/*************************************************************************** * __________ __ ___. * 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 "config.h" #include "options.h" #ifdef USE_GAMES #include #include "ctype.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" #ifdef SIMULATOR #include #endif #include #include "lang.h" #include "sprintf.h" #define SOKOBAN_TITLE "Sokoban" #define SOKOBAN_TITLE_FONT 2 #define LEVELS_FILE "/.rockbox/sokoban/levels.txt" #define ROWS 16 #define COLS 20 #define MAX_UNDOS 5 #define SOKOBAN_LEVEL_SIZE (ROWS*COLS) 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 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 = ' '; current_info.max_level = 0; current_info.level_offset = 0; current_info.loaded_level = 0; init_undo(); } static int get_level_count(void) { int i = 0; int fd = 0; int nread = 0; char buffer[ROWS * COLS * 2]; if ((fd = open(LEVELS_FILE, O_RDONLY)) < 0) { splash(0, 0, true, "Unable to open %s", LEVELS_FILE); return -1; } do { if ((nread = read(fd, buffer, sizeof(buffer))) < 0) { splash(0, 0, true, "Reading %s failed.", LEVELS_FILE); close(fd); return -1; } for (i = 0; i < (nread - 1); i++) { if (buffer[i] == '\n' && buffer[i+1] == '\n') { while (isspace(buffer[i])) i++; current_info.max_level++; } } if (buffer[i] == '\n' && buffer[i-1] != '\n') lseek(fd, -1, SEEK_CUR); } while (nread == sizeof(buffer)); 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 offset = 0; int level_ct = 0; unsigned char buffer[SOKOBAN_LEVEL_SIZE * 2]; bool level_found = false; int prevnewl=2; /* previous newlines in a row */ /* Lets not reparse the full file if we can avoid it */ if (current_info.loaded_level > current_info.level.level) offset = 0; /* open file */ if ((fd = open(LEVELS_FILE, O_RDONLY)) < 0) return -1; /* go where we left off */ offset = current_info.level_offset; if(offset) if (lseek(fd, offset, SEEK_SET) < 0) { close(fd); return -1; } while (!level_found) { nread = read(fd, buffer, sizeof(buffer)); if (nread < SOKOBAN_LEVEL_SIZE) { close(fd); return -1; } /* we search for the first character that isn't a newline */ for (i = 0; i < nread; i++) { /* skip and count all newlines */ while((buffer[i] == '\n' || buffer[i] == '\r') && (i < nread)) { prevnewl++; i++; } /* end of buffer? */ if(i == nread) break; /* start of new level? */ if((prevnewl>1) && (buffer[i] != '\n' && buffer[i] != '\r')) { prevnewl=0; /* none now */ level_ct++; if (level_ct == current_info.level.level) { level_found = true; offset += i; break; } } /* skip all non-newlines */ while((buffer[i] != '\n' && buffer[i] != '\r') && (i < nread)) i++; } if(!level_found) offset += nread; } if (!level_found) return -1; /* now seek back to the exact start position */ lseek(fd, offset, SEEK_SET); /* read a full buffer chunk from here */ nread = read(fd, buffer, sizeof(buffer)-1); if (nread < 0) return -1; buffer[nread] = 0; 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) && (i 1) current_info.level.level--; draw_level(); moved = false; break; case BUTTON_F2: case BUTTON_F2 | 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; 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 == current_info.max_level) { 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(); 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(); if (get_level_count() != 0) return false; result = sokoban_loop(); lcd_setfont(FONT_UI); return result; } #endif