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


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

1007 lines
28 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Eli Sherer
* 2007 Antoine Cellerier
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "helper.h"
PLUGIN_HEADER
#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define PAUSE BUTTON_MODE
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define RC_QUIT BUTTON_RC_STOP
#elif (CONFIG_KEYPAD == ARCHOS_AV300_PAD)
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define PAUSE BUTTON_ON
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define QUIT (BUTTON_SELECT | BUTTON_MENU)
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define PAUSE BUTTON_SELECT
#define MENU_UP BUTTON_SCROLL_FWD
#define MENU_DOWN BUTTON_SCROLL_BACK
#define UP BUTTON_MENU
#define DOWN BUTTON_PLAY
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define PAUSE BUTTON_PLAY
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define PAUSE BUTTON_A
#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
(CONFIG_KEYPAD == SANSA_C200_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define PAUSE BUTTON_REC
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define UP BUTTON_SCROLL_UP
#define DOWN BUTTON_SCROLL_DOWN
#define PAUSE BUTTON_PLAY
#elif CONFIG_KEYPAD == RECORDER_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define DOWN BUTTON_DOWN
#define UP BUTTON_UP
#define PAUSE BUTTON_PLAY
#elif CONFIG_KEYPAD == ONDIO_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define DOWN BUTTON_DOWN
#define UP BUTTON_UP
#define PAUSE BUTTON_MENU
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define PAUSE BUTTON_PLAY
#elif (CONFIG_KEYPAD == MROBE100_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#define PAUSE BUTTON_DISPLAY
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define QUIT BUTTON_RC_REC
#define LEFT BUTTON_RC_REW
#define RIGHT BUTTON_RC_FF
#define UP BUTTON_RC_VOL_UP
#define DOWN BUTTON_RC_VOL_DOWN
#define PAUSE BUTTON_RC_PLAY
#elif CONFIG_KEYPAD == COWOND2_PAD
#define QUIT BUTTON_POWER
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHPAD
#ifndef QUIT
#define QUIT BUTTON_TOPLEFT
#endif
#ifndef LEFT
#define LEFT BUTTON_MIDLEFT
#endif
#ifndef RIGHT
#define RIGHT BUTTON_MIDRIGHT
#endif
#ifndef UP
#define UP BUTTON_TOPMIDDLE
#endif
#ifndef DOWN
#define DOWN BUTTON_BOTTOMMIDDLE
#endif
#ifndef PAUSE
#define PAUSE BUTTON_CENTER
#endif
#endif
#define MOVE_NO 0 /* player movement */
#define MOVE_UP 1 /* 1 */
#define MOVE_DN 2 /* 3 0 4 */
#define MOVE_LT 3 /* 2 */
#define MOVE_RT 4
/* ball movement (12 ways) */
/* UUL UR */
/* UL UR */
/* ULL . URR */
/* DLL DRR */
/* DL DR */
/* DDL DDR */
#define DIR_UU (1<<7)
#define DIR_U (1<<6)
#define DIR_RR (1<<5)
#define DIR_R (1<<4)
#define DIR_DD (1<<3)
#define DIR_D (1<<2)
#define DIR_LL (1<<1)
#define DIR_L (1<<0)
#define MOVE_UUR ( DIR_UU | DIR_R )
#define MOVE_UR ( DIR_U | DIR_R )
#define MOVE_URR ( DIR_U | DIR_RR )
#define MOVE_DRR ( DIR_D | DIR_RR )
#define MOVE_DR ( DIR_D | DIR_R )
#define MOVE_DDR ( DIR_DD | DIR_R )
#define MOVE_DDL ( DIR_DD | DIR_L )
#define MOVE_DL ( DIR_D | DIR_L )
#define MOVE_DLL ( DIR_D | DIR_LL )
#define MOVE_ULL ( DIR_U | DIR_LL )
#define MOVE_UL ( DIR_U | DIR_L )
#define MOVE_UUL ( DIR_UU | DIR_L )
#if (LCD_WIDTH>112) && (LCD_HEIGHT>64)
# define CUBE_SIZE 8 /* 8x22=176 */
# define pos(a) ((a)>>3)
#else
# define CUBE_SIZE 4
# define pos(a) ((a)>>2)
#endif
#define STARTING_QIXES 2
#define MAX_LEVEL 10
#define MAX_QIXES MAX_LEVEL+STARTING_QIXES
#define BOARD_W ((int)(LCD_WIDTH/CUBE_SIZE))
#define BOARD_H ((int)(LCD_HEIGHT/CUBE_SIZE))
#define BOARD_X (LCD_WIDTH-BOARD_W*CUBE_SIZE)/2
#define BOARD_Y (LCD_HEIGHT-BOARD_H*CUBE_SIZE)/2
#ifdef HAVE_LCD_COLOR
#define CLR_RED LCD_RGBPACK(255,0,0) /* used to imply danger */
#define CLR_LTBLUE LCD_RGBPACK(125, 145, 180) /* used for frame and filling */
#define PLR_COL LCD_WHITE /* color used for the player */
#elif LCD_DEPTH>=2
#define CLR_RED LCD_DARKGRAY /* used to imply danger */
#define CLR_LTBLUE LCD_LIGHTGRAY /* used for frame and filling */
#define PLR_COL LCD_BLACK /* color used for the player */
#endif
#if LCD_DEPTH>=2
#define EMPTIED LCD_BLACK /* empty spot */
#define FILLED CLR_LTBLUE /* filled spot */
#define TRAIL CLR_RED /* the red trail of the player */
#define QIX LCD_WHITE
#else
#define EMPTIED 0
#define FILLED 1
#define TRAIL 2
#define QIX 3
#endif
#define UNCHECKED 0
#define CHECKED 1
#define PAINTED -1
#define PIC_QIX 0
#define PIC_PLAYER 1
#define MENU_START 0
#define MENU_QUIT 1
/* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate
to 10ms.
*/
static int speed = 6; /* CYCLETIME = (11-speed)*10 ms */
static int difficulty = 75; /* Percentage of screen that needs to be filled
* in order to win the game */
static const struct plugin_api *rb;
MEM_FUNCTION_WRAPPERS(rb);
static bool quit = false;
static unsigned int board[BOARD_H][BOARD_W];
static int testboard[BOARD_H][BOARD_W];
#if CUBE_SIZE == 8
/*
00011000 0x18 - 11100111 0xe7
00111100 0x3c - 11100111 0xe7
01111110 0x7e - 11000011 0xc3
11111111 0xff - 00000000 0x00
11111111 0xff - 00000000 0x00
01111110 0x7e - 11000011 0xc3
00111100 0x3c - 11100111 0xe7
00011000 0x18 - 11100111 0xe7
*/
const unsigned char pics[2][8] = {
{0x18, 0x3c, 0x7e, 0xff, 0xff, 0x7e, 0x3c, 0x18}, /* Alien (QIX) */
{0xe7, 0xe7, 0xc3, 0x00, 0x00, 0xc3, 0xe7, 0xe7} /* Player (XONIX) */
};
#elif CUBE_SIZE == 4
/*
0110 0x6 - 1001 0x9
1111 0xf - 0110 0x6
1111 0xf - 0110 0x6
0110 0x6 - 1001 0x9
*/
const unsigned char pics[2][4] = {
{0x6, 0xf, 0xf, 0x6}, /* Alien (QIX) */
{0x9, 0x6, 0x6, 0x9} /* Player (XONIX) */
};
#else
#error Incorrect CUBE_SIZE value.
#endif
static struct qix
{
int velocity; /* velocity */
int x, y; /* position on screen */
int angle; /* angle */
} qixes[MAX_QIXES]; /* black_qix */
static struct splayer
{
int i, j; /* position on board */
int move, score, level, lives;
bool drawing;
bool gameover;
} player;
static int percentage_cache;
/*************************** STACK STUFF **********************/
/* the stack */
#define STACK_SIZE (2*BOARD_W*BOARD_H)
static struct pos
{
int x, y; /* position on board */
} stack[STACK_SIZE];
static int stackPointer;
static inline bool pop (struct pos *p)
{
if (stackPointer > 0) {
p->x = stack[stackPointer].x;
p->y = stack[stackPointer].y;
stackPointer--;
return true;
} else
return false; /* SE */
}
static inline bool push (struct pos *p)
{
if (stackPointer < STACK_SIZE - 1) {
stackPointer++;
stack[stackPointer].x = p->x;
stack[stackPointer].y = p->y;
return true;
} else
return false; /* SOF */
}
static inline void emptyStack (void)
{
stackPointer = 0;
}
/*********************** END OF STACK STUFF *********************/
/* calculate the new x coordinate of the ball according to angle and speed */
static inline int get_newx (int x, int len, int deg)
{
if (deg & DIR_R)
return x + len;
else if (deg & DIR_L)
return x - len;
else if (deg & DIR_RR)
return x + len * 2;
else /* (def & DIR_LL) */
return x - len * 2;
}
/* calculate the new y coordinate of the ball according to angle and speed */
static inline int get_newy (int y, int len, int deg)
{
if (deg & DIR_D)
return y + len;
else if (deg & DIR_U)
return y - len;
else if (deg & DIR_DD)
return y + len * 2;
else /* (deg & DIR_UU) */
return y - len * 2;
}
/* make random function get it's value from the device ticker */
static inline void randomize (void)
{
rb->srand (*rb->current_tick);
}
/* get a random number between 0 and range-1 */
static int t_rand (int range)
{
return rb->rand () % range;
}
/* initializes the test help board */
static void init_testboard (void)
{
int j; /* testboard */
for (j = 0; j < BOARD_H; j++)
/* UNCHEKED == (int)0 */
rb->memset( testboard[j], 0, BOARD_W * sizeof( int ) );
}
/* initializes the game board on with the player,qix's and black qix */
static void init_board (void)
{
int i, j;
for (j = 0; j < BOARD_H; j++)
for (i = 0; i < BOARD_W; i++) { /* make a nice cyan frame */
if ((i == 0) || (j <= 1) || (i == BOARD_W - 1)
|| (j >= BOARD_H - 2))
board[j][i] = FILLED;
else
board[j][i] = EMPTIED;
}
/* (level+2) is the number of qixes */
for (j = 0; j < player.level + STARTING_QIXES; j++) {
qixes[j].velocity = t_rand (2) + 1; /* 1 or 2 pix-per-sec */
/* not on frame */
qixes[j].x = CUBE_SIZE*2 + 2*t_rand (((BOARD_W-4)*CUBE_SIZE)/2);
qixes[j].y = CUBE_SIZE*2 + 2*t_rand (((BOARD_H-4)*CUBE_SIZE)/2);
const int angle_table[] = {
MOVE_UUR, MOVE_UR, MOVE_URR, MOVE_DRR, MOVE_DR, MOVE_DDR,
MOVE_UUL, MOVE_UL, MOVE_ULL, MOVE_DLL, MOVE_DL, MOVE_DDL };
qixes[j].angle = angle_table[t_rand (12)];
#if CUBE_SIZE == 4
/* Work arround a nasty bug. FIXME */
if( qixes[j].angle & (DIR_LL|DIR_RR|DIR_UU|DIR_DD) )
qixes[j].velocity = 1;
#endif
}
/*black_qix.velocity=1;
black_qix.x=BOARD_X+(BOARD_W*CUBE_SIZE)/2-CUBE_SIZE/2;
black_qix.y=BOARD_Y+(BOARD_H*CUBE_SIZE)-CUBE_SIZE-CUBE_SIZE/2;
black_qix.angle=MOVE_UR; */
player.move = MOVE_NO;
player.drawing = false;
player.i = BOARD_W / 2;
player.j = 1;
percentage_cache = 0;
}
/* calculates the percentage of the screen filling */
static int percentage (void)
{
int i, j, filled = 0;
for (j = 2; j < BOARD_H - 2; j++)
for (i = 1; i < BOARD_W - 1; i++)
if (board[j][i] == FILLED)
filled++;
return (filled * 100) / ((BOARD_W - 2) * (BOARD_H - 4));
}
/* draw the board on with all the game figures */
static void refresh_board (void)
{
int i, j;
char str[25];
#if LCD_DEPTH>=2
rb->lcd_set_background (LCD_BLACK);
#else
rb->lcd_clear_display ();
#endif
for (j = 0; j < BOARD_H; j++)
{
unsigned last_color = board[j][0];
int last_i = 0;
for (i = 1; i < BOARD_W; i++) {
if( last_color != board[j][i] )
{
#if LCD_DEPTH>=2
rb->lcd_set_foreground (last_color);
#else
if (last_color != EMPTIED)
#endif
rb->lcd_fillrect (BOARD_X + CUBE_SIZE * (last_i),
BOARD_Y + CUBE_SIZE * j,
CUBE_SIZE * (i - last_i), CUBE_SIZE );
last_color = board[j][i];
last_i = i;
}
}
#if LCD_DEPTH>=2
rb->lcd_set_foreground (last_color);
#else
if (last_color != EMPTIED)
#endif
rb->lcd_fillrect (BOARD_X + CUBE_SIZE * (last_i),
BOARD_Y + CUBE_SIZE * j,
CUBE_SIZE * (i - last_i), CUBE_SIZE);
}
#if LCD_DEPTH>=2
rb->lcd_set_foreground (LCD_BLACK);
rb->lcd_set_background (CLR_LTBLUE);
#else
rb->lcd_set_drawmode (DRMODE_COMPLEMENT);
#endif
rb->snprintf (str, sizeof (str), "Level %d", player.level + 1);
rb->lcd_putsxy (BOARD_X, BOARD_Y, str);
rb->snprintf (str, sizeof (str), "%d%%", percentage_cache);
rb->lcd_putsxy (BOARD_X + CUBE_SIZE * BOARD_W - 24, BOARD_Y, str);
rb->snprintf (str, sizeof (str), "Score: %d", player.score);
rb->lcd_putsxy (BOARD_X, BOARD_Y + CUBE_SIZE * BOARD_H - 8, str);
rb->snprintf (str, sizeof (str), "%d Lives", player.lives);
#if LCD_DEPTH>=2
rb->lcd_putsxy (BOARD_X + CUBE_SIZE * BOARD_W - 60,
BOARD_Y + CUBE_SIZE * BOARD_H - 8, str);
#else
rb->lcd_putsxy (BOARD_X + CUBE_SIZE * BOARD_W - 40,
BOARD_Y + CUBE_SIZE * BOARD_H - 8, str);
#endif
#if LCD_DEPTH>=2
rb->lcd_set_foreground (PLR_COL);
rb->lcd_set_background (board[player.j][player.i]);
#endif
rb->lcd_mono_bitmap (pics[PIC_PLAYER], player.i * CUBE_SIZE + BOARD_X,
player.j * CUBE_SIZE + BOARD_Y, CUBE_SIZE, CUBE_SIZE);
#if LCD_DEPTH>=2
rb->lcd_set_background (EMPTIED);
rb->lcd_set_foreground (LCD_WHITE);
rb->lcd_set_drawmode (DRMODE_FG);
#else
rb->lcd_set_drawmode (DRMODE_FG);
#endif
for (j = 0; j < player.level + STARTING_QIXES; j++)
rb->lcd_mono_bitmap (pics[PIC_QIX], qixes[j].x + BOARD_X,
qixes[j].y + BOARD_Y, CUBE_SIZE, CUBE_SIZE);
#if LCD_DEPTH>=2
rb->lcd_set_foreground (LCD_BLACK);
#endif
rb->lcd_set_drawmode (DRMODE_SOLID);
rb->lcd_update ();
}
static inline int infested_area (int i, int j, int v)
{
struct pos p;
p.x = i;
p.y = j;
emptyStack ();
if (!push (&p))
return -1;
while (pop (&p)) {
if (testboard[p.y][p.x] == v) continue;
if (testboard[p.y][p.x] > UNCHECKED)
return 1; /* This area was previously flagged as infested */
testboard[p.y][p.x] = v;
if (board[p.y][p.x] == QIX)
return 1; /* Infested area */
{
struct pos p1 = { p.x+1, p.y };
if ((p1.x < BOARD_W)
&& (board[p1.y][p1.x] != FILLED)
&& (!push (&p1)))
return -1;
}
{
struct pos p1 = { p.x-1, p.y };
if ((p1.x >= 0)
&& (board[p1.y][p1.x] != FILLED)
&& (!push (&p1)))
return -1;
}
{
struct pos p1 = { p.x, p.y+1 };
if ((p1.y < BOARD_H)
&& (board[p1.y][p1.x] != FILLED)
&& (!push (&p1)))
return -1;
}
{
struct pos p1 = { p.x, p.y-1 };
if ((p1.y >= 0)
&& (board[p1.y][p1.x] != FILLED)
&& (!push (&p1)))
return -1;
}
}
return 0;
}
static inline int fill_area (int i, int j)
{
struct pos p;
p.x = i;
p.y = j;
int v = testboard[p.y][p.x];
emptyStack ();
if (!push (&p))
return -1;
while (pop (&p)) {
board[p.y][p.x] = FILLED;
testboard[p.y][p.x] = PAINTED;
{
struct pos p1 = { p.x+1, p.y };
if ((p1.x < BOARD_W)
&& (testboard[p1.y][p1.x] == v)
&& (!push (&p1)))
return -1;
}
{
struct pos p1 = { p.x-1, p.y };
if ((p1.x >= 0)
&& (testboard[p1.y][p1.x] == v)
&& (!push (&p1)))
return -1;
}
{
struct pos p1 = { p.x, p.y+1 };
if ((p1.y < BOARD_H)
&& (testboard[p1.y][p1.x] == v)
&& (!push (&p1)))
return -1;
}
{
struct pos p1 = { p.x, p.y-1 };
if ((p1.y >= 0)
&& (testboard[p1.y][p1.x] == v)
&& (!push (&p1)))
return -1;
}
}
return 0;
}
/* take care of stuff after xonix has landed on a filled spot */
static void complete_trail (int fill)
{
int i, j, ret;
for (j = 0; j < BOARD_H; j++) {
for (i = 0; i < BOARD_W; i++) {
if (board[j][i] == TRAIL) {
if (fill)
board[j][i] = FILLED;
else
board[j][i] = EMPTIED;
}
}
}
if (fill) {
int v = CHECKED;
for (i = 0; i < player.level + STARTING_QIXES; i++) /* add qixes to board */
board[pos(qixes[i].y - BOARD_Y)]
[pos(qixes[i].x - BOARD_X)] = QIX;
init_testboard();
for (j = 1; j < BOARD_H - 1; j++) {
for (i = 0; i < BOARD_W - 0; i++) {
if (board[j][i] != FILLED) {
ret = infested_area (i, j, v);
if (ret < 0 || ( ret == 0 && fill_area (i, j) ) )
quit = true;
v++;
}
}
}
for (i = 0; i < player.level + STARTING_QIXES; i++) /* add qixes to board */
board[pos(qixes[i].y - BOARD_Y)]
[pos(qixes[i].x - BOARD_X)] = EMPTIED;
percentage_cache = percentage();
}
rb->button_clear_queue();
}
/* returns the color the real pixel(x,y) on the lcd is pointing at */
static inline unsigned int getpixel (int x, int y)
{
const int a = pos (x - BOARD_X), b = pos (y - BOARD_Y);
if ((a > 0) && (a < BOARD_W) && (b > 0) && (b < BOARD_H)) /* if inside board */
return board[b][a];
else
return FILLED;
}
/* returns the color the ball on (newx,newy) is heading at *----*
checks the four edge points of the square if 1st of all | |
are a trail (cause it's a lose life situation) and 2nd | |
if it's filled so it needs to bounce. *____*
*/
static inline unsigned int next_hit (int newx, int newy)
{
if ((getpixel (newx, newy) == TRAIL)
|| (getpixel (newx, newy + CUBE_SIZE - 1) == TRAIL)
|| (getpixel (newx + CUBE_SIZE - 1, newy) == TRAIL)
|| (getpixel (newx + CUBE_SIZE - 1, newy + CUBE_SIZE - 1) == TRAIL))
return TRAIL;
else if ((getpixel (newx, newy) == FILLED)
|| (getpixel (newx, newy + CUBE_SIZE - 1) == FILLED)
|| (getpixel (newx + CUBE_SIZE - 1, newy) == FILLED)
|| (getpixel (newx + CUBE_SIZE - 1, newy + CUBE_SIZE - 1) ==
FILLED))
return FILLED;
else
return EMPTIED;
}
static void die (void)
{
player.lives--;
if (player.lives == 0)
player.gameover = true;
else {
refresh_board ();
rb->splash (HZ, "Crash!");
complete_trail (false);
player.move = MOVE_NO;
player.drawing = false;
player.i = BOARD_W / 2;
player.j = 1;
}
}
/* returns true if the (side) of the block -***-
starting from (newx,newy) has any filled pixels * *
-***-
*/
static inline bool line_check_lt (int newx, int newy)
{
return getpixel (newx, newy + CUBE_SIZE/2-1) == FILLED
&& getpixel (newx, newy + CUBE_SIZE/2 ) == FILLED;
}
static inline bool line_check_rt (int newx, int newy)
{
return getpixel (newx + CUBE_SIZE-1, newy + CUBE_SIZE/2-1) == FILLED
&& getpixel (newx + CUBE_SIZE-1, newy + CUBE_SIZE/2 ) == FILLED;
}
static inline bool line_check_up (int newx, int newy)
{
return getpixel (newx + CUBE_SIZE/2-1, newy) == FILLED
&& getpixel (newx + CUBE_SIZE/2 , newy) == FILLED;
}
static inline bool line_check_dn (int newx, int newy)
{
return getpixel (newx + CUBE_SIZE/2-1, newy + CUBE_SIZE-1) == FILLED
&& getpixel (newx + CUBE_SIZE/2 , newy + CUBE_SIZE-1) == FILLED;
}
static inline void move_qix (struct qix *q)
{
int newx, newy;
newx = get_newx (q->x, q->velocity, q->angle);
newy = get_newy (q->y, q->velocity, q->angle);
switch (next_hit (newx, newy))
{
case EMPTIED:
q->x = newx;
q->y = newy;
break;
case FILLED:
{
const int a = q->angle;
q->angle =
((a&(DIR_UU|DIR_U))
? (line_check_up (newx, newy) ? ((a&(DIR_UU|DIR_U))>>4)
: (a&(DIR_UU|DIR_U)))
: 0)
|
((a&(DIR_RR|DIR_R))
? (line_check_rt (newx, newy) ? ((a&(DIR_RR|DIR_R))>>4)
: (a&(DIR_RR|DIR_R)))
: 0)
|
((a&(DIR_DD|DIR_D))
? (line_check_dn (newx, newy) ? ((a&(DIR_DD|DIR_D))<<4)
: (a&(DIR_DD|DIR_D)))
: 0)
|
((a&(DIR_LL|DIR_L))
? (line_check_lt (newx, newy) ? ((a&(DIR_LL|DIR_L))<<4)
: (a&(DIR_LL|DIR_L)))
: 0);
q->x = get_newx (q->x, q->velocity, q->angle);
q->y = get_newy (q->y, q->velocity, q->angle);
break;
}
case TRAIL:
die();
break;
}
}
/* move the board forward timewise */
static inline void move_board (void)
{
int j, newi, newj;
for (j = 0; j < player.level + STARTING_QIXES; j++)
move_qix (&qixes[j]);
/* move_qix(&black_qix,true); */
if (player.move) {
newi = player.i;
newj = player.j;
switch (player.move) {
case MOVE_UP:
if (player.j > 1)
newj--;
break;
case MOVE_DN:
if (player.j < BOARD_H - 2)
newj++;
break;
case MOVE_LT:
if (player.i > 0)
newi--;
break;
case MOVE_RT:
if (player.i < BOARD_W - 1)
newi++;
break;
default:
break;
}
if ((player.drawing) && (board[newj][newi] == EMPTIED)) /* continue drawing */
board[newj][newi] = TRAIL;
else if ((player.drawing) && (board[newj][newi] == FILLED)) { /* finish drawing */
player.move = MOVE_NO; /* stop moving */
player.drawing = false;
complete_trail (true);
} else if ((board[player.j][player.i] == FILLED)
&& (board[newj][newi] == EMPTIED)) {
/* start drawing */
player.drawing = true;
board[newj][newi] = TRAIL;
/* if the block after next is empty and we're moving onto filled, stop */
} else if ((board[newj][newi] == FILLED)
&& (board[newj + newj-player.j][newi + newi-player.i] == EMPTIED)) {
player.move = MOVE_NO;
}
player.i = newi;
player.j = newj;
}
if (percentage_cache >= difficulty) { /* finished level */
rb->splash (HZ * 2, "Level %d finished", player.level+1);
player.score += percentage_cache;
if (player.level < MAX_LEVEL)
player.level++;
init_board ();
refresh_board ();
rb->splash (HZ * 2, "Ready?");
}
}
/* the main menu */
static int game_menu (void)
{
MENUITEM_STRINGLIST(menu, "XOBOX Menu", NULL, "Start New Game",
"Speed","Difficulty","Quit");
int selection = 0;
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground (rb->global_settings->fg_color);
rb->lcd_set_background (rb->global_settings->bg_color);
#elif LCD_DEPTH>=2
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#endif
for (;;) {
rb->do_menu(&menu,&selection, NULL, false);
if (selection==1)
rb->set_int ("Speed", "", UNIT_INT, &speed, NULL, 1, 1, 10, NULL);
else if (selection==2)
rb->set_int ("Difficulty", "", UNIT_INT, &difficulty, NULL,
5, 50, 95, NULL);
else
break;
}
if (selection != MENU_START) {
selection = MENU_QUIT;
}
return selection;
}
/* init game's variables */
static void init_game (void)
{
player.level = 0;
player.score = 0;
player.lives = 3;
player.gameover = false;
player.drawing = false;
rb->lcd_setfont(FONT_SYSFIXED);
init_board ();
refresh_board ();
rb->splash (HZ * 2, "Ready?");
}
/* general keypad handler loop */
static int xobox_loop (void)
{
int button = 0, ret;
bool pause = false;
int end;
while (!quit) {
end = *rb->current_tick + ((11-speed)*HZ)/100;
#ifdef HAS_BUTTON_HOLD
if (rb->button_hold()) {
pause = true;
rb->splash (HZ, "PAUSED");
}
#endif
button = rb->button_get_w_tmo (1);
switch (button) {
case UP:
case UP|BUTTON_REPEAT:
player.move = MOVE_UP;
break;
case DOWN:
case DOWN|BUTTON_REPEAT:
player.move = MOVE_DN;
break;
case LEFT:
case LEFT|BUTTON_REPEAT:
player.move = MOVE_LT;
break;
case RIGHT:
case RIGHT|BUTTON_REPEAT:
player.move = MOVE_RT;
break;
case PAUSE:
pause = !pause;
if (pause)
rb->splash (HZ, "Paused");
break;
case QUIT:
ret = game_menu ();
if (ret == MENU_START)
init_game ();
else
{
quit = true;
continue;
}
break;
default:
if (rb->default_event_handler (button) == SYS_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
}
if (!pause) {
move_board ();
refresh_board ();
}
if (player.gameover) {
rb->splash (HZ, "Game Over!");
ret = game_menu ();
if (ret == MENU_START)
init_game ();
else
quit = true;
}
if (end > *rb->current_tick)
rb->sleep (end - *rb->current_tick);
else
rb->yield ();
} /* end while */
return PLUGIN_OK; /* for no warnings on compiling */
}
/* plugin main procedure */
enum plugin_status plugin_start (const struct plugin_api *api, const void *parameter)
{
int ret = PLUGIN_OK;
(void) parameter;
rb = api;
rb->lcd_setfont (FONT_SYSFIXED);
#if LCD_DEPTH>=2
rb->lcd_set_backdrop(NULL);
#endif
/* Turn off backlight timeout */
backlight_force_on(rb); /* backlight control in lib/helper.c */
quit = false;
randomize ();
if (game_menu () == MENU_START) {
init_game ();
ret = xobox_loop ();
}
/* Turn on backlight timeout (revert to settings) */
backlight_use_settings(rb); /* backlight control in lib/helper.c */
rb->lcd_setfont (FONT_UI);
return ret;
}