Merge branch 'devel' into master branch

This commit is contained in:
Tiehuis 2015-02-22 17:41:37 +13:00
commit 1c73dbbeda
18 changed files with 1083 additions and 718 deletions

5
.gitignore vendored
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@ -1,2 +1,3 @@
/2048*
*~
2048*
*.o
*.core

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@ -1,25 +1,29 @@
ASCIIDOC ?= a2x
CC ?= gcc
CFLAGS := -Wall -Wextra $(CFLAGS)
LIBS = -lcurses
CC ?= clang
CFLAGS += -g -Wall -Wextra
LFLAGS +=
DEFINES := -DVT100 $(shell pkg-config --cflags sdl2)
.PHONY: clean man man-nc
PROGRAM := 2048
C_FILES := $(wildcard src/*.c)
O_FILES := $(addprefix obj/,$(notdir $(C_FILES:.c=.o)))
2048: src/2048.c
$(CC) $(CFLAGS) $(LDFLAGS) $(LIBS) src/2048.c -o 2048
all: curses
2048nc: src/2048.c
$(CC) -DNO_CURSES=1 $(CFLAGS) $(LDFLAGS) src/2048.c -o 2048nc
curses: $(O_FILES)
$(CC) $(filter-out obj/gfx%.o, $(O_FILES)) obj/gfx_curses.o -o $(PROGRAM) -lcurses
all: 2048
vt100: $(O_FILES)
$(CC) $(filter-out obj/gfx%.o, $(O_FILES)) obj/gfx_terminal.o -o $(PROGRAM)
sdl: $(O_FILES)
$(CC) $(filter-out obj/gfx%.o, $(O_FILES)) obj/gfx_sdl.o -o $(PROGRAM) -lSDL2 -lSDL2_ttf
obj/%.o: src/%.c
$(CC) $(DEFINES) $(CFLAGS) -c -o $@ $<
remake: clean all
clean:
rm -f 2048 2048nc
rm -f $(O_FILES) $(PROGRAM)
man:
rm -f man/2048.1
$(ASCIIDOC) -d manpage -f manpage man/2048.1.txt
man-nc:
rm -f man/2048nc.1
$(ASCIIDOC) -d manpage -f manpage man/2048nc.1.txt
.PHONY: clean remake

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@ -1,22 +1,18 @@
#2048-cli
A cli version of the game [2048](https://github.com/gabrielecirulli/2048) for your Linux
A cli version/engine of the game [2048](https://github.com/gabrielecirulli/2048) for your Linux
terminal.
#####2048_curses.c
![Screenshot](http://i.imgur.com/QU7t5mH.png)
#####2048_no_curses.c
![Screenshot](http://i.imgur.com/fwZEvdh.png)
## Installation
This requires the ncurses library to link against during compilation. It is available
in most package managers. The program creates and uses a file name `.hs2048g` in the
working directory. Any file with this name will be modified and replaced.
There currently are 3 versions that can be run. These include a straight-forward terminal
based, and two using the ncurses and SDL libraries. To add a new graphical version, simply
create a .c file which implements all the functions in gfx.h and add a Makefile entry.
### Get
git clone https://github.com/Tiehuis/2048-cli.git
make
### Run
./2048
@ -27,5 +23,7 @@ working directory. Any file with this name will be modified and replaced.
-c Enables color support (ncurses version only)
-C Disables color support (ncurses version only)
Fonts used in SDL version can be found [here](www.openfontlibrary.org).
## License
This code is licensed under the [MIT License](https://github.com/Tiehuis/2048-cli/blob/master/LICENSE).

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@ -1,92 +1,58 @@
'\" t
.\" Title: \e20\e4\e8
.\" Author: [see the "AUTHOR" section]
.\" Generator: DocBook XSL Stylesheets v1.78.1 <http://docbook.sf.net/>
.\" Date: 12/05/2014
.\" Manual: \ \&
.\" Source: \ \&
.\" Language: English
.\"
.TH "\E20\E4\E8" "1" "12/05/2014" "\ \&" "\ \&"
.\" -----------------------------------------------------------------
.\" * Define some portability stuff
.\" -----------------------------------------------------------------
.\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.\" http://bugs.debian.org/507673
.\" http://lists.gnu.org/archive/html/groff/2009-02/msg00013.html
.\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.ie \n(.g .ds Aq \(aq
.el .ds Aq '
.\" -----------------------------------------------------------------
.\" * set default formatting
.\" -----------------------------------------------------------------
.\" disable hyphenation
.nh
.\" disable justification (adjust text to left margin only)
.ad l
.\" -----------------------------------------------------------------
.\" * MAIN CONTENT STARTS HERE *
.\" -----------------------------------------------------------------
.SH "NAME"
2048 \- The game 2048 for your Linux terminal
.SH "SYNOPSIS"
.sp
\fB2048\fR [\fIOPTIONS\fR]
.SH "DESCRIPTION"
.sp
A cli version of the game 2048 for your Linux terminal\&.
.SH "OPTIONS"
.PP
\fB\-s\fR \fIsize\fR
.RS 4
Set the grid border length to
\fIsize\fR\&.
.RE
.PP
\fB\-b\fR \fIrate\fR
.RS 4
Set the block spawn rate to
\fIrate\fR\&.
.RE
.PP
\fB\-r\fR
.RS 4
Resets hiscore\&. Will prompt user\&.
.RE
.PP
\fB\-c\fR
.RS 4
Enables color support\&.
.RE
.PP
\fB\-C\fR
.RS 4
Disables color support\&.
.RE
.PP
\fB\-h\fR
.RS 4
Display usage information\&.
.RE
.SH "CONTROLS"
.PP
\fBhjkl or *wasd\fR or \fBarrow keys\fR
.RS 4
Movement
.RE
.PP
\fBq\fR
.RS 4
Quit the game\&.
.RE
.SH "AUTHOR"
.sp
2048 was originally written by Thiehuis\&. Some people have contributed to it\&.
.sp
This manpage is Copyright (C) 2014 Björn Esser and licensed under the terms of the MIT License (MIT)\&.
.SH "RESOURCES"
.sp
github: https://github\&.com/Tiehuis/2048\-cli/
.SH "COPYING"
.sp
Copyright (C) 2014 Tiehuis\&. Free use of this software is granted under the terms of the MIT License (MIT)\&.
.TH 2048 1
.SH NAME
2048 \- play the game 2048 in your terminal
.SH SYNOPSIS
.B 2048
[\fB\-hrcCaA\fR]
[\fB\-s\fR \fISIZE\fR]
[\fB\-b\fR \fIRATE\fR]
[\fB\-g\fR \fIGOAL\fR]
.SH DESCRIPTION
.B 2048
is an implementation of the popular game, 2048, designed to be run on a
terminal. It is deisgned to be easy to understand and extend.
.SH CONTROLS
.TP
.BR hjkl " " and " " wasd
Default movement keys. Depending on the graphics implementation, there may be
extra alternatives.
.TP
.BR \q
Quit the current game.
.SH OPTIONS
.TP
.BR \-h
Print the program usage.
.TP
.BR \-c
Turn on color support (default).
.TP
.BR \-C
Turn off color support.
.TP
.BR \-a
Turn on animations (default).
.TP
.BR \-A
Turn off animations.
.TP
.BR \-s " " \fISIZE\fR
Set the size of the playing field. Default is 4. Maximum value is 16, minimum is 4.
.TP
.BR \-b " " \fIRATE\fR
Set the rate at which blocks are spawned. Default is 1.
.TP
.BR \-g " " \fIGOAL\fR
Set the target end condition. Default is 2048.
.SH AUTHORS
Originally written by Marc Tiehuis.
All contributions can be found at \fIhttps://github.com/Tiehuis/2048-cli\fR.
.SH COPYRIGHT
MIT License (2014)

BIN
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@ -1,596 +0,0 @@
/*
* 2048.c - The game 2048 for your Linux terminal.
*
* Copyright (c) 2014 Tiehuis
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Things to do:
* - Finish cleaning up code.
* - Ask user if they would like to play again instead of exiting immediately.
* - Add an actual goal (what happens when we reach 2048?).
* - Keep track list of past scores, and store in a better fashion independent
* of cwd. Also, store not in plaintext.
* */
#include <stdlib.h> /* for malloc */
#include <stdio.h> /* for printf, FILE */
#include <string.h> /* for strlen, strrchr */
#include <sys/stat.h> /* for mkdir */
#include <time.h> /* for time */
#include <unistd.h> /* for getopts */
#ifndef NO_CURSES
#include <ncurses.h> /* for ncurses terminal */
#else /* ifndef NO_CURSES */
#include <termios.h> /* for plain terminal */
#endif /* ifndef NO_CURSES */
/* Constants */
#define DATADIR_NAME "2048"
#define HIGHSCORE_FILE_NAME "highscore"
#define DEFAULT_GRID_SIZE 4
#define HISCORE_FILE get_highscore_file()
#define USAGE_STR\
"Usage:\n"\
" ./2048 [options]\n"\
"\n"\
"Controls:\n"\
" hjkl, wasd Movement\n"\
" q Quit\n"\
"\n"\
"Options:\n"\
" -s <size> Set the grid border length\n"\
" -b <rate> Set the block spawn rate\n"\
" -c Enables color support (ncurses version only)\n"\
" -C Disables color support (ncurses version only)\n"
/* Globals */
int **grid; /* grid pointer */
int grid_size; /* grid size */
int score; /* score */
int score_last; /* Score for last move */
int score_high; /* Hiscore */
int printwidth; /* maximum length of any value in grid, for printing */
/* Typedefs */
typedef enum {
DIR_UP,
DIR_RIGHT,
DIR_DOWN,
DIR_LEFT
} dir_t;
/* Macros */
/* Repeat an expression y, x times */
#define ITER(x, expr)\
do {\
int i;\
for (i = 0; i < (x); i++){ expr;}\
} while (0)
/* Allocates a square pointer of array of arrays onto heap */
#define CALLOC2D(ptr, sz)\
do {\
int i;\
ptr = calloc((sz), sizeof(*ptr));\
for (i = 0; i < (sz); i++)\
ptr[i] = calloc((sz), sizeof(*ptr));\
} while (0)
/* Frees a square pointer of arrays to arrays */
#define FREE2D(ptr, sz)\
do {\
int i;\
for (i = 0; i < (sz); i++)\
free(ptr[i]);\
free(ptr);\
} while (0)
/* What occurs during a 'turn' of execution */
#define TURN(x) (gravitate(x) + merge(x) + gravitate(x))
/* Functions */
const char* get_highscore_file() {
static char buffer[4096];
if (getenv("XDG_DATA_HOME") != NULL) {
snprintf(buffer, sizeof(buffer), "%s/%s/%s", getenv("XDG_DATA_HOME"), DATADIR_NAME, HIGHSCORE_FILE_NAME);
} else if (getenv("HOME") != NULL) {
snprintf(buffer, sizeof(buffer), "%s/.local/share/%s/%s", getenv("HOME"), DATADIR_NAME, HIGHSCORE_FILE_NAME);
} else {
return HIGHSCORE_FILE_NAME;
}
// create hierarrchy of directories up to highscore file location
char* sep = strrchr(buffer, '/');
while (sep != NULL) {
*sep = '\0';
if (strlen(buffer) != 0)
mkdir(buffer, 0777);
char* tmpsep = sep;
sep = strrchr(buffer, '/');
*tmpsep = '/';
}
return buffer;
}
/* Merges adjacent squares of the same value together in a certain direction */
int merge(dir_t d)
{
int moved = 0;
int i, j;
if (d == DIR_LEFT) {
/* Move from upper left, across rows until second to second-last elem each row */
for (i = 0; i < grid_size; i++) {
for (j = 0; j < grid_size - 1; j++) {
if (grid[i][j] == grid[i][j + 1]) {
grid[i][j] <<= 1;
grid[i][j + 1] = 0;
score_last += grid[i][j];
score += grid[i][j];
moved = 1;
}
}
}
}
else if (d == DIR_UP) {
/* Move from upper left, across rows until final row which is skipped */
for (i = 0; i < grid_size - 1; i++) {
for (j = 0; j < grid_size; j++) {
if (grid[i][j] == grid[i + 1][j]) {
grid[i][j] <<= 1;
grid[i + 1][j] = 0;
score_last += grid[i][j];
score += grid[i][j];
moved = 1;
}
}
}
}
else if (d == DIR_RIGHT) {
/* Move from lower right, backwards across rows until first elem each row */
for (i = grid_size - 1; i >= 0; i--) {
for (j = grid_size - 1; j > 0; j--) {
if (grid[i][j] == grid[i][j - 1]) {
grid[i][j] <<= 1;
grid[i][j - 1] = 0;
score_last += grid[i][j];
score += grid[i][j];
moved = 1;
}
}
}
}
else if (d == DIR_DOWN) {
/* Move from lower right, across rows until first row which is skipped */
for (i = grid_size - 1; i > 0; i--) {
for (j = grid_size - 1; j >= 0; j--) {
if (grid[i][j] == grid[i - 1][j]) {
grid[i][j] <<= 1;
grid[i - 1][j] = 0;
score_last += grid[i][j];
score += grid[i][j];
moved = 1;
}
}
}
}
return moved;
}
/* move all values in the grid to the edge given by the direction pressed */
/* would be nice to generalize this code a little so didn't need four loops */
/* if animations are wanted, then need to alter this so it moves each square one at a time */
int gravitate(dir_t d)
{
int moved = 0;
int i, j;
if (d == DIR_LEFT) {
for (i = 0; i < grid_size; i++) {
for (j = 0; j < grid_size - 1; j++) {
if (grid[i][j]) continue;
int st = 1;
while (j + st < grid_size && !grid[i][j + st]) st++;
if (j + st < grid_size) {
grid[i][j] = grid[i][j + st];
grid[i][j + st] = 0;
moved = 1;
}
}
}
}
else if (d == DIR_UP) {
for (i = 0; i < grid_size; i++) {
for (j = 0; j < grid_size - 1; j++) {
if (grid[j][i]) continue;
int st = 1;
while (j + st < grid_size && !grid[j + st][i]) st++;
if (j + st < grid_size) {
grid[j][i] = grid[j + st][i];
grid[j + st][i] = 0;
moved = 1;
}
}
}
}
else if (d == DIR_RIGHT) {
for (i = 0; i < grid_size; i++) {
for (j = grid_size - 1; j > 0; j--) {
if (grid[i][j]) continue;
int st = 1;
while (j - st >= 0 && !grid[i][j - st]) st++;
if (j - st >= 0) {
grid[i][j] = grid[i][j - st];
grid[i][j - st] = 0;
moved = 1;
}
}
}
}
else if (d == DIR_DOWN) {
for (i = 0; i < grid_size; i++) {
for (j = grid_size - 1; j > 0; j--) {
if (grid[j][i]) continue;
int st = 1;
while (j - st >= 0 && !grid[j - st][i]) st++;
if (j - st >= 0) {
grid[j][i] = grid[j - st][i];
grid[j - st][i] = 0;
moved = 1;
}
}
}
}
return moved;
}
/* Return the current highscore */
int get_score_high()
{
int s = 0;
FILE *fd = fopen(HISCORE_FILE, "r");
if (fd == NULL)
fd = fopen(HISCORE_FILE, "w+");
if (fscanf(fd, "%d", &s) == 1) {};
fclose(fd);
return s;
}
/* saves hiscore, but only if playing on standard size grid */
void save_score_high()
{
if (score > score_high && grid_size == 4) {
score_high = score;
FILE *fd = fopen(HISCORE_FILE, "w+");
fprintf(fd, "%d", score_high);
fclose(fd);
}
}
/* returns if there are any possible moves */
int moves_available()
{
int i, j;
for (i = 0; i < grid_size; i++)
for (j = 0; j < grid_size; j++)
if (!grid[i][j]
|| ((i + 1 < grid_size) && (grid[i][j] == grid[i + 1][j]))
|| ((j + 1 < grid_size) && (grid[i][j] == grid[i][j + 1])))
return 1;
return 0;
}
/* places a random block onto the grid - either a 4, or a 2 with a chance of 1:3 respectively */
/* could do this in a much smarter fashion by finding which spaces are free */
void rand_block()
{
int x, y;
while (grid[x = rand() % grid_size][y = rand() % grid_size]);
grid[x][y] = (rand() & 3) ? 2 : 4;
}
/* quick floor log2(n) */
int flog2(unsigned int n)
{
int k = 0;
while (n)
k++, n >>= 1;
return k;
}
#ifndef NO_CURSES
/* draws the grid and fills it with the current values */
/* colors just rotate around, works for now, can be confusing when you have some fairly high values on the board */
void draw_grid(WINDOW *gamewin)
{
// mvwprintw will sometimes have a useless arg, this is warned, but doesn't affect the program
char *scr = score_last ? "SCORE: %d (+%d)\n" : "SCORE: %d\n";
mvwprintw(gamewin, 0, 0, scr, score, score_last);
mvwprintw(gamewin, 1, 0, "HISCR: %d\n", score_high);
ITER(grid_size*(printwidth + 2) + 1, waddch(gamewin, '-'));
int i, j, xps = 0, yps = 3;
for (i = 0; i < grid_size; i++, xps = 0, yps++) {
mvwprintw(gamewin, yps, xps++, "|");
for (j = 0; j < grid_size; j++) {
if (grid[i][j]) {
wattron(gamewin, COLOR_PAIR(flog2(grid[i][j]) % 7));
mvwprintw(gamewin, yps, xps, "%*d", printwidth, grid[i][j]);
wattroff(gamewin, COLOR_PAIR(flog2(grid[i][j]) % 7));
mvwprintw(gamewin, yps, xps + printwidth, " |");
}
else {
ITER(printwidth + 1, waddch(gamewin, ' '));
waddch(gamewin, '|');
}
xps += (printwidth + 2);
}
}
ITER(grid_size*(printwidth + 2) + 1, waddch(gamewin, '-'));
wrefresh(gamewin);
}
#else /* ifndef NO_CURSES */
/* draws the grid and fills it with the current values */
void draw_grid()
{
printf("HISCORE: %d |", score_high);
printf("| SCORE: %d ", score);
if (score_last) printf("(+%d)", score_last);
printf("\n");
// alter this grid_size + 1 to match abitrary grid size
ITER(grid_size, printf("------"));
printf("-\n");
int i, j;
for (i = 0; i < grid_size; i++) {
printf("|");
for (j = 0; j < grid_size; j++) {
if (grid[i][j])
printf("%*d |", 4, grid[i][j]);
else
printf(" |");
}
printf("\n");
}
ITER(grid_size, printf("------"));
printf("-\n\n");
}
/* store the terminal settings and call this function on exit to restore */
struct termios sattr;
void reset_term()
{
tcsetattr(STDIN_FILENO, TCSANOW, &sattr);
}
#endif /* ifndef NO_CURSES */
/* entry point for the program */
/* parses options and stores the main game loop */
int main(int argc, char **argv)
{
/* init variables */
score = 0;
score_last = 0;
score_high = get_score_high();
grid_size = DEFAULT_GRID_SIZE;
printwidth = DEFAULT_GRID_SIZE;
int n_blocks = 1;
#ifndef NO_CURSES
/* init ncurses environment */
initscr();
cbreak();
noecho();
curs_set(FALSE);
int enable_color = has_colors();
#endif /* ifndef NO_CURSES */
/* parse options */
int c;
while ((c = getopt(argc, argv, "rcChs:b:")) != -1) {
switch (c) {
#ifndef NO_CURSES
/* Color support */
case 'c':
enable_color = 1;
break;
case 'C':
enable_color = 0;
break;
#endif /* ifndef NO_CURSES */
// different board sizes
case 's':;
int optint = strtol(optarg, NULL, 10);
grid_size = optint > DEFAULT_GRID_SIZE ? optint : DEFAULT_GRID_SIZE;
break;
// different block spawn rate
case 'b':
n_blocks = strtol(optarg, NULL, 10);
break;
// reset hiscores
case 'r':
#ifndef NO_CURSES
endwin();
#endif /* ifndef NO_CURSES */
printf("Are you sure you want to reset your highscores? (Y)es or (N)o\n");
int response;
if ((response = getchar()) == 'y' || response == 'Y') {
FILE *fd = fopen(HISCORE_FILE, "w+");
fclose(fd);
}
exit(EXIT_SUCCESS);
// help menu
case 'h':
#ifndef NO_CURSES
endwin();
#endif /* ifndef NO_CURSES */
printf(USAGE_STR);
exit(EXIT_SUCCESS);
}
}
/* Allocate memory once we actually know amount */
CALLOC2D(grid, grid_size);
#ifndef NO_CURSES
int width = grid_size * (printwidth + 2) + 1;
int height = grid_size * (printwidth + 2) + 3;
if (enable_color) {
if (!has_colors()) {
fprintf(stderr, "Terminal does not support color\n");
} else {
start_color();
init_pair(0, 1, 0);
init_pair(1, 2, 0);
init_pair(2, 3, 0);
init_pair(3, 4, 0);
init_pair(4, 5, 0);
init_pair(5, 6, 0);
init_pair(6, 7, 0);
}
}
// might center in middle of screen
WINDOW *gamewin = newwin(height, width, 1, 1);
keypad(gamewin, TRUE);
#else /* ifndef NO_CURSES */
/* store term settings so we can restore on exit */
tcgetattr(STDIN_FILENO, &sattr);
atexit(reset_term);
/* alters terminal stdin to not echo and doesn't need \n before reading getchar */
struct termios tattr;
tcgetattr(STDIN_FILENO, &tattr);
tattr.c_lflag &= ~(ICANON | ECHO);
tcsetattr(STDOUT_FILENO, TCSANOW, &tattr);
#endif /* ifndef NO_CURSES */
/* random seed */
srand((unsigned int)time(NULL));
ITER(2, rand_block());
#ifndef NO_CURSES
draw_grid(gamewin);
#else /* ifndef NO_CURSES */
draw_grid();
#endif /* ifndef NO_CURSES */
int key, moved;
while (1) {
/* will goto this if we didn't get a valid keypress */
retry:;
moved = 0;
score_last = 0;
#ifndef NO_CURSES
key = wgetch(gamewin);
#else /* ifndef NO_CURSES */
key = getchar();
#endif /* ifndef NO_CURSES */
/* should check if anything changed during merge and if not retry */
switch (key) {
case 'h':
case 'a':
#ifndef NO_CURSES
case KEY_LEFT:
#endif /* ifndef NO_CURSES */
moved = TURN(DIR_LEFT);
break;
case 'l':
case 'd':
#ifndef NO_CURSES
case KEY_RIGHT:
#endif /* ifndef NO_CURSES */
moved = TURN(DIR_RIGHT);
break;
case 'j':
case 's':
#ifndef NO_CURSES
case KEY_DOWN:
#endif /* ifndef NO_CURSES */
moved = TURN(DIR_DOWN);
break;
case 'k':
case 'w':
#ifndef NO_CURSES
case KEY_UP:
#endif /* ifndef NO_CURSES */
moved = TURN(DIR_UP);
break;
case 'q':
FREE2D(grid, grid_size);
#ifndef NO_CURSES
erase();
refresh();
endwin();
#endif /* ifndef NO_CURSES */
save_score_high();
exit(EXIT_SUCCESS);
default:
goto retry;
}
if (!moves_available()) {
#ifndef NO_CURSES
endwin();
#endif /* ifndef NO_CURSES */
printf("\n"
"YOU LOSE! - Your score was %d\n", score);
save_score_high();
exit(EXIT_SUCCESS);
}
if (moved) {
ITER(n_blocks, rand_block());
#ifndef NO_CURSES
draw_grid(gamewin);
#else /* ifndef NO_CURSES */
draw_grid();
#endif /* ifndef NO_CURSES */
}
}
return 0;
}

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#include <stdlib.h>
#include <time.h>
#include "engine.h"
#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;\
g->score_last += g->grid[x][y];\
g->score += g->grid[x][y];\
g->moved = 1;\
}\
} while (0)
int x, y;
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;
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)
{
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);
}

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#ifndef ENGINE_H
#define ENGINE_H
#include <stdio.h>
#include "gfx.h"
#include "options.h"
#define fatal(msg)\
do {\
fprintf(stderr, "line %d: %s\n", __LINE__, msg);\
abort();\
} while (0)
struct gamestate {
/* Game state */
long *grid_data_ptr;
long **grid;
int gridsize;
int moved;
long score;
long score_high;
long score_last;
int print_width;
int blocks_in_play;
/* Variable command line options */
struct gameoptions *opts;
};
enum {
dir_invalid,
dir_down,
dir_left,
dir_right,
dir_up
};
int gamestate_end_condition(struct gamestate*);
void gamestate_new_block(struct gamestate*);
int gamestate_tick(struct gfx_state*, struct gamestate*, int, void (*callback)(struct gfx_state*, struct gamestate*));
void gamestate_clear(struct gamestate*);
struct gamestate* gamestate_init(struct gameoptions *);
#endif

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#ifndef GFX_H
#define GFX_H
#include "engine.h"
/* These can be defined by an implemenation if special codes are used
* to represent some keys. e.g. KEY_LEFT in ncurses */
#define GFX_RIGHT_EXTRA
#define GFX_LEFT_EXTRA
#define GFX_DOWN_EXTRA
#define GFX_UP_EXTRA
struct gfx_state;
/* Initialization of a graphics context */
struct gfx_state* gfx_init(struct gamestate *);
/* Drawing of a game_state onto a graphics context */
void gfx_draw(struct gfx_state *, struct gamestate *);
/* Blocking get character. Should not be buffered for best results */
int gfx_getch(struct gfx_state *);
/* Destruction of a graphics context */
void gfx_destroy(struct gfx_state *);
/* Sleep for a specifed millisecond period */
void gfx_sleep(int ms);
#endif

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#include <stdlib.h>
#include <ncurses.h>
#include <unistd.h>
#include "gfx.h"
#define GFX_EXTRA_UP case KEY_UP:
#define GFX_EXTRA_DOWN case KEY_DOWN:
#define GFX_EXTRA_RIGHT case KEY_RIGHT:
#define GFX_EXTRA_LEFT case KEY_LEFT:
#define NUMBER_OF_COLORS 7
#define iterate(n, expression)\
do {\
int i;\
for (i = 0; i < n; ++i) { expression; }\
} while (0)
struct gfx_state {
WINDOW *window;
size_t window_height, window_width;
};
struct gfx_state* gfx_init(struct gamestate *g)
{
initscr();
cbreak();
noecho();
curs_set(FALSE);
refresh();
struct gfx_state *s = malloc(sizeof(struct gfx_state));
s->window_height = g->opts->grid_height * (g->print_width + 2) + 3;
s->window_width = g->opts->grid_width * (g->print_width + 2) + 1;
s->window = newwin(s->window_height, s->window_width, 1, 1);
keypad(s->window, TRUE);
if (g->opts->enable_color && has_colors()) {
start_color();
int x = 0;
init_pair(x++, 1, 0);
init_pair(x++, 2, 0);
init_pair(x++, 3, 0);
init_pair(x++, 4, 0);
init_pair(x++, 5, 0);
init_pair(x++, 6, 0);
init_pair(x++, 7, 0);
char dummy[x == NUMBER_OF_COLORS ? 1 : -1];
}
return s;
}
static int int_log2(int n)
{
int k = 0;
while (n)
++k, n /= 2;
return k;
}
void gfx_draw(struct gfx_state *s, struct gamestate *g)
{
if (g->score_last)
mvwprintw(s->window, 0, 0, "Score: %d (+%d)\n", g->score, g->score_last);
else
mvwprintw(s->window, 0, 0, "Score: %d\n", g->score);
mvwprintw(s->window, 1, 0, " Hi: %d\n", g->score_high);
iterate(g->opts->grid_width * (g->print_width + 2) + 1, waddch(s->window, '-'));
int x, y,
xpos = 0,
ypos = 3;
for (y = 0; y < g->opts->grid_height; ++y, ++ypos, xpos = 0) {
mvwprintw(s->window, ypos, xpos++, "|");
for (x = 0; x < g->opts->grid_width; ++x) {
if (g->grid[x][y]) {
wattron(s->window, COLOR_PAIR(int_log2(g->grid[x][y]) % NUMBER_OF_COLORS));
mvwprintw(s->window, ypos, xpos, "%*d", g->print_width, g->grid[x][y]);
wattroff(s->window, COLOR_PAIR(int_log2(g->grid[x][y]) % NUMBER_OF_COLORS));
mvwprintw(s->window, ypos, xpos + g->print_width, " |");
}
else {
iterate(g->print_width + 1, waddch(s->window, ' '));
waddch(s->window, '|');
}
xpos += (g->print_width + 2);
}
}
iterate(g->opts->grid_height * (g->print_width + 2) + 1, waddch(s->window, '-'));
wrefresh(s->window);
}
int gfx_getch(struct gfx_state *s)
{
int c = wgetch(s->window);
/* Flush buffer */
nodelay(s->window, TRUE);
while (wgetch(s->window) != ERR);
nodelay(s->window, FALSE);
return c;
}
void gfx_sleep(int ms)
{
usleep(ms * 1000);
}
void gfx_destroy(struct gfx_state *s)
{
free(s);
endwin();
}

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#include <stdlib.h>
#include <SDL.h>
#include <SDL_ttf.h>
#include "gfx.h"
/* Side length of a 'pixel' in pixels */
#define TTF_FONT_PATH "res/Anonymous Pro.ttf"
#define TTF_FONT_PT 32
#define iterate(n, expression)\
do {\
int i;\
for (i = 0; i < n; ++i) { expression; }\
} while (0)
struct gfx_state {
SDL_Window *window;
SDL_Surface *surface;
TTF_Font *font;
int side_length;
int window_height;
int window_width;
};
struct gfx_state* gfx_init(struct gamestate *g)
{
struct gfx_state *s = malloc(sizeof(struct gfx_state));
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();
s->font = TTF_OpenFont(TTF_FONT_PATH, TTF_FONT_PT);
s->side_length = TTF_FontLineSkip(s->font);
s->window_height = g->opts->grid_height * (g->print_width + 2) + 3;
s->window_width = g->opts->grid_width * (g->print_width + 2) + 1;
s->window = SDL_CreateWindow(
"2048",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
/* Spacing is inconsistent right now. Need to find width and
* height spacing to accurately resize window */
s->window_width * TTF_FONT_PT * 0.7,
s->window_height * s->side_length * 0.35,
SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI
);
s->surface = SDL_GetWindowSurface(s->window);
return s;
}
#define rect_set(r, xv, yv, wv, hv)\
do {\
r.x = xv; r.y = yv; r.w = wv; r.h = hv;\
} while (0)
void gfx_draw(struct gfx_state *s, struct gamestate *g)
{
/* This shouldn't ever overflow. Max width effectively is determined by the size
* of two integers' text representation */
const int buffer_length = 64;
char string_buffer[buffer_length];
/* Set up text object so we can write to sdl window */
SDL_Surface *text;
SDL_Color text_color = {255, 255, 255, 0};
SDL_Rect rect;
/* Clear screen */
SDL_FillRect(s->surface, NULL, SDL_MapRGB(s->surface->format, 0, 0, 0));
if (g->score_last)
snprintf(string_buffer, buffer_length, "Score: %ld (+%ld)", g->score, g->score_last);
else
snprintf(string_buffer, buffer_length, "Score: %ld", g->score);
rect_set(rect, 0, 0, 0, 0);
text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
SDL_BlitSurface(text, NULL, s->surface, &rect);
snprintf(string_buffer, buffer_length, " Hi: %ld", g->score_high);
rect_set(rect, 0, s->side_length * 1, 0, 0);
text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
SDL_BlitSurface(text, NULL, s->surface, &rect);
int i;
for (i = 0; i < g->opts->grid_width * (g->print_width + 2) + 1; ++i)
string_buffer[i] = '-';
string_buffer[i] = '\0';
rect_set(rect, 0, s->side_length * 2, 0, 0);
text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
SDL_BlitSurface(text, NULL, s->surface, &rect);
int x, y;
char line_buffer[buffer_length];
for (y = 0; y < g->opts->grid_height; ++y) {
int line_index = 0;
line_buffer[line_index++] = '|';
for (x = 0; x < g->opts->grid_width; ++x) {
if (g->grid[x][y]) {
snprintf(string_buffer, buffer_length, "%*ld |", g->print_width, g->grid[x][y]);
strncpy(line_buffer + line_index, string_buffer, buffer_length - line_index);
line_index += strlen(string_buffer);
}
else {
snprintf(string_buffer, buffer_length, "%*s |", g->print_width, "");
strncpy(line_buffer + line_index, string_buffer, buffer_length - line_index);
line_index += strlen(string_buffer);
}
}
line_buffer[line_index] = 0;
rect_set(rect, 0, s->side_length * (y + 3), 0, 0);
text = TTF_RenderText_Solid(s->font, line_buffer, text_color);
SDL_BlitSurface(text, NULL, s->surface, &rect);
}
for (i = 0; i < g->opts->grid_height * (g->print_width + 2) + 1; ++i)
string_buffer[i] = '-';
string_buffer[i] = '\0';
rect_set(rect, 0, s->side_length * (y + 3), 0, 0);
text = TTF_RenderText_Solid(s->font, string_buffer, text_color);
SDL_BlitSurface(text, NULL, s->surface, &rect);
SDL_UpdateWindowSurface(s->window);
}
/* This getch we parse here, and we just return when we get an appropriate
* event */
int gfx_getch(struct gfx_state *s)
{
(void)s; /* Supress unused warning */
SDL_Event event;
while (1) {
while (SDL_WaitEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
return 'q';
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_q:
return 'q';
case SDLK_UP:
case SDLK_w:
return 'w';
case SDLK_DOWN:
case SDLK_s:
return 's';
case SDLK_LEFT:
case SDLK_a:
return 'a';
case SDLK_RIGHT:
case SDLK_d:
return 'd';
default:
break;
}
break;
default:
break;
}
}
}
}
void gfx_sleep(int ms)
{
SDL_Delay(ms);
}
void gfx_destroy(struct gfx_state *s)
{
SDL_DestroyWindow(s->window);
TTF_Quit();
SDL_Quit();
}

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#include <stdio.h>
#include <stdlib.h>
#include <termios.h>
#include <unistd.h>
#include "gfx.h"
#define iterate(n, expression)\
do {\
int i;\
for (i = 0; i < n; ++i) { expression; }\
} while (0)
struct gfx_state {
struct termios oldt, newt;
};
struct gfx_state* gfx_init(struct gamestate *g)
{
struct gfx_state *s = malloc(sizeof(struct gfx_state));
tcgetattr(STDIN_FILENO, &s->oldt);
s->newt = s->oldt;
s->newt.c_lflag &= ~(ICANON | ECHO);
tcsetattr(STDIN_FILENO, TCSANOW, &s->newt);
return s;
}
void gfx_draw(struct gfx_state *s, struct gamestate *g)
{
#ifdef VT100
printf("\033[2J\033[H");
#endif
if (g->score_last)
printf("Score: %ld (+%ld)\n", g->score, g->score_last);
else
printf("Score: %ld\n", g->score);
printf(" Hi: %ld\n", g->score_high);
iterate((g->print_width + 2) * g->opts->grid_width + 1, printf("-")); printf("\n");
int x, y;
for (y = 0; y < g->opts->grid_width; ++y) {
printf("|");
for (x = 0; x < g->opts->grid_width; ++x) {
if (g->grid[x][y])
printf("%*zd |", g->print_width, g->grid[x][y]);
else
printf("%*s |", g->print_width, "");
}
printf("\n");
}
iterate((g->print_width + 2) * g->opts->grid_width + 1, printf("-")); printf("\n\n");
}
int gfx_getch(struct gfx_state *s)
{
return getchar();
}
void gfx_sleep(int ms)
{
usleep(ms * 1000);
}
void gfx_destroy(struct gfx_state *t)
{
tcsetattr(STDIN_FILENO, TCSANOW, &t->oldt);
free(t);
}

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#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/stat.h>
#include <sys/types.h>
#include "engine.h"
const char *hs_dir_name = "2048";
const char *hs_file_name = "highscore";
static const char* highscore_retrieve_file(void)
{
static char buffer[4096];
if (getenv("XDG_DATA_HOME") != NULL) {
snprintf(buffer, sizeof(buffer), "%s/%s/%s",
getenv("XDG_DATA_HOME"), hs_dir_name, hs_file_name);
}
else if (getenv("HOME")) {
snprintf(buffer, sizeof(buffer), "%s/.local/share/%s/%s",
getenv("HOME"), hs_dir_name, hs_file_name);
}
else {
return hs_file_name;
}
/* Create file only if it doesn't exist */
if (access(buffer, F_OK) != -1)
return buffer;
char *sep = strrchr(buffer, '/');
while (sep != NULL) {
*sep = '\0';
if (strlen(buffer) != 0)
mkdir(buffer, 0777);
char *tmpsep = sep;
sep = strrchr(buffer, '/');
*tmpsep = '/';
}
return buffer;
}
void highscore_reset(void)
{
const char *hsfile = highscore_retrieve_file();
FILE *fd = fopen(hsfile, "w+");
fprintf(fd, "%d", 0);
fclose(fd);
}
void highscore_load(struct gamestate *g)
{
const char *hsfile = highscore_retrieve_file();
FILE *fd = fopen(hsfile, "r");
if (fd == NULL)
fd = fopen(hsfile, "w+");
fscanf(fd, "%ld", &g->score_high);
fclose(fd);
}
void highscore_save(struct gamestate *g)
{
if (g->score < g->score_high || g->opts->grid_width != 4 || g->opts->grid_height != 4)
return;
const char *hsfile = highscore_retrieve_file();
FILE *fd = fopen(hsfile, "w");
fprintf(fd, "%ld", g->score);
fclose(fd);
}

8
src/highscore.h Normal file
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#ifndef HIGHSCORE_H
#define HIGHSCORE_H
void highscore_reset(void);
void highscore_load(struct gamestate *g);
void highscore_save(struct gamestate *g);
#endif

65
src/main.c Normal file
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#include <stdio.h>
#include <stdbool.h>
#include "engine.h"
#include "gfx.h"
void draw_then_sleep(struct gfx_state *s, struct gamestate *g)
{
gfx_draw(s, g);
gfx_sleep(40);
}
int main(int argc, char **argv)
{
struct gameoptions *o = gameoptions_default();
struct gamestate *g = gamestate_init(parse_options(o, argc, argv));
struct gfx_state *s = gfx_init(g);
int game_running = true;
while (game_running) {
gfx_draw(s, g);
get_new_key:;
int direction = dir_invalid;
switch (gfx_getch(s)) {
case 'h':
case 'a':
direction = dir_left;
break;
case 'l':
case 'd':
direction = dir_right;
break;
case 'j':
case 's':
direction = dir_down;
break;
case 'k':
case 'w':
direction = dir_up;
break;
case 'q':
game_running = false;
break;
default:
goto get_new_key;
}
/* Game will only end if 0 moves available */
if (game_running) {
/* Maybe change this behaviour so if we don't move, we still generate a block */
if (gamestate_tick(s, g, direction, g->opts->animate ? draw_then_sleep : NULL))
gamestate_new_block(g);
if (gamestate_end_condition(g)) {
game_running = false;
goto game_end;
}
}
}
game_end:
gfx_destroy(s);
gamestate_clear(g);
return 0;
}

75
src/options.c Normal file
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#include <stdio.h>
#include <stdlib.h>
#include "highscore.h"
#include "options.h"
void print_usage(void)
{
printf("usage: 2048 [-cCaArh] [-s SIZE] [-b RATE] [-g GOAL]\n");
}
/* Initial game options */
struct gameoptions* gameoptions_default(void)
{
struct gameoptions *opt = malloc(sizeof(struct gameoptions));
if (!opt) return NULL;
opt->grid_height = DEFAULT_GRID_HEIGHT;
opt->grid_width = DEFAULT_GRID_WIDTH;
opt->goal = DEFAULT_GOAL;
opt->spawn_value = DEFAULT_SPAWN_VALUE;
opt->spawn_rate = DEFAULT_SPAWN_RATE;
opt->enable_color = DEFAULT_COLOR_TOGGLE;
opt->animate = DEFAULT_ANIMATE_TOGGLE;
return opt;
}
void gameoptions_destroy(struct gameoptions *opt)
{
free(opt);
}
struct gameoptions* parse_options(struct gameoptions *opt, int argc, char **argv)
{
int c;
while ((c = getopt(argc, argv, "aArcChg:s:b:")) != -1) {
switch (c) {
case 'a':
opt->animate = 1;
break;
case 'A':
opt->animate = 0;
break;
case 'c':
opt->enable_color = 1;
break;
case 'C':
opt->enable_color = 0;
break;
case 'g':
opt->goal = strtol(optarg, NULL, 10);
break;
case 's':;
/* Stick with square for now */
int optint = strtol(optarg, NULL, 10);
if (optint < CONSTRAINT_GRID_MAX && optint > CONSTRAINT_GRID_MIN) {
opt->grid_height = optint;
opt->grid_width = optint;
}
break;
case 'b':
opt->spawn_rate = strtol(optarg, NULL, 10);
break;
case 'r':
highscore_reset();
exit(0);
case 'h':
print_usage();
exit(0);
}
}
return opt;
}

31
src/options.h Normal file
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#ifndef OPTIONS_H
#define OPTIONS_H
#include <getopt.h>
#define CONSTRAINT_GRID_MIN 4
#define CONSTRAINT_GRID_MAX 20
#define DEFAULT_GRID_HEIGHT 4
#define DEFAULT_GRID_WIDTH 4
#define DEFAULT_GOAL 2048
#define DEFAULT_SPAWN_VALUE 2
#define DEFAULT_SPAWN_RATE 1
#define DEFAULT_COLOR_TOGGLE 0
#define DEFAULT_ANIMATE_TOGGLE 1
struct gameoptions {
int grid_height;
int grid_width;
long goal;
long spawn_value;
int spawn_rate;
int enable_color;
int animate;
};
void print_usage(void);
struct gameoptions* parse_options(struct gameoptions*, int, char**);
struct gameoptions* gameoptions_default(void);
void gameoptions_destroy(struct gameoptions *opt);
#endif