rockbox/apps/plugins/mazezam.c
Daniel Stenberg 2acc0ac542 Updated our source code header to explicitly mention that we are GPL v2 or
later. We still need to hunt down snippets used that are not. 1324 modified
files...
http://www.rockbox.org/mail/archive/rockbox-dev-archive-2008-06/0060.shtml


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17847 a1c6a512-1295-4272-9138-f99709370657
2008-06-28 18:10:04 +00:00

953 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
*
* 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 "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;
}