cosmetic cleanups and fixed bucket limits (didn't cause any bugs, though)
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49c4707896
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3e8768866c
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@ -107,8 +107,8 @@ static void tetris_bucket_hoverStatus(tetris_bucket_t *pBucket)
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tetris_bucket_t *tetris_bucket_construct(int8_t nWidth,
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int8_t nHeight)
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{
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assert((nWidth >= 4) && (nWidth <= 16));
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assert((nHeight >= 4) && (nHeight <= 124));
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assert((nWidth >= 4) && (nWidth <= TETRIS_BUCKET_MAX_COLUMNS));
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assert((nHeight >= 4) && (nHeight <= TETRIS_BUCKET_MAX_ROWS));
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// allocating memory
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tetris_bucket_t *pBucket =
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@ -355,8 +355,8 @@ int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
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{
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assert(pBucket != NULL);
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assert(pPiece != NULL);
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assert(nStartRow >= -1 && nStartRow < pBucket->nHeight);
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assert(nColumn >= -3 && nColumn < pBucket->nWidth);
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assert(nStartRow > TETRIS_BUCKET_INVALID && nStartRow < pBucket->nHeight);
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assert(nColumn > TETRIS_BUCKET_INVALID && nColumn < pBucket->nWidth);
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// exchange current piece of the bucket (to use its collision detection)
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tetris_piece_t *pActualPiece = pBucket->pPiece;
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@ -376,7 +376,7 @@ int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
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// bucket overflow?
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if (nStartRow < 0 && ((0xFFFF >> (((4 + nStartRow) * 4))) & nMap))
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{
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nStartRow = TETRIS_BUCKET_INVALIDROW;
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nStartRow = TETRIS_BUCKET_INVALID;
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}
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}
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@ -394,8 +394,8 @@ int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
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{
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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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assert(nRow > TETRIS_BUCKET_INVALID && nRow < pBucket->nHeight);
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assert(nColumn > TETRIS_BUCKET_INVALID && nColumn < pBucket->nWidth);
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// initialization
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int8_t nCompleteRows = 0;
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@ -433,8 +433,8 @@ uint16_t* tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
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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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assert(nRow > TETRIS_BUCKET_INVALID && nRow < pBucket->nHeight);
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assert(nColumn > TETRIS_BUCKET_INVALID && nColumn < pBucket->nWidth);
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pIt->pBucket = pBucket;
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pIt->nCurrentRow = pBucket->nHeight - 1;
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@ -13,9 +13,9 @@
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* defines *
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***********/
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#define TETRIS_BUCKET_INVALIDROW -4
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#define TETRIS_BUCKET_MAX_COLUMNS (INT8_MAX - 4)
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#define TETRIS_BUCKET_MAX_ROWS
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#define TETRIS_BUCKET_INVALID -4
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#define TETRIS_BUCKET_MAX_COLUMNS 16
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#define TETRIS_BUCKET_MAX_ROWS (INT8_MAX - 4)
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/*********
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@ -171,7 +171,7 @@ static int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
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pPiece, pBastet->pStartingRow[nColumn + 3], nColumn);
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// in case the prediction fails we return the lowest possible score
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if (nDeepestRow <= TETRIS_BUCKET_INVALIDROW)
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if (nDeepestRow <= TETRIS_BUCKET_INVALID)
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{
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return -32766;
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}
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