int main() { /* Future Work 3: How the selfloader bootstraps user processes needs to be modified further. Changes were made to accomodate the new way that muslc expects process's stacks to be set up when processes start, but the one part of this that still needs to changed is how user processes find their system call table. Currently the selfloader sets up user processes so that the selfloader's system call table is used by user processes by passing the address of the selfloader's system call table to the user processes via the user process's environment variables. Ideally, user processes would use their own system call table. */ uintptr_t address = strtoll(getenv("SYSTABLE"), NULL, 16); refos_init_selfload_child(address); int c, i, *ptr; int delay = INITIAL_DELAY_MS; refos_initialise(); peekShape = NULL; /* Initialise board. */ ptr = board; for (i = B_SIZE - 1; i>=0; i--) { *ptr++ = i < 25 || i % B_COLS < 2 ? A_BG_W : RESETATTR; } srand((unsigned int) RANDOM_SEED); clrscr(); print_welcome_message(); printf(" Press the space bar to continue...\n"); show_online_help(); while (1) { c = io_nonblock_getkey(); rand(); if (c == ' ') break; } clrscr(); show_online_help(); /* Main game loop. */ shape = next_shape(); while (!exitGame) { c = io_nonblock_getkey(); rand(); if (c >= 0) { game_frame(c); } else { game_frame(0); usleep((delay - level * LEVEL_DECREASE_DELAY_MS) * 1000); } } gotoxy (0, 25); printf("Game over! You reached %d points.\n", points); }
/*! @brief Update game state forward a frame. */ void game_frame(int c) { int j; int *backup; if (c == 0) { if (fits_in (shape, pos + B_COLS)) { pos += B_COLS; } else { place(shape, pos, get_col(shape)); ++points; for (j = 0; j < 252; j = B_COLS * (j / B_COLS + 1)) { for (; board[++j];) { if (j % B_COLS == 10) { linesCleared++; for (; j % B_COLS; board[j--] = 0); update(); for (; --j; board[j + B_COLS] = board[j]); update(); } } } shape = next_shape(); if (!fits_in (shape, pos = 17)) c = keys[KEY_QUIT]; } } if (c == keys[KEY_LEFT]) { if (!fits_in (shape, --pos)) ++pos; } if (c == keys[KEY_ROTATE]) { backup = shape; shape = &shapes[4 * *shape]; /* Rotate */ /* Check if it fits, if not restore shape from backup. */ if (!fits_in (shape, pos)) shape = backup; } if (c == keys[KEY_RIGHT]) { if (!fits_in (shape, ++pos)) --pos; } if (c == keys[KEY_DROP]) { for (; fits_in (shape, pos + B_COLS); ++points) pos += B_COLS; } if (c == keys[KEY_PAUSE] || c == keys[KEY_QUIT]) { exitGame = 1; return; } place(shape, pos, get_col(shape)); update(); place(shape, pos, RESETATTR); }
int *next_shape (void) { int *next = peek_shape; peek_shape = &shapes[rand () % 7 * 4]; if (!next) { return next_shape (); } return next; }