Fix reds: add m3 keypad, fix typo in the ipods part, correct button for h10, don...
[kugel-rb.git] / apps / plugins / bubbles.c
blobf169a2ef45d381b8b0b931fd210ae1da74656433
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
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 ****************************************************************************/
24 #include "plugin.h"
26 #ifdef HAVE_LCD_BITMAP
28 #include "lib/xlcd.h"
29 #include "lib/pluginlib_actions.h"
30 #include "lib/fixedpoint.h"
31 #include "lib/playback_control.h"
32 #include "lib/highscore.h"
34 PLUGIN_HEADER
36 /* files */
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 */
42 enum {
43 BB_LOSE,
44 BB_QUIT_WITHOUT_SAVING,
45 BB_QUIT,
46 BB_USB,
47 BB_END,
48 BB_WIN,
49 BB_NONE,
52 /* play board dimension */
53 #define BB_HEIGHT 12
54 #define BB_WIDTH 8
55 #define BB_LEVEL_HEIGHT 10
57 /* various amounts */
58 #define NUM_SCORES 5
59 #define NUM_LEVELS 100
60 #define NUM_QUEUE 2
61 #define NUM_BUBBLES 8
62 #define MIN_ANGLE -76
63 #define MAX_ANGLE 76
64 #define NUM_COMPRESS 9
65 #define MAX_SHOTTIME 1000
67 /* keyboard layouts */
69 #ifdef HAVE_SCROLLWHEEL
70 /* sansas use the wheel instead of left/right if available */
71 #define BUBBLES_LEFT PLA_SCROLL_BACK
72 #define BUBBLES_LEFT_REP PLA_SCROLL_BACK_REPEAT
73 #define BUBBLES_RIGHT PLA_SCROLL_FWD
74 #define BUBBLES_RIGHT_REP PLA_SCROLL_FWD_REPEAT
75 #else
76 #define BUBBLES_LEFT PLA_LEFT
77 #define BUBBLES_LEFT_REP PLA_LEFT_REPEAT
78 #define BUBBLES_RIGHT PLA_RIGHT
79 #define BUBBLES_RIGHT_REP PLA_RIGHT_REPEAT
80 #endif
82 #define ANGLE_STEP 2
83 #define ANGLE_STEP_REP 4
85 #define BUBBLES_QUIT1 PLA_EXIT
86 #define BUBBLES_QUIT2 PLA_CANCEL
88 /* these are better off shooting with up */
89 #if (CONFIG_KEYPAD == SAMSUNG_YH_PAD) \
90 || (CONFIG_KEYPAD == ONDIO_PAD) \
91 || (CONFIG_KEYPAD == IRIVER_H10_PAD)
92 #define SHOOT_WITH_UP
93 #endif
95 #ifdef SHOOT_WITH_UP
96 #define BUBBLES_FIRE PLA_UP
97 #define BUBBLES_FIRE_REPEAT PLA_UP_REPEAT
98 #define BUBBLES_PAUSE PLA_SELECT
99 #else
100 #define BUBBLES_FIRE PLA_SELECT
101 #define BUBBLES_FIRE_REPEAT PLA_SELECT_REPEAT
102 #define BUBBLES_PAUSE PLA_UP
103 #endif
105 /* external bitmaps */
106 #ifdef HAVE_LCD_COLOR
107 #include "pluginbitmaps/bubbles_background.h"
108 #endif
109 #include "pluginbitmaps/bubbles_bubble.h"
110 #include "pluginbitmaps/bubbles_emblem.h"
112 #define BUBBLE_WIDTH BMPWIDTH_bubbles_bubble
113 #define BUBBLE_HEIGHT BMPHEIGHT_bubbles_bubble
114 #define EMBLEM_WIDTH BMPWIDTH_bubbles_emblem
115 #define EMBLEM_HEIGHT (BMPHEIGHT_bubbles_emblem/8)
117 /* bubbles will consume height of ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT*3/2 */
118 /* 44x44 bubbles (m:robe 500) */
119 #if (LCD_WIDTH == 640) && (LCD_HEIGHT == 480)
120 #define XOFS 144
121 #define MAX_FPS 40
123 #elif (LCD_WIDTH == 480) && (LCD_HEIGHT == 640)
124 #define XOFS 128
125 #define MAX_FPS 40
127 /* 22x22 bubbles (iPod Video) */
128 #elif (LCD_HEIGHT == 240) && (LCD_WIDTH == 320)
129 #define XOFS 72
130 #define MAX_FPS 40
132 /* 22x22 bubbles (Gigabeat, Onda VX747) */
133 #elif ((LCD_HEIGHT == 320) || (LCD_HEIGHT == 400)) && (LCD_WIDTH == 240)
134 #define XOFS 64
135 #define MAX_FPS 30
137 /* 16x16 bubbles (H300, iPod Color, HDD6330) */
138 #elif (LCD_HEIGHT == 176) && (LCD_WIDTH == 220)
139 #define XOFS 46
140 #define MAX_FPS 30
142 /* 16x16 bubbles (Sansa E200) */
143 #elif (LCD_HEIGHT == 220) && (LCD_WIDTH == 176)
144 #define XOFS 24
145 #define MAX_FPS 30
146 #define YOFS 45
148 /* custom text positioning */
149 #define LEVEL_TXT_X 24
150 #define LEVEL_TXT_WIDTH 31
151 #define LEVEL_TXT_Y 5
152 #define SCORE_TXT_X 58
153 #define SCORE_TXT_WIDTH 31
154 #define SCORE_TXT_Y 5
155 #define NEXT_BB_X 112
156 #define NEXT_BB_WIDTH 31
157 #define NEXT_BB_Y 3
159 /* 12x12 bubbles (iPod Nano) */
160 #elif (LCD_HEIGHT == 132) && (LCD_WIDTH == 176)
161 #define XOFS 40
162 #define MAX_FPS 40
164 /* 12x12 bubbles (H100, H10, iAudio X5, HDD1630, iPod 3G, iPod 4G grayscale) */
165 #elif (LCD_HEIGHT == 128) && ((LCD_WIDTH == 160) || (LCD_WIDTH == 128))
166 #define XOFS 33
167 #define MAX_FPS 30
169 /* 12x12 bubbles (GoGear SA9200) */
170 #elif (LCD_HEIGHT == 160) && (LCD_WIDTH == 128)
171 #define XOFS 33
172 #define ROW_HEIGHT 10
173 #define ROW_INDENT 6
174 #define MAX_FPS 30
176 /* 10x10 bubbles (iPod Mini) */
177 #elif (LCD_HEIGHT == 110) && (LCD_WIDTH == 138)
178 #define XOFS 33
179 #define MAX_FPS 30
181 /* 9x9 bubbles (iAudio M3) */
182 #elif (LCD_HEIGHT == 96) && (LCD_WIDTH == 128)
183 #define XOFS 45
184 #define MAX_FPS 30
186 /* 8x8 bubbles (Sansa C200) */
187 #elif ((LCD_HEIGHT == 80) && (LCD_WIDTH == 132))
188 #define XOFS 45
189 #define ROW_HEIGHT 6
190 #define MAX_FPS 30
192 /* 7x7 bubbles (Sansa Clip/m200) */
193 #elif (LCD_HEIGHT == 64 && LCD_WIDTH == 128)
194 #define XOFS 33
195 #define ROW_HEIGHT 5
196 #define MAX_FPS 30
198 /* 8x7 bubbles (Archos recorder, Ondio) */
199 #elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
200 #define XOFS 33
201 #define ROW_HEIGHT 5
202 #define MAX_FPS 20
204 #else
205 #error BUBBLES: Unsupported LCD type
206 #endif
208 #if !defined(ROW_HEIGHT)
209 #define ROW_HEIGHT (BUBBLE_WIDTH-(BUBBLE_WIDTH-EMBLEM_WIDTH)/2)
210 #endif
212 #define ROW_INDENT (BUBBLE_WIDTH/2)
214 #define TEXT_LINES (LCD_HEIGHT/8)
216 #ifndef YOFS
217 #define YOFS 0
218 #endif
220 /* shot position */
221 #define SHOTX XOFS+ROW_INDENT+BUBBLE_WIDTH*3
222 #define SHOTY (YOFS+ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT/2)
224 /* collision distance squared */
225 #define MIN_DISTANCE ((BUBBLE_WIDTH*8)/10)*((BUBBLE_HEIGHT*8)/10)
227 /* levels */
228 char level[NUM_LEVELS][BB_LEVEL_HEIGHT][BB_WIDTH] = {
229 {{ 6, 6, 4, 4, 2, 2, 3, 3},
230 { 6, 6, 4, 4, 2, 2, 3, -1},
231 { 2, 2, 3, 3, 6, 6, 4, 4},
232 { 2, 3, 3, 6, 6, 4, 4, -1},
233 {-1, -1, -1, -1, -1, -1, -1, -1},
234 {-1, -1, -1, -1, -1, -1, -1, -1},
235 {-1, -1, -1, -1, -1, -1, -1, -1},
236 {-1, -1, -1, -1, -1, -1, -1, -1},
237 {-1, -1, -1, -1, -1, -1, -1, -1},
238 {-1, -1, -1, -1, -1, -1, -1, -1}},
239 {{-1, 7, 7, 7, 7, 7, 7, -1},
240 {-1, 1, 1, 1, 1, 1, -1, -1},
241 {-1, -1, 2, 2, 2, 2, -1, -1},
242 {-1, -1, -1, 2, -1, -1, -1, -1},
243 {-1, -1, -1, 2, 2, -1, -1, -1},
244 {-1, -1, -1, 5, -1, -1, -1, -1},
245 {-1, -1, -1, 5, 5, -1, -1, -1},
246 {-1, -1, -1, -1, -1, -1, -1, -1},
247 {-1, -1, -1, -1, -1, -1, -1, -1},
248 {-1, -1, -1, -1, -1, -1, -1, -1}},
249 {{-1, -1, 7, -1, -1, 7, -1, -1},
250 {-1, -1, 7, 1, 7, -1, -1, -1},
251 {-1, -1, -1, 1, 2, -1, -1, -1},
252 {-1, -1, 1, 2, 1, -1, -1, -1},
253 {-1, -1, -1, 2, 5, -1, -1, -1},
254 {-1, -1, 3, 5, 3, -1, -1, -1},
255 {-1, -1, -1, 5, 3, -1, -1, -1},
256 {-1, -1, -1, 3, -1, -1, -1, -1},
257 {-1, -1, -1, -1, -1, -1, -1, -1},
258 {-1, -1, -1, -1, -1, -1, -1, -1}},
259 {{-1, -1, -1, 0, 0, -1, -1, -1},
260 {-1, -1, 5, 0, 1, -1, -1, -1},
261 {-1, -1, 3, 5, 1, 6, -1, -1},
262 {-1, 4, 3, -1, 6, 7, -1, -1},
263 {-1, 7, 4, -1, -1, 7, 4, -1},
264 { 6, 7, -1, -1, -1, 4, 3, -1},
265 { 1, 6, -1, -1, -1, -1, 3, 5},
266 { 1, -1, -1, -1, -1, -1, 5, -1},
267 {-1, -1, -1, -1, -1, -1, -1, -1},
268 {-1, -1, -1, -1, -1, -1, -1, -1}},
269 {{-1, -1, 0, 0, 0, 0, -1, -1},
270 {-1, 0, 1, 1, 1, 0, -1, -1},
271 {-1, 0, 1, 0, 0, 1, 0, -1},
272 {-1, 0, 1, 1, 1, 0, -1, -1},
273 {-1, -1, 0, 0, 0, 0, -1, -1},
274 {-1, -1, 7, -1, 7, -1, -1, -1},
275 {-1, -1, 7, 7, 7, 7, -1, -1},
276 {-1, -1, -1, -1, -1, -1, -1, -1},
277 {-1, -1, -1, -1, -1, -1, -1, -1},
278 {-1, -1, -1, -1, -1, -1, -1, -1}},
279 {{-1, 4, 4, 4, 6, 6, 6, -1},
280 { 4, -1, -1, -1, -1, -1, 6, -1},
281 {-1, 4, -1, -1, -1, -1, 6, -1},
282 { 4, 2, 3, 1, 2, 3, 6, -1},
283 {-1, 3, 1, 2, 3, 1, 2, -1},
284 {-1, -1, -1, -1, -1, -1, -1, -1},
285 {-1, -1, -1, -1, -1, -1, -1, -1},
286 {-1, -1, -1, -1, -1, -1, -1, -1},
287 {-1, -1, -1, -1, -1, -1, -1, -1},
288 {-1, -1, -1, -1, -1, -1, -1, -1}},
289 {{-1, 4, 4, 4, 6, 6, 6, -1},
290 { 4, -1, -1, -1, -1, -1, 6, -1},
291 {-1, 4, -1, -1, -1, -1, 6, -1},
292 { 4, 2, 3, 1, 2, 3, 6, -1},
293 {-1, 3, 1, 2, 3, 1, 2, -1},
294 {-1, 2, 3, 1, 2, 3, -1, -1},
295 {-1, -1, -1, -1, -1, -1, -1, -1},
296 {-1, -1, -1, -1, -1, -1, -1, -1},
297 {-1, -1, -1, -1, -1, -1, -1, -1},
298 {-1, -1, -1, -1, -1, -1, -1, -1}},
299 {{-1, 0, 0, -1, -1, 2, 2, -1},
300 {-1, 5, -1, -1, -1, 3, -1, -1},
301 {-1, 0, -1, -1, -1, 6, -1, -1},
302 {-1, 3, -1, -1, -1, 0, -1, -1},
303 {-1, 4, -1, -1, -1, 5, -1, -1},
304 {-1, 2, -1, -1, -1, 3, -1, -1},
305 {-1, 2, -1, -1, -1, 1, -1, -1},
306 {-1, 3, -1, -1, -1, 4, -1, -1},
307 {-1, -1, -1, -1, -1, -1, -1, -1},
308 {-1, -1, -1, -1, -1, -1, -1, -1}},
309 {{ 3, -1, -1, -1, -1, -1, -1, 3},
310 { 6, 3, 2, 4, 6, 3, 2, -1},
311 { 4, -1, -1, -1, -1, -1, -1, 4},
312 { 2, 4, 6, 3, 2, 4, 6, -1},
313 {-1, -1, -1, 6, -1, -1, -1, -1},
314 {-1, -1, -1, 3, -1, -1, -1, -1},
315 {-1, -1, -1, -1, -1, -1, -1, -1},
316 {-1, -1, -1, -1, -1, -1, -1, -1},
317 {-1, -1, -1, -1, -1, -1, -1, -1},
318 {-1, -1, -1, -1, -1, -1, -1, -1}},
319 {{-1, 2, -1, 1, -1, 1, -1, 2},
320 { 1, 2, -1, 2, 1, -1, 1, -1},
321 { 1, -1, 1, -1, 2, -1, 2, -1},
322 { 2, 1, -1, 1, 2, -1, 2, -1},
323 {-1, 2, -1, 2, -1, 2, -1, 2},
324 { 1, 2, -1, 2, 1, -1, 1, -1},
325 { 1, -1, 1, -1, 2, -1, 1, -1},
326 { 2, 2, -1, 1, 1, -1, 2, -1},
327 {-1, 2, -1, 1, -1, 1, -1, 1},
328 {-1, -1, -1, -1, -1, -1, -1, -1}},
329 {{-1, 7, 7, -1, -1, 5, 5, -1},
330 { 1, -1, -1, -1, -1, -1, 4, -1},
331 { 2, 1, -1, -1, -1, -1, 4, 3},
332 { 2, -1, -1, -1, -1, -1, 3, -1},
333 { 1, 2, -1, -1, -1, -1, 3, 4},
334 { 1, -1, -1, -1, -1, -1, 4, -1},
335 { 7, 1, -1, -1, -1, -1, 4, 5},
336 { 7, 7, -1, -1, -1, 5, 5, -1},
337 {-1, -1, -1, -1, -1, -1, -1, -1},
338 {-1, -1, -1, -1, -1, -1, -1, -1}},
339 {{ 7, 7, -1, -1, -1, -1, 5, 5},
340 { 1, 5, -1, -1, -1, 7, 4, -1},
341 { 2, 1, -1, -1, -1, -1, 4, 3},
342 { 2, -1, -1, -1, -1, -1, 3, -1},
343 { 1, 5, -1, -1, -1, -1, 7, 4},
344 { 1, -1, -1, -1, -1, -1, 4, -1},
345 { 7, 1, -1, -1, -1, -1, 4, 5},
346 { 7, 5, -1, -1, -1, 7, 5, -1},
347 {-1, -1, -1, -1, -1, -1, -1, -1},
348 {-1, -1, -1, -1, -1, -1, -1, -1}},
349 {{-1, -1, -1, 0, 0, -1, -1, -1},
350 {-1, -1, 5, 0, 1, -1, -1, -1},
351 {-1, -1, 3, 5, 1, 6, -1, -1},
352 {-1, 4, 3, 2, 6, 2, -1, -1},
353 {-1, 7, 4, 7, 2, 2, 4, -1},
354 { 6, 7, 7, 3, 3, 4, 3, -1},
355 { 1, 6, 1, 1, 1, 3, 3, 5},
356 { 1, 1, -1, -1, -1, -1, 5, -1},
357 {-1, -1, -1, -1, -1, -1, -1, -1},
358 {-1, -1, -1, -1, -1, -1, -1, -1}},
359 {{-1, -1, 0, -1, -1, 0, -1, -1},
360 {-1, 3, 3, -1, 3, 3, -1, -1},
361 {-1, 0, 2, 0, 0, 2, 0, -1},
362 {-1, 3, 3, -1, 3, 3, -1, -1},
363 {-1, -1, 0, -1, -1, 0, -1, -1},
364 {-1, -1, -1, -1, -1, -1, -1, -1},
365 {-1, -1, -1, -1, -1, -1, -1, -1},
366 {-1, -1, -1, -1, -1, -1, -1, -1},
367 {-1, -1, -1, -1, -1, -1, -1, -1},
368 {-1, -1, -1, -1, -1, -1, -1, -1}},
369 {{-1, -1, -1, 1, 1, -1, -1, -1},
370 {-1, -1, 2, 2, 2, -1, -1, -1},
371 {-1, -1, 3, 3, 3, 3, -1, -1},
372 {-1, 4, 4, 4, 4, 4, -1, -1},
373 {-1, 5, 5, 5, 5, 5, 5, -1},
374 {-1, -1, -1, 6, -1, -1, -1, -1},
375 {-1, -1, -1, 7, 7, -1, -1, -1},
376 {-1, -1, -1, 0, -1, -1, -1, -1},
377 {-1, -1, -1, -1, -1, -1, -1, -1},
378 {-1, -1, -1, -1, -1, -1, -1, -1}},
379 {{-1, -1, -1, 2, 5, -1, -1, -1},
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, 2, 5, -1, 7, 6},
384 {-1, 4, 3, -1, -1, -1, -1, -1},
385 { 6, 7, -1, 5, 2, -1, -1, -1},
386 {-1, -1, -1, -1, 3, 4, -1, -1},
387 {-1, -1, -1, -1, -1, -1, 7, 6},
388 {-1, -1, -1, -1, -1, -1, -1, -1}},
389 {{-1, -1, -1, 5, 5, -1, -1, -1},
390 {-1, -1, -1, 3, -1, -1, -1, -1},
391 {-1, -1, -1, 1, -1, -1, -1, -1},
392 {-1, -1, -1, 7, -1, -1, -1, -1},
393 {-1, -1, -1, 2, -1, -1, -1, -1},
394 {-1, -1, -1, 4, -1, -1, -1, -1},
395 {-1, -1, -1, 5, -1, -1, -1, -1},
396 {-1, -1, -1, 3, -1, -1, -1, -1},
397 {-1, -1, -1, -1, -1, -1, -1, -1},
398 {-1, -1, -1, -1, -1, -1, -1, -1}},
399 {{-1, -1, -1, 0, 1, -1, -1, -1},
400 {-1, -1, 0, 2, 7, 7, -1, -1},
401 {-1, -1, -1, 0, 1, 7, -1, -1},
402 {-1, 0, 0, 0, 0, -1, -1, -1},
403 {-1, 0, 0, 0, 1, 1, -1, -1},
404 { 0, 0, 0, 1, 1, 1, -1, -1},
405 {-1, 0, 0, 1, 1, 1, -1, -1},
406 {-1, 0, 0, 0, 7, 7, -1, -1},
407 {-1, -1, 7, 7, -1, -1, -1, -1},
408 {-1, -1, -1, -1, -1, -1, -1, -1}},
409 {{-1, 1, -1, -1, -1, -1, -1, -1},
410 { 1, -1, -1, -1, -1, -1, -1, -1},
411 {-1, 2, 3, 4, 7, 6, 5, -1},
412 {-1, -1, -1, -1, -1, -1, 1, -1},
413 {-1, -1, -1, -1, -1, -1, 1, -1},
414 {-1, 2, 3, 4, 7, 6, -1, -1},
415 {-1, 1, -1, -1, -1, -1, -1, -1},
416 { 1, -1, -1, -1, -1, -1, -1, -1},
417 {-1, 2, 3, 4, 7, 6, 5, -1},
418 {-1, -1, -1, -1, -1, -1, -1, -1}},
419 {{-1, 6, -1, -1, -1, -1, -1, -1},
420 { 5, -1, -1, -1, -1, -1, -1, -1},
421 { 2, 3, 4, 7, 6, 5, 2, 3},
422 {-1, -1, -1, -1, -1, -1, 4, -1},
423 {-1, -1, -1, -1, -1, -1, 7, -1},
424 {-1, 4, 3, 2, 5, 6, -1, -1},
425 {-1, 7, -1, -1, -1, -1, -1, -1},
426 { 6, -1, -1, -1, -1, -1, -1, -1},
427 { 5, 2, 3, 4, 7, 6, 5, -1},
428 {-1, -1, -1, -1, -1, -1, -1, -1}},
429 {{ 3, 2, 1, 0, 0, 1, 2, 3},
430 { 3, 2, 1, 0, 1, 2, 3, -1},
431 { 4, 3, 2, 1, 1, 2, 3, 4},
432 { 4, 3, 2, 1, 2, 3, 4, -1},
433 { 5, 4, 3, 2, 2, 3, 4, 5},
434 { 5, 4, 3, 2, 3, 4, 5, -1},
435 { 6, 5, 4, 3, 3, 4, 5, 6},
436 { 6, 5, 4, 3, 4, 5, 6, -1},
437 { 7, 6, 5, 4, 4, 5, 6, 7},
438 {-1, -1, -1, -1, -1, -1, -1, -1}},
439 {{-1, -1, -1, 5, 5, -1, -1, -1},
440 {-1, -1, -1, 3, -1, -1, -1, -1},
441 {-1, -1, -1, 2, 4, -1, -1, -1},
442 {-1, -1, -1, 6, -1, -1, -1, -1},
443 {-1, -1, -1, 2, 4, -1, -1, -1},
444 {-1, 2, -1, 5, -1, 4, -1, -1},
445 { 1, 0, 1, 0, 1, 0, 1, 0},
446 { 3, -1, 3, -1, 2, -1, 6, -1},
447 {-1, -1, -1, -1, -1, -1, -1, -1},
448 {-1, -1, -1, -1, -1, -1, -1, -1}},
449 {{-1, -1, -1, -1, 1, -1, -1, -1},
450 { 7, 4, 3, 5, -1, -1, -1, -1},
451 { 6, -1, -1, 1, -1, -1, -1, -1},
452 {-1, -1, -1, 5, 3, 4, 7, -1},
453 { 6, -1, -1, -1, 1, -1, -1, 6},
454 { 7, 4, 3, 5, -1, -1, -1, -1},
455 {-1, -1, -1, 1, -1, -1, -1, 6},
456 {-1, -1, -1, 5, 3, 4, 7, -1},
457 {-1, -1, -1, -1, -1, -1, -1, -1},
458 {-1, -1, -1, -1, -1, -1, -1, -1}},
459 {{-1, -1, -1, -1, 7, 3, 6, -1},
460 {-1, -1, 3, 7, 3, 6, 3, -1},
461 {-1, -1, 5, 7, 3, 6, 3, -1},
462 {-1, 6, 7, 3, 6, 7, -1, -1},
463 {-1, 7, 7, 3, 6, 1, -1, -1},
464 { 3, 7, 3, 6, 3, -1, -1, -1},
465 { 5, 6, 2, 7, 1, -1, -1, -1},
466 {-1, -1, -1, -1, -1, -1, -1, -1},
467 {-1, -1, -1, -1, -1, -1, -1, -1},
468 {-1, -1, -1, -1, -1, -1, -1, -1}},
469 {{ 5, -1, -1, -1, -1, -1, -1, 5},
470 { 5, -1, 6, 6, 6, -1, 5, -1},
471 {-1, 5, 4, -1, -1, 4, 5, -1},
472 {-1, 3, -1, -1, -1, 3, -1, -1},
473 {-1, 6, 0, -1, -1, 0, 6, -1},
474 {-1, 3, -1, -1, -1, 3, -1, -1},
475 {-1, -1, 4, -1, -1, 4, -1, -1},
476 {-1, -1, 6, 6, 6, -1, -1, -1},
477 {-1, -1, -1, -1, -1, -1, -1, -1},
478 {-1, -1, -1, -1, -1, -1, -1, -1}},
479 {{-1, 7, 0, -1, -1, 0, 7, -1},
480 { 7, -1, 0, -1, 0, -1, 7, -1},
481 { 7, 1, -1, 0, 0, -1, 1, 7},
482 { 7, 1, 2, 0, 2, 1, 7, -1},
483 { 7, 6, 3, 2, 2, 3, 6, 7},
484 { 7, -1, 3, 2, 3, -1, 7, -1},
485 {-1, 7, 7, 3, 3, 7, 7, -1},
486 {-1, -1, -1, 3, -1, -1, -1, -1},
487 {-1, -1, -1, -1, -1, -1, -1, -1},
488 {-1, -1, -1, -1, -1, -1, -1, -1}},
489 {{-1, 3, -1, 1, -1, 7, -1, 6},
490 { 5, -1, 7, -1, 7, -1, 6, -1},
491 { 6, -1, 0, -1, 5, -1, 3, -1},
492 {-1, 2, -1, 1, -1, 5, -1, -1},
493 {-1, 4, -1, 3, -1, 4, -1, -1},
494 { 2, -1, 3, -1, 2, -1, -1, -1},
495 {-1, -1, 4, -1, 6, -1, -1, -1},
496 {-1, -1, -1, 5, -1, -1, -1, -1},
497 {-1, -1, -1, -1, -1, -1, -1, -1},
498 {-1, -1, -1, -1, -1, -1, -1, -1}},
499 {{-1, -1, -1, -1, 1, -1, -1, -1},
500 {-1, -1, -1, -1, 3, -1, -1, -1},
501 { 6, 1, 3, 1, 2, 1, 4, 1},
502 {-1, -1, -1, -1, 6, -1, -1, -1},
503 {-1, -1, -1, 4, 1, -1, -1, -1},
504 {-1, -1, 1, -1, 3, -1, -1, -1},
505 {-1, -1, -1, 2, 1, -1, -1, -1},
506 {-1, -1, -1, -1, 4, -1, -1, -1},
507 {-1, -1, -1, 6, 1, -1, -1, -1},
508 {-1, -1, -1, 6, -1, -1, -1, -1}},
509 {{-1, -1, -1, 5, 4, -1, -1, -1},
510 {-1, -1, 4, 1, 0, -1, -1, -1},
511 {-1, -1, -1, 2, 3, -1, -1, -1},
512 {-1, 1, 4, -1, 2, 2, -1, -1},
513 {-1, 3, 1, 2, 5, 1, 4, -1},
514 {-1, 4, 2, -1, 0, 4, -1, -1},
515 {-1, -1, -1, -1, -1, -1, -1, -1},
516 {-1, -1, -1, -1, -1, -1, -1, -1},
517 {-1, -1, -1, -1, -1, -1, -1, -1},
518 {-1, -1, -1, -1, -1, -1, -1, -1}},
519 {{-1, -1, -1, -1, 1, -1, -1, -1},
520 {-1, -1, -1, 1, -1, -1, -1, -1},
521 {-1, 2, -1, -1, 1, -1, 5, -1},
522 { 5, -1, -1, 1, -1, -1, 0, -1},
523 {-1, 6, -1, -1, 1, -1, 4, -1},
524 {-1, 0, -1, 1, -1, 5, -1, -1},
525 {-1, -1, 5, 5, 0, 1, -1, -1},
526 {-1, -1, -1, -1, -1, -1, -1, -1},
527 {-1, -1, -1, -1, -1, -1, -1, -1},
528 {-1, -1, -1, -1, -1, -1, -1, -1}},
529 {{-1, -1, -1, 6, 3, -1, -1, -1},
530 {-1, -1, 3, 2, 6, -1, -1, -1},
531 {-1, -1, 2, 6, 3, 2, -1, -1},
532 {-1, 6, 3, 2, 6, 3, -1, -1},
533 {-1, 3, 2, 6, 3, 2, 6, -1},
534 { 2, 6, 3, 2, 6, 3, 2, -1},
535 { 6, 3, 2, 6, 3, 2, 6, 3},
536 {-1, -1, -1, -1, -1, -1, -1, -1},
537 {-1, -1, -1, -1, -1, -1, -1, -1},
538 {-1, -1, -1, -1, -1, -1, -1, -1}},
539 {{ 6, 6, 6, 6, 6, 6, 6, 6},
540 { 4, -1, -1, -1, -1, -1, -1, -1},
541 {-1, 3, 2, 5, 7, 6, 4, 3},
542 {-1, 5, -1, -1, -1, -1, -1, -1},
543 {-1, -1, 7, 6, 4, 3, 2, 5},
544 {-1, -1, 4, -1, -1, -1, -1, -1},
545 {-1, -1, -1, 3, 2, 5, 7, 6},
546 {-1, -1, -1, -1, -1, -1, -1, -1},
547 {-1, -1, -1, -1, -1, -1, -1, -1},
548 {-1, -1, -1, -1, -1, -1, -1, -1}},
549 {{ 1, -1, 7, -1, -1, 6, -1, 2},
550 { 6, -1, 1, -1, 6, 1, 3, -1},
551 {-1, 4, -1, 7, 2, -1, 7, -1},
552 { 2, 7, -1, -1, -1, 4, -1, -1},
553 { 6, -1, 3, 5, 0, 2, -1, 7},
554 { 1, -1, -1, -1, -1, -1, 1, -1},
555 {-1, 1, 4, 5, 7, 5, 1, -1},
556 {-1, -1, -1, -1, -1, -1, -1, -1},
557 {-1, -1, -1, -1, -1, -1, -1, -1},
558 {-1, -1, -1, -1, -1, -1, -1, -1}},
559 {{ 6, 6, 6, -1, -1, 6, 6, 6},
560 {-1, -1, 6, -1, 6, -1, -1, -1},
561 {-1, -1, 2, 3, 3, 2, -1, -1},
562 {-1, 3, -1, 5, -1, 3, -1, -1},
563 {-1, -1, 5, 3, 3, 5, -1, -1},
564 {-1, -1, 6, 1, 6, -1, -1, -1},
565 {-1, 4, 2, -1, -1, 2, 4, -1},
566 {-1, -1, -1, -1, -1, -1, -1, -1},
567 {-1, -1, -1, -1, -1, -1, -1, -1},
568 {-1, -1, -1, -1, -1, -1, -1, -1}},
569 {{-1, -1, -1, 5, 5, -1, -1, -1},
570 {-1, -1, 5, -1, -1, -1, -1, -1},
571 {-1, 3, 4, 6, 6, -1, -1, 5},
572 { 3, 3, 4, 6, 5, -1, 5, -1},
573 { 3, 2, 3, 6, 6, 5, 5, -1},
574 { 3, 3, 4, 6, 5, -1, 5, -1},
575 {-1, 3, 4, 6, 6, -1, -1, 5},
576 {-1, -1, 5, -1, -1, -1, -1, -1},
577 {-1, -1, -1, 5, 5, -1, -1, -1},
578 {-1, -1, -1, -1, -1, -1, -1, -1}},
579 {{ 1, -1, -1, -1, -1, -1, -1, 1},
580 { 1, -1, 2, 2, 2, -1, 1, -1},
581 {-1, 1, 2, 3, 3, 2, 1, -1},
582 { 6, 2, 3, -1, 3, 2, 6, -1},
583 { 6, 2, 3, -1, -1, 3, 2, 6},
584 { 6, 2, 3, -1, 3, 2, 6, -1},
585 { 3, 3, 3, 7, 7, 3, 3, 3},
586 { 0, 5, 0, 2, 0, 5, 0, -1},
587 {-1, -1, -1, -1, -1, -1, -1, -1},
588 {-1, -1, -1, -1, -1, -1, -1, -1}},
589 {{-1, -1, 7, 7, 7, -1, -1, -1},
590 {-1, 7, 2, 2, 7, -1, -1, -1},
591 {-1, 7, 5, 5, 5, 7, -1, -1},
592 { 7, 7, 7, 7, 7, 7, -1, -1},
593 {-1, -1, 6, -1, 6, -1, -1, -1},
594 {-1, 6, -1, -1, 6, -1, -1, -1},
595 {-1, 6, 4, 4, -1, 6, 4, 4},
596 {-1, -1, -1, -1, -1, -1, -1, -1},
597 {-1, -1, -1, -1, -1, -1, -1, -1},
598 {-1, -1, -1, -1, -1, -1, -1, -1}},
599 {{-1, 3, 3, -1, 3, 3, 3, -1},
600 { 3, 7, 5, 4, 6, 5, 3, -1},
601 { 1, 3, 3, 3, -1, 3, 3, 1},
602 { 2, 1, 2, 1, 2, 1, 2, -1},
603 { 1, 3, 3, -1, 3, 3, 3, 1},
604 { 3, 5, 6, 4, 5, 7, 3, -1},
605 { 2, 3, 3, 3, -1, 3, 3, 2},
606 { 1, 1, 2, 2, 2, 1, 1, -1},
607 {-1, -1, -1, -1, -1, -1, -1, -1},
608 {-1, -1, -1, -1, -1, -1, -1, -1}},
609 {{-1, 6, 5, -1, -1, -1, -1, -1},
610 { 3, 1, 3, -1, -1, -1, -1, -1},
611 {-1, 5, 6, -1, -1, -1, -1, -1},
612 {-1, -1, 5, 3, -1, -1, -1, -1},
613 {-1, -1, 6, 1, 6, -1, -1, -1},
614 {-1, -1, 3, 5, -1, -1, -1, -1},
615 {-1, -1, -1, -1, 3, 6, -1, -1},
616 {-1, -1, -1, 5, 6, 5, -1, -1},
617 {-1, -1, -1, -1, 6, 3, -1, -1},
618 {-1, -1, -1, -1, -1, -1, -1, -1}},
619 {{ 6, 3, 7, 4, 5, 1, 6, 3},
620 { 5, 1, 6, 3, 7, 4, 5, -1},
621 { 6, 3, 7, 4, 5, 1, 6, 3},
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, -1, -1},
626 {-1, -1, -1, -1, -1, -1, -1, -1},
627 {-1, -1, -1, -1, -1, -1, -1, -1},
628 {-1, -1, -1, -1, -1, -1, -1, -1}},
629 {{-1, -1, -1, -1, -1, -1, 4, 4},
630 {-1, -1, 7, 7, 7, 4, 4, -1},
631 {-1, -1, -1, -1, -1, -1, 4, 4},
632 {-1, 1, -1, -1, -1, 7, -1, -1},
633 {-1, 1, 1, -1, -1, 7, -1, -1},
634 { 3, 3, 3, -1, 7, -1, -1, -1},
635 { 3, -1, 2, 3, 3, 3, -1, 3},
636 {-1, 2, -1, 3, -1, 3, 3, -1},
637 {-1, 2, -1, -1, -1, -1, -1, -1},
638 {-1, -1, -1, -1, -1, -1, -1, -1}},
639 {{-1, -1, 4, -1, -1, -1, -1, -1},
640 {-1, 7, 4, -1, -1, -1, -1, -1},
641 {-1, -1, 7, 4, -1, -1, -1, -1},
642 {-1, 4, 7, 4, -1, -1, -1, -1},
643 { 1, 1, 1, 1, 1, 1, 1, -1},
644 { 1, 2, 1, 2, 1, 1, -1, -1},
645 { 2, 2, 2, 2, 2, 2, 2, 2},
646 {-1, -1, -1, -1, -1, -1, -1, -1},
647 {-1, -1, -1, -1, -1, -1, -1, -1},
648 {-1, -1, -1, -1, -1, -1, -1, -1}},
649 {{ 0, -1, -1, -1, -1, -1, -1, 6},
650 { 6, 1, 4, 3, 7, 5, 0, -1},
651 { 0, -1, -1, -1, -1, -1, -1, 6},
652 { 6, 1, 4, 3, 7, 5, 0, -1},
653 { 0, -1, -1, -1, -1, -1, -1, 6},
654 { 6, 1, 4, 3, 7, 5, 0, -1},
655 {-1, -1, -1, -1, -1, -1, -1, -1},
656 {-1, -1, -1, -1, -1, -1, -1, -1},
657 {-1, -1, -1, -1, -1, -1, -1, -1},
658 {-1, -1, -1, -1, -1, -1, -1, -1}},
659 {{ 3, 3, 4, 6, 6, 4, 3, 3},
660 { 0, 3, 4, 6, 4, 3, 1, -1},
661 { 5, 1, 3, 4, 4, 3, 0, 1},
662 { 0, 1, 3, 4, 3, 1, 0, -1},
663 { 2, 1, 6, 3, 3, 0, 0, 1},
664 { 0, 3, 4, 3, 6, 1, 5, -1},
665 { 6, 1, 2, 6, 4, 0, 0, 2},
666 {-1, -1, -1, -1, -1, -1, -1, -1},
667 {-1, -1, -1, -1, -1, -1, -1, -1},
668 {-1, -1, -1, -1, -1, -1, -1, -1}},
669 {{ 6, 6, -1, -1, -1, -1, 4, 4},
670 { 4, 0, -1, -1, -1, 3, 6, -1},
671 { 0, 6, -1, -1, -1, -1, 4, 2},
672 { 7, -1, -1, -1, -1, -1, 7, -1},
673 { 4, 4, -1, -1, -1, -1, 5, 6},
674 { 6, 4, 7, 7, 5, 6, 4, -1},
675 {-1, 7, 6, 4, 6, 4, 7, -1},
676 {-1, 0, -1, 7, -1, 7, -1, -1},
677 {-1, -1, -1, -1, -1, -1, -1, -1},
678 {-1, -1, -1, -1, -1, -1, -1, -1}},
679 {{-1, 5, -1, -1, -1, -1, 4, -1},
680 {-1, 5, -1, -1, -1, 4, -1, -1},
681 {-1, -1, 5, 6, 6, 4, -1, -1},
682 {-1, -1, 2, -1, 2, -1, -1, -1},
683 { 0, 0, 6, -1, -1, 6, 1, 1},
684 {-1, -1, 2, -1, 2, -1, -1, -1},
685 {-1, -1, 7, 6, 6, 3, -1, -1},
686 {-1, 7, -1, -1, -1, 3, -1, -1},
687 {-1, 7, -1, -1, -1, -1, 3, -1},
688 {-1, -1, -1, -1, -1, -1, -1, -1}},
689 {{-1, 6, -1, -1, -1, -1, 2, -1},
690 { 1, 7, 1, 1, 1, 3, 1, -1},
691 {-1, -1, 4, 1, 1, 4, -1, -1},
692 {-1, 1, 3, 1, 7, 1, -1, -1},
693 {-1, -1, -1, 2, 6, -1, -1, -1},
694 {-1, -1, 1, 5, 1, -1, -1, -1},
695 {-1, -1, -1, -1, -1, -1, -1, -1},
696 {-1, -1, -1, -1, -1, -1, -1, -1},
697 {-1, -1, -1, -1, -1, -1, -1, -1},
698 {-1, -1, -1, -1, -1, -1, -1, -1}},
699 {{ 7, 7, 7, 7, 7, 7, 7, 7},
700 { 7, -1, -1, -1, -1, -1, 7, -1},
701 { 7, -1, -1, 2, 0, 5, 2, 2},
702 { 7, -1, -1, -1, 0, 3, 6, -1},
703 { 7, -1, -1, -1, -1, -1, 4, 0},
704 { 5, 5, -1, -1, -1, -1, -1, -1},
705 { 4, 3, 6, 2, -1, -1, -1, -1},
706 { 0, 2, 0, 4, -1, -1, -1, -1},
707 {-1, -1, -1, -1, -1, -1, -1, -1},
708 {-1, -1, -1, -1, -1, -1, -1, -1}},
709 {{-1, -1, 1, -1, -1, 1, -1, -1},
710 {-1, 4, -1, -1, 5, -1, -1, -1},
711 {-1, 7, -1, -1, 1, 1, 1, -1},
712 { 6, -1, -1, -1, -1, 7, -1, -1},
713 { 1, 1, 1, 1, -1, 4, -1, -1},
714 {-1, -1, 5, -1, -1, -1, -1, -1},
715 {-1, -1, 0, -1, -1, -1, -1, -1},
716 {-1, 3, -1, -1, -1, -1, -1, -1},
717 {-1, 1, -1, -1, -1, -1, -1, -1},
718 {-1, -1, -1, -1, -1, -1, -1, -1}},
719 {{-1, 7, 7, -1, -1, 7, 7, -1},
720 { 6, -1, 4, -1, 4, -1, 6, -1},
721 { 5, -1, -1, 3, 3, -1, -1, 5},
722 { 6, -1, -1, -1, -1, -1, 6, -1},
723 {-1, 7, -1, -1, -1, -1, 7, -1},
724 {-1, 4, -1, -1, -1, 4, -1, -1},
725 {-1, -1, 3, -1, -1, 3, -1, -1},
726 {-1, -1, 2, -1, 2, -1, -1, -1},
727 {-1, -1, -1, 5, 5, -1, -1, -1},
728 {-1, -1, -1, -1, -1, -1, -1, -1}},
729 {{-1, 0, 0, -1, -1, 0, 0, -1},
730 { 7, 4, 6, 6, 6, 4, 3, -1},
731 { 5, 6, 6, 6, 2, 6, 6, 3},
732 { 7, 4, 6, 6, 6, 4, 3, -1},
733 {-1, 0, 0, -1, -1, 0, 0, -1},
734 {-1, -1, -1, -1, -1, -1, -1, -1},
735 {-1, -1, -1, -1, -1, -1, -1, -1},
736 {-1, -1, -1, -1, -1, -1, -1, -1},
737 {-1, -1, -1, -1, -1, -1, -1, -1},
738 {-1, -1, -1, -1, -1, -1, -1, -1}},
739 {{-1, -1, -1, -1, -1, 7, 7, 7},
740 {-1, -1, -1, -1, 2, 7, 7, -1},
741 {-1, 0, 7, 7, 7, -1, 7, 7},
742 { 6, 7, 7, 7, -1, -1, -1, -1},
743 { 6, -1, -1, -1, 7, 7, 7, 7},
744 { 6, -1, -1, -1, -1, -1, -1, -1},
745 { 4, 2, 2, 2, 4, -1, 3, -1},
746 { 4, 4, 4, 4, 3, 3, 3, -1},
747 {-1, -1, -1, -1, -1, -1, -1, -1},
748 {-1, -1, -1, -1, -1, -1, -1, -1}},
749 {{ 4, -1, -1, 7, -1, 6, -1, 7},
750 { 7, 6, 7, -1, -1, 7, 4, -1},
751 {-1, -1, 7, -1, -1, 7, -1, -1},
752 {-1, 0, 0, 0, 0, 0, 3, -1},
753 {-1, -1, 0, 2, 2, 0, 6, 4},
754 {-1, -1, 0, 0, 0, 1, 3, -1},
755 {-1, -1, -1, 0, 0, -1, 3, 4},
756 {-1, -1, -1, 6, -1, 5, 6, -1},
757 {-1, -1, -1, -1, -1, -1, 1, 0},
758 {-1, -1, -1, -1, -1, -1, -1, -1}},
759 {{-1, 5, -1, -1, -1, -1, 5, -1},
760 { 0, -1, -1, 0, -1, -1, 0, -1},
761 { 0, 0, 0, 2, 2, 0, 0, 0},
762 { 0, -1, -1, 0, -1, -1, 0, -1},
763 {-1, 7, -1, 3, -1, -1, 7, -1},
764 {-1, -1, 3, 6, -1, -1, -1, -1},
765 {-1, -1, -1, 6, -1, -1, -1, -1},
766 {-1, 3, 6, -1, -1, -1, -1, -1},
767 {-1, 3, -1, -1, -1, -1, -1, -1},
768 {-1, -1, -1, -1, -1, -1, -1, -1}},
769 {{-1, -1, -1, 6, 5, -1, -1, -1},
770 {-1, -1, 2, 6, 3, -1, -1, -1},
771 {-1, -1, 5, 4, 7, 1, -1, -1},
772 {-1, 6, 2, 2, 3, 4, -1, -1},
773 {-1, -1, 3, 7, 3, 6, -1, -1},
774 {-1, -1, 1, 3, 2, -1, -1, -1},
775 {-1, -1, -1, 4, 5, -1, -1, -1},
776 {-1, -1, -1, 4, -1, -1, -1, -1},
777 {-1, -1, -1, -1, -1, -1, -1, -1},
778 {-1, -1, -1, -1, -1, -1, -1, -1}},
779 {{ 7, 7, -1, 2, 2, -1, 6, 6},
780 { 6, -1, -1, 6, -1, -1, 3, -1},
781 { 2, -1, -1, 1, -1, -1, 2, -1},
782 { 5, -1, -1, 3, -1, -1, 2, -1},
783 { 1, -1, -1, 2, -1, -1, 1, -1},
784 { 5, -1, -1, 2, -1, -1, 2, -1},
785 { 6, -1, -1, 1, -1, -1, 7, -1},
786 { 5, -1, -1, 5, -1, -1, 4, -1},
787 {-1, -1, -1, -1, -1, -1, -1, -1},
788 {-1, -1, -1, -1, -1, -1, -1, -1}},
789 {{-1, -1, -1, 6, 6, -1, -1, -1},
790 {-1, 0, 4, 4, 4, 0, -1, -1},
791 {-1, -1, -1, 6, 6, -1, -1, -1},
792 {-1, -1, 2, 7, 2, -1, -1, -1},
793 {-1, -1, -1, 6, 6, -1, -1, -1},
794 {-1, 0, 5, 5, 5, 0, -1, -1},
795 {-1, -1, -1, 3, 3, -1, -1, -1},
796 {-1, -1, -1, -1, -1, -1, -1, -1},
797 {-1, -1, -1, -1, -1, -1, -1, -1},
798 {-1, -1, -1, -1, -1, -1, -1, -1}},
799 {{-1, -1, 4, 1, 3, -1, -1, -1},
800 {-1, 1, -1, -1, 1, -1, -1, -1},
801 {-1, -1, 4, 1, 3, 4, 1, -1},
802 {-1, 1, 3, 4, -1, -1, 4, -1},
803 {-1, 3, -1, -1, 3, 4, 1, -1},
804 {-1, 1, 3, 4, 1, 3, -1, -1},
805 {-1, -1, 4, 1, -1, -1, -1, -1},
806 {-1, -1, -1, -1, -1, -1, -1, -1},
807 {-1, -1, -1, -1, -1, -1, -1, -1},
808 {-1, -1, -1, -1, -1, -1, -1, -1}},
809 {{-1, 6, 4, -1, 3, 2, 5, -1},
810 { 0, -1, -1, -1, -1, -1, 1, -1},
811 {-1, 2, 3, 5, -1, 4, 6, -1},
812 { 0, -1, -1, -1, -1, -1, 1, -1},
813 {-1, 4, 6, -1, 2, 5, 3, -1},
814 { 0, -1, -1, -1, -1, -1, 1, -1},
815 {-1, 5, 2, 3, -1, 4, 6, -1},
816 {-1, -1, -1, -1, -1, -1, -1, -1},
817 {-1, -1, -1, -1, -1, -1, -1, -1},
818 {-1, -1, -1, -1, -1, -1, -1, -1}},
819 {{-1, -1, -1, 6, 6, -1, -1, -1},
820 {-1, -1, 7, 6, 4, -1, -1, -1},
821 {-1, 2, 1, 7, 4, 1, 3, -1},
822 { 2, 1, 1, 1, 1, 1, 3, -1},
823 {-1, 2, 2, 2, 3, 3, 3, -1},
824 {-1, -1, -1, 5, -1, -1, -1, -1},
825 {-1, -1, -1, 2, 3, -1, -1, -1},
826 {-1, -1, -1, 5, -1, -1, -1, -1},
827 {-1, -1, 2, 2, 3, 3, -1, -1},
828 {-1, -1, -1, -1, -1, -1, -1, -1}},
829 {{ 4, -1, 5, -1, -1, 3, -1, 6},
830 { 2, -1, 3, -1, 2, -1, 4, -1},
831 { 4, -1, -1, 1, 0, -1, -1, 6},
832 { 6, -1, 2, 3, 5, -1, 4, -1},
833 { 4, -1, -1, 0, 1, -1, -1, 6},
834 { 2, -1, 5, -1, 3, -1, 4, -1},
835 { 4, -1, 3, -1, -1, 2, -1, 6},
836 { 6, -1, -1, -1, -1, -1, 4, -1},
837 {-1, -1, -1, -1, -1, -1, -1, -1},
838 {-1, -1, -1, -1, -1, -1, -1, -1}},
839 {{ 2, 6, 0, 5, 5, 1, 3, 4},
840 { 1, -1, -1, 2, -1, -1, 0, -1},
841 { 4, -1, -1, 3, 6, -1, -1, 2},
842 {-1, -1, -1, 0, -1, -1, -1, -1},
843 {-1, -1, -1, 1, 4, -1, -1, -1},
844 {-1, -1, -1, 2, -1, -1, -1, -1},
845 {-1, -1, -1, 6, 3, -1, -1, -1},
846 {-1, -1, -1, 5, -1, -1, -1, -1},
847 {-1, -1, -1, 4, 1, -1, -1, -1},
848 {-1, -1, -1, -1, -1, -1, -1, -1}},
849 {{-1, -1, -1, -1, 5, 1, 1, 3},
850 { 0, 5, 1, 0, 5, 3, 3, -1},
851 { 5, 1, 0, 5, 1, 0, 5, 1},
852 { 0, 5, 1, 0, 5, 1, 6, -1},
853 {-1, -1, -1, -1, 1, 6, 5, 1},
854 {-1, -1, -1, -1, 5, 1, 6, -1},
855 {-1, -1, -1, -1, 1, 0, 5, 1},
856 {-1, -1, -1, -1, 5, 1, 0, -1},
857 {-1, -1, -1, -1, -1, -1, -1, -1},
858 {-1, -1, -1, -1, -1, -1, -1, -1}},
859 {{-1, 0, 7, 3, -1, -1, 2, 2},
860 {-1, 0, 7, 3, -1, -1, 2, -1},
861 {-1, 0, 7, 3, -1, -1, 2, 2},
862 {-1, 0, 7, 3, -1, 3, 1, -1},
863 {-1, 0, 7, 3, -1, 6, 4, 5},
864 {-1, 0, 7, 3, -1, 7, 0, -1},
865 {-1, 0, 7, 3, -1, 2, 3, 4},
866 {-1, 0, 7, 3, -1, 5, 6, -1},
867 {-1, -1, -1, -1, -1, 7, 0, 1},
868 {-1, -1, -1, -1, -1, -1, -1, -1}},
869 {{-1, -1, -1, 7, 7, 7, 7, -1},
870 { 3, 4, 5, -1, -1, -1, 7, -1},
871 { 2, -1, -1, -1, -1, -1, -1, 3},
872 { 7, -1, -1, -1, -1, -1, 4, -1},
873 { 7, -1, -1, -1, 3, 4, 5, 6},
874 { 7, -1, -1, 2, 0, 1, 2, -1},
875 { 6, -1, -1, -1, 3, 4, 5, 6},
876 { 0, 1, -1, -1, -1, -1, -1, -1},
877 { 2, 3, 4, -1, -1, -1, -1, -1},
878 { 5, 6, 0, -1, -1, -1, -1, -1}},
879 {{-1, 7, -1, -1, -1, -1, 2, -1},
880 { 1, 1, -1, -1, -1, 3, 3, -1},
881 {-1, 2, -1, -1, -1, -1, 4, -1},
882 { 3, 3, -1, -1, -1, 5, 5, -1},
883 {-1, 4, -1, -1, -1, -1, 6, -1},
884 { 5, 5, -1, -1, -1, 1, 1, -1},
885 {-1, 6, -1, -1, -1, -1, 7, -1},
886 {-1, -1, -1, -1, -1, -1, -1, -1},
887 {-1, -1, -1, -1, -1, -1, -1, -1},
888 {-1, -1, -1, -1, -1, -1, -1, -1}},
889 {{-1, 4, -1, -1, -1, -1, 4, -1},
890 { 2, -1, -1, 1, -1, -1, 2, -1},
891 { 5, -1, -1, 0, 0, -1, -1, 5},
892 { 5, -1, -1, 1, -1, -1, 6, -1},
893 {-1, 4, 2, 7, 7, 5, 4, -1},
894 {-1, -1, -1, 6, -1, -1, -1, -1},
895 {-1, -1, -1, 3, 3, -1, -1, -1},
896 {-1, -1, -1, 7, -1, -1, -1, -1},
897 {-1, -1, -1, -1, -1, -1, -1, -1},
898 {-1, -1, -1, -1, -1, -1, -1, -1}},
899 {{-1, 1, -1, -1, 2, 3, 4, -1},
900 { 2, -1, -1, 3, 0, 4, -1, -1},
901 { 4, -1, -1, 2, 3, 1, -1, -1},
902 { 3, -1, 4, 3, 0, -1, -1, -1},
903 { 4, -1, -1, 2, 5, 1, -1, -1},
904 { 3, -1, 4, 5, 0, 4, -1, -1},
905 {-1, -1, -1, -1, -1, -1, -1, -1},
906 {-1, -1, -1, -1, -1, -1, -1, -1},
907 {-1, -1, -1, -1, -1, -1, -1, -1},
908 {-1, -1, -1, -1, -1, -1, -1, -1}},
909 {{ 2, -1, -1, 1, 1, -1, -1, 2},
910 { 2, -1, 3, 3, 3, -1, 2, -1},
911 {-1, 2, -1, 4, 4, -1, 2, -1},
912 {-1, 7, 7, 0, 7, 7, -1, -1},
913 {-1, -1, -1, 4, 4, -1, -1, -1},
914 {-1, -1, 5, 7, 5, -1, -1, -1},
915 { 6, 3, 2, 6, 4, 2, 3, 6},
916 { 5, -1, -1, -1, -1, -1, 1, -1},
917 {-1, -1, -1, -1, -1, -1, -1, -1},
918 {-1, -1, -1, -1, -1, -1, -1, -1}},
919 {{ 4, 2, 3, 5, 7, 1, 3, 6},
920 { 1, -1, -1, 1, -1, -1, 1, -1},
921 { 3, 0, 1, 3, 2, 4, 3, 5},
922 { 4, -1, -1, 4, -1, -1, 4, -1},
923 {-1, 5, -1, -1, 5, -1, -1, 5},
924 { 0, 3, 2, 0, 4, 5, 0, -1},
925 {-1, 6, -1, -1, 6, -1, -1, 6},
926 { 7, -1, -1, 7, -1, -1, 7, -1},
927 {-1, -1, -1, -1, -1, -1, -1, -1},
928 {-1, -1, -1, -1, -1, -1, -1, -1}},
929 {{-1, 5, 4, -1, 1, 1, -1, -1},
930 { 5, -1, 4, 1, -1, 1, -1, -1},
931 { 0, -1, -1, -1, -1, -1, 0, -1},
932 { 0, 6, 4, -1, -1, 4, 2, -1},
933 {-1, 4, 3, 5, 2, 6, 3, 6},
934 {-1, 2, 6, -1, -1, 5, 4, -1},
935 {-1, -1, -1, -1, -1, -1, -1, -1},
936 {-1, -1, -1, -1, -1, -1, -1, -1},
937 {-1, -1, -1, -1, -1, -1, -1, -1},
938 {-1, -1, -1, -1, -1, -1, -1, -1}},
939 {{-1, -1, -1, 6, 6, -1, -1, -1},
940 {-1, -1, 5, 5, 4, -1, -1, -1},
941 {-1, -1, 1, 6, 6, 4, -1, -1},
942 {-1, 1, 7, 2, 5, 3, -1, -1},
943 {-1, 2, 7, 2, 1, 5, 3, -1},
944 { 2, 1, 3, 1, 4, 2, 7, -1},
945 {-1, 3, 1, 3, 4, 2, 7, -1},
946 {-1, 3, 5, 5, 6, 6, -1, -1},
947 {-1, -1, -1, -1, -1, -1, -1, -1},
948 {-1, -1, -1, -1, -1, -1, -1, -1}},
949 {{-1, -1, 7, 3, -1, -1, -1, -1},
950 {-1, 1, 7, 6, -1, -1, -1, -1},
951 {-1, 3, 7, 5, 1, 5, -1, -1},
952 { 7, 7, 0, 2, 4, 0, 4, -1},
953 { 7, 1, 4, 6, 5, 6, 5, 7},
954 { 1, 7, 7, 1, 7, 7, 1, -1},
955 {-1, -1, -1, -1, -1, -1, -1, -1},
956 {-1, -1, -1, -1, -1, -1, -1, -1},
957 {-1, -1, -1, -1, -1, -1, -1, -1},
958 {-1, -1, -1, -1, -1, -1, -1, -1}},
959 {{-1, -1, 1, -1, -1, 1, -1, -1},
960 {-1, 5, 6, 1, 5, 6, -1, -1},
961 {-1, 1, 1, 2, 2, 1, 1, -1},
962 { 4, 7, 1, 0, 1, 7, 4, -1},
963 {-1, 3, 7, 5, 7, 5, 3, -1},
964 {-1, 1, 1, 1, 1, 1, -1, -1},
965 {-1, -1, -1, -1, -1, -1, -1, -1},
966 {-1, -1, -1, -1, -1, -1, -1, -1},
967 {-1, -1, -1, -1, -1, -1, -1, -1},
968 {-1, -1, -1, -1, -1, -1, -1, -1}},
969 {{ 4, -1, -1, -1, 5, -1, -1, 4},
970 { 6, 6, 7, 6, -1, 4, 5, -1},
971 { 4, 2, 7, 5, 2, 2, 6, 4},
972 {-1, -1, 4, 1, -1, 5, 2, -1},
973 {-1, 5, 2, 7, 7, -1, 7, 4},
974 { 4, 6, 5, 4, -1, 4, 2, -1},
975 {-1, -1, -1, 4, -1, 4, 1, -1},
976 { 0, 0, 0, 5, -1, -1, -1, -1},
977 {-1, -1, -1, -1, 0, 0, 0, 0},
978 {-1, -1, -1, -1, -1, -1, -1, -1}},
979 {{ 1, -1, -1, -1, 0, 0, -1, -1},
980 { 2, -1, -1, 0, 1, 0, -1, -1},
981 { 3, -1, -1, 0, 2, 2, 0, -1},
982 { 4, -1, 0, 1, 1, 1, 0, -1},
983 { 5, -1, -1, 0, 4, 4, 0, -1},
984 { 6, -1, -1, 4, 4, 4, -1, -1},
985 { 7, -1, -1, -1, 4, 4, -1, -1},
986 {-1, -1, -1, 0, 1, 0, -1, -1},
987 {-1, -1, -1, 0, 1, 1, 0, -1},
988 {-1, -1, -1, -1, -1, -1, -1, -1}},
989 {{-1, -1, 3, -1, -1, 1, 7, -1},
990 {-1, 7, 4, -1, -1, 4, 3, -1},
991 { 1, -1, -1, 0, 2, 0, -1, -1},
992 { 5, 4, -1, 3, -1, -1, -1, -1},
993 { 4, -1, 3, 6, 1, 1, 6, -1},
994 {-1, 1, -1, -1, 4, -1, 1, -1},
995 {-1, 7, 5, -1, -1, -1, 3, -1},
996 {-1, -1, 3, -1, -1, -1, -1, -1},
997 {-1, -1, -1, -1, -1, -1, -1, -1},
998 {-1, -1, -1, -1, -1, -1, -1, -1}},
999 {{ 1, -1, -1, -1, 1, -1, -1, -1},
1000 { 2, -1, -1, -1, 2, -1, -1, -1},
1001 {-1, 3, -1, -1, 3, 3, -1, -1},
1002 {-1, 4, -1, 4, -1, 4, -1, -1},
1003 {-1, 5, -1, -1, 5, 5, -1, -1},
1004 { 6, -1, -1, 7, 1, 7, -1, -1},
1005 { 7, -1, -1, -1, 6, 6, -1, -1},
1006 {-1, -1, -1, -1, -1, -1, -1, -1},
1007 {-1, -1, -1, -1, -1, -1, -1, -1},
1008 {-1, -1, -1, -1, -1, -1, -1, -1}},
1009 {{ 2, -1, -1, 6, -1, 2, 5, 1},
1010 { 5, -1, 4, -1, 4, -1, 4, -1},
1011 { 6, -1, -1, 3, -1, -1, -1, 3},
1012 { 4, 2, 0, -1, -1, -1, 5, -1},
1013 {-1, -1, -1, 6, -1, 3, 6, -1},
1014 {-1, -1, 5, -1, 5, -1, -1, -1},
1015 {-1, -1, -1, 3, -1, 4, 2, 5},
1016 {-1, -1, -1, -1, -1, -1, -1, -1},
1017 {-1, -1, -1, -1, -1, -1, -1, -1},
1018 {-1, -1, -1, -1, -1, -1, -1, -1}},
1019 {{ 6, -1, -1, -1, 4, -1, -1, 3},
1020 { 0, 3, -1, -1, 6, -1, 0, -1},
1021 {-1, -1, 7, -1, 1, -1, 3, -1},
1022 { 7, -1, 4, 7, -1, 2, -1, -1},
1023 { 5, 2, 3, 2, 1, 6, -1, 3},
1024 {-1, -1, 0, 4, 3, 5, 4, -1},
1025 {-1, 7, 6, -1, -1, 0, -1, -1},
1026 { 4, 3, -1, -1, -1, 4, 2, -1},
1027 { 0, -1, -1, -1, -1, -1, 6, -1},
1028 {-1, -1, -1, -1, -1, -1, -1, -1}},
1029 {{ 6, 1, 2, 5, 1, 6, 3, 0},
1030 {-1, -1, -1, -1, -1, -1, 4, -1},
1031 { 0, 5, 2, 7, 1, 6, 2, -1},
1032 { 3, -1, -1, -1, -1, -1, -1, -1},
1033 { 6, 7, 6, 4, 0, 5, 2, 6},
1034 {-1, -1, -1, -1, -1, -1, 1, -1},
1035 { 6, 1, 4, 0, 6, 2, 3, -1},
1036 { 0, -1, -1, -1, -1, -1, -1, -1},
1037 {-1, 0, 4, 5, 3, 7, 6, 0},
1038 {-1, -1, -1, -1, -1, -1, -1, -1}},
1039 {{-1, -1, -1, 0, 1, -1, -1, -1},
1040 {-1, -1, 0, 7, 0, -1, -1, -1},
1041 {-1, -1, 1, 2, 2, 0, -1, -1},
1042 {-1, 0, 7, 0, 7, 0, -1, -1},
1043 {-1, 6, -1, 7, 7, -1, 6, -1},
1044 { 4, 1, 6, 6, 6, 4, 1, -1},
1045 {-1, 5, -1, 7, 7, -1, 5, -1},
1046 {-1, -1, -1, -1, -1, -1, -1, -1},
1047 {-1, -1, -1, -1, -1, -1, -1, -1},
1048 {-1, -1, -1, -1, -1, -1, -1, -1}},
1049 {{-1, -1, -1, 5, 6, -1, -1, -1},
1050 {-1, -1, 3, 3, 3, -1, -1, -1},
1051 {-1, -1, 7, 5, 3, 7, -1, -1},
1052 {-1, 3, -1, 6, -1, 3, -1, -1},
1053 { 2, -1, -1, 3, 7, -1, -1, 1},
1054 { 2, 2, -1, 3, -1, 1, 1, -1},
1055 {-1, 0, 2, 5, 6, 1, 0, -1},
1056 {-1, -1, -1, 3, -1, -1, -1, -1},
1057 {-1, -1, -1, 3, 7, -1, -1, -1},
1058 {-1, -1, -1, -1, -1, -1, -1, -1}},
1059 {{-1, 6, -1, -1, -1, -1, 2, -1},
1060 {-1, 2, 6, 0, 6, 0, -1, -1},
1061 {-1, 0, -1, -1, -1, -1, -1, -1},
1062 { 6, -1, -1, -1, -1, -1, -1, -1},
1063 {-1, 3, 3, 2, 0, 6, 0, 0},
1064 {-1, 6, -1, -1, -1, -1, 0, -1},
1065 {-1, -1, -1, 6, 0, 2, 6, -1},
1066 {-1, 2, 0, -1, -1, -1, -1, -1},
1067 {-1, -1, -1, -1, -1, -1, -1, -1},
1068 {-1, -1, -1, -1, -1, -1, -1, -1}},
1069 {{ 0, 7, -1, -1, -1, -1, -1, -1},
1070 { 1, 5, -1, -1, -1, -1, -1, -1},
1071 { 7, 2, 5, -1, -1, -1, -1, -1},
1072 { 6, 3, 4, -1, -1, -1, -1, -1},
1073 { 5, 5, 4, 4, -1, -1, -1, -1},
1074 { 3, 3, 5, 3, -1, -1, -1, -1},
1075 { 1, 2, 2, 5, 3, -1, -1, -1},
1076 { 1, 0, 0, 7, 6, -1, -1, -1},
1077 { 3, 3, 5, 5, 7, 6, -1, -1},
1078 {-1, -1, -1, -1, -1, -1, -1, -1}},
1079 {{-1, -1, 2, 6, 6, 2, -1, -1},
1080 {-1, 2, 1, 1, 0, 2, -1, -1},
1081 {-1, 2, 3, 2, 2, 0, 2, -1},
1082 { 2, 3, 2, 5, 2, 7, 2, -1},
1083 { 2, 4, 2, 5, 2, 7, 2, 0},
1084 { 2, 4, 2, 6, 6, 2, 0, -1},
1085 {-1, 2, 5, 2, 2, 2, 7, 2},
1086 {-1, 2, 5, 6, 6, 7, 2, -1},
1087 {-1, -1, 2, 2, 2, 2, 2, -1},
1088 {-1, -1, -1, -1, -1, -1, -1, -1}},
1089 {{-1, -1, 0, -1, -1, 0, -1, -1},
1090 { 1, 0, 0, 1, 0, 0, 1, -1},
1091 { 1, 7, 7, 5, 5, 7, 7, 1},
1092 { 3, 2, -1, 2, -1, 2, 3, -1},
1093 { 3, 7, -1, 6, 6, -1, 7, 3},
1094 { 7, -1, -1, 6, -1, -1, 7, -1},
1095 { 4, 4, 5, -1, -1, 5, 4, 4},
1096 {-1, -1, -1, -1, -1, -1, -1, -1},
1097 {-1, -1, -1, -1, -1, -1, -1, -1},
1098 {-1, -1, -1, -1, -1, -1, -1, -1}},
1099 {{-1, 6, 3, -1, -1, 3, 6, -1},
1100 { 6, -1, 2, -1, 2, -1, 6, -1},
1101 { 2, -1, 0, 1, 1, 0, -1, 2},
1102 { 5, 0, -1, 7, -1, 0, 5, -1},
1103 {-1, 5, -1, 6, 6, -1, 5, -1},
1104 { 7, 1, 4, -1, 4, 1, 7, -1},
1105 { 7, -1, 4, -1, -1, 4, -1, 7},
1106 { 2, 0, -1, -1, -1, 0, 2, -1},
1107 {-1, 2, -1, -1, -1, -1, 2, -1},
1108 {-1, -1, -1, -1, -1, -1, -1, -1}},
1109 {{ 6, 1, -1, -1, -1, -1, 4, 0},
1110 { 2, 7, 5, 5, 5, 7, 3, -1},
1111 { 6, 1, -1, -1, -1, -1, 4, 0},
1112 { 2, 5, 7, 7, 7, 5, 3, -1},
1113 { 6, 1, -1, -1, -1, -1, 4, 0},
1114 { 2, 0, 6, 6, 6, 0, 3, -1},
1115 { 6, 1, -1, -1, -1, -1, 4, 0},
1116 {-1, -1, -1, -1, -1, -1, -1, -1},
1117 {-1, -1, -1, -1, -1, -1, -1, -1},
1118 {-1, -1, -1, -1, -1, -1, -1, -1}},
1119 {{ 5, -1, -1, 1, 1, -1, -1, 5},
1120 { 5, -1, 4, -1, 4, -1, 5, -1},
1121 {-1, 2, 4, -1, -1, 4, 2, -1},
1122 { 7, 2, -1, -1, -1, 2, 7, -1},
1123 { 0, -1, 0, 4, 4, 0, -1, 0},
1124 { 7, 2, -1, -1, -1, 2, 7, -1},
1125 {-1, 2, 3, -1, -1, 3, 2, -1},
1126 { 5, -1, 3, -1, 3, -1, 5, -1},
1127 { 5, -1, -1, 6, 6, -1, -1, 5},
1128 {-1, -1, -1, -1, -1, -1, -1, -1}},
1129 {{ 2, 2, -1, -1, -1, -1, 5, 5},
1130 { 5, -1, -1, -1, -1, -1, 2, -1},
1131 { 5, -1, -1, -1, -1, -1, -1, 2},
1132 { 1, -1, 1, 5, 1, -1, 3, -1},
1133 { 5, 2, 5, 3, 1, 2, 5, 2},
1134 { 2, 0, 5, -1, 2, 0, 5, -1},
1135 {-1, 3, 7, -1, -1, 3, 7, -1},
1136 {-1, -1, 2, 0, 5, -1, -1, -1},
1137 {-1, -1, -1, -1, -1, -1, -1, -1},
1138 {-1, -1, -1, -1, -1, -1, -1, -1}},
1139 {{ 0, 6, 5, 2, 3, 4, 1, 7},
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 { 7, 1, 4, 3, 2, 5, 6, 0},
1144 {-1, -1, -1, -1, 1, -1, -1, -1},
1145 {-1, -1, -1, 1, 1, -1, -1, -1},
1146 {-1, -1, 1, -1, -1, -1, -1, -1},
1147 { 0, 6, 5, 2, 3, 4, 1, 7},
1148 {-1, -1, -1, -1, -1, -1, -1, -1}},
1149 {{-1, -1, 1, -1, -1, 1, -1, -1},
1150 {-1, 2, 4, -1, 2, 4, -1, -1},
1151 {-1, 2, 3, 6, 5, 3, 2, -1},
1152 {-1, 6, 5, -1, 6, 5, -1, -1},
1153 {-1, -1, -1, 7, 7, -1, -1, -1},
1154 {-1, -1, -1, 7, -1, -1, -1, -1},
1155 { 1, -1, -1, 7, 7, -1, -1, 3},
1156 { 2, -1, -1, 7, -1, -1, 2, -1},
1157 {-1, 3, 4, 5, 6, 4, 1, -1},
1158 {-1, -1, -1, -1, -1, -1, -1, -1}},
1159 {{ 1, -1, -1, 2, 2, -1, -1, 2},
1160 { 1, 3, 7, 3, 7, 4, 2, -1},
1161 {-1, 1, 6, -1, -1, 6, 2, -1},
1162 { 6, -1, 7, 3, 7, -1, 6, -1},
1163 {-1, 4, 2, -1, -1, 1, 3, -1},
1164 {-1, -1, 2, 6, 1, -1, -1, -1},
1165 {-1, 4, 3, 3, 4, 4, 3, -1},
1166 {-1, -1, -1, -1, -1, -1, -1, -1},
1167 {-1, -1, -1, -1, -1, -1, -1, -1},
1168 {-1, -1, -1, -1, -1, -1, -1, -1}},
1169 {{-1, -1, -1, 5, 6, -1, -1, -1},
1170 {-1, -1, -1, 3, -1, -1, -1, -1},
1171 {-1, -1, -1, 1, 2, -1, -1, -1},
1172 {-1, -1, -1, 4, -1, -1, -1, -1},
1173 {-1, -1, -1, 5, 7, -1, -1, -1},
1174 {-1, -1, -1, 2, -1, -1, -1, -1},
1175 { 6, 5, 4, 3, 2, 1, 7, 5},
1176 {-1, -1, -1, -1, -1, -1, -1, -1},
1177 {-1, -1, -1, -1, -1, -1, -1, -1},
1178 {-1, -1, -1, -1, -1, -1, -1, -1}},
1179 {{-1, 0, -1, 1, -1, 2, -1, -1},
1180 {-1, 4, -1, 5, -1, 6, -1, -1},
1181 {-1, 7, -1, 0, -1, 2, -1, -1},
1182 {-1, 6, -1, 3, -1, 6, -1, -1},
1183 {-1, 1, -1, 1, -1, 2, -1, -1},
1184 {-1, 3, -1, 5, -1, 0, -1, -1},
1185 {-1, 2, -1, 4, -1, 6, -1, -1},
1186 {-1, 3, -1, 6, -1, 7, -1, -1},
1187 {-1, -1, -1, -1, -1, -1, -1, -1},
1188 {-1, -1, -1, -1, -1, -1, -1, -1}},
1189 {{ 1, 1, 2, 2, 3, 3, 4, 4},
1190 { 5, 5, 6, 7, 6, 5, 5, -1},
1191 { 6, 4, 3, 3, 2, 2, 1, 6},
1192 { 4, 6, 5, 7, 6, 3, 1, -1},
1193 {-1, -1, -1, -1, -1, -1, -1, -1},
1194 {-1, -1, -1, -1, -1, -1, -1, -1},
1195 {-1, -1, -1, -1, -1, -1, -1, -1},
1196 {-1, -1, -1, -1, -1, -1, -1, -1},
1197 {-1, -1, -1, -1, -1, -1, -1, -1},
1198 {-1, -1, -1, -1, -1, -1, -1, -1}},
1199 {{ 7, 4, -1, 1, 2, -1, 4, 7},
1200 { 5, 5, -1, 2, -1, 4, 4, -1},
1201 {-1, 5, -1, 7, 7, -1, 4, -1},
1202 { 1, 0, 6, 7, 6, 0, 2, -1},
1203 {-1, 2, -1, 5, 3, -1, 1, -1},
1204 { 1, 1, -1, -1, -1, 2, 2, -1},
1205 { 6, 1, 4, -1, -1, 4, 2, 6},
1206 { 5, 3, -1, -1, -1, 3, 5, -1},
1207 {-1, -1, -1, -1, -1, -1, -1, -1},
1208 {-1, -1, -1, -1, -1, -1, -1, -1}},
1209 {{ 1, 5, 1, 0, 0, 1, 5, 1},
1210 { 1, 2, 5, -1, 5, 2, 1, -1},
1211 { 3, 6, 1, 2, 2, 1, 6, 3},
1212 { 4, 3, 4, -1, 4, 3, 4, -1},
1213 { 3, 4, 6, 5, 5, 6, 4, 3},
1214 { 0, 2, 3, -1, 3, 2, 0, -1},
1215 { 2, 3, 1, 5, 5, 1, 3, 2},
1216 {-1, -1, -1, -1, -1, -1, -1, -1},
1217 {-1, -1, -1, -1, -1, -1, -1, -1},
1218 {-1, -1, -1, -1, -1, -1, -1, -1}},
1219 {{ 3, 0, 2, 7, 5, 7, 6, 5},
1220 { 6, -1, 1, -1, 2, -1, 1, -1},
1221 {-1, 6, 4, 0, 3, 4, 5, -1},
1222 {-1, 5, -1, 1, -1, 4, -1, -1},
1223 {-1, 7, 3, 5, 6, 5, 3, -1},
1224 { 1, -1, 2, -1, 4, -1, 2, -1},
1225 { 6, 4, 4, 6, 6, 5, 5, 1},
1226 {-1, -1, -1, -1, -1, -1, -1, -1},
1227 {-1, -1, -1, -1, -1, -1, -1, -1},
1228 {-1, -1, -1, -1, -1, -1, -1, -1}}
1231 /* the tile struct
1232 * type is the bubble number 0-7
1233 * fallx is the x axis movement for the falling bubble
1234 * fallvel is the initial upward velocity for the falling bubble
1235 * ingroup denotes a bubble that is part of a group to be removed
1236 * anchored denotes a bubble that is anchored to the ceiling
1238 struct tile {
1239 int type;
1240 int fallx;
1241 int fallvel;
1242 bool ingroup;
1243 bool anchored;
1244 bool delete;
1247 /* the game context struct
1248 * score is the current score
1249 * level is the current level
1250 * angle is the current cannon direction
1251 * shots is the number of shots fired since last compression
1252 * compress is the height of the compressor
1253 * onboardcnt is the number of unique bubbles on the playing board
1254 * onboard is the unique bubbles on the playing board
1255 * nextinq is the pointer to the next bubble in the firing queue
1256 * queue is the circular buffer of bubbles to be fired
1257 * elapsedlvl is level elapsed time in 1/100s of seconds
1258 * elapsedshot is the shot elapsed time in 1/100s of seconds
1259 * startedshot is when the current shot began
1260 * playboard is the game playing board
1262 struct game_context {
1263 unsigned int score;
1264 unsigned int level;
1265 int angle;
1266 int shots;
1267 int compress;
1268 int onboardcnt;
1269 int onboard[NUM_BUBBLES];
1270 int nextinq;
1271 int queue[NUM_QUEUE];
1272 long elapsedlvl;
1273 long elapsedshot;
1274 long startedshot;
1275 struct tile playboard[BB_HEIGHT][BB_WIDTH];
1278 static struct highscore highscores[NUM_SCORES];
1280 /* used to denote available resume info */
1281 static bool resume = false;
1282 static bool resume_file = false;
1283 static unsigned int highlevel = 0; /* the highest level beaten */
1284 static unsigned int last_highlevel = 0;
1286 static void bubbles_init(struct game_context* bb);
1287 static bool bubbles_nextlevel(struct game_context* bb);
1288 static void bubbles_getonboard(struct game_context* bb);
1289 static void bubbles_drawboard(struct game_context* bb);
1290 static int bubbles_fire(struct game_context* bb);
1291 static bool bubbles_collision(struct game_context* bb, int y, int x,
1292 int nearrow, int nearcol);
1293 static bool bubbles_ingroup(struct game_context* bb, int row, int col);
1294 static int bubbles_searchgroup(struct game_context* bb, int row, int col);
1295 static int bubbles_remove(struct game_context* bb);
1296 static void bubbles_anchored(struct game_context* bb, int row, int col);
1297 static int bubbles_fall(struct game_context* bb);
1298 static int bubbles_checklevel(struct game_context* bb);
1299 static void bubbles_recordscore(struct game_context* bb);
1300 static bool bubbles_loadgame(struct game_context* bb);
1301 static void bubbles_savegame(struct game_context* bb);
1302 static inline void bubbles_setcolors(void);
1303 static void bubbles_callback(void* param);
1304 static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
1305 int timeout);
1306 static int bubbles(struct game_context* bb);
1308 /*****************************************************************************
1309 * bubbles_init() initializes bubbles data structures.
1310 ******************************************************************************/
1311 static void bubbles_init(struct game_context* bb) {
1312 bubbles_setcolors();
1313 /* seed the rand generator */
1314 rb->srand(*rb->current_tick);
1316 /* check for resumed game */
1317 if (resume)
1319 resume = false;
1320 return;
1323 bb->score = 0;
1324 bubbles_nextlevel(bb);
1327 /*****************************************************************************
1328 * bubbles_nextlevel() sets up the game for the next level, returns false if
1329 * there are no more levels.
1330 ******************************************************************************/
1331 static bool bubbles_nextlevel(struct game_context* bb) {
1332 int i, j, pos;
1334 bb->level++;
1336 /* check if there are no more levels */
1337 if(bb->level > NUM_LEVELS) return false;
1339 /* save highest level */
1340 if (bb->level-1 > highlevel)
1341 highlevel = bb->level-1;
1343 /* set up the play board */
1344 rb->memset(bb->playboard, 0, sizeof(bb->playboard));
1345 for(i=0; i<BB_LEVEL_HEIGHT; i++) {
1346 for(j=0; j<BB_WIDTH; j++) {
1347 pos = (int)level[bb->level-1][i][j];
1348 if(pos >=0 && pos < NUM_BUBBLES) {
1349 bb->playboard[i][j].type = pos;
1350 } else {
1351 bb->playboard[i][j].type = -1;
1355 for(i=BB_LEVEL_HEIGHT; i<BB_HEIGHT; i++) {
1356 for(j=0; j<BB_WIDTH; j++) {
1357 bb->playboard[i][j].type = -1;
1361 /* fill first bubbles in shot queue */
1362 bubbles_getonboard(bb);
1363 for(i=0; i<NUM_QUEUE; i++) {
1364 bb->queue[i] = bb->onboard[rb->rand()%bb->onboardcnt];
1367 bb->angle = 0;
1368 bb->shots = 0;
1369 bb->compress = 0;
1370 bb->nextinq = 0;
1371 bb->elapsedlvl = 0;
1372 bb->elapsedshot = 0;
1374 return true;
1377 /*****************************************************************************
1378 * bubbles_getonboard() determines which bubble types are on the play board.
1379 ******************************************************************************/
1380 static void bubbles_getonboard(struct game_context* bb) {
1381 int i, j, k;
1382 bool found;
1384 bb->onboardcnt = 0;
1385 rb->memset(bb->onboard, -1, sizeof(bb->onboard));
1387 for(i=0; i<BB_HEIGHT; i++) {
1388 for(j=0; j<BB_WIDTH; j++) {
1389 if(bb->playboard[i][j].type >= 0) {
1390 found = false;
1392 for(k=0; k<bb->onboardcnt; k++) {
1393 if(bb->playboard[i][j].type == bb->onboard[k]) {
1394 found = true;
1395 break;
1399 if(!found) {
1400 bb->onboard[bb->onboardcnt] = bb->playboard[i][j].type;
1401 bb->onboardcnt++;
1404 if(bb->onboardcnt == NUM_BUBBLES) return;
1410 /*****************************************************************************
1411 * bubbles_drawboard() draws the game board to the buffer but does not update
1412 * the lcd.
1413 ******************************************************************************/
1414 static void bubbles_drawboard(struct game_context* bb) {
1415 int i, j;
1416 int w1, w2, h;
1417 int colmax, indent;
1418 int tipx, tipy;
1419 bool evenline = false;
1420 char *level = "Level";
1421 char *score = "Score";
1422 char *next = "Next";
1423 char *hurry = "HURRY!";
1424 char str[11];
1426 /* clear screen */
1427 rb->lcd_clear_display();
1428 int font = rb->screens[SCREEN_MAIN]->getfont();
1429 h = rb->font_get(font)->height + 1;
1430 /* draw background */
1431 #ifdef HAVE_LCD_COLOR
1432 rb->lcd_bitmap(bubbles_background, 0, 0, LCD_WIDTH, LCD_HEIGHT);
1433 #endif
1435 /* display play board */
1436 for(i=0; i<BB_HEIGHT; i++) {
1437 colmax = BB_WIDTH;
1438 if(evenline) {
1439 colmax--;
1440 indent = ROW_INDENT;
1441 } else {
1442 indent = 0;
1444 evenline = !evenline;
1446 for(j=0; j<colmax; j++) {
1447 if(bb->playboard[i][j].type >= 0 && !bb->playboard[i][j].delete) {
1448 rb->lcd_bitmap_part(bubbles_emblem,
1449 0, EMBLEM_HEIGHT*bb->playboard[i][j].type,
1450 STRIDE( SCREEN_MAIN,
1451 BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
1452 XOFS+indent+BUBBLE_WIDTH*j+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1453 YOFS+ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+bb->compress*ROW_HEIGHT,
1454 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1455 rb->lcd_set_drawmode(DRMODE_FG);
1456 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1457 XOFS+indent+BUBBLE_WIDTH*j,
1458 YOFS+ROW_HEIGHT*i+bb->compress*ROW_HEIGHT,
1459 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1460 rb->lcd_set_drawmode(DRMODE_SOLID);
1465 /* display bubble to be shot */
1466 rb->lcd_bitmap_part(bubbles_emblem,
1467 0, EMBLEM_HEIGHT*bb->queue[bb->nextinq],
1468 STRIDE( SCREEN_MAIN,
1469 BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
1470 SHOTX+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1471 SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
1472 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1473 rb->lcd_set_drawmode(DRMODE_FG);
1474 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1475 SHOTX, SHOTY,
1476 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1477 rb->lcd_set_drawmode(DRMODE_SOLID);
1479 /* display next bubble to be shot */
1480 #ifndef NEXT_BB_X
1481 rb->lcd_bitmap_part(bubbles_emblem,
1482 0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE],
1483 STRIDE( SCREEN_MAIN,
1484 BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
1485 XOFS/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1486 SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
1487 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1488 rb->lcd_set_drawmode(DRMODE_FG);
1489 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1490 XOFS/2-BUBBLE_WIDTH/2, SHOTY,
1491 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1492 rb->lcd_set_drawmode(DRMODE_SOLID);
1493 #else
1494 rb->lcd_bitmap_part(bubbles_emblem,
1495 0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE],
1496 STRIDE( SCREEN_MAIN,
1497 BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
1498 NEXT_BB_X + NEXT_BB_WIDTH/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1499 NEXT_BB_Y + (BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2 + h,
1500 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1501 rb->lcd_set_drawmode(DRMODE_FG);
1502 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1503 NEXT_BB_X + NEXT_BB_WIDTH/2-BUBBLE_WIDTH/2, NEXT_BB_Y + h,
1504 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1505 rb->lcd_set_drawmode(DRMODE_SOLID);
1506 #endif
1508 /* draw bounding lines */
1509 #ifndef HAVE_LCD_COLOR
1510 rb->lcd_vline(XOFS-1, 0, LCD_HEIGHT);
1511 rb->lcd_vline(XOFS+BUBBLE_WIDTH*BB_WIDTH, 0, LCD_HEIGHT);
1512 #endif
1513 rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1, YOFS+bb->compress*ROW_HEIGHT-1);
1514 rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1,
1515 YOFS+ROW_HEIGHT*(BB_HEIGHT-2)+BUBBLE_HEIGHT);
1517 /* draw arrow */
1518 tipx = SHOTX+BUBBLE_WIDTH/2+(((fp14_sin(bb->angle)>>4)*BUBBLE_WIDTH*3/2)>>10);
1519 tipy = SHOTY+BUBBLE_HEIGHT/2-(((fp14_cos(bb->angle)>>4)*BUBBLE_HEIGHT*3/2)>>10);
1521 rb->lcd_drawline(SHOTX+BUBBLE_WIDTH/2+(((fp14_sin(bb->angle)>>4)*BUBBLE_WIDTH/2)>>10),
1522 SHOTY+BUBBLE_HEIGHT/2-(((fp14_cos(bb->angle)>>4)*BUBBLE_HEIGHT/2)>>10),
1523 tipx, tipy);
1524 xlcd_filltriangle(tipx, tipy,
1525 tipx+(((fp14_sin(bb->angle-135)>>4)*BUBBLE_WIDTH/3)>>10),
1526 tipy-(((fp14_cos(bb->angle-135)>>4)*BUBBLE_HEIGHT/3)>>10),
1527 tipx+(((fp14_sin(bb->angle+135)>>4)*BUBBLE_WIDTH/3)>>10),
1528 tipy-(((fp14_cos(bb->angle+135)>>4)*BUBBLE_HEIGHT/3)>>10));
1530 /* draw text */
1531 rb->snprintf(str, 4, "%d", bb->level);
1532 rb->lcd_getstringsize(level, &w1, NULL);
1533 rb->lcd_getstringsize(str, &w2, NULL);
1534 #ifndef LEVEL_TXT_X
1535 rb->lcd_putsxy(XOFS/2-w1/2, 2, level);
1536 rb->lcd_putsxy(XOFS/2-w2/2, 2+h, str);
1537 #else
1538 rb->lcd_putsxy(LEVEL_TXT_X+(LEVEL_TXT_WIDTH/2-w1/2), LEVEL_TXT_Y, level);
1539 rb->lcd_putsxy(LEVEL_TXT_X+(LEVEL_TXT_WIDTH/2-w2/2), LEVEL_TXT_Y+h, str);
1540 #endif
1542 rb->snprintf(str, 10, "%d", bb->score);
1543 rb->lcd_getstringsize(score, &w1,NULL);
1544 rb->lcd_getstringsize(str, &w2, NULL);
1545 #ifndef SCORE_TXT_X
1546 rb->lcd_putsxy(XOFS/2-w1/2, 29, score);
1547 rb->lcd_putsxy(XOFS/2-w2/2, 29+h, str);
1548 #else
1549 rb->lcd_putsxy(SCORE_TXT_X+(SCORE_TXT_WIDTH/2-w1/2), SCORE_TXT_Y, score);
1550 rb->lcd_putsxy(SCORE_TXT_X+(SCORE_TXT_WIDTH/2-w2/2), SCORE_TXT_Y+h, str);
1551 #endif
1553 rb->lcd_getstringsize(next, &w1, NULL);
1554 #ifndef NEXT_BB_X
1555 rb->lcd_putsxy(XOFS/2-w1/2, SHOTY-h, next);
1556 #else
1557 rb->lcd_putsxy(NEXT_BB_X+(NEXT_BB_WIDTH/2-w1/2), NEXT_BB_Y, next);
1558 #endif
1561 if(bb->elapsedshot >= (MAX_SHOTTIME*7)/10) {
1562 rb->lcd_getstringsize(hurry, &w1, &h);
1563 rb->lcd_putsxy(LCD_WIDTH/2-w1/2, LCD_HEIGHT/2-h/2, hurry);
1567 /*****************************************************************************
1568 * bubbles_fire() fires the current bubble, reloads the cannon, attaches
1569 * bubble to playboard, removes appropriate bubbles, and advances the
1570 * the compressor.
1571 ******************************************************************************/
1572 static int bubbles_fire(struct game_context* bb) {
1573 int bubblecur;
1574 long shotxinc, shotyinc;
1575 long shotxofs, shotyofs;
1576 int shotxdirec = 1;
1577 long tempxofs, tempyofs;
1578 int nearrow, nearcol;
1579 int lastrow = BB_HEIGHT-1;
1580 int lastcol = (BB_WIDTH-1)/2;
1581 int buttonres;
1582 long lasttick, currenttick;
1584 /* get current bubble */
1585 bubblecur = bb->queue[bb->nextinq];
1586 shotxinc = ((fp14_sin(bb->angle)>>4)*BUBBLE_WIDTH)/3;
1587 shotyinc = ((-1*(fp14_cos(bb->angle)>>4))*BUBBLE_HEIGHT)/3;
1588 shotxofs = shotyofs = 0;
1590 /* advance the queue */
1591 bb->queue[bb->nextinq] = bb->onboard[rb->rand()%bb->onboardcnt];
1592 bb->nextinq = (bb->nextinq+1)%NUM_QUEUE;
1593 bubbles_drawboard(bb);
1594 rb->lcd_update_rect(0, 0, XOFS, LCD_HEIGHT);
1596 /* move the bubble across the play board */
1597 lasttick = *rb->current_tick;
1599 while(true) {
1600 /* move the bubble one step */
1601 shotyofs += shotyinc;
1602 shotxofs += shotxinc*shotxdirec;
1604 /* check for bounce off sides */
1605 if(SHOTX+(shotxofs>>10) < XOFS) {
1606 shotxofs += 2*((XOFS<<10)-(((SHOTX)<<10)+shotxofs));
1607 shotxdirec *= -1;
1608 } else if(SHOTX+(shotxofs>>10) > XOFS+(BB_WIDTH-1)*BUBBLE_WIDTH) {
1609 shotxofs -= 2*((((SHOTX)<<10)+shotxofs)-
1610 ((XOFS<<10)+(((BB_WIDTH-1)*BUBBLE_WIDTH)<<10)));
1611 shotxdirec *= -1;
1614 tempxofs = shotxofs>>10;
1615 tempyofs = shotyofs>>10;
1617 /* display shot */
1618 bubbles_drawboard(bb);
1619 rb->lcd_bitmap_part(bubbles_emblem, 0, EMBLEM_HEIGHT*bubblecur,
1620 STRIDE( SCREEN_MAIN,
1621 BMPWIDTH_bubbles_emblem,
1622 BMPHEIGHT_bubbles_emblem),
1623 SHOTX+tempxofs+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
1624 SHOTY+tempyofs+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
1625 EMBLEM_WIDTH, EMBLEM_HEIGHT);
1626 rb->lcd_set_drawmode(DRMODE_FG);
1627 rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
1628 SHOTX+tempxofs, SHOTY+tempyofs,
1629 BUBBLE_WIDTH, BUBBLE_HEIGHT);
1630 rb->lcd_set_drawmode(DRMODE_SOLID);
1631 rb->lcd_update_rect(XOFS, 0, BB_WIDTH*BUBBLE_WIDTH, LCD_HEIGHT);
1633 /* find nearest position */
1634 nearrow = ((SHOTY+tempyofs)-
1635 (YOFS+bb->compress*ROW_HEIGHT)+
1636 (ROW_HEIGHT/2))/ROW_HEIGHT;
1637 if(nearrow >= BB_HEIGHT) nearrow = BB_HEIGHT-1;
1639 if(nearrow%2) { /* odd row */
1640 nearcol = ((SHOTX+tempxofs)-
1641 (XOFS+ROW_INDENT)+
1642 (BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
1643 if(nearcol >= BB_WIDTH-1) nearcol = BB_WIDTH-2;
1644 } else { /* even row */
1645 nearcol = ((SHOTX+tempxofs)-XOFS+(BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
1646 if(nearcol >= BB_WIDTH) nearcol = BB_WIDTH-1;
1648 if(nearcol < 0) nearcol = 0;
1650 /* if nearest position is occupied attach to last position */
1651 if(bb->playboard[nearrow][nearcol].type >= 0) {
1652 bb->playboard[lastrow][lastcol].type = bubblecur;
1653 break;
1656 /* save last position */
1657 lastrow = nearrow;
1658 lastcol = nearcol;
1660 /* if collision with neighbor then attach shot */
1661 if(bubbles_collision(bb, YOFS+SHOTY+tempyofs, SHOTX+tempxofs,
1662 nearrow, nearcol)) {
1663 bb->playboard[nearrow][nearcol].type = bubblecur;
1664 break;
1667 /* if at top then attach shot to the ceiling */
1668 if(nearrow == 0 && SHOTY+tempyofs <= YOFS+bb->compress*ROW_HEIGHT) {
1669 bb->playboard[nearrow][nearcol].type = bubblecur;
1670 break;
1673 /* handle button events */
1674 buttonres = bubbles_handlebuttons(bb, true, 0);
1675 if(buttonres != BB_NONE) return buttonres;
1677 /* framerate limiting */
1678 currenttick = *rb->current_tick;
1679 if(currenttick-lasttick < HZ/MAX_FPS) {
1680 rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
1681 } else {
1682 rb->yield();
1684 lasttick = currenttick;
1687 bubbles_drawboard(bb);
1688 rb->lcd_update();
1690 /* clear appropriate bubbles from playing board */
1691 if(bubbles_ingroup(bb, lastrow, lastcol)) {
1692 buttonres = bubbles_remove(bb);
1693 if(buttonres != BB_NONE) return buttonres;
1696 /* update shots and compress amount */
1697 bb->shots++;
1698 if(bb->shots >= NUM_COMPRESS) {
1699 bb->shots = 0;
1700 bb->compress++;
1703 return BB_NONE;
1706 /*****************************************************************************
1707 * bubbles_collision() determines if a fired bubble has collided with another
1708 * bubble.
1709 ******************************************************************************/
1710 static bool bubbles_collision(struct game_context* bb, int y, int x,
1711 int nearrow, int nearcol) {
1712 int nx, ny;
1713 int adj = nearrow%2;
1715 /* check neighbors */
1716 if(nearcol-1 >= 0) {
1717 if(bb->playboard[nearrow][nearcol-1].type >= 0) {
1718 nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol-1);
1719 ny = YOFS+ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
1720 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1724 if(nearcol-1+adj >= 0) {
1725 if(nearrow-1 >= 0) {
1726 if(bb->playboard[nearrow-1][nearcol-1+adj].type >= 0) {
1727 nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
1728 BUBBLE_WIDTH*(nearcol-1+adj);
1729 ny = YOFS+ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
1730 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1734 if(nearrow+1 < BB_HEIGHT) {
1735 if(bb->playboard[nearrow+1][nearcol-1+adj].type >= 0) {
1736 nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
1737 BUBBLE_WIDTH*(nearcol-1+adj);
1738 ny = YOFS+ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
1739 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1744 if(nearcol+adj >= 0) {
1745 if(nearrow-1 >= 0) {
1746 if(bb->playboard[nearrow-1][nearcol+adj].type >= 0) {
1747 nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
1748 BUBBLE_WIDTH*(nearcol+adj);
1749 ny = YOFS+ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
1750 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1754 if(nearrow+1 < BB_HEIGHT) {
1755 if(bb->playboard[nearrow+1][nearcol+adj].type >= 0) {
1756 nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
1757 BUBBLE_WIDTH*(nearcol+adj);
1758 ny = YOFS+ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
1759 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1764 if(nearcol+1 < BB_WIDTH-adj) {
1765 if(bb->playboard[nearrow][nearcol+1].type >= 0) {
1766 nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol+1);
1767 ny = YOFS+ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
1768 if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
1772 return false;
1775 /*****************************************************************************
1776 * bubbles_ingroup() marks all bubbles that form the current group.
1777 ******************************************************************************/
1778 static bool bubbles_ingroup(struct game_context* bb, int row, int col) {
1779 int i, j;
1780 int count;
1782 count = bubbles_searchgroup(bb, row, col);
1784 /* unmark group if too small */
1785 if(count < 3) {
1786 for(i=0; i<BB_HEIGHT; i++) {
1787 for(j=0; j<BB_WIDTH; j++) {
1788 bb->playboard[i][j].ingroup = false;
1792 return false;
1795 return true;
1798 /*****************************************************************************
1799 * bubbles_searchgroup() return the size of the group of bubbles of the same
1800 * type that the current bubble belongs to.
1801 ******************************************************************************/
1802 static int bubbles_searchgroup(struct game_context* bb, int row, int col) {
1803 int i, adj;
1804 int myrow, mycol, mytype;
1805 int count = 0;
1807 struct coord {
1808 int row;
1809 int col;
1810 } search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
1812 /* search initial bubble */
1813 bb->playboard[row][col].ingroup = true;
1814 search[count].row = row;
1815 search[count].col = col;
1816 count++;
1818 /* breadth-first search neighbors */
1819 for(i=0; i<count; i++) {
1820 myrow = search[i].row;
1821 mycol = search[i].col;
1822 mytype = bb->playboard[myrow][mycol].type;
1823 adj = myrow%2;
1825 if(mycol-1 >= 0) {
1826 if(bb->playboard[myrow][mycol-1].type == mytype &&
1827 !bb->playboard[myrow][mycol-1].ingroup) {
1828 bb->playboard[myrow][mycol-1].ingroup = true;
1829 search[count].row = myrow;
1830 search[count].col = mycol-1;
1831 count++;
1835 if(mycol-1+adj >= 0) {
1836 if(myrow-1 >= 0) {
1837 if(bb->playboard[myrow-1][mycol-1+adj].type == mytype &&
1838 !bb->playboard[myrow-1][mycol-1+adj].ingroup) {
1839 bb->playboard[myrow-1][mycol-1+adj].ingroup = true;
1840 search[count].row = myrow-1;
1841 search[count].col = mycol-1+adj;
1842 count++;
1846 if(myrow+1 < BB_HEIGHT) {
1847 if(bb->playboard[myrow+1][mycol-1+adj].type == mytype &&
1848 !bb->playboard[myrow+1][mycol-1+adj].ingroup) {
1849 bb->playboard[myrow+1][mycol-1+adj].ingroup = true;
1850 search[count].row = myrow+1;
1851 search[count].col = mycol-1+adj;
1852 count++;
1857 if(mycol+adj >= 0) {
1858 if(myrow-1 >= 0) {
1859 if(bb->playboard[myrow-1][mycol+adj].type == mytype &&
1860 !bb->playboard[myrow-1][mycol+adj].ingroup) {
1861 bb->playboard[myrow-1][mycol+adj].ingroup = true;
1862 search[count].row = myrow-1;
1863 search[count].col = mycol+adj;
1864 count++;
1868 if(myrow+1 < BB_HEIGHT) {
1869 if(bb->playboard[myrow+1][mycol+adj].type == mytype &&
1870 !bb->playboard[myrow+1][mycol+adj].ingroup) {
1871 bb->playboard[myrow+1][mycol+adj].ingroup = true;
1872 search[count].row = myrow+1;
1873 search[count].col = mycol+adj;
1874 count++;
1879 if(mycol+1 < BB_WIDTH-adj) {
1880 if(bb->playboard[myrow][mycol+1].type == mytype &&
1881 !bb->playboard[myrow][mycol+1].ingroup) {
1882 bb->playboard[myrow][mycol+1].ingroup = true;
1883 search[count].row = myrow;
1884 search[count].col = mycol+1;
1885 count++;
1890 return count;
1893 /*****************************************************************************
1894 * bubbles_remove() removes all bubbles in the current group and all
1895 * unanchored bubbles from the play board.
1896 ******************************************************************************/
1897 static int bubbles_remove(struct game_context* bb) {
1898 int i, j;
1899 int buttonres;
1901 /* determine all anchored bubbles */
1902 for(j=0; j<BB_WIDTH; j++) {
1903 if(bb->playboard[0][j].type >= 0 && !bb->playboard[0][j].ingroup) {
1904 bubbles_anchored(bb, 0, j);
1908 /* mark bubbles to be deleted */
1909 for(i=0; i<BB_HEIGHT; i++) {
1910 for(j=0; j<BB_WIDTH; j++) {
1911 if(bb->playboard[i][j].type >= 0 &&
1912 (!bb->playboard[i][j].anchored || bb->playboard[i][j].ingroup)) {
1913 bb->playboard[i][j].delete = true;
1918 /* animate falling bubbles */
1919 buttonres = bubbles_fall(bb);
1920 if(buttonres != BB_NONE) return buttonres;
1922 /* remove bubbles */
1923 for(i=0; i<BB_HEIGHT; i++) {
1924 for(j=0; j<BB_WIDTH; j++) {
1925 if(bb->playboard[i][j].delete) {
1926 bb->playboard[i][j].ingroup = false;
1927 bb->playboard[i][j].type = -1;
1928 bb->playboard[i][j].delete = false;
1929 } else {
1930 bb->playboard[i][j].anchored = false;
1935 bubbles_getonboard(bb);
1937 return BB_NONE;
1940 /*****************************************************************************
1941 * bubbles_anchored() marks all bubbles that are anchored in some way to the
1942 * current bubble.
1943 ******************************************************************************/
1944 static void bubbles_anchored(struct game_context* bb, int row, int col) {
1945 int i, adj;
1946 int myrow, mycol, mytype;
1947 int count = 0;
1949 struct coord {
1950 int row;
1951 int col;
1952 } search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
1954 /* search initial bubble */
1955 bb->playboard[row][col].anchored = true;
1956 search[count].row = row;
1957 search[count].col = col;
1958 count++;
1960 /* breadth-first search neighbors */
1961 for(i=0; i<count; i++) {
1962 myrow = search[i].row;
1963 mycol = search[i].col;
1964 mytype = bb->playboard[myrow][mycol].type;
1965 adj = myrow%2;
1967 if(mycol-1 >= 0) {
1968 if(bb->playboard[myrow][mycol-1].type >= 0 &&
1969 !bb->playboard[myrow][mycol-1].ingroup &&
1970 !bb->playboard[myrow][mycol-1].anchored) {
1971 bb->playboard[myrow][mycol-1].anchored = true;
1972 search[count].row = myrow;
1973 search[count].col = mycol-1;
1974 count++;
1978 if(mycol-1+adj >= 0) {
1979 if(myrow-1 >= 0) {
1980 if(bb->playboard[myrow-1][mycol-1+adj].type >= 0 &&
1981 !bb->playboard[myrow-1][mycol-1+adj].ingroup &&
1982 !bb->playboard[myrow-1][mycol-1+adj].anchored) {
1983 bb->playboard[myrow-1][mycol-1+adj].anchored = true;
1984 search[count].row = myrow-1;
1985 search[count].col = mycol-1+adj;
1986 count++;
1990 if(myrow+1 < BB_HEIGHT) {
1991 if(bb->playboard[myrow+1][mycol-1+adj].type >= 0 &&
1992 !bb->playboard[myrow+1][mycol-1+adj].ingroup &&
1993 !bb->playboard[myrow+1][mycol-1+adj].anchored) {
1994 bb->playboard[myrow+1][mycol-1+adj].anchored = true;
1995 search[count].row = myrow+1;
1996 search[count].col = mycol-1+adj;
1997 count++;
2002 if(mycol+adj >= 0) {
2003 if(myrow-1 >= 0) {
2004 if(bb->playboard[myrow-1][mycol+adj].type >= 0 &&
2005 !bb->playboard[myrow-1][mycol+adj].ingroup &&
2006 !bb->playboard[myrow-1][mycol+adj].anchored) {
2007 bb->playboard[myrow-1][mycol+adj].anchored = true;
2008 search[count].row = myrow-1;
2009 search[count].col = mycol+adj;
2010 count++;
2014 if(myrow+1 < BB_HEIGHT) {
2015 if(bb->playboard[myrow+1][mycol+adj].type >= 0 &&
2016 !bb->playboard[myrow+1][mycol+adj].ingroup &&
2017 !bb->playboard[myrow+1][mycol+adj].anchored) {
2018 bb->playboard[myrow+1][mycol+adj].anchored = true;
2019 search[count].row = myrow+1;
2020 search[count].col = mycol+adj;
2021 count++;
2026 if(mycol+1 < BB_WIDTH-adj) {
2027 if(bb->playboard[myrow][mycol+1].type >= 0 &&
2028 !bb->playboard[myrow][mycol+1].ingroup &&
2029 !bb->playboard[myrow][mycol+1].anchored) {
2030 bb->playboard[myrow][mycol+1].anchored = true;
2031 search[count].row = myrow;
2032 search[count].col = mycol+1;
2033 count++;
2039 /*****************************************************************************
2040 * bubbles_fall() makes removed bubbles fall from the screen.
2041 ******************************************************************************/
2042 static int bubbles_fall(struct game_context* bb) {
2043 int i, j;
2044 int count;
2045 int indent;
2046 int xofs, yofs;
2047 int buttonres;
2048 bool onscreen;
2049 long lasttick, currenttick;
2051 /* give all falling bubbles an x axis movement */
2052 for(i=0; i<BB_HEIGHT; i++) {
2053 for(j=0; j<BB_WIDTH; j++) {
2054 if(bb->playboard[i][j].delete) {
2055 bb->playboard[i][j].fallx = rb->rand()%25 - 12;
2056 bb->playboard[i][j].fallvel = rb->rand()%5 + 6;
2061 /* draw bubbles falling off the screen
2062 * follows y=x^2-8x scaled to bubble size
2064 lasttick = *rb->current_tick;
2066 for(count=1; ;count++) {
2067 onscreen = false;
2068 bubbles_drawboard(bb);
2070 for(i=0; i<BB_HEIGHT; i++) {
2071 for(j=0; j<BB_WIDTH; j++) {
2072 if(bb->playboard[i][j].delete) {
2073 indent = (i%2 ? ROW_INDENT : 0);
2074 xofs = ((bb->playboard[i][j].fallx*count)*BUBBLE_WIDTH)/48;
2075 yofs = ((count*count - bb->playboard[i][j].fallvel*count)*
2076 BUBBLE_HEIGHT)/20;
2078 /* draw bubble if it is still on the screen */
2079 if(YOFS+ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs
2080 <= LCD_HEIGHT) {
2081 onscreen = true;
2083 rb->lcd_bitmap_part(bubbles_emblem, 0,
2084 EMBLEM_HEIGHT*bb->playboard[i][j].type,
2085 STRIDE( SCREEN_MAIN,
2086 BMPWIDTH_bubbles_emblem,
2087 BMPHEIGHT_bubbles_emblem),
2088 XOFS+indent+BUBBLE_WIDTH*j+
2089 (BUBBLE_WIDTH-EMBLEM_WIDTH)/2+xofs,
2090 YOFS+ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+
2091 bb->compress*ROW_HEIGHT+yofs,
2092 EMBLEM_WIDTH, EMBLEM_HEIGHT);
2093 rb->lcd_set_drawmode(DRMODE_FG);
2094 rb->lcd_mono_bitmap(
2095 (const unsigned char *)bubbles_bubble,
2096 XOFS+indent+BUBBLE_WIDTH*j+xofs,
2097 YOFS+ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs,
2098 BUBBLE_WIDTH, BUBBLE_HEIGHT);
2099 rb->lcd_set_drawmode(DRMODE_SOLID);
2105 rb->lcd_update();
2107 /* break out if all bubbles are off the screen */
2108 if(!onscreen) break;
2110 /* handle button events */
2111 buttonres = bubbles_handlebuttons(bb, true, 0);
2112 if(buttonres != BB_NONE) return buttonres;
2114 /* framerate limiting */
2115 currenttick = *rb->current_tick;
2116 if(currenttick-lasttick < HZ/MAX_FPS) {
2117 rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
2118 } else {
2119 rb->yield();
2121 lasttick = currenttick;
2124 return BB_NONE;
2127 /*****************************************************************************
2128 * bubbles_checklevel() checks the state of the playboard for a win or loss.
2129 ******************************************************************************/
2130 static int bubbles_checklevel(struct game_context* bb) {
2131 int i, j;
2132 int points;
2133 char str[13];
2135 bubbles_drawboard(bb);
2136 rb->lcd_update();
2138 /* check for bubbles below cut off point */
2139 for(i=0; i<=bb->compress; i++) {
2140 for(j=0; j<BB_WIDTH; j++) {
2141 if(bb->playboard[BB_HEIGHT-1-i][j].type >= 0) return BB_LOSE;
2145 /* check for bubbles above cut off point */
2146 for(i=0; i<BB_HEIGHT-1-bb->compress; i++) {
2147 for(j=0; j<BB_WIDTH; j++) {
2148 if(bb->playboard[i][j].type >= 0) return BB_NONE;
2152 /* level complete, record score */
2153 points = 100 - bb->elapsedlvl/100;
2154 if(points > 0) {
2155 bb->score += points;
2156 } else {
2157 points = 0;
2160 rb->snprintf(str, 12, "%d points", points);
2161 rb->splash(HZ, str);
2163 /* advance to the next level */
2164 if(!bubbles_nextlevel(bb)) {
2165 return BB_WIN;
2168 bubbles_drawboard(bb);
2169 rb->lcd_update();
2170 rb->snprintf(str, 12, "Level %d", bb->level);
2171 rb->splash(HZ, str);
2172 bubbles_drawboard(bb);
2173 rb->lcd_update();
2175 return BB_NONE;
2178 /*****************************************************************************
2179 * bubbles_recordscore() inserts a high score into the high scores list and
2180 * returns the high score position.
2181 ******************************************************************************/
2182 static void bubbles_recordscore(struct game_context* bb) {
2184 int position;
2186 position = highscore_update(bb->score, bb->level-1, "",
2187 highscores, NUM_SCORES);
2188 if (position != -1)
2190 if (position == 0)
2191 rb->splash(HZ*2, "New High Score");
2192 highscore_show(position, highscores, NUM_SCORES, true);
2196 /*****************************************************************************
2197 * bubbles_loaddata() loads highest level beaten.
2198 ******************************************************************************/
2199 static void bubbles_loaddata(void) {
2200 int fd;
2202 last_highlevel = highlevel = 0;
2203 /* open data file */
2204 fd = rb->open(DATA_FILE, O_RDONLY);
2205 if (fd < 0) return;
2207 /* read in saved game */
2208 if (rb->read(fd, &highlevel, sizeof(highlevel)) < (long)sizeof(highlevel))
2210 highlevel = 0;
2212 if (highlevel >= NUM_LEVELS)
2213 highlevel = NUM_LEVELS-1;
2214 last_highlevel = highlevel;
2216 rb->close(fd);
2219 /*****************************************************************************
2220 * bubbles_savedata() saves the current game state.
2221 ******************************************************************************/
2222 static void bubbles_savedata(void) {
2223 int fd;
2225 if (last_highlevel >= highlevel) /* no need to save */
2226 return;
2228 fd = rb->open(DATA_FILE, O_WRONLY|O_CREAT, 0666);
2229 if (fd < 0) return;
2231 rb->write(fd, &highlevel, sizeof(highlevel));
2233 rb->close(fd);
2236 /*****************************************************************************
2237 * bubbles_loadgame() loads the saved game and returns load success.
2238 ******************************************************************************/
2239 static bool bubbles_loadgame(struct game_context* bb) {
2240 int fd;
2242 bool ret = true;
2243 /* open game file */
2244 fd = rb->open(SAVE_FILE, O_RDONLY);
2245 if(fd < 0) return false;
2247 /* read in saved game */
2248 if(rb->read(fd, bb, sizeof(struct game_context))
2249 < (long)sizeof(struct game_context))
2251 ret = false;
2254 rb->close(fd);
2256 return ret;
2259 /*****************************************************************************
2260 * bubbles_savegame() saves the current game state.
2261 ******************************************************************************/
2262 static void bubbles_savegame(struct game_context* bb) {
2263 int fd;
2265 if (!resume) /* nothing to save */
2266 return;
2267 /* write out the game state to the save file */
2268 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT, 0666);
2269 if (fd < 0)
2271 rb->splash(HZ/2, "Failed to save game");
2272 return;
2274 if (rb->write(fd, bb, sizeof(struct game_context)) <= 0)
2276 rb->splash(HZ/2, "Failed to save game");
2279 rb->close(fd);
2282 /*****************************************************************************
2283 * bubbles_setcolors() set the foreground and background colors.
2284 ******************************************************************************/
2285 static inline void bubbles_setcolors(void) {
2286 #ifdef HAVE_LCD_COLOR
2287 rb->lcd_set_background(LCD_RGBPACK(181,181,222));
2288 rb->lcd_set_foreground(LCD_BLACK);
2289 #endif
2292 /*****************************************************************************
2293 * bubbles_callback() is the default event handler callback which is called
2294 * on usb connect and shutdown.
2295 ******************************************************************************/
2296 static void bubbles_callback(void* param) {
2297 (void) param;
2298 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
2301 /*****************************************************************************
2302 * bubbles_handlebuttons() handles button events during a game.
2303 ******************************************************************************/
2304 static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
2305 int timeout) {
2306 int button;
2307 int buttonres;
2308 long start;
2309 const struct button_mapping *plugin_contexts[]
2310 = { pla_main_ctx,
2311 #ifdef HAVE_REMOTE_LCD
2312 pla_remote_ctx,
2313 #endif
2316 if (timeout < 0)
2317 timeout = 0;
2318 button = pluginlib_getaction(timeout,plugin_contexts,ARRAYLEN(plugin_contexts));
2319 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
2320 /* FIXME: Should probably check remote hold here */
2321 if (rb->button_hold())
2322 button = BUBBLES_PAUSE;
2323 #endif
2325 switch(button){
2326 case BUBBLES_LEFT_REP:
2327 if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP_REP;
2328 case BUBBLES_LEFT: /* change angle to the left */
2329 if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP;
2330 break;
2332 case BUBBLES_RIGHT_REP:
2333 if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP_REP;
2334 case BUBBLES_RIGHT: /* change angle to the right */
2335 if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP;
2336 break;
2338 case BUBBLES_FIRE: /* fire the shot */
2339 case BUBBLES_FIRE_REPEAT:
2340 if(!animblock) {
2341 bb->elapsedlvl += bb->elapsedshot;
2342 bb->elapsedshot = 0;
2343 buttonres = bubbles_fire(bb);
2344 if(buttonres != BB_NONE) return buttonres;
2345 buttonres = bubbles_checklevel(bb);
2346 if(buttonres != BB_NONE) return buttonres;
2347 bb->startedshot = *rb->current_tick;
2349 break;
2351 case BUBBLES_PAUSE: /* pause the game */
2352 start = *rb->current_tick;
2353 rb->splash(0, "Paused");
2355 while(pluginlib_getaction(TIMEOUT_BLOCK,plugin_contexts,
2356 ARRAYLEN(plugin_contexts))
2357 != BUBBLES_PAUSE);
2358 bb->startedshot += *rb->current_tick-start;
2359 bubbles_drawboard(bb);
2360 rb->lcd_update();
2361 break;
2363 case BUBBLES_QUIT1:
2364 case BUBBLES_QUIT2: /* end the game */
2365 if(!animblock) {
2366 resume = true;
2367 return BB_END;
2369 break;
2371 case ACTION_UNKNOWN:
2372 case ACTION_NONE: /* no button pressed */
2373 break;
2375 default:
2376 if(rb->default_event_handler_ex(button, bubbles_callback,
2377 (void*) bb) == SYS_USB_CONNECTED)
2378 return BB_USB;
2379 break;
2382 return BB_NONE;
2385 static int bubbles_menu_cb(int action, const struct menu_item_ex *this_item)
2387 int i = ((intptr_t)this_item);
2388 if(action == ACTION_REQUEST_MENUITEM
2389 && !resume && (i==0))
2390 return ACTION_EXIT_MENUITEM;
2391 return action;
2394 /*****************************************************************************
2395 * bubbles_menu() is the initial menu at the start of the game.
2396 ******************************************************************************/
2397 static int bubbles_menu(struct game_context* bb) {
2398 static unsigned int startlevel = 0;
2399 int selected = 0;
2400 bool startgame = false;
2402 MENUITEM_STRINGLIST(menu,"Bubbles Menu",bubbles_menu_cb,
2403 "Resume Game", "Start New Game",
2404 "Level", "High Scores", "Playback Control",
2405 "Quit without Saving", "Quit");
2407 while(!startgame){
2408 switch (rb->do_menu(&menu, &selected, NULL, false))
2410 case 0: /* resume game */
2411 startgame = true;
2412 if(resume_file)
2413 rb->remove(SAVE_FILE);
2414 resume_file = false;
2415 break;
2416 case 1: /* new game */
2417 bb->level = startlevel;
2418 startgame = true;
2419 resume = false;
2420 resume_file = false;
2421 break;
2422 case 2: /* choose level */
2423 startlevel++;
2424 rb->set_int("Choose start level", "", UNIT_INT, &startlevel,
2425 NULL, 1, 1, highlevel+1, NULL);
2426 startlevel--;
2427 break;
2428 case 3: /* High scores */
2429 highscore_show(-1, highscores, NUM_SCORES, true);
2430 break;
2431 case 4: /* Playback Control */
2432 playback_control(NULL);
2433 break;
2434 case 5: /* quit but don't save */
2435 return BB_QUIT_WITHOUT_SAVING;
2436 case 6: /* save and quit */
2437 return BB_QUIT;
2438 case MENU_ATTACHED_USB:
2439 bubbles_callback(bb);
2440 return BB_USB;
2443 return 0;
2446 /*****************************************************************************
2447 * bubbles() is the main game subroutine, it returns the final game status.
2448 ******************************************************************************/
2449 static int bubbles(struct game_context* bb) {
2450 int buttonres;
2451 long timeout;
2453 /********************
2454 * menu *
2455 ********************/
2456 buttonres = bubbles_menu(bb);
2457 if(buttonres != 0)
2458 return buttonres;
2460 /********************
2461 * init *
2462 ********************/
2463 bubbles_init(bb);
2464 bubbles_drawboard(bb);
2465 rb->lcd_update();
2467 /**********************
2468 * play *
2469 **********************/
2470 bb->startedshot = *rb->current_tick;
2472 while(true) {
2473 /* refresh the board */
2474 bubbles_drawboard(bb);
2475 rb->lcd_update();
2477 /* manange idle framerate */
2478 bb->elapsedshot = *rb->current_tick-bb->startedshot;
2480 if(MAX_SHOTTIME-bb->elapsedshot < HZ/2) {
2481 timeout = MAX_SHOTTIME-bb->elapsedshot;
2482 } else {
2483 timeout = HZ/2;
2486 /* handle button events */
2487 buttonres = bubbles_handlebuttons(bb, false, timeout);
2488 if(buttonres != BB_NONE) return buttonres;
2490 /* handle timing */
2491 bb->elapsedshot = *rb->current_tick-bb->startedshot;
2493 if(bb->elapsedshot > MAX_SHOTTIME) {
2494 bb->elapsedlvl += bb->elapsedshot;
2495 bb->elapsedshot = 0;
2496 buttonres = bubbles_fire(bb);
2497 if(buttonres != BB_NONE) return buttonres;
2498 buttonres = bubbles_checklevel(bb);
2499 if(buttonres != BB_NONE) return buttonres;
2500 bb->startedshot = *rb->current_tick;
2505 /*****************************************************************************
2506 * plugin entry point.
2507 ******************************************************************************/
2508 enum plugin_status plugin_start(const void* parameter) {
2509 static struct game_context bb;
2510 bool exit = false;
2511 enum plugin_status ret = PLUGIN_OK;
2513 (void)parameter;
2515 /* load files */
2516 resume = bubbles_loadgame(&bb);
2517 resume_file = resume;
2518 bubbles_loaddata();
2519 highscore_load(SCORE_FILE, highscores, NUM_SCORES);
2520 rb->lcd_clear_display();
2522 /* start app */
2523 #if LCD_DEPTH > 1
2524 rb->lcd_set_backdrop(NULL);
2525 #endif
2526 rb->lcd_setfont(FONT_SYSFIXED);
2528 while(!exit) {
2529 switch(bubbles(&bb)){
2530 case BB_WIN:
2531 rb->splash(HZ*2, "You Win!");
2532 /* record high level */
2533 highlevel = NUM_LEVELS-1;
2534 /* record high score */
2535 bubbles_recordscore(&bb);
2536 break;
2538 case BB_LOSE:
2539 resume = false;
2540 rb->splash(HZ*2, "Game Over");
2541 /* record high score */
2542 bubbles_recordscore(&bb);
2543 /* fall through to BB_END */
2545 case BB_END:
2546 break;
2548 case BB_USB:
2549 ret = PLUGIN_USB_CONNECTED;
2550 exit = true;
2551 break;
2553 case BB_QUIT:
2554 rb->splash(HZ/3, "Saving game data ...");
2555 bubbles_savegame(&bb);
2556 bubbles_savedata();
2557 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
2558 /* fall through */
2560 case BB_QUIT_WITHOUT_SAVING:
2561 exit = true;
2562 break;
2564 default:
2565 break;
2568 rb->lcd_setfont(FONT_UI);
2569 return ret;
2572 #endif