Sokoban

Got a cool idea that should be in R'n'D? Let's hear it!

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HerzAusGold
Posts: 326
Joined: Sun Sep 25, 2005 4:41 pm
Location: Germany

Sokoban

Post by HerzAusGold »

Hi,
after i have played MagicSokoban, I want to implement it in Rnd.
The algorithm is easy, but moving the player and drawing some extra elements is up to now a mystery.
I code it and send the source to Holger this night.
Zomis
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Post by Zomis »

And what is the difference between MagicSokoban and normal Sokoban?
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Mark
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Post by Mark »

its magical. 8)
The Emerald King
HerzAusGold
Posts: 326
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It's magic

Post by HerzAusGold »

After you click on a "lamp" you can click on the destination.
The player moves automaticaly.
You can get the demo version of MagicSokoban from the web.
And the answer is ... 42 !
HerzAusGold
Posts: 326
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Feature of MagicSokoban is now ready

Post by HerzAusGold »

The feature of MagicSokoban is now ready.
I have upload the source and executable to zomis-rnd-file-archive.

http://www.zomis.net/rnd/download.php?id=387

Put the SokoElements.pcx in the classic graphic folder.

Choose Sokoban as your levelset and click on a pushable "Lamp".
Now click on the target point. You will see.
Test it.
Ok, the graphics are not the best. You can replace it.

GameOnWork are always implemented, try:
> rocksndiamonds -gameatwork

And door problems should never exists for a long time.
(Extra loging in Debug Mode)

For programmers:
During coding I have the problem to move the player.
And the solutions are not very good.
a) Simulating a key input (in events.c)
b) Moving the player with the existing routines (in game.c)
Search for "#HaG"
May be its behaviour is a little bit strange or buggy.

May be Holger can take a look on the code, and may be he can inherit in the next version with some improvements.
And the answer is ... 42 !
HerzAusGold
Posts: 326
Joined: Sun Sep 25, 2005 4:41 pm
Location: Germany

Makefile to build Sokoban Magic

Post by HerzAusGold »

Hi,
I have upload a Makefile to build the executable.
I hope this help, up to now I can't test it.
All changes are marked with "#HaG" and new files are added.
- soko.c
- soko.h
- list.c
- list.h
Please try it.
And the answer is ... 42 !
_Audrius

Re

Post by _Audrius »

Nice, really nice!
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Martijn
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Post by Martijn »

What should I do to look at this? I duplicated my RnD folder, unpacked the rndtest to is plus the makefile, but an error appears.
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Guest

rndTest now native on windows

Post by Guest »

Hi,
I upload a new version of RndTest to zomis file archive.

http://www.zomis.net/rnd/download.php?id=390

It's now native for win32. I have tested this on several PC's.

For the "GameAtWork" feature try:
> rndTest -gameatwork

For the "Sokoban" feature try:
> rndTest -sokomode 0 (sometimes player run dont end)
> rndTest -sokomode 1 (stable)

Switch of Sokoban feature with:
> rndTest -sokomode 2

Of course, you can combine these options.

Test the levels included - with Zomis not requested surprise;-)

For programmers:
I build this version with mingw. (only bmp2ico missing).
But I dont know why the executable is so big. It seems that no SDL.dll is needed because it is linking static with it. Can you give any hints about this?
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