rockbox/apps/plugins/bubbles.c
Barry Wardell 2102dbf47e New keymaps for H10. Makes the buttons much more intuitive and consistent. FS5962, FS5945, FS5940
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@10918 a1c6a512-1295-4272-9138-f99709370657
2006-09-10 12:06:54 +00:00

2746 lines
96 KiB
C
Executable file

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2005 Adam Boot
*
* Color graphics from Frozen Bubble (http://www.frozen-bubble.org/)
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "xlcd.h"
#ifdef HAVE_LCD_BITMAP
PLUGIN_HEADER
/* files */
#define SCORE_FILE PLUGIN_DIR "/bubbles.score"
#define SAVE_FILE PLUGIN_DIR "/bubbles.save"
/* final game return status */
#define BB_NONE 5
#define BB_WIN 4
#define BB_END 3
#define BB_USB 2
#define BB_QUIT 1
#define BB_LOSE 0
/* play board dimension */
#define BB_HEIGHT 12
#define BB_WIDTH 8
#define BB_LEVEL_HEIGHT 10
/* various amounts */
#define NUM_SCORES 10
#define NUM_LEVELS 100
#define NUM_QUEUE 2
#define NUM_BUBBLES 8
#define MIN_ANGLE -76
#define MAX_ANGLE 76
#define NUM_COMPRESS 9
#define MAX_SHOTTIME 1000
/* button definitions */
#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define BUBBLES_LEFT BUTTON_LEFT
#define BUBBLES_RIGHT BUTTON_RIGHT
#define BUBBLES_UP BUTTON_UP
#define BUBBLES_DOWN BUTTON_DOWN
#define BUBBLES_QUIT BUTTON_OFF
#define BUBBLES_START BUTTON_ON
#define BUBBLES_SELECT BUTTON_SELECT
#define BUBBLES_RESUME BUTTON_MODE
#define BUBBLES_RC_QUIT BUTTON_RC_STOP
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
#define BUBBLES_LEFT BUTTON_SCROLL_BACK
#define BUBBLES_RIGHT BUTTON_SCROLL_FWD
#define BUBBLES_UP BUTTON_SCROLL_FWD
#define BUBBLES_DOWN BUTTON_SCROLL_BACK
#define BUBBLES_QUIT BUTTON_MENU|BUTTON_REL
#define BUBBLES_START BUTTON_PLAY|BUTTON_REL
#define BUBBLES_SELECT BUTTON_SELECT
#define BUBBLES_RESUME BUTTON_RIGHT|BUTTON_LEFT
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD
#define BUBBLES_LEFT BUTTON_LEFT
#define BUBBLES_RIGHT BUTTON_RIGHT
#define BUBBLES_UP BUTTON_UP
#define BUBBLES_DOWN BUTTON_DOWN
#define BUBBLES_QUIT BUTTON_POWER
#define BUBBLES_START BUTTON_PLAY
#define BUBBLES_SELECT BUTTON_SELECT
#define BUBBLES_RESUME BUTTON_REC
#elif CONFIG_KEYPAD == GIGABEAT_PAD
#define BUBBLES_LEFT BUTTON_LEFT
#define BUBBLES_RIGHT BUTTON_RIGHT
#define BUBBLES_UP BUTTON_UP
#define BUBBLES_DOWN BUTTON_DOWN
#define BUBBLES_QUIT BUTTON_A
#define BUBBLES_START BUTTON_POWER
#define BUBBLES_SELECT BUTTON_SELECT
#define BUBBLES_RESUME BUTTON_MENU
#elif CONFIG_KEYPAD == RECORDER_PAD
#define BUBBLES_LEFT BUTTON_LEFT
#define BUBBLES_RIGHT BUTTON_RIGHT
#define BUBBLES_UP BUTTON_UP
#define BUBBLES_DOWN BUTTON_DOWN
#define BUBBLES_QUIT BUTTON_OFF
#define BUBBLES_START BUTTON_ON
#define BUBBLES_SELECT BUTTON_PLAY
#define BUBBLES_RESUME BUTTON_F1
#elif CONFIG_KEYPAD == ONDIO_PAD
#define BUBBLES_LEFT BUTTON_LEFT
#define BUBBLES_RIGHT BUTTON_RIGHT
#define BUBBLES_UP BUTTON_RIGHT
#define BUBBLES_DOWN BUTTON_LEFT
#define BUBBLES_QUIT BUTTON_OFF
#define BUBBLES_START BUTTON_MENU
#define BUBBLES_SELECT BUTTON_UP
#define BUBBLES_RESUME BUTTON_DOWN
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define BUBBLES_LEFT BUTTON_LEFT
#define BUBBLES_RIGHT BUTTON_RIGHT
#define BUBBLES_UP BUTTON_SCROLL_UP
#define BUBBLES_DOWN BUTTON_SCROLL_DOWN
#define BUBBLES_QUIT BUTTON_POWER
#define BUBBLES_START BUTTON_PLAY
#define BUBBLES_SELECT BUTTON_REW
#define BUBBLES_RESUME BUTTON_FF
#else
#error BUBBLES: Unsupported keypad
#endif
/* bubbles will consume height of 10*ROW_HEIGHT+2*(BUBBLE_HEIGHT-1)+BUBBLE_HEIGHT/2 */
/* 24x24 bubbles (iPod Video) */
#if (LCD_HEIGHT == 240) && (LCD_WIDTH == 320)
#define BUBBLE_WIDTH 22
#define BUBBLE_HEIGHT 22
#define EMBLEM_WIDTH 16
#define EMBLEM_HEIGHT 16
#define XOFS 72
#define ROW_HEIGHT 18
#define ROW_INDENT 11
#define MAX_FPS 40
/* 16x16 bubbles (H300, iPod Color) */
#elif (LCD_HEIGHT == 176) && (LCD_WIDTH == 220)
#define BUBBLE_WIDTH 16
#define BUBBLE_HEIGHT 16
#define EMBLEM_WIDTH 12
#define EMBLEM_HEIGHT 12
#define XOFS 46
#define ROW_HEIGHT 14
#define ROW_INDENT 8
#define MAX_FPS 30
/* 16x16 bubbles (Gigabeat) */
#elif (LCD_HEIGHT == 320) && (LCD_WIDTH == 240)
#define BUBBLE_WIDTH 16
#define BUBBLE_HEIGHT 16
#define EMBLEM_WIDTH 12
#define EMBLEM_HEIGHT 12
#define XOFS 56
#define ROW_HEIGHT 14
#define ROW_INDENT 8
#define MAX_FPS 20
/* 12x12 bubbles (iPod Nano) */
#elif (LCD_HEIGHT == 132) && (LCD_WIDTH == 176)
#define BUBBLE_WIDTH 12
#define BUBBLE_HEIGHT 12
#define EMBLEM_WIDTH 8
#define EMBLEM_HEIGHT 8
#define XOFS 40
#define ROW_HEIGHT 10
#define ROW_INDENT 6
#define MAX_FPS 40
/* 12x12 bubbles (H100, iAudio X5, iPod 3G, iPod 4G grayscale) */
#elif (LCD_HEIGHT == 128) && (LCD_WIDTH == 160)
#define BUBBLE_WIDTH 12
#define BUBBLE_HEIGHT 12
#define EMBLEM_WIDTH 8
#define EMBLEM_HEIGHT 8
#define XOFS 33
#define ROW_HEIGHT 10
#define ROW_INDENT 6
#define MAX_FPS 30
/* 10x10 bubbles (iPod Mini) */
#elif (LCD_HEIGHT == 110) && (LCD_WIDTH == 138)
#define BUBBLE_WIDTH 10
#define BUBBLE_HEIGHT 10
#define EMBLEM_WIDTH 6
#define EMBLEM_HEIGHT 6
#define XOFS 33
#define ROW_HEIGHT 8
#define ROW_INDENT 5
#define MAX_FPS 30
/* 8x7 bubbles (Archos recorder, Ondio) */
#elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
#define BUBBLE_WIDTH 8
#define BUBBLE_HEIGHT 7
#define EMBLEM_WIDTH 7
#define EMBLEM_HEIGHT 5
#define XOFS 33
#define ROW_HEIGHT 5
#define ROW_INDENT 4
#define MAX_FPS 20
#else
#error BUBBLES: Unsupported LCD type
#endif
#define TEXT_LINES (LCD_HEIGHT/8)
/* shot position */
#define SHOTX XOFS+ROW_INDENT+BUBBLE_WIDTH*3
#define SHOTY ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT/2
/* collision distance squared */
#define MIN_DISTANCE ((BUBBLE_WIDTH*8)/10)*((BUBBLE_HEIGHT*8)/10)
/* external bitmaps */
extern const fb_data bubbles_bubble[];
extern const fb_data bubbles_emblem[];
#ifdef HAVE_LCD_COLOR
extern const fb_data bubbles_left[];
extern const fb_data bubbles_right[];
#endif
/* global rockbox api */
static struct plugin_api* rb;
/* levels */
char level[NUM_LEVELS][BB_LEVEL_HEIGHT][BB_WIDTH] = {
{{ 6, 6, 4, 4, 2, 2, 3, 3},
{ 6, 6, 4, 4, 2, 2, 3, -1},
{ 2, 2, 3, 3, 6, 6, 4, 4},
{ 2, 3, 3, 6, 6, 4, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 7, 7, 7, 7, 7, -1},
{-1, 1, 1, 1, 1, 1, -1, -1},
{-1, -1, 2, 2, 2, 2, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{-1, -1, -1, 2, 2, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 7, -1, -1, 7, -1, -1},
{-1, -1, 7, 1, 7, -1, -1, -1},
{-1, -1, -1, 1, 2, -1, -1, -1},
{-1, -1, 1, 2, 1, -1, -1, -1},
{-1, -1, -1, 2, 5, -1, -1, -1},
{-1, -1, 3, 5, 3, -1, -1, -1},
{-1, -1, -1, 5, 3, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 0, -1, -1, -1},
{-1, -1, 5, 0, 1, -1, -1, -1},
{-1, -1, 3, 5, 1, 6, -1, -1},
{-1, 4, 3, -1, 6, 7, -1, -1},
{-1, 7, 4, -1, -1, 7, 4, -1},
{ 6, 7, -1, -1, -1, 4, 3, -1},
{ 1, 6, -1, -1, -1, -1, 3, 5},
{ 1, -1, -1, -1, -1, -1, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 0, 0, 0, 0, -1, -1},
{-1, 0, 1, 1, 1, 0, -1, -1},
{-1, 0, 1, 0, 0, 1, 0, -1},
{-1, 0, 1, 1, 1, 0, -1, -1},
{-1, -1, 0, 0, 0, 0, -1, -1},
{-1, -1, 7, -1, 7, -1, -1, -1},
{-1, -1, 7, 7, 7, 7, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 4, 4, 4, 6, 6, 6, -1},
{ 4, -1, -1, -1, -1, -1, 6, -1},
{-1, 4, -1, -1, -1, -1, 6, -1},
{ 4, 2, 3, 1, 2, 3, 6, -1},
{-1, 3, 1, 2, 3, 1, 2, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 4, 4, 4, 6, 6, 6, -1},
{ 4, -1, -1, -1, -1, -1, 6, -1},
{-1, 4, -1, -1, -1, -1, 6, -1},
{ 4, 2, 3, 1, 2, 3, 6, -1},
{-1, 3, 1, 2, 3, 1, 2, -1},
{-1, 2, 3, 1, 2, 3, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, 0, -1, -1, 2, 2, -1},
{-1, 5, -1, -1, -1, 3, -1, -1},
{-1, 0, -1, -1, -1, 6, -1, -1},
{-1, 3, -1, -1, -1, 0, -1, -1},
{-1, 4, -1, -1, -1, 5, -1, -1},
{-1, 2, -1, -1, -1, 3, -1, -1},
{-1, 2, -1, -1, -1, 1, -1, -1},
{-1, 3, -1, -1, -1, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, -1, -1, -1, -1, -1, -1, 3},
{ 6, 3, 2, 4, 6, 3, 2, -1},
{ 4, -1, -1, -1, -1, -1, -1, 4},
{ 2, 4, 6, 3, 2, 4, 6, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 2, -1, 1, -1, 1, -1, 2},
{ 1, 2, -1, 2, 1, -1, 1, -1},
{ 1, -1, 1, -1, 2, -1, 2, -1},
{ 2, 1, -1, 1, 2, -1, 2, -1},
{-1, 2, -1, 2, -1, 2, -1, 2},
{ 1, 2, -1, 2, 1, -1, 1, -1},
{ 1, -1, 1, -1, 2, -1, 1, -1},
{ 2, 2, -1, 1, 1, -1, 2, -1},
{-1, 2, -1, 1, -1, 1, -1, 1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 7, -1, -1, 5, 5, -1},
{ 1, -1, -1, -1, -1, -1, 4, -1},
{ 2, 1, -1, -1, -1, -1, 4, 3},
{ 2, -1, -1, -1, -1, -1, 3, -1},
{ 1, 2, -1, -1, -1, -1, 3, 4},
{ 1, -1, -1, -1, -1, -1, 4, -1},
{ 7, 1, -1, -1, -1, -1, 4, 5},
{ 7, 7, -1, -1, -1, 5, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 7, -1, -1, -1, -1, 5, 5},
{ 1, 5, -1, -1, -1, 7, 4, -1},
{ 2, 1, -1, -1, -1, -1, 4, 3},
{ 2, -1, -1, -1, -1, -1, 3, -1},
{ 1, 5, -1, -1, -1, -1, 7, 4},
{ 1, -1, -1, -1, -1, -1, 4, -1},
{ 7, 1, -1, -1, -1, -1, 4, 5},
{ 7, 5, -1, -1, -1, 7, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 0, -1, -1, -1},
{-1, -1, 5, 0, 1, -1, -1, -1},
{-1, -1, 3, 5, 1, 6, -1, -1},
{-1, 4, 3, 2, 6, 2, -1, -1},
{-1, 7, 4, 7, 2, 2, 4, -1},
{ 6, 7, 7, 3, 3, 4, 3, -1},
{ 1, 6, 1, 1, 1, 3, 3, 5},
{ 1, 1, -1, -1, -1, -1, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 0, -1, -1, 0, -1, -1},
{-1, 3, 3, -1, 3, 3, -1, -1},
{-1, 0, 2, 0, 0, 2, 0, -1},
{-1, 3, 3, -1, 3, 3, -1, -1},
{-1, -1, 0, -1, -1, 0, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 1, 1, -1, -1, -1},
{-1, -1, 2, 2, 2, -1, -1, -1},
{-1, -1, 3, 3, 3, 3, -1, -1},
{-1, 4, 4, 4, 4, 4, -1, -1},
{-1, 5, 5, 5, 5, 5, 5, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 7, 7, -1, -1, -1},
{-1, -1, -1, 0, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 2, 5, -1, -1, -1},
{-1, 4, 3, -1, -1, -1, -1, -1},
{ 6, 7, -1, 5, 2, -1, -1, -1},
{-1, -1, -1, -1, 3, 4, -1, -1},
{-1, -1, -1, 2, 5, -1, 7, 6},
{-1, 4, 3, -1, -1, -1, -1, -1},
{ 6, 7, -1, 5, 2, -1, -1, -1},
{-1, -1, -1, -1, 3, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, 7, 6},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 1, -1, -1, -1, -1},
{-1, -1, -1, 7, -1, -1, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{-1, -1, -1, 4, -1, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 1, -1, -1, -1},
{-1, -1, 0, 2, 7, 7, -1, -1},
{-1, -1, -1, 0, 1, 7, -1, -1},
{-1, 0, 0, 0, 0, -1, -1, -1},
{-1, 0, 0, 0, 1, 1, -1, -1},
{ 0, 0, 0, 1, 1, 1, -1, -1},
{-1, 0, 0, 1, 1, 1, -1, -1},
{-1, 0, 0, 0, 7, 7, -1, -1},
{-1, -1, 7, 7, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 1, -1, -1, -1, -1, -1, -1},
{ 1, -1, -1, -1, -1, -1, -1, -1},
{-1, 2, 3, 4, 7, 6, 5, -1},
{-1, -1, -1, -1, -1, -1, 1, -1},
{-1, -1, -1, -1, -1, -1, 1, -1},
{-1, 2, 3, 4, 7, 6, -1, -1},
{-1, 1, -1, -1, -1, -1, -1, -1},
{ 1, -1, -1, -1, -1, -1, -1, -1},
{-1, 2, 3, 4, 7, 6, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, -1, -1, -1, -1, -1, -1},
{ 5, -1, -1, -1, -1, -1, -1, -1},
{ 2, 3, 4, 7, 6, 5, 2, 3},
{-1, -1, -1, -1, -1, -1, 4, -1},
{-1, -1, -1, -1, -1, -1, 7, -1},
{-1, 4, 3, 2, 5, 6, -1, -1},
{-1, 7, -1, -1, -1, -1, -1, -1},
{ 6, -1, -1, -1, -1, -1, -1, -1},
{ 5, 2, 3, 4, 7, 6, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, 2, 1, 0, 0, 1, 2, 3},
{ 3, 2, 1, 0, 1, 2, 3, -1},
{ 4, 3, 2, 1, 1, 2, 3, 4},
{ 4, 3, 2, 1, 2, 3, 4, -1},
{ 5, 4, 3, 2, 2, 3, 4, 5},
{ 5, 4, 3, 2, 3, 4, 5, -1},
{ 6, 5, 4, 3, 3, 4, 5, 6},
{ 6, 5, 4, 3, 4, 5, 6, -1},
{ 7, 6, 5, 4, 4, 5, 6, 7},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 2, 4, -1, -1, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 2, 4, -1, -1, -1},
{-1, 2, -1, 5, -1, 4, -1, -1},
{ 1, 0, 1, 0, 1, 0, 1, 0},
{ 3, -1, 3, -1, 2, -1, 6, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 1, -1, -1, -1},
{ 7, 4, 3, 5, -1, -1, -1, -1},
{ 6, -1, -1, 1, -1, -1, -1, -1},
{-1, -1, -1, 5, 3, 4, 7, -1},
{ 6, -1, -1, -1, 1, -1, -1, 6},
{ 7, 4, 3, 5, -1, -1, -1, -1},
{-1, -1, -1, 1, -1, -1, -1, 6},
{-1, -1, -1, 5, 3, 4, 7, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 7, 3, 6, -1},
{-1, -1, 3, 7, 3, 6, 3, -1},
{-1, -1, 5, 7, 3, 6, 3, -1},
{-1, 6, 7, 3, 6, 7, -1, -1},
{-1, 7, 7, 3, 6, 1, -1, -1},
{ 3, 7, 3, 6, 3, -1, -1, -1},
{ 5, 6, 2, 7, 1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 5, -1, -1, -1, -1, -1, -1, 5},
{ 5, -1, 6, 6, 6, -1, 5, -1},
{-1, 5, 4, -1, -1, 4, 5, -1},
{-1, 3, -1, -1, -1, 3, -1, -1},
{-1, 6, 0, -1, -1, 0, 6, -1},
{-1, 3, -1, -1, -1, 3, -1, -1},
{-1, -1, 4, -1, -1, 4, -1, -1},
{-1, -1, 6, 6, 6, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 0, -1, -1, 0, 7, -1},
{ 7, -1, 0, -1, 0, -1, 7, -1},
{ 7, 1, -1, 0, 0, -1, 1, 7},
{ 7, 1, 2, 0, 2, 1, 7, -1},
{ 7, 6, 3, 2, 2, 3, 6, 7},
{ 7, -1, 3, 2, 3, -1, 7, -1},
{-1, 7, 7, 3, 3, 7, 7, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 3, -1, 1, -1, 7, -1, 6},
{ 5, -1, 7, -1, 7, -1, 6, -1},
{ 6, -1, 0, -1, 5, -1, 3, -1},
{-1, 2, -1, 1, -1, 5, -1, -1},
{-1, 4, -1, 3, -1, 4, -1, -1},
{ 2, -1, 3, -1, 2, -1, -1, -1},
{-1, -1, 4, -1, 6, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, -1, 3, -1, -1, -1},
{ 6, 1, 3, 1, 2, 1, 4, 1},
{-1, -1, -1, -1, 6, -1, -1, -1},
{-1, -1, -1, 4, 1, -1, -1, -1},
{-1, -1, 1, -1, 3, -1, -1, -1},
{-1, -1, -1, 2, 1, -1, -1, -1},
{-1, -1, -1, -1, 4, -1, -1, -1},
{-1, -1, -1, 6, 1, -1, -1, -1},
{-1, -1, -1, 6, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 4, -1, -1, -1},
{-1, -1, 4, 1, 0, -1, -1, -1},
{-1, -1, -1, 2, 3, -1, -1, -1},
{-1, 1, 4, -1, 2, 2, -1, -1},
{-1, 3, 1, 2, 5, 1, 4, -1},
{-1, 4, 2, -1, 0, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, 1, -1, -1, -1, -1},
{-1, 2, -1, -1, 1, -1, 5, -1},
{ 5, -1, -1, 1, -1, -1, 0, -1},
{-1, 6, -1, -1, 1, -1, 4, -1},
{-1, 0, -1, 1, -1, 5, -1, -1},
{-1, -1, 5, 5, 0, 1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 3, -1, -1, -1},
{-1, -1, 3, 2, 6, -1, -1, -1},
{-1, -1, 2, 6, 3, 2, -1, -1},
{-1, 6, 3, 2, 6, 3, -1, -1},
{-1, 3, 2, 6, 3, 2, 6, -1},
{ 2, 6, 3, 2, 6, 3, 2, -1},
{ 6, 3, 2, 6, 3, 2, 6, 3},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 6, 6, 6, 6, 6, 6, 6},
{ 4, -1, -1, -1, -1, -1, -1, -1},
{-1, 3, 2, 5, 7, 6, 4, 3},
{-1, 5, -1, -1, -1, -1, -1, -1},
{-1, -1, 7, 6, 4, 3, 2, 5},
{-1, -1, 4, -1, -1, -1, -1, -1},
{-1, -1, -1, 3, 2, 5, 7, 6},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, 7, -1, -1, 6, -1, 2},
{ 6, -1, 1, -1, 6, 1, 3, -1},
{-1, 4, -1, 7, 2, -1, 7, -1},
{ 2, 7, -1, -1, -1, 4, -1, -1},
{ 6, -1, 3, 5, 0, 2, -1, 7},
{ 1, -1, -1, -1, -1, -1, 1, -1},
{-1, 1, 4, 5, 7, 5, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 6, 6, -1, -1, 6, 6, 6},
{-1, -1, 6, -1, 6, -1, -1, -1},
{-1, -1, 2, 3, 3, 2, -1, -1},
{-1, 3, -1, 5, -1, 3, -1, -1},
{-1, -1, 5, 3, 3, 5, -1, -1},
{-1, -1, 6, 1, 6, -1, -1, -1},
{-1, 4, 2, -1, -1, 2, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, 5, -1, -1, -1, -1, -1},
{-1, 3, 4, 6, 6, -1, -1, 5},
{ 3, 3, 4, 6, 5, -1, 5, -1},
{ 3, 2, 3, 6, 6, 5, 5, -1},
{ 3, 3, 4, 6, 5, -1, 5, -1},
{-1, 3, 4, 6, 6, -1, -1, 5},
{-1, -1, 5, -1, -1, -1, -1, -1},
{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, -1, -1, -1, -1, 1},
{ 1, -1, 2, 2, 2, -1, 1, -1},
{-1, 1, 2, 3, 3, 2, 1, -1},
{ 6, 2, 3, -1, 3, 2, 6, -1},
{ 6, 2, 3, -1, -1, 3, 2, 6},
{ 6, 2, 3, -1, 3, 2, 6, -1},
{ 3, 3, 3, 7, 7, 3, 3, 3},
{ 0, 5, 0, 2, 0, 5, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 7, 7, 7, -1, -1, -1},
{-1, 7, 2, 2, 7, -1, -1, -1},
{-1, 7, 5, 5, 5, 7, -1, -1},
{ 7, 7, 7, 7, 7, 7, -1, -1},
{-1, -1, 6, -1, 6, -1, -1, -1},
{-1, 6, -1, -1, 6, -1, -1, -1},
{-1, 6, 4, 4, -1, 6, 4, 4},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 3, 3, -1, 3, 3, 3, -1},
{ 3, 7, 5, 4, 6, 5, 3, -1},
{ 1, 3, 3, 3, -1, 3, 3, 1},
{ 2, 1, 2, 1, 2, 1, 2, -1},
{ 1, 3, 3, -1, 3, 3, 3, 1},
{ 3, 5, 6, 4, 5, 7, 3, -1},
{ 2, 3, 3, 3, -1, 3, 3, 2},
{ 1, 1, 2, 2, 2, 1, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, 5, -1, -1, -1, -1, -1},
{ 3, 1, 3, -1, -1, -1, -1, -1},
{-1, 5, 6, -1, -1, -1, -1, -1},
{-1, -1, 5, 3, -1, -1, -1, -1},
{-1, -1, 6, 1, 6, -1, -1, -1},
{-1, -1, 3, 5, -1, -1, -1, -1},
{-1, -1, -1, -1, 3, 6, -1, -1},
{-1, -1, -1, 5, 6, 5, -1, -1},
{-1, -1, -1, -1, 6, 3, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 3, 7, 4, 5, 1, 6, 3},
{ 5, 1, 6, 3, 7, 4, 5, -1},
{ 6, 3, 7, 4, 5, 1, 6, 3},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, -1, -1, 4, 4},
{-1, -1, 7, 7, 7, 4, 4, -1},
{-1, -1, -1, -1, -1, -1, 4, 4},
{-1, 1, -1, -1, -1, 7, -1, -1},
{-1, 1, 1, -1, -1, 7, -1, -1},
{ 3, 3, 3, -1, 7, -1, -1, -1},
{ 3, -1, 2, 3, 3, 3, -1, 3},
{-1, 2, -1, 3, -1, 3, 3, -1},
{-1, 2, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 4, -1, -1, -1, -1, -1},
{-1, 7, 4, -1, -1, -1, -1, -1},
{-1, -1, 7, 4, -1, -1, -1, -1},
{-1, 4, 7, 4, -1, -1, -1, -1},
{ 1, 1, 1, 1, 1, 1, 1, -1},
{ 1, 2, 1, 2, 1, 1, -1, -1},
{ 2, 2, 2, 2, 2, 2, 2, 2},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 0, -1, -1, -1, -1, -1, -1, 6},
{ 6, 1, 4, 3, 7, 5, 0, -1},
{ 0, -1, -1, -1, -1, -1, -1, 6},
{ 6, 1, 4, 3, 7, 5, 0, -1},
{ 0, -1, -1, -1, -1, -1, -1, 6},
{ 6, 1, 4, 3, 7, 5, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, 3, 4, 6, 6, 4, 3, 3},
{ 0, 3, 4, 6, 4, 3, 1, -1},
{ 5, 1, 3, 4, 4, 3, 0, 1},
{ 0, 1, 3, 4, 3, 1, 0, -1},
{ 2, 1, 6, 3, 3, 0, 0, 1},
{ 0, 3, 4, 3, 6, 1, 5, -1},
{ 6, 1, 2, 6, 4, 0, 0, 2},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 6, -1, -1, -1, -1, 4, 4},
{ 4, 0, -1, -1, -1, 3, 6, -1},
{ 0, 6, -1, -1, -1, -1, 4, 2},
{ 7, -1, -1, -1, -1, -1, 7, -1},
{ 4, 4, -1, -1, -1, -1, 5, 6},
{ 6, 4, 7, 7, 5, 6, 4, -1},
{-1, 7, 6, 4, 6, 4, 7, -1},
{-1, 0, -1, 7, -1, 7, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 5, -1, -1, -1, -1, 4, -1},
{-1, 5, -1, -1, -1, 4, -1, -1},
{-1, -1, 5, 6, 6, 4, -1, -1},
{-1, -1, 2, -1, 2, -1, -1, -1},
{ 0, 0, 6, -1, -1, 6, 1, 1},
{-1, -1, 2, -1, 2, -1, -1, -1},
{-1, -1, 7, 6, 6, 3, -1, -1},
{-1, 7, -1, -1, -1, 3, -1, -1},
{-1, 7, -1, -1, -1, -1, 3, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, -1, -1, -1, -1, 2, -1},
{ 1, 7, 1, 1, 1, 3, 1, -1},
{-1, -1, 4, 1, 1, 4, -1, -1},
{-1, 1, 3, 1, 7, 1, -1, -1},
{-1, -1, -1, 2, 6, -1, -1, -1},
{-1, -1, 1, 5, 1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 7, 7, 7, 7, 7, 7, 7},
{ 7, -1, -1, -1, -1, -1, 7, -1},
{ 7, -1, -1, 2, 0, 5, 2, 2},
{ 7, -1, -1, -1, 0, 3, 6, -1},
{ 7, -1, -1, -1, -1, -1, 4, 0},
{ 5, 5, -1, -1, -1, -1, -1, -1},
{ 4, 3, 6, 2, -1, -1, -1, -1},
{ 0, 2, 0, 4, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 1, -1, -1, 1, -1, -1},
{-1, 4, -1, -1, 5, -1, -1, -1},
{-1, 7, -1, -1, 1, 1, 1, -1},
{ 6, -1, -1, -1, -1, 7, -1, -1},
{ 1, 1, 1, 1, -1, 4, -1, -1},
{-1, -1, 5, -1, -1, -1, -1, -1},
{-1, -1, 0, -1, -1, -1, -1, -1},
{-1, 3, -1, -1, -1, -1, -1, -1},
{-1, 1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 7, -1, -1, 7, 7, -1},
{ 6, -1, 4, -1, 4, -1, 6, -1},
{ 5, -1, -1, 3, 3, -1, -1, 5},
{ 6, -1, -1, -1, -1, -1, 6, -1},
{-1, 7, -1, -1, -1, -1, 7, -1},
{-1, 4, -1, -1, -1, 4, -1, -1},
{-1, -1, 3, -1, -1, 3, -1, -1},
{-1, -1, 2, -1, 2, -1, -1, -1},
{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, 0, -1, -1, 0, 0, -1},
{ 7, 4, 6, 6, 6, 4, 3, -1},
{ 5, 6, 6, 6, 2, 6, 6, 3},
{ 7, 4, 6, 6, 6, 4, 3, -1},
{-1, 0, 0, -1, -1, 0, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, -1, 7, 7, 7},
{-1, -1, -1, -1, 2, 7, 7, -1},
{-1, 0, 7, 7, 7, -1, 7, 7},
{ 6, 7, 7, 7, -1, -1, -1, -1},
{ 6, -1, -1, -1, 7, 7, 7, 7},
{ 6, -1, -1, -1, -1, -1, -1, -1},
{ 4, 2, 2, 2, 4, -1, 3, -1},
{ 4, 4, 4, 4, 3, 3, 3, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, -1, -1, 7, -1, 6, -1, 7},
{ 7, 6, 7, -1, -1, 7, 4, -1},
{-1, -1, 7, -1, -1, 7, -1, -1},
{-1, 0, 0, 0, 0, 0, 3, -1},
{-1, -1, 0, 2, 2, 0, 6, 4},
{-1, -1, 0, 0, 0, 1, 3, -1},
{-1, -1, -1, 0, 0, -1, 3, 4},
{-1, -1, -1, 6, -1, 5, 6, -1},
{-1, -1, -1, -1, -1, -1, 1, 0},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 5, -1, -1, -1, -1, 5, -1},
{ 0, -1, -1, 0, -1, -1, 0, -1},
{ 0, 0, 0, 2, 2, 0, 0, 0},
{ 0, -1, -1, 0, -1, -1, 0, -1},
{-1, 7, -1, 3, -1, -1, 7, -1},
{-1, -1, 3, 6, -1, -1, -1, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, 3, 6, -1, -1, -1, -1, -1},
{-1, 3, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 5, -1, -1, -1},
{-1, -1, 2, 6, 3, -1, -1, -1},
{-1, -1, 5, 4, 7, 1, -1, -1},
{-1, 6, 2, 2, 3, 4, -1, -1},
{-1, -1, 3, 7, 3, 6, -1, -1},
{-1, -1, 1, 3, 2, -1, -1, -1},
{-1, -1, -1, 4, 5, -1, -1, -1},
{-1, -1, -1, 4, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 7, -1, 2, 2, -1, 6, 6},
{ 6, -1, -1, 6, -1, -1, 3, -1},
{ 2, -1, -1, 1, -1, -1, 2, -1},
{ 5, -1, -1, 3, -1, -1, 2, -1},
{ 1, -1, -1, 2, -1, -1, 1, -1},
{ 5, -1, -1, 2, -1, -1, 2, -1},
{ 6, -1, -1, 1, -1, -1, 7, -1},
{ 5, -1, -1, 5, -1, -1, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, 0, 4, 4, 4, 0, -1, -1},
{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, -1, 2, 7, 2, -1, -1, -1},
{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, 0, 5, 5, 5, 0, -1, -1},
{-1, -1, -1, 3, 3, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 4, 1, 3, -1, -1, -1},
{-1, 1, -1, -1, 1, -1, -1, -1},
{-1, -1, 4, 1, 3, 4, 1, -1},
{-1, 1, 3, 4, -1, -1, 4, -1},
{-1, 3, -1, -1, 3, 4, 1, -1},
{-1, 1, 3, 4, 1, 3, -1, -1},
{-1, -1, 4, 1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, 4, -1, 3, 2, 5, -1},
{ 0, -1, -1, -1, -1, -1, 1, -1},
{-1, 2, 3, 5, -1, 4, 6, -1},
{ 0, -1, -1, -1, -1, -1, 1, -1},
{-1, 4, 6, -1, 2, 5, 3, -1},
{ 0, -1, -1, -1, -1, -1, 1, -1},
{-1, 5, 2, 3, -1, 4, 6, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, -1, 7, 6, 4, -1, -1, -1},
{-1, 2, 1, 7, 4, 1, 3, -1},
{ 2, 1, 1, 1, 1, 1, 3, -1},
{-1, 2, 2, 2, 3, 3, 3, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 2, 3, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, 2, 2, 3, 3, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, -1, 5, -1, -1, 3, -1, 6},
{ 2, -1, 3, -1, 2, -1, 4, -1},
{ 4, -1, -1, 1, 0, -1, -1, 6},
{ 6, -1, 2, 3, 5, -1, 4, -1},
{ 4, -1, -1, 0, 1, -1, -1, 6},
{ 2, -1, 5, -1, 3, -1, 4, -1},
{ 4, -1, 3, -1, -1, 2, -1, 6},
{ 6, -1, -1, -1, -1, -1, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, 6, 0, 5, 5, 1, 3, 4},
{ 1, -1, -1, 2, -1, -1, 0, -1},
{ 4, -1, -1, 3, 6, -1, -1, 2},
{-1, -1, -1, 0, -1, -1, -1, -1},
{-1, -1, -1, 1, 4, -1, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{-1, -1, -1, 6, 3, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 4, 1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 5, 1, 1, 3},
{ 0, 5, 1, 0, 5, 3, 3, -1},
{ 5, 1, 0, 5, 1, 0, 5, 1},
{ 0, 5, 1, 0, 5, 1, 6, -1},
{-1, -1, -1, -1, 1, 6, 5, 1},
{-1, -1, -1, -1, 5, 1, 6, -1},
{-1, -1, -1, -1, 1, 0, 5, 1},
{-1, -1, -1, -1, 5, 1, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, 7, 3, -1, -1, 2, 2},
{-1, 0, 7, 3, -1, -1, 2, -1},
{-1, 0, 7, 3, -1, -1, 2, 2},
{-1, 0, 7, 3, -1, 3, 1, -1},
{-1, 0, 7, 3, -1, 6, 4, 5},
{-1, 0, 7, 3, -1, 7, 0, -1},
{-1, 0, 7, 3, -1, 2, 3, 4},
{-1, 0, 7, 3, -1, 5, 6, -1},
{-1, -1, -1, -1, -1, 7, 0, 1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 7, 7, 7, 7, -1},
{ 3, 4, 5, -1, -1, -1, 7, -1},
{ 2, -1, -1, -1, -1, -1, -1, 3},
{ 7, -1, -1, -1, -1, -1, 4, -1},
{ 7, -1, -1, -1, 3, 4, 5, 6},
{ 7, -1, -1, 2, 0, 1, 2, -1},
{ 6, -1, -1, -1, 3, 4, 5, 6},
{ 0, 1, -1, -1, -1, -1, -1, -1},
{ 2, 3, 4, -1, -1, -1, -1, -1},
{ 5, 6, 0, -1, -1, -1, -1, -1}},
{{-1, 7, -1, -1, -1, -1, 2, -1},
{ 1, 1, -1, -1, -1, 3, 3, -1},
{-1, 2, -1, -1, -1, -1, 4, -1},
{ 3, 3, -1, -1, -1, 5, 5, -1},
{-1, 4, -1, -1, -1, -1, 6, -1},
{ 5, 5, -1, -1, -1, 1, 1, -1},
{-1, 6, -1, -1, -1, -1, 7, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 4, -1, -1, -1, -1, 4, -1},
{ 2, -1, -1, 1, -1, -1, 2, -1},
{ 5, -1, -1, 0, 0, -1, -1, 5},
{ 5, -1, -1, 1, -1, -1, 6, -1},
{-1, 4, 2, 7, 7, 5, 4, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 3, 3, -1, -1, -1},
{-1, -1, -1, 7, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 1, -1, -1, 2, 3, 4, -1},
{ 2, -1, -1, 3, 0, 4, -1, -1},
{ 4, -1, -1, 2, 3, 1, -1, -1},
{ 3, -1, 4, 3, 0, -1, -1, -1},
{ 4, -1, -1, 2, 5, 1, -1, -1},
{ 3, -1, 4, 5, 0, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, -1, -1, 1, 1, -1, -1, 2},
{ 2, -1, 3, 3, 3, -1, 2, -1},
{-1, 2, -1, 4, 4, -1, 2, -1},
{-1, 7, 7, 0, 7, 7, -1, -1},
{-1, -1, -1, 4, 4, -1, -1, -1},
{-1, -1, 5, 7, 5, -1, -1, -1},
{ 6, 3, 2, 6, 4, 2, 3, 6},
{ 5, -1, -1, -1, -1, -1, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, 2, 3, 5, 7, 1, 3, 6},
{ 1, -1, -1, 1, -1, -1, 1, -1},
{ 3, 0, 1, 3, 2, 4, 3, 5},
{ 4, -1, -1, 4, -1, -1, 4, -1},
{-1, 5, -1, -1, 5, -1, -1, 5},
{ 0, 3, 2, 0, 4, 5, 0, -1},
{-1, 6, -1, -1, 6, -1, -1, 6},
{ 7, -1, -1, 7, -1, -1, 7, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 5, 4, -1, 1, 1, -1, -1},
{ 5, -1, 4, 1, -1, 1, -1, -1},
{ 0, -1, -1, -1, -1, -1, 0, -1},
{ 0, 6, 4, -1, -1, 4, 2, -1},
{-1, 4, 3, 5, 2, 6, 3, 6},
{-1, 2, 6, -1, -1, 5, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, -1, 5, 5, 4, -1, -1, -1},
{-1, -1, 1, 6, 6, 4, -1, -1},
{-1, 1, 7, 2, 5, 3, -1, -1},
{-1, 2, 7, 2, 1, 5, 3, -1},
{ 2, 1, 3, 1, 4, 2, 7, -1},
{-1, 3, 1, 3, 4, 2, 7, -1},
{-1, 3, 5, 5, 6, 6, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 7, 3, -1, -1, -1, -1},
{-1, 1, 7, 6, -1, -1, -1, -1},
{-1, 3, 7, 5, 1, 5, -1, -1},
{ 7, 7, 0, 2, 4, 0, 4, -1},
{ 7, 1, 4, 6, 5, 6, 5, 7},
{ 1, 7, 7, 1, 7, 7, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 1, -1, -1, 1, -1, -1},
{-1, 5, 6, 1, 5, 6, -1, -1},
{-1, 1, 1, 2, 2, 1, 1, -1},
{ 4, 7, 1, 0, 1, 7, 4, -1},
{-1, 3, 7, 5, 7, 5, 3, -1},
{-1, 1, 1, 1, 1, 1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, -1, -1, -1, 5, -1, -1, 4},
{ 6, 6, 7, 6, -1, 4, 5, -1},
{ 4, 2, 7, 5, 2, 2, 6, 4},
{-1, -1, 4, 1, -1, 5, 2, -1},
{-1, 5, 2, 7, 7, -1, 7, 4},
{ 4, 6, 5, 4, -1, 4, 2, -1},
{-1, -1, -1, 4, -1, 4, 1, -1},
{ 0, 0, 0, 5, -1, -1, -1, -1},
{-1, -1, -1, -1, 0, 0, 0, 0},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, -1, 0, 0, -1, -1},
{ 2, -1, -1, 0, 1, 0, -1, -1},
{ 3, -1, -1, 0, 2, 2, 0, -1},
{ 4, -1, 0, 1, 1, 1, 0, -1},
{ 5, -1, -1, 0, 4, 4, 0, -1},
{ 6, -1, -1, 4, 4, 4, -1, -1},
{ 7, -1, -1, -1, 4, 4, -1, -1},
{-1, -1, -1, 0, 1, 0, -1, -1},
{-1, -1, -1, 0, 1, 1, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 3, -1, -1, 1, 7, -1},
{-1, 7, 4, -1, -1, 4, 3, -1},
{ 1, -1, -1, 0, 2, 0, -1, -1},
{ 5, 4, -1, 3, -1, -1, -1, -1},
{ 4, -1, 3, 6, 1, 1, 6, -1},
{-1, 1, -1, -1, 4, -1, 1, -1},
{-1, 7, 5, -1, -1, -1, 3, -1},
{-1, -1, 3, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, -1, 1, -1, -1, -1},
{ 2, -1, -1, -1, 2, -1, -1, -1},
{-1, 3, -1, -1, 3, 3, -1, -1},
{-1, 4, -1, 4, -1, 4, -1, -1},
{-1, 5, -1, -1, 5, 5, -1, -1},
{ 6, -1, -1, 7, 1, 7, -1, -1},
{ 7, -1, -1, -1, 6, 6, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, -1, -1, 6, -1, 2, 5, 1},
{ 5, -1, 4, -1, 4, -1, 4, -1},
{ 6, -1, -1, 3, -1, -1, -1, 3},
{ 4, 2, 0, -1, -1, -1, 5, -1},
{-1, -1, -1, 6, -1, 3, 6, -1},
{-1, -1, 5, -1, 5, -1, -1, -1},
{-1, -1, -1, 3, -1, 4, 2, 5},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, -1, -1, -1, 4, -1, -1, 3},
{ 0, 3, -1, -1, 6, -1, 0, -1},
{-1, -1, 7, -1, 1, -1, 3, -1},
{ 7, -1, 4, 7, -1, 2, -1, -1},
{ 5, 2, 3, 2, 1, 6, -1, 3},
{-1, -1, 0, 4, 3, 5, 4, -1},
{-1, 7, 6, -1, -1, 0, -1, -1},
{ 4, 3, -1, -1, -1, 4, 2, -1},
{ 0, -1, -1, -1, -1, -1, 6, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 1, 2, 5, 1, 6, 3, 0},
{-1, -1, -1, -1, -1, -1, 4, -1},
{ 0, 5, 2, 7, 1, 6, 2, -1},
{ 3, -1, -1, -1, -1, -1, -1, -1},
{ 6, 7, 6, 4, 0, 5, 2, 6},
{-1, -1, -1, -1, -1, -1, 1, -1},
{ 6, 1, 4, 0, 6, 2, 3, -1},
{ 0, -1, -1, -1, -1, -1, -1, -1},
{-1, 0, 4, 5, 3, 7, 6, 0},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 1, -1, -1, -1},
{-1, -1, 0, 7, 0, -1, -1, -1},
{-1, -1, 1, 2, 2, 0, -1, -1},
{-1, 0, 7, 0, 7, 0, -1, -1},
{-1, 6, -1, 7, 7, -1, 6, -1},
{ 4, 1, 6, 6, 6, 4, 1, -1},
{-1, 5, -1, 7, 7, -1, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 6, -1, -1, -1},
{-1, -1, 3, 3, 3, -1, -1, -1},
{-1, -1, 7, 5, 3, 7, -1, -1},
{-1, 3, -1, 6, -1, 3, -1, -1},
{ 2, -1, -1, 3, 7, -1, -1, 1},
{ 2, 2, -1, 3, -1, 1, 1, -1},
{-1, 0, 2, 5, 6, 1, 0, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 3, 7, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, -1, -1, -1, -1, 2, -1},
{-1, 2, 6, 0, 6, 0, -1, -1},
{-1, 0, -1, -1, -1, -1, -1, -1},
{ 6, -1, -1, -1, -1, -1, -1, -1},
{-1, 3, 3, 2, 0, 6, 0, 0},
{-1, 6, -1, -1, -1, -1, 0, -1},
{-1, -1, -1, 6, 0, 2, 6, -1},
{-1, 2, 0, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 0, 7, -1, -1, -1, -1, -1, -1},
{ 1, 5, -1, -1, -1, -1, -1, -1},
{ 7, 2, 5, -1, -1, -1, -1, -1},
{ 6, 3, 4, -1, -1, -1, -1, -1},
{ 5, 5, 4, 4, -1, -1, -1, -1},
{ 3, 3, 5, 3, -1, -1, -1, -1},
{ 1, 2, 2, 5, 3, -1, -1, -1},
{ 1, 0, 0, 7, 6, -1, -1, -1},
{ 3, 3, 5, 5, 7, 6, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 2, 6, 6, 2, -1, -1},
{-1, 2, 1, 1, 0, 2, -1, -1},
{-1, 2, 3, 2, 2, 0, 2, -1},
{ 2, 3, 2, 5, 2, 7, 2, -1},
{ 2, 4, 2, 5, 2, 7, 2, 0},
{ 2, 4, 2, 6, 6, 2, 0, -1},
{-1, 2, 5, 2, 2, 2, 7, 2},
{-1, 2, 5, 6, 6, 7, 2, -1},
{-1, -1, 2, 2, 2, 2, 2, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 0, -1, -1, 0, -1, -1},
{ 1, 0, 0, 1, 0, 0, 1, -1},
{ 1, 7, 7, 5, 5, 7, 7, 1},
{ 3, 2, -1, 2, -1, 2, 3, -1},
{ 3, 7, -1, 6, 6, -1, 7, 3},
{ 7, -1, -1, 6, -1, -1, 7, -1},
{ 4, 4, 5, -1, -1, 5, 4, 4},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, 3, -1, -1, 3, 6, -1},
{ 6, -1, 2, -1, 2, -1, 6, -1},
{ 2, -1, 0, 1, 1, 0, -1, 2},
{ 5, 0, -1, 7, -1, 0, 5, -1},
{-1, 5, -1, 6, 6, -1, 5, -1},
{ 7, 1, 4, -1, 4, 1, 7, -1},
{ 7, -1, 4, -1, -1, 4, -1, 7},
{ 2, 0, -1, -1, -1, 0, 2, -1},
{-1, 2, -1, -1, -1, -1, 2, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 1, -1, -1, -1, -1, 4, 0},
{ 2, 7, 5, 5, 5, 7, 3, -1},
{ 6, 1, -1, -1, -1, -1, 4, 0},
{ 2, 5, 7, 7, 7, 5, 3, -1},
{ 6, 1, -1, -1, -1, -1, 4, 0},
{ 2, 0, 6, 6, 6, 0, 3, -1},
{ 6, 1, -1, -1, -1, -1, 4, 0},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 5, -1, -1, 1, 1, -1, -1, 5},
{ 5, -1, 4, -1, 4, -1, 5, -1},
{-1, 2, 4, -1, -1, 4, 2, -1},
{ 7, 2, -1, -1, -1, 2, 7, -1},
{ 0, -1, 0, 4, 4, 0, -1, 0},
{ 7, 2, -1, -1, -1, 2, 7, -1},
{-1, 2, 3, -1, -1, 3, 2, -1},
{ 5, -1, 3, -1, 3, -1, 5, -1},
{ 5, -1, -1, 6, 6, -1, -1, 5},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, 2, -1, -1, -1, -1, 5, 5},
{ 5, -1, -1, -1, -1, -1, 2, -1},
{ 5, -1, -1, -1, -1, -1, -1, 2},
{ 1, -1, 1, 5, 1, -1, 3, -1},
{ 5, 2, 5, 3, 1, 2, 5, 2},
{ 2, 0, 5, -1, 2, 0, 5, -1},
{-1, 3, 7, -1, -1, 3, 7, -1},
{-1, -1, 2, 0, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 0, 6, 5, 2, 3, 4, 1, 7},
{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, 1, 1, -1, -1, -1},
{-1, -1, 1, -1, -1, -1, -1, -1},
{ 7, 1, 4, 3, 2, 5, 6, 0},
{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, 1, 1, -1, -1, -1},
{-1, -1, 1, -1, -1, -1, -1, -1},
{ 0, 6, 5, 2, 3, 4, 1, 7},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 1, -1, -1, 1, -1, -1},
{-1, 2, 4, -1, 2, 4, -1, -1},
{-1, 2, 3, 6, 5, 3, 2, -1},
{-1, 6, 5, -1, 6, 5, -1, -1},
{-1, -1, -1, 7, 7, -1, -1, -1},
{-1, -1, -1, 7, -1, -1, -1, -1},
{ 1, -1, -1, 7, 7, -1, -1, 3},
{ 2, -1, -1, 7, -1, -1, 2, -1},
{-1, 3, 4, 5, 6, 4, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, 2, 2, -1, -1, 2},
{ 1, 3, 7, 3, 7, 4, 2, -1},
{-1, 1, 6, -1, -1, 6, 2, -1},
{ 6, -1, 7, 3, 7, -1, 6, -1},
{-1, 4, 2, -1, -1, 1, 3, -1},
{-1, -1, 2, 6, 1, -1, -1, -1},
{-1, 4, 3, 3, 4, 4, 3, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 6, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 1, 2, -1, -1, -1},
{-1, -1, -1, 4, -1, -1, -1, -1},
{-1, -1, -1, 5, 7, -1, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{ 6, 5, 4, 3, 2, 1, 7, 5},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, -1, 1, -1, 2, -1, -1},
{-1, 4, -1, 5, -1, 6, -1, -1},
{-1, 7, -1, 0, -1, 2, -1, -1},
{-1, 6, -1, 3, -1, 6, -1, -1},
{-1, 1, -1, 1, -1, 2, -1, -1},
{-1, 3, -1, 5, -1, 0, -1, -1},
{-1, 2, -1, 4, -1, 6, -1, -1},
{-1, 3, -1, 6, -1, 7, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, 1, 2, 2, 3, 3, 4, 4},
{ 5, 5, 6, 7, 6, 5, 5, -1},
{ 6, 4, 3, 3, 2, 2, 1, 6},
{ 4, 6, 5, 7, 6, 3, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 4, -1, 1, 2, -1, 4, 7},
{ 5, 5, -1, 2, -1, 4, 4, -1},
{-1, 5, -1, 7, 7, -1, 4, -1},
{ 1, 0, 6, 7, 6, 0, 2, -1},
{-1, 2, -1, 5, 3, -1, 1, -1},
{ 1, 1, -1, -1, -1, 2, 2, -1},
{ 6, 1, 4, -1, -1, 4, 2, 6},
{ 5, 3, -1, -1, -1, 3, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, 5, 1, 0, 0, 1, 5, 1},
{ 1, 2, 5, -1, 5, 2, 1, -1},
{ 3, 6, 1, 2, 2, 1, 6, 3},
{ 4, 3, 4, -1, 4, 3, 4, -1},
{ 3, 4, 6, 5, 5, 6, 4, 3},
{ 0, 2, 3, -1, 3, 2, 0, -1},
{ 2, 3, 1, 5, 5, 1, 3, 2},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, 0, 2, 7, 5, 7, 6, 5},
{ 6, -1, 1, -1, 2, -1, 1, -1},
{-1, 6, 4, 0, 3, 4, 5, -1},
{-1, 5, -1, 1, -1, 4, -1, -1},
{-1, 7, 3, 5, 6, 5, 3, -1},
{ 1, -1, 2, -1, 4, -1, 2, -1},
{ 6, 4, 4, 6, 6, 5, 5, 1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}}
};
/* the tile struct
* type is the bubble number 0-7
* fallx is the x axis movement for the falling bubble
* fallvel is the initial upward velocity for the falling bubble
* ingroup denotes a bubble that is part of a group to be removed
* anchored denotes a bubble that is anchored to the ceiling
*/
struct tile {
int type;
int fallx;
int fallvel;
bool ingroup;
bool anchored;
bool delete;
};
/* the highscore struct
* level is the highscore level
* score is the highscore score
*/
struct highscore {
unsigned int level;
unsigned int score;
};
/* the game context struct
* score is the current score
* level is the current level
* highlevel is the highest level beaten
* highscores is the list of high scores
* angle is the current cannon direction
* shots is the number of shots fired since last compression
* compress is the height of the compressor
* onboardcnt is the number of unique bubbles on the playing board
* onboard is the unique bubbles on the playing board
* nextinq is the pointer to the next bubble in the firing queue
* queue is the circular buffer of bubbles to be fired
* elapsedlvl is level elapsed time in 1/100s of seconds
* elapsedshot is the shot elapsed time in 1/100s of seconds
* startedshot is when the current shot began
* resume denotes whether to resume the currently loaded game
* dirty denotes whether the high scores are out of sync with the saved file
* playboard is the game playing board
*/
struct game_context {
unsigned int score;
unsigned int level;
unsigned int highlevel;
struct highscore highscores[NUM_SCORES];
int angle;
int shots;
int compress;
int onboardcnt;
int onboard[NUM_BUBBLES];
int nextinq;
int queue[NUM_QUEUE];
long elapsedlvl;
long elapsedshot;
long startedshot;
bool resume;
bool dirty;
struct tile playboard[BB_HEIGHT][BB_WIDTH];
};
/*
* Precalculated sine and cosine * 16384 (fixed point 18.14)
* Borrowed from cube.c plugin
*/
static const short sin_table[91] = {
0, 285, 571, 857, 1142, 1427, 1712, 1996, 2280, 2563,
2845, 3126, 3406, 3685, 3963, 4240, 4516, 4790, 5062, 5334,
5603, 5871, 6137, 6401, 6663, 6924, 7182, 7438, 7691, 7943,
8191, 8438, 8682, 8923, 9161, 9397, 9630, 9860, 10086, 10310,
10531, 10748, 10963, 11173, 11381, 11585, 11785, 11982, 12175, 12365,
12550, 12732, 12910, 13084, 13254, 13420, 13582, 13740, 13894, 14043,
14188, 14329, 14466, 14598, 14725, 14848, 14967, 15081, 15190, 15295,
15395, 15491, 15582, 15668, 15749, 15825, 15897, 15964, 16025, 16082,
16135, 16182, 16224, 16261, 16294, 16321, 16344, 16361, 16374, 16381,
16384
};
static long sin(int val) {
val = (val+360)%360;
if(val < 181) {
if(val < 91) {
/* phase 0-90 degree */
return (long)sin_table[val];
} else {
/* phase 91-180 degree */
return (long)sin_table[180-val];
}
} else {
if(val < 271) {
/* phase 181-270 degree */
return -(long)sin_table[val-180];
} else {
/* phase 270-359 degree */
return -(long)sin_table[360-val];
}
}
return 0;
}
static long cos(int val) {
val = (val+360)%360;
if(val < 181) {
if(val < 91) {
/* phase 0-90 degree */
return (long)sin_table[90-val];
} else {
/* phase 91-180 degree */
return -(long)sin_table[val-90];
}
} else {
if(val < 271) {
/* phase 181-270 degree */
return -(long)sin_table[270-val];
} else {
/* phase 270-359 degree */
return (long)sin_table[val-270];
}
}
return 0;
}
static void bubbles_init(struct game_context* bb);
static bool bubbles_nextlevel(struct game_context* bb);
static void bubbles_getonboard(struct game_context* bb);
static void bubbles_drawboard(struct game_context* bb);
static int bubbles_fire(struct game_context* bb);
static bool bubbles_collision(struct game_context* bb, int y, int x,
int nearrow, int nearcol);
static bool bubbles_ingroup(struct game_context* bb, int row, int col);
static int bubbles_searchgroup(struct game_context* bb, int row, int col);
static int bubbles_remove(struct game_context* bb);
static void bubbles_anchored(struct game_context* bb, int row, int col);
static int bubbles_fall(struct game_context* bb);
static int bubbles_checklevel(struct game_context* bb);
static int bubbles_recordscore(struct game_context* bb);
static void bubbles_savescores(struct game_context* bb);
static bool bubbles_loadgame(struct game_context* bb);
static void bubbles_savegame(struct game_context* bb);
static void bubbles_setcolors(void);
static void bubbles_callback(void* param);
static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
int timeout);
static int bubbles(struct game_context* bb);
/*****************************************************************************
* bubbles_init() initializes bubbles data structures.
******************************************************************************/
static void bubbles_init(struct game_context* bb) {
/* seed the rand generator */
rb->srand(*rb->current_tick);
/* check for resumed game */
if(bb->resume) {
bb->resume = false;
return;
}
bb->score = 0;
bubbles_nextlevel(bb);
}
/*****************************************************************************
* bubbles_nextlevel() sets up the game for the next level, returns false if
* there are no more levels.
******************************************************************************/
static bool bubbles_nextlevel(struct game_context* bb) {
int i, j, pos;
bb->level++;
/* check if there are no more levels */
if(bb->level > NUM_LEVELS) return false;
/* set up the play board */
rb->memset(bb->playboard, 0, sizeof(bb->playboard));
for(i=0; i<BB_LEVEL_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
pos = (int)level[bb->level-1][i][j];
if(pos >=0 && pos < NUM_BUBBLES) {
bb->playboard[i][j].type = pos;
} else {
bb->playboard[i][j].type = -1;
}
}
}
for(i=BB_LEVEL_HEIGHT; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
bb->playboard[i][j].type = -1;
}
}
/* fill first bubbles in shot queue */
bubbles_getonboard(bb);
for(i=0; i<NUM_QUEUE; i++) {
bb->queue[i] = bb->onboard[rb->rand()%bb->onboardcnt];
}
bb->angle = 0;
bb->shots = 0;
bb->compress = 0;
bb->nextinq = 0;
bb->elapsedlvl = 0;
bb->elapsedshot = 0;
return true;
}
/*****************************************************************************
* bubbles_getonboard() determines which bubble types are on the play board.
******************************************************************************/
static void bubbles_getonboard(struct game_context* bb) {
int i, j, k;
bool found;
bb->onboardcnt = 0;
rb->memset(bb->onboard, -1, sizeof(bb->onboard));
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].type >= 0) {
found = false;
for(k=0; k<bb->onboardcnt; k++) {
if(bb->playboard[i][j].type == bb->onboard[k]) {
found = true;
break;
}
}
if(!found) {
bb->onboard[bb->onboardcnt] = bb->playboard[i][j].type;
bb->onboardcnt++;
}
if(bb->onboardcnt == NUM_BUBBLES) return;
}
}
}
}
/*****************************************************************************
* bubbles_drawboard() draws the game board to the buffer but does not update
* the lcd.
******************************************************************************/
static void bubbles_drawboard(struct game_context* bb) {
int i, j;
int w, h;
int colmax, indent;
int tipx, tipy;
bool evenline = false;
char *level = "Level";
char *score = "Score";
char *next = "Next";
char *hurry = "HURRY!";
char str[11];
/* clear screen */
rb->lcd_clear_display();
/* draw sidebars */
#ifdef HAVE_LCD_COLOR
rb->lcd_bitmap(bubbles_left, 0, 0, XOFS, LCD_HEIGHT);
rb->lcd_bitmap(bubbles_right, XOFS-1+BB_WIDTH*BUBBLE_WIDTH, 0,
LCD_WIDTH-(XOFS-1+BB_WIDTH*BUBBLE_WIDTH), LCD_HEIGHT);
#endif
/* display play board */
for(i=0; i<BB_HEIGHT; i++) {
colmax = BB_WIDTH;
if(evenline) {
colmax--;
indent = ROW_INDENT;
} else {
indent = 0;
}
evenline = !evenline;
for(j=0; j<colmax; j++) {
if(bb->playboard[i][j].type >= 0 && !bb->playboard[i][j].delete) {
rb->lcd_bitmap_part(bubbles_emblem,
0, EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
XOFS+indent+BUBBLE_WIDTH*j+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+bb->compress*ROW_HEIGHT,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
XOFS+indent+BUBBLE_WIDTH*j,
ROW_HEIGHT*i+bb->compress*ROW_HEIGHT,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
}
}
}
/* display bubble to be shot */
rb->lcd_bitmap_part(bubbles_emblem,
0, EMBLEM_HEIGHT*bb->queue[bb->nextinq], EMBLEM_WIDTH,
SHOTX+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
SHOTX, SHOTY,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
/* display next bubble to be shot */
rb->lcd_bitmap_part(bubbles_emblem,
0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_WIDTH,
XOFS/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
XOFS/2-BUBBLE_WIDTH/2, SHOTY,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
/* draw bounding lines */
#ifndef HAVE_LCD_COLOR
rb->lcd_vline(XOFS-1, 0, LCD_HEIGHT);
rb->lcd_vline(XOFS+BUBBLE_WIDTH*BB_WIDTH, 0, LCD_HEIGHT);
#endif
rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1, bb->compress*ROW_HEIGHT-1);
rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1,
ROW_HEIGHT*(BB_HEIGHT-2)+BUBBLE_HEIGHT);
/* draw arrow */
tipx = SHOTX+BUBBLE_WIDTH/2+(((sin(bb->angle)>>4)*BUBBLE_WIDTH*3/2)>>10);
tipy = SHOTY+BUBBLE_HEIGHT/2-(((cos(bb->angle)>>4)*BUBBLE_HEIGHT*3/2)>>10);
rb->lcd_drawline(SHOTX+BUBBLE_WIDTH/2+(((sin(bb->angle)>>4)*BUBBLE_WIDTH/2)>>10),
SHOTY+BUBBLE_HEIGHT/2-(((cos(bb->angle)>>4)*BUBBLE_HEIGHT/2)>>10),
tipx, tipy);
xlcd_filltriangle(tipx, tipy,
tipx+(((sin(bb->angle-135)>>4)*BUBBLE_WIDTH/3)>>10),
tipy-(((cos(bb->angle-135)>>4)*BUBBLE_HEIGHT/3)>>10),
tipx+(((sin(bb->angle+135)>>4)*BUBBLE_WIDTH/3)>>10),
tipy-(((cos(bb->angle+135)>>4)*BUBBLE_HEIGHT/3)>>10));
/* draw text */
rb->lcd_getstringsize(level, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 2, level);
rb->snprintf(str, 4, "%d", bb->level);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 11, str);
rb->lcd_getstringsize(score, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 29, score);
rb->snprintf(str, 10, "%d", bb->score);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 38, str);
rb->lcd_getstringsize(next, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, SHOTY-9, next);
if(bb->elapsedshot >= (MAX_SHOTTIME*7)/10) {
rb->lcd_getstringsize(hurry, &w, &h);
rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-h/2, hurry);
}
}
/*****************************************************************************
* bubbles_fire() fires the current bubble, reloads the cannon, attaches
* bubble to playboard, removes appropriate bubbles, and advances the
* the compressor.
******************************************************************************/
static int bubbles_fire(struct game_context* bb) {
int bubblecur;
long shotxinc, shotyinc;
long shotxofs, shotyofs;
int shotxdirec = 1;
long tempxofs, tempyofs;
int nearrow, nearcol;
int lastrow = BB_HEIGHT-1;
int lastcol = (BB_WIDTH-1)/2;
int buttonres;
long lasttick, currenttick;
/* get current bubble */
bubblecur = bb->queue[bb->nextinq];
shotxinc = ((sin(bb->angle)>>4)*BUBBLE_WIDTH)/3;
shotyinc = ((-1*(cos(bb->angle)>>4))*BUBBLE_HEIGHT)/3;
shotxofs = shotyofs = 0;
/* advance the queue */
bb->queue[bb->nextinq] = bb->onboard[rb->rand()%bb->onboardcnt];
bb->nextinq = (bb->nextinq+1)%NUM_QUEUE;
bubbles_drawboard(bb);
rb->lcd_update_rect(0, 0, XOFS, LCD_HEIGHT);
/* move the bubble across the play board */
lasttick = *rb->current_tick;
while(true) {
/* move the bubble one step */
shotyofs += shotyinc;
shotxofs += shotxinc*shotxdirec;
/* check for bounce off sides */
if(SHOTX+(shotxofs>>10) < XOFS) {
shotxofs += 2*((XOFS<<10)-(((SHOTX)<<10)+shotxofs));
shotxdirec *= -1;
} else if(SHOTX+(shotxofs>>10) > XOFS+(BB_WIDTH-1)*BUBBLE_WIDTH) {
shotxofs -= 2*((((SHOTX)<<10)+shotxofs)-
((XOFS<<10)+(((BB_WIDTH-1)*BUBBLE_WIDTH)<<10)));
shotxdirec *= -1;
}
tempxofs = shotxofs>>10;
tempyofs = shotyofs>>10;
/* display shot */
bubbles_drawboard(bb);
rb->lcd_bitmap_part(bubbles_emblem, 0, EMBLEM_HEIGHT*bubblecur, EMBLEM_WIDTH,
SHOTX+tempxofs+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
SHOTY+tempyofs+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
SHOTX+tempxofs, SHOTY+tempyofs,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_update_rect(XOFS, 0, BB_WIDTH*BUBBLE_WIDTH, LCD_HEIGHT);
/* find nearest position */
nearrow = ((SHOTY+tempyofs)-
(bb->compress*ROW_HEIGHT)+
(ROW_HEIGHT/2))/ROW_HEIGHT;
if(nearrow >= BB_HEIGHT) nearrow = BB_HEIGHT-1;
if(nearrow%2) { /* odd row */
nearcol = ((SHOTX+tempxofs)-
(XOFS+ROW_INDENT)+
(BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
if(nearcol >= BB_WIDTH-1) nearcol = BB_WIDTH-2;
} else { /* even row */
nearcol = ((SHOTX+tempxofs)-XOFS+(BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
if(nearcol >= BB_WIDTH) nearcol = BB_WIDTH-1;
}
if(nearcol < 0) nearcol = 0;
/* if nearest position is occupied attach to last position */
if(bb->playboard[nearrow][nearcol].type >= 0) {
bb->playboard[lastrow][lastcol].type = bubblecur;
break;
}
/* save last position */
lastrow = nearrow;
lastcol = nearcol;
/* if collision with neighbor then attach shot */
if(bubbles_collision(bb, SHOTY+tempyofs, SHOTX+tempxofs,
nearrow, nearcol)) {
bb->playboard[nearrow][nearcol].type = bubblecur;
break;
}
/* if at top then attach shot to the ceiling */
if(nearrow == 0 && SHOTY+tempyofs <= bb->compress*ROW_HEIGHT) {
bb->playboard[nearrow][nearcol].type = bubblecur;
break;
}
/* handle button events */
buttonres = bubbles_handlebuttons(bb, true, 0);
if(buttonres != BB_NONE) return buttonres;
/* framerate limiting */
currenttick = *rb->current_tick;
if(currenttick-lasttick < HZ/MAX_FPS) {
rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
} else {
rb->yield();
}
lasttick = currenttick;
}
bubbles_drawboard(bb);
rb->lcd_update();
/* clear appropriate bubbles from playing board */
if(bubbles_ingroup(bb, lastrow, lastcol)) {
buttonres = bubbles_remove(bb);
if(buttonres != BB_NONE) return buttonres;
}
/* update shots and compress amount */
bb->shots++;
if(bb->shots >= NUM_COMPRESS) {
bb->shots = 0;
bb->compress++;
}
return BB_NONE;
}
/*****************************************************************************
* bubbles_collision() determines if a fired bubble has collided with another
* bubble.
******************************************************************************/
static bool bubbles_collision(struct game_context* bb, int y, int x,
int nearrow, int nearcol) {
int nx, ny;
int adj = nearrow%2;
/* check neighbors */
if(nearcol-1 >= 0) {
if(bb->playboard[nearrow][nearcol-1].type >= 0) {
nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol-1);
ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
if(nearcol-1+adj >= 0) {
if(nearrow-1 >= 0) {
if(bb->playboard[nearrow-1][nearcol-1+adj].type >= 0) {
nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol-1+adj);
ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
if(nearrow+1 < BB_HEIGHT) {
if(bb->playboard[nearrow+1][nearcol-1+adj].type >= 0) {
nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol-1+adj);
ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
}
if(nearcol+adj >= 0) {
if(nearrow-1 >= 0) {
if(bb->playboard[nearrow-1][nearcol+adj].type >= 0) {
nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol+adj);
ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
if(nearrow+1 < BB_HEIGHT) {
if(bb->playboard[nearrow+1][nearcol+adj].type >= 0) {
nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol+adj);
ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
}
if(nearcol+1 < BB_WIDTH-adj) {
if(bb->playboard[nearrow][nearcol+1].type >= 0) {
nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol+1);
ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
return false;
}
/*****************************************************************************
* bubbles_ingroup() marks all bubbles that form the current group.
******************************************************************************/
static bool bubbles_ingroup(struct game_context* bb, int row, int col) {
int i, j;
int count;
count = bubbles_searchgroup(bb, row, col);
/* unmark group if too small */
if(count < 3) {
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
bb->playboard[i][j].ingroup = false;
}
}
return false;
}
return true;
}
/*****************************************************************************
* bubbles_searchgroup() return the size of the group of bubbles of the same
* type that the current bubble belongs to.
******************************************************************************/
static int bubbles_searchgroup(struct game_context* bb, int row, int col) {
int i, adj;
int myrow, mycol, mytype;
int count = 0;
struct coord {
int row;
int col;
} search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
/* search initial bubble */
bb->playboard[row][col].ingroup = true;
search[count].row = row;
search[count].col = col;
count++;
/* breadth-first search neighbors */
for(i=0; i<count; i++) {
myrow = search[i].row;
mycol = search[i].col;
mytype = bb->playboard[myrow][mycol].type;
adj = myrow%2;
if(mycol-1 >= 0) {
if(bb->playboard[myrow][mycol-1].type == mytype &&
!bb->playboard[myrow][mycol-1].ingroup) {
bb->playboard[myrow][mycol-1].ingroup = true;
search[count].row = myrow;
search[count].col = mycol-1;
count++;
}
}
if(mycol-1+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol-1+adj].type == mytype &&
!bb->playboard[myrow-1][mycol-1+adj].ingroup) {
bb->playboard[myrow-1][mycol-1+adj].ingroup = true;
search[count].row = myrow-1;
search[count].col = mycol-1+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol-1+adj].type == mytype &&
!bb->playboard[myrow+1][mycol-1+adj].ingroup) {
bb->playboard[myrow+1][mycol-1+adj].ingroup = true;
search[count].row = myrow+1;
search[count].col = mycol-1+adj;
count++;
}
}
}
if(mycol+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol+adj].type == mytype &&
!bb->playboard[myrow-1][mycol+adj].ingroup) {
bb->playboard[myrow-1][mycol+adj].ingroup = true;
search[count].row = myrow-1;
search[count].col = mycol+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol+adj].type == mytype &&
!bb->playboard[myrow+1][mycol+adj].ingroup) {
bb->playboard[myrow+1][mycol+adj].ingroup = true;
search[count].row = myrow+1;
search[count].col = mycol+adj;
count++;
}
}
}
if(mycol+1 < BB_WIDTH-adj) {
if(bb->playboard[myrow][mycol+1].type == mytype &&
!bb->playboard[myrow][mycol+1].ingroup) {
bb->playboard[myrow][mycol+1].ingroup = true;
search[count].row = myrow;
search[count].col = mycol+1;
count++;
}
}
}
return count;
}
/*****************************************************************************
* bubbles_remove() removes all bubbles in the current group and all
* unanchored bubbles from the play board.
******************************************************************************/
static int bubbles_remove(struct game_context* bb) {
int i, j;
int buttonres;
/* determine all anchored bubbles */
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[0][j].type >= 0 && !bb->playboard[0][j].ingroup) {
bubbles_anchored(bb, 0, j);
}
}
/* mark bubbles to be deleted */
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].type >= 0 &&
(!bb->playboard[i][j].anchored || bb->playboard[i][j].ingroup)) {
bb->playboard[i][j].delete = true;
}
}
}
/* animate falling bubbles */
buttonres = bubbles_fall(bb);
if(buttonres != BB_NONE) return buttonres;
/* remove bubbles */
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].delete) {
bb->playboard[i][j].ingroup = false;
bb->playboard[i][j].type = -1;
bb->playboard[i][j].delete = false;
} else {
bb->playboard[i][j].anchored = false;
}
}
}
bubbles_getonboard(bb);
return BB_NONE;
}
/*****************************************************************************
* bubbles_anchored() marks all bubbles that are anchored in some way to the
* current bubble.
******************************************************************************/
static void bubbles_anchored(struct game_context* bb, int row, int col) {
int i, adj;
int myrow, mycol, mytype;
int count = 0;
struct coord {
int row;
int col;
} search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
/* search initial bubble */
bb->playboard[row][col].anchored = true;
search[count].row = row;
search[count].col = col;
count++;
/* breadth-first search neighbors */
for(i=0; i<count; i++) {
myrow = search[i].row;
mycol = search[i].col;
mytype = bb->playboard[myrow][mycol].type;
adj = myrow%2;
if(mycol-1 >= 0) {
if(bb->playboard[myrow][mycol-1].type >= 0 &&
!bb->playboard[myrow][mycol-1].ingroup &&
!bb->playboard[myrow][mycol-1].anchored) {
bb->playboard[myrow][mycol-1].anchored = true;
search[count].row = myrow;
search[count].col = mycol-1;
count++;
}
}
if(mycol-1+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol-1+adj].type >= 0 &&
!bb->playboard[myrow-1][mycol-1+adj].ingroup &&
!bb->playboard[myrow-1][mycol-1+adj].anchored) {
bb->playboard[myrow-1][mycol-1+adj].anchored = true;
search[count].row = myrow-1;
search[count].col = mycol-1+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol-1+adj].type >= 0 &&
!bb->playboard[myrow+1][mycol-1+adj].ingroup &&
!bb->playboard[myrow+1][mycol-1+adj].anchored) {
bb->playboard[myrow+1][mycol-1+adj].anchored = true;
search[count].row = myrow+1;
search[count].col = mycol-1+adj;
count++;
}
}
}
if(mycol+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol+adj].type >= 0 &&
!bb->playboard[myrow-1][mycol+adj].ingroup &&
!bb->playboard[myrow-1][mycol+adj].anchored) {
bb->playboard[myrow-1][mycol+adj].anchored = true;
search[count].row = myrow-1;
search[count].col = mycol+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol+adj].type >= 0 &&
!bb->playboard[myrow+1][mycol+adj].ingroup &&
!bb->playboard[myrow+1][mycol+adj].anchored) {
bb->playboard[myrow+1][mycol+adj].anchored = true;
search[count].row = myrow+1;
search[count].col = mycol+adj;
count++;
}
}
}
if(mycol+1 < BB_WIDTH-adj) {
if(bb->playboard[myrow][mycol+1].type >= 0 &&
!bb->playboard[myrow][mycol+1].ingroup &&
!bb->playboard[myrow][mycol+1].anchored) {
bb->playboard[myrow][mycol+1].anchored = true;
search[count].row = myrow;
search[count].col = mycol+1;
count++;
}
}
}
}
/*****************************************************************************
* bubbles_fall() makes removed bubbles fall from the screen.
******************************************************************************/
static int bubbles_fall(struct game_context* bb) {
int i, j;
int count;
int indent;
int xofs, yofs;
int buttonres;
bool onscreen;
long lasttick, currenttick;
/* give all falling bubbles an x axis movement */
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].delete) {
bb->playboard[i][j].fallx = rb->rand()%25 - 12;
bb->playboard[i][j].fallvel = rb->rand()%5 + 6;
}
}
}
/* draw bubbles falling off the screen
* follows y=x^2-8x scaled to bubble size
*/
lasttick = *rb->current_tick;
for(count=1; ;count++) {
onscreen = false;
bubbles_drawboard(bb);
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].delete) {
indent = (i%2 ? ROW_INDENT : 0);
xofs = ((bb->playboard[i][j].fallx*count)*BUBBLE_WIDTH)/48;
yofs = ((count*count - bb->playboard[i][j].fallvel*count)*
BUBBLE_HEIGHT)/20;
/* draw bubble if it is still on the screen */
if(ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs
<= LCD_HEIGHT) {
onscreen = true;
rb->lcd_bitmap_part(bubbles_emblem, 0,
EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
XOFS+indent+BUBBLE_WIDTH*j+
(BUBBLE_WIDTH-EMBLEM_WIDTH)/2+xofs,
ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+
bb->compress*ROW_HEIGHT+yofs,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap(
(const unsigned char *)bubbles_bubble,
XOFS+indent+BUBBLE_WIDTH*j+xofs,
ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
}
}
}
}
rb->lcd_update();
/* break out if all bubbles are off the screen */
if(!onscreen) break;
/* handle button events */
buttonres = bubbles_handlebuttons(bb, true, 0);
if(buttonres != BB_NONE) return buttonres;
/* framerate limiting */
currenttick = *rb->current_tick;
if(currenttick-lasttick < HZ/MAX_FPS) {
rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
} else {
rb->yield();
}
lasttick = currenttick;
}
return BB_NONE;
}
/*****************************************************************************
* bubbles_checklevel() checks the state of the playboard for a win or loss.
******************************************************************************/
static int bubbles_checklevel(struct game_context* bb) {
int i, j;
int points;
char str[13];
bubbles_drawboard(bb);
rb->lcd_update();
/* check for bubbles below cut off point */
for(i=0; i<=bb->compress; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[BB_HEIGHT-1-i][j].type >= 0) return BB_LOSE;
}
}
/* check for bubbles above cut off point */
for(i=0; i<BB_HEIGHT-1-bb->compress; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].type >= 0) return BB_NONE;
}
}
/* level complete, record score */
points = 100 - bb->elapsedlvl/100;
if(points > 0) {
bb->score += points;
} else {
points = 0;
}
rb->snprintf(str, 12, "%d points", points);
rb->splash(HZ, true, str);
/* advance to the next level */
if(!bubbles_nextlevel(bb)) {
return BB_WIN;
}
bubbles_drawboard(bb);
rb->lcd_update();
rb->snprintf(str, 12, "Level %d", bb->level);
rb->splash(HZ, true, str);
bubbles_drawboard(bb);
rb->lcd_update();
return BB_NONE;
}
/*****************************************************************************
* bubbles_recordscore() inserts a high score into the high scores list and
* returns the high score position.
******************************************************************************/
static int bubbles_recordscore(struct game_context* bb) {
int i;
int position = 0;
unsigned int currentscore, currentlevel;
unsigned int tempscore, templevel;
if(bb->score > 0) {
currentlevel = bb->level-1;
currentscore = bb->score;
for(i=0; i<NUM_SCORES; i++) {
if(currentscore >= bb->highscores[i].score) {
if(!position) {
position = i+1;
bb->dirty = true;
}
templevel = bb->highscores[i].level;
tempscore = bb->highscores[i].score;
bb->highscores[i].level = currentlevel;
bb->highscores[i].score = currentscore;
currentlevel = templevel;
currentscore = tempscore;
}
}
}
return position;
}
/*****************************************************************************
* bubbles_loadscores() loads the high scores saved file.
******************************************************************************/
static void bubbles_loadscores(struct game_context* bb) {
int fd;
bb->dirty = false;
/* clear high scores */
bb->highlevel = 0;
rb->memset(bb->highscores, 0, sizeof(bb->highscores));
/* open scores file */
fd = rb->open(SCORE_FILE, O_RDONLY);
if(fd < 0) return;
/* read in high scores */
rb->read(fd, &bb->highlevel, sizeof(bb->highlevel));
if(rb->read(fd, bb->highscores, sizeof(bb->highscores)) <= 0) {
/* scores are bad, reset */
rb->memset(bb->highscores, 0, sizeof(bb->highscores));
}
rb->close(fd);
}
/*****************************************************************************
* bubbles_savescores() saves the high scores saved file.
******************************************************************************/
static void bubbles_savescores(struct game_context* bb) {
int fd;
/* write out the high scores to the save file */
fd = rb->open(SCORE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &bb->highlevel, sizeof(bb->highlevel));
rb->write(fd, bb->highscores, sizeof(bb->highscores));
rb->close(fd);
bb->dirty = false;
}
/*****************************************************************************
* bubbles_loadgame() loads the saved game and returns load success.
******************************************************************************/
static bool bubbles_loadgame(struct game_context* bb) {
int fd;
bool loaded = false;
/* open game file */
fd = rb->open(SAVE_FILE, O_RDONLY);
if(fd < 0) return loaded;
/* read in saved game */
while(true) {
if(rb->read(fd, &bb->score, sizeof(bb->score)) <= 0) break;
if(rb->read(fd, &bb->level, sizeof(bb->level)) <= 0) break;
if(rb->read(fd, &bb->angle, sizeof(bb->angle)) <= 0) break;
if(rb->read(fd, &bb->shots, sizeof(bb->shots)) <= 0) break;
if(rb->read(fd, &bb->compress, sizeof(bb->compress)) <= 0) break;
if(rb->read(fd, &bb->onboardcnt, sizeof(bb->onboardcnt)) <= 0) break;
if(rb->read(fd, bb->onboard, sizeof(bb->onboard)) <= 0) break;
if(rb->read(fd, &bb->nextinq, sizeof(bb->nextinq)) <= 0) break;
if(rb->read(fd, bb->queue, sizeof(bb->queue)) <= 0) break;
if(rb->read(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl)) <= 0) break;
if(rb->read(fd, bb->playboard, sizeof(bb->playboard)) <= 0) break;
bb->resume = true;
loaded = true;
break;
}
rb->close(fd);
/* delete saved file */
rb->remove(SAVE_FILE);
return loaded;
}
/*****************************************************************************
* bubbles_savegame() saves the current game state.
******************************************************************************/
static void bubbles_savegame(struct game_context* bb) {
int fd;
/* write out the game state to the save file */
fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &bb->score, sizeof(bb->score));
rb->write(fd, &bb->level, sizeof(bb->level));
rb->write(fd, &bb->angle, sizeof(bb->angle));
rb->write(fd, &bb->shots, sizeof(bb->shots));
rb->write(fd, &bb->compress, sizeof(bb->compress));
rb->write(fd, &bb->onboardcnt, sizeof(bb->onboardcnt));
rb->write(fd, bb->onboard, sizeof(bb->onboard));
rb->write(fd, &bb->nextinq, sizeof(bb->nextinq));
rb->write(fd, bb->queue, sizeof(bb->queue));
rb->write(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl));
rb->write(fd, bb->playboard, sizeof(bb->playboard));
rb->close(fd);
bb->resume = true;
}
/*****************************************************************************
* bubbles_setcolors() set the foreground and background colors.
******************************************************************************/
static inline void bubbles_setcolors(void) {
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_RGBPACK(181,181,222));
rb->lcd_set_foreground(LCD_BLACK);
#endif
}
/*****************************************************************************
* bubbles_callback() is the default event handler callback which is called
* on usb connect and shutdown.
******************************************************************************/
static void bubbles_callback(void* param) {
struct game_context* bb = (struct game_context*) param;
if(bb->dirty) {
rb->splash(HZ/2, true, "Saving high scores...");
bubbles_savescores(bb);
}
}
/*****************************************************************************
* bubbles_handlebuttons() handles button events during a game.
******************************************************************************/
static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
int timeout) {
int button;
int buttonres;
long start;
button = rb->button_get_w_tmo(timeout);
#ifdef HAS_BUTTON_HOLD
if (rb->button_hold())
button = BUBBLES_START;
#endif
switch(button){
case (BUBBLES_LEFT|BUTTON_REPEAT):
if(bb->angle > MIN_ANGLE) bb->angle -= 4;
case BUBBLES_LEFT: /* change angle to the left */
if(bb->angle > MIN_ANGLE) bb->angle -= 2;
break;
case (BUBBLES_RIGHT|BUTTON_REPEAT):
if(bb->angle < MAX_ANGLE) bb->angle += 4;
case BUBBLES_RIGHT: /* change angle to the right */
if(bb->angle < MAX_ANGLE) bb->angle += 2;
break;
case BUBBLES_SELECT: /* fire the shot */
#if CONFIG_KEYPAD == IRIVER_H10_PAD
case BUBBLES_UP: /* easier to press on H10 */
#endif
if(!animblock) {
bb->elapsedlvl += bb->elapsedshot;
bb->elapsedshot = 0;
buttonres = bubbles_fire(bb);
if(buttonres != BB_NONE) return buttonres;
buttonres = bubbles_checklevel(bb);
if(buttonres != BB_NONE) return buttonres;
bb->startedshot = *rb->current_tick;
}
break;
case BUBBLES_START: /* pause the game */
start = *rb->current_tick;
rb->splash(1, true, "Paused");
while(rb->button_get(true) != (BUBBLES_START));
bb->startedshot += *rb->current_tick-start;
bubbles_drawboard(bb);
rb->lcd_update();
break;
case BUBBLES_RESUME: /* save and end the game */
if(!animblock) {
rb->splash(HZ/2, true, "Saving game...");
bubbles_savegame(bb);
return BB_END;
}
break;
#ifdef BUBBLES_RC_QUIT
case BUBBLES_RC_QUIT:
#endif
case BUBBLES_QUIT: /* end the game */
return BB_END;
case BUTTON_NONE: /* no button pressed */
break;
default:
if(rb->default_event_handler_ex(button, bubbles_callback,
(void*) bb) == SYS_USB_CONNECTED)
return BB_USB;
break;
}
return BB_NONE;
}
/*****************************************************************************
* bubbles() is the main game subroutine, it returns the final game status.
******************************************************************************/
static int bubbles(struct game_context* bb) {
int i;
int w, h;
int button;
int buttonres;
unsigned int startlevel = 0;
char *title = "Bubbles";
bool startgame = false;
bool showscores = false;
long timeout;
bubbles_setcolors();
/* don't resume by default */
bb->resume = false;
/********************
* menu *
********************/
while(!startgame){
char str[30];
rb->lcd_clear_display();
if(!showscores) {
/* welcome screen to display key bindings */
rb->lcd_getstringsize(title, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, title);
#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
rb->lcd_puts(0, 2, "ON to start/pause");
rb->lcd_puts(0, 3, "MODE to save/resume");
rb->lcd_puts(0, 4, "OFF to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "LEFT+RIGHT to save/resume");
rb->lcd_puts(0, 4, "MENU to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "SCROLL to aim");
rb->lcd_puts(0, 8, " and to change level");
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "REC to save/resume");
rb->lcd_puts(0, 4, "POWER to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#elif CONFIG_KEYPAD == GIGABEAT_PAD
rb->lcd_puts(0, 2, "POWER to start/pause");
rb->lcd_puts(0, 3, "MENU to save/resume");
rb->lcd_puts(0, 4, "A to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#elif CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_puts_scroll(0, 2, "ON to start/pause, "
"F1 to save/resume, "
"OFF to exit, "
"PLAY to fire and show high scores, "
"LEFT/RIGHT to aim, "
"UP/DOWN to change level.");
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_puts_scroll(0, 2, "MODE to start/pause, "
"DOWN to save/resume, "
"OFF to exit, "
"UP to fire and show high scores, "
"LEFT/RIGHT to aim and to change level.");
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define BUBBLES_LEFT BUTTON_LEFT
#define BUBBLES_RIGHT BUTTON_RIGHT
#define BUBBLES_UP BUTTON_SCROLL_UP
#define BUBBLES_DOWN BUTTON_SCROLL_DOWN
#define BUBBLES_QUIT BUTTON_POWER
#define BUBBLES_START BUTTON_PLAY
#define BUBBLES_SELECT BUTTON_REW
#define BUBBLES_RESUME BUTTON_FF
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "FF to save/resume");
rb->lcd_puts(0, 4, "POWER to exit");
rb->lcd_puts(0, 5, "REW/UP to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#endif
#if LCD_WIDTH >= 138
rb->snprintf(str, 28, "Start on level %d of %d", startlevel+1,
bb->highlevel+1);
#else
rb->snprintf(str, 28, "Start on lvl %d/%d", startlevel+1,
bb->highlevel+1);
#endif
rb->lcd_puts(0, MIN(TEXT_LINES-3,10), str);
rb->lcd_puts(0, MIN(TEXT_LINES-2,12), "High Score:");
rb->snprintf(str, 30, "%d, Lvl %d",
bb->highscores[0].score, bb->highscores[0].level);
rb->lcd_puts(2, MIN(TEXT_LINES-1,13), str);
} else {
/* show high scores */
rb->snprintf(str, 12, "High Scores");
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, str);
for(i=0; i<NUM_SCORES; i++) {
rb->snprintf(str, 30, "#%02d: %d, Lvl %d", i+1,
bb->highscores[i].score, bb->highscores[i].level);
rb->lcd_puts(0, i+2, str);
}
}
rb->lcd_update();
/* handle menu button presses */
button = rb->button_get(true);
switch(button){
case BUBBLES_START: /* start playing */
bb->level = startlevel;
startgame = true;
break;
#ifdef BUBBLES_RC_QUIT
case BUBBLES_RC_QUIT:
#endif
case BUBBLES_QUIT: /* quit program */
if(showscores) {
showscores = false;
break;
}
return BB_QUIT;
case BUBBLES_RESUME: /* resume game */
if(!bubbles_loadgame(bb)) {
rb->splash(HZ*2, true, "Nothing to resume");
} else {
startgame = true;
}
break;
case BUBBLES_SELECT: /* toggle high scores */
showscores = !showscores;
break;
case (BUBBLES_UP|BUTTON_REPEAT):
case BUBBLES_UP: /* increase starting level */
if(startlevel >= bb->highlevel) {
startlevel = 0;
} else {
startlevel++;
}
break;
case (BUBBLES_DOWN|BUTTON_REPEAT):
case BUBBLES_DOWN: /* decrease starting level */
if(startlevel <= 0) {
startlevel = bb->highlevel;
} else {
startlevel--;
}
break;
default:
if(rb->default_event_handler_ex(button, bubbles_callback,
(void*) bb) == SYS_USB_CONNECTED)
return BB_USB;
break;
}
}
/********************
* init *
********************/
bubbles_init(bb);
bubbles_drawboard(bb);
rb->lcd_update();
/**********************
* play *
**********************/
bb->startedshot = *rb->current_tick;
while(true) {
/* refresh the board */
bubbles_drawboard(bb);
rb->lcd_update();
/* manange idle framerate */
bb->elapsedshot = *rb->current_tick-bb->startedshot;
if(MAX_SHOTTIME-bb->elapsedshot < HZ/2) {
timeout = MAX_SHOTTIME-bb->elapsedshot;
} else {
timeout = HZ/2;
}
/* handle button events */
buttonres = bubbles_handlebuttons(bb, false, timeout);
if(buttonres != BB_NONE) return buttonres;
/* handle timing */
bb->elapsedshot = *rb->current_tick-bb->startedshot;
if(bb->elapsedshot > MAX_SHOTTIME) {
bb->elapsedlvl += bb->elapsedshot;
bb->elapsedshot = 0;
buttonres = bubbles_fire(bb);
if(buttonres != BB_NONE) return buttonres;
buttonres = bubbles_checklevel(bb);
if(buttonres != BB_NONE) return buttonres;
bb->startedshot = *rb->current_tick;
}
}
}
/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
struct game_context bb;
bool exit = false;
int position;
/* plugin init */
(void)parameter;
rb = api;
/* end of plugin init */
/* more init */
xlcd_init(rb);
/* load files */
rb->splash(0, true, "Loading...");
bubbles_loadscores(&bb);
rb->lcd_clear_display();
/* start app */
rb->lcd_setfont(FONT_SYSFIXED);
while(!exit) {
switch(bubbles(&bb)){
char str[19];
case BB_WIN:
rb->splash(HZ*2, true, "You Win!");
if((position = bubbles_recordscore(&bb))) {
rb->snprintf(str, 19, "New high score #%d!", position);
rb->splash(HZ*2, true, str);
}
break;
case BB_LOSE:
rb->splash(HZ*2, true, "Game Over");
/* fall through to BB_END */
case BB_END:
if(!bb.resume) {
/* record high level */
if(bb.level-1 > bb.highlevel) {
bb.highlevel = bb.level-1;
bb.dirty = true;
}
/* record high score */
if((position = bubbles_recordscore(&bb))) {
rb->snprintf(str, 19, "New high score #%d!", position);
rb->splash(HZ*2, true, str);
}
}
break;
case BB_USB:
rb->lcd_setfont(FONT_UI);
return PLUGIN_USB_CONNECTED;
case BB_QUIT:
if(bb.dirty) {
rb->splash(HZ/2, true, "Saving high scores...");
bubbles_savescores(&bb);
}
exit = true;
break;
default:
break;
}
}
rb->lcd_setfont(FONT_UI);
return PLUGIN_OK;
}
#endif