rockbox/apps/plugins/jewels.c
Linus Nielsen Feltzing c9db86ee70 Fixed bad check for LCD size
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@7795 a1c6a512-1295-4272-9138-f99709370657
2005-11-08 23:32:16 +00:00

1055 lines
34 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2005 Adam Boot
*
* 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 "button.h"
#include "lcd.h"
#ifdef HAVE_LCD_BITMAP
/* save files */
#define SCORE_FILE PLUGIN_DIR "/bejeweled.score"
#define SAVE_FILE PLUGIN_DIR "/bejeweled.save"
/* final game return status */
#define BJ_END 3
#define BJ_USB 2
#define BJ_QUIT 1
#define BJ_LOSE 0
/* button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define BEJEWELED_QUIT BUTTON_OFF
#define BEJEWELED_START BUTTON_ON
#define BEJEWELED_SELECT BUTTON_PLAY
#define BEJEWELED_RESUME BUTTON_F1
#elif CONFIG_KEYPAD == ONDIO_PAD
#define BEJEWELED_QUIT BUTTON_OFF
#define BEJEWELED_START BUTTON_RIGHT
#define BEJEWELED_SELECT (BUTTON_MENU|BUTTON_REL)
#define BEJEWELED_SELECT_PRE BUTTON_MENU
#define BEJEWELED_RESUME (BUTTON_MENU|BUTTON_OFF)
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define BEJEWELED_QUIT BUTTON_OFF
#define BEJEWELED_START BUTTON_ON
#define BEJEWELED_SELECT BUTTON_SELECT
#define BEJEWELED_RESUME BUTTON_MODE
#elif
#error BEJEWELED: Unsupported keypad
#endif
/* swap directions */
#define SWAP_UP 0
#define SWAP_RIGHT 1
#define SWAP_DOWN 2
#define SWAP_LEFT 3
/* play board dimension */
#define BJ_HEIGHT 9
#define BJ_WIDTH 8
/* next level threshold */
#define LEVEL_PTS 100
/* sleep time for animations (1/x seconds) */
#define FALL_TIMER 30
#define SWAP_TIMER 30
#if (LCD_HEIGHT == 128) && (LCD_WIDTH == 160)
/* Use 16x16 tiles */
/* size of a tile */
#define TILE_SZ 16
/* number of high scores to save */
#define NUM_SCORES 15
/* bitmaps for the jewels */
static unsigned char jewel[8][32] = {
/* empty */
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
/* square */
{0x00, 0x00, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc,
0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0x00, 0x00,
0x00, 0x00, 0x3f, 0x3f, 0x3f, 0x3f, 0x3f, 0x3f,
0x3f, 0x3f, 0x3f, 0x3f, 0x3f, 0x3f, 0x00, 0x00},
/* plus */
{0x00, 0xe0, 0xe0, 0x60, 0x60, 0x7e, 0x7e, 0x06,
0x7e, 0x7e, 0x60, 0x60, 0xe0, 0xe0, 0x00, 0x00,
0x00, 0x03, 0x03, 0x03, 0x03, 0x3f, 0x3f, 0x30,
0x3f, 0x3f, 0x03, 0x03, 0x03, 0x03, 0x00, 0x00},
/* triangle */
{0x00, 0x00, 0x00, 0x00, 0xc0, 0xf0, 0x7c, 0x1e,
0x7c, 0xf0, 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x30, 0x3c, 0x3f, 0x37, 0x31, 0x30, 0x30,
0x30, 0x31, 0x37, 0x3f, 0x3c, 0x30, 0x00, 0x00},
/* diamond */
{0x00, 0x80, 0xc0, 0xe0, 0xf0, 0xf8, 0xfc, 0xfe,
0xfc, 0xf8, 0xf0, 0xe0, 0xc0, 0x80, 0x00, 0x00,
0x00, 0x00, 0x01, 0x03, 0x07, 0x0f, 0x1f, 0x3f,
0x1f, 0x0f, 0x07, 0x03, 0x01, 0x00, 0x00, 0x00},
/* star */
{0x00, 0x40, 0xc0, 0xc0, 0xc0, 0xc0, 0xf8, 0xfe,
0xf8, 0xc0, 0xc0, 0xc0, 0xc0, 0x40, 0x00, 0x00,
0x00, 0x00, 0x00, 0x30, 0x1f, 0x1f, 0x0f, 0x07,
0x0f, 0x1f, 0x1f, 0x30, 0x00, 0x00, 0x00, 0x00},
/* circle */
{0x00, 0xe0, 0xf8, 0xfc, 0x3c, 0x1e, 0x0e, 0x0e,
0x0e, 0x1e, 0x3c, 0xfc, 0xf8, 0xe0, 0x00, 0x00,
0x00, 0x03, 0x0f, 0x1f, 0x1e, 0x3c, 0x38, 0x38,
0x38, 0x3c, 0x1e, 0x1f, 0x0f, 0x03, 0x00, 0x00},
/* heart */
{0x00, 0x78, 0xfc, 0xfe, 0xfe, 0xfc, 0xf8, 0xf0,
0xf8, 0xfc, 0xfe, 0xfe, 0xfc, 0x78, 0x00, 0x00,
0x00, 0x00, 0x01, 0x03, 0x07, 0x0f, 0x1f, 0x3f,
0x1f, 0x0f, 0x07, 0x03, 0x01, 0x00, 0x00, 0x00}
};
#elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
/* Use 8x8 tiles */
/* size of a tile */
#define TILE_SZ 8
/* number of high scores to save */
#define NUM_SCORES 8
/* bitmaps for the jewels */
static unsigned char jewel[8][8] = {
/* empty */
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
/* square */
{0x00, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x00},
/* plus */
{0x1c, 0x14, 0x77, 0x41, 0x77, 0x14, 0x1c, 0x00},
/* triangle */
{0x60, 0x78, 0x4e, 0x43, 0x4e, 0x78, 0x60, 0x00},
/* diamond */
{0x08, 0x1c, 0x3e, 0x7f, 0x3e, 0x1c, 0x08, 0x00},
/* star */
{0x08, 0x68, 0x3c, 0x1f, 0x3c, 0x68, 0x08, 0x00},
/* circle */
{0x1c, 0x3e, 0x63, 0x63, 0x63, 0x3e, 0x1c, 0x00},
/* heart */
{0x0e, 0x1f, 0x3e, 0x7c, 0x3e, 0x1f, 0x0e, 0x00}
};
#else
#error BEJEWELED: Unsupported LCD size
#endif
/* global rockbox api */
static struct plugin_api* rb;
/* the tile struct
* type is the jewel number 0-7
* falling if the jewel is falling
* delete marks the jewel for deletion
*/
struct tile {
int type;
bool falling;
bool delete;
};
/* the game context struct
* score is the current level score
* segments is the number of cleared segments in the current run
* level is the current level
* highscores is the list of high scores
* resume denotes whether to resume the currently loaded game
* dirty denotes whether the high scores are out of sync with the saved file
* playboard is the game playing board (first row is hidden)
*/
struct game_context {
unsigned int score;
unsigned int segments;
unsigned int level;
unsigned short highscores[NUM_SCORES];
bool resume;
bool dirty;
struct tile playboard[BJ_WIDTH][BJ_HEIGHT];
};
/*****************************************************************************
* bejeweled_init() initializes bejeweled data structures.
******************************************************************************/
void bejeweled_init(struct game_context* bj) {
/* seed the rand generator */
rb->srand(*rb->current_tick);
/* check for resumed game */
if(bj->resume) {
bj->resume = false;
return;
}
/* reset scoring */
bj->level = 1;
bj->score = 0;
bj->segments = 0;
/* clear playing board */
rb->memset(bj->playboard, 0, sizeof(bj->playboard));
}
/*****************************************************************************
* bejeweled_drawboard() redraws the entire game board.
******************************************************************************/
void bejeweled_drawboard(struct game_context* bj) {
int i, j;
int w, h;
unsigned int tempscore;
char *title = "Level";
char str[6];
tempscore = (bj->score>LEVEL_PTS ? LEVEL_PTS : bj->score);
/* clear screen */
rb->lcd_clear_display();
/* draw separator lines */
rb->lcd_vline(BJ_WIDTH*TILE_SZ, 0, LCD_HEIGHT);
rb->lcd_hline(BJ_WIDTH*TILE_SZ, LCD_WIDTH, 18);
rb->lcd_hline(BJ_WIDTH*TILE_SZ, LCD_WIDTH, LCD_HEIGHT-10);
/* draw progress bar */
rb->lcd_fillrect(BJ_WIDTH*TILE_SZ+(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/4,
(LCD_HEIGHT-10)-(((LCD_HEIGHT-10)-18)*
tempscore/LEVEL_PTS),
(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2,
((LCD_HEIGHT-10)-18)*tempscore/LEVEL_PTS);
/* dispay playing board */
for(i=0; i<BJ_HEIGHT-1; i++){
for(j=0; j<BJ_WIDTH; j++){
rb->lcd_mono_bitmap(jewel[bj->playboard[j][i+1].type],
j*TILE_SZ, i*TILE_SZ, TILE_SZ, TILE_SZ);
}
}
/* print text */
rb->lcd_getstringsize(title, &w, &h);
rb->lcd_putsxy(LCD_WIDTH-(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2-w/2, 1, title);
rb->snprintf(str, 4, "%d", bj->level);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(LCD_WIDTH-(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2-w/2, 10, str);
rb->snprintf(str, 6, "%d", (bj->level-1)*LEVEL_PTS+bj->score);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(LCD_WIDTH-(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2-w/2,
LCD_HEIGHT-8,
str);
rb->lcd_update();
}
/*****************************************************************************
* bejeweled_putjewels() makes the jewels fall to fill empty spots and adds
* new random jewels at the empty spots at the top of each row.
******************************************************************************/
void bejeweled_putjewels(struct game_context* bj){
int i, j, k;
bool mark, done;
/* loop to make all the jewels fall */
while(true) {
/* mark falling jewels and add new jewels to hidden top row*/
mark = false;
done = true;
for(j=0; j<BJ_WIDTH; j++) {
if(bj->playboard[j][1].type == 0) {
bj->playboard[j][0].type = rb->rand()%7+1;
}
for(i=BJ_HEIGHT-2; i>=0; i--) {
if(!mark && bj->playboard[j][i+1].type == 0) {
mark = true;
done = false;
}
if(mark) bj->playboard[j][i].falling = true;
}
/*if(bj->playboard[1][j].falling) {
bj->playboard[0][j].type = rb->rand()%7+1;
bj->playboard[0][j].falling = true;
}*/
mark = false;
}
/* break if there are no falling jewels */
if(done) break;
/* animate falling jewels */
for(k=TILE_SZ/8; k<=TILE_SZ; k+=TILE_SZ/8) {
rb->sleep(HZ/FALL_TIMER);
for(i=0; i<BJ_HEIGHT-1; i++) {
for(j=0; j<BJ_WIDTH; j++) {
if(bj->playboard[j][i].falling &&
bj->playboard[j][i].type != 0) {
/* clear old position */
rb->lcd_mono_bitmap(jewel[0],
j*TILE_SZ,
(i-1)*TILE_SZ+k-2,
TILE_SZ, TILE_SZ);
/* draw new position */
rb->lcd_mono_bitmap(jewel[bj->playboard[j][i].type],
j*TILE_SZ,
(i-1)*TILE_SZ+k,
TILE_SZ, TILE_SZ);
}
}
}
rb->lcd_update();
}
/* shift jewels down */
for(j=0; j<BJ_WIDTH; j++) {
for(i=BJ_HEIGHT-1; i>=1; i--) {
if(bj->playboard[j][i-1].falling) {
bj->playboard[j][i].type = bj->playboard[j][i-1].type;
}
}
}
/* clear out top row */
for(j=0; j<BJ_WIDTH; j++) {
bj->playboard[j][0].type = 0;
}
/* mark everything not falling */
for(i=0; i<BJ_HEIGHT; i++) {
for(j=0; j<BJ_WIDTH; j++) {
bj->playboard[j][i].falling = false;
}
}
}
}
/*****************************************************************************
* bejeweled_clearjewels() finds all the connected rows and columns and
* calculates and returns the points earned.
******************************************************************************/
unsigned int bejeweled_clearjewels(struct game_context* bj) {
int i, j;
int last, run;
unsigned int points = 0;
/* check for connected rows */
for(i=1; i<BJ_HEIGHT; i++) {
last = 0;
run = 1;
for(j=0; j<BJ_WIDTH; j++) {
if(bj->playboard[j][i].type == last &&
bj->playboard[j][i].type != 0) {
run++;
if(run == 3) {
bj->segments++;
points += bj->segments;
bj->playboard[j][i].delete = true;
bj->playboard[j-1][i].delete = true;
bj->playboard[j-2][i].delete = true;
} else if(run > 3) {
points++;
bj->playboard[j][i].delete = true;
}
} else {
run = 1;
last = bj->playboard[j][i].type;
}
}
}
/* check for connected columns */
for(j=0; j<BJ_WIDTH; j++) {
last = 0;
run = 1;
for(i=1; i<BJ_HEIGHT; i++) {
if(bj->playboard[j][i].type != 0 &&
bj->playboard[j][i].type == last) {
run++;
if(run == 3) {
bj->segments++;
points += bj->segments;
bj->playboard[j][i].delete = true;
bj->playboard[j][i-1].delete = true;
bj->playboard[j][i-2].delete = true;
} else if(run > 3) {
points++;
bj->playboard[j][i].delete = true;
}
} else {
run = 1;
last = bj->playboard[j][i].type;
}
}
}
/* clear deleted jewels */
for(i=1; i<BJ_HEIGHT; i++) {
for(j=0; j<BJ_WIDTH; j++) {
if(bj->playboard[j][i].delete) {
bj->playboard[j][i].delete = false;
bj->playboard[j][i].type = 0;
}
}
}
bejeweled_drawboard(bj);
return points;
}
/*****************************************************************************
* bejeweled_runboard() runs the board until it settles in a fixed state and
* returns points earned.
******************************************************************************/
unsigned int bejeweled_runboard(struct game_context* bj) {
unsigned int points = 0;
unsigned int ret;
bj->segments = 0;
while((ret = bejeweled_clearjewels(bj)) > 0) {
points += ret;
bejeweled_putjewels(bj);
}
return points;
}
/*****************************************************************************
* bejeweled_swapjewels() swaps two jewels as long as it results in points and
* returns points earned.
******************************************************************************/
unsigned int bejeweled_swapjewels(struct game_context* bj,
int x, int y, int direc) {
int k;
int horzmod, vertmod;
bool undo = false;
unsigned int points = 0;
/* check for invalid parameters */
if(x < 0 || x >= BJ_WIDTH || y < 0 || y >= BJ_HEIGHT-1 ||
direc < SWAP_UP || direc > SWAP_LEFT) return 0;
/* check for invalid directions */
if((x == 0 && direc == SWAP_LEFT) ||
(x == BJ_WIDTH-1 && direc == SWAP_RIGHT) ||
(y == 0 && direc == SWAP_UP) ||
(y == BJ_HEIGHT-2 && direc == SWAP_DOWN)) {
return 0;
}
/* set direction variables */
horzmod = 0;
vertmod = 0;
switch(direc) {
case SWAP_UP:
vertmod = -1; break;
case SWAP_RIGHT:
horzmod = 1; break;
case SWAP_DOWN:
vertmod = 1; break;
case SWAP_LEFT:
horzmod = -1; break;
}
while(true) {
/* animate swapping jewels */
for(k=TILE_SZ/8; k<=TILE_SZ; k+=TILE_SZ/8) {
rb->sleep(HZ/SWAP_TIMER);
/* clear old position */
rb->lcd_mono_bitmap(jewel[0],
x*TILE_SZ+horzmod*(k-TILE_SZ/8),
y*TILE_SZ+vertmod*(k-TILE_SZ/8),
TILE_SZ, TILE_SZ);
rb->lcd_mono_bitmap(jewel[0],
(x+horzmod)*TILE_SZ+horzmod*(k-TILE_SZ/8)*-1,
(y+vertmod)*TILE_SZ+vertmod*(k-TILE_SZ/8)*-1,
TILE_SZ, TILE_SZ);
/* draw new position */
rb->lcd_mono_bitmap(jewel[bj->playboard[x][y+1].type],
x*TILE_SZ+horzmod*k,
y*TILE_SZ+vertmod*k,
TILE_SZ, TILE_SZ);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap(jewel[bj->playboard
[x+horzmod][y+1+vertmod].type],
(x+horzmod)*TILE_SZ+horzmod*k*-1,
(y+vertmod)*TILE_SZ+vertmod*k*-1,
TILE_SZ, TILE_SZ);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_update();
}
/* swap jewels */
int temp = bj->playboard[x][y+1].type;
bj->playboard[x][y+1].type =
bj->playboard[x+horzmod][y+1+vertmod].type;
bj->playboard[x+horzmod][y+1+vertmod].type = temp;
if(undo) break;
points = bejeweled_runboard(bj);
if(points == 0) {undo = true;} else {break;}
}
return points;
}
/*****************************************************************************
* bejeweled_movesavail() uses pattern matching to see if there are any
* available move left.
******************************************************************************/
bool bejeweled_movesavail(struct game_context* bj) {
int i, j;
bool moves = false;
int mytype;
for(i=1; i<BJ_HEIGHT; i++) {
for(j=0; j<BJ_WIDTH; j++) {
mytype = bj->playboard[j][i].type;
/* check horizontal patterns */
if(j <= BJ_WIDTH-3) {
if(i > 1) {
if(bj->playboard[j+1][i-1].type == mytype) {
if(bj->playboard[j+2][i-1].type == mytype)
{moves = true; break;}
if(bj->playboard[j+2][i].type == mytype)
{moves = true; break;}
}
if(bj->playboard[j+1][i].type == mytype) {
if(bj->playboard[j+2][i-1].type == mytype)
{moves = true; break;}
}
}
if(j <= BJ_WIDTH-4) {
if(bj->playboard[j+3][i].type == mytype) {
if(bj->playboard[j+1][i].type == mytype)
{moves = true; break;}
if(bj->playboard[j+2][i].type == mytype)
{moves = true; break;}
}
}
if(i < BJ_HEIGHT-1) {
if(bj->playboard[j+1][i].type == mytype) {
if(bj->playboard[j+2][i+1].type == mytype)
{moves = true; break;}
}
if(bj->playboard[j+1][i+1].type == mytype) {
if(bj->playboard[j+2][i].type == mytype)
{moves = true; break;}
if(bj->playboard[j+2][i+1].type == mytype)
{moves = true; break;}
}
}
}
/* check vertical patterns */
if(i <= BJ_HEIGHT-3) {
if(j > 0) {
if(bj->playboard[j-1][i+1].type == mytype) {
if(bj->playboard[j-1][i+2].type == mytype)
{moves = true; break;}
if(bj->playboard[j][i+2].type == mytype)
{moves = true; break;}
}
if(bj->playboard[j][i+1].type == mytype) {
if(bj->playboard[j-1][i+2].type == mytype)
{moves = true; break;}
}
}
if(i <= BJ_HEIGHT-4) {
if(bj->playboard[j][i+3].type == mytype) {
if(bj->playboard[j][i+1].type == mytype)
{moves = true; break;}
if(bj->playboard[j][i+2].type == mytype)
{moves = true; break;}
}
}
if(j < BJ_WIDTH-1) {
if(bj->playboard[j][i+1].type == mytype) {
if(bj->playboard[j+1][i+2].type == mytype)
{moves = true; break;}
}
if(bj->playboard[j+1][i+1].type == mytype) {
if(bj->playboard[j][i+2].type == mytype)
{moves = true; break;}
if (bj->playboard[j+1][i+2].type == mytype)
{moves = true; break;}
}
}
}
}
if(moves) break;
}
return moves;
}
/*****************************************************************************
* bejeweled_nextlevel() advances the game to the next level and returns
* points earned.
******************************************************************************/
unsigned int bejeweled_nextlevel(struct game_context* bj) {
int i, x, y;
unsigned int points = 0;
/* roll over score, change and display level */
while(bj->score >= LEVEL_PTS) {
bj->score -= LEVEL_PTS;
bj->level++;
bejeweled_drawboard(bj);
rb->splash(HZ*2, true, "Level %d", bj->level);
bejeweled_drawboard(bj);
}
/* randomly clear some jewels */
for(i=0; i<16; i++) {
x = rb->rand()%8;
y = rb->rand()%8;
if(bj->playboard[x][y].type != 0) {
points++;
bj->playboard[x][y].type = 0;
}
}
bejeweled_drawboard(bj);
/* run the play board */
bejeweled_putjewels(bj);
points += bejeweled_runboard(bj);
return points;
}
/*****************************************************************************
* bejeweld_recordscore() inserts a high score into the high scores list and
* returns the high score position.
******************************************************************************/
int bejeweled_recordscore(struct game_context* bj) {
int i;
int position = 0;
unsigned short current, temp;
/* calculate total score */
current = (bj->level-1)*LEVEL_PTS+bj->score;
if(current <= 0) return 0;
/* insert the current score into the high scores */
for(i=0; i<NUM_SCORES; i++) {
if(current >= bj->highscores[i]) {
if(!position) {
position = i+1;
bj->dirty = true;
}
temp = bj->highscores[i];
bj->highscores[i] = current;
current = temp;
}
}
return position;
}
/*****************************************************************************
* bejeweled_loadscores() loads the high scores saved file.
******************************************************************************/
void bejeweled_loadscores(struct game_context* bj) {
int fd;
bj->dirty = false;
/* clear high scores */
rb->memset(bj->highscores, 0, sizeof(bj->highscores));
/* open scores file */
fd = rb->open(SCORE_FILE, O_RDONLY);
if(fd < 0) return;
/* read in high scores */
if(rb->read(fd, bj->highscores, sizeof(bj->highscores)) <= 0) {
/* scores are bad, reset */
rb->memset(bj->highscores, 0, sizeof(bj->highscores));
}
rb->close(fd);
}
/*****************************************************************************
* bejeweled_savescores() saves the high scores.
******************************************************************************/
void bejeweled_savescores(struct game_context* bj) {
int fd;
/* write out the high scores to the save file */
fd = rb->open(SCORE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, bj->highscores, sizeof(bj->highscores));
rb->close(fd);
bj->dirty = false;
}
/*****************************************************************************
* bejeweled_loadgame() loads the saved game and returns load success.
******************************************************************************/
bool bejeweled_loadgame(struct game_context* bj) {
int fd;
bool loaded = false;
/* open game file */
fd = rb->open(SAVE_FILE, O_RDONLY);
if(fd < 0) return loaded;
/* read in saved game */
while(true) {
if(rb->read(fd, &bj->score, sizeof(bj->score)) <= 0) break;
if(rb->read(fd, &bj->level, sizeof(bj->level)) <= 0) break;
if(rb->read(fd, bj->playboard, sizeof(bj->playboard)) <= 0) break;
bj->resume = true;
loaded = true;
break;
}
rb->close(fd);
/* delete saved file */
rb->remove(SAVE_FILE);
return loaded;
}
/*****************************************************************************
* bejeweled_savegame() saves the current game state.
******************************************************************************/
void bejeweled_savegame(struct game_context* bj) {
int fd;
/* write out the game state to the save file */
fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &bj->score, sizeof(bj->score));
rb->write(fd, &bj->level, sizeof(bj->level));
rb->write(fd, bj->playboard, sizeof(bj->playboard));
rb->close(fd);
bj->resume = true;
}
/*****************************************************************************
* bejeweled_callback() is the default event handler callback which is called
* on usb connect and shutdown.
******************************************************************************/
void bejeweled_callback(void* param) {
struct game_context* bj = (struct game_context*) param;
if(bj->dirty) {
rb->splash(HZ, true, "Saving high scores...");
bejeweled_savescores(bj);
}
}
/*****************************************************************************
* bejeweled() is the main game subroutine, it returns the final game status.
******************************************************************************/
int bejeweled(struct game_context* bj) {
int i, j;
int w, h;
int button;
int lastbutton = BUTTON_NONE;
char str[18];
char *title = "Bejeweled";
bool breakout = false;
bool showscores = false;
bool selected = false;
/* the cursor coordinates */
int x=0, y=0;
/* don't resume by deafult */
bj->resume = false;
/********************
* menu *
********************/
while(true){
rb->lcd_clear_display();
if(!showscores) {
/* welcome screen to display key bindings */
rb->lcd_getstringsize(title, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, title);
#if CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_puts(0, 1, "ON to start");
rb->lcd_puts(0, 2, "F1 to save/resume");
rb->lcd_puts(0, 3, "OFF to exit");
rb->lcd_puts(0, 4, "PLAY to select");
rb->lcd_puts(0, 5, "& show high scores");
rb->lcd_puts(0, 6, "Directions to move");
rb->snprintf(str, 18, "High Score: %d", bj->highscores[0]);
rb->lcd_puts(0, 7, str);
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_puts(0, 1, "RIGHT to start");
rb->lcd_puts(0, 2, "MENU+OFF to sv/res");
rb->lcd_puts(0, 3, "OFF to exit");
rb->lcd_puts(0, 4, "MENU to select");
rb->lcd_puts(0, 5, "& show high scores");
rb->lcd_puts(0, 6, "Directions to move");
rb->snprintf(str, 18, "High Score: %d", bj->highscores[0]);
rb->lcd_puts(0, 7, str);
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
rb->lcd_puts(0, 2, "ON to start");
rb->lcd_puts(0, 3, "MODE to save/resume");
rb->lcd_puts(0, 4, "OFF to exit");
rb->lcd_puts(0, 5, "SELECT to select");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "Directions to move");
rb->snprintf(str, 18, "High Score: %d", bj->highscores[0]);
rb->lcd_puts(0, 9, str);
#endif
} else {
/* room for a title? */
j = 0;
if(LCD_HEIGHT-NUM_SCORES*8 >= 8) {
rb->snprintf(str, 12, "%s", "High Scores");
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, str);
j = 1;
}
/* print high scores */
for(i=0; i<NUM_SCORES; i++) {
rb->snprintf(str, 11, "#%02d: %d", i+1, bj->highscores[i]);
rb->lcd_puts(0, i+j, str);
}
}
rb->lcd_update();
/* handle menu button presses */
button = rb->button_get(true);
switch(button){
case BEJEWELED_START: /* start playing */
breakout = true;
break;
case BEJEWELED_QUIT: /* quit program */
if(showscores) {
showscores = 0;
break;
}
return BJ_QUIT;
case BEJEWELED_RESUME:/* resume game */
if(!bejeweled_loadgame(bj)) {
rb->splash(HZ*2, true, "Nothing to resume");
} else {
breakout = true;
}
break;
case BEJEWELED_SELECT:/* toggle high scores */
#ifdef BEJEWELED_SELECT_PRE
if(lastbutton != BEJEWELED_SELECT_PRE) break;
#endif
showscores ^= 1;
break;
default:
if(rb->default_event_handler_ex(button, bejeweled_callback,
(void*) bj) == SYS_USB_CONNECTED)
return BJ_USB;
break;
}
if(breakout) break;
if(button != BUTTON_NONE) lastbutton = button;
}
lastbutton = BUTTON_NONE;
/********************
* init *
********************/
bejeweled_init(bj);
/********************
* setup the board *
********************/
bejeweled_drawboard(bj);
bejeweled_putjewels(bj);
bj->score += bejeweled_runboard(bj);
/**********************
* play *
**********************/
while(true) {
/* refresh the board */
bejeweled_drawboard(bj);
/* display the cursor */
if(selected) {
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
rb->lcd_fillrect(x*TILE_SZ, y*TILE_SZ, TILE_SZ, TILE_SZ);
rb->lcd_set_drawmode(DRMODE_SOLID);
} else {
rb->lcd_drawrect(x*TILE_SZ, y*TILE_SZ, TILE_SZ, TILE_SZ);
}
rb->lcd_update_rect(x*TILE_SZ, y*TILE_SZ, TILE_SZ, TILE_SZ);
/* handle game button presses */
button = rb->button_get(true);
switch(button){
case BEJEWELED_RESUME: /* save and end game */
rb->splash(HZ, true, "Saving game...");
bejeweled_savegame(bj);
/* fall through to BEJEWELED_QUIT */
case BEJEWELED_QUIT: /* end game */
return BJ_END;
case BUTTON_LEFT: /* move cursor left */
case (BUTTON_LEFT|BUTTON_REPEAT):
if(selected) {
bj->score += bejeweled_swapjewels(bj, x, y, SWAP_LEFT);
selected = false;
if (!bejeweled_movesavail(bj)) return BJ_LOSE;
} else {
x = (x+BJ_WIDTH-1)%BJ_WIDTH;
}
break;
case BUTTON_RIGHT: /* move cursor right */
case (BUTTON_RIGHT|BUTTON_REPEAT):
if(selected) {
bj->score += bejeweled_swapjewels(bj, x, y, SWAP_RIGHT);
selected = false;
if (!bejeweled_movesavail(bj)) return BJ_LOSE;
} else {
x = (x+1)%BJ_WIDTH;
}
break;
case BUTTON_DOWN: /* move cursor down */
case (BUTTON_DOWN|BUTTON_REPEAT):
if(selected) {
bj->score += bejeweled_swapjewels(bj, x, y, SWAP_DOWN);
selected = false;
if (!bejeweled_movesavail(bj)) return BJ_LOSE;
} else {
y = (y+1)%(BJ_HEIGHT-1);
}
break;
case BUTTON_UP: /* move cursor up */
case (BUTTON_UP|BUTTON_REPEAT):
if(selected) {
bj->score += bejeweled_swapjewels(bj, x, y, SWAP_UP);
selected = false;
if (!bejeweled_movesavail(bj)) return BJ_LOSE;
} else {
y = (y+(BJ_HEIGHT-1)-1)%(BJ_HEIGHT-1);
}
break;
case BEJEWELED_SELECT: /* toggle selected */
#ifdef BEJEWELED_SELECT_PRE
if(lastbutton != BEJEWELED_SELECT_PRE) break;
#endif
selected ^= 1;
break;
default:
if(rb->default_event_handler_ex(button, bejeweled_callback,
(void*) bj) == SYS_USB_CONNECTED)
return BJ_USB;
break;
}
if(button != BUTTON_NONE) lastbutton = button;
if(bj->score >= LEVEL_PTS) bj->score = bejeweled_nextlevel(bj);
}
}
/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
struct game_context bj;
bool exit = false;
int position;
char str[19];
/* plugin init */
TEST_PLUGIN_API(api);
(void)parameter;
rb = api;
/* end of plugin init */
/* load high scores */
bejeweled_loadscores(&bj);
rb->lcd_setfont(FONT_SYSFIXED);
while(!exit) {
switch(bejeweled(&bj)){
case BJ_LOSE:
rb->splash(HZ*2, true, "No more moves!");
/* fall through to BJ_END */
case BJ_END:
if(!bj.resume) {
if((position = bejeweled_recordscore(&bj))) {
rb->snprintf(str, 19, "New high score #%d!", position);
rb->splash(HZ*2, true, str);
}
}
break;
case BJ_USB:
rb->lcd_setfont(FONT_UI);
return PLUGIN_USB_CONNECTED;
case BJ_QUIT:
if(bj.dirty) {
rb->splash(HZ, true, "Saving high scores...");
bejeweled_savescores(&bj);
}
exit = true;
break;
default:
break;
}
}
rb->lcd_setfont(FONT_UI);
return PLUGIN_OK;
}
#endif