rockbox/apps/plugins/mazezam.c
Marcoen Hirschberg a7168feeac attempt to make the Gigabeat button mappings in the plugins more logical and in line with the mapping in rockbox itself
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13436 a1c6a512-1295-4272-9138-f99709370657
2007-05-19 23:38:09 +00:00

1139 lines
38 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* ### line of auto-generated stuff I don't understand ###
*
* Copyright (C) 2006 Malcolm Tyrrell
*
* MazezaM - a Rockbox version of my ZX Spectrum game from 2002
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "configfile.h"
/* Include standard plugin macro */
PLUGIN_HEADER
static struct plugin_api* rb;
#if CONFIG_KEYPAD == RECORDER_PAD
#define MAZEZAM_UP BUTTON_UP
#define MAZEZAM_DOWN BUTTON_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_PLAY
#define MAZEZAM_RETRY BUTTON_F1
#define MAZEZAM_RETRY_KEYNAME "[F1]"
#define MAZEZAM_QUIT BUTTON_OFF
#define MAZEZAM_QUIT_KEYNAME "[OFF]"
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
#define MAZEZAM_UP BUTTON_UP
#define MAZEZAM_DOWN BUTTON_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_SELECT
#define MAZEZAM_RETRY BUTTON_F1
#define MAZEZAM_RETRY_KEYNAME "[F1]"
#define MAZEZAM_QUIT BUTTON_OFF
#define MAZEZAM_QUIT_KEYNAME "[OFF]"
#elif CONFIG_KEYPAD == ONDIO_PAD
#define MAZEZAM_UP BUTTON_UP
#define MAZEZAM_DOWN BUTTON_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_RIGHT
#define MAZEZAM_RETRY BUTTON_MENU
#define MAZEZAM_RETRY_KEYNAME "[MENU]"
#define MAZEZAM_QUIT BUTTON_OFF
#define MAZEZAM_QUIT_KEYNAME "[OFF]"
#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
#define MAZEZAM_UP BUTTON_UP
#define MAZEZAM_DOWN BUTTON_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_SELECT
#define MAZEZAM_RETRY BUTTON_REC
#define MAZEZAM_RETRY_KEYNAME "[REC]"
#define MAZEZAM_QUIT BUTTON_POWER
#define MAZEZAM_QUIT_KEYNAME "[POWER]"
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD)
#define MAZEZAM_UP BUTTON_MENU
#define MAZEZAM_DOWN BUTTON_PLAY
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_SELECT
#define MAZEZAM_RETRY BUTTON_SELECT
#define MAZEZAM_RETRY_KEYNAME "[SELECT]"
#define MAZEZAM_QUIT (BUTTON_SELECT | BUTTON_REPEAT)
#define MAZEZAM_QUIT_KEYNAME "[SELECT] (held)"
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define MAZEZAM_UP BUTTON_UP
#define MAZEZAM_DOWN BUTTON_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_SELECT
#define MAZEZAM_RETRY BUTTON_ON
#define MAZEZAM_RETRY_KEYNAME "[ON]"
#define MAZEZAM_QUIT BUTTON_OFF
#define MAZEZAM_QUIT_KEYNAME "[OFF]"
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define MAZEZAM_UP BUTTON_UP
#define MAZEZAM_DOWN BUTTON_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_SELECT
#define MAZEZAM_RETRY BUTTON_A
#define MAZEZAM_RETRY_KEYNAME "[A]"
#define MAZEZAM_QUIT BUTTON_POWER
#define MAZEZAM_QUIT_KEYNAME "[POWER]"
#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
#define MAZEZAM_UP BUTTON_UP
#define MAZEZAM_DOWN BUTTON_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_SELECT
#define MAZEZAM_RETRY BUTTON_REC
#define MAZEZAM_RETRY_KEYNAME "[REC]"
#define MAZEZAM_QUIT BUTTON_POWER
#define MAZEZAM_QUIT_KEYNAME "[POWER]"
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
#define MAZEZAM_UP BUTTON_SCROLL_UP
#define MAZEZAM_DOWN BUTTON_SCROLL_DOWN
#define MAZEZAM_LEFT BUTTON_LEFT
#define MAZEZAM_RIGHT BUTTON_RIGHT
#define MAZEZAM_SELECT BUTTON_PLAY
#define MAZEZAM_RETRY BUTTON_PLAY
#define MAZEZAM_RETRY_KEYNAME "[PLAY]"
#define MAZEZAM_QUIT BUTTON_POWER
#define MAZEZAM_QUIT_KEYNAME "[POWER]"
#endif
/* The gap for the border around the heading in text pages. In fact, 2 is
* really the only acceptable value.
*/
#define MAZEZAM_MENU_BORDER 2
#define MAZEZAM_EXTRA_LIFE 2 /* get an extra life every _ levels */
#define MAZEZAM_START_LIVES 3 /* how many lives at game start */
#ifdef HAVE_LCD_COLOR
#define MAZEZAM_HEADING_COLOR LCD_RGBPACK(255,255, 0) /* Yellow */
#define MAZEZAM_BORDER_COLOR LCD_RGBPACK( 0, 0,255) /* Blue */
#define MAZEZAM_TEXT_COLOR LCD_RGBPACK(255,255,255) /* White */
#define MAZEZAM_BG_COLOR LCD_RGBPACK( 0, 0, 0) /* Black */
#define MAZEZAM_WALL_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
#define MAZEZAM_PLAYER_COLOR LCD_RGBPACK(255,255,255) /* White */
#define MAZEZAM_GATE_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
/* the rows are coloured sequentially */
#define MAZEZAM_NUM_CHUNK_COLORS 8
static const unsigned chunk_colors[MAZEZAM_NUM_CHUNK_COLORS] = {
LCD_RGBPACK(255,192, 32), /* Orange */
LCD_RGBPACK(255, 0, 0), /* Red */
LCD_RGBPACK( 0,255, 0), /* Green */
LCD_RGBPACK( 0,255,255), /* Cyan */
LCD_RGBPACK(255,175,175), /* Pink */
LCD_RGBPACK(255,255, 0), /* Yellow */
LCD_RGBPACK( 0, 0,255), /* Blue */
LCD_RGBPACK(255, 0,255), /* Magenta */
};
#elif LCD_DEPTH > 1
#define MAZEZAM_HEADING_GRAY LCD_BLACK
#define MAZEZAM_BORDER_GRAY LCD_DARKGRAY
#define MAZEZAM_TEXT_GRAY LCD_BLACK
#define MAZEZAM_BG_GRAY LCD_WHITE
#define MAZEZAM_WALL_GRAY LCD_DARKGRAY
#define MAZEZAM_PLAYER_GRAY LCD_BLACK
#define MAZEZAM_GATE_GRAY LCD_BLACK
#define MAZEZAM_CHUNK_EDGE_GRAY LCD_BLACK
#define MAZEZAM_NUM_CHUNK_GRAYS 2
static const unsigned chunk_gray[MAZEZAM_NUM_CHUNK_GRAYS] = {
LCD_LIGHTGRAY,
LCD_DARKGRAY,
};
/* darker version of the above */
static const unsigned chunk_gray_shade[MAZEZAM_NUM_CHUNK_GRAYS] = {
LCD_DARKGRAY,
LCD_BLACK,
};
#endif
#define MAZEZAM_GAMEOVER_TEXT "Game Over"
#define MAZEZAM_GAMEOVER_DELAY (3 * HZ) / 2
#define MAZEZAM_LEVEL_LIVES_TEXT "Level %d, Lives %d"
#define MAZEZAM_LEVEL_LIVES_DELAY HZ
#define MAZEZAM_WELLDONE_DELAY 4 * HZ
/* The maximum number of lines that a text page can display.
* This must be 4 or less if the Archos recorder is to be
* supported.
*/
#define MAZEZAM_TEXT_MAXLINES 4
/* A structure for holding text pages */
struct textpage {
/* Ensure 1 < num_lines <= MAZEZAM_TEXT_MAXLINES */
short num_lines;
char *line[MAZEZAM_TEXT_MAXLINES]; /* text of lines */
};
/* The text page for the welcome screen */
static const struct textpage title_page = {
4,
{"MazezaM", "play game", "instructions", "quit"}
};
/* The number of help screens */
#define MAZEZAM_NUM_HELP_PAGES 4
/* The instruction screens */
static const struct textpage help_page[] = {
{4,{"Instructions","10 mazezams","bar your way","to freedom"}},
{4,{"Instructions","Push the rows","left and right","to escape"}},
{4,{"Instructions","Press " MAZEZAM_RETRY_KEYNAME " to","retry a level","(lose 1 life)"}},
{4,{"Instructions","Press " MAZEZAM_QUIT_KEYNAME,"to quit","the game"}}
};
/* the text of the screen that asks for a quit confirmation */
static const struct textpage confirm_page = {
4,
{"Quit","Are you sure?","yes","no"}
};
/* the text of the screen at the end of the game */
static const struct textpage welldone_page = {
3,
{"Well Done","You have","escaped",""}
};
/* the text of the screen asking if the user wants to
* resume or start a new game.
*/
static const struct textpage resume_page = {
3,
{"Checkpoint", "continue", "new game"}
};
/* maximum height of a level */
#define MAZEZAM_MAX_LINES 11
/* maximum number of chunks on a line */
#define MAZEZAM_MAX_CHUNKS 5
/* A structure for holding levels */
struct mazezam_level {
short height; /* the number of lines */
short width; /* the width */
short entrance; /* the line on which the entrance lies */
short exit; /* the line on which the exit lies */
char *line[MAZEZAM_MAX_LINES]; /* the chunk data in string form */
};
/* The number of levels. Note that the instruction screens reference this
* number
*/
#define MAZEZAM_NUM_LEVELS 10
/* The levels. In theory, they could be stored in a file so this data
* structure should not be accessed outside parse_level()
*
* These levels are copyright (C) 2002 Malcolm Tyrrell. They're
* probably covered by the GPL as they constitute part of the source
* code of this plugin, but you may distibute them seperately with
* other Free Software if you want. You can download them from:
* http://webpages.dcu.ie/~tyrrelma/MazezaM.
*/
static const struct mazezam_level level_data[MAZEZAM_NUM_LEVELS] = {
{2,7,0,0,{" $ $"," $ $$",NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,
NULL}},
{3,8,2,1,{" $ $$$"," $ $ $"," $ $ $",NULL,NULL,NULL,NULL,NULL,NULL,
NULL,NULL}},
{4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
" $$$$$$$$ $",NULL,NULL,NULL,NULL,NULL,NULL,NULL}},
{6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$",
NULL,NULL,NULL,NULL,NULL}},
{6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
"$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $",NULL,NULL,
NULL,NULL,NULL}},
{11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
" $ $"," $ $","$ $$"," $"}},
{7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
"$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
" $ $$$ $$",NULL,NULL,NULL,NULL}},
{4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
" $ $$ $$$$ $",NULL,NULL,NULL,NULL,NULL,NULL,NULL}},
{7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
" $$$$$$"," $",NULL,NULL,NULL,NULL}},
{10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
" $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
" $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
"",NULL}}
};
/* This is the data structure the game uses for managing levels */
struct chunk_data {
/* the number of chunks on a line */
short l_num[MAZEZAM_MAX_LINES];
/* the width of a chunk */
short c_width[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
/* the inset of a chunk */
short c_inset[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
};
/* The state and exit code of the level loop */
enum level_state {
LEVEL_STATE_LOOPING,
LEVEL_STATE_COMPLETED,
LEVEL_STATE_FAILED,
LEVEL_STATE_QUIT,
LEVEL_STATE_PARSE_ERROR,
LEVEL_STATE_USB_CONNECTED,
};
/* The state and exit code of the text screens. I use the
* same enum for all of them, even though there are some
* differences.
*/
enum text_state {
TEXT_STATE_LOOPING,
TEXT_STATE_QUIT,
TEXT_STATE_OKAY,
TEXT_STATE_USB_CONNECTED,
TEXT_STATE_PARSE_ERROR,
TEXT_STATE_BACK,
};
/* The state and exit code of the game loop */
enum game_state {
GAME_STATE_LOOPING,
GAME_STATE_QUIT,
GAME_STATE_OKAY,
GAME_STATE_USB_CONNECTED,
GAME_STATE_OVER,
GAME_STATE_COMPLETED,
GAME_STATE_PARSE_ERROR,
};
/* The various constants needed for configuration files.
* See apps/plugins/lib/configfile.*
*/
#define MAZEZAM_CONFIG_FILENAME "mazezam.data"
#define MAZEZAM_CONFIG_NUM_ITEMS 1
#define MAZEZAM_CONFIG_VERSION 0
#define MAZEZAM_CONFIG_MINVERSION 0
#define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"
/* A structure containing the data that is written to
* the configuration file
*/
struct resume_data {
int level; /* level at which to restart the game */
};
/* Display a screen of text. line[0] is the heading.
* line[highlight] will be highlighted, unless highlight == 0
*/
static void display_text_page(struct textpage text, int highlight) {
int w[text.num_lines], h[text.num_lines];
int hsum,i,vgap,vnext;
rb->lcd_clear_display();
/* find out how big the text is so we can determine the positioning */
hsum = 0;
for(i = 0; i < text.num_lines; i++) {
rb->lcd_getstringsize(text.line[i], w+i, h+i);
hsum += h[i];
}
vgap = (LCD_HEIGHT-hsum)/(text.num_lines+1);
/* The Heading */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_BORDER_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_BORDER_GRAY);
#endif
rb->lcd_drawrect((LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER,
vgap-MAZEZAM_MENU_BORDER, w[0] + 2*MAZEZAM_MENU_BORDER,
h[0] + 2*MAZEZAM_MENU_BORDER);
rb->lcd_drawrect((LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,
vgap-MAZEZAM_MENU_BORDER*2, w[0] + 4*MAZEZAM_MENU_BORDER,
h[0] + 4*MAZEZAM_MENU_BORDER);
rb->lcd_drawline(0,vgap + h[0]/2,(LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,vgap + h[0]/2);
rb->lcd_drawline((LCD_WIDTH-w[0])/2+w[0]+MAZEZAM_MENU_BORDER*2,vgap + h[0]/2,LCD_WIDTH-1,vgap + h[0]/2);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_HEADING_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_HEADING_GRAY);
#endif
rb->lcd_putsxy((LCD_WIDTH-w[0])/2,vgap,text.line[0]);
vnext = vgap*2 + h[0];
/* The other lines */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_TEXT_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_TEXT_GRAY);
#endif
for (i = 1; i<text.num_lines; i++) {
rb->lcd_putsxy((LCD_WIDTH-w[i])/2,vnext,text.line[i]);
/* add underlining if i is the highlighted line */
if (i == highlight) {
rb->lcd_drawline((LCD_WIDTH-w[i])/2, vnext + h[i] + 1,
(LCD_WIDTH-w[i])/2 + w[i], vnext + h[i] + 1);
}
vnext += vgap + h[i];
}
rb->lcd_update();
}
/* Parse the level data from the level_data structure. This could be
* replaced by a file read. Returns true if the level parsed correctly.
*/
static bool parse_level(short level, struct chunk_data *cd,
short *width, short *height, short *entrance, short *exit) {
int i,j;
char c,clast;
*width = level_data[level].width;
*height = level_data[level].height;
*entrance = level_data[level].entrance;
*exit = level_data[level].exit;
/* for each line in the level */
for (i = 0; i<level_data[level].height; i++) {
if (level_data[level].line[i] == NULL)
return false;
else {
j = 0;
cd->l_num[i] = 0;
clast = ' '; /* the character we last considered */
while ((c = level_data[level].line[i][j]) != '\0') {
if (c != ' ') {
if (clast == ' ') {
cd->l_num[i] += 1;
if (cd->l_num[i] > MAZEZAM_MAX_CHUNKS)
return false;
cd->c_inset[i][cd->l_num[i] - 1] = j;
cd->c_width[i][cd->l_num[i] - 1] = 1;
}
else
cd->c_width[i][cd->l_num[i] - 1] += 1;
}
clast = c;
j++;
}
}
}
return true;
}
/* Draw the level */
static void draw_level(
struct chunk_data *cd, /* the data about the chunks */
short *shift, /* an array of the horizontal offset of the lines */
short width,
short height,
short entrance,
short exit,
short x, /* player's x and y coords */
short y) {
/* The number of pixels the side of a square should be */
short size = (LCD_WIDTH/(width+2)) < (LCD_HEIGHT/height) ?
(LCD_WIDTH/(width+2)) : (LCD_HEIGHT/height);
/* The x and y position (in pixels) of the top left corner of the
* level
*/
short xOff = (LCD_WIDTH - (size*width))/2;
short yOff = (LCD_HEIGHT - (size*height))/2;
/* For drawing the player, taken from the sokoban plugin */
short max = size - 1;
short middle = max / 2;
short ldelta = (middle + 1) / 2;
short i,j;
short third = size / 3;
short twothirds = (2 * size) / 3;
#ifndef HAVE_LCD_COLOR
/* We #def these out to supress a compiler warning */
short k;
#if LCD_DEPTH <= 1
short l;
#endif
#endif
rb->lcd_clear_display();
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_WALL_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_WALL_GRAY);
#endif
/* draw the upper wall */
rb->lcd_fillrect(0,0,xOff,yOff+(size*entrance));
rb->lcd_fillrect(xOff,0,size*width,yOff);
rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),yOff+(size*exit));
/* draw the lower wall */
rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,LCD_HEIGHT-yOff-(size*entrance)-size);
rb->lcd_fillrect(xOff,yOff+(size*height),size*width,LCD_HEIGHT-yOff-(size*height));
/* Note: the exit is made one pixel thinner than necessary as a visual
* clue that chunks cannot be pushed into it
*/
rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,LCD_WIDTH-xOff+(size*width),LCD_HEIGHT-yOff-(size*exit)-size+1);
/* draw the chunks */
for (i = 0; i<height; i++) {
#ifdef HAVE_LCD_COLOR
/* adding width to i should have a fixed, but randomising effect on
* the choice of the colours of the top line of chunks
*/
rb->lcd_set_foreground(chunk_colors[(i+width) % MAZEZAM_NUM_CHUNK_COLORS]);
#endif
for (j = 0; j<cd->l_num[i]; j++) {
#ifdef HAVE_LCD_COLOR
rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
cd->c_width[i][j]*size,size);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY);
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
cd->c_width[i][j]*size,size);
/* draw shade */
rb->lcd_set_foreground(chunk_gray_shade[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,yOff+size*i+size-2,
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,yOff+size*i+size-2);
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i,
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i+size-2);
/* draw fill */
rb->lcd_set_foreground(chunk_gray[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
for (k = yOff+size*i+2; k < yOff+size*i+size-2; k += 2)
rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+2,k,
xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,k);
#else
rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
cd->c_width[i][j]*size,size);
for (k = xOff+size*shift[i]+size*cd->c_inset[i][j]+2;
k < xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size;
k += 2 + (i & 1))
for (l = yOff+size*i+2; l < yOff+size*i+size; l += 2 + (i & 1))
rb->lcd_drawpixel(k, l);
#endif
}
}
/* draw the player (mostly copied from the sokoban plugin) */
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_PLAYER_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_PLAYER_GRAY);
#endif
rb->lcd_drawline(xOff+size*x, yOff+size*y+middle,
xOff+size*x+max, yOff+size*y+middle);
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y,
xOff+size*x+middle, yOff+size*y+max-ldelta);
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
xOff+size*x+middle-ldelta, yOff+size*y+max);
rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
xOff+size*x+middle+ldelta, yOff+size*y+max);
/* draw the gate, if the player has moved into the level */
if (x >= 0) {
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(MAZEZAM_GATE_COLOR);
#elif LCD_DEPTH > 1
rb->lcd_set_foreground(MAZEZAM_GATE_GRAY);
#endif
rb->lcd_drawline(xOff-size,yOff+entrance*size+third,
xOff-1,yOff+entrance*size+third);
rb->lcd_drawline(xOff-size,yOff+entrance*size+twothirds,
xOff-1,yOff+entrance*size+twothirds);
rb->lcd_drawline(xOff-size+third,yOff+entrance*size,
xOff-size+third,yOff+entrance*size+size-1);
rb->lcd_drawline(xOff-size+twothirds,yOff+entrance*size,
xOff-size+twothirds,yOff+entrance*size+size-1);
}
}
/* Manage the congratulations screen */
static enum text_state welldone_screen(void) {
int button = BUTTON_NONE;
enum text_state state = TEXT_STATE_LOOPING;
display_text_page(welldone_page, 0);
while (state == TEXT_STATE_LOOPING) {
button = rb->button_get(true);
switch (button) {
case MAZEZAM_QUIT:
state = TEXT_STATE_QUIT;
break;
case MAZEZAM_SELECT:
#if CONFIG_KEYPAD != ONDIO_PAD
case MAZEZAM_RIGHT:
#endif
state = TEXT_STATE_OKAY;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
state = TEXT_STATE_USB_CONNECTED;
break;
}
}
return state;
}
/* Manage the quit confimation screen */
static enum text_state quitconfirm_loop(void) {
int button = BUTTON_NONE;
enum text_state state = TEXT_STATE_LOOPING;
short select = 2;
display_text_page(confirm_page, select + 1);
/* Wait for a button release. This is useful when a repeated button
* press is used for quit.
*/
while ((rb->button_get(true) & BUTTON_REL) != BUTTON_REL);
while (state == TEXT_STATE_LOOPING) {
display_text_page(confirm_page, select + 1);
button = rb->button_get(true);
switch (button) {
case MAZEZAM_QUIT:
state = TEXT_STATE_QUIT;
break;
case MAZEZAM_UP:
case MAZEZAM_DOWN:
select = (2 - select) + 1;
break;
case MAZEZAM_SELECT:
#if CONFIG_KEYPAD != ONDIO_PAD
case MAZEZAM_RIGHT:
#endif
if (select == 1)
state = TEXT_STATE_QUIT;
else
state = TEXT_STATE_OKAY;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
state = TEXT_STATE_USB_CONNECTED;
break;
}
}
return state;
}
/* Manage the playing of a level */
static enum level_state level_loop(short level, short lives) {
struct chunk_data cd;
short shift[MAZEZAM_MAX_LINES]; /* amount each line has been shifted */
short width;
short height;
short entrance;
short exit;
short i;
short x,y;
int button;
enum level_state state = LEVEL_STATE_LOOPING;
bool blocked; /* is there a chunk in the way of the player? */
if (!(parse_level(level,&cd,&width,&height,&entrance,&exit)))
return LEVEL_STATE_PARSE_ERROR;
for (i = 0; i < height; i++)
shift[i] = 0;
x = -1;
y = entrance;
draw_level(&cd, shift, width, height, entrance, exit, x, y);
#ifdef HAVE_REMOTE_LCD
/* Splash text seems to use the remote display by
* default. I suppose I better keep it tidy!
*/
rb->lcd_remote_clear_display();
#endif
rb->splash(MAZEZAM_LEVEL_LIVES_DELAY, MAZEZAM_LEVEL_LIVES_TEXT, level+1, lives);
/* ensure keys pressed during the splash screen are ignored */
rb->button_clear_queue();
while (state == LEVEL_STATE_LOOPING) {
draw_level(&cd, shift, width, height, entrance, exit, x, y);
rb->lcd_update();
button = rb->button_get(true);
blocked = false;
switch (button) {
case MAZEZAM_UP:
case MAZEZAM_UP | BUTTON_REPEAT:
if ((y > 0) && (x >= 0) && (x < width)) {
for (i = 0; i < cd.l_num[y-1]; i++)
blocked = blocked || ((x>=shift[y-1]+cd.c_inset[y-1][i])
&& (x<shift[y-1]+cd.c_inset[y-1][i]+cd.c_width[y-1][i]));
if (!blocked) y -= 1;
}
break;
case MAZEZAM_DOWN:
case MAZEZAM_DOWN | BUTTON_REPEAT:
if ((y < height-1) && (x >= 0) && (x < width)) {
for (i = 0; i < cd.l_num[y+1]; i++)
blocked = blocked || ((x>=shift[y+1]+cd.c_inset[y+1][i])
&& (x<shift[y+1]+cd.c_inset[y+1][i]+cd.c_width[y+1][i]));
if (!blocked) y += 1;
}
break;
case MAZEZAM_LEFT:
case MAZEZAM_LEFT | BUTTON_REPEAT:
if (x > 0) {
for (i = 0; i < cd.l_num[y]; i++)
blocked = blocked || (x == shift[y]+cd.c_inset[y][i]+cd.c_width[y][i]);
if (!blocked) x -= 1;
else if (shift[y] + cd.c_inset[y][0] > 0) {
x -= 1;
shift[y] -= 1;
}
}
break;
case MAZEZAM_RIGHT:
case MAZEZAM_RIGHT | BUTTON_REPEAT:
if (x < width-1) {
for (i = 0; i < cd.l_num[y]; i++)
blocked = blocked || (x+1 == shift[y]+cd.c_inset[y][i]);
if (!blocked) x += 1;
else if (shift[y] + cd.c_inset[y][cd.l_num[y]-1] + cd.c_width[y][cd.l_num[y]-1] < width) {
x += 1;
shift[y] += 1;
}
}
else if (x == width) state = LEVEL_STATE_COMPLETED;
else if (y == exit) x += 1;
break;
case MAZEZAM_RETRY:
state = LEVEL_STATE_FAILED;
break;
case MAZEZAM_QUIT:
switch (quitconfirm_loop()) {
case TEXT_STATE_QUIT:
state = LEVEL_STATE_QUIT;
break;
case TEXT_STATE_USB_CONNECTED:
state = LEVEL_STATE_USB_CONNECTED;
break;
default:
break;
}
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
state = LEVEL_STATE_USB_CONNECTED;
break;
}
}
return state;
}
/* The loop which manages a full game of MazezaM */
static enum game_state game_loop(struct resume_data *r) {
enum game_state state = GAME_STATE_LOOPING;
int level = r->level;
int lives = MAZEZAM_START_LIVES;
rb->lcd_clear_display();
while (state == GAME_STATE_LOOPING)
{
switch (level_loop(level,lives)) {
case LEVEL_STATE_COMPLETED:
level += 1;
if (!((level - r->level) % MAZEZAM_EXTRA_LIFE))
lives += 1;
break;
case LEVEL_STATE_QUIT:
state = GAME_STATE_QUIT;
break;
case LEVEL_STATE_FAILED:
lives -= 1;
break;
case LEVEL_STATE_PARSE_ERROR:
state = GAME_STATE_PARSE_ERROR;
break;
case LEVEL_STATE_USB_CONNECTED:
state = GAME_STATE_USB_CONNECTED;
break;
default:
break;
}
if (lives == 0)
state = GAME_STATE_OVER;
else if (level == MAZEZAM_NUM_LEVELS)
state = GAME_STATE_COMPLETED;
}
switch (state) {
case GAME_STATE_OVER:
#ifdef HAVE_REMOTE_LCD
/* Splash text seems to use the remote display by
* default. I suppose I better keep it tidy!
*/
rb->lcd_remote_clear_display();
#endif
rb->splash(MAZEZAM_GAMEOVER_DELAY, MAZEZAM_GAMEOVER_TEXT);
break;
case GAME_STATE_COMPLETED:
switch (welldone_screen()) {
case TEXT_STATE_QUIT:
state = GAME_STATE_QUIT;
break;
case TEXT_STATE_USB_CONNECTED:
state = GAME_STATE_USB_CONNECTED;
break;
default:
state = GAME_STATE_OKAY;
break;
}
break;
default:
break;
}
/* This particular resume game logic is designed to make
* players prove they can solve a level more than once
*/
if (level > r->level + 1)
r->level += 1;
return state;
}
/* Manage the instruction screen */
static enum text_state instruction_loop(void) {
int button;
enum text_state state = TEXT_STATE_LOOPING;
int page = 0;
while (state == TEXT_STATE_LOOPING) {
display_text_page(help_page[page], 0);
button = rb->button_get(true);
switch (button) {
case MAZEZAM_LEFT:
page -= 1;
break;
case MAZEZAM_SELECT:
#if CONFIG_KEYPAD != ONDIO_PAD
case MAZEZAM_RIGHT:
#endif
page += 1;
break;
case MAZEZAM_QUIT:
state = TEXT_STATE_QUIT;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
state = TEXT_STATE_USB_CONNECTED;
break;
}
if ((page < 0) || (page >= MAZEZAM_NUM_HELP_PAGES))
state = TEXT_STATE_OKAY;
}
return state;
}
/* Manage the text screen that offers the user the option of
* resuming or starting a new game
*/
static enum text_state resume_game_loop (struct resume_data *r) {
int button = BUTTON_NONE;
enum text_state state = TEXT_STATE_LOOPING;
short select = 0;
/* if the resume level is 0, don't bother asking */
if (r->level == 0) return TEXT_STATE_OKAY;
display_text_page(resume_page, select + 1);
while (state == TEXT_STATE_LOOPING) {
display_text_page(resume_page, select + 1);
button = rb->button_get(true);
switch (button) {
case MAZEZAM_QUIT:
state = TEXT_STATE_QUIT;
break;
case MAZEZAM_LEFT:
state = TEXT_STATE_BACK;
break;
case MAZEZAM_UP:
case MAZEZAM_DOWN:
select = 1 - select;
break;
case MAZEZAM_SELECT:
#if CONFIG_KEYPAD != ONDIO_PAD
case MAZEZAM_RIGHT:
#endif
if (select == 1) {
/* The player wants to play a new game. I could ask
* for confirmation here, but the only penalty is
* playing through some already completed levels,
* so I don't think it's necessary
*/
r->level = 0;
}
state = TEXT_STATE_OKAY;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
state = TEXT_STATE_USB_CONNECTED;
break;
}
}
return state;
}
/* Load the resume data from the config file. The data is
* stored in both r and old.
*/
static void resume_load_data (struct resume_data *r, struct resume_data *old) {
struct configdata config[] = {
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
};
if (configfile_load(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,MAZEZAM_CONFIG_VERSION) < 0)
r->level = 0;
/* an extra precaution */
else if ((r->level < 0) || (MAZEZAM_NUM_LEVELS <= r->level))
r->level = 0;
old->level = r->level;
}
/* Save the resume data in the config file, but only if necessary */
static void resume_save_data (struct resume_data *r, struct resume_data *old) {
struct configdata config[] = {
{TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
};
/* To reduce disk usage, only write the file if the resume data has
* changed.
*/
if (old->level != r->level)
configfile_save(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,MAZEZAM_CONFIG_MINVERSION);
}
/* The loop which manages the welcome screen and menu */
static enum text_state welcome_loop(void) {
int button;
short select = 0;
enum text_state state = TEXT_STATE_LOOPING;
struct resume_data r_data, old_data;
/* Load data */
resume_load_data(&r_data, &old_data);
while (state == TEXT_STATE_LOOPING) {
display_text_page(title_page, select + 1);
button = rb->button_get(true);
switch (button) {
case MAZEZAM_QUIT:
state = TEXT_STATE_QUIT;
break;
case MAZEZAM_UP:
select = (select + (title_page.num_lines - 2)) % (title_page.num_lines - 1);
break;
case MAZEZAM_DOWN:
select = (select + 1) % (title_page.num_lines - 1);
break;
case MAZEZAM_SELECT:
#if CONFIG_KEYPAD != ONDIO_PAD
case MAZEZAM_RIGHT:
#endif
if (select == 0) { /* play game */
switch (resume_game_loop(&r_data)) {
case TEXT_STATE_QUIT:
state = TEXT_STATE_QUIT;
break;
case TEXT_STATE_USB_CONNECTED:
state = TEXT_STATE_USB_CONNECTED;
break;
case TEXT_STATE_BACK:
break;
default: { /* Ouch! This nesting is too deep! */
switch (game_loop(&r_data)) {
case GAME_STATE_QUIT:
state = TEXT_STATE_QUIT;
break;
case GAME_STATE_USB_CONNECTED:
state = TEXT_STATE_USB_CONNECTED;
break;
case GAME_STATE_PARSE_ERROR:
state = TEXT_STATE_PARSE_ERROR;
break;
default:
break;
}
break;
}
}
}
else if (select == 1) { /* Instructions */
switch (instruction_loop()) {
case TEXT_STATE_QUIT:
state = TEXT_STATE_QUIT;
break;
case TEXT_STATE_USB_CONNECTED:
state = TEXT_STATE_USB_CONNECTED;
break;
default:
break;
}
}
else /* Quit */
state = TEXT_STATE_QUIT;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
state = TEXT_STATE_USB_CONNECTED;
break;
}
}
/* I'm not sure if it's appropriate to write to disk on USB events.
* Currently, I do so.
*/
resume_save_data(&r_data, &old_data);
return state;
}
/* Plugin entry point */
enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
enum plugin_status state;
/* Usual plugin stuff */
(void)parameter;
rb = api;
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(MAZEZAM_BG_COLOR);
rb->lcd_set_backdrop(NULL);
#elif LCD_DEPTH > 1
rb->lcd_set_background(MAZEZAM_BG_GRAY);
#endif
rb->lcd_setfont(FONT_SYSFIXED);
/* initialise the config file module */
configfile_init(rb);
switch (welcome_loop()) {
case TEXT_STATE_USB_CONNECTED:
state = PLUGIN_USB_CONNECTED;
break;
case TEXT_STATE_PARSE_ERROR:
state = PLUGIN_ERROR;
break;
default:
state = PLUGIN_OK;
break;
}
return state;
}