implement new code, and remove deprecated old code. Overal optimisation.

this code is currently broken, but this'll be fixed in a subsequent
commit
This commit is contained in:
2025-06-25 15:51:27 +02:00
parent a202442853
commit 937ecedfe3
12 changed files with 252 additions and 550 deletions

View File

@@ -1,71 +1,67 @@
#include "placing.h"
#include <stdint.h>
#include <string.h>
#include <sys/cdefs.h>
#include "../../io/audio.h"
#include "../../io/colour/colour8.h"
#include "../../io/input.h"
#include "../../io/window.h"
#include "../../util/types.h"
#include "../../util/vec.h"
#include "../game.h"
#include "shapes.h"
static int is_filled(row_const const row) {
for (int8_t x = 0; x < COLUMNS; x++) {
if (row[x] == 0) {
return 0;
}
}
return 1;
/* checks if `row` of `COLUMNS` wide contains anything with `0`.
* returns `1` if it doesn't, otherwise returns `0` */
__attribute_const__ static int is_filled(u8 const* restrict row) {
int res = 0;
#if defined(__clang__)
#pragma unroll COLUMNS
#elif defined(__GNUC__)
#pragma GCC unroll COLUMNS
#endif
for (int i = 0; i < COLUMNS; i++) res |= !row[i];
return !res;
}
static void clear_rows(row* const rows, uint16_t* const score) {
row cache[4] = {0}; // you can only clear four rows at a time
unsigned filled = 0;
unsigned checked = 0;
/* checks for filled rows, clearing a max of 4 consecutive rows, if present.
* all row pointers will be moved down to fill the gap, the filled rows will be inserted at the top, and zeroed-out */
static void clear_rows(u8* restrict* restrict rows, u16* const score) {
u8* cache[4] = {0}; // the I piece is 4 long, meaning only 4 rows can be cleared at a time
uint fillc = 0;
uint checkc = 0;
// loop through each row (excluding the empty rows at the top when clearing a line)
for (unsigned y = 0; y < (ROWS - filled); y++) {
int const i = (ROWS - 1) - y; // get the index starting from the bottom
for (uint y = 0; y < (ROWS - fillc); y++) {
int i = (ROWS - 1) - y; // invert the index direction, so we start at the highest index
rows[i] = rows[i - fillc]; // either assigns the current row to itself, or to the "next" row
rows[i] = rows[i - filled]; // set the row to the new or same address
// continue if the line isn't filled or the max amount has been reached
if (checked >= 4 || !is_filled(rows[i])) {
if (filled > 0 && checked < 4) checked++;
continue; // continue to the next line
}
cache[filled] = rows[i]; // cache the current row address
filled++; // increase filled, and keep the row in the cache
checked++; // increase the checked count
y--; // decrease y to check this line again
}
if (filled == 0) return;
*score += 8 << filled;
// do while, as we already know that entering the loop that filled is non-zero
do {
filled--;
rows[filled] = cache[filled];
// zero out the filled row
for (unsigned x = 0; x < COLUMNS; x++)
cache[filled][x] = 0;
} while (filled > 0);
}
// sets a shape to the screen
static void set_shape_i(row const* const row, u8 const id, int8_t const pos_x) {
u16 const shape = shape_from_id(id);
colour8 const colour = colour_from_id(id);
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
u8 const shape_row = shape_get_row(shape, y);
// TODO: this is suboptimal, ditch the entire "representing shapes as binary-formatted data" and instead use a switch...case.
if (shape_row == 0)
if (checkc >= 4 || !is_filled(rows[i])) {
checkc += (fillc > 0 && checkc < 4);
continue;
}
cache[fillc] = rows[i]; // cache the current row address, since it's going to be overridden
fillc++;
checkc++;
y--;
}
*score += (8 << fillc) * !!fillc;
for (uint i = 0; i < fillc; i++) {
memset(cache[i], 0, COLUMNS);
rows[i] = cache[i];
}
}
// TODO: this is suboptimal, ditch the entire "representing shapes as binary-formatted data" and instead use a switch...case.
/* writes a shape to the screen */
static void set_shape(u8* restrict const* restrict row, u8 id, int pos_x) {
u16 shape = shape_from_id(id);
u8 colour = colour_from_id(id);
for (uint y = 0; y < SHAPE_HEIGHT; y++) {
u8 const shape_row = shape_get_row(shape, y);
for (int8_t x = 0; x < SHAPE_WIDTH; x++)
if (shape_is_set(shape_row, x))
@@ -73,11 +69,7 @@ static void set_shape_i(row const* const row, u8 const id, int8_t const pos_x) {
}
}
static inline void set_shape(row const* const row, u8 const id, int8_t const pos_x, int8_t const pos_y) {
set_shape_i(&row[pos_y], id, pos_x); // calls itself, but omitting the pos_y argument, instead opting for specifying the row
}
static int shape_intersects(row const* const rows, u8 const id, int8_t const x, int8_t const y) {
static int shape_intersects(u8* restrict const* restrict const rows, u8 const id, i8vec2 pos) {
u16 const shape = shape_from_id(id);
for (int y0 = 0; y0 < SHAPE_HEIGHT; y0++) {
@@ -86,8 +78,8 @@ static int shape_intersects(row const* const rows, u8 const id, int8_t const x,
for (int x0 = 0; x0 < SHAPE_WIDTH; x0++) {
if (shape_is_set(shape_row, x0) == false) continue; // if the bit isn't set at this index; continue
int const x1 = x + x0;
int const y1 = y + y0;
int x1 = pos[0] + x0;
int y1 = pos[1] + y0;
if (x1 < 0 || x1 >= COLUMNS) return 1; // if X is out of bounds
if (y1 < 0 || y1 >= ROWS) return 1; // if Y is out of bounds
@@ -97,50 +89,37 @@ static int shape_intersects(row const* const rows, u8 const id, int8_t const x,
return 0;
}
static inline u8 rotate_id(u8 const id, int const dir) {
return (id + dir) & 31;
}
void place_update(gamedata* const game_data, input_data const move) {
void place_update(struct gamedata* gdat, int movdat) {
// store the current index and ID, only changes when placed (which yields no movement) and rotation (which occurs last)
uint8_t const curr_idx = game_data->curr_idx;
u8 curr_id = game_data->nxt[curr_idx];
int tmp;
u8 idx = gdat->pdat.idx;
u8 id = gdat->pdat.nxt[idx];
// set the shape if we moved vertically and intersected
if (move & 4) {
int8_t const y = game_data->sel_y + 1;
if (shape_intersects(game_data->rows, curr_id, game_data->sel_x, y)) {
set_shape(game_data->rows, curr_id, game_data->sel_x, game_data->sel_y); // if the shape intersects vertically, write the shape at the current position and return
clear_rows(game_data->rows, &game_data->score); // clear the rows that have been completed
if (movdat & MOVD) {
i8 y = gdat->pdat.sel[1] + 1;
if (shape_intersects(gdat->rows, id, gdat->pdat.sel)) {
set_shape(gdat->rows + gdat->pdat.sel[1], id, gdat->pdat.sel[0]); // if the shape intersects vertically, write the shape at the current position and return
clear_rows(gdat->rows, &gdat->pnts); // clear the rows that have been completed
audio_play(&game_data->place_sfx);
// TODO: play place_sfx
next_shape(game_data);
if (shape_intersects(game_data->rows, game_data->curr_idx, game_data->sel_x, game_data->sel_y))
game_data->run = false;
return;
}
next_shape();
if (shape_intersects(gdat->rows, gdat->pdat.idx, gdat->pdat.sel)) {
window_close();
return;
}
// otherwise, just set Y
game_data->sel_y = y;
}
// update shape's X coordinate movement
if ((move & 3) != 3 && (move & 3)) {
int8_t const x = game_data->sel_x + ((move & 3) == 1 ? -1 : 1); // either move along -x or +x
if (shape_intersects(game_data->rows, curr_id, x, game_data->sel_y) == false) {
game_data->sel_x = x; // set X if the shape does not intersect
// otherwise, just set Y
gdat->pdat.sel[1] = y;
}
}
// update the shape's rotation
if (move & 8 || move & 16) {
u8 const id = move & 8 // check which direction we should move
? rotate_id(curr_id, -8)
: rotate_id(curr_id, 8);
if (shape_intersects(game_data->rows, id, game_data->sel_x, game_data->sel_y) == false) {
game_data->nxt[curr_idx] = id;
}
}
// update X axis
tmp = !!(movdat & MOVL) * -1 + !!(movdat & MOVR);
gdat->pdat.sel[0] += (tmp && shape_intersects(gdat->rows, id, gdat->pdat.sel + (i8vec2){tmp, 0})) * tmp;
// update roll
tmp = id - (((!!(movdat & MOVRL) * -8 + !!(movdat & MOVRR) * 8) + id) & 31);
gdat->pdat.nxt[idx] += (tmp && shape_intersects(gdat->rows, tmp, gdat->pdat.sel)) * tmp;
}