#include #include #include #include #include #include #include #include #include #include #define MONSTER_COUNT 2 #define GOLD "\U000F124F" #define BRICK "\U000F1288" #define DIRT "\U000F1A48" #define WOOD "\U0000F06C" #define STONE "\U0000EB48" #define WATER "\U000F058C" #define TREE "\U0000E21C" #define DIAMOND "\U000F01C8" #define HEART "\U0000F004" #define RUBY "\U0000E23E" #define PICKAXE "\U000F08B7" #define AXE "\U000F08C8" #define SWORD "\U000F04E5" #define SHOVEL "\U000F0710" #define CHESTPLATE "\U0000EB0E" #define SHOES "\U000F15C7" #define SKULL "\U000F068C" #define INVENTORY "\U0000F187" #define PLAYER "\U0000EA67" #define MONSTER "\U0000F23C" typedef struct { char name[256]; char icon[4]; int count; } item_t; typedef struct { int max_y; int max_x; int monster_x[MONSTER_COUNT]; int monster_y[MONSTER_COUNT]; char **grid; } world_t; typedef struct { int y; int x; int health; int kills; item_t inventory[45]; int slot; } player_t; world_t world; player_t player; char *statusline; pthread_mutex_t world_lock; void *clear_status_thread(void *arg); void set_status(char *new_status); void initialize_world() { for (int i = 0; i < world.max_y; i++) { for (int j = 0; j < world.max_x; j++) { int rand_value = rand() % 100; if (rand_value < 1) { /* 1% chance for a tree */ world.grid[i][j] = 'T'; } else if (rand_value < 2) { /* 1% chance for stone */ world.grid[i][j] = 'S'; } else if (rand_value < 3) { /* 1% chance for dirt */ world.grid[i][j] = 'D'; } else { /* Empty space */ world.grid[i][j] = ' '; } } } player.health = 100; player.inventory[0] = (item_t) { "Dirt", DIRT, 0 }; player.inventory[1] = (item_t) { "Wood", WOOD, 0 }; player.inventory[2] = (item_t) { "Stone", STONE, 0 }; player.inventory[3] = (item_t) { "Diamond", DIAMOND, 0 }; player.inventory[4] = (item_t) { "Ruby", RUBY, 0 }; player.inventory[5] = (item_t) { "Pickaxe", PICKAXE, 0 }; player.inventory[6] = (item_t) { "Axe", AXE, 0 }; player.inventory[7] = (item_t) { "Sword", SWORD, 0 }; player.inventory[8] = (item_t) { "Shovel", SHOVEL, 0 }; player.y = world.max_y / 2; player.x = world.max_x / 2; /* Initialise player position */ world.grid[player.y][player.x] = 'P'; /* Initialize monsters */ for (int i = 0; i < MONSTER_COUNT; i++) { world.monster_x[i] = rand() % world.max_x; world.monster_y[i] = rand() % world.max_y; /* Monster position */ world.grid[world.monster_y[i]][world.monster_x[i]] = 'M'; } } void print_icon_boxes() { const int num_boxes = 9; printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2); for (int i = 0; i < num_boxes; i++) { if (i + 1 == player.slot) { printf("\033[1m┌───┐\033[0m"); /* Bold for selected box */ } else { printf("┌───┐"); } } printf("\n"); printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2); for (int i = 0; i < num_boxes; i++) { if (i + 1 == player.slot) { printf("\033[1m│ \033[38;2;255;0;0m%s\033[0m\033[1m │\033[0m", player.inventory[i].icon, player.inventory[i].count); /* Bold for selected box */ } else { printf("│ %s │", player.inventory[i].icon, player.inventory[i].count); } } printf("\n"); printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2); for (int i = 0; i < num_boxes; i++) { if (i + 1 == player.slot) { printf("\033[1m└───┘\033[0m"); /* Bold for selected box */ } else { printf("└───┘"); } } } void print_world() { pthread_mutex_lock(&world_lock); printf("\033[H"); for (int i = world.max_y - 1; i >= 0; i--) { for (int j = 0; j < world.max_x; j++) { switch(world.grid[i][j]) { case 'P': printf("%s", PLAYER); break; case 'T': printf("%s", TREE); break; case 'S': printf("%s", STONE); break; case 'D': printf("%s", DIRT); break; case 'M': printf("%s", MONSTER); break; default: printf("%c", world.grid[i][j]); break; } } printf("\n"); } /* Center text depending on length */ printf("\033[2K\033[%dC" HEART " : %d " SKULL " : %d " INVENTORY " : %d\n", world.max_x / 2 - 13, player.health, player.kills, player.inventory[player.slot - 1].count); printf("\033[2K\033[%dC%s\n", world.max_x / 2 - strlen(statusline) / 2, statusline); print_icon_boxes(); fflush(stdout); pthread_mutex_unlock(&world_lock); } void destory_block() { int y = player.y; int x = player.x; /* Check surrounding blocks for resources */ for (int dy = -1; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++) { /* Skip the player's current position */ if (dy == 0 && dx == 0) continue; int ny = y + dy; int nx = x + dx; /* Check bounds */ if (ny >= 0 && ny < world.max_y && nx >= 0 && nx < world.max_x) { char tile = world.grid[ny][nx]; switch (tile) { case 'D': if (strncmp(player.inventory[player.slot - 1].name, "Shovel", 6) != 0) { set_status("You must use a shovel to mine dirt!"); return; } else { player.inventory[0].count += 1; } break; case 'T': if (strncmp(player.inventory[player.slot - 1].name, "Axe", 6) != 0) { set_status("You must use an axe to mine wood!"); return; } else { player.inventory[1].count += 1; } player.inventory[1].count += 1; break; case 'S': if (strncmp(player.inventory[player.slot - 1].name, "Pickaxe", 6) != 0) { set_status("You must use a pickaxe to mine stone!"); return; } else { player.inventory[2].count += 1; } break; } world.grid[ny][nx] = ' '; } } } } void *clear_status_thread(void *arg) { /* Wait for 2 seconds */ sleep(1); pthread_mutex_lock(&world_lock); /* Clear the status line */ strcpy(statusline, ""); pthread_mutex_unlock(&world_lock); return NULL; } void set_status(char *new_status) { pthread_mutex_lock(&world_lock); /* Set the new status */ strcpy(statusline, new_status); pthread_mutex_unlock(&world_lock); pthread_t status_thread; /* Start a thread to clear status asynchronously */ pthread_create(&status_thread, NULL, clear_status_thread, NULL); /* Detach thread so it cleans up itself after execution */ pthread_detach(status_thread); } void move_player(char direction) { int new_x = player.x; int new_y = player.y; /* Determine the target position based on the direction */ switch (direction) { case 'w': new_y = (player.y < world.max_y - 1) ? player.y + 1 : player.y; break; case 's': new_y = (player.y > 0) ? player.y - 1 : player.y; break; case 'a': new_x = (player.x > 0) ? player.x - 1 : player.x; break; case 'd': new_x = (player.x < world.max_x - 1) ? player.x + 1 : player.x; break; default: break; } /* If the block is not empty don't overlap it */ if (world.grid[new_y][new_x] != ' ') { return; } /* Clear current player position */ world.grid[player.y][player.x] = ' '; /* Update player position */ player.x = new_x; player.y = new_y; world.grid[player.y][player.x] = 'P'; } void move_monsters() { for (int i = 0; i < MONSTER_COUNT; i++) { /* Clear current monster position */ world.grid[world.monster_y[i]][world.monster_x[i]] = ' '; /* Try a maximum of 4 random movements to avoid collision */ int new_x, new_y, attempts = 0; do { /* Random movement for monsters */ new_x = (world.monster_x[i] + (rand() % 3 - 1) + world.max_x) % world.max_x; new_y = (world.monster_y[i] + (rand() % 3 - 1) + world.max_y) % world.max_y; attempts++; } while ((world.grid[new_y][new_x] != ' ') && attempts < 4); /* Only update if the chosen position is empty */ if (world.grid[new_y][new_x] == ' ') { world.monster_x[i] = new_x; world.monster_y[i] = new_y; } /* Update monster position */ world.grid[world.monster_y[i]][world.monster_x[i]] = 'M'; } } void *monster_movement(void *arg) { while (1) { move_monsters(); print_world(); usleep(500000); } return NULL; } void *player_input(void *arg) { struct termios oldt, newt; /* Setup non-blocking input */ tcgetattr(STDIN_FILENO, &oldt); newt = oldt; /* Disable canonical mode and echo */ newt.c_lflag &= ~(ICANON | ECHO); tcsetattr(STDIN_FILENO, TCSANOW, &newt); while (1) { char ch = getchar(); if (ch == 'q') { break; } else if (ch == ' ') { destory_block(); } else if (isdigit(ch) > 0) { player.slot = ch - '0'; } else { move_player(ch); } print_world(); } /* Restore old terminal settings */ tcsetattr(STDIN_FILENO, TCSANOW, &oldt); printf("\n\033[?25h"); exit(1); return NULL; } int main() { srand(time(NULL)); pthread_t monster_thread, input_thread; struct winsize w; ioctl(STDOUT_FILENO, TIOCGWINSZ, &w); int lines = w.ws_row; int columns = w.ws_col; world.max_x = columns; world.max_y = lines - 5; world.grid = malloc(world.max_y * sizeof(char *)); char status[columns]; memset(status, 0, columns); statusline = status; for (int i = 0; i < world.max_y; i++) { world.grid[i] = malloc(columns); } /* Hide cursor */ printf("\033[?25l"); pthread_mutex_init(&world_lock, NULL); initialize_world(); print_world(); /* Create threads for monster movement and player input */ pthread_create(&monster_thread, NULL, monster_movement, NULL); pthread_create(&input_thread, NULL, player_input, NULL); /* Wait for threads to finish */ pthread_join(input_thread, NULL); pthread_join(monster_thread, NULL); return 0; }