#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, 0x17, 0x00, 0x00}, {0x00, 0x37, 0x00, 0x00},
{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
{ {0x12, 0x00, 0x00, 0x00}, {0x62, 0x92, 0x00, 0x00},
{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, 0x16, 0x00, 0x00}, {0x56, 0xA6, 0x00, 0x00},
{ {0x00, 0x00, 0x00, 0x00}, {0x44, 0xC4, 0xC4, 0x84},
{0x00, 0x00, 0x00, 0x00}, {0x00, 0x00, 0x00, 0x00} }, //rep
{ {0x00, 0x14, 0x00, 0x00}, {0x00, 0x34, 0x00, 0x00},
- {0x00, 0x34, 0x00, 0x00}, {0x00, 0x24, 0x00, 0x00} } }, //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, 0x00, 0x00, 0x00}, {0x00, 0x55, 0x95, 0x00},
- {0x00, 0x65, 0xA5, 0x00}, {0x00, 0x00, 0x00, 0x00} } } //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)
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);
}
if (!Game.gravity) return 0;
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);
+ SetBlock(scr, from, x, GetBlock(scr, from, x) & 0xEF);
if (from > 1)
- SetBlock(scr, from-2, x, GetBlock(scr, from-2, x) & 223);
+ 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++);
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));
+ + 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))