97 lines
2.3 KiB
C
97 lines
2.3 KiB
C
#include <stdio.h>
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#include <stdbool.h>
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#include "ai.h"
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#include "engine.h"
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#include "gfx.h"
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#include <libintl.h>
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#include <locale.h>
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void draw_then_sleep(struct gfx_state *s, struct gamestate *g)
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{
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gfx_draw(s, g);
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/* Have a fixed time for each turn to animate (160 default) */
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gfx_sleep(160 / g->opts->grid_width);
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}
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int main(int argc, char **argv)
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{
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setlocale (LC_ALL, "");
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bindtextdomain ("gfx_terminal", "/usr/share/locale/");
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textdomain ("gfx_terminal");
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struct gamestate *g = gamestate_init(argc, argv);
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if (!g) {
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fatal("failed to allocate gamestate");
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}
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struct gfx_state *s = NULL;
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if (g->opts->interactive) {
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s = gfx_init(g);
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if (!s) {
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fatal("failed to allocate gfx state");
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}
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}
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int game_running = true;
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while (game_running) {
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if (g->opts->interactive)
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gfx_draw(s, g);
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get_new_key:;
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int direction = dir_invalid;
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int value = !g->opts->ai ? gfx_getch(s) : ai_move(g);
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switch (value) {
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case 'h':
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case 'a':
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direction = dir_left;
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break;
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case 'l':
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case 'd':
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direction = dir_right;
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break;
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case 'j':
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case 's':
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direction = dir_down;
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break;
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case 'k':
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case 'w':
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direction = dir_up;
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break;
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case 'q':
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game_running = false;
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break;
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default:
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goto get_new_key;
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}
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/* Game will only end if 0 moves available */
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if (game_running) {
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gamestate_tick(s, g, direction, g->opts->animate && g->opts->interactive
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? draw_then_sleep : NULL);
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if (g->moved == 0)
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goto get_new_key;
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int spawned;
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for (spawned = 0; spawned < g->opts->spawn_rate; spawned++)
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gamestate_new_block(g);
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if (gamestate_end_condition(g)) {
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game_running = false;
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}
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}
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}
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if (g->opts->interactive) {
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// gfx_getch(s); // getch here would be good,
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// need an exit message for each graphical output
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gfx_destroy(s);
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}
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printf("%ld\n", g->score);
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gamestate_clear(g);
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return 0;
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}
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