2024-07-30 13:40:01 -04:00

155 lines
4.6 KiB
C

/*
* Logic implementation of the Snake game. It is designed to efficiently
* represent in memory the state of the game.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#include "snake.h"
#include <limits.h> /* CHAR_BIT, CHAR_MAX */
#include <string.h> /* memcpy() */
#define THREE_BITS 0x7U /* ~CHAR_MAX >> (CHAR_BIT - SNAKE_CELL_MAX_BITS) */
#define SHIFT(x, y) (((x) + ((y) * SNAKE_GAME_WIDTH)) * SNAKE_CELL_MAX_BITS)
static void put_cell_at_(SnakeContext *ctx, char x, char y, SnakeCell ct)
{
const int shift = SHIFT(x, y);
const int adjust = shift % CHAR_BIT;
unsigned char *const pos = ctx->cells + (shift / CHAR_BIT);
unsigned short range;
memcpy(&range, pos, sizeof(range));
range &= ~(THREE_BITS << adjust); /* clear bits */
range |= (ct & THREE_BITS) << adjust;
memcpy(pos, &range, sizeof(range));
}
static int are_cells_full_(SnakeContext *ctx)
{
return ctx->occupied_cells == SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT;
}
static void new_food_pos_(SnakeContext *ctx, RandFunc rand)
{
char x;
char y;
for (;;) {
x = (char) rand(SNAKE_GAME_WIDTH);
y = (char) rand(SNAKE_GAME_HEIGHT);
if (snake_cell_at(ctx, x, y) == SNAKE_CELL_NOTHING) {
put_cell_at_(ctx, x, y, SNAKE_CELL_FOOD);
break;
}
}
}
void snake_initialize(SnakeContext *ctx, RandFunc rand)
{
int i;
memset(ctx, 0, sizeof ctx->cells);
ctx->head_xpos = ctx->tail_xpos = SNAKE_GAME_WIDTH / 2;
ctx->head_ypos = ctx->tail_ypos = SNAKE_GAME_HEIGHT / 2;
ctx->next_dir = SNAKE_DIR_RIGHT;
ctx->inhibit_tail_step = ctx->occupied_cells = 4;
--ctx->occupied_cells;
put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_SRIGHT);
for (i = 0; i < 4; i++) {
new_food_pos_(ctx, rand);
++ctx->occupied_cells;
}
}
void snake_redir(SnakeContext *ctx, SnakeDirection dir)
{
SnakeCell ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos);
if ((dir == SNAKE_DIR_RIGHT && ct != SNAKE_CELL_SLEFT) ||
(dir == SNAKE_DIR_UP && ct != SNAKE_CELL_SDOWN) ||
(dir == SNAKE_DIR_LEFT && ct != SNAKE_CELL_SRIGHT) ||
(dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP))
ctx->next_dir = dir;
}
static void wrap_around_(char *val, char max)
{
if (*val < 0)
*val = max - 1;
if (*val > max - 1)
*val = 0;
}
void snake_step(SnakeContext *ctx, RandFunc rand)
{
const SnakeCell dir_as_cell = (SnakeCell)(ctx->next_dir + 1);
SnakeCell ct;
char prev_xpos;
char prev_ypos;
/* Move tail forward */
if (--ctx->inhibit_tail_step == 0) {
++ctx->inhibit_tail_step;
ct = snake_cell_at(ctx, ctx->tail_xpos, ctx->tail_ypos);
put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_NOTHING);
switch (ct) {
case SNAKE_CELL_SRIGHT:
ctx->tail_xpos++;
break;
case SNAKE_CELL_SUP:
ctx->tail_ypos--;
break;
case SNAKE_CELL_SLEFT:
ctx->tail_xpos--;
break;
case SNAKE_CELL_SDOWN:
ctx->tail_ypos++;
break;
default:
break;
}
wrap_around_(&ctx->tail_xpos, SNAKE_GAME_WIDTH);
wrap_around_(&ctx->tail_ypos, SNAKE_GAME_HEIGHT);
}
/* Move head forward */
prev_xpos = ctx->head_xpos;
prev_ypos = ctx->head_ypos;
switch (ctx->next_dir) {
case SNAKE_DIR_RIGHT:
++ctx->head_xpos;
break;
case SNAKE_DIR_UP:
--ctx->head_ypos;
break;
case SNAKE_DIR_LEFT:
--ctx->head_xpos;
break;
case SNAKE_DIR_DOWN:
++ctx->head_ypos;
break;
}
wrap_around_(&ctx->head_xpos, SNAKE_GAME_WIDTH);
wrap_around_(&ctx->head_ypos, SNAKE_GAME_HEIGHT);
/* Collisions */
ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos);
if (ct != SNAKE_CELL_NOTHING && ct != SNAKE_CELL_FOOD) {
snake_initialize(ctx, rand);
return;
}
put_cell_at_(ctx, prev_xpos, prev_ypos, dir_as_cell);
put_cell_at_(ctx, ctx->head_xpos, ctx->head_ypos, dir_as_cell);
if (ct == SNAKE_CELL_FOOD) {
if (are_cells_full_(ctx)) {
snake_initialize(ctx, rand);
return;
}
new_food_pos_(ctx, rand);
++ctx->inhibit_tail_step;
++ctx->occupied_cells;
}
}
SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
{
const int shift = SHIFT(x, y);
unsigned short range;
memcpy(&range, ctx->cells + (shift / CHAR_BIT), sizeof(range));
return (SnakeCell)((range >> (shift % CHAR_BIT)) & THREE_BITS);
}