c_winter_2019/tetris.c

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#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
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#include <ncurses.h>
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enum {
HEIGHT = 20,
WIDTH = 10,
};
struct position {
int x;
int y;
};
struct rotation {
struct position tiles[4];
};
struct brick {
struct rotation *states;
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int rotation;
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struct position position;
};
/************************
* Templates for bricks *
************************/
/* T Brick */
struct rotation t_brick_rotations[4] = {
{ /* first rotation */
.tiles = {
{.x = 2, .y = 0},
{.x = 1, .y = 1},
{.x = 2, .y = 1},
{.x = 2, .y = 2}
}
},
{ /* second rotation */
.tiles = {
{.x = 2, .y = 0},
{.x = 1, .y = 1},
{.x = 2, .y = 1},
{.x = 3, .y = 1}
}
},
{ /* third rotation */
.tiles = {
{.x = 2, .y = 0},
{.x = 2, .y = 1},
{.x = 3, .y = 1},
{.x = 2, .y = 2}
}
},
{ /* fourth rotation */
.tiles = {
{.x = 1, .y = 1},
{.x = 2, .y = 1},
{.x = 3, .y = 1},
{.x = 2, .y = 2}
}
},
};
enum input {
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I_NONE,
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I_QUIT,
I_LEFT,
I_RIGHT,
I_DROP,
I_ROTATE,
};
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struct game_state {
char running;
char grid[WIDTH][HEIGHT];
struct brick current_brick;
enum input input;
unsigned int tick;
};
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struct game_state construct_game_state();
struct brick spawn_brick();
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int gravitate_brick(struct game_state *game_state);
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/* (optional) drop brick */
/* check for full line */
/* remove full line */
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int brick_collides_x(struct brick brick);
int brick_collides_y(struct brick brick);
int brick_collides_grid(struct brick brick, struct game_state game_state);
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void move_brick(struct brick *brick, int direction);
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void rotate_brick(struct brick *brick);
enum input get_input();
void evaluate_input(struct game_state *game_state, enum input input);
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/* brick to grid */
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void brick_to_grid(struct brick brick, struct game_state *game_state);
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/* loose condition */
void draw_game_state(struct game_state game_state);
int brick_on_position(int x, int y, struct brick brick);
int main(void) {
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initscr();
noecho();
nodelay(stdscr, TRUE);
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struct game_state game_state = construct_game_state();
while (game_state.running) {
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game_state.tick++;
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draw_game_state(game_state);
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enum input input = get_input();
evaluate_input(&game_state, input);
if (game_state.tick % 10 == 0) {
int brick_fell = gravitate_brick(&game_state);
if (!brick_fell) {
game_state.current_brick = spawn_brick();
}
}
usleep(100000);
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}
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endwin();
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}
struct game_state construct_game_state() {
struct game_state game_state = {
.running = 1,
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.grid = {0},
.current_brick = spawn_brick(),
.tick = 0,
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};
return game_state;
}
struct brick spawn_brick() {
struct brick brick = {
.states = t_brick_rotations,
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.rotation = 0,
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.position = {.x = 3, .y=0}
};
return brick;
}
void draw_game_state(struct game_state game_state) {
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clear();
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for (int y = 0; y < HEIGHT; ++y) {
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printw("|");
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for (int x = 0; x < WIDTH; ++x) {
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if (game_state.grid[x][y]
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|| brick_on_position(x, y, game_state.current_brick)) {
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printw("O");
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} else {
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printw(" ");
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}
}
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printw("|\n");
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}
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printw("|");
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for (int x = 0; x < WIDTH; ++x) {
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printw("-");
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}
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printw("|\n");
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}
int brick_on_position(int x, int y, struct brick brick) {
x -= brick.position.x;
y -= brick.position.y;
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struct rotation *rotation = &brick.states[brick.rotation];
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for (int i = 0; i < 4; ++i) {
if (rotation->tiles[i].x == x && rotation->tiles[i].y == y) {
return 1;
}
}
return 0;
}
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enum input get_input() {
char in = getch();
switch (in) {
case 'w':
return I_ROTATE;
case 'q':
return I_QUIT;
case 'a':
return I_LEFT;
case 'd':
return I_RIGHT;
case 's':
return I_DROP;
default:
return I_NONE;
}
}
void evaluate_input(struct game_state *game_state, enum input input) {
switch (input) {
case I_ROTATE:
rotate_brick(&game_state->current_brick);
break;
case I_QUIT:
game_state->running = false;
break;
case I_LEFT:
move_brick(&game_state->current_brick, -1);
break;
case I_RIGHT:
move_brick(&game_state->current_brick, 1);
break;
case I_DROP:
while(gravitate_brick(game_state)) {
/* void */
}
break;
default:
break;
}
}
void rotate_brick(struct brick *brick) {
brick->rotation++;
brick->rotation %= 4;
if (brick_collides_x(*brick)) {
/* for real module, do +4 and -1 */
brick->rotation += 3;
brick->rotation %= 4;
}
}
void move_brick(struct brick *brick, int direction) {
brick->position.x += direction;
if (brick_collides_x(*brick)) {
brick->position.x -= direction;
}
}
int brick_collides_x(struct brick brick) {
for (int i = 0; i < 4; ++i) {
struct position tile_pos = brick.states[brick.rotation].tiles[i];
tile_pos.x += brick.position.x;
if (tile_pos.x > WIDTH - 1 || tile_pos.x < 0) {
return 1;
}
}
return 0;
}
int brick_collides_y(struct brick brick) {
for (int i = 0; i < 4; ++i) {
struct position tile_pos = brick.states[brick.rotation].tiles[i];
tile_pos.y += brick.position.y;
if (tile_pos.y > HEIGHT - 1) {
return 1;
}
}
return 0;
}
int brick_collides_grid(struct brick brick, struct game_state game_state) {
for (int i = 0; i < 4; ++i) {
struct position tile_pos = brick.states[brick.rotation].tiles[i];
tile_pos.x += brick.position.x;
tile_pos.y += brick.position.y;
if (game_state.grid[tile_pos.x][tile_pos.y]) {
return 1;
}
}
return 0;
}
int gravitate_brick(struct game_state *game_state) {
game_state->current_brick.position.y++;
if (brick_collides_grid(game_state->current_brick, *game_state)
|| brick_collides_y(game_state->current_brick)) {
game_state->current_brick.position.y--;
brick_to_grid(game_state->current_brick, game_state);
return 0;
}
return 1;
}
void brick_to_grid(struct brick brick, struct game_state *game_state) {
for (int i = 0; i < 4; ++i) {
struct position tile_pos = brick.states[brick.rotation].tiles[i];
tile_pos.x += brick.position.x;
tile_pos.y += brick.position.y;
game_state->grid[tile_pos.x][tile_pos.y] = 1;
}
}