#include <u.h>
#include <libc.h>
#include <draw.h>
#include <event.h>
#include "sokoban.h"
char *LEasy = "/sys/games/lib/sokoban/levels/easy.slc";
char *LHard = "levels/hard.slc";
char *levelfile;
char *GRImage = "/sys/games/lib/sokoban/images/right.bit";
char *GLImage = "/sys/games/lib/sokoban/images/left.bit";
char *WallImage = "/sys/games/lib/sokoban/images/wall.bit";
char *EmptyImage = "/sys/games/lib/sokoban/images/empty.bit";
char *CargoImage = "/sys/games/lib/sokoban/images/cargo.bit";
char *GoalCargoImage = "/sys/games/lib/sokoban/images/goalcargo.bit";
char *GoalImage = "/sys/games/lib/sokoban/images/goal.bit";
char *WinImage = "/sys/games/lib/sokoban/images/win.bit";
char *buttons[] =
{
"restart",
"easy",
"hard",
"exit",
0
};
Menu menu =
{
buttons
};
Menu lmenu =
{
nil,
genlevels,
0,
};
Image *
eallocimage(Rectangle r, int repl, uint color)
{
Image *tmp;
tmp = allocimage(display, r, screen->chan, repl, color);
if(tmp == nil)
sysfatal("cannot allocate buffer image: %r");
return tmp;
}
Image *
eloadfile(char *path)
{
Image *img;
int fd;
fd = open(path, OREAD);
if(fd < 0) {
fprint(2, "cannot open image file %s: %r\n", path);
exits("image");
}
img = readimage(display, fd, 0);
if(img == nil)
sysfatal("cannot load image: %r");
close(fd);
return img;
}
void
allocimages(void)
{
Rectangle one = Rect(0, 0, 1, 1);
bg = eallocimage(one, 1, DDarkyellow);
text = eallocimage(one, 1, DBluegreen);
gright = eloadfile(GRImage);
gleft = eloadfile(GLImage);
wall = eloadfile(WallImage);
empty = eloadfile(EmptyImage);
empty->repl = 1;
goalcargo = eloadfile(GoalCargoImage);
cargo = eloadfile(CargoImage);
goal = eloadfile(GoalImage);
win = eloadfile(WinImage);
}
int
key2move(int key)
{
int k = 0;
switch(key) {
case 61454:
k = Up;
break;
case 63488:
k = Down;
break;
case 61457:
k = Left;
break;
case 61458:
k = Right;
break;
}
return k;
}
int
mousemove(Mouse m)
{
Point p;
p = subpt(m.xy, screen->r.min);
p.x /= BoardX;
p.y /= BoardY;
if(eqpt(p, addpt(level.glenda, Pt(0, -1))))
return Up;
if(eqpt(p, addpt(level.glenda, Pt(0, 1))))
return Down;
if(eqpt(p, addpt(level.glenda, Pt(-1, 0))))
return Left;
if(eqpt(p, addpt(level.glenda, Pt(1, 0))))
return Right;
}
char *
genlevels(int i)
{
if(i >= numlevels)
return 0;
return smprint("level %d", i+1);
}
int
finished(void)
{
int x, y;
for(x = 0; x < MazeX; x++)
for(y = 0; y < MazeY; y++)
if(level.board[x][y] == Goal)
return 0;
return 1;
}
void
eresized(int new)
{
Point p;
if(new && getwindow(display, Refnone) < 0)
sysfatal("can't reattach to window");
p = Pt(Dx(screen->r), Dy(screen->r));
if(!new || !eqpt(p, boardsize(level.max))) {
drawlevel();
}
drawscreen();
}
void
main(int argc, char **argv)
{
Mouse m;
Event e;
if(argc == 2)
levelfile = argv[1];
else
levelfile = LEasy;
if(! loadlevels(levelfile)) {
fprint(2, "usage: %s [levelfile]\n", argv[0]);
exits("usage");
}
if(initdraw(nil, nil, "sokoban") < 0)
sysfatal("initdraw failed: %r");
einit(Emouse|Ekeyboard);
allocimages();
glenda = gright;
eresized(0);
for(;;) {
switch(event(&e)) {
case Emouse:
m = e.mouse;
if(m.buttons&1) {
move(mousemove(m));
drawscreen();
}
if(m.buttons&2) {
int l;
/* levels start from 1 */
lmenu.lasthit = level.index;
l=emenuhit(2, &m, &lmenu);
if(l>=0){
level = levels[l];
drawlevel();
drawscreen();
}
}
if(m.buttons&4)
switch(emenuhit(3, &m, &menu)) {
case 0:
level = levels[level.index];
drawlevel();
drawscreen();
break;
case 1:
loadlevels(LEasy);
drawlevel();
drawscreen();
break;
case 2:
loadlevels(LHard);
drawlevel();
drawscreen();
break;
case 3:
exits(nil);
}
break;
case Ekeyboard:
if(level.done)
break;
switch(e.kbdc) {
case 127:
case 'q':
case 'Q':
exits(nil);
case 'n':
case 'N':
if(level.index < numlevels - 1) {
level = levels[++level.index];
drawlevel();
drawscreen();
}
break;
case 'p':
case 'P':
if(level.index > 0) {
level = levels[--level.index];
drawlevel();
drawscreen();
}
break;
case 'r':
case 'R':
level = levels[level.index];
drawlevel();
drawscreen();
break;
case 61454:
case 63488:
case 61457:
case 61458:
case ' ':
move(key2move(e.kbdc));
drawscreen();
break;
}
break;
}
if(finished()) {
level.done = 1;
drawwin();
drawscreen();
sleep(3000);
if(level.index < numlevels - 1) {
level = levels[++level.index];
drawlevel();
drawscreen();
}
}
}
}
|