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#include <stdlib.h>
#include <stdbool.h>
#include <time.h>
#include <locale.h>
#include <ncurses.h>
#include "pieces.h"
#include "ui.h"
void clearmap(char** map, int mapH, int mapW) {
for (int r = 0; r < mapH; r++) {
for (int c = 0; c < mapW; c++) {
map[r][c] = ' ';
}
}
}
int clearfull(char** map, int mapH, int mapW) {
// if a row or column is full, clear it
// if a row and a column are full at the same time, clear both
// which is why we need to scan all rows/columns before actually clearing them
// returns total number of blocks cleared
bool* rows_to_clear = malloc(mapH * sizeof(bool));
bool* cols_to_clear = malloc(mapW * sizeof(bool));
int rtc_count = 0;
int ctc_count = 0;
// scan all rows and columns
for (int r = 0; r < mapH; r++) {
bool clear = true;
for (int c = 0; c < mapW; c++) {
if (map[r][c] == ' ')
clear = false;
}
rows_to_clear[r] = clear;
}
for (int c = 0; c < mapW; c++) {
bool clear = true;
for (int r = 0; r < mapH; r++) {
if (map[r][c] == ' ')
clear = false;
}
cols_to_clear[c] = clear;
}
// clear rows and columns marked true in `{rows,columns}_to_clear`
for (int r = 0; r < mapH; r++) {
if (rows_to_clear[r]) {
rtc_count++;
for (int c = 0; c < mapW; c++)
map[r][c] = ' ';
}
}
for (int c = 0; c < mapW; c++) {
if (cols_to_clear[c]) {
ctc_count++;
for (int r = 0; r < mapW; r++)
map[r][c] = ' ';
}
}
free(rows_to_clear);
free(cols_to_clear);
return (rtc_count * mapW + ctc_count * mapH - rtc_count * ctc_count);
}
void sirtet() {
const int H = 8; // canvas height
const int W = 8; // canvas width
const int P = 3; // maximum # of pieces at hand
// init memory and game state
char** map = malloc(H * sizeof(char*));
for (int r = 0; r < H; r++) {
map[r] = malloc(W * sizeof(char));
}
struct piece** hand = malloc(P * sizeof(struct piece*));
srand(time(NULL));
clearmap(map, H, W);
refillpieces(hand, P);
bool over = false;
int points = 0;
// initialize ncurses
setlocale(LC_ALL, "");
initscr();
clear();
noecho();
cbreak();
keypad(stdscr, true);
curs_set(0); // set cursor invisible
start_color();
init_pair(1, COLOR_GREEN, COLOR_BLACK);
init_pair(2, COLOR_RED, COLOR_BLACK);
// begin game loop
while (!over) {
clear();
printrect(0, 0, H, W);
printmap(map, 1, 1, H, W);
// display game stats
mvprintw(1, 2 * W + 8, "Points: %d", points);
refresh();
// select piece and position
bool confirmed = false;
int pc_idx;
struct piece* pc;
for (int i = 0; i < P; i++) {
// find first non-null piece
if (hand[i] != NULL) {
pc_idx = i;
pc = hand[i];
break;
}
}
int row = 0;
int col = 0;
while (!confirmed) {
printmap(map, 1, 1, H, W);
printpieces(hand, H + 2, 0, P, pc_idx);
bool pos_placeable = placeable(map, pc, row, col, H, W);
printpiece(pc, row + 1, col * 2 + 1, (pos_placeable ? 1 : 2));
// await user input
int ch = getch();
switch (ch) {
// enter: confirm choice
case 10:
if (pos_placeable)
confirmed = true;
break;
// arrow keys: move piece on map
case KEY_LEFT:
if (col > 0) col--;
break;
case KEY_RIGHT:
if (col + pc->w < W) col++;
break;
case KEY_UP:
if (row > 0) row--;
break;
case KEY_DOWN:
if (row + pc->h < H) row++;
break;
// [ and ]: switch pieces
case '[':
for (int i = 0; i < P; i++) {
// find previous non-null piece
pc_idx = (pc_idx + P - 1) % P;
if (hand[pc_idx] != NULL) {
pc = hand[pc_idx];
break;
}
}
break;
case ']':
for (int i = 0; i < P; i++) {
// find next non-null piece
pc_idx = (pc_idx + 1) % P;
if (hand[pc_idx] != NULL) {
pc = hand[pc_idx];
break;
}
}
break;
}
}
place(map, pc, row, col);
points += pc->points;
freepiece(pc);
hand[pc_idx] = NULL;
// clear full rows and columns
int blocks_cleared = clearfull(map, H, W);
points += blocks_cleared;
// if player has no piece left, refill
bool pieces_left = false;
for (int i = 0; i < P; i++) {
if (hand[i] != NULL) {
pieces_left = true;
break;
}
}
if (!pieces_left)
refillpieces(hand, P);
// game over if none of the pieces are placeable
bool has_placeable = false;
for (int i = 0; i < P; i++) {
if (hand[i] == NULL)
continue;
for (int r = 0; r <= H - hand[i]->h; r++) {
for (int c = 0; c <= W - hand[i]->w; c++) {
if (placeable(map, hand[i], r, c, H, W))
has_placeable = true;
}
}
}
if (!has_placeable) {
// game over
mvprintw(3, 2 * W + 8, "Game over");
mvprintw(4, 2 * W + 8, "Press any key to exit");
refresh();
while (getch() == 0);
over = true;
}
}
// free memory
for (int r = 0; r < H; r++) {
free(map[r]);
}
free(map);
for (int i = 0; i < P; i++) {
if (hand[i] != NULL)
freepiece(hand[i]);
}
free(hand);
// end ncurses
endwin();
}
int main(int argc, char *argv[]) {
sirtet();
return 0;
}
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