void change_direction(char board[BOARD_HEIGHT][BOARD_WIDTH], char cur_brick[4][4], const unsigned char x, const unsigned char y, const char i) { char new_brick[4][4]; unsigned char n, s; for(n = 0; n < 4; n++) { for(s = 0; s < 4; s++) { if(i < 0) { new_brick[n][s] = cur_brick[3 - s][n]; } else { new_brick[n][s] = cur_brick[s][3 - n]; } } } if(check_brick(board, new_brick, x, y) == 0) { memcpy(cur_brick, new_brick, sizeof(char) * 4 * 4); } }
void draw_to_board(char board[BOARD_HEIGHT][BOARD_WIDTH], char cur_brick[4][4], const char brick_type, const unsigned char x, const unsigned char y) { unsigned char a, b, i, n; if(check_brick(board, cur_brick, x, y) != 0) { return; } find_index(cur_brick, &a, &b); for(i = 0; i < 4; i++) { for(n = 0; n < 4; n++) { if(cur_brick[i][n] == 1 || cur_brick[i][n] == 2) { board[y - b + i][x - a + n] = brick_type; } } } }
int start_game(){ char board[ BOARD_HEIGHT ][ BOARD_WIDTH ]; char mtx_brick[4][4]; int score = 0; int level = 0; int lines = 0; int tmp_lines = 0; char x, y; char brick; char next_brick; int vel = 10; timespec req; req.tv_sec = 0; req.tv_nsec = vel * PULSE; srand( time( 0 ) ); memset( board, 0, BOARD_HEIGHT * BOARD_WIDTH ); next_brick = rand() % 7 + 1; init_screen(); WINDOW* wboard = create_wboard(); WINDOW* wpreview = create_wpreview(); WINDOW* wscore = create_wscore(); show_title(); show_score( wscore, score, level, lines ); wait_start( wboard ); bool play = true; while( play ){ brick = next_brick; next_brick = rand() % 7 + 1; show_preview( wpreview, next_brick ); show_score( wscore, score, level, lines ); show_board( wboard, board ); x = ( ( BOARD_WIDTH / 3 ) % 2 == 0 ) ? BOARD_WIDTH / 3 : BOARD_WIDTH / 3 + 1; y = - 3; get_brick( brick, mtx_brick ); bool move = true; int delay = 0; while( move ){ switch( getch() ){ case KEY_UP: move_brick( wboard, board, mtx_brick, brick, &y, &x, ROTATE_R ); break; case 'z': move_brick( wboard, board, mtx_brick, brick, &y, &x, ROTATE_R ); break; case 'x': move_brick( wboard, board, mtx_brick, brick, &y, &x, ROTATE_L ); break; case KEY_DOWN: move_brick( wboard, board, mtx_brick, brick, &y, &x, DOWN ); break; case KEY_LEFT: move_brick( wboard, board, mtx_brick, brick, &y, &x, LEFT ); break; case KEY_RIGHT: move_brick( wboard, board, mtx_brick, brick, &y, &x, RIGHT ); break; case ' ': move_brick( wboard, board, mtx_brick, brick, &y, &x, BOTTOM ); break; case 27: play = move = false; break; case 'q': play = move = false; break; default: break; } // switch( getch() ) if( ++delay == DELAY_DOWN ){ move_brick( wboard, board, mtx_brick, brick, &y, &x, DOWN ); } if( delay == DELAY_BOTTOM ){ delay = 0; if( check_brick(mtx_brick, board, y + 1, x ) ){ move = false; if( y < 0 ) play = false; } } nanosleep( &req, 0 ); } // while( move ) set_board( board, mtx_brick, brick, y, x ); tmp_lines += check_lines( board, &score, &lines ); if( tmp_lines >= CH_LEV ){ req.tv_nsec = vel * PULSE; score += 1; level++; if( vel > 1 ) vel--; tmp_lines = tmp_lines % CH_LEV; } } // while( quit ) delwin( wboard ); delwin( wpreview ); delwin( wscore ); restore_screen(); return 0; }