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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:
Daniel Stenberg 2004-08-18 12:06:10 +00:00
parent 8fb336148f
commit f50bbce438
2 changed files with 475 additions and 424 deletions

View file

@ -45,8 +45,8 @@ use F3 to see how many mines are left (supposing all your flags are correct)
static struct plugin_api* rb;
//define how numbers are displayed (that way we don't have to
//worry about fonts)
/* 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
@ -60,87 +60,87 @@ static unsigned char num[9][8] = {
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},//........
/* 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
@ -156,20 +156,20 @@ typedef struct tile {
unsigned char neighbors : 4;
} tile;
//the height and width of the field
//could be variable if malloc worked in the API :)
/* 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
/* the minefield */
tile minefield[LCD_HEIGHT/8][LCD_WIDTH/8];
//total number of mines on the game
/* 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
/* 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){
@ -194,7 +194,7 @@ void discover(int x, int y){
}
//init not mine related elements of the mine field
/* init not mine related elements of the mine field */
void minesweeper_init(void){
int i,j;
@ -207,9 +207,9 @@ void minesweeper_init(void){
}
//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
/* 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;
@ -225,44 +225,49 @@ void minesweeper_putmines(int p, int x, int y){
}
}
//we need to compute the neighbor element for each tile
/* 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;
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<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(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;
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<width-1)
minefield[i][j].neighbors += minefield[i+1][j+1].mine;
}
}
}
}
//the big and ugly function that is the game
int minesweeper(void){
/* the big and ugly function that is the game */
int minesweeper(void)
{
int i,j;
//the cursor coordinates
/* the cursor coordinates */
int x=0,y=0;
//number of tiles left on the game
/* number of tiles left on the game */
int tiles_left=width*height;
//percentage of mines on minefield used durring generation
/* percentage of mines on minefield used durring generation */
int p=16;
//a usefull string for snprintf
/* a usefull string for snprintf */
char str[30];
//welcome screen where player can chose mine percentage
/* welcome screen where player can chose mine percentage */
i = 0;
while(true){
rb->lcd_clear_display();
@ -288,14 +293,15 @@ int minesweeper(void){
p = (p + 2)%100;
break;
case BUTTON_ON://start playing
case BUTTON_ON:/* start playing */
i = 1;
break;
case BUTTON_OFF://quit program
case BUTTON_OFF:/* quit program */
return MINESWEEPER_QUIT;
}
if(i==1) break;
if(i==1)
break;
}
@ -333,43 +339,43 @@ int minesweeper(void){
}
}
//display the cursor
/* display the cursor */
rb->lcd_invertrect(x*8,y*8,8,8);
//update the screen
/* update the screen */
rb->lcd_update();
switch(rb->button_get(true)){
//quit minesweeper (you really shouldn't use this button ...)
/* quit minesweeper (you really shouldn't use this button ...) */
case BUTTON_OFF:
return MINESWEEPER_QUIT;
//move cursor left
/* move cursor left */
case BUTTON_LEFT:
x = (x + width - 1)%width;
break;
//move cursor right
/* move cursor right */
case BUTTON_RIGHT:
x = (x + 1)%width;
break;
//move cursor down
/* move cursor down */
case BUTTON_DOWN:
y = (y + 1)%height;
break;
//move cursor up
/* move cursor up */
case BUTTON_UP:
y = (y + height - 1)%height;
break;
//discover a tile (and it's neighbors if .neighbors == 0)
/* 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"
/* 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){
@ -386,14 +392,14 @@ int minesweeper(void){
}
break;
//toggle flag under cursor
/* 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
/* 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++){
@ -408,14 +414,14 @@ int minesweeper(void){
}
//plugin entry point
/* plugin entry point */
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
//plugin init
/* plugin init */
TEST_PLUGIN_API(api);
(void)parameter;
rb = api;
//end of plugin init
/* end of plugin init */
switch(minesweeper()){
case MINESWEEPER_WIN:

View file

@ -60,179 +60,179 @@ static struct plugin_api* rb;
#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} //........
/* 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} //........
/* 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
/* number of cards per color */
#define CARDS_PER_COLOR 13
//number of colors
/* number of colors */
#define COLORS 4
//number of columns
/* number of columns */
#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
//size of a card on the screen
/* size of a card on the screen */
#define CARD_WIDTH 14
#define CARD_HEIGHT 10
@ -240,7 +240,7 @@ 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 used : 1;/* this is what is used when dealing cards */
unsigned char next;
} card;
@ -260,9 +260,9 @@ unsigned char next_random_card(card *deck){
return i;
}
//help for the not so intuitive interface
void solitaire_help(void){
/* 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");
@ -291,21 +291,21 @@ void solitaire_help(void){
}
}
//menu return codes
/* menu return codes */
#define MENU_RESUME 0
#define MENU_RESTART 1
#define MENU_HELP 2
#define MENU_QUIT 3
//menu item number
/* menu item number */
#define MENU_LENGTH 4
//different menu behaviors
/* different menu behaviors */
#define MENU_BEFOREGAME 0
#define MENU_DURINGGAME 1
//the menu
//text displayed changes depending on the 'when' parameter
/* the menu */
/* text displayed changes depending on the 'when' parameter */
int solitaire_menu(unsigned char when) {
static char menu[2][MENU_LENGTH][13] =
@ -316,12 +316,14 @@ int solitaire_menu(unsigned char when){
{ "Resume Game",
"Restart Game",
"Help",
"Quit"} };
"Quit"}
};
int i;
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){
@ -377,33 +379,33 @@ int solitaire_menu(unsigned char when){
}
}
//player's cursor
/* player's cursor */
unsigned char cur_card;
//player's cursor column num
/* player's cursor column num */
unsigned char cur_col;
//selected card
/* selected card */
unsigned char sel_card;
//the deck
/* the deck */
card deck[COLORS * CARDS_PER_COLOR];
//the remaining cards
/* the remaining cards */
unsigned char rem;
unsigned char cur_rem;
//the 7 game columns
/* the 7 game columns */
unsigned char cols[COL_NUM];
//the 4 final color stacks
/* the 4 final color stacks */
unsigned char stacks[COLORS];
//initialize the game
/* initialize the game */
void solitaire_init(void){
unsigned char c;
int i,j;
//init deck
/* init deck */
for(i=0;i<COLORS;i++){
for(j=0;j<CARDS_PER_COLOR;j++){
deck[i*CARDS_PER_COLOR+j].color = i;
@ -414,8 +416,8 @@ void solitaire_init(void){
}
}
//deal the cards ...
//... in the columns
/* deal the cards ... */
/* ... in the columns */
for(i=0; i<COL_NUM; i++){
c = NOT_A_CARD;
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);
c = rem;
@ -439,26 +441,26 @@ void solitaire_init(void){
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++){
stacks[i] = NOT_A_CARD;
}
//the cursor starts on upper left card
/* the cursor starts on upper left card */
cur_card = cols[0];
cur_col = 0;
//no card is selected
/* no card is selected */
sel_card = NOT_A_CARD;
//init the remainder
/* init the remainder */
cur_rem = NOT_A_CARD;
}
//the game
/* the game */
void solitaire(void){
int i,j;
@ -472,7 +474,7 @@ void solitaire(void){
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;
for(i=0;i<COL_NUM;i++){
@ -485,55 +487,74 @@ void solitaire(void){
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 :)
/* 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
/* 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
/* 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);
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
/* 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);
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){
rb->lcd_invertrect(i*(LCD_WIDTH - CARD_WIDTH)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
//go to the next 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;
if(c == NOT_A_CARD)
break;
j += CARD_HEIGHT - 2;
} else {
//go to the next card
}
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);
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 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
/* draw the stacks */
for(i=0; i<COLORS; i++){
c = stacks[i];
if(c!=NOT_A_CARD){
@ -542,27 +563,39 @@ void solitaire(void){
}
}
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_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);
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);
/* 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_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 ...
/* what to do when a key is pressed ... */
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:
cur_col = (cur_col+1)%COL_NUM;
cur_card = cols[cur_col];
@ -573,7 +606,7 @@ void solitaire(void){
}
break;
//move cursor to the last card of the next column
/* 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];
@ -584,7 +617,7 @@ void solitaire(void){
}
break;
//move cursor to card that's bellow
/* 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){
@ -594,7 +627,7 @@ void solitaire(void){
}
break;
//move cursor to card that's above
/* move cursor to card that's above */
case BUTTON_UP:
if(cur_card == NOT_A_CARD) break;
if(cols[cur_col] == cur_card){
@ -610,61 +643,64 @@ void solitaire(void){
}
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:
//check if a card is selected
//else there would be nothing to move on the stacks !
/* 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'.
/* 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' 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
/* 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
/* 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
/* ... 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
/* 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
/* 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
/* 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
/* 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;
if(cols[i]==cur_card)
cols[i] = NOT_A_CARD;
}
//re same
/* re same */
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;
cur_card = cols[cur_col];
if(cur_card != NOT_A_CARD){
@ -677,10 +713,12 @@ void solitaire(void){
}
break;
//Move cards arround, Uncover cards, ...
/* 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)){
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;
@ -688,12 +726,15 @@ void solitaire(void){
} 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 ){
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;
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;
if(deck[i].next==sel_card)
deck[i].next = NOT_A_CARD;
}
deck[cur_card].next = sel_card;
sel_card = NOT_A_CARD;
@ -701,10 +742,12 @@ void solitaire(void){
} 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;
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;
if(deck[i].next==sel_card)
deck[i].next = NOT_A_CARD;
}
cols[cur_col] = sel_card;
sel_card = NOT_A_CARD;
@ -712,25 +755,25 @@ void solitaire(void){
}
break;
//If the card on the top of the remains can be put where
//the cursor is, go ahead
/* 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
/* 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 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
/* check if selcted card is a king */
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;
//if the current card on the remains' stack
//is the first card of the stack, then ...
/* 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 ... */
else {
while(deck[c].next != cur_rem){
c = deck[c].next;
@ -742,7 +785,9 @@ void solitaire(void){
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) {
} 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;
@ -761,8 +806,8 @@ void solitaire(void){
}
break;
//If the card on top of the remains can be put on one
//of the stacks, do so
/* 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){
@ -807,14 +852,14 @@ void solitaire(void){
}
break;
//unselect selected card or ...
//draw new cards from the remains of the deck
/* 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
/* unselect selected card */
sel_card = 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){
cur_rem = rem;
i = CARDS_PER_DRAW - 1;
@ -825,14 +870,14 @@ void solitaire(void){
cur_rem = deck[cur_rem].next;
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){
cur_rem = NOT_A_CARD;
}
}
break;
//Show the menu
/* Show the menu */
case BUTTON_OFF:
switch(solitaire_menu(MENU_DURINGGAME)){
case MENU_QUIT:
@ -848,19 +893,19 @@ void solitaire(void){
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
//plugin init
/* plugin init */
TEST_PLUGIN_API(api);
(void)parameter;
rb = api;
//end of plugin init
/* end of plugin init */
//Welcome to Solitaire !
/* Welcome to Solitaire ! */
rb->splash(HZ*2, true, "Welcome to Solitaire !");
//play the game :)
/* play the game :) */
solitaire();
//Exit the plugin
/* Exit the plugin */
return PLUGIN_OK;
}