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foxbox/apps/plugins/bubbles.c
Daniel Stenberg 2acc0ac542 Updated our source code header to explicitly mention that we are GPL v2 or
later. We still need to hunt down snippets used that are not. 1324 modified
files...
http://www.rockbox.org/mail/archive/rockbox-dev-archive-2008-06/0060.shtml


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17847 a1c6a512-1295-4272-9138-f99709370657
2008-06-28 18:10:04 +00:00

2673 lines
94 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2005 Adam Boot
*
* Color graphics from Frozen Bubble (http://www.frozen-bubble.org/)
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#ifdef HAVE_LCD_BITMAP
#include "xlcd.h"
#include "pluginlib_actions.h"
#include "fixedpoint.h"
PLUGIN_HEADER
/* files */
#define SCORE_FILE PLUGIN_GAMES_DIR "/bubbles.score"
#define SAVE_FILE PLUGIN_GAMES_DIR "/bubbles.save"
/* final game return status */
#define BB_NONE 5
#define BB_WIN 4
#define BB_END 3
#define BB_USB 2
#define BB_QUIT 1
#define BB_LOSE 0
/* play board dimension */
#define BB_HEIGHT 12
#define BB_WIDTH 8
#define BB_LEVEL_HEIGHT 10
/* various amounts */
#define NUM_SCORES 10
#define NUM_LEVELS 100
#define NUM_QUEUE 2
#define NUM_BUBBLES 8
#define MIN_ANGLE -76
#define MAX_ANGLE 76
#define NUM_COMPRESS 9
#define MAX_SHOTTIME 1000
/* keyboard layouts */
#if CONFIG_KEYPAD != SANSA_E200_PAD
/* sansa uses the wheel instead of left/right */
#define BUBBLES_LEFT PLA_LEFT
#define BUBBLES_LEFT_REP PLA_LEFT_REPEAT
#define BUBBLES_RIGHT PLA_RIGHT
#define BUBBLES_RIGHT_REP PLA_RIGHT_REPEAT
#define ANGLE_STEP 4
#define ANGLE_STEP_REP 4
#else
#define BUBBLES_LEFT PLA_UP
#define BUBBLES_LEFT_REP PLA_UP_REPEAT
#define BUBBLES_RIGHT PLA_DOWN
#define BUBBLES_RIGHT_REP PLA_DOWN_REPEAT
#define ANGLE_STEP 2
#define ANGLE_STEP_REP 4
#endif
#define BUBBLES_QUIT PLA_QUIT
#define BUBBLES_START PLA_START
#define BUBBLES_SELECT PLA_FIRE
#define BUBBLES_RESUME PLA_MENU
#if CONFIG_KEYPAD != ONDIO_PAD
#define BUBBLES_LVLINC PLA_UP
#define BUBBLES_LVLINC_REP PLA_UP_REPEAT
#define BUBBLES_LVLDEC PLA_DOWN
#define BUBBLES_LVLDEC_REP PLA_DOWN_REPEAT
#else /* ondio keys */
#define BUBBLES_LVLINC PLA_RIGHT
#define BUBBLES_LVLINC_REP PLA_RIGHT_REPEAT
#define BUBBLES_LVLDEC PLA_LEFT
#define BUBBLES_LVLDEC_REP PLA_LEFT_REPEAT
#endif
/* external bitmaps */
#ifdef HAVE_LCD_COLOR
#include "bubbles_background.h"
#endif
#include "bubbles_bubble.h"
#include "bubbles_emblem.h"
#define BUBBLE_WIDTH BMPWIDTH_bubbles_bubble
#define BUBBLE_HEIGHT BMPHEIGHT_bubbles_bubble
#define EMBLEM_WIDTH BMPWIDTH_bubbles_emblem
#define EMBLEM_HEIGHT (BMPHEIGHT_bubbles_emblem/8)
/* bubbles will consume height of ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT*3/2 */
/* 22x22 bubbles (iPod Video) */
#if (LCD_HEIGHT == 240) && (LCD_WIDTH == 320)
#define XOFS 72
#define ROW_HEIGHT 18
#define ROW_INDENT 11
#define MAX_FPS 40
/* 22x22 bubbles (Gigabeat) */
#elif (LCD_HEIGHT == 320) && (LCD_WIDTH == 240)
#define XOFS 64
#define ROW_HEIGHT 18
#define ROW_INDENT 11
#define MAX_FPS 30
/* 16x16 bubbles (H300, iPod Color) */
#elif (LCD_HEIGHT == 176) && (LCD_WIDTH == 220)
#define XOFS 46
#define ROW_HEIGHT 14
#define ROW_INDENT 8
#define MAX_FPS 30
/* 16x16 bubbles (Sansa E200) */
#elif (LCD_HEIGHT == 220) && (LCD_WIDTH == 176)
#define XOFS 48
#define ROW_HEIGHT 14
#define ROW_INDENT 8
#define MAX_FPS 30
/* 12x12 bubbles (iPod Nano) */
#elif (LCD_HEIGHT == 132) && (LCD_WIDTH == 176)
#define XOFS 40
#define ROW_HEIGHT 10
#define ROW_INDENT 6
#define MAX_FPS 40
/* 12x12 bubbles (H100, H10, iAudio X5, iPod 3G, iPod 4G grayscale) */
#elif (LCD_HEIGHT == 128) && ((LCD_WIDTH == 160) || (LCD_WIDTH == 128))
#define XOFS 33
#define ROW_HEIGHT 10
#define ROW_INDENT 6
#define MAX_FPS 30
/* 10x10 bubbles (iPod Mini) */
#elif (LCD_HEIGHT == 110) && (LCD_WIDTH == 138)
#define XOFS 33
#define ROW_HEIGHT 8
#define ROW_INDENT 5
#define MAX_FPS 30
/* 9x9 bubbles (iAudio M3) */
#elif (LCD_HEIGHT == 96) && (LCD_WIDTH == 128)
#define XOFS 45
#define ROW_HEIGHT 7
#define ROW_INDENT 4
#define MAX_FPS 30
/* 8x8 bubbles (Sansa C200) */
#elif (LCD_HEIGHT == 80) && (LCD_WIDTH == 132)
#define XOFS 45
#define ROW_HEIGHT 6
#define ROW_INDENT 4
#define MAX_FPS 30
/* 8x7 bubbles (Archos recorder, Ondio) */
#elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
#define XOFS 33
#define ROW_HEIGHT 5
#define ROW_INDENT 4
#define MAX_FPS 20
#else
#error BUBBLES: Unsupported LCD type
#endif
#define TEXT_LINES (LCD_HEIGHT/8)
/* shot position */
#define SHOTX XOFS+ROW_INDENT+BUBBLE_WIDTH*3
#define SHOTY ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT/2
/* collision distance squared */
#define MIN_DISTANCE ((BUBBLE_WIDTH*8)/10)*((BUBBLE_HEIGHT*8)/10)
/* global rockbox api */
static const struct plugin_api* rb;
/* levels */
char level[NUM_LEVELS][BB_LEVEL_HEIGHT][BB_WIDTH] = {
{{ 6, 6, 4, 4, 2, 2, 3, 3},
{ 6, 6, 4, 4, 2, 2, 3, -1},
{ 2, 2, 3, 3, 6, 6, 4, 4},
{ 2, 3, 3, 6, 6, 4, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 7, 7, 7, 7, 7, -1},
{-1, 1, 1, 1, 1, 1, -1, -1},
{-1, -1, 2, 2, 2, 2, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{-1, -1, -1, 2, 2, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 7, -1, -1, 7, -1, -1},
{-1, -1, 7, 1, 7, -1, -1, -1},
{-1, -1, -1, 1, 2, -1, -1, -1},
{-1, -1, 1, 2, 1, -1, -1, -1},
{-1, -1, -1, 2, 5, -1, -1, -1},
{-1, -1, 3, 5, 3, -1, -1, -1},
{-1, -1, -1, 5, 3, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 0, -1, -1, -1},
{-1, -1, 5, 0, 1, -1, -1, -1},
{-1, -1, 3, 5, 1, 6, -1, -1},
{-1, 4, 3, -1, 6, 7, -1, -1},
{-1, 7, 4, -1, -1, 7, 4, -1},
{ 6, 7, -1, -1, -1, 4, 3, -1},
{ 1, 6, -1, -1, -1, -1, 3, 5},
{ 1, -1, -1, -1, -1, -1, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 0, 0, 0, 0, -1, -1},
{-1, 0, 1, 1, 1, 0, -1, -1},
{-1, 0, 1, 0, 0, 1, 0, -1},
{-1, 0, 1, 1, 1, 0, -1, -1},
{-1, -1, 0, 0, 0, 0, -1, -1},
{-1, -1, 7, -1, 7, -1, -1, -1},
{-1, -1, 7, 7, 7, 7, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 4, 4, 4, 6, 6, 6, -1},
{ 4, -1, -1, -1, -1, -1, 6, -1},
{-1, 4, -1, -1, -1, -1, 6, -1},
{ 4, 2, 3, 1, 2, 3, 6, -1},
{-1, 3, 1, 2, 3, 1, 2, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 4, 4, 4, 6, 6, 6, -1},
{ 4, -1, -1, -1, -1, -1, 6, -1},
{-1, 4, -1, -1, -1, -1, 6, -1},
{ 4, 2, 3, 1, 2, 3, 6, -1},
{-1, 3, 1, 2, 3, 1, 2, -1},
{-1, 2, 3, 1, 2, 3, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, 0, -1, -1, 2, 2, -1},
{-1, 5, -1, -1, -1, 3, -1, -1},
{-1, 0, -1, -1, -1, 6, -1, -1},
{-1, 3, -1, -1, -1, 0, -1, -1},
{-1, 4, -1, -1, -1, 5, -1, -1},
{-1, 2, -1, -1, -1, 3, -1, -1},
{-1, 2, -1, -1, -1, 1, -1, -1},
{-1, 3, -1, -1, -1, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, -1, -1, -1, -1, -1, -1, 3},
{ 6, 3, 2, 4, 6, 3, 2, -1},
{ 4, -1, -1, -1, -1, -1, -1, 4},
{ 2, 4, 6, 3, 2, 4, 6, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 2, -1, 1, -1, 1, -1, 2},
{ 1, 2, -1, 2, 1, -1, 1, -1},
{ 1, -1, 1, -1, 2, -1, 2, -1},
{ 2, 1, -1, 1, 2, -1, 2, -1},
{-1, 2, -1, 2, -1, 2, -1, 2},
{ 1, 2, -1, 2, 1, -1, 1, -1},
{ 1, -1, 1, -1, 2, -1, 1, -1},
{ 2, 2, -1, 1, 1, -1, 2, -1},
{-1, 2, -1, 1, -1, 1, -1, 1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 7, -1, -1, 5, 5, -1},
{ 1, -1, -1, -1, -1, -1, 4, -1},
{ 2, 1, -1, -1, -1, -1, 4, 3},
{ 2, -1, -1, -1, -1, -1, 3, -1},
{ 1, 2, -1, -1, -1, -1, 3, 4},
{ 1, -1, -1, -1, -1, -1, 4, -1},
{ 7, 1, -1, -1, -1, -1, 4, 5},
{ 7, 7, -1, -1, -1, 5, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 7, -1, -1, -1, -1, 5, 5},
{ 1, 5, -1, -1, -1, 7, 4, -1},
{ 2, 1, -1, -1, -1, -1, 4, 3},
{ 2, -1, -1, -1, -1, -1, 3, -1},
{ 1, 5, -1, -1, -1, -1, 7, 4},
{ 1, -1, -1, -1, -1, -1, 4, -1},
{ 7, 1, -1, -1, -1, -1, 4, 5},
{ 7, 5, -1, -1, -1, 7, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 0, -1, -1, -1},
{-1, -1, 5, 0, 1, -1, -1, -1},
{-1, -1, 3, 5, 1, 6, -1, -1},
{-1, 4, 3, 2, 6, 2, -1, -1},
{-1, 7, 4, 7, 2, 2, 4, -1},
{ 6, 7, 7, 3, 3, 4, 3, -1},
{ 1, 6, 1, 1, 1, 3, 3, 5},
{ 1, 1, -1, -1, -1, -1, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 0, -1, -1, 0, -1, -1},
{-1, 3, 3, -1, 3, 3, -1, -1},
{-1, 0, 2, 0, 0, 2, 0, -1},
{-1, 3, 3, -1, 3, 3, -1, -1},
{-1, -1, 0, -1, -1, 0, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 1, 1, -1, -1, -1},
{-1, -1, 2, 2, 2, -1, -1, -1},
{-1, -1, 3, 3, 3, 3, -1, -1},
{-1, 4, 4, 4, 4, 4, -1, -1},
{-1, 5, 5, 5, 5, 5, 5, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 7, 7, -1, -1, -1},
{-1, -1, -1, 0, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 2, 5, -1, -1, -1},
{-1, 4, 3, -1, -1, -1, -1, -1},
{ 6, 7, -1, 5, 2, -1, -1, -1},
{-1, -1, -1, -1, 3, 4, -1, -1},
{-1, -1, -1, 2, 5, -1, 7, 6},
{-1, 4, 3, -1, -1, -1, -1, -1},
{ 6, 7, -1, 5, 2, -1, -1, -1},
{-1, -1, -1, -1, 3, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, 7, 6},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 1, -1, -1, -1, -1},
{-1, -1, -1, 7, -1, -1, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{-1, -1, -1, 4, -1, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 1, -1, -1, -1},
{-1, -1, 0, 2, 7, 7, -1, -1},
{-1, -1, -1, 0, 1, 7, -1, -1},
{-1, 0, 0, 0, 0, -1, -1, -1},
{-1, 0, 0, 0, 1, 1, -1, -1},
{ 0, 0, 0, 1, 1, 1, -1, -1},
{-1, 0, 0, 1, 1, 1, -1, -1},
{-1, 0, 0, 0, 7, 7, -1, -1},
{-1, -1, 7, 7, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 1, -1, -1, -1, -1, -1, -1},
{ 1, -1, -1, -1, -1, -1, -1, -1},
{-1, 2, 3, 4, 7, 6, 5, -1},
{-1, -1, -1, -1, -1, -1, 1, -1},
{-1, -1, -1, -1, -1, -1, 1, -1},
{-1, 2, 3, 4, 7, 6, -1, -1},
{-1, 1, -1, -1, -1, -1, -1, -1},
{ 1, -1, -1, -1, -1, -1, -1, -1},
{-1, 2, 3, 4, 7, 6, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, -1, -1, -1, -1, -1, -1},
{ 5, -1, -1, -1, -1, -1, -1, -1},
{ 2, 3, 4, 7, 6, 5, 2, 3},
{-1, -1, -1, -1, -1, -1, 4, -1},
{-1, -1, -1, -1, -1, -1, 7, -1},
{-1, 4, 3, 2, 5, 6, -1, -1},
{-1, 7, -1, -1, -1, -1, -1, -1},
{ 6, -1, -1, -1, -1, -1, -1, -1},
{ 5, 2, 3, 4, 7, 6, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, 2, 1, 0, 0, 1, 2, 3},
{ 3, 2, 1, 0, 1, 2, 3, -1},
{ 4, 3, 2, 1, 1, 2, 3, 4},
{ 4, 3, 2, 1, 2, 3, 4, -1},
{ 5, 4, 3, 2, 2, 3, 4, 5},
{ 5, 4, 3, 2, 3, 4, 5, -1},
{ 6, 5, 4, 3, 3, 4, 5, 6},
{ 6, 5, 4, 3, 4, 5, 6, -1},
{ 7, 6, 5, 4, 4, 5, 6, 7},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 2, 4, -1, -1, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 2, 4, -1, -1, -1},
{-1, 2, -1, 5, -1, 4, -1, -1},
{ 1, 0, 1, 0, 1, 0, 1, 0},
{ 3, -1, 3, -1, 2, -1, 6, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 1, -1, -1, -1},
{ 7, 4, 3, 5, -1, -1, -1, -1},
{ 6, -1, -1, 1, -1, -1, -1, -1},
{-1, -1, -1, 5, 3, 4, 7, -1},
{ 6, -1, -1, -1, 1, -1, -1, 6},
{ 7, 4, 3, 5, -1, -1, -1, -1},
{-1, -1, -1, 1, -1, -1, -1, 6},
{-1, -1, -1, 5, 3, 4, 7, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 7, 3, 6, -1},
{-1, -1, 3, 7, 3, 6, 3, -1},
{-1, -1, 5, 7, 3, 6, 3, -1},
{-1, 6, 7, 3, 6, 7, -1, -1},
{-1, 7, 7, 3, 6, 1, -1, -1},
{ 3, 7, 3, 6, 3, -1, -1, -1},
{ 5, 6, 2, 7, 1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 5, -1, -1, -1, -1, -1, -1, 5},
{ 5, -1, 6, 6, 6, -1, 5, -1},
{-1, 5, 4, -1, -1, 4, 5, -1},
{-1, 3, -1, -1, -1, 3, -1, -1},
{-1, 6, 0, -1, -1, 0, 6, -1},
{-1, 3, -1, -1, -1, 3, -1, -1},
{-1, -1, 4, -1, -1, 4, -1, -1},
{-1, -1, 6, 6, 6, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 0, -1, -1, 0, 7, -1},
{ 7, -1, 0, -1, 0, -1, 7, -1},
{ 7, 1, -1, 0, 0, -1, 1, 7},
{ 7, 1, 2, 0, 2, 1, 7, -1},
{ 7, 6, 3, 2, 2, 3, 6, 7},
{ 7, -1, 3, 2, 3, -1, 7, -1},
{-1, 7, 7, 3, 3, 7, 7, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 3, -1, 1, -1, 7, -1, 6},
{ 5, -1, 7, -1, 7, -1, 6, -1},
{ 6, -1, 0, -1, 5, -1, 3, -1},
{-1, 2, -1, 1, -1, 5, -1, -1},
{-1, 4, -1, 3, -1, 4, -1, -1},
{ 2, -1, 3, -1, 2, -1, -1, -1},
{-1, -1, 4, -1, 6, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, -1, 3, -1, -1, -1},
{ 6, 1, 3, 1, 2, 1, 4, 1},
{-1, -1, -1, -1, 6, -1, -1, -1},
{-1, -1, -1, 4, 1, -1, -1, -1},
{-1, -1, 1, -1, 3, -1, -1, -1},
{-1, -1, -1, 2, 1, -1, -1, -1},
{-1, -1, -1, -1, 4, -1, -1, -1},
{-1, -1, -1, 6, 1, -1, -1, -1},
{-1, -1, -1, 6, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 4, -1, -1, -1},
{-1, -1, 4, 1, 0, -1, -1, -1},
{-1, -1, -1, 2, 3, -1, -1, -1},
{-1, 1, 4, -1, 2, 2, -1, -1},
{-1, 3, 1, 2, 5, 1, 4, -1},
{-1, 4, 2, -1, 0, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, 1, -1, -1, -1, -1},
{-1, 2, -1, -1, 1, -1, 5, -1},
{ 5, -1, -1, 1, -1, -1, 0, -1},
{-1, 6, -1, -1, 1, -1, 4, -1},
{-1, 0, -1, 1, -1, 5, -1, -1},
{-1, -1, 5, 5, 0, 1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 3, -1, -1, -1},
{-1, -1, 3, 2, 6, -1, -1, -1},
{-1, -1, 2, 6, 3, 2, -1, -1},
{-1, 6, 3, 2, 6, 3, -1, -1},
{-1, 3, 2, 6, 3, 2, 6, -1},
{ 2, 6, 3, 2, 6, 3, 2, -1},
{ 6, 3, 2, 6, 3, 2, 6, 3},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 6, 6, 6, 6, 6, 6, 6},
{ 4, -1, -1, -1, -1, -1, -1, -1},
{-1, 3, 2, 5, 7, 6, 4, 3},
{-1, 5, -1, -1, -1, -1, -1, -1},
{-1, -1, 7, 6, 4, 3, 2, 5},
{-1, -1, 4, -1, -1, -1, -1, -1},
{-1, -1, -1, 3, 2, 5, 7, 6},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, 7, -1, -1, 6, -1, 2},
{ 6, -1, 1, -1, 6, 1, 3, -1},
{-1, 4, -1, 7, 2, -1, 7, -1},
{ 2, 7, -1, -1, -1, 4, -1, -1},
{ 6, -1, 3, 5, 0, 2, -1, 7},
{ 1, -1, -1, -1, -1, -1, 1, -1},
{-1, 1, 4, 5, 7, 5, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 6, 6, -1, -1, 6, 6, 6},
{-1, -1, 6, -1, 6, -1, -1, -1},
{-1, -1, 2, 3, 3, 2, -1, -1},
{-1, 3, -1, 5, -1, 3, -1, -1},
{-1, -1, 5, 3, 3, 5, -1, -1},
{-1, -1, 6, 1, 6, -1, -1, -1},
{-1, 4, 2, -1, -1, 2, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, 5, -1, -1, -1, -1, -1},
{-1, 3, 4, 6, 6, -1, -1, 5},
{ 3, 3, 4, 6, 5, -1, 5, -1},
{ 3, 2, 3, 6, 6, 5, 5, -1},
{ 3, 3, 4, 6, 5, -1, 5, -1},
{-1, 3, 4, 6, 6, -1, -1, 5},
{-1, -1, 5, -1, -1, -1, -1, -1},
{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, -1, -1, -1, -1, 1},
{ 1, -1, 2, 2, 2, -1, 1, -1},
{-1, 1, 2, 3, 3, 2, 1, -1},
{ 6, 2, 3, -1, 3, 2, 6, -1},
{ 6, 2, 3, -1, -1, 3, 2, 6},
{ 6, 2, 3, -1, 3, 2, 6, -1},
{ 3, 3, 3, 7, 7, 3, 3, 3},
{ 0, 5, 0, 2, 0, 5, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 7, 7, 7, -1, -1, -1},
{-1, 7, 2, 2, 7, -1, -1, -1},
{-1, 7, 5, 5, 5, 7, -1, -1},
{ 7, 7, 7, 7, 7, 7, -1, -1},
{-1, -1, 6, -1, 6, -1, -1, -1},
{-1, 6, -1, -1, 6, -1, -1, -1},
{-1, 6, 4, 4, -1, 6, 4, 4},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 3, 3, -1, 3, 3, 3, -1},
{ 3, 7, 5, 4, 6, 5, 3, -1},
{ 1, 3, 3, 3, -1, 3, 3, 1},
{ 2, 1, 2, 1, 2, 1, 2, -1},
{ 1, 3, 3, -1, 3, 3, 3, 1},
{ 3, 5, 6, 4, 5, 7, 3, -1},
{ 2, 3, 3, 3, -1, 3, 3, 2},
{ 1, 1, 2, 2, 2, 1, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, 5, -1, -1, -1, -1, -1},
{ 3, 1, 3, -1, -1, -1, -1, -1},
{-1, 5, 6, -1, -1, -1, -1, -1},
{-1, -1, 5, 3, -1, -1, -1, -1},
{-1, -1, 6, 1, 6, -1, -1, -1},
{-1, -1, 3, 5, -1, -1, -1, -1},
{-1, -1, -1, -1, 3, 6, -1, -1},
{-1, -1, -1, 5, 6, 5, -1, -1},
{-1, -1, -1, -1, 6, 3, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 3, 7, 4, 5, 1, 6, 3},
{ 5, 1, 6, 3, 7, 4, 5, -1},
{ 6, 3, 7, 4, 5, 1, 6, 3},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, -1, -1, 4, 4},
{-1, -1, 7, 7, 7, 4, 4, -1},
{-1, -1, -1, -1, -1, -1, 4, 4},
{-1, 1, -1, -1, -1, 7, -1, -1},
{-1, 1, 1, -1, -1, 7, -1, -1},
{ 3, 3, 3, -1, 7, -1, -1, -1},
{ 3, -1, 2, 3, 3, 3, -1, 3},
{-1, 2, -1, 3, -1, 3, 3, -1},
{-1, 2, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 4, -1, -1, -1, -1, -1},
{-1, 7, 4, -1, -1, -1, -1, -1},
{-1, -1, 7, 4, -1, -1, -1, -1},
{-1, 4, 7, 4, -1, -1, -1, -1},
{ 1, 1, 1, 1, 1, 1, 1, -1},
{ 1, 2, 1, 2, 1, 1, -1, -1},
{ 2, 2, 2, 2, 2, 2, 2, 2},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 0, -1, -1, -1, -1, -1, -1, 6},
{ 6, 1, 4, 3, 7, 5, 0, -1},
{ 0, -1, -1, -1, -1, -1, -1, 6},
{ 6, 1, 4, 3, 7, 5, 0, -1},
{ 0, -1, -1, -1, -1, -1, -1, 6},
{ 6, 1, 4, 3, 7, 5, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, 3, 4, 6, 6, 4, 3, 3},
{ 0, 3, 4, 6, 4, 3, 1, -1},
{ 5, 1, 3, 4, 4, 3, 0, 1},
{ 0, 1, 3, 4, 3, 1, 0, -1},
{ 2, 1, 6, 3, 3, 0, 0, 1},
{ 0, 3, 4, 3, 6, 1, 5, -1},
{ 6, 1, 2, 6, 4, 0, 0, 2},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 6, -1, -1, -1, -1, 4, 4},
{ 4, 0, -1, -1, -1, 3, 6, -1},
{ 0, 6, -1, -1, -1, -1, 4, 2},
{ 7, -1, -1, -1, -1, -1, 7, -1},
{ 4, 4, -1, -1, -1, -1, 5, 6},
{ 6, 4, 7, 7, 5, 6, 4, -1},
{-1, 7, 6, 4, 6, 4, 7, -1},
{-1, 0, -1, 7, -1, 7, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 5, -1, -1, -1, -1, 4, -1},
{-1, 5, -1, -1, -1, 4, -1, -1},
{-1, -1, 5, 6, 6, 4, -1, -1},
{-1, -1, 2, -1, 2, -1, -1, -1},
{ 0, 0, 6, -1, -1, 6, 1, 1},
{-1, -1, 2, -1, 2, -1, -1, -1},
{-1, -1, 7, 6, 6, 3, -1, -1},
{-1, 7, -1, -1, -1, 3, -1, -1},
{-1, 7, -1, -1, -1, -1, 3, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, -1, -1, -1, -1, 2, -1},
{ 1, 7, 1, 1, 1, 3, 1, -1},
{-1, -1, 4, 1, 1, 4, -1, -1},
{-1, 1, 3, 1, 7, 1, -1, -1},
{-1, -1, -1, 2, 6, -1, -1, -1},
{-1, -1, 1, 5, 1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 7, 7, 7, 7, 7, 7, 7},
{ 7, -1, -1, -1, -1, -1, 7, -1},
{ 7, -1, -1, 2, 0, 5, 2, 2},
{ 7, -1, -1, -1, 0, 3, 6, -1},
{ 7, -1, -1, -1, -1, -1, 4, 0},
{ 5, 5, -1, -1, -1, -1, -1, -1},
{ 4, 3, 6, 2, -1, -1, -1, -1},
{ 0, 2, 0, 4, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 1, -1, -1, 1, -1, -1},
{-1, 4, -1, -1, 5, -1, -1, -1},
{-1, 7, -1, -1, 1, 1, 1, -1},
{ 6, -1, -1, -1, -1, 7, -1, -1},
{ 1, 1, 1, 1, -1, 4, -1, -1},
{-1, -1, 5, -1, -1, -1, -1, -1},
{-1, -1, 0, -1, -1, -1, -1, -1},
{-1, 3, -1, -1, -1, -1, -1, -1},
{-1, 1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 7, 7, -1, -1, 7, 7, -1},
{ 6, -1, 4, -1, 4, -1, 6, -1},
{ 5, -1, -1, 3, 3, -1, -1, 5},
{ 6, -1, -1, -1, -1, -1, 6, -1},
{-1, 7, -1, -1, -1, -1, 7, -1},
{-1, 4, -1, -1, -1, 4, -1, -1},
{-1, -1, 3, -1, -1, 3, -1, -1},
{-1, -1, 2, -1, 2, -1, -1, -1},
{-1, -1, -1, 5, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, 0, -1, -1, 0, 0, -1},
{ 7, 4, 6, 6, 6, 4, 3, -1},
{ 5, 6, 6, 6, 2, 6, 6, 3},
{ 7, 4, 6, 6, 6, 4, 3, -1},
{-1, 0, 0, -1, -1, 0, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, -1, 7, 7, 7},
{-1, -1, -1, -1, 2, 7, 7, -1},
{-1, 0, 7, 7, 7, -1, 7, 7},
{ 6, 7, 7, 7, -1, -1, -1, -1},
{ 6, -1, -1, -1, 7, 7, 7, 7},
{ 6, -1, -1, -1, -1, -1, -1, -1},
{ 4, 2, 2, 2, 4, -1, 3, -1},
{ 4, 4, 4, 4, 3, 3, 3, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, -1, -1, 7, -1, 6, -1, 7},
{ 7, 6, 7, -1, -1, 7, 4, -1},
{-1, -1, 7, -1, -1, 7, -1, -1},
{-1, 0, 0, 0, 0, 0, 3, -1},
{-1, -1, 0, 2, 2, 0, 6, 4},
{-1, -1, 0, 0, 0, 1, 3, -1},
{-1, -1, -1, 0, 0, -1, 3, 4},
{-1, -1, -1, 6, -1, 5, 6, -1},
{-1, -1, -1, -1, -1, -1, 1, 0},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 5, -1, -1, -1, -1, 5, -1},
{ 0, -1, -1, 0, -1, -1, 0, -1},
{ 0, 0, 0, 2, 2, 0, 0, 0},
{ 0, -1, -1, 0, -1, -1, 0, -1},
{-1, 7, -1, 3, -1, -1, 7, -1},
{-1, -1, 3, 6, -1, -1, -1, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, 3, 6, -1, -1, -1, -1, -1},
{-1, 3, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 5, -1, -1, -1},
{-1, -1, 2, 6, 3, -1, -1, -1},
{-1, -1, 5, 4, 7, 1, -1, -1},
{-1, 6, 2, 2, 3, 4, -1, -1},
{-1, -1, 3, 7, 3, 6, -1, -1},
{-1, -1, 1, 3, 2, -1, -1, -1},
{-1, -1, -1, 4, 5, -1, -1, -1},
{-1, -1, -1, 4, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 7, -1, 2, 2, -1, 6, 6},
{ 6, -1, -1, 6, -1, -1, 3, -1},
{ 2, -1, -1, 1, -1, -1, 2, -1},
{ 5, -1, -1, 3, -1, -1, 2, -1},
{ 1, -1, -1, 2, -1, -1, 1, -1},
{ 5, -1, -1, 2, -1, -1, 2, -1},
{ 6, -1, -1, 1, -1, -1, 7, -1},
{ 5, -1, -1, 5, -1, -1, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, 0, 4, 4, 4, 0, -1, -1},
{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, -1, 2, 7, 2, -1, -1, -1},
{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, 0, 5, 5, 5, 0, -1, -1},
{-1, -1, -1, 3, 3, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 4, 1, 3, -1, -1, -1},
{-1, 1, -1, -1, 1, -1, -1, -1},
{-1, -1, 4, 1, 3, 4, 1, -1},
{-1, 1, 3, 4, -1, -1, 4, -1},
{-1, 3, -1, -1, 3, 4, 1, -1},
{-1, 1, 3, 4, 1, 3, -1, -1},
{-1, -1, 4, 1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, 4, -1, 3, 2, 5, -1},
{ 0, -1, -1, -1, -1, -1, 1, -1},
{-1, 2, 3, 5, -1, 4, 6, -1},
{ 0, -1, -1, -1, -1, -1, 1, -1},
{-1, 4, 6, -1, 2, 5, 3, -1},
{ 0, -1, -1, -1, -1, -1, 1, -1},
{-1, 5, 2, 3, -1, 4, 6, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, -1, 7, 6, 4, -1, -1, -1},
{-1, 2, 1, 7, 4, 1, 3, -1},
{ 2, 1, 1, 1, 1, 1, 3, -1},
{-1, 2, 2, 2, 3, 3, 3, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 2, 3, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, 2, 2, 3, 3, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, -1, 5, -1, -1, 3, -1, 6},
{ 2, -1, 3, -1, 2, -1, 4, -1},
{ 4, -1, -1, 1, 0, -1, -1, 6},
{ 6, -1, 2, 3, 5, -1, 4, -1},
{ 4, -1, -1, 0, 1, -1, -1, 6},
{ 2, -1, 5, -1, 3, -1, 4, -1},
{ 4, -1, 3, -1, -1, 2, -1, 6},
{ 6, -1, -1, -1, -1, -1, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, 6, 0, 5, 5, 1, 3, 4},
{ 1, -1, -1, 2, -1, -1, 0, -1},
{ 4, -1, -1, 3, 6, -1, -1, 2},
{-1, -1, -1, 0, -1, -1, -1, -1},
{-1, -1, -1, 1, 4, -1, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{-1, -1, -1, 6, 3, -1, -1, -1},
{-1, -1, -1, 5, -1, -1, -1, -1},
{-1, -1, -1, 4, 1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, -1, 5, 1, 1, 3},
{ 0, 5, 1, 0, 5, 3, 3, -1},
{ 5, 1, 0, 5, 1, 0, 5, 1},
{ 0, 5, 1, 0, 5, 1, 6, -1},
{-1, -1, -1, -1, 1, 6, 5, 1},
{-1, -1, -1, -1, 5, 1, 6, -1},
{-1, -1, -1, -1, 1, 0, 5, 1},
{-1, -1, -1, -1, 5, 1, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, 7, 3, -1, -1, 2, 2},
{-1, 0, 7, 3, -1, -1, 2, -1},
{-1, 0, 7, 3, -1, -1, 2, 2},
{-1, 0, 7, 3, -1, 3, 1, -1},
{-1, 0, 7, 3, -1, 6, 4, 5},
{-1, 0, 7, 3, -1, 7, 0, -1},
{-1, 0, 7, 3, -1, 2, 3, 4},
{-1, 0, 7, 3, -1, 5, 6, -1},
{-1, -1, -1, -1, -1, 7, 0, 1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 7, 7, 7, 7, -1},
{ 3, 4, 5, -1, -1, -1, 7, -1},
{ 2, -1, -1, -1, -1, -1, -1, 3},
{ 7, -1, -1, -1, -1, -1, 4, -1},
{ 7, -1, -1, -1, 3, 4, 5, 6},
{ 7, -1, -1, 2, 0, 1, 2, -1},
{ 6, -1, -1, -1, 3, 4, 5, 6},
{ 0, 1, -1, -1, -1, -1, -1, -1},
{ 2, 3, 4, -1, -1, -1, -1, -1},
{ 5, 6, 0, -1, -1, -1, -1, -1}},
{{-1, 7, -1, -1, -1, -1, 2, -1},
{ 1, 1, -1, -1, -1, 3, 3, -1},
{-1, 2, -1, -1, -1, -1, 4, -1},
{ 3, 3, -1, -1, -1, 5, 5, -1},
{-1, 4, -1, -1, -1, -1, 6, -1},
{ 5, 5, -1, -1, -1, 1, 1, -1},
{-1, 6, -1, -1, -1, -1, 7, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 4, -1, -1, -1, -1, 4, -1},
{ 2, -1, -1, 1, -1, -1, 2, -1},
{ 5, -1, -1, 0, 0, -1, -1, 5},
{ 5, -1, -1, 1, -1, -1, 6, -1},
{-1, 4, 2, 7, 7, 5, 4, -1},
{-1, -1, -1, 6, -1, -1, -1, -1},
{-1, -1, -1, 3, 3, -1, -1, -1},
{-1, -1, -1, 7, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 1, -1, -1, 2, 3, 4, -1},
{ 2, -1, -1, 3, 0, 4, -1, -1},
{ 4, -1, -1, 2, 3, 1, -1, -1},
{ 3, -1, 4, 3, 0, -1, -1, -1},
{ 4, -1, -1, 2, 5, 1, -1, -1},
{ 3, -1, 4, 5, 0, 4, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, -1, -1, 1, 1, -1, -1, 2},
{ 2, -1, 3, 3, 3, -1, 2, -1},
{-1, 2, -1, 4, 4, -1, 2, -1},
{-1, 7, 7, 0, 7, 7, -1, -1},
{-1, -1, -1, 4, 4, -1, -1, -1},
{-1, -1, 5, 7, 5, -1, -1, -1},
{ 6, 3, 2, 6, 4, 2, 3, 6},
{ 5, -1, -1, -1, -1, -1, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, 2, 3, 5, 7, 1, 3, 6},
{ 1, -1, -1, 1, -1, -1, 1, -1},
{ 3, 0, 1, 3, 2, 4, 3, 5},
{ 4, -1, -1, 4, -1, -1, 4, -1},
{-1, 5, -1, -1, 5, -1, -1, 5},
{ 0, 3, 2, 0, 4, 5, 0, -1},
{-1, 6, -1, -1, 6, -1, -1, 6},
{ 7, -1, -1, 7, -1, -1, 7, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 5, 4, -1, 1, 1, -1, -1},
{ 5, -1, 4, 1, -1, 1, -1, -1},
{ 0, -1, -1, -1, -1, -1, 0, -1},
{ 0, 6, 4, -1, -1, 4, 2, -1},
{-1, 4, 3, 5, 2, 6, 3, 6},
{-1, 2, 6, -1, -1, 5, 4, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 6, 6, -1, -1, -1},
{-1, -1, 5, 5, 4, -1, -1, -1},
{-1, -1, 1, 6, 6, 4, -1, -1},
{-1, 1, 7, 2, 5, 3, -1, -1},
{-1, 2, 7, 2, 1, 5, 3, -1},
{ 2, 1, 3, 1, 4, 2, 7, -1},
{-1, 3, 1, 3, 4, 2, 7, -1},
{-1, 3, 5, 5, 6, 6, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 7, 3, -1, -1, -1, -1},
{-1, 1, 7, 6, -1, -1, -1, -1},
{-1, 3, 7, 5, 1, 5, -1, -1},
{ 7, 7, 0, 2, 4, 0, 4, -1},
{ 7, 1, 4, 6, 5, 6, 5, 7},
{ 1, 7, 7, 1, 7, 7, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 1, -1, -1, 1, -1, -1},
{-1, 5, 6, 1, 5, 6, -1, -1},
{-1, 1, 1, 2, 2, 1, 1, -1},
{ 4, 7, 1, 0, 1, 7, 4, -1},
{-1, 3, 7, 5, 7, 5, 3, -1},
{-1, 1, 1, 1, 1, 1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 4, -1, -1, -1, 5, -1, -1, 4},
{ 6, 6, 7, 6, -1, 4, 5, -1},
{ 4, 2, 7, 5, 2, 2, 6, 4},
{-1, -1, 4, 1, -1, 5, 2, -1},
{-1, 5, 2, 7, 7, -1, 7, 4},
{ 4, 6, 5, 4, -1, 4, 2, -1},
{-1, -1, -1, 4, -1, 4, 1, -1},
{ 0, 0, 0, 5, -1, -1, -1, -1},
{-1, -1, -1, -1, 0, 0, 0, 0},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, -1, 0, 0, -1, -1},
{ 2, -1, -1, 0, 1, 0, -1, -1},
{ 3, -1, -1, 0, 2, 2, 0, -1},
{ 4, -1, 0, 1, 1, 1, 0, -1},
{ 5, -1, -1, 0, 4, 4, 0, -1},
{ 6, -1, -1, 4, 4, 4, -1, -1},
{ 7, -1, -1, -1, 4, 4, -1, -1},
{-1, -1, -1, 0, 1, 0, -1, -1},
{-1, -1, -1, 0, 1, 1, 0, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 3, -1, -1, 1, 7, -1},
{-1, 7, 4, -1, -1, 4, 3, -1},
{ 1, -1, -1, 0, 2, 0, -1, -1},
{ 5, 4, -1, 3, -1, -1, -1, -1},
{ 4, -1, 3, 6, 1, 1, 6, -1},
{-1, 1, -1, -1, 4, -1, 1, -1},
{-1, 7, 5, -1, -1, -1, 3, -1},
{-1, -1, 3, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, -1, 1, -1, -1, -1},
{ 2, -1, -1, -1, 2, -1, -1, -1},
{-1, 3, -1, -1, 3, 3, -1, -1},
{-1, 4, -1, 4, -1, 4, -1, -1},
{-1, 5, -1, -1, 5, 5, -1, -1},
{ 6, -1, -1, 7, 1, 7, -1, -1},
{ 7, -1, -1, -1, 6, 6, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, -1, -1, 6, -1, 2, 5, 1},
{ 5, -1, 4, -1, 4, -1, 4, -1},
{ 6, -1, -1, 3, -1, -1, -1, 3},
{ 4, 2, 0, -1, -1, -1, 5, -1},
{-1, -1, -1, 6, -1, 3, 6, -1},
{-1, -1, 5, -1, 5, -1, -1, -1},
{-1, -1, -1, 3, -1, 4, 2, 5},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, -1, -1, -1, 4, -1, -1, 3},
{ 0, 3, -1, -1, 6, -1, 0, -1},
{-1, -1, 7, -1, 1, -1, 3, -1},
{ 7, -1, 4, 7, -1, 2, -1, -1},
{ 5, 2, 3, 2, 1, 6, -1, 3},
{-1, -1, 0, 4, 3, 5, 4, -1},
{-1, 7, 6, -1, -1, 0, -1, -1},
{ 4, 3, -1, -1, -1, 4, 2, -1},
{ 0, -1, -1, -1, -1, -1, 6, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 1, 2, 5, 1, 6, 3, 0},
{-1, -1, -1, -1, -1, -1, 4, -1},
{ 0, 5, 2, 7, 1, 6, 2, -1},
{ 3, -1, -1, -1, -1, -1, -1, -1},
{ 6, 7, 6, 4, 0, 5, 2, 6},
{-1, -1, -1, -1, -1, -1, 1, -1},
{ 6, 1, 4, 0, 6, 2, 3, -1},
{ 0, -1, -1, -1, -1, -1, -1, -1},
{-1, 0, 4, 5, 3, 7, 6, 0},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 0, 1, -1, -1, -1},
{-1, -1, 0, 7, 0, -1, -1, -1},
{-1, -1, 1, 2, 2, 0, -1, -1},
{-1, 0, 7, 0, 7, 0, -1, -1},
{-1, 6, -1, 7, 7, -1, 6, -1},
{ 4, 1, 6, 6, 6, 4, 1, -1},
{-1, 5, -1, 7, 7, -1, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 6, -1, -1, -1},
{-1, -1, 3, 3, 3, -1, -1, -1},
{-1, -1, 7, 5, 3, 7, -1, -1},
{-1, 3, -1, 6, -1, 3, -1, -1},
{ 2, -1, -1, 3, 7, -1, -1, 1},
{ 2, 2, -1, 3, -1, 1, 1, -1},
{-1, 0, 2, 5, 6, 1, 0, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 3, 7, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, -1, -1, -1, -1, 2, -1},
{-1, 2, 6, 0, 6, 0, -1, -1},
{-1, 0, -1, -1, -1, -1, -1, -1},
{ 6, -1, -1, -1, -1, -1, -1, -1},
{-1, 3, 3, 2, 0, 6, 0, 0},
{-1, 6, -1, -1, -1, -1, 0, -1},
{-1, -1, -1, 6, 0, 2, 6, -1},
{-1, 2, 0, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 0, 7, -1, -1, -1, -1, -1, -1},
{ 1, 5, -1, -1, -1, -1, -1, -1},
{ 7, 2, 5, -1, -1, -1, -1, -1},
{ 6, 3, 4, -1, -1, -1, -1, -1},
{ 5, 5, 4, 4, -1, -1, -1, -1},
{ 3, 3, 5, 3, -1, -1, -1, -1},
{ 1, 2, 2, 5, 3, -1, -1, -1},
{ 1, 0, 0, 7, 6, -1, -1, -1},
{ 3, 3, 5, 5, 7, 6, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 2, 6, 6, 2, -1, -1},
{-1, 2, 1, 1, 0, 2, -1, -1},
{-1, 2, 3, 2, 2, 0, 2, -1},
{ 2, 3, 2, 5, 2, 7, 2, -1},
{ 2, 4, 2, 5, 2, 7, 2, 0},
{ 2, 4, 2, 6, 6, 2, 0, -1},
{-1, 2, 5, 2, 2, 2, 7, 2},
{-1, 2, 5, 6, 6, 7, 2, -1},
{-1, -1, 2, 2, 2, 2, 2, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 0, -1, -1, 0, -1, -1},
{ 1, 0, 0, 1, 0, 0, 1, -1},
{ 1, 7, 7, 5, 5, 7, 7, 1},
{ 3, 2, -1, 2, -1, 2, 3, -1},
{ 3, 7, -1, 6, 6, -1, 7, 3},
{ 7, -1, -1, 6, -1, -1, 7, -1},
{ 4, 4, 5, -1, -1, 5, 4, 4},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 6, 3, -1, -1, 3, 6, -1},
{ 6, -1, 2, -1, 2, -1, 6, -1},
{ 2, -1, 0, 1, 1, 0, -1, 2},
{ 5, 0, -1, 7, -1, 0, 5, -1},
{-1, 5, -1, 6, 6, -1, 5, -1},
{ 7, 1, 4, -1, 4, 1, 7, -1},
{ 7, -1, 4, -1, -1, 4, -1, 7},
{ 2, 0, -1, -1, -1, 0, 2, -1},
{-1, 2, -1, -1, -1, -1, 2, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 6, 1, -1, -1, -1, -1, 4, 0},
{ 2, 7, 5, 5, 5, 7, 3, -1},
{ 6, 1, -1, -1, -1, -1, 4, 0},
{ 2, 5, 7, 7, 7, 5, 3, -1},
{ 6, 1, -1, -1, -1, -1, 4, 0},
{ 2, 0, 6, 6, 6, 0, 3, -1},
{ 6, 1, -1, -1, -1, -1, 4, 0},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 5, -1, -1, 1, 1, -1, -1, 5},
{ 5, -1, 4, -1, 4, -1, 5, -1},
{-1, 2, 4, -1, -1, 4, 2, -1},
{ 7, 2, -1, -1, -1, 2, 7, -1},
{ 0, -1, 0, 4, 4, 0, -1, 0},
{ 7, 2, -1, -1, -1, 2, 7, -1},
{-1, 2, 3, -1, -1, 3, 2, -1},
{ 5, -1, 3, -1, 3, -1, 5, -1},
{ 5, -1, -1, 6, 6, -1, -1, 5},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 2, 2, -1, -1, -1, -1, 5, 5},
{ 5, -1, -1, -1, -1, -1, 2, -1},
{ 5, -1, -1, -1, -1, -1, -1, 2},
{ 1, -1, 1, 5, 1, -1, 3, -1},
{ 5, 2, 5, 3, 1, 2, 5, 2},
{ 2, 0, 5, -1, 2, 0, 5, -1},
{-1, 3, 7, -1, -1, 3, 7, -1},
{-1, -1, 2, 0, 5, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 0, 6, 5, 2, 3, 4, 1, 7},
{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, 1, 1, -1, -1, -1},
{-1, -1, 1, -1, -1, -1, -1, -1},
{ 7, 1, 4, 3, 2, 5, 6, 0},
{-1, -1, -1, -1, 1, -1, -1, -1},
{-1, -1, -1, 1, 1, -1, -1, -1},
{-1, -1, 1, -1, -1, -1, -1, -1},
{ 0, 6, 5, 2, 3, 4, 1, 7},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, 1, -1, -1, 1, -1, -1},
{-1, 2, 4, -1, 2, 4, -1, -1},
{-1, 2, 3, 6, 5, 3, 2, -1},
{-1, 6, 5, -1, 6, 5, -1, -1},
{-1, -1, -1, 7, 7, -1, -1, -1},
{-1, -1, -1, 7, -1, -1, -1, -1},
{ 1, -1, -1, 7, 7, -1, -1, 3},
{ 2, -1, -1, 7, -1, -1, 2, -1},
{-1, 3, 4, 5, 6, 4, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, -1, -1, 2, 2, -1, -1, 2},
{ 1, 3, 7, 3, 7, 4, 2, -1},
{-1, 1, 6, -1, -1, 6, 2, -1},
{ 6, -1, 7, 3, 7, -1, 6, -1},
{-1, 4, 2, -1, -1, 1, 3, -1},
{-1, -1, 2, 6, 1, -1, -1, -1},
{-1, 4, 3, 3, 4, 4, 3, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, -1, -1, 5, 6, -1, -1, -1},
{-1, -1, -1, 3, -1, -1, -1, -1},
{-1, -1, -1, 1, 2, -1, -1, -1},
{-1, -1, -1, 4, -1, -1, -1, -1},
{-1, -1, -1, 5, 7, -1, -1, -1},
{-1, -1, -1, 2, -1, -1, -1, -1},
{ 6, 5, 4, 3, 2, 1, 7, 5},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{-1, 0, -1, 1, -1, 2, -1, -1},
{-1, 4, -1, 5, -1, 6, -1, -1},
{-1, 7, -1, 0, -1, 2, -1, -1},
{-1, 6, -1, 3, -1, 6, -1, -1},
{-1, 1, -1, 1, -1, 2, -1, -1},
{-1, 3, -1, 5, -1, 0, -1, -1},
{-1, 2, -1, 4, -1, 6, -1, -1},
{-1, 3, -1, 6, -1, 7, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, 1, 2, 2, 3, 3, 4, 4},
{ 5, 5, 6, 7, 6, 5, 5, -1},
{ 6, 4, 3, 3, 2, 2, 1, 6},
{ 4, 6, 5, 7, 6, 3, 1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 7, 4, -1, 1, 2, -1, 4, 7},
{ 5, 5, -1, 2, -1, 4, 4, -1},
{-1, 5, -1, 7, 7, -1, 4, -1},
{ 1, 0, 6, 7, 6, 0, 2, -1},
{-1, 2, -1, 5, 3, -1, 1, -1},
{ 1, 1, -1, -1, -1, 2, 2, -1},
{ 6, 1, 4, -1, -1, 4, 2, 6},
{ 5, 3, -1, -1, -1, 3, 5, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 1, 5, 1, 0, 0, 1, 5, 1},
{ 1, 2, 5, -1, 5, 2, 1, -1},
{ 3, 6, 1, 2, 2, 1, 6, 3},
{ 4, 3, 4, -1, 4, 3, 4, -1},
{ 3, 4, 6, 5, 5, 6, 4, 3},
{ 0, 2, 3, -1, 3, 2, 0, -1},
{ 2, 3, 1, 5, 5, 1, 3, 2},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}},
{{ 3, 0, 2, 7, 5, 7, 6, 5},
{ 6, -1, 1, -1, 2, -1, 1, -1},
{-1, 6, 4, 0, 3, 4, 5, -1},
{-1, 5, -1, 1, -1, 4, -1, -1},
{-1, 7, 3, 5, 6, 5, 3, -1},
{ 1, -1, 2, -1, 4, -1, 2, -1},
{ 6, 4, 4, 6, 6, 5, 5, 1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1}}
};
/* the tile struct
* type is the bubble number 0-7
* fallx is the x axis movement for the falling bubble
* fallvel is the initial upward velocity for the falling bubble
* ingroup denotes a bubble that is part of a group to be removed
* anchored denotes a bubble that is anchored to the ceiling
*/
struct tile {
int type;
int fallx;
int fallvel;
bool ingroup;
bool anchored;
bool delete;
};
/* the highscore struct
* level is the highscore level
* score is the highscore score
*/
struct highscore {
unsigned int level;
unsigned int score;
};
/* the game context struct
* score is the current score
* level is the current level
* highlevel is the highest level beaten
* highscores is the list of high scores
* angle is the current cannon direction
* shots is the number of shots fired since last compression
* compress is the height of the compressor
* onboardcnt is the number of unique bubbles on the playing board
* onboard is the unique bubbles on the playing board
* nextinq is the pointer to the next bubble in the firing queue
* queue is the circular buffer of bubbles to be fired
* elapsedlvl is level elapsed time in 1/100s of seconds
* elapsedshot is the shot elapsed time in 1/100s of seconds
* startedshot is when the current shot began
* resume denotes whether to resume the currently loaded game
* dirty denotes whether the high scores are out of sync with the saved file
* playboard is the game playing board
*/
struct game_context {
unsigned int score;
unsigned int level;
unsigned int highlevel;
struct highscore highscores[NUM_SCORES];
int angle;
int shots;
int compress;
int onboardcnt;
int onboard[NUM_BUBBLES];
int nextinq;
int queue[NUM_QUEUE];
long elapsedlvl;
long elapsedshot;
long startedshot;
bool resume;
bool dirty;
struct tile playboard[BB_HEIGHT][BB_WIDTH];
};
static void bubbles_init(struct game_context* bb);
static bool bubbles_nextlevel(struct game_context* bb);
static void bubbles_getonboard(struct game_context* bb);
static void bubbles_drawboard(struct game_context* bb);
static int bubbles_fire(struct game_context* bb);
static bool bubbles_collision(struct game_context* bb, int y, int x,
int nearrow, int nearcol);
static bool bubbles_ingroup(struct game_context* bb, int row, int col);
static int bubbles_searchgroup(struct game_context* bb, int row, int col);
static int bubbles_remove(struct game_context* bb);
static void bubbles_anchored(struct game_context* bb, int row, int col);
static int bubbles_fall(struct game_context* bb);
static int bubbles_checklevel(struct game_context* bb);
static int bubbles_recordscore(struct game_context* bb);
static void bubbles_savescores(struct game_context* bb);
static bool bubbles_loadgame(struct game_context* bb);
static void bubbles_savegame(struct game_context* bb);
static void bubbles_setcolors(void);
static void bubbles_callback(void* param);
static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
int timeout);
static int bubbles(struct game_context* bb);
/*****************************************************************************
* bubbles_init() initializes bubbles data structures.
******************************************************************************/
static void bubbles_init(struct game_context* bb) {
/* seed the rand generator */
rb->srand(*rb->current_tick);
/* check for resumed game */
if(bb->resume) {
bb->resume = false;
return;
}
bb->score = 0;
bubbles_nextlevel(bb);
}
/*****************************************************************************
* bubbles_nextlevel() sets up the game for the next level, returns false if
* there are no more levels.
******************************************************************************/
static bool bubbles_nextlevel(struct game_context* bb) {
int i, j, pos;
bb->level++;
/* check if there are no more levels */
if(bb->level > NUM_LEVELS) return false;
/* set up the play board */
rb->memset(bb->playboard, 0, sizeof(bb->playboard));
for(i=0; i<BB_LEVEL_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
pos = (int)level[bb->level-1][i][j];
if(pos >=0 && pos < NUM_BUBBLES) {
bb->playboard[i][j].type = pos;
} else {
bb->playboard[i][j].type = -1;
}
}
}
for(i=BB_LEVEL_HEIGHT; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
bb->playboard[i][j].type = -1;
}
}
/* fill first bubbles in shot queue */
bubbles_getonboard(bb);
for(i=0; i<NUM_QUEUE; i++) {
bb->queue[i] = bb->onboard[rb->rand()%bb->onboardcnt];
}
bb->angle = 0;
bb->shots = 0;
bb->compress = 0;
bb->nextinq = 0;
bb->elapsedlvl = 0;
bb->elapsedshot = 0;
return true;
}
/*****************************************************************************
* bubbles_getonboard() determines which bubble types are on the play board.
******************************************************************************/
static void bubbles_getonboard(struct game_context* bb) {
int i, j, k;
bool found;
bb->onboardcnt = 0;
rb->memset(bb->onboard, -1, sizeof(bb->onboard));
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].type >= 0) {
found = false;
for(k=0; k<bb->onboardcnt; k++) {
if(bb->playboard[i][j].type == bb->onboard[k]) {
found = true;
break;
}
}
if(!found) {
bb->onboard[bb->onboardcnt] = bb->playboard[i][j].type;
bb->onboardcnt++;
}
if(bb->onboardcnt == NUM_BUBBLES) return;
}
}
}
}
/*****************************************************************************
* bubbles_drawboard() draws the game board to the buffer but does not update
* the lcd.
******************************************************************************/
static void bubbles_drawboard(struct game_context* bb) {
int i, j;
int w, h;
int colmax, indent;
int tipx, tipy;
bool evenline = false;
char *level = "Level";
char *score = "Score";
char *next = "Next";
char *hurry = "HURRY!";
char str[11];
/* clear screen */
rb->lcd_clear_display();
/* draw background */
#ifdef HAVE_LCD_COLOR
rb->lcd_bitmap(bubbles_background, 0, 0, LCD_WIDTH, LCD_HEIGHT);
#endif
/* display play board */
for(i=0; i<BB_HEIGHT; i++) {
colmax = BB_WIDTH;
if(evenline) {
colmax--;
indent = ROW_INDENT;
} else {
indent = 0;
}
evenline = !evenline;
for(j=0; j<colmax; j++) {
if(bb->playboard[i][j].type >= 0 && !bb->playboard[i][j].delete) {
rb->lcd_bitmap_part(bubbles_emblem,
0, EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
XOFS+indent+BUBBLE_WIDTH*j+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+bb->compress*ROW_HEIGHT,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
XOFS+indent+BUBBLE_WIDTH*j,
ROW_HEIGHT*i+bb->compress*ROW_HEIGHT,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
}
}
}
/* display bubble to be shot */
rb->lcd_bitmap_part(bubbles_emblem,
0, EMBLEM_HEIGHT*bb->queue[bb->nextinq], EMBLEM_WIDTH,
SHOTX+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
SHOTX, SHOTY,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
/* display next bubble to be shot */
rb->lcd_bitmap_part(bubbles_emblem,
0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_WIDTH,
XOFS/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
XOFS/2-BUBBLE_WIDTH/2, SHOTY,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
/* draw bounding lines */
#ifndef HAVE_LCD_COLOR
rb->lcd_vline(XOFS-1, 0, LCD_HEIGHT);
rb->lcd_vline(XOFS+BUBBLE_WIDTH*BB_WIDTH, 0, LCD_HEIGHT);
#endif
rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1, bb->compress*ROW_HEIGHT-1);
rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1,
ROW_HEIGHT*(BB_HEIGHT-2)+BUBBLE_HEIGHT);
/* draw arrow */
tipx = SHOTX+BUBBLE_WIDTH/2+(((sin_int(bb->angle)>>4)*BUBBLE_WIDTH*3/2)>>10);
tipy = SHOTY+BUBBLE_HEIGHT/2-(((cos_int(bb->angle)>>4)*BUBBLE_HEIGHT*3/2)>>10);
rb->lcd_drawline(SHOTX+BUBBLE_WIDTH/2+(((sin_int(bb->angle)>>4)*BUBBLE_WIDTH/2)>>10),
SHOTY+BUBBLE_HEIGHT/2-(((cos_int(bb->angle)>>4)*BUBBLE_HEIGHT/2)>>10),
tipx, tipy);
xlcd_filltriangle(tipx, tipy,
tipx+(((sin_int(bb->angle-135)>>4)*BUBBLE_WIDTH/3)>>10),
tipy-(((cos_int(bb->angle-135)>>4)*BUBBLE_HEIGHT/3)>>10),
tipx+(((sin_int(bb->angle+135)>>4)*BUBBLE_WIDTH/3)>>10),
tipy-(((cos_int(bb->angle+135)>>4)*BUBBLE_HEIGHT/3)>>10));
/* draw text */
rb->lcd_getstringsize(level, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 2, level);
rb->snprintf(str, 4, "%d", bb->level);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 11, str);
rb->lcd_getstringsize(score, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 29, score);
rb->snprintf(str, 10, "%d", bb->score);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, 38, str);
rb->lcd_getstringsize(next, &w, &h);
rb->lcd_putsxy(XOFS/2-w/2, SHOTY-9, next);
if(bb->elapsedshot >= (MAX_SHOTTIME*7)/10) {
rb->lcd_getstringsize(hurry, &w, &h);
rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-h/2, hurry);
}
}
/*****************************************************************************
* bubbles_fire() fires the current bubble, reloads the cannon, attaches
* bubble to playboard, removes appropriate bubbles, and advances the
* the compressor.
******************************************************************************/
static int bubbles_fire(struct game_context* bb) {
int bubblecur;
long shotxinc, shotyinc;
long shotxofs, shotyofs;
int shotxdirec = 1;
long tempxofs, tempyofs;
int nearrow, nearcol;
int lastrow = BB_HEIGHT-1;
int lastcol = (BB_WIDTH-1)/2;
int buttonres;
long lasttick, currenttick;
/* get current bubble */
bubblecur = bb->queue[bb->nextinq];
shotxinc = ((sin_int(bb->angle)>>4)*BUBBLE_WIDTH)/3;
shotyinc = ((-1*(cos_int(bb->angle)>>4))*BUBBLE_HEIGHT)/3;
shotxofs = shotyofs = 0;
/* advance the queue */
bb->queue[bb->nextinq] = bb->onboard[rb->rand()%bb->onboardcnt];
bb->nextinq = (bb->nextinq+1)%NUM_QUEUE;
bubbles_drawboard(bb);
rb->lcd_update_rect(0, 0, XOFS, LCD_HEIGHT);
/* move the bubble across the play board */
lasttick = *rb->current_tick;
while(true) {
/* move the bubble one step */
shotyofs += shotyinc;
shotxofs += shotxinc*shotxdirec;
/* check for bounce off sides */
if(SHOTX+(shotxofs>>10) < XOFS) {
shotxofs += 2*((XOFS<<10)-(((SHOTX)<<10)+shotxofs));
shotxdirec *= -1;
} else if(SHOTX+(shotxofs>>10) > XOFS+(BB_WIDTH-1)*BUBBLE_WIDTH) {
shotxofs -= 2*((((SHOTX)<<10)+shotxofs)-
((XOFS<<10)+(((BB_WIDTH-1)*BUBBLE_WIDTH)<<10)));
shotxdirec *= -1;
}
tempxofs = shotxofs>>10;
tempyofs = shotyofs>>10;
/* display shot */
bubbles_drawboard(bb);
rb->lcd_bitmap_part(bubbles_emblem, 0, EMBLEM_HEIGHT*bubblecur, EMBLEM_WIDTH,
SHOTX+tempxofs+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
SHOTY+tempyofs+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
SHOTX+tempxofs, SHOTY+tempyofs,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_update_rect(XOFS, 0, BB_WIDTH*BUBBLE_WIDTH, LCD_HEIGHT);
/* find nearest position */
nearrow = ((SHOTY+tempyofs)-
(bb->compress*ROW_HEIGHT)+
(ROW_HEIGHT/2))/ROW_HEIGHT;
if(nearrow >= BB_HEIGHT) nearrow = BB_HEIGHT-1;
if(nearrow%2) { /* odd row */
nearcol = ((SHOTX+tempxofs)-
(XOFS+ROW_INDENT)+
(BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
if(nearcol >= BB_WIDTH-1) nearcol = BB_WIDTH-2;
} else { /* even row */
nearcol = ((SHOTX+tempxofs)-XOFS+(BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
if(nearcol >= BB_WIDTH) nearcol = BB_WIDTH-1;
}
if(nearcol < 0) nearcol = 0;
/* if nearest position is occupied attach to last position */
if(bb->playboard[nearrow][nearcol].type >= 0) {
bb->playboard[lastrow][lastcol].type = bubblecur;
break;
}
/* save last position */
lastrow = nearrow;
lastcol = nearcol;
/* if collision with neighbor then attach shot */
if(bubbles_collision(bb, SHOTY+tempyofs, SHOTX+tempxofs,
nearrow, nearcol)) {
bb->playboard[nearrow][nearcol].type = bubblecur;
break;
}
/* if at top then attach shot to the ceiling */
if(nearrow == 0 && SHOTY+tempyofs <= bb->compress*ROW_HEIGHT) {
bb->playboard[nearrow][nearcol].type = bubblecur;
break;
}
/* handle button events */
buttonres = bubbles_handlebuttons(bb, true, 0);
if(buttonres != BB_NONE) return buttonres;
/* framerate limiting */
currenttick = *rb->current_tick;
if(currenttick-lasttick < HZ/MAX_FPS) {
rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
} else {
rb->yield();
}
lasttick = currenttick;
}
bubbles_drawboard(bb);
rb->lcd_update();
/* clear appropriate bubbles from playing board */
if(bubbles_ingroup(bb, lastrow, lastcol)) {
buttonres = bubbles_remove(bb);
if(buttonres != BB_NONE) return buttonres;
}
/* update shots and compress amount */
bb->shots++;
if(bb->shots >= NUM_COMPRESS) {
bb->shots = 0;
bb->compress++;
}
return BB_NONE;
}
/*****************************************************************************
* bubbles_collision() determines if a fired bubble has collided with another
* bubble.
******************************************************************************/
static bool bubbles_collision(struct game_context* bb, int y, int x,
int nearrow, int nearcol) {
int nx, ny;
int adj = nearrow%2;
/* check neighbors */
if(nearcol-1 >= 0) {
if(bb->playboard[nearrow][nearcol-1].type >= 0) {
nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol-1);
ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
if(nearcol-1+adj >= 0) {
if(nearrow-1 >= 0) {
if(bb->playboard[nearrow-1][nearcol-1+adj].type >= 0) {
nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol-1+adj);
ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
if(nearrow+1 < BB_HEIGHT) {
if(bb->playboard[nearrow+1][nearcol-1+adj].type >= 0) {
nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol-1+adj);
ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
}
if(nearcol+adj >= 0) {
if(nearrow-1 >= 0) {
if(bb->playboard[nearrow-1][nearcol+adj].type >= 0) {
nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol+adj);
ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
if(nearrow+1 < BB_HEIGHT) {
if(bb->playboard[nearrow+1][nearcol+adj].type >= 0) {
nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
BUBBLE_WIDTH*(nearcol+adj);
ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
}
if(nearcol+1 < BB_WIDTH-adj) {
if(bb->playboard[nearrow][nearcol+1].type >= 0) {
nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol+1);
ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
}
}
return false;
}
/*****************************************************************************
* bubbles_ingroup() marks all bubbles that form the current group.
******************************************************************************/
static bool bubbles_ingroup(struct game_context* bb, int row, int col) {
int i, j;
int count;
count = bubbles_searchgroup(bb, row, col);
/* unmark group if too small */
if(count < 3) {
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
bb->playboard[i][j].ingroup = false;
}
}
return false;
}
return true;
}
/*****************************************************************************
* bubbles_searchgroup() return the size of the group of bubbles of the same
* type that the current bubble belongs to.
******************************************************************************/
static int bubbles_searchgroup(struct game_context* bb, int row, int col) {
int i, adj;
int myrow, mycol, mytype;
int count = 0;
struct coord {
int row;
int col;
} search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
/* search initial bubble */
bb->playboard[row][col].ingroup = true;
search[count].row = row;
search[count].col = col;
count++;
/* breadth-first search neighbors */
for(i=0; i<count; i++) {
myrow = search[i].row;
mycol = search[i].col;
mytype = bb->playboard[myrow][mycol].type;
adj = myrow%2;
if(mycol-1 >= 0) {
if(bb->playboard[myrow][mycol-1].type == mytype &&
!bb->playboard[myrow][mycol-1].ingroup) {
bb->playboard[myrow][mycol-1].ingroup = true;
search[count].row = myrow;
search[count].col = mycol-1;
count++;
}
}
if(mycol-1+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol-1+adj].type == mytype &&
!bb->playboard[myrow-1][mycol-1+adj].ingroup) {
bb->playboard[myrow-1][mycol-1+adj].ingroup = true;
search[count].row = myrow-1;
search[count].col = mycol-1+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol-1+adj].type == mytype &&
!bb->playboard[myrow+1][mycol-1+adj].ingroup) {
bb->playboard[myrow+1][mycol-1+adj].ingroup = true;
search[count].row = myrow+1;
search[count].col = mycol-1+adj;
count++;
}
}
}
if(mycol+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol+adj].type == mytype &&
!bb->playboard[myrow-1][mycol+adj].ingroup) {
bb->playboard[myrow-1][mycol+adj].ingroup = true;
search[count].row = myrow-1;
search[count].col = mycol+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol+adj].type == mytype &&
!bb->playboard[myrow+1][mycol+adj].ingroup) {
bb->playboard[myrow+1][mycol+adj].ingroup = true;
search[count].row = myrow+1;
search[count].col = mycol+adj;
count++;
}
}
}
if(mycol+1 < BB_WIDTH-adj) {
if(bb->playboard[myrow][mycol+1].type == mytype &&
!bb->playboard[myrow][mycol+1].ingroup) {
bb->playboard[myrow][mycol+1].ingroup = true;
search[count].row = myrow;
search[count].col = mycol+1;
count++;
}
}
}
return count;
}
/*****************************************************************************
* bubbles_remove() removes all bubbles in the current group and all
* unanchored bubbles from the play board.
******************************************************************************/
static int bubbles_remove(struct game_context* bb) {
int i, j;
int buttonres;
/* determine all anchored bubbles */
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[0][j].type >= 0 && !bb->playboard[0][j].ingroup) {
bubbles_anchored(bb, 0, j);
}
}
/* mark bubbles to be deleted */
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].type >= 0 &&
(!bb->playboard[i][j].anchored || bb->playboard[i][j].ingroup)) {
bb->playboard[i][j].delete = true;
}
}
}
/* animate falling bubbles */
buttonres = bubbles_fall(bb);
if(buttonres != BB_NONE) return buttonres;
/* remove bubbles */
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].delete) {
bb->playboard[i][j].ingroup = false;
bb->playboard[i][j].type = -1;
bb->playboard[i][j].delete = false;
} else {
bb->playboard[i][j].anchored = false;
}
}
}
bubbles_getonboard(bb);
return BB_NONE;
}
/*****************************************************************************
* bubbles_anchored() marks all bubbles that are anchored in some way to the
* current bubble.
******************************************************************************/
static void bubbles_anchored(struct game_context* bb, int row, int col) {
int i, adj;
int myrow, mycol, mytype;
int count = 0;
struct coord {
int row;
int col;
} search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];
/* search initial bubble */
bb->playboard[row][col].anchored = true;
search[count].row = row;
search[count].col = col;
count++;
/* breadth-first search neighbors */
for(i=0; i<count; i++) {
myrow = search[i].row;
mycol = search[i].col;
mytype = bb->playboard[myrow][mycol].type;
adj = myrow%2;
if(mycol-1 >= 0) {
if(bb->playboard[myrow][mycol-1].type >= 0 &&
!bb->playboard[myrow][mycol-1].ingroup &&
!bb->playboard[myrow][mycol-1].anchored) {
bb->playboard[myrow][mycol-1].anchored = true;
search[count].row = myrow;
search[count].col = mycol-1;
count++;
}
}
if(mycol-1+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol-1+adj].type >= 0 &&
!bb->playboard[myrow-1][mycol-1+adj].ingroup &&
!bb->playboard[myrow-1][mycol-1+adj].anchored) {
bb->playboard[myrow-1][mycol-1+adj].anchored = true;
search[count].row = myrow-1;
search[count].col = mycol-1+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol-1+adj].type >= 0 &&
!bb->playboard[myrow+1][mycol-1+adj].ingroup &&
!bb->playboard[myrow+1][mycol-1+adj].anchored) {
bb->playboard[myrow+1][mycol-1+adj].anchored = true;
search[count].row = myrow+1;
search[count].col = mycol-1+adj;
count++;
}
}
}
if(mycol+adj >= 0) {
if(myrow-1 >= 0) {
if(bb->playboard[myrow-1][mycol+adj].type >= 0 &&
!bb->playboard[myrow-1][mycol+adj].ingroup &&
!bb->playboard[myrow-1][mycol+adj].anchored) {
bb->playboard[myrow-1][mycol+adj].anchored = true;
search[count].row = myrow-1;
search[count].col = mycol+adj;
count++;
}
}
if(myrow+1 < BB_HEIGHT) {
if(bb->playboard[myrow+1][mycol+adj].type >= 0 &&
!bb->playboard[myrow+1][mycol+adj].ingroup &&
!bb->playboard[myrow+1][mycol+adj].anchored) {
bb->playboard[myrow+1][mycol+adj].anchored = true;
search[count].row = myrow+1;
search[count].col = mycol+adj;
count++;
}
}
}
if(mycol+1 < BB_WIDTH-adj) {
if(bb->playboard[myrow][mycol+1].type >= 0 &&
!bb->playboard[myrow][mycol+1].ingroup &&
!bb->playboard[myrow][mycol+1].anchored) {
bb->playboard[myrow][mycol+1].anchored = true;
search[count].row = myrow;
search[count].col = mycol+1;
count++;
}
}
}
}
/*****************************************************************************
* bubbles_fall() makes removed bubbles fall from the screen.
******************************************************************************/
static int bubbles_fall(struct game_context* bb) {
int i, j;
int count;
int indent;
int xofs, yofs;
int buttonres;
bool onscreen;
long lasttick, currenttick;
/* give all falling bubbles an x axis movement */
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].delete) {
bb->playboard[i][j].fallx = rb->rand()%25 - 12;
bb->playboard[i][j].fallvel = rb->rand()%5 + 6;
}
}
}
/* draw bubbles falling off the screen
* follows y=x^2-8x scaled to bubble size
*/
lasttick = *rb->current_tick;
for(count=1; ;count++) {
onscreen = false;
bubbles_drawboard(bb);
for(i=0; i<BB_HEIGHT; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].delete) {
indent = (i%2 ? ROW_INDENT : 0);
xofs = ((bb->playboard[i][j].fallx*count)*BUBBLE_WIDTH)/48;
yofs = ((count*count - bb->playboard[i][j].fallvel*count)*
BUBBLE_HEIGHT)/20;
/* draw bubble if it is still on the screen */
if(ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs
<= LCD_HEIGHT) {
onscreen = true;
rb->lcd_bitmap_part(bubbles_emblem, 0,
EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
XOFS+indent+BUBBLE_WIDTH*j+
(BUBBLE_WIDTH-EMBLEM_WIDTH)/2+xofs,
ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+
bb->compress*ROW_HEIGHT+yofs,
EMBLEM_WIDTH, EMBLEM_HEIGHT);
rb->lcd_set_drawmode(DRMODE_FG);
rb->lcd_mono_bitmap(
(const unsigned char *)bubbles_bubble,
XOFS+indent+BUBBLE_WIDTH*j+xofs,
ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs,
BUBBLE_WIDTH, BUBBLE_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID);
}
}
}
}
rb->lcd_update();
/* break out if all bubbles are off the screen */
if(!onscreen) break;
/* handle button events */
buttonres = bubbles_handlebuttons(bb, true, 0);
if(buttonres != BB_NONE) return buttonres;
/* framerate limiting */
currenttick = *rb->current_tick;
if(currenttick-lasttick < HZ/MAX_FPS) {
rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
} else {
rb->yield();
}
lasttick = currenttick;
}
return BB_NONE;
}
/*****************************************************************************
* bubbles_checklevel() checks the state of the playboard for a win or loss.
******************************************************************************/
static int bubbles_checklevel(struct game_context* bb) {
int i, j;
int points;
char str[13];
bubbles_drawboard(bb);
rb->lcd_update();
/* check for bubbles below cut off point */
for(i=0; i<=bb->compress; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[BB_HEIGHT-1-i][j].type >= 0) return BB_LOSE;
}
}
/* check for bubbles above cut off point */
for(i=0; i<BB_HEIGHT-1-bb->compress; i++) {
for(j=0; j<BB_WIDTH; j++) {
if(bb->playboard[i][j].type >= 0) return BB_NONE;
}
}
/* level complete, record score */
points = 100 - bb->elapsedlvl/100;
if(points > 0) {
bb->score += points;
} else {
points = 0;
}
rb->snprintf(str, 12, "%d points", points);
rb->splash(HZ, str);
/* advance to the next level */
if(!bubbles_nextlevel(bb)) {
return BB_WIN;
}
bubbles_drawboard(bb);
rb->lcd_update();
rb->snprintf(str, 12, "Level %d", bb->level);
rb->splash(HZ, str);
bubbles_drawboard(bb);
rb->lcd_update();
return BB_NONE;
}
/*****************************************************************************
* bubbles_recordscore() inserts a high score into the high scores list and
* returns the high score position.
******************************************************************************/
static int bubbles_recordscore(struct game_context* bb) {
int i;
int position = 0;
unsigned int currentscore, currentlevel;
unsigned int tempscore, templevel;
if(bb->score > 0) {
currentlevel = bb->level-1;
currentscore = bb->score;
for(i=0; i<NUM_SCORES; i++) {
if(currentscore >= bb->highscores[i].score) {
if(!position) {
position = i+1;
bb->dirty = true;
}
templevel = bb->highscores[i].level;
tempscore = bb->highscores[i].score;
bb->highscores[i].level = currentlevel;
bb->highscores[i].score = currentscore;
currentlevel = templevel;
currentscore = tempscore;
}
}
}
return position;
}
/*****************************************************************************
* bubbles_loadscores() loads the high scores saved file.
******************************************************************************/
static void bubbles_loadscores(struct game_context* bb) {
int fd;
bb->dirty = false;
/* clear high scores */
bb->highlevel = 0;
rb->memset(bb->highscores, 0, sizeof(bb->highscores));
/* open scores file */
fd = rb->open(SCORE_FILE, O_RDONLY);
if(fd < 0) return;
/* read in high scores */
rb->read(fd, &bb->highlevel, sizeof(bb->highlevel));
if(rb->read(fd, bb->highscores, sizeof(bb->highscores)) <= 0) {
/* scores are bad, reset */
rb->memset(bb->highscores, 0, sizeof(bb->highscores));
}
if( bb->highlevel >= NUM_LEVELS )
bb->highlevel = NUM_LEVELS - 1;
rb->close(fd);
}
/*****************************************************************************
* bubbles_savescores() saves the high scores saved file.
******************************************************************************/
static void bubbles_savescores(struct game_context* bb) {
int fd;
/* write out the high scores to the save file */
fd = rb->open(SCORE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &bb->highlevel, sizeof(bb->highlevel));
rb->write(fd, bb->highscores, sizeof(bb->highscores));
rb->close(fd);
bb->dirty = false;
}
/*****************************************************************************
* bubbles_loadgame() loads the saved game and returns load success.
******************************************************************************/
static bool bubbles_loadgame(struct game_context* bb) {
int fd;
bool loaded = false;
/* open game file */
fd = rb->open(SAVE_FILE, O_RDONLY);
if(fd < 0) return loaded;
/* read in saved game */
while(true) {
if(rb->read(fd, &bb->score, sizeof(bb->score)) <= 0) break;
if(rb->read(fd, &bb->level, sizeof(bb->level)) <= 0) break;
if(rb->read(fd, &bb->angle, sizeof(bb->angle)) <= 0) break;
if(rb->read(fd, &bb->shots, sizeof(bb->shots)) <= 0) break;
if(rb->read(fd, &bb->compress, sizeof(bb->compress)) <= 0) break;
if(rb->read(fd, &bb->onboardcnt, sizeof(bb->onboardcnt)) <= 0) break;
if(rb->read(fd, bb->onboard, sizeof(bb->onboard)) <= 0) break;
if(rb->read(fd, &bb->nextinq, sizeof(bb->nextinq)) <= 0) break;
if(rb->read(fd, bb->queue, sizeof(bb->queue)) <= 0) break;
if(rb->read(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl)) <= 0) break;
if(rb->read(fd, bb->playboard, sizeof(bb->playboard)) <= 0) break;
bb->resume = true;
loaded = true;
break;
}
rb->close(fd);
/* delete saved file */
rb->remove(SAVE_FILE);
return loaded;
}
/*****************************************************************************
* bubbles_savegame() saves the current game state.
******************************************************************************/
static void bubbles_savegame(struct game_context* bb) {
int fd;
/* write out the game state to the save file */
fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &bb->score, sizeof(bb->score));
rb->write(fd, &bb->level, sizeof(bb->level));
rb->write(fd, &bb->angle, sizeof(bb->angle));
rb->write(fd, &bb->shots, sizeof(bb->shots));
rb->write(fd, &bb->compress, sizeof(bb->compress));
rb->write(fd, &bb->onboardcnt, sizeof(bb->onboardcnt));
rb->write(fd, bb->onboard, sizeof(bb->onboard));
rb->write(fd, &bb->nextinq, sizeof(bb->nextinq));
rb->write(fd, bb->queue, sizeof(bb->queue));
rb->write(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl));
rb->write(fd, bb->playboard, sizeof(bb->playboard));
rb->close(fd);
bb->resume = true;
}
/*****************************************************************************
* bubbles_setcolors() set the foreground and background colors.
******************************************************************************/
static inline void bubbles_setcolors(void) {
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_RGBPACK(181,181,222));
rb->lcd_set_foreground(LCD_BLACK);
#endif
}
/*****************************************************************************
* bubbles_callback() is the default event handler callback which is called
* on usb connect and shutdown.
******************************************************************************/
static void bubbles_callback(void* param) {
struct game_context* bb = (struct game_context*) param;
if(bb->dirty) {
rb->splash(HZ/2, "Saving high scores...");
bubbles_savescores(bb);
}
}
/*****************************************************************************
* bubbles_handlebuttons() handles button events during a game.
******************************************************************************/
static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
int timeout) {
int button;
int buttonres;
long start;
const struct button_mapping *plugin_contexts[]
#if CONFIG_KEYPAD != SANSA_E200_PAD
= {generic_left_right_fire,generic_actions};
#else
= {generic_directions,generic_actions};
#endif
if (timeout < 0)
timeout = 0;
button = pluginlib_getaction(rb,timeout,plugin_contexts,2);
#if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
/* FIXME: Should probably check remote hold here */
if (rb->button_hold())
button = BUBBLES_START;
#endif
switch(button){
case BUBBLES_LEFT_REP:
if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP_REP;
case BUBBLES_LEFT: /* change angle to the left */
if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP;
break;
case BUBBLES_RIGHT_REP:
if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP_REP;
case BUBBLES_RIGHT: /* change angle to the right */
if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP;
break;
case BUBBLES_SELECT: /* fire the shot */
if(!animblock) {
bb->elapsedlvl += bb->elapsedshot;
bb->elapsedshot = 0;
buttonres = bubbles_fire(bb);
if(buttonres != BB_NONE) return buttonres;
buttonres = bubbles_checklevel(bb);
if(buttonres != BB_NONE) return buttonres;
bb->startedshot = *rb->current_tick;
}
break;
case BUBBLES_START: /* pause the game */
start = *rb->current_tick;
rb->splash(1, "Paused");
while(pluginlib_getaction(rb,TIMEOUT_BLOCK,plugin_contexts,2)
!= (BUBBLES_START));
bb->startedshot += *rb->current_tick-start;
bubbles_drawboard(bb);
rb->lcd_update();
break;
case BUBBLES_RESUME: /* save and end the game */
if(!animblock) {
rb->splash(HZ/2, "Saving game...");
bubbles_savegame(bb);
return BB_END;
}
break;
case BUBBLES_QUIT: /* end the game */
return BB_END;
case ACTION_UNKNOWN:
case ACTION_NONE: /* no button pressed */
break;
default:
if(rb->default_event_handler_ex(button, bubbles_callback,
(void*) bb) == SYS_USB_CONNECTED)
return BB_USB;
break;
}
return BB_NONE;
}
/*****************************************************************************
* bubbles() is the main game subroutine, it returns the final game status.
******************************************************************************/
static int bubbles(struct game_context* bb) {
int i;
int w, h;
int button;
int buttonres;
unsigned int startlevel = 0;
char *title = "Bubbles";
bool startgame = false;
bool showscores = false;
long timeout;
const struct button_mapping *plugin_contexts[]
= {generic_actions,generic_directions};
bubbles_setcolors();
/* don't resume by default */
bb->resume = false;
/********************
* menu *
********************/
while(!startgame){
char str[30];
rb->lcd_clear_display();
if(!showscores) {
/* welcome screen to display key bindings */
rb->lcd_getstringsize(title, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, title);
#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
rb->lcd_puts(0, 2, "ON to start/pause");
rb->lcd_puts(0, 3, "MODE to save/resume");
rb->lcd_puts(0, 4, "OFF to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "MENU to save/resume");
rb->lcd_puts(0, 4, "MENU+SELECT to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "SCROLL to aim");
rb->lcd_puts(0, 8, " and to change level");
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "REC to save/resume");
rb->lcd_puts(0, 4, "POWER to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#elif CONFIG_KEYPAD == GIGABEAT_PAD
rb->lcd_puts(0, 2, "A to start/pause");
rb->lcd_puts(0, 3, "MENU to save/resume");
rb->lcd_puts(0, 4, "POWER to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#elif CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_puts_scroll(0, 2, "ON to start/pause, "
"F1 to save/resume, "
"OFF to exit, "
"PLAY to fire and show high scores, "
"LEFT/RIGHT to aim, "
"UP/DOWN to change level.");
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_puts_scroll(0, 2, "MODE to start/pause, "
"DOWN to save/resume, "
"OFF to exit, "
"UP to fire and show high scores, "
"LEFT/RIGHT to aim and to change level.");
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "FF to save/resume");
rb->lcd_puts(0, 4, "POWER to exit");
rb->lcd_puts(0, 5, "REW/UP to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "LEFT/RIGHT to aim");
rb->lcd_puts(0, 8, "UP/DOWN to change level");
#elif CONFIG_KEYPAD == SANSA_E200_PAD
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "SUBMENU to save/resume");
rb->lcd_puts(0, 4, "POWER to exit");
rb->lcd_puts(0, 5, "SELECT to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "SCROLL to aim");
rb->lcd_puts(0, 8, " and change level");
#elif CONFIG_KEYPAD == SANSA_C200_PAD
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "SUBMENU to save/resume");
rb->lcd_puts(0, 4, "POWER to exit");
rb->lcd_puts_scroll(0, 5, "SELECT to fire and show high scores, "
"LEFT/RIGHT to aim and change level");
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
rb->lcd_puts(0, 2, "PLAY to start/pause");
rb->lcd_puts(0, 3, "MENU to save/resume");
rb->lcd_puts(0, 4, "REC to exit");
rb->lcd_puts(0, 5, "MODE to fire");
rb->lcd_puts(0, 6, " and show high scores");
rb->lcd_puts(0, 7, "REW/FF to aim");
rb->lcd_puts(0, 8, "VOL UP/DN to chg. lvl");
#endif
#if LCD_WIDTH >= 138
rb->snprintf(str, 28, "Start on level %d of %d", startlevel+1,
bb->highlevel+1);
#else
rb->snprintf(str, 28, "Start on lvl %d/%d", startlevel+1,
bb->highlevel+1);
#endif
rb->lcd_puts(0, MIN(TEXT_LINES-3,10), str);
rb->lcd_puts(0, MIN(TEXT_LINES-2,12), "High Score:");
rb->snprintf(str, 30, "%d, Lvl %d",
bb->highscores[0].score, bb->highscores[0].level);
rb->lcd_puts(2, MIN(TEXT_LINES-1,13), str);
} else {
/* show high scores */
rb->snprintf(str, 12, "High Scores");
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, str);
for(i=0; i<NUM_SCORES; i++) {
rb->snprintf(str, 30, "#%02d: %d, Lvl %d", i+1,
bb->highscores[i].score, bb->highscores[i].level);
rb->lcd_puts(0, i+2, str);
}
}
rb->lcd_update();
/* handle menu button presses */
button = pluginlib_getaction(rb,TIMEOUT_BLOCK,plugin_contexts,2);
switch(button){
case BUBBLES_START: /* start playing */
bb->level = startlevel;
startgame = true;
break;
case BUBBLES_QUIT: /* quit program */
if(showscores) {
showscores = false;
break;
}
return BB_QUIT;
case BUBBLES_RESUME: /* resume game */
if(!bubbles_loadgame(bb)) {
rb->splash(HZ*2, "Nothing to resume");
} else {
startgame = true;
}
break;
case BUBBLES_SELECT: /* toggle high scores */
showscores = !showscores;
break;
case BUBBLES_LVLINC: /* increase starting level */
case BUBBLES_LVLINC_REP:
if(startlevel >= bb->highlevel) {
startlevel = 0;
} else {
startlevel++;
}
break;
case BUBBLES_LVLDEC: /* decrease starting level */
case BUBBLES_LVLDEC_REP:
if(startlevel <= 0) {
startlevel = bb->highlevel;
} else {
startlevel--;
}
break;
default:
if(rb->default_event_handler_ex(button, bubbles_callback,
(void*) bb) == SYS_USB_CONNECTED)
return BB_USB;
break;
}
}
/********************
* init *
********************/
bubbles_init(bb);
bubbles_drawboard(bb);
rb->lcd_update();
/**********************
* play *
**********************/
bb->startedshot = *rb->current_tick;
while(true) {
/* refresh the board */
bubbles_drawboard(bb);
rb->lcd_update();
/* manange idle framerate */
bb->elapsedshot = *rb->current_tick-bb->startedshot;
if(MAX_SHOTTIME-bb->elapsedshot < HZ/2) {
timeout = MAX_SHOTTIME-bb->elapsedshot;
} else {
timeout = HZ/2;
}
/* handle button events */
buttonres = bubbles_handlebuttons(bb, false, timeout);
if(buttonres != BB_NONE) return buttonres;
/* handle timing */
bb->elapsedshot = *rb->current_tick-bb->startedshot;
if(bb->elapsedshot > MAX_SHOTTIME) {
bb->elapsedlvl += bb->elapsedshot;
bb->elapsedshot = 0;
buttonres = bubbles_fire(bb);
if(buttonres != BB_NONE) return buttonres;
buttonres = bubbles_checklevel(bb);
if(buttonres != BB_NONE) return buttonres;
bb->startedshot = *rb->current_tick;
}
}
}
/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter) {
struct game_context bb;
bool exit = false;
int position;
/* plugin init */
(void)parameter;
rb = api;
/* end of plugin init */
/* more init */
xlcd_init(rb);
/* load files */
rb->splash(0, "Loading...");
bubbles_loadscores(&bb);
rb->lcd_clear_display();
/* start app */
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
rb->lcd_setfont(FONT_SYSFIXED);
while(!exit) {
switch(bubbles(&bb)){
char str[19];
case BB_WIN:
rb->splash(HZ*2, "You Win!");
/* record high level */
if( NUM_LEVELS-1 > bb.highlevel) {
bb.highlevel = NUM_LEVELS-1;
bb.dirty = true;
}
/* record high score */
if((position = bubbles_recordscore(&bb))) {
rb->snprintf(str, 19, "New high score #%d!", position);
rb->splash(HZ*2, str);
}
break;
case BB_LOSE:
rb->splash(HZ*2, "Game Over");
/* fall through to BB_END */
case BB_END:
if(!bb.resume) {
/* record high level */
if(bb.level-1 > bb.highlevel) {
bb.highlevel = bb.level-1;
bb.dirty = true;
}
/* record high score */
if((position = bubbles_recordscore(&bb))) {
rb->snprintf(str, 19, "New high score #%d!", position);
rb->splash(HZ*2, str);
}
}
break;
case BB_USB:
rb->lcd_setfont(FONT_UI);
return PLUGIN_USB_CONNECTED;
case BB_QUIT:
if(bb.dirty) {
rb->splash(HZ/2, "Saving high scores...");
bubbles_savescores(&bb);
}
exit = true;
break;
default:
break;
}
}
rb->lcd_setfont(FONT_UI);
return PLUGIN_OK;
}
#endif