use tabs over spaces

This commit is contained in:
2025-06-18 15:48:56 +02:00
parent 3b306288e9
commit b446a43738
19 changed files with 599 additions and 605 deletions

View File

@@ -9,136 +9,136 @@
static int is_filled(row_const const row) {
for (int8_t x = 0; x < COLUMNS; x++) {
if (row[x] == 0) {
return 0;
}
}
for (int8_t x = 0; x < COLUMNS; x++) {
if (row[x] == 0) {
return 0;
}
}
return 1;
return 1;
}
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;
row cache[4] = {0}; // you can only clear four rows at a time
unsigned filled = 0;
unsigned checked = 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
// 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
rows[i] = rows[i - filled]; // set the row to the new or same address
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
}
// 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
}
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;
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];
// 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);
// 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, shape_id const id, int8_t const pos_x) {
shape const shape = shape_from_id(id);
colour8 const colour = colour_from_id(id);
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
shape_row const shape_row = shape_get_row(shape, y);
shape const shape = shape_from_id(id);
colour8 const colour = colour_from_id(id);
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
shape_row const shape_row = shape_get_row(shape, y);
if (shape_row == 0)
continue;
if (shape_row == 0)
continue;
for (int8_t x = 0; x < SHAPE_WIDTH; x++)
if (shape_is_set(shape_row, x))
row[y][x + pos_x] = colour;
}
for (int8_t x = 0; x < SHAPE_WIDTH; x++)
if (shape_is_set(shape_row, x))
row[y][x + pos_x] = colour;
}
}
static inline void set_shape(row const* const row, shape_id 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
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, shape_id const id, int8_t const x, int8_t const y) {
shape const shape = shape_from_id(id);
shape const shape = shape_from_id(id);
for (int y0 = 0; y0 < SHAPE_HEIGHT; y0++) {
shape_row const shape_row = shape_get_row(shape, y0); // get the shape row
if (shape_row == 0) continue; // if the row doesn't contain data; continue
for (int y0 = 0; y0 < SHAPE_HEIGHT; y0++) {
shape_row const shape_row = shape_get_row(shape, y0); // get the shape row
if (shape_row == 0) continue; // if the row doesn't contain data; continue
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;
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;
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
if (rows[y1][x1] != 0) return 1; // if there is a block here
}
}
return 0;
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
if (rows[y1][x1] != 0) return 1; // if there is a block here
}
}
return 0;
}
static inline shape_id rotate_id(shape_id const id, int const dir) {
return (id + dir) & 31;
return (id + dir) & 31;
}
void place_update(gamedata* const game_data, input_data const move) {
// 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;
shape_id const curr_id = game_data->nxt[curr_idx];
// 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;
shape_id const curr_id = game_data->nxt[curr_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
// 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
audio_play(game_data->audio_device, &game_data->place_sfx);
audio_play(game_data->audio_device, &game_data->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(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;
}
// otherwise, just set Y
game_data->sel_y = y;
}
// 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
}
}
// 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
}
}
// update the shape's rotation
if (move & 8 || move & 16) {
shape_id 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 the shape's rotation
if (move & 8 || move & 16) {
shape_id 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;
}
}
}