1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
|
#include <stdbool.h> // bool
#include <stdlib.h> // EXIT_{FAILURE,SUCCESS}
#include <string.h> // strerror
#include <errno.h> // errno
#include <SDL.h>
#include <SDL_mixer.h>
#include "../levels/levels.h"
#include "../core/sok.h"
#include "util.h"
#include "action.h"
#include "warp-buf.h"
#include "sprites.h"
#include "draw.h"
#include "log-renderer-info.h"
#include "assets.h"
#include "solve.h"
#include "sounds.h"
#include "font.h"
#define WINDOW_TITLE "Pablotron Sokoban"
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
static void
on_resize(
draw_ctx_t * const draw_ctx
) {
if (draw_ctx->fade_tex) {
// free existing fade texture
SDL_DestroyTexture(draw_ctx->fade_tex);
draw_ctx->fade_tex = NULL;
}
// get window size
int w, h;
if (SDL_GetRendererOutputSize(draw_ctx->renderer, &w, &h)) {
die("SDL_GetRendererOutputSize(): %s", SDL_GetError());
}
// create fade texture
draw_ctx->fade_tex = SDL_CreateTexture(
draw_ctx->renderer,
SDL_PIXELFORMAT_RGBA32,
SDL_TEXTUREACCESS_TARGET,
w,
h
);
// check for error
if (!draw_ctx->fade_tex) {
die("SDL_CreateTexture(): %s", SDL_GetError());
}
// set fade texture blend mode
if (SDL_SetTextureBlendMode(draw_ctx->fade_tex, SDL_BLENDMODE_BLEND)) {
die("SDl_SetTextureBlendMode(): %s", SDL_GetError());
}
}
static void
draw_to_fade_tex(
draw_ctx_t * const draw_ctx
) {
// set render target
if (SDL_SetRenderTarget(draw_ctx->renderer, draw_ctx->fade_tex)) {
die("SDL_SetRenderTarget(): %s", SDL_GetError());
}
// draw
draw(draw_ctx);
// clear render target
if (SDL_SetRenderTarget(draw_ctx->renderer, NULL)) {
die("SDL_SetRenderTarget(): %s", SDL_GetError());
}
}
static void
set_level(
draw_ctx_t * const draw_ctx,
sok_ctx_t * const ctx,
const size_t level_num
) {
if (level_num) {
// draw current level to fade texture
draw_to_fade_tex(draw_ctx);
}
// get level data
draw_ctx->level = levels_get_level(level_num);
// load level
if (!sok_ctx_set_level(ctx, draw_ctx->level->data)) {
die("Couldn't load level %d", (int) level_num);
}
if (level_num) {
// set fade ticks
draw_ctx->fade_ticks = SDL_GetTicks();
}
// log level title
SDL_Log(
"Loaded level \"%s: %s\" (#%d)",
draw_ctx->level->pack,
draw_ctx->level->name,
(int) level_num
);
if (false) {
// log dead edges (disabled)
for (size_t i = 0; i < ctx->num_dead_edges; i++) {
SDL_Log(
"dead edge: [%u, %u] => [%u, %u]",
ctx->dead_edges[i].src.x,
ctx->dead_edges[i].src.y,
ctx->dead_edges[i].dst.x,
ctx->dead_edges[i].dst.y
);
}
}
}
static void
log_moves(
const sok_ctx_t * const ctx
) {
char buf[1024] = { 0 };
size_t ofs = 0;
for (size_t i = 0; 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 (%d moves): %s", (int) ctx->num_moves, buf);
}
static void
solve_on_done(
const bool result,
const sok_ctx_t * const solved_ctx,
const size_t num_steps,
void *user_data
) {
if (result) {
// copy context
sok_ctx_t *ctx = user_data;
*ctx = *solved_ctx;
// log moves
log_moves(ctx);
}
}
static void
bump(
draw_ctx_t * const draw_ctx,
const Uint32 ticks
) {
draw_ctx->bump_ticks = ticks;
}
int main(int argc, char *argv[]) {
size_t level_num = (argc > 1) ? atoi(argv[1]) : 0,
zoom = 0;
// 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);
// init sdl
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
die("SDL_Init(): %s", SDL_GetError());
}
// register SDL exit handler
if (atexit(SDL_Quit)) {
die("atexit(SDL_Init): %s", strerror(errno));
exit(EXIT_FAILURE);
}
// init SDL_mixer
if (Mix_Init(0)) {
die("Mix_Init(): %s", Mix_GetError());
}
// register SDL_mixer exit handler
if (atexit(Mix_Quit)) {
die("atexit(Mix_Quit): %s", strerror(errno));
exit(EXIT_FAILURE);
}
// open audio
if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024)) {
die("Mix_OpenAudio(): %s", Mix_GetError());
}
// init TTF
if (TTF_Init()) {
die("TTF_Init(): %s", TTF_GetError());
}
// register TTF exit handler
if (atexit(TTF_Quit)) {
die("atexit(TTF_Quit): %s", strerror(errno));
exit(EXIT_FAILURE);
}
// load sounds
Mix_Chunk *sounds[ASSET_SOUND_LAST];
sounds_init(sounds);
// create window
SDL_Window *win = SDL_CreateWindow(
WINDOW_TITLE,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
WINDOW_WIDTH,
WINDOW_HEIGHT,
SDL_WINDOW_RESIZABLE
);
// check for error
if (!win) {
die("SDL_CreateWindow(): %s", SDL_GetError());
}
// create renderer
SDL_Renderer *renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!renderer) {
die("SDL_CreateRenderer(): %s", SDL_GetError());
}
log_renderer_info(renderer);
// init draw context
draw_ctx_t draw_ctx = {
.state = GAME_STATE_PLAY,
.level_num = &level_num,
.ctx = &ctx,
.renderer = renderer,
.zoom = &zoom,
.theme = theme_get_default(),
.bump_ticks = SDL_GetTicks() - 5000,
.fade_ticks = SDL_GetTicks() - 5000,
.fade_tex = NULL,
};
// force resize (init fade texture)
on_resize(&draw_ctx);
// set level
set_level(&draw_ctx, &ctx, level_num);
// init sprites, set window icon, load font
sprites_init(renderer, draw_ctx.sprites);
sprites_set_window_icon(win, SPRITE_HOME);
draw_ctx.font = font_load(ASSET_ROBOTO_TTF, 16);
// register solve event
const Uint32 solve_event_type = SDL_RegisterEvents(1);
if (solve_event_type == ((Uint32)-1)) {
die("SDL_RegisterEvents(): %s", SDL_GetError());
}
bool is_fullscreen = false;
bool done = false;
while (!done) {
const Uint32 ticks = SDL_GetTicks();
SDL_Event ev;
// read events
while (SDL_PollEvent(&ev)) {
// get action
const action_t action = get_action(draw_ctx.state, &ev, solve_event_type);
// 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)) {
// move success
const bool is_done = sok_ctx_is_done(&ctx);
sound_play(sounds, is_done ? SOUND_LEVEL_DONE : SOUND_MOVE);
} else {
// move failed
sound_play(sounds, SOUND_MOVE_FAILED);
bump(&draw_ctx, ticks);
warn("move %s failed", SOK_DIR_TO_STR((sok_dir_t) action.data));
}
break;
case ACTION_UNDO:
if (sok_ctx_undo(&ctx)) {
// undo success
sound_play(sounds, SOUND_UNDO);
} else {
// undo failed
sound_play(sounds, SOUND_UNDO_FAILED);
bump(&draw_ctx, ticks);
warn("undo failed");
}
break;
case ACTION_NEXT:
if (sok_ctx_is_done(&ctx)) {
// play sound
sound_play(sounds, SOUND_LEVEL_NEXT);
// advance level
level_num++;
// set level
set_level(&draw_ctx, &ctx, level_num);
} else {
// next failed
sound_play(sounds, SOUND_LEVEL_NEXT_FAILED);
bump(&draw_ctx, ticks);
warn("cannot advance to next level");
}
break;
case ACTION_RESET:
// play sound
sound_play(sounds, SOUND_LEVEL_RESET);
// reset level
if (!sok_ctx_set_level(&ctx, draw_ctx.level->data)) {
die("Couldn't load level %d", (int) level_num);
}
break;
case ACTION_WARP:
if (warp_buf_get(&warp_buf, &level_num)) {
// play sound
sound_play(sounds, SOUND_LEVEL_WARP);
// load level
set_level(&draw_ctx, &ctx, 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:
// play sound
sound_play(sounds, SOUND_SOLVE_START);
// queue solve
draw_ctx.state = GAME_STATE_SOLVE;
draw_ctx.solve_num_steps = 0;
draw_ctx.solve = solve(&ctx, solve_event_type);
break;
case ACTION_ZOOM_IN:
if (zoom < 30) {
zoom++;
}
break;
case ACTION_ZOOM_OUT:
if (zoom > 0) {
zoom--;
}
break;
case ACTION_FULLSCREEN:
if (SDL_SetWindowFullscreen(win, is_fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP)) {
die("SDL_SetWindowFullscreen(): %s", SDL_GetError());
}
// toggle flag
is_fullscreen = !is_fullscreen;
// handle resize
on_resize(&draw_ctx);
break;
case ACTION_RESIZE:
// handle resize
on_resize(&draw_ctx);
break;
case ACTION_SOLVE_CANCEL:
// play sound
sound_play(sounds, SOUND_SOLVE_CANCEL);
// cancel solve
SDL_Log("solve cancelled by user");
draw_ctx.state = GAME_STATE_PLAY;
solve_cancel(draw_ctx.solve);
break;
case ACTION_SOLVE_EVENT_STEP:
draw_ctx.solve_num_steps = action.data;
break;
case ACTION_SOLVE_EVENT_DONE:
// play sound
sound_play(sounds, SOUND_SOLVE_DONE);
// handle solve done
SDL_Log("solve done");
draw_ctx.state = GAME_STATE_PLAY;
solve_fini(draw_ctx.solve, solve_on_done, &ctx);
draw_ctx.solve = NULL;
break;
case ACTION_SOLVE_EVENT_FAIL:
// play sound
sound_play(sounds, SOUND_SOLVE_FAILED);
// handle solve fail
SDL_Log("solve fail");
draw_ctx.state = GAME_STATE_PLAY;
solve_fini(draw_ctx.solve, NULL, NULL);
draw_ctx.solve = NULL;
break;
default:
// ignore
break;
}
}
// draw
draw(&draw_ctx);
}
// fini renderer, window
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(win);
// return success
return EXIT_SUCCESS;
}
|