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1 changed files with 40 additions and 8 deletions
46
star.c
46
star.c
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@ -261,7 +261,7 @@ char *levels[] = { "################" /* 0 */
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#define LEVEL_HEIGHT 9
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#define LEVEL_WIDTH 16
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enum {
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enum { /* color names for ncurses */
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color_BALL,
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color_CUBE,
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color_VOID,
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@ -271,7 +271,7 @@ enum {
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color_CUBE_SELECTED,
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};
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typedef enum {
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typedef enum { /* characters used to design levels */
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WALL = '#',
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BALL = '@',
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CUBE = 'H',
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@ -279,19 +279,19 @@ typedef enum {
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GIFT = 'x'
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} cell;
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typedef enum {
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typedef enum { /* values aren't strictly necessary but useful for unit-testing */
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UP = 'u',
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DOWN = 'd',
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LEFT = 'l',
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RIGHT = 'r'
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} direction;
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struct options {
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struct options { /* store how the game is started (controlled by --arguments) */
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int black_and_white;
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int starting_level;
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};
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struct state {
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struct state { /* current state of the game at an instant T */
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char board[ LEVEL_HEIGHT * LEVEL_WIDTH ];
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char moving;
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int moves;
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@ -299,6 +299,8 @@ struct state {
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int nb_levels;
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};
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/* Count how many gifts are present in the current level
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*/
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int count_gifts( struct state *s )
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{
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int i, n = 0;
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@ -310,6 +312,8 @@ int count_gifts( struct state *s )
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return n;
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}
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/* Write the position of the currently moving actor into pos
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*/
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void get_pos( struct state *s, int* pos )
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{
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int p;
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@ -320,34 +324,49 @@ void get_pos( struct state *s, int* pos )
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pos[ 0 ] = p - ( pos[ 1 ] * LEVEL_WIDTH );
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}
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/* Returns the content of cell( x, y ) of the current level
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*/
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char get_cell( struct state *s, int x, int y )
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{
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return s->board[ y * LEVEL_WIDTH + x ];
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}
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/* Set cell( x, y ) of the current level to value
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*/
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void set_cell( struct state *s, int x, int y, cell value )
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{
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s->board[ y * LEVEL_WIDTH + x ] = value;
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}
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void load_level( struct state *s, char* lvl[], int nb )
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/* Load level nb from levels as the current level
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*/
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void load_level( struct state *s, char* levels[], int nb )
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{
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strncpy( s->board, lvl[ nb ], LEVEL_HEIGHT * LEVEL_WIDTH );
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strncpy( s->board, levels[ nb ], LEVEL_HEIGHT * LEVEL_WIDTH );
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s->level = nb;
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s->moving = BALL;
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s->moves = 0;
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}
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/* Swicth the currently moving actor between BALL and CUBE
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*/
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void switch_actor( struct state *s )
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{
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s->moving = (s->moving == BALL) ? CUBE : BALL;
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}
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/* Returns a 'boolean' indicating if the current level is finished (no gifts left)
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*/
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int won_or_not( struct state *s )
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{
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return( count_gifts( s ) == 0 );
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}
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/* Move the current actor towards direction in the current level,
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eating gifts on the way if the moving actor is the ball
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FIXME: more documentation
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*/
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void make_a_move( struct state *s, direction where )
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{
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int dx = 0, dy = 0, tmpx, tmpy, *item_coord;
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@ -400,6 +419,8 @@ void make_a_move( struct state *s, direction where )
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free( item_coord );
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}
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/* display the current level (with Ncurses)
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*/
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void display_level( struct state *s )
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{
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int i, j, *ball, *cube;
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@ -464,6 +485,8 @@ void display_level( struct state *s )
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refresh();
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}
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/* Parse the --arguments, if any, to populate options
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*/
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int parse_args( int argc, char* argv[], struct options *o, struct state *s )
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{
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int option_index;
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@ -521,6 +544,13 @@ int parse_args( int argc, char* argv[], struct options *o, struct state *s )
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return optind;
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}
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/* Entry point of the program.
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Read --arguments.
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Initialize Ncurses.
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Load the first level.
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Enter the loop where it read the keys to play or 'q' or 'Q' to quit.
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*/
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int main( int argc, char* argv[] )
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{
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int key;
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@ -605,8 +635,10 @@ int main( int argc, char* argv[] )
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free( s );
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/* Clean ncurses mess */
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echo();
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nocbreak();
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endwin();
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return 0;
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}
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