forked from len0rd/rockbox
fixed comments, added linefeeds to chop some of the longest lines
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@5000 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
parent
8fb336148f
commit
f50bbce438
2 changed files with 475 additions and 424 deletions
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@ -45,8 +45,8 @@ use F3 to see how many mines are left (supposing all your flags are correct)
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static struct plugin_api* rb;
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static struct plugin_api* rb;
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//define how numbers are displayed (that way we don't have to
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/* define how numbers are displayed (that way we don't have to */
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//worry about fonts)
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/* worry about fonts) */
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static unsigned char num[9][8] = {
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static unsigned char num[9][8] = {
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/*reading the sprites:
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/*reading the sprites:
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on screen f123
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on screen f123
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@ -60,87 +60,87 @@ static unsigned char num[9][8] = {
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ea73
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ea73
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*/
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*/
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//0
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/* 0 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x00},//........
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0x00},/* ........ */
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//1
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/* 1 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x00, //...OO...
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0x00, /* ...OO... */
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0x44, //....O...
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0x44, /* ....O... */
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0x7c, //....O...
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0x7c, /* ....O... */
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0x40, //....O...
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0x40, /* ....O... */
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0x00, //...OOO..
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0x00, /* ...OOO.. */
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0x00},//........
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0x00},/* ........ */
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//2
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/* 2 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x48, //...OO...
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0x48, /* ...OO... */
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0x64, //..O..O..
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0x64, /* ..O..O.. */
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0x54, //....O...
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0x54, /* ....O... */
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0x48, //...O....
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0x48, /* ...O.... */
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0x00, //..OOOO..
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0x00, /* ..OOOO.. */
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0x00},//........
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0x00},/* ........ */
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//3
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/* 3 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x44, //..OOO...
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0x44, /* ..OOO... */
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0x54, //.....O..
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0x54, /* .....O.. */
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0x54, //...OO...
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0x54, /* ...OO... */
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0x28, //.....O..
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0x28, /* .....O.. */
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0x00, //..OOO...
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0x00, /* ..OOO... */
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0x00},//........
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0x00},/* ........ */
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//4
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/* 4 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x1c, //..O.....
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0x1c, /* ..O..... */
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0x10, //..O.....
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0x10, /* ..O..... */
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0x70, //..OOOO..
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0x70, /* ..OOOO.. */
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0x10, //....O...
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0x10, /* ....O... */
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0x00, //....O...
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0x00, /* ....O... */
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0x00},//........
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0x00},/* ........ */
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//5
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/* 5 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x5c, //..OOOO..
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0x5c, /* ..OOOO.. */
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0x54, //..O.....
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0x54, /* ..O..... */
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0x54, //..OOO...
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0x54, /* ..OOO... */
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0x24, //.....O..
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0x24, /* .....O.. */
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0x00, //..OOO...
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0x00, /* ..OOO... */
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0x00},//........
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0x00},/* ........ */
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//6
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/* 6 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x38, //...OOO..
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0x38, /* ...OOO.. */
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0x54, //..O.....
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0x54, /* ..O..... */
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0x54, //..OOO...
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0x54, /* ..OOO... */
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0x24, //..O..O..
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0x24, /* ..O..O.. */
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0x00, //...OO...
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0x00, /* ...OO... */
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0x00},//........
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0x00},/* ........ */
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//7
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/* 7 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x44, //..OOOO..
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0x44, /* ..OOOO.. */
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0x24, //.....O..
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0x24, /* .....O.. */
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0x14, //....O...
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0x14, /* ....O... */
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0x0c, //...O....
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0x0c, /* ...O.... */
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0x00, //..O.....
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0x00, /* ..O..... */
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0x00},//........
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0x00},/* ........ */
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//8
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/* 8 */
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{0x00, //........
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{0x00, /* ........ */
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0x00, //........
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0x00, /* ........ */
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0x28, //...OO...
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0x28, /* ...OO... */
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0x54, //..O..O..
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0x54, /* ..O..O.. */
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0x54, //...OO...
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0x54, /* ...OO... */
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0x28, //..O..O..
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0x28, /* ..O..O.. */
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0x00, //...OO...
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0x00, /* ...OO... */
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0x00},//........
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0x00},/* ........ */
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};
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};
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/* the tile struct
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/* the tile struct
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@ -156,20 +156,20 @@ typedef struct tile {
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unsigned char neighbors : 4;
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unsigned char neighbors : 4;
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} tile;
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} tile;
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//the height and width of the field
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/* the height and width of the field */
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//could be variable if malloc worked in the API :)
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/* could be variable if malloc worked in the API :) */
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const int height = LCD_HEIGHT/8;
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const int height = LCD_HEIGHT/8;
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const int width = LCD_WIDTH/8;
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const int width = LCD_WIDTH/8;
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//the minefield
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/* the minefield */
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tile minefield[LCD_HEIGHT/8][LCD_WIDTH/8];
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tile minefield[LCD_HEIGHT/8][LCD_WIDTH/8];
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//total number of mines on the game
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/* total number of mines on the game */
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int mine_num = 0;
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int mine_num = 0;
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//discovers the tile when player clears one of them
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/* discovers the tile when player clears one of them */
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//a chain reaction (of discovery) occurs if tile has no mines
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/* a chain reaction (of discovery) occurs if tile has no mines */
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//as neighbors
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/* as neighbors */
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void discover(int, int);
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void discover(int, int);
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void discover(int x, int y){
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void discover(int x, int y){
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@ -194,7 +194,7 @@ void discover(int x, int y){
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}
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}
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//init not mine related elements of the mine field
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/* init not mine related elements of the mine field */
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void minesweeper_init(void){
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void minesweeper_init(void){
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int i,j;
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int i,j;
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@ -207,9 +207,9 @@ void minesweeper_init(void){
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}
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}
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//put mines on the mine field
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/* put mines on the mine field */
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//there is p% chance that a tile is a mine
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/* there is p% chance that a tile is a mine */
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//if the tile has coordinates (x,y), then it can't be a mine
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/* if the tile has coordinates (x,y), then it can't be a mine */
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void minesweeper_putmines(int p, int x, int y){
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void minesweeper_putmines(int p, int x, int y){
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int i,j;
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int i,j;
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@ -225,44 +225,49 @@ void minesweeper_putmines(int p, int x, int y){
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}
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}
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}
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}
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//we need to compute the neighbor element for each tile
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/* we need to compute the neighbor element for each tile */
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for(i=0;i<height;i++){
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for(i=0;i<height;i++){
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for(j=0;j<width;j++){
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for(j=0;j<width;j++){
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if(i>0){
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if(i>0){
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if(j>0) minefield[i][j].neighbors += minefield[i-1][j-1].mine;
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if(j>0)
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minefield[i][j].neighbors += minefield[i-1][j-1].mine;
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minefield[i][j].neighbors += minefield[i-1][j].mine;
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minefield[i][j].neighbors += minefield[i-1][j].mine;
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if(j<width-1) minefield[i][j].neighbors += minefield[i-1][j+1].mine;
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if(j<width-1)
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minefield[i][j].neighbors += minefield[i-1][j+1].mine;
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}
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}
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if(j>0) minefield[i][j].neighbors += minefield[i][j-1].mine;
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if(j>0)
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if(j<width-1) minefield[i][j].neighbors += minefield[i][j+1].mine;
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minefield[i][j].neighbors += minefield[i][j-1].mine;
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if(j<width-1)
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minefield[i][j].neighbors += minefield[i][j+1].mine;
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if(i<height-1){
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if(i<height-1){
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if(j>0) minefield[i][j].neighbors += minefield[i+1][j-1].mine;
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if(j>0)
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minefield[i][j].neighbors += minefield[i+1][j-1].mine;
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minefield[i][j].neighbors += minefield[i+1][j].mine;
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minefield[i][j].neighbors += minefield[i+1][j].mine;
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if(j<width-1) minefield[i][j].neighbors += minefield[i+1][j+1].mine;
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if(j<width-1)
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minefield[i][j].neighbors += minefield[i+1][j+1].mine;
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}
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}
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}
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}
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}
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}
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}
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}
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//the big and ugly function that is the game
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/* the big and ugly function that is the game */
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int minesweeper(void){
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int minesweeper(void)
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{
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int i,j;
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int i,j;
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//the cursor coordinates
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/* the cursor coordinates */
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int x=0,y=0;
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int x=0,y=0;
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//number of tiles left on the game
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/* number of tiles left on the game */
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int tiles_left=width*height;
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int tiles_left=width*height;
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//percentage of mines on minefield used durring generation
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/* percentage of mines on minefield used durring generation */
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int p=16;
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int p=16;
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//a usefull string for snprintf
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/* a usefull string for snprintf */
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char str[30];
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char str[30];
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//welcome screen where player can chose mine percentage
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/* welcome screen where player can chose mine percentage */
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i = 0;
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i = 0;
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while(true){
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while(true){
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rb->lcd_clear_display();
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rb->lcd_clear_display();
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@ -288,14 +293,15 @@ int minesweeper(void){
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p = (p + 2)%100;
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p = (p + 2)%100;
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break;
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break;
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case BUTTON_ON://start playing
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case BUTTON_ON:/* start playing */
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i = 1;
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i = 1;
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break;
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break;
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case BUTTON_OFF://quit program
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case BUTTON_OFF:/* quit program */
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return MINESWEEPER_QUIT;
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return MINESWEEPER_QUIT;
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}
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}
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if(i==1) break;
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if(i==1)
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break;
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}
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}
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@ -333,43 +339,43 @@ int minesweeper(void){
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}
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}
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}
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}
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//display the cursor
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/* display the cursor */
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rb->lcd_invertrect(x*8,y*8,8,8);
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rb->lcd_invertrect(x*8,y*8,8,8);
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//update the screen
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/* update the screen */
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rb->lcd_update();
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rb->lcd_update();
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switch(rb->button_get(true)){
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switch(rb->button_get(true)){
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//quit minesweeper (you really shouldn't use this button ...)
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/* quit minesweeper (you really shouldn't use this button ...) */
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case BUTTON_OFF:
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case BUTTON_OFF:
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return MINESWEEPER_QUIT;
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return MINESWEEPER_QUIT;
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//move cursor left
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/* move cursor left */
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case BUTTON_LEFT:
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case BUTTON_LEFT:
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x = (x + width - 1)%width;
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x = (x + width - 1)%width;
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break;
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break;
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//move cursor right
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/* move cursor right */
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case BUTTON_RIGHT:
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case BUTTON_RIGHT:
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x = (x + 1)%width;
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x = (x + 1)%width;
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break;
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break;
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//move cursor down
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/* move cursor down */
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case BUTTON_DOWN:
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case BUTTON_DOWN:
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y = (y + 1)%height;
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y = (y + 1)%height;
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break;
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break;
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//move cursor up
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/* move cursor up */
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case BUTTON_UP:
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case BUTTON_UP:
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y = (y + height - 1)%height;
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y = (y + height - 1)%height;
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break;
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break;
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//discover a tile (and it's neighbors if .neighbors == 0)
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/* discover a tile (and it's neighbors if .neighbors == 0) */
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case BUTTON_ON:
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case BUTTON_ON:
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case BUTTON_F2:
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case BUTTON_F2:
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if(minefield[y][x].flag) break;
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if(minefield[y][x].flag) break;
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//we put the mines on the first "click" so that you don't
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/* we put the mines on the first "click" so that you don't */
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//lose on the first "click"
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/* lose on the first "click" */
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if(tiles_left == width*height) minesweeper_putmines(p,x,y);
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if(tiles_left == width*height) minesweeper_putmines(p,x,y);
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discover(x,y);
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discover(x,y);
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if(minefield[y][x].mine){
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if(minefield[y][x].mine){
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@ -386,14 +392,14 @@ int minesweeper(void){
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}
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}
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break;
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break;
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//toggle flag under cursor
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/* toggle flag under cursor */
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case BUTTON_PLAY:
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case BUTTON_PLAY:
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case BUTTON_F1:
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case BUTTON_F1:
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minefield[y][x].flag = (minefield[y][x].flag + 1)%2;
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minefield[y][x].flag = (minefield[y][x].flag + 1)%2;
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break;
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break;
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//show how many mines you think you have found and how many
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/* show how many mines you think you have found and how many */
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//there really are on the game
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/* there really are on the game */
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case BUTTON_F3:
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case BUTTON_F3:
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tiles_left = 0;
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tiles_left = 0;
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for(i=0;i<height;i++){
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for(i=0;i<height;i++){
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@ -408,14 +414,14 @@ int minesweeper(void){
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}
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}
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//plugin entry point
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/* plugin entry point */
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enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
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enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
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{
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{
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//plugin init
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/* plugin init */
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TEST_PLUGIN_API(api);
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TEST_PLUGIN_API(api);
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(void)parameter;
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(void)parameter;
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rb = api;
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rb = api;
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//end of plugin init
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/* end of plugin init */
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switch(minesweeper()){
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switch(minesweeper()){
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case MINESWEEPER_WIN:
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case MINESWEEPER_WIN:
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@ -60,179 +60,179 @@ static struct plugin_api* rb;
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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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#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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static unsigned char colors[4][8] = {
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//Spades
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/* Spades */
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{0x00, //........
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{0x00, /* ........ */
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0x18, //...O....
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0x18, /* ...O.... */
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0x1c, //..OOO...
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0x1c, /* ..OOO... */
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0x3e, //.OOOOO..
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0x3e, /* .OOOOO.. */
|
||||||
0x1c, //.OOOOO..
|
0x1c, /* .OOOOO.. */
|
||||||
0x18, //...O....
|
0x18, /* ...O.... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//Hearts
|
/* Hearts */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x0c, //..O.O...
|
0x0c, /* ..O.O... */
|
||||||
0x1e, //.OOOOO..
|
0x1e, /* .OOOOO.. */
|
||||||
0x3c, //.OOOOO..
|
0x3c, /* .OOOOO.. */
|
||||||
0x1e, //..OOO...
|
0x1e, /* ..OOO... */
|
||||||
0x0c, //...O....
|
0x0c, /* ...O.... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//Clubs
|
/* Clubs */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x18, //..OOO...
|
0x18, /* ..OOO... */
|
||||||
0x0a, //...O....
|
0x0a, /* ...O.... */
|
||||||
0x3e, //.OOOOO..
|
0x3e, /* .OOOOO.. */
|
||||||
0x0a, //.O.O.O..
|
0x0a, /* .O.O.O.. */
|
||||||
0x18, //...O....
|
0x18, /* ...O.... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//Diamonds
|
/* Diamonds */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x08, //...O....
|
0x08, /* ...O.... */
|
||||||
0x1c, //..OOO...
|
0x1c, /* ..OOO... */
|
||||||
0x3e, //.OOOOO..
|
0x3e, /* .OOOOO.. */
|
||||||
0x1c, //..OOO...
|
0x1c, /* ..OOO... */
|
||||||
0x08, //...O....
|
0x08, /* ...O.... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00} //........
|
0x00} /* ........ */
|
||||||
};
|
};
|
||||||
|
|
||||||
static unsigned char numbers[13][8] = {
|
static unsigned char numbers[13][8] = {
|
||||||
//Ace
|
/* Ace */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x38, //...O....
|
0x38, /* ...O.... */
|
||||||
0x14, //..O.O...
|
0x14, /* ..O.O... */
|
||||||
0x12, //.O...O..
|
0x12, /* .O...O.. */
|
||||||
0x14, //.OOOOO..
|
0x14, /* .OOOOO.. */
|
||||||
0x38, //.O...O..
|
0x38, /* .O...O.. */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//2
|
/* 2 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x24, //..OOO...
|
0x24, /* ..OOO... */
|
||||||
0x32, //.O...O..
|
0x32, /* .O...O.. */
|
||||||
0x32, //....O...
|
0x32, /* ....O... */
|
||||||
0x2a, //..OO....
|
0x2a, /* ..OO.... */
|
||||||
0x24, //.OOOOO..
|
0x24, /* .OOOOO.. */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//3
|
/* 3 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x22, //.OOOO...
|
0x22, /* .OOOO... */
|
||||||
0x2a, //.....O..
|
0x2a, /* .....O.. */
|
||||||
0x2a, //..OOO...
|
0x2a, /* ..OOO... */
|
||||||
0x2a, //.....O..
|
0x2a, /* .....O.. */
|
||||||
0x14, //.OOOO...
|
0x14, /* .OOOO... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//4
|
/* 4 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x10, //....O...
|
0x10, /* ....O... */
|
||||||
0x18, //...O....
|
0x18, /* ...O.... */
|
||||||
0x34, //..O.....
|
0x34, /* ..O..... */
|
||||||
0x12, //.OOOOO..
|
0x12, /* .OOOOO.. */
|
||||||
0x10, //...O....
|
0x10, /* ...O.... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//5
|
/* 5 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x2e, //.OOOOO..
|
0x2e, /* .OOOOO.. */
|
||||||
0x2a, //.O......
|
0x2a, /* .O...... */
|
||||||
0x2a, //.OOOO...
|
0x2a, /* .OOOO... */
|
||||||
0x2a, //.....O..
|
0x2a, /* .....O.. */
|
||||||
0x12, //.OOOO...
|
0x12, /* .OOOO... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//6
|
/* 6 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x1c, //..OOO...
|
0x1c, /* ..OOO... */
|
||||||
0x2a, //.O......
|
0x2a, /* .O...... */
|
||||||
0x2a, //.OOOO...
|
0x2a, /* .OOOO... */
|
||||||
0x2a, //.O...O..
|
0x2a, /* .O...O.. */
|
||||||
0x10, //..OOO...
|
0x10, /* ..OOO... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//7
|
/* 7 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x22, //.OOOOO..
|
0x22, /* .OOOOO.. */
|
||||||
0x12, //....O...
|
0x12, /* ....O... */
|
||||||
0x0a, //...O....
|
0x0a, /* ...O.... */
|
||||||
0x06, //..O.....
|
0x06, /* ..O..... */
|
||||||
0x02, //.O......
|
0x02, /* .O...... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//8
|
/* 8 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x14, //..OOO...
|
0x14, /* ..OOO... */
|
||||||
0x2a, //.O...O..
|
0x2a, /* .O...O.. */
|
||||||
0x2a, //..OOO...
|
0x2a, /* ..OOO... */
|
||||||
0x2a, //.O...O..
|
0x2a, /* .O...O.. */
|
||||||
0x14, //..OOO...
|
0x14, /* ..OOO... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//9
|
/* 9 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x04, //..OOO...
|
0x04, /* ..OOO... */
|
||||||
0x2a, //.O...O..
|
0x2a, /* .O...O.. */
|
||||||
0x2a, //..OOOO..
|
0x2a, /* ..OOOO.. */
|
||||||
0x2a, //.....O..
|
0x2a, /* .....O.. */
|
||||||
0x1c, //..OOO...
|
0x1c, /* ..OOO... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//10
|
/* 10 */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x3e, //.O..O...
|
0x3e, /* .O..O... */
|
||||||
0x00, //.O.O.O..
|
0x00, /* .O.O.O.. */
|
||||||
0x1c, //.O.O.O..
|
0x1c, /* .O.O.O.. */
|
||||||
0x22, //.O.O.O..
|
0x22, /* .O.O.O.. */
|
||||||
0x1c, //.O..O...
|
0x1c, /* .O..O... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//Jack
|
/* Jack */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x12, //.OOOOO..
|
0x12, /* .OOOOO.. */
|
||||||
0x22, //...O....
|
0x22, /* ...O.... */
|
||||||
0x1e, //...O....
|
0x1e, /* ...O.... */
|
||||||
0x02, //.O.O....
|
0x02, /* .O.O.... */
|
||||||
0x02, //..O.....
|
0x02, /* ..O..... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//Queen
|
/* Queen */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x1c, //..OOO...
|
0x1c, /* ..OOO... */
|
||||||
0x22, //.O...O..
|
0x22, /* .O...O.. */
|
||||||
0x32, //.O...O..
|
0x32, /* .O...O.. */
|
||||||
0x22, //.O.O.O..
|
0x22, /* .O.O.O.. */
|
||||||
0x1c, //..OOO...
|
0x1c, /* ..OOO... */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00},//........
|
0x00},/* ........ */
|
||||||
//King
|
/* King */
|
||||||
{0x00, //........
|
{0x00, /* ........ */
|
||||||
0x3e, //.O...O..
|
0x3e, /* .O...O.. */
|
||||||
0x08, //.O..O...
|
0x08, /* .O..O... */
|
||||||
0x08, //.OOO....
|
0x08, /* .OOO.... */
|
||||||
0x14, //.O..O...
|
0x14, /* .O..O... */
|
||||||
0x22, //.O...O..
|
0x22, /* .O...O.. */
|
||||||
0x00, //........
|
0x00, /* ........ */
|
||||||
0x00} //........
|
0x00} /* ........ */
|
||||||
};
|
};
|
||||||
|
|
||||||
#define NOT_A_CARD 255
|
#define NOT_A_CARD 255
|
||||||
|
|
||||||
//number of cards per color
|
/* number of cards per color */
|
||||||
#define CARDS_PER_COLOR 13
|
#define CARDS_PER_COLOR 13
|
||||||
|
|
||||||
//number of colors
|
/* number of colors */
|
||||||
#define COLORS 4
|
#define COLORS 4
|
||||||
|
|
||||||
//number of columns
|
/* number of columns */
|
||||||
#define COL_NUM 7
|
#define COL_NUM 7
|
||||||
|
|
||||||
//number of cards that are drawn on the remains' stack (by pressing F2)
|
/* number of cards that are drawn on the remains' stack (by pressing F2) */
|
||||||
#define CARDS_PER_DRAW 3
|
#define CARDS_PER_DRAW 3
|
||||||
|
|
||||||
//size of a card on the screen
|
/* size of a card on the screen */
|
||||||
#define CARD_WIDTH 14
|
#define CARD_WIDTH 14
|
||||||
#define CARD_HEIGHT 10
|
#define CARD_HEIGHT 10
|
||||||
|
|
||||||
|
@ -240,7 +240,7 @@ typedef struct card {
|
||||||
unsigned char color : 2;
|
unsigned char color : 2;
|
||||||
unsigned char num : 4;
|
unsigned char num : 4;
|
||||||
unsigned char known : 1;
|
unsigned char known : 1;
|
||||||
unsigned char used : 1;//this is what is used when dealing cards
|
unsigned char used : 1;/* this is what is used when dealing cards */
|
||||||
unsigned char next;
|
unsigned char next;
|
||||||
} card;
|
} card;
|
||||||
|
|
||||||
|
@ -260,9 +260,9 @@ unsigned char next_random_card(card *deck){
|
||||||
return i;
|
return i;
|
||||||
}
|
}
|
||||||
|
|
||||||
//help for the not so intuitive interface
|
/* help for the not so intuitive interface */
|
||||||
void solitaire_help(void){
|
void solitaire_help(void)
|
||||||
|
{
|
||||||
rb->lcd_clear_display();
|
rb->lcd_clear_display();
|
||||||
|
|
||||||
rb->lcd_putsxy(0, 0, "Press a key to see");
|
rb->lcd_putsxy(0, 0, "Press a key to see");
|
||||||
|
@ -291,21 +291,21 @@ void solitaire_help(void){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//menu return codes
|
/* menu return codes */
|
||||||
#define MENU_RESUME 0
|
#define MENU_RESUME 0
|
||||||
#define MENU_RESTART 1
|
#define MENU_RESTART 1
|
||||||
#define MENU_HELP 2
|
#define MENU_HELP 2
|
||||||
#define MENU_QUIT 3
|
#define MENU_QUIT 3
|
||||||
|
|
||||||
//menu item number
|
/* menu item number */
|
||||||
#define MENU_LENGTH 4
|
#define MENU_LENGTH 4
|
||||||
|
|
||||||
//different menu behaviors
|
/* different menu behaviors */
|
||||||
#define MENU_BEFOREGAME 0
|
#define MENU_BEFOREGAME 0
|
||||||
#define MENU_DURINGGAME 1
|
#define MENU_DURINGGAME 1
|
||||||
|
|
||||||
//the menu
|
/* the menu */
|
||||||
//text displayed changes depending on the 'when' parameter
|
/* text displayed changes depending on the 'when' parameter */
|
||||||
int solitaire_menu(unsigned char when) {
|
int solitaire_menu(unsigned char when) {
|
||||||
|
|
||||||
static char menu[2][MENU_LENGTH][13] =
|
static char menu[2][MENU_LENGTH][13] =
|
||||||
|
@ -316,12 +316,14 @@ int solitaire_menu(unsigned char when){
|
||||||
{ "Resume Game",
|
{ "Resume Game",
|
||||||
"Restart Game",
|
"Restart Game",
|
||||||
"Help",
|
"Help",
|
||||||
"Quit"} };
|
"Quit"}
|
||||||
|
};
|
||||||
|
|
||||||
int i;
|
int i;
|
||||||
int cursor=0;
|
int cursor=0;
|
||||||
|
|
||||||
if(when!=MENU_BEFOREGAME && when!=MENU_DURINGGAME) when = MENU_DURINGGAME;
|
if(when!=MENU_BEFOREGAME && when!=MENU_DURINGGAME)
|
||||||
|
when = MENU_DURINGGAME;
|
||||||
|
|
||||||
while(1){
|
while(1){
|
||||||
|
|
||||||
|
@ -377,33 +379,33 @@ int solitaire_menu(unsigned char when){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//player's cursor
|
/* player's cursor */
|
||||||
unsigned char cur_card;
|
unsigned char cur_card;
|
||||||
//player's cursor column num
|
/* player's cursor column num */
|
||||||
unsigned char cur_col;
|
unsigned char cur_col;
|
||||||
|
|
||||||
//selected card
|
/* selected card */
|
||||||
unsigned char sel_card;
|
unsigned char sel_card;
|
||||||
|
|
||||||
//the deck
|
/* the deck */
|
||||||
card deck[COLORS * CARDS_PER_COLOR];
|
card deck[COLORS * CARDS_PER_COLOR];
|
||||||
|
|
||||||
//the remaining cards
|
/* the remaining cards */
|
||||||
unsigned char rem;
|
unsigned char rem;
|
||||||
unsigned char cur_rem;
|
unsigned char cur_rem;
|
||||||
|
|
||||||
//the 7 game columns
|
/* the 7 game columns */
|
||||||
unsigned char cols[COL_NUM];
|
unsigned char cols[COL_NUM];
|
||||||
|
|
||||||
//the 4 final color stacks
|
/* the 4 final color stacks */
|
||||||
unsigned char stacks[COLORS];
|
unsigned char stacks[COLORS];
|
||||||
|
|
||||||
//initialize the game
|
/* initialize the game */
|
||||||
void solitaire_init(void){
|
void solitaire_init(void){
|
||||||
unsigned char c;
|
unsigned char c;
|
||||||
int i,j;
|
int i,j;
|
||||||
|
|
||||||
//init deck
|
/* init deck */
|
||||||
for(i=0;i<COLORS;i++){
|
for(i=0;i<COLORS;i++){
|
||||||
for(j=0;j<CARDS_PER_COLOR;j++){
|
for(j=0;j<CARDS_PER_COLOR;j++){
|
||||||
deck[i*CARDS_PER_COLOR+j].color = i;
|
deck[i*CARDS_PER_COLOR+j].color = i;
|
||||||
|
@ -414,8 +416,8 @@ void solitaire_init(void){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//deal the cards ...
|
/* deal the cards ... */
|
||||||
//... in the columns
|
/* ... in the columns */
|
||||||
for(i=0; i<COL_NUM; i++){
|
for(i=0; i<COL_NUM; i++){
|
||||||
c = NOT_A_CARD;
|
c = NOT_A_CARD;
|
||||||
for(j=0; j<=i; j++){
|
for(j=0; j<=i; j++){
|
||||||
|
@ -430,7 +432,7 @@ void solitaire_init(void){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//... shuffle what's left of the deck
|
/* ... shuffle what's left of the deck */
|
||||||
rem = next_random_card(deck);
|
rem = next_random_card(deck);
|
||||||
c = rem;
|
c = rem;
|
||||||
|
|
||||||
|
@ -439,26 +441,26 @@ void solitaire_init(void){
|
||||||
c = deck[c].next;
|
c = deck[c].next;
|
||||||
}
|
}
|
||||||
|
|
||||||
//we now finished dealing the cards. The game can start ! (at last)
|
/* we now finished dealing the cards. The game can start ! (at last) */
|
||||||
|
|
||||||
//init the stack
|
/* init the stack */
|
||||||
for(i = 0; i<COL_NUM;i++){
|
for(i = 0; i<COL_NUM;i++){
|
||||||
stacks[i] = NOT_A_CARD;
|
stacks[i] = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
|
|
||||||
//the cursor starts on upper left card
|
/* the cursor starts on upper left card */
|
||||||
cur_card = cols[0];
|
cur_card = cols[0];
|
||||||
cur_col = 0;
|
cur_col = 0;
|
||||||
|
|
||||||
//no card is selected
|
/* no card is selected */
|
||||||
sel_card = NOT_A_CARD;
|
sel_card = NOT_A_CARD;
|
||||||
|
|
||||||
//init the remainder
|
/* init the remainder */
|
||||||
cur_rem = NOT_A_CARD;
|
cur_rem = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//the game
|
/* the game */
|
||||||
void solitaire(void){
|
void solitaire(void){
|
||||||
|
|
||||||
int i,j;
|
int i,j;
|
||||||
|
@ -472,7 +474,7 @@ void solitaire(void){
|
||||||
|
|
||||||
rb->lcd_clear_display();
|
rb->lcd_clear_display();
|
||||||
|
|
||||||
//get the biggest column length so that display can be "optimized"
|
/* get the biggest column length so that display can be "optimized" */
|
||||||
biggest_col_length = 0;
|
biggest_col_length = 0;
|
||||||
|
|
||||||
for(i=0;i<COL_NUM;i++){
|
for(i=0;i<COL_NUM;i++){
|
||||||
|
@ -485,55 +487,74 @@ void solitaire(void){
|
||||||
if(j>biggest_col_length) biggest_col_length = j;
|
if(j>biggest_col_length) biggest_col_length = j;
|
||||||
}
|
}
|
||||||
|
|
||||||
//check if there are cards remaining in the game.
|
/* check if there are cards remaining in the game. */
|
||||||
//if there aren't any, that means you won :)
|
/* if there aren't any, that means you won :) */
|
||||||
if(biggest_col_length == 0 && rem == NOT_A_CARD){
|
if(biggest_col_length == 0 && rem == NOT_A_CARD){
|
||||||
rb->splash(HZ*2, true, "You Won :)");
|
rb->splash(HZ*2, true, "You Won :)");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
//draw the columns
|
/* draw the columns */
|
||||||
for(i=0;i<COL_NUM;i++){
|
for(i=0;i<COL_NUM;i++){
|
||||||
c = cols[i];
|
c = cols[i];
|
||||||
j = 0;
|
j = 0;
|
||||||
while(true){
|
while(true){
|
||||||
if(c==NOT_A_CARD) break;
|
if(c==NOT_A_CARD) break;
|
||||||
//clear the card's spot
|
/* clear the card's spot */
|
||||||
rb->lcd_clearrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM, j+1, CARD_WIDTH, CARD_HEIGHT-1);
|
rb->lcd_clearrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM,
|
||||||
//known card
|
j+1, CARD_WIDTH, CARD_HEIGHT-1);
|
||||||
|
/* known card */
|
||||||
if(deck[c].known) {
|
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(numbers[deck[c].num],
|
||||||
rb->lcd_bitmap(colors[deck[c].color], i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+7, j, 8, 8, true);
|
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
|
/* 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);
|
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1,
|
||||||
//selected card
|
j,i*(LCD_WIDTH - CARD_WIDTH)/
|
||||||
|
COL_NUM+CARD_WIDTH-1,j);
|
||||||
|
/* selected card */
|
||||||
if(c == sel_card && sel_card != NOT_A_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);
|
rb->lcd_drawrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1,
|
||||||
|
j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
|
||||||
}
|
}
|
||||||
//cursor (or not)
|
/* cursor (or not) */
|
||||||
if(c == cur_card){
|
if(c == cur_card){
|
||||||
rb->lcd_invertrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
|
rb->lcd_invertrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1,
|
||||||
//go to the next card
|
j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
|
||||||
|
/* go to the next card */
|
||||||
c = deck[c].next;
|
c = deck[c].next;
|
||||||
if(c == NOT_A_CARD) break;
|
if(c == NOT_A_CARD)
|
||||||
|
break;
|
||||||
j += CARD_HEIGHT - 2;
|
j += CARD_HEIGHT - 2;
|
||||||
} else {
|
}
|
||||||
//go to the next card
|
else {
|
||||||
|
/* go to the next card */
|
||||||
c = deck[c].next;
|
c = deck[c].next;
|
||||||
if(c == NOT_A_CARD) break;
|
if(c == NOT_A_CARD)
|
||||||
j += min(CARD_HEIGHT - 2, (LCD_HEIGHT - CARD_HEIGHT)/biggest_col_length);
|
break;
|
||||||
|
j += min(CARD_HEIGHT - 2,
|
||||||
|
(LCD_HEIGHT - CARD_HEIGHT)/biggest_col_length);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//draw line to the left of the column
|
/* 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);
|
rb->lcd_drawline(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM,
|
||||||
//draw line to the right of the column
|
1,i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM,
|
||||||
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);
|
j+CARD_HEIGHT-1);
|
||||||
//draw bottom of the last card
|
/* draw line to the right of the column */
|
||||||
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);
|
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
|
/* draw the stacks */
|
||||||
for(i=0; i<COLORS; i++){
|
for(i=0; i<COLORS; i++){
|
||||||
c = stacks[i];
|
c = stacks[i];
|
||||||
if(c!=NOT_A_CARD){
|
if(c!=NOT_A_CARD){
|
||||||
|
@ -542,27 +563,39 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(c != NOT_A_CARD) {
|
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(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_bitmap(colors[i], LCD_WIDTH - CARD_WIDTH+7,
|
||||||
rb->lcd_drawline(LCD_WIDTH - CARD_WIDTH+1,i*CARD_HEIGHT,LCD_WIDTH - 1,i*CARD_HEIGHT);
|
i*CARD_HEIGHT, 8, 8, true);
|
||||||
rb->lcd_drawline(LCD_WIDTH - CARD_WIDTH+1,(i+1)*CARD_HEIGHT,LCD_WIDTH - 1,(i+1)*CARD_HEIGHT);
|
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
|
/* 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,
|
||||||
rb->lcd_drawline(LCD_WIDTH - CARD_WIDTH+1,LCD_HEIGHT-1,LCD_WIDTH - 1,LCD_HEIGHT-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){
|
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(numbers[deck[cur_rem].num],
|
||||||
rb->lcd_bitmap(colors[deck[cur_rem].color], LCD_WIDTH - CARD_WIDTH+7, LCD_HEIGHT-CARD_HEIGHT, 8, 8, true);
|
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();
|
rb->lcd_update();
|
||||||
|
|
||||||
//what to do when a key is pressed ...
|
/* what to do when a key is pressed ... */
|
||||||
switch(rb->button_get(true)){
|
switch(rb->button_get(true)){
|
||||||
|
|
||||||
//move cursor to the last card of the previous column
|
/* move cursor to the last card of the previous column */
|
||||||
case BUTTON_RIGHT:
|
case BUTTON_RIGHT:
|
||||||
cur_col = (cur_col+1)%COL_NUM;
|
cur_col = (cur_col+1)%COL_NUM;
|
||||||
cur_card = cols[cur_col];
|
cur_card = cols[cur_col];
|
||||||
|
@ -573,7 +606,7 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//move cursor to the last card of the next column
|
/* move cursor to the last card of the next column */
|
||||||
case BUTTON_LEFT:
|
case BUTTON_LEFT:
|
||||||
cur_col = (cur_col + COL_NUM - 1)%COL_NUM;
|
cur_col = (cur_col + COL_NUM - 1)%COL_NUM;
|
||||||
cur_card = cols[cur_col];
|
cur_card = cols[cur_col];
|
||||||
|
@ -584,7 +617,7 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//move cursor to card that's bellow
|
/* move cursor to card that's bellow */
|
||||||
case BUTTON_DOWN:
|
case BUTTON_DOWN:
|
||||||
if(cur_card == NOT_A_CARD) break;
|
if(cur_card == NOT_A_CARD) break;
|
||||||
if(deck[cur_card].next != NOT_A_CARD){
|
if(deck[cur_card].next != NOT_A_CARD){
|
||||||
|
@ -594,7 +627,7 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//move cursor to card that's above
|
/* move cursor to card that's above */
|
||||||
case BUTTON_UP:
|
case BUTTON_UP:
|
||||||
if(cur_card == NOT_A_CARD) break;
|
if(cur_card == NOT_A_CARD) break;
|
||||||
if(cols[cur_col] == cur_card){
|
if(cols[cur_col] == cur_card){
|
||||||
|
@ -610,61 +643,64 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//Try to put card under cursor on one of the stacks
|
/* Try to put card under cursor on one of the stacks */
|
||||||
case BUTTON_F1:
|
case BUTTON_F1:
|
||||||
//check if a card is selected
|
/* check if a card is selected */
|
||||||
//else there would be nothing to move on the stacks !
|
/* else there would be nothing to move on the stacks ! */
|
||||||
if(cur_card != NOT_A_CARD){
|
if(cur_card != NOT_A_CARD){
|
||||||
//find the last card in the color's stack and put it's number in 'c'.
|
/* find the last card in the color's stack and put it's number in 'c'. */
|
||||||
c = stacks[deck[cur_card].color];
|
c = stacks[deck[cur_card].color];
|
||||||
if(c!=NOT_A_CARD){
|
if(c!=NOT_A_CARD){
|
||||||
while(deck[c].next!=NOT_A_CARD){
|
while(deck[c].next!=NOT_A_CARD){
|
||||||
c = deck[c].next;
|
c = deck[c].next;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//if 'c' isn't a card, that means that the stack is empty
|
/* if 'c' isn't a card, that means that the stack is empty */
|
||||||
//which implies that only an ace can be moved
|
/* which implies that only an ace can be moved */
|
||||||
if(c == NOT_A_CARD){
|
if(c == NOT_A_CARD){
|
||||||
//check if the selected card is an ace
|
/* check if the selected card is an ace */
|
||||||
//we don't have to check if any card is in the *.next
|
/* we don't have to check if any card is in the *.next */
|
||||||
//position since the ace is the last possible card
|
/* position since the ace is the last possible card */
|
||||||
if(deck[cur_card].num == 0){
|
if(deck[cur_card].num == 0){
|
||||||
//remove 'cur_card' from any *.next postition ...
|
/* remove 'cur_card' from any *.next postition ... */
|
||||||
//... by looking in the columns
|
/* ... by looking in the columns */
|
||||||
for(i=0;i<COL_NUM;i++){
|
for(i=0;i<COL_NUM;i++){
|
||||||
if(cols[i]==cur_card) cols[i] = NOT_A_CARD;
|
if(cols[i]==cur_card) cols[i] = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
//... and in the entire deck
|
/* ... and in the entire deck */
|
||||||
//TODO : check if looking in the cols is really needed
|
/* TODO : check if looking in the cols is really needed */
|
||||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||||
if(deck[i].next==cur_card) deck[i].next = NOT_A_CARD;
|
if(deck[i].next==cur_card) deck[i].next = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
//move cur_card on top of the stack
|
/* move cur_card on top of the stack */
|
||||||
stacks[deck[cur_card].color] = cur_card;
|
stacks[deck[cur_card].color] = cur_card;
|
||||||
//assign the card at the bottom of cur_col to cur_card
|
/* assign the card at the bottom of cur_col to cur_card */
|
||||||
cur_card = cols[cur_col];
|
cur_card = cols[cur_col];
|
||||||
if(cur_card != NOT_A_CARD){
|
if(cur_card != NOT_A_CARD){
|
||||||
while(deck[cur_card].next != NOT_A_CARD){
|
while(deck[cur_card].next != NOT_A_CARD){
|
||||||
cur_card = deck[cur_card].next;
|
cur_card = deck[cur_card].next;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//clear the selection indicator
|
/* clear the selection indicator */
|
||||||
sel_card = NOT_A_CARD;
|
sel_card = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//the stack is not empty
|
/* the stack is not empty */
|
||||||
//so we can move any card other than an ace
|
/* 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
|
/* 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){
|
else if(deck[cur_card].num == deck[c].num + 1 &&
|
||||||
//same as above
|
deck[cur_card].next == NOT_A_CARD) {
|
||||||
|
/* same as above */
|
||||||
for(i=0;i<COL_NUM;i++) {
|
for(i=0;i<COL_NUM;i++) {
|
||||||
if(cols[i]==cur_card) cols[i] = NOT_A_CARD;
|
if(cols[i]==cur_card)
|
||||||
|
cols[i] = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
//re same
|
/* re same */
|
||||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||||
if(deck[i].next==cur_card) deck[i].next = NOT_A_CARD;
|
if(deck[i].next==cur_card)
|
||||||
|
deck[i].next = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
//...
|
/* ... */
|
||||||
deck[c].next = cur_card;
|
deck[c].next = cur_card;
|
||||||
cur_card = cols[cur_col];
|
cur_card = cols[cur_col];
|
||||||
if(cur_card != NOT_A_CARD){
|
if(cur_card != NOT_A_CARD){
|
||||||
|
@ -677,10 +713,12 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//Move cards arround, Uncover cards, ...
|
/* Move cards arround, Uncover cards, ... */
|
||||||
case BUTTON_ON:
|
case BUTTON_ON:
|
||||||
if(sel_card == NOT_A_CARD) {
|
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)){
|
if((cur_card != NOT_A_CARD?
|
||||||
|
deck[cur_card].next == NOT_A_CARD &&
|
||||||
|
deck[cur_card].known==0:0)) {
|
||||||
deck[cur_card].known = 1;
|
deck[cur_card].known = 1;
|
||||||
} else {
|
} else {
|
||||||
sel_card = cur_card;
|
sel_card = cur_card;
|
||||||
|
@ -688,12 +726,15 @@ void solitaire(void){
|
||||||
} else if(sel_card == cur_card) {
|
} else if(sel_card == cur_card) {
|
||||||
sel_card = NOT_A_CARD;
|
sel_card = NOT_A_CARD;
|
||||||
} else if(cur_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 ){
|
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++){
|
for(i=0;i<COL_NUM;i++){
|
||||||
if(cols[i]==sel_card) cols[i] = NOT_A_CARD;
|
if(cols[i]==sel_card)
|
||||||
|
cols[i] = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||||
if(deck[i].next==sel_card) deck[i].next = NOT_A_CARD;
|
if(deck[i].next==sel_card)
|
||||||
|
deck[i].next = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
deck[cur_card].next = sel_card;
|
deck[cur_card].next = sel_card;
|
||||||
sel_card = NOT_A_CARD;
|
sel_card = NOT_A_CARD;
|
||||||
|
@ -701,10 +742,12 @@ void solitaire(void){
|
||||||
} else if(cur_card == NOT_A_CARD){
|
} else if(cur_card == NOT_A_CARD){
|
||||||
if(deck[sel_card].num == CARDS_PER_COLOR - 1){
|
if(deck[sel_card].num == CARDS_PER_COLOR - 1){
|
||||||
for(i=0;i<COL_NUM;i++){
|
for(i=0;i<COL_NUM;i++){
|
||||||
if(cols[i]==sel_card) cols[i] = NOT_A_CARD;
|
if(cols[i]==sel_card)
|
||||||
|
cols[i] = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
for(i=0;i<COLORS*CARDS_PER_COLOR;i++){
|
||||||
if(deck[i].next==sel_card) deck[i].next = NOT_A_CARD;
|
if(deck[i].next==sel_card)
|
||||||
|
deck[i].next = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
cols[cur_col] = sel_card;
|
cols[cur_col] = sel_card;
|
||||||
sel_card = NOT_A_CARD;
|
sel_card = NOT_A_CARD;
|
||||||
|
@ -712,25 +755,25 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//If the card on the top of the remains can be put where
|
/* If the card on the top of the remains can be put where */
|
||||||
//the cursor is, go ahead
|
/* the cursor is, go ahead */
|
||||||
case BUTTON_PLAY:
|
case BUTTON_PLAY:
|
||||||
//check if a card is face up on the remains' stack
|
/* check if a card is face up on the remains' stack */
|
||||||
if(cur_rem != NOT_A_CARD){
|
if(cur_rem != NOT_A_CARD){
|
||||||
//if no card is selected, it means the col is empty
|
/* if no card is selected, it means the col is empty */
|
||||||
//thus, only a king can be moved
|
/* thus, only a king can be moved */
|
||||||
if(cur_card == NOT_A_CARD){
|
if(cur_card == NOT_A_CARD){
|
||||||
//check if selcted card is a king
|
/* check if selcted card is a king */
|
||||||
if(deck[cur_rem].num == CARDS_PER_COLOR - 1){
|
if(deck[cur_rem].num == CARDS_PER_COLOR - 1){
|
||||||
//find the previous card on the remains' stack
|
/* find the previous card on the remains' stack */
|
||||||
c = rem;
|
c = rem;
|
||||||
//if the current card on the remains' stack
|
/* if the current card on the remains' stack */
|
||||||
//is the first card of the stack, then ...
|
/* is the first card of the stack, then ... */
|
||||||
if(c == cur_rem){
|
if(c == cur_rem){
|
||||||
c = NOT_A_CARD;
|
c = NOT_A_CARD;
|
||||||
rem = deck[cur_rem].next;
|
rem = deck[cur_rem].next;
|
||||||
}
|
}
|
||||||
//else ...
|
/* else ... */
|
||||||
else {
|
else {
|
||||||
while(deck[c].next != cur_rem){
|
while(deck[c].next != cur_rem){
|
||||||
c = deck[c].next;
|
c = deck[c].next;
|
||||||
|
@ -742,7 +785,9 @@ void solitaire(void){
|
||||||
deck[cur_rem].known = 1;
|
deck[cur_rem].known = 1;
|
||||||
cur_rem = c;
|
cur_rem = c;
|
||||||
}
|
}
|
||||||
} else if(deck[cur_rem].num + 1 == deck[cur_card].num && (deck[cur_rem].color + deck[cur_card].color)%2==1) {
|
} else if(deck[cur_rem].num + 1 == deck[cur_card].num &&
|
||||||
|
(deck[cur_rem].color +
|
||||||
|
deck[cur_card].color)%2==1) {
|
||||||
c = rem;
|
c = rem;
|
||||||
if(c == cur_rem){
|
if(c == cur_rem){
|
||||||
c = NOT_A_CARD;
|
c = NOT_A_CARD;
|
||||||
|
@ -761,8 +806,8 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//If the card on top of the remains can be put on one
|
/* If the card on top of the remains can be put on one */
|
||||||
//of the stacks, do so
|
/* of the stacks, do so */
|
||||||
case BUTTON_F3:
|
case BUTTON_F3:
|
||||||
if(cur_rem != NOT_A_CARD){
|
if(cur_rem != NOT_A_CARD){
|
||||||
if(deck[cur_rem].num == 0){
|
if(deck[cur_rem].num == 0){
|
||||||
|
@ -807,14 +852,14 @@ void solitaire(void){
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//unselect selected card or ...
|
/* unselect selected card or ... */
|
||||||
//draw new cards from the remains of the deck
|
/* draw new cards from the remains of the deck */
|
||||||
case BUTTON_F2:
|
case BUTTON_F2:
|
||||||
if(sel_card != NOT_A_CARD){
|
if(sel_card != NOT_A_CARD){
|
||||||
//unselect selected card
|
/* unselect selected card */
|
||||||
sel_card = NOT_A_CARD;
|
sel_card = NOT_A_CARD;
|
||||||
} else if(rem != NOT_A_CARD) {
|
} else if(rem != NOT_A_CARD) {
|
||||||
//draw new cards form the remains of the deck
|
/* draw new cards form the remains of the deck */
|
||||||
if(cur_rem == NOT_A_CARD){
|
if(cur_rem == NOT_A_CARD){
|
||||||
cur_rem = rem;
|
cur_rem = rem;
|
||||||
i = CARDS_PER_DRAW - 1;
|
i = CARDS_PER_DRAW - 1;
|
||||||
|
@ -825,14 +870,14 @@ void solitaire(void){
|
||||||
cur_rem = deck[cur_rem].next;
|
cur_rem = deck[cur_rem].next;
|
||||||
i--;
|
i--;
|
||||||
}
|
}
|
||||||
//test if any cards are really left on the remains' stack
|
/* test if any cards are really left on the remains' stack */
|
||||||
if(i == CARDS_PER_DRAW){
|
if(i == CARDS_PER_DRAW){
|
||||||
cur_rem = NOT_A_CARD;
|
cur_rem = NOT_A_CARD;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//Show the menu
|
/* Show the menu */
|
||||||
case BUTTON_OFF:
|
case BUTTON_OFF:
|
||||||
switch(solitaire_menu(MENU_DURINGGAME)){
|
switch(solitaire_menu(MENU_DURINGGAME)){
|
||||||
case MENU_QUIT:
|
case MENU_QUIT:
|
||||||
|
@ -848,19 +893,19 @@ void solitaire(void){
|
||||||
|
|
||||||
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
|
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
|
||||||
{
|
{
|
||||||
//plugin init
|
/* plugin init */
|
||||||
TEST_PLUGIN_API(api);
|
TEST_PLUGIN_API(api);
|
||||||
(void)parameter;
|
(void)parameter;
|
||||||
rb = api;
|
rb = api;
|
||||||
//end of plugin init
|
/* end of plugin init */
|
||||||
|
|
||||||
//Welcome to Solitaire !
|
/* Welcome to Solitaire ! */
|
||||||
rb->splash(HZ*2, true, "Welcome to Solitaire !");
|
rb->splash(HZ*2, true, "Welcome to Solitaire !");
|
||||||
|
|
||||||
//play the game :)
|
/* play the game :) */
|
||||||
solitaire();
|
solitaire();
|
||||||
|
|
||||||
//Exit the plugin
|
/* Exit the plugin */
|
||||||
return PLUGIN_OK;
|
return PLUGIN_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue