Remove all the dynamic allocation.

Randomize the starting orientation of the piece.
This commit is contained in:
root
2013-08-30 07:43:00 +00:00
parent 0ca4b0790e
commit 594ac11810
2 changed files with 74 additions and 133 deletions
@@ -42,8 +42,7 @@ typedef struct pieceView {
* One Tetris piece object, made of one to four views.
*/
typedef struct piece {
pieceView_t** views;
uint8_t numViews;
pieceView_t views[4];
} piece_t;
/**
@@ -42,57 +42,73 @@ boolean playGrid[GRID_HEIGHT][GRID_WIDTH];
const uint8_t NUM_LEVEL_STEPS = 4;
const uint32_t LEVEL_STEPS[NUM_LEVEL_STEPS] = {200,600,1800,5400};
// The single view of the square piece :
// 00
// 00
pieceView_t piece00 = {{{1,0}, {2,0}, {1,1}, {2,1}}};
// The two views of the bar piece :
// 0000
pieceView_t piece10 = {{{0,1}, {1,1}, {2,1}, {3,1}}};
pieceView_t piece11 = {{{1,0}, {1,1}, {1,2}, {1,3}}};
// The two views of the first S :
// 00
// 00
pieceView_t piece20 = {{{0,0}, {1,0}, {1,1}, {2,1}}};
pieceView_t piece21 = {{{2,0}, {1,1}, {2,1}, {1,2}}};
// The two views of the second S :
// 00
// 00
pieceView_t piece30 = {{{1,0}, {2,0}, {0,1}, {1,1}}};
pieceView_t piece31 = {{{0,0}, {0,1}, {1,1}, {1,2}}};
// The four views of the first L :
// 000
// 0
pieceView_t piece40 = {{{0,1}, {1,1}, {2,1}, {0,2}}};
pieceView_t piece41 = {{{1,0}, {1,1}, {1,2}, {2,2}}};
pieceView_t piece42 = {{{2,0}, {0,1}, {1,1}, {2,1}}};
pieceView_t piece43 = {{{0,0}, {1,0}, {1,1}, {1,2}}};
// The four views of the T :
// 000
// 0
pieceView_t piece50 = {{{0,1}, {1,1}, {2,1}, {2,2}}};
pieceView_t piece51 = {{{1,0}, {2,0}, {1,1}, {1,2}}};
pieceView_t piece52 = {{{0,0}, {0,1}, {1,1}, {2,1}}};
pieceView_t piece53 = {{{1,0}, {1,1}, {1,2}, {0,2}}};
// The four views of the second L :
// 000
// 0
pieceView_t piece60 = {{{0,1}, {1,1}, {2,1}, {1,2}}};
pieceView_t piece61 = {{{1,0}, {1,1}, {2,1}, {1,2}}};
pieceView_t piece62 = {{{1,0}, {0,1}, {1,1}, {2,1}}};
pieceView_t piece63 = {{{1,0}, {0,1}, {1,1}, {1,2}}};
/** The pointer to the array for holding all the pieces declarations. */
piece_t** pieces;
const piece_t pieces[7] = {
{{
// The single view of the square piece :
// 00
// 00
{{{1,0}, {2,0}, {1,1}, {2,1}}},
{{{1,0}, {2,0}, {1,1}, {2,1}}},
{{{1,0}, {2,0}, {1,1}, {2,1}}},
{{{1,0}, {2,0}, {1,1}, {2,1}}},
}},
{{
// The two views of the bar piece :
// 0000
{{{0,1}, {1,1}, {2,1}, {3,1}}},
{{{1,0}, {1,1}, {1,2}, {1,3}}},
{{{0,1}, {1,1}, {2,1}, {3,1}}},
{{{1,0}, {1,1}, {1,2}, {1,3}}},
}},
{{
// The two views of the first S :
// 00
// 00
{{{0,0}, {1,0}, {1,1}, {2,1}}},
{{{2,0}, {1,1}, {2,1}, {1,2}}},
{{{0,0}, {1,0}, {1,1}, {2,1}}},
{{{2,0}, {1,1}, {2,1}, {1,2}}},
}},
{{
// The two views of the second S :
// 00
// 00
{{{1,0}, {2,0}, {0,1}, {1,1}}},
{{{0,0}, {0,1}, {1,1}, {1,2}}},
{{{1,0}, {2,0}, {0,1}, {1,1}}},
{{{0,0}, {0,1}, {1,1}, {1,2}}},
}},
{{
// The four views of the first L :
// 000
// 0
{{{0,1}, {1,1}, {2,1}, {0,2}}},
{{{1,0}, {1,1}, {1,2}, {2,2}}},
{{{2,0}, {0,1}, {1,1}, {2,1}}},
{{{0,0}, {1,0}, {1,1}, {1,2}}},
}},
{{
// The four views of the T :
// 000
// 0
{{{0,1}, {1,1}, {2,1}, {2,2}}},
{{{1,0}, {2,0}, {1,1}, {1,2}}},
{{{0,0}, {0,1}, {1,1}, {2,1}}},
{{{1,0}, {1,1}, {1,2}, {0,2}}},
}},
{{
// The four views of the second L :
// 000
// 0
{{{0,1}, {1,1}, {2,1}, {1,2}}},
{{{1,0}, {1,1}, {2,1}, {1,2}}},
{{{1,0}, {0,1}, {1,1}, {2,1}}},
{{{1,0}, {0,1}, {1,1}, {1,2}}},
}},
};
/** The piece being played. */
piece_t* currentPiece;
const piece_t* currentPiece;
/** The current position and view of the piece being played. */
pos_t position;
@@ -102,9 +118,9 @@ pos_t position;
* @param position the position and view of the piece to draw or remove.
* @param set 1 or 0 to draw or remove the piece.
*/
void switchPiece(struct piece* piece, const pos_t& position, int set=1) {
void switchPiece(const piece_t* piece, const pos_t& position, int set=1) {
for(uint8_t i=0;i<4;i++) {
coord_t element = (*piece->views)[position.view].elements[i];
coord_t element = piece->views[position.view].elements[i];
LedSign::Set(
13-(element.y+position.coord.y),
element.x+position.coord.x,
@@ -147,79 +163,6 @@ void endGame() {
Figure::Scroll90(score);
}
/* ----------------------------------------------------------------- */
/**
* Creates a piece structure for game initialization.
* @return a pointer to the created piece structure.
*/
struct piece* createPiece() {
piece_t* created = (piece_t*) malloc(sizeof(piece_t));
memset(created, '\0', sizeof(piece_t));
return created;
}
/* ----------------------------------------------------------------- */
/**
* Adds a view to an existing piece structure.
* @param piece the piece which will be added a view.
* @param view the view to add to the given piece.
*/
void addView(struct piece* piece, struct pieceView* view) {
piece->numViews++;
piece->views = (pieceView_t**) realloc(piece->views, (piece->numViews)*sizeof(pieceView_t*));
piece->views[piece->numViews-1] = view;
}
/* ----------------------------------------------------------------- */
/**
* Initialize the game data (the game pieces data).
* Some parts are malloc-ed that may as well be on the stack,
* weren't it that I fought with the compiler and complex constant
* initializers.
*/
void initGame() {
// Initialize the pieces data structures.
pieces = (piece_t**) calloc(7, sizeof(piece_t*));
pieces[0] = createPiece();
addView(pieces[0], &piece00);
pieces[1] = createPiece();
addView(pieces[1], &piece10);
addView(pieces[1], &piece11);
pieces[2] = createPiece();
addView(pieces[2], &piece20);
addView(pieces[2], &piece21);
pieces[3] = createPiece();
addView(pieces[3], &piece30);
addView(pieces[3], &piece31);
pieces[4] = createPiece();
addView(pieces[4], &piece40);
addView(pieces[4], &piece41);
addView(pieces[4], &piece42);
addView(pieces[4], &piece43);
pieces[5] = createPiece();
addView(pieces[5], &piece50);
addView(pieces[5], &piece51);
addView(pieces[5], &piece52);
addView(pieces[5], &piece53);
pieces[6] = createPiece();
addView(pieces[6], &piece60);
addView(pieces[6], &piece61);
addView(pieces[6], &piece62);
addView(pieces[6], &piece63);
}
/* ----------------------------------------------------------------- */
/**
* Cleanup the dynamically allocated data (the game pieces data).
*/
void cleanup() {
for (uint8_t i=0; i<7; i++) {
piece_t* pieceToFree = pieces[i];
free(currentPiece);
}
free(pieces);
}
/* ----------------------------------------------------------------- */
/**
* Game initialization, or reinitialization after a game over.
@@ -239,11 +182,11 @@ void startGame() {
* @param piece the piece to try and put on the play grid.
* @param position the position and view to try and put the piece.
*/
boolean checkPieceMove(struct piece* piece, const pos_t& position) {
boolean checkPieceMove(const piece_t* piece, const pos_t& position) {
boolean isOk = true;
for (uint8_t i=0; i<4; i++) {
coord_t element = (*piece->views)[position.view].elements[i];
coord_t element = piece->views[position.view].elements[i];
// Check x boundaries.
uint8_t eltXPos = element.x+position.coord.x;
if (eltXPos>8 || eltXPos<0) {
@@ -280,7 +223,7 @@ void playerMovePiece()
if (analogRead(4)>1000) {
status = 1;
newPos = position;
newPos.view = (newPos.view+1)%currentPiece->numViews;
newPos.view = (newPos.view+1)&3;
moveSuccess = checkPieceMove(currentPiece, newPos);
if (moveSuccess) {
switchPiece(currentPiece, position, 0);
@@ -344,7 +287,7 @@ void timerPieceDown(uint32_t& count) {
} else {
// Drop the piece on the grid.
for (uint8_t i=0; i<4; i++) {
coord_t element = (*currentPiece->views)[position.view].elements[i];
coord_t element = currentPiece->views[position.view].elements[i];
uint8_t eltXPos = element.x+position.coord.x;
uint8_t eltYPos = element.y+position.coord.y;
playGrid[eltYPos][eltXPos] = true;
@@ -435,9 +378,9 @@ void processEndPiece() {
void nextPiece() {
position.coord.x = 3;
position.coord.y = 0;
position.view = 0;
position.view = random(0,3);
currentPiece = pieces[random(0,7)];
currentPiece = &pieces[random(0,7)];
if (!checkPieceMove(currentPiece, position)) {
endGame();
@@ -453,7 +396,6 @@ void setup() // run once, when the sketch starts
{
LedSign::Init();
randomSeed(analogRead(2));
initGame();
startGame();
nextPiece();
}