Files
petratc/games/gameclicker.c
T
2026-07-23 22:12:42 -03:00

310 lines
8.0 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <time.h>
#include <unistd.h>
#include <ncurses.h>
#include "../rat.h"
/*
i lowkey stole the art of the little rat and the cheese from the internet lol
https://asciiart.website/art/752
*/
int running;
static void stop() {
clear();
refresh();
endwin();
running = 0;
}
static char *cheeseart = {
" ()() ____\n (..) /|o |\n /\\/\\ /o| o|\nc\\db/o... /o_|_o_|"
};
//i hate this
/*
//i need to make a system based on intergers to represent non-int numbers like 0.5 or five trillion as 5T instead of 500000000000 or whatever
//how do i tell a computer that 1000 = 1k and 10000 = 10k and 1000000 = 1M and that etc
//i'll use powers of 10
//1^10x0 = 1 1^1(10x1) = 10 1^1(10x2) = 100 1^1(10x3) = 1k
// x*10^y <-- this is what i store
//1 becomes X. x can range from 0 to 999, when it reaches 999 it adds 1 to y and x goes back to 0
//is this memory safe????? yeah sure i don't see why it wouldnt
//x is a float or a double i think a double yeah a double
//
//and then print that as it should so 2.3^10x3 = 2.3k
//and also other functions to add or substract from this using regular numbers
//wait i could just do powers of 1000
//x is still 0.0 - 999.999 but it's x*1000^y
//55.3* 1000^2 = 55300000
//
//once x reaches 999.999 it wraps back to 0 and adds 1 to y
//then check y so that y = 0 is units, y = 1 is k, y = 2 is M, y = 3 is B, y = 4 is T, etc
*/
/*
//a bignum is just a scientific notation number
// x ^ 1000^y
// 55300 = 55.3*1000^1
// double x = 55.3
// int y = 1
*/
typedef struct bignum{
double x;
int y;
}bignum;
static char *digit[] = {
"", "K", "M", "B", "T",
"Qa", "Qi", "Sx", "Sp",
"Oc", "No", "Dc"
// up to y=11 (10^36) there's no way someone gets farther than this
};
static bignum normalize(double regnum){
bignum b;
double val = regnum;
int y = 0;
while (fabs(val) >= 1000) {
val /= 1000.0;
y++;
}
while (val != 0.0 && fabs(val) < 1) {
val *= 1000.0;
y--;
}
b.x = val;
b.y = y;
return b;
}
static bignum normalizebignum(bignum b){
double val = b.x;
int y = b.y;
while (fabs(val) >= 1000) {
val /= 1000.0;
y++;
}
while (val != 0.0 && fabs(val) < 1) {
val *= 1000.0;
y--;
}
b.x = val;
b.y = y;
return b;
}
static bignum addbignum(bignum a, bignum b){
bignum result;
if(a.y == b.y){
result.x = a.x + b.x;
result.y = a.y;
} else if(a.y > b.y){
double bx = b.x;
for(int i = a.y - b.y; i > 0; i--) bx /= 1000.0;
result.x = a.x + bx;
result.y = a.y;
} else {
double ax = a.x;
for(int i = b.y - a.y; i > 0; i--) ax /= 1000.0;
result.x = ax + b.x;
result.y = b.y;
}
return normalizebignum(result);
}
static bignum subbignum(bignum a, bignum b){
bignum result;
if(a.y == b.y){
result.x = a.x - b.x;
result.y = a.y;
} else if(a.y > b.y){
double bx = b.x;
for(int i = a.y - b.y; i > 0; i--) bx /= 1000.0;
result.x = a.x - bx;
result.y = a.y;
} else {
double ax = a.x;
for(int i = b.y - a.y; i > 0; i--) ax /= 1000.0;
result.x = ax - b.x;
result.y = b.y;
}
return normalizebignum(result);
}
static bignum mulbignum(bignum a, bignum b){
bignum result;
result.x = a.x * b.x;
result.y = a.y + b.y;
return normalizebignum(result);
}
static bignum divbignum(bignum a, bignum b){
bignum result;
result.x = a.x / b.x;
result.y = a.y - b.y;
return normalizebignum(result);
}
static bignum addmixregbig(bignum a, double regnum){
return addbignum(a, normalize(regnum));
}
static bignum submixregbig(bignum a, double regnum){
return subbignum(a, normalize(regnum));
}
static bignum mulmixregbig(bignum a, double regnum){
return mulbignum(a, normalize(regnum));
}
static bignum divmixregbig(bignum a, double regnum){
return divbignum(a, normalize(regnum));
}
static char *bignumprint(bignum b) {
//32 bytes is more than enough for 124.24 trillion idk
char *nice = malloc(32 * sizeof(char));
if(nice == NULL) return NULL;
if(b.y >= 0 && b.y < 12) {
snprintf(nice, 32, "%.2lf%s", b.x, digit[b.y]);
} else{
snprintf(nice, 32, "%.2lfe3*%d", b.x, b.y);
}
return nice;
}
//wide = art and score side by side
//narrow = art on topand score below
typedef enum { layoutnarrow, layoutwide } layoutmode;
//bounding box of the drawn cheese art in winlocal coordinates for click detection
static int artrow0, artcol0, artrows, artcols;
static layoutmode getlayout(WINDOW *win){
return (getmaxx(win) >= getmaxy(win) * 2) ? layoutwide : layoutnarrow;
}
static void drawwin(WINDOW *win, bignum cheeses){
werase(win);
box(win, 0, 0);
int winw = getmaxx(win);
layoutmode mode = getlayout(win);
char artcopy[2048];
strncpy(artcopy, cheeseart, sizeof(artcopy));
artcopy[sizeof(artcopy)-1] = '\0';
int artcol = 2;
int artrow = 1;
int scorecol, scorewrapw;
if(mode == layoutwide){
scorecol = winw / 2 + 2;
scorewrapw = winw - scorecol - 2;
} else {
scorecol = 2;
scorewrapw = winw - 4;
}
int row = artrow;
int widest = 0;
char *line = strtok(artcopy, "\n");
while(line){
mvwprintw(win, row, artcol, "%s", line);
int len = strlen(line);
if(len > widest) widest = len;
row++;
line = strtok(NULL, "\n");
}
//save where the art landed so the click handler knows what to hit-test against
artrow0 = artrow;
artcol0 = artcol;
artrows = row - artrow;
artcols = widest;
char *scorestr = bignumprint(cheeses);
char scoremsg[64];
if(scorestr != NULL) {
snprintf(scoremsg, sizeof(scoremsg), "cheese: %s", scorestr);
free(scorestr);
} else {
snprintf(scoremsg, sizeof(scoremsg), "cheese: ERROR");
}
if(mode == layoutwide){
mvwprintw(win, 1, scorecol, "%s", scoremsg);
wrapprint(win, 3, scorecol, scorewrapw, "click the cheese!");
} else {
int scorerow = artrow0 + artrows + 1;
wrapprint(win, scorerow, scorecol, scorewrapw, scoremsg);
wrapprint(win, scorerow+1, scorecol, scorewrapw, "click the cheese!");
}
wrefresh(win);
}
void gameclicker(){
srand(time(NULL));
WINDOW *win = ratdrawbox();
mousemask(BUTTON1_PRESSED, NULL);
mouseinterval(0); //don't wait to resolve single vs double click
running = 1;
bignum cheeses = {0.0, 0};
bignum onecheese = {1.0, 0}; //what a single click is worth
drawwin(win, cheeses);
while(running){
if(!running){stop(); break;}
int ch;
while((ch = getch()) != ERR){ //drain the whole queue each frame so rapid clicks/keys aren't ignroed
switch (ch) {
case 'q': case 'Q': stop(); break;
case 'a': cheeses = addmixregbig(cheeses, 50.0); break;
case 'b': cheeses = mulmixregbig(cheeses, 235.2); break;
case KEY_MOUSE: {
MEVENT event;
if(getmouse(&event) == OK && (event.bstate & BUTTON1_PRESSED)){
int y = event.y, x = event.x;
//translate the screen click into winlocal coordinates
if(wmouse_trafo(win, &y, &x, FALSE)){
if (y >= artrow0 && y < artrow0 + artrows &&
x >= artcol0 && x < artcol0 + artcols){
cheeses = addbignum(cheeses, onecheese);
}
}
}
break;
}
}
if(!running) break;
}
if(running) drawwin(win, cheeses);
usleep(16667); //60 fps according to google ai overview lmao
}
stop();
}