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

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Post by HerzAusGold » Sat Nov 05, 2005 11:41 pm

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.

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Post by Zomis » Mon Nov 07, 2005 12:20 pm

And what is the difference between MagicSokoban and normal Sokoban?

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Post by Mark » Mon Nov 07, 2005 7:59 pm

its magical. 8)
The Emerald King

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It's magic

Post by HerzAusGold » Mon Nov 07, 2005 10:27 pm

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 !

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Feature of MagicSokoban is now ready

Post by HerzAusGold » Wed Nov 16, 2005 10:05 pm

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

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 !

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Makefile to build Sokoban Magic

Post by HerzAusGold » Sat Nov 19, 2005 6:07 pm

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 !



Post by _Audrius » Sun Nov 20, 2005 5:37 pm

Nice, really nice!

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Post by Martijn » Wed Nov 23, 2005 7:49 pm

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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rndTest now native on windows

Post by Guest » Mon Nov 28, 2005 9:22 pm

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

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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