mazegame/main.c
Bruno Rybársky ab4ddaf365
All checks were successful
continuous-integration/drone/push Build is passing
clean up bullets
2022-05-29 10:43:50 +02:00

263 lines
7.4 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdint.h>
#include <ncurses.h>
#include <unistd.h>
#include <math.h>
uint16_t Hole_Div = 40;
uint16_t SCR_X;
uint16_t SCR_Y;
#define FPS (60)
char blank_char = 32;
char wall_char = 35;
char goal_char = 71;
char player_char = 80;
char inchar = ' ';
uint16_t blank_color = 0;
uint16_t wall_color = 1;
uint16_t goal_color = 2;
uint16_t player_color = 3;
uint16_t border_color = 4;
char letter = ' ';
struct Object {
uint16_t x;
uint16_t y;
char letter;
uint16_t color;
uint8_t dir;
};
uint16_t player_x = 0;
uint16_t player_y = 0;
uint16_t goal_x = 0;
uint16_t goal_y = 0;
uint16_t rng_tmp = 0;
uint16_t orient = 0;
uint16_t inputs_tmp = 0;
struct Object * rendered;
char * playfield;
int randomInt(int lower, int upper) {
return rand() % (upper - lower + 1) + lower;
}
void generate_maze() {
//fill playfield with blank
for (uint16_t y = 0; y < SCR_Y; y++) {
for (uint16_t x = 0; x < SCR_X; x++) {
playfield[y * SCR_X + x] = blank_char;
}
}
//fill every other row with walls
for (uint16_t y = 0; y < SCR_Y; y += 2) {
for (uint16_t x = 0; x < SCR_X; x++) {
playfield[y * SCR_X + x] = wall_char;
}
}
//punch holes in the walls
for (uint16_t y = 0; y < SCR_Y; y++) {
//punch holes in the walls depending on the SCR_X
for (uint16_t ix = 0; ix < ((SCR_X - (SCR_X % Hole_Div)) / Hole_Div); ix += 1) {
rng_tmp = randomInt(1, SCR_X);
playfield[y * SCR_X + rng_tmp] = blank_char;
}
if (orient == 0) {
if (y == 0) {
playfield[y * SCR_X + rng_tmp] = goal_char;
goal_x = rng_tmp;
goal_y = y;
}
if (y == SCR_Y - 1) {
playfield[y * SCR_X + rng_tmp] = player_char;
player_x = rng_tmp;
player_y = y;
}
} else {
if (y == SCR_Y - 1) {
playfield[y * SCR_X + rng_tmp] = goal_char;
goal_x = rng_tmp;
goal_y = y;
}
if (y == 0) {
playfield[y * SCR_X + rng_tmp] = player_char;
player_x = rng_tmp;
player_y = y;
}
}
}
}
void render_maze() {
//fill rendered with blank
for (uint16_t y = 0; y < SCR_Y; y++) {
for (uint16_t x = 0; x < SCR_X; x++) {
rendered[y * SCR_X + x].letter = blank_char;
rendered[y * SCR_X + x].color = blank_color;
rendered[y * SCR_X + x].x = x;
rendered[y * SCR_X + x].y = y;
}
}
for (uint16_t y = 0; y < SCR_Y; y++) {
for (uint16_t x = 0; x < SCR_X; x++) {
letter = playfield[(y) * SCR_X + (x)];
rendered[(y) * SCR_X + (x)].letter = letter;
rendered[(y) * SCR_X + (x)].x = x;
rendered[(y) * SCR_X + (x)].y = y;
if (letter == goal_char) {
rendered[(y) * SCR_X + (x)].color = goal_color;
} else if (letter == player_char) {
rendered[(y) * SCR_X + (x)].color = player_color;
} else if (letter == blank_char) {
rendered[(y) * SCR_X + (x)].color = blank_color;
} else if (letter == wall_char) {
rendered[(y) * SCR_X + (x)].color = wall_color;
}
}
}
}
void draw_maze() {
for (uint16_t y = 0; y < SCR_Y; y++) {
for (uint16_t x = 0; x < SCR_X; x++) {
attron(COLOR_PAIR(rendered[(y) * SCR_X + (x)].color));
mvaddch(y, x, rendered[(y) * SCR_X + (x)].letter);
attroff(COLOR_PAIR(rendered[(y) * SCR_X + (x)].color));
}
}
refresh();
}
void init() {
initscr();
//get screen size
getmaxyx(stdscr, SCR_Y, SCR_X);
playfield = malloc(sizeof(char) * SCR_Y * SCR_X);
rendered = malloc(sizeof(struct Object) * (SCR_X) * (SCR_Y));
noecho();
nodelay(stdscr, TRUE);
start_color();
init_pair(blank_color, COLOR_WHITE, COLOR_WHITE);
init_pair(wall_color, COLOR_BLACK, COLOR_RED);
init_pair(goal_color, COLOR_BLACK, COLOR_GREEN);
init_pair(player_color, COLOR_BLACK, COLOR_YELLOW);
init_pair(border_color, COLOR_WHITE, COLOR_BLUE);
attron(COLOR_PAIR(blank_color));
clear();
srand(time(NULL));
}
int keyinput() {
inchar = getch();
if (inchar == 'q') {
return 1;
}
if (inchar == 'w') {
//if (playfield[player_y - 1][player_x] == blank_char){
if (player_y > 0 && playfield[(player_y - 1) * SCR_X + player_x] == blank_char) {
playfield[(player_y) * SCR_X + player_x] = blank_char;
player_y--;
playfield[(player_y) * SCR_X + player_x] = player_char;
//}else if (playfield[player_y - 1][player_x] == goal_char){
} else if (playfield[(player_y - 1) * SCR_X + player_x] == goal_char) {
return 2;
}
}
if (inchar == 'a') {
//if (playfield[player_y][player_x - 1] == blank_char){
if (player_x > 0 && playfield[(player_y) * SCR_X + (player_x - 1)] == blank_char) {
playfield[(player_y) * SCR_X + player_x] = blank_char;
player_x--;
playfield[(player_y) * SCR_X + player_x] = player_char;
}
//else if (playfield[player_y][player_x - 1] == goal_char){
else if (playfield[(player_y) * SCR_X + (player_x - 1)] == goal_char) {
return 2;
}
}
if (inchar == 's') {
//if (playfield[player_y + 1][player_x] == blank_char){
if (player_x < SCR_X - 1 && playfield[(player_y + 1) * SCR_X + player_x] == blank_char) {
playfield[(player_y) * SCR_X + player_x] = blank_char;
player_y++;
playfield[(player_y) * SCR_X + player_x] = player_char;
// }else if (playfield[player_y + 1][player_x] == goal_char){
} else if (playfield[(player_y + 1) * SCR_X + player_x] == goal_char) {
return 2;
}
}
if (inchar == 'd') {
// if (playfield[player_y][player_x + 1] == blank_char){
if (player_x < SCR_X - 1 && playfield[(player_y) * SCR_X + (player_x + 1)] == blank_char) {
playfield[(player_y) * SCR_X + player_x] = blank_char;
player_x++;
playfield[(player_y) * SCR_X + player_x] = player_char;
}
//else if (playfield[player_y][player_x + 1] == goal_char){
else if (playfield[(player_y) * SCR_X + (player_x + 1)] == goal_char) {
return 2;
}
}
}
int main(int argc, char * argv[]) {
init();
//parse the command line arguments for width and height
if (argc == 3) {
SCR_X = atoi(argv[1]);
SCR_Y = atoi(argv[2]);
}
if (argc == 2) {
Hole_Div = atoi(argv[1]);
}
if (argc == 4) {
SCR_X = atoi(argv[1]);
SCR_Y = atoi(argv[2]);
Hole_Div = atoi(argv[3]);
}
generate_maze();
render_maze();
draw_maze();
while (1) {
inputs_tmp = keyinput();
if (inputs_tmp == 1) {
break;
}
if (inputs_tmp == 2) {
if (orient == 0) {
orient = 1;
} else {
orient = 0;
}
generate_maze();
}
render_maze();
draw_maze();
usleep(round(1000000 / FPS));
}
endwin();
free(playfield);
free(rendered);
return 0;
}