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game.cpp
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#include "game.h"
#if defined(__EMSCRIPTEN__)
long random(long max) {
return random() % max;
}
#endif
void move_snake(Game *game, Point next_point);
void increase_snake(Game *game, Point next_point);
bool is_next_snake_point_allowed(Game *game, Point point);
Point get_next_point(Point point, DIRECTION direction);
DIRECTION get_opposite_direction(DIRECTION direction);
void set_snake_direction(Game *game, DIRECTION direction);
void generate_food(Game *game);
void generate_blocks(Game *game);
void init_snake(Game *game);
void memzero(uint8_t *mem, size_t size);
void game_init(Game *game) {
memzero((uint8_t*) game, sizeof(Game));
}
void game_prepare_level(Game *game) {
memzero((uint8_t*) &(game->field), sizeof(Field));
generate_blocks(game);
init_snake(game);
generate_food(game);
game->score = 0;
}
STEP_RESULT game_handle_next_step(Game *game, UserInput *input) {
set_snake_direction(game, input->next_move);
Point current_snake_point = game->snake.first_point;
Point next_snake_point = get_next_point(current_snake_point,
GAME_CELL_GET_SNAKE_NEXT(game->field.cells[current_snake_point.x][current_snake_point.y]));
if (!is_next_snake_point_allowed(game, next_snake_point))
return STEP_RESULT_FAIL;
if (GAME_CELL_IS_TYPE(game->field.cells[next_snake_point.x][next_snake_point.y], CELL_TYPE_FOOD)) {
game->score++;
increase_snake(game, next_snake_point);
generate_food(game);
} else
move_snake(game, next_snake_point);
return STEP_RESULT_SUCCESS;
}
void move_snake(Game *game, Point next_point) {
Point fp = game->snake.first_point;
DIRECTION fd = GAME_CELL_GET_SNAKE_NEXT(game->field.cells[fp.x][fp.y]);
Cell next_cell = GAME_CELL_MAKE_SNAKE(fd);
Point lp = game->snake.last_point;
DIRECTION ld = GAME_CELL_GET_SNAKE_NEXT(game->field.cells[lp.x][lp.y]);
game->field.cells[lp.x][lp.y] = CELL_TYPE_EMPTY;
game->field.cells[next_point.x][next_point.y] = next_cell;
game->snake.first_point = next_point;
game->snake.last_point = get_next_point(lp, ld);
}
void increase_snake(Game *game, Point next_point) {
Point fp = game->snake.first_point;
DIRECTION fd = GAME_CELL_GET_SNAKE_NEXT(game->field.cells[fp.x][fp.y]);
Cell next_cell = GAME_CELL_MAKE_SNAKE(fd);
game->field.cells[next_point.x][next_point.y] = next_cell;
game->snake.first_point = next_point;
}
bool is_next_snake_point_allowed(Game *game, Point point) {
Cell cell = game->field.cells[point.x][point.y];
CELL_TYPE type = GAME_CELL_GET_TYPE(cell);
if (GAME_CELL_IS_TYPE(cell, CELL_TYPE_EMPTY))
return true;
if (GAME_CELL_IS_TYPE(cell, CELL_TYPE_FOOD))
return true;
if (GAME_CELL_IS_TYPE(cell, CELL_TYPE_SNAKE)
&& POINT_IS_EQUAL(point, game->snake.last_point))
return true;
return false;
}
Point get_next_point(Point point, DIRECTION direction) {
switch (direction) {
case DIRECTION_LEFT:
return POINT((uint8_t) (((uint8_t) (point.x - 1)) % FIELD_WIDTH), point.y);
case DIRECTION_RIGHT:
return POINT((uint8_t) (((uint8_t) (point.x + 1)) % FIELD_WIDTH), point.y);
case DIRECTION_UP:
return POINT(point.x, (uint8_t) (((uint8_t) (point.y - 1)) % FIELD_HEIGHT));
case DIRECTION_DOWN:
return POINT(point.x, (uint8_t) (((uint8_t) (point.y + 1)) % FIELD_HEIGHT));
}
return point;
}
DIRECTION get_opposite_direction(DIRECTION direction) {
switch (direction) {
case DIRECTION_LEFT:
return DIRECTION_RIGHT;
case DIRECTION_RIGHT:
return DIRECTION_LEFT;
case DIRECTION_UP:
return DIRECTION_DOWN;
case DIRECTION_DOWN:
return DIRECTION_UP;
}
return DIRECTION_RIGHT;
}
void set_snake_direction(Game *game, DIRECTION direction) {
Point p = game->snake.first_point;
Cell c = game->field.cells[p.x][p.y];
DIRECTION curr_direction = GAME_CELL_GET_SNAKE_NEXT(c);
if (curr_direction == direction
|| get_opposite_direction(curr_direction) == direction)
return;
game->field.cells[p.x][p.y] = (c & 0xf3) | (direction << 2);
}
/**
* Generate food by following algoright (non optimal):
* - generate random value (RND) in range from 0 to field WxH;
* - iterate thought all cells until we found free cell under index RND, we skip occupied cells and do not count them.
*/
void generate_food(Game *game) {
int rnd = (int) random(FIELD_WIDTH * FIELD_HEIGHT - game->score - 2);
while (true) {
for (int i = 0; i < FIELD_WIDTH; ++i) {
for (int j = 0; j < FIELD_HEIGHT; ++j) {
if (GAME_CELL_IS_TYPE(game->field.cells[i][j], CELL_TYPE_EMPTY)) {
if (--rnd <= 0) {
game->field.cells[i][j] = GAME_CELL_MAKE_FOOD;
return;
}
}
}
}
}
}
void generate_blocks(Game *game) {
const long RND_MAX = 0x7FFFFFFFl;
const long RND_BIN_THRESHOLD = RND_MAX / 2;
if (random(RND_MAX) < RND_BIN_THRESHOLD) {
/* No borders at all */
return;
}
if (random(RND_MAX) > RND_BIN_THRESHOLD) {
/* Left border */
for (int i = 0; i < FIELD_HEIGHT; i++)
game->field.cells[0][i] = GAME_CELL_MAKE_BLOCK;
}
if (random(RND_MAX) > RND_BIN_THRESHOLD) {
/* Right border */
for (int i = 0; i < FIELD_HEIGHT; i++)
game->field.cells[FIELD_WIDTH - 1][i] = GAME_CELL_MAKE_BLOCK;
}
if (random(RND_MAX) > RND_BIN_THRESHOLD) {
/* Top border */
for (int i = 0; i < FIELD_WIDTH; i++)
game->field.cells[i][0] = GAME_CELL_MAKE_BLOCK;
}
if (random(RND_MAX) > RND_BIN_THRESHOLD) {
/* Bottom border */
for (int i = 0; i < FIELD_WIDTH; i++)
game->field.cells[i][FIELD_HEIGHT - 1] = GAME_CELL_MAKE_BLOCK;
}
}
/**
* Generate two cell snake in the field center.
*/
void init_snake(Game *game) {
const int P1_X = FIELD_WIDTH / 2;
const int P1_Y = FIELD_HEIGHT / 2;
const int P2_X = FIELD_WIDTH / 2 - 1;
const int P2_Y = FIELD_HEIGHT / 2;
game->field.cells[P1_X][P1_Y] = GAME_CELL_MAKE_SNAKE(DIRECTION_RIGHT);
game->field.cells[P2_X][P2_Y] = GAME_CELL_MAKE_SNAKE(DIRECTION_RIGHT);
game->snake.first_point.x = P1_X;
game->snake.first_point.y = P1_Y;
game->snake.last_point.x = P2_X;
game->snake.last_point.y = P2_Y;
}
/**
* Fill memory block by zeros.
*/
void memzero(uint8_t *mem, size_t size) {
while (size-- > 0)
*mem++ = 0;
}