1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
9 * Copyright (C) 2006, 2008 Malcolm Tyrrell
11 * MazezaM - a Rockbox version of my ZX Spectrum game from 2002
13 * This program is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU General Public License
15 * as published by the Free Software Foundation; either version 2
16 * of the License, or (at your option) any later version.
18 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
19 * KIND, either express or implied.
21 ****************************************************************************/
23 #include "lib/configfile.h"
24 #include "lib/helper.h"
25 #include "lib/playback_control.h"
27 /* Include standard plugin macro */
30 #if (CONFIG_KEYPAD == IPOD_3G_PAD)
31 # define MAZEZAM_MENU BUTTON_MENU
32 # define MAZEZAM_RIGHT BUTTON_RIGHT
33 # define MAZEZAM_LEFT BUTTON_LEFT
34 # define MAZEZAM_UP BUTTON_SCROLL_BACK
35 # define MAZEZAM_DOWN BUTTON_SCROLL_FWD
36 # define MAZEZAM_RIGHT_REPEAT (BUTTON_RIGHT|BUTTON_REPEAT)
37 # define MAZEZAM_LEFT_REPEAT (BUTTON_LEFT|BUTTON_REPEAT)
38 # define MAZEZAM_UP_REPEAT (BUTTON_SCROLL_BACK|BUTTON_REPEAT)
39 # define MAZEZAM_DOWN_REPEAT (BUTTON_SCROLL_FWD|BUTTON_REPEAT)
42 # include "lib/pluginlib_actions.h"
43 # define MAZEZAM_MENU PLA_CANCEL
44 # define MAZEZAM_RIGHT PLA_RIGHT
45 # define MAZEZAM_LEFT PLA_LEFT
46 # define MAZEZAM_UP PLA_UP
47 # define MAZEZAM_DOWN PLA_DOWN
48 # define MAZEZAM_RIGHT_REPEAT PLA_RIGHT_REPEAT
49 # define MAZEZAM_LEFT_REPEAT PLA_LEFT_REPEAT
50 # define MAZEZAM_UP_REPEAT PLA_UP_REPEAT
51 # define MAZEZAM_DOWN_REPEAT PLA_DOWN_REPEAT
52 const struct button_mapping
*plugin_contexts
[]
56 /* All the text is here */
57 #define MAZEZAM_TEXT_GAME_OVER "Game Over"
58 #define MAZEZAM_TEXT_LIVES "Level %d, Lives %d"
59 #define MAZEZAM_TEXT_CHECKPOINT "Checkpoint reached"
60 #define MAZEZAM_TEXT_WELLDONE_TITLE "You have escaped!"
61 #define MAZEZAM_TEXT_WELLDONE_OPTION "Goodbye"
62 #define MAZEZAM_TEXT_MAZEZAM_MENU "MazezaM Menu"
63 #define MAZEZAM_TEXT_RETRY_LEVEL "Retry level"
64 #define MAZEZAM_TEXT_AUDIO_PLAYBACK "Playback Control"
65 #define MAZEZAM_TEXT_QUIT "Quit"
66 #define MAZEZAM_TEXT_BACK "Resume Game"
67 #define MAZEZAM_TEXT_MAIN_MENU "MazezaM"
68 #define MAZEZAM_TEXT_CONTINUE "Play from checkpoint"
69 #define MAZEZAM_TEXT_PLAY_NEW_GAME "Start New Game"
71 #define MAZEZAM_START_LIVES 3 /* how many lives at game start */
72 #define MAZEZAM_FIRST_CHECKPOINT 3 /* The level at the first checkpoint */
73 #define MAZEZAM_CHECKPOINT_INTERVAL 4 /* A checkpoint every _ levels */
76 #define MAZEZAM_HEADING_COLOR LCD_RGBPACK(255,255, 0) /* Yellow */
77 #define MAZEZAM_BORDER_COLOR LCD_RGBPACK( 0, 0,255) /* Blue */
78 #define MAZEZAM_COLOR LCD_RGBPACK(255,255,255) /* White */
79 #define MAZEZAM_BG_COLOR LCD_RGBPACK( 0, 0, 0) /* Black */
80 #define MAZEZAM_WALL_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
81 #define MAZEZAM_PLAYER_COLOR LCD_RGBPACK(255,255,255) /* White */
82 #define MAZEZAM_GATE_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
84 /* the rows are coloured sequentially */
85 #define MAZEZAM_NUM_CHUNK_COLORS 8
86 static const unsigned chunk_colors
[MAZEZAM_NUM_CHUNK_COLORS
] = {
87 LCD_RGBPACK(255,192, 32), /* Orange */
88 LCD_RGBPACK(255, 0, 0), /* Red */
89 LCD_RGBPACK( 0,255, 0), /* Green */
90 LCD_RGBPACK( 0,255,255), /* Cyan */
91 LCD_RGBPACK(255,175,175), /* Pink */
92 LCD_RGBPACK(255,255, 0), /* Yellow */
93 LCD_RGBPACK( 0, 0,255), /* Blue */
94 LCD_RGBPACK(255, 0,255), /* Magenta */
99 #define MAZEZAM_HEADING_GRAY LCD_BLACK
100 #define MAZEZAM_BORDER_GRAY LCD_DARKGRAY
101 #define MAZEZAM_GRAY LCD_BLACK
102 #define MAZEZAM_BG_GRAY LCD_WHITE
103 #define MAZEZAM_WALL_GRAY LCD_DARKGRAY
104 #define MAZEZAM_PLAYER_GRAY LCD_BLACK
105 #define MAZEZAM_GATE_GRAY LCD_BLACK
106 #define MAZEZAM_CHUNK_EDGE_GRAY LCD_BLACK
108 #define MAZEZAM_NUM_CHUNK_GRAYS 2
109 static const unsigned chunk_gray
[MAZEZAM_NUM_CHUNK_GRAYS
] = {
113 /* darker version of the above */
114 static const unsigned chunk_gray_shade
[MAZEZAM_NUM_CHUNK_GRAYS
] = {
120 #define MAZEZAM_DELAY_CHECKPOINT HZ
121 #define MAZEZAM_DELAY_LIVES HZ
122 #define MAZEZAM_DELAY_GAME_OVER (3 * HZ) / 2
124 /* maximum height of a level */
125 #define MAZEZAM_MAX_LINES 11
126 /* maximum number of chunks on a line */
127 #define MAZEZAM_MAX_CHUNKS 5
129 /* A structure for storing level data in unparsed form */
130 struct mazezam_level
{
131 short height
; /* the number of lines */
132 short width
; /* the width */
133 short entrance
; /* the line on which the entrance lies */
134 short exit
; /* the line on which the exit lies */
135 char *line
[MAZEZAM_MAX_LINES
]; /* the chunk data in string form */
138 /* The number of levels. */
139 #define MAZEZAM_NUM_LEVELS 10
141 /* The levels. In theory, they could be stored in a file so this data
142 * structure should not be accessed outside parse_level()
144 * These levels are copyright (C) 2002 Malcolm Tyrrell. They're
145 * probably covered by the GPL as they constitute part of the source
146 * code of this plugin, but you may distibute them seperately with
147 * other Free Software if you want. You can download them from:
148 * http://webpages.dcu.ie/~tyrrelma/MazezaM.
150 static const struct mazezam_level level_data
[MAZEZAM_NUM_LEVELS
] = {
151 {2,7,0,0,{" $ $"," $ $$"}},
152 {3,8,2,1,{" $ $$$"," $ $ $"," $ $ $"}},
153 {4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
155 {6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$"}},
156 {6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
157 "$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $"}},
158 {11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
159 " $ $"," $ $","$ $$"," $"}},
160 {7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
161 "$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
163 {4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
165 {7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
167 {10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
168 " $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
169 " $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
173 /* This data structure which holds information about the rows */
175 /* the number of chunks on a line */
176 short l_num
[MAZEZAM_MAX_LINES
];
177 /* the width of a chunk */
178 short c_width
[MAZEZAM_MAX_LINES
][MAZEZAM_MAX_CHUNKS
];
179 /* the inset of a chunk */
180 short c_inset
[MAZEZAM_MAX_LINES
][MAZEZAM_MAX_CHUNKS
];
183 /* Parsed level data */
189 struct chunk_data cd
;
192 /* The state variable used to hold the state of the plugin */
194 STATE_QUIT
, /* The player wants to quit */
195 STATE_USB_CONNECTED
, /* A USB cable has been inserted */
196 STATE_PARSE_ERROR
, /* There's a parse error in the levels */
197 STATE_WELLDONE
, /* The player has finished the game */
199 STATE_IN_APPLICATION
,
201 STATE_MAIN_MENU
/* The player is at the main menu */
202 = STATE_IN_APPLICATION
,
203 STATE_GAME_OVER
, /* The player is out of lives */
207 STATE_COMPLETED
/* A level has been completed */
210 STATE_FAILED
, /* The player wants to retry the level */
211 STATE_GAME_MENU
, /* The player wan't to access the in-game menu */
216 /* The various constants needed for configuration files.
217 * See apps/plugins/lib/configfile.*
219 #define MAZEZAM_CONFIG_FILENAME "mazezam.data"
220 #define MAZEZAM_CONFIG_NUM_ITEMS 1
221 #define MAZEZAM_CONFIG_VERSION 0
222 #define MAZEZAM_CONFIG_MINVERSION 0
223 #define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"
225 /* A structure containing the data that is written to
226 * the configuration file
229 int level
; /* level at which to restart the game */
233 /* Store the display settings so they are reintroduced during menus */
241 /*****************************************************************************
242 * Store the LCD settings
243 ******************************************************************************/
244 static void store_lcd_settings(void)
246 /* Store the old settings */
248 lcd_settings
.backdrop
= rb
->lcd_get_backdrop();
249 lcd_settings
.foreground
= rb
->lcd_get_foreground();
250 lcd_settings
.background
= rb
->lcd_get_background();
254 /*****************************************************************************
255 * Restore the LCD settings to their defaults
256 ******************************************************************************/
257 static void restore_lcd_settings(void) {
258 /* Turn on backlight timeout (revert to settings) */
259 backlight_use_settings(); /* backlight control in lib/helper.c */
261 /* Restore the old settings */
263 rb
->lcd_set_foreground(lcd_settings
.foreground
);
264 rb
->lcd_set_background(lcd_settings
.background
);
265 rb
->lcd_set_backdrop(lcd_settings
.backdrop
);
269 /*****************************************************************************
270 * Adjust the LCD settings to suit MazezaM levels
271 ******************************************************************************/
272 static void plugin_lcd_settings(void) {
273 /* Turn off backlight timeout */
274 backlight_force_on(); /* backlight control in lib/helper.c */
276 /* Set the new settings */
277 #ifdef HAVE_LCD_COLOR
278 rb
->lcd_set_background(MAZEZAM_BG_COLOR
);
279 rb
->lcd_set_backdrop(NULL
);
281 rb
->lcd_set_background(MAZEZAM_BG_GRAY
);
282 rb
->lcd_set_backdrop(NULL
);
286 /*****************************************************************************
287 * Parse the level data from the level_data structure. This could be
288 * replaced by a file read. Returns true if the level parsed correctly.
289 ******************************************************************************/
290 static bool parse_level(short level
, struct level_info
* li
)
295 li
->width
= level_data
[level
].width
;
296 li
->height
= level_data
[level
].height
;
297 li
->entrance
= level_data
[level
].entrance
;
298 li
->exit
= level_data
[level
].exit
;
300 /* for each line in the level */
301 for (i
= 0; i
<level_data
[level
].height
; i
++) {
302 if (level_data
[level
].line
[i
] == NULL
)
307 clast
= ' '; /* the character we last considered */
308 while ((c
= level_data
[level
].line
[i
][j
]) != '\0') {
311 li
->cd
.l_num
[i
] += 1;
312 if (li
->cd
.l_num
[i
] > MAZEZAM_MAX_CHUNKS
)
314 li
->cd
.c_inset
[i
][li
->cd
.l_num
[i
] - 1] = j
;
315 li
->cd
.c_width
[i
][li
->cd
.l_num
[i
] - 1] = 1;
318 li
->cd
.c_width
[i
][li
->cd
.l_num
[i
] - 1] += 1;
328 /*****************************************************************************
329 * Draw the walls of a level
330 ******************************************************************************/
331 static void draw_walls(
340 #ifdef HAVE_LCD_COLOR
341 rb
->lcd_set_foreground(MAZEZAM_WALL_COLOR
);
343 rb
->lcd_set_foreground(MAZEZAM_WALL_GRAY
);
345 /* draw the upper wall */
346 rb
->lcd_fillrect(0,0,xOff
,yOff
+(size
*entrance
));
347 rb
->lcd_fillrect(xOff
,0,size
*width
,yOff
);
348 rb
->lcd_fillrect(xOff
+(size
*width
),0,LCD_WIDTH
-xOff
-(size
*width
),
351 /* draw the lower wall */
352 rb
->lcd_fillrect(0,yOff
+(size
*entrance
)+size
,xOff
,
353 LCD_HEIGHT
-yOff
-(size
*entrance
)-size
);
354 rb
->lcd_fillrect(xOff
,yOff
+(size
*height
),size
*width
,
355 LCD_HEIGHT
-yOff
-(size
*height
));
356 /* Note: the exit is made one pixel thinner than necessary as a visual
357 * clue that chunks cannot be pushed into it
359 rb
->lcd_fillrect(xOff
+(size
*width
),yOff
+(size
*exit
)+size
-1,
360 LCD_WIDTH
-xOff
+(size
*width
),
361 LCD_HEIGHT
-yOff
-(size
*exit
)-size
+1);
364 /*****************************************************************************
366 ******************************************************************************/
367 static void draw_row(
372 short i
, /* the row number */
373 struct chunk_data
*cd
, /* the data about the chunks */
374 short *shift
/* an array of the horizontal offset of the lines */
377 /* The assignment below is just a hack to make supress a warning on
378 * non color targets */
380 #ifndef HAVE_LCD_COLOR
381 /* We #def these out to supress a compiler warning */
387 #ifdef HAVE_LCD_COLOR
388 /* adding width to i should have a fixed, but randomising effect on
389 * the choice of the colours of the top line of chunks
391 rb
->lcd_set_foreground(chunk_colors
[(i
+width
) %
392 MAZEZAM_NUM_CHUNK_COLORS
]);
394 for (j
= 0; j
<cd
->l_num
[i
]; j
++) {
395 #ifdef HAVE_LCD_COLOR
396 rb
->lcd_fillrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
397 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
399 rb
->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY
);
400 rb
->lcd_drawrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
401 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
404 rb
->lcd_set_foreground(chunk_gray_shade
[(i
+width
) %
405 MAZEZAM_NUM_CHUNK_GRAYS
]);
406 rb
->lcd_hline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+1,
407 xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
408 cd
->c_width
[i
][j
]*size
-3,
410 rb
->lcd_vline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
411 cd
->c_width
[i
][j
]*size
-2,
416 rb
->lcd_set_foreground(chunk_gray
[(i
+width
) %
417 MAZEZAM_NUM_CHUNK_GRAYS
]);
418 for (k
= yOff
+size
*i
+2; k
< yOff
+size
*i
+size
-2; k
+= 2)
419 rb
->lcd_hline(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+2,
420 xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
421 cd
->c_width
[i
][j
]*size
-3,k
);
423 rb
->lcd_drawrect(xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
],
424 yOff
+size
*i
, cd
->c_width
[i
][j
]*size
,size
);
425 for (k
= xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+2;
426 k
< xOff
+size
*shift
[i
]+size
*cd
->c_inset
[i
][j
]+
427 cd
->c_width
[i
][j
]*size
;
429 for (l
= yOff
+size
*i
+2; l
< yOff
+size
*i
+size
; l
+= 2 + (i
& 1))
430 rb
->lcd_drawpixel(k
, l
);
435 /*****************************************************************************
437 ******************************************************************************/
438 static void draw_player(
445 /* For drawing the player, taken from the sokoban plugin */
446 short max
= size
- 1;
447 short middle
= max
/ 2;
448 short ldelta
= (middle
+ 1) / 2;
450 /* draw the player (mostly copied from the sokoban plugin) */
451 #ifdef HAVE_LCD_COLOR
452 rb
->lcd_set_foreground(MAZEZAM_PLAYER_COLOR
);
454 rb
->lcd_set_foreground(MAZEZAM_PLAYER_GRAY
);
456 rb
->lcd_hline(xOff
+size
*x
, xOff
+size
*x
+max
, yOff
+size
*y
+middle
);
457 rb
->lcd_vline(xOff
+size
*x
+middle
, yOff
+size
*y
, yOff
+size
*y
+max
-ldelta
);
458 rb
->lcd_drawline(xOff
+size
*x
+middle
, yOff
+size
*y
+max
-ldelta
,
459 xOff
+size
*x
+middle
-ldelta
, yOff
+size
*y
+max
);
460 rb
->lcd_drawline(xOff
+size
*x
+middle
, yOff
+size
*y
+max
-ldelta
,
461 xOff
+size
*x
+middle
+ldelta
, yOff
+size
*y
+max
);
464 /*****************************************************************************
466 ******************************************************************************/
467 static void draw_gate(
473 short third
= size
/ 3;
474 short twothirds
= (2 * size
) / 3;
475 #ifdef HAVE_LCD_COLOR
476 rb
->lcd_set_foreground(MAZEZAM_GATE_COLOR
);
478 rb
->lcd_set_foreground(MAZEZAM_GATE_GRAY
);
480 rb
->lcd_hline(xOff
-size
,xOff
-1,yOff
+entrance
*size
+third
);
481 rb
->lcd_hline(xOff
-size
,xOff
-1,yOff
+entrance
*size
+twothirds
);
482 rb
->lcd_vline(xOff
-size
+third
,yOff
+entrance
*size
,
483 yOff
+entrance
*size
+size
-1);
484 rb
->lcd_vline(xOff
-size
+twothirds
,yOff
+entrance
*size
,
485 yOff
+entrance
*size
+size
-1);
488 /*****************************************************************************
490 ******************************************************************************/
491 static void draw_level(
492 struct level_info
* li
,
493 short *shift
, /* an array of the horizontal offset of the lines */
494 short x
, /* player's x and y coords */
497 /* First we calculate the draw info */
498 /* The number of pixels the side of a square should be */
499 short size
= (LCD_WIDTH
/(li
->width
+2)) < (LCD_HEIGHT
/li
->height
) ?
500 (LCD_WIDTH
/(li
->width
+2)) : (LCD_HEIGHT
/li
->height
);
501 /* The x and y position (in pixels) of the top left corner of the
504 short xOff
= (LCD_WIDTH
- (size
*li
->width
))/2;
505 short yOff
= (LCD_HEIGHT
- (size
*li
->height
))/2;
508 rb
->lcd_clear_display();
510 draw_walls(size
,xOff
,yOff
,li
->width
, li
->height
, li
->entrance
, li
->exit
);
512 /* draw the chunks */
513 for (i
= 0; i
<li
->height
; i
++) {
514 draw_row(size
,xOff
,yOff
,li
->width
,i
,&(li
->cd
),shift
);
517 draw_player(size
,xOff
,yOff
,x
,y
);
519 /* if the player has moved into the level, draw the gate */
521 draw_gate(size
,xOff
,yOff
,li
->entrance
);
524 /*****************************************************************************
525 * Manage the congratulations screen
526 ******************************************************************************/
527 static void welldone_screen(void)
529 int start_selection
= 0;
531 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_WELLDONE_TITLE
,NULL
,
532 MAZEZAM_TEXT_WELLDONE_OPTION
);
534 switch(rb
->do_menu(&menu
, &start_selection
, NULL
, true)){
535 case MENU_ATTACHED_USB
:
536 state
= STATE_USB_CONNECTED
;
541 /*****************************************************************************
542 * Manage the playing of a level
543 ******************************************************************************/
544 static void level_loop(struct level_info
* li
, short* shift
, short *x
, short *y
)
548 bool blocked
; /* is there a chunk in the way of the player? */
550 while (state
>= STATE_IN_LEVEL
) {
551 draw_level(li
, shift
, *x
, *y
);
553 #ifdef __PLUGINLIB_ACTIONS_H__
554 button
= pluginlib_getaction(TIMEOUT_BLOCK
, plugin_contexts
,
555 ARRAYLEN(plugin_contexts
));
557 button
= rb
->button_get(true);
563 case MAZEZAM_UP_REPEAT
:
564 if ((*y
> 0) && (*x
>= 0) && (*x
< li
->width
)) {
565 for (i
= 0; i
< li
->cd
.l_num
[*y
-1]; i
++)
567 ((*x
>=shift
[*y
-1]+li
->cd
.c_inset
[*y
-1][i
]) &&
568 (*x
<shift
[*y
-1]+li
->cd
.c_inset
[*y
-1][i
]+
569 li
->cd
.c_width
[*y
-1][i
]));
570 if (!blocked
) *y
-= 1;
575 case MAZEZAM_DOWN_REPEAT
:
576 if ((*y
< li
->height
-1) && (*x
>= 0) && (*x
< li
->width
)) {
577 for (i
= 0; i
< li
->cd
.l_num
[*y
+1]; i
++)
579 ((*x
>=shift
[*y
+1]+li
->cd
.c_inset
[*y
+1][i
]) &&
580 (*x
<shift
[*y
+1]+li
->cd
.c_inset
[*y
+1][i
]+
581 li
->cd
.c_width
[*y
+1][i
]));
582 if (!blocked
) *y
+= 1;
587 case MAZEZAM_LEFT_REPEAT
:
589 for (i
= 0; i
< li
->cd
.l_num
[*y
]; i
++)
591 (*x
== shift
[*y
]+li
->cd
.c_inset
[*y
][i
]+
592 li
->cd
.c_width
[*y
][i
]);
593 if (!blocked
) *x
-= 1;
594 else if (shift
[*y
] + li
->cd
.c_inset
[*y
][0] > 0) {
602 case MAZEZAM_RIGHT_REPEAT
:
603 if (*x
< li
->width
-1) {
604 for (i
= 0; i
< li
->cd
.l_num
[*y
]; i
++)
606 (*x
+1 == shift
[*y
]+li
->cd
.c_inset
[*y
][i
]);
607 if (!blocked
) *x
+= 1;
609 + li
->cd
.c_inset
[*y
][li
->cd
.l_num
[*y
]-1]
610 + li
->cd
.c_width
[*y
][li
->cd
.l_num
[*y
]-1]
616 else if (*x
== li
->width
) state
= STATE_COMPLETED
;
617 else if (*y
== li
->exit
) *x
+= 1;
621 state
= STATE_GAME_MENU
;
625 if (rb
->default_event_handler(button
) == SYS_USB_CONNECTED
)
626 state
= STATE_USB_CONNECTED
;
632 /*****************************************************************************
633 * Manage the in game menu
634 ******************************************************************************/
635 static void in_game_menu(void)
637 /* The initial option is retry level */
638 int start_selection
= 1;
640 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_MAZEZAM_MENU
, NULL
,
642 MAZEZAM_TEXT_RETRY_LEVEL
,
643 MAZEZAM_TEXT_AUDIO_PLAYBACK
,
646 /* Don't show the status bar */
647 switch(rb
->do_menu(&menu
, &start_selection
, NULL
, false)){
649 state
= STATE_FAILED
;
652 case 2: /* Audio playback */
653 playback_control(NULL
);
654 state
= STATE_IN_LEVEL
;
661 case MENU_ATTACHED_USB
:
662 state
= STATE_USB_CONNECTED
;
666 state
= STATE_IN_LEVEL
;
671 /*****************************************************************************
672 * Is the level a checkpoint
673 ******************************************************************************/
674 static bool at_checkpoint(int level
)
676 if (level
<= MAZEZAM_FIRST_CHECKPOINT
)
677 return level
== MAZEZAM_FIRST_CHECKPOINT
;
679 level
= level
- MAZEZAM_FIRST_CHECKPOINT
;
680 return level
% MAZEZAM_CHECKPOINT_INTERVAL
== 0;
684 /*****************************************************************************
685 * Set up and play a level
686 * new_level should be true if this is the first time we've encountered
688 ******************************************************************************/
689 static void play_level(short level
, short lives
, bool new_level
)
691 struct level_info li
;
692 short shift
[MAZEZAM_MAX_LINES
]; /* amount each line has been shifted */
696 state
= STATE_IN_LEVEL
;
698 if (!(parse_level(level
,&li
)))
699 state
= STATE_PARSE_ERROR
;
701 for (i
= 0; i
< li
.height
; i
++)
707 plugin_lcd_settings();
708 rb
->lcd_clear_display();
710 draw_level(&li
, shift
, x
, y
);
712 /* If we've just reached a checkpoint, then alert the player */
713 if (new_level
&& at_checkpoint(level
)) {
714 rb
->splash(MAZEZAM_DELAY_CHECKPOINT
, MAZEZAM_TEXT_CHECKPOINT
);
715 /* Clear the splash */
716 draw_level(&li
, shift
, x
, y
);
719 #ifdef HAVE_REMOTE_LCD
720 /* Splash text seems to use the remote display by
721 * default. I suppose I better keep it tidy!
723 rb
->lcd_remote_clear_display();
725 rb
->splashf(MAZEZAM_DELAY_LIVES
, MAZEZAM_TEXT_LIVES
,
728 /* ensure keys pressed during the splash screen are ignored */
729 rb
->button_clear_queue();
731 /* this little loop just ensures we return to the game if the player
732 * doesn't perform an interesting action during the in game menu */
733 while (state
>= STATE_IN_LEVEL
) {
734 level_loop(&li
, shift
, &x
, &y
);
736 if (state
== STATE_GAME_MENU
) {
737 restore_lcd_settings();
739 plugin_lcd_settings();
742 restore_lcd_settings();
745 /*****************************************************************************
746 * Update the resume data based on the level reached
747 ******************************************************************************/
748 static void update_resume_data(struct resume_data
*r
, int level
)
750 if (at_checkpoint(level
))
754 /*****************************************************************************
755 * The loop which manages a full game of MazezaM.
756 ******************************************************************************/
757 static void game_loop(struct resume_data
*r
)
759 int level
= r
->level
;
760 int lives
= MAZEZAM_START_LIVES
;
761 /* We want to know when a player reaches a level for the first time,
762 * so we keep a second copy of the level. */
763 int old_level
= level
;
765 state
= STATE_IN_GAME
;
767 while (state
>= STATE_IN_GAME
)
769 play_level(level
, lives
, old_level
< level
);
773 case STATE_COMPLETED
:
775 if (level
== MAZEZAM_NUM_LEVELS
)
776 state
= STATE_WELLDONE
;
782 state
= STATE_GAME_OVER
;
789 update_resume_data(r
,level
);
793 case STATE_GAME_OVER
:
794 #ifdef HAVE_REMOTE_LCD
795 /* Splash text seems to use the remote display by
796 * default. I suppose I better keep it tidy!
798 rb
->lcd_remote_clear_display();
800 rb
->splash(MAZEZAM_DELAY_GAME_OVER
, MAZEZAM_TEXT_GAME_OVER
);
813 /*****************************************************************************
814 * Load the resume data from the config file. The data is
815 * stored in both r and old.
816 ******************************************************************************/
817 static void resume_load_data (struct resume_data
*r
, struct resume_data
*old
)
819 struct configdata config
[] = {
820 {TYPE_INT
,0,MAZEZAM_NUM_LEVELS
-1, { .int_p
= &(r
->level
) },
821 MAZEZAM_CONFIG_LEVELS_NAME
,NULL
}
824 if (configfile_load(MAZEZAM_CONFIG_FILENAME
,config
,
825 MAZEZAM_CONFIG_NUM_ITEMS
, MAZEZAM_CONFIG_VERSION
) < 0)
827 /* an extra precaution */
828 else if ((r
->level
< 0) || (MAZEZAM_NUM_LEVELS
<= r
->level
))
831 old
->level
= r
->level
;
834 /*****************************************************************************
835 * Save the resume data in the config file, but only if necessary
836 ******************************************************************************/
837 static void resume_save_data (struct resume_data
*r
, struct resume_data
*old
)
839 struct configdata config
[] = {
840 {TYPE_INT
,0,MAZEZAM_NUM_LEVELS
-1, {.int_p
= &(r
->level
) },
841 MAZEZAM_CONFIG_LEVELS_NAME
,NULL
}
844 /* To reduce disk usage, only write the file if the resume data has
847 if (old
->level
!= r
->level
)
848 configfile_save(MAZEZAM_CONFIG_FILENAME
,config
,
849 MAZEZAM_CONFIG_NUM_ITEMS
, MAZEZAM_CONFIG_MINVERSION
);
852 /*****************************************************************************
853 * Manages the main menu
854 ******************************************************************************/
855 static bool have_continue
;
856 static int main_menu_cb(int action
, const struct menu_item_ex
*this_item
)
858 if(action
== ACTION_REQUEST_MENUITEM
859 && !have_continue
&& ((intptr_t)this_item
)==0)
860 return ACTION_EXIT_MENUITEM
;
863 static void main_menu(void)
865 /* The initial option is "play game" */
866 int start_selection
= 0;
868 struct resume_data r_data
, old_data
;
871 resume_load_data(&r_data
, &old_data
);
873 MENUITEM_STRINGLIST(menu
,MAZEZAM_TEXT_MAIN_MENU
,main_menu_cb
,
874 MAZEZAM_TEXT_CONTINUE
,
875 MAZEZAM_TEXT_PLAY_NEW_GAME
,
876 MAZEZAM_TEXT_AUDIO_PLAYBACK
,
879 while (state
>= STATE_IN_APPLICATION
) {
880 have_continue
= (r_data
.level
!= 0);
881 choice
= rb
->do_menu(&menu
, &start_selection
, NULL
, false);
884 case 0: /* Continue */
885 state
= STATE_IN_GAME
;
889 case 1: /* Play new game */
891 state
= STATE_IN_GAME
;
895 case 2: /* Audio playback */
896 playback_control(NULL
);
899 case MENU_ATTACHED_USB
:
900 state
= STATE_USB_CONNECTED
;
909 /* I'm not sure if it's appropriate to write to disk on USB events.
910 * Currently, I do so.
912 resume_save_data(&r_data
, &old_data
);
915 /*****************************************************************************
917 ******************************************************************************/
918 enum plugin_status
plugin_start(const void* parameter
)
920 enum plugin_status plugin_state
;
922 /* Usual plugin stuff */
925 store_lcd_settings();
927 state
= STATE_MAIN_MENU
;
931 case STATE_USB_CONNECTED
:
932 plugin_state
= PLUGIN_USB_CONNECTED
;
935 case STATE_PARSE_ERROR
:
936 plugin_state
= PLUGIN_ERROR
;
940 plugin_state
= PLUGIN_OK
;