This commit is contained in:
Daniel Hladek 2020-04-23 17:39:46 +02:00
commit 74d9392626
9 changed files with 523 additions and 0 deletions

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Makefile Normal file
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CFLAGS=-std=c99 -Wall -g
all: game
%.o: %.c
gcc $(CFLAGS) -c $< -o $@
clean:
rm *.o
rm game
game: main.o game.o world.o snake.o
gcc -rdynamic -g main.o game.o world.o snake.o -lcurses -lm -o game

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README.md Normal file
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# Snake Master
Implement Snake game.
Make the game to pass the automatic tests and make the game to be nice.
## Files
Please do not change file names.
- `snake.h`: you implementation should follow this header.
- `snake.c`: implemement the game according to the documentation in header file in this file to pass automatic tests.
- `Makefile`: rules to build the game.
- `game.c`: modify this file to change the appereance of the game and the initial state.
- `main.c`: trivial main function that runs the game
- `world.c`: world game loop and ASCII graphics library (do not change).
- `world.h`: world library interface (do not change).

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game.c Normal file
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#include <curses.h>
#include <stdlib.h>
#include <string.h>
#include "world.h"
#include "game.h"
#include "snake.h"
// Start is called one in the beginning
void* init_game(struct world* world){
// Allocate memory for the state
struct state* st = calloc(1,(sizeof(struct state)));
st->snake = NULL;
st->sx = 1;
st->sy = 0;
int cy = world->height/2;
int cx = world->width/2 - 5;
for (int i = 0; i < 5; i++){
st->snake = add_snake(st->snake,cx + i ,cy);
}
int h = world->height;
int w = world->width;
for (int i = 0; i < 5; i++){
st->foodx[i] = rand() % w;
st->foody[i] = rand() % h;
}
return st;
}
// Step is called in a loop once in interval.
// It should modify the state and draw it.
int world_event(struct world* w,void* game){
// Get state pointer
struct state* st = game;
int key = w->key;
if (key == KEY_RIGHT){
st->sx = 1;
st->sy = 0;
}
else if (key == KEY_LEFT){
st->sx = -1;
st->sy = 0;
}
else if (key == KEY_DOWN){
st->sx = 0;
st->sy = 1;
}
else if (key == KEY_UP){
st->sx = 0;
st->sy = -1;
}
else if (key == KEY_ENTER){
// Non zero means finish the loop and stop the game.
return 1;
}
st->width = w->width;
st->height = w->height;
int r = step_state(st);
// Draw snake
struct snake* sn = st->snake;
while (sn != NULL){
set_cell(w,'x',sn->x,sn->y);
sn = sn->next;
}
for (int i = 0 ; i < FOOD_COUNT; i++){
if (st->foodx[i] >= 0 && st->foody[i] >= 0){
set_cell(w,'*',st->foodx[i],st->foody[i]);
}
}
if (r){
char message[] = "Koniec";
for (int i = 0; i < 6; i++){
set_cell(w,message[i],10+i,10);
}
}
return 0;
}

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#ifndef _GAME_H_INCLUDE_
#define _GAME_H_INCLUDE_
#include "world.h"
// Set of variables that expresses state of the game.
//
struct game {
// X position of the cat
int catx;
// Y opsition of the cat
int caty;
// X position of the mouse
int mousex;
// Y position of the mouse
int mousey;
// Funky message
char message[100];
};
// Returns pointer to newly allocated world
void* init_game(struct world* g);
// Changes world according to the game state (pressed key, screen size or other event)
int world_event(struct world* world,void* game);
#endif

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#include "game.h"
#include "world.h"
#include <stdlib.h>
int main(int argc, char** argv){
start_world(world_event,init_game,free);
return 0;
}

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#include "snake.h"
#include <stdlib.h>
struct snake* add_snake(struct snake* snake,int x,int y){
return NULL;
}
struct snake* remove_snake(struct snake* snake){
return NULL;
}
void free_snake(struct snake* sn){
}
int is_snake(struct snake* snake,int x,int y){
return 0;
}
int step_state(struct state* st){
int nx = (st->snake->x + st->sx);
int ny = (st->snake->y + st->sy);
return END_CONTINUE;
}

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#ifndef snake_h_INCLUDED
#define snake_h_INCLUDED
// Number of food items on the plane
#define FOOD_COUNT 5
/**
* One part of the snake;
*
* The snake is a linked list;
*/
struct snake {
// x position of the snake part
int x;
// y position of the snake part
int y;
// Pointer to the next snake part.
// The last part of the snake has NULL pointer to the next part.
struct snake* next;
};
// End game reason constants, return value of step_state
enum endgame {
// Continue the game
END_CONTINUE = 0,
// Snake hit a wall
END_WALL,
// Snake hit itself
END_SNAKE,
// No food left
END_FOOD,
// Other reason to end
END_USER
};
/**
* State of the game.
*
* The state consists of the snake, its speed and food on the plane.
*
* The snake is a linked list of snake parts.
*
* Speed vector is a vector added to the last head position to create a new head.
*
* Food are points on the plane. Food with negative coordinates meads food is already eaten.
*/
struct state {
// Snake as a linked list
struct snake* snake;
// X of the food positions
int foodx[FOOD_COUNT];
// Y of the food positions
int foody[FOOD_COUNT];
int sx;
int sy;
int width;
int height;
};
/**
* Add a new snake part with given position. The new snake part becomes the new head.
*
* @param head of the snake.
* @param x coordinate of the new head;
* @param y coordinate of the new head.
* @return new head of the snake.
*/
struct snake* add_snake(struct snake* snake,int x,int y);
/**
* Remove the last snake part.
* The last snake part should always have NULL next pointer.
*
* @param head of the snake.
* @return new head of the snake.
*/
struct snake* remove_snake(struct snake* snake);
/**
* Finds out if given coordinates are part of the snake.
* @param snake
* @param x coordinate to search in snake
* @param y coordinate to search in snake
* @return True, if there is a snake part with coordinates x,y. False otherwise
*
*/
int is_snake(struct snake* snake,int x, int y);
/**
* Remove and free each snake part;
* @param head of the snake.
*/
void free_snake(struct snake* sn);
/**
* Change game state.
*
* The function shoud calculate new posision of the snake head
* from the current position and speed vector.
* Then it should modify snake parst or food coordinates according to the rules:
*
* - If the new position is on the snake, end the game, return END_SNAKE.
* - If the new position is on the food, mark food as eaten
* (set its coordinates to -1) and add new snake part on the position of the food. If there is no food left, return END_FOOD. else return END_CONTINUE.
* - If the new position is on the plane, add new snake part on the new position and remove the last part of the snake, return END_CONTINUE.
*
* @param current state of the game
* @return reason to end the game according to enum endgame.
*/
int step_state(struct state* state);
#endif // snake_h_INCLUDED

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#include "world.h"
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
#include <execinfo.h>
void print_backtrace() {
//https://linux.die.net/man/3/backtrace_symbols
int j, nptrs;
void *buffer[100];
char **strings;
nptrs = backtrace(buffer, 100);
printf("backtrace() returned %d addresses\n", nptrs);
/* The call backtrace_symbols_fd(buffer, nptrs, STDOUT_FILENO)
would produce similar output to the following: */
strings = backtrace_symbols(buffer, nptrs);
if (strings == NULL) {
perror("backtrace_symbols");
exit(EXIT_FAILURE);
}
for (j = 0; j < nptrs; j++)
printf("%s\n", strings[j]);
free(strings);
}
void abort_game(const char* message){
endwin();
print_backtrace();
puts(message);
exit(1);
}
void assert_message(int event,const char* message){
if (event == 0){
abort_game(message);
}
}
void stamp_cell(struct world* w,int character,enum color_stamp pen, int x,int y) {
assert_message(w != NULL,"stamp_cell:: world is NULL");
if (x < 0 || x >= w->width){
char msg[100];
sprintf(msg,"stamp_cell:: width %d is out of bounds (0,%d)",x,w->width);
abort_game(msg);
}
if (y < 0 || y >= w->height){
char msg[100];
sprintf(msg,"stamp_cell:: height %d is out of bounds (0,%d)",y,w->height);
abort_game(msg);
}
attron(pen);
mvaddch(y,x,character);
attroff(pen);
}
void set_cell(struct world* w,int character,int x,int y) {
stamp_cell(w,character,0,x,y);
}
int start_world(int (*world_event)(struct world* world,void* game),void* (*init_game)(struct world*),void (*destroy_game)(void*)){
srand(time(NULL));
int r = 1;
if (initscr() == NULL){
// TODO Which Error?
puts("Curses Error.");
return -1;
}
noecho(); // Nevypisuj vstup na obrazovku
cbreak(); // Zabudni starý vstup
nodelay(stdscr,TRUE); // Nečakaj na stlačenie
keypad(stdscr,TRUE); // Aktivuje šípky
curs_set(FALSE); // Neviditeľný kurzor
if (has_colors()){ // Zistenie či terminál podporuje farby
start_color();
// Pera na ciernom podklade
init_pair(BLACK_FRONT, COLOR_BLACK, COLOR_BLACK);
init_pair(WHITE_FRONT, COLOR_WHITE, COLOR_BLACK);
init_pair(RED_FRONT, COLOR_RED, COLOR_BLACK);
init_pair(GREEN_FRONT, COLOR_GREEN, COLOR_BLACK);
init_pair(BLUE_FRONT, COLOR_BLUE, COLOR_BLACK);
init_pair(CYAN_FRONT, COLOR_CYAN, COLOR_BLACK);
init_pair(MAGENTA_FRONT,COLOR_MAGENTA, COLOR_BLACK);
init_pair(YELLOW_FRONT, COLOR_YELLOW, COLOR_BLACK);
init_pair(BLACK_BACK, COLOR_BLACK, COLOR_BLACK);
init_pair(WHITE_BACK, COLOR_BLACK, COLOR_WHITE);
init_pair(RED_BACK, COLOR_BLACK, COLOR_RED);
init_pair(GREEN_BACK, COLOR_BLACK, COLOR_GREEN);
init_pair(BLUE_BACK, COLOR_BLACK, COLOR_BLUE);
init_pair(CYAN_BACK, COLOR_BLACK, COLOR_CYAN);
init_pair(MAGENTA_BACK, COLOR_BLACK, COLOR_MAGENTA);
init_pair(YELLOW_BACK, COLOR_BLACK, COLOR_YELLOW);
}
else {
puts("No colors!\n");
}
struct world world;
world.height = LINES;
world.width = COLS;
world.interval = 100;
world.key = ERR;
void* game = NULL;
if (init_game != NULL){
game = init_game(&world);
assert_message(game != NULL,"init_game should return non null pointer");
}
timeout(world.interval);
// Initial step
r = world_event(&world,game);
refresh();
while (!r) {
world.height = LINES;
world.width = COLS;
world.key = getch();
// Clear screen
mvaddch(0,0,' ');
int screenchars = LINES*COLS;
for (int j = 1; j < screenchars;j++ ){
addch(' ');
}
// Draw new world
r = world_event(&world,game);
refresh();
// set new timeout
timeout(world.interval);
}
if (destroy_game != NULL){
destroy_game(game);
}
endwin();
return r;
};

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#ifndef _WORLD_H_
#define _WORLD_H_
#include <curses.h>
/**
* World represented as a rectangular matrix of colorful characters.
*
* Point [0,0] is displayed the upper left corner of the screen.
*
*/
struct world {
/**
* Last width of the screen.
*/
int width;
/**
* Last height of the screen.
*/
int height;
/**
* Interval in miliseconds to wait for next step.
*/
int interval;
/**
* Last pressed key or Curses event.
*
* Special event values:
* ERR if timeout,
* KEY_RESIZE if screen resize
* KEY_EVENT, other event,
* KEY_MOUSE, mouse clicked
*
* Key values:
*
* ' ' Space
* KEY_DOWN Arrow down
* KEY_UP Arrow up
* KEY_LEFT Arrow left
* KEY_RIGHT Arrow right
* KEY_A1 Upper left of keypad
* KEY_A3 Upper right of keypad
* KEY_B2 Center of keypad
* KEY_C1 Lower left of keypad
* KEY_C3 Lower right of keypad
*
* KEY_ENTER
* KEY_BACKSPACE
*/
int key;
};
enum color_stamp {
BLACK_FRONT,
WHITE_FRONT,
RED_FRONT,
GREEN_FRONT,
BLUE_FRONT,
CYAN_FRONT,
MAGENTA_FRONT,
YELLOW_FRONT,
BLACK_BACK,
WHITE_BACK,
RED_BACK,
GREEN_BACK,
BLUE_BACK,
CYAN_BACK,
MAGENTA_BACK,
YELLOW_BACK,
};
/**
* Sets cell to a state.
* @param world
* @param x coordinate of cell
* @param y coordinate of cell
* @param new state of the cell
*/
void set_cell(struct world* w,int character,int x,int y);
void stamp_cell(struct world* w,int character,enum color_stamp stamp,int x,int y);
/**
*
* @param world
* @param number of commandline arguments
* @param init_world
* @param destroy_world
*
* void init_world(struct world* w);
* Initializes user state.
* Free user state.
* @param world
*/
int start_world(int (*world_event)(struct world* world,void* game),void* (*init_game)(struct world* world),void (*destroy_game)(void* game));
#endif