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authorOxore <oxore@protonmail.com>2018-07-09 01:06:04 +0300
committerOxore <oxore@protonmail.com>2018-07-09 01:06:04 +0300
commit73ec96ee907f0a8ebdeec20f2058de705b00d65d (patch)
tree144d4558a6cf91948e2946194406c2268ae6bb7c /src/engine.c
parent45ebf081cbf623bc258d20f38b68ed6c334316d3 (diff)
Finish painter, refactor game logic & keys handling
Add dependencies in Makefile: now it tracks headers too! Introduce texts in painter. Delegate all the window painting to the painter. Refactor texts from yaml parsing. Remove overcomplicated keymaps and lists of keymaps of... Whatever! Just let em go! Simple idlist with foreach is more than enough. Make displayable values be separate text objects which consists only of a number value that rendered every tick and then displayed. Refactor game logic: make state machine look much obvious with transition functions. Refactor long if-else and switch-case statement chains: replace them with arrays of values (it actually takes more lines of code :P) Refactor keys handling: shorten and separate shape moving code to functions.
Diffstat (limited to 'src/engine.c')
-rw-r--r--src/engine.c493
1 files changed, 301 insertions, 192 deletions
diff --git a/src/engine.c b/src/engine.c
index 9840b34..c218105 100644
--- a/src/engine.c
+++ b/src/engine.c
@@ -7,41 +7,97 @@
#include <SFML/Graphics/Text.h>
#include "common.h"
+#include "idlist.h"
#include "tet_conf.h"
+#include "vector.h"
#include "text.h"
#include "field.h"
-#include "draw.h"
+#include "painter.h"
#include "engine.h"
+#define RIGHT (1 << 0)
+#define UP (1 << 1)
+#define DOWN (1 << 2)
+#define LEFT (1 << 3)
+#define RIGHTHOLD (1 << 4)
+#define LEFTHOLD (1 << 7)
+
+int level_move_latency[] = {
+ L00LATENCY,
+ L01LATENCY,
+ L02LATENCY,
+ L03LATENCY,
+ L04LATENCY,
+ L05LATENCY,
+ L06LATENCY,
+ L07LATENCY,
+ L08LATENCY,
+ L09LATENCY,
+ L10LATENCY,
+ L11LATENCY,
+ L12LATENCY,
+ L13LATENCY,
+ L14LATENCY,
+ L15LATENCY,
+ L16LATENCY,
+ L17LATENCY,
+ L18LATENCY,
+ L19LATENCY,
+ L20LATENCY,
+ L21LATENCY,
+ L22LATENCY,
+ L23LATENCY,
+ L24LATENCY,
+ L25LATENCY,
+ L26LATENCY,
+ L27LATENCY,
+ L28LATENCY,
+ L29LATENCY
+};
+
+int rmlines_score[] = {
+ 0,
+ RM_1LINES_SCORE,
+ RM_2LINES_SCORE,
+ RM_3LINES_SCORE,
+ RM_4LINES_SCORE
+};
+
/* Externs from main.c */
-extern struct game game;
-extern struct field fld, nxt;
-
-extern char arrKeys; // Arrow keys states byte container
-
-void valueAfterTextDisplay(int value, List *texts, char *type)
-{
- List *l = texts;
- while (l) {
- Text *text = (Text *)l->obj;
- if (text->type)
- if (!strcmp(text->type, type)) {
- char a[64];
- if (text->text) {
- if (strlen(text->text) > 52) {
- memset(text->text+52, '\0', 1);
- strcpy(a, text->text);
- }
- sprintf(a, "%s%d", text->text, value);
- sfText_setString(text->sfText, (char *)&a);
- break;
- }
- }
- l = l->next;
+extern struct game game;
+extern struct field fld, nxt;
+extern struct idlist *texts;
+extern char arrKeys;
+
+static void render_score_value(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->type, "score.value")) {
+ if (!text->text)
+ text->text = malloc(sizeof(char) * BUFSIZ);
+ sprintf(text->text, "%d", game.scoreCurrent);
}
}
-void checkLevelUp(struct game *game)
+static void render_level_value(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->type, "level.value")) {
+ if (!text->text)
+ text->text = malloc(sizeof(char) * BUFSIZ);
+ sprintf(text->text, "%d", game.level);
+ }
+}
+
+static int getMoveLatencyOfLevel(unsigned int level)
+{
+ if (level > 29)
+ return level_move_latency[29];
+ else
+ return level_move_latency[level];
+}
+
+static void level_up(struct game *game)
{
while (game->lines >= LEVELUP_LINES) {
game->level++;
@@ -50,206 +106,259 @@ void checkLevelUp(struct game *game)
}
}
-int getMoveLatencyOfLevel(unsigned int level)
-{
- if (level >= 29)
- return L29LATENCY;
- else if (level >= 19)
- return L19LATENCY;
- else if (level >= 16)
- return L16LATENCY;
- else if (level >= 13)
- return L13LATENCY;
- else if (level >= 10)
- return L10LATENCY;
- else if (level == 9)
- return L09LATENCY;
- else if (level == 8)
- return L08LATENCY;
- else if (level == 7)
- return L07LATENCY;
- else if (level == 6)
- return L06LATENCY;
- else if (level == 5)
- return L05LATENCY;
- else if (level == 4)
- return L04LATENCY;
- else if (level == 3)
- return L03LATENCY;
- else if (level == 2)
- return L02LATENCY;
- else if (level == 1)
- return L01LATENCY;
- else if (level == 0)
- return L00LATENCY;
- return L00LATENCY;
-}
-
-
-/*
- * Game tick
- *
- */
-void tTick()
-{ // If tick exceeds current level tick latency
- if (sfClock_getElapsedTime(game.gameTick).microseconds >= game.moveLatency) {
- sfClock_restart(game.gameTick);
- fld.shape[0].y--; // try
- if (field_shape_collision(&fld, &fld.shape[0]))
- fld.shape[0].y++; // fallback
+static void hide_menu_text(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->scene, "menu"))
+ text->attr |= TXT_ATTR_INVISIBLE;
+}
+
+static void show_menu_text(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->scene, "menu"))
+ text->attr &= ~TXT_ATTR_INVISIBLE;
+}
+
+static void hide_game_text(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->scene, "game"))
+ text->attr |= TXT_ATTR_INVISIBLE;
+}
+
+static void show_game_text(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->scene, "game"))
+ text->attr &= ~TXT_ATTR_INVISIBLE;
+}
+
+static void update_menu_text(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->scene, "menu"))
+ painter_update_text(text->id, text);
+}
+
+static void update_game_text(void *obj)
+{
+ struct text *text = obj;
+ if (!strcmp(text->scene, "game"))
+ painter_update_text(text->id, text);
+}
+
+static void transition_game_over()
+{
+ game.isStarted = 0;
+ game.scoreCurrent = 0;
+ game.level = 0;
+ game.moveLatency = L00LATENCY;
+ game.lines = 0;
+
+ nxt.attr |= FLD_ATTR_INVISIBLE;
+ painter_update_field(nxt.id, &nxt);
+
+ fld.shape[0].y = fld.size.y;
+ field_fill_random(&fld);
+ painter_update_field(fld.id, &fld);
+
+ list_foreach(texts, show_menu_text);
+ list_foreach(texts, hide_game_text);
+ list_foreach(texts, update_menu_text);
+ list_foreach(texts, update_game_text);
+}
+
+static void transition_put_shape()
+{
+ field_put_shape(&fld, &fld.shape[0]);
+ int removedLines = field_rm_lines(&fld);
+ game.lines += removedLines;
+ game.scoreCurrent += rmlines_score[removedLines] * game.level;
+ fld.shape[0].t = nxt.shape[0].t;
+ field_reset_walking_shape(&fld, 0);
+ for (unsigned int s = 0; s < nxt.shape_cnt - 1; ++s) {
+ nxt.shape[s] = nxt.shape[s + 1];
+ nxt.shape[s].y = 4 - s * 3;
+ }
+ shape_gen_random(&nxt.shape[nxt.shape_cnt - 1]);
+ level_up(&game);
+}
+
+static void game_tick()
+{
+ sfClock_restart(game.gameTick);
+ fld.shape[0].y--; // try
+ if (field_shape_collision(&fld, &fld.shape[0]))
+ fld.shape[0].y++; // fallback
+ else
+ sfClock_restart(game.putTick);
+ if (sfClock_getElapsedTime(game.putTick).microseconds >= PUT_LATENCY) {
+ if (field_shape_out_of_bounds(&fld, &fld.shape[0]))
+ transition_game_over();
else
- sfClock_restart(game.putTick);
- if (sfClock_getElapsedTime(game.putTick).microseconds >= PUT_LATENCY) {
- if (field_shape_out_of_bounds(&fld, &fld.shape[0])) {
- gameover(&game);
- fld.shape[0].y = fld.size.y;
- field_fill_random(&fld);
- nxt.attr |= FLD_ATTR_INVISIBLE;
- painter_update_field(nxt.id, &nxt);
- return;
- } else {
- field_put_shape(&fld, &fld.shape[0]);
- int removedLines = field_rm_lines(&fld);
- game.lines += removedLines;
- switch (removedLines) {
- case 1:
- game.scoreCurrent += RM_1LINES_SCORE * game.level;
- break;
- case 2:
- game.scoreCurrent += RM_2LINES_SCORE * game.level;
- break;
- case 3:
- game.scoreCurrent += RM_3LINES_SCORE * game.level;
- break;
- case 4:
- game.scoreCurrent += RM_4LINES_SCORE * game.level;
- break;
- }
- fld.shape[0].t = nxt.shape[0].t;
- field_reset_walking_shape(&fld, 0);
- for (unsigned int s = 0; s < nxt.shape_cnt - 1; ++s) {
- nxt.shape[s] = nxt.shape[s + 1];
- nxt.shape[s].y = 4 - s * 3;
- }
- shape_gen_random(&nxt.shape[nxt.shape_cnt - 1]);
- checkLevelUp(&game);
- }
- sfClock_restart(game.putTick);
- }
+ transition_put_shape();
+ sfClock_restart(game.putTick);
}
}
-/*
- * Keys hold handler
- *
- */
-void tKeyCtrl()
+static void signal_up()
+{
+ field_rotate_shape(&fld, 0);
+}
+
+static void signal_down()
{
- /* Up arrow key 'hold' handler */
+ fld.shape[0].y--;
+ if (field_shape_collision(&fld, &fld.shape[0])) {
+ fld.shape[0].y++;
+ } else {
+ sfClock_restart(game.gameTick);
+ game.scoreCurrent++;
+ }
+ sfClock_restart(game.repPushDown);
+}
+
+static void signal_left()
+{
+ fld.shape[0].x--;
+ if (field_shape_collision(&fld, &fld.shape[0]))
+ fld.shape[0].x++;
+ else
+ sfClock_restart(game.putTick);
+ sfClock_restart(game.repKeyLeft);
+}
+
+static void signal_right()
+{
+ fld.shape[0].x++;
+ if (field_shape_collision(&fld, &fld.shape[0]))
+ fld.shape[0].x--;
+ else
+ sfClock_restart(game.putTick);
+ sfClock_restart(game.repKeyRight);
+}
+
+static void game_keys()
+{
+ /* UP */
if (sfKeyboard_isKeyPressed(sfKeyUp)) {
if (!(arrKeys & UP)) {
arrKeys = arrKeys | UP;
- field_rotate_shape(&fld, 0);
+ signal_up();
}
} else {
- if ((arrKeys & UP)) {
- arrKeys = arrKeys & ~UP;
- }
+ arrKeys = arrKeys & ~UP;
}
- /* Down Arrow Key 'hold' handler */
+ /* DOWN */
if (sfKeyboard_isKeyPressed(sfKeyDown)) {
if (!(arrKeys & DOWN)) {
arrKeys = arrKeys | DOWN;
- fld.shape[0].y--;
- if (field_shape_collision(&fld, &fld.shape[0]))
- fld.shape[0].y++;
- else {
- // Avoid excess move down by gameTick
- sfClock_restart(game.putTick);
- sfClock_restart(game.gameTick);
- game.scoreCurrent++;
- }
- sfClock_restart(game.repPushDown);
+ signal_down();
} else {
- if (sfClock_getElapsedTime(game.repPushDown).microseconds
- >= moveRepeatLatency2)
+ if (sfClock_getElapsedTime(game.repPushDown).microseconds >= moveRepeatLatency2)
arrKeys = arrKeys & ~DOWN;
}
} else {
- if ((arrKeys & DOWN)) {
- arrKeys = arrKeys & ~DOWN;
- }
+ arrKeys = arrKeys & ~DOWN;
}
- /* Left Arrow Key 'hold' handler */
- if (sfKeyboard_isKeyPressed(sfKeyLeft)
- && !sfKeyboard_isKeyPressed(sfKeyRight)) {
+ /* LEFT */
+ if (sfKeyboard_isKeyPressed(sfKeyLeft) && !sfKeyboard_isKeyPressed(sfKeyRight)) {
if (!(arrKeys & LEFT)) {
arrKeys = arrKeys | LEFT;
- fld.shape[0].x--;
- if (field_shape_collision(&fld, &fld.shape[0]))
- fld.shape[0].x++;
- else
- sfClock_restart(game.putTick);
- sfClock_restart(game.repKeyLeft);
- } else {
- if (!(arrKeys & LEFTHOLD)) {
- if (sfClock_getElapsedTime(game.repKeyLeft).microseconds
- >= moveRepeatLatency1) {
- arrKeys = arrKeys | LEFTHOLD;
- arrKeys = arrKeys & ~LEFT;
- }
- } else {
- if (sfClock_getElapsedTime(game.repKeyLeft).microseconds
- >= moveRepeatLatency2)
- arrKeys = arrKeys & ~LEFT;
+ signal_left();
+ } else if (!(arrKeys & LEFTHOLD)) {
+ if (sfClock_getElapsedTime(game.repKeyLeft).microseconds >= moveRepeatLatency1) {
+ arrKeys = arrKeys | LEFTHOLD;
+ arrKeys = arrKeys & ~LEFT;
}
+ } else {
+ if (sfClock_getElapsedTime(game.repKeyLeft).microseconds >= moveRepeatLatency2)
+ arrKeys = arrKeys & ~LEFT;
}
- } else if (!sfKeyboard_isKeyPressed(sfKeyLeft)) {
- if ((arrKeys & LEFT)) {
- arrKeys = arrKeys & ~LEFT;
- arrKeys = arrKeys & ~LEFTHOLD;
- }
+ } else {
+ arrKeys = arrKeys & ~LEFT;
+ arrKeys = arrKeys & ~LEFTHOLD;
}
- /* Right Arrow Key 'hold' handler */
- if (sfKeyboard_isKeyPressed(sfKeyRight)
- && !sfKeyboard_isKeyPressed(sfKeyLeft)) {
+ /* RIGHT */
+ if (sfKeyboard_isKeyPressed(sfKeyRight) && !sfKeyboard_isKeyPressed(sfKeyLeft)) {
if (!(arrKeys & RIGHT)) {
arrKeys = arrKeys | RIGHT;
- fld.shape[0].x++;
- if (field_shape_collision(&fld, &fld.shape[0]))
- fld.shape[0].x--;
- else
- sfClock_restart(game.putTick);
- sfClock_restart(game.repKeyRight);
- } else {
- if (!(arrKeys & RIGHTHOLD)) {
- if (sfClock_getElapsedTime(game.repKeyRight).microseconds
- >= moveRepeatLatency1) {
- arrKeys = arrKeys | RIGHTHOLD;
- arrKeys = arrKeys & ~RIGHT;
- }
- } else if (!sfKeyboard_isKeyPressed(sfKeyLeft)) {
- if (sfClock_getElapsedTime(game.repKeyRight).microseconds
- >= moveRepeatLatency2) // Wait short time
- arrKeys = arrKeys & ~RIGHT;
+ signal_right();
+ } else if (!(arrKeys & RIGHTHOLD)) {
+ if (sfClock_getElapsedTime(game.repKeyRight).microseconds >= moveRepeatLatency1) {
+ arrKeys = arrKeys | RIGHTHOLD;
+ arrKeys = arrKeys & ~RIGHT;
}
+ } else {
+ if (sfClock_getElapsedTime(game.repKeyRight).microseconds >= moveRepeatLatency2)
+ arrKeys = arrKeys & ~RIGHT;
}
} else {
- if ((arrKeys & RIGHT)) {
- arrKeys = arrKeys & ~RIGHT;
- arrKeys = arrKeys & ~RIGHTHOLD;
- }
+ arrKeys = arrKeys & ~RIGHT;
+ arrKeys = arrKeys & ~RIGHTHOLD;
}
}
-void gameover(struct game *game)
+static void menuTick()
{
- game->isStarted = 0;
- game->scoreCurrent = 0;
- game->level = 0;
- game->moveLatency = L00LATENCY;
- game->lines = 0;
+ sfClock_restart(game.mTick);
+ field_fill_random(&fld);
+ painter_update_field(fld.id, &fld);
}
+
+void transition_init(void)
+{
+ list_foreach(texts, show_menu_text);
+ list_foreach(texts, hide_game_text);
+ list_foreach(texts, update_menu_text);
+ list_foreach(texts, update_game_text);
+}
+
+static void transition_game_start()
+{
+ game.isStarted = 1;
+ field_clear(&fld);
+ shape_gen_random(&fld.shape[0]);
+ field_reset_walking_shape(&fld, 0);
+ for (unsigned int i = 0; i < nxt.shape_cnt; ++i)
+ shape_gen_random(&nxt.shape[i]);
+ nxt.attr &= ~FLD_ATTR_INVISIBLE;
+ list_foreach(texts, hide_menu_text);
+ list_foreach(texts, show_game_text);
+ list_foreach(texts, update_menu_text);
+ list_foreach(texts, update_game_text);
+ sfClock_restart(game.gameTick);
+}
+
+static void menu_loop() {
+ if (sfClock_getElapsedTime(game.mTick).microseconds >= basicLatency)
+ menuTick();
+ if (sfKeyboard_isKeyPressed(sfKeyS) == 1)
+ transition_game_start();
+ painter_draw();
+}
+
+static void game_loop() {
+ game_keys();
+ if (sfClock_getElapsedTime(game.gameTick).microseconds >= game.moveLatency)
+ game_tick();
+ list_foreach(texts, render_score_value);
+ list_foreach(texts, render_level_value);
+ painter_update_field(fld.id, &fld);
+ painter_update_field(nxt.id, &nxt);
+ list_foreach(texts, update_game_text);
+ painter_draw();
+}
+
+void main_loop()
+{
+ if (game.isStarted)
+ game_loop();
+ else
+ menu_loop();
+}
+