rockbox/apps/plugins/solitaire.c
Antoine Cellerier 48865c45f1 Fix some more bugs found by amiconn:
(1) The bug I already described yesterday: If the draw
    stack becomes completely empty, it reappears. Slightly
    irritating
(2) When the cursor is placed on the remains' stack when
    there is no card, and then a card is drawn, the cursor
    disappears
(4) (easy one) The help texts refer to drawing 3 new cards,
    but solitaire now has selectable draw one / draw three


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@10873 a1c6a512-1295-4272-9138-f99709370657
2006-09-03 16:54:42 +00:00

1604 lines
46 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2004-2006 Antoine Cellerier <dionoea @t videolan d.t org>
*
* 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.
*
****************************************************************************/
/*****************************************************************************
Solitaire by dionoea
Graphics & Fix Bugs by Ben Basha
use arrows to move the cursor
use ON to select cards, move cards, reveal hidden cards, ...
use PLAY to move a card from the remains' stack to the top of the cursor
use F1 to put card under cursor on one of the 4 final stacks
use F2 to un-select card if a card was selected, else draw 3 new cards
out of the remains' stack
use F3 to put card on top of the remains' stack on one of the 4 final stacks
*****************************************************************************/
#include "plugin.h"
#include "configfile.h"
#include "button.h"
#include "lcd.h"
#ifdef HAVE_LCD_BITMAP
PLUGIN_HEADER
static struct plugin_api* rb;
#define min(a,b) (a<b?a:b)
/**
* Key definitions
*/
#if CONFIG_KEYPAD == RECORDER_PAD
# define SOL_QUIT BUTTON_OFF
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE BUTTON_ON
# define SOL_DRAW BUTTON_F2
# define SOL_REM2CUR BUTTON_PLAY
# define SOL_CUR2STACK BUTTON_F1
# define SOL_REM2STACK BUTTON_F3
# define SOL_MENU_RUN BUTTON_RIGHT
# define SOL_MENU_RUN2 BUTTON_PLAY
# define HK_MOVE "ON"
# define HK_DRAW "F2"
# define HK_REM2CUR "PLAY"
# define HK_CUR2STACK "F1"
# define HK_REM2STACK "F3"
#elif CONFIG_KEYPAD == ONDIO_PAD
# define SOL_QUIT BUTTON_OFF
# define SOL_UP_PRE BUTTON_UP
# define SOL_UP (BUTTON_UP | BUTTON_REL)
# define SOL_DOWN_PRE BUTTON_DOWN
# define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
# define SOL_LEFT_PRE BUTTON_LEFT
# define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
# define SOL_RIGHT_PRE BUTTON_RIGHT
# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
# define SOL_MOVE_PRE BUTTON_MENU
# define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
# define SOL_DRAW_PRE BUTTON_MENU
# define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
# define SOL_REM2CUR_PRE BUTTON_LEFT
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_REPEAT)
# define SOL_CUR2STACK_PRE BUTTON_RIGHT
# define SOL_CUR2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
# define SOL_REM2STACK_PRE BUTTON_UP
# define SOL_REM2STACK (BUTTON_UP | BUTTON_REPEAT)
# define SOL_MENU_RUN BUTTON_RIGHT
# define HK_MOVE "MODE"
# define HK_DRAW "MODE.."
# define HK_REM2CUR "LEFT.."
# define HK_CUR2STACK "RIGHT.."
# define HK_REM2STACK "UP.."
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
# define SOL_QUIT BUTTON_OFF
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MODE
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
# define SOL_MENU_RUN BUTTON_SELECT
# define SOL_MENU_RUN2 BUTTON_RIGHT
# define SOL_OPT BUTTON_ON
# define SOL_REM BUTTON_REC
# define SOL_RC_QUIT BUTTON_RC_STOP
# define HK_MOVE "SELECT"
# define HK_DRAW "REC"
# define HK_REM2CUR "PLAY+LEFT"
# define HK_CUR2STACK "SELECT"
# define HK_REM2STACK "PLAY+RIGHT"
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) ||(CONFIG_KEYPAD == IPOD_3G_PAD)
# define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
# define SOL_UP BUTTON_MENU
# define SOL_DOWN BUTTON_PLAY
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE BUTTON_SELECT
# define SOL_DRAW (BUTTON_SELECT | BUTTON_PLAY)
# define SOL_REM2CUR (BUTTON_SELECT | BUTTON_LEFT)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_RIGHT)
# define SOL_REM2STACK (BUTTON_LEFT | BUTTON_RIGHT)
# define SOL_MENU_RUN BUTTON_SELECT
# define HK_MOVE "SELECT"
# define HK_DRAW "SELECT+PLAY"
# define HK_REM2CUR "SELECT+LEFT"
# define HK_CUR2STACK "SELECT+RIGHT.."
# define HK_REM2STACK "LEFT+RIGHT"
#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE BUTTON_SELECT
# define SOL_DRAW BUTTON_PLAY
# define SOL_REM2CUR (BUTTON_REC | BUTTON_LEFT)
# define SOL_CUR2STACK (BUTTON_REC | BUTTON_UP)
# define SOL_REM2STACK (BUTTON_REC | BUTTON_DOWN)
# define SOL_MENU_RUN BUTTON_SELECT
# define HK_MOVE "MENU"
# define HK_DRAW "PLAY"
# define HK_REM2CUR "REC+LEFT"
# define HK_CUR2STACK "REC+UP.."
# define HK_REM2STACK "REC+DOWN"
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
# define SOL_QUIT BUTTON_A
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_POWER)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_POWER)
# define SOL_MENU_RUN BUTTON_SELECT
# define SOL_MENU_RUN2 BUTTON_RIGHT
# define HK_MOVE "SELECT"
# define HK_DRAW "MENU"
# define HK_REM2CUR "POWER+LEFT"
# define HK_CUR2STACK "SELECT.."
# define HK_REM2STACK "POWER+RIGHT"
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_SCROLL_UP
# define SOL_DOWN BUTTON_SCROLL_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE BUTTON_REW
# define SOL_DRAW BUTTON_PLAY
# define SOL_REM2CUR (BUTTON_FF | BUTTON_LEFT)
# define SOL_CUR2STACK (BUTTON_FF | BUTTON_SCROLL_UP)
# define SOL_REM2STACK (BUTTON_FF | BUTTON_SCROLL_DOWN)
# define SOL_MENU_RUN BUTTON_REW
# define SOL_MENU_INFO BUTTON_PLAY
# define HK_MOVE "REW"
# define HK_DRAW "PLAY"
# define HK_REM2CUR "REW+LEFT"
# define HK_CUR2STACK "REW+UP.."
# define HK_REM2STACK "REW+DOWN"
#else
# error "Unknown keypad"
#endif
/**
* Help strings
*/
#define HELP_SOL_UP "UP: Move the cursor up in the column."
#define HELP_SOL_DOWN "DOWN: Move the cursor down in the column."
#define HELP_SOL_LEFT "LEFT: Move the cursor to the previous column."
#define HELP_SOL_RIGHT "RIGHT: Move the cursor to the next column."
#define HELP_SOL_MOVE HK_MOVE \
": Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW HK_DRAW \
": Un-select a card if it was selected. " \
"Else, draw new cards out of the remains' stack."
#define HELP_SOL_REM2CUR HK_REM2CUR \
": Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK HK_CUR2STACK \
": Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK HK_REM2STACK \
": Put the card on top of the remains' stack on one of the 4 final stacks."
/**
* Misc constants, graphics and other defines
*/
/* size of a card on the screen */
#if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
# define CARD_WIDTH 27
# define CARD_HEIGHT 34
#elif LCD_HEIGHT > 64
# define CARD_WIDTH 19
# define CARD_HEIGHT 24
#else
# define CARD_WIDTH 14
# define CARD_HEIGHT 12
#endif
/* where the cards start */
#if LCD_HEIGHT > 64
# define MARGIN 2
# define CARD_START ( CARD_HEIGHT + 4 )
#else
/* The screen is *small* */
# define MARGIN 0
# define CARD_START ( CARD_HEIGHT + 1 )
#endif
#if LCD_HEIGHT > 64
# define NUMBER_HEIGHT 10
# define NUMBER_WIDTH 8
# define NUMBER_STRIDE 8
# define SUIT_HEIGHT 10
# define SUIT_WIDTH 8
# define SUIT_STRIDE 8
#else
# define NUMBER_HEIGHT 6
# define NUMBER_WIDTH 6
# define NUMBER_STRIDE 6
# define SUIT_HEIGHT 6
# define SUIT_WIDTH 6
# define SUIT_STRIDE 6
#endif
#define SUITI_HEIGHT 16
#define SUITI_WIDTH 15
#define SUITI_STRIDE 15
#define draw_number( num, x, y ) \
rb->lcd_mono_bitmap_part( numbers, 0, num * NUMBER_HEIGHT, NUMBER_STRIDE, \
x, y, NUMBER_WIDTH, NUMBER_HEIGHT );
extern const unsigned char solitaire_numbers[];
#define numbers solitaire_numbers
#define draw_suit( num, x, y ) \
rb->lcd_mono_bitmap_part( suits, 0, num * SUIT_HEIGHT, SUIT_STRIDE, \
x, y, SUIT_WIDTH, SUIT_HEIGHT );
extern const unsigned char solitaire_suits[];
#define suits solitaire_suits
#if ( CARD_HEIGHT < SUITI_HEIGHT + 1 ) || ( CARD_WIDTH < SUITI_WIDTH + 1 )
# undef SUITI_HEIGHT
# undef SUITI_WIDTH
# define SUITI_HEIGHT SUIT_HEIGHT
# define SUITI_WIDTH SUIT_WIDTH
# define draw_suiti( num, x, y ) draw_suit( num, x, y )
#else
# define draw_suiti( num, x, y ) \
rb->lcd_mono_bitmap_part( suitsi, 0, num * SUITI_HEIGHT, SUITI_STRIDE, \
x, y, SUITI_WIDTH, SUITI_HEIGHT );
extern const unsigned char solitaire_suitsi[];
# define suitsi solitaire_suitsi
#endif
#ifdef HAVE_LCD_COLOR
# if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
# define CARDBACK_HEIGHT 33
# define CARDBACK_WIDTH 26
# else
# define CARDBACK_HEIGHT 24
# define CARDBACK_WIDTH 18
# endif
extern const fb_data solitaire_cardback[];
#endif
#if HAVE_LCD_COLOR
static const unsigned colors[4] = {
LCD_BLACK, LCD_RGBPACK(255, 0, 0), LCD_BLACK, LCD_RGBPACK(255, 0, 0)
};
#elif LCD_DEPTH > 1
static const unsigned colors[4] = {
LCD_BLACK, LCD_BRIGHTNESS(127), LCD_BLACK, LCD_BRIGHTNESS(127)
};
#endif
#define CONFIG_FILENAME "sol.cfg"
#define NOT_A_CARD 255
/* number of cards per suit */
#define CARDS_PER_SUIT 13
/* number of suits */
#define SUITS 4
#define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
/* number of columns */
#define COL_NUM 7
/* pseudo column numbers to be used for cursor coordinates */
/* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
#define STACKS_COL COL_NUM
/* column COL_NUM + SUITS corresponds to the remains' stack */
#define REM_COL (STACKS_COL + SUITS)
#define NOT_A_COL 255
/* background color */
#define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
#if LCD_DEPTH > 1 && !defined( LCD_WHITE )
# define LCD_WHITE LCD_DEFAULT_BG
#endif
typedef struct
{
unsigned char suit : 2;
unsigned char num : 4;
unsigned char known : 1;
unsigned char used : 1;/* this is what is used when dealing cards */
unsigned char next;
} card_t;
/**
* LCD card drawing routines
*/
static void draw_cursor( int x, int y )
{
rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
rb->lcd_set_drawmode( DRMODE_SOLID );
}
/* Draw a card's border, select it if it's selected and draw the cursor
* is the cursor is currently over the card */
static void draw_card_ext( int x, int y, bool selected, bool cursor )
{
#if LCD_DEPTH > 1
rb->lcd_set_foreground( LCD_BLACK );
#endif
/* draw a rectangle omiting the corner pixels, which is why we don't
* use drawrect */
rb->lcd_drawline( x+1, y, x+CARD_WIDTH-1, y );
rb->lcd_drawline( x+1, y+CARD_HEIGHT, x+CARD_WIDTH-1, y+CARD_HEIGHT );
rb->lcd_drawline( x, y+1, x, y+CARD_HEIGHT-1 );
rb->lcd_drawline( x+CARD_WIDTH, y+1, x+CARD_WIDTH, y+CARD_HEIGHT-1 );
if( selected )
{
rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
}
if( cursor )
{
draw_cursor( x, y );
}
}
/* Draw a card's inner graphics */
static void draw_card( card_t card, int x, int y,
bool selected, bool cursor, bool leftstyle )
{
#ifndef HAVE_LCD_COLOR
/* On Black&White or Greyscale LCDs we don't have a card back.
* We thus need to clear the card area even if the card isn't
* known. */
#if LCD_DEPTH > 1
rb->lcd_set_foreground( LCD_WHITE );
#else
rb->lcd_set_drawmode( DRMODE_SOLID|DRMODE_INVERSEVID );
#endif
rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
#if LCD_DEPTH == 1
rb->lcd_set_drawmode( DRMODE_SOLID );
#endif
#endif
if( card.known )
{
#ifdef HAVE_LCD_COLOR
/* On Color LCDs we have a card back so we only need to clear
* the card area when it's known*/
rb->lcd_set_foreground( LCD_WHITE );
rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
#endif
#if LCD_DEPTH > 1
rb->lcd_set_foreground( colors[card.suit] );
#endif
if( leftstyle )
{
#if MARGIN > 0
draw_suit( card.suit, x+1, y+2+NUMBER_HEIGHT );
draw_number( card.num, x+1, y+1 );
#else
draw_suit( card.suit, x+1, y+NUMBER_HEIGHT );
draw_number( card.num, x+1, y );
#endif
}
else
{
#if MARGIN > 0
draw_suit( card.suit, x+2+NUMBER_WIDTH, y+1 );
#else
draw_suit( card.suit, x+1+NUMBER_WIDTH, y+1 );
#endif
draw_number( card.num, x+1, y+1 );
}
}
#ifdef HAVE_LCD_COLOR
else
{
rb->lcd_bitmap( solitaire_cardback, x+1, y+1,
CARDBACK_WIDTH, CARDBACK_HEIGHT );
}
#endif
draw_card_ext( x, y, selected, cursor );
}
/* Draw an empty stack */
static void draw_empty_stack( int s, int x, int y, bool cursor )
{
#if LCD_DEPTH > 1
rb->lcd_set_foreground( LCD_WHITE );
#else
rb->lcd_set_drawmode( DRMODE_SOLID|DRMODE_INVERSEVID );
#endif
rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
#if LCD_DEPTH == 1
rb->lcd_set_drawmode( DRMODE_SOLID );
#endif
#if LCD_DEPTH > 1
rb->lcd_set_foreground( colors[s] );
#endif
draw_suiti( s, x+(CARD_WIDTH-SUITI_WIDTH)/2,
y+(CARD_HEIGHT-SUITI_HEIGHT)/2 );
draw_card_ext( x, y, false, cursor );
}
/**
* Help
*
* TODO: the help menu should just list the key definitions. Asking the
* user to try all possible keys/key combos is just counter
* productive.
*/
enum help { HELP_QUIT, HELP_USB };
/* help for the not so intuitive interface */
enum help solitaire_help( void )
{
int button;
int lastbutton = BUTTON_NONE;
while( true )
{
rb->lcd_clear_display();
#if CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_putsxy(0, 0, "Press a key to see");
rb->lcd_putsxy(0, 7, "it's role.");
rb->lcd_putsxy(0, 21, "Press OFF to");
rb->lcd_putsxy(0, 28, "return to menu.");
rb->lcd_putsxy(0, 42, "All actions can");
rb->lcd_putsxy(0, 49, "be done using");
rb->lcd_putsxy(0, 56, "arrows, ON and F2.");
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_putsxy(0, 0, "Press a key short");
rb->lcd_putsxy(0, 7, "or long to see it's");
rb->lcd_putsxy(0, 21, "role. Press OFF to");
rb->lcd_putsxy(0, 28, "return to menu.");
rb->lcd_putsxy(0, 42, "All actions can be");
rb->lcd_putsxy(0, 49, "done using arrows,");
rb->lcd_putsxy(0, 56, "short & long MODE.");
#elif CONFIG_KEYPAD == IRIVER_H100_PAD
rb->lcd_putsxy(20, 8, "Press a key or key");
rb->lcd_putsxy(20, 16, "combo to see it's");
rb->lcd_putsxy(20, 24, "role. Press STOP to");
rb->lcd_putsxy(20, 32, "return to menu.");
rb->lcd_putsxy(20, 48, "All actions can be");
rb->lcd_putsxy(20, 56, "done using the");
rb->lcd_putsxy(20, 64, "joystick and RECORD.");
#else
//# warning "Add help strings for other keypads"
#endif
rb->lcd_update();
button = rb->button_get( true );
switch( button )
{
case SOL_UP:
#ifdef SOL_UP_PRE
if( lastbutton != SOL_UP_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_UP );
break;
case SOL_DOWN:
#ifdef SOL_DOWN_PRE
if( lastbutton != SOL_DOWN_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_DOWN );
break;
case SOL_LEFT:
#ifdef SOL_LEFT_PRE
if( lastbutton != SOL_LEFT_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_LEFT );
break;
case SOL_RIGHT:
#ifdef SOL_RIGHT_PRE
if( lastbutton != SOL_RIGHT_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_RIGHT );
break;
case SOL_MOVE:
#ifdef SOL_MOVE_PRE
if( lastbutton != SOL_MOVE_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_MOVE );
break;
case SOL_DRAW:
#ifdef SOL_DRAW_PRE
if( lastbutton != SOL_DRAW_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_DRAW );
break;
case SOL_CUR2STACK:
#ifdef SOL_CUR2STACK_PRE
if( lastbutton != SOL_CUR2STACK_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_CUR2STACK );
break;
case SOL_REM2STACK:
#ifdef SOL_REM2STACK_PRE
if( lastbutton != SOL_REM2STACK_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_REM2STACK );
break;
case SOL_REM2CUR:
#ifdef SOL_REM2CUR_PRE
if( lastbutton != SOL_REM2CUR_PRE )
break;
#endif
rb->splash( HZ*2, true, HELP_SOL_REM2CUR );
break;
#ifdef SOL_RC_QUIT
case SOL_RC_QUIT:
#endif
case SOL_QUIT:
return HELP_QUIT;
default:
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return HELP_USB;
break;
}
if( button != BUTTON_NONE )
lastbutton = button;
}
}
/**
* Custom menu / options
*
* TODO: use rockbox api menus instead
*/
#define CFGFILE_VERSION 0
int draw_type;
static struct configdata config[] = {
{ TYPE_INT, 0, 1, &draw_type, "draw_type", NULL, NULL }
};
/* menu return codes */
enum { MENU_RESUME, MENU_RESTART, MENU_OPT,
MENU_HELP, MENU_QUIT, MENU_USB };
#define MENU_LENGTH MENU_USB
/* different menu behaviors */
enum { MENU_BEFOREGAME, MENU_BEFOREGAMEOP, MENU_DURINGGAME };
/**
* The menu
* text displayed changes depending on the context */
int solitaire_menu( unsigned char context )
{
static char menu[3][MENU_LENGTH][17] =
{ { "Start Game",
"",
"Draw Three Cards",
"Help",
"Quit" },
{ "Start Game",
"",
"Draw One Card",
"Help",
"Quit" },
{ "Resume Game",
"Restart Game",
"",
"Help",
"Quit"},
};
int i;
int cursor = 0;
int button;
int fh;
rb->lcd_getstringsize( menu[0][0], NULL, &fh );
fh++;
if( context != MENU_BEFOREGAMEOP
&& context != MENU_BEFOREGAME
&& context != MENU_DURINGGAME )
{
context = MENU_DURINGGAME;
}
while( true )
{
rb->lcd_clear_display();
rb->lcd_putsxy( 20, 1, "Solitaire" );
for( i = 0; i<MENU_LENGTH; i++ )
{
rb->lcd_putsxy( 1, 17+fh*i, menu[context][i] );
if( cursor == i )
{
rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
rb->lcd_fillrect( 0, 17+fh*i, LCD_WIDTH, fh );
rb->lcd_set_drawmode( DRMODE_SOLID );
}
}
rb->lcd_update();
button = rb->button_get( true );
switch( button )
{
case SOL_UP:
cursor = (cursor + MENU_LENGTH - 1)%MENU_LENGTH;
break;
case SOL_DOWN:
cursor = (cursor + 1)%MENU_LENGTH;
break;
case SOL_LEFT:
return MENU_RESUME;
case SOL_MENU_RUN:
#ifdef SOL_MENU_RUN2
case SOL_MENU_RUN2:
#endif
switch( cursor )
{
case MENU_RESUME:
case MENU_RESTART:
case MENU_OPT:
case MENU_QUIT:
return cursor;
case MENU_HELP:
if( solitaire_help() == HELP_USB )
return MENU_USB;
break;
}
break;
#ifdef SOL_OPT
case SOL_OPT:
return MENU_OPT;
#endif
#ifdef SOL_RC_QUIT
case SOL_RC_QUIT:
#endif
case SOL_QUIT:
return MENU_QUIT;
default:
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return MENU_USB;
break;
}
}
}
/**
* Global variables
*/
/* player's cursor */
unsigned char cur_card;
/* player's cursor column num */
unsigned char cur_col;
/* selected card */
unsigned char sel_card;
/* the deck */
card_t deck[ NUM_CARDS ];
/* the remaining cards */
unsigned char rem;
unsigned char cur_rem;
unsigned char count_rem;
/* the 7 game columns */
unsigned char cols[COL_NUM];
int cards_per_draw;
/* the 4 final stacks */
unsigned char stacks[SUITS];
/**
* Card handling routines
*/
unsigned char next_random_card( card_t *deck )
{
unsigned char i,r;
r = rb->rand()%(NUM_CARDS)+1;
i = 0;
while( r>0 )
{
i = (i + 1)%(NUM_CARDS);
if( !deck[i].used ) r--;
}
deck[i].used = 1;
return i;
}
/* initialize the game */
void solitaire_init( void )
{
unsigned char c;
int i, j;
/* number of cards that are drawn on the remains' stack (by pressing F2) */
if( draw_type == 0 )
{
cards_per_draw = 3;
}
else
{
cards_per_draw = 1;
}
/* init deck */
for( i=0; i<SUITS; i++ )
{
for( j=0; j<CARDS_PER_SUIT; j++ )
{
#define card deck[i*CARDS_PER_SUIT+j]
card.suit = i;
card.num = j;
card.known = 1;
card.used = 0;
card.next = NOT_A_CARD;
#undef card
}
}
/* deal the cards ... */
/* ... in the columns */
for( i=0; i<COL_NUM; i++ )
{
c = NOT_A_CARD;
for( j=0; j<=i; j++ )
{
if( c == NOT_A_CARD )
{
cols[i] = next_random_card( deck );
c = cols[i];
}
else
{
deck[c].next = next_random_card( deck );
c = deck[c].next;
}
if( j < i )
deck[c].known = 0;
}
}
/* ... shuffle what's left of the deck */
rem = next_random_card(deck);
c = rem;
for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
{
deck[c].next = next_random_card( deck );
c = deck[c].next;
}
/* we now finished dealing the cards. The game can start ! (at last) */
/* init the stack */
for( i = 0; i<SUITS; i++ )
{
stacks[i] = NOT_A_CARD;
}
/* the cursor starts on upper left card */
cur_card = cols[0];
cur_col = 0;
/* no card is selected */
sel_card = NOT_A_CARD;
/* init the remainder */
cur_rem = NOT_A_CARD;
count_rem=0;
}
/* find the column number in which 'card' can be found */
unsigned char find_card_col( unsigned char card )
{
int i;
unsigned char c;
if( card == NOT_A_CARD ) return NOT_A_COL;
for( i=0; i<COL_NUM; i++ )
{
c = cols[i];
while( c != NOT_A_CARD )
{
if( c == card ) return i;
c = deck[c].next;
}
}
for( i=0; i<SUITS; i++ )
{
c = stacks[i];
while( c != NOT_A_CARD )
{
if( c == card ) return STACKS_COL + i;
c = deck[c].next;
}
}
return REM_COL;
}
/* find the card preceding 'card' */
/* if it doesn't exist, return NOT_A_CARD */
unsigned char find_prev_card( unsigned char card ){
int i;
for( i=0; i < NUM_CARDS; i++ )
{
if( deck[i].next == card ) return i;
}
return NOT_A_CARD;
}
/* find the last card of a given column */
unsigned char find_last_card( unsigned char col )
{
unsigned char c;
if( col < COL_NUM )
{
c = cols[col];
}
else if( col < REM_COL )
{
c = stacks[col - STACKS_COL];
}
else
{
//c = rem;
c = cur_rem;
}
if(c == NOT_A_CARD)
return c;
else
{
while(deck[c].next != NOT_A_CARD)
c = deck[c].next;
return c;
}
}
enum move { MOVE_OK, MOVE_NOT_OK };
enum move move_card( unsigned char dest_col, unsigned char src_card )
{
/* the column on which to take src_card */
unsigned char src_col;
/* the last card of dest_col */
unsigned char dest_card;
/* the card under src_card */
unsigned char src_card_prev;
/* you can't move no card (at least, it doesn't have any consequence) */
if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
/* you can't put a card back on the remains' stack */
if( dest_col == REM_COL ) return MOVE_NOT_OK;
src_col = find_card_col( src_card );
dest_card = find_last_card( dest_col );
src_card_prev = find_prev_card( src_card );
/* you can't move more than one card at a time from the final stack */
/* to the rest of the game */
if( src_col >= COL_NUM && src_col < REM_COL
&& deck[src_card].next != NOT_A_CARD )
{
return MOVE_NOT_OK;
}
/* if we (that means dest) are on one of the 7 columns ... */
if( dest_col < COL_NUM )
{
/* ... check is we are on an empty color and that the src is a king */
if( dest_card == NOT_A_CARD
&& deck[src_card].num == CARDS_PER_SUIT - 1 )
{
/* this is a winning combination */
cols[dest_col] = src_card;
}
/* ... or check if the cards follow one another and have same suit */
else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
&& deck[dest_card].num == deck[src_card].num + 1 )
{
/* this is a winning combination */
deck[dest_card].next = src_card;
}
/* ... or, humpf, well that's not good news */
else
{
/* this is not a winning combination */
return MOVE_NOT_OK;
}
}
/* if we are on one of the 4 final stacks ... */
else if( dest_col < REM_COL )
{
/* ... check if we are on an empty stack, that the src is an
* ace and that this is the good final stack */
if( dest_card == NOT_A_CARD
&& deck[src_card].num == 0
&& deck[src_card].suit == dest_col - STACKS_COL )
{
/* this is a winning combination */
stacks[dest_col - STACKS_COL] = src_card;
}
/* ... or check if the cards follow one another, have the same
* suit and {that src has no .next element or is from the remains'
* stack} */
else if( deck[dest_card].suit == deck[src_card].suit
&& deck[dest_card].num + 1 == deck[src_card].num
&& (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
{
/* this is a winning combination */
deck[dest_card].next = src_card;
}
/* ... or, well that's not good news */
else
{
/* this is not a winnong combination */
return MOVE_NOT_OK;
}
}
/* if we are on the remains' stack */
else
{
/* you can't move a card back to the remains' stack */
return MOVE_NOT_OK;
}
/* if the src card is from the remains' stack, we don't want to take
* the following cards */
if( src_col == REM_COL )
{
/* if src card is the first card from the stack */
if( src_card_prev == NOT_A_CARD )
{
rem = deck[src_card].next;
count_rem = count_rem-1;
}
/* if src card is not the first card from the stack */
else
{
deck[src_card_prev].next = deck[src_card].next;
}
deck[src_card].next = NOT_A_CARD;
cur_rem = src_card_prev;
count_rem = count_rem-1;
}
/* if the src card is from somewhere else, just take everything */
else
{
if( src_card_prev == NOT_A_CARD )
{
if( src_col < COL_NUM )
{
cols[src_col] = NOT_A_CARD;
}
else
{
stacks[src_col - STACKS_COL] = NOT_A_CARD;
}
}
else
{
deck[src_card_prev].next = NOT_A_CARD;
}
}
sel_card = NOT_A_CARD;
/* tada ! */
return MOVE_OK;
}
/**
* The main game loop
*/
enum { SOLITAIRE_WIN, SOLITAIRE_QUIT, SOLITAIRE_USB };
int solitaire( void )
{
int i,j;
int button, lastbutton = 0;
unsigned char c,h,prevcard;
int biggest_col_length;
configfile_init(rb);
configfile_load(CONFIG_FILENAME, config, 1, 0);
rb->srand( *rb->current_tick );
switch( solitaire_menu( draw_type == 0 ? MENU_BEFOREGAME
: MENU_BEFOREGAMEOP ) )
{
case MENU_QUIT:
return SOLITAIRE_QUIT;
case MENU_USB:
return SOLITAIRE_USB;
case MENU_OPT:
draw_type = (draw_type+1)%2;
configfile_save(CONFIG_FILENAME, config, 1, 0);
return 0;
}
solitaire_init();
while( true )
{
#if LCD_DEPTH>1
rb->lcd_set_foreground(LCD_BLACK);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(BACKGROUND_COLOR);
#endif
#endif
rb->lcd_clear_display();
#if LCD_DEPTH > 1
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#endif
/* get the biggest column length so that display can be "optimized" */
biggest_col_length = 0;
for(i=0;i<COL_NUM;i++)
{
j = 0;
c = cols[i];
while( c != NOT_A_CARD )
{
if( deck[c].known ) j += 2;
else j ++;
c = deck[c].next;
}
if( j > biggest_col_length ) biggest_col_length = j;
}
/* check if there are cards remaining in the game. */
/* if there aren't any, that means you won :) */
if( biggest_col_length == 0 && rem == NOT_A_CARD )
{
rb->splash( HZ*2, true, "You Won :)" );
return SOLITAIRE_WIN;
}
/* draw the columns */
for( i = 0; i < COL_NUM; i++ )
{
c = cols[i];
j = CARD_START;
while( true )
{
if( c == NOT_A_CARD )
{
/* draw the cursor on empty columns */
if( cur_col == i )
{
draw_cursor( MARGIN+i*((LCD_WIDTH-2*MARGIN)/COL_NUM),
j+1 );
}
break;
}
draw_card( deck[c], MARGIN+i*((LCD_WIDTH-2*MARGIN)/COL_NUM),
j+1, c == sel_card, c == cur_card, false );
h = c;
c = deck[c].next;
if( c == NOT_A_CARD ) break;
/* This is where we change the spacing between cards so that
* they don't overflow out of the LCD */
if( h == cur_card )
j += SUIT_HEIGHT+2;
else if( deck[h].known )
j += min( SUIT_HEIGHT+2,
2*(LCD_HEIGHT - CARD_START - CARD_HEIGHT)/biggest_col_length );
else
j += min( SUIT_HEIGHT+2,
(LCD_HEIGHT - CARD_START - CARD_HEIGHT)/biggest_col_length );
}
}
/* draw the stacks */
for( i=0; i<SUITS; i++ )
{
c = find_last_card( STACKS_COL + i );
if( c != NOT_A_CARD )
{
draw_card( deck[c],
LCD_WIDTH-(CARD_WIDTH*4+8+MARGIN)+CARD_WIDTH*i+i*2+1,
MARGIN,
c == sel_card, cur_col == STACKS_COL + i, false );
}
else
{
draw_empty_stack( i,
LCD_WIDTH-(CARD_WIDTH*4+8+MARGIN)+CARD_WIDTH*i+i*2+1,
MARGIN, cur_col == STACKS_COL + i );
}
}
/* draw the remains */
if( rem != NOT_A_CARD &&
( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
{
/* gruik ! (we want to display a card back) */
deck[rem].known = false;
draw_card( deck[rem], MARGIN, MARGIN, false, false, false );
deck[rem].known = true;
}
if( rem != NOT_A_CARD )
{
if( count_rem >= cards_per_draw )
count_rem = cards_per_draw-1;
if( cur_rem != NOT_A_CARD )
{
prevcard = cur_rem;
j = CARD_WIDTH+2*MARGIN+1;
for( i = 0; i < count_rem; i++ )
prevcard = find_prev_card(prevcard);
for( i = 0; i <= count_rem; i++ )
{
draw_card( deck[prevcard], j,
MARGIN, sel_card == prevcard,
cur_card == prevcard, i < count_rem );
prevcard = deck[prevcard].next;
j += NUMBER_WIDTH+2;
}
}
else if( cur_rem == NOT_A_CARD && cur_col == REM_COL )
{
draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
}
}
rb->lcd_update();
/* what to do when a key is pressed ... */
button = rb->button_get( true );
switch( button )
{
/* move cursor to the last card of the previous column
* or to the previous final stack
* or to the remains stack */
case SOL_RIGHT:
#ifdef SOL_RIGHT_PRE
if( lastbutton != SOL_RIGHT_PRE )
break;
#endif
if( cur_col >= COL_NUM )
{
cur_col = 0;
}
else if( cur_col == COL_NUM - 1 )
{
cur_col = REM_COL;
}
else
{
cur_col = (cur_col+1)%(REM_COL+1);
}
if(cur_col == REM_COL)
{
cur_card = cur_rem;
break;
}
cur_card = find_last_card( cur_col );
break;
/* move cursor to the last card of the next column
* or to the next final stack
* or to the remains stack */
case SOL_LEFT:
#ifdef SOL_LEFT_PRE
if( lastbutton != SOL_LEFT_PRE )
break;
#endif
if( cur_col == 0 )
{
cur_col = REM_COL;
}
else if( cur_col >= COL_NUM )
{
cur_col = COL_NUM - 1;
}
else
{
cur_col = (cur_col + REM_COL)%(REM_COL+1);
}
if( cur_col == REM_COL )
{
cur_card = cur_rem;
break;
}
cur_card = find_last_card( cur_col );
break;
/* move cursor to card that's bellow */
case SOL_DOWN:
#ifdef SOL_DOWN_PRE
if( lastbutton != SOL_DOWN_PRE )
break;
#endif
if( cur_col >= COL_NUM )
{
cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
if( cur_col == REM_COL )
{
cur_card = cur_rem;
}
else
{
cur_card = find_last_card( cur_col );
}
break;
}
if( cur_card == NOT_A_CARD ) break;
if( deck[cur_card].next != NOT_A_CARD )
{
cur_card = deck[cur_card].next;
}
else
{
cur_card = cols[cur_col];
while( deck[ cur_card].known == 0
&& deck[cur_card].next != NOT_A_CARD )
{
cur_card = deck[cur_card].next;
}
}
break;
/* move cursor to card that's above */
case SOL_UP:
#ifdef SOL_UP_PRE
if( lastbutton != SOL_UP_PRE )
break;
#endif
if( cur_col >= COL_NUM )
{
cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
if( cur_col == REM_COL )
{
cur_card = cur_rem;
}
else
{
cur_card = find_last_card( cur_col );
}
break;
}
if( cur_card == NOT_A_CARD ) break;
do {
cur_card = find_prev_card( cur_card );
if( cur_card == NOT_A_CARD )
{
cur_card = find_last_card( cur_col );
}
} while( deck[cur_card].next != NOT_A_CARD
&& deck[cur_card].known == 0 );
break;
/* Try to put card under cursor on one of the stacks */
case SOL_CUR2STACK:
#ifdef SOL_CUR2STACK_PRE
if( lastbutton != SOL_CUR2STACK_PRE )
break;
#endif
if( cur_card != NOT_A_CARD )
{
move_card( deck[cur_card].suit + STACKS_COL, cur_card );
sel_card = NOT_A_CARD;
}
break;
/* Move cards arround, Uncover cards, ... */
case SOL_MOVE:
#ifdef SOL_MOVE_PRE
if( lastbutton != SOL_MOVE_PRE )
break;
#endif
if( sel_card == NOT_A_CARD )
{
if( cur_card != NOT_A_CARD )
{
if( deck[cur_card].next == NOT_A_CARD
&& deck[cur_card].known == 0 )
{
/* reveal a hidden card */
deck[cur_card].known = 1;
}
else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
{
break;
}
else
{
/* select a card */
sel_card = cur_card;
}
}
}
else if( sel_card == cur_card )
{
/* unselect card or try putting card on
* one of the 4 stacks */
move_card( deck[sel_card].suit + COL_NUM, sel_card );
sel_card = NOT_A_CARD;
if( cur_col == REM_COL )
{
cur_card = cur_rem;
}
}
else
{
/* try moving cards */
if( move_card( cur_col, sel_card ) == MOVE_OK )
{
sel_card = NOT_A_CARD;
}
}
break;
/* If the card on the top of the remains can be put where
* the cursor is, go ahead */
case SOL_REM2CUR:
#ifdef SOL_REM2CUR_PRE
if( lastbutton != SOL_REM2CUR_PRE )
break;
#endif
count_rem = count_rem-1;
move_card( cur_col, cur_rem );
sel_card = NOT_A_CARD;
break;
/* If the card on top of the remains can be put on one
* of the stacks, do so */
case SOL_REM2STACK:
#ifdef SOL_REM2STACK_PRE
if( lastbutton != SOL_REM2STACK_PRE )
break;
#endif
if( cur_rem != NOT_A_CARD )
{
move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
sel_card = NOT_A_CARD;
count_rem = count_rem-1;
}
break;
#ifdef SOL_REM
case SOL_REM:
if( sel_card != NOT_A_CARD )
{
/* unselect selected card */
sel_card = NOT_A_CARD;
break;
}
if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
{
sel_card = cur_rem;
break;
}
break;
#endif
/* unselect selected card or ...
* draw new cards from the remains of the deck */
case SOL_DRAW:
#ifdef SOL_DRAW_PRE
if( lastbutton != SOL_DRAW_PRE )
break;
#endif
if( sel_card != NOT_A_CARD )
{
/* unselect selected card */
sel_card = NOT_A_CARD;
break;
}
if( rem != NOT_A_CARD )
{
int cur_rem_old = cur_rem;
count_rem = 0;
/* draw new cards form the remains of the deck */
if( cur_rem == NOT_A_CARD )
{
/*if the cursor card is null*/
cur_rem = rem;
i = cards_per_draw - 1;
count_rem++;
}
else
{
i = cards_per_draw;
}
while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
{
cur_rem = deck[cur_rem].next;
i--;
count_rem++;
}
/* test if any cards are really left on
* the remains' stack */
if( i > 0 )
{
cur_rem = NOT_A_CARD;
count_rem = 0;
}
/* if cursor was on remains' stack when new cards were
* drawn, put cursor on top of remains' stack */
if( cur_col == REM_COL && cur_card == cur_rem_old )
{
cur_card = cur_rem;
sel_card = NOT_A_CARD;
}
}
break;
/* Show the menu */
#ifdef SOL_RC_QUIT
case SOL_RC_QUIT:
#endif
case SOL_QUIT:
#if LCD_DEPTH > 1
rb->lcd_set_background( LCD_DEFAULT_BG );
#endif
switch( solitaire_menu( MENU_DURINGGAME ) )
{
case MENU_QUIT:
return SOLITAIRE_QUIT;
case MENU_USB:
return SOLITAIRE_USB;
case MENU_RESTART:
solitaire_init();
break;
}
break;
default:
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return SOLITAIRE_USB;
break;
}
if( button != BUTTON_NONE )
lastbutton = button;
/* fix incoherences concerning cur_col and cur_card */
c = find_card_col( cur_card );
if( c != NOT_A_COL && c != cur_col )
cur_card = find_last_card( cur_col );
if( cur_card == NOT_A_CARD
&& find_last_card( cur_col ) != NOT_A_CARD )
cur_card = find_last_card( cur_col );
}
}
/**
* Plugin entry point
*/
enum plugin_status plugin_start( struct plugin_api* api, void* parameter )
{
int result;
/* plugin init */
(void)parameter;
rb = api;
rb->splash( HZ, true, "Welcome to Solitaire!" );
/* play the game :)
* Keep playing if a game was won (that means display the menu after
* winning instead of quiting) */
while( ( result = solitaire() ) == SOLITAIRE_WIN );
/* Exit the plugin */
return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
}
#endif