Update 'a3/game.c'
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a3/game.c
170
a3/game.c
@ -3,119 +3,65 @@
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#include <string.h>
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#include "world.h"
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#include "game.h"
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#include <stdio.h>
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#include <time.h>
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void* init_game(struct game *game){
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// Allocate memory for the state
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struct game* st = calloc(1,(sizeof(struct game)));
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// Initialize state
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st->mousex = 5;
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st->mousey = 5;
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st->catx = 0;
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st->caty = 0;
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st->catx_position = 15;
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st->caty_position = 15;
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// Store pointer to the state to the world variable
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return st;
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#define EMPTY 0
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#define CAT 1
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#define MOUSE 2
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struct game* create_world(int width, int height, int mouse_count) {
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srand(time(NULL));
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struct game* game = malloc(sizeof(struct game));
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game->catx = rand() % width;
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game->caty = rand() % height;
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for (int i = 0; i < MOUSE_COUNT; i++) {
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game->mousex[i] = rand() % width;
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game->mousey[i] = rand() % height;
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game->mouse_state[i] = 0;
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}
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return game;
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}
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// Step is called in a loop once in interval.
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// It should modify the state and draw it.
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int game_event(struct event* event,void* game){
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// Get state pointer
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struct game* state = game;
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char msg[200];
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sprintf(msg,"%d",event->type);
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set_message(msg,10,0);
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if ( event->type == EVENT_ESC){
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// Non zero means finish the loop and stop the game.
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return 1;
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}
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// Read game variable and update the eventstate
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void update_game(struct game *game, int key){
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// Move the cat based on the pressed key
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switch(key) {
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case 'w':
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game->caty -= 1;
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break;
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case 's':
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game->caty += 1;
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break;
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case 'a':
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game->catx -= 1;
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break;
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case 'd':
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game->catx += 1;
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break;
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}
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// Is mouse caught ?
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if ((state->caty_position == state->mousey) && (state->catx_position == state->mousex)){
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clear_screen();
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set_message("HAM",12,13);
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return 0;
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}
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else if(event->type == EVENT_TIMEOUT) {
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// Move cat
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//state->catx_position += state->catx;
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//state->caty_position += state->caty;
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int cx = state->catx_position + state->catx;
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int cy = state->caty_position + state->caty;
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if (cx < 0 || cy < 0 || cx > event->width || cy > event->height){
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}
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else {
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state->catx_position = cx;
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state->caty_position = cy;
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}
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//state->catx_position += state->catx;
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//state->caty_position += state->caty;
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//state->caty_position += state->caty;
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// random mouse movement
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int m = rand() % 6;
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if (m == 0){
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state->mousey -= 1;
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}
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else if (m == 1){
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state->mousey += 1;
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}
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else if (m == 2){
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state->mousex -= 1;
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}
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else if (m == 3){
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state->mousex += 1;
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}
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// Je myska mimo plochy
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}
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else if (event->type == EVENT_KEY){
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// Move cat according to keyboard
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if ( event->key == KEY_UP){
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state->catx = 0;
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state->caty = -1;
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}
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else if ( event->key == KEY_DOWN){
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state->catx = 0;
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state->caty = 1;
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}
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else if ( event->key == KEY_LEFT){
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state->catx = -1;
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state->caty = 0;
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}
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else if ( event->key == KEY_RIGHT){
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state->catx = +1;
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state->caty = 0;
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}
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}
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// Draw world state
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//
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// Draw cat
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clear_screen();
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set_color_cell('c',state->catx_position,state->caty_position,COLOR_YELLOW,COLOR_RED);
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set_color_cell('-',state->catx_position-1,state->caty_position,COLOR_YELLOW,COLOR_GREEN);
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//set_cell('c',state->catx_position,state->caty_position);
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// Draw mouse
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set_cell('m',state->mousex,state->mousey);
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set_message( state->message,1,0);
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return 0;
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void destroy_world(struct game* game) {
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free(game);
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}
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void move_cat(struct game* game, char direction) {
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if (direction == 'w' && game->caty > 0) {
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game->caty -= 1;
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} else if (direction == 's' && game->caty < 9) {
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game->caty += 1;
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} else if (direction == 'a' && game->catx > 0) {
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game->catx -= 1;
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} else if (direction == 'd' && game->catx < 9) {
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game->catx += 1;
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}
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}
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void move_mouse(struct game* game, int mouse_index) {
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if (game->mouse_state[mouse_index] == 0) {
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int m = rand() % 4;
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if (m == 0 && game->mousey[mouse_index] > 0) {
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game->mousey[mouse_index] -= 1;
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} else if (m == 1 && game->mousey[mouse_index] < 9) {
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game->mousey[mouse_index] += 1;
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} else if (m == 2 && game->mousex[mouse_index] > 0) {
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game->mousex[mouse_index] -= 1;
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} else if (m == 3 && game->mousex[mouse_index] < 9) {
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game->mousex[mouse_index] += 1;
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}
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}
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}
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int get_living_mouse_count(struct game* game) {
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int living_count = 0;
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for (int i = 0; i < MOUSE_COUNT; i++) {
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if (game->mousex[i] >= 0 && game->mouse_state[i] == 0) {
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living_count++;
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}
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}
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return living_count;
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}
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