123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359 |
- #define _XOPEN_SOURCE_EXTENDED
- #include <curses.h>
- #include <locale.h>
- #include <ncursesw/curses.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <sys/time.h>
- #include <time.h>
- #include <unistd.h>
- #include <wchar.h>
- static const wchar_t moving = L'\u2592';
- static const wchar_t still = L'\u2593';
- static const wchar_t wall = L'\u2588';
- static const wchar_t empty = L' ';
- static wchar_t** fields;
- static int width;
- static int height;
- static int objectX;
- static int objectY;
- static int movingObject[8];
- static void (*rotateFunction)(void);
- static uint32_t seed = 0;
- static void initRandom(void) {
- struct timeval time;
- struct timezone zone = {.tz_dsttime = 0, .tz_minuteswest = 0};
- gettimeofday(&time, &zone);
- seed = (uint32_t)time.tv_usec;
- }
- static int nextRandom(int max) {
- seed = seed * 27697u + 13711u;
- int32_t random = ((int32_t)(seed >> 1)) % max;
- return random;
- }
- static void initGamefield(int w, int h) {
- width = w + 3;
- height = h + 2;
- fields = (wchar_t**)malloc(sizeof(wchar_t*) * (size_t)height);
- for(int y = 0; y < height; y++) {
- fields[y] = (wchar_t*)malloc(sizeof(wchar_t) * (size_t)width);
- for(int x = 0; x < width; x++) {
- fields[y][x] = empty;
- }
- fields[y][width - 1] = '\0';
- }
- for(int y = 0; y < height; y++) {
- fields[y][0] = wall;
- fields[y][width - 2] = wall;
- }
- for(int x = 0; x < width - 1; x++) {
- fields[0][x] = wall;
- fields[height - 1][x] = wall;
- }
- }
- static void printGamefield(void) {
- wchar_t* line = malloc(sizeof(wchar_t) * (size_t)width * 2);
- for(int y = 0; y < height; y++) {
- for(int x = 0; x < width; x++) {
- line[x * 2] = fields[y][x];
- line[x * 2 + 1] = fields[y][x];
- }
- mvaddwstr(y, 0, line);
- }
- free(line);
- }
- static void deleteGamefield(void) {
- for(int i = 0; i < height; i++) {
- free(fields[i]);
- }
- free(fields);
- }
- static void setField(int x, int y, wchar_t c) {
- if(x >= 0 && y >= 0 && x < width - 3 && y < height - 2) {
- fields[y + 1][x + 1] = c;
- }
- }
- static wchar_t getField(int x, int y) {
- if(x >= 0 && y >= 0 && x < width - 3 && y < height - 2) {
- return fields[y + 1][x + 1];
- }
- return 0;
- }
- static int canMove(int x, int y) {
- wchar_t t = getField(x, y);
- return t == empty || t == moving;
- }
- static void rotate33(void) {
- int data[8];
- for(int i = 0; i < 8; i += 2) {
- data[i] = movingObject[i + 1] - objectY + objectX;
- data[i + 1] = 2 - (movingObject[i] - objectX) + objectY;
- if(!canMove(data[i], data[i + 1])) {
- return;
- }
- }
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], empty);
- movingObject[i] = data[i];
- movingObject[i + 1] = data[i + 1];
- }
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], moving);
- }
- }
- static void rotate41(void) {
- int data[8];
- for(int i = 0; i < 8; i += 2) {
- data[i] = movingObject[i + 1] - objectY + objectX;
- data[i + 1] = movingObject[i] - objectX + objectY;
- if(!canMove(data[i], data[i + 1])) {
- return;
- }
- }
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], empty);
- movingObject[i] = data[i];
- movingObject[i + 1] = data[i + 1];
- }
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], moving);
- }
- }
- static void rotate22(void) {
- // nothing to do
- }
- static void rotate(void) {
- rotateFunction();
- }
- static void spawnObject(int x, int y) {
- objectX = x;
- objectY = y;
- switch(nextRandom(7)) {
- // .X.
- // XXX
- // ...
- case 0:
- movingObject[0] = x + 1;
- movingObject[1] = y + 0;
- movingObject[2] = x + 0;
- movingObject[3] = y + 1;
- movingObject[4] = x + 1;
- movingObject[5] = y + 1;
- movingObject[6] = x + 2;
- movingObject[7] = y + 1;
- rotateFunction = rotate33;
- break;
- // .X.
- // .X.
- // .XX
- case 1:
- movingObject[0] = x + 1;
- movingObject[1] = y + 0;
- movingObject[2] = x + 1;
- movingObject[3] = y + 1;
- movingObject[4] = x + 1;
- movingObject[5] = y + 2;
- movingObject[6] = x + 2;
- movingObject[7] = y + 2;
- rotateFunction = rotate33;
- break;
- case 2:
- // .X.
- // .X.
- // XX.
- movingObject[0] = x + 1;
- movingObject[1] = y + 0;
- movingObject[2] = x + 1;
- movingObject[3] = y + 1;
- movingObject[4] = x + 1;
- movingObject[5] = y + 2;
- movingObject[6] = x + 0;
- movingObject[7] = y + 2;
- rotateFunction = rotate33;
- break;
- // .X..
- // .X..
- // .X..
- // .X..
- case 3:
- movingObject[0] = x + 0;
- movingObject[1] = y + 0;
- movingObject[2] = x + 0;
- movingObject[3] = y + 1;
- movingObject[4] = x + 0;
- movingObject[5] = y + 2;
- movingObject[6] = x + 0;
- movingObject[7] = y + 3;
- rotateFunction = rotate41;
- break;
- // X..
- // XX.
- // .X.
- case 4:
- movingObject[0] = x + 0;
- movingObject[1] = y + 0;
- movingObject[2] = x + 0;
- movingObject[3] = y + 1;
- movingObject[4] = x + 1;
- movingObject[5] = y + 1;
- movingObject[6] = x + 1;
- movingObject[7] = y + 2;
- rotateFunction = rotate33;
- break;
- // .X.
- // XX.
- // X..
- case 5:
- movingObject[0] = x + 1;
- movingObject[1] = y + 0;
- movingObject[2] = x + 0;
- movingObject[3] = y + 1;
- movingObject[4] = x + 1;
- movingObject[5] = y + 1;
- movingObject[6] = x + 0;
- movingObject[7] = y + 2;
- rotateFunction = rotate33;
- break;
- // XX
- // XX
- case 6:
- movingObject[0] = x + 0;
- movingObject[1] = y + 0;
- movingObject[2] = x + 1;
- movingObject[3] = y + 0;
- movingObject[4] = x + 0;
- movingObject[5] = y + 1;
- movingObject[6] = x + 1;
- movingObject[7] = y + 1;
- rotateFunction = rotate22;
- break;
- }
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], moving);
- }
- }
- static int moveObject(int x, int y) {
- for(int i = 0; i < 8; i += 2) {
- if(!canMove(movingObject[i] + x, movingObject[i + 1] + y)) {
- return 0;
- }
- }
- objectX += x;
- objectY += y;
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], empty);
- movingObject[i] += x;
- movingObject[i + 1] += y;
- }
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], moving);
- }
- return 1;
- }
- static void removeRows(void) {
- for(int y = 0; y < height - 2; y++) {
- int remove = 1;
- for(int x = 0; x < width - 3; x++) {
- remove = remove && getField(x, y) == still;
- }
- if(remove) {
- for(int ry = y; ry > 0; ry--) {
- for(int rx = 0; rx < width - 3; rx++) {
- setField(rx, ry, getField(rx, ry - 1));
- }
- }
- }
- }
- }
- static void onObjectFall(void) {
- if(!moveObject(0, 1)) {
- for(int i = 0; i < 8; i += 2) {
- setField(movingObject[i], movingObject[i + 1], still);
- }
- removeRows();
- spawnObject(0, 0);
- }
- }
- int main(void) {
- initRandom();
- setlocale(LC_ALL, "en_US.UTF-8");
- initscr();
- cbreak();
- keypad(stdscr, TRUE);
- noecho();
- nodelay(stdscr, TRUE);
- curs_set(0);
- initGamefield(10, 18);
- spawnObject(0, 0);
- long lag = 0;
- clock_t lastTime = clock();
- long ticks = 1000000;
- int running = 1;
- while(running) {
- int key = getch();
- if(key == KEY_LEFT) {
- moveObject(-1, 0);
- } else if(key == KEY_RIGHT) {
- moveObject(1, 0);
- } else if(key == KEY_DOWN) {
- onObjectFall();
- } else if(key == KEY_UP) {
- rotate();
- } else if(key == 'q') {
- running = 0;
- }
- clock_t time = clock();
- lag += (time - lastTime);
- lastTime = time;
- if(lag > ticks) {
- lag -= ticks;
- onObjectFall();
- }
- printGamefield();
- printw("%ld", lag);
- refresh();
- // keep the game from taking a bit too much cpu
- usleep(1000);
- lag += 1000;
- }
- endwin();
- deleteGamefield();
- return 0;
- }
|