c9db86ee70
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@7795 a1c6a512-1295-4272-9138-f99709370657
1055 lines
34 KiB
C
1055 lines
34 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2005 Adam Boot
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "plugin.h"
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#include "button.h"
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#include "lcd.h"
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#ifdef HAVE_LCD_BITMAP
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/* save files */
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#define SCORE_FILE PLUGIN_DIR "/bejeweled.score"
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#define SAVE_FILE PLUGIN_DIR "/bejeweled.save"
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/* final game return status */
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#define BJ_END 3
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#define BJ_USB 2
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#define BJ_QUIT 1
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#define BJ_LOSE 0
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/* button definitions */
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#if CONFIG_KEYPAD == RECORDER_PAD
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#define BEJEWELED_QUIT BUTTON_OFF
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#define BEJEWELED_START BUTTON_ON
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#define BEJEWELED_SELECT BUTTON_PLAY
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#define BEJEWELED_RESUME BUTTON_F1
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define BEJEWELED_QUIT BUTTON_OFF
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#define BEJEWELED_START BUTTON_RIGHT
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#define BEJEWELED_SELECT (BUTTON_MENU|BUTTON_REL)
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#define BEJEWELED_SELECT_PRE BUTTON_MENU
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#define BEJEWELED_RESUME (BUTTON_MENU|BUTTON_OFF)
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define BEJEWELED_QUIT BUTTON_OFF
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#define BEJEWELED_START BUTTON_ON
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#define BEJEWELED_SELECT BUTTON_SELECT
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#define BEJEWELED_RESUME BUTTON_MODE
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#elif
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#error BEJEWELED: Unsupported keypad
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#endif
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/* swap directions */
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#define SWAP_UP 0
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#define SWAP_RIGHT 1
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#define SWAP_DOWN 2
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#define SWAP_LEFT 3
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/* play board dimension */
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#define BJ_HEIGHT 9
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#define BJ_WIDTH 8
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/* next level threshold */
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#define LEVEL_PTS 100
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/* sleep time for animations (1/x seconds) */
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#define FALL_TIMER 30
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#define SWAP_TIMER 30
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#if (LCD_HEIGHT == 128) && (LCD_WIDTH == 160)
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/* Use 16x16 tiles */
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/* size of a tile */
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#define TILE_SZ 16
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/* number of high scores to save */
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#define NUM_SCORES 15
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/* bitmaps for the jewels */
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static unsigned char jewel[8][32] = {
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/* empty */
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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/* square */
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{0x00, 0x00, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc,
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0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0x00, 0x00,
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0x00, 0x00, 0x3f, 0x3f, 0x3f, 0x3f, 0x3f, 0x3f,
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0x3f, 0x3f, 0x3f, 0x3f, 0x3f, 0x3f, 0x00, 0x00},
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/* plus */
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{0x00, 0xe0, 0xe0, 0x60, 0x60, 0x7e, 0x7e, 0x06,
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0x7e, 0x7e, 0x60, 0x60, 0xe0, 0xe0, 0x00, 0x00,
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0x00, 0x03, 0x03, 0x03, 0x03, 0x3f, 0x3f, 0x30,
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0x3f, 0x3f, 0x03, 0x03, 0x03, 0x03, 0x00, 0x00},
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/* triangle */
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{0x00, 0x00, 0x00, 0x00, 0xc0, 0xf0, 0x7c, 0x1e,
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0x7c, 0xf0, 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x30, 0x3c, 0x3f, 0x37, 0x31, 0x30, 0x30,
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0x30, 0x31, 0x37, 0x3f, 0x3c, 0x30, 0x00, 0x00},
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/* diamond */
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{0x00, 0x80, 0xc0, 0xe0, 0xf0, 0xf8, 0xfc, 0xfe,
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0xfc, 0xf8, 0xf0, 0xe0, 0xc0, 0x80, 0x00, 0x00,
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0x00, 0x00, 0x01, 0x03, 0x07, 0x0f, 0x1f, 0x3f,
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0x1f, 0x0f, 0x07, 0x03, 0x01, 0x00, 0x00, 0x00},
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/* star */
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{0x00, 0x40, 0xc0, 0xc0, 0xc0, 0xc0, 0xf8, 0xfe,
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0xf8, 0xc0, 0xc0, 0xc0, 0xc0, 0x40, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x30, 0x1f, 0x1f, 0x0f, 0x07,
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0x0f, 0x1f, 0x1f, 0x30, 0x00, 0x00, 0x00, 0x00},
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/* circle */
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{0x00, 0xe0, 0xf8, 0xfc, 0x3c, 0x1e, 0x0e, 0x0e,
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0x0e, 0x1e, 0x3c, 0xfc, 0xf8, 0xe0, 0x00, 0x00,
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0x00, 0x03, 0x0f, 0x1f, 0x1e, 0x3c, 0x38, 0x38,
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0x38, 0x3c, 0x1e, 0x1f, 0x0f, 0x03, 0x00, 0x00},
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/* heart */
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{0x00, 0x78, 0xfc, 0xfe, 0xfe, 0xfc, 0xf8, 0xf0,
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0xf8, 0xfc, 0xfe, 0xfe, 0xfc, 0x78, 0x00, 0x00,
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0x00, 0x00, 0x01, 0x03, 0x07, 0x0f, 0x1f, 0x3f,
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0x1f, 0x0f, 0x07, 0x03, 0x01, 0x00, 0x00, 0x00}
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};
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#elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
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/* Use 8x8 tiles */
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/* size of a tile */
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#define TILE_SZ 8
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/* number of high scores to save */
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#define NUM_SCORES 8
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/* bitmaps for the jewels */
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static unsigned char jewel[8][8] = {
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/* empty */
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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/* square */
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{0x00, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x00},
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/* plus */
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{0x1c, 0x14, 0x77, 0x41, 0x77, 0x14, 0x1c, 0x00},
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/* triangle */
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{0x60, 0x78, 0x4e, 0x43, 0x4e, 0x78, 0x60, 0x00},
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/* diamond */
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{0x08, 0x1c, 0x3e, 0x7f, 0x3e, 0x1c, 0x08, 0x00},
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/* star */
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{0x08, 0x68, 0x3c, 0x1f, 0x3c, 0x68, 0x08, 0x00},
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/* circle */
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{0x1c, 0x3e, 0x63, 0x63, 0x63, 0x3e, 0x1c, 0x00},
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/* heart */
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{0x0e, 0x1f, 0x3e, 0x7c, 0x3e, 0x1f, 0x0e, 0x00}
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};
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#else
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#error BEJEWELED: Unsupported LCD size
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#endif
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/* global rockbox api */
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static struct plugin_api* rb;
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/* the tile struct
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* type is the jewel number 0-7
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* falling if the jewel is falling
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* delete marks the jewel for deletion
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*/
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struct tile {
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int type;
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bool falling;
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bool delete;
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};
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/* the game context struct
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* score is the current level score
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* segments is the number of cleared segments in the current run
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* level is the current level
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* highscores is the list of high scores
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* resume denotes whether to resume the currently loaded game
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* dirty denotes whether the high scores are out of sync with the saved file
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* playboard is the game playing board (first row is hidden)
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*/
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struct game_context {
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unsigned int score;
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unsigned int segments;
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unsigned int level;
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unsigned short highscores[NUM_SCORES];
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bool resume;
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bool dirty;
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struct tile playboard[BJ_WIDTH][BJ_HEIGHT];
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};
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/*****************************************************************************
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* bejeweled_init() initializes bejeweled data structures.
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******************************************************************************/
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void bejeweled_init(struct game_context* bj) {
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/* seed the rand generator */
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rb->srand(*rb->current_tick);
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/* check for resumed game */
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if(bj->resume) {
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bj->resume = false;
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return;
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}
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/* reset scoring */
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bj->level = 1;
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bj->score = 0;
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bj->segments = 0;
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/* clear playing board */
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rb->memset(bj->playboard, 0, sizeof(bj->playboard));
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}
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/*****************************************************************************
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* bejeweled_drawboard() redraws the entire game board.
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******************************************************************************/
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void bejeweled_drawboard(struct game_context* bj) {
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int i, j;
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int w, h;
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unsigned int tempscore;
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char *title = "Level";
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char str[6];
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tempscore = (bj->score>LEVEL_PTS ? LEVEL_PTS : bj->score);
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/* clear screen */
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rb->lcd_clear_display();
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/* draw separator lines */
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rb->lcd_vline(BJ_WIDTH*TILE_SZ, 0, LCD_HEIGHT);
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rb->lcd_hline(BJ_WIDTH*TILE_SZ, LCD_WIDTH, 18);
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rb->lcd_hline(BJ_WIDTH*TILE_SZ, LCD_WIDTH, LCD_HEIGHT-10);
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/* draw progress bar */
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rb->lcd_fillrect(BJ_WIDTH*TILE_SZ+(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/4,
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(LCD_HEIGHT-10)-(((LCD_HEIGHT-10)-18)*
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tempscore/LEVEL_PTS),
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(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2,
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((LCD_HEIGHT-10)-18)*tempscore/LEVEL_PTS);
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/* dispay playing board */
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for(i=0; i<BJ_HEIGHT-1; i++){
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for(j=0; j<BJ_WIDTH; j++){
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rb->lcd_mono_bitmap(jewel[bj->playboard[j][i+1].type],
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j*TILE_SZ, i*TILE_SZ, TILE_SZ, TILE_SZ);
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}
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}
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/* print text */
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rb->lcd_getstringsize(title, &w, &h);
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rb->lcd_putsxy(LCD_WIDTH-(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2-w/2, 1, title);
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rb->snprintf(str, 4, "%d", bj->level);
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rb->lcd_getstringsize(str, &w, &h);
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rb->lcd_putsxy(LCD_WIDTH-(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2-w/2, 10, str);
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rb->snprintf(str, 6, "%d", (bj->level-1)*LEVEL_PTS+bj->score);
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rb->lcd_getstringsize(str, &w, &h);
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rb->lcd_putsxy(LCD_WIDTH-(LCD_WIDTH-BJ_WIDTH*TILE_SZ)/2-w/2,
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LCD_HEIGHT-8,
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str);
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rb->lcd_update();
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}
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/*****************************************************************************
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* bejeweled_putjewels() makes the jewels fall to fill empty spots and adds
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* new random jewels at the empty spots at the top of each row.
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******************************************************************************/
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void bejeweled_putjewels(struct game_context* bj){
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int i, j, k;
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bool mark, done;
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/* loop to make all the jewels fall */
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while(true) {
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/* mark falling jewels and add new jewels to hidden top row*/
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mark = false;
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done = true;
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for(j=0; j<BJ_WIDTH; j++) {
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if(bj->playboard[j][1].type == 0) {
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bj->playboard[j][0].type = rb->rand()%7+1;
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}
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for(i=BJ_HEIGHT-2; i>=0; i--) {
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if(!mark && bj->playboard[j][i+1].type == 0) {
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mark = true;
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done = false;
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}
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if(mark) bj->playboard[j][i].falling = true;
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}
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/*if(bj->playboard[1][j].falling) {
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bj->playboard[0][j].type = rb->rand()%7+1;
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bj->playboard[0][j].falling = true;
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}*/
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mark = false;
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}
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/* break if there are no falling jewels */
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if(done) break;
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/* animate falling jewels */
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for(k=TILE_SZ/8; k<=TILE_SZ; k+=TILE_SZ/8) {
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rb->sleep(HZ/FALL_TIMER);
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for(i=0; i<BJ_HEIGHT-1; i++) {
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for(j=0; j<BJ_WIDTH; j++) {
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if(bj->playboard[j][i].falling &&
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bj->playboard[j][i].type != 0) {
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/* clear old position */
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rb->lcd_mono_bitmap(jewel[0],
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j*TILE_SZ,
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(i-1)*TILE_SZ+k-2,
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TILE_SZ, TILE_SZ);
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/* draw new position */
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rb->lcd_mono_bitmap(jewel[bj->playboard[j][i].type],
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j*TILE_SZ,
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(i-1)*TILE_SZ+k,
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TILE_SZ, TILE_SZ);
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}
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}
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}
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rb->lcd_update();
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}
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/* shift jewels down */
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for(j=0; j<BJ_WIDTH; j++) {
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for(i=BJ_HEIGHT-1; i>=1; i--) {
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if(bj->playboard[j][i-1].falling) {
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bj->playboard[j][i].type = bj->playboard[j][i-1].type;
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}
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}
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}
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/* clear out top row */
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for(j=0; j<BJ_WIDTH; j++) {
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bj->playboard[j][0].type = 0;
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}
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/* mark everything not falling */
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for(i=0; i<BJ_HEIGHT; i++) {
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for(j=0; j<BJ_WIDTH; j++) {
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bj->playboard[j][i].falling = false;
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}
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}
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}
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}
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/*****************************************************************************
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* bejeweled_clearjewels() finds all the connected rows and columns and
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* calculates and returns the points earned.
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******************************************************************************/
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unsigned int bejeweled_clearjewels(struct game_context* bj) {
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int i, j;
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int last, run;
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unsigned int points = 0;
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/* check for connected rows */
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for(i=1; i<BJ_HEIGHT; i++) {
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last = 0;
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run = 1;
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for(j=0; j<BJ_WIDTH; j++) {
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if(bj->playboard[j][i].type == last &&
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bj->playboard[j][i].type != 0) {
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run++;
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if(run == 3) {
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bj->segments++;
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points += bj->segments;
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bj->playboard[j][i].delete = true;
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bj->playboard[j-1][i].delete = true;
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bj->playboard[j-2][i].delete = true;
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} else if(run > 3) {
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points++;
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bj->playboard[j][i].delete = true;
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}
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} else {
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run = 1;
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last = bj->playboard[j][i].type;
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}
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}
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}
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/* check for connected columns */
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for(j=0; j<BJ_WIDTH; j++) {
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last = 0;
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run = 1;
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for(i=1; i<BJ_HEIGHT; i++) {
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if(bj->playboard[j][i].type != 0 &&
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bj->playboard[j][i].type == last) {
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run++;
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if(run == 3) {
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bj->segments++;
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points += bj->segments;
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bj->playboard[j][i].delete = true;
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bj->playboard[j][i-1].delete = true;
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bj->playboard[j][i-2].delete = true;
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} else if(run > 3) {
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points++;
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bj->playboard[j][i].delete = true;
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}
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} else {
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run = 1;
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last = bj->playboard[j][i].type;
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}
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}
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}
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/* clear deleted jewels */
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for(i=1; i<BJ_HEIGHT; i++) {
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for(j=0; j<BJ_WIDTH; j++) {
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if(bj->playboard[j][i].delete) {
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bj->playboard[j][i].delete = false;
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bj->playboard[j][i].type = 0;
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}
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}
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}
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bejeweled_drawboard(bj);
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return points;
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}
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/*****************************************************************************
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* bejeweled_runboard() runs the board until it settles in a fixed state and
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* returns points earned.
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******************************************************************************/
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unsigned int bejeweled_runboard(struct game_context* bj) {
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unsigned int points = 0;
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unsigned int ret;
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bj->segments = 0;
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while((ret = bejeweled_clearjewels(bj)) > 0) {
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points += ret;
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bejeweled_putjewels(bj);
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}
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return points;
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}
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/*****************************************************************************
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* bejeweled_swapjewels() swaps two jewels as long as it results in points and
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* returns points earned.
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******************************************************************************/
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unsigned int bejeweled_swapjewels(struct game_context* bj,
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int x, int y, int direc) {
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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
|