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authorBradley Smith2008-01-21 00:16:45 +0000
committerBradley Smith2008-01-21 00:16:45 +0000
commite6e7222d5a730368ed4e84c2e0f55427460e5230 (patch)
treee608410401099ccebe7ffa21de9336d78c78efc9 /src/grobot.c
downloadgnurobots-e6e7222d5a730368ed4e84c2e0f55427460e5230.tar.gz
Imported GNU robots from CVS.
Signed-off-by: Bradley Smith <brad@brad-smith.co.uk>
Diffstat (limited to 'src/grobot.c')
-rw-r--r--src/grobot.c833
1 files changed, 833 insertions, 0 deletions
diff --git a/src/grobot.c b/src/grobot.c
new file mode 100644
index 0000000..89602a0
--- /dev/null
+++ b/src/grobot.c
@@ -0,0 +1,833 @@
+/* Robot object for the GNU Robots game */
+
+/* Copyright (C) 1998 Jim Hall, jhall1@isd.net */
+
+/*
+ This program is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program; if not, write to the Free Software
+ Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+#include "grobot.h"
+#include "configs.h"
+#include "userinterface.h" /* GNU Robots UI */
+#include <stdio.h>
+#include <glib.h>
+
+enum
+{
+ DEATH,
+ LAST_SIGNAL
+};
+
+enum
+{
+ ARG_0,
+ ARG_POS_X,
+ ARG_POS_Y,
+ ARG_DIRECTION,
+ ARG_SCORE,
+ ARG_ENERGY,
+ ARG_SHIELDS,
+ ARG_UNITS,
+ ARG_SHOTS,
+
+ ARG_USER_INTERFACE,
+ ARG_MAP
+};
+
+static gchar *things[] = { "space", "food", "prize", "wall", "baddie", "robot" };
+static gint cthings[] = { SPACE, FOOD, PRIZE, WALL, BADDIE, ROBOT };
+
+GType _g_robot_type;
+
+static guint g_robot_signals[LAST_SIGNAL] = { 0 };
+static void g_robot_class_init (GRobotClass * klass);
+
+static void g_robot_dispose (GObject * object);
+static void g_robot_finalize (GObject * object);
+
+static void g_robot_set_property (GObject * object, guint prop_id,
+ const GValue * value, GParamSpec * pspec);
+
+static void g_robot_get_property (GObject * object, guint prop_id,
+ GValue * value, GParamSpec * pspec);
+
+static GObjectClass *parent_class = NULL;
+
+static gint what_thing (const gchar *th);
+
+GType
+g_robot_get_type (void)
+{
+ if (!_g_robot_type) {
+ static const GTypeInfo object_info = {
+ sizeof (GRobotClass),
+ NULL,
+ NULL,
+ (GClassInitFunc) g_robot_class_init,
+ NULL,
+ NULL,
+ sizeof (GRobot),
+ 0,
+ (GInstanceInitFunc) NULL,
+ NULL
+ };
+
+ _g_robot_type =
+ g_type_register_static (G_TYPE_OBJECT,
+ "GRobot",
+ &object_info,
+ 0);
+ }
+
+ return _g_robot_type;
+}
+
+static void
+g_robot_class_init (GRobotClass * klass)
+{
+ GObjectClass *gobject_class;
+
+ gobject_class = (GObjectClass *) klass;
+
+ parent_class = g_type_class_ref (G_TYPE_OBJECT);
+
+ gobject_class->dispose = g_robot_dispose;
+ gobject_class->finalize = g_robot_finalize;
+ gobject_class->set_property = g_robot_set_property;
+ gobject_class->get_property = g_robot_get_property;
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_POS_X,
+ g_param_spec_int ("x",
+ "x",
+ "X co-ordinate of current Position of the Robot",
+ G_MININT,
+ G_MAXINT,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_POS_Y,
+ g_param_spec_int ("y",
+ "y",
+ "y co-ordinate of current Position of the Robot",
+ G_MININT,
+ G_MAXINT,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_DIRECTION,
+ g_param_spec_int ("direction",
+ "direction",
+ "current Direction of the Robot",
+ G_MININT,
+ G_MAXINT,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_SCORE,
+ g_param_spec_long ("score",
+ "Score",
+ "current Score of the Robot",
+ G_MINLONG,
+ G_MAXLONG,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_ENERGY,
+ g_param_spec_long ("energy",
+ "Energy",
+ "current Energy-level of the Robot",
+ G_MINLONG,
+ G_MAXLONG,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_SHIELDS,
+ g_param_spec_long ("shields",
+ "Shields",
+ "current Shield-level of the Robot",
+ G_MINLONG,
+ G_MAXLONG,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_UNITS,
+ g_param_spec_long ("units",
+ "Units",
+ "Units walked by the Robot so far",
+ G_MINLONG,
+ G_MAXLONG,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_SHOTS,
+ g_param_spec_long ("shots",
+ "Shots",
+ "Number of Shots fired by the Robot",
+ G_MINLONG,
+ G_MAXLONG,
+ 0,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_USER_INTERFACE,
+ g_param_spec_object ("user-interface",
+ "UserInterface",
+ "Reference to the UI object",
+ G_TYPE_OBJECT,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_object_class_install_property (G_OBJECT_CLASS (klass), ARG_MAP,
+ g_param_spec_object ("map",
+ "Map",
+ "Reference to the Game Map object",
+ G_TYPE_OBJECT,
+ G_PARAM_READWRITE | G_PARAM_CONSTRUCT));
+
+ g_robot_signals[DEATH] =
+ g_signal_new ("death",
+ G_TYPE_FROM_CLASS (klass),
+ G_SIGNAL_RUN_LAST,
+ G_STRUCT_OFFSET (GRobotClass, death),
+ NULL,
+ NULL,
+ g_cclosure_marshal_VOID__VOID,
+ G_TYPE_NONE,
+ 0, NULL);
+}
+
+static void
+g_robot_set_property (GObject * object, guint prop_id,
+ const GValue * value, GParamSpec * pspec)
+{
+ GRobot *robot;
+ GObject *obj;
+
+ /* it's not null if we got it, but it might not be ours */
+ g_return_if_fail (G_IS_ROBOT (object));
+
+ robot = G_ROBOT (object);
+
+ switch (prop_id) {
+ case ARG_POS_X:
+ robot->x = g_value_get_int (value);
+ break;
+ case ARG_POS_Y:
+ robot->y = g_value_get_int (value);
+ break;
+ case ARG_DIRECTION:
+ robot->dir = g_value_get_int (value);
+ break;
+ case ARG_SCORE:
+ robot->score = g_value_get_long (value);
+ break;
+ case ARG_ENERGY:
+ robot->energy = g_value_get_long (value);
+ break;
+ case ARG_SHIELDS:
+ robot->shields = g_value_get_long (value);
+ break;
+ case ARG_SHOTS:
+ robot->shots = g_value_get_long (value);
+ break;
+ case ARG_UNITS:
+ robot->units = g_value_get_long (value);
+ break;
+ case ARG_USER_INTERFACE:
+ if (robot->ui != NULL) {
+ g_object_unref (robot->ui);
+ }
+
+ obj = g_value_get_object (value);
+ if (obj != NULL) {
+ robot->ui = g_object_ref (obj);
+ }
+
+ else {
+ robot->ui = NULL;
+ }
+ break;
+ case ARG_MAP:
+ if (robot->map != NULL) {
+ g_object_unref (robot->map);
+ }
+
+ obj = g_value_get_object (value);
+ if (obj != NULL) {
+ robot->map = g_object_ref (obj);
+ }
+
+ else {
+ robot->map = NULL;
+ }
+ break;
+ default:
+ G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
+ break;
+ }
+}
+
+static void
+g_robot_get_property (GObject * object, guint prop_id,
+ GValue * value, GParamSpec * pspec)
+{
+ GRobot *robot;
+
+ /* it's not null if we got it, but it might not be ours */
+ g_return_if_fail (G_IS_ROBOT (object));
+
+ robot = G_ROBOT (object);
+
+ switch (prop_id) {
+ case ARG_POS_X:
+ g_value_set_int (value, robot->x);
+ break;
+ case ARG_POS_Y:
+ g_value_set_int (value, robot->y);
+ break;
+ case ARG_DIRECTION:
+ g_value_set_int (value, robot->dir);
+ break;
+ case ARG_SCORE:
+ g_value_set_long (value, robot->score);
+ break;
+ case ARG_ENERGY:
+ g_value_set_long (value, robot->energy);
+ break;
+ case ARG_SHIELDS:
+ g_value_set_long (value, robot->shields);
+ break;
+ case ARG_SHOTS:
+ g_value_set_long (value, robot->shots);
+ break;
+ case ARG_UNITS:
+ g_value_set_long (value, robot->units);
+ break;
+ case ARG_USER_INTERFACE:
+ g_value_set_object (value, g_object_ref (G_OBJECT (robot->ui)));
+ break;
+ case ARG_MAP:
+ g_value_set_object (value, g_object_ref (G_OBJECT (robot->map)));
+ break;
+ default:
+ G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
+ break;
+ }
+}
+
+GRobot *
+g_robot_new (gint x, gint y, gint dir, glong score, glong energy, glong shields,
+ glong units, glong shots, UserInterface *ui, Map *map)
+{
+
+ return g_object_new (g_robot_get_type (),
+ "x", x,
+ "y", y,
+ "direction", dir,
+ "score", score,
+ "energy", energy,
+ "shields", shields,
+ "units", units,
+ "shots", shots,
+ "user_interface", ui,
+ "map", map,
+ NULL);
+}
+
+static void
+g_robot_dispose (GObject * object)
+{
+ GRobot *robot = G_ROBOT (object);
+
+ if (robot->ui != NULL) {
+ g_object_unref (G_OBJECT (robot->ui));
+ }
+
+ if (robot->map != NULL) {
+ g_object_unref (G_OBJECT (robot->map));
+ }
+
+ parent_class->dispose (object);
+}
+
+static void
+g_robot_finalize (GObject * object)
+{
+ parent_class->finalize (object);
+}
+
+void
+g_robot_turn (GRobot *robot, gint num_turns)
+{
+ gint i;
+ gint incr;
+
+ /* turn left or right? */
+
+ incr = sign (num_turns);
+
+ for (i = 0; i < abs (num_turns); i++) {
+ robot->dir += incr;
+
+ if (robot->dir > 3) {
+ robot->dir = 0;
+ }
+
+ else if (robot->dir < 0) {
+ robot->dir = 3;
+ }
+
+ /* animate the robot */
+ user_interface_move_robot (robot->ui, robot->x, robot->y, robot->x, robot->y, robot->dir, robot->energy, robot->score, robot->shields);
+
+ robot->energy -= 2;
+
+ if (robot->energy < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+ } /* for */
+}
+
+gboolean
+g_robot_move (GRobot *robot, gint steps)
+{
+ gint x_to, y_to;
+ gint dx, dy;
+ gint i;
+
+ g_return_val_if_fail (robot->ui != NULL && robot->map != NULL, FALSE);
+
+ /* determine changes to x,y */
+
+ switch (robot->dir) {
+ case NORTH: /* N */
+ dx = 0;
+ dy = -1 * sign (steps);
+ break;
+ case EAST: /* E */
+ dx = sign (steps);
+ dy = 0;
+ break;
+ case SOUTH: /* S */
+ dx = 0;
+ dy = sign (steps);
+ break;
+ case WEST: /* W */
+ dx = -1 * sign (steps);
+ dy = 0;
+ break;
+ }
+
+ /* Move the robot */
+
+ for (i = 0; i < abs (steps); i++) {
+ /* check for a space */
+
+ x_to = robot->x + dx;
+ y_to = robot->y + dy;
+
+ /* no matter what, this took energy */
+
+ robot->energy -= 2;
+ if (robot->energy < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ switch (MAP_GET_OBJECT (robot->map, x_to, y_to)) {
+ case SPACE: /* space */
+ /* move the robot there */
+
+ MAP_SET_OBJECT (robot->map, robot->x, robot->y, SPACE);
+ MAP_SET_OBJECT (robot->map, x_to, y_to, ROBOT);
+
+ user_interface_move_robot (robot->ui, robot->x, robot->y, x_to, y_to, robot->dir, robot->energy, robot->score, robot->shields);
+
+ robot->x = x_to;
+ robot->y = y_to;
+ robot->units++;
+
+ break;
+
+ case BADDIE: /* baddie */
+ /* Damage */
+
+ robot->shields -= 10;
+ if (robot->shields < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ return FALSE;
+
+ break;
+
+ case WALL: /* wall */
+ /* less damage */
+
+ robot->shields -= 2;
+ if (robot->shields < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ return (FALSE);
+
+ break;
+
+ default:
+ /* even less damage */
+
+ if (--robot->shields < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ return (FALSE);
+
+ break;
+ }
+ } /* for */
+
+ return (TRUE);
+}
+
+gboolean
+g_robot_smell (GRobot *robot, gchar *str)
+{
+ gint th;
+ gint i, j;
+
+ g_return_val_if_fail (robot->ui != NULL && robot->map != NULL, FALSE);
+
+ th = what_thing (str);
+
+ /* no matter what, this took energy */
+
+ if (--robot->energy < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ user_interface_robot_smell (robot->ui, robot->x, robot->y, robot->dir, robot->energy, robot->score, robot->shields);
+
+ /* Smell for the thing */
+
+ for (i = robot->x - 1; i <= robot->x + 1; i++) {
+ for (j = robot->y - 1; j <= robot->y + 1; j++) {
+ if (!(i == robot->x && j == robot->y) && MAP_GET_OBJECT (robot->map, i, j) == th) {
+ /* Found it */
+
+ return (TRUE);
+ }
+ } /* for */
+ } /* for */
+
+ /* Failed to find it */
+
+ return (FALSE);
+}
+
+gboolean
+g_robot_feel (GRobot *robot, gchar *str)
+{
+ gint th;
+ gint x_to, y_to;
+ gint dx, dy;
+
+ g_return_val_if_fail (robot->ui != NULL && robot->map != NULL, FALSE);
+
+ th = what_thing (str);
+
+ /* determine changes to x,y */
+ switch (robot->dir) {
+ case NORTH: /* N */
+ dx = 0;
+ dy = -1;
+ break;
+ case EAST: /* E */
+ dx = 1;
+ dy = 0;
+ break;
+ case SOUTH: /* S */
+ dx = 0;
+ dy = 1;
+ break;
+ case WEST: /* W */
+ dx = -1;
+ dy = 0;
+ break;
+ }
+
+ /* no matter what, this took energy */
+ if (--robot->energy < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ /* Feel for the thing */
+ x_to = robot->x + dx;
+ y_to = robot->y + dy;
+
+ user_interface_robot_feel (
+ robot->ui,
+ robot->x, robot->y,
+ robot->dir, x_to, y_to,
+ robot->energy, robot->score,
+ robot->shields);
+
+ if (MAP_GET_OBJECT (robot->map, x_to, y_to) == BADDIE) {
+ /* touching a baddie is hurtful */
+ if (robot->shields < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+ }
+
+ if (MAP_GET_OBJECT (robot->map, x_to, y_to) == th) {
+ return (TRUE);
+ }
+
+ /* Did not feel it */
+ return (FALSE);
+}
+
+gboolean
+g_robot_look (GRobot *robot, gchar *str)
+{
+ gint th;
+ gint x_to, y_to;
+ gint dx, dy;
+
+ g_return_val_if_fail (robot->ui != NULL && robot->map != NULL, FALSE);
+
+ th = what_thing (str);
+
+ /* determine changes to x,y */
+ switch (robot->dir) {
+ case 0: /* N */
+ dx = 0;
+ dy = -1;
+ break;
+ case 1: /* E */
+ dx = 1;
+ dy = 0;
+ break;
+ case 2: /* S */
+ dx = 0;
+ dy = 1;
+ break;
+ case 3: /* W */
+ dx = -1;
+ dy = 0;
+ break;
+ }
+
+ /* no matter what, this took energy */
+ if (--robot->energy < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ /* Look for the thing */
+ x_to = robot->x + dx;
+ y_to = robot->y + dy;
+
+ user_interface_robot_look (
+ robot->ui,
+ robot->x, robot->y,
+ robot->dir, x_to, y_to,
+ robot->energy, robot->score,
+ robot->shields);
+
+ while (MAP_GET_OBJECT (robot->map, x_to, y_to) == SPACE) {
+ /* move the focus */
+ x_to += dx;
+ y_to += dy;
+ }
+
+ /* Outside the loop, we have found something */
+ if (MAP_GET_OBJECT (robot->map, x_to, y_to) == th) {
+ return (TRUE);
+ }
+
+ /* else, we did not find it */
+ return (FALSE);
+}
+
+gboolean
+g_robot_grab (GRobot *robot)
+{
+ gint x_to, y_to;
+ gint dx, dy;
+
+ g_return_val_if_fail (robot->ui != NULL && robot->map != NULL, FALSE);
+
+ /* determine changes to x,y */
+
+ switch (robot->dir) {
+ case NORTH: /* N */
+ dx = 0;
+ dy = -1;
+ break;
+ case EAST: /* E */
+ dx = 1;
+ dy = 0;
+ break;
+ case SOUTH: /* S */
+ dx = 0;
+ dy = 1;
+ break;
+ case WEST: /* W */
+ dx = -1;
+ dy = 0;
+ break;
+ }
+
+ /* Try to grab the thing */
+
+ x_to = robot->x + dx;
+ y_to = robot->y + dy;
+
+ robot->energy -= 5;
+ if (robot->energy < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+
+ user_interface_robot_grab (robot->ui, robot->x, robot->y, robot->dir, x_to, y_to, robot->energy, robot->score, robot->shields);
+
+ /* Did we grab it? */
+
+ switch (MAP_GET_OBJECT (robot->map, x_to, y_to)) {
+ case SPACE:
+ case WALL:
+ case ROBOT:
+ return (FALSE);
+ break;
+
+ case BADDIE:
+ robot->shields -= 10;
+ if (robot->shields < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+ return (FALSE);
+
+ case FOOD:
+ /* I want the net gain to be +10 */
+ robot->energy += 15;
+ break;
+
+ case PRIZE:
+ robot->score++;
+ break;
+ }
+
+ /* only successful grabs get here */
+ MAP_SET_OBJECT (robot->map, x_to, y_to, SPACE);
+ user_interface_add_thing (robot->ui, x_to, y_to, SPACE);
+
+ return (TRUE);
+}
+
+gboolean
+g_robot_zap (GRobot *robot)
+{
+ gint x_to, y_to;
+ gint dx, dy;
+
+ g_return_val_if_fail (robot->ui != NULL && robot->map != NULL, FALSE);
+
+ /* determine changes to x,y */
+
+ switch (robot->dir) {
+ case NORTH: /* N */
+ dx = 0;
+ dy = -1;
+ break;
+ case EAST: /* E */
+ dx = 1;
+ dy = 0;
+ break;
+ case SOUTH: /* S */
+ dx = 0;
+ dy = 1;
+ break;
+ case WEST: /* W */
+ dx = -1;
+ dy = 0;
+ break;
+ }
+
+ /* Try to zap the thing */
+
+ x_to = robot->x + dx;
+ y_to = robot->y + dy;
+
+ robot->energy -= 10;
+ if (robot->energy < 1) {
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ }
+ robot->shots++;
+ user_interface_robot_zap (robot->ui, robot->x, robot->y, robot->dir, x_to, y_to, robot->energy, robot->score, robot->shields);
+
+ /* Did we destroy it? */
+ switch (MAP_GET_OBJECT (robot->map, x_to, y_to)) {
+ case SPACE:
+ case WALL:
+ case ROBOT: /* what to w/ robots? */
+ return (FALSE);
+ break;
+
+ case BADDIE:
+ case FOOD:
+ case PRIZE:
+ user_interface_add_thing (robot->ui, x_to, y_to, SPACE);
+ break;
+ }
+
+ /* only success gets here */
+ MAP_SET_OBJECT (robot->map, x_to, y_to, SPACE);
+ user_interface_add_thing (robot->ui, x_to, y_to, SPACE);
+
+ return (TRUE);
+}
+
+gboolean
+g_robot_stop (GRobot *robot)
+{
+ /* Must be a SCM function, even though it returns no value */
+ /* Stop the robot immediately */
+
+ g_signal_emit (robot, g_robot_signals[DEATH], 0);
+
+ return (TRUE); /* never gets here */
+}
+
+static gint
+what_thing (const gchar *th)
+{
+ /* what_thing - this function scans the list of possible things
+ (strings) and returns a cthing. Returns -1 if not found in the
+ list. */
+
+ /* My idea here is that by return -1 on error, this won't match
+ anything in the list of cthings. That way, the function that
+ uses what_thing to determine the cthing doesn't have to care if
+ the call failed or not. This helps me keep the code simple,
+ since now I don't have to add a branch for failure, but which
+ also decrements energy. */
+
+ gint i;
+
+ for (i = 0; i < 6; i++) {
+ if (strcmp (th, things[i]) == 0) {
+ return (cthings[i]);
+ }
+ } /* for */
+
+ /* not found */
+
+ return (-1);
+}