syndilights/blib-1.1.7/modules/bsnake.c

579 lines
17 KiB
C

/* BSnake: Snake module for Blinkenlights
*
* Copyright (c) 2003 1stein <1stein@schuermans.info>
*
* based on Test implementation for a BModule by the Blinkenlights Crew
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "config.h"
#include <string.h>
#include <stdlib.h>
#include <glib-object.h>
#include <gmodule.h>
#include <blib/blib.h>
#define BSnakeVerMaj 1
#define BSnakeVerMin 1
#define BSnakeVerRev 2
#define BSnakeVerTxt "1.1.2"
//minimum size and color count of display
#define BSnakeSizeXMin 18
#define BSnakeSizeYMin 8
#define BSnakeMaxColorMin 1
//initial and maximum length of the snake
#define BSnakeLenIni( Width, Height ) 3
#define BSnakeLenMax( Width, Height ) ((Width) + (Height) + 3)
//time snake is dead after chrashing before game ends
#define BSnakeDeadTime 10
#define BSnakeLives 3
//initial and maximum speed of game (high number = slow)
#define BSnakeSpeedIni 500
#define BSnakeSpeedMax 100
//the colors
#define BSnakeColorEmpty( MaxColor ) (0)
#define BSnakeColorSnakeHead( MaxColor ) (MaxColor)
#define BSnakeColorSnakeBody( MaxColor ) ((MaxColor) * 2 / 3)
#define BSnakeColorMouse( MaxColor ) ((MaxColor) * 3 / 4)
#ifdef SNAKE_DEBUG
#define dbg_print g_print
#else
#define dbg_print(fmt, ...)
#endif
#define B_TYPE_SNAKE_MODULE (b_type_snake_module)
#define B_SNAKE_MODULE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), B_TYPE_SNAKE_MODULE, BSnakeModule))
#define B_SNAKE_MODULE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), B_TYPE_SNAKE_MODULE, BSnakeModuleClass))
#define B_IS_SNAKE_MODULE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), B_TYPE_SNAKE_MODULE))
typedef struct _BSnakeModule BSnakeModule;
typedef struct _BSnakeModuleClass BSnakeModuleClass;
typedef struct sBSnakePoint
{
int X, Y;
} stBSnakePoint;
struct _BSnakeModule
{
BModule parent_instance;
int MaxColor; //maximum color value
stBSnakePoint Size; //size of game-field
int SnakeLenIni; //initial size of the snake
int SnakeLenMax; //maximum size of the snake
int PlayerId; //device id of the player
int SnakeLen; //current length of the snake
stBSnakePoint * pSnake; //array with fields of the snake (index 0 is head)
stBSnakePoint SnakeDir; //current direction of snake head
stBSnakePoint SnakeLastDir; //direction of the last step made by the snake
stBSnakePoint Mouse; //position of the current mouse to eat ({-1,-1} if no mouse)
int Speed; //current speed of game
int DeadCnt; //if > 0: snake has been dead for DeadCnt ticks
int Lives; // number of lives left
};
struct _BSnakeModuleClass
{
BModuleClass parent_class;
};
static GType b_snake_module_get_type (GTypeModule *module);
static void b_snake_module_class_init (BSnakeModuleClass *klass);
static void b_snake_module_init (BSnakeModule *test_module);
static gboolean b_snake_module_query (gint width,
gint height,
gint channels,
gint maxval);
static gboolean b_snake_module_prepare (BModule *module,
GError **error);
static void b_snake_module_relax (BModule *module);
static void b_snake_module_start (BModule *module);
static void b_snake_module_event (BModule *module,
BModuleEvent *event);
static gint b_snake_module_tick (BModule *module);
static void b_snake_module_describe (BModule *module,
const gchar **title,
const gchar **description,
const gchar **author);
static GType b_type_snake_module = 0;
G_MODULE_EXPORT gboolean
b_module_register (GTypeModule * module)
{
b_snake_module_get_type (module);
return TRUE;
}
GType
b_snake_module_get_type (GTypeModule * module)
{
if (!b_type_snake_module)
{
static const GTypeInfo snake_module_info = {
sizeof (BSnakeModuleClass),
NULL, /* base_init */
NULL, /* base_finalize */
(GClassInitFunc) b_snake_module_class_init,
NULL, /* class_finalize */
NULL, /* class_data */
sizeof (BSnakeModule),
0, /* n_preallocs */
(GInstanceInitFunc) b_snake_module_init,
};
/* !!!!!!!!! The name given in the next function MUST be unique! */
b_type_snake_module = g_type_module_register_type (module,
B_TYPE_MODULE,
"BSnake",
&snake_module_info,
0);
}
return b_type_snake_module;
}
//check if two points are equal
static int BSnakePointEqual( stBSnakePoint P1, stBSnakePoint P2 )
{
return P1.X == P2.X && P1.Y == P2.Y;
}
//check if two points are near to each other (euclidian distance < 2)
static int BSnakePointNear( stBSnakePoint P1, stBSnakePoint P2 )
{
stBSnakePoint Delta;
Delta.X = P2.X - P1.X;
Delta.Y = P2.Y - P1.Y;
return Delta.X >= -1 && Delta.X <= 1 && Delta.Y >= -1 && Delta.Y <= 1;
}
//output current picture
void
BSnakeOutput (BSnakeModule *pSnakeModule)
{
int Color, I;
//empty the screen
b_module_fill ((BModule *) pSnakeModule,
BSnakeColorEmpty (pSnakeModule->MaxColor));
//output nothing if not almost end of game
if( pSnakeModule->DeadCnt < BSnakeDeadTime )
{
//let snake blink when dead
if( (pSnakeModule->DeadCnt & 1) == 0 )
{
//draw snake
if( pSnakeModule->pSnake[0].X >= 0 //snake head
&& pSnakeModule->pSnake[0].X < pSnakeModule->Size.X
&& pSnakeModule->pSnake[0].Y >= 0
&& pSnakeModule->pSnake[0].Y < pSnakeModule->Size.Y )
b_module_draw_point ((BModule *) pSnakeModule,
pSnakeModule->pSnake[0].X,
pSnakeModule->pSnake[0].Y,
BSnakeColorSnakeHead (pSnakeModule->MaxColor));
Color = BSnakeColorSnakeBody (pSnakeModule->MaxColor); //snake body
for( I = 1; I < pSnakeModule->SnakeLen; I++ )
if( pSnakeModule->pSnake[I].X >= 0
&& pSnakeModule->pSnake[I].X < pSnakeModule->Size.X
&& pSnakeModule->pSnake[I].Y >= 0
&& pSnakeModule->pSnake[I].Y < pSnakeModule->Size.Y )
b_module_draw_point ((BModule *) pSnakeModule,
pSnakeModule->pSnake[I].X,
pSnakeModule->pSnake[I].Y,
Color);
}
//draw mouse
if( pSnakeModule->Mouse.X >= 0
&& pSnakeModule->Mouse.X < pSnakeModule->Size.X
&& pSnakeModule->Mouse.Y >= 0
&& pSnakeModule->Mouse.Y < pSnakeModule->Size.Y )
b_module_draw_point ((BModule *) pSnakeModule,
pSnakeModule->Mouse.X,
pSnakeModule->Mouse.Y,
BSnakeColorMouse (pSnakeModule->MaxColor));
}
//update screen
b_module_paint ((BModule *) pSnakeModule);
}
//start a new game
void
BSnakeNewGame (BSnakeModule *pSnakeModule)
{
int I;
//initialize snake
pSnakeModule->SnakeLen = pSnakeModule->SnakeLenIni; //length of snake to initial size
switch( rand( ) % 4 ) //place snake head and set direction
{
case 0: //snake comes from top
pSnakeModule->SnakeDir.X = 0;
pSnakeModule->SnakeDir.Y = 1;
pSnakeModule->pSnake[0].X = rand( ) % pSnakeModule->Size.X;
pSnakeModule->pSnake[0].Y = 0;
break;
case 1: //snake comes from left
pSnakeModule->SnakeDir.X = 1;
pSnakeModule->SnakeDir.Y = 0;
pSnakeModule->pSnake[0].X = 0;
pSnakeModule->pSnake[0].Y = rand( ) % pSnakeModule->Size.Y;
break;
case 2: //snake comes from right
pSnakeModule->SnakeDir.X = -1;
pSnakeModule->SnakeDir.Y = 0;
pSnakeModule->pSnake[0].X = pSnakeModule->Size.X - 1;
pSnakeModule->pSnake[0].Y = rand( ) % pSnakeModule->Size.Y;
break;
case 3: //snake comes from bottom
pSnakeModule->SnakeDir.X = 0;
pSnakeModule->SnakeDir.Y = -1;
pSnakeModule->pSnake[0].X = rand( ) % pSnakeModule->Size.X;
pSnakeModule->pSnake[0].Y = pSnakeModule->Size.Y - 1;
break;
}
for( I = 1; I < pSnakeModule->SnakeLen; I++ ) //initialize body of snake
{
pSnakeModule->pSnake[I].X = pSnakeModule->pSnake[I-1].X
- pSnakeModule->SnakeDir.X;
pSnakeModule->pSnake[I].Y = pSnakeModule->pSnake[I-1].Y
- pSnakeModule->SnakeDir.Y;
}
pSnakeModule->SnakeLastDir = pSnakeModule->SnakeDir; //last step was in same direction
//no mouse yet
pSnakeModule->Mouse.X = -1;
pSnakeModule->Mouse.Y = -1;
//set speed to initial value
pSnakeModule->Speed = BSnakeSpeedIni;
//snake is alive
pSnakeModule->DeadCnt = 0;
dbg_print ("BSnake: new game\n");
//output current picture
BSnakeOutput (pSnakeModule);
}
//key-procedure
void
BSnakeKey (BSnakeModule *pSnakeModule,
BModuleKey Key)
{
switch (Key)
{
case B_KEY_2: //set snake direction to up
if( pSnakeModule->SnakeLastDir.Y < 1 ) //not if last step was down
{
pSnakeModule->SnakeDir.X = 0;
pSnakeModule->SnakeDir.Y = -1;
}
break;
case B_KEY_4: //set snake direction to left
if( pSnakeModule->SnakeLastDir.X < 1 ) //not if last step was right
{
pSnakeModule->SnakeDir.X = -1;
pSnakeModule->SnakeDir.Y = 0;
}
break;
case B_KEY_6: //set snake direction to right
if( pSnakeModule->SnakeLastDir.X > -1 ) //not if last step was left
{
pSnakeModule->SnakeDir.X = 1;
pSnakeModule->SnakeDir.Y = 0;
}
break;
case B_KEY_8: //set snake direction to down
if( pSnakeModule->SnakeLastDir.Y > -1 ) //not if last step was up
{
pSnakeModule->SnakeDir.X = 0;
pSnakeModule->SnakeDir.Y = 1;
}
break;
default:
break;
}
}
//tick-procedure
//returns TRUE if game over or FALSE if game not over
gboolean
BSnakeTick (BSnakeModule *pSnakeModule)
{
stBSnakePoint NewPos;
int I, Crash;
//snake is dead
if( pSnakeModule->DeadCnt > 0 )
{
//track time snake is dead
pSnakeModule->DeadCnt++;
//output current picture
BSnakeOutput (pSnakeModule);
//return game over when snake was dead long enough
return pSnakeModule->DeadCnt > BSnakeDeadTime;
}
//get direction of snake head after next step
NewPos.X = pSnakeModule->pSnake[0].X + pSnakeModule->SnakeDir.X;
NewPos.Y = pSnakeModule->pSnake[0].Y + pSnakeModule->SnakeDir.Y;
//no mouse available
if( pSnakeModule->Mouse.X < 0 || pSnakeModule->Mouse.Y < 0 )
{
//generate new mouse
pSnakeModule->Mouse.X = rand( ) % pSnakeModule->Size.X;
pSnakeModule->Mouse.Y = rand( ) % pSnakeModule->Size.Y;
//check if new mouse position is valid
//(i.e. not exactly at snake position and not directly next to snake)
if( BSnakePointNear( pSnakeModule->Mouse, NewPos ) )
{
//remove mouse
pSnakeModule->Mouse.X = -1;
pSnakeModule->Mouse.Y = -1;
}
for( I = 0; I < pSnakeModule->SnakeLen; I++ )
{
if( BSnakePointNear( pSnakeModule->Mouse, pSnakeModule->pSnake[I] ) )
{
//remove mouse
pSnakeModule->Mouse.X = -1;
pSnakeModule->Mouse.Y = -1;
}
}
if( pSnakeModule->Mouse.X >= 0 && pSnakeModule->Mouse.Y >= 0 )
dbg_print ("BSnake: new mouse\n");
}
//snake eats mouse
if( pSnakeModule->Mouse.X >= 0
&& pSnakeModule->Mouse.Y >= 0
&& BSnakePointEqual( NewPos, pSnakeModule->Mouse ) )
{
//remove mouse
pSnakeModule->Mouse.X = -1;
pSnakeModule->Mouse.Y = -1;
//increase snake length
//(last field of snake body will be set when moving snake one step)
if( pSnakeModule->SnakeLen < pSnakeModule->SnakeLenMax )
pSnakeModule->SnakeLen++;
//increase game speed if snake already has got maximum length
//(this formula will not increase the speed above maximum speed)
else
pSnakeModule->Speed = (3 * pSnakeModule->Speed + BSnakeSpeedMax) / 4;
dbg_print ("BSnake: snake ate mouse\n");
}
//check if snake crashes
Crash = 0;
if( NewPos.X < 0 //snake crashes into wall
|| NewPos.Y < 0
|| NewPos.X >= pSnakeModule->Size.X
|| NewPos.Y >= pSnakeModule->Size.Y )
Crash = 1;
for( I = 0; I < pSnakeModule->SnakeLen - 1; I++ ) //snake crashes into its body
if( BSnakePointEqual( NewPos, pSnakeModule->pSnake[I] ) )
Crash = 1;
//snake crashes
if( Crash )
{
//mark Snake as dead
pSnakeModule->DeadCnt = 1;
dbg_print ("BSnake: snake crashed\n");
}
//snake does not crash
else
{
//move snake one step
for( I = pSnakeModule->SnakeLen; I > 0; I-- )
pSnakeModule->pSnake[I] = pSnakeModule->pSnake[I-1];
pSnakeModule->pSnake[0] = NewPos;
//remember direction of last step
pSnakeModule->SnakeLastDir = pSnakeModule->SnakeDir;
}
//output current picture
BSnakeOutput (pSnakeModule);
//return game not over
return FALSE;
}
static void
b_snake_module_class_init (BSnakeModuleClass *klass)
{
BModuleClass *module_class;
module_class = B_MODULE_CLASS (klass);
module_class->query = b_snake_module_query;
module_class->prepare = b_snake_module_prepare;
module_class->relax = b_snake_module_relax;
module_class->start = b_snake_module_start;
module_class->event = b_snake_module_event;
module_class->tick = b_snake_module_tick;
module_class->describe = b_snake_module_describe;
}
static void
b_snake_module_init (BSnakeModule *snake_module)
{
}
static gboolean
b_snake_module_query (gint width,
gint height,
gint channels,
gint maxval)
{
return (width >= BSnakeSizeXMin && height >= BSnakeSizeYMin
&& channels == 1 && maxval >= BSnakeMaxColorMin);
}
static gboolean
b_snake_module_prepare (BModule *module,
GError **error)
{
BSnakeModule *snake = B_SNAKE_MODULE (module);
//initialize the module values that depend on the output device
snake->MaxColor = module->maxval; //maximum color value
snake->Size.X = module->width; //size of game field
snake->Size.Y = module->height;
snake->SnakeLenIni = BSnakeLenIni( module->width, module->height ); //initial size of the snake
snake->SnakeLenMax = BSnakeLenMax( module->width, module->height ); //initial size of the snake
snake->PlayerId = -1; //no player in game yet
snake->pSnake = g_new (stBSnakePoint, snake->SnakeLenMax);
return TRUE;
}
static void
b_snake_module_relax (BModule *module)
{
BSnakeModule *snake = B_SNAKE_MODULE (module);
g_free (snake->pSnake);
snake->pSnake = NULL;
}
static void
b_snake_module_start (BModule *module)
{
BSnakeModule *snake = B_SNAKE_MODULE (module);
snake->Lives = BSnakeLives;
BSnakeNewGame (snake);
b_module_ticker_start (module, snake->Speed);
}
static void
b_snake_module_event (BModule *module,
BModuleEvent *event)
{
BSnakeModule *snake = B_SNAKE_MODULE (module);
switch (event->type)
{
case B_EVENT_TYPE_KEY:
BSnakeKey (snake, event->key);
break;
case B_EVENT_TYPE_PLAYER_ENTERED:
if (snake->PlayerId == -1)
{
snake->PlayerId = event->device_id;
module->num_players++;
}
break;
case B_EVENT_TYPE_PLAYER_LEFT:
if (snake->PlayerId == event->device_id)
{
snake->PlayerId = -1;
module->num_players--;
}
break;
default:
break;
}
}
static gint
b_snake_module_tick (BModule *module)
{
BSnakeModule *snake = B_SNAKE_MODULE (module);
gboolean GameOver;
GameOver = BSnakeTick (snake);
if( GameOver )
{
snake->Lives--;
if( snake->Lives <= 0 )
{
b_module_request_stop (module); //request end
return 0;
}
BSnakeNewGame (snake);
}
//we want to be called again in some milliseconds, if game is not over
return (snake->Speed);
}
static void
b_snake_module_describe (BModule *module,
const gchar **title,
const gchar **description,
const gchar **author)
{
*title = "BSnake";
*description = "Snake game "BSnakeVerTxt;
*author = "1stein <1stein@schuermans.info>";
}