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module m_game
use m_constants
use m_piece
implicit none
type game
! NOTE: Row 1 is the bottom
integer, dimension(ROWS, COLUMNS)::board
integer::score
type(piece)::waiting
type(piece)::falling
logical::piece_stuck
end type game
contains
function new_game()
implicit none
type(game)::new_game
new_game%board = 0
new_game%score = 0
new_game%piece_stuck = .FALSE.
end function new_game
recursive subroutine check_rows(g)
implicit none
type(game), intent(inout)::g
integer::i, j
do i = 1, ROWS
if(all(g%board(i,:) .NE. 0)) then
g%score = g%score + ROW_VALUE
do j = i, ROWS-1
g%board(j,:) = g%board(j+1,:)
end do
g%board(ROWS, :) = 0
call check_rows(g)
exit
end if
end do
end subroutine check_rows
subroutine pop_piece(g)
use m_constants
implicit none
type(game), intent(inout)::g
integer::i, j
do i = g%falling%r, g%falling%r+3
do j = g%falling%c, g%falling%c+3
if(i .GT. 0 .AND. i .LE. ROWS .AND. j .GT. 0 .AND. j .LE. COLUMNS) then
if(g%falling%blocks(i-g%falling%r, j-g%falling%c) .NE. 0) then
g%board(i, j) = 0
end if
end if
end do
end do
end subroutine pop_piece
subroutine push_piece(g)
use m_constants
implicit none
type(game), intent(inout)::g
integer::i, j, p_i, p_j
do i = g%falling%r, g%falling%r+3
do j = g%falling%c, g%falling%c+3
if(i .GT. 0 .AND. i .LE. ROWS .AND. j .GT. 0 .AND. j .LE. COLUMNS) then
p_i = i - g%falling%r
p_j = j - g%falling%c
if(g%falling%blocks(p_i, p_j) .NE. 0) then
g%board(i, j) = g%falling%blocks(p_i, p_j)
end if
end if
end do
end do
end subroutine push_piece
pure function check_piece(g, p, r, c)
use m_piece
implicit none
logical::check_piece
type(game), intent(in)::g
type(piece), intent(in)::p
integer, intent(in)::r, c
integer::i, j, p_i, p_j
check_piece = .TRUE.
do p_i = 0, 3
do p_j = 0, 3
if(p%blocks(p_i, p_j) .NE. 0) then
i = r + p_i
j = c + p_j
if(j .LT. 1 .OR. j .GT. COLUMNS .OR. i .LT. 1) then
check_piece = .FALSE.
else if(i .LE. ROWS) then
if(g%board(i, j) .NE. 0) then
check_piece = .FALSE.
exit
end if
end if
end if
end do
end do
end function check_piece
subroutine rotate_piece(g)
use m_piece
implicit none
type(game), intent(inout)::g
type(piece)::holding
holding = g%falling
call pop_piece(g)
holding%blocks = transpose(holding%blocks)
holding%blocks = holding%blocks(:, 3:0:-1)
if(check_piece(g, holding, holding%r, holding%c)) then
g%falling%blocks = holding%blocks
end if
call push_piece(g)
end subroutine rotate_piece
subroutine move_piece(g, specified_dir)
use m_constants
implicit none
type(game), intent(inout)::g
integer, intent(in), optional::specified_dir
integer::direction
integer::temp_c, temp_r
direction = DOWN
if(present(specified_dir)) then
direction = specified_dir
end if
temp_c = g%falling%c
temp_r = g%falling%r
select case (direction)
case (DOWN)
temp_r = temp_r - 1
case (LEFT)
temp_c = temp_c - 1
case (RIGHT)
temp_c = temp_c + 1
end select
call pop_piece(g)
if(.NOT. check_piece(g, g%falling, temp_r, temp_c)) then
temp_c = g%falling%c
temp_r = g%falling%r
end if
! Did a move occur?
if(temp_c .EQ. g%falling%c .AND. temp_r .EQ. g%falling%r .AND. .NOT. present(specified_dir)) then
g%piece_stuck = .TRUE.
else
g%falling%c = temp_c
g%falling%r = temp_r
end if
! Place piece back on screen
call push_piece(g)
end subroutine move_piece
end module m_game
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