summaryrefslogtreecommitdiff
path: root/apps/plugins/mazezam.c
blob: 423b09288d9f86f8d14f3bd31fe936925fddb766 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 *
 * Copyright (C) 2006, 2008 Malcolm Tyrrell
 *
 * MazezaM - a Rockbox version of my ZX Spectrum game from 2002
 *
 * 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 "lib/configfile.h"
#include "lib/helper.h"
#include "lib/playback_control.h"

/* Include standard plugin macro */


#if (CONFIG_KEYPAD == IPOD_3G_PAD)
#   define MAZEZAM_MENU    BUTTON_MENU
#   define MAZEZAM_RIGHT   BUTTON_RIGHT
#   define MAZEZAM_LEFT    BUTTON_LEFT
#   define MAZEZAM_UP      BUTTON_SCROLL_BACK
#   define MAZEZAM_DOWN    BUTTON_SCROLL_FWD
#   define MAZEZAM_RIGHT_REPEAT (BUTTON_RIGHT|BUTTON_REPEAT)
#   define MAZEZAM_LEFT_REPEAT  (BUTTON_LEFT|BUTTON_REPEAT)
#   define MAZEZAM_UP_REPEAT    (BUTTON_SCROLL_BACK|BUTTON_REPEAT)
#   define MAZEZAM_DOWN_REPEAT  (BUTTON_SCROLL_FWD|BUTTON_REPEAT)

#else
#   include "lib/pluginlib_actions.h"
#   define MAZEZAM_MENU     PLA_CANCEL
#   define MAZEZAM_RIGHT    PLA_RIGHT
#   define MAZEZAM_LEFT     PLA_LEFT
#   define MAZEZAM_UP       PLA_UP
#   define MAZEZAM_DOWN     PLA_DOWN
#   define MAZEZAM_RIGHT_REPEAT PLA_RIGHT_REPEAT
#   define MAZEZAM_LEFT_REPEAT  PLA_LEFT_REPEAT
#   define MAZEZAM_UP_REPEAT    PLA_UP_REPEAT
#   define MAZEZAM_DOWN_REPEAT  PLA_DOWN_REPEAT
const struct button_mapping *plugin_contexts[]
= { pla_main_ctx };
#endif

/* All the text is here */
#define MAZEZAM_TEXT_GAME_OVER       "Game Over"
#define MAZEZAM_TEXT_LIVES           "Level %d, Lives %d"
#define MAZEZAM_TEXT_CHECKPOINT      "Checkpoint reached"
#define MAZEZAM_TEXT_WELLDONE_TITLE  "You have escaped!"
#define MAZEZAM_TEXT_WELLDONE_OPTION "Goodbye"
#define MAZEZAM_TEXT_MAZEZAM_MENU    "MazezaM Menu"
#define MAZEZAM_TEXT_RETRY_LEVEL     "Retry level"
#define MAZEZAM_TEXT_AUDIO_PLAYBACK  "Playback Control"
#define MAZEZAM_TEXT_QUIT            "Quit"
#define MAZEZAM_TEXT_BACK            "Resume Game"
#define MAZEZAM_TEXT_MAIN_MENU       "MazezaM"
#define MAZEZAM_TEXT_CONTINUE        "Play from checkpoint"
#define MAZEZAM_TEXT_PLAY_NEW_GAME   "Start New Game"

#define MAZEZAM_START_LIVES         3 /* how many lives at game start */
#define MAZEZAM_FIRST_CHECKPOINT    3 /* The level at the first checkpoint */
#define MAZEZAM_CHECKPOINT_INTERVAL 4 /* A checkpoint every _ levels */

#ifdef HAVE_LCD_COLOR
#define MAZEZAM_HEADING_COLOR      LCD_RGBPACK(255,255,  0) /* Yellow    */
#define MAZEZAM_BORDER_COLOR       LCD_RGBPACK(  0,  0,255) /* Blue      */
#define MAZEZAM_COLOR              LCD_RGBPACK(255,255,255) /* White     */
#define MAZEZAM_BG_COLOR           LCD_RGBPACK(  0,  0,  0) /* Black     */
#define MAZEZAM_WALL_COLOR         LCD_RGBPACK(100,100,100) /* Dark gray */
#define MAZEZAM_PLAYER_COLOR       LCD_RGBPACK(255,255,255) /* White     */
#define MAZEZAM_GATE_COLOR         LCD_RGBPACK(100,100,100) /* Dark gray */

/* the rows are coloured sequentially */
#define MAZEZAM_NUM_CHUNK_COLORS   8
static const unsigned chunk_colors[MAZEZAM_NUM_CHUNK_COLORS] = {
    LCD_RGBPACK(255,192, 32), /* Orange      */
    LCD_RGBPACK(255,  0,  0), /* Red         */
    LCD_RGBPACK(  0,255,  0), /* Green       */
    LCD_RGBPACK(  0,255,255), /* Cyan        */
    LCD_RGBPACK(255,175,175), /* Pink        */
    LCD_RGBPACK(255,255,  0), /* Yellow      */
    LCD_RGBPACK(  0,  0,255), /* Blue        */
    LCD_RGBPACK(255,  0,255), /* Magenta     */
};

#elif LCD_DEPTH > 1

#define MAZEZAM_HEADING_GRAY       LCD_BLACK
#define MAZEZAM_BORDER_GRAY        LCD_DARKGRAY
#define MAZEZAM_GRAY               LCD_BLACK
#define MAZEZAM_BG_GRAY            LCD_WHITE
#define MAZEZAM_WALL_GRAY          LCD_DARKGRAY
#define MAZEZAM_PLAYER_GRAY        LCD_BLACK
#define MAZEZAM_GATE_GRAY          LCD_BLACK
#define MAZEZAM_CHUNK_EDGE_GRAY    LCD_BLACK

#define MAZEZAM_NUM_CHUNK_GRAYS    2
static const unsigned chunk_gray[MAZEZAM_NUM_CHUNK_GRAYS] = {
    LCD_LIGHTGRAY,
    LCD_DARKGRAY,
};
/* darker version of the above */
static const unsigned chunk_gray_shade[MAZEZAM_NUM_CHUNK_GRAYS] = {
    LCD_DARKGRAY,
    LCD_BLACK,
};
#endif

#define MAZEZAM_DELAY_CHECKPOINT   HZ
#define MAZEZAM_DELAY_LIVES        HZ
#define MAZEZAM_DELAY_GAME_OVER     (3 * HZ) / 2

/* maximum height of a level */
#define MAZEZAM_MAX_LINES         11
/* maximum number of chunks on a line */
#define MAZEZAM_MAX_CHUNKS        5

/* A structure for storing level data in unparsed form */
struct mazezam_level {
    short height;                  /* the number of lines */
    short width;                   /* the width */
    short entrance;                /* the line on which the entrance lies */
    short exit;                    /* the line on which the exit lies */
    char *line[MAZEZAM_MAX_LINES]; /* the chunk data in string form */
};

/* The number of levels. */
#define MAZEZAM_NUM_LEVELS        10

/* The levels. In theory, they could be stored in a file so this data
 * structure should not be accessed outside parse_level()
 *
 * These levels are copyright (C) 2002 Malcolm Tyrrell. They're
 * probably covered by the GPL as they constitute part of the source
 * code of this plugin, but you may distibute them seperately with
 * other Free Software if you want. You can download them from:
 * http://webpages.dcu.ie/~tyrrelma/MazezaM.
 */
static const struct mazezam_level level_data[MAZEZAM_NUM_LEVELS] = {
    {2,7,0,0,{" $  $"," $  $$"}},
    {3,8,2,1,{"  $  $$$","  $ $ $"," $ $ $"}},
    {4,14,1,3,{" $$$$$ $$ $$","   $$  $$  $$","$$  $ $$ $$$",
                 "   $$$$$$$$  $"}},
    {6,7,4,2,{"   $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$"}},
    {6,13,0,0,{"   $$$$$","$ $$$$$  $$$"," $ $$$ $$$$",
                 "$ $  $$$$$$$"," $$$ $   $$","$ $ $ $$  $"}},
    {11,5,10,0,{"  $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
                 " $ $"," $ $","$ $$"," $"}},
    {7,16,0,6,{"      $$$$$$$","  $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
                 "$      $ $"," $$$$$$$$$$$$$$"," $ $$    $ $$$",
                 "  $   $$$     $$"}},
    {4,15,2,0,{" $$$$  $$$$  $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
                 " $ $$  $$$$  $"}},
    {7,9,6,2,{" $  $$$$"," $  $ $$"," $ $$$$ $","$ $$  $","  $   $$$",
         " $$$$$$","  $"}},
    {10,14,8,0,{"            $"," $$$$$$$$$$  $"," $$$       $$",
                 " $ $$$$$$$$ $"," $$$ $$$  $$$"," $$$   $  $$$",
                 " $ $$$$$$$ $$"," $ $ $    $$$"," $$$$$$$$$$$$",
                 ""}}
};

/* This data structure which holds information about the rows */
struct chunk_data {
    /* the number of chunks on a line */
    short l_num[MAZEZAM_MAX_LINES];
    /* the width of a chunk */
    short c_width[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
    /* the inset of a chunk */
    short c_inset[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
};

/* Parsed level data */
struct level_info {
  short width;
  short height;
  short entrance;
  short exit;
  struct chunk_data cd;
};

/* The state variable used to hold the state of the plugin */
static enum {
    STATE_QUIT,          /* The player wants to quit */
    STATE_USB_CONNECTED, /* A USB cable has been inserted */
    STATE_PARSE_ERROR,   /* There's a parse error in the levels */
    STATE_WELLDONE,      /* The player has finished the game */

    STATE_IN_APPLICATION,

    STATE_MAIN_MENU      /* The player is at the main menu */
      = STATE_IN_APPLICATION,
    STATE_GAME_OVER,      /* The player is out of lives */

    STATE_IN_GAME,

    STATE_COMPLETED      /* A level has been completed */
      = STATE_IN_GAME,

    STATE_FAILED,        /* The player wants to retry the level */
    STATE_GAME_MENU,     /* The player wan't to access the in-game menu */

    STATE_IN_LEVEL,
} state;

/* The various constants needed for configuration files.
 * See apps/plugins/lib/configfile.*
 */
#define MAZEZAM_CONFIG_FILENAME    "mazezam.data"
#define MAZEZAM_CONFIG_NUM_ITEMS   1
#define MAZEZAM_CONFIG_VERSION     0
#define MAZEZAM_CONFIG_MINVERSION  0
#define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"

/* A structure containing the data that is written to
 * the configuration file
 */
struct resume_data {
  int level; /* level at which to restart the game */
};

#if LCD_DEPTH > 1
/* Store the display settings so they are reintroduced during menus */
static struct {
  fb_data* backdrop;
  unsigned foreground;
  unsigned background;
} lcd_settings;
#endif

/*****************************************************************************
* Store the LCD settings
******************************************************************************/
static void store_lcd_settings(void) 
{
    /* Store the old settings */
#if LCD_DEPTH > 1
    lcd_settings.backdrop = rb->lcd_get_backdrop();
    lcd_settings.foreground = rb->lcd_get_foreground();
    lcd_settings.background = rb->lcd_get_background();
#endif
}

/*****************************************************************************
* Restore the LCD settings to their defaults
******************************************************************************/
static void restore_lcd_settings(void) {
    /* Turn on backlight timeout (revert to settings) */
    backlight_use_settings();

    /* Restore the old settings */
#if LCD_DEPTH > 1
    rb->lcd_set_foreground(lcd_settings.foreground);
    rb->lcd_set_background(lcd_settings.background);
    rb->lcd_set_backdrop(lcd_settings.backdrop);
#endif
}

/*****************************************************************************
* Adjust the LCD settings to suit MazezaM levels
******************************************************************************/
static void plugin_lcd_settings(void) {
    /* Turn off backlight timeout */
    backlight_ignore_timeout();

    /* Set the new settings */
#ifdef HAVE_LCD_COLOR
    rb->lcd_set_background(MAZEZAM_BG_COLOR);
    rb->lcd_set_backdrop(NULL);
#elif LCD_DEPTH > 1
    rb->lcd_set_background(MAZEZAM_BG_GRAY);
    rb->lcd_set_backdrop(NULL);
#endif
}

/*****************************************************************************
* Parse the level data from the level_data structure. This could be
* replaced by a file read. Returns true if the level parsed correctly.
******************************************************************************/
static bool parse_level(short level, struct level_info* li)
{
    int i,j;
    char c,clast;

    li->width    = level_data[level].width;
    li->height   = level_data[level].height;
    li->entrance = level_data[level].entrance;
    li->exit     = level_data[level].exit;

    /* for each line in the level */
    for (i = 0; i<level_data[level].height; i++) {
        if (level_data[level].line[i] == NULL)
            return false;
        else {
            j = 0;
            li->cd.l_num[i] = 0;
            clast = ' '; /* the character we last considered */
            while ((c = level_data[level].line[i][j]) != '\0') {
                if (c != ' ') {
                    if (clast == ' ') {
                        li->cd.l_num[i] += 1;
                        if (li->cd.l_num[i] > MAZEZAM_MAX_CHUNKS)
                            return false;
                        li->cd.c_inset[i][li->cd.l_num[i] - 1] = j;
                        li->cd.c_width[i][li->cd.l_num[i] - 1] = 1;
                    }
                    else
                        li->cd.c_width[i][li->cd.l_num[i] - 1] += 1;
                }
                clast = c;
                j++;
            }
        }
    }
    return true;
}

/*****************************************************************************
* Draw the walls of a level
******************************************************************************/
static void draw_walls(
        short size,
        short xOff,
        short yOff,
        short width,
        short height,
        short entrance,
        short exit)
{
#ifdef HAVE_LCD_COLOR
    rb->lcd_set_foreground(MAZEZAM_WALL_COLOR);
#elif LCD_DEPTH > 1
    rb->lcd_set_foreground(MAZEZAM_WALL_GRAY);
#endif
    /* draw the upper wall */
    rb->lcd_fillrect(0,0,xOff,yOff+(size*entrance));
    rb->lcd_fillrect(xOff,0,size*width,yOff);
    rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),
                     yOff+(size*exit));

    /* draw the lower wall */
    rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,
                     LCD_HEIGHT-yOff-(size*entrance)-size);
    rb->lcd_fillrect(xOff,yOff+(size*height),size*width,
                     LCD_HEIGHT-yOff-(size*height));
    /* Note: the exit is made one pixel thinner than necessary as a visual
     * clue that chunks cannot be pushed into it
     */
    rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,
                     LCD_WIDTH-xOff+(size*width),
                     LCD_HEIGHT-yOff-(size*exit)-size+1);
}

/*****************************************************************************
* Draw chunk row i
******************************************************************************/
static void draw_row(
        short size,
        short xOff,
        short yOff,
        short width,
        short i, /* the row number */
        struct chunk_data *cd, /* the data about the chunks */
        short *shift /* an array of the horizontal offset of the lines */
)
{
    /* The assignment below is just a hack to make supress a warning on
     * non color targets */
    short j = width;
#ifndef HAVE_LCD_COLOR
    /* We #def these out to supress a compiler warning */
    short k;
#if LCD_DEPTH <= 1
    short l;
#endif
#endif
#ifdef HAVE_LCD_COLOR
    /* adding width to i should have a fixed, but randomising effect on
     * the choice of the colours of the top line of chunks
     */
    rb->lcd_set_foreground(chunk_colors[(i+width) % 
                           MAZEZAM_NUM_CHUNK_COLORS]);
#endif
    for (j = 0; j<cd->l_num[i]; j++) {
#ifdef HAVE_LCD_COLOR
        rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
                         yOff+size*i, cd->c_width[i][j]*size,size);
#elif LCD_DEPTH > 1
        rb->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY);
        rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
                         yOff+size*i, cd->c_width[i][j]*size,size);

        /* draw shade */
        rb->lcd_set_foreground(chunk_gray_shade[(i+width) %
                               MAZEZAM_NUM_CHUNK_GRAYS]);
        rb->lcd_hline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,
                      xOff+size*shift[i]+size*cd->c_inset[i][j]+
                                                   cd->c_width[i][j]*size-3,
                      yOff+size*i+size-2);
        rb->lcd_vline(xOff+size*shift[i]+size*cd->c_inset[i][j]+
                                                   cd->c_width[i][j]*size-2,
                      yOff+size*i,
                      yOff+size*i+size-2);

        /* draw fill */
        rb->lcd_set_foreground(chunk_gray[(i+width) %
                               MAZEZAM_NUM_CHUNK_GRAYS]);
        for (k = yOff+size*i+2; k <  yOff+size*i+size-2; k += 2)
            rb->lcd_hline(xOff+size*shift[i]+size*cd->c_inset[i][j]+2,
                          xOff+size*shift[i]+size*cd->c_inset[i][j]+
                                                cd->c_width[i][j]*size-3,k);
#else
        rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],
                         yOff+size*i, cd->c_width[i][j]*size,size);
        for (k = xOff+size*shift[i]+size*cd->c_inset[i][j]+2;
             k < xOff+size*shift[i]+size*cd->c_inset[i][j]+
                                                     cd->c_width[i][j]*size;
             k += 2 + (i & 1))
            for (l = yOff+size*i+2; l <  yOff+size*i+size; l += 2 + (i & 1))
                 rb->lcd_drawpixel(k, l);
#endif
    }
}

/*****************************************************************************
* Draw the player
******************************************************************************/
static void draw_player(
        short size,
        short xOff,
        short yOff,
        short x,
        short y)
{
    /* For drawing the player, taken from the sokoban plugin */
    short max = size - 1;
    short middle = max / 2;
    short ldelta = (middle + 1) / 2;

    /* draw the player (mostly copied from the sokoban plugin) */
#ifdef HAVE_LCD_COLOR
    rb->lcd_set_foreground(MAZEZAM_PLAYER_COLOR);
#elif LCD_DEPTH > 1
    rb->lcd_set_foreground(MAZEZAM_PLAYER_GRAY);
#endif
    rb->lcd_hline(xOff+size*x, xOff+size*x+max, yOff+size*y+middle);
    rb->lcd_vline(xOff+size*x+middle, yOff+size*y, yOff+size*y+max-ldelta);
    rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
                     xOff+size*x+middle-ldelta, yOff+size*y+max);
    rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
                     xOff+size*x+middle+ldelta, yOff+size*y+max);
}

/*****************************************************************************
* Draw the gate
******************************************************************************/
static void draw_gate(
        short size,
        short xOff,
        short yOff,
        short entrance)
{
    short third = size / 3;
    short twothirds = (2 * size) / 3;
#ifdef HAVE_LCD_COLOR
    rb->lcd_set_foreground(MAZEZAM_GATE_COLOR);
#elif LCD_DEPTH > 1
    rb->lcd_set_foreground(MAZEZAM_GATE_GRAY);
#endif
    rb->lcd_hline(xOff-size,xOff-1,yOff+entrance*size+third);
    rb->lcd_hline(xOff-size,xOff-1,yOff+entrance*size+twothirds);
    rb->lcd_vline(xOff-size+third,yOff+entrance*size,
                  yOff+entrance*size+size-1);
    rb->lcd_vline(xOff-size+twothirds,yOff+entrance*size,
                  yOff+entrance*size+size-1);
}

/*****************************************************************************
* Draw the level
******************************************************************************/
static void draw_level(
        struct level_info* li,
        short *shift, /* an array of the horizontal offset of the lines */
        short x, /* player's x and y coords */
        short y)
{
    /* First we calculate the draw info */
    /* The number of pixels the side of a square should be */
    short size = (LCD_WIDTH/(li->width+2)) < (LCD_HEIGHT/li->height) ?
                 (LCD_WIDTH/(li->width+2)) : (LCD_HEIGHT/li->height);
    /* The x and y position (in pixels) of the top left corner of the
     * level
     */
    short xOff = (LCD_WIDTH - (size*li->width))/2;
    short yOff = (LCD_HEIGHT - (size*li->height))/2;
    short i;

    rb->lcd_clear_display();

    draw_walls(size,xOff,yOff,li->width, li->height, li->entrance, li->exit);

    /* draw the chunks */
    for (i = 0; i<li->height; i++) {
        draw_row(size,xOff,yOff,li->width,i,&(li->cd),shift);
    }

    draw_player(size,xOff,yOff,x,y);

    /* if the player has moved into the level, draw the gate */
    if (x >= 0)
        draw_gate(size,xOff,yOff,li->entrance);
}

/*****************************************************************************
* Manage the congratulations screen
******************************************************************************/
static void welldone_screen(void)
{
    int start_selection = 0;

    MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_WELLDONE_TITLE,NULL,
                          MAZEZAM_TEXT_WELLDONE_OPTION);

    switch(rb->do_menu(&menu, &start_selection, NULL, true)){
        case MENU_ATTACHED_USB:
            state = STATE_USB_CONNECTED;
            break;
    }
}

/*****************************************************************************
* Manage the playing of a level
******************************************************************************/
static void level_loop(struct level_info* li, short* shift, short *x, short *y)
{
    int i;
    int button;
    bool blocked; /* is there a chunk in the way of the player? */

    while (state >= STATE_IN_LEVEL) {
        draw_level(li, shift, *x, *y);
        rb->lcd_update();
#ifdef __PLUGINLIB_ACTIONS_H__
        button = pluginlib_getaction(TIMEOUT_BLOCK, plugin_contexts,
                ARRAYLEN(plugin_contexts));
#else
        button = rb->button_get(true);
#endif
        blocked = false;

        switch (button) {
            case MAZEZAM_UP:
            case MAZEZAM_UP_REPEAT:
                if ((*y > 0) && (*x >= 0) && (*x < li->width)) {
                    for (i = 0; i < li->cd.l_num[*y-1]; i++)
                        blocked = blocked ||
                                  ((*x>=shift[*y-1]+li->cd.c_inset[*y-1][i]) &&
                                   (*x<shift[*y-1]+li->cd.c_inset[*y-1][i]+
                                                   li->cd.c_width[*y-1][i]));
                    if (!blocked) *y -= 1;
                }
                break;

            case MAZEZAM_DOWN:
            case MAZEZAM_DOWN_REPEAT:
                if ((*y < li->height-1) && (*x >= 0) && (*x < li->width)) {
                    for (i = 0; i < li->cd.l_num[*y+1]; i++)
                        blocked = blocked ||
                                  ((*x>=shift[*y+1]+li->cd.c_inset[*y+1][i]) &&
                                   (*x<shift[*y+1]+li->cd.c_inset[*y+1][i]+
                                                   li->cd.c_width[*y+1][i]));
                    if (!blocked) *y += 1;
                }
                break;

            case MAZEZAM_LEFT:
            case MAZEZAM_LEFT_REPEAT:
                if (*x > 0) {
                    for (i = 0; i < li->cd.l_num[*y]; i++)
                        blocked = blocked ||
                                  (*x == shift[*y]+li->cd.c_inset[*y][i]+
                                                   li->cd.c_width[*y][i]);
                    if (!blocked) *x -= 1;
                    else if (shift[*y] + li->cd.c_inset[*y][0] > 0) {
                        *x -= 1;
                        shift[*y] -= 1;
                    }
                }
                break;

            case MAZEZAM_RIGHT:
            case MAZEZAM_RIGHT_REPEAT:
                if (*x < li->width-1) {
                    for (i = 0; i < li->cd.l_num[*y]; i++)
                        blocked = blocked ||
                                    (*x+1 == shift[*y]+li->cd.c_inset[*y][i]);
                    if (!blocked) *x += 1;
                    else if (shift[*y] 
                              + li->cd.c_inset[*y][li->cd.l_num[*y]-1]
                              + li->cd.c_width[*y][li->cd.l_num[*y]-1]
                                 < li->width) {
                        *x += 1;
                        shift[*y] += 1;
                    }
                }
                else if (*x == li->width) state = STATE_COMPLETED;
                else if (*y == li->exit) *x += 1;
                break;

            case MAZEZAM_MENU:
                state = STATE_GAME_MENU;
                break;

            default:
                if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
                    state = STATE_USB_CONNECTED;
                break;
        }
    }
}

/*****************************************************************************
* Manage the in game menu
******************************************************************************/
static void in_game_menu(void)
{
    /* The initial option is retry level */
    int start_selection = 1;

    MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_MAZEZAM_MENU, NULL,
                         MAZEZAM_TEXT_BACK,
                         MAZEZAM_TEXT_RETRY_LEVEL,
                         MAZEZAM_TEXT_AUDIO_PLAYBACK,
                         MAZEZAM_TEXT_QUIT);

    /* Don't show the status bar */
    switch(rb->do_menu(&menu, &start_selection, NULL, false)){
        case 1: /* retry */
            state = STATE_FAILED;
            break;

        case 2: /* Audio playback */
            playback_control(NULL);
            state = STATE_IN_LEVEL;
            break;

        case 3: /* quit */
            state = STATE_QUIT;
            break;

        case MENU_ATTACHED_USB:
            state = STATE_USB_CONNECTED;
            break;

        default: /* Back */
            state = STATE_IN_LEVEL;
            break;
    }
}

/*****************************************************************************
* Is the level a checkpoint
******************************************************************************/
static bool at_checkpoint(int level) 
{
    if (level <= MAZEZAM_FIRST_CHECKPOINT) 
        return level == MAZEZAM_FIRST_CHECKPOINT;
    else {
        level = level - MAZEZAM_FIRST_CHECKPOINT;
        return level % MAZEZAM_CHECKPOINT_INTERVAL == 0;
    }
}

/*****************************************************************************
* Set up and play a level
* new_level should be true if this is the first time we've encountered
* this level
******************************************************************************/
static void play_level(short level, short lives, bool new_level)
{
    struct level_info li;
    short shift[MAZEZAM_MAX_LINES]; /* amount each line has been shifted */
    short x,y;
    int i;

    state = STATE_IN_LEVEL;

    if (!(parse_level(level,&li)))
        state =  STATE_PARSE_ERROR;

    for (i = 0; i < li.height; i++)
        shift[i] = 0;

    x = -1;
    y = li.entrance;

    plugin_lcd_settings();
    rb->lcd_clear_display();

    draw_level(&li, shift, x, y);

    /* If we've just reached a checkpoint, then alert the player */
    if (new_level && at_checkpoint(level)) {
        rb->splash(MAZEZAM_DELAY_CHECKPOINT, MAZEZAM_TEXT_CHECKPOINT);
        /* Clear the splash */
        draw_level(&li, shift, x, y);
    }

#ifdef HAVE_REMOTE_LCD
    /* Splash text seems to use the remote display by
     * default. I suppose I better keep it tidy!
     */
    rb->lcd_remote_clear_display();
#endif
    rb->splashf(MAZEZAM_DELAY_LIVES, MAZEZAM_TEXT_LIVES,
               level+1, lives);

    /* ensure keys pressed during the splash screen are ignored */
    rb->button_clear_queue();

    /* this little loop just ensures we return to the game if the player
     * doesn't perform an interesting action during the in game menu */
    while (state >= STATE_IN_LEVEL) {
        level_loop(&li, shift, &x, &y);

        if (state == STATE_GAME_MENU) {
            restore_lcd_settings();
            in_game_menu();
            plugin_lcd_settings();
        }
    }
    restore_lcd_settings();
}

/*****************************************************************************
* Update the resume data based on the level reached
******************************************************************************/
static void update_resume_data(struct resume_data *r, int level)
{
    if (at_checkpoint(level))
        r->level = level;
}

/*****************************************************************************
* The loop which manages a full game of MazezaM.
******************************************************************************/
static void game_loop(struct resume_data *r)
{
    int level = r->level;
    int lives = MAZEZAM_START_LIVES;
    /* We want to know when a player reaches a level for the first time,
     * so we keep a second copy of the level. */
    int old_level = level;

    state = STATE_IN_GAME;

    while (state >= STATE_IN_GAME)
    {
        play_level(level, lives, old_level < level);
        old_level = level;

        switch (state) {
            case STATE_COMPLETED:
                level += 1;
                if (level == MAZEZAM_NUM_LEVELS)
                    state = STATE_WELLDONE;
                break;

            case STATE_FAILED:
                lives -= 1;
                if (lives == 0)
                    state = STATE_GAME_OVER;
                break;

            default:
                break;
        }

        update_resume_data(r,level);
    }

    switch (state) {
        case STATE_GAME_OVER:
#ifdef HAVE_REMOTE_LCD
            /* Splash text seems to use the remote display by
             * default. I suppose I better keep it tidy!
             */
            rb->lcd_remote_clear_display();
#endif
            rb->splash(MAZEZAM_DELAY_GAME_OVER, MAZEZAM_TEXT_GAME_OVER);
            break;

        case STATE_WELLDONE:
            r->level = 0;
            welldone_screen();
            break;

        default:
            break;
    }
}

/*****************************************************************************
* Load the resume data from the config file. The data is
* stored in both r and old.
******************************************************************************/
static void resume_load_data (struct resume_data *r, struct resume_data *old)
{
    struct configdata config[] = {
        {TYPE_INT,0,MAZEZAM_NUM_LEVELS-1, { .int_p = &(r->level) },
         MAZEZAM_CONFIG_LEVELS_NAME,NULL}
    };

    if (configfile_load(MAZEZAM_CONFIG_FILENAME,config,
                         MAZEZAM_CONFIG_NUM_ITEMS, MAZEZAM_CONFIG_VERSION) < 0)
        r->level = 0;
    /* an extra precaution */
    else if ((r->level < 0) || (MAZEZAM_NUM_LEVELS <= r->level))
        r->level = 0;

    old->level = r->level;
}

/*****************************************************************************
* Save the resume data in the config file, but only if necessary
******************************************************************************/
static void resume_save_data (struct resume_data *r, struct resume_data *old)
{
    struct configdata config[] = {
        {TYPE_INT,0,MAZEZAM_NUM_LEVELS-1, {.int_p = &(r->level) },
         MAZEZAM_CONFIG_LEVELS_NAME,NULL}
    };

    /* To reduce disk usage, only write the file if the resume data has
     * changed.
     */
    if (old->level != r->level)
        configfile_save(MAZEZAM_CONFIG_FILENAME,config,
                          MAZEZAM_CONFIG_NUM_ITEMS, MAZEZAM_CONFIG_MINVERSION);
}

/*****************************************************************************
* Manages the main menu 
******************************************************************************/
static bool have_continue;
static int main_menu_cb(int action,
                             const struct menu_item_ex *this_item,
                             struct gui_synclist *this_list)
{
    (void)this_list;
    if(action == ACTION_REQUEST_MENUITEM
       && !have_continue && ((intptr_t)this_item)==0)
        return ACTION_EXIT_MENUITEM;
    return action;
}
static void main_menu(void)
{
    /* The initial option is "play game" */
    int start_selection = 0;
    int choice = 0;
    struct resume_data r_data, old_data;

    /* Load data */
    resume_load_data(&r_data, &old_data);

    MENUITEM_STRINGLIST(menu,MAZEZAM_TEXT_MAIN_MENU,main_menu_cb,
                          MAZEZAM_TEXT_CONTINUE,
                          MAZEZAM_TEXT_PLAY_NEW_GAME,
                          MAZEZAM_TEXT_AUDIO_PLAYBACK,
                          MAZEZAM_TEXT_QUIT);

    while (state >= STATE_IN_APPLICATION) {
        have_continue = (r_data.level != 0);
        choice = rb->do_menu(&menu, &start_selection, NULL, false);

        switch(choice) {
            case 0: /* Continue */
                state = STATE_IN_GAME;
                game_loop(&r_data);
                break;

            case 1: /* Play new game */
                r_data.level = 0;
                state = STATE_IN_GAME;
                game_loop(&r_data);
                break;

            case 2: /* Audio playback */
                playback_control(NULL);
                break;

            case MENU_ATTACHED_USB:
                state = STATE_USB_CONNECTED;
                break;

            default: /* Quit */
                state = STATE_QUIT;
                break;
        }
    }

    /* I'm not sure if it's appropriate to write to disk on USB events.
     * Currently, I do so.
     */
    resume_save_data(&r_data, &old_data);
}

/*****************************************************************************
* Plugin entry point 
******************************************************************************/
enum plugin_status plugin_start(const void* parameter)
{
    enum plugin_status plugin_state;

    /* Usual plugin stuff */
    (void)parameter;

    store_lcd_settings();

    state = STATE_MAIN_MENU;
    main_menu();

    switch (state) {
        case STATE_USB_CONNECTED:
            plugin_state = PLUGIN_USB_CONNECTED;
            break;

        case STATE_PARSE_ERROR:
            plugin_state = PLUGIN_ERROR;
            break;

        default:
            plugin_state = PLUGIN_OK;
            break;
    }

    return plugin_state;
}