/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id: pegbox.c,v 1.3 2006/08/09 12:52:04 midgey34 Exp $ * * Copyright (C) 2006 Tom Ross * * 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" static struct plugin_api* rb; PLUGIN_HEADER /* final game return status */ #define PB_END 3 #define PB_USB 2 #define PB_QUIT 1 #define DATA_FILE PLUGIN_DIR "/pegbox.data" #define SAVE_FILE PLUGIN_DIR "/pegbox.save" #define ROWS 8 /* Number of rows on each board */ #define COLS 12 /* Number of columns on each board */ #define NUM_LEVELS 15 /* Number of levels */ #define SPACE 0 #define WALL 1 #define TRIANGLE 2 #define CROSS 3 #define SQUARE 4 #define CIRCLE 5 #define HOLE 6 #define PLAYER 7 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110) extern const fb_data pegbox_menu_top[]; extern const fb_data pegbox_menu_items[]; extern const fb_data pegbox_header[]; #endif extern const fb_data pegbox_pieces[]; #if CONFIG_KEYPAD == RECORDER_PAD #define PEGBOX_SELECT BUTTON_ON #define PEGBOX_QUIT BUTTON_OFF #define PEGBOX_SAVE BUTTON_F2 #define PEGBOX_RESTART BUTTON_ON #define PEGBOX_LVL_UP BUTTON_F1 #define PEGBOX_LVL_DOWN BUTTON_F3 #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #elif CONFIG_KEYPAD == ONDIO_PAD #define PEGBOX_SELECT BUTTON_MENU #define PEGBOX_QUIT BUTTON_OFF #define PEGBOX_SAVE (BUTTON_MENU | BUTTON_UP) #define PEGBOX_RESTART (BUTTON_MENU | BUTTON_DOWN) #define PEGBOX_LVL_UP (BUTTON_MENU | BUTTON_LEFT) #define PEGBOX_LVL_DOWN (BUTTON_MENU | BUTTON_RIGHT) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_OFF #define PEGBOX_SAVE BUTTON_MODE #define PEGBOX_RESTART BUTTON_SELECT #define PEGBOX_LVL_UP BUTTON_ON #define PEGBOX_LVL_DOWN BUTTON_REC #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_4G_PAD) #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT (BUTTON_SELECT|BUTTON_MENU) #define PEGBOX_SAVE (BUTTON_SELECT|BUTTON_PLAY) #define PEGBOX_RESTART (BUTTON_SELECT|BUTTON_REPEAT) #define PEGBOX_LVL_UP (BUTTON_SELECT|BUTTON_RIGHT) #define PEGBOX_LVL_DOWN (BUTTON_SELECT|BUTTON_LEFT) #define PEGBOX_UP BUTTON_MENU #define PEGBOX_DOWN BUTTON_PLAY #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #elif (CONFIG_KEYPAD == IAUDIO_X5_PAD) #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_SAVE (BUTTON_PLAY | BUTTON_RIGHT) #define PEGBOX_RESTART (BUTTON_PLAY | BUTTON_LEFT) #define PEGBOX_LVL_UP (BUTTON_PLAY | BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_PLAY | BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD #define PEGBOX_SELECT BUTTON_MODE #define PEGBOX_QUIT BUTTON_PLAY #define PEGBOX_SAVE (BUTTON_EQ|BUTTON_MODE) #define PEGBOX_RESTART BUTTON_MODE #define PEGBOX_LVL_UP (BUTTON_EQ|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_EQ|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_SAVE BUTTON_MENU #define PEGBOX_RESTART BUTTON_SELECT #define PEGBOX_LVL_UP (BUTTON_A|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_A|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #endif #if (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240) #define TILE_SIZE 24 #define HEADER1_HEIGHT 68 #define HEADER2_HEIGHT 40 #define ITEM_HEIGHT 32 #define ITEM_WIDTH 120 #define LEVEL_TEXT_X 59 #define PEGS_TEXT_X 276 #define TEXT_Y 28 #elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 192) #define TILE_SIZE 16 #define HEADER1_HEIGHT 80 #define HEADER2_HEIGHT 40 #define ITEM_HEIGHT 32 #define ITEM_WIDTH 120 #define LEVEL_TEXT_X 59 #define PEGS_TEXT_X 196 #define TEXT_Y 28 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176) #define TILE_SIZE 16 #define HEADER1_HEIGHT 60 #define HEADER2_HEIGHT 40 #define ITEM_HEIGHT 20 #define ITEM_WIDTH 70 #define LEVEL_TEXT_X 49 #define PEGS_TEXT_X 186 #define TEXT_Y 28 #elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132) #define TILE_SIZE 12 #define HEADER1_HEIGHT 46 #define HEADER2_HEIGHT 28 #define ITEM_HEIGHT 17 #define ITEM_WIDTH 60 #define LEVEL_TEXT_X 38 #define PEGS_TEXT_X 155 #define TEXT_Y 17 #elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) #define TILE_SIZE 12 #define HEADER1_HEIGHT 42 #define HEADER2_HEIGHT 24 #define ITEM_HEIGHT 17 #define ITEM_WIDTH 60 #define LEVEL_TEXT_X 37 #define PEGS_TEXT_X 140 #define TEXT_Y 13 #elif (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110) #define TILE_SIZE 8 #define HEADER1_HEIGHT 34 #define HEADER2_HEIGHT 28 #define ITEM_HEIGHT 17 #define ITEM_WIDTH 60 #define LEVEL_TEXT_X 28 #define PEGS_TEXT_X 119 #define TEXT_Y 15 #else #define TILE_SIZE 8 #endif #ifdef HAVE_LCD_COLOR #define BG_COLOR LCD_BLACK #define TEXT_BG LCD_RGBPACK(189,189,189) #endif #define BOARD_X (LCD_WIDTH-12*TILE_SIZE)/2 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110) #define BOARD_Y HEADER2_HEIGHT+2 #else #define BOARD_Y 0 #endif struct game_context { unsigned int level; unsigned int highlevel; signed int player_row; signed int player_col; unsigned int num_left; bool save_exist; unsigned int playboard[ROWS][COLS]; }; char levels[NUM_LEVELS][ROWS][COLS] = { /* Level 1 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 0, 0, 0, 7, 0, 0, 5, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 3, 3, 2, 0, 0, 0, 1,}, {1, 0, 0, 0, 4, 6, 0, 5, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 2 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,}, {7, 0, 0, 0, 2, 2, 5, 5, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}}, /* Level 3 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 0, 0, 0, 0, 0, 2, 0, 7, 0, 0, 0,}, {1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 2, 1,}, {1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 4 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {6, 0, 4, 0, 2, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 3, 0, 5, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 5, 0, 4, 7, 2, 0, 0, 0, 0, 1,}, {6, 0, 2, 0, 4, 0, 2, 0, 3, 0, 0, 1,}, {6, 0, 4, 0, 5, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 5, 0, 4, 0, 2, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 5 */ {{0, 6, 6, 0, 4, 6, 0, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 4, 4, 0, 0, 6, 0, 0, 2,}, {2, 6, 6, 0, 6, 6, 6, 0, 1, 2, 2, 2,}, {0, 6, 6, 0, 6, 4, 6, 0, 1, 2, 0, 2,}, {0, 6, 6, 0, 6, 7, 6, 5, 6, 0, 0, 0,}, {2, 6, 6, 0, 6, 6, 6, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 4, 0, 0, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 0, 5, 0, 0, 6, 5, 5, 0,}}, /* Level 6 */ {{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,}, {2, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0,}, {0, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1,}, {0, 3, 0, 0, 0, 0, 0, 0, 5, 4, 6, 0,}, {0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1,}}, /* Level 7 */ {{1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 6, 0, 0, 4, 6, 0, 1, 1, 1,}, {1, 1, 1, 1, 0, 1, 5, 1, 0, 1, 1, 1,}, {1, 1, 1, 2, 3, 3, 7, 4, 2, 6, 1, 1,}, {1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 1,}, {1, 1, 1, 1, 0, 0, 5, 0, 0, 1, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1,}}, /* Level 8 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {0, 0, 3, 3, 3, 3, 3, 4, 3, 3, 0, 0,}, {0, 0, 3, 3, 3, 2, 3, 3, 5, 3, 0, 0,}, {7, 0, 3, 3, 3, 2, 3, 3, 4, 3, 0, 0,}, {0, 0, 3, 3, 4, 5, 3, 3, 3, 3, 0, 0,}, {0, 0, 3, 3, 5, 2, 3, 3, 3, 3, 0, 0,}, {0, 0, 3, 3, 2, 4, 3, 3, 3, 3, 0, 0,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 9 */ {{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 2, 4, 4, 3, 0, 1, 1, 0,}, {0, 1, 0, 0, 2, 1, 0, 0, 0, 1, 1, 1,}, {0, 0, 0, 2, 2, 7, 1, 0, 0, 0, 0, 2,}, {0, 0, 0, 0, 2, 1, 0, 0, 1, 1, 1, 1,}, {0, 3, 1, 0, 2, 5, 5, 0, 0, 0, 3, 0,}, {0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0,}}, /* Level 10 */ {{1, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0,}, {1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 7,}, {0, 0, 4, 0, 6, 6, 6, 0, 0, 0, 3, 0,}, {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,}, {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,}, {0, 0, 0, 0, 6, 6, 6, 0, 3, 0, 0, 0,}, {1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,}, {1, 1, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0,}}, /* Level 11 */ {{1, 7, 1, 0, 1, 1, 6, 0, 0, 1, 1, 0,}, {1, 0, 0, 0, 5, 4, 6, 6, 0, 2, 2, 0,}, {1, 2, 1, 2, 0, 1, 6, 0, 0, 2, 2, 0,}, {1, 0, 0, 2, 0, 1, 0, 0, 0, 3, 3, 0,}, {1, 2, 1, 0, 0, 1, 0, 1, 0, 3, 3, 0,}, {0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0,}, {0, 3, 4, 3, 0, 1, 0, 1, 0, 0, 0, 0,}, {0, 0, 0, 0, 2, 2, 2, 1, 1, 1, 1, 1,}}, /* Level 12 */ {{7, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,}, {1, 2, 1, 2, 1, 2, 1, 1, 0, 0, 0, 1,}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1,}, {1, 2, 1, 2, 1, 2, 1, 0, 0, 0, 0, 1,}, {0, 0, 0, 0, 0, 0, 1, 1, 5, 5, 6, 1,}, {1, 2, 1, 2, 1, 2, 1, 1, 0, 2, 2, 1,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1,}, {1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1,}}, /* Level 13 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 2, 0, 5, 0, 2, 0, 4, 0, 0, 6,}, {7, 0, 3, 0, 4, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 5, 0, 4, 0, 2, 0, 4, 0, 0, 6,}, {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 3, 0, 3, 0, 2, 0, 4, 0, 0, 6,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 14 */ {{1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1,}, {1, 1, 0, 2, 0, 0, 4, 0, 0, 2, 0, 1,}, {1, 6, 0, 0, 5, 1, 0, 1, 1, 0, 0, 1,}, {1, 1, 1, 0, 0, 3, 5, 3, 0, 0, 1, 1,}, {1, 1, 0, 0, 1, 1, 0, 1, 5, 0, 0, 6,}, {1, 1, 0, 2, 0, 0, 4, 0, 0, 0, 7, 1,}, {1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 15 */ {{0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {0, 3, 4, 6, 0, 6, 0, 6, 0, 6, 0, 2,}, {0, 4, 0, 6, 0, 6, 4, 6, 0, 6, 0, 1,}, {0, 3, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {7, 0, 0, 6, 4, 6, 0, 6, 0, 6, 0, 1,}, {0, 0, 4, 6, 0, 6, 0, 6, 4, 6, 0, 1,}, {0, 0, 4, 6, 0, 6, 0, 6, 0, 6, 0, 1,}} }; /***************************************************************************** * draw_board() draws the game's current level. ******************************************************************************/ static void draw_board(struct game_context* pb) { unsigned int r, c, type; pb->num_left = 0; #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110) char str[5]; rb->lcd_clear_display(); rb->lcd_bitmap(pegbox_header,0,0,LCD_WIDTH, HEADER2_HEIGHT); rb->lcd_drawrect((LCD_WIDTH-12*TILE_SIZE)/2-2,HEADER2_HEIGHT, 12*TILE_SIZE+4,8*TILE_SIZE+4); #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_WHITE); rb->lcd_fillrect((LCD_WIDTH-12*TILE_SIZE)/2-1,HEADER2_HEIGHT+1, 12*TILE_SIZE+2,8*TILE_SIZE+2); rb->lcd_set_foreground(LCD_BLACK); rb->lcd_set_background(TEXT_BG); #endif #else rb->lcd_clear_display(); #endif for (r=0 ; r < ROWS ; r++) { for (c = 0 ; c < COLS ; c++) { type = pb->playboard[r][c]; switch(type) { case SPACE: break; default: rb->lcd_bitmap_part(pegbox_pieces, 0, (type-1)*TILE_SIZE, TILE_SIZE, c * TILE_SIZE + BOARD_X, r * TILE_SIZE + BOARD_Y, TILE_SIZE, TILE_SIZE); break; } if(pb->playboard[r][c] == PLAYER) { pb->player_row=r; pb->player_col=c; } else if (type != WALL && type != SPACE && type != HOLE) pb->num_left++; } } #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110) rb->snprintf(str, 3, "%d", pb->level); rb->lcd_putsxy(LEVEL_TEXT_X, TEXT_Y, str); rb->snprintf(str, 3, "%d", pb->num_left); rb->lcd_putsxy(PEGS_TEXT_X, TEXT_Y, str); #endif #ifdef HAVE_LCD_COLOR rb->lcd_set_background(BG_COLOR); rb->lcd_set_foreground(LCD_WHITE); #endif /* print out the screen */ rb->lcd_update(); } /***************************************************************************** * load_level() loads the player's current level from the array and sets the * player's position. ******************************************************************************/ static void load_level(struct game_context* pb) { int r, c; for(r = 0; r < ROWS; r++) for(c = 0; c < COLS; c++) pb->playboard[r][c] = levels[pb->level-1][r][c]; } /***************************************************************************** * new_piece() creates a new piece at a specified location. The player * navigates through the pieces and selects one. ******************************************************************************/ static void new_piece(struct game_context* pb, unsigned int x_loc, unsigned int y_loc) { int button; bool exit = false; pb->playboard[x_loc][y_loc] = TRIANGLE; while (!exit) { draw_board(pb); button = rb->button_get(true); switch(button){ case PEGBOX_LEFT: case (PEGBOX_LEFT|BUTTON_REPEAT): case PEGBOX_DOWN: case (PEGBOX_DOWN|BUTTON_REPEAT): if (pb->playboard[x_loc][y_loc] < 5) pb->playboard[x_loc][y_loc]++; else pb->playboard[x_loc][y_loc] = TRIANGLE; break; case PEGBOX_RIGHT: case (PEGBOX_RIGHT|BUTTON_REPEAT): case PEGBOX_UP: case (PEGBOX_UP|BUTTON_REPEAT): if (pb->playboard[x_loc][y_loc] > 2) pb->playboard[x_loc][y_loc]--; else pb->playboard[x_loc][y_loc] = CIRCLE; break; case PEGBOX_SELECT: exit = true; break; } } } /***************************************************************************** * move_player() moves the player and pieces and updates the board accordingly. ******************************************************************************/ static void move_player(struct game_context* pb, signed int x_dir, signed int y_dir) { unsigned int type1, type2; signed int r,c; r = pb->player_row+y_dir; c = pb->player_col+x_dir; type1 = pb->playboard[r][c]; type2 = pb->playboard[r+y_dir][c+x_dir]; if (r == ROWS || c == COLS || r < 0 || c < 0 || type1 == WALL) return; else if(type1 != SPACE) { if (type2 == WALL || r+y_dir == ROWS || c+x_dir == COLS || r+y_dir < 0 || c+x_dir < 0) return; } pb->playboard[pb->player_row][pb->player_col] = SPACE; pb->player_row += y_dir; pb->player_col += x_dir; if (type1 == HOLE) { draw_board(pb); rb->splash(HZ*2, true, "You fell down a hole!"); load_level(pb); } else if (type1 == SPACE) pb->playboard[r][c] = PLAYER; else { pb->playboard[r][c] = PLAYER; if(type1 == type2) { if (type1 == TRIANGLE) pb->playboard[r+y_dir][c+x_dir] = WALL; else if (type1 == CROSS) { pb->playboard[r][c] = SPACE; new_piece(pb, r+y_dir, c+x_dir); pb->playboard[r][c] = PLAYER; } else pb->playboard[r+y_dir][c+x_dir] = SPACE; } else if (type2 == SPACE) pb->playboard[r+y_dir][c+x_dir] = type1; else if (type2 == HOLE) { if (type1 == SQUARE) pb->playboard[r+y_dir][c+x_dir] = SPACE; } else { rb->splash(HZ*2, true, "Illegal Move!"); load_level(pb); } } draw_board(pb); } /***************************************************************************** * pegbox_loadgame() loads the saved game and returns load success. ******************************************************************************/ static bool pegbox_loadgame(struct game_context* pb) { signed 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, &pb->level, sizeof(pb->level)) <= 0) break; if(rb->read(fd, &pb->playboard, sizeof(pb->playboard)) <= 0) break; loaded = true; break; } rb->close(fd); return loaded; } /***************************************************************************** * pegbox_savegame() saves the current game state. ******************************************************************************/ static void pegbox_savegame(struct game_context* pb) { unsigned int fd; /* write out the game state to the save file */ fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT); rb->write(fd, &pb->level, sizeof(pb->level)); rb->write(fd, &pb->playboard, sizeof(pb->playboard)); rb->close(fd); } /***************************************************************************** * pegbox_loaddata() loads the level and highlevel and returns load success. ******************************************************************************/ static void pegbox_loaddata(struct game_context* pb) { signed int fd; /* open game file */ fd = rb->open(DATA_FILE, O_RDONLY); if(fd < 0) { pb->level = 1; pb->highlevel = 1; return; } /* read in saved game */ while(true) { if(rb->read(fd, &pb->level, sizeof(pb->level)) <= 0) break; if(rb->read(fd, &pb->highlevel, sizeof(pb->highlevel)) <= 0) break; break; } rb->close(fd); return; } /***************************************************************************** * pegbox_savedata() saves the level and highlevel. ******************************************************************************/ static void pegbox_savedata(struct game_context* pb) { unsigned int fd; /* write out the game state to the save file */ fd = rb->open(DATA_FILE, O_WRONLY|O_CREAT); rb->write(fd, &pb->level, sizeof(pb->level)); rb->write(fd, &pb->highlevel, sizeof(pb->highlevel)); rb->close(fd); } /***************************************************************************** * pegbox_callback() is the default event handler callback which is called * on usb connect and shutdown. ******************************************************************************/ static void pegbox_callback(void* param) { struct game_context* pb = (struct game_context*) param; rb->splash(HZ, true, "Saving data..."); pegbox_savedata(pb); } /***************************************************************************** * pegbox_help() is the help menu. ******************************************************************************/ static void pegbox_help(void) { rb->lcd_clear_display(); #if LCD_WIDTH <= 160 unsigned int page = 1, total_page = 1; #if LCD_HEIGHT > 64 unsigned int w, h; #endif #endif while(true) { #if (LCD_WIDTH >= 220) && (HAVE_LCD_COLOR) rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_puts(0, 0, "How to Play"); rb->lcd_puts(0, 9, "Controls"); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_puts(0, 1, "To beat each level, you must destroy"); rb->lcd_puts(0, 2, "all of the pegs. If two like pegs"); rb->lcd_puts(0, 3, "are pushed into each other they"); rb->lcd_puts(0, 4, "disappear, except for triangles"); rb->lcd_puts(0, 5, "which form a solid block and crosses"); rb->lcd_puts(0, 6, "which allow you to choose a"); rb->lcd_puts(0, 7, "replacement block."); #elif (LCD_WIDTH >= 176) && (HAVE_LCD_COLOR) rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_puts(0, 0, "How to Play"); rb->lcd_puts(0, 10, "Controls"); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_puts(0, 1, "To beat each level, you must"); rb->lcd_puts(0, 2, "destroy all of the pegs. If"); rb->lcd_puts(0, 3, "two like pegs are pushed into"); rb->lcd_puts(0, 4, "each other they disappear,"); rb->lcd_puts(0, 5, "except for triangles which"); rb->lcd_puts(0, 6, "form a solid block and"); rb->lcd_puts(0, 7, "crosses which allow you to"); rb->lcd_puts(0, 8, "choose a replacement block."); #elif (LCD_WIDTH >= 160) total_page = 2; if(page == 1) { #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_puts(0, 0, "How to Play"); rb->lcd_set_foreground(LCD_WHITE); #else rb->lcd_puts(0, 0, "How to Play"); #endif rb->lcd_puts(0, 2, "To beat each level, you"); rb->lcd_puts(0, 3, "must destroy all of the"); rb->lcd_puts(0, 4, "pegs. If two like pegs are"); rb->lcd_puts(0, 5, "pushed into each other,"); rb->lcd_puts(0, 6, "they disappear, except for"); rb->lcd_puts(0, 7, "triangles which form a"); rb->lcd_puts(0, 8, "solid block and crosses"); rb->lcd_puts(0, 9, "which allow you to choose"); rb->lcd_puts(0, 10, "a replacement block."); rb->lcd_getstringsize("Controls ->", &w, &h); rb->lcd_putsxy(LCD_WIDTH-w, LCD_HEIGHT-h, "Controls ->"); } #elif (LCD_WIDTH >= 138) total_page = 2; if(page == 1) { rb->lcd_puts(0, 0, "How to Play"); rb->lcd_puts(0, 2, "To beat each level, you"); rb->lcd_puts(0, 3, "must destroy all of the"); rb->lcd_puts(0, 4, "pegs. If two like pegs"); rb->lcd_puts(0, 5, "are pushed into each"); rb->lcd_puts(0, 6, "other, they disappear,"); rb->lcd_puts(0, 7, "except for triangles "); rb->lcd_puts(0, 8, "which form a solid "); rb->lcd_puts(0, 9, "block and crosses which "); rb->lcd_puts(0, 10, "allow you to choose a "); rb->lcd_puts(0, 11, "replacement block."); rb->lcd_getstringsize("Controls ->", &w, &h); rb->lcd_putsxy(LCD_WIDTH-w, LCD_HEIGHT-h, "Controls ->"); } #else total_page = 3; if(page == 1) { rb->lcd_puts(0, 0, "How to Play"); rb->lcd_puts(0, 1, "To beat each level,"); rb->lcd_puts(0, 2, "you must destroy"); rb->lcd_puts(0, 3, "all of the pegs. If"); rb->lcd_puts(0, 4, "two like pegs are"); rb->lcd_puts(0, 5, "pushed into each"); rb->lcd_puts(0, 6, "other, they"); rb->lcd_puts(0, 7, "Continue ->"); } else if (page ==2) { rb->lcd_puts(0, 0, "How to Play (cont.)"); rb->lcd_puts(0, 1, "disappear, except"); rb->lcd_puts(0, 2, "for triangles which"); rb->lcd_puts(0, 3, "form a solidblock"); rb->lcd_puts(0, 4, "and crosses which"); rb->lcd_puts(0, 5, "allow you to"); rb->lcd_puts(0, 6, "choose a new block."); rb->lcd_puts(0, 7, "<-Rules|Controls->"); } #endif #if CONFIG_KEYPAD == RECORDER_PAD if (page == 3) { rb->lcd_puts(0, 0, "Controls"); rb->lcd_puts(0, 1, "ON: restart level"); rb->lcd_puts(0, 2, "F1: up a level"); rb->lcd_puts(0, 3, "F2: save game"); rb->lcd_puts(0, 4, "F3: down a level"); rb->lcd_puts(0, 5, "OFF: exit"); rb->lcd_puts(0, 7, "<- How to Play"); } #elif CONFIG_KEYPAD == ONDIO_PAD if (page == 3) { rb->lcd_puts(0, 0, "Controls"); rb->lcd_puts(0, 1, "M+RIGHT: level up"); rb->lcd_puts(0, 2, "M+LEFT: level down"); rb->lcd_puts(0, 3, "M+UP: save game"); rb->lcd_puts(0, 4, "M+DOWN: restart"); rb->lcd_puts(0, 5, "OFF: exit"); rb->lcd_puts(0, 7, "<- How to Play"); } #elif CONFIG_KEYPAD == IRIVER_H100_PAD if (page == 3) { rb->lcd_puts(0, 0, "Controls"); rb->lcd_puts(0, 2, "NAVI to restart level"); rb->lcd_puts(0, 3, "PLAY to go up a level"); rb->lcd_puts(0, 4, "REC to go down a level"); rb->lcd_puts(0, 5, "AB to save your game"); rb->lcd_puts(0, 6, "OFF to quit"); rb->lcd_getstringsize("<- How to Play", &w, &h); rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play"); } #elif CONFIG_KEYPAD == IRIVER_H300_PAD rb->lcd_puts(0, 10, "NAVI to restart each level"); rb->lcd_puts(0, 11, "PLAY to go up a level"); rb->lcd_puts(0, 12, "REC to go down a level"); rb->lcd_puts(0, 13, "ARROWS to move"); rb->lcd_puts(0, 14, "AB to save your game"); rb->lcd_puts(0, 15, "OFF to return to menu"); #elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD) #if LCD_WIDTH >= 220 rb->lcd_puts(0, 10, "LONG CENTER: restart level"); rb->lcd_puts(0, 11, "CENTER+RIGHT: go up a level"); rb->lcd_puts(0, 12, "CENTER+LEFT: go down a level"); rb->lcd_puts(0, 13, "CENTER+PLAY: save your game"); rb->lcd_puts(0, 14, "CENTER+MENU: quit"); #elif LCD_WIDTH >= 176 rb->lcd_puts(0, 11, "LONG CENTER: restart level"); rb->lcd_puts(0, 12, "CENTER+RIGHT: go up a level"); rb->lcd_puts(0, 13, "CENTER+LEFT: go down a level"); rb->lcd_puts(0, 14, "CENTER+PLAY: save your game"); rb->lcd_puts(0, 15, "CENTER+MENU: quit"); #else if (page == 2) { rb->lcd_puts(0, 0, "Controls"); rb->lcd_puts(0, 2, "CENTER: restart level"); rb->lcd_puts(0, 3, "C+RIGHT: go up a level"); rb->lcd_puts(0, 4, "C+LEFT: go down a level"); rb->lcd_puts(0, 5, "C+PLAY: save your game"); rb->lcd_puts(0, 6, "C+MENU: quit"); rb->lcd_getstringsize("<- How to Play", &w, &h); rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play"); } #endif #elif CONFIG_KEYPAD == IAUDIO_X5_PAD if (page == 2) { rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_puts(0, 0, "Controls"); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_puts(0, 1, "PLAY: start"); rb->lcd_puts(0, 2, "PLAY+UP: go up a level"); rb->lcd_puts(0, 3, "PLAY+DOWN: go down a level"); rb->lcd_puts(0, 4, "PLAY+LEFT: restart level"); rb->lcd_puts(0, 5, "PLAY+RIGHT: save your game"); rb->lcd_puts(0, 6, "OFF: quit"); rb->lcd_getstringsize("<- How to Play", &w, &h); rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play"); } #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD if (page == 2) { rb->lcd_puts(0, 0, "Controls"); rb->lcd_puts(0, 2, "MODE to restart level"); rb->lcd_puts(0, 3, "EQ+UP to go up a level"); rb->lcd_puts(0, 4, "EQ+DOWN to go down a level"); rb->lcd_puts(0, 5, "EQ+MODE to save"); rb->lcd_puts(0, 6, "PLAY to quit"); rb->lcd_getstringsize("<- How to Play", &w, &h); rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play"); } #elif CONFIG_KEYPAD == GIGABEAT_PAD rb->lcd_puts(0, 10, "SELECT to restart level"); rb->lcd_puts(0, 11, "A+UP to go up a level"); rb->lcd_puts(0, 12, "A+DOWN to go down a level"); rb->lcd_puts(0, 13, "D-PAD to move"); rb->lcd_puts(0, 14, "MENU to save"); rb->lcd_puts(0, 15, "POWER to quit"); #endif rb->lcd_update(); switch(rb->button_get(true)) { #if LCD_WIDTH <= 160 case PEGBOX_RIGHT: if (page < total_page) page++; else page = 1; rb->lcd_clear_display(); break; case PEGBOX_LEFT: if (page > 1) page--; else page = total_page; rb->lcd_clear_display(); break; #endif case PEGBOX_SELECT: case PEGBOX_QUIT: return; default: break; } } } /***************************************************************************** * pegbox_menu() is the initial menu at the start of the game. ******************************************************************************/ static unsigned int pegbox_menu(struct game_context* pb) { int button; char str[30]; unsigned int startlevel = 1, loc = 0; bool breakout = false, can_resume = false; if (pb->num_left > 0 || pb->save_exist) can_resume = true; while(!breakout){ #if LCD_HEIGHT > 64 rb->lcd_clear_display(); rb->lcd_bitmap(pegbox_menu_top,0,0,LCD_WIDTH, HEADER1_HEIGHT); /* menu bitmaps */ if (loc == 0) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, 0, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } if (can_resume) { if (loc == 1) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*3, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*2, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*4, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT, ITEM_WIDTH, ITEM_HEIGHT); } if (loc==2) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*6, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*2, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*5, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*2, ITEM_WIDTH, ITEM_HEIGHT); } if (loc==3) { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*8, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*3, ITEM_WIDTH, ITEM_HEIGHT); } else { rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*7, ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*3, ITEM_WIDTH, ITEM_HEIGHT); } #else unsigned int w,h; rb->lcd_clear_display(); rb->lcd_getstringsize("PegBox", &w, &h); rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, "PegBox"); rb->lcd_putsxy((LCD_WIDTH)/4, 16, "New Game"); rb->lcd_putsxy((LCD_WIDTH)/4, 24, "Resume"); rb->lcd_putsxy((LCD_WIDTH)/4, 32, "Help"); rb->lcd_putsxy((LCD_WIDTH)/4, 40, "Quit"); if(!can_resume) rb->lcd_drawline((LCD_WIDTH)/4, 28, (LCD_WIDTH)/4+30, 28); rb->lcd_putsxy((LCD_WIDTH)/4-8, loc*8+16, "*"); #endif rb->snprintf(str, 28, "Start on level %d of %d", startlevel, pb->highlevel); #if LCD_HEIGHT > 110 rb->lcd_putsxy(0, HEADER1_HEIGHT+4*ITEM_HEIGHT+8, str); #elif LCD_WIDTH > 112 rb->lcd_putsxy(0, LCD_HEIGHT - 8, str); #else rb->lcd_puts_scroll(0, 7, str); #endif rb->lcd_update(); /* handle menu button presses */ button = rb->button_get(true); switch(button) { case PEGBOX_SELECT: /* start playing */ if (loc == 0) { breakout = true; pb->level = startlevel; load_level(pb); } else if (loc == 1 && can_resume) { if(pb->save_exist) rb->remove(SAVE_FILE); breakout = true; } else if (loc == 2) pegbox_help(); else if (loc == 3) return PB_QUIT; break; case PEGBOX_QUIT: /* quit program */ return PB_QUIT; case (PEGBOX_UP|BUTTON_REPEAT): case PEGBOX_UP: if (loc <= 0) loc = 3; else loc--; if (!can_resume && loc == 1) { loc = 0; } break; case (PEGBOX_DOWN|BUTTON_REPEAT): case PEGBOX_DOWN: if (loc >= 3) loc = 0; else loc++; if (!can_resume && loc == 1) { loc = 2; } break; case (PEGBOX_RIGHT|BUTTON_REPEAT): case PEGBOX_RIGHT: /* increase starting level */ if(startlevel >= pb->highlevel) { startlevel = 1; } else { startlevel++; } break; case (PEGBOX_LEFT|BUTTON_REPEAT): case PEGBOX_LEFT: /* decrease starting level */ if(startlevel <= 1) { startlevel = pb->highlevel; } else { startlevel--; } break; default: if(rb->default_event_handler_ex(button, pegbox_callback, (void*) pb) == SYS_USB_CONNECTED) return PB_USB; break; } } draw_board(pb); return(0); } /***************************************************************************** * pegbox() is the main game subroutine, it returns the final game status. ******************************************************************************/ static int pegbox(struct game_context* pb) { int temp_var; /******************** * menu * ********************/ temp_var = pegbox_menu(pb); if (temp_var == PB_QUIT || temp_var == PB_USB) return temp_var; while (true) { temp_var = rb->button_get(true); switch(temp_var){ case PEGBOX_LEFT: /* move cursor left */ case (PEGBOX_LEFT|BUTTON_REPEAT): move_player(pb, -1, 0); break; case PEGBOX_RIGHT: /* move cursor right */ case (PEGBOX_RIGHT|BUTTON_REPEAT): move_player(pb, 1, 0); break; case PEGBOX_DOWN: /* move cursor down */ case (PEGBOX_DOWN|BUTTON_REPEAT): move_player(pb, 0, 1); break; case PEGBOX_UP: /* move cursor up */ case (PEGBOX_UP|BUTTON_REPEAT): move_player(pb, 0, -1); break; case PEGBOX_SAVE: /* save and end game */ rb->splash(HZ, true, "Saving game..."); pegbox_savegame(pb); /* fall through to PEGBOX_QUIT */ case PEGBOX_QUIT: return PB_END; case PEGBOX_RESTART: load_level(pb); draw_board(pb); break; case PEGBOX_LVL_UP: if(pb->level < pb->highlevel) { pb->level++; load_level(pb); draw_board(pb); } break; case PEGBOX_LVL_DOWN: if(pb->level > 1) { pb->level--; load_level(pb); draw_board(pb); } break; } if(pb->num_left == 0) { rb->splash(HZ*2, true, "Nice Pegging!"); if(pb->level == NUM_LEVELS) { draw_board(pb); rb->splash(HZ*2, true, "You Won!"); break; } else { pb->level++; load_level(pb); draw_board(pb); } if(pb->level > pb->highlevel) pb->highlevel = pb->level; } } return PLUGIN_OK; } /***************************************************************************** * plugin entry point. ******************************************************************************/ enum plugin_status plugin_start(struct plugin_api* api, void* parameter) { bool exit = false; struct game_context pb; (void)parameter; rb = api; rb->lcd_setfont(FONT_SYSFIXED); #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_background(BG_COLOR); #endif rb->splash(0, true, "Loading..."); pegbox_loaddata(&pb); pb.save_exist = pegbox_loadgame(&pb); pb.num_left = 0; rb->lcd_clear_display(); while(!exit) { switch(pegbox(&pb)){ case PB_END: break; case PB_USB: rb->lcd_setfont(FONT_UI); return PLUGIN_USB_CONNECTED; case PB_QUIT: rb->splash(HZ, true, "Saving data..."); pegbox_savedata(&pb); exit = true; break; default: break; } } rb->lcd_setfont(FONT_UI); return PLUGIN_OK; }