FreeCalypso > hg > fc-magnetite
view src/aci2/bmi/mmiGame.c @ 662:8cd8fd15a095
SIM speed enhancement re-enabled and made configurable
TI's original code supported SIM speed enhancement, but Openmoko had it
disabled, and OM's disabling of speed enhancement somehow caused certain
SIM cards to start working which didn't work before (OM's bug #666).
Because our FC community is much smaller in year 2020 than OM's community
was in their day, we are not able to find one of those #666-affected SIMs,
thus the real issue they had encountered remains elusive. Thus our
solution is to re-enable SIM speed enhancement and simply wait for if
and when someone runs into a #666-affected SIM once again. We provide
a SIM_allow_speed_enhancement global variable that allows SIM speed
enhancement to be enabled or disabled per session, and an /etc/SIM_spenh
file in FFS that allows it to enabled or disabled on a non-volatile
basis. SIM speed enhancement is now enabled by default.
author | Mychaela Falconia <falcon@freecalypso.org> |
---|---|
date | Sun, 24 May 2020 05:02:28 +0000 |
parents | 3c2acfa1a72f |
children |
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/******************************************************************************* CONDAT (UK) ******************************************************************************** This software product is the property of Condat (UK) Ltd and may not be disclosed to any third party without the express permission of the owner. ******************************************************************************** $Project name: Basic MMI $Project code: BMI (6349) $Module: Game $File: Mmigame.c $Revision: 1.0 $Author: Condat(UK) $Date: 03/07/01 ******************************************************************************** Description Aug 16, 2004 REF: CRR 24323 Deepa M.D Bug:Clenup of sprintf used for tracing Fix:Replace the char buf[]; sprintf (buf, "...", ...); TRACE_EVENT (buf); statements by TRACE_EVENT_PX This provides the main game (four in a row) functionality ********************************************************************************/ /******************************************************************************* Include files *******************************************************************************/ #define ENTITY_MFW /* includes */ #include <string.h> #include <stdio.h> #include <stdlib.h> #if defined (NEW_FRAME) #include "typedefs.h" #include "vsi.h" #include "pei.h" #include "custom.h" #include "gsm.h" #else #include "STDDEFS.H" #include "custom.h" #include "gsm.h" #include "vsi.h" #endif #include "mfw_sys.h" #include "cus_aci.h" #include "mfw_mfw.h" #include "mfw_win.h" #include "mfw_kbd.h" /* SPR#1428 - SH - New Editor changes */ #ifndef NEW_EDITOR #include "mfw_edt.h" #endif #include "mfw_lng.h" #include "mfw_tim.h" #include "mfw_icn.h" #include "mfw_mnu.h" #include "mfw_phb.h" #include "mfw_cm.h" #include "mfw_sim.h" #include "mfw_nm.h" #include "mfw_sat.h" #include "mfw_ss.h" /*for convert*/ #include "mfw_phb.h" #include "ksd.h" #include "psa.h" #include "mfw_sms.h" #include "mfw_cphs.h" #include "mfw_sat.h" #include "Mfw_band.h" #include "mfw_ffs.h" #include "Mmigame.h" #include "dspl.h" #include "MmiMmi.h" #include "MmiDialogs.h" #include "MmiLists.h" #include "MmiBand.h" #include "MmiCPHS.h" /* SPR#1428 - SH - New Editor changes */ #ifdef NEW_EDITOR #include "ATBCommon.h" #include "ATBDisplay.h" #include "ATBEditor.h" #include "AUIEditor.h" #else #include "MmiEditor.h" #endif #include"MmiBookShared.h" #include "font_bitmaps.h" #include "mmiColours.h" #include "MmiResources.h" #include "Mmigame.h" //GW 14/09/01 Disable game when not required. #ifdef MMIGAME void dspl_show_bitmap(int x,int y,t_font_bitmap* current_bitmap,U32 attr ); /******************************************************************************* internal data *******************************************************************************/ #define FOUR_IN_A_ROW_INIT 121 #define MAX_X_BOARD 11 #define MAX_Y_BOARD 8 /* * The information related to every window must be encapsulated in such an structure */ typedef struct { T_MMI_CONTROL mmi_control; // common control parameter T_MFW_HND win; T_MFW_HND kbd; T_MFW_HND menu; T_MFW_HND parent_win; T_MFW_HND info_win; char board_array[MAX_Y_BOARD][MAX_X_BOARD]; //the virtual board } T_four_in_a_row; typedef struct { /* administrative data */ T_MMI_CONTROL mmi_control; T_MFW_HND win; T_MFW_HND parent_win; /* SPR#1428 - SH - New editor data */ #ifdef NEW_EDITOR T_AUI_EDITOR_DATA editor_data; #else /* NEW_EDITOR */ T_EDITOR_DATA editor_data; #endif /* NEW_EDITOR */ /* internal data */ char buffer[80]; UBYTE status; } tShowInfo; /* * These are common functions xxx_create and xxx_destroy */ T_MFW_HND four_in_a_row_create(MfwHnd parent); void four_in_a_row_destroy (T_MFW_HND); /* * This dialog function (the same name as the window) * is used to handle the comunication between different windows. The global macro SEND_EVENT can be used with parameter win * and the corresponding events to send from one mmi dialog to another. */ void four_in_a_row (T_MFW_HND win, USHORT event, SHORT value, void * parameter); /* * These are common optional functions handler */ int four_in_a_row_kbd_cb (MfwEvt e, MfwKbd *k); int four_in_a_row_win_cb (MfwEvt e, MfwWin *w); int Game_Result; /* * This an optional function, used often to call, create and init a new dialog, with different parameters depending * on the context */ T_MFW_HND four_in_a_row_start (T_MFW_HND win_parent,char *character); int four_in_a_row_aktivate(MfwMnu* m, MfwMnuItem* i); int check_column(T_four_in_a_row *data, int where_from); void drop_stone(T_four_in_a_row *data); int mobile_thinking(T_four_in_a_row *data); int check_line(T_four_in_a_row *data, int x_value, int drop_position, int dx, int dy, BOOL where_from); void check_for_winner(T_four_in_a_row *data, int check_out_position); int random_scoring(void); // RAVI T_MFW_HND Game_Info(T_MFW_HND parent_window); static T_MFW_HND ShowGame_Information(MfwHnd parent_window); static void ShowGame_DialogCB(T_MFW_HND win, USHORT e, SHORT identifier, void *parameter); void ShowGameInfoEditor(T_MFW_HND win); static void ShowInfoCB( T_MFW_HND win, USHORT Identifier,UBYTE reason); void showGameInfo_destroy(MfwHnd own_window); const char * info = "Welcome to Connect 4!"; const char * playAgain = "Play Again?"; //internal datas int column; //this is the current position of white player cursor int x_runer; //goes through the horizontal lines int y_runer; //goes through the vertical lines char winner; //describes the winner 0->nobody 'B'->black(mobile) 'W'->white(human player) int column_black; //this is the current position of black player cursor int request_stone; //helps to decide between black or white (for strategical things) static T_MFW_HND info_window=0; #ifndef BMP_FORMAT_BW_UNPACKED #define BMP_FORMAT_BW_UNPACKED 1 #endif t_font_bitmap plWin1 ={ 0, BMP_FORMAT_BW_UNPACKED, 21, 24, 0, (char*)player_win1}; t_font_bitmap plWin2 ={ 0, BMP_FORMAT_BW_UNPACKED, 21, 24, 0, (char*)player_win2}; t_font_bitmap plLost1 ={ 0, BMP_FORMAT_BW_UNPACKED, 21, 24, 0, (char*)player_lost1}; t_font_bitmap plLost2 ={ 0, BMP_FORMAT_BW_UNPACKED, 21, 24, 0, (char*)player_lost2}; t_font_bitmap draw1 ={ 0, BMP_FORMAT_BW_UNPACKED, 21, 24, 0, (char*)board_full1}; t_font_bitmap draw2 ={ 0, BMP_FORMAT_BW_UNPACKED, 21, 24, 0, (char*)board_full2}; t_font_bitmap gameName1 ={ 0, BMP_FORMAT_BW_UNPACKED, 18, 24, 0, (char*)game_name1}; t_font_bitmap gameName2 ={ 0, BMP_FORMAT_BW_UNPACKED, 24, 24, 0, (char*)game_name2}; #ifdef COLOURDISPLAY char colBmp[256*4]; t_font_bitmap allCol ={ 0, BMP_FORMAT_256_COLOUR, 32, 32, 0, colBmp }; t_font_bitmap stone_colour ={ 0, BMP_FORMAT_BW_UNPACKED, 8, 8, 0, (char*)black_stone_bw}; t_font_bitmap gameCursor = { 0, BMP_FORMAT_BW_UNPACKED, 8, 8, 0, (char*)game_cursor}; #else #ifdef LSCREEN t_font_bitmap blackStone_bw ={ 0, BMP_FORMAT_BW_UNPACKED, 8, 8, 0, (char*)black_stone_bw}; t_font_bitmap whiteStone_bw ={ 0, BMP_FORMAT_BW_UNPACKED, 8, 8, 0, (char*)white_stone_bw}; t_font_bitmap gameCursor = { 0, BMP_FORMAT_BW_UNPACKED, 8, 8, 0, (char*)game_cursor}; #else t_font_bitmap blackStone_bw ={ 0, BMP_FORMAT_BW_UNPACKED, 4, 4, 0, (char*)black_stone_bw}; t_font_bitmap whiteStone_bw ={ 0, BMP_FORMAT_BW_UNPACKED, 4, 4, 0, (char*)white_stone_bw}; t_font_bitmap gameCursor = { 0, BMP_FORMAT_BW_UNPACKED, 6, 6, 0, (char*)game_cursor}; #endif #endif t_font_bitmap *blackStone, *whiteStone; /******************************************************************************* $Function: four_in_a_row_create $Description: $Returns: $Arguments: *******************************************************************************/ T_MFW_HND four_in_a_row_create (T_MFW_HND parent_window) { T_MFW_WIN * win; /* * This window is dynamic, for that reason the associated data are allocated in the mfw heap */ T_four_in_a_row * data = (T_four_in_a_row *)ALLOC_MEMORY (sizeof (T_four_in_a_row)); TRACE_FUNCTION ("four_in_a_row_create()"); /* * Create window handler */ data->win = win_create (parent_window, 0, E_WIN_VISIBLE, (T_MFW_CB)four_in_a_row_win_cb); if (data->win EQ 0) return 0; /* * These assignments are necessary to attach the data to the window, and to handle the mmi event communication. */ data->mmi_control.dialog = (T_DIALOG_FUNC)four_in_a_row; data->mmi_control.data = data; data->parent_win = parent_window; win = ((T_MFW_HDR *)data->win)->data; win->user = (void *) data; /* * Create any other handler */ data->kbd = kbd_create (data->win,KEY_ALL,(T_MFW_CB)four_in_a_row_kbd_cb); column=0; //set start value for game cursor winner ='0'; //game starts, so set winner to nobody /*clear the board*/ for (y_runer=0;y_runer<MAX_Y_BOARD;y_runer++){ for(x_runer=0;x_runer<MAX_X_BOARD;x_runer++){ data->board_array[y_runer][x_runer] ='0'; } } winShow(data->win); return data->win; } /******************************************************************************* $Function: four_in_a_rowr_destroy $Description: $Returns: $Arguments: *******************************************************************************/ void four_in_a_row_destroy (T_MFW_HND own_window) { T_MFW_WIN * win; T_four_in_a_row * data; TRACE_EVENT("four_in_a_row_destroy"); if (own_window) { win = ((T_MFW_HDR *)own_window)->data; data = (T_four_in_a_row *)win->user; if (data) { /* * Exit Keyboard Handler */ /* * Delete WIN Handler */ win_delete (data->win); } /* * In this case the data attached to window must be also deleted. */ FREE_MEMORY ((void *)data, sizeof (T_four_in_a_row)); column=0; //set the current column back to 0 } } /******************************************************************************* $Function: four_in_a_row_start $Description: This function just creates and inits the new dialog $Returns: $Arguments: *******************************************************************************/ T_MFW_HND four_in_a_row_start (T_MFW_HND win_parent,char *character) { T_MFW_HND win; /* MmiTetrisStart(); return; */ win = four_in_a_row_create (win_parent); TRACE_EVENT("four_in_a_row_start"); if (win NEQ NULL) { SEND_EVENT(win,FOUR_IN_A_ROW_INIT,0,character); } return win; } /******************************************************************************* $Function: four_in_a_row $Description: $Returns: $Arguments: *******************************************************************************/ void four_in_a_row (T_MFW_HND win, USHORT event, SHORT value, void * parameter) { T_MFW_WIN * win_data = ((T_MFW_HDR *) win)->data; T_four_in_a_row * data = (T_four_in_a_row *)win_data->user; TRACE_FUNCTION ("four_in_a_row()"); /* * In this case the communication is very simple (only one intern event) */ switch (event) { case FOUR_IN_A_ROW_INIT: softKeys_displayId(TxtSearchName,TxtNull,0,COLOUR_IDLE); winShow(data->win); break; default: return; } } /******************************************************************************* $Function: four_in_a_row_win_cb $Description: win calback function of four in a row $Returns: $Arguments: *******************************************************************************/ int four_in_a_row_win_cb (MfwEvt e, MfwWin *w) { // T_DISPLAY_DATA display_info; // RAVI T_four_in_a_row * data = (T_four_in_a_row *)w->user; int xOfs,yOfs, xScale, yScale; int manOfsX,manOfsY; int xPos,yPos; int y_axis; //goes through the vertical lines int x_axis; //goes through the horizontal lines // int x,y,i,b; // RAVI int displayPosX, temp; TRACE_FUNCTION ("four_in_a_row_win_cb()"); switch (e) { case MfwWinVisible: #ifdef COLOURDISPLAY whiteStone = &stone_colour; blackStone = &stone_colour; #else whiteStone = &blackStone_bw; blackStone = &whiteStone_bw; #endif #ifdef LSCREEN manOfsX = GAME_POS_X + 3; manOfsY = GAME_POS_Y + 3; #else manOfsX = GAME_POS_X + 1; manOfsY = GAME_POS_Y + 1; #endif xOfs = GAME_POS_X; yOfs = GAME_POS_Y; xScale = GAME_SCALE_X; yScale = GAME_SCALE_Y; //dspl_ClearAll(); //Clears to white, not BGD! TRACE_EVENT("display clear"); resources_setColour( COLOUR_GAME ); dspl_Clear( 0,0, SCREEN_SIZE_X,SCREEN_SIZE_Y); #ifdef LSCREEN softKeys_displayId(TxtHelp,TxtExit,0,COLOUR_LIST_SUBMENU); #endif resources_setColour( COLOUR_GAME ); dspl_Clear( xOfs, yOfs, xOfs+MAX_X_BOARD*xScale, yOfs+MAX_Y_BOARD*yScale ); //Clears to white, not BGD! //dspl_BitBlt(column*xScale+xOfs+1,yOfs-yScale,8,8,0,(void*)game_cursor,0); //place the cursor bitmap dspl_show_bitmap(column*xScale+xOfs+1,yOfs-yScale, &gameCursor, 0 ); for (y_axis=0;y_axis<=MAX_Y_BOARD;y_axis++) { dspl_DrawLine( xOfs, yOfs+y_axis*yScale, xOfs+MAX_X_BOARD*xScale, yOfs+y_axis*yScale); } for(x_axis=0;x_axis<=MAX_X_BOARD;x_axis++) { dspl_DrawLine( xOfs+x_axis*xScale, yOfs, xOfs+x_axis*xScale, yOfs+MAX_Y_BOARD*yScale); } //go through the board-array and check for W or B and set the stones for (y_axis=0;y_axis<MAX_Y_BOARD;y_axis++) { for(x_axis=0;x_axis<MAX_X_BOARD;x_axis++) { xPos = manOfsX+x_axis*xScale; yPos = manOfsY+y_axis*yScale; if(data->board_array[y_axis][x_axis] EQ 'W'){ //found white //set white_stone bitmap dspl_SetFgdColour( COL_R ); dspl_show_bitmap(xPos,yPos, whiteStone, 0 ); } if(data->board_array[y_axis][x_axis] EQ 'B'){ //found black //set black_stone bitmap dspl_SetFgdColour( COL_G ); //0x00404040 dspl_show_bitmap(xPos,yPos, blackStone, 0 ); } } } dspl_SetFgdColour( COL_RB ); dspl_SetBgdColour( COL_RG ); dspl_show_bitmap(GAME_NAMEPOSX1, GAME_NAMEPOSY1, &gameName1, 0 ); displayPosX = (SCREEN_SIZE_X/2); temp = strlen((char*)playAgain); //this if-clause is to set the bitmap, for win or lost game if(winner EQ 'W'){ //human player wins, so set win bitmap #ifdef LSCREEN dspl_SetFgdColour( COL_BLK ); dspl_SetBgdColour( COL_TRANSPARENT ); Game_Result = TRUE; softKeys_displayId(TxtYes,TxtNo,0,COLOUR_LIST_SUBMENU); dspl_TextOut((displayPosX-((temp*CHAR_WIDTH)/2)),170,DSPL_TXTATTR_NORMAL,(char*)playAgain); #endif dspl_SetFgdColour( COL_RB ); dspl_SetBgdColour( COL_GB ); dspl_show_bitmap(GAME_WINPOSX1, GAME_WINPOSY1, &plWin1, 0 ); dspl_show_bitmap(GAME_WINPOSX2, GAME_WINPOSY2, &plWin2, 0 ); } else if(winner EQ 'B'){ //human player lost, so set lost bitmap #ifdef LSCREEN dspl_SetFgdColour( COL_BLK ); dspl_SetBgdColour( COL_TRANSPARENT ); Game_Result = TRUE; softKeys_displayId(TxtYes,TxtNo,0,COLOUR_LIST_SUBMENU); dspl_TextOut((displayPosX-((temp*CHAR_WIDTH)/2)),170,DSPL_TXTATTR_NORMAL,(char*)playAgain); #endif dspl_SetFgdColour( COL_RB ); dspl_SetBgdColour( COL_GB ); dspl_show_bitmap(GAME_WINPOSX1, GAME_WINPOSY1, &plLost1, 0 ); dspl_show_bitmap(GAME_WINPOSX2, GAME_WINPOSY2, &plLost2, 0 ); } else if(winner EQ 'N'){ //board is full, nobody (N) wins #ifdef LSCREEN dspl_SetFgdColour( COL_BLK ); dspl_SetBgdColour( COL_TRANSPARENT ); Game_Result = TRUE; softKeys_displayId(TxtYes,TxtNo,0,COLOUR_LIST_SUBMENU); dspl_TextOut((displayPosX-((temp*CHAR_WIDTH)/2)),170,DSPL_TXTATTR_NORMAL,(char*)playAgain); #endif dspl_SetFgdColour( COL_R ); dspl_SetBgdColour( COL_G ); dspl_show_bitmap(GAME_WINPOSX1, GAME_WINPOSY1, &draw1, 0 ); dspl_show_bitmap(GAME_WINPOSX2, GAME_WINPOSY2, &draw2, 0 ); } else { dspl_SetFgdColour( COL_RB ); dspl_SetBgdColour( COL_RG ); dspl_show_bitmap(GAME_NAMEPOSX1, GAME_NAMEPOSY1, &gameName1, 0 ); dspl_show_bitmap(GAME_NAMEPOSX2, GAME_NAMEPOSY2, &gameName2, 0 ); dspl_show_bitmap(GAME_NAMEPOSX3, GAME_NAMEPOSY3, &gameName2, 0 ); } break; default: return 0; } return 1; } /******************************************************************************* $Function: four_in_a_row_kbd_cb $Description: $Returns: $Arguments: *******************************************************************************/ int four_in_a_row_kbd_cb (MfwEvt e, MfwKbd *k) { T_MFW_HND win = mfw_parent (mfw_header()); T_MFW_WIN * win_data = ((T_MFW_HDR *)win)->data; T_four_in_a_row * data = (T_four_in_a_row *)win_data->user; TRACE_EVENT ("four_in_a_row_kbd_cb()"); switch (k->code) { case KCD_HUP: //quit the game "four in a row" case KCD_RIGHT: //quit the game "four in a row" TRACE_EVENT ("quit four_in_a_row"); dspl_ClearAll(); //clear mobile screen four_in_a_row_destroy (win); //destroy win-handler break; case KCD_MNULEFT: case KCD_1: if(winner EQ '0'){ //while nobody has won.... TRACE_EVENT ("KCD_1"); if(column > 0) { //cursor must be greater than 0 column=column-1; } winShow(data->win); } break; case KCD_MNUSELECT: case KCD_2: if(winner EQ '0'){ //while nobody has won.... TRACE_EVENT ("KCD_2"); drop_stone(data); //drop stone } winShow(data->win); break; case KCD_MNURIGHT: case KCD_3: if(winner EQ '0'){ //while nobody has won.... TRACE_EVENT ("KCD_3"); if(column<MAX_X_BOARD-1 ){ //cursor must be less than 50 column=column+1; } winShow(data->win); } break; case KCD_LEFT: if(Game_Result == TRUE) { Game_Result = FALSE; four_in_a_row_destroy(win); //destroy win-handler four_in_a_row_start(win,0); } else Game_Info(win); break; } return MFW_EVENT_CONSUMED; } /******************************************************************************* $Function: four_in_a_row_aktivate $Description: Starts the game function on user selection $Returns: MFW_EVENT_CONSUMED if event handled, otherwise MFW_EVENT_PASSED $Arguments: menu, menu item *******************************************************************************/ int four_in_a_row_aktivate(MfwMnu* m, MfwMnuItem* i) { T_four_in_a_row * data; T_MFW_HND parent = mfwParent( mfw_header()); TRACE_EVENT("four_in_a_row_aktivate()"); four_in_a_row_start(parent,0); return MFW_EVENT_CONSUMED; } /******************************************************************************* $Function: drop_stone $Description: decide whether a stone can be droped and where it can be droped $Returns: $Arguments: T_four_in_a_row *******************************************************************************/ void drop_stone(T_four_in_a_row *data) { int drop_position; //position (y in current board column) where to drop the stone TRACE_EVENT("drop_stone()"); request_stone=0; //white is on turn drop_position=check_column(data,request_stone); //set the drop position for the white stone in the current white, board column if(drop_position>=0){ //if the current column is not filled up set stone data->board_array[drop_position][column]='W'; //white is first and set a 'W' in the virtual board for a white stone check_for_winner(data,drop_position); //check whether the last move(white) was a win-move... if(winner EQ '0'){ //...if not, then the mobile(black) is on turn drop_position=mobile_thinking(data); //set the drop position for the black stone in the current black, board column data->board_array[drop_position][column_black]='B'; //set a 'B' for in the virtual board for a black stone check_for_winner(data,drop_position); //check whether the last move(black) was a win-move... } } } /******************************************************************************* $Function: check_for_winner $Description: checks the current drop position for a win-position $Returns: $Arguments: T_four_in_a_row *******************************************************************************/ void check_for_winner(T_four_in_a_row *data, int check_out_position) { int check_with_this_color; //set the color to check for int color_regulator; //helps to switch between both colors int check_this_column; //declares the column to check for TRACE_EVENT("check_for_winner()"); color_regulator=0; //at first, use white to check for winner='0'; //at first we don't know who wins, so nobody is set as winner while(color_regulator<2){ //while checking for white(0) and black(1) is not ready.... if(color_regulator EQ 0){ //if color_regulator is 0, the board will be checked for white stones ('W') check_with_this_color='W'; }else{ //if color_regulator is 1, the board will be checked for black stones ('B') check_with_this_color='B'; } if(request_stone EQ 0){ //if the board will be checked for white, use column as the current column check_this_column=column; }else{ //if the board will be checked for black, use column_black as the current column check_this_column=column_black; } /*Begin with the checks, the mobile checks for vertical, horizontal and diagonal possibilities*/ //check row if(data->board_array[check_out_position][check_this_column-3] EQ check_with_this_color && data->board_array[check_out_position][check_this_column-2] EQ check_with_this_color && data->board_array[check_out_position][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_this_column>=3 && check_this_column<=10){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column-2] EQ check_with_this_color && data->board_array[check_out_position][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_this_column>=2 && check_this_column<=9){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column+2] EQ check_with_this_color && data->board_array[check_out_position][check_this_column+3] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_this_column>=0 && check_this_column<=7){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column+2] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_this_column>=1 && check_this_column<=8){ winner=check_with_this_color; //set the current color to check for as the winner break; //check column }else if(data->board_array[check_out_position+1][check_this_column] EQ check_with_this_color && data->board_array[check_out_position+2][check_this_column] EQ check_with_this_color && data->board_array[check_out_position+3][check_this_column] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position<=4){ winner=check_with_this_color; //set the current color to check for as the winner break; //check diagonal }else if(data->board_array[check_out_position+1][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position+2][check_this_column-2] EQ check_with_this_color && data->board_array[check_out_position+3][check_this_column-3] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position<=4 && check_this_column>=3 && check_this_column<=10){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position+1][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position+2][check_this_column+2] EQ check_with_this_color && data->board_array[check_out_position+3][check_this_column+3] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position<=4 && check_this_column>=0 && check_this_column<=7){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position-1][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position-2][check_this_column+2] EQ check_with_this_color && data->board_array[check_out_position-3][check_this_column+3] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position>=3 && check_this_column>=0 && check_this_column<=7){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position-1][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position-2][check_this_column-2] EQ check_with_this_color && data->board_array[check_out_position-3][check_this_column-3] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position>=3 && check_this_column>=3 && check_this_column<=10){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position+1][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position-1][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position-2][check_this_column+2] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position<=6 && check_out_position>=2 && check_this_column>=1 && check_this_column<=8){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position+1][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position+2][check_this_column-2] EQ check_with_this_color && data->board_array[check_out_position-1][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position<=5 && check_out_position>=1 && check_this_column>=2 && check_this_column<=9){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position-1][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position+1][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position+2][check_this_column+2] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position<=5 && check_out_position>=1 && check_this_column>=1 && check_this_column<=8){ winner=check_with_this_color; //set the current color to check for as the winner break; }else if(data->board_array[check_out_position-1][check_this_column-1] EQ check_with_this_color && data->board_array[check_out_position-2][check_this_column-2] EQ check_with_this_color && data->board_array[check_out_position+1][check_this_column+1] EQ check_with_this_color && data->board_array[check_out_position][check_this_column] EQ check_with_this_color && check_out_position>=2 && check_out_position<=6 && check_this_column>=2 && check_this_column<=9){ winner=check_with_this_color; //set the current color to check for as the winner break; }else{ winner='0'; //no win-moves found, so nobody is the winner and the game goes on } color_regulator++; //set the check color one up (to black) } } /******************************************************************************* $Function: check_column $Description: checks for already set stones $Returns: int unused_position $Arguments: T_four_in_a_row *******************************************************************************/ int check_column(T_four_in_a_row *data, int where_from) { int unused_position; //is for a free drop position int column_for_check; //column (vertical board line) to check for if(where_from EQ 0){ //is the current game color(player) 0 then use column column_for_check=column; }else{ //is the current game color(player) 1 then use column_black column_for_check=column_black; } unused_position=-9999; for(y_runer=0;y_runer<MAX_Y_BOARD;y_runer++){ //test all vertical fields whether they are empty('0') or not if(data->board_array[y_runer][column_for_check] EQ '0'){ unused_position=y_runer; //.this field is empty, so it is a unused position } } return unused_position; //return the unused position } /******************************************************************************* $Function: mobile_thinking $Description: mobile moves $Returns: drop position of black stone (drop_me) $Arguments: T_four_in_a_row *******************************************************************************/ int mobile_thinking(T_four_in_a_row *data) { int position_score[11]; //this array takes the scoring values of each column in the game board int drop_position; //drop position for stone int drop_me; //buffer value int scores[4]; //this array keeps the scores for row, column and diagonals int add_random_score; TRACE_EVENT("mobile_thinking()"); request_stone=1; //black is //check for good spots to drop the black stone for(x_runer=0;x_runer<MAX_X_BOARD;x_runer++){ //found the possible drop position column_black=x_runer; //set the x_runer to the current column (column_black) drop_position=check_column(data,request_stone); //check for possible drop positions if(drop_position>=0){ //if there is a possible drop position..... //check the scoring of the current point add_random_score=random_scoring(); data->board_array[drop_position][x_runer]='B'; //set a test black stone scores[0]=check_line(data,x_runer,drop_position,1,0,0); //scores row scores[1]=check_line(data,x_runer,drop_position,1,1,0); //scores diagonal right-up/left-down scores[2]=check_line(data,x_runer,drop_position,1,-1,0); //scores diagonal left-up/right-down scores[3]=check_line(data,x_runer,drop_position,0,1,0); //scores down(column) position_score[x_runer]=scores[0]+scores[1]+scores[2]+scores[3]; //count all scores together to one total score if(drop_position-1 >=0){ //Is it possible to set a future stone here? If Yes go on... data->board_array[drop_position-1][x_runer]='W'; //set a test white stone for a possible next opponent move scores[0]=check_line(data,x_runer,drop_position-1,1,0,1); //scores row scores[1]=check_line(data,x_runer,drop_position-1,1,1,1); //scores diagonal right-up/left-down scores[2]=check_line(data,x_runer,drop_position-1,1,-1,1); //scores diagonal left-up/right-down scores[3]=check_line(data,x_runer,drop_position-1,0,1,1); //scores down(column) position_score[x_runer]=position_score[x_runer]-scores[0]-scores[1]-scores[2]-scores[3]+add_random_score; //substraction of the future score from the normal score data->board_array[drop_position-1][x_runer]='0'; //remove test white stone } data->board_array[drop_position][x_runer]='0'; //remove test black stone }else{ //if there is no possible drop position set the score to -1 position_score[x_runer]=-9999; } } drop_me=-9999; //buffer is set to absolutely minus column_black=-9999; //position of black cursor is left outer side of board for(x_runer=0;x_runer<MAX_X_BOARD;x_runer++){ //goes through the scoring array to find the highest score if(position_score[x_runer]>drop_me){ drop_me=position_score[x_runer]; column_black=x_runer; //set the x_runer to the current column(column_black) drop_position=check_column(data,request_stone); //this is the best drop position for the mobile } } if(column_black EQ -9999){ //if the column is -1, then the game board is filled up and nobody has won TRACE_EVENT("Board Full!!!"); winner='N'; //set winner to nobody (N) } return drop_position; //return the mobile drop position } /******************************************************************************* $Function: check_line $Description: set score points for the mobile, so the mobile knows where to set the next stone $Returns: total_score $Arguments: T_four_in_a_row, x_value, drop_position, dx, dy, where_from *******************************************************************************/ int check_line(T_four_in_a_row *data, int x_value, int y_value, int dx, int dy, BOOL where_from) { int lSc,nSc,oSc,total_score,sx,sy,i,j; int pl_nSc; //no of empty squares that have a man under them (i.e. we/opponent can use next shot) total_score=0; for (i=0;i<4;i++){ sx = x_value-i*dx; sy = y_value-i*dy; lSc=0; nSc=0; pl_nSc=0; oSc=0; for (j=0;j<4;j++){ if ((sx<0) || (sx>MAX_X_BOARD) ||(sy<0) || (sy>MAX_Y_BOARD)){ lSc = -1; }else if (lSc>=0){ if(where_from EQ 0){ if (data->board_array[sy][sx] EQ 'B'){ lSc++; }else if (data->board_array[sy][sx] EQ '0'){ nSc++; if ((sy EQ MAX_Y_BOARD) || (data->board_array[sy+1][sx] NEQ '0')) pl_nSc++; }else if (data->board_array[sy][sx] EQ 'W'){ oSc++; }else //edge of board found lSc=-1; sx = sx+dx; sy = sy+dy; }else{ if (data->board_array[sy][sx] EQ 'W'){ lSc++; }else if (data->board_array[sy][sx] EQ '0'){ nSc++; if ((sy EQ MAX_Y_BOARD) || (data->board_array[sy+1][sx] NEQ '0')) pl_nSc++; }else if (data->board_array[sy][sx] EQ 'B'){ oSc++; }else //edge of board found lSc=-1; sx = sx+dx; sy = sy+dy; } } } if (lSc >= 0){ if (lSc EQ 4){ return(9999);//got 4 in a row. }else if (oSc EQ 3) //and ISc==1 { // 3 opp men - good spot! if(where_from EQ 0){ total_score = total_score + 1000; //this is for the normal, current position score }else{ total_score = -total_score - 1000; //this is for the possible future score, it must be minus, because it will be substracted from normal score } }else if ((lSc EQ 3) && (nSc EQ 1)){ //playing here will form 3 in a row and a blank - good spot if (pl_nSc EQ 0) //can't reach the 4th position total_score = total_score + 75; else total_score = total_score + 125;//better if we can reach 4th position }else if ((oSc EQ 2) && (nSc EQ 1)){ // 2 opp men + 1 blank- good spot! if (pl_nSc EQ 0) //can't reach the 4th position-not too bad total_score = total_score + 50; else total_score = total_score + 200;//can get to both positions - have to block. }else if ((lSc EQ 2) && (nSc EQ 2)){ // 2 in a row and 2 blanks - OK spot if (pl_nSc EQ 0) //can't reach the 3rd or 4th position-not too good total_score = total_score + 20; else if (pl_nSc EQ 1) //can reach one of the 3rd or 4th position - good total_score = total_score + 45; else if (pl_nSc EQ 2) //can reach both 3rd and 4th position - very good total_score = total_score + 95; }else if ((lSc EQ 1) && (nSc EQ 3)){ // 1 in a row and 3 blanks - OK spot, better if we can reach the other 3 points. total_score = total_score + 2*(pl_nSc+1); //pl_nSc=0,1,2 or 3 sc=sc+2,4,6 or 8 } //else //line is neither good nor bad. } else //line is not valid total_score = total_score - 1; } return(total_score); } /******************************************************************************* $Function: check_line $Description: generates a random number to add on the field scores $Returns: random_score_result $Arguments: *******************************************************************************/ int random_scoring(void) { return(rand()%100); } #define MAX_TET_X 11 #define MAX_TET_Y 20 typedef struct { T_MMI_CONTROL mmi_control; // common control parameter T_MFW_HND win; T_MFW_HND hKbd; T_MFW_HND menu; T_MFW_HND parent_win; T_MFW_HND info_tim; int dropTime; int maxDropTime; int timeStep; int xPos; int yPos; int px; int py; int shapeId; char shapeStr[20]; int rotateId; int score; int level; int linesToGo; int resetSpeed; int gameOver; char tetrisScreen[MAX_TET_X][MAX_TET_Y]; } T_TETRIS; static MfwHnd TetrisCreate(MfwHnd hParentWin); static void TetrisExecCb (MfwHnd hWin, USHORT uiE, SHORT iValue, void *pParameter); static int TetrisKbdCb (MfwEvt uiE, MfwKbd *psK); static int tetris_tim_cb(MfwEvt e, MfwTim *t); static int TetrisWinCb (MfwEvt uiE, MfwWin *psWin); #define E_INIT 0x5000 #define E_EXIT 0x5001 void initTetGame(T_TETRIS *data) { int x,y; for (y=0;y<MAX_TET_Y;y++) { for (x=0;x<MAX_TET_X;x++) data->tetrisScreen[x][y]=' '; data->tetrisScreen[0][y]='#'; data->tetrisScreen[MAX_TET_X-1][y]='#'; } for (x=0;x<MAX_TET_X;x++) data->tetrisScreen[x][MAX_TET_Y-1]='#'; } #define MAX_SHAPE 7 void tetris_getShape(int shapeId, int rotate, char* shapeStr) { int j,k; int index; const char* tetShape[4*4*MAX_SHAPE] = { " ", " A ", " B ", " C ", " ", "F ", " G ", "EEEE", " AA ", " BB ", "CCC ", " DD ", "FFF ", "GGG ", " ", " A ", " B ", " ", " DD ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " E ", " AA ", "BB ", " C ", " ", " FF ", " G ", " E ", "AA ", " BB ", " CC ", " DD ", " F ", " G ", " E ", " ", " ", " C ", " DD ", " F ", " GG ", " E ", " ", " ", " ", " ", " ", " ", " ", " A ", " B ", " ", " ", " ", " ", "EEEE", " AA ", " BB ", "CCC ", " DD ", "FFF ", "GGG ", " ", " A ", " B ", " C ", " DD ", " F ", "G ", " ", " ", " ", " ", " ", " ", " ", " E ", " AA ", "BB ", " C ", " ", " F ", "GG ", " E ", "AA ", " BB ", "CC ", " DD ", " F ", " G ", " E ", " ", " ", " C ", " DD ", "FF ", " G ", " E ", " ", " ", " ", " ", " ", " " }; for (k=0;k<4;k++) { index = rotate*4*MAX_SHAPE+k*MAX_SHAPE; for (j=0;j<4;j++) shapeStr[j+k*4] = tetShape[index+shapeId][j]; } } int tetris_getNextShapeId( void ) { static int shapeIndex = 0; shapeIndex = (shapeIndex+1) % MAX_SHAPE; return (shapeIndex); } void tetris_getNextShape(T_TETRIS *data) { data->shapeId = tetris_getNextShapeId( ); data->rotateId = 0; tetris_getShape(data->shapeId, data->rotateId, data->shapeStr); data->px = (MAX_TET_X-2)/2; data->py = 0; } void tetris_getNextLevel(T_TETRIS *data) { initTetGame(data); tetris_getNextShape(data); data->level = data->level+1; data->linesToGo = 5*(data->level+1); data->resetSpeed = 0; data->maxDropTime = (120-data->level*5); } void initTetrisData( T_TETRIS *data ) { data->level = 0; data->score = 0; data->gameOver = 0; tetris_getNextLevel(data); } void dspl_FillRect( int x1, int y1, int sx, int sy) { dspl_DrawFilledBgdRect(x1,y1,x1+sx,y1+sy); } void tetris_drawScreen( int allScreen, T_TETRIS *data) { int x1,y1,x2,y2; int bCol; int xOfs =5; int yOfs=10; int xOfs2=30; int yOfs2=10; int sx,sy; int px,py; // U32 oldfCol=0; // RAVI // U32 oldbCol=0; // RAVI int x = data->px; int y = data->py; // char dbg[80]; // RAVI #ifdef LSCREEN //Calculate size based on the screen properties sx = (SCREEN_SIZE_X-xOfs-xOfs2)/MAX_TET_X; sy = (SCREEN_SIZE_Y-yOfs-yOfs2-Mmi_layout_softkeyHeight())/MAX_TET_Y; #else //Screen is very small - ensure shapes are as large as possible sy = SCREEN_SIZE_Y/MAX_TET_Y; sx = SCREEN_SIZE_X/MAX_TET_X; if (sx >sy+1) sx = sy+1; xOfs = 5; xOfs2 = SCREEN_SIZE_X - (sx*MAX_TET_X+xOfs); yOfs = 0; yOfs2 = SCREEN_SIZE_Y - (sy*MAX_TET_Y+xOfs); #endif //allScreen= 1; resources_setColour(COLOUR_GAME); if (allScreen) { //redraw everything x1 = 0; y1 = 0; x2 = MAX_TET_X; y2 = MAX_TET_Y; } else //just draw+1 box around current man { x1 = x-1; y1 = y-1; x2 = x+5; y2 = y+4; if (x1<1)x1=1; if (y1<0)y1=0; if (x2>MAX_TET_X-1) x2=MAX_TET_X-1; if (y2>MAX_TET_Y-1) y2=MAX_TET_Y-1; } #ifndef COLOURDISPLAY dspl_Clear (xOfs+x1*sx,yOfs+y1*sy,xOfs+x2*sx-1,yOfs+y2*sy-1); #endif for (px = x1;px<x2;px++) { for (py = y1;py<y2;py++) { char boardChr = data->tetrisScreen[px][py]; if ((px >= x ) && (px < x+4) && (py >= y ) && (py < y+4)) { int shapeX,shapeY; shapeX = px-x; shapeY = py-y; if (data->shapeStr[shapeX+shapeY*4] != ' ') boardChr = data->shapeStr[shapeX+shapeY*4]; } #ifdef COLOURDISPLAY switch (boardChr) { case '#': bCol = 0x00FFFFFF; break; case ' ': bCol = 0x00404040; break; case 'A': bCol = 0x000000FF; break; case 'B': bCol = 0x0000FF00; break; case 'C': bCol = 0x00FF0000; break; case 'D': bCol = 0x0000FFFF; break; case 'E': bCol = 0x00FF00FF; break; case 'F': bCol = 0x00FFFF00; break; default: bCol = 0x00FFFFFF; break; } dspl_SetBgdColour(bCol); dspl_FillRect(xOfs+px*sx,yOfs+py*sy,sx,sy); // dspl_SetFgdColour(0x00802040); if (boardChr != ' ') dspl_DrawRect (xOfs+px*sx,yOfs+py*sy,xOfs+px*sx+sx-1,yOfs+py*sy+sy-1); #else if (boardChr != ' ') dspl_DrawRect (xOfs+px*sx,yOfs+py*sy,xOfs+px*sx+sx-1,yOfs+py*sy+sy-1); #endif } } if (data->gameOver) { int oldfCol = dspl_SetFgdColour(0x00FFFF00); dspl_SetBgdColour(0x008000FF); dspl_FillRect(xOfs+sx*3-5,yOfs+sy*3-5, xOfs+sx*3+5+6*4,yOfs+sy*3+5+18); dspl_TextOut(xOfs+sx*3,yOfs+sy*3, 0, "GAME"); dspl_TextOut(xOfs+sx*3,yOfs+sy*3+Mmi_layout_line_height()+4, 0, "OVER"); dspl_SetFgdColour(oldfCol); } resources_restoreColour(); } int tetris_addShapeToScreen(T_TETRIS *data) { int x,y; for (x=0;x<4;x++) for (y=0;y<4;y++) if (data->shapeStr[x+y*4] != ' ') { if (data->tetrisScreen[data->px+x][data->py+y]!= ' ') return(1); else data->tetrisScreen[data->px+x][data->py+y] = data->shapeStr[x+y*4]; } return(0); } int tetris_testForCompleteLines( T_TETRIS *data ) { int nLines=0; int x,y; int blanks; for (y=MAX_TET_Y-2;y>0;y--) { blanks = 0; for (x=1;x<MAX_TET_X-1;x++) { if (data->tetrisScreen[x][y] == ' ') blanks++; if (nLines >0) data->tetrisScreen[x][y+nLines] = data->tetrisScreen[x][y]; } if (blanks==0) nLines++; } return (nLines); } void tetris_testGameOver( T_TETRIS *data ) { int linesComplete; data->gameOver = tetris_addShapeToScreen(data); if (!data->gameOver) { linesComplete = tetris_testForCompleteLines(data); if (linesComplete >0) { data->score = data->score + linesComplete*linesComplete; data->linesToGo = data->linesToGo - linesComplete; if (data->linesToGo <0) tetris_getNextLevel(data); } tetris_getNextShape(data); } } void tetris_destroy (T_MFW_HND own_window) { T_MFW_WIN * win = ((T_MFW_HDR *)own_window)->data; T_TETRIS * data = (T_TETRIS *)win->user; TRACE_EVENT ("tetris_destroy()"); if (own_window == NULL) { TRACE_EVENT ("Error :- Called with NULL Pointer"); return; } if (data) { /* * Exit ICON & KEYBOARD Handle */ kbdDelete (data->hKbd); timDelete(data->info_tim); /* * Delete WIN Handler */ winDelete (data->win); /* * Free Memory */ FREE_MEMORY ((void *)data, sizeof (T_TETRIS)); } } int MmiTetrisStart(void ) { MfwHnd hWin; MfwHnd hParentWin = mfwParent(mfwHeader()); TRACE_FUNCTION ("TetrisStart()"); hWin = TetrisCreate (hParentWin); if (hWin NEQ NULL) { SEND_EVENT (hWin, E_INIT, NULL, NULL); } return 1; } void initTetrisData( T_TETRIS *data ); static MfwHnd TetrisCreate(MfwHnd hParentWin) { T_TETRIS *psData = (T_TETRIS *)ALLOC_MEMORY (sizeof( T_TETRIS)); MfwWin *psWin; MfwWinAttr *win_attr; TRACE_FUNCTION ("TetrisCreate()"); if (psData == NULL) { TRACE_EVENT ("ALLOC_MEMORY() failed"); return NULL; } win_attr = (MfwWinAttr *) ALLOC_MEMORY (sizeof(MfwWinAttr)); if (win_attr) { win_attr->win.px = 0; win_attr->win.py = 0; win_attr->win.sx = SCREEN_SIZE_X; win_attr->win.sy = SCREEN_SIZE_Y; } psData->win = winCreate (hParentWin, win_attr, E_WIN_VISIBLE, (T_MFW_CB)TetrisWinCb); if (psData->win == NULL) { mfwFree((U8*) win_attr, sizeof(MfwWinAttr)); FREE_MEMORY((void *)psData, sizeof (T_TETRIS)); return NULL; } psData->mmi_control.dialog = (T_DIALOG_FUNC)TetrisExecCb; psData->mmi_control.data = psData; psData->timeStep = 150; psData->maxDropTime = 120; psData->dropTime = psData->maxDropTime; psWin = ((MfwHdr *)psData->win)->data; psWin->user = (void *)psData; psData->parent_win = hParentWin; initTetrisData( psData ); return psData->win; } static int TetrisWinCb (MfwEvt uiE, MfwWin *psWin) { T_TETRIS *psData = (T_TETRIS *)psWin->user; TRACE_FUNCTION ("TetrisWinCb()"); switch (uiE) { case MfwWinVisible: dspl_ResetWindow(); dspl_SetBgdColour(0x000000FF); dspl_Clear(0,0,SCREEN_SIZE_X-1,SCREEN_SIZE_Y-1 ); tetris_drawScreen( 1, psData); break; case MfwWinFocussed: case MfwWinDelete: default: return MFW_EVENT_REJECTED; } TRACE_FUNCTION ("TetrisWinCb() - end"); return MFW_EVENT_CONSUMED; } static void TetrisExecCb (MfwHnd hWin, USHORT uiE, SHORT iValue, void *pParameter) { MfwWin *psWin = ((MfwHdr *) hWin)->data; T_TETRIS *psData = (T_TETRIS *)psWin->user; TRACE_FUNCTION ("TetrisExecCb()"); switch (uiE) { case E_INIT: psData->info_tim = timCreate(hWin, psData->timeStep, (MfwCb)tetris_tim_cb); psData->hKbd = kbdCreate(psData->win, KEY_ALL, (MfwCb)TetrisKbdCb); timStart(psData->info_tim); /* */ winShow(hWin); break; case E_EXIT: tetris_destroy(hWin); break; default: return; } return; } static int tetris_checkPos( T_TETRIS *data, int px, int py, char* shape) { int x,y; for (x=0;x<4;x++) for (y=0;y<4;y++) if (shape[x+y*4] != ' ') { if (data->tetrisScreen[px+x][py+y]!= ' ') return(1); } return(0); } static int tetris_moveDown(T_TETRIS *data,int *px, int *py) { int cannotMove; cannotMove = tetris_checkPos(data,*px,*py+1,data->shapeStr); if (cannotMove) return (1); else *py = *py+1; return (0); } static int tetris_moveLeft(T_TETRIS *data, int *px, int *py) { int cannotMove; cannotMove = tetris_checkPos(data,*px-1,*py,data->shapeStr); if (cannotMove) return (1); else *px = *px-1; return (0); } static int tetris_moveRight( T_TETRIS *data, int *px, int *py) { int cannotMove; cannotMove = tetris_checkPos(data,*px+1,*py,data->shapeStr); if (cannotMove) return (1); else *px = *px+1; return (0); } static int tetris_rotateLeft( T_TETRIS *data, int *px, int *py ) { int i; int cannotMove; char tmpShape[20]; tetris_getShape(data->shapeId,(data->rotateId+1)%4,tmpShape); cannotMove = tetris_checkPos(data,*px,*py,tmpShape); if (cannotMove) return (1); for (i=0;i<16;i++) data->shapeStr[i] = tmpShape[i]; data->rotateId = (data->rotateId+1)%4; return (0); } static int tetris_rotateRight( T_TETRIS *data, int *px, int *py ) { int i; int cannotMove; char tmpShape[20]; tetris_getShape(data->shapeId,(data->rotateId+3)%4,tmpShape); cannotMove = tetris_checkPos(data,*px,*py,tmpShape); if (cannotMove) return (1); for (i=0;i<16;i++) data->shapeStr[i] = tmpShape[i]; data->rotateId = (data->rotateId+3)%4; return (0); } #define KEY_TET_MOVELEFT KCD_1 #define KEY_TET_MOVERIGHT KCD_3 #define KEY_TET_ROTATELEFT KCD_4 #define KEY_TET_ROTATERIGHT KCD_6 #define KEY_TET_DROPALL KCD_5 #define KEY_TET_DROP KCD_2 static int TetrisKbdCb (MfwEvt uiE, MfwKbd *psK) { MfwHnd hWin = mfwParent(mfwHeader()); MfwWin *psWin = ((MfwHdr *)hWin)->data; T_TETRIS *psData = (T_TETRIS *)psWin->user; int cannotMove=0; TRACE_FUNCTION ("TetrisKbdCb()"); /***************************Go-lite Optimization changes Start***********************/ // Aug 16, 2004 REF: CRR 24323 Deepa M.D TRACE_EVENT_P1 ("Code : %d",(int)psK->code); /***************************Go-lite Optimization changes Start***********************/ switch(psK->code ) { case KEY_TET_MOVELEFT: case KCD_MNULEFT: tetris_moveLeft(psData,&psData->px,&psData->py); break; case KEY_TET_MOVERIGHT: case KCD_MNURIGHT: tetris_moveRight(psData,&psData->px,&psData->py); break; case KEY_TET_ROTATELEFT: tetris_rotateLeft(psData,&psData->px,&psData->py); break; case KCD_MNUSELECT: case KEY_TET_ROTATERIGHT: tetris_rotateRight(psData,&psData->px,&psData->py); break; case KEY_TET_DROP: cannotMove = tetris_moveDown(psData,&psData->px,&psData->py); if (cannotMove) tetris_testGameOver( psData ); break; case KEY_TET_DROPALL: while(tetris_moveDown(psData,&psData->px,&psData->py) ==0) { //loop until we hit the bottom } cannotMove = 1; tetris_testGameOver( psData ); break; case KCD_RIGHT: SEND_EVENT (hWin, E_EXIT, 0, 0); return MFW_EVENT_CONSUMED; default: return MFW_EVENT_CONSUMED; } tetris_drawScreen(cannotMove, psData); TRACE_FUNCTION ("TetrisKbdCb()-end"); return MFW_EVENT_CONSUMED; } static int tetris_tim_cb(MfwEvt e, MfwTim *t) { T_MFW_HND win = mfw_parent (mfw_header()); T_MFW_WIN * win_data = ((T_MFW_HDR *)win)->data; T_TETRIS * data = (T_TETRIS *)win_data->user; static int nCycles = 0; int cannotMove; char bfr[80]; nCycles = nCycles+ data->timeStep; if (nCycles > 1000) { nCycles = nCycles - 1000; data->maxDropTime = data->maxDropTime-1; } TRACE_EVENT("tetris_tim_cb"); data->dropTime = data->dropTime - data->timeStep; if (data->dropTime < 0) { if (data->maxDropTime > 90) data->dropTime = data->dropTime+75*10; else if (data->maxDropTime > 60) data->dropTime = data->dropTime+(60+(data->maxDropTime-60)/2)*10; else if (data->maxDropTime > 30) data->dropTime = data->dropTime+data->maxDropTime*10; else data->dropTime = data->dropTime+(data->maxDropTime+90)/4*10; if (data->dropTime < data->timeStep) data->dropTime = data->timeStep; else if (data->dropTime < data->timeStep) data->dropTime = data->timeStep; resources_setColour(COLOUR_GAME); sprintf(bfr,"%d ",data->score); dspl_TextOut(SCREEN_SIZE_X-30 ,10, 0, bfr); sprintf(bfr,"%d ",data->linesToGo); dspl_TextOut(SCREEN_SIZE_X-30 ,12+Mmi_layout_line_height(), 0, bfr); resources_restoreColour(); cannotMove = tetris_moveDown(data,&data->px,&data->py); tetris_getNextShapeId( );//To randomize it if (cannotMove) { tetris_testGameOver( data ); } tetris_drawScreen(cannotMove, data); } timStart(data->info_tim); TRACE_EVENT("tetris_tim_cb-end"); return 1; } T_MFW_HND Game_Info(T_MFW_HND parent_window) { T_MFW_HND win = ShowGame_Information(parent_window); TRACE_FUNCTION("ShowVerion()"); if (win NEQ NULL) { SEND_EVENT (win, SHOWGAMEINFO_INIT, 0, 0); } return win; } static T_MFW_HND ShowGame_Information(MfwHnd parent_window) { tShowInfo* data = (tShowInfo*)ALLOC_MEMORY (sizeof (tShowInfo)); T_MFW_WIN* win; if (data EQ NULL) { return NULL; } // Create the window handler data->win = win_create (parent_window, 0, E_WIN_VISIBLE, NULL); if (data->win EQ NULL) { return NULL; } // connect the dialog data to the MFW window data->mmi_control.dialog = (T_DIALOG_FUNC)ShowGame_DialogCB; data->mmi_control.data = data; win = ((T_MFW_HDR *)data->win)->data; win->user = (void *)data; data->parent_win = parent_window; return data->win; } static void ShowGame_DialogCB(T_MFW_HND win, USHORT e, SHORT identifier, void *parameter) { T_MFW_WIN *win_data = ((T_MFW_HDR *) win)->data; tShowInfo* data = (tShowInfo*) win_data->user; /* SPR#1428 - SH - New editor data */ #ifdef NEW_EDITOR // T_AUI_EDITOR_DATA editor_data; // RAVI #else /* NEW_EDITOR */ // T_EDITOR_DATA editor_data; // RAVI #endif /* NEW_EDITOR */ switch (e) { case SHOWGAMEINFO_INIT: { strcat(data->buffer, info); ShowGameInfoEditor(win); /* SPR#1428 - SH - New editor changes */ #ifdef NEW_EDITOR data->editor_data.Callback = (T_AUI_EDIT_CB)ShowInfoCB; AUI_edit_Start(win, &(data->editor_data)); #else /* NEW_EDITOR */ data->editor_data.Callback = (T_EDIT_CB)ShowInfoCB; editor_start(win, &(data->editor_data)); #endif /* NEW_EDITOR */ winShow(data->win); } break; default: { TRACE_EVENT("Show Game Info : Unknown Event"); } break; } } void ShowGameInfoEditor (T_MFW_HND win) { T_MFW_WIN *win_data = ((T_MFW_HDR *) win)->data; tShowInfo* data = (tShowInfo*) win_data->user; /* SPR#1428 - SH - New editor changes */ #ifdef NEW_EDITOR AUI_edit_SetDefault(&data->editor_data); AUI_edit_SetDisplay(&data->editor_data, NULL, COLOUR_EDITOR, EDITOR_FONT); AUI_edit_SetTextStr(&data->editor_data, TxtSoftBack, TxtNull, TxtNull, NULL); AUI_edit_SetEvents(&data->editor_data, 0, TRUE, FOREVER, NULL); AUI_edit_SetBuffer(&data->editor_data, ATB_DCS_ASCII, (UBYTE *)data->buffer, 35); AUI_edit_SetMode(&data->editor_data, ED_MODE_READONLY, ED_CURSOR_NONE); #else /* NEW_EDITOR */ editor_attr_init(&((data->editor_data).editor_attr), NULL, edtCurNone, 0, (char*)data->buffer, 35, COLOUR_EDITOR); editor_data_init(&data->editor_data, NULL, TxtSoftBack, TxtNull, 0, 1, READ_ONLY_MODE, FOREVER); data->editor_data.hide = FALSE; data->editor_data.Identifier = 0; data->editor_data.TextString = NULL; data->editor_data.destroyEditor = TRUE; #endif /* NEW_EDITOR */ } static void ShowInfoCB( T_MFW_HND win, USHORT Identifier,UBYTE reason) { T_MFW_WIN *win_data = ( (T_MFW_HDR *) win )->data; tShowInfo*data = (tShowInfo*) win_data->user; TRACE_FUNCTION("ShowVerionCB()"); switch (reason ) { case INFO_KCD_LEFT: case INFO_KCD_HUP: case INFO_KCD_RIGHT: default: showGameInfo_destroy(data->win); break; } } /******************************************************************************* $Function: showVersion_destroy $Description: Destroys the editor $Returns: $Arguments: *******************************************************************************/ void showGameInfo_destroy(MfwHnd own_window) { T_MFW_WIN * win_data; tShowInfo* data = NULL; if (own_window == NULL) { TRACE_EVENT ("Error : showGameInfo_destroy called with NULL Pointer"); return; } win_data = ((T_MFW_HDR *)own_window)->data; if (win_data != NULL) data = (tShowInfo*)win_data->user; if (data) { TRACE_EVENT ("calc_destroy()"); win_delete (data->win); // Free Memory FREE_MEMORY ((void *)data, sizeof (tShowInfo)); } else { TRACE_EVENT ("calc_destroy() called twice"); } } #endif