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@ -119,6 +119,26 @@ void tetris_playfield_reset(tetris_playfield_t *pPl) |
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} |
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int8_t tetris_playfield_getPieceStartPos(tetris_piece_t *pPiece) |
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{ |
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// set vertical start position (first piece row with matter at pos. 1)
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uint16_t nPieceMap = tetris_piece_getBitmap(pPiece); |
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uint16_t nElementMask = 0xF000; |
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int8_t nRow = -3; |
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while ((nPieceMap & nElementMask) == 0) |
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{ |
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++nRow; |
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nElementMask >>= 4; |
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} |
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if (nRow < 0) |
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{ |
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++nRow; |
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} |
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return nRow; |
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} |
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/* Function: tetris_playfield_insertPiece
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* Description: inserts a new piece |
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* Argument pPl: playfield to perform action on |
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@ -146,18 +166,7 @@ void tetris_playfield_insertPiece(tetris_playfield_t *pPl, |
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pPl->nColumn = (pPl->nWidth - 2) / 2; |
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// set vertical start position (first piece row with matter at pos. 1)
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uint16_t nPieceMap = tetris_piece_getBitmap(pPl->pPiece); |
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uint16_t nElementMask = 0xF000; |
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pPl->nRow = -3; |
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while ((nPieceMap & nElementMask) == 0) |
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{ |
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++pPl->nRow; |
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nElementMask >>= 4; |
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} |
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if (pPl->nRow < 0) |
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{ |
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++pPl->nRow; |
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} |
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pPl->nRow = tetris_playfield_getPieceStartPos(pPl->pPiece); |
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// did we already collide with something?
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if (tetris_playfield_collision(pPl, pPl->nColumn, pPl->nRow) == 1) |
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@ -593,3 +602,142 @@ uint16_t tetris_playfield_getDumpRow(tetris_playfield_t *pPl, |
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return pPl->dump[nRow]; |
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} |
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/* Function: tetris_playfield_predictDeepestRow
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* Description: returns the deepest possible row of a given piece |
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* Argument pPl: the playfield on which we want to test a piece |
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* Argument pPiece: the piece which should be tested |
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* Argument nColumn: the column where the piece should be dropped |
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* Return value: the row of the piece (playfield compliant coordinates) |
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*/ |
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int8_t tetris_playfield_predictDeepestRow(tetris_playfield_t *pPl, |
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tetris_piece_t *pPiece, |
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int8_t nColumn) |
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{ |
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int8_t nRow = tetris_playfield_getPieceStartPos(pPiece); |
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tetris_piece_t *pActualPiece = pPl->pPiece; |
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pPl->pPiece = pPiece; |
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// is it actually possible to use this piece?
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if (tetris_playfield_collision(pPl, (pPl->nWidth - 2) / 2, nRow) || |
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(tetris_playfield_collision(pPl, nColumn, nRow))) |
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{ |
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return -4; |
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} |
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// determine deepest row
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while ((nRow < pPl->nHeight) && |
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(!tetris_playfield_collision(pPl, nColumn, nRow + 1))) |
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{ |
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++nRow; |
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} |
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// restore real piece
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pPl->pPiece = pActualPiece; |
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return nRow; |
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} |
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/* Function: tetris_playfield_predictCompleteLines
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* Description: predicts the number of complete lines for a piece at |
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* a given column |
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* Argument pPl: the playfield on which we want to test a piece |
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* Argument pPiece: the piece which should be tested |
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* Argument nColumn: the column where the piece should be dropped |
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* Return value: amount of complete lines |
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*/ |
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int8_t tetris_playfield_predictCompleteLines(tetris_playfield_t *pPl, |
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tetris_piece_t *pPiece, |
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int8_t nColumn) |
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{ |
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int8_t nCompleteRows = 0; |
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// bit mask of a full row
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uint16_t nFullRow = 0xFFFF >> (16 - pPl->nWidth); |
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int8_t nRow = tetris_playfield_predictDeepestRow(pPl, pPiece, nColumn); |
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if (nRow > -4) |
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{ |
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// determine sane start and stop values for the dump's index
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int8_t nStartRow = |
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((nRow + 3) >= pPl->nHeight) ? pPl->nHeight - 1 : nRow + 3; |
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int8_t nStopRow = (nRow < 0) ? 0 : nRow; |
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uint16_t nPiece = tetris_piece_getBitmap(pPiece); |
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for (int8_t i = nStartRow; i >= nStopRow; --i) |
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{ |
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int8_t y = i - nRow; |
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// clear all bits of the piece we are not interested in and
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// align the rest to LSB
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uint16_t nPieceMap = (nPiece & (0x000F << (y << 2))) >> (y << 2); |
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// shift the remaining content to the current column
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if (nColumn >= 0) |
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{ |
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nPieceMap <<= nColumn; |
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} |
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else |
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{ |
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nPieceMap >>= -nColumn; |
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} |
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// embed piece in dump map
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uint16_t nDumpMap = pPl->dump[i] | nPieceMap; |
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// is current row a full row?
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if ((nFullRow & nDumpMap) == nFullRow) |
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{ |
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++nCompleteRows; |
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} |
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} |
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} |
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return nCompleteRows; |
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} |
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/* Function: tetris_playfield_predictDumpRow
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* Description: predicts the appearance of a playfield row for a piece |
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* at a given column |
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* Argument pPl: the playfield on which we want to test a piece |
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* Argument pPiece: the piece which should be tested |
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* Argument nColumn: the column where the piece should be dropped |
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* Argument nRow: the row of interest |
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* Return value: amount of complete lines |
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*/ |
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uint16_t tetris_playfield_predictDumpRow(tetris_playfield_t *pPl, |
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tetris_piece_t *pPiece, |
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int8_t nColumn, |
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int8_t nRow) |
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{ |
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int8_t nPieceRow = tetris_playfield_predictDeepestRow(pPl, pPiece, nColumn); |
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uint16_t nPieceMap = 0; |
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if (nPieceRow > -4) |
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{ |
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// determine sane start and stop values for the piece's indices
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int8_t nStartRow = ((nPieceRow + 3) < pPl->nHeight) ? |
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(nPieceRow + 3) : pPl->nHeight - 1; |
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uint16_t nPiece = tetris_piece_getBitmap(pPiece); |
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if ((nRow <= nStartRow) && (nRow >= nPieceRow)) |
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{ |
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int8_t y = nRow - nPieceRow; |
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// clear all bits of the piece we are not interested in and
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// align the rest to LSB
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nPieceMap = (nPiece & (0x000F << (y << 2))) >> (y << 2); |
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// shift the remaining content to the current column
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if (nColumn >= 0) |
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{ |
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nPieceMap <<= nColumn; |
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} |
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else |
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{ |
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nPieceMap >>= -nColumn; |
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} |
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} |
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} |
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return pPl->dump[nRow] | nPieceMap; |
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} |
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