Files
tetris_clone/src/game/tetromino/placing.c

126 lines
4.0 KiB
C

#include "placing.h"
#include <stdint.h>
#include <string.h>
#include <sys/cdefs.h>
#include "../../io/input.h"
#include "../../io/window.h"
#include "../../util/types.h"
#include "../../util/vec.h"
#include "../game.h"
#include "shapes.h"
/* 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;
}
/* 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;
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
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))
row[y][x + pos_x] = colour;
}
}
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++) {
u8 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 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
if (rows[y1][x1] != 0) return 1; // if there is a block here
}
}
return 0;
}
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)
int tmp;
u8 idx = gdat->pdat.idx;
u8 id = gdat->pdat.nxt[idx];
// set the shape if we moved vertically and intersected
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
// TODO: play place_sfx
next_shape();
if (shape_intersects(gdat->rows, gdat->pdat.idx, gdat->pdat.sel)) {
window_close();
return;
}
// otherwise, just set Y
gdat->pdat.sel[1] = y;
}
}
// update X axis
tmp = !!(movdat & MOVL) - !!(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) - !!(movdat & MOVRR)) * 8 + id) & 31);
gdat->pdat.nxt[idx] ^= (tmp && shape_intersects(gdat->rows, id ^ tmp, gdat->pdat.sel)) * tmp;
}