v05i048: golddig2 -- A game for X11, Part04/04
Kent Landfield
kent at ssbell.uu.net
Thu Dec 14 14:18:58 AEST 1989
Submitted-by: Alexander Siegel <siegel at cs.cornell.edu>
Posting-number: Volume 5, Issue 48
Archive-name: golddig2/part04
#! /bin/sh
# This is a shell archive. Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file". To overwrite existing
# files, type "sh file -c". You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g.. If this archive is complete, you
# will see the following message at the end:
# "End of archive 4 (of 4)."
# Contents: golddig2/golddig.c
# Wrapped by kent at ssbell on Wed Dec 13 20:37:02 1989
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'golddig2/golddig.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'golddig2/golddig.c'\"
else
echo shar: Extracting \"'golddig2/golddig.c'\" \(17923 characters\)
sed "s/^X//" >'golddig2/golddig.c' <<'END_OF_FILE'
X/* This program was written by Alexander Siegel in September of 1989 */
X/* at Cornell University. It may may copied freely for private use or */
X/* public dispersion provided that this comment is not removed. This */
X/* program, any portion of this program, or any derivative of this */
X/* program may not be sold or traded for financial gain. */
X
X/* Modified by Josh Siegel to work with NeWS/X11 */
X
X#include <stdio.h>
X#include <X11/Xlib.h>
X#include <X11/keysym.h>
X#include <X11/Xutil.h>
X#include <sys/time.h>
X#include <signal.h>
X#include "golddig.h"
X
Xextern char player_bits[];
X#include "bitmap/fly.bits"
X#include "bitmap/hang1.bits"
X#include "bitmap/hang2.bits"
X#include "bitmap/up1.bits"
X#include "bitmap/up2.bits"
X#include "bitmap/left1.bits"
X#include "bitmap/left2.bits"
X#include "bitmap/right1.bits"
X#include "bitmap/right2.bits"
X
Xlong random();
X
X#define EVMASK KeyPressMask | ExposureMask | ButtonPressMask | FocusChangeMask
X
Xint newlevel = 0; /* Non-zero if a new level was just drawn */
Xstruct itimerval cycletime; /* Structure used when setting up timer */
X/* These are the graphics cursors used for drawing the player at */
X/* various times. */
XGC standgc,flygc,hang1gc,hang2gc,up1gc,up2gc;
XGC left1gc,left2gc,right1gc,right2gc;
X
Xenum directs curorder = STAND; /* Current order which player has */
X /* typed at the keyboard. */
X
X/* Plug into original block type definitions in shared.c */
Xextern struct symbs_s symbs[];
Xextern int numholes; /* Total number of holes */
X
X/* This routine is called whenever the player dies. */
Xvoid died(whydie)
Xchar *whydie; /* Textual description of reason for death */
X{
X /* Prevent timer from firing inside of sleep */
X cycletime.it_value.tv_sec = cycletime.it_interval.tv_sec = 10;
X setitimer(ITIMER_REAL,&cycletime,(struct itimerval *) NULL);
X signal(SIGALRM,SIG_DFL); /* Turn off timer signal */
X XSync(disp,False); /* Synchronize with display */
X if(strcmp(whydie,"was abandoned"))
X sleep(2); /* Pause for 2 seconds to let player */
X /* see situation */
X xend(); /* Terminate X windows */
X /* Add score to high score list */
X add_score(whydie);
X exit(0);
X}
X
X/* Redraw the player. The graphics cursors all use the GXor function */
X/* so they will not erase what is underneath. */
Xvoid draw_player()
X{
X GC drawgc;
X register int lpos,code;
X
X /* Get position of level array of player */
X lpos = (player.xpos >> 1)*ysize + (player.ypos >> 1);
X /* Get the control code describing block underneath player */
X code = fast_lookup[level[lpos]].code;
X /* If the block is inactive, use the code for empty space */
X if((code & INACTIVE) && goldleft > 0)
X code = fast_lookup[SPACE].code;
X
X /* Compute the graphics cursor appropriate to the player's current */
X /* state */
X drawgc = NULL;
X /* Check if player is hanging from a rope */
X if((player.ypos & 1) == 0) {
X if((code & DLEAVE) && ! (code & (ULEAVE | DFALL))) {
X if(player.xpos & 1)
X drawgc = hang2gc;
X else
X drawgc = hang1gc;
X }
X }
X else if((player.ypos & 1) && (code & DFALL))
X drawgc = flygc;
X
X if(drawgc == NULL)
X switch(player.dir) {
X case UP: case DOWN:
X if(player.ypos & 1)
X drawgc = up2gc;
X else
X drawgc = up1gc;
X break;
X case LEFT:
X if(player.xpos & 1)
X drawgc = left2gc;
X else
X drawgc = left1gc;
X break;
X case RIGHT:
X if(player.xpos & 1)
X drawgc = right2gc;
X else
X drawgc = right1gc;
X break;
X case STAND:
X if(code & ULEAVE)
X drawgc = up1gc;
X else
X drawgc = standgc;
X break;
X default:
X drawgc = standgc;
X }
X /* Fill the rectangle surrounding the player with the chosen */
X /* graphics cursor. */
X if(drawgc != NULL)
X XFillRectangle(disp,wind,drawgc,player.xpos << 3,player.ypos << 3,16,16);
X}
X
X/* Erase the player by redrawing the block(s) underneath him */
Xvoid drawmove_player()
X{
X register int x,y;
X
X /* Do not erase redraw player if it is not nessary */
X if(! player.redraw)
X return;
X /* Draw block covering at least half of player */
X x = player.xold;
X y = player.yold;
X draw_block(x >> 1,y >> 1);
X /* If player is offset horizontally, redraw block to the right */
X if(x & 1)
X draw_block((x >> 1) + 1,y >> 1);
X /* If player is offset vertically, redraw block below */
X if(y & 1)
X draw_block(x >> 1,(y >> 1) + 1);
X
X draw_player();
X}
X
X/* Handle a key stroke by the user. */
Xvoid handle_key(keyhit)
XKeySym keyhit; /* Key symbol for key stroke provided by X windows */
X{
X /* Now that a key is hit, really begin the level */
X newlevel = 0;
X /* Do action depending on which key was hit */
X switch(keyhit) {
X /* If it is a 'h', '?', or '/', print out a list of commands */
X case XK_H: case XK_h: case XK_question: case XK_slash:
X puts("Control the player using keyboard keys or the mouse.");
X puts("<space>,R11 - stop");
X puts("a,j,left arrow - move left");
X puts("d,l,right arrow - move right");
X puts("w,i,up arrow - move up");
X puts("s,k,down arrow - move down");
X puts("z,<,q,u,R13 - make hole left");
X puts("x,>,e,o,R15 - make hole right");
X puts("r,y,R7 - put down any held item");
X puts("1-9 - change the game speed");
X puts("\n^S,^Z - pause the game");
X puts("^Q,^Y - reactivate the game");
X puts("^C - kill the game");
X puts("^R - redraw the screen");
X break;
X /* A space bar changes the command to STAND */
X case XK_space: case XK_R11:
X curorder = STAND; break;
X /* A 'z', ',', '<', 'q', or 'u' digs holes to the left */
X case XK_Z: case XK_comma: case XK_less: case XK_Q: case XK_U:
X case XK_R13: case XK_z: case XK_q: case XK_u:
X curorder = DIGLEFT; break;
X /* A 'x', '.', '>', 'e', or 'o' digs holes to the right */
X case XK_X: case XK_period: case XK_greater: case XK_E: case XK_O:
X case XK_R15: case XK_x: case XK_e: case XK_o:
X curorder = DIGRIGHT; break;
X /* A 'j' or 'a' changes the command to LEFT */
X case XK_J: case XK_A: case XK_Left: case XK_j: case XK_a:
X curorder = LEFT; break;
X /* A 'i' or 'w' changes the command to UP */
X case XK_I: case XK_W: case XK_Up: case XK_i: case XK_w:
X curorder = UP; break;
X /* A 'k' or 's' changes the command to DOWN */
X case XK_K: case XK_S: case XK_Down: case XK_k: case XK_s:
X curorder = DOWN; break;
X /* A 'l' or 'd' changes the command to RIGHT */
X case XK_L: case XK_D: case XK_Right: case XK_l: case XK_d:
X curorder = RIGHT; break;
X /* A 'r' or 'y' drops whatever is being held */
X case XK_R: case XK_Y: case XK_R7: case XK_r: case XK_y:
X curorder = PUTDOWN; break;
X }
X}
X
X/* Redraw everything. This routine is called whenever something major */
X/* changes or the window is exposed. */
Xvoid redrawall()
X{
X draw_level();
X draw_player();
X draw_badguys();
X XFlush(disp);
X}
X
X/* Initialize a level from the current level file */
Xvoid init_level()
X{
X register int x,y,pos;
X
X /* Allow level sizes to be changes by new level */
X xsize = ysize = -1;
X /* Load the level data itself from the data file. */
X load_level();
X numholes = 0;
X
X /* Initialize player information */
X player.xpos = player.ypos = player.xstart = player.ystart = goldleft = 0;
X player.dir = STAND;
X player.hold = SPACE;
X curorder = STAND;
X pos = 0;
X for(x=0;x<xsize;++x)
X for(y=0;y<ysize;++y) {
X /* Count the total number of treasures */
X if(fast_lookup[level[pos]].code & TREASURE)
X goldleft ++;
X /* Look for player blocks and remove them. The last one */
X /* encountered sets the player position. */
X if(level[pos] == PLAYER) {
X player.xpos = player.xstart = x << 1;
X player.ypos = player.ystart = y << 1;
X level[pos] = SPACE;
X }
X pos ++;
X }
X printf("Collect %d gold dubloons.\n",goldleft);
X
X /* Initialize bad guy information and other things. */
X start_badguy();
X regen_allow();
X regen_tree();
X /* Freeze action until a key is pressed */
X newlevel = 1;
X}
X
X/* Move player one movement */
Xvoid move_player()
X{
X register int i,code;
X
X /* Attempt to move player according to his standing orders */
X code = movething(&player,curorder,-1);
X /* If digging completed, or if the player fell, and he was trying to move */
X /* in the same direction, change the current order to STAND */
X if(code == 4 || (code == 2 && curorder == player.dir))
X curorder = STAND;
X /* Redraw player if he dropped something (which will overwrite the */
X /* block) */
X if(code == 3)
X player.redraw = 1;
X /* If player is in the middle of a block, interesting things can */
X /* happen. */
X if((player.xpos & 1) == 0 && (player.ypos & 1) == 0) {
X /* If the player has picked up a gold piece, consume it and */
X /* increment the score. */
X if(fast_lookup[player.hold].code & TREASURE) {
X player.hold = SPACE;
X score++;
X goldleft--;
X /* If that was the last gold piece, escape ladder and other */
X /* stuff may need to appear. */
X if(goldleft == 0) {
X regen_allow(); /* Regenerate the allowable movement array */
X redrawall(); /* Refresh the entire screen */
X }
X /* Redraw the score line */
X else
X draw_score();
X }
X /* Get the control code for the block direction underneath the */
X /* player */
X i = (player.xpos >> 1)*ysize + (player.ypos >> 1);
X code = fast_lookup[level[i]].code;
X /* If the control code shows an active UPLEVEL block, or the */
X /* player is at the top of the screen, and there is no more gold */
X /* left, goto the next level. */
X if((goldleft == 0 &&
X (player.ypos == 0 || (code & UPLEVEL))) ||
X ((code & UPLEVEL) && ! (code & INACTIVE))) {
X /* Increment the level number */
X levelnum ++;
X /* Load the next level in if the current one is done */
X init_level();
X /* Redraw the level */
X redrawall();
X /* Flush all the many X windows operations out to the server. This */
X /* is the only flush in all the operations in this procedure. */
X XFlush(disp);
X return;
X }
X /* If the block is a killer block, kill the player */
X if(code & KILLIN)
X died("was crushed");
X }
X /* Do not let PUTDOWN order stay after movement has started */
X else if(curorder == PUTDOWN)
X curorder = STAND;
X}
X
X/* Move everything one movement (or less). This is the basic function */
X/* which is called on every timer signal. */
Xvoid moveall()
X{
X /* Remember old position of player */
X player.xold = player.xpos;
X player.yold = player.ypos;
X /* Assume that the player does not need to be redrawn initially */
X player.redraw = 0;
X /* Do player movement */
X move_player();
X /* If the level has changed, do not move other stuff */
X if(newlevel)
X return;
X /* Do secondary movement if player is sped up */
X if(fast_lookup[player.hold].code & SPEED)
X move_player();
X /* If the level has changed, do not move other stuff */
X if(newlevel)
X return;
X /* Prevent time from advancing for bad guys if a TIMESTOP item is */
X /* held by player */
X if(! (fast_lookup[player.hold].code & TIMESTOP)) {
X /* Regenerate bad guys movement tree periodically */
X if((curtick & 0xf) == 0)
X regen_tree();
X /* Only move bad guys every other tick */
X if(curtick & 1)
X move_badguys();
X }
X /* Check if the player is overlapping one of the bad guys while not */
X /* holding armor. */
X if(! (fast_lookup[player.hold].code & ARMOR) &&
X overlap_badguy(player.xpos,player.ypos,-1))
X died("was eaten");
X /* Redraw player if he moved. Redraw occasionally anyway. */
X if(player.xpos != player.xold || player.ypos != player.yold ||
X (curtick & 0xf) == 0)
X player.redraw = 1;
X /* Erase and draw player if necessary */
X drawmove_player();
X /* Flush all the many X windows operations out to the server. This */
X /* is the only flush in all the operations in this procedure. */
X XFlush(disp);
X}
X
X/* Function which is called whenever the timer signal goes off */
Xvoid ticker(sig)
Xint sig;
X{
X /* Ignore any signal which is not an alarm. Ignore alarm signals */
X /* after a new level has been drawn until a key is hit. */
X if(sig != SIGALRM || newlevel)
X return;
X
X /* increment the tick counter if time is advancing */
X if(! (fast_lookup[player.hold].code & TIMESTOP))
X curtick ++;
X
X /* age all the holes */
X change_holes();
X
X /* move the player and all the bad guys. */
X moveall();
X}
X
X/* main procedure for game */
Xvoid main(argc,argv)
Xint argc;
Xchar **argv;
X{
X int keycount,i,gamestop = 0,gcfunc,firstevent;
X static XEvent xev;
X KeySym keyhit;
X char buf[50];
X
X printf("type h for help.\n");
X
X /* set up level and world description defaults */
X worldname = DEFWORLD;
X levelnum = 1;
X score = 0;
X speed = 5;
X /* scan the command line for executing parameters and flags */
X for(i=1;i<argc;++i) {
X if(argv[i][0] == '-') {
X /* look for the level number */
X if(argv[i][1] == 'l') {
X if(argv[i][2] == '\0' && i+1 < argc) {
X sscanf(argv[i+1],"%d",&levelnum);
X i++;
X }
X else
X sscanf(argv[i]+2,"%d",&levelnum);
X }
X /* look for the level number */
X else if(argv[i][1] == 's') {
X if(argv[i][2] == '\0' && i+1 < argc) {
X sscanf(argv[i+1],"%d",&speed);
X i++;
X }
X else
X sscanf(argv[i]+2,"%d",&speed);
X }
X else {
X printf("usage: golddig [-l <level>] [-s <speed 1-9>] [<world name>]\n");
X exit(1);
X }
X }
X /* if it doesn't start with a -, it must be the name of the world */
X else {
X worldname = argv[i];
X break;
X }
X }
X /* remember what the starting level was */
X levelstart = levelnum;
X
X /* start up x windows and all graphics cursors for drawing level */
X xstart(EVMASK);
X /* reassemble the graphics cursors to prepare for actual play */
X for(i=0;symbs[i].symb != '\0';++i)
X fast_lookup[symbs[i].symb].gc =
X fast_lookup[symbs[i].inplay].gc;
X
X /* Decide whether to use GXand or GXor depending on screen type */
X if((BlackPixel(disp,0) & WhitePixel(disp,0)) == BlackPixel(disp,0))
X gcfunc = GXand;
X else
X gcfunc = GXor;
X /* compute all the graphics cursors for drawing the player in his */
X /* various states. */
X standgc = makegc(gcfunc,player_bits);
X flygc = makegc(gcfunc,fly_bits);
X hang1gc = makegc(gcfunc,hang1_bits);
X hang2gc = makegc(gcfunc,hang2_bits);
X up1gc = makegc(gcfunc,up1_bits);
X up2gc = makegc(gcfunc,up2_bits);
X left1gc = makegc(gcfunc,left1_bits);
X left2gc = makegc(gcfunc,left2_bits);
X right1gc = makegc(gcfunc,right1_bits);
X right2gc = makegc(gcfunc,right2_bits);
X /* initialize the bad guy's graphics cursors */
X init_badguy();
X /* name the game window */
X XStoreName(disp,wind,"gold digger 2.0");
X /* do the rest of the level initialization */
X init_level();
X
X /* initialize timer structure according to speed */
X if(speed <= 0)
X speed = 1;
X if(speed <= 5)
X cycletime.it_interval.tv_usec = (5-speed) * 50000 + 125000;
X else
X cycletime.it_interval.tv_usec = 625000 / speed;
X cycletime.it_interval.tv_sec = 0;
X cycletime.it_value = cycletime.it_interval;
X /* start the system timer. the timer signal catcher will be set */
X /* after the first x event is received. */
X signal(SIGALRM,SIG_IGN);
X setitimer(ITIMER_REAL,&cycletime,(struct itimerval *) NULL);
X
X /* main event loop */
X firstevent = 1;
X while(1) {
X /* get the next x window event */
X XWindowEvent(disp,wind,EVMASK,&xev);
X /* suppress the timer to prevent race conditions */
X signal(SIGALRM,SIG_IGN);
X /* If the window is exposed or the level is complete redraw the */
X /* entire level. Also redraw everything if it is the first window */
X /* event to handle window managers which capture expose events in */
X /* an unfriendly way. */
X if((xev.type == Expose && xev.xexpose.count == 0) || firstevent) {
X /* Redraw the level */
X redrawall();
X /* Events after this are not the first event */
X firstevent = 0;
X }
X else if(xev.type == KeyPress) {
X keycount = XLookupString(&xev,buf,50,&keyhit,(XComposeStatus *) NULL);
X /* Check for special control command */
X if(xev.xkey.state & ControlMask)
X switch(keyhit) {
X /* ^S and ^Z freeze the game in place */
X case XK_S: case XK_Z: case XK_s: case XK_z:
X gamestop = 1;
X break;
X /* ^Q and ^Y reactivate the game */
X case XK_Q: case XK_Y: case XK_q: case XK_y:
X gamestop = 0;
X break;
X /* ^C, ^U, and ^/ kill the game */
X case XK_C: case XK_U: case XK_c: case XK_u: case XK_backslash:
X goto game_over;
X /* ^R redraws the level */
X case XK_R: case XK_r:
X redrawall();
X break;
X }
X /* Pressing a number changes the game speed */
X else if(keyhit >= XK_1 && keyhit <= XK_9) {
X speed = (int) (keyhit - XK_0);
X /* Compute new cycle delay */
X if(speed <= 5)
X cycletime.it_interval.tv_usec = (5-speed) * 50000 + 125000;
X else
X cycletime.it_interval.tv_usec = 625000 / speed;
X cycletime.it_value = cycletime.it_interval;
X /* Reset the timer cycle time */
X setitimer(ITIMER_REAL,&cycletime,(struct itimerval *) NULL);
X /* Redraw score line with new speed */
X draw_score();
X }
X /* If it was a normal key stroke, hand it off to the handle_key */
X /* procedure */
X else
X handle_key(keyhit);
X }
X /* flush out pending x windows commands */
X XFlush(disp);
X /* reenable the alarm signal if game should be active */
X if(! gamestop)
X signal(SIGALRM,ticker);
X }
X
X /* go to died procedure */
X game_over:
X died("was abandoned");
X}
END_OF_FILE
if test 17923 -ne `wc -c <'golddig2/golddig.c'`; then
echo shar: \"'golddig2/golddig.c'\" unpacked with wrong size!
fi
# end of 'golddig2/golddig.c'
fi
echo shar: End of archive 4 \(of 4\).
cp /dev/null ark4isdone
MISSING=""
for I in 1 2 3 4 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have unpacked all 4 archives.
rm -f ark[1-9]isdone
else
echo You still need to unpack the following archives:
echo " " ${MISSING}
fi
## End of shell archive.
exit 0
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