Hush Full Node software. We were censored from Github, this is where all development happens now.
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// Copyright (c) 2016-2021 The Hush developers
// Distributed under the GPLv3 software license, see the accompanying
// file COPYING or https://www.gnu.org/licenses/gpl-3.0.en.html
#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--;
if (tg_fits(obj, obj->falling)) {
break;
}
obj->falling.loc.col--;
if (tg_fits(obj, obj->falling)) {
break;
}
obj->falling.loc.col += 2;
}
}
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]\"]",(uint8_t)c&0xff,gametxidstr,eventid);
else if ( sizeof(c) == 2 )
sprintf(params,"[\"events\",\"17\",\"[%%22%04x%%22,%%22%s%%22,%u]\"]",(uint16_t)c&0xffff,gametxidstr,eventid);
else if ( sizeof(c) == 4 )
sprintf(params,"[\"events\",\"17\",\"[%%22%08x%%22,%%22%s%%22,%u]\"]",(uint32_t)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