pcb and initial code from https://github.com/das-labor/borgware-2d.git
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219 lines
5.0 KiB
219 lines
5.0 KiB
#ifndef TETRIS_PIECE_H_
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#define TETRIS_PIECE_H_
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#include <stdint.h>
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#include <assert.h>
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/**
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* \defgroup TetrisPieceTypes Piece: Data types
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*/
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/*@{*/
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/*********
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* types *
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*********/
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/** shape attributes for a piece */
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enum tetris_piece_shape
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{
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TETRIS_PC_LINE, /**< the I shaped brick */
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TETRIS_PC_T, /**< the T shaped brick */
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TETRIS_PC_SQUARE, /**< the square shaped brick */
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TETRIS_PC_L, /**< the L shaped brick */
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TETRIS_PC_LBACK, /**< the reverse L shaped brick */
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TETRIS_PC_S, /**< the S shaped brick */
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TETRIS_PC_Z /**< the Z shaped brick */
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};
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#ifdef NDEBUG
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typedef uint8_t tetris_piece_shape_t;
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#else
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typedef enum tetris_piece_shape tetris_piece_shape_t;
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#endif
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/** possible angles for a brick */
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enum tetris_piece_angle
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{
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TETRIS_PC_ANGLE_0, /**< standard angle */
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TETRIS_PC_ANGLE_90, /**< rotated by 90 degrees */
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TETRIS_PC_ANGLE_180, /**< rotated by 180 degrees */
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TETRIS_PC_ANGLE_270 /**< rotated by 270 degrees */
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};
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#ifdef NDEBUG
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typedef uint8_t tetris_piece_angle_t;
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#else
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typedef enum tetris_piece_angle tetris_piece_angle_t;
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#endif
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/** rotation attributes */
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enum tetris_piece_rotation
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{
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TETRIS_PC_ROT_CW = 1, /**< clockwise rotation */
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TETRIS_PC_ROT_CCW = 3 /**< counter clockwise rotation */
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};
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#ifdef NDEBUG
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typedef uint8_t tetris_piece_rotation_t;
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#else
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typedef enum tetris_piece_rotation tetris_piece_rotation_t;
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#endif
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/**
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* describes the attributes of a piece
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* @see tetris_piece_shape_t
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* @see tetris_piece_angle_t
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*/
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typedef struct tetris_piece
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{
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tetris_piece_shape_t shape; /**< specifies the shape of the piece */
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tetris_piece_angle_t angle; /**< specifies one of 4 angels */
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}
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tetris_piece_t;
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/*@}*/
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/**
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* \defgroup TetrisPieceRelated Piece: Interface functions
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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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/**
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* constructs a piece with the given attributes
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* @param s shape of the piece (see tetris_piece_shape_t)
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* @param a its angle (see tetris_piece_angel_t)
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* @return pointer to a newly created piece
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*/
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tetris_piece_t *tetris_piece_construct(tetris_piece_shape_t s,
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tetris_piece_angle_t a);
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/**
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* destructs a piece
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* @param pPc pointer to the piece to be destructed
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*/
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inline static void tetris_piece_destruct(tetris_piece_t *pPc)
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{
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assert(pPc != NULL);
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free(pPc);
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}
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/***************************
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* piece related functions *
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***************************/
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/**
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* returns bitfield representation of the piece
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* @param pPc piece from which the bitfield shuld be retrieved
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* @return bitfield representation of the piece
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*/
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uint16_t tetris_piece_getBitmap(tetris_piece_t *pPc);
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/**
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* rotates a piece
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* @param pPc piece to rotate
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* @param nRotation type of rotation (see tetris_piece_rotation_t)
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*/
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inline static void tetris_piece_rotate(tetris_piece_t *pPc,
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tetris_piece_rotation_t nRotation)
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{
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assert(pPc != NULL);
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assert(nRotation == TETRIS_PC_ROT_CW || nRotation == TETRIS_PC_ROT_CCW);
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// we just rotate through the available angles in the given direction and
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// wrap around (via modulo) where appropriate
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pPc->angle = (pPc->angle + nRotation) % 4;
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}
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/**
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* changes the shape of a piece
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* @param pPc piece to change
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* @param shape the shape of interest
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*/
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inline static void tetris_piece_setShape(tetris_piece_t *pPc,
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tetris_piece_shape_t shape)
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{
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assert(pPc != NULL);
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assert(shape <= TETRIS_PC_Z);
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pPc->shape = shape;
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}
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/**
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* changes the angle of a piece
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* @param pPc piece to change
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* @param angle the angle of interest
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*/
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inline static void tetris_piece_setAngle(tetris_piece_t *pPc,
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tetris_piece_angle_t angle)
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{
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assert(pPc != NULL);
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assert(angle <= TETRIS_PC_ANGLE_270);
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pPc->angle = angle;
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}
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/**
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* returns the number of different angles
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* @param pPc piece whose angle count we want to know
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* @return number of different angles
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*/
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uint8_t tetris_piece_getAngleCount(tetris_piece_t *pPc);
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/**
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* returns the index of the first filled row of a piece
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* @param nBitmap the bitmap of the piece of interest
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* @return index of the first filled row
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*/
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inline static int8_t tetris_piece_getTopRow(uint16_t const nBitmap)
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{
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if (!(nBitmap & 0x0FFF))
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{
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return 3; // first three rows can be skipped
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}
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else if (!(nBitmap & 0x00FF))
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{
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return 2; // first two rows can be skipped
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}
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else if (!(nBitmap & 0x000F))
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{
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return 1; // first row can be skipped
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}
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return 0; // no row can be skipped
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}
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/**
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* returns the offset to the last filled row of a piece
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* @param nBitmap the bitmap of the piece of interest
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* @return offset to the last filled row
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*/
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inline static int8_t tetris_piece_getBottomOffset(uint16_t const nBitmap)
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{
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if (nBitmap > 0x0FFF)
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{
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return 3; // piece spans over 4 rows
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}
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else if (nBitmap > 0x00FF)
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{
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return 2; // last row of the piece is empty
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}
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else if (nBitmap > 0x000F)
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{
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return 1; // last two rows of the piece are empty
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}
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return 0; // last three rows of the piece are empty
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}
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/*@}*/
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#endif /*TETRIS_PIECE_H_*/
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