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main.c
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#include <getopt.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
#include "autopilot.h"
#include "draw.h"
#include "snake.h"
#include "structs.h"
#include "xymap.h"
enum modes { NORMAL, ARCADE, AUTOPILOT, SCREENSAVER };
static int direction = East;
static int maxX = 0;
static int maxY = 0;
static int c = East;
static clock_t initTime;
static int selectedStyle = FANCY;
static int selectedMode = NORMAL;
static int selectedAlgorithm = BASIC;
static int speed = 200000;
static int junk = 0;
static short score = 0;
static short teleport = 0;
void init_options(int argc, char *argv[]);
int get_direction(int c);
int check_junk_pos(XYMap *blocksTaken, int x, int y);
void print_help();
int check_path(Stack **path);
int main(int argc, char *argv[]) {
XYMap *blocksTaken = NULL;
Snake *snake = NULL;
Stack *path = NULL;
List *junkList = NULL;
Point food = {-1, -1};
// Control variables for the screensaver mode
Point controlLastPoint = {-1, -1};
int controlSnakeSize = 0;
int loops = 0;
init_options(argc, argv);
srand(time(NULL));
score = score || selectedMode == ARCADE;
if (!init_scr(selectedStyle, &maxX, &maxY, selectedMode == ARCADE, score))
return 0;
int maxBlocks = maxX * maxY;
int junkCount = 0;
do { // This loop goes forever if the option "screensaver" is given.
draw_walls();
// Used to know where the body of the snake and the junk are,
// blocksTaken is just a matrix of 2x2 but It can change its dimesions
// dinamically if I ever decide to change them by detecting changes in the
// dimensions of the terminal.
blocksTaken = xymap_create(maxX, maxY);
snake = snake_create(maxX / 2, maxY / 2, direction, teleport);
xymap_mark(blocksTaken, snake->head->x, snake->head->y, SBODY);
// A snake with a size of just one cell may break somethings
// so just grow it by one at the start.
snake->grow = 1;
// Self explainatory block (I hope)
if (junk) {
junkList = list_create();
int maxJunk = (maxX * maxY) * junk / 100;
for (int i = 0; i < maxJunk; i++) {
int jx, jy;
do {
jx = (rand() % (maxX - 2)) + 1;
jy = (rand() % (maxY - 2)) + 1;
} while (
!check_junk_pos(blocksTaken, jx, jy)); // avoid snake spawn blocks
xymap_mark(blocksTaken, jx, jy, WALL);
list_append(junkList, point_create(jx, jy));
}
draw_junk(junkList);
junkCount = junkList->count;
}
rand_pos_food(&food, blocksTaken, maxX, maxY);
// The game loop
while (1) {
// Get a new path to follow if the autopilot or the screensaver are active
if ((selectedMode == AUTOPILOT || selectedMode == SCREENSAVER) &&
!check_path(&path)) {
switch (selectedAlgorithm) {
case BASIC:
path = basic_path_search(blocksTaken, snake, maxX, maxY, food);
break;
case GREEDY1:
path = try_hard(blocksTaken, snake, maxX, maxY, food, 0);
break;
case GREEDY2:
path = try_hard(blocksTaken, snake, maxX, maxY, food, 1);
break;
}
if (path == NULL && snake->length > 1) {
// if there is no path found then mark the direction to which the
// snake was headed and can follow it to die
if ((snake->head->x - (snake->head->next->x + 1)) == 0)
direction = East;
if ((snake->head->x - (snake->head->next->x - 1)) == 0)
direction = West;
if ((snake->head->y - (snake->head->next->y + 1)) == 0)
direction = South;
if ((snake->head->y - (snake->head->next->y - 1)) == 0)
direction = North;
}
}
timeout(0);
c = getch();
// Pause game
if (c == ' ') {
do {
nodelay(stdscr, false);
c = getch();
} while (c != ' ');
nodelay(stdscr, true);
c = getch();
} else if (selectedMode == SCREENSAVER || selectedMode == AUTOPILOT) {
// control speed
switch (c) {
case '+':
case '=':
if (speed - 10000 > 0)
speed -= 10000;
c = ERR;
break;
case '-':
case '_':
if (speed + 10000 <= 200000)
speed += 10000;
c = ERR;
break;
}
}
if (path != NULL) {
Point *point = stack_pop(path);
update_position_autopilot(snake, blocksTaken, &food, point->x, point->y,
maxX, maxY);
free(point);
} else {
// If the autopilot is on and there is no path to follow then let the
// snake die.
if (!(selectedMode == AUTOPILOT || selectedMode == SCREENSAVER))
direction = get_direction(c);
update_position(snake, blocksTaken, &food, direction, maxX, maxY);
}
// For the screensaver mode we need to break the loop
if (selectedMode == SCREENSAVER) {
if (controlLastPoint.x == snake->head->x &&
controlLastPoint.y == snake->head->y &&
snake->length == controlSnakeSize) {
loops++;
if (loops > 1) {
stack_free(path);
path = a_star_search(blocksTaken, snake, maxX, maxY, food, 1);
}
}
if (snake->length == maxBlocks)
break;
}
if (snake->head->x == food.x && snake->head->y == food.y) {
if (selectedMode == AUTOPILOT || selectedMode == SCREENSAVER) {
stack_free(path);
path = NULL;
}
if (junkCount + snake->length < maxBlocks) {
controlLastPoint = food;
controlSnakeSize = snake->length;
loops = 0;
rand_pos_food(&food, blocksTaken, maxX, maxY);
} else {
food.x = -1;
food.y = -1;
}
if (selectedMode == ARCADE)
speed = speed - 2000;
}
if (snake->collision || c == 'q') {
break;
}
if (selectedMode == SCREENSAVER && c != ERR) {
c = 'q';
break;
}
draw_snake(snake);
draw_food(food);
if (score)
draw_score(snake);
c = 0;
refresh();
usleep(speed);
}
clear();
refresh();
if (junk)
list_free(junkList);
snake_free(snake);
xymap_free(blocksTaken);
if (c == 'q')
break;
} while (selectedMode == SCREENSAVER);
if (path != NULL)
stack_free(path);
endwin();
}
int check_path(Stack **path) {
if (*path != NULL) {
if ((*path)->last == NULL) {
stack_free(*path);
*path = NULL;
return 0;
} else
return 1;
}
return 0;
}
int check_junk_pos(XYMap *blocksTaken, int x, int y) {
if (xymap_marked(blocksTaken, x, y) ||
(y == maxY / 2 && (x > maxX / 4 && y < maxX * 3 / 4)))
return 0;
int count = 0;
// avoid this shape:
//
// ▀ ▀
// ▀
for (int i = -1; i < 2; i += 2) {
for (int j = -1; j < 2; j += 2) {
if (xymap_marked(blocksTaken, x + i, y + j)) {
count++;
if (xymap_marked(blocksTaken, x + i * 2, y)) {
count++;
}
if (xymap_marked(blocksTaken, x, y + j * 2)) {
count++;
}
}
}
}
if (count >= 2)
return 0;
return 1;
}
int get_direction(int c) {
switch (c) {
case KEY_UP:
case 'k':
case 'K':
case 'w':
case 'W':
return North;
break;
case KEY_DOWN:
case 'j':
case 'J':
case 's':
case 'S':
return South;
break;
case KEY_LEFT:
case 'a':
case 'A':
case 'h':
case 'H':
return West;
break;
case KEY_RIGHT:
case 'd':
case 'D':
case 'l':
case 'L':
return East;
break;
default:
return -1;
break;
}
return -1;
}
void init_options(int argc, char *argv[]) {
int op;
int speedMult;
const struct option long_options[] = {{"help", 0, NULL, 'h'},
{"speed", 1, NULL, 's'},
{"screensaver", 0, NULL, 'S'},
{"fancy", 0, NULL, 'f'},
{"junk", 1, NULL, 'j'},
{"autopilot", 0, NULL, 'a'},
{"ascii", 0, NULL, 'A'},
{"score", 0, NULL, 'z'},
{"look", 1, NULL, 'l'},
{"mode", 1, NULL, 'm'},
{"teleport", 0, NULL, 't'},
{"maxX", 1, NULL, 'x'},
{"maxY", 1, NULL, 'y'},
{"try-hard", 1, NULL, 1},
{"short-path", 1, NULL, 2},
// {"try-hard", 0, NULL, 0},
{NULL, 0, NULL, 0}};
if (argc == 1) {
printf("You ran this program with no extra options,\n"
"maybe it was intentional but you might have \n"
"more fun trying the available options, run:\n"
"sssnake -h\n ");
}
while ((op = getopt_long(argc, argv, ":aSfs:j:hAzl:m:tx:y:1:2:", long_options,
NULL)) != -1) {
switch (op) {
case 'A':
selectedStyle = ASCII;
printf("The -A / --ascii flag will be depricated at some point \n"
"Use \"-l ascii\" instead \n");
// ascii = 1;
break;
case 'a':
selectedMode = AUTOPILOT;
printf("The -a / --autopilot flag will be depricated at some point \n"
"Use \"-m autopilot\" instead \n");
break;
case 'S':
selectedMode = SCREENSAVER;
printf("The -S / --screensaver flag will be depricated at some point \n"
"Use \"-m screensaver\" instead \n");
break;
case 'f':
selectedStyle = FANCY;
printf("The -f / --fancy flag will be depricated at some point \n"
"The fancy mode is now the default look. So there is no need "
"include this flag \n");
// fancy = 1;
break;
case 'm':
if (strcmp(optarg, "arcade") == 0)
selectedMode = ARCADE;
else if (strcmp(optarg, "autopilot") == 0)
selectedMode = AUTOPILOT;
else if (strcmp(optarg, "screensaver") == 0)
selectedMode = SCREENSAVER;
else if (strcmp(optarg, "normal") == 0)
selectedMode = NORMAL;
else {
printf("Incomplete or invalid argument for -m / --mode\n");
exit(0);
}
break;
case 'l':
if (strcmp(optarg, "ascii") == 0)
selectedStyle = ASCII;
else if (strcmp(optarg, "full") == 0)
selectedStyle = FULL;
else if (strcmp(optarg, "fancy") == 0)
selectedStyle = FANCY;
else if (strcmp(optarg, "dots") == 0)
selectedStyle = DOTS;
else {
printf("Incomplete or invalid argument for -l / --look\n");
exit(0);
}
break;
case 'j':
junk = atoi(optarg);
if (junk <= 0 || junk > 10)
junk = 0;
break;
case 's':
speedMult = 21 - atoi(optarg);
if (speedMult > 0 && speedMult <= 20) {
speed = 10000 * speedMult;
}
break;
case 'z':
score = 1;
break;
case 't':
teleport = 1;
break;
case 'x':
maxX = atoi(optarg);
if (maxX < 5) {
printf("Minimum value of x supported is 5. \n");
exit(0);
}
break;
case 'y':
maxY = atoi(optarg);
if (maxY < 5) {
printf("Minimum value of y supported is 5. \n");
exit(0);
}
break;
case 1:
selectedAlgorithm = atoi(optarg);
if (selectedAlgorithm > 2 || selectedAlgorithm < 1) {
printf("Invalid algorithm!! \n");
printf("Available algorithms:\n");
printf("try-hard 1 for greedy 1.\n");
printf("try-hard 2 for greedy 2.\n");
exit(0);
}
break;
case 2:
if (strcmp(optarg, "astar") == 0)
set_short_path_algorithm(ASTAR);
else if (strcmp(optarg, "bfs") == 0)
set_short_path_algorithm(BFS);
else if (strcmp(optarg, "asfixed") == 0)
set_short_path_algorithm(ASTARFIXED);
else {
printf("Incomplete or invalid argument for short-path\n");
exit(0);
}
break;
case 'h':
print_help();
exit(0);
case ':':
printf("option needs a value\n");
exit(0);
case '?':
printf("unknown option: %c\n", optopt);
exit(0);
}
}
}
void print_help() {
printf(
"Usage: sssnake [OPTIONS]\n"
"Options:\n"
" -m op, --mode=op Mode in which the program will run. The "
"available "
"modes are:\n"
" normal, arcade, autopilot and "
"screensaver.(Default: normal) \n"
" -l op, --look=op Style in of the cells in the game. The available "
"styles are:\n"
" fancy, full, ascii and dots .(Default: "
"fancy) \n"
//" -a, --autopilot The game plays itself. (Default: no)\n"
//" -A, --ascii Use ascii characters. (Default: no)\n"
" -s N, --speed=N Speed of the game, from 1 to 20. (Default: 1 )\n"
//" -S, --screensaver Autopilot, but it restarts when it dies. (Default:
//"
//"no)\n"
" -j N, --junk=N Add random blocks of junk, levels from 1 to 5. "
"(Default: 0 )\n"
" -x N, --maxX=N Define the width of the game field.\n"
" A single unit equals to two terminal columns\n"
" -y N, --maxY=N Define the height of the game field.\n"
" A single unit equals to one terminal row\n"
" -z, --score Shows the size of the snake at any time.\n"
//" -f, --fancy Add a fancy spacing between blocks. (Default:
// no)\n"
" -t, --teleport Teleport between borders.\n"
" -h, --help Print help message. \n"
" --try-hard=N Makes the snake unkillable in the "
"autopilot/screensaver mode\n."
" For now there are two options (algorithms):\n"
" \"--try-hard 1\" is cpu efficient, good for big "
"boards.\n"
" \"--try-hard 2\" uses more cpu, it reaches the "
"food faster and produces a cleaner board.\n"
" Neither of the two works well with junk in the "
"board.\n"
" --short-path=ALG This lets you set the algorithm that finds the "
"shortest path. \n"
" The available algorithms are:\n"
" astar : A* with a simple heuristic.(default).\n"
" bfs : Breadth-first search.\n"
" asfixed : A* with a heuristic that puts extra cost "
"to the turns.\n"
"Controls:\n"
" NORMAL/ARCADE:\n"
" wasd,hjkl and arrow keys Movement controls.\n"
" spacebar Pause game.\n"
" q Quits the game.\n"
" AUTOPILOT/SCREENSAVER:\n"
" + and - Increase and decrease speed.\n"
" spacebar Pause game.\n"
" q Quits the game.\n"
" SCREENSAVER:\n"
" Any key except +,- or spacebar Quits the game.\n"
"Try to run something like this :\n"
"sssnake -s 15 -j 5 -m screensaver\n"
"For bugs or new features go to : "
"https://github.com/AngelJumbo/sssnake\n");
}