pcb and initial code from https://github.com/das-labor/borgware-2d.git
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711 lines
17 KiB
711 lines
17 KiB
#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <inttypes.h>
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#include "../../autoconf.h"
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#include "playfield.h"
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#include "piece.h"
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/***************************
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* non-interface functions *
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***************************/
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/**
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* determines if piece is either hovering or gliding
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* @param pPl the playfield we want information from
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* @eturn TETRIS_PFS_HOVERING or TETRIS_PFS_GLIDING
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*/
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tetris_playfield_status_t tetris_playfield_hoverStatus(tetris_playfield_t* pPl)
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{
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// if the piece touches the dump we ensure that the status is "gliding"
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if (tetris_playfield_collision(pPl, pPl->nColumn, pPl->nRow + 1))
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{
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return TETRIS_PFS_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_PFS_HOVERING;
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}
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}
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/****************************
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* construction/destruction *
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****************************/
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tetris_playfield_t *tetris_playfield_construct(int8_t nWidth,
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int8_t nHeight)
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{
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assert((nWidth >= 4) && (nWidth <= 16));
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assert((nHeight >= 4) && (nHeight <= 124));
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tetris_playfield_t *pPlayfield =
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(tetris_playfield_t*) malloc(sizeof(tetris_playfield_t));
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if (pPlayfield != NULL)
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{
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// allocating mem for dump array
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pPlayfield->dump = (uint16_t*) calloc(nHeight, sizeof(uint16_t));
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if (pPlayfield->dump != NULL)
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{
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// setting desired attributes
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pPlayfield->nFirstMatterRow = nHeight - 1;
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pPlayfield->nWidth = nWidth;
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pPlayfield->nHeight = nHeight;
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tetris_playfield_reset(pPlayfield);
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return pPlayfield;
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}
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else
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{
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free(pPlayfield);
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pPlayfield = NULL;
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}
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}
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return NULL;
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}
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void tetris_playfield_destruct(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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// if memory for the dump array has been allocated, free it
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if (pPl->dump != NULL)
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{
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free(pPl->dump);
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}
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free(pPl);
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}
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/*******************************
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* playfield related functions *
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*******************************/
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uint8_t tetris_playfield_calculateLines(uint8_t nRowMask)
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{
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uint8_t nMask = 0x0001;
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uint8_t nLines = 0;
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for (uint8_t i = 0; i < 4; ++i)
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{
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if ((nMask & nRowMask) != 0)
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{
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++nLines;
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}
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nMask <<= 1;
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}
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return nLines;
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}
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void tetris_playfield_reset(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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pPl->pPiece = NULL;
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pPl->nColumn = 0;
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pPl->nRow = 0;
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pPl->nRowMask = 0;
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// clear dump if it has been allocated in memory
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if (pPl->dump != NULL)
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{
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memset(pPl->dump, 0, pPl->nHeight);
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}
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pPl->status = TETRIS_PFS_READY;
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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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void tetris_playfield_insertPiece(tetris_playfield_t *pPl,
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tetris_piece_t *pPiece,
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tetris_piece_t** ppOldPiece)
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{
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assert((pPl != NULL) && (pPiece != NULL) && (ppOldPiece != NULL));
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// a piece can only be inserted in state TETRIS_PFS_READY
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assert(pPl->status == TETRIS_PFS_READY);
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// row mask is now meaningless
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pPl->nRowMask = 0;
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// replace old piece
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*ppOldPiece = pPl->pPiece;
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pPl->pPiece = pPiece;
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// set horizontal start position (in the middle of the top line)
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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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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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{
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// game over man, game over!!
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pPl->status = TETRIS_PFS_GAMEOVER;
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}
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else
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{
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// bring it on!
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pPl->status = tetris_playfield_hoverStatus(pPl);
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}
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}
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uint8_t tetris_playfield_collision(tetris_playfield_t *pPl,
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int8_t nColumn,
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int8_t nRow)
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{
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assert(pPl != NULL);
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// only allow coordinates which are within sane ranges
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assert((nColumn > -4) && (nColumn < pPl->nWidth));
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assert((nRow > -4) && (nRow < pPl->nHeight));
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// The rows of a piece get compared with the background one by one
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// until either a collision occures or all rows are compared. Both the
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// piece row and the part of the playfield it covers are represented in
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// 4 bits which were singled out from their corresponding uint16_t
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// values and are aligned to LSB. In case where a piece overlaps with
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// either the left or the right border we "enhance" the playfield part
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// via bit shifting and set all bits representing the border to 1.
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//
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// NOTE: LSB represents the left most position.
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uint16_t nPieceMap = tetris_piece_getBitmap(pPl->pPiece);
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uint16_t nPlayfieldPart;
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uint16_t nPieceRowMap;
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// negative nRow values indicate that the piece hasn't fully entered the
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// playfield yet which requires special treatment if the piece overlaps
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// with either the left or the right border
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if (nRow < 0)
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{
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uint16_t nBorderMask = 0x0000;
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// piece overlaps with left border
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if (nColumn < 0)
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{
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nBorderMask = 0x1111 << (-nColumn - 1);
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}
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// piece overlaps with right border
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else if ((nColumn + 3) >= pPl->nWidth)
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{
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nBorderMask = 0x8888 >> ((nColumn + 3) - pPl->nWidth);
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}
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// return if piece collides with border
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if ((nPieceMap & nBorderMask) != 0)
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{
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return 1;
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}
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}
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// here we check the part which has already entered the playfield
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for (int8_t y = (nRow < 0) ? -nRow : 0; y < 4; ++y)
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{
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// current piece row overlaps with lower border
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if ((y + nRow) >= pPl->nHeight)
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{
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// all 4 bits represent the lower border
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nPlayfieldPart = 0x000F;
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}
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// piece overlaps with left border
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else if (nColumn < 0)
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{
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// clear all bits we are not interested in
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nPlayfieldPart = (pPl->dump[y + nRow] & (0x000F >> -nColumn));
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// add zeros to the left (the bits "behind" the left border)
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nPlayfieldPart <<= -nColumn;
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// set bits beyond left border to 1
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nPlayfieldPart |= 0x000F >> (4 + nColumn);
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}
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// piece overlaps with right border
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else if ((nColumn + 3) >= pPl->nWidth)
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{
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// align the bits we are interested in to LSB
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// (thereby clearing the rest)
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nPlayfieldPart = pPl->dump[y + nRow] >> nColumn;
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// set bits beyond right border to 1
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nPlayfieldPart |= 0xFFF8 >> (nColumn + 3 - pPl->nWidth);
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}
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// current row neither overlaps with left, right nor lower border
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else
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{
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// clear all bits we are not interested in and align the
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// remaing row to LSB
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nPlayfieldPart =
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(pPl->dump[y + nRow] & (0x000F << nColumn)) >> nColumn;
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}
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// clear all bits of the piece we are not interested in and
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// align the remaing row to LSB
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nPieceRowMap = (nPieceMap & (0x000F << (y << 2))) >> (y << 2);
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// finally check for a collision
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if ((nPlayfieldPart & nPieceRowMap) != 0)
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{
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return 1;
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}
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}
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// if we reach here, no collision was detected
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return 0;
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}
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void tetris_playfield_advancePiece(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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// a piece can only be lowered if it is hovering or gliding
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assert ((pPl->status == TETRIS_PFS_HOVERING) ||
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(pPl->status == TETRIS_PFS_GLIDING));
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if (tetris_playfield_collision(pPl, pPl->nColumn, pPl->nRow + 1))
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{
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uint16_t nPiece = tetris_piece_getBitmap(pPl->pPiece);
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// Is the playfield filled up?
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if ((pPl->nRow < 0) && (nPiece & (0x0FFF >> ((3 + pPl->nRow) << 2))) != 0)
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{
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pPl->status = TETRIS_PFS_GAMEOVER;
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}
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else
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{
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// determine valid start point for dump index
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int8_t nStartRow = ((pPl->nRow + 3) < pPl->nHeight) ?
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(pPl->nRow + 3) : pPl->nHeight - 1;
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for (int8_t i = nStartRow; i >= pPl->nRow; --i)
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{
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int8_t y = i - pPl->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 (pPl->nColumn >= 0)
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{
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nPieceMap <<= pPl->nColumn;
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}
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else
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{
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nPieceMap >>= -pPl->nColumn;
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}
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// embed piece in playfield
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pPl->dump[i] |= nPieceMap;
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}
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// update value for the highest row with matter
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int8_t nPieceRow = pPl->nRow;
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uint16_t nMask = 0x000F;
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for (int i = 0; i < 4; ++i, nMask <<= 4)
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{
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if ((nMask & nPiece) != 0)
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{
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nPieceRow += i;
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break;
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}
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}
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pPl->nFirstMatterRow = (pPl->nFirstMatterRow > nPieceRow) ?
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nPieceRow : pPl->nFirstMatterRow;
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// the piece has finally been docked
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pPl->status = TETRIS_PFS_DOCKED;
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}
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}
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else
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{
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// since there is no collision the piece may continue its travel
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// to the ground...
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pPl->nRow++;
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// are we gliding?
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pPl->status = tetris_playfield_hoverStatus(pPl);
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}
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}
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uint8_t tetris_playfield_movePiece(tetris_playfield_t *pPl,
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tetris_playfield_direction_t direction)
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{
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assert(pPl != NULL);
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// a piece can only be moved if it is still hovering or gliding
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assert((pPl->status == TETRIS_PFS_HOVERING) ||
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(pPl->status == TETRIS_PFS_GLIDING));
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int8_t nOffset = (direction == TETRIS_PFD_LEFT) ? -1 : 1;
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if (tetris_playfield_collision(pPl, pPl->nColumn + nOffset, pPl->nRow) == 0)
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{
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pPl->nColumn += nOffset;
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// are we gliding?
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pPl->status = tetris_playfield_hoverStatus(pPl);
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return 1;
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}
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return 0;
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}
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uint8_t tetris_playfield_rotatePiece(tetris_playfield_t *pPl,
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tetris_piece_rotation_t rotation)
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{
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assert(pPl != NULL);
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// a piece can only be rotation if it is still hovering or gliding
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assert((pPl->status == TETRIS_PFS_HOVERING) ||
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(pPl->status == TETRIS_PFS_GLIDING));
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tetris_piece_rotate(pPl->pPiece, rotation);
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// does the rotated piece cause a collision?
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if (tetris_playfield_collision(pPl, pPl->nColumn, pPl->nRow) != 0)
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{
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// in that case we revert the rotation
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if (rotation == TETRIS_PC_ROT_CW)
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{
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tetris_piece_rotate(pPl->pPiece, TETRIS_PC_ROT_CCW);
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}
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else
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{
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tetris_piece_rotate(pPl->pPiece, TETRIS_PC_ROT_CW);
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}
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return 0;
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}
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// are we gliding?
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pPl->status = tetris_playfield_hoverStatus(pPl);
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return 1;
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}
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void tetris_playfield_removeCompleteLines(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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// rows can only be removed if we are in state TETRIS_PFS_DOCKED
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assert(pPl->status == TETRIS_PFS_DOCKED);
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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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// bit mask (only 4 bits) that tells us if the n-th row after the
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// current nRow is complete (n-th bit set to 1, LSB represents nRow itself)
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uint8_t nRowMask = 0;
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// determine sane start and stop values for the dump' index
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int8_t nStartRow =
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((pPl->nRow + 3) >= pPl->nHeight) ? pPl->nHeight - 1 : pPl->nRow + 3;
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int8_t nStopRow = (pPl->nRow < 0) ? 0 : pPl->nRow;
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// dump index variables
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// for incomplete rows, both variables will be decremented
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// for complete rows, only i gets decremented
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int8_t nLowestRow = nStartRow;
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// save old value for the first dump index with matter
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int8_t nFormerFirstMatterRow = pPl->nFirstMatterRow;
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// this loop only considers rows which are affected by the piece
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for (int8_t i = nStartRow; i >= nStopRow; --i)
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{
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// is current row a full row?
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if ((nFullRow & pPl->dump[i]) == nFullRow)
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{
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// adjust value for the highest row with matter
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pPl->nFirstMatterRow++;
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// set corresponding bit for the row mask
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// nRowMask |= 0x08 >> (nStartRow - i);
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nRowMask |= 0x01 << (i - pPl->nRow);
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}
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else
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{
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// if nLowestRow and i differ, the dump has to be shifted
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if (i < nLowestRow)
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{
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pPl->dump[nLowestRow] = pPl->dump[i];
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}
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--nLowestRow;
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}
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}
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// if rows have been removed, this loop shifts the rest of the dump
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uint8_t nComplete = nLowestRow - nStopRow + 1;
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if (nComplete > 0)
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{
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for (int8_t i = nStopRow - 1; nLowestRow >= nFormerFirstMatterRow; --i)
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{
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// is the row we are copying from below the upper border?
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if (i >= nFormerFirstMatterRow)
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{
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// just copy from that row
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pPl->dump[nLowestRow] = pPl->dump[i];
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}
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else
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{
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// rows above the upper border are always empty
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pPl->dump[nLowestRow] = 0;
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}
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--nLowestRow;
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}
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}
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// ready to get the next piece
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pPl->status = TETRIS_PFS_READY;
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pPl->nRowMask = nRowMask;
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}
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/*****************
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* get functions *
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*****************/
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int8_t tetris_playfield_getWidth(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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return pPl->nWidth;
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}
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/* Function: tetris_playfield_getHeight
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* Description: returns the height of the ayfield we want information from
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* Return value: height of the playfield
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*/
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int8_t tetris_playfield_getHeight(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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return pPl->nHeight;
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}
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tetris_piece_t *tetris_playfield_getPiece(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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return pPl->pPiece;
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}
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int8_t tetris_playfield_getColumn(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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return pPl->nColumn;
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}
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int8_t tetris_playfield_getRow(tetris_playfield_t *pPl)
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{
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assert(pPl != NULL);
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return pPl->nRow;
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}
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uint8_t tetris_playfield_getRowMask(tetris_playfield_t *pPl)
|
|
{
|
|
assert(pPl != NULL);
|
|
return pPl->nRowMask;
|
|
}
|
|
|
|
|
|
tetris_playfield_status_t tetris_playfield_getStatus(tetris_playfield_t *pPl)
|
|
{
|
|
assert(pPl != NULL);
|
|
return pPl->status;
|
|
}
|
|
|
|
|
|
uint16_t tetris_playfield_getDumpRow(tetris_playfield_t *pPl,
|
|
int8_t nRow)
|
|
{
|
|
assert(pPl != NULL);
|
|
assert((0 <= nRow) && (nRow < pPl->nHeight));
|
|
return pPl->dump[nRow];
|
|
}
|
|
|
|
|
|
#ifdef GAME_BASTET
|
|
|
|
int8_t tetris_playfield_predictDeepestRow(tetris_playfield_t *pPl,
|
|
tetris_piece_t *pPiece,
|
|
int8_t nColumn)
|
|
{
|
|
int8_t nRow = tetris_playfield_getPieceStartPos(pPiece);
|
|
tetris_piece_t *pActualPiece = pPl->pPiece;
|
|
pPl->pPiece = pPiece;
|
|
|
|
// is it actually possible to use this piece?
|
|
if (tetris_playfield_collision(pPl, (pPl->nWidth - 2) / 2, nRow) ||
|
|
(tetris_playfield_collision(pPl, nColumn, nRow)))
|
|
{
|
|
// restore real piece
|
|
pPl->pPiece = pActualPiece;
|
|
|
|
return -4;
|
|
}
|
|
|
|
// determine deepest row
|
|
nRow = (nRow < pPl->nFirstMatterRow - 4) ? pPl->nFirstMatterRow - 4 : nRow;
|
|
while ((nRow < pPl->nHeight) &&
|
|
(!tetris_playfield_collision(pPl, nColumn, nRow + 1)))
|
|
{
|
|
++nRow;
|
|
}
|
|
|
|
// restore real piece
|
|
pPl->pPiece = pActualPiece;
|
|
|
|
return nRow;
|
|
}
|
|
|
|
|
|
int8_t tetris_playfield_predictCompleteLines(tetris_playfield_t *pPl,
|
|
tetris_piece_t *pPiece,
|
|
int8_t nRow,
|
|
int8_t nColumn)
|
|
{
|
|
int8_t nCompleteRows = 0;
|
|
|
|
// bit mask of a full row
|
|
uint16_t nFullRow = 0xFFFF >> (16 - pPl->nWidth);
|
|
|
|
if (nRow > -4)
|
|
{
|
|
// determine sane start and stop values for the dump's index
|
|
int8_t nStartRow =
|
|
((nRow + 3) >= pPl->nHeight) ? pPl->nHeight - 1 : nRow + 3;
|
|
int8_t nStopRow = (nRow < 0) ? 0 : nRow;
|
|
|
|
uint16_t nPiece = tetris_piece_getBitmap(pPiece);
|
|
|
|
for (int8_t i = nStartRow; i >= nStopRow; --i)
|
|
{
|
|
int8_t y = i - 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 (nColumn >= 0)
|
|
{
|
|
nPieceMap <<= nColumn;
|
|
}
|
|
else
|
|
{
|
|
nPieceMap >>= -nColumn;
|
|
}
|
|
// embed piece in dump map
|
|
uint16_t nDumpMap = pPl->dump[i] | nPieceMap;
|
|
|
|
// is current row a full row?
|
|
if ((nFullRow & nDumpMap) == nFullRow)
|
|
{
|
|
++nCompleteRows;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nCompleteRows;
|
|
}
|
|
|
|
|
|
uint16_t* tetris_playfield_predictBottomRow(tetris_playfield_iterator_t *pIt,
|
|
tetris_playfield_t *pPl,
|
|
tetris_piece_t *pPiece,
|
|
int8_t nRow,
|
|
int8_t nColumn)
|
|
{
|
|
pIt->pPlayfield = pPl;
|
|
pIt->pPiece = pPiece;
|
|
pIt->nColumn = nColumn;
|
|
pIt->nFullRow = 0xFFFF >> (16 - pPl->nWidth);
|
|
pIt->nCurrentRow = pPl->nHeight - 1;
|
|
pIt->nRowBuffer = 0;
|
|
|
|
// determine sane start and stop values for the piece's row indices
|
|
pIt->nPieceHighestRow = nRow;
|
|
pIt->nPieceLowestRow = ((pIt->nPieceHighestRow + 3) < pPl->nHeight) ?
|
|
(pIt->nPieceHighestRow + 3) : pPl->nHeight - 1;
|
|
|
|
// don't return any trailing rows which are empty, so we look for a stop row
|
|
pIt->nStopRow = pPl->nFirstMatterRow < nRow ? pPl->nFirstMatterRow : nRow;
|
|
pIt->nStopRow = pIt->nStopRow < 0 ? 0 : pIt->nStopRow;
|
|
|
|
return tetris_playfield_predictNextRow(pIt);
|
|
}
|
|
|
|
|
|
uint16_t* tetris_playfield_predictNextRow(tetris_playfield_iterator_t *pIt)
|
|
{
|
|
uint16_t nPieceMap = 0;
|
|
|
|
if ((pIt->nPieceHighestRow > -4) && (pIt->nCurrentRow >= pIt->nStopRow))
|
|
{
|
|
uint16_t nPiece = tetris_piece_getBitmap(pIt->pPiece);
|
|
|
|
if ((pIt->nCurrentRow <= pIt->nPieceLowestRow) &&
|
|
(pIt->nCurrentRow >= pIt->nPieceHighestRow))
|
|
{
|
|
int8_t y = pIt->nCurrentRow - pIt->nPieceHighestRow;
|
|
|
|
// clear all bits of the piece we are not interested in and
|
|
// align the rest to LSB
|
|
nPieceMap = (nPiece & (0x000F << (y << 2))) >> (y << 2);
|
|
// shift the remaining content to the current column
|
|
if (pIt->nColumn >= 0)
|
|
{
|
|
nPieceMap <<= pIt->nColumn;
|
|
}
|
|
else
|
|
{
|
|
nPieceMap >>= -pIt->nColumn;
|
|
}
|
|
}
|
|
|
|
pIt->nRowBuffer = pIt->pPlayfield->dump[pIt->nCurrentRow--] | nPieceMap;
|
|
// don't return full (and therefore removed) rows
|
|
if (pIt->nRowBuffer == pIt->nFullRow)
|
|
{
|
|
// recursively determine next (?) row instead
|
|
return tetris_playfield_predictNextRow(pIt);
|
|
}
|
|
// row isn't full
|
|
else
|
|
{
|
|
return &pIt->nRowBuffer;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
#endif /* GAME_BASTET */
|
|
|