borgware-2d/games/tetris/bucket.h

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#ifndef BUCKET_H_
#define BUCKET_H_
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#include <stdint.h>
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#include "../../config.h"
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#include "piece.h"
/***********
* defines *
***********/
#define TETRIS_BUCKET_INVALIDROW -4
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/*********
* types *
*********/
// directions to which a piece can be moved
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enum tetris_bucket_direction
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{
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TETRIS_BUD_LEFT = -1,
TETRIS_BUD_RIGHT = 1
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};
#ifdef NDEBUG
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typedef int8_t tetris_bucket_direction_t;
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#else
typedef enum tetris_bucket_direction tetris_bucket_direction_t;
#endif
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// status of the bucket
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enum tetris_bucket_status
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{
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TETRIS_BUS_HOVERING = 0, /** piece is hovering */
TETRIS_BUS_GLIDING = 1, /** piece is gliding on the dump */
TETRIS_BUS_DOCKED = 2, /** piece has been docked */
TETRIS_BUS_READY = 3, /** ready to get next piece */
TETRIS_BUS_GAMEOVER = 4 /** bucket is filled up */
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};
#ifdef NDEBUG
typedef uint8_t tetris_bucket_status_t;
#else
typedef enum tetris_bucket_status tetris_bucket_status_t;
#endif
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// tetris_bucket_t
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typedef struct tetris_bucket
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{
int8_t nWidth; /** width of bucket */
int8_t nHeight; /** height of bucket */
tetris_piece_t *pPiece; /** currently falling piece */
int8_t nColumn; /** horz. piece pos. (0 is left) */
int8_t nRow; /** vert. piece pos. (0 is top) */
uint8_t nRowMask; /** removed lines relative to nRow */
tetris_bucket_status_t status; /** status of the bucket */
int8_t nFirstTaintedRow; /** top most row which has matter */
uint16_t nFullRow; /** value of a full row */
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uint16_t *dump; /** bucket itself */
}
tetris_bucket_t;
// iterator for predicted dump rows
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typedef struct tetris_bucket_iterator
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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 */
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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}
tetris_bucket_iterator_t;
/****************************
* construction/destruction *
****************************/
/**
* constructs a bucket with the given dimensions
* @param nWidth width of bucket (4 <= n <= 16)
* @param nHeight height of bucket (4 <= n <= 124)
* @return pointer to a newly created bucket
*/
tetris_bucket_t *tetris_bucket_construct(int8_t nWidth,
int8_t nHeight);
/**
* destructs a bucket
* @param pBucket pointer to the bucket to be destructed
*/
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inline static void tetris_bucket_destruct(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
assert(pBucket->dump != NULL);
free(pBucket->dump);
free(pBucket);
}
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/*******************************
* bucket related functions *
*******************************/
/**
* calculates number of lines for the given row mask
* @param nRowMask row mask from which the no. of lines will be calculated
* @return number of lines of the row mask
*/
inline static uint8_t tetris_bucket_calculateLines(uint8_t nRowMask)
{
uint8_t nLines = 0;
if (nRowMask & 0x01)
{
++nLines;
}
if (nRowMask & 0x02)
{
++nLines;
}
if (nRowMask & 0x04)
{
++nLines;
}
if (nRowMask & 0x08)
{
++nLines;
}
return nLines;
}
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/**
* resets bucket to begin a new game
* @param pBucket bucket to perform action on
*/
void tetris_bucket_reset(tetris_bucket_t *pBucket);
/**
* inserts a new piece
* @param pBucket bucket to perform action on
* @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,
tetris_piece_t *pPiece);
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/**
* lowers piece by one row or finally docks it
* @param pBucket bucket to perform action on
*/
void tetris_bucket_advancePiece(tetris_bucket_t *pBucket);
/**
* moves piece to the given direction
* @param pBucket bucket to perform action on
* @param direction direction (see tetris_bucket_direction_t)
* @return 1 if piece could be moved, 0 otherwise
*/
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uint8_t tetris_bucket_movePiece(tetris_bucket_t *pBucket,
tetris_bucket_direction_t direction);
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/**
* rotates piece to the given direction
* @param pBucket bucket to perform action on
* @param r type of rotation (see tetris_piece_rotation_t)
* @return 1 if piece could be rotated, 0 otherwise
*/
uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
tetris_piece_rotation_t rotation);
/**
* removes completed lines (if any) and lowers the dump
* @param pBucket bucket to perform action on
*/
void tetris_bucket_removeCompleteLines(tetris_bucket_t *pBucket);
/*****************
* get functions *
*****************/
/**
* returns the width of the bucket
* @param pBucket the bucket we want information from
* @return width of the bucket
*/
inline static int8_t tetris_bucket_getWidth(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
return pBucket->nWidth;
}
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/**
* returns the height of the bucket
* @param pBucket the bucket we want information from
* @return height of the bucket
*/
inline static int8_t tetris_bucket_getHeight(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
return pBucket->nHeight;
}
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/**
* returns the currently falling piece
* @param pBucket the bucket we want information from
* @return pointer to the currently falling piece
*/
inline static tetris_piece_t *tetris_bucket_getPiece(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
return pBucket->pPiece;
}
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/**
* returns the column of the currently falling piece
* @param pBucket the bucket we want information from
* @return column of the currently falling piece
*/
inline static int8_t tetris_bucket_getColumn(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
return pBucket->nColumn;
}
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/**
* returns the row of the currently falling piece
* @param pBucket the bucket we want information from
* @return row of the currently falling piece
*/
inline static int8_t tetris_bucket_getRow(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
return pBucket->nRow;
}
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/**
* returns the row of the currently falling piece
* @param pBucket the bucket we want information from
* @return highest row with matter
*/
inline static int8_t tetris_bucket_getFirstTaintedRow(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
return pBucket->nFirstTaintedRow;
}
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/**
* returns the row mask relative to nRow
* @param pBucket the bucket we want information from
* @return bit mask of removed lines (relative to current position)
*/
inline static uint8_t tetris_bucket_getRowMask(tetris_bucket_t *pBucket)
{
assert(pBucket != NULL);
return pBucket->nRowMask;
}
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/**
* returns the status of the bucket
* @param pBucket the bucket we want information from
* @return status of the bucket (see tetris_bucket_status_t)
*/
inline static tetris_bucket_status_t tetris_bucket_getStatus(tetris_bucket_t *p)
{
assert(p != NULL);
return p->status;
}
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/**
* returns the given row of the dump (as bitmap)
* @param pBucket the bucket we want information from
* @param nRow the number of the row (0 <= nRow <= 124)
* @return bitmap of the requested row (LSB is leftmost column)
*/
inline static uint16_t tetris_bucket_getDumpRow(tetris_bucket_t *pBucket,
int8_t nRow)
{
assert(pBucket != NULL);
assert((0 <= nRow) && (nRow < pBucket->nHeight));
return pBucket->dump[nRow];
}
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#ifdef GAME_BASTET
/**
* returns the deepest possible row for a given piece
* @param pBucket the bucket on which we want to test a piece
* @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
* @return the row of the piece (bucket compliant coordinates)
*/
int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
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int8_t nStartRow,
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int8_t nColumn);
/**
* predicts the number of complete lines for a piece at a given column
* @param pBucket the bucket on which we want to test a piece
* @param pPiece the piece which should be tested
* @param nRow the row where the given piece collides
* @param nColumn the column where the piece should be dropped
* @return amount of complete lines
*/
int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nRow,
int8_t nColumn);
/**
* predicts appearance of the bottom row and initializes an iterator structure
* @param pIt a pointer to an iterator which should be initialized
* @param pBucket the bucket on which we want to test a piece
* @param pPiece the piece which should be tested
* @param nRow the row where the given piece collides
* @param nColumn the column where the piece should be dropped
* @return appearance of the bottom row of the predicted dump (bit mask)
*/
uint16_t *tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nRow,
int8_t nColumn);
/**
* predicts appearance of the next row (via iterator) of the bucket
* @param pIt a pointer to a dump iterator
* @return appearance of next predicted row (or NULL -> no next line)
*/
uint16_t *tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt);
#endif /* GAME_BASTET */
#endif /*BUCKET_H_*/