1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2005 Adam Boot
12 * Color graphics from Frozen Bubble (http://www.frozen-bubble.org/)
14 * All files in this archive are subject to the GNU General Public License.
15 * See the file COPYING in the source tree root for full license agreement.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
24 #ifdef HAVE_LCD_BITMAP
27 #include "pluginlib_actions.h"
28 #include "fixedpoint.h"
33 #define SCORE_FILE PLUGIN_GAMES_DIR "/bubbles.score"
34 #define SAVE_FILE PLUGIN_GAMES_DIR "/bubbles.save"
36 /* final game return status */
44 /* play board dimension */
47 #define BB_LEVEL_HEIGHT 10
51 #define NUM_LEVELS 100
56 #define NUM_COMPRESS 9
57 #define MAX_SHOTTIME 1000
59 /* keyboard layouts */
60 #if CONFIG_KEYPAD != SANSA_E200_PAD
61 /* sansa uses the wheel instead of left/right */
62 #define BUBBLES_LEFT PLA_LEFT
63 #define BUBBLES_LEFT_REP PLA_LEFT_REPEAT
64 #define BUBBLES_RIGHT PLA_RIGHT
65 #define BUBBLES_RIGHT_REP PLA_RIGHT_REPEAT
67 #define ANGLE_STEP_REP 4
69 #define BUBBLES_LEFT PLA_UP
70 #define BUBBLES_LEFT_REP PLA_UP_REPEAT
71 #define BUBBLES_RIGHT PLA_DOWN
72 #define BUBBLES_RIGHT_REP PLA_DOWN_REPEAT
74 #define ANGLE_STEP_REP 4
77 #define BUBBLES_QUIT PLA_QUIT
78 #define BUBBLES_START PLA_START
79 #define BUBBLES_SELECT PLA_FIRE
80 #define BUBBLES_RESUME PLA_MENU
82 #if CONFIG_KEYPAD != ONDIO_PAD
84 #define BUBBLES_LVLINC PLA_UP
85 #define BUBBLES_LVLINC_REP PLA_UP_REPEAT
86 #define BUBBLES_LVLDEC PLA_DOWN
87 #define BUBBLES_LVLDEC_REP PLA_DOWN_REPEAT
89 #else /* ondio keys */
91 #define BUBBLES_LVLINC PLA_RIGHT
92 #define BUBBLES_LVLINC_REP PLA_RIGHT_REPEAT
93 #define BUBBLES_LVLDEC PLA_LEFT
94 #define BUBBLES_LVLDEC_REP PLA_LEFT_REPEAT
99 /* bubbles will consume height of ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT*3/2 */
100 /* 22x22 bubbles (iPod Video) */
101 #if (LCD_HEIGHT == 240) && (LCD_WIDTH == 320)
102 #define BUBBLE_WIDTH 22
103 #define BUBBLE_HEIGHT 22
104 #define EMBLEM_WIDTH 16
105 #define EMBLEM_HEIGHT 16
107 #define ROW_HEIGHT 18
108 #define ROW_INDENT 11
111 /* 22x22 bubbles (Gigabeat) */
112 #elif (LCD_HEIGHT == 320) && (LCD_WIDTH == 240)
113 #define BUBBLE_WIDTH 22
114 #define BUBBLE_HEIGHT 22
115 #define EMBLEM_WIDTH 16
116 #define EMBLEM_HEIGHT 16
118 #define ROW_HEIGHT 18
119 #define ROW_INDENT 11
122 /* 16x16 bubbles (H300, iPod Color) */
123 #elif (LCD_HEIGHT == 176) && (LCD_WIDTH == 220)
124 #define BUBBLE_WIDTH 16
125 #define BUBBLE_HEIGHT 16
126 #define EMBLEM_WIDTH 12
127 #define EMBLEM_HEIGHT 12
129 #define ROW_HEIGHT 14
133 /* 16x16 bubbles (Sansa E200) */
134 #elif (LCD_HEIGHT == 220) && (LCD_WIDTH == 176)
135 #define BUBBLE_WIDTH 16
136 #define BUBBLE_HEIGHT 16
137 #define EMBLEM_WIDTH 12
138 #define EMBLEM_HEIGHT 12
140 #define ROW_HEIGHT 14
144 /* 12x12 bubbles (iPod Nano) */
145 #elif (LCD_HEIGHT == 132) && (LCD_WIDTH == 176)
146 #define BUBBLE_WIDTH 12
147 #define BUBBLE_HEIGHT 12
148 #define EMBLEM_WIDTH 8
149 #define EMBLEM_HEIGHT 8
151 #define ROW_HEIGHT 10
155 /* 12x12 bubbles (H100, H10, iAudio X5, iPod 3G, iPod 4G grayscale) */
156 #elif (LCD_HEIGHT == 128) && ((LCD_WIDTH == 160) || (LCD_WIDTH == 128))
157 #define BUBBLE_WIDTH 12
158 #define BUBBLE_HEIGHT 12
159 #define EMBLEM_WIDTH 8
160 #define EMBLEM_HEIGHT 8
162 #define ROW_HEIGHT 10
166 /* 10x10 bubbles (iPod Mini) */
167 #elif (LCD_HEIGHT == 110) && (LCD_WIDTH == 138)
168 #define BUBBLE_WIDTH 10
169 #define BUBBLE_HEIGHT 10
170 #define EMBLEM_WIDTH 6
171 #define EMBLEM_HEIGHT 6
177 /* 8x8 bubbles (Sansa C200) */
178 #elif (LCD_HEIGHT == 80) && (LCD_WIDTH == 132)
179 #define BUBBLE_WIDTH 8
180 #define BUBBLE_HEIGHT 8
181 #define EMBLEM_WIDTH 6
182 #define EMBLEM_HEIGHT 6
188 /* 8x7 bubbles (Archos recorder, Ondio) */
189 #elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
190 #define BUBBLE_WIDTH 8
191 #define BUBBLE_HEIGHT 7
192 #define EMBLEM_WIDTH 7
193 #define EMBLEM_HEIGHT 5
200 #error BUBBLES: Unsupported LCD type
203 #define TEXT_LINES (LCD_HEIGHT/8)
206 #define SHOTX XOFS+ROW_INDENT+BUBBLE_WIDTH*3
207 #define SHOTY ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT/2
209 /* collision distance squared */
210 #define MIN_DISTANCE ((BUBBLE_WIDTH*8)/10)*((BUBBLE_HEIGHT*8)/10)
212 /* external bitmaps */
213 extern const fb_data bubbles_bubble
[];
214 extern const fb_data bubbles_emblem
[];
215 #ifdef HAVE_LCD_COLOR
216 extern const fb_data bubbles_background
[];
219 /* global rockbox api */
220 static struct plugin_api
* rb
;
223 char level
[NUM_LEVELS
][BB_LEVEL_HEIGHT
][BB_WIDTH
] = {
224 {{ 6, 6, 4, 4, 2, 2, 3, 3},
225 { 6, 6, 4, 4, 2, 2, 3, -1},
226 { 2, 2, 3, 3, 6, 6, 4, 4},
227 { 2, 3, 3, 6, 6, 4, 4, -1},
228 {-1, -1, -1, -1, -1, -1, -1, -1},
229 {-1, -1, -1, -1, -1, -1, -1, -1},
230 {-1, -1, -1, -1, -1, -1, -1, -1},
231 {-1, -1, -1, -1, -1, -1, -1, -1},
232 {-1, -1, -1, -1, -1, -1, -1, -1},
233 {-1, -1, -1, -1, -1, -1, -1, -1}},
234 {{-1, 7, 7, 7, 7, 7, 7, -1},
235 {-1, 1, 1, 1, 1, 1, -1, -1},
236 {-1, -1, 2, 2, 2, 2, -1, -1},
237 {-1, -1, -1, 2, -1, -1, -1, -1},
238 {-1, -1, -1, 2, 2, -1, -1, -1},
239 {-1, -1, -1, 5, -1, -1, -1, -1},
240 {-1, -1, -1, 5, 5, -1, -1, -1},
241 {-1, -1, -1, -1, -1, -1, -1, -1},
242 {-1, -1, -1, -1, -1, -1, -1, -1},
243 {-1, -1, -1, -1, -1, -1, -1, -1}},
244 {{-1, -1, 7, -1, -1, 7, -1, -1},
245 {-1, -1, 7, 1, 7, -1, -1, -1},
246 {-1, -1, -1, 1, 2, -1, -1, -1},
247 {-1, -1, 1, 2, 1, -1, -1, -1},
248 {-1, -1, -1, 2, 5, -1, -1, -1},
249 {-1, -1, 3, 5, 3, -1, -1, -1},
250 {-1, -1, -1, 5, 3, -1, -1, -1},
251 {-1, -1, -1, 3, -1, -1, -1, -1},
252 {-1, -1, -1, -1, -1, -1, -1, -1},
253 {-1, -1, -1, -1, -1, -1, -1, -1}},
254 {{-1, -1, -1, 0, 0, -1, -1, -1},
255 {-1, -1, 5, 0, 1, -1, -1, -1},
256 {-1, -1, 3, 5, 1, 6, -1, -1},
257 {-1, 4, 3, -1, 6, 7, -1, -1},
258 {-1, 7, 4, -1, -1, 7, 4, -1},
259 { 6, 7, -1, -1, -1, 4, 3, -1},
260 { 1, 6, -1, -1, -1, -1, 3, 5},
261 { 1, -1, -1, -1, -1, -1, 5, -1},
262 {-1, -1, -1, -1, -1, -1, -1, -1},
263 {-1, -1, -1, -1, -1, -1, -1, -1}},
264 {{-1, -1, 0, 0, 0, 0, -1, -1},
265 {-1, 0, 1, 1, 1, 0, -1, -1},
266 {-1, 0, 1, 0, 0, 1, 0, -1},
267 {-1, 0, 1, 1, 1, 0, -1, -1},
268 {-1, -1, 0, 0, 0, 0, -1, -1},
269 {-1, -1, 7, -1, 7, -1, -1, -1},
270 {-1, -1, 7, 7, 7, 7, -1, -1},
271 {-1, -1, -1, -1, -1, -1, -1, -1},
272 {-1, -1, -1, -1, -1, -1, -1, -1},
273 {-1, -1, -1, -1, -1, -1, -1, -1}},
274 {{-1, 4, 4, 4, 6, 6, 6, -1},
275 { 4, -1, -1, -1, -1, -1, 6, -1},
276 {-1, 4, -1, -1, -1, -1, 6, -1},
277 { 4, 2, 3, 1, 2, 3, 6, -1},
278 {-1, 3, 1, 2, 3, 1, 2, -1},
279 {-1, -1, -1, -1, -1, -1, -1, -1},
280 {-1, -1, -1, -1, -1, -1, -1, -1},
281 {-1, -1, -1, -1, -1, -1, -1, -1},
282 {-1, -1, -1, -1, -1, -1, -1, -1},
283 {-1, -1, -1, -1, -1, -1, -1, -1}},
284 {{-1, 4, 4, 4, 6, 6, 6, -1},
285 { 4, -1, -1, -1, -1, -1, 6, -1},
286 {-1, 4, -1, -1, -1, -1, 6, -1},
287 { 4, 2, 3, 1, 2, 3, 6, -1},
288 {-1, 3, 1, 2, 3, 1, 2, -1},
289 {-1, 2, 3, 1, 2, 3, -1, -1},
290 {-1, -1, -1, -1, -1, -1, -1, -1},
291 {-1, -1, -1, -1, -1, -1, -1, -1},
292 {-1, -1, -1, -1, -1, -1, -1, -1},
293 {-1, -1, -1, -1, -1, -1, -1, -1}},
294 {{-1, 0, 0, -1, -1, 2, 2, -1},
295 {-1, 5, -1, -1, -1, 3, -1, -1},
296 {-1, 0, -1, -1, -1, 6, -1, -1},
297 {-1, 3, -1, -1, -1, 0, -1, -1},
298 {-1, 4, -1, -1, -1, 5, -1, -1},
299 {-1, 2, -1, -1, -1, 3, -1, -1},
300 {-1, 2, -1, -1, -1, 1, -1, -1},
301 {-1, 3, -1, -1, -1, 4, -1, -1},
302 {-1, -1, -1, -1, -1, -1, -1, -1},
303 {-1, -1, -1, -1, -1, -1, -1, -1}},
304 {{ 3, -1, -1, -1, -1, -1, -1, 3},
305 { 6, 3, 2, 4, 6, 3, 2, -1},
306 { 4, -1, -1, -1, -1, -1, -1, 4},
307 { 2, 4, 6, 3, 2, 4, 6, -1},
308 {-1, -1, -1, 6, -1, -1, -1, -1},
309 {-1, -1, -1, 3, -1, -1, -1, -1},
310 {-1, -1, -1, -1, -1, -1, -1, -1},
311 {-1, -1, -1, -1, -1, -1, -1, -1},
312 {-1, -1, -1, -1, -1, -1, -1, -1},
313 {-1, -1, -1, -1, -1, -1, -1, -1}},
314 {{-1, 2, -1, 1, -1, 1, -1, 2},
315 { 1, 2, -1, 2, 1, -1, 1, -1},
316 { 1, -1, 1, -1, 2, -1, 2, -1},
317 { 2, 1, -1, 1, 2, -1, 2, -1},
318 {-1, 2, -1, 2, -1, 2, -1, 2},
319 { 1, 2, -1, 2, 1, -1, 1, -1},
320 { 1, -1, 1, -1, 2, -1, 1, -1},
321 { 2, 2, -1, 1, 1, -1, 2, -1},
322 {-1, 2, -1, 1, -1, 1, -1, 1},
323 {-1, -1, -1, -1, -1, -1, -1, -1}},
324 {{-1, 7, 7, -1, -1, 5, 5, -1},
325 { 1, -1, -1, -1, -1, -1, 4, -1},
326 { 2, 1, -1, -1, -1, -1, 4, 3},
327 { 2, -1, -1, -1, -1, -1, 3, -1},
328 { 1, 2, -1, -1, -1, -1, 3, 4},
329 { 1, -1, -1, -1, -1, -1, 4, -1},
330 { 7, 1, -1, -1, -1, -1, 4, 5},
331 { 7, 7, -1, -1, -1, 5, 5, -1},
332 {-1, -1, -1, -1, -1, -1, -1, -1},
333 {-1, -1, -1, -1, -1, -1, -1, -1}},
334 {{ 7, 7, -1, -1, -1, -1, 5, 5},
335 { 1, 5, -1, -1, -1, 7, 4, -1},
336 { 2, 1, -1, -1, -1, -1, 4, 3},
337 { 2, -1, -1, -1, -1, -1, 3, -1},
338 { 1, 5, -1, -1, -1, -1, 7, 4},
339 { 1, -1, -1, -1, -1, -1, 4, -1},
340 { 7, 1, -1, -1, -1, -1, 4, 5},
341 { 7, 5, -1, -1, -1, 7, 5, -1},
342 {-1, -1, -1, -1, -1, -1, -1, -1},
343 {-1, -1, -1, -1, -1, -1, -1, -1}},
344 {{-1, -1, -1, 0, 0, -1, -1, -1},
345 {-1, -1, 5, 0, 1, -1, -1, -1},
346 {-1, -1, 3, 5, 1, 6, -1, -1},
347 {-1, 4, 3, 2, 6, 2, -1, -1},
348 {-1, 7, 4, 7, 2, 2, 4, -1},
349 { 6, 7, 7, 3, 3, 4, 3, -1},
350 { 1, 6, 1, 1, 1, 3, 3, 5},
351 { 1, 1, -1, -1, -1, -1, 5, -1},
352 {-1, -1, -1, -1, -1, -1, -1, -1},
353 {-1, -1, -1, -1, -1, -1, -1, -1}},
354 {{-1, -1, 0, -1, -1, 0, -1, -1},
355 {-1, 3, 3, -1, 3, 3, -1, -1},
356 {-1, 0, 2, 0, 0, 2, 0, -1},
357 {-1, 3, 3, -1, 3, 3, -1, -1},
358 {-1, -1, 0, -1, -1, 0, -1, -1},
359 {-1, -1, -1, -1, -1, -1, -1, -1},
360 {-1, -1, -1, -1, -1, -1, -1, -1},
361 {-1, -1, -1, -1, -1, -1, -1, -1},
362 {-1, -1, -1, -1, -1, -1, -1, -1},
363 {-1, -1, -1, -1, -1, -1, -1, -1}},
364 {{-1, -1, -1, 1, 1, -1, -1, -1},
365 {-1, -1, 2, 2, 2, -1, -1, -1},
366 {-1, -1, 3, 3, 3, 3, -1, -1},
367 {-1, 4, 4, 4, 4, 4, -1, -1},
368 {-1, 5, 5, 5, 5, 5, 5, -1},
369 {-1, -1, -1, 6, -1, -1, -1, -1},
370 {-1, -1, -1, 7, 7, -1, -1, -1},
371 {-1, -1, -1, 0, -1, -1, -1, -1},
372 {-1, -1, -1, -1, -1, -1, -1, -1},
373 {-1, -1, -1, -1, -1, -1, -1, -1}},
374 {{-1, -1, -1, 2, 5, -1, -1, -1},
375 {-1, 4, 3, -1, -1, -1, -1, -1},
376 { 6, 7, -1, 5, 2, -1, -1, -1},
377 {-1, -1, -1, -1, 3, 4, -1, -1},
378 {-1, -1, -1, 2, 5, -1, 7, 6},
379 {-1, 4, 3, -1, -1, -1, -1, -1},
380 { 6, 7, -1, 5, 2, -1, -1, -1},
381 {-1, -1, -1, -1, 3, 4, -1, -1},
382 {-1, -1, -1, -1, -1, -1, 7, 6},
383 {-1, -1, -1, -1, -1, -1, -1, -1}},
384 {{-1, -1, -1, 5, 5, -1, -1, -1},
385 {-1, -1, -1, 3, -1, -1, -1, -1},
386 {-1, -1, -1, 1, -1, -1, -1, -1},
387 {-1, -1, -1, 7, -1, -1, -1, -1},
388 {-1, -1, -1, 2, -1, -1, -1, -1},
389 {-1, -1, -1, 4, -1, -1, -1, -1},
390 {-1, -1, -1, 5, -1, -1, -1, -1},
391 {-1, -1, -1, 3, -1, -1, -1, -1},
392 {-1, -1, -1, -1, -1, -1, -1, -1},
393 {-1, -1, -1, -1, -1, -1, -1, -1}},
394 {{-1, -1, -1, 0, 1, -1, -1, -1},
395 {-1, -1, 0, 2, 7, 7, -1, -1},
396 {-1, -1, -1, 0, 1, 7, -1, -1},
397 {-1, 0, 0, 0, 0, -1, -1, -1},
398 {-1, 0, 0, 0, 1, 1, -1, -1},
399 { 0, 0, 0, 1, 1, 1, -1, -1},
400 {-1, 0, 0, 1, 1, 1, -1, -1},
401 {-1, 0, 0, 0, 7, 7, -1, -1},
402 {-1, -1, 7, 7, -1, -1, -1, -1},
403 {-1, -1, -1, -1, -1, -1, -1, -1}},
404 {{-1, 1, -1, -1, -1, -1, -1, -1},
405 { 1, -1, -1, -1, -1, -1, -1, -1},
406 {-1, 2, 3, 4, 7, 6, 5, -1},
407 {-1, -1, -1, -1, -1, -1, 1, -1},
408 {-1, -1, -1, -1, -1, -1, 1, -1},
409 {-1, 2, 3, 4, 7, 6, -1, -1},
410 {-1, 1, -1, -1, -1, -1, -1, -1},
411 { 1, -1, -1, -1, -1, -1, -1, -1},
412 {-1, 2, 3, 4, 7, 6, 5, -1},
413 {-1, -1, -1, -1, -1, -1, -1, -1}},
414 {{-1, 6, -1, -1, -1, -1, -1, -1},
415 { 5, -1, -1, -1, -1, -1, -1, -1},
416 { 2, 3, 4, 7, 6, 5, 2, 3},
417 {-1, -1, -1, -1, -1, -1, 4, -1},
418 {-1, -1, -1, -1, -1, -1, 7, -1},
419 {-1, 4, 3, 2, 5, 6, -1, -1},
420 {-1, 7, -1, -1, -1, -1, -1, -1},
421 { 6, -1, -1, -1, -1, -1, -1, -1},
422 { 5, 2, 3, 4, 7, 6, 5, -1},
423 {-1, -1, -1, -1, -1, -1, -1, -1}},
424 {{ 3, 2, 1, 0, 0, 1, 2, 3},
425 { 3, 2, 1, 0, 1, 2, 3, -1},
426 { 4, 3, 2, 1, 1, 2, 3, 4},
427 { 4, 3, 2, 1, 2, 3, 4, -1},
428 { 5, 4, 3, 2, 2, 3, 4, 5},
429 { 5, 4, 3, 2, 3, 4, 5, -1},
430 { 6, 5, 4, 3, 3, 4, 5, 6},
431 { 6, 5, 4, 3, 4, 5, 6, -1},
432 { 7, 6, 5, 4, 4, 5, 6, 7},
433 {-1, -1, -1, -1, -1, -1, -1, -1}},
434 {{-1, -1, -1, 5, 5, -1, -1, -1},
435 {-1, -1, -1, 3, -1, -1, -1, -1},
436 {-1, -1, -1, 2, 4, -1, -1, -1},
437 {-1, -1, -1, 6, -1, -1, -1, -1},
438 {-1, -1, -1, 2, 4, -1, -1, -1},
439 {-1, 2, -1, 5, -1, 4, -1, -1},
440 { 1, 0, 1, 0, 1, 0, 1, 0},
441 { 3, -1, 3, -1, 2, -1, 6, -1},
442 {-1, -1, -1, -1, -1, -1, -1, -1},
443 {-1, -1, -1, -1, -1, -1, -1, -1}},
444 {{-1, -1, -1, -1, 1, -1, -1, -1},
445 { 7, 4, 3, 5, -1, -1, -1, -1},
446 { 6, -1, -1, 1, -1, -1, -1, -1},
447 {-1, -1, -1, 5, 3, 4, 7, -1},
448 { 6, -1, -1, -1, 1, -1, -1, 6},
449 { 7, 4, 3, 5, -1, -1, -1, -1},
450 {-1, -1, -1, 1, -1, -1, -1, 6},
451 {-1, -1, -1, 5, 3, 4, 7, -1},
452 {-1, -1, -1, -1, -1, -1, -1, -1},
453 {-1, -1, -1, -1, -1, -1, -1, -1}},
454 {{-1, -1, -1, -1, 7, 3, 6, -1},
455 {-1, -1, 3, 7, 3, 6, 3, -1},
456 {-1, -1, 5, 7, 3, 6, 3, -1},
457 {-1, 6, 7, 3, 6, 7, -1, -1},
458 {-1, 7, 7, 3, 6, 1, -1, -1},
459 { 3, 7, 3, 6, 3, -1, -1, -1},
460 { 5, 6, 2, 7, 1, -1, -1, -1},
461 {-1, -1, -1, -1, -1, -1, -1, -1},
462 {-1, -1, -1, -1, -1, -1, -1, -1},
463 {-1, -1, -1, -1, -1, -1, -1, -1}},
464 {{ 5, -1, -1, -1, -1, -1, -1, 5},
465 { 5, -1, 6, 6, 6, -1, 5, -1},
466 {-1, 5, 4, -1, -1, 4, 5, -1},
467 {-1, 3, -1, -1, -1, 3, -1, -1},
468 {-1, 6, 0, -1, -1, 0, 6, -1},
469 {-1, 3, -1, -1, -1, 3, -1, -1},
470 {-1, -1, 4, -1, -1, 4, -1, -1},
471 {-1, -1, 6, 6, 6, -1, -1, -1},
472 {-1, -1, -1, -1, -1, -1, -1, -1},
473 {-1, -1, -1, -1, -1, -1, -1, -1}},
474 {{-1, 7, 0, -1, -1, 0, 7, -1},
475 { 7, -1, 0, -1, 0, -1, 7, -1},
476 { 7, 1, -1, 0, 0, -1, 1, 7},
477 { 7, 1, 2, 0, 2, 1, 7, -1},
478 { 7, 6, 3, 2, 2, 3, 6, 7},
479 { 7, -1, 3, 2, 3, -1, 7, -1},
480 {-1, 7, 7, 3, 3, 7, 7, -1},
481 {-1, -1, -1, 3, -1, -1, -1, -1},
482 {-1, -1, -1, -1, -1, -1, -1, -1},
483 {-1, -1, -1, -1, -1, -1, -1, -1}},
484 {{-1, 3, -1, 1, -1, 7, -1, 6},
485 { 5, -1, 7, -1, 7, -1, 6, -1},
486 { 6, -1, 0, -1, 5, -1, 3, -1},
487 {-1, 2, -1, 1, -1, 5, -1, -1},
488 {-1, 4, -1, 3, -1, 4, -1, -1},
489 { 2, -1, 3, -1, 2, -1, -1, -1},
490 {-1, -1, 4, -1, 6, -1, -1, -1},
491 {-1, -1, -1, 5, -1, -1, -1, -1},
492 {-1, -1, -1, -1, -1, -1, -1, -1},
493 {-1, -1, -1, -1, -1, -1, -1, -1}},
494 {{-1, -1, -1, -1, 1, -1, -1, -1},
495 {-1, -1, -1, -1, 3, -1, -1, -1},
496 { 6, 1, 3, 1, 2, 1, 4, 1},
497 {-1, -1, -1, -1, 6, -1, -1, -1},
498 {-1, -1, -1, 4, 1, -1, -1, -1},
499 {-1, -1, 1, -1, 3, -1, -1, -1},
500 {-1, -1, -1, 2, 1, -1, -1, -1},
501 {-1, -1, -1, -1, 4, -1, -1, -1},
502 {-1, -1, -1, 6, 1, -1, -1, -1},
503 {-1, -1, -1, 6, -1, -1, -1, -1}},
504 {{-1, -1, -1, 5, 4, -1, -1, -1},
505 {-1, -1, 4, 1, 0, -1, -1, -1},
506 {-1, -1, -1, 2, 3, -1, -1, -1},
507 {-1, 1, 4, -1, 2, 2, -1, -1},
508 {-1, 3, 1, 2, 5, 1, 4, -1},
509 {-1, 4, 2, -1, 0, 4, -1, -1},
510 {-1, -1, -1, -1, -1, -1, -1, -1},
511 {-1, -1, -1, -1, -1, -1, -1, -1},
512 {-1, -1, -1, -1, -1, -1, -1, -1},
513 {-1, -1, -1, -1, -1, -1, -1, -1}},
514 {{-1, -1, -1, -1, 1, -1, -1, -1},
515 {-1, -1, -1, 1, -1, -1, -1, -1},
516 {-1, 2, -1, -1, 1, -1, 5, -1},
517 { 5, -1, -1, 1, -1, -1, 0, -1},
518 {-1, 6, -1, -1, 1, -1, 4, -1},
519 {-1, 0, -1, 1, -1, 5, -1, -1},
520 {-1, -1, 5, 5, 0, 1, -1, -1},
521 {-1, -1, -1, -1, -1, -1, -1, -1},
522 {-1, -1, -1, -1, -1, -1, -1, -1},
523 {-1, -1, -1, -1, -1, -1, -1, -1}},
524 {{-1, -1, -1, 6, 3, -1, -1, -1},
525 {-1, -1, 3, 2, 6, -1, -1, -1},
526 {-1, -1, 2, 6, 3, 2, -1, -1},
527 {-1, 6, 3, 2, 6, 3, -1, -1},
528 {-1, 3, 2, 6, 3, 2, 6, -1},
529 { 2, 6, 3, 2, 6, 3, 2, -1},
530 { 6, 3, 2, 6, 3, 2, 6, 3},
531 {-1, -1, -1, -1, -1, -1, -1, -1},
532 {-1, -1, -1, -1, -1, -1, -1, -1},
533 {-1, -1, -1, -1, -1, -1, -1, -1}},
534 {{ 6, 6, 6, 6, 6, 6, 6, 6},
535 { 4, -1, -1, -1, -1, -1, -1, -1},
536 {-1, 3, 2, 5, 7, 6, 4, 3},
537 {-1, 5, -1, -1, -1, -1, -1, -1},
538 {-1, -1, 7, 6, 4, 3, 2, 5},
539 {-1, -1, 4, -1, -1, -1, -1, -1},
540 {-1, -1, -1, 3, 2, 5, 7, 6},
541 {-1, -1, -1, -1, -1, -1, -1, -1},
542 {-1, -1, -1, -1, -1, -1, -1, -1},
543 {-1, -1, -1, -1, -1, -1, -1, -1}},
544 {{ 1, -1, 7, -1, -1, 6, -1, 2},
545 { 6, -1, 1, -1, 6, 1, 3, -1},
546 {-1, 4, -1, 7, 2, -1, 7, -1},
547 { 2, 7, -1, -1, -1, 4, -1, -1},
548 { 6, -1, 3, 5, 0, 2, -1, 7},
549 { 1, -1, -1, -1, -1, -1, 1, -1},
550 {-1, 1, 4, 5, 7, 5, 1, -1},
551 {-1, -1, -1, -1, -1, -1, -1, -1},
552 {-1, -1, -1, -1, -1, -1, -1, -1},
553 {-1, -1, -1, -1, -1, -1, -1, -1}},
554 {{ 6, 6, 6, -1, -1, 6, 6, 6},
555 {-1, -1, 6, -1, 6, -1, -1, -1},
556 {-1, -1, 2, 3, 3, 2, -1, -1},
557 {-1, 3, -1, 5, -1, 3, -1, -1},
558 {-1, -1, 5, 3, 3, 5, -1, -1},
559 {-1, -1, 6, 1, 6, -1, -1, -1},
560 {-1, 4, 2, -1, -1, 2, 4, -1},
561 {-1, -1, -1, -1, -1, -1, -1, -1},
562 {-1, -1, -1, -1, -1, -1, -1, -1},
563 {-1, -1, -1, -1, -1, -1, -1, -1}},
564 {{-1, -1, -1, 5, 5, -1, -1, -1},
565 {-1, -1, 5, -1, -1, -1, -1, -1},
566 {-1, 3, 4, 6, 6, -1, -1, 5},
567 { 3, 3, 4, 6, 5, -1, 5, -1},
568 { 3, 2, 3, 6, 6, 5, 5, -1},
569 { 3, 3, 4, 6, 5, -1, 5, -1},
570 {-1, 3, 4, 6, 6, -1, -1, 5},
571 {-1, -1, 5, -1, -1, -1, -1, -1},
572 {-1, -1, -1, 5, 5, -1, -1, -1},
573 {-1, -1, -1, -1, -1, -1, -1, -1}},
574 {{ 1, -1, -1, -1, -1, -1, -1, 1},
575 { 1, -1, 2, 2, 2, -1, 1, -1},
576 {-1, 1, 2, 3, 3, 2, 1, -1},
577 { 6, 2, 3, -1, 3, 2, 6, -1},
578 { 6, 2, 3, -1, -1, 3, 2, 6},
579 { 6, 2, 3, -1, 3, 2, 6, -1},
580 { 3, 3, 3, 7, 7, 3, 3, 3},
581 { 0, 5, 0, 2, 0, 5, 0, -1},
582 {-1, -1, -1, -1, -1, -1, -1, -1},
583 {-1, -1, -1, -1, -1, -1, -1, -1}},
584 {{-1, -1, 7, 7, 7, -1, -1, -1},
585 {-1, 7, 2, 2, 7, -1, -1, -1},
586 {-1, 7, 5, 5, 5, 7, -1, -1},
587 { 7, 7, 7, 7, 7, 7, -1, -1},
588 {-1, -1, 6, -1, 6, -1, -1, -1},
589 {-1, 6, -1, -1, 6, -1, -1, -1},
590 {-1, 6, 4, 4, -1, 6, 4, 4},
591 {-1, -1, -1, -1, -1, -1, -1, -1},
592 {-1, -1, -1, -1, -1, -1, -1, -1},
593 {-1, -1, -1, -1, -1, -1, -1, -1}},
594 {{-1, 3, 3, -1, 3, 3, 3, -1},
595 { 3, 7, 5, 4, 6, 5, 3, -1},
596 { 1, 3, 3, 3, -1, 3, 3, 1},
597 { 2, 1, 2, 1, 2, 1, 2, -1},
598 { 1, 3, 3, -1, 3, 3, 3, 1},
599 { 3, 5, 6, 4, 5, 7, 3, -1},
600 { 2, 3, 3, 3, -1, 3, 3, 2},
601 { 1, 1, 2, 2, 2, 1, 1, -1},
602 {-1, -1, -1, -1, -1, -1, -1, -1},
603 {-1, -1, -1, -1, -1, -1, -1, -1}},
604 {{-1, 6, 5, -1, -1, -1, -1, -1},
605 { 3, 1, 3, -1, -1, -1, -1, -1},
606 {-1, 5, 6, -1, -1, -1, -1, -1},
607 {-1, -1, 5, 3, -1, -1, -1, -1},
608 {-1, -1, 6, 1, 6, -1, -1, -1},
609 {-1, -1, 3, 5, -1, -1, -1, -1},
610 {-1, -1, -1, -1, 3, 6, -1, -1},
611 {-1, -1, -1, 5, 6, 5, -1, -1},
612 {-1, -1, -1, -1, 6, 3, -1, -1},
613 {-1, -1, -1, -1, -1, -1, -1, -1}},
614 {{ 6, 3, 7, 4, 5, 1, 6, 3},
615 { 5, 1, 6, 3, 7, 4, 5, -1},
616 { 6, 3, 7, 4, 5, 1, 6, 3},
617 {-1, -1, -1, -1, -1, -1, -1, -1},
618 {-1, -1, -1, -1, -1, -1, -1, -1},
619 {-1, -1, -1, -1, -1, -1, -1, -1},
620 {-1, -1, -1, -1, -1, -1, -1, -1},
621 {-1, -1, -1, -1, -1, -1, -1, -1},
622 {-1, -1, -1, -1, -1, -1, -1, -1},
623 {-1, -1, -1, -1, -1, -1, -1, -1}},
624 {{-1, -1, -1, -1, -1, -1, 4, 4},
625 {-1, -1, 7, 7, 7, 4, 4, -1},
626 {-1, -1, -1, -1, -1, -1, 4, 4},
627 {-1, 1, -1, -1, -1, 7, -1, -1},
628 {-1, 1, 1, -1, -1, 7, -1, -1},
629 { 3, 3, 3, -1, 7, -1, -1, -1},
630 { 3, -1, 2, 3, 3, 3, -1, 3},
631 {-1, 2, -1, 3, -1, 3, 3, -1},
632 {-1, 2, -1, -1, -1, -1, -1, -1},
633 {-1, -1, -1, -1, -1, -1, -1, -1}},
634 {{-1, -1, 4, -1, -1, -1, -1, -1},
635 {-1, 7, 4, -1, -1, -1, -1, -1},
636 {-1, -1, 7, 4, -1, -1, -1, -1},
637 {-1, 4, 7, 4, -1, -1, -1, -1},
638 { 1, 1, 1, 1, 1, 1, 1, -1},
639 { 1, 2, 1, 2, 1, 1, -1, -1},
640 { 2, 2, 2, 2, 2, 2, 2, 2},
641 {-1, -1, -1, -1, -1, -1, -1, -1},
642 {-1, -1, -1, -1, -1, -1, -1, -1},
643 {-1, -1, -1, -1, -1, -1, -1, -1}},
644 {{ 0, -1, -1, -1, -1, -1, -1, 6},
645 { 6, 1, 4, 3, 7, 5, 0, -1},
646 { 0, -1, -1, -1, -1, -1, -1, 6},
647 { 6, 1, 4, 3, 7, 5, 0, -1},
648 { 0, -1, -1, -1, -1, -1, -1, 6},
649 { 6, 1, 4, 3, 7, 5, 0, -1},
650 {-1, -1, -1, -1, -1, -1, -1, -1},
651 {-1, -1, -1, -1, -1, -1, -1, -1},
652 {-1, -1, -1, -1, -1, -1, -1, -1},
653 {-1, -1, -1, -1, -1, -1, -1, -1}},
654 {{ 3, 3, 4, 6, 6, 4, 3, 3},
655 { 0, 3, 4, 6, 4, 3, 1, -1},
656 { 5, 1, 3, 4, 4, 3, 0, 1},
657 { 0, 1, 3, 4, 3, 1, 0, -1},
658 { 2, 1, 6, 3, 3, 0, 0, 1},
659 { 0, 3, 4, 3, 6, 1, 5, -1},
660 { 6, 1, 2, 6, 4, 0, 0, 2},
661 {-1, -1, -1, -1, -1, -1, -1, -1},
662 {-1, -1, -1, -1, -1, -1, -1, -1},
663 {-1, -1, -1, -1, -1, -1, -1, -1}},
664 {{ 6, 6, -1, -1, -1, -1, 4, 4},
665 { 4, 0, -1, -1, -1, 3, 6, -1},
666 { 0, 6, -1, -1, -1, -1, 4, 2},
667 { 7, -1, -1, -1, -1, -1, 7, -1},
668 { 4, 4, -1, -1, -1, -1, 5, 6},
669 { 6, 4, 7, 7, 5, 6, 4, -1},
670 {-1, 7, 6, 4, 6, 4, 7, -1},
671 {-1, 0, -1, 7, -1, 7, -1, -1},
672 {-1, -1, -1, -1, -1, -1, -1, -1},
673 {-1, -1, -1, -1, -1, -1, -1, -1}},
674 {{-1, 5, -1, -1, -1, -1, 4, -1},
675 {-1, 5, -1, -1, -1, 4, -1, -1},
676 {-1, -1, 5, 6, 6, 4, -1, -1},
677 {-1, -1, 2, -1, 2, -1, -1, -1},
678 { 0, 0, 6, -1, -1, 6, 1, 1},
679 {-1, -1, 2, -1, 2, -1, -1, -1},
680 {-1, -1, 7, 6, 6, 3, -1, -1},
681 {-1, 7, -1, -1, -1, 3, -1, -1},
682 {-1, 7, -1, -1, -1, -1, 3, -1},
683 {-1, -1, -1, -1, -1, -1, -1, -1}},
684 {{-1, 6, -1, -1, -1, -1, 2, -1},
685 { 1, 7, 1, 1, 1, 3, 1, -1},
686 {-1, -1, 4, 1, 1, 4, -1, -1},
687 {-1, 1, 3, 1, 7, 1, -1, -1},
688 {-1, -1, -1, 2, 6, -1, -1, -1},
689 {-1, -1, 1, 5, 1, -1, -1, -1},
690 {-1, -1, -1, -1, -1, -1, -1, -1},
691 {-1, -1, -1, -1, -1, -1, -1, -1},
692 {-1, -1, -1, -1, -1, -1, -1, -1},
693 {-1, -1, -1, -1, -1, -1, -1, -1}},
694 {{ 7, 7, 7, 7, 7, 7, 7, 7},
695 { 7, -1, -1, -1, -1, -1, 7, -1},
696 { 7, -1, -1, 2, 0, 5, 2, 2},
697 { 7, -1, -1, -1, 0, 3, 6, -1},
698 { 7, -1, -1, -1, -1, -1, 4, 0},
699 { 5, 5, -1, -1, -1, -1, -1, -1},
700 { 4, 3, 6, 2, -1, -1, -1, -1},
701 { 0, 2, 0, 4, -1, -1, -1, -1},
702 {-1, -1, -1, -1, -1, -1, -1, -1},
703 {-1, -1, -1, -1, -1, -1, -1, -1}},
704 {{-1, -1, 1, -1, -1, 1, -1, -1},
705 {-1, 4, -1, -1, 5, -1, -1, -1},
706 {-1, 7, -1, -1, 1, 1, 1, -1},
707 { 6, -1, -1, -1, -1, 7, -1, -1},
708 { 1, 1, 1, 1, -1, 4, -1, -1},
709 {-1, -1, 5, -1, -1, -1, -1, -1},
710 {-1, -1, 0, -1, -1, -1, -1, -1},
711 {-1, 3, -1, -1, -1, -1, -1, -1},
712 {-1, 1, -1, -1, -1, -1, -1, -1},
713 {-1, -1, -1, -1, -1, -1, -1, -1}},
714 {{-1, 7, 7, -1, -1, 7, 7, -1},
715 { 6, -1, 4, -1, 4, -1, 6, -1},
716 { 5, -1, -1, 3, 3, -1, -1, 5},
717 { 6, -1, -1, -1, -1, -1, 6, -1},
718 {-1, 7, -1, -1, -1, -1, 7, -1},
719 {-1, 4, -1, -1, -1, 4, -1, -1},
720 {-1, -1, 3, -1, -1, 3, -1, -1},
721 {-1, -1, 2, -1, 2, -1, -1, -1},
722 {-1, -1, -1, 5, 5, -1, -1, -1},
723 {-1, -1, -1, -1, -1, -1, -1, -1}},
724 {{-1, 0, 0, -1, -1, 0, 0, -1},
725 { 7, 4, 6, 6, 6, 4, 3, -1},
726 { 5, 6, 6, 6, 2, 6, 6, 3},
727 { 7, 4, 6, 6, 6, 4, 3, -1},
728 {-1, 0, 0, -1, -1, 0, 0, -1},
729 {-1, -1, -1, -1, -1, -1, -1, -1},
730 {-1, -1, -1, -1, -1, -1, -1, -1},
731 {-1, -1, -1, -1, -1, -1, -1, -1},
732 {-1, -1, -1, -1, -1, -1, -1, -1},
733 {-1, -1, -1, -1, -1, -1, -1, -1}},
734 {{-1, -1, -1, -1, -1, 7, 7, 7},
735 {-1, -1, -1, -1, 2, 7, 7, -1},
736 {-1, 0, 7, 7, 7, -1, 7, 7},
737 { 6, 7, 7, 7, -1, -1, -1, -1},
738 { 6, -1, -1, -1, 7, 7, 7, 7},
739 { 6, -1, -1, -1, -1, -1, -1, -1},
740 { 4, 2, 2, 2, 4, -1, 3, -1},
741 { 4, 4, 4, 4, 3, 3, 3, -1},
742 {-1, -1, -1, -1, -1, -1, -1, -1},
743 {-1, -1, -1, -1, -1, -1, -1, -1}},
744 {{ 4, -1, -1, 7, -1, 6, -1, 7},
745 { 7, 6, 7, -1, -1, 7, 4, -1},
746 {-1, -1, 7, -1, -1, 7, -1, -1},
747 {-1, 0, 0, 0, 0, 0, 3, -1},
748 {-1, -1, 0, 2, 2, 0, 6, 4},
749 {-1, -1, 0, 0, 0, 1, 3, -1},
750 {-1, -1, -1, 0, 0, -1, 3, 4},
751 {-1, -1, -1, 6, -1, 5, 6, -1},
752 {-1, -1, -1, -1, -1, -1, 1, 0},
753 {-1, -1, -1, -1, -1, -1, -1, -1}},
754 {{-1, 5, -1, -1, -1, -1, 5, -1},
755 { 0, -1, -1, 0, -1, -1, 0, -1},
756 { 0, 0, 0, 2, 2, 0, 0, 0},
757 { 0, -1, -1, 0, -1, -1, 0, -1},
758 {-1, 7, -1, 3, -1, -1, 7, -1},
759 {-1, -1, 3, 6, -1, -1, -1, -1},
760 {-1, -1, -1, 6, -1, -1, -1, -1},
761 {-1, 3, 6, -1, -1, -1, -1, -1},
762 {-1, 3, -1, -1, -1, -1, -1, -1},
763 {-1, -1, -1, -1, -1, -1, -1, -1}},
764 {{-1, -1, -1, 6, 5, -1, -1, -1},
765 {-1, -1, 2, 6, 3, -1, -1, -1},
766 {-1, -1, 5, 4, 7, 1, -1, -1},
767 {-1, 6, 2, 2, 3, 4, -1, -1},
768 {-1, -1, 3, 7, 3, 6, -1, -1},
769 {-1, -1, 1, 3, 2, -1, -1, -1},
770 {-1, -1, -1, 4, 5, -1, -1, -1},
771 {-1, -1, -1, 4, -1, -1, -1, -1},
772 {-1, -1, -1, -1, -1, -1, -1, -1},
773 {-1, -1, -1, -1, -1, -1, -1, -1}},
774 {{ 7, 7, -1, 2, 2, -1, 6, 6},
775 { 6, -1, -1, 6, -1, -1, 3, -1},
776 { 2, -1, -1, 1, -1, -1, 2, -1},
777 { 5, -1, -1, 3, -1, -1, 2, -1},
778 { 1, -1, -1, 2, -1, -1, 1, -1},
779 { 5, -1, -1, 2, -1, -1, 2, -1},
780 { 6, -1, -1, 1, -1, -1, 7, -1},
781 { 5, -1, -1, 5, -1, -1, 4, -1},
782 {-1, -1, -1, -1, -1, -1, -1, -1},
783 {-1, -1, -1, -1, -1, -1, -1, -1}},
784 {{-1, -1, -1, 6, 6, -1, -1, -1},
785 {-1, 0, 4, 4, 4, 0, -1, -1},
786 {-1, -1, -1, 6, 6, -1, -1, -1},
787 {-1, -1, 2, 7, 2, -1, -1, -1},
788 {-1, -1, -1, 6, 6, -1, -1, -1},
789 {-1, 0, 5, 5, 5, 0, -1, -1},
790 {-1, -1, -1, 3, 3, -1, -1, -1},
791 {-1, -1, -1, -1, -1, -1, -1, -1},
792 {-1, -1, -1, -1, -1, -1, -1, -1},
793 {-1, -1, -1, -1, -1, -1, -1, -1}},
794 {{-1, -1, 4, 1, 3, -1, -1, -1},
795 {-1, 1, -1, -1, 1, -1, -1, -1},
796 {-1, -1, 4, 1, 3, 4, 1, -1},
797 {-1, 1, 3, 4, -1, -1, 4, -1},
798 {-1, 3, -1, -1, 3, 4, 1, -1},
799 {-1, 1, 3, 4, 1, 3, -1, -1},
800 {-1, -1, 4, 1, -1, -1, -1, -1},
801 {-1, -1, -1, -1, -1, -1, -1, -1},
802 {-1, -1, -1, -1, -1, -1, -1, -1},
803 {-1, -1, -1, -1, -1, -1, -1, -1}},
804 {{-1, 6, 4, -1, 3, 2, 5, -1},
805 { 0, -1, -1, -1, -1, -1, 1, -1},
806 {-1, 2, 3, 5, -1, 4, 6, -1},
807 { 0, -1, -1, -1, -1, -1, 1, -1},
808 {-1, 4, 6, -1, 2, 5, 3, -1},
809 { 0, -1, -1, -1, -1, -1, 1, -1},
810 {-1, 5, 2, 3, -1, 4, 6, -1},
811 {-1, -1, -1, -1, -1, -1, -1, -1},
812 {-1, -1, -1, -1, -1, -1, -1, -1},
813 {-1, -1, -1, -1, -1, -1, -1, -1}},
814 {{-1, -1, -1, 6, 6, -1, -1, -1},
815 {-1, -1, 7, 6, 4, -1, -1, -1},
816 {-1, 2, 1, 7, 4, 1, 3, -1},
817 { 2, 1, 1, 1, 1, 1, 3, -1},
818 {-1, 2, 2, 2, 3, 3, 3, -1},
819 {-1, -1, -1, 5, -1, -1, -1, -1},
820 {-1, -1, -1, 2, 3, -1, -1, -1},
821 {-1, -1, -1, 5, -1, -1, -1, -1},
822 {-1, -1, 2, 2, 3, 3, -1, -1},
823 {-1, -1, -1, -1, -1, -1, -1, -1}},
824 {{ 4, -1, 5, -1, -1, 3, -1, 6},
825 { 2, -1, 3, -1, 2, -1, 4, -1},
826 { 4, -1, -1, 1, 0, -1, -1, 6},
827 { 6, -1, 2, 3, 5, -1, 4, -1},
828 { 4, -1, -1, 0, 1, -1, -1, 6},
829 { 2, -1, 5, -1, 3, -1, 4, -1},
830 { 4, -1, 3, -1, -1, 2, -1, 6},
831 { 6, -1, -1, -1, -1, -1, 4, -1},
832 {-1, -1, -1, -1, -1, -1, -1, -1},
833 {-1, -1, -1, -1, -1, -1, -1, -1}},
834 {{ 2, 6, 0, 5, 5, 1, 3, 4},
835 { 1, -1, -1, 2, -1, -1, 0, -1},
836 { 4, -1, -1, 3, 6, -1, -1, 2},
837 {-1, -1, -1, 0, -1, -1, -1, -1},
838 {-1, -1, -1, 1, 4, -1, -1, -1},
839 {-1, -1, -1, 2, -1, -1, -1, -1},
840 {-1, -1, -1, 6, 3, -1, -1, -1},
841 {-1, -1, -1, 5, -1, -1, -1, -1},
842 {-1, -1, -1, 4, 1, -1, -1, -1},
843 {-1, -1, -1, -1, -1, -1, -1, -1}},
844 {{-1, -1, -1, -1, 5, 1, 1, 3},
845 { 0, 5, 1, 0, 5, 3, 3, -1},
846 { 5, 1, 0, 5, 1, 0, 5, 1},
847 { 0, 5, 1, 0, 5, 1, 6, -1},
848 {-1, -1, -1, -1, 1, 6, 5, 1},
849 {-1, -1, -1, -1, 5, 1, 6, -1},
850 {-1, -1, -1, -1, 1, 0, 5, 1},
851 {-1, -1, -1, -1, 5, 1, 0, -1},
852 {-1, -1, -1, -1, -1, -1, -1, -1},
853 {-1, -1, -1, -1, -1, -1, -1, -1}},
854 {{-1, 0, 7, 3, -1, -1, 2, 2},
855 {-1, 0, 7, 3, -1, -1, 2, -1},
856 {-1, 0, 7, 3, -1, -1, 2, 2},
857 {-1, 0, 7, 3, -1, 3, 1, -1},
858 {-1, 0, 7, 3, -1, 6, 4, 5},
859 {-1, 0, 7, 3, -1, 7, 0, -1},
860 {-1, 0, 7, 3, -1, 2, 3, 4},
861 {-1, 0, 7, 3, -1, 5, 6, -1},
862 {-1, -1, -1, -1, -1, 7, 0, 1},
863 {-1, -1, -1, -1, -1, -1, -1, -1}},
864 {{-1, -1, -1, 7, 7, 7, 7, -1},
865 { 3, 4, 5, -1, -1, -1, 7, -1},
866 { 2, -1, -1, -1, -1, -1, -1, 3},
867 { 7, -1, -1, -1, -1, -1, 4, -1},
868 { 7, -1, -1, -1, 3, 4, 5, 6},
869 { 7, -1, -1, 2, 0, 1, 2, -1},
870 { 6, -1, -1, -1, 3, 4, 5, 6},
871 { 0, 1, -1, -1, -1, -1, -1, -1},
872 { 2, 3, 4, -1, -1, -1, -1, -1},
873 { 5, 6, 0, -1, -1, -1, -1, -1}},
874 {{-1, 7, -1, -1, -1, -1, 2, -1},
875 { 1, 1, -1, -1, -1, 3, 3, -1},
876 {-1, 2, -1, -1, -1, -1, 4, -1},
877 { 3, 3, -1, -1, -1, 5, 5, -1},
878 {-1, 4, -1, -1, -1, -1, 6, -1},
879 { 5, 5, -1, -1, -1, 1, 1, -1},
880 {-1, 6, -1, -1, -1, -1, 7, -1},
881 {-1, -1, -1, -1, -1, -1, -1, -1},
882 {-1, -1, -1, -1, -1, -1, -1, -1},
883 {-1, -1, -1, -1, -1, -1, -1, -1}},
884 {{-1, 4, -1, -1, -1, -1, 4, -1},
885 { 2, -1, -1, 1, -1, -1, 2, -1},
886 { 5, -1, -1, 0, 0, -1, -1, 5},
887 { 5, -1, -1, 1, -1, -1, 6, -1},
888 {-1, 4, 2, 7, 7, 5, 4, -1},
889 {-1, -1, -1, 6, -1, -1, -1, -1},
890 {-1, -1, -1, 3, 3, -1, -1, -1},
891 {-1, -1, -1, 7, -1, -1, -1, -1},
892 {-1, -1, -1, -1, -1, -1, -1, -1},
893 {-1, -1, -1, -1, -1, -1, -1, -1}},
894 {{-1, 1, -1, -1, 2, 3, 4, -1},
895 { 2, -1, -1, 3, 0, 4, -1, -1},
896 { 4, -1, -1, 2, 3, 1, -1, -1},
897 { 3, -1, 4, 3, 0, -1, -1, -1},
898 { 4, -1, -1, 2, 5, 1, -1, -1},
899 { 3, -1, 4, 5, 0, 4, -1, -1},
900 {-1, -1, -1, -1, -1, -1, -1, -1},
901 {-1, -1, -1, -1, -1, -1, -1, -1},
902 {-1, -1, -1, -1, -1, -1, -1, -1},
903 {-1, -1, -1, -1, -1, -1, -1, -1}},
904 {{ 2, -1, -1, 1, 1, -1, -1, 2},
905 { 2, -1, 3, 3, 3, -1, 2, -1},
906 {-1, 2, -1, 4, 4, -1, 2, -1},
907 {-1, 7, 7, 0, 7, 7, -1, -1},
908 {-1, -1, -1, 4, 4, -1, -1, -1},
909 {-1, -1, 5, 7, 5, -1, -1, -1},
910 { 6, 3, 2, 6, 4, 2, 3, 6},
911 { 5, -1, -1, -1, -1, -1, 1, -1},
912 {-1, -1, -1, -1, -1, -1, -1, -1},
913 {-1, -1, -1, -1, -1, -1, -1, -1}},
914 {{ 4, 2, 3, 5, 7, 1, 3, 6},
915 { 1, -1, -1, 1, -1, -1, 1, -1},
916 { 3, 0, 1, 3, 2, 4, 3, 5},
917 { 4, -1, -1, 4, -1, -1, 4, -1},
918 {-1, 5, -1, -1, 5, -1, -1, 5},
919 { 0, 3, 2, 0, 4, 5, 0, -1},
920 {-1, 6, -1, -1, 6, -1, -1, 6},
921 { 7, -1, -1, 7, -1, -1, 7, -1},
922 {-1, -1, -1, -1, -1, -1, -1, -1},
923 {-1, -1, -1, -1, -1, -1, -1, -1}},
924 {{-1, 5, 4, -1, 1, 1, -1, -1},
925 { 5, -1, 4, 1, -1, 1, -1, -1},
926 { 0, -1, -1, -1, -1, -1, 0, -1},
927 { 0, 6, 4, -1, -1, 4, 2, -1},
928 {-1, 4, 3, 5, 2, 6, 3, 6},
929 {-1, 2, 6, -1, -1, 5, 4, -1},
930 {-1, -1, -1, -1, -1, -1, -1, -1},
931 {-1, -1, -1, -1, -1, -1, -1, -1},
932 {-1, -1, -1, -1, -1, -1, -1, -1},
933 {-1, -1, -1, -1, -1, -1, -1, -1}},
934 {{-1, -1, -1, 6, 6, -1, -1, -1},
935 {-1, -1, 5, 5, 4, -1, -1, -1},
936 {-1, -1, 1, 6, 6, 4, -1, -1},
937 {-1, 1, 7, 2, 5, 3, -1, -1},
938 {-1, 2, 7, 2, 1, 5, 3, -1},
939 { 2, 1, 3, 1, 4, 2, 7, -1},
940 {-1, 3, 1, 3, 4, 2, 7, -1},
941 {-1, 3, 5, 5, 6, 6, -1, -1},
942 {-1, -1, -1, -1, -1, -1, -1, -1},
943 {-1, -1, -1, -1, -1, -1, -1, -1}},
944 {{-1, -1, 7, 3, -1, -1, -1, -1},
945 {-1, 1, 7, 6, -1, -1, -1, -1},
946 {-1, 3, 7, 5, 1, 5, -1, -1},
947 { 7, 7, 0, 2, 4, 0, 4, -1},
948 { 7, 1, 4, 6, 5, 6, 5, 7},
949 { 1, 7, 7, 1, 7, 7, 1, -1},
950 {-1, -1, -1, -1, -1, -1, -1, -1},
951 {-1, -1, -1, -1, -1, -1, -1, -1},
952 {-1, -1, -1, -1, -1, -1, -1, -1},
953 {-1, -1, -1, -1, -1, -1, -1, -1}},
954 {{-1, -1, 1, -1, -1, 1, -1, -1},
955 {-1, 5, 6, 1, 5, 6, -1, -1},
956 {-1, 1, 1, 2, 2, 1, 1, -1},
957 { 4, 7, 1, 0, 1, 7, 4, -1},
958 {-1, 3, 7, 5, 7, 5, 3, -1},
959 {-1, 1, 1, 1, 1, 1, -1, -1},
960 {-1, -1, -1, -1, -1, -1, -1, -1},
961 {-1, -1, -1, -1, -1, -1, -1, -1},
962 {-1, -1, -1, -1, -1, -1, -1, -1},
963 {-1, -1, -1, -1, -1, -1, -1, -1}},
964 {{ 4, -1, -1, -1, 5, -1, -1, 4},
965 { 6, 6, 7, 6, -1, 4, 5, -1},
966 { 4, 2, 7, 5, 2, 2, 6, 4},
967 {-1, -1, 4, 1, -1, 5, 2, -1},
968 {-1, 5, 2, 7, 7, -1, 7, 4},
969 { 4, 6, 5, 4, -1, 4, 2, -1},
970 {-1, -1, -1, 4, -1, 4, 1, -1},
971 { 0, 0, 0, 5, -1, -1, -1, -1},
972 {-1, -1, -1, -1, 0, 0, 0, 0},
973 {-1, -1, -1, -1, -1, -1, -1, -1}},
974 {{ 1, -1, -1, -1, 0, 0, -1, -1},
975 { 2, -1, -1, 0, 1, 0, -1, -1},
976 { 3, -1, -1, 0, 2, 2, 0, -1},
977 { 4, -1, 0, 1, 1, 1, 0, -1},
978 { 5, -1, -1, 0, 4, 4, 0, -1},
979 { 6, -1, -1, 4, 4, 4, -1, -1},
980 { 7, -1, -1, -1, 4, 4, -1, -1},
981 {-1, -1, -1, 0, 1, 0, -1, -1},
982 {-1, -1, -1, 0, 1, 1, 0, -1},
983 {-1, -1, -1, -1, -1, -1, -1, -1}},
984 {{-1, -1, 3, -1, -1, 1, 7, -1},
985 {-1, 7, 4, -1, -1, 4, 3, -1},
986 { 1, -1, -1, 0, 2, 0, -1, -1},
987 { 5, 4, -1, 3, -1, -1, -1, -1},
988 { 4, -1, 3, 6, 1, 1, 6, -1},
989 {-1, 1, -1, -1, 4, -1, 1, -1},
990 {-1, 7, 5, -1, -1, -1, 3, -1},
991 {-1, -1, 3, -1, -1, -1, -1, -1},
992 {-1, -1, -1, -1, -1, -1, -1, -1},
993 {-1, -1, -1, -1, -1, -1, -1, -1}},
994 {{ 1, -1, -1, -1, 1, -1, -1, -1},
995 { 2, -1, -1, -1, 2, -1, -1, -1},
996 {-1, 3, -1, -1, 3, 3, -1, -1},
997 {-1, 4, -1, 4, -1, 4, -1, -1},
998 {-1, 5, -1, -1, 5, 5, -1, -1},
999 { 6, -1, -1, 7, 1, 7, -1, -1},
1000 { 7, -1, -1, -1, 6, 6, -1, -1},
1001 {-1, -1, -1, -1, -1, -1, -1, -1},
1002 {-1, -1, -1, -1, -1, -1, -1, -1},
1003 {-1, -1, -1, -1, -1, -1, -1, -1}},
1004 {{ 2, -1, -1, 6, -1, 2, 5, 1},
1005 { 5, -1, 4, -1, 4, -1, 4, -1},
1006 { 6, -1, -1, 3, -1, -1, -1, 3},
1007 { 4, 2, 0, -1, -1, -1, 5, -1},
1008 {-1, -1, -1, 6, -1, 3, 6, -1},
1009 {-1, -1, 5, -1, 5, -1, -1, -1},
1010 {-1, -1, -1, 3, -1, 4, 2, 5},
1011 {-1, -1, -1, -1, -1, -1, -1, -1},
1012 {-1, -1, -1, -1, -1, -1, -1, -1},
1013 {-1, -1, -1, -1, -1, -1, -1, -1}},
1014 {{ 6, -1, -1, -1, 4, -1, -1, 3},
1015 { 0, 3, -1, -1, 6, -1, 0, -1},
1016 {-1, -1, 7, -1, 1, -1, 3, -1},
1017 { 7, -1, 4, 7, -1, 2, -1, -1},
1018 { 5, 2, 3, 2, 1, 6, -1, 3},
1019 {-1, -1, 0, 4, 3, 5, 4, -1},
1020 {-1, 7, 6, -1, -1, 0, -1, -1},
1021 { 4, 3, -1, -1, -1, 4, 2, -1},
1022 { 0, -1, -1, -1, -1, -1, 6, -1},
1023 {-1, -1, -1, -1, -1, -1, -1, -1}},
1024 {{ 6, 1, 2, 5, 1, 6, 3, 0},
1025 {-1, -1, -1, -1, -1, -1, 4, -1},
1026 { 0, 5, 2, 7, 1, 6, 2, -1},
1027 { 3, -1, -1, -1, -1, -1, -1, -1},
1028 { 6, 7, 6, 4, 0, 5, 2, 6},
1029 {-1, -1, -1, -1, -1, -1, 1, -1},
1030 { 6, 1, 4, 0, 6, 2, 3, -1},
1031 { 0, -1, -1, -1, -1, -1, -1, -1},
1032 {-1, 0, 4, 5, 3, 7, 6, 0},
1033 {-1, -1, -1, -1, -1, -1, -1, -1}},
1034 {{-1, -1, -1, 0, 1, -1, -1, -1},
1035 {-1, -1, 0, 7, 0, -1, -1, -1},
1036 {-1, -1, 1, 2, 2, 0, -1, -1},
1037 {-1, 0, 7, 0, 7, 0, -1, -1},
1038 {-1, 6, -1, 7, 7, -1, 6, -1},
1039 { 4, 1, 6, 6, 6, 4, 1, -1},
1040 {-1, 5, -1, 7, 7, -1, 5, -1},
1041 {-1, -1, -1, -1, -1, -1, -1, -1},
1042 {-1, -1, -1, -1, -1, -1, -1, -1},
1043 {-1, -1, -1, -1, -1, -1, -1, -1}},
1044 {{-1, -1, -1, 5, 6, -1, -1, -1},
1045 {-1, -1, 3, 3, 3, -1, -1, -1},
1046 {-1, -1, 7, 5, 3, 7, -1, -1},
1047 {-1, 3, -1, 6, -1, 3, -1, -1},
1048 { 2, -1, -1, 3, 7, -1, -1, 1},
1049 { 2, 2, -1, 3, -1, 1, 1, -1},
1050 {-1, 0, 2, 5, 6, 1, 0, -1},
1051 {-1, -1, -1, 3, -1, -1, -1, -1},
1052 {-1, -1, -1, 3, 7, -1, -1, -1},
1053 {-1, -1, -1, -1, -1, -1, -1, -1}},
1054 {{-1, 6, -1, -1, -1, -1, 2, -1},
1055 {-1, 2, 6, 0, 6, 0, -1, -1},
1056 {-1, 0, -1, -1, -1, -1, -1, -1},
1057 { 6, -1, -1, -1, -1, -1, -1, -1},
1058 {-1, 3, 3, 2, 0, 6, 0, 0},
1059 {-1, 6, -1, -1, -1, -1, 0, -1},
1060 {-1, -1, -1, 6, 0, 2, 6, -1},
1061 {-1, 2, 0, -1, -1, -1, -1, -1},
1062 {-1, -1, -1, -1, -1, -1, -1, -1},
1063 {-1, -1, -1, -1, -1, -1, -1, -1}},
1064 {{ 0, 7, -1, -1, -1, -1, -1, -1},
1065 { 1, 5, -1, -1, -1, -1, -1, -1},
1066 { 7, 2, 5, -1, -1, -1, -1, -1},
1067 { 6, 3, 4, -1, -1, -1, -1, -1},
1068 { 5, 5, 4, 4, -1, -1, -1, -1},
1069 { 3, 3, 5, 3, -1, -1, -1, -1},
1070 { 1, 2, 2, 5, 3, -1, -1, -1},
1071 { 1, 0, 0, 7, 6, -1, -1, -1},
1072 { 3, 3, 5, 5, 7, 6, -1, -1},
1073 {-1, -1, -1, -1, -1, -1, -1, -1}},
1074 {{-1, -1, 2, 6, 6, 2, -1, -1},
1075 {-1, 2, 1, 1, 0, 2, -1, -1},
1076 {-1, 2, 3, 2, 2, 0, 2, -1},
1077 { 2, 3, 2, 5, 2, 7, 2, -1},
1078 { 2, 4, 2, 5, 2, 7, 2, 0},
1079 { 2, 4, 2, 6, 6, 2, 0, -1},
1080 {-1, 2, 5, 2, 2, 2, 7, 2},
1081 {-1, 2, 5, 6, 6, 7, 2, -1},
1082 {-1, -1, 2, 2, 2, 2, 2, -1},
1083 {-1, -1, -1, -1, -1, -1, -1, -1}},
1084 {{-1, -1, 0, -1, -1, 0, -1, -1},
1085 { 1, 0, 0, 1, 0, 0, 1, -1},
1086 { 1, 7, 7, 5, 5, 7, 7, 1},
1087 { 3, 2, -1, 2, -1, 2, 3, -1},
1088 { 3, 7, -1, 6, 6, -1, 7, 3},
1089 { 7, -1, -1, 6, -1, -1, 7, -1},
1090 { 4, 4, 5, -1, -1, 5, 4, 4},
1091 {-1, -1, -1, -1, -1, -1, -1, -1},
1092 {-1, -1, -1, -1, -1, -1, -1, -1},
1093 {-1, -1, -1, -1, -1, -1, -1, -1}},
1094 {{-1, 6, 3, -1, -1, 3, 6, -1},
1095 { 6, -1, 2, -1, 2, -1, 6, -1},
1096 { 2, -1, 0, 1, 1, 0, -1, 2},
1097 { 5, 0, -1, 7, -1, 0, 5, -1},
1098 {-1, 5, -1, 6, 6, -1, 5, -1},
1099 { 7, 1, 4, -1, 4, 1, 7, -1},
1100 { 7, -1, 4, -1, -1, 4, -1, 7},
1101 { 2, 0, -1, -1, -1, 0, 2, -1},
1102 {-1, 2, -1, -1, -1, -1, 2, -1},
1103 {-1, -1, -1, -1, -1, -1, -1, -1}},
1104 {{ 6, 1, -1, -1, -1, -1, 4, 0},
1105 { 2, 7, 5, 5, 5, 7, 3, -1},
1106 { 6, 1, -1, -1, -1, -1, 4, 0},
1107 { 2, 5, 7, 7, 7, 5, 3, -1},
1108 { 6, 1, -1, -1, -1, -1, 4, 0},
1109 { 2, 0, 6, 6, 6, 0, 3, -1},
1110 { 6, 1, -1, -1, -1, -1, 4, 0},
1111 {-1, -1, -1, -1, -1, -1, -1, -1},
1112 {-1, -1, -1, -1, -1, -1, -1, -1},
1113 {-1, -1, -1, -1, -1, -1, -1, -1}},
1114 {{ 5, -1, -1, 1, 1, -1, -1, 5},
1115 { 5, -1, 4, -1, 4, -1, 5, -1},
1116 {-1, 2, 4, -1, -1, 4, 2, -1},
1117 { 7, 2, -1, -1, -1, 2, 7, -1},
1118 { 0, -1, 0, 4, 4, 0, -1, 0},
1119 { 7, 2, -1, -1, -1, 2, 7, -1},
1120 {-1, 2, 3, -1, -1, 3, 2, -1},
1121 { 5, -1, 3, -1, 3, -1, 5, -1},
1122 { 5, -1, -1, 6, 6, -1, -1, 5},
1123 {-1, -1, -1, -1, -1, -1, -1, -1}},
1124 {{ 2, 2, -1, -1, -1, -1, 5, 5},
1125 { 5, -1, -1, -1, -1, -1, 2, -1},
1126 { 5, -1, -1, -1, -1, -1, -1, 2},
1127 { 1, -1, 1, 5, 1, -1, 3, -1},
1128 { 5, 2, 5, 3, 1, 2, 5, 2},
1129 { 2, 0, 5, -1, 2, 0, 5, -1},
1130 {-1, 3, 7, -1, -1, 3, 7, -1},
1131 {-1, -1, 2, 0, 5, -1, -1, -1},
1132 {-1, -1, -1, -1, -1, -1, -1, -1},
1133 {-1, -1, -1, -1, -1, -1, -1, -1}},
1134 {{ 0, 6, 5, 2, 3, 4, 1, 7},
1135 {-1, -1, -1, -1, 1, -1, -1, -1},
1136 {-1, -1, -1, 1, 1, -1, -1, -1},
1137 {-1, -1, 1, -1, -1, -1, -1, -1},
1138 { 7, 1, 4, 3, 2, 5, 6, 0},
1139 {-1, -1, -1, -1, 1, -1, -1, -1},
1140 {-1, -1, -1, 1, 1, -1, -1, -1},
1141 {-1, -1, 1, -1, -1, -1, -1, -1},
1142 { 0, 6, 5, 2, 3, 4, 1, 7},
1143 {-1, -1, -1, -1, -1, -1, -1, -1}},
1144 {{-1, -1, 1, -1, -1, 1, -1, -1},
1145 {-1, 2, 4, -1, 2, 4, -1, -1},
1146 {-1, 2, 3, 6, 5, 3, 2, -1},
1147 {-1, 6, 5, -1, 6, 5, -1, -1},
1148 {-1, -1, -1, 7, 7, -1, -1, -1},
1149 {-1, -1, -1, 7, -1, -1, -1, -1},
1150 { 1, -1, -1, 7, 7, -1, -1, 3},
1151 { 2, -1, -1, 7, -1, -1, 2, -1},
1152 {-1, 3, 4, 5, 6, 4, 1, -1},
1153 {-1, -1, -1, -1, -1, -1, -1, -1}},
1154 {{ 1, -1, -1, 2, 2, -1, -1, 2},
1155 { 1, 3, 7, 3, 7, 4, 2, -1},
1156 {-1, 1, 6, -1, -1, 6, 2, -1},
1157 { 6, -1, 7, 3, 7, -1, 6, -1},
1158 {-1, 4, 2, -1, -1, 1, 3, -1},
1159 {-1, -1, 2, 6, 1, -1, -1, -1},
1160 {-1, 4, 3, 3, 4, 4, 3, -1},
1161 {-1, -1, -1, -1, -1, -1, -1, -1},
1162 {-1, -1, -1, -1, -1, -1, -1, -1},
1163 {-1, -1, -1, -1, -1, -1, -1, -1}},
1164 {{-1, -1, -1, 5, 6, -1, -1, -1},
1165 {-1, -1, -1, 3, -1, -1, -1, -1},
1166 {-1, -1, -1, 1, 2, -1, -1, -1},
1167 {-1, -1, -1, 4, -1, -1, -1, -1},
1168 {-1, -1, -1, 5, 7, -1, -1, -1},
1169 {-1, -1, -1, 2, -1, -1, -1, -1},
1170 { 6, 5, 4, 3, 2, 1, 7, 5},
1171 {-1, -1, -1, -1, -1, -1, -1, -1},
1172 {-1, -1, -1, -1, -1, -1, -1, -1},
1173 {-1, -1, -1, -1, -1, -1, -1, -1}},
1174 {{-1, 0, -1, 1, -1, 2, -1, -1},
1175 {-1, 4, -1, 5, -1, 6, -1, -1},
1176 {-1, 7, -1, 0, -1, 2, -1, -1},
1177 {-1, 6, -1, 3, -1, 6, -1, -1},
1178 {-1, 1, -1, 1, -1, 2, -1, -1},
1179 {-1, 3, -1, 5, -1, 0, -1, -1},
1180 {-1, 2, -1, 4, -1, 6, -1, -1},
1181 {-1, 3, -1, 6, -1, 7, -1, -1},
1182 {-1, -1, -1, -1, -1, -1, -1, -1},
1183 {-1, -1, -1, -1, -1, -1, -1, -1}},
1184 {{ 1, 1, 2, 2, 3, 3, 4, 4},
1185 { 5, 5, 6, 7, 6, 5, 5, -1},
1186 { 6, 4, 3, 3, 2, 2, 1, 6},
1187 { 4, 6, 5, 7, 6, 3, 1, -1},
1188 {-1, -1, -1, -1, -1, -1, -1, -1},
1189 {-1, -1, -1, -1, -1, -1, -1, -1},
1190 {-1, -1, -1, -1, -1, -1, -1, -1},
1191 {-1, -1, -1, -1, -1, -1, -1, -1},
1192 {-1, -1, -1, -1, -1, -1, -1, -1},
1193 {-1, -1, -1, -1, -1, -1, -1, -1}},
1194 {{ 7, 4, -1, 1, 2, -1, 4, 7},
1195 { 5, 5, -1, 2, -1, 4, 4, -1},
1196 {-1, 5, -1, 7, 7, -1, 4, -1},
1197 { 1, 0, 6, 7, 6, 0, 2, -1},
1198 {-1, 2, -1, 5, 3, -1, 1, -1},
1199 { 1, 1, -1, -1, -1, 2, 2, -1},
1200 { 6, 1, 4, -1, -1, 4, 2, 6},
1201 { 5, 3, -1, -1, -1, 3, 5, -1},
1202 {-1, -1, -1, -1, -1, -1, -1, -1},
1203 {-1, -1, -1, -1, -1, -1, -1, -1}},
1204 {{ 1, 5, 1, 0, 0, 1, 5, 1},
1205 { 1, 2, 5, -1, 5, 2, 1, -1},
1206 { 3, 6, 1, 2, 2, 1, 6, 3},
1207 { 4, 3, 4, -1, 4, 3, 4, -1},
1208 { 3, 4, 6, 5, 5, 6, 4, 3},
1209 { 0, 2, 3, -1, 3, 2, 0, -1},
1210 { 2, 3, 1, 5, 5, 1, 3, 2},
1211 {-1, -1, -1, -1, -1, -1, -1, -1},
1212 {-1, -1, -1, -1, -1, -1, -1, -1},
1213 {-1, -1, -1, -1, -1, -1, -1, -1}},
1214 {{ 3, 0, 2, 7, 5, 7, 6, 5},
1215 { 6, -1, 1, -1, 2, -1, 1, -1},
1216 {-1, 6, 4, 0, 3, 4, 5, -1},
1217 {-1, 5, -1, 1, -1, 4, -1, -1},
1218 {-1, 7, 3, 5, 6, 5, 3, -1},
1219 { 1, -1, 2, -1, 4, -1, 2, -1},
1220 { 6, 4, 4, 6, 6, 5, 5, 1},
1221 {-1, -1, -1, -1, -1, -1, -1, -1},
1222 {-1, -1, -1, -1, -1, -1, -1, -1},
1223 {-1, -1, -1, -1, -1, -1, -1, -1}}
1227 * type is the bubble number 0-7
1228 * fallx is the x axis movement for the falling bubble
1229 * fallvel is the initial upward velocity for the falling bubble
1230 * ingroup denotes a bubble that is part of a group to be removed
1231 * anchored denotes a bubble that is anchored to the ceiling
1242 /* the highscore struct
1243 * level is the highscore level
1244 * score is the highscore score
1251 /* the game context struct
1252 * score is the current score
1253 * level is the current level
1254 * highlevel is the highest level beaten
1255 * highscores is the list of high scores
1256 * angle is the current cannon direction
1257 * shots is the number of shots fired since last compression
1258 * compress is the height of the compressor
1259 * onboardcnt is the number of unique bubbles on the playing board
1260 * onboard is the unique bubbles on the playing board
1261 * nextinq is the pointer to the next bubble in the firing queue
1262 * queue is the circular buffer of bubbles to be fired
1263 * elapsedlvl is level elapsed time in 1/100s of seconds
1264 * elapsedshot is the shot elapsed time in 1/100s of seconds
1265 * startedshot is when the current shot began
1266 * resume denotes whether to resume the currently loaded game
1267 * dirty denotes whether the high scores are out of sync with the saved file
1268 * playboard is the game playing board
1270 struct game_context
{
1273 unsigned int highlevel
;
1274 struct highscore highscores
[NUM_SCORES
];
1279 int onboard
[NUM_BUBBLES
];
1281 int queue
[NUM_QUEUE
];
1287 struct tile playboard
[BB_HEIGHT
][BB_WIDTH
];
1290 static void bubbles_init(struct game_context
* bb
);
1291 static bool bubbles_nextlevel(struct game_context
* bb
);
1292 static void bubbles_getonboard(struct game_context
* bb
);
1293 static void bubbles_drawboard(struct game_context
* bb
);
1294 static int bubbles_fire(struct game_context
* bb
);
1295 static bool bubbles_collision(struct game_context
* bb
, int y
, int x
,
1296 int nearrow
, int nearcol
);
1297 static bool bubbles_ingroup(struct game_context
* bb
, int row
, int col
);
1298 static int bubbles_searchgroup(struct game_context
* bb
, int row
, int col
);
1299 static int bubbles_remove(struct game_context
* bb
);
1300 static void bubbles_anchored(struct game_context
* bb
, int row
, int col
);
1301 static int bubbles_fall(struct game_context
* bb
);
1302 static int bubbles_checklevel(struct game_context
* bb
);
1303 static int bubbles_recordscore(struct game_context
* bb
);
1304 static void bubbles_savescores(struct game_context
* bb
);
1305 static bool bubbles_loadgame(struct game_context
* bb
);
1306 static void bubbles_savegame(struct game_context
* bb
);
1307 static void bubbles_setcolors(void);
1308 static void bubbles_callback(void* param
);
1309 static int bubbles_handlebuttons(struct game_context
* bb
, bool animblock
,
1311 static int bubbles(struct game_context
* bb
);
1313 /*****************************************************************************
1314 * bubbles_init() initializes bubbles data structures.
1315 ******************************************************************************/
1316 static void bubbles_init(struct game_context
* bb
) {
1317 /* seed the rand generator */
1318 rb
->srand(*rb
->current_tick
);
1320 /* check for resumed game */
1327 bubbles_nextlevel(bb
);
1330 /*****************************************************************************
1331 * bubbles_nextlevel() sets up the game for the next level, returns false if
1332 * there are no more levels.
1333 ******************************************************************************/
1334 static bool bubbles_nextlevel(struct game_context
* bb
) {
1339 /* check if there are no more levels */
1340 if(bb
->level
> NUM_LEVELS
) return false;
1342 /* set up the play board */
1343 rb
->memset(bb
->playboard
, 0, sizeof(bb
->playboard
));
1344 for(i
=0; i
<BB_LEVEL_HEIGHT
; i
++) {
1345 for(j
=0; j
<BB_WIDTH
; j
++) {
1346 pos
= (int)level
[bb
->level
-1][i
][j
];
1347 if(pos
>=0 && pos
< NUM_BUBBLES
) {
1348 bb
->playboard
[i
][j
].type
= pos
;
1350 bb
->playboard
[i
][j
].type
= -1;
1354 for(i
=BB_LEVEL_HEIGHT
; i
<BB_HEIGHT
; i
++) {
1355 for(j
=0; j
<BB_WIDTH
; j
++) {
1356 bb
->playboard
[i
][j
].type
= -1;
1360 /* fill first bubbles in shot queue */
1361 bubbles_getonboard(bb
);
1362 for(i
=0; i
<NUM_QUEUE
; i
++) {
1363 bb
->queue
[i
] = bb
->onboard
[rb
->rand()%bb
->onboardcnt
];
1371 bb
->elapsedshot
= 0;
1376 /*****************************************************************************
1377 * bubbles_getonboard() determines which bubble types are on the play board.
1378 ******************************************************************************/
1379 static void bubbles_getonboard(struct game_context
* bb
) {
1384 rb
->memset(bb
->onboard
, -1, sizeof(bb
->onboard
));
1386 for(i
=0; i
<BB_HEIGHT
; i
++) {
1387 for(j
=0; j
<BB_WIDTH
; j
++) {
1388 if(bb
->playboard
[i
][j
].type
>= 0) {
1391 for(k
=0; k
<bb
->onboardcnt
; k
++) {
1392 if(bb
->playboard
[i
][j
].type
== bb
->onboard
[k
]) {
1399 bb
->onboard
[bb
->onboardcnt
] = bb
->playboard
[i
][j
].type
;
1403 if(bb
->onboardcnt
== NUM_BUBBLES
) return;
1409 /*****************************************************************************
1410 * bubbles_drawboard() draws the game board to the buffer but does not update
1412 ******************************************************************************/
1413 static void bubbles_drawboard(struct game_context
* bb
) {
1418 bool evenline
= false;
1419 char *level
= "Level";
1420 char *score
= "Score";
1421 char *next
= "Next";
1422 char *hurry
= "HURRY!";
1426 rb
->lcd_clear_display();
1428 /* draw background */
1429 #ifdef HAVE_LCD_COLOR
1430 rb
->lcd_bitmap(bubbles_background
, 0, 0, LCD_WIDTH
, LCD_HEIGHT
);
1433 /* display play board */
1434 for(i
=0; i
<BB_HEIGHT
; i
++) {
1438 indent
= ROW_INDENT
;
1442 evenline
= !evenline
;
1444 for(j
=0; j
<colmax
; j
++) {
1445 if(bb
->playboard
[i
][j
].type
>= 0 && !bb
->playboard
[i
][j
].delete) {
1446 rb
->lcd_bitmap_part(bubbles_emblem
,
1447 0, EMBLEM_HEIGHT
*bb
->playboard
[i
][j
].type
, EMBLEM_WIDTH
,
1448 XOFS
+indent
+BUBBLE_WIDTH
*j
+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1449 ROW_HEIGHT
*i
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2+bb
->compress
*ROW_HEIGHT
,
1450 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1451 rb
->lcd_set_drawmode(DRMODE_FG
);
1452 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1453 XOFS
+indent
+BUBBLE_WIDTH
*j
,
1454 ROW_HEIGHT
*i
+bb
->compress
*ROW_HEIGHT
,
1455 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1456 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1461 /* display bubble to be shot */
1462 rb
->lcd_bitmap_part(bubbles_emblem
,
1463 0, EMBLEM_HEIGHT
*bb
->queue
[bb
->nextinq
], EMBLEM_WIDTH
,
1464 SHOTX
+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1465 SHOTY
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2,
1466 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1467 rb
->lcd_set_drawmode(DRMODE_FG
);
1468 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1470 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1471 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1473 /* display next bubble to be shot */
1474 rb
->lcd_bitmap_part(bubbles_emblem
,
1475 0, EMBLEM_HEIGHT
*bb
->queue
[(bb
->nextinq
+1)%NUM_QUEUE
], EMBLEM_WIDTH
,
1476 XOFS
/2-BUBBLE_WIDTH
/2+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1477 SHOTY
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2,
1478 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1479 rb
->lcd_set_drawmode(DRMODE_FG
);
1480 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1481 XOFS
/2-BUBBLE_WIDTH
/2, SHOTY
,
1482 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1483 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1485 /* draw bounding lines */
1486 #ifndef HAVE_LCD_COLOR
1487 rb
->lcd_vline(XOFS
-1, 0, LCD_HEIGHT
);
1488 rb
->lcd_vline(XOFS
+BUBBLE_WIDTH
*BB_WIDTH
, 0, LCD_HEIGHT
);
1490 rb
->lcd_hline(XOFS
, XOFS
+BUBBLE_WIDTH
*BB_WIDTH
-1, bb
->compress
*ROW_HEIGHT
-1);
1491 rb
->lcd_hline(XOFS
, XOFS
+BUBBLE_WIDTH
*BB_WIDTH
-1,
1492 ROW_HEIGHT
*(BB_HEIGHT
-2)+BUBBLE_HEIGHT
);
1495 tipx
= SHOTX
+BUBBLE_WIDTH
/2+(((sin_int(bb
->angle
)>>4)*BUBBLE_WIDTH
*3/2)>>10);
1496 tipy
= SHOTY
+BUBBLE_HEIGHT
/2-(((cos_int(bb
->angle
)>>4)*BUBBLE_HEIGHT
*3/2)>>10);
1498 rb
->lcd_drawline(SHOTX
+BUBBLE_WIDTH
/2+(((sin_int(bb
->angle
)>>4)*BUBBLE_WIDTH
/2)>>10),
1499 SHOTY
+BUBBLE_HEIGHT
/2-(((cos_int(bb
->angle
)>>4)*BUBBLE_HEIGHT
/2)>>10),
1501 xlcd_filltriangle(tipx
, tipy
,
1502 tipx
+(((sin_int(bb
->angle
-135)>>4)*BUBBLE_WIDTH
/3)>>10),
1503 tipy
-(((cos_int(bb
->angle
-135)>>4)*BUBBLE_HEIGHT
/3)>>10),
1504 tipx
+(((sin_int(bb
->angle
+135)>>4)*BUBBLE_WIDTH
/3)>>10),
1505 tipy
-(((cos_int(bb
->angle
+135)>>4)*BUBBLE_HEIGHT
/3)>>10));
1508 rb
->lcd_getstringsize(level
, &w
, &h
);
1509 rb
->lcd_putsxy(XOFS
/2-w
/2, 2, level
);
1511 rb
->snprintf(str
, 4, "%d", bb
->level
);
1512 rb
->lcd_getstringsize(str
, &w
, &h
);
1513 rb
->lcd_putsxy(XOFS
/2-w
/2, 11, str
);
1515 rb
->lcd_getstringsize(score
, &w
, &h
);
1516 rb
->lcd_putsxy(XOFS
/2-w
/2, 29, score
);
1518 rb
->snprintf(str
, 10, "%d", bb
->score
);
1519 rb
->lcd_getstringsize(str
, &w
, &h
);
1520 rb
->lcd_putsxy(XOFS
/2-w
/2, 38, str
);
1522 rb
->lcd_getstringsize(next
, &w
, &h
);
1523 rb
->lcd_putsxy(XOFS
/2-w
/2, SHOTY
-9, next
);
1525 if(bb
->elapsedshot
>= (MAX_SHOTTIME
*7)/10) {
1526 rb
->lcd_getstringsize(hurry
, &w
, &h
);
1527 rb
->lcd_putsxy(LCD_WIDTH
/2-w
/2, LCD_HEIGHT
/2-h
/2, hurry
);
1531 /*****************************************************************************
1532 * bubbles_fire() fires the current bubble, reloads the cannon, attaches
1533 * bubble to playboard, removes appropriate bubbles, and advances the
1535 ******************************************************************************/
1536 static int bubbles_fire(struct game_context
* bb
) {
1538 long shotxinc
, shotyinc
;
1539 long shotxofs
, shotyofs
;
1541 long tempxofs
, tempyofs
;
1542 int nearrow
, nearcol
;
1543 int lastrow
= BB_HEIGHT
-1;
1544 int lastcol
= (BB_WIDTH
-1)/2;
1546 long lasttick
, currenttick
;
1548 /* get current bubble */
1549 bubblecur
= bb
->queue
[bb
->nextinq
];
1550 shotxinc
= ((sin_int(bb
->angle
)>>4)*BUBBLE_WIDTH
)/3;
1551 shotyinc
= ((-1*(cos_int(bb
->angle
)>>4))*BUBBLE_HEIGHT
)/3;
1552 shotxofs
= shotyofs
= 0;
1554 /* advance the queue */
1555 bb
->queue
[bb
->nextinq
] = bb
->onboard
[rb
->rand()%bb
->onboardcnt
];
1556 bb
->nextinq
= (bb
->nextinq
+1)%NUM_QUEUE
;
1557 bubbles_drawboard(bb
);
1558 rb
->lcd_update_rect(0, 0, XOFS
, LCD_HEIGHT
);
1560 /* move the bubble across the play board */
1561 lasttick
= *rb
->current_tick
;
1564 /* move the bubble one step */
1565 shotyofs
+= shotyinc
;
1566 shotxofs
+= shotxinc
*shotxdirec
;
1568 /* check for bounce off sides */
1569 if(SHOTX
+(shotxofs
>>10) < XOFS
) {
1570 shotxofs
+= 2*((XOFS
<<10)-(((SHOTX
)<<10)+shotxofs
));
1572 } else if(SHOTX
+(shotxofs
>>10) > XOFS
+(BB_WIDTH
-1)*BUBBLE_WIDTH
) {
1573 shotxofs
-= 2*((((SHOTX
)<<10)+shotxofs
)-
1574 ((XOFS
<<10)+(((BB_WIDTH
-1)*BUBBLE_WIDTH
)<<10)));
1578 tempxofs
= shotxofs
>>10;
1579 tempyofs
= shotyofs
>>10;
1582 bubbles_drawboard(bb
);
1583 rb
->lcd_bitmap_part(bubbles_emblem
, 0, EMBLEM_HEIGHT
*bubblecur
, EMBLEM_WIDTH
,
1584 SHOTX
+tempxofs
+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1585 SHOTY
+tempyofs
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2,
1586 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1587 rb
->lcd_set_drawmode(DRMODE_FG
);
1588 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1589 SHOTX
+tempxofs
, SHOTY
+tempyofs
,
1590 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1591 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1592 rb
->lcd_update_rect(XOFS
, 0, BB_WIDTH
*BUBBLE_WIDTH
, LCD_HEIGHT
);
1594 /* find nearest position */
1595 nearrow
= ((SHOTY
+tempyofs
)-
1596 (bb
->compress
*ROW_HEIGHT
)+
1597 (ROW_HEIGHT
/2))/ROW_HEIGHT
;
1598 if(nearrow
>= BB_HEIGHT
) nearrow
= BB_HEIGHT
-1;
1600 if(nearrow
%2) { /* odd row */
1601 nearcol
= ((SHOTX
+tempxofs
)-
1603 (BUBBLE_WIDTH
/2))/BUBBLE_WIDTH
;
1604 if(nearcol
>= BB_WIDTH
-1) nearcol
= BB_WIDTH
-2;
1605 } else { /* even row */
1606 nearcol
= ((SHOTX
+tempxofs
)-XOFS
+(BUBBLE_WIDTH
/2))/BUBBLE_WIDTH
;
1607 if(nearcol
>= BB_WIDTH
) nearcol
= BB_WIDTH
-1;
1609 if(nearcol
< 0) nearcol
= 0;
1611 /* if nearest position is occupied attach to last position */
1612 if(bb
->playboard
[nearrow
][nearcol
].type
>= 0) {
1613 bb
->playboard
[lastrow
][lastcol
].type
= bubblecur
;
1617 /* save last position */
1621 /* if collision with neighbor then attach shot */
1622 if(bubbles_collision(bb
, SHOTY
+tempyofs
, SHOTX
+tempxofs
,
1623 nearrow
, nearcol
)) {
1624 bb
->playboard
[nearrow
][nearcol
].type
= bubblecur
;
1628 /* if at top then attach shot to the ceiling */
1629 if(nearrow
== 0 && SHOTY
+tempyofs
<= bb
->compress
*ROW_HEIGHT
) {
1630 bb
->playboard
[nearrow
][nearcol
].type
= bubblecur
;
1634 /* handle button events */
1635 buttonres
= bubbles_handlebuttons(bb
, true, 0);
1636 if(buttonres
!= BB_NONE
) return buttonres
;
1638 /* framerate limiting */
1639 currenttick
= *rb
->current_tick
;
1640 if(currenttick
-lasttick
< HZ
/MAX_FPS
) {
1641 rb
->sleep((HZ
/MAX_FPS
)-(currenttick
-lasttick
));
1645 lasttick
= currenttick
;
1648 bubbles_drawboard(bb
);
1651 /* clear appropriate bubbles from playing board */
1652 if(bubbles_ingroup(bb
, lastrow
, lastcol
)) {
1653 buttonres
= bubbles_remove(bb
);
1654 if(buttonres
!= BB_NONE
) return buttonres
;
1657 /* update shots and compress amount */
1659 if(bb
->shots
>= NUM_COMPRESS
) {
1667 /*****************************************************************************
1668 * bubbles_collision() determines if a fired bubble has collided with another
1670 ******************************************************************************/
1671 static bool bubbles_collision(struct game_context
* bb
, int y
, int x
,
1672 int nearrow
, int nearcol
) {
1674 int adj
= nearrow
%2;
1676 /* check neighbors */
1677 if(nearcol
-1 >= 0) {
1678 if(bb
->playboard
[nearrow
][nearcol
-1].type
>= 0) {
1679 nx
= XOFS
+(nearrow
%2 ? ROW_INDENT
: 0)+BUBBLE_WIDTH
*(nearcol
-1);
1680 ny
= ROW_HEIGHT
*nearrow
+bb
->compress
*ROW_HEIGHT
;
1681 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1685 if(nearcol
-1+adj
>= 0) {
1686 if(nearrow
-1 >= 0) {
1687 if(bb
->playboard
[nearrow
-1][nearcol
-1+adj
].type
>= 0) {
1688 nx
= XOFS
+((nearrow
-1)%2 ? ROW_INDENT
: 0)+
1689 BUBBLE_WIDTH
*(nearcol
-1+adj
);
1690 ny
= ROW_HEIGHT
*(nearrow
-1)+bb
->compress
*ROW_HEIGHT
;
1691 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1695 if(nearrow
+1 < BB_HEIGHT
) {
1696 if(bb
->playboard
[nearrow
+1][nearcol
-1+adj
].type
>= 0) {
1697 nx
= XOFS
+((nearrow
+1)%2 ? ROW_INDENT
: 0)+
1698 BUBBLE_WIDTH
*(nearcol
-1+adj
);
1699 ny
= ROW_HEIGHT
*(nearrow
+1)+bb
->compress
*ROW_HEIGHT
;
1700 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1705 if(nearcol
+adj
>= 0) {
1706 if(nearrow
-1 >= 0) {
1707 if(bb
->playboard
[nearrow
-1][nearcol
+adj
].type
>= 0) {
1708 nx
= XOFS
+((nearrow
-1)%2 ? ROW_INDENT
: 0)+
1709 BUBBLE_WIDTH
*(nearcol
+adj
);
1710 ny
= ROW_HEIGHT
*(nearrow
-1)+bb
->compress
*ROW_HEIGHT
;
1711 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1715 if(nearrow
+1 < BB_HEIGHT
) {
1716 if(bb
->playboard
[nearrow
+1][nearcol
+adj
].type
>= 0) {
1717 nx
= XOFS
+((nearrow
+1)%2 ? ROW_INDENT
: 0)+
1718 BUBBLE_WIDTH
*(nearcol
+adj
);
1719 ny
= ROW_HEIGHT
*(nearrow
+1)+bb
->compress
*ROW_HEIGHT
;
1720 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1725 if(nearcol
+1 < BB_WIDTH
-adj
) {
1726 if(bb
->playboard
[nearrow
][nearcol
+1].type
>= 0) {
1727 nx
= XOFS
+(nearrow
%2 ? ROW_INDENT
: 0)+BUBBLE_WIDTH
*(nearcol
+1);
1728 ny
= ROW_HEIGHT
*nearrow
+bb
->compress
*ROW_HEIGHT
;
1729 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1736 /*****************************************************************************
1737 * bubbles_ingroup() marks all bubbles that form the current group.
1738 ******************************************************************************/
1739 static bool bubbles_ingroup(struct game_context
* bb
, int row
, int col
) {
1743 count
= bubbles_searchgroup(bb
, row
, col
);
1745 /* unmark group if too small */
1747 for(i
=0; i
<BB_HEIGHT
; i
++) {
1748 for(j
=0; j
<BB_WIDTH
; j
++) {
1749 bb
->playboard
[i
][j
].ingroup
= false;
1759 /*****************************************************************************
1760 * bubbles_searchgroup() return the size of the group of bubbles of the same
1761 * type that the current bubble belongs to.
1762 ******************************************************************************/
1763 static int bubbles_searchgroup(struct game_context
* bb
, int row
, int col
) {
1765 int myrow
, mycol
, mytype
;
1771 } search
[(2*BB_WIDTH
-1)*(BB_HEIGHT
/2)];
1773 /* search initial bubble */
1774 bb
->playboard
[row
][col
].ingroup
= true;
1775 search
[count
].row
= row
;
1776 search
[count
].col
= col
;
1779 /* breadth-first search neighbors */
1780 for(i
=0; i
<count
; i
++) {
1781 myrow
= search
[i
].row
;
1782 mycol
= search
[i
].col
;
1783 mytype
= bb
->playboard
[myrow
][mycol
].type
;
1787 if(bb
->playboard
[myrow
][mycol
-1].type
== mytype
&&
1788 !bb
->playboard
[myrow
][mycol
-1].ingroup
) {
1789 bb
->playboard
[myrow
][mycol
-1].ingroup
= true;
1790 search
[count
].row
= myrow
;
1791 search
[count
].col
= mycol
-1;
1796 if(mycol
-1+adj
>= 0) {
1798 if(bb
->playboard
[myrow
-1][mycol
-1+adj
].type
== mytype
&&
1799 !bb
->playboard
[myrow
-1][mycol
-1+adj
].ingroup
) {
1800 bb
->playboard
[myrow
-1][mycol
-1+adj
].ingroup
= true;
1801 search
[count
].row
= myrow
-1;
1802 search
[count
].col
= mycol
-1+adj
;
1807 if(myrow
+1 < BB_HEIGHT
) {
1808 if(bb
->playboard
[myrow
+1][mycol
-1+adj
].type
== mytype
&&
1809 !bb
->playboard
[myrow
+1][mycol
-1+adj
].ingroup
) {
1810 bb
->playboard
[myrow
+1][mycol
-1+adj
].ingroup
= true;
1811 search
[count
].row
= myrow
+1;
1812 search
[count
].col
= mycol
-1+adj
;
1818 if(mycol
+adj
>= 0) {
1820 if(bb
->playboard
[myrow
-1][mycol
+adj
].type
== mytype
&&
1821 !bb
->playboard
[myrow
-1][mycol
+adj
].ingroup
) {
1822 bb
->playboard
[myrow
-1][mycol
+adj
].ingroup
= true;
1823 search
[count
].row
= myrow
-1;
1824 search
[count
].col
= mycol
+adj
;
1829 if(myrow
+1 < BB_HEIGHT
) {
1830 if(bb
->playboard
[myrow
+1][mycol
+adj
].type
== mytype
&&
1831 !bb
->playboard
[myrow
+1][mycol
+adj
].ingroup
) {
1832 bb
->playboard
[myrow
+1][mycol
+adj
].ingroup
= true;
1833 search
[count
].row
= myrow
+1;
1834 search
[count
].col
= mycol
+adj
;
1840 if(mycol
+1 < BB_WIDTH
-adj
) {
1841 if(bb
->playboard
[myrow
][mycol
+1].type
== mytype
&&
1842 !bb
->playboard
[myrow
][mycol
+1].ingroup
) {
1843 bb
->playboard
[myrow
][mycol
+1].ingroup
= true;
1844 search
[count
].row
= myrow
;
1845 search
[count
].col
= mycol
+1;
1854 /*****************************************************************************
1855 * bubbles_remove() removes all bubbles in the current group and all
1856 * unanchored bubbles from the play board.
1857 ******************************************************************************/
1858 static int bubbles_remove(struct game_context
* bb
) {
1862 /* determine all anchored bubbles */
1863 for(j
=0; j
<BB_WIDTH
; j
++) {
1864 if(bb
->playboard
[0][j
].type
>= 0 && !bb
->playboard
[0][j
].ingroup
) {
1865 bubbles_anchored(bb
, 0, j
);
1869 /* mark bubbles to be deleted */
1870 for(i
=0; i
<BB_HEIGHT
; i
++) {
1871 for(j
=0; j
<BB_WIDTH
; j
++) {
1872 if(bb
->playboard
[i
][j
].type
>= 0 &&
1873 (!bb
->playboard
[i
][j
].anchored
|| bb
->playboard
[i
][j
].ingroup
)) {
1874 bb
->playboard
[i
][j
].delete = true;
1879 /* animate falling bubbles */
1880 buttonres
= bubbles_fall(bb
);
1881 if(buttonres
!= BB_NONE
) return buttonres
;
1883 /* remove bubbles */
1884 for(i
=0; i
<BB_HEIGHT
; i
++) {
1885 for(j
=0; j
<BB_WIDTH
; j
++) {
1886 if(bb
->playboard
[i
][j
].delete) {
1887 bb
->playboard
[i
][j
].ingroup
= false;
1888 bb
->playboard
[i
][j
].type
= -1;
1889 bb
->playboard
[i
][j
].delete = false;
1891 bb
->playboard
[i
][j
].anchored
= false;
1896 bubbles_getonboard(bb
);
1901 /*****************************************************************************
1902 * bubbles_anchored() marks all bubbles that are anchored in some way to the
1904 ******************************************************************************/
1905 static void bubbles_anchored(struct game_context
* bb
, int row
, int col
) {
1907 int myrow
, mycol
, mytype
;
1913 } search
[(2*BB_WIDTH
-1)*(BB_HEIGHT
/2)];
1915 /* search initial bubble */
1916 bb
->playboard
[row
][col
].anchored
= true;
1917 search
[count
].row
= row
;
1918 search
[count
].col
= col
;
1921 /* breadth-first search neighbors */
1922 for(i
=0; i
<count
; i
++) {
1923 myrow
= search
[i
].row
;
1924 mycol
= search
[i
].col
;
1925 mytype
= bb
->playboard
[myrow
][mycol
].type
;
1929 if(bb
->playboard
[myrow
][mycol
-1].type
>= 0 &&
1930 !bb
->playboard
[myrow
][mycol
-1].ingroup
&&
1931 !bb
->playboard
[myrow
][mycol
-1].anchored
) {
1932 bb
->playboard
[myrow
][mycol
-1].anchored
= true;
1933 search
[count
].row
= myrow
;
1934 search
[count
].col
= mycol
-1;
1939 if(mycol
-1+adj
>= 0) {
1941 if(bb
->playboard
[myrow
-1][mycol
-1+adj
].type
>= 0 &&
1942 !bb
->playboard
[myrow
-1][mycol
-1+adj
].ingroup
&&
1943 !bb
->playboard
[myrow
-1][mycol
-1+adj
].anchored
) {
1944 bb
->playboard
[myrow
-1][mycol
-1+adj
].anchored
= true;
1945 search
[count
].row
= myrow
-1;
1946 search
[count
].col
= mycol
-1+adj
;
1951 if(myrow
+1 < BB_HEIGHT
) {
1952 if(bb
->playboard
[myrow
+1][mycol
-1+adj
].type
>= 0 &&
1953 !bb
->playboard
[myrow
+1][mycol
-1+adj
].ingroup
&&
1954 !bb
->playboard
[myrow
+1][mycol
-1+adj
].anchored
) {
1955 bb
->playboard
[myrow
+1][mycol
-1+adj
].anchored
= true;
1956 search
[count
].row
= myrow
+1;
1957 search
[count
].col
= mycol
-1+adj
;
1963 if(mycol
+adj
>= 0) {
1965 if(bb
->playboard
[myrow
-1][mycol
+adj
].type
>= 0 &&
1966 !bb
->playboard
[myrow
-1][mycol
+adj
].ingroup
&&
1967 !bb
->playboard
[myrow
-1][mycol
+adj
].anchored
) {
1968 bb
->playboard
[myrow
-1][mycol
+adj
].anchored
= true;
1969 search
[count
].row
= myrow
-1;
1970 search
[count
].col
= mycol
+adj
;
1975 if(myrow
+1 < BB_HEIGHT
) {
1976 if(bb
->playboard
[myrow
+1][mycol
+adj
].type
>= 0 &&
1977 !bb
->playboard
[myrow
+1][mycol
+adj
].ingroup
&&
1978 !bb
->playboard
[myrow
+1][mycol
+adj
].anchored
) {
1979 bb
->playboard
[myrow
+1][mycol
+adj
].anchored
= true;
1980 search
[count
].row
= myrow
+1;
1981 search
[count
].col
= mycol
+adj
;
1987 if(mycol
+1 < BB_WIDTH
-adj
) {
1988 if(bb
->playboard
[myrow
][mycol
+1].type
>= 0 &&
1989 !bb
->playboard
[myrow
][mycol
+1].ingroup
&&
1990 !bb
->playboard
[myrow
][mycol
+1].anchored
) {
1991 bb
->playboard
[myrow
][mycol
+1].anchored
= true;
1992 search
[count
].row
= myrow
;
1993 search
[count
].col
= mycol
+1;
2000 /*****************************************************************************
2001 * bubbles_fall() makes removed bubbles fall from the screen.
2002 ******************************************************************************/
2003 static int bubbles_fall(struct game_context
* bb
) {
2010 long lasttick
, currenttick
;
2012 /* give all falling bubbles an x axis movement */
2013 for(i
=0; i
<BB_HEIGHT
; i
++) {
2014 for(j
=0; j
<BB_WIDTH
; j
++) {
2015 if(bb
->playboard
[i
][j
].delete) {
2016 bb
->playboard
[i
][j
].fallx
= rb
->rand()%25 - 12;
2017 bb
->playboard
[i
][j
].fallvel
= rb
->rand()%5 + 6;
2022 /* draw bubbles falling off the screen
2023 * follows y=x^2-8x scaled to bubble size
2025 lasttick
= *rb
->current_tick
;
2027 for(count
=1; ;count
++) {
2029 bubbles_drawboard(bb
);
2031 for(i
=0; i
<BB_HEIGHT
; i
++) {
2032 for(j
=0; j
<BB_WIDTH
; j
++) {
2033 if(bb
->playboard
[i
][j
].delete) {
2034 indent
= (i
%2 ? ROW_INDENT
: 0);
2035 xofs
= ((bb
->playboard
[i
][j
].fallx
*count
)*BUBBLE_WIDTH
)/48;
2036 yofs
= ((count
*count
- bb
->playboard
[i
][j
].fallvel
*count
)*
2039 /* draw bubble if it is still on the screen */
2040 if(ROW_HEIGHT
*i
+bb
->compress
*ROW_HEIGHT
+yofs
2044 rb
->lcd_bitmap_part(bubbles_emblem
, 0,
2045 EMBLEM_HEIGHT
*bb
->playboard
[i
][j
].type
, EMBLEM_WIDTH
,
2046 XOFS
+indent
+BUBBLE_WIDTH
*j
+
2047 (BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2+xofs
,
2048 ROW_HEIGHT
*i
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2+
2049 bb
->compress
*ROW_HEIGHT
+yofs
,
2050 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
2051 rb
->lcd_set_drawmode(DRMODE_FG
);
2052 rb
->lcd_mono_bitmap(
2053 (const unsigned char *)bubbles_bubble
,
2054 XOFS
+indent
+BUBBLE_WIDTH
*j
+xofs
,
2055 ROW_HEIGHT
*i
+bb
->compress
*ROW_HEIGHT
+yofs
,
2056 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
2057 rb
->lcd_set_drawmode(DRMODE_SOLID
);
2065 /* break out if all bubbles are off the screen */
2066 if(!onscreen
) break;
2068 /* handle button events */
2069 buttonres
= bubbles_handlebuttons(bb
, true, 0);
2070 if(buttonres
!= BB_NONE
) return buttonres
;
2072 /* framerate limiting */
2073 currenttick
= *rb
->current_tick
;
2074 if(currenttick
-lasttick
< HZ
/MAX_FPS
) {
2075 rb
->sleep((HZ
/MAX_FPS
)-(currenttick
-lasttick
));
2079 lasttick
= currenttick
;
2085 /*****************************************************************************
2086 * bubbles_checklevel() checks the state of the playboard for a win or loss.
2087 ******************************************************************************/
2088 static int bubbles_checklevel(struct game_context
* bb
) {
2093 bubbles_drawboard(bb
);
2096 /* check for bubbles below cut off point */
2097 for(i
=0; i
<=bb
->compress
; i
++) {
2098 for(j
=0; j
<BB_WIDTH
; j
++) {
2099 if(bb
->playboard
[BB_HEIGHT
-1-i
][j
].type
>= 0) return BB_LOSE
;
2103 /* check for bubbles above cut off point */
2104 for(i
=0; i
<BB_HEIGHT
-1-bb
->compress
; i
++) {
2105 for(j
=0; j
<BB_WIDTH
; j
++) {
2106 if(bb
->playboard
[i
][j
].type
>= 0) return BB_NONE
;
2110 /* level complete, record score */
2111 points
= 100 - bb
->elapsedlvl
/100;
2113 bb
->score
+= points
;
2118 rb
->snprintf(str
, 12, "%d points", points
);
2119 rb
->splash(HZ
, str
);
2121 /* advance to the next level */
2122 if(!bubbles_nextlevel(bb
)) {
2126 bubbles_drawboard(bb
);
2128 rb
->snprintf(str
, 12, "Level %d", bb
->level
);
2129 rb
->splash(HZ
, str
);
2130 bubbles_drawboard(bb
);
2136 /*****************************************************************************
2137 * bubbles_recordscore() inserts a high score into the high scores list and
2138 * returns the high score position.
2139 ******************************************************************************/
2140 static int bubbles_recordscore(struct game_context
* bb
) {
2143 unsigned int currentscore
, currentlevel
;
2144 unsigned int tempscore
, templevel
;
2147 currentlevel
= bb
->level
-1;
2148 currentscore
= bb
->score
;
2150 for(i
=0; i
<NUM_SCORES
; i
++) {
2151 if(currentscore
>= bb
->highscores
[i
].score
) {
2156 templevel
= bb
->highscores
[i
].level
;
2157 tempscore
= bb
->highscores
[i
].score
;
2158 bb
->highscores
[i
].level
= currentlevel
;
2159 bb
->highscores
[i
].score
= currentscore
;
2160 currentlevel
= templevel
;
2161 currentscore
= tempscore
;
2169 /*****************************************************************************
2170 * bubbles_loadscores() loads the high scores saved file.
2171 ******************************************************************************/
2172 static void bubbles_loadscores(struct game_context
* bb
) {
2177 /* clear high scores */
2179 rb
->memset(bb
->highscores
, 0, sizeof(bb
->highscores
));
2181 /* open scores file */
2182 fd
= rb
->open(SCORE_FILE
, O_RDONLY
);
2185 /* read in high scores */
2186 rb
->read(fd
, &bb
->highlevel
, sizeof(bb
->highlevel
));
2187 if(rb
->read(fd
, bb
->highscores
, sizeof(bb
->highscores
)) <= 0) {
2188 /* scores are bad, reset */
2189 rb
->memset(bb
->highscores
, 0, sizeof(bb
->highscores
));
2192 if( bb
->highlevel
>= NUM_LEVELS
)
2193 bb
->highlevel
= NUM_LEVELS
- 1;
2198 /*****************************************************************************
2199 * bubbles_savescores() saves the high scores saved file.
2200 ******************************************************************************/
2201 static void bubbles_savescores(struct game_context
* bb
) {
2204 /* write out the high scores to the save file */
2205 fd
= rb
->open(SCORE_FILE
, O_WRONLY
|O_CREAT
);
2206 rb
->write(fd
, &bb
->highlevel
, sizeof(bb
->highlevel
));
2207 rb
->write(fd
, bb
->highscores
, sizeof(bb
->highscores
));
2212 /*****************************************************************************
2213 * bubbles_loadgame() loads the saved game and returns load success.
2214 ******************************************************************************/
2215 static bool bubbles_loadgame(struct game_context
* bb
) {
2217 bool loaded
= false;
2219 /* open game file */
2220 fd
= rb
->open(SAVE_FILE
, O_RDONLY
);
2221 if(fd
< 0) return loaded
;
2223 /* read in saved game */
2225 if(rb
->read(fd
, &bb
->score
, sizeof(bb
->score
)) <= 0) break;
2226 if(rb
->read(fd
, &bb
->level
, sizeof(bb
->level
)) <= 0) break;
2227 if(rb
->read(fd
, &bb
->angle
, sizeof(bb
->angle
)) <= 0) break;
2228 if(rb
->read(fd
, &bb
->shots
, sizeof(bb
->shots
)) <= 0) break;
2229 if(rb
->read(fd
, &bb
->compress
, sizeof(bb
->compress
)) <= 0) break;
2230 if(rb
->read(fd
, &bb
->onboardcnt
, sizeof(bb
->onboardcnt
)) <= 0) break;
2231 if(rb
->read(fd
, bb
->onboard
, sizeof(bb
->onboard
)) <= 0) break;
2232 if(rb
->read(fd
, &bb
->nextinq
, sizeof(bb
->nextinq
)) <= 0) break;
2233 if(rb
->read(fd
, bb
->queue
, sizeof(bb
->queue
)) <= 0) break;
2234 if(rb
->read(fd
, &bb
->elapsedlvl
, sizeof(bb
->elapsedlvl
)) <= 0) break;
2235 if(rb
->read(fd
, bb
->playboard
, sizeof(bb
->playboard
)) <= 0) break;
2243 /* delete saved file */
2244 rb
->remove(SAVE_FILE
);
2248 /*****************************************************************************
2249 * bubbles_savegame() saves the current game state.
2250 ******************************************************************************/
2251 static void bubbles_savegame(struct game_context
* bb
) {
2254 /* write out the game state to the save file */
2255 fd
= rb
->open(SAVE_FILE
, O_WRONLY
|O_CREAT
);
2256 rb
->write(fd
, &bb
->score
, sizeof(bb
->score
));
2257 rb
->write(fd
, &bb
->level
, sizeof(bb
->level
));
2258 rb
->write(fd
, &bb
->angle
, sizeof(bb
->angle
));
2259 rb
->write(fd
, &bb
->shots
, sizeof(bb
->shots
));
2260 rb
->write(fd
, &bb
->compress
, sizeof(bb
->compress
));
2261 rb
->write(fd
, &bb
->onboardcnt
, sizeof(bb
->onboardcnt
));
2262 rb
->write(fd
, bb
->onboard
, sizeof(bb
->onboard
));
2263 rb
->write(fd
, &bb
->nextinq
, sizeof(bb
->nextinq
));
2264 rb
->write(fd
, bb
->queue
, sizeof(bb
->queue
));
2265 rb
->write(fd
, &bb
->elapsedlvl
, sizeof(bb
->elapsedlvl
));
2266 rb
->write(fd
, bb
->playboard
, sizeof(bb
->playboard
));
2272 /*****************************************************************************
2273 * bubbles_setcolors() set the foreground and background colors.
2274 ******************************************************************************/
2275 static inline void bubbles_setcolors(void) {
2276 #ifdef HAVE_LCD_COLOR
2277 rb
->lcd_set_background(LCD_RGBPACK(181,181,222));
2278 rb
->lcd_set_foreground(LCD_BLACK
);
2282 /*****************************************************************************
2283 * bubbles_callback() is the default event handler callback which is called
2284 * on usb connect and shutdown.
2285 ******************************************************************************/
2286 static void bubbles_callback(void* param
) {
2287 struct game_context
* bb
= (struct game_context
*) param
;
2289 rb
->splash(HZ
/2, "Saving high scores...");
2290 bubbles_savescores(bb
);
2294 /*****************************************************************************
2295 * bubbles_handlebuttons() handles button events during a game.
2296 ******************************************************************************/
2297 static int bubbles_handlebuttons(struct game_context
* bb
, bool animblock
,
2302 const struct button_mapping
*plugin_contexts
[]
2303 #if CONFIG_KEYPAD != SANSA_E200_PAD
2304 = {generic_left_right_fire
,generic_actions
};
2306 = {generic_directions
,generic_actions
};
2311 button
= pluginlib_getaction(rb
,timeout
,plugin_contexts
,2);
2312 #ifdef HAS_BUTTON_HOLD
2313 if (rb
->button_hold())
2314 button
= BUBBLES_START
;
2318 case BUBBLES_LEFT_REP
:
2319 if(bb
->angle
> MIN_ANGLE
) bb
->angle
-= ANGLE_STEP_REP
;
2320 case BUBBLES_LEFT
: /* change angle to the left */
2321 if(bb
->angle
> MIN_ANGLE
) bb
->angle
-= ANGLE_STEP
;
2324 case BUBBLES_RIGHT_REP
:
2325 if(bb
->angle
< MAX_ANGLE
) bb
->angle
+= ANGLE_STEP_REP
;
2326 case BUBBLES_RIGHT
: /* change angle to the right */
2327 if(bb
->angle
< MAX_ANGLE
) bb
->angle
+= ANGLE_STEP
;
2330 case BUBBLES_SELECT
: /* fire the shot */
2332 bb
->elapsedlvl
+= bb
->elapsedshot
;
2333 bb
->elapsedshot
= 0;
2334 buttonres
= bubbles_fire(bb
);
2335 if(buttonres
!= BB_NONE
) return buttonres
;
2336 buttonres
= bubbles_checklevel(bb
);
2337 if(buttonres
!= BB_NONE
) return buttonres
;
2338 bb
->startedshot
= *rb
->current_tick
;
2342 case BUBBLES_START
: /* pause the game */
2343 start
= *rb
->current_tick
;
2344 rb
->splash(1, "Paused");
2345 while(pluginlib_getaction(rb
,TIMEOUT_BLOCK
,plugin_contexts
,2)
2346 != (BUBBLES_START
));
2347 bb
->startedshot
+= *rb
->current_tick
-start
;
2348 bubbles_drawboard(bb
);
2352 case BUBBLES_RESUME
: /* save and end the game */
2354 rb
->splash(HZ
/2, "Saving game...");
2355 bubbles_savegame(bb
);
2359 case BUBBLES_QUIT
: /* end the game */
2362 case ACTION_UNKNOWN
:
2363 case ACTION_NONE
: /* no button pressed */
2367 if(rb
->default_event_handler_ex(button
, bubbles_callback
,
2368 (void*) bb
) == SYS_USB_CONNECTED
)
2376 /*****************************************************************************
2377 * bubbles() is the main game subroutine, it returns the final game status.
2378 ******************************************************************************/
2379 static int bubbles(struct game_context
* bb
) {
2384 unsigned int startlevel
= 0;
2385 char *title
= "Bubbles";
2386 bool startgame
= false;
2387 bool showscores
= false;
2389 const struct button_mapping
*plugin_contexts
[]
2390 = {generic_actions
,generic_directions
};
2392 bubbles_setcolors();
2394 /* don't resume by default */
2397 /********************
2399 ********************/
2402 rb
->lcd_clear_display();
2405 /* welcome screen to display key bindings */
2406 rb
->lcd_getstringsize(title
, &w
, &h
);
2407 rb
->lcd_putsxy((LCD_WIDTH
-w
)/2, 0, title
);
2408 #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
2409 rb
->lcd_puts(0, 2, "ON to start/pause");
2410 rb
->lcd_puts(0, 3, "MODE to save/resume");
2411 rb
->lcd_puts(0, 4, "OFF to exit");
2412 rb
->lcd_puts(0, 5, "SELECT to fire");
2413 rb
->lcd_puts(0, 6, " and show high scores");
2414 rb
->lcd_puts(0, 7, "LEFT/RIGHT to aim");
2415 rb
->lcd_puts(0, 8, "UP/DOWN to change level");
2416 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
2417 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
2418 rb
->lcd_puts(0, 2, "PLAY to start/pause");
2419 rb
->lcd_puts(0, 3, "MENU to save/resume");
2420 rb
->lcd_puts(0, 4, "MENU+SELECT to exit");
2421 rb
->lcd_puts(0, 5, "SELECT to fire");
2422 rb
->lcd_puts(0, 6, " and show high scores");
2423 rb
->lcd_puts(0, 7, "SCROLL to aim");
2424 rb
->lcd_puts(0, 8, " and to change level");
2425 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
2426 rb
->lcd_puts(0, 2, "PLAY to start/pause");
2427 rb
->lcd_puts(0, 3, "REC to save/resume");
2428 rb
->lcd_puts(0, 4, "POWER to exit");
2429 rb
->lcd_puts(0, 5, "SELECT to fire");
2430 rb
->lcd_puts(0, 6, " and show high scores");
2431 rb
->lcd_puts(0, 7, "LEFT/RIGHT to aim");
2432 rb
->lcd_puts(0, 8, "UP/DOWN to change level");
2433 #elif CONFIG_KEYPAD == GIGABEAT_PAD
2434 rb
->lcd_puts(0, 2, "POWER to start/pause");
2435 rb
->lcd_puts(0, 3, "MENU to save/resume");
2436 rb
->lcd_puts(0, 4, "A to exit");
2437 rb
->lcd_puts(0, 5, "SELECT to fire");
2438 rb
->lcd_puts(0, 6, " and show high scores");
2439 rb
->lcd_puts(0, 7, "LEFT/RIGHT to aim");
2440 rb
->lcd_puts(0, 8, "UP/DOWN to change level");
2441 #elif CONFIG_KEYPAD == RECORDER_PAD
2442 rb
->lcd_puts_scroll(0, 2, "ON to start/pause, "
2443 "F1 to save/resume, "
2445 "PLAY to fire and show high scores, "
2446 "LEFT/RIGHT to aim, "
2447 "UP/DOWN to change level.");
2448 #elif CONFIG_KEYPAD == ONDIO_PAD
2449 rb
->lcd_puts_scroll(0, 2, "MODE to start/pause, "
2450 "DOWN to save/resume, "
2452 "UP to fire and show high scores, "
2453 "LEFT/RIGHT to aim and to change level.");
2454 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
2455 rb
->lcd_puts(0, 2, "PLAY to start/pause");
2456 rb
->lcd_puts(0, 3, "FF to save/resume");
2457 rb
->lcd_puts(0, 4, "POWER to exit");
2458 rb
->lcd_puts(0, 5, "REW/UP to fire");
2459 rb
->lcd_puts(0, 6, " and show high scores");
2460 rb
->lcd_puts(0, 7, "LEFT/RIGHT to aim");
2461 rb
->lcd_puts(0, 8, "UP/DOWN to change level");
2462 #elif CONFIG_KEYPAD == SANSA_E200_PAD
2463 rb
->lcd_puts(0, 2, "PLAY to start/pause");
2464 rb
->lcd_puts(0, 3, "SUBMENU to save/resume");
2465 rb
->lcd_puts(0, 4, "POWER to exit");
2466 rb
->lcd_puts(0, 5, "SELECT to fire");
2467 rb
->lcd_puts(0, 6, " and show high scores");
2468 rb
->lcd_puts(0, 7, "SCROLL to aim");
2469 rb
->lcd_puts(0, 8, " and change level");
2470 #elif CONFIG_KEYPAD == SANSA_C200_PAD
2471 rb
->lcd_puts(0, 2, "PLAY to start/pause");
2472 rb
->lcd_puts(0, 3, "SUBMENU to save/resume");
2473 rb
->lcd_puts(0, 4, "POWER to exit");
2474 rb
->lcd_puts_scroll(0, 5, "SELECT to fire and show high scores, "
2475 "LEFT/RIGHT to aim and change level");
2477 #if LCD_WIDTH >= 138
2478 rb
->snprintf(str
, 28, "Start on level %d of %d", startlevel
+1,
2481 rb
->snprintf(str
, 28, "Start on lvl %d/%d", startlevel
+1,
2484 rb
->lcd_puts(0, MIN(TEXT_LINES
-3,10), str
);
2485 rb
->lcd_puts(0, MIN(TEXT_LINES
-2,12), "High Score:");
2486 rb
->snprintf(str
, 30, "%d, Lvl %d",
2487 bb
->highscores
[0].score
, bb
->highscores
[0].level
);
2488 rb
->lcd_puts(2, MIN(TEXT_LINES
-1,13), str
);
2490 /* show high scores */
2491 rb
->snprintf(str
, 12, "High Scores");
2492 rb
->lcd_getstringsize(str
, &w
, &h
);
2493 rb
->lcd_putsxy((LCD_WIDTH
-w
)/2, 0, str
);
2495 for(i
=0; i
<NUM_SCORES
; i
++) {
2496 rb
->snprintf(str
, 30, "#%02d: %d, Lvl %d", i
+1,
2497 bb
->highscores
[i
].score
, bb
->highscores
[i
].level
);
2498 rb
->lcd_puts(0, i
+2, str
);
2504 /* handle menu button presses */
2505 button
= pluginlib_getaction(rb
,TIMEOUT_BLOCK
,plugin_contexts
,2);
2507 case BUBBLES_START
: /* start playing */
2508 bb
->level
= startlevel
;
2511 case BUBBLES_QUIT
: /* quit program */
2518 case BUBBLES_RESUME
: /* resume game */
2519 if(!bubbles_loadgame(bb
)) {
2520 rb
->splash(HZ
*2, "Nothing to resume");
2526 case BUBBLES_SELECT
: /* toggle high scores */
2527 showscores
= !showscores
;
2530 case BUBBLES_LVLINC
: /* increase starting level */
2531 case BUBBLES_LVLINC_REP
:
2532 if(startlevel
>= bb
->highlevel
) {
2539 case BUBBLES_LVLDEC
: /* decrease starting level */
2540 case BUBBLES_LVLDEC_REP
:
2541 if(startlevel
<= 0) {
2542 startlevel
= bb
->highlevel
;
2549 if(rb
->default_event_handler_ex(button
, bubbles_callback
,
2550 (void*) bb
) == SYS_USB_CONNECTED
)
2556 /********************
2558 ********************/
2560 bubbles_drawboard(bb
);
2563 /**********************
2565 **********************/
2566 bb
->startedshot
= *rb
->current_tick
;
2569 /* refresh the board */
2570 bubbles_drawboard(bb
);
2573 /* manange idle framerate */
2574 bb
->elapsedshot
= *rb
->current_tick
-bb
->startedshot
;
2576 if(MAX_SHOTTIME
-bb
->elapsedshot
< HZ
/2) {
2577 timeout
= MAX_SHOTTIME
-bb
->elapsedshot
;
2582 /* handle button events */
2583 buttonres
= bubbles_handlebuttons(bb
, false, timeout
);
2584 if(buttonres
!= BB_NONE
) return buttonres
;
2587 bb
->elapsedshot
= *rb
->current_tick
-bb
->startedshot
;
2589 if(bb
->elapsedshot
> MAX_SHOTTIME
) {
2590 bb
->elapsedlvl
+= bb
->elapsedshot
;
2591 bb
->elapsedshot
= 0;
2592 buttonres
= bubbles_fire(bb
);
2593 if(buttonres
!= BB_NONE
) return buttonres
;
2594 buttonres
= bubbles_checklevel(bb
);
2595 if(buttonres
!= BB_NONE
) return buttonres
;
2596 bb
->startedshot
= *rb
->current_tick
;
2601 /*****************************************************************************
2602 * plugin entry point.
2603 ******************************************************************************/
2604 enum plugin_status
plugin_start(struct plugin_api
* api
, void* parameter
) {
2605 struct game_context bb
;
2612 /* end of plugin init */
2618 rb
->splash(0, "Loading...");
2619 bubbles_loadscores(&bb
);
2620 rb
->lcd_clear_display();
2624 rb
->lcd_set_backdrop(NULL
);
2626 rb
->lcd_setfont(FONT_SYSFIXED
);
2629 switch(bubbles(&bb
)){
2632 rb
->splash(HZ
*2, "You Win!");
2633 /* record high level */
2634 if( NUM_LEVELS
-1 > bb
.highlevel
) {
2635 bb
.highlevel
= NUM_LEVELS
-1;
2639 /* record high score */
2640 if((position
= bubbles_recordscore(&bb
))) {
2641 rb
->snprintf(str
, 19, "New high score #%d!", position
);
2642 rb
->splash(HZ
*2, str
);
2647 rb
->splash(HZ
*2, "Game Over");
2648 /* fall through to BB_END */
2652 /* record high level */
2653 if(bb
.level
-1 > bb
.highlevel
) {
2654 bb
.highlevel
= bb
.level
-1;
2658 /* record high score */
2659 if((position
= bubbles_recordscore(&bb
))) {
2660 rb
->snprintf(str
, 19, "New high score #%d!", position
);
2661 rb
->splash(HZ
*2, str
);
2667 rb
->lcd_setfont(FONT_UI
);
2668 return PLUGIN_USB_CONNECTED
;
2672 rb
->splash(HZ
/2, "Saving high scores...");
2673 bubbles_savescores(&bb
);
2683 rb
->lcd_setfont(FONT_UI
);