#include // bool #include // EXIT_{FAILURE,SUCCESS} #include // strerror #include // errno #include #include #include "../text/levels.h" #include "../libsok/sok.h" #include "util.h" #include "action.h" #include "warp-buf.h" #include "draw.h" static void draw_moves( const sok_ctx_t * const ctx, const size_t skip_moves ) { char buf[1024] = { 0 }; size_t ofs = 0; for (size_t i = skip_moves; i < ctx->num_moves; i++) { if (ctx->moves[i].dir >= SOK_DIR_LAST) { die("invalid move: %u", ctx->moves[i].dir); } buf[ofs++] = SOK_DIR_TO_CHAR(ctx->moves[i].dir); } SDL_Log("Solution (%zu moves): %s", ctx->num_moves - skip_moves, buf); } static void solve_on_error( const char * const err ) { die("Error solving level: %s", err); } int main(int argc, char *argv[]) { size_t level_num = (argc > 1) ? atoi(argv[1]) : 0, zoom = 0; const level_t *level = levels_get_level(level_num); // init warp buffer warp_buf_t warp_buf; warp_buf_clear(&warp_buf); // init sok context sok_ctx_t ctx; sok_ctx_init(&ctx, NULL); if (!sok_ctx_set_level(&ctx, level->data)) { die("Couldn't load level %zu", level_num); } // init sdl if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { die("SDL_Init(): %s", SDL_GetError()); } // register exit handler if (atexit(SDL_Quit)) { die("atexit(): %s", strerror(errno)); exit(EXIT_FAILURE); } // create window and renderer SDL_Window *win; SDL_Renderer *renderer; if (SDL_CreateWindowAndRenderer(800, 600, SDL_WINDOW_RESIZABLE, &win, &renderer)) { die("SDL_CreateWindowAndRenderer(): %s", SDL_GetError()); } // init draw context draw_ctx_t draw_ctx = { .level_num = &level_num, .level = level, .ctx = &ctx, .renderer = renderer, .zoom = &zoom, }; bool done = false; SDL_Event ev; while (!done) { // read events while (SDL_PollEvent(&ev)) { // get action const action_t action = get_action(&ev); // handle action switch (action.type) { case ACTION_NONE: // do nothing break; case ACTION_QUIT: done = true; break; case ACTION_MOVE: if (!sok_ctx_move(&ctx, (sok_dir_t) action.data)) { warn("move %s failed", SOK_DIR_TO_STR((sok_dir_t) action.data)); } break; case ACTION_UNDO: if (!sok_ctx_undo(&ctx)) { warn("undo failed"); } break; case ACTION_NEXT: if (sok_ctx_is_done(&ctx)) { // advance level level_num++; level = levels_get_level(level_num); draw_ctx.level = level; // load next level if (!sok_ctx_set_level(&ctx, level->data)) { die("Couldn't load level %zu", level_num); } } else { warn("cannot advance to next level"); } break; case ACTION_RESET: // reset level if (!sok_ctx_set_level(&ctx, level->data)) { die("Couldn't load level %zu", level_num); } break; case ACTION_WARP: if (warp_buf_get(&warp_buf, &level_num)) { level = levels_get_level(level_num); draw_ctx.level = level; // load level if (!sok_ctx_set_level(&ctx, level->data)) { die("Couldn't load level %zu", level_num); } // clear warp buf warp_buf_clear(&warp_buf); } break; case ACTION_WARP_BUF_PUSH: warp_buf_push_num(&warp_buf, action.data); break; case ACTION_WARP_BUF_POP: warp_buf_pop_num(&warp_buf); break; case ACTION_SOLVE: { // get current number of moves const size_t old_num_moves = ctx.num_moves; if (sok_solve(&ctx, solve_on_error)) { // found solution, print it draw_moves(&ctx, old_num_moves); } else { warn("Couldn't solve level"); } } break; case ACTION_ZOOM_IN: if (zoom < 10) { zoom++; } break; case ACTION_ZOOM_OUT: if (zoom > 0) { zoom--; } break; default: // ignore break; } } // draw draw(&draw_ctx); } // fini renderer, window SDL_DestroyRenderer(renderer); SDL_DestroyWindow(win); // return success return EXIT_SUCCESS; }