381 lines
10 KiB
C
381 lines
10 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 bucket.h
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* @brief Public interface definitions of Tetris' game logic module.
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* @author Christian Kroll
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*/
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#ifndef BUCKET_H_
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#define BUCKET_H_
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#include <stdint.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <limits.h>
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#include "../../config.h"
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#include "piece.h"
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/***********
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* defines *
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***********/
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#define TETRIS_BUCKET_INVALID -4
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#define TETRIS_BUCKET_MAX_COLUMNS 16
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#define TETRIS_BUCKET_MAX_ROWS (INT8_MAX - 4)
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/*********
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* types *
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*********/
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// directions to which a piece can be moved
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enum tetris_bucket_direction_e
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{
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TETRIS_BUD_LEFT = -1,
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TETRIS_BUD_RIGHT = 1
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};
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#ifdef NDEBUG
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typedef int8_t tetris_bucket_direction_t;
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#else
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typedef enum tetris_bucket_direction_e tetris_bucket_direction_t;
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#endif
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// status of the bucket
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enum tetris_bucket_status_e
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{
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TETRIS_BUS_HOVERING = 0, /**< piece is hovering */
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TETRIS_BUS_GLIDING = 1, /**< piece is gliding on the dump */
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TETRIS_BUS_DOCKED = 2, /**< piece has been docked */
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TETRIS_BUS_READY = 3, /**< ready to get next piece */
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TETRIS_BUS_GAMEOVER = 4 /**< bucket is filled up */
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};
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#ifdef NDEBUG
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typedef uint8_t tetris_bucket_status_t;
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#else
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typedef enum tetris_bucket_status_e tetris_bucket_status_t;
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#endif
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// tetris_bucket_t
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typedef struct tetris_bucket_s
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{
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int8_t nWidth; /**< width of bucket */
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int8_t nHeight; /**< height of bucket */
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tetris_piece_t *pPiece; /**< currently falling piece */
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int8_t nColumn; /**< horz. piece pos. (0 is left) */
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int8_t nRow; /**< vert. piece pos. (0 is top) */
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uint8_t nRowMask; /**< removed lines relative to nRow */
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tetris_bucket_status_t status; /**< status of the bucket */
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int8_t nFirstTaintedRow; /**< top most row which has matter */
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uint16_t nFullRow; /**< value of a full row */
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uint16_t *dump; /**< bucket itself */
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}
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tetris_bucket_t;
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// iterator for predicted dump rows
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typedef struct tetris_bucket_iterator_s
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{
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tetris_bucket_t *pBucket; /**< bucket to be examined */
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uint16_t nPieceMap; /**< piece bitmap */
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int8_t nShift; /**< helper variable for shifting piece bitmaps */
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int8_t nCurrentRow; /**< the actual row in the bucket */
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int8_t nPieceTopRow; /**< the highest row index of the piece */
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int8_t nPieceBottomRow; /**< the lowest row index of the piece */
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int8_t nStopRow; /**< the last row to be examined */
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uint16_t nRowBuffer; /**< buffer for returned row */
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}
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tetris_bucket_iterator_t;
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/****************************
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* construction/destruction *
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****************************/
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/**
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* constructs a bucket with the given dimensions
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* @param nWidth width of bucket (4 <= n <= 16)
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* @param nHeight height of bucket (4 <= n <= TETRIS_BUCKET_MAX_COLUMNS)
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* @return pointer to a newly created bucket
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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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* destructs a bucket
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* @param pBucket pointer to the bucket to be destructed
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*/
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inline static void tetris_bucket_destruct(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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free(pBucket->dump);
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free(pBucket);
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}
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/*******************************
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* bucket related functions *
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*******************************/
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/**
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* calculates number of lines for the given row mask
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* @param nRowMask row mask from which the no. of lines will be calculated
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* @return number of lines of the row mask
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*/
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inline static uint8_t tetris_bucket_calculateLines(uint8_t nRowMask)
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{
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uint8_t nLines = 0;
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if (nRowMask & 0x01)
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{
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++nLines;
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}
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if (nRowMask & 0x02)
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{
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++nLines;
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}
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if (nRowMask & 0x04)
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{
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++nLines;
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}
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if (nRowMask & 0x08)
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{
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++nLines;
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}
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return nLines;
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}
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/**
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* resets bucket to begin a new game
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* @param pBucket bucket to perform action on
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*/
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void tetris_bucket_reset(tetris_bucket_t *pBucket);
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/**
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* inserts a new piece
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* @param pBucket bucket to perform action on
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* @param pPiece piece to be inserted
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* @return pointer to former piece for deallocation
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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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* lowers piece by one row or finally docks it
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* @param pBucket bucket to perform action on
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*/
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void tetris_bucket_advancePiece(tetris_bucket_t *pBucket);
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/**
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* moves piece to the given direction
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* @param pBucket bucket to perform action on
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* @param direction direction (see tetris_bucket_direction_t)
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* @return 1 if piece could be moved, 0 otherwise
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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 direction);
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/**
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* rotates piece to the given direction
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* @param pBucket bucket to perform action on
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* @param r type of rotation (see tetris_piece_rotation_t)
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* @return 1 if piece could be rotated, 0 otherwise
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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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* removes completed lines (if any) and lowers the dump
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* @param pBucket bucket to perform action on
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*/
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void tetris_bucket_removeCompleteLines(tetris_bucket_t *pBucket);
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/*****************
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* get functions *
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*****************/
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/**
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* returns the width of the bucket
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* @param pBucket the bucket we want information from
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* @return width of the bucket
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*/
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inline static int8_t tetris_bucket_getWidth(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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return pBucket->nWidth;
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}
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/**
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* returns the height of the bucket
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* @param pBucket the bucket we want information from
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* @return height of the bucket
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*/
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inline static int8_t tetris_bucket_getHeight(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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return pBucket->nHeight;
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}
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/**
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* returns the currently falling piece
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* @param pBucket the bucket we want information from
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* @return pointer to the currently falling piece
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*/
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inline static tetris_piece_t *tetris_bucket_getPiece(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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return pBucket->pPiece;
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}
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/**
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* returns the column of the currently falling piece
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* @param pBucket the bucket we want information from
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* @return column of the currently falling piece
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*/
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inline static int8_t tetris_bucket_getColumn(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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return pBucket->nColumn;
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}
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/**
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* returns the row of the currently falling piece
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* @param pBucket the bucket we want information from
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* @return row of the currently falling piece
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*/
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inline static int8_t tetris_bucket_getRow(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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return pBucket->nRow;
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}
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/**
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* returns the row of the currently falling piece
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* @param pBucket the bucket we want information from
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* @return highest row with matter
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*/
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inline static int8_t tetris_bucket_getFirstTaintedRow(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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return pBucket->nFirstTaintedRow;
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}
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/**
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* returns the row mask relative to nRow
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* @param pBucket the bucket we want information from
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* @return bit mask of removed lines (relative to current position)
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*/
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inline static uint8_t tetris_bucket_getRowMask(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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return pBucket->nRowMask;
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}
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/**
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* returns the status of the bucket
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* @param pBucket the bucket we want information from
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* @return status of the bucket (see tetris_bucket_status_t)
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*/
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inline static tetris_bucket_status_t tetris_bucket_getStatus(tetris_bucket_t *p)
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{
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assert(p != NULL);
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return p->status;
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}
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/**
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* returns the given row of the dump (as bitmap)
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* @param pBucket the bucket we want information from
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* @param nRow the number of the row (0 <= nRow <= TETRIS_BUCKET_MAX_COLUMNS)
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* @return bitmap of the requested row (LSB is leftmost column)
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*/
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inline static uint16_t tetris_bucket_getDumpRow(tetris_bucket_t *pBucket,
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int8_t nRow)
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{
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assert(pBucket != NULL);
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assert((0 <= nRow) && (nRow < pBucket->nHeight));
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return pBucket->dump[nRow];
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}
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#ifdef GAME_BASTET
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/**
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* returns the deepest possible row for a given piece
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* @param pBucket the bucket on which we want to test a piece
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* @param pPiece the piece which should be tested
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* @param nStartRow the row where the collision detection should start
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* @param nColumn the column where the piece should be dropped
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* @return the row of the piece (bucket compliant coordinates)
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*/
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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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* predicts the number of complete lines for a piece at a given column
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* @param pBucket the bucket on which we want to test a piece
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* @param pPiece the piece which should be tested
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* @param nRow the row where the given piece collides
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* @param nColumn the column where the piece should be dropped
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* @return number of complete lines
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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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* predicts appearance of the bottom row and initializes an iterator structure
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* @param pIt a pointer to an iterator which should be initialized
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* @param pBucket the bucket on which we want to test a piece
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* @param pPiece the piece which should be tested
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* @param nRow the row where the given piece collides
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* @param nColumn the column where the piece should be dropped
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* @return appearance of the bottom row of the predicted dump (bit mask)
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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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* predicts appearance of the next row (via iterator) of the bucket
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* @param pIt a pointer to a dump iterator
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* @return appearance of next predicted row (or NULL -> no next line)
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*/
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uint16_t *tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt);
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#endif /* GAME_BASTET */
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#endif /*BUCKET_H_*/
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/*@}*/
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