/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2002 Eric Linenberg * February 2003: Robert Hak performs a cleanup/rewrite/feature addition. * Eric smiles. Bjorn cries. 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 "plugin.h" #ifdef HAVE_LCD_BITMAP #define SOKOBAN_TITLE "Sokoban" #define SOKOBAN_TITLE_FONT 2 #define LEVELS_FILE "/.rockbox/sokoban.levels" #define ROWS 16 #define COLS 20 #define MAX_UNDOS 5 #define SOKOBAN_LEVEL_SIZE (ROWS*COLS) /* variable button definitions */ #if CONFIG_KEYPAD == RECORDER_PAD #define SOKOBAN_QUIT BUTTON_OFF #define SOKOBAN_UNDO BUTTON_ON #define SOKOBAN_LEVEL_UP BUTTON_F3 #define SOKOBAN_LEVEL_DOWN BUTTON_F1 #define SOKOBAN_LEVEL_REPEAT BUTTON_F2 #elif CONFIG_KEYPAD == ONDIO_PAD #define SOKOBAN_QUIT BUTTON_OFF #define SOKOBAN_UNDO_PRE BUTTON_MENU #define SOKOBAN_UNDO (BUTTON_MENU | BUTTON_REL) #define SOKOBAN_LEVEL_UP (BUTTON_MENU | BUTTON_RIGHT) #define SOKOBAN_LEVEL_DOWN (BUTTON_MENU | BUTTON_LEFT) #define SOKOBAN_LEVEL_REPEAT (BUTTON_MENU | BUTTON_UP) #endif static void init_undo(void); static void undo(void); static void add_undo(int button); static int get_level(char *level, int level_size); static int get_level_count(void); static int load_level(void); static void draw_level(void); static void init_boards(void); 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; int max_level; /* How many levels do we have? */ int level_offset; /* Where in the level file is this level */ int loaded_level; /* Which level is in memory */ } current_info; static struct plugin_api* rb; 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]; rb->memcpy(¤t_info.level, &undo->level, sizeof(undo->level)); rb->memcpy(¤t_info.player, &undo->location[0], sizeof(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 */ rb->memcpy(&undo->level, ¤t_info.level, sizeof(undo->level)); /* Store our player info */ rb->memcpy(&undo->location[0], ¤t_info.player, sizeof(undo->location[0])); /* 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 = ' '; current_info.max_level = 0; current_info.level_offset = 0; current_info.loaded_level = 0; init_undo(); } static int get_level_count(void) { int fd = 0; int lastlen = 0; char buffer[COLS + 3]; /* COLS plus CR/LF and \0 */ if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0) { rb->splash(0, true, "Unable to open %s", LEVELS_FILE); return -1; } while(1) { int len = rb->read_line(fd, buffer, sizeof(buffer)); if(len <= 0) break; /* Two short lines in a row means new level */ if(len < 3 && lastlen < 3) current_info.max_level++; lastlen = len; } rb->close(fd); return 0; } static int get_level(char *level, int level_size) { int fd = 0, i = 0; int nread = 0; int count = 0; int lastlen = 0; int level_ct = 1; unsigned char buffer[SOKOBAN_LEVEL_SIZE * 2]; bool level_found = false; /* open file */ if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0) return -1; /* Lets not reparse the full file if we can avoid it */ if (current_info.loaded_level < current_info.level.level) { rb->lseek(fd, current_info.level_offset, SEEK_SET); level_ct = current_info.loaded_level; } if(current_info.level.level > 1) { while(!level_found) { int len = rb->read_line(fd, buffer, SOKOBAN_LEVEL_SIZE); if(len <= 0) { rb->close(fd); return -1; } /* Two short lines in a row means new level */ if(len < 3 && lastlen < 3) { level_ct++; if(level_ct == current_info.level.level) level_found = true; } lastlen = len; } } /* Remember the current offset */ current_info.level_offset = rb->lseek(fd, 0, SEEK_CUR); /* read a full buffer chunk from here */ nread = rb->read(fd, buffer, sizeof(buffer)-1); if (nread < 0) return -1; buffer[nread] = 0; rb->close(fd); /* If we read less then a level, error */ if (nread < level_size) return -1; /* Load our new level */ for(i=0, count=0; (count < nread) && (ilcd_drawrect(c, b, magnify, magnify); rb->lcd_drawrect(c+1, b+1, 2, 2); break; case '#': /* this is a wall */ rb->lcd_drawpixel(c, b); rb->lcd_drawpixel(c+2, b); rb->lcd_drawpixel(c+1, b+1); rb->lcd_drawpixel(c+3, b+1); rb->lcd_drawpixel(c, b+2); rb->lcd_drawpixel(c+2, b+2); rb->lcd_drawpixel(c+1, b+3); rb->lcd_drawpixel(c+3, b+3); break; case '.': /* this is a home location */ rb->lcd_drawrect(c+1, b+1, 2, 2); break; case '$': /* this is a box */ rb->lcd_drawrect(c, b, magnify, magnify); break; case '@': /* this is you */ rb->lcd_drawline(c+1, b, c+2, b); rb->lcd_drawline(c, b+1, c+3, b+1); rb->lcd_drawline(c+1, b+2, c+2, b+2); rb->lcd_drawpixel(c, b+3); rb->lcd_drawpixel(c+3, b+3); break; case '%': /* this is a box on a home spot */ rb->lcd_drawrect(c, b, magnify, magnify); rb->lcd_drawrect(c+1, b+1, 2, 2); break; } } } rb->snprintf(s, sizeof(s), "%d", current_info.level.level); rb->lcd_putsxy(86, 22, s); rb->snprintf(s, sizeof(s), "%d", current_info.level.moves); rb->lcd_putsxy(86, 54, s); rb->lcd_drawrect(80,0,32,32); rb->lcd_drawrect(80,32,32,64); rb->lcd_putsxy(81, 10, "Level"); rb->lcd_putsxy(81, 42, "Moves"); /* print out the screen */ rb->lcd_update(); } static void draw_level(void) { load_level(); rb->lcd_clear_display(); update_screen(); } static bool sokoban_loop(void) { char new_spot; bool moved = true; int i = 0, button = 0, lastbutton = 0; short r = 0, c = 0; current_info.level.level = 1; load_level(); update_screen(); while (1) { moved = true; r = current_info.player.row; c = current_info.player.col; button = rb->button_get(true); add_undo(button); switch(button) { case BUTTON_OFF: /* get out of here */ return PLUGIN_OK; case SOKOBAN_UNDO: #ifdef SOKOBAN_UNDO_PRE if (lastbutton != SOKOBAN_UNDO_PRE) break; #else /* repeat can't work here for Ondio */ case SOKOBAN_UNDO | BUTTON_REPEAT: #endif /* this is UNDO */ undo(); rb->lcd_clear_display(); update_screen(); moved = false; break; case SOKOBAN_LEVEL_UP: case SOKOBAN_LEVEL_UP | BUTTON_REPEAT: /* increase level */ init_undo(); current_info.level.boxes_to_go=0; moved = true; break; case SOKOBAN_LEVEL_DOWN: case SOKOBAN_LEVEL_DOWN | BUTTON_REPEAT: /* previous level */ init_undo(); if (current_info.level.level > 1) current_info.level.level--; draw_level(); moved = false; break; case SOKOBAN_LEVEL_REPEAT: case SOKOBAN_LEVEL_REPEAT | BUTTON_REPEAT: /* same level */ init_undo(); draw_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; default: if (rb->default_event_handler(button) == SYS_USB_CONNECTED) return PLUGIN_USB_CONNECTED; moved = false; break; } if (button != BUTTON_NONE) lastbutton = button; if (moved) { current_info.level.moves++; rb->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(); rb->lcd_clear_display(); if (current_info.level.level > current_info.max_level) { rb->lcd_putsxy(10, 20, "You WIN!!"); for (i = 0; i < 30000 ; i++) { rb->lcd_invertrect(0, 0, 111, 63); rb->lcd_update(); button = rb->button_get(false); if (button && ((button & BUTTON_REL) != BUTTON_REL)) break; } return PLUGIN_OK; } load_level(); update_screen(); } } /* end while */ return PLUGIN_OK; } enum plugin_status plugin_start(struct plugin_api* api, void* parameter) { int w, h; int len; TEST_PLUGIN_API(api); (void)(parameter); rb = api; rb->lcd_setfont(FONT_SYSFIXED); rb->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; rb->lcd_clear_display(); rb->lcd_putsxy(LCD_WIDTH/2-len,(LCD_HEIGHT/2)-h, SOKOBAN_TITLE); rb->lcd_update(); rb->sleep(HZ*2); rb->lcd_clear_display(); #if CONFIG_KEYPAD == RECORDER_PAD rb->lcd_putsxy(3, 6, "[OFF] To Stop"); rb->lcd_putsxy(3, 16, "[ON] To Undo"); rb->lcd_putsxy(3, 26, "[F1] - Level"); rb->lcd_putsxy(3, 36, "[F2] Same Level"); rb->lcd_putsxy(3, 46, "[F3] + Level"); #elif CONFIG_KEYPAD == ONDIO_PAD rb->lcd_putsxy(3, 6, "[OFF] To Stop"); rb->lcd_putsxy(3, 16, "[MODE] To Undo"); rb->lcd_putsxy(3, 26, "[M-LEFT] - Level"); rb->lcd_putsxy(3, 36, "[M-UP] Same Level"); rb->lcd_putsxy(3, 46, "[M-RIGHT] + Level"); #endif rb->lcd_update(); rb->sleep(HZ*2); rb->lcd_clear_display(); init_boards(); if (get_level_count() != 0) { rb->splash(HZ*2, true, "Failed loading levels!"); return PLUGIN_OK; } return sokoban_loop(); } #endif