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idiolatrie |
/******************************************************************************
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* Tennmino Version 0.1 *
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******************************************************************************
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* Copyright (C)2011 Mathias Hörtnagl <mathias.hoertnagl@gmail.com> *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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******************************************************************************/
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#include "tiles.h"
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/* The current tile. */
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static Tile tile;
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/* The state of the move. Can be either
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MOVE_CONTINUE when everything is okay to move or
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MOVE_BLOCKED when the tile can not move down anymore. */
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static uchar moveState = MOVE_CONTINUE;
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/* The sequences of each tile
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A tile is represented by a 16bit unsigned number. Every 4bit represent a
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line of the 4x4 tile starting on the top. */
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static ushort seq[7][4] = {
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{0x4444, 0x00f0, 0x4444, 0x00f0}, /* I */
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{0x0e20, 0x6440, 0x8e00, 0x44c0}, /* J */
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{0x02e0, 0x6220, 0xe800, 0x88c0}, /* L */
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{0x0660, 0x0660, 0x0660, 0x0660}, /* O */
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{0x0e40, 0x4c40, 0x4e00, 0x4640}, /* T */
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{0x06c0, 0x4620, 0x06c0, 0x4620}, /* S */
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{0x0c60, 0x2640, 0x0c60, 0x2640} /* Z */
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};
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/******************************************************************************
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* Reading VGA RAM *
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******************************************************************************/
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/* Read contetnts of the VGA RAM at location (x,y). */
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uchar getVGAContents(uchar x, uchar y) {
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return (VGA_MEMORY[ VGA_POS(x, y) ] & 0xff);
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}
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/* Read a 4x4 area of the VGA RAM starting at loaction (x,y). */
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uint getVGAMask(uchar x, uchar y) {
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uint mask = 0;
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for(uchar i=0; i < 4; i++) {
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for(uchar j=0; j < 8; j+=2) {
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if( getVGAContents(x + j, y + i) == CHR_FULL )
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mask |= 1;
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mask <<= 1;
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}
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}
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return mask >> 1; // Shifting happens once too often.
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}
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/******************************************************************************
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* Tile Placement *
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******************************************************************************/
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/* Initialize a tile at te top of the board. */
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void initTile(uchar type) {
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tile.type = type;
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tile.tile = seq[type][0];
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tile.ridx = 0;
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tile.pos.x = VGA_H/2 - 2; // Center tile horizontally.
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tile.pos.y = 0;
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drawTile();
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}
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/* Print the current tile either visible or invisible to erase it from the
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screen. */
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void printTile(uchar chr) {
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ushort pos;
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ushort mask = 0x8000;
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for(uchar i=0; i < 4; i++) {
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for(uchar j=0; j < 8; j+=2) {
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if(tile.tile & mask) {
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pos = VGA_POS(tile.pos.x + j, tile.pos.y + i);
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VGA_MEMORY[pos] = VGA_CHR(tile.type + 1, BLACK, chr);
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VGA_MEMORY[++pos] = VGA_CHR(tile.type + 1, BLACK, chr);
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}
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mask >>= 1;
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}
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}
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}
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/******************************************************************************
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* Tile Movement *
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******************************************************************************/
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/* Rotate the tile if its new rotation does not interfere with already present
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tiles or the game board. */
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void rotate() {
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ushort mask;
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uchar ridx;
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ushort rtile;
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eraseTile();
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mask = (ushort) getVGAMask(tile.pos.x, tile.pos.y);
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ridx = ++tile.ridx & 3; // Mod 4 counter.
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rtile = seq[tile.type][ridx];
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// See if the rotated tile and the area share occupied blocks.
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if(mask & rtile) {
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// If true we can not accept the rotation of the tile. Instead
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// draw the original tile once more.
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moveState = MOVE_BLOCKED;
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}
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else {
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tile.ridx = ridx;
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tile.tile = rtile;
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moveState = MOVE_CONTINUE;
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}
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drawTile();
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}
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/* Move in any direction and check if the tile does not interfere with already
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present tiles or the borders of the game board. */
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void move(char x, char y) {
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ushort mask;
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eraseTile();
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// Grab the area for the tiles next position. The old tile is erased and
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// won't interfere with the match.
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mask = (ushort) getVGAMask(tile.pos.x + x, tile.pos.y + y);
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// See if the tile and the area share occupied blocks.
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if(mask & tile.tile) {
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// If true we can not continue with the movement of the tile. Instead
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// draw the tile at the old position once more and change moveState.
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moveState = MOVE_BLOCKED;
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}
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else {
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tile.pos.x += x;
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tile.pos.y += y;
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moveState = MOVE_CONTINUE;
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}
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drawTile();
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}
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/******************************************************************************
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* Game State *
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******************************************************************************/
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/* Return the current game state. Can be either
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GAME_CONTINUE if the game can continue without further processing.
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GAME_NEW_TILE if the current tile is stuck and a new tile needs to be
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initialized.
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GAME_OVER if the current tile can not move down from the beginning.
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*/
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uchar getGameState() {
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switch(moveState) {
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case MOVE_BLOCKED:
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return (tile.pos.y == 0) ? GAME_OVER : GAME_NEW_TILE;
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default:
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return GAME_CONTINUE;
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break;
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}
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}
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/******************************************************************************
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* Deletion of Lines *
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******************************************************************************/
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/* Deletes one complete row and scrolls down the remaining board. */
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uchar deleteCompletedRow(uchar x, uchar y, uchar w) {
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ushort pos = VGA_POS(x, y);
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for(uchar i=0; i<w; i++){
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if( (VGA_MEMORY[pos + i] & 0xff) != CHR_FULL )
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return 0;
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}
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for(uchar j = y; j>0; j--)
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for(uchar i=0; i<w; i++)
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VGA_MEMORY[VGA_POS( (x+i), j )] = VGA_MEMORY[VGA_POS( (x+i), (j-1) )];
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return 1;
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}
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/* Deletes up to four complete rows and scrolls down acordingly. Returns the
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number of deleted rows. For x deleted lines return
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1 ... 128 points
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2 ... 256 points
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3 ... 512 points
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4 ... 1024 points
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*/
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uint deleteCompletedRows(uchar x, uchar w) {
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uchar cnt = 0;
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for(uchar i=0; i<4; i++) {
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// Empty tile lines do not change anything.
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if( tile.tile & (0xf000 >> (i*4)) )
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cnt += deleteCompletedRow(x, tile.pos.y + i, w);
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}
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return (cnt << 7);
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}
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