rockbox/apps/recorder/sokoban.c
Robert Hak 820e3ae746 rewrite/cleanup, addition of multilevel undo (limit is 5 right now)
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@3327 a1c6a512-1295-4272-9138-f99709370657
2003-02-24 09:32:09 +00:00

772 lines
22 KiB
C

/***************************************************************************
* __________ __ ___.
* 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 <sprintf.h>
#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 <stdio.h>
#endif
#include <string.h>
#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();
static void undo();
static void add_undo(int button);
static void init_boards();
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()
{
undo_info.count = 0;
undo_info.current = 0;
}
static void undo()
{
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()
{
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++;
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