streamlined various functions
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@ -217,22 +217,44 @@ uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
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nBucketPart |= 0xFFFF << ((pBucket->nHeight - nRow) * 4);
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}
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int8_t const nStop = (nRow + 3) < pBucket->nHeight ?
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nRow + 3 : pBucket->nHeight - 1;
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// mask those blocks which are not covered by the piece
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uint16_t nDumpMask = nColumn >= 0 ? 0x000F << nColumn : 0x000F >> -nColumn;
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// value for shifting blocks to the corresponding part of the piece
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int8_t nShift = -nColumn + (nRow < 0 ? 4 * -nRow : 0);
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for (int8_t y = nRow >= 0 ? nRow : 0; y <= nStop; ++y)
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{
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uint16_t nTemp = pBucket->dump[y] & nDumpMask;
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nBucketPart |= nShift >= 0 ? nTemp << nShift : nTemp >> -nShift;
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if ((nPieceMap & nBucketPart) != 0)
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// return if the piece already collides with the border
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if (nPieceMap & nBucketPart)
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{
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// collision
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return 1;
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}
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nShift += 4;
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// range for inspecting the piece row by row (starting at the bottom)
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int8_t nStart = nRow;
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// skip empty rows at the bottom at the piece
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if (nPieceMap > 0x0FFF)
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{
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nStart += 3; // piece spans over 4 rows
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}
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else if (nPieceMap > 0x00FF)
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{
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nStart += 2; // last row of the piece is empty
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}
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else if (nPieceMap > 0x000F)
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{
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nStart += 1; // last two rows of the piece are empty
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}
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int8_t const nStop = nRow >= 0 ? nRow : 0;
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// mask those blocks which are not covered by the piece
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uint16_t nDumpMask = nColumn >= 0 ? 0x000F << nColumn : 0x000F >> -nColumn;
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// value for shifting blocks to the corresponding part of the piece
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int8_t nShift = 12 - nColumn - 4 * (nRow + 3 - nStart);
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// compare piece with dump
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for (int8_t y = nStart; y >= nStop; --y)
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{
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uint16_t nTemp = pBucket->dump[y] & nDumpMask;
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nBucketPart |= nShift >= 0 ? nTemp << nShift : nTemp >> -nShift;
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if (nPieceMap & nBucketPart)
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{
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// collision
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return 1;
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}
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nShift -= 4;
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}
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// if we reach here, no collision was detected
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@ -243,59 +265,51 @@ uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
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void tetris_bucket_advancePiece(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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// a piece can only be lowered if it is hovering or gliding
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assert ((pBucket->status == TETRIS_BUS_HOVERING) ||
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(pBucket->status == TETRIS_BUS_GLIDING));
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// collision detected? check if we can embed the piece into the bucket...
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if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1))
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{
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uint16_t nPiece = tetris_piece_getBitmap(pBucket->pPiece);
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uint16_t nPieceMap = tetris_piece_getBitmap(pBucket->pPiece);
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// determine first row of the piece (skipping empty lines at the top)
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int8_t nPieceTop = pBucket->nRow;
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if (!(nPieceMap & 0x0FFF))
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{
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nPieceTop += 3;
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}
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else if (!(nPieceMap & 0x00FF))
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{
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nPieceTop += 2;
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}
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else if (!(nPieceMap & 0x000F))
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{
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nPieceTop += 1;
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}
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// Is the bucket filled up?
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if ((pBucket->nRow < 0) &&
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(nPiece & (0x0FFF >> ((3 + pBucket->nRow) << 2))) != 0)
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if (nPieceTop < 0)
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{
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pBucket->status = TETRIS_BUS_GAMEOVER;
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}
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else
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{
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// determine valid start point for dump index
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int8_t nStartRow = ((pBucket->nRow + 3) < pBucket->nHeight) ?
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(pBucket->nRow + 3) : pBucket->nHeight - 1;
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for (int8_t i = nStartRow; i >= pBucket->nRow; --i)
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{
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int8_t y = i - pBucket->nRow;
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// update value for the first tainted row
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pBucket->nFirstTaintedRow = pBucket->nFirstTaintedRow > nPieceTop ?
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nPieceTop : pBucket->nFirstTaintedRow;
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// clear all bits of the piece we are not interested in and
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// align the rest to LSB
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uint16_t nPieceMap = (nPiece & (0x000F << (y << 2))) >> (y << 2);
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// shift the remaining content to the current column
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if (pBucket->nColumn >= 0)
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// embed piece into the dump
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int8_t nStopRow = (pBucket->nRow + 3) >= pBucket->nHeight ?
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pBucket->nHeight - 1 : pBucket->nRow + 3;
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nPieceMap >>= (nPieceTop - pBucket->nRow) * 4;
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while (nPieceTop <= nStopRow)
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{
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nPieceMap <<= pBucket->nColumn;
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uint16_t nTemp = nPieceMap & 0x000F;
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pBucket->dump[nPieceTop++] ^= pBucket->nColumn >= 0 ?
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nTemp << pBucket->nColumn : nTemp >> -pBucket->nColumn;
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nPieceMap >>= 4;
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}
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else
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{
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nPieceMap >>= -pBucket->nColumn;
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}
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// embed piece in bucket
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pBucket->dump[i] |= nPieceMap;
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}
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// update value for the highest row with matter
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int8_t nPieceRow = pBucket->nRow;
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uint16_t nMask = 0x000F;
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for (int i = 0; i < 4; ++i, nMask <<= 4)
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{
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if ((nMask & nPiece) != 0)
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{
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nPieceRow += i;
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break;
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}
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}
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pBucket->nFirstTaintedRow = (pBucket->nFirstTaintedRow > nPieceRow) ?
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nPieceRow : pBucket->nFirstTaintedRow;
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// the piece has finally been docked
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pBucket->status = TETRIS_BUS_DOCKED;
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@ -303,10 +317,8 @@ void tetris_bucket_advancePiece(tetris_bucket_t *pBucket)
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}
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else
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{
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// since there is no collision the piece may continue its travel
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// to the ground...
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// no collision: piece may continue its travel to the ground...
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pBucket->nRow++;
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// are we gliding?
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pBucket->status = tetris_bucket_hoverStatus(pBucket);
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}
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@ -342,7 +354,7 @@ uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
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{
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assert(pBucket != NULL);
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// a piece can only be rotation if it is still hovering or gliding
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// a piece can only be rotated if it is still hovering or gliding
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assert((pBucket->status == TETRIS_BUS_HOVERING) ||
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(pBucket->status == TETRIS_BUS_GLIDING));
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@ -352,21 +364,13 @@ uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
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if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow) != 0)
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{
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// in that case we revert the rotation
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if (rotation == TETRIS_PC_ROT_CW)
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{
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tetris_piece_rotate(pBucket->pPiece, TETRIS_PC_ROT_CCW);
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}
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else
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{
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tetris_piece_rotate(pBucket->pPiece, TETRIS_PC_ROT_CW);
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}
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tetris_piece_rotate(pBucket->pPiece, rotation == TETRIS_PC_ROT_CW ?
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TETRIS_PC_ROT_CCW : TETRIS_PC_ROT_CW);
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return 0;
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}
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// are we gliding?
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pBucket->status = tetris_bucket_hoverStatus(pBucket);
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return 1;
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}
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@ -444,40 +448,39 @@ int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
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tetris_piece_t *pActualPiece = pBucket->pPiece;
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pBucket->pPiece = pPiece;
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// determine empty rows of the bottom of piece which may overlap the dump
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// skip empty rows at the bottom of the piece which may overlap the dump
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uint16_t nMap = tetris_piece_getBitmap(pPiece);
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int8_t nOffset = 0;
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if ((nMap & 0xF000) != 0)
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nOffset = 3;
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else if ((nMap & 0xFF00) != 0)
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nOffset = 2;
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else if ((nMap & 0xFFF0) != 0)
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nOffset = 1;
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int8_t nRow = nStartingRow - nOffset;
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if (nMap > 0x0FFF)
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{
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nStartingRow -= 3; // piece spans over 4 rows
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}
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else if (nMap > 0x00FF)
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{
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nStartingRow -= 2; // last row of the piece is empty
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}
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else if (nMap > 0x000F)
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{
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nStartingRow -= 1; // last two rows of the piece are empty
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}
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// check if the piece collides with the left or the right wall
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if ((nRow < -3) || (((nColumn < 0) || (nColumn >= pBucket->nWidth - 3)) &&
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tetris_bucket_collision(pBucket, nColumn, nRow)))
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// check if the piece collides with one of the side borders
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if (nStartingRow >= -3)
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{
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nRow = TETRIS_BUCKET_INVALIDROW;
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while (!tetris_bucket_collision(pBucket, nColumn, nStartingRow + 1))
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{
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++nStartingRow;
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}
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// determine deepest row
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else
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// bucket overflow?
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if (nStartingRow < 0 && ((0xFFFF >> (((4 + nStartingRow) * 4))) & nMap))
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{
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while (!tetris_bucket_collision(pBucket, nColumn, nRow + 1))
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{
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++nRow;
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}
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if ((nRow < 0) && (((nRow + 4) * 4) << nMap))
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{
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nRow = TETRIS_BUCKET_INVALIDROW;
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nStartingRow = TETRIS_BUCKET_INVALIDROW;
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}
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}
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// restore actual bucket piece
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pBucket->pPiece = pActualPiece;
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return nRow;
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return nStartingRow;
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}
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@ -524,6 +527,12 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
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int8_t nRow,
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int8_t nColumn)
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{
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assert(pIt != NULL);
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assert(pBucket != NULL);
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assert(pPiece != NULL);
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assert(nRow > -4 && nRow < pBucket->nHeight);
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assert(nColumn > -4 && nColumn < pBucket->nWidth);
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pIt->pBucket = pBucket;
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pIt->nCurrentRow = pBucket->nHeight - 1;
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pIt->nRowBuffer = 0;
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@ -552,6 +561,8 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
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uint16_t* tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt)
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{
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assert(pIt != NULL);
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if ((pIt->nPieceHighestRow > -4) && (pIt->nCurrentRow >= pIt->nStopRow))
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{
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uint16_t nTemp = 0;
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