* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * $Id: board.c,v 1.15 1999/05/16 06:56:24 mhw Exp $
*/
#include "netris.h"
int i, j, result;
char type, rotation;
- type = s/4;
- rotation = s&3;
- for (i = 0; i<4; i++)
- for (j = 0; j<4; j++)
+ type = s / 4;
+ rotation = s & 3;
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < 4; j++)
if (shapes[type][rotation][i][j])
if (result = func(scr, y-i, x+j, shapes[type][rotation][i][j]))
return result;
int i;
float total = 0, val;
- for (i = 0; i<7; i++) total += options[i];
- val = Random(0, 32767)/32768.0*total;
- for (i = 0; i<7; i++) if ((val -= options[i])<0) return i<<2;
+ for (i = 0; i < 7; i++) total += options[i];
+ val = Random(0, 32767) / 32768.0 * total;
+ for (i = 0; i < 7; i++) if ((val -= options[i]) < 0)
+ return i << 2;
return 0;
}
for (y = Players[scr].boardVisible - 1; y >= 0; y--)
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]) {
+ 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];
}
if (y == 0) return 0; //at bottom
curblock = GetBlock(scr, y, x) & z;
- if (curblock & 16 && !BlockFree(scr, x, y-1, z & 208)) return 0;
- if (curblock & 32 && !BlockFree(scr, x, y+1, z & 224)) return 0;
- if (curblock & 64 && !BlockFree(scr, x+1, y, z & 112)) return 0;
- if (curblock & 128 && !BlockFree(scr, x-1, y, z & 176)) return 0;
- if ((z = GetBlock(scr, y-1, x)) & 32) return 1; //stuck to block below
+ 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
}
int BlockFall(int scr, int x, int y, unsigned char z)
{ //Drop down block (x,y) and those sticking to it mask <z>
- if (GetBlock(scr, y, x) & z & 16) BlockFall(scr, x, y-1, z & 208);
- if (GetBlock(scr, y, x) & z & 32) BlockFall(scr, x, y+1, z & 224);
- if (GetBlock(scr, y, x) & z & 64) BlockFall(scr, x+1, y, z & 112);
- if (GetBlock(scr, y, x) & z & 128) BlockFall(scr, x-1, y, z & 174);
+ if (GetBlock(scr, y, x) & z & 0x10) BlockFall(scr, x, y-1, z & 0xD0);
+ if (GetBlock(scr, y, x) & z & 0x20) BlockFall(scr, x, y+1, z & 0xE0);
+ if (GetBlock(scr, y, x) & z & 0x40) BlockFall(scr, x+1, y, z & 0x70);
+ if (GetBlock(scr, y, x) & z & 0x80) BlockFall(scr, x-1, y, z & 0xB0);
SetBlock(scr, y-1, x, GetBlock(scr, y, x));
SetBlock(scr, y, x, BT_none);
}
unsigned char z;
if (!Game.gravity) return 0;
- for (y = Players[scr].boardHeight-1; y > 0; y--)
+ 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 & 160) == 0)) {
+ if ((z = GetBlock(scr, y, x)) > BT_none && (z & 0xA0) == 0) {
//doesn't stick left/up => topleft block
- if (BlockFree(scr, x, y, 240)) {
- BlockFall(scr, x, y, 240);
+ if (BlockFree(scr, x, y, 0xF0)) {
+ BlockFall(scr, x, y, 0xF0);
fallen++;
} //move blocks down
} //block present
while (LineIsFull(scr, from)) {
from++; //skip
for (x = 0; x<Players[scr].boardWidth; x++) {
- SetBlock(scr, from, x, GetBlock(scr, from, x)&239);
- if (from>1)
- SetBlock(scr, from-2, x, GetBlock(scr, from-2, x)&223);
+ 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++);
CopyLine(scr, y, y + count);
for (y = 0; y < count; ++y)
for (x = 0; x < Players[scr].boardWidth; ++x)
- SetBlock(scr, y, x, (x == column) ? BT_none : color + 1
- + 64 * (x != column-1 && x < Players[scr].boardWidth-1)
- + 128 * (x != column+1 && x > 0));
+ 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..
for (y = 0; y < count; ++y)
if (ShapeFits(Players[scr].curShape, scr, Players[scr].curY - 1, Players[scr].curX))
scr == me);
}
-/*
- * vi: ts=4 ai
- * vim: noai si
- */