And of course the stubs still need to be there...
[kugel-rb.git] / apps / plugins / brickmania.c
blob98de3d439f88601627084f5cc2bf71a065fb371c
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2005, 2006 Ben Basha (Paprica)
11 * Copyright (C) 2009 Karl Kurbjun
12 * check_lines is based off an explanation and expanded math presented by Paul
13 * Bourke: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
15 * This program is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU General Public License
17 * as published by the Free Software Foundation; either version 2
18 * of the License, or (at your option) any later version.
20 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
21 * KIND, either express or implied.
23 ****************************************************************************/
25 #include "plugin.h"
26 #include "lib/configfile.h"
27 #include "lib/display_text.h"
28 #include "lib/helper.h"
29 #include "lib/highscore.h"
30 #include "lib/playback_control.h"
32 #include "pluginbitmaps/brickmania_pads.h"
33 #include "pluginbitmaps/brickmania_short_pads.h"
34 #include "pluginbitmaps/brickmania_long_pads.h"
35 #include "pluginbitmaps/brickmania_bricks.h"
36 #include "pluginbitmaps/brickmania_powerups.h"
37 #include "pluginbitmaps/brickmania_ball.h"
38 #include "pluginbitmaps/brickmania_gameover.h"
40 #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
41 #include "pluginbitmaps/brickmania_break.h"
42 #endif
44 PLUGIN_HEADER
49 * Keymaps
53 #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
54 (CONFIG_KEYPAD == IRIVER_H300_PAD)
55 #define CONTINUE_TEXT "Press NAVI To Continue"
56 #define QUIT BUTTON_OFF
57 #define LEFT BUTTON_LEFT
58 #define RIGHT BUTTON_RIGHT
59 #define SELECT BUTTON_SELECT
60 #define UP BUTTON_UP
61 #define DOWN BUTTON_DOWN
62 #define RC_QUIT BUTTON_RC_STOP
64 #elif CONFIG_KEYPAD == ONDIO_PAD
65 #define CONTINUE_TEXT "MENU To Continue"
66 #define QUIT BUTTON_OFF
67 #define LEFT BUTTON_LEFT
68 #define RIGHT BUTTON_RIGHT
69 #define SELECT BUTTON_MENU
70 #define UP BUTTON_UP
71 #define DOWN BUTTON_DOWN
73 #elif CONFIG_KEYPAD == RECORDER_PAD
74 #define QUIT BUTTON_OFF
75 #define LEFT BUTTON_LEFT
76 #define RIGHT BUTTON_RIGHT
77 #define SELECT BUTTON_PLAY
78 #define UP BUTTON_UP
79 #define DOWN BUTTON_DOWN
81 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
82 #define QUIT BUTTON_OFF
83 #define LEFT BUTTON_LEFT
84 #define RIGHT BUTTON_RIGHT
85 #define SELECT BUTTON_SELECT
86 #define UP BUTTON_UP
87 #define DOWN BUTTON_DOWN
89 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
90 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
91 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
92 #define QUIT BUTTON_MENU
93 #define LEFT BUTTON_LEFT
94 #define RIGHT BUTTON_RIGHT
95 #define SELECT BUTTON_SELECT
96 #define UP BUTTON_SCROLL_BACK
97 #define DOWN BUTTON_SCROLL_FWD
98 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
99 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
101 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
102 #define QUIT BUTTON_POWER
103 #define LEFT BUTTON_LEFT
104 #define RIGHT BUTTON_RIGHT
105 #define SELECT BUTTON_SELECT
106 #define UP BUTTON_UP
107 #define DOWN BUTTON_DOWN
109 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
110 #define QUIT BUTTON_POWER
111 #define LEFT BUTTON_LEFT
112 #define RIGHT BUTTON_RIGHT
113 #define SELECT BUTTON_PLAY
114 #define UP BUTTON_UP
115 #define DOWN BUTTON_DOWN
117 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
118 #define QUIT BUTTON_POWER
119 #define LEFT BUTTON_LEFT
120 #define RIGHT BUTTON_RIGHT
121 #define SELECT BUTTON_SELECT
122 #define UP BUTTON_UP
123 #define DOWN BUTTON_DOWN
124 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
125 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
128 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
129 #define QUIT (BUTTON_HOME|BUTTON_REPEAT)
130 #define LEFT BUTTON_LEFT
131 #define RIGHT BUTTON_RIGHT
132 #define SELECT BUTTON_SELECT
133 #define UP BUTTON_UP
134 #define DOWN BUTTON_DOWN
136 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
137 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
140 #elif CONFIG_KEYPAD == SANSA_C200_PAD || \
141 CONFIG_KEYPAD == SANSA_CLIP_PAD || \
142 CONFIG_KEYPAD == SANSA_M200_PAD
143 #define QUIT BUTTON_POWER
144 #define LEFT BUTTON_LEFT
145 #define RIGHT BUTTON_RIGHT
146 #define ALTLEFT BUTTON_VOL_DOWN
147 #define ALTRIGHT BUTTON_VOL_UP
148 #define SELECT BUTTON_SELECT
149 #define UP BUTTON_UP
150 #define DOWN BUTTON_DOWN
152 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
153 #define QUIT BUTTON_POWER
154 #define LEFT BUTTON_LEFT
155 #define RIGHT BUTTON_RIGHT
156 #define SELECT BUTTON_PLAY
157 #define UP BUTTON_SCROLL_UP
158 #define DOWN BUTTON_SCROLL_DOWN
160 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
161 #define QUIT BUTTON_BACK
162 #define LEFT BUTTON_LEFT
163 #define RIGHT BUTTON_RIGHT
164 #define SELECT BUTTON_SELECT
165 #define UP BUTTON_UP
166 #define DOWN BUTTON_DOWN
168 #elif (CONFIG_KEYPAD == MROBE100_PAD)
169 #define QUIT BUTTON_POWER
170 #define LEFT BUTTON_LEFT
171 #define RIGHT BUTTON_RIGHT
172 #define SELECT BUTTON_SELECT
173 #define UP BUTTON_UP
174 #define DOWN BUTTON_DOWN
176 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
177 #define CONTINUE_TEXT "PLAY To Continue"
178 #define QUIT BUTTON_RC_REC
179 #define LEFT BUTTON_RC_REW
180 #define RIGHT BUTTON_RC_FF
181 #define SELECT BUTTON_RC_PLAY
182 #define UP BUTTON_RC_VOL_UP
183 #define DOWN BUTTON_RC_VOL_DOWN
184 #define RC_QUIT BUTTON_REC
186 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
187 #define QUIT BUTTON_BACK
188 #define LEFT BUTTON_LEFT
189 #define RIGHT BUTTON_RIGHT
190 #define SELECT BUTTON_SELECT
191 #define UP BUTTON_UP
192 #define DOWN BUTTON_DOWN
194 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
195 #define QUIT BUTTON_POWER
196 #define LEFT BUTTON_LEFT
197 #define RIGHT BUTTON_RIGHT
198 #define SELECT BUTTON_SELECT
199 #define UP BUTTON_UP
200 #define DOWN BUTTON_DOWN
202 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
203 #define QUIT BUTTON_POWER
204 #define LEFT BUTTON_PREV
205 #define RIGHT BUTTON_NEXT
206 #define SELECT BUTTON_PLAY
207 #define UP BUTTON_UP
208 #define DOWN BUTTON_DOWN
210 #elif CONFIG_KEYPAD == COWON_D2_PAD
211 #define CONTINUE_TEXT "MENU To Continue"
212 #define QUIT BUTTON_POWER
213 #define LEFT BUTTON_MINUS
214 #define RIGHT BUTTON_PLUS
215 #define SELECT BUTTON_MENU
217 #elif CONFIG_KEYPAD == ONDAVX747_PAD
218 #define QUIT BUTTON_POWER
219 #define LEFT BUTTON_VOL_DOWN
220 #define RIGHT BUTTON_VOL_UP
221 #define SELECT BUTTON_MENU
222 #elif CONFIG_KEYPAD == ONDAVX777_PAD
223 #define QUIT BUTTON_POWER
225 #elif CONFIG_KEYPAD == MROBE500_PAD
226 #define QUIT BUTTON_POWER
228 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
229 #define QUIT BUTTON_FFWD
230 #define SELECT BUTTON_PLAY
231 #define LEFT BUTTON_LEFT
232 #define RIGHT BUTTON_RIGHT
233 #define UP BUTTON_UP
234 #define DOWN BUTTON_DOWN
236 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
237 #define QUIT BUTTON_REC
238 #define LEFT BUTTON_PREV
239 #define RIGHT BUTTON_NEXT
240 #define ALTLEFT BUTTON_MENU
241 #define ALTRIGHT BUTTON_PLAY
242 #define SELECT BUTTON_OK
243 #define UP BUTTON_UP
244 #define DOWN BUTTON_DOWN
246 #elif CONFIG_KEYPAD == MPIO_HD200_PAD
247 #define QUIT (BUTTON_REC|BUTTON_PLAY)
248 #define LEFT BUTTON_VOL_DOWN
249 #define RIGHT BUTTON_VOL_UP
250 #define SELECT BUTTON_SELECT
251 #define UP BUTTON_PREV
252 #define DOWN BUTTON_NEXT
254 #else
255 #error No keymap defined!
256 #endif
258 #ifdef HAVE_TOUCHSCREEN
259 #ifdef LEFT
260 #define ALTLEFT BUTTON_BOTTOMLEFT
261 #else
262 #define LEFT BUTTON_BOTTOMLEFT
263 #endif
264 #ifdef RIGHT
265 #define ALTRIGHT BUTTON_BOTTOMRIGHT
266 #else
267 #define RIGHT BUTTON_BOTTOMRIGHT
268 #endif
269 #ifdef SELECT
270 #define ALTSELECT BUTTON_CENTER
271 #else
272 #define SELECT BUTTON_CENTER
273 #endif
274 #ifndef UP
275 #define UP BUTTON_TOPMIDDLE
276 #endif
277 #ifndef DOWN
278 #define DOWN BUTTON_BOTTOMMIDDLE
279 #endif
280 #endif
282 /* Continue text is used as a string later when the game is paused. This allows
283 * targets to specify their own text if needed.
285 #if !defined(CONTINUE_TEXT)
286 #define CONTINUE_TEXT "Press SELECT To Continue"
287 #endif
289 #ifndef SCROLL_FWD /* targets without scroll wheel*/
290 #define SCROLL_FWD(x) (0)
291 #define SCROLL_BACK(x) (0)
292 #endif
295 #define NUM_BRICKS_ROWS 8
296 #define NUM_BRICKS_COLS 10
300 * Geometric dimensions
304 /* If there are three fractional bits, the smallest screen size that will scale
305 * properly is 28x22. If you have a smaller screen increase the fractional
306 * precision. If you have a precision of 4 the smallest screen size would be
307 * 14x11. Note though that this will decrease the maximum resolution due to
308 * the line intersection tests. These defines are used for all of the fixed
309 * point calculations/conversions.
311 #define FIXED3(x) ((x)<<3)
312 #define FIXED3_MUL(x, y) ((long long)((x)*(y))>>3)
313 #define FIXED3_DIV(x, y) (((x)<<3)/(y))
314 #define INT3(x) ((x)>>3)
316 #define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH)
317 #define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT)
319 #define PAD_WIDTH FIXED3(BMPWIDTH_brickmania_pads)
320 #define PAD_HEIGHT FIXED3(BMPHEIGHT_brickmania_pads/3)
321 #define SHORT_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_short_pads)
322 #define LONG_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_long_pads)
323 #define BRICK_HEIGHT FIXED3(BMPHEIGHT_brickmania_bricks/7)
324 #define BRICK_WIDTH FIXED3(BMPWIDTH_brickmania_bricks)
325 #define LEFTMARGIN ((GAMESCREEN_WIDTH-NUM_BRICKS_COLS*BRICK_WIDTH)/2)
326 #define POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups)
327 #define BALL FIXED3(BMPHEIGHT_brickmania_ball)
328 #define HALFBALL (BALL / 2)
329 #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1)
330 #define ON_PAD_POS_Y (PAD_POS_Y - HALFBALL)
332 #define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover)
333 #define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover)
335 #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8))
337 #define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6))
338 #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10)
339 #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10)
344 * Speeds
348 /* Brickmania was originally designed for the H300, other targets should scale
349 * the speed up/down as needed based on the screen height.
351 #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
352 #define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
354 /* These are all used as ball speeds depending on where the ball hit the
355 * paddle.
357 * Note that all of these speeds (including pad, power, and fire)
358 * could be made variable and could be raised to be much higher to add
359 * additional difficulty to the game. The line intersection tests allow this
360 * to be drastically increased without the collision detection failing
361 * (ideally).
363 #define SPEED_1Q_X SPEED_SCALE_W( 6)
364 #define SPEED_1Q_Y SPEED_SCALE_H(-2)
366 #define SPEED_2Q_X SPEED_SCALE_W( 4)
367 #define SPEED_2Q_Y SPEED_SCALE_H(-3)
369 #define SPEED_3Q_X SPEED_SCALE_W( 3)
370 #define SPEED_3Q_Y SPEED_SCALE_H(-4)
372 #define SPEED_4Q_X SPEED_SCALE_W( 2)
373 #define SPEED_4Q_Y SPEED_SCALE_H(-4)
375 /* This is used to determine the speed of the paddle */
376 #define SPEED_PAD SPEED_SCALE_W( 8)
378 /* This defines the speed that the powerups drop */
379 #define SPEED_POWER SPEED_SCALE_H( 2)
381 /* This defines the speed that the shot moves */
382 #define SPEED_FIRE SPEED_SCALE_H( 4)
383 #define FIRE_LENGTH SPEED_SCALE_H( 7)
388 * Timings
392 /* The time ms for one iteration through the game loop - decrease this to speed
393 * up the game - note that current_tick is (currently) only accurate to 10ms.
395 #define CYCLETIME 30 /* ms */
397 #define FLIP_SIDES_DELAY 10 /* seconds */
402 * Scores
406 #define SCORE_BALL_HIT_BRICK 2
407 #define SCORE_BALL_DEMOLISHED_BRICK 8
408 #define SCORE_FIRE_HIT_BRICK 13
409 #define SCORE_LEVEL_COMPLETED 100
410 #define SCORE_POWER_LIFE_GAIN 50
411 #define SCORE_POWER_PADDLE_STICKY 34
412 #define SCORE_POWER_PADDLE_SHOOTER 47
413 #define SCORE_POWER_PADDLE_NORMAL 23
414 #define SCORE_POWER_FLIP 23
415 #define SCORE_POWER_EXTRA_BALL 23
416 #define SCORE_POWER_LONG_PADDLE 23
421 * Limits
425 #define MAX_BALLS 10
426 #define MAX_FIRES 30
427 #define MAX_POWERS 10
432 * Files
436 #define CONFIG_FILE_NAME "brickmania.cfg"
437 #define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
438 #define SCORE_FILE PLUGIN_GAMES_DIR "/brickmania.score"
439 #define NUM_SCORES 5
444 * Game levels
448 /* change to however many levels there are, i.e. how many arrays there are total */
449 #define NUM_LEVELS 40
451 /* change the first number in [ ] to however many levels there are */
452 static unsigned char levels[NUM_LEVELS][NUM_BRICKS_ROWS][NUM_BRICKS_COLS] =
453 /* You can set up new levels with the level editor
454 ( http://plugbox.rockbox-lounge.com/brickmania.htm ).
455 With 0x1, it refers to the first brick in the bitmap, 0x2 would refer to the
456 second, ect., 0x0 leaves a empty space. If you add a 2 before the 2nd number,
457 it will take two hits to break, and 3 hits if you add a 3. That is 0x24, will
458 result with the fourth brick being displayed and having take 2 hits to break.
459 You could do the same with the 3, just replace the 2 with a 3 for it to take
460 three hits to break it apart. */
462 { /* level 1 */
463 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
464 {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2},
465 {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0},
466 {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0},
467 {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0},
468 {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7},
469 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
470 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
472 { /* level 2 */
473 {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0},
474 {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0},
475 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
476 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
477 {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1},
478 {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1},
479 {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0},
480 {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0}
482 { /* level 3 */
483 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
484 {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2},
485 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
486 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
487 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
488 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6},
489 {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6},
490 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}
492 { /* level 4 */
493 {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0},
494 {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0},
495 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
496 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
497 {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26},
498 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
499 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
500 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}
502 { /* level 5 */
503 {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4},
504 {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0},
505 {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5},
506 {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5},
507 {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0},
508 {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36},
509 {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36},
510 {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0}
512 { /* level 6 */
513 {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0},
514 {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3},
515 {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3},
516 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0},
517 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
518 {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5},
519 {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0},
520 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
522 { /* level 7 */
523 {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0},
524 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
525 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
526 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
527 {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6},
528 {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0},
529 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
530 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
532 { /* level 8 */
533 {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0},
534 {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0},
535 {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6},
536 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
537 {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0},
538 {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0},
539 {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0},
540 {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5}
542 { /* level 9 */
543 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
544 {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2},
545 {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2},
546 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
547 {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2},
548 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
549 {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2},
550 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
552 { /* level 10 */
553 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
554 {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5},
555 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
556 {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0},
557 {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0},
558 {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0},
559 {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0},
560 {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1}
562 { /* level 11 */
563 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3},
564 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2},
565 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
566 {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2},
567 {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2},
568 {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0},
569 {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0},
570 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}
572 { /* level 12 */
573 {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2},
574 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
575 {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1},
576 {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0},
577 {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0},
578 {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1},
579 {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1},
580 {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2}
582 {/* levell13 */
583 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
584 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
585 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2},
586 {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2},
587 {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2},
588 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
589 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
590 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
592 {/* level 14 */
593 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
594 {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4},
595 {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4},
596 {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4},
597 {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4},
598 {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4},
599 {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4},
600 {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4}
602 {/* level 15 */
603 {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3},
604 {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0},
605 {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0},
606 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0},
607 {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0},
608 {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0},
609 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0},
610 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
612 {/* level 16 (Rockbox) by ts-x */
613 {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
614 {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0},
615 {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
616 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
617 {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
618 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0},
619 {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0},
620 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}
622 {/* level 17 (Alien) by ts-x */
623 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
624 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
625 {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1},
626 {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2},
627 {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1},
628 {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2},
629 {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2},
630 {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2}
632 {/* level 18 (Tetris) by ts-x */
633 {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
634 {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
635 {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2},
636 {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2},
637 {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
638 {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
639 {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5},
640 {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5}
642 { /* level 19 (Stalactites) by ts-x */
643 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
644 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
645 {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2},
646 {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2},
647 {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0},
648 {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2},
649 {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0},
650 {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0}
652 { /* level 20 (Maze) by ts-x */
653 {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21},
654 {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1},
655 {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1},
656 {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2},
657 {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0},
658 {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0},
659 {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2},
660 {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21}
662 { /* level 21 (Dentist) by ts-x */
663 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
664 {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2},
665 {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2},
666 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2},
667 {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2},
668 {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2},
669 {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2},
670 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}
672 { /* level 22 (Spider) by ts-x */
673 {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31},
674 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
675 {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33},
676 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
677 {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0},
678 {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21},
679 {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0},
680 {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3}
682 { /* level 23 (Pool) by ts-x */
683 {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0},
684 {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0},
685 {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7},
686 {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7},
687 {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7},
688 {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7},
689 {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
690 {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0}
692 { /* level 24 (Vorbis Fish) by ts-x */
693 {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5},
694 {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5},
695 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5},
696 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5},
697 {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0},
698 {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5},
699 {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5},
700 {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5}
702 {/* level 25 (Rainbow) by ts-x */
703 {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0},
704 {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24},
705 {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21},
706 {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3},
707 {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5},
708 {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6},
709 {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7},
710 {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32}
712 { /* level 26 (Bowtie) by ts-x */
713 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5},
714 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
715 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
716 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
717 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
718 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
719 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
720 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}
722 { /* level 27 (Frog) by ts-x */
723 {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0},
724 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
725 {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25},
726 {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5},
727 {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5},
728 {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5},
729 {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5},
730 {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0}
732 { /* level 28 (DigDug) by ts-x */
733 {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35},
734 {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6},
735 {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7},
736 {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7},
737 {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4},
738 {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4},
739 {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4},
740 {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1}
742 { /* level 29 UK Flag by Seth Opgenorth */
743 {0x32,0x0,0x3,0x3,0x2,0x2,0x3,0x3,0x0,0x32},
744 {0x0,0x2,0x0,0x3,0x32,0x22,0x33,0x0,0x32,0x0},
745 {0x33,0x0,0x22,0x0,0x2,0x2,0x0,0x2,0x0,0x33},
746 {0x22,0x32,0x2,0x2,0x2,0x2,0x2,0x2,0x22,0x2},
747 {0x3,0x0,0x0,0x32,0x22,0x2,0x2,0x0,0x0,0x3},
748 {0x23,0x0,0x32,0x0,0x32,0x2,0x0,0x2,0x0,0x3},
749 {0x0,0x2,0x0,0x3,0x2,0x2,0x3,0x0,0x22,0x0},
750 {0x32,0x0,0x3,0x23,0x2,0x2,0x23,0x33,0x0,0x32}
752 { /* level 30 Win-Logo by Seth Opgenorth */
753 {0x0,0x0,0x0,0x22,0x0,0x0,0x0,0x0,0x0,0x0},
754 {0x0,0x0,0x32,0x2,0x2,0x25,0x0,0x5,0x0,0x0},
755 {0x0,0x0,0x2,0x22,0x2,0x5,0x5,0x35,0x0,0x0},
756 {0x0,0x0,0x2,0x1,0x2,0x5,0x5,0x25,0x0,0x0},
757 {0x0,0x0,0x21,0x1,0x1,0x36,0x7,0x26,0x0,0x0},
758 {0x0,0x0,0x1,0x1,0x1,0x6,0x6,0x6,0x0,0x0},
759 {0x0,0x0,0x21,0x0,0x21,0x6,0x6,0x26,0x0,0x0},
760 {0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0}
762 { /* level 31 Color wave/V by Seth Opgenorth */
763 {0x25,0x34,0x2,0x31,0x33,0x23,0x1,0x2,0x34,0x5},
764 {0x3,0x5,0x24,0x2,0x1,0x1,0x2,0x4,0x5,0x3},
765 {0x1,0x3,0x5,0x4,0x2,0x2,0x4,0x5,0x3,0x1},
766 {0x2,0x1,0x33,0x35,0x4,0x4,0x5,0x33,0x1,0x22},
767 {0x31,0x22,0x1,0x3,0x5,0x25,0x3,0x1,0x2,0x31},
768 {0x3,0x1,0x2,0x1,0x3,0x3,0x1,0x2,0x21,0x3},
769 {0x5,0x23,0x1,0x32,0x1,0x1,0x2,0x1,0x3,0x5},
770 {0x4,0x35,0x3,0x1,0x2,0x22,0x31,0x3,0x5,0x4}
772 { /* level 32 Sweedish Flag by Seth Opgenorth */
773 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
774 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
775 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
776 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
777 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
778 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
779 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
780 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}
782 { /* level 33 Color Pyramid by Seth Opgenorth */
783 {0x0,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x0},
784 {0x0,0x0,0x0,0x4,0x24,0x4,0x24,0x0,0x0,0x0},
785 {0x0,0x0,0x23,0x3,0x3,0x3,0x23,0x3,0x0,0x0},
786 {0x0,0x0,0x25,0x5,0x25,0x35,0x5,0x35,0x0,0x0},
787 {0x0,0x36,0x6,0x6,0x6,0x6,0x26,0x6,0x6,0x0},
788 {0x0,0x7,0x7,0x7,0x7,0x25,0x27,0x7,0x27,0x0},
789 {0x2,0x2,0x22,0x2,0x2,0x2,0x22,0x2,0x2,0x2},
790 {0x21,0x1,0x1,0x31,0x1,0x21,0x1,0x1,0x31,0x1}
792 { /* level 34 Rhombus by Seth Opgenorth */
793 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0},
794 {0x0,0x0,0x0,0x3,0x32,0x22,0x23,0x0,0x0,0x0},
795 {0x0,0x0,0x3,0x2,0x24,0x4,0x2,0x23,0x0,0x0},
796 {0x26,0x3,0x2,0x4,0x5,0x5,0x4,0x22,0x3,0x6},
797 {0x36,0x3,0x2,0x34,0x5,0x5,0x4,0x2,0x3,0x36},
798 {0x0,0x0,0x3,0x2,0x4,0x34,0x2,0x23,0x0,0x0},
799 {0x0,0x0,0x0,0x23,0x2,0x2,0x3,0x0,0x0,0x0},
800 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0}
802 { /* level 35 PacMan Ghost by Seth Opgenorth */
803 {0x0,0x0,0x0,0x0,0x2,0x32,0x2,0x0,0x0,0x0},
804 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
805 {0x0,0x0,0x2,0x24,0x4,0x2,0x4,0x4,0x32,0x0},
806 {0x0,0x0,0x2,0x24,0x0,0x22,0x24,0x0,0x22,0x0},
807 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
808 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
809 {0x0,0x0,0x2,0x32,0x2,0x2,0x22,0x2,0x32,0x0},
810 {0x0,0x0,0x0,0x22,0x0,0x32,0x0,0x22,0x0,0x0}
812 { /* level 36 Star by Seth Opgenorth */
813 {0x3,0x4,0x3,0x4,0x6,0x24,0x3,0x24,0x3,0x0},
814 {0x24,0x0,0x0,0x6,0x6,0x6,0x0,0x0,0x4,0x0},
815 {0x3,0x26,0x6,0x2,0x6,0x2,0x6,0x26,0x23,0x0},
816 {0x4,0x0,0x6,0x6,0x36,0x6,0x6,0x0,0x4,0x0},
817 {0x3,0x0,0x0,0x26,0x6,0x26,0x0,0x0,0x33,0x0},
818 {0x34,0x0,0x6,0x6,0x0,0x6,0x6,0x0,0x4,0x0},
819 {0x3,0x26,0x6,0x0,0x0,0x0,0x6,0x6,0x3,0x0},
820 {0x4,0x3,0x4,0x23,0x24,0x3,0x4,0x33,0x4,0x0}
822 { /* level 37 It's 8-Bit by Seth Opgenorth */
823 {0x26,0x26,0x6,0x6,0x5,0x6,0x26,0x6,0x26,0x6},
824 {0x2,0x2,0x22,0x3,0x3,0x0,0x0,0x0,0x4,0x0},
825 {0x2,0x0,0x2,0x33,0x3,0x3,0x5,0x0,0x24,0x0},
826 {0x32,0x2,0x2,0x33,0x0,0x23,0x0,0x4,0x4,0x4},
827 {0x2,0x22,0x2,0x3,0x3,0x0,0x5,0x4,0x4,0x24},
828 {0x2,0x0,0x2,0x23,0x0,0x3,0x25,0x0,0x4,0x0},
829 {0x22,0x2,0x2,0x3,0x23,0x0,0x5,0x0,0x4,0x0},
830 {0x6,0x26,0x6,0x36,0x6,0x36,0x6,0x6,0x6,0x6}
832 { /* level 38 Linux by Seth Opgenorth */
833 {0x27,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
834 {0x7,0x0,0x0,0x0,0x33,0x0,0x23,0x0,0x0,0x0},
835 {0x7,0x32,0x0,0x0,0x3,0x0,0x23,0x6,0x0,0x6},
836 {0x37,0x0,0x0,0x0,0x23,0x0,0x3,0x6,0x0,0x26},
837 {0x7,0x22,0x24,0x0,0x3,0x33,0x3,0x0,0x26,0x0},
838 {0x37,0x22,0x24,0x24,0x4,0x0,0x0,0x0,0x26,0x0},
839 {0x7,0x2,0x4,0x0,0x4,0x0,0x0,0x6,0x0,0x26},
840 {0x7,0x27,0x4,0x0,0x34,0x0,0x0,0x6,0x0,0x26}
842 { /* level 39 Colorful Squares by Seth Opgenorth*/
843 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0},
844 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
845 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
846 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
847 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
848 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
849 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
850 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0}
852 { /* TheEnd */
853 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
854 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
855 {0x32,0x0,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
856 {0x32,0x32,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
857 {0x32,0x32,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
858 {0x32,0x0,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
859 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
860 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
867 * Enums and structs
871 enum power_types
873 POWER_TYPE_LIFE_GAIN = 0,
874 POWER_TYPE_LIFE_LOSS,
875 POWER_TYPE_PADDLE_STICKY,
876 POWER_TYPE_PADDLE_SHOOTER,
877 POWER_TYPE_PADDLE_NORMAL,
878 POWER_TYPE_PADDLE_FLIP,
879 POWER_TYPE_EXTRA_BALL,
880 POWER_TYPE_PADDLE_LONG,
881 POWER_TYPE_PADDLE_SHORT,
882 NUMBER_OF_POWERUPS,
885 #define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS)
886 /* Increasing this value makes the game with less powerups */
887 #define POWER_RAND (NUMBER_OF_POWERUPS + 15)
889 enum difficulty_options
891 EASY,
892 NORMAL
895 enum game_state
897 ST_READY,
898 ST_START,
899 ST_PAUSE
902 enum paddle_type
904 PADDLE_TYPE_NORMAL = 0,
905 PADDLE_TYPE_STICKY,
906 PADDLE_TYPE_SHOOTER,
909 enum intersection
911 INTERSECTION_TOP,
912 INTERSECTION_BOTTOM,
913 INTERSECTION_LEFT,
914 INTERSECTION_RIGHT,
915 INTERSECTION_ALL,
918 struct brick
920 bool used; /* Is the brick still in play? */
921 int color;
922 int hits; /* How many hits can this brick take? */
923 int hiteffect;
926 struct ball
928 /* pos_x and y store the current center position of the ball */
929 int pos_x;
930 int pos_y;
931 /* tempx and tempy store an absolute position the ball should be in. If
932 * they are equal to 0, they are not used when positioning the ball.
934 int tempx;
935 int tempy;
936 /* speedx and speedy store the current speed of the ball */
937 int speedx;
938 int speedy;
939 bool glue; /* Is the ball stuck to the paddle? */
942 struct fire
944 int top; /* This stores the fire y position, it is a fixed point num */
945 int x_pos; /* This stores the fire x position, it is a whole number */
948 struct power
950 int top; /* This stores the powerup y position, it is a fixed point num */
951 int x_pos; /* This stores the (middle of) powerup x position, it is a whole number */
952 enum power_types type; /* This stores the powerup type */
955 struct point
957 int x;
958 int y;
961 struct line
963 struct point p1;
964 struct point p2;
967 struct rect
969 struct point top_left;
970 struct point bottom_right;
975 * Globals
979 static enum game_state game_state;
980 static int pad_pos_x;
981 static int life;
982 static int score,vscore;
983 static bool flip_sides;
984 static int level;
985 static int brick_on_board;
986 static int used_balls;
987 static int used_fires;
988 static int used_powers;
989 static int difficulty = NORMAL;
990 static int pad_width;
991 static int flip_sides_delay;
992 static bool resume = false;
993 static bool resume_file = false;
994 static struct brick brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
995 static struct ball ball[MAX_BALLS];
996 static struct fire fire[MAX_FIRES];
997 static struct power power[MAX_POWERS];
998 static enum paddle_type paddle_type;
1000 static struct configdata config[] =
1002 {TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL},
1005 static struct highscore highscores[NUM_SCORES];
1010 * Functions
1015 * check_lines:
1016 * This is based off an explanation and expanded math presented by Paul Bourke:
1017 * http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
1019 * It takes two lines as inputs and returns 1 if they intersect, 0 if they do
1020 * not. hitp returns the point where the two lines intersected.
1022 * This function expects fixed point inputs with a precision of 3. When a
1023 * collision occurs hitp is updated with a fixed point location (precision 3)
1024 * where the collision happened. The internal calculations are fixed
1025 * point with a 7 bit fractional precision.
1027 * If you choose 10 bits of precision a screen size of about 640x480 is the
1028 * largest this can go. 7 bits allows for an accurate intersection calculation
1029 * with a line length of about 64 and a rougher line lenght of 128 which is
1030 * larger than any target currently needs (the pad is the longest line and it
1031 * only needs an accuracy of 2^4 at most to figure out which section of the pad
1032 * the ball hit). A precision of 7 gives breathing room for larger screens.
1033 * Longer line sizes that need accurate intersection points will need more
1034 * precision, but will decrease the maximum screen resolution.
1037 #define LINE_PREC 7
1038 static int check_lines(struct line *line1, struct line *line2,
1039 struct point *hitp)
1041 /* Introduction:
1042 * This code is based on the solution of these two input equations:
1043 * Pa = P1 + ua (P2-P1)
1044 * Pb = P3 + ub (P4-P3)
1046 * Where line one is composed of points P1 and P2 and line two is composed
1047 * of points P3 and P4.
1049 * ua/b is the fractional value you can multiply the x and y legs of the
1050 * triangle formed by each line to find a point on the line.
1052 * The two equations can be expanded to their x/y components:
1053 * Pa.x = p1.x + ua(p2.x - p1.x)
1054 * Pa.y = p1.y + ua(p2.y - p1.y)
1056 * Pb.x = p3.x + ub(p4.x - p3.x)
1057 * Pb.y = p3.y + ub(p4.y - p3.y)
1059 * When Pa.x == Pb.x and Pa.y == Pb.y the lines intersect so you can come
1060 * up with two equations (one for x and one for y):
1062 * p1.x + ua(p2.x - p1.x) = p3.x + ub(p4.x - p3.x)
1063 * p1.y + ua(p2.y - p1.y) = p3.y + ub(p4.y - p3.y)
1065 * ua and ub can then be individually solved for. This results in the
1066 * equations used in the following code.
1069 /* Denominator for ua and ub are the same so store this calculation */
1070 int d = FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p2.x-line1->p1.x))
1071 -FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p2.y-line1->p1.y));
1073 /* n_a and n_b are calculated as seperate values for readability */
1074 int n_a = FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p1.y-line2->p1.y))
1075 -FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p1.x-line2->p1.x));
1077 int n_b = FIXED3_MUL((line1->p2.x - line1->p1.x),(line1->p1.y-line2->p1.y))
1078 -FIXED3_MUL((line1->p2.y - line1->p1.y),(line1->p1.x-line2->p1.x));
1080 /* Make sure there is not a division by zero - this also indicates that
1081 * the lines are parallel.
1083 * If n_a and n_b were both equal to zero the lines would be on top of each
1084 * other (coincidental). This check is not done because it is not
1085 * necessary for this implementation (the parallel check accounts for this).
1087 if(d == 0)
1088 return 0;
1090 /* Calculate the intermediate fractional point that the lines potentially
1091 * intersect.
1093 int ua = (n_a << LINE_PREC)/d;
1094 int ub = (n_b << LINE_PREC)/d;
1096 /* The fractional point will be between 0 and 1 inclusive if the lines
1097 * intersect. If the fractional calculation is larger than 1 or smaller
1098 * than 0 the lines would need to be longer to intersect.
1100 if(ua >=0 && ua <= (1<<LINE_PREC) && ub >= 0 && ub <= (1<<LINE_PREC))
1102 hitp->x = line1->p1.x + ((ua * (line1->p2.x - line1->p1.x))>>LINE_PREC);
1103 hitp->y = line1->p1.y + ((ua * (line1->p2.y - line1->p1.y))>>LINE_PREC);
1104 return 1;
1106 return 0;
1110 static int check_rect(struct line *line, struct rect *rect,
1111 enum intersection intersection, struct point *hitp)
1113 struct line edge;
1115 switch (intersection)
1117 case INTERSECTION_TOP:
1119 edge.p1.x = rect->top_left.x;
1120 edge.p1.y = rect->top_left.y;
1122 edge.p2.x = rect->bottom_right.x;
1123 edge.p2.y = rect->top_left.y;
1125 break;
1127 case INTERSECTION_BOTTOM:
1129 edge.p1.x = rect->top_left.x;
1130 edge.p1.y = rect->bottom_right.y;
1132 edge.p2.x = rect->bottom_right.x;
1133 edge.p2.y = rect->bottom_right.y;
1135 break;
1137 case INTERSECTION_LEFT:
1139 edge.p1.x = rect->top_left.x;
1140 edge.p1.y = rect->top_left.y;
1142 edge.p2.x = rect->top_left.x;
1143 edge.p2.y = rect->bottom_right.y;
1145 break;
1147 case INTERSECTION_RIGHT:
1149 edge.p1.x = rect->bottom_right.x;
1150 edge.p1.y = rect->top_left.y;
1152 edge.p2.x = rect->bottom_right.x;
1153 edge.p2.y = rect->bottom_right.y;
1155 break;
1157 case INTERSECTION_ALL: /* Test hit on all edges */
1159 return (check_rect(line, rect, INTERSECTION_TOP, hitp) ||
1160 check_rect(line, rect, INTERSECTION_BOTTOM, hitp) ||
1161 check_rect(line, rect, INTERSECTION_LEFT, hitp) ||
1162 check_rect(line, rect, INTERSECTION_RIGHT, hitp));
1166 return check_lines(line, &edge, hitp);
1169 static void brickmania_init_game(bool new_game)
1171 int i,j;
1173 pad_pos_x = GAMESCREEN_WIDTH/2 - PAD_WIDTH/2;
1175 for(i=0;i<MAX_BALLS;i++)
1177 ball[i].speedx = 0;
1178 ball[i].speedy = 0;
1179 ball[i].tempy = 0;
1180 ball[i].tempx = 0;
1181 ball[i].pos_y = ON_PAD_POS_Y;
1182 ball[i].pos_x = GAMESCREEN_WIDTH/2;
1183 ball[i].glue = false;
1186 used_balls = 1;
1187 used_fires = 0;
1188 used_powers = 0;
1189 game_state = ST_READY;
1190 paddle_type = PADDLE_TYPE_NORMAL;
1191 pad_width = PAD_WIDTH;
1192 flip_sides = false;
1193 flip_sides_delay = FLIP_SIDES_DELAY;
1195 if (new_game) {
1196 brick_on_board=0;
1197 /* add one life per achieved level */
1198 if (difficulty==EASY && life<2) {
1199 score+=SCORE_LEVEL_COMPLETED;
1200 life++;
1204 for(i=0;i<NUM_BRICKS_ROWS;i++) {
1205 for(j=0;j<NUM_BRICKS_COLS;j++) {
1206 if (new_game) {
1207 brick[i][j].hits=levels[level][i][j]>=10?
1208 levels[level][i][j]/16-1:0;
1209 brick[i][j].hiteffect=0;
1210 brick[i][j].used=!(levels[level][i][j]==0);
1211 brick[i][j].color=(levels[level][i][j]>=10?
1212 levels[level][i][j]%16:
1213 levels[level][i][j])-1;
1214 if (levels[level][i][j]!=0)
1215 brick_on_board++;
1221 static void brickmania_loadgame(void)
1223 int fd;
1225 resume = false;
1227 /* open game file */
1228 fd = rb->open(SAVE_FILE, O_RDONLY);
1229 if(fd < 0) return;
1231 /* read in saved game */
1232 if((rb->read(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) ||
1233 (rb->read(fd, &life, sizeof(life)) <= 0) ||
1234 (rb->read(fd, &game_state, sizeof(game_state)) <= 0) ||
1235 (rb->read(fd, &paddle_type, sizeof(paddle_type)) <= 0) ||
1236 (rb->read(fd, &score, sizeof(score)) <= 0) ||
1237 (rb->read(fd, &flip_sides, sizeof(flip_sides)) <= 0) ||
1238 (rb->read(fd, &level, sizeof(level)) <= 0) ||
1239 (rb->read(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) ||
1240 (rb->read(fd, &used_balls, sizeof(used_balls)) <= 0) ||
1241 (rb->read(fd, &used_fires, sizeof(used_fires)) <= 0) ||
1242 (rb->read(fd, &used_powers, sizeof(used_powers)) <= 0) ||
1243 (rb->read(fd, &pad_width, sizeof(pad_width)) <= 0) ||
1244 (rb->read(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) ||
1245 (rb->read(fd, &brick, sizeof(brick)) <= 0) ||
1246 (rb->read(fd, &ball, sizeof(ball)) <= 0) ||
1247 (rb->read(fd, &fire, sizeof(fire)) <= 0) ||
1248 (rb->read(fd, &power, sizeof(power)) <= 0))
1250 rb->splash(HZ/2, "Failed to load game");
1252 else
1254 vscore = score;
1255 resume = true;
1258 rb->close(fd);
1260 return;
1263 static void brickmania_savegame(void)
1265 int fd;
1267 /* write out the game state to the save file */
1268 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT, 0666);
1269 if(fd < 0) return;
1271 if ((rb->write(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) ||
1272 (rb->write(fd, &life, sizeof(life)) <= 0) ||
1273 (rb->write(fd, &game_state, sizeof(game_state)) <= 0) ||
1274 (rb->write(fd, &paddle_type, sizeof(paddle_type)) <= 0) ||
1275 (rb->write(fd, &score, sizeof(score)) <= 0) ||
1276 (rb->write(fd, &flip_sides, sizeof(flip_sides)) <= 0) ||
1277 (rb->write(fd, &level, sizeof(level)) <= 0) ||
1278 (rb->write(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) ||
1279 (rb->write(fd, &used_balls, sizeof(used_balls)) <= 0) ||
1280 (rb->write(fd, &used_fires, sizeof(used_fires)) <= 0) ||
1281 (rb->write(fd, &used_powers, sizeof(used_powers)) <= 0) ||
1282 (rb->write(fd, &pad_width, sizeof(pad_width)) <= 0) ||
1283 (rb->write(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) ||
1284 (rb->write(fd, &brick, sizeof(brick)) <= 0) ||
1285 (rb->write(fd, &ball, sizeof(ball)) <= 0) ||
1286 (rb->write(fd, &fire, sizeof(fire)) <= 0) ||
1287 (rb->write(fd, &power, sizeof(power)) <= 0))
1289 rb->close(fd);
1290 rb->remove(SAVE_FILE);
1291 rb->splash(HZ/2, "Failed to save game");
1292 return;
1295 rb->close(fd);
1298 /* brickmania_sleep timer counting the score */
1299 static void brickmania_sleep(int secs)
1301 bool done=false;
1302 char s[20];
1303 int count=0;
1304 int sw, w;
1306 while (!done)
1308 if (count == 0)
1309 count = *rb->current_tick + HZ*secs;
1310 if ( (TIME_AFTER(*rb->current_tick, count)) && (vscore == score) )
1311 done = true;
1313 if(vscore != score)
1315 if (vscore<score)
1316 vscore++;
1317 if (vscore>score)
1318 vscore--;
1319 rb->snprintf(s, sizeof(s), "%d", vscore);
1320 rb->lcd_getstringsize(s, &sw, &w);
1321 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
1322 rb->lcd_update_rect(0,0,LCD_WIDTH,w+2);
1324 rb->yield();
1328 static int brickmania_help(void)
1330 static char *help_text[] = {
1331 "Brickmania", "", "Aim", "",
1332 "Destroy", "all", "the", "bricks", "by", "bouncing",
1333 "the", "ball", "of", "them", "using", "the", "paddle.", "", "",
1334 "Controls", "",
1335 #if CONFIG_KEYPAD == COWON_D2_PAD
1336 "- & +:",
1337 #else
1338 "< & >:",
1339 #endif
1340 "Moves", "the", "paddle", "",
1341 #if CONFIG_KEYPAD == ONDIO_PAD
1342 "MENU:",
1343 #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD)
1344 "PLAY:",
1345 #elif CONFIG_KEYPAD == IRIVER_H300_PAD
1346 "NAVI:",
1347 #elif CONFIG_KEYPAD == COWON_D2_PAD
1348 "MENU:",
1349 #else
1350 "SELECT:",
1351 #endif
1352 "Releases", "the", "ball/Fire!", "",
1353 #if CONFIG_KEYPAD == IAUDIO_M3_PAD
1354 "REC:",
1355 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
1356 (CONFIG_KEYPAD == CREATIVEZVM_PAD)
1357 "BACK:",
1358 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
1359 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
1360 (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
1361 (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1362 "MENU:",
1363 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
1364 (CONFIG_KEYPAD == IRIVER_H300_PAD) || \
1365 (CONFIG_KEYPAD == ONDIO_PAD) || \
1366 (CONFIG_KEYPAD == RECORDER_PAD) || \
1367 (CONFIG_KEYPAD == ARCHOS_AV300_PAD)
1368 "STOP:",
1369 #else
1370 "POWER:",
1371 #endif
1372 "Returns", "to", "menu", "", "",
1373 "Specials", "",
1374 "N", "Normal:", "returns", "paddle", "to", "normal", "",
1375 "D", "DIE!:", "loses", "a", "life", "",
1376 "L", "Life:", "gains", "a", "life/power", "up", "",
1377 "F", "Fire:", "allows", "you", "to", "shoot", "bricks", "",
1378 "G", "Glue:", "ball", "sticks", "to", "paddle", "",
1379 "B", "Ball:", "generates", "another", "ball", "",
1380 "FL", "Flip:", "flips", "left / right", "movement", "",
1381 "<->", "or", "<E>:", "enlarges", "the", "paddle", "",
1382 ">-<", "or", ">S<:", "shrinks", "the", "paddle", "",
1384 static struct style_text formation[]={
1385 { 0, TEXT_CENTER|TEXT_UNDERLINE },
1386 { 2, C_RED },
1387 { 19, C_RED },
1388 { 37, C_RED },
1389 { 39, C_BLUE },
1390 { 46, C_RED },
1391 { 52, C_GREEN },
1392 { 59, C_ORANGE },
1393 { 67, C_GREEN },
1394 { 74, C_YELLOW },
1395 { 80, C_RED },
1396 LAST_STYLE_ITEM
1399 rb->lcd_setfont(FONT_UI);
1400 #ifdef HAVE_LCD_COLOR
1401 rb->lcd_set_background(LCD_BLACK);
1402 rb->lcd_set_foreground(LCD_WHITE);
1403 #endif
1404 if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
1405 return 1;
1406 rb->lcd_setfont(FONT_SYSFIXED);
1408 return 0;
1411 static int brickmania_menu_cb(int action, const struct menu_item_ex *this_item)
1413 int i = ((intptr_t)this_item);
1414 if(action == ACTION_REQUEST_MENUITEM
1415 && !resume && (i==0 || i==6))
1416 return ACTION_EXIT_MENUITEM;
1417 return action;
1420 static int brickmania_menu(void)
1422 int selected = 0;
1424 static struct opt_items options[] = {
1425 { "Easy", -1 },
1426 { "Normal", -1 },
1429 #ifdef HAVE_TOUCHSCREEN
1430 /* Entering Menu, set the touchscreen to the global setting */
1431 rb->touchscreen_set_mode(rb->global_settings->touch_mode);
1432 #endif
1434 MENUITEM_STRINGLIST(main_menu, "Brickmania Menu", brickmania_menu_cb,
1435 "Resume Game", "Start New Game",
1436 "Difficulty", "Help", "High Scores",
1437 "Playback Control",
1438 "Quit without Saving", "Quit");
1440 rb->button_clear_queue();
1441 while (true) {
1442 switch (rb->do_menu(&main_menu, &selected, NULL, false)) {
1443 case 0:
1444 if(game_state!=ST_READY)
1445 game_state = ST_PAUSE;
1446 if(resume_file)
1447 rb->remove(SAVE_FILE);
1448 return 0;
1449 case 1:
1450 score=0;
1451 vscore=0;
1452 life=2;
1453 level=0;
1454 brickmania_init_game(true);
1455 return 0;
1456 case 2:
1457 rb->set_option("Difficulty", &difficulty, INT,
1458 options, 2, NULL);
1459 break;
1460 case 3:
1461 if (brickmania_help())
1462 return 1;
1463 break;
1464 case 4:
1465 highscore_show(-1, highscores, NUM_SCORES, true);
1466 break;
1467 case 5:
1468 if (playback_control(NULL))
1469 return 1;
1470 break;
1471 case 6:
1472 return 1;
1473 case 7:
1474 if (resume) {
1475 rb->splash(HZ*1, "Saving game ...");
1476 brickmania_savegame();
1478 return 1;
1479 case MENU_ATTACHED_USB:
1480 return 1;
1481 default:
1482 break;
1485 #ifdef HAVE_TOUCHSCREEN
1486 rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
1487 #endif
1490 static void brick_hit(int i, int j)
1492 if(!brick[i][j].used)
1493 return;
1495 /* if this is a crackable brick hits starts as
1496 * greater than 0.
1498 if (brick[i][j].hits > 0) {
1499 brick[i][j].hits--;
1500 brick[i][j].hiteffect++;
1501 score+=SCORE_BALL_HIT_BRICK;
1503 else {
1504 brick[i][j].used=false;
1505 if (used_powers<MAX_POWERS)
1507 int ran = rb->rand()%POWER_RAND;
1509 if (ran<NUMBER_OF_POWERUPS)
1511 power[used_powers].top = TOPMARGIN + i*BRICK_HEIGHT;
1512 power[used_powers].x_pos = LEFTMARGIN + j*BRICK_WIDTH +
1513 (BRICK_WIDTH >> 1);
1514 power[used_powers].type = ran;
1515 used_powers++;
1518 brick_on_board--;
1519 score+=SCORE_BALL_DEMOLISHED_BRICK;
1523 static int brickmania_game_loop(void)
1525 int j,i,k;
1526 int sw, sh;
1527 char s[30];
1528 int sec_count=0;
1529 int end;
1531 /* pad_rect used for powerup/ball checks */
1532 struct rect pad_rect;
1533 /* This is used for various lines that are checked (ball and powerup) */
1534 struct line misc_line;
1536 /* This stores the point that the two lines intersected in a test */
1537 struct point pt_hit;
1539 if (brickmania_menu()) {
1540 return 1;
1542 resume = false;
1543 resume_file = false;
1545 #ifdef HAVE_LCD_COLOR
1546 rb->lcd_set_background(LCD_BLACK);
1547 rb->lcd_set_foreground(LCD_WHITE);
1548 rb->lcd_set_drawmode(DRMODE_SOLID);
1549 rb->lcd_clear_display();
1550 #endif
1552 while(true) {
1553 /* Convert CYCLETIME (in ms) to HZ */
1554 end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
1556 if (life >= 0) {
1557 rb->lcd_clear_display();
1559 if (flip_sides)
1561 if (TIME_AFTER(*rb->current_tick, sec_count))
1563 sec_count=*rb->current_tick+HZ;
1564 if (flip_sides_delay > 1)
1565 flip_sides_delay--;
1566 else
1567 flip_sides=false;
1569 rb->snprintf(s, sizeof(s), "%d", flip_sides_delay);
1570 rb->lcd_getstringsize(s, &sw, NULL);
1571 rb->lcd_putsxy(LCD_WIDTH/2-2, INT3(STRINGPOS_FLIP), s);
1574 /* write life num */
1575 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1576 rb->snprintf(s, sizeof(s), "L:%d", life);
1577 #else
1578 rb->snprintf(s, sizeof(s), "Life: %d", life);
1579 #endif
1580 rb->lcd_putsxy(0, 0, s);
1582 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1583 rb->snprintf(s, sizeof(s), "L%d", level+1);
1584 #else
1585 rb->snprintf(s, sizeof(s), "Level %d", level+1);
1586 #endif
1588 rb->lcd_getstringsize(s, &sw, NULL);
1589 rb->lcd_putsxy(LCD_WIDTH-sw, 0, s);
1591 if (vscore<score) vscore++;
1592 rb->snprintf(s, sizeof(s), "%d", vscore);
1593 rb->lcd_getstringsize(s, &sw, NULL);
1594 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
1596 /* continue game */
1597 if (game_state == ST_PAUSE)
1599 rb->snprintf(s, sizeof(s), CONTINUE_TEXT);
1600 rb->lcd_getstringsize(s, &sw, NULL);
1601 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_NAVI), s);
1603 sec_count=*rb->current_tick+HZ;
1606 /* draw the ball */
1607 for(i=0;i<used_balls;i++)
1608 rb->lcd_bitmap(brickmania_ball,
1609 INT3(ball[i].pos_x - HALFBALL),
1610 INT3(ball[i].pos_y - HALFBALL),
1611 INT3(BALL), INT3(BALL));
1613 if (brick_on_board==0)
1614 brick_on_board--;
1616 /* Setup the pad line-later used in intersection test */
1617 pad_rect.top_left.x = pad_pos_x;
1618 pad_rect.top_left.y = PAD_POS_Y;
1620 pad_rect.bottom_right.x = pad_pos_x + pad_width;
1621 pad_rect.bottom_right.y = PAD_POS_Y + PAD_HEIGHT;
1623 if (game_state!=ST_PAUSE)
1625 /* move the fires */
1626 for(k=0;k<used_fires;k++)
1628 fire[k].top -= SPEED_FIRE;
1629 if (fire[k].top < 0)
1631 used_fires--;
1632 fire[k].top = fire[used_fires].top;
1633 fire[k].x_pos = fire[used_fires].x_pos;
1634 k--;
1636 else if (fire[k].x_pos >= LEFTMARGIN &&
1637 fire[k].x_pos < LEFTMARGIN + NUM_BRICKS_COLS * BRICK_WIDTH)
1639 j = (fire[k].x_pos - LEFTMARGIN) / BRICK_WIDTH;
1640 for (i=NUM_BRICKS_ROWS-1;i>=0;i--)
1642 if (TOPMARGIN + i*BRICK_HEIGHT<=fire[k].top)
1643 break;
1644 if (brick[i][j].used)
1646 score += SCORE_FIRE_HIT_BRICK;
1647 brick_hit(i, j);
1648 used_fires--;
1649 fire[k].top = fire[used_fires].top;
1650 fire[k].x_pos = fire[used_fires].x_pos;
1651 k--;
1652 break;
1658 /* move and handle the powerups */
1659 for (k=0;k<used_powers;k++)
1661 int remove_power = 0;
1663 power[k].top += SPEED_POWER;
1665 if (power[k].top > PAD_POS_Y)
1667 /* power hit bottom */
1668 remove_power = 1;
1670 else
1672 /* Use misc_line to check if the center of the powerup
1673 * hit the paddle.
1675 misc_line.p1.x = power[k].x_pos;
1676 misc_line.p1.y = power[k].top;
1678 misc_line.p2 = misc_line.p1;
1679 misc_line.p2.y += SPEED_POWER;
1681 /* Check if the powerup will hit the paddle */
1682 if (check_rect(&misc_line, &pad_rect, INTERSECTION_ALL,
1683 &pt_hit))
1686 /* power hit paddle */
1687 remove_power = 1;
1688 switch(power[k].type)
1690 case POWER_TYPE_LIFE_GAIN:
1691 life++;
1692 score += SCORE_POWER_LIFE_GAIN;
1693 break;
1694 case POWER_TYPE_LIFE_LOSS:
1695 life--;
1696 if (life>=0)
1698 brickmania_init_game(false);
1699 brickmania_sleep(2);
1701 break;
1702 case POWER_TYPE_PADDLE_STICKY:
1703 score += SCORE_POWER_PADDLE_STICKY;
1704 paddle_type = PADDLE_TYPE_STICKY;
1705 break;
1706 case POWER_TYPE_PADDLE_SHOOTER:
1707 score += SCORE_POWER_PADDLE_SHOOTER;
1708 paddle_type = PADDLE_TYPE_SHOOTER;
1709 for(i=0;i<used_balls;i++)
1710 ball[i].glue=false;
1711 break;
1712 case POWER_TYPE_PADDLE_NORMAL:
1713 score += SCORE_POWER_PADDLE_NORMAL;
1714 paddle_type = PADDLE_TYPE_NORMAL;
1715 for(i=0;i<used_balls;i++)
1716 ball[i].glue=false;
1717 flip_sides=false;
1718 pad_pos_x += (pad_width-PAD_WIDTH)/2;
1719 pad_width = PAD_WIDTH;
1720 break;
1721 case POWER_TYPE_PADDLE_FLIP:
1722 score += SCORE_POWER_FLIP;
1723 sec_count = *rb->current_tick+HZ;
1724 flip_sides_delay = FLIP_SIDES_DELAY;
1725 flip_sides = true;
1726 break;
1727 case POWER_TYPE_EXTRA_BALL:
1728 score += SCORE_POWER_EXTRA_BALL;
1729 if(used_balls<MAX_BALLS)
1731 /* Set the speed */
1732 if(rb->rand()%2 == 0)
1733 ball[used_balls].speedx=-SPEED_4Q_X;
1734 else
1735 ball[used_balls].speedx= SPEED_4Q_X;
1736 ball[used_balls].speedy= SPEED_4Q_Y;
1737 /* Ball is not glued */
1738 ball[used_balls].glue= false;
1739 used_balls++;
1741 break;
1742 case POWER_TYPE_PADDLE_LONG:
1743 score+=SCORE_POWER_LONG_PADDLE;
1744 if (pad_width==PAD_WIDTH)
1746 pad_width = LONG_PAD_WIDTH;
1747 pad_pos_x -= (LONG_PAD_WIDTH -
1748 PAD_WIDTH)/2;
1750 else if (pad_width==SHORT_PAD_WIDTH)
1752 pad_width = PAD_WIDTH;
1753 pad_pos_x-=(PAD_WIDTH-
1754 SHORT_PAD_WIDTH)/2;
1756 if (pad_pos_x < 0)
1757 pad_pos_x = 0;
1758 else if(pad_pos_x + pad_width >
1759 GAMESCREEN_WIDTH)
1760 pad_pos_x = GAMESCREEN_WIDTH-pad_width;
1761 break;
1762 case POWER_TYPE_PADDLE_SHORT:
1763 if (pad_width==PAD_WIDTH)
1765 pad_width=SHORT_PAD_WIDTH;
1766 pad_pos_x+=(PAD_WIDTH-
1767 SHORT_PAD_WIDTH)/2;
1769 else if (pad_width==LONG_PAD_WIDTH)
1771 pad_width=PAD_WIDTH;
1772 pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2;
1774 break;
1775 default:
1776 break;
1780 if (remove_power)
1782 used_powers--;
1783 if (k != used_powers)
1785 power[k].top = power[used_powers].top;
1786 power[k].x_pos = power[used_powers].x_pos;
1787 power[k].type = power[used_powers].type;
1789 k--;
1795 /* draw the fires */
1796 for(k=0;k<used_fires;k++)
1798 rb->lcd_vline(INT3(fire[k].x_pos), INT3(fire[k].top),
1799 INT3(fire[k].top + FIRE_LENGTH));
1802 /* draw the powerups */
1803 for(k=0;k<used_powers;k++)
1805 rb->lcd_bitmap_part(brickmania_powerups,0,
1806 INT3(POWERUP_HEIGHT)*power[k].type,
1807 STRIDE(SCREEN_MAIN, BMPWIDTH_brickmania_powerups,
1808 BMPHEIGHT_brickmania_powerups),
1809 INT3(power[k].x_pos - (POWERUP_WIDTH >> 1)),
1810 INT3(power[k].top), INT3(POWERUP_WIDTH),
1811 INT3(POWERUP_HEIGHT));
1814 /* handle all of the bricks */
1815 for (i=0; i<NUM_BRICKS_ROWS; i++)
1817 for (j=0; j<NUM_BRICKS_COLS ;j++)
1819 int brickx,bricky;
1821 /* The brick is a brick, but it may or may not be in use */
1822 if(brick[i][j].used)
1824 struct rect brick_rect;
1826 brickx = LEFTMARGIN + j*BRICK_WIDTH;
1827 bricky = TOPMARGIN + i*BRICK_HEIGHT;
1829 brick_rect.top_left.x = brickx;
1830 brick_rect.top_left.y = bricky;
1832 brick_rect.bottom_right.x = brickx + BRICK_WIDTH;
1833 brick_rect.bottom_right.y = bricky + BRICK_HEIGHT;
1835 /* Draw the brick */
1836 rb->lcd_bitmap_part(brickmania_bricks,0,
1837 INT3(BRICK_HEIGHT)*brick[i][j].color,
1838 STRIDE( SCREEN_MAIN,
1839 BMPWIDTH_brickmania_bricks,
1840 BMPHEIGHT_brickmania_bricks),
1841 INT3(brickx),
1842 INT3(bricky),
1843 INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
1845 #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
1846 if (brick[i][j].hiteffect > 0)
1847 rb->lcd_bitmap_transparent_part(brickmania_break,0,
1848 INT3(BRICK_HEIGHT)*brick[i][j].hiteffect,
1849 STRIDE( SCREEN_MAIN,
1850 BMPWIDTH_brickmania_break,
1851 BMPHEIGHT_brickmania_break),
1852 INT3(brickx),
1853 INT3(bricky),
1854 INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
1855 #endif
1857 /* Check if any balls collided with the brick */
1858 for(k=0; k<used_balls; k++)
1860 int hit = 0;
1862 /* Setup the ball path to describe the current ball
1863 * position and the line it makes to its next
1864 * position.
1866 misc_line.p1.x = ball[k].pos_x;
1867 misc_line.p1.y = ball[k].pos_y;
1869 misc_line.p2.x = ball[k].pos_x + ball[k].speedx;
1870 misc_line.p2.y = ball[k].pos_y + ball[k].speedy;
1872 /* Check to see if the ball and the bottom hit. If
1873 * the ball is moving down we don't want to
1874 * include the bottom line intersection.
1876 * The order that the sides are checked matters.
1878 * Note that tempx/tempy store the next position
1879 * that the ball should be drawn.
1881 if (ball[k].speedy <= 0 && check_rect(&misc_line,
1882 &brick_rect, INTERSECTION_BOTTOM, &pt_hit))
1884 ball[k].speedy = -ball[k].speedy;
1885 hit = 1;
1887 /* Check the top, if the ball is moving up dont
1888 * count it as a hit.
1890 else if (ball[k].speedy > 0 && check_rect(&misc_line,
1891 &brick_rect, INTERSECTION_TOP, &pt_hit))
1893 ball[k].speedy = -ball[k].speedy;
1894 hit = 1;
1896 /* Check the left side of the brick */
1897 else if (check_rect(&misc_line, &brick_rect,
1898 INTERSECTION_LEFT, &pt_hit))
1900 ball[k].speedx = -ball[k].speedx;
1901 hit = 1;
1903 /* Check the right side of the brick */
1904 else if (check_rect(&misc_line, &brick_rect,
1905 INTERSECTION_RIGHT, &pt_hit))
1907 ball[k].speedx = -ball[k].speedx;
1908 hit = 1;
1911 if (hit)
1913 ball[k].tempy = pt_hit.y;
1914 ball[k].tempx = pt_hit.x;
1915 brick_hit(i, j);
1916 break;
1918 } /* for k */
1919 } /* if(used) */
1921 } /* for j */
1922 } /* for i */
1924 /* draw the paddle according to the PAD_WIDTH */
1925 if( pad_width == PAD_WIDTH ) /* Normal width */
1927 rb->lcd_bitmap_part(
1928 brickmania_pads,
1929 0, paddle_type*INT3(PAD_HEIGHT),
1930 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads,
1931 BMPHEIGHT_brickmania_pads),
1932 INT3(pad_pos_x), INT3(PAD_POS_Y),
1933 INT3(pad_width), INT3(PAD_HEIGHT) );
1935 else if( pad_width == LONG_PAD_WIDTH ) /* Long Pad */
1937 rb->lcd_bitmap_part(
1938 brickmania_long_pads,
1939 0,paddle_type*INT3(PAD_HEIGHT),
1940 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads,
1941 BMPHEIGHT_brickmania_long_pads),
1942 INT3(pad_pos_x), INT3(PAD_POS_Y),
1943 INT3(pad_width), INT3(PAD_HEIGHT) );
1945 else /* Short pad */
1947 rb->lcd_bitmap_part(
1948 brickmania_short_pads,
1949 0,paddle_type*INT3(PAD_HEIGHT),
1950 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads,
1951 BMPHEIGHT_brickmania_short_pads),
1952 INT3(pad_pos_x), INT3(PAD_POS_Y),
1953 INT3(pad_width), INT3(PAD_HEIGHT) );
1956 /* If the game is not paused continue */
1957 if (game_state!=ST_PAUSE)
1959 /* Loop through all of the balls in play */
1960 for(k=0;k<used_balls;k++)
1962 struct line screen_edge;
1964 /* Describe the ball movement for the edge collision detection */
1965 misc_line.p1.x = ball[k].pos_x;
1966 misc_line.p1.y = ball[k].pos_y;
1968 misc_line.p2.x = ball[k].pos_x + ball[k].speedx;
1969 misc_line.p2.y = ball[k].pos_y + ball[k].speedy;
1971 /* Did the Ball hit the top of the screen? */
1972 screen_edge.p1.x = 0;
1973 screen_edge.p1.y = 0;
1975 screen_edge.p2.x = GAMESCREEN_WIDTH;
1976 screen_edge.p2.y = 0;
1977 /* the test for pos_y prevents the ball from bouncing back
1978 * from _over_ the top to infinity on some rare cases */
1979 if (ball[k].pos_y > 0 &&
1980 check_lines(&misc_line, &screen_edge, &pt_hit))
1982 ball[k].tempy = pt_hit.y + 1;
1983 ball[k].tempx = pt_hit.x;
1984 /* Reverse the direction */
1985 ball[k].speedy = -ball[k].speedy;
1988 /* Player missed the ball and hit bottom of screen */
1989 if (ball[k].pos_y >= GAMESCREEN_HEIGHT)
1991 /* Player had balls to spare, so handle the removal */
1992 if (used_balls>1)
1994 /* decrease number of balls in play */
1995 used_balls--;
1996 /* Replace removed ball with the last ball */
1997 ball[k].pos_x = ball[used_balls].pos_x;
1998 ball[k].pos_y = ball[used_balls].pos_y;
1999 ball[k].speedy = ball[used_balls].speedy;
2000 ball[k].tempy = ball[used_balls].tempy;
2001 ball[k].speedx = ball[used_balls].speedx;
2002 ball[k].tempx = ball[used_balls].tempx;
2003 ball[k].glue = ball[used_balls].glue;
2005 /* Reset the last ball that was removed */
2006 ball[used_balls].speedx=0;
2007 ball[used_balls].speedy=0;
2008 ball[used_balls].tempy=0;
2009 ball[used_balls].tempx=0;
2010 ball[used_balls].pos_y=ON_PAD_POS_Y;
2011 ball[used_balls].pos_x=pad_pos_x+(pad_width/2)-HALFBALL;
2013 k--;
2014 continue;
2016 else
2018 /* Player lost a life */
2019 life--;
2020 if (life>=0)
2022 /* No lives left reset game */
2023 brickmania_init_game(false);
2024 brickmania_sleep(2);
2025 rb->button_clear_queue();
2030 if (game_state != ST_READY && !ball[k].glue)
2032 /* Check if the ball hit the left side */
2033 screen_edge.p1.x = 0;
2034 screen_edge.p1.y = 0;
2036 screen_edge.p2.x = 0;
2037 screen_edge.p2.y = GAMESCREEN_HEIGHT;
2038 if (check_lines(&misc_line, &screen_edge, &pt_hit))
2040 /* Reverse direction */
2041 ball[k].speedx = abs(ball[k].speedx);
2043 /* Re-position ball in gameboard */
2044 ball[k].tempy = pt_hit.y;
2045 ball[k].tempx = 0;
2048 /* Check if the ball hit the right side */
2049 screen_edge.p1.x = GAMESCREEN_WIDTH;
2050 screen_edge.p1.y = 0;
2052 screen_edge.p2.x = GAMESCREEN_WIDTH;
2053 screen_edge.p2.y = GAMESCREEN_HEIGHT;
2054 if (check_lines(&misc_line, &screen_edge, &pt_hit))
2056 /* Reverse direction */
2057 ball[k].speedx = -abs(ball[k].speedx);
2059 /* Re-position ball in gameboard */
2060 ball[k].tempy = pt_hit.y;
2061 ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1);
2064 /* Did the ball hit the paddle? Depending on where the ball
2065 * Hit set the x/y speed appropriately.
2067 if(check_rect(&misc_line, &pad_rect, INTERSECTION_TOP,
2068 &pt_hit) )
2070 /* Re-position ball based on collision */
2071 ball[k].tempy = ON_PAD_POS_Y;
2072 ball[k].tempx = pt_hit.x;
2074 /* Calculate the ball position relative to the paddle width */
2075 int ball_repos = pt_hit.x - pad_pos_x;
2076 /* If the ball hits the right half of paddle, x speed
2077 * should be positive, if it hits the left half it
2078 * should be negative.
2080 int x_direction = -1;
2082 /* Comparisons are done with respect to 1/2 pad_width */
2083 if(ball_repos > pad_width/2)
2085 /* flip the relative position */
2086 ball_repos -= ((ball_repos - pad_width/2) << 1);
2087 /* Ball hit the right half so X speed calculations
2088 * should be positive.
2090 x_direction = 1;
2093 /* Figure out where the ball hit relative to 1/2 pad
2094 * and in divisions of 4.
2096 ball_repos = ball_repos / (pad_width/2/4);
2098 switch(ball_repos)
2100 /* Ball hit the outer edge of the paddle */
2101 case 0:
2102 ball[k].speedy = SPEED_1Q_Y;
2103 ball[k].speedx = SPEED_1Q_X * x_direction;
2104 break;
2105 /* Ball hit the next fourth of the paddle */
2106 case 1:
2107 ball[k].speedy = SPEED_2Q_Y;
2108 ball[k].speedx = SPEED_2Q_X * x_direction;
2109 break;
2110 /* Ball hit the third fourth of the paddle */
2111 case 2:
2112 ball[k].speedy = SPEED_3Q_Y;
2113 ball[k].speedx = SPEED_3Q_X * x_direction;
2114 break;
2115 /* Ball hit the fourth fourth of the paddle or dead
2116 * center.
2118 case 3:
2119 case 4:
2120 ball[k].speedy = SPEED_4Q_Y;
2121 /* Since this is the middle we don't want to
2122 * force the ball in a different direction.
2123 * Just keep it going in the same direction
2124 * with a specific speed.
2126 if(ball[k].speedx > 0)
2128 ball[k].speedx = SPEED_4Q_X;
2130 else
2132 ball[k].speedx = -SPEED_4Q_X;
2134 break;
2136 default:
2137 ball[k].speedy = SPEED_4Q_Y;
2138 break;
2141 if(paddle_type == PADDLE_TYPE_STICKY)
2143 ball[k].speedy = -ball[k].speedy;
2144 ball[k].glue=true;
2146 /* X location should not be forced since that is moved with the paddle. The Y
2147 * position should be forced to keep the ball at the paddle.
2149 ball[k].tempx = 0;
2150 ball[k].tempy = ON_PAD_POS_Y;
2155 /* Update the ball position */
2156 if (!ball[k].glue)
2158 if(ball[k].tempx)
2159 ball[k].pos_x = ball[k].tempx;
2160 else
2161 ball[k].pos_x += ball[k].speedx;
2163 if(ball[k].tempy)
2164 ball[k].pos_y = ball[k].tempy;
2165 else
2166 ball[k].pos_y += ball[k].speedy;
2168 ball[k].tempy=0;
2169 ball[k].tempx=0;
2171 } /* for k */
2174 rb->lcd_update();
2176 if (brick_on_board < 0)
2178 if (level+1<NUM_LEVELS)
2180 level++;
2181 if (difficulty==NORMAL)
2182 score+=SCORE_LEVEL_COMPLETED;
2183 brickmania_init_game(true);
2184 brickmania_sleep(2);
2185 rb->button_clear_queue();
2187 else
2189 rb->lcd_getstringsize("Congratulations!", &sw, &sh);
2190 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH) - 2 * sh,
2191 "Congratulations!");
2192 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
2193 rb->lcd_getstringsize("No more levels", &sw, NULL);
2194 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH),
2195 "No more levels");
2196 #else
2197 rb->lcd_getstringsize("You have finished the game!",
2198 &sw, NULL);
2199 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH),
2200 "You have finished the game!");
2201 #endif
2202 vscore=score;
2203 rb->lcd_update();
2204 brickmania_sleep(2);
2205 return 0;
2209 int button=rb->button_get(false);
2210 int move_button = rb->button_status();
2212 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
2213 /* FIXME: Should probably check remote hold here */
2214 if (rb->button_hold())
2215 button = QUIT;
2216 #endif
2218 #ifdef HAVE_TOUCHSCREEN
2219 if( move_button & BUTTON_TOUCHSCREEN)
2221 int data;
2222 short touch_x, touch_y;
2223 rb->button_status_wdata(&data);
2224 touch_x = FIXED3(data >> 16);
2225 touch_y = FIXED3(data & 0xffff);
2227 if(flip_sides)
2229 pad_pos_x = GAMESCREEN_WIDTH - (touch_x + pad_width/2);
2231 else
2233 pad_pos_x = (touch_x - pad_width/2);
2236 if(pad_pos_x < 0)
2237 pad_pos_x = 0;
2238 else if(pad_pos_x + pad_width > GAMESCREEN_WIDTH)
2239 pad_pos_x = GAMESCREEN_WIDTH-pad_width;
2240 for(k=0; k<used_balls; k++)
2241 if (game_state==ST_READY || ball[k].glue)
2242 ball[k].pos_x = pad_pos_x + pad_width/2;
2244 else
2245 #endif
2247 int button_right, button_left;
2248 #ifdef ALTRIGHT
2249 button_right = move_button & (RIGHT | ALTRIGHT);
2250 button_left = move_button & (LEFT | ALTLEFT);
2251 #else
2252 button_right =((move_button & RIGHT)|| SCROLL_FWD(button));
2253 button_left =((move_button & LEFT) ||SCROLL_BACK(button));
2254 #endif
2255 if ((game_state==ST_PAUSE) && (button_right || button_left))
2256 continue;
2258 if (button_left || button_right)
2260 int dx = 0;
2262 if ((button_right && !flip_sides) ||
2263 (button_left && flip_sides))
2265 if (pad_pos_x+SPEED_PAD+pad_width > GAMESCREEN_WIDTH)
2266 dx = GAMESCREEN_WIDTH - pad_pos_x - pad_width;
2267 else
2268 dx = SPEED_PAD;
2270 else if ((button_left && !flip_sides) ||
2271 (button_right && flip_sides))
2273 if (pad_pos_x-SPEED_PAD < 0)
2274 dx = -pad_pos_x;
2275 else
2276 dx = -SPEED_PAD;
2279 pad_pos_x+=dx;
2280 for(k=0;k<used_balls;k++)
2282 if (game_state==ST_READY || ball[k].glue)
2284 ball[k].pos_x+=dx;
2286 if (ball[k].pos_x < HALFBALL)
2287 ball[k].pos_x = HALFBALL;
2288 else if (ball[k].pos_x > GAMESCREEN_WIDTH - HALFBALL)
2289 ball[k].pos_x = GAMESCREEN_WIDTH - HALFBALL;
2295 switch(button)
2297 #if defined(HAVE_TOUCHSCREEN)
2298 case (BUTTON_REL | BUTTON_TOUCHSCREEN):
2299 #endif
2300 case UP:
2301 case SELECT:
2302 #ifdef ALTSELECT
2303 case ALTSELECT:
2304 #endif
2305 if (game_state==ST_READY)
2307 /* Initialize used balls starting speed */
2308 for(k=0 ; k < used_balls ; k++)
2310 ball[k].speedy = SPEED_4Q_Y;
2311 if(pad_pos_x + (pad_width/2) >= GAMESCREEN_WIDTH/2)
2313 ball[k].speedx = SPEED_4Q_X;
2315 else
2317 ball[k].speedx = -SPEED_4Q_X;
2320 game_state=ST_START;
2322 else if (game_state==ST_PAUSE)
2324 game_state=ST_START;
2326 else if (paddle_type == PADDLE_TYPE_STICKY)
2328 for(k=0;k<used_balls;k++)
2330 if (ball[k].glue)
2332 ball[k].glue=false;
2333 ball[k].speedy = -ball[k].speedy;
2337 else if (paddle_type == PADDLE_TYPE_SHOOTER)
2339 if (used_fires < MAX_FIRES)
2341 fire[used_fires].top = PAD_POS_Y - FIRE_LENGTH;
2342 fire[used_fires].x_pos = pad_pos_x + 1; /* Add 1 for edge */
2343 used_fires++;
2345 if (used_fires < MAX_FIRES)
2347 fire[used_fires].top = PAD_POS_Y - FIRE_LENGTH;
2348 fire[used_fires].x_pos = pad_pos_x + pad_width - 1; /* Sub1 edge*/
2349 used_fires++;
2352 break;
2353 #ifdef RC_QUIT
2354 case RC_QUIT:
2355 #endif
2356 case QUIT:
2357 resume = true;
2358 return 0;
2359 break;
2361 default:
2362 if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
2363 return 1;
2364 break;
2367 else
2369 #ifdef HAVE_LCD_COLOR
2370 rb->lcd_bitmap_transparent(brickmania_gameover,
2371 (LCD_WIDTH - INT3(GAMEOVER_WIDTH))/2,
2372 INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
2373 INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT));
2374 #else /* greyscale and mono */
2375 rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH -
2376 INT3(GAMEOVER_WIDTH))/2,
2377 INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
2378 INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT) );
2379 #endif
2380 rb->lcd_update();
2381 brickmania_sleep(2);
2382 return 0;
2385 /* Game always needs to yield for other threads */
2386 rb->yield();
2388 /* Sleep for a bit if there is time to spare */
2389 if (TIME_BEFORE(*rb->current_tick, end))
2390 rb->sleep(end-*rb->current_tick);
2392 return 0;
2395 /* this is the plugin entry point */
2396 enum plugin_status plugin_start(const void* parameter)
2398 (void)parameter;
2399 int last_difficulty;
2401 highscore_load(SCORE_FILE, highscores, NUM_SCORES);
2402 configfile_load(CONFIG_FILE_NAME,config,1,0);
2403 last_difficulty = difficulty;
2405 #ifdef HAVE_TOUCHSCREEN
2406 rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
2407 #endif
2409 rb->lcd_setfont(FONT_SYSFIXED);
2410 #if LCD_DEPTH > 1
2411 rb->lcd_set_backdrop(NULL);
2412 #endif
2413 /* Turn off backlight timeout */
2414 backlight_force_on(); /* backlight control in lib/helper.c */
2416 /* now go ahead and have fun! */
2417 rb->srand( *rb->current_tick );
2418 brickmania_loadgame();
2419 resume_file = resume;
2420 while(!brickmania_game_loop())
2422 if(!resume)
2424 int position = highscore_update(score, level+1, "",
2425 highscores, NUM_SCORES);
2426 if (position != -1)
2428 if (position == 0)
2429 rb->splash(HZ*2, "New High Score");
2430 highscore_show(position, highscores, NUM_SCORES, true);
2432 else
2434 brickmania_sleep(3);
2439 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
2440 if(last_difficulty != difficulty)
2441 configfile_save(CONFIG_FILE_NAME,config,1,0);
2442 /* Restore user's original backlight setting */
2443 rb->lcd_setfont(FONT_UI);
2444 /* Turn on backlight timeout (revert to settings) */
2445 backlight_use_settings(); /* backlight control in lib/helper.c */
2447 return PLUGIN_OK;