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play.c
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play.c
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// play.c - manages terminal input/output
// Assumes an ANSI-compatible UTF-8 terminal with a black background.
#include <sys/select.h>
#include <time.h>
#include <unistd.h>
#include "chore.h"
// Terminal ANSI codes
#define CLEAR "\033[m"
#define BOLD "\033[1m"
#define REVERSE "\033[7m"
#define RED "\033[31m"
#define GREEN "\033[32m"
#define BROWN "\033[33m"
#define BLUE "\033[34m"
// #define MAGENTA "\033[35m"
#define CYAN "\033[36m"
#define GRAY "\033[37m"
#define BLACK "\033[90m"
#define ORANGE "\033[91m"
#define SPRING "\033[92m"
#define YELLOW "\033[93m"
#define PURPLE "\033[94m"
#define PINK "\033[95m"
#define AZURE "\033[96m"
#define WHITE "\033[97m"
static Coords cursor;
static bool run_animations = false;
static const char* tile_glyphs[] = {
[FLOOR] = ".",
[WATER] = BLUE "≈",
[TAR] = BLACK "≈",
[STAIRS] = WHITE ">",
[FIRE] = RED "░",
[ICE] = CYAN "█",
[OOZE] = GREEN "░",
[EDGE] = " ",
[DOOR] = BROWN "+",
[DIRT] = WHITE, [DIRT | 8] = WHITE,
[STONE] = WHITE, [STONE | 8] = WHITE,
[STONE | FIRE] = RED,
[STONE | ICE] = CYAN,
[CATACOMB] = BLACK,
[SHOP] = YELLOW,
};
static const char* trap_glyphs[] = {
[OMNIBOUNCE] = BROWN "■",
[SPIKE] = "◭",
[TRAPDOOR] = BROWN "▫",
[CONFUSE] = YELLOW "◆",
[TELEPORT] = YELLOW "▫",
[TEMPO_DOWN] = YELLOW "«",
[TEMPO_UP] = YELLOW "»",
[BOMBTRAP] = BROWN "●",
[SCATTER_TRAP] = BROWN "×",
};
static const char* monster_glyphs[] = {
#define X(name, glyph, ai, ...) glyph,
#include "monsters.h"
};
static const char* item_glyphs[] = {
#define X(name, slot, friendly, glyph, power) glyph,
#include "items.h"
};
static const char* item_names[] = {
#define X(name, slot, friendly, glyph, power) friendly,
#include "items.h"
};
static const char* animation_steps[][6] = {
[EXPLOSION] = { WHITE "█", YELLOW "▓", ORANGE "▒", RED "▒", BLACK "░", "" },
[FIREBALL] = { WHITE "█", YELLOW "▇", ORANGE "▅", RED "▬", BROWN "▬", "" },
[CONE_OF_COLD] = { WHITE "█", BLUE "▓", BLUE "▒", CYAN "▒", WHITE "░", "" },
[SPORES] = { CYAN "∵", CYAN "∴", "" },
[ELECTRICITY] = { YELLOW "↯", "↯", "\033[103m" REVERSE "↯", CLEAR "↯", "↯", "" },
[BOUNCE_TRAP] = { " ", "" },
};
static const char* dir_to_arrow(Coords dir)
{
static const char *arrows[] = {
"↖", "↑", "↗",
"←", " ", "→",
"↙", "↓", "↘",
};
return arrows[3 * (dir.y + 1) + (dir.x + 1)];
}
static void print_at(Coords pos, const char *fmt, ...) {
printf("\033[%d;%dH", pos.y + 1, pos.x + 1);
va_list args;
va_start(args, fmt);
vprintf(fmt, args);
}
// Picks an appropriate box-drawing glyph for a wall by looking at adjacent tiles.
// For example, when tiles to the bottom and right are walls too, use '┌'.
static void display_wall(Coords pos)
{
i64 glyph = 0;
for (i64 i = 0; i < 4; ++i) {
Tile &tile = TILE(pos + plus_shape[i]);
glyph |= (tile.revealed && tile.type >= EDGE) << i;
}
print_at(pos, "%3.3s", &"──│┘│┐│┤──└┴┌┬├┼"[3 * glyph]);
}
static void display_wire(Coords pos)
{
i64 glyph = 0;
for (i64 i = 0; i < 4; ++i) {
Tile &tile = TILE(pos + plus_shape[i]);
glyph |= (tile.revealed && tile.wired) << i;
}
print_at(pos, YELLOW "%3.3s", &"⋅╴╵╯╷╮│┤╶─╰┴╭┬├┼"[3 * glyph]);
}
// Pretty-prints the tile at the given position.
static void display_tile(Coords pos)
{
Tile *tile = &TILE(pos);
int light = shadowed(pos) ? 0 :
L2(pos - player.pos) <= player.radius ? 7777 :
min(tile->light, 7777);
printf("\033[38;5;%dm", 232 + light / 338);
print_at(pos, tile_glyphs[tile->type]);
if (IS_DIGGABLE(pos) && !IS_DOOR(pos))
display_wall(pos);
if (IS_WIRE(pos) && !IS_DOOR(pos))
display_wire(pos);
if (tile->item)
print_at(pos, item_glyphs[tile->item]);
if (!tile->revealed)
print_at(pos, " ");
}
static void display_trap(const Trap *t)
{
const char *glyph = t->type == BOUNCE ? dir_to_arrow(t->dir) : trap_glyphs[t->type];
print_at(t->pos, WHITE "%s", glyph);
}
static void display_hearts(const Monster *m)
{
printf("%c%02d ", 64 + m->pos.x, m->pos.y);
printf("(%c%02d)", 64 + m->prev_pos.x, m->prev_pos.y);
printf(RED " %.*s%.*s" WHITE, 3 * m->hp, "ღღღღღღღღღ", 9 - m->hp, " ");
}
static const char* additional_info(const Monster *m)
{
switch (m->type) {
case BARREL:
return m->state ? "rolling" : "";
case ARMADILLO_1:
case ARMADILLO_2:
case ARMADILDO:
case MINOTAUR_1:
case MINOTAUR_2:
return m->state ? "charging" : "";
case GHOST:
return m->state ? "" : "phased out";
case ASSASSIN_1:
case ASSASSIN_2:
return m->state ? "" : "fleeing";
case MOLE:
return m->state ? "" : "burrowed";
case DIGGER:
return m->state ? "" : "sleeping";
case BLADENOVICE:
case BLADEMASTER:
return m->state == 1 ? "parrying" :
m->state == 2 ? "vulnerable" : "";
case BOMB_STATUE:
return m->state ? "active" : "";
case FIREPIG:
return m->state ? RED REVERSE "breathing" : "";
case EVIL_EYE_1:
case EVIL_EYE_2:
return m->state ? "glowing" : "";
case DEVIL_1:
case DEVIL_2:
return m->state ? "unshelled" : "";
case TARMONSTER:
case MIMIC_1:
case MIMIC_2:
case WHITE_MIMIC:
case WALL_MIMIC:
case MIMIC_STATUE:
case FIRE_MIMIC:
case ICE_MIMIC:
case SHOP_MIMIC:
return m->state == 2 ? "vulnerable" :
m->state ? "" : "hidden";
case RED_DRAGON:
case BLUE_DRAGON:
return m->state >= 2 ? RED REVERSE "breathing" : m->exhausted ? "exhausted" : "";
case OGRE:
return m->state == 2 ? "clonking" : "";
}
return "";
}
static void display_monster(const Monster *m, Coords &pos)
{
++pos.y;
if (cursor == m->pos || (cursor.x >= pos.x && cursor.y == pos.y))
printf(REVERSE);
print_at(m->pos, WHITE "%s", monster_glyphs[m->type]);
if (m->type == SHOPKEEPER && g.current_beat % 2)
printf("♪");
print_at(pos, "%s ", monster_glyphs[m->type]);
printf("%s", m->aggro ? ORANGE "!" : " ");
printf("%s", m->delay ? BLACK "◔" : " ");
printf("%s", m->confusion ? YELLOW "?" : " ");
printf("%s", m->freeze ? CYAN "=" : " ");
printf(WHITE "%s ", dir_to_arrow(m->dir));
display_hearts(m);
printf("%s\033[K" CLEAR, additional_info(m));
}
static void display_player(void)
{
i8 x = 32, y = 0;
print_at({x, ++y}, CLEAR "Bard ");
display_hearts(&player);
print_at({x, ++y}, "%32s" REVERSE, "");
print_at({x, y}, "");
printf("%s", g.monkeyed ? PURPLE "Monkeyed " : "");
printf("%s", player.confusion ? YELLOW "Confused " : "");
printf("%s", player.freeze ? CYAN "Frozen " : "");
printf("%s", g.sliding_on_ice ? CYAN "Sliding" : "");
printf("%s", g.iframes > g.current_beat ? PINK "I-framed " : "");
print_at({x, ++y}, CLEAR);
print_at({x, ++y}, "Bombs: %-2d", g.bombs);
print_at({x, ++y}, "Shovel: %-20s", item_names[g.shovel]);
print_at({x, ++y}, "Weapon: %-20s", item_names[g.weapon]);
print_at({x, ++y}, "Body: %-20s", item_names[g.body]);
print_at({x, ++y}, "Head: %-20s", item_names[g.head]);
print_at({x, ++y}, "Boots: %s%-20s" CLEAR, g.boots_on ? BOLD : "", item_names[g.feet]);
print_at({x, ++y}, "Ring: %-20s", item_names[g.ring]);
print_at({x, ++y}, "Usable: %-20s", item_names[g.usable]);
if (!player.untrapped)
print_at(player.pos, "%s", tile_glyphs[TILE(player.pos).type]);
print_at(player.pos, REVERSE "@" CLEAR);
}
// Clears and redraws the entire interface.
static void display_all(void)
{
for (i8 y = 1; y < ARRAY_SIZE(g.board) - 1; ++y)
for (i8 x = 1; x < ARRAY_SIZE(*g.board) - 1; ++x)
display_tile({x, y});
for (Trap *t = g.traps; t->pos.x; ++t)
if (TILE(t->pos).revealed && !TILE(t->pos).destroyed)
display_trap(t);
Coords pos = {64, 1};
for (Monster *m = &g.monsters[g.last_monster]; m != &player; --m)
if (m->hp && (m->aggro || TILE(m->pos).revealed || g.head == HEAD_CIRCLET))
display_monster(m, pos);
for (++pos.y; pos.y < 50; ++pos.y)
print_at(pos, "\033[K");
display_player();
print_at({0, 0}, "%s\033[K", g.game_over? player.hp ? "You won!" : "You died..." : "");
}
void animation(Animation id, Coords pos, Coords dir)
{
if (!run_animations)
return;
static Coords targets[32];
i64 target_count = 0;
display_all();
switch (id) {
case EXPLOSION:
for (Coords d: square_shape)
targets[target_count++] = pos + d;
break;
case FIREBALL:
for (Coords p = pos + dir; !BLOCKS_LOS(p); p += dir)
targets[target_count++] = p;
break;
case CONE_OF_COLD:
for (Coords d: cone_shape)
targets[target_count++] = pos + d * dir.x;
break;
case SPORES:
for (Coords d: square_shape)
if (L1(d))
targets[target_count++] = pos + d;
break;
case ELECTRICITY:
for (Monster *m = &player; m->type; ++m) {
targets[target_count] = m->pos;
target_count += m->electrified;
m->electrified = false;
}
break;
case BOUNCE_TRAP:
break;
}
for (const char **step = animation_steps[(i64) id]; **step; ++step) {
for (i64 i = 0; i < target_count; ++i)
if (TILE(pos).revealed && TILE(targets[i]).revealed)
print_at(targets[i], *step);
fflush(stdout);
struct timeval timeout = { .tv_usec = 42000 };
fd_set in_fds;
FD_SET(0, &in_fds);
select(1, &in_fds, NULL, NULL, &timeout);
}
}
// `play` entry point: an interactive interface to the simulation.
int main(i32 argc, char **argv)
{
g.seed = (u32) time(NULL);
xml_parse(argc, argv);
run_animations = true;
system("stty -echo -icanon eol \1");
printf("\033[?25l\033[?1003;1049h");
atexit([]() { printf("\033[?25h\033[?1003;1049l"); });
GameState timeline[32] = {[0 ... 31] = g};
for (;;) {
timeline[g.current_beat & 31] = g;
display_all();
i32 c = getchar();
if (c == 't')
execv(*argv, argv);
else if (c == 'u')
g = timeline[(g.current_beat - 1) & 31];
else if (c == '\033' && scanf("[M%*c%c%c", &cursor.x, &cursor.y))
cursor += {-33, -33};
else if (c == EOF || c == 4 || c == 'q')
break;
else if (!g.game_over)
g.game_over = do_beat((char) c);
}
}