48d28542d3
redefines to work better git-svn-id: svn://svn.rockbox.org/rockbox/trunk@3618 a1c6a512-1295-4272-9138-f99709370657
776 lines
22 KiB
C
776 lines
22 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2002 Eric Linenberg
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* February 2003: Robert Hak performs a cleanup/rewrite/feature addition.
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* Eric smiles. Bjorn cris. Linus say 'huh?'.
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "config.h"
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#include "options.h"
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#ifdef USE_GAMES
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#include "sokoban.h"
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#include "lcd.h"
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#include "button.h"
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#include "kernel.h"
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#include "menu.h"
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#include "screens.h"
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#include "font.h"
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#include "file.h"
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#include "debug.h"
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#include "sokoban_levels.h"
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#ifdef SIMULATOR
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#include <stdio.h>
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#endif
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#include <string.h>
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#include "lang.h"
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#include "sprintf.h"
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#define SOKOBAN_TITLE "Sokoban"
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#define SOKOBAN_TITLE_FONT 2
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#define LEVELS_FILE "/sokoban.levels"
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#define NUM_LEVELS sizeof(levels)/320
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#define ROWS 16
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#define COLS 20
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#define MAX_UNDOS 5
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static void init_undo(void);
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static void undo(void);
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static void add_undo(int button);
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static void init_boards(void);
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static void load_level(short level);
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static void draw_level(short level);
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static void update_screen(void);
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static bool sokoban_loop(void);
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/* The Location, Undo and LevelInfo structs are OO-flavored.
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* (oooh!-flavored as Schnueff puts it.) It makes more you have to know,
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* but the overall data layout becomes more manageable. */
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/* We use the same three values in 2 structs. Makeing them a struct
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* hopefully ensures that if you change things in one, the other changes
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* as well. */
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struct LevelInfo {
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short level;
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short moves;
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short boxes_to_go;
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};
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/* What a given location on the board looks like at a given time */
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struct Location {
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char spot;
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short row;
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short col;
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};
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/* A single level of undo. Each undo move can affect upto,
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* but not more then, 3 spots on the board */
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struct Undo {
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struct LevelInfo level;
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struct Location location[3];
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};
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/* Our full undo history */
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static struct UndoInfo {
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short count; /* How many undos are there in history */
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short current; /* Which history is the current undo */
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struct Undo history[MAX_UNDOS];
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} undo_info;
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/* Our playing board */
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static struct BoardInfo {
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char board[ROWS][COLS];
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struct LevelInfo level;
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struct Location player;
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} current_info;
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static void init_undo(void)
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{
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undo_info.count = 0;
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undo_info.current = 0;
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}
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static void undo(void)
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{
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struct Undo *undo;
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int i = 0;
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short row, col;
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if (undo_info.count == 0)
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return;
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/* Update board info */
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undo = &undo_info.history[undo_info.current];
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current_info.level = undo->level;
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current_info.player = undo->location[0];
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row = undo->location[0].row;
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col = undo->location[0].col;
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current_info.board[row][col] = '@';
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/* Update the two other possible spots */
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for (i = 1; i < 3; i++) {
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if (undo->location[i].spot != '\0') {
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row = undo->location[i].row;
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col = undo->location[i].col;
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current_info.board[row][col] = undo->location[i].spot;
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undo->location[i].spot = '\0';
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}
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}
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/* Remove this undo from the list */
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if (undo_info.current == 0) {
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if (undo_info.count > 1)
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undo_info.current = MAX_UNDOS - 1;
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} else {
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undo_info.current--;
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}
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undo_info.count--;
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return;
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}
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static void add_undo(int button)
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{
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struct Undo *undo;
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int row, col, i;
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bool storable;
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if ((button != BUTTON_LEFT) && (button != BUTTON_RIGHT) &&
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(button != BUTTON_UP) && (button != BUTTON_DOWN))
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return;
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if (undo_info.count != 0) {
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if (undo_info.current < (MAX_UNDOS - 1))
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undo_info.current++;
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else
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undo_info.current = 0;
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}
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/* Make what follows more readable */
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undo = &undo_info.history[undo_info.current];
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/* Store our level info */
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undo->level = current_info.level;
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/* Store our player info */
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undo->location[0] = current_info.player;
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/* Now we need to store upto 2 blocks that may be affected.
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* If player.spot is NULL, then there is no info stored
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* for that block */
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row = current_info.player.row;
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col = current_info.player.col;
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/* This must stay as _1_ because the first block (0) is the player */
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for (i = 1; i < 3; i++) {
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storable = true;
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switch (button) {
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case BUTTON_LEFT:
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col--;
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if (col < 0)
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storable = false;
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break;
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case BUTTON_RIGHT:
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col++;
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if (col >= COLS)
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storable = false;
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break;
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case BUTTON_UP:
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row--;
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if (row < 0)
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storable = false;
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break;
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case BUTTON_DOWN:
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row++;
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if (row >= ROWS)
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storable = false;
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break;
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default:
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return;
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}
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if (storable) {
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undo->location[i].col = col;
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undo->location[i].row = row;
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undo->location[i].spot = current_info.board[row][col];
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} else {
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undo->location[i].spot = '\0';
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}
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}
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if (undo_info.count < MAX_UNDOS)
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undo_info.count++;
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}
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static void init_boards(void)
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{
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current_info.level.level = 0;
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current_info.level.moves = 0;
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current_info.level.boxes_to_go = 0;
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current_info.player.row = 0;
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current_info.player.col = 0;
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current_info.player.spot = ' ';
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init_undo();
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}
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static void load_level(short level_to_load)
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{
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short a = 0, b = 0, c = 0;
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current_info.player.spot=' ';
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current_info.level.boxes_to_go = 0;
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current_info.level.moves = 0;
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for (b = 0; b < ROWS; b++) {
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for (c = 0; c < COLS; c++) {
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current_info.board[b][c] = levels[level_to_load][a];
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a++;
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if (current_info.board[b][c] == '@') {
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current_info.player.row = b;
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current_info.player.col = c;
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}
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if (current_info.board[b][c] == '.')
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current_info.level.boxes_to_go++;
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}
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}
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return;
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}
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static void update_screen(void)
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{
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short b = 0, c = 0;
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short rows = 0, cols = 0;
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char s[25];
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short magnify = 4;
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/* load the board to the screen */
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for (rows=0 ; rows < ROWS ; rows++) {
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for (cols = 0 ; cols < COLS ; cols++) {
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c = cols * magnify;
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b = rows * magnify;
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switch(current_info.board[rows][cols]) {
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case 'X': /* black space */
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lcd_drawrect(c, b, magnify, magnify);
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lcd_drawrect(c+1, b+1, 2, 2);
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break;
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case '#': /* this is a wall */
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lcd_drawpixel(c, b);
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lcd_drawpixel(c+2, b);
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lcd_drawpixel(c+1, b+1);
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lcd_drawpixel(c+3, b+1);
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lcd_drawpixel(c, b+2);
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lcd_drawpixel(c+2, b+2);
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lcd_drawpixel(c+1, b+3);
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lcd_drawpixel(c+3, b+3);
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break;
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case '.': /* this is a home location */
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lcd_drawrect(c+1, b+1, 2, 2);
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break;
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case '$': /* this is a box */
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lcd_drawrect(c, b, magnify, magnify);
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break;
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case '@': /* this is you */
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lcd_drawline(c+1, b, c+2, b);
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lcd_drawline(c, b+1, c+3, b+1);
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lcd_drawline(c+1, b+2, c+2, b+2);
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lcd_drawpixel(c, b+3);
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lcd_drawpixel(c+3, b+3);
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break;
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case '%': /* this is a box on a home spot */
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lcd_drawrect(c, b, magnify, magnify);
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lcd_drawrect(c+1, b+1, 2, 2);
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break;
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}
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}
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}
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snprintf(s, sizeof(s), "%d", current_info.level.level+1);
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lcd_putsxy(86, 22, s);
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snprintf(s, sizeof(s), "%d", current_info.level.moves);
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lcd_putsxy(86, 54, s);
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lcd_drawrect(80,0,32,32);
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lcd_drawrect(80,32,32,64);
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lcd_putsxy(81, 10, str(LANG_SOKOBAN_LEVEL));
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lcd_putsxy(81, 42, str(LANG_SOKOBAN_MOVE));
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/* print out the screen */
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lcd_update();
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}
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static void draw_level(short level)
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{
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load_level(level);
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lcd_clear_display();
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update_screen();
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}
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static bool sokoban_loop(void)
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{
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char new_spot;
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bool moved = true;
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int i = 0, button = 0;
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short r = 0, c = 0;
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current_info.level.level = 0;
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load_level(current_info.level.level);
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update_screen();
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while (1) {
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moved = true;
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r = current_info.player.row;
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c = current_info.player.col;
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button = button_get(true);
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add_undo(button);
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switch(button)
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{
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case BUTTON_OFF:
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/* get out of here */
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return false;
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case BUTTON_ON:
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case BUTTON_ON | BUTTON_REPEAT:
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/* this is UNDO */
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undo();
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lcd_clear_display();
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update_screen();
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moved = false;
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break;
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case BUTTON_F3:
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case BUTTON_F3 | BUTTON_REPEAT:
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/* increase level */
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init_undo();
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current_info.level.boxes_to_go=0;
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moved = true;
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break;
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case BUTTON_F1:
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case BUTTON_F1 | BUTTON_REPEAT:
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/* previous level */
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init_undo();
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if (current_info.level.level)
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current_info.level.level--;
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draw_level(current_info.level.level);
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moved = false;
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break;
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case BUTTON_F2:
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case BUTTON_F2 | BUTTON_REPEAT:
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/* same level */
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init_undo();
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draw_level(current_info.level.level);
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moved = false;
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break;
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case BUTTON_LEFT:
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switch(current_info.board[r][c-1])
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{
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case ' ': /* if it is a blank spot */
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case '.': /* if it is a home spot */
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new_spot = current_info.board[r][c-1];
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current_info.board[r][c-1] = '@';
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = new_spot;
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break;
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case '$':
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switch(current_info.board[r][c-2])
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{
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case ' ': /* going from blank to blank */
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current_info.board[r][c-2] = current_info.board[r][c-1];
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current_info.board[r][c-1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = ' ';
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break;
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case '.': /* going from a blank to home */
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current_info.board[r][c-2] = '%';
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current_info.board[r][c-1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = ' ';
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current_info.level.boxes_to_go--;
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break;
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default:
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moved = false;
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break;
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}
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break;
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case '%':
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switch(current_info.board[r][c-2]) {
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case ' ': /* we are going from a home to a blank */
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current_info.board[r][c-2] = '$';
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current_info.board[r][c-1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = '.';
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current_info.level.boxes_to_go++;
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break;
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case '.': /* if we are going from a home to home */
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current_info.board[r][c-2] = '%';
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current_info.board[r][c-1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = '.';
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break;
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default:
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moved = false;
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break;
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}
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break;
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default:
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moved = false;
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break;
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}
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if (moved)
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current_info.player.col--;
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break;
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case BUTTON_RIGHT: /* if it is a blank spot */
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switch(current_info.board[r][c+1]) {
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case ' ':
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case '.': /* if it is a home spot */
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new_spot = current_info.board[r][c+1];
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current_info.board[r][c+1] = '@';
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = new_spot;
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break;
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case '$':
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switch(current_info.board[r][c+2]) {
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case ' ': /* going from blank to blank */
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current_info.board[r][c+2] = current_info.board[r][c+1];
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current_info.board[r][c+1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = ' ';
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break;
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case '.': /* going from a blank to home */
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current_info.board[r][c+2] = '%';
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current_info.board[r][c+1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = ' ';
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current_info.level.boxes_to_go--;
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break;
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default:
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moved = false;
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break;
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}
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break;
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case '%':
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switch(current_info.board[r][c+2]) {
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case ' ': /* going from a home to a blank */
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current_info.board[r][c+2] = '$';
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current_info.board[r][c+1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = '.';
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current_info.level.boxes_to_go++;
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break;
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case '.':
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current_info.board[r][c+2] = '%';
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current_info.board[r][c+1] = current_info.board[r][c];
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current_info.board[r][c] = current_info.player.spot;
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current_info.player.spot = '.';
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break;
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default:
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moved = false;
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break;
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}
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break;
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default:
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moved = false;
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break;
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}
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if (moved)
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current_info.player.col++;
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break;
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case BUTTON_UP:
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switch(current_info.board[r-1][c]) {
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case ' ': /* if it is a blank spot */
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case '.': /* if it is a home spot */
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new_spot = current_info.board[r-1][c];
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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
|
|
|
|
|
|
|
|
|