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foxbox/apps/plugins/solitaire.c
Daniel Stenberg f50bbce438 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
2004-08-18 12:06:10 +00:00

912 lines
31 KiB
C

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