add hack-a-round for language specified markdown code blocks

When language is specified in a markdown code block such as:

````
```c
    printf("Hello, world!\n");
```
````

is used, the resulting HTML as produced by `pandoc(1)` combined
with our revised `ioccc.css` is not intent the code block well.

A temporary "_hack-a-round_" is to turn the "markdown code language
specifier" into an HTML comment.  For example:

````
```<!---c-->
    printf("Hello, world!\n");
```
````

This commits turns off existing markdown code language specifiers
for now, while preserving our ability to restore them in the future
when a better  "_hack-a-round_" to the "markdown code language
specifier" problem is found.

The HTML impact if this "_hack-a-round_" is to produce HTML that
looks like this:

```
<pre class="&lt;!---c--&gt;"><code> .. </code></pre>
```

We might be able to create a complex set of classes for each markdown
code language (there won't be very many) in `ioccc.css`, or we might
find a more general CSS (or maybe `pandoc(1)`?) solution.

For now, this hack-a-round will have to do.
This commit is contained in:
Landon Curt Noll committed 2024-04-04 14:50:38 -07:00
1 parent 3919df50fb
commit b66c79254a
700 files changed
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+7 -7
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@@ -146,7 +146,7 @@ matters; I only have Intel CPUs and arm64 (MacBook Pro M1).</p>
<p>I imagine that it works for 32-bit systems but I do not know for sure.</p>
<h1 id="portability-macos">Portability: macOS</h1>
<p>You should be able to get the compiler with:</p>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">sudo</span> xcode-select <span class="at">--install</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> sudo xcode-select --install</code></pre>
<p>You don’t need Xcode itself and it appears that the command line tools (as above
should install) already has ncurses so there shouldn’t be anything else that
needs to be done. But I’m not actually sure of this - I’m seeing conflicting
@@ -159,20 +159,20 @@ so that you don’t need sudo because … Well never mind.</p>
you want to use the Makefile) to compile and link this entry. With Fedora more
recent versions there’s the <code>dnf</code> package manager but I cannot help with any of
the GUI installers since I don’t use them. Something like:</p>
<div class="sourceCode" id="cb2"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">sudo</span> dnf install ncurses-devel ncurses make gcc</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> sudo dnf install ncurses-devel ncurses make gcc</code></pre>
<p>or</p>
<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a> <span class="co"># dnf install ncurses-devel ncurses make gcc</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> # dnf install ncurses-devel ncurses make gcc</code></pre>
<h1 id="portability-centos">Portability: CentOS</h1>
<p>Just like Fedora you will need <code>gcc</code>, <code>ncurses</code>, <code>ncurses-devel</code> (and if you
want to use the Makefile <code>make</code>). CentOS uses <code>yum</code> and CentOS 8 uses <code>dnf</code>.
So:</p>
<div class="sourceCode" id="cb4"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">sudo</span> yum install ncurses-devel ncurses make gcc</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> sudo yum install ncurses-devel ncurses make gcc</code></pre>
<p>or</p>
<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a> <span class="co"># yum install ncurses-devel ncurses make gcc</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> # yum install ncurses-devel ncurses make gcc</code></pre>
<p>or</p>
<div class="sourceCode" id="cb6"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">sudo</span> dnf install ncurses-devel ncurses make gcc</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> sudo dnf install ncurses-devel ncurses make gcc</code></pre>
<p>or</p>
<div class="sourceCode" id="cb7"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a> <span class="co"># dnf install ncurses-devel ncurses make gcc</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> # dnf install ncurses-devel ncurses make gcc</code></pre>
<p>You can also use clang to compile (which is what gcc actually is under macOS).</p>
<h1 id="compilation-notes">Compilation notes</h1>
<p>As long as you have the dependencies above the only thing that comes to mind is
+7 -7
View File
@@ -33,7 +33,7 @@ I imagine that it works for 32-bit systems but I do not know for sure.
You should be able to get the compiler with:
```sh
```<!---sh-->
sudo xcode-select --install
```
@@ -53,13 +53,13 @@ you want to use the Makefile) to compile and link this entry. With Fedora more
recent versions there's the `dnf` package manager but I cannot help with any of
the GUI installers since I don't use them. Something like:
```sh
```<!---sh-->
sudo dnf install ncurses-devel ncurses make gcc
```
or
```sh
```<!---sh-->
# dnf install ncurses-devel ncurses make gcc
```
@@ -69,25 +69,25 @@ Just like Fedora you will need `gcc`, `ncurses`, `ncurses-devel` (and if you
want to use the Makefile `make`). CentOS uses `yum` and CentOS 8 uses `dnf`.
So:
```sh
```<!---sh-->
sudo yum install ncurses-devel ncurses make gcc
```
or
```sh
```<!---sh-->
# yum install ncurses-devel ncurses make gcc
```
or
```sh
```<!---sh-->
sudo dnf install ncurses-devel ncurses make gcc
```
or
```sh
```<!---sh-->
# dnf install ncurses-devel ncurses make gcc
```
+33 -33
View File
@@ -192,19 +192,19 @@ defaults if you don’t want to change the colour.</p>
initialise a pair (make it 5 so as to not interfere with the script
customisability) and then you use the bkgd() function with the colour pair.
Something like this:</p>
<div class="sourceCode" id="cb1"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> init_pair<span class="op">(</span><span class="dv">5</span><span class="op">,</span> COLOR_BLACK<span class="op">,</span> COLOR_WHITE<span class="op">);</span></span>
<span id="cb1-2"><a href="#cb1-2" aria-hidden="true" tabindex="-1"></a> bkgd<span class="op">(</span>COLOR_PAIR<span class="op">(</span><span class="dv">5</span><span class="op">));</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> init_pair(5, COLOR_BLACK, COLOR_WHITE);
bkgd(COLOR_PAIR(5));</code></pre>
<p>I played with this after winning and I came across some problems with colours
but that changes the background of the program anyway.</p>
<p>The standard colour identifiers are:</p>
<div class="sourceCode" id="cb2"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a> COLOR_BLACK</span>
<span id="cb2-2"><a href="#cb2-2" aria-hidden="true" tabindex="-1"></a> COLOR_RED</span>
<span id="cb2-3"><a href="#cb2-3" aria-hidden="true" tabindex="-1"></a> COLOR_GREEN</span>
<span id="cb2-4"><a href="#cb2-4" aria-hidden="true" tabindex="-1"></a> COLOR_YELLOW</span>
<span id="cb2-5"><a href="#cb2-5" aria-hidden="true" tabindex="-1"></a> COLOR_BLUE</span>
<span id="cb2-6"><a href="#cb2-6" aria-hidden="true" tabindex="-1"></a> COLOR_MAGENTA</span>
<span id="cb2-7"><a href="#cb2-7" aria-hidden="true" tabindex="-1"></a> COLOR_CYAN</span>
<span id="cb2-8"><a href="#cb2-8" aria-hidden="true" tabindex="-1"></a> COLOR_WHITE</span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> COLOR_BLACK
COLOR_RED
COLOR_GREEN
COLOR_YELLOW
COLOR_BLUE
COLOR_MAGENTA
COLOR_CYAN
COLOR_WHITE</code></pre>
<p>See Linux Journal for more information article
<a href="https://www.linuxjournal.com/content/programming-color-ncurses" class="uri">https://www.linuxjournal.com/content/programming-color-ncurses</a> for more
details.</p>
@@ -220,16 +220,16 @@ source code (<strong>include the single quotes!</strong>) respectively:</p>
<p>Let’s say you don’t want to use arrow keys or you don’t have arrow keys. Instead
you might want the keys <code>l</code>, <code>r</code>, <code>u</code> and <code>d</code> for the directions. Find the case
statements:</p>
<div class="sourceCode" id="cb4"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">case</span> KEY_LEFT<span class="op">:</span></span>
<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a> <span class="cf">case</span> KEY_RIGHT<span class="op">:</span></span>
<span id="cb4-3"><a href="#cb4-3" aria-hidden="true" tabindex="-1"></a> <span class="cf">case</span> KEY_UP<span class="op">:</span></span>
<span id="cb4-4"><a href="#cb4-4" aria-hidden="true" tabindex="-1"></a> <span class="cf">case</span> KEY_DOWN<span class="op">:</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> case KEY_LEFT:
case KEY_RIGHT:
case KEY_UP:
case KEY_DOWN:</code></pre>
<p>Replace <code>KEY_LEFT</code> with:</p>
<div class="sourceCode" id="cb5"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a> <span class="ch">&#39;l&#39;</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> &#39;l&#39;</code></pre>
<p>and do the same thing for the other directions too. If you want more than one
key e.g. the arrow keys and the letters just add another case statement e.g. for
left it might be:</p>
<div class="sourceCode" id="cb6"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">case</span> KEY_LEFT<span class="op">:</span> <span class="cf">case</span> <span class="ch">&#39;l&#39;</span><span class="op">:</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> case KEY_LEFT: case &#39;l&#39;:</code></pre>
<p>Yes the single quotes matter. You can do similar for the other input keys.
Please note that modifier keys like ctrl aren’t detectable or at least I’m
unaware of how to do so.</p>
@@ -245,9 +245,9 @@ end of the game; I leave that as an exercise to the reader to implement two
different sets. Please also be aware that if you don’t want any information you
must set it to the below at the very least; defining it without a value is not
enough (it amounts to the parameters to a printf call):</p>
<div class="sourceCode" id="cb7"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a> <span class="pp">#define J </span><span class="st">&quot; &quot;</span><span class="pp"> </span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> #define J &quot; &quot; );</code></pre>
<p>If you don’t care about brief displays of ‘o’ at 0,0 you can just have:</p>
<div class="sourceCode" id="cb8"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb8-1"><a href="#cb8-1" aria-hidden="true" tabindex="-1"></a> <span class="pp">#define J </span><span class="st">&quot;&quot;</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> #define J &quot;&quot;);</code></pre>
<p>That’s the bare minimum. Notice also that it’s been a long while since I’ve
tested this part but I think this is right.</p>
<p>Anyway as I said the score line has basic statistics that’s relatively easy to
@@ -262,7 +262,7 @@ bug. This however was something I didn’t quite like: I like having the
coordinates of where the snake is plus the other things that are there (a number
of which were added over time). Obviously this would take many bug sized bytes
(bites) even once let alone twice! Thus I made it into a define:</p>
<div class="sourceCode" id="cb9"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a> <span class="pp">#define J Z</span><span class="op">(</span><span class="pp">X</span><span class="op">:%</span><span class="pp">d</span><span class="op">/%</span><span class="pp">d Y</span><span class="op">:%</span><span class="pp">d</span><span class="op">/%</span><span class="pp">d S</span><span class="op">:%</span><span class="pp">zu</span><span class="op">/%</span><span class="pp">zu B</span><span class="op">:%</span><span class="pp">zu\n</span><span class="op">),</span><span class="pp"> Y</span><span class="op">,</span><span class="pp"> y</span><span class="op">[-</span><span class="dv">2</span><span class="op">],</span><span class="pp"> X</span><span class="op">,*</span><span class="pp">y</span><span class="op">,</span><span class="pp">A</span><span class="op">,</span><span class="pp">g</span><span class="op">,</span><span class="pp"> c</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> #define J Z(X:%d/%d Y:%d/%d S:%zu/%zu B:%zu\n), Y, y[-2], X,*y,A,g, c);</code></pre>
<p>With the table below you can show a variety of other variables/statistics.</p>
<p>There’s another reason for changing this line though: depending on the terminal
width the line could cover the top wall; this can even happen only part of the
@@ -280,7 +280,7 @@ so if this line wasn’t there it would require changes to make it work right.</
<p>For an example this would only include the size of the snake and the number of
bugs eaten (I think I have this correct; I’ve made many changes to the point of
not wanting to mess with anything that’s unnecessary):</p>
<div class="sourceCode" id="cb10"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb10-1"><a href="#cb10-1" aria-hidden="true" tabindex="-1"></a> <span class="pp">#define J Z</span><span class="op">(</span><span class="pp">SIZE</span><span class="op">:</span><span class="pp"> </span><span class="op">%</span><span class="pp">zu BUGS</span><span class="op">:</span><span class="pp"> </span><span class="op">%</span><span class="pp">zu\n</span><span class="op">),</span><span class="pp"> A</span><span class="op">,</span><span class="pp"> c</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> #define J Z(SIZE: %zu BUGS: %zu\n), A, c);</code></pre>
<p>More generally the following expressions and data types (with format specifiers)
come to mind as information that might be of interest.</p>
<pre><code> DESCRIPTION EXPRESSION TYPE FORMAT SPECIFIER
@@ -307,10 +307,10 @@ come to mind as information that might be of interest.</p>
bug)</code></pre>
<h2 id="make-it-so-the-snake-starts-at-a-random-location">Make it so the snake starts at a random location</h2>
<p>Quite simply change:</p>
<div class="sourceCode" id="cb12"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb12-1"><a href="#cb12-1" aria-hidden="true" tabindex="-1"></a> X <span class="op">=</span> H <span class="op">/</span> <span class="dv">2</span><span class="op">;</span> Y <span class="op">=</span> <span class="op">*</span>x <span class="op">/</span> <span class="dv">2</span><span class="op">;</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> X = H / 2; Y = *x / 2;</code></pre>
<p>To be something like:</p>
<div class="sourceCode" id="cb13"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb13-1"><a href="#cb13-1" aria-hidden="true" tabindex="-1"></a> X <span class="op">=</span> R<span class="op">(</span><span class="dv">1</span><span class="op">,</span>H<span class="op">-</span><span class="dv">1</span><span class="op">);</span></span>
<span id="cb13-2"><a href="#cb13-2" aria-hidden="true" tabindex="-1"></a> Y <span class="op">=</span> R<span class="op">(</span><span class="dv">2</span><span class="op">,*</span>x<span class="op">-</span><span class="dv">1</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> X = R(1,H-1);
Y = R(2,*x-1);</code></pre>
<p>Or whatever you might want it to be… (question to answer: will this work at
all? You decide!)</p>
<h1 id="additions">Additions (+)</h1>
@@ -407,22 +407,22 @@ their ruddy phone instead of where they’re walking (even when crossing a busy
street!).</p>
<p>If you look at the walls code you will see a ternary operator for both <code>X</code> and <code>Y</code>
coordinates. This of course is very different now but the idea remains the same:</p>
<div class="sourceCode" id="cb14"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb14-1"><a href="#cb14-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>p <span class="op">&amp;&amp;</span> <span class="op">!(*</span>O<span class="op">&gt;=</span>O<span class="op">[</span><span class="dv">1</span><span class="op">]||</span>H<span class="op">&gt;=</span>M<span class="op">(</span><span class="dv">1</span><span class="op">)))</span></span>
<span id="cb14-2"><a href="#cb14-2" aria-hidden="true" tabindex="-1"></a> <span class="op">{</span></span>
<span id="cb14-3"><a href="#cb14-3" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>X<span class="op">&lt;</span><span class="dv">1</span><span class="op">||</span>X<span class="op">&gt;=</span>H<span class="op">)</span></span>
<span id="cb14-4"><a href="#cb14-4" aria-hidden="true" tabindex="-1"></a> X <span class="op">=</span> X<span class="op">&lt;</span><span class="dv">1</span><span class="op">?</span>H<span class="op">-</span><span class="dv">1</span><span class="op">:</span><span class="dv">1</span><span class="op">;</span></span>
<span id="cb14-5"><a href="#cb14-5" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>Y<span class="op">&lt;</span><span class="dv">2</span><span class="op">||</span>Y<span class="op">&gt;=*</span>O<span class="op">)</span></span>
<span id="cb14-6"><a href="#cb14-6" aria-hidden="true" tabindex="-1"></a> Y <span class="op">=</span> Y<span class="op">&lt;</span><span class="dv">2</span><span class="op">?*</span>O<span class="op">-</span><span class="dv">1</span><span class="op">:</span><span class="dv">2</span><span class="op">;</span></span>
<span id="cb14-7"><a href="#cb14-7" aria-hidden="true" tabindex="-1"></a> <span class="op">}</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> if (p &amp;&amp; !(*O&gt;=O[1]||H&gt;=M(1)))
{
if (X&lt;1||X&gt;=H)
X = X&lt;1?H-1:1;
if (Y&lt;2||Y&gt;=*O)
Y = Y&lt;2?*O-1:2;
}</code></pre>
<p>You can ignore the first if if you like; I’m not going to explain that part. The
inner if statements however are testing if the new snake coordinates are beyond
the walls (off screen). Depending on where the snake is it will set the
coordinates to the correct new location.</p>
<p>If however you wanted the walls to act as a barrier you could do something like
this instead (omitting the inner if statements here):</p>
<div class="sourceCode" id="cb15"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb15-1"><a href="#cb15-1" aria-hidden="true" tabindex="-1"></a> X<span class="op">=</span>X<span class="op">&lt;</span><span class="dv">1</span><span class="op">?</span><span class="dv">1</span><span class="op">:*</span>H<span class="op">-</span><span class="dv">1</span><span class="op">;</span></span>
<span id="cb15-2"><a href="#cb15-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb15-3"><a href="#cb15-3" aria-hidden="true" tabindex="-1"></a> Y<span class="op">=</span>Y<span class="op">&lt;</span><span class="dv">2</span><span class="op">?</span><span class="dv">2</span><span class="op">:*</span>O<span class="op">-</span><span class="dv">1</span><span class="op">;</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> X=X&lt;1?1:*H-1;
Y=Y&lt;2?2:*O-1;</code></pre>
<p>Again though that’s just the idea; the code is dramatically different. The above
incidentally is not even complete.</p>
<p>You could also have it so depending on the WALLS value have it go through
+13 -13
View File
@@ -78,7 +78,7 @@ initialise a pair (make it 5 so as to not interfere with the script
customisability) and then you use the bkgd() function with the colour pair.
Something like this:
```c
```<!---c-->
init_pair(5, COLOR_BLACK, COLOR_WHITE);
bkgd(COLOR_PAIR(5));
```
@@ -88,7 +88,7 @@ but that changes the background of the program anyway.
The standard colour identifiers are:
```c
```<!---c-->
COLOR_BLACK
COLOR_RED
COLOR_GREEN
@@ -124,7 +124,7 @@ Let's say you don't want to use arrow keys or you don't have arrow keys. Instead
you might want the keys `l`, `r`, `u` and `d` for the directions. Find the case
statements:
```c
```<!---c-->
case KEY_LEFT:
case KEY_RIGHT:
case KEY_UP:
@@ -133,7 +133,7 @@ statements:
Replace `KEY_LEFT` with:
```c
```<!---c-->
'l'
```
@@ -141,7 +141,7 @@ and do the same thing for the other directions too. If you want more than one
key e.g. the arrow keys and the letters just add another case statement e.g. for
left it might be:
```c
```<!---c-->
case KEY_LEFT: case 'l':
```
@@ -166,13 +166,13 @@ different sets. Please also be aware that if you don't want any information you
must set it to the below at the very least; defining it without a value is not
enough (it amounts to the parameters to a printf call):
```c
```<!---c-->
#define J " " );
```
If you don't care about brief displays of 'o' at 0,0 you can just have:
```c
```<!---c-->
#define J "");
```
@@ -194,7 +194,7 @@ coordinates of where the snake is plus the other things that are there (a number
of which were added over time). Obviously this would take many bug sized bytes
(bites) even once let alone twice! Thus I made it into a define:
```c
```<!---c-->
#define J Z(X:%d/%d Y:%d/%d S:%zu/%zu B:%zu\n), Y, y[-2], X,*y,A,g, c);
```
@@ -220,7 +220,7 @@ For an example this would only include the size of the snake and the number of
bugs eaten (I think I have this correct; I've made many changes to the point of
not wanting to mess with anything that's unnecessary):
```c
```<!---c-->
#define J Z(SIZE: %zu BUGS: %zu\n), A, c);
```
@@ -257,13 +257,13 @@ come to mind as information that might be of interest.
Quite simply change:
```c
```<!---c-->
X = H / 2; Y = *x / 2;
```
To be something like:
```c
```<!---c-->
X = R(1,H-1);
Y = R(2,*x-1);
```
@@ -395,7 +395,7 @@ street!).
If you look at the walls code you will see a ternary operator for both `X` and `Y`
coordinates. This of course is very different now but the idea remains the same:
```c
```<!---c-->
if (p && !(*O>=O[1]||H>=M(1)))
{
if (X<1||X>=H)
@@ -414,7 +414,7 @@ coordinates to the correct new location.
If however you wanted the walls to act as a barrier you could do something like
this instead (omitting the inner if statements here):
```c
```<!---c-->
X=X<1?1:*H-1;
Y=Y<2?2:*O-1;
+4 -4
View File
@@ -1,6 +1,6 @@
## To build:
```sh
```<!---sh-->
make
```
@@ -18,7 +18,7 @@ For more detailed information see [2020 ferguson1 bugs](../../bugs.html#2020_fer
## To use:
```sh
```<!---sh-->
WAIT=N WALLS=[01] EVADE=N SIZE=N MAXSIZE=N GROW=N SHEDS=N SHED=N CANNIBAL=[01] ./prog
# start pressing some arrow keys
```
@@ -87,7 +87,7 @@ and non-zero).
## Try:
```sh
```<!---sh-->
make test
WAIT=75 WALLS=1 CANNIBAL=1 ./prog
@@ -211,7 +211,7 @@ features.
Because all IOCCC entries should have a man page I have included one (even
though much of it is what's also above). To render try:
```sh
```<!---sh-->
man ./snake.1
```
+24 -24
View File
@@ -141,7 +141,7 @@ like some of the other features this was not intentionally designed but is
simply a fun consequence of the features I did implement.</p>
<p>Let’s say you want to verify that the evade mode is at the right count. How
can you verify it without modifying the code? Try:</p>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>0 <span class="va">SHED</span><span class="op">=</span>1 <span class="va">SHEDS</span><span class="op">=</span>1 <span class="va">EVADE</span><span class="op">=</span>10 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=0 SHED=1 SHEDS=1 EVADE=10 ./prog</code></pre>
<p>Since you start out at size 0 and you shed every movement then when you’re
size 10 (as long as you don’t eat a bug of course!) the bug should evade.</p>
<p>If you set it to <code>SIZE=10</code> there would be a difference of 10. Now every
@@ -154,7 +154,7 @@ don’t at this time remember any I might have done.</p>
<h1 id="the-snake-doesnt-seem-to-be-moving"><a name="stillsnake" href="#toc">The snake doesn’t seem to be moving</a></h1>
<p>One way to show this is in full is to set the initial size and growth size to a
high value; then try each one individually. For example:</p>
<div class="sourceCode" id="cb2"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>100 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=100 ./prog</code></pre>
<p>In this case after you make the first move the snake will keep growing and
so the snake tail stays in the same spot until after it’s the ‘full size’.
When it has reached the full size then the entire body of the snake will
@@ -201,24 +201,24 @@ way negative size will force a win.</p>
<p>Here’s a fun output:</p>
<pre><code> &lt; &lt;&lt;&lt;+</code></pre>
<p>That’s from:</p>
<div class="sourceCode" id="cb4"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SHED</span><span class="op">=</span>1 <span class="va">SHEDS</span><span class="op">=</span>-1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SHED=1 SHEDS=-1 ./prog</code></pre>
<p>And right after that you would see:</p>
<pre><code> YOU WIN!
X:72/156 Y:20/41 S:997/997 B:0</code></pre>
<p>Try this though:</p>
<div class="sourceCode" id="cb6"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SHEDS</span><span class="op">=</span>-1 <span class="va">SHED</span><span class="op">=</span>25 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SHEDS=-1 SHED=25 ./prog</code></pre>
<p>And you’ll see that you start to be the normal size but then you leave your
head several places until you end up getting to the max size (by way of it
being unsigned). This isn’t a bug even if it might seem like one. In fact
this is the basis of the grow/shrink mode of play that I talk about in the
<a href="gameplay.html">gameplay.html</a> (<a href="gameplay.md">gameplay.md</a> on GitHub) file.</p>
<p>Here’s another thing to be aware of. Let’s say you do:</p>
<div class="sourceCode" id="cb7"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>1 <span class="va">GROW</span><span class="op">=</span>-1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=1 GROW=-1 ./prog</code></pre>
<p>How many bugs will it take before you win? In fact it’s two: you would see the
head twice: the second time once you ‘shrink’ down to size 0; it would then be
that if you get another bug you will be at the ‘max size’:</p>
<div class="sourceCode" id="cb8"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb8-1"><a href="#cb8-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">YOU</span> WIN!</span>
<span id="cb8-2"><a href="#cb8-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">X:81/156</span> Y:35/41 S:997/997 B:2</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> YOU WIN!
X:81/156 Y:35/41 S:997/997 B:2</code></pre>
<h1 id="i-was-a-few-places-behind-my-tail-and-i-ran-into-it"><a name="bitetail" href="#toc">‘I was a few places behind my tail and I ran into it!’</a></h1>
<p>I.e. what happens if you’re growing - for example after just eating a bug - and
you’re racing towards your tail? If you’re behind it should be fine since you’re
@@ -271,23 +271,23 @@ how it’s done in Snake and works well). The minimum terminal size I require in
the game is 10 x 10. This includes the walls and score line.</p>
<p>Now the default max snake size is 997 but when the terminal is too small it
adjusts the max snake size. For 10 lines and 10 columns you would see:</p>
<div class="sourceCode" id="cb12"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb12-1"><a href="#cb12-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">$</span> make test</span>
<span id="cb12-2"><a href="#cb12-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports cursor movement</span>
<span id="cb12-3"><a href="#cb12-3" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports making cursor invisible</span>
<span id="cb12-4"><a href="#cb12-4" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports bold</span>
<span id="cb12-5"><a href="#cb12-5" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports colours</span>
<span id="cb12-6"><a href="#cb12-6" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb12-7"><a href="#cb12-7" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> rows 10 <span class="er">(</span><span class="ex">7</span> playable<span class="kw">)</span></span>
<span id="cb12-8"><a href="#cb12-8" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> cols 10 <span class="er">(</span><span class="ex">8</span> playable<span class="kw">)</span></span>
<span id="cb12-9"><a href="#cb12-9" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb12-10"><a href="#cb12-10" aria-hidden="true" tabindex="-1"></a> <span class="ex">snake</span> size: 49 <span class="er">(</span><span class="ex">max</span> size: 49<span class="kw">)</span></span>
<span id="cb12-11"><a href="#cb12-11" aria-hidden="true" tabindex="-1"></a> <span class="ex">bugs:</span> 9 <span class="er">(</span><span class="ex">max</span> size: 9<span class="kw">)</span></span>
<span id="cb12-12"><a href="#cb12-12" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb12-13"><a href="#cb12-13" aria-hidden="true" tabindex="-1"></a> <span class="ex">at</span> least 28 columns recommended for snake size 49 <span class="er">(</span><span class="ex">is</span> 10<span class="kw">)</span></span>
<span id="cb12-14"><a href="#cb12-14" aria-hidden="true" tabindex="-1"></a> <span class="ex">at</span> least 28 columns recommended for snake size 49 <span class="er">(</span><span class="ex">is</span> 10<span class="kw">)</span></span>
<span id="cb12-15"><a href="#cb12-15" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb12-16"><a href="#cb12-16" aria-hidden="true" tabindex="-1"></a> <span class="ex">1</span> problem detected <span class="er">(</span><span class="ex">0</span> fatal<span class="kw">)</span><span class="bu">.</span></span>
<span id="cb12-17"><a href="#cb12-17" aria-hidden="true" tabindex="-1"></a> <span class="ex">make:</span> <span class="pp">***</span> <span class="pp">[</span><span class="ss">test</span><span class="pp">]</span> Error 1</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> $ make test
terminal supports cursor movement
terminal supports making cursor invisible
terminal supports bold
terminal supports colours
terminal rows 10 (7 playable)
terminal cols 10 (8 playable)
snake size: 49 (max size: 49)
bugs: 9 (max size: 9)
at least 28 columns recommended for snake size 49 (is 10)
at least 28 columns recommended for snake size 49 (is 10)
1 problem detected (0 fatal).
make: *** [test] Error 1</code></pre>
<p>First: what’s the problem? It’s just a warning that for the snake size of 49 the
recommended size of columns is 28. However this is just for the score text; with
only 10 columns it will overflow and wrap to the next line(s). But if you observe
+7 -7
View File
@@ -22,7 +22,7 @@ simply a fun consequence of the features I did implement.
Let's say you want to verify that the evade mode is at the right count. How
can you verify it without modifying the code? Try:
```sh
```<!---sh-->
SIZE=0 SHED=1 SHEDS=1 EVADE=10 ./prog
```
@@ -44,7 +44,7 @@ don't at this time remember any I might have done.
One way to show this is in full is to set the initial size and growth size to a
high value; then try each one individually. For example:
```sh
```<!---sh-->
SIZE=100 ./prog
```
@@ -113,7 +113,7 @@ Here's a fun output:
That's from:
```sh
```<!---sh-->
SHED=1 SHEDS=-1 ./prog
```
@@ -126,7 +126,7 @@ And right after that you would see:
Try this though:
```sh
```<!---sh-->
SHEDS=-1 SHED=25 ./prog
```
@@ -138,7 +138,7 @@ this is the basis of the grow/shrink mode of play that I talk about in the
Here's another thing to be aware of. Let's say you do:
```sh
```<!---sh-->
SIZE=1 GROW=-1 ./prog
```
@@ -146,7 +146,7 @@ How many bugs will it take before you win? In fact it's two: you would see the
head twice: the second time once you 'shrink' down to size 0; it would then be
that if you get another bug you will be at the 'max size':
```sh
```<!---sh-->
YOU WIN!
X:81/156 Y:35/41 S:997/997 B:2
```
@@ -228,7 +228,7 @@ the game is 10 x 10. This includes the walls and score line.
Now the default max snake size is 997 but when the terminal is too small it
adjusts the max snake size. For 10 lines and 10 columns you would see:
```sh
```<!---sh-->
$ make test
terminal supports cursor movement
terminal supports making cursor invisible
+1 -1
View File
@@ -274,7 +274,7 @@ most of them.</p>
<h2 id="example-5-snake-moving-left-with-snake-inside-itsself">Example 5: snake moving left with snake inside itsself</h2>
<p>Another example invocation where the snake head is in the snake and where the snake
hadn’t yet moved (that is it was still growing):</p>
<div class="sourceCode" id="cb6"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a> <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">SIZE</span><span class="op">=</span>1500 <span class="va">GROW</span><span class="op">=</span>2 <span class="va">MAXSIZE</span><span class="op">=</span>1600 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> CANNIBAL=1 SIZE=1500 GROW=2 MAXSIZE=1600 ./prog</code></pre>
<p>It looked like:</p>
<pre><code> X:55/89 Y:11/25 S:1564/1600 B:32
##########################################################################################
+1 -1
View File
@@ -184,7 +184,7 @@ most of them.
Another example invocation where the snake head is in the snake and where the snake
hadn't yet moved (that is it was still growing):
```sh
```<!---sh-->
CANNIBAL=1 SIZE=1500 GROW=2 MAXSIZE=1600 ./prog
```
+1 -1
View File
@@ -123,7 +123,7 @@
<!-- START: this line starts content for HTML phase 21 by: bin/pandoc-wrapper.sh via bin/md2html.sh -->
<p>The following are a few screen dumps of:</p>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>100 <span class="va">SHEDS</span><span class="op">=</span>5 <span class="va">GROW</span><span class="op">=</span>-10 <span class="va">SHED</span><span class="op">=</span>50 <span class="va">MAXSIZE</span><span class="op">=</span>250 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=100 SHEDS=5 GROW=-10 SHED=50 MAXSIZE=250 ./prog</code></pre>
<p>As you will see it took 17 bugs to get down to below 0. Notice how I had to get
down to 0 more than once: because I moved enough times before I got the last
bug that I grew by 5 in size. I then however moved a bit more and ate a bug
+1 -1
View File
@@ -1,6 +1,6 @@
The following are a few screen dumps of:
```sh
```<!---sh-->
SIZE=100 SHEDS=5 GROW=-10 SHED=50 MAXSIZE=250 ./prog
```
+22 -22
View File
@@ -451,9 +451,9 @@ setting the max size to a smaller value than the size you specify (or the
default) or setting the size to higher than the default (or &lt; 0 which will end
up being &gt; the max size though I suppose there might be some value that makes it
less than again - I’m not going to try and figure that out however). Anyway:</p>
<div class="sourceCode" id="cb14"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb14-1"><a href="#cb14-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>-1 <span class="ex">./prog</span></span>
<span id="cb14-2"><a href="#cb14-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">YOU</span> WIN!</span>
<span id="cb14-3"><a href="#cb14-3" aria-hidden="true" tabindex="-1"></a> <span class="ex">X:24/49</span> Y:8/16 S:658/658 B:0</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=-1 ./prog
YOU WIN!
X:24/49 Y:8/16 S:658/658 B:0</code></pre>
<p>Observe that the size isn’t the default 997: because the screen size is too
small for that value (see <a href="terminals.md">terminals.md</a>).</p>
<p>The reason I chose 997 is that it leaves a bit of a challenge for some (maybe
@@ -499,22 +499,22 @@ you have any form of epilepsy. Thank you.</strong></p>
<p>If you want to draw the snake wherever you like on the screen you can do this by
modifying the wait time (for input) to -1 (or any value &lt; 0): then the snake
does not move until you press a movement key. For example:</p>
<div class="sourceCode" id="cb16"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb16-1"><a href="#cb16-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>-1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WAIT=-1 ./prog</code></pre>
<p>When you eat a bug the snake will grow and you can draw more. If you want to
make it so you can go through yourself:</p>
<div class="sourceCode" id="cb17"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb17-1"><a href="#cb17-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>-1 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WAIT=-1 CANNIBAL=1 ./prog</code></pre>
<p>If you don’t want to start out so small (i.e. you want to be able to draw more
quickly) you can just set the size to a bigger number (and you could do the same
with growth and moult/shed):</p>
<div class="sourceCode" id="cb18"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb18-1"><a href="#cb18-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>50 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">WAIT</span><span class="op">=</span>-1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=50 CANNIBAL=1 WAIT=-1 ./prog</code></pre>
<p>Do note that although you’re a bigger size you still grow one movement at a
time.</p>
<p>Okay but then if you get too many bugs the drawing will be over. If this proves
to be a problem simply do:</p>
<div class="sourceCode" id="cb19"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb19-1"><a href="#cb19-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>100 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">WAIT</span><span class="op">=</span>-1 <span class="va">GROW</span><span class="op">=</span>0 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=100 CANNIBAL=1 WAIT=-1 GROW=0 ./prog</code></pre>
<p>Or something like that (maybe make the size bigger but that’s up to you). You
could also set the max size to be the highest possible by saying</p>
<div class="sourceCode" id="cb20"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb20-1"><a href="#cb20-1" aria-hidden="true" tabindex="-1"></a> <span class="va">MAXSIZE</span><span class="op">=</span>-1</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> MAXSIZE=-1</code></pre>
<p>Which I’ve done in the <a href="play.sh">play.sh</a> script.</p>
<p>I discuss how this mode works in [spoilers.markdown][].</p>
<p>Here’s an example run where I spelt ‘SNAKE’. As you can see it’s far from
@@ -536,7 +536,7 @@ different colours and depending on the exact parameters you specify it could
easily be in the trigger range for epilepsy but potentially stimulation overload
too.</p>
<p>If you’re still here you can create this effect like:</p>
<div class="sourceCode" id="cb22"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb22-1"><a href="#cb22-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>0 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WAIT=0 WALLS=1 CANNIBAL=1 ./prog</code></pre>
<p>As long as the bug evades you’ll find that the snake is growing because it’s
actually eating bugs; the computer is actually playing the game by itself! You
can still move the snake though it won’t seem like you have much control over
@@ -553,14 +553,14 @@ happen because the bug has to find a X and Y coordinate that’s not occupied an
so with fewer available it has a harder time finding a place in that one line.</p>
<h3 id="computer-player-variations"><a name="auto-variations" href="#toc">Computer player variations</a></h3>
<p>Here’s how to make the bug move every time the snake moves:</p>
<div class="sourceCode" id="cb23"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb23-1"><a href="#cb23-1" aria-hidden="true" tabindex="-1"></a> <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">WAIT</span><span class="op">=</span>0 <span class="va">EVADE</span><span class="op">=</span>1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 ./prog</code></pre>
<h4 id="help-the-computer-win-fairly-quickly">Help the computer win fairly quickly</h4>
<p>If you want to see the game ‘win’ try something like:</p>
<div class="sourceCode" id="cb24"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb24-1"><a href="#cb24-1" aria-hidden="true" tabindex="-1"></a> <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">WAIT</span><span class="op">=</span>0 <span class="va">EVADE</span><span class="op">=</span>1 <span class="va">MAXSIZE</span><span class="op">=</span>10 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 MAXSIZE=10 ./prog</code></pre>
<h4 id="negative-growth-shrink-automatic-mode">Negative growth (Shrink) Automatic mode</h4>
<p>Here’s a fun one I just thought of (a long time after these other modes were
thought of):</p>
<div class="sourceCode" id="cb25"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb25-1"><a href="#cb25-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>0 <span class="va">EVADE</span><span class="op">=</span>1 <span class="va">GROW</span><span class="op">=</span>-1 <span class="va">SIZE</span><span class="op">=</span>9 <span class="va">MAXSIZE</span><span class="op">=</span>10 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WAIT=0 EVADE=1 GROW=-1 SIZE=9 MAXSIZE=10 CANNIBAL=1 ./prog</code></pre>
<p>What you’ll see is that first the snake will get to the size of 9 - whether it
shows to be 10 characters depends on whether or not it gets a bug before it can
get to that length - and then it’ll start shrinking until it’s just the head
@@ -568,7 +568,7 @@ then the head again (i.e. 1 then 0 in size) and then win! This is also in the
<a href="play.sh">play.sh</a> script.</p>
<h4 id="adjusting-the-timespeed">Adjusting the time/speed</h4>
<p>Of course you can also do something like:</p>
<div class="sourceCode" id="cb26"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb26-1"><a href="#cb26-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>5 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WAIT=5 WALLS=1 CANNIBAL=1 ./prog</code></pre>
<p>Which although might not seem like it is significantly slower.</p>
<h4 id="moving-the-snake-about-to-create-patterns">Moving the snake about to create patterns</h4>
<p>If you press different direction keys in some pattern you will see a pattern
@@ -578,7 +578,7 @@ suppose also how much the bug moves and the chance of being eaten also).</p>
<p>Here’s an idea: how many moves is needed to make it possible to have some sort
of success in catching bugs? Obviously the dimensions will affect this value.</p>
<p>How long will it take for the snake to run into itself? For instance by doing:</p>
<div class="sourceCode" id="cb27"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb27-1"><a href="#cb27-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>0 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WAIT=0 ./prog</code></pre>
<p>On my 13” MacBook Pro (replaced later by a 16”) at the default settings going
horizontally the snake ran into itself at:</p>
<pre><code> OW!
@@ -592,7 +592,7 @@ or growing to the full size directly. This is how it works:</p>
<p>You have a negative shedding growth and a positive growth size: negative and
positive winning. Depending on the parameters specified it might go one way over
the other. Try:</p>
<div class="sourceCode" id="cb29"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb29-1"><a href="#cb29-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>150 <span class="va">SHEDS</span><span class="op">=</span>-5 <span class="va">GROW</span><span class="op">=</span>10 <span class="va">SHED</span><span class="op">=</span>50 <span class="va">MAXSIZE</span><span class="op">=</span>250 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=150 SHEDS=-5 GROW=10 SHED=50 MAXSIZE=250 ./prog</code></pre>
<p>What this does is set the size to 150 (to make it not go down so quickly) and
then for each bug you eat it adds 5 to the size; for every 50 moves (that you
don’t get the bug) you shrink by 5. You will find that at times you might only
@@ -608,7 +608,7 @@ dumps with this idea.</p>
<p>You could also have it so that eating a bug makes you shrink and moving so many
moves you grow. I tried this and for me it was far more fun. The <a href="play.sh">play.sh</a>
also has this mode:</p>
<div class="sourceCode" id="cb30"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb30-1"><a href="#cb30-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>100 <span class="va">SHEDS</span><span class="op">=</span>5 <span class="va">GROW</span><span class="op">=</span>-10 <span class="va">SHED</span><span class="op">=</span>50 <span class="va">MAXSIZE</span><span class="op">=</span>250 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=100 SHEDS=5 GROW=-10 SHED=50 MAXSIZE=250 ./prog</code></pre>
<p>Obviously there are many other variations. The <a href="play.sh">play.sh</a> script has some
of them (the above is option 5; others are 4, 15 and 16 but only options 4 and 5
are called Grow / Shrink).</p>
@@ -622,7 +622,7 @@ typical range of seizures is 3 to 30 flashes per seconds (but can be higher) and
that means that at <strong>EVADE=1</strong> every 231ms there will be a flash in addition to the
snake moving too.</p>
<p>Anyway this might sound absurd but it can be somewhat hypnotic by doing:</p>
<div class="sourceCode" id="cb31"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb31-1"><a href="#cb31-1" aria-hidden="true" tabindex="-1"></a> <span class="va">EVADE</span><span class="op">=</span>1 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> EVADE=1 CANNIBAL=1 ./prog</code></pre>
<p>And just moving the snake about not trying to catch any bugs - just let whatever
happens happen.</p>
<h2 id="gameplay-mode-stimulation-calming-mode"><a name="stim" href="#toc">Gameplay mode: Stimulation / Calming mode</a></h2>
@@ -631,7 +631,7 @@ want to play a game without having to worry about winning or losing you can set
the growth size to 0 and then just move the snake round and round eating bugs
until you want to quit. You can enable cannibalism so that you don’t have to
worry about even running into yourself and losing:</p>
<div class="sourceCode" id="cb32"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb32-1"><a href="#cb32-1" aria-hidden="true" tabindex="-1"></a> <span class="va">GROW</span><span class="op">=</span>0 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> GROW=0 CANNIBAL=1 ./prog</code></pre>
<h2 id="gameplay-mode-expansibility"><a name="expansibility" href="#toc">Gameplay mode: Expansibility</a></h2>
<p>As I was writing this document and the game modes I have thought of other game
modes (they were added) and I have come back to this document to add more modes.
@@ -650,9 +650,9 @@ reason as well as I simply enjoy it and thinking up new modes.</p>
this file discusses as well as allowing to easily change the colours.</p>
<h2 id="colours-selection-snake-colours"><a name="colours" href="#toc">Colours selection: snake-colours</a></h2>
<p>To do this use the <a href="snake-colours">snake-colours</a> script like so:</p>
<div class="sourceCode" id="cb33"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb33-1"><a href="#cb33-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./snake-colours</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> ./snake-colours</code></pre>
<p>If you want to pass in specific variables you can do that too e.g.:</p>
<div class="sourceCode" id="cb34"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb34-1"><a href="#cb34-1" aria-hidden="true" tabindex="-1"></a> <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./snake-colours</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> CANNIBAL=1 ./snake-colours</code></pre>
<p>The script will prompt you for the colour of the walls, snake head, body and the
bug.</p>
<h2 id="automate-the-above-gameplay-modes"><a name="preset" href="#toc">Automate the above gameplay modes</a></h2>
@@ -664,9 +664,9 @@ snake-colours above) and then gives you a list of game modes to play. You can
pass in the game variables but note that if you pass in a variable that the mode
you choose uses then the script will override what you pass in.</p>
<p>To use you can do something like:</p>
<div class="sourceCode" id="cb35"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb35-1"><a href="#cb35-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./play.sh</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> ./play.sh</code></pre>
<p>Or to make it so walls are an obstacle:</p>
<div class="sourceCode" id="cb36"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb36-1"><a href="#cb36-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WALLS</span><span class="op">=</span>0 <span class="ex">./play.sh</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WALLS=0 ./play.sh</code></pre>
<h1 id="notes-about-some-of-the-game-variables">6. <a name="variables" href="#toc">Notes about some of the game variables</a></h1>
<p>The game variables can be used for a variety of things including different
gameplay modes (as shown above) but here are some general notes about a few of them.</p>
+20 -20
View File
@@ -415,7 +415,7 @@ default) or setting the size to higher than the default (or < 0 which will end
up being > the max size though I suppose there might be some value that makes it
less than again - I'm not going to try and figure that out however). Anyway:
```sh
```<!---sh-->
SIZE=-1 ./prog
YOU WIN!
X:24/49 Y:8/16 S:658/658 B:0
@@ -487,7 +487,7 @@ If you want to draw the snake wherever you like on the screen you can do this by
modifying the wait time (for input) to -1 (or any value < 0): then the snake
does not move until you press a movement key. For example:
```sh
```<!---sh-->
WAIT=-1 ./prog
```
@@ -495,7 +495,7 @@ does not move until you press a movement key. For example:
When you eat a bug the snake will grow and you can draw more. If you want to
make it so you can go through yourself:
```sh
```<!---sh-->
WAIT=-1 CANNIBAL=1 ./prog
```
@@ -503,7 +503,7 @@ If you don't want to start out so small (i.e. you want to be able to draw more
quickly) you can just set the size to a bigger number (and you could do the same
with growth and moult/shed):
```sh
```<!---sh-->
SIZE=50 CANNIBAL=1 WAIT=-1 ./prog
```
@@ -513,14 +513,14 @@ time.
Okay but then if you get too many bugs the drawing will be over. If this proves
to be a problem simply do:
```sh
```<!---sh-->
SIZE=100 CANNIBAL=1 WAIT=-1 GROW=0 ./prog
```
Or something like that (maybe make the size bigger but that's up to you). You
could also set the max size to be the highest possible by saying
```sh
```<!---sh-->
MAXSIZE=-1
```
@@ -556,7 +556,7 @@ too.
If you're still here you can create this effect like:
```sh
```<!---sh-->
WAIT=0 WALLS=1 CANNIBAL=1 ./prog
```
@@ -582,7 +582,7 @@ so with fewer available it has a harder time finding a place in that one line.
Here's how to make the bug move every time the snake moves:
```sh
```<!---sh-->
CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 ./prog
```
@@ -591,7 +591,7 @@ Here's how to make the bug move every time the snake moves:
If you want to see the game 'win' try something like:
```sh
```<!---sh-->
CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 MAXSIZE=10 ./prog
```
@@ -601,7 +601,7 @@ If you want to see the game 'win' try something like:
Here's a fun one I just thought of (a long time after these other modes were
thought of):
```sh
```<!---sh-->
WAIT=0 EVADE=1 GROW=-1 SIZE=9 MAXSIZE=10 CANNIBAL=1 ./prog
```
@@ -616,7 +616,7 @@ then the head again (i.e. 1 then 0 in size) and then win! This is also in the
Of course you can also do something like:
```sh
```<!---sh-->
WAIT=5 WALLS=1 CANNIBAL=1 ./prog
```
@@ -635,7 +635,7 @@ of success in catching bugs? Obviously the dimensions will affect this value.
How long will it take for the snake to run into itself? For instance by doing:
```sh
```<!---sh-->
WAIT=0 ./prog
```
@@ -660,7 +660,7 @@ You have a negative shedding growth and a positive growth size: negative and
positive winning. Depending on the parameters specified it might go one way over
the other. Try:
```sh
```<!---sh-->
SIZE=150 SHEDS=-5 GROW=10 SHED=50 MAXSIZE=250 ./prog
```
@@ -683,7 +683,7 @@ You could also have it so that eating a bug makes you shrink and moving so many
moves you grow. I tried this and for me it was far more fun. The [play.sh][]
also has this mode:
```sh
```<!---sh-->
SIZE=100 SHEDS=5 GROW=-10 SHED=50 MAXSIZE=250 ./prog
```
@@ -705,7 +705,7 @@ snake moving too.
Anyway this might sound absurd but it can be somewhat hypnotic by doing:
```sh
```<!---sh-->
EVADE=1 CANNIBAL=1 ./prog
```
@@ -721,7 +721,7 @@ the growth size to 0 and then just move the snake round and round eating bugs
until you want to quit. You can enable cannibalism so that you don't have to
worry about even running into yourself and losing:
```sh
```<!---sh-->
GROW=0 CANNIBAL=1 ./prog
```
@@ -752,13 +752,13 @@ this file discusses as well as allowing to easily change the colours.
To do this use the [snake-colours][] script like so:
```sh
```<!---sh-->
./snake-colours
```
If you want to pass in specific variables you can do that too e.g.:
```sh
```<!---sh-->
CANNIBAL=1 ./snake-colours
```
@@ -777,13 +777,13 @@ you choose uses then the script will override what you pass in.
To use you can do something like:
```sh
```<!---sh-->
./play.sh
```
Or to make it so walls are an obstacle:
```sh
```<!---sh-->
WALLS=0 ./play.sh
```
+23 -23
View File
@@ -141,14 +141,14 @@ Location: <a href="../../location.html#US">US</a> - <em>United States of America
<!-- START: this line starts content for HTML phase 21 by: bin/pandoc-wrapper.sh via bin/md2html.sh -->
<h2 id="to-build">To build:</h2>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">make</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> make</code></pre>
<h3 id="bugs-and-misfeatures">Bugs and (Mis)features:</h3>
<p>The current status of this entry is:</p>
<pre><code> STATUS: INABIAF - please **DO NOT** fix</code></pre>
<p>For more detailed information see <a href="../../bugs.html#2020_ferguson1">2020 ferguson1 bugs</a>.</p>
<h2 id="to-use">To use:</h2>
<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>N <span class="va">WALLS</span><span class="op">=</span><span class="pp">[</span><span class="ss">01</span><span class="pp">]</span> <span class="va">EVADE</span><span class="op">=</span>N <span class="va">SIZE</span><span class="op">=</span>N <span class="va">MAXSIZE</span><span class="op">=</span>N <span class="va">GROW</span><span class="op">=</span>N <span class="va">SHEDS</span><span class="op">=</span>N <span class="va">SHED</span><span class="op">=</span>N <span class="va">CANNIBAL</span><span class="op">=</span><span class="pp">[</span><span class="ss">01</span><span class="pp">]</span> <span class="ex">./prog</span></span>
<span id="cb3-2"><a href="#cb3-2" aria-hidden="true" tabindex="-1"></a> <span class="co"># start pressing some arrow keys</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WAIT=N WALLS=[01] EVADE=N SIZE=N MAXSIZE=N GROW=N SHEDS=N SHED=N CANNIBAL=[01] ./prog
# start pressing some arrow keys</code></pre>
<p>where <code>N</code> is a number and <code>[01]</code> is either <code>1</code> or <code>0</code> (or more correctly zero
and non-zero).</p>
<h3 id="variables">Variables:</h3>
@@ -202,25 +202,25 @@ whether you can go through the Snake or not. Default is 0
(cannot - die if you try).</p></li>
</ul>
<h2 id="try">Try:</h2>
<div class="sourceCode" id="cb4"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">make</span> test</span>
<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-3"><a href="#cb4-3" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>75 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span>
<span id="cb4-4"><a href="#cb4-4" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-5"><a href="#cb4-5" aria-hidden="true" tabindex="-1"></a> <span class="ex">./prog</span></span>
<span id="cb4-6"><a href="#cb4-6" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-7"><a href="#cb4-7" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>-1 <span class="ex">./prog</span></span>
<span id="cb4-8"><a href="#cb4-8" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-9"><a href="#cb4-9" aria-hidden="true" tabindex="-1"></a> <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">WAIT</span><span class="op">=</span>50 <span class="va">EVADE</span><span class="op">=</span>200 <span class="ex">./prog</span></span>
<span id="cb4-10"><a href="#cb4-10" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-11"><a href="#cb4-11" aria-hidden="true" tabindex="-1"></a> <span class="va">WAIT</span><span class="op">=</span>75 <span class="va">GROW</span><span class="op">=</span>-1 <span class="va">SIZE</span><span class="op">=</span>5 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="ex">./prog</span></span>
<span id="cb4-12"><a href="#cb4-12" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-13"><a href="#cb4-13" aria-hidden="true" tabindex="-1"></a> <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">WAIT</span><span class="op">=</span>0 <span class="va">EVADE</span><span class="op">=</span>1 <span class="va">MAXSIZE</span><span class="op">=</span>10 <span class="ex">./prog</span></span>
<span id="cb4-14"><a href="#cb4-14" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-15"><a href="#cb4-15" aria-hidden="true" tabindex="-1"></a> <span class="ex">./play</span></span>
<span id="cb4-16"><a href="#cb4-16" aria-hidden="true" tabindex="-1"></a> <span class="co"># allows you to configure colours and has various pre-configured gameplay modes</span></span>
<span id="cb4-17"><a href="#cb4-17" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-18"><a href="#cb4-18" aria-hidden="true" tabindex="-1"></a> <span class="ex">./snake-colours</span></span>
<span id="cb4-19"><a href="#cb4-19" aria-hidden="true" tabindex="-1"></a> <span class="co"># allows for configuring colours</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> make test
WAIT=75 WALLS=1 CANNIBAL=1 ./prog
./prog
SIZE=-1 ./prog
CANNIBAL=1 WALLS=1 WAIT=50 EVADE=200 ./prog
WAIT=75 GROW=-1 SIZE=5 CANNIBAL=1 ./prog
CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 MAXSIZE=10 ./prog
./play
# allows you to configure colours and has various pre-configured gameplay modes
./snake-colours
# allows for configuring colours</code></pre>
<h2 id="judges-remarks">Judges’ remarks:</h2>
<p>As the <a href="https://en.wikipedia.org/wiki/Gadsden_flag">Gadsden flag</a> warns, beware of the snake!
This game has a number of configurable pitfalls including walls and snakes.</p>
@@ -306,7 +306,7 @@ look like bugs but aren’t as well as documenting a built-in test unit for some
features.</p>
<p>Because all IOCCC entries should have a man page I have included one (even
though much of it is what’s also above). To render try:</p>
<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">man</span> ./snake.1</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> man ./snake.1</code></pre>
<p>The <a href="COMPILING.html">COMPILING.html</a> file has a few portability
notes and the <a href="HACKING.html">HACKING.html</a> file has some
information on how one might modify things, things that could be implemented
+13 -13
View File
@@ -762,9 +762,9 @@ returning <code>E()</code> I am returning 1 but if the end of main() is reached
returned. In either case curses is ended.</p>
<p>One of these optimisations saved four bytes simply by taking advantage of the
value of a loop iterator after the loop. The loop is:</p>
<div class="sourceCode" id="cb27"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb27-1"><a href="#cb27-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">for</span> <span class="op">(</span>I <span class="op">=</span> <span class="dv">0</span><span class="op">;</span> A <span class="op">&amp;&amp;</span> I <span class="op">&lt;</span> A <span class="op">-</span> <span class="dv">1</span><span class="op">;</span> <span class="op">++</span>I<span class="op">)</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> for (I = 0; A &amp;&amp; I &lt; A - 1; ++I)</code></pre>
<p>However after the loop I had this:</p>
<div class="sourceCode" id="cb28"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb28-1"><a href="#cb28-1" aria-hidden="true" tabindex="-1"></a> A <span class="op">&gt;</span> <span class="dv">1</span> <span class="op">&amp;&amp;</span> q<span class="op">(</span>n<span class="op">[</span>A <span class="op">-</span> <span class="dv">1</span><span class="op">],</span>e<span class="op">[</span>A <span class="op">-</span> <span class="dv">1</span><span class="op">],</span> <span class="ch">&#39;o&#39;</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> A &gt; 1 &amp;&amp; q(n[A - 1],e[A - 1], &#39;o&#39;);</code></pre>
<p>When I was considering moving that line to before the loop it occurred to me
that as long as <code>A &gt; 0</code> then <code>A - 1 == I</code> after the loop. I still had to check
for <code>A &gt; 1</code> but I could refer to just <code>I</code> instead of <code>A - 1</code>!</p>
@@ -779,31 +779,31 @@ place at this point) I was looking at the code to see if I could figure out how
to save even more bytes. Here are some that I found interesting ways to go about
the problem.</p>
<p>First, the function that turns on colours looked like:</p>
<div class="sourceCode" id="cb29"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb29-1"><a href="#cb29-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>h<span class="op">)</span> attron<span class="op">(</span>m<span class="op">(</span>PAIR<span class="op">(</span>L<span class="op">)));</span></span>
<span id="cb29-2"><a href="#cb29-2" aria-hidden="true" tabindex="-1"></a> <span class="cf">else</span> attroff<span class="op">(</span>m<span class="op">(</span>PAIR<span class="op">(</span>L<span class="op">)));</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> if (h) attron(m(PAIR(L)));
else attroff(m(PAIR(L)));</code></pre>
<p>But I thought is that else actually needed? If I were to switch the order so
that the <code>attroff()</code> is called first then I could just do an <code>if (h)</code> -
therefore getting rid of the <code>else</code>! But then I thought why not do what I’ve
done elsewhere? I had:</p>
<div class="sourceCode" id="cb30"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb30-1"><a href="#cb30-1" aria-hidden="true" tabindex="-1"></a> attroff<span class="op">(</span>m<span class="op">(</span>PAIR<span class="op">(</span>L<span class="op">)));</span></span>
<span id="cb30-2"><a href="#cb30-2" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>h<span class="op">)</span> attron<span class="op">(</span>m<span class="op">(</span>PAIR<span class="op">(</span>L<span class="op">)));</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> attroff(m(PAIR(L)));
if (h) attron(m(PAIR(L)));</code></pre>
<p>But I then saved an extra byte by making it:</p>
<div class="sourceCode" id="cb31"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb31-1"><a href="#cb31-1" aria-hidden="true" tabindex="-1"></a> attroff<span class="op">(</span>m<span class="op">(</span>PAIR<span class="op">(</span>L<span class="op">)));</span></span>
<span id="cb31-2"><a href="#cb31-2" aria-hidden="true" tabindex="-1"></a> h <span class="op">&amp;&amp;</span> attron<span class="op">(</span>m<span class="op">(</span>PAIR<span class="op">(</span>L<span class="op">)));</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> attroff(m(PAIR(L)));
h &amp;&amp; attron(m(PAIR(L)));</code></pre>
<p>That saved two bytes.</p>
<p>Second let’s look at the <code>B()</code> function: there were two things I thought of that
would save some bytes (I no longer know how many but a few at least possibly six
or even more). I had the following code:</p>
<div class="sourceCode" id="cb32"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb32-1"><a href="#cb32-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>V <span class="op">&amp;&amp;</span> U <span class="op">&amp;&amp;</span> o<span class="op">)</span> <span class="op">{</span> S<span class="op">(</span>N<span class="op">);</span> b<span class="op">(</span><span class="dv">1</span><span class="op">);</span> <span class="op">}</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> if (V &amp;&amp; U &amp;&amp; o) { S(N); b(1); }</code></pre>
<p>This made sure that only if the snake has caught a bug should it grow by the
growth size and increase the bug count. But was checking for the <code>V</code> or <code>U</code>
necessary? I gave it a look over and it occurred to me: the only time <code>B()</code> is
called with <code>1</code> (thus <code>o</code> is 1 so the if is true) was if the bug actually is
caught. That means I could remove the <code>V &amp;&amp; U &amp;&amp;</code> part of the if! Thus it became
instead:</p>
<div class="sourceCode" id="cb33"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb33-1"><a href="#cb33-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>o<span class="op">)</span> <span class="op">{</span> S<span class="op">(</span>N<span class="op">);</span> b<span class="op">(</span><span class="dv">1</span><span class="op">);</span> <span class="op">}</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> if (o) { S(N); b(1); }</code></pre>
<p>Then this</p>
<div class="sourceCode" id="cb34"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb34-1"><a href="#cb34-1" aria-hidden="true" tabindex="-1"></a> <span class="op">!</span>o <span class="op">&amp;&amp;</span> V <span class="op">&amp;&amp;</span> U <span class="op">&amp;&amp;</span> q U<span class="op">,</span>V<span class="op">,</span><span class="ch">&#39; &#39;</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> !o &amp;&amp; V &amp;&amp; U &amp;&amp; q U,V,&#39; &#39;);</code></pre>
<p>…is to make sure to only clear the spot the bug is (or was) at if
the bug was NOT eaten. Why not eaten? Because if it was eaten it means the
snake’s head will be there!</p>
@@ -818,7 +818,7 @@ unfortunately the snake has to be placed first since the bug cannot be placed
where the snake already is. So if I had to make sure the game had started (the
snake has moved at least once) what could I check? In fact that means the
direction is not 0! So I could just replace it with:</p>
<div class="sourceCode" id="cb35"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb35-1"><a href="#cb35-1" aria-hidden="true" tabindex="-1"></a> <span class="op">!</span>o <span class="op">&amp;&amp;</span> D <span class="op">&amp;&amp;</span> q <span class="op">*</span>U<span class="op">,*</span>V<span class="op">,</span><span class="ch">&#39; &#39;</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> !o &amp;&amp; D &amp;&amp; q *U,*V,&#39; &#39;);</code></pre>
<p>That reduced the count further. But then I wondered if even that much is needed.
The condition is that the bug has evaded which means the snake has moved already
(so game started). What calls to this function happen before the game starts
@@ -831,7 +831,7 @@ to check for is that <code>!o</code>: because after this call before the game ev
the score line is updated: so the empty space will be overwritten anyway. And if
the score line is made an empty string it doesn’t matter because it’ll appear as
all spaces anyway. Thus I could save another three bytes by changing it to:</p>
<div class="sourceCode" id="cb36"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb36-1"><a href="#cb36-1" aria-hidden="true" tabindex="-1"></a> <span class="op">!</span>o <span class="op">&amp;&amp;</span> q <span class="op">*</span>U<span class="op">,*</span>V<span class="op">,</span><span class="ch">&#39; &#39;</span><span class="op">);</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> !o &amp;&amp; q *U,*V,&#39; &#39;);</code></pre>
<p>Technically it would be a <code>" "</code> (see <a href="HACKING.html">HACKING.html</a> or on GitHub
<a href="HACKING.md">HACKING.md</a>) else for N (not referring to the variable though it might very
well matter here too) movements (i.e. due to sizes) you will at times (e.g.
+10 -10
View File
@@ -818,13 +818,13 @@ returned. In either case curses is ended.
One of these optimisations saved four bytes simply by taking advantage of the
value of a loop iterator after the loop. The loop is:
```c
```<!---c-->
for (I = 0; A && I < A - 1; ++I)
```
However after the loop I had this:
```c
```<!---c-->
A > 1 && q(n[A - 1],e[A - 1], 'o');
```
@@ -847,7 +847,7 @@ the problem.
First, the function that turns on colours looked like:
```c
```<!---c-->
if (h) attron(m(PAIR(L)));
else attroff(m(PAIR(L)));
```
@@ -857,14 +857,14 @@ that the `attroff()` is called first then I could just do an `if (h)` -
therefore getting rid of the `else`! But then I thought why not do what I've
done elsewhere? I had:
```c
```<!---c-->
attroff(m(PAIR(L)));
if (h) attron(m(PAIR(L)));
```
But I then saved an extra byte by making it:
```c
```<!---c-->
attroff(m(PAIR(L)));
h && attron(m(PAIR(L)));
```
@@ -875,7 +875,7 @@ Second let's look at the `B()` function: there were two things I thought of that
would save some bytes (I no longer know how many but a few at least possibly six
or even more). I had the following code:
```c
```<!---c-->
if (V && U && o) { S(N); b(1); }
```
@@ -886,13 +886,13 @@ called with `1` (thus `o` is 1 so the if is true) was if the bug actually is
caught. That means I could remove the `V && U &&` part of the if! Thus it became
instead:
```c
```<!---c-->
if (o) { S(N); b(1); }
```
Then this
```c
```<!---c-->
!o && V && U && q U,V,' ');
```
@@ -913,7 +913,7 @@ where the snake already is. So if I had to make sure the game had started (the
snake has moved at least once) what could I check? In fact that means the
direction is not 0! So I could just replace it with:
```c
```<!---c-->
!o && D && q *U,*V,' ');
```
@@ -930,7 +930,7 @@ the score line is updated: so the empty space will be overwritten anyway. And if
the score line is made an empty string it doesn't matter because it'll appear as
all spaces anyway. Thus I could save another three bytes by changing it to:
```c
```<!---c-->
!o && q *U,*V,' ');
```
+53 -53
View File
@@ -151,7 +151,7 @@ movement is required) I have provided a source file that can test your terminal
for the capabilities I use in the entry.</p>
<p>It also tries to determine the minimum number of columns to play without the
status line overflowing - even with the dynamic length. Try:</p>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">$</span> make test</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> $ make test</code></pre>
<p>This compiles the program <a href="termcaps.c">termcaps.c</a> and runs it; you should see something like:</p>
<pre><code> terminal supports cursor movement
terminal supports making cursor invisible
@@ -178,21 +178,21 @@ maximum (capped) snake size.</p>
<p>If I pass in any of the variables <strong>GROW</strong>, <strong>MAXSIZE</strong>, <strong>SIZE</strong> and/or
<strong>LINES</strong> or <strong>COLUMNS</strong> it bases its calculations on those variables. For
example:</p>
<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports cursor movement</span>
<span id="cb3-2"><a href="#cb3-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports making cursor invisible</span>
<span id="cb3-3"><a href="#cb3-3" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports bold</span>
<span id="cb3-4"><a href="#cb3-4" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> supports colours</span>
<span id="cb3-5"><a href="#cb3-5" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb3-6"><a href="#cb3-6" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> rows 41 <span class="er">(</span><span class="ex">38</span> playable<span class="kw">)</span></span>
<span id="cb3-7"><a href="#cb3-7" aria-hidden="true" tabindex="-1"></a> <span class="ex">terminal</span> cols 155 <span class="er">(</span><span class="ex">153</span> playable<span class="kw">)</span></span>
<span id="cb3-8"><a href="#cb3-8" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb3-9"><a href="#cb3-9" aria-hidden="true" tabindex="-1"></a> <span class="ex">snake</span> size: 5776 <span class="er">(</span><span class="ex">max</span> size: 5776<span class="kw">)</span></span>
<span id="cb3-10"><a href="#cb3-10" aria-hidden="true" tabindex="-1"></a> <span class="ex">bugs:</span> 5771 <span class="er">(</span><span class="ex">max</span> size: 5771<span class="kw">)</span></span>
<span id="cb3-11"><a href="#cb3-11" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb3-12"><a href="#cb3-12" aria-hidden="true" tabindex="-1"></a> <span class="ex">at</span> least 37 columns <span class="er">(</span><span class="ex">currently</span> 155<span class="kw">)</span> <span class="ex">recommended</span> for snake size 5776</span>
<span id="cb3-13"><a href="#cb3-13" aria-hidden="true" tabindex="-1"></a> <span class="ex">at</span> least 37 columns <span class="er">(</span><span class="ex">currently</span> 155<span class="kw">)</span> <span class="ex">recommended</span> for capped snake size 5776</span>
<span id="cb3-14"><a href="#cb3-14" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb3-15"><a href="#cb3-15" aria-hidden="true" tabindex="-1"></a> <span class="ex">No</span> problems detected.</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> terminal supports cursor movement
terminal supports making cursor invisible
terminal supports bold
terminal supports colours
terminal rows 41 (38 playable)
terminal cols 155 (153 playable)
snake size: 5776 (max size: 5776)
bugs: 5771 (max size: 5771)
at least 37 columns (currently 155) recommended for snake size 5776
at least 37 columns (currently 155) recommended for capped snake size 5776
No problems detected.</code></pre>
<p>As you can see it tells you the max size (the ‘capsized’ snake) as well as the
requested max size (if the requested size is bigger than the capped size then it
will be set to that value instead) of the snake. The capped size is like in the
@@ -224,12 +224,12 @@ resize the window with first. But what if you want exacts?</p>
<p>To specify the lines/columns of curses program per instance use the <code>LINES</code> and
<code>COLUMNS</code> environmental variables.</p>
<p>For demonstration consider the following:</p>
<div class="sourceCode" id="cb4"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">$</span> echo <span class="va">$LINES</span> <span class="va">$COLUMNS</span></span>
<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">42</span> 157</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> $ echo $LINES $COLUMNS
42 157</code></pre>
<p>Note: I subtract 1 from the max y/x and the max coords in the game output
include the walls and score line but these values are for the terminal itself.</p>
<p>Say you want 55 columns:</p>
<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">$</span> COLUMNS=55 ./prog</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> $ COLUMNS=55 ./prog</code></pre>
<p>This will force curses to detect the max columns (X) of your terminal (for the
game dimensions) - to be 55; it might look like this instead:</p>
<pre><code> X:27/54 Y:20/41 S:5/997 B:0</code></pre>
@@ -245,8 +245,8 @@ etc. For the game you might not see the final score.</p>
<p>In my tests there is one thing that at least allows you to see the final score
and that is by running <code>clear</code> before running the program. That’s what the
prog.alt version does. You might run it as one of:</p>
<div class="sourceCode" id="cb7"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a> <span class="va">LINES</span><span class="op">=</span>20 <span class="ex">./prog.alt</span></span>
<span id="cb7-2"><a href="#cb7-2" aria-hidden="true" tabindex="-1"></a> <span class="va">LINES</span><span class="op">=</span>20 <span class="ex">./snake.alt</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> LINES=20 ./prog.alt
LINES=20 ./snake.alt</code></pre>
<p>Even if the final score is visible though the terminal may very well still be
messed up. There are numerous things you might try but probably the easiest is
to run the game again without modifying the dimensions (and then just quit) or
@@ -259,7 +259,7 @@ even just the <code>reset</code> command.</p>
(the line-feed character is normally control-J) to get the terminal
to work, as carriage-return may no longer work in the abnormal state.</code></pre>
<p>If you don’t have the reset utility you can try:</p>
<div class="sourceCode" id="cb9"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a> <span class="bu">echo</span> <span class="at">-e</span> <span class="dt">\\</span>033c</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> echo -e \\033c</code></pre>
<p>Otherwise try <code>clear; stty sane</code> (that will turn on echo also) or if all else
fails log out and back in.</p>
<p>For more information on this subject generally see the <a href="https://www.tldp.org/HOWTO/Keyboard-and-Console-HOWTO.html">Linux keyboard and
@@ -271,10 +271,10 @@ outside what’s actually possible with their screen. But then player 4 comes
along and thinks he/she will be clever and mess with the dimensions a bit. Let’s
say they have a 13” monitor and they think it’d be funny to see how 997 lines
would work; they might try something like:</p>
<div class="sourceCode" id="cb10"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb10-1"><a href="#cb10-1" aria-hidden="true" tabindex="-1"></a> <span class="va">LINES</span><span class="op">=</span>997 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> LINES=997 ./prog</code></pre>
<p>What then? Well expect trouble; curses will not know any better and the max
number of lines will be 997. If they were to do:</p>
<div class="sourceCode" id="cb11"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a> <span class="va">COLUMNS</span><span class="op">=</span>997 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> COLUMNS=997 ./prog</code></pre>
<p>Then they will see a different effect. Again the same reason: the player trying
to be funny.</p>
<p>The game will try and be funny in return and you can expect it to not function
@@ -306,7 +306,7 @@ GitHub) file).</p>
<p>According to my tests for monochrome terminals the screen has the white and
black background; if terminal is configured to be black background white
foreground that is the order it is too. You can try that like:</p>
<div class="sourceCode" id="cb12"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb12-1"><a href="#cb12-1" aria-hidden="true" tabindex="-1"></a> <span class="va">TERM</span><span class="op">=</span>linux-m <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> TERM=linux-m ./prog</code></pre>
<p>But I do not specifically check if the terminal has colours. Is there a curses
implementation that has a problem here? Below I explain what to comment out
should you need colours to be disabled but I personally have not run into any
@@ -328,19 +328,19 @@ support in the source code itself.</p>
<p>Based on the two as well as the fact that monochrome terminals (I’ve tried under
both Linux and macOS) seem to work fine I believe I am fine here too. And to
confirm this I wrote the following code with the output below:</p>
<div class="sourceCode" id="cb15"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb15-1"><a href="#cb15-1" aria-hidden="true" tabindex="-1"></a> <span class="pp">#include </span><span class="im">&lt;curses.h&gt;</span></span>
<span id="cb15-2"><a href="#cb15-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb15-3"><a href="#cb15-3" aria-hidden="true" tabindex="-1"></a> <span class="dt">int</span> main<span class="op">()</span></span>
<span id="cb15-4"><a href="#cb15-4" aria-hidden="true" tabindex="-1"></a> <span class="op">{</span></span>
<span id="cb15-5"><a href="#cb15-5" aria-hidden="true" tabindex="-1"></a> initscr<span class="op">();</span></span>
<span id="cb15-6"><a href="#cb15-6" aria-hidden="true" tabindex="-1"></a> start_color<span class="op">();</span></span>
<span id="cb15-7"><a href="#cb15-7" aria-hidden="true" tabindex="-1"></a> printw<span class="op">(</span><span class="st">&quot;COLORS: </span><span class="sc">%d\n</span><span class="st">COLOR_PAIRS: </span><span class="sc">%d\n</span><span class="st">&quot;</span><span class="op">,</span> COLORS<span class="op">,</span> COLOR_PAIRS<span class="op">);</span></span>
<span id="cb15-8"><a href="#cb15-8" aria-hidden="true" tabindex="-1"></a> getch<span class="op">();</span></span>
<span id="cb15-9"><a href="#cb15-9" aria-hidden="true" tabindex="-1"></a> endwin<span class="op">();</span></span>
<span id="cb15-10"><a href="#cb15-10" aria-hidden="true" tabindex="-1"></a> <span class="op">}</span></span></code></pre></div>
<div class="sourceCode" id="cb16"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb16-1"><a href="#cb16-1" aria-hidden="true" tabindex="-1"></a> <span class="va">TERM</span><span class="op">=</span>linux-m <span class="ex">./colour_pairs</span></span>
<span id="cb16-2"><a href="#cb16-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">COLORS:</span> 0</span>
<span id="cb16-3"><a href="#cb16-3" aria-hidden="true" tabindex="-1"></a> <span class="ex">COLOR_PAIRS:</span> 0</span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> #include &lt;curses.h&gt;
int main()
{
initscr();
start_color();
printw(&quot;COLORS: %d\nCOLOR_PAIRS: %d\n&quot;, COLORS, COLOR_PAIRS);
getch();
endwin();
}</code></pre>
<pre class="&lt;!---sh--&gt;"><code> TERM=linux-m ./colour_pairs
COLORS: 0
COLOR_PAIRS: 0</code></pre>
<p>Without specifying the TERM I get:</p>
<pre><code> COLORS: 256
COLOR_PAIRS: 32767</code></pre>
@@ -348,22 +348,22 @@ confirm this I wrote the following code with the output below:</p>
possible colour pairs than I have used so that’s not a problem either. Perhaps
even it would only be a runtime error if the colours are supported and the
number is out of the range? To try and figure this out I did another test:</p>
<div class="sourceCode" id="cb18"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb18-1"><a href="#cb18-1" aria-hidden="true" tabindex="-1"></a> <span class="dt">int</span> main<span class="op">()</span></span>
<span id="cb18-2"><a href="#cb18-2" aria-hidden="true" tabindex="-1"></a> <span class="op">{</span></span>
<span id="cb18-3"><a href="#cb18-3" aria-hidden="true" tabindex="-1"></a> initscr<span class="op">();</span></span>
<span id="cb18-4"><a href="#cb18-4" aria-hidden="true" tabindex="-1"></a> start_color<span class="op">();</span></span>
<span id="cb18-5"><a href="#cb18-5" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb18-6"><a href="#cb18-6" aria-hidden="true" tabindex="-1"></a> init_pair<span class="op">(</span>COLOR_PAIRS<span class="op">+</span><span class="dv">1</span><span class="op">,</span> COLOR_WHITE<span class="op">,</span> COLOR_GREEN<span class="op">);</span></span>
<span id="cb18-7"><a href="#cb18-7" aria-hidden="true" tabindex="-1"></a> bkgd<span class="op">(</span>COLOR_PAIR<span class="op">(</span>COLOR_PAIRS<span class="op">+</span><span class="dv">1</span><span class="op">));</span></span>
<span id="cb18-8"><a href="#cb18-8" aria-hidden="true" tabindex="-1"></a> init_pair<span class="op">(</span><span class="dv">1</span><span class="op">,</span> COLOR_WHITE<span class="op">,</span> COLOR_BLACK<span class="op">);</span></span>
<span id="cb18-9"><a href="#cb18-9" aria-hidden="true" tabindex="-1"></a> attron<span class="op">(</span>COLOR_PAIR<span class="op">(</span><span class="dv">1</span><span class="op">));</span></span>
<span id="cb18-10"><a href="#cb18-10" aria-hidden="true" tabindex="-1"></a> printw<span class="op">(</span><span class="st">&quot;COLORS: </span><span class="sc">%d\n</span><span class="st">COLOR_PAIRS: </span><span class="sc">%d\n</span><span class="st">&quot;</span><span class="op">,</span> COLORS<span class="op">,</span> COLOR_PAIRS<span class="op">);</span></span>
<span id="cb18-11"><a href="#cb18-11" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb18-12"><a href="#cb18-12" aria-hidden="true" tabindex="-1"></a> getch<span class="op">();</span></span>
<span id="cb18-13"><a href="#cb18-13" aria-hidden="true" tabindex="-1"></a> endwin<span class="op">();</span></span>
<span id="cb18-14"><a href="#cb18-14" aria-hidden="true" tabindex="-1"></a> <span class="op">}</span></span></code></pre></div>
<pre class="&lt;!---c--&gt;"><code> int main()
{
initscr();
start_color();
init_pair(COLOR_PAIRS+1, COLOR_WHITE, COLOR_GREEN);
bkgd(COLOR_PAIR(COLOR_PAIRS+1));
init_pair(1, COLOR_WHITE, COLOR_BLACK);
attron(COLOR_PAIR(1));
printw(&quot;COLORS: %d\nCOLOR_PAIRS: %d\n&quot;, COLORS, COLOR_PAIRS);
getch();
endwin();
}</code></pre>
<p>Running it like</p>
<div class="sourceCode" id="cb19"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb19-1"><a href="#cb19-1" aria-hidden="true" tabindex="-1"></a> <span class="va">TERM</span><span class="op">=</span>linux-m <span class="ex">./colour_pairs</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> TERM=linux-m ./colour_pairs</code></pre>
<p>I got the output as if colours weren’t used: 0 and 0. With coloured terminals
however it was not visible. If I however comment out the call to <code>bkgd()</code> I get
instead:</p>
+13 -13
View File
@@ -30,7 +30,7 @@ for the capabilities I use in the entry.
It also tries to determine the minimum number of columns to play without the
status line overflowing - even with the dynamic length. Try:
```sh
```<!---sh-->
$ make test
```
@@ -67,7 +67,7 @@ If I pass in any of the variables **GROW**, **MAXSIZE**, **SIZE** and/or
**LINES** or **COLUMNS** it bases its calculations on those variables. For
example:
```sh
```<!---sh-->
terminal supports cursor movement
terminal supports making cursor invisible
terminal supports bold
@@ -129,7 +129,7 @@ To specify the lines/columns of curses program per instance use the `LINES` and
For demonstration consider the following:
```sh
```<!---sh-->
$ echo $LINES $COLUMNS
42 157
```
@@ -139,7 +139,7 @@ include the walls and score line but these values are for the terminal itself.
Say you want 55 columns:
```sh
```<!---sh-->
$ COLUMNS=55 ./prog
```
@@ -166,7 +166,7 @@ In my tests there is one thing that at least allows you to see the final score
and that is by running `clear` before running the program. That's what the
prog.alt version does. You might run it as one of:
```sh
```<!---sh-->
LINES=20 ./prog.alt
LINES=20 ./snake.alt
```
@@ -190,7 +190,7 @@ The Linux man page says:
If you don't have the reset utility you can try:
```sh
```<!---sh-->
echo -e \\033c
```
@@ -209,14 +209,14 @@ along and thinks he/she will be clever and mess with the dimensions a bit. Let's
say they have a 13" monitor and they think it'd be funny to see how 997 lines
would work; they might try something like:
```sh
```<!---sh-->
LINES=997 ./prog
```
What then? Well expect trouble; curses will not know any better and the max
number of lines will be 997. If they were to do:
```sh
```<!---sh-->
COLUMNS=997 ./prog
```
@@ -265,7 +265,7 @@ According to my tests for monochrome terminals the screen has the white and
black background; if terminal is configured to be black background white
foreground that is the order it is too. You can try that like:
```sh
```<!---sh-->
TERM=linux-m ./prog
```
@@ -301,7 +301,7 @@ Based on the two as well as the fact that monochrome terminals (I've tried under
both Linux and macOS) seem to work fine I believe I am fine here too. And to
confirm this I wrote the following code with the output below:
```c
```<!---c-->
#include <curses.h>
int main()
@@ -314,7 +314,7 @@ confirm this I wrote the following code with the output below:
}
```
```sh
```<!---sh-->
TERM=linux-m ./colour_pairs
COLORS: 0
COLOR_PAIRS: 0
@@ -332,7 +332,7 @@ possible colour pairs than I have used so that's not a problem either. Perhaps
even it would only be a runtime error if the colours are supported and the
number is out of the range? To try and figure this out I did another test:
```c
```<!---c-->
int main()
{
initscr();
@@ -351,7 +351,7 @@ number is out of the range? To try and figure this out I did another test:
Running it like
```sh
```<!---sh-->
TERM=linux-m ./colour_pairs
```
+10 -10
View File
@@ -372,7 +372,7 @@ hit a key every time to move because it is blocking.</p></li>
</ul>
<h2 id="on-environmental-variables-more-generally-and-string-to-int-conversions"><a name="envvars" href="#toc">On environmental variables more generally and string to int conversions</a></h2>
<p>What happens if you do:</p>
<div class="sourceCode" id="cb12"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb12-1"><a href="#cb12-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WALLS</span><span class="op">=</span> <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WALLS= ./prog</code></pre>
<p>Can you run into the wall since you didn’t specify a value and the default is 1?
No. That’s not the way it works. By saying WALLS= you have told the system that
there is that environmental variable. However the way the <code>strtoul()</code> functions
@@ -381,12 +381,12 @@ it’s wasteful (iocccsize wise) and I have never felt that having invalid input
for a number could have a better value than 0.</p>
<p>If however you were to give valid input followed by invalid input the valid
input would be parsed. For example:</p>
<div class="sourceCode" id="cb13"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb13-1"><a href="#cb13-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WALLS</span><span class="op">=</span>1test <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WALLS=1test ./prog</code></pre>
<p>would let you go through the walls. On the other hand</p>
<div class="sourceCode" id="cb14"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb14-1"><a href="#cb14-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WALLS</span><span class="op">=</span>test1 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WALLS=test1 ./prog</code></pre>
<p>would not. Furthermore if you specify the same variable more than once it’s the
last one that counts. For example:</p>
<div class="sourceCode" id="cb15"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb15-1"><a href="#cb15-1" aria-hidden="true" tabindex="-1"></a> <span class="va">WALLS</span><span class="op">=</span>0 <span class="va">WALLS</span><span class="op">=</span>1 <span class="va">CANNIBAL</span><span class="op">=</span>1 <span class="va">CANNIBAL</span><span class="op">=</span>0 <span class="ex">./prog</span></span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> WALLS=0 WALLS=1 CANNIBAL=1 CANNIBAL=0 ./prog</code></pre>
<p>would allow you to go through walls but you could not cannibalise.</p>
<p>Also note that I specify base 0 which means that you can also have it in hex and
octal. These are all the same:</p>
@@ -421,17 +421,17 @@ will end (yes things that haven’t begun can be ended).</p>
<p>If <code>calloc()</code> fails to obtain the needed memory you’ll see something like (here it
was before I added proper - to make the perfect and obvious pun - capsizing
so that by setting the size to -1 it went to the max unsigned value):</p>
<div class="sourceCode" id="cb19"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb19-1"><a href="#cb19-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">$</span> MAXSIZE=-1 ./prog</span>
<span id="cb19-2"><a href="#cb19-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">memory</span> error</span>
<span id="cb19-3"><a href="#cb19-3" aria-hidden="true" tabindex="-1"></a> <span class="ex">X:0/157</span> Y:0/42 S:3/18446744073709551614 B:0</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> $ MAXSIZE=-1 ./prog
memory error
X:0/157 Y:0/42 S:3/18446744073709551614 B:0</code></pre>
<p>BTW: There are two arrays that have to be <strong>MAXSIZE</strong> (technically + 1).</p>
<p>Is it possible that some value specified by the user could mess this up? I do
not know but what I do know is that because it’s unsigned it can’t be negative;
if the max size is 0 then the array size will be 1 but it won’t matter because
the snake size will be &gt;= that max anyway. But here’s a curious output:</p>
<div class="sourceCode" id="cb20"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb20-1"><a href="#cb20-1" aria-hidden="true" tabindex="-1"></a> <span class="va">SIZE</span><span class="op">=</span>1 <span class="va">MAXSIZE</span><span class="op">=</span>0 <span class="ex">./prog</span></span>
<span id="cb20-2"><a href="#cb20-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">YOU</span> WIN!</span>
<span id="cb20-3"><a href="#cb20-3" aria-hidden="true" tabindex="-1"></a> <span class="ex">X:78/156</span> Y:20/41 S:0/0 B:0</span></code></pre></div>
<pre class="&lt;!---sh--&gt;"><code> SIZE=1 MAXSIZE=0 ./prog
YOU WIN!
X:78/156 Y:20/41 S:0/0 B:0</code></pre>
<p>Why does it show snake size as 0 when I specified 1? It’s because the max size
is 0 and I limit the size to be no bigger than the max size.</p>
<!--
+6 -6
View File
@@ -328,7 +328,7 @@ hit a key every time to move because it is blocking.
What happens if you do:
```sh
```<!---sh-->
WALLS= ./prog
```
@@ -342,20 +342,20 @@ for a number could have a better value than 0.
If however you were to give valid input followed by invalid input the valid
input would be parsed. For example:
```sh
```<!---sh-->
WALLS=1test ./prog
```
would let you go through the walls. On the other hand
```sh
```<!---sh-->
WALLS=test1 ./prog
```
would not. Furthermore if you specify the same variable more than once it's the
last one that counts. For example:
```sh
```<!---sh-->
WALLS=0 WALLS=1 CANNIBAL=1 CANNIBAL=0 ./prog
```
@@ -414,7 +414,7 @@ If `calloc()` fails to obtain the needed memory you'll see something like (here
was before I added proper - to make the perfect and obvious pun - capsizing
so that by setting the size to -1 it went to the max unsigned value):
```sh
```<!---sh-->
$ MAXSIZE=-1 ./prog
memory error
X:0/157 Y:0/42 S:3/18446744073709551614 B:0
@@ -428,7 +428,7 @@ not know but what I do know is that because it's unsigned it can't be negative;
if the max size is 0 then the array size will be 1 but it won't matter because
the snake size will be >= that max anyway. But here's a curious output:
```sh
```<!---sh-->
SIZE=1 MAXSIZE=0 ./prog
YOU WIN!
X:78/156 Y:20/41 S:0/0 B:0