Browse Source

Split out Tetris

z_createrawtransaction
jl777 5 years ago
parent
commit
fa0a35aa5a
  1. 1020
      src/cc/dapps/dappstd.c
  2. 2048
      src/cc/gamescc.cpp
  3. 32
      src/cc/gamescc.h
  4. 758
      src/cc/tetris.c
  5. 2376
      src/cc/tetris.cpp
  6. 197
      src/cc/tetris.h

1020
src/cc/dapps/dappstd.c

File diff suppressed because it is too large

2048
src/cc/gamescc.cpp

File diff suppressed because it is too large

32
src/cc/gamescc.h

@ -20,7 +20,7 @@ std::string MYCCLIBNAME = (char *)"gamescc";
#define GAMES_MAXKEYSTROKESGAP 60
#define GAMES_MAXPLAYERS 64
#define GAMES_REGISTRATIONSIZE (100 * 10000)
#define GAMES_REGISTRATION 5
#define GAMES_REGISTRATION 1
#define GAMES_RNGMULT 11109
#define GAMES_RNGOFFSET 13849
@ -29,7 +29,6 @@ std::string MYCCLIBNAME = (char *)"gamescc";
#define MYCCNAME "games"
std::string Games_pname;
#define GAMENAME "sudoku"
#define RPC_FUNCS \
{ (char *)MYCCNAME, (char *)"rng", (char *)"hash,playerid", 1, 2, ' ', EVAL_GAMES }, \
@ -104,33 +103,4 @@ if ( cp->evalcode == EVAL_GAMES ) \
}
#endif
#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;
char *keystrokes,*keystrokeshex;
uint32_t needflush,replaydone;
int32_t numkeys,ind,num,guiflag,counter,sleeptime,playersize,restoring,lastnum;
FILE *logfp;
struct games_player P;
char buffered[10000];
uint8_t playerdata[10000];
};
int32_t games_replay2(uint8_t *newdata,uint64_t seed,char *keystrokes,int32_t num,struct games_player *player,int32_t sleepmillis);
void games_packitemstr(char *packitemstr,struct games_packitem *item);
#endif

758
src/cc/tetris.c

@ -0,0 +1,758 @@
#include "tetris.h"
#include "dapps/dappstd.c"
/***************************************************************************/
/** 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(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, (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);
}
/*
Main tetris game!
*/
#ifdef STANDALONE
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);
}
int tetris(int argc, char **argv)
{
tetris_game *tg;
tetris_move move = TM_NONE;
bool running = true;
WINDOW *board, *next, *hold, *score;
int32_t c,skipcount=0; bits256 gametxid; uint32_t eventid = 0;
memset(&gametxid,0,sizeof(gametxid));
// 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);
c = getch();
if ( c != -1 || skipcount == 0x3fff )
{
if ( skipcount > 0 )
issue_games_events(gametxid,eventid-skipcount,skipcount | 0x4000);
if ( c != -1 )
issue_games_events(gametxid,eventid,c);
skipcount = 0;
} else skipcount++;
eventid++;
switch ( c )
{
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();
// 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;
}
int32_t games_replay(uint64_t seed,int32_t sleeptime)
{
return(-1);
}

2376
src/cc/tetris.cpp

File diff suppressed because it is too large

197
src/cc/tetris.h

@ -0,0 +1,197 @@
/******************************************************************************
* 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. *
* *
******************************************************************************/
#ifndef H_TETRIS_H
#define H_TETRIS_H
#define GAMENAME "tetris"
#define GAMEMAIN tetris
#define CHAINNAME "GTEST"
#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;
char *keystrokes,*keystrokeshex;
uint32_t needflush,replaydone;
int32_t numkeys,ind,num,guiflag,counter,sleeptime,playersize,restoring,lastnum;
FILE *logfp;
struct games_player P;
char buffered[10000];
uint8_t playerdata[10000];
};
/***************************************************************************/
/** 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;
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
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