borgware-2d/games/tetris/bucket.c

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#include <stdlib.h>
#include <string.h>
#include <assert.h>
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#include <stdint.h>
#include "../../compat/pgmspace.h"
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#include "../../config.h"
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#include "bucket.h"
#include "piece.h"
/***************************
* non-interface functions *
***************************/
/**
* determines if piece is either hovering or gliding
* @param pBucket the bucket we want information from
* @return TETRIS_BUS_HOVERING or TETRIS_BUS_GLIDING
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*/
tetris_bucket_status_t tetris_bucket_hoverStatus(tetris_bucket_t* pBucket)
{
assert(pBucket != NULL);
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// if the piece touches the dump we ensure that the status is "gliding"
if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1))
{
return TETRIS_BUS_GLIDING;
}
// otherwise the status must be "hovering"
else
{
return TETRIS_BUS_HOVERING;
}
}
/****************************
* construction/destruction *
****************************/
tetris_bucket_t *tetris_bucket_construct(int8_t nWidth,
int8_t nHeight)
{
assert((nWidth >= 4) && (nWidth <= 16));
assert((nHeight >= 4) && (nHeight <= 124));
tetris_bucket_t *pBucket =
(tetris_bucket_t *)malloc(sizeof(tetris_bucket_t));
if (pBucket != NULL)
{
// allocating memory for dump array
pBucket->dump = (uint16_t*) calloc(nHeight, sizeof(uint16_t));
if (pBucket->dump != NULL)
{
// setting requested attributes
pBucket->nFirstTaintedRow = nHeight;
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pBucket->nWidth = nWidth;
pBucket->nHeight = nHeight;
// bit mask of a full row
pBucket->nFullRow = 0xFFFF >> (16 - pBucket->nWidth);
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tetris_bucket_reset(pBucket);
return pBucket;
}
else
{
free(pBucket);
pBucket = NULL;
}
}
return NULL;
}
void tetris_bucket_destruct(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
// if memory for the dump array has been allocated, free it
if (pBucket->dump != NULL)
{
free(pBucket->dump);
}
free(pBucket);
}
/*******************************
* bucket related functions *
*******************************/
uint8_t tetris_bucket_calculateLines(uint8_t nRowMask)
{
uint8_t nMask = 0x0001;
uint8_t nLines = 0;
for (uint8_t i = 0; i < 4; ++i)
{
if ((nMask & nRowMask) != 0)
{
++nLines;
}
nMask <<= 1;
}
return nLines;
}
void tetris_bucket_reset(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
pBucket->pPiece = NULL;
pBucket->nColumn = 0;
pBucket->nRow = 0;
pBucket->nRowMask = 0;
// clear dump if it has been allocated in memory
if (pBucket->dump != NULL)
{
memset(pBucket->dump, 0, pBucket->nHeight * sizeof(uint16_t));
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}
pBucket->status = TETRIS_BUS_READY;
}
int8_t tetris_bucket_getPieceStartPos(tetris_piece_t *pPiece)
{
// set vertical start position (first piece row with matter at pos. 1)
uint16_t nPieceMap = tetris_piece_getBitmap(pPiece);
uint16_t nElementMask = 0xF000;
int8_t nRow = -3;
while ((nPieceMap & nElementMask) == 0)
{
++nRow;
nElementMask >>= 4;
}
if (nRow < 0)
{
++nRow;
}
return nRow;
}
void tetris_bucket_insertPiece(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
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tetris_piece_t **ppOldPiece)
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{
assert((pBucket != NULL) && (pPiece != NULL) && (ppOldPiece != NULL));
// a piece can only be inserted in state TETRIS_BUS_READY
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assert(pBucket->status == TETRIS_BUS_READY);
// row mask is now meaningless
pBucket->nRowMask = 0;
// replace old piece
*ppOldPiece = pBucket->pPiece;
pBucket->pPiece = pPiece;
// set horizontal start position (in the middle of the top line)
pBucket->nColumn = (pBucket->nWidth - 2) / 2;
// set vertical start position (first piece row with matter at pos. 1)
pBucket->nRow = tetris_bucket_getPieceStartPos(pBucket->pPiece);
// did we already collide with something?
if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow) == 1)
{
// game over man, game over!!
pBucket->status = TETRIS_BUS_GAMEOVER;
}
else
{
// bring it on!
pBucket->status = tetris_bucket_hoverStatus(pBucket);
}
}
uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
int8_t nColumn,
int8_t nRow)
{
// A piece is represented by 16 bits (4 bits per row where the LSB marks the
// left most position). The part of the bucket which is covered by the piece
// is converted to this format (including the bucket borders) so that a
// simple bitwise 'AND' tells us if the piece and the dump overlap.
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// only allow coordinates which are within sane ranges
assert(pBucket != NULL);
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assert((nColumn > -4) && (nColumn < pBucket->nWidth));
assert((nRow > -4) && (nRow < pBucket->nHeight));
// left and right borders
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uint16_t const nPieceMap = tetris_piece_getBitmap(pBucket->pPiece);
uint16_t nBucketPart = 0;
if (nColumn < 0)
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{
static uint16_t const nLeftPart[] PROGMEM = {0x7777, 0x3333, 0x1111};
nBucketPart = pgm_read_word(&nLeftPart[nColumn + 3]);
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}
else if (nColumn >= pBucket->nWidth - 3)
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{
static uint16_t const nRightPart[] PROGMEM = {0xEEEE, 0xCCCC, 0x8888};
nBucketPart = pgm_read_word(&nRightPart[pBucket->nWidth - nColumn - 1]);
}
// lower border
if (nRow > pBucket->nHeight - 4)
{
nBucketPart |= 0xFFFF << ((pBucket->nHeight - nRow) * 4);
}
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int8_t const nStop = (nRow + 3) < pBucket->nHeight ?
nRow + 3 : pBucket->nHeight - 1;
// 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)
{
uint16_t nTemp = pBucket->dump[y] & nDumpMask;
nBucketPart |= nShift >= 0 ? nTemp << nShift : nTemp >> -nShift;
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if ((nPieceMap & nBucketPart) != 0)
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{
// collision
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return 1;
}
nShift += 4;
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}
// if we reach here, no collision was detected
return 0;
}
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));
if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1))
{
uint16_t nPiece = tetris_piece_getBitmap(pBucket->pPiece);
// Is the bucket filled up?
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if ((pBucket->nRow < 0) &&
(nPiece & (0x0FFF >> ((3 + pBucket->nRow) << 2))) != 0)
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{
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;
// 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)
{
if ((nMask & nPiece) != 0)
{
nPieceRow += i;
break;
}
}
pBucket->nFirstTaintedRow = (pBucket->nFirstTaintedRow > nPieceRow) ?
nPieceRow : pBucket->nFirstTaintedRow;
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// the piece has finally been docked
pBucket->status = TETRIS_BUS_DOCKED;
}
}
else
{
// since there is no collision the piece may continue its travel
// to the ground...
pBucket->nRow++;
// are we gliding?
pBucket->status = tetris_bucket_hoverStatus(pBucket);
}
}
uint8_t tetris_bucket_movePiece(tetris_bucket_t *pBucket,
tetris_bucket_direction_t direction)
{
assert(pBucket != NULL);
// a piece can only be moved if it is still hovering or gliding
assert((pBucket->status == TETRIS_BUS_HOVERING) ||
(pBucket->status == TETRIS_BUS_GLIDING));
int8_t nOffset = (direction == TETRIS_BUD_LEFT) ? -1 : 1;
if (tetris_bucket_collision(pBucket, pBucket->nColumn + nOffset,
pBucket->nRow) == 0)
{
pBucket->nColumn += nOffset;
// are we gliding?
pBucket->status = tetris_bucket_hoverStatus(pBucket);
return 1;
}
return 0;
}
uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
tetris_piece_rotation_t rotation)
{
assert(pBucket != NULL);
// a piece can only be rotation if it is still hovering or gliding
assert((pBucket->status == TETRIS_BUS_HOVERING) ||
(pBucket->status == TETRIS_BUS_GLIDING));
tetris_piece_rotate(pBucket->pPiece, rotation);
// does the rotated piece cause a collision?
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);
}
return 0;
}
// are we gliding?
pBucket->status = tetris_bucket_hoverStatus(pBucket);
return 1;
}
void tetris_bucket_removeCompleteLines(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
// rows can only be removed if we are in state TETRIS_BUS_DOCKED
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assert(pBucket->status == TETRIS_BUS_DOCKED);
// bit mask (only 4 bits) that tells us if the n-th row after the
// current nRow is complete (n-th bit set to 1, LSB represents nRow itself)
pBucket->nRowMask = 0;
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// only consider rows which are affected by the piece (from low to high)
// for incomplete rows, both i and nShiftIndex will be decremented
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// for complete rows, only i gets decremented
int8_t nLowestRow = (pBucket->nRow + 3) < pBucket->nHeight ?
pBucket->nRow + 3 : pBucket->nHeight - 1;
int8_t nShiftIndex = nLowestRow;
for (int8_t i = nLowestRow; i >= pBucket->nFirstTaintedRow; --i)
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{
// is current row a full row?
if ((pBucket->nFullRow & pBucket->dump[i]) == pBucket->nFullRow)
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{
// set corresponding bit for the row mask
pBucket->nRowMask |= 0x01 << (i - pBucket->nRow);
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}
else
{
// if nShiftIndex and i differ, the dump has to be shifted
if (i < nShiftIndex)
{
pBucket->dump[nShiftIndex] = pBucket->dump[i];
}
// if there were no completed lines within the range covered by the
// piece, we don't need to look for those any further
else if ((nLowestRow - i) >= 3)
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{
break;
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}
--nShiftIndex;
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}
}
// any completed rows removed?
if (pBucket->nRowMask != 0)
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{
// clear space from which the rows have been shifted away
for (int8_t i = nShiftIndex; i >= pBucket->nFirstTaintedRow; --i)
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{
pBucket->dump[i] = 0;
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}
pBucket->nFirstTaintedRow = nShiftIndex + 1;
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}
// ready to get the next piece
pBucket->status = TETRIS_BUS_READY;
}
#ifdef GAME_BASTET
int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nStartingRow,
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int8_t nColumn)
{
assert(pBucket != NULL);
assert(pPiece != NULL);
assert(nStartingRow >= -1 && nStartingRow < pBucket->nHeight);
assert(nColumn >= -3 && nColumn < pBucket->nWidth);
// exchange current piece of the bucket (to use its collision detection)
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tetris_piece_t *pActualPiece = pBucket->pPiece;
pBucket->pPiece = pPiece;
// determine empty rows of the bottom of 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)))
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{
nRow = TETRIS_BUCKET_INVALIDROW;
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}
// determine deepest row
else
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{
while (!tetris_bucket_collision(pBucket, nColumn, nRow + 1))
{
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++nRow;
}
if ((nRow < 0) && (((nRow + 4) * 4) << nMap))
{
nRow = TETRIS_BUCKET_INVALIDROW;
}
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}
// restore actual bucket piece
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pBucket->pPiece = pActualPiece;
return nRow;
}
int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nRow,
int8_t nColumn)
{
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assert(pBucket != NULL);
assert(pPiece != NULL);
assert(nRow > -4 && nRow < pBucket->nHeight);
assert(nColumn > -4 && nColumn < pBucket->nWidth);
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// initialization
int8_t nCompleteRows = 0;
uint16_t nPieceMap = tetris_piece_getBitmap(pPiece);
int8_t nStartRow = nRow;
int8_t const nStopRow = (nRow + 3) >= pBucket->nHeight ?
pBucket->nHeight - 1 : nRow + 3;
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if (nRow < 0)
{
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nPieceMap >>= -nRow * 4;
nStartRow = 0;
}
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for (int8_t y = nStartRow; y <= nStopRow; ++y)
{
uint16_t nTemp = nPieceMap & 0x000F;
nTemp = nColumn >= 0 ? nTemp << nColumn : nTemp >> -nColumn;
if ((pBucket->dump[y] ^ nTemp) == pBucket->nFullRow)
{
++nCompleteRows;
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}
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nPieceMap >>= 4;
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}
return nCompleteRows;
}
uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nRow,
int8_t nColumn)
{
pIt->pBucket = pBucket;
pIt->nCurrentRow = pBucket->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) < pBucket->nHeight) ?
(pIt->nPieceHighestRow + 3) : pBucket->nHeight - 1;
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// prepare piece bitmap for faster detection of complete lines
pIt->nPieceMap = tetris_piece_getBitmap(pPiece);
if ((nRow + 3) >= pBucket->nHeight)
{
pIt->nPieceMap <<= (nRow + 4 - pBucket->nHeight) * 4;
}
pIt->nShift = nColumn - 12;
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// don't return any trailing rows which are empty, so we look for a stop row
pIt->nStopRow = pBucket->nFirstTaintedRow < nRow ?
pBucket->nFirstTaintedRow : nRow;
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pIt->nStopRow = pIt->nStopRow < 0 ? 0 : pIt->nStopRow;
return tetris_bucket_predictNextRow(pIt);
}
uint16_t* tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt)
{
if ((pIt->nPieceHighestRow > -4) && (pIt->nCurrentRow >= pIt->nStopRow))
{
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uint16_t nTemp = 0;
// embed piece if it is there
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if ((pIt->nCurrentRow <= pIt->nPieceLowestRow) &&
(pIt->nCurrentRow >= pIt->nPieceHighestRow))
{
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uint16_t nTemp = pIt->nPieceMap & 0xF000;
nTemp |= pIt->nShift >= 0 ?
nTemp << pIt->nShift : nTemp >> -pIt->nShift;
pIt->nPieceMap <<= 4;
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}
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pIt->nCurrentRow = pIt->pBucket->dump[pIt->nCurrentRow--] | nTemp;
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// don't return full (and therefore removed) rows
if (pIt->nRowBuffer == pIt->pBucket->nFullRow)
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{
// recursively determine next (?) row instead
return tetris_bucket_predictNextRow(pIt);
}
// row isn't full
else
{
return &pIt->nRowBuffer;
}
}
else
{
return NULL;
}
}
#endif /* GAME_BASTET */