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//----------------------------------------------------------------------------
// The Gameboard
//----------------------------------------------------------------------------
// A 2D array of glyphs to display.
//
// For simplicty we will limit our gameboard size to fit in the (assumed)
// terminal size. One gameboard cell == two terminal character cells. And
// we will fill it with random trees and walls, surrounded by water.
//
// Also, we aren’t being particularly careful to distinguish between the
// gameboard and the game pieces here -- everything is treated the same.
#define GAMEBOARD_WIDTH 38
#define GAMEBOARD_HEIGHT 24
#define GLYPHS(F) \
/* name, likelihood, fg color, bg color, glyph */ \
F(Background, 0, "192;192;192", "0;0;0", " ") \
\
/* player can “walk” on the grass */ \
F(Grass, 0.235690236, "55;159;19", "85;179;49", " ^") \
F(Grass1, 0.117845118, "55;159;19", "85;179;49", "↯ ") \
F(Grass2, 0.353535353, "55;159;19", "85;179;49", " ") \
\
/* player cannot walk through this stuff */ \
F(Wall, 0.038825757, "55;55;55", "93;101;52", ":∶") \
F(Wall1, 0.038825757, "55;55;55", "83;101;52", ".:") \
F(Wall2, 0.038825757, "55;55;55", "103;101;52", "∶:") \
F(Wall3, 0.038825757, "55;55;55", "93;101;52", "·.") \
F(Bush, 0.137626264, "157;242;106", "57;142;6", "🌿") \
\
/* ...nor water, but it is only used to frame the gameboard */ \
F(Water, 0, "55;106;128", "54;167;216", "〰") \
F(Water2, 0, "55;106;128", "54;167;216", " ~") \
F(Water3, 0, "55;106;128", "54;167;216", " ") \
\
/* bit-toggle with grass */ \
F(Start, 0, "255;170;85", "85;179;49", "🦊") \
F(Goal, 0, "255;128;128", "85;179;49", "🫐") \
F(Path, 0, "255;255;192", "85;179;49", "〇")
#define F(NAME,P,F,B,S) Glyph_##NAME,
enum { GLYPHS(F) NUM_GLYPHS };
#undef F
#define F(N,PROBABILITY,F,B,S) PROBABILITY,
const double glyph_probability[NUM_GLYPHS] = { GLYPHS(F) };
#undef F
#define F(N,P,FOREGROUND,B,S) FOREGROUND,
const char * fg_colors[NUM_GLYPHS] = { GLYPHS(F) };
#undef F
#define F(N,P,F,BACKGROUND,S) BACKGROUND,
const char * bg_colors[NUM_GLYPHS] = { GLYPHS(F) };
#undef F
#define F(N,P,F,B,SYMBOL) SYMBOL,
const char * glyphs[NUM_GLYPHS] = { GLYPHS(F) };
#undef F
int * gameboard_data;
int gameboard_width = GAMEBOARD_WIDTH;
int gameboard_height = GAMEBOARD_HEIGHT;
int * gameboard( int x, int y )
{
return gameboard_data + y * gameboard_width + x;
}
void initialize_gameboard( bool is_grass_only )
{
gameboard_data = malloc( sizeof(gameboard_data[0]) * gameboard_width * gameboard_height );
if (!gameboard_data)
failure( "Cannot create gameboard: Dynamic memory allocation failure!" );
// Grass and random WALLS and BUSHES
for (int y = 1; y < gameboard_height - 1; y++)
for (int x = 1; x < gameboard_width - 1; x++)
{
double value = rand() * 1.0 / RAND_MAX;
double sum = 0.0;
if (is_grass_only)
{
*gameboard( x, y ) = Glyph_Grass;
continue;
}
for (int n = Glyph_Grass; n < Glyph_Water; n++)
{
sum += glyph_probability[n];
if (value < sum)
{
*gameboard( x, y ) = n;
break;
}
}
}
// Border it all with WATER
for (int y = 0; y < gameboard_height; y++)
*gameboard( 0, y ) = *gameboard( gameboard_width - 1, y ) = Glyph_Water + (rand() % 3);
for (int x = 0; x < gameboard_width; x++)
*gameboard( x, 0 ) = *gameboard( x, gameboard_height - 1 ) = Glyph_Water + (rand() % 3);
}
static
void draw_glyph( int glyph )
{
printf( "\033[38;2;%s;48;2;%s""m%s", fg_colors[glyph], bg_colors[glyph], glyphs[glyph] );
}
void draw_gameboard( void )
{
goto_xy( 0, 0 );
for (int y = 0; y < gameboard_height; y++)
{
for (int x = 0; x < gameboard_width; x++)
{
draw_glyph( *gameboard( x, y ) );
}
puts("");
}
}
bool is_walkable( int x, int y )
{
if ((x < 1) or (x > gameboard_width-2)) return false;
if ((y < 1) or (y > gameboard_height-2)) return false;
int glyph = *gameboard( x, y );
return ((glyph >= Glyph_Grass) and (glyph <= Glyph_Grass2)) or (glyph == Glyph_Goal);
}
int count_walkable_cells( void )
{
int count = 0;
for (int y = 0; y < gameboard_height; y++)
for (int x = 0; x < gameboard_width; x++)
count += is_walkable( x, y );
return count;
}
bool is_wall( int x, int y )
{
int glyph = *gameboard( x, y );
return (Glyph_Wall <= glyph) and (glyph <= Glyph_Wall3);
}
bool is_walkable_to( XY from, int direction )
{
int x = from.x + directions[direction].x;
int y = from.y + directions[direction].y;
if (!is_walkable( x, y )) return false;
if (!is_diagonal[ direction ]) return true;
return !is_wall( x, from.y ) and !is_wall( from.x, y );
}
void draw_status( const char * message, long seed )
{
char s[50];
sprintf( s, "%ld", seed );
printf( "\033[38;2;55;112;112;48;2;%s""m", bg_colors[Glyph_Background] );
printf( "\r%*s", (int)(gameboard_width * 2 - 6 - strlen(s)), " " );
printf( "seed:%s ", s );
printf( "\r\033[38;2;%s""m %s", fg_colors[Glyph_Background], message );
printf( "\033[0m" );
fflush( stdout );
}
//----------------------------------------------------------------------------
// Priority Queue for XY positions
//----------------------------------------------------------------------------
// Implemented as a min-heap
struct priority_queue
{
struct pq_node
{
int priority;
XY value; // data value ::= XY position
}
* data; // array of data
int size; // array size
};
bool pq_create( struct priority_queue * pq, int capacity )
{
pq->data = malloc( capacity * sizeof(struct pq_node) );
pq->size = 0;
return !! pq->data;
}
void pq_free( struct priority_queue * pq )
{
free( pq->data );
pq->size = 0;
}
static
void pq_sink( struct priority_queue * pq, int index )
{
for (int parent = index;;)
{
// Find the first child of the parent node
int child = (parent * 2) + 1;
if (child >= pq->size)
return;
// Find the child with the minimum priority
if (child+1 < pq->size)
if (pq->data[child+1].priority < pq->data[child].priority)
child += 1;
// Priority for parent must be minimum of (parent, children...)
if (pq->data[parent].priority <= pq->data[child].priority)
return;
// (swap)
struct pq_node node = pq->data[parent];
pq->data[parent] = pq->data[child];
pq->data[child] = node;
// (next)
parent = child;
}
}
void pq_insert( struct priority_queue * pq, XY value, int priority )
{
// Append the new value to the pq data
int child = pq->size ++;
pq->data[child].priority = priority;
pq->data[child].value = value;
// Apply the heap property for each parent of the new value
while (child)
{
int parent = (child - 1) / 2;
pq_sink( pq, parent );
child = parent;
}
}
XY pq_pop( struct priority_queue * pq )
{
XY result = pq->data[0].value; // Result is the min-heap value
pq->data[0] = pq->data[ -- pq->size ]; // Move the last value in the heap data to the min-heap position...
pq_sink( pq, 0 ); // ...then sink it
return result;
}
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