Update 1993/rince

Rename rince.design design.md.

Format fixes in README.md.
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# Most Well Rounded
James Bonfield
MRC Laboratory of Molecular Biology,
Hills Road,
Cambridge,
England
James Bonfield
MRC Laboratory of Molecular Biology,
Hills Road
Cambridge
England
## To build:
make all
```sh
make all
```
[Yusuke Endoh](/winners.html#Yusuke_Endoh) supplied a patch to get this to work
in modern systems. Thank you Yusuke!
## To run:
./rince [cabbage]
```sh
./rince [cabbage]
```
where:
[cabbage] a CABBAGE description file (default: `rince.c`)
`[cabbage]` is a CABBAGE description file (default: `rince.c`)
## Judges' remarks:
The author has provided several CABBAGE files for your amusement:
- `rince.data1` plays breakout. Keys are ',' for left, '/' for right, and '.' for 'fire the ball'.
- [rince.data1](rince.data1) plays
[Breakout](https://en.wikipedia.org/wiki/Breakout_(video_game). Keys are `,`
for left, `/` for right, and `.` for 'fire the ball'.
- `rince.data2` plays the old rince game from IOCCC 1991.
- [rince.data2](rince.data2) plays the old [Rince](/1991/rince/rince.c)
([README.md](/1991/rince/README.md) game from IOCCC 1991.
- `rince.data3` Sokoban screen 11. You are the 'o' character. You must push the
money 'm' into the dotted region of the screen. The game is considered finished
when all the `m`s are then `M`s.
- [rince.data3](rince.data3) Sokoban screen 11. You are the `o` character.
You must push the money `m` into the dotted region of the screen. The game is
considered finished when all the `m`s are then `M`s.
- `rince.data4` Sokoban screen 13. Same rules as above.
- [rince.data4](rince.data4) Sokoban screen 13. Same rules as above.
For a brief design description, see [rince.design](rince.design).
For a brief design description, see [design.md](design.md).
The `select(2)` from SunOS says:
BUGS
```
BUGS
...
...
select() should probably return the time remaining from the
original timeout, if any, by modifying the time value in
place. This may be implemented in future versions of the
system. Thus, it is unwise to assume that the timeout
pointer will be unmodified by the select() call.
select() should probably return the time remaining from the
original timeout, if any, by modifying the time value in
place. This may be implemented in future versions of the
system. Thus, it is unwise to assume that the timeout
pointer will be unmodified by the select() call.
```
Systems such as Linux does return the remaining time in timeout
Systems such as Linux do return the remaining time in timeout
field (0 if no keys were pressed), but `rince` assumes that
timeout remains unmodified.
It has been suggested that:
select(k,&y,0,0,&v)
```c
select(k,&y,0,0,&v)
```
should be replaced with:
select(k,&y,0,0,(v.tv_usec=1<<whatever_you_want,&v))
where whatever_you_want is some integer such as 17 or 19.
```c
select(k,&y,0,0,(v.tv_usec=1<<whatever_you_want,&v))
```
where `whatever_you_want` is some integer such as 17 or 19.
### WARNING for SunOS 4.1.x:
@@ -83,15 +90,16 @@ Some people may want to slow down the game by increasing the
value 17 in the line:
struct timeval v= {0,1<<17} ;
```c
struct timeval v= {0,1<<17} ;
```
to something like 18 or 19.
One may also need to do a "stty sane" if you kill the program
One may also need to do a `stty sane` if you kill the program
to restore your terminal state.
Some people report that rince dumps core on their system.
Some people report that `rince` dumps core on their system.
On some systems that use gcc, the curses.h used by gcc (typically
`/usr/local/include/curses.h` if not `/usr/include/curses.h`) is not compatible
@@ -99,27 +107,31 @@ with the curses library (typically `/lib/libcurses.a` for static libraries)
used. It has been suggested that the following gcc command may help:
gcc -fno-builtin -I/usr/include -o rince rince.c -lcurses -ltermcap
```sh
gcc -fno-builtin -I/usr/include -o rince rince.c -lcurses -ltermcap
```
## Selected notes from the author:
## Author's remarks:
This is a Cellular Automata Based, Beautifully Abysmal Game Environment (or
CABBAGE for short). To execute the program simply type `./rince gamefile`,
where `gamefile` is a game description file. A couple are supplied for
your enjoyment. Alternatively, with no arguments it will default to using
it's own datafile (the source code in fact). This happens to be a game of
space invaders. To prevent people from firing too often a very simple
method is employed; you must move after firing to be able to fire again.
where `gamefile` is a game description file. A few are supplied for your
enjoyment. Alternatively, with no arguments it will default to using it's own
datafile (the source code in fact). This happens to be a game of [Space
Invaders](https://en.wikipedia.org/wiki/Space_Invaders).
To prevent people from firing too often a very simple method is employed; you
must move after firing to be able to fire again.
### Keys
- Left j
- Right l
- Fire k
- `j` - Left
- `l` - Right
- `k` - Fire
This is a new breed of generic games. For instance:
Game play : Whatever you define
Keys : Whatever you define
Score : If you can figure out how to update it!
@@ -127,46 +139,47 @@ Levels : Ahh well... it's not *totally* generic.
The proper definition for usage would be: `./rince [data_filename]`
Portability
-----------
### Portability
I have compiled in on the following systems:
System OS Compiler
-------------------------------------------------------------------------
---
```
System OS Compiler (and flags)
DECstation 5000/240 Ultrix 4.2A c89 -std
SPARCstation 1+ SunOS 4.1 gcc -ansi -pedantic
SPARCstation 10/31 Solaris 2.1 gcc -ansi -pedantic (*)
DECAlpha 3000/500 OSF/1 V1.2 c89 -std
SGI Indigo (R4000) IRIX 4.0.5F cc -ansi
Alliant FX2800 Conentrix 3.0.0 fxc
```
---
DECstation 5000/240 Ultrix 4.2A c89 -std
SPARCstation 1+ SunOS 4.1 gcc -ansi -pedantic
SPARCstation 10/31 Solaris 2.1 gcc -ansi -pedantic (*)
DECAlpha 3000/500 OSF/1 V1.2 c89 -std
SGI Indigo (R4000) IRIX 4.0.5F cc -ansi
Alliant FX2800 Conentrix 3.0.0 fxc
* I never said it worked! The guidelines state that you dislike programs that
won't *compile* under both BSD or SYS V `Un*x`. This compiles, and indeed runs
on all the others (both BSD and SYS V) correctly.
\* I never said it worked! The guidelines state that you dislike programs that
won't *compile* under both BSD or SysV `Un*x`. This compiles, and indeed runs
on all the others (both BSD and SysV) correctly.
Alas, on Solaris it compiles, but mysteriously stops displaying output
after a while until you quit with control C, when it all catches up again.
I think the problem may lie in either select(), or curses, (or perhaps
conflict of the two).
The use of `select()` no doubt makes it less portable to STRICT system V
machines. However I have tested this on several so-called system V
machines, and all of them support select(). In fact, the select() they
support appears to be more portable between them than their poll() call.
The use of `select()` no doubt makes it less portable to STRICT SysV
machines. However I have tested this on several so-called SysV
machines, and all of them support `select()`. In fact, the `select()` they
support appears to be more portable between them than their `poll()` call.
Obfuscation details
-------------------
### Obfuscation
I have tried to use as many different obfuscation techniques, including
some of which (such as sizeof confusion) I have not seen in any winners
some of which (such as `sizeof` confusion) I have not seen in any winners
(hmmm - perhaps there's a reason for that...) so far. Also, very poor
structure (yes, I use goto's) has lead to apparently having an fgets() as
structure (yes, I use `goto`'s) has led to apparently having an `fgets()` as
the last line of main. Note that I have still tried to aim at least some
efficiency (provided it makes things slightly more obfuscated of course).
One such thing is the way I dynamically allocate a 2-dimensional array
using only ONE malloc(). Hence this program could be used as a tutorial
using only ONE `malloc()`. Hence this program could be used as a tutorial
for all those people who consistently ask this question in the C
newsgroups.
@@ -181,13 +194,12 @@ of course... Sometimes I have sacrificed length for obfuscation. It is all
too easy to change the arguments in main to one character identifiers, but
in my opinion they add to obfuscation in this case by being longer.
Lint complains about lots of things. Firstly the use of curses immediately
makes lint complain. The Alpha's lint gave me some positive encouragement!
'precedence confusion possible: parenthesize!' :-) :-)
main() does not return correctly, because, basically, it doesn't return.
`lint` complains about lots of things. Firstly the use of curses immediately
makes `lint` complain. The Alpha's `lint` gave me some positive encouragement!
`precedence confusion possible: parenthesize!` :-) :-)
`main()` does not return correctly, because, basically, it doesn't return.
Bugs
----
### Bugs
Very little error checking is performed. I do check for not being able to
open the requested filename and return 1 upon failure. However, badly
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# Implementation notes
Due to the long time this has been slowly evolving, it's hard to describe
quite whether it's been `implemented`. I think perhaps evolve is a better
term. I basic concept behind the program is to describe a game as a simple,
slightly cheaty, cellular automata system, with some of the transitions
bound to key presses.
For instance, assume you wish to make a boulder `o` roll off a hill `/`
A standard automata would have 2 rules something like this:
```
<pre>
o.. ...
\.. --> 'o' .o. --> '.'
... .\.
</pre>
```
However, the system I devised, in order to keep things small and neat(!),
was to define a 3x3 to 3x3 map (instead of the 3x3 to 1x1 shown above).
Hence:
```
.o. ...
.\. --> .\o
... ...
```
This does of course have the odd problem with clashes. What if we want to
roll two down boulders down simultaneously towards the same square.
I perform no buffering, and so this situation is just a 'fight it out' and
let which ever transition has priority win. Such a case may produce the
following change of maps (depending on which 'roll' transition is used
first).
```
o.o ..o o..
\./ changes to \o/ or to \o/
... ... ...
```
I claim that it is possible to perform all of the 3x3 to 1x1 transitions in a
3x3 to 3x3 based system. One other feature added in is a work around for the 'no
buffering' problem. If we define a space ship (as in the [Space
Invaders](https://en.wikipedia.org/wiki/Space_Invaders) example) to fly right,
and we are 'walking through' our map from top-left to bottom-right, then it is
easy to foresee a situation where our space ship would zip right as far as
possible in only the one cycle of the automata. However, a similar
leftwards-bound space ship would only move the required one square. For this
reason I have two lists of transitions and apply them independently of each
other; first top-left to bottom right, and the second in the reverse direction.
This means that I can make any 'object' move by any amount in a single
transition.
Now comes the key important addition to make it 'game' worthy - the
addition of external control by the user. This is done by requesting that
some transitions are only valid when a certain key has been pressed.
So for example, if we (an `@` symbol) wish to move right when the `l` key
is hit we have a transition like:
## Key: l
```
* * * * * *
* @ . * . @
* * * * * *
```
Here I also use wildcards. On the match side (left) of the transition, an
asterisk will match against any character. On the update side (right), an
asterisk means 'keep whatever was here before'. So the above example
simply means to swap the `@` and `.` around when `l` is pressed. For the
purposes of space saving, this transition is shrunk to a single line.
## Key: K
```
a b c 1 2 3
d e f 4 5 6
g h i 7 8 9
```
is written as: `eabcdfghi512346789K`.
If there are no keys needed for this transition, the character `*1` should
be used instead. Now the format of the game description file is now
the following: (angle brackets denote an 'entity' to be defined).
```
<top-bot transition>*\n<bot-top transition>*\n<X size>[ \t]+<Y size>\n
<map>
```
The `<X size>` should take into account the newline at the end of each line
of map, and hence should also be one larger than expected.
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Implementation notes
--------------------
Due to the long time this has been slowly evolving, it's hard to describe
quite whether it's been `implemented'. I think perhaps evolve is a better
term. I basic concept behind the program is to describe a game as a simple,
slightly cheaty, cellular automata system, with some of the transitions
bound to key presses.
For instance, assume you wish to make a boulder 'o' roll off a hill '/'
A standard automata would have 2 rules something like this:
o.. ...
\.. --> `o' .o. --> `.'
... .\.
However, the system I devised, in order to keep things small and neat(!),
was to define a 3x3 to 3x3 map (instead of the 3x3 to 1x1 shown above).
Hence:
.o. ...
.\. --> .\o
... ...
This does of course have the odd problem with clashes. What if we want to
roll two down boulders down simultaneously towards the same square.
I perform no buffering, and so this situation is just a 'fight it out' and
let which ever transition has priority win. Such a case may produce the
following change of maps (depending on which 'roll' transition is used
first).
o.o ..o o..
\./ changes to \o/ or to \o/
... ... ...
I claim that it is possible to perform all of the 3x3 to 1x1 transitions
in a 3x3 to 3x3 based system. One other feature added in is a work around
for the 'no buffering' problem. if we define an space ship (as in the
space invader example) to fly right, and we are 'walking through' our map
from top-left to bottom-right, then it is easy to foresee a situation where
our space ship would zip right as far as possible in only the one cycle
of the automata. However, a similar leftwards-bound space ship would only
move the required one square. For this reason I have two lists of
transitions and apply them independently of each other; first top-left to
bottom right, and the second in the reverse direction. This means that I
can make any 'object' move by any amount in a single transition.
Now comes the key important addition to make it 'game' worthy - the
addition of external control by the user. This is done by requesting that
some transitions are only valid when a certain key has been pressed.
So for example, if we (an @ symbol) wish to move right when the 'l' key
is hit we have a transition like:
Key: l
* * * * * *
* @ . * . @
* * * * * *
Here I also use wildcards. On the match side (left) of the transition, an
asterisk will match against any character. On the update side (right), an
asterisk means 'keep whatever was here before'. So the above example
simply means to swap the '@' and '.' around when 'l' is pressed. For the
purposes of space saving, this transition is shrunk to a single line.
Key: K
a b c 1 2 3
d e f 4 5 6
g h i 7 8 9
is written as:
eabcdfghi512346789K
If there are no keys needed for this transition, the character '*' should
be used instead. Now the format of the game description file is now
the following: (angle brackets denote an 'entity' to be defined).
<top-bot transition>*\n<bot-top transition>*\n<X size>[ \t]+<Y size>\n
<map>
The <X size> should take into account the newline at the end of each line
of map, and hence should also be one larger than expected.