d64e626387
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12008 a1c6a512-1295-4272-9138-f99709370657
1139 lines
38 KiB
C
1139 lines
38 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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* ### line of auto-generated stuff I don't understand ###
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*
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* Copyright (C) 2006 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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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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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 "configfile.h"
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/* Include standard plugin macro */
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PLUGIN_HEADER
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static struct plugin_api* rb;
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#if CONFIG_KEYPAD == RECORDER_PAD
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#define MAZEZAM_UP BUTTON_UP
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#define MAZEZAM_DOWN BUTTON_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_PLAY
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#define MAZEZAM_RETRY BUTTON_F1
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#define MAZEZAM_RETRY_KEYNAME "[F1]"
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#define MAZEZAM_QUIT BUTTON_OFF
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#define MAZEZAM_QUIT_KEYNAME "[OFF]"
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#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
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#define MAZEZAM_UP BUTTON_UP
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#define MAZEZAM_DOWN BUTTON_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_SELECT
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#define MAZEZAM_RETRY BUTTON_F1
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#define MAZEZAM_RETRY_KEYNAME "[F1]"
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#define MAZEZAM_QUIT BUTTON_OFF
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#define MAZEZAM_QUIT_KEYNAME "[OFF]"
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define MAZEZAM_UP BUTTON_UP
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#define MAZEZAM_DOWN BUTTON_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_RIGHT
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#define MAZEZAM_RETRY BUTTON_MENU
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#define MAZEZAM_RETRY_KEYNAME "[MENU]"
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#define MAZEZAM_QUIT BUTTON_OFF
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#define MAZEZAM_QUIT_KEYNAME "[OFF]"
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#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
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#define MAZEZAM_UP BUTTON_UP
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#define MAZEZAM_DOWN BUTTON_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_SELECT
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#define MAZEZAM_RETRY BUTTON_REC
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#define MAZEZAM_RETRY_KEYNAME "[REC]"
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#define MAZEZAM_QUIT BUTTON_POWER
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#define MAZEZAM_QUIT_KEYNAME "[POWER]"
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#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD)
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#define MAZEZAM_UP BUTTON_MENU
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#define MAZEZAM_DOWN BUTTON_PLAY
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_SELECT
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#define MAZEZAM_RETRY BUTTON_SELECT
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#define MAZEZAM_RETRY_KEYNAME "[SELECT]"
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#define MAZEZAM_QUIT (BUTTON_SELECT | BUTTON_REPEAT)
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#define MAZEZAM_QUIT_KEYNAME "[SELECT] (held)"
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define MAZEZAM_UP BUTTON_UP
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#define MAZEZAM_DOWN BUTTON_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_SELECT
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#define MAZEZAM_RETRY BUTTON_ON
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#define MAZEZAM_RETRY_KEYNAME "[ON]"
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#define MAZEZAM_QUIT BUTTON_OFF
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#define MAZEZAM_QUIT_KEYNAME "[OFF]"
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define MAZEZAM_UP BUTTON_UP
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#define MAZEZAM_DOWN BUTTON_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_SELECT
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#define MAZEZAM_RETRY BUTTON_MENU
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#define MAZEZAM_RETRY_KEYNAME "[MENU]"
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#define MAZEZAM_QUIT BUTTON_A
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#define MAZEZAM_QUIT_KEYNAME "[A]"
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
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#define MAZEZAM_UP BUTTON_UP
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#define MAZEZAM_DOWN BUTTON_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_SELECT
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#define MAZEZAM_RETRY BUTTON_REC
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#define MAZEZAM_RETRY_KEYNAME "[REC]"
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#define MAZEZAM_QUIT BUTTON_POWER
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#define MAZEZAM_QUIT_KEYNAME "[POWER]"
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define MAZEZAM_UP BUTTON_SCROLL_UP
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#define MAZEZAM_DOWN BUTTON_SCROLL_DOWN
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#define MAZEZAM_LEFT BUTTON_LEFT
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#define MAZEZAM_RIGHT BUTTON_RIGHT
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#define MAZEZAM_SELECT BUTTON_PLAY
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#define MAZEZAM_RETRY BUTTON_PLAY
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#define MAZEZAM_RETRY_KEYNAME "[PLAY]"
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#define MAZEZAM_QUIT BUTTON_POWER
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#define MAZEZAM_QUIT_KEYNAME "[POWER]"
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#endif
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/* The gap for the border around the heading in text pages. In fact, 2 is
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* really the only acceptable value.
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*/
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#define MAZEZAM_MENU_BORDER 2
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#define MAZEZAM_EXTRA_LIFE 2 /* get an extra life every _ levels */
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#define MAZEZAM_START_LIVES 3 /* how many lives at game start */
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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_TEXT_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_TEXT_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_GAMEOVER_TEXT "Game Over"
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#define MAZEZAM_GAMEOVER_DELAY (3 * HZ) / 2
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#define MAZEZAM_LEVEL_LIVES_TEXT "Level %d, Lives %d"
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#define MAZEZAM_LEVEL_LIVES_DELAY HZ
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#define MAZEZAM_WELLDONE_DELAY 4 * HZ
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/* The maximum number of lines that a text page can display.
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* This must be 4 or less if the Archos recorder is to be
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* supported.
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*/
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#define MAZEZAM_TEXT_MAXLINES 4
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/* A structure for holding text pages */
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struct textpage {
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/* Ensure 1 < num_lines <= MAZEZAM_TEXT_MAXLINES */
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short num_lines;
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char *line[MAZEZAM_TEXT_MAXLINES]; /* text of lines */
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};
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/* The text page for the welcome screen */
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static const struct textpage title_page = {
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4,
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{"MazezaM", "play game", "instructions", "quit"}
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};
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/* The number of help screens */
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#define MAZEZAM_NUM_HELP_PAGES 4
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/* The instruction screens */
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static const struct textpage help_page[] = {
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{4,{"Instructions","10 mazezams","bar your way","to freedom"}},
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{4,{"Instructions","Push the rows","left and right","to escape"}},
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{4,{"Instructions","Press " MAZEZAM_RETRY_KEYNAME " to","retry a level","(lose 1 life)"}},
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{4,{"Instructions","Press " MAZEZAM_QUIT_KEYNAME,"to quit","the game"}}
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};
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/* the text of the screen that asks for a quit confirmation */
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static const struct textpage confirm_page = {
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4,
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{"Quit","Are you sure?","yes","no"}
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};
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/* the text of the screen at the end of the game */
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static const struct textpage welldone_page = {
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3,
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{"Well Done","You have","escaped",""}
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};
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/* the text of the screen asking if the user wants to
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* resume or start a new game.
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*/
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static const struct textpage resume_page = {
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3,
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{"Checkpoint", "continue", "new game"}
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};
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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 holding levels */
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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. Note that the instruction screens reference this
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* number
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*/
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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,{" $ $"," $ $$",NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,
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NULL}},
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{3,8,2,1,{" $ $$$"," $ $ $"," $ $ $",NULL,NULL,NULL,NULL,NULL,NULL,
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NULL,NULL}},
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{4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
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" $$$$$$$$ $",NULL,NULL,NULL,NULL,NULL,NULL,NULL}},
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{6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$",
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NULL,NULL,NULL,NULL,NULL}},
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{6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
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"$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $",NULL,NULL,
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NULL,NULL,NULL}},
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{11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
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" $ $"," $ $","$ $$"," $"}},
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{7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
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"$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
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" $ $$$ $$",NULL,NULL,NULL,NULL}},
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{4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
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" $ $$ $$$$ $",NULL,NULL,NULL,NULL,NULL,NULL,NULL}},
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{7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
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" $$$$$$"," $",NULL,NULL,NULL,NULL}},
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{10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
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" $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
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" $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
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"",NULL}}
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};
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/* This is the data structure the game uses for managing levels */
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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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/* The state and exit code of the level loop */
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enum level_state {
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LEVEL_STATE_LOOPING,
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LEVEL_STATE_COMPLETED,
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LEVEL_STATE_FAILED,
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LEVEL_STATE_QUIT,
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LEVEL_STATE_PARSE_ERROR,
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LEVEL_STATE_USB_CONNECTED,
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};
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/* The state and exit code of the text screens. I use the
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* same enum for all of them, even though there are some
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* differences.
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*/
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enum text_state {
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TEXT_STATE_LOOPING,
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TEXT_STATE_QUIT,
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TEXT_STATE_OKAY,
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TEXT_STATE_USB_CONNECTED,
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TEXT_STATE_PARSE_ERROR,
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TEXT_STATE_BACK,
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};
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/* The state and exit code of the game loop */
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enum game_state {
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GAME_STATE_LOOPING,
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GAME_STATE_QUIT,
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GAME_STATE_OKAY,
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GAME_STATE_USB_CONNECTED,
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GAME_STATE_OVER,
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GAME_STATE_COMPLETED,
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GAME_STATE_PARSE_ERROR,
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};
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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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/* Display a screen of text. line[0] is the heading.
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* line[highlight] will be highlighted, unless highlight == 0
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*/
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static void display_text_page(struct textpage text, int highlight) {
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int w[text.num_lines], h[text.num_lines];
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int hsum,i,vgap,vnext;
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rb->lcd_clear_display();
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/* find out how big the text is so we can determine the positioning */
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hsum = 0;
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for(i = 0; i < text.num_lines; i++) {
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rb->lcd_getstringsize(text.line[i], w+i, h+i);
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hsum += h[i];
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}
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vgap = (LCD_HEIGHT-hsum)/(text.num_lines+1);
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/* The Heading */
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#ifdef HAVE_LCD_COLOR
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rb->lcd_set_foreground(MAZEZAM_BORDER_COLOR);
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#elif LCD_DEPTH > 1
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rb->lcd_set_foreground(MAZEZAM_BORDER_GRAY);
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#endif
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rb->lcd_drawrect((LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER,
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vgap-MAZEZAM_MENU_BORDER, w[0] + 2*MAZEZAM_MENU_BORDER,
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h[0] + 2*MAZEZAM_MENU_BORDER);
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rb->lcd_drawrect((LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,
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vgap-MAZEZAM_MENU_BORDER*2, w[0] + 4*MAZEZAM_MENU_BORDER,
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h[0] + 4*MAZEZAM_MENU_BORDER);
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rb->lcd_drawline(0,vgap + h[0]/2,(LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,vgap + h[0]/2);
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rb->lcd_drawline((LCD_WIDTH-w[0])/2+w[0]+MAZEZAM_MENU_BORDER*2,vgap + h[0]/2,LCD_WIDTH-1,vgap + h[0]/2);
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#ifdef HAVE_LCD_COLOR
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rb->lcd_set_foreground(MAZEZAM_HEADING_COLOR);
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#elif LCD_DEPTH > 1
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rb->lcd_set_foreground(MAZEZAM_HEADING_GRAY);
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#endif
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rb->lcd_putsxy((LCD_WIDTH-w[0])/2,vgap,text.line[0]);
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vnext = vgap*2 + h[0];
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/* The other lines */
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#ifdef HAVE_LCD_COLOR
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rb->lcd_set_foreground(MAZEZAM_TEXT_COLOR);
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#elif LCD_DEPTH > 1
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rb->lcd_set_foreground(MAZEZAM_TEXT_GRAY);
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#endif
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for (i = 1; i<text.num_lines; i++) {
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rb->lcd_putsxy((LCD_WIDTH-w[i])/2,vnext,text.line[i]);
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/* add underlining if i is the highlighted line */
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if (i == highlight) {
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rb->lcd_drawline((LCD_WIDTH-w[i])/2, vnext + h[i] + 1,
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(LCD_WIDTH-w[i])/2 + w[i], vnext + h[i] + 1);
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}
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vnext += vgap + h[i];
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}
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rb->lcd_update();
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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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*/
|
|
static bool parse_level(short level, struct chunk_data *cd,
|
|
short *width, short *height, short *entrance, short *exit) {
|
|
int i,j;
|
|
char c,clast;
|
|
|
|
*width = level_data[level].width;
|
|
*height = level_data[level].height;
|
|
*entrance = level_data[level].entrance;
|
|
*exit = level_data[level].exit;
|
|
|
|
/* for each line in the level */
|
|
for (i = 0; i<level_data[level].height; i++) {
|
|
if (level_data[level].line[i] == NULL)
|
|
return false;
|
|
else {
|
|
j = 0;
|
|
cd->l_num[i] = 0;
|
|
clast = ' '; /* the character we last considered */
|
|
while ((c = level_data[level].line[i][j]) != '\0') {
|
|
if (c != ' ') {
|
|
if (clast == ' ') {
|
|
cd->l_num[i] += 1;
|
|
if (cd->l_num[i] > MAZEZAM_MAX_CHUNKS)
|
|
return false;
|
|
cd->c_inset[i][cd->l_num[i] - 1] = j;
|
|
cd->c_width[i][cd->l_num[i] - 1] = 1;
|
|
}
|
|
else
|
|
cd->c_width[i][cd->l_num[i] - 1] += 1;
|
|
}
|
|
clast = c;
|
|
j++;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* Draw the level */
|
|
static void draw_level(
|
|
struct chunk_data *cd, /* the data about the chunks */
|
|
short *shift, /* an array of the horizontal offset of the lines */
|
|
short width,
|
|
short height,
|
|
short entrance,
|
|
short exit,
|
|
short x, /* player's x and y coords */
|
|
short y) {
|
|
/* The number of pixels the side of a square should be */
|
|
short size = (LCD_WIDTH/(width+2)) < (LCD_HEIGHT/height) ?
|
|
(LCD_WIDTH/(width+2)) : (LCD_HEIGHT/height);
|
|
/* The x and y position (in pixels) of the top left corner of the
|
|
* level
|
|
*/
|
|
short xOff = (LCD_WIDTH - (size*width))/2;
|
|
short yOff = (LCD_HEIGHT - (size*height))/2;
|
|
/* For drawing the player, taken from the sokoban plugin */
|
|
short max = size - 1;
|
|
short middle = max / 2;
|
|
short ldelta = (middle + 1) / 2;
|
|
short i,j;
|
|
short third = size / 3;
|
|
short twothirds = (2 * size) / 3;
|
|
#ifndef HAVE_LCD_COLOR
|
|
/* We #def these out to supress a compiler warning */
|
|
short k;
|
|
#if LCD_DEPTH <= 1
|
|
short l;
|
|
#endif
|
|
#endif
|
|
|
|
rb->lcd_clear_display();
|
|
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_set_foreground(MAZEZAM_WALL_COLOR);
|
|
#elif LCD_DEPTH > 1
|
|
rb->lcd_set_foreground(MAZEZAM_WALL_GRAY);
|
|
#endif
|
|
/* draw the upper wall */
|
|
rb->lcd_fillrect(0,0,xOff,yOff+(size*entrance));
|
|
rb->lcd_fillrect(xOff,0,size*width,yOff);
|
|
rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),yOff+(size*exit));
|
|
|
|
/* draw the lower wall */
|
|
rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,LCD_HEIGHT-yOff-(size*entrance)-size);
|
|
rb->lcd_fillrect(xOff,yOff+(size*height),size*width,LCD_HEIGHT-yOff-(size*height));
|
|
/* Note: the exit is made one pixel thinner than necessary as a visual
|
|
* clue that chunks cannot be pushed into it
|
|
*/
|
|
rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,LCD_WIDTH-xOff+(size*width),LCD_HEIGHT-yOff-(size*exit)-size+1);
|
|
|
|
/* draw the chunks */
|
|
for (i = 0; i<height; i++) {
|
|
#ifdef HAVE_LCD_COLOR
|
|
/* adding width to i should have a fixed, but randomising effect on
|
|
* the choice of the colours of the top line of chunks
|
|
*/
|
|
rb->lcd_set_foreground(chunk_colors[(i+width) % MAZEZAM_NUM_CHUNK_COLORS]);
|
|
#endif
|
|
for (j = 0; j<cd->l_num[i]; j++) {
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
|
|
cd->c_width[i][j]*size,size);
|
|
#elif LCD_DEPTH > 1
|
|
rb->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY);
|
|
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
|
|
cd->c_width[i][j]*size,size);
|
|
|
|
/* draw shade */
|
|
rb->lcd_set_foreground(chunk_gray_shade[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
|
|
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,yOff+size*i+size-2,
|
|
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,yOff+size*i+size-2);
|
|
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i,
|
|
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i+size-2);
|
|
|
|
/* draw fill */
|
|
rb->lcd_set_foreground(chunk_gray[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
|
|
for (k = yOff+size*i+2; k < yOff+size*i+size-2; k += 2)
|
|
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+2,k,
|
|
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,k);
|
|
#else
|
|
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
|
|
cd->c_width[i][j]*size,size);
|
|
for (k = xOff+size*shift[i]+size*cd->c_inset[i][j]+2;
|
|
k < xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size;
|
|
k += 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 (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_drawline(xOff+size*x, yOff+size*y+middle,
|
|
xOff+size*x+max, yOff+size*y+middle);
|
|
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y,
|
|
xOff+size*x+middle, 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, if the player has moved into the level */
|
|
if (x >= 0) {
|
|
#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_drawline(xOff-size,yOff+entrance*size+third,
|
|
xOff-1,yOff+entrance*size+third);
|
|
rb->lcd_drawline(xOff-size,yOff+entrance*size+twothirds,
|
|
xOff-1,yOff+entrance*size+twothirds);
|
|
rb->lcd_drawline(xOff-size+third,yOff+entrance*size,
|
|
xOff-size+third,yOff+entrance*size+size-1);
|
|
rb->lcd_drawline(xOff-size+twothirds,yOff+entrance*size,
|
|
xOff-size+twothirds,yOff+entrance*size+size-1);
|
|
}
|
|
}
|
|
|
|
/* Manage the congratulations screen */
|
|
static enum text_state welldone_screen(void) {
|
|
int button = BUTTON_NONE;
|
|
enum text_state state = TEXT_STATE_LOOPING;
|
|
|
|
display_text_page(welldone_page, 0);
|
|
|
|
while (state == TEXT_STATE_LOOPING) {
|
|
button = rb->button_get(true);
|
|
|
|
switch (button) {
|
|
case MAZEZAM_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
case MAZEZAM_SELECT:
|
|
#if CONFIG_KEYPAD != ONDIO_PAD
|
|
case MAZEZAM_RIGHT:
|
|
#endif
|
|
state = TEXT_STATE_OKAY;
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
/* Manage the quit confimation screen */
|
|
static enum text_state quitconfirm_loop(void) {
|
|
int button = BUTTON_NONE;
|
|
enum text_state state = TEXT_STATE_LOOPING;
|
|
short select = 2;
|
|
|
|
display_text_page(confirm_page, select + 1);
|
|
|
|
/* Wait for a button release. This is useful when a repeated button
|
|
* press is used for quit.
|
|
*/
|
|
while ((rb->button_get(true) & BUTTON_REL) != BUTTON_REL);
|
|
|
|
while (state == TEXT_STATE_LOOPING) {
|
|
display_text_page(confirm_page, select + 1);
|
|
|
|
button = rb->button_get(true);
|
|
|
|
switch (button) {
|
|
case MAZEZAM_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
case MAZEZAM_UP:
|
|
case MAZEZAM_DOWN:
|
|
select = (2 - select) + 1;
|
|
break;
|
|
|
|
case MAZEZAM_SELECT:
|
|
#if CONFIG_KEYPAD != ONDIO_PAD
|
|
case MAZEZAM_RIGHT:
|
|
#endif
|
|
if (select == 1)
|
|
state = TEXT_STATE_QUIT;
|
|
else
|
|
state = TEXT_STATE_OKAY;
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
/* Manage the playing of a level */
|
|
static enum level_state level_loop(short level, short lives) {
|
|
struct chunk_data cd;
|
|
short shift[MAZEZAM_MAX_LINES]; /* amount each line has been shifted */
|
|
short width;
|
|
short height;
|
|
short entrance;
|
|
short exit;
|
|
short i;
|
|
short x,y;
|
|
int button;
|
|
enum level_state state = LEVEL_STATE_LOOPING;
|
|
bool blocked; /* is there a chunk in the way of the player? */
|
|
|
|
if (!(parse_level(level,&cd,&width,&height,&entrance,&exit)))
|
|
return LEVEL_STATE_PARSE_ERROR;
|
|
|
|
for (i = 0; i < height; i++)
|
|
shift[i] = 0;
|
|
|
|
x = -1;
|
|
y = entrance;
|
|
|
|
draw_level(&cd, shift, width, height, entrance, exit, 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->splash(MAZEZAM_LEVEL_LIVES_DELAY, true, MAZEZAM_LEVEL_LIVES_TEXT, level+1, lives);
|
|
|
|
/* ensure keys pressed during the splash screen are ignored */
|
|
rb->button_clear_queue();
|
|
|
|
while (state == LEVEL_STATE_LOOPING) {
|
|
draw_level(&cd, shift, width, height, entrance, exit, x, y);
|
|
rb->lcd_update();
|
|
button = rb->button_get(true);
|
|
blocked = false;
|
|
|
|
switch (button) {
|
|
case MAZEZAM_UP:
|
|
case MAZEZAM_UP | BUTTON_REPEAT:
|
|
if ((y > 0) && (x >= 0) && (x < width)) {
|
|
for (i = 0; i < cd.l_num[y-1]; i++)
|
|
blocked = blocked || ((x>=shift[y-1]+cd.c_inset[y-1][i])
|
|
&& (x<shift[y-1]+cd.c_inset[y-1][i]+cd.c_width[y-1][i]));
|
|
if (!blocked) y -= 1;
|
|
}
|
|
break;
|
|
|
|
case MAZEZAM_DOWN:
|
|
case MAZEZAM_DOWN | BUTTON_REPEAT:
|
|
if ((y < height-1) && (x >= 0) && (x < width)) {
|
|
for (i = 0; i < cd.l_num[y+1]; i++)
|
|
blocked = blocked || ((x>=shift[y+1]+cd.c_inset[y+1][i])
|
|
&& (x<shift[y+1]+cd.c_inset[y+1][i]+cd.c_width[y+1][i]));
|
|
if (!blocked) y += 1;
|
|
}
|
|
break;
|
|
|
|
case MAZEZAM_LEFT:
|
|
case MAZEZAM_LEFT | BUTTON_REPEAT:
|
|
if (x > 0) {
|
|
for (i = 0; i < cd.l_num[y]; i++)
|
|
blocked = blocked || (x == shift[y]+cd.c_inset[y][i]+cd.c_width[y][i]);
|
|
if (!blocked) x -= 1;
|
|
else if (shift[y] + cd.c_inset[y][0] > 0) {
|
|
x -= 1;
|
|
shift[y] -= 1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MAZEZAM_RIGHT:
|
|
case MAZEZAM_RIGHT | BUTTON_REPEAT:
|
|
if (x < width-1) {
|
|
for (i = 0; i < cd.l_num[y]; i++)
|
|
blocked = blocked || (x+1 == shift[y]+cd.c_inset[y][i]);
|
|
if (!blocked) x += 1;
|
|
else if (shift[y] + cd.c_inset[y][cd.l_num[y]-1] + cd.c_width[y][cd.l_num[y]-1] < width) {
|
|
x += 1;
|
|
shift[y] += 1;
|
|
}
|
|
}
|
|
else if (x == width) state = LEVEL_STATE_COMPLETED;
|
|
else if (y == exit) x += 1;
|
|
break;
|
|
|
|
case MAZEZAM_RETRY:
|
|
state = LEVEL_STATE_FAILED;
|
|
break;
|
|
|
|
case MAZEZAM_QUIT:
|
|
switch (quitconfirm_loop()) {
|
|
case TEXT_STATE_QUIT:
|
|
state = LEVEL_STATE_QUIT;
|
|
break;
|
|
|
|
case TEXT_STATE_USB_CONNECTED:
|
|
state = LEVEL_STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
state = LEVEL_STATE_USB_CONNECTED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
/* The loop which manages a full game of MazezaM */
|
|
static enum game_state game_loop(struct resume_data *r) {
|
|
enum game_state state = GAME_STATE_LOOPING;
|
|
int level = r->level;
|
|
int lives = MAZEZAM_START_LIVES;
|
|
|
|
rb->lcd_clear_display();
|
|
|
|
while (state == GAME_STATE_LOOPING)
|
|
{
|
|
switch (level_loop(level,lives)) {
|
|
case LEVEL_STATE_COMPLETED:
|
|
level += 1;
|
|
if (!((level - r->level) % MAZEZAM_EXTRA_LIFE))
|
|
lives += 1;
|
|
break;
|
|
|
|
case LEVEL_STATE_QUIT:
|
|
state = GAME_STATE_QUIT;
|
|
break;
|
|
|
|
case LEVEL_STATE_FAILED:
|
|
lives -= 1;
|
|
break;
|
|
|
|
case LEVEL_STATE_PARSE_ERROR:
|
|
state = GAME_STATE_PARSE_ERROR;
|
|
break;
|
|
|
|
case LEVEL_STATE_USB_CONNECTED:
|
|
state = GAME_STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
if (lives == 0)
|
|
state = GAME_STATE_OVER;
|
|
else if (level == MAZEZAM_NUM_LEVELS)
|
|
state = GAME_STATE_COMPLETED;
|
|
}
|
|
|
|
switch (state) {
|
|
case GAME_STATE_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_GAMEOVER_DELAY, true, MAZEZAM_GAMEOVER_TEXT);
|
|
break;
|
|
|
|
case GAME_STATE_COMPLETED:
|
|
switch (welldone_screen()) {
|
|
case TEXT_STATE_QUIT:
|
|
state = GAME_STATE_QUIT;
|
|
break;
|
|
|
|
case TEXT_STATE_USB_CONNECTED:
|
|
state = GAME_STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
default:
|
|
state = GAME_STATE_OKAY;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/* This particular resume game logic is designed to make
|
|
* players prove they can solve a level more than once
|
|
*/
|
|
if (level > r->level + 1)
|
|
r->level += 1;
|
|
|
|
return state;
|
|
}
|
|
|
|
/* Manage the instruction screen */
|
|
static enum text_state instruction_loop(void) {
|
|
int button;
|
|
enum text_state state = TEXT_STATE_LOOPING;
|
|
int page = 0;
|
|
|
|
while (state == TEXT_STATE_LOOPING) {
|
|
display_text_page(help_page[page], 0);
|
|
button = rb->button_get(true);
|
|
|
|
switch (button) {
|
|
case MAZEZAM_LEFT:
|
|
page -= 1;
|
|
break;
|
|
|
|
case MAZEZAM_SELECT:
|
|
#if CONFIG_KEYPAD != ONDIO_PAD
|
|
case MAZEZAM_RIGHT:
|
|
#endif
|
|
page += 1;
|
|
break;
|
|
|
|
case MAZEZAM_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
}
|
|
|
|
if ((page < 0) || (page >= MAZEZAM_NUM_HELP_PAGES))
|
|
state = TEXT_STATE_OKAY;
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
/* Manage the text screen that offers the user the option of
|
|
* resuming or starting a new game
|
|
*/
|
|
static enum text_state resume_game_loop (struct resume_data *r) {
|
|
int button = BUTTON_NONE;
|
|
enum text_state state = TEXT_STATE_LOOPING;
|
|
short select = 0;
|
|
|
|
/* if the resume level is 0, don't bother asking */
|
|
if (r->level == 0) return TEXT_STATE_OKAY;
|
|
|
|
display_text_page(resume_page, select + 1);
|
|
|
|
while (state == TEXT_STATE_LOOPING) {
|
|
display_text_page(resume_page, select + 1);
|
|
|
|
button = rb->button_get(true);
|
|
|
|
switch (button) {
|
|
case MAZEZAM_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
case MAZEZAM_LEFT:
|
|
state = TEXT_STATE_BACK;
|
|
break;
|
|
|
|
case MAZEZAM_UP:
|
|
case MAZEZAM_DOWN:
|
|
select = 1 - select;
|
|
break;
|
|
|
|
case MAZEZAM_SELECT:
|
|
#if CONFIG_KEYPAD != ONDIO_PAD
|
|
case MAZEZAM_RIGHT:
|
|
#endif
|
|
if (select == 1) {
|
|
/* The player wants to play a new game. I could ask
|
|
* for confirmation here, but the only penalty is
|
|
* playing through some already completed levels,
|
|
* so I don't think it's necessary
|
|
*/
|
|
r->level = 0;
|
|
}
|
|
state = TEXT_STATE_OKAY;
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
/* 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,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,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,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
|
|
};
|
|
|
|
/* To reduce disk usage, only write the file if the resume data has
|
|
* changed.
|
|
*/
|
|
if (old->level != r->level)
|
|
configfile_save(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,MAZEZAM_CONFIG_MINVERSION);
|
|
}
|
|
|
|
/* The loop which manages the welcome screen and menu */
|
|
static enum text_state welcome_loop(void) {
|
|
int button;
|
|
short select = 0;
|
|
enum text_state state = TEXT_STATE_LOOPING;
|
|
struct resume_data r_data, old_data;
|
|
|
|
/* Load data */
|
|
resume_load_data(&r_data, &old_data);
|
|
|
|
while (state == TEXT_STATE_LOOPING) {
|
|
display_text_page(title_page, select + 1);
|
|
button = rb->button_get(true);
|
|
|
|
switch (button) {
|
|
case MAZEZAM_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
case MAZEZAM_UP:
|
|
select = (select + (title_page.num_lines - 2)) % (title_page.num_lines - 1);
|
|
break;
|
|
|
|
case MAZEZAM_DOWN:
|
|
select = (select + 1) % (title_page.num_lines - 1);
|
|
break;
|
|
|
|
case MAZEZAM_SELECT:
|
|
#if CONFIG_KEYPAD != ONDIO_PAD
|
|
case MAZEZAM_RIGHT:
|
|
#endif
|
|
if (select == 0) { /* play game */
|
|
switch (resume_game_loop(&r_data)) {
|
|
case TEXT_STATE_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
case TEXT_STATE_USB_CONNECTED:
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
case TEXT_STATE_BACK:
|
|
break;
|
|
|
|
default: { /* Ouch! This nesting is too deep! */
|
|
switch (game_loop(&r_data)) {
|
|
case GAME_STATE_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
case GAME_STATE_USB_CONNECTED:
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
case GAME_STATE_PARSE_ERROR:
|
|
state = TEXT_STATE_PARSE_ERROR;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (select == 1) { /* Instructions */
|
|
switch (instruction_loop()) {
|
|
case TEXT_STATE_QUIT:
|
|
state = TEXT_STATE_QUIT;
|
|
break;
|
|
|
|
case TEXT_STATE_USB_CONNECTED:
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else /* Quit */
|
|
state = TEXT_STATE_QUIT;
|
|
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
state = TEXT_STATE_USB_CONNECTED;
|
|
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);
|
|
|
|
return state;
|
|
}
|
|
|
|
/* Plugin entry point */
|
|
enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
|
|
enum plugin_status state;
|
|
|
|
/* Usual plugin stuff */
|
|
(void)parameter;
|
|
rb = api;
|
|
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_set_background(MAZEZAM_BG_COLOR);
|
|
rb->lcd_set_backdrop(NULL);
|
|
#elif LCD_DEPTH > 1
|
|
rb->lcd_set_background(MAZEZAM_BG_GRAY);
|
|
#endif
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
|
|
/* initialise the config file module */
|
|
configfile_init(rb);
|
|
|
|
switch (welcome_loop()) {
|
|
case TEXT_STATE_USB_CONNECTED:
|
|
state = PLUGIN_USB_CONNECTED;
|
|
break;
|
|
|
|
case TEXT_STATE_PARSE_ERROR:
|
|
state = PLUGIN_ERROR;
|
|
break;
|
|
|
|
default:
|
|
state = PLUGIN_OK;
|
|
break;
|
|
}
|
|
|
|
return state;
|
|
}
|