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302 lines (261 loc) · 7.06 KB
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import "std/std.vmm"
import "std/vector.vmm"
struct vec2 {
i32 x;
i32 y;
}
global i64 time_sec;
global i64 time_nsec;
fn update_time() {
asm {
"lea rsi, [time_sec]"
"mov rax, 228"
"xor rdi, rdi"
"syscall"
}
}
global i64 start_sec;
global i64 start_nsec;
fn init_timer() {
update_time();
start_sec = time_sec;
start_nsec = time_nsec;
}
fn get_elapsed_ms() -> i64 {
update_time();
i64 sec_diff = time_sec - start_sec;
i64 nsec_diff = time_nsec - start_nsec;
if nsec_diff < 0 {
sec_diff = sec_diff - 1;
nsec_diff = nsec_diff + 1000000000;
}
return sec_diff * 1000 + nsec_diff / 1000000;
}
struct GameData {
i32 score;
i64 time;
}
global i64 rand_seed;
fn rand(i32 min, i32 max) -> i32 {
rand_seed = rand_seed * 6364136223846793005 + 1442695040888963407;
i64 r = rand_seed;
if r < 0 { r = r * -1; }
i64 range = (max as i64) - (min as i64);
i64 mod_result = r % range;
i32 result = (mod_result as i32) + min;
return result;
}
fn rand_init() {
asm {
"rdtsc"
"shl rdx, 32"
"or rax, rdx"
"mov [rand_seed], rax"
}
}
global i8 termios[60];
fn set_raw_mode() {
syscall(16, 0, 0x5401, termios as i64, 0, 0);
termios[12] = termios[12] & 0xF4;
termios[23] = 0;
termios[22] = 0;
syscall(16, 0, 0x5402, termios as i64, 0, 0);
}
fn restore_terminal() {
termios[12] = termios[12] | 59;
termios[23] = 1;
termios[22] = 0;
syscall(16, 0, 0x5402, termios as i64, 0, 0);
}
global i8 buf[3];
fn read_key() -> i32 {
i64 n = syscall(0, 0, buf as i64, 3, 0, 0) as i64;
if n <= 0 { return 0; }
if buf[0] == 0x03 {
restore_terminal();
println("Exiting via ctrl+c");
exit(0);
}
if buf[0] == 0x71 {
restore_terminal();
println("");
println("Exited via 'q' key");
exit(0);
}
if buf[0] == 0x1B {
if buf[1] == 0x5B {
if buf[2] == 0x41 { return 1; }
if buf[2] == 0x42 { return 2; }
if buf[2] == 0x43 { return 3; }
if buf[2] == 0x44 { return 4; }
}
}
return 0;
}
fn check_collision(Vector<vec2*>* player) -> i32 {
vec2* head = vec_get_element<vec2*>(player, 0);
if head->x == -1 {
head->x = 9;
}
if head->x > 9 {
head->x = 0;
}
if head->y == -1 {
head->y = 19;
}
if head->y > 19 {
head->y = 0;
}
if player->length <= 2 {
return 0;
}
for (i32 i = 1; i < player->length; i = i + 1) {
vec2* el = vec_get_element<vec2*>(player, i);
if head->x == el->x and head->y == el->y {
return 1;
}
}
return 0;
}
fn change_player_pos(Vector<vec2*>* player, i32* key, i32 previous_key) {
vec2* head = vec_get_element<vec2*>(player, 0);
if *key == 1 and previous_key == 2 { *key = previous_key; }
else if *key == 2 and previous_key == 1 { *key = previous_key; }
else if *key == 3 and previous_key == 4 { *key = previous_key; }
else if *key == 4 and previous_key == 3 { *key = previous_key; }
if player->length > 1 {
for (i64 i = player->length - 1; i > 0; i = i - 1) {
vec2* pos = vec_get_element<vec2*>(player, i);
vec2* next_pos = vec_get_element<vec2*>(player, i - 1);
pos->x = next_pos->x;
pos->y = next_pos->y;
}
}
if *key == 1 {
if head->x < 0 {
head->x = 9;
} else {
head->x = head->x - 1;
}
} else if *key == 2 {
head->x = head->x + 1;
} else if *key == 3 {
head->y = head->y + 1;
} else if *key == 4 {
if head->y < 0 {
head->y = 19;
} else {
head->y = head->y - 1;
}
}
}
fn respawn_apple(Vector<vec2*>* player, vec2* apple_pos) {
i32 isTaken = 1;
while isTaken {
i32 x = rand(0, 9);
i32 y = rand(0, 19);
i32 temp = 1;
for (i32 i = 0; i < player->length; i = i + 1) {
vec2* el = vec_get_element<vec2*>(player, i);
if el->x == x and el->y == y {
temp = 0;
}
}
if temp {
isTaken = 0;
apple_pos->x = x;
apple_pos->y = y;
}
}
}
fn render_screen(GameData* game_data, Vector<vec2*>* vec, vec2* apple_pos) {
for (i32 i = 0; i < 10; i = i + 1) {
for (i32 j = 0; j < 20; j = j + 1) {
i32 found = 0;
for (i32 k = 0; k < vec->length; k = k + 1) {
vec2* player_pos = vec_get_element<vec2*>(vec, k);
if player_pos->x == i and player_pos->y == j {
found = 1;
}
}
vec2* head = vec_get_element<vec2*>(vec, 0);
if (found == 1) and (apple_pos->x == head->x and apple_pos->y == head->y) {
vec2* new_pos = malloc(sizeof(vec2));
vec2* last_el = vec_get_element<vec2*>(vec, vec->length - 1);
new_pos->x = last_el->x;
new_pos->y = last_el->y;
game_data->score = game_data->score + 1;
vector_push<vec2*>(vec, new_pos);
respawn_apple(vec, apple_pos);
}
if found == 1 {
if head->x == i and head->y == j {
print_char('@');
} else {
print_char('|');
}
} else if apple_pos->x == i and apple_pos->y == j {
print_char('*');
} else {
print_char('.');
}
print_char(' ');
}
println("");
}
print("score: ");
print(game_data->score);
print(" ");
print("time: ");
print(game_data->time);
println("");
}
fn clear_screen() {
for (i32 i = 0; i < 5; i = i + 1) {
println("");
}
}
fn main() -> i64 {
init_timer();
set_raw_mode();
vec2 player_pos = vec2 {
x: 1,
y: 1,
};
GameData game_data = GameData {
score: 0,
time: 0,
};
vec2 apple = vec2 {
x: 2,
y: 4,
};
Vector<vec2*>* vec = create_vector<vec2*>();
vector_push<vec2*>(vec, &player_pos);
render_screen(&game_data, vec, &apple);
i32 last_pressed = 3;
i64 last_tick = 0;
i32 interval = 300;
i32 previous_key = 0;
while 1 {
i64 now = get_elapsed_ms();
i32 key = read_key();
if key != 0 {
last_pressed = key
}
if now - last_tick > (interval - (game_data.score * 2)) {
game_data.time = get_elapsed_ms() / 1000;
last_tick = now;
change_player_pos(vec, &last_pressed, previous_key);
if check_collision(vec) {
println("you lose");
restore_terminal();
exit(0);
}
clear_screen();
previous_key = last_pressed;
render_screen(&game_data, vec, &apple);
}
}
return 0;
}