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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:
Björn Stenberg 2004-08-17 06:50:14 +00:00
parent 0ceaa5e365
commit 619a5ca1d3
3 changed files with 1304 additions and 0 deletions

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2004 dionoea (Antoine Cellerier)
*
* 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.
*
****************************************************************************/
/*****************************************************************************
Mine Sweeper by dionoea
use arrow keys to move cursor
use ON or F2 to clear a tile
use PLAY or F1 to put a flag on a tile
use F3 to see how many mines are left (supposing all your flags are correct)
*****************************************************************************/
#include "plugin.h"
#include "button.h"
#include "lcd.h"
#ifdef HAVE_LCD_BITMAP
//what the minesweeper() function can return
#define MINESWEEPER_QUIT 2
#define MINESWEEPER_LOSE 1
#define MINESWEEPER_WIN 0
/* here is a global api struct pointer. while not strictly necessary,
it's nice not to have to pass the api pointer in all function calls
in the plugin */
static struct plugin_api* rb;
//define how numbers are displayed (that way we don't have to
//worry about fonts)
static unsigned char num[9][8] = {
/*reading the sprites:
on screen f123
4567
890a
bcde
in binary b84f
c951
d062
ea73
*/
//0
{0x00, //........
0x00, //........
0x00, //........
0x00, //........
0x00, //........
0x00, //........
0x00, //........
0x00},//........
//1
{0x00, //........
0x00, //........
0x00, //...OO...
0x44, //....O...
0x7c, //....O...
0x40, //....O...
0x00, //...OOO..
0x00},//........
//2
{0x00, //........
0x00, //........
0x48, //...OO...
0x64, //..O..O..
0x54, //....O...
0x48, //...O....
0x00, //..OOOO..
0x00},//........
//3
{0x00, //........
0x00, //........
0x44, //..OOO...
0x54, //.....O..
0x54, //...OO...
0x28, //.....O..
0x00, //..OOO...
0x00},//........
//4
{0x00, //........
0x00, //........
0x1c, //..O.....
0x10, //..O.....
0x70, //..OOOO..
0x10, //....O...
0x00, //....O...
0x00},//........
//5
{0x00, //........
0x00, //........
0x5c, //..OOOO..
0x54, //..O.....
0x54, //..OOO...
0x24, //.....O..
0x00, //..OOO...
0x00},//........
//6
{0x00, //........
0x00, //........
0x38, //...OOO..
0x54, //..O.....
0x54, //..OOO...
0x24, //..O..O..
0x00, //...OO...
0x00},//........
//7
{0x00, //........
0x00, //........
0x44, //..OOOO..
0x24, //.....O..
0x14, //....O...
0x0c, //...O....
0x00, //..O.....
0x00},//........
//8
{0x00, //........
0x00, //........
0x28, //...OO...
0x54, //..O..O..
0x54, //...OO...
0x28, //..O..O..
0x00, //...OO...
0x00},//........
};
/* the tile struct
if there is a mine, mine is true
if tile is known by player, known is true
if tile has a flag, flag is true
neighbors is the total number of mines arround tile
*/
typedef struct tile {
unsigned char mine : 1;
unsigned char known : 1;
unsigned char flag : 1;
unsigned char neighbors : 4;
} tile;
//the height and width of the field
//could be variable if malloc worked in the API :)
const int height = LCD_HEIGHT/8;
const int width = LCD_WIDTH/8;
//the minefield
tile minefield[LCD_HEIGHT/8][LCD_WIDTH/8];
//total number of mines on the game
int mine_num = 0;
//discovers the tile when player clears one of them
//a chain reaction (of discovery) occurs if tile has no mines
//as neighbors
void discover(int, int);
void discover(int x, int y){
if(x<0) return;
if(y<0) return;
if(x>width-1) return;
if(y>height-1) return;
if(minefield[y][x].known) return;
minefield[y][x].known = 1;
if(minefield[y][x].neighbors == 0){
discover(x-1,y-1);
discover(x,y-1);
discover(x+1,y-1);
discover(x+1,y);
discover(x+1,y+1);
discover(x,y+1);
discover(x-1,y+1);
discover(x-1,y);
}
return;
}
//init not mine related elements of the mine field
void minesweeper_init(void){
int i,j;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
minefield[i][j].known = 0;
minefield[i][j].flag = 0;
}
}
}
//put mines on the mine field
//there is p% chance that a tile is a mine
//if the tile has coordinates (x,y), then it can't be a mine
void minesweeper_putmines(int p, int x, int y){
int i,j;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(rb->rand()%100<p && !(y==i && x==j)){
minefield[i][j].mine = 1;
mine_num++;
} else {
minefield[i][j].mine = 0;
}
minefield[i][j].neighbors = 0;
}
}
//we need to compute the neighbor element for each tile
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(i>0){
if(j>0) minefield[i][j].neighbors += minefield[i-1][j-1].mine;
minefield[i][j].neighbors += minefield[i-1][j].mine;
if(j<width-1) minefield[i][j].neighbors += minefield[i-1][j+1].mine;
}
if(j>0) minefield[i][j].neighbors += minefield[i][j-1].mine;
if(j<width-1) minefield[i][j].neighbors += minefield[i][j+1].mine;
if(i<height-1){
if(j>0) minefield[i][j].neighbors += minefield[i+1][j-1].mine;
minefield[i][j].neighbors += minefield[i+1][j].mine;
if(j<width-1) minefield[i][j].neighbors += minefield[i+1][j+1].mine;
}
}
}
}
//the big and ugly function that is the game
int minesweeper(void){
int i,j;
//the cursor coordinates
int x=0,y=0;
//number of tiles left on the game
int tiles_left=width*height;
//percentage of mines on minefield used durring generation
int p=16;
//a usefull string for snprintf
char str[30];
//welcome screen where player can chose mine percentage
i = 0;
while(true){
rb->lcd_clear_display();
rb->lcd_putsxy(1,1,"Mine Sweeper");
rb->snprintf(str, 20, "%d%% mines", p);
rb->lcd_putsxy(1,19,str);
rb->lcd_putsxy(1,28,"down / up");
rb->lcd_putsxy(1,44,"ON to start");
rb->lcd_update();
switch(rb->button_get(true)){
case BUTTON_DOWN:
case BUTTON_LEFT:
p = (p + 98)%100;
break;
case BUTTON_UP:
case BUTTON_RIGHT:
p = (p + 2)%100;
break;
case BUTTON_ON://start playing
i = 1;
break;
case BUTTON_OFF://quit program
return MINESWEEPER_QUIT;
}
if(i==1) break;
}
/********************
* init *
********************/
minesweeper_init();
/**********************
* play *
**********************/
while(true){
//clear the screen buffer
rb->lcd_clear_display();
//display the mine field
for(i=0;i<height;i++){
for(j=0;j<width;j++){
rb->lcd_drawrect(j*8,i*8,8,8);
if(minefield[i][j].known){
if(minefield[i][j].mine){
rb->lcd_putsxy(j*8+1,i*8+1,"b");
} else if(minefield[i][j].neighbors){
rb->lcd_bitmap(num[minefield[i][j].neighbors],j*8,i*8,8,8,false);
}
} else if(minefield[i][j].flag) {
rb->lcd_drawline(j*8+2,i*8+2,j*8+5,i*8+5);
rb->lcd_drawline(j*8+2,i*8+5,j*8+5,i*8+2);
} else {
rb->lcd_fillrect(j*8+2,i*8+2,4,4);
}
}
}
//display the cursor
rb->lcd_invertrect(x*8,y*8,8,8);
//update the screen
rb->lcd_update();
switch(rb->button_get(true)){
//quit minesweeper (you really shouldn't use this button ...)
case BUTTON_OFF:
return MINESWEEPER_QUIT;
//move cursor left
case BUTTON_LEFT:
x = (x + width - 1)%width;
break;
//move cursor right
case BUTTON_RIGHT:
x = (x + 1)%width;
break;
//move cursor down
case BUTTON_DOWN:
y = (y + 1)%height;
break;
//move cursor up
case BUTTON_UP:
y = (y + height - 1)%height;
break;
//discover a tile (and it's neighbors if .neighbors == 0)
case BUTTON_ON:
case BUTTON_F2:
if(minefield[y][x].flag) break;
//we put the mines on the first "click" so that you don't
//lose on the first "click"
if(tiles_left == width*height) minesweeper_putmines(p,x,y);
discover(x,y);
if(minefield[y][x].mine){
return MINESWEEPER_LOSE;
}
tiles_left = 0;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(minefield[i][j].known == 0) tiles_left++;
}
}
if(tiles_left == mine_num){
return MINESWEEPER_WIN;
}
break;
//toggle flag under cursor
case BUTTON_PLAY:
case BUTTON_F1:
minefield[y][x].flag = (minefield[y][x].flag + 1)%2;
break;
//show how many mines you think you have found and how many
//there really are on the game
case BUTTON_F3:
tiles_left = 0;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(minefield[i][j].flag) tiles_left++;
}
}
rb->splash(HZ*2, true, "You found %d mines out of %d", tiles_left, mine_num);
break;
}
}
}
//plugin entry point
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
switch(minesweeper()){
case MINESWEEPER_WIN:
rb->splash(HZ*2, true, "You Win :)");
break;
case MINESWEEPER_LOSE:
rb->splash(HZ*2, true, "You Lost :(");
break;
default:
break;
}
return PLUGIN_OK;
}
#endif

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2004 dionoea (Antoine Cellerier)
*
* 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.
*
****************************************************************************/
/*****************************************************************************
Solitaire by dionoea
use arrows to move the cursor
use ON to select cards in the columns, move cards inside the columns,
reveal hidden cards, ...
use PLAY to move a card from the remains' stack to the top of the cursor
use F1 to put card under cursor on one of the 4 final color stacks
use F2 to un-select card if a card was selected, else draw 3 new cards
out of the remains' stack
use F3 to put card on top of the remains' stack on one of the 4 final color
stacks
*****************************************************************************/
#include "plugin.h"
#include "button.h"
#include "lcd.h"
#ifdef HAVE_LCD_BITMAP
/* here is a global api struct pointer. while not strictly necessary,
it's nice not to have to pass the api pointer in all function calls
in the plugin */
static struct plugin_api* rb;
#define min(a,b) (a<b?a:b)
#define HELP_CASE( key ) case BUTTON_ ## key: \
rb->splash(HZ*1, true, # key " : " HELP_BUTTON_ ## key); \
break;
#define HELP_BUTTON_UP "Move the cursor up in the column."
#define HELP_BUTTON_DOWN "Move the cursor down in the column."
#define HELP_BUTTON_LEFT "Move the cursor to the previous column."
#define HELP_BUTTON_RIGHT "Move the cursor to the next column."
#define HELP_BUTTON_F1 "Put the card under the cursor on one of the 4 final color stacks."
#define HELP_BUTTON_F2 "Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_BUTTON_F3 "Put the card on top of the remains' stack on one of the 4 final color stacks."
#define HELP_BUTTON_PLAY "Put the card on top of the remains' stack on top of the cursor."
#define HELP_BUTTON_ON "Select cards in the columns, Move cards inside the columns, reveal hidden cards ..."
static unsigned char colors[4][8] = {
//Spades
{0x00, //........
0x18, //...O....
0x1c, //..OOO...
0x3e, //.OOOOO..
0x1c, //.OOOOO..
0x18, //...O....
0x00, //........
0x00},//........
//Hearts
{0x00, //........
0x0c, //..O.O...
0x1e, //.OOOOO..
0x3c, //.OOOOO..
0x1e, //..OOO...
0x0c, //...O....
0x00, //........
0x00},//........
//Clubs
{0x00, //........
0x18, //..OOO...
0x0a, //...O....
0x3e, //.OOOOO..
0x0a, //.O.O.O..
0x18, //...O....
0x00, //........
0x00},//........
//Diamonds
{0x00, //........
0x08, //...O....
0x1c, //..OOO...
0x3e, //.OOOOO..
0x1c, //..OOO...
0x08, //...O....
0x00, //........
0x00} //........
};
static unsigned char numbers[13][8] = {
//Ace
{0x00, //........
0x38, //...O....
0x14, //..O.O...
0x12, //.O...O..
0x14, //.OOOOO..
0x38, //.O...O..
0x00, //........
0x00},//........
//2
{0x00, //........
0x24, //..OOO...
0x32, //.O...O..
0x32, //....O...
0x2a, //..OO....
0x24, //.OOOOO..
0x00, //........
0x00},//........
//3
{0x00, //........
0x22, //.OOOO...
0x2a, //.....O..
0x2a, //..OOO...
0x2a, //.....O..
0x14, //.OOOO...
0x00, //........
0x00},//........
//4
{0x00, //........
0x10, //....O...
0x18, //...O....
0x34, //..O.....
0x12, //.OOOOO..
0x10, //...O....
0x00, //........
0x00},//........
//5
{0x00, //........
0x2e, //.OOOOO..
0x2a, //.O......
0x2a, //.OOOO...
0x2a, //.....O..
0x12, //.OOOO...
0x00, //........
0x00},//........
//6
{0x00, //........
0x1c, //..OOO...
0x2a, //.O......
0x2a, //.OOOO...
0x2a, //.O...O..
0x10, //..OOO...
0x00, //........
0x00},//........
//7
{0x00, //........
0x22, //.OOOOO..
0x12, //....O...
0x0a, //...O....
0x06, //..O.....
0x02, //.O......
0x00, //........
0x00},//........
//8
{0x00, //........
0x14, //..OOO...
0x2a, //.O...O..
0x2a, //..OOO...
0x2a, //.O...O..
0x14, //..OOO...
0x00, //........
0x00},//........
//9
{0x00, //........
0x04, //..OOO...
0x2a, //.O...O..
0x2a, //..OOOO..
0x2a, //.....O..
0x1c, //..OOO...
0x00, //........
0x00},//........
//10
{0x00, //........
0x3e, //.O..O...
0x00, //.O.O.O..
0x1c, //.O.O.O..
0x22, //.O.O.O..
0x1c, //.O..O...
0x00, //........
0x00},//........
//Jack
{0x00, //........
0x12, //.OOOOO..
0x22, //...O....
0x1e, //...O....
0x02, //.O.O....
0x02, //..O.....
0x00, //........
0x00},//........
//Queen
{0x00, //........
0x1c, //..OOO...
0x22, //.O...O..
0x32, //.O...O..
0x22, //.O.O.O..
0x1c, //..OOO...
0x00, //........
0x00},//........
//King
{0x00, //........
0x3e, //.O...O..
0x08, //.O..O...
0x08, //.OOO....
0x14, //.O..O...
0x22, //.O...O..
0x00, //........
0x00} //........
};
#define NOT_A_CARD 255
//number of cards per color
#define CARDS_PER_COLOR 13
//number of colors
#define COLORS 4
//number of columns
#define COL_NUM 7
//number of cards that are drawn on the remains' stack (by pressing F2)
#define CARDS_PER_DRAW 3
//size of a card on the screen
#define CARD_WIDTH 14
#define CARD_HEIGHT 10
typedef struct card {
unsigned char color : 2;
unsigned char num : 4;
unsigned char known : 1;
unsigned char used : 1;//this is what is used when dealing cards
unsigned char next;
} card;
unsigned char next_random_card(card *deck){
unsigned char i,r;
r = rb->rand()%(COLORS * CARDS_PER_COLOR)+1;
i = 0;
while(r>0){
i = (i + 1)%(COLORS * CARDS_PER_COLOR);
if(!deck[i].used) r--;
}
deck[i].used = 1;
return i;
}
//help for the not so intuitive interface
void solitaire_help(void){
rb->lcd_clear_display();
rb->lcd_putsxy(0, 0, "Press a key to see");
rb->lcd_putsxy(0, 7, "it's role.");
rb->lcd_putsxy(0, 21, "Press OFF to");
rb->lcd_putsxy(0, 28, "return to menu");
rb->lcd_update();
while(1){
switch(rb->button_get(true)){
HELP_CASE( UP );
HELP_CASE( DOWN );
HELP_CASE( LEFT );
HELP_CASE( RIGHT );
HELP_CASE( F1 );
HELP_CASE( F2 );
HELP_CASE( F3 );
HELP_CASE( PLAY );
HELP_CASE( ON );
case BUTTON_OFF:
return;
}
}
}
//menu return codes
#define MENU_RESUME 0
#define MENU_RESTART 1
#define MENU_HELP 2
#define MENU_QUIT 3
//menu item number
#define MENU_LENGTH 4
//different menu behaviors
#define MENU_BEFOREGAME 0
#define MENU_DURINGGAME 1
//the menu
//text displayed changes depending on the 'when' parameter
int solitaire_menu(unsigned char when){
static char menu[2][MENU_LENGTH][13] =
{ { "Start Game",
"",
"Help",
"Quit" },
{ "Resume Game",
"Restart Game",
"Help",
"Quit"} };
int i;
int cursor=0;
if(when!=MENU_BEFOREGAME && when!=MENU_DURINGGAME) when = MENU_DURINGGAME;
while(1){
rb->lcd_clear_display();
rb->lcd_putsxy(20, 1, "Solitaire");
for(i = 0; i<MENU_LENGTH; i++){
rb->lcd_putsxy(1, 17+9*i, menu[when][i]);
if(cursor == i)
rb->lcd_invertrect(0,17-1+9*i, LCD_WIDTH, 9);
}
rb->lcd_update();
switch(rb->button_get(true)){
case BUTTON_UP:
cursor = (cursor + MENU_LENGTH - 1)%MENU_LENGTH;
break;
case BUTTON_DOWN:
cursor = (cursor + 1)%MENU_LENGTH;
break;
case BUTTON_LEFT:
return MENU_RESUME;
case BUTTON_PLAY:
case BUTTON_RIGHT:
switch(cursor){
case MENU_RESUME:
case MENU_RESTART:
case MENU_QUIT:
return cursor;
case MENU_HELP:
solitaire_help();
break;
}
case BUTTON_F1:
case BUTTON_F2:
case BUTTON_F3:
rb->splash(HZ, true, "Solitaire for Rockbox by dionoea");
break;
case BUTTON_OFF:
return MENU_QUIT;
default:
break;
}
}
}
//player's cursor
unsigned char cur_card;
//player's cursor column num
unsigned char cur_col;
//selected card
unsigned char sel_card;
//the deck
card deck[COLORS * CARDS_PER_COLOR];
//the remaining cards
unsigned char rem;
unsigned char cur_rem;
//the 7 game columns
unsigned char cols[COL_NUM];
//the 4 final color stacks
unsigned char stacks[COLORS];
//initialize the game
void solitaire_init(void){
unsigned char c;
int i,j;
//init deck
for(i=0;i<COLORS;i++){
for(j=0;j<CARDS_PER_COLOR;j++){
deck[i*CARDS_PER_COLOR+j].color = i;
deck[i*CARDS_PER_COLOR+j].num = j;
deck[i*CARDS_PER_COLOR+j].known = 0;
deck[i*CARDS_PER_COLOR+j].used = 0;
deck[i*CARDS_PER_COLOR+j].next = NOT_A_CARD;
}
}
//deal the cards ...
//... in the columns
for(i=0; i<COL_NUM; i++){
c = NOT_A_CARD;
for(j=0; j<=i; j++){
if(c == NOT_A_CARD){
cols[i] = next_random_card(deck);
c = cols[i];
} else {
deck[c].next = next_random_card(deck);
c = deck[c].next;
}
if(j==i) deck[c].known = 1;
}
}
//... shuffle what's left of the deck
rem = next_random_card(deck);
c = rem;
for(i=1; i<COLORS * CARDS_PER_COLOR - COL_NUM * (COL_NUM + 1)/2; i++){
deck[c].next = next_random_card(deck);
c = deck[c].next;
}
//we now finished dealing the cards. The game can start ! (at last)
//init the stack
for(i = 0; i<COL_NUM;i++){
stacks[i] = NOT_A_CARD;
}
//the cursor starts on upper left card
cur_card = cols[0];
cur_col = 0;
//no card is selected
sel_card = NOT_A_CARD;
//init the remainder
cur_rem = NOT_A_CARD;
}
//the game
void solitaire(void){
int i,j;
unsigned char c;
int biggest_col_length;
if(solitaire_menu(MENU_BEFOREGAME) == MENU_QUIT) return;
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<COL_NUM;i++){
j = 0;
c = cols[i];
while(c != NOT_A_CARD){
j++;
c = deck[c].next;
}
if(j>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->splash(HZ*2, true, "You Won :)");
return;
}
//draw the columns
for(i=0;i<COL_NUM;i++){
c = cols[i];
j = 0;
while(true){
if(c==NOT_A_CARD) break;
//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

View file

@ -90,3 +90,4 @@ Christi Scarborough
Steve Cundari
Mat Holton
Jan Gajdos
Antoine Cellerier