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ENGINE.INC
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{$ifndef __ENGINE_2048__}
{$define __ENGINE_2048__}
{ ////////////////////////////////////////////////////////////////////////// }
{ Board constants }
const BOARD_DIM = 4;
BOARD_SIZE = BOARD_DIM*BOARD_DIM;
BOARD_W = 6;
BOARD_H = BOARD_W shr 1;
BOARD_X = (SCR_WIDTH-BOARD_DIM * BOARD_W) shr 1;
BOARD_Y = 11;
BOARD_FILLER = #177#177#177#177#177#177;
type TILE_TYPE = longint;
VEC4_TYPE = array[0..BOARD_DIM-1] of TILE_TYPE;
BOARD_TYPE = array[0..BOARD_DIM-1] of VEC4_TYPE;
const GAME_WINCOND : longint = 11;
GAME_SCORE : longint = 0;
GAME_HISCORE : longint = 500;
GAME_MOVES : longint = 0;
FILE_SCORE : string[13] = 'HISCORE.DAT';
FILE_SAVE : string[13] = 'SAVEGAME.DAT';
CELL_COLORS : array[0..16] of byte =
($80, $70,
$10, $20, $30, $40, $50, $90, $A0,
$B0, $C0, $D0, $E0, $F0, $F0, $F0, $F0);
{ ////////////////////////////////////////////////////////////////////////// }
{ exposed game engine API }
procedure boardShow(const board: BOARD_TYPE); forward;
function boardFind(const v: VEC4_TYPE; x, stop: longint): longint; forward;
function boardSlide(var v: VEC4_TYPE): boolean; forward;
procedure boardRotate(var board: BOARD_TYPE); forward;
function boardSlideUp(var board: BOARD_TYPE): boolean; forward;
function boardSlideLeft(var board: BOARD_TYPE): boolean; forward;
function boardSlideRight(var board: BOARD_TYPE): boolean; forward;
function boardSlideDown(var board: BOARD_TYPE): boolean; forward;
function boardCheckPair(board: BOARD_TYPE): boolean; forward;
function boardCountBlank(board: BOARD_TYPE): longint; forward;
function boardPlace(var board: BOARD_TYPE): boolean; forward;
procedure stateInit(var board: BOARD_TYPE); forward;
procedure stateRestart(var board: BOARD_TYPE); forward;
function stateSave(var board: BOARD_TYPE): boolean; forward;
function stateLoad(var board: BOARD_TYPE): boolean; forward;
function stateCheckOver(board: BOARD_TYPE): boolean; forward;
function stateCheckWin(board: BOARD_TYPE): boolean; forward;
function scoreLoad: boolean; forward;
function scoreSave: boolean; forward;
{ ////////////////////////////////////////////////////////////////////////// }
{ Displays the game board }
procedure boardShow(const board: BOARD_TYPE);
var
x, y, v,
i, j, c : longint;
begin
for y := 0 to BOARD_DIM-1 do
for x := 0 to BOARD_DIM-1 do
begin
i := BOARD_X+x*BOARD_W; j := BOARD_Y+y*BOARD_H;
v := board[x, y];
if v <> 0 then
begin
c := CELL_COLORS[v+1];
prints(i, j , c, BOARD_FILLER);
prints(i, j+1, c, make_center(ltoa(1 shl longint(v)), BOARD_W));
prints(i, j+2, c, BOARD_FILLER);
end
else
begin
c := CELL_COLORS[(x+y) and 1];
prints(i, j , c, BOARD_FILLER);
prints(i, j+1, c, BOARD_FILLER);
prints(i, j+2, c, BOARD_FILLER);
end;
end;
end;
{ Finds the proper cell to slide to }
function boardFind(const v: VEC4_TYPE; x, stop: longint): longint;
var t: longint;
begin
if x = 0 then
begin
boardFind := x;
exit;
end;
t := x-1;
while t >= 0 do
begin
if v[t] <> 0 then
begin
if v[t] <> v[x] then
begin
boardFind := t+1;
exit;
end;
boardFind := t;
exit;
end
else
if t = stop then
begin
boardFind := t;
exit;
end;
dec(t);
end;
end;
{ Slides the board }
function boardSlide(var v: VEC4_TYPE): boolean;
var success : boolean;
x, t,
stop : longint;
begin
stop := 0;
success := FALSE;
for x := 0 to BOARD_DIM-1 do
begin
if v[x] <> 0 then
begin
t := boardFind(v, x, stop);
if (t <> x) then
begin
if v[t] = 0 then
v[t] := v[x]
else
if v[t] = v[x] then
begin
inc(v[t]);
inc(GAME_SCORE, 1 shl v[t]);
if GAME_HISCORE < GAME_SCORE then
GAME_HISCORE := GAME_SCORE;
stop := t+1;
end;
v[x] := 0;
success := TRUE;
end;
end;
end;
boardSlide := success;
end;
{ Rotates the board CW }
procedure boardRotate(var board: BOARD_TYPE);
var i, j,
t, n : longint;
begin
{ inspace square CW matrix rotation, from geeksforgeeks.com }
n := BOARD_DIM;
for i := 0 to (n shr 1)-1 do
for j := i to (n-i-1)-1 do
begin
t := board[j , i ];
board[j , i ] := board[i , n-1-j];
board[i , n-1-j] := board[n-1-j, n-1-i];
board[n-1-j, n-1-i] := board[n-1-i, j ];
board[n-1-i, j ] := t;
end;
end;
{ Slides the board up }
function boardSlideUp(var board: BOARD_TYPE): boolean;
var x : longint;
ok, v : boolean;
begin
ok := FALSE;
for x := 0 to BOARD_DIM-1 do
begin
{ in case compiler option 'Complete boolean eval' is off }
v := boardSlide(board[x]);
ok := ok or v;
end;
boardSlideUp := ok;
end;
{ Slides the board left }
function boardSlideLeft(var board: BOARD_TYPE): boolean;
var ok : boolean;
begin
boardRotate(board);
ok := boardSlideUp(board);
boardRotate(board);
boardRotate(board);
boardRotate(board);
boardSlideLeft := ok;
end;
{ Slides the board down }
function boardSlideDown(var board: BOARD_TYPE): boolean;
var ok : boolean;
begin
boardRotate(board);
boardRotate(board);
ok := boardSlideUp(board);
boardRotate(board);
boardRotate(board);
boardSlideDown := ok;
end;
{ Slides the board right }
function boardSlideRight(var board: BOARD_TYPE): boolean;
var ok : boolean;
begin
boardRotate(board);
boardRotate(board);
boardRotate(board);
ok := boardSlideUp(board);
boardRotate(board);
boardSlideRight := ok;
end;
{ Checks for mergeable pair }
function boardCheckPair(board: BOARD_TYPE): boolean;
var x, y : longint;
begin
for x := 0 to BOARD_DIM-1 do
for y := 0 to BOARD_DIM-2 do
if board[x, y] = board[x, y+1] then
begin
boardCheckPair := TRUE;
exit;
end;
boardCheckPair := FALSE;
end;
{ Counts the number of empty cells }
function boardCountBlank(board: BOARD_TYPE): longint;
var x, y, c : longint;
begin
c := 0;
for x := 0 to BOARD_DIM-1 do
for y := 0 to BOARD_DIM-1 do
if board[x, y] = 0 then inc(c);
boardCountBlank := c;
end;
{ Place a random cell into the board }
function boardPlace(var board: BOARD_TYPE): boolean;
var x, y,
r, n,
len : longint;
list : array[0..BOARD_SIZE-1] of record
x, y: longint;
end;
begin
len := 0;
for x := 0 to BOARD_DIM-1 do
for y := 0 to BOARD_DIM-1 do
if board[x, y] = 0 then
begin
list[len].x := x;
list[len].y := y;
inc(len);
end;
if (len > 0) then
begin
r := random(len);
n := (random(10) div 9)+1;
board[list[r].x, list[r].y] := n;
boardPlace := TRUE;
end
else boardPlace := FALSE;
end;
{ Check for game over state }
function stateCheckOver(board: BOARD_TYPE): boolean;
var ended : boolean;
begin
ended := TRUE;
if boardCountBlank(board) > 0 then
begin
stateCheckOver := FALSE;
exit;
end;
if boardCheckPair(board) then
begin
stateCheckOver := FALSE;
exit;
end;
boardRotate(board);
if boardCheckPair(board) then
ended := FALSE;
boardRotate(board);
boardRotate(board);
boardRotate(board);
stateCheckOver := ended;
end;
function stateCheckWin(board: BOARD_TYPE): boolean;
var x, y, c : longint;
begin
for x := 0 to BOARD_DIM-1 do
for y := 0 to BOARD_DIM-1 do
if board[x, y] = GAME_WINCOND then
begin
stateCheckWin := TRUE;
exit;
end;
stateCheckWin := FALSE;
end;
{ Puts the game into initial state }
procedure stateInit(var board: BOARD_TYPE);
begin
fillchar(board, sizeof(BOARD_TYPE), 0);
GAME_MOVES := 0;
GAME_SCORE := 0;
end;
{ Restarts the game }
procedure stateRestart(var board: BOARD_TYPE);
begin
stateInit(board);
boardPlace(board);
boardPlace(board);
boardShow(board);
end;
{ Saves current game state to the save game file, returns TRUE if succeed }
function stateSave(var board: BOARD_TYPE): boolean;
var f : FILE;
ret : boolean;
begin
assign(f, FILE_SAVE);
{$i-}
rewrite(f, 1);
{$i+}
if ioresult = 0 then
begin
blockwrite(f, GAME_SCORE, sizeof(longint));
blockwrite(f, GAME_MOVES, sizeof(longint));
blockwrite(f, board, sizeof(BOARD_TYPE));
close(f);
ret := TRUE;
end
else ret := FALSE;
stateSave := ret;
end;
{ Loads the game state from the save game file, returns TRUE if succeed }
function stateLoad(var board: BOARD_TYPE): boolean;
var f : FILE;
ret : boolean;
begin
assign(f, FILE_SAVE);
{$i-}
reset(f, 1);
{$i+}
if ioresult = 0 then
begin
blockread(f, GAME_SCORE, sizeof(longint));
blockread(f, GAME_MOVES, sizeof(longint));
blockread(f, board, sizeof(BOARD_TYPE));
close(f);
ret := TRUE;
end
else ret := FALSE;
stateLoad := ret;
end;
{ Loads the hi-score value from the score file, returns TRUE if succeed }
function scoreLoad: boolean;
var f : FILE;
ret : boolean;
begin
assign(f, FILE_SCORE);
{$i-}
reset(f, 1);
{$i+}
if ioresult = 0 then
begin
blockread(f, GAME_HISCORE, sizeof(GAME_HISCORE));
close(f);
ret := TRUE;
end
else ret := FALSE;
scoreLoad := ret;
end;
{ Saves the hi-score value into the score file, returns TRUE if succeed }
function scoreSave: boolean;
var f : FILE;
ret : boolean;
begin
assign(f, FILE_SCORE);
{$i-}
rewrite(f, 1);
{$i+}
if ioresult = 0 then
begin
blockwrite(f, GAME_HISCORE, sizeof(GAME_HISCORE));
close(f);
ret := TRUE;
end
else ret := FALSE;
scoreSave := ret;
end;
{$endif}