1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
9 * Copyright (C) 2006, 2008 Malcolm Tyrrell
11 * MazezaM - a Rockbox version of my ZX Spectrum game from 2002
13 * This program is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU General Public License
15 * as published by the Free Software Foundation; either version 2
16 * of the License, or (at your option) any later version.
18 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
19 * KIND, either express or implied.
21 ****************************************************************************/
23 #include "lib/configfile.h"
24 #include "lib/helper.h"
25 #include "lib/pluginlib_actions.h"
26 #include "lib/playback_control.h"
28 /* Include standard plugin macro */
31 /* The plugin actions of interest. */
32 const struct button_mapping
*plugin_contexts
[]
33 = {generic_directions
, generic_actions
};
35 /* Use the standard plugin buttons rather than a hard-to-maintain list of
36 * MazezaM specific buttons. */
37 #define MAZEZAM_UP PLA_UP
38 #define MAZEZAM_UP_REPEAT PLA_UP_REPEAT
39 #define MAZEZAM_DOWN PLA_DOWN
40 #define MAZEZAM_DOWN_REPEAT PLA_DOWN_REPEAT
41 #define MAZEZAM_LEFT PLA_LEFT
42 #define MAZEZAM_LEFT_REPEAT PLA_LEFT_REPEAT
43 #define MAZEZAM_RIGHT PLA_RIGHT
44 #define MAZEZAM_RIGHT_REPEAT PLA_RIGHT_REPEAT
45 #define MAZEZAM_MENU PLA_QUIT
47 /* All the text is here */
48 #define MAZEZAM_TEXT_GAME_OVER "Game Over"
49 #define MAZEZAM_TEXT_LIVES "Level %d, Lives %d"
50 #define MAZEZAM_TEXT_CHECKPOINT "Checkpoint reached"
51 #define MAZEZAM_TEXT_WELLDONE_TITLE "You have escaped!"
52 #define MAZEZAM_TEXT_WELLDONE_OPTION "Goodbye"
53 #define MAZEZAM_TEXT_MAZEZAM_MENU "MazezaM Menu"
54 #define MAZEZAM_TEXT_RETRY_LEVEL "Retry level"
55 #define MAZEZAM_TEXT_AUDIO_PLAYBACK "Audio playback"
56 #define MAZEZAM_TEXT_QUIT "Quit"
57 #define MAZEZAM_TEXT_BACK "Return"
58 #define MAZEZAM_TEXT_MAIN_MENU "MazezaM"
59 #define MAZEZAM_TEXT_CONTINUE "Play from checkpoint"
60 #define MAZEZAM_TEXT_PLAY_GAME "Play game"
61 #define MAZEZAM_TEXT_PLAY_NEW_GAME "Play new game"
63 #define MAZEZAM_START_LIVES 3 /* how many lives at game start */
64 #define MAZEZAM_FIRST_CHECKPOINT 3 /* The level at the first checkpoint */
65 #define MAZEZAM_CHECKPOINT_INTERVAL 4 /* A checkpoint every _ levels */
68 #define MAZEZAM_HEADING_COLOR LCD_RGBPACK(255,255, 0) /* Yellow */
69 #define MAZEZAM_BORDER_COLOR LCD_RGBPACK( 0, 0,255) /* Blue */
70 #define MAZEZAM_COLOR LCD_RGBPACK(255,255,255) /* White */
71 #define MAZEZAM_BG_COLOR LCD_RGBPACK( 0, 0, 0) /* Black */
72 #define MAZEZAM_WALL_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
73 #define MAZEZAM_PLAYER_COLOR LCD_RGBPACK(255,255,255) /* White */
74 #define MAZEZAM_GATE_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
76 /* the rows are coloured sequentially */
77 #define MAZEZAM_NUM_CHUNK_COLORS 8
78 static const unsigned chunk_colors
[MAZEZAM_NUM_CHUNK_COLORS
] = {
79 LCD_RGBPACK(255,192, 32), /* Orange */
80 LCD_RGBPACK(255, 0, 0), /* Red */
81 LCD_RGBPACK( 0,255, 0), /* Green */
82 LCD_RGBPACK( 0,255,255), /* Cyan */
83 LCD_RGBPACK(255,175,175), /* Pink */
84 LCD_RGBPACK(255,255, 0), /* Yellow */
85 LCD_RGBPACK( 0, 0,255), /* Blue */
86 LCD_RGBPACK(255, 0,255), /* Magenta */
91 #define MAZEZAM_HEADING_GRAY LCD_BLACK
92 #define MAZEZAM_BORDER_GRAY LCD_DARKGRAY
93 #define MAZEZAM_GRAY LCD_BLACK
94 #define MAZEZAM_BG_GRAY LCD_WHITE
95 #define MAZEZAM_WALL_GRAY LCD_DARKGRAY
96 #define MAZEZAM_PLAYER_GRAY LCD_BLACK
97 #define MAZEZAM_GATE_GRAY LCD_BLACK
98 #define MAZEZAM_CHUNK_EDGE_GRAY LCD_BLACK
100 #define MAZEZAM_NUM_CHUNK_GRAYS 2
101 static const unsigned chunk_gray
[MAZEZAM_NUM_CHUNK_GRAYS
] = {
105 /* darker version of the above */
106 static const unsigned chunk_gray_shade
[MAZEZAM_NUM_CHUNK_GRAYS
] = {
112 #define MAZEZAM_DELAY_CHECKPOINT HZ
113 #define MAZEZAM_DELAY_LIVES HZ
114 #define MAZEZAM_DELAY_GAME_OVER (3 * HZ) / 2
116 /* maximum height of a level */
117 #define MAZEZAM_MAX_LINES 11
118 /* maximum number of chunks on a line */
119 #define MAZEZAM_MAX_CHUNKS 5
121 /* A structure for storing level data in unparsed form */
122 struct mazezam_level
{
123 short height
; /* the number of lines */
124 short width
; /* the width */
125 short entrance
; /* the line on which the entrance lies */
126 short exit
; /* the line on which the exit lies */
127 char *line
[MAZEZAM_MAX_LINES
]; /* the chunk data in string form */
130 /* The number of levels. */
131 #define MAZEZAM_NUM_LEVELS 10
133 /* The levels. In theory, they could be stored in a file so this data
134 * structure should not be accessed outside parse_level()
136 * These levels are copyright (C) 2002 Malcolm Tyrrell. They're
137 * probably covered by the GPL as they constitute part of the source
138 * code of this plugin, but you may distibute them seperately with
139 * other Free Software if you want. You can download them from:
140 * http://webpages.dcu.ie/~tyrrelma/MazezaM.
142 static const struct mazezam_level level_data
[MAZEZAM_NUM_LEVELS
] = {
143 {2,7,0,0,{" $ $"," $ $$"}},
144 {3,8,2,1,{" $ $$$"," $ $ $"," $ $ $"}},
145 {4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
147 {6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$"}},
148 {6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
149 "$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $"}},
150 {11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
151 " $ $"," $ $","$ $$"," $"}},
152 {7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
153 "$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
155 {4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
157 {7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
159 {10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
160 " $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
161 " $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
165 /* This data structure which holds information about the rows */
167 /* the number of chunks on a line */
168 short l_num
[MAZEZAM_MAX_LINES
];
169 /* the width of a chunk */
170 short c_width
[MAZEZAM_MAX_LINES
][MAZEZAM_MAX_CHUNKS
];
171 /* the inset of a chunk */
172 short c_inset
[MAZEZAM_MAX_LINES
][MAZEZAM_MAX_CHUNKS
];
175 /* Parsed level data */
181 struct chunk_data cd
;
184 /* The state variable used to hold the state of the plugin */
186 STATE_QUIT
, /* The player wants to quit */
187 STATE_USB_CONNECTED
, /* A USB cable has been inserted */
188 STATE_PARSE_ERROR
, /* There's a parse error in the levels */
189 STATE_WELLDONE
, /* The player has finished the game */
191 STATE_IN_APPLICATION
,
193 STATE_MAIN_MENU
/* The player is at the main menu */
194 = STATE_IN_APPLICATION
,
195 STATE_GAME_OVER
, /* The player is out of lives */
199 STATE_COMPLETED
/* A level has been completed */
202 STATE_FAILED
, /* The player wants to retry the level */
203 STATE_GAME_MENU
, /* The player wan't to access the in-game menu */
208 /* The various constants needed for configuration files.
209 * See apps/plugins/lib/configfile.*
211 #define MAZEZAM_CONFIG_FILENAME "mazezam.data"
212 #define MAZEZAM_CONFIG_NUM_ITEMS 1
213 #define MAZEZAM_CONFIG_VERSION 0
214 #define MAZEZAM_CONFIG_MINVERSION 0
215 #define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"
217 /* A structure containing the data that is written to
218 * the configuration file
221 int level
; /* level at which to restart the game */
225 /* Store the display settings so they are reintroduced during menus */
233 /*****************************************************************************
234 * Store the LCD settings
235 ******************************************************************************/
236 static void store_lcd_settings(void)
238 /* Store the old settings */
240 lcd_settings
.backdrop
= rb
->lcd_get_backdrop();
241 lcd_settings
.foreground
= rb
->lcd_get_foreground();
242 lcd_settings
.background
= rb
->lcd_get_background();
246 /*****************************************************************************
247 * Restore the LCD settings to their defaults
248 ******************************************************************************/
249 static void restore_lcd_settings(void) {
250 /* Turn on backlight timeout (revert to settings) */
251 backlight_use_settings(); /* backlight control in lib/helper.c */
253 /* Restore the old settings */
255 rb
->lcd_set_foreground(lcd_settings
.foreground
);
256 rb
->lcd_set_background(lcd_settings
.background
);
257 rb
->lcd_set_backdrop(lcd_settings
.backdrop
);
261 /*****************************************************************************
262 * Adjust the LCD settings to suit MazezaM levels
263 ******************************************************************************/
264 static void plugin_lcd_settings(void) {
265 /* Turn off backlight timeout */
266 backlight_force_on(); /* backlight control in lib/helper.c */
268 /* Set the new settings */
269 #ifdef HAVE_LCD_COLOR
270 rb
->lcd_set_background(MAZEZAM_BG_COLOR
);
271 rb
->lcd_set_backdrop(NULL
);
273 rb
->lcd_set_background(MAZEZAM_BG_GRAY
);
274 rb
->lcd_set_backdrop(NULL
);
278 /*****************************************************************************
279 * Parse the level data from the level_data structure. This could be
280 * replaced by a file read. Returns true if the level parsed correctly.
281 ******************************************************************************/
282 static bool parse_level(short level
, struct level_info
* li
)
287 li
->width
= level_data
[level
].width
;
288 li
->height
= level_data
[level
].height
;
289 li
->entrance
= level_data
[level
].entrance
;
290 li
->exit
= level_data
[level
].exit
;
292 /* for each line in the level */
293 for (i
= 0; i
<level_data
[level
].height
; i
++) {
294 if (level_data
[level
].line
[i
] == NULL
)
299 clast
= ' '; /* the character we last considered */
300 while ((c
= level_data
[level
].line
[i
][j
]) != '\0') {
303 li
->cd
.l_num
[i
] += 1;
304 if (li
->cd
.l_num
[i
] > MAZEZAM_MAX_CHUNKS
)
306 li
->cd
.c_inset
[i
][li
->cd
.l_num
[i
] - 1] = j
;
307 li
->cd
.c_width
[i
][li
->cd
.l_num
[i
] - 1] = 1;
310 li
->cd
.c_width
[i
][li
->cd
.l_num
[i
] - 1] += 1;
320 /*****************************************************************************
321 * Draw the walls of a level
322 ******************************************************************************/
323 static void draw_walls(
332 #ifdef HAVE_LCD_COLOR
333 rb
->lcd_set_foreground(MAZEZAM_WALL_COLOR
);
335 rb
->lcd_set_foreground(MAZEZAM_WALL_GRAY
);
337 /* draw the upper wall */
338 rb
->lcd_fillrect(0,0,xOff
,yOff
+(size
*entrance
));
339 rb
->lcd_fillrect(xOff
,0,size
*width
,yOff
);
340 rb
->lcd_fillrect(xOff
+(size
*width
),0,LCD_WIDTH
-xOff
-(size
*width
),
343 /* draw the lower wall */
344 rb
->lcd_fillrect(0,yOff
+(size
*entrance
)+size
,xOff
,
345 LCD_HEIGHT
-yOff
-(size
*entrance
)-size
);
346 rb
->lcd_fillrect(xOff
,yOff
+(size
*height
),size
*width
,
347 LCD_HEIGHT
-yOff
-(size
*height
));
348 /* Note: the exit is made one pixel thinner than necessary as a visual
349 * clue that chunks cannot be pushed into it
351 rb
->lcd_fillrect(xOff
+(size
*width
),yOff
+(size
*exit
)+size
-1,
352 LCD_WIDTH
-xOff
+(size
*width
),
353 LCD_HEIGHT
-yOff
-(size
*exit
)-size
+1);
356 /*****************************************************************************
358 ******************************************************************************/
359 static void draw_row(
364 short i
, /* the row number */
365 struct chunk_data
*cd
, /* the data about the chunks */
366 short *shift
/* an array of the horizontal offset of the lines */
369 /* The assignment below is just a hack to make supress a warning on
370 * non color targets */
372 #ifndef HAVE_LCD_COLOR
373 /* We #def these out to supress a compiler warning */
379 #ifdef HAVE_LCD_COLOR
380 /* adding width to i should have a fixed, but randomising effect on
381 * the choice of the colours of the top line of chunks
383 rb
->lcd_set_foreground(chunk_colors
[(i
+width
) %
384 MAZEZAM_NUM_CHUNK_COLORS
]);
386 for (j
= 0; j
<cd
->l_num
[i
]; j
++) {
387 #ifdef HAVE_LCD_COLOR
388 rb
->lcd_fillrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
389 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
391 rb
->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY
);
392 rb
->lcd_drawrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
393 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
396 rb
->lcd_set_foreground(chunk_gray_shade
[(i
+width
) %
397 MAZEZAM_NUM_CHUNK_GRAYS
]);
398 rb
->lcd_hline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+1,
399 xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
400 cd
->c_width
[i
][j
]*size
-3,
402 rb
->lcd_vline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
403 cd
->c_width
[i
][j
]*size
-2,
408 rb
->lcd_set_foreground(chunk_gray
[(i
+width
) %
409 MAZEZAM_NUM_CHUNK_GRAYS
]);
410 for (k
= yOff
+size
*i
+2; k
< yOff
+size
*i
+size
-2; k
+= 2)
411 rb
->lcd_hline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+2,
412 xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
413 cd
->c_width
[i
][j
]*size
-3,k
);
415 rb
->lcd_drawrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
416 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
417 for (k
= xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+2;
418 k
< xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
419 cd
->c_width
[i
][j
]*size
;
421 for (l
= yOff
+size
*i
+2; l
< yOff
+size
*i
+size
; l
+= 2 + (i
& 1))
422 rb
->lcd_drawpixel(k
, l
);
427 /*****************************************************************************
429 ******************************************************************************/
430 static void draw_player(
437 /* For drawing the player, taken from the sokoban plugin */
438 short max
= size
- 1;
439 short middle
= max
/ 2;
440 short ldelta
= (middle
+ 1) / 2;
442 /* draw the player (mostly copied from the sokoban plugin) */
443 #ifdef HAVE_LCD_COLOR
444 rb
->lcd_set_foreground(MAZEZAM_PLAYER_COLOR
);
446 rb
->lcd_set_foreground(MAZEZAM_PLAYER_GRAY
);
448 rb
->lcd_hline(xOff
+size
*x
, xOff
+size
*x
+max
, yOff
+size
*y
+middle
);
449 rb
->lcd_vline(xOff
+size
*x
+middle
, yOff
+size
*y
, yOff
+size
*y
+max
-ldelta
);
450 rb
->lcd_drawline(xOff
+size
*x
+middle
, yOff
+size
*y
+max
-ldelta
,
451 xOff
+size
*x
+middle
-ldelta
, yOff
+size
*y
+max
);
452 rb
->lcd_drawline(xOff
+size
*x
+middle
, yOff
+size
*y
+max
-ldelta
,
453 xOff
+size
*x
+middle
+ldelta
, yOff
+size
*y
+max
);
456 /*****************************************************************************
458 ******************************************************************************/
459 static void draw_gate(
465 short third
= size
/ 3;
466 short twothirds
= (2 * size
) / 3;
467 #ifdef HAVE_LCD_COLOR
468 rb
->lcd_set_foreground(MAZEZAM_GATE_COLOR
);
470 rb
->lcd_set_foreground(MAZEZAM_GATE_GRAY
);
472 rb
->lcd_hline(xOff
-size
,xOff
-1,yOff
+entrance
*size
+third
);
473 rb
->lcd_hline(xOff
-size
,xOff
-1,yOff
+entrance
*size
+twothirds
);
474 rb
->lcd_vline(xOff
-size
+third
,yOff
+entrance
*size
,
475 yOff
+entrance
*size
+size
-1);
476 rb
->lcd_vline(xOff
-size
+twothirds
,yOff
+entrance
*size
,
477 yOff
+entrance
*size
+size
-1);
480 /*****************************************************************************
482 ******************************************************************************/
483 static void draw_level(
484 struct level_info
* li
,
485 short *shift
, /* an array of the horizontal offset of the lines */
486 short x
, /* player's x and y coords */
489 /* First we calculate the draw info */
490 /* The number of pixels the side of a square should be */
491 short size
= (LCD_WIDTH
/(li
->width
+2)) < (LCD_HEIGHT
/li
->height
) ?
492 (LCD_WIDTH
/(li
->width
+2)) : (LCD_HEIGHT
/li
->height
);
493 /* The x and y position (in pixels) of the top left corner of the
496 short xOff
= (LCD_WIDTH
- (size
*li
->width
))/2;
497 short yOff
= (LCD_HEIGHT
- (size
*li
->height
))/2;
500 rb
->lcd_clear_display();
502 draw_walls(size
,xOff
,yOff
,li
->width
, li
->height
, li
->entrance
, li
->exit
);
504 /* draw the chunks */
505 for (i
= 0; i
<li
->height
; i
++) {
506 draw_row(size
,xOff
,yOff
,li
->width
,i
,&(li
->cd
),shift
);
509 draw_player(size
,xOff
,yOff
,x
,y
);
511 /* if the player has moved into the level, draw the gate */
513 draw_gate(size
,xOff
,yOff
,li
->entrance
);
516 /*****************************************************************************
517 * Manage the congratulations screen
518 ******************************************************************************/
519 static void welldone_screen(void)
521 int start_selection
= 0;
523 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_WELLDONE_TITLE
,NULL
,
524 MAZEZAM_TEXT_WELLDONE_OPTION
);
526 switch(rb
->do_menu(&menu
, &start_selection
, NULL
, true)){
527 case MENU_ATTACHED_USB
:
528 state
= STATE_USB_CONNECTED
;
533 /*****************************************************************************
534 * Manage the playing of a level
535 ******************************************************************************/
536 static void level_loop(struct level_info
* li
, short* shift
, short *x
, short *y
)
540 bool blocked
; /* is there a chunk in the way of the player? */
542 while (state
>= STATE_IN_LEVEL
) {
543 draw_level(li
, shift
, *x
, *y
);
545 button
= pluginlib_getaction(TIMEOUT_BLOCK
, plugin_contexts
, 2);
550 case MAZEZAM_UP_REPEAT
:
551 if ((*y
> 0) && (*x
>= 0) && (*x
< li
->width
)) {
552 for (i
= 0; i
< li
->cd
.l_num
[*y
-1]; i
++)
554 ((*x
>=shift
[*y
-1]+li
->cd
.c_inset
[*y
-1][i
]) &&
555 (*x
<shift
[*y
-1]+li
->cd
.c_inset
[*y
-1][i
]+
556 li
->cd
.c_width
[*y
-1][i
]));
557 if (!blocked
) *y
-= 1;
564 case MAZEZAM_DOWN_REPEAT
:
565 if ((*y
< li
->height
-1) && (*x
>= 0) && (*x
< li
->width
)) {
566 for (i
= 0; i
< li
->cd
.l_num
[*y
+1]; i
++)
568 ((*x
>=shift
[*y
+1]+li
->cd
.c_inset
[*y
+1][i
]) &&
569 (*x
<shift
[*y
+1]+li
->cd
.c_inset
[*y
+1][i
]+
570 li
->cd
.c_width
[*y
+1][i
]));
571 if (!blocked
) *y
+= 1;
576 case MAZEZAM_LEFT_REPEAT
:
578 for (i
= 0; i
< li
->cd
.l_num
[*y
]; i
++)
580 (*x
== shift
[*y
]+li
->cd
.c_inset
[*y
][i
]+
581 li
->cd
.c_width
[*y
][i
]);
582 if (!blocked
) *x
-= 1;
583 else if (shift
[*y
] + li
->cd
.c_inset
[*y
][0] > 0) {
591 case MAZEZAM_RIGHT_REPEAT
:
592 if (*x
< li
->width
-1) {
593 for (i
= 0; i
< li
->cd
.l_num
[*y
]; i
++)
595 (*x
+1 == shift
[*y
]+li
->cd
.c_inset
[*y
][i
]);
596 if (!blocked
) *x
+= 1;
598 + li
->cd
.c_inset
[*y
][li
->cd
.l_num
[*y
]-1]
599 + li
->cd
.c_width
[*y
][li
->cd
.l_num
[*y
]-1]
605 else if (*x
== li
->width
) state
= STATE_COMPLETED
;
606 else if (*y
== li
->exit
) *x
+= 1;
610 state
= STATE_GAME_MENU
;
614 if (rb
->default_event_handler(button
) == SYS_USB_CONNECTED
)
615 state
= STATE_USB_CONNECTED
;
621 /*****************************************************************************
622 * Manage the in game menu
623 ******************************************************************************/
624 static void in_game_menu(void)
626 /* The initial option is retry level */
627 int start_selection
= 1;
629 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_MAZEZAM_MENU
, NULL
,
631 MAZEZAM_TEXT_RETRY_LEVEL
,
632 MAZEZAM_TEXT_AUDIO_PLAYBACK
,
635 /* Don't show the status bar */
636 switch(rb
->do_menu(&menu
, &start_selection
, NULL
, false)){
638 state
= STATE_FAILED
;
641 case 2: /* Audio playback */
642 playback_control(NULL
);
643 state
= STATE_IN_LEVEL
;
650 case MENU_ATTACHED_USB
:
651 state
= STATE_USB_CONNECTED
;
655 state
= STATE_IN_LEVEL
;
660 /*****************************************************************************
661 * Is the level a checkpoint
662 ******************************************************************************/
663 static bool at_checkpoint(int level
)
665 if (level
<= MAZEZAM_FIRST_CHECKPOINT
)
666 return level
== MAZEZAM_FIRST_CHECKPOINT
;
668 level
= level
- MAZEZAM_FIRST_CHECKPOINT
;
669 return level
% MAZEZAM_CHECKPOINT_INTERVAL
== 0;
673 /*****************************************************************************
674 * Set up and play a level
675 * new_level should be true if this is the first time we've encountered
677 ******************************************************************************/
678 static void play_level(short level
, short lives
, bool new_level
)
680 struct level_info li
;
681 short shift
[MAZEZAM_MAX_LINES
]; /* amount each line has been shifted */
685 state
= STATE_IN_LEVEL
;
687 if (!(parse_level(level
,&li
)))
688 state
= STATE_PARSE_ERROR
;
690 for (i
= 0; i
< li
.height
; i
++)
696 plugin_lcd_settings();
697 rb
->lcd_clear_display();
699 draw_level(&li
, shift
, x
, y
);
701 /* If we've just reached a checkpoint, then alert the player */
702 if (new_level
&& at_checkpoint(level
)) {
703 rb
->splash(MAZEZAM_DELAY_CHECKPOINT
, MAZEZAM_TEXT_CHECKPOINT
);
704 /* Clear the splash */
705 draw_level(&li
, shift
, x
, y
);
708 #ifdef HAVE_REMOTE_LCD
709 /* Splash text seems to use the remote display by
710 * default. I suppose I better keep it tidy!
712 rb
->lcd_remote_clear_display();
714 rb
->splashf(MAZEZAM_DELAY_LIVES
, MAZEZAM_TEXT_LIVES
,
717 /* ensure keys pressed during the splash screen are ignored */
718 rb
->button_clear_queue();
720 /* this little loop just ensures we return to the game if the player
721 * doesn't perform an interesting action during the in game menu */
722 while (state
>= STATE_IN_LEVEL
) {
723 level_loop(&li
, shift
, &x
, &y
);
725 if (state
== STATE_GAME_MENU
) {
726 restore_lcd_settings();
728 plugin_lcd_settings();
731 restore_lcd_settings();
734 /*****************************************************************************
735 * Update the resume data based on the level reached
736 ******************************************************************************/
737 static void update_resume_data(struct resume_data
*r
, int level
)
739 if (at_checkpoint(level
))
743 /*****************************************************************************
744 * The loop which manages a full game of MazezaM.
745 ******************************************************************************/
746 static void game_loop(struct resume_data
*r
)
748 int level
= r
->level
;
749 int lives
= MAZEZAM_START_LIVES
;
750 /* We want to know when a player reaches a level for the first time,
751 * so we keep a second copy of the level. */
752 int old_level
= level
;
754 state
= STATE_IN_GAME
;
756 while (state
>= STATE_IN_GAME
)
758 play_level(level
, lives
, old_level
< level
);
762 case STATE_COMPLETED
:
764 if (level
== MAZEZAM_NUM_LEVELS
)
765 state
= STATE_WELLDONE
;
771 state
= STATE_GAME_OVER
;
778 update_resume_data(r
,level
);
782 case STATE_GAME_OVER
:
783 #ifdef HAVE_REMOTE_LCD
784 /* Splash text seems to use the remote display by
785 * default. I suppose I better keep it tidy!
787 rb
->lcd_remote_clear_display();
789 rb
->splash(MAZEZAM_DELAY_GAME_OVER
, MAZEZAM_TEXT_GAME_OVER
);
801 /*****************************************************************************
802 * Load the resume data from the config file. The data is
803 * stored in both r and old.
804 ******************************************************************************/
805 static void resume_load_data (struct resume_data
*r
, struct resume_data
*old
)
807 struct configdata config
[] = {
808 {TYPE_INT
,0,MAZEZAM_NUM_LEVELS
-1, { .int_p
= &(r
->level
) },
809 MAZEZAM_CONFIG_LEVELS_NAME
,NULL
}
812 if (configfile_load(MAZEZAM_CONFIG_FILENAME
,config
,
813 MAZEZAM_CONFIG_NUM_ITEMS
, MAZEZAM_CONFIG_VERSION
) < 0)
815 /* an extra precaution */
816 else if ((r
->level
< 0) || (MAZEZAM_NUM_LEVELS
<= r
->level
))
819 old
->level
= r
->level
;
822 /*****************************************************************************
823 * Save the resume data in the config file, but only if necessary
824 ******************************************************************************/
825 static void resume_save_data (struct resume_data
*r
, struct resume_data
*old
)
827 struct configdata config
[] = {
828 {TYPE_INT
,0,MAZEZAM_NUM_LEVELS
-1, {.int_p
= &(r
->level
) },
829 MAZEZAM_CONFIG_LEVELS_NAME
,NULL
}
832 /* To reduce disk usage, only write the file if the resume data has
835 if (old
->level
!= r
->level
)
836 configfile_save(MAZEZAM_CONFIG_FILENAME
,config
,
837 MAZEZAM_CONFIG_NUM_ITEMS
, MAZEZAM_CONFIG_MINVERSION
);
840 /*****************************************************************************
841 * Offer a main menu with no continue option
842 ******************************************************************************/
843 static int main_menu_without_continue(int* start_selection
)
845 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_MAIN_MENU
,NULL
,
846 MAZEZAM_TEXT_PLAY_GAME
,
848 return rb
->do_menu(&menu
, start_selection
, NULL
, false);
851 /*****************************************************************************
852 * Offer a main menu with a continue option
853 ******************************************************************************/
854 static int main_menu_with_continue(int* start_selection
)
856 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_MAIN_MENU
,NULL
,
857 MAZEZAM_TEXT_CONTINUE
,
858 MAZEZAM_TEXT_PLAY_NEW_GAME
,
860 return rb
->do_menu(&menu
, start_selection
, NULL
, false);
863 /*****************************************************************************
864 * Manages the main menu
865 ******************************************************************************/
866 static void main_menu(void)
868 /* The initial option is "play game" */
869 int start_selection
= 0;
871 struct resume_data r_data
, old_data
;
874 resume_load_data(&r_data
, &old_data
);
876 while (state
>= STATE_IN_APPLICATION
) {
877 if (r_data
.level
== 0)
878 choice
= main_menu_without_continue(&start_selection
);
880 choice
= main_menu_with_continue(&start_selection
);
883 case 0: /* Continue */
884 state
= STATE_IN_GAME
;
888 case 1: /* Quit or Play new game */
889 if (r_data
.level
== 0)
891 else { /* Play new game */
893 state
= STATE_IN_GAME
;
898 case MENU_ATTACHED_USB
:
899 state
= STATE_USB_CONNECTED
;
908 /* I'm not sure if it's appropriate to write to disk on USB events.
909 * Currently, I do so.
911 resume_save_data(&r_data
, &old_data
);
914 /*****************************************************************************
916 ******************************************************************************/
917 enum plugin_status
plugin_start(const void* parameter
)
919 enum plugin_status plugin_state
;
921 /* Usual plugin stuff */
924 store_lcd_settings();
926 state
= STATE_MAIN_MENU
;
930 case STATE_USB_CONNECTED
:
931 plugin_state
= PLUGIN_USB_CONNECTED
;
934 case STATE_PARSE_ERROR
:
935 plugin_state
= PLUGIN_ERROR
;
939 plugin_state
= PLUGIN_OK
;