Index: apps/plugins/SOURCES
===================================================================
--- apps/plugins/SOURCES	(revision 12186)
+++ apps/plugins/SOURCES	(working copy)
@@ -91,6 +92,7 @@
 
 /* not support recorder models for now */
 #if (LCD_WIDTH > 112) && (LCD_HEIGHT > 64)
+chopper.c
 fireworks.c
 xobox.c
 #endif
 
Index: apps/plugins/chopper.c
===================================================================
--- apps/plugins/chopper.c	(revision 0)
+++ apps/plugins/chopper.c	(revision 0)
@@ -0,0 +1,935 @@
+/***************************************************************************
+ *             __________               __   ___.
+ *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
+ *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
+ *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
+ *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
+ *                     \/            \/     \/    \/            \/
+ * $Id: $
+ * 
+ * Originally by Joshua Oreman, improved by Prashant Varanasi
+ * Ported to Rockbox by Ben Basha (Paprica)
+ * 
+ * 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"
+#include "xlcd.h"
+#include "configfile.h"
+
+PLUGIN_HEADER
+
+/*Still To do:*/
+/* - Make original speed and further increases in speed depend more on screen size*/
+/* - attempt to make the tunnels get narrower as the game goes on*/
+/* - make the chopper look better, maybe a picture, and scale according to screen size*/
+/* - use textures for the color screens for background and terrain, eg stars on background*/
+/* - allow choice of different levels [later: different screen themes]*/
+/* - better high score handling, improved screen etc. */
+
+#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
+
+#define QUIT BUTTON_OFF
+#define SELECT (BUTTON_SELECT | BUTTON_REL)
+#define UP BUTTON_UP
+#define DOWN BUTTON_DOWN
+#define ACTION BUTTON_UP
+#define ACTION2 BUTTON_SELECT
+
+#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \
+      (CONFIG_KEYPAD == IPOD_4G_PAD)
+
+#define QUIT BUTTON_MENU
+#define SELECT (BUTTON_SELECT | BUTTON_REL)
+#define UP BUTTON_SCROLL_BACK
+#define DOWN BUTTON_SCROLL_FWD
+#define ACTION BUTTON_SELECT
+
+#elif CONFIG_KEYPAD == IAUDIO_X5_PAD /* grayscale at the moment */
+
+#define QUIT BUTTON_POWER
+#define SELECT (BUTTON_SELECT | BUTTON_REL)
+#define UP BUTTON_UP
+#define DOWN BUTTON_DOWN
+#define ACTION BUTTON_SELECT
+
+#elif CONFIG_KEYPAD == IRIVER_H10_PAD
+#define QUIT BUTTON_POWER
+#define SELECT BUTTON_RIGHT
+#define UP BUTTON_SCROLL_UP
+#define DOWN BUTTON_SCROLL_DOWN
+#define ACTION BUTTON_RIGHT
+
+#else
+#error Unsupported keypad
+#endif
+
+static struct plugin_api* rb;
+
+#define NUMBER_OF_BLOCKS 8
+#define NUMBER_OF_PARTICLES 3
+#define MAX_TERRAIN_NODES 15
+
+#define LEVEL_MODE_NORMAL 0
+#define LEVEL_MODE_STEEP 1
+
+#define CYCLETIME 60
+
+/*Chopper's local variables to track the terrain position etc*/
+static int chopCounter;
+static int iRotorOffset;
+static int iScreenX;
+static int iScreenY;
+static int iPlayerPosX;
+static int iPlayerPosY;
+static int iCameraPosX;
+static int iPlayerSpeedX;
+static int iPlayerSpeedY;
+static int iLastBlockPlacedPosX;
+static int iGravityTimerCountdown;
+static int iPlayerAlive;
+static int iLevelMode;
+static int blockh,blockw;
+static int highscore;
+static int score;
+
+#define CFG_FILE "chopper.cfg"
+#define MAX_POINTS 50000
+static struct configdata config[] =
+{
+   {TYPE_INT, 0, MAX_POINTS, &highscore, "highscore", NULL, NULL}
+};
+
+struct CBlock
+{
+    int iWorldX;
+    int iWorldY;
+    
+    int iSizeX;
+    int iSizeY;
+    
+    int bIsActive;
+};
+
+struct CParticle
+{
+    int iWorldX;
+    int iWorldY;
+    
+    int iSpeedX;
+    int iSpeedY;
+    
+    int bIsActive;
+};
+
+struct CTerrainNode
+{
+    int x;
+    int y;
+};
+
+struct CTerrain
+{
+    struct CTerrainNode mNodes[MAX_TERRAIN_NODES];
+    int iNodesCount;
+    int iLastNodePlacedPosX;
+};
+
+struct CBlock mBlocks[NUMBER_OF_BLOCKS];
+struct CParticle mParticles[NUMBER_OF_PARTICLES];
+
+struct CTerrain mGround;
+struct CTerrain mRoof;
+
+/*Function declarations*/
+static void chopDrawParticle(struct CParticle *mParticle);
+static void chopDrawBlock(struct CBlock *mBlock);
+static void chopRenderTerrain(struct CTerrain *ter);
+void chopper_load(bool newgame);
+void cleanup_chopper(void);
+
+
+static void chopDrawPlayer(int x,int y) /* These are SCREEN coords, not world! */
+{
+
+#if LCD_DEPTH > 2
+    rb->lcd_set_foreground(LCD_RGBPACK(50,50,200));
+#else
+    rb->lcd_set_foreground(LCD_DARKGRAY);
+#endif
+    rb->lcd_fillrect(x+6, y+2, 12, 9);
+    rb->lcd_fillrect(x-3, y+6, 20, 3);
+    
+#if LCD_DEPTH > 2
+    rb->lcd_set_foreground(LCD_RGBPACK(50,50,50));
+#else
+    rb->lcd_set_foreground(LCD_DARKGRAY);
+#endif
+    rb->lcd_fillrect(x+10, y, 2, 3);
+    rb->lcd_fillrect(x+10, y, 1, 3);
+    
+#if LCD_DEPTH > 2
+    rb->lcd_set_foreground(LCD_RGBPACK(30,30,30));
+#else
+    rb->lcd_set_foreground(LCD_BLACK);
+#endif
+    rb->lcd_drawline(x, y+iRotorOffset, x+20, y-iRotorOffset);
+    
+#if LCD_DEPTH > 2
+    rb->lcd_set_foreground(LCD_RGBPACK(10,10,10));
+#else
+    rb->lcd_set_foreground(LCD_BLACK);
+#endif
+    rb->lcd_fillrect(x - 2, y + 5, 2, 5);
+        
+}
+
+
+
+static void chopClearTerrain(struct CTerrain *ter)
+{
+    ter->iNodesCount = -1;
+}
+
+
+int iR(int low,int high)
+{
+    return low+rb->rand()%(high-low+1);
+}
+
+
+static void chopCopyTerrain(struct CTerrain *src, struct CTerrain *dest,
+                            int xOffset,int yOffset)
+{
+    int i=0;
+    
+    while(i < src->iNodesCount)
+    {
+        dest->mNodes[i].x = src->mNodes[i].x + xOffset;
+        dest->mNodes[i].y = src->mNodes[i].y + yOffset;
+        
+        i++;
+    }
+    
+    dest->iNodesCount = src->iNodesCount;
+    dest->iLastNodePlacedPosX = src->iLastNodePlacedPosX;
+
+}
+    
+
+static void chopAddTerrainNode(struct CTerrain *ter, int x, int y)
+{
+    int i=0;
+    
+    if(ter->iNodesCount + 1 >= MAX_TERRAIN_NODES)
+    {
+        /* DEBUGF("ERROR: Not enough nodes!\n"); */
+        return;
+    }
+    
+    ter->iNodesCount++;
+    
+    i = ter->iNodesCount - 1;
+    
+    ter->mNodes[i].x = x;
+    ter->mNodes[i].y= y;
+    
+    ter->iLastNodePlacedPosX = x;
+        
+}
+
+
+static void chopTerrainNodeDeleteAndShift(struct CTerrain *ter,int nodeIndex)
+{
+    int i=nodeIndex;
+    
+    while( i < ter->iNodesCount )
+    {
+        ter->mNodes[i - 1] = ter->mNodes[i];    
+        i++;
+    }
+    
+    ter->iNodesCount--;
+    
+        
+}
+
+int chopUpdateTerrainRecycling(struct CTerrain *ter)
+{
+    int i=1;
+    int ret = 0;
+    int iNewNodePos,g,v;
+    while(i < ter->iNodesCount)
+    {
+        
+        if( iCameraPosX > ter->mNodes[i].x)
+        {
+
+            chopTerrainNodeDeleteAndShift(ter,i);
+            
+            iNewNodePos = ter->iLastNodePlacedPosX + 50;
+            g = iScreenY - 10;
+            
+            v = 3*iPlayerSpeedX;
+            if(v>50) 
+                v=50;
+            if(iLevelMode == LEVEL_MODE_STEEP)
+                v*=5;
+                
+            chopAddTerrainNode(ter,iNewNodePos,g - iR(-v,v));
+            ret=1;
+            
+        }
+
+        i++;
+        
+    }
+
+    return 1;
+}
+
+int chopTerrainHeightAtPoint(struct CTerrain *ter, int pX)
+{
+    
+    int iNodeIndexOne=0,iNodeIndexTwo=0, h, terY1, terY2, terX1, terX2, a, b;
+    float c,d;
+    
+    int i=0;
+    for(i=1;i<MAX_TERRAIN_NODES;i++)
+    {
+        if(ter->mNodes[i].x > pX)
+        {
+            iNodeIndexOne = i - 1;
+            break;
+        }
+    
+    }
+    
+    iNodeIndexTwo = iNodeIndexOne + 1;
+    terY1 = ter->mNodes[iNodeIndexOne].y;
+    terY2 = ter->mNodes[iNodeIndexTwo].y;
+    
+    terX1 = 0;
+    terX2 = ter->mNodes[iNodeIndexTwo].x - ter->mNodes[iNodeIndexOne].x;
+    
+    pX-= ter->mNodes[iNodeIndexOne].x;
+    
+    a = terY2 - terY1;
+    b = terX2;
+    c = pX;
+    d = (c/b) * a;
+
+    h = d + terY1;
+
+    return h;
+
+}
+
+
+int chopPointInTerrain(struct CTerrain *ter, int pX, int pY, int iTestType)
+{
+    int h = chopTerrainHeightAtPoint(ter, pX);
+    
+    if(iTestType == 0)
+        return (pY > h);
+    else
+        return (pY < h);
+}
+
+
+static void chopAddBlock(int x,int y,int sx,int sy, int indexOverride)
+{
+    int i=0;
+    
+    if(indexOverride < 0)
+    {
+        while(mBlocks[i].bIsActive && i < NUMBER_OF_BLOCKS)
+            i++;    
+        if(i==NUMBER_OF_BLOCKS)
+        {
+            DEBUGF("No blocks!\n");
+            return;
+        }
+    }
+    else
+        i = indexOverride;
+    
+    mBlocks[i].bIsActive = 1;
+    mBlocks[i].iWorldX = x;
+    mBlocks[i].iWorldY = y;
+    mBlocks[i].iSizeX = sx;
+    mBlocks[i].iSizeY = sy;
+    
+    iLastBlockPlacedPosX = x;
+}
+
+static void chopAddParticle(int x,int y,int sx,int sy)
+{
+    int i=0;
+    
+    while(mParticles[i].bIsActive && i < NUMBER_OF_PARTICLES)
+        i++;
+
+    if(i==NUMBER_OF_BLOCKS)
+        return;
+
+    mParticles[i].bIsActive = 1;
+    mParticles[i].iWorldX = x;
+    mParticles[i].iWorldY = y;
+    mParticles[i].iSpeedX = sx;
+    mParticles[i].iSpeedY = sy;
+    
+}
+
+static void chopGenerateBlockIfNeeded(void)
+{
+    int i=0;
+    int DistSpeedX = iPlayerSpeedX * 5;
+    if(DistSpeedX<200) DistSpeedX = 200;
+    
+    while(i < NUMBER_OF_BLOCKS)
+    {
+        if(!mBlocks[i].bIsActive)
+        {
+            int iX,iY,sX,sY;
+            
+            iX = iLastBlockPlacedPosX + (350-DistSpeedX);
+            sX = blockw;
+            
+            iY = iR(0,iScreenY);
+            sY = blockh + iR(1,blockh/3);
+            
+            chopAddBlock(iX,iY,sX,sY,i);
+        }
+            
+        i++;
+    }        
+
+}
+
+static int chopBlockCollideWithPlayer(struct CBlock *mBlock)
+{
+    int px = iPlayerPosX;
+    int py = iPlayerPosY;
+    
+    int x = mBlock->iWorldX-17;
+    int y = mBlock->iWorldY-11;
+
+    int x2 = x + mBlock->iSizeX+17;
+    int y2 = y + mBlock->iSizeY+11;
+    
+    if(px>x && px<x2)
+    {
+        if(py>y && py<y2)
+        {
+            return 1;
+        }
+    }
+    
+    return 0;    
+}
+
+static int chopBlockOffscreen(struct CBlock *mBlock)
+{
+    if(mBlock->iWorldX + mBlock->iSizeX < iCameraPosX)
+        return 1;
+    else
+        return 0;
+}
+
+static int chopParticleOffscreen(struct CParticle *mParticle)
+{
+    if (mParticle->iWorldX < iCameraPosX || mParticle->iWorldY < 0 || 
+        mParticle->iWorldY > iScreenY || mParticle->iWorldX > iCameraPosX + 
+        iScreenX)
+    {
+        return 1;
+    }
+    else
+        return 0;
+}
+
+static void checkHighScore(void)
+{
+    if (score > highscore) {
+        char scoretext[30];
+        int w;
+        highscore = score;
+        rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d", 
+                     highscore);
+        rb->lcd_getstringsize(scoretext, &w, NULL);
+        rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 + 20, scoretext);
+    }
+}
+
+static void chopKillPlayer(void)
+{
+    int w, i, button;
+    for (i = 0; i < NUMBER_OF_PARTICLES; i++) {
+        mParticles[i].bIsActive = 0;
+        chopAddParticle(iPlayerPosX + iR(0,20), iPlayerPosY + iR(0,20), 
+                        iR(-2,2), iR(-2,2));
+    }
+    
+    iPlayerAlive--;
+    
+    if (iPlayerAlive == 0) {
+        rb->lcd_set_drawmode(DRMODE_FG);
+#if LCD_DEPTH >= 2
+        rb->lcd_set_foreground(LCD_BLACK);
+#endif
+        checkHighScore();
+    
+        rb->lcd_getstringsize("Game Over", &w, NULL);
+        rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 - 20, "Game Over");
+        rb->lcd_getstringsize("Press action to continue", &w, NULL);
+        rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2, 
+                       "Press action to continue");
+        rb->lcd_update();
+        
+        rb->lcd_set_drawmode(DRMODE_SOLID);
+              
+        rb->sleep(HZ * 0.5);
+        
+        while (true) {
+            button = rb->button_get(true);
+            if (button == ACTION
+#ifdef ACTION2
+                || button == ACTION2
+#endif
+                ) {
+                while (true) {
+                    button = rb->button_get(true);
+                    if (button == (ACTION | BUTTON_REL)
+#ifdef ACTION2
+                        || button == (ACTION2 | BUTTON_REL)
+#endif
+                       ) {
+                        chopper_load(true);
+                        return;
+                    }
+                }
+            }
+        }
+        
+    } else 
+        chopper_load(false);
+
+}
+
+
+static void chopDrawTheWorld(void)
+{
+    int i=0;    
+    
+    while(i < NUMBER_OF_BLOCKS)
+    {
+        if(mBlocks[i].bIsActive)
+        {
+            if(chopBlockOffscreen(&mBlocks[i]) == 1)
+                mBlocks[i].bIsActive = 0;
+            else
+                chopDrawBlock(&mBlocks[i]);
+        }
+        
+        i++;
+    }
+
+    i=0;
+    
+    while(i < NUMBER_OF_PARTICLES)
+    {
+        if(mParticles[i].bIsActive)
+        {
+            if(chopParticleOffscreen(&mParticles[i]) == 1)
+                mParticles[i].bIsActive = 0;
+            else
+                chopDrawParticle(&mParticles[i]);
+        }
+        
+        i++;
+    }
+    
+    chopRenderTerrain(&mGround);
+    chopRenderTerrain(&mRoof);
+
+}
+
+
+static void chopDrawParticle(struct CParticle *mParticle)
+{
+    
+    int iPosX = (mParticle->iWorldX - iCameraPosX);
+    int iPosY = (mParticle->iWorldY);
+#if LCD_DEPTH > 2
+    rb->lcd_set_foreground(LCD_RGBPACK(150,150,150));
+#else
+    rb->lcd_set_foreground(LCD_LIGHTGRAY);
+#endif
+    rb->lcd_fillrect(iPosX, iPosY, 3, 3); 
+
+}
+
+static void chopDrawScene(void)
+{
+    char s[30];
+    int w;
+#if LCD_DEPTH > 2
+    rb->lcd_set_background(LCD_RGBPACK(145,197,255));
+#else
+    rb->lcd_set_background(LCD_WHITE);
+#endif
+    rb->lcd_clear_display();
+
+    chopDrawTheWorld();
+    chopDrawPlayer(iPlayerPosX - iCameraPosX, iPlayerPosY);
+    
+    score = -20 + iPlayerPosX/3;
+    rb->lcd_set_drawmode(DRMODE_FG);
+#if LCD_DEPTH > 2
+    rb->lcd_set_foreground(LCD_RGBPACK(20,20,20));
+#else
+    rb->lcd_set_foreground(LCD_WHITE);
+#endif
+    rb->snprintf(s, sizeof(s), "Distance: %d", score);
+    rb->lcd_putsxy(2, 2, s);
+    rb->snprintf(s, sizeof(s), "Best: %d", highscore);
+    rb->lcd_getstringsize(s, &w, NULL);
+    rb->lcd_putsxy(LCD_WIDTH - 2 - w, 2, s);
+    rb->lcd_set_drawmode(DRMODE_SOLID);
+    
+    rb->lcd_update();
+}
+
+static int chopMenu(int menunum)
+{
+    int m;
+    int result;
+    bool menu_quit = false;
+    
+    static const struct menu_item items[] = {
+        { "Start New Game", NULL },
+        { "Resume Game", NULL },
+        { "Level", NULL },
+        { "Help", NULL },
+        { "Quit", NULL },
+    };
+    
+    static const struct opt_items levels[2] = {
+        { "Normal", -1 },
+        { "Steep", -1 },
+    };
+    
+    m = rb->menu_init(items, sizeof(items) / sizeof(*items),
+                      NULL, NULL, NULL, NULL);
+    
+    while (!menu_quit) {
+        result=rb->menu_show(m);
+        switch (result)
+        {
+            case 0:     /* Start New Game */
+                menu_quit=true;
+                chopper_load(true);
+                return -1;
+            case 1:     /* Resume Game */
+                if(menunum==1) {
+                    menu_quit=true;
+                    return -1;
+                } else if(menunum==0){
+                    rb->splash(HZ, true, "No game to resume");
+                    break;
+                }
+            case 2:
+                rb->set_option("Level", &iLevelMode, INT, levels, 2, NULL);
+                break;
+            case 3:
+                rb->splash(HZ, true, "NOT AVAILABLE");
+                break;
+            case 4:
+                rb->menu_exit(m);
+                return PLUGIN_OK;
+                break;
+        }
+    }
+    rb->lcd_clear_display();
+    rb->menu_exit(m);
+    return -1;
+}
+
+static int chopGameLoop(void)
+{
+    int move_button, ret;
+    bool exit=false;
+    int end, i=0, bdelay=0, last_button=BUTTON_NONE;
+    
+    if (chopUpdateTerrainRecycling(&mGround) == 1)
+        /* mirror the sky if we've changed the ground */
+        chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75)); 
+    
+    ret = chopMenu(0);
+    if (ret != -1)
+        return ret;
+        
+    chopDrawScene(); 
+    
+    while (!exit) {
+
+        end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
+    
+        if(chopUpdateTerrainRecycling(&mGround) == 1)
+            /* mirror the sky if we've changed the ground */
+            chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75)); 
+    
+        iRotorOffset = iR(-1,1);
+    
+        /* We need to have this here so particles move when we're dead */
+
+        for (i=0; i < NUMBER_OF_PARTICLES; i++)
+            if(mParticles[i].bIsActive == 1)
+            {
+                mParticles[i].iWorldX += mParticles[i].iSpeedX;
+                mParticles[i].iWorldY += mParticles[i].iSpeedY;
+            }
+
+        /* Redraw the main window: */
+        chopDrawScene(); 
+
+    
+        iGravityTimerCountdown--;
+    
+        if(iGravityTimerCountdown <= 0)
+        {
+            iGravityTimerCountdown = 3;
+            chopAddParticle(iPlayerPosX, iPlayerPosY+5, 0, 0);
+        }
+        
+        if(iLevelMode == LEVEL_MODE_NORMAL)
+            chopGenerateBlockIfNeeded();
+
+        
+        move_button=rb->button_status();
+        if (rb->button_get(false) == QUIT) {
+            ret = chopMenu(1);
+            if (ret != -1)
+                return ret;
+            bdelay = 0;
+            last_button = BUTTON_NONE;
+            move_button = BUTTON_NONE;
+        }
+
+        switch (move_button) {
+            case ACTION:
+#ifdef ACTION2
+            case ACTION2:
+#endif
+                if (last_button != ACTION
+#ifdef ACTION2
+                    && last_button != ACTION2
+#endif
+                   )
+                    bdelay = -2;
+                if (bdelay == 0)
+                    iPlayerSpeedY = -3;
+                break;
+
+            default:
+                if (last_button == ACTION
+#ifdef ACTION2
+                    || last_button == ACTION2
+#endif
+                   )
+                    bdelay = 3;
+                if (bdelay == 0)
+                    iPlayerSpeedY = 4;
+                    
+                if (rb->default_event_handler(move_button) == SYS_USB_CONNECTED)
+                    return PLUGIN_USB_CONNECTED;
+                break;
+        }
+        last_button = move_button;
+        
+        if (bdelay < 0) {
+            iPlayerSpeedY = bdelay;
+            bdelay++;
+        } else if (bdelay > 0) {
+            iPlayerSpeedY = bdelay;
+            bdelay--;
+        }
+        
+        iCameraPosX = iPlayerPosX - 25;
+        iPlayerPosX += iPlayerSpeedX;
+        iPlayerPosY += iPlayerSpeedY;
+        
+        chopCounter++;
+        /* increase speed as we go along */
+        if (chopCounter == 100){
+            iPlayerSpeedX++;
+            chopCounter=0;
+        }
+
+        if (iPlayerPosY > iScreenY-10 || iPlayerPosY < -5 || 
+           chopPointInTerrain(&mGround, iPlayerPosX, iPlayerPosY + 10, 0) || 
+           chopPointInTerrain(&mRoof, iPlayerPosX ,iPlayerPosY, 1))
+        {
+           chopKillPlayer();
+           chopDrawScene();
+           ret = chopMenu(0);
+           if (ret != -1)
+               return ret;
+        }
+    
+        for (i=0; i < NUMBER_OF_BLOCKS; i++)
+            if(mBlocks[i].bIsActive == 1)
+                if(chopBlockCollideWithPlayer(&mBlocks[i])) {
+                    chopKillPlayer();
+                    chopDrawScene();
+                    ret = chopMenu(0);
+                    if (ret != -1)
+                        return ret;
+                }
+
+        if (end > *rb->current_tick)
+            rb->sleep(end-*rb->current_tick);
+        else
+            rb->yield();
+            
+    }
+    return PLUGIN_OK;
+}
+
+static void chopDrawBlock(struct CBlock *mBlock)
+{ 
+    int iPosX = (mBlock->iWorldX - iCameraPosX);
+    int iPosY = (mBlock->iWorldY);
+#if LCD_DEPTH > 2
+    rb->lcd_set_foreground(LCD_RGBPACK(30,30,30));
+#else
+    rb->lcd_set_foreground(LCD_BLACK);
+#endif
+    rb->lcd_fillrect(iPosX, iPosY, mBlock->iSizeX, 
+                     mBlock->iSizeY); 
+}
+
+
+static void chopRenderTerrain(struct CTerrain *ter)
+{
+
+    int i=1;
+
+    int oldx=0;
+
+    int ay=0;
+    if(ter->mNodes[0].y < LCD_HEIGHT/2) 
+        ay=0;
+    else 
+        ay=LCD_HEIGHT;
+    
+    while(i < ter->iNodesCount && oldx < LCD_WIDTH)
+    {
+        
+        int x = ter->mNodes[i-1].x - iCameraPosX;
+        int y = ter->mNodes[i-1].y;
+        
+        int x2 = ter->mNodes[i].x - iCameraPosX;
+        int y2 = ter->mNodes[i].y;
+#if LCD_DEPTH > 2
+        rb->lcd_set_foreground(LCD_RGBPACK(50,100,250));
+#else
+        rb->lcd_set_foreground(LCD_DARKGRAY);
+#endif
+
+        rb->lcd_drawline(x, y, x2, y2);
+        xlcd_filltriangle(x, y, x2, y2, x2, ay);
+        xlcd_filltriangle(x, ay, x2, y2, x2, ay);
+        if (ay == 0)
+            xlcd_filltriangle(x, ay, x, y, x2, y2 / 2);
+        else
+            xlcd_filltriangle(x, ay, x, y, x2, LCD_HEIGHT - (LCD_HEIGHT - y2) / 2);
+        
+        oldx = x;
+        i++;
+        
+    }
+
+}
+
+void chopper_load(bool newgame)
+{
+    
+    int i;
+    int g;
+    
+    if (newgame) {
+        iScreenX = LCD_WIDTH;
+        iScreenY = LCD_HEIGHT;
+        blockh = 0.2*iScreenY;
+        blockw = 0.04*iScreenX;
+        iPlayerAlive = 1;
+        score = 0;
+    }
+    iRotorOffset = 0;
+    iPlayerPosX = 60;
+    iPlayerPosY = iScreenY * 0.4;
+    iLastBlockPlacedPosX = 0;
+    iGravityTimerCountdown = 2;
+    chopCounter = 0;
+    iPlayerSpeedX = 3;
+    iPlayerSpeedY = 0;
+    iCameraPosX = 30;     
+    
+    for (i=0; i < NUMBER_OF_PARTICLES; i++)
+        mParticles[i].bIsActive = 0;
+    
+    for (i=0; i < NUMBER_OF_BLOCKS; i++)
+        mBlocks[i].bIsActive = 0;
+    
+    g = iScreenY - 10;
+    chopClearTerrain(&mGround);
+    
+    for (i=0; i < MAX_TERRAIN_NODES; i++)
+        chopAddTerrainNode(&mGround,i * 30,g - iR(0,20));
+
+    if (chopUpdateTerrainRecycling(&mGround) == 1)
+        /* mirror the sky if we've changed the ground */
+        chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75)); 
+
+    iLevelMode = LEVEL_MODE_NORMAL;
+    if (iLevelMode == LEVEL_MODE_NORMAL)
+        /* make it a bit more exciting, cause it's easy terrain... */
+        iPlayerSpeedX *= 2;
+}
+
+/* this is the plugin entry point */
+enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
+{
+    (void)parameter;
+    rb = api;
+    int ret;
+
+    rb->lcd_setfont(FONT_SYSFIXED);
+    /* Permanently enable the backlight (unless the user has turned it off) */
+    if (rb->global_settings->backlight_timeout > 0)
+        rb->backlight_set_timeout(1);
+
+    rb->srand( *rb->current_tick );
+
+    xlcd_init(rb);
+    configfile_init(rb);
+    configfile_load(CFG_FILE, config, 1, 0);
+    
+    chopper_load(true);
+    ret = chopGameLoop();
+    
+    configfile_save(CFG_FILE, config, 1, 0);
+    
+    /* Restore user's original backlight setting */
+    rb->lcd_setfont(FONT_UI);
+    rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
+
+    return ret;
+}
