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// For usleep | |
#define _DEFAULT_SOURCE | |
#include <curses.h> | |
#include <stdint.h> | |
#include <stdlib.h> | |
#include <time.h> | |
#include <unistd.h> | |
#include <string.h> | |
#include "password.h" | |
typedef enum { | |
LEFT = 0, | |
RIGHT = 1, | |
UP = 2, | |
DOWN = 3, | |
} direction_t; | |
#define HOSTNAME "gman-ed6b851c.challenges.bsidessf.net" | |
#define MAX_LEVELS 100 | |
#define PAD_LEFT 2 | |
#define PAD_TOP 3 | |
#define BOARD_COUNT 4 | |
#define ROWS 21 | |
#define COLS 27 | |
#define PELLET ACS_BULLET | |
#define START_X 11 | |
#define START_Y 15 | |
#define START_DIRECTION RIGHT | |
#define GMAN '0' | |
#define DRAW_GMAN 1 | |
#define GMAN_COLOR COLOR_YELLOW | |
#define WALL ACS_BLOCK | |
#define FLOOR ACS_BLOCK | |
#define DRAW_WALL 2 | |
#define DRAW_FLOOR 3 | |
#define WALL_COLOR COLOR_BLUE | |
#define FLOOR_COLOR COLOR_BLACK | |
static int GHOST_COLORS[] = { COLOR_GREEN, COLOR_MAGENTA, COLOR_CYAN, COLOR_RED }; | |
#define GHOST_COUNT 4 | |
#define GHOST_START_X 12 | |
#define GHOST_START_Y 9 | |
#define GHOST(n) ('A'+n) | |
#define DRAW_GHOST(n) (n+4) | |
#define GHOST_COLOR(n) GHOST_COLORS[n % 4] | |
// The odds ( /100) that the ghost will turn when it doesn't need to | |
#define GHOST_RANDOM_TURN_ODDS 80 | |
// The odds ( / 100) that the ghost will turn towards gman instead of away | |
#define GHOST_TURN_TOWARDS_ODDS 75 | |
#define PELLET_ODDS 1 | |
#define PELLET_VALUE 100 | |
#define DELAY 750 | |
// Turn off a few things for debugging | |
#if 0 | |
#undef PAD_LEFT | |
#undef PELLET | |
#undef FLOOR | |
#undef FLOOR_COLOR | |
#define HIDE_WALLS | |
#define DISABLE_GHOSTS | |
#define DISABLE_GMAN | |
#define PAD_LEFT 0 | |
#define PELLET '1' | |
#define FLOOR '0' | |
#define FLOOR_COLOR COLOR_BLUE | |
#endif | |
static char BOARDS[BOARD_COUNT][ROWS][COLS] = { | |
{ | |
"1111111111111 1111111111111", | |
"11 1 1 11", | |
"11 1111 111 1 1 111 1111 11", | |
"11 11", | |
"11 1111 11111 11111 1111 11", | |
"11 11 11 11", | |
"1111111 11 11 1111111", | |
"1111111 11111 11111 1111111", | |
"1111111 11111 11111 1111111", | |
" ", | |
"1111111 1111 1111 1111111", | |
"1111111 11111 11111 1111111", | |
"1111111 111 111 1111111", | |
"11 111 11", | |
"11 11 111 1111111 111 11 11", | |
"11 11 11 11", | |
"11111 11 111111111 11 11111", | |
" ", | |
"11 111 11111 1 11111 111 11", | |
"11 11", | |
"1111111111111 1111111111111", | |
}, | |
{ | |
"111111111111111111111111111", | |
"11 11", | |
"11 11111111 111 11111111 11", | |
" ", | |
"11 1111 11111111111 1111 11", | |
"11 11111 11", | |
"1111111 11 11 1111111", | |
"1111111 11111 11111 1111111", | |
"1111111 11111 11111 1111111", | |
"11 11", | |
"11 1111 1111 1111 1111 11", | |
"11 1111 11111 11111 1111 11", | |
"11 1111 111 111 1111 11", | |
"11 111 11", | |
"11 11 111 1111111 111 11 11", | |
" 11 11 ", | |
"11111 11 111111111 11 11111", | |
"11 11", | |
"11 111 11111 1 11111 111 11", | |
"11 11", | |
"111111111111111111111111111", | |
}, | |
{ | |
"111111111111111111111111111", | |
" ", | |
"111111111 1 111 1 111111111", | |
"11 11", | |
"11 1111 11111111111 1111 11", | |
"11 11111 11", | |
"11 1111 11 11 1111 11", | |
"11 1111 11111 11111 1111 11", | |
"11 1111 11111 11111 1111 11", | |
"11 11", | |
"11 1111 1111 1111 1111 11", | |
"11 1111 11111 11111 1111 11", | |
"11 1111 111 111 1111 11", | |
"11 111 11", | |
"11 11 111 1111111 111 11 11", | |
"11 11 11 11", | |
"11111 11 111111111 11 11111", | |
" ", | |
"111111111111 1 111111111111", | |
" ", | |
"111111111111111111111111111", | |
}, | |
{ | |
"111111111111111111111111111", | |
"1 1", | |
"1 1 1 111 1 1 1 1 111 1 1 1", | |
"1 1 1 111 1 1 1 1 111 1 1 1", | |
"1 1 1 111 1 1 1 1 111 1 1 1", | |
"1 1 1 111 11 11 111 1 1 1", | |
"1 1 11 11 1 1", | |
"1 11111 11111 11111 11111 1", | |
"1 11111 11111 11111 11111 1", | |
"1 1", | |
"1 1 111 1111 1111 111 1 1", | |
"1 1 111 11111 11111 111 1 1", | |
"1 1 111 111 111 111 1 1", | |
"1 1 111 1 1", | |
"1 111 111 1111111 111 111 1", | |
"1 1 1 1", | |
"1 11111111111111111111111 1", | |
"1 1", | |
"1 1111 11111 1 11111 1111 1", | |
"1 1", | |
"111111111111111111111111111", | |
}, | |
}; | |
typedef enum { | |
RESULT_NONE, | |
RESULT_DIE, | |
RESULT_WIN, | |
} round_result_t; | |
typedef struct { | |
uint8_t x, y; | |
direction_t direction; | |
} ghost_t; | |
typedef struct { | |
// Enough room to store all the walls + pellets as bits | |
// I want pellets first, because that's where an exploitable address lives | |
uint8_t pellets[(ROWS*COLS+1) / 8]; | |
uint8_t walls[(ROWS*COLS+1) / 8]; | |
} board_t; | |
typedef struct { | |
uint32_t score; | |
int8_t lives; | |
uint8_t level; | |
uint8_t x, y; | |
direction_t direction; | |
direction_t next_direction; | |
ghost_t ghosts[GHOST_COUNT]; | |
board_t boards[MAX_LEVELS]; | |
} state_t; | |
void set_bit(uint8_t *array, int x, int y, uint8_t value) { | |
int byte = ((y * COLS) + x) / 8; | |
int bit = ((y * COLS) + x) % 8; | |
// Invert the bit so it reads left to right | |
bit = 7 - bit; | |
if(value) { | |
array[byte] = array[byte] | (1 << bit); | |
} else { | |
array[byte] = array[byte] & ~(1 << bit); | |
} | |
} | |
uint8_t get_bit(uint8_t *array, int x, int y) { | |
int byte = ((y * COLS) + x) / 8; | |
int bit = ((y * COLS) + x) % 8; | |
// Invert the bit so it reads left to right | |
bit = 7 - bit; | |
return (array[byte] & (1 << bit)) ? 1 : 0; | |
} | |
void initialize_boards(state_t *state) { | |
int b, x, y; | |
for(b = 0; b < MAX_LEVELS; b++) { | |
for(x = 0; x < COLS; x++) { | |
for(y = 0; y < ROWS; y++) { | |
// Set the wall | |
set_bit(state->boards[b].walls, x, y, BOARDS[b % BOARD_COUNT][y][x] == '1'); | |
// Set the pellet | |
set_bit(state->boards[b].pellets, x, y, BOARDS[b % BOARD_COUNT][y][x] == ' '); | |
} | |
} | |
} | |
} | |
void reset_ghosts(state_t *state) { | |
int i; | |
for(i = 0; i < GHOST_COUNT; i++) { | |
state->ghosts[i].x = GHOST_START_X + (i % 2); | |
state->ghosts[i].y = GHOST_START_Y + (i / 2); | |
state->ghosts[i].direction = -1; | |
} | |
} | |
void reset_gman(state_t *state) { | |
state->x = START_X; | |
state->y = START_Y; | |
state->direction = START_DIRECTION; | |
state->next_direction = -1; | |
} | |
void reset(state_t *state) { | |
reset_ghosts(state); | |
reset_gman(state); | |
} | |
board_t *current_board(state_t *state) { | |
return &state->boards[state->level]; | |
} | |
uint8_t pellets_remaining(state_t *state) { | |
int x, y; | |
board_t *board = current_board(state); | |
for(x = 0; x < COLS; x++) { | |
for(y = 0; y < ROWS; y++) { | |
if(get_bit(board->pellets, x, y)) { | |
return 1; | |
} | |
} | |
} | |
return 0; | |
} | |
void draw_board(state_t *state) { | |
int x, y; | |
board_t *board = current_board(state); | |
for(x = 0; x < COLS; x++) { | |
for(y = 0; y < ROWS; y++) { | |
// Draw gman | |
if(x == state->x && y == state->y) { | |
attron(COLOR_PAIR(DRAW_GMAN)); | |
mvaddch(y + PAD_TOP, x + PAD_LEFT, GMAN); | |
attroff(COLOR_PAIR(DRAW_GMAN)); | |
#ifndef HIDE_WALLS | |
} | |
// Draw walls | |
else if(get_bit(board->walls, x, y)) { | |
attron(COLOR_PAIR(DRAW_WALL)); | |
mvaddch(y + PAD_TOP, x + PAD_LEFT, WALL); | |
attroff(COLOR_PAIR(DRAW_WALL)); | |
#endif | |
} else { | |
// Draw a pellet or blank | |
if(get_bit(board->pellets, x, y)) { | |
mvaddch(y + PAD_TOP, x + PAD_LEFT, PELLET); | |
} else { | |
attron(COLOR_PAIR(DRAW_FLOOR)); | |
mvaddch(y + PAD_TOP, x + PAD_LEFT, FLOOR); | |
attroff(COLOR_PAIR(DRAW_FLOOR)); | |
} | |
#ifndef DISABLE_GHOSTS | |
// Check for ghosts, since they will go over top of pellet or blank | |
int i; | |
for(i = 0; i < GHOST_COUNT; i++) { | |
if(state->ghosts[i].x == x && state->ghosts[i].y == y) { | |
attron(COLOR_PAIR(DRAW_GHOST(i))); | |
mvaddch(y + PAD_TOP, x + PAD_LEFT, GHOST(i)); | |
attroff(COLOR_PAIR(DRAW_GHOST(i))); | |
} | |
} | |
#endif | |
} | |
} | |
} | |
move(0, 0); | |
refresh(); | |
} | |
uint8_t can_move(state_t *state, direction_t direction, uint8_t x, uint8_t y) { | |
board_t *board = current_board(state); | |
switch(direction) { | |
case UP: | |
return y == 0 || !get_bit(board->walls, x, y - 1); | |
case DOWN: | |
return y == (ROWS - 1) || !get_bit(board->walls, x, y + 1); | |
case LEFT: | |
return x == 0 || !get_bit(board->walls, x - 1, y); | |
case RIGHT: | |
return x == (COLS - 1) || !get_bit(board->walls, x + 1, y); | |
} | |
return 0; | |
} | |
uint8_t can_turn(state_t *state, direction_t direction, uint8_t x, uint8_t y) { | |
switch(direction) { | |
case UP: case DOWN: | |
return can_move(state, LEFT, x, y ) || can_move(state, RIGHT, x, y); | |
case LEFT: case RIGHT: | |
return can_move(state, UP, x, y ) || can_move(state, DOWN, x, y); | |
} | |
return 0; | |
} | |
void do_move(state_t *state, direction_t direction, uint8_t *x, uint8_t *y) { | |
if(!can_move(state, direction, *x, *y)) { | |
return; | |
} | |
// Handle teleport | |
if(direction == LEFT && *x == 0) { | |
*x = COLS - 1; | |
} else if(direction == RIGHT && *x == COLS - 1) { | |
*x = 0; | |
} else if(direction == UP && *y == 0) { | |
*y = ROWS - 1; | |
} else if(direction == DOWN && *y == ROWS - 1) { | |
*y = 0; | |
} else { | |
switch(direction) { | |
case UP: *y -= 1; break; | |
case DOWN: *y += 1; break; | |
case LEFT: *x -= 1; break; | |
case RIGHT: *x += 1; break; | |
} | |
} | |
} | |
void change_direction_if_possible(state_t *state) { | |
if(state->next_direction < 0) { | |
return; | |
} | |
if(can_move(state, state->next_direction, state->x, state->y)) { | |
state->direction = state->next_direction; | |
state->next_direction = -1; | |
} | |
} | |
uint8_t handle_input(state_t *state) { | |
// This loop discards all buffered characters except the last | |
int c = getch(); | |
int next_c; | |
do { | |
next_c = getch(); | |
if(next_c != ERR && next_c != '\n' && next_c != '\r') { | |
c = next_c; | |
} | |
} while(next_c != ERR); | |
switch(c) { | |
case 'w': case KEY_UP: state->next_direction = UP; break; | |
case 'a': case KEY_LEFT: state->next_direction = LEFT; break; | |
case 's': case KEY_DOWN: state->next_direction = DOWN; break; | |
case 'd': case KEY_RIGHT: state->next_direction = RIGHT; break; | |
case 'q': return 1; | |
} | |
// Immediately turn them, if it can | |
change_direction_if_possible(state); | |
return 0; | |
} | |
void show_password(state_t *state) { | |
uint8_t seed = rand(); | |
print_password(state->level, state->lives, seed); | |
srand(seed); | |
} | |
void do_win(state_t *state) { | |
clear(); | |
mvprintw(3, 2, "Level %d completed!", state->level + 1); | |
mvprintw(4, 2, "Your bonus: %d points", (state->level + 1) * 10000); | |
state->score += ((state->level + 1) * 10000); | |
state->level += 1; | |
mvprintw(5, 2, "New Score: %d", state->score); | |
mvprintw(7, 2, "Press any key to continue"); | |
refresh(); | |
timeout(-1); | |
getch(); | |
clear(); | |
mvprintw(2, 2, "Password to return here:"); | |
show_password(state); | |
reset(state); | |
} | |
round_result_t tick_gman(state_t *state) { | |
board_t *board = current_board(state); | |
// Move if we can | |
do_move(state, state->direction, &state->x, &state->y); | |
// Either change direction or stop trying | |
change_direction_if_possible(state); | |
// Grab a pellet if there's one | |
if(get_bit(board->pellets, state->x, state->y)) { | |
set_bit(board->pellets, state->x, state->y, 0); | |
state->score += PELLET_VALUE; | |
if(!pellets_remaining(state)) { | |
return RESULT_WIN; | |
} | |
} | |
return RESULT_NONE; | |
} | |
// Choose one of the three directions that they can move (they can't reverse course) | |
direction_t choose_ghost_direction(state_t *state, direction_t direction, uint8_t x, uint8_t y) { | |
// If it can't move at all, then we've failed | |
if(!can_move(state, LEFT, x, y) && !can_move(state, RIGHT, x, y) && !can_move(state, UP, x, y) && !can_move(state, DOWN, x, y)) { | |
return direction; | |
} | |
// If it can't turn, just keep going | |
if(direction == UP && !can_move(state, LEFT, x, y) && !can_move(state, RIGHT, x, y)) { | |
return direction; | |
} | |
if(direction == DOWN && !can_move(state, LEFT, x, y) && !can_move(state, RIGHT, x, y)) { | |
return direction; | |
} | |
if(direction == LEFT && !can_move(state, UP, x, y) && !can_move(state, DOWN, x, y)) { | |
return direction; | |
} | |
if(direction == UP && !can_move(state, UP, x, y) && !can_move(state, DOWN, x, y)) { | |
return direction; | |
} | |
// If we're here, it _can_ turn. But does it want to? | |
if((rand() % 100) > GHOST_RANDOM_TURN_ODDS) { | |
return direction; | |
} | |
// Choose a random direction; loop until it chooses one that isn't a reverse | |
direction_t new_direction; | |
// Give up eventually and just keep moving | |
int i; | |
for(i = 0; i < 100; i++) { | |
// Figure out how much it wants to do left-right based on distances | |
int left_right_odds = (int)(100.0 * ((double) abs(state->x - x)) / ((double) (abs(state->x - x) + abs(state->y - y)))); | |
// We don't ever want to be 100% | |
if(left_right_odds <= 5) { | |
left_right_odds = 5; | |
} else if(left_right_odds >= 95) { | |
left_right_odds = 95; | |
} | |
// Gman is up-left | |
if(state->x <= x && state->y <= y) { | |
//mvprintw(0, 0, "Want to go up-left"); | |
if((rand() % 100) < left_right_odds) { | |
new_direction = LEFT; | |
} else { | |
new_direction = UP; | |
} | |
// Gman is down-left | |
} else if(state->x <= x && state->y >= y) { | |
//mvprintw(0, 0, "Want to go down-left"); | |
if((rand() % 100) < left_right_odds) { | |
new_direction = LEFT; | |
} else { | |
new_direction = DOWN; | |
} | |
// Gman is up-right | |
} else if(state->x >= x && state->y <= y) { | |
//mvprintw(0, 0, "Want to go up-right"); | |
if((rand() % 100) < left_right_odds) { | |
new_direction = RIGHT; | |
} else { | |
new_direction = UP; | |
} | |
// Gman is down-right | |
} else { | |
//mvprintw(0, 0, "Want to go down-right"); | |
if((rand() % 100) < left_right_odds) { | |
new_direction = RIGHT; | |
} else { | |
new_direction = DOWN; | |
} | |
} | |
// Sometimes go the wrong way | |
if((rand() % 100) > GHOST_TURN_TOWARDS_ODDS) { | |
if(new_direction == UP) { new_direction = DOWN; } | |
else if(new_direction == DOWN) { new_direction = UP; } | |
else if(new_direction == LEFT) { new_direction = RIGHT; } | |
else if(new_direction == RIGHT) { new_direction = LEFT; } | |
} | |
// Make sure it isn't reversing direction | |
if(direction == UP && new_direction == DOWN) { continue; } | |
if(direction == DOWN && new_direction == UP) { continue; } | |
if(direction == LEFT && new_direction == RIGHT) { continue; } | |
if(direction == RIGHT && new_direction == LEFT) { continue; } | |
// Make sure it can actually move the new direction | |
if(can_move(state, new_direction, x, y)) { | |
return new_direction; | |
} | |
} | |
// We don't really want to be here, but we also don't want an infinite loop | |
return direction; | |
} | |
void tick_ghosts(state_t *state) { | |
int i; | |
for(i = 0; i < GHOST_COUNT; i++) { | |
ghost_t *ghost = &state->ghosts[i]; | |
// Choose a direction | |
ghost->direction = choose_ghost_direction(state, ghost->direction, ghost->x, ghost->y); | |
// Move the ghost | |
do_move(state, ghost->direction, &ghost->x, &ghost->y); | |
} | |
} | |
round_result_t check_death(state_t *state) { | |
int i; | |
for(i = 0; i < GHOST_COUNT; i++) { | |
if(state->x == state->ghosts[i].x && state->y == state->ghosts[i].y) { | |
return RESULT_DIE; | |
} | |
} | |
return RESULT_NONE; | |
} | |
round_result_t tick(state_t *state) { | |
round_result_t result; | |
// Move gman | |
#ifndef DISABLE_GMAN | |
result = tick_gman(state); | |
if(result != RESULT_NONE) { | |
return result; | |
} | |
#endif | |
// Check death both before and after to make sure we can't "jump" a ghost | |
result = check_death(state); | |
if(result != RESULT_NONE) { | |
return result; | |
} | |
// Move ghosts | |
#ifndef DISABLE_GHOSTS | |
tick_ghosts(state); | |
#endif | |
// Check death again | |
result = check_death(state); | |
if(result != RESULT_NONE) { | |
return result; | |
} | |
// Keep going! | |
return RESULT_NONE; | |
} | |
uint8_t get_password(state_t *state) { | |
uint8_t level, lives, seed; | |
// TODO: Can we have a signed issue (so level 128 - negative = allowed)? | |
if(read_password(&level, &lives, &seed)) { | |
state->level = level; | |
state->lives = lives; | |
if(state->level > 0) { | |
state->score = 10000 * (state->level * (state->level + 1)) / 2; | |
} else { | |
state->score = 0; | |
} | |
srand(seed); | |
reset(state); | |
return 1; | |
} | |
return 0; | |
} | |
void main_menu(state_t *state) { | |
for(;;) { | |
clear(); | |
mvprintw(0, 0, "Welcome to G-man! Please select an option:"); | |
mvprintw(2, 0, "1. New game"); | |
mvprintw(3, 0, "2. Continue game (with password)"); | |
move(0, 0); | |
timeout(-1); | |
int option = getch(); | |
switch(option) { | |
case '1': | |
return; | |
case '2': | |
if(get_password(state)) { | |
return; | |
} | |
} | |
} | |
} | |
uint32_t go() { | |
state_t state; | |
int i; | |
initialize_boards(&state); | |
state.score = 0; | |
state.lives = 3; | |
state.level = 0; | |
reset(&state); | |
srand(time(NULL)); | |
// Initialize curses | |
initscr(); | |
// Don't buffer lines | |
cbreak(); | |
// Disable the cursor | |
curs_set(0); | |
// Don't echo back characters | |
noecho(); | |
// Allow colors | |
start_color(); | |
// Enable arrow keys | |
keypad(stdscr, TRUE); | |
// Clear | |
clear(); | |
main_menu(&state); | |
// Note: This has to be after main_menu(), otherwise colours are wrong | |
init_pair(DRAW_GMAN, GMAN_COLOR, COLOR_BLACK); | |
init_pair(DRAW_WALL, WALL_COLOR, COLOR_BLACK); | |
init_pair(DRAW_FLOOR, FLOOR_COLOR, COLOR_BLACK); | |
for(i = 0; i < GHOST_COUNT; i++) { | |
init_pair(DRAW_GHOST(i), GHOST_COLOR(i), COLOR_BLACK); | |
} | |
// Main loop | |
for(;;) { | |
round_result_t result; | |
// Turn on non-blocking i/o | |
timeout(0); | |
if(handle_input(&state)) { | |
break; | |
} | |
result = tick(&state); | |
if(result == RESULT_WIN) { | |
do_win(&state); | |
} else if(result == RESULT_DIE) { | |
state.lives -= 1; | |
if(state.lives < 0) { | |
break; | |
} | |
clear(); | |
mvprintw(0, 2, " You died! %d lives left", state.lives); | |
mvprintw(2, 2, "Password to return here:"); | |
show_password(&state); | |
reset(&state); | |
} else { | |
clear(); | |
mvprintw(0, 0, "G-man", state.direction); | |
mvprintw(1, 0, "Score: %d | Lives: %d | Level: %d", state.score, state.lives, state.level + 1); | |
draw_board(&state); | |
usleep(DELAY * 1000); | |
} | |
} | |
clear(); | |
mvprintw(3, 2, " Game Over!"); | |
mvprintw(4, 2, " Final Score: %d", state.score); | |
mvprintw(6, 2, "Press any key to continue"); | |
refresh(); | |
timeout(-1); | |
getch(); | |
return state.score; | |
} | |
void save_highscore(char *file, char *name, uint32_t score) { | |
FILE *f = fopen(file, "a"); | |
if(!f) { | |
return; | |
} | |
fprintf(f, "%9d %s", score, name); | |
fclose(f); | |
} | |
void show_highscores(char *file) { | |
char command[1024]; | |
snprintf(command, 1023, "cat %s | sort -nr | head -n10\0\0\0\0", file); | |
FILE *p = popen(command, "r"); | |
if(!p) { | |
mvprintw(2, 0, "Error fetching highscores!"); | |
return; | |
} | |
mvprintw(0, 0, "Highscores"); | |
char buffer[192]; | |
int i = 0; | |
while(fgets(buffer, 191, p) != NULL) { | |
buffer[191] = '\0'; | |
i++; | |
mvprintw(i+1, 4, "%d. %s", i, buffer); | |
} | |
} | |
char name[256]; | |
void instructions() { | |
char *highscore_file = "/home/ctf/highscores.txt"; | |
printf("\n"); | |
printf("Welcome to G-man! For best experience, disable input buffering by running:\n"); | |
printf("\n"); | |
printf(" stty -icanon && nc -v "HOSTNAME" 1337\n"); | |
printf("\n"); | |
printf("If things don't look right after the game ends, reset your terminal with:\n"); | |
printf("\n"); | |
printf(" reset\n"); | |
printf("\n"); | |
printf("Please enter your name for the scoreboard: "); | |
fflush(stdout); | |
fgets(name, 127, stdin); | |
name[127] = '\0'; | |
uint32_t score = go(); | |
save_highscore(highscore_file, name, score); | |
clear(); | |
show_highscores(highscore_file); | |
refresh(); | |
timeout(-1); | |
getch(); | |
endwin(); | |
} | |
int main(int argc, char *argv[]) | |
{ | |
// These zeroes on the stack make the walls less random, and the killscreen | |
// more solveable | |
uint32_t dummy[] = {0,0,0,0,0,0,0,0,0,0}; | |
instructions(); | |
return 0; | |
} |