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