rockbox/apps/plugins/superdom.c
Michael Sevakis bc32aafdfa Commit FS#8915 - Better help screen for superdom by Alexander Papst.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17197 a1c6a512-1295-4272-9138-f99709370657
2008-04-20 19:33:31 +00:00

2325 lines
85 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Will Robertson
*
* 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"
PLUGIN_HEADER
static struct plugin_api* rb;
extern const fb_data superdom_boarditems[];
char buf[255];
#define COLOUR_DARK 0
#define COLOUR_LIGHT 1
#define MARGIN 5
#if LCD_WIDTH > LCD_HEIGHT
#define BOX_WIDTH ((LCD_WIDTH-(MARGIN*2))/10)
#define BOX_HEIGHT ((BOX_WIDTH*2)/3)
#else
#define BOX_HEIGHT ((LCD_HEIGHT-(MARGIN*2)-15)/10)
#define BOX_WIDTH ((BOX_HEIGHT*2)/3)
#endif
#if LCD_WIDTH == 220 && LCD_HEIGHT == 176
#define NUM_BOX_HEIGHT 25
#define NUM_BOX_WIDTH 30
#define STRIDE 14
#define ICON_HEIGHT 7
#define ICON_WIDTH 7
#elif (LCD_WIDTH == 160 && LCD_HEIGHT == 128) || \
(LCD_WIDTH == 176 && LCD_HEIGHT == 132) || \
(LCD_WIDTH == 176 && LCD_HEIGHT == 220)
#define NUM_BOX_HEIGHT 20
#define NUM_BOX_WIDTH 24
#define STRIDE 8
#define ICON_HEIGHT 4
#define ICON_WIDTH 4
#elif (LCD_WIDTH == 320 && LCD_HEIGHT == 240)
#define NUM_BOX_HEIGHT 25
#define NUM_BOX_WIDTH 30
#define STRIDE 20
#define ICON_HEIGHT 10
#define ICON_WIDTH 10
#elif (LCD_WIDTH == 240 && LCD_HEIGHT == 320)
#define NUM_BOX_HEIGHT 25
#define NUM_BOX_WIDTH 30
#define STRIDE 18
#define ICON_HEIGHT 9
#define ICON_WIDTH 9
#endif
#define NUM_MARGIN_X (LCD_WIDTH-3*NUM_BOX_WIDTH)/2
#define NUM_MARGIN_Y (LCD_HEIGHT-4*NUM_BOX_HEIGHT)/2
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define SUPERDOM_OK BUTTON_SELECT
#define SUPERDOM_CANCEL BUTTON_MENU
#define SUPERDOM_LEFT BUTTON_LEFT
#define SUPERDOM_RIGHT BUTTON_RIGHT
#define IPOD_STYLE
#elif CONFIG_KEYPAD == IRIVER_H300_PAD || CONFIG_KEYPAD == IRIVER_H100_PAD
#define SUPERDOM_OK BUTTON_SELECT
#define SUPERDOM_LEFT BUTTON_LEFT
#define SUPERDOM_RIGHT BUTTON_RIGHT
#define SUPERDOM_UP BUTTON_UP
#define SUPERDOM_DOWN BUTTON_DOWN
#define SUPERDOM_CANCEL BUTTON_OFF
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
#define SUPERDOM_OK BUTTON_SELECT
#define SUPERDOM_LEFT BUTTON_LEFT
#define SUPERDOM_RIGHT BUTTON_RIGHT
#define SUPERDOM_UP BUTTON_UP
#define SUPERDOM_DOWN BUTTON_DOWN
#define SUPERDOM_CANCEL BUTTON_REC
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define SUPERDOM_OK BUTTON_RIGHT
#define SUPERDOM_UP BUTTON_SCROLL_UP
#define SUPERDOM_DOWN BUTTON_SCROLL_DOWN
#define SUPERDOM_CANCEL BUTTON_LEFT
#elif CONFIG_KEYPAD == GIGABEAT_PAD
#define SUPERDOM_OK BUTTON_SELECT
#define SUPERDOM_UP BUTTON_UP
#define SUPERDOM_DOWN BUTTON_DOWN
#define SUPERDOM_LEFT BUTTON_LEFT
#define SUPERDOM_RIGHT BUTTON_RIGHT
#define SUPERDOM_CANCEL BUTTON_POWER
#elif CONFIG_KEYPAD == SANSA_E200_PAD
#define SUPERDOM_OK BUTTON_SELECT
#define SUPERDOM_UP BUTTON_SCROLL_BACK
#define SUPERDOM_DOWN BUTTON_SCROLL_FWD
#define SUPERDOM_LEFT BUTTON_LEFT
#define SUPERDOM_RIGHT BUTTON_RIGHT
#define SUPERDOM_CANCEL BUTTON_POWER
#elif CONFIG_KEYPAD == GIGABEAT_S_PAD
#define SUPERDOM_OK BUTTON_SELECT
#define SUPERDOM_UP BUTTON_UP
#define SUPERDOM_DOWN BUTTON_DOWN
#define SUPERDOM_LEFT BUTTON_LEFT
#define SUPERDOM_RIGHT BUTTON_RIGHT
#define SUPERDOM_CANCEL BUTTON_BACK
#elif CONFIG_KEYPAD == COWOND2_PAD
#define SUPERDOM_OK BUTTON_SELECT
#define SUPERDOM_UP BUTTON_UP
#define SUPERDOM_LEFT BUTTON_LEFT
#define SUPERDOM_RIGHT BUTTON_RIGHT
#define SUPERDOM_DOWN BUTTON_DOWN
#define SUPERDOM_CANCEL BUTTON_MENU
#endif
#define SUPERDOM_QUIT 23
void gen_interest(void);
int production_menu(void);
void init_resources(void);
int select_square(void);
void update_score(void);
void gen_resources(void);
void draw_cursor(void);
int calc_strength(bool colour, int x, int y);
void draw_board(void);
struct tile{
signed int colour; /* -1 = Unset */
bool tank;
bool plane;
bool nuke;
bool ind;
bool farm;
int men;
};
struct resources {
int cash;
int food;
int farms;
int inds;
int men;
int tanks;
int planes;
int nukes;
int bank;
int moves;
};
struct settings {
int compstartfarms;
int compstartinds;
int humanstartfarms;
int humanstartinds;
int startcash;
int startfood;
int movesperturn;
} superdom_settings;
struct resources humanres;
struct resources compres;
struct cursor{
int x;
int y;
} cursor;
struct tile board[12][12];
void init_board(void) {
rb->srand(*rb->current_tick);
int i,j;
for(i=0;i<12;i++) { /* Hopefully about 50% each colour */
for(j=0;j<12;j++) {
if((i<1)||(j<1)||(i>10)||(j>10))
board[i][j].colour = -1; /* Unset */
else
board[i][j].colour = rb->rand()%2;
board[i][j].tank = false;
board[i][j].plane = false;
board[i][j].nuke = false;
board[i][j].ind = false;
board[i][j].farm = false;
board[i][j].men = 0;
}
}
while(compres.farms < superdom_settings.compstartfarms) {
i = rb->rand()%10 + 1;
j = rb->rand()%10 + 1;
if((board[i][j].colour == COLOUR_DARK) && (board[i][j].farm == false)) {
board[i][j].farm = true;
compres.farms++;
break;
}
}
while(compres.inds < superdom_settings.compstartinds) {
i = rb->rand()%10 + 1;
j = rb->rand()%10 + 1;
if((board[i][j].colour == COLOUR_DARK) && (board[i][j].ind == false)) {
board[i][j].ind = true;
compres.inds++;
break;
}
}
while(humanres.farms<superdom_settings.humanstartfarms) {
i = rb->rand()%10 + 1;
j = rb->rand()%10 + 1;
if((board[i][j].colour == COLOUR_LIGHT)&&(board[i][j].farm == false)) {
board[i][j].farm = true;
humanres.farms++;
}
}
while(humanres.inds<superdom_settings.humanstartfarms) {
i = rb->rand()%10 + 1;
j = rb->rand()%10 + 1;
if((board[i][j].colour == COLOUR_LIGHT) && (board[i][j].ind == false)) {
board[i][j].ind = true;
humanres.inds++;
}
}
}
void draw_board(void) {
rb->lcd_clear_display();
int i,j;
for(i=1;i<11;i++) {
for(j=1;j<11;j++) {
if(board[i][j].colour == COLOUR_DARK) {
rb->lcd_set_foreground(LCD_DARKGRAY);
} else {
rb->lcd_set_foreground(LCD_LIGHTGRAY);
}
rb->lcd_fillrect(MARGIN+(BOX_WIDTH*(i-1)),
MARGIN+(BOX_HEIGHT*(j-1)), BOX_WIDTH,
BOX_HEIGHT);
#if LCD_DEPTH != 16
rb->lcd_set_drawmode(DRMODE_BG | DRMODE_INVERSEVID);
#endif
if(board[i][j].ind) {
#if (LCD_DEPTH == 16)
rb->lcd_bitmap_transparent_part(superdom_boarditems,
#else
rb->lcd_mono_bitmap_part(superdom_boarditems,
#endif
board[i][j].colour?ICON_WIDTH:0, 0, STRIDE,
#if LCD_WIDTH > LCD_HEIGHT
MARGIN+(BOX_WIDTH*(i-1))+1,
MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT+1,
#else
MARGIN+(BOX_WIDTH*(i-1))+1+ICON_WIDTH,
MARGIN+(BOX_HEIGHT*(j-1))+1,
#endif
ICON_WIDTH, ICON_HEIGHT);
}
if(board[i][j].farm) {
#if (LCD_DEPTH == 16)
rb->lcd_bitmap_transparent_part(superdom_boarditems,
#else
rb->lcd_mono_bitmap_part(superdom_boarditems,
#endif
board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT,
STRIDE, MARGIN+(BOX_WIDTH*(i-1))+1,
MARGIN+(BOX_HEIGHT*(j-1))+1,
ICON_WIDTH, ICON_HEIGHT);
}
if(board[i][j].tank) {
#if (LCD_DEPTH == 16)
rb->lcd_bitmap_transparent_part(superdom_boarditems,
#else
rb->lcd_mono_bitmap_part(superdom_boarditems,
#endif
board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*2,
STRIDE, MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH+1,
MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT+1,
ICON_WIDTH, ICON_HEIGHT);
}
if(board[i][j].men) {
#if (LCD_DEPTH == 16)
rb->lcd_bitmap_transparent_part(superdom_boarditems,
#else
rb->lcd_mono_bitmap_part(superdom_boarditems,
#endif
board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*3,
#if LCD_WIDTH > LCD_HEIGHT
STRIDE, MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH+1,
MARGIN+(BOX_HEIGHT*(j-1))+1,
#else
STRIDE, MARGIN+(BOX_WIDTH*(i-1))+1,
MARGIN+(BOX_HEIGHT*(j-1))+1+ICON_HEIGHT,
#endif
ICON_WIDTH, ICON_HEIGHT);
}
if(board[i][j].plane) {
#if (LCD_DEPTH == 16)
rb->lcd_bitmap_transparent_part(superdom_boarditems,
#else
rb->lcd_mono_bitmap_part(superdom_boarditems,
#endif
board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*4,
#if LCD_WIDTH > LCD_HEIGHT
STRIDE,MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH*2+1,
MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT+1,
#else
STRIDE,MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH+1,
MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT*2+1,
#endif
ICON_WIDTH, ICON_HEIGHT);
}
if(board[i][j].nuke) {
#if (LCD_DEPTH == 16)
rb->lcd_bitmap_transparent_part(superdom_boarditems,
#else
rb->lcd_mono_bitmap_part(superdom_boarditems,
#endif
board[i][j].colour?ICON_WIDTH:0, ICON_HEIGHT*5,
#if LCD_WIDTH > LCD_HEIGHT
STRIDE,MARGIN+(BOX_WIDTH*(i-1))+ICON_WIDTH*2+1,
MARGIN+(BOX_HEIGHT*(j-1))+1,
#else
STRIDE,MARGIN+(BOX_WIDTH*(i-1))+1,
MARGIN+(BOX_HEIGHT*(j-1))+ICON_HEIGHT*2+1,
#endif
ICON_WIDTH, ICON_HEIGHT);
}
#if LCD_DEPTH != 16
rb->lcd_set_drawmode(DRMODE_SOLID);
#endif
}
}
rb->lcd_set_foreground(LCD_BLACK);
for(i=0;i<=10;i++) { /* Draw Horizontal lines */
rb->lcd_hline(MARGIN, MARGIN+(BOX_WIDTH*10), MARGIN+(BOX_HEIGHT*i));
}
for(i=0;i<=10;i++) { /* Draw Vertical lines */
rb->lcd_vline(MARGIN+(BOX_WIDTH*i), MARGIN, MARGIN+(BOX_HEIGHT*10));
}
rb->lcd_update();
}
int calc_strength(bool colour, int x, int y) {
int a, b, score=0;
for (a = -1; a < 2; a++){
for (b = -1; b < 2; b++){
if (b == 0){
if(board[x + a][y].colour == colour)
score+=10;
if(((board[x + a][y].colour == colour) && board[x + a][y].tank) || ((board[x + a][y].colour == colour) && board[x + a][y].farm))
score+=30;
if(((board[x + a][y].colour == colour) && board[x + a][y].plane) || ((board[x + a][y].colour == colour) && board[x + a][y].ind))
score+=40;
if((board[x + a][y].colour == colour) && board[x + a][y].nuke)
score+=20;
if((board[x + a][y].colour == colour) && board[x + a][y].men)
score+=(board[x + a][y].men*133/1000);
} else if (a == 0){
if(board[x][y + b].colour == colour)
score+=10;
if(((board[x][y + b].colour == colour) && board[x][y + b].tank) || ((board[x][y + b].colour == colour) && board[x][y + b].farm))
score+=30;
if(((board[x][y + b].colour == colour) && board[x][y + b].plane) || ((board[x][y + b].colour == colour) && board[x][y + b].ind))
score+=40;
if((board[x][y + b].colour == colour) && board[x][y + b].nuke)
score+=20;
if((board[x][y + b].colour == colour) && board[x][y + b].men)
score+=(board[x][y + b].men*133/1000);
}
}
}
return score;
}
void gen_interest(void) {
/* Interest should be around 10% */
rb->srand(*rb->current_tick);
int interest = 7+rb->rand()%6;
humanres.bank = humanres.bank+(interest*humanres.bank/100);
}
void draw_cursor(void) {
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(MARGIN+((cursor.x-1)*BOX_WIDTH),
MARGIN+((cursor.y-1)*BOX_HEIGHT), BOX_WIDTH+1, BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_update();
}
void gen_resources(void) {
gen_interest();
int inccash = 0;
int incfood = 0;
int i;
rb->srand(*rb->current_tick);
/* Generate Human's resources */
for(i=0;i<humanres.inds;i++) {
inccash += (300+rb->rand()%200);
}
for(i=0;i<humanres.farms;i++) {
incfood += (200+rb->rand()%200);
}
if(inccash/humanres.inds > 450) {
if(incfood/humanres.farms > 350) {
rb->splash(HZ*2, "Patriotism sweeps the land, all production"
" is up this year!");
} else {
rb->splash(HZ*2, "Factories working at maximum efficiency,"
" cash production up this year!");
}
} else if((inccash/humanres.inds>350)&&(inccash/humanres.inds<=450)) {
if(incfood/humanres.farms > 350) {
rb->splash(HZ*2, "Record crop harvest this year!");
} else if((incfood/humanres.farms > 250) &&
(incfood/humanres.farms <= 350)) {
rb->splash(HZ*2, "Production continues as normal");
} else {
rb->splash(HZ*2, "Spoilage of crops leads to reduced farm"
" output this year");
}
} else {
if(incfood/humanres.farms > 350) {
rb->splash(HZ*2, "Record crop harvest this year!");
} else if((incfood/humanres.farms > 250) &&
(incfood/humanres.farms <= 350)) {
rb->splash(HZ*2, "Factory unions introduced. Industrial"
" production is down this year.");
} else {
rb->splash(HZ*2, "Internet created. All production is down"
" due to time wasted.");
}
}
humanres.cash += inccash;
humanres.food += incfood;
/* Generate Computer's resources */
inccash = 0;
incfood = 0;
for(i=0;i<compres.inds;i++) {
inccash += (300+rb->rand()%200);
}
for(i=0;i<compres.farms;i++) {
incfood += (200+rb->rand()%200);
}
compres.cash += inccash;
compres.food += incfood;
}
void update_score(void) {
rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
rb->lcd_fillrect(5,LCD_HEIGHT-20,105,20);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->snprintf(buf, sizeof(buf), "Your power: %d.%d",
calc_strength(COLOUR_LIGHT, cursor.x, cursor.y)/10,
calc_strength(COLOUR_LIGHT, cursor.x, cursor.y)%10);
rb->lcd_putsxy(5,LCD_HEIGHT-20, buf);
rb->snprintf(buf, sizeof(buf), "Comp power: %d.%d",
calc_strength(COLOUR_DARK, cursor.x, cursor.y)/10,
calc_strength(COLOUR_DARK, cursor.x, cursor.y)%10);
rb->lcd_putsxy(5,LCD_HEIGHT-10, buf);
}
int settings_menu_function(void) {
int selection = 0;
MENUITEM_STRINGLIST(settings_menu,"Super Domination Settings",NULL,
"Computer starting farms","Computer starting factories",
"Human starting farms","Human starting factories",
"Starting cash","Starting food","Moves per turn");
settings_menu:
selection=rb->do_menu(&settings_menu,&selection, NULL, false);
switch(selection) {
case 0:
rb->set_int("Computer starting farms", "", UNIT_INT,
&superdom_settings.compstartfarms, NULL,
1, 0, 5, NULL);
goto settings_menu;
break;
case 1:
rb->set_int("Computer starting factories", "", UNIT_INT,
&superdom_settings.compstartinds, NULL,
1, 0, 5, NULL);
goto settings_menu;
break;
case 2:
rb->set_int("Human starting farms", "", UNIT_INT,
&superdom_settings.humanstartfarms, NULL,
1, 0, 5, NULL);
goto settings_menu;
break;
case 3:
superdom_settings.humanstartinds =
rb->set_int("Human starting factories", "", UNIT_INT,
&superdom_settings.humanstartinds, NULL,
1, 0, 5, NULL);
goto settings_menu;
break;
case 4:
rb->set_int("Starting cash", "", UNIT_INT,
&superdom_settings.startcash, NULL,
250, 0, 5000, NULL);
goto settings_menu;
break;
case 5:
rb->set_int("Starting food", "", UNIT_INT,
&superdom_settings.startfood, NULL,
250, 0, 5000, NULL);
goto settings_menu;
break;
case 6:
rb->set_int("Moves per turn", "", UNIT_INT,
&superdom_settings.movesperturn, NULL,
1, 1, 5, NULL);
goto settings_menu;
break;
case MENU_ATTACHED_USB:
return PLUGIN_USB_CONNECTED;
break;
}
return 0;
}
static int do_help(void) {
int button;
int y = MARGIN, space_w, width, height;
unsigned short x = MARGIN, i = 0;
#define WORDS (sizeof instructions / sizeof (char*))
static char* instructions[] = {
"Super", "domination", "is", "a", "turn", "based", "strategy", "game,",
"where", "the", "aim", "is", "to", "overpower", "the", "computer",
"player", "by", "taking", "their", "territory.", "",
"Each", "year", "you", "are", "allocated", "an", "amount", "of", "cash",
"and", "food,", "depending", "on", "how", "many", "farms", "and",
"factories", "you", "control.", "",
"Use", "this", "cash", "and", "food", "to", "buy", "and", "feed", "your",
"army.", "Each", "tile", "has", "a", "strength,", "calculated", "by",
"the", "ownership", "of", "adjacent", "tiles,", "and", "the", "type",
"and", "number", "of", "troops", "on", "them.",
};
rb->lcd_clear_display();
rb->lcd_getstringsize(" ", &space_w, &height);
for (i = 0; i < WORDS; i++) {
rb->lcd_getstringsize(instructions[i], &width, NULL);
/* Skip to next line if the current one can't fit the word */
if (x + width > LCD_WIDTH - MARGIN) {
x = MARGIN;
y += height;
}
/* .. or if the word is the empty string */
if (rb->strcmp(instructions[i], "") == 0) {
x = MARGIN;
y += height;
continue;
}
/* We filled the screen */
if (y + height > LCD_HEIGHT - MARGIN) {
y = MARGIN;
rb->lcd_update();
do {
button = rb->button_get(true);
if (button == SYS_USB_CONNECTED) {
return PLUGIN_USB_CONNECTED;
}
} while( ( button == BUTTON_NONE )
|| ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
rb->lcd_clear_display();
}
rb->lcd_putsxy(x, y, instructions[i]);
x += width + space_w;
}
rb->lcd_update();
do {
button = rb->button_get(true);
if (button == SYS_USB_CONNECTED) {
return PLUGIN_USB_CONNECTED;
}
} while( ( button == BUTTON_NONE )
|| ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
return 0;
}
int menu(void) {
int selection = 0;
MENUITEM_STRINGLIST(main_menu,"Super Domination Menu",NULL,
"Play Super Domination","Settings","Help","Quit");
while(1) {
selection=rb->do_menu(&main_menu,&selection, NULL, false);
switch(selection) {
case 0:
return 0; /* start playing */
break;
case 1:
if(settings_menu_function()==PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
case 2:
if(do_help()==PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
default:
return 2; /* quit program */
break;
}
}
return 3;
}
int save_game(void) {
int fd;
char savepath[MAX_PATH];
rb->snprintf(savepath, sizeof(savepath), "/Savegame.ssg");
if(rb->kbd_input(savepath, MAX_PATH)) {
DEBUGF("Keyboard input failed\n");
return -1;
}
fd = rb->open(savepath, O_WRONLY|O_CREAT);
DEBUGF("savepath: %s\n", savepath);
if(fd < 0) {
DEBUGF("Couldn't create/open file\n");
return -1;
}
rb->write(fd, "SSGv2", 5);
rb->write(fd, &humanres.cash, sizeof(humanres.cash));
rb->write(fd, &humanres.food, sizeof(humanres.food));
rb->write(fd, &humanres.bank, sizeof(humanres.bank));
rb->write(fd, &humanres.planes, sizeof(humanres.planes));
rb->write(fd, &humanres.tanks, sizeof(humanres.tanks));
rb->write(fd, &humanres.men, sizeof(humanres.men));
rb->write(fd, &humanres.nukes, sizeof(humanres.nukes));
rb->write(fd, &humanres.inds, sizeof(humanres.inds));
rb->write(fd, &humanres.farms, sizeof(humanres.farms));
rb->write(fd, &humanres.moves, sizeof(humanres.moves));
rb->write(fd, &compres.cash, sizeof(compres.cash));
rb->write(fd, &compres.food, sizeof(compres.food));
rb->write(fd, &compres.bank, sizeof(compres.bank));
rb->write(fd, &compres.planes, sizeof(compres.planes));
rb->write(fd, &compres.tanks, sizeof(compres.tanks));
rb->write(fd, &compres.men, sizeof(compres.men));
rb->write(fd, &compres.nukes, sizeof(compres.nukes));
rb->write(fd, &compres.inds, sizeof(compres.inds));
rb->write(fd, &compres.farms, sizeof(compres.farms));
rb->write(fd, &compres.moves, sizeof(compres.moves));
rb->write(fd, board, sizeof(board));
rb->write(fd, &superdom_settings.compstartfarms, sizeof(int));
rb->write(fd, &superdom_settings.compstartinds, sizeof(int));
rb->write(fd, &superdom_settings.humanstartfarms, sizeof(int));
rb->write(fd, &superdom_settings.humanstartfarms, sizeof(int));
rb->write(fd, &superdom_settings.startcash, sizeof(int));
rb->write(fd, &superdom_settings.startfood, sizeof(int));
rb->write(fd, &superdom_settings.movesperturn, sizeof(int));
rb->close(fd);
return 0;
}
int ingame_menu(void) {
int selection = 0;
MENUITEM_STRINGLIST(ingame_menu,"Super Domination Menu",NULL,
"Return to game","Save Game", "Quit");
selection=rb->do_menu(&ingame_menu,&selection, NULL, false);
switch(selection) {
case 0:
return 0;
break;
case 1:
if(!save_game())
rb->splash(HZ, "Game saved");
else
rb->splash(HZ, "Error in save");
break;
case 2:
return SUPERDOM_QUIT;
break;
case MENU_ATTACHED_USB:
return PLUGIN_USB_CONNECTED;
break;
}
return 0;
}
int get_number(char* param, int* value) {
//int numbers[3][3] = {{1, 2, 3}, {4, 5, 6}, {7, 8, 9}};
int numbers[3][3];
numbers[0][0] = 1;
numbers[0][1] = 2;
numbers[0][2] = 3;
numbers[1][0] = 4;
numbers[1][1] = 5;
numbers[1][2] = 6;
numbers[2][0] = 7;
numbers[2][1] = 8;
numbers[2][2] = 9;
rb->lcd_clear_display();
/* Draw a 3x4 grid */
int i,j,x=0,y=0;
for(i=0;i<=3;i++) { /* Vertical lines */
rb->lcd_vline(NUM_MARGIN_X+(NUM_BOX_WIDTH*i), NUM_MARGIN_Y,
NUM_MARGIN_Y+(4*NUM_BOX_HEIGHT));
}
for(i=0;i<=4;i++) { /* Horizontal lines */
rb->lcd_hline(NUM_MARGIN_X, NUM_MARGIN_X+(3*NUM_BOX_WIDTH),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*i));
}
int temp = 1;
for(i=0;i<3;i++) {
for(j=0;j<3;j++) {
rb->snprintf(buf, sizeof(buf), "%d", temp);
rb->lcd_putsxy(NUM_MARGIN_X+(j*NUM_BOX_WIDTH)+10,
NUM_MARGIN_Y+(i*NUM_BOX_HEIGHT)+8, buf);
temp++;
}
}
rb->lcd_putsxy(NUM_MARGIN_X+5, NUM_MARGIN_Y+(3*NUM_BOX_HEIGHT)+8, "CLR");
rb->lcd_putsxy(NUM_MARGIN_X+NUM_BOX_WIDTH+10,
NUM_MARGIN_Y+(3*NUM_BOX_HEIGHT)+8, "0");
rb->lcd_putsxy(NUM_MARGIN_X+2*NUM_BOX_WIDTH+8,
NUM_MARGIN_Y+(3*NUM_BOX_HEIGHT)+8, "OK");
rb->snprintf(buf,sizeof(buf), "%d", *value);
rb->lcd_putsxy(NUM_MARGIN_X+10, NUM_MARGIN_Y+4*NUM_BOX_HEIGHT+10, buf);
int height, width;
rb->lcd_getstringsize(param, &width, &height);
rb->lcd_putsxy((LCD_WIDTH-width)/2, (NUM_MARGIN_Y-height)/2, param);
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y), NUM_BOX_WIDTH+1,
NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
int button = 0;
rb->lcd_update();
while(1) {
button = rb->button_get(true);
switch(button) {
case SUPERDOM_OK:
*value *= 10;
if(y!=3) {
*value += numbers[y][x];
} else if(y==3 && x==0) {
*value /= 100;
} else if(y==3 && x==2) {
*value /= 10;
return 0;
}
rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
rb->lcd_fillrect(0, NUM_MARGIN_Y+4*NUM_BOX_HEIGHT+10,
LCD_WIDTH, 30);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->snprintf(buf,sizeof(buf), "%d", *value);
rb->lcd_putsxy(NUM_MARGIN_X+10,
NUM_MARGIN_Y+4*NUM_BOX_HEIGHT+10, buf);
break;
case SUPERDOM_CANCEL:
return 0;
break;
#if CONFIG_KEYPAD != IRIVER_H10_PAD
case SUPERDOM_LEFT:
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
if(x==0) {
#ifdef IPOD_STYLE
if(y>0)
y--;
else
y=3;
#endif
x=2;
} else {
x--;
}
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
break;
case SUPERDOM_RIGHT:
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
if(x==2) {
#ifdef IPOD_STYLE
if(y==3)
y=0;
else
y++;
#endif
x=0;
} else {
x++;
}
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
break;
#endif
#ifndef IPOD_STYLE
case SUPERDOM_UP:
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
if(y==0) {
#if CONFIG_KEYPAD == IRIVER_H10_PAD
if(x > 0)
x--;
else
x=2;
#endif
y=3;
} else {
y--;
}
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
break;
case SUPERDOM_DOWN:
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
if(y==3) {
#if CONFIG_KEYPAD == IRIVER_H10_PAD
if(x < 2)
x++;
else
x=0;
#endif
y=0;
} else {
y++;
}
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(NUM_MARGIN_X+(NUM_BOX_WIDTH*x),
NUM_MARGIN_Y+(NUM_BOX_HEIGHT*y),
NUM_BOX_WIDTH+1, NUM_BOX_HEIGHT+1);
rb->lcd_set_drawmode(DRMODE_SOLID);
break;
#endif
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
{
return PLUGIN_USB_CONNECTED;
}
break;
}
rb->lcd_update();
}
return 0;
}
int buy_resources_menu(void) {
int selection,tempmenu,nummen;
MENUITEM_STRINGLIST(res_menu, "Buy Resources", NULL, "Buy men ($1)",
"Buy tank ($300)", "Buy plane ($600)", "Buy Farm ($1150)",
"Buy Factory ($1300)", "Buy Nuke ($2000)",
"Finish buying", "Game menu");
resources_menu:
selection=rb->do_menu(&res_menu,&selection, NULL, false);
switch(selection) {
case 0:
nummen = 0;
if(get_number("How many men would you like?", &nummen)
== PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(humanres.cash>=nummen) {
rb->splash(HZ, "Where do you want to place them?");
tempmenu = select_square();
switch(tempmenu) {
case 0:
rb->splash(HZ, "Cancelled");
break;
case 2:
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
humanres.men += nummen;
board[cursor.x][cursor.y].men += nummen;
humanres.cash -= nummen;
} else {
rb->splash(HZ,"Can't place men on enemy territory");
}
break;
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
}
} else {
rb->splash(HZ, "Not enough money!");
}
goto resources_menu;
break;
case 1:
if(humanres.cash>=300) {
rb->splash(HZ, "Where do you want to place the tank?");
tempmenu = select_square();
switch(tempmenu) {
case 0:
rb->splash(HZ, "Cancelled");
goto resources_menu;
break;
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
}
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].tank) {
rb->splash(HZ, "There is already a tank there");
} else {
board[cursor.x][cursor.y].tank = true;
humanres.cash -= 300;
humanres.tanks++;
}
} else {
rb->splash(HZ, "Can't place men on enemy territory");
}
} else {
rb->splash(HZ, "Not enough money!");
}
goto resources_menu;
break;
case 2:
if(humanres.cash>=600) {
rb->splash(HZ, "Where do you want to place the plane?");
tempmenu = select_square();
switch(tempmenu) {
case 0:
rb->splash(HZ, "Cancelled");
goto resources_menu;
break;
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
}
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].plane) {
rb->splash(HZ, "There is already a plane there");
} else {
board[cursor.x][cursor.y].plane = true;
humanres.cash -= 600;
humanres.planes++;
}
} else {
rb->splash(HZ, "Can't place men on enemy territory");
}
} else {
rb->splash(HZ, "Not enough money!");
}
goto resources_menu;
break;
case 3:
if(humanres.cash>=1150) {
rb->splash(HZ, "Where do you want to place the farm?");
tempmenu = select_square();
switch(tempmenu) {
case 0:
rb->splash(HZ, "Cancelled");
goto resources_menu;
break;
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
}
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].farm) {
rb->splash(HZ, "There is already a farm there");
} else {
board[cursor.x][cursor.y].farm = true;
humanres.cash -= 1150;
humanres.farms++;
}
} else {
rb->splash(HZ, "Can't build on enemy territory");
}
} else {
rb->splash(HZ, "Not enough money!");
}
goto resources_menu;
break;
case 4:
if(humanres.cash>=1300) {
rb->splash(HZ, "Where do you want to place the industrial"
" plant?");
tempmenu = select_square();
switch(tempmenu) {
case 0:
rb->splash(HZ, "Cancelled");
goto resources_menu;
break;
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
}
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].ind) {
rb->splash(HZ, "There is already an industrial"
" plant there");
} else {
board[cursor.x][cursor.y].ind = true;
humanres.cash -= 1300;
humanres.inds++;
}
} else {
rb->splash(HZ, "Can't build on enemy territory");
}
} else {
rb->splash(HZ, "Not enough money!");
}
goto resources_menu;
break;
case 5:
if(humanres.cash>=2000) {
rb->splash(HZ, "Where do you want to place the nuke?");
tempmenu = select_square();
switch(tempmenu) {
case 0:
rb->splash(HZ, "Cancelled");
goto resources_menu;
break;
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
}
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].nuke) {
rb->splash(HZ, "There is already a nuke there");
} else {
board[cursor.x][cursor.y].nuke = true;
humanres.cash -= 2000;
humanres.nukes++;
}
} else {
rb->splash(HZ, "Can't place a nuke on enemy territory");
}
} else {
rb->splash(HZ, "Not enough money!");
}
goto resources_menu;
break;
case 6:
return 0;
break;
case MENU_ATTACHED_USB:
return PLUGIN_USB_CONNECTED;
break;
}
return 0;
}
int move_unit(void) {
int selection, nummen;
struct cursor from;
MENUITEM_STRINGLIST(move_unit_menu, "Move unit", NULL, "Move men",
"Move tank", "Move plane");
selection=rb->do_menu(&move_unit_menu,&selection, NULL, false);
switch(selection) {
case 0:
rb->splash(HZ, "Select where to move troops from");
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].men) {
from.x = cursor.x;
from.y = cursor.y;
nummen = board[from.x][from.y].men;
if(get_number("How many men do you want to move?",
&nummen) == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(nummen > board[from.x][from.y].men) {
rb->splash(HZ, "You don't have that many troops.");
} else {
rb->splash(HZ,"Select where to move the troops to");
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if((board[cursor.x][cursor.y].colour == COLOUR_LIGHT) &&
(abs(cursor.x - from.x) <= 1) &&
abs(cursor.y - from.y) <= 1) {
board[from.x][from.y].men -= nummen;
board[cursor.x][cursor.y].men += nummen;
humanres.moves--;
return 0;
}
}
} else {
rb->splash(HZ, "You don't have any troops there");
}
} else {
rb->splash(HZ, "Can't move enemy troops");
}
break;
case 1:
rb->splash(HZ, "Select where you want to move the tank from");
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].tank) {
from.x = cursor.x;
from.y = cursor.y;
rb->splash(HZ, "Select where you want"
" to move the tank to");
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if((board[cursor.x][cursor.y].colour == COLOUR_LIGHT)&&
(abs(cursor.x-from.x) <= 1) &&
(abs(cursor.y-from.y) <= 1)) {
if(board[cursor.x][cursor.y].tank) {
rb->splash(HZ, "There is already a tank there");
} else {
board[from.x][from.y].tank = false;
board[cursor.x][cursor.y].tank = true;
humanres.moves--;
return 0;
}
} else {
rb->splash(HZ, "Invalid move");
}
} else {
rb->splash(HZ, "You don't have a tank there");
}
} else {
rb->splash(HZ, "That isn't your territory");
}
break;
case 2:
rb->splash(HZ, "Select where you want"
" to move the plane from");
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].plane) {
from.x = cursor.x;
from.y = cursor.y;
rb->splash(HZ, "Select where you want"
" to move the plane to");
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(board[cursor.x][cursor.y].colour == COLOUR_LIGHT) {
if(board[cursor.x][cursor.y].plane) {
rb->splash(HZ,"There is already a plane there");
} else {
board[from.x][from.y].plane = false;
board[cursor.x][cursor.y].plane = true;
humanres.moves--;
return 0;
}
} else {
rb->splash(HZ, "Invalid move");
}
} else {
rb->splash(HZ, "You don't have a plane there");
}
} else {
rb->splash(HZ, "That isn't your territory");
}
break;
}
return 0;
}
int movement_menu(void) {
int selection, tempmenu;
bool menu_quit = false;
MENUITEM_STRINGLIST(move_menu, "Movement", NULL, "Move unit",
"Buy additional moves ($100)", "Launch nuclear missile",
"Check map", "Finish moving", "Game menu");
while(!menu_quit) {
selection=rb->do_menu(&move_menu,&selection, NULL, false);
switch(selection) {
case 0:
if(humanres.moves) {
if(move_unit()==PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
} else {
rb->splash(HZ, "You have no more moves left."
" You can buy more for $100 each.");
}
break;
case 1:
if(humanres.cash > 100) {
humanres.moves++;
humanres.cash -= 100;
rb->snprintf(buf, sizeof(buf), "You now have %d moves",
humanres.moves);
rb->splash(HZ, buf);
}
break;
case 2:
if(humanres.nukes==0) {
rb->splash(HZ, "You do not have any nukes to launch");
} else {
rb->splash(HZ, "Select place to launch nuke from");
if(select_square() == PLUGIN_USB_CONNECTED) {
return PLUGIN_USB_CONNECTED;
}
if(board[cursor.x][cursor.y].nuke) {
rb->splash(HZ, "Select place to target with nuke");
if(select_square() == PLUGIN_USB_CONNECTED) {
return PLUGIN_USB_CONNECTED;
}
board[cursor.x][cursor.y].men = 0;
board[cursor.x][cursor.y].tank = 0;
board[cursor.x][cursor.y].plane = 0;
board[cursor.x][cursor.y].ind = 0;
board[cursor.x][cursor.y].nuke = 0;
board[cursor.x][cursor.y].farm = 0;
/* TODO: Fallout carried by wind */
}
}
break;
case 3:
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
case 4:
return 0;
break;
case 5:
tempmenu = ingame_menu();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
return SUPERDOM_QUIT;
break;
}
break;
case MENU_ATTACHED_USB:
return PLUGIN_USB_CONNECTED;
break;
}
}
return 0;
}
int show_inventory(void) {
rb->lcd_clear_display();
rb->lcd_puts(1, 0, "Inventory");
char men[20], tanks[20], planes[20], inds[20], farms[20], nukes[20],
cash[20], food[20], bank[20];
rb->snprintf(men, sizeof(men), "Men: %d", humanres.men);
rb->snprintf(tanks, sizeof(tanks), "Tanks: %d", humanres.tanks);
rb->snprintf(planes, sizeof(planes), "Planes: %d", humanres.planes);
rb->snprintf(inds, sizeof(inds), "Factories: %d", humanres.inds);
rb->snprintf(farms, sizeof(farms), "Farms: %d", humanres.farms);
rb->snprintf(nukes, sizeof(nukes), "Nukes: %d", humanres.nukes);
rb->snprintf(cash, sizeof(cash), "Cash: %d", humanres.cash);
rb->snprintf(food, sizeof(food), "Food: %d", humanres.food);
rb->snprintf(bank, sizeof(bank), "Bank: %d", humanres.bank);
rb->lcd_puts(2, 1, men);
rb->lcd_puts(2, 2, tanks);
rb->lcd_puts(2, 3, planes);
rb->lcd_puts(2, 4, inds);
rb->lcd_puts(2, 5, farms);
rb->lcd_puts(2, 6, nukes);
rb->lcd_puts(2, 7, cash);
rb->lcd_puts(2, 8, food);
rb->lcd_puts(2, 9, bank);
rb->lcd_update();
if(rb->default_event_handler(rb->button_get(true)) == SYS_USB_CONNECTED) {
return PLUGIN_USB_CONNECTED;
} else {
return 0;
}
}
int production_menu(void) {
int selection, tempbank, tempmenu;
MENUITEM_STRINGLIST(prod_menu, "Production", NULL, "Buy resources",
"Show inventory", "Check map", "Invest money",
"Withdraw money", "Finish turn", "Game menu");
while(1) {
selection=rb->do_menu(&prod_menu,&selection, NULL, false);
switch(selection) {
case 0:
tempmenu = buy_resources_menu();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
return SUPERDOM_QUIT;
break;
}
break;
case 1:
tempmenu = show_inventory();
switch(tempmenu) {
case 0:
break;
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
}
break;
case 2:
tempmenu = select_square();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
return SUPERDOM_QUIT;
break;
case 0:
break;
}
break;
case 3:
tempbank = humanres.cash;
if(get_number("How much do you want to invest?", &tempbank)
== PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(tempbank>humanres.cash) {
rb->splash(HZ, "You don't have that much cash to invest");
} else {
humanres.cash -= tempbank;
humanres.bank += tempbank;
}
break;
case 4:
tempbank = 0;
if(get_number("How much do you want to withdraw?", &tempbank)
== PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(tempbank>humanres.bank) {
rb->splash(HZ, "You don't have that much cash to withdraw");
} else {
humanres.cash += tempbank;
humanres.bank -= tempbank;
}
break;
case 5:
return 0;
break;
case 6:
tempmenu = ingame_menu();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
return SUPERDOM_QUIT;
break;
}
break;
case MENU_ATTACHED_USB:
return PLUGIN_USB_CONNECTED;
break;
}
}
return 0;
}
void init_resources(void) {
humanres.cash = superdom_settings.startcash;
humanres.food = superdom_settings.startfood;
humanres.tanks = 0;
humanres.planes = 0;
humanres.nukes = 0;
humanres.inds = 0;
humanres.farms = 0;
humanres.men = 0;
humanres.bank = 0;
humanres.moves = 0;
compres.cash = superdom_settings.startcash;
compres.food = superdom_settings.startfood;
compres.tanks = 0;
compres.planes = 0;
compres.nukes = 0;
compres.inds = 0;
compres.farms = 0;
compres.men = 0;
compres.bank = 0;
compres.moves = 0;
}
int select_square(void) {
draw_board();
draw_cursor();
update_score();
#if LCD_WIDTH >= 220
rb->snprintf(buf, sizeof(buf), "Cash: %d", humanres.cash);
rb->lcd_putsxy(125, LCD_HEIGHT-20, buf);
rb->snprintf(buf, sizeof(buf), "Food: %d", humanres.food);
rb->lcd_putsxy(125, LCD_HEIGHT-10, buf);
#endif
rb->lcd_update();
int button = 0;
while(1) {
button = rb->button_get(true);
switch(button) {
case SUPERDOM_CANCEL:
return 0;
break;
case SUPERDOM_OK:
return 2;
break;
#if CONFIG_KEYPAD != IRIVER_H10_PAD
case SUPERDOM_LEFT:
case (SUPERDOM_LEFT|BUTTON_REPEAT):
draw_cursor(); /* Deselect the current tile */
if(cursor.x>1) {
cursor.x--;
} else {
#ifdef IPOD_STYLE
if(cursor.y>1)
cursor.y--;
else
cursor.y = 10;
#endif
cursor.x = 10;
}
update_score();
draw_cursor();
break;
case SUPERDOM_RIGHT:
case (SUPERDOM_RIGHT|BUTTON_REPEAT):
draw_cursor(); /* Deselect the current tile */
if(cursor.x<10) {
cursor.x++;
} else {
#ifdef IPOD_STYLE
if(cursor.y<10)
cursor.y++;
else
cursor.y = 1;
#endif
cursor.x = 1;
}
update_score();
draw_cursor();
break;
#endif
#ifndef IPOD_STYLE
case SUPERDOM_UP:
case (SUPERDOM_UP|BUTTON_REPEAT):
draw_cursor(); /* Deselect the current tile */
if(cursor.y>1) {
cursor.y--;
} else {
#if CONFIG_KEYPAD == IRIVER_H10_PAD
if(cursor.x > 1)
cursor.x--;
else
cursor.x = 10;
#endif
cursor.y = 10;
}
update_score();
draw_cursor();
break;
case SUPERDOM_DOWN:
case (SUPERDOM_DOWN|BUTTON_REPEAT):
draw_cursor(); /* Deselect the current tile */
if(cursor.y<10) {
cursor.y++;
} else {
#if CONFIG_KEYPAD == IRIVER_H10_PAD
if(cursor.x < 10)
cursor.x++;
else
cursor.x = 1;
#endif
cursor.y = 1;
}
update_score();
draw_cursor();
break;
#endif
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
{
return PLUGIN_USB_CONNECTED;
}
}
}
}
int killmen(bool human) {
int menkilled,i,j;
int percent;
if(human) {
percent = (humanres.food*1000)/humanres.men;
humanres.food = 0;
} else {
percent = (compres.food*1000)/compres.men;
compres.food = 0;
}
menkilled = 0;
for(i=1;i<12;i++) {
for(j=1;j<12;j++) {
if(board[i][j].colour == human) {
menkilled += ((board[i][j].men * percent)/1000);
board[i][j].men = (board[i][j].men * percent)/1000;
}
}
}
if(human)
humanres.men -= menkilled;
else
compres.men -= menkilled;
return menkilled;
}
int war_menu(void) {
int selection, tempmenu;
MENUITEM_STRINGLIST(wartime_menu, "War!", NULL,
"Select territory to attack", "Finish turn", "Game menu");
humanres.moves = superdom_settings.movesperturn;
while(humanres.moves) {
selection=rb->do_menu(&wartime_menu,&selection, NULL, false);
switch(selection) {
case 0:
if(select_square() == PLUGIN_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
if(board[cursor.x][cursor.y].colour == COLOUR_DARK) {
if(calc_strength(COLOUR_LIGHT, cursor.x,
cursor.y) > calc_strength(COLOUR_DARK,
cursor.x, cursor.y)) {
board[cursor.x][cursor.y].colour = COLOUR_LIGHT;
board[cursor.x][cursor.y].tank = 0;
board[cursor.x][cursor.y].men = 0;
board[cursor.x][cursor.y].plane = 0;
board[cursor.x][cursor.y].nuke = 0;
draw_board();
rb->sleep(HZ*2);
humanres.moves--;
} else if(calc_strength(COLOUR_LIGHT, cursor.x, cursor.y)==
calc_strength(COLOUR_DARK, cursor.x, cursor.y)) {
if(rb->rand()%2) {
board[cursor.x][cursor.y].colour = COLOUR_LIGHT;
board[cursor.x][cursor.y].tank = 0;
board[cursor.x][cursor.y].men = 0;
board[cursor.x][cursor.y].plane = 0;
board[cursor.x][cursor.y].nuke = 0;
draw_board();
rb->sleep(HZ*2);
humanres.moves--;
} else {
rb->splash(HZ, "Your troops were unable to"
" overcome the enemy troops");
humanres.moves--;
}
} else {
rb->splash(HZ, "Your troops were unable to overcome"
" the enemy troops");
humanres.moves--;
}
} else {
rb->splash(HZ, "You can't attack your own territory");
}
break;
case 1:
return 0;
break;
case 2:
tempmenu = ingame_menu();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
return SUPERDOM_QUIT;
break;
}
break;
}
}
return 0;
}
struct threat {
int x;
int y;
int str_diff;
};
bool place_adjacent(bool tank, int x, int y) {
if(tank) {
if(!board[x-1][y].tank && (board[x][y].colour==board[x-1][y].colour)) {
compres.cash -= 300;
board[x-1][y].tank = true;
compres.tanks++;
return 0;
}
if(!board[x+1][y].tank && (board[x][y].colour==board[x+1][y].colour)) {
compres.cash -= 300;
board[x+1][y].tank = true;
compres.tanks++;
return 0;
}
if(!board[x][y-1].tank && (board[x][y].colour==board[x][y-1].colour)) {
compres.cash -= 300;
board[x][y-1].tank = true;
compres.tanks++;
return 0;
}
if(!board[x][y+1].tank && (board[x][y].colour==board[x][y+1].colour)) {
compres.cash -= 300;
board[x][y+1].tank = true;
compres.tanks++;
return 0;
}
} else {
if(!board[x-1][y].plane && (board[x][y].colour==board[x-1][y].colour)) {
compres.cash -= 600;
board[x-1][y].plane = true;
compres.planes++;
return 0;
}
if(!board[x+1][y].plane && (board[x][y].colour==board[x+1][y].colour)) {
compres.cash -= 600;
board[x+1][y].plane = true;
compres.planes++;
return 0;
}
if(!board[x][y-1].plane && (board[x][y].colour==board[x][y-1].colour)) {
compres.cash -= 600;
board[x][y-1].plane = true;
compres.planes++;
return 0;
}
if(!board[x][y+1].plane && (board[x][y].colour==board[x][y+1].colour)) {
compres.cash -= 600;
board[x][y+1].plane = true;
compres.planes++;
return 0;
}
}
return 1;
}
bool has_adjacent(int x, int y) {
if((board[x][y].colour == COLOUR_LIGHT) &&
((board[x-1][y].colour == COLOUR_DARK) ||
(board[x+1][y].colour == COLOUR_DARK) ||
(board[x][y+1].colour == COLOUR_DARK) ||
(board[x][y-1].colour == COLOUR_DARK)))
return 1;
else
return 0;
}
void find_adjacent(int x, int y, int* adj_x, int* adj_y, bool* full) {
/* Finds adjacent squares, returning squares without tanks on them
* in preference to those with them */
if(((board[x-1][y].tank && (board[x-1][y].colour == COLOUR_DARK)) ||
board[x-1][y].colour != COLOUR_DARK) &&
((board[x+1][y].tank && (board[x+1][y].colour == COLOUR_DARK)) ||
board[x+1][y].colour != COLOUR_DARK) &&
((board[x][y-1].tank && (board[x][y-1].colour == COLOUR_DARK)) ||
board[x][y-1].colour != COLOUR_DARK) &&
((board[x][y+1].tank && (board[x][y+1].colour == COLOUR_DARK)) ||
board[x][y+1].colour != COLOUR_DARK)) {
*full = true;
} else {
*full = false;
}
if(board[x-1][y].colour == COLOUR_DARK) {
*adj_x = x-1;
*adj_y = y;
if(board[x-1][y].tank) {
if(*full)
return;
} else {
return;
}
}
if(board[x+1][y].colour == COLOUR_DARK) {
*adj_x = x+1;
*adj_y = y;
if(board[x+1][y].tank) {
if(*full)
return;
} else {
return;
}
}
if(board[x][y-1].colour == COLOUR_DARK) {
*adj_x = x;
*adj_y = y-1;
if(board[x][y-1].tank) {
if(*full)
return;
} else {
return;
}
}
if(board[x][y+1].colour == COLOUR_DARK) {
*adj_x = x;
*adj_y = y+1;
if(board[x][y+1].tank) {
if(*full)
return;
} else {
return;
}
}
}
void computer_allocate(void) {
/* Firstly, decide whether to go offensive or defensive.
* This is primarily decided by the human player posing a threat to either
* the computer's farms or factories */
int i, j, k;
bool offensive = true;
struct threat threats[4];
int numthreats = 0;
int total_str_diff = 0;
int men_needed;
struct threat targets[2];
int numtargets;
struct cursor adj;
bool full = false;
for(i=1;i<12;i++) {
for(j=1;j<12;j++) {
if((board[i][j].colour == COLOUR_DARK) &&
(calc_strength(COLOUR_DARK,i,j) <
calc_strength(COLOUR_LIGHT,i,j))) {
if(board[i][j].ind || board[i][j].farm) {
if(numthreats < 3) {
offensive = false;
threats[numthreats].x = i;
threats[numthreats].y = j;
threats[numthreats].str_diff =
calc_strength(COLOUR_LIGHT,i,j) -
calc_strength(COLOUR_DARK,i,j);
numthreats++;
}
}
}
}
}
if(offensive) {
/* The AI is going to go straight for the throat here and attack
* the player's farms and factories. The amount of cash
* the AI has to spend will determine how many targets there are */
if(compres.cash > 1200) {
/* 1200 is a figure I pulled out of nowhere. Adjust as needed */
numtargets = 2;
} else {
numtargets = 1;
}
/* Work out which target(s) to attack. They must have adjacent squares
* owned by the computer. If none are found just place troops in
* random places around the map until we run out of money */
k = 0;
while(k<numtargets) {
for(i=1;i<12;i++) {
for(j=1;j<12;j++) {
if((board[i][j].colour == COLOUR_LIGHT) &&
(board[i][j].ind || board[i][j].farm) &&
has_adjacent(i,j)) {
targets[k].x = i;
targets[k].y = j;
targets[k].str_diff = abs(calc_strength(COLOUR_LIGHT,
i, j) - calc_strength(COLOUR_DARK,
i, j));
k++;
}
}
}
}
if(k == 0) {
/* No targets found! Randomly pick squares and if they're owned
* by the computer then stick a tank on it. */
rb->srand(*rb->current_tick);
while(compres.cash >= 300) {
i = rb->rand()%11 + 1;
j = rb->rand()%11 + 1;
if(board[i][j].colour == COLOUR_DARK) {
if(compres.cash >= 300) {
if(!board[i][j].tank) {
board[i][j].tank = true;
compres.tanks++;
compres.cash -= 300;
draw_board();
rb->sleep(HZ);
}
}
}
}
compres.bank += compres.cash;
compres.cash = 0;
} else {
for(i=0;i<k;i++) {
men_needed = targets[i].str_diff + 20;
find_adjacent(targets[i].x,targets[i].y, &adj.x, &adj.y, &full);
while(((calc_strength(COLOUR_LIGHT, targets[i].x, targets[i].y)
+ 20) > calc_strength(COLOUR_DARK, targets[i].x,
targets[i].y)) && compres.cash > 0) {
/* While we still need them keep placing men */
if(compres.cash >= 300 && !full) {
if(board[adj.x][adj.y].tank) {
find_adjacent(targets[i].x, targets[i].y,
&adj.x, &adj.y, &full);
} else {
board[adj.x][adj.y].tank = true;
compres.tanks++;
compres.cash -= 300;
draw_board();
rb->sleep(HZ);
}
} else {
men_needed = (calc_strength(COLOUR_LIGHT, targets[i].x,
targets[i].y) + 20 -
calc_strength(COLOUR_DARK, targets[i].x,
targets[i].y))*1000/133;
if(compres.cash >= men_needed) {
board[adj.x][adj.y].men += men_needed;
compres.men += men_needed;
compres.cash -= men_needed;
compres.bank += compres.cash;
compres.cash = 0;
} else {
board[adj.x][adj.y].men += compres.cash;
compres.men += compres.cash;
compres.cash = 0;
}
draw_board();
rb->sleep(HZ);
}
}
}
compres.bank += compres.cash;
compres.cash = 0;
}
} else {
/* Work out what to place on each square to defend it.
* Tanks are preferential because they do not require food,
* but if the budget is tight then we fall back onto troops.
* Conversely if cash is not an issue and there are already tanks in
* place planes will be deployed. We would like a margin of at least
* 20 points to be safe. */
for(i=0;i<numthreats;i++) {
total_str_diff += threats[i].str_diff;
}
if((total_str_diff+20)*10 > compres.cash) {
/* Not enough cash to accomodate all threats using tanks alone -
* use men as a backup */
for(i=0;i<numthreats;i++) {
men_needed = ((threats[i].str_diff + 20)*1000)/133;
if(compres.cash >= men_needed) {
board[threats[i].x][threats[i].y].men += men_needed;
compres.cash -= men_needed;
compres.men += men_needed;
draw_board();
rb->sleep(HZ);
} else {
board[threats[i].x][threats[i].y].men += compres.cash;
compres.men += compres.cash;
compres.cash = 0;
draw_board();
rb->sleep(HZ);
}
}
} else if((total_str_diff+20)*15 < compres.cash) {
/* Enough money to pay their way by planes */
for(i=0;i<numthreats;i++) {
while(calc_strength(COLOUR_DARK,threats[i].x, threats[i].y) <
(calc_strength(COLOUR_LIGHT,threats[i].x, threats[i].y) +
20)) {
if(board[threats[i].x][threats[i].y].plane) {
if(place_adjacent(0, threats[i].x, threats[i].y)) {
/* No room for any more planes, revert to men */
men_needed = (calc_strength(COLOUR_LIGHT,
threats[i].x, threats[i].y) + 20 -
calc_strength(COLOUR_DARK,
threats[i].x, threats[i].y)*1000/133);
if(compres.cash >= men_needed) {
compres.cash -= men_needed;
compres.men += men_needed;
board[threats[i].x][threats[i].y].men +=
men_needed;
draw_board();
rb->sleep(HZ);
}
}
} else {
if(compres.cash >= 600) {
board[threats[i].x][threats[i].y].plane = true;
compres.cash -= 600;
compres.planes++;
draw_board();
rb->sleep(HZ);
}
}
}
}
} else {
/* Tanks it is */
for(i=0;i<numthreats;i++) {
while(calc_strength(COLOUR_DARK,threats[i].x, threats[i].y) <
(calc_strength(COLOUR_LIGHT,threats[i].x, threats[i].y) +
20) && compres.cash > 0) {
if(board[threats[i].x][threats[i].y].tank) {
if(place_adjacent(1, threats[i].x, threats[i].y)) {
/* No room for any more tanks, revert to men */
men_needed = (calc_strength(COLOUR_LIGHT,
threats[i].x, threats[i].y) + 20 -
calc_strength(COLOUR_DARK,
threats[i].x, threats[i].y)*1000/133);
if(compres.cash >= men_needed) {
compres.cash -= men_needed;
compres.men += men_needed;
board[threats[i].x][threats[i].y].men +=
men_needed;
draw_board();
rb->sleep(HZ);
}
}
} else {
if(compres.cash >= 300) {
board[threats[i].x][threats[i].y].tank = true;
compres.tanks++;
compres.cash -= 300;
draw_board();
rb->sleep(HZ);
}
}
}
}
}
compres.bank += compres.cash;
compres.cash = 0;
}
}
int find_adj_target(int x, int y, struct cursor* adj) {
/* Find a square next to a computer's farm or factory owned by the player
* that is vulnerable. Return 1 on success, 0 otherwise */
if(board[x+1][y].colour == COLOUR_LIGHT &&
calc_strength(COLOUR_LIGHT,x+1,y)<=calc_strength(COLOUR_DARK,x+1,y)) {
adj->x = x+1;
adj->y = y;
return 1;
}
if(board[x-1][y].colour == COLOUR_LIGHT &&
calc_strength(COLOUR_LIGHT,x-1,y)<=calc_strength(COLOUR_DARK,x-1,y)) {
adj->x = x-1;
adj->y = y;
return 1;
}
if(board[x][y+1].colour == COLOUR_LIGHT &&
calc_strength(COLOUR_LIGHT,x,y+1)<=calc_strength(COLOUR_DARK,x,y+1)) {
adj->x = x;
adj->y = y+1;
return 1;
}
if(board[x][y-1].colour == COLOUR_LIGHT &&
calc_strength(COLOUR_LIGHT,x,y-1)<=calc_strength(COLOUR_DARK,x,y-1)) {
adj->x = x;
adj->y = y-1;
return 1;
}
return 0;
}
void computer_war(void) {
/* Work out where to attack - prioritise the defence of buildings */
int i, j;
struct cursor adj;
while(compres.moves) {
for(i=1;i<12;i++) {
for(j=1;j<12;j++) {
if((board[i][j].colour == COLOUR_DARK) &&
(board[i][j].farm || board[i][j].ind)) {
if(find_adj_target(i, j, &adj) && compres.moves) {
if(calc_strength(COLOUR_LIGHT, adj.x, adj.y) ==
calc_strength(COLOUR_DARK, adj.x, adj.y)) {
rb->srand(*rb->current_tick);
if(rb->rand()%2) {
board[adj.x][adj.y].colour = COLOUR_DARK;
board[adj.x][adj.y].tank = false;
board[adj.x][adj.y].plane = false;
board[adj.x][adj.y].nuke = false;
humanres.men -= board[adj.x][adj.y].men;
board[adj.x][adj.y].men = 0;
draw_board();
rb->sleep(HZ);
compres.moves--;
} else {
rb->splash(HZ*2, "The computer attempted"
" to attack, but the"
" invasion was pushed"
" back");
compres.moves--;
}
} else {
if(compres.moves) {
board[adj.x][adj.y].colour = COLOUR_DARK;
board[adj.x][adj.y].tank = false;
board[adj.x][adj.y].plane = false;
board[adj.x][adj.y].nuke = false;
humanres.men -= board[adj.x][adj.y].men;
board[adj.x][adj.y].men = 0;
draw_board();
rb->sleep(HZ);
compres.moves--;
}
}
}
}
}
}
if(compres.moves) {
/* Defence stage done, move on to OFFENCE */
for(i=1;i<12;i++) {
for(j=1;j<12;j++) {
if(board[i][j].colour == COLOUR_LIGHT && compres.moves &&
(board[i][j].ind || board[i][j].farm) &&
(calc_strength(COLOUR_DARK, i, j) >=
calc_strength(COLOUR_LIGHT, i, j))) {
if(calc_strength(COLOUR_DARK, i, j) ==
calc_strength(COLOUR_LIGHT, i, j)) {
if(rb->rand()%2) {
board[i][j].colour = COLOUR_DARK;
board[i][j].tank = false;
board[i][j].plane = false;
board[i][j].nuke = false;
board[i][j].men = 0;
draw_board();
rb->sleep(HZ);
compres.moves--;
} else {
rb->splash(HZ*2, "The computer attempted to "
"attack, but the invasion was"
" pushed back");
compres.moves--;
}
} else {
board[i][j].colour = COLOUR_DARK;
board[i][j].tank = false;
board[i][j].plane = false;
board[i][j].nuke = false;
board[i][j].men = 0;
draw_board();
rb->sleep(HZ);
compres.moves--;
}
}
}
}
while(compres.moves > 0) {
/* Spend leftover moves wherever attacking randomly */
rb->srand(*rb->current_tick);
i = (rb->rand()%10)+1;
j = (rb->rand()%10)+1;
if(board[i][j].colour == COLOUR_LIGHT &&
(calc_strength(COLOUR_DARK, i, j) >=
calc_strength(COLOUR_LIGHT, i, j))) {
if(calc_strength(COLOUR_DARK, i, j) ==
calc_strength(COLOUR_LIGHT, i, j)) {
if(rb->rand()%2) {
board[i][j].colour = COLOUR_DARK;
board[i][j].tank = false;
board[i][j].plane = false;
board[i][j].nuke = false;
board[i][j].men = 0;
draw_board();
rb->sleep(HZ);
compres.moves--;
} else {
rb->splash(HZ*2, "The computer attempted to"
" attack, but the invasion was"
" pushed back");
compres.moves--;
}
} else {
board[i][j].colour = COLOUR_DARK;
board[i][j].tank = false;
board[i][j].plane = false;
board[i][j].nuke = false;
board[i][j].men = 0;
draw_board();
rb->sleep(HZ);
compres.moves--;
}
}
}
}
}
}
int load_game(char* file) {
int fd;
fd = rb->open(file, O_RDONLY);
if(fd == 0) {
DEBUGF("Couldn't open savegame\n");
return -1;
}
rb->read(fd, buf, 5);
if(rb->strcmp(buf, "SSGv2")) {
rb->splash(HZ, "Invalid/incompatible savegame\n");
return -1;
}
rb->read(fd, &humanres.cash, sizeof(humanres.cash));
rb->read(fd, &humanres.food, sizeof(humanres.food));
rb->read(fd, &humanres.bank, sizeof(humanres.bank));
rb->read(fd, &humanres.planes, sizeof(humanres.planes));
rb->read(fd, &humanres.tanks, sizeof(humanres.tanks));
rb->read(fd, &humanres.men, sizeof(humanres.men));
rb->read(fd, &humanres.nukes, sizeof(humanres.nukes));
rb->read(fd, &humanres.inds, sizeof(humanres.inds));
rb->read(fd, &humanres.farms, sizeof(humanres.farms));
rb->read(fd, &humanres.moves, sizeof(humanres.moves));
rb->read(fd, &compres.cash, sizeof(humanres.cash));
rb->read(fd, &compres.food, sizeof(humanres.food));
rb->read(fd, &compres.bank, sizeof(humanres.bank));
rb->read(fd, &compres.planes, sizeof(humanres.planes));
rb->read(fd, &compres.tanks, sizeof(humanres.tanks));
rb->read(fd, &compres.men, sizeof(humanres.men));
rb->read(fd, &compres.nukes, sizeof(humanres.nukes));
rb->read(fd, &compres.inds, sizeof(humanres.inds));
rb->read(fd, &compres.farms, sizeof(humanres.farms));
rb->read(fd, &compres.moves, sizeof(humanres.moves));
rb->read(fd, board, sizeof(board));
rb->read(fd, &superdom_settings.compstartfarms, sizeof(int));
rb->read(fd, &superdom_settings.compstartinds, sizeof(int));
rb->read(fd, &superdom_settings.humanstartfarms, sizeof(int));
rb->read(fd, &superdom_settings.humanstartfarms, sizeof(int));
rb->read(fd, &superdom_settings.startcash, sizeof(int));
rb->read(fd, &superdom_settings.startfood, sizeof(int));
rb->read(fd, &superdom_settings.movesperturn, sizeof(int));
return 0;
}
void default_settings(void) {
superdom_settings.compstartfarms = 1;
superdom_settings.compstartinds = 1;
superdom_settings.humanstartfarms = 2;
superdom_settings.humanstartinds = 2;
superdom_settings.startcash = 0;
superdom_settings.startfood = 0;
superdom_settings.movesperturn = 2;
}
int average_strength(bool colour) {
/* This function calculates the average strength of the given player,
* used to determine when the computer wins or loses. */
int i,j;
int totalpower = 0;
for(i=0;i<12;i++) {
for(j=0;j<12;j++) {
if(board[i][j].colour != -1) {
totalpower += calc_strength(colour, i, j);
}
}
}
return totalpower/100;
}
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
int tempmenu;
bool statusbar_setting;
rb = api;
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#endif
statusbar_setting = rb->global_settings->statusbar;
rb->global_settings->statusbar = false;
cursor.x = 1;
cursor.y = 1;
default_settings();
if(parameter) {
if(load_game(parameter) != 0) {
DEBUGF("Loading failed, generating new game\n");
init_resources();
init_board();
} else {
goto startyear;
}
} else {
init_resources();
init_board();
}
bool play = false;
while(!play) {
switch(menu()) {
case 0:
play = true;
break;
case 2:
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_OK;
break;
}
}
gen_resources();
startyear:
if((average_strength(COLOUR_LIGHT) - average_strength(COLOUR_DARK)) > 15) {
rb->splash(HZ*4, "The computer has surrendered. You win.");
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_OK;
}
if((average_strength(COLOUR_DARK) - average_strength(COLOUR_LIGHT)) > 15) {
rb->splash(HZ*4, "Your army have suffered terrible morale from the bleak prospects of winning. You lose");
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_OK;
}
tempmenu = production_menu();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_OK;
break;
}
computer_allocate();
humanres.moves += superdom_settings.movesperturn;
tempmenu = movement_menu();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_OK;
break;
}
if(humanres.men) {
if(humanres.food > humanres.men) {
rb->snprintf(buf, sizeof(buf), "Your men ate %d units of food",
humanres.men);
humanres.food -= humanres.men;
} else {
rb->snprintf(buf, sizeof(buf), "There was not enough food to feed"
" all your men, %d men have died of starvation",
killmen(COLOUR_LIGHT));
}
rb->splash(HZ*2, buf);
}
if(compres.men) {
if(compres.food < compres.men) {
rb->snprintf(buf, sizeof(buf), "The computer does not have enough"
" food to feed its men. %d have ided of starvation",
killmen(COLOUR_DARK));
rb->splash(HZ, buf);
}
}
tempmenu = war_menu();
switch(tempmenu) {
case PLUGIN_USB_CONNECTED:
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_USB_CONNECTED;
break;
case SUPERDOM_QUIT:
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_OK;
break;
}
compres.moves += superdom_settings.movesperturn;
computer_war();
gen_resources();
goto startyear;
rb->global_settings->statusbar = statusbar_setting;
return PLUGIN_OK;
}