du7_kontrola_suborov

This commit is contained in:
Tomáš Vasiľ 2022-04-28 14:27:28 +02:00
parent 0014ef9236
commit 9877565fea
11 changed files with 678 additions and 0 deletions

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a2/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 world.o snake.o
gcc -rdynamic -g main.o world.o snake.o -lcurses -lm -o game

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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.
- `main.c`: trivial main function that runs the game, modify this file to change the appereance of the game and the initial state.
- `world.c`: world game loop and ASCII graphics library (do not change).
- `world.h`: world library interface (do not change).

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#include "world.h"
#include <stdlib.h>
#include <curses.h>
#include <stdlib.h>
#include <string.h>
#include "snake.h"
// This file contains functions for drawing the the game and changing the state
// Start is called one in the beginning
void* init_game(){
// Allocate memory for the state
struct state* st = calloc(1,(sizeof(struct state)));
return st;
}
// The first event
// Initialize game state
// - borders
// - snake position
// - food position
void init_snake(struct event* world, struct state* st){
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;
}
// Initial game vector
st->sx = 1;
st->sy = 0;
}
// Step is called in a loop once in interval.
// It should modify the state and draw it.
int world_event(struct event* w,void* game){
// Get state pointer
struct state* st = game;
if (w->type == EVENT_START){
// Called on beginning
init_snake(w,st);
}
// Called on key press
else if (w->type == EVENT_KEY){
int key = w->key;
// Modifies vector of snake movement
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;
}
}
// Called on esc key
else if (w->type == EVENT_ESC){
// Non zero means finish the loop and stop the game.
return 1;
}
// Called on interval timeout
else if (w->type == EVENT_TIMEOUT){
clear_screen();
// Copy screen size
st->width = w->width;
st->height = w->height;
// Change game state
int r = step_state(st);
char ms[200];
sprintf(ms,"r %d\n",r);
set_message(ms,9,9);
// Draw snake
struct snake* sn = st->snake;
while (sn != NULL){
set_cell('x',sn->x,sn->y);
sn = sn->next;
}
// Draw food
for (int i = 0 ; i < FOOD_COUNT; i++){
if (st->foodx[i] >= 0 && st->foody[i] >= 0){
set_cell('*',st->foodx[i],st->foody[i]);
}
}
// Stop the game
if (r){
char message[] = "Koniec";
set_message(message,10,10);
}
}
return 0;
}
int main(int argc, char** argv){
start_world(init_game,world_event,free);
return 0;
}

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#include "snake.h"
#include <stdlib.h>
struct snake* add_snake(struct snake* snake,int x,int y){
struct snake* novyZaciatok = calloc(1, sizeof(struct snake)); //alokujem pamäť smerníka
novyZaciatok->x = x; //nastavím súradnice hada
novyZaciatok->y = y;
if (snake != NULL) { //ak má had telo,
novyZaciatok->next = snake; //tak mu iba pridám hlavu
} else {
novyZaciatok->next = NULL; //inak musím vytvoriť nové telo
}
return novyZaciatok;
}
struct snake* remove_snake(struct snake* snake){
if (snake == NULL) return NULL; //ak nezadám ako vstup hada, tak okamžite vrátim NULL
else if (snake->next == NULL) { //ak had nemá pokračovanie,
free(snake); //tak ho zruším
return NULL; //a vrátim NULL
}
else { //inak prebehnem celého hada od začiatku
struct snake* medzipamat = calloc(1, sizeof(struct snake)); //alokujem medzipamäť
medzipamat = snake; //adresu hlavy hada uložím do medzipamäte
while (snake->next->next != NULL) snake = snake->next; //hada budem prezerať dovtedy, kým nenájdem jeho koniec
free(snake->next); //koniec hada zmažem
snake->next = NULL; // nastavím nový koniec hada
return medzipamat; //vrátim hlavu hada
}
}
void free_snake(struct snake* sn){ //funkcia odstráni hada z hry
struct snake* medzipamat = calloc(1, sizeof(struct snake)); //alokujem medzipamäť
while (sn != NULL) { //v cykle vymažem každý jeden prvok hada
medzipamat = sn->next; //hlavu hada uložím do medzipamäte
free(sn); //ak odstránim ju
sn = medzipamat; //nastavím novú hlavu hada
}
free(medzipamat); //nakoniec vyčistím aj medzipamäť
}
int is_snake(struct snake* snake,int x,int y){
if (snake == NULL) return 0;
while (snake != NULL) {
if (snake->x == x || snake->y == y) return 1;
snake = snake->next;
}
return 0;
}
int step_state(struct state* st){
int nx = (st->snake->x + st->sx);
int ny = (st->snake->y + st->sy);
int i, pocetJedal = FOOD_COUNT;
struct snake* had = calloc(1, sizeof(struct snake));
struct snake* hlava = calloc(1, sizeof(struct snake));
had = st->snake;
hlava = st->snake;
while (had != NULL) {
if (had->x == nx || had->y == ny) return END_SNAKE;
for (i = 0; i < FOOD_COUNT; i++) {
if (st->foodx[i] == had->x) {
if (st->foody[i] == had->y) {
had = add_snake(had, st->foodx[i], st->foody[i]);
st->foodx[i] = -1;
st->foody[i] = -1;
pocetJedal--;
}
}
}
if (pocetJedal == 0) return END_FOOD;
had = had->next;
}
had = hlava;
free(hlava);
if (nx > 0 && nx < st->width) {
if (ny > 0 && ny < st->height) {
had = add_snake(had, nx, ny);
had = remove_snake(had);
}
}
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>
int TIMEOUT;
void abort_game(const char* message){
endwin();
puts(message);
exit(1);
}
void check_bounds(const char* source,int x, int y){
char msg[200];
if (x < 0 || x >= COLS){
sprintf(msg,"%s:: width %d is out of bounds (0,%d)",source,x,COLS);
abort_game(msg);
}
if (y < 0 || y >= LINES){
sprintf(msg,"%s:: height %d is out of bounds (0,%d)",source,y,LINES);
abort_game(msg);
}
}
void clear_screen(){
// Clear screen
mvaddch(0,0,' ');
int screenchars = LINES*COLS;
for (int j = 1; j < screenchars;j++ ){
addch(' ');
}
}
void game_speed(int value){
if (value < 0){
abort_game("world_seed:: cannot be negative\n");
}
TIMEOUT =value;
}
void set_message(const char* message,int x,int y) {
int l = strlen(message);
for (int i = 0; i < l; i++){
check_bounds("set_message",x+i,y);
set_cell(message[i],x+i,y);
}
}
void assert_message(int event,const char* message){
if (event == 0){
abort_game(message);
}
}
void set_cell(int character,int x,int y) {
check_bounds("set_cell",x,y);
set_color_cell(character,x,y,COLOR_WHITE,COLOR_BLACK);
}
void set_color_cell(int character,int x,int y,short front_color,short back_color){
check_bounds("set_color_cell",x,y);
if (has_colors()){
int pair = COLOR_COUNT * front_color + back_color;
attron(COLOR_PAIR(pair));
mvaddch(y,x,character);
attroff(COLOR_PAIR(pair));
}
else{
mvaddch(y,x,character);
}
}
int start_world(void* (*init_game)(),int (*world_event)(struct event* event,void* game),void (*destroy_game)(void*)){
srand(time(NULL));
int r = 1;
// Speed global variable
TIMEOUT = 100;
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
/* Get all the mouse events */
mousemask(ALL_MOUSE_EVENTS, NULL);
MEVENT mouse_event;
if (has_colors()){ // Zistenie či terminál podporuje farby
start_color();
for (int i = 0; i < COLOR_COUNT;i++){
for (int j = 0; j < COLOR_COUNT;j++){
init_pair(i * COLOR_COUNT + j, i,j);
}
}
}
else {
puts("No colors!\n");
}
void* game = NULL;
if (init_game != NULL){
game = init_game();
assert_message(game != NULL,"init_game:: should return non null pointer");
}
timeout(TIMEOUT);
// Initial step
struct event event;
memset(&event,0,sizeof(struct event));
event.height = LINES;
event.width = COLS;
event.type = EVENT_START;
clock_t start_time = clock();
clock_t last_timeout = start_time;
clock_t next_timeout = last_timeout + TIMEOUT;
event.time_ms = start_time;
// Start event
r = world_event(&event,game);
refresh();
while (!r) {
memset(&event,0,sizeof(struct event));
event.height = LINES;
event.width = COLS;
event.key = getch();
// No key was pressed
if (event.key == ERR){
event.type = EVENT_TIMEOUT;
last_timeout = clock();
next_timeout = last_timeout + TIMEOUT;
}
// Mouse event
else if (event.key == KEY_MOUSE ){
event.type = EVENT_MOUSE;
if(getmouse(&mouse_event) == OK){
event.mouse_x = mouse_event.x;
event.mouse_y = mouse_event.y;
if(mouse_event.bstate & BUTTON1_PRESSED){
event.mouse_left = 1;
}
if(mouse_event.bstate & BUTTON2_PRESSED){
event.mouse_middle = 1;
}
if(mouse_event.bstate & BUTTON3_PRESSED){
event.mouse_right = 1;
}
}
}
else if (event.key == KEY_RESIZE) {
event.type = EVENT_RESIZE;
}
else{
event.type = EVENT_KEY;
if (event.key == 27){
int k = getch();
if (k == -1){
// Esc Was pressed
event.type = EVENT_ESC;
}
else {
// Alt was pressed
event.key = k;
event.alt_key = 1;
}
}
}
// Draw new world
event.time_ms = clock();
r = world_event(&event,game);
refresh();
event.time_ms = clock();
// set new timeout
int nt = next_timeout - event.time_ms;
//printf("%d\n",nt);
if (nt > 0){
timeout(nt);
}
else {
timeout(TIMEOUT);
next_timeout = event.time_ms + TIMEOUT;
}
}
memset(&event,0,sizeof(struct event));
event.height = LINES;
event.width = COLS;
event.type = EVENT_END;
event.time_ms = clock();
world_event(&event,game);
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.
*
*/
enum event_type {
EVENT_START,
EVENT_TIMEOUT,
EVENT_KEY,
EVENT_MOUSE,
EVENT_RESIZE,
EVENT_ESC,
EVENT_END,
};
struct event {
/**
* Last width of the screen.
*/
int width;
/**
* Last height of the screen.
*/
int height;
/**
* 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;
int alt_key;
enum event_type type;
int mouse_x;
int mouse_y;
int mouse_left;
int mouse_right;
int mouse_middle;
long int time_ms;
};
/**
* Sets cell to a state.
* @param event
* @param x coordinate of cell
* @param y coordinate of cell
* @param new state of the cell
*/
void set_cell(int character,int x,int y);
/**
* COLOR_BLACK 0
* COLOR_RED 1
* COLOR_GREEN 2
* COLOR_YELLOW 3
* COLOR_BLUE 4
* COLOR_MAGENTA 5
* COLOR_CYAN 6
* COLOR_WHITE 7
*/
#define COLOR_COUNT 8
void set_color_cell(int character,int x,int y,short front_color,short back_color);
/**
*
* @param event
* @param number of commandline arguments
* @param init_world
* @param destroy_world
*
* void init_world(struct event* w);
* Initializes user state.
* Free user state.
* @param event
*/
int start_world(void* (*init_game)(),int (*world_event)(struct event* event,void* game),void (*destroy_game)(void* game));
/**
* Set timeout interval in miliseconds
*/
void game_speed(int value);
/*
* Prints a message in screen on a position x,y
*/
void set_message(const char* message,int x,int y);
/*
* Clears screen
*/
void clear_screen();
#endif

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