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- #include <locale.h>
- #include <ncurses.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <time.h>
- #include <unistd.h>
- typedef enum { MOVING, STILL, EMPTY, WALL } FieldState;
- static FieldState** 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) {
- while(seed == 0) {
- struct timespec time;
- timespec_get(&time, TIME_UTC);
- seed = (uint32_t)time.tv_nsec;
- }
- }
- static int nextRandom(int max) {
- seed = seed * 0x915f77f5 + 1;
- int32_t random = ((int32_t)(seed >> 16)) % max;
- return random;
- }
- static void initGamefield(int w, int h) {
- width = w;
- height = h;
- fields = (FieldState**)malloc(sizeof(FieldState*) * (size_t)height);
- for(int y = 0; y < height; y++) {
- fields[y] = (FieldState*)malloc(sizeof(FieldState) * (size_t)width);
- for(int x = 0; x < width; x++) {
- fields[y][x] = EMPTY;
- }
- }
- }
- static void printGamefield(void) {
- clear();
- static const char* MAP[] = {"\u2592", "\u2593", " "};
- static const char* wall = "\u2588";
- int maxX = 0;
- int maxY = 0;
- getmaxyx(stdscr, maxY, maxX);
- int factorX = maxX / (width + 2);
- int factorY = maxY / (height + 2);
- while(factorY > 1 && factorY * 2 > factorX) {
- factorY--;
- }
- factorX = factorY * 2;
- for(int x = 0; x < (width + 2) * factorX; x++) {
- for(int y = 0; y < factorY; y++) {
- mvaddstr(y, x, wall);
- mvaddstr(y + (height + 1) * factorY, x, wall);
- }
- }
- for(int y = 0; y < height; y++) {
- for(int wy = y * factorY; wy < (y + 1) * factorY; wy++) {
- mvaddstr(wy + factorY, 0, wall);
- for(int x = 1; x < factorX; x++) {
- addstr(wall);
- }
- for(int x = 0; x < width; x++) {
- for(int w = 0; w < factorX; w++) {
- addstr(MAP[fields[y][x]]);
- }
- }
- for(int x = 0; x < factorX; x++) {
- addstr(wall);
- }
- }
- }
- }
- static void deleteGamefield(void) {
- for(int i = 0; i < height; i++) {
- free(fields[i]);
- }
- free(fields);
- }
- static void setField(int x, int y, FieldState state) {
- if(x >= 0 && y >= 0 && x < width && y < height) {
- fields[y][x] = state;
- }
- }
- static FieldState getField(int x, int y) {
- if(x >= 0 && y >= 0 && x < width && y < height) {
- return fields[y][x];
- }
- return WALL;
- }
- static int canMove(int x, int y) {
- FieldState 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;
- int u = nextRandom(8);
- objects[u]++;
- switch(u) {
- // .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..
- // XX.
- // .X.
- case 3:
- 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 4:
- 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 5:
- 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;
- // .X..
- // .X..
- // .X..
- // .X..
- case 6:
- case 7:
- 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;
- }
- 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; y++) {
- int remove = 1;
- for(int x = 0; x < width; x++) {
- remove = remove && getField(x, y) == STILL;
- }
- if(remove) {
- for(int ry = y; ry > 0; ry--) {
- for(int rx = 0; rx < width; 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;
- }
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