diff g23m/condat/ms/src/bmi/Mmigame.c @ 0:509db1a7b7b8

initial import: leo2moko-r1
author Space Falcon <falcon@ivan.Harhan.ORG>
date Mon, 01 Jun 2015 03:24:05 +0000
parents
children
line wrap: on
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/g23m/condat/ms/src/bmi/Mmigame.c	Mon Jun 01 03:24:05 2015 +0000
@@ -0,0 +1,1901 @@
+/*******************************************************************************
+
+					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
+