diff --git a/src/cc/gamescc.cpp b/src/cc/gamescc.cpp index b68c9f55c..88df9586d 100644 --- a/src/cc/gamescc.cpp +++ b/src/cc/gamescc.cpp @@ -1,3 +1,18 @@ +/****************************************************************************** + * 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. * + * * + ******************************************************************************/ + #include "gamescc.h" /* @@ -1645,3 +1660,884 @@ void games_packitemstr(char *packitemstr,struct games_packitem *item) } +/***************************************************************************/ +/** 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. + *******************************************************************************/ + + +#ifndef TETRIS_H +#define TETRIS_H + +#include // for FILE +#include // for bool +#include +#include +#include +#include +#include +#include + +#ifdef BUILD_GAMES +#include "cursesd.h" +#include "rogue/cursesd.c" +#else +#include +#endif + + +/* + 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; + char *board; + /* + 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; +} 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 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 int GRAVITY_LEVEL[MAX_LEVEL+1]; + +// Data structure manipulation. +void tg_init(tetris_game *obj, int rows, int cols); +tetris_game *tg_create(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(tetris_game *obj, tetris_move move); +void tg_print(tetris_game *obj, FILE *f); + +#endif // TETRIS_H + + +#define MAX(X,Y) ((X) > (Y) ? (X) : (Y)) +#define MIN(X,Y) ((X) < (Y) ? (X) : (Y)) + +/******************************************************************************* + Array Definitions + *******************************************************************************/ + +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}}}, +}; + +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; +} + +/* + Return a random tetromino type. + */ +static int random_tetromino(void) +{ + return rand() % NUM_TETROMINOS; +} + +/* + Create a new falling block and populate the next falling block with a random + one. + */ +static void tg_new_falling(tetris_game *obj) +{ + // Put in a new falling tetromino. + obj->falling = obj->next; + obj->next.typ = random_tetromino(); + 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(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(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(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(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(tetris_game *obj) +{ + tg_remove(obj, obj->falling); + if (obj->stored.typ == -1) { + obj->stored = obj->falling; + tg_new_falling(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(tetris_game *obj, tetris_move move) +{ + switch (move) { + case TM_LEFT: + tg_move(obj, -1); + break; + case TM_RIGHT: + tg_move(obj, 1); + break; + case TM_DROP: + tg_down(obj); + break; + case TM_CLOCK: + tg_rotate(obj, 1); + break; + case TM_COUNTER: + tg_rotate(obj, -1); + break; + case TM_HOLD: + tg_hold(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(tetris_game *obj, tetris_move move) +{ + int lines_cleared; + // Handle gravity. + tg_do_gravity_tick(obj); + + // Handle input. + tg_handle_move(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(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(obj); + tg_new_falling(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(int rows, int cols) +{ + tetris_game *obj = (tetris_game *)malloc(sizeof(tetris_game)); + tg_init(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, "Score\n%d\n", tg->points); + wprintw(w, "Level\n%d\n", tg->level); + wprintw(w, "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, "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(); + printf("Game saved to \"tetris.save\".\n"); + printf("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); +} + +/* + Main tetris game! + */ +#ifndef STANDALONE + +int main(int argc, char **argv) +{ + tetris_game *tg; + tetris_move move = TM_NONE; + bool running = true; + WINDOW *board, *next, *hold, *score; + //Mix_Music *music; + + // 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(22, 10); + } + // 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 + + // 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); + int32_t counter = 0; + // Game loop + while (running) { + running = tg_tick(tg, move); + display_board(board, tg); + display_piece(next, tg->next); + display_piece(hold, tg->stored); + display_score(score, tg); + if ( (counter++ % 5) == 0 ) + doupdate(); + sleep_milli(10); + + switch (getch()) { + case KEY_LEFT: + move = TM_LEFT; + break; + case KEY_RIGHT: + move = TM_RIGHT; + break; + case KEY_UP: + move = TM_CLOCK; + break; + case KEY_DOWN: + 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; + } + } + + // Deinitialize NCurses + wclear(stdscr); + endwin(); + + /* Deinitialize Sound + Mix_HaltMusic(); + Mix_FreeMusic(music); + Mix_CloseAudio(); + Mix_Quit();*/ + + // 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; +} + diff --git a/src/cc/rogue/main.c b/src/cc/rogue/main.c index 616ade086..093b73d70 100644 --- a/src/cc/rogue/main.c +++ b/src/cc/rogue/main.c @@ -786,7 +786,7 @@ int32_t rogue_sendrawtransaction(char *rawtx) int32_t rogue_progress(struct rogue_state *rs,int32_t waitflag,uint64_t seed,char *keystrokes,int32_t num) { - char cmd[16384],hexstr[16384],params[32768],*retstr,*rawtx,*pastkeys,*pastcmp,*keys; int32_t i,len,numpastkeys,retflag = -1; cJSON *retjson,*resobj; + char cmd[16384],hexstr[16384],params[32768],*retstr,*errstr,*rawtx,*pastkeys,*pastcmp,*keys; int32_t i,len,numpastkeys,retflag = -1; cJSON *retjson,*resobj; //fprintf(stderr,"rogue_progress num.%d\n",num); if ( rs->guiflag != 0 && Gametxidstr[0] != 0 ) {