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·published 2007-11-15 14:23 UTC
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/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id: pegbox.c,v 1.3 2006/08/09 12:52:04 midgey34 Exp $
 *
 * Copyright (C) 2006 Tom Ross
 *
 * All files in this archive are subject to the GNU General Public License.
 * See the file COPYING in the source tree root for full license agreement.
 *
 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 * KIND, either express or implied.
 *
 ****************************************************************************/
#include "plugin.h"
static struct plugin_api* rb;

PLUGIN_HEADER

/* final game return status */
#define PB_END  3
#define PB_USB  2
#define PB_QUIT 1

#define DATA_FILE   PLUGIN_DIR "/pegbox.data"
#define SAVE_FILE   PLUGIN_DIR "/pegbox.save"

#define ROWS       8   /* Number of rows on each board */
#define COLS       12  /* Number of columns on each board */
#define NUM_LEVELS 15  /* Number of levels */

#define SPACE     0
#define WALL      1
#define TRIANGLE  2
#define CROSS     3
#define SQUARE    4
#define CIRCLE    5
#define HOLE      6
#define PLAYER    7

#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
extern const fb_data pegbox_menu_top[];
extern const fb_data pegbox_menu_items[];
extern const fb_data pegbox_header[];
#endif
extern const fb_data pegbox_pieces[];

#if CONFIG_KEYPAD == RECORDER_PAD
#define PEGBOX_SELECT   BUTTON_ON
#define PEGBOX_QUIT     BUTTON_OFF
#define PEGBOX_SAVE     BUTTON_F2
#define PEGBOX_RESTART  BUTTON_ON
#define PEGBOX_LVL_UP   BUTTON_F1
#define PEGBOX_LVL_DOWN BUTTON_F3
#define PEGBOX_UP       BUTTON_UP
#define PEGBOX_DOWN     BUTTON_DOWN
#define PEGBOX_RIGHT    BUTTON_RIGHT
#define PEGBOX_LEFT     BUTTON_LEFT

#elif CONFIG_KEYPAD == ONDIO_PAD
#define PEGBOX_SELECT   BUTTON_MENU
#define PEGBOX_QUIT     BUTTON_OFF
#define PEGBOX_SAVE     (BUTTON_MENU | BUTTON_UP)
#define PEGBOX_RESTART  (BUTTON_MENU | BUTTON_DOWN)
#define PEGBOX_LVL_UP   (BUTTON_MENU | BUTTON_LEFT)
#define PEGBOX_LVL_DOWN (BUTTON_MENU | BUTTON_RIGHT)
#define PEGBOX_UP       BUTTON_UP
#define PEGBOX_DOWN     BUTTON_DOWN
#define PEGBOX_RIGHT    BUTTON_RIGHT
#define PEGBOX_LEFT     BUTTON_LEFT

#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
    (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define PEGBOX_SELECT   BUTTON_SELECT
#define PEGBOX_QUIT     BUTTON_OFF
#define PEGBOX_SAVE     BUTTON_MODE
#define PEGBOX_RESTART  BUTTON_SELECT
#define PEGBOX_LVL_UP   BUTTON_ON
#define PEGBOX_LVL_DOWN BUTTON_REC
#define PEGBOX_UP       BUTTON_UP
#define PEGBOX_DOWN     BUTTON_DOWN
#define PEGBOX_RIGHT    BUTTON_RIGHT
#define PEGBOX_LEFT     BUTTON_LEFT

#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \
      (CONFIG_KEYPAD == IPOD_4G_PAD)
#define PEGBOX_SELECT   BUTTON_SELECT
#define PEGBOX_QUIT     (BUTTON_SELECT|BUTTON_MENU)
#define PEGBOX_SAVE     (BUTTON_SELECT|BUTTON_PLAY)
#define PEGBOX_RESTART  (BUTTON_SELECT|BUTTON_REPEAT)
#define PEGBOX_LVL_UP   (BUTTON_SELECT|BUTTON_RIGHT)
#define PEGBOX_LVL_DOWN (BUTTON_SELECT|BUTTON_LEFT)
#define PEGBOX_UP       BUTTON_MENU
#define PEGBOX_DOWN     BUTTON_PLAY
#define PEGBOX_RIGHT    BUTTON_RIGHT
#define PEGBOX_LEFT     BUTTON_LEFT

#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
#define PEGBOX_SELECT   BUTTON_SELECT
#define PEGBOX_QUIT     BUTTON_POWER
#define PEGBOX_SAVE     (BUTTON_PLAY | BUTTON_RIGHT)
#define PEGBOX_RESTART  (BUTTON_PLAY | BUTTON_LEFT)
#define PEGBOX_LVL_UP   (BUTTON_PLAY | BUTTON_UP)
#define PEGBOX_LVL_DOWN (BUTTON_PLAY | BUTTON_DOWN)
#define PEGBOX_UP       BUTTON_UP
#define PEGBOX_DOWN     BUTTON_DOWN
#define PEGBOX_RIGHT    BUTTON_RIGHT
#define PEGBOX_LEFT     BUTTON_LEFT

#elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
#define PEGBOX_SELECT   BUTTON_MODE
#define PEGBOX_QUIT     BUTTON_PLAY
#define PEGBOX_SAVE     (BUTTON_EQ|BUTTON_MODE)
#define PEGBOX_RESTART  BUTTON_MODE
#define PEGBOX_LVL_UP   (BUTTON_EQ|BUTTON_UP)
#define PEGBOX_LVL_DOWN (BUTTON_EQ|BUTTON_DOWN)
#define PEGBOX_UP       BUTTON_UP
#define PEGBOX_DOWN     BUTTON_DOWN
#define PEGBOX_RIGHT    BUTTON_RIGHT
#define PEGBOX_LEFT     BUTTON_LEFT

#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define PEGBOX_SELECT   BUTTON_SELECT
#define PEGBOX_QUIT     BUTTON_POWER
#define PEGBOX_SAVE     BUTTON_MENU
#define PEGBOX_RESTART  BUTTON_SELECT
#define PEGBOX_LVL_UP   (BUTTON_A|BUTTON_UP)
#define PEGBOX_LVL_DOWN (BUTTON_A|BUTTON_DOWN)
#define PEGBOX_UP       BUTTON_UP
#define PEGBOX_DOWN     BUTTON_DOWN
#define PEGBOX_RIGHT    BUTTON_RIGHT
#define PEGBOX_LEFT     BUTTON_LEFT
#endif

#if (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
#define TILE_SIZE      24
#define HEADER1_HEIGHT 68
#define HEADER2_HEIGHT 40
#define ITEM_HEIGHT    32
#define ITEM_WIDTH     120
#define LEVEL_TEXT_X   59
#define PEGS_TEXT_X    276
#define TEXT_Y         28
#elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 192)
#define TILE_SIZE      16
#define HEADER1_HEIGHT 80
#define HEADER2_HEIGHT 40
#define ITEM_HEIGHT    32
#define ITEM_WIDTH     120
#define LEVEL_TEXT_X   59
#define PEGS_TEXT_X    196
#define TEXT_Y         28
#elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
#define TILE_SIZE      16
#define HEADER1_HEIGHT 60
#define HEADER2_HEIGHT 40
#define ITEM_HEIGHT    20
#define ITEM_WIDTH     70
#define LEVEL_TEXT_X   49
#define PEGS_TEXT_X    186
#define TEXT_Y         28
#elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
#define TILE_SIZE      12
#define HEADER1_HEIGHT 46
#define HEADER2_HEIGHT 28
#define ITEM_HEIGHT    17
#define ITEM_WIDTH     60
#define LEVEL_TEXT_X   38
#define PEGS_TEXT_X    155
#define TEXT_Y         17
#elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
#define TILE_SIZE      12
#define HEADER1_HEIGHT 42
#define HEADER2_HEIGHT 24
#define ITEM_HEIGHT    17
#define ITEM_WIDTH     60
#define LEVEL_TEXT_X   37
#define PEGS_TEXT_X    140
#define TEXT_Y         13
#elif (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
#define TILE_SIZE      8
#define HEADER1_HEIGHT 34
#define HEADER2_HEIGHT 28
#define ITEM_HEIGHT    17
#define ITEM_WIDTH     60
#define LEVEL_TEXT_X   28
#define PEGS_TEXT_X    119
#define TEXT_Y         15
#else
#define TILE_SIZE      8
#endif

#ifdef HAVE_LCD_COLOR
#define BG_COLOR           LCD_BLACK
#define TEXT_BG            LCD_RGBPACK(189,189,189)
#endif

#define BOARD_X   (LCD_WIDTH-12*TILE_SIZE)/2

#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
#define BOARD_Y   HEADER2_HEIGHT+2
#else
#define BOARD_Y   0
#endif

struct game_context {
    unsigned int level;
    unsigned int highlevel;
    signed int player_row;
    signed int player_col;
    unsigned int num_left;
    bool save_exist;
    unsigned int playboard[ROWS][COLS];
};

char levels[NUM_LEVELS][ROWS][COLS] = {
    /* Level 1 */
    {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
     {1, 0, 0, 0, 7, 0, 0, 5, 0, 0, 0, 1,},
     {1, 0, 0, 0, 0, 3, 3, 2, 0, 0, 0, 1,},
     {1, 0, 0, 0, 4, 6, 0, 5, 0, 0, 0, 1,},
     {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
     {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},

    /* Level 2 */
    {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,},
     {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,},
     {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,},
     {7, 0, 0, 0, 2, 2, 5, 5, 0, 0, 0, 1,},
     {1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,},
     {1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,},
     {1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}},

    /* Level 3 */
    {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {1, 0, 0, 0, 0, 0, 2, 0, 7, 0, 0, 0,},
     {1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 2, 1,},
     {1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},

    /* Level 4 */
    {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {6, 0, 4, 0, 2, 0, 2, 0, 0, 0, 0, 1,},
     {6, 0, 3, 0, 5, 0, 2, 0, 0, 0, 0, 1,},
     {6, 0, 5, 0, 4, 7, 2, 0, 0, 0, 0, 1,},
     {6, 0, 2, 0, 4, 0, 2, 0, 3, 0, 0, 1,},
     {6, 0, 4, 0, 5, 0, 2, 0, 0, 0, 0, 1,},
     {6, 0, 5, 0, 4, 0, 2, 0, 0, 0, 0, 1,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},

    /* Level 5 */
    {{0, 6, 6, 0, 4, 6, 0, 0, 6, 0, 0, 0,},
     {0, 6, 6, 0, 4, 4, 0, 0, 6, 0, 0, 2,},
     {2, 6, 6, 0, 6, 6, 6, 0, 1, 2, 2, 2,},
     {0, 6, 6, 0, 6, 4, 6, 0, 1, 2, 0, 2,},
     {0, 6, 6, 0, 6, 7, 6, 5, 6, 0, 0, 0,},
     {2, 6, 6, 0, 6, 6, 6, 0, 6, 0, 0, 0,},
     {0, 6, 6, 0, 4, 0, 0, 0, 6, 0, 0, 0,},
     {0, 6, 6, 0, 0, 5, 0, 0, 6, 5, 5, 0,}},

    /* Level 6 */
    {{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},
     {2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,},
     {2, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0,},
     {0, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 0,},
     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},
     {0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1,},
     {0, 3, 0, 0, 0, 0, 0, 0, 5, 4, 6, 0,},
     {0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1,}},

    /* Level 7 */
    {{1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1,},
     {1, 1, 1, 6, 0, 0, 4, 6, 0, 1, 1, 1,},
     {1, 1, 1, 1, 0, 1, 5, 1, 0, 1, 1, 1,},
     {1, 1, 1, 2, 3, 3, 7, 4, 2, 6, 1, 1,},
     {1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 1,},
     {1, 1, 1, 1, 0, 0, 5, 0, 0, 1, 0, 1,},
     {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1,},
     {1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1,}},

    /* Level 8 */
    {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {0, 0, 3, 3, 3, 3, 3, 4, 3, 3, 0, 0,},
     {0, 0, 3, 3, 3, 2, 3, 3, 5, 3, 0, 0,},
     {7, 0, 3, 3, 3, 2, 3, 3, 4, 3, 0, 0,},
     {0, 0, 3, 3, 4, 5, 3, 3, 3, 3, 0, 0,},
     {0, 0, 3, 3, 5, 2, 3, 3, 3, 3, 0, 0,},
     {0, 0, 3, 3, 2, 4, 3, 3, 3, 3, 0, 0,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},

    /* Level 9 */
    {{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,},
     {0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,},
     {0, 0, 0, 0, 2, 4, 4, 3, 0, 1, 1, 0,},
     {0, 1, 0, 0, 2, 1, 0, 0, 0, 1, 1, 1,},
     {0, 0, 0, 2, 2, 7, 1, 0, 0, 0, 0, 2,},
     {0, 0, 0, 0, 2, 1, 0, 0, 1, 1, 1, 1,},
     {0, 3, 1, 0, 2, 5, 5, 0, 0, 0, 3, 0,},
     {0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0,}},

    /* Level 10 */
    {{1, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0,},
     {1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 7,},
     {0, 0, 4, 0, 6, 6, 6, 0, 0, 0, 3, 0,},
     {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,},
     {0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,},
     {0, 0, 0, 0, 6, 6, 6, 0, 3, 0, 0, 0,},
     {1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,},
     {1, 1, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0,}},

    /* Level 11 */
    {{1, 7, 1, 0, 1, 1, 6, 0, 0, 1, 1, 0,},
     {1, 0, 0, 0, 5, 4, 6, 6, 0, 2, 2, 0,},
     {1, 2, 1, 2, 0, 1, 6, 0, 0, 2, 2, 0,},
     {1, 0, 0, 2, 0, 1, 0, 0, 0, 3, 3, 0,},
     {1, 2, 1, 0, 0, 1, 0, 1, 0, 3, 3, 0,},
     {0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0,},
     {0, 3, 4, 3, 0, 1, 0, 1, 0, 0, 0, 0,},
     {0, 0, 0, 0, 2, 2, 2, 1, 1, 1, 1, 1,}},

    /* Level 12 */
    {{7, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,},
     {1, 2, 1, 2, 1, 2, 1, 1, 0, 0, 0, 1,},
     {0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1,},
     {1, 2, 1, 2, 1, 2, 1, 0, 0, 0, 0, 1,},
     {0, 0, 0, 0, 0, 0, 1, 1, 5, 5, 6, 1,},
     {1, 2, 1, 2, 1, 2, 1, 1, 0, 2, 2, 1,},
     {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1,},
     {1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1,}},

    /* Level 13 */
    {{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
     {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,},
     {0, 0, 2, 0, 5, 0, 2, 0, 4, 0, 0, 6,},
     {7, 0, 3, 0, 4, 0, 5, 0, 4, 0, 0, 6,},
     {0, 0, 5, 0, 4, 0, 2, 0, 4, 0, 0, 6,},
     {0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,},
     {0, 0, 3, 0, 3, 0, 2, 0, 4, 0, 0, 6,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},

    /* Level 14 */
    {{1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1,},
     {1, 1, 0, 2, 0, 0, 4, 0, 0, 2, 0, 1,},
     {1, 6, 0, 0, 5, 1, 0, 1, 1, 0, 0, 1,},
     {1, 1, 1, 0, 0, 3, 5, 3, 0, 0, 1, 1,},
     {1, 1, 0, 0, 1, 1, 0, 1, 5, 0, 0, 6,},
     {1, 1, 0, 2, 0, 0, 4, 0, 0, 0, 7, 1,},
     {1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1,},
     {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},

    /* Level 15 */
    {{0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
     {0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
     {0, 3, 4, 6, 0, 6, 0, 6, 0, 6, 0, 2,},
     {0, 4, 0, 6, 0, 6, 4, 6, 0, 6, 0, 1,},
     {0, 3, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
     {7, 0, 0, 6, 4, 6, 0, 6, 0, 6, 0, 1,},
     {0, 0, 4, 6, 0, 6, 0, 6, 4, 6, 0, 1,},
     {0, 0, 4, 6, 0, 6, 0, 6, 0, 6, 0, 1,}}
};

/*****************************************************************************
* draw_board() draws the game's current level.
******************************************************************************/
static void draw_board(struct game_context* pb) {
    unsigned int r, c, type;
    pb->num_left = 0;
#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
    char str[5];

    rb->lcd_clear_display();
    rb->lcd_bitmap(pegbox_header,0,0,LCD_WIDTH, HEADER2_HEIGHT);
    rb->lcd_drawrect((LCD_WIDTH-12*TILE_SIZE)/2-2,HEADER2_HEIGHT,
                     12*TILE_SIZE+4,8*TILE_SIZE+4);

#ifdef HAVE_LCD_COLOR
    rb->lcd_set_foreground(LCD_WHITE);
    rb->lcd_fillrect((LCD_WIDTH-12*TILE_SIZE)/2-1,HEADER2_HEIGHT+1,
                     12*TILE_SIZE+2,8*TILE_SIZE+2);
    rb->lcd_set_foreground(LCD_BLACK);
    rb->lcd_set_background(TEXT_BG);
#endif

#else
    rb->lcd_clear_display();
#endif

    for (r=0 ; r < ROWS ; r++) {
        for (c = 0 ; c < COLS ; c++) {

            type = pb->playboard[r][c];

            switch(type) {
                case SPACE:
                    break;

                default:
                    rb->lcd_bitmap_part(pegbox_pieces, 0, (type-1)*TILE_SIZE, 
                                        TILE_SIZE, c * TILE_SIZE + BOARD_X, 
                                        r * TILE_SIZE + BOARD_Y, TILE_SIZE, 
                                        TILE_SIZE);
                    break;
            }

            if(pb->playboard[r][c] == PLAYER) {
                pb->player_row=r;
                pb->player_col=c;
            }
            else if (type != WALL && type != SPACE && type != HOLE)
                pb->num_left++;
        }
    }
#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
    rb->snprintf(str, 3, "%d", pb->level);
    rb->lcd_putsxy(LEVEL_TEXT_X, TEXT_Y, str);
    rb->snprintf(str, 3, "%d", pb->num_left);
    rb->lcd_putsxy(PEGS_TEXT_X, TEXT_Y, str);
#endif

#ifdef HAVE_LCD_COLOR
    rb->lcd_set_background(BG_COLOR);
    rb->lcd_set_foreground(LCD_WHITE);
#endif
    /* print out the screen */
    rb->lcd_update();
}

/*****************************************************************************
* load_level() loads the player's current level from the array and sets the
* player's position.
******************************************************************************/
static void load_level(struct game_context* pb) {
    int r, c;

    for(r = 0; r < ROWS; r++)
        for(c = 0; c < COLS; c++)
            pb->playboard[r][c] = levels[pb->level-1][r][c];
}

/*****************************************************************************
* new_piece() creates a new piece at a specified location. The player
* navigates through the pieces and selects one.
******************************************************************************/
static void new_piece(struct game_context* pb, unsigned int x_loc, 
                          unsigned int y_loc) {
    int button;
    bool exit = false;

    pb->playboard[x_loc][y_loc] = TRIANGLE;

    while (!exit) {
        draw_board(pb);
        button = rb->button_get(true);
        switch(button){
            case PEGBOX_LEFT:
            case (PEGBOX_LEFT|BUTTON_REPEAT):
            case PEGBOX_DOWN:
            case (PEGBOX_DOWN|BUTTON_REPEAT):
                if (pb->playboard[x_loc][y_loc] < 5)
                    pb->playboard[x_loc][y_loc]++;
                else
                    pb->playboard[x_loc][y_loc] = TRIANGLE;
                break;
            case PEGBOX_RIGHT:
            case (PEGBOX_RIGHT|BUTTON_REPEAT):
            case PEGBOX_UP:
            case (PEGBOX_UP|BUTTON_REPEAT):
                if (pb->playboard[x_loc][y_loc] > 2)
                    pb->playboard[x_loc][y_loc]--;
                else
                    pb->playboard[x_loc][y_loc] = CIRCLE;
                break;
            case PEGBOX_SELECT:
                exit = true;
                break;
        }
    }
}

/*****************************************************************************
* move_player() moves the player and pieces and updates the board accordingly.
******************************************************************************/
static void move_player(struct game_context* pb, signed int x_dir, 
                            signed int y_dir) {
    unsigned int type1, type2;
    signed int r,c;
    
    r = pb->player_row+y_dir;
    c = pb->player_col+x_dir;
    
    type1 = pb->playboard[r][c];
    type2 = pb->playboard[r+y_dir][c+x_dir];

    if (r == ROWS || c == COLS || r < 0 || c < 0 || type1 == WALL)
        return;
    else if(type1 != SPACE) {
        if (type2 == WALL || r+y_dir == ROWS || c+x_dir == COLS || 
            r+y_dir < 0 || c+x_dir < 0)
            return;
    }


    pb->playboard[pb->player_row][pb->player_col] = SPACE;
    pb->player_row += y_dir;
    pb->player_col += x_dir;

    if (type1 == HOLE) {
        draw_board(pb);
        rb->splash(HZ*2, true, "You fell down a hole!");
        load_level(pb);
    }
    else if (type1 == SPACE)
        pb->playboard[r][c] = PLAYER;
    else {
        pb->playboard[r][c] = PLAYER;
        if(type1 == type2) {
            if (type1 == TRIANGLE)
                pb->playboard[r+y_dir][c+x_dir] = WALL;
            else if (type1 == CROSS) {
                pb->playboard[r][c] = SPACE;
                new_piece(pb, r+y_dir, c+x_dir);
                pb->playboard[r][c] = PLAYER;
            }
            else
                pb->playboard[r+y_dir][c+x_dir] = SPACE;
        }
        else if (type2 == SPACE)
            pb->playboard[r+y_dir][c+x_dir] = type1;
        else if (type2 == HOLE) {
            if (type1 == SQUARE)
                pb->playboard[r+y_dir][c+x_dir] = SPACE;
        }
        else {
            rb->splash(HZ*2, true, "Illegal Move!");
            load_level(pb);
        }
    }

    draw_board(pb);
}

/*****************************************************************************
* pegbox_loadgame() loads the saved game and returns load success.
******************************************************************************/
static bool pegbox_loadgame(struct game_context* pb) {
    signed int fd;
    bool loaded = false;

    /* open game file */
    fd = rb->open(SAVE_FILE, O_RDONLY);
    if(fd < 0) return loaded;

    /* read in saved game */
    while(true) {
        if(rb->read(fd, &pb->level, sizeof(pb->level)) <= 0) break;
        if(rb->read(fd, &pb->playboard, sizeof(pb->playboard)) <= 0) break;
        loaded = true;
        break;
    }

    rb->close(fd);
    return loaded;
}

/*****************************************************************************
* pegbox_savegame() saves the current game state.
******************************************************************************/
static void pegbox_savegame(struct game_context* pb) {
    unsigned int fd;

    /* write out the game state to the save file */
    fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
    rb->write(fd, &pb->level, sizeof(pb->level));
    rb->write(fd, &pb->playboard, sizeof(pb->playboard));
    rb->close(fd);
}

/*****************************************************************************
* pegbox_loaddata() loads the level and highlevel and returns load success.
******************************************************************************/
static void pegbox_loaddata(struct game_context* pb) {
    signed int fd;

    /* open game file */
    fd = rb->open(DATA_FILE, O_RDONLY);
    if(fd < 0) {
        pb->level = 1;
        pb->highlevel = 1;
        return;
    }

    /* read in saved game */
    while(true) {
        if(rb->read(fd, &pb->level, sizeof(pb->level)) <= 0) break;
        if(rb->read(fd, &pb->highlevel, sizeof(pb->highlevel)) <= 0) break;
        break;
    }

    rb->close(fd);
    return;
}

/*****************************************************************************
* pegbox_savedata() saves the level and highlevel.
******************************************************************************/
static void pegbox_savedata(struct game_context* pb) {
    unsigned int fd;

    /* write out the game state to the save file */
    fd = rb->open(DATA_FILE, O_WRONLY|O_CREAT);
    rb->write(fd, &pb->level, sizeof(pb->level));
    rb->write(fd, &pb->highlevel, sizeof(pb->highlevel));
    rb->close(fd);
}

/*****************************************************************************
* pegbox_callback() is the default event handler callback which is called
*     on usb connect and shutdown.
******************************************************************************/
static void pegbox_callback(void* param) {
    struct game_context* pb = (struct game_context*) param;
    rb->splash(HZ, true, "Saving data...");
    pegbox_savedata(pb);
}

/*****************************************************************************
* pegbox_help() is the help menu.
******************************************************************************/
static void pegbox_help(void) {
    rb->lcd_clear_display();
#if LCD_WIDTH <= 160
    unsigned int page = 1, total_page = 1;
#if LCD_HEIGHT > 64
    unsigned int w, h;
#endif
#endif
    while(true) {
        
#if (LCD_WIDTH >= 220) && (HAVE_LCD_COLOR)
        rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
        rb->lcd_puts(0, 0, "How to Play");
        rb->lcd_puts(0, 9, "Controls");
        rb->lcd_set_foreground(LCD_WHITE);
        rb->lcd_puts(0, 1, "To beat each level, you must destroy");
        rb->lcd_puts(0, 2, "all of the pegs. If two like pegs");
        rb->lcd_puts(0, 3, "are pushed into each other they");
        rb->lcd_puts(0, 4, "disappear, except for triangles");
        rb->lcd_puts(0, 5, "which form a solid block and crosses");
        rb->lcd_puts(0, 6, "which allow you to choose a");
        rb->lcd_puts(0, 7, "replacement block.");
#elif (LCD_WIDTH >= 176) && (HAVE_LCD_COLOR)
        rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
        rb->lcd_puts(0, 0, "How to Play");
        rb->lcd_puts(0, 10, "Controls");
        rb->lcd_set_foreground(LCD_WHITE);
        rb->lcd_puts(0, 1, "To beat each level, you must");
        rb->lcd_puts(0, 2, "destroy all of the pegs. If");
        rb->lcd_puts(0, 3, "two like pegs are pushed into");
        rb->lcd_puts(0, 4, "each other they disappear,");
        rb->lcd_puts(0, 5, "except for triangles which");
        rb->lcd_puts(0, 6, "form a solid block and");
        rb->lcd_puts(0, 7, "crosses which allow you to");
        rb->lcd_puts(0, 8, "choose a replacement block.");
#elif (LCD_WIDTH >= 160)
        total_page = 2;
        if(page == 1) {
#ifdef HAVE_LCD_COLOR
            rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
            rb->lcd_puts(0, 0, "How to Play");
            rb->lcd_set_foreground(LCD_WHITE);
#else
            rb->lcd_puts(0, 0, "How to Play");
#endif
            rb->lcd_puts(0, 2, "To beat each level, you");
            rb->lcd_puts(0, 3, "must destroy all of the");
            rb->lcd_puts(0, 4, "pegs. If two like pegs are");
            rb->lcd_puts(0, 5, "pushed into each other,");
            rb->lcd_puts(0, 6, "they disappear, except for");
            rb->lcd_puts(0, 7, "triangles which form a");
            rb->lcd_puts(0, 8, "solid block and crosses");
            rb->lcd_puts(0, 9, "which allow you to choose");
            rb->lcd_puts(0, 10, "a replacement block.");
            rb->lcd_getstringsize("Controls ->", &w, &h);
            rb->lcd_putsxy(LCD_WIDTH-w, LCD_HEIGHT-h, "Controls ->");
        }
#elif (LCD_WIDTH >= 138)
        total_page = 2;
        if(page == 1) {
            rb->lcd_puts(0, 0, "How to Play");
            rb->lcd_puts(0, 2, "To beat each level, you");
            rb->lcd_puts(0, 3, "must destroy all of the");
            rb->lcd_puts(0, 4, "pegs. If two like pegs");
            rb->lcd_puts(0, 5, "are pushed into each");
            rb->lcd_puts(0, 6, "other, they disappear,");
            rb->lcd_puts(0, 7, "except for triangles ");
            rb->lcd_puts(0, 8, "which form a solid ");
            rb->lcd_puts(0, 9, "block and crosses which ");
            rb->lcd_puts(0, 10, "allow you to choose a ");
            rb->lcd_puts(0, 11, "replacement block.");
            rb->lcd_getstringsize("Controls ->", &w, &h);
            rb->lcd_putsxy(LCD_WIDTH-w, LCD_HEIGHT-h, "Controls ->");
        }
#else
        total_page = 3;
        if(page == 1) {
            rb->lcd_puts(0, 0, "How to Play");
            rb->lcd_puts(0, 1, "To beat each level,");
            rb->lcd_puts(0, 2, "you must destroy");
            rb->lcd_puts(0, 3, "all of the pegs. If");
            rb->lcd_puts(0, 4, "two like pegs are");
            rb->lcd_puts(0, 5, "pushed into each");
            rb->lcd_puts(0, 6, "other, they");
            rb->lcd_puts(0, 7, "Continue ->");

        }
        else if (page ==2) {  
            rb->lcd_puts(0, 0, "How to Play (cont.)");
            rb->lcd_puts(0, 1, "disappear, except");
            rb->lcd_puts(0, 2, "for triangles which");
            rb->lcd_puts(0, 3, "form a solidblock");
            rb->lcd_puts(0, 4, "and crosses which");
            rb->lcd_puts(0, 5, "allow you to");
            rb->lcd_puts(0, 6, "choose a new block.");
            rb->lcd_puts(0, 7, "<-Rules|Controls->");
        }
#endif
        
#if CONFIG_KEYPAD == RECORDER_PAD
        if (page == 3) { 
            rb->lcd_puts(0, 0, "Controls");
            rb->lcd_puts(0, 1, "ON: restart level");
            rb->lcd_puts(0, 2, "F1: up a level");
            rb->lcd_puts(0, 3, "F2: save game");
            rb->lcd_puts(0, 4, "F3: down a level");
            rb->lcd_puts(0, 5, "OFF: exit");
            rb->lcd_puts(0, 7, "<- How to Play");
        }
#elif CONFIG_KEYPAD == ONDIO_PAD
        if (page == 3) { 
            rb->lcd_puts(0, 0, "Controls");
            rb->lcd_puts(0, 1, "M+RIGHT: level up");
            rb->lcd_puts(0, 2, "M+LEFT: level down");
            rb->lcd_puts(0, 3, "M+UP: save game");
            rb->lcd_puts(0, 4, "M+DOWN: restart");
            rb->lcd_puts(0, 5, "OFF: exit");
            rb->lcd_puts(0, 7, "<- How to Play");
        }
#elif CONFIG_KEYPAD == IRIVER_H100_PAD
        if (page == 3) { 
            rb->lcd_puts(0, 0, "Controls");             
            rb->lcd_puts(0, 2, "NAVI to restart level");
            rb->lcd_puts(0, 3, "PLAY to go up a level");
            rb->lcd_puts(0, 4, "REC to go down a level");
            rb->lcd_puts(0, 5, "AB to save your game");
            rb->lcd_puts(0, 6, "OFF to quit");
            rb->lcd_getstringsize("<- How to Play", &w, &h);
            rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
        }
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
        rb->lcd_puts(0, 10, "NAVI to restart each level");
        rb->lcd_puts(0, 11, "PLAY to go up a level");
        rb->lcd_puts(0, 12, "REC to go down a level");
        rb->lcd_puts(0, 13, "ARROWS to move");
        rb->lcd_puts(0, 14, "AB to save your game");
        rb->lcd_puts(0, 15, "OFF to return to menu");
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
#if LCD_WIDTH >= 220
        rb->lcd_puts(0, 10, "LONG CENTER: restart level");
        rb->lcd_puts(0, 11, "CENTER+RIGHT: go up a level");
        rb->lcd_puts(0, 12, "CENTER+LEFT: go down a level");
        rb->lcd_puts(0, 13, "CENTER+PLAY: save your game");
        rb->lcd_puts(0, 14, "CENTER+MENU: quit");
#elif LCD_WIDTH >= 176
        rb->lcd_puts(0, 11, "LONG CENTER: restart level");
        rb->lcd_puts(0, 12, "CENTER+RIGHT: go up a level");
        rb->lcd_puts(0, 13, "CENTER+LEFT: go down a level");
        rb->lcd_puts(0, 14, "CENTER+PLAY: save your game");
        rb->lcd_puts(0, 15, "CENTER+MENU: quit");
#else
        if (page == 2) { 
            rb->lcd_puts(0, 0, "Controls"); 
            rb->lcd_puts(0, 2, "CENTER: restart level");
            rb->lcd_puts(0, 3, "C+RIGHT: go up a level");
            rb->lcd_puts(0, 4, "C+LEFT: go down a level");
            rb->lcd_puts(0, 5, "C+PLAY: save your game");
            rb->lcd_puts(0, 6, "C+MENU: quit");
            rb->lcd_getstringsize("<- How to Play", &w, &h);
            rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
        }
#endif
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD
        if (page == 2) { 
            rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
            rb->lcd_puts(0, 0, "Controls");
            rb->lcd_set_foreground(LCD_WHITE);
            rb->lcd_puts(0, 1, "PLAY: start");
            rb->lcd_puts(0, 2, "PLAY+UP: go up a level");
            rb->lcd_puts(0, 3, "PLAY+DOWN: go down a level");
            rb->lcd_puts(0, 4, "PLAY+LEFT: restart level");
            rb->lcd_puts(0, 5, "PLAY+RIGHT: save your game");
            rb->lcd_puts(0, 6, "OFF: quit");
            rb->lcd_getstringsize("<- How to Play", &w, &h);
            rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
        }
#elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
        if (page == 2) { 
            rb->lcd_puts(0, 0, "Controls");
            rb->lcd_puts(0, 2, "MODE to restart level");
            rb->lcd_puts(0, 3, "EQ+UP to go up a level");
            rb->lcd_puts(0, 4, "EQ+DOWN to go down a level");
            rb->lcd_puts(0, 5, "EQ+MODE to save");
            rb->lcd_puts(0, 6, "PLAY to quit");
            rb->lcd_getstringsize("<- How to Play", &w, &h);
            rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
        }
#elif CONFIG_KEYPAD == GIGABEAT_PAD
        rb->lcd_puts(0, 10, "SELECT to restart level");
        rb->lcd_puts(0, 11, "A+UP to go up a level");
        rb->lcd_puts(0, 12, "A+DOWN to go down a level");
        rb->lcd_puts(0, 13, "D-PAD to move");
        rb->lcd_puts(0, 14, "MENU to save");
        rb->lcd_puts(0, 15, "POWER to quit");
#endif
        rb->lcd_update();

        switch(rb->button_get(true)) {
            
#if LCD_WIDTH <= 160
            case PEGBOX_RIGHT:
                if (page < total_page)
                    page++;
                else
                    page = 1;
                rb->lcd_clear_display();
                break;
            
            case PEGBOX_LEFT:
                if (page > 1)
                    page--;
                else
                    page = total_page;
                rb->lcd_clear_display();
                break;
#endif
            
            
            case PEGBOX_SELECT:
            case PEGBOX_QUIT:
                return;

            default:
                break;
        }
    }
}

/*****************************************************************************
* pegbox_menu() is the initial menu at the start of the game.
******************************************************************************/
static unsigned int pegbox_menu(struct game_context* pb) {
    int button;
    char str[30];
    unsigned int startlevel = 1, loc = 0;
    bool breakout = false, can_resume = false;
    
    if (pb->num_left > 0 || pb->save_exist)
        can_resume = true;
        
    while(!breakout){
#if LCD_HEIGHT > 64
        rb->lcd_clear_display();
        rb->lcd_bitmap(pegbox_menu_top,0,0,LCD_WIDTH, HEADER1_HEIGHT);

         /* menu bitmaps */
        if (loc == 0) {
            rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT, ITEM_WIDTH, 
                                (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT, 
                                ITEM_WIDTH, ITEM_HEIGHT);
        }
        else {
            rb->lcd_bitmap_part(pegbox_menu_items, 0, 0, ITEM_WIDTH, 
                                (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT, 
                                ITEM_WIDTH, ITEM_HEIGHT);
        }
        if (can_resume) {
            if (loc == 1) {
                rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*3, 
                                    ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, 
                                    HEADER1_HEIGHT+ITEM_HEIGHT, ITEM_WIDTH, 
                                    ITEM_HEIGHT);
            }
            else {
                rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*2, 
                                    ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2, 
                                    HEADER1_HEIGHT+ITEM_HEIGHT, ITEM_WIDTH, 
                                    ITEM_HEIGHT);
            }
        } 
        else {
            rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*4, ITEM_WIDTH, 
                                (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT, 
                                ITEM_WIDTH, ITEM_HEIGHT);
        }

        if (loc==2) {
            rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*6, ITEM_WIDTH, 
                                (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*2, 
                                ITEM_WIDTH, ITEM_HEIGHT);
        }
        else {
            rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*5, ITEM_WIDTH, 
                                (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*2, 
                                ITEM_WIDTH, ITEM_HEIGHT);
        }

        if (loc==3) {
            rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*8, ITEM_WIDTH, 
                                (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*3, 
                                ITEM_WIDTH, ITEM_HEIGHT);
        }
        else {
            rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*7, ITEM_WIDTH, 
                                (LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*3, 
                                ITEM_WIDTH, ITEM_HEIGHT);
        }
#else
        unsigned int w,h;
        rb->lcd_clear_display();
        rb->lcd_getstringsize("PegBox", &w, &h);
        rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, "PegBox");
        rb->lcd_putsxy((LCD_WIDTH)/4, 16, "New Game");
        rb->lcd_putsxy((LCD_WIDTH)/4, 24, "Resume");
        rb->lcd_putsxy((LCD_WIDTH)/4, 32, "Help");
        rb->lcd_putsxy((LCD_WIDTH)/4, 40, "Quit");
        
        if(!can_resume)
            rb->lcd_drawline((LCD_WIDTH)/4, 28, (LCD_WIDTH)/4+30, 28);
        
        rb->lcd_putsxy((LCD_WIDTH)/4-8, loc*8+16, "*");
        
        
#endif
        rb->snprintf(str, 28, "Start on level %d of %d", startlevel, pb->highlevel);
#if LCD_HEIGHT > 110
        rb->lcd_putsxy(0, HEADER1_HEIGHT+4*ITEM_HEIGHT+8, str);
#elif LCD_WIDTH > 112
        rb->lcd_putsxy(0, LCD_HEIGHT - 8, str);
#else
        rb->lcd_puts_scroll(0, 7, str);
#endif
        rb->lcd_update();
        
        /* handle menu button presses */
        button = rb->button_get(true);

        switch(button) {
            case PEGBOX_SELECT: /* start playing */
                if (loc == 0) {
                    breakout = true;
                    pb->level = startlevel;
                    load_level(pb);
                }
                else if (loc == 1 && can_resume) {
                    if(pb->save_exist)
                        rb->remove(SAVE_FILE);
                    breakout = true;
                } 
                else if (loc == 2)
                    pegbox_help();
                else if (loc == 3)
                    return PB_QUIT;
                break;

            case PEGBOX_QUIT:  /* quit program */
                return PB_QUIT;
                
            case (PEGBOX_UP|BUTTON_REPEAT):
            case PEGBOX_UP:
                if (loc <= 0)
                    loc = 3;
                else
                    loc--;
                if (!can_resume && loc == 1) {
                    loc = 0;
                }
                break;


            case (PEGBOX_DOWN|BUTTON_REPEAT):
            case PEGBOX_DOWN:
                if (loc >= 3)
                    loc = 0;
                else
                    loc++;
                if (!can_resume && loc == 1) {
                    loc = 2;
                }
                break;

            case (PEGBOX_RIGHT|BUTTON_REPEAT):
            case PEGBOX_RIGHT:     /* increase starting level */
                if(startlevel >= pb->highlevel) {
                    startlevel = 1;
                } else {
                    startlevel++;
                }
                break;

            case (PEGBOX_LEFT|BUTTON_REPEAT):
            case PEGBOX_LEFT:   /* decrease starting level */
                if(startlevel <= 1) {
                    startlevel = pb->highlevel;
                } else {
                    startlevel--;
                }
                break;

            default:
                if(rb->default_event_handler_ex(button, pegbox_callback,
                   (void*) pb) == SYS_USB_CONNECTED)
                    return PB_USB;
                break;
        }

    }
    draw_board(pb);

    return(0);
}

/*****************************************************************************
* pegbox() is the main game subroutine, it returns the final game status.
******************************************************************************/
static int pegbox(struct game_context* pb) {
    int temp_var;
  
    /********************
    *       menu        *
    ********************/
    temp_var = pegbox_menu(pb);
    if (temp_var == PB_QUIT || temp_var == PB_USB)
        return temp_var;

    while (true) {
        temp_var = rb->button_get(true);
        switch(temp_var){
            case PEGBOX_LEFT:             /* move cursor left */
            case (PEGBOX_LEFT|BUTTON_REPEAT):
                move_player(pb, -1, 0);
                break;

            case PEGBOX_RIGHT:            /* move cursor right */
            case (PEGBOX_RIGHT|BUTTON_REPEAT):
                move_player(pb, 1, 0);
                break;

            case PEGBOX_DOWN:             /* move cursor down */
            case (PEGBOX_DOWN|BUTTON_REPEAT):
                move_player(pb, 0, 1);
                break;

            case PEGBOX_UP:               /* move cursor up */
            case (PEGBOX_UP|BUTTON_REPEAT):
                move_player(pb, 0, -1);
                break;

            case PEGBOX_SAVE:           /* save and end game */
                rb->splash(HZ, true, "Saving game...");
                pegbox_savegame(pb);
                /* fall through to PEGBOX_QUIT */

            case PEGBOX_QUIT:
                return PB_END;

            case PEGBOX_RESTART:
                load_level(pb);
                draw_board(pb);
                break;

            case PEGBOX_LVL_UP:
                if(pb->level < pb->highlevel) {
                    pb->level++;
                    load_level(pb);
                    draw_board(pb);
                }
                break;

            case PEGBOX_LVL_DOWN:
                if(pb->level > 1) {
                    pb->level--;
                    load_level(pb);
                    draw_board(pb);
                }
                break;
        }

        if(pb->num_left == 0) {
            rb->splash(HZ*2, true, "Nice Pegging!");
            if(pb->level == NUM_LEVELS) {
                draw_board(pb);
                rb->splash(HZ*2, true, "You Won!");
                break;
            }
            else {
                pb->level++;
                load_level(pb);
                draw_board(pb);
            }

            if(pb->level > pb->highlevel)
                pb->highlevel = pb->level;

        }
    }

    return PLUGIN_OK;
}


/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
    bool exit = false;
    struct game_context pb;

    (void)parameter;
    rb = api;

    rb->lcd_setfont(FONT_SYSFIXED);
#ifdef HAVE_LCD_COLOR
    rb->lcd_set_foreground(LCD_WHITE);
    rb->lcd_set_background(BG_COLOR);
#endif

    rb->splash(0, true, "Loading...");
    pegbox_loaddata(&pb);
    pb.save_exist = pegbox_loadgame(&pb);
    pb.num_left = 0;
   
    rb->lcd_clear_display();


    while(!exit) {
        switch(pegbox(&pb)){
            case PB_END:
                break;

            case PB_USB:
                rb->lcd_setfont(FONT_UI);
                return PLUGIN_USB_CONNECTED;

            case PB_QUIT:
                rb->splash(HZ, true, "Saving data...");
                pegbox_savedata(&pb);
                exit = true;
                break;

            default:
                break;
        }
    }

    rb->lcd_setfont(FONT_UI);
    return PLUGIN_OK;
}