Exemplo n.º 1
0
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();
}
Exemplo n.º 2
0
Arquivo: main.c Projeto: BPaden/garglk
int glkunix_startup_code(glkunix_startup_t *data)
{
    myargc = data->argc;
    myargv = data->argv;

    os_init_setup ();
    os_process_arguments (myargc, myargv);

    init_buffer ();
    init_err ();
    init_memory ();
    init_proc ();
    init_sound ();
    init_text ();

    os_init_screen ();

    init_undo ();
    z_restart ();
    return TRUE;
}
Exemplo n.º 3
0
int cdecl frotz_main (void)
{

    os_init_setup ();

    init_buffer ();

    init_err ();

    init_memory ();

    init_process ();

    init_sound ();

    os_init_screen ();

    init_undo ();

    z_restart ();

    interpret ();

    script_close ();

    record_close ();

    replay_close ();

    reset_memory ();

    os_reset_screen ();

    return 0;

}/* main */
Exemplo n.º 4
0
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!!");

                rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
                for (i = 0; i < 30000 ; i++) {
                    rb->lcd_fillrect(0, 0, 111, 63);
                    rb->lcd_update();

                    button = rb->button_get(false);
                    if (button && ((button & BUTTON_REL) != BUTTON_REL))
                        break;
                }
                rb->lcd_set_drawmode(DRMODE_SOLID);

                return PLUGIN_OK;
            }

            load_level();
            update_screen();
        }

    } /* end while */

    return PLUGIN_OK;
}
Exemplo n.º 5
0
Arquivo: undo.c Projeto: BPaden/garglk
BOOL saveundo(BOOL in_instruction)
{
  move_difference newdiff;
  strid_t stack;
  stream_result_t poo;

  if(!allow_saveundo)
    return TRUE;

  /* In games which provide @save_undo, we will have already issued a faked
     saveundo before the first @save_undo hits, since there hadn't been any
     @save_undo before the first read line.  So when this happens, wipe the
     fake saveundo in favor of the real one */
  if(in_instruction && movelist && !movelist->next
     && !movelist->PC_in_instruction)
    init_undo();

    
  if(!quetzal_diff(z_memory, prevstate, dynamic_size, &newdiff.delta,
		   &newdiff.deltalength, TRUE))
    return FALSE;

#ifdef PARANOID
  {
    char *newmem = (char *) n_malloc(dynamic_size);
    n_memcpy(newmem, prevstate, dynamic_size);
    quetzal_undiff(newmem, dynamic_size, newdiff.delta,
		   newdiff.deltalength, TRUE);
    if(n_memcmp(z_memory, newmem, dynamic_size)) {
      n_show_error(E_SAVE, "save doesn't match itself", 0);
    }
    n_free(newmem);
  }
#endif
  
  newdiff.PC = PC;
  newdiff.oldPC = oldPC;
  
  newdiff.PC_in_instruction = in_instruction;
  newdiff.stacklength = get_quetzal_stack_size();
  newdiff.stackchunk = (zbyte *) n_malloc(newdiff.stacklength);
  stack = glk_stream_open_memory((char *) newdiff.stackchunk,
				 newdiff.stacklength, filemode_Write, 0);
  if(!stack) {
    n_free(newdiff.delta);
    n_free(newdiff.stackchunk);
    return FALSE;
  }
  if(!quetzal_stack_save(stack)) {
    glk_stream_close(stack, NULL);
    n_free(newdiff.delta);
    n_free(newdiff.stackchunk);
    return FALSE;
  }
  glk_stream_close(stack, &poo);
  if(poo.writecount != newdiff.stacklength) {
    n_show_error(E_SAVE, "incorrect stack size assessment", poo.writecount);
    n_free(newdiff.delta);
    n_free(newdiff.stackchunk);
    return FALSE;
  }

  while(move_index-- > 0) {
    n_free(movelist->delta);
    n_free(movelist->stackchunk);
    LEremove(movelist);
  }
  LEadd(movelist, newdiff);
  move_index++;
  n_memcpy(prevstate, z_memory, dynamic_size);

  has_done_save_undo = TRUE;
  return TRUE;
}