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/playback_control.h"
27 /* Include standard plugin macro */
30 #if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
31 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
32 # define MAZEZAM_MENU (BUTTON_SELECT | BUTTON_MENU)
33 # define MAZEZAM_RIGHT BUTTON_RIGHT
34 # define MAZEZAM_LEFT BUTTON_LEFT
35 # define MAZEZAM_UP BUTTON_MENU
36 # define MAZEZAM_DOWN BUTTON_PLAY
37 # define MAZEZAM_RIGHT_REPEAT (BUTTON_RIGHT|BUTTON_REPEAT)
38 # define MAZEZAM_LEFT_REPEAT (BUTTON_LEFT|BUTTON_REPEAT)
39 # define MAZEZAM_UP_REPEAT (BUTTON_MENU|BUTTON_REPEAT)
40 # define MAZEZAM_DOWN_REPEAT (BUTTON_PLAY|BUTTON_REPEAT)
42 #elif (CONFIG_KEYPAD == IPOD_3G_PAD)
43 # define MAZEZAM_MENU BUTTON_MENU
44 # define MAZEZAM_RIGHT BUTTON_RIGHT
45 # define MAZEZAM_LEFT BUTTON_LEFT
46 # define MAZEZAM_UP BUTTON_SCROLL_BACK
47 # define MAZEZAM_DOWN BUTTON_SCROLL_FWD
48 # define MAZEZAM_RIGHT_REPEAT (BUTTON_RIGHT|BUTTON_REPEAT)
49 # define MAZEZAM_LEFT_REPEAT (BUTTON_LEFT|BUTTON_REPEAT)
50 # define MAZEZAM_UP_REPEAT (BUTTON_SCROLL_BACK|BUTTON_REPEAT)
51 # define MAZEZAM_DOWN_REPEAT (BUTTON_SCROLL_FWD|BUTTON_REPEAT)
53 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
54 # define MAZEZAM_MENU (BUTTON_HOME | BUTTON_REPEAT)
55 # define MAZEZAM_RIGHT BUTTON_RIGHT
56 # define MAZEZAM_LEFT BUTTON_LEFT
57 # define MAZEZAM_UP BUTTON_UP
58 # define MAZEZAM_DOWN BUTTON_DOWN
59 # define MAZEZAM_RIGHT_REPEAT (BUTTON_RIGHT|BUTTON_REPEAT)
60 # define MAZEZAM_LEFT_REPEAT (BUTTON_LEFT|BUTTON_REPEAT)
61 # define MAZEZAM_UP_REPEAT (BUTTON_UP|BUTTON_REPEAT)
62 # define MAZEZAM_DOWN_REPEAT (BUTTON_DOWN|BUTTON_REPEAT)
64 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
65 # define MAZEZAM_MENU BUTTON_POWER
66 # define MAZEZAM_SOLVE BUTTON_SELECT
67 # define MAZEZAM_RIGHT BUTTON_RIGHT
68 # define MAZEZAM_LEFT BUTTON_LEFT
69 # define MAZEZAM_UP BUTTON_UP
70 # define MAZEZAM_DOWN BUTTON_DOWN
71 # define MAZEZAM_RIGHT_REPEAT (BUTTON_RIGHT|BUTTON_REPEAT)
72 # define MAZEZAM_LEFT_REPEAT (BUTTON_LEFT|BUTTON_REPEAT)
73 # define MAZEZAM_UP_REPEAT (BUTTON_UP|BUTTON_REPEAT)
74 # define MAZEZAM_DOWN_REPEAT (BUTTON_DOWN|BUTTON_REPEAT)
77 # include "lib/pluginlib_actions.h"
78 # define MAZEZAM_MENU PLA_QUIT
79 # define MAZEZAM_RIGHT PLA_RIGHT
80 # define MAZEZAM_LEFT PLA_LEFT
81 # define MAZEZAM_UP PLA_UP
82 # define MAZEZAM_DOWN PLA_DOWN
83 # define MAZEZAM_RIGHT_REPEAT PLA_RIGHT_REPEAT
84 # define MAZEZAM_LEFT_REPEAT PLA_LEFT_REPEAT
85 # define MAZEZAM_UP_REPEAT PLA_UP_REPEAT
86 # define MAZEZAM_DOWN_REPEAT PLA_DOWN_REPEAT
87 const struct button_mapping
*plugin_contexts
[]
88 = {generic_directions
, generic_actions
};
91 /* All the text is here */
92 #define MAZEZAM_TEXT_GAME_OVER "Game Over"
93 #define MAZEZAM_TEXT_LIVES "Level %d, Lives %d"
94 #define MAZEZAM_TEXT_CHECKPOINT "Checkpoint reached"
95 #define MAZEZAM_TEXT_WELLDONE_TITLE "You have escaped!"
96 #define MAZEZAM_TEXT_WELLDONE_OPTION "Goodbye"
97 #define MAZEZAM_TEXT_MAZEZAM_MENU "MazezaM Menu"
98 #define MAZEZAM_TEXT_RETRY_LEVEL "Retry level"
99 #define MAZEZAM_TEXT_AUDIO_PLAYBACK "Playback Control"
100 #define MAZEZAM_TEXT_QUIT "Quit"
101 #define MAZEZAM_TEXT_BACK "Resume Game"
102 #define MAZEZAM_TEXT_MAIN_MENU "MazezaM"
103 #define MAZEZAM_TEXT_CONTINUE "Play from checkpoint"
104 #define MAZEZAM_TEXT_PLAY_NEW_GAME "Start New Game"
106 #define MAZEZAM_START_LIVES 3 /* how many lives at game start */
107 #define MAZEZAM_FIRST_CHECKPOINT 3 /* The level at the first checkpoint */
108 #define MAZEZAM_CHECKPOINT_INTERVAL 4 /* A checkpoint every _ levels */
110 #ifdef HAVE_LCD_COLOR
111 #define MAZEZAM_HEADING_COLOR LCD_RGBPACK(255,255, 0) /* Yellow */
112 #define MAZEZAM_BORDER_COLOR LCD_RGBPACK( 0, 0,255) /* Blue */
113 #define MAZEZAM_COLOR LCD_RGBPACK(255,255,255) /* White */
114 #define MAZEZAM_BG_COLOR LCD_RGBPACK( 0, 0, 0) /* Black */
115 #define MAZEZAM_WALL_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
116 #define MAZEZAM_PLAYER_COLOR LCD_RGBPACK(255,255,255) /* White */
117 #define MAZEZAM_GATE_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
119 /* the rows are coloured sequentially */
120 #define MAZEZAM_NUM_CHUNK_COLORS 8
121 static const unsigned chunk_colors
[MAZEZAM_NUM_CHUNK_COLORS
] = {
122 LCD_RGBPACK(255,192, 32), /* Orange */
123 LCD_RGBPACK(255, 0, 0), /* Red */
124 LCD_RGBPACK( 0,255, 0), /* Green */
125 LCD_RGBPACK( 0,255,255), /* Cyan */
126 LCD_RGBPACK(255,175,175), /* Pink */
127 LCD_RGBPACK(255,255, 0), /* Yellow */
128 LCD_RGBPACK( 0, 0,255), /* Blue */
129 LCD_RGBPACK(255, 0,255), /* Magenta */
134 #define MAZEZAM_HEADING_GRAY LCD_BLACK
135 #define MAZEZAM_BORDER_GRAY LCD_DARKGRAY
136 #define MAZEZAM_GRAY LCD_BLACK
137 #define MAZEZAM_BG_GRAY LCD_WHITE
138 #define MAZEZAM_WALL_GRAY LCD_DARKGRAY
139 #define MAZEZAM_PLAYER_GRAY LCD_BLACK
140 #define MAZEZAM_GATE_GRAY LCD_BLACK
141 #define MAZEZAM_CHUNK_EDGE_GRAY LCD_BLACK
143 #define MAZEZAM_NUM_CHUNK_GRAYS 2
144 static const unsigned chunk_gray
[MAZEZAM_NUM_CHUNK_GRAYS
] = {
148 /* darker version of the above */
149 static const unsigned chunk_gray_shade
[MAZEZAM_NUM_CHUNK_GRAYS
] = {
155 #define MAZEZAM_DELAY_CHECKPOINT HZ
156 #define MAZEZAM_DELAY_LIVES HZ
157 #define MAZEZAM_DELAY_GAME_OVER (3 * HZ) / 2
159 /* maximum height of a level */
160 #define MAZEZAM_MAX_LINES 11
161 /* maximum number of chunks on a line */
162 #define MAZEZAM_MAX_CHUNKS 5
164 /* A structure for storing level data in unparsed form */
165 struct mazezam_level
{
166 short height
; /* the number of lines */
167 short width
; /* the width */
168 short entrance
; /* the line on which the entrance lies */
169 short exit
; /* the line on which the exit lies */
170 char *line
[MAZEZAM_MAX_LINES
]; /* the chunk data in string form */
173 /* The number of levels. */
174 #define MAZEZAM_NUM_LEVELS 10
176 /* The levels. In theory, they could be stored in a file so this data
177 * structure should not be accessed outside parse_level()
179 * These levels are copyright (C) 2002 Malcolm Tyrrell. They're
180 * probably covered by the GPL as they constitute part of the source
181 * code of this plugin, but you may distibute them seperately with
182 * other Free Software if you want. You can download them from:
183 * http://webpages.dcu.ie/~tyrrelma/MazezaM.
185 static const struct mazezam_level level_data
[MAZEZAM_NUM_LEVELS
] = {
186 {2,7,0,0,{" $ $"," $ $$"}},
187 {3,8,2,1,{" $ $$$"," $ $ $"," $ $ $"}},
188 {4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
190 {6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$"}},
191 {6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
192 "$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $"}},
193 {11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
194 " $ $"," $ $","$ $$"," $"}},
195 {7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
196 "$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
198 {4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
200 {7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
202 {10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
203 " $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
204 " $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
208 /* This data structure which holds information about the rows */
210 /* the number of chunks on a line */
211 short l_num
[MAZEZAM_MAX_LINES
];
212 /* the width of a chunk */
213 short c_width
[MAZEZAM_MAX_LINES
][MAZEZAM_MAX_CHUNKS
];
214 /* the inset of a chunk */
215 short c_inset
[MAZEZAM_MAX_LINES
][MAZEZAM_MAX_CHUNKS
];
218 /* Parsed level data */
224 struct chunk_data cd
;
227 /* The state variable used to hold the state of the plugin */
229 STATE_QUIT
, /* The player wants to quit */
230 STATE_USB_CONNECTED
, /* A USB cable has been inserted */
231 STATE_PARSE_ERROR
, /* There's a parse error in the levels */
232 STATE_WELLDONE
, /* The player has finished the game */
234 STATE_IN_APPLICATION
,
236 STATE_MAIN_MENU
/* The player is at the main menu */
237 = STATE_IN_APPLICATION
,
238 STATE_GAME_OVER
, /* The player is out of lives */
242 STATE_COMPLETED
/* A level has been completed */
245 STATE_FAILED
, /* The player wants to retry the level */
246 STATE_GAME_MENU
, /* The player wan't to access the in-game menu */
251 /* The various constants needed for configuration files.
252 * See apps/plugins/lib/configfile.*
254 #define MAZEZAM_CONFIG_FILENAME "mazezam.data"
255 #define MAZEZAM_CONFIG_NUM_ITEMS 1
256 #define MAZEZAM_CONFIG_VERSION 0
257 #define MAZEZAM_CONFIG_MINVERSION 0
258 #define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"
260 /* A structure containing the data that is written to
261 * the configuration file
264 int level
; /* level at which to restart the game */
268 /* Store the display settings so they are reintroduced during menus */
276 /*****************************************************************************
277 * Store the LCD settings
278 ******************************************************************************/
279 static void store_lcd_settings(void)
281 /* Store the old settings */
283 lcd_settings
.backdrop
= rb
->lcd_get_backdrop();
284 lcd_settings
.foreground
= rb
->lcd_get_foreground();
285 lcd_settings
.background
= rb
->lcd_get_background();
289 /*****************************************************************************
290 * Restore the LCD settings to their defaults
291 ******************************************************************************/
292 static void restore_lcd_settings(void) {
293 /* Turn on backlight timeout (revert to settings) */
294 backlight_use_settings(); /* backlight control in lib/helper.c */
296 /* Restore the old settings */
298 rb
->lcd_set_foreground(lcd_settings
.foreground
);
299 rb
->lcd_set_background(lcd_settings
.background
);
300 rb
->lcd_set_backdrop(lcd_settings
.backdrop
);
304 /*****************************************************************************
305 * Adjust the LCD settings to suit MazezaM levels
306 ******************************************************************************/
307 static void plugin_lcd_settings(void) {
308 /* Turn off backlight timeout */
309 backlight_force_on(); /* backlight control in lib/helper.c */
311 /* Set the new settings */
312 #ifdef HAVE_LCD_COLOR
313 rb
->lcd_set_background(MAZEZAM_BG_COLOR
);
314 rb
->lcd_set_backdrop(NULL
);
316 rb
->lcd_set_background(MAZEZAM_BG_GRAY
);
317 rb
->lcd_set_backdrop(NULL
);
321 /*****************************************************************************
322 * Parse the level data from the level_data structure. This could be
323 * replaced by a file read. Returns true if the level parsed correctly.
324 ******************************************************************************/
325 static bool parse_level(short level
, struct level_info
* li
)
330 li
->width
= level_data
[level
].width
;
331 li
->height
= level_data
[level
].height
;
332 li
->entrance
= level_data
[level
].entrance
;
333 li
->exit
= level_data
[level
].exit
;
335 /* for each line in the level */
336 for (i
= 0; i
<level_data
[level
].height
; i
++) {
337 if (level_data
[level
].line
[i
] == NULL
)
342 clast
= ' '; /* the character we last considered */
343 while ((c
= level_data
[level
].line
[i
][j
]) != '\0') {
346 li
->cd
.l_num
[i
] += 1;
347 if (li
->cd
.l_num
[i
] > MAZEZAM_MAX_CHUNKS
)
349 li
->cd
.c_inset
[i
][li
->cd
.l_num
[i
] - 1] = j
;
350 li
->cd
.c_width
[i
][li
->cd
.l_num
[i
] - 1] = 1;
353 li
->cd
.c_width
[i
][li
->cd
.l_num
[i
] - 1] += 1;
363 /*****************************************************************************
364 * Draw the walls of a level
365 ******************************************************************************/
366 static void draw_walls(
375 #ifdef HAVE_LCD_COLOR
376 rb
->lcd_set_foreground(MAZEZAM_WALL_COLOR
);
378 rb
->lcd_set_foreground(MAZEZAM_WALL_GRAY
);
380 /* draw the upper wall */
381 rb
->lcd_fillrect(0,0,xOff
,yOff
+(size
*entrance
));
382 rb
->lcd_fillrect(xOff
,0,size
*width
,yOff
);
383 rb
->lcd_fillrect(xOff
+(size
*width
),0,LCD_WIDTH
-xOff
-(size
*width
),
386 /* draw the lower wall */
387 rb
->lcd_fillrect(0,yOff
+(size
*entrance
)+size
,xOff
,
388 LCD_HEIGHT
-yOff
-(size
*entrance
)-size
);
389 rb
->lcd_fillrect(xOff
,yOff
+(size
*height
),size
*width
,
390 LCD_HEIGHT
-yOff
-(size
*height
));
391 /* Note: the exit is made one pixel thinner than necessary as a visual
392 * clue that chunks cannot be pushed into it
394 rb
->lcd_fillrect(xOff
+(size
*width
),yOff
+(size
*exit
)+size
-1,
395 LCD_WIDTH
-xOff
+(size
*width
),
396 LCD_HEIGHT
-yOff
-(size
*exit
)-size
+1);
399 /*****************************************************************************
401 ******************************************************************************/
402 static void draw_row(
407 short i
, /* the row number */
408 struct chunk_data
*cd
, /* the data about the chunks */
409 short *shift
/* an array of the horizontal offset of the lines */
412 /* The assignment below is just a hack to make supress a warning on
413 * non color targets */
415 #ifndef HAVE_LCD_COLOR
416 /* We #def these out to supress a compiler warning */
422 #ifdef HAVE_LCD_COLOR
423 /* adding width to i should have a fixed, but randomising effect on
424 * the choice of the colours of the top line of chunks
426 rb
->lcd_set_foreground(chunk_colors
[(i
+width
) %
427 MAZEZAM_NUM_CHUNK_COLORS
]);
429 for (j
= 0; j
<cd
->l_num
[i
]; j
++) {
430 #ifdef HAVE_LCD_COLOR
431 rb
->lcd_fillrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
432 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
434 rb
->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY
);
435 rb
->lcd_drawrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
436 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
439 rb
->lcd_set_foreground(chunk_gray_shade
[(i
+width
) %
440 MAZEZAM_NUM_CHUNK_GRAYS
]);
441 rb
->lcd_hline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+1,
442 xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
443 cd
->c_width
[i
][j
]*size
-3,
445 rb
->lcd_vline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
446 cd
->c_width
[i
][j
]*size
-2,
451 rb
->lcd_set_foreground(chunk_gray
[(i
+width
) %
452 MAZEZAM_NUM_CHUNK_GRAYS
]);
453 for (k
= yOff
+size
*i
+2; k
< yOff
+size
*i
+size
-2; k
+= 2)
454 rb
->lcd_hline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+2,
455 xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
456 cd
->c_width
[i
][j
]*size
-3,k
);
458 rb
->lcd_drawrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
459 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
460 for (k
= xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+2;
461 k
< xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
462 cd
->c_width
[i
][j
]*size
;
464 for (l
= yOff
+size
*i
+2; l
< yOff
+size
*i
+size
; l
+= 2 + (i
& 1))
465 rb
->lcd_drawpixel(k
, l
);
470 /*****************************************************************************
472 ******************************************************************************/
473 static void draw_player(
480 /* For drawing the player, taken from the sokoban plugin */
481 short max
= size
- 1;
482 short middle
= max
/ 2;
483 short ldelta
= (middle
+ 1) / 2;
485 /* draw the player (mostly copied from the sokoban plugin) */
486 #ifdef HAVE_LCD_COLOR
487 rb
->lcd_set_foreground(MAZEZAM_PLAYER_COLOR
);
489 rb
->lcd_set_foreground(MAZEZAM_PLAYER_GRAY
);
491 rb
->lcd_hline(xOff
+size
*x
, xOff
+size
*x
+max
, yOff
+size
*y
+middle
);
492 rb
->lcd_vline(xOff
+size
*x
+middle
, yOff
+size
*y
, yOff
+size
*y
+max
-ldelta
);
493 rb
->lcd_drawline(xOff
+size
*x
+middle
, yOff
+size
*y
+max
-ldelta
,
494 xOff
+size
*x
+middle
-ldelta
, yOff
+size
*y
+max
);
495 rb
->lcd_drawline(xOff
+size
*x
+middle
, yOff
+size
*y
+max
-ldelta
,
496 xOff
+size
*x
+middle
+ldelta
, yOff
+size
*y
+max
);
499 /*****************************************************************************
501 ******************************************************************************/
502 static void draw_gate(
508 short third
= size
/ 3;
509 short twothirds
= (2 * size
) / 3;
510 #ifdef HAVE_LCD_COLOR
511 rb
->lcd_set_foreground(MAZEZAM_GATE_COLOR
);
513 rb
->lcd_set_foreground(MAZEZAM_GATE_GRAY
);
515 rb
->lcd_hline(xOff
-size
,xOff
-1,yOff
+entrance
*size
+third
);
516 rb
->lcd_hline(xOff
-size
,xOff
-1,yOff
+entrance
*size
+twothirds
);
517 rb
->lcd_vline(xOff
-size
+third
,yOff
+entrance
*size
,
518 yOff
+entrance
*size
+size
-1);
519 rb
->lcd_vline(xOff
-size
+twothirds
,yOff
+entrance
*size
,
520 yOff
+entrance
*size
+size
-1);
523 /*****************************************************************************
525 ******************************************************************************/
526 static void draw_level(
527 struct level_info
* li
,
528 short *shift
, /* an array of the horizontal offset of the lines */
529 short x
, /* player's x and y coords */
532 /* First we calculate the draw info */
533 /* The number of pixels the side of a square should be */
534 short size
= (LCD_WIDTH
/(li
->width
+2)) < (LCD_HEIGHT
/li
->height
) ?
535 (LCD_WIDTH
/(li
->width
+2)) : (LCD_HEIGHT
/li
->height
);
536 /* The x and y position (in pixels) of the top left corner of the
539 short xOff
= (LCD_WIDTH
- (size
*li
->width
))/2;
540 short yOff
= (LCD_HEIGHT
- (size
*li
->height
))/2;
543 rb
->lcd_clear_display();
545 draw_walls(size
,xOff
,yOff
,li
->width
, li
->height
, li
->entrance
, li
->exit
);
547 /* draw the chunks */
548 for (i
= 0; i
<li
->height
; i
++) {
549 draw_row(size
,xOff
,yOff
,li
->width
,i
,&(li
->cd
),shift
);
552 draw_player(size
,xOff
,yOff
,x
,y
);
554 /* if the player has moved into the level, draw the gate */
556 draw_gate(size
,xOff
,yOff
,li
->entrance
);
559 /*****************************************************************************
560 * Manage the congratulations screen
561 ******************************************************************************/
562 static void welldone_screen(void)
564 int start_selection
= 0;
566 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_WELLDONE_TITLE
,NULL
,
567 MAZEZAM_TEXT_WELLDONE_OPTION
);
569 switch(rb
->do_menu(&menu
, &start_selection
, NULL
, true)){
570 case MENU_ATTACHED_USB
:
571 state
= STATE_USB_CONNECTED
;
576 /*****************************************************************************
577 * Manage the playing of a level
578 ******************************************************************************/
579 static void level_loop(struct level_info
* li
, short* shift
, short *x
, short *y
)
583 bool blocked
; /* is there a chunk in the way of the player? */
585 while (state
>= STATE_IN_LEVEL
) {
586 draw_level(li
, shift
, *x
, *y
);
588 #ifdef __PLUGINLIB_ACTIONS_H__
589 button
= pluginlib_getaction(TIMEOUT_BLOCK
, plugin_contexts
, 2);
591 button
= rb
->button_get(true);
597 case MAZEZAM_UP_REPEAT
:
598 if ((*y
> 0) && (*x
>= 0) && (*x
< li
->width
)) {
599 for (i
= 0; i
< li
->cd
.l_num
[*y
-1]; i
++)
601 ((*x
>=shift
[*y
-1]+li
->cd
.c_inset
[*y
-1][i
]) &&
602 (*x
<shift
[*y
-1]+li
->cd
.c_inset
[*y
-1][i
]+
603 li
->cd
.c_width
[*y
-1][i
]));
604 if (!blocked
) *y
-= 1;
609 case MAZEZAM_DOWN_REPEAT
:
610 if ((*y
< li
->height
-1) && (*x
>= 0) && (*x
< li
->width
)) {
611 for (i
= 0; i
< li
->cd
.l_num
[*y
+1]; i
++)
613 ((*x
>=shift
[*y
+1]+li
->cd
.c_inset
[*y
+1][i
]) &&
614 (*x
<shift
[*y
+1]+li
->cd
.c_inset
[*y
+1][i
]+
615 li
->cd
.c_width
[*y
+1][i
]));
616 if (!blocked
) *y
+= 1;
621 case MAZEZAM_LEFT_REPEAT
:
623 for (i
= 0; i
< li
->cd
.l_num
[*y
]; i
++)
625 (*x
== shift
[*y
]+li
->cd
.c_inset
[*y
][i
]+
626 li
->cd
.c_width
[*y
][i
]);
627 if (!blocked
) *x
-= 1;
628 else if (shift
[*y
] + li
->cd
.c_inset
[*y
][0] > 0) {
636 case MAZEZAM_RIGHT_REPEAT
:
637 if (*x
< li
->width
-1) {
638 for (i
= 0; i
< li
->cd
.l_num
[*y
]; i
++)
640 (*x
+1 == shift
[*y
]+li
->cd
.c_inset
[*y
][i
]);
641 if (!blocked
) *x
+= 1;
643 + li
->cd
.c_inset
[*y
][li
->cd
.l_num
[*y
]-1]
644 + li
->cd
.c_width
[*y
][li
->cd
.l_num
[*y
]-1]
650 else if (*x
== li
->width
) state
= STATE_COMPLETED
;
651 else if (*y
== li
->exit
) *x
+= 1;
655 state
= STATE_GAME_MENU
;
659 if (rb
->default_event_handler(button
) == SYS_USB_CONNECTED
)
660 state
= STATE_USB_CONNECTED
;
666 /*****************************************************************************
667 * Manage the in game menu
668 ******************************************************************************/
669 static void in_game_menu(void)
671 /* The initial option is retry level */
672 int start_selection
= 1;
674 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_MAZEZAM_MENU
, NULL
,
676 MAZEZAM_TEXT_RETRY_LEVEL
,
677 MAZEZAM_TEXT_AUDIO_PLAYBACK
,
680 /* Don't show the status bar */
681 switch(rb
->do_menu(&menu
, &start_selection
, NULL
, false)){
683 state
= STATE_FAILED
;
686 case 2: /* Audio playback */
687 playback_control(NULL
);
688 state
= STATE_IN_LEVEL
;
695 case MENU_ATTACHED_USB
:
696 state
= STATE_USB_CONNECTED
;
700 state
= STATE_IN_LEVEL
;
705 /*****************************************************************************
706 * Is the level a checkpoint
707 ******************************************************************************/
708 static bool at_checkpoint(int level
)
710 if (level
<= MAZEZAM_FIRST_CHECKPOINT
)
711 return level
== MAZEZAM_FIRST_CHECKPOINT
;
713 level
= level
- MAZEZAM_FIRST_CHECKPOINT
;
714 return level
% MAZEZAM_CHECKPOINT_INTERVAL
== 0;
718 /*****************************************************************************
719 * Set up and play a level
720 * new_level should be true if this is the first time we've encountered
722 ******************************************************************************/
723 static void play_level(short level
, short lives
, bool new_level
)
725 struct level_info li
;
726 short shift
[MAZEZAM_MAX_LINES
]; /* amount each line has been shifted */
730 state
= STATE_IN_LEVEL
;
732 if (!(parse_level(level
,&li
)))
733 state
= STATE_PARSE_ERROR
;
735 for (i
= 0; i
< li
.height
; i
++)
741 plugin_lcd_settings();
742 rb
->lcd_clear_display();
744 draw_level(&li
, shift
, x
, y
);
746 /* If we've just reached a checkpoint, then alert the player */
747 if (new_level
&& at_checkpoint(level
)) {
748 rb
->splash(MAZEZAM_DELAY_CHECKPOINT
, MAZEZAM_TEXT_CHECKPOINT
);
749 /* Clear the splash */
750 draw_level(&li
, shift
, x
, y
);
753 #ifdef HAVE_REMOTE_LCD
754 /* Splash text seems to use the remote display by
755 * default. I suppose I better keep it tidy!
757 rb
->lcd_remote_clear_display();
759 rb
->splashf(MAZEZAM_DELAY_LIVES
, MAZEZAM_TEXT_LIVES
,
762 /* ensure keys pressed during the splash screen are ignored */
763 rb
->button_clear_queue();
765 /* this little loop just ensures we return to the game if the player
766 * doesn't perform an interesting action during the in game menu */
767 while (state
>= STATE_IN_LEVEL
) {
768 level_loop(&li
, shift
, &x
, &y
);
770 if (state
== STATE_GAME_MENU
) {
771 restore_lcd_settings();
773 plugin_lcd_settings();
776 restore_lcd_settings();
779 /*****************************************************************************
780 * Update the resume data based on the level reached
781 ******************************************************************************/
782 static void update_resume_data(struct resume_data
*r
, int level
)
784 if (at_checkpoint(level
))
788 /*****************************************************************************
789 * The loop which manages a full game of MazezaM.
790 ******************************************************************************/
791 static void game_loop(struct resume_data
*r
)
793 int level
= r
->level
;
794 int lives
= MAZEZAM_START_LIVES
;
795 /* We want to know when a player reaches a level for the first time,
796 * so we keep a second copy of the level. */
797 int old_level
= level
;
799 state
= STATE_IN_GAME
;
801 while (state
>= STATE_IN_GAME
)
803 play_level(level
, lives
, old_level
< level
);
807 case STATE_COMPLETED
:
809 if (level
== MAZEZAM_NUM_LEVELS
)
810 state
= STATE_WELLDONE
;
816 state
= STATE_GAME_OVER
;
823 update_resume_data(r
,level
);
827 case STATE_GAME_OVER
:
828 #ifdef HAVE_REMOTE_LCD
829 /* Splash text seems to use the remote display by
830 * default. I suppose I better keep it tidy!
832 rb
->lcd_remote_clear_display();
834 rb
->splash(MAZEZAM_DELAY_GAME_OVER
, MAZEZAM_TEXT_GAME_OVER
);
847 /*****************************************************************************
848 * Load the resume data from the config file. The data is
849 * stored in both r and old.
850 ******************************************************************************/
851 static void resume_load_data (struct resume_data
*r
, struct resume_data
*old
)
853 struct configdata config
[] = {
854 {TYPE_INT
,0,MAZEZAM_NUM_LEVELS
-1, { .int_p
= &(r
->level
) },
855 MAZEZAM_CONFIG_LEVELS_NAME
,NULL
}
858 if (configfile_load(MAZEZAM_CONFIG_FILENAME
,config
,
859 MAZEZAM_CONFIG_NUM_ITEMS
, MAZEZAM_CONFIG_VERSION
) < 0)
861 /* an extra precaution */
862 else if ((r
->level
< 0) || (MAZEZAM_NUM_LEVELS
<= r
->level
))
865 old
->level
= r
->level
;
868 /*****************************************************************************
869 * Save the resume data in the config file, but only if necessary
870 ******************************************************************************/
871 static void resume_save_data (struct resume_data
*r
, struct resume_data
*old
)
873 struct configdata config
[] = {
874 {TYPE_INT
,0,MAZEZAM_NUM_LEVELS
-1, {.int_p
= &(r
->level
) },
875 MAZEZAM_CONFIG_LEVELS_NAME
,NULL
}
878 /* To reduce disk usage, only write the file if the resume data has
881 if (old
->level
!= r
->level
)
882 configfile_save(MAZEZAM_CONFIG_FILENAME
,config
,
883 MAZEZAM_CONFIG_NUM_ITEMS
, MAZEZAM_CONFIG_MINVERSION
);
886 /*****************************************************************************
887 * Manages the main menu
888 ******************************************************************************/
889 static bool have_continue
;
890 static int main_menu_cb(int action
, const struct menu_item_ex
*this_item
)
892 if(action
== ACTION_REQUEST_MENUITEM
893 && !have_continue
&& ((intptr_t)this_item
)==0)
894 return ACTION_EXIT_MENUITEM
;
897 static void main_menu(void)
899 /* The initial option is "play game" */
900 int start_selection
= 0;
902 struct resume_data r_data
, old_data
;
905 resume_load_data(&r_data
, &old_data
);
907 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_MAIN_MENU
,main_menu_cb
,
908 MAZEZAM_TEXT_CONTINUE
,
909 MAZEZAM_TEXT_PLAY_NEW_GAME
,
910 MAZEZAM_TEXT_AUDIO_PLAYBACK
,
913 while (state
>= STATE_IN_APPLICATION
) {
914 have_continue
= (r_data
.level
!= 0);
915 choice
= rb
->do_menu(&menu
, &start_selection
, NULL
, false);
918 case 0: /* Continue */
919 state
= STATE_IN_GAME
;
923 case 1: /* Play new game */
925 state
= STATE_IN_GAME
;
929 case 2: /* Audio playback */
930 playback_control(NULL
);
933 case MENU_ATTACHED_USB
:
934 state
= STATE_USB_CONNECTED
;
943 /* I'm not sure if it's appropriate to write to disk on USB events.
944 * Currently, I do so.
946 resume_save_data(&r_data
, &old_data
);
949 /*****************************************************************************
951 ******************************************************************************/
952 enum plugin_status
plugin_start(const void* parameter
)
954 enum plugin_status plugin_state
;
956 /* Usual plugin stuff */
959 store_lcd_settings();
961 state
= STATE_MAIN_MENU
;
965 case STATE_USB_CONNECTED
:
966 plugin_state
= PLUGIN_USB_CONNECTED
;
969 case STATE_PARSE_ERROR
:
970 plugin_state
= PLUGIN_ERROR
;
974 plugin_state
= PLUGIN_OK
;