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board.c
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board.c
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#include <stdlib.h>
#include <stdbool.h>
#include <curses.h>
#include <unistd.h>
#include "board.h"
#include "color.h"
/* Returns if a piece in a particular position or rotation is valid on the
* given board. */
bool isPieceValid(Board* board, Piece piece);
void board_drawBoard(Board* boardPtr, WINDOW* subWin);
void board_shiftLine(Board* boardPtr, int line);
/* Draws a "chunk" on the board. */
void drawChunk(WINDOW* subWin, int x, int y, int col);
/* Draws a projection so down to where the piece will be */
void drawProjection(WINDOW* subWin, int x, int y, int col);
Board* board_init(int width, int height) {
Board* boardPtr = malloc(sizeof(Board));
if (boardPtr == NULL) {
return NULL;
}
boardPtr->width = width;
boardPtr->height = height;
boardPtr->board = calloc((unsigned long)(width*height), sizeof(char));
if (boardPtr->board == NULL) {
free(boardPtr);
return NULL;
}
boardPtr->piece = NULL;
boardPtr->cleared = calloc((unsigned long)height, sizeof(bool));
return boardPtr;
}
void board_free(Board* boardPtr) {
if (boardPtr != NULL) {
if (boardPtr->board != NULL) {
free(boardPtr->board);
}
if (boardPtr->cleared != NULL) {
free(boardPtr->cleared);
}
free(boardPtr);
}
}
void board_setPiece(Board* boardPtr, enum PieceType type) {
if (boardPtr == NULL) {
return;
}
if (boardPtr->piece == NULL) {
boardPtr->piece = malloc(sizeof(Piece));
}
piece_init(boardPtr->piece, type);
boardPtr->piece->pos.x = boardPtr->width/2 - 1;
}
void board_setCleared(Board* boardPtr, int line) {
if (boardPtr == NULL || boardPtr->cleared == NULL ||
line > boardPtr->height) {
return;
}
boardPtr->cleared[line] = true;
}
bool board_isLineFull(Board* boardPtr, int line) {
if (boardPtr == NULL || line < 0 || line >= boardPtr->height) {
return false;
}
int i;
for (i = 0; i < boardPtr->width; i++) {
if (boardPtr->board[COORD_INDEX(boardPtr, i, line)] == 0) {
return false;
}
}
return true;
}
bool board_movePiece(Board* boardPtr, int x, int y) {
if (boardPtr == NULL || boardPtr->piece == NULL) {
return false;
}
Piece newPiece = *(boardPtr->piece);
Coordinate offset = COORDINATE(x, y);
newPiece.pos = coordinate_add(newPiece.pos, offset);
if (!isPieceValid(boardPtr, newPiece)) {
return false;
}
// it's valid, so save it
*(boardPtr->piece) = newPiece;
return true;
}
bool board_rotatePiece(Board* boardPtr, bool counter) {
if (boardPtr == NULL || boardPtr->piece == NULL) {
return false;
}
Piece newPiece = *(boardPtr->piece);
piece_rotate(&newPiece, counter);
if (!isPieceValid(boardPtr, newPiece)) {
return false;
}
*(boardPtr->piece) = newPiece;
return true;
}
void board_cementPiece(Board* boardPtr) {
if (boardPtr == NULL || boardPtr->piece == NULL) {
return;
}
Piece piece = *(boardPtr->piece);
int i;
for (i = 0; i < BLOCKS_PER_PIECE; i++) {
Coordinate c = coordinate_add(piece.pos, piece.blocks[i]);
boardPtr->board[COORD_INDEX(boardPtr, c.x, c.y)] =
(unsigned char)piece.type;
}
boardPtr->piece = NULL;
}
void board_draw(Board* boardPtr, WINDOW* subWin, bool showProjection) {
if (boardPtr == NULL || subWin == NULL) {
return;
}
board_drawBoard(boardPtr, subWin);
// draw the piece
if (boardPtr->piece != NULL) {
int i;
Piece piece = *(boardPtr->piece);
// draw the projection to where the piece will be
if (showProjection) {
Piece projection = piece;
while (isPieceValid(boardPtr, projection) && piece.pos.y <= boardPtr->height) {
projection.pos.y++;
}
projection.pos.y--;
for (i = 0; i < BLOCKS_PER_PIECE; i++) {
Coordinate c = coordinate_add(projection.pos, projection.blocks[i]);
if (c.y > 0) {
drawProjection(subWin, c.x, c.y, (int)piece.type);
}
}
}
for (i = 0; i < BLOCKS_PER_PIECE; i++) {
Coordinate c = coordinate_add(piece.pos, piece.blocks[i]);
if (c.y > 0) {
drawChunk(subWin, c.x, c.y, (int)piece.type);
}
}
}
touchwin(subWin);
wrefresh(subWin);
}
void board_clearLines(Board* boardPtr, WINDOW* subWin, unsigned int delay, int count) {
if (boardPtr == NULL || subWin == NULL) {
return;
}
/* double count so we can use the mod 2 trick */
count *= 2;
int x, y;
for (; count > 0; count--) {
board_drawBoard(boardPtr, subWin);
if (count % 2 == 0)
{
for (y = 0; y < boardPtr->height; y++) {
if (boardPtr->cleared[y]){
for (x = 0; x < boardPtr->width; x++) {
drawChunk(subWin, x, y, COLOR_BLACK);
}
}
}
}
touchwin(subWin);
wrefresh(subWin);
usleep(delay);
}
for (y = 0; y < boardPtr->height; y++) {
if (boardPtr->cleared[y]) {
board_shiftLine(boardPtr, y);
boardPtr->cleared[y] = false;
}
}
board_drawBoard(boardPtr, subWin);
touchwin(subWin);
wrefresh(subWin);
}
void board_drawBoard(Board* boardPtr, WINDOW* subWin) {
box(subWin, 0, 0);
int x, y;
for (y = 0; y < boardPtr->height; y++) {
for (x = 0; x < boardPtr->width; x++) {
int i = COORD_INDEX(boardPtr, x, y);
unsigned char val = boardPtr->board[i];
drawChunk(subWin, x, y, val);
}
}
}
void board_shiftLine(Board* boardPtr, int line) {
if (boardPtr == NULL || line < 0 || line >= boardPtr->height) {
return;
}
int x;
for (x = 0; x < boardPtr->width; x++) {
int y;
for (y = line; y > 0; y--) {
boardPtr->board[COORD_INDEX(boardPtr, x, y)] =
boardPtr->board[COORD_INDEX(boardPtr, x, y-1)];
}
boardPtr->board[COORD_INDEX(boardPtr, x, 0)] = 0;
}
}
void board_clear(Board* boardPtr) {
if (boardPtr == NULL) {
return;
}
int i;
for (i = 0; i < boardPtr->width*boardPtr->height; i++) {
boardPtr->board[i] = 0;
}
}
bool isPieceValid(Board* boardPtr, Piece piece) {
int i;
for (i = 0; i < BLOCKS_PER_PIECE; i++) {
Coordinate c = coordinate_add(piece.pos, piece.blocks[i]);
if (c.x >= boardPtr->width || c.x < 0 ||
c.y >= boardPtr->height) {
return false;
}
// make sure that it's empty
unsigned char val = boardPtr->board[COORD_INDEX(boardPtr, c.x, c.y)];
if (val > 0) {
return false;
}
}
return true;
}
void drawChunk(WINDOW* subWin, int x, int y, int col) {
attr_t attrs = COLOR_PAIR(col);
wattron(subWin, attrs);
mvwprintw(subWin, y+1, (x*2)+1, " ");
wattroff(subWin, attrs);
}
void drawProjection(WINDOW* subWin, int x, int y, int col) {
attr_t attrs = COLOR_PAIR(col + 8);
wattron(subWin, attrs);
mvwprintw(subWin, y+1, (x*2)+1, "::");
wattroff(subWin, attrs);
}