2025-10-18 21:35:01 +02:00
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/*
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* Created by snapshot112 on 15/10/2025
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*/
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2025-10-16 01:10:09 +02:00
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2025-10-17 15:27:18 +02:00
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#define _POSIX_C_SOURCE 199309
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2025-10-16 01:10:09 +02:00
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#include "snake.h"
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#include <ncurses.h>
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2025-10-16 12:05:47 +02:00
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#include <stdlib.h>
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2025-10-17 11:15:53 +02:00
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#include <time.h>
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2025-10-17 14:29:22 +02:00
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#include <pthread.h>
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#include <unistd.h>
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2025-10-16 01:10:09 +02:00
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2025-10-22 15:07:52 +02:00
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#include "../../engine/grid_game_engine.h"
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2025-10-16 01:10:09 +02:00
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2025-10-17 11:15:53 +02:00
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#define CELL_EMPTY ' '
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#define CELL_FOOD '$'
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#define CELL_WALL '#'
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#define DIRECTION_COUNT 4
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#define OFFSET_X 6
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#define OFFSET_Y 3
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typedef enum {
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SNAKE_MOVE = 0,
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SNAKE_EAT = 1,
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SNAKE_DIE = 2
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} snake_action;
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typedef enum {
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DIRECTION_UP = 0,
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DIRECTION_RIGHT = 1,
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DIRECTION_DOWN = 2,
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DIRECTION_LEFT = 3
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} direction;
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2025-10-18 18:56:28 +02:00
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// Snake globals
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static direction PREVIOUS_DIRECTION;
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static direction CURRENT_DIRECTION;
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static coordinate SNAKE_HEAD;
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static coordinate SNAKE_TAIL;
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// Map globals
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static coordinate RENDER_AT;
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static coordinate MESSAGE_LOCATION = {0,0};
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static int MAP_HEIGHT = 20;
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static int MAP_WIDTH = 20;
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2025-10-18 18:56:28 +02:00
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static grid *GRID;
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static pthread_mutex_t SNAKE_MUTEX;
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2025-10-17 11:15:53 +02:00
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/*
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* Create a snake body part.
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*
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* Input:
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* dir: the direction the body part should point to.
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*
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* Output:
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2025-10-18 18:56:28 +02:00
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* a character representing that body part.
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*/
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static char get_body_part(const direction dir) {
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return (char)(dir + '0');
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}
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/*
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* Gets the direction of a body part.
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*
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* Input:
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* body_part: A part of the snake's body.
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*
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* Output:
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* The direction the next body part is pointing to.
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*/
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static direction get_body_part_direction(const char body_part) {
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return (direction)(body_part - '0');
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}
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2025-10-16 12:05:47 +02:00
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/*
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* Create a grid for snake with a given height and width.
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*
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* Input:
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* height: The height of the map.
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* width: The width of the map.
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*
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* Returns:
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* A pointer to the grid.
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*/
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2025-10-17 14:29:22 +02:00
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static void create_grid(void) {
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const int grid_size = (MAP_WIDTH + 1) * MAP_HEIGHT + 1;
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char *map = malloc(grid_size * sizeof(char));
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if (map == NULL) {
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return;
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}
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for (int i = 1; i <= (MAP_WIDTH + 1) * MAP_HEIGHT; i++) {
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// Also subtract the null terminator
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const int bottom_line = i > grid_size - (MAP_WIDTH + 2);
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const int top_line = i < MAP_WIDTH + 1;
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const int line_position = modulo(i, MAP_WIDTH + 1);
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const int line_start = line_position == 1;
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const int line_end = line_position == MAP_WIDTH;
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const int newline = line_position == 0;
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if (newline) {
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map[i - 1] = '\n';
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2025-10-16 12:05:47 +02:00
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} else if (top_line || bottom_line || line_start || line_end) {
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map[i - 1] = CELL_WALL;
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} else {
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map[i - 1] = CELL_EMPTY;
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2025-10-16 12:05:47 +02:00
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}
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}
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map[grid_size - 1] = '\0';
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2025-10-18 18:56:28 +02:00
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GRID = grid_create_from_string(map);
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2025-10-18 18:56:28 +02:00
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free(map);
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2025-10-17 11:15:53 +02:00
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}
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/*
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2025-10-18 18:56:28 +02:00
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* Spawn a piece of food at an empty grid location.
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*
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* Side Effect:
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* One of the empty grid spaces gets replaced with a piece of food.
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*/
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2025-10-18 18:56:28 +02:00
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static void generate_food(void) {
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coordinate empty_spots[MAP_HEIGHT * MAP_WIDTH];
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int available_spots = 0;
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for (int x = 0; x < MAP_WIDTH; x++) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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2025-10-18 18:56:28 +02:00
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if (grid_fetch(GRID, x, y) == CELL_EMPTY) {
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const coordinate new_spot = {x, y};
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empty_spots[available_spots] = new_spot;
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available_spots++;
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}
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}
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}
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const coordinate food_location = empty_spots[modulo(rand(), available_spots)];
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2025-10-18 18:56:28 +02:00
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grid_put(GRID, food_location.x, food_location.y, CELL_FOOD);
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2025-10-17 11:15:53 +02:00
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}
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/*
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* Setup the game(map)
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*
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* Output:
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* A pointer to the game grid.
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*
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* Side Effects:
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* Seed random with the current time.
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2025-10-18 18:56:28 +02:00
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* (Re)set the global variables.
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* initialize the mutex
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*
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*/
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2025-10-17 14:29:22 +02:00
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static void initialize(void) {
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// Seed random.
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srand(time(NULL));
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2025-10-18 18:56:28 +02:00
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// Create the grid.
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2025-10-17 14:29:22 +02:00
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create_grid();
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if (GRID == NULL) {
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return;
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}
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2025-10-18 18:56:28 +02:00
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// Set globals.
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2025-10-17 14:29:22 +02:00
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CURRENT_DIRECTION = DIRECTION_DOWN;
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PREVIOUS_DIRECTION = DIRECTION_DOWN;
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2025-10-18 18:56:28 +02:00
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SNAKE_HEAD = (coordinate){.x = grid_width(GRID) / 2, .y = grid_height(GRID) / 2};
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SNAKE_TAIL = SNAKE_HEAD;
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RENDER_AT = (coordinate){.x = OFFSET_X, .y = OFFSET_Y};
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MESSAGE_LOCATION = (coordinate){.x = RENDER_AT.x, .y = RENDER_AT.y + grid_height(GRID) + 2};
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2025-10-17 14:29:22 +02:00
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2025-10-18 18:56:28 +02:00
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// Create the first body part and spawn the first piece of food.
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grid_put(GRID, SNAKE_HEAD.x, SNAKE_HEAD.y, get_body_part(CURRENT_DIRECTION));
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2025-10-17 14:29:22 +02:00
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generate_food();
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2025-10-17 11:15:53 +02:00
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2025-10-18 18:56:28 +02:00
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pthread_mutex_init(&SNAKE_MUTEX, NULL);
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2025-10-16 12:05:47 +02:00
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}
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2025-10-17 11:15:53 +02:00
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/*
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* Checks what happens when the snake moves over a given char.
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*
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* Input:
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* c: The char to check.
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*
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* Returns:
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2025-10-18 18:56:28 +02:00
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* The snake will move forward: SNAKE_MOVE
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* The snake will eat an apple: SNAKE_EAT
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* The snake will die: SNAKE_DIE
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2025-10-17 11:15:53 +02:00
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*/
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2025-10-18 18:56:28 +02:00
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static snake_action collision_check(const char c) {
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if (c == CELL_EMPTY) {
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return SNAKE_MOVE;
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}
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if (c == CELL_FOOD) {
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return SNAKE_EAT;
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}
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return SNAKE_DIE;
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}
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2025-10-18 18:56:28 +02:00
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/*
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* Move the snake to a given location
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*
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* Input:
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* new_location: The location the snake should move to.
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*
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* Side effects:
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* In case nothing is encountered: The snake moves to the new location.
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* In case an obstacle is encountered (wall or part of the snake): The snake dies.
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* In case a piece of food is encountered: The snake eats the food and grows by 1.
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*
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* Note:
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* Moving to a location the snake can't reach is undefined behaviour.
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*/
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static void update_snake(const coordinate new_location) {
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const snake_action action = collision_check(grid_fetch(GRID, new_location.x, new_location.y));
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2025-10-17 11:15:53 +02:00
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if (action == SNAKE_DIE) {
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2025-10-18 18:56:28 +02:00
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grid_put_state(GRID, STATE_VERLOREN);
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2025-10-17 11:15:53 +02:00
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return;
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}
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if (action == SNAKE_MOVE) {
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coordinate new_tail = SNAKE_TAIL;
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2025-10-18 18:56:28 +02:00
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switch (get_body_part_direction(grid_fetch(GRID, SNAKE_TAIL.x, SNAKE_TAIL.y))) {
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2025-10-17 11:15:53 +02:00
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case DIRECTION_UP:
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new_tail.y--;
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break;
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case DIRECTION_RIGHT:
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new_tail.x++;
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break;
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case DIRECTION_DOWN:
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new_tail.y++;
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break;
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case DIRECTION_LEFT:
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new_tail.x--;
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break;
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}
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2025-10-18 18:56:28 +02:00
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grid_put(GRID, SNAKE_TAIL.x, SNAKE_TAIL.y, CELL_EMPTY);
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2025-10-17 11:15:53 +02:00
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SNAKE_TAIL = new_tail;
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}
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// New head placed after tail moves. It can occupy the empty space created by the tail moving.
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2025-10-18 18:56:28 +02:00
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grid_put(GRID, new_location.x, new_location.y, get_body_part(CURRENT_DIRECTION));
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SNAKE_HEAD = new_location;
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2025-10-17 11:15:53 +02:00
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PREVIOUS_DIRECTION = CURRENT_DIRECTION;
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if (action == SNAKE_EAT) {
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2025-10-17 14:29:22 +02:00
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generate_food();
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2025-10-17 11:15:53 +02:00
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}
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}
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2025-10-18 18:56:28 +02:00
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/*
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* Handle snake movement.
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*
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* Input:
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* NULL, this signature is so it can be run as a thread.
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*
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* Returns:
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* NULL when finished
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*
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* Side Effects:
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* While the game is running, it moves the snake forward every 0.25 seconds and updates the game
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* state accordingly.
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*
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* In case an obstacle is encountered (wall or part of the snake): It dies.
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* In case a piece of food is encountered: It eats the apple and grows by 1.
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*/
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2025-10-17 14:29:22 +02:00
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static void *snake_move(void *arg) {
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2025-10-17 15:27:18 +02:00
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struct timespec timer;
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timer.tv_sec = 0;
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2025-10-17 21:08:03 +02:00
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timer.tv_nsec = 250000000L; // Snake moves every 0.25 seconds.
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2025-10-17 15:27:18 +02:00
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2025-10-18 18:56:28 +02:00
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while (grid_fetch_state(GRID) == STATE_AAN_HET_SPELEN) {
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2025-10-17 15:27:18 +02:00
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nanosleep(&timer, NULL);
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2025-10-18 18:56:28 +02:00
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pthread_mutex_lock(&SNAKE_MUTEX);
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coordinate new_location = SNAKE_HEAD;
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2025-10-17 14:29:22 +02:00
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switch (CURRENT_DIRECTION) {
|
|
|
|
|
case DIRECTION_UP:
|
2025-10-18 18:56:28 +02:00
|
|
|
new_location.y--;
|
2025-10-17 14:29:22 +02:00
|
|
|
break;
|
|
|
|
|
case DIRECTION_RIGHT:
|
2025-10-18 18:56:28 +02:00
|
|
|
new_location.x++;
|
2025-10-17 14:29:22 +02:00
|
|
|
break;
|
|
|
|
|
case DIRECTION_DOWN:
|
2025-10-18 18:56:28 +02:00
|
|
|
new_location.y++;
|
2025-10-17 14:29:22 +02:00
|
|
|
break;
|
|
|
|
|
case DIRECTION_LEFT:
|
2025-10-18 18:56:28 +02:00
|
|
|
new_location.x--;
|
2025-10-17 14:29:22 +02:00
|
|
|
break;
|
|
|
|
|
}
|
2025-10-17 11:15:53 +02:00
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
update_snake(new_location);
|
2025-10-17 14:29:22 +02:00
|
|
|
show_grid_on_offset(GRID, OFFSET_X, OFFSET_Y);
|
2025-10-18 18:56:28 +02:00
|
|
|
pthread_mutex_unlock(&SNAKE_MUTEX);
|
2025-10-17 14:29:22 +02:00
|
|
|
}
|
|
|
|
|
return NULL;
|
2025-10-17 11:15:53 +02:00
|
|
|
}
|
|
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
/*
|
|
|
|
|
* Turn the snake in the given direction.
|
|
|
|
|
*
|
|
|
|
|
* Input:
|
|
|
|
|
* direction: The direction the snake should turn to.
|
|
|
|
|
*
|
|
|
|
|
* Side effects:
|
|
|
|
|
* If the snake is able to turn in the given direction:
|
|
|
|
|
* The snake's direction gets updated with the new value.
|
|
|
|
|
* If the snake is unable to turn in the given direction:
|
|
|
|
|
* The snake's direction remains unchanged.
|
|
|
|
|
*/
|
|
|
|
|
static void turn_snake(const direction dir) {
|
|
|
|
|
// If the snake has a length of 1, it is able to turn around on the spot.
|
|
|
|
|
if ((direction)modulo((int)dir + 2, DIRECTION_COUNT) == PREVIOUS_DIRECTION
|
2025-10-17 14:29:22 +02:00
|
|
|
&& !same_coordinate(SNAKE_HEAD, SNAKE_TAIL)) {
|
2025-10-17 11:15:53 +02:00
|
|
|
return;
|
|
|
|
|
}
|
2025-10-18 18:56:28 +02:00
|
|
|
grid_put(GRID, SNAKE_HEAD.x, SNAKE_HEAD.y, get_body_part(dir));
|
2025-10-17 11:15:53 +02:00
|
|
|
CURRENT_DIRECTION = dir;
|
2025-10-17 14:29:22 +02:00
|
|
|
show_grid_on_offset(GRID, OFFSET_X, OFFSET_Y);
|
2025-10-17 11:15:53 +02:00
|
|
|
}
|
|
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
/*
|
|
|
|
|
* Handle user input.
|
|
|
|
|
*
|
|
|
|
|
* Input:
|
|
|
|
|
* NULL, this signature is so it can be run as a thread.
|
|
|
|
|
*
|
|
|
|
|
* Returns:
|
|
|
|
|
* NULL when finished
|
|
|
|
|
*
|
|
|
|
|
* Side Effects:
|
|
|
|
|
* While the game is running, it constantly updates the direction the snake is pointing to
|
|
|
|
|
* based on user input.
|
|
|
|
|
*
|
|
|
|
|
* In case ESCAPE or BACKSPACE is pressed it quits the game.
|
|
|
|
|
*/
|
|
|
|
|
static void *user_input(void *arg) {
|
|
|
|
|
while (grid_fetch_state(GRID) == STATE_AAN_HET_SPELEN) {
|
2025-10-17 14:29:22 +02:00
|
|
|
timeout(1);
|
2025-10-18 18:56:28 +02:00
|
|
|
const int c = getch();
|
|
|
|
|
pthread_mutex_lock(&SNAKE_MUTEX);
|
2025-10-17 14:29:22 +02:00
|
|
|
switch (c) {
|
|
|
|
|
case KEY_UP: // fallthrough
|
|
|
|
|
case 'w':
|
|
|
|
|
case 'W':
|
|
|
|
|
turn_snake(DIRECTION_UP);
|
|
|
|
|
break;
|
|
|
|
|
case KEY_DOWN: // fallthrough
|
|
|
|
|
case 's':
|
|
|
|
|
case 'S':
|
|
|
|
|
turn_snake(DIRECTION_DOWN);
|
|
|
|
|
break;
|
|
|
|
|
case KEY_LEFT: // fallthrough
|
|
|
|
|
case 'a':
|
|
|
|
|
case 'A':
|
|
|
|
|
turn_snake(DIRECTION_LEFT);
|
|
|
|
|
break;
|
|
|
|
|
case KEY_RIGHT: // fallthrough
|
|
|
|
|
case 'd':
|
|
|
|
|
case 'D':
|
|
|
|
|
turn_snake(DIRECTION_RIGHT);
|
|
|
|
|
break;
|
|
|
|
|
case KEY_BACKSPACE:
|
2025-10-17 21:08:03 +02:00
|
|
|
case KEY_ESCAPE:
|
2025-10-18 18:56:28 +02:00
|
|
|
grid_put_state(GRID, STATE_QUIT);
|
2025-10-17 14:29:22 +02:00
|
|
|
break;
|
|
|
|
|
}
|
2025-10-18 18:56:28 +02:00
|
|
|
pthread_mutex_unlock(&SNAKE_MUTEX);
|
2025-10-17 11:15:53 +02:00
|
|
|
}
|
2025-10-17 14:29:22 +02:00
|
|
|
return NULL;
|
2025-10-17 11:15:53 +02:00
|
|
|
}
|
|
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
/*
|
|
|
|
|
* Waits for the user to press their SPACEBAR before starting the game.
|
|
|
|
|
*
|
|
|
|
|
* Side Effects:
|
|
|
|
|
* If the user presses backspace or escape, the whole game quits.
|
|
|
|
|
*/
|
|
|
|
|
static void wait_for_start(void) {
|
|
|
|
|
const char start_message[] = "Press SPACEBAR to start playing.";
|
|
|
|
|
const char empty_message[] = " ";
|
|
|
|
|
mvaddstr(MESSAGE_LOCATION.y, MESSAGE_LOCATION.x, start_message);
|
|
|
|
|
|
|
|
|
|
grid_put_state(GRID, STATE_AAN_HET_SPELEN);
|
|
|
|
|
|
|
|
|
|
for (int c = getch(); c != ' '; c = getch()) {
|
|
|
|
|
switch (c) {
|
|
|
|
|
case KEY_BACKSPACE:
|
|
|
|
|
case KEY_ESCAPE:
|
|
|
|
|
grid_put_state(GRID, STATE_QUIT);
|
|
|
|
|
mvaddstr(MESSAGE_LOCATION.y, MESSAGE_LOCATION.x, empty_message);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Cleanup the start playing message.
|
|
|
|
|
mvaddstr(MESSAGE_LOCATION.y, MESSAGE_LOCATION.x, empty_message);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Cleanup the snake memory
|
|
|
|
|
*
|
|
|
|
|
* Side effects:
|
|
|
|
|
* Frees all the memory used by the snake
|
|
|
|
|
*/
|
|
|
|
|
static void snake_cleanup(void) {
|
|
|
|
|
pthread_mutex_destroy(&SNAKE_MUTEX);
|
|
|
|
|
grid_cleanup(GRID);
|
|
|
|
|
}
|
|
|
|
|
|
2025-10-16 01:10:09 +02:00
|
|
|
void snake(void) {
|
2025-10-17 14:29:22 +02:00
|
|
|
initialize();
|
|
|
|
|
if (GRID == NULL) {
|
2025-10-17 11:15:53 +02:00
|
|
|
return;
|
2025-10-16 12:05:47 +02:00
|
|
|
}
|
2025-10-17 14:29:22 +02:00
|
|
|
|
|
|
|
|
// Show game.
|
2025-10-17 11:15:53 +02:00
|
|
|
erase();
|
2025-10-17 14:29:22 +02:00
|
|
|
show_grid_on_offset(GRID, OFFSET_X, OFFSET_Y);
|
2025-10-17 11:15:53 +02:00
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
wait_for_start();
|
2025-10-17 11:15:53 +02:00
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
if (grid_fetch_state(GRID) == STATE_AAN_HET_SPELEN) {
|
|
|
|
|
// Create and start necessary threads.
|
|
|
|
|
pthread_t input_thread;
|
|
|
|
|
pthread_t game_tick_thread;
|
2025-10-17 11:15:53 +02:00
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
pthread_create(&input_thread, NULL, user_input, NULL);
|
|
|
|
|
pthread_create(&game_tick_thread, NULL, snake_move, NULL);
|
2025-10-17 14:29:22 +02:00
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
// Wait until the gamestate is no longer STATE_AAN_HET_SPELEN
|
|
|
|
|
pthread_join(game_tick_thread, NULL);
|
|
|
|
|
pthread_join(input_thread, NULL);
|
|
|
|
|
}
|
2025-10-17 11:15:53 +02:00
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
game_exit_message(GRID, MESSAGE_LOCATION);
|
2025-10-17 11:15:53 +02:00
|
|
|
|
2025-10-18 18:56:28 +02:00
|
|
|
snake_cleanup();
|
2025-10-16 01:10:09 +02:00
|
|
|
}
|