brickmania: Use short L: %d life indicator if needed
[maemo-rb.git] / apps / plugins / brickmania.c
blobd9c39d263f7c554111caa974ecca8acbeaa57374
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2005, 2006 Ben Basha (Paprica)
11 * Copyright (C) 2009 Karl Kurbjun
12 * check_lines is based off an explanation and expanded math presented by Paul
13 * Bourke: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
15 * This program is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU General Public License
17 * as published by the Free Software Foundation; either version 2
18 * of the License, or (at your option) any later version.
20 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
21 * KIND, either express or implied.
23 ****************************************************************************/
25 #include "plugin.h"
26 #include "lib/configfile.h"
27 #include "lib/display_text.h"
28 #include "lib/helper.h"
29 #include "lib/highscore.h"
30 #include "lib/playback_control.h"
32 #include "pluginbitmaps/brickmania_pads.h"
33 #include "pluginbitmaps/brickmania_short_pads.h"
34 #include "pluginbitmaps/brickmania_long_pads.h"
35 #include "pluginbitmaps/brickmania_bricks.h"
36 #include "pluginbitmaps/brickmania_powerups.h"
37 #include "pluginbitmaps/brickmania_ball.h"
38 #include "pluginbitmaps/brickmania_gameover.h"
40 #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
41 #include "pluginbitmaps/brickmania_break.h"
42 #endif
49 * Keymaps
53 #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
54 (CONFIG_KEYPAD == IRIVER_H300_PAD)
55 #define CONTINUE_TEXT "Press NAVI To Continue"
56 #define QUIT BUTTON_OFF
57 #define LEFT BUTTON_LEFT
58 #define RIGHT BUTTON_RIGHT
59 #define SELECT BUTTON_SELECT
60 #define UP BUTTON_UP
61 #define DOWN BUTTON_DOWN
62 #define RC_QUIT BUTTON_RC_STOP
64 #elif CONFIG_KEYPAD == ONDIO_PAD
65 #define CONTINUE_TEXT "MENU To Continue"
66 #define QUIT BUTTON_OFF
67 #define LEFT BUTTON_LEFT
68 #define RIGHT BUTTON_RIGHT
69 #define SELECT BUTTON_MENU
70 #define UP BUTTON_UP
71 #define DOWN BUTTON_DOWN
73 #elif CONFIG_KEYPAD == RECORDER_PAD
74 #define QUIT BUTTON_OFF
75 #define LEFT BUTTON_LEFT
76 #define RIGHT BUTTON_RIGHT
77 #define SELECT BUTTON_PLAY
78 #define UP BUTTON_UP
79 #define DOWN BUTTON_DOWN
81 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
82 #define QUIT BUTTON_OFF
83 #define LEFT BUTTON_LEFT
84 #define RIGHT BUTTON_RIGHT
85 #define SELECT BUTTON_SELECT
86 #define UP BUTTON_UP
87 #define DOWN BUTTON_DOWN
89 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
90 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
91 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
92 #define QUIT BUTTON_MENU
93 #define LEFT BUTTON_LEFT
94 #define RIGHT BUTTON_RIGHT
95 #define SELECT BUTTON_SELECT
96 #define UP BUTTON_SCROLL_BACK
97 #define DOWN BUTTON_SCROLL_FWD
98 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
99 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
101 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
102 #define QUIT BUTTON_POWER
103 #define LEFT BUTTON_LEFT
104 #define RIGHT BUTTON_RIGHT
105 #define SELECT BUTTON_SELECT
106 #define UP BUTTON_UP
107 #define DOWN BUTTON_DOWN
109 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
110 #define QUIT BUTTON_POWER
111 #define LEFT BUTTON_LEFT
112 #define RIGHT BUTTON_RIGHT
113 #define SELECT BUTTON_PLAY
114 #define UP BUTTON_UP
115 #define DOWN BUTTON_DOWN
117 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
118 #define QUIT BUTTON_POWER
119 #define LEFT BUTTON_LEFT
120 #define RIGHT BUTTON_RIGHT
121 #define SELECT BUTTON_SELECT
122 #define UP BUTTON_UP
123 #define DOWN BUTTON_DOWN
124 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
125 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
128 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
129 #define QUIT (BUTTON_HOME|BUTTON_REPEAT)
130 #define LEFT BUTTON_LEFT
131 #define RIGHT BUTTON_RIGHT
132 #define SELECT BUTTON_SELECT
133 #define UP BUTTON_UP
134 #define DOWN BUTTON_DOWN
136 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
137 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
140 #elif CONFIG_KEYPAD == SANSA_C200_PAD || \
141 CONFIG_KEYPAD == SANSA_CLIP_PAD || \
142 CONFIG_KEYPAD == SANSA_M200_PAD || \
143 CONFIG_KEYPAD == SANSA_CONNECT_PAD
144 #define QUIT BUTTON_POWER
145 #define LEFT BUTTON_LEFT
146 #define RIGHT BUTTON_RIGHT
147 #define ALTLEFT BUTTON_VOL_DOWN
148 #define ALTRIGHT BUTTON_VOL_UP
149 #define SELECT BUTTON_SELECT
150 #define UP BUTTON_UP
151 #define DOWN BUTTON_DOWN
153 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
154 #define QUIT BUTTON_POWER
155 #define LEFT BUTTON_LEFT
156 #define RIGHT BUTTON_RIGHT
157 #define SELECT BUTTON_PLAY
158 #define UP BUTTON_SCROLL_UP
159 #define DOWN BUTTON_SCROLL_DOWN
161 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD \
162 || CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
163 #define QUIT BUTTON_BACK
164 #define LEFT BUTTON_LEFT
165 #define RIGHT BUTTON_RIGHT
166 #define SELECT BUTTON_SELECT
167 #define UP BUTTON_UP
168 #define DOWN BUTTON_DOWN
170 #elif (CONFIG_KEYPAD == MROBE100_PAD)
171 #define QUIT BUTTON_POWER
172 #define LEFT BUTTON_LEFT
173 #define RIGHT BUTTON_RIGHT
174 #define SELECT BUTTON_SELECT
175 #define UP BUTTON_UP
176 #define DOWN BUTTON_DOWN
178 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
179 #define CONTINUE_TEXT "PLAY To Continue"
180 #define QUIT BUTTON_RC_REC
181 #define LEFT BUTTON_RC_REW
182 #define RIGHT BUTTON_RC_FF
183 #define SELECT BUTTON_RC_PLAY
184 #define UP BUTTON_RC_VOL_UP
185 #define DOWN BUTTON_RC_VOL_DOWN
186 #define RC_QUIT BUTTON_REC
188 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
189 #define QUIT BUTTON_BACK
190 #define LEFT BUTTON_LEFT
191 #define RIGHT BUTTON_RIGHT
192 #define SELECT BUTTON_SELECT
193 #define UP BUTTON_UP
194 #define DOWN BUTTON_DOWN
196 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
197 #define QUIT BUTTON_POWER
198 #define LEFT BUTTON_LEFT
199 #define RIGHT BUTTON_RIGHT
200 #define SELECT BUTTON_SELECT
201 #define UP BUTTON_UP
202 #define DOWN BUTTON_DOWN
204 #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
205 #define QUIT BUTTON_POWER
206 #define LEFT BUTTON_LEFT
207 #define RIGHT BUTTON_RIGHT
208 #define SELECT BUTTON_PLAY
209 #define UP BUTTON_UP
210 #define DOWN BUTTON_DOWN
212 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
213 #define QUIT BUTTON_POWER
214 #define LEFT BUTTON_PREV
215 #define RIGHT BUTTON_NEXT
216 #define SELECT BUTTON_PLAY
217 #define UP BUTTON_UP
218 #define DOWN BUTTON_DOWN
220 #elif CONFIG_KEYPAD == COWON_D2_PAD
221 #define CONTINUE_TEXT "MENU To Continue"
222 #define QUIT BUTTON_POWER
223 #define LEFT BUTTON_MINUS
224 #define RIGHT BUTTON_PLUS
225 #define SELECT BUTTON_MENU
227 #elif CONFIG_KEYPAD == ONDAVX747_PAD
228 #define QUIT BUTTON_POWER
229 #define LEFT BUTTON_VOL_DOWN
230 #define RIGHT BUTTON_VOL_UP
231 #define SELECT BUTTON_MENU
232 #elif CONFIG_KEYPAD == ONDAVX777_PAD
233 #define QUIT BUTTON_POWER
235 #elif CONFIG_KEYPAD == MROBE500_PAD
236 #define QUIT BUTTON_POWER
238 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
239 #define QUIT BUTTON_FFWD
240 #define SELECT BUTTON_PLAY
241 #define LEFT BUTTON_LEFT
242 #define RIGHT BUTTON_RIGHT
243 #define UP BUTTON_UP
244 #define DOWN BUTTON_DOWN
246 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
247 #define QUIT BUTTON_REC
248 #define LEFT BUTTON_PREV
249 #define RIGHT BUTTON_NEXT
250 #define ALTLEFT BUTTON_MENU
251 #define ALTRIGHT BUTTON_PLAY
252 #define SELECT BUTTON_OK
253 #define UP BUTTON_UP
254 #define DOWN BUTTON_DOWN
256 #elif CONFIG_KEYPAD == MPIO_HD200_PAD
257 #define QUIT (BUTTON_REC|BUTTON_PLAY)
258 #define LEFT BUTTON_VOL_DOWN
259 #define RIGHT BUTTON_VOL_UP
260 #define SELECT BUTTON_FUNC
261 #define UP BUTTON_REW
262 #define DOWN BUTTON_FF
264 #elif CONFIG_KEYPAD == MPIO_HD300_PAD
265 #define QUIT (BUTTON_MENU|BUTTON_REPEAT)
266 #define LEFT BUTTON_REW
267 #define RIGHT BUTTON_FF
268 #define SELECT BUTTON_ENTER
269 #define UP BUTTON_UP
270 #define DOWN BUTTON_DOWN
272 #elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
273 #define QUIT BUTTON_POWER
274 #define LEFT BUTTON_LEFT
275 #define RIGHT BUTTON_RIGHT
276 #define SELECT BUTTON_SELECT
277 #define UP BUTTON_UP
278 #define DOWN BUTTON_DOWN
280 #else
281 #error No keymap defined!
282 #endif
284 #ifdef HAVE_TOUCHSCREEN
285 #ifdef LEFT
286 #define ALTLEFT BUTTON_BOTTOMLEFT
287 #else
288 #define LEFT BUTTON_BOTTOMLEFT
289 #endif
290 #ifdef RIGHT
291 #define ALTRIGHT BUTTON_BOTTOMRIGHT
292 #else
293 #define RIGHT BUTTON_BOTTOMRIGHT
294 #endif
295 #ifdef SELECT
296 #define ALTSELECT BUTTON_CENTER
297 #else
298 #define SELECT BUTTON_CENTER
299 #endif
300 #ifndef UP
301 #define UP BUTTON_TOPMIDDLE
302 #endif
303 #ifndef DOWN
304 #define DOWN BUTTON_BOTTOMMIDDLE
305 #endif
306 #endif
308 /* Continue text is used as a string later when the game is paused. This allows
309 * targets to specify their own text if needed.
311 #if !defined(CONTINUE_TEXT)
312 #define CONTINUE_TEXT "Press SELECT To Continue"
313 #endif
315 #ifndef SCROLL_FWD /* targets without scroll wheel*/
316 #define SCROLL_FWD(x) (0)
317 #define SCROLL_BACK(x) (0)
318 #endif
321 #define NUM_BRICKS_ROWS 8
322 #define NUM_BRICKS_COLS 10
326 * Geometric dimensions
330 /* If there are three fractional bits, the smallest screen size that will scale
331 * properly is 28x22. If you have a smaller screen increase the fractional
332 * precision. If you have a precision of 4 the smallest screen size would be
333 * 14x11. Note though that this will decrease the maximum resolution due to
334 * the line intersection tests. These defines are used for all of the fixed
335 * point calculations/conversions.
337 #define FIXED3(x) ((x)<<3)
338 #define FIXED3_MUL(x, y) ((long long)((x)*(y))>>3)
339 #define FIXED3_DIV(x, y) (((x)<<3)/(y))
340 #define INT3(x) ((x)>>3)
342 #define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH)
343 #define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT)
345 #define PAD_WIDTH FIXED3(BMPWIDTH_brickmania_pads)
346 #define PAD_HEIGHT FIXED3(BMPHEIGHT_brickmania_pads/3)
347 #define SHORT_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_short_pads)
348 #define LONG_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_long_pads)
349 #define BRICK_HEIGHT FIXED3(BMPHEIGHT_brickmania_bricks/7)
350 #define BRICK_WIDTH FIXED3(BMPWIDTH_brickmania_bricks)
351 #define LEFTMARGIN ((GAMESCREEN_WIDTH-NUM_BRICKS_COLS*BRICK_WIDTH)/2)
352 #define POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups)
353 #define BALL FIXED3(BMPHEIGHT_brickmania_ball)
354 #define HALFBALL (BALL / 2)
355 #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1)
356 #define ON_PAD_POS_Y (PAD_POS_Y - HALFBALL)
358 #define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover)
359 #define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover)
361 #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8))
363 #define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6))
364 #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10)
365 #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10)
370 * Speeds
374 /* Brickmania was originally designed for the H300, other targets should scale
375 * the speed up/down as needed based on the screen height.
377 #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
378 #define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
380 /* These are all used as ball speeds depending on where the ball hit the
381 * paddle.
383 * Note that all of these speeds (including pad, power, and fire)
384 * could be made variable and could be raised to be much higher to add
385 * additional difficulty to the game. The line intersection tests allow this
386 * to be drastically increased without the collision detection failing
387 * (ideally).
389 #define SPEED_1Q_X SPEED_SCALE_W( 6)
390 #define SPEED_1Q_Y SPEED_SCALE_H(-2)
392 #define SPEED_2Q_X SPEED_SCALE_W( 4)
393 #define SPEED_2Q_Y SPEED_SCALE_H(-3)
395 #define SPEED_3Q_X SPEED_SCALE_W( 3)
396 #define SPEED_3Q_Y SPEED_SCALE_H(-4)
398 #define SPEED_4Q_X SPEED_SCALE_W( 2)
399 #define SPEED_4Q_Y SPEED_SCALE_H(-4)
401 /* This is used to determine the speed of the paddle */
402 #define SPEED_PAD SPEED_SCALE_W( 8)
404 /* This defines the speed that the powerups drop */
405 #define SPEED_POWER SPEED_SCALE_H( 2)
407 /* This defines the speed that the shot moves */
408 #define SPEED_FIRE SPEED_SCALE_H( 4)
409 #define FIRE_LENGTH SPEED_SCALE_H( 7)
414 * Timings
418 /* The time ms for one iteration through the game loop - decrease this to speed
419 * up the game - note that current_tick is (currently) only accurate to 10ms.
421 #define CYCLETIME 30 /* ms */
423 #define FLIP_SIDES_DELAY 10 /* seconds */
428 * Scores
432 #define SCORE_BALL_HIT_BRICK 2
433 #define SCORE_BALL_DEMOLISHED_BRICK 8
434 #define SCORE_FIRE_HIT_BRICK 13
435 #define SCORE_LEVEL_COMPLETED 100
436 #define SCORE_POWER_LIFE_GAIN 50
437 #define SCORE_POWER_PADDLE_STICKY 34
438 #define SCORE_POWER_PADDLE_SHOOTER 47
439 #define SCORE_POWER_PADDLE_NORMAL 23
440 #define SCORE_POWER_FLIP 23
441 #define SCORE_POWER_EXTRA_BALL 23
442 #define SCORE_POWER_LONG_PADDLE 23
447 * Limits
451 #define MAX_BALLS 10
452 #define MAX_FIRES 30
453 #define MAX_POWERS 10
458 * Files
462 #define CONFIG_FILE_NAME "brickmania.cfg"
463 #define SAVE_FILE PLUGIN_GAMES_DATA_DIR "/brickmania.save"
464 #define SCORE_FILE PLUGIN_GAMES_DATA_DIR "/brickmania.score"
465 #define NUM_SCORES 5
470 * Game levels
474 /* change to however many levels there are, i.e. how many arrays there are total */
475 #define NUM_LEVELS 40
477 /* change the first number in [ ] to however many levels there are */
478 static unsigned char levels[NUM_LEVELS][NUM_BRICKS_ROWS][NUM_BRICKS_COLS] =
479 /* You can set up new levels with the level editor
480 ( http://plugbox.rockbox-lounge.com/brickmania.htm ).
481 With 0x1, it refers to the first brick in the bitmap, 0x2 would refer to the
482 second, ect., 0x0 leaves a empty space. If you add a 2 before the 2nd number,
483 it will take two hits to break, and 3 hits if you add a 3. That is 0x24, will
484 result with the fourth brick being displayed and having take 2 hits to break.
485 You could do the same with the 3, just replace the 2 with a 3 for it to take
486 three hits to break it apart. */
488 { /* level 1 */
489 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
490 {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2},
491 {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0},
492 {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0},
493 {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0},
494 {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7},
495 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
496 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
498 { /* level 2 */
499 {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0},
500 {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0},
501 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
502 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
503 {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1},
504 {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1},
505 {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0},
506 {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0}
508 { /* level 3 */
509 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
510 {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2},
511 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
512 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
513 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
514 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6},
515 {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6},
516 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}
518 { /* level 4 */
519 {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0},
520 {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0},
521 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
522 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
523 {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26},
524 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
525 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
526 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}
528 { /* level 5 */
529 {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4},
530 {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0},
531 {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5},
532 {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5},
533 {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0},
534 {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36},
535 {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36},
536 {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0}
538 { /* level 6 */
539 {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0},
540 {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3},
541 {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3},
542 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0},
543 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
544 {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5},
545 {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0},
546 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
548 { /* level 7 */
549 {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0},
550 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
551 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
552 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
553 {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6},
554 {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0},
555 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
556 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
558 { /* level 8 */
559 {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0},
560 {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0},
561 {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6},
562 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
563 {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0},
564 {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0},
565 {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0},
566 {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5}
568 { /* level 9 */
569 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
570 {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2},
571 {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2},
572 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
573 {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2},
574 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
575 {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2},
576 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
578 { /* level 10 */
579 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
580 {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5},
581 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
582 {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0},
583 {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0},
584 {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0},
585 {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0},
586 {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1}
588 { /* level 11 */
589 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3},
590 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2},
591 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
592 {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2},
593 {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2},
594 {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0},
595 {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0},
596 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}
598 { /* level 12 */
599 {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2},
600 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
601 {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1},
602 {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0},
603 {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0},
604 {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1},
605 {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1},
606 {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2}
608 {/* levell13 */
609 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
610 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
611 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2},
612 {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2},
613 {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2},
614 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
615 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
616 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
618 {/* level 14 */
619 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
620 {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4},
621 {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4},
622 {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4},
623 {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4},
624 {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4},
625 {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4},
626 {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4}
628 {/* level 15 */
629 {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3},
630 {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0},
631 {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0},
632 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0},
633 {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0},
634 {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0},
635 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0},
636 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
638 {/* level 16 (Rockbox) by ts-x */
639 {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
640 {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0},
641 {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
642 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
643 {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
644 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0},
645 {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0},
646 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}
648 {/* level 17 (Alien) by ts-x */
649 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
650 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
651 {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1},
652 {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2},
653 {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1},
654 {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2},
655 {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2},
656 {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2}
658 {/* level 18 (Tetris) by ts-x */
659 {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
660 {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
661 {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2},
662 {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2},
663 {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
664 {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
665 {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5},
666 {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5}
668 { /* level 19 (Stalactites) by ts-x */
669 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
670 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
671 {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2},
672 {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2},
673 {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0},
674 {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2},
675 {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0},
676 {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0}
678 { /* level 20 (Maze) by ts-x */
679 {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21},
680 {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1},
681 {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1},
682 {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2},
683 {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0},
684 {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0},
685 {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2},
686 {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21}
688 { /* level 21 (Dentist) by ts-x */
689 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
690 {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2},
691 {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2},
692 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2},
693 {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2},
694 {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2},
695 {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2},
696 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}
698 { /* level 22 (Spider) by ts-x */
699 {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31},
700 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
701 {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33},
702 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
703 {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0},
704 {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21},
705 {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0},
706 {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3}
708 { /* level 23 (Pool) by ts-x */
709 {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0},
710 {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0},
711 {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7},
712 {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7},
713 {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7},
714 {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7},
715 {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
716 {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0}
718 { /* level 24 (Vorbis Fish) by ts-x */
719 {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5},
720 {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5},
721 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5},
722 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5},
723 {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0},
724 {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5},
725 {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5},
726 {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5}
728 {/* level 25 (Rainbow) by ts-x */
729 {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0},
730 {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24},
731 {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21},
732 {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3},
733 {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5},
734 {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6},
735 {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7},
736 {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32}
738 { /* level 26 (Bowtie) by ts-x */
739 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5},
740 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
741 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
742 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
743 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
744 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
745 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
746 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}
748 { /* level 27 (Frog) by ts-x */
749 {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0},
750 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
751 {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25},
752 {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5},
753 {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5},
754 {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5},
755 {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5},
756 {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0}
758 { /* level 28 (DigDug) by ts-x */
759 {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35},
760 {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6},
761 {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7},
762 {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7},
763 {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4},
764 {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4},
765 {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4},
766 {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1}
768 { /* level 29 UK Flag by Seth Opgenorth */
769 {0x32,0x0,0x3,0x3,0x2,0x2,0x3,0x3,0x0,0x32},
770 {0x0,0x2,0x0,0x3,0x32,0x22,0x33,0x0,0x32,0x0},
771 {0x33,0x0,0x22,0x0,0x2,0x2,0x0,0x2,0x0,0x33},
772 {0x22,0x32,0x2,0x2,0x2,0x2,0x2,0x2,0x22,0x2},
773 {0x3,0x0,0x0,0x32,0x22,0x2,0x2,0x0,0x0,0x3},
774 {0x23,0x0,0x32,0x0,0x32,0x2,0x0,0x2,0x0,0x3},
775 {0x0,0x2,0x0,0x3,0x2,0x2,0x3,0x0,0x22,0x0},
776 {0x32,0x0,0x3,0x23,0x2,0x2,0x23,0x33,0x0,0x32}
778 { /* level 30 Win-Logo by Seth Opgenorth */
779 {0x0,0x0,0x0,0x22,0x0,0x0,0x0,0x0,0x0,0x0},
780 {0x0,0x0,0x32,0x2,0x2,0x25,0x0,0x5,0x0,0x0},
781 {0x0,0x0,0x2,0x22,0x2,0x5,0x5,0x35,0x0,0x0},
782 {0x0,0x0,0x2,0x1,0x2,0x5,0x5,0x25,0x0,0x0},
783 {0x0,0x0,0x21,0x1,0x1,0x36,0x7,0x26,0x0,0x0},
784 {0x0,0x0,0x1,0x1,0x1,0x6,0x6,0x6,0x0,0x0},
785 {0x0,0x0,0x21,0x0,0x21,0x6,0x6,0x26,0x0,0x0},
786 {0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0}
788 { /* level 31 Color wave/V by Seth Opgenorth */
789 {0x25,0x34,0x2,0x31,0x33,0x23,0x1,0x2,0x34,0x5},
790 {0x3,0x5,0x24,0x2,0x1,0x1,0x2,0x4,0x5,0x3},
791 {0x1,0x3,0x5,0x4,0x2,0x2,0x4,0x5,0x3,0x1},
792 {0x2,0x1,0x33,0x35,0x4,0x4,0x5,0x33,0x1,0x22},
793 {0x31,0x22,0x1,0x3,0x5,0x25,0x3,0x1,0x2,0x31},
794 {0x3,0x1,0x2,0x1,0x3,0x3,0x1,0x2,0x21,0x3},
795 {0x5,0x23,0x1,0x32,0x1,0x1,0x2,0x1,0x3,0x5},
796 {0x4,0x35,0x3,0x1,0x2,0x22,0x31,0x3,0x5,0x4}
798 { /* level 32 Sweedish Flag by Seth Opgenorth */
799 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
800 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
801 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
802 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
803 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
804 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
805 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
806 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}
808 { /* level 33 Color Pyramid by Seth Opgenorth */
809 {0x0,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x0},
810 {0x0,0x0,0x0,0x4,0x24,0x4,0x24,0x0,0x0,0x0},
811 {0x0,0x0,0x23,0x3,0x3,0x3,0x23,0x3,0x0,0x0},
812 {0x0,0x0,0x25,0x5,0x25,0x35,0x5,0x35,0x0,0x0},
813 {0x0,0x36,0x6,0x6,0x6,0x6,0x26,0x6,0x6,0x0},
814 {0x0,0x7,0x7,0x7,0x7,0x25,0x27,0x7,0x27,0x0},
815 {0x2,0x2,0x22,0x2,0x2,0x2,0x22,0x2,0x2,0x2},
816 {0x21,0x1,0x1,0x31,0x1,0x21,0x1,0x1,0x31,0x1}
818 { /* level 34 Rhombus by Seth Opgenorth */
819 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0},
820 {0x0,0x0,0x0,0x3,0x32,0x22,0x23,0x0,0x0,0x0},
821 {0x0,0x0,0x3,0x2,0x24,0x4,0x2,0x23,0x0,0x0},
822 {0x26,0x3,0x2,0x4,0x5,0x5,0x4,0x22,0x3,0x6},
823 {0x36,0x3,0x2,0x34,0x5,0x5,0x4,0x2,0x3,0x36},
824 {0x0,0x0,0x3,0x2,0x4,0x34,0x2,0x23,0x0,0x0},
825 {0x0,0x0,0x0,0x23,0x2,0x2,0x3,0x0,0x0,0x0},
826 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0}
828 { /* level 35 PacMan Ghost by Seth Opgenorth */
829 {0x0,0x0,0x0,0x0,0x2,0x32,0x2,0x0,0x0,0x0},
830 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
831 {0x0,0x0,0x2,0x24,0x4,0x2,0x4,0x4,0x32,0x0},
832 {0x0,0x0,0x2,0x24,0x0,0x22,0x24,0x0,0x22,0x0},
833 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
834 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
835 {0x0,0x0,0x2,0x32,0x2,0x2,0x22,0x2,0x32,0x0},
836 {0x0,0x0,0x0,0x22,0x0,0x32,0x0,0x22,0x0,0x0}
838 { /* level 36 Star by Seth Opgenorth */
839 {0x3,0x4,0x3,0x4,0x6,0x24,0x3,0x24,0x3,0x0},
840 {0x24,0x0,0x0,0x6,0x6,0x6,0x0,0x0,0x4,0x0},
841 {0x3,0x26,0x6,0x2,0x6,0x2,0x6,0x26,0x23,0x0},
842 {0x4,0x0,0x6,0x6,0x36,0x6,0x6,0x0,0x4,0x0},
843 {0x3,0x0,0x0,0x26,0x6,0x26,0x0,0x0,0x33,0x0},
844 {0x34,0x0,0x6,0x6,0x0,0x6,0x6,0x0,0x4,0x0},
845 {0x3,0x26,0x6,0x0,0x0,0x0,0x6,0x6,0x3,0x0},
846 {0x4,0x3,0x4,0x23,0x24,0x3,0x4,0x33,0x4,0x0}
848 { /* level 37 It's 8-Bit by Seth Opgenorth */
849 {0x26,0x26,0x6,0x6,0x5,0x6,0x26,0x6,0x26,0x6},
850 {0x2,0x2,0x22,0x3,0x3,0x0,0x0,0x0,0x4,0x0},
851 {0x2,0x0,0x2,0x33,0x3,0x3,0x5,0x0,0x24,0x0},
852 {0x32,0x2,0x2,0x33,0x0,0x23,0x0,0x4,0x4,0x4},
853 {0x2,0x22,0x2,0x3,0x3,0x0,0x5,0x4,0x4,0x24},
854 {0x2,0x0,0x2,0x23,0x0,0x3,0x25,0x0,0x4,0x0},
855 {0x22,0x2,0x2,0x3,0x23,0x0,0x5,0x0,0x4,0x0},
856 {0x6,0x26,0x6,0x36,0x6,0x36,0x6,0x6,0x6,0x6}
858 { /* level 38 Linux by Seth Opgenorth */
859 {0x27,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
860 {0x7,0x0,0x0,0x0,0x33,0x0,0x23,0x0,0x0,0x0},
861 {0x7,0x32,0x0,0x0,0x3,0x0,0x23,0x6,0x0,0x6},
862 {0x37,0x0,0x0,0x0,0x23,0x0,0x3,0x6,0x0,0x26},
863 {0x7,0x22,0x24,0x0,0x3,0x33,0x3,0x0,0x26,0x0},
864 {0x37,0x22,0x24,0x24,0x4,0x0,0x0,0x0,0x26,0x0},
865 {0x7,0x2,0x4,0x0,0x4,0x0,0x0,0x6,0x0,0x26},
866 {0x7,0x27,0x4,0x0,0x34,0x0,0x0,0x6,0x0,0x26}
868 { /* level 39 Colorful Squares by Seth Opgenorth*/
869 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0},
870 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
871 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
872 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
873 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
874 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
875 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
876 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0}
878 { /* TheEnd */
879 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
880 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
881 {0x32,0x0,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
882 {0x32,0x32,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
883 {0x32,0x32,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
884 {0x32,0x0,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
885 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
886 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
893 * Enums and structs
897 enum power_types
899 POWER_TYPE_LIFE_GAIN = 0,
900 POWER_TYPE_LIFE_LOSS,
901 POWER_TYPE_PADDLE_STICKY,
902 POWER_TYPE_PADDLE_SHOOTER,
903 POWER_TYPE_PADDLE_NORMAL,
904 POWER_TYPE_PADDLE_FLIP,
905 POWER_TYPE_EXTRA_BALL,
906 POWER_TYPE_PADDLE_LONG,
907 POWER_TYPE_PADDLE_SHORT,
908 NUMBER_OF_POWERUPS,
911 #define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS)
912 /* Increasing this value makes the game with less powerups */
913 #define POWER_RAND (NUMBER_OF_POWERUPS + 15)
915 enum difficulty_options
917 EASY,
918 NORMAL
921 enum game_state
923 ST_READY,
924 ST_START,
925 ST_PAUSE
928 enum paddle_type
930 PADDLE_TYPE_NORMAL = 0,
931 PADDLE_TYPE_STICKY,
932 PADDLE_TYPE_SHOOTER,
935 enum intersection
937 INTERSECTION_TOP,
938 INTERSECTION_BOTTOM,
939 INTERSECTION_LEFT,
940 INTERSECTION_RIGHT,
941 INTERSECTION_ALL,
944 struct brick
946 bool used; /* Is the brick still in play? */
947 int color;
948 int hits; /* How many hits can this brick take? */
949 int hiteffect;
952 struct ball
954 /* pos_x and y store the current center position of the ball */
955 int pos_x;
956 int pos_y;
957 /* tempx and tempy store an absolute position the ball should be in. If
958 * they are equal to 0, they are not used when positioning the ball.
960 int tempx;
961 int tempy;
962 /* speedx and speedy store the current speed of the ball */
963 int speedx;
964 int speedy;
965 bool glue; /* Is the ball stuck to the paddle? */
968 struct fire
970 int top; /* This stores the fire y position, it is a fixed point num */
971 int x_pos; /* This stores the fire x position, it is a whole number */
974 struct power
976 int top; /* This stores the powerup y position, it is a fixed point num */
977 int x_pos; /* This stores the (middle of) powerup x position, it is a whole number */
978 enum power_types type; /* This stores the powerup type */
981 struct point
983 int x;
984 int y;
987 struct line
989 struct point p1;
990 struct point p2;
993 struct rect
995 struct point top_left;
996 struct point bottom_right;
1001 * Globals
1005 static enum game_state game_state;
1006 static int pad_pos_x;
1007 static int life;
1008 static int score,vscore;
1009 static bool flip_sides;
1010 static int level;
1011 static int brick_on_board;
1012 static int used_balls;
1013 static int used_fires;
1014 static int used_powers;
1015 static int difficulty = NORMAL;
1016 static int pad_width;
1017 static int flip_sides_delay;
1018 static bool resume = false;
1019 static bool resume_file = false;
1020 static struct brick brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
1021 static struct ball ball[MAX_BALLS];
1022 static struct fire fire[MAX_FIRES];
1023 static struct power power[MAX_POWERS];
1024 static enum paddle_type paddle_type;
1026 static struct configdata config[] =
1028 {TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL},
1031 static struct highscore highscores[NUM_SCORES];
1036 * Functions
1041 * check_lines:
1042 * This is based off an explanation and expanded math presented by Paul Bourke:
1043 * http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
1045 * It takes two lines as inputs and returns 1 if they intersect, 0 if they do
1046 * not. hitp returns the point where the two lines intersected.
1048 * This function expects fixed point inputs with a precision of 3. When a
1049 * collision occurs hitp is updated with a fixed point location (precision 3)
1050 * where the collision happened. The internal calculations are fixed
1051 * point with a 7 bit fractional precision.
1053 * If you choose 10 bits of precision a screen size of about 640x480 is the
1054 * largest this can go. 7 bits allows for an accurate intersection calculation
1055 * with a line length of about 64 and a rougher line lenght of 128 which is
1056 * larger than any target currently needs (the pad is the longest line and it
1057 * only needs an accuracy of 2^4 at most to figure out which section of the pad
1058 * the ball hit). A precision of 7 gives breathing room for larger screens.
1059 * Longer line sizes that need accurate intersection points will need more
1060 * precision, but will decrease the maximum screen resolution.
1063 #define LINE_PREC 7
1064 static int check_lines(struct line *line1, struct line *line2,
1065 struct point *hitp)
1067 /* Introduction:
1068 * This code is based on the solution of these two input equations:
1069 * Pa = P1 + ua (P2-P1)
1070 * Pb = P3 + ub (P4-P3)
1072 * Where line one is composed of points P1 and P2 and line two is composed
1073 * of points P3 and P4.
1075 * ua/b is the fractional value you can multiply the x and y legs of the
1076 * triangle formed by each line to find a point on the line.
1078 * The two equations can be expanded to their x/y components:
1079 * Pa.x = p1.x + ua(p2.x - p1.x)
1080 * Pa.y = p1.y + ua(p2.y - p1.y)
1082 * Pb.x = p3.x + ub(p4.x - p3.x)
1083 * Pb.y = p3.y + ub(p4.y - p3.y)
1085 * When Pa.x == Pb.x and Pa.y == Pb.y the lines intersect so you can come
1086 * up with two equations (one for x and one for y):
1088 * p1.x + ua(p2.x - p1.x) = p3.x + ub(p4.x - p3.x)
1089 * p1.y + ua(p2.y - p1.y) = p3.y + ub(p4.y - p3.y)
1091 * ua and ub can then be individually solved for. This results in the
1092 * equations used in the following code.
1095 /* Denominator for ua and ub are the same so store this calculation */
1096 int d = FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p2.x-line1->p1.x))
1097 -FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p2.y-line1->p1.y));
1099 /* n_a and n_b are calculated as seperate values for readability */
1100 int n_a = FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p1.y-line2->p1.y))
1101 -FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p1.x-line2->p1.x));
1103 int n_b = FIXED3_MUL((line1->p2.x - line1->p1.x),(line1->p1.y-line2->p1.y))
1104 -FIXED3_MUL((line1->p2.y - line1->p1.y),(line1->p1.x-line2->p1.x));
1106 /* Make sure there is not a division by zero - this also indicates that
1107 * the lines are parallel.
1109 * If n_a and n_b were both equal to zero the lines would be on top of each
1110 * other (coincidental). This check is not done because it is not
1111 * necessary for this implementation (the parallel check accounts for this).
1113 if(d == 0)
1114 return 0;
1116 /* Calculate the intermediate fractional point that the lines potentially
1117 * intersect.
1119 int ua = (n_a << LINE_PREC)/d;
1120 int ub = (n_b << LINE_PREC)/d;
1122 /* The fractional point will be between 0 and 1 inclusive if the lines
1123 * intersect. If the fractional calculation is larger than 1 or smaller
1124 * than 0 the lines would need to be longer to intersect.
1126 if(ua >=0 && ua <= (1<<LINE_PREC) && ub >= 0 && ub <= (1<<LINE_PREC))
1128 hitp->x = line1->p1.x + ((ua * (line1->p2.x - line1->p1.x))>>LINE_PREC);
1129 hitp->y = line1->p1.y + ((ua * (line1->p2.y - line1->p1.y))>>LINE_PREC);
1130 return 1;
1132 return 0;
1136 static int check_rect(struct line *line, struct rect *rect,
1137 enum intersection intersection, struct point *hitp)
1139 struct line edge;
1141 switch (intersection)
1143 case INTERSECTION_TOP:
1145 edge.p1.x = rect->top_left.x;
1146 edge.p1.y = rect->top_left.y;
1148 edge.p2.x = rect->bottom_right.x;
1149 edge.p2.y = rect->top_left.y;
1151 break;
1153 case INTERSECTION_BOTTOM:
1155 edge.p1.x = rect->top_left.x;
1156 edge.p1.y = rect->bottom_right.y;
1158 edge.p2.x = rect->bottom_right.x;
1159 edge.p2.y = rect->bottom_right.y;
1161 break;
1163 case INTERSECTION_LEFT:
1165 edge.p1.x = rect->top_left.x;
1166 edge.p1.y = rect->top_left.y;
1168 edge.p2.x = rect->top_left.x;
1169 edge.p2.y = rect->bottom_right.y;
1171 break;
1173 case INTERSECTION_RIGHT:
1175 edge.p1.x = rect->bottom_right.x;
1176 edge.p1.y = rect->top_left.y;
1178 edge.p2.x = rect->bottom_right.x;
1179 edge.p2.y = rect->bottom_right.y;
1181 break;
1183 case INTERSECTION_ALL: /* Test hit on all edges */
1185 return (check_rect(line, rect, INTERSECTION_TOP, hitp) ||
1186 check_rect(line, rect, INTERSECTION_BOTTOM, hitp) ||
1187 check_rect(line, rect, INTERSECTION_LEFT, hitp) ||
1188 check_rect(line, rect, INTERSECTION_RIGHT, hitp));
1192 return check_lines(line, &edge, hitp);
1195 static void brickmania_init_game(bool new_game)
1197 int i,j;
1199 pad_pos_x = GAMESCREEN_WIDTH/2 - PAD_WIDTH/2;
1201 for(i=0;i<MAX_BALLS;i++)
1203 ball[i].speedx = 0;
1204 ball[i].speedy = 0;
1205 ball[i].tempy = 0;
1206 ball[i].tempx = 0;
1207 ball[i].pos_y = ON_PAD_POS_Y;
1208 ball[i].pos_x = GAMESCREEN_WIDTH/2;
1209 ball[i].glue = false;
1212 used_balls = 1;
1213 used_fires = 0;
1214 used_powers = 0;
1215 game_state = ST_READY;
1216 paddle_type = PADDLE_TYPE_NORMAL;
1217 pad_width = PAD_WIDTH;
1218 flip_sides = false;
1219 flip_sides_delay = FLIP_SIDES_DELAY;
1221 if (new_game) {
1222 brick_on_board=0;
1223 /* add one life per achieved level */
1224 if (difficulty==EASY && life<2) {
1225 score+=SCORE_LEVEL_COMPLETED;
1226 life++;
1230 for(i=0;i<NUM_BRICKS_ROWS;i++) {
1231 for(j=0;j<NUM_BRICKS_COLS;j++) {
1232 if (new_game) {
1233 brick[i][j].hits=levels[level][i][j]>=10?
1234 levels[level][i][j]/16-1:0;
1235 brick[i][j].hiteffect=0;
1236 brick[i][j].used=!(levels[level][i][j]==0);
1237 brick[i][j].color=(levels[level][i][j]>=10?
1238 levels[level][i][j]%16:
1239 levels[level][i][j])-1;
1240 if (levels[level][i][j]!=0)
1241 brick_on_board++;
1247 static void brickmania_loadgame(void)
1249 int fd;
1251 resume = false;
1253 /* open game file */
1254 fd = rb->open(SAVE_FILE, O_RDONLY);
1255 if(fd < 0) return;
1257 /* read in saved game */
1258 if((rb->read(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) ||
1259 (rb->read(fd, &life, sizeof(life)) <= 0) ||
1260 (rb->read(fd, &game_state, sizeof(game_state)) <= 0) ||
1261 (rb->read(fd, &paddle_type, sizeof(paddle_type)) <= 0) ||
1262 (rb->read(fd, &score, sizeof(score)) <= 0) ||
1263 (rb->read(fd, &flip_sides, sizeof(flip_sides)) <= 0) ||
1264 (rb->read(fd, &level, sizeof(level)) <= 0) ||
1265 (rb->read(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) ||
1266 (rb->read(fd, &used_balls, sizeof(used_balls)) <= 0) ||
1267 (rb->read(fd, &used_fires, sizeof(used_fires)) <= 0) ||
1268 (rb->read(fd, &used_powers, sizeof(used_powers)) <= 0) ||
1269 (rb->read(fd, &pad_width, sizeof(pad_width)) <= 0) ||
1270 (rb->read(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) ||
1271 (rb->read(fd, &brick, sizeof(brick)) <= 0) ||
1272 (rb->read(fd, &ball, sizeof(ball)) <= 0) ||
1273 (rb->read(fd, &fire, sizeof(fire)) <= 0) ||
1274 (rb->read(fd, &power, sizeof(power)) <= 0))
1276 rb->splash(HZ/2, "Failed to load game");
1278 else
1280 vscore = score;
1281 resume = true;
1284 rb->close(fd);
1286 return;
1289 static void brickmania_savegame(void)
1291 int fd;
1293 /* write out the game state to the save file */
1294 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT, 0666);
1295 if(fd < 0) return;
1297 if ((rb->write(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) ||
1298 (rb->write(fd, &life, sizeof(life)) <= 0) ||
1299 (rb->write(fd, &game_state, sizeof(game_state)) <= 0) ||
1300 (rb->write(fd, &paddle_type, sizeof(paddle_type)) <= 0) ||
1301 (rb->write(fd, &score, sizeof(score)) <= 0) ||
1302 (rb->write(fd, &flip_sides, sizeof(flip_sides)) <= 0) ||
1303 (rb->write(fd, &level, sizeof(level)) <= 0) ||
1304 (rb->write(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) ||
1305 (rb->write(fd, &used_balls, sizeof(used_balls)) <= 0) ||
1306 (rb->write(fd, &used_fires, sizeof(used_fires)) <= 0) ||
1307 (rb->write(fd, &used_powers, sizeof(used_powers)) <= 0) ||
1308 (rb->write(fd, &pad_width, sizeof(pad_width)) <= 0) ||
1309 (rb->write(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) ||
1310 (rb->write(fd, &brick, sizeof(brick)) <= 0) ||
1311 (rb->write(fd, &ball, sizeof(ball)) <= 0) ||
1312 (rb->write(fd, &fire, sizeof(fire)) <= 0) ||
1313 (rb->write(fd, &power, sizeof(power)) <= 0))
1315 rb->close(fd);
1316 rb->remove(SAVE_FILE);
1317 rb->splash(HZ/2, "Failed to save game");
1318 return;
1321 rb->close(fd);
1324 /* brickmania_sleep timer counting the score */
1325 static void brickmania_sleep(int secs)
1327 bool done=false;
1328 char s[20];
1329 int count=0;
1330 int sw, w;
1332 while (!done)
1334 if (count == 0)
1335 count = *rb->current_tick + HZ*secs;
1336 if ( (TIME_AFTER(*rb->current_tick, count)) && (vscore == score) )
1337 done = true;
1339 if(vscore != score)
1341 if (vscore<score)
1342 vscore++;
1343 if (vscore>score)
1344 vscore--;
1345 rb->snprintf(s, sizeof(s), "%d", vscore);
1346 rb->lcd_getstringsize(s, &sw, &w);
1347 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
1348 rb->lcd_update_rect(0,0,LCD_WIDTH,w+2);
1350 rb->yield();
1354 static int brickmania_help(void)
1356 static char *help_text[] = {
1357 "Brickmania", "", "Aim", "",
1358 "Destroy", "all", "the", "bricks", "by", "bouncing",
1359 "the", "ball", "of", "them", "using", "the", "paddle.", "", "",
1360 "Controls", "",
1361 #if CONFIG_KEYPAD == COWON_D2_PAD
1362 "- & +:",
1363 #else
1364 "< & >:",
1365 #endif
1366 "Moves", "the", "paddle", "",
1367 #if CONFIG_KEYPAD == ONDIO_PAD
1368 "MENU:",
1369 #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD)
1370 "PLAY:",
1371 #elif CONFIG_KEYPAD == IRIVER_H300_PAD
1372 "NAVI:",
1373 #elif CONFIG_KEYPAD == COWON_D2_PAD
1374 "MENU:",
1375 #else
1376 "SELECT:",
1377 #endif
1378 "Releases", "the", "ball/Fire!", "",
1379 #if CONFIG_KEYPAD == IAUDIO_M3_PAD
1380 "REC:",
1381 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
1382 (CONFIG_KEYPAD == CREATIVEZVM_PAD)
1383 "BACK:",
1384 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
1385 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
1386 (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
1387 (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1388 "MENU:",
1389 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
1390 (CONFIG_KEYPAD == IRIVER_H300_PAD) || \
1391 (CONFIG_KEYPAD == ONDIO_PAD) || \
1392 (CONFIG_KEYPAD == RECORDER_PAD) || \
1393 (CONFIG_KEYPAD == ARCHOS_AV300_PAD)
1394 "STOP:",
1395 #else
1396 "POWER:",
1397 #endif
1398 "Returns", "to", "menu", "", "",
1399 "Specials", "",
1400 "N", "Normal:", "returns", "paddle", "to", "normal", "",
1401 "D", "DIE!:", "loses", "a", "life", "",
1402 "L", "Life:", "gains", "a", "life/power", "up", "",
1403 "F", "Fire:", "allows", "you", "to", "shoot", "bricks", "",
1404 "G", "Glue:", "ball", "sticks", "to", "paddle", "",
1405 "B", "Ball:", "generates", "another", "ball", "",
1406 "FL", "Flip:", "flips", "left / right", "movement", "",
1407 "<->", "or", "<E>:", "enlarges", "the", "paddle", "",
1408 ">-<", "or", ">S<:", "shrinks", "the", "paddle", "",
1410 static struct style_text formation[]={
1411 { 0, TEXT_CENTER|TEXT_UNDERLINE },
1412 { 2, C_RED },
1413 { 19, C_RED },
1414 { 37, C_RED },
1415 { 39, C_BLUE },
1416 { 46, C_RED },
1417 { 52, C_GREEN },
1418 { 59, C_ORANGE },
1419 { 67, C_GREEN },
1420 { 74, C_YELLOW },
1421 { 80, C_RED },
1422 LAST_STYLE_ITEM
1425 rb->lcd_setfont(FONT_UI);
1426 #ifdef HAVE_LCD_COLOR
1427 rb->lcd_set_background(LCD_BLACK);
1428 rb->lcd_set_foreground(LCD_WHITE);
1429 #endif
1430 if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
1431 return 1;
1432 rb->lcd_setfont(FONT_SYSFIXED);
1434 return 0;
1437 static int brickmania_menu_cb(int action, const struct menu_item_ex *this_item)
1439 int i = ((intptr_t)this_item);
1440 if(action == ACTION_REQUEST_MENUITEM
1441 && !resume && (i==0 || i==6))
1442 return ACTION_EXIT_MENUITEM;
1443 return action;
1446 static int brickmania_menu(void)
1448 int selected = 0;
1450 static struct opt_items options[] = {
1451 { "Easy", -1 },
1452 { "Normal", -1 },
1455 #ifdef HAVE_TOUCHSCREEN
1456 /* Entering Menu, set the touchscreen to the global setting */
1457 rb->touchscreen_set_mode(rb->global_settings->touch_mode);
1458 #endif
1460 MENUITEM_STRINGLIST(main_menu, "Brickmania Menu", brickmania_menu_cb,
1461 "Resume Game", "Start New Game",
1462 "Difficulty", "Help", "High Scores",
1463 "Playback Control",
1464 "Quit without Saving", "Quit");
1466 rb->button_clear_queue();
1467 while (true) {
1468 switch (rb->do_menu(&main_menu, &selected, NULL, false)) {
1469 case 0:
1470 if(game_state!=ST_READY)
1471 game_state = ST_PAUSE;
1472 if(resume_file)
1473 rb->remove(SAVE_FILE);
1474 return 0;
1475 case 1:
1476 score=0;
1477 vscore=0;
1478 life=2;
1479 level=0;
1480 brickmania_init_game(true);
1481 return 0;
1482 case 2:
1483 rb->set_option("Difficulty", &difficulty, INT,
1484 options, 2, NULL);
1485 break;
1486 case 3:
1487 if (brickmania_help())
1488 return 1;
1489 break;
1490 case 4:
1491 highscore_show(-1, highscores, NUM_SCORES, true);
1492 break;
1493 case 5:
1494 if (playback_control(NULL))
1495 return 1;
1496 break;
1497 case 6:
1498 return 1;
1499 case 7:
1500 if (resume) {
1501 rb->splash(HZ*1, "Saving game ...");
1502 brickmania_savegame();
1504 return 1;
1505 case MENU_ATTACHED_USB:
1506 return 1;
1507 default:
1508 break;
1511 #ifdef HAVE_TOUCHSCREEN
1512 rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
1513 #endif
1516 static void brick_hit(int i, int j)
1518 if(!brick[i][j].used)
1519 return;
1521 /* if this is a crackable brick hits starts as
1522 * greater than 0.
1524 if (brick[i][j].hits > 0) {
1525 brick[i][j].hits--;
1526 brick[i][j].hiteffect++;
1527 score+=SCORE_BALL_HIT_BRICK;
1529 else {
1530 brick[i][j].used=false;
1531 if (used_powers<MAX_POWERS)
1533 int ran = rb->rand()%POWER_RAND;
1535 if (ran<NUMBER_OF_POWERUPS)
1537 power[used_powers].top = TOPMARGIN + i*BRICK_HEIGHT;
1538 power[used_powers].x_pos = LEFTMARGIN + j*BRICK_WIDTH +
1539 (BRICK_WIDTH >> 1);
1540 power[used_powers].type = ran;
1541 used_powers++;
1544 brick_on_board--;
1545 score+=SCORE_BALL_DEMOLISHED_BRICK;
1549 static int brickmania_game_loop(void)
1551 int j,i,k;
1552 int sw, sh;
1553 char s[30];
1554 int sec_count=0;
1555 int end;
1557 /* pad_rect used for powerup/ball checks */
1558 struct rect pad_rect;
1559 /* This is used for various lines that are checked (ball and powerup) */
1560 struct line misc_line;
1562 /* This stores the point that the two lines intersected in a test */
1563 struct point pt_hit;
1565 if (brickmania_menu()) {
1566 return 1;
1568 resume = false;
1569 resume_file = false;
1571 #ifdef HAVE_LCD_COLOR
1572 rb->lcd_set_background(LCD_BLACK);
1573 rb->lcd_set_foreground(LCD_WHITE);
1574 rb->lcd_set_drawmode(DRMODE_SOLID);
1575 rb->lcd_clear_display();
1576 #endif
1578 while(true) {
1579 /* Convert CYCLETIME (in ms) to HZ */
1580 end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
1582 if (life >= 0) {
1583 rb->lcd_clear_display();
1585 if (flip_sides)
1587 if (TIME_AFTER(*rb->current_tick, sec_count))
1589 sec_count=*rb->current_tick+HZ;
1590 if (flip_sides_delay > 1)
1591 flip_sides_delay--;
1592 else
1593 flip_sides=false;
1595 rb->snprintf(s, sizeof(s), "%d", flip_sides_delay);
1596 rb->lcd_getstringsize(s, &sw, NULL);
1597 rb->lcd_putsxy(LCD_WIDTH/2-2, INT3(STRINGPOS_FLIP), s);
1601 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1602 rb->snprintf(s, sizeof(s), "L%d", level+1);
1603 #else
1604 rb->snprintf(s, sizeof(s), "Level %d", level+1);
1605 #endif
1607 rb->lcd_getstringsize(s, &sw, NULL);
1608 rb->lcd_putsxy(LCD_WIDTH-sw, 0, s);
1610 if (vscore<score) vscore++;
1611 rb->snprintf(s, sizeof(s), "%d", vscore);
1612 rb->lcd_getstringsize(s, &sw, NULL);
1613 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
1615 /* write life num */
1616 rb->snprintf(s, sizeof(s), "Life: %d", life);
1618 /* hijack i - it's reset to 0 in 17 lines */
1619 i = sw;
1620 rb->lcd_getstringsize(s, &sw, NULL);
1621 if (sw >= (LCD_WIDTH/2-i/2))
1622 rb->snprintf(s, sizeof(s), "L: %d", life);
1623 rb->lcd_putsxy(0, 0, s);
1625 /* continue game */
1626 if (game_state == ST_PAUSE)
1628 rb->snprintf(s, sizeof(s), CONTINUE_TEXT);
1629 rb->lcd_getstringsize(s, &sw, NULL);
1630 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_NAVI), s);
1632 sec_count=*rb->current_tick+HZ;
1635 /* draw the ball */
1636 for(i=0;i<used_balls;i++)
1637 rb->lcd_bitmap(brickmania_ball,
1638 INT3(ball[i].pos_x - HALFBALL),
1639 INT3(ball[i].pos_y - HALFBALL),
1640 INT3(BALL), INT3(BALL));
1642 if (brick_on_board==0)
1643 brick_on_board--;
1645 /* Setup the pad line-later used in intersection test */
1646 pad_rect.top_left.x = pad_pos_x;
1647 pad_rect.top_left.y = PAD_POS_Y;
1649 pad_rect.bottom_right.x = pad_pos_x + pad_width;
1650 pad_rect.bottom_right.y = PAD_POS_Y + PAD_HEIGHT;
1652 if (game_state!=ST_PAUSE)
1654 /* move the fires */
1655 for(k=0;k<used_fires;k++)
1657 fire[k].top -= SPEED_FIRE;
1658 if (fire[k].top < 0)
1660 used_fires--;
1661 fire[k].top = fire[used_fires].top;
1662 fire[k].x_pos = fire[used_fires].x_pos;
1663 k--;
1665 else if (fire[k].x_pos >= LEFTMARGIN &&
1666 fire[k].x_pos < LEFTMARGIN + NUM_BRICKS_COLS * BRICK_WIDTH)
1668 j = (fire[k].x_pos - LEFTMARGIN) / BRICK_WIDTH;
1669 for (i=NUM_BRICKS_ROWS-1;i>=0;i--)
1671 if (TOPMARGIN + i*BRICK_HEIGHT<=fire[k].top)
1672 break;
1673 if (brick[i][j].used)
1675 score += SCORE_FIRE_HIT_BRICK;
1676 brick_hit(i, j);
1677 used_fires--;
1678 fire[k].top = fire[used_fires].top;
1679 fire[k].x_pos = fire[used_fires].x_pos;
1680 k--;
1681 break;
1687 /* move and handle the powerups */
1688 for (k=0;k<used_powers;k++)
1690 int remove_power = 0;
1692 power[k].top += SPEED_POWER;
1694 if (power[k].top > PAD_POS_Y)
1696 /* power hit bottom */
1697 remove_power = 1;
1699 else
1701 /* Use misc_line to check if the center of the powerup
1702 * hit the paddle.
1704 misc_line.p1.x = power[k].x_pos;
1705 misc_line.p1.y = power[k].top;
1707 misc_line.p2 = misc_line.p1;
1708 misc_line.p2.y += SPEED_POWER;
1710 /* Check if the powerup will hit the paddle */
1711 if (check_rect(&misc_line, &pad_rect, INTERSECTION_ALL,
1712 &pt_hit))
1715 /* power hit paddle */
1716 remove_power = 1;
1717 switch(power[k].type)
1719 case POWER_TYPE_LIFE_GAIN:
1720 life++;
1721 score += SCORE_POWER_LIFE_GAIN;
1722 break;
1723 case POWER_TYPE_LIFE_LOSS:
1724 life--;
1725 if (life>=0)
1727 brickmania_init_game(false);
1728 brickmania_sleep(2);
1730 break;
1731 case POWER_TYPE_PADDLE_STICKY:
1732 score += SCORE_POWER_PADDLE_STICKY;
1733 paddle_type = PADDLE_TYPE_STICKY;
1734 break;
1735 case POWER_TYPE_PADDLE_SHOOTER:
1736 score += SCORE_POWER_PADDLE_SHOOTER;
1737 paddle_type = PADDLE_TYPE_SHOOTER;
1738 for(i=0;i<used_balls;i++)
1739 ball[i].glue=false;
1740 break;
1741 case POWER_TYPE_PADDLE_NORMAL:
1742 score += SCORE_POWER_PADDLE_NORMAL;
1743 paddle_type = PADDLE_TYPE_NORMAL;
1744 for(i=0;i<used_balls;i++)
1745 ball[i].glue=false;
1746 flip_sides=false;
1747 pad_pos_x += (pad_width-PAD_WIDTH)/2;
1748 pad_width = PAD_WIDTH;
1749 break;
1750 case POWER_TYPE_PADDLE_FLIP:
1751 score += SCORE_POWER_FLIP;
1752 sec_count = *rb->current_tick+HZ;
1753 flip_sides_delay = FLIP_SIDES_DELAY;
1754 flip_sides = true;
1755 break;
1756 case POWER_TYPE_EXTRA_BALL:
1757 score += SCORE_POWER_EXTRA_BALL;
1758 if(used_balls<MAX_BALLS)
1760 /* Set the speed */
1761 if(rb->rand()%2 == 0)
1762 ball[used_balls].speedx=-SPEED_4Q_X;
1763 else
1764 ball[used_balls].speedx= SPEED_4Q_X;
1765 ball[used_balls].speedy= SPEED_4Q_Y;
1766 /* Ball is not glued */
1767 ball[used_balls].glue= false;
1768 used_balls++;
1770 break;
1771 case POWER_TYPE_PADDLE_LONG:
1772 score+=SCORE_POWER_LONG_PADDLE;
1773 if (pad_width==PAD_WIDTH)
1775 pad_width = LONG_PAD_WIDTH;
1776 pad_pos_x -= (LONG_PAD_WIDTH -
1777 PAD_WIDTH)/2;
1779 else if (pad_width==SHORT_PAD_WIDTH)
1781 pad_width = PAD_WIDTH;
1782 pad_pos_x-=(PAD_WIDTH-
1783 SHORT_PAD_WIDTH)/2;
1785 if (pad_pos_x < 0)
1786 pad_pos_x = 0;
1787 else if(pad_pos_x + pad_width >
1788 GAMESCREEN_WIDTH)
1789 pad_pos_x = GAMESCREEN_WIDTH-pad_width;
1790 break;
1791 case POWER_TYPE_PADDLE_SHORT:
1792 if (pad_width==PAD_WIDTH)
1794 pad_width=SHORT_PAD_WIDTH;
1795 pad_pos_x+=(PAD_WIDTH-
1796 SHORT_PAD_WIDTH)/2;
1798 else if (pad_width==LONG_PAD_WIDTH)
1800 pad_width=PAD_WIDTH;
1801 pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2;
1803 break;
1804 default:
1805 break;
1809 if (remove_power)
1811 used_powers--;
1812 if (k != used_powers)
1814 power[k].top = power[used_powers].top;
1815 power[k].x_pos = power[used_powers].x_pos;
1816 power[k].type = power[used_powers].type;
1818 k--;
1824 /* draw the fires */
1825 for(k=0;k<used_fires;k++)
1827 rb->lcd_vline(INT3(fire[k].x_pos), INT3(fire[k].top),
1828 INT3(fire[k].top + FIRE_LENGTH));
1831 /* draw the powerups */
1832 for(k=0;k<used_powers;k++)
1834 rb->lcd_bitmap_part(brickmania_powerups,0,
1835 INT3(POWERUP_HEIGHT)*power[k].type,
1836 STRIDE(SCREEN_MAIN, BMPWIDTH_brickmania_powerups,
1837 BMPHEIGHT_brickmania_powerups),
1838 INT3(power[k].x_pos - (POWERUP_WIDTH >> 1)),
1839 INT3(power[k].top), INT3(POWERUP_WIDTH),
1840 INT3(POWERUP_HEIGHT));
1843 /* handle all of the bricks */
1844 for (i=0; i<NUM_BRICKS_ROWS; i++)
1846 for (j=0; j<NUM_BRICKS_COLS ;j++)
1848 int brickx,bricky;
1850 /* The brick is a brick, but it may or may not be in use */
1851 if(brick[i][j].used)
1853 struct rect brick_rect;
1855 brickx = LEFTMARGIN + j*BRICK_WIDTH;
1856 bricky = TOPMARGIN + i*BRICK_HEIGHT;
1858 brick_rect.top_left.x = brickx;
1859 brick_rect.top_left.y = bricky;
1861 brick_rect.bottom_right.x = brickx + BRICK_WIDTH;
1862 brick_rect.bottom_right.y = bricky + BRICK_HEIGHT;
1864 /* Draw the brick */
1865 rb->lcd_bitmap_part(brickmania_bricks,0,
1866 INT3(BRICK_HEIGHT)*brick[i][j].color,
1867 STRIDE( SCREEN_MAIN,
1868 BMPWIDTH_brickmania_bricks,
1869 BMPHEIGHT_brickmania_bricks),
1870 INT3(brickx),
1871 INT3(bricky),
1872 INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
1874 #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
1875 if (brick[i][j].hiteffect > 0)
1876 rb->lcd_bitmap_transparent_part(brickmania_break,0,
1877 INT3(BRICK_HEIGHT)*brick[i][j].hiteffect,
1878 STRIDE( SCREEN_MAIN,
1879 BMPWIDTH_brickmania_break,
1880 BMPHEIGHT_brickmania_break),
1881 INT3(brickx),
1882 INT3(bricky),
1883 INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
1884 #endif
1886 /* Check if any balls collided with the brick */
1887 for(k=0; k<used_balls; k++)
1889 int hit = 0;
1891 /* Setup the ball path to describe the current ball
1892 * position and the line it makes to its next
1893 * position.
1895 misc_line.p1.x = ball[k].pos_x;
1896 misc_line.p1.y = ball[k].pos_y;
1898 misc_line.p2.x = ball[k].pos_x + ball[k].speedx;
1899 misc_line.p2.y = ball[k].pos_y + ball[k].speedy;
1901 /* Check to see if the ball and the bottom hit. If
1902 * the ball is moving down we don't want to
1903 * include the bottom line intersection.
1905 * The order that the sides are checked matters.
1907 * Note that tempx/tempy store the next position
1908 * that the ball should be drawn.
1910 if (ball[k].speedy <= 0 && check_rect(&misc_line,
1911 &brick_rect, INTERSECTION_BOTTOM, &pt_hit))
1913 ball[k].speedy = -ball[k].speedy;
1914 hit = 1;
1916 /* Check the top, if the ball is moving up dont
1917 * count it as a hit.
1919 else if (ball[k].speedy > 0 && check_rect(&misc_line,
1920 &brick_rect, INTERSECTION_TOP, &pt_hit))
1922 ball[k].speedy = -ball[k].speedy;
1923 hit = 1;
1925 /* Check the left side of the brick */
1926 else if (check_rect(&misc_line, &brick_rect,
1927 INTERSECTION_LEFT, &pt_hit))
1929 ball[k].speedx = -ball[k].speedx;
1930 hit = 1;
1932 /* Check the right side of the brick */
1933 else if (check_rect(&misc_line, &brick_rect,
1934 INTERSECTION_RIGHT, &pt_hit))
1936 ball[k].speedx = -ball[k].speedx;
1937 hit = 1;
1940 if (hit)
1942 ball[k].tempy = pt_hit.y;
1943 ball[k].tempx = pt_hit.x;
1944 brick_hit(i, j);
1945 break;
1947 } /* for k */
1948 } /* if(used) */
1950 } /* for j */
1951 } /* for i */
1953 /* draw the paddle according to the PAD_WIDTH */
1954 if( pad_width == PAD_WIDTH ) /* Normal width */
1956 rb->lcd_bitmap_part(
1957 brickmania_pads,
1958 0, paddle_type*INT3(PAD_HEIGHT),
1959 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads,
1960 BMPHEIGHT_brickmania_pads),
1961 INT3(pad_pos_x), INT3(PAD_POS_Y),
1962 INT3(pad_width), INT3(PAD_HEIGHT) );
1964 else if( pad_width == LONG_PAD_WIDTH ) /* Long Pad */
1966 rb->lcd_bitmap_part(
1967 brickmania_long_pads,
1968 0,paddle_type*INT3(PAD_HEIGHT),
1969 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads,
1970 BMPHEIGHT_brickmania_long_pads),
1971 INT3(pad_pos_x), INT3(PAD_POS_Y),
1972 INT3(pad_width), INT3(PAD_HEIGHT) );
1974 else /* Short pad */
1976 rb->lcd_bitmap_part(
1977 brickmania_short_pads,
1978 0,paddle_type*INT3(PAD_HEIGHT),
1979 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads,
1980 BMPHEIGHT_brickmania_short_pads),
1981 INT3(pad_pos_x), INT3(PAD_POS_Y),
1982 INT3(pad_width), INT3(PAD_HEIGHT) );
1985 /* If the game is not paused continue */
1986 if (game_state!=ST_PAUSE)
1988 /* Loop through all of the balls in play */
1989 for(k=0;k<used_balls;k++)
1991 struct line screen_edge;
1993 /* Describe the ball movement for the edge collision detection */
1994 misc_line.p1.x = ball[k].pos_x;
1995 misc_line.p1.y = ball[k].pos_y;
1997 misc_line.p2.x = ball[k].pos_x + ball[k].speedx;
1998 misc_line.p2.y = ball[k].pos_y + ball[k].speedy;
2000 /* Did the Ball hit the top of the screen? */
2001 screen_edge.p1.x = 0;
2002 screen_edge.p1.y = 0;
2004 screen_edge.p2.x = GAMESCREEN_WIDTH;
2005 screen_edge.p2.y = 0;
2006 /* the test for pos_y prevents the ball from bouncing back
2007 * from _over_ the top to infinity on some rare cases */
2008 if (ball[k].pos_y > 0 &&
2009 check_lines(&misc_line, &screen_edge, &pt_hit))
2011 ball[k].tempy = pt_hit.y + 1;
2012 ball[k].tempx = pt_hit.x;
2013 /* Reverse the direction */
2014 ball[k].speedy = -ball[k].speedy;
2017 /* Player missed the ball and hit bottom of screen */
2018 if (ball[k].pos_y >= GAMESCREEN_HEIGHT)
2020 /* Player had balls to spare, so handle the removal */
2021 if (used_balls>1)
2023 /* decrease number of balls in play */
2024 used_balls--;
2025 /* Replace removed ball with the last ball */
2026 ball[k].pos_x = ball[used_balls].pos_x;
2027 ball[k].pos_y = ball[used_balls].pos_y;
2028 ball[k].speedy = ball[used_balls].speedy;
2029 ball[k].tempy = ball[used_balls].tempy;
2030 ball[k].speedx = ball[used_balls].speedx;
2031 ball[k].tempx = ball[used_balls].tempx;
2032 ball[k].glue = ball[used_balls].glue;
2034 /* Reset the last ball that was removed */
2035 ball[used_balls].speedx=0;
2036 ball[used_balls].speedy=0;
2037 ball[used_balls].tempy=0;
2038 ball[used_balls].tempx=0;
2039 ball[used_balls].pos_y=ON_PAD_POS_Y;
2040 ball[used_balls].pos_x=pad_pos_x+(pad_width/2)-HALFBALL;
2042 k--;
2043 continue;
2045 else
2047 /* Player lost a life */
2048 life--;
2049 if (life>=0)
2051 /* No lives left reset game */
2052 brickmania_init_game(false);
2053 brickmania_sleep(2);
2054 rb->button_clear_queue();
2059 if (game_state != ST_READY && !ball[k].glue)
2061 /* Check if the ball hit the left side */
2062 screen_edge.p1.x = 0;
2063 screen_edge.p1.y = 0;
2065 screen_edge.p2.x = 0;
2066 screen_edge.p2.y = GAMESCREEN_HEIGHT;
2067 if (check_lines(&misc_line, &screen_edge, &pt_hit))
2069 /* Reverse direction */
2070 ball[k].speedx = abs(ball[k].speedx);
2072 /* Re-position ball in gameboard */
2073 ball[k].tempy = pt_hit.y;
2074 ball[k].tempx = 0;
2077 /* Check if the ball hit the right side */
2078 screen_edge.p1.x = GAMESCREEN_WIDTH;
2079 screen_edge.p1.y = 0;
2081 screen_edge.p2.x = GAMESCREEN_WIDTH;
2082 screen_edge.p2.y = GAMESCREEN_HEIGHT;
2083 if (check_lines(&misc_line, &screen_edge, &pt_hit))
2085 /* Reverse direction */
2086 ball[k].speedx = -abs(ball[k].speedx);
2088 /* Re-position ball in gameboard */
2089 ball[k].tempy = pt_hit.y;
2090 ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1);
2093 /* Did the ball hit the paddle? Depending on where the ball
2094 * Hit set the x/y speed appropriately.
2096 if(check_rect(&misc_line, &pad_rect, INTERSECTION_TOP,
2097 &pt_hit) )
2099 /* Re-position ball based on collision */
2100 ball[k].tempy = ON_PAD_POS_Y;
2101 ball[k].tempx = pt_hit.x;
2103 /* Calculate the ball position relative to the paddle width */
2104 int ball_repos = pt_hit.x - pad_pos_x;
2105 /* If the ball hits the right half of paddle, x speed
2106 * should be positive, if it hits the left half it
2107 * should be negative.
2109 int x_direction = -1;
2111 /* Comparisons are done with respect to 1/2 pad_width */
2112 if(ball_repos > pad_width/2)
2114 /* flip the relative position */
2115 ball_repos -= ((ball_repos - pad_width/2) << 1);
2116 /* Ball hit the right half so X speed calculations
2117 * should be positive.
2119 x_direction = 1;
2122 /* Figure out where the ball hit relative to 1/2 pad
2123 * and in divisions of 4.
2125 ball_repos = ball_repos / (pad_width/2/4);
2127 switch(ball_repos)
2129 /* Ball hit the outer edge of the paddle */
2130 case 0:
2131 ball[k].speedy = SPEED_1Q_Y;
2132 ball[k].speedx = SPEED_1Q_X * x_direction;
2133 break;
2134 /* Ball hit the next fourth of the paddle */
2135 case 1:
2136 ball[k].speedy = SPEED_2Q_Y;
2137 ball[k].speedx = SPEED_2Q_X * x_direction;
2138 break;
2139 /* Ball hit the third fourth of the paddle */
2140 case 2:
2141 ball[k].speedy = SPEED_3Q_Y;
2142 ball[k].speedx = SPEED_3Q_X * x_direction;
2143 break;
2144 /* Ball hit the fourth fourth of the paddle or dead
2145 * center.
2147 case 3:
2148 case 4:
2149 ball[k].speedy = SPEED_4Q_Y;
2150 /* Since this is the middle we don't want to
2151 * force the ball in a different direction.
2152 * Just keep it going in the same direction
2153 * with a specific speed.
2155 if(ball[k].speedx > 0)
2157 ball[k].speedx = SPEED_4Q_X;
2159 else
2161 ball[k].speedx = -SPEED_4Q_X;
2163 break;
2165 default:
2166 ball[k].speedy = SPEED_4Q_Y;
2167 break;
2170 if(paddle_type == PADDLE_TYPE_STICKY)
2172 ball[k].speedy = -ball[k].speedy;
2173 ball[k].glue=true;
2175 /* X location should not be forced since that is moved with the paddle. The Y
2176 * position should be forced to keep the ball at the paddle.
2178 ball[k].tempx = 0;
2179 ball[k].tempy = ON_PAD_POS_Y;
2184 /* Update the ball position */
2185 if (!ball[k].glue)
2187 if(ball[k].tempx)
2188 ball[k].pos_x = ball[k].tempx;
2189 else
2190 ball[k].pos_x += ball[k].speedx;
2192 if(ball[k].tempy)
2193 ball[k].pos_y = ball[k].tempy;
2194 else
2195 ball[k].pos_y += ball[k].speedy;
2197 ball[k].tempy=0;
2198 ball[k].tempx=0;
2200 } /* for k */
2203 rb->lcd_update();
2205 if (brick_on_board < 0)
2207 if (level+1<NUM_LEVELS)
2209 level++;
2210 if (difficulty==NORMAL)
2211 score+=SCORE_LEVEL_COMPLETED;
2212 brickmania_init_game(true);
2213 brickmania_sleep(2);
2214 rb->button_clear_queue();
2216 else
2218 rb->lcd_getstringsize("Congratulations!", &sw, &sh);
2219 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH) - 2 * sh,
2220 "Congratulations!");
2221 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
2222 rb->lcd_getstringsize("No more levels", &sw, NULL);
2223 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH),
2224 "No more levels");
2225 #else
2226 rb->lcd_getstringsize("You have finished the game!",
2227 &sw, NULL);
2228 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH),
2229 "You have finished the game!");
2230 #endif
2231 vscore=score;
2232 rb->lcd_update();
2233 brickmania_sleep(2);
2234 return 0;
2238 int button=rb->button_get(false);
2239 int move_button = rb->button_status();
2241 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
2242 /* FIXME: Should probably check remote hold here */
2243 if (rb->button_hold())
2244 button = QUIT;
2245 #endif
2247 #ifdef HAVE_TOUCHSCREEN
2248 if( move_button & BUTTON_TOUCHSCREEN)
2250 int data;
2251 short touch_x;
2252 rb->button_status_wdata(&data);
2253 touch_x = FIXED3(data >> 16);
2255 if(flip_sides)
2257 pad_pos_x = GAMESCREEN_WIDTH - (touch_x + pad_width/2);
2259 else
2261 pad_pos_x = (touch_x - pad_width/2);
2264 if(pad_pos_x < 0)
2265 pad_pos_x = 0;
2266 else if(pad_pos_x + pad_width > GAMESCREEN_WIDTH)
2267 pad_pos_x = GAMESCREEN_WIDTH-pad_width;
2268 for(k=0; k<used_balls; k++)
2269 if (game_state==ST_READY || ball[k].glue)
2270 ball[k].pos_x = pad_pos_x + pad_width/2;
2272 else
2273 #endif
2275 int button_right, button_left;
2276 #ifdef ALTRIGHT
2277 button_right = move_button & (RIGHT | ALTRIGHT);
2278 button_left = move_button & (LEFT | ALTLEFT);
2279 #else
2280 button_right =((move_button & RIGHT)|| SCROLL_FWD(button));
2281 button_left =((move_button & LEFT) ||SCROLL_BACK(button));
2282 #endif
2283 if ((game_state==ST_PAUSE) && (button_right || button_left))
2284 continue;
2286 if (button_left || button_right)
2288 int dx = 0;
2290 if ((button_right && !flip_sides) ||
2291 (button_left && flip_sides))
2293 if (pad_pos_x+SPEED_PAD+pad_width > GAMESCREEN_WIDTH)
2294 dx = GAMESCREEN_WIDTH - pad_pos_x - pad_width;
2295 else
2296 dx = SPEED_PAD;
2298 else if ((button_left && !flip_sides) ||
2299 (button_right && flip_sides))
2301 if (pad_pos_x-SPEED_PAD < 0)
2302 dx = -pad_pos_x;
2303 else
2304 dx = -SPEED_PAD;
2307 pad_pos_x+=dx;
2308 for(k=0;k<used_balls;k++)
2310 if (game_state==ST_READY || ball[k].glue)
2312 ball[k].pos_x+=dx;
2314 if (ball[k].pos_x < HALFBALL)
2315 ball[k].pos_x = HALFBALL;
2316 else if (ball[k].pos_x > GAMESCREEN_WIDTH - HALFBALL)
2317 ball[k].pos_x = GAMESCREEN_WIDTH - HALFBALL;
2323 switch(button)
2325 #if defined(HAVE_TOUCHSCREEN)
2326 case (BUTTON_REL | BUTTON_TOUCHSCREEN):
2327 #endif
2328 case UP:
2329 case SELECT:
2330 #ifdef ALTSELECT
2331 case ALTSELECT:
2332 #endif
2333 if (game_state==ST_READY)
2335 /* Initialize used balls starting speed */
2336 for(k=0 ; k < used_balls ; k++)
2338 ball[k].speedy = SPEED_4Q_Y;
2339 if(pad_pos_x + (pad_width/2) >= GAMESCREEN_WIDTH/2)
2341 ball[k].speedx = SPEED_4Q_X;
2343 else
2345 ball[k].speedx = -SPEED_4Q_X;
2348 game_state=ST_START;
2350 else if (game_state==ST_PAUSE)
2352 game_state=ST_START;
2354 else if (paddle_type == PADDLE_TYPE_STICKY)
2356 for(k=0;k<used_balls;k++)
2358 if (ball[k].glue)
2360 ball[k].glue=false;
2361 ball[k].speedy = -ball[k].speedy;
2365 else if (paddle_type == PADDLE_TYPE_SHOOTER)
2367 if (used_fires < MAX_FIRES)
2369 fire[used_fires].top = PAD_POS_Y - FIRE_LENGTH;
2370 fire[used_fires].x_pos = pad_pos_x + 1; /* Add 1 for edge */
2371 used_fires++;
2373 if (used_fires < MAX_FIRES)
2375 fire[used_fires].top = PAD_POS_Y - FIRE_LENGTH;
2376 fire[used_fires].x_pos = pad_pos_x + pad_width - 1; /* Sub1 edge*/
2377 used_fires++;
2380 break;
2381 #ifdef RC_QUIT
2382 case RC_QUIT:
2383 #endif
2384 case QUIT:
2385 resume = true;
2386 return 0;
2387 break;
2389 default:
2390 if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
2391 return 1;
2392 break;
2395 else
2397 #ifdef HAVE_LCD_COLOR
2398 rb->lcd_bitmap_transparent(brickmania_gameover,
2399 (LCD_WIDTH - INT3(GAMEOVER_WIDTH))/2,
2400 INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
2401 INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT));
2402 #else /* greyscale and mono */
2403 rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH -
2404 INT3(GAMEOVER_WIDTH))/2,
2405 INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
2406 INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT) );
2407 #endif
2408 rb->lcd_update();
2409 brickmania_sleep(2);
2410 return 0;
2413 /* Game always needs to yield for other threads */
2414 rb->yield();
2416 /* Sleep for a bit if there is time to spare */
2417 if (TIME_BEFORE(*rb->current_tick, end))
2418 rb->sleep(end-*rb->current_tick);
2420 return 0;
2423 /* this is the plugin entry point */
2424 enum plugin_status plugin_start(const void* parameter)
2426 (void)parameter;
2427 int last_difficulty;
2429 highscore_load(SCORE_FILE, highscores, NUM_SCORES);
2430 configfile_load(CONFIG_FILE_NAME,config,1,0);
2431 last_difficulty = difficulty;
2433 #ifdef HAVE_TOUCHSCREEN
2434 rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
2435 #endif
2437 rb->lcd_setfont(FONT_SYSFIXED);
2438 #if LCD_DEPTH > 1
2439 rb->lcd_set_backdrop(NULL);
2440 #endif
2441 /* Turn off backlight timeout */
2442 backlight_ignore_timeout();
2444 /* now go ahead and have fun! */
2445 rb->srand( *rb->current_tick );
2446 brickmania_loadgame();
2447 resume_file = resume;
2448 while(!brickmania_game_loop())
2450 if(!resume)
2452 int position = highscore_update(score, level+1, "",
2453 highscores, NUM_SCORES);
2454 if (position != -1)
2456 if (position == 0)
2457 rb->splash(HZ*2, "New High Score");
2458 highscore_show(position, highscores, NUM_SCORES, true);
2460 else
2462 brickmania_sleep(3);
2467 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
2468 if(last_difficulty != difficulty)
2469 configfile_save(CONFIG_FILE_NAME,config,1,0);
2470 /* Restore user's original backlight setting */
2471 rb->lcd_setfont(FONT_UI);
2472 /* Turn on backlight timeout (revert to settings) */
2473 backlight_use_settings();
2475 return PLUGIN_OK;