-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathbuggy.c
More file actions
222 lines (188 loc) · 4.51 KB
/
buggy.c
File metadata and controls
222 lines (188 loc) · 4.51 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
/* buggy.c - implement the moon buggy
*
* Copyright 1999 Jochen Voss */
static const char rcsid[] = "$Id: buggy.c,v 1.21 2000/11/16 17:55:42 voss Exp $";
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <assert.h>
#include "moon-buggy.h"
#include "buggy.h"
int car_x, car_y;
/**********************************************************************
* display the car
*/
typedef struct scene {
enum car_state n; /* image number (index to array `image') */
int y; /* vertical position */
double dt; /* time to next state */
int has_ground; /* flag, true iff we may crash or jump */
} scenario [];
static scenario sz_empty = {
{ car_NORMAL, 5, -1, 1 }
};
static scenario sz_jump = {
{ car_START, 5, TICK(1), 0 },
{ car_UP1, 6, TICK(2.5), 0 },
{ car_UP2, 7, TICK(5), 0 },
{ car_UP1, 6, TICK(2.5), 0 },
{ car_LAND, 5, TICK(2.5), 1 },
{ car_NORMAL, 5, -1, 1 }
};
static scenario sz_crash = {
{ car_BROKEN, 5, -1, 0 }
};
static scenario sz_ram = {
{ car_RAM1, 5, TICK(1), 0 },
{ car_RAM2, 5, TICK(0.5), 0 },
{ car_RAM3, 5, -1, 0 }
};
static scenario sz_sit = {
{ car_SIT, 5, -1, 0 }
};
static struct scene *state;
void
initialise_buggy (void)
/* Reset the buggy to its initial state. */
{
int y;
state = sz_empty;
for (y=5; y<9; ++y) mvwaddstr (moon, LINES-y, car_x, " ");
car_x = car_base;
car_y = state->y;
wnoutrefresh (moon);
}
void
print_buggy (void)
{
enum car_state n = state->n;
int y = state->y;
if (y < car_y) {
mvwaddstr (moon, LINES-car_y-1, car_x, " ");
} else if (y > car_y) {
mvwaddstr (moon, LINES-car_y, car_x, " ");
}
car_y = y;
mvwaddstr (moon, LINES-y-1, car_x, image[n][0]);
mvwaddstr (moon, LINES-y, car_x, image[n][1]);
if (n == car_BROKEN) {
if (ground2[car_x+1] == ' ') mvwaddch (moon, LINES-4, car_x+1, 'o');
if (ground2[car_x+5] == ' ') mvwaddch (moon, LINES-4, car_x+5, 'o');
}
wnoutrefresh (moon);
}
void
shift_buggy (int dx)
/* Horizontally shift the buggy by the amount DX.
* Positive values of dx indicate a shift to the right. */
{
mvwaddstr (moon, LINES-car_y-1, car_x, " ");
mvwaddstr (moon, LINES-car_y, car_x, " ");
car_x += dx;
print_buggy ();
}
/**********************************************************************
* display a rolling wheel after a crash
*/
static int wheel_x, wheel_y;
static void
wheel_handler (game_time t, void *client_data)
{
int wheel_crash;
wheel_crash = (wheel_x<car_x && wheel_y==LINES-5 && ground2[wheel_x]==' ');
if (wheel_x < car_x) mvwaddch (moon, wheel_y, wheel_x, ' ');
wheel_x -= 1;
switch (car_x - wheel_x) {
case 1:
case 5:
case 7:
case 8:
case 9:
wheel_y = LINES - 6;
break;
case 2:
case 3:
case 4:
wheel_y = LINES - 7;
break;
default:
wheel_y = LINES - 5;
break;
}
if (wheel_x >= 0 && ! wheel_crash) {
mvwaddch (moon, wheel_y, wheel_x, 'o');
add_event (t+TICK(2.3), wheel_handler, NULL);
} else {
crash_detected = 1000;
}
wnoutrefresh (moon);
}
static void
start_wheel (void)
{
wheel_x = car_x;
add_event (current_time()+TICK(0.5), wheel_handler, NULL);
}
/**********************************************************************
* handle the jumps
*/
static void
jump_handler (game_time t, void *client_data)
{
state = client_data;
if (car_y > 5 && state->y == 5) {
if (meteor_car_hit (car_x, car_x+7)) {
state = sz_sit;
start_wheel ();
crash_detected = 1;
}
}
print_buggy ();
if (state->dt >= -0.5) {
add_event (t+state->dt, jump_handler, state+1);
}
}
void
jump (game_time t)
{
assert (state->has_ground);
remove_event (jump_handler); /* only one jump at a time */
add_event (t, jump_handler, sz_jump);
}
int
can_jump (void)
{
return state->has_ground;
}
/**********************************************************************
* check for crashes
*/
int
crash_check (void)
/* Return true, if the car crashed. */
{
if (! state->has_ground) return 0;
if (ground2[car_x+1] == ' ' || ground2[car_x+5] == ' ') {
remove_event (jump_handler);
state = sz_crash;
print_buggy ();
start_wheel ();
return 1;
}
return 0;
}
int
car_meteor_hit (int x)
/* Return true, if the car is down and occupies position X.
* Then the car crashes immediately. */
{
if (car_y == 5 && x >= car_x && x < car_x+7) {
remove_event (jump_handler);
add_event (current_time (), jump_handler, sz_ram);
print_buggy ();
start_wheel ();
crash_detected = 1;
return 1;
}
return 0;
}