2048-cli/src/2048_engine.c

248 lines
6.0 KiB
C
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#include <stdlib.h>
#include <time.h>
#include "2048_engine.h"
void gravitate(struct gamestate *g, direction d, void (*callback)(struct gamestate *g))
{
#define swap_if_space(xoff, yoff)\
do {\
if (g->grid[x][y] == 0 && g->grid[x+xoff][y+yoff] != 0) {\
g->grid[x][y] = g->grid[x+xoff][y+yoff];\
g->grid[x+xoff][y+yoff] = 0;\
done = 0;\
g->moved = 1;\
}\
} while (0)
int x, y;
int done = 0;
if (d == dir_left) {
while (!done) {
done = 1;
for (x = 0; x < g->opts->grid_width - 1; ++x) {
for (y = 0; y < g->opts->grid_height; ++y) {
swap_if_space(1, 0);
}
}
if (callback)
callback(g);
}
}
else if (d == dir_right) {
while (!done) {
done = 1;
for (x = g->opts->grid_width - 1; x > 0; --x) {
for (y = 0; y < g->opts->grid_height; ++y) {
swap_if_space(-1, 0);
}
}
if (callback)
callback(g);
}
}
else if (d == dir_down) {
while (!done) {
done = 1;
for (y = g->opts->grid_height - 1; y > 0; --y) {
for (x = 0; x < g->opts->grid_width; ++x) {
swap_if_space(0, -1);
}
}
if (callback)
callback(g);
}
}
else if (d == dir_up) {
while (!done) {
done = 1;
for (y = 0; y < g->opts->grid_height - 1; ++y) {
for (x = 0; x < g->opts->grid_width; ++x) {
swap_if_space(0, 1);
}
}
if (callback)
callback(g);
}
}
else {
fatal("Invalid direction passed to gravitate()");
/* Not reached */
}
#undef swap_if_space
}
void merge(struct gamestate *g, direction d, void (*callback)(struct gamestate *g))
{
#define merge_if_equal(xoff, yoff)\
do {\
if (g->grid[x][y] && (g->grid[x][y] == g->grid[x+xoff][y+yoff])) {\
g->grid[x][y] += g->grid[x+xoff][y+yoff];\
g->grid[x+xoff][y+yoff] = 0;\
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g->score_last += g->grid[x][y];\
g->score += g->grid[x][y];\
g->moved = 1;\
}\
} while (0)
int x, y;
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g->score_last = 0;
if (d == dir_left) {
for (x = 0; x < g->opts->grid_width - 1; ++x) {
for (y = 0; y < g->opts->grid_height; ++y) {
merge_if_equal(1, 0);
}
}
}
else if (d == dir_right) {
for (x = g->opts->grid_width - 1; x > 0; --x) {
for (y = 0; y < g->opts->grid_height; ++y) {
merge_if_equal(-1, 0);
}
}
}
else if (d == dir_down) {
for (y = g->opts->grid_height - 1; y > 0; --y) {
for (x = 0; x < g->opts->grid_width; ++x) {
merge_if_equal(0, -1);
}
}
}
else if (d == dir_up) {
for (y = 0; y < g->opts->grid_height - 1; ++y) {
for (x = 0; x < g->opts->grid_width; ++x) {
merge_if_equal(0, 1);
}
}
}
else {
fatal("Invalid direction passed to merge()");
/* Not reached */
}
if (callback)
callback(g);
#undef merge_if_equal
}
int moves_available(struct gamestate *g)
{
int x, y;
for (x = 0; x < g->opts->grid_width; ++x) {
for (y = 0; y < g->opts->grid_height; ++y) {
if (!g->grid[x][y] || ((x + 1 < g->opts->grid_width) &&
(g->grid[x][y] == g->grid[x+1][y]))
|| ((y + 1 < g->opts->grid_height) &&
(g->grid[x][y] == g->grid[x][y+1])))
return 1;
}
}
return 0;
}
void random_block(struct gamestate *g)
{
/* pick random square, if it is full, then move forward until we find
* an empty square. This is biased */
static int seeded = 0;
if (!seeded) {
seeded = 1;
srand(time(NULL));
}
int x = rand() % g->opts->grid_width;
int y = rand() % g->opts->grid_height;
while (g->grid[x][y]) {
x++;
if (x == g->opts->grid_width) {
x = 0; y++;
if (y == g->opts->grid_height)
y = 0;
}
}
g->grid[x][y] = (rand() & 3) ? g->opts->spawn_value : g->opts->spawn_value * 2;
}
static int flog10(unsigned int n)
{
int l = 0;
while (n) n /= 10, ++l;
return l;
}
struct gamestate* gamestate_init(struct gameoptions *opt)
{
if (!opt) return NULL;
struct gamestate *g = malloc(sizeof(struct gamestate));
if (!g) goto gamestate_alloc_fail;
//long *grid_back = malloc(opt->grid_width * opt->grid_height * sizeof(long));
//if (!grid_back) goto grid_back_alloc_fail;
g->grid = malloc(opt->grid_width * sizeof(long*));
if (!g->grid) goto grid_alloc_fail;
int i;
for (i = 0; i < opt->grid_height; ++i)
g->grid[i] = malloc(opt->grid_height * sizeof(long));
g->moved = 0;
g->score = 0;
g->score_high = 0;
g->score_last = 0;
g->print_width = flog10(opt->goal);
g->opts = opt;
random_block(g);
return g;
grid_alloc_fail:
grid_back_alloc_fail:
free(g);
gamestate_alloc_fail:
return NULL;
}
struct gameoptions* gameoptions_default(void)
{
struct gameoptions *opt = malloc(sizeof(struct gameoptions));
if (!opt) return NULL;
opt->grid_height = 4;
opt->grid_width = 4;
opt->goal = 2048;
opt->spawn_value = 2;
opt->spawn_rate = 1;
return opt;
}
int gamestate_tick(struct gamestate *g, direction d, void (*callback)(struct gamestate*))
{
g->moved = 0;
gravitate(g, d, callback);
merge(g, d, callback);
gravitate(g, d, callback);
random_block(g);
return g->moved;
}
void gamestate_clear(struct gamestate *g)
{
free(g->opts);
free(g->grid[0]);
free(g->grid);
free(g);
}