Added easy extension of custom merge results. Example fib merge rules added. Code altered to make use of this new style
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+27
-37
@@ -1,5 +1,6 @@
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#include <stdlib.h>
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#include <time.h>
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#include "merge.h"
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#include "engine.h"
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#include "highscore.h"
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@@ -95,12 +96,12 @@ static void merge(struct gfx_state *s, struct gamestate *g, int d, void (*callba
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#define merge_if_equal(xoff, yoff)\
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do {\
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if (g->grid[x][y] && (g->grid[x][y] == g->grid[x+xoff][y+yoff])) {\
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g->grid[x][y] += g->grid[x+xoff][y+yoff];\
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if (g->grid[x][y] && (merge_possible(g->grid[x][y], g->grid[x+xoff][y+yoff]))) {\
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g->grid[x][y] = merge_result(g->grid[x][y], g->grid[x+xoff][y+yoff]);\
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g->grid[x+xoff][y+yoff] = 0;\
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g->blocks_in_play -= 1;\
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g->score_last += g->grid[x][y];\
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g->score += g->grid[x][y];\
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g->score_last += merge_value(g->grid[x][y]);\
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g->score += merge_value(g->grid[x][y]);\
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g->moved = 1;\
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}\
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} while (0)
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@@ -158,12 +159,12 @@ int gamestate_end_condition(struct gamestate *g)
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for (x = 0; x < g->opts->grid_width; ++x) {
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for (y = 0; y < g->opts->grid_height; ++y) {
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if (g->grid[x][y] >= g->opts->goal)
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if (g->grid[x][y] == merge_goal())
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return 1;
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if (!g->grid[x][y] || ((x + 1 < g->opts->grid_width) &&
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(g->grid[x][y] == g->grid[x+1][y]))
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merge_possible(g->grid[x][y], g->grid[x+1][y]))
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|| ((y + 1 < g->opts->grid_height) &&
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(g->grid[x][y] == g->grid[x][y+1])))
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merge_possible(g->grid[x][y], g->grid[x][y+1])))
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ret = 0;
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}
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}
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@@ -174,43 +175,30 @@ int gamestate_end_condition(struct gamestate *g)
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/* Place a random block into the current grid */
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void gamestate_new_block(struct gamestate *g)
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{
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/* pick random square, if it is full, then move forward until we find
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* an empty square. This is biased */
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static int seeded = 0;
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if (!seeded) {
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seeded = 1;
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srand(time(NULL));
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}
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/* Exit early if there are no spaces to place a block */
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if (g->blocks_in_play == g->gridsize) return;
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/* Fix up this random number generator */
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/* Method:
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* - Find a non-biased index between 0 and blocks_play, n
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* - Find the nth 0 element in the array
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* - insert a random value there
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*/
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#ifdef FIX
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int block_number = rand() % (g->gridsize - g->blocks_in_play);
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/* Error here */
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#ifdef SKIP
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size_t block_position = (size_t)rand() % (
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g->opts->grid_width * g->opts->grid_height - g->blocks_in_play);
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int x, y, p = 0;
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for (y = 0; y < g->opts->grid_height; ++y) {
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for (x = 0; x < g->opts->grid_width; ++x) {
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if (p == block_number) {
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g->grid[x][y] = rand() & 1 ? 1 : 2;
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g->blocks_in_play += 1;
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return;
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}
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size_t i, ps;
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for (i = 0, ps = 0; ps < block_position; ++i) {
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if (!g->grid[i / g->opts->grid_width][i % g->opts->grid_height]) ps++;
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if (!g->grid[x][y]) p++;
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}
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}
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g->grid[i / g->opts->grid_width][i % g->opts->grid_height]
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= (rand() & 3) ? g->opts->spawn_value : g->opts->spawn_value * 2;
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#endif
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/* Use rudimentary for now */
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int x, y;
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while (g->grid[x = rand() % g->opts->grid_width][y = rand() % g->opts->grid_height]);
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g->grid[x][y] = (rand() & 3) ? g->opts->spawn_value : g->opts->spawn_value * 2;
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g->grid[x][y] = rand() & 1 ? 1 : 2;
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g->blocks_in_play += 1;
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}
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@@ -231,19 +219,21 @@ struct gamestate* gamestate_init(struct gameoptions *opt)
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{
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if (!opt) return NULL;
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srand(time(NULL));
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struct gamestate *g = malloc(sizeof(struct gamestate));
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if (!g) goto gamestate_alloc_fail;
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g->gridsize = opt->grid_width * opt->grid_height;
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g->grid_data_ptr = calloc(g->gridsize, sizeof(long));
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g->grid_data_ptr = calloc(g->gridsize, sizeof(int));
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if (!g->grid_data_ptr) goto grid_data_alloc_fail;
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g->grid = malloc(opt->grid_height * sizeof(long*));
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g->grid = malloc(opt->grid_height * sizeof(int*));
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if (!g->grid) goto grid_alloc_fail;
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/* Switch to two allocation version */
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int i;
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long **iterator = g->grid;
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int **iterator = g->grid;
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for (i = 0; i < g->gridsize; i += opt->grid_width)
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*iterator++ = &g->grid_data_ptr[i];
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@@ -251,7 +241,7 @@ struct gamestate* gamestate_init(struct gameoptions *opt)
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g->score = 0;
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g->score_high = 0;
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g->score_last = 0;
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g->print_width = digits_ceiling(opt->goal);
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g->print_width = digits_ceiling(merge_value(merge_goal()));
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g->blocks_in_play = 0;
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g->opts = opt;
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