/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2004-2007 Antoine Cellerier * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "plugin.h" #include "lib/playback_control.h" #include "lib/configfile.h" #include "lib/display_text.h" #include "button.h" #include "lcd.h" #define min(a,b) (a= 640 # define MARGIN 4 # define LARGE_CARD # define SYMBOL_HEIGHT 24 #elif LCD_WIDTH >= 320 # define MARGIN 4 # define LARGE_CARD # define SYMBOL_HEIGHT 12 #elif LCD_WIDTH >= 220 # define MARGIN 3 # define LARGE_CARD # define SYMBOL_HEIGHT 12 #elif LCD_WIDTH >= 160 # define MARGIN 2 # define SYMBOL_HEIGHT 11 #elif LCD_WIDTH >= 128 # define MARGIN 1 # define SYMBOL_HEIGHT 10 #else # define MARGIN 0 # define SYMBOL_HEIGHT 8 #endif #define CARD_START (CARD_HEIGHT+2*MARGIN+1) /* background color */ #ifdef HAVE_LCD_COLOR # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0) # define FRAME_COLOR LCD_RGBPACK(23,119,218) #elif LCD_DEPTH > 1 # define BACKGROUND_COLOR LCD_WHITE # define FRAME_COLOR LCD_BLACK #endif #define CONFIG_FILENAME "sol.cfg" #define NOT_A_CARD -1 /* number of cards per suit */ #define CARDS_PER_SUIT 13 /* number of suits */ #define SUITS 4 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS ) /* number of columns */ #define COL_NUM 7 /* pseudo column numbers to be used for cursor coordinates */ /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */ #define STACKS_COL COL_NUM /* column COL_NUM + SUITS corresponds to the remains' stack */ #define REM_COL (STACKS_COL + SUITS) #define NOT_A_COL -1 #if defined(SOL_LEFT_PRE) || defined(SOL_RIGHT_PRE) || \ defined(SOL_DOWN_PRE) || defined(SOL_UP_PRE) || \ defined(SOL_CUR2STACK_PRE) || defined(SOL_MOVE_PRE) || \ defined(SOL_REM2CUR_PRE) || defined(SOL_REM2STACK_PRE) || \ defined(SOL_DRAW_PRE) # define NEED_LASTBUTTON_VAR #endif typedef struct { signed char suit; signed char num; bool known : 1; bool used : 1; /* this is what is used when dealing cards */ signed char next; } card_t; /** * LCD card drawing routines */ static void draw_cursor( int x, int y ) { rb->lcd_set_drawmode( DRMODE_COMPLEMENT ); rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT ); #ifdef LARGE_CARD rb->lcd_drawpixel( x+1, y+1 ); rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 ); rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 ); rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 ); #endif rb->lcd_set_drawmode( DRMODE_SOLID ); } /* Draw a card's border, select it if it's selected and draw the cursor * if the cursor is currently over the card */ static void draw_card_ext( int x, int y, bool selected, bool cursor ) { #if LCD_DEPTH > 1 int oldfg = rb->lcd_get_foreground(); rb->lcd_set_foreground( LCD_BLACK ); #endif #ifdef LARGE_CARD rb->lcd_hline( x+2, x+CARD_WIDTH-3, y ); rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 ); rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 ); rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 ); rb->lcd_drawpixel( x+1, y+1 ); rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 ); rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 ); rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 ); #else rb->lcd_hline( x+1, x+CARD_WIDTH-2, y ); rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 ); rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 ); rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 ); #endif if( selected ) { #if LCD_DEPTH > 1 rb->lcd_set_foreground( FRAME_COLOR ); #endif rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 ); #ifdef LARGE_CARD rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 ); #endif } #if LCD_DEPTH > 1 rb->lcd_set_foreground( oldfg ); #endif if( cursor ) { draw_cursor( x, y ); } } /* Draw a card's inner graphics */ static void draw_card( card_t *card, int x, int y, bool selected, bool cursor ) { if( card->known ) { rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num, CARD_GFX_HEIGHT * card->suit, STRIDE(SCREEN_MAIN, BMPWIDTH_card_deck, BMPHEIGHT_card_deck), x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT ); } else { rb->lcd_bitmap( card_back, x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT ); } draw_card_ext( x, y, selected, cursor ); } /* Draw an empty stack */ static void draw_empty_stack( int s, int x, int y, bool cursor ) { rb->lcd_bitmap_part( solitaire_suitsi, 0, CARD_GFX_HEIGHT * s, STRIDE( SCREEN_MAIN, BMPWIDTH_solitaire_suitsi, BMPHEIGHT_solitaire_suitsi), x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT ); draw_card_ext( x, y, false, cursor ); } /* Help */ static bool solitaire_help( void ) { static char* help_text[] = { "Solitaire", "", "Controls", "", HK_LR ":", "Move", "the", "cursor", "to", "the", "previous/", "next", "column.", "", HK_UD ":", "Move", "the", "cursor", "up/", "down", "in", "the", "column.", "", HK_MOVE ":", "Select", "cards,", "move", "cards...", "", HK_DRAW ":", "Deselect", "a", "card", "if", "it", "was", "selected.", "Else", "draw", "new", "card(s)", "from", "the", "remains", "stack.", "", "", "Shortcuts", "", HK_REM2CUR ":", "Put", "the", "card", "on", "top", "of", "the", "remains", "stack", "on", "top", "of", "the", "cursor.", "", HK_CUR2STACK ":", "Put", "the", "card", "under", "the", "cursor", "on", "one", "of", "the", "4", "final", "stacks.", "", HK_REM2STACK ":", "Put", "the", "card", "on", "top", "of", "the", "remains", "stack", "on", "one", "of", "the", "4", "final", "stacks." }; static struct style_text formation[]={ { 0, TEXT_CENTER|TEXT_UNDERLINE }, { 2, C_RED }, { 48, C_RED }, LAST_STYLE_ITEM }; if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true)) return true; return false; } /** * Custom menu / options */ #define CFGFILE_VERSION 0 struct sol_config { int draw_type; }; struct sol_config sol_disk = {0}; struct sol_config sol; static struct configdata config[] = { { TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL } }; static const struct opt_items drawcards[2] = { { "Draw Three Cards", -1 }, { "Draw One Card", -1 }, }; void solitaire_init(void); /* menu return codes */ enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB }; static bool _ingame; static int solitaire_menu_cb(int action, const struct menu_item_ex *this_item, struct gui_synclist *this_list) { (void)this_list; int i = (intptr_t)this_item; if( action == ACTION_REQUEST_MENUITEM ) { if((!_ingame && (i==0 || i==5)) || ( _ingame && i==2 )) return ACTION_EXIT_MENUITEM; } return action; } static int solitaire_menu(bool in_game) { int selected = 0; int result = -1; MENUITEM_STRINGLIST(menu, "Solitaire Menu", solitaire_menu_cb, "Resume Game", "Start New Game", "Draw Cards Option", "Help", "Playback Control", "Quit without Saving", "Quit"); _ingame = in_game; while (result < 0) { switch (rb->do_menu(&menu, &selected, NULL, false)) { default: result = MENU_RESUME; break; case MENU_ATTACHED_USB: result = MENU_USB; break; case 0: result = MENU_RESUME; break; case 1: solitaire_init(); result = MENU_RESUME; break; case 2: if (rb->set_option("Draw Cards Option", &sol.draw_type, INT, drawcards, 2, NULL)) result = MENU_USB; break; case 3: if (solitaire_help()) result = MENU_USB; break; case 4: playback_control(NULL); break; case 5: result = MENU_QUIT; break; case 6: result = MENU_SAVE_AND_QUIT; break; } } return result; } /** * Global variables */ /* player's cursor */ int cur_card; /* player's cursor column num */ int cur_col; /* selected card */ int sel_card; /* the deck */ card_t deck[ NUM_CARDS ]; /* the remaining cards */ /* first card of the remains' stack */ int rem; /* upper visible card from the remains' stack */ int cur_rem; /* number of cards drawn from the remains stack - 1 */ int count_rem; /* number of cards per draw of the remains' stack */ int cards_per_draw; /* the 7 game columns */ int cols[COL_NUM]; /* the 4 final stacks */ int stacks[SUITS]; /** * Card handling routines */ static int next_random_card( card_t *deck ) { int i,r; r = rb->rand()%(NUM_CARDS)+1; i = 0; while( r>0 ) { i = (i + 1)%(NUM_CARDS); if( !deck[i].used ) r--; } deck[i].used = true; return i; } /* initialize the game */ void solitaire_init( void ) { int c; int i, j; /* number of cards that are drawn on the remains' stack (by pressing F2) */ if( sol.draw_type == 0 ) { cards_per_draw = 3; } else { cards_per_draw = 1; } /* init deck */ for( i=0; i= COL_NUM && src_col < REM_COL && deck[src_card].next != NOT_A_CARD ) { return MOVE_NOT_OK; } /* if we (that means dest) are on one of the 7 columns ... */ if( dest_col < COL_NUM ) { /* ... check is we are on an empty color and that the src is a king */ if( dest_card == NOT_A_CARD && deck[src_card].num == CARDS_PER_SUIT - 1 ) { /* this is a winning combination */ cols[dest_col] = src_card; } /* ... or check if the cards follow one another and have * different colorsuit */ else if(( deck[dest_card].suit + deck[src_card].suit)%2==1 && deck[dest_card].num == deck[src_card].num + 1 ) { /* this is a winning combination */ deck[dest_card].next = src_card; } /* ... or, humpf, well that's not good news */ else { /* this is not a winning combination */ return MOVE_NOT_OK; } } /* if we are on one of the 4 final stacks ... */ else if( dest_col < REM_COL ) { /* ... check if we are on an empty stack... */ if( dest_card == NOT_A_CARD ) { /* ... and the src is an ace and this is the correct final stack */ if( deck[src_card].num == 0 && deck[src_card].suit == dest_col - STACKS_COL ) { /* this is a winning combination */ stacks[dest_col - STACKS_COL] = src_card; } else { /* this is not a winning combination */ return MOVE_NOT_OK; } } else /* non-empty stack */ { /* ...check if the cards follow one another, have the same suit and * {that src has no .next element or is from the remains' stack} */ if( deck[dest_card].suit == deck[src_card].suit && deck[dest_card].num + 1 == deck[src_card].num && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) ) { /* this is a winning combination */ deck[dest_card].next = src_card; } /* ... or, well that's not good news */ else { /* this is not a winning combination */ return MOVE_NOT_OK; } } } /* if we are on the remains' stack */ else { /* you can't move a card back to the remains' stack */ return MOVE_NOT_OK; } /* if the src card is from the remains' stack, we don't want to take * the following cards */ if( src_col == REM_COL ) { /* if src card is the first card from the stack */ if( src_card_prev == NOT_A_CARD ) { rem = deck[src_card].next; } /* if src card is not the first card from the stack */ else { deck[src_card_prev].next = deck[src_card].next; } deck[src_card].next = NOT_A_CARD; cur_rem = src_card_prev; count_rem--; } /* if the src card is from somewhere else, just take everything */ else { if( src_card_prev == NOT_A_CARD ) { if( src_col < COL_NUM ) { cols[src_col] = NOT_A_CARD; } else { stacks[src_col - STACKS_COL] = NOT_A_CARD; } } else { deck[src_card_prev].next = NOT_A_CARD; deck[src_card_prev].known = true; } } sel_card = NOT_A_CARD; /* tada ! */ return MOVE_OK; } enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB }; /** * Bouncing cards at the end of the game */ #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128) #define BC_MYSPEED (6*BC_ACCEL) #define BC_MXSPEED (6*LCD_HEIGHT/128) static int bouncing_cards( void ) { int i, j, x, vx, y, fp_y, fp_vy, button; /* flush the button queue */ while( ( button = rb->button_get( false ) ) != BUTTON_NONE ) { if( rb->default_event_handler( button ) == SYS_USB_CONNECTED ) return SOLITAIRE_USB; } /* fun stuff :) */ for( i = CARDS_PER_SUIT-1; i>=0; i-- ) { for( j = 0; j < SUITS; j++ ) { x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1; fp_y = MARGIN<<16; #if LCD_WIDTH > 200 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED; if( vx >= -1 ) vx += 3; #else vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED; if( vx >= 0 ) vx++; #endif fp_vy = -rb->rand() % BC_MYSPEED; while( x < LCD_WIDTH && x + CARD_WIDTH > 0 ) { fp_vy += BC_ACCEL; x += vx; fp_y += fp_vy; if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 ) { fp_vy = -fp_vy*4/5; fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16; } y = fp_y >> 16; draw_card( &deck[j*CARDS_PER_SUIT+i], x, y, false, false ); rb->lcd_update_rect( x<0?0:x, y<0?0:y, CARD_WIDTH, CARD_HEIGHT ); button = rb->button_get_w_tmo( 2 ); if( rb->default_event_handler( button ) == SYS_USB_CONNECTED ) return SOLITAIRE_USB; if( button == SOL_QUIT || button == SOL_MOVE ) return SOLITAIRE_WIN; } } } return SOLITAIRE_WIN; } /** * Game save/load routines */ static void get_save_filename( char *buf ) { #ifdef APPLICATION rb->snprintf(buf, sizeof(buf), PLUGIN_DATA_DIR "/sol.save"); #else char *s; rb->strcpy( buf, rb->plugin_get_current_filename() ); s = rb->strrchr( buf, '/' ) + 1; *s = '\0'; rb->strcat( s, "sol.save" ); #endif } static int open_save_file( int flags ) { char buf[MAX_PATH]; get_save_filename( buf ); return rb->open( buf, flags, 0666); } static void delete_save_file( void ) { char buf[MAX_PATH]; get_save_filename( buf ); rb->remove( buf ); } #ifdef write # undef write #endif static int save_write( int fd, const void *buf, size_t count, int *checksum ) { size_t i; if( rb->write( fd, buf, count ) < (ssize_t)count ) return 1; for( i = 0; i < count; i++ ) *checksum += (int)(((const char *)buf)[i]); return 0; } #ifdef read # undef read #endif static int save_read( int fd, void *buf, size_t count, int *checksum ) { size_t i; if( rb->read( fd, buf, count ) < (ssize_t)count ) return 1; for( i = 0; i < count; i++ ) *checksum -= (int)(((const char *)buf)[i]); return 0; } static int save_game( void ) { int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC ); int checksum = 42; if( fd < 0 ) return -1; if( save_write( fd, &cur_card, sizeof( int ), &checksum ) || save_write( fd, &cur_col, sizeof( int ), &checksum ) || save_write( fd, &sel_card, sizeof( int ), &checksum ) || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum ) || save_write( fd, &rem, sizeof( int ), &checksum ) || save_write( fd, &cur_rem, sizeof( int ), &checksum ) || save_write( fd, &count_rem, sizeof( int ), &checksum ) || save_write( fd, &cards_per_draw, sizeof( int ), &checksum ) || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum ) || save_write( fd, stacks, SUITS * sizeof( int ), &checksum ) || ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) ) { rb->close( fd ); rb->splash( 2*HZ, "Error while saving game. Aborting." ); return -2; } rb->close( fd ); return 0; } static int load_game( void ) { int checksum, retval; int fd = open_save_file( O_RDONLY ); if( fd < 0 ) return -1; retval = 0; /* Assume good case */ if( ( rb->lseek( fd, -(off_t)sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 ) || ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) ) || ( rb->lseek( fd, 0, SEEK_SET ) == -1 ) || save_read( fd, &cur_card, sizeof( int ), &checksum ) || save_read( fd, &cur_col, sizeof( int ), &checksum ) || save_read( fd, &sel_card, sizeof( int ), &checksum ) || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum ) || save_read( fd, &rem, sizeof( int ), &checksum ) || save_read( fd, &cur_rem, sizeof( int ), &checksum ) || save_read( fd, &count_rem, sizeof( int ), &checksum ) || save_read( fd, &cards_per_draw, sizeof( int ), &checksum ) || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum ) || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) ) { rb->splash( 2*HZ, "Error while loading saved game. Aborting." ); retval = -2; } else if( checksum != 42 ) { rb->splash( 2*HZ, "Save file was corrupted. Aborting." ); retval = -3; } rb->close( fd ); delete_save_file(); return retval; } /** * The main game loop * * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and * game will resume. */ static int solitaire( int skipmenu ) { int i,j; int button; #ifdef NEED_LASTBUTTON_VAR int lastbutton = 0; #endif int c,h,prevcard; int biggest_col_length; rb->srand( *rb->current_tick ); if( skipmenu != SOLITAIRE_QUIT ) { switch( solitaire_menu(false) ) { case MENU_QUIT: return SOLITAIRE_QUIT; case MENU_USB: return SOLITAIRE_USB; } solitaire_init(); } while( true ) { rb->lcd_clear_display(); /* get the biggest column length so that display can be "optimized" */ biggest_col_length = 0; for(i=0;i biggest_col_length ) biggest_col_length = j; } /* check if there are cards remaining in the game. */ /* if there aren't any, that means you won :) */ if( biggest_col_length == 0 && rem == NOT_A_CARD ) { rb->lcd_update(); rb->splash( HZ, "You Won :)" ); return bouncing_cards(); } /* draw the columns */ for( i = 0; i < COL_NUM; i++ ) { c = cols[i]; j = CARD_START; while( true ) { if( c == NOT_A_CARD ) { /* draw the cursor on empty columns */ if( cur_col == i ) { draw_cursor( MARGIN + i * (CARD_WIDTH +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)), j ); } break; } draw_card( &deck[c], MARGIN + i * (CARD_WIDTH +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)), j, c == sel_card, c == cur_card ); h = c; c = deck[c].next; if( c == NOT_A_CARD ) break; /* This is where we change the spacing between cards so that * they don't overflow out of the LCD */ if( h == cur_card ) j += SYMBOL_HEIGHT; else if( deck[h].known ) j += min( SYMBOL_HEIGHT, 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN) / biggest_col_length ); else j += min( SYMBOL_HEIGHT / 2, (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN) / biggest_col_length ); } } /* draw the stacks */ for( i=0; ilcd_update(); /* what to do when a key is pressed ... */ button = rb->button_get( true ); #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD) if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD)) button = button & (~BUTTON_REPEAT); #endif switch( button ) { /* move cursor to the last card of the previous column * or to the previous final stack * or to the remains stack */ case SOL_RIGHT: #ifdef SOL_RIGHT_PRE if( lastbutton != SOL_RIGHT_PRE ) break; #endif if( cur_col >= COL_NUM ) { cur_col = 0; } else if( cur_col == COL_NUM - 1 ) { cur_col = REM_COL; } else { cur_col = (cur_col+1)%(REM_COL+1); } if(cur_col == REM_COL) { cur_card = cur_rem; break; } cur_card = find_last_card( cur_col ); break; /* move cursor to the last card of the next column * or to the next final stack * or to the remains stack */ case SOL_LEFT: #ifdef SOL_LEFT_PRE if( lastbutton != SOL_LEFT_PRE ) break; #endif if( cur_col == 0 ) { cur_col = REM_COL; } else if( cur_col >= COL_NUM ) { cur_col = COL_NUM - 1; } else { cur_col = (cur_col + REM_COL)%(REM_COL+1); } if( cur_col == REM_COL ) { cur_card = cur_rem; break; } cur_card = find_last_card( cur_col ); break; /* move cursor to card that's bellow */ case SOL_DOWN: #ifdef SOL_DOWN_PRE if( lastbutton != SOL_DOWN_PRE ) break; #else case SOL_DOWN|BUTTON_REPEAT: #endif if( cur_col >= COL_NUM ) { cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM; if( cur_col == REM_COL ) { cur_card = cur_rem; } else { cur_card = find_last_card( cur_col ); } break; } if( cur_card == NOT_A_CARD ) break; if( deck[cur_card].next != NOT_A_CARD ) { cur_card = deck[cur_card].next; } else { cur_card = cols[cur_col]; while( !deck[ cur_card].known && deck[cur_card].next != NOT_A_CARD ) { cur_card = deck[cur_card].next; } } break; /* move cursor to card that's above */ case SOL_UP: #ifdef SOL_UP_PRE if( lastbutton != SOL_UP_PRE ) break; #else case SOL_UP|BUTTON_REPEAT: #endif if( cur_col >= COL_NUM ) { cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM; if( cur_col == REM_COL ) { cur_card = cur_rem; } else { cur_card = find_last_card( cur_col ); } break; } if( cur_card == NOT_A_CARD ) break; do { cur_card = find_prev_card( cur_card ); if( cur_card == NOT_A_CARD ) { cur_card = find_last_card( cur_col ); } } while( deck[cur_card].next != NOT_A_CARD && !deck[cur_card].known ); break; /* Try to put card under cursor on one of the stacks */ case SOL_CUR2STACK: #ifdef SOL_CUR2STACK_PRE if( lastbutton != SOL_CUR2STACK_PRE ) break; #endif move_card( deck[cur_card].suit + STACKS_COL, cur_card ); break; /* Move cards arround, Uncover cards, ... */ case SOL_MOVE: #ifdef SOL_MOVE_PRE if( lastbutton != SOL_MOVE_PRE ) break; #endif if( sel_card == NOT_A_CARD ) { if( cur_card != NOT_A_CARD ) { if( deck[cur_card].next == NOT_A_CARD && !deck[cur_card].known ) { /* reveal a hidden card */ deck[cur_card].known = true; } else if( cur_col == REM_COL && cur_rem == NOT_A_CARD ) { break; } else { /* select a card */ sel_card = cur_card; } } } else if( sel_card == cur_card ) { /* unselect card or try putting card on * one of the 4 stacks */ if( move_card( deck[sel_card].suit + COL_NUM, sel_card ) == MOVE_OK && cur_col == REM_COL ) { cur_card = cur_rem; } sel_card = NOT_A_CARD; } else { /* try moving cards */ /* The flexible move must not be used from the remains stack. */ if (find_card_col(sel_card) == REM_COL) { if (move_card( cur_col, sel_card ) == MOVE_NOT_OK) sel_card = NOT_A_CARD; } else { do { if (move_card( cur_col, sel_card) == MOVE_OK) break; sel_card = find_prev_card(sel_card); } while (sel_card != NOT_A_CARD); } } break; /* If the card on the top of the remains can be put where * the cursor is, go ahead */ case SOL_REM2CUR: #ifdef SOL_REM2CUR_PRE if( lastbutton != SOL_REM2CUR_PRE ) break; #endif move_card( cur_col, cur_rem ); break; /* If the card on top of the remains can be put on one * of the stacks, do so */ case SOL_REM2STACK: #ifdef SOL_REM2STACK_PRE if( lastbutton != SOL_REM2STACK_PRE ) break; #endif move_card( deck[cur_rem].suit + COL_NUM, cur_rem ); break; #ifdef SOL_REM case SOL_REM: if( sel_card != NOT_A_CARD ) { /* unselect selected card */ sel_card = NOT_A_CARD; break; } if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD ) { sel_card = cur_rem; break; } break; #endif /* unselect selected card or ... * draw new cards from the remains of the deck */ case SOL_DRAW: #ifdef SOL_DRAW_PRE if( lastbutton != SOL_DRAW_PRE ) break; #endif if( sel_card != NOT_A_CARD ) { /* unselect selected card */ sel_card = NOT_A_CARD; break; } if( rem != NOT_A_CARD ) { int cur_rem_old = cur_rem; count_rem = -1; /* draw new cards form the remains of the deck */ if( cur_rem == NOT_A_CARD ) { /*if the cursor card is null*/ cur_rem = rem; i = cards_per_draw - 1; count_rem++; } else { i = cards_per_draw; } while( i > 0 && deck[cur_rem].next != NOT_A_CARD ) { cur_rem = deck[cur_rem].next; i--; count_rem++; } /* test if any cards are really left on * the remains' stack */ if( i == cards_per_draw ) { cur_rem = NOT_A_CARD; count_rem = -1; } /* if cursor was on remains' stack when new cards were * drawn, put cursor on top of remains' stack */ if( cur_col == REM_COL && cur_card == cur_rem_old ) { cur_card = cur_rem; sel_card = NOT_A_CARD; } } break; /* Show the menu */ #ifdef SOL_RC_QUIT case SOL_RC_QUIT: #endif case SOL_QUIT: switch( solitaire_menu(true) ) { case MENU_SAVE_AND_QUIT: return SOLITAIRE_SAVE_AND_QUIT; case MENU_QUIT: return SOLITAIRE_QUIT; case MENU_USB: return SOLITAIRE_USB; } break; case SYS_POWEROFF: return SOLITAIRE_SAVE_AND_QUIT; default: if( rb->default_event_handler( button ) == SYS_USB_CONNECTED ) return SOLITAIRE_USB; break; } #ifdef NEED_LASTBUTTON_VAR if( button != BUTTON_NONE ) lastbutton = button; #endif /* fix incoherences concerning cur_col and cur_card */ c = find_card_col( cur_card ); if( c != NOT_A_COL && c != cur_col ) cur_card = find_last_card( cur_col ); if( cur_card == NOT_A_CARD && find_last_card( cur_col ) != NOT_A_CARD ) cur_card = find_last_card( cur_col ); rb->yield(); } } /** * Plugin entry point */ enum plugin_status plugin_start(const void* parameter ) { int result; /* plugin init */ (void)parameter; configfile_load(CONFIG_FILENAME, config, sizeof(config) / sizeof(config[0]), CFGFILE_VERSION); rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */ if( load_game() == 0 ) { rb->splash( HZ, "Resuming saved game." ); result = SOLITAIRE_QUIT; } else result = SOLITAIRE_WIN; /* play the game :) * Keep playing if a game was won (that means display the menu after * winning instead of quiting) */ while( ( result = solitaire( result ) ) == SOLITAIRE_WIN ); if( result != SOLITAIRE_QUIT ) /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */ save_game(); if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */ { rb->memcpy(&sol_disk, &sol, sizeof(sol)); configfile_save(CONFIG_FILENAME, config, sizeof(config) / sizeof(config[0]), CFGFILE_VERSION); } /* Exit the plugin */ return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK; }