/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2007 Tom Ross * * 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" #include "lib/configfile.h" #include "lib/display_text.h" #include "lib/playback_control.h" #include "pluginbitmaps/pegbox_header.h" #include "pluginbitmaps/pegbox_pieces.h" #define CONFIG_FILE_NAME "pegbox.cfg" #define ROWS 8 /* Number of rows on each board */ #define COLS 12 /* Number of columns on each board */ #define NUM_LEVELS 15 /* Number of levels */ #define SPACE 0 #define WALL 1 #define TRIANGLE 2 #define CROSS 3 #define SQUARE 4 #define CIRCLE 5 #define HOLE 6 #define PLAYER 7 #if CONFIG_KEYPAD == RECORDER_PAD #define PEGBOX_SELECT BUTTON_ON #define PEGBOX_QUIT BUTTON_OFF #define PEGBOX_RESTART BUTTON_F2 #define PEGBOX_LVL_UP BUTTON_F1 #define PEGBOX_LVL_DOWN BUTTON_F3 #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "ON" #define QUIT_TEXT "OFF" #define RESTART_TEXT "F2" #define LVL_UP_TEXT "F1" #define LVL_DOWN_TEXT "F3" #elif CONFIG_KEYPAD == ONDIO_PAD #define PEGBOX_SELECT BUTTON_OFF #define PEGBOX_QUIT (BUTTON_MENU | BUTTON_LEFT) #define PEGBOX_RESTART (BUTTON_MENU | BUTTON_RIGHT) #define PEGBOX_LVL_UP (BUTTON_MENU | BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_MENU | BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "OFF" #define QUIT_TEXT "M+LEFT" #define RESTART_TEXT "M+RIGHT" #define LVL_UP_TEXT "M+UP" #define LVL_DOWN_TEXT "M+DOWN" #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_OFF #define PEGBOX_RESTART BUTTON_ON #define PEGBOX_LVL_UP BUTTON_MODE #define PEGBOX_LVL_DOWN BUTTON_REC #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "NAVI" #define QUIT_TEXT "OFF" #define RESTART_TEXT "ON" #define LVL_UP_TEXT "AB" #define LVL_DOWN_TEXT "REC" #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define PEGBOX_SELECT (BUTTON_SELECT|BUTTON_RIGHT) #define PEGBOX_QUIT (BUTTON_SELECT|BUTTON_PLAY) #define PEGBOX_RESTART (BUTTON_SELECT|BUTTON_LEFT) #define PEGBOX_LVL_UP (BUTTON_SELECT|BUTTON_MENU) #define PEGBOX_UP BUTTON_MENU #define PEGBOX_DOWN BUTTON_PLAY #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT+RIGHT" #define QUIT_TEXT "SELECT+PLAY" #define RESTART_TEXT "SELECT+LEFT" #define LVL_UP_TEXT "SELECT+MENU" #define LVL_DOWN_TEXT "-" #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_REC #define PEGBOX_LVL_UP BUTTON_PLAY #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "OFF" #define RESTART_TEXT "REC" #define LVL_UP_TEXT "PLAY" #define LVL_DOWN_TEXT "-" #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD #define PEGBOX_SELECT BUTTON_MODE #define PEGBOX_QUIT BUTTON_PLAY #define PEGBOX_RESTART (BUTTON_EQ|BUTTON_MODE) #define PEGBOX_LVL_UP (BUTTON_EQ|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_EQ|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "MODE" #define QUIT_TEXT "PLAY" #define RESTART_TEXT "EQ+MODE" #define LVL_UP_TEXT "EQ+UP" #define LVL_DOWN_TEXT "EQ+DOWN" #elif CONFIG_KEYPAD == IRIVER_H10_PAD #define PEGBOX_SELECT BUTTON_PLAY #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART (BUTTON_FF|BUTTON_REPEAT) #define PEGBOX_LVL_UP (BUTTON_FF|BUTTON_SCROLL_UP) #define PEGBOX_LVL_DOWN (BUTTON_FF|BUTTON_SCROLL_DOWN) #define PEGBOX_UP BUTTON_SCROLL_UP #define PEGBOX_DOWN BUTTON_SCROLL_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "PLAY" #define QUIT_TEXT "OFF" #define RESTART_TEXT "LONG FF" #define LVL_UP_TEXT "FF+SCROLL_UP" #define LVL_DOWN_TEXT "FF+SCROLL_DOWN" #elif CONFIG_KEYPAD == SANSA_E200_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_REC #define PEGBOX_LVL_UP BUTTON_SCROLL_BACK #define PEGBOX_LVL_DOWN BUTTON_SCROLL_FWD #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "REC" #define LVL_UP_TEXT "SCROLL BACK" #define LVL_DOWN_TEXT "SCROLL FWD" #elif CONFIG_KEYPAD == SANSA_FUZE_PAD #define PEGBOX_SELECT BUTTON_SELECT|BUTTON_REL #define PEGBOX_QUIT (BUTTON_HOME|BUTTON_REPEAT) #define PEGBOX_RESTART (BUTTON_SELECT|BUTTON_LEFT) #define PEGBOX_LVL_UP (BUTTON_SELECT|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_SELECT|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "HOME" #define RESTART_TEXT "SELECT & LEFT" #define LVL_UP_TEXT "SELECT & UP" #define LVL_DOWN_TEXT "SELECT & DOWN" #elif CONFIG_KEYPAD == GIGABEAT_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_A #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "A" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == GIGABEAT_S_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_BACK #define PEGBOX_RESTART BUTTON_MENU #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "BACK" #define RESTART_TEXT "MENU" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == MROBE100_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_PLAY #define PEGBOX_LVL_UP BUTTON_MENU #define PEGBOX_LVL_DOWN BUTTON_DISPLAY #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "PLAY" #define LVL_UP_TEXT "MENU" #define LVL_DOWN_TEXT "DISPLAY" #elif CONFIG_KEYPAD == SANSA_C200_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_REC #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "REC" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == SANSA_CLIP_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_HOME #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "HOME" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == SANSA_M200_PAD #define PEGBOX_SELECT (BUTTON_SELECT | BUTTON_REL) #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART (BUTTON_SELECT | BUTTON_UP) #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "SELECT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "SELECT+UP" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == IAUDIO_M3_PAD #define PEGBOX_SELECT BUTTON_RC_PLAY #define PEGBOX_QUIT BUTTON_RC_REC #define PEGBOX_RESTART BUTTON_RC_MODE #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_RC_VOL_UP #define PEGBOX_DOWN BUTTON_RC_VOL_DOWN #define PEGBOX_RIGHT BUTTON_RC_FF #define PEGBOX_LEFT BUTTON_RC_REW #define SELECT_TEXT "REM. PLAY" #define QUIT_TEXT "REM. REC" #define RESTART_TEXT "REM. MODE" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == COWON_D2_PAD #define PEGBOX_QUIT BUTTON_POWER #define QUIT_TEXT "POWER" #elif CONFIG_KEYPAD == CREATIVEZVM_PAD #define PEGBOX_SELECT BUTTON_CUSTOM #define PEGBOX_QUIT BUTTON_BACK #define PEGBOX_RESTART BUTTON_SELECT #define PEGBOX_LVL_UP BUTTON_PLAY #define PEGBOX_LVL_DOWN BUTTON_MENU #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "CUSTOM" #define QUIT_TEXT "BACK" #define RESTART_TEXT "MIDDLE" #define LVL_UP_TEXT "SELECT" #define LVL_DOWN_TEXT "MENU" #elif CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD #define PEGBOX_SELECT (BUTTON_PLAY|BUTTON_REL) #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART (BUTTON_PLAY|BUTTON_BACK) #define PEGBOX_LVL_UP (BUTTON_PLAY|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_PLAY|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_MENU #define PEGBOX_LEFT BUTTON_BACK #define SELECT_TEXT "PLAY" #define QUIT_TEXT "POWER" #define RESTART_TEXT "PLAY+BACK" #define LVL_UP_TEXT "PLAY+UP" #define LVL_DOWN_TEXT "PLAY+DOWN" #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD #define PEGBOX_SELECT BUTTON_VIEW #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_MENU #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "VIEW" #define QUIT_TEXT "POWER" #define RESTART_TEXT "MENU" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD #define PEGBOX_SELECT BUTTON_NEXT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_MENU #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define SELECT_TEXT "NEXT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "MENU" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD #define PEGBOX_SELECT BUTTON_RIGHT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_MENU #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_NEXT #define PEGBOX_LEFT BUTTON_PREV #define SELECT_TEXT "RIGHT" #define QUIT_TEXT "POWER" #define RESTART_TEXT "MENU" #define LVL_UP_TEXT "VOL+" #define LVL_DOWN_TEXT "VOL-" #elif CONFIG_KEYPAD == ONDAVX747_PAD || \ CONFIG_KEYPAD == ONDAVX777_PAD || \ CONFIG_KEYPAD == MROBE500_PAD #define PEGBOX_QUIT BUTTON_POWER #define QUIT_TEXT "POWER" #elif CONFIG_KEYPAD == SAMSUNG_YH92X_PAD #define PEGBOX_QUIT BUTTON_REW #define PEGBOX_RESTART BUTTON_FFWD #define PEGBOX_LVL_UP (BUTTON_PLAY|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_PLAY|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define PEGBOX_SELECT BUTTON_PLAY #define QUIT_TEXT "REW" #define RESTART_TEXT "FFWD" #define LVL_UP_TEXT "PLAY+UP" #define LVL_DOWN_TEXT "PLAY+DOWN" #define SELECT_TEXT "PLAY" #elif CONFIG_KEYPAD == SAMSUNG_YH820_PAD #define PEGBOX_QUIT BUTTON_REW #define PEGBOX_RESTART BUTTON_FFWD #define PEGBOX_LVL_UP (BUTTON_REC|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_REC|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define PEGBOX_SELECT BUTTON_PLAY #define QUIT_TEXT "REW" #define RESTART_TEXT "FFWD" #define LVL_UP_TEXT "REC+UP" #define LVL_DOWN_TEXT "REC+DOWN" #define SELECT_TEXT "PLAY" #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD #define PEGBOX_QUIT BUTTON_REC #define PEGBOX_RESTART BUTTON_MENU #define PEGBOX_LVL_UP BUTTON_OK #define PEGBOX_LVL_DOWN BUTTON_CANCEL #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_NEXT #define PEGBOX_LEFT BUTTON_PREV #define PEGBOX_SELECT BUTTON_PLAY #define QUIT_TEXT "REC" #define RESTART_TEXT "MENU" #define LVL_UP_TEXT "OK" #define LVL_DOWN_TEXT "CANCEL" #define SELECT_TEXT "PLAY" #elif CONFIG_KEYPAD == MPIO_HD200_PAD #define PEGBOX_QUIT (BUTTON_REC|BUTTON_PLAY) #define PEGBOX_RESTART BUTTON_REC #define PEGBOX_LVL_UP (BUTTON_PLAY|BUTTON_REW) #define PEGBOX_LVL_DOWN (BUTTON_PLAY|BUTTON_FF) #define PEGBOX_UP BUTTON_REW #define PEGBOX_DOWN BUTTON_FF #define PEGBOX_RIGHT BUTTON_VOL_UP #define PEGBOX_LEFT BUTTON_VOL_DOWN #define PEGBOX_SELECT BUTTON_FUNC #define QUIT_TEXT "REC + PLAY" #define RESTART_TEXT "REC" #define LVL_UP_TEXT "REW" #define LVL_DOWN_TEXT "FF" #define SELECT_TEXT "FUNC" #elif CONFIG_KEYPAD == MPIO_HD300_PAD #define PEGBOX_QUIT (BUTTON_MENU | BUTTON_REPEAT) #define PEGBOX_RESTART (BUTTON_MENU | BUTTON_REL) #define PEGBOX_LVL_UP BUTTON_PLAY #define PEGBOX_LVL_DOWN BUTTON_REC #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_FF #define PEGBOX_LEFT BUTTON_REW #define PEGBOX_SELECT (BUTTON_ENTER | BUTTON_REL) #define QUIT_TEXT "Long MENU" #define RESTART_TEXT "MENU" #define LVL_UP_TEXT "PLAY" #define LVL_DOWN_TEXT "REC" #define SELECT_TEXT "ENTER" #elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_BACK #define PEGBOX_LVL_UP BUTTON_VOL_UP #define PEGBOX_LVL_DOWN BUTTON_VOL_DOWN #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define PEGBOX_SELECT BUTTON_SELECT #define QUIT_TEXT "POWER" #define RESTART_TEXT "BACK" #define LVL_UP_TEXT "Vol+" #define LVL_DOWN_TEXT "Vol-" #define SELECT_TEXT "SELECT" #elif CONFIG_KEYPAD == SANSA_CONNECT_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART BUTTON_VOL_DOWN #define PEGBOX_LVL_UP BUTTON_NEXT #define PEGBOX_LVL_DOWN BUTTON_PREV #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define QUIT_TEXT "POWER" #define RESTART_TEXT "Vol-" #define LVL_UP_TEXT "NEXT" #define LVL_DOWN_TEXT "PREV" #define SELECT_TEXT "SELECT" #elif CONFIG_KEYPAD == SAMSUNG_YPR0_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_BACK #define PEGBOX_RESTART BUTTON_MENU #define PEGBOX_LVL_UP BUTTON_USER #define PEGBOX_LVL_DOWN BUTTON_POWER #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define QUIT_TEXT "POWER" #define RESTART_TEXT "BACK" #define LVL_UP_TEXT "Vol+" #define LVL_DOWN_TEXT "Vol-" #define SELECT_TEXT "SELECT" #elif CONFIG_KEYPAD == HM60X_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART (BUTTON_POWER|BUTTON_LEFT) #define PEGBOX_LVL_UP (BUTTON_POWER|BUTTON_UP) #define PEGBOX_LVL_DOWN (BUTTON_POWER|BUTTON_DOWN) #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define QUIT_TEXT "POWER" #define RESTART_TEXT "POWER + LEFT" #define LVL_UP_TEXT "POWER + UP" #define LVL_DOWN_TEXT "POWER + DOWN" #define SELECT_TEXT "SELECT" #elif CONFIG_KEYPAD == HM801_PAD #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_RESTART (BUTTON_POWER|BUTTON_PREV) #define PEGBOX_LVL_UP BUTTON_NEXT #define PEGBOX_LVL_DOWN BUTTON_PREV #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define QUIT_TEXT "POWER" #define RESTART_TEXT "POWER + PREV" #define LVL_UP_TEXT "NEXT" #define LVL_DOWN_TEXT "PREV" #define SELECT_TEXT "SELECT" #elif CONFIG_KEYPAD == SONY_NWZ_PAD #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_QUIT BUTTON_POWER #define PEGBOX_SELECT BUTTON_PLAY #define PEGBOX_RESTART BUTTON_BACK #define QUIT_TEXT "POWER" #define RESTART_TEXT "BACK+POWER" #define LVL_UP_TEXT "" #define LVL_DOWN_TEXT "" #define SELECT_TEXT "PLAY" #elif CONFIG_KEYPAD == CREATIVE_ZEN_PAD #define PEGBOX_RIGHT BUTTON_RIGHT #define PEGBOX_LEFT BUTTON_LEFT #define PEGBOX_UP BUTTON_UP #define PEGBOX_DOWN BUTTON_DOWN #define PEGBOX_QUIT BUTTON_BACK #define PEGBOX_SELECT BUTTON_SELECT #define PEGBOX_RESTART BUTTON_SHORTCUT #define PEGBOX_LVL_UP BUTTON_MENU #define PEGBOX_LVL_DOWN BUTTON_PLAYPAUSE #define QUIT_TEXT "POWER" #define RESTART_TEXT "SHORTCUT" #define LVL_UP_TEXT "MENU" #define LVL_DOWN_TEXT "PLAY/PAUSE" #define SELECT_TEXT "SELECT" #elif CONFIG_KEYPAD == DX50_PAD #define PEGBOX_QUIT BUTTON_POWER #define QUIT_TEXT "Power" #else #error Unsupported keymap! #endif #ifdef HAVE_TOUCHSCREEN #ifndef PEGBOX_QUIT #define PEGBOX_QUIT BUTTON_TOPLEFT #endif #ifndef PEGBOX_SELECT #define PEGBOX_SELECT BUTTON_CENTER #endif #ifndef PEGBOX_RESTART #define PEGBOX_RESTART BUTTON_TOPRIGHT #endif #ifndef PEGBOX_LVL_UP #define PEGBOX_LVL_UP BUTTON_BOTTOMLEFT #endif #ifndef PEGBOX_LVL_DOWN #define PEGBOX_LVL_DOWN BUTTON_BOTTOMRIGHT #endif #ifndef PEGBOX_UP #define PEGBOX_UP BUTTON_TOPMIDDLE #endif #ifndef PEGBOX_DOWN #define PEGBOX_DOWN BUTTON_BOTTOMMIDDLE #endif #ifndef PEGBOX_RIGHT #define PEGBOX_RIGHT BUTTON_MIDRIGHT #endif #ifndef PEGBOX_LEFT #define PEGBOX_LEFT BUTTON_MIDLEFT #endif #ifndef SELECT_TEXT #define SELECT_TEXT "CENTER" #endif #ifndef QUIT_TEXT #define QUIT_TEXT "TOPLEFT" #endif #ifndef RESTART_TEXT #define RESTART_TEXT "TOPRIGHT" #endif #ifndef LVL_UP_TEXT #define LVL_UP_TEXT "BOTTOMLEFT" #endif #ifndef LVL_DOWN_TEXT #define LVL_DOWN_TEXT "BOTTOMRIGHT" #endif #endif /* get several sizes from the bitmaps */ #ifdef BMPWIDTH_pegbox_pieces #define PIECE_WIDTH BMPWIDTH_pegbox_pieces #define PIECE_HEIGHT (BMPHEIGHT_pegbox_pieces/7) #else /* dummy numbers to avoid #error in dependency generation */ #define PIECE_WIDTH 50 #define PIECE_HEIGHT 10 #endif #define BOARD_WIDTH (12*PIECE_WIDTH) #define BOARD_HEIGHT (8*PIECE_HEIGHT) /* define a wide layout where the statistics are alongside the board, not above * base calculation on the piece bitmaps for the 8x12 board */ #if (LCD_WIDTH - BOARD_WIDTH) > (LCD_HEIGHT - BOARD_HEIGHT) #define WIDE_LAYOUT #endif #define HEADER_WIDTH BMPWIDTH_pegbox_header #define HEADER_HEIGHT BMPHEIGHT_pegbox_header #if defined WIDE_LAYOUT #if ((BOARD_WIDTH + HEADER_WIDTH + 4) <= LCD_WIDTH) #define BOARD_X 2 #else #define BOARD_X 1 #endif #define BOARD_Y (LCD_HEIGHT-BOARD_HEIGHT)/2 #if (LCD_WIDTH >= 132) && (LCD_HEIGHT >= 80) #define TEXT_X 116 #define LEVEL_TEXT_Y 14 #define PEGS_TEXT_Y 58 #elif (LCD_WIDTH >= 128) && (LCD_HEIGHT >= 64) #define TEXT_X 112 #define LEVEL_TEXT_Y 27 #define PEGS_TEXT_Y 50 #else #error "Unsupported screen size" #endif #else /* "normal" layout */ #define BOARD_X (LCD_WIDTH-BOARD_WIDTH)/2 #if ((BOARD_HEIGHT + HEADER_HEIGHT + 4) <= LCD_HEIGHT) #define BOARD_Y HEADER_HEIGHT+2 #else #define BOARD_Y HEADER_HEIGHT #endif #if LCD_WIDTH >= 640 #define LEVEL_TEXT_X 118 #define PEGS_TEXT_X 552 #define TEXT_Y 56 #elif LCD_WIDTH >= 320 #define LEVEL_TEXT_X 59 #define PEGS_TEXT_X 276 #define TEXT_Y 28 #elif LCD_WIDTH >= 240 #define LEVEL_TEXT_X 59 #define PEGS_TEXT_X 196 #define TEXT_Y 28 #elif LCD_WIDTH >= 220 #define LEVEL_TEXT_X 49 #define PEGS_TEXT_X 186 #define TEXT_Y 28 #elif LCD_WIDTH >= 176 #define LEVEL_TEXT_X 38 #define PEGS_TEXT_X 155 #define TEXT_Y 17 #elif LCD_WIDTH >= 160 #define LEVEL_TEXT_X 37 #define PEGS_TEXT_X 140 #define TEXT_Y 13 #elif LCD_WIDTH >= 138 #define LEVEL_TEXT_X 28 #define PEGS_TEXT_X 119 #define TEXT_Y 15 #elif LCD_WIDTH >= 128 #if HEADER_HEIGHT > 16 #define LEVEL_TEXT_X 26 #define PEGS_TEXT_X 107 #define TEXT_Y 31 #else #define LEVEL_TEXT_X 15 #define PEGS_TEXT_X 100 #define TEXT_Y 5 #endif /* HEADER_HEIGHT */ #elif LCD_WIDTH >= 112 #define LEVEL_TEXT_X 25 #define PEGS_TEXT_X 90 #define TEXT_Y 0 #elif LCD_WIDTH >= 96 #define LEVEL_TEXT_X 25 #define PEGS_TEXT_X 86 #define TEXT_Y 22 #endif /* LCD_WIDTH */ #endif /* WIDE_LAYOUT */ #ifdef HAVE_LCD_COLOR #define BG_COLOR LCD_BLACK #define TEXT_BG LCD_RGBPACK(189,189,189) #endif #ifdef HAVE_TOUCHSCREEN #include "lib/pluginlib_touchscreen.h" static struct ts_raster pegbox_raster = { BOARD_X, BOARD_Y, COLS*PIECE_WIDTH, ROWS*PIECE_HEIGHT, PIECE_WIDTH, PIECE_HEIGHT }; static struct ts_raster_button_mapping pegbox_raster_btn = { &pegbox_raster, false, false, true, false, true, {0, 0}, 0, 0, 0 }; #endif struct game_context { unsigned int level; unsigned int highlevel; signed int player_row; signed int player_col; unsigned int num_left; unsigned int playboard[ROWS][COLS]; }; char levels[NUM_LEVELS][ROWS][COLS] = { /* Level 1 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 0, 0, 0, 7, 0, 0, 5, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 3, 3, 2, 0, 0, 0, 1,}, {1, 0, 0, 0, 4, 6, 0, 5, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 2 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,}, {7, 0, 0, 0, 2, 2, 5, 5, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,}, {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}}, /* Level 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, 0, 0, 0, 0, 0, 2, 0, 7, 0, 0, 0,}, {1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 2, 1,}, {1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 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,}}, /* Level 4 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {6, 0, 4, 0, 2, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 3, 0, 5, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 5, 0, 4, 7, 2, 0, 0, 0, 0, 1,}, {6, 0, 2, 0, 4, 0, 2, 0, 3, 0, 0, 1,}, {6, 0, 4, 0, 5, 0, 2, 0, 0, 0, 0, 1,}, {6, 0, 5, 0, 4, 0, 2, 0, 0, 0, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 5 */ {{0, 6, 6, 0, 4, 6, 0, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 4, 4, 0, 0, 6, 0, 0, 2,}, {2, 6, 6, 0, 6, 6, 6, 0, 1, 2, 2, 2,}, {0, 6, 6, 0, 6, 4, 6, 0, 1, 2, 0, 2,}, {0, 6, 6, 0, 6, 7, 6, 5, 6, 0, 0, 0,}, {2, 6, 6, 0, 6, 6, 6, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 4, 0, 0, 0, 6, 0, 0, 0,}, {0, 6, 6, 0, 0, 5, 0, 0, 6, 5, 5, 0,}}, /* Level 6 */ {{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,}, {2, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0,}, {0, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1,}, {0, 3, 0, 0, 0, 0, 0, 0, 5, 4, 6, 0,}, {0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1,}}, /* Level 7 */ {{1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1,}, {1, 1, 1, 6, 0, 0, 4, 6, 0, 1, 1, 1,}, {1, 1, 1, 1, 0, 1, 5, 1, 0, 1, 1, 1,}, {1, 1, 1, 2, 3, 3, 7, 4, 2, 6, 1, 1,}, {1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 1,}, {1, 1, 1, 1, 0, 0, 5, 0, 0, 1, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1,}, {1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1,}}, /* Level 8 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {0, 0, 3, 3, 3, 3, 3, 4, 3, 3, 0, 0,}, {0, 0, 3, 3, 3, 2, 3, 3, 5, 3, 0, 0,}, {7, 0, 3, 3, 3, 2, 3, 3, 4, 3, 0, 0,}, {0, 0, 3, 3, 4, 5, 3, 3, 3, 3, 0, 0,}, {0, 0, 3, 3, 5, 2, 3, 3, 3, 3, 0, 0,}, {0, 0, 3, 3, 2, 4, 3, 3, 3, 3, 0, 0,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 9 */ {{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 2, 4, 4, 3, 0, 1, 1, 0,}, {0, 1, 0, 0, 2, 1, 0, 0, 0, 1, 1, 1,}, {0, 0, 0, 2, 2, 7, 1, 0, 0, 0, 0, 2,}, {0, 0, 0, 0, 2, 1, 0, 0, 1, 1, 1, 1,}, {0, 3, 1, 0, 2, 5, 5, 0, 0, 0, 3, 0,}, {0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0,}}, /* Level 10 */ {{1, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0,}, {1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 7,}, {0, 0, 4, 0, 6, 6, 6, 0, 0, 0, 3, 0,}, {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,}, {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,}, {0, 0, 0, 0, 6, 6, 6, 0, 3, 0, 0, 0,}, {1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,}, {1, 1, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0,}}, /* Level 11 */ {{1, 7, 1, 0, 1, 1, 6, 0, 0, 1, 1, 0,}, {1, 0, 0, 0, 5, 4, 6, 6, 0, 2, 2, 0,}, {1, 2, 1, 2, 0, 1, 6, 0, 0, 2, 2, 0,}, {1, 0, 0, 2, 0, 1, 0, 0, 0, 3, 3, 0,}, {1, 2, 1, 0, 0, 1, 0, 1, 0, 3, 3, 0,}, {0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0,}, {0, 3, 4, 3, 0, 1, 0, 1, 0, 0, 0, 0,}, {0, 0, 0, 0, 2, 2, 2, 1, 1, 1, 1, 1,}}, /* Level 12 */ {{7, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,}, {1, 2, 1, 2, 1, 2, 1, 1, 0, 0, 0, 1,}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1,}, {1, 2, 1, 2, 1, 2, 1, 0, 0, 0, 0, 1,}, {0, 0, 0, 0, 0, 0, 1, 1, 5, 5, 6, 1,}, {1, 2, 1, 2, 1, 2, 1, 1, 0, 2, 2, 1,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1,}, {1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1,}}, /* Level 13 */ {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}, {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 2, 0, 5, 0, 2, 0, 4, 0, 0, 6,}, {7, 0, 3, 0, 4, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 5, 0, 4, 0, 2, 0, 4, 0, 0, 6,}, {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,}, {0, 0, 3, 0, 3, 0, 2, 0, 4, 0, 0, 6,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 14 */ {{1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1,}, {1, 1, 0, 2, 0, 0, 4, 0, 0, 2, 0, 1,}, {1, 6, 0, 0, 5, 1, 0, 1, 1, 0, 0, 1,}, {1, 1, 1, 0, 0, 3, 5, 3, 0, 0, 1, 1,}, {1, 1, 0, 0, 1, 1, 0, 1, 5, 0, 0, 6,}, {1, 1, 0, 2, 0, 0, 4, 0, 0, 0, 7, 1,}, {1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1,}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}}, /* Level 15 */ {{0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {0, 3, 4, 6, 0, 6, 0, 6, 0, 6, 0, 2,}, {0, 4, 0, 6, 0, 6, 4, 6, 0, 6, 0, 1,}, {0, 3, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,}, {7, 0, 0, 6, 4, 6, 0, 6, 0, 6, 0, 1,}, {0, 0, 4, 6, 0, 6, 0, 6, 4, 6, 0, 1,}, {0, 0, 4, 6, 0, 6, 0, 6, 0, 6, 0, 1,}} }; /*********************************************************************** * pegbox_draw_board() draws the game's current level. ************************************************************************/ static void pegbox_draw_board(struct game_context* pb) { unsigned int r, c, type; pb->num_left = 0; rb->lcd_clear_display(); #ifdef WIDE_LAYOUT rb->lcd_bitmap(pegbox_header,LCD_WIDTH-HEADER_WIDTH,0, HEADER_WIDTH,LCD_HEIGHT); #else rb->lcd_bitmap(pegbox_header,(LCD_WIDTH-HEADER_WIDTH)/2,0, HEADER_WIDTH, HEADER_HEIGHT); #endif /* WIDE_LAYOUT */ #if ((BOARD_HEIGHT + HEADER_HEIGHT + 4) <= LCD_HEIGHT) rb->lcd_drawrect(BOARD_X-2,BOARD_Y-2,BOARD_WIDTH+4,BOARD_HEIGHT+4); #endif /* enough space for a frame? */ #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_WHITE); #if ((BOARD_HEIGHT + HEADER_HEIGHT + 2) <= LCD_HEIGHT) rb->lcd_fillrect(BOARD_X-1,BOARD_Y-1,BOARD_WIDTH+2,BOARD_HEIGHT+2); #else rb->lcd_fillrect(BOARD_X,BOARD_Y,BOARD_WIDTH,BOARD_HEIGHT); #endif rb->lcd_set_foreground(LCD_BLACK); rb->lcd_set_background(TEXT_BG); #endif for (r=0 ; r < ROWS ; r++) { for (c = 0 ; c < COLS ; c++) { type = pb->playboard[r][c]; if(type != SPACE) { rb->lcd_bitmap_part(pegbox_pieces, 0, (type-1)*PIECE_HEIGHT, STRIDE( SCREEN_MAIN, BMPWIDTH_pegbox_pieces,BMPHEIGHT_pegbox_pieces), c * PIECE_WIDTH + BOARD_X, r * PIECE_HEIGHT + BOARD_Y, PIECE_WIDTH, PIECE_HEIGHT); } if(pb->playboard[r][c] == PLAYER) { pb->player_row=r; pb->player_col=c; } else if (type != WALL && type != SPACE && type != HOLE) pb->num_left++; } } #ifdef WIDE_LAYOUT rb->lcd_putsxyf(TEXT_X, LEVEL_TEXT_Y, "%d", pb->level); rb->lcd_putsxyf(TEXT_X, PEGS_TEXT_Y, "%d", pb->num_left); #else rb->lcd_putsxyf(LEVEL_TEXT_X, TEXT_Y, "%d", pb->level); rb->lcd_putsxyf(PEGS_TEXT_X, TEXT_Y, "%d", pb->num_left); #endif /*WIDE_LAYOUT*/ #ifdef HAVE_LCD_COLOR rb->lcd_set_background(BG_COLOR); rb->lcd_set_foreground(LCD_WHITE); #endif /* print out the screen */ rb->lcd_update(); } /***************************************************************************** * pegbox_load_level() loads the player's current level from the array and sets the * player's position. ******************************************************************************/ static void pegbox_load_level(struct game_context* pb) { int r, c; for(r = 0; r < ROWS; r++) for(c = 0; c < COLS; c++) pb->playboard[r][c] = levels[pb->level-1][r][c]; } /***************************************************************************** * pegbox_new_piece() creates a new piece at a specified location. The player * navigates through the pieces and selects one. ******************************************************************************/ static void pegbox_new_piece(struct game_context* pb, unsigned int x_loc, unsigned int y_loc) { int button; bool exit = false; pb->playboard[x_loc][y_loc] = TRIANGLE; while (!exit) { pegbox_draw_board(pb); button = rb->button_get(true); #ifdef HAVE_TOUCHSCREEN if(button & BUTTON_TOUCHSCREEN) { pegbox_raster_btn.two_d_from.y = x_loc; pegbox_raster_btn.two_d_from.x = y_loc; struct ts_raster_button_result ret = touchscreen_raster_map_button(&pegbox_raster_btn, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff, button); if(ret.action == TS_ACTION_TWO_D_MOVEMENT) { if(ret.to.x > ret.from.x) button = PEGBOX_UP; else if(ret.to.x < ret.from.x) button = PEGBOX_DOWN; else if(ret.to.y > ret.from.y) button = PEGBOX_LEFT; else if(ret.to.y < ret.from.y) button = PEGBOX_RIGHT; } else if(ret.action == TS_ACTION_CLICK && (unsigned)ret.to.x == y_loc && (unsigned)ret.to.y == x_loc) button = PEGBOX_SELECT; } #endif switch(button){ case PEGBOX_LEFT: case (PEGBOX_LEFT|BUTTON_REPEAT): case PEGBOX_DOWN: case (PEGBOX_DOWN|BUTTON_REPEAT): if (pb->playboard[x_loc][y_loc] < 5) pb->playboard[x_loc][y_loc]++; else pb->playboard[x_loc][y_loc] = TRIANGLE; break; case PEGBOX_RIGHT: case (PEGBOX_RIGHT|BUTTON_REPEAT): case PEGBOX_UP: case (PEGBOX_UP|BUTTON_REPEAT): if (pb->playboard[x_loc][y_loc] > 2) pb->playboard[x_loc][y_loc]--; else pb->playboard[x_loc][y_loc] = CIRCLE; break; case PEGBOX_SELECT: exit=true; break; } } } /***************************************************************************** * pegbox_move_player() moves the player and pieces and updates the board accordingly. ******************************************************************************/ static void pegbox_move_player(struct game_context* pb, signed int x_dir, signed int y_dir) { unsigned int type1, type2; signed int r1,c1,r2,c2; r1 = pb->player_row+y_dir; c1 = pb->player_col+x_dir; r2 = pb->player_row+y_dir*2; c2 = pb->player_col+x_dir*2; type1 = pb->playboard[r1][c1]; type2 = pb->playboard[r2][c2]; if (r1 == ROWS || c1 == COLS || r1 < 0 || c1 < 0 || type1 == WALL) return; else if(type1 != SPACE) { if (r2 == ROWS || c2 == COLS || r2 < 0 || c2 < 0 || type2 == WALL) return; } pb->playboard[pb->player_row][pb->player_col] = SPACE; pb->player_row += y_dir; pb->player_col += x_dir; if (type1 == HOLE) { pegbox_draw_board(pb); rb->splash(HZ*2, "You fell down a hole!"); pegbox_load_level(pb); } else if (type1 == SPACE) pb->playboard[r1][c1] = PLAYER; else { pb->playboard[r1][c1] = PLAYER; if(type1 == type2) { if (type1 == TRIANGLE) pb->playboard[r2][c2] = WALL; else if (type1 == CROSS) { pb->playboard[r1][c1] = SPACE; pegbox_new_piece(pb, r2, c2); pb->playboard[r1][c1] = PLAYER; } else pb->playboard[r2][c2] = SPACE; } else if (type2 == SPACE) pb->playboard[r2][c2] = type1; else if (type2 == HOLE) { if (type1 == SQUARE) pb->playboard[r2][c2] = SPACE; } else { rb->splash(HZ*2, "Illegal Move!"); pegbox_load_level(pb); } } pegbox_draw_board(pb); } /*********************************************************************** * pegbox_help() display help text ************************************************************************/ static bool pegbox_help(void) { static char* help_text[] = { "Pegbox", "", "Aim", "", "To", "beat", "each", "level,", "you", "must", "destroy", "all", "of", "the", "pegs.", "If", "two", "like", "pegs", "are", "pushed", "into", "each", "other,", "they", "disappear", "except", "for", "triangles", "which", "form", "a", "solid", "block", "and", "crosses", "which", "allow", "you", "to", "choose", "a", "replacement", "block.", "", "", "Controls", "", RESTART_TEXT, "to", "restart", "level", "", LVL_UP_TEXT, "to", "go", "up", "a", "level", "", LVL_DOWN_TEXT, "to", "go", "down", "a", "level", "", SELECT_TEXT, "to", "choose", "peg", "", QUIT_TEXT, "to", "quit" }; static struct style_text formation[]={ { 0, TEXT_CENTER|TEXT_UNDERLINE }, { 2, C_RED }, { 46, C_RED }, LAST_STYLE_ITEM }; rb->lcd_setfont(FONT_UI); if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true)) return true; rb->lcd_setfont(FONT_SYSFIXED); return false; } /*********************************************************************** * pegbox_menu() is the game menu ************************************************************************/ static bool _ingame; static int pegbox_menu_cb(int action, const struct menu_item_ex *this_item) { int i = (intptr_t)this_item; if( action == ACTION_REQUEST_MENUITEM ) { if((!_ingame && (i==0 || i==1)) || ( _ingame && i==2 )) return ACTION_EXIT_MENUITEM; } return action; } static unsigned int pegbox_menu(struct game_context* pb, bool ingame) { int selected = 0; int last_level = pb->level; MENUITEM_STRINGLIST (main_menu, "Pegbox Menu", pegbox_menu_cb, "Resume Game", "Restart Level", "Start Game", "Select Level", "Help", "Playback Control", "Quit"); _ingame = ingame; rb->button_clear_queue(); while (true) { switch (rb->do_menu(&main_menu, &selected, NULL, false)) { case 0: pb->level = last_level; pegbox_draw_board(pb); return 0; case 1: case 2: pegbox_load_level(pb); pegbox_draw_board(pb); return 0; case 3: if(rb->set_int("Select Level", "", UNIT_INT, &pb->level, NULL, 1, 1, pb->highlevel, NULL)) return 1; break; case 4: if (pegbox_help()) return 1; break; case 5: if (playback_control(NULL)) return 1; break; case 6: return 1; case MENU_ATTACHED_USB: return 1; default: break; } } } /*********************************************************************** * pegbox_main() is the main game subroutine ************************************************************************/ static int pegbox_main(struct game_context* pb) { int button; if (pegbox_menu(pb, false)==1) { return 1; } while (true) { button = rb->button_get(true); #ifdef HAVE_TOUCHSCREEN if(button & BUTTON_TOUCHSCREEN) { pegbox_raster_btn.two_d_from.y = pb->player_row; pegbox_raster_btn.two_d_from.x = pb->player_col; struct ts_raster_button_result ret = touchscreen_raster_map_button(&pegbox_raster_btn, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff, button); if(ret.action == TS_ACTION_TWO_D_MOVEMENT) pegbox_move_player(pb, ret.to.x - ret.from.x, ret.to.y - ret.from.y); } #endif switch(button){ case PEGBOX_LEFT: /* move cursor left */ case (PEGBOX_LEFT|BUTTON_REPEAT): pegbox_move_player(pb, -1, 0); break; case PEGBOX_RIGHT: /* move cursor right */ case (PEGBOX_RIGHT|BUTTON_REPEAT): pegbox_move_player(pb, 1, 0); break; case PEGBOX_DOWN: /* move cursor down */ case (PEGBOX_DOWN|BUTTON_REPEAT): pegbox_move_player(pb, 0, 1); break; case PEGBOX_UP: /* move cursor up */ case (PEGBOX_UP|BUTTON_REPEAT): pegbox_move_player(pb, 0, -1); break; case PEGBOX_QUIT: if (pegbox_menu(pb, true)==1) { return 1; } break; #ifdef PEGBOX_RESTART case PEGBOX_RESTART: pegbox_load_level(pb); pegbox_draw_board(pb); break; #endif #ifdef PEGBOX_LVL_UP case (PEGBOX_LVL_UP|BUTTON_REPEAT): case PEGBOX_LVL_UP: if (pb->level >= pb->highlevel) { pb->level = 1; } else { pb->level++; } pegbox_load_level(pb); pegbox_draw_board(pb); break; #endif #ifdef PEGBOX_LVL_DOWN case (PEGBOX_LVL_DOWN|BUTTON_REPEAT): case PEGBOX_LVL_DOWN: if(pb->level <= 1) { pb->level = pb->highlevel; } else { pb->level--; } pegbox_load_level(pb); pegbox_draw_board(pb); break; #endif } if (pb->num_left == 0) { rb->splash(HZ*2, "Nice Pegging!"); if (pb->level == NUM_LEVELS) { pegbox_draw_board(pb); rb->splash(HZ*2, "Congratulations!"); rb->splash(HZ*2, "You have finished the game!"); if (pegbox_menu(pb,false)==1) { return 1; } } else { pb->level++; pegbox_load_level(pb); pegbox_draw_board(pb); } if(pb->level > pb->highlevel) pb->highlevel = pb->level; } } return PLUGIN_OK; } /***************************************************************************** * plugin entry point. ******************************************************************************/ enum plugin_status plugin_start(const void* parameter) { (void)parameter; #ifdef HAVE_LCD_BITMAP rb->lcd_setfont(FONT_SYSFIXED); #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); #endif #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_background(BG_COLOR); #endif rb->lcd_clear_display(); struct game_context pb; pb.level=1; pb.highlevel=1; struct configdata config[] = { {TYPE_INT, 1, NUM_LEVELS, { .int_p = &(pb.level) }, "level", NULL}, {TYPE_INT, 1, NUM_LEVELS, { .int_p = &(pb.highlevel) }, "highlevel", NULL}, }; configfile_load(CONFIG_FILE_NAME,config,2,0); pegbox_main(&pb); configfile_save(CONFIG_FILE_NAME,config,2,0); rb->lcd_setfont(FONT_UI); #endif /* HAVE_LCD_BITMAP */ return PLUGIN_OK; } '#n1219'>1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 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/*
* pattern.c: the pattern-reconstruction game known as `nonograms'.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
enum {
COL_BACKGROUND,
COL_EMPTY,
COL_FULL,
COL_TEXT,
COL_UNKNOWN,
COL_GRID,
COL_CURSOR,
COL_ERROR,
COL_CURSOR_GUIDE,
NCOLOURS
};
#define PREFERRED_TILE_SIZE 24
#define TILE_SIZE (ds->tilesize)
#define BORDER (3 * TILE_SIZE / 4)
#define TLBORDER(d) ( (d) / 5 + 2 )
#define GUTTER (TILE_SIZE / 2)
#define FROMCOORD(d, x) \
( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
#define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
#define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
struct game_params {
int w, h;
};
#define GRID_UNKNOWN 2
#define GRID_FULL 1
#define GRID_EMPTY 0
typedef struct game_state_common {
/* Parts of the game state that don't change during play. */
int w, h;
int rowsize;
int *rowdata, *rowlen;
bool *immutable;
int refcount;
} game_state_common;
struct game_state {
game_state_common *common;
unsigned char *grid;
bool completed, cheated;
};
#define FLASH_TIME 0.13F
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 15;
return ret;
}
static const struct game_params pattern_presets[] = {
{10, 10},
{15, 15},
{20, 20},
#ifndef SLOW_SYSTEM
{25, 25},
{30, 30},
#endif
};
static bool game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
if (i < 0 || i >= lenof(pattern_presets))
return false;
ret = snew(game_params);
*ret = pattern_presets[i];
sprintf(str, "%dx%d", ret->w, ret->h);
*name = dupstr(str);
*params = ret;
return true;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *ret, char const *string)
{
char const *p = string;
ret->w = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'x') {
p++;
ret->h = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
} else {
ret->h = ret->w;
}
}
static char *encode_params(const game_params *params, bool full)
{
char ret[400];
int len;
len = sprintf(ret, "%dx%d", params->w, params->h);
assert(len < lenof(ret));
ret[len] = '\0';
return dupstr(ret);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(3, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].u.string.sval = dupstr(buf);
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].u.string.sval = dupstr(buf);
ret[2].name = NULL;
ret[2].type = C_END;
return ret;
}
static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].u.string.sval);
ret->h = atoi(cfg[1].u.string.sval);
return ret;
}
static const char *validate_params(const game_params *params, bool full)
{
if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
return NULL;
}
/* ----------------------------------------------------------------------
* Puzzle generation code.
*
* For this particular puzzle, it seemed important to me to ensure
* a unique solution. I do this the brute-force way, by having a
* solver algorithm alongside the generator, and repeatedly
* generating a random grid until I find one whose solution is
* unique. It turns out that this isn't too onerous on a modern PC
* provided you keep grid size below around 30. Any offers of
* better algorithms, however, will be very gratefully received.
*
* Another annoyance of this approach is that it limits the
* available puzzles to those solvable by the algorithm I've used.
* My algorithm only ever considers a single row or column at any
* one time, which means it's incapable of solving the following
* difficult example (found by Bella Image around 1995/6, when she
* and I were both doing maths degrees):
*
* 2 1 2 1
*
* +--+--+--+--+
* 1 1 | | | | |
* +--+--+--+--+
* 2 | | | | |
* +--+--+--+--+
* 1 | | | | |
* +--+--+--+--+
* 1 | | | | |
* +--+--+--+--+
*
* Obviously this cannot be solved by a one-row-or-column-at-a-time
* algorithm (it would require at least one row or column reading
* `2 1', `1 2', `3' or `4' to get started). However, it can be
* proved to have a unique solution: if the top left square were
* empty, then the only option for the top row would be to fill the
* two squares in the 1 columns, which would imply the squares
* below those were empty, leaving no place for the 2 in the second
* row. Contradiction. Hence the top left square is full, and the
* unique solution follows easily from that starting point.
*
* (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
* it's useful to anyone.)
*/
#ifndef STANDALONE_PICTURE_GENERATOR
static int float_compare(const void *av, const void *bv)
{
const float *a = (const float *)av;
const float *b = (const float *)bv;
if (*a < *b)
return -1;
else if (*a > *b)
return +1;
else
return 0;
}
static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
{
float *fgrid;
float *fgrid2;
int step, i, j;
float threshold;
fgrid = snewn(w*h, float);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
}
}
/*
* The above gives a completely random splattering of black and
* white cells. We want to gently bias this in favour of _some_
* reasonably thick areas of white and black, while retaining
* some randomness and fine detail.
*
* So we evolve the starting grid using a cellular automaton.
* Currently, I'm doing something very simple indeed, which is
* to set each square to the average of the surrounding nine
* cells (or the average of fewer, if we're on a corner).
*/
for (step = 0; step < 1; step++) {
fgrid2 = snewn(w*h, float);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
float sx, xbar;
int n, p, q;
/*
* Compute the average of the surrounding cells.
*/
n = 0;
sx = 0.F;
for (p = -1; p <= +1; p++) {
for (q = -1; q <= +1; q++) {
if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
continue;
/*
* An additional special case not mentioned
* above: if a grid dimension is 2xn then
* we do not average across that dimension
* at all. Otherwise a 2x2 grid would
* contain four identical squares.
*/
if ((h==2 && p!=0) || (w==2 && q!=0))
continue;
n++;
sx += fgrid[(i+p)*w+(j+q)];
}
}
xbar = sx / n;
fgrid2[i*w+j] = xbar;
}
}
sfree(fgrid);
fgrid = fgrid2;
}
fgrid2 = snewn(w*h, float);
memcpy(fgrid2, fgrid, w*h*sizeof(float));
qsort(fgrid2, w*h, sizeof(float), float_compare);
/* Choose a threshold that makes half the pixels black. In case of
* an odd number of pixels, select randomly between just under and
* just over half. */
{
int index = w * h / 2;
if (w & h & 1)
index += random_upto(rs, 2);
if (index < w*h)
threshold = fgrid2[index];
else
threshold = fgrid2[w*h-1] + 1;
}
sfree(fgrid2);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
GRID_EMPTY);
}
}
sfree(fgrid);
}
#endif
static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
{
int i, n;
n = 0;
for (i = 0; i < len; i++) {
if (start[i*step] == GRID_FULL) {
int runlen = 1;
while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
runlen++;
ret[n++] = runlen;
i += runlen;
}
if (i < len && start[i*step] == GRID_UNKNOWN)
return -1;
}
return n;
}
#define UNKNOWN 0
#define BLOCK 1
#define DOT 2
#define STILL_UNKNOWN 3
#ifdef STANDALONE_SOLVER
bool verbose = false;
#endif
static bool do_recurse(unsigned char *known, unsigned char *deduced,
unsigned char *row,
unsigned char *minpos_done, unsigned char *maxpos_done,
unsigned char *minpos_ok, unsigned char *maxpos_ok,
int *data, int len,
int freespace, int ndone, int lowest)
{
int i, j, k;
/* This algorithm basically tries all possible ways the given rows of
* black blocks can be laid out in the row/column being examined.
* Special care is taken to avoid checking the tail of a row/column
* if the same conditions have already been checked during this recursion
* The algorithm also takes care to cut its losses as soon as an
* invalid (partial) solution is detected.
*/
if (data[ndone]) {
if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
for (i=0; i<lowest; i++)
deduced[i] |= row[i];
}
return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
} else {
if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
}
for (i=0; i<=freespace; i++) {
j = lowest;
for (k=0; k<i; k++) {
if (known[j] == BLOCK) goto next_iter;
row[j++] = DOT;
}
for (k=0; k<data[ndone]; k++) {
if (known[j] == DOT) goto next_iter;
row[j++] = BLOCK;
}
if (j < len) {
if (known[j] == BLOCK) goto next_iter;
row[j++] = DOT;
}
if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
}
next_iter:
j++;
}
return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
} else {
for (i=lowest; i<len; i++) {
if (known[i] == BLOCK) return false;
row[i] = DOT;
}
for (i=0; i<len; i++)
deduced[i] |= row[i];
return true;
}
}
static bool do_row(unsigned char *known, unsigned char *deduced,
unsigned char *row,
unsigned char *minpos_done, unsigned char *maxpos_done,
unsigned char *minpos_ok, unsigned char *maxpos_ok,
unsigned char *start, int len, int step, int *data,
unsigned int *changed
#ifdef STANDALONE_SOLVER
, const char *rowcol, int index, int cluewid
#endif
)
{
int rowlen, i, freespace;
bool done_any;
freespace = len+1;
for (rowlen = 0; data[rowlen]; rowlen++) {
minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
freespace -= data[rowlen]+1;
}
for (i = 0; i < len; i++) {
known[i] = start[i*step];
deduced[i] = 0;
}
for (i = len - 1; i >= 0 && known[i] == DOT; i--)
freespace--;
if (rowlen == 0) {
memset(deduced, DOT, len);
} else if (rowlen == 1 && data[0] == len) {
memset(deduced, BLOCK, len);
} else {
do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
maxpos_ok, data, len, freespace, 0, 0);
}
done_any = false;
for (i=0; i<len; i++)
if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
start[i*step] = deduced[i];
if (changed) changed[i]++;
done_any = true;
}
#ifdef STANDALONE_SOLVER
if (verbose && done_any) {
char buf[80];
int thiscluewid;
printf("%s %2d: [", rowcol, index);
for (thiscluewid = -1, i = 0; data[i]; i++)
thiscluewid += sprintf(buf, " %d", data[i]);
printf("%*s", cluewid - thiscluewid, "");
for (i = 0; data[i]; i++)
printf(" %d", data[i]);
printf(" ] ");
for (i = 0; i < len; i++)
putchar(known[i] == BLOCK ? '#' :
known[i] == DOT ? '.' : '?');
printf(" -> ");
for (i = 0; i < len; i++)
putchar(start[i*step] == BLOCK ? '#' :
start[i*step] == DOT ? '.' : '?');
putchar('\n');
}
#endif
return done_any;
}
static bool solve_puzzle(const game_state *state, unsigned char *grid,
int w, int h,
unsigned char *matrix, unsigned char *workspace,
unsigned int *changed_h, unsigned int *changed_w,
int *rowdata
#ifdef STANDALONE_SOLVER
, int cluewid
#else
, int dummy
#endif
)
{
int i, j, max;
bool ok;
int max_h, max_w;
assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
max = max(w, h);
memset(matrix, 0, w*h);
if (state) {
for (i=0; i<w*h; i++) {
if (state->common->immutable[i])
matrix[i] = state->grid[i];
}
}
/* For each column, compute how many squares can be deduced
* from just the row-data and initial clues.
* Later, changed_* will hold how many squares were changed
* in every row/column in the previous iteration
* Changed_* is used to choose the next rows / cols to re-examine
*/
for (i=0; i<h; i++) {
int freespace, rowlen;
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
rowlen = state->common->rowlen[w+i];
} else {
rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
}
rowdata[rowlen] = 0;
if (rowlen == 0) {
changed_h[i] = w;
} else {
for (j=0, freespace=w+1; rowdata[j]; j++)
freespace -= rowdata[j] + 1;
for (j=0, changed_h[i]=0; rowdata[j]; j++)
if (rowdata[j] > freespace)
changed_h[i] += rowdata[j] - freespace;
}
for (j = 0; j < w; j++)
if (matrix[i*w+j])
changed_h[i]++;
}
for (i=0,max_h=0; i<h; i++)
if (changed_h[i] > max_h)
max_h = changed_h[i];
for (i=0; i<w; i++) {
int freespace, rowlen;
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowlen = state->common->rowlen[i];
} else {
rowlen = compute_rowdata(rowdata, grid+i, h, w);
}
rowdata[rowlen] = 0;
if (rowlen == 0) {
changed_w[i] = h;
} else {
for (j=0, freespace=h+1; rowdata[j]; j++)
freespace -= rowdata[j] + 1;
for (j=0, changed_w[i]=0; rowdata[j]; j++)
if (rowdata[j] > freespace)
changed_w[i] += rowdata[j] - freespace;
}
for (j = 0; j < h; j++)
if (matrix[j*w+i])
changed_w[i]++;
}
for (i=0,max_w=0; i<w; i++)
if (changed_w[i] > max_w)
max_w = changed_w[i];
/* Solve the puzzle.
* Process rows/columns individually. Deductions involving more than one
* row and/or column at a time are not supported.
* Take care to only process rows/columns which have been changed since they
* were previously processed.
* Also, prioritize rows/columns which have had the most changes since their
* previous processing, as they promise the greatest benefit.
* Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
*/
do {
for (; max_h && max_h >= max_w; max_h--) {
for (i=0; i<h; i++) {
if (changed_h[i] >= max_h) {
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
rowdata[state->common->rowlen[w+i]] = 0;
} else {
rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
}
do_row(workspace, workspace+max, workspace+2*max,
workspace+3*max, workspace+4*max,
workspace+5*max, workspace+6*max,
matrix+i*w, w, 1, rowdata, changed_w
#ifdef STANDALONE_SOLVER
, "row", i+1, cluewid
#endif
);
changed_h[i] = 0;
}
}
for (i=0,max_w=0; i<w; i++)
if (changed_w[i] > max_w)
max_w = changed_w[i];
}
for (; max_w && max_w >= max_h; max_w--) {
for (i=0; i<w; i++) {
if (changed_w[i] >= max_w) {
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowdata[state->common->rowlen[i]] = 0;
} else {
rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
}
do_row(workspace, workspace+max, workspace+2*max,
workspace+3*max, workspace+4*max,
workspace+5*max, workspace+6*max,
matrix+i, h, w, rowdata, changed_h
#ifdef STANDALONE_SOLVER
, "col", i+1, cluewid
#endif
);
changed_w[i] = 0;
}
}
for (i=0,max_h=0; i<h; i++)
if (changed_h[i] > max_h)
max_h = changed_h[i];
}
} while (max_h>0 || max_w>0);
ok = true;
for (i=0; i<h; i++) {
for (j=0; j<w; j++) {
if (matrix[i*w+j] == UNKNOWN)
ok = false;
}
}
return ok;
}
#ifndef STANDALONE_PICTURE_GENERATOR
static unsigned char *generate_soluble(random_state *rs, int w, int h)
{
int i, j, ntries, max;
bool ok;
unsigned char *grid, *matrix, *workspace;
unsigned int *changed_h, *changed_w;
int *rowdata;
max = max(w, h);
grid = snewn(w*h, unsigned char);
/* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
matrix = snewn(w*h, unsigned char);
workspace = snewn(max*7, unsigned char);
changed_h = snewn(max+1, unsigned int);
changed_w = snewn(max+1, unsigned int);
rowdata = snewn(max+1, int);
ntries = 0;
do {
ntries++;
generate(rs, w, h, grid);
/*
* The game is a bit too easy if any row or column is
* completely black or completely white. An exception is
* made for rows/columns that are under 3 squares,
* otherwise nothing will ever be successfully generated.
*/
ok = true;
if (w > 2) {
for (i = 0; i < h; i++) {
int colours = 0;
for (j = 0; j < w; j++)
colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
if (colours != 3)
ok = false;
}
}
if (h > 2) {
for (j = 0; j < w; j++) {
int colours = 0;
for (i = 0; i < h; i++)
colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
if (colours != 3)
ok = false;
}
}
if (!ok)
continue;
ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
changed_h, changed_w, rowdata, 0);
} while (!ok);
sfree(matrix);
sfree(workspace);
sfree(changed_h);
sfree(changed_w);
sfree(rowdata);
return grid;
}
#endif
#ifdef STANDALONE_PICTURE_GENERATOR
unsigned char *picture;
#endif
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
unsigned char *grid;
int i, j, max, rowlen, *rowdata;
char intbuf[80], *desc;
int desclen, descpos;
#ifdef STANDALONE_PICTURE_GENERATOR
game_state *state;
int *index;
#endif
max = max(params->w, params->h);
#ifdef STANDALONE_PICTURE_GENERATOR
/*
* Fixed input picture.
*/
grid = snewn(params->w * params->h, unsigned char);
memcpy(grid, picture, params->w * params->h);
/*
* Now winnow the immutable square set as far as possible.
*/
state = snew(game_state);
state->grid = grid;
state->common = snew(game_state_common);
state->common->rowdata = NULL;
state->common->immutable = snewn(params->w * params->h, bool);
for (i = 0; i < params->w * params->h; i++)
state->common->immutable[i] = true;
index = snewn(params->w * params->h, int);
for (i = 0; i < params->w * params->h; i++)
index[i] = i;
shuffle(index, params->w * params->h, sizeof(*index), rs);
{
unsigned char *matrix = snewn(params->w*params->h, unsigned char);
unsigned char *workspace = snewn(max*7, unsigned char);
unsigned int *changed_h = snewn(max+1, unsigned int);
unsigned int *changed_w = snewn(max+1, unsigned int);
int *rowdata = snewn(max+1, int);
for (i = 0; i < params->w * params->h; i++) {
state->common->immutable[index[i]] = false;
if (!solve_puzzle(state, grid, params->w, params->h,
matrix, workspace, changed_h, changed_w,
rowdata, 0))
state->common->immutable[index[i]] = true;
}
sfree(workspace);
sfree(changed_h);
sfree(changed_w);
sfree(rowdata);
sfree(matrix);
}
#else
grid = generate_soluble(rs, params->w, params->h);
#endif
rowdata = snewn(max, int);
/*
* Save the solved game in aux.
*/
if (aux) {
char *ai = snewn(params->w * params->h + 2, char);
/*
* String format is exactly the same as a solve move, so we
* can just dupstr this in solve_game().
*/
ai[0] = 'S';
for (i = 0; i < params->w * params->h; i++)
ai[i+1] = grid[i] ? '1' : '0';
ai[params->w * params->h + 1] = '\0';
*aux = ai;
}
/*
* Seed is a slash-separated list of row contents; each row
* contents section is a dot-separated list of integers. Row
* contents are listed in the order (columns left to right,
* then rows top to bottom).
*
* Simplest way to handle memory allocation is to make two
* passes, first computing the seed size and then writing it
* out.
*/
desclen = 0;
for (i = 0; i < params->w + params->h; i++) {
if (i < params->w)
rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
else
rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
params->w, 1);
if (rowlen > 0) {
for (j = 0; j < rowlen; j++) {
desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
}
} else {
desclen++;
}
}
desc = snewn(desclen, char);
descpos = 0;
for (i = 0; i < params->w + params->h; i++) {
if (i < params->w)
rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
else
rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
params->w, 1);
if (rowlen > 0) {
for (j = 0; j < rowlen; j++) {
int len = sprintf(desc+descpos, "%d", rowdata[j]);
if (j+1 < rowlen)
desc[descpos + len] = '.';
else
desc[descpos + len] = '/';
descpos += len+1;
}
} else {
desc[descpos++] = '/';
}
}
assert(descpos == desclen);
assert(desc[desclen-1] == '/');
desc[desclen-1] = '\0';
#ifdef STANDALONE_PICTURE_GENERATOR
for (i = 0; i < params->w * params->h; i++)
if (state->common->immutable[i])
break;
if (i < params->w * params->h) {
/*
* At least one immutable square, so we need a suffix.
*/
int run;
desc = sresize(desc, desclen + params->w * params->h + 3, char);
desc[descpos-1] = ',';
run = 0;
for (i = 0; i < params->w * params->h; i++) {
if (!state->common->immutable[i]) {
run++;
if (run == 25) {
desc[descpos++] = 'z';
run = 0;
}
} else {
desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
run = 0;
}
}
if (run > 0)
desc[descpos++] = run + 'a';
desc[descpos] = '\0';
}
sfree(state->common->immutable);
sfree(state->common);
sfree(state);
#endif
sfree(rowdata);
sfree(grid);
return desc;
}
static const char *validate_desc(const game_params *params, const char *desc)
{
int i, n, rowspace;
const char *p;
for (i = 0; i < params->w + params->h; i++) {
if (i < params->w)
rowspace = params->h + 1;
else
rowspace = params->w + 1;