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-rw-r--r--src/grobot.c1449
1 files changed, 706 insertions, 743 deletions
diff --git a/src/grobot.c b/src/grobot.c
index 22eb777..bf3c394 100644
--- a/src/grobot.c
+++ b/src/grobot.c
@@ -19,7 +19,6 @@
#include "grobot.h"
#include "configs.h"
-#include "userinterface.h" /* GNU Robots UI */
#include <stdio.h>
#include <glib.h>
#include <string.h>
@@ -29,834 +28,798 @@ G_DEFINE_TYPE(GRobot, g_robot, G_TYPE_OBJECT)
enum
{
- DEATH,
- LAST_SIGNAL
+ 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
+ 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" };
+ "robot"
+};
static gint cthings[] = { SPACE, FOOD, PRIZE, WALL, BADDIE, ROBOT };
static guint g_robot_signals[LAST_SIGNAL] = { 0 };
-static void g_robot_dispose (GObject * object);
-static void g_robot_finalize (GObject * object);
+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_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 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);
+static gint what_thing(const gchar *th);
-static void
-g_robot_init (GRobot* robot)
+static void g_robot_init(GRobot *robot)
{
- /* Nothing yet, need to do priv stuff */
+ /* Nothing yet, need to do priv stuff */
}
-static void
-g_robot_class_init (GRobotClass *klass)
+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);
+ 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)
+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;
- }
+ 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)
+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 *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)
+GRobot *g_robot_new(gint x, gint y, gint dir, glong score, glong energy,
+ glong shields, glong units, glong shots, UIArena *ui, Map *map)
{
- return G_ROBOT(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));
+ return G_ROBOT(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)
+static void g_robot_dispose(GObject *object)
{
- GRobot *robot = G_ROBOT (object);
+ GRobot *robot = G_ROBOT(object);
- if (robot->ui != NULL)
- {
- g_object_unref (G_OBJECT (robot->ui));
- }
+ if (robot->ui != NULL)
+ {
+ g_object_unref(G_OBJECT(robot->ui));
+ }
- if (robot->map != NULL)
- {
- g_object_unref (G_OBJECT (robot->map));
- }
+ if (robot->map != NULL)
+ {
+ g_object_unref(G_OBJECT(robot->map));
+ }
- parent_class->dispose (object);
+ parent_class->dispose(object);
}
-static void
-g_robot_finalize (GObject *object)
+static void g_robot_finalize(GObject *object)
{
- parent_class->finalize (object);
+ parent_class->finalize(object);
}
-void
-g_robot_turn (GRobot *robot, gint num_turns)
+void g_robot_turn(GRobot *robot, gint num_turns)
{
- gint i;
- gint incr;
+ gint i;
+ gint incr;
- /* turn left or right? */
+ /* turn left or right? */
- incr = sign(num_turns);
+ incr = sign(num_turns);
- for (i = 0; i < abs (num_turns); i++)
- {
- robot->dir += incr;
+ for (i = 0; i < abs(num_turns); i++)
+ {
+ robot->dir += incr;
- if (robot->dir > 3)
- {
- robot->dir = 0;
- }
+ if (robot->dir > 3)
+ {
+ robot->dir = 0;
+ }
- else if (robot->dir < 0)
- {
- robot->dir = 3;
- }
+ 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);
+ /* animate the robot */
+ gdk_threads_enter();
+ ui_arena_move_robot(robot->ui, robot->x, robot->y, robot->x,
+ robot->y, robot->dir, robot->energy,
+ robot->score, robot->shields);
+ gdk_threads_leave();
- robot->energy -= 2;
+ robot->energy -= 2;
- if (robot->energy < 1)
- {
- g_signal_emit (robot, g_robot_signals[DEATH], 0);
- }
- } /* for */
+ if (robot->energy < 1)
+ {
+ g_signal_emit(robot, g_robot_signals[DEATH], 0);
+ }
+ } /* for */
}
-gboolean
-g_robot_move (GRobot *robot, gint steps)
+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:
- /* 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:
- /* Damage */
- robot->shields -= 10;
- if (robot->shields < 1)
- {
- g_signal_emit (robot, g_robot_signals[DEATH], 0);
- }
- return FALSE;
-
- break;
-
- case 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;
+ 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:
+ /* move the robot there */
+ MAP_SET_OBJECT(robot->map, robot->x, robot->y, SPACE);
+ MAP_SET_OBJECT(robot->map, x_to, y_to, ROBOT);
+
+ gdk_threads_enter();
+ ui_arena_move_robot(robot->ui, robot->x, robot->y, x_to, y_to,
+ robot->dir, robot->energy, robot->score, robot->shields);
+ gdk_threads_leave();
+
+ robot->x = x_to;
+ robot->y = y_to;
+ robot->units++;
+
+ break;
+
+ case BADDIE:
+ /* Damage */
+ robot->shields -= 10;
+ if (robot->shields < 1)
+ {
+ g_signal_emit(robot, g_robot_signals[DEATH], 0);
+ }
+ return FALSE;
+
+ break;
+
+ case 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)
+gboolean g_robot_smell(GRobot *robot, gchar *str)
{
- gint th;
- gint i, j;
+ gint th;
+ gint i, j;
- g_return_val_if_fail (robot->ui != NULL && robot->map != NULL, FALSE);
+ g_return_val_if_fail(robot->ui != NULL && robot->map != NULL, FALSE);
- th = what_thing (str);
+ th = what_thing(str);
- /* no matter what, this took energy */
+ /* no matter what, this took energy */
- if (--robot->energy < 1)
- {
- g_signal_emit (robot, g_robot_signals[DEATH], 0);
- }
+ 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);
+ gdk_threads_enter();
+ ui_arena_robot_smell(robot->ui, robot->x, robot->y, robot->dir,
+ robot->energy, robot->score, robot->shields);
+ gdk_threads_leave();
- /* Smell for the thing */
+ /* 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 */
+ 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 */
+ /* Failed to find it */
- return FALSE;
+ return FALSE;
}
-gboolean
-g_robot_feel (GRobot *robot, gchar *str)
+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;
+ 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;
+
+ gdk_threads_enter();
+ ui_arena_robot_feel(robot->ui, robot->x, robot->y, robot->dir, x_to,
+ y_to, robot->energy, robot->score, robot->shields);
+ gdk_threads_leave();
+
+ 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)
+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;
+ 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;
+
+ gdk_threads_enter();
+ ui_arena_robot_look(robot->ui, robot->x, robot->y, robot->dir, x_to,
+ y_to, robot->energy, robot->score, robot->shields);
+ gdk_threads_leave();
+
+ 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)
+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;
+ 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);
+ }
+
+ gdk_threads_enter();
+ ui_arena_robot_grab(robot->ui, robot->x, robot->y, robot->dir, x_to,
+ y_to, robot->energy, robot->score, robot->shields);
+ gdk_threads_leave();
+
+ /* 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);
+ gdk_threads_enter();
+ ui_arena_add_thing(robot->ui, x_to, y_to, SPACE);
+ gdk_threads_leave();
+
+ return TRUE;
}
-gboolean
-g_robot_zap (GRobot *robot)
+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;
+ 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++;
+ gdk_threads_enter();
+ ui_arena_robot_zap(robot->ui, robot->x, robot->y, robot->dir, x_to,
+ y_to, robot->energy, robot->score, robot->shields);
+ gdk_threads_leave();
+
+ /* 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:
+ gdk_threads_enter();
+ ui_arena_add_thing(robot->ui, x_to, y_to, SPACE);
+ gdk_threads_leave();
+ break;
+ }
+
+ /* only success gets here */
+ MAP_SET_OBJECT(robot->map, x_to, y_to, SPACE);
+ gdk_threads_enter();
+ ui_arena_add_thing(robot->ui, x_to, y_to, SPACE);
+ gdk_threads_leave();
+
+ return TRUE;
}
-gboolean
-g_robot_stop (GRobot *robot)
+gboolean g_robot_stop(GRobot *robot)
{
- /* Must be a SCM function, even though it returns no value */
- /* Stop the robot immediately */
+ /* Must be a SCM function, even though it returns no value */
+ /* Stop the robot immediately */
- g_signal_emit (robot, g_robot_signals[DEATH], 0);
+ g_signal_emit(robot, g_robot_signals[DEATH], 0);
- return TRUE; /* never gets here */
+ return TRUE; /* never gets here */
}
-static gint
-what_thing (const gchar *th)
+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;
+ /* 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;
}