336 lines
8.8 KiB
C
336 lines
8.8 KiB
C
#include <curses.h>
|
|
#include <stdlib.h> /* for malloc */
|
|
#include <time.h> /* for time */
|
|
#include <unistd.h> /* for getopts */
|
|
|
|
// 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)
|
|
|
|
/* Define a sequence that should be executed each turn */
|
|
#define TURN(x)\
|
|
do {\
|
|
gravitate(x);\
|
|
merge(x);\
|
|
gravitate(x);\
|
|
} while (0)
|
|
|
|
/* maximum length of any value in grid, for printing */
|
|
int MAXVAL;
|
|
|
|
/* direction enumeration */
|
|
enum {DR, DU, DL, DD};
|
|
|
|
/* grid pointer */
|
|
int **g;
|
|
|
|
/* grid size */
|
|
int SZ;
|
|
|
|
/* score, and last turn score */
|
|
int s;
|
|
int sl;
|
|
|
|
/* Merges adjacent squares of the same value together in a certain direction */
|
|
void merge(int d)
|
|
{
|
|
if (d == DL || d == DR) {
|
|
int i, j;
|
|
for (i = 0; i < SZ; i++) {
|
|
for (j = 0; j < SZ; j++) {
|
|
if (j + 1 < SZ && g[i][j] && g[i][j] == g[i][j + 1]) {
|
|
g[i][j] <<= 1;
|
|
sl += g[i][j];
|
|
s += g[i][j];
|
|
g[i][j++ + 1] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
int i, j;
|
|
for (i = 0; i < SZ; i++) {
|
|
for (j = 0; j < SZ; j++) {
|
|
if (j + 1 < SZ && g[j][i] && g[j][i] == g[j + 1][i]) {
|
|
g[j][i] <<= 1;
|
|
sl += g[j][i];
|
|
s += g[j][i];
|
|
g[j++ + 1][i] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* 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 */
|
|
void gravitate(int d)
|
|
{
|
|
if (d == DL) {
|
|
int i, j;
|
|
for (i = 0; i < SZ; i++) {
|
|
for (j = 0; j < SZ - 1; j++) {
|
|
if (g[i][j]) continue;
|
|
int st = 1;
|
|
while (j + st < SZ && !g[i][j + st]) st++;
|
|
if (j + st < SZ) {
|
|
g[i][j] = g[i][j + st];
|
|
g[i][j + st] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (d == DU) {
|
|
int i, j;
|
|
for (i = 0; i < SZ; i++) {
|
|
for (j = 0; j < SZ - 1; j++) {
|
|
if (g[j][i]) continue;
|
|
int st = 1;
|
|
while (j + st < SZ && !g[j + st][i]) st++;
|
|
if (j + st < SZ) {
|
|
g[j][i] = g[j + st][i];
|
|
g[j + st][i] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (d == DR) {
|
|
int i, j;
|
|
for (i = 0; i < SZ; i++) {
|
|
for (j = SZ - 1; j > 0; j--) {
|
|
if (g[i][j]) continue;
|
|
int st = 1;
|
|
while (j - st >= 0 && !g[i][j - st]) st++;
|
|
if (j - st >= 0) {
|
|
g[i][j] = g[i][j - st];
|
|
g[i][j - st] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (d == DD) {
|
|
int i, j;
|
|
for (i = 0; i < SZ; i++) {
|
|
for (j = SZ - 1; j > 0; j--) {
|
|
if (g[j][i]) continue;
|
|
int st = 1;
|
|
while (j - st >= 0 && !g[j - st][i]) st++;
|
|
if (j - st >= 0) {
|
|
g[j][i] = g[j - st][i];
|
|
g[j - st][i] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* returns if there are any available spaces left on the grid */
|
|
int space_left()
|
|
{
|
|
int i, j;
|
|
for (i = 0; i < SZ; i++)
|
|
for (j = 0; j < SZ; j++)
|
|
if (!g[i][j])
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
/* places a random block onto the grid */
|
|
/* could do this in a much smarter fashion by finding which spaces are free */
|
|
void rand_block()
|
|
{
|
|
if (space_left()) {
|
|
int x_p, y_p;
|
|
while (g[x_p = rand() % SZ][y_p = rand() % SZ]);
|
|
g[x_p][y_p] = 2;
|
|
}
|
|
else {
|
|
endwin();
|
|
printf("\n"
|
|
"YOU LOSE! - Your score was %d\n", s);
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
}
|
|
|
|
/* quick floor log2(n) */
|
|
int flog2(int n)
|
|
{
|
|
int k = 0;
|
|
while (n)
|
|
k++, n >>= 1;
|
|
return k;
|
|
}
|
|
|
|
/* 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
|
|
char *scr = sl ? "SCORE: %d (+%d)\n" : "SCORE: %d\n";
|
|
mvwprintw(gamewin, 0, 0, scr, s, sl);
|
|
|
|
ITER(SZ*(MAXVAL + 2) + 1, waddch(gamewin, '-'));
|
|
int i, j, xps = 0, yps = 2;
|
|
for (i = 0; i < SZ; i++, xps = 0, yps++) {
|
|
mvwprintw(gamewin, yps, xps++, "|");
|
|
for (j = 0; j < SZ; j++) {
|
|
if (g[i][j]) {
|
|
wattron(gamewin, COLOR_PAIR(flog2(g[i][j]) & 7));
|
|
mvwprintw(gamewin, yps, xps, "%*d", MAXVAL, g[i][j]);
|
|
wattroff(gamewin, COLOR_PAIR(flog2(g[i][j]) & 7));
|
|
mvwprintw(gamewin, yps, xps + MAXVAL, " |");
|
|
}
|
|
else {
|
|
ITER(MAXVAL + 1, waddch(gamewin, ' '));
|
|
waddch(gamewin, '|');
|
|
}
|
|
xps += (MAXVAL + 2);
|
|
}
|
|
}
|
|
ITER(SZ*(MAXVAL + 2) + 1, waddch(gamewin, '-'));
|
|
wrefresh(gamewin);
|
|
}
|
|
|
|
/* entry point for the program */
|
|
/* parses options and stores the main game loop */
|
|
int main(int argc, char **argv)
|
|
{
|
|
/* init ncurses environment */
|
|
initscr();
|
|
cbreak();
|
|
noecho();
|
|
curs_set(FALSE);
|
|
|
|
/* init variables */
|
|
s = 0;
|
|
sl = 0;
|
|
SZ = 4;
|
|
MAXVAL = 4;
|
|
CALLOC2D(g, SZ);
|
|
|
|
int n_blocks = 1;
|
|
|
|
/* parse options */
|
|
int c;
|
|
while ((c = getopt(argc, argv, "chs:b:")) != -1) {
|
|
switch (c) {
|
|
// color support - assumes your terminal can display colours
|
|
// should still work regardless
|
|
case 'c':
|
|
start_color();
|
|
init_pair(1, 1, 0);
|
|
init_pair(2, 2, 0);
|
|
init_pair(3, 3, 0);
|
|
init_pair(4, 4, 0);
|
|
init_pair(5, 5, 0);
|
|
init_pair(6, 6, 0);
|
|
init_pair(7, 7, 0);
|
|
init_pair(8, 8, 0);
|
|
break;
|
|
// different board sizes
|
|
case 's':
|
|
FREE2D(g, SZ);
|
|
SZ = atoi(optarg);
|
|
CALLOC2D(g, SZ);
|
|
break;
|
|
// different block spawn rate
|
|
case 'b':
|
|
n_blocks = atoi(optarg);
|
|
break;
|
|
// help menu
|
|
case 'h':
|
|
endwin();
|
|
printf("Controls:\n"
|
|
" hjkl, wasd Movement\n"
|
|
" q Quit\n"
|
|
"\n"
|
|
"Usage:\n"
|
|
" 2048 [options]\n"
|
|
"\n"
|
|
"Options:\n"
|
|
" -b <size> Set the grid border length\n"
|
|
" -s <rate> Set the block spawn rate\n"
|
|
" -c Enables color support\n");
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
}
|
|
|
|
int width = SZ * (MAXVAL + 2) + 1;
|
|
int height = SZ * (MAXVAL + 2) + 2;
|
|
|
|
// might center in middle of screen
|
|
WINDOW *gamewin = newwin(height, width, 1, 1);
|
|
keypad(gamewin, TRUE);
|
|
|
|
/* random seed */
|
|
srand((unsigned int)time(NULL));
|
|
ITER(2, rand_block());
|
|
draw_grid(gamewin);
|
|
|
|
int key;
|
|
while (1) {
|
|
/* will goto this if we didn't get a valid keypress */
|
|
retry:;
|
|
key = wgetch(gamewin);
|
|
sl = 0;
|
|
|
|
/* should check if anything changed during merge and if not retry */
|
|
switch (key) {
|
|
case 'h':
|
|
case 'a':
|
|
case KEY_LEFT:
|
|
TURN(DL);
|
|
break;
|
|
case 'l':
|
|
case 'd':
|
|
case KEY_RIGHT:
|
|
TURN(DR);
|
|
break;
|
|
case 'j':
|
|
case 's':
|
|
case KEY_DOWN:
|
|
TURN(DD);
|
|
break;
|
|
case 'k':
|
|
case 'w':
|
|
case KEY_UP:
|
|
TURN(DU);
|
|
break;
|
|
case 'q':
|
|
FREE2D(g, SZ);
|
|
erase();
|
|
refresh();
|
|
endwin();
|
|
exit(EXIT_SUCCESS);
|
|
default:
|
|
goto retry;
|
|
}
|
|
|
|
ITER(n_blocks, rand_block());
|
|
draw_grid(gamewin);
|
|
}
|
|
}
|