1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2005 Adam Boot
12 * Color graphics from Gweled (http://sebdelestaing.free.fr/gweled/)
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 ****************************************************************************/
25 #include "lib/display_text.h"
26 #include "lib/highscore.h"
27 #include "lib/playback_control.h"
28 #include "pluginbitmaps/jewels.h"
30 #ifdef HAVE_LCD_BITMAP
34 /* button definitions */
35 #if CONFIG_KEYPAD == RECORDER_PAD
36 #define JEWELS_UP BUTTON_UP
37 #define JEWELS_DOWN BUTTON_DOWN
38 #define JEWELS_LEFT BUTTON_LEFT
39 #define JEWELS_RIGHT BUTTON_RIGHT
40 #define JEWELS_SELECT BUTTON_PLAY
41 #define JEWELS_CANCEL BUTTON_OFF
42 #define HK_SELECT "PLAY"
43 #define HK_CANCEL "OFF"
45 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
46 #define JEWELS_UP BUTTON_UP
47 #define JEWELS_DOWN BUTTON_DOWN
48 #define JEWELS_LEFT BUTTON_LEFT
49 #define JEWELS_RIGHT BUTTON_RIGHT
50 #define JEWELS_SELECT BUTTON_SELECT
51 #define JEWELS_CANCEL BUTTON_OFF
52 #define HK_SELECT "SELECT"
53 #define HK_CANCEL "OFF"
55 #elif CONFIG_KEYPAD == ONDIO_PAD
56 #define JEWELS_UP BUTTON_UP
57 #define JEWELS_DOWN BUTTON_DOWN
58 #define JEWELS_LEFT BUTTON_LEFT
59 #define JEWELS_RIGHT BUTTON_RIGHT
60 #define JEWELS_SELECT BUTTON_MENU
61 #define JEWELS_CANCEL BUTTON_OFF
62 #define HK_SELECT "MENU"
63 #define HK_CANCEL "OFF"
65 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
66 #define JEWELS_UP BUTTON_UP
67 #define JEWELS_DOWN BUTTON_DOWN
68 #define JEWELS_LEFT BUTTON_LEFT
69 #define JEWELS_RIGHT BUTTON_RIGHT
70 #define JEWELS_SELECT BUTTON_SELECT
71 #define JEWELS_CANCEL BUTTON_OFF
72 #define JEWELS_RC_CANCEL BUTTON_RC_STOP
73 #define HK_SELECT "SELECT"
74 #define HK_CANCEL "OFF"
76 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
77 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
78 #define JEWELS_SCROLLWHEEL
79 #define JEWELS_UP BUTTON_MENU
80 #define JEWELS_DOWN BUTTON_PLAY
81 #define JEWELS_LEFT BUTTON_LEFT
82 #define JEWELS_RIGHT BUTTON_RIGHT
83 #define JEWELS_PREV BUTTON_SCROLL_BACK
84 #define JEWELS_NEXT BUTTON_SCROLL_FWD
85 #define JEWELS_SELECT BUTTON_SELECT
86 #define JEWELS_CANCEL (BUTTON_SELECT | BUTTON_MENU)
87 #define HK_SELECT "SELECT"
88 #define HK_CANCEL "SEL + MENU"
90 #elif (CONFIG_KEYPAD == IPOD_3G_PAD)
91 #define JEWELS_LEFT BUTTON_LEFT
92 #define JEWELS_RIGHT BUTTON_RIGHT
93 #define JEWELS_UP BUTTON_SCROLL_BACK
94 #define JEWELS_DOWN BUTTON_SCROLL_FWD
95 #define JEWELS_SELECT BUTTON_SELECT
96 #define JEWELS_CANCEL BUTTON_MENU
97 #define HK_SELECT "SELECT"
98 #define HK_CANCEL "MENU"
100 #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
101 #define JEWELS_UP BUTTON_UP
102 #define JEWELS_DOWN BUTTON_DOWN
103 #define JEWELS_LEFT BUTTON_LEFT
104 #define JEWELS_RIGHT BUTTON_RIGHT
105 #define JEWELS_SELECT BUTTON_SELECT
106 #define JEWELS_CANCEL BUTTON_PLAY
107 #define HK_SELECT "SELECT"
108 #define HK_CANCEL "PLAY"
110 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
111 #define JEWELS_UP BUTTON_UP
112 #define JEWELS_DOWN BUTTON_DOWN
113 #define JEWELS_LEFT BUTTON_LEFT
114 #define JEWELS_RIGHT BUTTON_RIGHT
115 #define JEWELS_SELECT BUTTON_SELECT
116 #define JEWELS_CANCEL BUTTON_POWER
117 #define HK_SELECT "SELECT"
118 #define HK_CANCEL "POWER"
120 #elif CONFIG_KEYPAD == GIGABEAT_PAD
121 #define JEWELS_UP BUTTON_UP
122 #define JEWELS_DOWN BUTTON_DOWN
123 #define JEWELS_LEFT BUTTON_LEFT
124 #define JEWELS_RIGHT BUTTON_RIGHT
125 #define JEWELS_SELECT BUTTON_SELECT
126 #define JEWELS_CANCEL BUTTON_POWER
127 #define HK_SELECT "SELECT"
128 #define HK_CANCEL "POWER"
130 #elif CONFIG_KEYPAD == SANSA_E200_PAD
131 #define JEWELS_SCROLLWHEEL
132 #define JEWELS_UP BUTTON_UP
133 #define JEWELS_DOWN BUTTON_DOWN
134 #define JEWELS_LEFT BUTTON_LEFT
135 #define JEWELS_RIGHT BUTTON_RIGHT
136 #define JEWELS_PREV BUTTON_SCROLL_BACK
137 #define JEWELS_NEXT BUTTON_SCROLL_FWD
138 #define JEWELS_SELECT BUTTON_SELECT
139 #define JEWELS_CANCEL BUTTON_POWER
140 #define HK_SELECT "SELECT"
141 #define HK_CANCEL "POWER"
143 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
144 #define JEWELS_SCROLLWHEEL
145 #define JEWELS_UP BUTTON_UP
146 #define JEWELS_DOWN BUTTON_DOWN
147 #define JEWELS_LEFT BUTTON_LEFT
148 #define JEWELS_RIGHT BUTTON_RIGHT
149 #define JEWELS_PREV BUTTON_SCROLL_BACK
150 #define JEWELS_NEXT BUTTON_SCROLL_FWD
151 #define JEWELS_SELECT BUTTON_SELECT
152 #define JEWELS_CANCEL (BUTTON_HOME|BUTTON_REPEAT)
153 #define HK_SELECT "SELECT"
154 #define HK_CANCEL "HOME"
156 #elif CONFIG_KEYPAD == SANSA_C200_PAD || \
157 CONFIG_KEYPAD == SANSA_CLIP_PAD || \
158 CONFIG_KEYPAD == SANSA_M200_PAD
159 #define JEWELS_UP BUTTON_UP
160 #define JEWELS_DOWN BUTTON_DOWN
161 #define JEWELS_LEFT BUTTON_LEFT
162 #define JEWELS_RIGHT BUTTON_RIGHT
163 #define JEWELS_SELECT BUTTON_SELECT
164 #define JEWELS_CANCEL BUTTON_POWER
165 #define HK_SELECT "SELECT"
166 #define HK_CANCEL "POWER"
168 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
169 #define JEWELS_UP BUTTON_SCROLL_UP
170 #define JEWELS_DOWN BUTTON_SCROLL_DOWN
171 #define JEWELS_LEFT BUTTON_LEFT
172 #define JEWELS_RIGHT BUTTON_RIGHT
173 #define JEWELS_SELECT BUTTON_PLAY
174 #define JEWELS_CANCEL BUTTON_POWER
175 #define HK_SELECT "PLAY"
176 #define HK_CANCEL "POWER"
178 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
179 #define JEWELS_UP BUTTON_UP
180 #define JEWELS_DOWN BUTTON_DOWN
181 #define JEWELS_LEFT BUTTON_LEFT
182 #define JEWELS_RIGHT BUTTON_RIGHT
183 #define JEWELS_SELECT BUTTON_SELECT
184 #define JEWELS_CANCEL BUTTON_BACK
185 #define HK_SELECT "SELECT"
186 #define HK_CANCEL "BACK"
188 #elif CONFIG_KEYPAD == MROBE100_PAD
189 #define JEWELS_UP BUTTON_UP
190 #define JEWELS_DOWN BUTTON_DOWN
191 #define JEWELS_LEFT BUTTON_LEFT
192 #define JEWELS_RIGHT BUTTON_RIGHT
193 #define JEWELS_SELECT BUTTON_SELECT
194 #define JEWELS_CANCEL BUTTON_POWER
195 #define HK_SELECT "SELECT"
196 #define HK_CANCEL "POWER"
198 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
199 #define JEWELS_UP BUTTON_RC_VOL_UP
200 #define JEWELS_DOWN BUTTON_RC_VOL_DOWN
201 #define JEWELS_LEFT BUTTON_RC_REW
202 #define JEWELS_RIGHT BUTTON_RC_FF
203 #define JEWELS_SELECT BUTTON_RC_PLAY
204 #define JEWELS_CANCEL BUTTON_RC_REC
205 #define HK_SELECT "PLAY"
206 #define HK_CANCEL "REC"
208 #define JEWELS_RC_CANCEL BUTTON_REC
210 #elif CONFIG_KEYPAD == COWOND2_PAD
211 #define JEWELS_CANCEL BUTTON_POWER
212 #define HK_CANCEL "POWER"
214 #elif CONFIG_KEYPAD == IAUDIO67_PAD
215 #define JEWELS_UP BUTTON_STOP
216 #define JEWELS_DOWN BUTTON_PLAY
217 #define JEWELS_LEFT BUTTON_LEFT
218 #define JEWELS_RIGHT BUTTON_RIGHT
219 #define JEWELS_SELECT BUTTON_MENU
220 #define JEWELS_CANCEL BUTTON_POWER
221 #define HK_SELECT "MENU"
222 #define HK_CANCEL "POWER"
224 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
225 #define JEWELS_UP BUTTON_UP
226 #define JEWELS_DOWN BUTTON_DOWN
227 #define JEWELS_LEFT BUTTON_LEFT
228 #define JEWELS_RIGHT BUTTON_RIGHT
229 #define JEWELS_SELECT BUTTON_SELECT
230 #define JEWELS_CANCEL BUTTON_BACK
231 #define HK_SELECT "MIDDLE"
232 #define HK_CANCEL "BACK"
234 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
235 #define JEWELS_UP BUTTON_UP
236 #define JEWELS_DOWN BUTTON_DOWN
237 #define JEWELS_LEFT BUTTON_LEFT
238 #define JEWELS_RIGHT BUTTON_RIGHT
239 #define JEWELS_SELECT BUTTON_SELECT
240 #define JEWELS_CANCEL BUTTON_POWER
241 #define HK_SELECT "SELECT"
242 #define HK_CANCEL "POWER"
244 #elif CONFIG_KEYPAD == ONDAVX747_PAD || \
245 CONFIG_KEYPAD == MROBE500_PAD
246 #define JEWELS_CANCEL BUTTON_POWER
247 #define HK_CANCEL "POWER"
249 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
250 #define JEWELS_UP BUTTON_UP
251 #define JEWELS_DOWN BUTTON_DOWN
252 #define JEWELS_LEFT BUTTON_LEFT
253 #define JEWELS_RIGHT BUTTON_RIGHT
254 #define JEWELS_SELECT BUTTON_PLAY
255 #define JEWELS_CANCEL BUTTON_REW
256 #define HK_SELECT "PLAY"
257 #define HK_CANCEL "REWIND"
260 #error No keymap defined!
263 #ifdef HAVE_TOUCHSCREEN
265 #define JEWELS_UP BUTTON_TOPMIDDLE
268 #define JEWELS_DOWN BUTTON_BOTTOMMIDDLE
271 #define JEWELS_LEFT BUTTON_MIDLEFT
274 #define JEWELS_RIGHT BUTTON_MIDRIGHT
276 #ifndef JEWELS_SELECT
277 #define JEWELS_SELECT BUTTON_CENTER
278 #define HK_SELECT "CENTER"
280 #ifndef JEWELS_CANCEL
281 #define JEWELS_CANCEL BUTTON_TOPLEFT
282 #define HK_CANCEL "TOPLEFT"
286 #define TILE_WIDTH BMPWIDTH_jewels
287 #define TILE_HEIGHT (BMPHEIGHT_jewels/23)
289 #if LCD_HEIGHT < LCD_WIDTH
290 /* This calculation assumes integer division w/ LCD_HEIGHT/TILE_HEIGHT */
291 #define YOFS LCD_HEIGHT-((LCD_HEIGHT/TILE_HEIGHT)*TILE_HEIGHT)
298 /* swap directions */
304 /* play board dimension */
308 /* next level threshold */
309 #define LEVEL_PTS 100
311 /* animation frame rate */
323 /* external bitmaps */
324 extern const fb_data jewels
[];
326 /* tile background colors */
327 #ifdef HAVE_LCD_COLOR
328 static const unsigned jewels_bkgd
[2] = {
329 LCD_RGBPACK(104, 63, 63),
330 LCD_RGBPACK(83, 44, 44)
335 * type is the jewel number 0-7
336 * falling if the jewel is falling
337 * delete marks the jewel for deletion
345 /* the game context struct
346 * score is the current level score
347 * segments is the number of cleared segments in the current run
348 * level is the current level
349 * tmp_type is the select type in the menu
350 * type is the game type (normal or puzzle)
351 * playboard is the game playing board (first row is hidden)
352 * num_jewels is the number of different jewels to use
354 struct game_context
{
356 unsigned int segments
;
359 unsigned int tmp_type
;
360 struct tile playboard
[BJ_HEIGHT
][BJ_WIDTH
];
361 unsigned int num_jewels
;
364 #define MAX_NUM_JEWELS 7
366 #define MAX_PUZZLE_TILES 4
367 #define NUM_PUZZLE_LEVELS 10
375 struct puzzle_level
{
376 unsigned int num_jewels
;
377 unsigned int num_tiles
;
378 struct puzzle_tile tiles
[MAX_PUZZLE_TILES
];
381 #define PUZZLE_TILE_UP 1
382 #define PUZZLE_TILE_DOWN 2
383 #define PUZZLE_TILE_LEFT 4
384 #define PUZZLE_TILE_RIGHT 8
386 struct puzzle_level puzzle_levels
[NUM_PUZZLE_LEVELS
] = {
387 { 5, 2, { {3, 3, PUZZLE_TILE_RIGHT
},
388 {4, 2, PUZZLE_TILE_LEFT
} } },
389 { 5, 2, { {3, 2, PUZZLE_TILE_DOWN
},
390 {3, 4, PUZZLE_TILE_UP
} } },
391 { 6, 3, { {3, 2, PUZZLE_TILE_DOWN
},
392 {3, 4, PUZZLE_TILE_UP
|PUZZLE_TILE_DOWN
},
393 {3, 6, PUZZLE_TILE_UP
} } },
394 { 6, 3, { {3, 2, PUZZLE_TILE_RIGHT
},
395 {4, 3, PUZZLE_TILE_LEFT
|PUZZLE_TILE_RIGHT
},
396 {5, 4, PUZZLE_TILE_LEFT
} } },
397 { 6, 2, { {3, 4, PUZZLE_TILE_RIGHT
},
398 {4, 2, PUZZLE_TILE_LEFT
} } },
399 { 6, 2, { {3, 2, PUZZLE_TILE_DOWN
},
400 {4, 4, PUZZLE_TILE_UP
} } },
401 { 7, 4, { {3, 2, PUZZLE_TILE_RIGHT
|PUZZLE_TILE_DOWN
},
402 {4, 3, PUZZLE_TILE_LEFT
|PUZZLE_TILE_DOWN
},
403 {3, 4, PUZZLE_TILE_RIGHT
|PUZZLE_TILE_UP
},
404 {4, 4, PUZZLE_TILE_LEFT
|PUZZLE_TILE_UP
} } },
405 { 6, 3, { {3, 2, PUZZLE_TILE_DOWN
},
406 {4, 4, PUZZLE_TILE_UP
|PUZZLE_TILE_DOWN
},
407 {3, 6, PUZZLE_TILE_UP
} } },
408 { 7, 3, { {2, 2, PUZZLE_TILE_RIGHT
},
409 {4, 1, PUZZLE_TILE_LEFT
|PUZZLE_TILE_RIGHT
},
410 {5, 4, PUZZLE_TILE_LEFT
} } },
411 { 7, 4, { {3, 0, PUZZLE_TILE_RIGHT
|PUZZLE_TILE_DOWN
},
412 {5, 0, PUZZLE_TILE_LEFT
|PUZZLE_TILE_DOWN
},
413 {2, 7, PUZZLE_TILE_RIGHT
|PUZZLE_TILE_UP
},
414 {4, 7, PUZZLE_TILE_LEFT
|PUZZLE_TILE_UP
} } },
417 #define SAVE_FILE PLUGIN_GAMES_DIR "/jewels.save"
419 #define HIGH_SCORE PLUGIN_GAMES_DIR "/jewels.score"
420 struct highscore highest
[NUM_SCORES
];
423 /*****************************************************************************
424 * jewels_setcolors() set the foreground and background colors.
425 ******************************************************************************/
426 static inline void jewels_setcolors(void) {
427 #ifdef HAVE_LCD_COLOR
428 rb
->lcd_set_background(LCD_RGBPACK(49, 26, 26));
429 rb
->lcd_set_foreground(LCD_RGBPACK(210, 181, 181));
433 /*****************************************************************************
434 * jewels_loadgame() loads the saved game and returns load success.
435 ******************************************************************************/
436 static bool jewels_loadgame(struct game_context
* bj
)
442 fd
= rb
->open(SAVE_FILE
, O_RDONLY
);
443 if(fd
< 0) return loaded
;
445 /* read in saved game */
447 if(rb
->read(fd
, &bj
->tmp_type
, sizeof(bj
->tmp_type
)) <= 0) break;
448 if(rb
->read(fd
, &bj
->type
, sizeof(bj
->type
)) <= 0) break;
449 if(rb
->read(fd
, &bj
->score
, sizeof(bj
->score
)) <= 0) break;
450 if(rb
->read(fd
, &bj
->level
, sizeof(bj
->level
)) <= 0) break;
451 if(rb
->read(fd
, &bj
->segments
, sizeof(bj
->segments
)) <= 0) break;
452 if(rb
->read(fd
, &bj
->num_jewels
, sizeof(bj
->num_jewels
)) <= 0) break;
453 if(rb
->read(fd
, bj
->playboard
, sizeof(bj
->playboard
)) <= 0) break;
460 /* delete saved file */
461 rb
->remove(SAVE_FILE
);
465 /*****************************************************************************
466 * jewels_savegame() saves the current game state.
467 ******************************************************************************/
468 static void jewels_savegame(struct game_context
* bj
)
471 /* write out the game state to the save file */
472 fd
= rb
->open(SAVE_FILE
, O_WRONLY
|O_CREAT
);
473 rb
->write(fd
, &bj
->tmp_type
, sizeof(bj
->tmp_type
));
474 rb
->write(fd
, &bj
->type
, sizeof(bj
->type
));
475 rb
->write(fd
, &bj
->score
, sizeof(bj
->score
));
476 rb
->write(fd
, &bj
->level
, sizeof(bj
->level
));
477 rb
->write(fd
, &bj
->segments
, sizeof(bj
->segments
));
478 rb
->write(fd
, &bj
->num_jewels
, sizeof(bj
->num_jewels
));
479 rb
->write(fd
, bj
->playboard
, sizeof(bj
->playboard
));
483 /*****************************************************************************
484 * jewels_drawboard() redraws the entire game board.
485 ******************************************************************************/
486 static void jewels_drawboard(struct game_context
* bj
) {
489 unsigned int tempscore
;
491 char *title
= "Level";
494 if (bj
->type
== GAME_TYPE_NORMAL
) {
495 tempscore
= (bj
->score
>LEVEL_PTS
? LEVEL_PTS
: bj
->score
);
498 tempscore
= (bj
->level
>NUM_PUZZLE_LEVELS
? NUM_PUZZLE_LEVELS
: bj
->level
);
499 size
= NUM_PUZZLE_LEVELS
;
503 rb
->lcd_clear_display();
505 /* dispay playing board */
506 for(i
=0; i
<BJ_HEIGHT
-1; i
++){
507 for(j
=0; j
<BJ_WIDTH
; j
++){
508 #ifdef HAVE_LCD_COLOR
509 rb
->lcd_set_foreground(jewels_bkgd
[(i
+j
)%2]);
510 rb
->lcd_fillrect(j
*TILE_WIDTH
, i
*TILE_HEIGHT
+YOFS
,
511 TILE_WIDTH
, TILE_HEIGHT
);
512 rb
->lcd_bitmap_transparent_part(jewels
,
513 0, TILE_HEIGHT
*(bj
->playboard
[i
+1][j
].type
),
514 TILE_WIDTH
, j
*TILE_WIDTH
, i
*TILE_HEIGHT
+YOFS
,
515 TILE_WIDTH
, TILE_HEIGHT
);
517 rb
->lcd_bitmap_part(jewels
,
518 0, TILE_HEIGHT
*(bj
->playboard
[i
+1][j
].type
),
519 TILE_WIDTH
, j
*TILE_WIDTH
, i
*TILE_HEIGHT
+YOFS
,
520 TILE_WIDTH
, TILE_HEIGHT
);
525 #if LCD_WIDTH > LCD_HEIGHT /* horizontal layout */
527 /* draw separator lines */
529 rb
->lcd_vline(BJ_WIDTH
*TILE_WIDTH
, 0, LCD_HEIGHT
-1);
531 rb
->lcd_hline(BJ_WIDTH
*TILE_WIDTH
, LCD_WIDTH
-1, 18);
532 rb
->lcd_hline(BJ_WIDTH
*TILE_WIDTH
, LCD_WIDTH
-1, LCD_HEIGHT
-10);
534 /* draw progress bar */
535 #ifdef HAVE_LCD_COLOR
536 rb
->lcd_set_foreground(LCD_RGBPACK(104, 63, 63));
538 rb
->lcd_fillrect(BJ_WIDTH
*TILE_WIDTH
+(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/4,
539 (LCD_HEIGHT
-10)-(((LCD_HEIGHT
-10)-18)*
541 (LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2,
542 ((LCD_HEIGHT
-10)-18)*tempscore
/size
);
543 #ifdef HAVE_LCD_COLOR
544 rb
->lcd_set_foreground(LCD_RGBPACK(83, 44, 44));
545 rb
->lcd_drawrect(BJ_WIDTH
*TILE_WIDTH
+(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/4+1,
546 (LCD_HEIGHT
-10)-(((LCD_HEIGHT
-10)-18)*
548 (LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2-2,
549 ((LCD_HEIGHT
-10)-18)*tempscore
/size
-1);
551 rb
->lcd_drawrect(BJ_WIDTH
*TILE_WIDTH
+(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/4,
552 (LCD_HEIGHT
-10)-(((LCD_HEIGHT
-10)-18)*tempscore
/size
),
553 (LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2,
554 ((LCD_HEIGHT
-10)-18)*tempscore
/size
+1);
558 rb
->lcd_getstringsize(title
, &w
, &h
);
559 rb
->lcd_putsxy(LCD_WIDTH
-(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2-w
/2, 1, title
);
560 rb
->snprintf(str
, 4, "%d", bj
->level
);
561 rb
->lcd_getstringsize(str
, &w
, &h
);
562 rb
->lcd_putsxy(LCD_WIDTH
-(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2-w
/2, 10, str
);
564 if (bj
->type
== GAME_TYPE_NORMAL
) {
565 rb
->snprintf(str
, 6, "%d", (bj
->level
-1)*LEVEL_PTS
+bj
->score
);
566 rb
->lcd_getstringsize(str
, &w
, &h
);
567 rb
->lcd_putsxy(LCD_WIDTH
-(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2-w
/2,
571 #elif LCD_WIDTH < LCD_HEIGHT /* vertical layout */
573 /* draw separator lines */
575 rb
->lcd_hline(0, LCD_WIDTH
-1, 8*TILE_HEIGHT
+YOFS
);
576 rb
->lcd_hline(0, LCD_WIDTH
-1, LCD_HEIGHT
-14);
577 rb
->lcd_vline(LCD_WIDTH
/2, LCD_HEIGHT
-14, LCD_HEIGHT
-1);
579 /* draw progress bar */
580 #ifdef HAVE_LCD_COLOR
581 rb
->lcd_set_foreground(LCD_RGBPACK(104, 63, 63));
583 rb
->lcd_fillrect(0, (8*TILE_HEIGHT
+YOFS
)
584 +(LCD_HEIGHT
-14-(8*TILE_HEIGHT
+YOFS
))/4,
585 LCD_WIDTH
*tempscore
/size
,
586 (LCD_HEIGHT
-14-(8*TILE_HEIGHT
+YOFS
))/2);
587 #ifdef HAVE_LCD_COLOR
588 rb
->lcd_set_foreground(LCD_RGBPACK(83, 44, 44));
589 rb
->lcd_drawrect(1, (8*TILE_HEIGHT
+YOFS
)
590 +(LCD_HEIGHT
-14-(8*TILE_HEIGHT
+YOFS
))/4+1,
591 LCD_WIDTH
*tempscore
/size
-1,
592 (LCD_HEIGHT
-14-(8*TILE_HEIGHT
+YOFS
))/2-2);
594 rb
->lcd_drawrect(0, (8*TILE_HEIGHT
+YOFS
)
595 +(LCD_HEIGHT
-14-(8*TILE_HEIGHT
+YOFS
))/4,
596 LCD_WIDTH
*tempscore
/size
+1,
597 (LCD_HEIGHT
-14-(8*TILE_HEIGHT
+YOFS
))/2);
601 rb
->snprintf(str
, 10, "%s %d", title
, bj
->level
);
602 rb
->lcd_putsxy(1, LCD_HEIGHT
-10, str
);
604 if (bj
->type
== GAME_TYPE_NORMAL
) {
605 rb
->snprintf(str
, 6, "%d", (bj
->level
-1)*LEVEL_PTS
+bj
->score
);
606 rb
->lcd_getstringsize(str
, &w
, &h
);
607 rb
->lcd_putsxy((LCD_WIDTH
-2)-w
, LCD_HEIGHT
-10, str
);
611 #else /* square layout */
613 /* draw separator lines */
615 rb
->lcd_hline(0, LCD_WIDTH
-1, 8*TILE_HEIGHT
+YOFS
);
616 rb
->lcd_vline(BJ_WIDTH
*TILE_WIDTH
, 0, 8*TILE_HEIGHT
+YOFS
);
617 rb
->lcd_vline(LCD_WIDTH
/2, 8*TILE_HEIGHT
+YOFS
, LCD_HEIGHT
-1);
619 /* draw progress bar */
620 #ifdef HAVE_LCD_COLOR
621 rb
->lcd_set_foreground(LCD_RGBPACK(104, 63, 63));
623 rb
->lcd_fillrect(BJ_WIDTH
*TILE_WIDTH
+(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/4,
624 (8*TILE_HEIGHT
+YOFS
)-(8*TILE_HEIGHT
+YOFS
)*tempscore
/size
,
625 (LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2,
626 (8*TILE_HEIGHT
+YOFS
)*tempscore
/size
);
627 #ifdef HAVE_LCD_COLOR
628 rb
->lcd_set_foreground(LCD_RGBPACK(83, 44, 44));
629 rb
->lcd_drawrect(BJ_WIDTH
*TILE_WIDTH
+(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/4+1,
630 (8*TILE_HEIGHT
+YOFS
)-(8*TILE_HEIGHT
+YOFS
)
632 (LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2-2,
633 (8*TILE_HEIGHT
+YOFS
)*tempscore
/size
-1);
635 rb
->lcd_drawrect(BJ_WIDTH
*TILE_WIDTH
+(LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/4,
636 (8*TILE_HEIGHT
+YOFS
)-(8*TILE_HEIGHT
+YOFS
)
638 (LCD_WIDTH
-BJ_WIDTH
*TILE_WIDTH
)/2,
639 (8*TILE_HEIGHT
+YOFS
)*tempscore
/size
+1);
643 rb
->snprintf(str
, 10, "%s %d", title
, bj
->level
);
644 rb
->lcd_putsxy(1, LCD_HEIGHT
-(LCD_HEIGHT
-(8*TILE_HEIGHT
+YOFS
))/2-3, str
);
646 if (bj
->type
== GAME_TYPE_NORMAL
) {
647 rb
->snprintf(str
, 6, "%d", (bj
->level
-1)*LEVEL_PTS
+bj
->score
);
648 rb
->lcd_getstringsize(str
, &w
, &h
);
649 rb
->lcd_putsxy((LCD_WIDTH
-2)-w
,
650 LCD_HEIGHT
-(LCD_HEIGHT
-(8*TILE_HEIGHT
+YOFS
))/2-3, str
);
658 /*****************************************************************************
659 * jewels_putjewels() makes the jewels fall to fill empty spots and adds
660 * new random jewels at the empty spots at the top of each row.
661 ******************************************************************************/
662 static void jewels_putjewels(struct game_context
* bj
){
665 long lasttick
, currenttick
;
667 /* loop to make all the jewels fall */
669 /* mark falling jewels and add new jewels to hidden top row*/
672 for(j
=0; j
<BJ_WIDTH
; j
++) {
673 if(bj
->playboard
[1][j
].type
== 0) {
674 bj
->playboard
[0][j
].type
= rb
->rand()%bj
->num_jewels
+1;
676 for(i
=BJ_HEIGHT
-2; i
>=0; i
--) {
677 if(!mark
&& bj
->playboard
[i
+1][j
].type
== 0) {
681 if(mark
) bj
->playboard
[i
][j
].falling
= true;
683 /*if(bj->playboard[1][j].falling) {
684 bj->playboard[0][j].type = rb->rand()%bj->num_jewels+1;
685 bj->playboard[0][j].falling = true;
690 /* break if there are no falling jewels */
693 /* animate falling jewels */
694 lasttick
= *rb
->current_tick
;
696 for(k
=1; k
<=8; k
++) {
697 for(i
=BJ_HEIGHT
-2; i
>=0; i
--) {
698 for(j
=0; j
<BJ_WIDTH
; j
++) {
699 if(bj
->playboard
[i
][j
].falling
&&
700 bj
->playboard
[i
][j
].type
!= 0) {
701 /* clear old position */
702 #ifdef HAVE_LCD_COLOR
704 rb
->lcd_set_foreground(rb
->lcd_get_background());
706 rb
->lcd_set_foreground(jewels_bkgd
[(i
-1+j
)%2]);
708 rb
->lcd_fillrect(j
*TILE_WIDTH
, (i
-1)*TILE_HEIGHT
+YOFS
,
709 TILE_WIDTH
, TILE_HEIGHT
);
710 if(bj
->playboard
[i
+1][j
].type
== 0) {
711 rb
->lcd_set_foreground(jewels_bkgd
[(i
+j
)%2]);
712 rb
->lcd_fillrect(j
*TILE_WIDTH
, i
*TILE_HEIGHT
+YOFS
,
713 TILE_WIDTH
, TILE_HEIGHT
);
716 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
717 rb
->lcd_fillrect(j
*TILE_WIDTH
, (i
-1)*TILE_HEIGHT
+YOFS
,
718 TILE_WIDTH
, TILE_HEIGHT
);
719 if(bj
->playboard
[i
+1][j
].type
== 0) {
720 rb
->lcd_fillrect(j
*TILE_WIDTH
, i
*TILE_HEIGHT
+YOFS
,
721 TILE_WIDTH
, TILE_HEIGHT
);
723 rb
->lcd_set_drawmode(DRMODE_SOLID
);
726 /* draw new position */
727 #ifdef HAVE_LCD_COLOR
728 rb
->lcd_bitmap_transparent_part(jewels
, 0,
729 TILE_HEIGHT
*(bj
->playboard
[i
][j
].type
),
730 TILE_WIDTH
, j
*TILE_WIDTH
,
731 (i
-1)*TILE_HEIGHT
+YOFS
+
732 ((((TILE_HEIGHT
<<10)*k
)/8)>>10),
733 TILE_WIDTH
, TILE_HEIGHT
);
735 rb
->lcd_bitmap_part(jewels
, 0,
736 TILE_HEIGHT
*(bj
->playboard
[i
][j
].type
),
737 TILE_WIDTH
, j
*TILE_WIDTH
,
738 (i
-1)*TILE_HEIGHT
+YOFS
+
739 ((((TILE_HEIGHT
<<10)*k
)/8)>>10),
740 TILE_WIDTH
, TILE_HEIGHT
);
746 rb
->lcd_update_rect(0, 0, TILE_WIDTH
*8, LCD_HEIGHT
);
749 /* framerate limiting */
750 currenttick
= *rb
->current_tick
;
751 if(currenttick
-lasttick
< HZ
/MAX_FPS
) {
752 rb
->sleep((HZ
/MAX_FPS
)-(currenttick
-lasttick
));
756 lasttick
= currenttick
;
759 /* shift jewels down */
760 for(j
=0; j
<BJ_WIDTH
; j
++) {
761 for(i
=BJ_HEIGHT
-1; i
>=1; i
--) {
762 if(bj
->playboard
[i
-1][j
].falling
) {
763 bj
->playboard
[i
][j
].type
= bj
->playboard
[i
-1][j
].type
;
768 /* clear out top row */
769 for(j
=0; j
<BJ_WIDTH
; j
++) {
770 bj
->playboard
[0][j
].type
= 0;
773 /* mark everything not falling */
774 for(i
=0; i
<BJ_HEIGHT
; i
++) {
775 for(j
=0; j
<BJ_WIDTH
; j
++) {
776 bj
->playboard
[i
][j
].falling
= false;
782 /*****************************************************************************
783 * jewels_clearjewels() finds all the connected rows and columns and
784 * calculates and returns the points earned.
785 ******************************************************************************/
786 static unsigned int jewels_clearjewels(struct game_context
* bj
) {
789 unsigned int points
= 0;
791 /* check for connected rows */
792 for(i
=1; i
<BJ_HEIGHT
; i
++) {
795 for(j
=0; j
<BJ_WIDTH
; j
++) {
796 if(bj
->playboard
[i
][j
].type
== last
&&
797 bj
->playboard
[i
][j
].type
!= 0 &&
798 bj
->playboard
[i
][j
].type
<= MAX_NUM_JEWELS
) {
803 points
+= bj
->segments
;
804 bj
->playboard
[i
][j
].delete = true;
805 bj
->playboard
[i
][j
-1].delete = true;
806 bj
->playboard
[i
][j
-2].delete = true;
809 bj
->playboard
[i
][j
].delete = true;
813 last
= bj
->playboard
[i
][j
].type
;
818 /* check for connected columns */
819 for(j
=0; j
<BJ_WIDTH
; j
++) {
822 for(i
=1; i
<BJ_HEIGHT
; i
++) {
823 if(bj
->playboard
[i
][j
].type
!= 0 &&
824 bj
->playboard
[i
][j
].type
== last
&&
825 bj
->playboard
[i
][j
].type
<= MAX_NUM_JEWELS
) {
830 points
+= bj
->segments
;
831 bj
->playboard
[i
][j
].delete = true;
832 bj
->playboard
[i
-1][j
].delete = true;
833 bj
->playboard
[i
-2][j
].delete = true;
836 bj
->playboard
[i
][j
].delete = true;
840 last
= bj
->playboard
[i
][j
].type
;
845 /* clear deleted jewels */
846 for(i
=1; i
<BJ_HEIGHT
; i
++) {
847 for(j
=0; j
<BJ_WIDTH
; j
++) {
848 if(bj
->playboard
[i
][j
].delete) {
849 bj
->playboard
[i
][j
].delete = false;
850 bj
->playboard
[i
][j
].type
= 0;
858 /*****************************************************************************
859 * jewels_runboard() runs the board until it settles in a fixed state and
860 * returns points earned.
861 ******************************************************************************/
862 static unsigned int jewels_runboard(struct game_context
* bj
) {
863 unsigned int points
= 0;
868 while((ret
= jewels_clearjewels(bj
)) > 0) {
870 jewels_drawboard(bj
);
871 jewels_putjewels(bj
);
877 /*****************************************************************************
878 * jewels_swapjewels() swaps two jewels as long as it results in points and
879 * returns points earned.
880 ******************************************************************************/
881 static unsigned int jewels_swapjewels(struct game_context
* bj
,
882 int x
, int y
, int direc
) {
884 int horzmod
, vertmod
;
887 unsigned int points
= 0;
888 long lasttick
, currenttick
;
890 /* check for invalid parameters */
891 if(x
< 0 || x
>= BJ_WIDTH
|| y
< 0 || y
>= BJ_HEIGHT
-1 ||
892 direc
< SWAP_UP
|| direc
> SWAP_LEFT
) {
896 /* check for invalid directions */
897 if((x
== 0 && direc
== SWAP_LEFT
) ||
898 (x
== BJ_WIDTH
-1 && direc
== SWAP_RIGHT
) ||
899 (y
== 0 && direc
== SWAP_UP
) ||
900 (y
== BJ_HEIGHT
-2 && direc
== SWAP_DOWN
)) {
904 /* set direction variables */
910 movelen
= TILE_HEIGHT
;
914 movelen
= TILE_WIDTH
;
918 movelen
= TILE_HEIGHT
;
922 movelen
= TILE_WIDTH
;
927 lasttick
= *rb
->current_tick
;
929 /* animate swapping jewels */
930 for(k
=0; k
<=8; k
++) {
931 /* clear old position */
932 #ifdef HAVE_LCD_COLOR
933 rb
->lcd_set_foreground(jewels_bkgd
[(x
+y
)%2]);
934 rb
->lcd_fillrect(x
*TILE_WIDTH
,
936 TILE_WIDTH
, TILE_HEIGHT
);
937 rb
->lcd_set_foreground(jewels_bkgd
[(x
+horzmod
+y
+vertmod
)%2]);
938 rb
->lcd_fillrect((x
+horzmod
)*TILE_WIDTH
,
939 (y
+vertmod
)*TILE_HEIGHT
+YOFS
,
940 TILE_WIDTH
, TILE_HEIGHT
);
942 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
943 rb
->lcd_fillrect(x
*TILE_WIDTH
,
945 TILE_WIDTH
, TILE_HEIGHT
);
946 rb
->lcd_fillrect((x
+horzmod
)*TILE_WIDTH
,
947 (y
+vertmod
)*TILE_HEIGHT
+YOFS
,
948 TILE_WIDTH
, TILE_HEIGHT
);
949 rb
->lcd_set_drawmode(DRMODE_SOLID
);
951 /* draw new position */
952 #ifdef HAVE_LCD_COLOR
953 rb
->lcd_bitmap_transparent_part(jewels
,
954 0, TILE_HEIGHT
*(bj
->playboard
955 [y
+1+vertmod
][x
+horzmod
].type
), TILE_WIDTH
,
956 (x
+horzmod
)*TILE_WIDTH
-horzmod
*
957 ((((movelen
<<10)*k
)/8)>>10),
958 (y
+vertmod
)*TILE_HEIGHT
-vertmod
*
959 ((((movelen
<<10)*k
)/8)>>10)+YOFS
,
960 TILE_WIDTH
, TILE_HEIGHT
);
961 rb
->lcd_bitmap_transparent_part(jewels
,
962 0, TILE_HEIGHT
*(bj
->playboard
[y
+1][x
].type
),
963 TILE_WIDTH
, x
*TILE_WIDTH
+horzmod
*
964 ((((movelen
<<10)*k
)/8)>>10),
965 y
*TILE_HEIGHT
+vertmod
*
966 ((((movelen
<<10)*k
)/8)>>10)+YOFS
,
967 TILE_WIDTH
, TILE_HEIGHT
);
969 rb
->lcd_bitmap_part(jewels
,
970 0, TILE_HEIGHT
*(bj
->playboard
971 [y
+1+vertmod
][x
+horzmod
].type
), TILE_WIDTH
,
972 (x
+horzmod
)*TILE_WIDTH
-horzmod
*
973 ((((movelen
<<10)*k
)/8)>>10),
974 (y
+vertmod
)*TILE_HEIGHT
-vertmod
*
975 ((((movelen
<<10)*k
)/8)>>10)+YOFS
,
976 TILE_WIDTH
, TILE_HEIGHT
);
977 rb
->lcd_set_drawmode(DRMODE_FG
);
978 rb
->lcd_bitmap_part(jewels
,
979 0, TILE_HEIGHT
*(bj
->playboard
[y
+1][x
].type
),
980 TILE_WIDTH
, x
*TILE_WIDTH
+horzmod
*
981 ((((movelen
<<10)*k
)/8)>>10),
982 y
*TILE_HEIGHT
+vertmod
*
983 ((((movelen
<<10)*k
)/8)>>10)+YOFS
,
984 TILE_WIDTH
, TILE_HEIGHT
);
985 rb
->lcd_set_drawmode(DRMODE_SOLID
);
988 rb
->lcd_update_rect(0, 0, TILE_WIDTH
*8, LCD_HEIGHT
);
991 /* framerate limiting */
992 currenttick
= *rb
->current_tick
;
993 if(currenttick
-lasttick
< HZ
/MAX_FPS
) {
994 rb
->sleep((HZ
/MAX_FPS
)-(currenttick
-lasttick
));
998 lasttick
= currenttick
;
1002 int temp
= bj
->playboard
[y
+1][x
].type
;
1003 bj
->playboard
[y
+1][x
].type
=
1004 bj
->playboard
[y
+1+vertmod
][x
+horzmod
].type
;
1005 bj
->playboard
[y
+1+vertmod
][x
+horzmod
].type
= temp
;
1009 points
= jewels_runboard(bj
);
1020 /*****************************************************************************
1021 * jewels_movesavail() uses pattern matching to see if there are any
1022 * available move left.
1023 ******************************************************************************/
1024 static bool jewels_movesavail(struct game_context
* bj
) {
1029 for(i
=1; i
<BJ_HEIGHT
; i
++) {
1030 for(j
=0; j
<BJ_WIDTH
; j
++) {
1031 mytype
= bj
->playboard
[i
][j
].type
;
1032 if(mytype
== 0 || mytype
> MAX_NUM_JEWELS
) continue;
1034 /* check horizontal patterns */
1035 if(j
<= BJ_WIDTH
-3) {
1037 if(bj
->playboard
[i
-1][j
+1].type
== mytype
) {
1038 if(bj
->playboard
[i
-1][j
+2].type
== mytype
)
1039 {moves
= true; break;}
1040 if(bj
->playboard
[i
][j
+2].type
== mytype
)
1041 {moves
= true; break;}
1043 if(bj
->playboard
[i
][j
+1].type
== mytype
) {
1044 if(bj
->playboard
[i
-1][j
+2].type
== mytype
)
1045 {moves
= true; break;}
1049 if(j
<= BJ_WIDTH
-4) {
1050 if(bj
->playboard
[i
][j
+3].type
== mytype
) {
1051 if(bj
->playboard
[i
][j
+1].type
== mytype
)
1052 {moves
= true; break;}
1053 if(bj
->playboard
[i
][j
+2].type
== mytype
)
1054 {moves
= true; break;}
1058 if(i
< BJ_HEIGHT
-1) {
1059 if(bj
->playboard
[i
][j
+1].type
== mytype
) {
1060 if(bj
->playboard
[i
+1][j
+2].type
== mytype
)
1061 {moves
= true; break;}
1063 if(bj
->playboard
[i
+1][j
+1].type
== mytype
) {
1064 if(bj
->playboard
[i
][j
+2].type
== mytype
)
1065 {moves
= true; break;}
1066 if(bj
->playboard
[i
+1][j
+2].type
== mytype
)
1067 {moves
= true; break;}
1072 /* check vertical patterns */
1073 if(i
<= BJ_HEIGHT
-3) {
1075 if(bj
->playboard
[i
+1][j
-1].type
== mytype
) {
1076 if(bj
->playboard
[i
+2][j
-1].type
== mytype
)
1077 {moves
= true; break;}
1078 if(bj
->playboard
[i
+2][j
].type
== mytype
)
1079 {moves
= true; break;}
1081 if(bj
->playboard
[i
+1][j
].type
== mytype
) {
1082 if(bj
->playboard
[i
+2][j
-1].type
== mytype
)
1083 {moves
= true; break;}
1087 if(i
<= BJ_HEIGHT
-4) {
1088 if(bj
->playboard
[i
+3][j
].type
== mytype
) {
1089 if(bj
->playboard
[i
+1][j
].type
== mytype
)
1090 {moves
= true; break;}
1091 if(bj
->playboard
[i
+2][j
].type
== mytype
)
1092 {moves
= true; break;}
1096 if(j
< BJ_WIDTH
-1) {
1097 if(bj
->playboard
[i
+1][j
].type
== mytype
) {
1098 if(bj
->playboard
[i
+2][j
+1].type
== mytype
)
1099 {moves
= true; break;}
1101 if(bj
->playboard
[i
+1][j
+1].type
== mytype
) {
1102 if(bj
->playboard
[i
+2][j
].type
== mytype
)
1103 {moves
= true; break;}
1104 if (bj
->playboard
[i
+2][j
+1].type
== mytype
)
1105 {moves
= true; break;}
1115 /*****************************************************************************
1116 * jewels_puzzle_is_finished() checks if the puzzle is finished.
1117 ******************************************************************************/
1118 static bool jewels_puzzle_is_finished(struct game_context
* bj
) {
1120 for(i
=0; i
<BJ_HEIGHT
; i
++) {
1121 for(j
=0; j
<BJ_WIDTH
; j
++) {
1122 int mytype
= bj
->playboard
[i
][j
].type
;
1123 if(mytype
>MAX_NUM_JEWELS
) {
1124 mytype
-= MAX_NUM_JEWELS
;
1125 if(mytype
&PUZZLE_TILE_UP
) {
1126 if(i
==0 || bj
->playboard
[i
-1][j
].type
<=MAX_NUM_JEWELS
||
1127 !((bj
->playboard
[i
-1][j
].type
-MAX_NUM_JEWELS
)
1131 if(mytype
&PUZZLE_TILE_DOWN
) {
1132 if(i
==BJ_HEIGHT
-1 ||
1133 bj
->playboard
[i
+1][j
].type
<=MAX_NUM_JEWELS
||
1134 !((bj
->playboard
[i
+1][j
].type
-MAX_NUM_JEWELS
)
1138 if(mytype
&PUZZLE_TILE_LEFT
) {
1139 if(j
==0 || bj
->playboard
[i
][j
-1].type
<=MAX_NUM_JEWELS
||
1140 !((bj
->playboard
[i
][j
-1].type
-MAX_NUM_JEWELS
)
1141 &PUZZLE_TILE_RIGHT
))
1144 if(mytype
&PUZZLE_TILE_RIGHT
) {
1146 bj
->playboard
[i
][j
+1].type
<=MAX_NUM_JEWELS
||
1147 !((bj
->playboard
[i
][j
+1].type
-MAX_NUM_JEWELS
)
1157 /*****************************************************************************
1158 * jewels_initlevel() initialises a level.
1159 ******************************************************************************/
1160 static unsigned int jewels_initlevel(struct game_context
* bj
) {
1161 unsigned int points
= 0;
1164 case GAME_TYPE_NORMAL
:
1165 bj
->num_jewels
= MAX_NUM_JEWELS
;
1168 case GAME_TYPE_PUZZLE
:
1171 struct puzzle_tile
*tile
;
1173 bj
->num_jewels
= puzzle_levels
[bj
->level
-1].num_jewels
;
1175 for(i
=0; i
<BJ_HEIGHT
; i
++) {
1176 for(j
=0; j
<BJ_WIDTH
; j
++) {
1177 bj
->playboard
[i
][j
].type
= (rb
->rand()%bj
->num_jewels
)+1;
1178 bj
->playboard
[i
][j
].falling
= false;
1179 bj
->playboard
[i
][j
].delete = false;
1182 jewels_runboard(bj
);
1183 tile
= puzzle_levels
[bj
->level
-1].tiles
;
1184 for(i
=0; i
<puzzle_levels
[bj
->level
-1].num_tiles
; i
++, tile
++) {
1185 bj
->playboard
[tile
->y
+1][tile
->x
].type
= MAX_NUM_JEWELS
1192 jewels_drawboard(bj
);
1194 /* run the play board */
1195 jewels_putjewels(bj
);
1196 points
+= jewels_runboard(bj
);
1200 /*****************************************************************************
1201 * jewels_init() initializes jewels data structures.
1202 ******************************************************************************/
1203 static void jewels_init(struct game_context
* bj
) {
1204 /* seed the rand generator */
1205 rb
->srand(*rb
->current_tick
);
1207 bj
->type
= bj
->tmp_type
;
1214 /* clear playing board */
1215 rb
->memset(bj
->playboard
, 0, sizeof(bj
->playboard
));
1217 bj
->score
+= jewels_initlevel(bj
);
1218 } while(!jewels_movesavail(bj
));
1221 /*****************************************************************************
1222 * jewels_nextlevel() advances the game to the next bj->level and returns
1224 ******************************************************************************/
1225 static void jewels_nextlevel(struct game_context
* bj
) {
1227 unsigned int points
= 0;
1230 case GAME_TYPE_NORMAL
:
1231 /* roll over score, change and display level */
1232 while(bj
->score
>= LEVEL_PTS
) {
1233 bj
->score
-= LEVEL_PTS
;
1235 rb
->splashf(HZ
*2, "Level %d", bj
->level
);
1236 jewels_drawboard(bj
);
1239 /* randomly clear some jewels */
1240 for(i
=0; i
<16; i
++) {
1244 if(bj
->playboard
[y
][x
].type
!= 0) {
1246 bj
->playboard
[y
][x
].type
= 0;
1251 case GAME_TYPE_PUZZLE
:
1253 rb
->splashf(HZ
*2, "Level %d", bj
->level
);
1257 points
+= jewels_initlevel(bj
);
1258 bj
->score
+= points
;
1261 static bool jewels_help(void)
1263 rb
->lcd_setfont(FONT_UI
);
1264 #define WORDS (sizeof help_text / sizeof (char*))
1265 static char *help_text
[] = {
1266 "Jewels", "", "Aim", "",
1267 "Swap", "pairs", "of", "jewels", "to", "form", "connected",
1268 "segments", "of", "three", "or", "more", "of", "the", "same",
1270 "The", "goal", "of", "the", "game", "is", "to", "score", "as", "many",
1271 "points", "as", "possible", "before", "running", "out", "of",
1272 "available", "moves.", "", "",
1275 #ifdef JEWELS_SCROLLWHEEL
1279 HK_SELECT
, "to", "select", "",
1280 HK_CANCEL
, "to", "go", "to", "menu"
1282 static struct style_text formation
[]={
1283 { 0, TEXT_CENTER
|TEXT_UNDERLINE
},
1288 #ifdef HAVE_LCD_COLOR
1289 rb
->lcd_set_background(LCD_BLACK
);
1290 rb
->lcd_set_foreground(LCD_WHITE
);
1293 if (display_text(WORDS
, help_text
, formation
, NULL
))
1296 button
= rb
->button_get(true);
1297 if (rb
->default_event_handler (button
) == SYS_USB_CONNECTED
) {
1300 } while( ( button
== BUTTON_NONE
)
1301 || ( button
& (BUTTON_REL
|BUTTON_REPEAT
) ) );
1302 rb
->lcd_setfont(FONT_SYSFIXED
);
1307 static bool _ingame
;
1308 static int jewels_menu_cb(int action
, const struct menu_item_ex
*this_item
)
1310 int i
= ((intptr_t)this_item
);
1311 if(action
== ACTION_REQUEST_MENUITEM
1312 && !_ingame
&& (i
==0 || i
==6))
1313 return ACTION_EXIT_MENUITEM
;
1316 /*****************************************************************************
1317 * jewels_game_menu() shows the game menu.
1318 ******************************************************************************/
1319 static int jewels_game_menu(struct game_context
* bj
, bool ingame
)
1321 rb
->button_clear_queue();
1326 static struct opt_items mode
[] = {
1331 MENUITEM_STRINGLIST (main_menu
, "Jewels Menu", jewels_menu_cb
,
1338 "Quit without Saving",
1342 switch (rb
->do_menu(&main_menu
, &choice
, NULL
, false)) {
1350 rb
->set_option("Mode", &bj
->tmp_type
, INT
, mode
, 2, NULL
);
1357 highscore_show(NUM_SCORES
, highest
, NUM_SCORES
, true);
1360 playback_control(NULL
);
1366 rb
->splash(HZ
*1, "Saving game ...");
1367 jewels_savegame(bj
);
1370 case MENU_ATTACHED_USB
:
1378 static int jewels_main(struct game_context
* bj
) {
1381 bool selected
= false;
1385 bool loaded
= jewels_loadgame(bj
);
1386 if (jewels_game_menu(bj
, loaded
)!=0)
1390 no_movesavail
= false;
1392 /* refresh the board */
1393 jewels_drawboard(bj
);
1395 /* display the cursor */
1397 rb
->lcd_set_drawmode(DRMODE_COMPLEMENT
);
1398 rb
->lcd_fillrect(x
*TILE_WIDTH
, y
*TILE_HEIGHT
+YOFS
,
1399 TILE_WIDTH
, TILE_HEIGHT
);
1400 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1402 rb
->lcd_drawrect(x
*TILE_WIDTH
, y
*TILE_HEIGHT
+YOFS
,
1403 TILE_WIDTH
, TILE_HEIGHT
);
1405 rb
->lcd_update_rect(x
*TILE_WIDTH
, y
*TILE_HEIGHT
+YOFS
,
1406 TILE_WIDTH
, TILE_HEIGHT
);
1408 /* handle game button presses */
1410 button
= rb
->button_get(true);
1412 case JEWELS_LEFT
: /* move cursor left */
1413 case (JEWELS_LEFT
|BUTTON_REPEAT
):
1415 bj
->score
+= jewels_swapjewels(bj
, x
, y
, SWAP_LEFT
);
1417 if (!jewels_movesavail(bj
)) no_movesavail
= true;
1419 x
= (x
+BJ_WIDTH
-1)%BJ_WIDTH
;
1423 case JEWELS_RIGHT
: /* move cursor right */
1424 case (JEWELS_RIGHT
|BUTTON_REPEAT
):
1426 bj
->score
+= jewels_swapjewels(bj
, x
, y
, SWAP_RIGHT
);
1428 if (!jewels_movesavail(bj
)) no_movesavail
= true;
1434 case JEWELS_DOWN
: /* move cursor down */
1435 case (JEWELS_DOWN
|BUTTON_REPEAT
):
1437 bj
->score
+= jewels_swapjewels(bj
, x
, y
, SWAP_DOWN
);
1439 if (!jewels_movesavail(bj
)) no_movesavail
= true;
1441 y
= (y
+1)%(BJ_HEIGHT
-1);
1445 case JEWELS_UP
: /* move cursor up */
1446 case (JEWELS_UP
|BUTTON_REPEAT
):
1448 bj
->score
+= jewels_swapjewels(bj
, x
, y
, SWAP_UP
);
1450 if (!jewels_movesavail(bj
)) no_movesavail
= true;
1452 y
= (y
+(BJ_HEIGHT
-1)-1)%(BJ_HEIGHT
-1);
1456 #ifdef JEWELS_SCROLLWHEEL
1457 case JEWELS_PREV
: /* scroll backwards */
1458 case (JEWELS_PREV
|BUTTON_REPEAT
):
1461 y
= (y
+(BJ_HEIGHT
-1)-1)%(BJ_HEIGHT
-1);
1463 x
= (x
+BJ_WIDTH
-1)%BJ_WIDTH
;
1467 case JEWELS_NEXT
: /* scroll forwards */
1468 case (JEWELS_NEXT
|BUTTON_REPEAT
):
1470 if(x
== BJ_WIDTH
-1) {
1471 y
= (y
+1)%(BJ_HEIGHT
-1);
1478 case JEWELS_SELECT
: /* toggle selected */
1479 selected
= !selected
;
1482 #ifdef JEWELS_RC_CANCEL
1483 case JEWELS_RC_CANCEL
:
1485 case JEWELS_CANCEL
: /* end game */
1486 if (jewels_game_menu(bj
, true)!=0)
1491 if (rb
->default_event_handler (button
) == SYS_USB_CONNECTED
)
1492 return PLUGIN_USB_CONNECTED
;
1497 case GAME_TYPE_NORMAL
:
1498 if(bj
->score
>= LEVEL_PTS
)
1499 jewels_nextlevel(bj
);
1501 case GAME_TYPE_PUZZLE
:
1502 if (jewels_puzzle_is_finished(bj
)) {
1503 if (bj
->level
< NUM_PUZZLE_LEVELS
) {
1504 jewels_nextlevel(bj
);
1506 rb
->splash(2*HZ
, "Congratulations!");
1507 rb
->splash(2*HZ
, "You have finished the game!");
1508 if (jewels_game_menu(bj
, false)!=0) {
1516 if (no_movesavail
) {
1518 case GAME_TYPE_NORMAL
:
1519 rb
->splash(HZ
*2, "Game Over!");
1520 rb
->lcd_clear_display();
1521 bj
->score
+= (bj
->level
-1)*LEVEL_PTS
;
1522 position
=highscore_update(bj
->score
, bj
->level
, "",
1523 highest
, NUM_SCORES
);
1525 rb
->splash(HZ
*2, "New High Score");
1527 highscore_show(position
, highest
, NUM_SCORES
, true);
1529 case GAME_TYPE_PUZZLE
:
1530 rb
->splash(2*HZ
, "Game Over");
1533 if (jewels_game_menu(bj
, false)!=0) {
1540 /* this is the plugin entry point */
1541 enum plugin_status
plugin_start(const void* parameter
)
1545 /* load high scores */
1546 highscore_load(HIGH_SCORE
,highest
,NUM_SCORES
);
1548 rb
->lcd_setfont(FONT_SYSFIXED
);
1550 rb
->lcd_set_backdrop(NULL
);
1553 struct game_context bj
;
1554 bj
.tmp_type
= GAME_TYPE_NORMAL
;
1556 highscore_save(HIGH_SCORE
,highest
,NUM_SCORES
);
1557 rb
->lcd_setfont(FONT_UI
);
1562 #endif /* HAVE_LCD_BITMAP */