125 lines
2.8 KiB
C
125 lines
2.8 KiB
C
/**
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* \addtogroup tetris
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* @{
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*/
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/**
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* @file variant_fp.c
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* @brief Implementation of the "First Person Tetris" module.
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* @details Originally implemented by Michael Holzt. However, his implementation
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* did not quite fit into this framework anymore as it was heavily
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* modified to improve modularization. Therefore, his code got replaced
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* completely. Sorry about that, but thanks for the original
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* implementation nonetheless!
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* @author Christian Kroll
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* @see variant_std.c
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*/
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#include <stdlib.h>
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#include <assert.h>
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#include <stdint.h>
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#include "../../random/prng.h"
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#include "../../compat/pgmspace.h"
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#include "../../menu/menu.h"
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#include "bearing.h"
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#include "piece.h"
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#include "highscore.h"
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#include "bucket.h"
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#include "input.h"
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#include "variants.h"
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#include "tetris_main.h"
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#include "variant_std.h"
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#include "variant_fp.h"
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/***************
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* entry point *
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***************/
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#ifdef MENU_SUPPORT
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// First Person Tetris icon, MSB is leftmost pixel
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static uint8_t const tetrisfp_icon[8] PROGMEM =
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{ 0xee, 0x89, 0xee, 0x88, 0x88, 0x20, 0x2c, 0x6c };
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game_descriptor_t tetrisfp_game_descriptor
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__attribute__((section(".game_descriptors"))) =
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{
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&tetris_fp,
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tetrisfp_icon,
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};
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#endif
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void tetris_fp(void)
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{
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tetris_main(&tetrisFpVariant);
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}
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/****************************
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* construction/destruction *
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****************************/
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tetris_variant_t const tetrisFpVariant =
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{
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&tetris_std_construct,
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&tetris_std_destruct,
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&tetris_std_choosePiece,
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&tetris_std_singleDrop,
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&tetris_std_completeDrop,
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&tetris_std_removedLines,
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&tetris_std_getScore,
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&tetris_std_getHighscore,
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&tetris_std_setHighscore,
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&tetris_std_getHighscoreName,
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&tetris_std_setHighscoreName,
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&tetris_std_getLevel,
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&tetris_std_getLines,
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&tetris_std_getPreviewPiece,
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&tetris_fp_getHighscoreIndex,
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&tetris_fp_setLastInput,
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&tetris_std_getBearing
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};
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/*****************
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* get functions *
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*****************/
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tetris_highscore_index_t tetris_fp_getHighscoreIndex(void *pVariantData)
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{
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return TETRIS_HISCORE_FP;
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}
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/**
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* change bearing depending on player's last input
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* @param pVariantData the variant data object we want to modify
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* @param inCmd the last issued command
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* @param bMoveOk 1 if the last move was possible, otherwise 0
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*/
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void tetris_fp_setLastInput(void *pVariantData,
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tetris_input_command_t inCmd,
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uint8_t bMoveOk)
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{
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assert (pVariantData != NULL);
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tetris_standard_variant_t *pStdVariant =
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(tetris_standard_variant_t *)pVariantData;
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if (bMoveOk)
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{
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if (inCmd == TETRIS_INCMD_ROT_CW)
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{
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// piece rotated clockwise -> rotate bucket counter-clockwise
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pStdVariant->nBearing += 3;
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}
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else if (inCmd == TETRIS_INCMD_ROT_CCW)
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{
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// piece rotated counter-clockwise -> rotate bucket clockwise
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pStdVariant->nBearing += 1;
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}
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}
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pStdVariant->nBearing %= 4;
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}
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/*@}*/
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