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path: root/printing.c
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/*
 * printing.c: Cross-platform printing manager. Handles document
 * setup and layout.
 */

#include "puzzles.h"

struct puzzle {
    const game *game;
    game_params *par;
    game_state *st;
    game_state *st2;
};

struct document {
    int pw, ph;
    int npuzzles;
    struct puzzle *puzzles;
    int puzzlesize;
    int got_solns;
    float *colwid, *rowht;
    float userscale;
};

/*
 * Create a new print document. pw and ph are the layout
 * parameters: they state how many puzzles will be printed across
 * the page, and down the page.
 */
document *document_new(int pw, int ph, float userscale)
{
    document *doc = snew(document);

    doc->pw = pw;
    doc->ph = ph;
    doc->puzzles = NULL;
    doc->puzzlesize = doc->npuzzles = 0;
    doc->got_solns = FALSE;

    doc->colwid = snewn(pw, float);
    doc->rowht = snewn(ph, float);

    doc->userscale = userscale;

    return doc;
}

/*
 * Free a document structure, whether it's been printed or not.
 */
void document_free(document *doc)
{
    int i;

    for (i = 0; i < doc->npuzzles; i++) {
	doc->puzzles[i].game->free_params(doc->puzzles[i].par);
	doc->puzzles[i].game->free_game(doc->puzzles[i].st);
	if (doc->puzzles[i].st2)
	    doc->puzzles[i].game->free_game(doc->puzzles[i].st2);
    }

    sfree(doc->colwid);
    sfree(doc->rowht);

    sfree(doc->puzzles);
    sfree(doc);
}

/*
 * Called from midend.c to add a puzzle to be printed. Provides a
 * game_params (for initial layout computation), a game_state, and
 * optionally a second game_state to be printed in parallel on
 * another sheet (typically the solution to the first game_state).
 */
void document_add_puzzle(document *doc, const game *game, game_params *par,
			 game_state *st, game_state *st2)
{
    if (doc->npuzzles >= doc->puzzlesize) {
	doc->puzzlesize += 32;
	doc->puzzles = sresize(doc->puzzles, doc->puzzlesize, struct puzzle);
    }
    doc->puzzles[doc->npuzzles].game = game;
    doc->puzzles[doc->npuzzles].par = par;
    doc->puzzles[doc->npuzzles].st = st;
    doc->puzzles[doc->npuzzles].st2 = st2;
    doc->npuzzles++;
    if (st2)
	doc->got_solns = TRUE;
}

static void get_puzzle_size(document *doc, struct puzzle *pz,
			    float *w, float *h, float *scale)
{
    float ww, hh, ourscale;

    /* Get the preferred size of the game, in mm. */
    pz->game->print_size(pz->par, &ww, &hh);

    /* Adjust for user-supplied scale factor. */
    ourscale = doc->userscale;

    /*
     * FIXME: scale it down here if it's too big for the page size.
     * Rather than do complicated things involving scaling all
     * columns down in proportion, the simplest approach seems to
     * me to be to scale down until the game fits within one evenly
     * divided cell of the page (i.e. width/pw by height/ph).
     * 
     * In order to do this step we need the page size available.
     */

    *scale = ourscale;
    *w = ww * ourscale;
    *h = hh * ourscale;
}

/*
 * Having accumulated a load of puzzles, actually do the printing.
 */
void document_print(document *doc, drawing *dr)
{
    int ppp;			       /* puzzles per page */
    int pages, passes;
    int page, pass;
    int pageno;

    ppp = doc->pw * doc->ph;
    pages = (doc->npuzzles + ppp - 1) / ppp;
    passes = (doc->got_solns ? 2 : 1);

    print_begin_doc(dr, pages * passes);

    pageno = 1;
    for (pass = 0; pass < passes; pass++) {
	for (page = 0; page < pages; page++) {
	    int i, n, offset;
	    float colsum, rowsum;

	    print_begin_page(dr, pageno);

	    offset = page * ppp;
	    n = min(ppp, doc->npuzzles - offset);

	    for (i = 0; i < doc->pw; i++)
		doc->colwid[i] = 0;
	    for (i = 0; i < doc->ph; i++)
		doc->rowht[i] = 0;

	    /*
	     * Lay the page out by computing all the puzzle sizes.
	     */
	    for (i = 0; i < n; i++) {
		struct puzzle *pz = doc->puzzles + offset + i;
		int x = i % doc->pw, y = i / doc->pw;
		float w, h, scale;

		get_puzzle_size(doc, pz, &w, &h, &scale);

		/* Update the maximum width/height of this column. */
		doc->colwid[x] = max(doc->colwid[x], w);
		doc->rowht[y] = max(doc->rowht[y], h);
	    }

	    /*
	     * Add up the maximum column/row widths to get the
	     * total amount of space used up by puzzles on the
	     * page. We will use this to compute gutter widths.
	     */
	    colsum = 0.0;
	    for (i = 0; i < doc->pw; i++)
		colsum += doc->colwid[i];
	    rowsum = 0.0;
	    for (i = 0; i < doc->ph; i++)
		rowsum += doc->rowht[i];

	    /*
	     * Now do the printing.
	     */
	    for (i = 0; i < n; i++) {
		struct puzzle *pz = doc->puzzles + offset + i;
		int x = i % doc->pw, y = i / doc->pw, j;
		float w, h, scale, xm, xc, ym, yc;
		int pixw, pixh, tilesize;

		if (pass == 1 && !pz->st2)
		    continue;	       /* nothing to do */

		/*
		 * The total amount of gutter space is the page
		 * width minus colsum. This is divided into pw+1
		 * gutters, so the amount of horizontal gutter
		 * space appearing to the left of this puzzle
		 * column is
		 * 
		 *   (width-colsum) * (x+1)/(pw+1)
		 * = width * (x+1)/(pw+1) - (colsum * (x+1)/(pw+1))
		 */
		xm = (float)(x+1) / (doc->pw + 1);
		xc = -xm * colsum;
		/* And similarly for y. */
		ym = (float)(y+1) / (doc->ph + 1);
		yc = -ym * rowsum;

		/*
		 * However, the amount of space to the left of this
		 * puzzle isn't just gutter space: we must also
		 * count the widths of all the previous columns.
		 */
		for (j = 0; j < x; j++)
		    xc += doc->colwid[j];
		/* And similarly for rows. */
		for (j = 0; j < y; j++)
		    yc += doc->rowht[j];

		/*
		 * Now we adjust for this _specific_ puzzle, which
		 * means centring it within the cell we've just
		 * computed.
		 */
		get_puzzle_size(doc, pz, &w, &h, &scale);
		xc += (doc->colwid[x] - w) / 2;
		yc += (doc->rowht[y] - h) / 2;

		/*
		 * And now we know where and how big we want to
		 * print the puzzle, just go ahead and do so. For
		 * the moment I'll pick a standard pixel tile size
		 * of 512.
		 * 
		 * (FIXME: would it be better to pick this value
		 * with reference to the printer resolution? Or
		 * permit each game to choose its own?)
		 */
		tilesize = 512;
		pz->game->compute_size(pz->par, tilesize, &pixw, &pixh);
		print_begin_puzzle(dr, xm, xc, ym, yc, pixw, pixh, w, scale);
		pz->game->print(dr, pass == 0 ? pz->st : pz->st2, tilesize);
		print_end_puzzle(dr);
	    }

	    print_end_page(dr, pageno);
	    pageno++;
	}
    }

    print_end_doc(dr);
}
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/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id$
 *
 * Copyright (C) 2006 Albert Veli
 *
 * 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.
 *
 ****************************************************************************/

/* Improvised creds goes to:
 *
 * - Anders Clausen for ingeniously inventing the name Invadrox.
 * - Linus Nielsen-Feltzing for patiently answering n00b questions.
 */

#include "plugin.h"
#include "lib/highscore.h"
#include "lib/helper.h"

/* bitmaps */
#include "pluginbitmaps/invadrox_background.h"

/* get dimensions for later use from the bitmaps */
#include "pluginbitmaps/invadrox_aliens.h"
#include "pluginbitmaps/invadrox_ships.h"
#include "pluginbitmaps/invadrox_bombs.h"
#include "pluginbitmaps/invadrox_alien_explode.h"
#include "pluginbitmaps/invadrox_shield.h"
#include "pluginbitmaps/invadrox_ufo.h"
#include "pluginbitmaps/invadrox_ufo_explode.h"
#include "pluginbitmaps/invadrox_numbers.h"
#include "pluginbitmaps/invadrox_fire.h"
#define ALIEN_WIDTH           (BMPWIDTH_invadrox_aliens/2)
#define ALIEN_HEIGHT          (BMPHEIGHT_invadrox_aliens/3)
#define SHIP_WIDTH            BMPWIDTH_invadrox_ships
#define SHIP_HEIGHT           (BMPHEIGHT_invadrox_ships/3)
#define BOMB_WIDTH            (BMPWIDTH_invadrox_bombs/3)
#define BOMB_HEIGHT           (BMPHEIGHT_invadrox_bombs/6)
#define ALIEN_EXPLODE_WIDTH   BMPWIDTH_invadrox_alien_explode
#define ALIEN_EXPLODE_HEIGHT  BMPHEIGHT_invadrox_alien_explode
#define SHIELD_WIDTH          BMPWIDTH_invadrox_shield
#define SHIELD_HEIGHT         BMPHEIGHT_invadrox_shield
#define UFO_WIDTH             BMPWIDTH_invadrox_ufo
#define UFO_HEIGHT            BMPHEIGHT_invadrox_ufo
#define UFO_EXPLODE_WIDTH     BMPWIDTH_invadrox_ufo_explode
#define UFO_EXPLODE_HEIGHT    BMPHEIGHT_invadrox_ufo_explode
#define NUMBERS_WIDTH         (BMPWIDTH_invadrox_numbers/10)
#define FONT_HEIGHT           BMPHEIGHT_invadrox_numbers
#define FIRE_WIDTH            BMPWIDTH_invadrox_fire
#define FIRE_HEIGHT           BMPHEIGHT_invadrox_fire



/* Original graphics is only 1bpp so it should be portable
 * to most targets. But for now, only support the simple ones.
 */
#ifndef HAVE_LCD_BITMAP
    #error INVADROX: Unsupported LCD
#endif

#if (LCD_DEPTH < 2)
    #error INVADROX: Unsupported LCD
#endif

/* #define DEBUG */
#ifdef DEBUG
#define DBG(format, arg...) { DEBUGF("%s: " format, __FUNCTION__, ## arg); }
#else
#define DBG(format, arg...) {}
#endif

#ifndef ABS
#define ABS(a) (((a) < 0) ? -(a) : (a))
#endif

#if CONFIG_KEYPAD == IRIVER_H100_PAD

#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_ON

#elif CONFIG_KEYPAD == IRIVER_H300_PAD

#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)

#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_PLAY

#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
      (CONFIG_KEYPAD == IPOD_3G_PAD) || \
      (CONFIG_KEYPAD == IPOD_1G2G_PAD)

#define QUIT BUTTON_MENU
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD

#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif CONFIG_KEYPAD == GIGABEAT_PAD \
   || CONFIG_KEYPAD == SAMSUNG_YPR0_PAD

#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
      (CONFIG_KEYPAD == SANSA_CONNECT_PAD)

#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif CONFIG_KEYPAD == SANSA_FUZE_PAD

#define QUIT (BUTTON_HOME|BUTTON_REPEAT)
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif CONFIG_KEYPAD == TATUNG_TPJ1022_PAD

/* TODO: Figure out which buttons to use for Tatung Elio TPJ-1022 */
#define QUIT BUTTON_AB
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_MENU

#elif CONFIG_KEYPAD == GIGABEAT_S_PAD

#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif CONFIG_KEYPAD == COWON_D2_PAD

#define QUIT BUTTON_POWER
#define LEFT BUTTON_MINUS
#define RIGHT BUTTON_PLUS
#define FIRE BUTTON_MENU

#elif CONFIG_KEYPAD == IAUDIO67_PAD

#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_PLAY

#elif CONFIG_KEYPAD == CREATIVEZVM_PAD

#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT

#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD

#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_PLAY

#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD

#define QUIT BUTTON_POWER
#define LEFT BUTTON_PREV
#define RIGHT BUTTON_NEXT
#define FIRE BUTTON_PLAY

#elif CONFIG_KEYPAD == ONDAVX747_PAD || \
CONFIG_KEYPAD == ONDAVX777_PAD || \
CONFIG_KEYPAD == MROBE500_PAD

#define QUIT BUTTON_POWER

#elif CONFIG_KEYPAD == SAMSUNG_YH_PAD

#define QUIT  BUTTON_REC
#define LEFT  BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE  BUTTON_PLAY

#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD

#define QUIT  BUTTON_REC
#define LEFT  BUTTON_PREV
#define RIGHT BUTTON_NEXT
#define FIRE  BUTTON_OK

#elif CONFIG_KEYPAD == MPIO_HD300_PAD

#define QUIT  BUTTON_MENU
#define LEFT  BUTTON_REW
#define RIGHT BUTTON_FF
#define FIRE  BUTTON_ENTER

#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD

#define QUIT  BUTTON_POWER
#define LEFT  BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE  BUTTON_SELECT

#elif (CONFIG_KEYPAD == HM60X_PAD) || \
    (CONFIG_KEYPAD == HM801_PAD)

#define QUIT  BUTTON_POWER
#define LEFT  BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE  BUTTON_SELECT

#else
    #error INVADROX: Unsupported keypad
#endif

#ifndef RC_QUIT
#define RC_QUIT 0
#endif

#ifdef HAVE_TOUCHSCREEN

#ifndef QUIT
#define QUIT 0
#endif
#ifndef LEFT
#define LEFT 0
#endif
#ifndef RIGHT
#define RIGHT 0
#endif
#ifndef FIRE
#define FIRE 0
#endif

#define TOUCHSCREEN_QUIT    BUTTON_TOPLEFT
#define TOUCHSCREEN_LEFT    (BUTTON_MIDLEFT | BUTTON_BOTTOMLEFT)
#define TOUCHSCREEN_RIGHT   (BUTTON_MIDRIGHT | BUTTON_BOTTOMRIGHT)
#define TOUCHSCREEN_FIRE    (BUTTON_CENTER | BUTTON_BOTTOMMIDDLE)

#define ACTION_QUIT     (QUIT | TOUCHSCREEN_QUIT | RC_QUIT)
#define ACTION_LEFT     (LEFT | TOUCHSCREEN_LEFT)
#define ACTION_RIGHT    (RIGHT | TOUCHSCREEN_RIGHT)
#define ACTION_FIRE     (FIRE | TOUCHSCREEN_FIRE)

#else /* HAVE_TOUCHSCREEN */

#define ACTION_QUIT  (QUIT | RC_QUIT)
#define ACTION_LEFT  LEFT
#define ACTION_RIGHT RIGHT
#define ACTION_FIRE  FIRE

#endif

#ifndef UNUSED
#define UNUSED __attribute__ ((unused))
#endif

/* Defines common to all models */
#define UFO_Y (SCORENUM_Y + FONT_HEIGHT + ALIEN_HEIGHT)
#define PLAYFIELD_Y (LCD_HEIGHT - SHIP_HEIGHT - 2)
#define PLAYFIELD_WIDTH (LCD_WIDTH - 2 * PLAYFIELD_X)
#define LEVEL_X (LCD_WIDTH - PLAYFIELD_X - LIVES_X - 2 * NUMBERS_WIDTH - 3 * NUM_SPACING)
#define SHIP_MIN_X (PLAYFIELD_X + PLAYFIELD_WIDTH / 5 - SHIELD_WIDTH / 2 - SHIP_WIDTH)
#define SHIP_MAX_X (PLAYFIELD_X + 4 * PLAYFIELD_WIDTH / 5 + SHIELD_WIDTH / 2)
/* SCORE_Y = 0 for most targets. Gigabeat redefines it later. */
#define SCORE_Y 0
#define MAX_LIVES 8


/* m:robe 500 defines */
#if ((LCD_WIDTH == 640) && (LCD_HEIGHT == 480)) || \
    ((LCD_WIDTH == 480) && (LCD_HEIGHT == 640))

/* Original arcade game size 224x240, 1bpp with
 * red overlay at top and green overlay at bottom.
 *
 * M:Robe 500: 640x480x16
 * ======================
 */

#define ARCADISH_GRAPHICS
#define PLAYFIELD_X 48
#define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
#define ALIEN_START_Y (UFO_Y + ALIEN_HEIGHT)
#define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
#define SCORENUM_Y (SCORE_Y + FONT_HEIGHT + 2)
#define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
#define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT)
#define LIVES_X 10
#define MAX_Y 18

/* iPod Video defines */
#elif (LCD_WIDTH == 320) && (LCD_HEIGHT == 240)

/* Original arcade game size 224x240, 1bpp with
 * red overlay at top and green overlay at bottom.
 *
 * iPod Video: 320x240x16
 * ======================
 * X: 48p padding at left/right gives 224p playfield in middle.
 *    10p "border" gives 204p actual playfield. UFO use full 224p.
 * Y: Use full 240p.
 *
 * MAX_X = (204 - 12) / 2 - 1 = 95
 *
 * Y: Score text 7       0
 *    Space      10      7
 *    Score      7       17
 *    Space      8       24
 * 3  Ufo        7       32
 * 2  Space      Aliens start at 32 + 3 * 8 = 56
 * 0  aliens     9*8     56  -
 *    space     ~7*8     128  | 18.75 aliens space between
 *    shield     2*8     182  | first alien and ship.
 *    space      8       198  | MAX_Y = 18
 *    ship       8       206 -
 *    space      2*8     214
 *    hline      1       230 - PLAYFIELD_Y
 *    bottom border 10   240
 *    Lives and Level goes inside bottom border
 */

#define ARCADISH_GRAPHICS
#define PLAYFIELD_X 48
#define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT)
#define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT)
#define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
#define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1)
#define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
#define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT)
#define LIVES_X 10
#define MAX_Y 18

#elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 220)

/* Sandisk Sansa e200: 176x220x16
 * ==============================
 * X: No padding. 8p border -> 160p playfield.
 *
 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
 *
 *    LOGO       70       0
 *    Score text 5        70
 *    Space      5        75
 * Y  Score      5        80
 *    Space      10       85
 * 2  Ufo        5        95
 * 2  Space      10      100
 * 0  aliens     9*5     110 -
 *    space     ~7*5     155  | 18.6 aliens space between
 *    shield     2*5     188  | first alien and ship.
 *    space      5       198  | MAX_Y = 18
 *    ship       5       203 -
 *    space      5       208
 *    hline      1       213 PLAYFIELD_Y
 *    bottom border 6
 *    LCD_HEIGHT         220
 *    Lives and Level goes inside bottom border
 */

#define SMALL_GRAPHICS
#define PLAYFIELD_X 0
#define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
#define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
#define ALIEN_START_Y (UFO_Y + 3 * SHIP_HEIGHT)
/* Redefine SCORE_Y */
#undef SCORE_Y
#define SCORE_Y 70
#define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
#define SCORENUM_Y (SCORE_Y + 2 * FONT_HEIGHT)
#define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
#define LIVES_X 8
#define MAX_Y 18


#elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132)

/* iPod Nano: 176x132x16
 * ======================
 * X: No padding. 8p border -> 160p playfield.
 *
 *    LIVES_X 8
 *    ALIEN_WIDTH 8
 *    ALIEN_HEIGHT 5
 *    ALIEN_SPACING 3
 *    SHIP_WIDTH 10
 *    SHIP_HEIGHT 5
 *    FONT_HEIGHT 5
 *    UFO_WIDTH 10
 *    UFO_HEIGHT 5
 *    SHIELD_WIDTH 15
 *    SHIELD_HEIGHT 10
 *    MAX_X 75
 *    MAX_Y = 18
 *    ALIEN_START_Y (UFO_Y + 12)
 *
 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
 *
 * Y: Scoreline  5         0 (combine scoretext and numbers on same line)
 *    Space      5         5
 * 1  Ufo        5        10
 * 3  Space      7        15
 * 2  aliens     9*5      22 -
 *    space     ~7*5      67  | Just above 18 aliens space between
 *    shield     2*5     100  | first alien and ship.
 *    space      5       110  | MAX_Y = 18
 *    ship       5       115 -
 *    space      5       120
 *    hline      1       125 PLAYFIELD_Y
 *    bottom border 6    126
 *    LCD_HEIGHT         131
 *    Lives and Level goes inside bottom border
 */

#define SMALL_GRAPHICS
#define PLAYFIELD_X 0
#define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
#define ALIEN_START_Y (UFO_Y + 12)
#define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING)
#define SCORENUM_Y SCORE_Y
#define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
#define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
#define LIVES_X 8
#define MAX_Y 18

#elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128)

/* iAudio X5, iRiver H10 20Gb, iPod 3g/4g, H100, M5: 160x128
 * =========================================================
 * X: No padding. No border -> 160p playfield.
 *
 *    LIVES_X 0
 *    ALIEN_WIDTH 8
 *    ALIEN_HEIGHT 5
 *    ALIEN_SPACING 3
 *    SHIP_WIDTH 10
 *    SHIP_HEIGHT 5
 *    FONT_HEIGHT 5
 *    UFO_WIDTH 10
 *    UFO_HEIGHT 5
 *    SHIELD_WIDTH 15
 *    SHIELD_HEIGHT 10
 *    MAX_X 75
 *    MAX_Y = 18
 *    ALIEN_START_Y (UFO_Y + 10)
 *
 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
 *
 * Y: Scoreline  5         0 (combine scoretext and numbers on same line)
 *    Space      5         5
 * 1  Ufo        5        10
 * 2  Space      5        15
 * 8  aliens     9*5      20 -
 *    space     ~6*5      65  | Just above 18 aliens space between
 *    shield     2*5      96  | first alien and ship.
 *    space      5       106  | MAX_Y = 18
 *    ship       5       111 -
 *    space      5       116
 *    hline      1       121 PLAYFIELD_Y
 *    bottom border 6    122
 *    LCD_HEIGHT         128
 *    Lives and Level goes inside bottom border
 */

#define SMALL_GRAPHICS
#define PLAYFIELD_X 0
#define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
#define ALIEN_START_Y (UFO_Y + 10)
#define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING)
#define SCORENUM_Y SCORE_Y
#define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
#define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
#define LIVES_X 0
#define MAX_Y 18


#elif (LCD_WIDTH == 240) && ((LCD_HEIGHT == 320) || (LCD_HEIGHT == 400))

/* Gigabeat: 240x320x16
 * ======================
 * X: 8p padding at left/right gives 224p playfield in middle.
 *    10p "border" gives 204p actual playfield. UFO use full 224p.
 * Y: Use bottom 240p for playfield and top 80 pixels for logo.
 *
 * MAX_X = (204 - 12) / 2 - 1 = 95
 *
 * Y: Score text 7       0   + 80
 *    Space      10      7   + 80
 *    Score      7       17  + 80
 *    Space      8       24  + 80
 * 3  Ufo        7       32  + 80
 * 2  Space      Aliens start at 32 + 3 * 8 = 56
 * 0  aliens     9*8     56  -
 *    space     ~7*8     128  | 18.75 aliens space between
 *    shield     2*8     182  | first alien and ship.
 *    space      8       198  | MAX_Y = 18
 *    ship       8       206 -
 *    space      2*8     214
 *    hline      1       230 310  - PLAYFIELD_Y
 *    bottom border 10   240 320
 *    Lives and Level goes inside bottom border
 */

#define ARCADISH_GRAPHICS
#define PLAYFIELD_X 8
#define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT)
#define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT)
/* Redefine SCORE_Y */
#undef SCORE_Y
#define SCORE_Y 80
#define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
#define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1)
#define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
#define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT)
#define LIVES_X 10
#define MAX_Y 18

#elif (LCD_WIDTH == 220) && (LCD_HEIGHT == 176)

/* TPJ1022, H300, iPod Color: 220x176x16
 * ============================
 * X: 0p padding at left/right gives 220p playfield in middle.
 *    8p "border" gives 204p actual playfield. UFO use full 220p.
 * Y: Use full 176p for playfield.
 *
 * MAX_X = (204 - 12) / 2 - 1 = 95
 *
 * Y: Score text 7       0
 *    Space      8       7
 * 1  Ufo        7       15
 * 7  Space      Aliens start at 15 + 3 * 8 = 56
 * 6  aliens     9*8     25  -
 *    space     ~7*8     103  | 15.6 aliens space between
 *    shield     2*8     126  | first alien and ship.
 *    space      8       142  | MAX_Y = 15
 *    ship       8       150 -
 *    space      8       158
 *    hline      1       166 - PLAYFIELD_Y
 *    bottom border 10   176
 *    Lives and Level goes inside bottom border
 */

#define ARCADISH_GRAPHICS
#define PLAYFIELD_X 0
#define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
#define ALIEN_START_Y (UFO_Y + 10)
#define SCORENUM_Y SCORE_Y
#define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 6 * NUM_SPACING)
#define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
#define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT)
#define LIVES_X 8
#define MAX_Y 15


#else
    #error INVADROX: Unsupported LCD type
#endif

#define MAX_X ((LCD_WIDTH-LIVES_X*2-PLAYFIELD_X*2 - ALIEN_WIDTH)/2 - 1)

/* Defines common to each "graphic type" */
#ifdef ARCADISH_GRAPHICS

#define SHOT_HEIGHT 5
#define ALIEN_SPACING 4
#define ALIEN_SPEED 2
#define UFO_SPEED 1
#define NUM_SPACING 3
#define FIRE_SPEED 8
#define BOMB_SPEED 3
#define ALIENS 11

#elif defined SMALL_GRAPHICS

#define SHOT_HEIGHT 4
#define ALIEN_SPACING 3
#define ALIEN_SPEED 2
#define UFO_SPEED 1
#define NUM_SPACING 2
#define FIRE_SPEED 6
#define BOMB_SPEED 2
#define ALIENS 11

#else
    #error Graphic type not defined
#endif


/* Colors */
#if (LCD_DEPTH >= 8)
#define SLIME_GREEN LCD_RGBPACK(31, 254, 31)
#define UFO_RED LCD_RGBPACK(254, 31, 31)
#elif (LCD_DEPTH == 2)
#define SLIME_GREEN LCD_LIGHTGRAY
#define UFO_RED LCD_LIGHTGRAY
#else
#error LCD type not implemented yet
#endif

/* Alien states */
#define DEAD 0
#define ALIVE 1
#define BOMBER 2

/* Fire/bomb/ufo states */
#define S_IDLE 0
#define S_ACTIVE 1
#define S_SHOWSCORE 2
#define S_EXPLODE -9

/* Fire/bomb targets */
#define TARGET_TOP 0
#define TARGET_SHIELD 1
#define TARGET_SHIP 2
#define TARGET_BOTTOM 3
#define TARGET_UFO 4

#define HISCOREFILE PLUGIN_GAMES_DATA_DIR "/invadrox.high"


/* The time (in ms) for one iteration through the game loop - decrease this
 * to speed up the game - note that current_tick is (currently) only accurate
 * to 10ms.
 */
#define CYCLETIME 40


/* Physical x is at PLAYFIELD_X + LIVES_X + x * ALIEN_SPEED
 * Physical y is at y * ALIEN_HEIGHT
 */
struct alien {
    int x;     /* x-coordinate (0 - 95) */
    int y;     /* y-coordinate (0 - 18) */
    unsigned char type;  /* 0 (Kang), 1 (Kodos), 2 (Serak) */
    unsigned char state; /* Dead, alive or bomber */
};

/* Aliens box 5 rows * ALIENS aliens in each row */
struct alien aliens[5 * ALIENS];

#define MAX_BOMBS 4
struct bomb {
    int x, y;
    unsigned char type;
    unsigned char frame; /* Current animation frame */
    unsigned char frames; /* Number of frames in animation */
    unsigned char target; /* Remember target during explosion frames */
    int state; /* 0 (IDLE) = inactive, 1 (FIRE) or negative, exploding */
};
struct bomb bombs[MAX_BOMBS];
/* Increase max_bombs at higher levels */
int max_bombs;

/* Raw framebuffer value of shield/ship green color */
fb_data screen_green, screen_white;

/* For optimization, precalculate startoffset of each scanline */
unsigned int ytab[LCD_HEIGHT];

int lives = 2;
int score = 0;
int scores[3] = { 30, 20, 10 };
int level = 0;
struct highscore hiscore;
bool game_over = false;
int ship_x, old_ship_x, ship_dir, ship_acc, max_ship_speed;
int ship_frame, ship_frame_counter;
bool ship_hit;
int fire, fire_target, fire_x, fire_y;
int curr_alien, aliens_paralyzed, gamespeed;
int ufo_state, ufo_x;
bool level_finished;
bool aliens_down, aliens_right, hit_left_border, hit_right_border;


/* No standard get_pixel function yet, use this hack instead */
#if (LCD_DEPTH >= 8)

#if   defined(LCD_STRIDEFORMAT) && LCD_STRIDEFORMAT == VERTICAL_STRIDE
static inline fb_data get_pixel(int x, int y)
{
    return rb->lcd_framebuffer[x*LCD_HEIGHT+y];
}
#else
static inline fb_data get_pixel(int x, int y)
{
    return rb->lcd_framebuffer[ytab[y] + x];
}
#endif

#elif (LCD_DEPTH == 2)

#if (LCD_PIXELFORMAT == HORIZONTAL_PACKING)
static const unsigned char shifts[4] = {
    6, 4, 2, 0
};
/* Horizontal packing */
static inline fb_data get_pixel(int x, int y)
{
    return (rb->lcd_framebuffer[ytab[y] + (x >> 2)] >> shifts[x & 3]) & 3;
}
#else
/* Vertical packing */
static const unsigned char shifts[4] = {
    0, 2, 4, 6
};
static inline fb_data get_pixel(int x, int y)
{
    return (rb->lcd_framebuffer[ytab[y] + x] >> shifts[y & 3]) & 3;
}
#endif /* Horizontal/Vertical packing */

#else
    #error get_pixel: pixelformat not implemented yet
#endif


/* Draw "digits" least significant digits of num at (x,y) */
static void draw_number(int x, int y, int num, int digits)
{
    int i;
    int d;

    for (i = digits - 1; i >= 0; i--) {
        d = num % 10;
        num = num / 10;
        rb->lcd_bitmap_part(invadrox_numbers, d * NUMBERS_WIDTH, 0,
                            STRIDE( SCREEN_MAIN, 
                                    BMPWIDTH_invadrox_numbers, 
                                    BMPHEIGHT_invadrox_numbers),
                            x + i * (NUMBERS_WIDTH + NUM_SPACING), y,
                            NUMBERS_WIDTH, FONT_HEIGHT);
    }
    /* Update lcd */
    rb->lcd_update_rect(x, y, 4 * NUMBERS_WIDTH + 3 * NUM_SPACING, FONT_HEIGHT);
}


static inline void draw_score(void)
{
    draw_number(SCORENUM_X, SCORENUM_Y, score, 4);
    if (score > hiscore.score) {
        /* Draw new hiscore (same as score) */
        draw_number(HISCORENUM_X, SCORENUM_Y, score, 4);
    }
}


static void draw_level(void)
{
    draw_number(LEVEL_X + 2 * NUM_SPACING, PLAYFIELD_Y + 2, level, 2);
}


static void draw_lives(void)
{
    int i;
    /* Lives num */
    rb->lcd_bitmap_part(invadrox_numbers, lives * NUMBERS_WIDTH, 0,
                        STRIDE( SCREEN_MAIN, 
                                BMPWIDTH_invadrox_numbers, 
                                BMPHEIGHT_invadrox_numbers), 
                        PLAYFIELD_X + LIVES_X, PLAYFIELD_Y + 2,
                        NUMBERS_WIDTH, FONT_HEIGHT);

    /* Ships */
    for (i = 0; i < (lives - 1); i++) {
        rb->lcd_bitmap_part(invadrox_ships, 0, 0, 
                            STRIDE( SCREEN_MAIN, 
                                    BMPWIDTH_invadrox_ships, 
                                    BMPHEIGHT_invadrox_ships),
                            PLAYFIELD_X + LIVES_X + SHIP_WIDTH + i * (SHIP_WIDTH + NUM_SPACING),
                            PLAYFIELD_Y + 1, SHIP_WIDTH, SHIP_HEIGHT);
    }

    /* Erase ship to the right (if less than MAX_LIVES) */
    if (lives < MAX_LIVES) {
        rb->lcd_fillrect(PLAYFIELD_X + LIVES_X + SHIP_WIDTH + i * (SHIP_WIDTH + NUM_SPACING),
                         PLAYFIELD_Y + 1, SHIP_WIDTH, SHIP_HEIGHT);
    }
    /* Update lives (and level) part of screen */
    rb->lcd_update_rect(PLAYFIELD_X + LIVES_X, PLAYFIELD_Y + 1,
                        PLAYFIELD_WIDTH - 2 * LIVES_X, MAX(FONT_HEIGHT + 1, SHIP_HEIGHT + 1));