Take 2 at 'Consolidate all fixed point math routines in one library' (FS#10400) by...
[kugel-rb/myfork.git] / apps / plugins / bubbles.c
blob44d172c4eed9bbc996199baf62e54230b8f6ee80
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2005 Adam Boot
12 * Color graphics from Frozen Bubble (http://www.frozen-bubble.org/)
14 * This program is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU General Public License
16 * as published by the Free Software Foundation; either version 2
17 * of the License, or (at your option) any later version.
19 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
20 * KIND, either express or implied.
22 ****************************************************************************/
24 #include "plugin.h"
26 #ifdef HAVE_LCD_BITMAP
28 #include "lib/xlcd.h"
29 #include "lib/pluginlib_actions.h"
30 #include "lib/fixedpoint.h"
31 #include "lib/playback_control.h"
32 #include "lib/highscore.h"
34 PLUGIN_HEADER
36 /* files */
37 #define SCORE_FILE PLUGIN_GAMES_DIR "/bubbles.score"
38 #define SAVE_FILE PLUGIN_GAMES_DIR "/bubbles.save"
40 /* final game return status */
41 #define BB_NONE 5
42 #define BB_WIN 4
43 #define BB_END 3
44 #define BB_USB 2
45 #define BB_QUIT 1
46 #define BB_LOSE 0
48 /* play board dimension */
49 #define BB_HEIGHT 12
50 #define BB_WIDTH 8
51 #define BB_LEVEL_HEIGHT 10
53 /* various amounts */
54 #define NUM_SCORES 5
55 #define NUM_LEVELS 100
56 #define NUM_QUEUE 2
57 #define NUM_BUBBLES 8
58 #define MIN_ANGLE -76
59 #define MAX_ANGLE 76
60 #define NUM_COMPRESS 9
61 #define MAX_SHOTTIME 1000
63 /* keyboard layouts */
65 #if (CONFIG_KEYPAD != SANSA_E200_PAD) && \
66 (CONFIG_KEYPAD != SANSA_FUZE_PAD)
67 /* sansas use the wheel instead of left/right if available */
68 #define BUBBLES_LEFT PLA_LEFT
69 #define BUBBLES_LEFT_REP PLA_LEFT_REPEAT
70 #define BUBBLES_RIGHT PLA_RIGHT
71 #define BUBBLES_RIGHT_REP PLA_RIGHT_REPEAT
72 #define ANGLE_STEP 4
73 #define ANGLE_STEP_REP 4
74 #else
75 #define BUBBLES_LEFT PLA_UP
76 #define BUBBLES_LEFT_REP PLA_UP_REPEAT
77 #define BUBBLES_RIGHT PLA_DOWN
78 #define BUBBLES_RIGHT_REP PLA_DOWN_REPEAT
79 #define ANGLE_STEP 2
80 #define ANGLE_STEP_REP 4
81 #endif
83 #define BUBBLES_QUIT PLA_QUIT
84 #define BUBBLES_START PLA_START
85 #define BUBBLES_SELECT PLA_FIRE
86 #define BUBBLES_RESUME PLA_MENU
88 #if CONFIG_KEYPAD != ONDIO_PAD
90 #define BUBBLES_LVLINC PLA_UP
91 #define BUBBLES_LVLINC_REP PLA_UP_REPEAT
92 #define BUBBLES_LVLDEC PLA_DOWN
93 #define BUBBLES_LVLDEC_REP PLA_DOWN_REPEAT
95 #else /* ondio keys */
97 #define BUBBLES_LVLINC PLA_RIGHT
98 #define BUBBLES_LVLINC_REP PLA_RIGHT_REPEAT
99 #define BUBBLES_LVLDEC PLA_LEFT
100 #define BUBBLES_LVLDEC_REP PLA_LEFT_REPEAT
102 #endif
104 /* external bitmaps */
105 #ifdef HAVE_LCD_COLOR
106 #include "pluginbitmaps/bubbles_background.h"
107 #endif
108 #include "pluginbitmaps/bubbles_bubble.h"
109 #include "pluginbitmaps/bubbles_emblem.h"
111 #define BUBBLE_WIDTH BMPWIDTH_bubbles_bubble
112 #define BUBBLE_HEIGHT BMPHEIGHT_bubbles_bubble
113 #define EMBLEM_WIDTH BMPWIDTH_bubbles_emblem
114 #define EMBLEM_HEIGHT (BMPHEIGHT_bubbles_emblem/8)
116 /* bubbles will consume height of ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT*3/2 */
117 /* 22x22 bubbles (iPod Video) */
118 #if (LCD_HEIGHT == 240) && (LCD_WIDTH == 320)
119 #define XOFS 72
120 #define ROW_HEIGHT 18
121 #define ROW_INDENT 11
122 #define MAX_FPS 40
124 /* 22x22 bubbles (Gigabeat, Onda VX747) */
125 #elif ((LCD_HEIGHT == 320) || (LCD_HEIGHT == 400)) && (LCD_WIDTH == 240)
126 #define XOFS 64
127 #define ROW_HEIGHT 18
128 #define ROW_INDENT 11
129 #define MAX_FPS 30
131 /* 16x16 bubbles (H300, iPod Color) */
132 #elif (LCD_HEIGHT == 176) && (LCD_WIDTH == 220)
133 #define XOFS 46
134 #define ROW_HEIGHT 14
135 #define ROW_INDENT 8
136 #define MAX_FPS 30
138 /* 16x16 bubbles (Sansa E200) */
139 #elif (LCD_HEIGHT == 220) && (LCD_WIDTH == 176)
140 #define XOFS 48
141 #define ROW_HEIGHT 14
142 #define ROW_INDENT 8
143 #define MAX_FPS 30
145 /* 12x12 bubbles (iPod Nano) */
146 #elif (LCD_HEIGHT == 132) && (LCD_WIDTH == 176)
147 #define XOFS 40
148 #define ROW_HEIGHT 10
149 #define ROW_INDENT 6
150 #define MAX_FPS 40
152 /* 12x12 bubbles (H100, H10, iAudio X5, iPod 3G, iPod 4G grayscale) */
153 #elif (LCD_HEIGHT == 128) && ((LCD_WIDTH == 160) || (LCD_WIDTH == 128))
154 #define XOFS 33
155 #define ROW_HEIGHT 10
156 #define ROW_INDENT 6
157 #define MAX_FPS 30
159 /* 10x10 bubbles (iPod Mini) */
160 #elif (LCD_HEIGHT == 110) && (LCD_WIDTH == 138)
161 #define XOFS 33
162 #define ROW_HEIGHT 8
163 #define ROW_INDENT 5
164 #define MAX_FPS 30
166 /* 9x9 bubbles (iAudio M3) */
167 #elif (LCD_HEIGHT == 96) && (LCD_WIDTH == 128)
168 #define XOFS 45
169 #define ROW_HEIGHT 7
170 #define ROW_INDENT 4
171 #define MAX_FPS 30
173 /* 8x8 bubbles (Sansa C200) */
174 #elif ((LCD_HEIGHT == 80) && (LCD_WIDTH == 132))
175 #define XOFS 45
176 #define ROW_HEIGHT 6
177 #define ROW_INDENT 4
178 #define MAX_FPS 30
180 /* 7x7 bubbles (Sansa Clip/m200) */
181 #elif (LCD_HEIGHT == 64 && LCD_WIDTH == 128)
182 #define XOFS 33
183 #define ROW_HEIGHT 5
184 #define ROW_INDENT 4
185 #define MAX_FPS 30
187 /* 8x7 bubbles (Archos recorder, Ondio) */
188 #elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
189 #define XOFS 33
190 #define ROW_HEIGHT 5
191 #define ROW_INDENT 4
192 #define MAX_FPS 20
194 #else
195 #error BUBBLES: Unsupported LCD type
196 #endif
198 #define TEXT_LINES (LCD_HEIGHT/8)
200 /* shot position */
201 #define SHOTX XOFS+ROW_INDENT+BUBBLE_WIDTH*3
202 #define SHOTY ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT/2
204 /* collision distance squared */
205 #define MIN_DISTANCE ((BUBBLE_WIDTH*8)/10)*((BUBBLE_HEIGHT*8)/10)
207 /* levels */
208 char level[NUM_LEVELS][BB_LEVEL_HEIGHT][BB_WIDTH] = {
209 {{ 6, 6, 4, 4, 2, 2, 3, 3},
210 { 6, 6, 4, 4, 2, 2, 3, -1},
211 { 2, 2, 3, 3, 6, 6, 4, 4},
212 { 2, 3, 3, 6, 6, 4, 4, -1},
213 {-1, -1, -1, -1, -1, -1, -1, -1},
214 {-1, -1, -1, -1, -1, -1, -1, -1},
215 {-1, -1, -1, -1, -1, -1, -1, -1},
216 {-1, -1, -1, -1, -1, -1, -1, -1},
217 {-1, -1, -1, -1, -1, -1, -1, -1},
218 {-1, -1, -1, -1, -1, -1, -1, -1}},
219 {{-1, 7, 7, 7, 7, 7, 7, -1},
220 {-1, 1, 1, 1, 1, 1, -1, -1},
221 {-1, -1, 2, 2, 2, 2, -1, -1},
222 {-1, -1, -1, 2, -1, -1, -1, -1},
223 {-1, -1, -1, 2, 2, -1, -1, -1},
224 {-1, -1, -1, 5, -1, -1, -1, -1},
225 {-1, -1, -1, 5, 5, -1, -1, -1},
226 {-1, -1, -1, -1, -1, -1, -1, -1},
227 {-1, -1, -1, -1, -1, -1, -1, -1},
228 {-1, -1, -1, -1, -1, -1, -1, -1}},
229 {{-1, -1, 7, -1, -1, 7, -1, -1},
230 {-1, -1, 7, 1, 7, -1, -1, -1},
231 {-1, -1, -1, 1, 2, -1, -1, -1},
232 {-1, -1, 1, 2, 1, -1, -1, -1},
233 {-1, -1, -1, 2, 5, -1, -1, -1},
234 {-1, -1, 3, 5, 3, -1, -1, -1},
235 {-1, -1, -1, 5, 3, -1, -1, -1},
236 {-1, -1, -1, 3, -1, -1, -1, -1},
237 {-1, -1, -1, -1, -1, -1, -1, -1},
238 {-1, -1, -1, -1, -1, -1, -1, -1}},
239 {{-1, -1, -1, 0, 0, -1, -1, -1},
240 {-1, -1, 5, 0, 1, -1, -1, -1},
241 {-1, -1, 3, 5, 1, 6, -1, -1},
242 {-1, 4, 3, -1, 6, 7, -1, -1},
243 {-1, 7, 4, -1, -1, 7, 4, -1},
244 { 6, 7, -1, -1, -1, 4, 3, -1},
245 { 1, 6, -1, -1, -1, -1, 3, 5},
246 { 1, -1, -1, -1, -1, -1, 5, -1},
247 {-1, -1, -1, -1, -1, -1, -1, -1},
248 {-1, -1, -1, -1, -1, -1, -1, -1}},
249 {{-1, -1, 0, 0, 0, 0, -1, -1},
250 {-1, 0, 1, 1, 1, 0, -1, -1},
251 {-1, 0, 1, 0, 0, 1, 0, -1},
252 {-1, 0, 1, 1, 1, 0, -1, -1},
253 {-1, -1, 0, 0, 0, 0, -1, -1},
254 {-1, -1, 7, -1, 7, -1, -1, -1},
255 {-1, -1, 7, 7, 7, 7, -1, -1},
256 {-1, -1, -1, -1, -1, -1, -1, -1},
257 {-1, -1, -1, -1, -1, -1, -1, -1},
258 {-1, -1, -1, -1, -1, -1, -1, -1}},
259 {{-1, 4, 4, 4, 6, 6, 6, -1},
260 { 4, -1, -1, -1, -1, -1, 6, -1},
261 {-1, 4, -1, -1, -1, -1, 6, -1},
262 { 4, 2, 3, 1, 2, 3, 6, -1},
263 {-1, 3, 1, 2, 3, 1, 2, -1},
264 {-1, -1, -1, -1, -1, -1, -1, -1},
265 {-1, -1, -1, -1, -1, -1, -1, -1},
266 {-1, -1, -1, -1, -1, -1, -1, -1},
267 {-1, -1, -1, -1, -1, -1, -1, -1},
268 {-1, -1, -1, -1, -1, -1, -1, -1}},
269 {{-1, 4, 4, 4, 6, 6, 6, -1},
270 { 4, -1, -1, -1, -1, -1, 6, -1},
271 {-1, 4, -1, -1, -1, -1, 6, -1},
272 { 4, 2, 3, 1, 2, 3, 6, -1},
273 {-1, 3, 1, 2, 3, 1, 2, -1},
274 {-1, 2, 3, 1, 2, 3, -1, -1},
275 {-1, -1, -1, -1, -1, -1, -1, -1},
276 {-1, -1, -1, -1, -1, -1, -1, -1},
277 {-1, -1, -1, -1, -1, -1, -1, -1},
278 {-1, -1, -1, -1, -1, -1, -1, -1}},
279 {{-1, 0, 0, -1, -1, 2, 2, -1},
280 {-1, 5, -1, -1, -1, 3, -1, -1},
281 {-1, 0, -1, -1, -1, 6, -1, -1},
282 {-1, 3, -1, -1, -1, 0, -1, -1},
283 {-1, 4, -1, -1, -1, 5, -1, -1},
284 {-1, 2, -1, -1, -1, 3, -1, -1},
285 {-1, 2, -1, -1, -1, 1, -1, -1},
286 {-1, 3, -1, -1, -1, 4, -1, -1},
287 {-1, -1, -1, -1, -1, -1, -1, -1},
288 {-1, -1, -1, -1, -1, -1, -1, -1}},
289 {{ 3, -1, -1, -1, -1, -1, -1, 3},
290 { 6, 3, 2, 4, 6, 3, 2, -1},
291 { 4, -1, -1, -1, -1, -1, -1, 4},
292 { 2, 4, 6, 3, 2, 4, 6, -1},
293 {-1, -1, -1, 6, -1, -1, -1, -1},
294 {-1, -1, -1, 3, -1, -1, -1, -1},
295 {-1, -1, -1, -1, -1, -1, -1, -1},
296 {-1, -1, -1, -1, -1, -1, -1, -1},
297 {-1, -1, -1, -1, -1, -1, -1, -1},
298 {-1, -1, -1, -1, -1, -1, -1, -1}},
299 {{-1, 2, -1, 1, -1, 1, -1, 2},
300 { 1, 2, -1, 2, 1, -1, 1, -1},
301 { 1, -1, 1, -1, 2, -1, 2, -1},
302 { 2, 1, -1, 1, 2, -1, 2, -1},
303 {-1, 2, -1, 2, -1, 2, -1, 2},
304 { 1, 2, -1, 2, 1, -1, 1, -1},
305 { 1, -1, 1, -1, 2, -1, 1, -1},
306 { 2, 2, -1, 1, 1, -1, 2, -1},
307 {-1, 2, -1, 1, -1, 1, -1, 1},
308 {-1, -1, -1, -1, -1, -1, -1, -1}},
309 {{-1, 7, 7, -1, -1, 5, 5, -1},
310 { 1, -1, -1, -1, -1, -1, 4, -1},
311 { 2, 1, -1, -1, -1, -1, 4, 3},
312 { 2, -1, -1, -1, -1, -1, 3, -1},
313 { 1, 2, -1, -1, -1, -1, 3, 4},
314 { 1, -1, -1, -1, -1, -1, 4, -1},
315 { 7, 1, -1, -1, -1, -1, 4, 5},
316 { 7, 7, -1, -1, -1, 5, 5, -1},
317 {-1, -1, -1, -1, -1, -1, -1, -1},
318 {-1, -1, -1, -1, -1, -1, -1, -1}},
319 {{ 7, 7, -1, -1, -1, -1, 5, 5},
320 { 1, 5, -1, -1, -1, 7, 4, -1},
321 { 2, 1, -1, -1, -1, -1, 4, 3},
322 { 2, -1, -1, -1, -1, -1, 3, -1},
323 { 1, 5, -1, -1, -1, -1, 7, 4},
324 { 1, -1, -1, -1, -1, -1, 4, -1},
325 { 7, 1, -1, -1, -1, -1, 4, 5},
326 { 7, 5, -1, -1, -1, 7, 5, -1},
327 {-1, -1, -1, -1, -1, -1, -1, -1},
328 {-1, -1, -1, -1, -1, -1, -1, -1}},
329 {{-1, -1, -1, 0, 0, -1, -1, -1},
330 {-1, -1, 5, 0, 1, -1, -1, -1},
331 {-1, -1, 3, 5, 1, 6, -1, -1},
332 {-1, 4, 3, 2, 6, 2, -1, -1},
333 {-1, 7, 4, 7, 2, 2, 4, -1},
334 { 6, 7, 7, 3, 3, 4, 3, -1},
335 { 1, 6, 1, 1, 1, 3, 3, 5},
336 { 1, 1, -1, -1, -1, -1, 5, -1},
337 {-1, -1, -1, -1, -1, -1, -1, -1},
338 {-1, -1, -1, -1, -1, -1, -1, -1}},
339 {{-1, -1, 0, -1, -1, 0, -1, -1},
340 {-1, 3, 3, -1, 3, 3, -1, -1},
341 {-1, 0, 2, 0, 0, 2, 0, -1},
342 {-1, 3, 3, -1, 3, 3, -1, -1},
343 {-1, -1, 0, -1, -1, 0, -1, -1},
344 {-1, -1, -1, -1, -1, -1, -1, -1},
345 {-1, -1, -1, -1, -1, -1, -1, -1},
346 {-1, -1, -1, -1, -1, -1, -1, -1},
347 {-1, -1, -1, -1, -1, -1, -1, -1},
348 {-1, -1, -1, -1, -1, -1, -1, -1}},
349 {{-1, -1, -1, 1, 1, -1, -1, -1},
350 {-1, -1, 2, 2, 2, -1, -1, -1},
351 {-1, -1, 3, 3, 3, 3, -1, -1},
352 {-1, 4, 4, 4, 4, 4, -1, -1},
353 {-1, 5, 5, 5, 5, 5, 5, -1},
354 {-1, -1, -1, 6, -1, -1, -1, -1},
355 {-1, -1, -1, 7, 7, -1, -1, -1},
356 {-1, -1, -1, 0, -1, -1, -1, -1},
357 {-1, -1, -1, -1, -1, -1, -1, -1},
358 {-1, -1, -1, -1, -1, -1, -1, -1}},
359 {{-1, -1, -1, 2, 5, -1, -1, -1},
360 {-1, 4, 3, -1, -1, -1, -1, -1},
361 { 6, 7, -1, 5, 2, -1, -1, -1},
362 {-1, -1, -1, -1, 3, 4, -1, -1},
363 {-1, -1, -1, 2, 5, -1, 7, 6},
364 {-1, 4, 3, -1, -1, -1, -1, -1},
365 { 6, 7, -1, 5, 2, -1, -1, -1},
366 {-1, -1, -1, -1, 3, 4, -1, -1},
367 {-1, -1, -1, -1, -1, -1, 7, 6},
368 {-1, -1, -1, -1, -1, -1, -1, -1}},
369 {{-1, -1, -1, 5, 5, -1, -1, -1},
370 {-1, -1, -1, 3, -1, -1, -1, -1},
371 {-1, -1, -1, 1, -1, -1, -1, -1},
372 {-1, -1, -1, 7, -1, -1, -1, -1},
373 {-1, -1, -1, 2, -1, -1, -1, -1},
374 {-1, -1, -1, 4, -1, -1, -1, -1},
375 {-1, -1, -1, 5, -1, -1, -1, -1},
376 {-1, -1, -1, 3, -1, -1, -1, -1},
377 {-1, -1, -1, -1, -1, -1, -1, -1},
378 {-1, -1, -1, -1, -1, -1, -1, -1}},
379 {{-1, -1, -1, 0, 1, -1, -1, -1},
380 {-1, -1, 0, 2, 7, 7, -1, -1},
381 {-1, -1, -1, 0, 1, 7, -1, -1},
382 {-1, 0, 0, 0, 0, -1, -1, -1},
383 {-1, 0, 0, 0, 1, 1, -1, -1},
384 { 0, 0, 0, 1, 1, 1, -1, -1},
385 {-1, 0, 0, 1, 1, 1, -1, -1},
386 {-1, 0, 0, 0, 7, 7, -1, -1},
387 {-1, -1, 7, 7, -1, -1, -1, -1},
388 {-1, -1, -1, -1, -1, -1, -1, -1}},
389 {{-1, 1, -1, -1, -1, -1, -1, -1},
390 { 1, -1, -1, -1, -1, -1, -1, -1},
391 {-1, 2, 3, 4, 7, 6, 5, -1},
392 {-1, -1, -1, -1, -1, -1, 1, -1},
393 {-1, -1, -1, -1, -1, -1, 1, -1},
394 {-1, 2, 3, 4, 7, 6, -1, -1},
395 {-1, 1, -1, -1, -1, -1, -1, -1},
396 { 1, -1, -1, -1, -1, -1, -1, -1},
397 {-1, 2, 3, 4, 7, 6, 5, -1},
398 {-1, -1, -1, -1, -1, -1, -1, -1}},
399 {{-1, 6, -1, -1, -1, -1, -1, -1},
400 { 5, -1, -1, -1, -1, -1, -1, -1},
401 { 2, 3, 4, 7, 6, 5, 2, 3},
402 {-1, -1, -1, -1, -1, -1, 4, -1},
403 {-1, -1, -1, -1, -1, -1, 7, -1},
404 {-1, 4, 3, 2, 5, 6, -1, -1},
405 {-1, 7, -1, -1, -1, -1, -1, -1},
406 { 6, -1, -1, -1, -1, -1, -1, -1},
407 { 5, 2, 3, 4, 7, 6, 5, -1},
408 {-1, -1, -1, -1, -1, -1, -1, -1}},
409 {{ 3, 2, 1, 0, 0, 1, 2, 3},
410 { 3, 2, 1, 0, 1, 2, 3, -1},
411 { 4, 3, 2, 1, 1, 2, 3, 4},
412 { 4, 3, 2, 1, 2, 3, 4, -1},
413 { 5, 4, 3, 2, 2, 3, 4, 5},
414 { 5, 4, 3, 2, 3, 4, 5, -1},
415 { 6, 5, 4, 3, 3, 4, 5, 6},
416 { 6, 5, 4, 3, 4, 5, 6, -1},
417 { 7, 6, 5, 4, 4, 5, 6, 7},
418 {-1, -1, -1, -1, -1, -1, -1, -1}},
419 {{-1, -1, -1, 5, 5, -1, -1, -1},
420 {-1, -1, -1, 3, -1, -1, -1, -1},
421 {-1, -1, -1, 2, 4, -1, -1, -1},
422 {-1, -1, -1, 6, -1, -1, -1, -1},
423 {-1, -1, -1, 2, 4, -1, -1, -1},
424 {-1, 2, -1, 5, -1, 4, -1, -1},
425 { 1, 0, 1, 0, 1, 0, 1, 0},
426 { 3, -1, 3, -1, 2, -1, 6, -1},
427 {-1, -1, -1, -1, -1, -1, -1, -1},
428 {-1, -1, -1, -1, -1, -1, -1, -1}},
429 {{-1, -1, -1, -1, 1, -1, -1, -1},
430 { 7, 4, 3, 5, -1, -1, -1, -1},
431 { 6, -1, -1, 1, -1, -1, -1, -1},
432 {-1, -1, -1, 5, 3, 4, 7, -1},
433 { 6, -1, -1, -1, 1, -1, -1, 6},
434 { 7, 4, 3, 5, -1, -1, -1, -1},
435 {-1, -1, -1, 1, -1, -1, -1, 6},
436 {-1, -1, -1, 5, 3, 4, 7, -1},
437 {-1, -1, -1, -1, -1, -1, -1, -1},
438 {-1, -1, -1, -1, -1, -1, -1, -1}},
439 {{-1, -1, -1, -1, 7, 3, 6, -1},
440 {-1, -1, 3, 7, 3, 6, 3, -1},
441 {-1, -1, 5, 7, 3, 6, 3, -1},
442 {-1, 6, 7, 3, 6, 7, -1, -1},
443 {-1, 7, 7, 3, 6, 1, -1, -1},
444 { 3, 7, 3, 6, 3, -1, -1, -1},
445 { 5, 6, 2, 7, 1, -1, -1, -1},
446 {-1, -1, -1, -1, -1, -1, -1, -1},
447 {-1, -1, -1, -1, -1, -1, -1, -1},
448 {-1, -1, -1, -1, -1, -1, -1, -1}},
449 {{ 5, -1, -1, -1, -1, -1, -1, 5},
450 { 5, -1, 6, 6, 6, -1, 5, -1},
451 {-1, 5, 4, -1, -1, 4, 5, -1},
452 {-1, 3, -1, -1, -1, 3, -1, -1},
453 {-1, 6, 0, -1, -1, 0, 6, -1},
454 {-1, 3, -1, -1, -1, 3, -1, -1},
455 {-1, -1, 4, -1, -1, 4, -1, -1},
456 {-1, -1, 6, 6, 6, -1, -1, -1},
457 {-1, -1, -1, -1, -1, -1, -1, -1},
458 {-1, -1, -1, -1, -1, -1, -1, -1}},
459 {{-1, 7, 0, -1, -1, 0, 7, -1},
460 { 7, -1, 0, -1, 0, -1, 7, -1},
461 { 7, 1, -1, 0, 0, -1, 1, 7},
462 { 7, 1, 2, 0, 2, 1, 7, -1},
463 { 7, 6, 3, 2, 2, 3, 6, 7},
464 { 7, -1, 3, 2, 3, -1, 7, -1},
465 {-1, 7, 7, 3, 3, 7, 7, -1},
466 {-1, -1, -1, 3, -1, -1, -1, -1},
467 {-1, -1, -1, -1, -1, -1, -1, -1},
468 {-1, -1, -1, -1, -1, -1, -1, -1}},
469 {{-1, 3, -1, 1, -1, 7, -1, 6},
470 { 5, -1, 7, -1, 7, -1, 6, -1},
471 { 6, -1, 0, -1, 5, -1, 3, -1},
472 {-1, 2, -1, 1, -1, 5, -1, -1},
473 {-1, 4, -1, 3, -1, 4, -1, -1},
474 { 2, -1, 3, -1, 2, -1, -1, -1},
475 {-1, -1, 4, -1, 6, -1, -1, -1},
476 {-1, -1, -1, 5, -1, -1, -1, -1},
477 {-1, -1, -1, -1, -1, -1, -1, -1},
478 {-1, -1, -1, -1, -1, -1, -1, -1}},
479 {{-1, -1, -1, -1, 1, -1, -1, -1},
480 {-1, -1, -1, -1, 3, -1, -1, -1},
481 { 6, 1, 3, 1, 2, 1, 4, 1},
482 {-1, -1, -1, -1, 6, -1, -1, -1},
483 {-1, -1, -1, 4, 1, -1, -1, -1},
484 {-1, -1, 1, -1, 3, -1, -1, -1},
485 {-1, -1, -1, 2, 1, -1, -1, -1},
486 {-1, -1, -1, -1, 4, -1, -1, -1},
487 {-1, -1, -1, 6, 1, -1, -1, -1},
488 {-1, -1, -1, 6, -1, -1, -1, -1}},
489 {{-1, -1, -1, 5, 4, -1, -1, -1},
490 {-1, -1, 4, 1, 0, -1, -1, -1},
491 {-1, -1, -1, 2, 3, -1, -1, -1},
492 {-1, 1, 4, -1, 2, 2, -1, -1},
493 {-1, 3, 1, 2, 5, 1, 4, -1},
494 {-1, 4, 2, -1, 0, 4, -1, -1},
495 {-1, -1, -1, -1, -1, -1, -1, -1},
496 {-1, -1, -1, -1, -1, -1, -1, -1},
497 {-1, -1, -1, -1, -1, -1, -1, -1},
498 {-1, -1, -1, -1, -1, -1, -1, -1}},
499 {{-1, -1, -1, -1, 1, -1, -1, -1},
500 {-1, -1, -1, 1, -1, -1, -1, -1},
501 {-1, 2, -1, -1, 1, -1, 5, -1},
502 { 5, -1, -1, 1, -1, -1, 0, -1},
503 {-1, 6, -1, -1, 1, -1, 4, -1},
504 {-1, 0, -1, 1, -1, 5, -1, -1},
505 {-1, -1, 5, 5, 0, 1, -1, -1},
506 {-1, -1, -1, -1, -1, -1, -1, -1},
507 {-1, -1, -1, -1, -1, -1, -1, -1},
508 {-1, -1, -1, -1, -1, -1, -1, -1}},
509 {{-1, -1, -1, 6, 3, -1, -1, -1},
510 {-1, -1, 3, 2, 6, -1, -1, -1},
511 {-1, -1, 2, 6, 3, 2, -1, -1},
512 {-1, 6, 3, 2, 6, 3, -1, -1},
513 {-1, 3, 2, 6, 3, 2, 6, -1},
514 { 2, 6, 3, 2, 6, 3, 2, -1},
515 { 6, 3, 2, 6, 3, 2, 6, 3},
516 {-1, -1, -1, -1, -1, -1, -1, -1},
517 {-1, -1, -1, -1, -1, -1, -1, -1},
518 {-1, -1, -1, -1, -1, -1, -1, -1}},
519 {{ 6, 6, 6, 6, 6, 6, 6, 6},
520 { 4, -1, -1, -1, -1, -1, -1, -1},
521 {-1, 3, 2, 5, 7, 6, 4, 3},
522 {-1, 5, -1, -1, -1, -1, -1, -1},
523 {-1, -1, 7, 6, 4, 3, 2, 5},
524 {-1, -1, 4, -1, -1, -1, -1, -1},
525 {-1, -1, -1, 3, 2, 5, 7, 6},
526 {-1, -1, -1, -1, -1, -1, -1, -1},
527 {-1, -1, -1, -1, -1, -1, -1, -1},
528 {-1, -1, -1, -1, -1, -1, -1, -1}},
529 {{ 1, -1, 7, -1, -1, 6, -1, 2},
530 { 6, -1, 1, -1, 6, 1, 3, -1},
531 {-1, 4, -1, 7, 2, -1, 7, -1},
532 { 2, 7, -1, -1, -1, 4, -1, -1},
533 { 6, -1, 3, 5, 0, 2, -1, 7},
534 { 1, -1, -1, -1, -1, -1, 1, -1},
535 {-1, 1, 4, 5, 7, 5, 1, -1},
536 {-1, -1, -1, -1, -1, -1, -1, -1},
537 {-1, -1, -1, -1, -1, -1, -1, -1},
538 {-1, -1, -1, -1, -1, -1, -1, -1}},
539 {{ 6, 6, 6, -1, -1, 6, 6, 6},
540 {-1, -1, 6, -1, 6, -1, -1, -1},
541 {-1, -1, 2, 3, 3, 2, -1, -1},
542 {-1, 3, -1, 5, -1, 3, -1, -1},
543 {-1, -1, 5, 3, 3, 5, -1, -1},
544 {-1, -1, 6, 1, 6, -1, -1, -1},
545 {-1, 4, 2, -1, -1, 2, 4, -1},
546 {-1, -1, -1, -1, -1, -1, -1, -1},
547 {-1, -1, -1, -1, -1, -1, -1, -1},
548 {-1, -1, -1, -1, -1, -1, -1, -1}},
549 {{-1, -1, -1, 5, 5, -1, -1, -1},
550 {-1, -1, 5, -1, -1, -1, -1, -1},
551 {-1, 3, 4, 6, 6, -1, -1, 5},
552 { 3, 3, 4, 6, 5, -1, 5, -1},
553 { 3, 2, 3, 6, 6, 5, 5, -1},
554 { 3, 3, 4, 6, 5, -1, 5, -1},
555 {-1, 3, 4, 6, 6, -1, -1, 5},
556 {-1, -1, 5, -1, -1, -1, -1, -1},
557 {-1, -1, -1, 5, 5, -1, -1, -1},
558 {-1, -1, -1, -1, -1, -1, -1, -1}},
559 {{ 1, -1, -1, -1, -1, -1, -1, 1},
560 { 1, -1, 2, 2, 2, -1, 1, -1},
561 {-1, 1, 2, 3, 3, 2, 1, -1},
562 { 6, 2, 3, -1, 3, 2, 6, -1},
563 { 6, 2, 3, -1, -1, 3, 2, 6},
564 { 6, 2, 3, -1, 3, 2, 6, -1},
565 { 3, 3, 3, 7, 7, 3, 3, 3},
566 { 0, 5, 0, 2, 0, 5, 0, -1},
567 {-1, -1, -1, -1, -1, -1, -1, -1},
568 {-1, -1, -1, -1, -1, -1, -1, -1}},
569 {{-1, -1, 7, 7, 7, -1, -1, -1},
570 {-1, 7, 2, 2, 7, -1, -1, -1},
571 {-1, 7, 5, 5, 5, 7, -1, -1},
572 { 7, 7, 7, 7, 7, 7, -1, -1},
573 {-1, -1, 6, -1, 6, -1, -1, -1},
574 {-1, 6, -1, -1, 6, -1, -1, -1},
575 {-1, 6, 4, 4, -1, 6, 4, 4},
576 {-1, -1, -1, -1, -1, -1, -1, -1},
577 {-1, -1, -1, -1, -1, -1, -1, -1},
578 {-1, -1, -1, -1, -1, -1, -1, -1}},
579 {{-1, 3, 3, -1, 3, 3, 3, -1},
580 { 3, 7, 5, 4, 6, 5, 3, -1},
581 { 1, 3, 3, 3, -1, 3, 3, 1},
582 { 2, 1, 2, 1, 2, 1, 2, -1},
583 { 1, 3, 3, -1, 3, 3, 3, 1},
584 { 3, 5, 6, 4, 5, 7, 3, -1},
585 { 2, 3, 3, 3, -1, 3, 3, 2},
586 { 1, 1, 2, 2, 2, 1, 1, -1},
587 {-1, -1, -1, -1, -1, -1, -1, -1},
588 {-1, -1, -1, -1, -1, -1, -1, -1}},
589 {{-1, 6, 5, -1, -1, -1, -1, -1},
590 { 3, 1, 3, -1, -1, -1, -1, -1},
591 {-1, 5, 6, -1, -1, -1, -1, -1},
592 {-1, -1, 5, 3, -1, -1, -1, -1},
593 {-1, -1, 6, 1, 6, -1, -1, -1},
594 {-1, -1, 3, 5, -1, -1, -1, -1},
595 {-1, -1, -1, -1, 3, 6, -1, -1},
596 {-1, -1, -1, 5, 6, 5, -1, -1},
597 {-1, -1, -1, -1, 6, 3, -1, -1},
598 {-1, -1, -1, -1, -1, -1, -1, -1}},
599 {{ 6, 3, 7, 4, 5, 1, 6, 3},
600 { 5, 1, 6, 3, 7, 4, 5, -1},
601 { 6, 3, 7, 4, 5, 1, 6, 3},
602 {-1, -1, -1, -1, -1, -1, -1, -1},
603 {-1, -1, -1, -1, -1, -1, -1, -1},
604 {-1, -1, -1, -1, -1, -1, -1, -1},
605 {-1, -1, -1, -1, -1, -1, -1, -1},
606 {-1, -1, -1, -1, -1, -1, -1, -1},
607 {-1, -1, -1, -1, -1, -1, -1, -1},
608 {-1, -1, -1, -1, -1, -1, -1, -1}},
609 {{-1, -1, -1, -1, -1, -1, 4, 4},
610 {-1, -1, 7, 7, 7, 4, 4, -1},
611 {-1, -1, -1, -1, -1, -1, 4, 4},
612 {-1, 1, -1, -1, -1, 7, -1, -1},
613 {-1, 1, 1, -1, -1, 7, -1, -1},
614 { 3, 3, 3, -1, 7, -1, -1, -1},
615 { 3, -1, 2, 3, 3, 3, -1, 3},
616 {-1, 2, -1, 3, -1, 3, 3, -1},
617 {-1, 2, -1, -1, -1, -1, -1, -1},
618 {-1, -1, -1, -1, -1, -1, -1, -1}},
619 {{-1, -1, 4, -1, -1, -1, -1, -1},
620 {-1, 7, 4, -1, -1, -1, -1, -1},
621 {-1, -1, 7, 4, -1, -1, -1, -1},
622 {-1, 4, 7, 4, -1, -1, -1, -1},
623 { 1, 1, 1, 1, 1, 1, 1, -1},
624 { 1, 2, 1, 2, 1, 1, -1, -1},
625 { 2, 2, 2, 2, 2, 2, 2, 2},
626 {-1, -1, -1, -1, -1, -1, -1, -1},
627 {-1, -1, -1, -1, -1, -1, -1, -1},
628 {-1, -1, -1, -1, -1, -1, -1, -1}},
629 {{ 0, -1, -1, -1, -1, -1, -1, 6},
630 { 6, 1, 4, 3, 7, 5, 0, -1},
631 { 0, -1, -1, -1, -1, -1, -1, 6},
632 { 6, 1, 4, 3, 7, 5, 0, -1},
633 { 0, -1, -1, -1, -1, -1, -1, 6},
634 { 6, 1, 4, 3, 7, 5, 0, -1},
635 {-1, -1, -1, -1, -1, -1, -1, -1},
636 {-1, -1, -1, -1, -1, -1, -1, -1},
637 {-1, -1, -1, -1, -1, -1, -1, -1},
638 {-1, -1, -1, -1, -1, -1, -1, -1}},
639 {{ 3, 3, 4, 6, 6, 4, 3, 3},
640 { 0, 3, 4, 6, 4, 3, 1, -1},
641 { 5, 1, 3, 4, 4, 3, 0, 1},
642 { 0, 1, 3, 4, 3, 1, 0, -1},
643 { 2, 1, 6, 3, 3, 0, 0, 1},
644 { 0, 3, 4, 3, 6, 1, 5, -1},
645 { 6, 1, 2, 6, 4, 0, 0, 2},
646 {-1, -1, -1, -1, -1, -1, -1, -1},
647 {-1, -1, -1, -1, -1, -1, -1, -1},
648 {-1, -1, -1, -1, -1, -1, -1, -1}},
649 {{ 6, 6, -1, -1, -1, -1, 4, 4},
650 { 4, 0, -1, -1, -1, 3, 6, -1},
651 { 0, 6, -1, -1, -1, -1, 4, 2},
652 { 7, -1, -1, -1, -1, -1, 7, -1},
653 { 4, 4, -1, -1, -1, -1, 5, 6},
654 { 6, 4, 7, 7, 5, 6, 4, -1},
655 {-1, 7, 6, 4, 6, 4, 7, -1},
656 {-1, 0, -1, 7, -1, 7, -1, -1},
657 {-1, -1, -1, -1, -1, -1, -1, -1},
658 {-1, -1, -1, -1, -1, -1, -1, -1}},
659 {{-1, 5, -1, -1, -1, -1, 4, -1},
660 {-1, 5, -1, -1, -1, 4, -1, -1},
661 {-1, -1, 5, 6, 6, 4, -1, -1},
662 {-1, -1, 2, -1, 2, -1, -1, -1},
663 { 0, 0, 6, -1, -1, 6, 1, 1},
664 {-1, -1, 2, -1, 2, -1, -1, -1},
665 {-1, -1, 7, 6, 6, 3, -1, -1},
666 {-1, 7, -1, -1, -1, 3, -1, -1},
667 {-1, 7, -1, -1, -1, -1, 3, -1},
668 {-1, -1, -1, -1, -1, -1, -1, -1}},
669 {{-1, 6, -1, -1, -1, -1, 2, -1},
670 { 1, 7, 1, 1, 1, 3, 1, -1},
671 {-1, -1, 4, 1, 1, 4, -1, -1},
672 {-1, 1, 3, 1, 7, 1, -1, -1},
673 {-1, -1, -1, 2, 6, -1, -1, -1},
674 {-1, -1, 1, 5, 1, -1, -1, -1},
675 {-1, -1, -1, -1, -1, -1, -1, -1},
676 {-1, -1, -1, -1, -1, -1, -1, -1},
677 {-1, -1, -1, -1, -1, -1, -1, -1},
678 {-1, -1, -1, -1, -1, -1, -1, -1}},
679 {{ 7, 7, 7, 7, 7, 7, 7, 7},
680 { 7, -1, -1, -1, -1, -1, 7, -1},
681 { 7, -1, -1, 2, 0, 5, 2, 2},
682 { 7, -1, -1, -1, 0, 3, 6, -1},
683 { 7, -1, -1, -1, -1, -1, 4, 0},
684 { 5, 5, -1, -1, -1, -1, -1, -1},
685 { 4, 3, 6, 2, -1, -1, -1, -1},
686 { 0, 2, 0, 4, -1, -1, -1, -1},
687 {-1, -1, -1, -1, -1, -1, -1, -1},
688 {-1, -1, -1, -1, -1, -1, -1, -1}},
689 {{-1, -1, 1, -1, -1, 1, -1, -1},
690 {-1, 4, -1, -1, 5, -1, -1, -1},
691 {-1, 7, -1, -1, 1, 1, 1, -1},
692 { 6, -1, -1, -1, -1, 7, -1, -1},
693 { 1, 1, 1, 1, -1, 4, -1, -1},
694 {-1, -1, 5, -1, -1, -1, -1, -1},
695 {-1, -1, 0, -1, -1, -1, -1, -1},
696 {-1, 3, -1, -1, -1, -1, -1, -1},
697 {-1, 1, -1, -1, -1, -1, -1, -1},
698 {-1, -1, -1, -1, -1, -1, -1, -1}},
699 {{-1, 7, 7, -1, -1, 7, 7, -1},
700 { 6, -1, 4, -1, 4, -1, 6, -1},
701 { 5, -1, -1, 3, 3, -1, -1, 5},
702 { 6, -1, -1, -1, -1, -1, 6, -1},
703 {-1, 7, -1, -1, -1, -1, 7, -1},
704 {-1, 4, -1, -1, -1, 4, -1, -1},
705 {-1, -1, 3, -1, -1, 3, -1, -1},
706 {-1, -1, 2, -1, 2, -1, -1, -1},
707 {-1, -1, -1, 5, 5, -1, -1, -1},
708 {-1, -1, -1, -1, -1, -1, -1, -1}},
709 {{-1, 0, 0, -1, -1, 0, 0, -1},
710 { 7, 4, 6, 6, 6, 4, 3, -1},
711 { 5, 6, 6, 6, 2, 6, 6, 3},
712 { 7, 4, 6, 6, 6, 4, 3, -1},
713 {-1, 0, 0, -1, -1, 0, 0, -1},
714 {-1, -1, -1, -1, -1, -1, -1, -1},
715 {-1, -1, -1, -1, -1, -1, -1, -1},
716 {-1, -1, -1, -1, -1, -1, -1, -1},
717 {-1, -1, -1, -1, -1, -1, -1, -1},
718 {-1, -1, -1, -1, -1, -1, -1, -1}},
719 {{-1, -1, -1, -1, -1, 7, 7, 7},
720 {-1, -1, -1, -1, 2, 7, 7, -1},
721 {-1, 0, 7, 7, 7, -1, 7, 7},
722 { 6, 7, 7, 7, -1, -1, -1, -1},
723 { 6, -1, -1, -1, 7, 7, 7, 7},
724 { 6, -1, -1, -1, -1, -1, -1, -1},
725 { 4, 2, 2, 2, 4, -1, 3, -1},
726 { 4, 4, 4, 4, 3, 3, 3, -1},
727 {-1, -1, -1, -1, -1, -1, -1, -1},
728 {-1, -1, -1, -1, -1, -1, -1, -1}},
729 {{ 4, -1, -1, 7, -1, 6, -1, 7},
730 { 7, 6, 7, -1, -1, 7, 4, -1},
731 {-1, -1, 7, -1, -1, 7, -1, -1},
732 {-1, 0, 0, 0, 0, 0, 3, -1},
733 {-1, -1, 0, 2, 2, 0, 6, 4},
734 {-1, -1, 0, 0, 0, 1, 3, -1},
735 {-1, -1, -1, 0, 0, -1, 3, 4},
736 {-1, -1, -1, 6, -1, 5, 6, -1},
737 {-1, -1, -1, -1, -1, -1, 1, 0},
738 {-1, -1, -1, -1, -1, -1, -1, -1}},
739 {{-1, 5, -1, -1, -1, -1, 5, -1},
740 { 0, -1, -1, 0, -1, -1, 0, -1},
741 { 0, 0, 0, 2, 2, 0, 0, 0},
742 { 0, -1, -1, 0, -1, -1, 0, -1},
743 {-1, 7, -1, 3, -1, -1, 7, -1},
744 {-1, -1, 3, 6, -1, -1, -1, -1},
745 {-1, -1, -1, 6, -1, -1, -1, -1},
746 {-1, 3, 6, -1, -1, -1, -1, -1},
747 {-1, 3, -1, -1, -1, -1, -1, -1},
748 {-1, -1, -1, -1, -1, -1, -1, -1}},
749 {{-1, -1, -1, 6, 5, -1, -1, -1},
750 {-1, -1, 2, 6, 3, -1, -1, -1},
751 {-1, -1, 5, 4, 7, 1, -1, -1},
752 {-1, 6, 2, 2, 3, 4, -1, -1},
753 {-1, -1, 3, 7, 3, 6, -1, -1},
754 {-1, -1, 1, 3, 2, -1, -1, -1},
755 {-1, -1, -1, 4, 5, -1, -1, -1},
756 {-1, -1, -1, 4, -1, -1, -1, -1},
757 {-1, -1, -1, -1, -1, -1, -1, -1},
758 {-1, -1, -1, -1, -1, -1, -1, -1}},
759 {{ 7, 7, -1, 2, 2, -1, 6, 6},
760 { 6, -1, -1, 6, -1, -1, 3, -1},
761 { 2, -1, -1, 1, -1, -1, 2, -1},
762 { 5, -1, -1, 3, -1, -1, 2, -1},
763 { 1, -1, -1, 2, -1, -1, 1, -1},
764 { 5, -1, -1, 2, -1, -1, 2, -1},
765 { 6, -1, -1, 1, -1, -1, 7, -1},
766 { 5, -1, -1, 5, -1, -1, 4, -1},
767 {-1, -1, -1, -1, -1, -1, -1, -1},
768 {-1, -1, -1, -1, -1, -1, -1, -1}},
769 {{-1, -1, -1, 6, 6, -1, -1, -1},
770 {-1, 0, 4, 4, 4, 0, -1, -1},
771 {-1, -1, -1, 6, 6, -1, -1, -1},
772 {-1, -1, 2, 7, 2, -1, -1, -1},
773 {-1, -1, -1, 6, 6, -1, -1, -1},
774 {-1, 0, 5, 5, 5, 0, -1, -1},
775 {-1, -1, -1, 3, 3, -1, -1, -1},
776 {-1, -1, -1, -1, -1, -1, -1, -1},
777 {-1, -1, -1, -1, -1, -1, -1, -1},
778 {-1, -1, -1, -1, -1, -1, -1, -1}},
779 {{-1, -1, 4, 1, 3, -1, -1, -1},
780 {-1, 1, -1, -1, 1, -1, -1, -1},
781 {-1, -1, 4, 1, 3, 4, 1, -1},
782 {-1, 1, 3, 4, -1, -1, 4, -1},
783 {-1, 3, -1, -1, 3, 4, 1, -1},
784 {-1, 1, 3, 4, 1, 3, -1, -1},
785 {-1, -1, 4, 1, -1, -1, -1, -1},
786 {-1, -1, -1, -1, -1, -1, -1, -1},
787 {-1, -1, -1, -1, -1, -1, -1, -1},
788 {-1, -1, -1, -1, -1, -1, -1, -1}},
789 {{-1, 6, 4, -1, 3, 2, 5, -1},
790 { 0, -1, -1, -1, -1, -1, 1, -1},
791 {-1, 2, 3, 5, -1, 4, 6, -1},
792 { 0, -1, -1, -1, -1, -1, 1, -1},
793 {-1, 4, 6, -1, 2, 5, 3, -1},
794 { 0, -1, -1, -1, -1, -1, 1, -1},
795 {-1, 5, 2, 3, -1, 4, 6, -1},
796 {-1, -1, -1, -1, -1, -1, -1, -1},
797 {-1, -1, -1, -1, -1, -1, -1, -1},
798 {-1, -1, -1, -1, -1, -1, -1, -1}},
799 {{-1, -1, -1, 6, 6, -1, -1, -1},
800 {-1, -1, 7, 6, 4, -1, -1, -1},
801 {-1, 2, 1, 7, 4, 1, 3, -1},
802 { 2, 1, 1, 1, 1, 1, 3, -1},
803 {-1, 2, 2, 2, 3, 3, 3, -1},
804 {-1, -1, -1, 5, -1, -1, -1, -1},
805 {-1, -1, -1, 2, 3, -1, -1, -1},
806 {-1, -1, -1, 5, -1, -1, -1, -1},
807 {-1, -1, 2, 2, 3, 3, -1, -1},
808 {-1, -1, -1, -1, -1, -1, -1, -1}},
809 {{ 4, -1, 5, -1, -1, 3, -1, 6},
810 { 2, -1, 3, -1, 2, -1, 4, -1},
811 { 4, -1, -1, 1, 0, -1, -1, 6},
812 { 6, -1, 2, 3, 5, -1, 4, -1},
813 { 4, -1, -1, 0, 1, -1, -1, 6},
814 { 2, -1, 5, -1, 3, -1, 4, -1},
815 { 4, -1, 3, -1, -1, 2, -1, 6},
816 { 6, -1, -1, -1, -1, -1, 4, -1},
817 {-1, -1, -1, -1, -1, -1, -1, -1},
818 {-1, -1, -1, -1, -1, -1, -1, -1}},
819 {{ 2, 6, 0, 5, 5, 1, 3, 4},
820 { 1, -1, -1, 2, -1, -1, 0, -1},
821 { 4, -1, -1, 3, 6, -1, -1, 2},
822 {-1, -1, -1, 0, -1, -1, -1, -1},
823 {-1, -1, -1, 1, 4, -1, -1, -1},
824 {-1, -1, -1, 2, -1, -1, -1, -1},
825 {-1, -1, -1, 6, 3, -1, -1, -1},
826 {-1, -1, -1, 5, -1, -1, -1, -1},
827 {-1, -1, -1, 4, 1, -1, -1, -1},
828 {-1, -1, -1, -1, -1, -1, -1, -1}},
829 {{-1, -1, -1, -1, 5, 1, 1, 3},
830 { 0, 5, 1, 0, 5, 3, 3, -1},
831 { 5, 1, 0, 5, 1, 0, 5, 1},
832 { 0, 5, 1, 0, 5, 1, 6, -1},
833 {-1, -1, -1, -1, 1, 6, 5, 1},
834 {-1, -1, -1, -1, 5, 1, 6, -1},
835 {-1, -1, -1, -1, 1, 0, 5, 1},
836 {-1, -1, -1, -1, 5, 1, 0, -1},
837 {-1, -1, -1, -1, -1, -1, -1, -1},
838 {-1, -1, -1, -1, -1, -1, -1, -1}},
839 {{-1, 0, 7, 3, -1, -1, 2, 2},
840 {-1, 0, 7, 3, -1, -1, 2, -1},
841 {-1, 0, 7, 3, -1, -1, 2, 2},
842 {-1, 0, 7, 3, -1, 3, 1, -1},
843 {-1, 0, 7, 3, -1, 6, 4, 5},
844 {-1, 0, 7, 3, -1, 7, 0, -1},
845 {-1, 0, 7, 3, -1, 2, 3, 4},
846 {-1, 0, 7, 3, -1, 5, 6, -1},
847 {-1, -1, -1, -1, -1, 7, 0, 1},
848 {-1, -1, -1, -1, -1, -1, -1, -1}},
849 {{-1, -1, -1, 7, 7, 7, 7, -1},
850 { 3, 4, 5, -1, -1, -1, 7, -1},
851 { 2, -1, -1, -1, -1, -1, -1, 3},
852 { 7, -1, -1, -1, -1, -1, 4, -1},
853 { 7, -1, -1, -1, 3, 4, 5, 6},
854 { 7, -1, -1, 2, 0, 1, 2, -1},
855 { 6, -1, -1, -1, 3, 4, 5, 6},
856 { 0, 1, -1, -1, -1, -1, -1, -1},
857 { 2, 3, 4, -1, -1, -1, -1, -1},
858 { 5, 6, 0, -1, -1, -1, -1, -1}},
859 {{-1, 7, -1, -1, -1, -1, 2, -1},
860 { 1, 1, -1, -1, -1, 3, 3, -1},
861 {-1, 2, -1, -1, -1, -1, 4, -1},
862 { 3, 3, -1, -1, -1, 5, 5, -1},
863 {-1, 4, -1, -1, -1, -1, 6, -1},
864 { 5, 5, -1, -1, -1, 1, 1, -1},
865 {-1, 6, -1, -1, -1, -1, 7, -1},
866 {-1, -1, -1, -1, -1, -1, -1, -1},
867 {-1, -1, -1, -1, -1, -1, -1, -1},
868 {-1, -1, -1, -1, -1, -1, -1, -1}},
869 {{-1, 4, -1, -1, -1, -1, 4, -1},
870 { 2, -1, -1, 1, -1, -1, 2, -1},
871 { 5, -1, -1, 0, 0, -1, -1, 5},
872 { 5, -1, -1, 1, -1, -1, 6, -1},
873 {-1, 4, 2, 7, 7, 5, 4, -1},
874 {-1, -1, -1, 6, -1, -1, -1, -1},
875 {-1, -1, -1, 3, 3, -1, -1, -1},
876 {-1, -1, -1, 7, -1, -1, -1, -1},
877 {-1, -1, -1, -1, -1, -1, -1, -1},
878 {-1, -1, -1, -1, -1, -1, -1, -1}},
879 {{-1, 1, -1, -1, 2, 3, 4, -1},
880 { 2, -1, -1, 3, 0, 4, -1, -1},
881 { 4, -1, -1, 2, 3, 1, -1, -1},
882 { 3, -1, 4, 3, 0, -1, -1, -1},
883 { 4, -1, -1, 2, 5, 1, -1, -1},
884 { 3, -1, 4, 5, 0, 4, -1, -1},
885 {-1, -1, -1, -1, -1, -1, -1, -1},
886 {-1, -1, -1, -1, -1, -1, -1, -1},
887 {-1, -1, -1, -1, -1, -1, -1, -1},
888 {-1, -1, -1, -1, -1, -1, -1, -1}},
889 {{ 2, -1, -1, 1, 1, -1, -1, 2},
890 { 2, -1, 3, 3, 3, -1, 2, -1},
891 {-1, 2, -1, 4, 4, -1, 2, -1},
892 {-1, 7, 7, 0, 7, 7, -1, -1},
893 {-1, -1, -1, 4, 4, -1, -1, -1},
894 {-1, -1, 5, 7, 5, -1, -1, -1},
895 { 6, 3, 2, 6, 4, 2, 3, 6},
896 { 5, -1, -1, -1, -1, -1, 1, -1},
897 {-1, -1, -1, -1, -1, -1, -1, -1},
898 {-1, -1, -1, -1, -1, -1, -1, -1}},
899 {{ 4, 2, 3, 5, 7, 1, 3, 6},
900 { 1, -1, -1, 1, -1, -1, 1, -1},
901 { 3, 0, 1, 3, 2, 4, 3, 5},
902 { 4, -1, -1, 4, -1, -1, 4, -1},
903 {-1, 5, -1, -1, 5, -1, -1, 5},
904 { 0, 3, 2, 0, 4, 5, 0, -1},
905 {-1, 6, -1, -1, 6, -1, -1, 6},
906 { 7, -1, -1, 7, -1, -1, 7, -1},
907 {-1, -1, -1, -1, -1, -1, -1, -1},
908 {-1, -1, -1, -1, -1, -1, -1, -1}},
909 {{-1, 5, 4, -1, 1, 1, -1, -1},
910 { 5, -1, 4, 1, -1, 1, -1, -1},
911 { 0, -1, -1, -1, -1, -1, 0, -1},
912 { 0, 6, 4, -1, -1, 4, 2, -1},
913 {-1, 4, 3, 5, 2, 6, 3, 6},
914 {-1, 2, 6, -1, -1, 5, 4, -1},
915 {-1, -1, -1, -1, -1, -1, -1, -1},
916 {-1, -1, -1, -1, -1, -1, -1, -1},
917 {-1, -1, -1, -1, -1, -1, -1, -1},
918 {-1, -1, -1, -1, -1, -1, -1, -1}},
919 {{-1, -1, -1, 6, 6, -1, -1, -1},
920 {-1, -1, 5, 5, 4, -1, -1, -1},
921 {-1, -1, 1, 6, 6, 4, -1, -1},
922 {-1, 1, 7, 2, 5, 3, -1, -1},
923 {-1, 2, 7, 2, 1, 5, 3, -1},
924 { 2, 1, 3, 1, 4, 2, 7, -1},
925 {-1, 3, 1, 3, 4, 2, 7, -1},
926 {-1, 3, 5, 5, 6, 6, -1, -1},
927 {-1, -1, -1, -1, -1, -1, -1, -1},
928 {-1, -1, -1, -1, -1, -1, -1, -1}},
929 {{-1, -1, 7, 3, -1, -1, -1, -1},
930 {-1, 1, 7, 6, -1, -1, -1, -1},
931 {-1, 3, 7, 5, 1, 5, -1, -1},
932 { 7, 7, 0, 2, 4, 0, 4, -1},
933 { 7, 1, 4, 6, 5, 6, 5, 7},
934 { 1, 7, 7, 1, 7, 7, 1, -1},
935 {-1, -1, -1, -1, -1, -1, -1, -1},
936 {-1, -1, -1, -1, -1, -1, -1, -1},
937 {-1, -1, -1, -1, -1, -1, -1, -1},
938 {-1, -1, -1, -1, -1, -1, -1, -1}},
939 {{-1, -1, 1, -1, -1, 1, -1, -1},
940 {-1, 5, 6, 1, 5, 6, -1, -1},
941 {-1, 1, 1, 2, 2, 1, 1, -1},
942 { 4, 7, 1, 0, 1, 7, 4, -1},
943 {-1, 3, 7, 5, 7, 5, 3, -1},
944 {-1, 1, 1, 1, 1, 1, -1, -1},
945 {-1, -1, -1, -1, -1, -1, -1, -1},
946 {-1, -1, -1, -1, -1, -1, -1, -1},
947 {-1, -1, -1, -1, -1, -1, -1, -1},
948 {-1, -1, -1, -1, -1, -1, -1, -1}},
949 {{ 4, -1, -1, -1, 5, -1, -1, 4},
950 { 6, 6, 7, 6, -1, 4, 5, -1},
951 { 4, 2, 7, 5, 2, 2, 6, 4},
952 {-1, -1, 4, 1, -1, 5, 2, -1},
953 {-1, 5, 2, 7, 7, -1, 7, 4},
954 { 4, 6, 5, 4, -1, 4, 2, -1},
955 {-1, -1, -1, 4, -1, 4, 1, -1},
956 { 0, 0, 0, 5, -1, -1, -1, -1},
957 {-1, -1, -1, -1, 0, 0, 0, 0},
958 {-1, -1, -1, -1, -1, -1, -1, -1}},
959 {{ 1, -1, -1, -1, 0, 0, -1, -1},
960 { 2, -1, -1, 0, 1, 0, -1, -1},
961 { 3, -1, -1, 0, 2, 2, 0, -1},
962 { 4, -1, 0, 1, 1, 1, 0, -1},
963 { 5, -1, -1, 0, 4, 4, 0, -1},
964 { 6, -1, -1, 4, 4, 4, -1, -1},
965 { 7, -1, -1, -1, 4, 4, -1, -1},
966 {-1, -1, -1, 0, 1, 0, -1, -1},
967 {-1, -1, -1, 0, 1, 1, 0, -1},
968 {-1, -1, -1, -1, -1, -1, -1, -1}},
969 {{-1, -1, 3, -1, -1, 1, 7, -1},
970 {-1, 7, 4, -1, -1, 4, 3, -1},
971 { 1, -1, -1, 0, 2, 0, -1, -1},
972 { 5, 4, -1, 3, -1, -1, -1, -1},
973 { 4, -1, 3, 6, 1, 1, 6, -1},
974 {-1, 1, -1, -1, 4, -1, 1, -1},
975 {-1, 7, 5, -1, -1, -1, 3, -1},
976 {-1, -1, 3, -1, -1, -1, -1, -1},
977 {-1, -1, -1, -1, -1, -1, -1, -1},
978 {-1, -1, -1, -1, -1, -1, -1, -1}},
979 {{ 1, -1, -1, -1, 1, -1, -1, -1},
980 { 2, -1, -1, -1, 2, -1, -1, -1},
981 {-1, 3, -1, -1, 3, 3, -1, -1},
982 {-1, 4, -1, 4, -1, 4, -1, -1},
983 {-1, 5, -1, -1, 5, 5, -1, -1},
984 { 6, -1, -1, 7, 1, 7, -1, -1},
985 { 7, -1, -1, -1, 6, 6, -1, -1},
986 {-1, -1, -1, -1, -1, -1, -1, -1},
987 {-1, -1, -1, -1, -1, -1, -1, -1},
988 {-1, -1, -1, -1, -1, -1, -1, -1}},
989 {{ 2, -1, -1, 6, -1, 2, 5, 1},
990 { 5, -1, 4, -1, 4, -1, 4, -1},
991 { 6, -1, -1, 3, -1, -1, -1, 3},
992 { 4, 2, 0, -1, -1, -1, 5, -1},
993 {-1, -1, -1, 6, -1, 3, 6, -1},
994 {-1, -1, 5, -1, 5, -1, -1, -1},
995 {-1, -1, -1, 3, -1, 4, 2, 5},
996 {-1, -1, -1, -1, -1, -1, -1, -1},
997 {-1, -1, -1, -1, -1, -1, -1, -1},
998 {-1, -1, -1, -1, -1, -1, -1, -1}},
999 {{ 6, -1, -1, -1, 4, -1, -1, 3},
1000 { 0, 3, -1, -1, 6, -1, 0, -1},
1001 {-1, -1, 7, -1, 1, -1, 3, -1},
1002 { 7, -1, 4, 7, -1, 2, -1, -1},
1003 { 5, 2, 3, 2, 1, 6, -1, 3},
1004 {-1, -1, 0, 4, 3, 5, 4, -1},
1005 {-1, 7, 6, -1, -1, 0, -1, -1},
1006 { 4, 3, -1, -1, -1, 4, 2, -1},
1007 { 0, -1, -1, -1, -1, -1, 6, -1},
1008 {-1, -1, -1, -1, -1, -1, -1, -1}},
1009 {{ 6, 1, 2, 5, 1, 6, 3, 0},
1010 {-1, -1, -1, -1, -1, -1, 4, -1},
1011 { 0, 5, 2, 7, 1, 6, 2, -1},
1012 { 3, -1, -1, -1, -1, -1, -1, -1},
1013 { 6, 7, 6, 4, 0, 5, 2, 6},
1014 {-1, -1, -1, -1, -1, -1, 1, -1},
1015 { 6, 1, 4, 0, 6, 2, 3, -1},
1016 { 0, -1, -1, -1, -1, -1, -1, -1},
1017 {-1, 0, 4, 5, 3, 7, 6, 0},
1018 {-1, -1, -1, -1, -1, -1, -1, -1}},
1019 {{-1, -1, -1, 0, 1, -1, -1, -1},
1020 {-1, -1, 0, 7, 0, -1, -1, -1},
1021 {-1, -1, 1, 2, 2, 0, -1, -1},
1022 {-1, 0, 7, 0, 7, 0, -1, -1},
1023 {-1, 6, -1, 7, 7, -1, 6, -1},
1024 { 4, 1, 6, 6, 6, 4, 1, -1},
1025 {-1, 5, -1, 7, 7, -1, 5, -1},
1026 {-1, -1, -1, -1, -1, -1, -1, -1},
1027 {-1, -1, -1, -1, -1, -1, -1, -1},
1028 {-1, -1, -1, -1, -1, -1, -1, -1}},
1029 {{-1, -1, -1, 5, 6, -1, -1, -1},
1030 {-1, -1, 3, 3, 3, -1, -1, -1},
1031 {-1, -1, 7, 5, 3, 7, -1, -1},
1032 {-1, 3, -1, 6, -1, 3, -1, -1},
1033 { 2, -1, -1, 3, 7, -1, -1, 1},
1034 { 2, 2, -1, 3, -1, 1, 1, -1},
1035 {-1, 0, 2, 5, 6, 1, 0, -1},
1036 {-1, -1, -1, 3, -1, -1, -1, -1},
1037 {-1, -1, -1, 3, 7, -1, -1, -1},
1038 {-1, -1, -1, -1, -1, -1, -1, -1}},
1039 {{-1, 6, -1, -1, -1, -1, 2, -1},
1040 {-1, 2, 6, 0, 6, 0, -1, -1},
1041 {-1, 0, -1, -1, -1, -1, -1, -1},
1042 { 6, -1, -1, -1, -1, -1, -1, -1},
1043 {-1, 3, 3, 2, 0, 6, 0, 0},
1044 {-1, 6, -1, -1, -1, -1, 0, -1},
1045 {-1, -1, -1, 6, 0, 2, 6, -1},
1046 {-1, 2, 0, -1, -1, -1, -1, -1},
1047 {-1, -1, -1, -1, -1, -1, -1, -1},
1048 {-1, -1, -1, -1, -1, -1, -1, -1}},
1049 {{ 0, 7, -1, -1, -1, -1, -1, -1},
1050 { 1, 5, -1, -1, -1, -1, -1, -1},
1051 { 7, 2, 5, -1, -1, -1, -1, -1},
1052 { 6, 3, 4, -1, -1, -1, -1, -1},
1053 { 5, 5, 4, 4, -1, -1, -1, -1},
1054 { 3, 3, 5, 3, -1, -1, -1, -1},
1055 { 1, 2, 2, 5, 3, -1, -1, -1},
1056 { 1, 0, 0, 7, 6, -1, -1, -1},
1057 { 3, 3, 5, 5, 7, 6, -1, -1},
1058 {-1, -1, -1, -1, -1, -1, -1, -1}},
1059 {{-1, -1, 2, 6, 6, 2, -1, -1},
1060 {-1, 2, 1, 1, 0, 2, -1, -1},
1061 {-1, 2, 3, 2, 2, 0, 2, -1},
1062 { 2, 3, 2, 5, 2, 7, 2, -1},
1063 { 2, 4, 2, 5, 2, 7, 2, 0},
1064 { 2, 4, 2, 6, 6, 2, 0, -1},
1065 {-1, 2, 5, 2, 2, 2, 7, 2},
1066 {-1, 2, 5, 6, 6, 7, 2, -1},
1067 {-1, -1, 2, 2, 2, 2, 2, -1},
1068 {-1, -1, -1, -1, -1, -1, -1, -1}},
1069 {{-1, -1, 0, -1, -1, 0, -1, -1},
1070 { 1, 0, 0, 1, 0, 0, 1, -1},
1071 { 1, 7, 7, 5, 5, 7, 7, 1},
1072 { 3, 2, -1, 2, -1, 2, 3, -1},
1073 { 3, 7, -1, 6, 6, -1, 7, 3},
1074 { 7, -1, -1, 6, -1, -1, 7, -1},
1075 { 4, 4, 5, -1, -1, 5, 4, 4},
1076 {-1, -1, -1, -1, -1, -1, -1, -1},
1077 {-1, -1, -1, -1, -1, -1, -1, -1},
1078 {-1, -1, -1, -1, -1, -1, -1, -1}},
1079 {{-1, 6, 3, -1, -1, 3, 6, -1},
1080 { 6, -1, 2, -1, 2, -1, 6, -1},
1081 { 2, -1, 0, 1, 1, 0, -1, 2},
1082 { 5, 0, -1, 7, -1, 0, 5, -1},
1083 {-1, 5, -1, 6, 6, -1, 5, -1},
1084 { 7, 1, 4, -1, 4, 1, 7, -1},
1085 { 7, -1, 4, -1, -1, 4, -1, 7},
1086 { 2, 0, -1, -1, -1, 0, 2, -1},
1087 {-1, 2, -1, -1, -1, -1, 2, -1},
1088 {-1, -1, -1, -1, -1, -1, -1, -1}},
1089 {{ 6, 1, -1, -1, -1, -1, 4, 0},
1090 { 2, 7, 5, 5, 5, 7, 3, -1},
1091 { 6, 1, -1, -1, -1, -1, 4, 0},
1092 { 2, 5, 7, 7, 7, 5, 3, -1},
1093 { 6, 1, -1, -1, -1, -1, 4, 0},
1094 { 2, 0, 6, 6, 6, 0, 3, -1},
1095 { 6, 1, -1, -1, -1, -1, 4, 0},
1096 {-1, -1, -1, -1, -1, -1, -1, -1},
1097 {-1, -1, -1, -1, -1, -1, -1, -1},
1098 {-1, -1, -1, -1, -1, -1, -1, -1}},
1099 {{ 5, -1, -1, 1, 1, -1, -1, 5},
1100 { 5, -1, 4, -1, 4, -1, 5, -1},
1101 {-1, 2, 4, -1, -1, 4, 2, -1},
1102 { 7, 2, -1, -1, -1, 2, 7, -1},
1103 { 0, -1, 0, 4, 4, 0, -1, 0},
1104 { 7, 2, -1, -1, -1, 2, 7, -1},
1105 {-1, 2, 3, -1, -1, 3, 2, -1},
1106 { 5, -1, 3, -1, 3, -1, 5, -1},
1107 { 5, -1, -1, 6, 6, -1, -1, 5},
1108 {-1, -1, -1, -1, -1, -1, -1, -1}},
1109 {{ 2, 2, -1, -1, -1, -1, 5, 5},
1110 { 5, -1, -1, -1, -1, -1, 2, -1},
1111 { 5, -1, -1, -1, -1, -1, -1, 2},
1112 { 1, -1, 1, 5, 1, -1, 3, -1},
1113 { 5, 2, 5, 3, 1, 2, 5, 2},
1114 { 2, 0, 5, -1, 2, 0, 5, -1},
1115 {-1, 3, 7, -1, -1, 3, 7, -1},
1116 {-1, -1, 2, 0, 5, -1, -1, -1},
1117 {-1, -1, -1, -1, -1, -1, -1, -1},
1118 {-1, -1, -1, -1, -1, -1, -1, -1}},
1119 {{ 0, 6, 5, 2, 3, 4, 1, 7},
1120 {-1, -1, -1, -1, 1, -1, -1, -1},
1121 {-1, -1, -1, 1, 1, -1, -1, -1},
1122 {-1, -1, 1, -1, -1, -1, -1, -1},
1123 { 7, 1, 4, 3, 2, 5, 6, 0},
1124 {-1, -1, -1, -1, 1, -1, -1, -1},
1125 {-1, -1, -1, 1, 1, -1, -1, -1},
1126 {-1, -1, 1, -1, -1, -1, -1, -1},
1127 { 0, 6, 5, 2, 3, 4, 1, 7},
1128 {-1, -1, -1, -1, -1, -1, -1, -1}},
1129 {{-1, -1, 1, -1, -1, 1, -1, -1},
1130 {-1, 2, 4, -1, 2, 4, -1, -1},
1131 {-1, 2, 3, 6, 5, 3, 2, -1},
1132 {-1, 6, 5, -1, 6, 5, -1, -1},
1133 {-1, -1, -1, 7, 7, -1, -1, -1},
1134 {-1, -1, -1, 7, -1, -1, -1, -1},
1135 { 1, -1, -1, 7, 7, -1, -1, 3},
1136 { 2, -1, -1, 7, -1, -1, 2, -1},
1137 {-1, 3, 4, 5, 6, 4, 1, -1},
1138 {-1, -1, -1, -1, -1, -1, -1, -1}},
1139 {{ 1, -1, -1, 2, 2, -1, -1, 2},
1140 { 1, 3, 7, 3, 7, 4, 2, -1},
1141 {-1, 1, 6, -1, -1, 6, 2, -1},
1142 { 6, -1, 7, 3, 7, -1, 6, -1},
1143 {-1, 4, 2, -1, -1, 1, 3, -1},
1144 {-1, -1, 2, 6, 1, -1, -1, -1},
1145 {-1, 4, 3, 3, 4, 4, 3, -1},
1146 {-1, -1, -1, -1, -1, -1, -1, -1},
1147 {-1, -1, -1, -1, -1, -1, -1, -1},
1148 {-1, -1, -1, -1, -1, -1, -1, -1}},
1149 {{-1, -1, -1, 5, 6, -1, -1, -1},
1150 {-1, -1, -1, 3, -1, -1, -1, -1},
1151 {-1, -1, -1, 1, 2, -1, -1, -1},
1152 {-1, -1, -1, 4, -1, -1, -1, -1},
1153 {-1, -1, -1, 5, 7, -1, -1, -1},
1154 {-1, -1, -1, 2, -1, -1, -1, -1},
1155 { 6, 5, 4, 3, 2, 1, 7, 5},
1156 {-1, -1, -1, -1, -1, -1, -1, -1},
1157 {-1, -1, -1, -1, -1, -1, -1, -1},
1158 {-1, -1, -1, -1, -1, -1, -1, -1}},
1159 {{-1, 0, -1, 1, -1, 2, -1, -1},
1160 {-1, 4, -1, 5, -1, 6, -1, -1},
1161 {-1, 7, -1, 0, -1, 2, -1, -1},
1162 {-1, 6, -1, 3, -1, 6, -1, -1},
1163 {-1, 1, -1, 1, -1, 2, -1, -1},
1164 {-1, 3, -1, 5, -1, 0, -1, -1},
1165 {-1, 2, -1, 4, -1, 6, -1, -1},
1166 {-1, 3, -1, 6, -1, 7, -1, -1},
1167 {-1, -1, -1, -1, -1, -1, -1, -1},
1168 {-1, -1, -1, -1, -1, -1, -1, -1}},
1169 {{ 1, 1, 2, 2, 3, 3, 4, 4},
1170 { 5, 5, 6, 7, 6, 5, 5, -1},
1171 { 6, 4, 3, 3, 2, 2, 1, 6},
1172 { 4, 6, 5, 7, 6, 3, 1, -1},
1173 {-1, -1, -1, -1, -1, -1, -1, -1},
1174 {-1, -1, -1, -1, -1, -1, -1, -1},
1175 {-1, -1, -1, -1, -1, -1, -1, -1},
1176 {-1, -1, -1, -1, -1, -1, -1, -1},
1177 {-1, -1, -1, -1, -1, -1, -1, -1},
1178 {-1, -1, -1, -1, -1, -1, -1, -1}},
1179 {{ 7, 4, -1, 1, 2, -1, 4, 7},
1180 { 5, 5, -1, 2, -1, 4, 4, -1},
1181 {-1, 5, -1, 7, 7, -1, 4, -1},
1182 { 1, 0, 6, 7, 6, 0, 2, -1},
1183 {-1, 2, -1, 5, 3, -1, 1, -1},
1184 { 1, 1, -1, -1, -1, 2, 2, -1},
1185 { 6, 1, 4, -1, -1, 4, 2, 6},
1186 { 5, 3, -1, -1, -1, 3, 5, -1},
1187 {-1, -1, -1, -1, -1, -1, -1, -1},
1188 {-1, -1, -1, -1, -1, -1, -1, -1}},
1189 {{ 1, 5, 1, 0, 0, 1, 5, 1},
1190 { 1, 2, 5, -1, 5, 2, 1, -1},
1191 { 3, 6, 1, 2, 2, 1, 6, 3},
1192 { 4, 3, 4, -1, 4, 3, 4, -1},
1193 { 3, 4, 6, 5, 5, 6, 4, 3},
1194 { 0, 2, 3, -1, 3, 2, 0, -1},
1195 { 2, 3, 1, 5, 5, 1, 3, 2},
1196 {-1, -1, -1, -1, -1, -1, -1, -1},
1197 {-1, -1, -1, -1, -1, -1, -1, -1},
1198 {-1, -1, -1, -1, -1, -1, -1, -1}},
1199 {{ 3, 0, 2, 7, 5, 7, 6, 5},
1200 { 6, -1, 1, -1, 2, -1, 1, -1},
1201 {-1, 6, 4, 0, 3, 4, 5, -1},
1202 {-1, 5, -1, 1, -1, 4, -1, -1},
1203 {-1, 7, 3, 5, 6, 5, 3, -1},
1204 { 1, -1, 2, -1, 4, -1, 2, -1},
1205 { 6, 4, 4, 6, 6, 5, 5, 1},
1206 {-1, -1, -1, -1, -1, -1, -1, -1},
1207 {-1, -1, -1, -1, -1, -1, -1, -1},
1208 {-1, -1, -1, -1, -1, -1, -1, -1}}
1211 /* the tile struct
1212 * type is the bubble number 0-7
1213 * fallx is the x axis movement for the falling bubble
1214 * fallvel is the initial upward velocity for the falling bubble
1215 * ingroup denotes a bubble that is part of a group to be removed
1216 * anchored denotes a bubble that is anchored to the ceiling
1218 struct tile {
1219 int type;
1220 int fallx;
1221 int fallvel;
1222 bool ingroup;
1223 bool anchored;
1224 bool delete;
1227 /* the game context struct
1228 * score is the current score
1229 * level is the current level
1230 * highlevel is the highest level beaten
1231 * highscores is the list of high scores
1232 * angle is the current cannon direction
1233 * shots is the number of shots fired since last compression
1234 * compress is the height of the compressor
1235 * onboardcnt is the number of unique bubbles on the playing board
1236 * onboard is the unique bubbles on the playing board
1237 * nextinq is the pointer to the next bubble in the firing queue
1238 * queue is the circular buffer of bubbles to be fired
1239 * elapsedlvl is level elapsed time in 1/100s of seconds
1240 * elapsedshot is the shot elapsed time in 1/100s of seconds
1241 * startedshot is when the current shot began
1242 * resume denotes whether to resume the currently loaded game
1243 * dirty denotes whether the high scores are out of sync with the saved file
1244 * playboard is the game playing board
1246 struct game_context {
1247 unsigned int score;
1248 unsigned int level;
1249 struct highscore highlevel;
1250 struct highscore highscores[NUM_SCORES];
1251 int angle;
1252 int shots;
1253 int compress;
1254 int onboardcnt;
1255 int onboard[NUM_BUBBLES];
1256 int nextinq;
1257 int queue[NUM_QUEUE];
1258 long elapsedlvl;
1259 long elapsedshot;
1260 long startedshot;
1261 bool resume;
1262 bool dirty;
1263 struct tile playboard[BB_HEIGHT][BB_WIDTH];
1266 static void bubbles_init(struct game_context* bb);
1267 static bool bubbles_nextlevel(struct game_context* bb);
1268 static void bubbles_getonboard(struct game_context* bb);
1269 static void bubbles_drawboard(struct game_context* bb);
1270 static int bubbles_fire(struct game_context* bb);
1271 static bool bubbles_collision(struct game_context* bb, int y, int x,
1272 int nearrow, int nearcol);
1273 static bool bubbles_ingroup(struct game_context* bb, int row, int col);
1274 static int bubbles_searchgroup(struct game_context* bb, int row, int col);
1275 static int bubbles_remove(struct game_context* bb);
1276 static void bubbles_anchored(struct game_context* bb, int row, int col);
1277 static int bubbles_fall(struct game_context* bb);
1278 static int bubbles_checklevel(struct game_context* bb);
1279 static void bubbles_recordscore(struct game_context* bb);
1280 static void bubbles_displayscores(struct game_context* bb, int position);
1281 static void bubbles_savescores(struct game_context* bb);
1282 static bool bubbles_loadgame(struct game_context* bb);
1283 static void bubbles_savegame(struct game_context* bb);
1284 static inline void bubbles_setcolors(void);
1285 static void bubbles_callback(void* param);
1286 static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
1287 int timeout);
1288 static int bubbles(struct game_context* bb);
1290 /*****************************************************************************
1291 * bubbles_init() initializes bubbles data structures.
1292 ******************************************************************************/
1293 static void bubbles_init(struct game_context* bb) {
1294 /* seed the rand generator */
1295 rb->srand(*rb->current_tick);
1297 /* check for resumed game */
1298 if(bb->resume) {
1299 bb->resume = false;
1300 return;
1303 bb->score = 0;
1304 bubbles_nextlevel(bb);
1307 /*****************************************************************************
1308 * bubbles_nextlevel() sets up the game for the next level, returns false if
1309 * there are no more levels.
1310 ******************************************************************************/
1311 static bool bubbles_nextlevel(struct game_context* bb) {
1312 int i, j, pos;
1314 bb->level++;
1316 /* check if there are no more levels */
1317 if(bb->level > NUM_LEVELS) return false;
1319 /* set up the play board */
1320 rb->memset(bb->playboard, 0, sizeof(bb->playboard));
1321 for(i=0; i<BB_LEVEL_HEIGHT; i++) {
1322 for(j=0; j<BB_WIDTH; j++) {
1323 pos = (int)level[bb->level-1][i][j];
1324 if(pos >=0 && pos < NUM_BUBBLES) {
1325 bb->playboard[i][j].type = pos;
1326 } else {
1327 bb->playboard[i][j].type = -1;
1331 for(i=BB_LEVEL_HEIGHT; i<BB_HEIGHT; i++) {
1332 for(j=0; j<BB_WIDTH; j++) {
1333 bb->playboard[i][j].type = -1;
1337 /* fill first bubbles in shot queue */
1338 bubbles_getonboard(bb);
1339 for(i=0; i<NUM_QUEUE; i++) {
1340 bb->queue[i] = bb->onboard[rb->rand()%bb->onboardcnt];
1343 bb->angle = 0;
1344 bb->shots = 0;
1345 bb->compress = 0;
1346 bb->nextinq = 0;
1347 bb->elapsedlvl = 0;
1348 bb->elapsedshot = 0;
1350 return true;
1353 /*****************************************************************************
1354 * bubbles_getonboard() determines which bubble types are on the play board.
1355 ******************************************************************************/
1356 static void bubbles_getonboard(struct game_context* bb) {
1357 int i, j, k;
1358 bool found;
1360 bb->onboardcnt = 0;
1361 rb->memset(bb->onboard, -1, sizeof(bb->onboard));
1363 for(i=0; i<BB_HEIGHT; i++) {
1364 for(j=0; j<BB_WIDTH; j++) {
1365 if(bb->playboard[i][j].type >= 0) {
1366 found = false;
1368 for(k=0; k<bb->onboardcnt; k++) {
1369 if(bb->playboard[i][j].type == bb->onboard[k]) {
1370 found = true;
1371 break;
1375 if(!found) {
1376 bb->onboard[bb->onboardcnt] = bb->playboard[i][j].type;
1377 bb->onboardcnt++;
1380 if(bb->onboardcnt == NUM_BUBBLES) return;
1386 /*****************************************************************************
1387 * bubbles_drawboard() draws the game board to the buffer but does not update
1388 * the lcd.
1389 ******************************************************************************/
1390 static void bubbles_drawboard(struct game_context* bb) {
1391 int i, j;
1392 int w, h;
1393 int colmax, indent;
1394 int tipx, tipy;
1395 bool evenline = false;
1396 char *level = "Level";
1397 char *score = "Score";
1398 char *next = "Next";
1399 char *hurry = "HURRY!";
1400 char str[11];
1402 /* clear screen */
1403 rb->lcd_clear_display();
1405 /* draw background */
1406 #ifdef HAVE_LCD_COLOR
1407 rb->lcd_bitmap(bubbles_background, 0, 0, LCD_WIDTH, LCD_HEIGHT);
1408 #endif
1410 /* display play board */
1411 for(i=0; i<BB_HEIGHT; i++) {
1412 colmax = BB_WIDTH;
1413 if(evenline) {
1414 colmax--;
1415 indent = ROW_INDENT;
1416 } else {
1417 indent = 0;
1419 evenline = !evenline;
1421 for(j=0; j<colmax; j++) {
1422 if(bb->playboard[i][j].type >= 0 && !bb->playboard[i][j].delete) {
1423 rb->lcd_bitmap_part(bubbles_emblem,
1424 0, EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
1425 XOFS+indent+BUBBLE_WIDTH*j+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1426 ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+bb->compress*ROW_HEIGHT,
1427 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1428 rb->lcd_set_drawmode(DRMODE_FG);
1429 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1430 XOFS+indent+BUBBLE_WIDTH*j,
1431 ROW_HEIGHT*i+bb->compress*ROW_HEIGHT,
1432 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1433 rb->lcd_set_drawmode(DRMODE_SOLID);
1438 /* display bubble to be shot */
1439 rb->lcd_bitmap_part(bubbles_emblem,
1440 0, EMBLEM_HEIGHT*bb->queue[bb->nextinq], EMBLEM_WIDTH,
1441 SHOTX+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1442 SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
1443 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1444 rb->lcd_set_drawmode(DRMODE_FG);
1445 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1446 SHOTX, SHOTY,
1447 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1448 rb->lcd_set_drawmode(DRMODE_SOLID);
1450 /* display next bubble to be shot */
1451 rb->lcd_bitmap_part(bubbles_emblem,
1452 0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_WIDTH,
1453 XOFS/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1454 SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
1455 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1456 rb->lcd_set_drawmode(DRMODE_FG);
1457 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1458 XOFS/2-BUBBLE_WIDTH/2, SHOTY,
1459 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1460 rb->lcd_set_drawmode(DRMODE_SOLID);
1462 /* draw bounding lines */
1463 #ifndef HAVE_LCD_COLOR
1464 rb->lcd_vline(XOFS-1, 0, LCD_HEIGHT);
1465 rb->lcd_vline(XOFS+BUBBLE_WIDTH*BB_WIDTH, 0, LCD_HEIGHT);
1466 #endif
1467 rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1, bb->compress*ROW_HEIGHT-1);
1468 rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1,
1469 ROW_HEIGHT*(BB_HEIGHT-2)+BUBBLE_HEIGHT);
1471 /* draw arrow */
1472 tipx = SHOTX+BUBBLE_WIDTH/2+(((fp14_sin(bb->angle)>>4)*BUBBLE_WIDTH*3/2)>>10);
1473 tipy = SHOTY+BUBBLE_HEIGHT/2-(((fp14_cos(bb->angle)>>4)*BUBBLE_HEIGHT*3/2)>>10);
1475 rb->lcd_drawline(SHOTX+BUBBLE_WIDTH/2+(((fp14_sin(bb->angle)>>4)*BUBBLE_WIDTH/2)>>10),
1476 SHOTY+BUBBLE_HEIGHT/2-(((fp14_cos(bb->angle)>>4)*BUBBLE_HEIGHT/2)>>10),
1477 tipx, tipy);
1478 xlcd_filltriangle(tipx, tipy,
1479 tipx+(((fp14_sin(bb->angle-135)>>4)*BUBBLE_WIDTH/3)>>10),
1480 tipy-(((fp14_cos(bb->angle-135)>>4)*BUBBLE_HEIGHT/3)>>10),
1481 tipx+(((fp14_sin(bb->angle+135)>>4)*BUBBLE_WIDTH/3)>>10),
1482 tipy-(((fp14_cos(bb->angle+135)>>4)*BUBBLE_HEIGHT/3)>>10));
1484 /* draw text */
1485 rb->lcd_getstringsize(level, &w, &h);
1486 rb->lcd_putsxy(XOFS/2-w/2, 2, level);
1488 rb->snprintf(str, 4, "%d", bb->level);
1489 rb->lcd_getstringsize(str, &w, &h);
1490 rb->lcd_putsxy(XOFS/2-w/2, 11, str);
1492 rb->lcd_getstringsize(score, &w, &h);
1493 rb->lcd_putsxy(XOFS/2-w/2, 29, score);
1495 rb->snprintf(str, 10, "%d", bb->score);
1496 rb->lcd_getstringsize(str, &w, &h);
1497 rb->lcd_putsxy(XOFS/2-w/2, 38, str);
1499 rb->lcd_getstringsize(next, &w, &h);
1500 rb->lcd_putsxy(XOFS/2-w/2, SHOTY-9, next);
1502 if(bb->elapsedshot >= (MAX_SHOTTIME*7)/10) {
1503 rb->lcd_getstringsize(hurry, &w, &h);
1504 rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-h/2, hurry);
1508 /*****************************************************************************
1509 * bubbles_fire() fires the current bubble, reloads the cannon, attaches
1510 * bubble to playboard, removes appropriate bubbles, and advances the
1511 * the compressor.
1512 ******************************************************************************/
1513 static int bubbles_fire(struct game_context* bb) {
1514 int bubblecur;
1515 long shotxinc, shotyinc;
1516 long shotxofs, shotyofs;
1517 int shotxdirec = 1;
1518 long tempxofs, tempyofs;
1519 int nearrow, nearcol;
1520 int lastrow = BB_HEIGHT-1;
1521 int lastcol = (BB_WIDTH-1)/2;
1522 int buttonres;
1523 long lasttick, currenttick;
1525 /* get current bubble */
1526 bubblecur = bb->queue[bb->nextinq];
1527 shotxinc = ((fp14_sin(bb->angle)>>4)*BUBBLE_WIDTH)/3;
1528 shotyinc = ((-1*(fp14_cos(bb->angle)>>4))*BUBBLE_HEIGHT)/3;
1529 shotxofs = shotyofs = 0;
1531 /* advance the queue */
1532 bb->queue[bb->nextinq] = bb->onboard[rb->rand()%bb->onboardcnt];
1533 bb->nextinq = (bb->nextinq+1)%NUM_QUEUE;
1534 bubbles_drawboard(bb);
1535 rb->lcd_update_rect(0, 0, XOFS, LCD_HEIGHT);
1537 /* move the bubble across the play board */
1538 lasttick = *rb->current_tick;
1540 while(true) {
1541 /* move the bubble one step */
1542 shotyofs += shotyinc;
1543 shotxofs += shotxinc*shotxdirec;
1545 /* check for bounce off sides */
1546 if(SHOTX+(shotxofs>>10) < XOFS) {
1547 shotxofs += 2*((XOFS<<10)-(((SHOTX)<<10)+shotxofs));
1548 shotxdirec *= -1;
1549 } else if(SHOTX+(shotxofs>>10) > XOFS+(BB_WIDTH-1)*BUBBLE_WIDTH) {
1550 shotxofs -= 2*((((SHOTX)<<10)+shotxofs)-
1551 ((XOFS<<10)+(((BB_WIDTH-1)*BUBBLE_WIDTH)<<10)));
1552 shotxdirec *= -1;
1555 tempxofs = shotxofs>>10;
1556 tempyofs = shotyofs>>10;
1558 /* display shot */
1559 bubbles_drawboard(bb);
1560 rb->lcd_bitmap_part(bubbles_emblem, 0, EMBLEM_HEIGHT*bubblecur, EMBLEM_WIDTH,
1561 SHOTX+tempxofs+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1562 SHOTY+tempyofs+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
1563 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1564 rb->lcd_set_drawmode(DRMODE_FG);
1565 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1566 SHOTX+tempxofs, SHOTY+tempyofs,
1567 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1568 rb->lcd_set_drawmode(DRMODE_SOLID);
1569 rb->lcd_update_rect(XOFS, 0, BB_WIDTH*BUBBLE_WIDTH, LCD_HEIGHT);
1571 /* find nearest position */
1572 nearrow = ((SHOTY+tempyofs)-
1573 (bb->compress*ROW_HEIGHT)+
1574 (ROW_HEIGHT/2))/ROW_HEIGHT;
1575 if(nearrow >= BB_HEIGHT) nearrow = BB_HEIGHT-1;
1577 if(nearrow%2) { /* odd row */
1578 nearcol = ((SHOTX+tempxofs)-
1579 (XOFS+ROW_INDENT)+
1580 (BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
1581 if(nearcol >= BB_WIDTH-1) nearcol = BB_WIDTH-2;
1582 } else { /* even row */
1583 nearcol = ((SHOTX+tempxofs)-XOFS+(BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
1584 if(nearcol >= BB_WIDTH) nearcol = BB_WIDTH-1;
1586 if(nearcol < 0) nearcol = 0;
1588 /* if nearest position is occupied attach to last position */
1589 if(bb->playboard[nearrow][nearcol].type >= 0) {
1590 bb->playboard[lastrow][lastcol].type = bubblecur;
1591 break;
1594 /* save last position */
1595 lastrow = nearrow;
1596 lastcol = nearcol;
1598 /* if collision with neighbor then attach shot */
1599 if(bubbles_collision(bb, SHOTY+tempyofs, SHOTX+tempxofs,
1600 nearrow, nearcol)) {
1601 bb->playboard[nearrow][nearcol].type = bubblecur;
1602 break;
1605 /* if at top then attach shot to the ceiling */
1606 if(nearrow == 0 && SHOTY+tempyofs <= bb->compress*ROW_HEIGHT) {
1607 bb->playboard[nearrow][nearcol].type = bubblecur;
1608 break;
1611 /* handle button events */
1612 buttonres = bubbles_handlebuttons(bb, true, 0);
1613 if(buttonres != BB_NONE) return buttonres;
1615 /* framerate limiting */
1616 currenttick = *rb->current_tick;
1617 if(currenttick-lasttick < HZ/MAX_FPS) {
1618 rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
1619 } else {
1620 rb->yield();
1622 lasttick = currenttick;
1625 bubbles_drawboard(bb);
1626 rb->lcd_update();
1628 /* clear appropriate bubbles from playing board */
1629 if(bubbles_ingroup(bb, lastrow, lastcol)) {
1630 buttonres = bubbles_remove(bb);
1631 if(buttonres != BB_NONE) return buttonres;
1634 /* update shots and compress amount */
1635 bb->shots++;
1636 if(bb->shots >= NUM_COMPRESS) {
1637 bb->shots = 0;
1638 bb->compress++;
1641 return BB_NONE;
1644 /*****************************************************************************
1645 * bubbles_collision() determines if a fired bubble has collided with another
1646 * bubble.
1647 ******************************************************************************/
1648 static bool bubbles_collision(struct game_context* bb, int y, int x,
1649 int nearrow, int nearcol) {
1650 int nx, ny;
1651 int adj = nearrow%2;
1653 /* check neighbors */
1654 if(nearcol-1 >= 0) {
1655 if(bb->playboard[nearrow][nearcol-1].type >= 0) {
1656 nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol-1);
1657 ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
1658 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1662 if(nearcol-1+adj >= 0) {
1663 if(nearrow-1 >= 0) {
1664 if(bb->playboard[nearrow-1][nearcol-1+adj].type >= 0) {
1665 nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
1666 BUBBLE_WIDTH*(nearcol-1+adj);
1667 ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
1668 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1672 if(nearrow+1 < BB_HEIGHT) {
1673 if(bb->playboard[nearrow+1][nearcol-1+adj].type >= 0) {
1674 nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
1675 BUBBLE_WIDTH*(nearcol-1+adj);
1676 ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
1677 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1682 if(nearcol+adj >= 0) {
1683 if(nearrow-1 >= 0) {
1684 if(bb->playboard[nearrow-1][nearcol+adj].type >= 0) {
1685 nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
1686 BUBBLE_WIDTH*(nearcol+adj);
1687 ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
1688 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1692 if(nearrow+1 < BB_HEIGHT) {
1693 if(bb->playboard[nearrow+1][nearcol+adj].type >= 0) {
1694 nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
1695 BUBBLE_WIDTH*(nearcol+adj);
1696 ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
1697 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1702 if(nearcol+1 < BB_WIDTH-adj) {
1703 if(bb->playboard[nearrow][nearcol+1].type >= 0) {
1704 nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol+1);
1705 ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
1706 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1710 return false;
1713 /*****************************************************************************
1714 * bubbles_ingroup() marks all bubbles that form the current group.
1715 ******************************************************************************/
1716 static bool bubbles_ingroup(struct game_context* bb, int row, int col) {
1717 int i, j;
1718 int count;
1720 count = bubbles_searchgroup(bb, row, col);
1722 /* unmark group if too small */
1723 if(count < 3) {
1724 for(i=0; i<BB_HEIGHT; i++) {
1725 for(j=0; j<BB_WIDTH; j++) {
1726 bb->playboard[i][j].ingroup = false;
1730 return false;
1733 return true;
1736 /*****************************************************************************
1737 * bubbles_searchgroup() return the size of the group of bubbles of the same
1738 * type that the current bubble belongs to.
1739 ******************************************************************************/
1740 static int bubbles_searchgroup(struct game_context* bb, int row, int col) {
1741 int i, adj;
1742 int myrow, mycol, mytype;
1743 int count = 0;
1745 struct coord {
1746 int row;
1747 int col;
1748 } search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
1750 /* search initial bubble */
1751 bb->playboard[row][col].ingroup = true;
1752 search[count].row = row;
1753 search[count].col = col;
1754 count++;
1756 /* breadth-first search neighbors */
1757 for(i=0; i<count; i++) {
1758 myrow = search[i].row;
1759 mycol = search[i].col;
1760 mytype = bb->playboard[myrow][mycol].type;
1761 adj = myrow%2;
1763 if(mycol-1 >= 0) {
1764 if(bb->playboard[myrow][mycol-1].type == mytype &&
1765 !bb->playboard[myrow][mycol-1].ingroup) {
1766 bb->playboard[myrow][mycol-1].ingroup = true;
1767 search[count].row = myrow;
1768 search[count].col = mycol-1;
1769 count++;
1773 if(mycol-1+adj >= 0) {
1774 if(myrow-1 >= 0) {
1775 if(bb->playboard[myrow-1][mycol-1+adj].type == mytype &&
1776 !bb->playboard[myrow-1][mycol-1+adj].ingroup) {
1777 bb->playboard[myrow-1][mycol-1+adj].ingroup = true;
1778 search[count].row = myrow-1;
1779 search[count].col = mycol-1+adj;
1780 count++;
1784 if(myrow+1 < BB_HEIGHT) {
1785 if(bb->playboard[myrow+1][mycol-1+adj].type == mytype &&
1786 !bb->playboard[myrow+1][mycol-1+adj].ingroup) {
1787 bb->playboard[myrow+1][mycol-1+adj].ingroup = true;
1788 search[count].row = myrow+1;
1789 search[count].col = mycol-1+adj;
1790 count++;
1795 if(mycol+adj >= 0) {
1796 if(myrow-1 >= 0) {
1797 if(bb->playboard[myrow-1][mycol+adj].type == mytype &&
1798 !bb->playboard[myrow-1][mycol+adj].ingroup) {
1799 bb->playboard[myrow-1][mycol+adj].ingroup = true;
1800 search[count].row = myrow-1;
1801 search[count].col = mycol+adj;
1802 count++;
1806 if(myrow+1 < BB_HEIGHT) {
1807 if(bb->playboard[myrow+1][mycol+adj].type == mytype &&
1808 !bb->playboard[myrow+1][mycol+adj].ingroup) {
1809 bb->playboard[myrow+1][mycol+adj].ingroup = true;
1810 search[count].row = myrow+1;
1811 search[count].col = mycol+adj;
1812 count++;
1817 if(mycol+1 < BB_WIDTH-adj) {
1818 if(bb->playboard[myrow][mycol+1].type == mytype &&
1819 !bb->playboard[myrow][mycol+1].ingroup) {
1820 bb->playboard[myrow][mycol+1].ingroup = true;
1821 search[count].row = myrow;
1822 search[count].col = mycol+1;
1823 count++;
1828 return count;
1831 /*****************************************************************************
1832 * bubbles_remove() removes all bubbles in the current group and all
1833 * unanchored bubbles from the play board.
1834 ******************************************************************************/
1835 static int bubbles_remove(struct game_context* bb) {
1836 int i, j;
1837 int buttonres;
1839 /* determine all anchored bubbles */
1840 for(j=0; j<BB_WIDTH; j++) {
1841 if(bb->playboard[0][j].type >= 0 && !bb->playboard[0][j].ingroup) {
1842 bubbles_anchored(bb, 0, j);
1846 /* mark bubbles to be deleted */
1847 for(i=0; i<BB_HEIGHT; i++) {
1848 for(j=0; j<BB_WIDTH; j++) {
1849 if(bb->playboard[i][j].type >= 0 &&
1850 (!bb->playboard[i][j].anchored || bb->playboard[i][j].ingroup)) {
1851 bb->playboard[i][j].delete = true;
1856 /* animate falling bubbles */
1857 buttonres = bubbles_fall(bb);
1858 if(buttonres != BB_NONE) return buttonres;
1860 /* remove bubbles */
1861 for(i=0; i<BB_HEIGHT; i++) {
1862 for(j=0; j<BB_WIDTH; j++) {
1863 if(bb->playboard[i][j].delete) {
1864 bb->playboard[i][j].ingroup = false;
1865 bb->playboard[i][j].type = -1;
1866 bb->playboard[i][j].delete = false;
1867 } else {
1868 bb->playboard[i][j].anchored = false;
1873 bubbles_getonboard(bb);
1875 return BB_NONE;
1878 /*****************************************************************************
1879 * bubbles_anchored() marks all bubbles that are anchored in some way to the
1880 * current bubble.
1881 ******************************************************************************/
1882 static void bubbles_anchored(struct game_context* bb, int row, int col) {
1883 int i, adj;
1884 int myrow, mycol, mytype;
1885 int count = 0;
1887 struct coord {
1888 int row;
1889 int col;
1890 } search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
1892 /* search initial bubble */
1893 bb->playboard[row][col].anchored = true;
1894 search[count].row = row;
1895 search[count].col = col;
1896 count++;
1898 /* breadth-first search neighbors */
1899 for(i=0; i<count; i++) {
1900 myrow = search[i].row;
1901 mycol = search[i].col;
1902 mytype = bb->playboard[myrow][mycol].type;
1903 adj = myrow%2;
1905 if(mycol-1 >= 0) {
1906 if(bb->playboard[myrow][mycol-1].type >= 0 &&
1907 !bb->playboard[myrow][mycol-1].ingroup &&
1908 !bb->playboard[myrow][mycol-1].anchored) {
1909 bb->playboard[myrow][mycol-1].anchored = true;
1910 search[count].row = myrow;
1911 search[count].col = mycol-1;
1912 count++;
1916 if(mycol-1+adj >= 0) {
1917 if(myrow-1 >= 0) {
1918 if(bb->playboard[myrow-1][mycol-1+adj].type >= 0 &&
1919 !bb->playboard[myrow-1][mycol-1+adj].ingroup &&
1920 !bb->playboard[myrow-1][mycol-1+adj].anchored) {
1921 bb->playboard[myrow-1][mycol-1+adj].anchored = true;
1922 search[count].row = myrow-1;
1923 search[count].col = mycol-1+adj;
1924 count++;
1928 if(myrow+1 < BB_HEIGHT) {
1929 if(bb->playboard[myrow+1][mycol-1+adj].type >= 0 &&
1930 !bb->playboard[myrow+1][mycol-1+adj].ingroup &&
1931 !bb->playboard[myrow+1][mycol-1+adj].anchored) {
1932 bb->playboard[myrow+1][mycol-1+adj].anchored = true;
1933 search[count].row = myrow+1;
1934 search[count].col = mycol-1+adj;
1935 count++;
1940 if(mycol+adj >= 0) {
1941 if(myrow-1 >= 0) {
1942 if(bb->playboard[myrow-1][mycol+adj].type >= 0 &&
1943 !bb->playboard[myrow-1][mycol+adj].ingroup &&
1944 !bb->playboard[myrow-1][mycol+adj].anchored) {
1945 bb->playboard[myrow-1][mycol+adj].anchored = true;
1946 search[count].row = myrow-1;
1947 search[count].col = mycol+adj;
1948 count++;
1952 if(myrow+1 < BB_HEIGHT) {
1953 if(bb->playboard[myrow+1][mycol+adj].type >= 0 &&
1954 !bb->playboard[myrow+1][mycol+adj].ingroup &&
1955 !bb->playboard[myrow+1][mycol+adj].anchored) {
1956 bb->playboard[myrow+1][mycol+adj].anchored = true;
1957 search[count].row = myrow+1;
1958 search[count].col = mycol+adj;
1959 count++;
1964 if(mycol+1 < BB_WIDTH-adj) {
1965 if(bb->playboard[myrow][mycol+1].type >= 0 &&
1966 !bb->playboard[myrow][mycol+1].ingroup &&
1967 !bb->playboard[myrow][mycol+1].anchored) {
1968 bb->playboard[myrow][mycol+1].anchored = true;
1969 search[count].row = myrow;
1970 search[count].col = mycol+1;
1971 count++;
1977 /*****************************************************************************
1978 * bubbles_fall() makes removed bubbles fall from the screen.
1979 ******************************************************************************/
1980 static int bubbles_fall(struct game_context* bb) {
1981 int i, j;
1982 int count;
1983 int indent;
1984 int xofs, yofs;
1985 int buttonres;
1986 bool onscreen;
1987 long lasttick, currenttick;
1989 /* give all falling bubbles an x axis movement */
1990 for(i=0; i<BB_HEIGHT; i++) {
1991 for(j=0; j<BB_WIDTH; j++) {
1992 if(bb->playboard[i][j].delete) {
1993 bb->playboard[i][j].fallx = rb->rand()%25 - 12;
1994 bb->playboard[i][j].fallvel = rb->rand()%5 + 6;
1999 /* draw bubbles falling off the screen
2000 * follows y=x^2-8x scaled to bubble size
2002 lasttick = *rb->current_tick;
2004 for(count=1; ;count++) {
2005 onscreen = false;
2006 bubbles_drawboard(bb);
2008 for(i=0; i<BB_HEIGHT; i++) {
2009 for(j=0; j<BB_WIDTH; j++) {
2010 if(bb->playboard[i][j].delete) {
2011 indent = (i%2 ? ROW_INDENT : 0);
2012 xofs = ((bb->playboard[i][j].fallx*count)*BUBBLE_WIDTH)/48;
2013 yofs = ((count*count - bb->playboard[i][j].fallvel*count)*
2014 BUBBLE_HEIGHT)/20;
2016 /* draw bubble if it is still on the screen */
2017 if(ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs
2018 <= LCD_HEIGHT) {
2019 onscreen = true;
2021 rb->lcd_bitmap_part(bubbles_emblem, 0,
2022 EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
2023 XOFS+indent+BUBBLE_WIDTH*j+
2024 (BUBBLE_WIDTH-EMBLEM_WIDTH)/2+xofs,
2025 ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+
2026 bb->compress*ROW_HEIGHT+yofs,
2027 EMBLEM_WIDTH, EMBLEM_HEIGHT);
2028 rb->lcd_set_drawmode(DRMODE_FG);
2029 rb->lcd_mono_bitmap(
2030 (const unsigned char *)bubbles_bubble,
2031 XOFS+indent+BUBBLE_WIDTH*j+xofs,
2032 ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs,
2033 BUBBLE_WIDTH, BUBBLE_HEIGHT);
2034 rb->lcd_set_drawmode(DRMODE_SOLID);
2040 rb->lcd_update();
2042 /* break out if all bubbles are off the screen */
2043 if(!onscreen) break;
2045 /* handle button events */
2046 buttonres = bubbles_handlebuttons(bb, true, 0);
2047 if(buttonres != BB_NONE) return buttonres;
2049 /* framerate limiting */
2050 currenttick = *rb->current_tick;
2051 if(currenttick-lasttick < HZ/MAX_FPS) {
2052 rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
2053 } else {
2054 rb->yield();
2056 lasttick = currenttick;
2059 return BB_NONE;
2062 /*****************************************************************************
2063 * bubbles_checklevel() checks the state of the playboard for a win or loss.
2064 ******************************************************************************/
2065 static int bubbles_checklevel(struct game_context* bb) {
2066 int i, j;
2067 int points;
2068 char str[13];
2070 bubbles_drawboard(bb);
2071 rb->lcd_update();
2073 /* check for bubbles below cut off point */
2074 for(i=0; i<=bb->compress; i++) {
2075 for(j=0; j<BB_WIDTH; j++) {
2076 if(bb->playboard[BB_HEIGHT-1-i][j].type >= 0) return BB_LOSE;
2080 /* check for bubbles above cut off point */
2081 for(i=0; i<BB_HEIGHT-1-bb->compress; i++) {
2082 for(j=0; j<BB_WIDTH; j++) {
2083 if(bb->playboard[i][j].type >= 0) return BB_NONE;
2087 /* level complete, record score */
2088 points = 100 - bb->elapsedlvl/100;
2089 if(points > 0) {
2090 bb->score += points;
2091 } else {
2092 points = 0;
2095 rb->snprintf(str, 12, "%d points", points);
2096 rb->splash(HZ, str);
2098 /* advance to the next level */
2099 if(!bubbles_nextlevel(bb)) {
2100 return BB_WIN;
2103 bubbles_drawboard(bb);
2104 rb->lcd_update();
2105 rb->snprintf(str, 12, "Level %d", bb->level);
2106 rb->splash(HZ, str);
2107 bubbles_drawboard(bb);
2108 rb->lcd_update();
2110 return BB_NONE;
2113 /*****************************************************************************
2114 * bubbles_recordscore() inserts a high score into the high scores list and
2115 * returns the high score position.
2116 ******************************************************************************/
2117 static void bubbles_recordscore(struct game_context* bb) {
2119 int position;
2121 if (highscore_would_update(bb->score, bb->highscores, NUM_SCORES)) {
2122 bb->dirty = true;
2123 position = highscore_update(bb->score, bb->level, "",
2124 bb->highscores, NUM_SCORES);
2125 if (position==0) {
2126 rb->splash(HZ*2, "New High Score");
2128 bubbles_displayscores(bb, position);
2132 /*****************************************************************************
2133 * bubbles_loadscores() loads the high scores saved file.
2134 ******************************************************************************/
2135 static void bubbles_loadscores(struct game_context* bb) {
2137 bb->dirty = false;
2139 /* highlevel and highscores */
2140 highscore_load(SCORE_FILE, &bb->highlevel, NUM_SCORES+1);
2142 if( bb->highlevel.level >= NUM_LEVELS )
2143 bb->highlevel.level = NUM_LEVELS - 1;
2146 /*****************************************************************************
2147 * bubbles_savescores() saves the high scores saved file.
2148 ******************************************************************************/
2149 static void bubbles_savescores(struct game_context* bb) {
2151 /* highlevel and highscores */
2152 highscore_save(SCORE_FILE, &bb->highlevel, NUM_SCORES+1);
2153 bb->dirty = false;
2156 /*****************************************************************************
2157 * bubbles_displayscores() displays the high scores
2158 ******************************************************************************/
2159 #define MARGIN 5
2160 static void bubbles_displayscores(struct game_context* bb, int position) {
2161 int i, w, h;
2162 char str[30];
2164 #ifdef HAVE_LCD_COLOR
2165 rb->lcd_set_background(LCD_BLACK);
2166 rb->lcd_set_foreground(LCD_WHITE);
2167 #endif
2168 rb->button_clear_queue();
2169 rb->lcd_clear_display();
2171 rb->lcd_setfont(FONT_UI);
2172 rb->lcd_getstringsize("High Scores", &w, &h);
2173 /* check wether it fits on screen */
2174 if ((4*h + h*(NUM_SCORES-1) + MARGIN) > LCD_HEIGHT) {
2175 rb->lcd_setfont(FONT_SYSFIXED);
2176 rb->lcd_getstringsize("High Scores", &w, &h);
2178 rb->lcd_putsxy(LCD_WIDTH/2-w/2, MARGIN, "High Scores");
2179 rb->lcd_putsxy(LCD_WIDTH/4-w/4,2*h, "Score");
2180 rb->lcd_putsxy(LCD_WIDTH*3/4-w/4,2*h, "Level");
2182 for (i = 0; i<NUM_SCORES; i++)
2184 #ifdef HAVE_LCD_COLOR
2185 if(i == position) {
2186 rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
2188 #endif
2189 rb->snprintf (str, sizeof (str), "%d)", i+1);
2190 rb->lcd_putsxy (MARGIN,3*h + h*i, str);
2191 rb->snprintf (str, sizeof (str), "%d", bb->highscores[i].score);
2192 rb->lcd_putsxy (LCD_WIDTH/4-w/4,3*h + h*i, str);
2193 rb->snprintf (str, sizeof (str), "%d", bb->highscores[i].level);
2194 rb->lcd_putsxy (LCD_WIDTH*3/4-w/4,3*h + h*i, str);
2195 if(i == position) {
2196 #ifdef HAVE_LCD_COLOR
2197 rb->lcd_set_foreground(LCD_WHITE);
2198 #else
2199 rb->lcd_hline(MARGIN, LCD_WIDTH-MARGIN, 3*h + h*(i+1)-1);
2200 #endif
2203 rb->lcd_update();
2204 rb->button_get(true);
2205 rb->lcd_setfont(FONT_SYSFIXED);
2206 bubbles_setcolors();
2209 /*****************************************************************************
2210 * bubbles_loadgame() loads the saved game and returns load success.
2211 ******************************************************************************/
2212 static bool bubbles_loadgame(struct game_context* bb) {
2213 int fd;
2214 bool loaded = false;
2216 /* open game file */
2217 fd = rb->open(SAVE_FILE, O_RDONLY);
2218 if(fd < 0) return loaded;
2220 /* read in saved game */
2221 while(true) {
2222 if(rb->read(fd, &bb->score, sizeof(bb->score)) <= 0) break;
2223 if(rb->read(fd, &bb->level, sizeof(bb->level)) <= 0) break;
2224 if(rb->read(fd, &bb->angle, sizeof(bb->angle)) <= 0) break;
2225 if(rb->read(fd, &bb->shots, sizeof(bb->shots)) <= 0) break;
2226 if(rb->read(fd, &bb->compress, sizeof(bb->compress)) <= 0) break;
2227 if(rb->read(fd, &bb->onboardcnt, sizeof(bb->onboardcnt)) <= 0) break;
2228 if(rb->read(fd, bb->onboard, sizeof(bb->onboard)) <= 0) break;
2229 if(rb->read(fd, &bb->nextinq, sizeof(bb->nextinq)) <= 0) break;
2230 if(rb->read(fd, bb->queue, sizeof(bb->queue)) <= 0) break;
2231 if(rb->read(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl)) <= 0) break;
2232 if(rb->read(fd, bb->playboard, sizeof(bb->playboard)) <= 0) break;
2233 bb->resume = true;
2234 loaded = true;
2235 break;
2238 rb->close(fd);
2240 /* delete saved file */
2241 rb->remove(SAVE_FILE);
2242 return loaded;
2245 /*****************************************************************************
2246 * bubbles_savegame() saves the current game state.
2247 ******************************************************************************/
2248 static void bubbles_savegame(struct game_context* bb) {
2249 int fd;
2251 /* write out the game state to the save file */
2252 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
2253 rb->write(fd, &bb->score, sizeof(bb->score));
2254 rb->write(fd, &bb->level, sizeof(bb->level));
2255 rb->write(fd, &bb->angle, sizeof(bb->angle));
2256 rb->write(fd, &bb->shots, sizeof(bb->shots));
2257 rb->write(fd, &bb->compress, sizeof(bb->compress));
2258 rb->write(fd, &bb->onboardcnt, sizeof(bb->onboardcnt));
2259 rb->write(fd, bb->onboard, sizeof(bb->onboard));
2260 rb->write(fd, &bb->nextinq, sizeof(bb->nextinq));
2261 rb->write(fd, bb->queue, sizeof(bb->queue));
2262 rb->write(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl));
2263 rb->write(fd, bb->playboard, sizeof(bb->playboard));
2264 rb->close(fd);
2266 bb->resume = true;
2269 /*****************************************************************************
2270 * bubbles_setcolors() set the foreground and background colors.
2271 ******************************************************************************/
2272 static inline void bubbles_setcolors(void) {
2273 #ifdef HAVE_LCD_COLOR
2274 rb->lcd_set_background(LCD_RGBPACK(181,181,222));
2275 rb->lcd_set_foreground(LCD_BLACK);
2276 #endif
2279 /*****************************************************************************
2280 * bubbles_callback() is the default event handler callback which is called
2281 * on usb connect and shutdown.
2282 ******************************************************************************/
2283 static void bubbles_callback(void* param) {
2284 struct game_context* bb = (struct game_context*) param;
2285 if(bb->dirty) {
2286 rb->splash(HZ/2, "Saving high scores...");
2287 bubbles_savescores(bb);
2291 /*****************************************************************************
2292 * bubbles_handlebuttons() handles button events during a game.
2293 ******************************************************************************/
2294 static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
2295 int timeout) {
2296 int button;
2297 int buttonres;
2298 long start;
2299 const struct button_mapping *plugin_contexts[]
2300 #if (CONFIG_KEYPAD != SANSA_E200_PAD) && \
2301 (CONFIG_KEYPAD != SANSA_FUZE_PAD)
2302 = {generic_left_right_fire,generic_actions};
2303 #else
2304 = {generic_directions,generic_actions};
2305 #endif
2307 if (timeout < 0)
2308 timeout = 0;
2309 button = pluginlib_getaction(timeout,plugin_contexts,2);
2310 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
2311 /* FIXME: Should probably check remote hold here */
2312 if (rb->button_hold())
2313 button = BUBBLES_START;
2314 #endif
2316 switch(button){
2317 case BUBBLES_LEFT_REP:
2318 if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP_REP;
2319 case BUBBLES_LEFT: /* change angle to the left */
2320 if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP;
2321 break;
2323 case BUBBLES_RIGHT_REP:
2324 if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP_REP;
2325 case BUBBLES_RIGHT: /* change angle to the right */
2326 if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP;
2327 break;
2329 case BUBBLES_SELECT: /* fire the shot */
2330 if(!animblock) {
2331 bb->elapsedlvl += bb->elapsedshot;
2332 bb->elapsedshot = 0;
2333 buttonres = bubbles_fire(bb);
2334 if(buttonres != BB_NONE) return buttonres;
2335 buttonres = bubbles_checklevel(bb);
2336 if(buttonres != BB_NONE) return buttonres;
2337 bb->startedshot = *rb->current_tick;
2339 break;
2341 case BUBBLES_START: /* pause the game */
2342 start = *rb->current_tick;
2343 rb->splash(0, "Paused");
2344 while(pluginlib_getaction(TIMEOUT_BLOCK,plugin_contexts,2)
2345 != (BUBBLES_START));
2346 bb->startedshot += *rb->current_tick-start;
2347 bubbles_drawboard(bb);
2348 rb->lcd_update();
2349 break;
2351 case BUBBLES_RESUME: /* save and end the game */
2352 if(!animblock) {
2353 rb->splash(HZ/2, "Saving game...");
2354 bubbles_savegame(bb);
2355 return BB_END;
2357 break;
2358 case BUBBLES_QUIT: /* end the game */
2359 return BB_END;
2361 case ACTION_UNKNOWN:
2362 case ACTION_NONE: /* no button pressed */
2363 break;
2365 default:
2366 if(rb->default_event_handler_ex(button, bubbles_callback,
2367 (void*) bb) == SYS_USB_CONNECTED)
2368 return BB_USB;
2369 break;
2372 return BB_NONE;
2375 /*****************************************************************************
2376 * bubbles() is the main game subroutine, it returns the final game status.
2377 ******************************************************************************/
2378 static int bubbles(struct game_context* bb) {
2379 int buttonres;
2380 unsigned int startlevel = 0;
2381 bool startgame = false;
2382 long timeout;
2384 bubbles_setcolors();
2386 /* don't resume by default */
2387 bb->resume = false;
2389 /********************
2390 * menu *
2391 ********************/
2392 MENUITEM_STRINGLIST(menu,"Bubbles Menu",NULL,
2393 "Start New Game", "Resume Game",
2394 "Level", "High Scores", "Playback Control",
2395 "Quit");
2396 while(!startgame){
2397 switch (rb->do_menu(&menu, NULL, NULL, false))
2399 case 0: /* new game */
2400 bb->level = startlevel;
2401 startgame = true;
2402 break;
2403 case 1: /* resume game */
2404 if(!bubbles_loadgame(bb)) {
2405 rb->splash(HZ*2, "Nothing to resume");
2406 } else {
2407 startgame = true;
2409 break;
2410 case 2: /* choose level */
2411 startlevel++;
2412 rb->set_int("Choose start level", "", UNIT_INT, &startlevel,
2413 NULL, 1, 1, bb->highlevel.level+1, NULL);
2414 startlevel--;
2415 break;
2416 case 3: /* High scores */
2417 bubbles_displayscores(bb, 0);
2418 break;
2419 case 4: /* Playback Control */
2420 playback_control(NULL);
2421 break;
2422 case 5: /* quit */
2423 return BB_QUIT;
2424 case MENU_ATTACHED_USB:
2425 bubbles_callback(bb);
2426 return BB_USB;
2429 /********************
2430 * init *
2431 ********************/
2432 bubbles_init(bb);
2433 bubbles_drawboard(bb);
2434 rb->lcd_update();
2436 /**********************
2437 * play *
2438 **********************/
2439 bb->startedshot = *rb->current_tick;
2441 while(true) {
2442 /* refresh the board */
2443 bubbles_drawboard(bb);
2444 rb->lcd_update();
2446 /* manange idle framerate */
2447 bb->elapsedshot = *rb->current_tick-bb->startedshot;
2449 if(MAX_SHOTTIME-bb->elapsedshot < HZ/2) {
2450 timeout = MAX_SHOTTIME-bb->elapsedshot;
2451 } else {
2452 timeout = HZ/2;
2455 /* handle button events */
2456 buttonres = bubbles_handlebuttons(bb, false, timeout);
2457 if(buttonres != BB_NONE) return buttonres;
2459 /* handle timing */
2460 bb->elapsedshot = *rb->current_tick-bb->startedshot;
2462 if(bb->elapsedshot > MAX_SHOTTIME) {
2463 bb->elapsedlvl += bb->elapsedshot;
2464 bb->elapsedshot = 0;
2465 buttonres = bubbles_fire(bb);
2466 if(buttonres != BB_NONE) return buttonres;
2467 buttonres = bubbles_checklevel(bb);
2468 if(buttonres != BB_NONE) return buttonres;
2469 bb->startedshot = *rb->current_tick;
2474 /*****************************************************************************
2475 * plugin entry point.
2476 ******************************************************************************/
2477 enum plugin_status plugin_start(const void* parameter) {
2478 struct game_context bb;
2479 bool exit = false;
2481 /* plugin init */
2482 (void)parameter;
2483 /* end of plugin init */
2485 /* load files */
2486 bubbles_loadscores(&bb);
2487 rb->lcd_clear_display();
2489 /* start app */
2490 #if LCD_DEPTH > 1
2491 rb->lcd_set_backdrop(NULL);
2492 #endif
2493 rb->lcd_setfont(FONT_SYSFIXED);
2495 while(!exit) {
2496 switch(bubbles(&bb)){
2497 case BB_WIN:
2498 rb->splash(HZ*2, "You Win!");
2499 /* record high level */
2500 if( NUM_LEVELS-1 > bb.highlevel.level) {
2501 bb.highlevel.level = NUM_LEVELS-1;
2502 bb.dirty = true;
2504 /* record high score */
2505 bubbles_recordscore(&bb);
2506 break;
2508 case BB_LOSE:
2509 rb->splash(HZ*2, "Game Over");
2510 /* fall through to BB_END */
2512 case BB_END:
2513 if(!bb.resume) {
2514 /* record high level */
2515 if((int)bb.level-1 > bb.highlevel.level) {
2516 bb.highlevel.level = bb.level-1;
2517 bb.dirty = true;
2519 /* record high score */
2520 bubbles_recordscore(&bb);
2522 break;
2524 case BB_USB:
2525 rb->lcd_setfont(FONT_UI);
2526 return PLUGIN_USB_CONNECTED;
2528 case BB_QUIT:
2529 if(bb.dirty) {
2530 rb->splash(HZ/2, "Saving high scores...");
2531 bubbles_savescores(&bb);
2533 exit = true;
2534 break;
2536 default:
2537 break;
2541 rb->lcd_setfont(FONT_UI);
2542 return PLUGIN_OK;
2545 #endif