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[/] [or1k/] [tags/] [MW_0_8_9PRE7/] [mw/] [src/] [demos/] [nanox/] [ntetris.c] - Rev 1765

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/* 
 * The contents of this file are subject to the Mozilla Public License
 * Version 1.1 (the "License"); you may not use this file except in
 * compliance with the License. You may obtain a copy of the License at
 * http://www.mozilla.org/MPL/
 * 
 * Software distributed under the License is distributed on an "AS IS"
 * basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
 * License for the specific language governing rights and limitations
 * under the License.
 * 
 * The Original Code is NanoTetris.
 * 
 * The Initial Developer of the Original Code is Alex Holden.
 * Portions created by Alex Holden are Copyright (C) 2000
 * Alex Holden <alex@linuxhacker.org>. All Rights Reserved.
 * 
 * Contributor(s):
 * 
 * Alternatively, the contents of this file may be used under the terms
 * of the GNU General Public license (the  "[GNU] License"), in which case the
 * provisions of [GNU] License are applicable instead of those
 * above.  If you wish to allow use of your version of this file only
 * under the terms of the [GNU] License and not to allow others to use
 * your version of this file under the MPL, indicate your decision by
 * deleting  the provisions above and replace  them with the notice and
 * other provisions required by the [GNU] License.  If you do not delete
 * the provisions above, a recipient may use your version of this file
 * under either the MPL or the [GNU] License.
 */
 
/*
 * A Nano-X Tetris clone by Alex Holden.
 *
 * The objective is to keep placing new pieces for as long as possible. When a
 * horizontal line is filled with blocks, it will vanish, and everything above
 * it will drop down a line. It quickly gets difficult because the speed
 * increases with the score. Unlike with some Tetris clones, no bonus points
 * are awarded for matching colours, completing more than one line at a time,
 * or for using the "drop shape to bottom" function.
 *
 * The box in the top left of the game window is the score box. The top score
 * is the highest score you have achieved since last resetting the high score
 * counter. The counter is stored when the game exits in the file specified by
 * the HISCORE_FILE parameter ("/usr/games/nanotetris.hiscore" by default). 
 * Note that no attempt is made to encrypt the file, so anybody with write
 * access to the file can alter the contents of it using a text editor.
 *
 * The box below the score box is the next shape box. This contains a "preview"
 * of the next shape to appear, so that you can plan ahead as you are building
 * up the blocks.
 *
 * The game functions can be controlled using either the mouse (or a touch pad,
 * touch screen, trackball, etc.) and the buttons below the next shape box, or
 * with the following keyboard keys:
 *
 *   Q = quit game
 *   N = new game
 *   P = pause game
 *   C = continue game
 *   D = rotate shape anticlockwise
 *   F = rotate shape clockwise
 *   J = move shape left
 *   K = move shape right
 *   Space Bar = drop shape to bottom.
 *
 * The reason for the unconventional use of D, F, J, and K keys is that they
 * are all in the "home" position of a QWERTY keyboard, which makes them very
 * easy to press if you are used to touch typing.
 *
 * I'll leave it to you to figure out which mouse operated movement button does
 * what (it's pretty obvious).
 */
 
#include <stdio.h>
#include <stdlib.h>
#include <fcntl.h>
#include <unistd.h>
#include <time.h>
#include <ctype.h>
#include <errno.h>
#include <sys/time.h>
 
#ifdef __ECOS
#define random  rand
#define srandom srand
#endif
 
#define MWINCLUDECOLORS
#include <nano-X.h>
 
#include "ntetris.h"
 
void *my_malloc(size_t size)
{
	void *ret;
 
	if(!(ret = malloc(size))) {
		fprintf(stderr, "Out of memory\n");
		exit(1);
	}
 
	return ret;
}
 
#ifdef HAVE_USLEEP
void msleep(long ms)
{
	usleep(ms * 1000);
}
#else
void msleep(long ms)
{
	struct timespec req, rem;
 
	req.tv_sec = ms / 1000000;
	req.tv_nsec = (ms % 1000000) * 1000000;
 
	while(nanosleep(&req, &rem) == -1) {
		if(errno == EINTR) {
			req.tv_sec = rem.tv_sec;
			req.tv_nsec = rem.tv_nsec;
			continue;
		} else {
			perror("nanosleep() failed");
			return;
		}
	}
}
#endif
 
#ifdef USE_HISCORE_FILE
void read_hiscore(nstate *state)
{
	FILE *f;
	int i, n;
 
	if(!(f = fopen(HISCORE_FILE, "r"))) {
		if(errno != ENOENT)
			perror("Couldn't open high score file for reading");
		state->hiscore = state->fhiscore = 0;
		return;
	}
 
	i = fscanf(f, "%d", &n);
	fclose(f);
 
	if(i != 1) {
		fprintf(stderr, "Couldn't read high score file\n");
		n = 0;
	}
 
	state->hiscore = state->fhiscore = n;
}
 
void write_hiscore(nstate *state)
{
	FILE *f;
 
	if(state->score > state->hiscore) state->hiscore = state->score;
	if(state->hiscore <= state->fhiscore) return;
 
	if(!(f = fopen(HISCORE_FILE, "w"))) {
		perror("Couldn't open high score file for writing");
		return;
	}
 
	if((fprintf(f, "%d", state->hiscore)) == -1) {
		perror("Couldn't write to high score file");
	}
 
	fclose(f);
}
#else
void read_hiscore(nstate *state)
{
	state->hiscore = 0;
}
 
void write_hiscore(nstate *state) {}
#endif
 
int will_collide(nstate *state, int x, int y, int orientation)
{
	int r, c, xx, yy;
	char ch = 0;
 
	draw_shape(state, state->current_shape.x, state->current_shape.y, 1);
	for(r = 0; ch < 3; r++) {
		ch = 0;
		for(c = 0; ch < 2; c++) {
			ch = shapes[state->current_shape.type]
				[orientation][r][c];
			if(ch == 1) {
				yy = y + r;
				xx = x + c;
				if((yy == WELL_HEIGHT) || (xx == WELL_WIDTH) ||
						(state->blocks[0][yy][xx])) {
					draw_shape(state,
						state->current_shape.x,
						state->current_shape.y, 0);
					return 1;
				}
			}
		}
	}
	draw_shape(state, state->current_shape.x, state->current_shape.y, 0);
 
	return 0;
}
 
void draw_shape(nstate *state, GR_COORD x, GR_COORD y, int erase)
{
	int r, c, yy, xx;
	GR_COLOR col;
	char ch = 0;
 
	if(erase) col = 0;
	else col = state->current_shape.colour;
 
	for(r = 0; ch < 3; r++) {
		ch = 0;
		for(c = 0; ch < 2; c++) {
			ch = shapes[state->current_shape.type]
				[state->current_shape.orientation][r][c];
			if(ch == 1) {
				yy = y + r;
				xx = x + c;
				state->blocks[0][yy][xx] = col;
			}
		}
	}
}
 
void draw_well(nstate *state, int forcedraw)
{
	int x, y;
 
	for(y = WELL_NOTVISIBLE; y < WELL_HEIGHT; y++) {
		for(x = 0; x < WELL_WIDTH; x++) {
			if(forcedraw || (state->blocks[0][y][x] !=
						state->blocks[1][y][x])) {
				state->blocks[1][y][x] = state->blocks[0][y][x];
				GrSetGCForeground(state->wellgc,
							state->blocks[0][y][x]);
				GrFillRect(state->well_window, state->wellgc,
					(BLOCK_SIZE * x),
					(BLOCK_SIZE * (y - WELL_NOTVISIBLE)),
						BLOCK_SIZE, BLOCK_SIZE);
			}
		}
	}
 
	GrFlush();
}
 
void draw_score(nstate *state)
{
	char buf[32];
 
	GrFillRect(state->score_window, state->scoregcb, 0, 0,
			SCORE_WINDOW_WIDTH, SCORE_WINDOW_HEIGHT);
 
	sprintf(buf, "%d", state->score);
	GrText(state->score_window, state->scoregcf, TEXT_X_POSITION,
					TEXT2_Y_POSITION, buf, strlen(buf), 0);
	sprintf(buf, "%d", state->hiscore);
	GrText(state->score_window, state->scoregcf, TEXT_X_POSITION,
					TEXT_Y_POSITION, buf, strlen(buf), 0);
}
 
void draw_next_shape(nstate *state)
{
	int r, c, startx, starty, x, y;
	char ch = 0;
 
	GrFillRect(state->next_shape_window, state->nextshapegcb, 0, 0,
			NEXT_SHAPE_WINDOW_WIDTH, NEXT_SHAPE_WINDOW_HEIGHT);
 
	GrSetGCForeground(state->nextshapegcf, state->next_shape.colour);
 
	startx = (BLOCK_SIZE * ((NEXT_SHAPE_WINDOW_SIZE / 2) -
			(shape_sizes[state->next_shape.type]
			[state->next_shape.orientation][0] / 2)));
	starty = (BLOCK_SIZE * ((NEXT_SHAPE_WINDOW_SIZE / 2) -
			(shape_sizes[state->next_shape.type]
			[state->next_shape.orientation][1] / 2)));
 
	for(r = 0; ch < 3; r++) {
		ch = 0;
		for(c = 0; ch < 2; c++) {
			ch = shapes[state->next_shape.type]
				[state->next_shape.orientation][r][c];
			if(ch == 1) {
				x = startx + (c * BLOCK_SIZE);
				y = starty + (r * BLOCK_SIZE);
				GrFillRect(state->next_shape_window,
					state->nextshapegcf, x, y,
					BLOCK_SIZE, BLOCK_SIZE);
			}
		}
	}
}
 
void draw_new_game_button(nstate *state)
{
	GrFillRect(state->new_game_button, state->buttongcb, 0, 0,
			NEW_GAME_BUTTON_WIDTH, NEW_GAME_BUTTON_HEIGHT);
	GrText(state->new_game_button, state->buttongcf, TEXT_X_POSITION,
					TEXT_Y_POSITION, "New Game", 8, 0);
}
 
void draw_anticlockwise_button(nstate *state)
{
	if(!state->running_buttons_mapped) return;
	GrFillRect(state->anticlockwise_button, state->buttongcb, 0, 0,
		ANTICLOCKWISE_BUTTON_WIDTH, ANTICLOCKWISE_BUTTON_HEIGHT);
	GrText(state->anticlockwise_button, state->buttongcf, TEXT_X_POSITION,
					TEXT_Y_POSITION, "   /", 4, 0);
}
 
void draw_clockwise_button(nstate *state)
{
	if(!state->running_buttons_mapped) return;
	GrFillRect(state->clockwise_button, state->buttongcb, 0, 0,
			CLOCKWISE_BUTTON_WIDTH, CLOCKWISE_BUTTON_HEIGHT);
	GrText(state->clockwise_button, state->buttongcf, TEXT_X_POSITION,
					TEXT_Y_POSITION, "   \\", 4, 0);
}
 
void draw_left_button(nstate *state)
{
	if(!state->running_buttons_mapped) return;
	GrFillRect(state->left_button, state->buttongcb, 0, 0,
			LEFT_BUTTON_WIDTH, LEFT_BUTTON_HEIGHT);
	GrText(state->left_button, state->buttongcf, TEXT_X_POSITION,
					TEXT_Y_POSITION, "  <", 3, 0);
}
 
void draw_right_button(nstate *state)
{
	if(!state->running_buttons_mapped) return;
	GrFillRect(state->right_button, state->buttongcb, 0, 0,
			RIGHT_BUTTON_WIDTH, RIGHT_BUTTON_HEIGHT);
	GrText(state->right_button, state->buttongcf, TEXT_X_POSITION,
					TEXT_Y_POSITION, "   >", 4, 0);
}
 
void draw_drop_button(nstate *state)
{
	if(!state->running_buttons_mapped) return;
	GrFillRect(state->drop_button, state->buttongcb, 0, 0,
			DROP_BUTTON_WIDTH, DROP_BUTTON_HEIGHT);
	GrText(state->drop_button, state->buttongcf, TEXT_X_POSITION,
					TEXT_Y_POSITION, "    Drop", 8, 0);
}
 
void draw_pause_continue_button(nstate *state)
{
	if((state->running_buttons_mapped) && (state->state == STATE_STOPPED)) {
		GrUnmapWindow(state->pause_continue_button);
		GrUnmapWindow(state->anticlockwise_button);
		GrUnmapWindow(state->clockwise_button);
		GrUnmapWindow(state->left_button);
		GrUnmapWindow(state->right_button);
		GrUnmapWindow(state->drop_button);
		state->running_buttons_mapped = 0;
		return;
	}
	if((!state->running_buttons_mapped) && (state->state == STATE_RUNNING)){
		GrMapWindow(state->pause_continue_button);
		GrMapWindow(state->anticlockwise_button);
		GrMapWindow(state->clockwise_button);
		GrMapWindow(state->left_button);
		GrMapWindow(state->right_button);
		GrMapWindow(state->drop_button);
		state->running_buttons_mapped = 1;
		return;
	}
	if(!state->running_buttons_mapped) return;
	GrFillRect(state->pause_continue_button, state->buttongcb, 0, 0,
		PAUSE_CONTINUE_BUTTON_WIDTH, PAUSE_CONTINUE_BUTTON_HEIGHT);
	if(state->state == STATE_PAUSED) {
		GrText(state->pause_continue_button, state->buttongcf,
			TEXT_X_POSITION, TEXT_Y_POSITION, " Continue", 9, 0);
	} else {
		GrText(state->pause_continue_button, state->buttongcf,
			TEXT_X_POSITION, TEXT_Y_POSITION, "   Pause", 8, 0);
	}
}
 
int block_is_all_in_well(nstate *state)
{
	if(state->current_shape.y >= WELL_NOTVISIBLE)
		return 1;
 
	return 0;
}
 
void delete_line(nstate *state, int line)
{
	int x, y;
 
	if(line < WELL_NOTVISIBLE) return;
 
	for(y = line - 1; y; y--)
		for(x = WELL_WIDTH; x; x--)
			state->blocks[0][y + 1][x] = state->blocks[0][y][x];
 
	draw_well(state, 0);
}
 
void block_reached_bottom(nstate *state)
{
	int x, y;
 
	if(!block_is_all_in_well(state)) {
		state->state = STATE_STOPPED;
		return;
	}
 
	for(y = WELL_HEIGHT - 1; y; y--) {
		for(x = 0; x < WELL_WIDTH; x++)
			if(!state->blocks[0][y][x]) goto nr;
		msleep(DELETE_LINE_DELAY);
		delete_line(state, y);
		state->score += SCORE_INCREMENT;
		if((LEVELS > (state->level + 1)) && (((state->level + 1) *
					LEVEL_DIVISOR) <= state->score))
			state->level++;
		draw_score(state);
		y++;
		nr:
	}
 
	choose_new_shape(state);
	draw_next_shape(state);
}
 
void move_block(nstate *state, int direction)
{
	if(direction == 0) {
 		if(!state->current_shape.x) return;
		else {
			if(!will_collide(state, (state->current_shape.x - 1),
						state->current_shape.y,
					state->current_shape.orientation)) {
				draw_shape(state, state->current_shape.x,
						state->current_shape.y, 1);
				state->current_shape.x--;
				draw_shape(state, state->current_shape.x,
						state->current_shape.y, 0);
				draw_well(state, 0);
			}
		}
	} else {
		if(!will_collide(state, (state->current_shape.x + 1),
						state->current_shape.y,
					state->current_shape.orientation)) {
			draw_shape(state, state->current_shape.x,
					state->current_shape.y, 1);
			state->current_shape.x++;
			draw_shape(state, state->current_shape.x,
					state->current_shape.y, 0);
			draw_well(state, 0);
		}
	}
}
 
void rotate_block(nstate *state, int direction)
{
	int neworientation = 0;
 
	if(direction == 0) {
		if(!state->current_shape.orientation)
			neworientation = MAXORIENTATIONS - 1;
		else neworientation = state->current_shape.orientation - 1;
	} else {
		neworientation = state->current_shape.orientation + 1;
		if(neworientation == MAXORIENTATIONS) neworientation = 0;
	}
 
	if(!will_collide(state, state->current_shape.x, state->current_shape.y,
							neworientation)) {
		draw_shape(state, state->current_shape.x,
				state->current_shape.y, 1);
		state->current_shape.orientation = neworientation;
		draw_shape(state, state->current_shape.x,
				state->current_shape.y, 0);
		draw_well(state, 0);
	}
}
 
int drop_block_1(nstate *state)
{
	if(will_collide(state, state->current_shape.x,
				(state->current_shape.y + 1),
				state->current_shape.orientation)) {
		block_reached_bottom(state);
		return 1;
	}
 
	draw_shape(state, state->current_shape.x, state->current_shape.y, 1);
	state->current_shape.y++;
	draw_shape(state, state->current_shape.x, state->current_shape.y, 0);
 
	draw_well(state, 0);
 
	return 0;
}
 
void drop_block(nstate *state)
{
	while(!drop_block_1(state)) msleep(DROP_BLOCK_DELAY);
}
 
void handle_exposure_event(nstate *state)
{
	GR_EVENT_EXPOSURE *event = &state->event.exposure;
 
	if(event->wid == state->score_window) {
		draw_score(state);
		return;
	}
	if(event->wid == state->next_shape_window) {
		draw_next_shape(state);
		return;
	}
	if(event->wid == state->new_game_button) {
		draw_new_game_button(state);
		return;
	}
	if(event->wid == state->pause_continue_button) {
		draw_pause_continue_button(state);
		return;
	}
	if(event->wid == state->anticlockwise_button) {
		draw_anticlockwise_button(state);
		return;
	}
	if(event->wid == state->clockwise_button) {
		draw_clockwise_button(state);
		return;
	}
	if(event->wid == state->left_button) {
		draw_left_button(state);
		return;
	}
	if(event->wid == state->right_button) {
		draw_right_button(state);
		return;
	}
	if(event->wid == state->drop_button) {
		draw_drop_button(state);
		return;
	}
	if(event->wid == state->well_window) {
		draw_well(state, 1);
		return;
	}
}
 
void handle_mouse_event(nstate *state)
{
	GR_EVENT_MOUSE *event = &state->event.mouse;
 
	if(event->wid == state->new_game_button) {
		state->state = STATE_NEWGAME;
		return;
	}
	if(event->wid == state->pause_continue_button) {
		if(state->state == STATE_PAUSED) state->state = STATE_RUNNING;
		else state->state = STATE_PAUSED;
		return;
	}
	if(event->wid == state->anticlockwise_button) {
		if(state->state == STATE_PAUSED) state->state = STATE_RUNNING;
		rotate_block(state, 0);
		return;
	}
	if(event->wid == state->clockwise_button) {
		if(state->state == STATE_PAUSED) state->state = STATE_RUNNING;
		rotate_block(state, 1);
		return;
	}
	if(event->wid == state->left_button) {
		if(state->state == STATE_PAUSED) state->state = STATE_RUNNING;
		move_block(state, 0);
		return;
	}
	if(event->wid == state->right_button) {
		if(state->state == STATE_PAUSED) state->state = STATE_RUNNING;
		move_block(state, 1);
		return;
	}
	if(event->wid == state->drop_button) {
		if(state->state == STATE_PAUSED) state->state = STATE_RUNNING;
		drop_block(state);
		return;
	}
}
 
void handle_keyboard_event(nstate *state)
{
	GR_EVENT_KEYSTROKE *event = &state->event.keystroke;
 
	switch(event->ch) {
		case 'q':
		case 'Q':
		case MWKEY_CANCEL:
			state->state = STATE_EXIT;
			return;
		case 'n':
		case 'N':
		case MWKEY_APP1:
			state->state = STATE_NEWGAME;
			return;
	}
 
	if(state->state == STATE_STOPPED) return;
 
	state->state = STATE_RUNNING;
 
	switch(event->ch) {
		case 'p':
		case 'P':
			state->state = STATE_PAUSED;
			break;
		case 'j':
		case 'J':
        	case MWKEY_LEFT:
			move_block(state, 0);
			break;
		case 'k':
		case 'K':
        	case MWKEY_RIGHT:
			move_block(state, 1);
			break;
		case 'd':
		case 'D':
        	case MWKEY_UP:
			rotate_block(state, 0);
			break;
		case 'f':
		case 'F':
        	case MWKEY_DOWN:
			rotate_block(state, 1);
			break;
		case ' ':
        	case MWKEY_MENU:
			drop_block(state);
			break;
	}
}
 
void handle_event(nstate *state)
{
	switch(state->event.type) {
		case GR_EVENT_TYPE_EXPOSURE:
			handle_exposure_event(state);
			break;
		case GR_EVENT_TYPE_BUTTON_DOWN:
			handle_mouse_event(state);
			break;
		case GR_EVENT_TYPE_KEY_DOWN:
			handle_keyboard_event(state);
			break;
		case GR_EVENT_TYPE_CLOSE_REQ:
			state->state = STATE_EXIT;
			break;
		case GR_EVENT_TYPE_TIMEOUT:
			break;
		default:
			fprintf(stderr, "Unhandled event type %d\n",
							state->event.type);
			break;
	}
}
 
void clear_well(nstate *state)
{
	int x, y;
 
	for(y = 0; y < WELL_HEIGHT; y++)
		for(x = 0; x < WELL_WIDTH; x++) {
			state->blocks[0][y][x] = 0;
			state->blocks[1][y][x] = 0;
		}
}
 
/* Dirty hack alert- this is to avoid using any floating point math */
int random8(int limit)
{
	int ret;
 
	do { ret = random() & 7; } while(ret > limit);
 
	return ret;
}
 
void choose_new_shape(nstate *state)
{
	state->current_shape.type = state->next_shape.type;
	state->current_shape.orientation = state->next_shape.orientation;
	state->current_shape.colour = state->next_shape.colour;
	state->current_shape.x = (WELL_WIDTH / 2) - 2;
	state->current_shape.y = WELL_NOTVISIBLE -
			shape_sizes[state->next_shape.type]
				[state->next_shape.orientation][1] - 1;
	state->next_shape.type = random8(MAXSHAPES - 1);
	state->next_shape.orientation = random8(MAXORIENTATIONS - 1);
	state->next_shape.colour = block_colours[random8(MAX_BLOCK_COLOUR)];
}
 
void new_game(nstate *state)
{
	clear_well(state);
	if(state->score > state->hiscore) state->hiscore = state->score;
	state->score = 0;
	state->level = 0;
	draw_score(state);
	choose_new_shape(state);
	draw_next_shape(state);
	draw_well(state, 1);
	if(state->state == STATE_NEWGAME) state->state = STATE_RUNNING;
}
 
void init_game(nstate *state)
{
	GR_WM_PROPERTIES props;
 
	if(GrOpen() < 0) {
		fprintf(stderr, "Couldn't connect to Nano-X server\n");
		exit(1);
	}
 
	state->main_window = GrNewWindow(GR_ROOT_WINDOW_ID,
					MAIN_WINDOW_X_POSITION,
					MAIN_WINDOW_Y_POSITION,
					MAIN_WINDOW_WIDTH,
					MAIN_WINDOW_HEIGHT, 0,
					MAIN_WINDOW_BACKGROUND_COLOUR, 0);
	/* set title */
	props.flags = GR_WM_FLAGS_TITLE | GR_WM_FLAGS_PROPS;
	props.props = GR_WM_PROPS_BORDER | GR_WM_PROPS_CAPTION;
	props.title = "Nano-Tetris";
	GrSetWMProperties(state->main_window, &props);
	GrSelectEvents(state->main_window, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_CLOSE_REQ |
					GR_EVENT_MASK_KEY_DOWN |
					GR_EVENT_MASK_TIMEOUT);
 
	state->score_window = GrNewWindow(state->main_window,
					SCORE_WINDOW_X_POSITION,
					SCORE_WINDOW_Y_POSITION,
					SCORE_WINDOW_WIDTH,
					SCORE_WINDOW_HEIGHT, 0,
					SCORE_WINDOW_BACKGROUND_COLOUR, 0);
	GrSelectEvents(state->score_window, GR_EVENT_MASK_EXPOSURE);
	GrMapWindow(state->score_window);
	state->scoregcf = GrNewGC();
	GrSetGCForeground(state->scoregcf, SCORE_WINDOW_FOREGROUND_COLOUR);
	GrSetGCBackground(state->scoregcf, SCORE_WINDOW_BACKGROUND_COLOUR);
	state->scoregcb = GrNewGC();
	GrSetGCForeground(state->scoregcb, SCORE_WINDOW_BACKGROUND_COLOUR);
 
	state->next_shape_window = GrNewWindow(state->main_window,
					NEXT_SHAPE_WINDOW_X_POSITION,
					NEXT_SHAPE_WINDOW_Y_POSITION,
					NEXT_SHAPE_WINDOW_WIDTH,
					NEXT_SHAPE_WINDOW_HEIGHT, 0,
					NEXT_SHAPE_WINDOW_BACKGROUND_COLOUR, 0);
	GrSelectEvents(state->next_shape_window, GR_EVENT_MASK_EXPOSURE);
	GrMapWindow(state->next_shape_window);
	state->nextshapegcf = GrNewGC();
	state->nextshapegcb = GrNewGC();
	GrSetGCForeground(state->nextshapegcb,
				NEXT_SHAPE_WINDOW_BACKGROUND_COLOUR);
 
	state->new_game_button = GrNewWindow(state->main_window,
					NEW_GAME_BUTTON_X_POSITION,
					NEW_GAME_BUTTON_Y_POSITION,
					NEW_GAME_BUTTON_WIDTH,
					NEW_GAME_BUTTON_HEIGHT, 0,
					BUTTON_BACKGROUND_COLOUR, 0);
	GrSelectEvents(state->new_game_button, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_BUTTON_DOWN);
	GrMapWindow(state->new_game_button);
	state->buttongcf = GrNewGC();
	GrSetGCForeground(state->buttongcf, BUTTON_FOREGROUND_COLOUR);
	GrSetGCBackground(state->buttongcf, BUTTON_BACKGROUND_COLOUR);
	state->buttongcb = GrNewGC();
	GrSetGCForeground(state->buttongcb, BUTTON_BACKGROUND_COLOUR);
 
	state->pause_continue_button = GrNewWindow(state->main_window,
					PAUSE_CONTINUE_BUTTON_X_POSITION,
					PAUSE_CONTINUE_BUTTON_Y_POSITION,
					PAUSE_CONTINUE_BUTTON_WIDTH,
					PAUSE_CONTINUE_BUTTON_HEIGHT, 0,
					BUTTON_BACKGROUND_COLOUR, 0);
	GrSelectEvents(state->pause_continue_button, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_BUTTON_DOWN);
 
	state->anticlockwise_button = GrNewWindow(state->main_window,
					ANTICLOCKWISE_BUTTON_X_POSITION,
					ANTICLOCKWISE_BUTTON_Y_POSITION,
					ANTICLOCKWISE_BUTTON_WIDTH,
					ANTICLOCKWISE_BUTTON_HEIGHT, 0,
					BUTTON_BACKGROUND_COLOUR,
					0);
	GrSelectEvents(state->anticlockwise_button, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_BUTTON_DOWN);
 
	state->clockwise_button = GrNewWindow(state->main_window,
					CLOCKWISE_BUTTON_X_POSITION,
					CLOCKWISE_BUTTON_Y_POSITION,
					CLOCKWISE_BUTTON_WIDTH,
					CLOCKWISE_BUTTON_HEIGHT, 0,
					BUTTON_BACKGROUND_COLOUR,
					0);
	GrSelectEvents(state->clockwise_button, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_BUTTON_DOWN);
 
	state->left_button = GrNewWindow(state->main_window,
					LEFT_BUTTON_X_POSITION,
					LEFT_BUTTON_Y_POSITION,
					LEFT_BUTTON_WIDTH,
					LEFT_BUTTON_HEIGHT, 0,
					BUTTON_BACKGROUND_COLOUR,
					0);
	GrSelectEvents(state->left_button, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_BUTTON_DOWN);
 
	state->right_button = GrNewWindow(state->main_window,
					RIGHT_BUTTON_X_POSITION,
					RIGHT_BUTTON_Y_POSITION,
					RIGHT_BUTTON_WIDTH,
					RIGHT_BUTTON_HEIGHT, 0,
					BUTTON_BACKGROUND_COLOUR,
					0);
	GrSelectEvents(state->right_button, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_BUTTON_DOWN);
 
	state->drop_button = GrNewWindow(state->main_window,
					DROP_BUTTON_X_POSITION,
					DROP_BUTTON_Y_POSITION,
					DROP_BUTTON_WIDTH,
					DROP_BUTTON_HEIGHT, 0,
					BUTTON_BACKGROUND_COLOUR,
					0);
	GrSelectEvents(state->drop_button, GR_EVENT_MASK_EXPOSURE |
					GR_EVENT_MASK_BUTTON_DOWN);
 
	state->well_window = GrNewWindow(state->main_window,
					WELL_WINDOW_X_POSITION,
					WELL_WINDOW_Y_POSITION,
					WELL_WINDOW_WIDTH,
					WELL_WINDOW_HEIGHT, 0,
					WELL_WINDOW_BACKGROUND_COLOUR, 0);
	GrSelectEvents(state->well_window, GR_EVENT_MASK_EXPOSURE);
	GrMapWindow(state->well_window);
	state->wellgc = GrNewGC();
 
	GrMapWindow(state->main_window);
 
	state->state = STATE_STOPPED;
	state->score = 0;
	read_hiscore(state);
	state->level = 0;
	state->running_buttons_mapped = 0;
 
	srandom(time(0));
 
	choose_new_shape(state);
	new_game(state);
}
 
void calculate_timeout(nstate *state)
{
	struct timeval t;
	long u;
 
	gettimeofday(&t, NULL);
	u = t.tv_usec + (delays[state->level] * 1000);
	state->timeout.tv_sec = t.tv_sec + (u / 1000000);
	state->timeout.tv_usec = u % 1000000;
}
 
unsigned long timeout_delay(nstate *state)
{
	struct timeval t;
	signed long s, m, ret;
 
	gettimeofday(&t, NULL);
 
	if((t.tv_sec > state->timeout.tv_sec) ||
			((t.tv_sec == state->timeout.tv_sec) &&
			t.tv_usec >= state->timeout.tv_usec)) return 1;
 
	s = state->timeout.tv_sec - t.tv_sec;
	m = ((state->timeout.tv_usec - t.tv_usec) / 1000);
	ret = (unsigned long)((1000 * s) + m);
/*
	fprintf(stderr, "t.tv_sec = %ld, t.tv_usec = %ld, timeout.tv_sec = "
		"%ld, timeout.tv_usec = %ld, s = %ld, m = %ld, ret = %ld\n",
		t.tv_sec, t.tv_usec, state->timeout.tv_sec,	
		state->timeout.tv_usec, s, m, ret);
*/
	if(ret <= 0) return 1;
	else return ret;
}
 
void do_update(nstate *state)
{
	struct timeval t;
 
	gettimeofday(&t, NULL);
 
	if((t.tv_sec > state->timeout.tv_sec) ||
			((t.tv_sec == state->timeout.tv_sec) &&
			(t.tv_usec >= state->timeout.tv_usec))) {
		drop_block_1(state);
		calculate_timeout(state);
	} 
}
 
void do_pause(nstate *state)
{
	draw_pause_continue_button(state);
	while(state->state == STATE_PAUSED) {
		GrGetNextEvent(&state->event);
		handle_event(state);
	}
	draw_pause_continue_button(state);
}
 
void wait_for_start(nstate *state)
{
	draw_pause_continue_button(state);
	while(state->state == STATE_STOPPED) {
		GrGetNextEvent(&state->event);
		handle_event(state);
	}
	if(state->state == STATE_NEWGAME) state->state = STATE_RUNNING;
	draw_pause_continue_button(state);
	calculate_timeout(state);
}
 
void run_game(nstate *state)
{
	while(state->state == STATE_RUNNING) {
		GrGetNextEventTimeout(&state->event, timeout_delay(state));
		handle_event(state);
		if(state->state == STATE_PAUSED) do_pause(state);
		if(state->state == STATE_RUNNING) do_update(state);
	}
}
 
void main_game_loop(nstate *state)
{
	wait_for_start(state);
	while(state->state != STATE_EXIT) {
		if(state->state == STATE_RUNNING) run_game(state);
		if(state->state == STATE_STOPPED) wait_for_start(state);
		if(state->state != STATE_EXIT) new_game(state);
	}
}
 
int main(int argc, char *argv[])
{
	nstate *state = my_malloc(sizeof(nstate));
 
	init_game(state);
	main_game_loop(state);
 
	write_hiscore(state);
 
	GrClose();
 
	return 0;
}
 

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