#include #include #include "game.h" #include "grid.h" #include "vect.h" #include "log.h" #include "ui.h" static Grid* grid = 0; static bool running = true; static bool stepping_mode = false; static bool do_step = true; static Vect2i cursor; // declaration of locally used static void toggleStepMode(); static void toggleCell(); int min (int a, int b); int max (int a, int b); void initGame() { // init initscr(); raw(); noecho(); // Colors // allows for transparancy when color values in init_pair(); are set to -1 or, no pair specified // e.g init_pair(1, COLOR_WHITE, -1) would be transparent background but white text use_default_colors(); start_color(); // cell init_pair(1, COLOR_BLUE, COLOR_WHITE); // text init_pair(2, COLOR_YELLOW, -1); // cursor init_pair(3, COLOR_RED, COLOR_RED); // doesn't wait for user to input. // timeout(100) waits for 100ms for input. timeout(0); curs_set(FALSE); int width = 0; int height = 0; // stdscr is screen created by initscr() getmaxyx(stdscr, height, width); addLinei("x:", &cursor.x, 1, UI_INT); addLinei("y:", &cursor.y, 1, UI_INT); grid = initGrid(width, height); //randomizeGrid(grid); cursor.x = width/2; cursor.y = height/2; } void updateGame() { if (!grid) return; if (do_step) { updateGrid(grid); if (stepping_mode) do_step = false; } } void drawGame() { if (!grid) return; drawGrid(grid); } bool isRunning() { return running; } void handleInput(char ch) { switch (ch) { // {{{ movement case 'h': moveVect2i(&cursor, -1, 0); break; case 'j': moveVect2i(&cursor, 0, 1); break; case 'k': moveVect2i(&cursor, 0, -1); break; case 'l': moveVect2i(&cursor, 1, 0); break; case 'H': moveVect2i(&cursor, -10, 0); break; case 'J': moveVect2i(&cursor, 0, 10); break; case 'K': moveVect2i(&cursor, 0, -10); break; case 'L': moveVect2i(&cursor, 10, 0); break; // }}} // {{{ Cell case 'r': randomizeGrid(grid); break; case 'c': clearGrid(grid); break; case 'i': toggleCell(); break; // }}} // {{{ game load/save case 'e': loadGame("test.txt"); break; case 'w': saveGame("test.txt"); break; // }}} // {{{ flow case 'q': running = false; break; case ' ': toggleStepMode(); break; default: if (ch != -1) do_step = true; // }}} } } void drawLastPressed(char ch) { static char lastc = ' '; if (ch != -1) lastc = ch; attron(COLOR_PAIR(2)); mvprintw(0, 0, "Last Pressed: %c", lastc); attroff(COLOR_PAIR(2)); } void drawCurPos() { attron(COLOR_PAIR(3)); mvaddch(cursor.y, cursor.x, ' '); attroff(COLOR_PAIR(3)); } void saveGame(char* name) { FILE* file = NULL; file = fopen(name, "w"); if (!file) { logLine("Failed to write file."); return; } unsigned int dimensions[2] = {grid->width, grid->size}; fwrite(dimensions, sizeof(dimensions), 1, file); fwrite(grid->state, sizeof(bool), grid->size, file); fclose(file); } void loadGame(char* name) { FILE* file = NULL; file = fopen(name, "r"); if (!file) { logLine("Failed to load file."); return; } if (!grid) initGame(); else clearGrid(grid); unsigned int width, height, size; bool* pixels; // read data frrom file fread(&width, sizeof(unsigned int), 1, file); fread(&size, sizeof(unsigned int), 1, file); height = size/width; pixels = (bool*)malloc(sizeof(bool)*size); fread(pixels, sizeof(bool), size, file); unsigned int grid_width, grid_height; // map & copy new pixels array to current grid getDimensions(grid, &grid_width, &grid_height); for (int y =0; y < min(grid_height, height); y++) { for (int x =0; x < min(grid_width, width); x++) { int index = y * width + x; setPixel(grid, x, y, pixels[index]); } } free(pixels); fclose(file); } void endGame() { // free stuff endwin(); destroyGrid(grid); } // locally used static void toggleStepMode() { stepping_mode ^= 1; do_step = true; } static void toggleCell() { if (!grid) return; bool cell = getPixel(grid, cursor.x, cursor.y); if (cell) setPixel(grid, cursor.x, cursor.y, 0); else setPixel(grid, cursor.x, cursor.y, 1); } int min(int a, int b) { if (a <= b) return a; else return b; } int max(int a, int b) { if (a >= b) return a; else return b; }