pcb and initial code from https://github.com/das-labor/borgware-2d.git
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511 lines
14 KiB
511 lines
14 KiB
/**
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* \addtogroup tetris
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* @{
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*/
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/**
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* @file bucket.c
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* @brief Implementation of Tetris' game logic.
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* @author Christian Kroll
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <stdint.h>
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#include "../../compat/pgmspace.h"
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#include "../../config.h"
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#include "bucket.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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* detects if piece collides with s.th. at a given position
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* @param pBucket bucket to perform action on
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* @param nColumn column where the piece should be moved
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* @param nRow row where the piece should be moved
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* @return 1 for collision, 0 otherwise
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*/
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static uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
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int8_t nCol,
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int8_t nRow)
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{
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// A piece is represented by 16 bits (4 bits per row where the LSB marks the
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// left most position). The part of the bucket which is covered by the piece
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// is converted to this format (including the bucket borders) so that a
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// simple bitwise 'AND' tells us if the piece and the dump overlap.
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// only allow coordinates which are within sane ranges
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assert(pBucket != NULL);
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assert((nCol > -4) && (nCol < pBucket->nWidth));
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assert((nRow > -4) && (nRow < pBucket->nHeight));
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// left and right borders
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uint16_t const nPieceMap = tetris_piece_getBitmap(pBucket->pPiece);
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uint16_t nBucketPart = 0;
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if (nCol < 0)
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{
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static uint16_t const nLeftPart[] PROGMEM = {0x7777, 0x3333, 0x1111};
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nBucketPart = pgm_read_word(&nLeftPart[nCol + 3]);
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}
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else if (nCol >= pBucket->nWidth - 3)
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{
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static uint16_t const nRightPart[] PROGMEM = {0xEEEE, 0xCCCC, 0x8888};
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nBucketPart = pgm_read_word(&nRightPart[pBucket->nWidth - nCol - 1]);
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}
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// lower border
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if (nRow > pBucket->nHeight - 4)
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{
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nBucketPart |= 0xFFFF << ((pBucket->nHeight - nRow) * 4);
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}
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// return if the piece already collides with the border
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if (nPieceMap & nBucketPart)
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{
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// collision
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return 1;
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}
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// range for inspecting the piece row by row (starting at the bottom)
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int8_t const nStart = nRow + tetris_piece_getBottomOffset(nPieceMap);
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int8_t const nStop = nRow >= 0 ? nRow : 0;
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// mask those blocks which are not covered by the piece
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uint16_t const nDumpMask = nCol >= 0 ? 0x000Fu << nCol : 0x000Fu >> -nCol;
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// value for shifting blocks to the corresponding part of the piece
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int8_t nShift = 12 - nCol - 4 * (nRow + 3 - nStart);
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// compare piece with dump
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for (int8_t y = nStart; y >= nStop; --y)
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{
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uint16_t nTemp = pBucket->dump[y] & nDumpMask;
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nBucketPart |= nShift >= 0 ? nTemp << nShift : nTemp >> -nShift;
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if (nPieceMap & nBucketPart)
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{
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// collision
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return 1;
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}
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nShift -= 4;
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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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/**
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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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*/
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static void tetris_bucket_hoverStatus(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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// status depends on whether the piece touches the dump or not
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// NOTE: 0 == TETRIS_BUS_HOVERING, 1 == TETRIS_BUS_GLIDING,
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// tetris_bucket_collision(...) either returns 0 or 1
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pBucket->status = tetris_bucket_collision(pBucket, pBucket->nColumn,
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pBucket->nRow + 1);
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}
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/****************************
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* construction/destruction *
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****************************/
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tetris_bucket_t *tetris_bucket_construct(int8_t nWidth,
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int8_t nHeight)
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{
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assert((nWidth >= 4) && (nWidth <= TETRIS_BUCKET_MAX_COLUMNS));
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assert((nHeight >= 4) && (nHeight <= TETRIS_BUCKET_MAX_ROWS));
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// allocating memory
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tetris_bucket_t *pBucket =
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(tetris_bucket_t *)malloc(sizeof(tetris_bucket_t));
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assert(pBucket != NULL);
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pBucket->dump = (uint16_t *)calloc((size_t)nHeight, sizeof(uint16_t));
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assert(pBucket->dump != NULL);
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// setting requested attributes
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pBucket->nHeight = pBucket->nFirstTaintedRow = nHeight;
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pBucket->nWidth = nWidth;
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// bit mask of a full row
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pBucket->nFullRow = 0xFFFF >> (16 - pBucket->nWidth);
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tetris_bucket_reset(pBucket);
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return pBucket;
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}
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/*******************************
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* bucket related functions *
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*******************************/
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void tetris_bucket_reset(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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assert(pBucket->dump != NULL);
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pBucket->pPiece = NULL;
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pBucket->nColumn = 0;
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pBucket->nRow = 0;
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pBucket->nRowMask = 0;
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pBucket->status = TETRIS_BUS_READY;
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// clear dump
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memset(pBucket->dump, 0, (size_t)pBucket->nHeight * sizeof(uint16_t));
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}
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tetris_piece_t *tetris_bucket_insertPiece(tetris_bucket_t *pBucket,
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tetris_piece_t *pPiece)
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{
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assert((pBucket != NULL) && (pPiece != NULL));
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// a piece can only be inserted in state TETRIS_BUS_READY
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assert(pBucket->status == TETRIS_BUS_READY);
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// row mask is now meaningless
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pBucket->nRowMask = 0;
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// set horizontal start position (in the middle of the top line)
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pBucket->nColumn = (pBucket->nWidth - 2) / 2;
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// set vertical start position (first piece row with matter at pos. 1)
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pBucket->nRow =
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1 - tetris_piece_getBottomOffset(tetris_piece_getBitmap(pPiece));
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// replace old piece
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tetris_piece_t *pOldPiece = pBucket->pPiece;
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pBucket->pPiece = pPiece;
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// did we already collide with something?
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if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow))
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{
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// game over man, game over!!
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pBucket->status = TETRIS_BUS_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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tetris_bucket_hoverStatus(pBucket);
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}
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return pOldPiece;
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}
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void tetris_bucket_advancePiece(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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// a piece can only be lowered if it is hovering or gliding
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assert ((pBucket->status == TETRIS_BUS_HOVERING) ||
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(pBucket->status == TETRIS_BUS_GLIDING));
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// collision detected? check if we can embed the piece into the bucket...
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if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1))
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{
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uint16_t nPieceMap = tetris_piece_getBitmap(pBucket->pPiece);
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// determine first row of the piece (skipping empty lines at the top)
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int8_t nPieceTop = pBucket->nRow + tetris_piece_getTopRow(nPieceMap);
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// Is the bucket filled up?
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if (nPieceTop < 0)
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{
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pBucket->status = TETRIS_BUS_GAMEOVER;
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}
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else
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{
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// update value for the first tainted row
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pBucket->nFirstTaintedRow = pBucket->nFirstTaintedRow > nPieceTop ?
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nPieceTop : pBucket->nFirstTaintedRow;
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// embed piece into the dump
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int8_t nStopRow = (pBucket->nRow + 3) >= pBucket->nHeight ?
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pBucket->nHeight - 1 : pBucket->nRow + 3;
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nPieceMap >>= (nPieceTop - pBucket->nRow) * 4;
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while (nPieceTop <= nStopRow)
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{
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uint16_t nTemp = nPieceMap & 0x000F;
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pBucket->dump[nPieceTop++] ^= pBucket->nColumn >= 0 ?
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nTemp << pBucket->nColumn : nTemp >> -pBucket->nColumn;
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nPieceMap >>= 4;
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}
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// the piece has finally been docked
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pBucket->status = TETRIS_BUS_DOCKED;
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}
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}
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else
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{
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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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tetris_bucket_hoverStatus(pBucket);
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}
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}
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uint8_t tetris_bucket_movePiece(tetris_bucket_t *pBucket,
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tetris_bucket_direction_t nDirection)
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{
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assert(pBucket != NULL);
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// a piece can only be moved if it is still hovering or gliding
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assert((pBucket->status == TETRIS_BUS_HOVERING) ||
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(pBucket->status == TETRIS_BUS_GLIDING));
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// only the values of the direction enumeration are allowed
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assert((nDirection == TETRIS_BUD_LEFT) || (nDirection = TETRIS_BUD_RIGHT));
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if (tetris_bucket_collision(pBucket, pBucket->nColumn + nDirection,
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pBucket->nRow) == 0)
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{
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pBucket->nColumn += nDirection;
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// are we gliding?
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tetris_bucket_hoverStatus(pBucket);
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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_bucket_rotatePiece(tetris_bucket_t *pBucket,
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tetris_piece_rotation_t rotation)
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{
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assert(pBucket != NULL);
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// a piece can only be rotated if it is still hovering or gliding
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assert((pBucket->status == TETRIS_BUS_HOVERING) ||
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(pBucket->status == TETRIS_BUS_GLIDING));
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tetris_piece_rotate(pBucket->pPiece, rotation);
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// does the rotated piece collide with something?
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if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow))
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{
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// in that case we revert the rotation
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tetris_piece_rotate(pBucket->pPiece, rotation == TETRIS_PC_ROT_CW ?
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TETRIS_PC_ROT_CCW : TETRIS_PC_ROT_CW);
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return 0;
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}
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// are we gliding?
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tetris_bucket_hoverStatus(pBucket);
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return 1;
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}
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void tetris_bucket_removeCompleteLines(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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// rows can only be removed if we are in state TETRIS_BUS_DOCKED
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assert(pBucket->status == TETRIS_BUS_DOCKED);
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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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pBucket->nRowMask = 0;
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// only consider rows which are affected by the piece (from low to high)
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// for incomplete rows, both i and nShiftIndex will be decremented
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// for complete rows, only i gets decremented
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int8_t nLowestRow = (pBucket->nRow + 3) < pBucket->nHeight ?
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pBucket->nRow + 3 : pBucket->nHeight - 1;
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int8_t nShiftIndex = nLowestRow;
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for (int8_t i = nLowestRow; i >= pBucket->nFirstTaintedRow; --i)
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{
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// is current row a full row?
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if ((pBucket->nFullRow & pBucket->dump[i]) == pBucket->nFullRow)
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{
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// set corresponding bit for the row mask
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pBucket->nRowMask |= 0x01 << (i - pBucket->nRow);
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}
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else
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{
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// if nShiftIndex and i differ, the dump has to be shifted
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if (i < nShiftIndex)
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{
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pBucket->dump[nShiftIndex] = pBucket->dump[i];
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}
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// if there were no completed lines within the range covered by the
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// piece, we don't need to look for those any further
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else if ((nLowestRow - i) >= 3)
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{
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break;
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}
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--nShiftIndex;
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}
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}
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// any completed rows removed?
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if (pBucket->nRowMask != 0)
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{
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// clear space from which the rows have been shifted away
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for (int8_t i = nShiftIndex; i >= pBucket->nFirstTaintedRow; --i)
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{
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pBucket->dump[i] = 0;
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}
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pBucket->nFirstTaintedRow = nShiftIndex + 1;
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}
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// ready to get the next piece
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pBucket->status = TETRIS_BUS_READY;
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}
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#ifdef GAME_BASTET
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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 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(nStartRow > TETRIS_BUCKET_INVALID && nStartRow < pBucket->nHeight);
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assert(nColumn > TETRIS_BUCKET_INVALID && nColumn < pBucket->nWidth);
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// exchange current piece of the bucket (to use its collision detection)
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tetris_piece_t *pActualPiece = pBucket->pPiece;
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pBucket->pPiece = pPiece;
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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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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 (nStartRow >= -3)
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{
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while (!tetris_bucket_collision(pBucket, nColumn, nStartRow + 1))
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{
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++nStartRow;
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}
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// bucket overflow?
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if (nStartRow < 0 && ((0xFFFF >> (((4 + nStartRow) * 4))) & nMap))
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{
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nStartRow = TETRIS_BUCKET_INVALID;
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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 nStartRow;
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}
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int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
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tetris_piece_t *pPiece,
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int8_t nRow,
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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(nRow > TETRIS_BUCKET_INVALID && nRow < pBucket->nHeight);
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assert(nColumn > TETRIS_BUCKET_INVALID && nColumn < pBucket->nWidth);
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// initialization
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int8_t nCompleteRows = 0;
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uint16_t nPieceMap = tetris_piece_getBitmap(pPiece);
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int8_t nStartRow = nRow;
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int8_t const nStopRow = (nRow + 3) >= pBucket->nHeight ?
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pBucket->nHeight - 1 : nRow + 3;
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if (nRow < 0)
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{
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nPieceMap >>= -nRow * 4;
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nStartRow = 0;
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}
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for (int8_t y = nStartRow; y <= nStopRow; ++y)
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{
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uint16_t nTemp = nPieceMap & 0x000F;
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nTemp = nColumn >= 0 ? nTemp << nColumn : nTemp >> -nColumn;
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if ((pBucket->dump[y] ^ nTemp) == pBucket->nFullRow)
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{
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++nCompleteRows;
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}
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nPieceMap >>= 4;
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}
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return nCompleteRows;
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}
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uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
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tetris_bucket_t *pBucket,
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tetris_piece_t *pPiece,
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int8_t nRow,
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int8_t nColumn)
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{
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assert(pIt != NULL);
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assert(pBucket != NULL);
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assert(pPiece != NULL);
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assert(nRow > TETRIS_BUCKET_INVALID && nRow < pBucket->nHeight);
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assert(nColumn > TETRIS_BUCKET_INVALID && nColumn < pBucket->nWidth);
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pIt->pBucket = pBucket;
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pIt->nCurrentRow = pBucket->nHeight - 1;
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pIt->nRowBuffer = 0;
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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->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->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->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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}
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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->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->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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nTemp << pIt->nShift : nTemp >> -pIt->nShift;
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pIt->nPieceMap <<= 4;
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}
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pIt->nRowBuffer = pIt->pBucket->dump[pIt->nCurrentRow--] | nTemp;
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// don't return full (and therefore removed) rows
|
|
if (pIt->nRowBuffer == pIt->pBucket->nFullRow)
|
|
{
|
|
// recursively determine next (?) row instead
|
|
return tetris_bucket_predictNextRow(pIt);
|
|
}
|
|
// row isn't full
|
|
else
|
|
{
|
|
return &pIt->nRowBuffer;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
#endif /* GAME_BASTET */
|
|
/*@}*/
|
|
|