Some improvements to rocklife (FS#10087, but slightly less paranoid). Main improvemen...
[kugel-rb.git] / apps / plugins / snake2.c
blobd5ffc9f6d2e673c28b029a4fea1ad7015a7661af
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2003 Mat Holton
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
23 Snake2!
25 Board consists of a WIDTHxHEIGHT grid. If board element is 0 then nothing is
26 there otherwise it is part of the snake or a wall.
28 Head and Tail are stored
32 #include "plugin.h"
33 #ifdef HAVE_LCD_BITMAP
35 PLUGIN_HEADER
37 #define WIDTH 28
38 #define HEIGHT 16
40 #if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) && (LCD_DEPTH >= 1)
41 #include "pluginbitmaps/snake2_header1.h"
42 #include "pluginbitmaps/snake2_header2.h"
43 #include "pluginbitmaps/snake2_left.h"
44 #include "pluginbitmaps/snake2_right.h"
45 #include "pluginbitmaps/snake2_bottom.h"
46 #define BMPHEIGHT_snake2_header BMPHEIGHT_snake2_header1
47 #define BMPWIDTH_snake2_header BMPWIDTH_snake2_header1
48 #endif
51 #if (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
52 #define MULTIPLIER 10 /*Modifier for porting on other screens*/
53 #define MODIFIER_1 10
54 #define MODIFIER_2 8
55 #define CENTER_X 20
56 #define CENTER_Y 55
57 #define TOP_X1 34 /* x-coord of the upperleft item (game type) */
58 #define TOP_X2 281 /* x-coord of the upperright item (maze type) */
59 #define TOP_X3 42 /* x-coord of the lowerleft item (speed) */
60 #define TOP_X4 274 /* x-coord of the lowerright item (hi-score) */
61 #define TOP_Y1 4 /* y-coord of the top row of items */
62 #define TOP_Y2 25 /* y-coord of the bottom row of items */
63 #elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 168)
64 #define MULTIPLIER 8
65 #define MODIFIER_1 8
66 #define MODIFIER_2 6
67 #define CENTER_X 8
68 #define CENTER_Y 34
69 #define TOP_X1 34
70 #define TOP_X2 201
71 #define TOP_X3 42
72 #define TOP_X4 194
73 #define TOP_Y1 4
74 #define TOP_Y2 25
75 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
76 #define MULTIPLIER 7
77 #define MODIFIER_1 7
78 #define MODIFIER_2 5
79 #define CENTER_X 12
80 #define CENTER_Y 46
81 #define TOP_X1 34
82 #define TOP_X2 181
83 #define TOP_X3 42
84 #define TOP_X4 174
85 #define TOP_Y1 4
86 #define TOP_Y2 25
87 #elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
88 #define MULTIPLIER 5
89 #define MODIFIER_1 5
90 #define MODIFIER_2 3
91 #define CENTER_X 18
92 #define CENTER_Y 40
93 #define TOP_X1 34
94 #define TOP_X2 137
95 #define TOP_X3 42
96 #define TOP_X4 130
97 #define TOP_Y1 4
98 #define TOP_Y2 25
99 #elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
100 #define MULTIPLIER 5
101 #define MODIFIER_1 5
102 #define MODIFIER_2 3
103 #define CENTER_X 10
104 #define CENTER_Y 38
105 #define TOP_X1 34
106 #define TOP_X2 121
107 #define TOP_X3 42
108 #define TOP_X4 114
109 #define TOP_Y1 4
110 #define TOP_Y2 25
111 #else
112 #define MULTIPLIER 4
113 #define MODIFIER_1 4
114 #define MODIFIER_2 2
115 #define CENTER_X 0
116 #define CENTER_Y 0
118 #endif
120 /* variable button definitions */
121 #if CONFIG_KEYPAD == RECORDER_PAD
122 #define SNAKE2_LEFT BUTTON_LEFT
123 #define SNAKE2_RIGHT BUTTON_RIGHT
124 #define SNAKE2_UP BUTTON_UP
125 #define SNAKE2_DOWN BUTTON_DOWN
126 #define SNAKE2_QUIT BUTTON_OFF
127 #define SNAKE2_LEVEL_UP BUTTON_UP
128 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
129 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
130 #define SNAKE2_MAZE_LAST BUTTON_LEFT
131 #define SNAKE2_SELECT_TYPE BUTTON_F3
132 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
133 #define SNAKE2_PLAYPAUSE_TEXT "Play"
135 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
136 #define SNAKE2_LEFT BUTTON_LEFT
137 #define SNAKE2_RIGHT BUTTON_RIGHT
138 #define SNAKE2_UP BUTTON_UP
139 #define SNAKE2_DOWN BUTTON_DOWN
140 #define SNAKE2_QUIT BUTTON_OFF
141 #define SNAKE2_LEVEL_UP BUTTON_UP
142 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
143 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
144 #define SNAKE2_MAZE_LAST BUTTON_LEFT
145 #define SNAKE2_SELECT_TYPE BUTTON_F3
146 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
147 #define SNAKE2_PLAYPAUSE_TEXT "Select"
149 #elif CONFIG_KEYPAD == ONDIO_PAD
150 #define SNAKE2_LEFT BUTTON_LEFT
151 #define SNAKE2_RIGHT BUTTON_RIGHT
152 #define SNAKE2_UP BUTTON_UP
153 #define SNAKE2_DOWN BUTTON_DOWN
154 #define SNAKE2_QUIT BUTTON_OFF
155 #define SNAKE2_LEVEL_UP BUTTON_UP
156 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
157 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
158 #define SNAKE2_SELECT_TYPE BUTTON_LEFT
159 #define SNAKE2_PLAYPAUSE BUTTON_MENU
160 #define SNAKE2_PLAYPAUSE_TEXT "Menu"
162 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
163 (CONFIG_KEYPAD == IRIVER_H300_PAD)
164 #define SNAKE2_LEFT BUTTON_LEFT
165 #define SNAKE2_RIGHT BUTTON_RIGHT
166 #define SNAKE2_UP BUTTON_UP
167 #define SNAKE2_DOWN BUTTON_DOWN
168 #define SNAKE2_QUIT BUTTON_OFF
169 #define SNAKE2_LEVEL_UP BUTTON_UP
170 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
171 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
172 #define SNAKE2_MAZE_LAST BUTTON_LEFT
173 #define SNAKE2_SELECT_TYPE BUTTON_MODE
174 #define SNAKE2_PLAYPAUSE BUTTON_ON
175 #define SNAKE2_PLAYPAUSE_TEXT "Play"
177 #define SNAKE2_RC_QUIT BUTTON_RC_STOP
178 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
179 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
180 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
181 #define SNAKE2_LEFT BUTTON_LEFT
182 #define SNAKE2_RIGHT BUTTON_RIGHT
183 #define SNAKE2_UP BUTTON_MENU
184 #define SNAKE2_DOWN BUTTON_PLAY
185 #define SNAKE2_QUIT (BUTTON_SELECT | BUTTON_MENU)
186 #define SNAKE2_LEVEL_UP BUTTON_SCROLL_FWD
187 #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_BACK
188 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
189 #define SNAKE2_MAZE_LAST BUTTON_LEFT
190 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
191 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
192 #define SNAKE2_PLAYPAUSE_TEXT "Select"
194 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
195 #define SNAKE2_LEFT BUTTON_LEFT
196 #define SNAKE2_RIGHT BUTTON_RIGHT
197 #define SNAKE2_UP BUTTON_UP
198 #define SNAKE2_DOWN BUTTON_DOWN
199 #define SNAKE2_QUIT BUTTON_POWER
200 #define SNAKE2_LEVEL_UP BUTTON_UP
201 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
202 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
203 #define SNAKE2_MAZE_LAST BUTTON_LEFT
204 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
205 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
206 #define SNAKE2_PLAYPAUSE_TEXT "Select"
208 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
209 #define SNAKE2_LEFT BUTTON_LEFT
210 #define SNAKE2_RIGHT BUTTON_RIGHT
211 #define SNAKE2_UP BUTTON_UP
212 #define SNAKE2_DOWN BUTTON_DOWN
213 #define SNAKE2_QUIT BUTTON_POWER
214 #define SNAKE2_LEVEL_UP BUTTON_UP
215 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
216 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
217 #define SNAKE2_MAZE_LAST BUTTON_LEFT
218 #define SNAKE2_SELECT_TYPE BUTTON_MENU
219 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
220 #define SNAKE2_PLAYPAUSE_TEXT "Select"
222 #elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
223 (CONFIG_KEYPAD == SANSA_C200_PAD)
224 #define SNAKE2_LEFT BUTTON_LEFT
225 #define SNAKE2_RIGHT BUTTON_RIGHT
226 #define SNAKE2_UP BUTTON_UP
227 #define SNAKE2_DOWN BUTTON_DOWN
228 #define SNAKE2_QUIT BUTTON_POWER
229 #define SNAKE2_LEVEL_UP BUTTON_UP
230 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
231 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
232 #define SNAKE2_MAZE_LAST BUTTON_LEFT
233 #define SNAKE2_SELECT_TYPE BUTTON_REC
234 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
235 #define SNAKE2_PLAYPAUSE_TEXT "Select"
237 #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
238 (CONFIG_KEYPAD == SANSA_M200_PAD)
239 #define SNAKE2_LEFT BUTTON_LEFT
240 #define SNAKE2_RIGHT BUTTON_RIGHT
241 #define SNAKE2_UP BUTTON_UP
242 #define SNAKE2_DOWN BUTTON_DOWN
243 #define SNAKE2_QUIT BUTTON_POWER
244 #define SNAKE2_LEVEL_UP BUTTON_UP
245 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
246 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
247 #define SNAKE2_MAZE_LAST BUTTON_LEFT
248 #define SNAKE2_SELECT_TYPE BUTTON_VOL_UP
249 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
250 #define SNAKE2_PLAYPAUSE_TEXT "Select"
252 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
253 #define SNAKE2_LEFT BUTTON_LEFT
254 #define SNAKE2_RIGHT BUTTON_RIGHT
255 #define SNAKE2_UP BUTTON_UP
256 #define SNAKE2_DOWN BUTTON_DOWN
257 #define SNAKE2_QUIT BUTTON_POWER
258 #define SNAKE2_LEVEL_UP BUTTON_UP
259 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
260 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
261 #define SNAKE2_MAZE_LAST BUTTON_LEFT
262 #define SNAKE2_SELECT_TYPE BUTTON_SELECT|BUTTON_REL
263 #define SNAKE2_PLAYPAUSE BUTTON_SELECT|BUTTON_REPEAT
264 #define SNAKE2_PLAYPAUSE_TEXT "Hold Select"
266 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
267 #define SNAKE2_LEFT BUTTON_LEFT
268 #define SNAKE2_RIGHT BUTTON_RIGHT
269 #define SNAKE2_UP BUTTON_SCROLL_UP
270 #define SNAKE2_DOWN BUTTON_SCROLL_DOWN
271 #define SNAKE2_QUIT BUTTON_POWER
272 #define SNAKE2_LEVEL_UP BUTTON_SCROLL_UP
273 #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_DOWN
274 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
275 #define SNAKE2_MAZE_LAST BUTTON_LEFT
276 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
277 #define SNAKE2_PLAYPAUSE BUTTON_FF
278 #define SNAKE2_PLAYPAUSE_TEXT "FF"
280 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
281 #define SNAKE2_LEFT BUTTON_LEFT
282 #define SNAKE2_RIGHT BUTTON_RIGHT
283 #define SNAKE2_UP BUTTON_UP
284 #define SNAKE2_DOWN BUTTON_DOWN
285 #define SNAKE2_QUIT BUTTON_BACK
286 #define SNAKE2_LEVEL_UP BUTTON_UP
287 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
288 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
289 #define SNAKE2_MAZE_LAST BUTTON_LEFT
290 #define SNAKE2_SELECT_TYPE BUTTON_MENU
291 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
292 #define SNAKE2_PLAYPAUSE_TEXT "Select"
294 #elif (CONFIG_KEYPAD == MROBE100_PAD)
295 #define SNAKE2_LEFT BUTTON_LEFT
296 #define SNAKE2_RIGHT BUTTON_RIGHT
297 #define SNAKE2_UP BUTTON_UP
298 #define SNAKE2_DOWN BUTTON_DOWN
299 #define SNAKE2_QUIT BUTTON_POWER
300 #define SNAKE2_LEVEL_UP BUTTON_UP
301 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
302 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
303 #define SNAKE2_MAZE_LAST BUTTON_LEFT
304 #define SNAKE2_SELECT_TYPE BUTTON_MENU
305 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
306 #define SNAKE2_PLAYPAUSE_TEXT "Select"
308 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
309 #define SNAKE2_LEFT BUTTON_RC_REW
310 #define SNAKE2_RIGHT BUTTON_RC_FF
311 #define SNAKE2_UP BUTTON_RC_VOL_UP
312 #define SNAKE2_DOWN BUTTON_RC_VOL_DOWN
313 #define SNAKE2_QUIT BUTTON_RC_REC
314 #define SNAKE2_LEVEL_UP BUTTON_RC_VOL_UP
315 #define SNAKE2_LEVEL_DOWN BUTTON_RC_VOL_DOWN
316 #define SNAKE2_MAZE_NEXT BUTTON_RC_FF
317 #define SNAKE2_MAZE_LAST BUTTON_RC_REW
318 #define SNAKE2_SELECT_TYPE BUTTON_RC_MODE
319 #define SNAKE2_PLAYPAUSE BUTTON_RC_PLAY
320 #define SNAKE2_PLAYPAUSE_TEXT "Play"
322 #elif (CONFIG_KEYPAD == COWOND2_PAD)
323 #define SNAKE2_QUIT BUTTON_POWER
325 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
326 #define SNAKE2_LEFT BUTTON_LEFT
327 #define SNAKE2_RIGHT BUTTON_RIGHT
328 #define SNAKE2_UP BUTTON_UP
329 #define SNAKE2_DOWN BUTTON_DOWN
330 #define SNAKE2_QUIT BUTTON_BACK
331 #define SNAKE2_LEVEL_UP BUTTON_UP
332 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
333 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
334 #define SNAKE2_MAZE_LAST BUTTON_LEFT
335 #define SNAKE2_SELECT_TYPE BUTTON_MENU
336 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
337 #define SNAKE2_PLAYPAUSE_TEXT "Play"
339 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
340 #define SNAKE2_LEFT BUTTON_LEFT
341 #define SNAKE2_RIGHT BUTTON_RIGHT
342 #define SNAKE2_UP BUTTON_UP
343 #define SNAKE2_DOWN BUTTON_DOWN
344 #define SNAKE2_QUIT BUTTON_POWER
345 #define SNAKE2_LEVEL_UP BUTTON_UP
346 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
347 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
348 #define SNAKE2_MAZE_LAST BUTTON_LEFT
349 #define SNAKE2_SELECT_TYPE BUTTON_MENU
350 #define SNAKE2_PLAYPAUSE BUTTON_VIEW
351 #define SNAKE2_PLAYPAUSE_TEXT "View"
353 #else
354 #error No keymap defined!
355 #endif
357 #ifdef HAVE_TOUCHSCREEN
358 #ifndef SNAKE2_LEFT
359 #define SNAKE2_LEFT BUTTON_MIDLEFT
360 #endif
361 #ifndef SNAKE2_RIGHT
362 #define SNAKE2_RIGHT BUTTON_MIDRIGHT
363 #endif
364 #ifndef SNAKE2_UP
365 #define SNAKE2_UP BUTTON_TOPMIDDLE
366 #endif
367 #ifndef SNAKE2_DOWN
368 #define SNAKE2_DOWN BUTTON_BOTTOMMIDDLE
369 #endif
370 #ifndef SNAKE2_QUIT
371 #define SNAKE2_QUIT BUTTON_TOPLEFT
372 #endif
373 #ifndef SNAKE2_LEVEL_UP
374 #define SNAKE2_LEVEL_UP BUTTON_TOPRIGHT
375 #endif
376 #ifndef SNAKE2_LEVEL_DOWN
377 #define SNAKE2_LEVEL_DOWN BUTTON_TOPLEFT
378 #endif
379 #ifndef SNAKE2_MAZE_NEXT
380 #define SNAKE2_MAZE_NEXT BUTTON_TOPMIDDLE
381 #endif
382 #ifndef SNAKE2_MAZE_LAST
383 #define SNAKE2_MAZE_LAST BUTTON_BOTTOMMIDDLE
384 #endif
385 #ifndef SNAKE2_SELECT_TYPE
386 #define SNAKE2_SELECT_TYPE BUTTON_BOTTOMLEFT
387 #endif
388 #ifndef SNAKE2_PLAYPAUSE
389 #define SNAKE2_PLAYPAUSE BUTTON_CENTER
390 #endif
391 #ifndef SNAKE2_PLAYPAUSE_TEXT
392 #define SNAKE2_PLAYPAUSE_TEXT "CENTER"
393 #endif
394 #endif
396 static int max_levels = 0;
397 static char (*level_cache)[HEIGHT][WIDTH];
399 /*Board itself - 2D int array*/
400 static int board[WIDTH][HEIGHT];
402 Buffer for sorting movement (in case user presses two movements during a
403 single frame
405 static int ardirectionbuffer[2];
406 static unsigned int score, hiscore = 0;
407 static int applex;
408 static int appley;
409 static int strwdt,strhgt; /*used for string width, height for orientation purposes*/
410 static int dir;
411 static int frames;
412 static int apple;
413 static int level = 4, speed = 5,dead = 0, quit = 0;
414 static int sillydir = 0, num_levels = 0;
415 static int level_from_file = 0;
416 static int headx, heady, tailx, taily, applecountdown = 5;
417 static int game_type = 0;
418 static int num_apples_to_get=1;
419 static int num_apples_to_got=0;
420 static int game_b_level=0;
421 static int applecount=0;
422 static char phscore[30];
424 #define NORTH 1
425 #define EAST 2
426 #define SOUTH 4
427 #define WEST 8
428 #define HEAD 16
430 #define EAST_NORTH 32
431 #define EAST_SOUTH 64
432 #define WEST_NORTH 128
433 #define WEST_SOUTH 256
435 #define NORTH_EAST 512
436 #define NORTH_WEST 1024
437 #define SOUTH_EAST 2048
438 #define SOUTH_WEST 4096
440 #define LEVELS_FILE PLUGIN_GAMES_DIR "/snake2.levels"
441 #define HISCORE_FILE PLUGIN_GAMES_DIR "/snake2.hs"
443 int load_all_levels(void)
445 int linecnt = 0;
446 int fd;
447 ssize_t size;
448 char buf[64]; /* Larger than WIDTH, to allow for whitespace after the
449 lines */
451 /* Init the level_cache pointer and
452 calculate how many levels that will fit */
453 level_cache = rb->plugin_get_buffer((size_t *)&size);
454 max_levels = size / (HEIGHT*WIDTH);
456 num_levels = 0;
458 /* open file */
459 if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0)
461 return -1;
464 while(rb->read_line(fd, buf, 64))
466 if(rb->strlen(buf) == 0) /* Separator? */
468 num_levels++;
469 if(num_levels > max_levels)
471 rb->splash(HZ, "Too many levels in file");
472 break;
474 continue;
477 rb->memcpy(level_cache[num_levels][linecnt], buf, WIDTH);
478 linecnt++;
479 if(linecnt == HEIGHT)
481 linecnt = 0;
485 rb->close(fd);
486 return 0;
489 /*Hi-Score reading and writing to file "/.rockbox/rocks/games/snake2.levels" function */
490 void iohiscore(void)
492 int fd;
493 unsigned int compare;
495 /* clear the buffer we're about to load the highscore data into */
496 rb->memset(phscore, 0, sizeof(phscore));
498 fd = rb->open(HISCORE_FILE,O_RDWR | O_CREAT);
500 /* highscore used to %d, is now %d\n
501 Deal with no file or bad file */
502 rb->read(fd,phscore, sizeof(phscore));
504 compare = rb->atoi(phscore);
506 if(hiscore > compare){
507 rb->lseek(fd,0,SEEK_SET);
508 rb->fdprintf(fd, "%d\n", hiscore);
510 else
511 hiscore = compare;
513 rb->close(fd);
518 ** Completely clear the board of walls and/or snake */
520 void clear_board( void)
522 int x,y;
524 for (x = 0; x < WIDTH; x++)
526 for (y = 0; y < HEIGHT; y++)
528 board[x][y] = 0;
533 int load_level( int level_number )
535 int x,y;
536 clear_board();
537 for(y = 0;y < HEIGHT;y++)
539 for(x = 0;x < WIDTH;x++)
541 switch(level_cache[level_number][y][x])
543 case '|':
544 board[x][y] = NORTH;
545 break;
547 case '-':
548 board[x][y] = EAST;
549 break;
551 case '+':
552 board[x][y] = HEAD;
553 break;
557 return 1;
561 ** Gets the currently chosen direction from the first place
562 ** in the direction buffer. If there is something in the
563 ** next part of the buffer then that is moved to the first place
565 void get_direction( void )
567 /*if 1st place is empty*/
568 if(ardirectionbuffer[0] != -1)
570 /*return this direction*/
571 dir = ardirectionbuffer[0];
572 ardirectionbuffer[0]=-1;
573 /*now see if one needs moving:*/
574 if(ardirectionbuffer[1] != -1)
576 /*there's a move waiting to be done
577 so move it into the space:*/
578 ardirectionbuffer[0] = ardirectionbuffer[1];
579 ardirectionbuffer[1] = -1;
585 ** Sets the direction
587 void set_direction(int newdir)
589 if(ardirectionbuffer[0] != newdir)
591 /*if 1st place is empty*/
592 if(ardirectionbuffer[0] == -1)
594 /*use 1st space:*/
595 ardirectionbuffer[0] = newdir;
597 else
599 /*use 2nd space:*/
600 if(ardirectionbuffer[0] != newdir) ardirectionbuffer[1] = newdir;
603 if(frames < 0) ardirectionbuffer[0] = newdir;
607 void new_level(int level)
609 load_level(level);
611 ardirectionbuffer[0] = -1;
612 ardirectionbuffer[1] = -1;
613 dir = EAST;
614 headx = WIDTH/2;
615 heady = HEIGHT/2;
616 tailx = headx - 4;
617 taily = heady;
618 applecountdown = 0;
619 /*Create a small snake to start off with*/
620 board[headx][heady] = dir;
621 board[headx-1][heady] = dir;
622 board[headx-2][heady] = dir;
623 board[headx-3][heady] = dir;
624 board[headx-4][heady] = dir;
625 num_apples_to_got=0;
628 void init_snake(void)
630 num_apples_to_get=1;
631 if(game_type == 1)
632 level_from_file = 1;
633 game_b_level=1;
634 new_level(level_from_file);
638 ** Draws the apple. If it doesn't exist then
639 ** a new one get's created.
641 void draw_apple( void )
643 int x,y;
645 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
646 char pscore[5], counter[4];
648 rb->lcd_bitmap(snake2_header2,0,0,BMPWIDTH_snake2_header, BMPHEIGHT_snake2_header);
649 rb->lcd_bitmap(snake2_left,0,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_left, BMPHEIGHT_snake2_left);
650 rb->lcd_bitmap(snake2_right,LCD_WIDTH-BMPWIDTH_snake2_right,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_right, BMPHEIGHT_snake2_right);
651 rb->lcd_bitmap(snake2_bottom,0,BMPHEIGHT_snake2_header+BMPHEIGHT_snake2_left,BMPWIDTH_snake2_bottom, BMPHEIGHT_snake2_bottom);
653 rb->snprintf(counter,sizeof(counter),"%d",applecount);
654 rb->lcd_getstringsize(counter,&strwdt,&strhgt);
655 rb->lcd_putsxy(TOP_X3-strwdt/2,TOP_Y2,counter);
657 rb->snprintf(pscore,sizeof(pscore),"%d",score);
658 rb->lcd_getstringsize(pscore,&strwdt,&strhgt);
659 rb->lcd_putsxy(TOP_X4-strwdt/2,TOP_Y2,pscore);
660 #endif
662 if (!apple)
666 x = (rb->rand() % (WIDTH-1))+1;
667 y = (rb->rand() % (HEIGHT-1))+1;
668 } while (board[x][y]);
669 apple=1;
670 board[x][y]=-1;
671 applex = x;appley = y;
673 rb->lcd_fillrect((CENTER_X+applex*MULTIPLIER)+1,CENTER_Y+appley*MULTIPLIER,MODIFIER_2,MODIFIER_1);
674 rb->lcd_fillrect(CENTER_X+applex*MULTIPLIER,(CENTER_Y+appley*MULTIPLIER)+1,MODIFIER_1,MODIFIER_2);
678 * x x *
679 * x x *
680 * x x *
681 * x x *
683 void draw_vertical_bit(int x, int y)
685 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_1);
689 * * * *
690 X X X X
691 X X X X
692 * * * *
694 void draw_horizontal_bit(int x, int y)
696 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER+1,MODIFIER_1,MODIFIER_2);
700 * * * *
701 * * X X
702 * X X X
703 * X X *
705 void draw_n_to_e_bit(int x, int y)
707 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER+2,MODIFIER_2,MODIFIER_2);
708 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2);
712 * * * *
713 * * X X
714 * X X X
715 * X X *
717 void draw_w_to_s_bit(int x, int y)
719 draw_n_to_e_bit(x,y);
723 * * * *
724 X X * *
725 X X X *
726 * X X *
728 void draw_n_to_w_bit(int x, int y)
730 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2);
731 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER+2,MODIFIER_2,MODIFIER_2);
735 * * * *
736 X X * *
737 X X X *
738 * X X *
740 void draw_e_to_s_bit(int x, int y)
742 draw_n_to_w_bit(x, y);
746 * X X *
747 * X X X
748 * * X X
749 * * * *
751 void draw_s_to_e_bit(int x, int y)
753 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_2);
754 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+2,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2);
758 * X X *
759 * X X X
760 * * X X
761 * * * *
763 void draw_w_to_n_bit(int x, int y)
765 draw_s_to_e_bit(x,y);
769 * X X *
770 X X X *
771 X X * *
772 * * * *
774 void draw_e_to_n_bit(int x, int y)
776 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_2);
777 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER+1,MODIFIER_2,MODIFIER_2);
781 * X X *
782 X X X *
783 X X * *
784 * * * *
786 void draw_s_to_w_bit(int x, int y)
788 draw_e_to_n_bit(x, y);
792 ** Draws a wall/obsticals
794 void draw_boundary ( void )
796 int x, y;
798 /*TODO: Load levels from file!*/
800 /*top and bottom line*/
801 for(x=0; x < WIDTH; x++)
803 board[x][0] = EAST;
804 board[x][HEIGHT-1] = WEST;
807 /*left and right lines*/
808 for(y=0; y < HEIGHT; y++)
810 board[0][y] = NORTH;
811 board[WIDTH-1][y] = SOUTH;
814 /*corners:*/
815 board[0][0] = NORTH_EAST;
816 board[WIDTH-1][0] = EAST_SOUTH;
817 board[0][HEIGHT-1] = SOUTH_EAST;
818 board[WIDTH-1][HEIGHT-1] = EAST_NORTH;
822 ** Redraw the entire board
824 void redraw (void)
826 int x,y;
828 for (x = 0; x < WIDTH; x++)
830 for (y = 0; y < HEIGHT; y++)
832 switch (board[x][y])
834 case -1:
835 rb->lcd_fillrect((CENTER_X+x*MULTIPLIER)+1,CENTER_Y+y*MULTIPLIER,MODIFIER_2,MODIFIER_1);
836 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,(CENTER_Y+y*MULTIPLIER)+1,MODIFIER_1,MODIFIER_2);
837 break;
838 case 0:
839 break;
841 case NORTH:
842 case SOUTH:
843 draw_vertical_bit(x,y);
844 break;
846 case EAST:
847 case WEST:
848 draw_horizontal_bit(x,y);
849 break;
851 default:
852 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER,MODIFIER_1,MODIFIER_1);
853 break;
860 ** Draws the snake bit described by nCurrentBit at position x/y
861 ** deciding whether it's a corner bit by examing the nPrevious bit
863 void draw_snake_bit(int currentbit, int previousbit, int x, int y)
865 rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
866 rb->lcd_fillrect(CENTER_X+x*MULTIPLIER,CENTER_Y+y*MULTIPLIER,MODIFIER_1,MODIFIER_1);
867 rb->lcd_set_drawmode(DRMODE_SOLID);
869 switch(currentbit)
871 case(NORTH):
872 switch(previousbit)
874 case(SOUTH):
875 case(NORTH):
876 draw_vertical_bit(x,y);
877 break;
879 case(EAST):
880 draw_e_to_n_bit(x,y);
881 break;
883 case(WEST):
884 draw_w_to_n_bit(x,y);
885 break;
887 break;
889 case(EAST):
890 switch(previousbit)
892 case(WEST):
893 case(EAST):
894 draw_horizontal_bit(x,y);
895 break;
897 case(NORTH):
898 draw_n_to_e_bit(x,y);
899 break;
901 case(SOUTH):
902 draw_s_to_e_bit(x,y);
903 break;
905 break;
907 case(SOUTH):
908 switch(previousbit)
910 case(SOUTH):
911 case(NORTH):
912 draw_vertical_bit(x,y);
913 break;
915 case(EAST):
916 draw_e_to_s_bit(x,y);
917 break;
919 case(WEST):
920 draw_w_to_s_bit(x,y);
921 break;
923 break;
925 case(WEST):
926 switch(previousbit)
928 case(EAST):
929 case(WEST):
930 draw_horizontal_bit(x,y);
931 break;
933 case(SOUTH):
934 draw_s_to_w_bit(x,y);
935 break;
937 case(NORTH):
938 draw_n_to_w_bit(x,y);
939 break;
941 break;
946 ** Death 'sequence' and end game stuff.
948 void die (void)
950 int button;
951 bool done=false;
952 char pscore[20];
954 rb->splash(HZ*2, "Oops!");
956 rb->lcd_clear_display();
958 applecount=0;
960 rb->lcd_getstringsize("You died!",&strwdt,&strhgt);
961 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt,"You died!");
963 rb->snprintf(pscore,sizeof(pscore),"Your score: %d",score);
964 rb->lcd_getstringsize(pscore,&strwdt,&strhgt);
965 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 2 + 2,pscore);
967 if (score>hiscore)
969 hiscore=score;
970 rb->lcd_getstringsize("New high score!",&strwdt,&strhgt);
971 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 4 + 2,"New high score!");
973 else
975 rb->snprintf(phscore,sizeof(phscore),"High score: %d",hiscore);
976 rb->lcd_getstringsize(phscore,&strwdt,&strhgt);
977 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 5,phscore);
980 rb->snprintf(phscore,sizeof(phscore),"Press %s...",SNAKE2_PLAYPAUSE_TEXT);
981 rb->lcd_getstringsize(phscore,&strwdt,&strhgt);
982 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt * 7,phscore);
984 rb->lcd_update();
986 while(!done)
988 button=rb->button_get(true);
989 switch(button)
991 case SNAKE2_PLAYPAUSE:
992 done = true;
993 break;
997 dead=1;
1001 ** Check for collision. TODO: Currently this
1002 ** sets of the death sequence. What we want is it to only return a true/false
1003 ** depending on whether a collision occured.
1005 void collision ( int x, int y )
1007 int bdeath=0;
1010 switch (board[x][y])
1012 case 0:
1014 break;
1015 case -1:
1016 score = score + (1 * level);
1017 apple=0;
1018 applecountdown=2;
1019 applecount++;
1021 if(game_type==1)
1023 if(num_apples_to_get == num_apples_to_got)
1025 level_from_file++;
1026 if(level_from_file >= num_levels)
1028 level_from_file = 1;
1029 /*and increase the number of apples to pick up
1030 before level changes*/
1031 num_apples_to_get+=2;
1032 game_b_level++;
1034 rb->splash(HZ, "Level Completed!");
1035 rb->lcd_clear_display();
1036 new_level(level_from_file);
1037 rb->lcd_clear_display();
1038 redraw();
1039 rb->lcd_update();
1041 else
1042 num_apples_to_got++;
1044 break;
1045 default:
1046 bdeath=1;
1047 break;
1050 if(bdeath==1)
1052 die();
1053 sillydir = dir;
1054 frames = -110;
1058 void move( void )
1060 int taildir;
1061 /*this actually sets the dir variable.*/
1062 get_direction();
1063 /*draw head*/
1064 switch (dir)
1066 case (NORTH):
1067 board[headx][heady]=NORTH;
1068 heady--;
1069 break;
1070 case (EAST):
1071 board[headx][heady]=EAST;
1072 headx++;
1073 break;
1074 case (SOUTH):
1075 board[headx][heady]=SOUTH;
1076 heady++;
1077 break;
1078 case (WEST):
1079 board[headx][heady]=WEST;
1080 headx--;
1081 break;
1084 if(headx == WIDTH)
1085 headx = 0;
1086 else if(headx < 0)
1087 headx = WIDTH-1;
1089 if(heady == HEIGHT)
1090 heady = 0;
1091 else if(heady < 0)
1092 heady = HEIGHT-1;
1094 rb->lcd_fillrect(CENTER_X+headx*MULTIPLIER,CENTER_Y+heady*MULTIPLIER,MODIFIER_1,MODIFIER_1);
1096 /*clear tail*/
1097 if(applecountdown <= 0)
1099 rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
1100 rb->lcd_fillrect(CENTER_X+tailx*MULTIPLIER,CENTER_Y+taily*MULTIPLIER,MODIFIER_1,MODIFIER_1);
1101 rb->lcd_set_drawmode(DRMODE_SOLID);
1103 taildir = board[tailx][taily];
1104 board[tailx][taily] = 0;
1106 switch (taildir)
1108 case(NORTH):
1109 taily--;
1110 break;
1112 case(EAST):
1113 tailx++;
1114 break;
1116 case(SOUTH):
1117 taily++;
1118 break;
1120 case(WEST):
1121 tailx--;
1122 break;
1125 if(tailx == WIDTH)
1126 tailx = 0;
1127 else if(tailx < 0)
1128 tailx = WIDTH-1;
1130 if(taily == HEIGHT)
1131 taily = 0;
1132 else if(taily < 0)
1133 taily = HEIGHT-1;
1135 else
1136 applecountdown--;
1139 void frame (void)
1141 int olddir, noldx, noldy, temp;
1142 noldx = headx;
1143 noldy = heady;
1144 olddir = 0;
1145 switch(dir)
1147 case(NORTH):
1148 if(heady == HEIGHT-1)
1149 temp = 0;
1150 else
1151 temp = heady + 1;
1153 olddir = board[headx][temp];
1154 break;
1156 case(EAST):
1157 if(headx == 0)
1158 temp = WIDTH-1;
1159 else
1160 temp = headx - 1;
1162 olddir = board[temp][heady];
1163 break;
1165 case(SOUTH):
1166 if(heady == 0)
1167 temp = HEIGHT-1;
1168 else
1169 temp = heady - 1;
1171 olddir = board[headx][temp];
1172 break;
1174 case(WEST):
1175 if(headx == WIDTH-1)
1176 temp = 0;
1177 else
1178 temp = headx + 1;
1180 olddir = board[temp][heady];
1181 break;
1184 move();
1187 now redraw the bit that was
1188 the tail, to something snake-like:
1190 draw_snake_bit(dir, olddir, noldx, noldy);
1192 collision(headx, heady);
1194 rb->lcd_update();
1197 void game_pause (void)
1199 int button;
1201 rb->lcd_clear_display();
1202 rb->lcd_getstringsize("Paused",&strwdt,&strhgt);
1203 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,LCD_HEIGHT/2,"Paused");
1205 rb->lcd_update();
1206 while (1)
1208 button = rb->button_get(true);
1209 switch (button)
1211 case SNAKE2_PLAYPAUSE:
1212 rb->lcd_clear_display();
1213 redraw();
1214 rb->lcd_update();
1215 rb->sleep(HZ/2);
1216 return;
1218 #ifdef SNAKE2_RC_QUIT
1219 case SNAKE2_RC_QUIT:
1220 #endif
1221 case SNAKE2_QUIT:
1222 dead = 1;
1223 quit = 1;
1224 return;
1226 default:
1227 if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
1228 dead = 1;
1229 quit = 2;
1230 return;
1232 break;
1237 void game (void)
1239 int button;
1241 rb->lcd_clear_display();
1242 redraw();
1243 rb->lcd_update();
1244 /*main loop:*/
1245 while (1)
1247 if(frames==5)
1249 frame();
1250 if(frames>0) frames=0;
1252 frames++;
1254 if(frames == 0)
1256 die();
1258 else
1260 if(frames < 0)
1262 if(sillydir != dir)
1264 /*it has, great set frames to a positive value again:*/
1265 frames = 1;
1270 if (dead) return;
1272 draw_apple();
1274 rb->sleep(HZ/speed);
1276 button = rb->button_get(false);
1278 #ifdef HAS_BUTTON_HOLD
1279 if (rb->button_hold())
1280 button = SNAKE2_PLAYPAUSE;
1281 #endif
1283 switch (button)
1285 case SNAKE2_UP:
1286 case SNAKE2_UP | BUTTON_REPEAT:
1287 if (dir != SOUTH) set_direction(NORTH);
1288 break;
1290 case SNAKE2_RIGHT:
1291 case SNAKE2_RIGHT | BUTTON_REPEAT:
1292 if (dir != WEST) set_direction(EAST);
1293 break;
1295 case SNAKE2_DOWN:
1296 case SNAKE2_DOWN | BUTTON_REPEAT:
1297 if (dir != NORTH) set_direction(SOUTH);
1298 break;
1300 case SNAKE2_LEFT:
1301 case SNAKE2_LEFT | BUTTON_REPEAT:
1302 if (dir != EAST) set_direction(WEST);
1303 break;
1305 #ifdef SNAKE2_RC_QUIT
1306 case SNAKE2_RC_QUIT:
1307 #endif
1308 case SNAKE2_QUIT:
1309 dead=1;
1310 return;
1312 case SNAKE2_PLAYPAUSE:
1313 game_pause();
1314 break;
1316 default:
1317 if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
1318 quit = 2;
1319 return;
1321 break;
1327 void game_init(void)
1329 int button;
1330 char plevel[30];
1332 dead=0;
1333 apple=0;
1334 score=0;
1335 applecount=0;
1337 clear_board();
1338 load_level( level_from_file );
1339 rb->lcd_clear_display();
1340 redraw();
1341 rb->lcd_update();
1343 while (1)
1345 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
1347 rb->lcd_bitmap(snake2_header1,0,0,BMPWIDTH_snake2_header, BMPHEIGHT_snake2_header);
1348 rb->lcd_bitmap(snake2_left,0,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_left, BMPHEIGHT_snake2_left);
1349 rb->lcd_bitmap(snake2_right,LCD_WIDTH-BMPWIDTH_snake2_right,BMPHEIGHT_snake2_header,BMPWIDTH_snake2_right, BMPHEIGHT_snake2_right);
1350 rb->lcd_bitmap(snake2_bottom,0,BMPHEIGHT_snake2_header+BMPHEIGHT_snake2_left,BMPWIDTH_snake2_bottom, BMPHEIGHT_snake2_bottom);
1352 rb->snprintf(plevel,sizeof(plevel),"%d",level);
1353 rb->lcd_getstringsize(plevel,&strwdt,&strhgt);
1354 rb->lcd_putsxy(TOP_X3-strwdt/2,TOP_Y2, plevel);
1356 rb->snprintf(plevel,sizeof(plevel),"%d",level_from_file);
1357 rb->lcd_getstringsize(plevel,&strwdt,&strhgt);
1358 rb->lcd_putsxy(TOP_X2-strwdt/2,TOP_Y1, plevel);
1360 if(game_type==0){
1361 rb->lcd_getstringsize("A",&strwdt,&strhgt);
1362 rb->lcd_putsxy(TOP_X1,TOP_Y1,"A");
1364 else{
1365 rb->lcd_getstringsize("B",&strwdt,&strhgt);
1366 rb->lcd_putsxy(TOP_X1,TOP_Y1,"B");
1369 rb->snprintf(phscore,sizeof(phscore),"%d",hiscore);
1370 rb->lcd_getstringsize(phscore,&strwdt,&strhgt);
1371 rb->lcd_putsxy(TOP_X4-strwdt/2,TOP_Y2, phscore);
1373 #else
1374 rb->snprintf(plevel,sizeof(plevel),"Speed: %02d",level);
1375 rb->lcd_getstringsize("Speed: 00",&strwdt,&strhgt);
1376 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt+4, plevel);
1378 rb->snprintf(plevel,sizeof(plevel),"Maze: %d",level_from_file);
1379 rb->lcd_getstringsize(plevel,&strwdt,&strhgt);
1380 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*2+4, plevel);
1382 if(game_type==0){
1383 rb->lcd_getstringsize("Game Type: A ",&strwdt,&strhgt);
1384 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*3+4,"Game Type: A");
1386 else{
1387 rb->lcd_getstringsize("Game Type: B ",&strwdt,&strhgt);
1388 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*3+4,"Game Type: B");
1391 rb->snprintf(phscore,sizeof(phscore),"Hi Score: %d",hiscore);
1392 rb->lcd_getstringsize(phscore,&strwdt,&strhgt);
1393 rb->lcd_putsxy((LCD_WIDTH - strwdt)/2,strhgt*4+4, phscore);
1394 #endif
1396 rb->lcd_update();
1398 button=rb->button_get(true);
1399 switch (button)
1401 case SNAKE2_LEVEL_UP:
1402 case SNAKE2_LEVEL_UP|BUTTON_REPEAT:
1403 if (level<10)
1404 level+=1;
1405 break;
1406 case SNAKE2_LEVEL_DOWN:
1407 case SNAKE2_LEVEL_DOWN|BUTTON_REPEAT:
1408 if (level>1)
1409 level-=1;
1410 break;
1411 case SNAKE2_QUIT:
1412 quit=1;
1413 return;
1414 break;
1415 case SNAKE2_PLAYPAUSE:
1416 speed = level*20;
1417 return;
1418 break;
1419 case SNAKE2_SELECT_TYPE:
1420 if(game_type==0)game_type=1; else game_type=0;
1421 break;
1422 case SNAKE2_MAZE_NEXT:
1423 rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
1424 rb->lcd_fillrect(CENTER_X, CENTER_Y, CENTER_X+WIDTH*MULTIPLIER,
1425 CENTER_Y+HEIGHT*MULTIPLIER);
1426 rb->lcd_set_drawmode(DRMODE_SOLID);
1427 if(level_from_file < num_levels)
1428 level_from_file++;
1429 else
1430 level_from_file = 0;
1431 load_level( level_from_file );
1432 redraw();
1433 break;
1434 #ifdef SNAKE2_MAZE_LAST
1435 case SNAKE2_MAZE_LAST:
1436 rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
1437 rb->lcd_fillrect(CENTER_X, CENTER_Y, CENTER_X+WIDTH*MULTIPLIER,
1438 CENTER_Y+HEIGHT*MULTIPLIER);
1439 rb->lcd_set_drawmode(DRMODE_SOLID);
1440 if(level_from_file > 0)
1441 level_from_file--;
1442 else
1443 level_from_file = num_levels;
1444 load_level( level_from_file );
1445 redraw();
1446 break;
1447 #endif
1448 default:
1449 if (rb->default_event_handler(button)==SYS_USB_CONNECTED) {
1450 quit = 2;
1451 return;
1453 break;
1459 enum plugin_status plugin_start(const void* parameter)
1461 (void)(parameter);
1463 /* Lets use the default font */
1464 rb->lcd_setfont(FONT_SYSFIXED);
1465 #if LCD_DEPTH > 1
1466 rb->lcd_set_backdrop(NULL);
1467 #endif
1468 #ifdef HAVE_LCD_COLOR
1469 rb->lcd_set_foreground(LCD_BLACK);
1470 rb->lcd_set_background(LCD_WHITE);
1471 #endif
1473 load_all_levels();
1475 if (num_levels == 0) {
1476 rb->splash(HZ*2, "Failed loading levels!");
1477 return PLUGIN_OK;
1480 iohiscore();
1482 while(quit==0)
1484 game_init();
1485 rb->lcd_clear_display();
1486 frames=1;
1488 if(quit==0)
1490 init_snake();
1492 /*Start Game:*/
1493 game();
1497 iohiscore();
1498 return (quit==1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED;
1501 #endif