#include "board.h"
static const char shapes[7][4][4][4] = {
+ /*
+ * 4 rotations of 4x4 pixels per shape
+ * high nibble signifies joinage (left, right, top, bottom, from MSB)
+ * low nibble identifies block type (typically 2..8)
+ */
+
{ { {0x00, 0x00, 0x00, 0x00}, {0x47, 0xC7, 0x97, 0x00},
- {0x00, 0x00, 0x27, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //sharp horizontal
+ {0x00, 0x00, 0x27, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // sharp horizontal
{ {0x00, 0x17, 0x00, 0x00}, {0x00, 0x37, 0x00, 0x00},
- {0x47, 0xA7, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //blunt vertical J
+ {0x47, 0xA7, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // blunt vertical
{ {0x17, 0x00, 0x00, 0x00}, {0x67, 0xC7, 0x87, 0x00},
- {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //blunt horizontal
+ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // blunt horizontal
{ {0x00, 0x57, 0x87, 0x00}, {0x00, 0x37, 0x00, 0x00},
- {0x00, 0x27, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, //J (yellow)
+ {0x00, 0x27, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, // J (yellow)
{ { {0x00, 0x00, 0x00, 0x00}, {0x53, 0xC3, 0x83, 0x00},
- {0x23, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //sharp horizontal
+ {0x23, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // sharp horizontal
{ {0x43, 0x93, 0x00, 0x00}, {0x00, 0x33, 0x00, 0x00},
- {0x00, 0x23, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //sharp vertical
+ {0x00, 0x23, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // sharp vertical
{ {0x00, 0x00, 0x13, 0x00}, {0x43, 0xC3, 0xA3, 0x00},
- {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //blunt horizontal
+ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // blunt horizontal
{ {0x00, 0x13, 0x00, 0x00}, {0x00, 0x33, 0x00, 0x00},
- {0x00, 0x63, 0x83, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, //L (cyan)
+ {0x00, 0x63, 0x83, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, // L (cyan)
{ { {0x00, 0x00, 0x00, 0x00}, {0x48, 0xD8, 0x88, 0x00},
- {0x00, 0x28, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //pointing down
+ {0x00, 0x28, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // pointing down
{ {0x00, 0x18, 0x00, 0x00}, {0x48, 0xB8, 0x00, 0x00},
- {0x00, 0x28, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //pointing left
+ {0x00, 0x28, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // pointing left
{ {0x00, 0x18, 0x00, 0x00}, {0x48, 0xE8, 0x88, 0x00},
- {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //pointing up
+ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // pointing up
{ {0x00, 0x18, 0x00, 0x00}, {0x00, 0x78, 0x88, 0x00},
- {0x00, 0x28, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, //T (white)
+ {0x00, 0x28, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, // T (white)
{ { {0x00, 0x00, 0x00, 0x00}, {0x00, 0x52, 0x82, 0x00},
- {0x42, 0xA2, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} },
+ {0x42, 0xA2, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // lieing
{ {0x12, 0x00, 0x00, 0x00}, {0x62, 0x92, 0x00, 0x00},
- {0x00, 0x22, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} },
+ {0x00, 0x22, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // standing
{ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x52, 0x82, 0x00},
- {0x42, 0xA2, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //rep
+ {0x42, 0xA2, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // repeats
{ {0x12, 0x00, 0x00, 0x00}, {0x62, 0x92, 0x00, 0x00},
- {0x00, 0x22, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, //S (green)
+ {0x00, 0x22, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, // S (green)
{ { {0x00, 0x00, 0x00, 0x00}, {0x46, 0x96, 0x00, 0x00},
- {0x00, 0x66, 0x86, 0x00}, {0x00, 0x00, 0x00, 0x00} },
+ {0x00, 0x66, 0x86, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // lieing
{ {0x00, 0x16, 0x00, 0x00}, {0x56, 0xA6, 0x00, 0x00},
- {0x26, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} },
+ {0x26, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // standing
{ {0x00, 0x00, 0x00, 0x00}, {0x46, 0x96, 0x00, 0x00},
- {0x00, 0x66, 0x86, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //rep
+ {0x00, 0x66, 0x86, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // repeats
{ {0x00, 0x16, 0x00, 0x00}, {0x56, 0xA6, 0x00, 0x00},
- {0x26, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, //Z (red)
+ {0x26, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} } }, // Z (red)
{ { {0x00, 0x00, 0x00, 0x00}, {0x44, 0xC4, 0xC4, 0x84},
- {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //lieing
+ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // lieing
{ {0x00, 0x14, 0x00, 0x00}, {0x00, 0x34, 0x00, 0x00},
- {0x00, 0x34, 0x00, 0x00}, {0x00, 0x24, 0x00, 0x00} }, //standing
+ {0x00, 0x34, 0x00, 0x00}, {0x00, 0x24, 0x00, 0x00} }, // standing
{ {0x00, 0x00, 0x00, 0x00}, {0x44, 0xC4, 0xC4, 0x84},
- {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //rep
+ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // repeats
{ {0x00, 0x14, 0x00, 0x00}, {0x00, 0x34, 0x00, 0x00},
- {0x00, 0x34, 0x00, 0x00}, {0x00, 0x24, 0x00, 0x00} } }, //I, stick (blue)
+ {0x00, 0x34, 0x00, 0x00}, {0x00, 0x24, 0x00, 0x00} } }, // I, stick (blue)
{ { {0x00, 0x00, 0x00, 0x00}, {0x00, 0x55, 0x95, 0x00},
{0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} },
{ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x55, 0x95, 0x00},
- {0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //rep
+ {0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} }, // repeats
{ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x55, 0x95, 0x00},
- {0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //rep
+ {0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} },
{ {0x00, 0x00, 0x00, 0x00}, {0x00, 0x55, 0x95, 0x00},
- {0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} } } //O, square (purple)
+ {0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} } } // O, square (purple)
};
int ShapeIterate(char s, int scr, int y, int x, ShapeDrawFunc func)
unsigned int c;
for (y = Players[scr].boardVisible - 1; y >= 0; y--)
- if ((c = changed[scr][y])) { //line changed
+ if ((c = changed[scr][y])) { // line changed
for (x = 0; c; (c >>= 1), x++)
if (c & 1 && board[scr][y][x] != oldBoard[scr][y][x]) {
PlotBlock(scr, y, x, board[scr][y][x]);
oldBoard[scr][y][x] = board[scr][y][x];
}
- changed[scr][y] = 0; //reset
+ changed[scr][y] = 0; // reset
any = 1;
} //changed row
return any;
void EraseShape(char shape, int scr, int y, int x, int shadow)
{ //remove block from field
ShapeIterate(shape, scr, y, x, EraseFunc);
- if (shadow && scr == me) //draw shadow
+ if (shadow && scr == me) // draw shadow
ShapeIterate(shape, scr, shadowy + 1, x, EraseFunc);
}
newshape = (Players[scr].curShape & 252) + (((Players[scr].curShape & 3) + dir) & 3);
result = ShapeFits(newshape, scr, Players[scr].curY, Players[scr].curX);
if (!result) {
+ // move if it doesn't fit anymore
short int slideX;
for (slideX = 0; slideX < 2; slideX = -slideX) {
- if (slideX >= 0) slideX++; //slide more
+ // slide left and right
+ if (slideX >= 0) slideX++; // slide more
if (result = ShapeFits(newshape, scr, Players[scr].curY,
Players[scr].curX+slideX)) break;
- } //slide left and right
+ }
if (result) Players[scr].curX += slideX;
- } //try to fit if it doesn't
+ }
if (result) Players[scr].curShape = newshape;
PlotShape(Players[scr].curShape, scr,
Players[scr].curY, Players[scr].curX, scr == me);
{ //Check if blocks are empty below block (x,y) and sticking to (x,y) mask <z>
unsigned char curblock;
- if (y == 0) return 0; //at bottom
+ if (y == 0) return 0; // at bottom
curblock = GetBlock(scr, y, x) & z;
if (curblock & 0x10 && !BlockFree(scr, x, y-1, z & 0xD0)) return 0;
if (curblock & 0x20 && !BlockFree(scr, x, y+1, z & 0xE0)) return 0;
if (curblock & 0x40 && !BlockFree(scr, x+1, y, z & 0x70)) return 0;
if (curblock & 0x80 && !BlockFree(scr, x-1, y, z & 0xB0)) return 0;
- if ((z = GetBlock(scr, y-1, x)) & 0x20) return 1; //stuck to block below
- if (z > BT_none) return 0; //some other piece below
- return 1; //nothing below
+ if ((z = GetBlock(scr, y-1, x)) & 0x20) return 1; // stuck to block below
+ if (z > BT_none) return 0; // some other piece below
+ return 1; // nothing below
}
int BlockFall(int scr, int x, int y, unsigned char z)
for (y = Players[scr].boardHeight - 1; y > 0; y--)
for (x = 0; x < Players[scr].boardWidth; x++) {
if ((z = GetBlock(scr, y, x)) > BT_none && (z & 0xA0) == 0) {
- //doesn't stick left/up => topleft block
+ // block present which doesn't stick left/up => topleft block
if (BlockFree(scr, x, y, 0xF0)) {
- BlockFall(scr, x, y, 0xF0);
+ BlockFall(scr, x, y, 0xF0); // move blocks down
fallen++;
- } //move blocks down
+ }
} //block present
- } //handle line
+ }
return fallen;
}
from = to = 0;
while (to < Players[scr].boardHeight) {
while (LineIsFull(scr, from)) {
- from++; //skip
+ from++; // skip
for (x = 0; x<Players[scr].boardWidth; x++) {
+ // don't stick blocks to line which we'll remove
SetBlock(scr, from, x, GetBlock(scr, from, x) & 0xEF);
if (from > 1)
SetBlock(scr, from-2, x, GetBlock(scr, from-2, x) & 0xDF);
- } //don't stick blocks to line which we'll remove
- } //full lines
+ }
+ }
CopyLine(scr, from++, to++);
}
linescleared += from - to;
return linescleared;
}
-void FreezePiece(int scr)
-{
- // remove me! :)
-}
-
void InsertJunk(int scr, int color, int count, int column)
{ //add <count> junklines with hole at <column> to <scr> by team <color>
int y, x;
SetBlock(scr, y, x, x == column ? BT_none : color + 1
+ 0x40 * (x != column-1 && x < Players[scr].boardWidth-1)
+ 0x80 * (x != column+1 && x > 0));
- Players[scr].curY += count; //move piece up..
+ Players[scr].curY += count; // move piece up..
for (y = 0; y < count; ++y)
if (ShapeFits(Players[scr].curShape, scr, Players[scr].curY - 1, Players[scr].curX))
- Players[scr].curY--; //..and down again as far as possible
+ Players[scr].curY--; // ...and down again as far as possible
else break;
PlotShape(Players[scr].curShape, scr, Players[scr].curY, Players[scr].curX,
scr == me);