
highscore_show(position, highest, NUM_SCORES, true);
} else {
brickmania_sleep(3);
}
}
}
highscore_save(HIGH_SCORE,highest,NUM_SCORES);
if(last_difficulty != difficulty)
configfile_save(CONFIG_FILE_NAME,config,1,0);
/* Restore user's original backlight setting */
rb->lcd_setfont(FONT_UI);
/* Turn on backlight timeout (revert to settings) */
backlight_use_settings(); /* backlight control in lib/helper.c */
return PLUGIN_OK;
}