/*
* serpent.c
*
* Copyright 2023 Darius Drake
*
* 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 3 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, see .
*
* SPDX-License-Identifier: GPL-3.0-or-later
*/
/* Libraries */
#include
#include
#include
#include
#include
#include
#include
#include "serpent.h"
/* */
/* Global variables */
bool isAlive = true; /* variable to check if snake is alive */
bool isPaused = false; /* variable to check if the game is paused */
const unsigned int minSpeed = 100; /* default speed of the game (lower is faster) */
const unsigned int maxSpeed = 70; /* max speed of the game (lower is faster) */
unsigned int speed = minSpeed; /* variable speed of the game (lower is faster) */
unsigned int terminalRows; /* variable for storing the terminal rows */
unsigned int terminalCols; /* variable for storing the terminal columns */
int startY; /* initial Y position of the window */
int startX; /* initial X position of the window */
unsigned int score; /* game score */
/* */
/* Initialize structs */
Snake *snake;
Apple *apple;
/* */
/* Function prototypes */
Snake *startSnake();
Apple *startApple();
void appendSnakeNode(Snake *new_snake);
void freeSnake();
int snakeSize();
void updateSnake();
void updateApple();
bool snakeCollision(int x, int y, bool excludeHead);
bool appleCollision(int x, int y);
void handleInput(int key);
void drawGame();
int initializeGame();
void gameLoop();
void run();
void mainMenu(WINDOW *menuScreen, int menuType);
void cleanup();
void argControls();
void argHelp();
void argVersion();
/* */
int main (int argc, char **argv) {
/* Command line parsing */
int option;
static const char* shortOptions = "chv";
static struct option longOptions[] = {
{"show-controls", no_argument, NULL, 'c'},
{"help", no_argument, NULL, 'h'},
{"version", no_argument, NULL, 'v'},
{NULL, 0, NULL, 0}
};
while ((option = getopt_long (argc, argv, shortOptions, longOptions, NULL)) != -1) {
switch (option) {
case 'c':
argControls();
return 0;
case 'h':
argHelp();
return 0;
case 'v':
argVersion();
return 0;
case '?':
fprintf(stderr, "Use '-h, --help' for help.\n");
return 1;
}
}
if ((initializeGame()) == 1) return 1;
cleanup();
return 0;
}
/* Function responsible of initializing the snake strucutre */
Snake *startSnake() {
/* Allocate memory for a new snake */
Snake *new_snake = malloc(sizeof(Snake));
/* Allocate memory for the head of the snake */
SnakeNode *head = malloc(sizeof(SnakeNode));
/* Initialize the snake's head and tail to the allocated head node */
new_snake->head = head;
new_snake->tail = head;
/* Set the head's previous and next pointers to NULL, as it's the only node in the beginning */
head->prev = NULL;
head->next = NULL;
/* Set the initial position of the snake's head at the center of the board */
head->pX = SCREEN_WIDTH / 2;
head->pY = SCREEN_HEIGHT / 2;
/* Initialize a node pointer to the head for iterating through the snake's body */
SnakeNode *node = head;
/* Create additional nodes to form the initial snake body */
for (int i = 1; i < START_SNAKE_SIZE; i++) {
/* Add a new node to the snake, updating the node pointer */
appendSnakeNode(new_snake);
node = node->next;
/* Copy the position of the previous node to maintain a straight line */
node->pX = node->prev->pX;
node->pY = node->prev->pY + 1;
}
/* Set the initial direction of the snake to move upward */
new_snake->direction = UP;
/* Return the initialized snake */
return new_snake;
}
/* Function responsible of initializing the apple structure */
Apple *startApple() {
/* Allocate memory for a new apple */
Apple *new_apple = malloc(sizeof(Apple));
/* Seed the random number generator with the current time */
srand(time(NULL));
/* Generate random coordinates for the new apple, ensuring it does not overlap with the snake */
do {
new_apple->pX = (random() % (SCREEN_WIDTH - 2)) + 1;
new_apple->pY = (random() % (SCREEN_HEIGHT - 2)) + 1;
} while (snakeCollision(new_apple->pX, new_apple->pY, false));
/* Return the initialized apple */
return new_apple;
}
/* Function responsible of adding a new node to the tail of the snake */
void appendSnakeNode(Snake *new_snake) {
/* Allocate memory for a new snake node */
SnakeNode *node_ptr = malloc(sizeof(SnakeNode));
/* Set the previous pointer of the new node to the current tail of the snake */
node_ptr->prev = new_snake->tail;
/* The new node is the last in the linked list, so its next pointer is NULL */
node_ptr->next = NULL;
/* Connect the current tail's next pointer to the new node */
new_snake->tail->next = node_ptr;
/* Update the snake's tail to point to the new node, making it the new tail */
new_snake->tail = node_ptr;
}
/* Function responsible of freeing the memory for the snake structure */
void freeSnake() {
/* Initialize pointers to traverse the snake linked list */
SnakeNode *snake_current = snake->head;
SnakeNode *snake_next = snake->head->next;
/* Traverse the snake linked list and free each node */
while (snake_next != NULL) {
/* Free the current node */
free(snake_current);
/* Move to the next node */
snake_current = snake_next;
snake_next = snake_next->next;
}
/* Free the last node */
free(snake_current);
/* Free the snake structure itself */
free(snake);
/* Set the global snake pointer to NULL to avoid dangling references */
snake = NULL;
}
/* Function responsible of saving the size of the snake */
int snakeSize() {
/* Initialize a pointer to traverse the snake linked list */
SnakeNode *snake_ptr = snake->head;
/* Initialize a counter to keep track of the number of nodes in the snake linked list */
int counter = 0;
/* Traverse the snake linked list and count each node */
while (snake_ptr != NULL) {
counter++;
/* Move to the next node */
snake_ptr = snake_ptr->next;
}
/* Return the total size of the snake, which is the number of nodes in the linked list */
return counter;
}
/* Function responsible of handling the snake's movement */
void updateSnake() {
/* Check if the snake is moving (either horizontally or vertically) */
if ((ABS(snake->direction == LEFT ? -1 : snake->direction == RIGHT ? 1 : 0) > 0) ||
(ABS(snake->direction == UP ? -1 : snake->direction == DOWN ? 1 : 0) > 0)) {
/* Calculate the new coordinates for the head and tail of the snake */
int new_head_x = snake->head->pX + (snake->direction == LEFT ? -1 : snake->direction == RIGHT ? 1 : 0);
int new_head_y = snake->head->pY + (snake->direction == UP ? -1 : snake->direction == DOWN ? 1 : 0);
int new_tail_x = snake->tail->pX + (snake->direction == LEFT ? -1 : snake->direction == RIGHT ? 1 : 0);
int new_tail_y = snake->tail->pY + (snake->direction == UP ? -1 : snake->direction == DOWN ? 1 : 0);
/* Check if the new head position does not overlap with an apple */
if (!appleCollision(new_head_x, new_head_y)) {
/* Move the tail to the new head position */
snake->tail->pX = new_head_x;
snake->tail->pY = new_head_y;
/* Adjust the linked list to maintain the snake's continuity */
snake->tail->next = snake->head;
snake->head->prev = snake->tail;
snake->tail = snake->tail->prev;
snake->tail->next = NULL;
snake->head->prev->prev = NULL;
snake->head = snake->head->prev;
} else {
/* If the head overlaps with an apple (the snake ate an apple), move the apple to a new position */
updateApple();
/* Increase the speed if it hasn't reached the maximum */
if (speed >= maxSpeed) {
speed -= 1;
}
/* Create a new head node and update its position */
SnakeNode *new_head = malloc(sizeof(SnakeNode));
new_head->pX = new_head_x;
new_head->pY = new_head_y;
new_head->prev = NULL;
new_head->next = snake->head;
/* Update the linked list to include the new head */
snake->head->prev = new_head;
snake->head = new_head;
/* Add a new node to the snake's body */
appendSnakeNode(snake);
/* Set the position for the tail node */
snake->tail->pX = new_tail_x;
snake->tail->pY = new_tail_y;
}
/* Check for collision with the game borders or itself */
if (snakeCollision(new_head_x, new_head_y, false) ||
(new_head_x == 0) || (new_head_x == SCREEN_WIDTH - 1) ||
(new_head_y == 0) || (new_head_y == SCREEN_HEIGHT - 1)) {
/* If there is a collision, set the snake as not alive */
isAlive = false;
}
}
}
/* Function responsible of moving the apple to a new position */
void updateApple() {
/* Variables to store the new coordinates for the apple */
int new_x, new_y;
/* Generate new random coordinates for the apple, ensuring it does not overlap with the snake */
do {
new_x = (random() % (SCREEN_WIDTH - 2)) + 1;
new_y = (random() % (SCREEN_HEIGHT - 2)) + 1;
} while (snakeCollision(new_x, new_y, true));
/* Update the position of the existing apple to the new coordinates */
apple->pX = new_x;
apple->pY = new_y;
}
/* Function responsible of checking if the snake collided with itself */
bool snakeCollision(int x, int y, bool excludeHead) {
/* Initialize a pointer to traverse the snake linked list */
SnakeNode *snake_ptr;
/* Determine the starting point in the linked list based on whether the head should be excluded */
if (excludeHead) {
snake_ptr = snake->head;
} else {
snake_ptr = snake->head->next;
}
/* Traverse the snake linked list */
while (snake_ptr != NULL) {
/* Check if the current node's position matches the specified coordinates */
if (snake_ptr->pX == x && snake_ptr->pY == y) {
/* The snake occupies the specified position */
return true;
}
/* Move to the next node */
snake_ptr = snake_ptr->next;
}
/* The snake does not occupy the specified position */
return false;
}
/* Function to chech if the snake ate an apple */
bool appleCollision(int x, int y) {
/* Check if the specified coordinates match the position of the apple */
if (apple->pX == x && apple->pY == y) {
/* The apple occupies the specified position */
return true;
}
/* The apple does not occupy the specified position */
return false;
}
/* Function responsible of handling user input */
void handleInput(int key) {
/* Handle different key inputs to change the snake's direction */
switch (key) {
case KEY_UP:
if (isPaused) isPaused = !isPaused;
/* If the snake is not currently moving down, change its direction to up */
if (snake->direction != DOWN) snake->direction = UP;
break;
case KEY_DOWN:
if (isPaused) isPaused = !isPaused;
/* If the snake is not currently moving up, change its direction to down */
if (snake->direction != UP) snake->direction = DOWN;
break;
case KEY_RIGHT:
if (isPaused) isPaused = !isPaused;
/* If the snake is not currently moving left, change its direction to right */
if (snake->direction != LEFT) snake->direction = RIGHT;
break;
case KEY_LEFT:
if (isPaused) isPaused = !isPaused;
/* If the snake is not currently moving right, change its direction to left */
if (snake->direction != RIGHT) snake->direction = LEFT;
break;
case 'p':
isPaused = !isPaused;
break;
default:
/* Do nothing for other keys */
refresh();
break;
}
}
/* Function responsible of drawing each object in the screen */
void drawGame() {
/* Clear the terminal screen */
erase();
/* Create a ncurses window for the game board */
WINDOW *gameBoard = newwin(SCREEN_HEIGHT, SCREEN_WIDTH, startY, startX);
box(gameBoard, 0, 0);
refresh();
wrefresh(gameBoard);
/* Draw the snake's head on the game board */
SnakeNode *snake_ptr = snake->head;
switch (snake->direction) {
case LEFT:
mvaddch(snake_ptr->pY + startY, snake_ptr->pX + startX, SNAKE_HEAD_L);
break;
case RIGHT:
mvaddch(snake_ptr->pY + startY, snake_ptr->pX + startX, SNAKE_HEAD_R);
break;
case UP:
mvaddch(snake_ptr->pY + startY, snake_ptr->pX + startX, SNAKE_HEAD_U);
break;
case DOWN:
mvaddch(snake_ptr->pY + startY, snake_ptr->pX + startX, SNAKE_HEAD_D);
break;
}
/* Move to the next node */
snake_ptr = snake_ptr->next;
/* Draw the snake's body */
while(snake_ptr != NULL) {
mvaddch(snake_ptr->pY + startY, snake_ptr->pX + startX, SNAKE_BODY);
/* Move to the next node */
snake_ptr = snake_ptr->next;
}
/* Draw the apple on the game board */
mvaddch(apple->pY + startY, apple->pX + startX, FOOD);
/* Display the game score */
mvprintw(startY, startX + 1, "Score: %d", snakeSize() - START_SNAKE_SIZE);
}
/* Game loop function */
void gameLoop() {
/* Take arrow key inputs */
int c = getch();
if (c != ERR) {
handleInput(c);
}
// Check if the game is not paused before updating the snake position
if (!isPaused) {
updateSnake();
}
/* Redraw the frame */
drawGame();
/* Refresh the window */
refresh();
/* Introduce a delay for the game loop */
usleep(speed * 800L);
}
/* Function responsible of initializing the game */
int initializeGame() {
/* Initialize window settings with ncurses */
initscr();
cbreak();
noecho();
keypad(stdscr, TRUE);
curs_set(0);
/* Detect if the terminal window is smaller than the board */
if (SCREEN_HEIGHT > LINES || SCREEN_WIDTH > COLS) {
endwin();
fprintf(stderr, "ERROR: The terminal window needs to be larger.\n");
return 1;
}
nodelay(stdscr, TRUE);
/* Set starting X and Y coordinates to center ncurses windows */
getmaxyx(stdscr, terminalRows, terminalCols);
startY = (terminalRows - SCREEN_HEIGHT) / 2;
startX = (terminalCols - SCREEN_WIDTH) / 2;
/* Initialize the snake doubly-linked list */
snake = startSnake();
/* Initialize the apple */
apple = startApple();
/* Run the game */
run();
return 0;
}
/* Starting point of the game */
void run() {
int choice;
bool isRunning = true;
/* Create an ncurses window for the main menu */
WINDOW * menuScreen = newwin(SCREEN_HEIGHT, SCREEN_WIDTH, startY, startX);
refresh();
wrefresh(menuScreen);
while (isRunning) {
/* Display main menu */
mainMenu(menuScreen, 1);
/* Input validation loop */
do {
/* Use wgetch to get a single character */
choice = wgetch(menuScreen);
} while (choice < '1' || choice > '3');
switch (choice) {
case '1':
if (!isAlive) {
cleanup();
snake = startSnake();
apple = startApple();
isAlive = true;
speed = minSpeed;
}
/* Start the game loop */
while (isAlive) {
gameLoop();
}
score = snakeSize() - START_SNAKE_SIZE;
mainMenu(menuScreen, 3);
break;
case '2':
/* Show controls */
mainMenu(menuScreen, 2);
continue;
break;
case '3':
/* Exit the game */
isRunning = false;
break;
default:
break;
}
}
}
/* Function to display the main menu */
void mainMenu(WINDOW *menuScreen, int menuType) {
int menuY = (SCREEN_HEIGHT - 5) / 5;
int menuX = (SCREEN_WIDTH - 30) / 2;
wclear(menuScreen);
box(menuScreen, 0, 0);
mvwprintw(menuScreen, menuY - 1, menuX - 2, " ____ ");
mvwprintw(menuScreen, menuY, menuX - 2, " ________________________/ O \\___/");
mvwprintw(menuScreen, menuY + 1, menuX - 2, "<_____________________________/ \\");
mvwprintw(menuScreen, menuY + 2, menuX - 2, " __ _ ");
mvwprintw(menuScreen, menuY + 3, menuX - 2, "/ _\\ ___ _ __ _ __ ___ _ __ | |_ ");
mvwprintw(menuScreen, menuY + 4, menuX - 2, "\\ \\ / _ \\ '__| '_ \\ / _ \\ '_ \\| __|");
mvwprintw(menuScreen, menuY + 5, menuX - 2, "_\\ \\ __/ | | |_) | __/ | | | |_ ");
mvwprintw(menuScreen, menuY + 6, menuX - 2, "\\__/\\___|_| | .__/ \\___|_| |_|\\__|");
mvwprintw(menuScreen, menuY + 7, menuX - 2, " |_| ");
switch (menuType) {
case 1:
/* Print the main menu inside the menuScreen window */
mvwprintw(menuScreen, menuY + 9, menuX, "\tMain Menu");
mvwprintw(menuScreen, menuY + 10, menuX, "\t 1. Start Game");
mvwprintw(menuScreen, menuY + 11, menuX, "\t 2. Show Controls");
mvwprintw(menuScreen, menuY + 12, menuX, "\t 3. Exit Game");
mvwprintw(menuScreen, menuY + 13, menuX, "\tPress a key [1-3]...");
wrefresh(menuScreen);
break;
case 2:
/* Display controls */
mvwprintw(menuScreen, menuY + 9, menuX, "\tControls");
mvwprintw(menuScreen, menuY + 10, menuX, "\t Arrow Up: Move Up");
mvwprintw(menuScreen, menuY + 11, menuX, "\t Arrow Down: Move Down");
mvwprintw(menuScreen, menuY + 12, menuX, "\t Arrow Left: Move Left");
mvwprintw(menuScreen, menuY + 13, menuX, "\t Arrow Right: Move Right");
mvwprintw(menuScreen, menuY + 13, menuX, "\t p: Pause the game");
mvwprintw(menuScreen, menuY + 14, menuX, "\tPress a key to go back...");
wrefresh(menuScreen);
wgetch(menuScreen);
break;
case 3:
/* Display the final score on the main menu */
mvwprintw(menuScreen, menuY + 12, menuX, "\tGAME OVER");
mvwprintw(menuScreen, menuY + 13, menuX, "\tFinal Score: %d", score);
mvwprintw(menuScreen, menuY + 14, menuX, "\tPress a key to go back...");
wgetch(menuScreen);
break;
}
}
/* Function responsible of cleaning the memory */
void cleanup() {
/* Free memory allocated by snake */
freeSnake();
/* Free memory allocated by apple */
free(apple);
/* End ncurses window */
endwin();
}
/* Function for displaying the game controls in the command line */
void argControls() {
printf("%s version: %.1lf\n", NAME, VERSION);
printf("Controls:\n");
printf("\tArrow Up: Move Up\n");
printf("\tArrow Down: Move Down\n");
printf("\tArrow Left: Move Left\n ");
printf("\tArrow Right: Move Right\n");
printf("\tp: Pause the game\n");
}
/* Function to display the help message in the command line */
void argHelp() {
printf("Usage: %s [OPTIONS]\n", NAME);
printf("Play the all time classic snake game in the console.\n\n");
printf("Options:\n");
printf("\t-c, --show-controls Show the controls for the game.\n");
printf("\t-h, --help Display this help message and exit.\n");
printf("\t-v, --version Display version and exit.\n");
}
/* Function to display the version in the command line */
void argVersion() {
printf("%s. version: %.1lf\n", NAME, VERSION);
printf("Author: Darius Drake\n");
printf("License: GPL v3\n");
printf("Contribute:\n");
printf(" The source code is available on GitHub -> https://github.com/d4r1us-drk/serpent\n");
printf(" Feel free to contribute with ideas, issues or pull requests.\n");
}