2020-12-11 07:46:01 +01:00
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/* game_snake.c
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*
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*
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* Copyright (C) 2020 Toxic All Rights Reserved.
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*
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* This file is part of Toxic.
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*
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* Toxic is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Toxic is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Toxic. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "game_base.h"
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#include "game_util.h"
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#include "game_snake.h"
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#include "misc_tools.h"
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2021-06-03 07:19:49 +02:00
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#define SNAKE_MAX_SNAKE_LENGTH (GAME_MAX_SQUARE_X_DEFAULT * GAME_MAX_SQUARE_Y_DEFAULT)
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#define SNAKE_AGENT_MAX_LIST_SIZE (GAME_MAX_SQUARE_X_DEFAULT * GAME_MAX_SQUARE_Y_DEFAULT)
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2020-12-11 07:46:01 +01:00
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#define SNAKE_DEFAULT_SNAKE_SPEED 6
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#define SNAKE_DEFAULT_AGENT_SPEED 1
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#define SNAKE_MAX_SNAKE_SPEED 12
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#define SNAKE_MAX_AGENT_SPEED (SNAKE_MAX_SNAKE_SPEED / 2)
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#define SNAKE_DEFAULT_UPDATE_INTERVAL 20
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/* How often we update frames independent of the speed of the game or objects */
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#define SNAKE_FRAME_DRAW_SPEED 5
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/* How long a regular message stays on the screen */
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#define SNAKE_DEFAULT_MESSAGE_TIMER 5
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/* Increment snake speed by 1 every time level increases by this amount */
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#define SNAKE_LEVEL_SPEED_INTERVAL 5
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/* Increment level by 1 every time snake eats this many foods */
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#define SNAKE_LEVEL_UP_FOOD_LIMIT 4
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/* Increment agent speed by 1 every time level increases by this amount */
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#define SNAKE_AGENT_LEVEL_SPEED_INTERVAL 2
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/* Points multiplier for getting a powerup */
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#define SNAKE_POWERUP_BONUS_MULTIPLIER 5
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/* Extra bonus for running over a glowing agent */
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#define SNAKE_AGENT_GLOWING_MULTIPLIER 2
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/* Agents begin glowing if their speed is greater than this */
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#define SNAKE_AGENT_GLOWING_SPEED (SNAKE_DEFAULT_AGENT_SPEED + 2)
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/* A new powerup is placed on the board after this many seconds since last one wore off */
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#define SNAKE_POWERUP_INTERVAL 45
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/* How long a powerup lasts */
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#define SNAKE_POWERUP_TIMER 12
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/* Number of key presses to queue; one key press is retrieved per state update */
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#define SNAKE_KEY_PRESS_QUEUE_SIZE 3
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/* These decide how many points to decay and how often to penalize camping for powerups */
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#define SNAKE_DECAY_POINTS_INTERVAL 1
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#define SNAKE_DECAY_POINTS_FRACTION 10
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#define SNAKE_HEAD_COLOUR GREEN
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#define SNAKE_DEAD_BODY_CHAR 'o'
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#define SNAKE_DEAD_BODY_COLOUR RED
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#define SNAKE_BODY_COLOUR CYAN
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#define SNAKE_BODY_CHAR 'o'
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#define SNAKE_FOOD_COLOUR YELLOW
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#define SNAKE_FOOD_CHAR '*'
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#define SNAKE_AGENT_NORMAL_COLOUR RED
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#define SNAKE_AGENT_GLOWING_COLOUR GREEN
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#define SNAKE_AGENT_NORMAL_CHAR 'x'
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#define SNAKE_AGENT_GLOWING_CHAR 'X'
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#define SNAKE_POWERUP_CHAR 'P'
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typedef struct NasaAgent {
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Coords coords;
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bool is_alive;
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bool is_glowing;
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TIME_MS last_time_moved;
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size_t speed;
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char display_char;
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int colour;
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int attributes;
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} NasaAgent;
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typedef struct Snake {
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Coords coords;
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char display_char;
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int colour;
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int attributes;
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} Snake;
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typedef struct SnakeState {
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Snake *snake;
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size_t snake_length;
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size_t snake_speed;
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TIME_MS snake_time_last_moved;
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bool has_powerup;
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Direction direction;
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Coords powerup;
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TIME_S powerup_timer;
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TIME_S last_powerup_time;
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Coords food;
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NasaAgent *agents;
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size_t agent_list_size;
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TIME_S last_time_points_decayed;
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TIME_S pause_time;
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int key_press_queue[SNAKE_KEY_PRESS_QUEUE_SIZE];
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size_t keys_skip_counter;
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TIME_MS last_draw_update;
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bool game_over;
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} SnakeState;
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static void snake_create_points_message(GameData *game, Direction dir, long int points, const Coords *coords)
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{
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char buf[GAME_MAX_MESSAGE_SIZE + 1];
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snprintf(buf, sizeof(buf), "%ld", points);
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if (game_set_message(game, buf, strlen(buf), dir, A_BOLD, WHITE, 0, coords, false, false) == -1) {
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fprintf(stderr, "failed to set points message\n");
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}
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}
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static void snake_create_message(GameData *game, Direction dir, const char *message, int attributes,
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int colour, TIME_S timeout, const Coords *coords, bool priority)
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{
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if (game_set_message(game, message, strlen(message), dir, attributes, colour, timeout, coords, false, priority) == -1) {
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fprintf(stderr, "failed to set message\n");
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}
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}
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static Coords *snake_get_head_coords(const SnakeState *state)
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{
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return &state->snake[0].coords;
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}
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static void snake_set_head_char(SnakeState *state)
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{
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Snake *snake_head = &state->snake[0];
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switch (state->direction) {
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case NORTH:
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snake_head->display_char = '^';
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break;
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case SOUTH:
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snake_head->display_char = 'v';
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break;
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case EAST:
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snake_head->display_char = '>';
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return;
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case WEST:
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snake_head->display_char = '<';
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break;
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default:
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snake_head->display_char = '?';
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break;
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}
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}
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static bool snake_validate_direction(const SnakeState *state, Direction dir)
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{
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if (!GAME_UTIL_DIRECTION_VALID(dir)) {
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return false;
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}
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const int diff = abs((int)state->direction - (int)dir);
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return diff != 1;
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}
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static void snake_update_direction(SnakeState *state)
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{
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for (size_t i = 0; i < SNAKE_KEY_PRESS_QUEUE_SIZE; ++i) {
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int key = state->key_press_queue[i];
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if (key == 0) {
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continue;
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}
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Direction dir = game_util_get_direction(key);
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if (!GAME_UTIL_DIRECTION_VALID(dir)) {
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state->key_press_queue[i] = 0;
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continue;
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}
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if (snake_validate_direction(state, dir)) {
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state->direction = dir;
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snake_set_head_char(state);
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state->key_press_queue[i] = 0;
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state->keys_skip_counter = 0;
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break;
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}
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if (state->keys_skip_counter++ >= SNAKE_KEY_PRESS_QUEUE_SIZE) {
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state->keys_skip_counter = 0;
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memset(state->key_press_queue, 0, sizeof(state->key_press_queue));
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}
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}
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}
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static void snake_set_key_press(SnakeState *state, int key)
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{
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for (size_t i = 0; i < SNAKE_KEY_PRESS_QUEUE_SIZE; ++i) {
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if (state->key_press_queue[i] == 0) {
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state->key_press_queue[i] = key;
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return;
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}
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}
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memset(state->key_press_queue, 0, sizeof(state->key_press_queue));
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state->key_press_queue[0] = key;
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}
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static void snake_update_score(GameData *game, const SnakeState *state, long int points)
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{
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const Coords *head = snake_get_head_coords(state);
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snake_create_points_message(game, state->direction, points, head);
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game_update_score(game, points);
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}
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static long int snake_get_move_points(const SnakeState *state)
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{
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return state->snake_length + (2 * state->snake_speed);
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}
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/* Return true if snake body is occupying given coordinates */
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static bool snake_coords_contain_body(const SnakeState *state, const Coords *coords)
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{
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for (size_t i = 1; i < state->snake_length; ++i) {
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Coords snake_coords = state->snake[i].coords;
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if (COORDINATES_OVERLAP(coords->x, coords->y, snake_coords.x, snake_coords.y)) {
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return true;
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}
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}
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return false;
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}
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static bool snake_self_consume(const SnakeState *state)
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{
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const Coords *head = snake_get_head_coords(state);
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return snake_coords_contain_body(state, head);
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}
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/*
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* Returns a pointer to the agent at x and y coordinates.
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*
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* Returns NULL if no living agent is at coords.
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*/
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static NasaAgent *snake_get_agent_at_coords(const SnakeState *state, const Coords *coords)
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{
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for (size_t i = 0; i < state->agent_list_size; ++i) {
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NasaAgent *agent = &state->agents[i];
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if (!agent->is_alive) {
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continue;
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}
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if (COORDINATES_OVERLAP(coords->x, coords->y, agent->coords.x, agent->coords.y)) {
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return agent;
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}
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}
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return NULL;
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}
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/*
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* Return true if snake got caught by an agent and doesn't have a powerup.
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*
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* If snake runs over agent and does have a powerup the agent is killed and score updated.
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*/
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static bool snake_agent_caught(GameData *game, SnakeState *state, const Coords *coords)
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{
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NasaAgent *agent = snake_get_agent_at_coords(state, coords);
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if (agent == NULL) {
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return false;
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}
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if (!state->has_powerup) {
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return true;
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}
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agent->is_alive = false;
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long int points = snake_get_move_points(state) * (agent->speed + 1);
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if (agent->is_glowing) {
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points *= SNAKE_AGENT_GLOWING_MULTIPLIER;
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}
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snake_update_score(game, state, points);
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return false;
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}
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static bool snake_state_valid(GameData *game, SnakeState *state)
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{
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const Coords *head = snake_get_head_coords(state);
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if (!game_coordinates_in_bounds(game, head->x, head->y)) {
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snake_create_message(game, state->direction, "Ouch!", A_BOLD, WHITE, SNAKE_DEFAULT_MESSAGE_TIMER, head, true);
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return false;
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}
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if (snake_self_consume(state)) {
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snake_create_message(game, state->direction, "Tastes like chicken", A_BOLD, WHITE, SNAKE_DEFAULT_MESSAGE_TIMER, head,
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true);
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return false;
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}
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if (snake_agent_caught(game, state, head)) {
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snake_create_message(game, state->direction, "ARGH they got me!", A_BOLD, WHITE, SNAKE_DEFAULT_MESSAGE_TIMER, head,
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true);
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return false;
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}
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return true;
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}
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/*
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* Sets colour and attributes for entire snake except head.
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*
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* If colour is set to -1 a random colour is chosen for each body part.
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*/
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static void snake_set_body_attributes(Snake *snake, size_t length, int colour, int attributes)
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{
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for (size_t i = 1; i < length; ++i) {
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Snake *body = &snake[i];
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if (colour == -1) {
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body->colour = game_util_random_colour();
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} else {
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body->colour = colour;
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}
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body->attributes = attributes;
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}
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}
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static void snake_move_body(SnakeState *state)
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{
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for (size_t i = state->snake_length - 1; i > 0; --i) {
|
|
|
|
Coords *curr = &state->snake[i].coords;
|
|
|
|
Coords prev = state->snake[i - 1].coords;
|
|
|
|
curr->x = prev.x;
|
|
|
|
curr->y = prev.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_move_head(SnakeState *state)
|
|
|
|
{
|
|
|
|
Coords *head = snake_get_head_coords(state);
|
|
|
|
game_util_move_coords(state->direction, head);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_grow(SnakeState *state)
|
|
|
|
{
|
|
|
|
size_t index = state->snake_length;
|
|
|
|
|
|
|
|
if (index >= SNAKE_MAX_SNAKE_LENGTH) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
state->snake[index].coords.x = -1;
|
|
|
|
state->snake[index].coords.y = -1;
|
|
|
|
state->snake[index].display_char = SNAKE_BODY_CHAR;
|
|
|
|
state->snake[index].colour = SNAKE_BODY_COLOUR;
|
|
|
|
state->snake[index].attributes = A_BOLD;
|
|
|
|
|
|
|
|
state->snake_length = index + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static long int snake_check_food(const GameData *game, SnakeState *state)
|
|
|
|
{
|
|
|
|
Coords *food = &state->food;
|
|
|
|
const Coords *head = snake_get_head_coords(state);
|
|
|
|
|
|
|
|
if (!COORDINATES_OVERLAP(head->x, head->y, food->x, food->y)) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
snake_grow(state);
|
|
|
|
|
|
|
|
game_random_coords(game, food);
|
|
|
|
|
|
|
|
return snake_get_move_points(state);
|
|
|
|
}
|
|
|
|
|
|
|
|
static long int snake_check_powerup(GameData *game, SnakeState *state)
|
|
|
|
{
|
|
|
|
Coords *powerup = &state->powerup;
|
|
|
|
const Coords *head = snake_get_head_coords(state);
|
|
|
|
|
|
|
|
if (!COORDINATES_OVERLAP(head->x, head->y, powerup->x, powerup->y)) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
snake_create_message(game, state->direction, "AAAAA", A_BOLD, RED, 2, head, false);
|
|
|
|
|
|
|
|
TIME_S t = get_unix_time();
|
|
|
|
|
|
|
|
state->has_powerup = true;
|
|
|
|
state->powerup_timer = t;
|
|
|
|
|
|
|
|
powerup->x = -1;
|
|
|
|
powerup->y = -1;
|
|
|
|
|
|
|
|
return snake_get_move_points(state) * SNAKE_POWERUP_BONUS_MULTIPLIER;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Returns the first unoccupied index in agent array.
|
|
|
|
*/
|
|
|
|
static size_t snake_get_empty_agent_index(const NasaAgent *agents)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < SNAKE_AGENT_MAX_LIST_SIZE; ++i) {
|
|
|
|
if (!agents[i].is_alive) {
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fprintf(stderr, "Warning: Agent array is full. This should be impossible\n");
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_initialize_agent(SnakeState *state, const Coords *coords)
|
|
|
|
{
|
|
|
|
size_t idx = snake_get_empty_agent_index(state->agents);
|
|
|
|
|
|
|
|
if ((idx >= state->agent_list_size) && (idx + 1 <= SNAKE_AGENT_MAX_LIST_SIZE)) {
|
|
|
|
state->agent_list_size = idx + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
NasaAgent *agent = &state->agents[idx];
|
|
|
|
|
|
|
|
agent->coords = (Coords) {
|
|
|
|
coords->x,
|
|
|
|
coords->y
|
|
|
|
};
|
|
|
|
|
|
|
|
agent->is_alive = true;
|
|
|
|
agent->is_glowing = false;
|
|
|
|
agent->display_char = SNAKE_AGENT_NORMAL_CHAR;
|
|
|
|
agent->colour = SNAKE_AGENT_NORMAL_COLOUR;
|
|
|
|
agent->attributes = A_BOLD;
|
|
|
|
agent->last_time_moved = 0;
|
|
|
|
agent->speed = SNAKE_DEFAULT_AGENT_SPEED;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_dispatch_new_agent(const GameData *game, SnakeState *state)
|
|
|
|
{
|
|
|
|
Coords new_coords;
|
|
|
|
const Coords *head = snake_get_head_coords(state);
|
|
|
|
|
|
|
|
size_t tries = 0;
|
|
|
|
|
|
|
|
do {
|
|
|
|
if (tries++ >= 10) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
game_random_coords(game, &new_coords);
|
|
|
|
} while (COORDINATES_OVERLAP(new_coords.x, new_coords.y, head->x, head->y)
|
|
|
|
|| snake_get_agent_at_coords(state, &new_coords) != NULL);
|
|
|
|
|
|
|
|
snake_initialize_agent(state, &new_coords);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_place_powerup(const GameData *game, SnakeState *state)
|
|
|
|
{
|
|
|
|
Coords *powerup = &state->powerup;
|
|
|
|
|
|
|
|
if (powerup->x != -1) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!timed_out(state->last_powerup_time, SNAKE_POWERUP_INTERVAL)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
game_random_coords(game, powerup);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_do_powerup(const GameData *game, SnakeState *state)
|
|
|
|
{
|
|
|
|
if (!state->has_powerup) {
|
|
|
|
snake_place_powerup(game, state);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (timed_out(state->powerup_timer, SNAKE_POWERUP_TIMER)) {
|
|
|
|
state->last_powerup_time = get_unix_time();
|
|
|
|
state->has_powerup = false;
|
|
|
|
snake_set_body_attributes(state->snake, state->snake_length, SNAKE_BODY_COLOUR, A_BOLD);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_decay_points(GameData *game, SnakeState *state)
|
|
|
|
{
|
|
|
|
|
|
|
|
long int score = game_get_score(game);
|
|
|
|
long int decay = snake_get_move_points(state) / SNAKE_DECAY_POINTS_FRACTION;
|
|
|
|
|
|
|
|
if (score > decay && timed_out(state->last_time_points_decayed, SNAKE_DECAY_POINTS_INTERVAL)) {
|
|
|
|
game_update_score(game, -decay);
|
|
|
|
state->last_time_points_decayed = get_unix_time();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_do_points_update(GameData *game, SnakeState *state, long int points)
|
|
|
|
{
|
|
|
|
snake_update_score(game, state, points);
|
|
|
|
|
|
|
|
if (state->snake_length % SNAKE_LEVEL_UP_FOOD_LIMIT != 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
game_increment_level(game);
|
|
|
|
|
|
|
|
size_t level = game_get_current_level(game);
|
|
|
|
|
|
|
|
if (level % SNAKE_LEVEL_SPEED_INTERVAL == 0 && state->snake_speed < SNAKE_MAX_SNAKE_SPEED) {
|
|
|
|
++state->snake_speed;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (level % SNAKE_AGENT_LEVEL_SPEED_INTERVAL == 0) {
|
|
|
|
for (size_t i = 0; i < state->agent_list_size; ++i) {
|
|
|
|
NasaAgent *agent = &state->agents[i];
|
|
|
|
|
|
|
|
if (!agent->is_alive) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (agent->speed < SNAKE_MAX_AGENT_SPEED) {
|
|
|
|
++agent->speed;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (agent->speed > SNAKE_AGENT_GLOWING_SPEED && !agent->is_glowing) {
|
|
|
|
agent->is_glowing = true;
|
|
|
|
agent->display_char = SNAKE_AGENT_GLOWING_CHAR;
|
|
|
|
agent->colour = SNAKE_AGENT_GLOWING_COLOUR;
|
|
|
|
snake_create_message(game, state->direction, "*glows*", A_BOLD, GREEN, 2, &agent->coords, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
snake_dispatch_new_agent(game, state);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_game_over(SnakeState *state)
|
|
|
|
{
|
|
|
|
state->game_over = true;
|
|
|
|
state->has_powerup = false;
|
|
|
|
state->snake[0].colour = SNAKE_DEAD_BODY_COLOUR;
|
|
|
|
state->snake[0].attributes = A_BOLD | A_BLINK;
|
|
|
|
|
|
|
|
snake_set_body_attributes(state->snake, state->snake_length, SNAKE_DEAD_BODY_COLOUR, A_BOLD | A_BLINK);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_move(GameData *game, SnakeState *state, TIME_MS cur_time)
|
|
|
|
{
|
|
|
|
const TIME_MS real_speed = GAME_UTIL_REAL_SPEED(state->direction, state->snake_speed);
|
|
|
|
|
|
|
|
if (!game_do_object_state_update(game, cur_time, state->snake_time_last_moved, real_speed)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
state->snake_time_last_moved = cur_time;
|
|
|
|
|
|
|
|
snake_update_direction(state);
|
|
|
|
snake_move_body(state);
|
|
|
|
snake_move_head(state);
|
|
|
|
|
|
|
|
if (!snake_state_valid(game, state)) {
|
|
|
|
snake_game_over(state);
|
|
|
|
game_set_status(game, GS_Finished);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
long int points = snake_check_food(game, state) + snake_check_powerup(game, state);
|
|
|
|
|
|
|
|
if (points > 0) {
|
|
|
|
snake_do_points_update(game, state, points);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Attempts to move every agent in list.
|
|
|
|
*
|
|
|
|
* If an agent is normal it will move in a random direction. If it's glowing it will
|
|
|
|
* move towards the snake.
|
|
|
|
*/
|
|
|
|
static void snake_agent_move(GameData *game, SnakeState *state, TIME_MS cur_time)
|
|
|
|
{
|
|
|
|
const Coords *head = snake_get_head_coords(state);
|
|
|
|
|
|
|
|
for (size_t i = 0; i < state->agent_list_size; ++i) {
|
|
|
|
NasaAgent *agent = &state->agents[i];
|
|
|
|
|
|
|
|
if (!agent->is_alive) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Coords *coords = &agent->coords;
|
|
|
|
|
|
|
|
Coords new_coords = (Coords) {
|
|
|
|
coords->x,
|
|
|
|
coords->y
|
|
|
|
};
|
|
|
|
|
|
|
|
Direction dir = !agent->is_glowing ? game_util_random_direction()
|
|
|
|
: game_util_move_towards(coords, head, state->has_powerup);
|
|
|
|
|
|
|
|
const TIME_MS real_speed = agent->is_glowing ? GAME_UTIL_REAL_SPEED(dir, agent->speed) : agent->speed;
|
|
|
|
|
|
|
|
if (!game_do_object_state_update(game, cur_time, agent->last_time_moved, real_speed)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
agent->last_time_moved = cur_time;
|
|
|
|
|
|
|
|
game_util_move_coords(dir, &new_coords);
|
|
|
|
|
|
|
|
if (!game_coordinates_in_bounds(game, new_coords.x, new_coords.y)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (snake_coords_contain_body(state, &new_coords)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (snake_get_agent_at_coords(state, &new_coords) != NULL) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
coords->x = new_coords.x;
|
|
|
|
coords->y = new_coords.y;
|
|
|
|
|
|
|
|
if (!state->has_powerup && COORDINATES_OVERLAP(head->x, head->y, new_coords.x, new_coords.y)) {
|
|
|
|
snake_game_over(state);
|
|
|
|
game_set_status(game, GS_Finished);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_update_frames(const GameData *game, SnakeState *state, TIME_MS cur_time)
|
|
|
|
{
|
|
|
|
if (!game_do_object_state_update(game, cur_time, state->last_draw_update, SNAKE_FRAME_DRAW_SPEED)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
state->last_draw_update = cur_time;
|
|
|
|
|
|
|
|
if (state->has_powerup) {
|
|
|
|
const int time_left = SNAKE_POWERUP_TIMER - (get_unix_time() - state->powerup_timer);
|
|
|
|
|
|
|
|
if (time_left <= 5 && time_left % 2 == 0) {
|
|
|
|
snake_set_body_attributes(state->snake, state->snake_length, SNAKE_BODY_COLOUR, A_BOLD);
|
|
|
|
} else {
|
|
|
|
snake_set_body_attributes(state->snake, state->snake_length, -1, A_BOLD);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_draw_self(WINDOW *win, const SnakeState *state)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < state->snake_length; ++i) {
|
|
|
|
const Snake *body = &state->snake[i];
|
|
|
|
|
|
|
|
if (body->coords.x <= 0 || body->coords.y <= 0) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
wattron(win, body->attributes | COLOR_PAIR(body->colour));
|
|
|
|
mvwaddch(win, body->coords.y, body->coords.x, body->display_char);
|
|
|
|
wattroff(win, body->attributes | COLOR_PAIR(body->colour));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_draw_food(WINDOW *win, const SnakeState *state)
|
|
|
|
{
|
|
|
|
wattron(win, A_BOLD | COLOR_PAIR(SNAKE_FOOD_COLOUR));
|
|
|
|
mvwaddch(win, state->food.y, state->food.x, SNAKE_FOOD_CHAR);
|
|
|
|
wattroff(win, A_BOLD | COLOR_PAIR(SNAKE_FOOD_COLOUR));
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_draw_agent(WINDOW *win, const SnakeState *state)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < state->agent_list_size; ++i) {
|
|
|
|
NasaAgent agent = state->agents[i];
|
|
|
|
|
|
|
|
if (agent.is_alive) {
|
|
|
|
Coords coords = agent.coords;
|
|
|
|
|
|
|
|
wattron(win, agent.attributes | COLOR_PAIR(agent.colour));
|
|
|
|
mvwaddch(win, coords.y, coords.x, agent.display_char);
|
|
|
|
wattroff(win, agent.attributes | COLOR_PAIR(agent.colour));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_draw_powerup(WINDOW *win, const SnakeState *state)
|
|
|
|
{
|
|
|
|
Coords powerup = state->powerup;
|
|
|
|
|
|
|
|
if (powerup.x != -1) {
|
|
|
|
int colour = game_util_random_colour();
|
|
|
|
|
|
|
|
wattron(win, A_BOLD | COLOR_PAIR(colour));
|
|
|
|
mvwaddch(win, powerup.y, powerup.x, SNAKE_POWERUP_CHAR);
|
|
|
|
wattroff(win, A_BOLD | COLOR_PAIR(colour));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void snake_cb_update_game_state(GameData *game, void *cb_data)
|
|
|
|
{
|
|
|
|
if (!cb_data) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SnakeState *state = (SnakeState *)cb_data;
|
|
|
|
|
|
|
|
TIME_MS cur_time = get_time_millis();
|
|
|
|
|
|
|
|
snake_do_powerup(game, state);
|
|
|
|
snake_agent_move(game, state, cur_time);
|
|
|
|
snake_move(game, state, cur_time);
|
|
|
|
snake_decay_points(game, state);
|
|
|
|
|
|
|
|
if (!state->game_over) {
|
|
|
|
snake_update_frames(game, state, cur_time);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void snake_cb_render_window(GameData *game, WINDOW *win, void *cb_data)
|
|
|
|
{
|
|
|
|
if (!cb_data) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SnakeState *state = (SnakeState *)cb_data;
|
|
|
|
|
|
|
|
snake_draw_food(win, state);
|
|
|
|
snake_draw_powerup(win, state);
|
|
|
|
snake_draw_agent(win, state);
|
|
|
|
snake_draw_self(win, state);
|
|
|
|
}
|
|
|
|
|
|
|
|
void snake_cb_kill(GameData *game, void *cb_data)
|
|
|
|
{
|
|
|
|
if (!cb_data) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SnakeState *state = (SnakeState *)cb_data;
|
|
|
|
|
|
|
|
free(state->snake);
|
|
|
|
free(state->agents);
|
|
|
|
free(state);
|
|
|
|
|
|
|
|
game_set_cb_update_state(game, NULL, NULL);
|
|
|
|
game_set_cb_render_window(game, NULL, NULL);
|
|
|
|
game_set_cb_kill(game, NULL, NULL);
|
2021-06-02 05:00:00 +02:00
|
|
|
game_set_cb_on_keypress(game, NULL, NULL);
|
2020-12-11 07:46:01 +01:00
|
|
|
game_set_cb_on_pause(game, NULL, NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
void snake_cb_on_keypress(GameData *game, int key, void *cb_data)
|
|
|
|
{
|
|
|
|
if (!cb_data) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SnakeState *state = (SnakeState *)cb_data;
|
|
|
|
|
|
|
|
snake_set_key_press(state, key);
|
|
|
|
}
|
|
|
|
|
|
|
|
void snake_cb_pause(GameData *game, bool is_paused, void *cb_data)
|
|
|
|
{
|
|
|
|
UNUSED_VAR(game);
|
|
|
|
|
|
|
|
if (!cb_data) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SnakeState *state = (SnakeState *)cb_data;
|
|
|
|
|
|
|
|
TIME_S t = get_unix_time();
|
|
|
|
|
|
|
|
if (is_paused) {
|
|
|
|
state->pause_time = t;
|
|
|
|
} else {
|
|
|
|
state->powerup_timer += (t - state->pause_time);
|
|
|
|
state->last_powerup_time += (t - state->pause_time);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void snake_initialize_snake_head(const GameData *game, Snake *snake)
|
|
|
|
{
|
|
|
|
int max_x;
|
|
|
|
int max_y;
|
|
|
|
game_max_x_y(game, &max_x, &max_y);
|
|
|
|
|
|
|
|
snake[0].coords.x = max_x / 2;
|
|
|
|
snake[0].coords.y = max_y / 2;
|
|
|
|
snake[0].colour = SNAKE_HEAD_COLOUR;
|
|
|
|
snake[0].attributes = A_BOLD;
|
|
|
|
}
|
|
|
|
|
|
|
|
int snake_initialize(GameData *game)
|
|
|
|
{
|
2021-06-03 07:19:49 +02:00
|
|
|
// note: if this changes we must update SNAKE_MAX_SNAKE_LENGTH and SNAKE_AGENT_MAX_LIST_SIZE
|
2020-12-11 07:46:01 +01:00
|
|
|
if (game_set_window_shape(game, GW_ShapeSquare) == -1) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
SnakeState *state = calloc(1, sizeof(SnakeState));
|
|
|
|
|
|
|
|
if (state == NULL) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
state->snake = calloc(1, SNAKE_MAX_SNAKE_LENGTH * sizeof(Snake));
|
|
|
|
|
|
|
|
if (state->snake == NULL) {
|
|
|
|
free(state);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
state->agents = calloc(1, SNAKE_AGENT_MAX_LIST_SIZE * sizeof(NasaAgent));
|
|
|
|
|
|
|
|
if (state->agents == NULL) {
|
|
|
|
free(state->snake);
|
|
|
|
free(state);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
snake_initialize_snake_head(game, state->snake);
|
|
|
|
|
|
|
|
state->snake_speed = SNAKE_DEFAULT_SNAKE_SPEED;
|
|
|
|
state->snake_length = 1;
|
|
|
|
state->direction = NORTH;
|
|
|
|
snake_set_head_char(state);
|
|
|
|
|
|
|
|
state->powerup.x = -1;
|
|
|
|
state->powerup.y = -1;
|
|
|
|
|
|
|
|
state->last_powerup_time = get_unix_time();
|
|
|
|
|
2020-12-19 21:40:00 +01:00
|
|
|
game_show_level(game, true);
|
|
|
|
game_show_score(game, true);
|
|
|
|
game_show_high_score(game, true);
|
|
|
|
|
2020-12-11 07:46:01 +01:00
|
|
|
game_increment_level(game);
|
|
|
|
game_set_update_interval(game, SNAKE_DEFAULT_UPDATE_INTERVAL);
|
|
|
|
game_random_coords(game, &state->food);
|
|
|
|
|
|
|
|
game_set_cb_update_state(game, snake_cb_update_game_state, state);
|
|
|
|
game_set_cb_render_window(game, snake_cb_render_window, state);
|
|
|
|
game_set_cb_on_keypress(game, snake_cb_on_keypress, state);
|
|
|
|
game_set_cb_kill(game, snake_cb_kill, state);
|
|
|
|
game_set_cb_on_pause(game, snake_cb_pause, state);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|