streamlined various functions
This commit is contained in:
parent
8c92d54ff6
commit
14d8dc969a
|
@ -217,22 +217,44 @@ uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
|
|||
nBucketPart |= 0xFFFF << ((pBucket->nHeight - nRow) * 4);
|
||||
}
|
||||
|
||||
int8_t const nStop = (nRow + 3) < pBucket->nHeight ?
|
||||
nRow + 3 : pBucket->nHeight - 1;
|
||||
// return if the piece already collides with the border
|
||||
if (nPieceMap & nBucketPart)
|
||||
{
|
||||
// collision
|
||||
return 1;
|
||||
}
|
||||
|
||||
// range for inspecting the piece row by row (starting at the bottom)
|
||||
int8_t nStart = nRow;
|
||||
// skip empty rows at the bottom at the piece
|
||||
if (nPieceMap > 0x0FFF)
|
||||
{
|
||||
nStart += 3; // piece spans over 4 rows
|
||||
}
|
||||
else if (nPieceMap > 0x00FF)
|
||||
{
|
||||
nStart += 2; // last row of the piece is empty
|
||||
}
|
||||
else if (nPieceMap > 0x000F)
|
||||
{
|
||||
nStart += 1; // last two rows of the piece are empty
|
||||
}
|
||||
int8_t const nStop = nRow >= 0 ? nRow : 0;
|
||||
// mask those blocks which are not covered by the piece
|
||||
uint16_t nDumpMask = nColumn >= 0 ? 0x000F << nColumn : 0x000F >> -nColumn;
|
||||
// value for shifting blocks to the corresponding part of the piece
|
||||
int8_t nShift = -nColumn + (nRow < 0 ? 4 * -nRow : 0);
|
||||
for (int8_t y = nRow >= 0 ? nRow : 0; y <= nStop; ++y)
|
||||
int8_t nShift = 12 - nColumn - 4 * (nRow + 3 - nStart);
|
||||
// compare piece with dump
|
||||
for (int8_t y = nStart; y >= nStop; --y)
|
||||
{
|
||||
uint16_t nTemp = pBucket->dump[y] & nDumpMask;
|
||||
nBucketPart |= nShift >= 0 ? nTemp << nShift : nTemp >> -nShift;
|
||||
if ((nPieceMap & nBucketPart) != 0)
|
||||
if (nPieceMap & nBucketPart)
|
||||
{
|
||||
// collision
|
||||
return 1;
|
||||
}
|
||||
nShift += 4;
|
||||
nShift -= 4;
|
||||
}
|
||||
|
||||
// if we reach here, no collision was detected
|
||||
|
@ -243,59 +265,51 @@ uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
|
|||
void tetris_bucket_advancePiece(tetris_bucket_t *pBucket)
|
||||
{
|
||||
assert(pBucket != NULL);
|
||||
|
||||
// a piece can only be lowered if it is hovering or gliding
|
||||
assert ((pBucket->status == TETRIS_BUS_HOVERING) ||
|
||||
(pBucket->status == TETRIS_BUS_GLIDING));
|
||||
|
||||
// collision detected? check if we can embed the piece into the bucket...
|
||||
if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1))
|
||||
{
|
||||
uint16_t nPiece = tetris_piece_getBitmap(pBucket->pPiece);
|
||||
uint16_t nPieceMap = tetris_piece_getBitmap(pBucket->pPiece);
|
||||
// determine first row of the piece (skipping empty lines at the top)
|
||||
int8_t nPieceTop = pBucket->nRow;
|
||||
if (!(nPieceMap & 0x0FFF))
|
||||
{
|
||||
nPieceTop += 3;
|
||||
}
|
||||
else if (!(nPieceMap & 0x00FF))
|
||||
{
|
||||
nPieceTop += 2;
|
||||
}
|
||||
else if (!(nPieceMap & 0x000F))
|
||||
{
|
||||
nPieceTop += 1;
|
||||
}
|
||||
|
||||
// Is the bucket filled up?
|
||||
if ((pBucket->nRow < 0) &&
|
||||
(nPiece & (0x0FFF >> ((3 + pBucket->nRow) << 2))) != 0)
|
||||
if (nPieceTop < 0)
|
||||
{
|
||||
pBucket->status = TETRIS_BUS_GAMEOVER;
|
||||
}
|
||||
else
|
||||
{
|
||||
// determine valid start point for dump index
|
||||
int8_t nStartRow = ((pBucket->nRow + 3) < pBucket->nHeight) ?
|
||||
(pBucket->nRow + 3) : pBucket->nHeight - 1;
|
||||
for (int8_t i = nStartRow; i >= pBucket->nRow; --i)
|
||||
{
|
||||
int8_t y = i - pBucket->nRow;
|
||||
// update value for the first tainted row
|
||||
pBucket->nFirstTaintedRow = pBucket->nFirstTaintedRow > nPieceTop ?
|
||||
nPieceTop : pBucket->nFirstTaintedRow;
|
||||
|
||||
// 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 (pBucket->nColumn >= 0)
|
||||
{
|
||||
nPieceMap <<= pBucket->nColumn;
|
||||
}
|
||||
else
|
||||
{
|
||||
nPieceMap >>= -pBucket->nColumn;
|
||||
}
|
||||
// embed piece in bucket
|
||||
pBucket->dump[i] |= nPieceMap;
|
||||
}
|
||||
|
||||
// update value for the highest row with matter
|
||||
int8_t nPieceRow = pBucket->nRow;
|
||||
uint16_t nMask = 0x000F;
|
||||
for (int i = 0; i < 4; ++i, nMask <<= 4)
|
||||
// embed piece into the dump
|
||||
int8_t nStopRow = (pBucket->nRow + 3) >= pBucket->nHeight ?
|
||||
pBucket->nHeight - 1 : pBucket->nRow + 3;
|
||||
nPieceMap >>= (nPieceTop - pBucket->nRow) * 4;
|
||||
while (nPieceTop <= nStopRow)
|
||||
{
|
||||
if ((nMask & nPiece) != 0)
|
||||
{
|
||||
nPieceRow += i;
|
||||
break;
|
||||
}
|
||||
uint16_t nTemp = nPieceMap & 0x000F;
|
||||
pBucket->dump[nPieceTop++] ^= pBucket->nColumn >= 0 ?
|
||||
nTemp << pBucket->nColumn : nTemp >> -pBucket->nColumn;
|
||||
nPieceMap >>= 4;
|
||||
}
|
||||
pBucket->nFirstTaintedRow = (pBucket->nFirstTaintedRow > nPieceRow) ?
|
||||
nPieceRow : pBucket->nFirstTaintedRow;
|
||||
|
||||
// the piece has finally been docked
|
||||
pBucket->status = TETRIS_BUS_DOCKED;
|
||||
|
@ -303,10 +317,8 @@ void tetris_bucket_advancePiece(tetris_bucket_t *pBucket)
|
|||
}
|
||||
else
|
||||
{
|
||||
// since there is no collision the piece may continue its travel
|
||||
// to the ground...
|
||||
// no collision: piece may continue its travel to the ground...
|
||||
pBucket->nRow++;
|
||||
|
||||
// are we gliding?
|
||||
pBucket->status = tetris_bucket_hoverStatus(pBucket);
|
||||
}
|
||||
|
@ -342,7 +354,7 @@ uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
|
|||
{
|
||||
assert(pBucket != NULL);
|
||||
|
||||
// a piece can only be rotation if it is still hovering or gliding
|
||||
// a piece can only be rotated if it is still hovering or gliding
|
||||
assert((pBucket->status == TETRIS_BUS_HOVERING) ||
|
||||
(pBucket->status == TETRIS_BUS_GLIDING));
|
||||
|
||||
|
@ -352,21 +364,13 @@ uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
|
|||
if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow) != 0)
|
||||
{
|
||||
// in that case we revert the rotation
|
||||
if (rotation == TETRIS_PC_ROT_CW)
|
||||
{
|
||||
tetris_piece_rotate(pBucket->pPiece, TETRIS_PC_ROT_CCW);
|
||||
}
|
||||
else
|
||||
{
|
||||
tetris_piece_rotate(pBucket->pPiece, TETRIS_PC_ROT_CW);
|
||||
}
|
||||
|
||||
tetris_piece_rotate(pBucket->pPiece, rotation == TETRIS_PC_ROT_CW ?
|
||||
TETRIS_PC_ROT_CCW : TETRIS_PC_ROT_CW);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// are we gliding?
|
||||
pBucket->status = tetris_bucket_hoverStatus(pBucket);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -441,43 +445,42 @@ int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
|
|||
assert(nColumn >= -3 && nColumn < pBucket->nWidth);
|
||||
|
||||
// exchange current piece of the bucket (to use its collision detection)
|
||||
tetris_piece_t *pActualPiece = pBucket->pPiece;
|
||||
tetris_piece_t *pActualPiece = pBucket->pPiece;
|
||||
pBucket->pPiece = pPiece;
|
||||
|
||||
// determine empty rows of the bottom of piece which may overlap the dump
|
||||
// skip empty rows at the bottom of the piece which may overlap the dump
|
||||
uint16_t nMap = tetris_piece_getBitmap(pPiece);
|
||||
int8_t nOffset = 0;
|
||||
if ((nMap & 0xF000) != 0)
|
||||
nOffset = 3;
|
||||
else if ((nMap & 0xFF00) != 0)
|
||||
nOffset = 2;
|
||||
else if ((nMap & 0xFFF0) != 0)
|
||||
nOffset = 1;
|
||||
int8_t nRow = nStartingRow - nOffset;
|
||||
|
||||
// check if the piece collides with the left or the right wall
|
||||
if ((nRow < -3) || (((nColumn < 0) || (nColumn >= pBucket->nWidth - 3)) &&
|
||||
tetris_bucket_collision(pBucket, nColumn, nRow)))
|
||||
if (nMap > 0x0FFF)
|
||||
{
|
||||
nRow = TETRIS_BUCKET_INVALIDROW;
|
||||
nStartingRow -= 3; // piece spans over 4 rows
|
||||
}
|
||||
// determine deepest row
|
||||
else
|
||||
else if (nMap > 0x00FF)
|
||||
{
|
||||
while (!tetris_bucket_collision(pBucket, nColumn, nRow + 1))
|
||||
nStartingRow -= 2; // last row of the piece is empty
|
||||
}
|
||||
else if (nMap > 0x000F)
|
||||
{
|
||||
nStartingRow -= 1; // last two rows of the piece are empty
|
||||
}
|
||||
|
||||
// check if the piece collides with one of the side borders
|
||||
if (nStartingRow >= -3)
|
||||
{
|
||||
while (!tetris_bucket_collision(pBucket, nColumn, nStartingRow + 1))
|
||||
{
|
||||
++nRow;
|
||||
++nStartingRow;
|
||||
}
|
||||
if ((nRow < 0) && (((nRow + 4) * 4) << nMap))
|
||||
// bucket overflow?
|
||||
if (nStartingRow < 0 && ((0xFFFF >> (((4 + nStartingRow) * 4))) & nMap))
|
||||
{
|
||||
nRow = TETRIS_BUCKET_INVALIDROW;
|
||||
nStartingRow = TETRIS_BUCKET_INVALIDROW;
|
||||
}
|
||||
}
|
||||
|
||||
// restore actual bucket piece
|
||||
pBucket->pPiece = pActualPiece;
|
||||
|
||||
return nRow;
|
||||
return nStartingRow;
|
||||
}
|
||||
|
||||
|
||||
|
@ -524,6 +527,12 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
|
|||
int8_t nRow,
|
||||
int8_t nColumn)
|
||||
{
|
||||
assert(pIt != NULL);
|
||||
assert(pBucket != NULL);
|
||||
assert(pPiece != NULL);
|
||||
assert(nRow > -4 && nRow < pBucket->nHeight);
|
||||
assert(nColumn > -4 && nColumn < pBucket->nWidth);
|
||||
|
||||
pIt->pBucket = pBucket;
|
||||
pIt->nCurrentRow = pBucket->nHeight - 1;
|
||||
pIt->nRowBuffer = 0;
|
||||
|
@ -552,6 +561,8 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
|
|||
|
||||
uint16_t* tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt)
|
||||
{
|
||||
assert(pIt != NULL);
|
||||
|
||||
if ((pIt->nPieceHighestRow > -4) && (pIt->nCurrentRow >= pIt->nStopRow))
|
||||
{
|
||||
uint16_t nTemp = 0;
|
||||
|
|
Loading…
Reference in New Issue