rockbox/apps/plugins/brickmania.c
Björn Stenberg c6b3d38a15 New makefile solution: A single invocation of 'make' to build the entire tree. Fully controlled dependencies give faster and more correct recompiles.
Many #include lines adjusted to conform to the new standards.


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@19146 a1c6a512-1295-4272-9138-f99709370657
2008-11-20 11:27:31 +00:00

2100 lines
75 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2005, 2006 Ben Basha (Paprica)
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "lib/configfile.h" /* Part of libplugin */
#include "lib/helper.h"
PLUGIN_HEADER
#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define RC_QUIT BUTTON_RC_STOP
#elif CONFIG_KEYPAD == ONDIO_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_MENU
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == RECORDER_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define QUIT BUTTON_MENU
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_SCROLL_BACK
#define DOWN BUTTON_SCROLL_FWD
#define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
#define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == SANSA_E200_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_SCROLL_BACK
#define DOWN BUTTON_SCROLL_FWD
#define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
#define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
#elif CONFIG_KEYPAD == SANSA_C200_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define ALTLEFT BUTTON_VOL_DOWN
#define ALTRIGHT BUTTON_VOL_UP
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_SCROLL_UP
#define DOWN BUTTON_SCROLL_DOWN
#elif CONFIG_KEYPAD == GIGABEAT_S_PAD
#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == MROBE100_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_SELECT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define QUIT BUTTON_RC_REC
#define LEFT BUTTON_RC_REW
#define RIGHT BUTTON_RC_FF
#define SELECT BUTTON_RC_PLAY
#define UP BUTTON_RC_VOL_UP
#define DOWN BUTTON_RC_VOL_DOWN
#define RC_QUIT BUTTON_REC
#elif CONFIG_KEYPAD == COWOND2_PAD
#define QUIT BUTTON_POWER
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef LEFT
#define LEFT BUTTON_MIDLEFT
#endif
#ifndef RIGHT
#define RIGHT BUTTON_MIDRIGHT
#endif
#ifndef SELECT
#define SELECT BUTTON_CENTER
#endif
#ifndef UP
#define UP BUTTON_TOPMIDDLE
#endif
#ifndef DOWN
#define DOWN BUTTON_BOTTOMMIDDLE
#endif
#endif
#ifndef SCROLL_FWD /* targets without scroll wheel*/
#define SCROLL_FWD(x) (0)
#define SCROLL_BACK(x) (0)
#endif
static const struct plugin_api* rb;
enum menu_items {
BM_START,
BM_SEL_START,
BM_RESUME,
BM_SEL_RESUME,
BM_NO_RESUME,
BM_HELP,
BM_SEL_HELP,
BM_QUIT,
BM_SEL_QUIT,
};
#include "pluginbitmaps/brickmania_pads.h"
#include "pluginbitmaps/brickmania_bricks.h"
#include "pluginbitmaps/brickmania_powerups.h"
#include "pluginbitmaps/brickmania_ball.h"
#include "pluginbitmaps/brickmania_menu_items.h"
#include "pluginbitmaps/brickmania_gameover.h"
#define PAD_WIDTH BMPWIDTH_brickmania_pads
#define PAD_HEIGHT (BMPHEIGHT_brickmania_pads/3)
#define BRICK_HEIGHT (BMPHEIGHT_brickmania_bricks/7)
#define BRICK_WIDTH BMPWIDTH_brickmania_bricks
#define LEFTMARGIN ((LCD_WIDTH-10*BRICK_WIDTH)/2)
#define POWERUP_HEIGHT (BMPHEIGHT_brickmania_powerups/7)
#define POWERUP_WIDTH BMPWIDTH_brickmania_powerups
#define BALL BMPHEIGHT_brickmania_ball
#define HALFBALL ((BALL+1)/2)
#define MENU_ITEMXOFS ((LCD_WIDTH - BMPWIDTH_brickmania_menu_items)/2)
#define MENU_ITEMHEIGHT (BMPHEIGHT_brickmania_menu_items/9)
#define MENU_ITEMWIDTH BMPWIDTH_brickmania_menu_items
#define GAMEOVER_WIDTH BMPWIDTH_brickmania_gameover
#define GAMEOVER_HEIGHT BMPHEIGHT_brickmania_gameover
#if LCD_DEPTH > 1 /* currently no background bmp for mono screens */
#include "pluginbitmaps/brickmania_menu_bg.h"
#define MENU_BGHEIGHT BMPHEIGHT_brickmania_menu_bg
#define MENU_BGWIDTH BMPWIDTH_brickmania_menu_bg
#endif
#ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
#include "pluginbitmaps/brickmania_break.h"
#endif
#if (LCD_WIDTH == 320) && (LCD_HEIGHT == 240)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 30
#define TOPMARGIN 30
#define BMPYOFS_start 110
#define HIGHSCORE_XPOS 57
#define HIGHSCORE_YPOS 88
#define STRINGPOS_FINISH 140
#define STRINGPOS_CONGRATS 157
#define STRINGPOS_NAVI 150
#define STRINGPOS_FLIP 150
#elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 30
/* Offsets for LCDS > 220x176 */
#define GAMESCREEN_HEIGHT 176
#define TOPMARGIN 30
#define XOFS ((LCD_WIDTH-220)/BRICK_WIDTH/2)*BRICK_WIDTH
#define YOFS ((LCD_HEIGHT-176)/BRICK_HEIGHT/2)*BRICK_HEIGHT
#define BMPYOFS_start (78+YOFS)
#define HIGHSCORE_XPOS (17+XOFS)
#define HIGHSCORE_YPOS (56+YOFS)
#define STRINGPOS_FINISH 140
#define STRINGPOS_CONGRATS 157
#define STRINGPOS_NAVI 150
#define STRINGPOS_FLIP 150
#elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 50
#define TOPMARGIN 21
#if LCD_DEPTH > 2
#define BMPYOFS_start 58
#else
#define BMPYOFS_start 66
#endif
#define HIGHSCORE_XPOS 10
#define HIGHSCORE_YPOS 38
#define STRINGPOS_FINISH 110
#define STRINGPOS_CONGRATS 100
#define STRINGPOS_NAVI 100
#define STRINGPOS_FLIP 100
#elif (LCD_WIDTH == 132) && (LCD_HEIGHT == 80)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 50
#define TOPMARGIN 10
#define BMPYOFS_start 30
#define HIGHSCORE_XPOS 68
#define HIGHSCORE_YPOS 8
#define STRINGPOS_FINISH 55
#define STRINGPOS_CONGRATS 45
#define STRINGPOS_NAVI 60
#define STRINGPOS_FLIP 60
#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 128)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 50
#define GAMESCREEN_HEIGHT 100
#define TOPMARGIN 15
#define BMPYOFS_start 70
#define HIGHSCORE_XPOS 8
#define HIGHSCORE_YPOS 36
#define STRINGPOS_FINISH 55
#define STRINGPOS_CONGRATS 45
#define STRINGPOS_NAVI 60
#define STRINGPOS_FLIP 60
/* iPod Mini */
#elif (LCD_WIDTH == 138) && (LCD_HEIGHT == 110)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 50
#define TOPMARGIN 10
#define BMPYOFS_start 51
#define HIGHSCORE_XPOS 73
#define HIGHSCORE_YPOS 25
#define STRINGPOS_FINISH 54
#define STRINGPOS_CONGRATS 44
#define STRINGPOS_NAVI 44
#define STRINGPOS_FLIP 44
/* iAudio M3 */
#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 50
#define TOPMARGIN 10
#define BMPYOFS_start 42
#define HIGHSCORE_XPOS 65
#define HIGHSCORE_YPOS 25
#define STRINGPOS_FINISH 54
#define STRINGPOS_CONGRATS 44
#define STRINGPOS_NAVI 44
#define STRINGPOS_FLIP 44
/* Archos */
#elif (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 75
#define TOPMARGIN 10
#define BMPYOFS_start 22
#define HIGHSCORE_XPOS 0
#define HIGHSCORE_YPOS 0
#define STRINGPOS_FINISH 54
#define STRINGPOS_CONGRATS 44
#define STRINGPOS_NAVI 44
#define STRINGPOS_FLIP 44
/* nano and sansa */
#elif (LCD_WIDTH == 176) && (LCD_HEIGHT >= 132) && (LCD_DEPTH==16)
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
#define CYCLETIME 30
#define GAMESCREEN_HEIGHT 132
#define TOPMARGIN 21
#define BMPYOFS_start 58
#define HIGHSCORE_XPOS 7
#define HIGHSCORE_YPOS 36
#define STRINGPOS_FINISH 110
#define STRINGPOS_CONGRATS 110
#define STRINGPOS_NAVI 100
#define STRINGPOS_FLIP 100
#else
#error Unsupported LCD Size
#endif
#ifndef GAMESCREEN_HEIGHT
#define GAMESCREEN_HEIGHT LCD_HEIGHT
#endif
/* calculate menu item offsets from the first defined and the height*/
#define BMPYOFS_resume (BMPYOFS_start + MENU_ITEMHEIGHT)
#define BMPYOFS_help (BMPYOFS_start + 2*MENU_ITEMHEIGHT)
#define BMPYOFS_quit (BMPYOFS_start + 3*MENU_ITEMHEIGHT)
/*calculate paddle y-position */
#if GAMESCREEN_HEIGHT >= 128
#define PAD_POS_Y GAMESCREEN_HEIGHT -PAD_HEIGHT - 2
#else
#define PAD_POS_Y GAMESCREEN_HEIGHT -PAD_HEIGHT - 1
#endif
#ifdef HAVE_TOUCHSCREEN
#include "lib/touchscreen.h"
static struct ts_mapping main_menu_items[4] =
{
{MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH, MENU_ITEMHEIGHT},
{MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT},
{MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH, MENU_ITEMHEIGHT},
{MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH, MENU_ITEMHEIGHT}
};
static struct ts_mappings main_menu = {main_menu_items, 4};
#endif
int levels_num = 29;
static unsigned char levels[29][8][10] = {
{ /* level1 */
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2},
{0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0},
{0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0},
{0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0},
{0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
},
{ /* level2 */
{0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0},
{0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0},
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
{0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1},
{0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1},
{0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0},
{0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0}
},
{ /* level3 */
{0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
{0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2},
{0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
{0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
{0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6},
{0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6},
{0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}
},
{ /* level4 */
{0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0},
{0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0},
{0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
{0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
{0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26},
{0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
{0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
{0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}
},
{ /* level5 */
{0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4},
{0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0},
{0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5},
{0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5},
{0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0},
{0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36},
{0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36},
{0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0}
},
{ /* level6 */
{0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0},
{0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3},
{0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3},
{0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
{0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5},
{0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
},
{ /* level7 */
{0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
{0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
{0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6},
{0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0},
{0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
},
{ /* level8 */
{0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0},
{0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0},
{0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6},
{0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
{0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0},
{0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0},
{0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0},
{0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5}
},
{ /* level9 */
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
{0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2},
{0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2},
{0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
{0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2},
{0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
{0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2},
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
},
{ /* level10 */
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0},
{0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0},
{0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0},
{0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0},
{0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1}
},
{ /* level11 */
{0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3},
{0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
{0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2},
{0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2},
{0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0},
{0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}
},
{ /* level 12 */
{0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2},
{0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
{0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1},
{0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0},
{0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0},
{0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1},
{0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1},
{0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2}
},
{/* levell13 */
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
{0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2},
{0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2},
{0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2},
{0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
},
{/* level14 */
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4},
{0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4},
{0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4},
{0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4},
{0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4},
{0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4},
{0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4}
},
{/* level 15 */
{0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3},
{0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0},
{0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0},
{0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0},
{0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0},
{0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0},
{0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0},
{0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
},
{/* level 16 (Rockbox) by ts-x */
{0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
{0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0},
{0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0},
{0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0},
{0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}
},
{/* level 17 (Alien) by ts-x */
{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
{0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1},
{0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2},
{0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1},
{0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2},
{0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2},
{0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2}
},
{/* level 18 (Tetris) by ts-x */
{0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
{0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
{0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2},
{0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2},
{0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
{0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
{0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5},
{0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5}
},
{ /* level 19 (Stalactites) by ts-x */
{0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
{0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
{0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2},
{0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2},
{0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0},
{0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2},
{0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0},
{0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0}
},
{ /* level 20 (Maze) by ts-x */
{0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21},
{0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1},
{0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1},
{0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2},
{0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0},
{0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0},
{0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2},
{0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21}
},
{ /* level 21 (Dentist) by ts-x */
{0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
{0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2},
{0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2},
{0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2},
{0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2},
{0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2},
{0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2},
{0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}
},
{ /* level 22 (Spider) by ts-x */
{0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31},
{0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
{0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33},
{0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
{0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0},
{0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21},
{0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0},
{0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3}
},
{ /* level 23 (Pool) by ts-x */
{0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0},
{0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0},
{0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7},
{0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7},
{0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7},
{0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7},
{0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0}
},
{ /* level 24 (Vorbis Fish) by ts-x */
{0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5},
{0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5},
{0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5},
{0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5},
{0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0},
{0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5},
{0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5},
{0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5}
},
{/* level 25 (Rainbow) by ts-x */
{0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0},
{0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24},
{0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21},
{0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3},
{0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5},
{0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6},
{0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7},
{0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32}
},
{ /* level 26 (Bowtie) by ts-x */
{0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5},
{0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
{0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
{0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
{0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
{0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
{0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
{0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}
},
{ /* level 27 (Frog) by ts-x */
{0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
{0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25},
{0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5},
{0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5},
{0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5},
{0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5},
{0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0}
},
{ /* level 28 (DigDug) by ts-x */
{0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35},
{0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6},
{0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7},
{0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7},
{0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4},
{0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4},
{0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4},
{0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1}
},
{ /* TheEnd */
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
{0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0},
{0x22,0x0,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0},
{0x22,0x22,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0},
{0x22,0x22,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0},
{0x22,0x0,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0},
{0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0},
{0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
}
};
#define MAX_BALLS 10
int pad_pos_x;
int x[MAX_BALLS],y[MAX_BALLS];
int life;
int start_game,con_game;
int pad_type;
int score=0,vscore=0;
bool flip_sides=false;
int cur_level=0;
int brick_on_board=0;
int used_balls=1;
typedef struct cube {
int powertop;
int power;
char poweruse;
char used;
int color;
int hits;
int hiteffect;
} cube;
cube brick[80];
typedef struct balls {
int pos_x;
int pos_y;
int y;
int tempy;
int x;
int tempx;
bool glue;
} balls;
balls ball[MAX_BALLS];
typedef struct sfire {
int top;
int left;
} sfire;
sfire fire[30];
int highscore;
#define MAX_POINTS 200000 /* i dont think it needs to be more */
static struct configdata config[] =
{
{TYPE_INT, 0, MAX_POINTS, &highscore, "highscore", NULL, NULL}
};
void int_game(int new_game)
{
int i,j;
pad_pos_x=LCD_WIDTH/2-PAD_WIDTH/2;
for(i=0;i<MAX_BALLS;i++) {
ball[i].x=0;
ball[i].y=0;
ball[i].tempy=0;
ball[i].tempx=0;
ball[i].pos_y=PAD_POS_Y-BALL;
ball[i].pos_x=pad_pos_x+(PAD_WIDTH/2)-2;
ball[i].glue=false;
}
used_balls=1;
start_game =1;
con_game =0;
pad_type=0;
flip_sides=false;
if (new_game==1)
brick_on_board=0;
for(i=0;i<=7;i++) {
for(j=0;j<=9;j++) {
brick[i*10+j].poweruse=(levels[cur_level][i][j]==0?0:1);
if (i*10+j<=30)
fire[i*10+j].top=-8;
if (new_game==1) {
brick[i*10+j].power=rb->rand()%25;
/* +8 make the game with less powerups */
brick[i*10+j].hits=levels[cur_level][i][j]>=10?
levels[cur_level][i][j]/16-1:0;
brick[i*10+j].hiteffect=0;
brick[i*10+j].powertop=TOPMARGIN+i*BRICK_HEIGHT+BRICK_HEIGHT;
brick[i*10+j].used=(levels[cur_level][i][j]==0?0:1);
brick[i*10+j].color=(levels[cur_level][i][j]>=10?
levels[cur_level][i][j]%16:
levels[cur_level][i][j])-1;
if (levels[cur_level][i][j]!=0)
brick_on_board++;
}
}
}
}
int sw,i,w;
/* sleep timer counting the score */
void sleep (int secs)
{
bool done=false;
char s[20];
int count=0;
while (!done) {
if (vscore<score) {
vscore++;
rb->snprintf(s, sizeof(s), "%d", vscore);
rb->lcd_getstringsize(s, &sw, &w);
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
#else
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 2, s);
#endif
rb->lcd_update_rect(0,0,LCD_WIDTH,w+2);
} else {
if (count==0)
count=*rb->current_tick+HZ*secs;
if (*rb->current_tick>=count)
done=true;
}
rb->yield();
}
}
#define HIGH_SCORE "brickmania.score"
#define MENU_LENGTH 4
int game_menu(int when)
{
int button,cur=0;
char str[10];
rb->lcd_clear_display();
#if LCD_DEPTH > 1 /* currently no background bmp for mono screens */
rb->lcd_bitmap(brickmania_menu_bg, 0, 0, MENU_BGWIDTH, MENU_BGHEIGHT);
#endif
while (true) {
for(i=0;i<MENU_LENGTH;i++) {
#ifdef HAVE_LCD_COLOR
if (cur==0)
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_START, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_START, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
if (when==1) {
if (cur==1)
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_RESUME, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_RESUME, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
} else {
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_NO_RESUME, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
}
if (cur==2)
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_HELP, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_HELP, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
if (cur==3)
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_QUIT, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_QUIT, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
#else
if (cur==0)
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_START, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_START, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
if (when==1) {
if (cur==1)
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_RESUME, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_RESUME, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
} else {
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_NO_RESUME, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
}
if (cur==2)
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_HELP, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_HELP, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
if (cur==3)
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_SEL_QUIT, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
else
rb->lcd_bitmap_part(brickmania_menu_items, 0,
MENU_ITEMHEIGHT * BM_QUIT, MENU_ITEMWIDTH,
MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH,
MENU_ITEMHEIGHT);
#endif
}
rb->lcd_set_drawmode(DRMODE_FG);
/* high score */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_RGBPACK(0,0,140));
rb->lcd_set_foreground(LCD_WHITE);
#endif
rb->lcd_putsxy(HIGHSCORE_XPOS, HIGHSCORE_YPOS, "High Score");
rb->snprintf(str, sizeof(str), "%d", highscore);
rb->lcd_getstringsize("High Score", &sw, NULL);
rb->lcd_getstringsize(str, &w, NULL);
rb->lcd_putsxy(HIGHSCORE_XPOS+sw/2-w/2, HIGHSCORE_YPOS+9, str);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_update();
button = rb->button_get(true);
#ifdef HAVE_TOUCHSCREEN
if(button & BUTTON_TOUCHSCREEN)
{
unsigned int result = touchscreen_map(&main_menu, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff);
if(result != (unsigned)-1 && button & BUTTON_REL)
{
if(cur == (signed)result)
button = SELECT;
cur = result;
}
}
#endif
switch(button) {
case UP:
case UP | BUTTON_REPEAT:
if (cur==0)
cur = MENU_LENGTH-1;
else
cur--;
if (when==0 && cur==1) {
cur = 0;
}
break;
case DOWN:
case DOWN | BUTTON_REPEAT:
if (cur==MENU_LENGTH-1)
cur = 0;
else
cur++;
if (when==0 && cur==1) {
cur=2;
}
break;
case RIGHT:
case SELECT:
if (cur==0) {
score=0;
vscore=0;
return 0;
} else if (cur==1 && when==1) {
return 1;
} else if (cur==2) {
return 2;
} else if (cur==3) {
return 3;
}
break;
#ifdef RC_QUIT
case RC_QUIT:
#endif
case QUIT:
return 3;
break;
default:
if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
return 3;
break;
}
}
}
int help(int when)
{
int w,h;
int button;
int xoffset=0;
int yoffset=0;
/* set the maximum x and y in the helpscreen
dont forget to update, if you change text */
int maxY=180;
int maxX=215;
while(true) {
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK);
rb->lcd_clear_display();
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_foreground(LCD_WHITE);
#else
rb->lcd_clear_display();
#endif
rb->lcd_getstringsize("BrickMania", &w, &h);
rb->lcd_putsxy(LCD_WIDTH/2-w/2+xoffset, 1+yoffset, "BrickMania");
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_putsxy(1+xoffset, 1*(h+2)+yoffset,"Aim");
rb->lcd_set_foreground(LCD_WHITE);
#else
rb->lcd_putsxy(1+xoffset, 1*(h+2)+yoffset,"Aim");
#endif
rb->lcd_putsxy(1+xoffset, 2*(h+2)+yoffset,
"destroy all the bricks by bouncing");
rb->lcd_putsxy(1+xoffset, 3*(h+2)+yoffset,
"the ball of them using the paddle.");
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls");
rb->lcd_set_foreground(LCD_WHITE);
#else
rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls");
#endif
rb->lcd_putsxy(1+xoffset, 6*(h+2)+yoffset,"< & > Move the paddle");
#if CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"MENU Releases the ball/Fire!");
#elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD)
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"PLAY Releases the ball/Fire!");
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"NAVI Releases the ball/Fire!");
#else
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"SELECT Releases the ball/Fire!");
#endif
#if CONFIG_KEYPAD == IAUDIO_M3_PAD
rb->lcd_putsxy(1+xoffset, 8*(h+2)+yoffset, "REC Opens menu/Quit");
#else
rb->lcd_putsxy(1+xoffset, 8*(h+2)+yoffset, "STOP Opens menu/Quit");
#endif
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset, "Specials");
rb->lcd_set_foreground(LCD_WHITE);
#else
rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset, "Specials");
#endif
rb->lcd_putsxy(1+xoffset, 11*(h+2)+yoffset,
"N Normal:returns paddle to normal");
rb->lcd_putsxy(1+xoffset, 12*(h+2)+yoffset, "D DIE!:loses a life");
rb->lcd_putsxy(1+xoffset, 13*(h+2)+yoffset,
"L Life:gains a life/power up");
rb->lcd_putsxy(1+xoffset, 14*(h+2)+yoffset,
"F Fire:allows you to shoot bricks");
rb->lcd_putsxy(1+xoffset, 15*(h+2)+yoffset,
"G Glue:ball sticks to paddle");
rb->lcd_putsxy(1+xoffset, 16*(h+2)+yoffset,
"B Ball:generates another ball");
rb->lcd_putsxy(1+xoffset, 17*(h+2)+yoffset,
"FL Flip:flips left / right movement");
rb->lcd_update();
button=rb->button_get(true);
switch (button) {
#ifdef RC_QUIT
case RC_QUIT:
#endif
#ifdef HAVE_TOUCHSCREEN
case BUTTON_TOUCHSCREEN:
#endif
case QUIT:
switch (game_menu(when)) {
case 0:
cur_level=0;
life=2;
int_game(1);
break;
case 1:
con_game=1;
break;
case 2:
if (help(when)==1)
return 1;
break;
case 3:
return 1;
break;
}
return 0;
break;
case LEFT:
case LEFT | BUTTON_REPEAT:
#ifdef ALTLEFT
case ALTLEFT:
case ALTLEFT | BUTTON_REPEAT:
#endif
if( xoffset<0)
xoffset+=2;
break;
case RIGHT:
case RIGHT | BUTTON_REPEAT:
#ifdef ALTRIGHT
case ALTRIGHT:
case ALTRIGHT | BUTTON_REPEAT:
#endif
if(xoffset+maxX > LCD_WIDTH)
xoffset-=2;
break;
case UP:
case UP | BUTTON_REPEAT:
if(yoffset <0)
yoffset+=2;
break;
case DOWN:
case DOWN | BUTTON_REPEAT:
if(yoffset+maxY > LCD_HEIGHT)
yoffset-=2;
break;
default:
if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
return 1;
break;
}
}
return 0;
}
int pad_check(int ballxc, int mode, int pon ,int ballnum)
{
/* pon: positive(1) or negative(0) */
if (mode==0) {
if (pon == 0)
return -ballxc;
else
return ballxc;
} else {
if (ball[ballnum].x > 0)
return ballxc;
else
return ballxc*-1;
}
}
int fire_space(void)
{
int t;
for(t=0;t<=30;t++)
if (fire[t].top+7 < 0)
return t;
return 0;
}
int game_loop(void)
{
int j,i,k,bricky,brickx;
char s[30];
int sec_count=0,num_count=10;
int end;
rb->srand( *rb->current_tick );
configfile_init(rb);
configfile_load(HIGH_SCORE,config,1,0);
switch(game_menu(0)) {
case 0:
cur_level = 0;
life = 2;
int_game(1);
break;
case 1:
con_game = 1;
break;
case 2:
if (help(0) == 1) return 1;
break;
case 3:
return 1;
break;
}
while(true) {
/* Convert CYCLETIME (in ms) to HZ */
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
if (life >= 0) {
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_clear_display();
rb->lcd_set_background(LCD_BLACK);
#if LCD_HEIGHT > GAMESCREEN_HEIGHT
rb->lcd_set_foreground(rb->global_settings->bg_color);
rb->lcd_fillrect(0, GAMESCREEN_HEIGHT, LCD_WIDTH,
LCD_HEIGHT - GAMESCREEN_HEIGHT);
#endif
rb->lcd_set_foreground(LCD_WHITE);
#else
rb->lcd_clear_display();
#endif
if (flip_sides) {
if (*rb->current_tick>=sec_count) {
sec_count=*rb->current_tick+HZ;
if (num_count!=0)
num_count--;
else
flip_sides=false;
}
rb->snprintf(s, sizeof(s), "%d", num_count);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-2, STRINGPOS_FLIP, s);
}
/* write life num */
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->snprintf(s, sizeof(s), "L:%d", life);
rb->lcd_putsxy(0, 0, s);
#else
rb->snprintf(s, sizeof(s), "Life: %d", life);
rb->lcd_putsxy(2, 2, s);
#endif
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->snprintf(s, sizeof(s), "L%d", cur_level+1);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH-sw, 0, s);
#else
rb->snprintf(s, sizeof(s), "Level %d", cur_level+1);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH-sw-2, 2, s);
#endif
if (vscore<score) vscore++;
rb->snprintf(s, sizeof(s), "%d", vscore);
rb->lcd_getstringsize(s, &sw, NULL);
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
#else
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 2, s);
#endif
/* continue game */
if (con_game== 1 && start_game!=1) {
#if CONFIG_KEYPAD == ONDIO_PAD
rb->snprintf(s, sizeof(s), "MENU To Continue");
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
rb->snprintf(s, sizeof(s), "Press NAVI To Continue");
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
rb->snprintf(s, sizeof(s), "PLAY To Continue");
#else
rb->snprintf(s, sizeof(s), "Press SELECT To Continue");
#endif
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_NAVI, s);
sec_count=*rb->current_tick+HZ;
}
/* draw the ball */
for(i=0;i<used_balls;i++)
rb->lcd_bitmap(brickmania_ball,ball[i].pos_x, ball[i].pos_y,
BALL, BALL);
if (brick_on_board==0)
brick_on_board--;
/* if the pad is fire */
for(i=0;i<=30;i++) {
if (fire[i].top+7>0) {
if (con_game!=1)
fire[i].top-=4;
rb->lcd_vline(fire[i].left, fire[i].top, fire[i].top+7);
}
}
/* the bricks */
for (i=0;i<=7;i++) {
for (j=0;j<=9;j++) {
if (brick[i*10+j].power<7) {
if (brick[i*10+j].poweruse==2) {
if (con_game!=1)
brick[i*10+j].powertop+=2;
rb->lcd_bitmap_part(brickmania_powerups,0,
POWERUP_HEIGHT*brick[i*10+j
].power,
POWERUP_WIDTH,
LEFTMARGIN+j*BRICK_WIDTH+
(BRICK_WIDTH/2-
POWERUP_WIDTH/2),
brick[i*10+j].powertop,
POWERUP_WIDTH,
POWERUP_HEIGHT);
}
}
if ((pad_pos_x<LEFTMARGIN+j*BRICK_WIDTH+5 &&
pad_pos_x+PAD_WIDTH>LEFTMARGIN+j*BRICK_WIDTH+5) &&
brick[i*10+j].powertop+6>=PAD_POS_Y &&
brick[i*10+j].poweruse==2) {
switch(brick[i*10+j].power) {
case 0:
life++;
score+=50;
break;
case 1:
life--;
if (life>=0) {
int_game(0);
sleep(2);
}
break;
case 2:
score+=34;
pad_type=1;
break;
case 3:
score+=47;
pad_type=2;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
break;
case 4:
score+=23;
pad_type=0;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
flip_sides=false;
break;
case 5:
score+=23;
sec_count=*rb->current_tick+HZ;
num_count=10;
flip_sides=!flip_sides;
break;
case 6:
score+=23;
used_balls++;
ball[used_balls-1].x= rb->rand()%1 == 0 ?
-1 : 1;
ball[used_balls-1].y= -4;
break;
}
brick[i*10+j].poweruse=1;
}
if (brick[i*10+j].powertop>PAD_POS_Y)
brick[i*10+j].poweruse=1;
brickx=LEFTMARGIN+j*BRICK_WIDTH;
bricky=TOPMARGIN+i*BRICK_HEIGHT;
if (pad_type==2) {
for (k=0;k<=30;k++) {
if (fire[k].top+7>0) {
if (brick[i*10+j].used==1 &&
(fire[k].left+1 >= brickx &&
fire[k].left+1 <= brickx+BRICK_WIDTH) &&
(bricky+BRICK_HEIGHT>fire[k].top)) {
score+=13;
fire[k].top=-16;
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=3;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
brick_on_board--;
}
}
}
}
}
if (brick[i*10+j].used==1) {
rb->lcd_bitmap_part(brickmania_bricks,0,
BRICK_HEIGHT*brick[i*10+j].color,
BRICK_WIDTH,
LEFTMARGIN+j*BRICK_WIDTH,
TOPMARGIN+i*BRICK_HEIGHT,
BRICK_WIDTH, BRICK_HEIGHT);
#ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
if (brick[i*10+j].hiteffect>0)
rb->lcd_bitmap_transparent_part(brickmania_break,
0,
BRICK_HEIGHT*brick[i*10+j].hiteffect,
BRICK_WIDTH,
LEFTMARGIN+j*BRICK_WIDTH,
TOPMARGIN+i*BRICK_HEIGHT,
BRICK_WIDTH,
BRICK_HEIGHT);
#endif
}
for(k=0;k<used_balls;k++) {
if (ball[k].pos_y <160) {
if (brick[i*10+j].used==1) {
if ((ball[k].pos_x+ball[k].x+HALFBALL >=
brickx &&
ball[k].pos_x+ball[k].x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky-4<ball[k].pos_y+BALL &&
bricky>ball[k].pos_y+BALL) ||
(bricky+4>ball[k].pos_y+BALL+BALL &&
bricky<ball[k].pos_y+BALL+BALL)) &&
(ball[k].y >0)) {
ball[k].tempy=bricky-ball[k].pos_y-BALL;
}
else if ((ball[k].pos_x+ball[k].x+HALFBALL >=
brickx &&
ball[k].pos_x+ball[k].x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky+BRICK_HEIGHT+4>ball[k].pos_y &&
bricky+BRICK_HEIGHT<ball[k].pos_y) ||
(bricky+BRICK_HEIGHT-4<ball[k].pos_y-BALL &&
bricky+BRICK_HEIGHT>ball[k].pos_y-BALL)) &&
(ball[k].y <0)) {
ball[k].tempy=
-(ball[k].pos_y-(bricky+BRICK_HEIGHT));
}
if ((ball[k].pos_y+HALFBALL >=
bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx-4<ball[k].pos_x+BALL &&
brickx>ball[k].pos_x+BALL) ||
(brickx+4>ball[k].pos_x+BALL+BALL &&
brickx<ball[k].pos_x+BALL+BALL)) &&
(ball[k].x >0)) {
ball[k].tempx=brickx-ball[k].pos_x-BALL;
}
else if ((ball[k].pos_y+ball[k].y+HALFBALL >=
bricky &&
ball[k].pos_y+ball[k].y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx+BRICK_WIDTH+4>ball[k].pos_x &&
brickx+BRICK_WIDTH<ball[k].pos_x) ||
(brickx+BRICK_WIDTH-4<ball[k].pos_x-
BALL &&
brickx+BRICK_WIDTH>ball[k].pos_x-
BALL)) && (ball[k].x <0)) {
ball[k].tempx=
-(ball[k].pos_x-(brickx+BRICK_WIDTH));
}
if ((ball[k].pos_x+HALFBALL >= brickx &&
ball[k].pos_x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky+BRICK_HEIGHT==ball[k].pos_y) ||
(bricky+BRICK_HEIGHT-6<=ball[k].pos_y &&
bricky+BRICK_HEIGHT>ball[k].pos_y)) &&
(ball[k].y <0)) { /* bottom line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].y = ball[k].y*-1;
}
else if ((ball[k].pos_x+HALFBALL >= brickx &&
ball[k].pos_x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky==ball[k].pos_y+BALL) ||
(bricky+6>=ball[k].pos_y+BALL &&
bricky<ball[k].pos_y+BALL)) &&
(ball[k].y >0)) { /* top line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].y = ball[k].y*-1;
}
if ((ball[k].pos_y+HALFBALL >= bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx==ball[k].pos_x+BALL) ||
(brickx+6>=ball[k].pos_x+BALL &&
brickx<ball[k].pos_x+BALL)) &&
(ball[k].x > 0)) { /* left line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].x = ball[k].x*-1;
}
else if ((ball[k].pos_y+HALFBALL >= bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx+BRICK_WIDTH==
ball[k].pos_x) ||
(brickx+BRICK_WIDTH-6<=
ball[k].pos_x &&
brickx+BRICK_WIDTH>
ball[k].pos_x)) &&
(ball[k].x < 0)) { /* Right line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--;
brick[i*10+j].hiteffect++;
score+=2;
}
else {
brick[i*10+j].used=0;
if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
}
ball[k].x = ball[k].x*-1;
}
if (brick[i*10+j].used==0) {
brick_on_board--;
score+=8;
}
}
}
} /* for k */
} /* for j */
} /* for i */
/* draw the pad */
rb->lcd_bitmap_part(brickmania_pads,0,pad_type*PAD_HEIGHT,
PAD_WIDTH,pad_pos_x, PAD_POS_Y, PAD_WIDTH,
PAD_HEIGHT);
for(k=0;k<used_balls;k++) {
if ((ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+PAD_WIDTH) &&
(PAD_POS_Y-4<ball[k].pos_y+BALL &&
PAD_POS_Y>ball[k].pos_y+BALL) && (ball[k].y >0))
ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL;
else if ((4>ball[k].pos_y && 0<ball[k].pos_y) &&
(ball[k].y <0))
ball[k].tempy=-ball[k].pos_y;
if ((LCD_WIDTH-4<ball[k].pos_x+BALL &&
LCD_WIDTH>ball[k].pos_x+BALL) && (ball[k].x >0))
ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL;
else if ((4>ball[k].pos_x && 0<ball[k].pos_x) &&
(ball[k].x <0))
ball[k].tempx=-ball[k].pos_x;
/* top line */
if (ball[k].pos_y<= 0)
ball[k].y = ball[k].y*-1;
/* bottom line */
else if (ball[k].pos_y+BALL >= GAMESCREEN_HEIGHT) {
if (used_balls>1) {
used_balls--;
ball[k].pos_x = ball[used_balls].pos_x;
ball[k].pos_y = ball[used_balls].pos_y;
ball[k].y = ball[used_balls].y;
ball[k].tempy = ball[used_balls].tempy;
ball[k].x = ball[used_balls].x;
ball[k].tempx = ball[used_balls].tempx;
ball[k].glue = ball[used_balls].glue;
ball[used_balls].x=0;
ball[used_balls].y=0;
ball[used_balls].tempy=0;
ball[used_balls].tempx=0;
ball[used_balls].pos_y=PAD_POS_Y-BALL;
ball[used_balls].pos_x=pad_pos_x+(PAD_WIDTH/2)-2;
k--;
continue;
} else {
life--;
if (life>=0) {
int_game(0);
sleep(2);
}
}
}
/* left line ,right line */
if ((ball[k].pos_x <= 0) ||
(ball[k].pos_x+BALL >= LCD_WIDTH)) {
ball[k].x = ball[k].x*-1;
ball[k].pos_x = ball[k].pos_x <= 0 ? 0 : LCD_WIDTH-BALL;
}
if ((ball[k].pos_y+BALL >= PAD_POS_Y &&
(ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) &&
start_game != 1 && !ball[k].glue) {
if ((ball[k].pos_x+HALFBALL >= pad_pos_x &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+(PAD_WIDTH/2/4)) ||
(ball[k].pos_x +HALFBALL>=
pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) &&
ball[k].pos_x+HALFBALL <= pad_pos_x+PAD_WIDTH)) {
ball[k].y = -2;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(6,0,ball[k].pos_x+2<=
pad_pos_x+(PAD_WIDTH/2)?
0:1,k);
}
else if ((ball[k].pos_x+HALFBALL >=
pad_pos_x+(PAD_WIDTH/2/4) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+2*(PAD_WIDTH/2/4)) ||
(ball[k].pos_x+HALFBALL >=
pad_pos_x+(PAD_WIDTH-2*(PAD_WIDTH/2/4)) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) )) {
ball[k].y = -3;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(4,0,ball[k].pos_x+2<=
pad_pos_x+(PAD_WIDTH/2)?
0:1,k);
}
else if ((ball[k].pos_x+HALFBALL >=
pad_pos_x+2*(PAD_WIDTH/2/4) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+3*(PAD_WIDTH/2/4)) ||
(ball[k].pos_x+2 >=
pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) &&
ball[k].pos_x+2 <=
pad_pos_x+ ((PAD_WIDTH/2)-2*(PAD_WIDTH/2/4)) )) {
ball[k].y = -4;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(3,0,ball[k].pos_x+2<=
pad_pos_x+(PAD_WIDTH/2)?
0:1,k);
}
else if ((ball[k].pos_x+HALFBALL >=
pad_pos_x+3*(PAD_WIDTH/2/4) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+4*(PAD_WIDTH/2/4)-2) ||
(ball[k].pos_x+2 >= pad_pos_x+(PAD_WIDTH/2+2) &&
ball[k].pos_x+2 <=
pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) )) {
ball[k].y = -4;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(2,1,0,k);
}
else {
ball[k].y = -4;
}
}
if (!ball[k].glue) {
ball[k].pos_x+=ball[k].tempx!=0?ball[k].tempx:ball[k].x;
ball[k].pos_y+=ball[k].tempy!=0?ball[k].tempy:ball[k].y;
ball[k].tempy=0;
ball[k].tempx=0;
}
if (ball[k].pos_y+5 >= PAD_POS_Y &&
(pad_type==1 && !ball[k].glue) &&
(ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) {
ball[k].y=0;
ball[k].pos_y=PAD_POS_Y-BALL;
ball[k].glue=true;
}
} /* for k */
rb->lcd_update();
if (brick_on_board < 0) {
if (cur_level+1<levels_num) {
cur_level++;
score+=100;
int_game(1);
sleep(2);
}
else {
rb->lcd_getstringsize("Congratulations!", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_CONGRATS,
"Congratulations!");
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_getstringsize("No more levels", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_FINISH,
"No more levels");
#else
rb->lcd_getstringsize("You have finished the game!",
&sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_FINISH,
"You have finished the game!");
#endif
vscore=score;
rb->lcd_update();
if (score>highscore) {
sleep(2);
highscore=score;
rb->splash(HZ*2, "New High Score");
}
else {
sleep(3);
}
switch(game_menu(0)) {
case 0:
life=2;
cur_level=0;
int_game(1);
break;
case 1:
con_game=1;
break;
case 2:
if (help(0)==1) return 1;
break;
case 3:
return 1;
break;
}
}
}
int move_button,button;
int button_right,button_left;
button=rb->button_get(false);
#if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
/* FIXME: Should probably check remote hold here */
if (rb->button_hold())
button = QUIT;
#endif
#ifdef HAVE_TOUCHSCREEN
if(button & BUTTON_TOUCHSCREEN)
{
short touch_x, touch_y;
touch_x = rb->button_get_data() >> 16;
touch_y = rb->button_get_data() & 0xffff;
if(touch_y >= PAD_POS_Y && touch_y <= PAD_POS_Y+PAD_HEIGHT)
{
pad_pos_x += (flip_sides ? -1 : 1) * ( (touch_x-pad_pos_x-PAD_WIDTH/2) / 4 );
if(pad_pos_x < 0)
pad_pos_x = 0;
else if(pad_pos_x+PAD_WIDTH > LCD_WIDTH)
pad_pos_x = LCD_WIDTH-PAD_WIDTH;
for(k=0;k<used_balls;k++)
if ((start_game==1 || ball[k].glue))
ball[k].pos_x = pad_pos_x+PAD_WIDTH/2;
}
if(button & BUTTON_REL)
button = SELECT;
}
else
{
#endif
move_button=rb->button_status();
#ifdef ALTRIGHT
button_right=((move_button & RIGHT) || (move_button & ALTRIGHT));
button_left=((move_button & LEFT) || (move_button & ALTLEFT));
#else
button_right=((move_button & RIGHT) || (SCROLL_FWD(button)));
button_left=((move_button & LEFT) || (SCROLL_BACK(button)));
#endif
if ((con_game== 1 && start_game!=1) && (button_right || button_left))
continue;
if ((button_right && flip_sides==false) ||
(button_left && flip_sides==true)) {
if (pad_pos_x+8+PAD_WIDTH > LCD_WIDTH) {
for(k=0;k<used_balls;k++)
if (start_game==1 || ball[k].glue)
ball[k].pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
pad_pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
}
else {
for(k=0;k<used_balls;k++)
if ((start_game==1 || ball[k].glue))
ball[k].pos_x+=8;
pad_pos_x+=8;
}
}
else if ((button_left && flip_sides==false) ||
(button_right && flip_sides==true)) {
if (pad_pos_x-8 < 0) {
for(k=0;k<used_balls;k++)
if (start_game==1 || ball[k].glue)
ball[k].pos_x-=pad_pos_x;
pad_pos_x-=pad_pos_x;
}
else {
for(k=0;k<used_balls;k++)
if (start_game==1 || ball[k].glue)
ball[k].pos_x-=8;
pad_pos_x-=8;
}
}
#ifdef HAVE_TOUCHSCREEN
}
#endif
switch(button) {
case UP:
case SELECT:
if (start_game==1 && con_game!=1 && pad_type!=1) {
for(k=0;k<used_balls;k++) {
ball[k].y=-4;
ball[k].x=pad_pos_x+(PAD_WIDTH/2)-2>=
LCD_WIDTH/2?2:-2;
}
start_game =0;
}
else if (pad_type==1) {
for(k=0;k<used_balls;k++) {
if (ball[k].glue)
ball[k].glue=false;
else if (start_game==1) {
ball[k].x = x[k];
ball[k].y = y[k];
}
}
if (start_game!=1 && con_game==1) {
start_game =0;
con_game=0;
}
} else if (pad_type==2 && con_game!=1) {
int tfire;
tfire=fire_space();
fire[tfire].top=PAD_POS_Y-7;
fire[tfire].left=pad_pos_x+1;
tfire=fire_space();
fire[tfire].top=PAD_POS_Y-7;
fire[tfire].left=pad_pos_x+PAD_WIDTH-1;
} else if (con_game==1 && start_game!=1) {
for(k=0;k<used_balls;k++) {
ball[k].x=x[k];
ball[k].y=y[k];
}
con_game=0;
}
break;
#ifdef RC_QUIT
case RC_QUIT:
#endif
case QUIT:
switch(game_menu(1)) {
case 0:
life=2;
cur_level=0;
int_game(1);
break;
case 1:
for(k=0;k<used_balls;k++)
if (ball[k].x!=0 && ball[k].y !=0)
con_game=1;
break;
case 2:
if (help(1)==1)
return 1;
break;
case 3:
return 1;
break;
}
for(k=0;k<used_balls;k++) {
if (ball[k].x!=0)
x[k]=ball[k].x;
ball[k].x=0;
if (ball[k].y!=0)
y[k]=ball[k].y;
ball[k].y=0;
}
break;
default:
if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
return 1;
break;
}
}
else {
#ifdef HAVE_LCD_COLOR
rb->lcd_bitmap_transparent(brickmania_gameover,
(LCD_WIDTH - GAMEOVER_WIDTH)/2,
(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
GAMEOVER_WIDTH,GAMEOVER_HEIGHT);
#else /* greyscale and mono */
rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH - GAMEOVER_WIDTH)/2,
(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
GAMEOVER_WIDTH,GAMEOVER_HEIGHT);
#endif
rb->lcd_update();
if (score>highscore) {
sleep(2);
highscore=score;
rb->splash(HZ*2, "New High Score");
} else {
sleep(3);
}
for(k=0;k<used_balls;k++) {
ball[k].x=0;
ball[k].y=0;
}
switch(game_menu(0)) {
case 0:
cur_level=0;
life=2;
int_game(1);
break;
case 1:
con_game=1;
break;
case 2:
if (help(0)==1)
return 1;
break;
case 3:
return 1;
break;
}
}
if (end > *rb->current_tick)
rb->sleep(end-*rb->current_tick);
else
rb->yield();
}
}
/* this is the plugin entry point */
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter)
{
(void)parameter;
rb = api;
rb->lcd_setfont(FONT_SYSFIXED);
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
/* Turn off backlight timeout */
backlight_force_on(rb); /* backlight control in lib/helper.c */
/* now go ahead and have fun! */
while (game_loop()!=1);
configfile_save(HIGH_SCORE,config,1,0);
/* Restore user's original backlight setting */
rb->lcd_setfont(FONT_UI);
/* Turn on backlight timeout (revert to settings) */
backlight_use_settings(rb); /* backlight control in lib/helper.c */
return PLUGIN_OK;
}