2048-cli/src/engine.c

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C
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#include <stdlib.h>
#include <time.h>
#include "engine.h"
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#include "highscore.h"
/* Utilize block counter to improve some of the functions so they can run
* quicker */
/* This function will move all blocks in the given game the given direction.
* The callback function is called after each single move. It can be used to
* animate the movement of the board. */
static void gravitate(struct gfx_state *s, struct gamestate *g, int d, void (*callback)(struct gfx_state *s, 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(s, 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(s, 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(s, 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(s, g);
}
}
else {
fatal("Invalid direction passed to gravitate()");
/* Not reached */
}
#undef swap_if_space
}
/* The merge function will combine adjacent blocks with the same value for
* the given direction. Note, left and right merges will merge in a different
* order, so they are not identical in all cases.
*
* Consider 2 2 2 0
*
* Right merging: 4 0 2 0
* Left merging: 2 0 4 0
*/
static void merge(struct gfx_state *s, struct gamestate *g, int d, void (*callback)(struct gfx_state *s, 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;\
g->blocks_in_play -= 1;\
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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(s, g);
#undef merge_if_equal
}
/* Scan the current board and determine if an end outcome has been reached.
* -1 indicates a lose condition, 1 indicates a win condition, 0 indicates
* end has not yet been reached. */
int gamestate_end_condition(struct gamestate *g)
{
int ret = -1;
//size_t blocks_counted = 0;
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] >= g->opts->goal)
return 1;
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])))
ret = 0;
}
}
return ret;
}
/* Place a random block into the current grid */
void gamestate_new_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));
}
/* Fix up this random number generator */
/* Method:
* - Find a non-biased index between 0 and blocks_play, n
* - Find the nth 0 element in the array
* - insert a random value there
*/
/* Error here */
#ifdef SKIP
size_t block_position = (size_t)rand() % (
g->opts->grid_width * g->opts->grid_height - g->blocks_in_play);
size_t i, ps;
for (i = 0, ps = 0; ps < block_position; ++i) {
if (!g->grid[i / g->opts->grid_width][i % g->opts->grid_height]) ps++;
}
g->grid[i / g->opts->grid_width][i % g->opts->grid_height]
= (rand() & 3) ? g->opts->spawn_value : g->opts->spawn_value * 2;
#endif
/* Use rudimentary for now */
int x, y;
while (g->grid[x = rand() % g->opts->grid_width][y = rand() % g->opts->grid_height]);
g->grid[x][y] = (rand() & 3) ? g->opts->spawn_value : g->opts->spawn_value * 2;
g->blocks_in_play += 1;
}
/* This returns the number of digits in the base10 rep of n. The ceiling is
* taken so this will be one greater than required */
static int digits_ceiling(unsigned int n)
{
int l = 0;
while (n) n /= 10, ++l;
return l + 1;
}
/* Return NULL if we couldn't allocate space for the gamestate. The opt
* argument can be passed directly via gameoptions_default i.e
* *o = gamestate_init(gameoptions_default) is valid, as the delete function
* will find the pointer to the gameoptions and delete the data accordingly. */
struct gamestate* gamestate_init(struct gameoptions *opt)
{
if (!opt) return NULL;
struct gamestate *g = malloc(sizeof(struct gamestate));
if (!g) goto gamestate_alloc_fail;
g->gridsize = opt->grid_width * opt->grid_height;
g->grid_data_ptr = calloc(g->gridsize, sizeof(long));
if (!g->grid_data_ptr) goto grid_data_alloc_fail;
g->grid = malloc(opt->grid_height * sizeof(long*));
if (!g->grid) goto grid_alloc_fail;
/* Switch to two allocation version */
int i;
long **iterator = g->grid;
for (i = 0; i < g->gridsize; i += opt->grid_width)
*iterator++ = &g->grid_data_ptr[i];
g->moved = 0;
g->score = 0;
g->score_high = 0;
g->score_last = 0;
g->print_width = digits_ceiling(opt->goal);
g->blocks_in_play = 0;
g->opts = opt;
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highscore_load(g);
/* Initial 3 random blocks */
gamestate_new_block(g);
gamestate_new_block(g);
gamestate_new_block(g);
return g;
grid_alloc_fail:
free(g->grid_data_ptr);
grid_data_alloc_fail:
free(g);
gamestate_alloc_fail:
return NULL;
}
/* A tick is a gravitate, merge then gravitate all in the same direction.
* the moved variable is set to 0 initially and if the gravitate of merge
* functions modify it, we can determine which action to take. */
int gamestate_tick(struct gfx_state *s, struct gamestate *g, int d, void (*callback)(struct gfx_state*, struct gamestate*))
{
/* Reset move. Altered by gravitate and merge if we do move */
g->moved = 0;
gravitate(s, g, d, callback);
merge(s, g, d, callback);
gravitate(s, g, d, callback);
return g->moved;
}
/* Free all data associated with the gamestate */
void gamestate_clear(struct gamestate *g)
{
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highscore_save(g);
gameoptions_destroy(g->opts);
free(g->grid_data_ptr); /* Free grid data */
free(g->grid); /* Free pointers to data slots */
free(g);
}