wip refactoring file structure
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147
games/maze-runner/maze_runner.c
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147
games/maze-runner/maze_runner.c
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/*
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* Created by snapshot112 on 6/10/2025
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*/
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#include "maze_runner.h"
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#include <ncurses.h>
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#include <stdlib.h>
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#include "../../engine/grid_game_engine.h"
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#define EMPTY ' '
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#define WALL '#'
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#define LIVING_PLAYER '*'
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#define DEAD_PLAYER '@'
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#define MAZE_EXIT '$'
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#define TRAP 'X'
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/*
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* Reads in the maze from the assets file.
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*
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* Side Effects:
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* Memory is allocated to store the grid in.
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*/
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static grid *get_maze(void) {
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// Open het doolhof bestand en lees het rooster.
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FILE *fh = fopen("assets/maze.txt", "r");
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if (fh == NULL) {
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perror("loading maze");
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return NULL;
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}
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grid *gp = grid_create_from_file(fh);
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fclose(fh);
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// Bepaal of het lezen van het rooster is gelukt.
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if (gp == NULL) {
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fprintf(stderr, "Kan rooster niet maken.\n");
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return NULL;
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}
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return gp;
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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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* gp : een pointer naar het rooster
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* dx,dy: de richting waarin de speler probeert te bewegen. De vier mogelijk-
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* heden voor (dx,dy) zijn (-1,0), (1,0), (0,-1), (0,1) voor resp.
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* links, rechts, omhoog en omlaag.
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*
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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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static void maze_runner_move(grid *gp, const int dx, const int dy) {
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coordinate player_position = {0, 0};
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grid_find(gp, LIVING_PLAYER, &player_position.x, &player_position.y);
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if (player_position.y == -1) {
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printf("Player not found!");
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grid_put_state(gp, STATE_BEGIN);
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return;
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}
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if (grid_contains(gp, player_position.x + dx, player_position.y + dy) == 1) {
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char new_location = grid_fetch(gp, player_position.x + dx, player_position.y + dy);
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switch (new_location) {
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case WALL:
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break;
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case TRAP:
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grid_put_state(gp, STATE_VERLOREN);
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enable_highlight(RED);
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update_grid(gp, DEAD_PLAYER, player_position.x, player_position.y);
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disable_highlight(RED);
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break;
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case EMPTY:
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update_grid(gp, EMPTY, player_position.x, player_position.y);
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update_grid(gp, LIVING_PLAYER, player_position.x + dx, player_position.y + dy);
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break;
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case MAZE_EXIT:
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update_grid(gp, EMPTY, player_position.x, player_position.y);
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grid_put_state(gp, STATE_GEWONNEN);
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break;
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}
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refresh();
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}
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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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* Input:
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* gp: Een pointer naar het rooster.
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*
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* Side effects:
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* Het rooster wordt ge-updated afhankelijk van de user input.
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*/
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static void speel_maze(grid *gp) {
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switch (getch()) {
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case KEY_UP: // fallthrough
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case 'w':
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case 'W':
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maze_runner_move(gp, 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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case 'S':
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maze_runner_move(gp, 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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case 'A':
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maze_runner_move(gp, -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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case 'D':
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maze_runner_move(gp, 1, 0);
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break;
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case 'p':
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case KEY_BACKSPACE:
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case KEY_ESCAPE:
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grid_put_state(gp, STATE_QUIT);
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break;
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}
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}
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void maze_runner(void) {
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// Voorbereiding.
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grid *gp = get_maze();
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if (gp == NULL) {
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return;
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}
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show_grid(gp);
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grid_put_state(gp, STATE_AAN_HET_SPELEN);
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// Game zelf.
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while (grid_fetch_state(gp) == STATE_AAN_HET_SPELEN) {
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speel_maze(gp);
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}
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// Exit game.
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game_exit_message(gp, (coordinate){0, grid_height(gp) + 2});
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grid_cleanup(gp);
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}
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