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/***************************************************************************
* __________ __ ___.
* 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.
*
****************************************************************************/
/*****************************************************************************
Mine Sweeper by dionoea
use arrow keys to move cursor
use ON or F2 to clear a tile
use PLAY or F1 to put a flag on a tile
use F3 to see how many mines are left (supposing all your flags are correct)
*****************************************************************************/
#include "plugin.h"
#include "button.h"
#include "lcd.h"
#ifdef HAVE_LCD_BITMAP
//what the minesweeper() function can return
#define MINESWEEPER_QUIT 2
#define MINESWEEPER_LOSE 1
#define MINESWEEPER_WIN 0
/* 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 how numbers are displayed (that way we don't have to */
/* worry about fonts) */
static unsigned char num[9][8] = {
/*reading the sprites:
on screen f123
4567
890a
bcde
in binary b84f
c951
d062
ea73
*/
/* 0 */
{0x00, /* ........ */
0x00, /* ........ */
0x00, /* ........ */
0x00, /* ........ */
0x00, /* ........ */
0x00, /* ........ */
0x00, /* ........ */
0x00},/* ........ */
/* 1 */
{0x00, /* ........ */
0x00, /* ........ */
0x00, /* ...OO... */
0x44, /* ....O... */
0x7c, /* ....O... */
0x40, /* ....O... */
0x00, /* ...OOO.. */
0x00},/* ........ */
/* 2 */
{0x00, /* ........ */
0x00, /* ........ */
0x48, /* ...OO... */
0x64, /* ..O..O.. */
0x54, /* ....O... */
0x48, /* ...O.... */
0x00, /* ..OOOO.. */
0x00},/* ........ */
/* 3 */
{0x00, /* ........ */
0x00, /* ........ */
0x44, /* ..OOO... */
0x54, /* .....O.. */
0x54, /* ...OO... */
0x28, /* .....O.. */
0x00, /* ..OOO... */
0x00},/* ........ */
/* 4 */
{0x00, /* ........ */
0x00, /* ........ */
0x1c, /* ..O..... */
0x10, /* ..O..... */
0x70, /* ..OOOO.. */
0x10, /* ....O... */
0x00, /* ....O... */
0x00},/* ........ */
/* 5 */
{0x00, /* ........ */
0x00, /* ........ */
0x5c, /* ..OOOO.. */
0x54, /* ..O..... */
0x54, /* ..OOO... */
0x24, /* .....O.. */
0x00, /* ..OOO... */
0x00},/* ........ */
/* 6 */
{0x00, /* ........ */
0x00, /* ........ */
0x38, /* ...OOO.. */
0x54, /* ..O..... */
0x54, /* ..OOO... */
0x24, /* ..O..O.. */
0x00, /* ...OO... */
0x00},/* ........ */
/* 7 */
{0x00, /* ........ */
0x00, /* ........ */
0x44, /* ..OOOO.. */
0x24, /* .....O.. */
0x14, /* ....O... */
0x0c, /* ...O.... */
0x00, /* ..O..... */
0x00},/* ........ */
/* 8 */
{0x00, /* ........ */
0x00, /* ........ */
0x28, /* ...OO... */
0x54, /* ..O..O.. */
0x54, /* ...OO... */
0x28, /* ..O..O.. */
0x00, /* ...OO... */
0x00},/* ........ */
};
/* the tile struct
if there is a mine, mine is true
if tile is known by player, known is true
if tile has a flag, flag is true
neighbors is the total number of mines arround tile
*/
typedef struct tile {
unsigned char mine : 1;
unsigned char known : 1;
unsigned char flag : 1;
unsigned char neighbors : 4;
} tile;
/* the height and width of the field */
/* could be variable if malloc worked in the API :) */
const int height = LCD_HEIGHT/8;
const int width = LCD_WIDTH/8;
/* the minefield */
tile minefield[LCD_HEIGHT/8][LCD_WIDTH/8];
/* total number of mines on the game */
int mine_num = 0;
/* discovers the tile when player clears one of them */
/* a chain reaction (of discovery) occurs if tile has no mines */
/* as neighbors */
void discover(int, int);
void discover(int x, int y){
if(x<0) return;
if(y<0) return;
if(x>width-1) return;
if(y>height-1) return;
if(minefield[y][x].known) return;
minefield[y][x].known = 1;
if(minefield[y][x].neighbors == 0){
discover(x-1,y-1);
discover(x,y-1);
discover(x+1,y-1);
discover(x+1,y);
discover(x+1,y+1);
discover(x,y+1);
discover(x-1,y+1);
discover(x-1,y);
}
return;
}
/* init not mine related elements of the mine field */
void minesweeper_init(void){
int i,j;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
minefield[i][j].known = 0;
minefield[i][j].flag = 0;
}
}
}
/* put mines on the mine field */
/* there is p% chance that a tile is a mine */
/* if the tile has coordinates (x,y), then it can't be a mine */
void minesweeper_putmines(int p, int x, int y){
int i,j;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(rb->rand()%100<p && !(y==i && x==j)){
minefield[i][j].mine = 1;
mine_num++;
} else {
minefield[i][j].mine = 0;
}
minefield[i][j].neighbors = 0;
}
}
/* we need to compute the neighbor element for each tile */
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(i>0){
if(j>0)
minefield[i][j].neighbors += minefield[i-1][j-1].mine;
minefield[i][j].neighbors += minefield[i-1][j].mine;
if(j<width-1)
minefield[i][j].neighbors += minefield[i-1][j+1].mine;
}
if(j>0)
minefield[i][j].neighbors += minefield[i][j-1].mine;
if(j<width-1)
minefield[i][j].neighbors += minefield[i][j+1].mine;
if(i<height-1){
if(j>0)
minefield[i][j].neighbors += minefield[i+1][j-1].mine;
minefield[i][j].neighbors += minefield[i+1][j].mine;
if(j<width-1)
minefield[i][j].neighbors += minefield[i+1][j+1].mine;
}
}
}
}
/* the big and ugly function that is the game */
int minesweeper(void)
{
int i,j;
/* the cursor coordinates */
int x=0,y=0;
/* number of tiles left on the game */
int tiles_left=width*height;
/* percentage of mines on minefield used durring generation */
int p=16;
/* a usefull string for snprintf */
char str[30];
/* welcome screen where player can chose mine percentage */
i = 0;
while(true){
rb->lcd_clear_display();
rb->lcd_putsxy(1,1,"Mine Sweeper");
rb->snprintf(str, 20, "%d%% mines", p);
rb->lcd_putsxy(1,19,str);
rb->lcd_putsxy(1,28,"down / up");
rb->lcd_putsxy(1,44,"ON to start");
rb->lcd_update();
switch(rb->button_get(true)){
case BUTTON_DOWN:
case BUTTON_LEFT:
p = (p + 98)%100;
break;
case BUTTON_UP:
case BUTTON_RIGHT:
p = (p + 2)%100;
break;
case BUTTON_ON:/* start playing */
i = 1;
break;
case BUTTON_OFF:/* quit program */
return MINESWEEPER_QUIT;
}
if(i==1)
break;
}
/********************
* init *
********************/
minesweeper_init();
/**********************
* play *
**********************/
while(true){
//clear the screen buffer
rb->lcd_clear_display();
//display the mine field
for(i=0;i<height;i++){
for(j=0;j<width;j++){
rb->lcd_drawrect(j*8,i*8,8,8);
if(minefield[i][j].known){
if(minefield[i][j].mine){
rb->lcd_putsxy(j*8+1,i*8+1,"b");
} else if(minefield[i][j].neighbors){
rb->lcd_bitmap(num[minefield[i][j].neighbors],j*8,i*8,8,8,false);
}
} else if(minefield[i][j].flag) {
rb->lcd_drawline(j*8+2,i*8+2,j*8+5,i*8+5);
rb->lcd_drawline(j*8+2,i*8+5,j*8+5,i*8+2);
} else {
rb->lcd_fillrect(j*8+2,i*8+2,4,4);
}
}
}
/* display the cursor */
rb->lcd_invertrect(x*8,y*8,8,8);
/* update the screen */
rb->lcd_update();
switch(rb->button_get(true)){
/* quit minesweeper (you really shouldn't use this button ...) */
case BUTTON_OFF:
return MINESWEEPER_QUIT;
/* move cursor left */
case BUTTON_LEFT:
x = (x + width - 1)%width;
break;
/* move cursor right */
case BUTTON_RIGHT:
x = (x + 1)%width;
break;
/* move cursor down */
case BUTTON_DOWN:
y = (y + 1)%height;
break;
/* move cursor up */
case BUTTON_UP:
y = (y + height - 1)%height;
break;
/* discover a tile (and it's neighbors if .neighbors == 0) */
case BUTTON_ON:
case BUTTON_F2:
if(minefield[y][x].flag) break;
/* we put the mines on the first "click" so that you don't */
/* lose on the first "click" */
if(tiles_left == width*height) minesweeper_putmines(p,x,y);
discover(x,y);
if(minefield[y][x].mine){
return MINESWEEPER_LOSE;
}
tiles_left = 0;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(minefield[i][j].known == 0) tiles_left++;
}
}
if(tiles_left == mine_num){
return MINESWEEPER_WIN;
}
break;
/* toggle flag under cursor */
case BUTTON_PLAY:
case BUTTON_F1:
minefield[y][x].flag = (minefield[y][x].flag + 1)%2;
break;
/* show how many mines you think you have found and how many */
/* there really are on the game */
case BUTTON_F3:
tiles_left = 0;
for(i=0;i<height;i++){
for(j=0;j<width;j++){
if(minefield[i][j].flag) tiles_left++;
}
}
rb->splash(HZ*2, true, "You found %d mines out of %d", tiles_left, mine_num);
break;
}
}
}
/* plugin entry point */
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 */
switch(minesweeper()){
case MINESWEEPER_WIN:
rb->splash(HZ*2, true, "You Win :)");
break;
case MINESWEEPER_LOSE:
rb->splash(HZ*2, true, "You Lost :(");
break;
default:
break;
}
return PLUGIN_OK;
}
#endif
|