Files
mercury/extras/curs/samples/frogger.m
Julien Fischer 82daa3fdd1 Improvements for building extras/curs.
Separate out the details of how to link against ncurses and the panel library
into a separate file. Include this new file in both the top-level and samples
Mmakefiles and use the variables it defines to link against ncurses.

Document how to to use the ncursesN-config and pkg-config tools to find
the correct set of flags to link against ncurses. Using ncursesN-config
was suggested by Fabrice Nicol in a change he recently posted.

General cleanups.

extras/curs/Ncurses.options:
   New file defining variables that control how to link against ncurses
   and the panel library.

   Document some ways of finding the correct set of flags.

   Document how to override the contents of this file on the command line.

extras/curs/Mmakefile:
    Include the Ncurses.options file.

    Refer users to that file for controlling how to link against
    ncurses.

extras/curs/samples/Mmakefile:
    Import Ncurses.options instead of hardcoding the library flags here.

extras/curs/curs.m:
    Shift vim modeline into our usual place.

    Update copyright notice.

    Point users to Ncurses.options.

extras/curs/samples/*.m:
    Replace tabs with spaces.

    Delete trailing whitespace.

    Minor cleanups.
2022-01-23 19:20:45 +11:00

383 lines
11 KiB
Mathematica

%-----------------------------------------------------------------------------%
% vim: ts=4 sw=4 et tw=0 wm=0 ff=unix ft=mercury
%-----------------------------------------------------------------------------%
%
% A frogger clone, by Peter Wang.
% This source file is hereby placed in the public domain.
%
% Missing features: colour, fly, turtles don't submerge, timeout.
%
%-----------------------------------------------------------------------------%
:- module frogger.
:- interface.
:- import_module io.
:- pred main(io::di, io::uo) is det.
%-----------------------------------------------------------------------------%
%-----------------------------------------------------------------------------%
:- implementation.
:- use_module curs.
:- use_module sleep.
:- import_module bool.
:- import_module char.
:- import_module int.
:- import_module list.
:- import_module string.
%-----------------------------------------------------------------------------%
:- type world
---> world(
lives :: int,
remaining_goals :: int,
frog :: frog,
level :: level
).
:- type frog
---> frog(
frog_x :: int,
frog_y :: int
).
:- type level == list(row).
:- type row
---> row(
scroll :: scroll,
str :: string
).
:- type scroll
---> stationary
; leftwards(int, leftwards_counter::int, bool)
; rightwards(int, rightwards_counter::int, bool).
:- func initial_world = world.
initial_world = world(
3, % lives
5, % remaining_goals
initial_frog,
initial_level
).
:- func width = int.
width = string.length(list.det_head(initial_level) ^ str).
:- func height = int.
height = list.length(initial_level).
:- func initial_frog = frog.
initial_frog = frog(width / 2, height - 1).
:- func initial_level = level.
initial_level = [
row(stationary, "............................"),
row(stationary, ":gg::::gg::::gg::::gg::::gg:"),
row(rightwards(5, 0, yes), "~LLLLLL~~~~LLLLLLL~~~LLLLLL~"),
row(leftwards(4, 0, yes), "~~~TtTt~~~~TtTt~~TtTt~~~TtTt"),
row(rightwards(6, 0, yes), "L~~~~~LLLLLLLLLL~~~~~~LLLLLL"),
row(leftwards(7, 0, yes), "TtTt~~~TtTt~~~TtTt~~~~TtTt~~"),
row(stationary, "============================"),
row(leftwards(5, 0, no), " Cccc Cccc"),
row(rightwards(1, 0, no), " cC "),
row(leftwards(7, 0, no), " Cc Cc Cc"),
row(rightwards(6, 0, no), " cC cC cC "),
row(leftwards(8, 0, no), "Cc Cc Cc "),
row(stationary, "============================")
].
:- pred goal_char(char::in) is semidet.
goal_char('g').
% Frog cannot touch even a single one of these chars.
%
:- pred frog_cant_touch_1(char::in) is semidet.
frog_cant_touch_1('<').
frog_cant_touch_1('>').
frog_cant_touch_1('.').
frog_cant_touch_1(':').
frog_cant_touch_1('C').
frog_cant_touch_1('c').
% Frog can touch at most one of these chars.
%
:- pred frog_cant_touch_2(char::in) is semidet.
frog_cant_touch_2('~').
:- func game_loop_rate = int.
game_loop_rate = 1000000 / 40.
%-----------------------------------------------------------------------------%
%-----------------------------------------------------------------------------%
main(!IO) :-
curs.start(!IO),
curs.nodelay(yes, !IO),
curs.flushinp(!IO),
game_loop(initial_world, !IO),
curs.stop(!IO).
:- pred game_loop(world::in, io::di, io::uo) is det.
game_loop(!.World, !IO) :-
(if !.World ^ lives < 1 then
end_game(" G A M E O V E R ", !IO)
else if !.World ^ remaining_goals < 1 then
end_game(" Y O U W O N ! ", !IO)
else
handle_input(!World, !IO, Quit),
(
Quit = no,
handle_logic(!World),
draw_world(!.World, !IO),
sleep.usleep(game_loop_rate, !IO),
move_world(!World),
game_loop(!.World, !IO)
;
Quit = yes
)
).
%-----------------------------------------------------------------------------%
:- pred draw_world(world::in, io::di, io::uo) is det.
draw_world(World, !IO) :-
curs.clear(!IO),
draw_level(World ^ level, !IO),
draw_frog(World ^ frog, !IO),
draw_status(World ^ lives, !IO).
:- pred draw_level(level::in, io::di, io::uo) is det.
draw_level(Level, !IO) :-
draw_level_2(0, Level, !IO).
:- pred draw_level_2(int::in, level::in, io::di, io::uo) is det.
draw_level_2(_RowNumber, [], !_IO).
draw_level_2(RowNumber, [Row | Rows], !IO) :-
curs.move(RowNumber, 0, !IO),
draw_row(0, Row ^ str, !IO),
draw_level_2(RowNumber + 1, Rows, !IO).
:- pred draw_row(int::in, string::in, io::di, io::uo) is det.
draw_row(N, Str, !IO) :-
( if string.index(Str, N, C) then
curs.addch(curs.normal, char.to_int(visualise(C)), !IO),
draw_row(N + 1, Str, !IO)
else
true
).
:- pred draw_frog(frog::in, io::di, io::uo) is det.
draw_frog(frog(X, Y), !IO) :-
curs.move(Y, X, !IO),
curs.addstr(curs.standout, "<>", !IO).
:- pred draw_status(int::in, io::di, io::uo) is det.
draw_status(Lives, !IO) :-
curs.move(height, 0, !IO),
curs.addstr(curs.normal, String, !IO),
String = string.format(" Lives: %d ", [i(Lives)]).
% On screen the 'g' goal tiles are drawn as blanks.
%
:- func visualise(char) = char.
visualise(Char) = (if Char = 'g' then ' ' else Char).
%-----------------------------------------------------------------------------%
:- pred end_game(string::in, io::di, io::uo) is det.
end_game(Message, !IO) :-
curs.rows_cols(Rows, Cols, !IO),
curs.move(Rows / 2, (Cols / 2) - string.length(Message) / 2, !IO),
curs.addstr(curs.normal, Message, !IO),
curs.refresh(!IO),
sleep.usleep(1000000, !IO).
%-----------------------------------------------------------------------------%
:- pred handle_input(world::in, world::out, io::di, io::uo, bool::out) is det.
handle_input(!World, !IO, Quit) :-
curs.getch(K, !IO),
( if is_quit(K) then
Quit = yes
else
Quit = no,
( if K = curs.key_left then
move_frog_left(!World)
else if K = curs.key_right then
move_frog_right(!World)
else if K = curs.key_up then
move_frog_up(!World)
else if K = curs.key_down then
move_frog_down(!World)
else
true
)
).
:- pred is_quit(int::in) is semidet.
is_quit(char.to_int('q')).
is_quit(27). % escape
:- pred move_frog_left(world::in, world::out) is det.
move_frog_left(World0, World) :-
World0 ^ frog = frog(X, Y),
World = World0 ^ frog := frog(max(0, X - 1), Y).
:- pred move_frog_right(world::in, world::out) is det.
move_frog_right(World0, World) :-
World0 ^ frog = frog(X, Y),
World = World0 ^ frog := frog(min(width - 2, X + 1), Y).
:- pred move_frog_up(world::in, world::out) is det.
move_frog_up(World0, World) :-
World0 ^ frog = frog(X, Y),
World = World0 ^ frog := frog(X, max(0, Y - 1)).
:- pred move_frog_down(world::in, world::out) is det.
move_frog_down(World0, World) :-
World0 ^ frog = frog(X, Y),
World = World0 ^ frog := frog(X, min(height - 1, Y + 1)).
%-----------------------------------------------------------------------------%
:- pred move_world(world::in, world::out) is det.
move_world(World0, World) :-
move_world_2(0, World0 ^ level, Level, World0 ^ frog, Frog),
World = ((World0 ^ level := Level)
^ frog := Frog).
:- pred move_world_2(int::in, level::in, level::out, frog::in, frog::out)
is det.
move_world_2(_, [], [], Frog, Frog).
move_world_2(RowNumber, [Row0 | Rows0], [Row | Rows], Frog0, Frog) :-
move_row(RowNumber, Row0, Row, Frog0, Frog1),
move_world_2(RowNumber+1, Rows0, Rows, Frog1, Frog).
:- pred move_row(int::in, row::in, row::out, frog::in, frog::out) is det.
move_row(_RowNumber, Row @ row(stationary, _String), Row, Frog, Frog).
move_row(RowNumber, row(leftwards(Speed, Counter, DragFrog), String), Row,
Frog0 @ frog(FrogX, FrogY), Frog) :-
( if Counter = Speed then
string.split(String, 1, Prefix, Suffix),
Row = row(leftwards(Speed, 0, DragFrog), Suffix ++ Prefix),
(if DragFrog = yes,
RowNumber = FrogY
then
Frog = frog(max(0, FrogX-1), FrogY)
else
Frog = Frog0
)
else
Row = row(leftwards(Speed, Counter+1, DragFrog), String),
Frog = Frog0
).
move_row(RowNumber, row(rightwards(Speed, Counter, DragFrog), String), Row,
Frog0 @ frog(FrogX, FrogY), Frog) :-
( if Counter = Speed then
string.split(String, width - 1, Prefix, Suffix),
Row = row(rightwards(Speed, 0, DragFrog), Suffix ++ Prefix),
( if DragFrog = yes,
RowNumber = FrogY
then
Frog = frog(min(width-2, FrogX+1), FrogY)
else
Frog = Frog0
)
else
Row = row(rightwards(Speed, Counter+1, DragFrog), String),
Frog = Frog0
).
%-----------------------------------------------------------------------------%
:- pred handle_logic(world::in, world::out) is det.
handle_logic(!World) :-
( if check_frog_in_goal(!World) then
true
else if check_frog_went_splat(!World) then
true
else
true
).
:- pred check_frog_in_goal(world::in, world::out) is semidet.
check_frog_in_goal(World0, World) :-
chars_at_frog(World0, C1, C2),
goal_char(C1),
goal_char(C2),
stamp_frog_in_goal(World0, World1),
World = ((World1 ^ remaining_goals := World0 ^ remaining_goals - 1)
^ frog := initial_frog).
:- pred check_frog_went_splat(world::in, world::out) is semidet.
check_frog_went_splat(World0, World) :-
chars_at_frog(World0, C1, C2),
( frog_cant_touch_1(C1)
; frog_cant_touch_1(C2)
; frog_cant_touch_2(C1), frog_cant_touch_2(C2)
),
World = ((World0 ^ lives := World0 ^ lives - 1)
^ frog := initial_frog).
:- pred chars_at_frog(world::in, char::out, char::out) is det.
chars_at_frog(World, C1, C2) :-
frog(X, Y) = World ^ frog,
Row = list.det_index0(World ^ level, Y),
C1 = string.det_index(Row ^ str, X),
C2 = string.det_index(Row ^ str, X + 1).
:- pred stamp_frog_in_goal(world::in, world::out) is det.
stamp_frog_in_goal(World0, World) :-
frog(X, Y) = World0 ^ frog,
Level = World0 ^ level,
Row = list.det_index0(Level, Y),
NewStr = string.det_set_char('<', X,
string.det_set_char('>', X + 1, Row ^ str)),
NewRow = Row ^ str := NewStr,
NewLevel = list.det_replace_nth(Level, Y + 1, NewRow),
World = World0 ^ level := NewLevel.
%-----------------------------------------------------------------------------%
:- end_module frogger.
%-----------------------------------------------------------------------------%