#!/usr/bin/perl
=begin metadata
Name: robots
Description: fight off villainous robots
Author: John C. Siracusa, siracusa@mindspring.com
License: perl
=end metadata
=cut
##
## robots - fight off villainous robots
##
## Created for the Perl Power Tools project by John Siracusa
##
## Created: July 1st, 1999
## Modified: July 7th, 1999
##
## Copyright(c) 1999 by John C. Siracusa. All rights reserved. This program
## is free software; you can redistribute it and/or modify it under the same
## terms as Perl itself.
##
use strict;
BEGIN {
my $has_curses = eval "require Curses; 1";
unless( $has_curses ) {
warn <<"HERE";
$0 requires the Perl Curses module!
HERE
exit;
}
}
use Getopt::Long;
use Fcntl qw(:flock);
my($Version) = '0.50';
my(%Opts);
Getopt::Long::config('bundling_override', 'auto_abbrev');
GetOptions(\%Opts, 'a:i', # Initial level, or start ahead
'h', # Usage message
'i=i', # Robot increment
'j', # Jump movement
'r:i', # Play in real time
's', # Just show score file
't', # Auto-teleport
'help', # Usage message
'manual', # Man page
'version') # Show version
|| &Usage(1);
&Usage() if($Opts{'help'} || $Opts{'h'});
&Version() if($Opts{'version'});
&Manual() if($Opts{'manual'});
##
## Constants
##
use constant ALIVE => 1;
use constant DEAD => 0;
use constant SIDEBAR_WIDTH => 19; # In characters
use constant REAL_TIME_STEP => 3; # In seconds
use constant INITIAL_ROBOTS => 10; # Num robots on level 1
use constant ROBOT_SCORE => 10; # Score per robot kill
use constant ROBOT_INCREMENT => 10; # Num extra robots per level
use constant ADVANCE_LEVEL => 4; # -a brings you to this level
use constant ADVANCE_BONUS => (60 * ROBOT_SCORE); # Bonus for -a
use constant HIGH_SCORE_X => 15; # X position of high scores
use constant MAX_LEVELS => 4; # Nothing changes after this level
use constant MAX_ROBOTS => (MAX_LEVELS * ROBOT_INCREMENT);
use constant MAX_SCORES => 200; # Max scores to track
use constant MAX_SCORES_PER_USER => 5; # Max scores per user
# The "graphics" :-)
use constant ROBOT_CHR => '+';
use constant HEAP_CHR => '*';
use constant PLAYER_CHR => '@';
use constant PLAYER_WAIL => 'AARRrrgghhhh....';
# Minimum terminal size
use constant MIN_LINES => 24;
use constant MIN_COLS => 80;
##
## File-scoped lexicals
##
# The score file - default: /var/games/robots_roll
my($Score_File) = '/var/games/robots_roll';
my($Win, %Arena); # The Curses object and the arena hash
# Flag variables
my($Real_Time, $Real_Time_Move, $Pattern_Roll, $Stand_Still, $New_Score,
$Just_Suspended, $Ask_Quit, $Another_Game, $Cheater);
# Miscellaneous settings and structures
my($Initial_Level, $Robot_Increment, $Real_Time_Step, %High_Scores, $My_Score,
%Old_Sig);
#
# Movement keys
#
# left, right, up, down, up-left, up-right, dn-left, dn-right, no-op
my(@movement) = qw(h l k j y u b n .); # vi keys, or...
#qw(j l i , u o m . k); # square: sacrifices some
# capital letter moves, or...
#qw(4 6 8 2 7 9 1 3 5); # Numeric keypad: sacrifices
# capital letter movement and
# number-repeated commands
my($key_l, $key_r, $key_u, $key_d, $key_ul, $key_ur, $key_dl, $key_dr,
$key_nop) = @movement;
my($key_w, $key_t, $key_q, # wait, teleport, quit
$key_safe_wait, $key_nop_alt, # safe wait, alternate no-op
$key_redraw) = # redraw
('w', 't', 'q', '>', ' ', "\cL");
# The moves for pattern_roll: YHBJNLUK with the standard keys
my(@Move_List) = map { uc } ($key_ul, $key_l, $key_dl, $key_d, $key_dr,
$key_r, $key_ur, $key_u);
# Regex to match any movement keys
my($key_move_re) = '[' . join('', @movement) . "$key_nop_alt]";
# Regexes to match...
my($key_u_re) = "[$key_ul$key_u$key_ur]"; # movement up
my($key_d_re) = "[$key_dl$key_d$key_dr]"; # movement down
my($key_l_re) = "[$key_ul$key_l$key_dl]"; # movement left
my($key_r_re) = "[$key_ur$key_r$key_dr]"; # movement right
#
# Globals
#
BEGIN {
import Curses;
}
# use vars qw($LINES $COLS); # From Curses.pm(?)
MAIN:
{
&Parse_Args();
$Win = Curses->new;
&Show_Scores() if($Opts{'s'});
&Sanity_Check();
&Init_Arena();
&Starting_Positions();
&Draw_Arena();
&Play();
print "\n"; # Neatness counts...
exit(0);
}
sub Usage
{
endwin() if(ref($Win));
print STDERR<<"EOF";
Usage: robots -hjstv [-a [level]] [-i num] [-r [secs]] [scorefile]
-a <level> Advance to higher levels directly (default: @{[ADVANCE_LEVEL]})
-h Show this help screen
-i <num> Increment robots by <num> after each level
-j Jump movement (don't show intermediate positions)
-r Play in real time
-s Don't play, just show score file
-t Auto-teleport when in danger
--manual Show documentation
--version Show version
EOF
exit($_[0] || 0); # -w grrrrr...
}
sub Version
{
print STDERR "robots version $Version\n";
exit(0);
}
sub Manual { exec 'perldoc', $0 }
sub Sanity_Check
{
foreach my $opt (qw(a i l r))
{
&Usage() if(($Opts{$opt} || 0) < 0); # -w grrrr...
}
die "Cannot determine screen size!\n"
unless(defined($LINES) && defined($COLS));
die "Need at least a @{[MIN_COLS()]}x@{[MIN_LINES()]} screen\n"
unless($COLS >= MIN_COLS && $LINES >= MIN_LINES);
if(-f $Score_File)
{
unless(open(SCORE, '+>>', $Score_File))
{
warn "$Score_File: $!; no scores will be saved\n";
$Score_File = undef;
return;
}
close(SCORE);
}
else
{
$Score_File = undef;
}
}
sub Parse_Args
{
if(@ARGV)
{
&Usage() if(@ARGV > 1);
$Score_File = $ARGV[0];
if($Score_File =~ m{(?:/|^)pattern_roll$})
{
$Pattern_Roll = 1;
}
elsif($Score_File =~ m{(?:/|^)stand_still$})
{
$Stand_Still = 1;
}
}
# Both imply auto-teleport
$Opts{'t'} = ($Pattern_Roll || $Stand_Still)
unless($Opts{'t'});
# "Cheating" disqualifies you from the high scores list
if((exists $Opts{'i'} && $Opts{'i'} < ROBOT_INCREMENT) ||
(exists $Opts{'a'} && $Opts{'a'} > 0 && $Opts{'a'} < ADVANCE_LEVEL))
{
$Cheater = 1;
}
else { $Cheater = 0 }
}
sub Init_Arena
{
cbreak();
nonl();
noecho();
if(exists $Opts{'a'})
{
$Initial_Level = $Opts{'a'} || ADVANCE_LEVEL;
}
else
{
$Initial_Level = 1;
}
$Robot_Increment = $Opts{'i'} || ROBOT_INCREMENT;
my($num_robots) = INITIAL_ROBOTS + (($Initial_Level - 1) * $Robot_Increment);
if(exists $Opts{'r'})
{
$Real_Time = 1;
$Real_Time_Step = $Opts{'r'} || REAL_TIME_STEP;
}
else
{
$Real_Time = 0;
}
%Arena =
(
'MIN_X' => 1,
'MAX_X' => $COLS - SIDEBAR_WIDTH - 2,
'MIN_Y' => 1,
'MAX_Y' => $LINES - 2,
'SCORE_X' => $COLS - SIDEBAR_WIDTH + 8,
'SCORE_Y' => 21,
'PROMPT_X' => $COLS - SIDEBAR_WIDTH + 1,
'PROMPT_Y' => 22,
'LEVEL' => $Initial_Level,
'PLAYER' =>
{
'X' => 0,
'Y' => 0,
'STATUS' => ALIVE,
'SCORE' => 0,
'BONUS' => 0,
'ADV_BONUS' => 0,
},
'ROBOTS' => [],
'MAX_ROBOTS' => undef,
'HEAP_AT' => {},
'ROBOT_AT' => {},
);
# Upper bound on robots in accordance with the OpenBSD version of robots:
$Arena{'MAX_ROBOTS'} = MAX_ROBOTS;
# Here's a more reasonable (fun?) upper-bound on the number of robots
# $Arena{'MAX_ROBOTS'} = (($Arena{'MAX_X'}/2 - $Arena{'MIN_X'}) *
# ($Arena{'MAX_Y'}/2 - $Arena{'MIN_Y'})) - 1;
$Arena{'ROBOTS'} = &Build_Robots($num_robots);
}
sub Build_Robots
{
my($num_robots) = shift;
my($robots);
$num_robots = $Arena{'MAX_ROBOTS'} if($num_robots > $Arena{'MAX_ROBOTS'});
for(my $i = 0; $i < $num_robots; $i++)
{
# X, Y, STATUS
${$robots}[$i] =
{
X => 0,
Y => 0,
STATUS => ALIVE,
};
}
return $robots;
}
sub Starting_Positions
{
my(%seen, $x, $y, $min_x, $min_y, $rng_x, $rng_y, $num_robots);
$num_robots = INITIAL_ROBOTS + (($Arena{'LEVEL'} - 1) * $Robot_Increment);
$Arena{'HEAP_AT'} = {};
$Arena{'ROBOT_AT'} = {};
$Arena{'ROBOTS'} = &Build_Robots($num_robots);
$min_x = $Arena{'MIN_X'};
$min_y = $Arena{'MIN_Y'};
$rng_x = $Arena{'MAX_X'} - $min_x;
$rng_y = $Arena{'MAX_Y'} - $min_y;
foreach my $robot (@{$Arena{'ROBOTS'}})
{
POSITION_ROBOT:
{
$x = int(rand($rng_x)) + $min_x;
$y = int(rand($rng_y)) + $min_y;
redo POSITION_ROBOT if($seen{"$x:$y"});
$seen{"$x:$y"} = 1;
}
@{$robot}{'X', 'Y', 'STATUS'} = ($x, $y, ALIVE);
$Arena{'ROBOT_AT'}{"$x:$y"} = 1;
}
POSITION_PLAYER:
{
$x = int(rand($rng_x)) + $min_x;
$y = int(rand($rng_y)) + $min_y;
redo POSITION_PLAYER if($seen{"$x:$y"});
@{$Arena{'PLAYER'}}{'X', 'Y'} = ($x, $y);
}
$Arena{'PLAYER'}{'STATUS'} = ALIVE;
}
sub Draw_Arena
{
my($str) = '+' . '-' x $Arena{'MAX_X'} . '+';
# Top border
$Win->addstr(0, 0, $str);
# Bottom border
$Win->addstr($Arena{'MAX_Y'} + 1, 0, $str);
# Side borders
for(my $line = $Arena{'MAX_Y'}; $line > 0; $line--)
{
$Win->addch($line, $Arena{'MIN_X'} - 1, '|');
$Win->addch($line, $Arena{'MAX_X'} + 1, '|');
}
# Legend
my(@legend) = split(/\n/, <<"EOF");
Directions:
$key_ul $key_u $key_ur
\\|/
$key_l- -$key_r
/|\\
$key_dl $key_d $key_dr
Commands:
$key_w: wait for end
$key_t: teleport
$key_q: quit
^L: redraw screen
Legend:
@{[ROBOT_CHR]}: robot
@{[HEAP_CHR]}: junk heap
@{[PLAYER_CHR]}: you
Score:
EOF
my($x_off) = $Arena{'MAX_X'} + 2;
my($y) = 0;
foreach my $line (@legend)
{
$Win->addstr($y, $x_off, ' ' . $line);
$Win->clrtoeol();
$y++;
}
&Update_Score();
&Update_Bonus();
# Robots
foreach my $robot (@{$Arena{'ROBOTS'}})
{
$Win->addch($robot->{'Y'}, $robot->{'X'}, ROBOT_CHR);
}
# Player
$Win->addch(@{$Arena{'PLAYER'}}{'Y', 'X'}, PLAYER_CHR);
$Win->move(@{$Arena{'PLAYER'}}{'Y', 'X'});
# Player dead?
if($Arena{'PLAYER'}{'STATUS'} == DEAD)
{
&Kill_Player_Wail();
}
# Re-print any prompts that are active
if($Ask_Quit) { &Quit_Prompt() }
elsif($Another_Game) { &Another_Game_Prompt() }
$Win->refresh();
}
sub Play
{
my($chr, $won, $robot, $repeat, $move_index);
$move_index = 0;
EVENT: for(;;)
{
if($Pattern_Roll && scalar(keys(%{$Arena{'ROBOT_AT'}})) > 1)
{
$chr = $Move_List[$move_index++];
# I'd love to just use $Win->addch(0, 0, $chr); but it keeps
# erasing the entire top line for some reason. Anyway, now I'm
# redrawing the entire thing just to change a single character in
# the upper-left hand corner. Ick.
$Win->addstr(0, 0, $chr . '-' x $Arena{'MAX_X'} . '+ Directions: ');
$move_index = 0 if($move_index > $#Move_List);
}
elsif($Stand_Still && scalar(keys(%{$Arena{'ROBOT_AT'}})) > 1)
{
$chr = $key_safe_wait;
}
else
{
$chr = &Get_Command();
}
# Add to command repeat number unless using numbers to move
if($chr =~ /\d/ && $chr !~ /$key_move_re/io)
{
$repeat .= $chr;
next;
}
# Clear bonus after first move, but preserve during a redraw
if($won && $chr ne $key_redraw)
{
$Arena{'PLAYER'}{'BONUS'} = $Arena{'PLAYER'}{'ADV_BONUS'} = 0;
&Update_Bonus();
$won = 0;
}
HANDLE_KEY:
{
if($chr =~ /$key_move_re/io)
{
# Capital move key: move until we can't move any more.
# Exclude non-letters where lc($chr) eq uc($chr)
if(lc($chr) ne uc($chr) && $chr eq uc($chr) &&
$chr ne $key_nop_alt && $chr ne $key_nop)
{
1 while(&Move_Player($chr));
$repeat = 0; # Ignore any repeat
}
else
{
# Move player, and stop repeating if we can't move any more.
&Move_Player($chr) || ($repeat = 0);
}
}
elsif($chr eq $key_t)
{
&Teleport();
}
elsif($chr eq $key_w)
{
&Wait('allow kill');
}
elsif($chr eq $key_safe_wait)
{
&Wait();
&Teleport() if($Stand_Still);
}
elsif($chr =~ /^$key_q$/io)
{
&Quit() && last EVENT;
}
elsif($chr eq $key_redraw)
{
&Redraw();
next EVENT;
}
else
{
next EVENT;
}
# Are we dead?
if($Arena{'PLAYER'}{'STATUS'} == DEAD)
{
&Kill_Player || last EVENT;
}
# Have we won yet?
$won = !scalar(keys(%{$Arena{'ROBOT_AT'}}));
$repeat-- if($repeat);
redo HANDLE_KEY if($repeat);
}
if($won)
{
# Regular bonus
$Arena{'PLAYER'}{'SCORE'} += $Arena{'PLAYER'}{'BONUS'};
# Advance bonus
if($Arena{'LEVEL'} == $Initial_Level &&
$Initial_Level >= ADVANCE_LEVEL)
{
$Arena{'PLAYER'}{'ADV_BONUS'} = ADVANCE_BONUS;
$Arena{'PLAYER'}{'SCORE'} += $Arena{'PLAYER'}{'ADV_BONUS'};
}
$Arena{'LEVEL'}++;
&Clear_Arena();
&Starting_Positions();
&Draw_Arena();
}
$Win->refresh();
}
endwin();
}
sub Get_Command
{
my($chr);
$Win->refresh();
$Old_Sig{'ALRM'} = $SIG{'ALRM'} || 'DEFAULT';
$Old_Sig{'TSTP'} = $SIG{'TSTP'} || 'DEFAULT';
eval
{
# Localize so I only have to restore in my catch block
local $SIG{'ALRM'} = sub { die 'alarm' };
local $SIG{'TSTP'} = sub { die 'suspended' };
$chr = $Win->getch();
alarm(0) if($Real_Time && $chr ne $key_redraw);
};
$Real_Time_Move = 0;
$Just_Suspended = 0;
if($@)
{
$SIG{'ALRM'} = $Old_Sig{'ALRM'};
$SIG{'TSTP'} = $Old_Sig{'TSTP'};
if($@ =~ /^alarm/)
{
$chr = $key_nop;
$Real_Time_Move = 1;
}
elsif($@ =~ /^suspended/)
{
alarm(0) if($Real_Time);
$Win->clear();
$Win->move($LINES, 0);
$Win->refresh();
endwin();
kill('TSTP', $$);
# The is the only way I could get a nice screen redraw
# for some reason. If Curses.pm just supported tstp(),
# I wouldn't have to do this...
$Win = Curses->new;
$chr = $key_redraw;
$Just_Suspended = 1;
alarm($Real_Time_Step)
if($Real_Time && $Arena{'PLAYER'}{'STATUS'} == ALIVE && !$Ask_Quit);
}
else
{
die "Strange eval error: $@\n";
}
}
return $chr;
}
sub Move_Player
{
my($chr, $waiting, $allow_kill) = @_;
my($robot_x, $robot_y, $old_x, $old_y, $ret);
$allow_kill = 1 if($Real_Time_Move);
$ret = 1;
($old_x, $old_y) = @{$Arena{'PLAYER'}}{'X', 'Y'};
$chr = lc($chr);
if(($chr =~ /$key_u_re/o && $Arena{'PLAYER'}{'Y'} == $Arena{'MIN_Y'}) ||
($chr =~ /$key_d_re/o && $Arena{'PLAYER'}{'Y'} == $Arena{'MAX_Y'}) ||
($chr =~ /$key_l_re/o && $Arena{'PLAYER'}{'X'} == $Arena{'MIN_X'}) ||
($chr =~ /$key_r_re/o && $Arena{'PLAYER'}{'X'} == $Arena{'MAX_X'}))
{
return(0); # Can't move that way
}
for($chr) # Try the move
{
/$key_u_re/o && $Arena{'PLAYER'}{'Y'}--;
/$key_d_re/o && $Arena{'PLAYER'}{'Y'}++;
/$key_l_re/o && $Arena{'PLAYER'}{'X'}--;
/$key_r_re/o && $Arena{'PLAYER'}{'X'}++;
}
# Check for heap blocking the path
if($Arena{'HEAP_AT'}{"$Arena{'PLAYER'}{'X'}:$Arena{'PLAYER'}{'Y'}"})
{
# Restore old position
@{$Arena{'PLAYER'}}{'X', 'Y'} = ($old_x, $old_y);
$ret = 0;
}
else
{
# Is the move to a safe spot?
foreach my $robot (@{$Arena{'ROBOTS'}})
{
next unless($robot->{'STATUS'} == ALIVE);
if(abs($robot->{'X'} - $Arena{'PLAYER'}{'X'}) < 2 &&
abs($robot->{'Y'} - $Arena{'PLAYER'}{'Y'}) < 2)
{
# Unsafe: restore old position
@{$Arena{'PLAYER'}}{'X', 'Y'} = ($old_x, $old_y);
$ret = 0;
}
}
}
$Win->move(@{$Arena{'PLAYER'}}{'Y', 'X'});
unless($ret) # Invalid move
{
# return false unless killing is allowed
return(0) unless($allow_kill);
}
# Erase old player, draw new player
$Win->addch($old_y, $old_x, ' ');
$Win->addch(@{$Arena{'PLAYER'}}{'Y', 'X'}, PLAYER_CHR);
# Move all the robots
&Move_Robots($waiting, $allow_kill);
unless($waiting && $Opts{'j'})
{
&Update_Score();
$Win->move(@{$Arena{'PLAYER'}}{'Y', 'X'});
$Win->refresh() unless($Opts{'j'});
}
# Auto-teleport?
if($Opts{'t'} && !$waiting && &Must_Teleport())
{
&Teleport() while(&Must_Teleport());
return(1);
}
return $ret;
}
sub Move_Robots
{
my($waiting, $allow_kill) = @_;
my(%robot_at, $robot, $i);
# Move robots
for($i = $#{$Arena{'ROBOTS'}}; $i >= 0; $i--)
{
$robot = $Arena{'ROBOTS'}[$i];
next unless($robot->{'STATUS'} == ALIVE);
# Erase robot
$Win->addch($robot->{'Y'}, $robot->{'X'}, ' ');
($Arena{'PLAYER'}{'X'} > $robot->{'X'} && $robot->{'X'}++) ||
($Arena{'PLAYER'}{'X'} < $robot->{'X'} && $robot->{'X'}--);
($Arena{'PLAYER'}{'Y'} > $robot->{'Y'} && $robot->{'Y'}++) ||
($Arena{'PLAYER'}{'Y'} < $robot->{'Y'} && $robot->{'Y'}--);
# Check for heap collision
if($Arena{'HEAP_AT'}{"$robot->{'X'}:$robot->{'Y'}"})
{
$Arena{'PLAYER'}{'SCORE'} += ROBOT_SCORE;
$Arena{'PLAYER'}{'BONUS'} += 1 if($waiting && $allow_kill);
$Arena{'ROBOTS'}[$i]{'STATUS'} = DEAD; # Robot adds to heap
}
else
{
push(@{$robot_at{"$robot->{'X'}:$robot->{'Y'}"}}, $i);
}
}
# Make heaps where robots collide
foreach my $coords (keys(%robot_at))
{
if(@{$robot_at{$coords}} > 1) # Collision
{
my($x, $y) = split(':', $coords);
$Arena{'HEAP_AT'}{$coords} = 1; # Add heap
$Win->addch($y, $x, HEAP_CHR); # Draw heap
# Remove robots
for my $i (@{$robot_at{$coords}})
{
$Arena{'PLAYER'}{'SCORE'} += ROBOT_SCORE;
$Arena{'PLAYER'}{'BONUS'} += 1 if($waiting && $allow_kill);
$Arena{'ROBOTS'}[$i]{'STATUS'} = DEAD;
}
}
}
$Arena{'ROBOT_AT'} = {}; # Clear robot positions
# Redraw robots
for my $robot (@{$Arena{'ROBOTS'}})
{
next unless($robot->{'STATUS'} == ALIVE);
$Arena{'ROBOT_AT'}{"$robot->{'X'}:$robot->{'Y'}"} = 1;
$Win->addch($robot->{'Y'}, $robot->{'X'}, ROBOT_CHR);
}
if($Real_Time)
{
# Check to see if we just died
if($Arena{'ROBOT_AT'}{"$Arena{'PLAYER'}{'X'}:$Arena{'PLAYER'}{'Y'}"} ||
$Arena{'HEAP_AT'}{"$Arena{'PLAYER'}{'X'}:$Arena{'PLAYER'}{'Y'}"})
{
$Arena{'PLAYER'}{'STATUS'} = DEAD;
return;
}
$Win->move(@{$Arena{'PLAYER'}}{'Y', 'X'});
$Win->refresh();
alarm($Real_Time_Step);
}
}
sub Teleport
{
my($x, $y, $min_x, $min_y, $rng_x, $rng_y);
my($ox, $oy) = @{$Arena{'PLAYER'}}{'Y', 'X'};
# Erase old player
$Win->addch(@{$Arena{'PLAYER'}}{'Y', 'X'}, ' ');
$min_x = $Arena{'MIN_X'};
$min_y = $Arena{'MIN_Y'};
$rng_x = $Arena{'MAX_X'} - $min_x;
$rng_y = $Arena{'MAX_Y'} - $min_y;
TELEPORT_PLAYER:
{
$x = int(rand($rng_x)) + $min_x;
$y = int(rand($rng_y)) + $min_y;
# Don't teleport onto heaps...is that allowed or not?
redo TELEPORT_PLAYER if($Arena{'HEAP_AT'}{"$x:$y"});
@{$Arena{'PLAYER'}}{'X', 'Y'} = ($x, $y);
}
# Is the move to a safe spot?
foreach my $robot (@{$Arena{'ROBOTS'}})
{
next unless($robot->{'STATUS'} == ALIVE);
if(abs($robot->{'X'} - $Arena{'PLAYER'}{'X'}) < 2 &&
abs($robot->{'Y'} - $Arena{'PLAYER'}{'Y'}) < 2)
{
# Unsafe == death!
$Arena{'PLAYER'}{'STATUS'} = DEAD;
return;
}
}
# Draw teleported player
$Win->addch(@{$Arena{'PLAYER'}}{'Y', 'X'}, PLAYER_CHR);
&Move_Robots();
$Win->move(@{$Arena{'PLAYER'}}{'Y', 'X'});
}
sub Kill_Player_Wail
{
$Win->addstr(@{$Arena{'PLAYER'}}{'Y', 'X'}, PLAYER_WAIL);
}
sub Kill_Player
{
alarm(0) if($Real_Time);
&Kill_Player_Wail();
&Record_Score();
&Show_Scores_In_Game() if($New_Score);
$Arena{'PLAYER'}{'SCORE'} = $Arena{'PLAYER'}{'BONUS'} = 0;
$Arena{'LEVEL'} = $Initial_Level;
return &Another_Game();
}
sub Another_Game_Prompt
{
$Win->addstr(22, $Arena{'MAX_X'} + 3, 'Another game?');
$Win->clrtoeol();
$Win->move(22, $Arena{'MAX_X'} + 16);
}
sub Another_Game
{
if(($Pattern_Roll || $Stand_Still) && !$New_Score)
{
&Clear_Arena();
&Clear_Legend();
&Starting_Positions();
&Draw_Arena();
return(1);
}
my($chr);
$Another_Game = 1;
&Another_Game_Prompt();
ASK_ANOTHER_GAME:
{
$chr = &Get_Command();
if($chr eq $key_redraw && $Just_Suspended)
{
&Redraw();
redo ASK_ANOTHER_GAME;
}
}
$Another_Game = 0;
return(0) if($chr !~ /^y$/i);
# Clear scores and bonuses
$Arena{'PLAYER'}{'BONUS'} = $Arena{'PLAYER'}{'ADV_BONUS'} =
$Arena{'PLAYER'}{'SCORE'} = 0;
&Clear_Arena();
&Clear_Legend();
&Starting_Positions();
&Draw_Arena();
return(1);
}
sub Record_Score
{
return if($Cheater || !defined($Score_File));
unless(open(SCORE, '+>>', $Score_File))
{
$Score_File = undef;
warn "$Score_File: $!; no scores will be saved\n";
return;
}
unless(flock(SCORE, LOCK_EX))
{
close(SCORE);
$Score_File = undef;
warn "$Score_File: $!; no scores will be saved\n";
return;
}
seek(SCORE, 0, 0); # Rewind, just in case
my($record, $uid, $score, $name, $info, $num_scores);
%High_Scores = ();
$New_Score = 0;
$My_Score = 0;
$record = 0;
$num_scores = 0;
while(<SCORE>)
{
chop;
($uid, $score, $name) = split(/\t/, $_);
push(@{$High_Scores{$score}}, [ $uid, $score, $name ]);
$num_scores++;
}
if($num_scores < MAX_SCORES)
{
$record = 1;
}
else
{
for my $score (keys(%High_Scores))
{
if($Arena{'PLAYER'}{'SCORE'} >= $score)
{
$record = 1;
last;
}
}
}
unless($record)
{
flock(SCORE, LOCK_UN);
close(SCORE);
return;
}
my($i, $count);
$uid = $<;
$score = $Arena{'PLAYER'}{'SCORE'};
$name = getpwuid($uid) || '???';
unshift(@{$High_Scores{$score}}, [ $uid, $score, $name ]);
# Clear and rewind
truncate(SCORE, 0);
seek(SCORE, 0, 0);
$i = 1;
$count = 0;
for my $score (sort { $b <=> $a } keys(%High_Scores))
{
for my $info (@{$High_Scores{$score}})
{
# Only allow MAX_SCORES_PER_USER
unless($< == ${$info}[0] && ++$count >= MAX_SCORES_PER_USER)
{
print SCORE join("\t", @{$info}), "\n";
if($score == $Arena{'PLAYER'}{'SCORE'})
{
$My_Score = $info unless($New_Score);
$New_Score = 1;
}
last if($i++ > MAX_SCORES);
}
}
}
flock(SCORE, LOCK_UN);
close(SCORE);
}
sub Show_Scores
{
endwin();
return unless(defined($Score_File));
open(SCORE, '<', $Score_File) || die "$Score_File: $!\n";
my($uid, $score, $name, $i);
$i = 1;
while(<SCORE>)
{
chop;
($uid, $score, $name) = split(/\t/, $_);
printf("%d\t%d\t%s\n", $i, $score, $name);
last if(++$i > $LINES);
}
close(SCORE);
exit(0);
}
sub Show_Scores_In_Game
{
my($info, $line, $uid, $score, $name);
$line = 1;
for my $score (sort { $b <=> $a } keys(%High_Scores))
{
for my $info (@{$High_Scores{$score}})
{
($uid, $score, $name) = @{$info};
$name = sprintf("%-16s", $name);
$Win->move($line, HIGH_SCORE_X);
$Win->standout() if($info eq $My_Score);
$Win->addstr(" $line\t$score\t$name ");
$Win->standend() if($info eq $My_Score);
last if(++$line >= $Arena{'MAX_Y'});
}
}
$Win->refresh();
}
sub Clear_Arena
{
my($str) = ' ' x ($Arena{'MAX_X'} - $Arena{'MIN_X'} + 1);
for(my $line = $Arena{'MAX_Y'}; $line > 0; $line--)
{
$Win->addstr($line, $Arena{'MIN_X'}, $str);
}
}
sub Clear_Legend
{
&Update_Score();
&Update_Bonus();
# Clear the prompt area
$Win->addstr(22, $Arena{'MAX_X'} + 3, ' ' x (SIDEBAR_WIDTH() - 1));
}
sub Update_Score
{
$Win->move($Arena{'SCORE_Y'}, $Arena{'SCORE_X'});
$Win->addstr($Arena{'PLAYER'}{'SCORE'});
$Win->clrtoeol();
}
sub Update_Bonus
{
my($x, $y) = ($Arena{'PROMPT_X'} - 1, $Arena{'PROMPT_Y'});
if($Arena{'PLAYER'}{'ADV_BONUS'}) # Advance bonus
{
$Win->move($y, $x);
$Win->addstr($y, $x, sprintf(" Advance bonus: %3d",
$Arena{'PLAYER'}{'ADV_BONUS'}));
$y++;
}
$Win->move($y, $x);
$Win->addstr(" Wait bonus: $Arena{'PLAYER'}{'BONUS'}")
if($Arena{'PLAYER'}{'BONUS'});
$Win->clrtoeol();
if($y < $Arena{'PROMPT_Y'} + 1)
{
$Win->move($y + 1, $x);
$Win->clrtoeol();
}
}
sub Redraw
{
$Win->clear();
$Win->refresh();
&Draw_Arena();
$Win->refresh();
}
sub Wait
{
my($allow_kill) = shift;
while(&Move_Player($key_nop, 'waiting', $allow_kill))
{
# Are we dead?
foreach my $robot (@{$Arena{'ROBOTS'}})
{
next unless($robot->{'STATUS'} == ALIVE);
if(abs($robot->{'X'} - $Arena{'PLAYER'}{'X'}) < 2 &&
abs($robot->{'Y'} - $Arena{'PLAYER'}{'Y'}) < 2)
{
if($allow_kill)
{
# Dead! Bummer.
$Arena{'PLAYER'}{'STATUS'} = DEAD;
return;
}
return(1);
}
}
# Return if we've won
return(1) unless(scalar(keys(%{$Arena{'ROBOT_AT'}})));
}
# Are we dead?
if($Arena{'ROBOT_AT'}{"$Arena{'PLAYER'}{'X'}:$Arena{'PLAYER'}{'Y'}"} ||
$Arena{'HEAP_AT'}{"$Arena{'PLAYER'}{'X'}:$Arena{'PLAYER'}{'Y'}"})
{
$Arena{'PLAYER'}{'STATUS'} = DEAD;
}
return(1);
}
sub Must_Teleport
{
my($px, $py) = @{$Arena{'PLAYER'}}{'X', 'Y'};
my($x1, $y1, $x2, $y2, %pos_moves);
if($Pattern_Roll)
{
foreach(@Move_List)
{
($x1, $y1) = ($px, $py);
/$key_u_re/io && $y1--;
/$key_d_re/io && $y1++;
/$key_l_re/io && $x1--;
/$key_r_re/io && $x1++;
$pos_moves{"$x1:$y1"} = 1;
}
}
elsif($Stand_Still && scalar(keys(%{$Arena{'ROBOT_AT'}})) && Unsafe_Pos())
{
return(1);
}
MOVE_TO_X: for my $x1 ($px - 1 .. $px + 1)
{
next if($x1 < $Arena{'MIN_X'} || $x1 > $Arena{'MAX_X'});
MOVE_TO_Y: for my $y1 ($py - 1 .. $py + 1)
{
next if($y1 < $Arena{'MIN_Y'} || $y1 > $Arena{'MAX_Y'} ||
$Arena{'ROBOT_AT'}{"$x1:$y1"} ||
$Arena{'HEAP_AT'}{"$x1:$y1"});
next if($Pattern_Roll && !$pos_moves{"$x1:$y1"});
if(!&Unsafe_Pos($x1, $y1))
{
return(0);
}
}
}
return(1);
}
sub Unsafe_Pos
{
my($x, $y) = @_;
for my $x1 ($x - 1 .. $x + 1)
{
next if($x1 < $Arena{'MIN_X'} || $x1 > $Arena{'MAX_X'});
for my $y1 ($y - 1 .. $y + 1)
{
next if($y1 < $Arena{'MIN_Y'} || $y1 > $Arena{'MAX_Y'});
if($Arena{'ROBOT_AT'}{"$x1:$y1"})
{
return(1);
}
}
}
return(0);
}
sub Quit_Prompt
{
$Win->addstr(22, $Arena{'MAX_X'} + 3, 'Really quit?');
$Win->clrtoeol();
$Win->move(22, $Arena{'MAX_X'} + 15);
}
sub Quit
{
my($chr);
$Ask_Quit = 1;
&Quit_Prompt();
ASK_QUIT:
{
$chr = &Get_Command();
if($chr eq $key_redraw && $Just_Suspended)
{
&Redraw();
redo ASK_QUIT;
}
}
$Ask_Quit = 0;
alarm($Real_Time_Step) if($Real_Time);
return(1) if($chr =~ /^y$/i);
&Clear_Legend();
$Win->move(@{$Arena{'PLAYER'}}{'Y', 'X'});
return(0);
}
=head1 NAME
robots - fight off villainous robots
=head1 SYNOPSIS
C<robots -hjstv [-a [level]] [-i num] [-r [secs]] [scorefile]>
=head1 DESCRIPTION
robots pits you against a growing hoard of evil robots bent on your
destruction (much like real life). Your only weapons against the robot
hoard are your wits and their stupidity. Consumed by their single-minded
mission of destruction, the robots will not deviate from their pursuit even
if it causes them to collide with and annihilate each other, leaving behind
a pile of robot junk.
You are endowed with one piece of defensive weaponry: a teleportation
device. When two robots run into each other or a junk pile, they die. If
a robot runs into you, you die. When a robot dies, you get 10 points, and
when all the robots die, you start on the next level. This keeps up until
they finally get you (or until you meet the final boss robot, Zektor the
Destroyer, and defeat the game).
Robots are represented on the screen by a `+', the junk heaps from their
collisions by a `*', and you (the good guy) by a `@'.
The commands are:
h move one square left
l move one square right
k move one square up
j move one square down
y move one square up and left
u move one square up and right
b move one square down and left
n move one square down and right
. (also space) do nothing for one turn
HJKLBNYU run as far as possible in the given direction
> do nothing for as long as possible
t teleport to a random location
w wait until you die or they all do
q quit
^L redraw the screen
All commands can be preceded by a count.
If you use the `w' command and survive to the next level, you will get a
bonus of 1 point for each robot that died after you decided to wait. If
you die, however, you get nothing (again, much like in real life). For all
other commands, the program will save you from typos by stopping short of
being eaten. However, with `w' you take the risk of dying by
miscalculation.
Only five scores per user are allowed on the score file. If you make it
into the score file, you will be shown the list at the end of the game.
If an alternative score file is specified, that will be used instead of
the standard file for scores.
If the score file is named "pattern_roll", then the game will be played
automatically using the repeated sequence of commands: "YHBJNLUK". The
game will stop on each level when there is only one robot left alive,
allowing you to finish the level manually. Automatic play will resume at
the start of the next level. Auto-teleport will be active.
If the score file is named "stand_still", then the game will be played
automatically using a repeated sequence of the ">" command. The game will
stop on each level when there is only one robot left alive, allowing you to
finish the level manually. Automatic play will resume at the start of the
next level. Auto-teleport will be active.
The options are:
=over 4
=item B<-a [LEVEL]>
Advance into the higher levels directly, skipping the lower, easier levels.
Takes an optional level argument, and defaults to 4 with no arguments.
Setting this to anything less than the default (4) takes you out of
contention for a place in the score file. A bonus of 600 points is awarded
after the completion of the first level played.
=item B<-h>
Display a usage message and short help screen.
=item B<-i NUM>
Increment the number of robots on the playing field by NUM after each level
is completed. Setting this to anything less than the default (10) takes
you out of contention for a place in the score file.
=item B<-j>
Jump: when you run, don't show any intermediate positions. This is useful
on slow terminals.
=item B<-r [SECS]>
Play in real time, which means that the robots advance after a certain
period of time (default: 3 seconds) whether you've moved or not. Takes
an optional delay arguments (in seconds).
=item B<-s>
Don't play, just show the score file.
=item B<-t>
Teleport automatically when you have no other option. This is a little
disconcerting until you get used to it, and then it is very nice.
=item B<--manual>
Show the manual page via perldoc.
=item B<--version>
Show the robots version number.
=back
=head1 AUTHOR
John C. Siracusa (siracusa@mindspring.com)
=head1 FILES
/var/games/robots_roll - the score file
=head1 BUGS
C<Curses.pm> doesn't support the C<tstp()> function, so I'm trying to handle
that signal myself, with varying degrees of success. This is my first
program of any kind using curses, so I'm probably not doing things very
efficiently. The logic is somewhat spaghetti-like, but not much worse than
the original C version. Hey, at least there are no gotos...
=head1 COPYRIGHT
Copyright(c) 1999 by John C. Siracusa. All rights reserved. This program is
free software; you can redistribute it and/or modify it under the same terms
as Perl itself.
=cut