Games dir

This commit is contained in:
jl777
2019-03-26 23:00:55 -11:00
parent 36fe43ff58
commit 7b832d7124
8 changed files with 500 additions and 44 deletions

896
src/cc/games/prices.c Normal file
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@@ -0,0 +1,896 @@
#include "prices.h"
/*
In order to port a game into gamesCC, the RNG needs to be seeded with the gametxid seed, also events needs to be broadcast using issue_games_events. Also the game engine needs to be daemonized, preferably by putting all globals into a single data structure.
also, the standalone game needs to support argv of seed gametxid, along with replay args
*/
int random_tetromino(struct games_state *rs)
{
rs->seed = _games_rngnext(rs->seed);
return(rs->seed % NUM_TETROMINOS);
}
int32_t pricesdata(struct games_player *P,void *ptr)
{
tetris_game *tg = (tetris_game *)ptr;
P->gold = tg->points;
P->dungeonlevel = tg->level;
//fprintf(stderr,"score.%d level.%d\n",tg->points,tg->level);
return(0);
}
/***************************************************************************/
/** https://github.com/brenns10/tetris
@file main.c
@author Stephen Brennan
@date Created Wednesday, 10 June 2015
@brief Main program for tetris.
@copyright Copyright (c) 2015, Stephen Brennan. Released under the Revised
BSD License. See LICENSE.txt for details.
*******************************************************************************/
#include <stdio.h> // for FILE
#include <stdbool.h> // for bool
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include <time.h>
#include <string.h>
#ifdef BUILD_GAMESCC
#include "rogue/cursesd.h"
#else
#include <curses.h>
#endif
#define MAX(X,Y) ((X) > (Y) ? (X) : (Y))
#define MIN(X,Y) ((X) < (Y) ? (X) : (Y))
/*******************************************************************************
Array Definitions
*******************************************************************************/
const tetris_location TETROMINOS[NUM_TETROMINOS][NUM_ORIENTATIONS][TETRIS] =
{
// I
{{{1, 0}, {1, 1}, {1, 2}, {1, 3}},
{{0, 2}, {1, 2}, {2, 2}, {3, 2}},
{{3, 0}, {3, 1}, {3, 2}, {3, 3}},
{{0, 1}, {1, 1}, {2, 1}, {3, 1}}},
// J
{{{0, 0}, {1, 0}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 2}},
{{0, 1}, {1, 1}, {2, 0}, {2, 1}}},
// L
{{{0, 2}, {1, 0}, {1, 1}, {1, 2}},
{{0, 1}, {1, 1}, {2, 1}, {2, 2}},
{{1, 0}, {1, 1}, {1, 2}, {2, 0}},
{{0, 0}, {0, 1}, {1, 1}, {2, 1}}},
// O
{{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {1, 2}}},
// S
{{{0, 1}, {0, 2}, {1, 0}, {1, 1}},
{{0, 1}, {1, 1}, {1, 2}, {2, 2}},
{{1, 1}, {1, 2}, {2, 0}, {2, 1}},
{{0, 0}, {1, 0}, {1, 1}, {2, 1}}},
// T
{{{0, 1}, {1, 0}, {1, 1}, {1, 2}},
{{0, 1}, {1, 1}, {1, 2}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 1}},
{{0, 1}, {1, 0}, {1, 1}, {2, 1}}},
// Z
{{{0, 0}, {0, 1}, {1, 1}, {1, 2}},
{{0, 2}, {1, 1}, {1, 2}, {2, 1}},
{{1, 0}, {1, 1}, {2, 1}, {2, 2}},
{{0, 1}, {1, 0}, {1, 1}, {2, 0}}},
};
const int GRAVITY_LEVEL[MAX_LEVEL+1] = {
// 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
50, 48, 46, 44, 42, 40, 38, 36, 34, 32,
//10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
30, 28, 26, 24, 22, 20, 16, 12, 8, 4
};
/*******************************************************************************
Helper Functions for Blocks
*******************************************************************************/
void sleep_milli(int milliseconds)
{
struct timespec ts;
ts.tv_sec = 0;
ts.tv_nsec = milliseconds * 1000 * 1000;
nanosleep(&ts, NULL);
}
/*
Return the block at the given row and column.
*/
char tg_get(tetris_game *obj, int row, int column)
{
return obj->board[obj->cols * row + column];
}
/*
Set the block at the given row and column.
*/
static void tg_set(tetris_game *obj, int row, int column, char value)
{
obj->board[obj->cols * row + column] = value;
}
/*
Check whether a row and column are in bounds.
*/
bool tg_check(tetris_game *obj, int row, int col)
{
return 0 <= row && row < obj->rows && 0 <= col && col < obj->cols;
}
/*
Place a block onto the board.
*/
static void tg_put(tetris_game *obj, tetris_block block)
{
int i;
for (i = 0; i < TETRIS; i++) {
tetris_location cell = TETROMINOS[block.typ][block.ori][i];
tg_set(obj, block.loc.row + cell.row, block.loc.col + cell.col,
TYPE_TO_CELL(block.typ));
}
}
/*
Clear a block out of the board.
*/
static void tg_remove(tetris_game *obj, tetris_block block)
{
int i;
for (i = 0; i < TETRIS; i++) {
tetris_location cell = TETROMINOS[block.typ][block.ori][i];
tg_set(obj, block.loc.row + cell.row, block.loc.col + cell.col, TC_EMPTY);
}
}
/*
Check if a block can be placed on the board.
*/
static bool tg_fits(tetris_game *obj, tetris_block block)
{
int i, r, c;
for (i = 0; i < TETRIS; i++) {
tetris_location cell = TETROMINOS[block.typ][block.ori][i];
r = block.loc.row + cell.row;
c = block.loc.col + cell.col;
if (!tg_check(obj, r, c) || TC_IS_FILLED(tg_get(obj, r, c))) {
return false;
}
}
return true;
}
/*
Create a new falling block and populate the next falling block with a random
one.
*/
static void tg_new_falling(struct games_state *rs,tetris_game *obj)
{
// Put in a new falling tetromino.
obj->falling = obj->next;
obj->next.typ = random_tetromino(rs);
obj->next.ori = 0;
obj->next.loc.row = 0;
obj->next.loc.col = obj->cols/2 - 2;
}
/*******************************************************************************
Game Turn Helpers
*******************************************************************************/
/*
Tick gravity, and move the block down if gravity should act.
*/
static void tg_do_gravity_tick(struct games_state *rs,tetris_game *obj)
{
obj->ticks_till_gravity--;
if (obj->ticks_till_gravity <= 0) {
tg_remove(obj, obj->falling);
obj->falling.loc.row++;
if (tg_fits(obj, obj->falling)) {
obj->ticks_till_gravity = GRAVITY_LEVEL[obj->level];
} else {
obj->falling.loc.row--;
tg_put(obj, obj->falling);
tg_new_falling(rs,obj);
}
tg_put(obj, obj->falling);
}
}
/*
Move the falling tetris block left (-1) or right (+1).
*/
static void tg_move(tetris_game *obj, int direction)
{
tg_remove(obj, obj->falling);
obj->falling.loc.col += direction;
if (!tg_fits(obj, obj->falling)) {
obj->falling.loc.col -= direction;
}
tg_put(obj, obj->falling);
}
/*
Send the falling tetris block to the bottom.
*/
static void tg_down(struct games_state *rs,tetris_game *obj)
{
tg_remove(obj, obj->falling);
while (tg_fits(obj, obj->falling)) {
obj->falling.loc.row++;
}
obj->falling.loc.row--;
tg_put(obj, obj->falling);
tg_new_falling(rs,obj);
}
/*
Rotate the falling block in either direction (+/-1).
*/
static void tg_rotate(tetris_game *obj, int direction)
{
tg_remove(obj, obj->falling);
while (true) {
obj->falling.ori = (obj->falling.ori + direction) % NUM_ORIENTATIONS;
// If the new orientation fits, we're done.
if (tg_fits(obj, obj->falling))
break;
// Otherwise, try moving left to make it fit.
obj->falling.loc.col--;
if (tg_fits(obj, obj->falling))
break;
// Finally, try moving right to make it fit.
obj->falling.loc.col += 2;
if (tg_fits(obj, obj->falling))
break;
// Put it back in its original location and try the next orientation.
obj->falling.loc.col--;
// Worst case, we come back to the original orientation and it fits, so this
// loop will terminate.
}
tg_put(obj, obj->falling);
}
/*
Swap the falling block with the block in the hold buffer.
*/
static void tg_hold(struct games_state *rs,tetris_game *obj)
{
tg_remove(obj, obj->falling);
if (obj->stored.typ == -1) {
obj->stored = obj->falling;
tg_new_falling(rs,obj);
} else {
int typ = obj->falling.typ, ori = obj->falling.ori;
obj->falling.typ = obj->stored.typ;
obj->falling.ori = obj->stored.ori;
obj->stored.typ = typ;
obj->stored.ori = ori;
while (!tg_fits(obj, obj->falling)) {
obj->falling.loc.row--;
}
}
tg_put(obj, obj->falling);
}
/*
Perform the action specified by the move.
*/
static void tg_handle_move(struct games_state *rs,tetris_game *obj, tetris_move move)
{
switch (move) {
case TM_LEFT:
//fprintf(stderr,"LEFT ");
tg_move(obj, -1);
break;
case TM_RIGHT:
//fprintf(stderr,"RIGHT ");
tg_move(obj, 1);
break;
case TM_DROP:
tg_down(rs,obj);
break;
case TM_CLOCK:
tg_rotate(obj, 1);
break;
case TM_COUNTER:
tg_rotate(obj, -1);
break;
case TM_HOLD:
tg_hold(rs,obj);
break;
default:
// pass
break;
}
}
/*
Return true if line i is full.
*/
static bool tg_line_full(tetris_game *obj, int i)
{
int j;
for (j = 0; j < obj->cols; j++) {
if (TC_IS_EMPTY(tg_get(obj, i, j)))
return false;
}
return true;
}
/*
Shift every row above r down one.
*/
static void tg_shift_lines(tetris_game *obj, int r)
{
int i, j;
for (i = r-1; i >= 0; i--) {
for (j = 0; j < obj->cols; j++) {
tg_set(obj, i+1, j, tg_get(obj, i, j));
tg_set(obj, i, j, TC_EMPTY);
}
}
}
/*
Find rows that are filled, remove them, shift, and return the number of
cleared rows.
*/
static int tg_check_lines(tetris_game *obj)
{
int i, nlines = 0;
tg_remove(obj, obj->falling); // don't want to mess up falling block
for (i = obj->rows-1; i >= 0; i--) {
if (tg_line_full(obj, i)) {
tg_shift_lines(obj, i);
i++; // do this line over again since they're shifted
nlines++;
}
}
tg_put(obj, obj->falling); // replace
return nlines;
}
/*
Adjust the score for the game, given how many lines were just cleared.
*/
static void tg_adjust_score(tetris_game *obj, int lines_cleared)
{
static int line_multiplier[] = {0, 40, 100, 300, 1200};
obj->points += line_multiplier[lines_cleared] * (obj->level + 1);
if (lines_cleared >= obj->lines_remaining) {
obj->level = MIN(MAX_LEVEL, obj->level + 1);
lines_cleared -= obj->lines_remaining;
obj->lines_remaining = LINES_PER_LEVEL - lines_cleared;
} else {
obj->lines_remaining -= lines_cleared;
}
}
/*
Return true if the game is over.
*/
static bool tg_game_over(tetris_game *obj)
{
int i, j;
bool over = false;
tg_remove(obj, obj->falling);
for (i = 0; i < 2; i++) {
for (j = 0; j < obj->cols; j++) {
if (TC_IS_FILLED(tg_get(obj, i, j))) {
over = true;
}
}
}
tg_put(obj, obj->falling);
return over;
}
/*******************************************************************************
Main Public Functions
*******************************************************************************/
/*
Do a single game tick: process gravity, user input, and score. Return true if
the game is still running, false if it is over.
*/
bool tg_tick(struct games_state *rs,tetris_game *obj, tetris_move move)
{
int lines_cleared;
// Handle gravity.
tg_do_gravity_tick(rs,obj);
// Handle input.
tg_handle_move(rs,obj, move);
// Check for cleared lines
lines_cleared = tg_check_lines(obj);
tg_adjust_score(obj, lines_cleared);
// Return whether the game will continue (NOT whether it's over)
return !tg_game_over(obj);
}
void tg_init(struct games_state *rs,tetris_game *obj, int rows, int cols)
{
// Initialization logic
obj->rows = rows;
obj->cols = cols;
//obj->board = (char *)malloc(rows * cols);
memset(obj->board, TC_EMPTY, rows * cols);
obj->points = 0;
obj->level = 0;
obj->ticks_till_gravity = GRAVITY_LEVEL[obj->level];
obj->lines_remaining = LINES_PER_LEVEL;
//srand(time(NULL));
tg_new_falling(rs,obj);
tg_new_falling(rs,obj);
obj->stored.typ = -1;
obj->stored.ori = 0;
obj->stored.loc.row = 0;
obj->next.loc.col = obj->cols/2 - 2;
//printf("%d", obj->falling.loc.col);
}
tetris_game *tg_create(struct games_state *rs,int rows, int cols)
{
tetris_game *obj = (tetris_game *)malloc(sizeof(tetris_game) + rows*cols);
tg_init(rs,obj, rows, cols);
return obj;
}
/*void tg_destroy(tetris_game *obj)
{
// Cleanup logic
free(obj->board);
}*/
void tg_delete(tetris_game *obj) {
//tg_destroy(obj);
free(obj);
}
/*
Load a game from a file.
tetris_game *tg_load(FILE *f)
{
tetris_game *obj = (tetris_game *)malloc(sizeof(tetris_game));
if (fread(obj, sizeof(tetris_game), 1, f) != 1 )
{
fprintf(stderr,"read game error\n");
free(obj);
obj = 0;
}
else
{
obj->board = (char *)malloc(obj->rows * obj->cols);
if (fread(obj->board, sizeof(char), obj->rows * obj->cols, f) != obj->rows * obj->cols )
{
fprintf(stderr,"fread error\n");
free(obj->board);
free(obj);
obj = 0;
}
}
return obj;
}*/
/*
Save a game to a file.
void tg_save(tetris_game *obj, FILE *f)
{
if (fwrite(obj, sizeof(tetris_game), 1, f) != 1 )
fprintf(stderr,"error writing tetrisgame\n");
else if (fwrite(obj->board, sizeof(char), obj->rows * obj->cols, f) != obj->rows * obj->cols )
fprintf(stderr,"error writing board\n");
}*/
/*
Print a game board to a file. Really just for early debugging.
*/
void tg_print(tetris_game *obj, FILE *f) {
int i, j;
for (i = 0; i < obj->rows; i++) {
for (j = 0; j < obj->cols; j++) {
if (TC_IS_EMPTY(tg_get(obj, i, j))) {
fputs(TC_EMPTY_STR, f);
} else {
fputs(TC_BLOCK_STR, f);
}
}
fputc('\n', f);
}
}
/*
2 columns per cell makes the game much nicer.
*/
#define COLS_PER_CELL 2
/*
Macro to print a cell of a specific type to a window.
*/
#define ADD_BLOCK(w,x) waddch((w),' '|A_REVERSE|COLOR_PAIR(x)); \
waddch((w),' '|A_REVERSE|COLOR_PAIR(x))
#define ADD_EMPTY(w) waddch((w), ' '); waddch((w), ' ')
/*
Print the tetris board onto the ncurses window.
*/
void display_board(WINDOW *w, tetris_game *obj)
{
int i, j;
box(w, 0, 0);
for (i = 0; i < obj->rows; i++) {
wmove(w, 1 + i, 1);
for (j = 0; j < obj->cols; j++) {
if (TC_IS_FILLED(tg_get(obj, i, j))) {
ADD_BLOCK(w,tg_get(obj, i, j));
} else {
ADD_EMPTY(w);
}
}
}
wnoutrefresh(w);
}
/*
Display a tetris piece in a dedicated window.
*/
void display_piece(WINDOW *w, tetris_block block)
{
int b;
tetris_location c;
wclear(w);
box(w, 0, 0);
if (block.typ == -1) {
wnoutrefresh(w);
return;
}
for (b = 0; b < TETRIS; b++) {
c = TETROMINOS[block.typ][block.ori][b];
wmove(w, c.row + 1, c.col * COLS_PER_CELL + 1);
ADD_BLOCK(w, TYPE_TO_CELL(block.typ));
}
wnoutrefresh(w);
}
/*
Display score information in a dedicated window.
*/
void display_score(WINDOW *w, tetris_game *tg)
{
wclear(w);
box(w, 0, 0);
wprintw(w, (char *)"Score\n%d\n", tg->points);
wprintw(w, (char *)"Level\n%d\n", tg->level);
wprintw(w, (char *)"Lines\n%d\n", tg->lines_remaining);
wnoutrefresh(w);
}
/*
Save and exit the game.
void save(tetris_game *game, WINDOW *w)
{
FILE *f;
wclear(w);
box(w, 0, 0); // return the border
wmove(w, 1, 1);
wprintw(w, (char *)"Save and exit? [Y/n] ");
wrefresh(w);
timeout(-1);
if (getch() == 'n') {
timeout(0);
return;
}
f = fopen("tetris.save", "w");
tg_save(game, f);
fclose(f);
tg_delete(game);
endwin();
fprintf(stderr,"Game saved to \"tetris.save\".\n");
fprintf(stderr,"Resume by passing the filename as an argument to this program.\n");
exit(EXIT_SUCCESS);
}*/
/*
Do the NCURSES initialization steps for color blocks.
*/
void init_colors(void)
{
start_color();
//init_color(COLOR_ORANGE, 1000, 647, 0);
init_pair(TC_CELLI, COLOR_CYAN, COLOR_BLACK);
init_pair(TC_CELLJ, COLOR_BLUE, COLOR_BLACK);
init_pair(TC_CELLL, COLOR_WHITE, COLOR_BLACK);
init_pair(TC_CELLO, COLOR_YELLOW, COLOR_BLACK);
init_pair(TC_CELLS, COLOR_GREEN, COLOR_BLACK);
init_pair(TC_CELLT, COLOR_MAGENTA, COLOR_BLACK);
init_pair(TC_CELLZ, COLOR_RED, COLOR_BLACK);
}
struct games_state globalR;
extern char Gametxidstr[];
int32_t issue_games_events(struct games_state *rs,char *gametxidstr,uint32_t eventid,gamesevent c);
gamesevent games_readevent(struct games_state *rs);
void *gamesiterate(struct games_state *rs)
{
uint32_t counter = 0; bool running = true; tetris_move move = TM_NONE;
gamesevent c; uint16_t skipcount=0; int32_t prevlevel; uint32_t eventid = 0; tetris_game *tg;
WINDOW *board, *next, *hold, *score;
if ( rs->guiflag != 0 || rs->sleeptime != 0 )
{
// NCURSES initialization:
initscr(); // initialize curses
cbreak(); // pass key presses to program, but not signals
noecho(); // don't echo key presses to screen
keypad(stdscr, TRUE); // allow arrow keys
timeout(0); // no blocking on getch()
curs_set(0); // set the cursor to invisible
init_colors(); // setup tetris colors
}
tg = tg_create(rs,22, 10);
prevlevel = tg->level;
// Create windows for each section of the interface.
board = newwin(tg->rows + 2, 2 * tg->cols + 2, 0, 0);
next = newwin(6, 10, 0, 2 * (tg->cols + 1) + 1);
hold = newwin(6, 10, 7, 2 * (tg->cols + 1) + 1);
score = newwin(6, 10, 14, 2 * (tg->cols + 1 ) + 1);
while ( running != 0 )
{
running = tg_tick(rs,tg,move);
if ( 1 && (rs->guiflag != 0 || rs->sleeptime != 0) )
{
display_board(board,tg);
display_piece(next,tg->next);
display_piece(hold,tg->stored);
display_score(score,tg);
}
if ( rs->guiflag != 0 )
{
#ifdef STANDALONE
sleep_milli(15);
if ( (counter++ % 10) == 0 )
doupdate();
c = games_readevent(rs);
if ( c <= 0x7f || skipcount == 0x3fff )
{
if ( skipcount > 0 )
issue_games_events(rs,Gametxidstr,eventid-skipcount,skipcount | 0x4000);
if ( c <= 0x7f )
issue_games_events(rs,Gametxidstr,eventid,c);
if ( tg->level != prevlevel )
{
flushkeystrokes(rs,0);
prevlevel = tg->level;
}
skipcount = 0;
} else skipcount++;
#endif
}
else
{
if ( rs->replaydone != 0 )
break;
if ( rs->sleeptime != 0 )
{
sleep_milli(1);
if ( (counter++ % 20) == 0 )
doupdate();
}
if ( skipcount == 0 )
{
c = games_readevent(rs);
//fprintf(stderr,"%04x score.%d level.%d\n",c,tg->points,tg->level);
if ( (c & 0x4000) == 0x4000 )
{
skipcount = (c & 0x3fff);
c = 'S';
}
}
if ( skipcount > 0 )
skipcount--;
}
eventid++;
switch ( c )
{
case 'h':
move = TM_LEFT;
break;
case 'l':
move = TM_RIGHT;
break;
case 'k':
move = TM_CLOCK;
break;
case 'j':
move = TM_DROP;
break;
case 'q':
running = false;
move = TM_NONE;
break;
/*case 'p':
wclear(board);
box(board, 0, 0);
wmove(board, tg->rows/2, (tg->cols*COLS_PER_CELL-6)/2);
wprintw(board, "PAUSED");
wrefresh(board);
timeout(-1);
getch();
timeout(0);
move = TM_NONE;
break;
case 's':
save(tg, board);
move = TM_NONE;
break;*/
case ' ':
move = TM_HOLD;
break;
default:
move = TM_NONE;
}
}
return(tg);
}
#ifdef STANDALONE
/*
Main tetris game!
*/
#include "dapps/dappstd.c"
char *clonestr(char *str)
{
char *clone; int32_t len;
if ( str == 0 || str[0] == 0 )
{
printf("warning cloning nullstr.%p\n",str);
#ifdef __APPLE__
while ( 1 ) sleep(1);
#endif
str = (char *)"<nullstr>";
}
len = strlen(str);
clone = (char *)calloc(1,len+16);
strcpy(clone,str);
return(clone);
}
int32_t issue_games_events(struct games_state *rs,char *gametxidstr,uint32_t eventid,gamesevent c)
{
static FILE *fp;
char params[512],*retstr; cJSON *retjson,*resobj; int32_t retval = -1;
if ( fp == 0 )
fp = fopen("events.log","wb");
rs->buffered[rs->num++] = c;
if ( 0 )
{
if ( sizeof(c) == 1 )
sprintf(params,"[\"events\",\"17\",\"[%%22%02x%%22,%%22%s%%22,%u]\"]",c&0xff,gametxidstr,eventid);
else if ( sizeof(c) == 2 )
sprintf(params,"[\"events\",\"17\",\"[%%22%04x%%22,%%22%s%%22,%u]\"]",c&0xffff,gametxidstr,eventid);
else if ( sizeof(c) == 4 )
sprintf(params,"[\"events\",\"17\",\"[%%22%08x%%22,%%22%s%%22,%u]\"]",c&0xffffffff,gametxidstr,eventid);
else if ( sizeof(c) == 8 )
sprintf(params,"[\"events\",\"17\",\"[%%22%016llx%%22,%%22%s%%22,%u]\"]",(long long)c,gametxidstr,eventid);
if ( (retstr= komodo_issuemethod(USERPASS,(char *)"cclib",params,GAMES_PORT)) != 0 )
{
if ( (retjson= cJSON_Parse(retstr)) != 0 )
{
if ( (resobj= jobj(retjson,(char *)"result")) != 0 )
{
retval = 0;
if ( fp != 0 )
{
fprintf(fp,"%s\n",jprint(resobj,0));
fflush(fp);
}
}
free_json(retjson);
} else fprintf(fp,"error parsing %s\n",retstr);
free(retstr);
} else fprintf(fp,"error issuing method %s\n",params);
return(retval);
} else return(0);
}
int prices(int argc, char **argv)
{
struct games_state *rs = &globalR;
int32_t c,skipcount=0; uint32_t eventid = 0; tetris_game *tg = 0;
memset(rs,0,sizeof(*rs));
rs->guiflag = 1;
rs->sleeptime = 1; // non-zero to allow refresh()
if ( argc >= 2 && strlen(argv[2]) == 64 )
{
#ifdef _WIN32
#ifdef _MSC_VER
rs->origseed = _strtoui64(argv[1], NULL, 10);
#else
rs->origseed = atol(argv[1]); // windows, but not MSVC
#endif // _MSC_VER
#else
rs->origseed = atol(argv[1]); // non-windows
#endif // _WIN32
rs->seed = rs->origseed;
if ( argc >= 3 )
{
strcpy(Gametxidstr,argv[2]);
fprintf(stderr,"setplayerdata %s\n",Gametxidstr);
if ( games_setplayerdata(rs,Gametxidstr) < 0 )
{
fprintf(stderr,"invalid gametxid, or already started\n");
return(-1);
}
}
} else rs->seed = 777;
/* Load file if given a filename.
if (argc >= 2) {
FILE *f = fopen(argv[1], "r");
if (f == NULL) {
perror("tetris");
exit(EXIT_FAILURE);
}
tg = tg_load(f);
fclose(f);
} else {
// Otherwise create new game.
tg = tg_create(rs,22, 10);
}*/
// Game loop
tg = (tetris_game *)gamesiterate(rs);
gamesbailout(rs);
// Deinitialize NCurses
wclear(stdscr);
endwin();
// Output ending message.
printf("Game over!\n");
printf("You finished with %d points on level %d.\n", tg->points, tg->level);
// Deinitialize Tetris
tg_delete(tg);
return 0;
}
#endif

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/******************************************************************************
* Copyright © 2014-2019 The SuperNET Developers. *
* *
* See the AUTHORS, DEVELOPER-AGREEMENT and LICENSE files at *
* the top-level directory of this distribution for the individual copyright *
* holder information and the developer policies on copyright and licensing. *
* *
* Unless otherwise agreed in a custom licensing agreement, no part of the *
* SuperNET software, including this file may be copied, modified, propagated *
* or distributed except according to the terms contained in the LICENSE file *
* *
* Removal or modification of this copyright notice is prohibited. *
* *
******************************************************************************/
// game specific code for daemon
void games_packitemstr(char *packitemstr,struct games_packitem *item)
{
strcpy(packitemstr,"");
}
int64_t games_cashout(struct games_player *P)
{
int32_t dungeonlevel = P->dungeonlevel; int64_t mult=1000,cashout = 0;
cashout = (uint64_t)P->gold * mult * dungeonlevel * dungeonlevel;
return(cashout);
}
void tetrisplayerjson(UniValue &obj,struct games_player *P)
{
obj.push_back(Pair("packsize",(int64_t)P->packsize));
obj.push_back(Pair("hitpoints",(int64_t)P->hitpoints));
obj.push_back(Pair("strength",(int64_t)(P->strength&0xffff)));
obj.push_back(Pair("maxstrength",(int64_t)(P->strength>>16)));
obj.push_back(Pair("level",(int64_t)P->level));
obj.push_back(Pair("experience",(int64_t)P->experience));
obj.push_back(Pair("dungeonlevel",(int64_t)P->dungeonlevel));
}
int32_t disp_gamesplayer(char *str,struct games_player *P)
{
str[0] = 0;
//if ( P->gold <= 0 )//|| P->hitpoints <= 0 || (P->strength&0xffff) <= 0 || P->level <= 0 || P->experience <= 0 || P->dungeonlevel <= 0 )
// return(-1);
sprintf(str," <- playerdata: gold.%d hp.%d strength.%d/%d level.%d exp.%d dl.%d",P->gold,P->hitpoints,P->strength&0xffff,P->strength>>16,P->level,P->experience,P->dungeonlevel);
return(0);
}
int32_t games_payloadrecv(CPubKey pk,uint32_t timestamp,std::vector<uint8_t> payload)
{
uint256 gametxid; int32_t i,len; char str[67]; uint32_t eventid = 0;
if ( (len= payload.size()) > 36 )
{
len -= 36;
for (i=0; i<32; i++)
((uint8_t *)&gametxid)[i] = payload[len+i];
eventid = (uint32_t)payload[len+32];
eventid |= (uint32_t)payload[len+33] << 8;
eventid |= (uint32_t)payload[len+34] << 16;
eventid |= (uint32_t)payload[len+35] << 24;
//for (i=0; i<len; i++)
// fprintf(stderr,"%02x",payload[i]);
//fprintf(stderr," got payload, from %s %s/e%d\n",pubkey33_str(str,(uint8_t *)&pk),gametxid.GetHex().c_str(),eventid);
return(0);
} else return(-1);
}
bool games_validate(struct CCcontract_info *cp,int32_t height,Eval *eval,const CTransaction tx)
{
return(true);
}

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#ifndef H_PRICES_H
#define H_PRICES_H
/***************************************************************************/
/** https://github.com/brenns10/tetris
@file main.c
@author Stephen Brennan
@date Created Wednesday, 10 June 2015
@brief Main program for tetris.
@copyright Copyright (c) 2015, Stephen Brennan. Released under the Revised
BSD License. See LICENSE.txt for details.
*******************************************************************************/
/*
Convert a tetromino type to its corresponding cell.
*/
#define TYPE_TO_CELL(x) ((x)+1)
/*
Strings for how you would print a tetris board.
*/
#define TC_EMPTY_STR " "
#define TC_BLOCK_STR "\u2588"
/*
Questions about a tetris cell.
*/
#define TC_IS_EMPTY(x) ((x) == TC_EMPTY)
#define TC_IS_FILLED(x) (!TC_IS_EMPTY(x))
/*
How many cells in a tetromino?
*/
#define TETRIS 4
/*
How many tetrominos?
*/
#define NUM_TETROMINOS 7
/*
How many orientations of a tetromino?
*/
#define NUM_ORIENTATIONS 4
/*
Level constants.
*/
#define MAX_LEVEL 19
#define LINES_PER_LEVEL 10
/*
A "cell" is a 1x1 block within a tetris board.
*/
typedef enum {
TC_EMPTY, TC_CELLI, TC_CELLJ, TC_CELLL, TC_CELLO, TC_CELLS, TC_CELLT, TC_CELLZ
} tetris_cell;
/*
A "type" is a type/shape of a tetromino. Not including orientation.
*/
typedef enum {
TET_I, TET_J, TET_L, TET_O, TET_S, TET_T, TET_Z
} tetris_type;
/*
A row,column pair. Negative numbers allowed, because we need them for
offsets.
*/
typedef struct {
int row;
int col;
} tetris_location;
/*
A "block" is a struct that contains information about a tetromino.
Specifically, what type it is, what orientation it has, and where it is.
*/
typedef struct {
int typ;
int ori;
tetris_location loc;
} tetris_block;
/*
All possible moves to give as input to the game.
*/
typedef enum {
TM_LEFT, TM_RIGHT, TM_CLOCK, TM_COUNTER, TM_DROP, TM_HOLD, TM_NONE
} tetris_move;
/*
A game object!
*/
typedef struct {
/*
Game board stuff:
*/
int rows;
int cols;
/*
Scoring information:
*/
int points;
int level;
/*
Falling block is the one currently going down. Next block is the one that
will be falling after this one. Stored is the block that you can swap out.
*/
tetris_block falling;
tetris_block next;
tetris_block stored;
/*
Number of game ticks until the block will move down.
*/
int ticks_till_gravity;
/*
Number of lines until you advance to the next level.
*/
int lines_remaining;
char board[];
} tetris_game;
/*
This array stores all necessary information about the cells that are filled by
each tetromino. The first index is the type of the tetromino (i.e. shape,
e.g. I, J, Z, etc.). The next index is the orientation (0-3). The final
array contains 4 tetris_location objects, each mapping to an offset from a
point on the upper left that is the tetromino "origin".
*/
extern const tetris_location TETROMINOS[NUM_TETROMINOS][NUM_ORIENTATIONS][TETRIS];
/*
This array tells you how many ticks per gravity by level. Decreases as level
increases, to add difficulty.
*/
extern const int GRAVITY_LEVEL[MAX_LEVEL+1];
// Data structure manipulation.
void tg_init(tetris_game *obj, int rows, int cols);
tetris_game *tg_create(struct games_state *rs,int rows, int cols);
void tg_destroy(tetris_game *obj);
void tg_delete(tetris_game *obj);
tetris_game *tg_load(FILE *f);
void tg_save(tetris_game *obj, FILE *f);
// Public methods not related to memory:
char tg_get(tetris_game *obj, int row, int col);
bool tg_check(tetris_game *obj, int row, int col);
bool tg_tick(struct games_state *rs,tetris_game *obj, tetris_move move);
void tg_print(tetris_game *obj, FILE *f);
/******************************************************************************
* Copyright © 2014-2019 The SuperNET Developers. *
* *
* See the AUTHORS, DEVELOPER-AGREEMENT and LICENSE files at *
* the top-level directory of this distribution for the individual copyright *
* holder information and the developer policies on copyright and licensing. *
* *
* Unless otherwise agreed in a custom licensing agreement, no part of the *
* SuperNET software, including this file may be copied, modified, propagated *
* or distributed except according to the terms contained in the LICENSE file *
* *
* Removal or modification of this copyright notice is prohibited. *
* *
******************************************************************************/
#define GAMENAME "prices" // name of executable
#define GAMEMAIN prices // main program of game
#define GAMEPLAYERJSON pricesplayerjson // displays game specific json
#define GAMEDATA pricesdata // extracts data from game specific variables into games_state
#define CHAINNAME "PRICES" // -ac_name=
typedef uint64_t gamesevent; // can be 8, 16, 32, or 64 bits
#define MAXPACK 23
struct games_packitem
{
int32_t type,launch,count,which,hplus,dplus,arm,flags,group;
char damage[8],hurldmg[8];
};
struct games_player
{
int32_t gold,hitpoints,strength,level,experience,packsize,dungeonlevel,amulet;
struct games_packitem gamespack[MAXPACK];
};
struct games_state
{
uint64_t seed,origseed;
char *keystrokeshex;
uint32_t needflush,replaydone;
int32_t numkeys,ind,num,guiflag,counter,sleeptime,playersize,restoring,lastnum;
FILE *logfp;
struct games_player P;
gamesevent buffered[5000],*keystrokes;
uint8_t playerdata[8192];
};
extern struct games_state globalR;
void *gamesiterate(struct games_state *rs);
int32_t flushkeystrokes(struct games_state *rs,int32_t waitflag);
void games_packitemstr(char *packitemstr,struct games_packitem *item);
uint64_t _games_rngnext(uint64_t initseed);
int32_t games_replay2(uint8_t *newdata,uint64_t seed,gamesevent *keystrokes,int32_t num,struct games_player *player,int32_t sleepmillis);
gamesevent games_revendian(gamesevent revx);
int32_t disp_gamesplayer(char *str,struct games_player *P);
#endif

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#include "tetris.h"
/*
In order to port a game into gamesCC, the RNG needs to be seeded with the gametxid seed, also events needs to be broadcast using issue_games_events. Also the game engine needs to be daemonized, preferably by putting all globals into a single data structure.
also, the standalone game needs to support argv of seed gametxid, along with replay args
*/
int random_tetromino(struct games_state *rs)
{
rs->seed = _games_rngnext(rs->seed);
return(rs->seed % NUM_TETROMINOS);
}
int32_t tetrisdata(struct games_player *P,void *ptr)
{
tetris_game *tg = (tetris_game *)ptr;
P->gold = tg->points;
P->dungeonlevel = tg->level;
//fprintf(stderr,"score.%d level.%d\n",tg->points,tg->level);
return(0);
}
/***************************************************************************/
/** https://github.com/brenns10/tetris
@file main.c
@author Stephen Brennan
@date Created Wednesday, 10 June 2015
@brief Main program for tetris.
@copyright Copyright (c) 2015, Stephen Brennan. Released under the Revised
BSD License. See LICENSE.txt for details.
*******************************************************************************/
#include <stdio.h> // for FILE
#include <stdbool.h> // for bool
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include <time.h>
#include <string.h>
#ifdef BUILD_GAMESCC
#include "rogue/cursesd.h"
#else
#include <curses.h>
#endif
#define MAX(X,Y) ((X) > (Y) ? (X) : (Y))
#define MIN(X,Y) ((X) < (Y) ? (X) : (Y))
/*******************************************************************************
Array Definitions
*******************************************************************************/
const tetris_location TETROMINOS[NUM_TETROMINOS][NUM_ORIENTATIONS][TETRIS] =
{
// I
{{{1, 0}, {1, 1}, {1, 2}, {1, 3}},
{{0, 2}, {1, 2}, {2, 2}, {3, 2}},
{{3, 0}, {3, 1}, {3, 2}, {3, 3}},
{{0, 1}, {1, 1}, {2, 1}, {3, 1}}},
// J
{{{0, 0}, {1, 0}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 2}},
{{0, 1}, {1, 1}, {2, 0}, {2, 1}}},
// L
{{{0, 2}, {1, 0}, {1, 1}, {1, 2}},
{{0, 1}, {1, 1}, {2, 1}, {2, 2}},
{{1, 0}, {1, 1}, {1, 2}, {2, 0}},
{{0, 0}, {0, 1}, {1, 1}, {2, 1}}},
// O
{{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
{{0, 1}, {0, 2}, {1, 1}, {1, 2}}},
// S
{{{0, 1}, {0, 2}, {1, 0}, {1, 1}},
{{0, 1}, {1, 1}, {1, 2}, {2, 2}},
{{1, 1}, {1, 2}, {2, 0}, {2, 1}},
{{0, 0}, {1, 0}, {1, 1}, {2, 1}}},
// T
{{{0, 1}, {1, 0}, {1, 1}, {1, 2}},
{{0, 1}, {1, 1}, {1, 2}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 1}},
{{0, 1}, {1, 0}, {1, 1}, {2, 1}}},
// Z
{{{0, 0}, {0, 1}, {1, 1}, {1, 2}},
{{0, 2}, {1, 1}, {1, 2}, {2, 1}},
{{1, 0}, {1, 1}, {2, 1}, {2, 2}},
{{0, 1}, {1, 0}, {1, 1}, {2, 0}}},
};
const int GRAVITY_LEVEL[MAX_LEVEL+1] = {
// 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
50, 48, 46, 44, 42, 40, 38, 36, 34, 32,
//10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
30, 28, 26, 24, 22, 20, 16, 12, 8, 4
};
/*******************************************************************************
Helper Functions for Blocks
*******************************************************************************/
void sleep_milli(int milliseconds)
{
struct timespec ts;
ts.tv_sec = 0;
ts.tv_nsec = milliseconds * 1000 * 1000;
nanosleep(&ts, NULL);
}
/*
Return the block at the given row and column.
*/
char tg_get(tetris_game *obj, int row, int column)
{
return obj->board[obj->cols * row + column];
}
/*
Set the block at the given row and column.
*/
static void tg_set(tetris_game *obj, int row, int column, char value)
{
obj->board[obj->cols * row + column] = value;
}
/*
Check whether a row and column are in bounds.
*/
bool tg_check(tetris_game *obj, int row, int col)
{
return 0 <= row && row < obj->rows && 0 <= col && col < obj->cols;
}
/*
Place a block onto the board.
*/
static void tg_put(tetris_game *obj, tetris_block block)
{
int i;
for (i = 0; i < TETRIS; i++) {
tetris_location cell = TETROMINOS[block.typ][block.ori][i];
tg_set(obj, block.loc.row + cell.row, block.loc.col + cell.col,
TYPE_TO_CELL(block.typ));
}
}
/*
Clear a block out of the board.
*/
static void tg_remove(tetris_game *obj, tetris_block block)
{
int i;
for (i = 0; i < TETRIS; i++) {
tetris_location cell = TETROMINOS[block.typ][block.ori][i];
tg_set(obj, block.loc.row + cell.row, block.loc.col + cell.col, TC_EMPTY);
}
}
/*
Check if a block can be placed on the board.
*/
static bool tg_fits(tetris_game *obj, tetris_block block)
{
int i, r, c;
for (i = 0; i < TETRIS; i++) {
tetris_location cell = TETROMINOS[block.typ][block.ori][i];
r = block.loc.row + cell.row;
c = block.loc.col + cell.col;
if (!tg_check(obj, r, c) || TC_IS_FILLED(tg_get(obj, r, c))) {
return false;
}
}
return true;
}
/*
Create a new falling block and populate the next falling block with a random
one.
*/
static void tg_new_falling(struct games_state *rs,tetris_game *obj)
{
// Put in a new falling tetromino.
obj->falling = obj->next;
obj->next.typ = random_tetromino(rs);
obj->next.ori = 0;
obj->next.loc.row = 0;
obj->next.loc.col = obj->cols/2 - 2;
}
/*******************************************************************************
Game Turn Helpers
*******************************************************************************/
/*
Tick gravity, and move the block down if gravity should act.
*/
static void tg_do_gravity_tick(struct games_state *rs,tetris_game *obj)
{
obj->ticks_till_gravity--;
if (obj->ticks_till_gravity <= 0) {
tg_remove(obj, obj->falling);
obj->falling.loc.row++;
if (tg_fits(obj, obj->falling)) {
obj->ticks_till_gravity = GRAVITY_LEVEL[obj->level];
} else {
obj->falling.loc.row--;
tg_put(obj, obj->falling);
tg_new_falling(rs,obj);
}
tg_put(obj, obj->falling);
}
}
/*
Move the falling tetris block left (-1) or right (+1).
*/
static void tg_move(tetris_game *obj, int direction)
{
tg_remove(obj, obj->falling);
obj->falling.loc.col += direction;
if (!tg_fits(obj, obj->falling)) {
obj->falling.loc.col -= direction;
}
tg_put(obj, obj->falling);
}
/*
Send the falling tetris block to the bottom.
*/
static void tg_down(struct games_state *rs,tetris_game *obj)
{
tg_remove(obj, obj->falling);
while (tg_fits(obj, obj->falling)) {
obj->falling.loc.row++;
}
obj->falling.loc.row--;
tg_put(obj, obj->falling);
tg_new_falling(rs,obj);
}
/*
Rotate the falling block in either direction (+/-1).
*/
static void tg_rotate(tetris_game *obj, int direction)
{
tg_remove(obj, obj->falling);
while (true) {
obj->falling.ori = (obj->falling.ori + direction) % NUM_ORIENTATIONS;
// If the new orientation fits, we're done.
if (tg_fits(obj, obj->falling))
break;
// Otherwise, try moving left to make it fit.
obj->falling.loc.col--;
if (tg_fits(obj, obj->falling))
break;
// Finally, try moving right to make it fit.
obj->falling.loc.col += 2;
if (tg_fits(obj, obj->falling))
break;
// Put it back in its original location and try the next orientation.
obj->falling.loc.col--;
// Worst case, we come back to the original orientation and it fits, so this
// loop will terminate.
}
tg_put(obj, obj->falling);
}
/*
Swap the falling block with the block in the hold buffer.
*/
static void tg_hold(struct games_state *rs,tetris_game *obj)
{
tg_remove(obj, obj->falling);
if (obj->stored.typ == -1) {
obj->stored = obj->falling;
tg_new_falling(rs,obj);
} else {
int typ = obj->falling.typ, ori = obj->falling.ori;
obj->falling.typ = obj->stored.typ;
obj->falling.ori = obj->stored.ori;
obj->stored.typ = typ;
obj->stored.ori = ori;
while (!tg_fits(obj, obj->falling)) {
obj->falling.loc.row--;
}
}
tg_put(obj, obj->falling);
}
/*
Perform the action specified by the move.
*/
static void tg_handle_move(struct games_state *rs,tetris_game *obj, tetris_move move)
{
switch (move) {
case TM_LEFT:
//fprintf(stderr,"LEFT ");
tg_move(obj, -1);
break;
case TM_RIGHT:
//fprintf(stderr,"RIGHT ");
tg_move(obj, 1);
break;
case TM_DROP:
tg_down(rs,obj);
break;
case TM_CLOCK:
tg_rotate(obj, 1);
break;
case TM_COUNTER:
tg_rotate(obj, -1);
break;
case TM_HOLD:
tg_hold(rs,obj);
break;
default:
// pass
break;
}
}
/*
Return true if line i is full.
*/
static bool tg_line_full(tetris_game *obj, int i)
{
int j;
for (j = 0; j < obj->cols; j++) {
if (TC_IS_EMPTY(tg_get(obj, i, j)))
return false;
}
return true;
}
/*
Shift every row above r down one.
*/
static void tg_shift_lines(tetris_game *obj, int r)
{
int i, j;
for (i = r-1; i >= 0; i--) {
for (j = 0; j < obj->cols; j++) {
tg_set(obj, i+1, j, tg_get(obj, i, j));
tg_set(obj, i, j, TC_EMPTY);
}
}
}
/*
Find rows that are filled, remove them, shift, and return the number of
cleared rows.
*/
static int tg_check_lines(tetris_game *obj)
{
int i, nlines = 0;
tg_remove(obj, obj->falling); // don't want to mess up falling block
for (i = obj->rows-1; i >= 0; i--) {
if (tg_line_full(obj, i)) {
tg_shift_lines(obj, i);
i++; // do this line over again since they're shifted
nlines++;
}
}
tg_put(obj, obj->falling); // replace
return nlines;
}
/*
Adjust the score for the game, given how many lines were just cleared.
*/
static void tg_adjust_score(tetris_game *obj, int lines_cleared)
{
static int line_multiplier[] = {0, 40, 100, 300, 1200};
obj->points += line_multiplier[lines_cleared] * (obj->level + 1);
if (lines_cleared >= obj->lines_remaining) {
obj->level = MIN(MAX_LEVEL, obj->level + 1);
lines_cleared -= obj->lines_remaining;
obj->lines_remaining = LINES_PER_LEVEL - lines_cleared;
} else {
obj->lines_remaining -= lines_cleared;
}
}
/*
Return true if the game is over.
*/
static bool tg_game_over(tetris_game *obj)
{
int i, j;
bool over = false;
tg_remove(obj, obj->falling);
for (i = 0; i < 2; i++) {
for (j = 0; j < obj->cols; j++) {
if (TC_IS_FILLED(tg_get(obj, i, j))) {
over = true;
}
}
}
tg_put(obj, obj->falling);
return over;
}
/*******************************************************************************
Main Public Functions
*******************************************************************************/
/*
Do a single game tick: process gravity, user input, and score. Return true if
the game is still running, false if it is over.
*/
bool tg_tick(struct games_state *rs,tetris_game *obj, tetris_move move)
{
int lines_cleared;
// Handle gravity.
tg_do_gravity_tick(rs,obj);
// Handle input.
tg_handle_move(rs,obj, move);
// Check for cleared lines
lines_cleared = tg_check_lines(obj);
tg_adjust_score(obj, lines_cleared);
// Return whether the game will continue (NOT whether it's over)
return !tg_game_over(obj);
}
void tg_init(struct games_state *rs,tetris_game *obj, int rows, int cols)
{
// Initialization logic
obj->rows = rows;
obj->cols = cols;
//obj->board = (char *)malloc(rows * cols);
memset(obj->board, TC_EMPTY, rows * cols);
obj->points = 0;
obj->level = 0;
obj->ticks_till_gravity = GRAVITY_LEVEL[obj->level];
obj->lines_remaining = LINES_PER_LEVEL;
//srand(time(NULL));
tg_new_falling(rs,obj);
tg_new_falling(rs,obj);
obj->stored.typ = -1;
obj->stored.ori = 0;
obj->stored.loc.row = 0;
obj->next.loc.col = obj->cols/2 - 2;
//printf("%d", obj->falling.loc.col);
}
tetris_game *tg_create(struct games_state *rs,int rows, int cols)
{
tetris_game *obj = (tetris_game *)malloc(sizeof(tetris_game) + rows*cols);
tg_init(rs,obj, rows, cols);
return obj;
}
/*void tg_destroy(tetris_game *obj)
{
// Cleanup logic
free(obj->board);
}*/
void tg_delete(tetris_game *obj) {
//tg_destroy(obj);
free(obj);
}
/*
Load a game from a file.
tetris_game *tg_load(FILE *f)
{
tetris_game *obj = (tetris_game *)malloc(sizeof(tetris_game));
if (fread(obj, sizeof(tetris_game), 1, f) != 1 )
{
fprintf(stderr,"read game error\n");
free(obj);
obj = 0;
}
else
{
obj->board = (char *)malloc(obj->rows * obj->cols);
if (fread(obj->board, sizeof(char), obj->rows * obj->cols, f) != obj->rows * obj->cols )
{
fprintf(stderr,"fread error\n");
free(obj->board);
free(obj);
obj = 0;
}
}
return obj;
}*/
/*
Save a game to a file.
void tg_save(tetris_game *obj, FILE *f)
{
if (fwrite(obj, sizeof(tetris_game), 1, f) != 1 )
fprintf(stderr,"error writing tetrisgame\n");
else if (fwrite(obj->board, sizeof(char), obj->rows * obj->cols, f) != obj->rows * obj->cols )
fprintf(stderr,"error writing board\n");
}*/
/*
Print a game board to a file. Really just for early debugging.
*/
void tg_print(tetris_game *obj, FILE *f) {
int i, j;
for (i = 0; i < obj->rows; i++) {
for (j = 0; j < obj->cols; j++) {
if (TC_IS_EMPTY(tg_get(obj, i, j))) {
fputs(TC_EMPTY_STR, f);
} else {
fputs(TC_BLOCK_STR, f);
}
}
fputc('\n', f);
}
}
/*
2 columns per cell makes the game much nicer.
*/
#define COLS_PER_CELL 2
/*
Macro to print a cell of a specific type to a window.
*/
#define ADD_BLOCK(w,x) waddch((w),' '|A_REVERSE|COLOR_PAIR(x)); \
waddch((w),' '|A_REVERSE|COLOR_PAIR(x))
#define ADD_EMPTY(w) waddch((w), ' '); waddch((w), ' ')
/*
Print the tetris board onto the ncurses window.
*/
void display_board(WINDOW *w, tetris_game *obj)
{
int i, j;
box(w, 0, 0);
for (i = 0; i < obj->rows; i++) {
wmove(w, 1 + i, 1);
for (j = 0; j < obj->cols; j++) {
if (TC_IS_FILLED(tg_get(obj, i, j))) {
ADD_BLOCK(w,tg_get(obj, i, j));
} else {
ADD_EMPTY(w);
}
}
}
wnoutrefresh(w);
}
/*
Display a tetris piece in a dedicated window.
*/
void display_piece(WINDOW *w, tetris_block block)
{
int b;
tetris_location c;
wclear(w);
box(w, 0, 0);
if (block.typ == -1) {
wnoutrefresh(w);
return;
}
for (b = 0; b < TETRIS; b++) {
c = TETROMINOS[block.typ][block.ori][b];
wmove(w, c.row + 1, c.col * COLS_PER_CELL + 1);
ADD_BLOCK(w, TYPE_TO_CELL(block.typ));
}
wnoutrefresh(w);
}
/*
Display score information in a dedicated window.
*/
void display_score(WINDOW *w, tetris_game *tg)
{
wclear(w);
box(w, 0, 0);
wprintw(w, (char *)"Score\n%d\n", tg->points);
wprintw(w, (char *)"Level\n%d\n", tg->level);
wprintw(w, (char *)"Lines\n%d\n", tg->lines_remaining);
wnoutrefresh(w);
}
/*
Save and exit the game.
void save(tetris_game *game, WINDOW *w)
{
FILE *f;
wclear(w);
box(w, 0, 0); // return the border
wmove(w, 1, 1);
wprintw(w, (char *)"Save and exit? [Y/n] ");
wrefresh(w);
timeout(-1);
if (getch() == 'n') {
timeout(0);
return;
}
f = fopen("tetris.save", "w");
tg_save(game, f);
fclose(f);
tg_delete(game);
endwin();
fprintf(stderr,"Game saved to \"tetris.save\".\n");
fprintf(stderr,"Resume by passing the filename as an argument to this program.\n");
exit(EXIT_SUCCESS);
}*/
/*
Do the NCURSES initialization steps for color blocks.
*/
void init_colors(void)
{
start_color();
//init_color(COLOR_ORANGE, 1000, 647, 0);
init_pair(TC_CELLI, COLOR_CYAN, COLOR_BLACK);
init_pair(TC_CELLJ, COLOR_BLUE, COLOR_BLACK);
init_pair(TC_CELLL, COLOR_WHITE, COLOR_BLACK);
init_pair(TC_CELLO, COLOR_YELLOW, COLOR_BLACK);
init_pair(TC_CELLS, COLOR_GREEN, COLOR_BLACK);
init_pair(TC_CELLT, COLOR_MAGENTA, COLOR_BLACK);
init_pair(TC_CELLZ, COLOR_RED, COLOR_BLACK);
}
struct games_state globalR;
extern char Gametxidstr[];
int32_t issue_games_events(struct games_state *rs,char *gametxidstr,uint32_t eventid,gamesevent c);
gamesevent games_readevent(struct games_state *rs);
void *gamesiterate(struct games_state *rs)
{
uint32_t counter = 0; bool running = true; tetris_move move = TM_NONE;
gamesevent c; uint16_t skipcount=0; int32_t prevlevel; uint32_t eventid = 0; tetris_game *tg;
WINDOW *board, *next, *hold, *score;
if ( rs->guiflag != 0 || rs->sleeptime != 0 )
{
// NCURSES initialization:
initscr(); // initialize curses
cbreak(); // pass key presses to program, but not signals
noecho(); // don't echo key presses to screen
keypad(stdscr, TRUE); // allow arrow keys
timeout(0); // no blocking on getch()
curs_set(0); // set the cursor to invisible
init_colors(); // setup tetris colors
}
tg = tg_create(rs,22, 10);
prevlevel = tg->level;
// Create windows for each section of the interface.
board = newwin(tg->rows + 2, 2 * tg->cols + 2, 0, 0);
next = newwin(6, 10, 0, 2 * (tg->cols + 1) + 1);
hold = newwin(6, 10, 7, 2 * (tg->cols + 1) + 1);
score = newwin(6, 10, 14, 2 * (tg->cols + 1 ) + 1);
while ( running != 0 )
{
running = tg_tick(rs,tg,move);
if ( 1 && (rs->guiflag != 0 || rs->sleeptime != 0) )
{
display_board(board,tg);
display_piece(next,tg->next);
display_piece(hold,tg->stored);
display_score(score,tg);
}
if ( rs->guiflag != 0 )
{
#ifdef STANDALONE
sleep_milli(15);
if ( (counter++ % 10) == 0 )
doupdate();
c = games_readevent(rs);
if ( c <= 0x7f || skipcount == 0x3fff )
{
if ( skipcount > 0 )
issue_games_events(rs,Gametxidstr,eventid-skipcount,skipcount | 0x4000);
if ( c <= 0x7f )
issue_games_events(rs,Gametxidstr,eventid,c);
if ( tg->level != prevlevel )
{
flushkeystrokes(rs,0);
prevlevel = tg->level;
}
skipcount = 0;
} else skipcount++;
#endif
}
else
{
if ( rs->replaydone != 0 )
break;
if ( rs->sleeptime != 0 )
{
sleep_milli(1);
if ( (counter++ % 20) == 0 )
doupdate();
}
if ( skipcount == 0 )
{
c = games_readevent(rs);
//fprintf(stderr,"%04x score.%d level.%d\n",c,tg->points,tg->level);
if ( (c & 0x4000) == 0x4000 )
{
skipcount = (c & 0x3fff);
c = 'S';
}
}
if ( skipcount > 0 )
skipcount--;
}
eventid++;
switch ( c )
{
case 'h':
move = TM_LEFT;
break;
case 'l':
move = TM_RIGHT;
break;
case 'k':
move = TM_CLOCK;
break;
case 'j':
move = TM_DROP;
break;
case 'q':
running = false;
move = TM_NONE;
break;
/*case 'p':
wclear(board);
box(board, 0, 0);
wmove(board, tg->rows/2, (tg->cols*COLS_PER_CELL-6)/2);
wprintw(board, "PAUSED");
wrefresh(board);
timeout(-1);
getch();
timeout(0);
move = TM_NONE;
break;
case 's':
save(tg, board);
move = TM_NONE;
break;*/
case ' ':
move = TM_HOLD;
break;
default:
move = TM_NONE;
}
}
return(tg);
}
#ifdef STANDALONE
/*
Main tetris game!
*/
#include "dapps/dappstd.c"
char *clonestr(char *str)
{
char *clone; int32_t len;
if ( str == 0 || str[0] == 0 )
{
printf("warning cloning nullstr.%p\n",str);
#ifdef __APPLE__
while ( 1 ) sleep(1);
#endif
str = (char *)"<nullstr>";
}
len = strlen(str);
clone = (char *)calloc(1,len+16);
strcpy(clone,str);
return(clone);
}
int32_t issue_games_events(struct games_state *rs,char *gametxidstr,uint32_t eventid,gamesevent c)
{
static FILE *fp;
char params[512],*retstr; cJSON *retjson,*resobj; int32_t retval = -1;
if ( fp == 0 )
fp = fopen("events.log","wb");
rs->buffered[rs->num++] = c;
if ( 0 )
{
if ( sizeof(c) == 1 )
sprintf(params,"[\"events\",\"17\",\"[%%22%02x%%22,%%22%s%%22,%u]\"]",c&0xff,gametxidstr,eventid);
else if ( sizeof(c) == 2 )
sprintf(params,"[\"events\",\"17\",\"[%%22%04x%%22,%%22%s%%22,%u]\"]",c&0xffff,gametxidstr,eventid);
else if ( sizeof(c) == 4 )
sprintf(params,"[\"events\",\"17\",\"[%%22%08x%%22,%%22%s%%22,%u]\"]",c&0xffffffff,gametxidstr,eventid);
else if ( sizeof(c) == 8 )
sprintf(params,"[\"events\",\"17\",\"[%%22%016llx%%22,%%22%s%%22,%u]\"]",(long long)c,gametxidstr,eventid);
if ( (retstr= komodo_issuemethod(USERPASS,(char *)"cclib",params,GAMES_PORT)) != 0 )
{
if ( (retjson= cJSON_Parse(retstr)) != 0 )
{
if ( (resobj= jobj(retjson,(char *)"result")) != 0 )
{
retval = 0;
if ( fp != 0 )
{
fprintf(fp,"%s\n",jprint(resobj,0));
fflush(fp);
}
}
free_json(retjson);
} else fprintf(fp,"error parsing %s\n",retstr);
free(retstr);
} else fprintf(fp,"error issuing method %s\n",params);
return(retval);
} else return(0);
}
int tetris(int argc, char **argv)
{
struct games_state *rs = &globalR;
int32_t c,skipcount=0; uint32_t eventid = 0; tetris_game *tg = 0;
memset(rs,0,sizeof(*rs));
rs->guiflag = 1;
rs->sleeptime = 1; // non-zero to allow refresh()
if ( argc >= 2 && strlen(argv[2]) == 64 )
{
#ifdef _WIN32
#ifdef _MSC_VER
rs->origseed = _strtoui64(argv[1], NULL, 10);
#else
rs->origseed = atol(argv[1]); // windows, but not MSVC
#endif // _MSC_VER
#else
rs->origseed = atol(argv[1]); // non-windows
#endif // _WIN32
rs->seed = rs->origseed;
if ( argc >= 3 )
{
strcpy(Gametxidstr,argv[2]);
fprintf(stderr,"setplayerdata %s\n",Gametxidstr);
if ( games_setplayerdata(rs,Gametxidstr) < 0 )
{
fprintf(stderr,"invalid gametxid, or already started\n");
return(-1);
}
}
} else rs->seed = 777;
/* Load file if given a filename.
if (argc >= 2) {
FILE *f = fopen(argv[1], "r");
if (f == NULL) {
perror("tetris");
exit(EXIT_FAILURE);
}
tg = tg_load(f);
fclose(f);
} else {
// Otherwise create new game.
tg = tg_create(rs,22, 10);
}*/
// Game loop
tg = (tetris_game *)gamesiterate(rs);
gamesbailout(rs);
// Deinitialize NCurses
wclear(stdscr);
endwin();
// Output ending message.
printf("Game over!\n");
printf("You finished with %d points on level %d.\n", tg->points, tg->level);
// Deinitialize Tetris
tg_delete(tg);
return 0;
}
#endif

73
src/cc/games/tetris.cpp Normal file
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/******************************************************************************
* Copyright © 2014-2019 The SuperNET Developers. *
* *
* See the AUTHORS, DEVELOPER-AGREEMENT and LICENSE files at *
* the top-level directory of this distribution for the individual copyright *
* holder information and the developer policies on copyright and licensing. *
* *
* Unless otherwise agreed in a custom licensing agreement, no part of the *
* SuperNET software, including this file may be copied, modified, propagated *
* or distributed except according to the terms contained in the LICENSE file *
* *
* Removal or modification of this copyright notice is prohibited. *
* *
******************************************************************************/
// game specific code for daemon
void games_packitemstr(char *packitemstr,struct games_packitem *item)
{
strcpy(packitemstr,"");
}
int64_t games_cashout(struct games_player *P)
{
int32_t dungeonlevel = P->dungeonlevel; int64_t mult=1000,cashout = 0;
cashout = (uint64_t)P->gold * mult * dungeonlevel * dungeonlevel;
return(cashout);
}
void tetrisplayerjson(UniValue &obj,struct games_player *P)
{
obj.push_back(Pair("packsize",(int64_t)P->packsize));
obj.push_back(Pair("hitpoints",(int64_t)P->hitpoints));
obj.push_back(Pair("strength",(int64_t)(P->strength&0xffff)));
obj.push_back(Pair("maxstrength",(int64_t)(P->strength>>16)));
obj.push_back(Pair("level",(int64_t)P->level));
obj.push_back(Pair("experience",(int64_t)P->experience));
obj.push_back(Pair("dungeonlevel",(int64_t)P->dungeonlevel));
}
int32_t disp_gamesplayer(char *str,struct games_player *P)
{
str[0] = 0;
//if ( P->gold <= 0 )//|| P->hitpoints <= 0 || (P->strength&0xffff) <= 0 || P->level <= 0 || P->experience <= 0 || P->dungeonlevel <= 0 )
// return(-1);
sprintf(str," <- playerdata: gold.%d hp.%d strength.%d/%d level.%d exp.%d dl.%d",P->gold,P->hitpoints,P->strength&0xffff,P->strength>>16,P->level,P->experience,P->dungeonlevel);
return(0);
}
int32_t games_payloadrecv(CPubKey pk,uint32_t timestamp,std::vector<uint8_t> payload)
{
uint256 gametxid; int32_t i,len; char str[67]; uint32_t eventid = 0;
if ( (len= payload.size()) > 36 )
{
len -= 36;
for (i=0; i<32; i++)
((uint8_t *)&gametxid)[i] = payload[len+i];
eventid = (uint32_t)payload[len+32];
eventid |= (uint32_t)payload[len+33] << 8;
eventid |= (uint32_t)payload[len+34] << 16;
eventid |= (uint32_t)payload[len+35] << 24;
//for (i=0; i<len; i++)
// fprintf(stderr,"%02x",payload[i]);
//fprintf(stderr," got payload, from %s %s/e%d\n",pubkey33_str(str,(uint8_t *)&pk),gametxid.GetHex().c_str(),eventid);
return(0);
} else return(-1);
}
bool games_validate(struct CCcontract_info *cp,int32_t height,Eval *eval,const CTransaction tx)
{
return(true);
}

208
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#ifndef H_TETRIS_H
#define H_TETRIS_H
/***************************************************************************/
/** https://github.com/brenns10/tetris
@file main.c
@author Stephen Brennan
@date Created Wednesday, 10 June 2015
@brief Main program for tetris.
@copyright Copyright (c) 2015, Stephen Brennan. Released under the Revised
BSD License. See LICENSE.txt for details.
*******************************************************************************/
/*
Convert a tetromino type to its corresponding cell.
*/
#define TYPE_TO_CELL(x) ((x)+1)
/*
Strings for how you would print a tetris board.
*/
#define TC_EMPTY_STR " "
#define TC_BLOCK_STR "\u2588"
/*
Questions about a tetris cell.
*/
#define TC_IS_EMPTY(x) ((x) == TC_EMPTY)
#define TC_IS_FILLED(x) (!TC_IS_EMPTY(x))
/*
How many cells in a tetromino?
*/
#define TETRIS 4
/*
How many tetrominos?
*/
#define NUM_TETROMINOS 7
/*
How many orientations of a tetromino?
*/
#define NUM_ORIENTATIONS 4
/*
Level constants.
*/
#define MAX_LEVEL 19
#define LINES_PER_LEVEL 10
/*
A "cell" is a 1x1 block within a tetris board.
*/
typedef enum {
TC_EMPTY, TC_CELLI, TC_CELLJ, TC_CELLL, TC_CELLO, TC_CELLS, TC_CELLT, TC_CELLZ
} tetris_cell;
/*
A "type" is a type/shape of a tetromino. Not including orientation.
*/
typedef enum {
TET_I, TET_J, TET_L, TET_O, TET_S, TET_T, TET_Z
} tetris_type;
/*
A row,column pair. Negative numbers allowed, because we need them for
offsets.
*/
typedef struct {
int row;
int col;
} tetris_location;
/*
A "block" is a struct that contains information about a tetromino.
Specifically, what type it is, what orientation it has, and where it is.
*/
typedef struct {
int typ;
int ori;
tetris_location loc;
} tetris_block;
/*
All possible moves to give as input to the game.
*/
typedef enum {
TM_LEFT, TM_RIGHT, TM_CLOCK, TM_COUNTER, TM_DROP, TM_HOLD, TM_NONE
} tetris_move;
/*
A game object!
*/
typedef struct {
/*
Game board stuff:
*/
int rows;
int cols;
/*
Scoring information:
*/
int points;
int level;
/*
Falling block is the one currently going down. Next block is the one that
will be falling after this one. Stored is the block that you can swap out.
*/
tetris_block falling;
tetris_block next;
tetris_block stored;
/*
Number of game ticks until the block will move down.
*/
int ticks_till_gravity;
/*
Number of lines until you advance to the next level.
*/
int lines_remaining;
char board[];
} tetris_game;
/*
This array stores all necessary information about the cells that are filled by
each tetromino. The first index is the type of the tetromino (i.e. shape,
e.g. I, J, Z, etc.). The next index is the orientation (0-3). The final
array contains 4 tetris_location objects, each mapping to an offset from a
point on the upper left that is the tetromino "origin".
*/
extern const tetris_location TETROMINOS[NUM_TETROMINOS][NUM_ORIENTATIONS][TETRIS];
/*
This array tells you how many ticks per gravity by level. Decreases as level
increases, to add difficulty.
*/
extern const int GRAVITY_LEVEL[MAX_LEVEL+1];
// Data structure manipulation.
void tg_init(tetris_game *obj, int rows, int cols);
tetris_game *tg_create(struct games_state *rs,int rows, int cols);
void tg_destroy(tetris_game *obj);
void tg_delete(tetris_game *obj);
tetris_game *tg_load(FILE *f);
void tg_save(tetris_game *obj, FILE *f);
// Public methods not related to memory:
char tg_get(tetris_game *obj, int row, int col);
bool tg_check(tetris_game *obj, int row, int col);
bool tg_tick(struct games_state *rs,tetris_game *obj, tetris_move move);
void tg_print(tetris_game *obj, FILE *f);
/******************************************************************************
* Copyright © 2014-2019 The SuperNET Developers. *
* *
* See the AUTHORS, DEVELOPER-AGREEMENT and LICENSE files at *
* the top-level directory of this distribution for the individual copyright *
* holder information and the developer policies on copyright and licensing. *
* *
* Unless otherwise agreed in a custom licensing agreement, no part of the *
* SuperNET software, including this file may be copied, modified, propagated *
* or distributed except according to the terms contained in the LICENSE file *
* *
* Removal or modification of this copyright notice is prohibited. *
* *
******************************************************************************/
#define GAMENAME "tetris" // name of executable
#define GAMEMAIN tetris // main program of game
#define GAMEPLAYERJSON tetrisplayerjson // displays game specific json
#define GAMEDATA tetrisdata // extracts data from game specific variables into games_state
#define CHAINNAME "GTEST" // -ac_name=
typedef uint16_t gamesevent; // can be 8, 16, 32, or 64 bits
#define MAXPACK 23
struct games_packitem
{
int32_t type,launch,count,which,hplus,dplus,arm,flags,group;
char damage[8],hurldmg[8];
};
struct games_player
{
int32_t gold,hitpoints,strength,level,experience,packsize,dungeonlevel,amulet;
struct games_packitem gamespack[MAXPACK];
};
struct games_state
{
uint64_t seed,origseed;
char *keystrokeshex;
uint32_t needflush,replaydone;
int32_t numkeys,ind,num,guiflag,counter,sleeptime,playersize,restoring,lastnum;
FILE *logfp;
struct games_player P;
gamesevent buffered[5000],*keystrokes;
uint8_t playerdata[8192];
};
extern struct games_state globalR;
void *gamesiterate(struct games_state *rs);
int32_t flushkeystrokes(struct games_state *rs,int32_t waitflag);
void games_packitemstr(char *packitemstr,struct games_packitem *item);
uint64_t _games_rngnext(uint64_t initseed);
int32_t games_replay2(uint8_t *newdata,uint64_t seed,gamesevent *keystrokes,int32_t num,struct games_player *player,int32_t sleepmillis);
gamesevent games_revendian(gamesevent revx);
int32_t disp_gamesplayer(char *str,struct games_player *P);
#endif