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
|
\ sokoban - a maze game in FORTH
\ Copyright (C) 1995,1997,1998,2000,2003,2004,2007 Free Software Foundation, Inc.
\ This file is part of Gforth.
\ Gforth is free software; you can redistribute it and/or
\ modify it under the terms of the GNU General Public License
\ as published by the Free Software Foundation, either version 3
\ of the License, or (at your option) any later version.
\ This program is distributed in the hope that it will be useful,
\ but WITHOUT ANY WARRANTY; without even the implied warranty of
\ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
\ GNU General Public License for more details.
\ You should have received a copy of the GNU General Public License
\ along with this program. If not, see http://www.gnu.org/licenses/.
\ Contest from Rick VanNorman in comp.lang.forth
\ SOKOBAN
\ Sokoban is a visual game of pushing. You (Soko) are represented by the
\ at-sign "@" You may move freely through the maze on unoccupied spaces.
\ The dollar-signs "$" are the rocks you have to push. You can only push
\ one rock at a time, and cannot push a rock through a wall "#" or over
\ another rock. The object is to push the rocks to their goals which are
\ indicated by the periods ".". There are 50 levels, the first of which
\ is shown below.
\ program is ANS FORTH with environmental dependency of case-insensitiv
\ source. Tested with gforth, bigFORTH and pfe
\ bell (7) is replaced with "Wuff!" ;-)
\ (this is a german joke)
\ I don't like the keyboard interpreting CASE-statement either, but
\ was to lazy to use a table.
\ I could have used blocks as level tables, but as I don't have a good
\ block editor for gforth now, I let it be.
Create pn-tab ," 000102030405060708091011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980"
: pn ( n -- ) 2* pn-tab 1+ + 2 type ;
: ;pn [char] ; emit pn ;
: ESC[ &27 emit [char] [ emit ;
: at-xy 1+ swap 1+ swap ESC[ pn ;pn [char] H emit ;
: page ESC[ ." 2J" 0 0 at-xy ;
40 Constant /maze \ maximal maze line
Create maze 1 cells allot /maze 25 * allot \ current maze
Variable mazes 0 mazes ! \ root pointer
Variable soko 0 soko ! \ player position
Variable >maze 0 >maze ! \ current compiled maze
\ score information
Variable rocks 0 rocks ! \ number of rocks left
Variable level# 0 level# ! \ Current level
Variable moves 0 moves ! \ number of moves
Variable score 0 score ! \ total number of scores
UNLOCK
>MINIMAL
: new-maze ( n -- addr ) \ add a new level
T here mazes rot 1 H ?DO T @ H LOOP T !
0 , 0 , here >maze ! 0 , H ;
: count-$ ( addr u -- n ) 0 rot rot
over + swap ?DO I c@ [char] $ = - LOOP ;
: m: ( "string" -- ) \ add a level line (top first!)
-1 parse tuck 2dup count-$
T >maze @ 1 cells - dup @ rot + swap ! H
bounds ?DO I c@ T c, H LOOP
/maze swap - 0 ?DO bl T c, H LOOP
T >maze @ here over cell+ - swap ! H ;
LOCK
: maze-field ( -- addr n )
maze dup cell+ swap @ chars ;
: .score ( -- )
." Level: " level# @ 2 .r ." Score: " score @ 4 .r
." Moves: " moves @ 6 .r ." Rocks: " rocks @ 2 .r ;
: .maze ( -- ) \ display maze
0 0 at-xy .score
cr maze-field over + swap
DO I /maze type cr /maze chars +LOOP ;
: find-soko ( -- n )
maze-field 0
DO dup I chars + c@ [char] @ =
IF drop I UNLOOP EXIT THEN
LOOP true abort" No player in field!" ;
: level ( n -- flag ) \ finds level n
dup level# !
mazes swap 0
?DO @ dup 0= IF drop false UNLOOP EXIT THEN LOOP
cell+ dup @ rocks !
cell+ dup @ cell+ maze swap chars move
find-soko soko ! true ;
\ now the playing rules as replacement strings
: 'soko ( -- addr ) \ gives player's address
maze cell+ soko @ chars + ;
: apply-rule? ( addr u offset -- flag )
'soko 2swap
\ offset soko-addr addr u
0 DO
over c@ over c@ <>
IF drop 2drop false UNLOOP EXIT THEN
>r over chars + r> char+
LOOP 2drop drop true ;
: apply-rule! ( addr u offset -- )
'soko
2swap
\ offset soko-addr addr u
0 DO
count rot tuck c! rot tuck chars + rot
LOOP 2drop drop ;
: play-rule ( addr1 u1 addr2 u2 offset -- flag )
>r 2swap r@ apply-rule?
IF r> apply-rule! true ELSE r> drop 2drop false THEN ;
\ player may move up, down, left and right
: (move) ( offset -- )
>r 1 moves +!
S" @ " S" @" r@ play-rule IF r> soko +! EXIT THEN
S" @." S" &" r@ play-rule IF r> soko +! EXIT THEN
S" @$ " S" @$" r@ play-rule IF r> soko +! EXIT THEN
S" @*." S" &*" r@ play-rule IF r> soko +! EXIT THEN
S" @* " S" &$" r@ play-rule
IF r> soko +! 1 rocks +! -1 score +! EXIT THEN
S" @$." S" @*" r@ play-rule
IF r> soko +! -1 rocks +! 1 score +! EXIT THEN
S" &*." S" .&*" r@ play-rule IF r> soko +! EXIT THEN
S" &$ " S" .@$" r@ play-rule IF r> soko +! EXIT THEN
S" & " S" .@" r@ play-rule IF r> soko +! EXIT THEN
S" &." S" .&" r@ play-rule IF r> soko +! EXIT THEN
S" &* " S" .&$" r@ play-rule
IF r> soko +! 1 rocks +! -1 score +! EXIT THEN
-1 moves +! r> drop ;
: soko-right 1 (move) ;
: soko-left -1 (move) ;
: soko-down /maze (move) ;
: soko-up /maze negate (move) ;
: print-help
." Move soko '@' with h, j, k or l key (like vi)" cr
." or with vt100 cursor keys." cr ;
Variable redraw
: play-loop ( -- ) redraw on
BEGIN
rocks @ 0=
IF
level# @ 1+ level 0= IF EXIT THEN
redraw on
THEN
key? 0= redraw @ and IF .maze redraw off THEN
key
CASE
[char] ? OF print-help false ENDOF
[char] h OF soko-left redraw on false ENDOF
[char] j OF soko-down redraw on false ENDOF
[char] k OF soko-up redraw on false ENDOF
[char] l OF soko-right redraw on false ENDOF
\ vt100 cursor keys should work too
27 OF key [char] [ <> ENDOF
[char] D OF soko-left redraw on false ENDOF
[char] B OF soko-down redraw on false ENDOF
[char] A OF soko-up redraw on false ENDOF
[char] C OF soko-right redraw on false ENDOF
[char] q OF true ENDOF
false swap ENDCASE
UNTIL ;
\ start game with "sokoban"
: sokoban ( -- )
page 1 level IF play-loop ." Game finished!" THEN ;
001 new-maze
m: #####
m: # #
m: #$ #
m: ### $##
m: # $ $ #
m: ### # ## # ######
m: # # ## ##### ..#
m: # $ $ ..#
m: ##### ### #@## ..#
m: # #########
m: #######
002 new-maze
m: ############
m: #.. # ###
m: #.. # $ $ #
m: #.. #$#### #
m: #.. @ ## #
m: #.. # # $ ##
m: ###### ##$ $ #
m: # $ $ $ $ #
m: # # #
m: ############
003 new-maze
m: ########
m: # @#
m: # $#$ ##
m: # $ $#
m: ##$ $ #
m: ######### $ # ###
m: #.... ## $ $ #
m: ##... $ $ #
m: #.... ##########
m: ########
004 new-maze
m: ########
m: # ....#
m: ############ ....#
m: # # $ $ ....#
m: # $$$#$ $ # ....#
m: # $ $ # ....#
m: # $$ #$ $ $########
m: # $ # #
m: ## #########
m: # # ##
m: # $ ##
m: # $$#$$ @#
m: # # ##
m: ###########
005 new-maze
m: #####
m: # #####
m: # #$## #
m: # $ #
m: ######### ### #
m: #.... ## $ $###
m: #.... $ $$ ##
m: #.... ##$ $ @#
m: ######### $ ##
m: # $ $ #
m: ### ## #
m: # #
m: ######
006 new-maze
m: ###### ###
m: #.. # ##@##
m: #.. ### #
m: #.. $$ #
m: #.. # # $ #
m: #..### # $ #
m: #### $ #$ #
m: # $# $ #
m: # $ $ #
m: # ## #
m: #########
|