#include "mazes.h" #include #include #include "util.h" #include "datatypes.h" #include "parse.h" #include "gui.h" #include "audio.h" /* Copyright (c) 2013-2021 Devine Lu Linvega 2018 web port by rezmason 2021 C89 port by rezmason Permission to use, copy, modify, and distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE. */ static int goals[2]; static void parseMazeGoal(char *line, int lineNumber) { MazeAxis axis; int value, numFound; char axisName[5]; strcpy(axisName, ""); /* example: goal(X, 123); */ numFound = sscanf(line, "goal(%[^,], %d);", axisName, &value); if(numFound < 2) { printf("Maze data error: only %d terms matched on line %d: %s\n", numFound, lineNumber, line); } parseMazeAxis(&axis, axisName); goals[axis] = value; } static int canExit(MazeSubject *subject, GameState *state) { int i; if(!subject->isExit) { return 0; } for(i = 0; i < NumberOfMazeAxes; i++) { if(goals[subject->axis] != state->mazeCoord[subject->axis]) { return 0; } } return 1; } int Mazes_Init(char *data) { const char *lineDelim = "\n"; char *lineSave = NULL; int lineNumber = 1; char *line; line = getNextToken(data, lineDelim, &lineSave); while(line != NULL) { parseMazeGoal(line, lineNumber); line = getNextToken(NULL, lineDelim, &lineSave); lineNumber++; } return 1; } void Mazes_Quit() { } void Mazes_Reset(GameState *state) { state->mazeCoord[MAZEAXIS_X] = 0; state->mazeCoord[MAZEAXIS_Y] = 0; } void Mazes_Setup(MazeSubject *subject, GameState *state) { if(canExit(subject, state)) { GUI_ShowNode(state->nodeName, state->orientation, MODIFIER_ENTENTE_EXIT, 0, 0); } } NodeSubject * Mazes_Action(MazeSubject *subject, GameState *state) { int diff; MazeAxis axis = subject->axis; Audio_PlayFootstep(); if(canExit(subject, state)) { Mazes_Reset(state); return &subject->altNode; } diff = goals[axis] - state->mazeCoord[axis]; if(diff == 0) { return &subject->altNode; } state->mazeCoord[axis] += subject->changeAmount; return &subject->node; } MazeInstruction Mazes_GetInstruction(MazeAxis axis, GameState *state) { int diff = goals[axis] - state->mazeCoord[axis]; if(diff < 0) { return MAZEINSTRUCTION_LEFT; } else if(diff > 0) { return MAZEINSTRUCTION_RIGHT; } return MAZEINSTRUCTION_STRAIGHT; }