pcb and initial code from https://github.com/das-labor/borgware-2d.git
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206 lines
6.1 KiB
206 lines
6.1 KiB
15 years ago
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <inttypes.h>
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#include "tetris_main.h"
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#include "variants.h"
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#include "piece.h"
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#include "playfield.h"
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#include "view.h"
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#include "input.h"
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#include "highscore.h"
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void tetris_main(const tetris_variant_t *const pVariantMethods)
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{
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// get view dependent dimensions of the playfield
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int8_t nWidth;
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int8_t nHeight;
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tetris_view_getDimensions(&nWidth, &nHeight);
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// holds the current user command which should be processed
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tetris_input_command_t inCmd;
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// prepare data structures that drive the game...
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tetris_playfield_t *pPl = tetris_playfield_construct(nWidth, nHeight);
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void *pVariantData = pVariantMethods->construct(pPl);
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tetris_input_t *pIn = tetris_input_construct();
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tetris_view_t *pView = tetris_view_construct(pVariantMethods,
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pVariantData, pPl);
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// retrieve highscore
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tetris_highscore_index_t nHighscoreIndex =
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pVariantMethods->getHighscoreIndex(pVariantData);
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uint16_t nHighscore =
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tetris_highscore_retrieveHighscore(nHighscoreIndex);
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uint16_t nHighscoreName =
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tetris_highscore_retrieveHighscoreName(nHighscoreIndex);
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// the view only monitors the variant data and the playfield object for the
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// game status so we must put information like the next piece or the current
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// highscore to a place where the view can find it
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pVariantMethods->setHighscore(pVariantData, nHighscore);
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pVariantMethods->setHighscoreName(pVariantData, nHighscoreName);
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int8_t nPieceRow; // for determining skipped lines after a piece drop
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tetris_piece_t *pPiece = NULL; // initialize piece
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tetris_input_pace_t inPace; // pace flag
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// game loop, runs as long as the game is not over
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while (tetris_playfield_getStatus(pPl) != TETRIS_PFS_GAMEOVER)
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{
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// what we do strongly depends on the status of the playfield
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switch (tetris_playfield_getStatus(pPl))
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{
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// the playfield awaits a new piece
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case TETRIS_PFS_READY:
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pPiece = pVariantMethods->choosePiece(pVariantData);
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tetris_piece_t *pOldPiece;
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tetris_playfield_insertPiece(pPl, pPiece, &pOldPiece);
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// destruct old piece (if it exists) since we don't need it anymore
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if (pOldPiece != NULL)
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{
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tetris_piece_destruct(pOldPiece);
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pOldPiece = NULL;
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}
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break;
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// a piece is hovering and can be controlled by the player
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case TETRIS_PFS_HOVERING:
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case TETRIS_PFS_GLIDING:
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// if the piece is gliding the input module has to grant us
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// a minimum amount of time to move it
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if (tetris_playfield_getStatus(pPl) == TETRIS_PFS_GLIDING)
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{
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inPace = TETRIS_INPACE_GLIDING;
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}
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else
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{
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inPace = TETRIS_INPACE_HOVERING;
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}
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// ensure correct view mode if the game isn't paused
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if ((inCmd = tetris_input_getCommand(pIn, inPace))
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!= TETRIS_INCMD_PAUSE)
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{
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tetris_view_setViewMode(pView, TETRIS_VIMO_RUNNING);
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}
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// what we do depends on what the input module tells us
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switch (inCmd)
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{
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// game paused?
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case TETRIS_INCMD_PAUSE:
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// tell the view it should display the pause screen
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tetris_view_setViewMode(pView, TETRIS_VIMO_PAUSED);
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break;
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// the piece was pulled down by the almighty gravity
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case TETRIS_INCMD_GRAVITY:
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tetris_playfield_advancePiece(pPl);
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break;
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// the player has pulled down the piece herself/himself
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case TETRIS_INCMD_DOWN:
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tetris_playfield_advancePiece(pPl);
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// if the game still runs, reward the player with extra points
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if (tetris_playfield_getStatus(pPl) != TETRIS_PFS_GAMEOVER)
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{
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pVariantMethods->singleDrop(pVariantData, 1);
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}
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break;
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// player shifted the piece to the left
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case TETRIS_INCMD_LEFT:
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tetris_playfield_movePiece(pPl, TETRIS_PFD_LEFT);
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break;
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// player shifted the piece to the right
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case TETRIS_INCMD_RIGHT:
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tetris_playfield_movePiece(pPl, TETRIS_PFD_RIGHT);
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break;
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// player rotated the piece clockwise
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case TETRIS_INCMD_ROT_CW:
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tetris_playfield_rotatePiece(pPl, TETRIS_PC_ROT_CW);
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break;
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// player rotated the piece counter clockwise
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case TETRIS_INCMD_ROT_CCW:
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tetris_playfield_rotatePiece(pPl, TETRIS_PC_ROT_CCW);
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break;
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// the player decided to make an immediate drop
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case TETRIS_INCMD_DROP:
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nPieceRow = tetris_playfield_getRow(pPl);
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// emulate immediate drop
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while((tetris_playfield_getStatus(pPl) == TETRIS_PFS_GLIDING) ||
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(tetris_playfield_getStatus(pPl) == TETRIS_PFS_HOVERING))
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{
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tetris_playfield_advancePiece(pPl);
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}
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// if the game still runs, reward the player with extra points
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if (tetris_playfield_getStatus(pPl) != TETRIS_PFS_GAMEOVER)
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{
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pVariantMethods->completeDrop(pVariantData,
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tetris_playfield_getRow(pPl) - nPieceRow);
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}
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break;
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// avoid compiler warnings
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default:
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break;
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}
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pVariantMethods->setLastInput(pVariantData, inCmd);
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tetris_input_setOrientation(pIn,
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pVariantMethods->getOrientation(pVariantData));
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break;
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// the piece has irrevocably hit the ground
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case TETRIS_PFS_DOCKED:
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// avoid accidentally issued "down" commands
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tetris_input_resetDownKeyRepeat(pIn);
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// remove complete lines (if any)
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tetris_playfield_removeCompleteLines(pPl);
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// let the variant object decide how many points the player gets and
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// whether the level gets changed
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pVariantMethods->removedLines(pVariantData,
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tetris_playfield_getRowMask(pPl));
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tetris_input_setLevel(pIn, pVariantMethods->getLevel(pVariantData));
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break;
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// avoid compiler warnings
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default:
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break;
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}
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// the view updates its state every loop cycle to make changes visible
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tetris_view_update(pView);
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}
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// game is over and we provide the player with her/his results
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tetris_view_showResults(pView);
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// update highscore if it has been beaten
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uint16_t nScore = pVariantMethods->getScore(pVariantData);
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if (nScore > nHighscore)
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{
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nHighscore = nScore;
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nHighscoreName = tetris_highscore_inputName();
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tetris_highscore_saveHighscore(nHighscoreIndex, nHighscore);
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tetris_highscore_saveHighscoreName(nHighscoreIndex, nHighscoreName);
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}
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// cleanup
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tetris_view_destruct(pView);
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tetris_input_destruct(pIn);
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pVariantMethods->destruct(pVariantData);
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tetris_playfield_destruct(pPl);
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tetris_piece_destruct(pPiece);
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}
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