2048-homework/src/2048.c

141 lines
4.9 KiB
C

#include "2048.h"
#include <stdbool.h>
#include <stdlib.h>
#include <time.h>
void game_add_block(Game *game) {
bool is_full = true;
for (int i = 0; i < game->field_size_x; i++) {
for (int j = 0; j < game->field_size_y; j++) {
if (game->field[j][i] == 0) {
is_full = false;
break;
}
}
}
if (is_full) {
game->game_over = true;
return;
}
size_t x, y;
int value;
do {
x = rand() % game->field_size_x;
y = rand() % game->field_size_y;
value = (rand() % 2) + 1;
} while (game->field[y][x] != 0);
game->field[y][x] = value * 2;
}
Game game_init(size_t field_size_x, size_t field_size_y) {
Game game;
game.game_over = false;
game.won = false;
game.field_size_x = field_size_x;
game.field_size_y = field_size_y;
game.score = 0;
game.field = malloc(sizeof(uint16_t *) * field_size_y);
for (size_t i = 0; i < field_size_x; i++) {
game.field[i] = calloc(field_size_y, sizeof(uint16_t) * field_size_y);
}
time_t t;
srand((unsigned)time(&t));
game_add_block(&game);
return game;
}
void game_destroy(Game *game) {
for (size_t i = 0; i < game->field_size_x; i++) {
free(game->field[i]);
}
free(game->field);
game->field = NULL;
}
void game_move(Game *game, Direction direction) {
if (game->game_over || game->won) {
return;
}
// I have few chained for loops that do a lot of similar stuff so I call them in a for loop for better clarity and readability
for (int u = 0; u < 3; u++) {
for (int i = 0; i < game->field_size_x; i++) {
uint16_t **field = game->field;
// move everything on one side
for (int j = 0; j < game->field_size_y - 1; j++) {
// a, b is the same as i and j. It is just flipped when
// it does not go horizontally so I can access stuff vertically
int a = i;
int b = j;
if (direction == Up || direction == Down) {
a = j;
b = i;
}
// make it so it can work with different directions
int directionality = b;
if (direction == Down) {
directionality = a;
}
int movement = 1;
if (direction == Left || direction == Up) {
if (direction == Left) {
directionality = game->field_size_x - b - 1;
}
else {
directionality = game->field_size_y - a - 1;
}
movement = -1;
}
// the similar stuff
switch (u) {
case 0:
case 2:
if (direction == Left || direction == Right) {
if (field[a][directionality + movement] == 0) {
field[a][directionality + movement] = field[a][directionality];
field[a][directionality] = 0;
}
}
else {
if (field[directionality + movement][b] == 0) {
field[directionality + movement][b] = field[directionality][b];
field[directionality][b] = 0;
}
}
break;
case 1:
// TODO: fix 444 <- 48, should be 84
if (direction == Left || direction == Right) {
if (field[a][directionality + movement] == field[a][directionality]) {
field[a][directionality + movement] = field[a][directionality] * 2;
game->score += field[a][directionality + movement];
if (field[a][directionality + movement] == 2048) {
game->won = true;
}
field[a][directionality] = 0;
j++;
}
}
else {
if (field[directionality + movement][b] == field[directionality][b]) {
field[directionality + movement][b] = field[directionality][b] * 2;
game->score += field[directionality + movement][b];
if (field[directionality + movement][b] == 2048) {
game->won = true;
}
field[directionality][b] = 0;
j++;
}
}
break;
}
}
}
}
game_add_block(game);
}