WormGuts.c
/* |
File: WormGuts.c |
Abstract: C-based game engine. |
Version: 1.2 |
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*/ |
#include "WormGuts.h" |
#include <stdlib.h> |
GameState worm_guts(GamePosition *wormPositions, unsigned long *wormLength, GameDirection *wormDirection, GameHeading *wormHeading, GamePosition *targetPosition, unsigned long width, unsigned long height, long noBounce) { |
int retval = kGameStateContinue; |
unsigned long i; |
if (wormPositions[0].x == targetPosition->x && wormPositions[0].y == targetPosition->y) { /* Check target */ |
unsigned collisions; |
if (targetPosition->x >= 0 && targetPosition->y >= 0) retval = kGameStateScore; /* Account for initial state */ |
do { /* Compute new location for target */ |
targetPosition->x = random() % width; |
targetPosition->y = random() % height; |
for (i = 0, collisions = 0; collisions == 0 && i < *wormLength; i++) { |
if (targetPosition->x == wormPositions[i].x && targetPosition->y == wormPositions[i].y) collisions++; |
} |
} while (collisions > 0); |
(*wormLength)++; |
} |
for (i = *wormLength; i > 0; i--) { /* Advance worm */ |
wormPositions[i] = wormPositions[i-1]; |
} |
*wormDirection = (*wormDirection + *wormHeading) % 4; |
wormPositions[0].x += (*wormDirection == kGameDirectionEast) - (*wormDirection == kGameDirectionWest); |
wormPositions[0].y += (*wormDirection == kGameDirectionSouth) - (*wormDirection == kGameDirectionNorth); |
if (*wormHeading != kGameHeadingStraight && (wormPositions[0].x < 0 || wormPositions[0].x >= width || wormPositions[0].y < 0 || wormPositions[0].y >= height)) { |
wormPositions[0].x -= (*wormDirection == kGameDirectionEast) - (*wormDirection == kGameDirectionWest); |
wormPositions[0].y -= (*wormDirection == kGameDirectionSouth) - (*wormDirection == kGameDirectionNorth); |
*wormDirection = (*wormDirection - *wormHeading) % 4; |
wormPositions[0].x += (*wormDirection == kGameDirectionEast) - (*wormDirection == kGameDirectionWest); |
wormPositions[0].y += (*wormDirection == kGameDirectionSouth) - (*wormDirection == kGameDirectionNorth); |
} |
*wormHeading = kGameHeadingStraight; |
if (wormPositions[0].x < 0 || wormPositions[0].x >= width) { /* Hit the wall; turn or end game */ |
if (noBounce) { /* Done */ |
retval = kGameStateCrash; |
} else { /* Turn */ |
wormPositions[0].x = (wormPositions[0].x < 0) ? 0 : width - 1; |
*wormDirection = (wormPositions[0].y < height / 2) ? kGameDirectionSouth : kGameDirectionNorth; |
wormPositions[0].y += (*wormDirection == kGameDirectionSouth) - (*wormDirection == kGameDirectionNorth); |
} |
} else if (wormPositions[0].y < 0 || wormPositions[0].y >= height) { /* Hit the wall; turn or end game */ |
if (noBounce) { /* Done */ |
retval = kGameStateCrash; |
} else { /* Turn */ |
wormPositions[0].y = (wormPositions[0].y < 0) ? 0 : height - 1; |
*wormDirection = (wormPositions[0].x < width / 2) ? kGameDirectionEast : kGameDirectionWest; |
wormPositions[0].x += (*wormDirection == kGameDirectionEast) - (*wormDirection == kGameDirectionWest); |
} |
} |
for (i = 1; retval != kGameStateCrash && i < *wormLength; i++) { |
if (wormPositions[0].x == wormPositions[i].x && wormPositions[0].y == wormPositions[i].y) retval = kGameStateCrash; |
} |
return retval; |
} |
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