segm fault
This commit is contained in:
parent
5fd528e22a
commit
e9785c4906
10 changed files with 226 additions and 58 deletions
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@ -43,6 +43,7 @@ $(LIB_TETRIS): $(TETRIS_OBJ)
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$(TARGET): $(LIB_TETRIS) $(CLI_OBJ)
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$(CC) $(CLI_OBJ) -L$(BUILDDIR) -ltetris -o $@ $(LDFLAGS)
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rm -f $(CLI_OBJ) $(TETRIS_OBJ)
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brick_game/tetris/%.o: brick_game/tetris/%.c
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$(CC) $(CFLAGS) -c $< -o $@
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@ -57,7 +58,7 @@ uninstall:
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rm -f $(BINDIR)/$(TARGET)
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clean:
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rm -f $(CLI_OBJ) $(TETRIS_OBJ) $(TARGET) *.gcda *.gcno *.gcov
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rm -f $(CLI_OBJ) $(TETRIS_OBJ) $(TARGET) $(LIB_TETRIS) *.gcda *.gcno *.gcov
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test:
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@echo "Running tests..."
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@ -17,6 +17,7 @@ typedef enum {
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RightDown,
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LeftDown,
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Rotate,
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ToDown,
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DoNothing
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} Moving_t;
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@ -44,29 +45,36 @@ typedef struct {
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Automato_t state;
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Moving_t moving_type;
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int field[FIELD_HEIGHT][FIELD_WIDTH];
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// int score; // НЕ НУЖЕН, это уже есть в GameInfo_t
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// int high_score; // НЕ НУЖЕН, это уже есть в GameInfo_t
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// int level; // НЕ НУЖЕН, это уже есть в GameInfo_t
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// int speed; // НЕ НУЖЕН, это уже есть в GameInfo_t
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long long last_time; // нужно пояснение для чего это
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GameInfo_t info;
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long long last_time;
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} GameState_t;
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GameState_t* get_game_state(void);
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// Функции состояний
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// init
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void do_init(void);
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void do_spawn(void);
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void do_move(void);
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void do_moving(void);
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void do_attaching(void);
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void do_gameover(void);
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// Вспомогательные
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void place_figure();
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// spawn
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void do_spawn(void);
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// move
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void do_move(void);
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//moving
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void do_moving(void);
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// attaching
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void do_attaching(void);
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int check_collision();
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void place_figure();
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void clear_lines();
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// gameover
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void do_gameover(void);
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int is_game_over();
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// Функции фигур
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const int (*get_figure_shape(Sprite_t sprite, int rotation))[4];
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@ -1,43 +1,47 @@
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#include "01_automato.h"
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#include <stdlib.h>
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void userInput(UserAction_t action, bool hold) {
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GameState_t* g_state = get_game_state();
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GameInfo_t* g_info = get_info_state();
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(void)hold; // заглушка
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GameState_t* state = get_game_state();
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switch (action) {
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case Start:
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g_state->state = Init;
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state->state = Init;
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break;
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case Terminate:
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if (g_info->score > g_info->high_score) {
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g_info->high_score = g_info->score;
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if (state->info.score > state->info.high_score) {
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state->info.high_score = state->info.score;
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}
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state->state = GameOver;
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break;
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case Left:
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g_state->state = Moving;
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g_state->moving_type = LeftDown;
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state->state = Moving;
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state->moving_type = LeftDown;
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break;
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case Right:
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g_state->state = Moving;
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g_state->moving_type = RightDown;
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state->state = Moving;
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state->moving_type = RightDown;
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break;
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case Action:
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g_state->state = Moving;
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g_state->moving_type = Rotate;
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state->state = Moving;
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state->moving_type = Rotate;
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break;
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case Down:
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// Ускорение падения — будет обрабатываться в do_move
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state->state = Moving;
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state->moving_type = ToDown;
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break;
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case Pause:
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state->info.pause = !state->info.pause;
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break;
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default:
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break; // pause и down - не нужны в backend логике.
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break;
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}
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}
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GameInfo_t updateCurrentState() {
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GameState_t* g_state = get_game_state();
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switch (g_state->state) {
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case Start:
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GameState_t* state = get_game_state();
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switch (state->state) {
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case Init:
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do_init();
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break;
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case Spawn:
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@ -57,9 +61,9 @@ GameInfo_t updateCurrentState() {
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break;
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}
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GameInfo_t info = {0};
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info.field = (int**)g_state->field;
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info.next = (int**)g_state->next.mtrx; // теперь next.mtrx
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GameInfo_t info = state->info;
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info.field = (int**)state->field;
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info.next = (int**)state->next.mtrx;
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info.pause = 0;
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return info;
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}
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@ -1,13 +1,11 @@
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#include "01_automato.h"
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static GameState_t g_state = {0};
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GameState_t* get_game_state(void) {
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static GameInfo_t instance = {0};
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static int is_init = 0;
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if (!is_init) {
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g_state.state = GameOver;
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is_init = 1;
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static GameState_t state = {0};
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static int initialized = 0;
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if (!initialized) {
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state.state = GameOver;
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initialized = 1;
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}
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return &g_state;
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return &state;
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}
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@ -1,15 +1,14 @@
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#include "01_automato.h"
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void do_init(void) {
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GameState_t* g_state = get_game_state();
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GameInfo_t* g_info = get_game_info();
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GameState_t* state = get_game_state();
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// Очистка поля
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for (int i = 0; i < FIELD_HEIGHT; ++i)
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for (int j = 0; j < FIELD_WIDTH; ++j)
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g_state->field[i][j] = 0;
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state->field[i][j] = 0;
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g_info->score = 0;
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g_info->level = 1;
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g_info->speed = 1;
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g_state->state = Spawn;
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state->info.score = 0;
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state->info.level = 1;
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state->info.speed = 1;
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state->state = Spawn;
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}
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@ -1,8 +1,26 @@
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#include <time.h>
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#include "01_automato.h"
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long long get_time_ms() {
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return (long long)time(NULL) * 1000;
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}
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void do_move(void) {
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GameState_t* state = get_game_state();
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// Проверка таймера и перемещение вниз
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// Если hold Down — ускорение
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// Если коллизия — переход в Attaching
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long long current_time = get_time_ms();
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int delay = (state->moving_type == ToDown) ? 50 : (1000 / state->info.speed);
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if (current_time - state->last_time < delay) {
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return; // ещё не время
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}
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state->last_time = current_time;
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// Двигаем вниз
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state->curr.y++;
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if (check_collision()) {
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state->curr.y--; // откат
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state->state = Attaching; // переход в Attaching
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}
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}
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@ -2,7 +2,47 @@
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void do_moving(void) {
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GameState_t* state = get_game_state();
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// Обработка Left/Right/Action
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// Проверка коллизии
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// Возврат в Move или остаться в Moving
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switch (state->moving_type) {
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case LeftDown:
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case RightDown:
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case Rotate:
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// Обработка движения/поворота
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Figure_t old = state->curr;
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switch (state->moving_type) {
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case LeftDown:
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state->curr.x--;
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break;
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case RightDown:
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state->curr.x++;
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break;
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case Rotate:
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state->curr.rotation = (state->curr.rotation + 1) % 4;
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const int (*shape)[4] = get_figure_shape(state->curr.sprite, state->curr.rotation);
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j)
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state->curr.mtrx[i][j] = shape[i][j];
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break;
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default:
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break;
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}
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if (check_collision()) {
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state->curr = old; // откат
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}
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state->state = Move;
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break;
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case ToDown:
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// Мгновенное падение: двигаем вниз, пока не упрёмся
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do {
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state->curr.y++;
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} while (!check_collision());
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state->curr.y--; // откат на 1 назад
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state->state = Attaching; // сразу в Attaching
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break;
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case DoNothing:
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state->state = Move;
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break;
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}
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}
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@ -15,4 +15,82 @@ void do_attaching(void) {
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} else {
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state->state = Spawn;
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}
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}
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int check_collision() {
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GameState_t* state = get_game_state();
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Figure_t* fig = &state->curr;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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if (fig->mtrx[i][j]) {
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int x = fig->x + j;
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int y = fig->y + i;
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if (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT) {
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return 1; // коллизия
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}
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if (y >= 0 && state->field[y][x]) {
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return 1; // коллизия с другой фигурой
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}
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}
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}
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}
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return 0; // нет коллизии
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}
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void place_figure() {
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GameState_t* state = get_game_state();
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Figure_t* fig = &state->curr;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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if (fig->mtrx[i][j]) {
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int x = fig->x + j;
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int y = fig->y + i;
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if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
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state->field[y][x] = 2; // закреплённая фигура
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}
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}
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}
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}
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}
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void clear_lines() {
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GameState_t* state = get_game_state();
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int lines_cleared = 0;
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for (int i = FIELD_HEIGHT - 1; i >= 0; --i) {
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int full = 1;
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for (int j = 0; j < FIELD_WIDTH; ++j) {
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if (state->field[i][j] != 2) {
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full = 0;
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break;
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}
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}
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if (full) {
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// Сдвигаем строки вниз
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for (int y = i; y > 0; --y) {
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for (int x = 0; x < FIELD_WIDTH; ++x) {
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state->field[y][x] = state->field[y - 1][x];
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}
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}
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// Очищаем верхнюю строку
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for (int x = 0; x < FIELD_WIDTH; ++x) {
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state->field[0][x] = 0;
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}
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lines_cleared++;
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i++; // проверяем эту строку снова
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}
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}
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// Начисление очков
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if (lines_cleared > 0) {
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int points[] = {0, 100, 300, 700, 1500};
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state->info.score += points[lines_cleared];
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if (state->info.score / 600 > state->info.level - 1) {
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state->info.level++;
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state->info.speed = state->info.level;
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}
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}
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}
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@ -3,7 +3,19 @@
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void do_gameover(void) {
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GameState_t* state = get_game_state();
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// Сброс next в пустую фигуру
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const int (*shape)[4] = empty_fig();
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j)
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state->next.mtrx[i][j] = 0;
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state->next.mtrx[i][j] = shape[i][j];
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}
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int is_game_over() {
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GameState_t* state = get_game_state();
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// Проверяем, есть ли блоки в верхних рядах
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for (int j = 0; j < FIELD_WIDTH; ++j) {
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if (state->field[0][j] || state->field[1][j]) {
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return 1;
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}
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}
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return 0;
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}
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@ -3,13 +3,23 @@
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#include "../../brick_game/tetris/00_tetris.h"
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void display_game() {
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printf("DEBUG: display_game called\n");
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clear();
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GameInfo_t game_state = updateCurrentState();
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printf("DEBUG: Got game state, field: %p, next: %p\n",
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game_state.field, game_state.next);
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// Проверяем, является ли состояние GameOver
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if (game_state.next[0][0] == 0 && game_state.next[0][1] == 0 && game_state.next[0][2] == 0 && game_state.next[0][3] == 0) {
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mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "GAME OVER");
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refresh();
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return;
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}
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// Проверяем pause
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if (game_state.pause) {
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mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "PAUSED");
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refresh();
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return;
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}
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// Отображение игрового поля
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for (int i = 0; i < FIELD_HEIGHT; ++i) {
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