1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2007 Tom Ross
12 * All files in this archive are subject to the GNU General Public License.
13 * See the file COPYING in the source tree root for full license agreement.
15 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
16 * KIND, either express or implied.
18 ****************************************************************************/
21 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
22 #include "pegbox_menu_top.h"
23 #include "pegbox_menu_items.h"
24 #include "pegbox_header.h"
26 #include "pegbox_pieces.h"
28 static struct plugin_api
* rb
;
32 /* final game return status */
37 #define DATA_FILE PLUGIN_DIR "/games/pegbox.data"
38 #define SAVE_FILE PLUGIN_DIR "/games/pegbox.save"
40 #define ROWS 8 /* Number of rows on each board */
41 #define COLS 12 /* Number of columns on each board */
42 #define NUM_LEVELS 15 /* Number of levels */
53 #if CONFIG_KEYPAD == RECORDER_PAD
54 #define PEGBOX_SAVE BUTTON_ON
55 #define PEGBOX_QUIT BUTTON_OFF
56 #define PEGBOX_RESTART BUTTON_F2
57 #define PEGBOX_LVL_UP BUTTON_F1
58 #define PEGBOX_LVL_DOWN BUTTON_F3
59 #define PEGBOX_UP BUTTON_UP
60 #define PEGBOX_DOWN BUTTON_DOWN
61 #define PEGBOX_RIGHT BUTTON_RIGHT
62 #define PEGBOX_LEFT BUTTON_LEFT
64 #define SAVE_TEXT "ON"
65 #define QUIT_TEXT "OFF"
66 #define RESTART_TEXT "F2"
67 #define LVL_UP_TEXT "F1"
68 #define LVL_DOWN_TEXT "F3"
70 #elif CONFIG_KEYPAD == ONDIO_PAD
71 #define PEGBOX_SAVE BUTTON_OFF
72 #define PEGBOX_QUIT (BUTTON_MENU | BUTTON_LEFT)
73 #define PEGBOX_RESTART (BUTTON_MENU | BUTTON_RIGHT)
74 #define PEGBOX_LVL_UP (BUTTON_MENU | BUTTON_UP)
75 #define PEGBOX_LVL_DOWN (BUTTON_MENU | BUTTON_DOWN)
76 #define PEGBOX_UP BUTTON_UP
77 #define PEGBOX_DOWN BUTTON_DOWN
78 #define PEGBOX_RIGHT BUTTON_RIGHT
79 #define PEGBOX_LEFT BUTTON_LEFT
81 #define SAVE_TEXT "OFF"
82 #define QUIT_TEXT "M+LEFT"
83 #define RESTART_TEXT "M+RIGHT"
84 #define LVL_UP_TEXT "M+UP"
85 #define LVL_DOWN_TEXT "M+DOWN"
87 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
88 (CONFIG_KEYPAD == IRIVER_H300_PAD)
89 #define PEGBOX_SAVE BUTTON_SELECT
90 #define PEGBOX_QUIT BUTTON_OFF
91 #define PEGBOX_RESTART BUTTON_ON
92 #define PEGBOX_LVL_UP BUTTON_MODE
93 #define PEGBOX_LVL_DOWN BUTTON_REC
94 #define PEGBOX_UP BUTTON_UP
95 #define PEGBOX_DOWN BUTTON_DOWN
96 #define PEGBOX_RIGHT BUTTON_RIGHT
97 #define PEGBOX_LEFT BUTTON_LEFT
99 #define SAVE_TEXT "NAVI"
100 #define QUIT_TEXT "OFF"
101 #define RESTART_TEXT "ON"
102 #define LVL_UP_TEXT "AB"
103 #define LVL_DOWN_TEXT "REC"
105 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
106 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
107 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
108 #define PEGBOX_SAVE (BUTTON_SELECT|BUTTON_RIGHT)
109 #define PEGBOX_QUIT (BUTTON_SELECT|BUTTON_PLAY)
110 #define PEGBOX_RESTART (BUTTON_SELECT|BUTTON_LEFT)
111 #define PEGBOX_LVL_UP (BUTTON_SELECT|BUTTON_MENU)
112 #define PEGBOX_UP BUTTON_MENU
113 #define PEGBOX_DOWN BUTTON_PLAY
114 #define PEGBOX_RIGHT BUTTON_RIGHT
115 #define PEGBOX_LEFT BUTTON_LEFT
117 #define SAVE_TEXT "SELECT+RIGHT"
118 #define QUIT_TEXT "SELECT+PLAY"
119 #define RESTART_TEXT "SELECT+LEFT"
120 #define LVL_UP_TEXT "SELECT+MENU"
121 #define LVL_DOWN_TEXT "-"
123 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
124 #define PEGBOX_SAVE BUTTON_SELECT
125 #define PEGBOX_QUIT BUTTON_POWER
126 #define PEGBOX_RESTART BUTTON_REC
127 #define PEGBOX_LVL_UP BUTTON_PLAY
128 #define PEGBOX_UP BUTTON_UP
129 #define PEGBOX_DOWN BUTTON_DOWN
130 #define PEGBOX_RIGHT BUTTON_RIGHT
131 #define PEGBOX_LEFT BUTTON_LEFT
133 #define SAVE_TEXT "SELECT"
134 #define QUIT_TEXT "OFF"
135 #define RESTART_TEXT "REC"
136 #define LVL_UP_TEXT "PLAY"
137 #define LVL_DOWN_TEXT "-"
139 #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
140 #define PEGBOX_SAVE BUTTON_MODE
141 #define PEGBOX_QUIT BUTTON_PLAY
142 #define PEGBOX_RESTART (BUTTON_EQ|BUTTON_MODE)
143 #define PEGBOX_LVL_UP (BUTTON_EQ|BUTTON_UP)
144 #define PEGBOX_LVL_DOWN (BUTTON_EQ|BUTTON_DOWN)
145 #define PEGBOX_UP BUTTON_UP
146 #define PEGBOX_DOWN BUTTON_DOWN
147 #define PEGBOX_RIGHT BUTTON_RIGHT
148 #define PEGBOX_LEFT BUTTON_LEFT
150 #define SAVE_TEXT "MODE"
151 #define QUIT_TEXT "PLAY"
152 #define RESTART_TEXT "EQ+MODE"
153 #define LVL_UP_TEXT "EQ+UP"
154 #define LVL_DOWN_TEXT "EQ+DOWN"
156 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
157 #define PEGBOX_SAVE BUTTON_PLAY
158 #define PEGBOX_QUIT BUTTON_POWER
159 #define PEGBOX_RESTART (BUTTON_FF|BUTTON_REPEAT)
160 #define PEGBOX_LVL_UP (BUTTON_FF|BUTTON_SCROLL_UP)
161 #define PEGBOX_LVL_DOWN (BUTTON_FF|BUTTON_SCROLL_DOWN)
162 #define PEGBOX_UP BUTTON_SCROLL_UP
163 #define PEGBOX_DOWN BUTTON_SCROLL_DOWN
164 #define PEGBOX_RIGHT BUTTON_RIGHT
165 #define PEGBOX_LEFT BUTTON_LEFT
167 #define SAVE_TEXT "PLAY"
168 #define QUIT_TEXT "OFF"
169 #define RESTART_TEXT "LONG FF"
170 #define LVL_UP_TEXT "FF+SCROLL_UP"
171 #define LVL_DOWN_TEXT "FF+SCROLL_DOWN"
173 #elif CONFIG_KEYPAD == SANSA_E200_PAD
174 #define PEGBOX_SAVE BUTTON_SELECT
175 #define PEGBOX_QUIT BUTTON_POWER
176 #define PEGBOX_RESTART BUTTON_REC
177 #define PEGBOX_LVL_UP BUTTON_SCROLL_BACK
178 #define PEGBOX_LVL_DOWN BUTTON_SCROLL_FWD
179 #define PEGBOX_UP BUTTON_UP
180 #define PEGBOX_DOWN BUTTON_DOWN
181 #define PEGBOX_RIGHT BUTTON_RIGHT
182 #define PEGBOX_LEFT BUTTON_LEFT
184 #define SAVE_TEXT "SELECT"
185 #define QUIT_TEXT "POWER"
186 #define RESTART_TEXT "REC"
187 #define LVL_UP_TEXT "SCROLL BACK"
188 #define LVL_DOWN_TEXT "SCROLL FWD"
190 #elif CONFIG_KEYPAD == GIGABEAT_PAD
191 #define PEGBOX_SAVE BUTTON_SELECT
192 #define PEGBOX_QUIT BUTTON_POWER
193 #define PEGBOX_RESTART BUTTON_A
194 #define PEGBOX_LVL_UP BUTTON_VOL_UP
195 #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN
196 #define PEGBOX_UP BUTTON_UP
197 #define PEGBOX_DOWN BUTTON_DOWN
198 #define PEGBOX_RIGHT BUTTON_RIGHT
199 #define PEGBOX_LEFT BUTTON_LEFT
201 #define SAVE_TEXT "SELECT"
202 #define QUIT_TEXT "POWER"
203 #define RESTART_TEXT "A"
204 #define LVL_UP_TEXT "VOL+"
205 #define LVL_DOWN_TEXT "VOL-"
207 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
208 #define PEGBOX_SAVE BUTTON_SELECT
209 #define PEGBOX_QUIT BUTTON_BACK
210 #define PEGBOX_RESTART BUTTON_MENU
211 #define PEGBOX_LVL_UP BUTTON_VOL_UP
212 #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN
213 #define PEGBOX_UP BUTTON_UP
214 #define PEGBOX_DOWN BUTTON_DOWN
215 #define PEGBOX_RIGHT BUTTON_RIGHT
216 #define PEGBOX_LEFT BUTTON_LEFT
218 #define SAVE_TEXT "SELECT"
219 #define QUIT_TEXT "BACK"
220 #define RESTART_TEXT "MENU"
221 #define LVL_UP_TEXT "VOL+"
222 #define LVL_DOWN_TEXT "VOL-"
224 #elif CONFIG_KEYPAD == MROBE100_PAD
225 #define PEGBOX_SAVE BUTTON_SELECT
226 #define PEGBOX_QUIT BUTTON_POWER
227 #define PEGBOX_RESTART BUTTON_PLAY
228 #define PEGBOX_LVL_UP BUTTON_MENU
229 #define PEGBOX_LVL_DOWN BUTTON_DISPLAY
230 #define PEGBOX_UP BUTTON_UP
231 #define PEGBOX_DOWN BUTTON_DOWN
232 #define PEGBOX_RIGHT BUTTON_RIGHT
233 #define PEGBOX_LEFT BUTTON_LEFT
235 #define SAVE_TEXT "SELECT"
236 #define QUIT_TEXT "POWER"
237 #define RESTART_TEXT "PLAY"
238 #define LVL_UP_TEXT "MENU"
239 #define LVL_DOWN_TEXT "DISPLAY"
241 #elif CONFIG_KEYPAD == SANSA_C200_PAD
242 #define PEGBOX_SAVE BUTTON_SELECT
243 #define PEGBOX_QUIT BUTTON_POWER
244 #define PEGBOX_RESTART BUTTON_REC
245 #define PEGBOX_LVL_UP BUTTON_VOL_UP
246 #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN
247 #define PEGBOX_UP BUTTON_UP
248 #define PEGBOX_DOWN BUTTON_DOWN
249 #define PEGBOX_RIGHT BUTTON_RIGHT
250 #define PEGBOX_LEFT BUTTON_LEFT
252 #define SAVE_TEXT "SELECT"
253 #define QUIT_TEXT "POWER"
254 #define RESTART_TEXT "REC"
255 #define LVL_UP_TEXT "VOL+"
256 #define LVL_DOWN_TEXT "VOL-"
258 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
259 #define PEGBOX_SAVE BUTTON_RC_PLAY
260 #define PEGBOX_QUIT BUTTON_RC_REC
261 #define PEGBOX_RESTART BUTTON_RC_MODE
262 #define PEGBOX_LVL_UP BUTTON_VOL_UP
263 #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN
264 #define PEGBOX_UP BUTTON_RC_VOL_UP
265 #define PEGBOX_DOWN BUTTON_RC_VOL_DOWN
266 #define PEGBOX_RIGHT BUTTON_RC_FF
267 #define PEGBOX_LEFT BUTTON_RC_REW
269 #define SAVE_TEXT "REM. PLAY"
270 #define QUIT_TEXT "REM. REC"
271 #define RESTART_TEXT "REM. MODE"
272 #define LVL_UP_TEXT "VOL+"
273 #define LVL_DOWN_TEXT "VOL-"
275 #elif CONFIG_KEYPAD == COWOND2_PAD
276 #define PEGBOX_SAVE BUTTON_SELECT
277 #define PEGBOX_QUIT BUTTON_POWER
278 #define PEGBOX_RESTART BUTTON_MENU
279 #define PEGBOX_LVL_UP BUTTON_PLUS
280 #define PEGBOX_LVL_DOWN BUTTON_MINUS
281 #define PEGBOX_UP BUTTON_UP
282 #define PEGBOX_DOWN BUTTON_DOWN
283 #define PEGBOX_RIGHT BUTTON_RIGHT
284 #define PEGBOX_LEFT BUTTON_LEFT
286 #define SAVE_TEXT "SELECT"
287 #define QUIT_TEXT "POWER"
288 #define RESTART_TEXT "MENU"
289 #define LVL_UP_TEXT "PLUS"
290 #define LVL_DOWN_TEXT "MINUS"
292 #error Unsupported keymap!
295 #if (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
296 #define LEVEL_TEXT_X 59
297 #define PEGS_TEXT_X 276
299 #elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 192)
300 #define LEVEL_TEXT_X 59
301 #define PEGS_TEXT_X 196
303 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
304 #define LEVEL_TEXT_X 49
305 #define PEGS_TEXT_X 186
307 #elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
308 #define LEVEL_TEXT_X 38
309 #define PEGS_TEXT_X 155
311 #elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
312 #define LEVEL_TEXT_X 37
313 #define PEGS_TEXT_X 140
315 #elif (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
316 #define LEVEL_TEXT_X 28
317 #define PEGS_TEXT_X 119
319 #elif (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 128)
320 #define LEVEL_TEXT_X 28
321 #define PEGS_TEXT_X 119
325 #ifdef HAVE_LCD_COLOR
326 #define BG_COLOR LCD_BLACK
327 #define TEXT_BG LCD_RGBPACK(189,189,189)
330 #define BOARD_X (LCD_WIDTH-12*BMPWIDTH_pegbox_pieces)/2
332 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
333 #define BOARD_Y BMPHEIGHT_pegbox_header+2
338 struct game_context
{
340 unsigned int highlevel
;
341 signed int player_row
;
342 signed int player_col
;
343 unsigned int num_left
;
345 unsigned int playboard
[ROWS
][COLS
];
348 char levels
[NUM_LEVELS
][ROWS
][COLS
] = {
350 {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
351 {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
352 {1, 0, 0, 0, 7, 0, 0, 5, 0, 0, 0, 1,},
353 {1, 0, 0, 0, 0, 3, 3, 2, 0, 0, 0, 1,},
354 {1, 0, 0, 0, 4, 6, 0, 5, 0, 0, 0, 1,},
355 {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
356 {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
357 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
360 {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
361 {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,},
362 {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,},
363 {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,},
364 {7, 0, 0, 0, 2, 2, 5, 5, 0, 0, 0, 1,},
365 {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,},
366 {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,},
367 {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}},
370 {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
371 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
372 {1, 0, 0, 0, 0, 0, 2, 0, 7, 0, 0, 0,},
373 {1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 2, 1,},
374 {1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1,},
375 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,},
376 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
377 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
380 {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
381 {6, 0, 4, 0, 2, 0, 2, 0, 0, 0, 0, 1,},
382 {6, 0, 3, 0, 5, 0, 2, 0, 0, 0, 0, 1,},
383 {6, 0, 5, 0, 4, 7, 2, 0, 0, 0, 0, 1,},
384 {6, 0, 2, 0, 4, 0, 2, 0, 3, 0, 0, 1,},
385 {6, 0, 4, 0, 5, 0, 2, 0, 0, 0, 0, 1,},
386 {6, 0, 5, 0, 4, 0, 2, 0, 0, 0, 0, 1,},
387 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
390 {{0, 6, 6, 0, 4, 6, 0, 0, 6, 0, 0, 0,},
391 {0, 6, 6, 0, 4, 4, 0, 0, 6, 0, 0, 2,},
392 {2, 6, 6, 0, 6, 6, 6, 0, 1, 2, 2, 2,},
393 {0, 6, 6, 0, 6, 4, 6, 0, 1, 2, 0, 2,},
394 {0, 6, 6, 0, 6, 7, 6, 5, 6, 0, 0, 0,},
395 {2, 6, 6, 0, 6, 6, 6, 0, 6, 0, 0, 0,},
396 {0, 6, 6, 0, 4, 0, 0, 0, 6, 0, 0, 0,},
397 {0, 6, 6, 0, 0, 5, 0, 0, 6, 5, 5, 0,}},
400 {{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},
401 {2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,},
402 {2, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0,},
403 {0, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 0,},
404 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},
405 {0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1,},
406 {0, 3, 0, 0, 0, 0, 0, 0, 5, 4, 6, 0,},
407 {0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1,}},
410 {{1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1,},
411 {1, 1, 1, 6, 0, 0, 4, 6, 0, 1, 1, 1,},
412 {1, 1, 1, 1, 0, 1, 5, 1, 0, 1, 1, 1,},
413 {1, 1, 1, 2, 3, 3, 7, 4, 2, 6, 1, 1,},
414 {1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 1,},
415 {1, 1, 1, 1, 0, 0, 5, 0, 0, 1, 0, 1,},
416 {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1,},
417 {1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1,}},
420 {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
421 {0, 0, 3, 3, 3, 3, 3, 4, 3, 3, 0, 0,},
422 {0, 0, 3, 3, 3, 2, 3, 3, 5, 3, 0, 0,},
423 {7, 0, 3, 3, 3, 2, 3, 3, 4, 3, 0, 0,},
424 {0, 0, 3, 3, 4, 5, 3, 3, 3, 3, 0, 0,},
425 {0, 0, 3, 3, 5, 2, 3, 3, 3, 3, 0, 0,},
426 {0, 0, 3, 3, 2, 4, 3, 3, 3, 3, 0, 0,},
427 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
430 {{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,},
431 {0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,},
432 {0, 0, 0, 0, 2, 4, 4, 3, 0, 1, 1, 0,},
433 {0, 1, 0, 0, 2, 1, 0, 0, 0, 1, 1, 1,},
434 {0, 0, 0, 2, 2, 7, 1, 0, 0, 0, 0, 2,},
435 {0, 0, 0, 0, 2, 1, 0, 0, 1, 1, 1, 1,},
436 {0, 3, 1, 0, 2, 5, 5, 0, 0, 0, 3, 0,},
437 {0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0,}},
440 {{1, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0,},
441 {1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 7,},
442 {0, 0, 4, 0, 6, 6, 6, 0, 0, 0, 3, 0,},
443 {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,},
444 {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,},
445 {0, 0, 0, 0, 6, 6, 6, 0, 3, 0, 0, 0,},
446 {1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,},
447 {1, 1, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0,}},
450 {{1, 7, 1, 0, 1, 1, 6, 0, 0, 1, 1, 0,},
451 {1, 0, 0, 0, 5, 4, 6, 6, 0, 2, 2, 0,},
452 {1, 2, 1, 2, 0, 1, 6, 0, 0, 2, 2, 0,},
453 {1, 0, 0, 2, 0, 1, 0, 0, 0, 3, 3, 0,},
454 {1, 2, 1, 0, 0, 1, 0, 1, 0, 3, 3, 0,},
455 {0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0,},
456 {0, 3, 4, 3, 0, 1, 0, 1, 0, 0, 0, 0,},
457 {0, 0, 0, 0, 2, 2, 2, 1, 1, 1, 1, 1,}},
460 {{7, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,},
461 {1, 2, 1, 2, 1, 2, 1, 1, 0, 0, 0, 1,},
462 {0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1,},
463 {1, 2, 1, 2, 1, 2, 1, 0, 0, 0, 0, 1,},
464 {0, 0, 0, 0, 0, 0, 1, 1, 5, 5, 6, 1,},
465 {1, 2, 1, 2, 1, 2, 1, 1, 0, 2, 2, 1,},
466 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1,},
467 {1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1,}},
470 {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
471 {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,},
472 {0, 0, 2, 0, 5, 0, 2, 0, 4, 0, 0, 6,},
473 {7, 0, 3, 0, 4, 0, 5, 0, 4, 0, 0, 6,},
474 {0, 0, 5, 0, 4, 0, 2, 0, 4, 0, 0, 6,},
475 {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,},
476 {0, 0, 3, 0, 3, 0, 2, 0, 4, 0, 0, 6,},
477 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
480 {{1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1,},
481 {1, 1, 0, 2, 0, 0, 4, 0, 0, 2, 0, 1,},
482 {1, 6, 0, 0, 5, 1, 0, 1, 1, 0, 0, 1,},
483 {1, 1, 1, 0, 0, 3, 5, 3, 0, 0, 1, 1,},
484 {1, 1, 0, 0, 1, 1, 0, 1, 5, 0, 0, 6,},
485 {1, 1, 0, 2, 0, 0, 4, 0, 0, 0, 7, 1,},
486 {1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1,},
487 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
490 {{0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
491 {0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
492 {0, 3, 4, 6, 0, 6, 0, 6, 0, 6, 0, 2,},
493 {0, 4, 0, 6, 0, 6, 4, 6, 0, 6, 0, 1,},
494 {0, 3, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
495 {7, 0, 0, 6, 4, 6, 0, 6, 0, 6, 0, 1,},
496 {0, 0, 4, 6, 0, 6, 0, 6, 4, 6, 0, 1,},
497 {0, 0, 4, 6, 0, 6, 0, 6, 0, 6, 0, 1,}}
501 /*****************************************************************************
502 * display_text() formats and outputs text.
503 ******************************************************************************/
504 static void display_text(char *str
, bool waitkey
)
509 int current_line
= 0;
510 int char_width
, char_height
;
511 int first_char_index
= 0;
519 rb
->lcd_clear_display();
521 rb
->lcd_getstringsize("a", &char_width
, &char_height
);
523 chars_by_line
= LCD_WIDTH
/ char_width
;
524 lines_by_screen
= LCD_HEIGHT
/ char_height
;
528 ptr_char
= str
+ first_char_index
;
532 while (i
< chars_by_line
)
545 *(ptr_line
++) = *ptr_char
;
547 if (*ptr_char
== '\n' || *ptr_char
== '\0')
553 if (chars_for_line
== 0)
556 line
[chars_for_line
] = '\0';
558 /* test if we have cut a word. If it is the case we don't have to */
560 if (i
== chars_by_line
&& chars_for_line
== chars_by_line
)
561 first_char_index
+= chars_for_line
;
563 first_char_index
+= chars_for_line
+ 1;
565 /* print the line on the screen */
566 rb
->lcd_putsxy(0, current_line
* char_height
, line
);
568 /* if the number of line showed on the screen is equals to the */
569 /* maximum number of line we can show, we wait for a key pressed to */
570 /* clear and show the remaining text. */
572 if (current_line
== lines_by_screen
|| *ptr_char
== '\0')
577 while (waitkey
&& !go_on
)
579 key
= rb
->button_get(true);
589 /*if (rb->default_event_handler(key) == SYS_USB_CONNECTED)
598 rb
->lcd_clear_display();
600 } while (*ptr_char
!= '\0');
603 /*****************************************************************************
604 * draw_board() draws the game's current level.
605 ******************************************************************************/
606 static void draw_board(struct game_context
* pb
) {
607 unsigned int r
, c
, type
;
609 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
612 rb
->lcd_clear_display();
613 rb
->lcd_bitmap(pegbox_header
,0,0,LCD_WIDTH
, BMPHEIGHT_pegbox_header
);
614 rb
->lcd_drawrect((LCD_WIDTH
-12*BMPWIDTH_pegbox_pieces
)/2-2,
615 BMPHEIGHT_pegbox_header
,
616 12*BMPWIDTH_pegbox_pieces
+4,8*BMPWIDTH_pegbox_pieces
+4);
618 #ifdef HAVE_LCD_COLOR
619 rb
->lcd_set_foreground(LCD_WHITE
);
620 rb
->lcd_fillrect((LCD_WIDTH
-12*BMPWIDTH_pegbox_pieces
)/2-1,BMPHEIGHT_pegbox_header
+1,
621 12*BMPWIDTH_pegbox_pieces
+2,8*BMPWIDTH_pegbox_pieces
+2);
622 rb
->lcd_set_foreground(LCD_BLACK
);
623 rb
->lcd_set_background(TEXT_BG
);
627 rb
->lcd_clear_display();
629 #ifdef HAVE_LCD_COLOR
630 rb
->lcd_set_foreground(LCD_WHITE
);
631 rb
->lcd_fillrect((LCD_WIDTH
-12*BMPWIDTH_pegbox_pieces
)/2-1,0,
632 12*BMPWIDTH_pegbox_pieces
+2,8*BMPWIDTH_pegbox_pieces
+1);
633 rb
->lcd_set_foreground(LCD_BLACK
);
634 rb
->lcd_set_background(TEXT_BG
);
639 for (r
=0 ; r
< ROWS
; r
++) {
640 for (c
= 0 ; c
< COLS
; c
++) {
642 type
= pb
->playboard
[r
][c
];
649 rb
->lcd_bitmap_part(pegbox_pieces
, 0,
650 (type
-1)*BMPWIDTH_pegbox_pieces
,
651 BMPWIDTH_pegbox_pieces
,
652 c
* BMPWIDTH_pegbox_pieces
+ BOARD_X
,
653 r
* BMPWIDTH_pegbox_pieces
+ BOARD_Y
,
654 BMPWIDTH_pegbox_pieces
,
655 BMPWIDTH_pegbox_pieces
);
659 if(pb
->playboard
[r
][c
] == PLAYER
) {
663 else if (type
!= WALL
&& type
!= SPACE
&& type
!= HOLE
)
667 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
668 rb
->snprintf(str
, 3, "%d", pb
->level
);
669 rb
->lcd_putsxy(LEVEL_TEXT_X
, TEXT_Y
, str
);
670 rb
->snprintf(str
, 3, "%d", pb
->num_left
);
671 rb
->lcd_putsxy(PEGS_TEXT_X
, TEXT_Y
, str
);
674 #ifdef HAVE_LCD_COLOR
675 rb
->lcd_set_background(BG_COLOR
);
676 rb
->lcd_set_foreground(LCD_WHITE
);
678 /* print out the screen */
682 /*****************************************************************************
683 * load_level() loads the player's current level from the array and sets the
685 ******************************************************************************/
686 static void load_level(struct game_context
* pb
) {
689 for(r
= 0; r
< ROWS
; r
++)
690 for(c
= 0; c
< COLS
; c
++)
691 pb
->playboard
[r
][c
] = levels
[pb
->level
-1][r
][c
];
694 /*****************************************************************************
695 * new_piece() creates a new piece at a specified location. The player
696 * navigates through the pieces and selects one.
697 ******************************************************************************/
698 static void new_piece(struct game_context
* pb
, unsigned int x_loc
,
699 unsigned int y_loc
) {
703 pb
->playboard
[x_loc
][y_loc
] = TRIANGLE
;
707 button
= rb
->button_get(true);
710 case (PEGBOX_LEFT
|BUTTON_REPEAT
):
712 case (PEGBOX_DOWN
|BUTTON_REPEAT
):
713 if (pb
->playboard
[x_loc
][y_loc
] < 5)
714 pb
->playboard
[x_loc
][y_loc
]++;
716 pb
->playboard
[x_loc
][y_loc
] = TRIANGLE
;
719 case (PEGBOX_RIGHT
|BUTTON_REPEAT
):
721 case (PEGBOX_UP
|BUTTON_REPEAT
):
722 if (pb
->playboard
[x_loc
][y_loc
] > 2)
723 pb
->playboard
[x_loc
][y_loc
]--;
725 pb
->playboard
[x_loc
][y_loc
] = CIRCLE
;
734 /*****************************************************************************
735 * move_player() moves the player and pieces and updates the board accordingly.
736 ******************************************************************************/
737 static void move_player(struct game_context
* pb
, signed int x_dir
,
739 unsigned int type1
, type2
;
742 r
= pb
->player_row
+y_dir
;
743 c
= pb
->player_col
+x_dir
;
745 type1
= pb
->playboard
[r
][c
];
746 type2
= pb
->playboard
[r
+y_dir
][c
+x_dir
];
748 if (r
== ROWS
|| c
== COLS
|| r
< 0 || c
< 0 || type1
== WALL
)
750 else if(type1
!= SPACE
) {
751 if (type2
== WALL
|| r
+y_dir
== ROWS
|| c
+x_dir
== COLS
||
752 r
+y_dir
< 0 || c
+x_dir
< 0)
757 pb
->playboard
[pb
->player_row
][pb
->player_col
] = SPACE
;
758 pb
->player_row
+= y_dir
;
759 pb
->player_col
+= x_dir
;
763 rb
->splash(HZ
*2, "You fell down a hole!");
766 else if (type1
== SPACE
)
767 pb
->playboard
[r
][c
] = PLAYER
;
769 pb
->playboard
[r
][c
] = PLAYER
;
771 if (type1
== TRIANGLE
)
772 pb
->playboard
[r
+y_dir
][c
+x_dir
] = WALL
;
773 else if (type1
== CROSS
) {
774 pb
->playboard
[r
][c
] = SPACE
;
775 new_piece(pb
, r
+y_dir
, c
+x_dir
);
776 pb
->playboard
[r
][c
] = PLAYER
;
779 pb
->playboard
[r
+y_dir
][c
+x_dir
] = SPACE
;
781 else if (type2
== SPACE
)
782 pb
->playboard
[r
+y_dir
][c
+x_dir
] = type1
;
783 else if (type2
== HOLE
) {
785 pb
->playboard
[r
+y_dir
][c
+x_dir
] = SPACE
;
788 rb
->splash(HZ
*2, "Illegal Move!");
796 /*****************************************************************************
797 * pegbox_loadgame() loads the saved game and returns load success.
798 ******************************************************************************/
799 static bool pegbox_loadgame(struct game_context
* pb
) {
804 fd
= rb
->open(SAVE_FILE
, O_RDONLY
);
805 if(fd
< 0) return loaded
;
807 /* read in saved game */
809 if(rb
->read(fd
, &pb
->level
, sizeof(pb
->level
)) <= 0) break;
810 if(rb
->read(fd
, &pb
->playboard
, sizeof(pb
->playboard
)) <= 0)
822 /*****************************************************************************
823 * pegbox_savegame() saves the current game state.
824 ******************************************************************************/
825 static void pegbox_savegame(struct game_context
* pb
) {
828 /* write out the game state to the save file */
829 fd
= rb
->open(SAVE_FILE
, O_WRONLY
|O_CREAT
);
830 rb
->write(fd
, &pb
->level
, sizeof(pb
->level
));
831 rb
->write(fd
, &pb
->playboard
, sizeof(pb
->playboard
));
835 /*****************************************************************************
836 * pegbox_loaddata() loads the level and highlevel and returns load success.
837 ******************************************************************************/
838 static void pegbox_loaddata(struct game_context
* pb
) {
842 fd
= rb
->open(DATA_FILE
, O_RDONLY
);
849 /* read in saved game */
851 if(rb
->read(fd
, &pb
->level
, sizeof(pb
->level
)) <= 0) break;
852 if(rb
->read(fd
, &pb
->highlevel
, sizeof(pb
->highlevel
)) <= 0) break;
860 /*****************************************************************************
861 * pegbox_savedata() saves the level and highlevel.
862 ******************************************************************************/
863 static void pegbox_savedata(struct game_context
* pb
) {
866 /* write out the game state to the save file */
867 fd
= rb
->open(DATA_FILE
, O_WRONLY
|O_CREAT
);
868 rb
->write(fd
, &pb
->level
, sizeof(pb
->level
));
869 rb
->write(fd
, &pb
->highlevel
, sizeof(pb
->highlevel
));
873 /*****************************************************************************
874 * pegbox_callback() is the default event handler callback which is called
875 * on usb connect and shutdown.
876 ******************************************************************************/
877 static void pegbox_callback(void* param
) {
878 struct game_context
* pb
= (struct game_context
*) param
;
879 rb
->splash(HZ
, "Saving data...");
883 /*****************************************************************************
884 * pegbox_menu() is the initial menu at the start of the game.
885 ******************************************************************************/
886 static unsigned int pegbox_menu(struct game_context
* pb
) {
889 unsigned int startlevel
= 1, loc
= 0;
890 bool breakout
= false, can_resume
= false;
892 if (pb
->num_left
> 0 || pb
->save_exist
)
896 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
897 rb
->lcd_clear_display();
898 rb
->lcd_bitmap(pegbox_menu_top
,0,0,LCD_WIDTH
, BMPHEIGHT_pegbox_menu_top
);
902 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
903 (BMPHEIGHT_pegbox_menu_items
/9),
904 BMPWIDTH_pegbox_menu_items
,
905 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
906 BMPHEIGHT_pegbox_menu_top
,
907 BMPWIDTH_pegbox_menu_items
,
908 (BMPHEIGHT_pegbox_menu_items
/9));
911 rb
->lcd_bitmap_part(pegbox_menu_items
, 0, 0,
912 BMPWIDTH_pegbox_menu_items
,
913 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
914 BMPHEIGHT_pegbox_menu_top
,
915 BMPWIDTH_pegbox_menu_items
,
916 (BMPHEIGHT_pegbox_menu_items
/9));
920 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
921 (BMPHEIGHT_pegbox_menu_items
/9)*3,
922 BMPWIDTH_pegbox_menu_items
,
923 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
924 BMPHEIGHT_pegbox_menu_top
+
925 (BMPHEIGHT_pegbox_menu_items
/9),
926 BMPWIDTH_pegbox_menu_items
,
927 (BMPHEIGHT_pegbox_menu_items
/9));
930 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
931 (BMPHEIGHT_pegbox_menu_items
/9)*2,
932 BMPWIDTH_pegbox_menu_items
,
933 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
934 BMPHEIGHT_pegbox_menu_top
+
935 (BMPHEIGHT_pegbox_menu_items
/9),
936 BMPWIDTH_pegbox_menu_items
,
937 (BMPHEIGHT_pegbox_menu_items
/9));
941 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
942 (BMPHEIGHT_pegbox_menu_items
/9)*4,
943 BMPWIDTH_pegbox_menu_items
,
944 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
945 BMPHEIGHT_pegbox_menu_top
+
946 (BMPHEIGHT_pegbox_menu_items
/9),
947 BMPWIDTH_pegbox_menu_items
,
948 (BMPHEIGHT_pegbox_menu_items
/9));
952 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
953 (BMPHEIGHT_pegbox_menu_items
/9)*6,
954 BMPWIDTH_pegbox_menu_items
,
955 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
956 BMPHEIGHT_pegbox_menu_top
+
957 (BMPHEIGHT_pegbox_menu_items
/9)*2,
958 BMPWIDTH_pegbox_menu_items
,
959 (BMPHEIGHT_pegbox_menu_items
/9));
962 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
963 (BMPHEIGHT_pegbox_menu_items
/9)*5,
964 BMPWIDTH_pegbox_menu_items
,
965 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
966 BMPHEIGHT_pegbox_menu_top
+
967 (BMPHEIGHT_pegbox_menu_items
/9)*2,
968 BMPWIDTH_pegbox_menu_items
,
969 (BMPHEIGHT_pegbox_menu_items
/9));
973 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
974 (BMPHEIGHT_pegbox_menu_items
/9)*8,
975 BMPWIDTH_pegbox_menu_items
,
976 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
977 BMPHEIGHT_pegbox_menu_top
+
978 (BMPHEIGHT_pegbox_menu_items
/9)*3,
979 BMPWIDTH_pegbox_menu_items
,
980 (BMPHEIGHT_pegbox_menu_items
/9));
983 rb
->lcd_bitmap_part(pegbox_menu_items
, 0,
984 (BMPHEIGHT_pegbox_menu_items
/9)*7,
985 BMPWIDTH_pegbox_menu_items
,
986 (LCD_WIDTH
-BMPWIDTH_pegbox_menu_items
)/2,
987 BMPHEIGHT_pegbox_menu_top
+
988 (BMPHEIGHT_pegbox_menu_items
/9)*3,
989 BMPWIDTH_pegbox_menu_items
,
990 (BMPHEIGHT_pegbox_menu_items
/9));
994 rb
->lcd_clear_display();
995 rb
->lcd_getstringsize("PegBox", &w
, &h
);
996 rb
->lcd_putsxy((LCD_WIDTH
-w
)/2, 0, "PegBox");
997 rb
->lcd_putsxy((LCD_WIDTH
)/4, 16, "New Game");
998 rb
->lcd_putsxy((LCD_WIDTH
)/4, 24, "Resume");
999 rb
->lcd_putsxy((LCD_WIDTH
)/4, 32, "Help");
1000 rb
->lcd_putsxy((LCD_WIDTH
)/4, 40, "Quit");
1003 rb
->lcd_hline((LCD_WIDTH
)/4, (LCD_WIDTH
)/4+30, 28);
1005 rb
->lcd_putsxy((LCD_WIDTH
)/4-8, loc
*8+16, "*");
1009 rb
->snprintf(str
, 28, "Start on level %d of %d", startlevel
,
1011 #if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
1012 rb
->lcd_putsxy(0, BMPHEIGHT_pegbox_menu_top
+4*
1013 (BMPHEIGHT_pegbox_menu_items
/9)+8, str
);
1014 #elif LCD_WIDTH > 112
1015 rb
->lcd_putsxy(0, LCD_HEIGHT
- 8, str
);
1017 rb
->lcd_puts_scroll(0, 7, str
);
1021 /* handle menu button presses */
1022 button
= rb
->button_get(true);
1025 case PEGBOX_SAVE
: /* start playing */
1029 pb
->level
= startlevel
;
1032 else if (loc
== 1 && can_resume
) {
1035 rb
->remove(SAVE_FILE
);
1036 pb
->save_exist
= false;
1041 display_text("How to Play\nTo beat each level, you must "
1042 "destroy all of the pegs. If two like pegs are "
1043 "pushed into each other they disappear except "
1044 "for triangles which form a solid block and "
1045 "crosses which allow you to choose a "
1046 "replacement block.\n\n"
1049 RESTART_TEXT
" to restart level\n"
1050 LVL_UP_TEXT
" to go up a level\n"
1051 LVL_DOWN_TEXT
" to go down a level\n"
1052 SAVE_TEXT
" to select/save\n"
1053 QUIT_TEXT
" to quit\n",true);
1055 RESTART_TEXT
": restart\n"
1056 LVL_UP_TEXT
": level up\n"
1057 LVL_DOWN_TEXT
" level down\n"
1058 SAVE_TEXT
" select/save\n"
1059 QUIT_TEXT
" quit\n",true);
1065 case PEGBOX_QUIT
: /* quit program */
1068 case (PEGBOX_UP
|BUTTON_REPEAT
):
1074 if (!can_resume
&& loc
== 1) {
1080 case (PEGBOX_DOWN
|BUTTON_REPEAT
):
1086 if (!can_resume
&& loc
== 1) {
1091 case (PEGBOX_LVL_UP
|BUTTON_REPEAT
):
1092 case PEGBOX_LVL_UP
: /* increase starting level */
1093 if(startlevel
>= pb
->highlevel
) {
1100 /* only for targets with enough buttons */
1101 #ifdef PEGBOX_LVL_DOWN
1102 case (PEGBOX_LVL_DOWN
|BUTTON_REPEAT
):
1103 case PEGBOX_LVL_DOWN
: /* decrease starting level */
1104 if(startlevel
<= 1) {
1105 startlevel
= pb
->highlevel
;
1112 if(rb
->default_event_handler_ex(button
, pegbox_callback
,
1113 (void*) pb
) == SYS_USB_CONNECTED
)
1124 /*****************************************************************************
1125 * pegbox() is the main game subroutine, it returns the final game status.
1126 ******************************************************************************/
1127 static int pegbox(struct game_context
* pb
) {
1130 /********************
1132 ********************/
1133 temp_var
= pegbox_menu(pb
);
1134 if (temp_var
== PB_QUIT
|| temp_var
== PB_USB
)
1138 temp_var
= rb
->button_get(true);
1140 case PEGBOX_LEFT
: /* move cursor left */
1141 case (PEGBOX_LEFT
|BUTTON_REPEAT
):
1142 move_player(pb
, -1, 0);
1145 case PEGBOX_RIGHT
: /* move cursor right */
1146 case (PEGBOX_RIGHT
|BUTTON_REPEAT
):
1147 move_player(pb
, 1, 0);
1150 case PEGBOX_DOWN
: /* move cursor down */
1151 case (PEGBOX_DOWN
|BUTTON_REPEAT
):
1152 move_player(pb
, 0, 1);
1155 case PEGBOX_UP
: /* move cursor up */
1156 case (PEGBOX_UP
|BUTTON_REPEAT
):
1157 move_player(pb
, 0, -1);
1160 case PEGBOX_SAVE
: /* save and end game */
1161 rb
->splash(HZ
, "Saving game...");
1162 pegbox_savegame(pb
);
1163 /* fall through to PEGBOX_QUIT */
1168 case PEGBOX_RESTART
:
1173 case (PEGBOX_LVL_UP
|BUTTON_REPEAT
):
1175 if(pb
->level
>= pb
->highlevel
) {
1184 /* only for targets with enough buttons */
1185 #ifdef PEGBOX_LVL_DOWN
1186 case (PEGBOX_LVL_DOWN
|BUTTON_REPEAT
):
1187 case PEGBOX_LVL_DOWN
:
1188 if(pb
->level
<= 1) {
1189 pb
->level
= pb
->highlevel
;
1200 if(pb
->num_left
== 0) {
1201 rb
->splash(HZ
*2, "Nice Pegging!");
1202 if(pb
->level
== NUM_LEVELS
) {
1204 rb
->splash(HZ
*2, "You Won!");
1213 if(pb
->level
> pb
->highlevel
)
1214 pb
->highlevel
= pb
->level
;
1223 /*****************************************************************************
1224 * plugin entry point.
1225 ******************************************************************************/
1226 enum plugin_status
plugin_start(struct plugin_api
* api
, void* parameter
) {
1228 struct game_context pb
;
1233 rb
->lcd_setfont(FONT_SYSFIXED
);
1235 rb
->lcd_set_backdrop(NULL
);
1237 #ifdef HAVE_LCD_COLOR
1238 rb
->lcd_set_foreground(LCD_WHITE
);
1239 rb
->lcd_set_background(BG_COLOR
);
1242 rb
->splash(0, "Loading...");
1243 pegbox_loaddata(&pb
);
1244 pb
.save_exist
= pegbox_loadgame(&pb
);
1247 rb
->lcd_clear_display();
1251 switch(pegbox(&pb
)){
1256 rb
->lcd_setfont(FONT_UI
);
1257 return PLUGIN_USB_CONNECTED
;
1260 rb
->splash(HZ
, "Saving data...");
1261 pegbox_savedata(&pb
);
1270 rb
->lcd_setfont(FONT_UI
);