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|
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2002 Eric Linenberg
* February 2003: Robert Hak performs a cleanup/rewrite/feature addition.
* Eric smiles. Bjorn cries. Linus say 'huh?'.
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#ifdef HAVE_LCD_BITMAP
#define SOKOBAN_TITLE "Sokoban"
#define SOKOBAN_TITLE_FONT 2
#define LEVELS_FILE "/.rockbox/sokoban.levels"
#define ROWS 16
#define COLS 20
#define MAX_UNDOS 5
#define SOKOBAN_LEVEL_SIZE (ROWS*COLS)
static void init_undo(void);
static void undo(void);
static void add_undo(int button);
static int get_level(char *level, int level_size);
static int get_level_count(void);
static int load_level(void);
static void draw_level(void);
static void init_boards(void);
static void update_screen(void);
static bool sokoban_loop(void);
/* The Location, Undo and LevelInfo structs are OO-flavored.
* (oooh!-flavored as Schnueff puts it.) It makes more you have to know,
* but the overall data layout becomes more manageable. */
/* We use the same three values in 2 structs. Makeing them a struct
* hopefully ensures that if you change things in one, the other changes
* as well. */
struct LevelInfo {
short level;
short moves;
short boxes_to_go;
};
/* What a given location on the board looks like at a given time */
struct Location {
char spot;
short row;
short col;
};
/* A single level of undo. Each undo move can affect upto,
* but not more then, 3 spots on the board */
struct Undo {
struct LevelInfo level;
struct Location location[3];
};
/* Our full undo history */
static struct UndoInfo {
short count; /* How many undos are there in history */
short current; /* Which history is the current undo */
struct Undo history[MAX_UNDOS];
} undo_info;
/* Our playing board */
static struct BoardInfo {
char board[ROWS][COLS];
struct LevelInfo level;
struct Location player;
int max_level; /* How many levels do we have? */
int level_offset; /* Where in the level file is this level */
int loaded_level; /* Which level is in memory */
} current_info;
static struct plugin_api* rb;
static void init_undo(void)
{
undo_info.count = 0;
undo_info.current = 0;
}
static void undo(void)
{
struct Undo *undo;
int i = 0;
short row, col;
if (undo_info.count == 0)
return;
/* Update board info */
undo = &undo_info.history[undo_info.current];
rb->memcpy(¤t_info.level, &undo->level, sizeof(undo->level));
rb->memcpy(¤t_info.player, &undo->location[0], sizeof(undo->location[0]));
row = undo->location[0].row;
col = undo->location[0].col;
current_info.board[row][col] = '@';
/* Update the two other possible spots */
for (i = 1; i < 3; i++) {
if (undo->location[i].spot != '\0') {
row = undo->location[i].row;
col = undo->location[i].col;
current_info.board[row][col] = undo->location[i].spot;
undo->location[i].spot = '\0';
}
}
/* Remove this undo from the list */
if (undo_info.current == 0) {
if (undo_info.count > 1)
undo_info.current = MAX_UNDOS - 1;
} else {
undo_info.current--;
}
undo_info.count--;
return;
}
static void add_undo(int button)
{
struct Undo *undo;
int row, col, i;
bool storable;
if ((button != BUTTON_LEFT) && (button != BUTTON_RIGHT) &&
(button != BUTTON_UP) && (button != BUTTON_DOWN))
return;
if (undo_info.count != 0) {
if (undo_info.current < (MAX_UNDOS - 1))
undo_info.current++;
else
undo_info.current = 0;
}
/* Make what follows more readable */
undo = &undo_info.history[undo_info.current];
/* Store our level info */
rb->memcpy(&undo->level, ¤t_info.level, sizeof(undo->level));
/* Store our player info */
rb->memcpy(&undo->location[0], ¤t_info.player, sizeof(undo->location[0]));
/* Now we need to store upto 2 blocks that may be affected.
* If player.spot is NULL, then there is no info stored
* for that block */
row = current_info.player.row;
col = current_info.player.col;
/* This must stay as _1_ because the first block (0) is the player */
for (i = 1; i < 3; i++) {
storable = true;
switch (button) {
case BUTTON_LEFT:
col--;
if (col < 0)
storable = false;
break;
case BUTTON_RIGHT:
col++;
if (col >= COLS)
storable = false;
break;
case BUTTON_UP:
row--;
if (row < 0)
storable = false;
break;
case BUTTON_DOWN:
row++;
if (row >= ROWS)
storable = false;
break;
default:
return;
}
if (storable) {
undo->location[i].col = col;
undo->location[i].row = row;
undo->location[i].spot = current_info.board[row][col];
} else {
undo->location[i].spot = '\0';
}
}
if (undo_info.count < MAX_UNDOS)
undo_info.count++;
}
static void init_boards(void)
{
current_info.level.level = 0;
current_info.level.moves = 0;
current_info.level.boxes_to_go = 0;
current_info.player.row = 0;
current_info.player.col = 0;
current_info.player.spot = ' ';
current_info.max_level = 0;
current_info.level_offset = 0;
current_info.loaded_level = 0;
init_undo();
}
static int get_level_count(void)
{
int fd = 0;
int lastlen = 0;
char buffer[COLS + 3]; /* COLS plus CR/LF and \0 */
if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0) {
rb->splash(0, true, "Unable to open %s", LEVELS_FILE);
return -1;
}
while(1) {
int len = rb->read_line(fd, buffer, sizeof(buffer));
if(len <= 0)
break;
/* Two short lines in a row means new level */
if(len < 3 && lastlen < 3)
current_info.max_level++;
lastlen = len;
}
rb->close(fd);
return 0;
}
static int get_level(char *level, int level_size)
{
int fd = 0, i = 0;
int nread = 0;
int count = 0;
int lastlen = 0;
int level_ct = 1;
unsigned char buffer[SOKOBAN_LEVEL_SIZE * 2];
bool level_found = false;
/* open file */
if ((fd = rb->open(LEVELS_FILE, O_RDONLY)) < 0)
return -1;
/* Lets not reparse the full file if we can avoid it */
if (current_info.loaded_level < current_info.level.level) {
rb->lseek(fd, current_info.level_offset, SEEK_SET);
level_ct = current_info.loaded_level;
}
if(current_info.level.level > 1) {
while(!level_found) {
int len = rb->read_line(fd, buffer, SOKOBAN_LEVEL_SIZE);
if(len <= 0) {
rb->close(fd);
return -1;
}
/* Two short lines in a row means new level */
if(len < 3 && lastlen < 3) {
level_ct++;
if(level_ct == current_info.level.level)
level_found = true;
}
lastlen = len;
}
}
/* Remember the current offset */
current_info.level_offset = rb->lseek(fd, 0, SEEK_CUR);
/* read a full buffer chunk from here */
nread = rb->read(fd, buffer, sizeof(buffer)-1);
if (nread < 0)
return -1;
buffer[nread] = 0;
rb->close(fd);
/* If we read less then a level, error */
if (nread < level_size)
return -1;
/* Load our new level */
for(i=0, count=0; (count < nread) && (i<level_size);) {
if (buffer[count] != '\n' && buffer[count] != '\r')
level[i++] = buffer[count];
count++;
}
level[i] = 0;
current_info.loaded_level = current_info.level.level;
return 0;
}
/* return non-zero on error */
static int load_level(void)
{
short c = 0;
short r = 0;
short i = 0;
char level[ROWS*COLS+1];
int x = 0;
current_info.player.spot=' ';
current_info.level.boxes_to_go = 0;
current_info.level.moves = 0;
if (get_level(level, sizeof(level)) != 0)
return -1;
i = 0;
for (r = 0; r < ROWS; r++) {
x++;
for (c = 0; c < COLS; c++, i++) {
current_info.board[r][c] = level[i];
if (current_info.board[r][c] == '.')
current_info.level.boxes_to_go++;
else if (current_info.board[r][c] == '@') {
current_info.player.row = r;
current_info.player.col = c;
}
}
}
return 0;
}
static void update_screen(void)
{
short b = 0, c = 0;
short rows = 0, cols = 0;
char s[25];
short magnify = 4;
/* load the board to the screen */
for (rows=0 ; rows < ROWS ; rows++) {
for (cols = 0 ; cols < COLS ; cols++) {
c = cols * magnify;
b = rows * magnify;
switch(current_info.board[rows][cols]) {
case 'X': /* black space */
rb->lcd_drawrect(c, b, magnify, magnify);
rb->lcd_drawrect(c+1, b+1, 2, 2);
break;
case '#': /* this is a wall */
rb->lcd_drawpixel(c, b);
rb->lcd_drawpixel(c+2, b);
rb->lcd_drawpixel(c+1, b+1);
rb->lcd_drawpixel(c+3, b+1);
rb->lcd_drawpixel(c, b+2);
rb->lcd_drawpixel(c+2, b+2);
rb->lcd_drawpixel(c+1, b+3);
rb->lcd_drawpixel(c+3, b+3);
break;
case '.': /* this is a home location */
rb->lcd_drawrect(c+1, b+1, 2, 2);
break;
case '$': /* this is a box */
rb->lcd_drawrect(c, b, magnify, magnify);
break;
case '@': /* this is you */
rb->lcd_drawline(c+1, b, c+2, b);
rb->lcd_drawline(c, b+1, c+3, b+1);
rb->lcd_drawline(c+1, b+2, c+2, b+2);
rb->lcd_drawpixel(c, b+3);
rb->lcd_drawpixel(c+3, b+3);
break;
case '%': /* this is a box on a home spot */
rb->lcd_drawrect(c, b, magnify, magnify);
rb->lcd_drawrect(c+1, b+1, 2, 2);
break;
}
}
}
rb->snprintf(s, sizeof(s), "%d", current_info.level.level);
rb->lcd_putsxy(86, 22, s);
rb->snprintf(s, sizeof(s), "%d", current_info.level.moves);
rb->lcd_putsxy(86, 54, s);
rb->lcd_drawrect(80,0,32,32);
rb->lcd_drawrect(80,32,32,64);
rb->lcd_putsxy(81, 10, "Level");
rb->lcd_putsxy(81, 42, "Moves");
/* print out the screen */
rb->lcd_update();
}
static void draw_level(void)
{
load_level();
rb->lcd_clear_display();
update_screen();
}
static bool sokoban_loop(void)
{
char new_spot;
bool moved = true;
int i = 0, button = 0;
short r = 0, c = 0;
current_info.level.level = 1;
load_level();
update_screen();
while (1) {
moved = true;
r = current_info.player.row;
c = current_info.player.col;
button = rb->button_get(true);
add_undo(button);
switch(button)
{
case BUTTON_OFF:
/* get out of here */
return PLUGIN_OK;
case BUTTON_ON:
case BUTTON_ON | BUTTON_REPEAT:
/* this is UNDO */
undo();
rb->lcd_clear_display();
update_screen();
moved = false;
break;
case BUTTON_F3:
case BUTTON_F3 | BUTTON_REPEAT:
/* increase level */
init_undo();
current_info.level.boxes_to_go=0;
moved = true;
break;
case BUTTON_F1:
case BUTTON_F1 | BUTTON_REPEAT:
/* previous level */
init_undo();
if (current_info.level.level > 1)
current_info.level.level--;
draw_level();
moved = false;
break;
case BUTTON_F2:
case BUTTON_F2 | BUTTON_REPEAT:
/* same level */
init_undo();
draw_level();
moved = false;
break;
case BUTTON_LEFT:
switch(current_info.board[r][c-1])
{
case ' ': /* if it is a blank spot */
case '.': /* if it is a home spot */
new_spot = current_info.board[r][c-1];
current_info.board[r][c-1] = '@';
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = new_spot;
break;
case '$':
switch(current_info.board[r][c-2])
{
case ' ': /* going from blank to blank */
current_info.board[r][c-2] = current_info.board[r][c-1];
current_info.board[r][c-1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
break;
case '.': /* going from a blank to home */
current_info.board[r][c-2] = '%';
current_info.board[r][c-1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
current_info.level.boxes_to_go--;
break;
default:
moved = false;
break;
}
break;
case '%':
switch(current_info.board[r][c-2]) {
case ' ': /* we are going from a home to a blank */
current_info.board[r][c-2] = '$';
current_info.board[r][c-1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
current_info.level.boxes_to_go++;
break;
case '.': /* if we are going from a home to home */
current_info.board[r][c-2] = '%';
current_info.board[r][c-1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
break;
default:
moved = false;
break;
}
break;
default:
moved = false;
break;
}
if (moved)
current_info.player.col--;
break;
case BUTTON_RIGHT: /* if it is a blank spot */
switch(current_info.board[r][c+1]) {
case ' ':
case '.': /* if it is a home spot */
new_spot = current_info.board[r][c+1];
current_info.board[r][c+1] = '@';
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = new_spot;
break;
case '$':
switch(current_info.board[r][c+2]) {
case ' ': /* going from blank to blank */
current_info.board[r][c+2] = current_info.board[r][c+1];
current_info.board[r][c+1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
break;
case '.': /* going from a blank to home */
current_info.board[r][c+2] = '%';
current_info.board[r][c+1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
current_info.level.boxes_to_go--;
break;
default:
moved = false;
break;
}
break;
case '%':
switch(current_info.board[r][c+2]) {
case ' ': /* going from a home to a blank */
current_info.board[r][c+2] = '$';
current_info.board[r][c+1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
current_info.level.boxes_to_go++;
break;
case '.':
current_info.board[r][c+2] = '%';
current_info.board[r][c+1] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
break;
default:
moved = false;
break;
}
break;
default:
moved = false;
break;
}
if (moved)
current_info.player.col++;
break;
case BUTTON_UP:
switch(current_info.board[r-1][c]) {
case ' ': /* if it is a blank spot */
case '.': /* if it is a home spot */
new_spot = current_info.board[r-1][c];
current_info.board[r-1][c] = '@';
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = new_spot;
break;
case '$':
switch(current_info.board[r-2][c]) {
case ' ': /* going from blank to blank */
current_info.board[r-2][c] = current_info.board[r-1][c];
current_info.board[r-1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
break;
case '.': /* going from a blank to home */
current_info.board[r-2][c] = '%';
current_info.board[r-1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
current_info.level.boxes_to_go--;
break;
default:
moved = false;
break;
}
break;
case '%':
switch(current_info.board[r-2][c]) {
case ' ': /* we are going from a home to a blank */
current_info.board[r-2][c] = '$';
current_info.board[r-1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
current_info.level.boxes_to_go++;
break;
case '.': /* if we are going from a home to home */
current_info.board[r-2][c] = '%';
current_info.board[r-1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
break;
default:
moved = false;
break;
}
break;
default:
moved = false;
break;
}
if (moved)
current_info.player.row--;
break;
case BUTTON_DOWN:
switch(current_info.board[r+1][c]) {
case ' ': /* if it is a blank spot */
case '.': /* if it is a home spot */
new_spot = current_info.board[r+1][c];
current_info.board[r+1][c] = '@';
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = new_spot;
break;
case '$':
switch(current_info.board[r+2][c]) {
case ' ': /* going from blank to blank */
current_info.board[r+2][c] = current_info.board[r+1][c];
current_info.board[r+1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
break;
case '.': /* going from a blank to home */
current_info.board[r+2][c] = '%';
current_info.board[r+1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = ' ';
current_info.level.boxes_to_go--;
break;
default:
moved = false;
break;
}
break;
case '%':
switch(current_info.board[r+2][c]) {
case ' ': /* going from a home to a blank */
current_info.board[r+2][c] = '$';
current_info.board[r+1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
current_info.level.boxes_to_go++;
break;
case '.': /* going from a home to home */
current_info.board[r+2][c] = '%';
current_info.board[r+1][c] = current_info.board[r][c];
current_info.board[r][c] = current_info.player.spot;
current_info.player.spot = '.';
break;
default:
moved = false;
break;
}
break;
default:
moved = false;
break;
}
if (moved)
current_info.player.row++;
break;
case SYS_USB_CONNECTED:
rb->usb_screen();
return PLUGIN_USB_CONNECTED;
default:
moved = false;
break;
}
if (moved) {
current_info.level.moves++;
rb->lcd_clear_display();
update_screen();
}
/* We have completed this level */
if (current_info.level.boxes_to_go == 0) {
current_info.level.level++;
/* clear undo stats */
init_undo();
rb->lcd_clear_display();
if (current_info.level.level > current_info.max_level) {
rb->lcd_putsxy(10, 20, "You WIN!!");
for (i = 0; i < 30000 ; i++) {
rb->lcd_invertrect(0, 0, 111, 63);
rb->lcd_update();
button = rb->button_get(false);
if (button && ((button & BUTTON_REL) != BUTTON_REL))
break;
}
return PLUGIN_OK;
}
load_level();
update_screen();
}
} /* end while */
return PLUGIN_OK;
}
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
int w, h;
int len;
TEST_PLUGIN_API(api);
(void)(parameter);
rb = api;
rb->lcd_setfont(FONT_SYSFIXED);
rb->lcd_getstringsize(SOKOBAN_TITLE, &w, &h);
/* Get horizontel centering for text */
len = w;
if (len%2 != 0)
len =((len+1)/2)+(w/2);
else
len /= 2;
if (h%2 != 0)
h = (h/2)+1;
else
h /= 2;
rb->lcd_clear_display();
rb->lcd_putsxy(LCD_WIDTH/2-len,(LCD_HEIGHT/2)-h, SOKOBAN_TITLE);
rb->lcd_update();
rb->sleep(HZ*2);
rb->lcd_clear_display();
rb->lcd_putsxy(3, 6, "[OFF] To Stop");
rb->lcd_putsxy(3, 16, "[ON] To Undo");
rb->lcd_putsxy(3, 26, "[F1] - Level");
rb->lcd_putsxy(3, 36, "[F2] Same Level");
rb->lcd_putsxy(3, 46, "[F3] + Level");
rb->lcd_update();
rb->sleep(HZ*2);
rb->lcd_clear_display();
init_boards();
if (get_level_count() != 0) {
rb->splash(HZ*2, true, "Failed loading levels!");
return PLUGIN_OK;
}
return sokoban_loop();
}
#endif
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