CLI-based maze-game

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Revision as of 01:32, 22 February 2022 by Jjuanhdez (talk | contribs) (fixed header)
CLI-based maze-game is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.
Task

Create a complete but CLI-controlled maze-game! Use the CLI interface only. The symbols:

1. The hero: @

2. Strong monsters: * (they can kill you).

3. Weak monsters: . (You can kill them).

4. Treasure: $

5. Wall: X

6. Bomb: b

7. Revolving door: -o-

and:

|
o
|

(the monsters are stupid, they can't use these doors)

Monsters must be moved by the computer, automatically. Use for this subtask a fork()-ed part of your program.

The maze must be generated randomly, at each start of the game.

Note: I apologize of my bad English, I'm very sorry...

Furor

<lang Furor>

      1. sysinclude terminal.uh
      2. sysinclude into.uh
      3. sysinclude math.uh
      1. define VÁRAKOZIK 40000

// Minél nagyobb a fenti szám, annál lassabban mozognak a szörnyek.

      1. define MERETX 69

// A labirintus oszlopainak számozása 0 és MERETX-1 közt történik. // MERETX muszáj hogy páratlan szám legyen.

      1. define MERETY 31

// A labirintus sorainak számozása 0 és MERETY-1 közt történik. // MERETY muszáj hogy páratlan szám legyen.

      1. define TREASURE '$
      2. define TREASUREDB 3

// A treasuredb jelenti, hány $ jel lesz elhelyezve

      1. define WAY 32
      2. define FAL 'X
      3. define wayszín 0
      4. define wayháttérszín 0

// Az alábbi doors az ajtók számát jelzi a labirintus falaiban.

      1. define doors 20
      2. define AJTÓKÖZEPE 'o
      3. define AJTÓSZÁRNYFÜGGŐLEGES '|
      4. define AJTÓSZÁRNYVÍZSZINTES '-
      5. define AJTÓszín $e
      6. define AJTÓháttérszín 0
      7. define FALszín $1b
      8. define FALháttérszín FALszín
      9. define HŐS '@
      10. define HALOTTHŐS '+
      11. define HŐSszín 9
      12. define HŐSháttérszín 0
      13. define kincsszín $b
      14. define kincsháttérszín 0

// Ennyi bombát lehet találni a labirintusban:

      1. define bombákszáma 5
      2. define bomba 'b
      3. define bombaszín $a6
      4. define bombaháttérszín 0
      1. define szörnyekszáma 20
      2. define szörny '*
      3. define szörnyszín $d
      4. define szörnyháttérszín 0
      5. define gyengeszörny '.
      6. define gyengeszörnyszín $cd
      7. define gyengeszörnyháttérszín 0
      8. define szörnygyengülvalószínűség 25

// A fenti szám minél magasabb, annál kisebb az esélye hogy egy erős szörny gyengévé válik.

      1. define szörnyerősödikvalószínűség 5

// A fenti szám minél magasabb, annál kisebb az esélye annak, hogy egy gyenge szörny megerősödik.

argc 2 > { ."Labirintusjáték. Készítette: Viola Zoltán alias Harold King alias Fossil Codger.\n" ."(fossilcodger@gmail.com)\n" ."A program a Furor programnyelven íródott, azt a programnyelvet is én, Viola Zoltán írtam.\n" ."A játék célja: az összes kincs megszerzése. A kincs jelképe a $ jel.\n" ."Kilépés: az Esc 2-szer lenyomva, vagy a q.\n" ."A b lenyomásával robbanthatsz, de csak amíg maradt bombád.\n" ."Egy bomba minden falat lerombol a játékos körül (a labirintus legszélső, keretező" ." falait kivéve), de a szörnyeket nem öli meg.\n" ."A bomba átlósan se rombol, csak függőlegesen és vízszintesen!\n" ."A bomba nem pusztítja el az ajtókat, és a kincset se.\n" ."Bombákat találhatsz is a labirintusban, ezeket a b betű jelképezi. Ha rájuk lépsz,\n" ."azzal megszerezted a bombát, azaz a bombáid száma növekszik, később ezeket\n" ."felhasználhatod.\n" ."A játék akkor ér véget, ha az összes kincset megszerezted.\n" ."A labirintusban nem csak falak, de forgóajtók is vannak.\n" ."A forgóajtó ha vízszintes, így néz ki: -o-\n" ."Ha meg függőleges akkor így:\n" ."|\n" ."o\n" ."|\n" ."A forgóajtó közepét az o karakter, a szárnyait a vonal jelképezi.\n" ."A forgóajtó elfordítható, ha a szárnyának a megfelelő irányból nekimész a karaktereddel,\n" ."és ha semmi se áll az elforgatás útjában.\n" ."A játékost a @ jelképezi a játékban, s kiindulási helye mindig a bal alsó sarokban van.\n" ."Van a játékban kis csalásra is lehetőség: a B (nagy bé betű) minden lenyomása eggyel\n" ."megnöveli a bombáid mennyiségét.\n"

end }

3 sto bombs // A bombák száma. randinit // A véletlenszámgenerátor inicializálása pálya MERETY MERETX createsharedscreen 100 shared sto messagestring // kommunikációs terület a forkolt programrészeknek szörnyekszáma shared sto sxkoord szörnyekszáma shared sto sykoord üres() // Ez elkészíti az üres területet, falakkal körülhatárolva generatemaze() // Ez legenerálja véletlenszerűen a labirintust // ******************************************************** // // Ki- és bejáratok generálása, ha szükséges: // MERETY 2 - dup sto y sto newy 0 dup sto x sto newx pálya @y @x HŐS ^ // A hős karakterének letevése // ********************************************************

cursoroff cls §kirajzol fork sto kirajzoló §szörnymozgat fork sto szörnymozgató

kirajzolni: @newy sto y @newx sto x kirajzol2: @messagestring 6 [] then §meghaltahős @messagestring 1 @bombs [^] @messagestring 2 @kincsszámláló [^] @kincsszámláló TREASUREDB #g == { 100000 usleep @messagestring 5 1 [^] // Üzenetküldés a szörnymozgatás leállítására @messagestring 0 1 [^] // üzenetküldés a kirajzolónak hogy álljon le @szörnymozgató wait @kirajzoló wait ."YOU WON! Congratulations!\n" goto §vége } pálya @y @x [[]] HALOTTHŐS == { 100000 usleep meghaltahős: @messagestring 5 1 [^] // Üzenetküldés a szörnymozgatás leállítására @messagestring 0 1 [^] // üzenetküldés a kirajzolónak hogy álljon le @szörnymozgató wait @kirajzoló wait ."YOU PERISHED! :(\n" goto §vége } // Billentyűzetinput newinputchar: #g 11 into sto kar @kar $ffffffffffffffff == then §kirajzol2 @kar 128 < { @kar 27 == then §vége2 @kar 'q == then §vége2 @kar 'B == { inc bombs goto §kirajzol2 } @kar 'b == { @bombs else §newinputchar // Ha elfogyott a bomba, hiába minden... dec bombs @x 1 > { pálya @y @x -- [[]] FAL == { pálya @y @x -- WAY ^ } } @y 1 > { @x { pálya @y -- @x [[]] FAL == { pálya @y -- @x WAY ^ } } } @x MERETX 2 - < { pálya @y @x ++ [[]] FAL == { pálya @y @x ++ WAY ^ } } @y MERETY 2 - < { @x { pálya @y ++ @x [[]] FAL == { pálya @y ++ @x WAY ^ } } } goto §kirajzol2 } goto §newinputchar } @kar $ff & sto k @x sto newx @y sto newy @k 1 == { // kurzorfel dec newy @newy else §newinputchar @x else §lépés @y 1 == §newinputchar // -o- // @ pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES == pálya @newy @newx ++ [[]] AJTÓKÖZEPE == pálya @newy -- @newx [[]] WAY == pálya @newy -- @newx ++ [[]] WAY == pálya @newy ++ @newx 2 + [[]] WAY == pálya @newy ++ @newx ++ [[]] WAY == & & & & & { pálya @newy @newx WAY ^ pálya @newy @newx 2 + WAY ^ pálya @newy -- @newx ++ AJTÓSZÁRNYFÜGGŐLEGES ^ pálya @newy ++ @newx ++ AJTÓSZÁRNYFÜGGŐLEGES ^ goto §lépés } // -o- // @ pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES == pálya @newy @newx -- [[]] AJTÓKÖZEPE == pálya @newy -- @newx [[]] WAY == pálya @newy -- @newx -- [[]] WAY == pálya @newy ++ @newx 2 - [[]] WAY == pálya @newy ++ @newx -- [[]] WAY == & & & & & { pálya @newy @newx WAY ^ pálya @newy @newx 2 - WAY ^ pálya @newy -- @newx -- AJTÓSZÁRNYFÜGGŐLEGES ^ pálya @newy ++ @newx -- AJTÓSZÁRNYFÜGGŐLEGES ^ goto §lépés } goto §lépés } // kurzorfel vége @k 2 == { // kurzorle inc newy @newy MERETY -- >= then §newinputchar @x else §lépés // @ // -o- pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES == pálya @newy @newx ++ [[]] AJTÓKÖZEPE == pálya @newy ++ @newx [[]] WAY == pálya @newy ++ @newx ++ [[]] WAY == pálya @newy -- @newx 2 + [[]] WAY == pálya @newy -- @newx ++ [[]] WAY == & & & & & { pálya @newy @newx WAY ^ pálya @newy @newx 2 + WAY ^ pálya @newy -- @newx ++ AJTÓSZÁRNYFÜGGŐLEGES ^ pálya @newy ++ @newx ++ AJTÓSZÁRNYFÜGGŐLEGES ^ goto §lépés } // @ // -o- pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES == pálya @newy @newx -- [[]] AJTÓKÖZEPE == pálya @newy ++ @newx [[]] WAY == pálya @newy ++ @newx -- [[]] WAY == pálya @newy -- @newx 2 - [[]] WAY == pálya @newy -- @newx -- [[]] WAY == & & & & & { pálya @newy @newx WAY ^ pálya @newy @newx 2 - WAY ^ pálya @newy -- @newx -- AJTÓSZÁRNYFÜGGŐLEGES ^ pálya @newy ++ @newx -- AJTÓSZÁRNYFÜGGŐLEGES ^ goto §lépés } goto §lépés } // kurzorle vége @k 3 == { // kurzorjobbra inc newx @newx MERETX >= then §newinputchar @x MERETX -- == then §newinputchar @x else §lépés // @| // o // | //@newy 2 + MERETY >= then §lépés pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES == pálya @newy ++ @newx [[]] AJTÓKÖZEPE == & else §jobbra2 pálya @newy @newx ++ [[]] WAY == pálya @newy ++ @newx ++ [[]] WAY == pálya @newy ++ @newx -- [[]] WAY == pálya @newy 2 + @newx -- [[]] WAY == & & & { pálya @newy @newx WAY ^ pálya @newy 2 + @newx WAY ^ pálya @newy ++ @newx -- AJTÓSZÁRNYVÍZSZINTES ^ pálya @newy ++ @newx ++ AJTÓSZÁRNYVÍZSZINTES ^ goto §lépés } // | // o // @| jobbra2: @newy -- else §lépés pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES == pálya @newy -- @newx [[]] AJTÓKÖZEPE == pálya @newy @newx ++ [[]] WAY == pálya @newy -- @newx ++ [[]] WAY == pálya @newy -- @newx -- [[]] WAY == pálya @newy 2 - @newx -- [[]] WAY == & & & & & { pálya @newy @newx WAY ^ pálya @newy 2 - @newx WAY ^ pálya @newy -- @newx -- AJTÓSZÁRNYVÍZSZINTES ^ pálya @newy -- @newx ++ AJTÓSZÁRNYVÍZSZINTES ^ goto §lépés } goto §lépés } // kurzorjobbra vége @k 4 == { // kurzorbalra @x else §newinputchar dec newx @newx else §newinputchar // |@ // o // | //@newy 2 + MERETY >= then §lépés pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES == pálya @newy ++ @newx [[]] AJTÓKÖZEPE == & else §balra2 pálya @newy @newx -- [[]] WAY == pálya @newy ++ @newx -- [[]] WAY == pálya @newy ++ @newx ++ [[]] WAY == pálya @newy 2 + @newx ++ [[]] WAY == & & & { pálya @newy @newx WAY ^ pálya @newy 2 + @newx WAY ^ pálya @newy ++ @newx -- AJTÓSZÁRNYVÍZSZINTES ^ pálya @newy ++ @newx ++ AJTÓSZÁRNYVÍZSZINTES ^ goto §lépés } // | // o // |@ balra2: //@newy -- else §lépés pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES == pálya @newy -- @newx [[]] AJTÓKÖZEPE == & else §lépés pálya @newy @newx -- [[]] WAY == pálya @newy -- @newx ++ [[]] WAY == pálya @newy -- @newx -- [[]] WAY == pálya @newy 2 - @newx ++ [[]] WAY == & & & { pálya @newy @newx WAY ^ pálya @newy 2 - @newx WAY ^ pálya @newy -- @newx -- AJTÓSZÁRNYVÍZSZINTES ^ pálya @newy -- @newx ++ AJTÓSZÁRNYVÍZSZINTES ^ goto §lépés } goto §lépés

} // kurzorbalra vége goto §newinputchar // ========================================================= // ========================================================= lépés: pálya @newy @newx [[]] FAL == then §newinputchar pálya @newy @newx [[]] AJTÓKÖZEPE == then §newinputchar pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES == then §newinputchar pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES == then §newinputchar pálya @newy @newx [[]] TREASURE == { inc kincsszámláló } pálya @newy @newx [[]] bomba == { inc bombs } pálya @newy @newx [[]] szörny == { pálya @y @x WAY ^ pálya @newy @newx HALOTTHŐS ^ goto §kirajzolni } pálya @y @x WAY ^ pálya @newy @newx HŐS ^ goto §kirajzolni

// ******************************************************* vége2: // üzenetküldés a child processeknek hogy álljanak le @messagestring 0 1 [^] @messagestring 5 1 [^] // Várakozás a child processek befejeződésére: @szörnymozgató wait @kirajzoló wait vége: @messagestring free @sxkoord free @sykoord free pálya eraseshared ,,, cursoron end // ********************************************************

kirajzol: closestdin // Nem várunk semmi billentyűzetinputot {... // végtelenciklus // ....................................................... @messagestring 0 [] { end } // Parancs érkezett szeppuku elkövetésére... // ....................................................... topleft

  1. k MERETY yloop: {| MERETX {|

pálya {}§yloop {} [[]] WAY == { wayszín tint wayháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] FAL == { FALszín tint FALháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] AJTÓSZÁRNYFÜGGŐLEGES == { AJTÓszín tint AJTÓháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] AJTÓSZÁRNYVÍZSZINTES == { AJTÓszín tint AJTÓháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] AJTÓKÖZEPE == { AJTÓszín tint AJTÓháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] bomba == { bombaszín tint bombaháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] szörny == { szörnyszín tint szörnyháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] gyengeszörny == { gyengeszörnyszín tint gyengeszörnyháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] HŐS == { HŐSszín tint HŐSháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] HALOTTHŐS == { HŐSszín tint HŐSháttérszín !tint pálya {}§yloop {} [[]] print {<} } pálya {}§yloop {} [[]] 'a >= pálya {}§yloop {} [[]] 'z <= & { kincsszín tint kincsháttérszín !tint pálya {}§yloop {} [[]] print {<} } ,,, pálya {}§yloop {} [[]] print |} ,,, NL |} NL ."Collected treasure = " #g @messagestring 2 [] print ." Bombs = " @messagestring 1 [] printnl VÁRAKOZIK usleep ...} // ******************************************************** szörnymozgat: closestdin closestdout closestderr // Nem várunk semmi billentyűzetinputot és nem is írunk sehova randinit {... // végtelenciklus 6000 usleep // ....................................................... @messagestring 5 [] { end } // Parancs érkezett szeppuku elkövetésére... // ....................................................... szörnyekszáma random sto akts @sxkoord @akts [] sto! sx @sykoord @akts [] sto! sy #g | !{ {.<.} } pálya @sy @sx [[]] szörny == { szörnygyengülvalószínűség random 1 == { pálya @sy @sx gyengeszörny ^ {.<.} } sbr §szörnylépéskeres

  1. g

@szörnyy @szörnyx | !{ {.<.} } // Ha nem talált helyet ahova mozoghatna pálya @szörnyy @szörnyx [[]] HŐS == { pálya @szörnyy @szörnyx HALOTTHŐS ^ @messagestring 6 1 [^] 1000 usleep {.<.} } pálya @sy @sx WAY ^ pálya @szörnyy @szörnyx szörny ^ @sxkoord @akts @szörnyx [^] @sykoord @akts @szörnyy [^] {.<.} } pálya @sy @sx [[]] gyengeszörny == { szörnyerősödikvalószínűség random 1 == { pálya @sy @sx szörny ^ {.<.} } sbr §szörnylépéskeres

  1. g

@szörnyy @szörnyx | !{ {.<.} } // Ha nem talált helyet ahova mozoghatna pálya @sy @sx WAY ^ pálya @szörnyy @szörnyx [[]] HŐS != { // Ha gyenge szörny találkozik a hőssel, a szörnynek vége, nem rajzoljuk ki pálya @szörnyy @szörnyx gyengeszörny ^ }{ zero szörnyx zero szörnyy } @sxkoord @akts @szörnyx [^] @sykoord @akts @szörnyy [^] {.<.} }

...} // ....................................................... szörnylépéskeres: zero szörnyy zero szörnyx 24 random sto kvartett // Választunk egy iránykvartettet

  1. g 4 {|

@kvartett 4 * {} + §irányok[] sto sirány @sirány 0 == { // fel @sy !{ {<} } pálya @sy -- @sx [[]] WAY == pálya @sy -- @sx [[]] HŐS == | { @sy -- sto szörnyy @sx sto szörnyx rts } {<} } // fel vége @sirány 1 == { // le @sy ++ MERETY -- >= { {<} } pálya @sy ++ @sx [[]] WAY == pálya @sy ++ @sx [[]] HŐS == | { @sy ++ sto szörnyy @sx sto szörnyx rts } {<} } // le vége @sirány 2 == { // balra @sx !{ {<} } pálya @sy @sx -- [[]] WAY == pálya @sy @sx -- [[]] HŐS == | { @sy sto szörnyy @sx -- sto szörnyx rts } {<} } // balra vége @sirány 3 == { // jobbra @sx ++ MERETX -- >= { {<} } pálya @sy @sx ++ [[]] WAY == pálya @sy @sx ++ [[]] HŐS == | { @sy sto szörnyy @sx ++ sto szörnyx rts } {<} } // jobbra vége |} rts irányok: 0 1 2 3 0 1 3 2 0 2 1 3 0 2 3 1 0 3 1 2 0 3 2 1 1 0 2 3 1 0 3 2 1 2 0 3 1 2 3 0 1 3 0 2 1 3 2 0 2 1 0 3 2 1 3 0 2 0 1 3 2 0 3 1 2 3 1 0 2 3 0 1 3 1 2 0 3 1 0 2 3 2 1 0 3 2 0 1 3 0 1 2 3 0 2 1 // ******************************************************************** { „k” } { „x” } { „y” } { „sx” } { „sy” } { „kar” } { „newx” } { „newy” } { „akts” } { „bombs” } { „pálya” } { „sirány” } { „sxkoord” } { „sykoord” } { „szörnyx” } { „szörnyy” } { „kvartett” } { „kirajzoló” } { „messagestring” } { „szörnymozgató” } { „kincsszámláló” } { „myerrorhandler” // A hibakezelő rutin. Igazság szerint abszolút nincs szükség rá, // de itt illik legyen a helye ha egy komolyabb progi része lenne // ez a labirintusrajzoló.

  1. g sto hibakód sto hívórutin sto hívóneve

."Hiba történt ebben a névtérben: " @hívóneve sprintnl ."Ezt a hibakódot kaptam: " @hibakód printnl end { „hibakód” } { „hívórutin” } { „hívóneve” } } // --------------------------------------------- { „üres” __usebigbossnamespace // Kitölti úttal az egész pályát, de a széleit falakkal MERETY yciklus: {| MERETX {| pálya {}§yciklus {} WAY ^ |} |} MERETY {| pálya {} 0 FAL ^ pálya {} MERETX -- FAL ^ |} MERETX {| pálya 0 {} FAL ^ pálya MERETY -- {} FAL ^ |} end } // --------------------------------------------- { „generatemaze” __usebigbossnamespace

      1. sysinclude math.uh

// Az alábbi sorban beállítjuk az errorhandler függvényt a megfelelőképpen: @initflag !{ one initflag myerrorhandler §myerrorhandlerlabel set errorhandler }

  1. g // Végig egész számokkal dolgozunk

// Az alábbi 2 sorban memóriát foglalunk 2 stringnek, amik // segédváltozókként funkcionálnak majd, flagek tárolását végzik: MERETX mem !maximize sto oszlopflag MERETY mem !maximize sto sorflag // *********************************************************** // Az oszlopok és sorok első és utolsó pozícióit bejelöljük, // mondván hogy ott már van fal. // @oszlopflag 0 1 [^] @oszlopflag @oszlopflag~ -- 1 [^] @sorflag 0 1 [^] @sorflag @sorflag~ -- 1 [^] // *********************************************************** // Az alábbi 2 ciklusban az oszlopok és sorok flagjait tároló // stringek minden páratlanadik pozícióját bejelöljük, ez jelzi // később, hogy azokkal a sorokkal illetve oszlopokkal nem kell // törődnie. Fal ugyanis csak páros indexű helyeken építhető. // MERETX -- {| {} 2 !/ then{<} @oszlopflag {+} 1 [^] |} MERETY -- {| {} 2 !/ then{<} @sorflag {+} 1 [^] |} // *********************************************************** nextrandom: // ............................................... // E két ciklus csekkolja le, van-e még olyan // sor illetve oszlop, amit nem vizsgáltunk végig. @oszlopflag {~ @@ !{ goto §kell } |} @sorflag {~ @@ !{ goto §kell } |} // ............................................... // Elhelyezzük a forgóajtókat:

doors {| newrandomneed: MERETX random sto x MERETY random sto y pálya @y @x [[]] WAY == then §newrandomneed // Most már biztos hogy itt fal van. @x 2 < then §newrandomneed @y 2 < then §newrandomneed @x MERETX 3 - > then §newrandomneed @y MERETY 3 - > then §newrandomneed // Megnézzük, függőleges ajtót betehetünk-e. pálya @y -- @x [[]] FAL == // Ha az aktuális pozíció fölött is fal van pálya @y ++ @x [[]] FAL == // Ha az aktuális pozíció alatt is fal van pálya @y -- @x -- [[]] WAY == // balfelső sarok szabad pálya @y -- @x ++ [[]] WAY == // jobbfelső sarok szabad pálya @y ++ @x -- [[]] WAY == // balalsó sarok szabad pálya @y ++ @x ++ [[]] WAY == // jobbalsó sarok szabad pálya @y @x -- [[]] WAY == // bal szomszéd szabad pálya @y @x ++ [[]] WAY == // jobb szomszéd szabad & & & & & & & else §vízszintesteszt pálya @y @x AJTÓKÖZEPE ^ pálya @y -- @x AJTÓSZÁRNYFÜGGŐLEGES ^ pálya @y ++ @x AJTÓSZÁRNYFÜGGŐLEGES ^ {<} vízszintesteszt: // Megnézzük, vízszintes ajtót betehetünk-e. pálya @y @x -- [[]] FAL == // Ha az aktuális pozíció mellett balra is fal van pálya @y @x ++ [[]] FAL == // Ha az aktuális pozíció mellett jobbra is fal van pálya @y -- @x -- [[]] WAY == // balfelső sarok szabad pálya @y -- @x ++ [[]] WAY == // jobbfelső sarok szabad pálya @y ++ @x -- [[]] WAY == // balalsó sarok szabad pálya @y ++ @x ++ [[]] WAY == // jobbalsó sarok szabad pálya @y ++ @x [[]] WAY == // fent szabad pálya @y -- @x [[]] WAY == // lent szabad & & & & & & & else §newrandomneed pálya @y @x AJTÓKÖZEPE ^ pálya @y @x -- AJTÓSZÁRNYVÍZSZINTES ^ pálya @y @x ++ AJTÓSZÁRNYVÍZSZINTES ^ |} // Elhelyezzük a kincseket. TREASUREDB {| sbr §newrandomnumber pálya @y @x TREASURE ^ |} // Elhelyezzük a bombákat. bombákszáma {| sbr §newrandomnumber pálya @y @x bomba ^ |} // Elhelyezzük a szörnyeket. Kezdetben mind gyengék. szörnyekszáma {| sbr §newrandomnumber pálya @y @x gyengeszörny ^ @sxkoord {} @x [^] @sykoord {} @y [^] |} // ............................................... @oszlopflag free @sorflag free // Az ideiglenes változók // memóriaterületének felszabadítása end kell: 4 random // Választunk egy irányt véletlenszerűen §jumpingtable[] [goto] // és elugrunk a megfelelő rutinra bal: // balról jobbra MERETY random 2 / 2 * sto aktrand // így biztos páros szám @sorflag @aktrand [] !{ MERETX -- {| pálya @aktrand {} [[]] FAL == { {<} } pálya @aktrand {+} [[]] FAL == { {<} } pálya @aktrand {} FAL ^ |} @sorflag @aktrand 1 [^] } goto §nextrandom

jobb: // jobbról balra MERETY random 2 / 2 * sto aktrand @sorflag @aktrand [] !{ MERETX -- {| pálya @aktrand {-} [[]] FAL == { {<} } pálya @aktrand {--} [[]] FAL == { {<} } pálya @aktrand {-} FAL ^ |} @sorflag @aktrand 1 [^] } goto §nextrandom

lent: // Lentről fel MERETX random 2 / 2 * sto aktrand @oszlopflag @aktrand [] !{ MERETY -- {| pálya {-} @aktrand [[]] FAL == { {<} } pálya {--} @aktrand [[]] FAL == { {<} } pálya {-} @aktrand FAL ^ |} @oszlopflag @aktrand 1 [^] } goto §nextrandom

fent: // Fentről le MERETX random 2 / 2 * sto aktrand @oszlopflag @aktrand [] !{ MERETY -- {| pálya {} @aktrand [[]] FAL == { {<} } pálya {+} @aktrand [[]] FAL == { {<} } pálya {} @aktrand FAL ^ |} @oszlopflag @aktrand 1 [^] } goto §nextrandom newrandomnumber: MERETX random sto x MERETY random sto y pálya @y @x [[]] WAY != then §newrandomnumber rts // .......................................................... myerrorhandlerlabel: fail { „x” } { „y” } { „initflag” } { „oszlopflag” } { „sorflag” } { „aktrand” } jumpingtable: §bal §jobb §lent §fent } // --------------------------------------------------------- </lang>

Output:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X             X       | X   X X X  .  X       X   X X X     X       X
X XXXXX XXX X X XXXXX o XXX X X XXX X XXXXX XbXXX X X X-o-X XXXXXXX*X
X X X . X   X X X   X | X   X X X   | X X   X X   X X X   X X     * X
X X XXX XXX X X X X X X XXX X X X X o | XXX X XXX X*X XXX X X XXXXX X
X X     X   X   X X     X   X |   X | o     X .   X X X       X     X
X X XXXXX XXX XXXXXXXXXXX XXX o XXXXX | XXXXXXXXXXX X X XXXXXXXXXXXXX
X X     X   X X     * X X   X | X   X X       X   X X X     X       X
X X XXXXX XXX X X XXXXX X XXX X X XXX X XXXXX X XXX X X XXXXX -o-XXXX
X X   @ X   X * X       X   X       X       X                $      X
X XX-o-XXXXXX XXXXXXXXXXX XXX XXXXXXX X-o-XXXXXXXXXXXXXXXXXXXXXXXXXXX
X           X X       X X   X X X   X X       X   X X X     X       X
X   XXXXX XXX X X XXXXX$X XXX X X XXX | XXXXX X XXXbX X*XXXXX X-o-XXX
X-o-    X   X X X .   X X   X X X   X o     X X . X X X     X       X
X   XXXXX XXX X X XXXXX X XXX X X X X | XXXXX X XXX X X XXXXX XX-o-XX
X X     X   X*  X       X  bX     X X       X                       X
X XXXXXXXXXXX XXXXXXXXXXX XXX XXXXXXX XXX-o-XXXXXXXXXXXXXXXXXXXXXXXXX
X   X       X X .   X X X   X X X   X X X     X   X X X   X X       X
X X.X XXX XXX X X X X X X XXX X X X X X X XXX X XXX X X XXX X XXXXXXX
X X     X   X   X X     X  .X     X X       X                       X
X XXX-o-XXXXXXXXXXXXXXXXX XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XX
X   X         X     X X X   X X X     X X X   X   X X X   X X     * X
X X XXX XXX X X X X X X XXX X X X X X X X X X XXX X X XXX X X XXXXX X
X |     X   X * X X     X   X X   X X X     X     X X X       X     X
X o -o-XX XXX XXXXXXXXXXX XXX X XXXXX X XXXXXXXXXXX X X XXXXXXXXXXXXX
X |     X   X           X   X       X                               X
XXXXXXXXXXX XXX-o-XXXXX XXX XXXXXXX XXXXXXX-o-XXXXXXXXXXXXXXXXXXXXX X
X   X       X X     X X X   X X X   X X X     X   X XbX     X       X
X X XXX XXX X X XXX X X XXX X X X X X X XXX X XXX X X XXXXX X-o-XXX X
  X     X   X   X                 X X       X      *b    *        * X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Collected treasure = 1    Bombs = 3

Nim

Translation of: Phix
Library: nim-ncurses

This translation uses the binding for “ncurses” and have been tested on Linux (Manjaro). <lang Nim>import os, random, sequtils, strutils, std/exitprocs, locks import ncurses

const

 KeyUp = 259
 Keydown = 258
 KeyLeft = 260
 KeyRight = 261
 Mx = 69 # No of columns (1..Mx), must be odd.
 My = 31 # No of rows (1..My), must be odd.
 Treasure = '$'
 TreasureDb= 3 # How many $ signs will be placed.
 Way = ' '
 Wall = 'X'
 Doors = 20 # No of doors.
 DoorCenter = 'o'
 DoorWingVertical = '|'
 DoorWingHorizontal = '-'
 Hero = '@'
 DeadHero = '+'
 NumberOfBombs = 5
 Bomb = 'b'
 NumberOfMonsters = 20
 Monster = '*'
 WeakMonster = '.'
 MonsterWeaknessProbability = 25
   # The higher the above number, the lower the chance that a strong monster will become weak.
 MonsterIntensifiesProbability = 5
   # The higher the number above, the lower the chance that a weak monster will get stronger.
 HelpText = """
 Maze game.

The object of the game is to get all the treasures. The symbol of the treasure is the $ sign. Help (display this text): press ? or h Exit: press Esc or q You can detonate a bomb by pressing b, but only as long as your bomb remains. A bomb destroys every wall around the player (the outermost, framing of the maze except for its walls), but it won't kill monsters. The bomb does not destroy diagonally, only vertically and horizontally. The bomb will not destroy the doors or the treasure. You can also find bombs in the maze, represented by the letter b. If you step on them, you got the bomb with it, that is, the number of your bombs increases, for later use. The game ends when you have acquired all the treasures. The maze has not only walls but also revolving doors. The revolving door, if horizontal, looks like this: -o- If vertical, like this:

|
o
|

The center of the revolving door is represented by the character o, the wings by the line. The revolving door can be rotated if you take your wing in the right direction with your character, and if nothing stands in the way of rotation. The player is represented by @ in the game, and his starting point is always in the lower left corner. There is a possibility of a little cheating in the game: each press of the letter c is one increases the amount of your bombs. """

type

 Direction = enum dirLeft, dirRight, dirUp, dirDown
 Position = tuple[x, y: int]
 Game = object
   grid: array[1..My, array[1..Mx, char]]
   scoords: array[1..NumberOfMonsters, Position]
   showHelp: bool
   terminate: bool
   treasureCounter: Natural
   bombs: Natural
   x, y: Natural

const

 None: Position = (0, 0)
 Dy = [-1, 1, 0, 0]
 Dx = [0, 0, -1, 1]

var gameLock: Lock


proc genFlags(n: static int): array[1..n, bool] =

 for i in countup(1, n, 2):
   result[i] = true


proc initGame(): Game =

 result.bombs = 3
 for x in 1..Mx:
   result.grid[1][x] = Wall
   result.grid[My][x] = Wall
 for y in 2..<My:
   result.grid[y][1] = Wall
   for x in 2..<Mx: result.grid[y][x] = Way
   result.grid[y][Mx] = Wall
 var colFlags = genFlags(Mx)
 var rowFlags = genFlags(My)
 while colFlags.anyIt(it) or rowFlags.anyIt(it):
   let direction = Direction(rand(3))
   let j = rand(1..(if direction <= dirRight: My else: Mx)) div 2 * 2 + 1
   case direction
   of dirLeft:
     if rowFlags[j]:
       for r in 1..<Mx:
         if result.grid[j][r] != Wall and result.grid[j][r+1] != Wall:
           result.grid[j][r] = Wall
       rowFlags[j] = false
   of dirRight:
     if rowFlags[j]:
       for r in countdown(Mx, 3):
         if result.grid[j][r-1] != Wall and result.grid[j][r-2] != Wall:
           result.grid[j][r-1] = Wall
       rowFlags[j] = false
   of dirUp:
     if colFlags[j]:
       for c in countdown(My, 3):
         if result.grid[c-1][j] != Wall and result.grid[c-2][j] != Wall:
           result.grid[c-1][j] = Wall
       colFlags[j] = false
   of dirDown:
     if colFlags[j]:
       for c in 1..<My:
         if result.grid[c][j] != Wall and result.grid[c+1][j] != Wall:
           result.grid[c][j] = Wall
       colFlags[j] = false
 var doorsPlaced = 0
 while doorsPlaced < Doors:
   let x = rand(3..Mx-2)
   let y = rand(3..My-2)
   if result.grid[y][x] != Way and
       result.grid[y-1][x-1] == Way and         # top left corner free
       result.grid[y-1][x+1] == Way and         # top right corner free
       result.grid[y+1][x-1] == Way and         # left corner free
       result.grid[y+1][x+1] == Way:            # right corner free
     # Let's see if we can put a vertical door.
     if result.grid[y-1][x] == Wall and         # wall above the current position
         result.grid[y-2][x] == Wall and        # wall above the current position
         result.grid[y+1][x] == Wall and        # wall below the current position
         result.grid[y+2][x] == Wall and        # wall below the current position
         result.grid[y][x-1] == Way and         # left neighbor free
         result.grid[y][x+1] == Way:            # right neighbor free
       result.grid[y][x] = DoorCenter
       result.grid[y-1][x] = DoorWingVertical
       result.grid[y+1][x] = DoorWingVertical
       inc doorsPlaced
     # Let's see if we can put a horizontal door.
     elif result.grid[y][x-1] == Wall and       # wall left of the current position
           result.grid[y][x-2] == Wall and      # wall left of the current position
           result.grid[y][x+1] == Wall and      # wall right of the current position
           result.grid[y][x+2] == Wall and      # wall right of the current position
           result.grid[y+1][x] == Way and       # above neighbor free
           result.grid[y-1][x] == Way:          # below neighbor free
         result.grid[y][x] = DoorCenter
         result.grid[y][x-1] = DoorWingHorizontal
         result.grid[y][x+1] = DoorWingHorizontal
         inc doorsPlaced
 const Stuff = [(TreasureDb, Treasure),
                (NumberOfBombs, Bomb),
                (NumberOfMonsters, WeakMonster)]   # At first, all monsters are weak.
 for (n, what) in Stuff:
   var iter = 1
   var n = n
   while n > 0:
     let x = rand(1..Mx)
     let y = rand(1..My)
     if result.grid[y][x] == Way:
       result.grid[y][x] = what
       if what == WeakMonster:
         result.scoords[n] = (x, y)
       dec n
     inc iter
     assert iter <= 10_000    # (sanity check)
 result.x = 1
 result.y = My - 2
 result.grid[My - 2][1] = Hero


proc draw(game: ptr Game) {.thread.} =

 cursSet(0)
 while true:
   acquire gameLock
   if game.showHelp:
     erase()
     addStr HelpText
     while getch() == -1: sleep 10
     erase()
     game.showHelp = false
   erase()
   move(0, 0)
   for row in game.grid:
     addstr row.join("") & '\n'
   addstr "\n\nCollected treasures = $1     Bombs = $2\n".format(game.treasureCounter, game.bombs)
   refresh()
   if game.terminate: break
   release gameLock
   sleep 200
 release gameLock


proc monsterStepFinder(game: ptr Game; sx, sy: int): Position =

 result = None
 var m = [0, 1, 2, 3]
 m.shuffle()
 for i in m:
   let nx = sx + Dx[i]
   let ny = sy + Dy[i]
   if ny in 1..My and nx in 1..Mx and game.grid[ny][nx] in [Way, Hero]:
     result = (nx, ny)


proc monsterMove(game: ptr Game) {.thread.} =

 while not game.terminate:
   acquire gameLock
   let active = rand(1..NumberOfMonsters)
   let (sx, sy) = game.scoords[active]
   if sx != 0:
     let ch = game.grid[sy][sx]
     if ch == Monster:
       if rand(1..MonsterWeaknessProbability) == 1:
         game.grid[sy][sx] = WeakMonster
       else:
         let monster = game.monsterStepFinder(sx, sy)
         if monster != None:
           if game.grid[monster.y][monster.x] == Hero:
             game.grid[monster.y][monster.x] = DeadHero
             game.terminate = true
             break
           game.grid[sy][sx] = Way
           game.grid[monster.y][monster.x] = Monster
           game.scoords[active] = monster
     elif ch == WeakMonster:
       if rand(1..MonsterIntensifiesProbability) == 1:
         game.grid[sy][sx] = Monster
       else:
         let monster = game.monsterStepFinder(sx, sy)
         if monster != None:
           game.grid[sy][sx] = Way
           if game.grid[monster.y][monster.x] != Hero:
             game.grid[monster.y][monster.x] = WeakMonster
             game.scoords[active] = monster
           else:
             game.scoords[active] = None
   release gameLock
   sleep 100
 release gameLock


proc rotateDoor(game: var Game; nx, ny: int) =

 for i in 1..4:
   let
     wy = Dy[i-1]
     wx = Dx[i-1]
     cy = ny + wy
     cx = nx + wx
   if game.grid[cy][cx] == DoorCenter:
     if game.grid[cy-1][cx-1] == Way and
        game.grid[cy-1][cx+1] == Way and
        game.grid[cy+1][cx-1] == Way and
        game.grid[cy+1][cx+1] == Way:  # four corners empty
       let py = Dy[^i]
       let px = Dx[^i]
       if game.grid[cy+py][cx+px] == Way and
          game.grid[cy-py][cx-px] == Way:  # swung door empty
         let door = game.grid[ny][nx]
         let flip = if door == DoorWingVertical: DoorWingHorizontal else: DoorWingVertical
         game.grid[cy+py][cx+px] = flip
         game.grid[cy-py][cx-px] = flip
         game.grid[cy+wy][cx+wx] = Way
         game.grid[cy-wy][cx-wx] = Way
     break


proc keyboard(game: var Game; win: PWindow) =

 while not game.terminate:
   var key = -1
   while key == -1 and not game.terminate:
     sleep 10
     key = win.wgetch()
   acquire gameLock
   case key
   of ord('\e'), ord('q'):
     game.terminate = true
   of ord('b'):
     if game.bombs != 0:
       dec game.bombs
       for i in 0..3:
         let nx = game.x + Dx[i]
         let ny = game.y + Dy[i]
         if ny in 2..<My and nx in 2..<Mx and game.grid[ny][nx] == Wall:
           game.grid[ny][nx] = Way
   of ord('c'):
     inc game.bombs
   of ord('?'), ord('h'):
     game.showHelp = true
   else:
     let chIndex = [KeyUp, Keydown, KeyLeft, KeyRight].find(key)
     if chIndex >= 0:
       let nx = game.x + Dx[chIndex]
       let ny = game.y + Dy[chIndex]
       if ny in 2..<My and nx in 2..<Mx:
         var ch = game.grid[ny][nx]
         if ch in [DoorWingVertical, DoorWingHorizontal]:
           game.grid[game.y][game.x] = Way   # (temp. "ghost" him)
           game.rotateDoor(nx, ny)
           game.grid[game.y][game.x] = Hero
           ch = game.grid[ny][nx]            # (maybe unaltered)
         elif ch == Monster:
           game.grid[game.y][game.x] = Way
           game.grid[ny][nx] = DeadHero
           game.y = ny
           game.x = nx
           game.terminate = true
         elif ch == Treasure:
           inc game.treasureCounter
           if game.treasureCounter == TreasureDb:
             game.terminate = true
           ch = Way
         elif ch == Bomb:
           inc game.bombs
           ch = Way
         if ch in [Way, WeakMonster]:
           game.grid[game.y][game.x] = Way
           game.grid[ny][nx] = Hero
           game.y = ny
           game.x = nx
   release gameLock
 while getch() != -1: discard   # (purge kbd buffer)


proc play() =

 randomize()
 let win = initscr()
 win.nodelay(true)
 win.keypad(true)
 noecho()
 cbreak()
 addExitProc proc() = endwin()
 addExitProc proc() = cursSet(1)
 var game = initGame()
 var tdraw, tmove: Thread[ptr Game]
 createThread(tdraw, draw, addr(game))
 createThread(tmove, monsterMove, addr(game))
 game.keyboard(win)
 joinThreads(tdraw, tmove)
 if game.treasureCounter == TreasureDb:
   addstr "\nYOU WON! Congratulations!\n"
   refresh()
   while getch() == -1: sleep(1)
 elif game.grid[game.y][game.x] == DeadHero:
   addstr "\nYOU PERISHED!\n"
   refresh()
   while getch() == -1: sleep(1)


play()</lang>

Phix

-- demo/rosetta/CLI_maze.exw
without js -- (wait_key(), get_key(), position(), clear_screen(), etc)
constant W = platform()=WINDOWS,
         UP = iff(W?328:259),
         DOWN = iff(W?336:258),
         LEFT = iff(W?331:260),
         RGHT = iff(W?333:261),
         ESC = #1B,
 
         MX = 69, -- No of columns (1..MX), must be odd.
         MY = 31, -- No of rows (1..MY), must be odd.
         TREASURE = '$',
         TREASUREDB  = 3, -- treasuredb means how many $ signs will be placed
         WAY = ' ',
         WALL = 'X',
         DOORS = 20, -- No of doors
         DOOR_CENTER = 'o',
         DOOR_WING_VERTICAL = '|',
         DOOR_WING_HORIZONTAL = '-',
         HERO = '@',
         DEAD_HERO = '+',
         NUMBER_OF_BOMBS = 5,
         BOMB = 'b',
         NUMBER_OF_MONSTERS = 20,
         MONSTER = '*',
         WEAK_MONSTER = '.',
         MONSTER_WEAKNESS_PROBABILITY = 25,
         -- The higher the above number, the lower the chance that a strong monster will become weak.
         MONSTER_INTENSIFIES_PROBABILITY = 5,
         -- The higher the number above, the lower the chance that a weak monster will get stronger.
 
         help_text = """
Maze game.
 
The object of the game is to get all the treasures. The symbol of the treasure is the $ sign.
Help (display this text): press ? or h
Exit: press Esc or q
You can detonate a bomb by pressing b, but only as long as your bomb remains.
A bomb destroys every wall around the player (the outermost, framing of the maze
except for its walls), but it won't kill monsters.
The bomb does not destroy diagonally, only vertically and horizontally.
The bomb will not destroy the doors or the treasure.
You can also find bombs in the maze, represented by the letter b. If you step on them,
you got the bomb with it, that is, the number of your bombs increases, for later use.
The game ends when you have acquired all the treasures.
The maze has not only walls but also revolving doors.
The revolving door, if horizontal, looks like this: -o-
If vertical, like this:
 |
 o
 |
The center of the revolving door is represented by the character o, the wings by the line.
The revolving door can be rotated if you take your wing in the right direction with your character,
and if nothing stands in the way of rotation.
The player is represented by @ in the game, and his starting point is always in the lower left corner.
There is a possibility of a little cheating in the game: each press of the letter c is one increases 
the amount of your bombs.
"""
 
integer bombs = 3,
        treasure_counter = 0
 
sequence tb = repeat(WALL,MX),
         inw = WALL&repeat(WAY,MX-2)&WALL,
         grid = {tb}&repeat(inw,MY-2)&{tb},
         sxkoord = repeat(0,NUMBER_OF_MONSTERS),
         sykoord = repeat(0,NUMBER_OF_MONSTERS)
 
function gen_flags(integer l)
    sequence res = repeat(false,l)
    for i=1 to l by 2 do res[i] = true end for
    return res
end function
 
procedure generatemaze()
    sequence colflag = gen_flags(MX),
             rowflag = gen_flags(MY)
    while find(true,colflag)
       or find(true,rowflag) do
        integer direction = rand(4),
                j = floor(rand(iff(direction<=2?MY:MX))/2)*2+1
        switch direction do
            case 1: -- left
                    if rowflag[j] then
                        for r=1 to MX-1 do
                            if grid[j][r]!=WALL
                            and grid[j][r+1]!=WALL then
                                grid[j][r] = WALL
                            end if
                        end for
                        rowflag[j] = false
                    end if
            case 2: -- right
                    if rowflag[j] then
                        for r=MX to 3 by -1 do
                            if grid[j][r-1]!=WALL
                            and grid[j][r-2]!=WALL then
                                grid[j][r-1] = WALL
                            end if
                        end for
                        rowflag[j] = false
                    end if
            case 3: -- up
                    if colflag[j] then
                        for c=MY to 3 by -1 do
                            if grid[c-1][j]!=WALL
                            and grid[c-2][j]!=WALL then
                                grid[c-1][j] = WALL
                            end if
                        end for
                        colflag[j] = false
                    end if
            case 4: -- down
                    if colflag[j] then
                        for c=1 to MY-1 do
                            if grid[c][j]!=WALL
                            and grid[c+1][j]!=WALL then
                                grid[c][j] = WALL
                            end if
                        end for
                        colflag[j] = false
                    end if
        end switch
    end while
 
    integer doors_placed = 0, x, y
    while doors_placed<DOORS do
        x = rand(MX-4)+2
        y = rand(MY-4)+2
        if  grid[y  ][x  ] != WAY
        and grid[y-1][x-1] == WAY       -- top left corner free
        and grid[y-1][x+1] == WAY       -- top right corner free
        and grid[y+1][x-1] == WAY       -- left corner free
        and grid[y+1][x+1] == WAY then  -- right corner free
            -- Let's see if we can put a vertical door.
            if  grid[y-1][x  ] == WALL          -- wall above the current position
            and grid[y-2][x  ] == WALL          -- wall above the current position
            and grid[y+1][x  ] == WALL          -- wall below the current position
            and grid[y+2][x  ] == WALL          -- wall below the current position
            and grid[y  ][x-1] == WAY           -- left neighbor free
            and grid[y  ][x+1] == WAY then      -- right neighbor free
                grid[y  ][x] = DOOR_CENTER
                grid[y-1][x] = DOOR_WING_VERTICAL
                grid[y+1][x] = DOOR_WING_VERTICAL
                doors_placed += 1
            -- Let's see if we can put a horizontal door.
            elsif grid[y  ][x-1] == WALL        -- wall left of the current position
              and grid[y  ][x-2] == WALL        -- wall left of the current position
              and grid[y  ][x+1] == WALL        -- wall right of the current position
              and grid[y  ][x+2] == WALL        -- wall right of the current position
              and grid[y+1][x  ] == WAY         -- above neighbor free
              and grid[y-1][x  ] == WAY then    -- below neighbor free
                grid[y][x  ] = DOOR_CENTER
                grid[y][x-1] = DOOR_WING_HORIZONTAL
                grid[y][x+1] = DOOR_WING_HORIZONTAL
                doors_placed += 1
            end if
        end if
    end while
 
    sequence stuff = {{TREASUREDB, TREASURE},
                      {NUMBER_OF_BOMBS, BOMB},
                      {NUMBER_OF_MONSTERS, WEAK_MONSTER}} -- At first, all monsters are weak.
 
    for i=1 to length(stuff) do
        integer {n, what} = stuff[i],
                iter = 1
        while n do
            x = rand(MX)
            y = rand(MY)
            if grid[y][x]==WAY then
                grid[y][x] = what
                if what=WEAK_MONSTER then
                    sxkoord[n] = x
                    sykoord[n] = y
                end if
                n -= 1
            end if
            iter += 1
            if iter>10000 then ?9/0 end if -- (sanity check)
        end while
    end for
end procedure
 
integer terminate = false,
        showhelp = false
 
procedure draw()
    cursor(NO_CURSOR)
    while true do
        if showhelp then
            clear_screen()
            puts(1,help_text)
            {} = wait_key()
            clear_screen()
            showhelp = false
        end if
        position(1,1)
        puts(1,join(grid,"\n")&"\n\n")
        printf(1,"Collected treasure = %d     Bombs = %d\n",{treasure_counter,bombs})
        if terminate then exit end if
        task_yield()
    end while
end procedure
 
constant dy = {-1,+1, 0, 0},
         dx = { 0, 0,-1,+1},
         HV = {DOOR_WING_HORIZONTAL,DOOR_WING_VERTICAL}
 
procedure rotate_door(integer ny,nx)
    for i=1 to 4 do
        integer wy = dy[i],
                wx = dx[i],
                cy = ny+wy,
                cx = nx+wx
        if grid[cy,cx]=DOOR_CENTER then
            if  grid[cy-1][cx-1]=WAY
            and grid[cy-1][cx+1]=WAY
            and grid[cy+1][cx-1]=WAY
            and grid[cy+1][cx+1]=WAY then -- four corners empty
                integer py = dy[-i],
                        px = dx[-i]
                if  grid[cy+py][cx+px]=WAY
                and grid[cy-py][cx-px]=WAY then -- swung door empty
                    integer door = grid[ny][nx],
                            flip = HV[-find(door,HV)]
                    grid[cy+py][cx+px] = flip
                    grid[cy-py][cx-px] = flip
                    grid[cy+wy][cx+wx] = WAY
                    grid[cy-wy][cx-wx] = WAY
                end if
            end if
            exit
        end if
    end for
end procedure
 
integer x = 1,
        y = MY-2
 
procedure keyboard()
integer ny,nx
    while not terminate do
        integer ch = lower(get_key())
        if ch=-1 then task_yield()
        elsif ch=ESC or ch='q' then exit
        elsif ch='b' and bombs!=0 then
            bombs -= 1
            for i=1 to 4 do
                ny = y+dy[i]
                nx = x+dx[i]
                if ny>1 and ny<MY
                and nx>1 and nx<MX
                and grid[ny][nx]=WALL then
                    grid[ny][nx]=WAY
                end if
            end for
        elsif ch='c' then
            bombs += 1
        elsif ch='?' or ch='h' then
            showhelp = true
        else
            ch = find(ch,{UP,DOWN,LEFT,RGHT})
            if ch then
                ny = y+dy[ch]
                nx = x+dx[ch]
                if ny>1 and ny<MY
                and nx>1 and nx<MX then
                    ch = grid[ny][nx]
                    if ch=DOOR_WING_VERTICAL
                    or ch=DOOR_WING_HORIZONTAL then
                        grid[y][x] = WAY -- (temp. "ghost" him)
                        rotate_door(ny,nx)
                        grid[y][x] = HERO
                        ch = grid[ny][nx] -- (maybe unaltered)
                    elsif ch=MONSTER then
                        grid[y][x] = WAY
                        grid[ny][nx] = DEAD_HERO
                        y = ny
                        x = nx
                        exit
                    elsif ch=TREASURE then
                        treasure_counter += 1
                        if treasure_counter=TREASUREDB then
                            terminate = true
                        end if
                        ch = WAY
                    elsif ch=BOMB then
                        bombs += 1
                        ch = WAY
                    end if
                    if ch=WAY
                    or ch=WEAK_MONSTER then
                        grid[y][x] = WAY
                        grid[ny][nx] = HERO
                        y = ny
                        x = nx
                    end if
                end if
            end if
        end if
    end while
    terminate = true
    while get_key()!=-1 do end while -- (purge kbd buffer)
end procedure
 
integer sy, sx, monster_y, monster_x
 
function monster_step_finder()
    monster_y = 0
    monster_x = 0
    sequence m = shuffle(tagset(4))
    for i=1 to length(m) do
        integer ny = sy+dy[i],
                nx = sx+dx[i]
        if ny>=1 and ny<=MY
        and nx>=1 and nx<=MX
        and find(grid[ny][nx],{WAY,HERO}) then
            monster_y = ny
            monster_x = nx
            return true
        end if  
    end for
    return false
end function
 
procedure monster_move()
    while not terminate do
        integer active = rand(NUMBER_OF_MONSTERS)
        sx = sxkoord[active]
        sy = sykoord[active]
        if sx then
            integer ch = grid[sy][sx]
            if ch=MONSTER then
                if rand(MONSTER_WEAKNESS_PROBABILITY)=1 then
                    grid[sy][sx] = WEAK_MONSTER
                elsif monster_step_finder() then
                    if grid[monster_y][monster_x]=HERO then
                        grid[monster_y][monster_x]=DEAD_HERO
                        terminate = true
                        exit
                    end if
                    grid[sy][sx] = WAY
                    grid[monster_y][monster_x] = MONSTER
                    sxkoord[active] = monster_x
                    sykoord[active] = monster_y
                end if
            elsif ch=WEAK_MONSTER then
                if rand(MONSTER_INTENSIFIES_PROBABILITY)=1 then
                    grid[sy][sx] = MONSTER
                elsif monster_step_finder() then
                    grid[sy][sx] = WAY
                    if grid[monster_y][monster_x]!=HERO then
                        grid[monster_y][monster_x]=WEAK_MONSTER
                        sxkoord[active] = monster_x
                        sykoord[active] = monster_y
                    else
                        sxkoord[active] = 0
                        sykoord[active] = 0
                    end if
                end if
            end if
        end if
        task_yield()
    end while
end procedure
 
generatemaze()
grid[y][x] = HERO
integer draw_id = task_create(draw,{}),
        mstr_id = task_create(monster_move,{})
task_schedule(draw_id,{0.2,0.2})
task_schedule(mstr_id,{0.1,0.1})
 
keyboard()
 
if treasure_counter=TREASUREDB then
    puts(1,"YOU WON! Congratulations!\n")
    {} = wait_key()
elsif grid[y][x]=DEAD_HERO then
    puts(1,"YOU PERISHED!\n")
    {} = wait_key()
end if

Wren

Translation of: Nim
Translation of: Phix
Library: ncurses
Library: Wren-dynamic
Library: Wren-str
Library: Wren-trait

An embedded script so we can use the ncurses library. <lang ecmascript>/* cli_based_maze_game.wren */

import "./dynamic" for Enum, Tuple, Struct import "./str" for Char import "./trait" for Stepped import "random" for Random

// all methods assume stdscr class NC {

   foreign static initScr()
   foreign static cbreak()
   foreign static nocbreak()
   foreign static keypad(bf)
   foreign static echo()
   foreign static noecho()
   foreign static cursSet(visibility)
   foreign static erase()
   foreign static addStr(str)
   foreign static getch()
   foreign static move(y, x)
   foreign static refresh()
   foreign static endwin()

}

var KeyUp = 259 var KeyDown = 258 var KeyLeft = 260 var KeyRight = 261

var Mx = 69 // no of columns (0..Mx-1), must be odd var My = 31 // no of rows (0..My-1), must be odd var Treasure = Char.code("$") var TreasureDb = 3 // how many $ signs will be placed var Way = Char.code(" ") var Wall = Char.code("X") var Doors = 20 // no of doors var DoorCenter = Char.code("o") var DoorWingVertical = Char.code("|") var DoorWingHorizontal = Char.code("-") var Hero = Char.code("@") var DeadHero = Char.code("+") var NumberOfBombs = 5 var Bomb = Char.code("b") var NumberOfMonsters = 20 var Monster = Char.code("*") var WeakMonster = Char.code(".")

// the higher this is, the lower the chance that a string monster will become weak var MonsterWeaknessProbability = 25

// the higher this is, the lower the chance that a weak monster will get stronger var MonsterIntensifiesProbability = 5

var HelpText = """

 Maze game.

The object of the game is to get all the treasures. The symbol of the treasure is the $ sign. Help (display this text): press ? or h Exit: press Esc or q You can detonate a bomb by pressing b, but only as long as your bomb remains. A bomb destroys every wall around the player (the outermost, framing of the maze except for its walls), but it won't kill monsters. The bomb does not destroy diagonally, only vertically and horizontally. The bomb will not destroy the doors or the treasure. You can also find bombs in the maze, represented by the letter b. If you step on them, you got the bomb with it, that is, the number of your bombs increases, for later use. The game ends when you have acquired all the treasures. The maze has not only walls but also revolving doors. The revolving door, if horizontal, looks like this: -o- If vertical, like this:

|
o
|

The center of the revolving door is represented by the character o, the wings by the line. The revolving door can be rotated if you take your wing in the right direction with your character, and if nothing stands in the way of rotation. The player is represented by @ in the game, and his starting point is always in the lower left corner. There is a possibility of a little cheating in the game: each press of the letter c increases by one the amount of your bombs. """

var Direction = Enum.create("Direction", ["left", "right", "up", "down"]) var Position = Tuple.create("Position", ["x", "y"])

var gameFields = ["grid", "scoords", "showHelp", "terminate", "treasureCounter", "bombs", "x", "y"] var Game = Struct.create("Game", gameFields)

var None = Position.new(0, 0) var Dy = [-1, 1, 0, 0] var Dx = [0, 0, -1, 1]

var rand = Random.new()

var genFlags = Fn.new { |n|

   var flags = List.filled(n, false)
   for (i in Stepped.new(0...n, 2)) flags[i] = true
   return flags

}

var initGame = Fn.new {

   var grid = List.filled(My, null)
   for (y in 0...My) grid[y] = List.filled(Mx, Wall)
   for (y in 1...My-1) {
       for (x in 1...Mx-1) grid[y][x] = Way
   }
   var colFlags = genFlags.call(Mx)
   var rowFlags = genFlags.call(My)
   while (colFlags.any { |f| f } || rowFlags.any { |f| f }) {
       var dir = rand.int(4)
       var j = rand.int((dir <= Direction.right) ? My : Mx)
       if (j % 2 == 1) j = j + 1
       if (dir == Direction.left) {
           if (rowFlags[j]) {
               for (r in 0...Mx-1) {
                   if (grid[j][r] != Wall && grid[j][r+1] != Wall) grid[j][r] = Wall
               }
               rowFlags[j] = false
           }
       } else if (dir == Direction.right) {
           if (rowFlags[j]) {
               for (r in Mx-1..2) {
                   if (grid[j][r-1] != Wall && grid[j][r-2] != Wall) grid[j][r-1] = Wall
               }
               rowFlags[j] = false
           }
       } else if (dir == Direction.up) {
           if (colFlags[j]) {
               for (c in My-1..2) {
                   if (grid[c-1][j] != Wall && grid[c-2][j] != Wall) grid[c-1][j] = Wall
               }
               colFlags[j] = false
           }
       } else if (dir == Direction.down) {
           if (colFlags[j]) {
               for (c in 0...My-1) {
                   if (grid[c][j] != Wall && grid[c+1][j] != Wall) grid[c][j] = Wall
               }
               colFlags[j] = false
           }
       }
   }
   var doorsPlaced = 0
   while (doorsPlaced < Doors) {
       var x = rand.int(2, Mx - 2)
       var y = rand.int(2, My - 2)
       if (grid[y][x]     != Way  &&
           grid[y-1][x-1] == Way  &&  // top left corner free
           grid[y-1][x+1] == Way  &&  // top right corner free
           grid[y+1][x-1] == Way  &&  // left corner free
           grid[y+1][x+1] == Way) {   // right corner free
           // let's see if we can put a vertical door
           if (grid[y-1][x] == Wall &&    // wall above the current position
               grid[y-2][x] == Wall &&    // wall above the current position
               grid[y+1][x] == Wall &&    // wall below the current position
               grid[y+2][x] == Wall &&    // wall below the current position
               grid[y][x-1] == Way  &&    // left neighbor free
               grid[y][x+1] == Way) {     // right neighbor free         
               grid[y][x]   = DoorCenter
               grid[y-1][x] = DoorWingVertical
               grid[y+1][x] = DoorWingVertical
               doorsPlaced  = doorsPlaced + 1
           // let's see if we can put a horizontal door
           } else if (grid[y][x-1] == Wall &&   // wall left of the current position
                      grid[y][x-2] == Wall &&   // wall left of the current position
                      grid[y][x+1] == Wall &&   // wall right of the current position
                      grid[y][x+2] == Wall &&   // wall right of the current position
                      grid[y+1][x] == Way  &&   // above neighbor free
                      grid[y-1][x] == Way) {    // below neighbor free
               grid[y][x]   = DoorCenter
               grid[y][x-1] = DoorWingHorizontal
               grid[y][x+1] = DoorWingHorizontal
               doorsPlaced  = doorsPlaced + 1
           }
       }
   }
   var scoords = List.filled(NumberOfMonsters, null)
   for (i in 0...NumberOfMonsters) scoords[i] = Position.new(0, 0)
   var stuff = [
       [TreasureDb, Treasure],
       [NumberOfBombs, Bomb],
       [NumberOfMonsters, WeakMonster] // at first, all monsters are weak
   ]
   for (s in stuff) {
       var n = s[0]
       var what = s[1]
       var iter = 1
       while (n >= 0) {
           var x = rand.int(Mx)
           var y = rand.int(My)
           if (grid[y][x] == Way) {
               grid[y][x] = what
               if (what == WeakMonster) scoords[n-1] = Position.new(x, y)
               n = n - 1
           }
           iter = iter + 1
           if (iter > 10000) Fiber.abort("Something went wrong.") // sanity check
       }
   }
   grid[My - 2][1] = Hero
   return Game.new(grid, scoords, false, false, 0, 3, 1, My - 2)

}

var draw = Fn.new { |game|

   NC.cursSet(0)
   while (true) {
       if (game.showHelp) {
           NC.erase()
           NC.addStr(HelpText)
           NC.getch()
           NC.erase()
           game.showHelp = false
       }
       NC.erase()
       NC.move(0, 0)
       for (row in game.grid) NC.addStr(row.map { |c| String.fromByte(c) }.join() + "\n")
       NC.addStr("\n\nCollected treasure = %(game.treasureCounter)     Bombs = %(game.bombs)\n")
       NC.refresh()
       Fiber.yield()
   }

}

var monsterStepFinder = Fn.new { |game, sx, sy|

   var result = None
   var m = [0, 1, 2, 3]
   rand.shuffle(m)
   for (i in m) {
       var nx = sx + Dx[i]
       var ny = sy + Dy[i]
       if (ny >= 0 && ny < My && nx >= 0 && nx < Mx && [Way, Hero].contains(game.grid[ny][nx])) {
           result = Position.new(nx, ny)
       }
   }
   return result

}

var monsterMove = Fn.new { |game|

   while (true) {
       var active = rand.int(NumberOfMonsters)
       var pos = game.scoords[active]
       var sx = pos.x
       var sy = pos.y
       if (sx != 0) {
           var ch = game.grid[sy][sx]
           if (ch == Monster) {
               if (rand.int(MonsterWeaknessProbability) == 0) {
                   game.grid[sy][sx] = WeakMonster
               } else {
                   var monster = monsterStepFinder.call(game, sx, sy)
                   if (monster.x != 0 && monster.y != 0) {
                       if (game.grid[monster.y][monster.x] == Hero) {
                           game.grid[monster.y][monster.x] = DeadHero
                           game.terminate = true
                           break
                       }
                   }
                   game.grid[sy][sx] = Way
                   game.grid[monster.y][monster.x] = Monster
                   game.scoords[active] = monster
               }
           } else if (ch == WeakMonster) {
               if (rand.int(MonsterIntensifiesProbability) == 0) {
                   game.grid[sy][sx] = Monster
               } else {
                   var monster = monsterStepFinder.call(game, sx, sy)
                   if (monster.x != 0 && monster.y != 0) {
                       if (game.grid[monster.y][monster.x] == Hero) {
                           game.grid[monster.y][monster.x] = WeakMonster
                           game.scoords[active] = monster
                           break
                       } else {
                           game.scoords[active] = None
                       }
                   }
               }
           }
       }
       Fiber.yield()
   }

}

var rotateDoor = Fn.new { |game, nx, ny|

   for (i in 1..4) {
       var wy = Dy[i-1]
       var wx = Dx[i-1]
       var cy = ny + wy
       var cx = nx + wx
       if (game.grid[cy][cx] == DoorCenter) {
           if (game.grid[cy-1][cx-1] == Way &&
               game.grid[cy-1][cx+1] == Way &&
               game.grid[cy+1][cx-1] == Way &&
               game.grid[cy+1][cx+1] == Way) {  // 4 corners empty
               var py = Dy[-i]
               var px = Dx[-i]
               if (game.grid[cy+py][cx+px] == Way &&
                   game.grid[cy-py][cx-px] == Way) { // swung door empty
                   var door = game.grid[ny][nx]
                   var flip = DoorWingVertical ? DoorWingHorizontal : DoorWingVertical
                   game.grid[cy+py][cx+px] = flip
                   game.grid[cy-py][cx-px] = flip
                   game.grid[cy+wy][cx+wx] = Way
                   game.grid[cy-wy][cx-wx] = Way
               }
           }
           break
       }
   }

}

var keyboard = Fn.new { |game|

   while (true) {
       var key = NC.getch()
       if (key == Char.code("\e") || key == Char.code("q")) {
           game.terminate = true
           break
       } else if (key == Char.code("b")) {
           if (game.bombs != 0) {
               game.bombs = game.bombs - 1
               for (i in 0..3) {
                   var nx = game.x + Dx[i]
                   var ny = game.y + Dy[i]
                   if (ny >= 1 && ny < My-1 && nx >= 1 && nx < Mx-1 && game.grid[ny][nx] == Wall) {
                       game.grid[ny][nx] =  Way
                   }
               }
           }
       } else if (key == Char.code("c")) {
           game.bombs = game.bombs + 1
       } else if (key == Char.code("?") || key == Char.code("h")) {
           game.showHelp = true
       } else {
           var chIndex = [KeyUp, KeyDown, KeyLeft, KeyRight].indexOf(key)
           if (chIndex >= 0) {
               var nx = game.x + Dx[chIndex]
               var ny = game.y + Dy[chIndex]
               if (ny >= 1 && ny < My-1 && nx >= 1 && nx < Mx-1) {
                   var ch = game.grid[ny][nx]
                   if (ch == DoorWingVertical || ch == DoorWingHorizontal) {
                       game.grid[game.y][game.x] = Way  // temp. "ghost" him
                       rotateDoor.call(game, nx, ny)
                       game.grid[game.y][game.x] = Hero
                       ch = game.grid[ny][nx]  // may be unaltered
                   } else if (ch == Monster) {
                       game.grid[game.y][game.x] = Way
                       game.grid[ny][nx] = DeadHero
                       game.y = ny
                       game.x = nx
                       game.terminate = true
                       break
                   } else if (ch == Treasure) {
                       game.treasureCounter = game.treasureCounter + 1
                       if (game.treasureCounter == TreasureDb) {
                           game.grid[game.y][game.x] = Way
                           game.grid[ny][nx] = Hero
                           game.y = ny
                           game.x = nx
                           game.terminate = true
                           break
                       }
                       ch = Way
                   } else if (ch == Bomb) {
                       game.bombs = game.bombs + 1
                       ch = Way
                   }
                   if (ch == Way || ch == WeakMonster) {
                       game.grid[game.y][game.x] = Way
                       game.grid[ny][nx] = Hero
                       game.y = ny
                       game.x = nx
                   }
               }
           }
       }
       Fiber.yield()
   }

}

var play = Fn.new {

   NC.initScr()
   NC.cbreak()
   NC.keypad(true)
   NC.noecho()
   var game = initGame.call()
   var fDraw = Fiber.new(draw)
   var fKeyboard = Fiber.new(keyboard)
   var fMonsterMove = Fiber.new(monsterMove)
   while (true) {
       fDraw.call(game)
       if (game.terminate) break
       fKeyboard.call(game)
       if (!game.terminate) fMonsterMove.call(game)
   }
   if (game.treasureCounter == TreasureDb) {
       NC.addStr("\nYOU WON! Congratulations!\n")
       NC.refresh()
       NC.getch()
   } else if (game.grid[game.y][game.x] == DeadHero) {
       NC.addStr("\nYOU PERISHED!\n")
       NC.refresh()
       NC.getch()
   }

}

play.call() NC.echo() NC.nocbreak() NC.endwin() NC.cursSet(1)</lang>
We now embed this in the following C program, build and run it. <lang c>/* gcc cli_based_maze_game.c -o cli_based_maze_game -lncurses -lwren -lm */

  1. include <stdio.h>
  2. include <stdlib.h>
  3. include <string.h>
  4. include <ncurses.h>
  5. include <unistd.h>
  6. include "wren.h"

/* C <=> Wren interface functions */

void C_initScr(WrenVM* vm) {

   initscr();

}

void C_cbreak(WrenVM* vm) {

   int res = cbreak();
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_nocbreak(WrenVM* vm) {

   int res = nocbreak();
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_keypad(WrenVM* vm) {

   bool bf = wrenGetSlotBool(vm, 1);
   int res = keypad(stdscr, bf);
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_echo(WrenVM* vm) {

   int res = echo();
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_noecho(WrenVM* vm) {

   int res = noecho();
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_cursSet(WrenVM* vm) {

   int visibility = (int)wrenGetSlotDouble(vm, 1);
   int res = curs_set(visibility);
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_erase(WrenVM* vm) {

   int res = erase();
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_addStr(WrenVM* vm) {

   const char *str = wrenGetSlotString(vm, 1);
   int res = addstr(str);
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_getch(WrenVM* vm) {

   int ch = getch();
   wrenSetSlotDouble(vm, 0, (double)ch);

}

void C_move(WrenVM* vm) {

   int y = (int)wrenGetSlotDouble(vm, 1);
   int x = (int)wrenGetSlotDouble(vm, 2);
   int res = move(y, x);
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_refresh(WrenVM* vm) {

   int res = refresh();
   wrenSetSlotDouble(vm, 0, (double)res);

}

void C_endwin(WrenVM* vm) {

   int res = endwin();
   wrenSetSlotDouble(vm, 0, (double)res);

}

WrenForeignMethodFn bindForeignMethod(

   WrenVM* vm,
   const char* module,
   const char* className,
   bool isStatic,
   const char* signature) {
   if (strcmp(module, "main") == 0) {
       if (strcmp(className, "NC") == 0) {
           if (isStatic && strcmp(signature, "initScr()") == 0)       return C_initScr;
           if (isStatic && strcmp(signature, "cbreak()") == 0)        return C_cbreak;
           if (isStatic && strcmp(signature, "nocbreak()") == 0)      return C_nocbreak;
           if (isStatic && strcmp(signature, "keypad(_)") == 0)       return C_keypad;
           if (isStatic && strcmp(signature, "echo()") == 0)          return C_echo;
           if (isStatic && strcmp(signature, "noecho()") == 0)        return C_noecho;
           if (isStatic && strcmp(signature, "cursSet(_)") == 0)      return C_cursSet;
           if (isStatic && strcmp(signature, "erase()") == 0)         return C_erase;
           if (isStatic && strcmp(signature, "addStr(_)") == 0)       return C_addStr;
           if (isStatic && strcmp(signature, "getch()") == 0)         return C_getch;
           if (isStatic && strcmp(signature, "move(_,_)") == 0)       return C_move;
           if (isStatic && strcmp(signature, "refresh()") == 0)       return C_refresh;
           if (isStatic && strcmp(signature, "endwin()") == 0)        return C_endwin;
       }
   }
   return NULL;

}

static void writeFn(WrenVM* vm, const char* text) {

   printf("%s", text);

}

void errorFn(WrenVM* vm, WrenErrorType errorType, const char* module, const int line, const char* msg) {

   switch (errorType) {
       case WREN_ERROR_COMPILE:
           printf("[%s line %d] [Error] %s\n", module, line, msg);
           break;
       case WREN_ERROR_STACK_TRACE:
           printf("[%s line %d] in %s\n", module, line, msg);
           break;
       case WREN_ERROR_RUNTIME:
           printf("[Runtime Error] %s\n", msg);
           break;
   }

}

char *readFile(const char *fileName) {

   FILE *f = fopen(fileName, "r");
   fseek(f, 0, SEEK_END);
   long fsize = ftell(f);
   rewind(f);
   char *script = malloc(fsize + 1);
   fread(script, 1, fsize, f);
   fclose(f);
   script[fsize] = 0;
   return script;

}

static void loadModuleComplete(WrenVM* vm, const char* module, WrenLoadModuleResult result) {

   if( result.source) free((void*)result.source);

}

WrenLoadModuleResult loadModule(WrenVM* vm, const char* name) {

   WrenLoadModuleResult result = {0};
   if (strcmp(name, "random") != 0 && strcmp(name, "meta") != 0) {
       result.onComplete = loadModuleComplete;
       char fullName[strlen(name) + 6];
       strcpy(fullName, name);
       strcat(fullName, ".wren");
       result.source = readFile(fullName);
   }
   return result;

}

int main(int argc, char **argv) {

   WrenConfiguration config;
   wrenInitConfiguration(&config);
   config.writeFn = &writeFn;
   config.errorFn = &errorFn;
   config.bindForeignMethodFn = &bindForeignMethod;
   config.loadModuleFn = &loadModule;
   WrenVM* vm = wrenNewVM(&config);
   const char* module = "main";
   const char* fileName = "cli_based_maze_game.wren";
   char *script = readFile(fileName);
   WrenInterpretResult result = wrenInterpret(vm, module, script);
   switch (result) {
       case WREN_RESULT_COMPILE_ERROR:
           printf("Compile Error!\n");
           break;
       case WREN_RESULT_RUNTIME_ERROR:
           printf("Runtime Error!\n");
           usleep(10000000); // allow time to read it
           timeout(-1);
           nocbreak();
           echo();
           endwin();
           break;
       case WREN_RESULT_SUCCESS:
           break;
   }
   wrenFreeVM(vm);
   free(script);
   return 0;

}</lang>

Output:

Sample opening screen.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X  .  X    b        .       X                         X     X       X
XXXXX X X XXX XXXXX X XXXXX XXXXX X-o-X X X X XXXXXXX X-o-X XXXXX X X
X     X X X   X     X X           X     X X X X       X     X     X X
X XXXXX X X XXXbXXXXX X XXXXXXXXXXX XXXXX X XXX XXXXXXX XXXXX XXXXX X
X     X X X   X     X X           X     X X   X  .    .           X X
XXXXX XXXXXXX XXX-o-XXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX X X
X     X  $    X             X           .     X    .  X     X     X X
X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X.XXXXX XXXXX X
X     X X X   X     X X      .    X     X X X X     X X     X     X X
XXXXX X X XXX XXXXX XXXXXXXXXXXXX X-o-X X XXX XX-o-XX XXXXX XXXXX X X
X     X X X   X     X       X     X     X X   X       X    .X     X X
X.XXXXX X X$XXX XXXXX X XXXXX XXX X XXXXX X X X$XXXXX X XXXXX XXXXX X
X     X | X   X     X X         X X     X X X X     X X           X X
X XXXXX o XXXXX X-o-XXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXX XXXXXXXXXXX X
X     X |     Xb            X                 X     . X     X     X X
X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X XXXXX XXXXX X
X       X X   X     X X           X     X X X X     X           b X X
X XXXXXXXXX-o-XXXXXXXXXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXXXX
X                       .                                           X
XX-o-XXXXX-o-XXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX X
X             .             .              .                        X
X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX-o-XXXX
X .   X                                               X     X       X
XXXXX X X XXX XXXXX X XXXXXXXXXXX XXXXX X XXX XX-o-XX XXXXX XXXXX X X
X     X X X   X     X X   .       X     X X   X       X           X X
XXXXX$X XXXXX XXXXXXXXXXXXXXXXXXX XXXXXXXXXXX XXXXXXX XXXX-o-XXXX X X
X       X     X   b               X           X                   X X
X XXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXX-o-X XXXXXXXXXXXXXXXXXXXXX
X@                                  .       . X    .    .       b   X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX


Collected treasure = 0     Bombs = 3

Corresponding closing screen after a rare victory!

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X  .  X    b        .       X                         X     X       X
XXXXX X X XXX XXXXX X XXXXX XXXXX X-o-X X X X XXXXXXX X-o-X XXXXX X X
X     X X X   X     X X           X     X X X X       X     X     X X
X XXXXX X X XXXbXXXXX X XXXXXXXXXXX XXXXX X XXX XXXXXXX XXXXX XXXXX X
X     X X X   X     X X           X     X X   X   *    *          X X
XXXXX XXXXXXX XXX-o-XXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX X X
X     X       X             X           .     X    .  X     X     X X
X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X.XXXXX XXXXX X
X     X X X   X     X X      .    X     X X X X     X X     X     X X
XXXXX X X XXX XXXXX XXXXXXXXXXXXX X-o-X X XXX XX-o-XX XXXXX XXXXX X X
X     X X X   X     X       X     X     X X   X       X    .X     X X
X.XXX X    @XXX XXXXX X XXXXX XXX X XXXXX X X X$XXXXX X XXXXX XXXXX X
X         X   X     X X         X X     X X X X     X X           X X
X XXX X-o-XXXXX X-o-XXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXX XXXXXXXXXXX X
X     X       Xb            X                 X     . X     X     X X
X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X XXXXX XXXXX X
X       X X   X     X X           X     X X X X     X           b X X
X XXXXXXXXX-o-XXXXXXXXXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXXXX
X  -                    .                                           X
XX o XXXXX-o-XXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX X
X  -          .             .              .                        X
X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX-o-XXXX
X     X                                               X     X       X
XXXXX X X XXX XXXXX X XXXXXXXXXXX XXXXX X XXX XX-o-XX XXXXX XXXXX X X
X     X X X   X     X X   .       X     X X   X       X           X X
XXXXX X XXXXX XXXXXXXXXXXXXXXXXXX XXXXXXXXXXX XXXXXXX XXXX-o-XXXX X X
X       X     X   b               X           X                   X X
X XXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXX-o-X XXXXXXXXXXXXXXXXXXXXX
X                                   .       . X    .    .       b   X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX


Collected treasure = 3     Bombs = 1

YOU WON! Congratulations!