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@ -13,23 +13,21 @@ |
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***************************/ |
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/**
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* determines if piece is either hovering or gliding |
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* determines if piece is either hovering or gliding and sets the bucket's state |
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* @param pBucket the bucket we want information from |
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* @return TETRIS_BUS_HOVERING or TETRIS_BUS_GLIDING |
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*/ |
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static tetris_bucket_status_t tetris_bucket_hoverStatus(tetris_bucket_t* pBucket) |
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inline static void tetris_bucket_hoverStatus(tetris_bucket_t *pBucket) |
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{ |
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assert(pBucket != NULL); |
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// if the piece touches the dump we ensure that the status is "gliding"
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if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1)) |
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{ |
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return TETRIS_BUS_GLIDING; |
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pBucket->status = TETRIS_BUS_GLIDING; |
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} |
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// otherwise the status must be "hovering"
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else |
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{ |
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return TETRIS_BUS_HOVERING; |
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pBucket->status = TETRIS_BUS_HOVERING; |
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} |
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} |
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@ -143,7 +141,7 @@ void tetris_bucket_insertPiece(tetris_bucket_t *pBucket, |
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else |
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{ |
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// bring it on!
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pBucket->status = tetris_bucket_hoverStatus(pBucket); |
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tetris_bucket_hoverStatus(pBucket); |
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} |
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} |
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@ -259,7 +257,7 @@ void tetris_bucket_advancePiece(tetris_bucket_t *pBucket) |
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// no collision: piece may continue its travel to the ground...
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pBucket->nRow++; |
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// are we gliding?
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pBucket->status = tetris_bucket_hoverStatus(pBucket); |
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tetris_bucket_hoverStatus(pBucket); |
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} |
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} |
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@ -280,7 +278,7 @@ uint8_t tetris_bucket_movePiece(tetris_bucket_t *pBucket, |
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pBucket->nColumn += nOffset; |
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// are we gliding?
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pBucket->status = tetris_bucket_hoverStatus(pBucket); |
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tetris_bucket_hoverStatus(pBucket); |
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return 1; |
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} |
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@ -309,7 +307,7 @@ uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket, |
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} |
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// are we gliding?
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pBucket->status = tetris_bucket_hoverStatus(pBucket); |
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tetris_bucket_hoverStatus(pBucket); |
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return 1; |
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} |
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@ -375,12 +373,12 @@ void tetris_bucket_removeCompleteLines(tetris_bucket_t *pBucket) |
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int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket, |
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tetris_piece_t *pPiece, |
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int8_t nStartingRow, |
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int8_t nStartRow, |
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int8_t nColumn) |
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{ |
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assert(pBucket != NULL); |
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assert(pPiece != NULL); |
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assert(nStartingRow >= -1 && nStartingRow < pBucket->nHeight); |
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assert(nStartRow >= -1 && nStartRow < pBucket->nHeight); |
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assert(nColumn >= -3 && nColumn < pBucket->nWidth); |
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// exchange current piece of the bucket (to use its collision detection)
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@ -389,26 +387,26 @@ int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket, |
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// skip empty rows at the bottom of the piece which may overlap the dump
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uint16_t nMap = tetris_piece_getBitmap(pPiece); |
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nStartingRow -= tetris_piece_getBottomOffset(nMap); |
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nStartRow -= tetris_piece_getBottomOffset(nMap); |
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// check if the piece collides with one of the side borders
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if (nStartingRow >= -3) |
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if (nStartRow >= -3) |
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{ |
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while (!tetris_bucket_collision(pBucket, nColumn, nStartingRow + 1)) |
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while (!tetris_bucket_collision(pBucket, nColumn, nStartRow + 1)) |
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{ |
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++nStartingRow; |
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++nStartRow; |
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} |
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// bucket overflow?
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if (nStartingRow < 0 && ((0xFFFF >> (((4 + nStartingRow) * 4))) & nMap)) |
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if (nStartRow < 0 && ((0xFFFF >> (((4 + nStartRow) * 4))) & nMap)) |
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{ |
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nStartingRow = TETRIS_BUCKET_INVALIDROW; |
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nStartRow = TETRIS_BUCKET_INVALIDROW; |
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} |
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} |
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// restore actual bucket piece
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pBucket->pPiece = pActualPiece; |
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return nStartingRow; |
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return nStartRow; |
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} |
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@ -468,17 +466,19 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt, |
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pIt->nPieceMap = tetris_piece_getBitmap(pPiece); |
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// determine sane start and stop values for the piece's row indices
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pIt->nPieceHighestRow = nRow + tetris_piece_getTopRow(pIt->nPieceMap); |
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int8_t nBottomOffset = tetris_piece_getBottomOffset(pIt->nPieceMap); |
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pIt->nPieceLowestRow = (nRow + nBottomOffset) < pBucket->nHeight ? |
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nRow + nBottomOffset : pBucket->nHeight - 1; |
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pIt->nPieceTopRow = nRow + tetris_piece_getTopRow(pIt->nPieceMap); |
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pIt->nPieceBottomRow = nRow + tetris_piece_getBottomOffset(pIt->nPieceMap); |
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if (pIt->nPieceBottomRow >= pBucket->nHeight) |
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{ |
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pIt->nPieceBottomRow = pBucket->nHeight - 1; |
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} |
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// accelerate detection of full rows
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pIt->nPieceMap <<= (nRow + 3 - pIt->nPieceLowestRow) * 4; |
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pIt->nPieceMap <<= (nRow + 3 - pIt->nPieceBottomRow) * 4; |
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pIt->nShift = nColumn - 12; |
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// don't return any trailing rows which are empty, so we look for a stop row
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pIt->nStopRow = pBucket->nFirstTaintedRow < pIt->nPieceHighestRow ? |
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pBucket->nFirstTaintedRow : pIt->nPieceHighestRow; |
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pIt->nStopRow = pBucket->nFirstTaintedRow < pIt->nPieceTopRow ? |
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pBucket->nFirstTaintedRow : pIt->nPieceTopRow; |
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pIt->nStopRow = pIt->nStopRow < 0 ? 0 : pIt->nStopRow; |
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return tetris_bucket_predictNextRow(pIt); |
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@ -489,12 +489,12 @@ uint16_t* tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt) |
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{ |
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assert(pIt != NULL); |
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if ((pIt->nPieceHighestRow > -4) && (pIt->nCurrentRow >= pIt->nStopRow)) |
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if (pIt->nCurrentRow >= pIt->nStopRow) |
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{ |
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uint16_t nTemp = 0; |
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// embed piece if it is there
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if ((pIt->nCurrentRow <= pIt->nPieceLowestRow) && |
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(pIt->nCurrentRow >= pIt->nPieceHighestRow)) |
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if ((pIt->nCurrentRow <= pIt->nPieceBottomRow) && |
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(pIt->nCurrentRow >= pIt->nPieceTopRow)) |
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{ |
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nTemp = pIt->nPieceMap & 0xF000; |
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nTemp = pIt->nShift >= 0 ? |
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