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streamlined various functions

feature/2015
Christian Kroll 14 years ago
parent
commit
14d8dc969a
  1. 175
      games/tetris/bucket.c

175
games/tetris/bucket.c

@ -217,22 +217,44 @@ uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
nBucketPart |= 0xFFFF << ((pBucket->nHeight - nRow) * 4);
}
int8_t const nStop = (nRow + 3) < pBucket->nHeight ?
nRow + 3 : pBucket->nHeight - 1;
// return if the piece already collides with the border
if (nPieceMap & nBucketPart)
{
// collision
return 1;
}
// range for inspecting the piece row by row (starting at the bottom)
int8_t nStart = nRow;
// skip empty rows at the bottom at the piece
if (nPieceMap > 0x0FFF)
{
nStart += 3; // piece spans over 4 rows
}
else if (nPieceMap > 0x00FF)
{
nStart += 2; // last row of the piece is empty
}
else if (nPieceMap > 0x000F)
{
nStart += 1; // last two rows of the piece are empty
}
int8_t const nStop = nRow >= 0 ? nRow : 0;
// mask those blocks which are not covered by the piece
uint16_t nDumpMask = nColumn >= 0 ? 0x000F << nColumn : 0x000F >> -nColumn;
// value for shifting blocks to the corresponding part of the piece
int8_t nShift = -nColumn + (nRow < 0 ? 4 * -nRow : 0);
for (int8_t y = nRow >= 0 ? nRow : 0; y <= nStop; ++y)
int8_t nShift = 12 - nColumn - 4 * (nRow + 3 - nStart);
// compare piece with dump
for (int8_t y = nStart; y >= nStop; --y)
{
uint16_t nTemp = pBucket->dump[y] & nDumpMask;
nBucketPart |= nShift >= 0 ? nTemp << nShift : nTemp >> -nShift;
if ((nPieceMap & nBucketPart) != 0)
if (nPieceMap & nBucketPart)
{
// collision
return 1;
}
nShift += 4;
nShift -= 4;
}
// if we reach here, no collision was detected
@ -243,70 +265,60 @@ uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
void tetris_bucket_advancePiece(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
// a piece can only be lowered if it is hovering or gliding
assert ((pBucket->status == TETRIS_BUS_HOVERING) ||
(pBucket->status == TETRIS_BUS_GLIDING));
// collision detected? check if we can embed the piece into the bucket...
if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1))
{
uint16_t nPiece = tetris_piece_getBitmap(pBucket->pPiece);
uint16_t nPieceMap = tetris_piece_getBitmap(pBucket->pPiece);
// determine first row of the piece (skipping empty lines at the top)
int8_t nPieceTop = pBucket->nRow;
if (!(nPieceMap & 0x0FFF))
{
nPieceTop += 3;
}
else if (!(nPieceMap & 0x00FF))
{
nPieceTop += 2;
}
else if (!(nPieceMap & 0x000F))
{
nPieceTop += 1;
}
// Is the bucket filled up?
if ((pBucket->nRow < 0) &&
(nPiece & (0x0FFF >> ((3 + pBucket->nRow) << 2))) != 0)
if (nPieceTop < 0)
{
pBucket->status = TETRIS_BUS_GAMEOVER;
}
else
{
// determine valid start point for dump index
int8_t nStartRow = ((pBucket->nRow + 3) < pBucket->nHeight) ?
(pBucket->nRow + 3) : pBucket->nHeight - 1;
for (int8_t i = nStartRow; i >= pBucket->nRow; --i)
// update value for the first tainted row
pBucket->nFirstTaintedRow = pBucket->nFirstTaintedRow > nPieceTop ?
nPieceTop : pBucket->nFirstTaintedRow;
// embed piece into the dump
int8_t nStopRow = (pBucket->nRow + 3) >= pBucket->nHeight ?
pBucket->nHeight - 1 : pBucket->nRow + 3;
nPieceMap >>= (nPieceTop - pBucket->nRow) * 4;
while (nPieceTop <= nStopRow)
{
int8_t y = i - pBucket->nRow;
// clear all bits of the piece we are not interested in and
// align the rest to LSB
uint16_t nPieceMap = (nPiece & (0x000F << (y << 2))) >> (y << 2);
// shift the remaining content to the current column
if (pBucket->nColumn >= 0)
{
nPieceMap <<= pBucket->nColumn;
}
else
{
nPieceMap >>= -pBucket->nColumn;
}
// embed piece in bucket
pBucket->dump[i] |= nPieceMap;
uint16_t nTemp = nPieceMap & 0x000F;
pBucket->dump[nPieceTop++] ^= pBucket->nColumn >= 0 ?
nTemp << pBucket->nColumn : nTemp >> -pBucket->nColumn;
nPieceMap >>= 4;
}
// update value for the highest row with matter
int8_t nPieceRow = pBucket->nRow;
uint16_t nMask = 0x000F;
for (int i = 0; i < 4; ++i, nMask <<= 4)
{
if ((nMask & nPiece) != 0)
{
nPieceRow += i;
break;
}
}
pBucket->nFirstTaintedRow = (pBucket->nFirstTaintedRow > nPieceRow) ?
nPieceRow : pBucket->nFirstTaintedRow;
// the piece has finally been docked
pBucket->status = TETRIS_BUS_DOCKED;
}
}
else
{
// since there is no collision the piece may continue its travel
// to the ground...
// no collision: piece may continue its travel to the ground...
pBucket->nRow++;
// are we gliding?
pBucket->status = tetris_bucket_hoverStatus(pBucket);
}
@ -342,7 +354,7 @@ uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
{
assert(pBucket != NULL);
// a piece can only be rotation if it is still hovering or gliding
// a piece can only be rotated if it is still hovering or gliding
assert((pBucket->status == TETRIS_BUS_HOVERING) ||
(pBucket->status == TETRIS_BUS_GLIDING));
@ -352,21 +364,13 @@ uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow) != 0)
{
// in that case we revert the rotation
if (rotation == TETRIS_PC_ROT_CW)
{
tetris_piece_rotate(pBucket->pPiece, TETRIS_PC_ROT_CCW);
}
else
{
tetris_piece_rotate(pBucket->pPiece, TETRIS_PC_ROT_CW);
}
tetris_piece_rotate(pBucket->pPiece, rotation == TETRIS_PC_ROT_CW ?
TETRIS_PC_ROT_CCW : TETRIS_PC_ROT_CW);
return 0;
}
// are we gliding?
pBucket->status = tetris_bucket_hoverStatus(pBucket);
return 1;
}
@ -441,43 +445,42 @@ int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
assert(nColumn >= -3 && nColumn < pBucket->nWidth);
// exchange current piece of the bucket (to use its collision detection)
tetris_piece_t *pActualPiece = pBucket->pPiece;
tetris_piece_t *pActualPiece = pBucket->pPiece;
pBucket->pPiece = pPiece;
// determine empty rows of the bottom of piece which may overlap the dump
// skip empty rows at the bottom of the piece which may overlap the dump
uint16_t nMap = tetris_piece_getBitmap(pPiece);
int8_t nOffset = 0;
if ((nMap & 0xF000) != 0)
nOffset = 3;
else if ((nMap & 0xFF00) != 0)
nOffset = 2;
else if ((nMap & 0xFFF0) != 0)
nOffset = 1;
int8_t nRow = nStartingRow - nOffset;
// check if the piece collides with the left or the right wall
if ((nRow < -3) || (((nColumn < 0) || (nColumn >= pBucket->nWidth - 3)) &&
tetris_bucket_collision(pBucket, nColumn, nRow)))
{
nRow = TETRIS_BUCKET_INVALIDROW;
}
// determine deepest row
else
if (nMap > 0x0FFF)
{
nStartingRow -= 3; // piece spans over 4 rows
}
else if (nMap > 0x00FF)
{
nStartingRow -= 2; // last row of the piece is empty
}
else if (nMap > 0x000F)
{
while (!tetris_bucket_collision(pBucket, nColumn, nRow + 1))
nStartingRow -= 1; // last two rows of the piece are empty
}
// check if the piece collides with one of the side borders
if (nStartingRow >= -3)
{
while (!tetris_bucket_collision(pBucket, nColumn, nStartingRow + 1))
{
++nRow;
++nStartingRow;
}
if ((nRow < 0) && (((nRow + 4) * 4) << nMap))
// bucket overflow?
if (nStartingRow < 0 && ((0xFFFF >> (((4 + nStartingRow) * 4))) & nMap))
{
nRow = TETRIS_BUCKET_INVALIDROW;
nStartingRow = TETRIS_BUCKET_INVALIDROW;
}
}
// restore actual bucket piece
pBucket->pPiece = pActualPiece;
return nRow;
return nStartingRow;
}
@ -524,6 +527,12 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
int8_t nRow,
int8_t nColumn)
{
assert(pIt != NULL);
assert(pBucket != NULL);
assert(pPiece != NULL);
assert(nRow > -4 && nRow < pBucket->nHeight);
assert(nColumn > -4 && nColumn < pBucket->nWidth);
pIt->pBucket = pBucket;
pIt->nCurrentRow = pBucket->nHeight - 1;
pIt->nRowBuffer = 0;
@ -552,6 +561,8 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
uint16_t* tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt)
{
assert(pIt != NULL);
if ((pIt->nPieceHighestRow > -4) && (pIt->nCurrentRow >= pIt->nStopRow))
{
uint16_t nTemp = 0;

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