clang-format

This commit is contained in:
Rorikstr | Rust Dev 2025-10-19 21:33:16 +03:00
parent ace9659ef5
commit 9e712ae326
12 changed files with 720 additions and 769 deletions

View file

@ -35,7 +35,7 @@ TEST_TARGET = $(BUILDDIR)/test.out
PREFIX ?= $(HOME)/.local
BINDIR = $(PREFIX)/bin
all: $(TARGET)
all: dvi dist install gcov_report run
run: clean $(TARGET)
./$(TARGET)
@ -100,14 +100,14 @@ dist: clean
tar -czf tetris.tar.gz Makefile $(TETRISDIR) $(CLIDIR) $(TESTDIR) README.md doc.md
style:
@if [ -f .clang-format ]; then \
@if [ -f ../materials/linters/.clang-format ]; then \
clang-format -n $(TETRIS_SRC) $(CLI_SRC); \
else \
echo ".clang-format not found"; \
fi
format:
@if [ -f .clang-format ]; then \
@if [ -f ../materials/linters/.clang-format ]; then \
clang-format -i $(TETRIS_SRC) $(CLI_SRC); \
else \
echo ".clang-format not found"; \

View file

@ -1,136 +1,138 @@
#include "01_automato.h"
void userInput(UserAction_t action, bool hold) {
(void)hold;
GameState_t* state = get_game_state();
(void)hold;
GameState_t *state = get_game_state();
int should_process = 1;
// Проверка паузы
if (state->info->pause) {
if (action == Left || action == Right || action == Down ||
action == Up || action == Action || action == Start) {
should_process = 0;
}
}
// Блокируем движения во время Attaching (до завершения задержки)
if (state->state == Attaching && !state->attach_completed) {
if (action == Left || action == Right || action == Down ||
action == Up || action == Action) {
should_process = 0;
}
}
int should_process = 1;
if (should_process) {
switch (action) {
case Start:
if (state->info->score >= state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
state->info->high_score = load_high_score();
state->state = Init;
state->down_key_was_released = 1;
break;
case Terminate:
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
terminate_and_free();
state->state = GameOver;
break;
case Left:
state->state = Moving;
state->moving_type = LeftDown;
break;
case Right:
state->state = Moving;
state->moving_type = RightDown;
break;
case Action:
state->state = Moving;
state->moving_type = Rotate;
break;
case Down:
if (state->down_key_was_released) {
state->state = Moving;
state->moving_type = ToDown;
state->down_key_was_released = 0;
}
break;
case Up:
state->down_key_was_released = 1;
break;
case Pause:
if (!state->info->pause) {
state->pause_start_time = get_current_time_ms();
} else {
long long pause_duration = get_current_time_ms() - state->pause_start_time;
state->last_move_time += pause_duration;
// Корректируем attach_start_time если мы в Attaching
state->attach_start_time += (state->state == Attaching) * pause_duration;
}
state->info->pause = !state->info->pause;
break;
default:
break;
}
// Проверка паузы
if (state->info->pause) {
if (action == Left || action == Right || action == Down || action == Up ||
action == Action || action == Start) {
should_process = 0;
}
}
// Блокируем движения во время Attaching (до завершения задержки)
if (state->state == Attaching && !state->attach_completed) {
if (action == Left || action == Right || action == Down || action == Up ||
action == Action) {
should_process = 0;
}
}
if (should_process) {
switch (action) {
case Start:
if (state->info->score >= state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
state->info->high_score = load_high_score();
state->state = Init;
state->down_key_was_released = 1;
break;
case Terminate:
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
terminate_and_free();
state->state = GameOver;
break;
case Left:
state->state = Moving;
state->moving_type = LeftDown;
break;
case Right:
state->state = Moving;
state->moving_type = RightDown;
break;
case Action:
state->state = Moving;
state->moving_type = Rotate;
break;
case Down:
if (state->down_key_was_released) {
state->state = Moving;
state->moving_type = ToDown;
state->down_key_was_released = 0;
}
break;
case Up:
state->down_key_was_released = 1;
break;
case Pause:
if (!state->info->pause) {
state->pause_start_time = get_current_time_ms();
} else {
long long pause_duration =
get_current_time_ms() - state->pause_start_time;
state->last_move_time += pause_duration;
// Корректируем attach_start_time если мы в Attaching
state->attach_start_time +=
(state->state == Attaching) * pause_duration;
}
state->info->pause = !state->info->pause;
break;
default:
break;
}
}
}
GameInfo_t updateCurrentState() {
GameState_t* state = get_game_state();
int should_update = (!state->info->pause || state->state == GameOver);
if (should_update) {
switch (state->state) {
case Init:
do_init();
break;
case Spawn:
do_spawn();
break;
case Move:
do_move();
break;
case Moving:
do_moving();
break;
case Attaching:
do_attaching();
break;
case GameOver:
do_gameover();
break;
}
}
GameState_t *state = get_game_state();
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
state->info->field[i][j] = state->field[i][j];
}
int should_update = (!state->info->pause || state->state == GameOver);
if (should_update) {
switch (state->state) {
case Init:
do_init();
break;
case Spawn:
do_spawn();
break;
case Move:
do_move();
break;
case Moving:
do_moving();
break;
case Attaching:
do_attaching();
break;
case GameOver:
do_gameover();
break;
}
}
Figure_t* fig = &state->curr;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (fig->mtrx[i][j]) {
int x = fig->x + j;
int y = fig->y + i;
if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
state->info->field[y][x] = 1;
}
}
}
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
state->info->field[i][j] = state->field[i][j];
}
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
state->info->next[i][j] = state->next.mtrx[i][j];
Figure_t *fig = &state->curr;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (fig->mtrx[i][j]) {
int x = fig->x + j;
int y = fig->y + i;
if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
state->info->field[y][x] = 1;
}
}
}
return *state->info;
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
state->info->next[i][j] = state->next.mtrx[i][j];
}
}
return *state->info;
}

View file

@ -1,91 +1,91 @@
#include "01_automato.h"
long long get_current_time_ms(void) {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return ts.tv_sec * 1000LL + ts.tv_nsec / 1000000LL;
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return ts.tv_sec * 1000LL + ts.tv_nsec / 1000000LL;
}
int load_high_score() {
FILE* file = fopen("build/high_score.txt", "r");
int high_score = 0;
if (file) {
if (fscanf(file, "%d", &high_score) != 1) {
high_score = 0;
}
fclose(file);
FILE *file = fopen("build/high_score.txt", "r");
int high_score = 0;
if (file) {
if (fscanf(file, "%d", &high_score) != 1) {
high_score = 0;
}
return high_score;
fclose(file);
}
return high_score;
}
void save_high_score(int score) {
FILE* file = fopen("build/high_score.txt", "w");
if (file) {
fprintf(file, "%d", score);
fclose(file);
}
FILE *file = fopen("build/high_score.txt", "w");
if (file) {
fprintf(file, "%d", score);
fclose(file);
}
}
GameState_t* get_game_state(void) {
static GameState_t state = {0};
static int initialized = 0;
GameState_t *get_game_state(void) {
static GameState_t state = {0};
static int initialized = 0;
if (!initialized) {
state.info = malloc(sizeof(GameInfo_t));
state.info->field = malloc(FIELD_HEIGHT * sizeof(int*));
for (int i = 0; i < FIELD_HEIGHT; i++) {
state.info->field[i] = malloc(FIELD_WIDTH * sizeof(int));
}
state.info->next = malloc(4 * sizeof(int*));
for (int i = 0; i < 4; i++) {
state.info->next[i] = malloc(4 * sizeof(int));
}
state.info->speed = 1;
state.info->score = 0;
state.info->level = 1;
state.info->pause = 0;
state.last_move_time = get_current_time_ms();
state.pause_start_time = 0;
state.attach_start_time = 0;
state.attach_completed = 0;
state.down_key_was_released = 1;
state.info->high_score = load_high_score();
state.state = GameOver;
initialized = 1;
if (!initialized) {
state.info = malloc(sizeof(GameInfo_t));
state.info->field = malloc(FIELD_HEIGHT * sizeof(int *));
for (int i = 0; i < FIELD_HEIGHT; i++) {
state.info->field[i] = malloc(FIELD_WIDTH * sizeof(int));
}
return &state;
state.info->next = malloc(4 * sizeof(int *));
for (int i = 0; i < 4; i++) {
state.info->next[i] = malloc(4 * sizeof(int));
}
state.info->speed = 1;
state.info->score = 0;
state.info->level = 1;
state.info->pause = 0;
state.last_move_time = get_current_time_ms();
state.pause_start_time = 0;
state.attach_start_time = 0;
state.attach_completed = 0;
state.down_key_was_released = 1;
state.info->high_score = load_high_score();
state.state = GameOver;
initialized = 1;
}
return &state;
}
void terminate_and_free() {
GameState_t* state = get_game_state();
GameState_t *state = get_game_state();
if (state->info) {
if (state->info->field != NULL) {
for (int i = 0; i < FIELD_HEIGHT; i++) {
if (state->info->field[i] != NULL) {
free(state->info->field[i]);
state->info->field[i] = NULL;
}
}
free(state->info->field);
state->info->field = NULL;
if (state->info) {
if (state->info->field != NULL) {
for (int i = 0; i < FIELD_HEIGHT; i++) {
if (state->info->field[i] != NULL) {
free(state->info->field[i]);
state->info->field[i] = NULL;
}
if (state->info->next != NULL) {
for (int i = 0; i < 4; i++) {
if (state->info->next[i] != NULL) {
free(state->info->next[i]);
state->info->next[i] = NULL;
}
}
free(state->info->next);
state->info->next = NULL;
}
free(state->info);
state->info = NULL;
}
free(state->info->field);
state->info->field = NULL;
}
if (state->info->next != NULL) {
for (int i = 0; i < 4; i++) {
if (state->info->next[i] != NULL) {
free(state->info->next[i]);
state->info->next[i] = NULL;
}
}
free(state->info->next);
state->info->next = NULL;
}
free(state->info);
state->info = NULL;
}
}

View file

@ -1,23 +1,23 @@
#include "01_automato.h"
void clear_field(void) {
GameState_t* state = get_game_state();
for (int i = 0; i < FIELD_HEIGHT; ++i)
for (int j = 0; j < FIELD_WIDTH; ++j)
state->field[i][j] = 0;
GameState_t *state = get_game_state();
for (int i = 0; i < FIELD_HEIGHT; ++i)
for (int j = 0; j < FIELD_WIDTH; ++j)
state->field[i][j] = 0;
}
void reset_game_stats(void) {
GameState_t* state = get_game_state();
state->info->score = 0;
state->info->level = 1;
state->info->speed = 1;
state->last_move_time = get_current_time_ms();
GameState_t *state = get_game_state();
state->info->score = 0;
state->info->level = 1;
state->info->speed = 1;
state->last_move_time = get_current_time_ms();
}
void do_init(void) {
clear_field();
reset_game_stats();
generate_next_figure();
get_game_state()->state = Spawn;
clear_field();
reset_game_stats();
generate_next_figure();
get_game_state()->state = Spawn;
}

View file

@ -1,37 +1,37 @@
#include "01_automato.h"
void set_current_figure_from_next(void) {
GameState_t* state = get_game_state();
state->curr = state->next;
state->curr.x = FIELD_WIDTH / 2 - 2;
state->curr.y = 0;
state->moving_type = DoNothing;
GameState_t *state = get_game_state();
state->curr = state->next;
state->curr.x = FIELD_WIDTH / 2 - 2;
state->curr.y = 0;
state->moving_type = DoNothing;
}
void generate_next_figure(void) {
GameState_t* state = get_game_state();
state->next.sprite = rand() % FIGURE_COUNT;
state->next.rotation = 0;
const int (*shape)[4] = get_figure_shape(state->next.sprite, 0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
state->next.mtrx[i][j] = shape[i][j];
}
GameState_t *state = get_game_state();
state->next.sprite = rand() % FIGURE_COUNT;
state->next.rotation = 0;
const int(*shape)[4] = get_figure_shape(state->next.sprite, 0);
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
state->next.mtrx[i][j] = shape[i][j];
}
}
}
void do_spawn(void) {
GameState_t* state = get_game_state();
set_current_figure_from_next();
generate_next_figure();
int has_collision = check_collision();
if (has_collision) {
state->state = GameOver;
} else {
state->state = Move;
state->down_key_was_released = 1;
}
GameState_t *state = get_game_state();
set_current_figure_from_next();
generate_next_figure();
int has_collision = check_collision();
if (has_collision) {
state->state = GameOver;
} else {
state->state = Move;
state->down_key_was_released = 1;
}
}

View file

@ -1,36 +1,38 @@
#include "01_automato.h"
int get_milliseconds_to_wait(void) {
GameState_t* state = get_game_state();
int result = 0;
if (state->moving_type == ToDown) {
result = INSTANT_DROP_DELAY_MS;
} else {
int base_delay = BASE_FALL_DELAY_MS - (state->info->speed * SPEED_MULTIPLIER_MS);
result = (base_delay > SPEED_MULTIPLIER_MS) ? base_delay : SPEED_MULTIPLIER_MS;
}
return result;
GameState_t *state = get_game_state();
int result = 0;
if (state->moving_type == ToDown) {
result = INSTANT_DROP_DELAY_MS;
} else {
int base_delay =
BASE_FALL_DELAY_MS - (state->info->speed * SPEED_MULTIPLIER_MS);
result =
(base_delay > SPEED_MULTIPLIER_MS) ? base_delay : SPEED_MULTIPLIER_MS;
}
return result;
}
void do_move(void) {
GameState_t* state = get_game_state();
long long current_time = get_current_time_ms();
int ms_to_wait = get_milliseconds_to_wait();
int should_move = (current_time - state->last_move_time >= ms_to_wait);
if (should_move) {
state->last_move_time = current_time;
state->curr.y++;
int has_collision = check_collision();
if (has_collision) {
state->curr.y--;
state->state = Attaching;
}
GameState_t *state = get_game_state();
long long current_time = get_current_time_ms();
int ms_to_wait = get_milliseconds_to_wait();
int should_move = (current_time - state->last_move_time >= ms_to_wait);
if (should_move) {
state->last_move_time = current_time;
state->curr.y++;
int has_collision = check_collision();
if (has_collision) {
state->curr.y--;
state->state = Attaching;
}
}
}

View file

@ -1,73 +1,74 @@
#include "01_automato.h"
void handle_move_direction(Moving_t direction) {
GameState_t* state = get_game_state();
switch (direction) {
case LeftDown:
state->curr.x--;
break;
case RightDown:
state->curr.x++;
break;
default:
break;
}
GameState_t *state = get_game_state();
switch (direction) {
case LeftDown:
state->curr.x--;
break;
case RightDown:
state->curr.x++;
break;
default:
break;
}
}
void handle_rotate(void) {
GameState_t* state = get_game_state();
state->curr.rotation = (state->curr.rotation + 1) % 4;
const int (*shape)[4] = get_figure_shape(state->curr.sprite, state->curr.rotation);
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
state->curr.mtrx[i][j] = shape[i][j];
GameState_t *state = get_game_state();
state->curr.rotation = (state->curr.rotation + 1) % 4;
const int(*shape)[4] =
get_figure_shape(state->curr.sprite, state->curr.rotation);
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
state->curr.mtrx[i][j] = shape[i][j];
}
void handle_horizontal_rotate_move(void) {
GameState_t* state = get_game_state();
Figure_t old = state->curr;
switch (state->moving_type) {
case LeftDown:
case RightDown:
handle_move_direction(state->moving_type);
break;
case Rotate:
handle_rotate();
break;
default:
break;
}
if (check_collision()) {
state->curr = old;
}
state->state = Move;
GameState_t *state = get_game_state();
Figure_t old = state->curr;
switch (state->moving_type) {
case LeftDown:
case RightDown:
handle_move_direction(state->moving_type);
break;
case Rotate:
handle_rotate();
break;
default:
break;
}
if (check_collision()) {
state->curr = old;
}
state->state = Move;
}
void handle_to_down_move(void) {
GameState_t* state = get_game_state();
while (!check_collision()) {
state->curr.y++;
}
state->curr.y--;
state->state = Attaching;
GameState_t *state = get_game_state();
while (!check_collision()) {
state->curr.y++;
}
state->curr.y--;
state->state = Attaching;
}
void do_moving(void) {
GameState_t* state = get_game_state();
GameState_t *state = get_game_state();
switch (state->moving_type) {
case LeftDown:
case RightDown:
case Rotate:
handle_horizontal_rotate_move();
break;
case ToDown:
handle_to_down_move();
break;
case DoNothing:
state->state = Move;
break;
}
switch (state->moving_type) {
case LeftDown:
case RightDown:
case Rotate:
handle_horizontal_rotate_move();
break;
case ToDown:
handle_to_down_move();
break;
case DoNothing:
state->state = Move;
break;
}
}

View file

@ -1,128 +1,129 @@
#include "01_automato.h"
void do_attaching(void) {
GameState_t* state = get_game_state();
long long current_time = get_current_time_ms();
// Если только что вошли в Attaching - размещаем фигуру и запускаем таймер
if (!state->attach_completed) {
// Первый вход в Attaching
if (state->attach_start_time == 0) {
place_figure();
clear_lines();
state->attach_start_time = current_time;
state->attach_completed = 0;
}
// Проверяем, прошло ли 350мс
if (current_time - state->attach_start_time >= ATTACH_DELAY_MS) {
state->attach_completed = 1;
state->attach_start_time = 0; // Сбрасываем таймер
// Проверяем game over и переходим
int game_over = is_game_over();
if (game_over) {
state->state = GameOver;
} else {
state->state = Spawn;
}
state->attach_completed = 0; // Сбрасываем флаг для следующего attach
}
// Иначе остаёмся в Attaching и ждём
GameState_t *state = get_game_state();
long long current_time = get_current_time_ms();
// Если только что вошли в Attaching - размещаем фигуру и запускаем таймер
if (!state->attach_completed) {
// Первый вход в Attaching
if (state->attach_start_time == 0) {
place_figure();
clear_lines();
state->attach_start_time = current_time;
state->attach_completed = 0;
}
// Проверяем, прошло ли 350мс
if (current_time - state->attach_start_time >= ATTACH_DELAY_MS) {
state->attach_completed = 1;
state->attach_start_time = 0; // Сбрасываем таймер
// Проверяем game over и переходим
int game_over = is_game_over();
if (game_over) {
state->state = GameOver;
} else {
state->state = Spawn;
}
state->attach_completed = 0; // Сбрасываем флаг для следующего attach
}
// Иначе остаёмся в Attaching и ждём
}
}
int check_collision() {
GameState_t* state = get_game_state();
Figure_t* fig = &state->curr;
int collision_detected = 0;
GameState_t *state = get_game_state();
Figure_t *fig = &state->curr;
int collision_detected = 0;
for (int i = 0; i < 4 && !collision_detected; ++i) {
for (int j = 0; j < 4 && !collision_detected; ++j) {
if (fig->mtrx[i][j]) {
int x = fig->x + j;
int y = fig->y + i;
for (int i = 0; i < 4 && !collision_detected; ++i) {
for (int j = 0; j < 4 && !collision_detected; ++j) {
if (fig->mtrx[i][j]) {
int x = fig->x + j;
int y = fig->y + i;
int out_of_bounds = (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT);
int hits_placed_block = (y >= 0 && state->field[y][x]);
if (out_of_bounds || hits_placed_block) {
collision_detected = 1;
}
}
int out_of_bounds = (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT);
int hits_placed_block = (y >= 0 && state->field[y][x]);
if (out_of_bounds || hits_placed_block) {
collision_detected = 1;
}
}
}
return collision_detected;
}
return collision_detected;
}
void place_figure() {
GameState_t* state = get_game_state();
Figure_t* fig = &state->curr;
GameState_t *state = get_game_state();
Figure_t *fig = &state->curr;
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (fig->mtrx[i][j]) {
int x = fig->x + j;
int y = fig->y + i;
if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
state->field[y][x] = 2;
}
}
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (fig->mtrx[i][j]) {
int x = fig->x + j;
int y = fig->y + i;
if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
state->field[y][x] = 2;
}
}
}
}
}
void shift_lines_down(int from_row) {
GameState_t* state = get_game_state();
for (int y = from_row; y > 0; --y) {
for (int x = 0; x < FIELD_WIDTH; ++x) {
state->field[y][x] = state->field[y - 1][x];
}
}
GameState_t *state = get_game_state();
for (int y = from_row; y > 0; --y) {
for (int x = 0; x < FIELD_WIDTH; ++x) {
state->field[0][x] = 0;
state->field[y][x] = state->field[y - 1][x];
}
}
for (int x = 0; x < FIELD_WIDTH; ++x) {
state->field[0][x] = 0;
}
}
void clear_lines() {
GameState_t* state = get_game_state();
int lines_cleared = 0;
GameState_t *state = get_game_state();
int lines_cleared = 0;
for (int i = FIELD_HEIGHT - 1; i >= 0; --i) {
int full = 1;
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[i][j] != 2) {
full = 0;
}
}
if (full) {
shift_lines_down(i);
lines_cleared++;
i++;
}
for (int i = FIELD_HEIGHT - 1; i >= 0; --i) {
int full = 1;
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[i][j] != 2) {
full = 0;
}
}
if (lines_cleared > 0) {
int points[] = {0, POINTS_ONE_LINE, POINTS_TWO_LINES, POINTS_THREE_LINES, POINTS_FOUR_LINES};
state->info->score += points[lines_cleared];
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
}
int new_level = (state->info->score / SCORE_PER_LEVEL) + 1;
if (new_level > MAX_LEVEL) {
new_level = MAX_LEVEL;
}
if (new_level > state->info->level) {
state->info->level = new_level;
state->info->speed = new_level + (new_level / 2);
}
if (full) {
shift_lines_down(i);
lines_cleared++;
i++;
}
}
if (lines_cleared > 0) {
int points[] = {0, POINTS_ONE_LINE, POINTS_TWO_LINES, POINTS_THREE_LINES,
POINTS_FOUR_LINES};
state->info->score += points[lines_cleared];
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
}
int new_level = (state->info->score / SCORE_PER_LEVEL) + 1;
if (new_level > MAX_LEVEL) {
new_level = MAX_LEVEL;
}
if (new_level > state->info->level) {
state->info->level = new_level;
state->info->speed = new_level + (new_level / 2);
}
}
}

View file

@ -1,30 +1,30 @@
#include "01_automato.h"
void do_gameover(void) {
GameState_t* state = get_game_state();
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
const int (*shape)[4] = empty_fig();
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
state->next.mtrx[i][j] = shape[i][j];
}
GameState_t *state = get_game_state();
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
const int(*shape)[4] = empty_fig();
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
state->next.mtrx[i][j] = shape[i][j];
}
}
}
int is_game_over() {
GameState_t* state = get_game_state();
int game_over = 0;
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[0][j] || state->field[1][j]) {
game_over = 1;
}
GameState_t *state = get_game_state();
int game_over = 0;
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[0][j] || state->field[1][j]) {
game_over = 1;
}
return game_over;
}
return game_over;
}

View file

@ -1,327 +1,272 @@
#include "01_automato.h"
const int (*get_figure_shape(Sprite_t sprite, int rotation))[4] {
const int (*result)[4] = NULL;
switch (sprite) {
case I:
switch (rotation % 4) {
case 0: result = i_fig_up(); break;
case 1: result = i_fig_right(); break;
case 2: result = i_fig_down(); break;
case 3: result = i_fig_left(); break;
}
break;
case O:
result = o_fig();
break;
case T:
switch (rotation % 4) {
case 0: result = t_fig_up(); break;
case 1: result = t_fig_right(); break;
case 2: result = t_fig_down(); break;
case 3: result = t_fig_left(); break;
}
break;
case L:
switch (rotation % 4) {
case 0: result = l_fig_up(); break;
case 1: result = l_fig_right(); break;
case 2: result = l_fig_down(); break;
case 3: result = l_fig_left(); break;
}
break;
case J:
switch (rotation % 4) {
case 0: result = j_fig_up(); break;
case 1: result = j_fig_right(); break;
case 2: result = j_fig_down(); break;
case 3: result = j_fig_left(); break;
}
break;
case S:
switch (rotation % 4) {
case 0: result = s_fig_up(); break;
case 1: result = s_fig_right(); break;
case 2: result = s_fig_down(); break;
case 3: result = s_fig_left(); break;
}
break;
case Z:
switch (rotation % 4) {
case 0: result = z_fig_up(); break;
case 1: result = z_fig_right(); break;
case 2: result = z_fig_down(); break;
case 3: result = z_fig_left(); break;
}
break;
default: result = NULL;
const int(*result)[4] = NULL;
switch (sprite) {
case I:
switch (rotation % 4) {
case 0:
result = i_fig_up();
break;
case 1:
result = i_fig_right();
break;
case 2:
result = i_fig_down();
break;
case 3:
result = i_fig_left();
break;
}
return result;
break;
case O:
result = o_fig();
break;
case T:
switch (rotation % 4) {
case 0:
result = t_fig_up();
break;
case 1:
result = t_fig_right();
break;
case 2:
result = t_fig_down();
break;
case 3:
result = t_fig_left();
break;
}
break;
case L:
switch (rotation % 4) {
case 0:
result = l_fig_up();
break;
case 1:
result = l_fig_right();
break;
case 2:
result = l_fig_down();
break;
case 3:
result = l_fig_left();
break;
}
break;
case J:
switch (rotation % 4) {
case 0:
result = j_fig_up();
break;
case 1:
result = j_fig_right();
break;
case 2:
result = j_fig_down();
break;
case 3:
result = j_fig_left();
break;
}
break;
case S:
switch (rotation % 4) {
case 0:
result = s_fig_up();
break;
case 1:
result = s_fig_right();
break;
case 2:
result = s_fig_down();
break;
case 3:
result = s_fig_left();
break;
}
break;
case Z:
switch (rotation % 4) {
case 0:
result = z_fig_up();
break;
case 1:
result = z_fig_right();
break;
case 2:
result = z_fig_down();
break;
case 3:
result = z_fig_left();
break;
}
break;
default:
result = NULL;
}
return result;
}
// I
const int (*i_fig_up())[4] {
static const int shape[4][4] = {
{0, 0, 0, 0},
{1, 1, 1, 1},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*i_fig_right())[4] {
static const int shape[4][4] = {
{0, 0, 1, 0},
{0, 0, 1, 0},
{0, 0, 1, 0},
{0, 0, 1, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 1, 0}, {0, 0, 1, 0}, {0, 0, 1, 0}, {0, 0, 1, 0}};
return (const int(*)[4])shape;
}
const int (*i_fig_down())[4] {
static const int shape[4][4] = {
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 1, 1},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 0, 0}, {0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*i_fig_left())[4] {
static const int shape[4][4] = {
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 0, 0}, {0, 1, 0, 0}, {0, 1, 0, 0}, {0, 1, 0, 0}};
return (const int(*)[4])shape;
}
// O
const int (*o_fig())[4] {
static const int shape[4][4] = {
{0, 1, 1, 0},
{0, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 1, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
// T
const int (*t_fig_up())[4] {
static const int shape[4][4] = {
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 0, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*t_fig_right())[4] {
static const int shape[4][4] = {
{0, 1, 0, 0},
{0, 1, 1, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 0, 0}, {0, 1, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*t_fig_down())[4] {
static const int shape[4][4] = {
{0, 0, 0, 0},
{1, 1, 1, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 0, 0}, {1, 1, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*t_fig_left())[4] {
static const int shape[4][4] = {
{0, 1, 0, 0},
{1, 1, 0, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 0, 0}, {1, 1, 0, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
// L
const int (*l_fig_up())[4] {
static const int shape[4][4] = {
{0, 0, 1, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 1, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*l_fig_right())[4] {
static const int shape[4][4] = {
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{1, 0, 0, 0}, {1, 0, 0, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*l_fig_down())[4] {
static const int shape[4][4] = {
{0, 0, 0, 0},
{1, 1, 1, 0},
{1, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 0, 0}, {1, 1, 1, 0}, {1, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*l_fig_left())[4] {
static const int shape[4][4] = {
{1, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{1, 1, 0, 0}, {0, 1, 0, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
// J
const int (*j_fig_up())[4] {
static const int shape[4][4] = {
{1, 0, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{1, 0, 0, 0}, {1, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*j_fig_right())[4] {
static const int shape[4][4] = {
{0, 1, 1, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 1, 0}, {0, 1, 0, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*j_fig_down())[4] {
static const int shape[4][4] = {
{0, 0, 0, 0},
{1, 1, 1, 0},
{0, 0, 1, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 0, 0}, {1, 1, 1, 0}, {0, 0, 1, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*j_fig_left())[4] {
static const int shape[4][4] = {
{0, 1, 0, 0},
{0, 1, 0, 0},
{1, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 0, 0}, {0, 1, 0, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
// S
const int (*s_fig_up())[4] {
static const int shape[4][4] = {
{0, 1, 1, 0},
{1, 1, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 1, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*s_fig_right())[4] {
static const int shape[4][4] = {
{0, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 1, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 0, 0}, {0, 1, 1, 0}, {0, 0, 1, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*s_fig_down())[4] {
static const int shape[4][4] = {
{0, 1, 1, 0},
{1, 1, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 1, 0}, {1, 1, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*s_fig_left())[4] {
static const int shape[4][4] = {
{0, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 1, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 1, 0, 0}, {0, 1, 1, 0}, {0, 0, 1, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
// Z
const int (*z_fig_up())[4] {
static const int shape[4][4] = {
{1, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{1, 1, 0, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*z_fig_right())[4] {
static const int shape[4][4] = {
{0, 0, 1, 0},
{0, 1, 1, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 1, 0}, {0, 1, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*z_fig_down())[4] {
static const int shape[4][4] = {
{1, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{1, 1, 0, 0}, {0, 1, 1, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*z_fig_left())[4] {
static const int shape[4][4] = {
{0, 0, 1, 0},
{0, 1, 1, 0},
{0, 1, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 1, 0}, {0, 1, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}
const int (*empty_fig())[4] {
static const int shape[4][4] = {
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
return (const int (*)[4])shape;
static const int shape[4][4] = {
{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}};
return (const int(*)[4])shape;
}

View file

@ -1,41 +1,41 @@
// src/gui/cli/display.c
#include <ncurses.h>
#include "../../brick_game/tetris/00_tetris.h"
#include <ncurses.h>
void display_game(GameInfo_t game_state) {
clear();
clear();
for (int i = 0; i < FIELD_HEIGHT; ++i) {
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (game_state.field[i][j] == 2) {
mvaddch(i + 1, j * 2 + 1, '#');
} else if (game_state.field[i][j] == 1) {
mvaddch(i + 1, j * 2 + 1, '$');
} else {
mvaddch(i + 1, j * 2 + 1, '.');
}
}
for (int i = 0; i < FIELD_HEIGHT; ++i) {
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (game_state.field[i][j] == 2) {
mvaddch(i + 1, j * 2 + 1, '#');
} else if (game_state.field[i][j] == 1) {
mvaddch(i + 1, j * 2 + 1, '$');
} else {
mvaddch(i + 1, j * 2 + 1, '.');
}
}
}
mvaddstr(1, FIELD_WIDTH * 2 + 5, "Next figure:");
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (game_state.next[i][j]) {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, '@');
} else {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, ' ');
}
}
}
mvaddstr(1, FIELD_WIDTH * 2 + 5, "Next figure:");
mvprintw(FIELD_HEIGHT + 2, 1, "Score: %d", game_state.score);
mvprintw(FIELD_HEIGHT + 3, 1, "High Score: %d", game_state.high_score);
mvprintw(FIELD_HEIGHT + 4, 1, "Level: %d", game_state.level);
mvprintw(FIELD_HEIGHT + 5, 1, "Speed: %d", game_state.speed);
if (game_state.pause) {
mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH * 2 + 1, "PAUSED");
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
if (game_state.next[i][j]) {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, '@');
} else {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, ' ');
}
}
refresh();
}
mvprintw(FIELD_HEIGHT + 2, 1, "Score: %d", game_state.score);
mvprintw(FIELD_HEIGHT + 3, 1, "High Score: %d", game_state.high_score);
mvprintw(FIELD_HEIGHT + 4, 1, "Level: %d", game_state.level);
mvprintw(FIELD_HEIGHT + 5, 1, "Speed: %d", game_state.speed);
if (game_state.pause) {
mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH * 2 + 1, "PAUSED");
}
refresh();
}

View file

@ -1,81 +1,81 @@
#include "../../brick_game/tetris/00_tetris.h"
#include <ncurses.h>
#include <unistd.h>
#include <stdlib.h>
#include <time.h>
#include "../../brick_game/tetris/00_tetris.h"
#include <unistd.h>
void display_game(GameInfo_t game_state);
int main() {
srand(time(NULL));
initscr();
cbreak();
noecho();
keypad(stdscr, TRUE);
nodelay(stdscr, FALSE);
curs_set(0);
srand(time(NULL));
mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "Press F to Start");
refresh();
initscr();
cbreak();
noecho();
keypad(stdscr, TRUE);
nodelay(stdscr, FALSE);
curs_set(0);
int ch = 0;
int started = 0;
while (!started) {
ch = getch();
if (ch == 'f' || ch == 'F') {
userInput(Start, false);
started = 1;
}
mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "Press F to Start");
refresh();
int ch = 0;
int started = 0;
while (!started) {
ch = getch();
if (ch == 'f' || ch == 'F') {
userInput(Start, false);
started = 1;
}
}
nodelay(stdscr, TRUE);
timeout(10);
UserAction_t current_action = {0};
bool action_valid = false;
bool running = true;
while (running) {
ch = getch();
action_valid = false;
if (ch == 'q') {
userInput(Terminate, false);
running = false;
} else if (ch == 'r' || ch == ' ') {
current_action = Action;
action_valid = true;
} else if (ch == KEY_LEFT) {
current_action = Left;
action_valid = true;
} else if (ch == KEY_RIGHT) {
current_action = Right;
action_valid = true;
} else if (ch == KEY_DOWN) {
current_action = Down;
action_valid = true;
} else if (ch == KEY_UP) {
current_action = Up;
action_valid = true;
} else if (ch == 's' || ch == 'S') {
current_action = Start;
action_valid = true;
} else if (ch == 'p' || ch == 'P') {
current_action = Pause;
action_valid = true;
}
nodelay(stdscr, TRUE);
timeout(10);
UserAction_t current_action = {0};
bool action_valid = false;
bool running = true;
while (running) {
ch = getch();
action_valid = false;
if (ch == 'q') {
userInput(Terminate, false);
running = false;
} else if (ch == 'r' || ch == ' ') {
current_action = Action;
action_valid = true;
} else if (ch == KEY_LEFT) {
current_action = Left;
action_valid = true;
} else if (ch == KEY_RIGHT) {
current_action = Right;
action_valid = true;
} else if (ch == KEY_DOWN) {
current_action = Down;
action_valid = true;
} else if (ch == KEY_UP) {
current_action = Up;
action_valid = true;
} else if (ch == 's' || ch == 'S') {
current_action = Start;
action_valid = true;
} else if (ch == 'p' || ch == 'P') {
current_action = Pause;
action_valid = true;
}
if (action_valid) {
userInput(current_action, false);
}
if (running) {
GameInfo_t game_state = updateCurrentState();
display_game(game_state);
}
if (action_valid) {
userInput(current_action, false);
}
endwin();
return 0;
if (running) {
GameInfo_t game_state = updateCurrentState();
display_game(game_state);
}
}
endwin();
return 0;
}