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https://github.com/thepigeongenerator/tetris_clone.git
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196
src/game/game.c
196
src/game/game.c
@@ -15,138 +15,138 @@
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/* shuffle the array using a Fisher–Yates shuffle */
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static inline void shuffle(uint8_t const size, shape_id* const elmnts) {
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for (uint8_t i = 0; i < (size - 1); i++) {
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uint8_t const j = i + rand() % (size - i);
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shape_id const cache = elmnts[i];
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elmnts[i] = elmnts[j];
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elmnts[j] = cache;
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}
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for (uint8_t i = 0; i < (size - 1); i++) {
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uint8_t const j = i + rand() % (size - i);
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shape_id const cache = elmnts[i];
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elmnts[i] = elmnts[j];
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elmnts[j] = cache;
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}
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}
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void next_shape(gamedata* const dat) {
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dat->curr_idx++; // increase the current shape index
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dat->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
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dat->sel_y = 0;
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dat->curr_idx++; // increase the current shape index
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dat->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
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dat->sel_y = 0;
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// return if know which shape is next
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if (dat->curr_idx < (TETROMINO_COUNT - 1))
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return;
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// return if know which shape is next
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if (dat->curr_idx < (TETROMINO_COUNT - 1))
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return;
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dat->curr_idx = 0;
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dat->curr_idx = 0;
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shuffle(TETROMINO_COUNT - 1, dat->nxt);
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shape_id cache = dat->nxt[0];
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dat->nxt[0] = dat->nxt[TETROMINO_COUNT - 1];
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dat->nxt[TETROMINO_COUNT - 1] = cache;
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shuffle(TETROMINO_COUNT - 1, dat->nxt);
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shape_id cache = dat->nxt[0];
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dat->nxt[0] = dat->nxt[TETROMINO_COUNT - 1];
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dat->nxt[TETROMINO_COUNT - 1] = cache;
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}
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void game_init(gamedata* const dat) {
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// set a random seed using the system clock
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srand(time(NULL));
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// set a random seed using the system clock
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srand(time(NULL));
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struct gametime gt = {{0}, 0};
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gametime_get(>.ts);
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struct gametime gt = {{0}, 0};
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gametime_get(>.ts);
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// initialize audio device
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audiodevice* ad = audio_device_init(32000, AUDIO_S16, 1, 4096);
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// initialize audio device
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audiodevice* ad = audio_device_init(32000, AUDIO_S16, 1, 4096);
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*dat = (gamedata){
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{0}, // rowdat
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{0}, // row
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gt, // time
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ad, // audio_device
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audio_wav_load(ad, "korobeiniki.wav"), // music
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audio_wav_load(ad, "place.wav"), // place_sfx
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0, // score
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{0}, // nxt
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0, // curr_idx
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0, // sel_x
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0, // sel_y
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true, // run
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};
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*dat = (gamedata){
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{0}, // rowdat
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{0}, // row
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gt, // time
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ad, // audio_device
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audio_wav_load(ad, "korobeiniki.wav"), // music
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audio_wav_load(ad, "place.wav"), // place_sfx
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0, // score
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{0}, // nxt
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0, // curr_idx
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0, // sel_x
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0, // sel_y
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true, // run
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};
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// initialize the rows within the game data
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for (int8_t i = 0; i < ROWS; i++) {
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dat->rows[i] = dat->rowdat + (i * COLUMNS);
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}
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// initialize the rows within the game data
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for (int8_t i = 0; i < ROWS; i++) {
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dat->rows[i] = dat->rowdat + (i * COLUMNS);
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}
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// set the shape data in each slot to it's corrsponding ID
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for (shape_id i = 0; i < TETROMINO_COUNT; i++)
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dat->nxt[i] = i;
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// set the shape data in each slot to it's corrsponding ID
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for (shape_id i = 0; i < TETROMINO_COUNT; i++)
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dat->nxt[i] = i;
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dat->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
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next_shape(dat); // select the next shape (shuffle should not be triggered)
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shuffle(TETROMINO_COUNT, dat->nxt); // manually trigger a shuffle
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dat->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
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next_shape(dat); // select the next shape (shuffle should not be triggered)
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shuffle(TETROMINO_COUNT, dat->nxt); // manually trigger a shuffle
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}
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// updates the gametime
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static inline void update_gametime(gamedata* dat) {
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struct timespec ts;
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gametime_get(&ts);
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dat->time.ms = ts.tv_sec * 1000 + ts.tv_nsec / 1000000;
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dat->time.ts = ts;
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struct timespec ts;
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gametime_get(&ts);
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dat->time.ms = ts.tv_sec * 1000 + ts.tv_nsec / 1000000;
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dat->time.ts = ts;
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}
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// called every time the game's state is updated
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void game_update(gamedata* const dat) {
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static time_t timer_update = 0;
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static time_t timer_music = 0;
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static time_t timer_move = 0;
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static time_t timer_rot = 0;
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update_gametime(dat);
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uint8_t const* keys = SDL_GetKeyboardState(NULL);
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static time_t timer_update = 0;
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static time_t timer_music = 0;
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static time_t timer_move = 0;
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static time_t timer_rot = 0;
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update_gametime(dat);
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uint8_t const* keys = SDL_GetKeyboardState(NULL);
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if (keys[SDL_SCANCODE_ESCAPE])
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dat->run = false;
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if (keys[SDL_SCANCODE_ESCAPE])
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dat->run = false;
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input_data move = MOVE_NONE; // contains the move data
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time_t ctime = dat->time.ms;
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input_data move = MOVE_NONE; // contains the move data
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time_t ctime = dat->time.ms;
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if (ctime > timer_update) {
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timer_update = ctime + 500;
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move |= MOVE_DOWN;
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}
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if (ctime > timer_update) {
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timer_update = ctime + 500;
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move |= MOVE_DOWN;
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}
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if (ctime > timer_music) {
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timer_music = ctime + (dat->music.ms);
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audio_play(dat->audio_device, &dat->music);
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}
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if (ctime > timer_music) {
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timer_music = ctime + (dat->music.ms);
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audio_play(dat->audio_device, &dat->music);
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}
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// for rotation updating
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if (ctime > timer_rot) {
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input_data urot = MOVE_NONE;
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if (keys[SDL_SCANCODE_Q]) urot |= MOVE_ROTLEFT;
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if (keys[SDL_SCANCODE_E]) urot |= MOVE_ROTRIGHT;
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// for rotation updating
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if (ctime > timer_rot) {
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input_data urot = MOVE_NONE;
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if (keys[SDL_SCANCODE_Q]) urot |= MOVE_ROTLEFT;
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if (keys[SDL_SCANCODE_E]) urot |= MOVE_ROTRIGHT;
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if (urot != MOVE_NONE) {
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timer_rot = ctime + 100;
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move |= urot;
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}
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}
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if (urot != MOVE_NONE) {
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timer_rot = ctime + 100;
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move |= urot;
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}
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}
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// for movement updating
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if (ctime > timer_move) {
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input_data umove = MOVE_NONE;
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if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) umove |= MOVE_LEFT;
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if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) umove |= MOVE_RIGHT;
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if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S] || keys[SDL_SCANCODE_SPACE]) umove |= MOVE_DOWN;
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// for movement updating
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if (ctime > timer_move) {
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input_data umove = MOVE_NONE;
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if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) umove |= MOVE_LEFT;
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if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) umove |= MOVE_RIGHT;
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if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S] || keys[SDL_SCANCODE_SPACE]) umove |= MOVE_DOWN;
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if (umove != MOVE_NONE) {
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timer_move = ctime + 20;
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move |= umove;
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}
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}
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if (umove != MOVE_NONE) {
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timer_move = ctime + 20;
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move |= umove;
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}
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}
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// update the block position
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if (move != MOVE_NONE)
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place_update(dat, move);
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// update the block position
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if (move != MOVE_NONE)
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place_update(dat, move);
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}
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void game_free(gamedata* const dat) {
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audio_wav_unload(&dat->music);
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audio_wav_unload(&dat->place_sfx);
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audio_device_free(dat->audio_device);
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audio_wav_unload(&dat->music);
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audio_wav_unload(&dat->place_sfx);
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audio_device_free(dat->audio_device);
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// zero-out the rest of the data
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*dat = (gamedata){0};
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// zero-out the rest of the data
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*dat = (gamedata){0};
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}
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