1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2005 Adam Boot
12 * Color graphics from Frozen Bubble (http://www.frozen-bubble.org/)
14 * This program is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU General Public License
16 * as published by the Free Software Foundation; either version 2
17 * of the License, or (at your option) any later version.
19 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
20 * KIND, either express or implied.
22 ****************************************************************************/
26 #ifdef HAVE_LCD_BITMAP
29 #include "lib/pluginlib_actions.h"
30 #include "lib/fixedpoint.h"
31 #include "lib/playback_control.h"
32 #include "lib/highscore.h"
37 #define SCORE_FILE PLUGIN_GAMES_DIR "/bubbles.score"
38 #define SAVE_FILE PLUGIN_GAMES_DIR "/bubbles.save"
39 #define DATA_FILE PLUGIN_GAMES_DIR "/bubbles.data"
41 /* final game return status */
44 BB_QUIT_WITHOUT_SAVING
,
52 /* play board dimension */
55 #define BB_LEVEL_HEIGHT 10
59 #define NUM_LEVELS 100
64 #define NUM_COMPRESS 9
65 #define MAX_SHOTTIME 1000
67 /* keyboard layouts */
69 #if (CONFIG_KEYPAD != SANSA_E200_PAD) && \
70 (CONFIG_KEYPAD != SANSA_FUZE_PAD)
71 /* sansas use the wheel instead of left/right if available */
72 #define BUBBLES_LEFT PLA_LEFT
73 #define BUBBLES_LEFT_REP PLA_LEFT_REPEAT
74 #define BUBBLES_RIGHT PLA_RIGHT
75 #define BUBBLES_RIGHT_REP PLA_RIGHT_REPEAT
77 #define ANGLE_STEP_REP 4
79 #define BUBBLES_LEFT PLA_UP
80 #define BUBBLES_LEFT_REP PLA_UP_REPEAT
81 #define BUBBLES_RIGHT PLA_DOWN
82 #define BUBBLES_RIGHT_REP PLA_DOWN_REPEAT
84 #define ANGLE_STEP_REP 4
87 #define BUBBLES_QUIT PLA_QUIT
88 #define BUBBLES_START PLA_START
89 #define BUBBLES_SELECT PLA_FIRE
90 #define BUBBLES_RESUME PLA_MENU
92 #if CONFIG_KEYPAD != ONDIO_PAD
94 #define BUBBLES_LVLINC PLA_UP
95 #define BUBBLES_LVLINC_REP PLA_UP_REPEAT
96 #define BUBBLES_LVLDEC PLA_DOWN
97 #define BUBBLES_LVLDEC_REP PLA_DOWN_REPEAT
99 #else /* ondio keys */
101 #define BUBBLES_LVLINC PLA_RIGHT
102 #define BUBBLES_LVLINC_REP PLA_RIGHT_REPEAT
103 #define BUBBLES_LVLDEC PLA_LEFT
104 #define BUBBLES_LVLDEC_REP PLA_LEFT_REPEAT
108 /* external bitmaps */
109 #ifdef HAVE_LCD_COLOR
110 #include "pluginbitmaps/bubbles_background.h"
112 #include "pluginbitmaps/bubbles_bubble.h"
113 #include "pluginbitmaps/bubbles_emblem.h"
115 #define BUBBLE_WIDTH BMPWIDTH_bubbles_bubble
116 #define BUBBLE_HEIGHT BMPHEIGHT_bubbles_bubble
117 #define EMBLEM_WIDTH BMPWIDTH_bubbles_emblem
118 #define EMBLEM_HEIGHT (BMPHEIGHT_bubbles_emblem/8)
120 /* bubbles will consume height of ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT*3/2 */
121 /* 44x44 bubbles (m:robe 500) */
122 #if (LCD_WIDTH == 640) && (LCD_HEIGHT == 480)
126 #elif (LCD_WIDTH == 480) && (LCD_HEIGHT == 640)
130 /* 22x22 bubbles (iPod Video) */
131 #elif (LCD_HEIGHT == 240) && (LCD_WIDTH == 320)
135 /* 22x22 bubbles (Gigabeat, Onda VX747) */
136 #elif ((LCD_HEIGHT == 320) || (LCD_HEIGHT == 400)) && (LCD_WIDTH == 240)
140 /* 16x16 bubbles (H300, iPod Color) */
141 #elif (LCD_HEIGHT == 176) && (LCD_WIDTH == 220)
145 /* 16x16 bubbles (Sansa E200) */
146 #elif (LCD_HEIGHT == 220) && (LCD_WIDTH == 176)
151 /* custom text positioning */
152 #define LEVEL_TXT_X 24
153 #define LEVEL_TXT_WIDTH 31
154 #define LEVEL_TXT_Y 5
155 #define SCORE_TXT_X 58
156 #define SCORE_TXT_WIDTH 31
157 #define SCORE_TXT_Y 5
158 #define NEXT_BB_X 112
159 #define NEXT_BB_WIDTH 31
162 /* 12x12 bubbles (iPod Nano) */
163 #elif (LCD_HEIGHT == 132) && (LCD_WIDTH == 176)
167 /* 12x12 bubbles (H100, H10, iAudio X5, iPod 3G, iPod 4G grayscale) */
168 #elif (LCD_HEIGHT == 128) && ((LCD_WIDTH == 160) || (LCD_WIDTH == 128))
172 /* 10x10 bubbles (iPod Mini) */
173 #elif (LCD_HEIGHT == 110) && (LCD_WIDTH == 138)
177 /* 9x9 bubbles (iAudio M3) */
178 #elif (LCD_HEIGHT == 96) && (LCD_WIDTH == 128)
182 /* 8x8 bubbles (Sansa C200) */
183 #elif ((LCD_HEIGHT == 80) && (LCD_WIDTH == 132))
188 /* 7x7 bubbles (Sansa Clip/m200) */
189 #elif (LCD_HEIGHT == 64 && LCD_WIDTH == 128)
194 /* 8x7 bubbles (Archos recorder, Ondio) */
195 #elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
201 #error BUBBLES: Unsupported LCD type
204 #if !defined(ROW_HEIGHT)
205 #define ROW_HEIGHT (BUBBLE_WIDTH-(BUBBLE_WIDTH-EMBLEM_WIDTH)/2)
208 #define ROW_INDENT (BUBBLE_WIDTH/2)
210 #define TEXT_LINES (LCD_HEIGHT/8)
217 #define SHOTX XOFS+ROW_INDENT+BUBBLE_WIDTH*3
218 #define SHOTY (YOFS+ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT/2)
220 /* collision distance squared */
221 #define MIN_DISTANCE ((BUBBLE_WIDTH*8)/10)*((BUBBLE_HEIGHT*8)/10)
224 char level
[NUM_LEVELS
][BB_LEVEL_HEIGHT
][BB_WIDTH
] = {
225 {{ 6, 6, 4, 4, 2, 2, 3, 3},
226 { 6, 6, 4, 4, 2, 2, 3, -1},
227 { 2, 2, 3, 3, 6, 6, 4, 4},
228 { 2, 3, 3, 6, 6, 4, 4, -1},
229 {-1, -1, -1, -1, -1, -1, -1, -1},
230 {-1, -1, -1, -1, -1, -1, -1, -1},
231 {-1, -1, -1, -1, -1, -1, -1, -1},
232 {-1, -1, -1, -1, -1, -1, -1, -1},
233 {-1, -1, -1, -1, -1, -1, -1, -1},
234 {-1, -1, -1, -1, -1, -1, -1, -1}},
235 {{-1, 7, 7, 7, 7, 7, 7, -1},
236 {-1, 1, 1, 1, 1, 1, -1, -1},
237 {-1, -1, 2, 2, 2, 2, -1, -1},
238 {-1, -1, -1, 2, -1, -1, -1, -1},
239 {-1, -1, -1, 2, 2, -1, -1, -1},
240 {-1, -1, -1, 5, -1, -1, -1, -1},
241 {-1, -1, -1, 5, 5, -1, -1, -1},
242 {-1, -1, -1, -1, -1, -1, -1, -1},
243 {-1, -1, -1, -1, -1, -1, -1, -1},
244 {-1, -1, -1, -1, -1, -1, -1, -1}},
245 {{-1, -1, 7, -1, -1, 7, -1, -1},
246 {-1, -1, 7, 1, 7, -1, -1, -1},
247 {-1, -1, -1, 1, 2, -1, -1, -1},
248 {-1, -1, 1, 2, 1, -1, -1, -1},
249 {-1, -1, -1, 2, 5, -1, -1, -1},
250 {-1, -1, 3, 5, 3, -1, -1, -1},
251 {-1, -1, -1, 5, 3, -1, -1, -1},
252 {-1, -1, -1, 3, -1, -1, -1, -1},
253 {-1, -1, -1, -1, -1, -1, -1, -1},
254 {-1, -1, -1, -1, -1, -1, -1, -1}},
255 {{-1, -1, -1, 0, 0, -1, -1, -1},
256 {-1, -1, 5, 0, 1, -1, -1, -1},
257 {-1, -1, 3, 5, 1, 6, -1, -1},
258 {-1, 4, 3, -1, 6, 7, -1, -1},
259 {-1, 7, 4, -1, -1, 7, 4, -1},
260 { 6, 7, -1, -1, -1, 4, 3, -1},
261 { 1, 6, -1, -1, -1, -1, 3, 5},
262 { 1, -1, -1, -1, -1, -1, 5, -1},
263 {-1, -1, -1, -1, -1, -1, -1, -1},
264 {-1, -1, -1, -1, -1, -1, -1, -1}},
265 {{-1, -1, 0, 0, 0, 0, -1, -1},
266 {-1, 0, 1, 1, 1, 0, -1, -1},
267 {-1, 0, 1, 0, 0, 1, 0, -1},
268 {-1, 0, 1, 1, 1, 0, -1, -1},
269 {-1, -1, 0, 0, 0, 0, -1, -1},
270 {-1, -1, 7, -1, 7, -1, -1, -1},
271 {-1, -1, 7, 7, 7, 7, -1, -1},
272 {-1, -1, -1, -1, -1, -1, -1, -1},
273 {-1, -1, -1, -1, -1, -1, -1, -1},
274 {-1, -1, -1, -1, -1, -1, -1, -1}},
275 {{-1, 4, 4, 4, 6, 6, 6, -1},
276 { 4, -1, -1, -1, -1, -1, 6, -1},
277 {-1, 4, -1, -1, -1, -1, 6, -1},
278 { 4, 2, 3, 1, 2, 3, 6, -1},
279 {-1, 3, 1, 2, 3, 1, 2, -1},
280 {-1, -1, -1, -1, -1, -1, -1, -1},
281 {-1, -1, -1, -1, -1, -1, -1, -1},
282 {-1, -1, -1, -1, -1, -1, -1, -1},
283 {-1, -1, -1, -1, -1, -1, -1, -1},
284 {-1, -1, -1, -1, -1, -1, -1, -1}},
285 {{-1, 4, 4, 4, 6, 6, 6, -1},
286 { 4, -1, -1, -1, -1, -1, 6, -1},
287 {-1, 4, -1, -1, -1, -1, 6, -1},
288 { 4, 2, 3, 1, 2, 3, 6, -1},
289 {-1, 3, 1, 2, 3, 1, 2, -1},
290 {-1, 2, 3, 1, 2, 3, -1, -1},
291 {-1, -1, -1, -1, -1, -1, -1, -1},
292 {-1, -1, -1, -1, -1, -1, -1, -1},
293 {-1, -1, -1, -1, -1, -1, -1, -1},
294 {-1, -1, -1, -1, -1, -1, -1, -1}},
295 {{-1, 0, 0, -1, -1, 2, 2, -1},
296 {-1, 5, -1, -1, -1, 3, -1, -1},
297 {-1, 0, -1, -1, -1, 6, -1, -1},
298 {-1, 3, -1, -1, -1, 0, -1, -1},
299 {-1, 4, -1, -1, -1, 5, -1, -1},
300 {-1, 2, -1, -1, -1, 3, -1, -1},
301 {-1, 2, -1, -1, -1, 1, -1, -1},
302 {-1, 3, -1, -1, -1, 4, -1, -1},
303 {-1, -1, -1, -1, -1, -1, -1, -1},
304 {-1, -1, -1, -1, -1, -1, -1, -1}},
305 {{ 3, -1, -1, -1, -1, -1, -1, 3},
306 { 6, 3, 2, 4, 6, 3, 2, -1},
307 { 4, -1, -1, -1, -1, -1, -1, 4},
308 { 2, 4, 6, 3, 2, 4, 6, -1},
309 {-1, -1, -1, 6, -1, -1, -1, -1},
310 {-1, -1, -1, 3, -1, -1, -1, -1},
311 {-1, -1, -1, -1, -1, -1, -1, -1},
312 {-1, -1, -1, -1, -1, -1, -1, -1},
313 {-1, -1, -1, -1, -1, -1, -1, -1},
314 {-1, -1, -1, -1, -1, -1, -1, -1}},
315 {{-1, 2, -1, 1, -1, 1, -1, 2},
316 { 1, 2, -1, 2, 1, -1, 1, -1},
317 { 1, -1, 1, -1, 2, -1, 2, -1},
318 { 2, 1, -1, 1, 2, -1, 2, -1},
319 {-1, 2, -1, 2, -1, 2, -1, 2},
320 { 1, 2, -1, 2, 1, -1, 1, -1},
321 { 1, -1, 1, -1, 2, -1, 1, -1},
322 { 2, 2, -1, 1, 1, -1, 2, -1},
323 {-1, 2, -1, 1, -1, 1, -1, 1},
324 {-1, -1, -1, -1, -1, -1, -1, -1}},
325 {{-1, 7, 7, -1, -1, 5, 5, -1},
326 { 1, -1, -1, -1, -1, -1, 4, -1},
327 { 2, 1, -1, -1, -1, -1, 4, 3},
328 { 2, -1, -1, -1, -1, -1, 3, -1},
329 { 1, 2, -1, -1, -1, -1, 3, 4},
330 { 1, -1, -1, -1, -1, -1, 4, -1},
331 { 7, 1, -1, -1, -1, -1, 4, 5},
332 { 7, 7, -1, -1, -1, 5, 5, -1},
333 {-1, -1, -1, -1, -1, -1, -1, -1},
334 {-1, -1, -1, -1, -1, -1, -1, -1}},
335 {{ 7, 7, -1, -1, -1, -1, 5, 5},
336 { 1, 5, -1, -1, -1, 7, 4, -1},
337 { 2, 1, -1, -1, -1, -1, 4, 3},
338 { 2, -1, -1, -1, -1, -1, 3, -1},
339 { 1, 5, -1, -1, -1, -1, 7, 4},
340 { 1, -1, -1, -1, -1, -1, 4, -1},
341 { 7, 1, -1, -1, -1, -1, 4, 5},
342 { 7, 5, -1, -1, -1, 7, 5, -1},
343 {-1, -1, -1, -1, -1, -1, -1, -1},
344 {-1, -1, -1, -1, -1, -1, -1, -1}},
345 {{-1, -1, -1, 0, 0, -1, -1, -1},
346 {-1, -1, 5, 0, 1, -1, -1, -1},
347 {-1, -1, 3, 5, 1, 6, -1, -1},
348 {-1, 4, 3, 2, 6, 2, -1, -1},
349 {-1, 7, 4, 7, 2, 2, 4, -1},
350 { 6, 7, 7, 3, 3, 4, 3, -1},
351 { 1, 6, 1, 1, 1, 3, 3, 5},
352 { 1, 1, -1, -1, -1, -1, 5, -1},
353 {-1, -1, -1, -1, -1, -1, -1, -1},
354 {-1, -1, -1, -1, -1, -1, -1, -1}},
355 {{-1, -1, 0, -1, -1, 0, -1, -1},
356 {-1, 3, 3, -1, 3, 3, -1, -1},
357 {-1, 0, 2, 0, 0, 2, 0, -1},
358 {-1, 3, 3, -1, 3, 3, -1, -1},
359 {-1, -1, 0, -1, -1, 0, -1, -1},
360 {-1, -1, -1, -1, -1, -1, -1, -1},
361 {-1, -1, -1, -1, -1, -1, -1, -1},
362 {-1, -1, -1, -1, -1, -1, -1, -1},
363 {-1, -1, -1, -1, -1, -1, -1, -1},
364 {-1, -1, -1, -1, -1, -1, -1, -1}},
365 {{-1, -1, -1, 1, 1, -1, -1, -1},
366 {-1, -1, 2, 2, 2, -1, -1, -1},
367 {-1, -1, 3, 3, 3, 3, -1, -1},
368 {-1, 4, 4, 4, 4, 4, -1, -1},
369 {-1, 5, 5, 5, 5, 5, 5, -1},
370 {-1, -1, -1, 6, -1, -1, -1, -1},
371 {-1, -1, -1, 7, 7, -1, -1, -1},
372 {-1, -1, -1, 0, -1, -1, -1, -1},
373 {-1, -1, -1, -1, -1, -1, -1, -1},
374 {-1, -1, -1, -1, -1, -1, -1, -1}},
375 {{-1, -1, -1, 2, 5, -1, -1, -1},
376 {-1, 4, 3, -1, -1, -1, -1, -1},
377 { 6, 7, -1, 5, 2, -1, -1, -1},
378 {-1, -1, -1, -1, 3, 4, -1, -1},
379 {-1, -1, -1, 2, 5, -1, 7, 6},
380 {-1, 4, 3, -1, -1, -1, -1, -1},
381 { 6, 7, -1, 5, 2, -1, -1, -1},
382 {-1, -1, -1, -1, 3, 4, -1, -1},
383 {-1, -1, -1, -1, -1, -1, 7, 6},
384 {-1, -1, -1, -1, -1, -1, -1, -1}},
385 {{-1, -1, -1, 5, 5, -1, -1, -1},
386 {-1, -1, -1, 3, -1, -1, -1, -1},
387 {-1, -1, -1, 1, -1, -1, -1, -1},
388 {-1, -1, -1, 7, -1, -1, -1, -1},
389 {-1, -1, -1, 2, -1, -1, -1, -1},
390 {-1, -1, -1, 4, -1, -1, -1, -1},
391 {-1, -1, -1, 5, -1, -1, -1, -1},
392 {-1, -1, -1, 3, -1, -1, -1, -1},
393 {-1, -1, -1, -1, -1, -1, -1, -1},
394 {-1, -1, -1, -1, -1, -1, -1, -1}},
395 {{-1, -1, -1, 0, 1, -1, -1, -1},
396 {-1, -1, 0, 2, 7, 7, -1, -1},
397 {-1, -1, -1, 0, 1, 7, -1, -1},
398 {-1, 0, 0, 0, 0, -1, -1, -1},
399 {-1, 0, 0, 0, 1, 1, -1, -1},
400 { 0, 0, 0, 1, 1, 1, -1, -1},
401 {-1, 0, 0, 1, 1, 1, -1, -1},
402 {-1, 0, 0, 0, 7, 7, -1, -1},
403 {-1, -1, 7, 7, -1, -1, -1, -1},
404 {-1, -1, -1, -1, -1, -1, -1, -1}},
405 {{-1, 1, -1, -1, -1, -1, -1, -1},
406 { 1, -1, -1, -1, -1, -1, -1, -1},
407 {-1, 2, 3, 4, 7, 6, 5, -1},
408 {-1, -1, -1, -1, -1, -1, 1, -1},
409 {-1, -1, -1, -1, -1, -1, 1, -1},
410 {-1, 2, 3, 4, 7, 6, -1, -1},
411 {-1, 1, -1, -1, -1, -1, -1, -1},
412 { 1, -1, -1, -1, -1, -1, -1, -1},
413 {-1, 2, 3, 4, 7, 6, 5, -1},
414 {-1, -1, -1, -1, -1, -1, -1, -1}},
415 {{-1, 6, -1, -1, -1, -1, -1, -1},
416 { 5, -1, -1, -1, -1, -1, -1, -1},
417 { 2, 3, 4, 7, 6, 5, 2, 3},
418 {-1, -1, -1, -1, -1, -1, 4, -1},
419 {-1, -1, -1, -1, -1, -1, 7, -1},
420 {-1, 4, 3, 2, 5, 6, -1, -1},
421 {-1, 7, -1, -1, -1, -1, -1, -1},
422 { 6, -1, -1, -1, -1, -1, -1, -1},
423 { 5, 2, 3, 4, 7, 6, 5, -1},
424 {-1, -1, -1, -1, -1, -1, -1, -1}},
425 {{ 3, 2, 1, 0, 0, 1, 2, 3},
426 { 3, 2, 1, 0, 1, 2, 3, -1},
427 { 4, 3, 2, 1, 1, 2, 3, 4},
428 { 4, 3, 2, 1, 2, 3, 4, -1},
429 { 5, 4, 3, 2, 2, 3, 4, 5},
430 { 5, 4, 3, 2, 3, 4, 5, -1},
431 { 6, 5, 4, 3, 3, 4, 5, 6},
432 { 6, 5, 4, 3, 4, 5, 6, -1},
433 { 7, 6, 5, 4, 4, 5, 6, 7},
434 {-1, -1, -1, -1, -1, -1, -1, -1}},
435 {{-1, -1, -1, 5, 5, -1, -1, -1},
436 {-1, -1, -1, 3, -1, -1, -1, -1},
437 {-1, -1, -1, 2, 4, -1, -1, -1},
438 {-1, -1, -1, 6, -1, -1, -1, -1},
439 {-1, -1, -1, 2, 4, -1, -1, -1},
440 {-1, 2, -1, 5, -1, 4, -1, -1},
441 { 1, 0, 1, 0, 1, 0, 1, 0},
442 { 3, -1, 3, -1, 2, -1, 6, -1},
443 {-1, -1, -1, -1, -1, -1, -1, -1},
444 {-1, -1, -1, -1, -1, -1, -1, -1}},
445 {{-1, -1, -1, -1, 1, -1, -1, -1},
446 { 7, 4, 3, 5, -1, -1, -1, -1},
447 { 6, -1, -1, 1, -1, -1, -1, -1},
448 {-1, -1, -1, 5, 3, 4, 7, -1},
449 { 6, -1, -1, -1, 1, -1, -1, 6},
450 { 7, 4, 3, 5, -1, -1, -1, -1},
451 {-1, -1, -1, 1, -1, -1, -1, 6},
452 {-1, -1, -1, 5, 3, 4, 7, -1},
453 {-1, -1, -1, -1, -1, -1, -1, -1},
454 {-1, -1, -1, -1, -1, -1, -1, -1}},
455 {{-1, -1, -1, -1, 7, 3, 6, -1},
456 {-1, -1, 3, 7, 3, 6, 3, -1},
457 {-1, -1, 5, 7, 3, 6, 3, -1},
458 {-1, 6, 7, 3, 6, 7, -1, -1},
459 {-1, 7, 7, 3, 6, 1, -1, -1},
460 { 3, 7, 3, 6, 3, -1, -1, -1},
461 { 5, 6, 2, 7, 1, -1, -1, -1},
462 {-1, -1, -1, -1, -1, -1, -1, -1},
463 {-1, -1, -1, -1, -1, -1, -1, -1},
464 {-1, -1, -1, -1, -1, -1, -1, -1}},
465 {{ 5, -1, -1, -1, -1, -1, -1, 5},
466 { 5, -1, 6, 6, 6, -1, 5, -1},
467 {-1, 5, 4, -1, -1, 4, 5, -1},
468 {-1, 3, -1, -1, -1, 3, -1, -1},
469 {-1, 6, 0, -1, -1, 0, 6, -1},
470 {-1, 3, -1, -1, -1, 3, -1, -1},
471 {-1, -1, 4, -1, -1, 4, -1, -1},
472 {-1, -1, 6, 6, 6, -1, -1, -1},
473 {-1, -1, -1, -1, -1, -1, -1, -1},
474 {-1, -1, -1, -1, -1, -1, -1, -1}},
475 {{-1, 7, 0, -1, -1, 0, 7, -1},
476 { 7, -1, 0, -1, 0, -1, 7, -1},
477 { 7, 1, -1, 0, 0, -1, 1, 7},
478 { 7, 1, 2, 0, 2, 1, 7, -1},
479 { 7, 6, 3, 2, 2, 3, 6, 7},
480 { 7, -1, 3, 2, 3, -1, 7, -1},
481 {-1, 7, 7, 3, 3, 7, 7, -1},
482 {-1, -1, -1, 3, -1, -1, -1, -1},
483 {-1, -1, -1, -1, -1, -1, -1, -1},
484 {-1, -1, -1, -1, -1, -1, -1, -1}},
485 {{-1, 3, -1, 1, -1, 7, -1, 6},
486 { 5, -1, 7, -1, 7, -1, 6, -1},
487 { 6, -1, 0, -1, 5, -1, 3, -1},
488 {-1, 2, -1, 1, -1, 5, -1, -1},
489 {-1, 4, -1, 3, -1, 4, -1, -1},
490 { 2, -1, 3, -1, 2, -1, -1, -1},
491 {-1, -1, 4, -1, 6, -1, -1, -1},
492 {-1, -1, -1, 5, -1, -1, -1, -1},
493 {-1, -1, -1, -1, -1, -1, -1, -1},
494 {-1, -1, -1, -1, -1, -1, -1, -1}},
495 {{-1, -1, -1, -1, 1, -1, -1, -1},
496 {-1, -1, -1, -1, 3, -1, -1, -1},
497 { 6, 1, 3, 1, 2, 1, 4, 1},
498 {-1, -1, -1, -1, 6, -1, -1, -1},
499 {-1, -1, -1, 4, 1, -1, -1, -1},
500 {-1, -1, 1, -1, 3, -1, -1, -1},
501 {-1, -1, -1, 2, 1, -1, -1, -1},
502 {-1, -1, -1, -1, 4, -1, -1, -1},
503 {-1, -1, -1, 6, 1, -1, -1, -1},
504 {-1, -1, -1, 6, -1, -1, -1, -1}},
505 {{-1, -1, -1, 5, 4, -1, -1, -1},
506 {-1, -1, 4, 1, 0, -1, -1, -1},
507 {-1, -1, -1, 2, 3, -1, -1, -1},
508 {-1, 1, 4, -1, 2, 2, -1, -1},
509 {-1, 3, 1, 2, 5, 1, 4, -1},
510 {-1, 4, 2, -1, 0, 4, -1, -1},
511 {-1, -1, -1, -1, -1, -1, -1, -1},
512 {-1, -1, -1, -1, -1, -1, -1, -1},
513 {-1, -1, -1, -1, -1, -1, -1, -1},
514 {-1, -1, -1, -1, -1, -1, -1, -1}},
515 {{-1, -1, -1, -1, 1, -1, -1, -1},
516 {-1, -1, -1, 1, -1, -1, -1, -1},
517 {-1, 2, -1, -1, 1, -1, 5, -1},
518 { 5, -1, -1, 1, -1, -1, 0, -1},
519 {-1, 6, -1, -1, 1, -1, 4, -1},
520 {-1, 0, -1, 1, -1, 5, -1, -1},
521 {-1, -1, 5, 5, 0, 1, -1, -1},
522 {-1, -1, -1, -1, -1, -1, -1, -1},
523 {-1, -1, -1, -1, -1, -1, -1, -1},
524 {-1, -1, -1, -1, -1, -1, -1, -1}},
525 {{-1, -1, -1, 6, 3, -1, -1, -1},
526 {-1, -1, 3, 2, 6, -1, -1, -1},
527 {-1, -1, 2, 6, 3, 2, -1, -1},
528 {-1, 6, 3, 2, 6, 3, -1, -1},
529 {-1, 3, 2, 6, 3, 2, 6, -1},
530 { 2, 6, 3, 2, 6, 3, 2, -1},
531 { 6, 3, 2, 6, 3, 2, 6, 3},
532 {-1, -1, -1, -1, -1, -1, -1, -1},
533 {-1, -1, -1, -1, -1, -1, -1, -1},
534 {-1, -1, -1, -1, -1, -1, -1, -1}},
535 {{ 6, 6, 6, 6, 6, 6, 6, 6},
536 { 4, -1, -1, -1, -1, -1, -1, -1},
537 {-1, 3, 2, 5, 7, 6, 4, 3},
538 {-1, 5, -1, -1, -1, -1, -1, -1},
539 {-1, -1, 7, 6, 4, 3, 2, 5},
540 {-1, -1, 4, -1, -1, -1, -1, -1},
541 {-1, -1, -1, 3, 2, 5, 7, 6},
542 {-1, -1, -1, -1, -1, -1, -1, -1},
543 {-1, -1, -1, -1, -1, -1, -1, -1},
544 {-1, -1, -1, -1, -1, -1, -1, -1}},
545 {{ 1, -1, 7, -1, -1, 6, -1, 2},
546 { 6, -1, 1, -1, 6, 1, 3, -1},
547 {-1, 4, -1, 7, 2, -1, 7, -1},
548 { 2, 7, -1, -1, -1, 4, -1, -1},
549 { 6, -1, 3, 5, 0, 2, -1, 7},
550 { 1, -1, -1, -1, -1, -1, 1, -1},
551 {-1, 1, 4, 5, 7, 5, 1, -1},
552 {-1, -1, -1, -1, -1, -1, -1, -1},
553 {-1, -1, -1, -1, -1, -1, -1, -1},
554 {-1, -1, -1, -1, -1, -1, -1, -1}},
555 {{ 6, 6, 6, -1, -1, 6, 6, 6},
556 {-1, -1, 6, -1, 6, -1, -1, -1},
557 {-1, -1, 2, 3, 3, 2, -1, -1},
558 {-1, 3, -1, 5, -1, 3, -1, -1},
559 {-1, -1, 5, 3, 3, 5, -1, -1},
560 {-1, -1, 6, 1, 6, -1, -1, -1},
561 {-1, 4, 2, -1, -1, 2, 4, -1},
562 {-1, -1, -1, -1, -1, -1, -1, -1},
563 {-1, -1, -1, -1, -1, -1, -1, -1},
564 {-1, -1, -1, -1, -1, -1, -1, -1}},
565 {{-1, -1, -1, 5, 5, -1, -1, -1},
566 {-1, -1, 5, -1, -1, -1, -1, -1},
567 {-1, 3, 4, 6, 6, -1, -1, 5},
568 { 3, 3, 4, 6, 5, -1, 5, -1},
569 { 3, 2, 3, 6, 6, 5, 5, -1},
570 { 3, 3, 4, 6, 5, -1, 5, -1},
571 {-1, 3, 4, 6, 6, -1, -1, 5},
572 {-1, -1, 5, -1, -1, -1, -1, -1},
573 {-1, -1, -1, 5, 5, -1, -1, -1},
574 {-1, -1, -1, -1, -1, -1, -1, -1}},
575 {{ 1, -1, -1, -1, -1, -1, -1, 1},
576 { 1, -1, 2, 2, 2, -1, 1, -1},
577 {-1, 1, 2, 3, 3, 2, 1, -1},
578 { 6, 2, 3, -1, 3, 2, 6, -1},
579 { 6, 2, 3, -1, -1, 3, 2, 6},
580 { 6, 2, 3, -1, 3, 2, 6, -1},
581 { 3, 3, 3, 7, 7, 3, 3, 3},
582 { 0, 5, 0, 2, 0, 5, 0, -1},
583 {-1, -1, -1, -1, -1, -1, -1, -1},
584 {-1, -1, -1, -1, -1, -1, -1, -1}},
585 {{-1, -1, 7, 7, 7, -1, -1, -1},
586 {-1, 7, 2, 2, 7, -1, -1, -1},
587 {-1, 7, 5, 5, 5, 7, -1, -1},
588 { 7, 7, 7, 7, 7, 7, -1, -1},
589 {-1, -1, 6, -1, 6, -1, -1, -1},
590 {-1, 6, -1, -1, 6, -1, -1, -1},
591 {-1, 6, 4, 4, -1, 6, 4, 4},
592 {-1, -1, -1, -1, -1, -1, -1, -1},
593 {-1, -1, -1, -1, -1, -1, -1, -1},
594 {-1, -1, -1, -1, -1, -1, -1, -1}},
595 {{-1, 3, 3, -1, 3, 3, 3, -1},
596 { 3, 7, 5, 4, 6, 5, 3, -1},
597 { 1, 3, 3, 3, -1, 3, 3, 1},
598 { 2, 1, 2, 1, 2, 1, 2, -1},
599 { 1, 3, 3, -1, 3, 3, 3, 1},
600 { 3, 5, 6, 4, 5, 7, 3, -1},
601 { 2, 3, 3, 3, -1, 3, 3, 2},
602 { 1, 1, 2, 2, 2, 1, 1, -1},
603 {-1, -1, -1, -1, -1, -1, -1, -1},
604 {-1, -1, -1, -1, -1, -1, -1, -1}},
605 {{-1, 6, 5, -1, -1, -1, -1, -1},
606 { 3, 1, 3, -1, -1, -1, -1, -1},
607 {-1, 5, 6, -1, -1, -1, -1, -1},
608 {-1, -1, 5, 3, -1, -1, -1, -1},
609 {-1, -1, 6, 1, 6, -1, -1, -1},
610 {-1, -1, 3, 5, -1, -1, -1, -1},
611 {-1, -1, -1, -1, 3, 6, -1, -1},
612 {-1, -1, -1, 5, 6, 5, -1, -1},
613 {-1, -1, -1, -1, 6, 3, -1, -1},
614 {-1, -1, -1, -1, -1, -1, -1, -1}},
615 {{ 6, 3, 7, 4, 5, 1, 6, 3},
616 { 5, 1, 6, 3, 7, 4, 5, -1},
617 { 6, 3, 7, 4, 5, 1, 6, 3},
618 {-1, -1, -1, -1, -1, -1, -1, -1},
619 {-1, -1, -1, -1, -1, -1, -1, -1},
620 {-1, -1, -1, -1, -1, -1, -1, -1},
621 {-1, -1, -1, -1, -1, -1, -1, -1},
622 {-1, -1, -1, -1, -1, -1, -1, -1},
623 {-1, -1, -1, -1, -1, -1, -1, -1},
624 {-1, -1, -1, -1, -1, -1, -1, -1}},
625 {{-1, -1, -1, -1, -1, -1, 4, 4},
626 {-1, -1, 7, 7, 7, 4, 4, -1},
627 {-1, -1, -1, -1, -1, -1, 4, 4},
628 {-1, 1, -1, -1, -1, 7, -1, -1},
629 {-1, 1, 1, -1, -1, 7, -1, -1},
630 { 3, 3, 3, -1, 7, -1, -1, -1},
631 { 3, -1, 2, 3, 3, 3, -1, 3},
632 {-1, 2, -1, 3, -1, 3, 3, -1},
633 {-1, 2, -1, -1, -1, -1, -1, -1},
634 {-1, -1, -1, -1, -1, -1, -1, -1}},
635 {{-1, -1, 4, -1, -1, -1, -1, -1},
636 {-1, 7, 4, -1, -1, -1, -1, -1},
637 {-1, -1, 7, 4, -1, -1, -1, -1},
638 {-1, 4, 7, 4, -1, -1, -1, -1},
639 { 1, 1, 1, 1, 1, 1, 1, -1},
640 { 1, 2, 1, 2, 1, 1, -1, -1},
641 { 2, 2, 2, 2, 2, 2, 2, 2},
642 {-1, -1, -1, -1, -1, -1, -1, -1},
643 {-1, -1, -1, -1, -1, -1, -1, -1},
644 {-1, -1, -1, -1, -1, -1, -1, -1}},
645 {{ 0, -1, -1, -1, -1, -1, -1, 6},
646 { 6, 1, 4, 3, 7, 5, 0, -1},
647 { 0, -1, -1, -1, -1, -1, -1, 6},
648 { 6, 1, 4, 3, 7, 5, 0, -1},
649 { 0, -1, -1, -1, -1, -1, -1, 6},
650 { 6, 1, 4, 3, 7, 5, 0, -1},
651 {-1, -1, -1, -1, -1, -1, -1, -1},
652 {-1, -1, -1, -1, -1, -1, -1, -1},
653 {-1, -1, -1, -1, -1, -1, -1, -1},
654 {-1, -1, -1, -1, -1, -1, -1, -1}},
655 {{ 3, 3, 4, 6, 6, 4, 3, 3},
656 { 0, 3, 4, 6, 4, 3, 1, -1},
657 { 5, 1, 3, 4, 4, 3, 0, 1},
658 { 0, 1, 3, 4, 3, 1, 0, -1},
659 { 2, 1, 6, 3, 3, 0, 0, 1},
660 { 0, 3, 4, 3, 6, 1, 5, -1},
661 { 6, 1, 2, 6, 4, 0, 0, 2},
662 {-1, -1, -1, -1, -1, -1, -1, -1},
663 {-1, -1, -1, -1, -1, -1, -1, -1},
664 {-1, -1, -1, -1, -1, -1, -1, -1}},
665 {{ 6, 6, -1, -1, -1, -1, 4, 4},
666 { 4, 0, -1, -1, -1, 3, 6, -1},
667 { 0, 6, -1, -1, -1, -1, 4, 2},
668 { 7, -1, -1, -1, -1, -1, 7, -1},
669 { 4, 4, -1, -1, -1, -1, 5, 6},
670 { 6, 4, 7, 7, 5, 6, 4, -1},
671 {-1, 7, 6, 4, 6, 4, 7, -1},
672 {-1, 0, -1, 7, -1, 7, -1, -1},
673 {-1, -1, -1, -1, -1, -1, -1, -1},
674 {-1, -1, -1, -1, -1, -1, -1, -1}},
675 {{-1, 5, -1, -1, -1, -1, 4, -1},
676 {-1, 5, -1, -1, -1, 4, -1, -1},
677 {-1, -1, 5, 6, 6, 4, -1, -1},
678 {-1, -1, 2, -1, 2, -1, -1, -1},
679 { 0, 0, 6, -1, -1, 6, 1, 1},
680 {-1, -1, 2, -1, 2, -1, -1, -1},
681 {-1, -1, 7, 6, 6, 3, -1, -1},
682 {-1, 7, -1, -1, -1, 3, -1, -1},
683 {-1, 7, -1, -1, -1, -1, 3, -1},
684 {-1, -1, -1, -1, -1, -1, -1, -1}},
685 {{-1, 6, -1, -1, -1, -1, 2, -1},
686 { 1, 7, 1, 1, 1, 3, 1, -1},
687 {-1, -1, 4, 1, 1, 4, -1, -1},
688 {-1, 1, 3, 1, 7, 1, -1, -1},
689 {-1, -1, -1, 2, 6, -1, -1, -1},
690 {-1, -1, 1, 5, 1, -1, -1, -1},
691 {-1, -1, -1, -1, -1, -1, -1, -1},
692 {-1, -1, -1, -1, -1, -1, -1, -1},
693 {-1, -1, -1, -1, -1, -1, -1, -1},
694 {-1, -1, -1, -1, -1, -1, -1, -1}},
695 {{ 7, 7, 7, 7, 7, 7, 7, 7},
696 { 7, -1, -1, -1, -1, -1, 7, -1},
697 { 7, -1, -1, 2, 0, 5, 2, 2},
698 { 7, -1, -1, -1, 0, 3, 6, -1},
699 { 7, -1, -1, -1, -1, -1, 4, 0},
700 { 5, 5, -1, -1, -1, -1, -1, -1},
701 { 4, 3, 6, 2, -1, -1, -1, -1},
702 { 0, 2, 0, 4, -1, -1, -1, -1},
703 {-1, -1, -1, -1, -1, -1, -1, -1},
704 {-1, -1, -1, -1, -1, -1, -1, -1}},
705 {{-1, -1, 1, -1, -1, 1, -1, -1},
706 {-1, 4, -1, -1, 5, -1, -1, -1},
707 {-1, 7, -1, -1, 1, 1, 1, -1},
708 { 6, -1, -1, -1, -1, 7, -1, -1},
709 { 1, 1, 1, 1, -1, 4, -1, -1},
710 {-1, -1, 5, -1, -1, -1, -1, -1},
711 {-1, -1, 0, -1, -1, -1, -1, -1},
712 {-1, 3, -1, -1, -1, -1, -1, -1},
713 {-1, 1, -1, -1, -1, -1, -1, -1},
714 {-1, -1, -1, -1, -1, -1, -1, -1}},
715 {{-1, 7, 7, -1, -1, 7, 7, -1},
716 { 6, -1, 4, -1, 4, -1, 6, -1},
717 { 5, -1, -1, 3, 3, -1, -1, 5},
718 { 6, -1, -1, -1, -1, -1, 6, -1},
719 {-1, 7, -1, -1, -1, -1, 7, -1},
720 {-1, 4, -1, -1, -1, 4, -1, -1},
721 {-1, -1, 3, -1, -1, 3, -1, -1},
722 {-1, -1, 2, -1, 2, -1, -1, -1},
723 {-1, -1, -1, 5, 5, -1, -1, -1},
724 {-1, -1, -1, -1, -1, -1, -1, -1}},
725 {{-1, 0, 0, -1, -1, 0, 0, -1},
726 { 7, 4, 6, 6, 6, 4, 3, -1},
727 { 5, 6, 6, 6, 2, 6, 6, 3},
728 { 7, 4, 6, 6, 6, 4, 3, -1},
729 {-1, 0, 0, -1, -1, 0, 0, -1},
730 {-1, -1, -1, -1, -1, -1, -1, -1},
731 {-1, -1, -1, -1, -1, -1, -1, -1},
732 {-1, -1, -1, -1, -1, -1, -1, -1},
733 {-1, -1, -1, -1, -1, -1, -1, -1},
734 {-1, -1, -1, -1, -1, -1, -1, -1}},
735 {{-1, -1, -1, -1, -1, 7, 7, 7},
736 {-1, -1, -1, -1, 2, 7, 7, -1},
737 {-1, 0, 7, 7, 7, -1, 7, 7},
738 { 6, 7, 7, 7, -1, -1, -1, -1},
739 { 6, -1, -1, -1, 7, 7, 7, 7},
740 { 6, -1, -1, -1, -1, -1, -1, -1},
741 { 4, 2, 2, 2, 4, -1, 3, -1},
742 { 4, 4, 4, 4, 3, 3, 3, -1},
743 {-1, -1, -1, -1, -1, -1, -1, -1},
744 {-1, -1, -1, -1, -1, -1, -1, -1}},
745 {{ 4, -1, -1, 7, -1, 6, -1, 7},
746 { 7, 6, 7, -1, -1, 7, 4, -1},
747 {-1, -1, 7, -1, -1, 7, -1, -1},
748 {-1, 0, 0, 0, 0, 0, 3, -1},
749 {-1, -1, 0, 2, 2, 0, 6, 4},
750 {-1, -1, 0, 0, 0, 1, 3, -1},
751 {-1, -1, -1, 0, 0, -1, 3, 4},
752 {-1, -1, -1, 6, -1, 5, 6, -1},
753 {-1, -1, -1, -1, -1, -1, 1, 0},
754 {-1, -1, -1, -1, -1, -1, -1, -1}},
755 {{-1, 5, -1, -1, -1, -1, 5, -1},
756 { 0, -1, -1, 0, -1, -1, 0, -1},
757 { 0, 0, 0, 2, 2, 0, 0, 0},
758 { 0, -1, -1, 0, -1, -1, 0, -1},
759 {-1, 7, -1, 3, -1, -1, 7, -1},
760 {-1, -1, 3, 6, -1, -1, -1, -1},
761 {-1, -1, -1, 6, -1, -1, -1, -1},
762 {-1, 3, 6, -1, -1, -1, -1, -1},
763 {-1, 3, -1, -1, -1, -1, -1, -1},
764 {-1, -1, -1, -1, -1, -1, -1, -1}},
765 {{-1, -1, -1, 6, 5, -1, -1, -1},
766 {-1, -1, 2, 6, 3, -1, -1, -1},
767 {-1, -1, 5, 4, 7, 1, -1, -1},
768 {-1, 6, 2, 2, 3, 4, -1, -1},
769 {-1, -1, 3, 7, 3, 6, -1, -1},
770 {-1, -1, 1, 3, 2, -1, -1, -1},
771 {-1, -1, -1, 4, 5, -1, -1, -1},
772 {-1, -1, -1, 4, -1, -1, -1, -1},
773 {-1, -1, -1, -1, -1, -1, -1, -1},
774 {-1, -1, -1, -1, -1, -1, -1, -1}},
775 {{ 7, 7, -1, 2, 2, -1, 6, 6},
776 { 6, -1, -1, 6, -1, -1, 3, -1},
777 { 2, -1, -1, 1, -1, -1, 2, -1},
778 { 5, -1, -1, 3, -1, -1, 2, -1},
779 { 1, -1, -1, 2, -1, -1, 1, -1},
780 { 5, -1, -1, 2, -1, -1, 2, -1},
781 { 6, -1, -1, 1, -1, -1, 7, -1},
782 { 5, -1, -1, 5, -1, -1, 4, -1},
783 {-1, -1, -1, -1, -1, -1, -1, -1},
784 {-1, -1, -1, -1, -1, -1, -1, -1}},
785 {{-1, -1, -1, 6, 6, -1, -1, -1},
786 {-1, 0, 4, 4, 4, 0, -1, -1},
787 {-1, -1, -1, 6, 6, -1, -1, -1},
788 {-1, -1, 2, 7, 2, -1, -1, -1},
789 {-1, -1, -1, 6, 6, -1, -1, -1},
790 {-1, 0, 5, 5, 5, 0, -1, -1},
791 {-1, -1, -1, 3, 3, -1, -1, -1},
792 {-1, -1, -1, -1, -1, -1, -1, -1},
793 {-1, -1, -1, -1, -1, -1, -1, -1},
794 {-1, -1, -1, -1, -1, -1, -1, -1}},
795 {{-1, -1, 4, 1, 3, -1, -1, -1},
796 {-1, 1, -1, -1, 1, -1, -1, -1},
797 {-1, -1, 4, 1, 3, 4, 1, -1},
798 {-1, 1, 3, 4, -1, -1, 4, -1},
799 {-1, 3, -1, -1, 3, 4, 1, -1},
800 {-1, 1, 3, 4, 1, 3, -1, -1},
801 {-1, -1, 4, 1, -1, -1, -1, -1},
802 {-1, -1, -1, -1, -1, -1, -1, -1},
803 {-1, -1, -1, -1, -1, -1, -1, -1},
804 {-1, -1, -1, -1, -1, -1, -1, -1}},
805 {{-1, 6, 4, -1, 3, 2, 5, -1},
806 { 0, -1, -1, -1, -1, -1, 1, -1},
807 {-1, 2, 3, 5, -1, 4, 6, -1},
808 { 0, -1, -1, -1, -1, -1, 1, -1},
809 {-1, 4, 6, -1, 2, 5, 3, -1},
810 { 0, -1, -1, -1, -1, -1, 1, -1},
811 {-1, 5, 2, 3, -1, 4, 6, -1},
812 {-1, -1, -1, -1, -1, -1, -1, -1},
813 {-1, -1, -1, -1, -1, -1, -1, -1},
814 {-1, -1, -1, -1, -1, -1, -1, -1}},
815 {{-1, -1, -1, 6, 6, -1, -1, -1},
816 {-1, -1, 7, 6, 4, -1, -1, -1},
817 {-1, 2, 1, 7, 4, 1, 3, -1},
818 { 2, 1, 1, 1, 1, 1, 3, -1},
819 {-1, 2, 2, 2, 3, 3, 3, -1},
820 {-1, -1, -1, 5, -1, -1, -1, -1},
821 {-1, -1, -1, 2, 3, -1, -1, -1},
822 {-1, -1, -1, 5, -1, -1, -1, -1},
823 {-1, -1, 2, 2, 3, 3, -1, -1},
824 {-1, -1, -1, -1, -1, -1, -1, -1}},
825 {{ 4, -1, 5, -1, -1, 3, -1, 6},
826 { 2, -1, 3, -1, 2, -1, 4, -1},
827 { 4, -1, -1, 1, 0, -1, -1, 6},
828 { 6, -1, 2, 3, 5, -1, 4, -1},
829 { 4, -1, -1, 0, 1, -1, -1, 6},
830 { 2, -1, 5, -1, 3, -1, 4, -1},
831 { 4, -1, 3, -1, -1, 2, -1, 6},
832 { 6, -1, -1, -1, -1, -1, 4, -1},
833 {-1, -1, -1, -1, -1, -1, -1, -1},
834 {-1, -1, -1, -1, -1, -1, -1, -1}},
835 {{ 2, 6, 0, 5, 5, 1, 3, 4},
836 { 1, -1, -1, 2, -1, -1, 0, -1},
837 { 4, -1, -1, 3, 6, -1, -1, 2},
838 {-1, -1, -1, 0, -1, -1, -1, -1},
839 {-1, -1, -1, 1, 4, -1, -1, -1},
840 {-1, -1, -1, 2, -1, -1, -1, -1},
841 {-1, -1, -1, 6, 3, -1, -1, -1},
842 {-1, -1, -1, 5, -1, -1, -1, -1},
843 {-1, -1, -1, 4, 1, -1, -1, -1},
844 {-1, -1, -1, -1, -1, -1, -1, -1}},
845 {{-1, -1, -1, -1, 5, 1, 1, 3},
846 { 0, 5, 1, 0, 5, 3, 3, -1},
847 { 5, 1, 0, 5, 1, 0, 5, 1},
848 { 0, 5, 1, 0, 5, 1, 6, -1},
849 {-1, -1, -1, -1, 1, 6, 5, 1},
850 {-1, -1, -1, -1, 5, 1, 6, -1},
851 {-1, -1, -1, -1, 1, 0, 5, 1},
852 {-1, -1, -1, -1, 5, 1, 0, -1},
853 {-1, -1, -1, -1, -1, -1, -1, -1},
854 {-1, -1, -1, -1, -1, -1, -1, -1}},
855 {{-1, 0, 7, 3, -1, -1, 2, 2},
856 {-1, 0, 7, 3, -1, -1, 2, -1},
857 {-1, 0, 7, 3, -1, -1, 2, 2},
858 {-1, 0, 7, 3, -1, 3, 1, -1},
859 {-1, 0, 7, 3, -1, 6, 4, 5},
860 {-1, 0, 7, 3, -1, 7, 0, -1},
861 {-1, 0, 7, 3, -1, 2, 3, 4},
862 {-1, 0, 7, 3, -1, 5, 6, -1},
863 {-1, -1, -1, -1, -1, 7, 0, 1},
864 {-1, -1, -1, -1, -1, -1, -1, -1}},
865 {{-1, -1, -1, 7, 7, 7, 7, -1},
866 { 3, 4, 5, -1, -1, -1, 7, -1},
867 { 2, -1, -1, -1, -1, -1, -1, 3},
868 { 7, -1, -1, -1, -1, -1, 4, -1},
869 { 7, -1, -1, -1, 3, 4, 5, 6},
870 { 7, -1, -1, 2, 0, 1, 2, -1},
871 { 6, -1, -1, -1, 3, 4, 5, 6},
872 { 0, 1, -1, -1, -1, -1, -1, -1},
873 { 2, 3, 4, -1, -1, -1, -1, -1},
874 { 5, 6, 0, -1, -1, -1, -1, -1}},
875 {{-1, 7, -1, -1, -1, -1, 2, -1},
876 { 1, 1, -1, -1, -1, 3, 3, -1},
877 {-1, 2, -1, -1, -1, -1, 4, -1},
878 { 3, 3, -1, -1, -1, 5, 5, -1},
879 {-1, 4, -1, -1, -1, -1, 6, -1},
880 { 5, 5, -1, -1, -1, 1, 1, -1},
881 {-1, 6, -1, -1, -1, -1, 7, -1},
882 {-1, -1, -1, -1, -1, -1, -1, -1},
883 {-1, -1, -1, -1, -1, -1, -1, -1},
884 {-1, -1, -1, -1, -1, -1, -1, -1}},
885 {{-1, 4, -1, -1, -1, -1, 4, -1},
886 { 2, -1, -1, 1, -1, -1, 2, -1},
887 { 5, -1, -1, 0, 0, -1, -1, 5},
888 { 5, -1, -1, 1, -1, -1, 6, -1},
889 {-1, 4, 2, 7, 7, 5, 4, -1},
890 {-1, -1, -1, 6, -1, -1, -1, -1},
891 {-1, -1, -1, 3, 3, -1, -1, -1},
892 {-1, -1, -1, 7, -1, -1, -1, -1},
893 {-1, -1, -1, -1, -1, -1, -1, -1},
894 {-1, -1, -1, -1, -1, -1, -1, -1}},
895 {{-1, 1, -1, -1, 2, 3, 4, -1},
896 { 2, -1, -1, 3, 0, 4, -1, -1},
897 { 4, -1, -1, 2, 3, 1, -1, -1},
898 { 3, -1, 4, 3, 0, -1, -1, -1},
899 { 4, -1, -1, 2, 5, 1, -1, -1},
900 { 3, -1, 4, 5, 0, 4, -1, -1},
901 {-1, -1, -1, -1, -1, -1, -1, -1},
902 {-1, -1, -1, -1, -1, -1, -1, -1},
903 {-1, -1, -1, -1, -1, -1, -1, -1},
904 {-1, -1, -1, -1, -1, -1, -1, -1}},
905 {{ 2, -1, -1, 1, 1, -1, -1, 2},
906 { 2, -1, 3, 3, 3, -1, 2, -1},
907 {-1, 2, -1, 4, 4, -1, 2, -1},
908 {-1, 7, 7, 0, 7, 7, -1, -1},
909 {-1, -1, -1, 4, 4, -1, -1, -1},
910 {-1, -1, 5, 7, 5, -1, -1, -1},
911 { 6, 3, 2, 6, 4, 2, 3, 6},
912 { 5, -1, -1, -1, -1, -1, 1, -1},
913 {-1, -1, -1, -1, -1, -1, -1, -1},
914 {-1, -1, -1, -1, -1, -1, -1, -1}},
915 {{ 4, 2, 3, 5, 7, 1, 3, 6},
916 { 1, -1, -1, 1, -1, -1, 1, -1},
917 { 3, 0, 1, 3, 2, 4, 3, 5},
918 { 4, -1, -1, 4, -1, -1, 4, -1},
919 {-1, 5, -1, -1, 5, -1, -1, 5},
920 { 0, 3, 2, 0, 4, 5, 0, -1},
921 {-1, 6, -1, -1, 6, -1, -1, 6},
922 { 7, -1, -1, 7, -1, -1, 7, -1},
923 {-1, -1, -1, -1, -1, -1, -1, -1},
924 {-1, -1, -1, -1, -1, -1, -1, -1}},
925 {{-1, 5, 4, -1, 1, 1, -1, -1},
926 { 5, -1, 4, 1, -1, 1, -1, -1},
927 { 0, -1, -1, -1, -1, -1, 0, -1},
928 { 0, 6, 4, -1, -1, 4, 2, -1},
929 {-1, 4, 3, 5, 2, 6, 3, 6},
930 {-1, 2, 6, -1, -1, 5, 4, -1},
931 {-1, -1, -1, -1, -1, -1, -1, -1},
932 {-1, -1, -1, -1, -1, -1, -1, -1},
933 {-1, -1, -1, -1, -1, -1, -1, -1},
934 {-1, -1, -1, -1, -1, -1, -1, -1}},
935 {{-1, -1, -1, 6, 6, -1, -1, -1},
936 {-1, -1, 5, 5, 4, -1, -1, -1},
937 {-1, -1, 1, 6, 6, 4, -1, -1},
938 {-1, 1, 7, 2, 5, 3, -1, -1},
939 {-1, 2, 7, 2, 1, 5, 3, -1},
940 { 2, 1, 3, 1, 4, 2, 7, -1},
941 {-1, 3, 1, 3, 4, 2, 7, -1},
942 {-1, 3, 5, 5, 6, 6, -1, -1},
943 {-1, -1, -1, -1, -1, -1, -1, -1},
944 {-1, -1, -1, -1, -1, -1, -1, -1}},
945 {{-1, -1, 7, 3, -1, -1, -1, -1},
946 {-1, 1, 7, 6, -1, -1, -1, -1},
947 {-1, 3, 7, 5, 1, 5, -1, -1},
948 { 7, 7, 0, 2, 4, 0, 4, -1},
949 { 7, 1, 4, 6, 5, 6, 5, 7},
950 { 1, 7, 7, 1, 7, 7, 1, -1},
951 {-1, -1, -1, -1, -1, -1, -1, -1},
952 {-1, -1, -1, -1, -1, -1, -1, -1},
953 {-1, -1, -1, -1, -1, -1, -1, -1},
954 {-1, -1, -1, -1, -1, -1, -1, -1}},
955 {{-1, -1, 1, -1, -1, 1, -1, -1},
956 {-1, 5, 6, 1, 5, 6, -1, -1},
957 {-1, 1, 1, 2, 2, 1, 1, -1},
958 { 4, 7, 1, 0, 1, 7, 4, -1},
959 {-1, 3, 7, 5, 7, 5, 3, -1},
960 {-1, 1, 1, 1, 1, 1, -1, -1},
961 {-1, -1, -1, -1, -1, -1, -1, -1},
962 {-1, -1, -1, -1, -1, -1, -1, -1},
963 {-1, -1, -1, -1, -1, -1, -1, -1},
964 {-1, -1, -1, -1, -1, -1, -1, -1}},
965 {{ 4, -1, -1, -1, 5, -1, -1, 4},
966 { 6, 6, 7, 6, -1, 4, 5, -1},
967 { 4, 2, 7, 5, 2, 2, 6, 4},
968 {-1, -1, 4, 1, -1, 5, 2, -1},
969 {-1, 5, 2, 7, 7, -1, 7, 4},
970 { 4, 6, 5, 4, -1, 4, 2, -1},
971 {-1, -1, -1, 4, -1, 4, 1, -1},
972 { 0, 0, 0, 5, -1, -1, -1, -1},
973 {-1, -1, -1, -1, 0, 0, 0, 0},
974 {-1, -1, -1, -1, -1, -1, -1, -1}},
975 {{ 1, -1, -1, -1, 0, 0, -1, -1},
976 { 2, -1, -1, 0, 1, 0, -1, -1},
977 { 3, -1, -1, 0, 2, 2, 0, -1},
978 { 4, -1, 0, 1, 1, 1, 0, -1},
979 { 5, -1, -1, 0, 4, 4, 0, -1},
980 { 6, -1, -1, 4, 4, 4, -1, -1},
981 { 7, -1, -1, -1, 4, 4, -1, -1},
982 {-1, -1, -1, 0, 1, 0, -1, -1},
983 {-1, -1, -1, 0, 1, 1, 0, -1},
984 {-1, -1, -1, -1, -1, -1, -1, -1}},
985 {{-1, -1, 3, -1, -1, 1, 7, -1},
986 {-1, 7, 4, -1, -1, 4, 3, -1},
987 { 1, -1, -1, 0, 2, 0, -1, -1},
988 { 5, 4, -1, 3, -1, -1, -1, -1},
989 { 4, -1, 3, 6, 1, 1, 6, -1},
990 {-1, 1, -1, -1, 4, -1, 1, -1},
991 {-1, 7, 5, -1, -1, -1, 3, -1},
992 {-1, -1, 3, -1, -1, -1, -1, -1},
993 {-1, -1, -1, -1, -1, -1, -1, -1},
994 {-1, -1, -1, -1, -1, -1, -1, -1}},
995 {{ 1, -1, -1, -1, 1, -1, -1, -1},
996 { 2, -1, -1, -1, 2, -1, -1, -1},
997 {-1, 3, -1, -1, 3, 3, -1, -1},
998 {-1, 4, -1, 4, -1, 4, -1, -1},
999 {-1, 5, -1, -1, 5, 5, -1, -1},
1000 { 6, -1, -1, 7, 1, 7, -1, -1},
1001 { 7, -1, -1, -1, 6, 6, -1, -1},
1002 {-1, -1, -1, -1, -1, -1, -1, -1},
1003 {-1, -1, -1, -1, -1, -1, -1, -1},
1004 {-1, -1, -1, -1, -1, -1, -1, -1}},
1005 {{ 2, -1, -1, 6, -1, 2, 5, 1},
1006 { 5, -1, 4, -1, 4, -1, 4, -1},
1007 { 6, -1, -1, 3, -1, -1, -1, 3},
1008 { 4, 2, 0, -1, -1, -1, 5, -1},
1009 {-1, -1, -1, 6, -1, 3, 6, -1},
1010 {-1, -1, 5, -1, 5, -1, -1, -1},
1011 {-1, -1, -1, 3, -1, 4, 2, 5},
1012 {-1, -1, -1, -1, -1, -1, -1, -1},
1013 {-1, -1, -1, -1, -1, -1, -1, -1},
1014 {-1, -1, -1, -1, -1, -1, -1, -1}},
1015 {{ 6, -1, -1, -1, 4, -1, -1, 3},
1016 { 0, 3, -1, -1, 6, -1, 0, -1},
1017 {-1, -1, 7, -1, 1, -1, 3, -1},
1018 { 7, -1, 4, 7, -1, 2, -1, -1},
1019 { 5, 2, 3, 2, 1, 6, -1, 3},
1020 {-1, -1, 0, 4, 3, 5, 4, -1},
1021 {-1, 7, 6, -1, -1, 0, -1, -1},
1022 { 4, 3, -1, -1, -1, 4, 2, -1},
1023 { 0, -1, -1, -1, -1, -1, 6, -1},
1024 {-1, -1, -1, -1, -1, -1, -1, -1}},
1025 {{ 6, 1, 2, 5, 1, 6, 3, 0},
1026 {-1, -1, -1, -1, -1, -1, 4, -1},
1027 { 0, 5, 2, 7, 1, 6, 2, -1},
1028 { 3, -1, -1, -1, -1, -1, -1, -1},
1029 { 6, 7, 6, 4, 0, 5, 2, 6},
1030 {-1, -1, -1, -1, -1, -1, 1, -1},
1031 { 6, 1, 4, 0, 6, 2, 3, -1},
1032 { 0, -1, -1, -1, -1, -1, -1, -1},
1033 {-1, 0, 4, 5, 3, 7, 6, 0},
1034 {-1, -1, -1, -1, -1, -1, -1, -1}},
1035 {{-1, -1, -1, 0, 1, -1, -1, -1},
1036 {-1, -1, 0, 7, 0, -1, -1, -1},
1037 {-1, -1, 1, 2, 2, 0, -1, -1},
1038 {-1, 0, 7, 0, 7, 0, -1, -1},
1039 {-1, 6, -1, 7, 7, -1, 6, -1},
1040 { 4, 1, 6, 6, 6, 4, 1, -1},
1041 {-1, 5, -1, 7, 7, -1, 5, -1},
1042 {-1, -1, -1, -1, -1, -1, -1, -1},
1043 {-1, -1, -1, -1, -1, -1, -1, -1},
1044 {-1, -1, -1, -1, -1, -1, -1, -1}},
1045 {{-1, -1, -1, 5, 6, -1, -1, -1},
1046 {-1, -1, 3, 3, 3, -1, -1, -1},
1047 {-1, -1, 7, 5, 3, 7, -1, -1},
1048 {-1, 3, -1, 6, -1, 3, -1, -1},
1049 { 2, -1, -1, 3, 7, -1, -1, 1},
1050 { 2, 2, -1, 3, -1, 1, 1, -1},
1051 {-1, 0, 2, 5, 6, 1, 0, -1},
1052 {-1, -1, -1, 3, -1, -1, -1, -1},
1053 {-1, -1, -1, 3, 7, -1, -1, -1},
1054 {-1, -1, -1, -1, -1, -1, -1, -1}},
1055 {{-1, 6, -1, -1, -1, -1, 2, -1},
1056 {-1, 2, 6, 0, 6, 0, -1, -1},
1057 {-1, 0, -1, -1, -1, -1, -1, -1},
1058 { 6, -1, -1, -1, -1, -1, -1, -1},
1059 {-1, 3, 3, 2, 0, 6, 0, 0},
1060 {-1, 6, -1, -1, -1, -1, 0, -1},
1061 {-1, -1, -1, 6, 0, 2, 6, -1},
1062 {-1, 2, 0, -1, -1, -1, -1, -1},
1063 {-1, -1, -1, -1, -1, -1, -1, -1},
1064 {-1, -1, -1, -1, -1, -1, -1, -1}},
1065 {{ 0, 7, -1, -1, -1, -1, -1, -1},
1066 { 1, 5, -1, -1, -1, -1, -1, -1},
1067 { 7, 2, 5, -1, -1, -1, -1, -1},
1068 { 6, 3, 4, -1, -1, -1, -1, -1},
1069 { 5, 5, 4, 4, -1, -1, -1, -1},
1070 { 3, 3, 5, 3, -1, -1, -1, -1},
1071 { 1, 2, 2, 5, 3, -1, -1, -1},
1072 { 1, 0, 0, 7, 6, -1, -1, -1},
1073 { 3, 3, 5, 5, 7, 6, -1, -1},
1074 {-1, -1, -1, -1, -1, -1, -1, -1}},
1075 {{-1, -1, 2, 6, 6, 2, -1, -1},
1076 {-1, 2, 1, 1, 0, 2, -1, -1},
1077 {-1, 2, 3, 2, 2, 0, 2, -1},
1078 { 2, 3, 2, 5, 2, 7, 2, -1},
1079 { 2, 4, 2, 5, 2, 7, 2, 0},
1080 { 2, 4, 2, 6, 6, 2, 0, -1},
1081 {-1, 2, 5, 2, 2, 2, 7, 2},
1082 {-1, 2, 5, 6, 6, 7, 2, -1},
1083 {-1, -1, 2, 2, 2, 2, 2, -1},
1084 {-1, -1, -1, -1, -1, -1, -1, -1}},
1085 {{-1, -1, 0, -1, -1, 0, -1, -1},
1086 { 1, 0, 0, 1, 0, 0, 1, -1},
1087 { 1, 7, 7, 5, 5, 7, 7, 1},
1088 { 3, 2, -1, 2, -1, 2, 3, -1},
1089 { 3, 7, -1, 6, 6, -1, 7, 3},
1090 { 7, -1, -1, 6, -1, -1, 7, -1},
1091 { 4, 4, 5, -1, -1, 5, 4, 4},
1092 {-1, -1, -1, -1, -1, -1, -1, -1},
1093 {-1, -1, -1, -1, -1, -1, -1, -1},
1094 {-1, -1, -1, -1, -1, -1, -1, -1}},
1095 {{-1, 6, 3, -1, -1, 3, 6, -1},
1096 { 6, -1, 2, -1, 2, -1, 6, -1},
1097 { 2, -1, 0, 1, 1, 0, -1, 2},
1098 { 5, 0, -1, 7, -1, 0, 5, -1},
1099 {-1, 5, -1, 6, 6, -1, 5, -1},
1100 { 7, 1, 4, -1, 4, 1, 7, -1},
1101 { 7, -1, 4, -1, -1, 4, -1, 7},
1102 { 2, 0, -1, -1, -1, 0, 2, -1},
1103 {-1, 2, -1, -1, -1, -1, 2, -1},
1104 {-1, -1, -1, -1, -1, -1, -1, -1}},
1105 {{ 6, 1, -1, -1, -1, -1, 4, 0},
1106 { 2, 7, 5, 5, 5, 7, 3, -1},
1107 { 6, 1, -1, -1, -1, -1, 4, 0},
1108 { 2, 5, 7, 7, 7, 5, 3, -1},
1109 { 6, 1, -1, -1, -1, -1, 4, 0},
1110 { 2, 0, 6, 6, 6, 0, 3, -1},
1111 { 6, 1, -1, -1, -1, -1, 4, 0},
1112 {-1, -1, -1, -1, -1, -1, -1, -1},
1113 {-1, -1, -1, -1, -1, -1, -1, -1},
1114 {-1, -1, -1, -1, -1, -1, -1, -1}},
1115 {{ 5, -1, -1, 1, 1, -1, -1, 5},
1116 { 5, -1, 4, -1, 4, -1, 5, -1},
1117 {-1, 2, 4, -1, -1, 4, 2, -1},
1118 { 7, 2, -1, -1, -1, 2, 7, -1},
1119 { 0, -1, 0, 4, 4, 0, -1, 0},
1120 { 7, 2, -1, -1, -1, 2, 7, -1},
1121 {-1, 2, 3, -1, -1, 3, 2, -1},
1122 { 5, -1, 3, -1, 3, -1, 5, -1},
1123 { 5, -1, -1, 6, 6, -1, -1, 5},
1124 {-1, -1, -1, -1, -1, -1, -1, -1}},
1125 {{ 2, 2, -1, -1, -1, -1, 5, 5},
1126 { 5, -1, -1, -1, -1, -1, 2, -1},
1127 { 5, -1, -1, -1, -1, -1, -1, 2},
1128 { 1, -1, 1, 5, 1, -1, 3, -1},
1129 { 5, 2, 5, 3, 1, 2, 5, 2},
1130 { 2, 0, 5, -1, 2, 0, 5, -1},
1131 {-1, 3, 7, -1, -1, 3, 7, -1},
1132 {-1, -1, 2, 0, 5, -1, -1, -1},
1133 {-1, -1, -1, -1, -1, -1, -1, -1},
1134 {-1, -1, -1, -1, -1, -1, -1, -1}},
1135 {{ 0, 6, 5, 2, 3, 4, 1, 7},
1136 {-1, -1, -1, -1, 1, -1, -1, -1},
1137 {-1, -1, -1, 1, 1, -1, -1, -1},
1138 {-1, -1, 1, -1, -1, -1, -1, -1},
1139 { 7, 1, 4, 3, 2, 5, 6, 0},
1140 {-1, -1, -1, -1, 1, -1, -1, -1},
1141 {-1, -1, -1, 1, 1, -1, -1, -1},
1142 {-1, -1, 1, -1, -1, -1, -1, -1},
1143 { 0, 6, 5, 2, 3, 4, 1, 7},
1144 {-1, -1, -1, -1, -1, -1, -1, -1}},
1145 {{-1, -1, 1, -1, -1, 1, -1, -1},
1146 {-1, 2, 4, -1, 2, 4, -1, -1},
1147 {-1, 2, 3, 6, 5, 3, 2, -1},
1148 {-1, 6, 5, -1, 6, 5, -1, -1},
1149 {-1, -1, -1, 7, 7, -1, -1, -1},
1150 {-1, -1, -1, 7, -1, -1, -1, -1},
1151 { 1, -1, -1, 7, 7, -1, -1, 3},
1152 { 2, -1, -1, 7, -1, -1, 2, -1},
1153 {-1, 3, 4, 5, 6, 4, 1, -1},
1154 {-1, -1, -1, -1, -1, -1, -1, -1}},
1155 {{ 1, -1, -1, 2, 2, -1, -1, 2},
1156 { 1, 3, 7, 3, 7, 4, 2, -1},
1157 {-1, 1, 6, -1, -1, 6, 2, -1},
1158 { 6, -1, 7, 3, 7, -1, 6, -1},
1159 {-1, 4, 2, -1, -1, 1, 3, -1},
1160 {-1, -1, 2, 6, 1, -1, -1, -1},
1161 {-1, 4, 3, 3, 4, 4, 3, -1},
1162 {-1, -1, -1, -1, -1, -1, -1, -1},
1163 {-1, -1, -1, -1, -1, -1, -1, -1},
1164 {-1, -1, -1, -1, -1, -1, -1, -1}},
1165 {{-1, -1, -1, 5, 6, -1, -1, -1},
1166 {-1, -1, -1, 3, -1, -1, -1, -1},
1167 {-1, -1, -1, 1, 2, -1, -1, -1},
1168 {-1, -1, -1, 4, -1, -1, -1, -1},
1169 {-1, -1, -1, 5, 7, -1, -1, -1},
1170 {-1, -1, -1, 2, -1, -1, -1, -1},
1171 { 6, 5, 4, 3, 2, 1, 7, 5},
1172 {-1, -1, -1, -1, -1, -1, -1, -1},
1173 {-1, -1, -1, -1, -1, -1, -1, -1},
1174 {-1, -1, -1, -1, -1, -1, -1, -1}},
1175 {{-1, 0, -1, 1, -1, 2, -1, -1},
1176 {-1, 4, -1, 5, -1, 6, -1, -1},
1177 {-1, 7, -1, 0, -1, 2, -1, -1},
1178 {-1, 6, -1, 3, -1, 6, -1, -1},
1179 {-1, 1, -1, 1, -1, 2, -1, -1},
1180 {-1, 3, -1, 5, -1, 0, -1, -1},
1181 {-1, 2, -1, 4, -1, 6, -1, -1},
1182 {-1, 3, -1, 6, -1, 7, -1, -1},
1183 {-1, -1, -1, -1, -1, -1, -1, -1},
1184 {-1, -1, -1, -1, -1, -1, -1, -1}},
1185 {{ 1, 1, 2, 2, 3, 3, 4, 4},
1186 { 5, 5, 6, 7, 6, 5, 5, -1},
1187 { 6, 4, 3, 3, 2, 2, 1, 6},
1188 { 4, 6, 5, 7, 6, 3, 1, -1},
1189 {-1, -1, -1, -1, -1, -1, -1, -1},
1190 {-1, -1, -1, -1, -1, -1, -1, -1},
1191 {-1, -1, -1, -1, -1, -1, -1, -1},
1192 {-1, -1, -1, -1, -1, -1, -1, -1},
1193 {-1, -1, -1, -1, -1, -1, -1, -1},
1194 {-1, -1, -1, -1, -1, -1, -1, -1}},
1195 {{ 7, 4, -1, 1, 2, -1, 4, 7},
1196 { 5, 5, -1, 2, -1, 4, 4, -1},
1197 {-1, 5, -1, 7, 7, -1, 4, -1},
1198 { 1, 0, 6, 7, 6, 0, 2, -1},
1199 {-1, 2, -1, 5, 3, -1, 1, -1},
1200 { 1, 1, -1, -1, -1, 2, 2, -1},
1201 { 6, 1, 4, -1, -1, 4, 2, 6},
1202 { 5, 3, -1, -1, -1, 3, 5, -1},
1203 {-1, -1, -1, -1, -1, -1, -1, -1},
1204 {-1, -1, -1, -1, -1, -1, -1, -1}},
1205 {{ 1, 5, 1, 0, 0, 1, 5, 1},
1206 { 1, 2, 5, -1, 5, 2, 1, -1},
1207 { 3, 6, 1, 2, 2, 1, 6, 3},
1208 { 4, 3, 4, -1, 4, 3, 4, -1},
1209 { 3, 4, 6, 5, 5, 6, 4, 3},
1210 { 0, 2, 3, -1, 3, 2, 0, -1},
1211 { 2, 3, 1, 5, 5, 1, 3, 2},
1212 {-1, -1, -1, -1, -1, -1, -1, -1},
1213 {-1, -1, -1, -1, -1, -1, -1, -1},
1214 {-1, -1, -1, -1, -1, -1, -1, -1}},
1215 {{ 3, 0, 2, 7, 5, 7, 6, 5},
1216 { 6, -1, 1, -1, 2, -1, 1, -1},
1217 {-1, 6, 4, 0, 3, 4, 5, -1},
1218 {-1, 5, -1, 1, -1, 4, -1, -1},
1219 {-1, 7, 3, 5, 6, 5, 3, -1},
1220 { 1, -1, 2, -1, 4, -1, 2, -1},
1221 { 6, 4, 4, 6, 6, 5, 5, 1},
1222 {-1, -1, -1, -1, -1, -1, -1, -1},
1223 {-1, -1, -1, -1, -1, -1, -1, -1},
1224 {-1, -1, -1, -1, -1, -1, -1, -1}}
1228 * type is the bubble number 0-7
1229 * fallx is the x axis movement for the falling bubble
1230 * fallvel is the initial upward velocity for the falling bubble
1231 * ingroup denotes a bubble that is part of a group to be removed
1232 * anchored denotes a bubble that is anchored to the ceiling
1243 /* the game context struct
1244 * score is the current score
1245 * level is the current level
1246 * angle is the current cannon direction
1247 * shots is the number of shots fired since last compression
1248 * compress is the height of the compressor
1249 * onboardcnt is the number of unique bubbles on the playing board
1250 * onboard is the unique bubbles on the playing board
1251 * nextinq is the pointer to the next bubble in the firing queue
1252 * queue is the circular buffer of bubbles to be fired
1253 * elapsedlvl is level elapsed time in 1/100s of seconds
1254 * elapsedshot is the shot elapsed time in 1/100s of seconds
1255 * startedshot is when the current shot began
1256 * playboard is the game playing board
1258 struct game_context
{
1265 int onboard
[NUM_BUBBLES
];
1267 int queue
[NUM_QUEUE
];
1271 struct tile playboard
[BB_HEIGHT
][BB_WIDTH
];
1274 struct highscore highscores
[NUM_SCORES
];
1276 /* used to denote available resume info */
1277 static bool resume
= false;
1278 static bool resume_file
= false;
1279 static unsigned int highlevel
= 0; /* the highest level beaten */
1280 static unsigned int last_highlevel
= 0;
1282 static void bubbles_init(struct game_context
* bb
);
1283 static bool bubbles_nextlevel(struct game_context
* bb
);
1284 static void bubbles_getonboard(struct game_context
* bb
);
1285 static void bubbles_drawboard(struct game_context
* bb
);
1286 static int bubbles_fire(struct game_context
* bb
);
1287 static bool bubbles_collision(struct game_context
* bb
, int y
, int x
,
1288 int nearrow
, int nearcol
);
1289 static bool bubbles_ingroup(struct game_context
* bb
, int row
, int col
);
1290 static int bubbles_searchgroup(struct game_context
* bb
, int row
, int col
);
1291 static int bubbles_remove(struct game_context
* bb
);
1292 static void bubbles_anchored(struct game_context
* bb
, int row
, int col
);
1293 static int bubbles_fall(struct game_context
* bb
);
1294 static int bubbles_checklevel(struct game_context
* bb
);
1295 static void bubbles_recordscore(struct game_context
* bb
);
1296 static bool bubbles_loadgame(struct game_context
* bb
);
1297 static void bubbles_savegame(struct game_context
* bb
);
1298 static inline void bubbles_setcolors(void);
1299 static void bubbles_callback(void* param
);
1300 static int bubbles_handlebuttons(struct game_context
* bb
, bool animblock
,
1302 static int bubbles(struct game_context
* bb
);
1304 /*****************************************************************************
1305 * bubbles_init() initializes bubbles data structures.
1306 ******************************************************************************/
1307 static void bubbles_init(struct game_context
* bb
) {
1308 bubbles_setcolors();
1309 /* seed the rand generator */
1310 rb
->srand(*rb
->current_tick
);
1312 /* check for resumed game */
1320 bubbles_nextlevel(bb
);
1323 /*****************************************************************************
1324 * bubbles_nextlevel() sets up the game for the next level, returns false if
1325 * there are no more levels.
1326 ******************************************************************************/
1327 static bool bubbles_nextlevel(struct game_context
* bb
) {
1332 /* check if there are no more levels */
1333 if(bb
->level
> NUM_LEVELS
) return false;
1335 /* save highest level */
1336 if (bb
->level
-1 > highlevel
)
1337 highlevel
= bb
->level
-1;
1339 /* set up the play board */
1340 rb
->memset(bb
->playboard
, 0, sizeof(bb
->playboard
));
1341 for(i
=0; i
<BB_LEVEL_HEIGHT
; i
++) {
1342 for(j
=0; j
<BB_WIDTH
; j
++) {
1343 pos
= (int)level
[bb
->level
-1][i
][j
];
1344 if(pos
>=0 && pos
< NUM_BUBBLES
) {
1345 bb
->playboard
[i
][j
].type
= pos
;
1347 bb
->playboard
[i
][j
].type
= -1;
1351 for(i
=BB_LEVEL_HEIGHT
; i
<BB_HEIGHT
; i
++) {
1352 for(j
=0; j
<BB_WIDTH
; j
++) {
1353 bb
->playboard
[i
][j
].type
= -1;
1357 /* fill first bubbles in shot queue */
1358 bubbles_getonboard(bb
);
1359 for(i
=0; i
<NUM_QUEUE
; i
++) {
1360 bb
->queue
[i
] = bb
->onboard
[rb
->rand()%bb
->onboardcnt
];
1368 bb
->elapsedshot
= 0;
1373 /*****************************************************************************
1374 * bubbles_getonboard() determines which bubble types are on the play board.
1375 ******************************************************************************/
1376 static void bubbles_getonboard(struct game_context
* bb
) {
1381 rb
->memset(bb
->onboard
, -1, sizeof(bb
->onboard
));
1383 for(i
=0; i
<BB_HEIGHT
; i
++) {
1384 for(j
=0; j
<BB_WIDTH
; j
++) {
1385 if(bb
->playboard
[i
][j
].type
>= 0) {
1388 for(k
=0; k
<bb
->onboardcnt
; k
++) {
1389 if(bb
->playboard
[i
][j
].type
== bb
->onboard
[k
]) {
1396 bb
->onboard
[bb
->onboardcnt
] = bb
->playboard
[i
][j
].type
;
1400 if(bb
->onboardcnt
== NUM_BUBBLES
) return;
1406 /*****************************************************************************
1407 * bubbles_drawboard() draws the game board to the buffer but does not update
1409 ******************************************************************************/
1410 static void bubbles_drawboard(struct game_context
* bb
) {
1415 bool evenline
= false;
1416 char *level
= "Level";
1417 char *score
= "Score";
1418 char *next
= "Next";
1419 char *hurry
= "HURRY!";
1423 rb
->lcd_clear_display();
1424 int font
= rb
->screens
[SCREEN_MAIN
]->getfont();
1425 h
= rb
->font_get(font
)->height
+ 1;
1426 /* draw background */
1427 #ifdef HAVE_LCD_COLOR
1428 rb
->lcd_bitmap(bubbles_background
, 0, 0, LCD_WIDTH
, LCD_HEIGHT
);
1431 /* display play board */
1432 for(i
=0; i
<BB_HEIGHT
; i
++) {
1436 indent
= ROW_INDENT
;
1440 evenline
= !evenline
;
1442 for(j
=0; j
<colmax
; j
++) {
1443 if(bb
->playboard
[i
][j
].type
>= 0 && !bb
->playboard
[i
][j
].delete) {
1444 rb
->lcd_bitmap_part(bubbles_emblem
,
1445 0, EMBLEM_HEIGHT
*bb
->playboard
[i
][j
].type
,
1446 STRIDE( SCREEN_MAIN
,
1447 BMPWIDTH_bubbles_emblem
, BMPHEIGHT_bubbles_emblem
),
1448 XOFS
+indent
+BUBBLE_WIDTH
*j
+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1449 YOFS
+ROW_HEIGHT
*i
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2+bb
->compress
*ROW_HEIGHT
,
1450 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1451 rb
->lcd_set_drawmode(DRMODE_FG
);
1452 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1453 XOFS
+indent
+BUBBLE_WIDTH
*j
,
1454 YOFS
+ROW_HEIGHT
*i
+bb
->compress
*ROW_HEIGHT
,
1455 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1456 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1461 /* display bubble to be shot */
1462 rb
->lcd_bitmap_part(bubbles_emblem
,
1463 0, EMBLEM_HEIGHT
*bb
->queue
[bb
->nextinq
],
1464 STRIDE( SCREEN_MAIN
,
1465 BMPWIDTH_bubbles_emblem
, BMPHEIGHT_bubbles_emblem
),
1466 SHOTX
+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1467 SHOTY
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2,
1468 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1469 rb
->lcd_set_drawmode(DRMODE_FG
);
1470 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1472 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1473 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1475 /* display next bubble to be shot */
1477 rb
->lcd_bitmap_part(bubbles_emblem
,
1478 0, EMBLEM_HEIGHT
*bb
->queue
[(bb
->nextinq
+1)%NUM_QUEUE
],
1479 STRIDE( SCREEN_MAIN
,
1480 BMPWIDTH_bubbles_emblem
, BMPHEIGHT_bubbles_emblem
),
1481 XOFS
/2-BUBBLE_WIDTH
/2+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1482 SHOTY
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2,
1483 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1484 rb
->lcd_set_drawmode(DRMODE_FG
);
1485 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1486 XOFS
/2-BUBBLE_WIDTH
/2, SHOTY
,
1487 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1488 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1490 rb
->lcd_bitmap_part(bubbles_emblem
,
1491 0, EMBLEM_HEIGHT
*bb
->queue
[(bb
->nextinq
+1)%NUM_QUEUE
],
1492 STRIDE( SCREEN_MAIN
,
1493 BMPWIDTH_bubbles_emblem
, BMPHEIGHT_bubbles_emblem
),
1494 NEXT_BB_X
+ NEXT_BB_WIDTH
/2-BUBBLE_WIDTH
/2+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1495 NEXT_BB_Y
+ (BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2 + h
,
1496 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1497 rb
->lcd_set_drawmode(DRMODE_FG
);
1498 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1499 NEXT_BB_X
+ NEXT_BB_WIDTH
/2-BUBBLE_WIDTH
/2, NEXT_BB_Y
+ h
,
1500 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1501 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1504 /* draw bounding lines */
1505 #ifndef HAVE_LCD_COLOR
1506 rb
->lcd_vline(XOFS
-1, 0, LCD_HEIGHT
);
1507 rb
->lcd_vline(XOFS
+BUBBLE_WIDTH
*BB_WIDTH
, 0, LCD_HEIGHT
);
1509 rb
->lcd_hline(XOFS
, XOFS
+BUBBLE_WIDTH
*BB_WIDTH
-1, YOFS
+bb
->compress
*ROW_HEIGHT
-1);
1510 rb
->lcd_hline(XOFS
, XOFS
+BUBBLE_WIDTH
*BB_WIDTH
-1,
1511 YOFS
+ROW_HEIGHT
*(BB_HEIGHT
-2)+BUBBLE_HEIGHT
);
1514 tipx
= SHOTX
+BUBBLE_WIDTH
/2+(((fp14_sin(bb
->angle
)>>4)*BUBBLE_WIDTH
*3/2)>>10);
1515 tipy
= SHOTY
+BUBBLE_HEIGHT
/2-(((fp14_cos(bb
->angle
)>>4)*BUBBLE_HEIGHT
*3/2)>>10);
1517 rb
->lcd_drawline(SHOTX
+BUBBLE_WIDTH
/2+(((fp14_sin(bb
->angle
)>>4)*BUBBLE_WIDTH
/2)>>10),
1518 SHOTY
+BUBBLE_HEIGHT
/2-(((fp14_cos(bb
->angle
)>>4)*BUBBLE_HEIGHT
/2)>>10),
1520 xlcd_filltriangle(tipx
, tipy
,
1521 tipx
+(((fp14_sin(bb
->angle
-135)>>4)*BUBBLE_WIDTH
/3)>>10),
1522 tipy
-(((fp14_cos(bb
->angle
-135)>>4)*BUBBLE_HEIGHT
/3)>>10),
1523 tipx
+(((fp14_sin(bb
->angle
+135)>>4)*BUBBLE_WIDTH
/3)>>10),
1524 tipy
-(((fp14_cos(bb
->angle
+135)>>4)*BUBBLE_HEIGHT
/3)>>10));
1527 rb
->snprintf(str
, 4, "%d", bb
->level
);
1528 rb
->lcd_getstringsize(level
, &w1
, NULL
);
1529 rb
->lcd_getstringsize(str
, &w2
, NULL
);
1531 rb
->lcd_putsxy(XOFS
/2-w1
/2, 2, level
);
1532 rb
->lcd_putsxy(XOFS
/2-w2
/2, 2+h
, str
);
1534 rb
->lcd_putsxy(LEVEL_TXT_X
+(LEVEL_TXT_WIDTH
/2-w1
/2), LEVEL_TXT_Y
, level
);
1535 rb
->lcd_putsxy(LEVEL_TXT_X
+(LEVEL_TXT_WIDTH
/2-w2
/2), LEVEL_TXT_Y
+h
, str
);
1538 rb
->snprintf(str
, 10, "%d", bb
->score
);
1539 rb
->lcd_getstringsize(score
, &w1
,NULL
);
1540 rb
->lcd_getstringsize(str
, &w2
, NULL
);
1542 rb
->lcd_putsxy(XOFS
/2-w1
/2, 29, score
);
1543 rb
->lcd_putsxy(XOFS
/2-w2
/2, 29+h
, str
);
1545 rb
->lcd_putsxy(SCORE_TXT_X
+(SCORE_TXT_WIDTH
/2-w1
/2), SCORE_TXT_Y
, score
);
1546 rb
->lcd_putsxy(SCORE_TXT_X
+(SCORE_TXT_WIDTH
/2-w2
/2), SCORE_TXT_Y
+h
, str
);
1549 rb
->lcd_getstringsize(next
, &w1
, NULL
);
1551 rb
->lcd_putsxy(XOFS
/2-w1
/2, SHOTY
-h
, next
);
1553 rb
->lcd_putsxy(NEXT_BB_X
+(NEXT_BB_WIDTH
/2-w1
/2), NEXT_BB_Y
, next
);
1557 if(bb
->elapsedshot
>= (MAX_SHOTTIME
*7)/10) {
1558 rb
->lcd_getstringsize(hurry
, &w1
, &h
);
1559 rb
->lcd_putsxy(LCD_WIDTH
/2-w1
/2, LCD_HEIGHT
/2-h
/2, hurry
);
1563 /*****************************************************************************
1564 * bubbles_fire() fires the current bubble, reloads the cannon, attaches
1565 * bubble to playboard, removes appropriate bubbles, and advances the
1567 ******************************************************************************/
1568 static int bubbles_fire(struct game_context
* bb
) {
1570 long shotxinc
, shotyinc
;
1571 long shotxofs
, shotyofs
;
1573 long tempxofs
, tempyofs
;
1574 int nearrow
, nearcol
;
1575 int lastrow
= BB_HEIGHT
-1;
1576 int lastcol
= (BB_WIDTH
-1)/2;
1578 long lasttick
, currenttick
;
1580 /* get current bubble */
1581 bubblecur
= bb
->queue
[bb
->nextinq
];
1582 shotxinc
= ((fp14_sin(bb
->angle
)>>4)*BUBBLE_WIDTH
)/3;
1583 shotyinc
= ((-1*(fp14_cos(bb
->angle
)>>4))*BUBBLE_HEIGHT
)/3;
1584 shotxofs
= shotyofs
= 0;
1586 /* advance the queue */
1587 bb
->queue
[bb
->nextinq
] = bb
->onboard
[rb
->rand()%bb
->onboardcnt
];
1588 bb
->nextinq
= (bb
->nextinq
+1)%NUM_QUEUE
;
1589 bubbles_drawboard(bb
);
1590 rb
->lcd_update_rect(0, 0, XOFS
, LCD_HEIGHT
);
1592 /* move the bubble across the play board */
1593 lasttick
= *rb
->current_tick
;
1596 /* move the bubble one step */
1597 shotyofs
+= shotyinc
;
1598 shotxofs
+= shotxinc
*shotxdirec
;
1600 /* check for bounce off sides */
1601 if(SHOTX
+(shotxofs
>>10) < XOFS
) {
1602 shotxofs
+= 2*((XOFS
<<10)-(((SHOTX
)<<10)+shotxofs
));
1604 } else if(SHOTX
+(shotxofs
>>10) > XOFS
+(BB_WIDTH
-1)*BUBBLE_WIDTH
) {
1605 shotxofs
-= 2*((((SHOTX
)<<10)+shotxofs
)-
1606 ((XOFS
<<10)+(((BB_WIDTH
-1)*BUBBLE_WIDTH
)<<10)));
1610 tempxofs
= shotxofs
>>10;
1611 tempyofs
= shotyofs
>>10;
1614 bubbles_drawboard(bb
);
1615 rb
->lcd_bitmap_part(bubbles_emblem
, 0, EMBLEM_HEIGHT
*bubblecur
,
1616 STRIDE( SCREEN_MAIN
,
1617 BMPWIDTH_bubbles_emblem
,
1618 BMPHEIGHT_bubbles_emblem
),
1619 SHOTX
+tempxofs
+(BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2,
1620 SHOTY
+tempyofs
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2,
1621 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
1622 rb
->lcd_set_drawmode(DRMODE_FG
);
1623 rb
->lcd_mono_bitmap((const unsigned char *)bubbles_bubble
,
1624 SHOTX
+tempxofs
, SHOTY
+tempyofs
,
1625 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
1626 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1627 rb
->lcd_update_rect(XOFS
, 0, BB_WIDTH
*BUBBLE_WIDTH
, LCD_HEIGHT
);
1629 /* find nearest position */
1630 nearrow
= ((SHOTY
+tempyofs
)-
1631 (YOFS
+bb
->compress
*ROW_HEIGHT
)+
1632 (ROW_HEIGHT
/2))/ROW_HEIGHT
;
1633 if(nearrow
>= BB_HEIGHT
) nearrow
= BB_HEIGHT
-1;
1635 if(nearrow
%2) { /* odd row */
1636 nearcol
= ((SHOTX
+tempxofs
)-
1638 (BUBBLE_WIDTH
/2))/BUBBLE_WIDTH
;
1639 if(nearcol
>= BB_WIDTH
-1) nearcol
= BB_WIDTH
-2;
1640 } else { /* even row */
1641 nearcol
= ((SHOTX
+tempxofs
)-XOFS
+(BUBBLE_WIDTH
/2))/BUBBLE_WIDTH
;
1642 if(nearcol
>= BB_WIDTH
) nearcol
= BB_WIDTH
-1;
1644 if(nearcol
< 0) nearcol
= 0;
1646 /* if nearest position is occupied attach to last position */
1647 if(bb
->playboard
[nearrow
][nearcol
].type
>= 0) {
1648 bb
->playboard
[lastrow
][lastcol
].type
= bubblecur
;
1652 /* save last position */
1656 /* if collision with neighbor then attach shot */
1657 if(bubbles_collision(bb
, YOFS
+SHOTY
+tempyofs
, SHOTX
+tempxofs
,
1658 nearrow
, nearcol
)) {
1659 bb
->playboard
[nearrow
][nearcol
].type
= bubblecur
;
1663 /* if at top then attach shot to the ceiling */
1664 if(nearrow
== 0 && SHOTY
+tempyofs
<= YOFS
+bb
->compress
*ROW_HEIGHT
) {
1665 bb
->playboard
[nearrow
][nearcol
].type
= bubblecur
;
1669 /* handle button events */
1670 buttonres
= bubbles_handlebuttons(bb
, true, 0);
1671 if(buttonres
!= BB_NONE
) return buttonres
;
1673 /* framerate limiting */
1674 currenttick
= *rb
->current_tick
;
1675 if(currenttick
-lasttick
< HZ
/MAX_FPS
) {
1676 rb
->sleep((HZ
/MAX_FPS
)-(currenttick
-lasttick
));
1680 lasttick
= currenttick
;
1683 bubbles_drawboard(bb
);
1686 /* clear appropriate bubbles from playing board */
1687 if(bubbles_ingroup(bb
, lastrow
, lastcol
)) {
1688 buttonres
= bubbles_remove(bb
);
1689 if(buttonres
!= BB_NONE
) return buttonres
;
1692 /* update shots and compress amount */
1694 if(bb
->shots
>= NUM_COMPRESS
) {
1702 /*****************************************************************************
1703 * bubbles_collision() determines if a fired bubble has collided with another
1705 ******************************************************************************/
1706 static bool bubbles_collision(struct game_context
* bb
, int y
, int x
,
1707 int nearrow
, int nearcol
) {
1709 int adj
= nearrow
%2;
1711 /* check neighbors */
1712 if(nearcol
-1 >= 0) {
1713 if(bb
->playboard
[nearrow
][nearcol
-1].type
>= 0) {
1714 nx
= XOFS
+(nearrow
%2 ? ROW_INDENT
: 0)+BUBBLE_WIDTH
*(nearcol
-1);
1715 ny
= YOFS
+ROW_HEIGHT
*nearrow
+bb
->compress
*ROW_HEIGHT
;
1716 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1720 if(nearcol
-1+adj
>= 0) {
1721 if(nearrow
-1 >= 0) {
1722 if(bb
->playboard
[nearrow
-1][nearcol
-1+adj
].type
>= 0) {
1723 nx
= XOFS
+((nearrow
-1)%2 ? ROW_INDENT
: 0)+
1724 BUBBLE_WIDTH
*(nearcol
-1+adj
);
1725 ny
= YOFS
+ROW_HEIGHT
*(nearrow
-1)+bb
->compress
*ROW_HEIGHT
;
1726 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1730 if(nearrow
+1 < BB_HEIGHT
) {
1731 if(bb
->playboard
[nearrow
+1][nearcol
-1+adj
].type
>= 0) {
1732 nx
= XOFS
+((nearrow
+1)%2 ? ROW_INDENT
: 0)+
1733 BUBBLE_WIDTH
*(nearcol
-1+adj
);
1734 ny
= YOFS
+ROW_HEIGHT
*(nearrow
+1)+bb
->compress
*ROW_HEIGHT
;
1735 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1740 if(nearcol
+adj
>= 0) {
1741 if(nearrow
-1 >= 0) {
1742 if(bb
->playboard
[nearrow
-1][nearcol
+adj
].type
>= 0) {
1743 nx
= XOFS
+((nearrow
-1)%2 ? ROW_INDENT
: 0)+
1744 BUBBLE_WIDTH
*(nearcol
+adj
);
1745 ny
= YOFS
+ROW_HEIGHT
*(nearrow
-1)+bb
->compress
*ROW_HEIGHT
;
1746 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1750 if(nearrow
+1 < BB_HEIGHT
) {
1751 if(bb
->playboard
[nearrow
+1][nearcol
+adj
].type
>= 0) {
1752 nx
= XOFS
+((nearrow
+1)%2 ? ROW_INDENT
: 0)+
1753 BUBBLE_WIDTH
*(nearcol
+adj
);
1754 ny
= YOFS
+ROW_HEIGHT
*(nearrow
+1)+bb
->compress
*ROW_HEIGHT
;
1755 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1760 if(nearcol
+1 < BB_WIDTH
-adj
) {
1761 if(bb
->playboard
[nearrow
][nearcol
+1].type
>= 0) {
1762 nx
= XOFS
+(nearrow
%2 ? ROW_INDENT
: 0)+BUBBLE_WIDTH
*(nearcol
+1);
1763 ny
= YOFS
+ROW_HEIGHT
*nearrow
+bb
->compress
*ROW_HEIGHT
;
1764 if((x
-nx
)*(x
-nx
)+(y
-ny
)*(y
-ny
) < MIN_DISTANCE
) return true;
1771 /*****************************************************************************
1772 * bubbles_ingroup() marks all bubbles that form the current group.
1773 ******************************************************************************/
1774 static bool bubbles_ingroup(struct game_context
* bb
, int row
, int col
) {
1778 count
= bubbles_searchgroup(bb
, row
, col
);
1780 /* unmark group if too small */
1782 for(i
=0; i
<BB_HEIGHT
; i
++) {
1783 for(j
=0; j
<BB_WIDTH
; j
++) {
1784 bb
->playboard
[i
][j
].ingroup
= false;
1794 /*****************************************************************************
1795 * bubbles_searchgroup() return the size of the group of bubbles of the same
1796 * type that the current bubble belongs to.
1797 ******************************************************************************/
1798 static int bubbles_searchgroup(struct game_context
* bb
, int row
, int col
) {
1800 int myrow
, mycol
, mytype
;
1806 } search
[(2*BB_WIDTH
-1)*(BB_HEIGHT
/2)];
1808 /* search initial bubble */
1809 bb
->playboard
[row
][col
].ingroup
= true;
1810 search
[count
].row
= row
;
1811 search
[count
].col
= col
;
1814 /* breadth-first search neighbors */
1815 for(i
=0; i
<count
; i
++) {
1816 myrow
= search
[i
].row
;
1817 mycol
= search
[i
].col
;
1818 mytype
= bb
->playboard
[myrow
][mycol
].type
;
1822 if(bb
->playboard
[myrow
][mycol
-1].type
== mytype
&&
1823 !bb
->playboard
[myrow
][mycol
-1].ingroup
) {
1824 bb
->playboard
[myrow
][mycol
-1].ingroup
= true;
1825 search
[count
].row
= myrow
;
1826 search
[count
].col
= mycol
-1;
1831 if(mycol
-1+adj
>= 0) {
1833 if(bb
->playboard
[myrow
-1][mycol
-1+adj
].type
== mytype
&&
1834 !bb
->playboard
[myrow
-1][mycol
-1+adj
].ingroup
) {
1835 bb
->playboard
[myrow
-1][mycol
-1+adj
].ingroup
= true;
1836 search
[count
].row
= myrow
-1;
1837 search
[count
].col
= mycol
-1+adj
;
1842 if(myrow
+1 < BB_HEIGHT
) {
1843 if(bb
->playboard
[myrow
+1][mycol
-1+adj
].type
== mytype
&&
1844 !bb
->playboard
[myrow
+1][mycol
-1+adj
].ingroup
) {
1845 bb
->playboard
[myrow
+1][mycol
-1+adj
].ingroup
= true;
1846 search
[count
].row
= myrow
+1;
1847 search
[count
].col
= mycol
-1+adj
;
1853 if(mycol
+adj
>= 0) {
1855 if(bb
->playboard
[myrow
-1][mycol
+adj
].type
== mytype
&&
1856 !bb
->playboard
[myrow
-1][mycol
+adj
].ingroup
) {
1857 bb
->playboard
[myrow
-1][mycol
+adj
].ingroup
= true;
1858 search
[count
].row
= myrow
-1;
1859 search
[count
].col
= mycol
+adj
;
1864 if(myrow
+1 < BB_HEIGHT
) {
1865 if(bb
->playboard
[myrow
+1][mycol
+adj
].type
== mytype
&&
1866 !bb
->playboard
[myrow
+1][mycol
+adj
].ingroup
) {
1867 bb
->playboard
[myrow
+1][mycol
+adj
].ingroup
= true;
1868 search
[count
].row
= myrow
+1;
1869 search
[count
].col
= mycol
+adj
;
1875 if(mycol
+1 < BB_WIDTH
-adj
) {
1876 if(bb
->playboard
[myrow
][mycol
+1].type
== mytype
&&
1877 !bb
->playboard
[myrow
][mycol
+1].ingroup
) {
1878 bb
->playboard
[myrow
][mycol
+1].ingroup
= true;
1879 search
[count
].row
= myrow
;
1880 search
[count
].col
= mycol
+1;
1889 /*****************************************************************************
1890 * bubbles_remove() removes all bubbles in the current group and all
1891 * unanchored bubbles from the play board.
1892 ******************************************************************************/
1893 static int bubbles_remove(struct game_context
* bb
) {
1897 /* determine all anchored bubbles */
1898 for(j
=0; j
<BB_WIDTH
; j
++) {
1899 if(bb
->playboard
[0][j
].type
>= 0 && !bb
->playboard
[0][j
].ingroup
) {
1900 bubbles_anchored(bb
, 0, j
);
1904 /* mark bubbles to be deleted */
1905 for(i
=0; i
<BB_HEIGHT
; i
++) {
1906 for(j
=0; j
<BB_WIDTH
; j
++) {
1907 if(bb
->playboard
[i
][j
].type
>= 0 &&
1908 (!bb
->playboard
[i
][j
].anchored
|| bb
->playboard
[i
][j
].ingroup
)) {
1909 bb
->playboard
[i
][j
].delete = true;
1914 /* animate falling bubbles */
1915 buttonres
= bubbles_fall(bb
);
1916 if(buttonres
!= BB_NONE
) return buttonres
;
1918 /* remove bubbles */
1919 for(i
=0; i
<BB_HEIGHT
; i
++) {
1920 for(j
=0; j
<BB_WIDTH
; j
++) {
1921 if(bb
->playboard
[i
][j
].delete) {
1922 bb
->playboard
[i
][j
].ingroup
= false;
1923 bb
->playboard
[i
][j
].type
= -1;
1924 bb
->playboard
[i
][j
].delete = false;
1926 bb
->playboard
[i
][j
].anchored
= false;
1931 bubbles_getonboard(bb
);
1936 /*****************************************************************************
1937 * bubbles_anchored() marks all bubbles that are anchored in some way to the
1939 ******************************************************************************/
1940 static void bubbles_anchored(struct game_context
* bb
, int row
, int col
) {
1942 int myrow
, mycol
, mytype
;
1948 } search
[(2*BB_WIDTH
-1)*(BB_HEIGHT
/2)];
1950 /* search initial bubble */
1951 bb
->playboard
[row
][col
].anchored
= true;
1952 search
[count
].row
= row
;
1953 search
[count
].col
= col
;
1956 /* breadth-first search neighbors */
1957 for(i
=0; i
<count
; i
++) {
1958 myrow
= search
[i
].row
;
1959 mycol
= search
[i
].col
;
1960 mytype
= bb
->playboard
[myrow
][mycol
].type
;
1964 if(bb
->playboard
[myrow
][mycol
-1].type
>= 0 &&
1965 !bb
->playboard
[myrow
][mycol
-1].ingroup
&&
1966 !bb
->playboard
[myrow
][mycol
-1].anchored
) {
1967 bb
->playboard
[myrow
][mycol
-1].anchored
= true;
1968 search
[count
].row
= myrow
;
1969 search
[count
].col
= mycol
-1;
1974 if(mycol
-1+adj
>= 0) {
1976 if(bb
->playboard
[myrow
-1][mycol
-1+adj
].type
>= 0 &&
1977 !bb
->playboard
[myrow
-1][mycol
-1+adj
].ingroup
&&
1978 !bb
->playboard
[myrow
-1][mycol
-1+adj
].anchored
) {
1979 bb
->playboard
[myrow
-1][mycol
-1+adj
].anchored
= true;
1980 search
[count
].row
= myrow
-1;
1981 search
[count
].col
= mycol
-1+adj
;
1986 if(myrow
+1 < BB_HEIGHT
) {
1987 if(bb
->playboard
[myrow
+1][mycol
-1+adj
].type
>= 0 &&
1988 !bb
->playboard
[myrow
+1][mycol
-1+adj
].ingroup
&&
1989 !bb
->playboard
[myrow
+1][mycol
-1+adj
].anchored
) {
1990 bb
->playboard
[myrow
+1][mycol
-1+adj
].anchored
= true;
1991 search
[count
].row
= myrow
+1;
1992 search
[count
].col
= mycol
-1+adj
;
1998 if(mycol
+adj
>= 0) {
2000 if(bb
->playboard
[myrow
-1][mycol
+adj
].type
>= 0 &&
2001 !bb
->playboard
[myrow
-1][mycol
+adj
].ingroup
&&
2002 !bb
->playboard
[myrow
-1][mycol
+adj
].anchored
) {
2003 bb
->playboard
[myrow
-1][mycol
+adj
].anchored
= true;
2004 search
[count
].row
= myrow
-1;
2005 search
[count
].col
= mycol
+adj
;
2010 if(myrow
+1 < BB_HEIGHT
) {
2011 if(bb
->playboard
[myrow
+1][mycol
+adj
].type
>= 0 &&
2012 !bb
->playboard
[myrow
+1][mycol
+adj
].ingroup
&&
2013 !bb
->playboard
[myrow
+1][mycol
+adj
].anchored
) {
2014 bb
->playboard
[myrow
+1][mycol
+adj
].anchored
= true;
2015 search
[count
].row
= myrow
+1;
2016 search
[count
].col
= mycol
+adj
;
2022 if(mycol
+1 < BB_WIDTH
-adj
) {
2023 if(bb
->playboard
[myrow
][mycol
+1].type
>= 0 &&
2024 !bb
->playboard
[myrow
][mycol
+1].ingroup
&&
2025 !bb
->playboard
[myrow
][mycol
+1].anchored
) {
2026 bb
->playboard
[myrow
][mycol
+1].anchored
= true;
2027 search
[count
].row
= myrow
;
2028 search
[count
].col
= mycol
+1;
2035 /*****************************************************************************
2036 * bubbles_fall() makes removed bubbles fall from the screen.
2037 ******************************************************************************/
2038 static int bubbles_fall(struct game_context
* bb
) {
2045 long lasttick
, currenttick
;
2047 /* give all falling bubbles an x axis movement */
2048 for(i
=0; i
<BB_HEIGHT
; i
++) {
2049 for(j
=0; j
<BB_WIDTH
; j
++) {
2050 if(bb
->playboard
[i
][j
].delete) {
2051 bb
->playboard
[i
][j
].fallx
= rb
->rand()%25 - 12;
2052 bb
->playboard
[i
][j
].fallvel
= rb
->rand()%5 + 6;
2057 /* draw bubbles falling off the screen
2058 * follows y=x^2-8x scaled to bubble size
2060 lasttick
= *rb
->current_tick
;
2062 for(count
=1; ;count
++) {
2064 bubbles_drawboard(bb
);
2066 for(i
=0; i
<BB_HEIGHT
; i
++) {
2067 for(j
=0; j
<BB_WIDTH
; j
++) {
2068 if(bb
->playboard
[i
][j
].delete) {
2069 indent
= (i
%2 ? ROW_INDENT
: 0);
2070 xofs
= ((bb
->playboard
[i
][j
].fallx
*count
)*BUBBLE_WIDTH
)/48;
2071 yofs
= ((count
*count
- bb
->playboard
[i
][j
].fallvel
*count
)*
2074 /* draw bubble if it is still on the screen */
2075 if(YOFS
+ROW_HEIGHT
*i
+bb
->compress
*ROW_HEIGHT
+yofs
2079 rb
->lcd_bitmap_part(bubbles_emblem
, 0,
2080 EMBLEM_HEIGHT
*bb
->playboard
[i
][j
].type
,
2081 STRIDE( SCREEN_MAIN
,
2082 BMPWIDTH_bubbles_emblem
,
2083 BMPHEIGHT_bubbles_emblem
),
2084 XOFS
+indent
+BUBBLE_WIDTH
*j
+
2085 (BUBBLE_WIDTH
-EMBLEM_WIDTH
)/2+xofs
,
2086 YOFS
+ROW_HEIGHT
*i
+(BUBBLE_HEIGHT
-EMBLEM_HEIGHT
)/2+
2087 bb
->compress
*ROW_HEIGHT
+yofs
,
2088 EMBLEM_WIDTH
, EMBLEM_HEIGHT
);
2089 rb
->lcd_set_drawmode(DRMODE_FG
);
2090 rb
->lcd_mono_bitmap(
2091 (const unsigned char *)bubbles_bubble
,
2092 XOFS
+indent
+BUBBLE_WIDTH
*j
+xofs
,
2093 YOFS
+ROW_HEIGHT
*i
+bb
->compress
*ROW_HEIGHT
+yofs
,
2094 BUBBLE_WIDTH
, BUBBLE_HEIGHT
);
2095 rb
->lcd_set_drawmode(DRMODE_SOLID
);
2103 /* break out if all bubbles are off the screen */
2104 if(!onscreen
) break;
2106 /* handle button events */
2107 buttonres
= bubbles_handlebuttons(bb
, true, 0);
2108 if(buttonres
!= BB_NONE
) return buttonres
;
2110 /* framerate limiting */
2111 currenttick
= *rb
->current_tick
;
2112 if(currenttick
-lasttick
< HZ
/MAX_FPS
) {
2113 rb
->sleep((HZ
/MAX_FPS
)-(currenttick
-lasttick
));
2117 lasttick
= currenttick
;
2123 /*****************************************************************************
2124 * bubbles_checklevel() checks the state of the playboard for a win or loss.
2125 ******************************************************************************/
2126 static int bubbles_checklevel(struct game_context
* bb
) {
2131 bubbles_drawboard(bb
);
2134 /* check for bubbles below cut off point */
2135 for(i
=0; i
<=bb
->compress
; i
++) {
2136 for(j
=0; j
<BB_WIDTH
; j
++) {
2137 if(bb
->playboard
[BB_HEIGHT
-1-i
][j
].type
>= 0) return BB_LOSE
;
2141 /* check for bubbles above cut off point */
2142 for(i
=0; i
<BB_HEIGHT
-1-bb
->compress
; i
++) {
2143 for(j
=0; j
<BB_WIDTH
; j
++) {
2144 if(bb
->playboard
[i
][j
].type
>= 0) return BB_NONE
;
2148 /* level complete, record score */
2149 points
= 100 - bb
->elapsedlvl
/100;
2151 bb
->score
+= points
;
2156 rb
->snprintf(str
, 12, "%d points", points
);
2157 rb
->splash(HZ
, str
);
2159 /* advance to the next level */
2160 if(!bubbles_nextlevel(bb
)) {
2164 bubbles_drawboard(bb
);
2166 rb
->snprintf(str
, 12, "Level %d", bb
->level
);
2167 rb
->splash(HZ
, str
);
2168 bubbles_drawboard(bb
);
2174 /*****************************************************************************
2175 * bubbles_recordscore() inserts a high score into the high scores list and
2176 * returns the high score position.
2177 ******************************************************************************/
2178 static void bubbles_recordscore(struct game_context
* bb
) {
2182 position
= highscore_update(bb
->score
, bb
->level
-1, "",
2183 highscores
, NUM_SCORES
);
2185 rb
->splash(HZ
*2, "New High Score");
2187 highscore_show(position
, highscores
, NUM_SCORES
, true);
2190 /*****************************************************************************
2191 * bubbles_loaddata() loads highest level beaten.
2192 ******************************************************************************/
2193 static void bubbles_loaddata(void) {
2196 last_highlevel
= highlevel
= 0;
2197 /* open data file */
2198 fd
= rb
->open(DATA_FILE
, O_RDONLY
);
2201 /* read in saved game */
2202 if (rb
->read(fd
, &highlevel
, sizeof(highlevel
)) < (long)sizeof(highlevel
))
2206 if (highlevel
>= NUM_LEVELS
)
2207 highlevel
= NUM_LEVELS
-1;
2208 last_highlevel
= highlevel
;
2213 /*****************************************************************************
2214 * bubbles_savedata() saves the current game state.
2215 ******************************************************************************/
2216 static void bubbles_savedata(void) {
2219 if (last_highlevel
>= highlevel
) /* no need to save */
2222 fd
= rb
->open(DATA_FILE
, O_WRONLY
|O_CREAT
);
2225 rb
->write(fd
, &highlevel
, sizeof(highlevel
));
2230 /*****************************************************************************
2231 * bubbles_loadgame() loads the saved game and returns load success.
2232 ******************************************************************************/
2233 static bool bubbles_loadgame(struct game_context
* bb
) {
2237 /* open game file */
2238 fd
= rb
->open(SAVE_FILE
, O_RDONLY
);
2239 if(fd
< 0) return false;
2241 /* read in saved game */
2242 if(rb
->read(fd
, bb
, sizeof(struct game_context
))
2243 < (long)sizeof(struct game_context
))
2253 /*****************************************************************************
2254 * bubbles_savegame() saves the current game state.
2255 ******************************************************************************/
2256 static void bubbles_savegame(struct game_context
* bb
) {
2259 if (!resume
) /* nothing to save */
2261 /* write out the game state to the save file */
2262 fd
= rb
->open(SAVE_FILE
, O_WRONLY
|O_CREAT
);
2265 rb
->splash(HZ
/2, "Failed to save game");
2268 if (rb
->write(fd
, bb
, sizeof(struct game_context
)) <= 0)
2270 rb
->splash(HZ
/2, "Failed to save game");
2276 /*****************************************************************************
2277 * bubbles_setcolors() set the foreground and background colors.
2278 ******************************************************************************/
2279 static inline void bubbles_setcolors(void) {
2280 #ifdef HAVE_LCD_COLOR
2281 rb
->lcd_set_background(LCD_RGBPACK(181,181,222));
2282 rb
->lcd_set_foreground(LCD_BLACK
);
2286 /*****************************************************************************
2287 * bubbles_callback() is the default event handler callback which is called
2288 * on usb connect and shutdown.
2289 ******************************************************************************/
2290 static void bubbles_callback(void* param
) {
2292 highscore_save(SCORE_FILE
, highscores
, NUM_SCORES
);
2295 /*****************************************************************************
2296 * bubbles_handlebuttons() handles button events during a game.
2297 ******************************************************************************/
2298 static int bubbles_handlebuttons(struct game_context
* bb
, bool animblock
,
2303 const struct button_mapping
*plugin_contexts
[]
2304 #if (CONFIG_KEYPAD != SANSA_E200_PAD) && \
2305 (CONFIG_KEYPAD != SANSA_FUZE_PAD)
2306 = {generic_left_right_fire
,generic_actions
};
2308 = {generic_directions
,generic_actions
};
2313 button
= pluginlib_getaction(timeout
,plugin_contexts
,2);
2314 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
2315 /* FIXME: Should probably check remote hold here */
2316 if (rb
->button_hold())
2317 button
= BUBBLES_START
;
2321 case BUBBLES_LEFT_REP
:
2322 if(bb
->angle
> MIN_ANGLE
) bb
->angle
-= ANGLE_STEP_REP
;
2323 case BUBBLES_LEFT
: /* change angle to the left */
2324 if(bb
->angle
> MIN_ANGLE
) bb
->angle
-= ANGLE_STEP
;
2327 case BUBBLES_RIGHT_REP
:
2328 if(bb
->angle
< MAX_ANGLE
) bb
->angle
+= ANGLE_STEP_REP
;
2329 case BUBBLES_RIGHT
: /* change angle to the right */
2330 if(bb
->angle
< MAX_ANGLE
) bb
->angle
+= ANGLE_STEP
;
2333 case BUBBLES_SELECT
: /* fire the shot */
2335 bb
->elapsedlvl
+= bb
->elapsedshot
;
2336 bb
->elapsedshot
= 0;
2337 buttonres
= bubbles_fire(bb
);
2338 if(buttonres
!= BB_NONE
) return buttonres
;
2339 buttonres
= bubbles_checklevel(bb
);
2340 if(buttonres
!= BB_NONE
) return buttonres
;
2341 bb
->startedshot
= *rb
->current_tick
;
2345 case BUBBLES_START
: /* pause the game */
2346 start
= *rb
->current_tick
;
2347 rb
->splash(0, "Paused");
2348 while(pluginlib_getaction(TIMEOUT_BLOCK
,plugin_contexts
,2)
2349 != (BUBBLES_START
));
2350 bb
->startedshot
+= *rb
->current_tick
-start
;
2351 bubbles_drawboard(bb
);
2355 case BUBBLES_RESUME
: /* save and end the game */
2356 case BUBBLES_QUIT
: /* end the game */
2363 case ACTION_UNKNOWN
:
2364 case ACTION_NONE
: /* no button pressed */
2368 if(rb
->default_event_handler_ex(button
, bubbles_callback
,
2369 (void*) bb
) == SYS_USB_CONNECTED
)
2377 /*****************************************************************************
2378 * bubbles_menu() is the initial menu at the start of the game.
2379 ******************************************************************************/
2380 static int bubbles_menu(struct game_context
* bb
) {
2381 static unsigned int startlevel
= 0;
2382 int selected
= resume
?0:1;
2383 bool startgame
= false;
2385 MENUITEM_STRINGLIST(menu
,"Bubbles Menu",NULL
,
2386 "Resume Game", "Start New Game",
2387 "Level", "High Scores", "Playback Control",
2388 "Quit without Saving", "Quit");
2391 switch (rb
->do_menu(&menu
, &selected
, NULL
, false))
2393 case 0: /* resume game */
2395 rb
->splash(HZ
/2, "Nothing to resume");
2399 rb
->remove(SAVE_FILE
);
2400 resume_file
= false;
2402 case 1: /* new game */
2403 bb
->level
= startlevel
;
2406 resume_file
= false;
2408 case 2: /* choose level */
2410 rb
->set_int("Choose start level", "", UNIT_INT
, &startlevel
,
2411 NULL
, 1, 1, highlevel
+1, NULL
);
2414 case 3: /* High scores */
2415 highscore_show(NUM_SCORES
, highscores
, NUM_SCORES
, true);
2417 case 4: /* Playback Control */
2418 playback_control(NULL
);
2420 case 5: /* quit but don't save */
2421 return BB_QUIT_WITHOUT_SAVING
;
2422 case 6: /* save and quit */
2424 case MENU_ATTACHED_USB
:
2425 bubbles_callback(bb
);
2432 /*****************************************************************************
2433 * bubbles() is the main game subroutine, it returns the final game status.
2434 ******************************************************************************/
2435 static int bubbles(struct game_context
* bb
) {
2439 /********************
2441 ********************/
2442 buttonres
= bubbles_menu(bb
);
2446 /********************
2448 ********************/
2450 bubbles_drawboard(bb
);
2453 /**********************
2455 **********************/
2456 bb
->startedshot
= *rb
->current_tick
;
2459 /* refresh the board */
2460 bubbles_drawboard(bb
);
2463 /* manange idle framerate */
2464 bb
->elapsedshot
= *rb
->current_tick
-bb
->startedshot
;
2466 if(MAX_SHOTTIME
-bb
->elapsedshot
< HZ
/2) {
2467 timeout
= MAX_SHOTTIME
-bb
->elapsedshot
;
2472 /* handle button events */
2473 buttonres
= bubbles_handlebuttons(bb
, false, timeout
);
2474 if(buttonres
!= BB_NONE
) return buttonres
;
2477 bb
->elapsedshot
= *rb
->current_tick
-bb
->startedshot
;
2479 if(bb
->elapsedshot
> MAX_SHOTTIME
) {
2480 bb
->elapsedlvl
+= bb
->elapsedshot
;
2481 bb
->elapsedshot
= 0;
2482 buttonres
= bubbles_fire(bb
);
2483 if(buttonres
!= BB_NONE
) return buttonres
;
2484 buttonres
= bubbles_checklevel(bb
);
2485 if(buttonres
!= BB_NONE
) return buttonres
;
2486 bb
->startedshot
= *rb
->current_tick
;
2491 /*****************************************************************************
2492 * plugin entry point.
2493 ******************************************************************************/
2494 enum plugin_status
plugin_start(const void* parameter
) {
2495 static struct game_context bb
;
2497 enum plugin_status ret
= PLUGIN_OK
;
2502 resume
= bubbles_loadgame(&bb
);
2503 resume_file
= resume
;
2505 highscore_load(SCORE_FILE
, highscores
, NUM_SCORES
);
2506 rb
->lcd_clear_display();
2510 rb
->lcd_set_backdrop(NULL
);
2512 rb
->lcd_setfont(FONT_SYSFIXED
);
2515 switch(bubbles(&bb
)){
2517 rb
->splash(HZ
*2, "You Win!");
2518 /* record high level */
2519 highlevel
= NUM_LEVELS
-1;
2520 /* record high score */
2521 bubbles_recordscore(&bb
);
2526 rb
->splash(HZ
*2, "Game Over");
2527 /* record high score */
2528 bubbles_recordscore(&bb
);
2529 /* fall through to BB_END */
2535 ret
= PLUGIN_USB_CONNECTED
;
2540 #define SAVE_MESSAGE "Saving Game and Scores..."
2541 /* the first splash is to make sure it's read, but don't make it
2542 * too long to not delay the saving further */
2543 rb
->splash(HZ
/5, SAVE_MESSAGE
);
2544 rb
->splash(0, SAVE_MESSAGE
);
2545 bubbles_savegame(&bb
);
2547 highscore_save(SCORE_FILE
, highscores
, NUM_SCORES
);
2550 case BB_QUIT_WITHOUT_SAVING
:
2559 rb
->lcd_setfont(FONT_UI
);