Errata
This commit is contained in:
@@ -1,3 +1,18 @@
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/******************************************************************************
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* Copyright © 2014-2019 The SuperNET Developers. *
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* *
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* See the AUTHORS, DEVELOPER-AGREEMENT and LICENSE files at *
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* the top-level directory of this distribution for the individual copyright *
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* holder information and the developer policies on copyright and licensing. *
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* *
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* Unless otherwise agreed in a custom licensing agreement, no part of the *
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* SuperNET software, including this file may be copied, modified, propagated *
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* or distributed except according to the terms contained in the LICENSE file *
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* *
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* Removal or modification of this copyright notice is prohibited. *
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* *
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******************************************************************************/
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#include "gamescc.h"
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/*
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@@ -1645,3 +1660,884 @@ void games_packitemstr(char *packitemstr,struct games_packitem *item)
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}
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/***************************************************************************/
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/** https://github.com/brenns10/tetris
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@file main.c
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@author Stephen Brennan
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@date Created Wednesday, 10 June 2015
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@brief Main program for tetris.
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@copyright Copyright (c) 2015, Stephen Brennan. Released under the Revised
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BSD License. See LICENSE.txt for details.
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*******************************************************************************/
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#ifndef TETRIS_H
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#define TETRIS_H
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#include <stdio.h> // for FILE
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#include <stdbool.h> // for bool
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <string.h>
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#include <time.h>
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#include <string.h>
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#ifdef BUILD_GAMES
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#include "cursesd.h"
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#include "rogue/cursesd.c"
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#else
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#include <curses.h>
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#endif
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/*
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Convert a tetromino type to its corresponding cell.
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*/
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#define TYPE_TO_CELL(x) ((x)+1)
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/*
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Strings for how you would print a tetris board.
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*/
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#define TC_EMPTY_STR " "
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#define TC_BLOCK_STR "\u2588"
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/*
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Questions about a tetris cell.
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*/
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#define TC_IS_EMPTY(x) ((x) == TC_EMPTY)
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#define TC_IS_FILLED(x) (!TC_IS_EMPTY(x))
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/*
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How many cells in a tetromino?
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*/
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#define TETRIS 4
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/*
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How many tetrominos?
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*/
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#define NUM_TETROMINOS 7
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/*
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How many orientations of a tetromino?
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*/
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#define NUM_ORIENTATIONS 4
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/*
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Level constants.
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*/
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#define MAX_LEVEL 19
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#define LINES_PER_LEVEL 10
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/*
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A "cell" is a 1x1 block within a tetris board.
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*/
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typedef enum {
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TC_EMPTY, TC_CELLI, TC_CELLJ, TC_CELLL, TC_CELLO, TC_CELLS, TC_CELLT, TC_CELLZ
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} tetris_cell;
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/*
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A "type" is a type/shape of a tetromino. Not including orientation.
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*/
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typedef enum {
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TET_I, TET_J, TET_L, TET_O, TET_S, TET_T, TET_Z
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} tetris_type;
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/*
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A row,column pair. Negative numbers allowed, because we need them for
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offsets.
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*/
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typedef struct {
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int row;
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int col;
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} tetris_location;
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/*
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A "block" is a struct that contains information about a tetromino.
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Specifically, what type it is, what orientation it has, and where it is.
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*/
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typedef struct {
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int typ;
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int ori;
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tetris_location loc;
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} tetris_block;
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/*
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All possible moves to give as input to the game.
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*/
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typedef enum {
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TM_LEFT, TM_RIGHT, TM_CLOCK, TM_COUNTER, TM_DROP, TM_HOLD, TM_NONE
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} tetris_move;
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/*
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A game object!
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*/
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typedef struct {
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/*
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Game board stuff:
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*/
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int rows;
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int cols;
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char *board;
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/*
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Scoring information:
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*/
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int points;
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int level;
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/*
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Falling block is the one currently going down. Next block is the one that
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will be falling after this one. Stored is the block that you can swap out.
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*/
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tetris_block falling;
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tetris_block next;
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tetris_block stored;
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/*
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Number of game ticks until the block will move down.
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*/
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int ticks_till_gravity;
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/*
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Number of lines until you advance to the next level.
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*/
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int lines_remaining;
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} tetris_game;
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/*
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This array stores all necessary information about the cells that are filled by
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each tetromino. The first index is the type of the tetromino (i.e. shape,
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e.g. I, J, Z, etc.). The next index is the orientation (0-3). The final
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array contains 4 tetris_location objects, each mapping to an offset from a
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point on the upper left that is the tetromino "origin".
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*/
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extern tetris_location TETROMINOS[NUM_TETROMINOS][NUM_ORIENTATIONS][TETRIS];
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/*
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This array tells you how many ticks per gravity by level. Decreases as level
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increases, to add difficulty.
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*/
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extern int GRAVITY_LEVEL[MAX_LEVEL+1];
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// Data structure manipulation.
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void tg_init(tetris_game *obj, int rows, int cols);
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tetris_game *tg_create(int rows, int cols);
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void tg_destroy(tetris_game *obj);
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void tg_delete(tetris_game *obj);
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tetris_game *tg_load(FILE *f);
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void tg_save(tetris_game *obj, FILE *f);
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// Public methods not related to memory:
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char tg_get(tetris_game *obj, int row, int col);
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bool tg_check(tetris_game *obj, int row, int col);
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bool tg_tick(tetris_game *obj, tetris_move move);
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void tg_print(tetris_game *obj, FILE *f);
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#endif // TETRIS_H
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#define MAX(X,Y) ((X) > (Y) ? (X) : (Y))
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#define MIN(X,Y) ((X) < (Y) ? (X) : (Y))
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/*******************************************************************************
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Array Definitions
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*******************************************************************************/
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tetris_location TETROMINOS[NUM_TETROMINOS][NUM_ORIENTATIONS][TETRIS] = {
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// I
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{{{1, 0}, {1, 1}, {1, 2}, {1, 3}},
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{{0, 2}, {1, 2}, {2, 2}, {3, 2}},
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{{3, 0}, {3, 1}, {3, 2}, {3, 3}},
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{{0, 1}, {1, 1}, {2, 1}, {3, 1}}},
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// J
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{{{0, 0}, {1, 0}, {1, 1}, {1, 2}},
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{{0, 1}, {0, 2}, {1, 1}, {2, 1}},
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{{1, 0}, {1, 1}, {1, 2}, {2, 2}},
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{{0, 1}, {1, 1}, {2, 0}, {2, 1}}},
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// L
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{{{0, 2}, {1, 0}, {1, 1}, {1, 2}},
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{{0, 1}, {1, 1}, {2, 1}, {2, 2}},
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{{1, 0}, {1, 1}, {1, 2}, {2, 0}},
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{{0, 0}, {0, 1}, {1, 1}, {2, 1}}},
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// O
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{{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
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{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
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{{0, 1}, {0, 2}, {1, 1}, {1, 2}},
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{{0, 1}, {0, 2}, {1, 1}, {1, 2}}},
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// S
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{{{0, 1}, {0, 2}, {1, 0}, {1, 1}},
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{{0, 1}, {1, 1}, {1, 2}, {2, 2}},
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{{1, 1}, {1, 2}, {2, 0}, {2, 1}},
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{{0, 0}, {1, 0}, {1, 1}, {2, 1}}},
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// T
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{{{0, 1}, {1, 0}, {1, 1}, {1, 2}},
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{{0, 1}, {1, 1}, {1, 2}, {2, 1}},
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{{1, 0}, {1, 1}, {1, 2}, {2, 1}},
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{{0, 1}, {1, 0}, {1, 1}, {2, 1}}},
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// Z
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{{{0, 0}, {0, 1}, {1, 1}, {1, 2}},
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{{0, 2}, {1, 1}, {1, 2}, {2, 1}},
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{{1, 0}, {1, 1}, {2, 1}, {2, 2}},
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{{0, 1}, {1, 0}, {1, 1}, {2, 0}}},
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};
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int GRAVITY_LEVEL[MAX_LEVEL+1] = {
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// 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
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50, 48, 46, 44, 42, 40, 38, 36, 34, 32,
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//10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
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30, 28, 26, 24, 22, 20, 16, 12, 8, 4
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};
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/*******************************************************************************
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Helper Functions for Blocks
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*******************************************************************************/
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void sleep_milli(int milliseconds)
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{
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struct timespec ts;
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ts.tv_sec = 0;
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ts.tv_nsec = milliseconds * 1000 * 1000;
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nanosleep(&ts, NULL);
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}
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/*
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Return the block at the given row and column.
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*/
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char tg_get(tetris_game *obj, int row, int column)
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{
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return obj->board[obj->cols * row + column];
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}
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/*
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Set the block at the given row and column.
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*/
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static void tg_set(tetris_game *obj, int row, int column, char value)
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{
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obj->board[obj->cols * row + column] = value;
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}
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/*
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Check whether a row and column are in bounds.
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*/
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bool tg_check(tetris_game *obj, int row, int col)
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{
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return 0 <= row && row < obj->rows && 0 <= col && col < obj->cols;
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}
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/*
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Place a block onto the board.
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*/
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static void tg_put(tetris_game *obj, tetris_block block)
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{
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int i;
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for (i = 0; i < TETRIS; i++) {
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tetris_location cell = TETROMINOS[block.typ][block.ori][i];
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tg_set(obj, block.loc.row + cell.row, block.loc.col + cell.col,
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TYPE_TO_CELL(block.typ));
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}
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}
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/*
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Clear a block out of the board.
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*/
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static void tg_remove(tetris_game *obj, tetris_block block)
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{
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int i;
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for (i = 0; i < TETRIS; i++) {
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tetris_location cell = TETROMINOS[block.typ][block.ori][i];
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tg_set(obj, block.loc.row + cell.row, block.loc.col + cell.col, TC_EMPTY);
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}
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}
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/*
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Check if a block can be placed on the board.
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*/
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static bool tg_fits(tetris_game *obj, tetris_block block)
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{
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int i, r, c;
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for (i = 0; i < TETRIS; i++) {
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tetris_location cell = TETROMINOS[block.typ][block.ori][i];
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r = block.loc.row + cell.row;
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c = block.loc.col + cell.col;
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if (!tg_check(obj, r, c) || TC_IS_FILLED(tg_get(obj, r, c))) {
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return false;
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}
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}
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return true;
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}
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/*
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Return a random tetromino type.
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*/
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static int random_tetromino(void)
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{
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return rand() % NUM_TETROMINOS;
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}
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/*
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Create a new falling block and populate the next falling block with a random
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one.
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*/
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static void tg_new_falling(tetris_game *obj)
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{
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// Put in a new falling tetromino.
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obj->falling = obj->next;
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obj->next.typ = random_tetromino();
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obj->next.ori = 0;
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obj->next.loc.row = 0;
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obj->next.loc.col = obj->cols/2 - 2;
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}
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/*******************************************************************************
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Game Turn Helpers
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*******************************************************************************/
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/*
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Tick gravity, and move the block down if gravity should act.
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*/
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static void tg_do_gravity_tick(tetris_game *obj)
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{
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obj->ticks_till_gravity--;
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if (obj->ticks_till_gravity <= 0) {
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tg_remove(obj, obj->falling);
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obj->falling.loc.row++;
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if (tg_fits(obj, obj->falling)) {
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obj->ticks_till_gravity = GRAVITY_LEVEL[obj->level];
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} else {
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obj->falling.loc.row--;
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tg_put(obj, obj->falling);
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tg_new_falling(obj);
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}
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tg_put(obj, obj->falling);
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}
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}
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|
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/*
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Move the falling tetris block left (-1) or right (+1).
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*/
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static void tg_move(tetris_game *obj, int direction)
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{
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tg_remove(obj, obj->falling);
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obj->falling.loc.col += direction;
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if (!tg_fits(obj, obj->falling)) {
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obj->falling.loc.col -= direction;
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}
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tg_put(obj, obj->falling);
|
||||
}
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||||
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/*
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Send the falling tetris block to the bottom.
|
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*/
|
||||
static void tg_down(tetris_game *obj)
|
||||
{
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tg_remove(obj, obj->falling);
|
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while (tg_fits(obj, obj->falling)) {
|
||||
obj->falling.loc.row++;
|
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}
|
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obj->falling.loc.row--;
|
||||
tg_put(obj, obj->falling);
|
||||
tg_new_falling(obj);
|
||||
}
|
||||
|
||||
/*
|
||||
Rotate the falling block in either direction (+/-1).
|
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*/
|
||||
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))
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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;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user