0c6aea816d
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12798 a1c6a512-1295-4272-9138-f99709370657
1616 lines
46 KiB
C
1616 lines
46 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2004-2006 Antoine Cellerier <dionoea @t videolan d.t org>
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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/*****************************************************************************
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Solitaire by dionoea
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Graphics & Fix Bugs by Ben Basha
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use arrows to move the cursor
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use ON to select cards, move cards, reveal hidden cards, ...
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use PLAY to move a card from the remains' stack to the top of the cursor
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use F1 to put card under cursor on one of the 4 final stacks
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use F2 to un-select card if a card was selected, else draw 3 new cards
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out of the remains' stack
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use F3 to put card on top of the remains' stack on one of the 4 final stacks
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*****************************************************************************/
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#include "plugin.h"
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#include "playback_control.h"
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#include "configfile.h"
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#include "button.h"
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#include "lcd.h"
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#ifdef HAVE_LCD_BITMAP
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PLUGIN_HEADER
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static struct plugin_api* rb;
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#define min(a,b) (a<b?a:b)
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/**
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* Key definitions
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*/
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#if CONFIG_KEYPAD == RECORDER_PAD
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# define SOL_QUIT BUTTON_OFF
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# define SOL_UP BUTTON_UP
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# define SOL_DOWN BUTTON_DOWN
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# define SOL_LEFT BUTTON_LEFT
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# define SOL_RIGHT BUTTON_RIGHT
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# define SOL_MOVE BUTTON_ON
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# define SOL_DRAW BUTTON_F1
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# define SOL_REM2CUR BUTTON_PLAY
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# define SOL_CUR2STACK BUTTON_F2
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# define SOL_REM2STACK BUTTON_F3
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# define HK_MOVE "ON"
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# define HK_DRAW "F1"
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# define HK_REM2CUR "PLAY"
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# define HK_CUR2STACK "F2"
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# define HK_REM2STACK "F3"
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#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
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# define SOL_QUIT BUTTON_OFF
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# define SOL_UP BUTTON_UP
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# define SOL_DOWN BUTTON_DOWN
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# define SOL_LEFT BUTTON_LEFT
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# define SOL_RIGHT BUTTON_RIGHT
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# define SOL_MOVE BUTTON_ON
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# define SOL_DRAW BUTTON_F1
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# define SOL_REM2CUR BUTTON_SELECT
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# define SOL_CUR2STACK BUTTON_F2
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# define SOL_REM2STACK BUTTON_F3
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# define HK_MOVE "ON"
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# define HK_DRAW "F1"
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# define HK_REM2CUR "SELECT"
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# define HK_CUR2STACK "F2"
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# define HK_REM2STACK "F3"
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#elif CONFIG_KEYPAD == ONDIO_PAD
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# define SOL_QUIT BUTTON_OFF
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# define SOL_UP_PRE BUTTON_UP
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# define SOL_UP (BUTTON_UP | BUTTON_REL)
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# define SOL_DOWN_PRE BUTTON_DOWN
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# define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
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# define SOL_LEFT_PRE BUTTON_LEFT
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# define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
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# define SOL_RIGHT_PRE BUTTON_RIGHT
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# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
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# define SOL_MOVE_PRE BUTTON_MENU
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# define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
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# define SOL_DRAW_PRE BUTTON_MENU
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# define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
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# define SOL_REM2CUR_PRE BUTTON_DOWN
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# define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
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# define SOL_CUR2STACK_PRE BUTTON_UP
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# define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
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# define SOL_REM2STACK_PRE BUTTON_RIGHT
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# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
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# define HK_MOVE "MODE"
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# define HK_DRAW "MODE.."
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# define HK_REM2CUR "DOWN.."
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# define HK_CUR2STACK "UP.."
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# define HK_REM2STACK "RIGHT.."
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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# define SOL_QUIT BUTTON_OFF
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# define SOL_UP BUTTON_UP
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# define SOL_DOWN BUTTON_DOWN
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# define SOL_LEFT BUTTON_LEFT
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# define SOL_RIGHT BUTTON_RIGHT
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# define SOL_MOVE_PRE BUTTON_SELECT
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# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
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# define SOL_DRAW BUTTON_MODE
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# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
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# define SOL_CUR2STACK_PRE BUTTON_SELECT
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# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
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# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
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# define SOL_REM BUTTON_REC
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# define SOL_RC_QUIT BUTTON_RC_STOP
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# define HK_MOVE "NAVI"
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# define HK_DRAW "A-B"
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# define HK_REM2CUR "PLAY+LEFT"
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# define HK_CUR2STACK "NAVI.."
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# define HK_REM2STACK "PLAY+RIGHT"
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#elif (CONFIG_KEYPAD == IPOD_4G_PAD) ||(CONFIG_KEYPAD == IPOD_3G_PAD)
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# define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
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# define SOL_UP BUTTON_SCROLL_BACK
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# define SOL_DOWN BUTTON_SCROLL_FWD
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# define SOL_LEFT_PRE BUTTON_LEFT
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# define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
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# define SOL_RIGHT_PRE BUTTON_RIGHT
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# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
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# define SOL_MOVE_PRE BUTTON_SELECT
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# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
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# define SOL_DRAW_PRE BUTTON_MENU
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# define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
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# define SOL_REM2CUR BUTTON_PLAY
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# define SOL_CUR2STACK_PRE BUTTON_MENU
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# define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
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# define SOL_REM2STACK_PRE BUTTON_RIGHT
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# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
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# define HK_UD "SCROLL U/D"
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# define HK_MOVE "SELECT"
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# define HK_DRAW "MENU"
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# define HK_REM2CUR "PLAY"
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# define HK_CUR2STACK "MENU.."
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# define HK_REM2STACK "RIGHT.."
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#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
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# define SOL_QUIT BUTTON_POWER
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# define SOL_UP BUTTON_UP
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# define SOL_DOWN BUTTON_DOWN
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# define SOL_LEFT BUTTON_LEFT
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# define SOL_RIGHT BUTTON_RIGHT
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# define SOL_MOVE_PRE BUTTON_SELECT
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# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
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# define SOL_DRAW_PRE BUTTON_PLAY
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# define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
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# define SOL_REM2CUR_PRE BUTTON_PLAY
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# define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
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# define SOL_CUR2STACK_PRE BUTTON_SELECT
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# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
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# define SOL_REM2STACK BUTTON_REC
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# define HK_MOVE "SELECT"
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# define HK_DRAW "PLAY"
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# define HK_REM2CUR "PLAY.."
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# define HK_CUR2STACK "SELECT.."
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# define HK_REM2STACK "REC"
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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# define SOL_QUIT BUTTON_A
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# define SOL_UP BUTTON_UP
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# define SOL_DOWN BUTTON_DOWN
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# define SOL_LEFT BUTTON_LEFT
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# define SOL_RIGHT BUTTON_RIGHT
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# define SOL_MOVE_PRE BUTTON_SELECT
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# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
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# define SOL_DRAW BUTTON_MENU
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# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_POWER)
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# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
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# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_POWER)
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# define HK_MOVE "SELECT"
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# define HK_DRAW "MENU"
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# define HK_REM2CUR "POWER+LEFT"
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# define HK_CUR2STACK "SELECT.."
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# define HK_REM2STACK "POWER+RIGHT"
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
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# define SOL_QUIT BUTTON_POWER
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# define SOL_UP BUTTON_UP
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# define SOL_DOWN BUTTON_DOWN
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# define SOL_LEFT BUTTON_SCROLL_UP
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# define SOL_RIGHT BUTTON_SCROLL_DOWN
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# define SOL_MOVE BUTTON_SELECT
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# define SOL_DRAW BUTTON_REC
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# define SOL_REM2CUR BUTTON_LEFT
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# define SOL_CUR2STACK_PRE BUTTON_REC
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# define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
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# define SOL_REM2STACK BUTTON_RIGHT
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# define HK_MOVE "SELECT"
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# define HK_DRAW "REC"
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# define HK_REM2CUR "LEFT"
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# define HK_CUR2STACK "DOUBLE SELECT"
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# define HK_REM2STACK "RIGHT"
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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# define SOL_QUIT BUTTON_POWER
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# define SOL_UP BUTTON_SCROLL_UP
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# define SOL_DOWN BUTTON_SCROLL_DOWN
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# define SOL_LEFT_PRE BUTTON_LEFT
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# define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
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# define SOL_RIGHT_PRE BUTTON_RIGHT
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# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
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# define SOL_MOVE BUTTON_PLAY
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# define SOL_DRAW_PRE BUTTON_LEFT
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# define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
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# define SOL_REM2CUR BUTTON_FF
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# define SOL_CUR2STACK BUTTON_REW
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# define SOL_REM2STACK_PRE BUTTON_RIGHT
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# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
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# define HK_MOVE "PLAY"
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# define HK_DRAW "LEFT.."
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# define HK_REM2CUR "FF"
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# define HK_CUR2STACK "REW"
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# define HK_REM2STACK "RIGHT.."
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#else
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# error "Unknown keypad"
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#endif
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#define HK_LR "LEFT/RIGHT"
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#ifndef HK_UD
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# define HK_UD "UP/DOWN"
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#endif
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/**
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* Help strings
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*/
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static int helplines;
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static int displaylines;
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static char helptext[] =
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/* Use single spaces only! Close each line with one \0. */
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"-- Navigation --\0"
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HK_LR ": Move the cursor to the previous/ next column.\0"
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HK_UD ": Move the cursor up/ down in the column.\0"
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HK_MOVE ": Select cards, move cards, reveal hidden cards...\0"
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HK_DRAW ": Deselect a card if it was selected. Else draw new card(s) from the remains stack.\0"
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"-- Shortcuts --\0"
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HK_REM2CUR ": Put the card on top of the remains stack on top of the cursor.\0"
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HK_CUR2STACK ": Put the card under the cursor on one of the 4 final stacks.\0"
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HK_REM2STACK ": Put the card on top of the remains stack on one of the 4 final stacks.\0"
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;
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/**
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* Misc constants, graphics and other defines
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*/
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#include "card_back.h"
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#include "card_deck.h"
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#include "solitaire_suitsi.h"
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#define CARD_GFX_WIDTH BMPWIDTH_card_back
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#define CARD_GFX_HEIGHT BMPHEIGHT_card_back
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#define CARD_WIDTH (BMPWIDTH_card_back+2)
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#define CARD_HEIGHT (BMPHEIGHT_card_back+2)
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#if LCD_WIDTH >= 320
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# define MARGIN 4
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# define LARGE_CARD
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# define SYMBOL_HEIGHT 12
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#elif LCD_WIDTH >= 220
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# define MARGIN 3
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# define LARGE_CARD
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# define SYMBOL_HEIGHT 12
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#elif LCD_WIDTH >= 160
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# define MARGIN 2
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# define SYMBOL_HEIGHT 11
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#elif LCD_WIDTH >= 128
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# define MARGIN 1
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# define SYMBOL_HEIGHT 10
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#else
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# define MARGIN 0
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# define SYMBOL_HEIGHT 8
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#endif
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#define CARD_START (CARD_HEIGHT+2*MARGIN+1)
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/* background color */
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#ifdef HAVE_LCD_COLOR
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# define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
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# define FRAME_COLOR LCD_RGBPACK(23,119,218)
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#elif LCD_DEPTH > 1
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# define BACKGROUND_COLOR LCD_WHITE
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# define FRAME_COLOR LCD_BLACK
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#endif
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#define CONFIG_FILENAME "sol.cfg"
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#define NOT_A_CARD -1
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/* number of cards per suit */
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#define CARDS_PER_SUIT 13
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/* number of suits */
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#define SUITS 4
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#define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
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/* number of columns */
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#define COL_NUM 7
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/* pseudo column numbers to be used for cursor coordinates */
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/* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
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#define STACKS_COL COL_NUM
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/* column COL_NUM + SUITS corresponds to the remains' stack */
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#define REM_COL (STACKS_COL + SUITS)
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#define NOT_A_COL -1
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typedef struct
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{
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signed char suit;
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signed char num;
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bool known : 1;
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bool used : 1; /* this is what is used when dealing cards */
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signed char next;
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} card_t;
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/**
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* LCD card drawing routines
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*/
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static void draw_cursor( int x, int y )
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{
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rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
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rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
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#ifdef LARGE_CARD
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rb->lcd_drawpixel( x+1, y+1 );
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rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
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rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
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rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
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#endif
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rb->lcd_set_drawmode( DRMODE_SOLID );
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}
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/* Draw a card's border, select it if it's selected and draw the cursor
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* if the cursor is currently over the card */
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static void draw_card_ext( int x, int y, bool selected, bool cursor )
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{
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#if LCD_DEPTH > 1
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int oldfg = rb->lcd_get_foreground();
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rb->lcd_set_foreground( LCD_BLACK );
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#endif
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#ifdef LARGE_CARD
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rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
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rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
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rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
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rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
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rb->lcd_drawpixel( x+1, y+1 );
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rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
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rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
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rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
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#else
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rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
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rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
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rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
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rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
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#endif
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if( selected )
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{
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#if LCD_DEPTH > 1
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rb->lcd_set_foreground( FRAME_COLOR );
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#endif
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rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
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#ifdef LARGE_CARD
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rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
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#endif
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}
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#if LCD_DEPTH > 1
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rb->lcd_set_foreground( oldfg );
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#endif
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if( cursor )
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{
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draw_cursor( x, y );
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}
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}
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/* Draw a card's inner graphics */
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static void draw_card( card_t *card, int x, int y,
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bool selected, bool cursor )
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{
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if( card->known )
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{
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rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
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CARD_GFX_HEIGHT * card->suit, BMPWIDTH_card_deck,
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x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
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}
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else
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{
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rb->lcd_bitmap( card_back, x+1, y+1,
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CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
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}
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draw_card_ext( x, y, selected, cursor );
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}
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/* Draw an empty stack */
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static void draw_empty_stack( int s, int x, int y, bool cursor )
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{
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rb->lcd_bitmap_part( solitaire_suitsi, 0,
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CARD_GFX_HEIGHT * s, BMPWIDTH_solitaire_suitsi,
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x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
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draw_card_ext( x, y, false, cursor );
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}
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/**
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* Help
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*/
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static void init_help(void)
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{
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int lines = 0;
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int w_space, w, h;
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int para_len;
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char *para = helptext;
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rb->lcd_getstringsize(" ", &w_space, &h);
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displaylines = LCD_HEIGHT / h;
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para_len = rb->strlen(para);
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while (para_len)
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{
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bool first = true;
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int x = 0;
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char *next, *store;
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next = rb->strtok_r(para, " ", &store);
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while (next)
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{
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rb->lcd_getstringsize(next, &w, NULL);
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if (!first)
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{
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if (x + w > LCD_WIDTH)
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{
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lines++;
|
|
x = 0;
|
|
}
|
|
else
|
|
next[-1] = ' '; /* re-concatenate string */
|
|
}
|
|
else
|
|
first = false;
|
|
|
|
x += w + w_space;
|
|
next = rb->strtok_r(NULL, " ", &store);
|
|
}
|
|
|
|
lines++;
|
|
para += para_len + 1;
|
|
para_len = rb->strlen(para);
|
|
}
|
|
helplines = lines;
|
|
}
|
|
|
|
enum help { HELP_QUIT, HELP_USB };
|
|
|
|
/* help for the not so intuitive interface */
|
|
enum help solitaire_help( void )
|
|
{
|
|
int start = 0;
|
|
int button;
|
|
int lastbutton = BUTTON_NONE;
|
|
bool fixed = (displaylines >= helplines);
|
|
|
|
while( true )
|
|
{
|
|
char *text = helptext;
|
|
int line = fixed ? (displaylines - helplines) / 2 : 0;
|
|
int i;
|
|
|
|
rb->lcd_clear_display();
|
|
|
|
for (i = 0; i < start + displaylines; i++)
|
|
{
|
|
if (i >= start)
|
|
rb->lcd_puts(0, line++, text);
|
|
text += rb->strlen(text) + 1;
|
|
}
|
|
rb->lcd_update();
|
|
|
|
button = rb->button_get( true );
|
|
switch( button )
|
|
{
|
|
case SOL_UP:
|
|
#ifdef SOL_UP_PRE
|
|
if( lastbutton != SOL_UP_PRE )
|
|
break;
|
|
#else
|
|
case SOL_UP|BUTTON_REPEAT:
|
|
#endif
|
|
if (!fixed && start > 0)
|
|
start--;
|
|
break;
|
|
|
|
case SOL_DOWN:
|
|
#ifdef SOL_DOWN_PRE
|
|
if( lastbutton != SOL_DOWN_PRE )
|
|
break;
|
|
#else
|
|
case SOL_DOWN|BUTTON_REPEAT:
|
|
#endif
|
|
if (!fixed && start < helplines - displaylines)
|
|
start++;
|
|
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
|
|
*/
|
|
|
|
#define CFGFILE_VERSION 0
|
|
|
|
struct sol_config {
|
|
int draw_type;
|
|
int auto_unhide;
|
|
};
|
|
|
|
struct sol_config sol_disk = {0, 0};
|
|
struct sol_config sol;
|
|
|
|
static struct configdata config[] = {
|
|
{ TYPE_INT, 0, 1, &sol_disk.draw_type, "draw_type", NULL, NULL },
|
|
{ TYPE_INT, 0, 1, &sol_disk.auto_unhide, "auto_unhide", NULL, NULL }
|
|
};
|
|
|
|
char draw_option_string[32];
|
|
char unhide_option_string[32];
|
|
|
|
static void create_draw_option_string(void)
|
|
{
|
|
if (sol.draw_type == 0)
|
|
rb->strcpy(draw_option_string, "Draw Three Cards");
|
|
else
|
|
rb->strcpy(draw_option_string, "Draw One Card");
|
|
}
|
|
|
|
static void create_unhide_option_string(void)
|
|
{
|
|
if (sol.auto_unhide == 0)
|
|
rb->strcpy(unhide_option_string, "Unhide manually");
|
|
else
|
|
rb->strcpy(unhide_option_string, "Unhide automatically");
|
|
}
|
|
|
|
void solitaire_init(void);
|
|
|
|
/* menu return codes */
|
|
enum { MENU_RESUME, MENU_QUIT, MENU_USB };
|
|
|
|
int solitaire_menu(bool in_game)
|
|
{
|
|
int m;
|
|
int result = -1;
|
|
int i = 0;
|
|
|
|
struct menu_item items[5];
|
|
|
|
if (in_game)
|
|
{
|
|
items[i++].desc = "Resume Game";
|
|
items[i++].desc = "Restart Game";
|
|
}
|
|
else
|
|
{
|
|
items[i++].desc = "Start Game";
|
|
items[i++].desc = draw_option_string;
|
|
}
|
|
items[i++].desc = unhide_option_string;
|
|
items[i++].desc = "Help";
|
|
items[i++].desc = "Audio Playback";
|
|
items[i++].desc = "Quit";
|
|
|
|
create_draw_option_string();
|
|
create_unhide_option_string();
|
|
m = rb->menu_init(items, i, NULL, NULL, NULL, NULL);
|
|
while (result < 0)
|
|
{
|
|
switch (rb->menu_show(m))
|
|
{
|
|
case MENU_SELECTED_EXIT:
|
|
result = MENU_RESUME;
|
|
break;
|
|
|
|
case MENU_ATTACHED_USB:
|
|
result = MENU_USB;
|
|
break;
|
|
|
|
case 0:
|
|
result = MENU_RESUME;
|
|
break;
|
|
|
|
case 1:
|
|
if (in_game)
|
|
{
|
|
solitaire_init();
|
|
result = MENU_RESUME;
|
|
}
|
|
else
|
|
{
|
|
sol.draw_type = (sol.draw_type + 1) % 2;
|
|
create_draw_option_string();
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
sol.auto_unhide = (sol.auto_unhide + 1) % 2;
|
|
create_unhide_option_string();
|
|
break;
|
|
|
|
case 3:
|
|
rb->lcd_setmargins(0, 0);
|
|
if (solitaire_help() == HELP_USB)
|
|
result = MENU_USB;
|
|
break;
|
|
|
|
case 4:
|
|
playback_control(rb);
|
|
break;
|
|
|
|
case 5:
|
|
result = MENU_QUIT;
|
|
break;
|
|
}
|
|
}
|
|
rb->menu_exit(m);
|
|
rb->lcd_setmargins(0, 0);
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Global variables
|
|
*/
|
|
|
|
/* player's cursor */
|
|
int cur_card;
|
|
/* player's cursor column num */
|
|
int cur_col;
|
|
|
|
/* selected card */
|
|
int sel_card;
|
|
|
|
/* the deck */
|
|
card_t deck[ NUM_CARDS ];
|
|
|
|
/* the remaining cards */
|
|
/* first card of the remains' stack */
|
|
int rem;
|
|
/* upper visible card from the remains' stack */
|
|
int cur_rem;
|
|
/* number of cards drawn from the remains stack - 1 */
|
|
int count_rem;
|
|
/* number of cards per draw of the remains' stack */
|
|
int cards_per_draw;
|
|
|
|
/* the 7 game columns */
|
|
int cols[COL_NUM];
|
|
/* the 4 final stacks */
|
|
int stacks[SUITS];
|
|
|
|
/**
|
|
* Card handling routines
|
|
*/
|
|
|
|
int next_random_card( card_t *deck )
|
|
{
|
|
int 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 = true;
|
|
|
|
return i;
|
|
}
|
|
|
|
|
|
/* initialize the game */
|
|
void solitaire_init( void )
|
|
{
|
|
|
|
int c;
|
|
int i, j;
|
|
|
|
/* number of cards that are drawn on the remains' stack (by pressing F2) */
|
|
if( sol.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 = true;
|
|
card.used = false;
|
|
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 = false;
|
|
}
|
|
}
|
|
|
|
/* ... 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 = -1;
|
|
}
|
|
|
|
/* find the column number in which 'card' can be found */
|
|
int find_card_col( int card )
|
|
{
|
|
int i;
|
|
int 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 */
|
|
int find_prev_card( int 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 */
|
|
int find_last_card( int col )
|
|
{
|
|
int c;
|
|
|
|
if( col < COL_NUM )
|
|
{
|
|
c = cols[col];
|
|
}
|
|
else if( col < REM_COL )
|
|
{
|
|
c = stacks[col - STACKS_COL];
|
|
}
|
|
else
|
|
{
|
|
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( int dest_col, int src_card )
|
|
{
|
|
/* the column on which to take src_card */
|
|
int src_col;
|
|
|
|
/* the last card of dest_col */
|
|
int dest_card;
|
|
|
|
/* the card under src_card */
|
|
int 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;
|
|
/* you can't move an unknown card */
|
|
if( !deck[src_card].known ) 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
|
|
* different colorsuit */
|
|
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... */
|
|
if( dest_card == NOT_A_CARD )
|
|
{
|
|
/* ... and the src is an ace and this is the correct final stack */
|
|
if( 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;
|
|
}
|
|
else
|
|
{
|
|
/* this is not a winning combination */
|
|
return MOVE_NOT_OK;
|
|
}
|
|
}
|
|
else /* non-empty stack */
|
|
{
|
|
/* ...check if the cards follow one another, have the same suit and
|
|
* {that src has no .next element or is from the remains' stack} */
|
|
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 winning 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;
|
|
}
|
|
/* 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--;
|
|
}
|
|
/* 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;
|
|
if (sol.auto_unhide)
|
|
{
|
|
deck[src_card_prev].known = true;
|
|
}
|
|
}
|
|
}
|
|
sel_card = NOT_A_CARD;
|
|
/* tada ! */
|
|
return MOVE_OK;
|
|
}
|
|
|
|
enum { SOLITAIRE_WIN, SOLITAIRE_QUIT, SOLITAIRE_USB };
|
|
|
|
/**
|
|
* Bouncing cards at the end of the game
|
|
*/
|
|
|
|
#define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
|
|
#define BC_MYSPEED (6*BC_ACCEL)
|
|
#define BC_MXSPEED (6*LCD_HEIGHT/128)
|
|
|
|
int bouncing_cards( void )
|
|
{
|
|
int i, j, x, vx, y, fp_y, fp_vy, button;
|
|
|
|
/* flush the button queue */
|
|
while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
|
|
{
|
|
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
|
|
return SOLITAIRE_USB;
|
|
}
|
|
|
|
/* fun stuff :) */
|
|
for( i = CARDS_PER_SUIT-1; i>=0; i-- )
|
|
{
|
|
for( j = 0; j < SUITS; j++ )
|
|
{
|
|
x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
|
|
fp_y = MARGIN<<16;
|
|
|
|
#if LCD_WIDTH > 200
|
|
vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
|
|
if( vx >= -1 )
|
|
vx += 3;
|
|
#else
|
|
vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
|
|
if( vx >= 0 )
|
|
vx++;
|
|
#endif
|
|
|
|
fp_vy = -rb->rand() % BC_MYSPEED;
|
|
|
|
while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
|
|
{
|
|
fp_vy += BC_ACCEL;
|
|
x += vx;
|
|
fp_y += fp_vy;
|
|
if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
|
|
{
|
|
fp_vy = -fp_vy*4/5;
|
|
fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
|
|
}
|
|
y = fp_y >> 16;
|
|
draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
|
|
false, false );
|
|
rb->lcd_update_rect( x<0?0:x, y<0?0:y,
|
|
CARD_WIDTH, CARD_HEIGHT );
|
|
|
|
button = rb->button_get_w_tmo( 2 );
|
|
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
|
|
return SOLITAIRE_USB;
|
|
if( button == SOL_QUIT || button == SOL_MOVE )
|
|
return SOLITAIRE_WIN;
|
|
}
|
|
}
|
|
}
|
|
return SOLITAIRE_WIN;
|
|
}
|
|
|
|
/**
|
|
* The main game loop
|
|
*/
|
|
|
|
int solitaire( void )
|
|
{
|
|
|
|
int i,j;
|
|
int button, lastbutton = 0;
|
|
int c,h,prevcard;
|
|
int biggest_col_length;
|
|
|
|
rb->srand( *rb->current_tick );
|
|
switch( solitaire_menu(false) )
|
|
{
|
|
case MENU_QUIT:
|
|
return SOLITAIRE_QUIT;
|
|
|
|
case MENU_USB:
|
|
return SOLITAIRE_USB;
|
|
}
|
|
solitaire_init();
|
|
|
|
while( true )
|
|
{
|
|
rb->lcd_clear_display();
|
|
|
|
/* 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];
|
|
|
|
if( c != NOT_A_CARD )
|
|
{
|
|
while( true )
|
|
{
|
|
/* don't include the last card in the column length. */
|
|
if( deck[c].next == NOT_A_CARD )
|
|
{
|
|
break; /* no successor: get outta here. */
|
|
}
|
|
else
|
|
{
|
|
if( deck[c].known )
|
|
j += 2;
|
|
else
|
|
j++;
|
|
}
|
|
c = deck[c].next;
|
|
}
|
|
/* make column distinguishable from an empty column,
|
|
* and avoid division by zero while displaying */
|
|
if( j == 0 )
|
|
j = 1;
|
|
}
|
|
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, true, "You Won :)" );
|
|
return bouncing_cards();
|
|
}
|
|
|
|
/* 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 * (CARD_WIDTH
|
|
+(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
|
|
j );
|
|
}
|
|
break;
|
|
}
|
|
|
|
draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
|
|
+(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
|
|
j, c == sel_card, c == cur_card );
|
|
|
|
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 += SYMBOL_HEIGHT;
|
|
else if( deck[h].known )
|
|
j += min( SYMBOL_HEIGHT,
|
|
2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
|
|
/ biggest_col_length );
|
|
else
|
|
j += min( SYMBOL_HEIGHT / 2,
|
|
(LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
|
|
/ 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+4+MARGIN)+CARD_WIDTH*i+i+1,
|
|
MARGIN,
|
|
c == sel_card, cur_col == STACKS_COL + i );
|
|
}
|
|
else
|
|
{
|
|
draw_empty_stack( i,
|
|
LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+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 );
|
|
deck[rem].known = true;
|
|
}
|
|
|
|
if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
|
|
{
|
|
if( count_rem < 0 )
|
|
{
|
|
prevcard = rem;
|
|
count_rem = 0;
|
|
while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
|
|
{
|
|
prevcard = deck[prevcard].next;
|
|
count_rem++;
|
|
}
|
|
}
|
|
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 );
|
|
prevcard = deck[prevcard].next;
|
|
j += CARD_WIDTH/2;
|
|
}
|
|
}
|
|
if( ( cur_rem == NOT_A_CARD || 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;
|
|
#else
|
|
case SOL_DOWN|BUTTON_REPEAT:
|
|
#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
|
|
&& 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;
|
|
#else
|
|
case SOL_UP|BUTTON_REPEAT:
|
|
#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 );
|
|
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
|
|
move_card( deck[cur_card].suit + STACKS_COL, cur_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 )
|
|
{
|
|
/* reveal a hidden card */
|
|
deck[cur_card].known = true;
|
|
}
|
|
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 */
|
|
if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
|
|
== MOVE_OK && cur_col == REM_COL )
|
|
{
|
|
cur_card = cur_rem;
|
|
}
|
|
sel_card = NOT_A_CARD;
|
|
}
|
|
else
|
|
{
|
|
/* try moving cards */
|
|
move_card( cur_col, sel_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
|
|
move_card( cur_col, cur_rem );
|
|
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
|
|
move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
|
|
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 = -1;
|
|
/* 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 == cards_per_draw )
|
|
{
|
|
cur_rem = NOT_A_CARD;
|
|
count_rem = -1;
|
|
}
|
|
/* 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:
|
|
switch( solitaire_menu(true) )
|
|
{
|
|
case MENU_QUIT:
|
|
return SOLITAIRE_QUIT;
|
|
|
|
case MENU_USB:
|
|
return SOLITAIRE_USB;
|
|
}
|
|
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!" );
|
|
|
|
configfile_init(rb);
|
|
configfile_load(CONFIG_FILENAME, config,
|
|
sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
|
|
rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
|
|
|
|
init_help();
|
|
|
|
/* 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 );
|
|
|
|
if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
|
|
{
|
|
rb->memcpy(&sol_disk, &sol, sizeof(sol));
|
|
configfile_save(CONFIG_FILENAME, config,
|
|
sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
|
|
}
|
|
|
|
/* Exit the plugin */
|
|
return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
|
|
}
|
|
|
|
#endif
|