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Pipes.c
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Pipes.c
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/*
* Pipe dream clone for Uzebox
* Version 1.0
* Copyright (C) 2012 Hartmut Wendt
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
//#define _Fading // enables FadeIn & FadeOut between the different screens
#define _Music // enables Music
#define Music_volume 50 // volume for music
#define SFX_volume 250 // volume for sound effects
#include <stdbool.h>
#include <string.h>
#include <avr/io.h>
#include <stdlib.h>
#include <avr/pgmspace.h>
#include "kernel/uzebox.h"
#include "data/pipes_BGTiles.pic.inc"
#include "data/fonts.pic.inc"
#include "data/animations.inc"
#include "data/patches.inc"
#ifdef _Music
#include "data/pipes_tracks.inc"
#endif
/* global definitons */
// program modes
enum {
PM_Intro, // program mode intro
PM_Game_Start, // program mode: Game starts
PM_Game_Flow, // program mode: Game water flow
PM_Game_End, // program mode: Game ends
PM_Credits, // shows credits
PM_HoF_view, // view hall of fame
PM_HoF_edit, // edit hall of fame
PM_Game_over, // program mode for game over screen
PM_Game_Start_Menu, // small menu during game start
PM_Game_Flow_Menu, // small menu during game
PM_Help_Screen1,// help screen 1
PM_Help_Screen2,// help screen 2
PM_Help_Screen3,// help screen 3
PM_Help_Screen4,// help screen 4
};
//pipes
#define max_pipes 81
enum {
Empty,
Start_left_empty,
Start_right_empty,
Start_up_empty,
Start_down_empty,
Start_left_full,
Start_right_full,
Start_up_full,
Start_down_full,
End_left_empty,
End_right_empty,
End_up_empty,
End_down_empty,
End_left_full,
End_right_full,
End_up_full,
End_down_full,
Pump_ver_empty,
Pump_hor_empty,
Pump_ver_full,
Pump_hor_full,
Reservoir_ver_empty,
Reservoir_hor_empty,
Reservoir_ver_full,
Reservoir_hor_full,
Straight_ver_empty,
Straight_hor_empty,
Straight_ver_full,
Straight_hor_full,
Edge_upper_left_empty,
Edge_upper_left_full,
Edge_lower_left_empty,
Edge_lower_left_full,
Edge_upper_right_empty,
Edge_upper_right_full,
Edge_lower_right_empty,
Edge_lower_right_full,
Cross_hor_empty_ver_empty,
Cross_hor_full_ver_empty,
Cross_hor_empty_ver_full,
Cross_hor_full_ver_full,
Arrow_right_empty,
Arrow_right_full,
Arrow_left_empty,
Arrow_left_full,
Arrow_up_empty,
Arrow_up_full,
Arrow_down_empty,
Arrow_down_full,
Cursor_straight_ver,
Cursor_straight_hor,
Cursor_edge_upper_left,
Cursor_edge_lower_left,
Cursor_edge_upper_right,
Cursor_edge_lower_right,
Cursor_cross,
Cursor_arrow_right,
Cursor_arrow_left,
Cursor_arrow_up,
Cursor_arrow_down
};
// difficulty
enum {
Easy, // difficulty easy
Medium, // difficulty medium
Hard, // difficulty hard
};
// flow directions
enum {
flow_left,
flow_right,
flow_up,
flow_down
};
struct pipe_stack_options {
u8 CursorMap;
u8 StackMap;
u8 GameMap;
};
// general parameters
// 8-bit, 255 period LFSR (for generating pseudo-random numbers)
#define PRNG_NEXT() (prng = ((u8)((prng>>1) | ((prng^(prng>>2)^(prng>>3)^(prng>>4))<<7))))
#define Flow_Speed_Easy 28
#define Flow_Speed_Medium 24
#define Flow_Speed_Hard 20
//#define delta_t 1
#define MAX(x,y) ((x)>(y) ? (x) : (y))
struct EepromBlockStruct ebs;
struct pipe_stack_options pipe_stack[5];
u8 prng; // Pseudo-random number generator
u8 program_mode; // program mode (intro, 1 player mode, 2 player mode, ....
u8 PosX=0, PosY=0; // position of cursor
//u8 current_step;
int iSCORE; // Highscore
bool Music_on= true;
u8 Start_point_X;
u8 Start_point_Y;
u8 End_point_X,End_point_Y;
u8 ani_cur = 0;
u8 Flow_direction;
u8 Flow_ani_cnt = 0;
u8 Flow_speed;
u8 Flow_step = 0;
int Flow_animation[4];
u8 Difficulty = Easy;
u8 Tunnel_ver;
u8 Tunnel_hor;
u8 Wrenches=3;
u8 Distance;
u8 pump_cnt;
u8 loop_cnt;
u8 menu_background[40];
u8 CUR_POS_GM;
static u8 playing_field[max_pipes];
/*** function prototypes *****************************************************************/
void init(void);
void set_PM_mode(u8 mode);
void copy_buf(unsigned char *BUFA, unsigned char *BUFB, unsigned char ucANZ);
void fill_buf(unsigned char *BUFA, unsigned char value, unsigned char ucANZ);
void msg_window(u8 x1, u8 y1, u8 x2, u8 y2, bool background, bool shadow);
int get_highscore(u8 entry);
u8 check_highscore(void);
void copy_highsore(u8 entry_from, u8 entry_to);
void clear_highsore(u8 entry);
u8 set_def_highscore(void);
u8 view_highscore_entry(u8 x, u8 y, u8 entry, u8 load_data, u8 uDiff);
void edit_highscore_entry(u8 entry, u8 cursor_pos, u8 b_mode);
void show_highscore_char(u8 entry, u8 position, u8 cursor_on);
int GetTile(u8 xx, u8 yy);
void create_new_playing_field(u8 uDiff);
u8 check_pipe_area(u8 uX, u8 uY);
void init_pipe_stack(u8 uDiff);
void show_pipe_stack(void);
void cycle_pipe_stack(u8 uDiff);
void pipe_stack_random_map(u8 uDiff, u8 index);
u8 get_pipe(u8 uX, u8 uY);
void set_pipe_cursor(u8 xx, u8 yy);
void hide_pipe_cursor(u8 xx, u8 yy);
void place_pipe(u8 uX, u8 uY, u8 uPipe);
void set_pipe(u8 uX, u8 uY, u8 uPipe);
u8 next_pipe(bool bStart);
void Draw_Wrench_reserve(void);
void Draw_Intro_char(u8 uX, u8 uY, const int *PChar, u8 columns);
void animate_pipes(void);
void animate_start(u8 uDiff);
void animate_explosion(u8 *uX,u8 *uY, u8 *Step, bool BEndGame);
void end_game(void);
u8 read_eep_block(u8 uDiff);
void dbg_highscore_print(u8 entry, u8 position);
//void fade_out_volume(void);
void set_flow_speed(void);
void save_background(u8 x1, u8 y1,u8 x2, u8 y2);
void restore_background(u8 x1, u8 y1,u8 x2, u8 y2);
void init(void)
// init program
{
//Set the tile table to use.
SetTileTable(BGTiles);
// init font table
SetFontTable(fonts);
// init music
InitMusicPlayer(patches);
#ifdef _Music
StartSong(Pipes_menu_song);
#endif
SetMasterVolume(Music_volume);
// init random generator
prng = 15;
// load into screen
set_PM_mode(PM_Intro);
//Use block 25
ebs.id = 25;
if (!isEepromFormatted())
return;
if (EEPROM_ERROR_BLOCK_NOT_FOUND == EepromReadBlock(25,&ebs))
{
set_def_highscore();
}
//Use block 26
ebs.id = 26;
if (!isEepromFormatted())
return;
if (EEPROM_ERROR_BLOCK_NOT_FOUND == EepromReadBlock(26,&ebs))
{
set_def_highscore();
}
}
int main(){
int ibuttons=0,ibuttons_old;
u8 u1,b=0,uX,uY,uPos_EXP_X,uPos_EXP_Y;
u8 EXP_ANI_CNT = 0;
// init program
init();
// proceed game
while(1)
{
WaitVsync(2);
// get controller state
ibuttons_old = ibuttons;
ibuttons = ReadJoypad(0);
switch(program_mode)
{
// proceed intro mode
case PM_Intro:
// button A
if ((BTN_A & ibuttons) && !(ibuttons_old & BTN_A)) {
// wait for release of button A
while (BTN_A & ReadJoypad(0)) {
prng++;
WaitVsync(1);
}
prng = MAX(prng,1);
if (PosY == 0) set_PM_mode(PM_Game_Start);
else if (PosY == 1) {
if (Difficulty == Hard) {
Print(13,18,PSTR(" EASY"));
Difficulty = Easy;
} else if (Difficulty == Easy) {
Print(13,18,PSTR("MEDIUM"));
Difficulty = Medium;
} else {
Print(13,18,PSTR(" HARD"));
Difficulty = Hard;
}
}
else if (PosY == 2) set_PM_mode(PM_Credits);
else if (PosY == 3) {
iSCORE = 0;
set_PM_mode(PM_HoF_view);
}
else if (PosY == 4) {
if (Music_on) {
SetMasterVolume(0);
Music_on = false;
Print(10,21,PSTR("MUSIC OFF"));
StopSong();
} else {
SetMasterVolume(Music_volume);
Music_on = true;
Print(10,21,PSTR(" MUSIC ON"));
ResumeSong();
}
} else set_PM_mode(PM_Help_Screen1);
}
// UP button
if ((ibuttons & BTN_UP) && !(ibuttons_old & BTN_UP)) {
// wait for release of button BTN_UP
while (BTN_UP & ReadJoypad(0));
PrintChar(20,17+PosY,' ');
if (PosY) PosY--;
PrintChar(20,17+PosY,'$');
// DOWN button
} else if ((ibuttons & BTN_DOWN) && !(ibuttons_old & BTN_DOWN)) {
// wait for release of button BTN_DOWN
while (BTN_DOWN & ReadJoypad(0));
PrintChar(20,17+PosY,' ');
if (PosY<5) PosY++;
PrintChar(20,17+PosY,'$');
}
break;
// game play
case PM_Game_Start:
case PM_Game_Flow:
uX = PosX;
uY = PosY;
// check controller action
if ((BTN_LEFT & ibuttons) && !(BTN_LEFT & ibuttons_old) && (uX)) uX--;
else if ((BTN_RIGHT & ibuttons) && !(BTN_RIGHT & ibuttons_old) && (uX<8)) uX++;
if ((BTN_UP & ibuttons) && !(BTN_UP & ibuttons_old) && (uY)) uY--;
else if ((BTN_DOWN & ibuttons) && !(BTN_DOWN & ibuttons_old) && (uY<8)) uY++;
set_pipe_cursor(uX,uY);
if ((BTN_A & ibuttons) && !(ibuttons_old & BTN_A)) {
// place pipe
u1 = get_pipe(PosX,PosY);
if (u1 == Empty) {
place_pipe(PosX,PosY,pipe_stack[0].GameMap);
playing_field[(PosY * 9) + PosX] = pipe_stack[0].GameMap;
cycle_pipe_stack(Difficulty);
show_pipe_stack();
TriggerFx(4, 0x7f, true);
} else if (((u1 == Straight_ver_empty) || (u1 == Straight_hor_empty) || (u1 == Edge_upper_left_empty) ||
(u1 == Edge_lower_right_empty) || (u1 == Edge_lower_left_empty) || (u1 == Edge_upper_right_empty) ||
(u1 == Cross_hor_empty_ver_empty) || (u1 == Arrow_right_empty) || (u1 == Arrow_left_empty) ||
(u1 == Arrow_up_empty) || (u1 == Arrow_down_empty)) && !(EXP_ANI_CNT)) {
//place_pipe(PosX,PosY,*pipe_maps[Empty]);
playing_field[(PosY * 9) + PosX] = pipe_stack[0].GameMap;
cycle_pipe_stack(Difficulty);
show_pipe_stack();
if (iSCORE >= 5) iSCORE -= 5;
// set values for pipe explosion
uPos_EXP_X = PosX;
uPos_EXP_Y = PosY;
EXP_ANI_CNT = 11;
TriggerFx(5, 0x7f, true);
}
}
// button START
else if ((BTN_START & ibuttons) && !(ibuttons_old & BTN_START)) {
if (program_mode == PM_Game_Start) set_PM_mode(PM_Game_Start_Menu);
else set_PM_mode(PM_Game_Flow_Menu);
}
// show score & Distance
PrintInt(20,2,iSCORE,false);
PrintByte(16,4,Distance,false);
// handle animation explosion
animate_explosion(&uPos_EXP_X,&uPos_EXP_Y,&EXP_ANI_CNT,false);
// handle animation pipe flow
if (program_mode == PM_Game_Flow) {
Flow_step++;
if (Flow_step >= Flow_speed) {
Flow_step = 0;
animate_pipes();
}
} else if (program_mode == PM_Game_Start) {
Flow_step++;
if (Flow_step >= Flow_speed) {
Flow_step = 0;
animate_start(Difficulty);
}
}
break;
// game play ends
case PM_Game_End:
if ((ibuttons) && (ibuttons != ibuttons_old)) {
// wait for release of all buttons
while (ReadJoypad(0)) {
prng++;
WaitVsync(1);
}
prng = MAX(prng,1);
if (Wrenches) set_PM_mode(PM_Game_Start);
else {
StopSong;
set_PM_mode(PM_HoF_view);
#ifdef _Music
if (Music_on == true) StartSong(Pipes_menu_song);
#endif
}
}
break;
// menu in games
case PM_Game_Start_Menu:
case PM_Game_Flow_Menu:
// UP button
if ((ibuttons & BTN_UP) && !(ibuttons_old & BTN_UP)) {
PrintChar(17,13+CUR_POS_GM,' ');
if (CUR_POS_GM) CUR_POS_GM--;
PrintChar(17,13+CUR_POS_GM,'$');
// DOWN button
} else if ((ibuttons & BTN_DOWN) && !(ibuttons_old & BTN_DOWN)) {
PrintChar(17,13+CUR_POS_GM,' ');
if (CUR_POS_GM<1) CUR_POS_GM++;
PrintChar(17,13+CUR_POS_GM,'$');
}
if ((BTN_A & ibuttons) && !(ibuttons_old & BTN_A)) {
// wait for release of button A
while (BTN_A & ReadJoypad(0));
ibuttons = 0;
if (CUR_POS_GM) {
#ifdef _Music
if (Music_on == true) StartSong(Pipes_menu_song);
#endif
set_PM_mode(PM_Intro);
} else {
if (program_mode == PM_Game_Start_Menu) program_mode = PM_Game_Start;
else program_mode = PM_Game_Flow;
restore_background(12,12,19,16);
}
}
break;
// show credits screen...
case PM_Credits:
if ((ibuttons) && (ibuttons != ibuttons_old)) {
// wait for release of all buttons
while (ReadJoypad(0));
set_PM_mode(PM_Intro);
}
break;
case PM_HoF_view:
// time control
if (b <= 200) b++;
if (b == 50) Print(9,22,PSTR("PRESS ANY KEY"));
if (((ibuttons & BTN_A) && !(ibuttons_old & BTN_A) && (b > 50)) || (b > 200))
{
b = 0;
set_PM_mode(PM_Intro);
}
break;
case PM_HoF_edit:
// cursor blinking
b++;
if (b >= 10) b = 0;
// proceed cursor position with left & right button
if ((ibuttons & BTN_RIGHT) && !(ibuttons_old & BTN_RIGHT)) {
if (PosX < 2) {
show_highscore_char(PosY - 1, PosX, 0);
PosX++;
}
}
if ((ibuttons & BTN_LEFT) && !(ibuttons_old & BTN_LEFT)) {
if (PosX) {
show_highscore_char(PosY - 1, PosX, 0);
PosX--;
}
}
// chose character up & down button
if ((ibuttons & BTN_UP) && !(ibuttons_old & BTN_UP)) {
edit_highscore_entry(PosY,PosX,BTN_UP);
}
else if ((ibuttons & BTN_DOWN) && !(ibuttons_old & BTN_DOWN)) {
edit_highscore_entry(PosY,PosX,BTN_DOWN);
}
// show cursor
show_highscore_char(PosY - 1, PosX, b > 4);
// store new entry
if (ibuttons & BTN_A)
{
// store new highscore
if (Difficulty == Hard) ebs.id = 26;
else ebs.id = 25;
EepromWriteBlock(&ebs);
set_PM_mode(PM_Intro);
}
break;
case PM_Help_Screen1:
case PM_Help_Screen2:
case PM_Help_Screen3:
case PM_Help_Screen4:
// Help screens
if ((ibuttons) && (ibuttons != ibuttons_old)) {
// wait for release of all buttons
while (ReadJoypad(0));
program_mode++;
if (program_mode > PM_Help_Screen4) set_PM_mode(PM_Intro);
else set_PM_mode(program_mode);
}
break;
}
}
}
void set_PM_mode(u8 mode) {
// set parameters, tiles, background etc for choosed program mode
u8 a,b, dmyhighscore[30];
switch (mode)
{
case PM_Intro:
// init variables
PosY = 0;
iSCORE = 0;
Wrenches=3;
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,2);
Fill(1,1,28,12,1);
// draw P
Draw_Intro_char(2,2,&pipe_logo_P[0],3);
Draw_Intro_char(9,2,&pipe_logo_I[0],1);
Draw_Intro_char(12,2,&pipe_logo_P[0],3);
Draw_Intro_char(19,2,&pipe_logo_E[0],2);
Draw_Intro_char(24,2,&pipe_logo_S[0],2);
// menu
msg_window(8,15,22,24,true,true);
Print(15,17,PSTR("PLAY $"));
// Difficulty
if (Difficulty == Easy) {
Print(15,18,PSTR("EASY"));
} else if (Difficulty == Medium) {
Print(13,18,PSTR("MEDIUM"));
} else {
Print(15,18,PSTR("HARD"));
}
Print(12,19,PSTR("CREDITS"));
Print(10,20,PSTR("HIGHSCORE"));
// Music on/off
if (Music_on) {
Print(11,21,PSTR("MUSIC ON "));
} else {
Print(10,21,PSTR("MUSIC OFF "));
}
Print(15,22,PSTR("HELP"));
#ifdef _Fading
FadeIn(1, true);
#endif
break;
case PM_Game_Start:
// game play
// stop music
StopSong();
// full volume
SetMasterVolume(SFX_volume);
// set variables
PosX=0, PosY=0;
loop_cnt = 0;
pump_cnt = 0;
Flow_ani_cnt = 0;
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,2);
// pipe reservoir
msg_window(1,1,4,11,true,true);
SetTile(1,1,frame_vertical);
SetTile(4,1,frame_vertical);
// message box
msg_window(7,1,26,5,true,true);
Print(9,2,PSTR("SCORE"));
Print(9,3,PSTR("WRENCHES "));
Print(9,4,PSTR("DIST"));
if (Difficulty == Easy) {
Print(21,4,PSTR("EASY"));
Distance = 15;
} else if (Difficulty == Medium) {
Print(19,4,PSTR("MEDIUM"));
Distance = 20;
} else {
Print(21,4,PSTR("HARD"));
Distance = 25;
}
set_flow_speed();
PrintByte(16,4,Distance,false);
Draw_Wrench_reserve();
// playing field
msg_window(7,6,26,25,false,true);
create_new_playing_field(Difficulty);
for(a=0; a<9 ; a++)
for(b=0; b<9 ; b++) place_pipe(a,b,playing_field[(b * 9) + a]);
// pipe stack
init_pipe_stack(Difficulty);
show_pipe_stack();
// draw progressbar
for(a=0; a<20 ; a++) SetTile(27,a+6,time_bar);
#ifdef _Fading
FadeIn(1, true);
#endif
#ifdef _Music
if (Music_on == true) StartSong(Pipes_game_song);
#endif
break;
case PM_Credits:
// show credits
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,2);
msg_window(4,4,26,23,true,true);
Print(7,6,PSTR("PIPES FOR UZEBOX"));
Print(9,7,PSTR("VERSION 1.0"));
Print(7,10,PSTR("COPYRIGHT % 2012"));
Print(7,11,PSTR("BY HARTMUT WENDT"));
Print(7,12,PSTR("WWW.HWHARDSOFT.DE"));
Print(9,15,PSTR("SOUND TRACK"));
Print(7,16,PSTR("BY CARSTEN KUNZ"));
Print(8,19,PSTR("LICENSED UNDER"));
Print(10,20,PSTR("GNU GPL V3"));
#ifdef _Fading
FadeIn(1, true);
#endif
break;
case PM_Help_Screen1:
// help screen 1
// introduce all the crazy pipes
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,1);
Print(8,1,PSTR("HELP - PAGE 1/4"));
// first row
DrawMap(4,4,pipe_straight_ve);
DrawMap(14,4,pipe_edge_ul_e);
DrawMap(24,4,pipe_cross_ve_he);
Print(1,7,PSTR("STRAIGHT"));
Print(12,7,PSTR("CORNER"));
Print(23,7,PSTR("CROSS"));
// second row
DrawMap(4,12,pipe_arrow_left_he);
DrawMap(14,12,start_piece_de);
SetTile(14,12,Start_sign);
DrawMap(24,12,start_piece_de);
SetTile(24,12,End_sign);
Print(1,15,PSTR("ONE-WAY"));
Print(12,15,PSTR("START"));
Print(23,15,PSTR("END"));
// third row
DrawMap(4,20,reservoir_ve);
DrawMap(14,20,pump_he);
SetTile(22,20,frame_horizontal);
SetTile(23,20,frame_horizontal);
SetTile(24,20,GB_Black);
SetTile(25,20,GB_Black);
SetTile(26,20,frame_horizontal);
SetTile(27,20,frame_horizontal);
Print(1,23,PSTR("RESERVOIR"));
Print(13,23,PSTR("PUMP"));
Print(22,23,PSTR("TUNNEL"));
Print(8,26,PSTR("PRESS ANY KEY"));
#ifdef _Fading
FadeIn(1, true);
#endif
break;
case PM_Help_Screen2:
// help screen 2
// pipes basics
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,1);
Print(8,1,PSTR("HELP - PAGE 2/4"));
Print(1, 3,PSTR("THE OBJECT IS TO SCORE AS"));
Print(1, 4,PSTR("MANY POINTS AS POSSIBLE BY"));
Print(1, 5,PSTR("CONSTRUCTING A CONTINUOUS"));
Print(1, 6,PSTR("PIPE FROM THE STARTING PIECE"));
Print(1, 8,PSTR("THE NEXT PIECE TO BE PLAYED"));
Print(1, 9,PSTR("APPEARS ON THE BOTTOM OF THE"));
Print(1,10,PSTR("DISPENSER (LEFT) AND OVER"));
Print(1,11,PSTR("THE PLAYFIELD."));
Print(1,13,PSTR("YOU MUST PLAY THE PIPES IN"));
Print(1,14,PSTR("THE ORDER THAT THEY COME."));
Print(1,15,PSTR("YOU CAN PLACE A PIPE ANY-"));
Print(1,16,PSTR("WHERE YOU LIKE WITH THE"));
Print(1,17,PSTR("BUTTON A."));
Print(1,19,PSTR("YOU CAN 'BLAST' A PREVIOUSLY"));
Print(1,20,PSTR("PLAYED PIECE BY PLACING A"));
Print(1,21,PSTR("NEW PIECE ON TOP OF IT."));
Print(1,22,PSTR("SPECIAL PIPE PIECES (GREY)"));
Print(1,23,PSTR("MAY NOT BE 'BLASTED'."));
Print(8,26,PSTR("PRESS ANY KEY"));
#ifdef _Fading
FadeIn(1, true);
#endif
break;
case PM_Help_Screen3:
// help screen 3
// pipes additional information
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,1);
Print(8,1,PSTR("HELP - PAGE 3/4"));
Print(1, 3,PSTR("THE DIST(ANCE) COUNTER IN"));
Print(1, 4,PSTR("THE UPPER RIGHT OF THE"));
Print(1, 5,PSTR("SCREEN SHOWS THE REMAINING"));
Print(1, 6,PSTR("NUMBER OF PIPE PIECES TO BE"));
Print(1, 7,PSTR("FILLED TO REACH MINIMUM"));
Print(1, 8,PSTR("DISTANCE."));
Print(1,10,PSTR("IF YOU DO NOT REACH MINIMUM"));
Print(1,11,PSTR("DISTANCE, YOU WILL LOSE A"));
Print(1,12,PSTR("WRENCH. YOU WILL HAVE A"));
Print(1,13,PSTR("TOTAL OF THREE WRENCHES."));
Print(1,14,PSTR("WHEN THEY ARE GONE, THE GAME"));
Print(1,15,PSTR("GAME IS OVER."));
Print(1,17,PSTR("USE CROSS PIECES WISELY."));
Print(1,18,PSTR("EACH ONE CAN DELIVER EXTRA"));
Print(1,19,PSTR("POINTS. PUMPS WILL SPEED UP"));
Print(1,20,PSTR("THE FLOOZ FOR A FEW PIPE"));
Print(1,21,PSTR("SECTIONS. RESERVOIRS BRIEFLY"));
Print(1,22,PSTR("SLOW DOWN THE FLOOZ. TUNNELS"));
Print(1,23,PSTR("ALLOW YOU TO CONNECT YOUR."));
Print(1,24,PSTR("PIPES TO THE OPPOSITE SIDE."));
Print(8,26,PSTR("PRESS ANY KEY"));
#ifdef _Fading
FadeIn(1, true);
#endif
break;
case PM_Help_Screen4:
// help screen 4
// scoring
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,1);
Print(8,1,PSTR("HELP - PAGE 4/4"));
Print(1, 3,PSTR("YOU WILL RECEIVE POINTS FOR"));
Print(1, 4,PSTR("THE FOLLOWING WHEN THE FLOOZ"));
Print(1, 5,PSTR("FLOW THROUGH THE PIPES:"));
Print(5, 7,PSTR("TYPE SCORE"));
Print(5, 8,PSTR("--------------------"));
Print(5, 9,PSTR("NORMAL PIPE 5"));
Print(5,10,PSTR("ONE-WAY PIPE 10"));
Print(5,11,PSTR("RESERVOIR 20"));
Print(5,12,PSTR("PUMP 100"));
Print(5,13,PSTR("TUNNEL 80"));
Print(5,14,PSTR("CROSS 5"));
Print(5,15,PSTR("CROSS LOOP 20"));
Print(5,16,PSTR("END PIECE *2"));
Print(1,18,PSTR("YOU WILL LOSE 5 POINTS FOR"));
Print(1,19,PSTR("EACH PIPE YOU 'BLAST'."));
Print(1,20,PSTR("AT THE END OF EACH ROUND,"));
Print(1,21,PSTR("YOU WILL LOSE 10 POINTS FOR"));
Print(1,22,PSTR("EACH PIPE ON THE PLAYFIELD"));
Print(1,23,PSTR("THAT THE FLOOZ DID NOT PASS"));
Print(1,24,PSTR("THROUGH."));
Print(8,26,PSTR("PRESS ANY KEY"));
#ifdef _Fading
FadeIn(1, true);
#endif
break;
case PM_Game_Start_Menu:
case PM_Game_Flow_Menu:
// save background under menu window
save_background(12,12,19,16);
msg_window(12,12,18,15,true,true);
Print(13,13,PSTR("BACK"));
Print(13,14,PSTR("MENU"));
// cursor
PrintChar(17,13,'$');
CUR_POS_GM = 0;
break;
case PM_HoF_view:
// show the hall of fame
//clear screen with fade
#ifdef _Fading
FadeOut(1, true);
#endif
ClearVram();
Fill(0,0,30,28,2);
msg_window(4,2,26,24,true,true);
// check and sort highscore for actual difficulty
PosY = check_highscore();