rockbox/apps/plugins/mazezam.c
Steve Bavin 6526577818 Plugin parameters should be const.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17492 a1c6a512-1295-4272-9138-f99709370657
2008-05-13 09:57:56 +00:00

951 lines
33 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
*
* Copyright (C) 2006, 2008 Malcolm Tyrrell
*
* MazezaM - a Rockbox version of my ZX Spectrum game from 2002
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "configfile.h"
#include "helper.h"
#include "pluginlib_actions.h"
#include "playback_control.h"
/* Include standard plugin macro */
PLUGIN_HEADER
static const struct plugin_api* rb;
/* The plugin actions of interest. */
const struct button_mapping *plugin_contexts[]
= {generic_directions, generic_actions};
MEM_FUNCTION_WRAPPERS(rb);
/* Use the standard plugin buttons rather than a hard-to-maintain list of
* MazezaM specific buttons. */
#define MAZEZAM_UP PLA_UP
#define MAZEZAM_UP_REPEAT PLA_UP_REPEAT
#define MAZEZAM_DOWN PLA_DOWN
#define MAZEZAM_DOWN_REPEAT PLA_DOWN_REPEAT
#define MAZEZAM_LEFT PLA_LEFT
#define MAZEZAM_LEFT_REPEAT PLA_LEFT_REPEAT
#define MAZEZAM_RIGHT PLA_RIGHT
#define MAZEZAM_RIGHT_REPEAT PLA_RIGHT_REPEAT
#define MAZEZAM_MENU PLA_QUIT
/* All the text is here */
#define MAZEZAM_TEXT_GAME_OVER "Game Over"
#define MAZEZAM_TEXT_LIVES "Level %d, Lives %d"
#define MAZEZAM_TEXT_CHECKPOINT "Checkpoint reached"
#define MAZEZAM_TEXT_WELLDONE_TITLE "You have escaped!"
#define MAZEZAM_TEXT_WELLDONE_OPTION "Goodbye"
#define MAZEZAM_TEXT_MAZEZAM_MENU "MazezaM Menu"
#define MAZEZAM_TEXT_RETRY_LEVEL "Retry level"
#define MAZEZAM_TEXT_AUDIO_PLAYBACK "Audio playback"
#define MAZEZAM_TEXT_QUIT "Quit"
#define MAZEZAM_TEXT_BACK "Return"
#define MAZEZAM_TEXT_MAIN_MENU "MazezaM"
#define MAZEZAM_TEXT_CONTINUE "Play from checkpoint"
#define MAZEZAM_TEXT_PLAY_GAME "Play game"
#define MAZEZAM_TEXT_PLAY_NEW_GAME "Play new game"
#define MAZEZAM_START_LIVES 3 /* how many lives at game start */
#define MAZEZAM_FIRST_CHECKPOINT 3 /* The level at the first checkpoint */
#define MAZEZAM_CHECKPOINT_INTERVAL 4 /* A checkpoint every _ levels */
#ifdef HAVE_LCD_COLOR
#define MAZEZAM_HEADING_COLOR LCD_RGBPACK(255,255, 0) /* Yellow */
#define MAZEZAM_BORDER_COLOR LCD_RGBPACK( 0, 0,255) /* Blue */
#define MAZEZAM_COLOR LCD_RGBPACK(255,255,255) /* White */
#define MAZEZAM_BG_COLOR LCD_RGBPACK( 0, 0, 0) /* Black */
#define MAZEZAM_WALL_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
#define MAZEZAM_PLAYER_COLOR LCD_RGBPACK(255,255,255) /* White */
#define MAZEZAM_GATE_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
/* the rows are coloured sequentially */
#define MAZEZAM_NUM_CHUNK_COLORS 8
static const unsigned chunk_colors[MAZEZAM_NUM_CHUNK_COLORS] = {
LCD_RGBPACK(255,192, 32), /* Orange */
LCD_RGBPACK(255, 0, 0), /* Red */
LCD_RGBPACK( 0,255, 0), /* Green */
LCD_RGBPACK( 0,255,255), /* Cyan */
LCD_RGBPACK(255,175,175), /* Pink */
LCD_RGBPACK(255,255, 0), /* Yellow */
LCD_RGBPACK( 0, 0,255), /* Blue */
LCD_RGBPACK(255, 0,255), /* Magenta */
};
#elif LCD_DEPTH > 1
#define MAZEZAM_HEADING_GRAY LCD_BLACK
#define MAZEZAM_BORDER_GRAY LCD_DARKGRAY
#define MAZEZAM_GRAY LCD_BLACK
#define MAZEZAM_BG_GRAY LCD_WHITE
#define MAZEZAM_WALL_GRAY LCD_DARKGRAY
#define MAZEZAM_PLAYER_GRAY LCD_BLACK
#define MAZEZAM_GATE_GRAY LCD_BLACK
#define MAZEZAM_CHUNK_EDGE_GRAY LCD_BLACK
#define MAZEZAM_NUM_CHUNK_GRAYS 2
static const unsigned chunk_gray[MAZEZAM_NUM_CHUNK_GRAYS] = {
LCD_LIGHTGRAY,
LCD_DARKGRAY,
};
/* darker version of the above */
static const unsigned chunk_gray_shade[MAZEZAM_NUM_CHUNK_GRAYS] = {
LCD_DARKGRAY,
LCD_BLACK,
};
#endif
#define MAZEZAM_DELAY_CHECKPOINT HZ
#define MAZEZAM_DELAY_LIVES HZ
#define MAZEZAM_DELAY_GAME_OVER (3 * HZ) / 2
/* maximum height of a level */
#define MAZEZAM_MAX_LINES 11
/* maximum number of chunks on a line */
#define MAZEZAM_MAX_CHUNKS 5
/* A structure for storing level data in unparsed form */
struct mazezam_level {
short height; /* the number of lines */
short width; /* the width */
short entrance; /* the line on which the entrance lies */
short exit; /* the line on which the exit lies */
char *line[MAZEZAM_MAX_LINES]; /* the chunk data in string form */
};
/* The number of levels. */
#define MAZEZAM_NUM_LEVELS 10
/* The levels. In theory, they could be stored in a file so this data
* structure should not be accessed outside parse_level()
*
* These levels are copyright (C) 2002 Malcolm Tyrrell. They're
* probably covered by the GPL as they constitute part of the source
* code of this plugin, but you may distibute them seperately with
* other Free Software if you want. You can download them from:
* http://webpages.dcu.ie/~tyrrelma/MazezaM.
*/
static const struct mazezam_level level_data[MAZEZAM_NUM_LEVELS] = {
{2,7,0,0,{" $ $"," $ $$"}},
{3,8,2,1,{" $ $$$"," $ $ $"," $ $ $"}},
{4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
" $$$$$$$$ $"}},
{6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$"}},
{6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
"$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $"}},
{11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
" $ $"," $ $","$ $$"," $"}},
{7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
"$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
" $ $$$ $$"}},
{4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
" $ $$ $$$$ $"}},
{7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
" $$$$$$"," $"}},
{10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
" $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
" $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
""}}
};
/* This data structure which holds information about the rows */
struct chunk_data {
/* the number of chunks on a line */
short l_num[MAZEZAM_MAX_LINES];
/* the width of a chunk */
short c_width[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
/* the inset of a chunk */
short c_inset[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
};
/* Parsed level data */
struct level_info {
short width;
short height;
short entrance;
short exit;
struct chunk_data cd;
};
/* The state variable used to hold the state of the plugin */
static enum {
STATE_QUIT, /* The player wants to quit */
STATE_USB_CONNECTED, /* A USB cable has been inserted */
STATE_PARSE_ERROR, /* There's a parse error in the levels */
STATE_WELLDONE, /* The player has finished the game */
STATE_IN_APPLICATION,
STATE_MAIN_MENU /* The player is at the main menu */
= STATE_IN_APPLICATION,
STATE_GAME_OVER, /* The player is out of lives */
STATE_IN_GAME,
STATE_COMPLETED /* A level has been completed */
= STATE_IN_GAME,
STATE_FAILED, /* The player wants to retry the level */
STATE_GAME_MENU, /* The player wan't to access the in-game menu */
STATE_IN_LEVEL,
} state;
/* The various constants needed for configuration files.
* See apps/plugins/lib/configfile.*
*/
#define MAZEZAM_CONFIG_FILENAME "mazezam.data"
#define MAZEZAM_CONFIG_NUM_ITEMS 1
#define MAZEZAM_CONFIG_VERSION 0
#define MAZEZAM_CONFIG_MINVERSION 0
#define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"
/* A structure containing the data that is written to
* the configuration file
*/
struct resume_data {
int level; /* level at which to restart the game */
};
#if LCD_DEPTH > 1
/* Store the display settings so they are reintroduced during menus */
static struct {
fb_data* backdrop;
unsigned foreground;
unsigned background;
} lcd_settings;
#endif
/*****************************************************************************
* Store the LCD settings
******************************************************************************/
static void store_lcd_settings(void)
{
/* Store the old settings */
#if LCD_DEPTH > 1
lcd_settings.backdrop = rb->lcd_get_backdrop();
lcd_settings.foreground = rb->lcd_get_foreground();
lcd_settings.background = rb->lcd_get_background();
#endif
}
/*****************************************************************************
* Restore the LCD settings to their defaults
******************************************************************************/
static void restore_lcd_settings(void) {
/* Turn on backlight timeout (revert to settings) */
backlight_use_settings(rb); /* backlight control in lib/helper.c */
/* Restore the old settings */
#if LCD_DEPTH > 1
rb->lcd_set_foreground(lcd_settings.foreground);
rb->lcd_set_background(lcd_settings.background);
rb->lcd_set_backdrop(lcd_settings.backdrop);
#endif
}
/*****************************************************************************
* Adjust the LCD settings to suit MazezaM levels
******************************************************************************/
static void plugin_lcd_settings(void) {
/* Turn off backlight timeout */
backlight_force_on(rb); /* backlight control in lib/helper.c */
/* Set the new settings */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(MAZEZAM_BG_COLOR);
rb->lcd_set_backdrop(NULL);
#elif LCD_DEPTH > 1
rb->lcd_set_background(MAZEZAM_BG_GRAY);
rb->lcd_set_backdrop(NULL);
#endif
}
/*****************************************************************************
* Parse the level data from the level_data structure. This could be
* replaced by a file read. Returns true if the level parsed correctly.
******************************************************************************/
static bool parse_level(short level, struct level_info* li)
{
int i,j;
char c,clast;
li->width = level_data[level].width;
li->height = level_data[level].height;
li->entrance = level_data[level].entrance;
li->exit = level_data[level].exit;
/* for each line in the level */
for (i = 0; i<level_data[level].height; i++) {
if (level_data[level].line[i] == NULL)
return false;
else {
j = 0;
li->cd.l_num[i] = 0;
clast = ' '; /* the character we last considered */
while ((c = level_data[level].line[i][j]) != '\0') {
if (c != ' ') {
if (clast == ' ') {
li->cd.l_num[i] += 1;
if (li->cd.l_num[i] > MAZEZAM_MAX_CHUNKS)
return false;
li->cd.c_inset[i][li->cd.l_num[i] - 1] = j;
li->cd.c_width[i][li->cd.l_num[i] - 1] = 1;
}
else
li->cd.c_width[i][li->cd.l_num[i] - 1] += 1;
}
clast = c;
j++;
}
}
}
return true;
}
/*****************************************************************************
* Draw the walls of a level
******************************************************************************/
static void draw_walls(
short size,
short xOff,
short yOff,
short width,
short height,
short entrance,
short exit)
{
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_WALL_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_WALL_GRAY);
#endif
/* draw the upper wall */
rb->lcd_fillrect(0,0,xOff,yOff+(size*entrance));
rb->lcd_fillrect(xOff,0,size*width,yOff);
rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),
yOff+(size*exit));
/* draw the lower wall */
rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,
LCD_HEIGHT-yOff-(size*entrance)-size);
rb->lcd_fillrect(xOff,yOff+(size*height),size*width,
LCD_HEIGHT-yOff-(size*height));
/* Note: the exit is made one pixel thinner than necessary as a visual
* clue that chunks cannot be pushed into it
*/
rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,
LCD_WIDTH-xOff+(size*width),
LCD_HEIGHT-yOff-(size*exit)-size+1);
}
/*****************************************************************************
* Draw chunk row i
******************************************************************************/
static void draw_row(
short size,
short xOff,
short yOff,
short width,
short i, /* the row number */
struct chunk_data *cd, /* the data about the chunks */
short *shift /* an array of the horizontal offset of the lines */
)
{
/* The assignment below is just a hack to make supress a warning on
* non color targets */
short j = width;
#ifndef HAVE_LCD_COLOR
/* We #def these out to supress a compiler warning */
short k;
#if LCD_DEPTH <= 1
short l;
#endif
#endif
#ifdef HAVE_LCD_COLOR
/* adding width to i should have a fixed, but randomising effect on
* the choice of the colours of the top line of chunks
*/
rb->lcd_set_foreground(chunk_colors[(i+width) %
MAZEZAM_NUM_CHUNK_COLORS]);
#endif
for (j = 0; j<cd->l_num[i]; j++) {
#ifdef HAVE_LCD_COLOR
rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
yOff+size*i, cd->c_width[i][j]*size,size);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY);
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
yOff+size*i, cd->c_width[i][j]*size,size);
/* draw shade */
rb->lcd_set_foreground(chunk_gray_shade[(i+width) %
MAZEZAM_NUM_CHUNK_GRAYS]);
rb->lcd_hline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,
xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size-3,
yOff+size*i+size-2);
rb->lcd_vline(xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size-2,
yOff+size*i,
yOff+size*i+size-2);
/* draw fill */
rb->lcd_set_foreground(chunk_gray[(i+width) %
MAZEZAM_NUM_CHUNK_GRAYS]);
for (k = yOff+size*i+2; k < yOff+size*i+size-2; k += 2)
rb->lcd_hline(xOff+size*shift[i]+size*cd->c_inset[i][j]+2,
xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size-3,k);
#else
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
yOff+size*i, cd->c_width[i][j]*size,size);
for (k = xOff+size*shift[i]+size*cd->c_inset[i][j]+2;
k < xOff+size*shift[i]+size*cd->c_inset[i][j]+
cd->c_width[i][j]*size;
k += 2 + (i & 1))
for (l = yOff+size*i+2; l < yOff+size*i+size; l += 2 + (i & 1))
rb->lcd_drawpixel(k, l);
#endif
}
}
/*****************************************************************************
* Draw the player
******************************************************************************/
static void draw_player(
short size,
short xOff,
short yOff,
short x,
short y)
{
/* For drawing the player, taken from the sokoban plugin */
short max = size - 1;
short middle = max / 2;
short ldelta = (middle + 1) / 2;
/* draw the player (mostly copied from the sokoban plugin) */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_PLAYER_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_PLAYER_GRAY);
#endif
rb->lcd_hline(xOff+size*x, xOff+size*x+max, yOff+size*y+middle);
rb->lcd_vline(xOff+size*x+middle, yOff+size*y, yOff+size*y+max-ldelta);
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
xOff+size*x+middle-ldelta, yOff+size*y+max);
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
xOff+size*x+middle+ldelta, yOff+size*y+max);
}
/*****************************************************************************
* Draw the gate
******************************************************************************/
static void draw_gate(
short size,
short xOff,
short yOff,
short entrance)
{
short third = size / 3;
short twothirds = (2 * size) / 3;
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_GATE_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_GATE_GRAY);
#endif
rb->lcd_hline(xOff-size,xOff-1,yOff+entrance*size+third);
rb->lcd_hline(xOff-size,xOff-1,yOff+entrance*size+twothirds);
rb->lcd_vline(xOff-size+third,yOff+entrance*size,
yOff+entrance*size+size-1);
rb->lcd_vline(xOff-size+twothirds,yOff+entrance*size,
yOff+entrance*size+size-1);
}
/*****************************************************************************
* Draw the level
******************************************************************************/
static void draw_level(
struct level_info* li,
short *shift, /* an array of the horizontal offset of the lines */
short x, /* player's x and y coords */
short y)
{
/* First we calculate the draw info */
/* The number of pixels the side of a square should be */
short size = (LCD_WIDTH/(li->width+2)) < (LCD_HEIGHT/li->height) ?
(LCD_WIDTH/(li->width+2)) : (LCD_HEIGHT/li->height);
/* The x and y position (in pixels) of the top left corner of the
* level
*/
short xOff = (LCD_WIDTH - (size*li->width))/2;
short yOff = (LCD_HEIGHT - (size*li->height))/2;
short i;
rb->lcd_clear_display();
draw_walls(size,xOff,yOff,li->width, li->height, li->entrance, li->exit);
/* draw the chunks */
for (i = 0; i<li->height; i++) {
draw_row(size,xOff,yOff,li->width,i,&(li->cd),shift);
}
draw_player(size,xOff,yOff,x,y);
/* if the player has moved into the level, draw the gate */
if (x >= 0)
draw_gate(size,xOff,yOff,li->entrance);
}
/*****************************************************************************
* Manage the congratulations screen
******************************************************************************/
static void welldone_screen(void)
{
int start_selection = 0;
MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_WELLDONE_TITLE,NULL,
MAZEZAM_TEXT_WELLDONE_OPTION);
switch(rb->do_menu(&menu, &start_selection, NULL, true)){
case MENU_ATTACHED_USB:
state = STATE_USB_CONNECTED;
break;
}
}
/*****************************************************************************
* Manage the playing of a level
******************************************************************************/
static void level_loop(struct level_info* li, short* shift, short *x, short *y)
{
int i;
int button;
bool blocked; /* is there a chunk in the way of the player? */
while (state >= STATE_IN_LEVEL) {
draw_level(li, shift, *x, *y);
rb->lcd_update();
button = pluginlib_getaction(rb, TIMEOUT_BLOCK, plugin_contexts, 2);
blocked = false;
switch (button) {
case MAZEZAM_UP:
case MAZEZAM_UP_REPEAT:
if ((*y > 0) && (*x >= 0) && (*x < li->width)) {
for (i = 0; i < li->cd.l_num[*y-1]; i++)
blocked = blocked ||
((*x>=shift[*y-1]+li->cd.c_inset[*y-1][i]) &&
(*x<shift[*y-1]+li->cd.c_inset[*y-1][i]+
li->cd.c_width[*y-1][i]));
if (!blocked) *y -= 1;
}
break;
case MAZEZAM_DOWN:
case MAZEZAM_DOWN_REPEAT:
if ((*y < li->height-1) && (*x >= 0) && (*x < li->width)) {
for (i = 0; i < li->cd.l_num[*y+1]; i++)
blocked = blocked ||
((*x>=shift[*y+1]+li->cd.c_inset[*y+1][i]) &&
(*x<shift[*y+1]+li->cd.c_inset[*y+1][i]+
li->cd.c_width[*y+1][i]));
if (!blocked) *y += 1;
}
break;
case MAZEZAM_LEFT:
case MAZEZAM_LEFT_REPEAT:
if (*x > 0) {
for (i = 0; i < li->cd.l_num[*y]; i++)
blocked = blocked ||
(*x == shift[*y]+li->cd.c_inset[*y][i]+
li->cd.c_width[*y][i]);
if (!blocked) *x -= 1;
else if (shift[*y] + li->cd.c_inset[*y][0] > 0) {
*x -= 1;
shift[*y] -= 1;
}
}
break;
case MAZEZAM_RIGHT:
case MAZEZAM_RIGHT_REPEAT:
if (*x < li->width-1) {
for (i = 0; i < li->cd.l_num[*y]; i++)
blocked = blocked ||
(*x+1 == shift[*y]+li->cd.c_inset[*y][i]);
if (!blocked) *x += 1;
else if (shift[*y]
+ li->cd.c_inset[*y][li->cd.l_num[*y]-1]
+ li->cd.c_width[*y][li->cd.l_num[*y]-1]
< li->width) {
*x += 1;
shift[*y] += 1;
}
}
else if (*x == li->width) state = STATE_COMPLETED;
else if (*y == li->exit) *x += 1;
break;
case MAZEZAM_MENU:
state = STATE_GAME_MENU;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
state = STATE_USB_CONNECTED;
break;
}
}
}
/*****************************************************************************
* Manage the in game menu
******************************************************************************/
static void in_game_menu(void)
{
/* The initial option is retry level */
int start_selection = 1;
MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_MAZEZAM_MENU, NULL,
MAZEZAM_TEXT_BACK,
MAZEZAM_TEXT_RETRY_LEVEL,
MAZEZAM_TEXT_AUDIO_PLAYBACK,
MAZEZAM_TEXT_QUIT);
/* Don't show the status bar */
switch(rb->do_menu(&menu, &start_selection, NULL, false)){
case 1: /* retry */
state = STATE_FAILED;
break;
case 2: /* Audio playback */
playback_control(rb, NULL);
state = STATE_IN_LEVEL;
break;
case 3: /* quit */
state = STATE_QUIT;
break;
case MENU_ATTACHED_USB:
state = STATE_USB_CONNECTED;
break;
default: /* Back */
state = STATE_IN_LEVEL;
break;
}
}
/*****************************************************************************
* Is the level a checkpoint
******************************************************************************/
static bool at_checkpoint(int level)
{
if (level <= MAZEZAM_FIRST_CHECKPOINT)
return level == MAZEZAM_FIRST_CHECKPOINT;
else {
level = level - MAZEZAM_FIRST_CHECKPOINT;
return level % MAZEZAM_CHECKPOINT_INTERVAL == 0;
}
}
/*****************************************************************************
* Set up and play a level
* new_level should be true if this is the first time we've encountered
* this level
******************************************************************************/
static void play_level(short level, short lives, bool new_level)
{
struct level_info li;
short shift[MAZEZAM_MAX_LINES]; /* amount each line has been shifted */
short x,y;
int i;
state = STATE_IN_LEVEL;
if (!(parse_level(level,&li)))
state = STATE_PARSE_ERROR;
for (i = 0; i < li.height; i++)
shift[i] = 0;
x = -1;
y = li.entrance;
plugin_lcd_settings();
rb->lcd_clear_display();
draw_level(&li, shift, x, y);
/* If we've just reached a checkpoint, then alert the player */
if (new_level && at_checkpoint(level)) {
rb->splash(MAZEZAM_DELAY_CHECKPOINT, MAZEZAM_TEXT_CHECKPOINT);
/* Clear the splash */
draw_level(&li, shift, x, y);
}
#ifdef HAVE_REMOTE_LCD
/* Splash text seems to use the remote display by
* default. I suppose I better keep it tidy!
*/
rb->lcd_remote_clear_display();
#endif
rb->splash(MAZEZAM_DELAY_LIVES, MAZEZAM_TEXT_LIVES,
level+1, lives);
/* ensure keys pressed during the splash screen are ignored */
rb->button_clear_queue();
/* this little loop just ensures we return to the game if the player
* doesn't perform an interesting action during the in game menu */
while (state >= STATE_IN_LEVEL) {
level_loop(&li, shift, &x, &y);
if (state == STATE_GAME_MENU) {
restore_lcd_settings();
in_game_menu();
plugin_lcd_settings();
}
}
restore_lcd_settings();
}
/*****************************************************************************
* Update the resume data based on the level reached
******************************************************************************/
static void update_resume_data(struct resume_data *r, int level)
{
if (at_checkpoint(level))
r->level = level;
}
/*****************************************************************************
* The loop which manages a full game of MazezaM.
******************************************************************************/
static void game_loop(struct resume_data *r)
{
int level = r->level;
int lives = MAZEZAM_START_LIVES;
/* We want to know when a player reaches a level for the first time,
* so we keep a second copy of the level. */
int old_level = level;
state = STATE_IN_GAME;
while (state >= STATE_IN_GAME)
{
play_level(level, lives, old_level < level);
old_level = level;
switch (state) {
case STATE_COMPLETED:
level += 1;
if (level == MAZEZAM_NUM_LEVELS)
state = STATE_WELLDONE;
break;
case STATE_FAILED:
lives -= 1;
if (lives == 0)
state = STATE_GAME_OVER;
break;
default:
break;
}
update_resume_data(r,level);
}
switch (state) {
case STATE_GAME_OVER:
#ifdef HAVE_REMOTE_LCD
/* Splash text seems to use the remote display by
* default. I suppose I better keep it tidy!
*/
rb->lcd_remote_clear_display();
#endif
rb->splash(MAZEZAM_DELAY_GAME_OVER, MAZEZAM_TEXT_GAME_OVER);
break;
case STATE_WELLDONE:
welldone_screen();
break;
default:
break;
}
}
/*****************************************************************************
* Load the resume data from the config file. The data is
* stored in both r and old.
******************************************************************************/
static void resume_load_data (struct resume_data *r, struct resume_data *old)
{
struct configdata config[] = {
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),
MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
};
if (configfile_load(MAZEZAM_CONFIG_FILENAME,config,
MAZEZAM_CONFIG_NUM_ITEMS, MAZEZAM_CONFIG_VERSION) < 0)
r->level = 0;
/* an extra precaution */
else if ((r->level < 0) || (MAZEZAM_NUM_LEVELS <= r->level))
r->level = 0;
old->level = r->level;
}
/*****************************************************************************
* Save the resume data in the config file, but only if necessary
******************************************************************************/
static void resume_save_data (struct resume_data *r, struct resume_data *old)
{
struct configdata config[] = {
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),
MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
};
/* To reduce disk usage, only write the file if the resume data has
* changed.
*/
if (old->level != r->level)
configfile_save(MAZEZAM_CONFIG_FILENAME,config,
MAZEZAM_CONFIG_NUM_ITEMS, MAZEZAM_CONFIG_MINVERSION);
}
/*****************************************************************************
* Offer a main menu with no continue option
******************************************************************************/
static int main_menu_without_continue(int* start_selection)
{
MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_MAIN_MENU,NULL,
MAZEZAM_TEXT_PLAY_GAME,
MAZEZAM_TEXT_QUIT);
return rb->do_menu(&menu, start_selection, NULL, false);
}
/*****************************************************************************
* Offer a main menu with a continue option
******************************************************************************/
static int main_menu_with_continue(int* start_selection)
{
MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_MAIN_MENU,NULL,
MAZEZAM_TEXT_CONTINUE,
MAZEZAM_TEXT_PLAY_NEW_GAME,
MAZEZAM_TEXT_QUIT);
return rb->do_menu(&menu, start_selection, NULL, false);
}
/*****************************************************************************
* Manages the main menu
******************************************************************************/
static void main_menu(void)
{
/* The initial option is "play game" */
int start_selection = 0;
int choice = 0;
struct resume_data r_data, old_data;
/* Load data */
resume_load_data(&r_data, &old_data);
while (state >= STATE_IN_APPLICATION) {
if (r_data.level == 0)
choice = main_menu_without_continue(&start_selection);
else
choice = main_menu_with_continue(&start_selection);
switch(choice) {
case 0: /* Continue */
state = STATE_IN_GAME;
game_loop(&r_data);
break;
case 1: /* Quit or Play new game */
if (r_data.level == 0)
state = STATE_QUIT;
else { /* Play new game */
r_data.level = 0;
state = STATE_IN_GAME;
game_loop(&r_data);
}
break;
case MENU_ATTACHED_USB:
state = STATE_USB_CONNECTED;
break;
default: /* Quit */
state = STATE_QUIT;
break;
}
}
/* I'm not sure if it's appropriate to write to disk on USB events.
* Currently, I do so.
*/
resume_save_data(&r_data, &old_data);
}
/*****************************************************************************
* Plugin entry point
******************************************************************************/
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter)
{
enum plugin_status plugin_state;
/* Usual plugin stuff */
(void)parameter;
rb = api;
/* initialise the config file module */
configfile_init(rb);
store_lcd_settings();
state = STATE_MAIN_MENU;
main_menu();
switch (state) {
case STATE_USB_CONNECTED:
plugin_state = PLUGIN_USB_CONNECTED;
break;
case STATE_PARSE_ERROR:
plugin_state = PLUGIN_ERROR;
break;
default:
plugin_state = PLUGIN_OK;
break;
}
return plugin_state;
}