rockbox/apps/plugins/minesweeper.c
Maurus Cuelenaere 1392dc2144 Commit FS#9308: differentiate between TOUCHPAD & TOUCHSCREEN
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@18338 a1c6a512-1295-4272-9138-f99709370657
2008-08-23 09:46:38 +00:00

815 lines
23 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2004-2006 Antoine Cellerier <dionoea -at- videolan -dot- org>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#ifdef HAVE_LCD_BITMAP
PLUGIN_HEADER
/* what the minesweeper() function can return */
enum minesweeper_status {
MINESWEEPER_WIN,
MINESWEEPER_LOSE,
MINESWEEPER_QUIT,
MINESWEEPER_USB
};
/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_OFF
# define MINESWP_TOGGLE BUTTON_ON
# define MINESWP_TOGGLE2 BUTTON_F1
# define MINESWP_DISCOVER BUTTON_PLAY
# define MINESWP_DISCOVER2 BUTTON_F2
# define MINESWP_INFO BUTTON_F3
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_OFF
# define MINESWP_TOGGLE BUTTON_ON
# define MINESWP_TOGGLE2 BUTTON_F1
# define MINESWP_DISCOVER BUTTON_SELECT
# define MINESWP_DISCOVER2 BUTTON_F2
# define MINESWP_INFO BUTTON_F3
#elif CONFIG_KEYPAD == ONDIO_PAD
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_OFF
# define MINESWP_TOGGLE_PRE BUTTON_MENU
# define MINESWP_TOGGLE (BUTTON_MENU | BUTTON_REL)
# define MINESWP_DISCOVER (BUTTON_MENU | BUTTON_REPEAT)
# define MINESWP_INFO (BUTTON_MENU | BUTTON_OFF)
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_OFF
# define MINESWP_TOGGLE BUTTON_ON
# define MINESWP_TOGGLE2 BUTTON_REC
# define MINESWP_DISCOVER BUTTON_SELECT
# define MINESWP_INFO BUTTON_MODE
# define MINESWP_RC_QUIT BUTTON_RC_STOP
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
# define MINESWP_SCROLLWHEEL
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_MENU
# define MINESWP_DOWN BUTTON_PLAY
# define MINESWP_NEXT BUTTON_SCROLL_FWD
# define MINESWP_PREV BUTTON_SCROLL_BACK
# define MINESWP_QUIT (BUTTON_SELECT | BUTTON_MENU)
# define MINESWP_TOGGLE_PRE BUTTON_SELECT
# define MINESWP_TOGGLE (BUTTON_SELECT | BUTTON_REL)
# define MINESWP_DISCOVER (BUTTON_SELECT | BUTTON_REPEAT)
# define MINESWP_INFO (BUTTON_SELECT | BUTTON_PLAY)
#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_POWER
# define MINESWP_TOGGLE BUTTON_PLAY
# define MINESWP_DISCOVER BUTTON_SELECT
# define MINESWP_INFO BUTTON_REC
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_POWER
# define MINESWP_TOGGLE BUTTON_A
# define MINESWP_DISCOVER BUTTON_SELECT
# define MINESWP_INFO BUTTON_MENU
#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
# define MINESWP_SCROLLWHEEL
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_POWER
# define MINESWP_NEXT BUTTON_SCROLL_FWD
# define MINESWP_PREV BUTTON_SCROLL_BACK
# define MINESWP_TOGGLE BUTTON_REC
# define MINESWP_DISCOVER BUTTON_SELECT
# define MINESWP_INFO (BUTTON_REC|BUTTON_REPEAT)
#elif (CONFIG_KEYPAD == SANSA_C200_PAD)
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_POWER
# define MINESWP_TOGGLE_PRE BUTTON_SELECT
# define MINESWP_TOGGLE (BUTTON_SELECT | BUTTON_REL)
# define MINESWP_TOGGLE2 BUTTON_VOL_DOWN
# define MINESWP_DISCOVER (BUTTON_SELECT | BUTTON_REPEAT)
# define MINESWP_DISCOVER2 BUTTON_VOL_UP
# define MINESWP_INFO BUTTON_REC
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_SCROLL_UP
# define MINESWP_DOWN BUTTON_SCROLL_DOWN
# define MINESWP_QUIT BUTTON_POWER
# define MINESWP_TOGGLE BUTTON_PLAY
# define MINESWP_DISCOVER BUTTON_REW
# define MINESWP_INFO (BUTTON_REW | BUTTON_PLAY)
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_BACK
# define MINESWP_TOGGLE BUTTON_PLAY
# define MINESWP_DISCOVER BUTTON_SELECT
# define MINESWP_INFO BUTTON_MENU
#elif (CONFIG_KEYPAD == MROBE100_PAD)
# define MINESWP_LEFT BUTTON_LEFT
# define MINESWP_RIGHT BUTTON_RIGHT
# define MINESWP_UP BUTTON_UP
# define MINESWP_DOWN BUTTON_DOWN
# define MINESWP_QUIT BUTTON_POWER
# define MINESWP_TOGGLE BUTTON_DISPLAY
# define MINESWP_DISCOVER BUTTON_SELECT
# define MINESWP_INFO BUTTON_MENU
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
# define MINESWP_LEFT BUTTON_RC_REW
# define MINESWP_RIGHT BUTTON_RC_FF
# define MINESWP_UP BUTTON_RC_VOL_UP
# define MINESWP_DOWN BUTTON_RC_VOL_DOWN
# define MINESWP_QUIT BUTTON_RC_REC
# define MINESWP_TOGGLE BUTTON_RC_MODE
# define MINESWP_DISCOVER BUTTON_RC_PLAY
# define MINESWP_INFO BUTTON_RC_MENU
#elif (CONFIG_KEYPAD == COWOND2_PAD)
# define MINESWP_QUIT BUTTON_POWER
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef MINESWP_QUIT
# define MINESWP_QUIT BUTTON_TOPLEFT
#endif
#ifndef MINESWP_LEFT
# define MINESWP_LEFT BUTTON_MIDLEFT
#endif
#ifndef MINESWP_RIGHT
# define MINESWP_RIGHT BUTTON_MIDRIGHT
#endif
#ifndef MINESWP_UP
# define MINESWP_UP BUTTON_TOPMIDDLE
#endif
#ifndef MINESWP_DOWN
# define MINESWP_DOWN BUTTON_BOTTOMMIDDLE
#endif
#ifndef MINESWP_TOGGLE
# define MINESWP_TOGGLE BUTTON_CENTER
#endif
#ifndef MINESWP_DISCOVER
# define MINESWP_DISCOVER BUTTON_BOTTOMLEFT
#endif
#ifndef MINESWP_INFO
# define MINESWP_INFO BUTTON_BOTTOMRIGHT
#endif
#endif
/* here is a global api struct pointer. while not strictly necessary,
* it's nice not to have to pass the api pointer in all function calls
* in the plugin
*/
static const struct plugin_api *rb;
extern const fb_data minesweeper_tiles[];
#ifdef HAVE_LCD_COLOR
# if ( LCD_HEIGHT * LCD_WIDTH ) / ( 16 * 16 ) >= 130
/* We want to have at least 130 tiles on the screen */
# define TileSize 16
# elif ( LCD_HEIGHT * LCD_WIDTH ) / ( 12 * 12 ) >= 130
# define TileSize 12
# else
# define TileSize 10
# endif
# define BackgroundColor LCD_RGBPACK( 128, 128, 128 )
#elif LCD_DEPTH > 1
# define TileSize 12
#else
# define TileSize 8
#endif
#define Mine 9
#define Flag 10
#define Unknown 11
#define ExplodedMine 12
#define draw_tile( num, x, y ) \
rb->lcd_bitmap_part( minesweeper_tiles, 0, num * TileSize, \
TileSize, left+x*TileSize, top+y*TileSize, \
TileSize, TileSize )
#define invert_tile( x, y ) \
rb->lcd_set_drawmode(DRMODE_COMPLEMENT); \
rb->lcd_fillrect( left+x*TileSize, top+y*TileSize, TileSize, TileSize ); \
rb->lcd_set_drawmode(DRMODE_SOLID);
/* the tile struct
* if there is a mine, mine is true
* if tile is known by player, known is true
* if tile has a flag, flag is true
* neighbors is the total number of mines arround tile
*/
typedef struct tile
{
unsigned char mine : 1;
unsigned char known : 1;
unsigned char flag : 1;
unsigned char neighbors : 4;
} tile;
/* the height and width of the field */
#define MAX_HEIGHT (LCD_HEIGHT/TileSize)
#define MAX_WIDTH (LCD_WIDTH/TileSize)
int height = MAX_HEIGHT;
int width = MAX_WIDTH;
int top;
int left;
/* The Minefield. Caution it is defined as Y, X! Not the opposite. */
tile minefield[MAX_HEIGHT][MAX_WIDTH];
/* total number of mines on the game */
int mine_num = 0;
/* percentage of mines on minefield used during generation */
int p = 16;
/* number of tiles left on the game */
int tiles_left;
/* number of used flags on the game */
int flags_used;
/* Because mines are set after the first move... */
bool no_mines = true;
/* We need a stack (created on discover()) for the cascade algorithm. */
int stack_pos = 0;
/* a usefull string for snprintf */
char str[30];
#ifdef HAVE_TOUCHSCREEN
#include "lib/touchscreen.h"
static struct ts_raster mine_raster = { 0, 0, MAX_WIDTH, MAX_HEIGHT, TileSize, TileSize };
#endif
void push( int *stack, int y, int x )
{
if( stack_pos <= height*width )
{
stack[++stack_pos] = y;
stack[++stack_pos] = x;
}
}
/* Unveil tiles and push them to stack if they are empty. */
void unveil( int *stack, int y, int x )
{
if( x < 0 || y < 0 || x > width - 1 || y > height - 1
|| minefield[y][x].known
|| minefield[y][x].mine || minefield[y][x].flag ) return;
minefield[y][x].known = 1;
if( minefield[y][x].neighbors == 0 )
push( stack, y, x );
}
void discover( int y, int x )
{
int stack[height*width];
/* Selected tile. */
if( x < 0 || y < 0 || x > width - 1 || y > height - 1
|| minefield[y][x].known
|| minefield[y][x].mine || minefield[y][x].flag ) return;
minefield[y][x].known = 1;
/* Exit if the tile is not empty. (no mines nearby) */
if( minefield[y][x].neighbors ) return;
push( stack, y, x );
/* Scan all nearby tiles. If we meet a tile with a number we just unveil
* it. If we meet an empty tile, we push the location in stack. For each
* location in stack we do the same thing. (scan again all nearby tiles)
*/
while( stack_pos )
{
/* Pop x, y from stack. */
x = stack[stack_pos--];
y = stack[stack_pos--];
unveil( stack, y-1, x-1 );
unveil( stack, y-1, x );
unveil( stack, y-1, x+1 );
unveil( stack, y, x+1 );
unveil( stack, y+1, x+1 );
unveil( stack, y+1, x );
unveil( stack, y+1, x-1 );
unveil( stack, y, x-1 );
}
}
/* Reset the whole board for a new game. */
void minesweeper_init( void )
{
int i,j;
for( i = 0; i < MAX_HEIGHT; i++ )
{
for( j = 0; j < MAX_WIDTH; j++ )
{
minefield[i][j].known = 0;
minefield[i][j].flag = 0;
minefield[i][j].mine = 0;
minefield[i][j].neighbors = 0;
}
}
no_mines = true;
tiles_left = width*height;
}
/* put mines on the mine field */
/* there is p% chance that a tile is a mine */
/* if the tile has coordinates (x,y), then it can't be a mine */
void minesweeper_putmines( int p, int x, int y )
{
int i,j;
mine_num = 0;
for( i = 0; i < height; i++ )
{
for( j = 0; j < width; j++ )
{
if( rb->rand()%100 < p && !( y==i && x==j ) )
{
minefield[i][j].mine = 1;
mine_num++;
}
else
{
minefield[i][j].mine = 0;
}
minefield[i][j].neighbors = 0;
}
}
/* we need to compute the neighbor element for each tile */
for( i = 0; i < height; i++ )
{
for( j = 0; j < width; j++ )
{
if( i > 0 )
{
if( j > 0 )
minefield[i][j].neighbors += minefield[i-1][j-1].mine;
minefield[i][j].neighbors += minefield[i-1][j].mine;
if( j < width - 1 )
minefield[i][j].neighbors += minefield[i-1][j+1].mine;
}
if( j > 0 )
minefield[i][j].neighbors += minefield[i][j-1].mine;
if( j < width - 1 )
minefield[i][j].neighbors += minefield[i][j+1].mine;
if( i < height - 1 )
{
if( j > 0 )
minefield[i][j].neighbors += minefield[i+1][j-1].mine;
minefield[i][j].neighbors += minefield[i+1][j].mine;
if( j < width - 1 )
minefield[i][j].neighbors += minefield[i+1][j+1].mine;
}
}
}
no_mines = false;
/* In case the user is lucky and there are no mines positioned. */
if( !mine_num && height*width != 1 )
{
minesweeper_putmines(p, x, y);
}
}
/* A function that will uncover all the board, when the user wins or loses.
can easily be expanded, (just a call assigned to a button) as a solver. */
void mine_show( void )
{
int i, j, button;
for( i = 0; i < height; i++ )
{
for( j = 0; j < width; j++ )
{
if( minefield[i][j].mine )
{
if( minefield[i][j].known )
{
draw_tile( ExplodedMine, j, i );
}
else
{
draw_tile( Mine, j, i );
}
}
else
{
draw_tile( minefield[i][j].neighbors, j, i );
}
}
}
rb->lcd_update();
do
button = rb->button_get(true);
while( ( button == BUTTON_NONE )
|| ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
#ifdef HAVE_TOUCHSCREEN
button = BUTTON_NONE;
#endif
}
int count_tiles_left( void )
{
int tiles_left = 0;
int i, j;
for( i = 0; i < height; i++ )
for( j = 0; j < width; j++ )
if( minefield[i][j].known == 0 )
tiles_left++;
return tiles_left;
}
int count_flags( void )
{
int flags_used = 0;
int i, j;
for( i = 0; i < height; i++ )
for( j = 0; j < width; j++ )
if( minefield[i][j].flag == 1 )
flags_used++;
return flags_used;
}
/* welcome screen where player can chose mine percentage */
enum minesweeper_status menu( void )
{
int selection, result = MINESWEEPER_QUIT;
bool menu_quit = false;
MENUITEM_STRINGLIST( menu, "Minesweeper Menu", NULL, "Play Minesweeper",
"Mine Percentage", "Number of Rows",
"Number of Columns", "Quit" );
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground( rb->global_settings->fg_color );
rb->lcd_set_background( rb->global_settings->bg_color );
#endif
while( !menu_quit )
{
switch( rb->do_menu( &menu, &selection, NULL, false ) )
{
case 0:
result = MINESWEEPER_WIN; /* start playing */
menu_quit = true;
break;
case 1:
rb->set_int( "Mine Percentage", "%", UNIT_INT, &p, NULL,
1, 2, 98, NULL );
break;
case 2:
rb->set_int( "Number of Rows", "", UNIT_INT, &height, NULL,
1, 1, MAX_HEIGHT, NULL );
break;
case 3:
rb->set_int( "Number of Columns", "", UNIT_INT, &width, NULL,
1, 1, MAX_WIDTH, NULL );
break;
default:
result = MINESWEEPER_QUIT; /* quit program */
menu_quit = true;
break;
}
}
return result;
}
/* the big and ugly game function */
enum minesweeper_status minesweeper( void )
{
int i, j;
int button;
int lastbutton = BUTTON_NONE;
/* the cursor coordinates */
int x=0, y=0;
/**
* Show the menu
*/
if( ( i = menu() ) != MINESWEEPER_WIN ) return i;
/**
* Init game
*/
top = (LCD_HEIGHT-height*TileSize)/2;
left = (LCD_WIDTH-width*TileSize)/2;
#ifdef HAVE_TOUCHSCREEN
mine_raster.tl_x = left;
mine_raster.tl_y = top;
mine_raster.width = width*TileSize;
mine_raster.height = height*TileSize;
#endif
rb->srand( *rb->current_tick );
minesweeper_init();
x = 0;
y = 0;
/**
* Play
*/
while( true )
{
/* clear the screen buffer */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background( BackgroundColor );
#endif
rb->lcd_clear_display();
/* display the mine field */
for( i = 0; i < height; i++ )
{
for( j = 0; j < width; j++ )
{
if( minefield[i][j].known )
{
draw_tile( minefield[i][j].neighbors, j, i );
}
else if(minefield[i][j].flag)
{
draw_tile( Flag, j, i );
}
else
{
draw_tile( Unknown, j, i );
}
}
}
/* display the cursor */
invert_tile( x, y );
/* update the screen */
rb->lcd_update();
button = rb->button_get(true);
#ifdef HAVE_TOUCHSCREEN
if(button & BUTTON_TOUCHSCREEN)
{
struct ts_raster_result res;
if(touchscreen_map_raster(&mine_raster, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff, &res) == 1)
{
button &= ~BUTTON_TOUCHSCREEN;
lastbutton &= ~BUTTON_TOUCHSCREEN;
if(button & BUTTON_REPEAT && lastbutton != MINESWP_TOGGLE && lastbutton ^ BUTTON_REPEAT)
button = MINESWP_TOGGLE;
else if(button == BUTTON_REL && lastbutton ^ BUTTON_REPEAT)
button = MINESWP_DISCOVER;
else
button |= BUTTON_TOUCHSCREEN;
x = res.x;
y = res.y;
}
}
#endif
switch(button)
{
/* quit minesweeper (you really shouldn't use this button ...) */
#ifdef MINESWP_RC_QUIT
case MINESWP_RC_QUIT:
#endif
case MINESWP_QUIT:
return MINESWEEPER_QUIT;
/* move cursor left */
case MINESWP_LEFT:
case MINESWP_LEFT|BUTTON_REPEAT:
x = ( x + width - 1 )%width;
break;
/* move cursor right */
case MINESWP_RIGHT:
case MINESWP_RIGHT|BUTTON_REPEAT:
x = ( x + 1 )%width;
break;
/* move cursor down */
case MINESWP_DOWN:
case MINESWP_DOWN|BUTTON_REPEAT:
y = ( y + 1 )%height;
break;
/* move cursor up */
case MINESWP_UP:
case MINESWP_UP|BUTTON_REPEAT:
y = ( y + height - 1 )%height;
break;
/*move cursor though the entire field*/
#ifdef MINESWP_SCROLLWHEEL
case MINESWP_NEXT:
case MINESWP_NEXT|BUTTON_REPEAT:
if (x == width -1 ) {
y = ( y + 1 )%height;
}
x = ( x + 1 )%width;
break;
case MINESWP_PREV:
case MINESWP_PREV|BUTTON_REPEAT:
if (x == 0) {
y = ( y + height - 1 )%height;
}
x = ( x + width - 1 )%width;
break;
#endif
/* discover a tile (and it's neighbors if .neighbors == 0) */
case MINESWP_DISCOVER:
#ifdef MINESWP_DISCOVER2
case MINESWP_DISCOVER2:
#endif
if( minefield[y][x].flag ) break;
/* we put the mines on the first "click" so that you don't
* lose on the first "click" */
if( tiles_left == width*height && no_mines )
minesweeper_putmines(p,x,y);
discover(y, x);
if( minefield[y][x].mine )
{
minefield[y][x].known = 1;
return MINESWEEPER_LOSE;
}
tiles_left = count_tiles_left();
if( tiles_left == mine_num )
{
return MINESWEEPER_WIN;
}
break;
/* toggle flag under cursor */
case MINESWP_TOGGLE:
#ifdef MINESWP_TOGGLE_PRE
if( lastbutton != MINESWP_TOGGLE_PRE )
break;
#endif
#ifdef MINESWP_TOGGLE2
case MINESWP_TOGGLE2:
#endif
minefield[y][x].flag = ( minefield[y][x].flag + 1 )%2;
break;
/* show how many mines you think you have found and how many
* there really are on the game */
case MINESWP_INFO:
if( no_mines )
break;
flags_used = count_flags();
if (flags_used == 1) {
rb->splashf( HZ*2, "You marked 1 field. There are %d mines.",
mine_num );
}
else
{
rb->splashf( HZ*2, "You marked %d fields. There are %d mines.",
flags_used, mine_num );
}
break;
default:
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return MINESWEEPER_USB;
break;
}
if( button != BUTTON_NONE )
lastbutton = button;
}
}
/* plugin entry point */
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter)
{
bool exit = false;
(void)parameter;
rb = api;
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
while( !exit )
{
switch( minesweeper() )
{
case MINESWEEPER_WIN:
rb->splash( HZ, "You Win!" );
rb->lcd_clear_display();
mine_show();
break;
case MINESWEEPER_LOSE:
rb->splash( HZ, "You Lose!" );
rb->lcd_clear_display();
mine_show();
break;
case MINESWEEPER_USB:
return PLUGIN_USB_CONNECTED;
case MINESWEEPER_QUIT:
exit = true;
break;
default:
break;
}
}
return PLUGIN_OK;
}
#endif