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authorZakk Roberts <midk@rockbox.org>2007-01-02 02:00:15 +0000
committerZakk Roberts <midk@rockbox.org>2007-01-02 02:00:15 +0000
commite367ec3a3870a63a12725a625000449c663dd19b (patch)
tree8af2d1c0899615629f1e01ef502e691d4cd327cf
parentf8fcbafd129a6f56730f59e6ef2a63a521929e41 (diff)
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Patch #5416 by Malcolm Tyrrell - Mazezam, a puzzle game. Move sliding blocks horizontally to reach the exit of each level. Should work on all bitmap-LCD targets.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11882 a1c6a512-1295-4272-9138-f99709370657
-rw-r--r--apps/plugins/SOURCES1
-rw-r--r--apps/plugins/mazezam.c1127
-rw-r--r--docs/CREDITS1
3 files changed, 1129 insertions, 0 deletions
diff --git a/apps/plugins/SOURCES b/apps/plugins/SOURCES
index 9a2b490211..413e5217c3 100644
--- a/apps/plugins/SOURCES
+++ b/apps/plugins/SOURCES
@@ -36,6 +36,7 @@ flipit.c
#ifdef HAVE_LCD_BITMAP /* Not for the Player */
disktidy.c
+mazezam.c
text_editor.c
/* Plugins needing the grayscale lib on low-depth LCDs */
diff --git a/apps/plugins/mazezam.c b/apps/plugins/mazezam.c
new file mode 100644
index 0000000000..2a8afc37ab
--- /dev/null
+++ b/apps/plugins/mazezam.c
@@ -0,0 +1,1127 @@
+/***************************************************************************
+ * __________ __ ___.
+ * Open \______ \ ____ ____ | | _\_ |__ _______ ___
+ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
+ * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
+ * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
+ * \/ \/ \/ \/ \/
+ * ### line of auto-generated stuff I don't understand ###
+ *
+ * Copyright (C) 2006 Malcolm Tyrrell
+ *
+ * MazezaM - a Rockbox version of my ZX Spectrum game from 2002
+ *
+ * All files in this archive are subject to the GNU General Public License.
+ * See the file COPYING in the source tree root for full license agreement.
+ *
+ * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
+ * KIND, either express or implied.
+ *
+ ****************************************************************************/
+#include "plugin.h"
+#include "configfile.h"
+
+/* Include standard plugin macro */
+PLUGIN_HEADER
+
+static struct plugin_api* rb;
+
+#if CONFIG_KEYPAD == RECORDER_PAD
+#define MAZEZAM_UP BUTTON_UP
+#define MAZEZAM_DOWN BUTTON_DOWN
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_PLAY
+
+#define MAZEZAM_RETRY BUTTON_F1
+#define MAZEZAM_RETRY_KEYNAME "[F1]"
+#define MAZEZAM_QUIT BUTTON_OFF
+#define MAZEZAM_QUIT_KEYNAME "[OFF]"
+
+#elif CONFIG_KEYPAD == ONDIO_PAD
+#define MAZEZAM_UP BUTTON_UP
+#define MAZEZAM_DOWN BUTTON_DOWN
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_RIGHT
+
+#define MAZEZAM_RETRY BUTTON_MENU
+#define MAZEZAM_RETRY_KEYNAME "[MENU]"
+#define MAZEZAM_QUIT BUTTON_OFF
+#define MAZEZAM_QUIT_KEYNAME "[OFF]"
+
+#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
+#define MAZEZAM_UP BUTTON_UP
+#define MAZEZAM_DOWN BUTTON_DOWN
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_SELECT
+
+#define MAZEZAM_RETRY BUTTON_REC
+#define MAZEZAM_RETRY_KEYNAME "[REC]"
+#define MAZEZAM_QUIT BUTTON_POWER
+#define MAZEZAM_QUIT_KEYNAME "[POWER]"
+
+#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
+ (CONFIG_KEYPAD == IPOD_3G_PAD)
+#define MAZEZAM_UP BUTTON_MENU
+#define MAZEZAM_DOWN BUTTON_PLAY
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_SELECT
+
+#define MAZEZAM_RETRY BUTTON_SELECT
+#define MAZEZAM_RETRY_KEYNAME "[SELECT]"
+#define MAZEZAM_QUIT (BUTTON_SELECT | BUTTON_REPEAT)
+#define MAZEZAM_QUIT_KEYNAME "[SELECT] (held)"
+
+#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
+ (CONFIG_KEYPAD == IRIVER_H300_PAD)
+#define MAZEZAM_UP BUTTON_UP
+#define MAZEZAM_DOWN BUTTON_DOWN
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_SELECT
+
+#define MAZEZAM_RETRY BUTTON_ON
+#define MAZEZAM_RETRY_KEYNAME "[ON]"
+#define MAZEZAM_QUIT BUTTON_OFF
+#define MAZEZAM_QUIT_KEYNAME "[OFF]"
+
+#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
+#define MAZEZAM_UP BUTTON_UP
+#define MAZEZAM_DOWN BUTTON_DOWN
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_SELECT
+
+#define MAZEZAM_RETRY BUTTON_MENU
+#define MAZEZAM_RETRY_KEYNAME "[MENU]"
+#define MAZEZAM_QUIT BUTTON_A
+#define MAZEZAM_QUIT_KEYNAME "[A]"
+
+#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
+#define MAZEZAM_UP BUTTON_UP
+#define MAZEZAM_DOWN BUTTON_DOWN
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_SELECT
+
+#define MAZEZAM_RETRY BUTTON_REC
+#define MAZEZAM_RETRY_KEYNAME "[REC]"
+#define MAZEZAM_QUIT BUTTON_POWER
+#define MAZEZAM_QUIT_KEYNAME "[POWER]"
+
+#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
+#define MAZEZAM_UP BUTTON_SCROLL_UP
+#define MAZEZAM_DOWN BUTTON_SCROLL_DOWN
+#define MAZEZAM_LEFT BUTTON_LEFT
+#define MAZEZAM_RIGHT BUTTON_RIGHT
+#define MAZEZAM_SELECT BUTTON_PLAY
+
+#define MAZEZAM_RETRY BUTTON_PLAY
+#define MAZEZAM_RETRY_KEYNAME "[PLAY]"
+#define MAZEZAM_QUIT BUTTON_POWER
+#define MAZEZAM_QUIT_KEYNAME "[POWER]"
+
+#endif
+
+/* The gap for the border around the heading in text pages. In fact, 2 is
+ * really the only acceptable value.
+ */
+#define MAZEZAM_MENU_BORDER 2
+#define MAZEZAM_EXTRA_LIFE 2 /* get an extra life every _ levels */
+#define MAZEZAM_START_LIVES 3 /* how many lives at game start */
+
+#ifdef HAVE_LCD_COLOR
+#define MAZEZAM_HEADING_COLOR LCD_RGBPACK(255,255, 0) /* Yellow */
+#define MAZEZAM_BORDER_COLOR LCD_RGBPACK( 0, 0,255) /* Blue */
+#define MAZEZAM_TEXT_COLOR LCD_RGBPACK(255,255,255) /* White */
+#define MAZEZAM_BG_COLOR LCD_RGBPACK( 0, 0, 0) /* Black */
+#define MAZEZAM_WALL_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
+#define MAZEZAM_PLAYER_COLOR LCD_RGBPACK(255,255,255) /* White */
+#define MAZEZAM_GATE_COLOR LCD_RGBPACK(100,100,100) /* Dark gray */
+
+/* the rows are coloured sequentially */
+#define MAZEZAM_NUM_CHUNK_COLORS 8
+static const unsigned chunk_colors[MAZEZAM_NUM_CHUNK_COLORS] = {
+ LCD_RGBPACK(255,192, 32), /* Orange */
+ LCD_RGBPACK(255, 0, 0), /* Red */
+ LCD_RGBPACK( 0,255, 0), /* Green */
+ LCD_RGBPACK( 0,255,255), /* Cyan */
+ LCD_RGBPACK(255,175,175), /* Pink */
+ LCD_RGBPACK(255,255, 0), /* Yellow */
+ LCD_RGBPACK( 0, 0,255), /* Blue */
+ LCD_RGBPACK(255, 0,255), /* Magenta */
+};
+
+#elif LCD_DEPTH > 1
+
+#define MAZEZAM_HEADING_GRAY LCD_BLACK
+#define MAZEZAM_BORDER_GRAY LCD_DARKGRAY
+#define MAZEZAM_TEXT_GRAY LCD_BLACK
+#define MAZEZAM_BG_GRAY LCD_WHITE
+#define MAZEZAM_WALL_GRAY LCD_DARKGRAY
+#define MAZEZAM_PLAYER_GRAY LCD_BLACK
+#define MAZEZAM_GATE_GRAY LCD_BLACK
+#define MAZEZAM_CHUNK_EDGE_GRAY LCD_BLACK
+
+#define MAZEZAM_NUM_CHUNK_GRAYS 2
+static const unsigned chunk_gray[MAZEZAM_NUM_CHUNK_GRAYS] = {
+ LCD_LIGHTGRAY,
+ LCD_DARKGRAY,
+};
+/* darker version of the above */
+static const unsigned chunk_gray_shade[MAZEZAM_NUM_CHUNK_GRAYS] = {
+ LCD_DARKGRAY,
+ LCD_BLACK,
+};
+#endif
+
+#define MAZEZAM_GAMEOVER_TEXT "Game Over"
+#define MAZEZAM_GAMEOVER_DELAY (3 * HZ) / 2
+#define MAZEZAM_LEVEL_LIVES_TEXT "Level %d, Lives %d"
+#define MAZEZAM_LEVEL_LIVES_DELAY HZ
+#define MAZEZAM_WELLDONE_DELAY 4 * HZ
+
+/* The maximum number of lines that a text page can display.
+ * This must be 4 or less if the Archos recorder is to be
+ * supported.
+ */
+#define MAZEZAM_TEXT_MAXLINES 4
+
+/* A structure for holding text pages */
+struct textpage {
+ /* Ensure 1 < num_lines <= MAZEZAM_TEXT_MAXLINES */
+ short num_lines;
+ char *line[MAZEZAM_TEXT_MAXLINES]; /* text of lines */
+};
+
+/* The text page for the welcome screen */
+static const struct textpage title_page = {
+ 4,
+ {"MazezaM", "play game", "instructions", "quit"}
+};
+
+/* The number of help screens */
+#define MAZEZAM_NUM_HELP_PAGES 4
+
+/* The instruction screens */
+static const struct textpage help_page[] = {
+ {4,{"Instructions","10 mazezams","bar your way","to freedom"}},
+ {4,{"Instructions","Push the rows","left and right","to escape"}},
+ {4,{"Instructions","Press " MAZEZAM_RETRY_KEYNAME " to","retry a level","(lose 1 life)"}},
+ {4,{"Instructions","Press " MAZEZAM_QUIT_KEYNAME,"to quit","the game"}}
+};
+
+/* the text of the screen that asks for a quit confirmation */
+static const struct textpage confirm_page = {
+ 4,
+ {"Quit","Are you sure?","yes","no"}
+};
+
+/* the text of the screen at the end of the game */
+static const struct textpage welldone_page = {
+ 3,
+ {"Well Done","You have","escaped",""}
+};
+
+/* the text of the screen asking if the user wants to
+ * resume or start a new game.
+ */
+static const struct textpage resume_page = {
+ 3,
+ {"Checkpoint", "continue", "new game"}
+};
+
+/* maximum height of a level */
+#define MAZEZAM_MAX_LINES 11
+/* maximum number of chunks on a line */
+#define MAZEZAM_MAX_CHUNKS 5
+
+/* A structure for holding levels */
+struct mazezam_level {
+ short height; /* the number of lines */
+ short width; /* the width */
+ short entrance; /* the line on which the entrance lies */
+ short exit; /* the line on which the exit lies */
+ char *line[MAZEZAM_MAX_LINES]; /* the chunk data in string form */
+};
+
+/* The number of levels. Note that the instruction screens reference this
+ * number
+ */
+#define MAZEZAM_NUM_LEVELS 10
+
+/* The levels. In theory, they could be stored in a file so this data
+ * structure should not be accessed outside parse_level()
+ *
+ * These levels are copyright (C) 2002 Malcolm Tyrrell. They're
+ * probably covered by the GPL as they constitute part of the source
+ * code of this plugin, but you may distibute them seperately with
+ * other Free Software if you want. You can download them from:
+ * http://webpages.dcu.ie/~tyrrelma/MazezaM.
+ */
+static const struct mazezam_level level_data[MAZEZAM_NUM_LEVELS] = {
+ {2,7,0,0,{" $ $"," $ $$",NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,
+ NULL}},
+ {3,8,2,1,{" $ $$$"," $ $ $"," $ $ $",NULL,NULL,NULL,NULL,NULL,NULL,
+ NULL,NULL}},
+ {4,14,1,3,{" $$$$$ $$ $$"," $$ $$ $$","$$ $ $$ $$$",
+ " $$$$$$$$ $",NULL,NULL,NULL,NULL,NULL,NULL,NULL}},
+ {6,7,4,2,{" $"," $$$$"," $$$ $$"," $ $ $"," $ $$","$ $$",
+ NULL,NULL,NULL,NULL,NULL}},
+ {6,13,0,0,{" $$$$$","$ $$$$$ $$$"," $ $$$ $$$$",
+ "$ $ $$$$$$$"," $$$ $ $$","$ $ $ $$ $",NULL,NULL,
+ NULL,NULL,NULL}},
+ {11,5,10,0,{" $"," $ $$"," $$","$ $"," $ $"," $$$","$ $",
+ " $ $"," $ $","$ $$"," $"}},
+ {7,16,0,6,{" $$$$$$$"," $$$$ $$$$ $ $","$$ $$ $$$$$$ $ $",
+ "$ $ $"," $$$$$$$$$$$$$$"," $ $$ $ $$$",
+ " $ $$$ $$",NULL,NULL,NULL,NULL}},
+ {4,15,2,0,{" $$$$ $$$$ $$"," $ $$ $$ $ $$"," $ $$ $$$$ $$",
+ " $ $$ $$$$ $",NULL,NULL,NULL,NULL,NULL,NULL,NULL}},
+ {7,9,6,2,{" $ $$$$"," $ $ $$"," $ $$$$ $","$ $$ $"," $ $$$",
+ " $$$$$$"," $",NULL,NULL,NULL,NULL}},
+ {10,14,8,0,{" $"," $$$$$$$$$$ $"," $$$ $$",
+ " $ $$$$$$$$ $"," $$$ $$$ $$$"," $$$ $ $$$",
+ " $ $$$$$$$ $$"," $ $ $ $$$"," $$$$$$$$$$$$",
+ "",NULL}}
+};
+
+/* This is the data structure the game uses for managing levels */
+struct chunk_data {
+ /* the number of chunks on a line */
+ short l_num[MAZEZAM_MAX_LINES];
+ /* the width of a chunk */
+ short c_width[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
+ /* the inset of a chunk */
+ short c_inset[MAZEZAM_MAX_LINES][MAZEZAM_MAX_CHUNKS];
+};
+
+/* The state and exit code of the level loop */
+enum level_state {
+ LEVEL_STATE_LOOPING,
+ LEVEL_STATE_COMPLETED,
+ LEVEL_STATE_FAILED,
+ LEVEL_STATE_QUIT,
+ LEVEL_STATE_PARSE_ERROR,
+ LEVEL_STATE_USB_CONNECTED,
+};
+
+/* The state and exit code of the text screens. I use the
+ * same enum for all of them, even though there are some
+ * differences.
+ */
+enum text_state {
+ TEXT_STATE_LOOPING,
+ TEXT_STATE_QUIT,
+ TEXT_STATE_OKAY,
+ TEXT_STATE_USB_CONNECTED,
+ TEXT_STATE_PARSE_ERROR,
+ TEXT_STATE_BACK,
+};
+
+/* The state and exit code of the game loop */
+enum game_state {
+ GAME_STATE_LOOPING,
+ GAME_STATE_QUIT,
+ GAME_STATE_OKAY,
+ GAME_STATE_USB_CONNECTED,
+ GAME_STATE_OVER,
+ GAME_STATE_COMPLETED,
+ GAME_STATE_PARSE_ERROR,
+};
+
+/* The various constants needed for configuration files.
+ * See apps/plugins/lib/configfile.*
+ */
+#define MAZEZAM_CONFIG_FILENAME "mazezam.data"
+#define MAZEZAM_CONFIG_NUM_ITEMS 1
+#define MAZEZAM_CONFIG_VERSION 0
+#define MAZEZAM_CONFIG_MINVERSION 0
+#define MAZEZAM_CONFIG_LEVELS_NAME "restart_level"
+
+/* A structure containing the data that is written to
+ * the configuration file
+ */
+struct resume_data {
+ int level; /* level at which to restart the game */
+};
+
+/* Display a screen of text. line[0] is the heading.
+ * line[highlight] will be highlighted, unless highlight == 0
+ */
+static void display_text_page(struct textpage text, int highlight) {
+ int w[text.num_lines], h[text.num_lines];
+ int hsum,i,vgap,vnext;
+
+ rb->lcd_clear_display();
+
+ /* find out how big the text is so we can determine the positioning */
+ hsum = 0;
+ for(i = 0; i < text.num_lines; i++) {
+ rb->lcd_getstringsize(text.line[i], w+i, h+i);
+ hsum += h[i];
+ }
+
+ vgap = (LCD_HEIGHT-hsum)/(text.num_lines+1);
+
+ /* The Heading */
+
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_set_foreground(MAZEZAM_BORDER_COLOR);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_foreground(MAZEZAM_BORDER_GRAY);
+#endif
+ rb->lcd_drawrect((LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER,
+ vgap-MAZEZAM_MENU_BORDER, w[0] + 2*MAZEZAM_MENU_BORDER,
+ h[0] + 2*MAZEZAM_MENU_BORDER);
+ rb->lcd_drawrect((LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,
+ vgap-MAZEZAM_MENU_BORDER*2, w[0] + 4*MAZEZAM_MENU_BORDER,
+ h[0] + 4*MAZEZAM_MENU_BORDER);
+ rb->lcd_drawline(0,vgap + h[0]/2,(LCD_WIDTH-w[0])/2-MAZEZAM_MENU_BORDER*2,vgap + h[0]/2);
+ rb->lcd_drawline((LCD_WIDTH-w[0])/2+w[0]+MAZEZAM_MENU_BORDER*2,vgap + h[0]/2,LCD_WIDTH-1,vgap + h[0]/2);
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_set_foreground(MAZEZAM_HEADING_COLOR);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_foreground(MAZEZAM_HEADING_GRAY);
+#endif
+ rb->lcd_putsxy((LCD_WIDTH-w[0])/2,vgap,text.line[0]);
+
+ vnext = vgap*2 + h[0];
+
+ /* The other lines */
+
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_set_foreground(MAZEZAM_TEXT_COLOR);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_foreground(MAZEZAM_TEXT_GRAY);
+#endif
+ for (i = 1; i<text.num_lines; i++) {
+ rb->lcd_putsxy((LCD_WIDTH-w[i])/2,vnext,text.line[i]);
+
+ /* add underlining if i is the highlighted line */
+ if (i == highlight) {
+ rb->lcd_drawline((LCD_WIDTH-w[i])/2, vnext + h[i] + 1,
+ (LCD_WIDTH-w[i])/2 + w[i], vnext + h[i] + 1);
+ }
+
+ vnext += vgap + h[i];
+ }
+
+ rb->lcd_update();
+}
+
+
+/* Parse the level data from the level_data structure. This could be
+ * replaced by a file read. Returns true if the level parsed correctly.
+ */
+static bool parse_level(short level, struct chunk_data *cd,
+ short *width, short *height, short *entrance, short *exit) {
+ int i,j;
+ char c,clast;
+
+ *width = level_data[level].width;
+ *height = level_data[level].height;
+ *entrance = level_data[level].entrance;
+ *exit = level_data[level].exit;
+
+ /* for each line in the level */
+ for (i = 0; i<level_data[level].height; i++) {
+ if (level_data[level].line[i] == NULL)
+ return false;
+ else {
+ j = 0;
+ cd->l_num[i] = 0;
+ clast = ' '; /* the character we last considered */
+ while ((c = level_data[level].line[i][j]) != '\0') {
+ if (c != ' ') {
+ if (clast == ' ') {
+ cd->l_num[i] += 1;
+ if (cd->l_num[i] > MAZEZAM_MAX_CHUNKS)
+ return false;
+ cd->c_inset[i][cd->l_num[i] - 1] = j;
+ cd->c_width[i][cd->l_num[i] - 1] = 1;
+ }
+ else
+ cd->c_width[i][cd->l_num[i] - 1] += 1;
+ }
+ clast = c;
+ j++;
+ }
+ }
+ }
+ return true;
+}
+
+/* Draw the level */
+static void draw_level(
+ struct chunk_data *cd, /* the data about the chunks */
+ short *shift, /* an array of the horizontal offset of the lines */
+ short width,
+ short height,
+ short entrance,
+ short exit,
+ short x, /* player's x and y coords */
+ short y) {
+ /* The number of pixels the side of a square should be */
+ short size = (LCD_WIDTH/(width+2)) < (LCD_HEIGHT/height) ?
+ (LCD_WIDTH/(width+2)) : (LCD_HEIGHT/height);
+ /* The x and y position (in pixels) of the top left corner of the
+ * level
+ */
+ short xOff = (LCD_WIDTH - (size*width))/2;
+ short yOff = (LCD_HEIGHT - (size*height))/2;
+ /* For drawing the player, taken from the sokoban plugin */
+ short max = size - 1;
+ short middle = max / 2;
+ short ldelta = (middle + 1) / 2;
+ short i,j;
+ short third = size / 3;
+ short twothirds = (2 * size) / 3;
+#ifndef HAVE_LCD_COLOR
+ /* We #def these out to supress a compiler warning */
+ short k;
+#if LCD_DEPTH <= 1
+ short l;
+#endif
+#endif
+
+ rb->lcd_clear_display();
+
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_set_foreground(MAZEZAM_WALL_COLOR);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_foreground(MAZEZAM_WALL_GRAY);
+#endif
+ /* draw the upper wall */
+ rb->lcd_fillrect(0,0,xOff,yOff+(size*entrance));
+ rb->lcd_fillrect(xOff,0,size*width,yOff);
+ rb->lcd_fillrect(xOff+(size*width),0,LCD_WIDTH-xOff-(size*width),yOff+(size*exit));
+
+ /* draw the lower wall */
+ rb->lcd_fillrect(0,yOff+(size*entrance)+size,xOff,LCD_HEIGHT-yOff-(size*entrance)-size);
+ rb->lcd_fillrect(xOff,yOff+(size*height),size*width,LCD_HEIGHT-yOff-(size*height));
+ /* Note: the exit is made one pixel thinner than necessary as a visual
+ * clue that chunks cannot be pushed into it
+ */
+ rb->lcd_fillrect(xOff+(size*width),yOff+(size*exit)+size-1,LCD_WIDTH-xOff+(size*width),LCD_HEIGHT-yOff-(size*exit)-size+1);
+
+ /* draw the chunks */
+ for (i = 0; i<height; i++) {
+#ifdef HAVE_LCD_COLOR
+ /* adding width to i should have a fixed, but randomising effect on
+ * the choice of the colours of the top line of chunks
+ */
+ rb->lcd_set_foreground(chunk_colors[(i+width) % MAZEZAM_NUM_CHUNK_COLORS]);
+#endif
+ for (j = 0; j<cd->l_num[i]; j++) {
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_fillrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
+ cd->c_width[i][j]*size,size);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_foreground(MAZEZAM_CHUNK_EDGE_GRAY);
+ rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
+ cd->c_width[i][j]*size,size);
+
+ /* draw shade */
+ rb->lcd_set_foreground(chunk_gray_shade[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
+ rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+1,yOff+size*i+size-2,
+ xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,yOff+size*i+size-2);
+ rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i,
+ xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-2,yOff+size*i+size-2);
+
+ /* draw fill */
+ rb->lcd_set_foreground(chunk_gray[(i+width) % MAZEZAM_NUM_CHUNK_GRAYS]);
+ for (k = yOff+size*i+2; k < yOff+size*i+size-2; k += 2)
+ rb->lcd_drawline(xOff+size*shift[i]+size*cd->c_inset[i][j]+2,k,
+ xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size-3,k);
+#else
+ rb->lcd_drawrect(xOff+size*shift[i]+size*cd->c_inset[i][j],yOff+size*i,
+ cd->c_width[i][j]*size,size);
+ for (k = xOff+size*shift[i]+size*cd->c_inset[i][j]+2;
+ k < xOff+size*shift[i]+size*cd->c_inset[i][j]+cd->c_width[i][j]*size;
+ k += 2 + (i & 1))
+ for (l = yOff+size*i+2; l < yOff+size*i+size; l += 2 + (i & 1))
+ rb->lcd_drawpixel(k, l);
+#endif
+ }
+ }
+
+ /* draw the player (mostly copied from the sokoban plugin) */
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_set_foreground(MAZEZAM_PLAYER_COLOR);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_foreground(MAZEZAM_PLAYER_GRAY);
+#endif
+ rb->lcd_drawline(xOff+size*x, yOff+size*y+middle,
+ xOff+size*x+max, yOff+size*y+middle);
+ rb->lcd_drawline(xOff+size*x+middle, yOff+size*y,
+ xOff+size*x+middle, yOff+size*y+max-ldelta);
+ rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
+ xOff+size*x+middle-ldelta, yOff+size*y+max);
+ rb->lcd_drawline(xOff+size*x+middle, yOff+size*y+max-ldelta,
+ xOff+size*x+middle+ldelta, yOff+size*y+max);
+
+ /* draw the gate, if the player has moved into the level */
+ if (x >= 0) {
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_set_foreground(MAZEZAM_GATE_COLOR);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_foreground(MAZEZAM_GATE_GRAY);
+#endif
+ rb->lcd_drawline(xOff-size,yOff+entrance*size+third,
+ xOff-1,yOff+entrance*size+third);
+ rb->lcd_drawline(xOff-size,yOff+entrance*size+twothirds,
+ xOff-1,yOff+entrance*size+twothirds);
+ rb->lcd_drawline(xOff-size+third,yOff+entrance*size,
+ xOff-size+third,yOff+entrance*size+size-1);
+ rb->lcd_drawline(xOff-size+twothirds,yOff+entrance*size,
+ xOff-size+twothirds,yOff+entrance*size+size-1);
+ }
+}
+
+/* Manage the congratulations screen */
+static enum text_state welldone_screen(void) {
+ int button = BUTTON_NONE;
+ enum text_state state = TEXT_STATE_LOOPING;
+
+ display_text_page(welldone_page, 0);
+
+ while (state == TEXT_STATE_LOOPING) {
+ button = rb->button_get(true);
+
+ switch (button) {
+ case MAZEZAM_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ case MAZEZAM_SELECT:
+#if CONFIG_KEYPAD != ONDIO_PAD
+ case MAZEZAM_RIGHT:
+#endif
+ state = TEXT_STATE_OKAY;
+ break;
+
+ default:
+ if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+ }
+ }
+
+ return state;
+}
+
+/* Manage the quit confimation screen */
+static enum text_state quitconfirm_loop(void) {
+ int button = BUTTON_NONE;
+ enum text_state state = TEXT_STATE_LOOPING;
+ short select = 2;
+
+ display_text_page(confirm_page, select + 1);
+
+ /* Wait for a button release. This is useful when a repeated button
+ * press is used for quit.
+ */
+ while ((rb->button_get(true) & BUTTON_REL) != BUTTON_REL);
+
+ while (state == TEXT_STATE_LOOPING) {
+ display_text_page(confirm_page, select + 1);
+
+ button = rb->button_get(true);
+
+ switch (button) {
+ case MAZEZAM_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ case MAZEZAM_UP:
+ case MAZEZAM_DOWN:
+ select = (2 - select) + 1;
+ break;
+
+ case MAZEZAM_SELECT:
+#if CONFIG_KEYPAD != ONDIO_PAD
+ case MAZEZAM_RIGHT:
+#endif
+ if (select == 1)
+ state = TEXT_STATE_QUIT;
+ else
+ state = TEXT_STATE_OKAY;
+ break;
+
+ default:
+ if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+ }
+ }
+
+ return state;
+}
+
+/* Manage the playing of a level */
+static enum level_state level_loop(short level, short lives) {
+ struct chunk_data cd;
+ short shift[MAZEZAM_MAX_LINES]; /* amount each line has been shifted */
+ short width;
+ short height;
+ short entrance;
+ short exit;
+ short i;
+ short x,y;
+ int button;
+ enum level_state state = LEVEL_STATE_LOOPING;
+ bool blocked; /* is there a chunk in the way of the player? */
+
+ if (!(parse_level(level,&cd,&width,&height,&entrance,&exit)))
+ return LEVEL_STATE_PARSE_ERROR;
+
+ for (i = 0; i < height; i++)
+ shift[i] = 0;
+
+ x = -1;
+ y = entrance;
+
+ draw_level(&cd, shift, width, height, entrance, exit, x, y);
+
+#ifdef HAVE_REMOTE_LCD
+ /* Splash text seems to use the remote display by
+ * default. I suppose I better keep it tidy!
+ */
+ rb->lcd_remote_clear_display();
+#endif
+ rb->splash(MAZEZAM_LEVEL_LIVES_DELAY, true, MAZEZAM_LEVEL_LIVES_TEXT, level+1, lives);
+
+ /* ensure keys pressed during the splash screen are ignored */
+ rb->button_clear_queue();
+
+ while (state == LEVEL_STATE_LOOPING) {
+ draw_level(&cd, shift, width, height, entrance, exit, x, y);
+ rb->lcd_update();
+ button = rb->button_get(true);
+ blocked = false;
+
+ switch (button) {
+ case MAZEZAM_UP:
+ case MAZEZAM_UP | BUTTON_REPEAT:
+ if ((y > 0) && (x >= 0) && (x < width)) {
+ for (i = 0; i < cd.l_num[y-1]; i++)
+ blocked = blocked || ((x>=shift[y-1]+cd.c_inset[y-1][i])
+ && (x<shift[y-1]+cd.c_inset[y-1][i]+cd.c_width[y-1][i]));
+ if (!blocked) y -= 1;
+ }
+ break;
+
+ case MAZEZAM_DOWN:
+ case MAZEZAM_DOWN | BUTTON_REPEAT:
+ if ((y < height-1) && (x >= 0) && (x < width)) {
+ for (i = 0; i < cd.l_num[y+1]; i++)
+ blocked = blocked || ((x>=shift[y+1]+cd.c_inset[y+1][i])
+ && (x<shift[y+1]+cd.c_inset[y+1][i]+cd.c_width[y+1][i]));
+ if (!blocked) y += 1;
+ }
+ break;
+
+ case MAZEZAM_LEFT:
+ case MAZEZAM_LEFT | BUTTON_REPEAT:
+ if (x > 0) {
+ for (i = 0; i < cd.l_num[y]; i++)
+ blocked = blocked || (x == shift[y]+cd.c_inset[y][i]+cd.c_width[y][i]);
+ if (!blocked) x -= 1;
+ else if (shift[y] + cd.c_inset[y][0] > 0) {
+ x -= 1;
+ shift[y] -= 1;
+ }
+ }
+ break;
+
+ case MAZEZAM_RIGHT:
+ case MAZEZAM_RIGHT | BUTTON_REPEAT:
+ if (x < width-1) {
+ for (i = 0; i < cd.l_num[y]; i++)
+ blocked = blocked || (x+1 == shift[y]+cd.c_inset[y][i]);
+ if (!blocked) x += 1;
+ else if (shift[y] + cd.c_inset[y][cd.l_num[y]-1] + cd.c_width[y][cd.l_num[y]-1] < width) {
+ x += 1;
+ shift[y] += 1;
+ }
+ }
+ else if (x == width) state = LEVEL_STATE_COMPLETED;
+ else if (y == exit) x += 1;
+ break;
+
+ case MAZEZAM_RETRY:
+ state = LEVEL_STATE_FAILED;
+ break;
+
+ case MAZEZAM_QUIT:
+ switch (quitconfirm_loop()) {
+ case TEXT_STATE_QUIT:
+ state = LEVEL_STATE_QUIT;
+ break;
+
+ case TEXT_STATE_USB_CONNECTED:
+ state = LEVEL_STATE_USB_CONNECTED;
+ break;
+
+ default:
+ break;
+ }
+ break;
+
+ default:
+ if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
+ state = LEVEL_STATE_USB_CONNECTED;
+ break;
+ }
+ }
+
+ return state;
+}
+
+/* The loop which manages a full game of MazezaM */
+static enum game_state game_loop(struct resume_data *r) {
+ enum game_state state = GAME_STATE_LOOPING;
+ int level = r->level;
+ int lives = MAZEZAM_START_LIVES;
+
+ rb->lcd_clear_display();
+
+ while (state == GAME_STATE_LOOPING)
+ {
+ switch (level_loop(level,lives)) {
+ case LEVEL_STATE_COMPLETED:
+ level += 1;
+ if (!((level - r->level) % MAZEZAM_EXTRA_LIFE))
+ lives += 1;
+ break;
+
+ case LEVEL_STATE_QUIT:
+ state = GAME_STATE_QUIT;
+ break;
+
+ case LEVEL_STATE_FAILED:
+ lives -= 1;
+ break;
+
+ case LEVEL_STATE_PARSE_ERROR:
+ state = GAME_STATE_PARSE_ERROR;
+ break;
+
+ case LEVEL_STATE_USB_CONNECTED:
+ state = GAME_STATE_USB_CONNECTED;
+ break;
+
+ default:
+ break;
+ }
+ if (lives == 0)
+ state = GAME_STATE_OVER;
+ else if (level == MAZEZAM_NUM_LEVELS)
+ state = GAME_STATE_COMPLETED;
+ }
+
+ switch (state) {
+ case GAME_STATE_OVER:
+#ifdef HAVE_REMOTE_LCD
+ /* Splash text seems to use the remote display by
+ * default. I suppose I better keep it tidy!
+ */
+ rb->lcd_remote_clear_display();
+#endif
+ rb->splash(MAZEZAM_GAMEOVER_DELAY, true, MAZEZAM_GAMEOVER_TEXT);
+ break;
+
+ case GAME_STATE_COMPLETED:
+ switch (welldone_screen()) {
+ case TEXT_STATE_QUIT:
+ state = GAME_STATE_QUIT;
+ break;
+
+ case TEXT_STATE_USB_CONNECTED:
+ state = GAME_STATE_USB_CONNECTED;
+ break;
+
+ default:
+ state = GAME_STATE_OKAY;
+ break;
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ /* This particular resume game logic is designed to make
+ * players prove they can solve a level more than once
+ */
+ if (level > r->level + 1)
+ r->level += 1;
+
+ return state;
+}
+
+/* Manage the instruction screen */
+static enum text_state instruction_loop(void) {
+ int button;
+ enum text_state state = TEXT_STATE_LOOPING;
+ int page = 0;
+
+ while (state == TEXT_STATE_LOOPING) {
+ display_text_page(help_page[page], 0);
+ button = rb->button_get(true);
+
+ switch (button) {
+ case MAZEZAM_LEFT:
+ page -= 1;
+ break;
+
+ case MAZEZAM_SELECT:
+#if CONFIG_KEYPAD != ONDIO_PAD
+ case MAZEZAM_RIGHT:
+#endif
+ page += 1;
+ break;
+
+ case MAZEZAM_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ default:
+ if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+
+ }
+
+ if ((page < 0) || (page >= MAZEZAM_NUM_HELP_PAGES))
+ state = TEXT_STATE_OKAY;
+ }
+
+ return state;
+}
+
+/* Manage the text screen that offers the user the option of
+ * resuming or starting a new game
+ */
+static enum text_state resume_game_loop (struct resume_data *r) {
+ int button = BUTTON_NONE;
+ enum text_state state = TEXT_STATE_LOOPING;
+ short select = 0;
+
+ /* if the resume level is 0, don't bother asking */
+ if (r->level == 0) return TEXT_STATE_OKAY;
+
+ display_text_page(resume_page, select + 1);
+
+ while (state == TEXT_STATE_LOOPING) {
+ display_text_page(resume_page, select + 1);
+
+ button = rb->button_get(true);
+
+ switch (button) {
+ case MAZEZAM_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ case MAZEZAM_LEFT:
+ state = TEXT_STATE_BACK;
+ break;
+
+ case MAZEZAM_UP:
+ case MAZEZAM_DOWN:
+ select = 1 - select;
+ break;
+
+ case MAZEZAM_SELECT:
+#if CONFIG_KEYPAD != ONDIO_PAD
+ case MAZEZAM_RIGHT:
+#endif
+ if (select == 1) {
+ /* The player wants to play a new game. I could ask
+ * for confirmation here, but the only penalty is
+ * playing through some already completed levels,
+ * so I don't think it's necessary
+ */
+ r->level = 0;
+ }
+ state = TEXT_STATE_OKAY;
+ break;
+
+ default:
+ if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+ }
+ }
+
+ return state;
+}
+
+/* Load the resume data from the config file. The data is
+ * stored in both r and old.
+ */
+static void resume_load_data (struct resume_data *r, struct resume_data *old) {
+ struct configdata config[] = {
+ {TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
+ };
+
+ if (configfile_load(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,MAZEZAM_CONFIG_VERSION) < 0)
+ r->level = 0;
+ /* an extra precaution */
+ else if ((r->level < 0) || (MAZEZAM_NUM_LEVELS <= r->level))
+ r->level = 0;
+
+ old->level = r->level;
+}
+
+/* Save the resume data in the config file, but only if necessary */
+static void resume_save_data (struct resume_data *r, struct resume_data *old) {
+ struct configdata config[] = {
+ {TYPE_INT,0,MAZEZAM_NUM_LEVELS-1,&(r->level),MAZEZAM_CONFIG_LEVELS_NAME,NULL,NULL}
+ };
+
+ /* To reduce disk usage, only write the file if the resume data has
+ * changed.
+ */
+ if (old->level != r->level)
+ configfile_save(MAZEZAM_CONFIG_FILENAME,config,MAZEZAM_CONFIG_NUM_ITEMS,MAZEZAM_CONFIG_MINVERSION);
+}
+
+/* The loop which manages the welcome screen and menu */
+static enum text_state welcome_loop(void) {
+ int button;
+ short select = 0;
+ enum text_state state = TEXT_STATE_LOOPING;
+ struct resume_data r_data, old_data;
+
+ /* Load data */
+ resume_load_data(&r_data, &old_data);
+
+ while (state == TEXT_STATE_LOOPING) {
+ display_text_page(title_page, select + 1);
+ button = rb->button_get(true);
+
+ switch (button) {
+ case MAZEZAM_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ case MAZEZAM_UP:
+ select = (select + (title_page.num_lines - 2)) % (title_page.num_lines - 1);
+ break;
+
+ case MAZEZAM_DOWN:
+ select = (select + 1) % (title_page.num_lines - 1);
+ break;
+
+ case MAZEZAM_SELECT:
+#if CONFIG_KEYPAD != ONDIO_PAD
+ case MAZEZAM_RIGHT:
+#endif
+ if (select == 0) { /* play game */
+ switch (resume_game_loop(&r_data)) {
+ case TEXT_STATE_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ case TEXT_STATE_USB_CONNECTED:
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+
+ case TEXT_STATE_BACK:
+ break;
+
+ default: { /* Ouch! This nesting is too deep! */
+ switch (game_loop(&r_data)) {
+ case GAME_STATE_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ case GAME_STATE_USB_CONNECTED:
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+
+ case GAME_STATE_PARSE_ERROR:
+ state = TEXT_STATE_PARSE_ERROR;
+ break;
+
+ default:
+ break;
+ }
+ break;
+ }
+ }
+ }
+ else if (select == 1) { /* Instructions */
+ switch (instruction_loop()) {
+ case TEXT_STATE_QUIT:
+ state = TEXT_STATE_QUIT;
+ break;
+
+ case TEXT_STATE_USB_CONNECTED:
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+
+ default:
+ break;
+ }
+ }
+ else /* Quit */
+ state = TEXT_STATE_QUIT;
+
+ break;
+
+ default:
+ if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
+ state = TEXT_STATE_USB_CONNECTED;
+ break;
+ }
+ }
+
+ /* I'm not sure if it's appropriate to write to disk on USB events.
+ * Currently, I do so.
+ */
+ resume_save_data(&r_data, &old_data);
+
+ return state;
+}
+
+/* Plugin entry point */
+enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
+ enum plugin_status state;
+
+ /* Usual plugin stuff */
+ (void)parameter;
+ rb = api;
+
+#ifdef HAVE_LCD_COLOR
+ rb->lcd_set_background(MAZEZAM_BG_COLOR);
+ rb->lcd_set_backdrop(NULL);
+#elif LCD_DEPTH > 1
+ rb->lcd_set_background(MAZEZAM_BG_GRAY);
+#endif
+ rb->lcd_setfont(FONT_SYSFIXED);
+
+ /* initialise the config file module */
+ configfile_init(rb);
+
+ switch (welcome_loop()) {
+ case TEXT_STATE_USB_CONNECTED:
+ state = PLUGIN_USB_CONNECTED;
+ break;
+
+ case TEXT_STATE_PARSE_ERROR:
+ state = PLUGIN_ERROR;
+ break;
+
+ default:
+ state = PLUGIN_OK;
+ break;
+ }
+
+ return state;
+}
diff --git a/docs/CREDITS b/docs/CREDITS
index df511b57f4..14f0264955 100644
--- a/docs/CREDITS
+++ b/docs/CREDITS
@@ -261,3 +261,4 @@ Tobias Langhoff
Steve Gotthardt
Greg White
Mattieu Favréaux
+Malcolm Tyrrell