forked from snapshot112/minigame-menu
wip menu
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deel2.tar.gz
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60
rooster.c
60
rooster.c
@@ -5,6 +5,8 @@
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#include <stdio.h>
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// TODO: End the eternal NULL checks.
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/*
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* The rooster type this program is build around.
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*/
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@@ -16,7 +18,40 @@ typedef struct rooster_data {
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} rooster;
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rooster *rooster_maak(char* input);
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rooster *rooster_maak(const char* input) {
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int width = 0;
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int height = 0;
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const size_t len = strlen(input) / sizeof(char);
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if (input == NULL || len == 0) {
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perror("rooster_maak");
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exit(1);
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}
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for (int i = 0; input[i] != '\n'; i++) {
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width++;
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}
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height = (int)len / (width + 1);
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for (int i = 0; i < height; i = i + width + 1) {
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if ((int)strcspn(&input[i], "\n") != width) {
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perror("rooster_maak");
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exit(1);
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};
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}
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const int grid_size = (width + 1) * height + 1;
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rooster *rp = malloc(sizeof(rooster));
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rp->rost = malloc(grid_size * sizeof(char));
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rp->height = height;
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rp->width = width;
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rp->state = STATE_BEGIN;
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strcpy(rp->rost, input);
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return rp;
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}
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/*
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* Sets a grids width and height
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@@ -71,7 +106,7 @@ rooster *rooster_lees(FILE *fh) {
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NULL,
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0,
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0,
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BEGIN
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STATE_BEGIN
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};
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// Sets the width and height of the rooster.
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@@ -129,23 +164,26 @@ toestand rooster_vraag_toestand(const rooster *rp) {
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if (rp != NULL) {
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return rp->state;
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}
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return VERLOREN;
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return STATE_VERLOREN;
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}
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void rooster_zet_toestand(rooster *rp, toestand t) {
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if (rp != NULL) {
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switch (t) {
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case BEGIN:
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rp->state = BEGIN;
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case STATE_BEGIN:
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rp->state = STATE_BEGIN;
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break;
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case AAN_HET_SPELEN:
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rp->state = AAN_HET_SPELEN;
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case STATE_AAN_HET_SPELEN:
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rp->state = STATE_AAN_HET_SPELEN;
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break;
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case GEWONNEN:
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rp->state = GEWONNEN;
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case STATE_GEWONNEN:
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rp->state = STATE_GEWONNEN;
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break;
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case VERLOREN:
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rp->state = VERLOREN;
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case STATE_VERLOREN:
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rp->state = STATE_VERLOREN;
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break;
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case STATE_QUIT:
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rp->state = STATE_QUIT;
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break;
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}
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}
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11
rooster.h
11
rooster.h
@@ -18,10 +18,11 @@ struct rooster_data;
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typedef struct rooster_data rooster;
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typedef enum {
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BEGIN,
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AAN_HET_SPELEN,
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GEWONNEN,
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VERLOREN
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STATE_BEGIN,
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STATE_AAN_HET_SPELEN,
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STATE_GEWONNEN,
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STATE_VERLOREN,
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STATE_QUIT
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} toestand;
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/* Maak een rooster op basis van de data in de gegeven stream.
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@@ -53,7 +54,7 @@ rooster *rooster_lees(FILE *fh);
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* NULL teruggegeven. (In dat geval blijft geen gereserveerd geheugen
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* achter.)
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*/
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rooster *rooster_maak(char* input);
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rooster *rooster_maak(const char* input);
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/*
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* Haal een rij uit het rooster op.
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381
spel.c
381
spel.c
@@ -21,15 +21,24 @@
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*/
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#include <assert.h>
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#include <ctype.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <ncurses.h>
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#include <wchar.h>
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#include <locale.h>
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#include <string.h>
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#include "rooster.h"
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typedef enum {
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GAME_QUIT,
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GAME_MAZE_RUNNER,
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GAME_SNAKE,
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GAME_MINESWEEPER
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} game;
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typedef struct {
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char name[100];
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rooster *game_map;
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@@ -66,6 +75,115 @@ void update_grid(rooster *rp, char c, int x, int y) {
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}
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}
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void game_error(void) {
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endwin();
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exit(EXIT_FAILURE);
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}
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void quit_game(rooster *menu) {
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if (menu != NULL) {
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rooster_klaar(menu);
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}
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endwin();
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exit(EXIT_SUCCESS);
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}
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/*
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* Toont het victory screen.
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*
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* Side Effect:
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* De victory message wordt op een schone console geprint.
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*/
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void display_victory(void) {
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clear();
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mvprintw(2,5, "YOU WON!!!!!");
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refresh();
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}
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/*
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* Toont het loss screen.
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*
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* Side Effect:
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* De loss message wordt op een schone console geprint.
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*/
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void display_loss(void) {
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clear();
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mvprintw(2,5, "RIP, YOU DIED...");
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refresh();
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}
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/*
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* Toont het quit screen.
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*
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* Side Effect:
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* De quit message wordt op een schone console geprint.
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*/
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void display_quit(void) {
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clear();
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mvprintw(2,5, "You quit the game");
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refresh();
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}
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/*
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* Toont het hackerman screen.
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*
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* Side Effect:
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* De hackerman message wordt op een schone console geprint.
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*/
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void display_hackerman(void) {
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clear();
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mvprintw(2,5, "The hacker man strikes again...");
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refresh();
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}
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/*
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* Bepaalt afhankelijk van de eindtoestand van het rooster
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* welk afsluitscherm er getoond moet worden en toont dan dat rooster.
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*
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* Input: Het rooster om de toestand uit af te lezen.
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*
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* Side Effects:
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* Het end-of-game scherm wordt op een blanke console geprint.
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*/
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void game_exit_screen(rooster *rp) {
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toestand current_state = rooster_vraag_toestand(rp);
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switch (current_state) {
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case STATE_GEWONNEN:
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display_victory();
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return;
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case STATE_VERLOREN:
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display_loss();
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return;
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case GAME_QUIT:
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display_quit();
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return;
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}
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display_hackerman();
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}
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/*
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* Waits for the user to press an exit key 'q' before continuing.
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*/
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void graceful_exit(void) {
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mvprintw(5, 0, "Press 'q' to exit the game.");
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while (1) {
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switch (getch()) {
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case 'q':
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return;
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}
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}
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}
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void speel_snake(void) {
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mvprintw(0,0, "Snake has not yet been created");
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graceful_exit();
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}
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void speel_minesweeper() {
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mvprintw(0,0, "Minesweeper has not yet been created");
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graceful_exit();
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}
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/* Voert de benodigde veranderingen in het rooster door als de speler in een
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* bepaalde richting probeert te bewegen.
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* Input:
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@@ -77,7 +195,7 @@ void update_grid(rooster *rp, char c, int x, int y) {
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* Side effect: het rooster wordt aangepast op basis van de handeling van
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* de speler.
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*/
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void beweeg(rooster *rp, int dx, int dy) {
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void maze_runner_beweeg(rooster *rp, int dx, int dy) {
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int playerx;
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int playery;
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rooster_zoek(rp, '*', &playerx, &playery);
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@@ -94,7 +212,7 @@ void beweeg(rooster *rp, int dx, int dy) {
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break;
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case 'X':
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update_grid(rp, ' ', playerx, playery);
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rooster_zet_toestand(rp, VERLOREN);
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rooster_zet_toestand(rp, STATE_VERLOREN);
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break;
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case ' ':
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update_grid(rp, ' ', playerx, playery);
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@@ -102,7 +220,7 @@ void beweeg(rooster *rp, int dx, int dy) {
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break;
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case '$':
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update_grid(rp, ' ', playerx, playery);
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rooster_zet_toestand(rp, GEWONNEN);
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rooster_zet_toestand(rp, STATE_GEWONNEN);
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break;
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}
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refresh();
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@@ -117,133 +235,44 @@ void beweeg(rooster *rp, int dx, int dy) {
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*
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* Side Effects:
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* Met WSAD en arrow keys kun je door het doolhof heen bewegen.
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*
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*/
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void run_maze(rooster *rp) {
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while (rooster_vraag_toestand(rp) == AAN_HET_SPELEN)
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void maze_runner(rooster *rp) {
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while (rooster_vraag_toestand(rp) == STATE_AAN_HET_SPELEN)
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{
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switch (getch()) {
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case KEY_UP: // fallthrough
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case 'w':
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beweeg(rp, 0, -1);
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maze_runner_beweeg(rp, 0, -1);
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break;
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case KEY_DOWN: // fallthrough
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case 's':
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beweeg(rp, 0, 1);
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maze_runner_beweeg(rp, 0, 1);
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break;
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case KEY_LEFT: // fallthrough
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case 'a':
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beweeg(rp, -1, 0);
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maze_runner_beweeg(rp, -1, 0);
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break;
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case KEY_RIGHT: // fallthrough
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case 'd':
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beweeg(rp, 1, 0);
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maze_runner_beweeg(rp, 1, 0);
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break;
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case KEY_EXIT:
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rooster_zet_toestand(rp, VERLOREN);
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case KEY_BACKSPACE:
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rooster_zet_toestand(rp, STATE_QUIT);
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break;
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}
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}
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}
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/*
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* Toont het maze victory screen.
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*
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* Side Effect:
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* De victory message wordt op een schone console geprint.
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*/
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void display_maze_victory() {
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clear();
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mvprintw(2,5, "YOU WON!!!!!");
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refresh();
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}
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rooster *choose_maze(void) {
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// TODO: echt opties aanbieden in plaats van hardcoded 1 maze.
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// Alternatief is om random een maze te genereren. dit is miss beter.
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/*
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* Toont het maze loss screen.
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*
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* Side Effect:
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* De loss message wordt op een schone console geprint.
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*/
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void display_maze_loss() {
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clear();
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mvprintw(2,5, "RIP, YOU DIED...");
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refresh();
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}
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/*
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* Toont het maze broken screen.
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*
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* Side Effect:
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* De hackerman message wordt op een schone console geprint.
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*/
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void display_hackerman() {
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clear();
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mvprintw(2,5, "The hacker man strikes again...");
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refresh();
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}
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/*
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* Bepaalt afhankelijk van de eindtoestand van het rooster
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* welk afsluitscherm er getoond moet worden en toont dan dat rooster.
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*
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* Input: Het rooster om de toestand uit af te lezen.
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*
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* Side Effects:
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* Het end-of-game scherm wordt op een blanke console geprint.
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*/
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void maze_exit_screen(rooster *rp) {
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toestand current_state = rooster_vraag_toestand(rp);
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switch (current_state) {
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case GEWONNEN:
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display_maze_victory();
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return;
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case VERLOREN:
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display_maze_loss();
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return;
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}
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display_hackerman();
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}
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/*
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* Waits for the user to press an exit key 'q' before continuing.
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*/
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void graceful_exit() {
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mvprintw(5, 0, "Press 'q' to exit the game.");
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while (1) {
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switch (getch()) {
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case 'q':
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return;
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}
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}
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}
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void toon_menu(rooster *rp) {
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toon_rooster(rp);
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rooster_zet_toestand(rp, AAN_HET_SPELEN);
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run_maze(rp);
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maze_exit_screen(rp);
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graceful_exit();
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}
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/*
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* Speelt het spel met een gegeven rooster tot de toestand niet langer
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* AAN_HET_SPELEN is.
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*/
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void speel(rooster *rp) {
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toon_menu(rp);
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}
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int main(int argc, char *argv[]) {
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// 1. Controleer dat er een doolhofbestand is opgegeven op de command line.
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if (argc != 2) {
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fprintf(stderr, "gebruik: ./spel assets/voorbeeld_doolhof.txt\n");
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return 1;
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}
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// 2. Open het doolhofbestand en lees het rooster.
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FILE *fh = fopen(argv[1], "r");
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// 2. Open het doolhof bestand en lees het rooster.
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FILE *fh = fopen("assets/voorbeeld_doolhof.txt", "r");
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if (fh == NULL) {
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perror("main");
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return 1;
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perror("loading maze");
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game_error();
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}
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rooster *rp = rooster_lees(fh);
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fclose(fh);
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@@ -251,23 +280,147 @@ int main(int argc, char *argv[]) {
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// 3. Bepaal of het lezen van het rooster is gelukt.
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if (rp == NULL) {
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fprintf(stderr, "Kan rooster niet maken.\n");
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return 1;
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game_error();
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}
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||||
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return rp;
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}
|
||||
|
||||
/*
|
||||
* Speelt het spel met een gegeven rooster tot de toestand niet langer
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* AAN_HET_SPELEN is.
|
||||
*/
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void speel_maze(void) {
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// Voorbereiding.
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rooster *rp = choose_maze();
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toon_rooster(rp);
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rooster_zet_toestand(rp, STATE_AAN_HET_SPELEN);
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// Game zelf.
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maze_runner(rp);
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// Exit game.
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game_exit_screen(rp);
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rooster_klaar(rp);
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graceful_exit();
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}
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void launch_game(rooster *menu, const game game) {
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switch (game) {
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case GAME_MAZE_RUNNER:
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speel_maze();
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return;
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||||
case GAME_SNAKE:
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speel_snake();
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||||
return;
|
||||
case GAME_MINESWEEPER:
|
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speel_minesweeper();
|
||||
return;
|
||||
case GAME_QUIT:
|
||||
quit_game(menu);
|
||||
}
|
||||
}
|
||||
|
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void menu_highlight(rooster *rp, const game target, const int offset_x, const int offset_y) {
|
||||
switch (target) {
|
||||
case GAME_MAZE_RUNNER: // Fallthrough
|
||||
case GAME_SNAKE: // Fallthrough
|
||||
case GAME_MINESWEEPER: // Fallthrough
|
||||
case GAME_QUIT: // Fallthrough
|
||||
// TODO: Properly highlight this shit.
|
||||
mvprintw(offset_y + (int)target, offset_x, rooster_vraag_rij(rp, target));
|
||||
}
|
||||
}
|
||||
|
||||
game menu_try_move(const game selected_game, const int offset) {
|
||||
switch (selected_game + offset) {
|
||||
case GAME_MAZE_RUNNER:
|
||||
return GAME_MAZE_RUNNER;
|
||||
case GAME_SNAKE:
|
||||
return GAME_SNAKE;
|
||||
case GAME_MINESWEEPER:
|
||||
return GAME_MINESWEEPER;
|
||||
case GAME_QUIT:
|
||||
return GAME_QUIT;
|
||||
}
|
||||
return selected_game;
|
||||
}
|
||||
|
||||
void navigate_menu(rooster *menu, const game default_game, const int offset_x, const int offset_y) {
|
||||
game selected_game = default_game;
|
||||
while (true) {
|
||||
switch (getch()) {
|
||||
case KEY_UP: // fallthrough
|
||||
case 'w':
|
||||
selected_game = menu_try_move(selected_game, -1);
|
||||
menu_highlight(menu, selected_game, offset_x, offset_y);
|
||||
break;
|
||||
case KEY_DOWN: // fallthrough
|
||||
case 's':
|
||||
selected_game = menu_try_move(selected_game, 1);
|
||||
menu_highlight(menu, selected_game, offset_x, offset_y);
|
||||
break;
|
||||
case KEY_ENTER:
|
||||
// select current game somehow
|
||||
launch_game(menu, GAME_QUIT);
|
||||
menu_highlight(menu, selected_game, offset_x, offset_y);
|
||||
break;
|
||||
case KEY_BACKSPACE:
|
||||
launch_game(menu, GAME_QUIT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rooster *laad_menu(void) {
|
||||
char menu[] = "Maze Runner\n"
|
||||
" Snake \n"
|
||||
"Minesweeper\n"
|
||||
" Leave \n";
|
||||
rooster *rp = rooster_maak(menu);
|
||||
return rp;
|
||||
}
|
||||
|
||||
void toon_menu(rooster *menu, const game default_game, const int offset_x, const int offset_y) {
|
||||
toon_rooster_op_locatie(menu, offset_x, offset_y);
|
||||
menu_highlight(menu, default_game, offset_x, offset_y);
|
||||
refresh();
|
||||
}
|
||||
|
||||
void menu(void) {
|
||||
rooster *menu = laad_menu();
|
||||
const game default_game = GAME_MAZE_RUNNER;
|
||||
|
||||
while (true) {
|
||||
clear();
|
||||
const int offset_x = 5;
|
||||
const int offset_y = 5;
|
||||
toon_menu(menu, default_game, offset_x, offset_y);
|
||||
navigate_menu(menu, default_game, offset_x, offset_y);
|
||||
}
|
||||
}
|
||||
|
||||
void startup_sequence(void) {
|
||||
// TODO: Nice entry screen
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
// 4. Initialiseer ncurses
|
||||
setlocale(LC_ALL, "");
|
||||
initscr();
|
||||
cbreak(); // zodat je kunt onderbreken met Ctrl+C
|
||||
keypad(stdscr, TRUE); // luister ook naar extra toetsen zoals pijltjes
|
||||
noecho(); // druk niet de letters af die je intypt
|
||||
curs_set(0); // hides the cursor
|
||||
curs_set(0); // hides the cursor// Don't mask any mouse events
|
||||
|
||||
// mousemask(ALL_MOUSE_EVENTS | REPORT_MOUSE_POSITION, NULL); // Don't mask any mouse events
|
||||
// printf("\033[?1003h\n"); // Makes the terminal report mouse movement events
|
||||
|
||||
|
||||
// 5. Speel het spel.
|
||||
speel(rp);
|
||||
startup_sequence();
|
||||
menu();
|
||||
|
||||
// 6. Sluit af.
|
||||
rooster_klaar(rp);
|
||||
endwin();
|
||||
return 0;
|
||||
quit_game(NULL);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user