forked from len0rd/rockbox
Minesweeper and Solitaire plugins by Antoine Cellerier
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@4997 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
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3 changed files with 1304 additions and 0 deletions
867
apps/plugins/solitaire.c
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867
apps/plugins/solitaire.c
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/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2004 dionoea (Antoine Cellerier)
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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/*****************************************************************************
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Solitaire by dionoea
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use arrows to move the cursor
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use ON to select cards in the columns, move cards inside the columns,
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reveal hidden cards, ...
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use PLAY to move a card from the remains' stack to the top of the cursor
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use F1 to put card under cursor on one of the 4 final color stacks
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use F2 to un-select card if a card was selected, else draw 3 new cards
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out of the remains' stack
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use F3 to put card on top of the remains' stack on one of the 4 final color
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stacks
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*****************************************************************************/
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#include "plugin.h"
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#include "button.h"
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#include "lcd.h"
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#ifdef HAVE_LCD_BITMAP
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/* here is a global api struct pointer. while not strictly necessary,
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it's nice not to have to pass the api pointer in all function calls
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in the plugin */
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static struct plugin_api* rb;
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#define min(a,b) (a<b?a:b)
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#define HELP_CASE( key ) case BUTTON_ ## key: \
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rb->splash(HZ*1, true, # key " : " HELP_BUTTON_ ## key); \
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break;
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#define HELP_BUTTON_UP "Move the cursor up in the column."
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#define HELP_BUTTON_DOWN "Move the cursor down in the column."
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#define HELP_BUTTON_LEFT "Move the cursor to the previous column."
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#define HELP_BUTTON_RIGHT "Move the cursor to the next column."
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#define HELP_BUTTON_F1 "Put the card under the cursor on one of the 4 final color stacks."
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#define HELP_BUTTON_F2 "Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
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#define HELP_BUTTON_F3 "Put the card on top of the remains' stack on one of the 4 final color stacks."
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#define HELP_BUTTON_PLAY "Put the card on top of the remains' stack on top of the cursor."
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#define HELP_BUTTON_ON "Select cards in the columns, Move cards inside the columns, reveal hidden cards ..."
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static unsigned char colors[4][8] = {
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//Spades
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{0x00, //........
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0x18, //...O....
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0x1c, //..OOO...
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0x3e, //.OOOOO..
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0x1c, //.OOOOO..
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0x18, //...O....
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0x00, //........
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0x00},//........
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//Hearts
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{0x00, //........
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0x0c, //..O.O...
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0x1e, //.OOOOO..
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0x3c, //.OOOOO..
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0x1e, //..OOO...
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0x0c, //...O....
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0x00, //........
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0x00},//........
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//Clubs
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{0x00, //........
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0x18, //..OOO...
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0x0a, //...O....
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0x3e, //.OOOOO..
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0x0a, //.O.O.O..
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0x18, //...O....
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0x00, //........
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0x00},//........
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//Diamonds
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{0x00, //........
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0x08, //...O....
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0x1c, //..OOO...
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0x3e, //.OOOOO..
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0x1c, //..OOO...
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0x08, //...O....
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0x00, //........
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0x00} //........
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};
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static unsigned char numbers[13][8] = {
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//Ace
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{0x00, //........
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0x38, //...O....
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0x14, //..O.O...
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0x12, //.O...O..
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0x14, //.OOOOO..
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0x38, //.O...O..
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0x00, //........
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0x00},//........
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//2
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{0x00, //........
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0x24, //..OOO...
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0x32, //.O...O..
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0x32, //....O...
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0x2a, //..OO....
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0x24, //.OOOOO..
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0x00, //........
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0x00},//........
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//3
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{0x00, //........
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0x22, //.OOOO...
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0x2a, //.....O..
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0x2a, //..OOO...
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0x2a, //.....O..
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0x14, //.OOOO...
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0x00, //........
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0x00},//........
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//4
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{0x00, //........
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0x10, //....O...
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0x18, //...O....
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0x34, //..O.....
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0x12, //.OOOOO..
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0x10, //...O....
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0x00, //........
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0x00},//........
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//5
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{0x00, //........
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0x2e, //.OOOOO..
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0x2a, //.O......
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0x2a, //.OOOO...
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0x2a, //.....O..
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0x12, //.OOOO...
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0x00, //........
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0x00},//........
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//6
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{0x00, //........
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0x1c, //..OOO...
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0x2a, //.O......
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0x2a, //.OOOO...
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0x2a, //.O...O..
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0x10, //..OOO...
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0x00, //........
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0x00},//........
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//7
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{0x00, //........
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0x22, //.OOOOO..
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0x12, //....O...
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0x0a, //...O....
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0x06, //..O.....
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0x02, //.O......
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0x00, //........
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0x00},//........
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//8
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{0x00, //........
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0x14, //..OOO...
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0x2a, //.O...O..
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0x2a, //..OOO...
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0x2a, //.O...O..
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0x14, //..OOO...
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0x00, //........
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0x00},//........
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//9
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{0x00, //........
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0x04, //..OOO...
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0x2a, //.O...O..
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0x2a, //..OOOO..
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0x2a, //.....O..
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0x1c, //..OOO...
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0x00, //........
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0x00},//........
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//10
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{0x00, //........
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0x3e, //.O..O...
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0x00, //.O.O.O..
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0x1c, //.O.O.O..
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0x22, //.O.O.O..
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0x1c, //.O..O...
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0x00, //........
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0x00},//........
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//Jack
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{0x00, //........
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0x12, //.OOOOO..
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0x22, //...O....
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0x1e, //...O....
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0x02, //.O.O....
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0x02, //..O.....
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0x00, //........
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0x00},//........
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//Queen
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{0x00, //........
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0x1c, //..OOO...
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0x22, //.O...O..
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0x32, //.O...O..
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0x22, //.O.O.O..
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0x1c, //..OOO...
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0x00, //........
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0x00},//........
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//King
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{0x00, //........
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0x3e, //.O...O..
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0x08, //.O..O...
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0x08, //.OOO....
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0x14, //.O..O...
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0x22, //.O...O..
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0x00, //........
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0x00} //........
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};
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#define NOT_A_CARD 255
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//number of cards per color
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#define CARDS_PER_COLOR 13
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//number of colors
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#define COLORS 4
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//number of columns
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#define COL_NUM 7
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//number of cards that are drawn on the remains' stack (by pressing F2)
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#define CARDS_PER_DRAW 3
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//size of a card on the screen
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#define CARD_WIDTH 14
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#define CARD_HEIGHT 10
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typedef struct card {
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unsigned char color : 2;
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unsigned char num : 4;
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unsigned char known : 1;
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unsigned char used : 1;//this is what is used when dealing cards
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unsigned char next;
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} card;
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unsigned char next_random_card(card *deck){
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unsigned char i,r;
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r = rb->rand()%(COLORS * CARDS_PER_COLOR)+1;
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i = 0;
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while(r>0){
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i = (i + 1)%(COLORS * CARDS_PER_COLOR);
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if(!deck[i].used) r--;
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}
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deck[i].used = 1;
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return i;
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}
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//help for the not so intuitive interface
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void solitaire_help(void){
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rb->lcd_clear_display();
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rb->lcd_putsxy(0, 0, "Press a key to see");
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rb->lcd_putsxy(0, 7, "it's role.");
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rb->lcd_putsxy(0, 21, "Press OFF to");
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rb->lcd_putsxy(0, 28, "return to menu");
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rb->lcd_update();
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while(1){
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switch(rb->button_get(true)){
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HELP_CASE( UP );
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HELP_CASE( DOWN );
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HELP_CASE( LEFT );
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HELP_CASE( RIGHT );
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HELP_CASE( F1 );
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HELP_CASE( F2 );
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HELP_CASE( F3 );
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HELP_CASE( PLAY );
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HELP_CASE( ON );
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case BUTTON_OFF:
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return;
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}
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}
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}
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//menu return codes
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#define MENU_RESUME 0
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#define MENU_RESTART 1
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#define MENU_HELP 2
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#define MENU_QUIT 3
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//menu item number
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#define MENU_LENGTH 4
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//different menu behaviors
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#define MENU_BEFOREGAME 0
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#define MENU_DURINGGAME 1
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//the menu
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//text displayed changes depending on the 'when' parameter
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int solitaire_menu(unsigned char when){
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static char menu[2][MENU_LENGTH][13] =
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{ { "Start Game",
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"",
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"Help",
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"Quit" },
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{ "Resume Game",
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"Restart Game",
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"Help",
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"Quit"} };
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int i;
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int cursor=0;
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if(when!=MENU_BEFOREGAME && when!=MENU_DURINGGAME) when = MENU_DURINGGAME;
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while(1){
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rb->lcd_clear_display();
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rb->lcd_putsxy(20, 1, "Solitaire");
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for(i = 0; i<MENU_LENGTH; i++){
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rb->lcd_putsxy(1, 17+9*i, menu[when][i]);
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if(cursor == i)
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rb->lcd_invertrect(0,17-1+9*i, LCD_WIDTH, 9);
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}
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rb->lcd_update();
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switch(rb->button_get(true)){
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case BUTTON_UP:
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cursor = (cursor + MENU_LENGTH - 1)%MENU_LENGTH;
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break;
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case BUTTON_DOWN:
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cursor = (cursor + 1)%MENU_LENGTH;
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break;
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case BUTTON_LEFT:
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return MENU_RESUME;
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case BUTTON_PLAY:
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case BUTTON_RIGHT:
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switch(cursor){
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case MENU_RESUME:
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case MENU_RESTART:
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case MENU_QUIT:
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return cursor;
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case MENU_HELP:
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solitaire_help();
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break;
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}
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case BUTTON_F1:
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case BUTTON_F2:
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case BUTTON_F3:
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rb->splash(HZ, true, "Solitaire for Rockbox by dionoea");
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break;
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case BUTTON_OFF:
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return MENU_QUIT;
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default:
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break;
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}
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}
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}
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//player's cursor
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unsigned char cur_card;
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//player's cursor column num
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unsigned char cur_col;
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//selected card
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unsigned char sel_card;
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//the deck
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card deck[COLORS * CARDS_PER_COLOR];
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//the remaining cards
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unsigned char rem;
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unsigned char cur_rem;
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//the 7 game columns
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unsigned char cols[COL_NUM];
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//the 4 final color stacks
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unsigned char stacks[COLORS];
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//initialize the game
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void solitaire_init(void){
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unsigned char c;
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int i,j;
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//init deck
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for(i=0;i<COLORS;i++){
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for(j=0;j<CARDS_PER_COLOR;j++){
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deck[i*CARDS_PER_COLOR+j].color = i;
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deck[i*CARDS_PER_COLOR+j].num = j;
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deck[i*CARDS_PER_COLOR+j].known = 0;
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deck[i*CARDS_PER_COLOR+j].used = 0;
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deck[i*CARDS_PER_COLOR+j].next = NOT_A_CARD;
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}
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}
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//deal the cards ...
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//... in the columns
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for(i=0; i<COL_NUM; i++){
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c = NOT_A_CARD;
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for(j=0; j<=i; j++){
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if(c == NOT_A_CARD){
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cols[i] = next_random_card(deck);
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c = cols[i];
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} else {
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deck[c].next = next_random_card(deck);
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c = deck[c].next;
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}
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if(j==i) deck[c].known = 1;
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}
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}
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//... shuffle what's left of the deck
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rem = next_random_card(deck);
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c = rem;
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for(i=1; i<COLORS * CARDS_PER_COLOR - COL_NUM * (COL_NUM + 1)/2; i++){
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deck[c].next = next_random_card(deck);
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c = deck[c].next;
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}
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//we now finished dealing the cards. The game can start ! (at last)
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//init the stack
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for(i = 0; i<COL_NUM;i++){
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stacks[i] = NOT_A_CARD;
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}
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//the cursor starts on upper left card
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cur_card = cols[0];
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cur_col = 0;
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//no card is selected
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sel_card = NOT_A_CARD;
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//init the remainder
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cur_rem = NOT_A_CARD;
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}
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//the game
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void solitaire(void){
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int i,j;
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unsigned char c;
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int biggest_col_length;
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if(solitaire_menu(MENU_BEFOREGAME) == MENU_QUIT) return;
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solitaire_init();
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while(true){
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rb->lcd_clear_display();
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//get the biggest column length so that display can be "optimized"
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biggest_col_length = 0;
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for(i=0;i<COL_NUM;i++){
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j = 0;
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c = cols[i];
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while(c != NOT_A_CARD){
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j++;
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c = deck[c].next;
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}
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if(j>biggest_col_length) biggest_col_length = j;
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}
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//check if there are cards remaining in the game.
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//if there aren't any, that means you won :)
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if(biggest_col_length == 0 && rem == NOT_A_CARD){
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rb->splash(HZ*2, true, "You Won :)");
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return;
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}
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//draw the columns
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for(i=0;i<COL_NUM;i++){
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c = cols[i];
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j = 0;
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while(true){
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if(c==NOT_A_CARD) break;
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||||
//clear the card's spot
|
||||
rb->lcd_clearrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM, j+1, CARD_WIDTH, CARD_HEIGHT-1);
|
||||
//known card
|
||||
if(deck[c].known){
|
||||
rb->lcd_bitmap(numbers[deck[c].num], i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j, 8, 8, true);
|
||||
rb->lcd_bitmap(colors[deck[c].color], i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+7, j, 8, 8, true);
|
||||
}
|
||||
//draw top line of the card
|
||||
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1,j,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH-1,j);
|
||||
//selected card
|
||||
if(c == sel_card && sel_card != NOT_A_CARD){
|
||||
rb->lcd_drawrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
|
||||
}
|
||||
//cursor (or not)
|
||||
if(c == cur_card){
|
||||
rb->lcd_invertrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
|
||||
//go to the next card
|
||||
c = deck[c].next;
|
||||
if(c == NOT_A_CARD) break;
|
||||
j += CARD_HEIGHT - 2;
|
||||
} else {
|
||||
//go to the next card
|
||||
c = deck[c].next;
|
||||
if(c == NOT_A_CARD) break;
|
||||
j += min(CARD_HEIGHT - 2, (LCD_HEIGHT - CARD_HEIGHT)/biggest_col_length);
|
||||
}
|
||||
}
|
||||
//draw line to the left of the column
|
||||
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM,1,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM,j+CARD_HEIGHT-1);
|
||||
//draw line to the right of the column
|
||||
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH,1,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH,j+CARD_HEIGHT-1);
|
||||
//draw bottom of the last card
|
||||
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1,j+CARD_HEIGHT,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+CARD_WIDTH-1,j+CARD_HEIGHT);
|
||||
}
|
||||
|
||||
//draw the stacks
|
||||
for(i=0; i<COLORS; i++){
|
||||
c = stacks[i];
|
||||
if(c!=NOT_A_CARD){
|
||||
while(deck[c].next != NOT_A_CARD){
|
||||
c = deck[c].next;
|
||||
}
|
||||
}
|
||||
if(c != NOT_A_CARD) {
|
||||
rb->lcd_bitmap(numbers[deck[c].num], LCD_WIDTH - CARD_WIDTH+1, i*CARD_HEIGHT, 8, 8, true);
|
||||
}
|
||||
rb->lcd_bitmap(colors[i], LCD_WIDTH - CARD_WIDTH+7, i*CARD_HEIGHT, 8, 8, true);
|
||||
rb->lcd_drawline(LCD_WIDTH - CARD_WIDTH+1,i*CARD_HEIGHT,LCD_WIDTH - 1,i*CARD_HEIGHT);
|
||||
rb->lcd_drawline(LCD_WIDTH - CARD_WIDTH+1,(i+1)*CARD_HEIGHT,LCD_WIDTH - 1,(i+1)*CARD_HEIGHT);
|
||||
}
|
||||
|
||||
//draw the remains
|
||||
rb->lcd_drawline(LCD_WIDTH - CARD_WIDTH+1,LCD_HEIGHT-CARD_HEIGHT-1,LCD_WIDTH - 1,LCD_HEIGHT-CARD_HEIGHT-1);
|
||||
rb->lcd_drawline(LCD_WIDTH - CARD_WIDTH+1,LCD_HEIGHT-1,LCD_WIDTH - 1,LCD_HEIGHT-1);
|
||||
if(cur_rem != NOT_A_CARD){
|
||||
rb->lcd_bitmap(numbers[deck[cur_rem].num], LCD_WIDTH - CARD_WIDTH+1, LCD_HEIGHT-CARD_HEIGHT, 8, 8, true);
|
||||
rb->lcd_bitmap(colors[deck[cur_rem].color], LCD_WIDTH - CARD_WIDTH+7, LCD_HEIGHT-CARD_HEIGHT, 8, 8, true);
|
||||
}
|
||||
|
||||
rb->lcd_update();
|
||||
|
||||
//what to do when a key is pressed ...
|
||||
switch(rb->button_get(true)){
|
||||
|
||||
//move cursor to the last card of the previous column
|
||||
case BUTTON_RIGHT:
|
||||
cur_col = (cur_col+1)%COL_NUM;
|
||||
cur_card = cols[cur_col];
|
||||
if(cur_card != NOT_A_CARD){
|
||||
while(deck[cur_card].next != NOT_A_CARD){
|
||||
cur_card = deck[cur_card].next;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
//move cursor to the last card of the next column
|
||||
case BUTTON_LEFT:
|
||||
cur_col = (cur_col + COL_NUM - 1)%COL_NUM;
|
||||
cur_card = cols[cur_col];
|
||||
if(cur_card != NOT_A_CARD){
|
||||
while(deck[cur_card].next != NOT_A_CARD){
|
||||
cur_card = deck[cur_card].next;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
//move cursor to card that's bellow
|
||||
case BUTTON_DOWN:
|
||||
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];
|
||||
}
|
||||
break;
|
||||
|
||||
//move cursor to card that's above
|
||||
case BUTTON_UP:
|
||||
if(cur_card == NOT_A_CARD) break;
|
||||
if(cols[cur_col] == cur_card){
|
||||
while(deck[cur_card].next != NOT_A_CARD){
|
||||
cur_card = deck[cur_card].next;
|
||||
}
|
||||
} else {
|
||||
c = cols[cur_col];
|
||||
while(deck[c].next != cur_card){
|
||||
c = deck[c].next;
|
||||
}
|
||||
cur_card = c;
|
||||
}
|
||||
break;
|
||||
|
||||
//Try to put card under cursor on one of the stacks
|
||||
case BUTTON_F1:
|
||||
//check if a card is selected
|
||||
//else there would be nothing to move on the stacks !
|
||||
if(cur_card != NOT_A_CARD){
|
||||
//find the last card in the color's stack and put it's number in 'c'.
|
||||
c = stacks[deck[cur_card].color];
|
||||
if(c!=NOT_A_CARD){
|
||||
while(deck[c].next!=NOT_A_CARD){
|
||||
c = deck[c].next;
|
||||
}
|
||||
}
|
||||
//if 'c' isn't a card, that means that the stack is empty
|
||||
//which implies that only an ace can be moved
|
||||
if(c == NOT_A_CARD){
|
||||
//check if the selected card is an ace
|
||||
//we don't have to check if any card is in the *.next
|
||||
//position since the ace is the last possible card
|
||||
if(deck[cur_card].num == 0){
|
||||
//remove 'cur_card' from any *.next postition ...
|
||||
//... by looking in the columns
|
||||
for(i=0;i<COL_NUM;i++){
|
||||
if(cols[i]==cur_card) cols[i] = NOT_A_CARD;
|
||||
}
|
||||
//... and in the entire deck
|
||||
//TODO : check if looking in the cols is really needed
|
||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||
if(deck[i].next==cur_card) deck[i].next = NOT_A_CARD;
|
||||
}
|
||||
//move cur_card on top of the stack
|
||||
stacks[deck[cur_card].color] = cur_card;
|
||||
//assign the card at the bottom of cur_col to cur_card
|
||||
cur_card = cols[cur_col];
|
||||
if(cur_card != NOT_A_CARD){
|
||||
while(deck[cur_card].next != NOT_A_CARD){
|
||||
cur_card = deck[cur_card].next;
|
||||
}
|
||||
}
|
||||
//clear the selection indicator
|
||||
sel_card = NOT_A_CARD;
|
||||
}
|
||||
}
|
||||
//the stack is not empty
|
||||
//so we can move any card other than an ace
|
||||
//we thus check that the card we are moving is the next on the stack and that it isn't under any card
|
||||
else if(deck[cur_card].num == deck[c].num + 1 && deck[cur_card].next == NOT_A_CARD){
|
||||
//same as above
|
||||
for(i=0;i<COL_NUM;i++){
|
||||
if(cols[i]==cur_card) cols[i] = NOT_A_CARD;
|
||||
}
|
||||
//re same
|
||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||
if(deck[i].next==cur_card) deck[i].next = NOT_A_CARD;
|
||||
}
|
||||
//...
|
||||
deck[c].next = cur_card;
|
||||
cur_card = cols[cur_col];
|
||||
if(cur_card != NOT_A_CARD){
|
||||
while(deck[cur_card].next != NOT_A_CARD){
|
||||
cur_card = deck[cur_card].next;
|
||||
}
|
||||
}
|
||||
sel_card = NOT_A_CARD;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
//Move cards arround, Uncover cards, ...
|
||||
case BUTTON_ON:
|
||||
if(sel_card == NOT_A_CARD) {
|
||||
if((cur_card != NOT_A_CARD?deck[cur_card].next == NOT_A_CARD && deck[cur_card].known==0:0)){
|
||||
deck[cur_card].known = 1;
|
||||
} else {
|
||||
sel_card = cur_card;
|
||||
}
|
||||
} else if(sel_card == cur_card) {
|
||||
sel_card = NOT_A_CARD;
|
||||
} else if(cur_card != NOT_A_CARD){
|
||||
if(deck[cur_card].num == deck[sel_card].num + 1 && (deck[cur_card].color + deck[sel_card].color)%2 == 1 ){
|
||||
for(i=0;i<COL_NUM;i++){
|
||||
if(cols[i]==sel_card) cols[i] = NOT_A_CARD;
|
||||
}
|
||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||
if(deck[i].next==sel_card) deck[i].next = NOT_A_CARD;
|
||||
}
|
||||
deck[cur_card].next = sel_card;
|
||||
sel_card = NOT_A_CARD;
|
||||
}
|
||||
} else if(cur_card == NOT_A_CARD){
|
||||
if(deck[sel_card].num == CARDS_PER_COLOR - 1){
|
||||
for(i=0;i<COL_NUM;i++){
|
||||
if(cols[i]==sel_card) cols[i] = NOT_A_CARD;
|
||||
}
|
||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||
if(deck[i].next==sel_card) deck[i].next = NOT_A_CARD;
|
||||
}
|
||||
cols[cur_col] = sel_card;
|
||||
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 BUTTON_PLAY:
|
||||
//check if a card is face up on the remains' stack
|
||||
if(cur_rem != NOT_A_CARD){
|
||||
//if no card is selected, it means the col is empty
|
||||
//thus, only a king can be moved
|
||||
if(cur_card == NOT_A_CARD){
|
||||
//check if selcted card is a king
|
||||
if(deck[cur_rem].num == CARDS_PER_COLOR - 1){
|
||||
//find the previous card on the remains' stack
|
||||
c = rem;
|
||||
//if the current card on the remains' stack
|
||||
//is the first card of the stack, then ...
|
||||
if(c == cur_rem){
|
||||
c = NOT_A_CARD;
|
||||
rem = deck[cur_rem].next;
|
||||
}
|
||||
//else ...
|
||||
else {
|
||||
while(deck[c].next != cur_rem){
|
||||
c = deck[c].next;
|
||||
}
|
||||
deck[c].next = deck[cur_rem].next;
|
||||
}
|
||||
cols[cur_col] = cur_rem;
|
||||
deck[cur_rem].next = NOT_A_CARD;
|
||||
deck[cur_rem].known = 1;
|
||||
cur_rem = c;
|
||||
}
|
||||
} else if(deck[cur_rem].num + 1 == deck[cur_card].num && (deck[cur_rem].color + deck[cur_card].color)%2==1) {
|
||||
c = rem;
|
||||
if(c == cur_rem){
|
||||
c = NOT_A_CARD;
|
||||
rem = deck[cur_rem].next;
|
||||
} else {
|
||||
while(deck[c].next != cur_rem){
|
||||
c = deck[c].next;
|
||||
}
|
||||
deck[c].next = deck[cur_rem].next;
|
||||
}
|
||||
deck[cur_card].next = cur_rem;
|
||||
deck[cur_rem].next = NOT_A_CARD;
|
||||
deck[cur_rem].known = 1;
|
||||
cur_rem = c;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
//If the card on top of the remains can be put on one
|
||||
//of the stacks, do so
|
||||
case BUTTON_F3:
|
||||
if(cur_rem != NOT_A_CARD){
|
||||
if(deck[cur_rem].num == 0){
|
||||
c = rem;
|
||||
if(c == cur_rem){
|
||||
c = NOT_A_CARD;
|
||||
rem = deck[cur_rem].next;
|
||||
} else {
|
||||
while(deck[c].next != cur_rem){
|
||||
c = deck[c].next;
|
||||
}
|
||||
deck[c].next = deck[cur_rem].next;
|
||||
}
|
||||
deck[cur_rem].next = NOT_A_CARD;
|
||||
deck[cur_rem].known = 1;
|
||||
stacks[deck[cur_rem].color] = cur_rem;
|
||||
cur_rem = c;
|
||||
} else {
|
||||
|
||||
i = stacks[deck[cur_rem].color];
|
||||
if(i==NOT_A_CARD) break;
|
||||
while(deck[i].next != NOT_A_CARD){
|
||||
i = deck[i].next;
|
||||
}
|
||||
if(deck[i].num + 1 == deck[cur_rem].num){
|
||||
c = rem;
|
||||
if(c == cur_rem){
|
||||
c = NOT_A_CARD;
|
||||
rem = deck[cur_rem].next;
|
||||
} else {
|
||||
while(deck[c].next != cur_rem){
|
||||
c = deck[c].next;
|
||||
}
|
||||
deck[c].next = deck[cur_rem].next;
|
||||
}
|
||||
deck[i].next = cur_rem;
|
||||
deck[cur_rem].next = NOT_A_CARD;
|
||||
deck[cur_rem].known = 1;
|
||||
cur_rem = c;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
//unselect selected card or ...
|
||||
//draw new cards from the remains of the deck
|
||||
case BUTTON_F2:
|
||||
if(sel_card != NOT_A_CARD){
|
||||
//unselect selected card
|
||||
sel_card = NOT_A_CARD;
|
||||
} else if(rem != NOT_A_CARD) {
|
||||
//draw new cards form the remains of the deck
|
||||
if(cur_rem == NOT_A_CARD){
|
||||
cur_rem = rem;
|
||||
i = CARDS_PER_DRAW - 1;
|
||||
} else {
|
||||
i = CARDS_PER_DRAW;
|
||||
}
|
||||
while(i>0 && deck[cur_rem].next != NOT_A_CARD){
|
||||
cur_rem = deck[cur_rem].next;
|
||||
i--;
|
||||
}
|
||||
//test if any cards are really left on the remains' stack
|
||||
if(i == CARDS_PER_DRAW){
|
||||
cur_rem = NOT_A_CARD;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
//Show the menu
|
||||
case BUTTON_OFF:
|
||||
switch(solitaire_menu(MENU_DURINGGAME)){
|
||||
case MENU_QUIT:
|
||||
return;
|
||||
|
||||
case MENU_RESTART:
|
||||
solitaire_init();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
|
||||
{
|
||||
//plugin init
|
||||
TEST_PLUGIN_API(api);
|
||||
(void)parameter;
|
||||
rb = api;
|
||||
//end of plugin init
|
||||
|
||||
//Welcome to Solitaire !
|
||||
rb->splash(HZ*2, true, "Welcome to Solitaire !");
|
||||
|
||||
//play the game :)
|
||||
solitaire();
|
||||
|
||||
//Exit the plugin
|
||||
return PLUGIN_OK;
|
||||
}
|
||||
|
||||
#endif
|
||||
Loading…
Add table
Add a link
Reference in a new issue