rockbox/apps/plugins/chopper.c
Jens Arnold 7c55b67cf4 Fixed an off-by-one bug that caused the nasty crash on archos, and wrong limit check.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12395 a1c6a512-1295-4272-9138-f99709370657
2007-02-18 14:21:04 +00:00

948 lines
22 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id: $
*
* Originally by Joshua Oreman, improved by Prashant Varanasi
* Ported to Rockbox by Ben Basha (Paprica)
*
* 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 "xlcd.h"
#include "configfile.h"
PLUGIN_HEADER
/*Still To do:*/
/* - Make original speed and further increases in speed depend more on screen size*/
/* - attempt to make the tunnels get narrower as the game goes on*/
/* - make the chopper look better, maybe a picture, and scale according to screen size*/
/* - use textures for the color screens for background and terrain, eg stars on background*/
/* - allow choice of different levels [later: different screen themes]*/
/* - better high score handling, improved screen etc. */
#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define QUIT BUTTON_OFF
#define ACTION BUTTON_UP
#define ACTION2 BUTTON_SELECT
#define ACTIONTEXT "SELECT"
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_4G_PAD)
#define QUIT BUTTON_MENU
#define ACTION BUTTON_SELECT
#define ACTIONTEXT "SELECT"
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD /* grayscale at the moment */
#define QUIT BUTTON_POWER
#define ACTION BUTTON_UP
#define ACTION2 BUTTON_SELECT
#define ACTIONTEXT "SELECT"
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define QUIT BUTTON_POWER
#define ACTION BUTTON_RIGHT
#define ACTIONTEXT "RIGHT"
#elif CONFIG_KEYPAD == SANSA_E200_PAD
#define QUIT BUTTON_POWER
#define ACTION BUTTON_SELECT
#define ACTIONTEXT "SELECT"
#elif CONFIG_KEYPAD == GIGABEAT_PAD
#define QUIT BUTTON_MENU
#define ACTION BUTTON_SELECT
#define ACTIONTEXT "SELECT"
#elif CONFIG_KEYPAD == RECORDER_PAD
#define QUIT BUTTON_OFF
#define ACTION BUTTON_PLAY
#define ACTIONTEXT "PLAY"
#elif CONFIG_KEYPAD == ONDIO_PAD
#define QUIT BUTTON_OFF
#define ACTION BUTTON_UP
#define ACTION2 BUTTON_MENU
#define ACTIONTEXT "UP"
#else
#error Unsupported keypad
#endif
static struct plugin_api* rb;
#define NUMBER_OF_BLOCKS 8
#define NUMBER_OF_PARTICLES 3
#define MAX_TERRAIN_NODES 15
#define LEVEL_MODE_NORMAL 0
#define LEVEL_MODE_STEEP 1
#define CYCLETIME 60
/*Chopper's local variables to track the terrain position etc*/
static int chopCounter;
static int iRotorOffset;
static int iScreenX;
static int iScreenY;
static int iPlayerPosX;
static int iPlayerPosY;
static int iCameraPosX;
static int iPlayerSpeedX;
static int iPlayerSpeedY;
static int iLastBlockPlacedPosX;
static int iGravityTimerCountdown;
static int iPlayerAlive;
static int iLevelMode;
static int blockh,blockw;
static int highscore;
static int score;
#define CFG_FILE "chopper.cfg"
#define MAX_POINTS 50000
static struct configdata config[] =
{
{TYPE_INT, 0, MAX_POINTS, &highscore, "highscore", NULL, NULL}
};
struct CBlock
{
int iWorldX;
int iWorldY;
int iSizeX;
int iSizeY;
int bIsActive;
};
struct CParticle
{
int iWorldX;
int iWorldY;
int iSpeedX;
int iSpeedY;
int bIsActive;
};
struct CTerrainNode
{
int x;
int y;
};
struct CTerrain
{
struct CTerrainNode mNodes[MAX_TERRAIN_NODES];
int iNodesCount;
int iLastNodePlacedPosX;
};
struct CBlock mBlocks[NUMBER_OF_BLOCKS];
struct CParticle mParticles[NUMBER_OF_PARTICLES];
struct CTerrain mGround;
struct CTerrain mRoof;
/*Function declarations*/
static void chopDrawParticle(struct CParticle *mParticle);
static void chopDrawBlock(struct CBlock *mBlock);
static void chopRenderTerrain(struct CTerrain *ter);
void chopper_load(bool newgame);
void cleanup_chopper(void);
static void chopDrawPlayer(int x,int y) /* These are SCREEN coords, not world! */
{
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_RGBPACK(50,50,200));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_DARKGRAY);
#endif
rb->lcd_fillrect(x+6, y+2, 12, 9);
rb->lcd_fillrect(x-3, y+6, 20, 3);
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_RGBPACK(50,50,50));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_DARKGRAY);
#endif
rb->lcd_fillrect(x+10, y, 2, 3);
rb->lcd_fillrect(x+10, y, 1, 3);
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_RGBPACK(40,40,100));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_BLACK);
#endif
rb->lcd_drawline(x, y+iRotorOffset, x+20, y-iRotorOffset);
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_RGBPACK(20,20,50));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_BLACK);
#endif
rb->lcd_fillrect(x - 2, y + 5, 2, 5);
}
static void chopClearTerrain(struct CTerrain *ter)
{
ter->iNodesCount = 0;
}
int iR(int low,int high)
{
return low+rb->rand()%(high-low+1);
}
static void chopCopyTerrain(struct CTerrain *src, struct CTerrain *dest,
int xOffset,int yOffset)
{
int i=0;
while(i < src->iNodesCount)
{
dest->mNodes[i].x = src->mNodes[i].x + xOffset;
dest->mNodes[i].y = src->mNodes[i].y + yOffset;
i++;
}
dest->iNodesCount = src->iNodesCount;
dest->iLastNodePlacedPosX = src->iLastNodePlacedPosX;
}
static void chopAddTerrainNode(struct CTerrain *ter, int x, int y)
{
int i=0;
if(ter->iNodesCount + 1 >= MAX_TERRAIN_NODES)
{
/* DEBUGF("ERROR: Not enough nodes!\n"); */
return;
}
ter->iNodesCount++;
i = ter->iNodesCount - 1;
ter->mNodes[i].x = x;
ter->mNodes[i].y= y;
ter->iLastNodePlacedPosX = x;
}
static void chopTerrainNodeDeleteAndShift(struct CTerrain *ter,int nodeIndex)
{
int i=nodeIndex;
while( i < ter->iNodesCount )
{
ter->mNodes[i - 1] = ter->mNodes[i];
i++;
}
ter->iNodesCount--;
}
int chopUpdateTerrainRecycling(struct CTerrain *ter)
{
int i=1;
int ret = 0;
int iNewNodePos,g,v;
while(i < ter->iNodesCount)
{
if( iCameraPosX > ter->mNodes[i].x)
{
chopTerrainNodeDeleteAndShift(ter,i);
iNewNodePos = ter->iLastNodePlacedPosX + 50;
g = iScreenY - 10;
v = 3*iPlayerSpeedX;
if(v>50)
v=50;
if(iLevelMode == LEVEL_MODE_STEEP)
v*=5;
chopAddTerrainNode(ter,iNewNodePos,g - iR(-v,v));
ret=1;
}
i++;
}
return 1;
}
int chopTerrainHeightAtPoint(struct CTerrain *ter, int pX)
{
int iNodeIndexOne=0,iNodeIndexTwo=0, h, terY1, terY2, terX1, terX2, a, b;
float c,d;
int i=0;
for(i=1;i<MAX_TERRAIN_NODES;i++)
{
if(ter->mNodes[i].x > pX)
{
iNodeIndexOne = i - 1;
break;
}
}
iNodeIndexTwo = iNodeIndexOne + 1;
terY1 = ter->mNodes[iNodeIndexOne].y;
terY2 = ter->mNodes[iNodeIndexTwo].y;
terX1 = 0;
terX2 = ter->mNodes[iNodeIndexTwo].x - ter->mNodes[iNodeIndexOne].x;
pX-= ter->mNodes[iNodeIndexOne].x;
a = terY2 - terY1;
b = terX2;
c = pX;
d = (c/b) * a;
h = d + terY1;
return h;
}
int chopPointInTerrain(struct CTerrain *ter, int pX, int pY, int iTestType)
{
int h = chopTerrainHeightAtPoint(ter, pX);
if(iTestType == 0)
return (pY > h);
else
return (pY < h);
}
static void chopAddBlock(int x,int y,int sx,int sy, int indexOverride)
{
int i=0;
if(indexOverride < 0)
{
while(mBlocks[i].bIsActive && i < NUMBER_OF_BLOCKS)
i++;
if(i==NUMBER_OF_BLOCKS)
{
DEBUGF("No blocks!\n");
return;
}
}
else
i = indexOverride;
mBlocks[i].bIsActive = 1;
mBlocks[i].iWorldX = x;
mBlocks[i].iWorldY = y;
mBlocks[i].iSizeX = sx;
mBlocks[i].iSizeY = sy;
iLastBlockPlacedPosX = x;
}
static void chopAddParticle(int x,int y,int sx,int sy)
{
int i=0;
while(mParticles[i].bIsActive && i < NUMBER_OF_PARTICLES)
i++;
if(i==NUMBER_OF_PARTICLES)
return;
mParticles[i].bIsActive = 1;
mParticles[i].iWorldX = x;
mParticles[i].iWorldY = y;
mParticles[i].iSpeedX = sx;
mParticles[i].iSpeedY = sy;
}
static void chopGenerateBlockIfNeeded(void)
{
int i=0;
int DistSpeedX = iPlayerSpeedX * 5;
if(DistSpeedX<200) DistSpeedX = 200;
while(i < NUMBER_OF_BLOCKS)
{
if(!mBlocks[i].bIsActive)
{
int iX,iY,sX,sY;
iX = iLastBlockPlacedPosX + (350-DistSpeedX);
sX = blockw;
iY = iR(0,iScreenY);
sY = blockh + iR(1,blockh/3);
chopAddBlock(iX,iY,sX,sY,i);
}
i++;
}
}
static int chopBlockCollideWithPlayer(struct CBlock *mBlock)
{
int px = iPlayerPosX;
int py = iPlayerPosY;
int x = mBlock->iWorldX-17;
int y = mBlock->iWorldY-11;
int x2 = x + mBlock->iSizeX+17;
int y2 = y + mBlock->iSizeY+11;
if(px>x && px<x2)
{
if(py>y && py<y2)
{
return 1;
}
}
return 0;
}
static int chopBlockOffscreen(struct CBlock *mBlock)
{
if(mBlock->iWorldX + mBlock->iSizeX < iCameraPosX)
return 1;
else
return 0;
}
static int chopParticleOffscreen(struct CParticle *mParticle)
{
if (mParticle->iWorldX < iCameraPosX || mParticle->iWorldY < 0 ||
mParticle->iWorldY > iScreenY || mParticle->iWorldX > iCameraPosX +
iScreenX)
{
return 1;
}
else
return 0;
}
static void chopKillPlayer(void)
{
int i, button;
for (i = 0; i < NUMBER_OF_PARTICLES; i++) {
mParticles[i].bIsActive = 0;
chopAddParticle(iPlayerPosX + iR(0,20), iPlayerPosY + iR(0,20),
iR(-2,2), iR(-2,2));
}
iPlayerAlive--;
if (iPlayerAlive == 0) {
rb->lcd_set_drawmode(DRMODE_FG);
#if LCD_DEPTH >= 2
rb->lcd_set_foreground(LCD_LIGHTGRAY);
#endif
rb->splash(HZ, true, "Game Over");
if (score > highscore) {
char scoretext[30];
highscore = score;
rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
highscore);
rb->splash(HZ*2, true, scoretext);
}
rb->splash(HZ/4, true, "Press " ACTIONTEXT " to continue");
rb->lcd_update();
rb->lcd_set_drawmode(DRMODE_SOLID);
while (true) {
button = rb->button_get(true);
if (button == ACTION
#ifdef ACTION2
|| button == ACTION2
#endif
) {
while (true) {
button = rb->button_get(true);
if (button == (ACTION | BUTTON_REL)
#ifdef ACTION2
|| button == (ACTION2 | BUTTON_REL)
#endif
) {
chopper_load(true);
return;
}
}
}
}
} else
chopper_load(false);
}
static void chopDrawTheWorld(void)
{
int i=0;
while(i < NUMBER_OF_BLOCKS)
{
if(mBlocks[i].bIsActive)
{
if(chopBlockOffscreen(&mBlocks[i]) == 1)
mBlocks[i].bIsActive = 0;
else
chopDrawBlock(&mBlocks[i]);
}
i++;
}
i=0;
while(i < NUMBER_OF_PARTICLES)
{
if(mParticles[i].bIsActive)
{
if(chopParticleOffscreen(&mParticles[i]) == 1)
mParticles[i].bIsActive = 0;
else
chopDrawParticle(&mParticles[i]);
}
i++;
}
chopRenderTerrain(&mGround);
chopRenderTerrain(&mRoof);
}
static void chopDrawParticle(struct CParticle *mParticle)
{
int iPosX = (mParticle->iWorldX - iCameraPosX);
int iPosY = (mParticle->iWorldY);
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_RGBPACK(192,192,192));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_LIGHTGRAY);
#endif
rb->lcd_fillrect(iPosX, iPosY, 3, 3);
}
static void chopDrawScene(void)
{
char s[30];
int w;
#if LCD_DEPTH > 2
rb->lcd_set_background(LCD_BLACK);
#elif LCD_DEPTH == 2
rb->lcd_set_background(LCD_WHITE);
#endif
rb->lcd_clear_display();
chopDrawTheWorld();
chopDrawPlayer(iPlayerPosX - iCameraPosX, iPlayerPosY);
score = -20 + iPlayerPosX/3;
rb->lcd_set_drawmode(DRMODE_FG);
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_BLACK);
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_WHITE);
#endif
rb->snprintf(s, sizeof(s), "Distance: %d", score);
rb->lcd_putsxy(2, 2, s);
rb->snprintf(s, sizeof(s), "Best: %d", highscore);
rb->lcd_getstringsize(s, &w, NULL);
rb->lcd_putsxy(LCD_WIDTH - 2 - w, 2, s);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_update();
}
static int chopMenu(int menunum)
{
int m;
int result;
int res = 0;
bool menu_quit = false;
static const struct menu_item items[] = {
{ "Start New Game", NULL },
{ "Resume Game", NULL },
{ "Level", NULL },
{ "Quit", NULL },
};
static const struct opt_items levels[2] = {
{ "Normal", -1 },
{ "Steep", -1 },
};
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_background(LCD_BLACK);
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#endif
rb->lcd_clear_display();
m = rb->menu_init(items, sizeof(items) / sizeof(*items),
NULL, NULL, NULL, NULL);
while (!menu_quit) {
result=rb->menu_show(m);
switch (result)
{
case 0: /* Start New Game */
menu_quit=true;
chopper_load(true);
res = -1;
break;
case 1: /* Resume Game */
if(menunum==1) {
menu_quit=true;
res = -1;
} else if(menunum==0){
rb->splash(HZ, true, "No game to resume");
}
break;
case 2:
rb->set_option("Level", &iLevelMode, INT, levels, 2, NULL);
break;
case 3:
menu_quit=true;
res = PLUGIN_OK;
break;
case MENU_ATTACHED_USB:
menu_quit=true;
res = PLUGIN_USB_CONNECTED;
break;
}
}
rb->lcd_clear_display();
rb->menu_exit(m);
return res;
}
static int chopGameLoop(void)
{
int move_button, ret;
bool exit=false;
int end, i=0, bdelay=0, last_button=BUTTON_NONE;
if (chopUpdateTerrainRecycling(&mGround) == 1)
/* mirror the sky if we've changed the ground */
chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75));
ret = chopMenu(0);
if (ret != -1)
return PLUGIN_OK;
chopDrawScene();
while (!exit) {
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
if(chopUpdateTerrainRecycling(&mGround) == 1)
/* mirror the sky if we've changed the ground */
chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75));
iRotorOffset = iR(-1,1);
/* We need to have this here so particles move when we're dead */
for (i=0; i < NUMBER_OF_PARTICLES; i++)
if(mParticles[i].bIsActive == 1)
{
mParticles[i].iWorldX += mParticles[i].iSpeedX;
mParticles[i].iWorldY += mParticles[i].iSpeedY;
}
/* Redraw the main window: */
chopDrawScene();
iGravityTimerCountdown--;
if(iGravityTimerCountdown <= 0)
{
iGravityTimerCountdown = 3;
chopAddParticle(iPlayerPosX, iPlayerPosY+5, 0, 0);
}
if(iLevelMode == LEVEL_MODE_NORMAL)
chopGenerateBlockIfNeeded();
move_button=rb->button_status();
if (rb->button_get(false) == QUIT) {
ret = chopMenu(1);
if (ret != -1)
return PLUGIN_OK;
bdelay = 0;
last_button = BUTTON_NONE;
move_button = BUTTON_NONE;
}
switch (move_button) {
case ACTION:
#ifdef ACTION2
case ACTION2:
#endif
if (last_button != ACTION
#ifdef ACTION2
&& last_button != ACTION2
#endif
)
bdelay = -2;
if (bdelay == 0)
iPlayerSpeedY = -3;
break;
default:
if (last_button == ACTION
#ifdef ACTION2
|| last_button == ACTION2
#endif
)
bdelay = 3;
if (bdelay == 0)
iPlayerSpeedY = 4;
if (rb->default_event_handler(move_button) == SYS_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
}
last_button = move_button;
if (bdelay < 0) {
iPlayerSpeedY = bdelay;
bdelay++;
} else if (bdelay > 0) {
iPlayerSpeedY = bdelay;
bdelay--;
}
iCameraPosX = iPlayerPosX - 25;
iPlayerPosX += iPlayerSpeedX;
iPlayerPosY += iPlayerSpeedY;
chopCounter++;
/* increase speed as we go along */
if (chopCounter == 100){
iPlayerSpeedX++;
chopCounter=0;
}
if (iPlayerPosY > iScreenY-10 || iPlayerPosY < -5 ||
chopPointInTerrain(&mGround, iPlayerPosX, iPlayerPosY + 10, 0) ||
chopPointInTerrain(&mRoof, iPlayerPosX ,iPlayerPosY, 1))
{
chopKillPlayer();
chopDrawScene();
ret = chopMenu(0);
if (ret != -1)
return ret;
}
for (i=0; i < NUMBER_OF_BLOCKS; i++)
if(mBlocks[i].bIsActive == 1)
if(chopBlockCollideWithPlayer(&mBlocks[i])) {
chopKillPlayer();
chopDrawScene();
ret = chopMenu(0);
if (ret != -1)
return ret;
}
if (end > *rb->current_tick)
rb->sleep(end-*rb->current_tick);
else
rb->yield();
}
return PLUGIN_OK;
}
static void chopDrawBlock(struct CBlock *mBlock)
{
int iPosX = (mBlock->iWorldX - iCameraPosX);
int iPosY = (mBlock->iWorldY);
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_RGBPACK(100,255,100));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_BLACK);
#endif
rb->lcd_fillrect(iPosX, iPosY, mBlock->iSizeX,
mBlock->iSizeY);
}
static void chopRenderTerrain(struct CTerrain *ter)
{
int i=1;
int oldx=0;
int ay=0;
if(ter->mNodes[0].y < LCD_HEIGHT/2)
ay=0;
else
ay=LCD_HEIGHT;
while(i < ter->iNodesCount && oldx < LCD_WIDTH)
{
int x = ter->mNodes[i-1].x - iCameraPosX;
int y = ter->mNodes[i-1].y;
int x2 = ter->mNodes[i].x - iCameraPosX;
int y2 = ter->mNodes[i].y;
#if LCD_DEPTH > 2
rb->lcd_set_foreground(LCD_RGBPACK(100,255,100));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_DARKGRAY);
#endif
rb->lcd_drawline(x, y, x2, y2);
xlcd_filltriangle(x, y, x2, y2, x2, ay);
xlcd_filltriangle(x, ay, x2, y2, x2, ay);
if (ay == 0)
xlcd_filltriangle(x, ay, x, y, x2, y2 / 2);
else
xlcd_filltriangle(x, ay, x, y, x2, LCD_HEIGHT - (LCD_HEIGHT - y2) / 2);
oldx = x;
i++;
}
}
void chopper_load(bool newgame)
{
int i;
int g;
if (newgame) {
iScreenX = LCD_WIDTH;
iScreenY = LCD_HEIGHT;
blockh = 0.2*iScreenY;
blockw = 0.04*iScreenX;
iPlayerAlive = 1;
score = 0;
}
iRotorOffset = 0;
iPlayerPosX = 60;
iPlayerPosY = iScreenY * 0.4;
iLastBlockPlacedPosX = 0;
iGravityTimerCountdown = 2;
chopCounter = 0;
iPlayerSpeedX = 3;
iPlayerSpeedY = 0;
iCameraPosX = 30;
for (i=0; i < NUMBER_OF_PARTICLES; i++)
mParticles[i].bIsActive = 0;
for (i=0; i < NUMBER_OF_BLOCKS; i++)
mBlocks[i].bIsActive = 0;
g = iScreenY - 10;
chopClearTerrain(&mGround);
for (i=0; i < MAX_TERRAIN_NODES; i++)
chopAddTerrainNode(&mGround,i * 30,g - iR(0,20));
if (chopUpdateTerrainRecycling(&mGround) == 1)
/* mirror the sky if we've changed the ground */
chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75));
iLevelMode = LEVEL_MODE_NORMAL;
if (iLevelMode == LEVEL_MODE_NORMAL)
/* make it a bit more exciting, cause it's easy terrain... */
iPlayerSpeedX *= 2;
}
/* this is the plugin entry point */
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
(void)parameter;
rb = api;
int ret;
rb->lcd_setfont(FONT_SYSFIXED);
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_foreground(LCD_WHITE);
#endif
/* Permanently enable the backlight (unless the user has turned it off) */
if (rb->global_settings->backlight_timeout > 0)
rb->backlight_set_timeout(1);
rb->srand( *rb->current_tick );
xlcd_init(rb);
configfile_init(rb);
configfile_load(CFG_FILE, config, 1, 0);
chopper_load(true);
ret = chopGameLoop();
configfile_save(CFG_FILE, config, 1, 0);
/* Restore user's original backlight setting */
rb->lcd_setfont(FONT_UI);
rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
return ret;
}