/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2002 Eric Linenberg * February 2003: Robert Hak performs a cleanup/rewrite/feature addition. * Eric smiles. Bjorn cris. Linus say 'huh?'. * * 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 "config.h" #include "options.h" #ifdef USE_GAMES #include #include "sokoban.h" #include "lcd.h" #include "button.h" #include "kernel.h" #include "menu.h" #include "screens.h" #include "font.h" #include "file.h" #include "debug.h" #include "sokoban_levels.h" #ifdef SIMULATOR #include #endif #include #include "lang.h" #define SOKOBAN_TITLE "Sokoban" #define SOKOBAN_TITLE_FONT 2 #define LEVELS_FILE "/sokoban.levels" #define NUM_LEVELS sizeof(levels)/320 #define ROWS 16 #define COLS 20 #define MAX_UNDOS 5 static void init_undo(void); static void undo(void); static void add_undo(int button); static void init_boards(void); static void load_level(short level); static void draw_level(short level); static void update_screen(void); static bool sokoban_loop(void); /* The Location, Undo and LevelInfo structs are OO-flavored. * (oooh!-flavored as Schnueff puts it.) It makes more you have to know, * but the overall data layout becomes more manageable. */ /* We use the same three values in 2 structs. Makeing them a struct * hopefully ensures that if you change things in one, the other changes * as well. */ struct LevelInfo { short level; short moves; short boxes_to_go; }; /* What a given location on the board looks like at a given time */ struct Location { char spot; short row; short col; }; /* A single level of undo. Each undo move can affect upto, * but not more then, 3 spots on the board */ struct Undo { struct LevelInfo level; struct Location location[3]; }; /* Our full undo history */ static struct UndoInfo { short count; /* How many undos are there in history */ short current; /* Which history is the current undo */ struct Undo history[MAX_UNDOS]; } undo_info; /* Our playing board */ static struct BoardInfo { char board[ROWS][COLS]; struct LevelInfo level; struct Location player; } current_info; static void init_undo(void) { undo_info.count = 0; undo_info.current = 0; } static void undo(void) { struct Undo *undo; int i = 0; short row, col; if (undo_info.count == 0) return; /* Update board info */ undo = &undo_info.history[undo_info.current]; current_info.level = undo->level; current_info.player = undo->location[0]; row = undo->location[0].row; col = undo->location[0].col; current_info.board[row][col] = '@'; /* Update the two other possible spots */ for (i = 1; i < 3; i++) { if (undo->location[i].spot != '\0') { row = undo->location[i].row; col = undo->location[i].col; current_info.board[row][col] = undo->location[i].spot; undo->location[i].spot = '\0'; } } /* Remove this undo from the list */ if (undo_info.current == 0) { if (undo_info.count > 1) undo_info.current = MAX_UNDOS - 1; } else { undo_info.current--; } undo_info.count--; return; } static void add_undo(int button) { struct Undo *undo; int row, col, i; bool storable; if ((button != BUTTON_LEFT) && (button != BUTTON_RIGHT) && (button != BUTTON_UP) && (button != BUTTON_DOWN)) return; if (undo_info.count != 0) { if (undo_info.current < (MAX_UNDOS - 1)) undo_info.current++; else undo_info.current = 0; } /* Make what follows more readable */ undo = &undo_info.history[undo_info.current]; /* Store our level info */ undo->level = current_info.level; /* Store our player info */ undo->location[0] = current_info.player; /* Now we need to store upto 2 blocks that may be affected. * If player.spot is NULL, then there is no info stored * for that block */ row = current_info.player.row; col = current_info.player.col; /* This must stay as _1_ because the first block (0) is the player */ for (i = 1; i < 3; i++) { storable = true; switch (button) { case BUTTON_LEFT: col--; if (col < 0) storable = false; break; case BUTTON_RIGHT: col++; if (col >= COLS) storable = false; break; case BUTTON_UP: row--; if (row < 0) storable = false; break; case BUTTON_DOWN: row++; if (row >= ROWS) storable = false; break; default: return; } if (storable) { undo->location[i].col = col; undo->location[i].row = row; undo->location[i].spot = current_info.board[row][col]; } else { undo->location[i].spot = '\0'; } } if (undo_info.count < MAX_UNDOS) undo_info.count++; } static void init_boards(void) { current_info.level.level = 0; current_info.level.moves = 0; current_info.level.boxes_to_go = 0; current_info.player.row = 0; current_info.player.col = 0; current_info.player.spot = ' '; init_undo(); } static void load_level(short level_to_load) { short a = 0, b = 0, c = 0; current_info.player.spot=' '; current_info.level.boxes_to_go = 0; current_info.level.moves = 0; for (b = 0; b < ROWS; b++) { for (c = 0; c < COLS; c++) { current_info.board[b][c] = levels[level_to_load][a]; a++; if (current_info.board[b][c] == '@') { current_info.player.row = b; current_info.player.col = c; } if (current_info.board[b][c] == '.') current_info.level.boxes_to_go++; } } return; } static void update_screen(void) { short b = 0, c = 0; short rows = 0, cols = 0; char s[25]; short magnify = 4; /* load the board to the screen */ for (rows=0 ; rows < ROWS ; rows++) { for (cols = 0 ; cols < COLS ; cols++) { c = cols * magnify; b = rows * magnify; switch(current_info.board[rows][cols]) { case 'X': /* black space */ lcd_drawrect(c, b, magnify, magnify); lcd_drawrect(c+1, b+1, 2, 2); break; case '#': /* this is a wall */ lcd_drawpixel(c, b); lcd_drawpixel(c+2, b); lcd_drawpixel(c+1, b+1); lcd_drawpixel(c+3, b+1); lcd_drawpixel(c, b+2); lcd_drawpixel(c+2, b+2); lcd_drawpixel(c+1, b+3); lcd_drawpixel(c+3, b+3); break; case '.': /* this is a home location */ lcd_drawrect(c+1, b+1, 2, 2); break; case '$': /* this is a box */ lcd_drawrect(c, b, magnify, magnify); break; case '@': /* this is you */ lcd_drawline(c+1, b, c+2, b); lcd_drawline(c, b+1, c+3, b+1); lcd_drawline(c+1, b+2, c+2, b+2); lcd_drawpixel(c, b+3); lcd_drawpixel(c+3, b+3); break; case '%': /* this is a box on a home spot */ lcd_drawrect(c, b, magnify, magnify); lcd_drawrect(c+1, b+1, 2, 2); break; } } } snprintf(s, sizeof(s), "%d", current_info.level.level+1); lcd_putsxy(86, 22, s); snprintf(s, sizeof(s), "%d", current_info.level.moves); lcd_putsxy(86, 54, s); lcd_drawrect(80,0,32,32); lcd_drawrect(80,32,32,64); lcd_putsxy(81, 10, str(LANG_SOKOBAN_LEVEL)); lcd_putsxy(81, 42, str(LANG_SOKOBAN_MOVE)); /* print out the screen */ lcd_update(); } static void draw_level(short level) { load_level(level); lcd_clear_display(); update_screen(); } static bool sokoban_loop(void) { char new_spot; bool moved = true; int i = 0, button = 0; short r = 0, c = 0; current_info.level.level = 0; load_level(current_info.level.level); update_screen(); while (1) { moved = true; r = current_info.player.row; c = current_info.player.col; button = button_get(true); add_undo(button); switch(button) { case BUTTON_OFF: /* get out of here */ return false; case BUTTON_ON: case BUTTON_ON | BUTTON_REPEAT: /* this is UNDO */ undo(); lcd_clear_display(); update_screen(); moved = false; break; case BUTTON_F3: case BUTTON_F3 | BUTTON_REPEAT: /* increase level */ init_undo(); current_info.level.boxes_to_go=0; moved = true; break; case BUTTON_F1: case BUTTON_F1 | BUTTON_REPEAT: /* previous level */ init_undo(); if (current_info.level.level) current_info.level.level--; draw_level(current_info.level.level); moved = false; break; case BUTTON_F2: case BUTTON_F2 | BUTTON_REPEAT: /* same level */ init_undo(); draw_level(current_info.level.level); moved = false; break; case BUTTON_LEFT: switch(current_info.board[r][c-1]) { case ' ': /* if it is a blank spot */ case '.': /* if it is a home spot */ new_spot = current_info.board[r][c-1]; current_info.board[r][c-1] = '@'; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = new_spot; break; case '$': switch(current_info.board[r][c-2]) { case ' ': /* going from blank to blank */ current_info.board[r][c-2] = current_info.board[r][c-1]; current_info.board[r][c-1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; break; case '.': /* going from a blank to home */ current_info.board[r][c-2] = '%'; current_info.board[r][c-1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; current_info.level.boxes_to_go--; break; default: moved = false; break; } break; case '%': switch(current_info.board[r][c-2]) { case ' ': /* we are going from a home to a blank */ current_info.board[r][c-2] = '$'; current_info.board[r][c-1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; current_info.level.boxes_to_go++; break; case '.': /* if we are going from a home to home */ current_info.board[r][c-2] = '%'; current_info.board[r][c-1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; break; default: moved = false; break; } break; default: moved = false; break; } if (moved) current_info.player.col--; break; case BUTTON_RIGHT: /* if it is a blank spot */ switch(current_info.board[r][c+1]) { case ' ': case '.': /* if it is a home spot */ new_spot = current_info.board[r][c+1]; current_info.board[r][c+1] = '@'; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = new_spot; break; case '$': switch(current_info.board[r][c+2]) { case ' ': /* going from blank to blank */ current_info.board[r][c+2] = current_info.board[r][c+1]; current_info.board[r][c+1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; break; case '.': /* going from a blank to home */ current_info.board[r][c+2] = '%'; current_info.board[r][c+1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; current_info.level.boxes_to_go--; break; default: moved = false; break; } break; case '%': switch(current_info.board[r][c+2]) { case ' ': /* going from a home to a blank */ current_info.board[r][c+2] = '$'; current_info.board[r][c+1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; current_info.level.boxes_to_go++; break; case '.': current_info.board[r][c+2] = '%'; current_info.board[r][c+1] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; break; default: moved = false; break; } break; default: moved = false; break; } if (moved) current_info.player.col++; break; case BUTTON_UP: switch(current_info.board[r-1][c]) { case ' ': /* if it is a blank spot */ case '.': /* if it is a home spot */ new_spot = current_info.board[r-1][c]; current_info.board[r-1][c] = '@'; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = new_spot; break; case '$': switch(current_info.board[r-2][c]) { case ' ': /* going from blank to blank */ current_info.board[r-2][c] = current_info.board[r-1][c]; current_info.board[r-1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; break; case '.': /* going from a blank to home */ current_info.board[r-2][c] = '%'; current_info.board[r-1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; current_info.level.boxes_to_go--; break; default: moved = false; break; } break; case '%': switch(current_info.board[r-2][c]) { case ' ': /* we are going from a home to a blank */ current_info.board[r-2][c] = '$'; current_info.board[r-1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; current_info.level.boxes_to_go++; break; case '.': /* if we are going from a home to home */ current_info.board[r-2][c] = '%'; current_info.board[r-1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; break; default: moved = false; break; } break; default: moved = false; break; } if (moved) current_info.player.row--; break; case BUTTON_DOWN: switch(current_info.board[r+1][c]) { case ' ': /* if it is a blank spot */ case '.': /* if it is a home spot */ new_spot = current_info.board[r+1][c]; current_info.board[r+1][c] = '@'; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = new_spot; break; case '$': switch(current_info.board[r+2][c]) { case ' ': /* going from blank to blank */ current_info.board[r+2][c] = current_info.board[r+1][c]; current_info.board[r+1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; break; case '.': /* going from a blank to home */ current_info.board[r+2][c] = '%'; current_info.board[r+1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = ' '; current_info.level.boxes_to_go--; break; default: moved = false; break; } break; case '%': switch(current_info.board[r+2][c]) { case ' ': /* going from a home to a blank */ current_info.board[r+2][c] = '$'; current_info.board[r+1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; current_info.level.boxes_to_go++; break; case '.': /* going from a home to home */ current_info.board[r+2][c] = '%'; current_info.board[r+1][c] = current_info.board[r][c]; current_info.board[r][c] = current_info.player.spot; current_info.player.spot = '.'; break; default: moved = false; break; } break; default: moved = false; break; } if (moved) current_info.player.row++; break; case SYS_USB_CONNECTED: usb_screen(); return true; default: moved = false; break; } if (moved) { current_info.level.moves++; lcd_clear_display(); update_screen(); } /* We have completed this level */ if (current_info.level.boxes_to_go == 0) { current_info.level.level++; /* clear undo stats */ init_undo(); lcd_clear_display(); if (current_info.level.level == NUM_LEVELS) { lcd_putsxy(10, 20, str(LANG_SOKOBAN_WIN)); for (i = 0; i < 30000 ; i++) { lcd_invertrect(0, 0, 111, 63); lcd_update(); if (button_get(false)) break; } return false; } load_level(current_info.level.level); update_screen(); } } /* end while */ return false; } bool sokoban(void) { bool result; int w, h; int len; lcd_setfont(FONT_SYSFIXED); lcd_getstringsize(SOKOBAN_TITLE, &w, &h); /* Get horizontel centering for text */ len = w; if (len%2 != 0) len =((len+1)/2)+(w/2); else len /= 2; if (h%2 != 0) h = (h/2)+1; else h /= 2; lcd_clear_display(); lcd_putsxy(LCD_WIDTH/2-len,(LCD_HEIGHT/2)-h, SOKOBAN_TITLE); lcd_update(); sleep(HZ*2); lcd_clear_display(); lcd_putsxy(3, 6, str(LANG_SOKOBAN_QUIT)); lcd_putsxy(3, 16, str(LANG_SOKOBAN_ON)); lcd_putsxy(3, 26, str(LANG_SOKOBAN_F1)); lcd_putsxy(3, 36, str(LANG_SOKOBAN_F2)); lcd_putsxy(3, 46, str(LANG_SOKOBAN_F3)); lcd_update(); sleep(HZ*2); lcd_clear_display(); init_boards(); result = sokoban_loop(); lcd_setfont(FONT_UI); return result; } #endif