if (y == 0) return 0; //at bottom
curblock = GetBlock(scr, y, x) & z;
- if (curblock & 16 && !BlockFree(scr, x, y-1, z & 208)) return 0;
- if (curblock & 32 && !BlockFree(scr, x, y+1, z & 224)) return 0;
- if (curblock & 64 && !BlockFree(scr, x+1, y, z & 112)) return 0;
- if (curblock & 128 && !BlockFree(scr, x-1, y, z & 176)) return 0;
- if ((z = GetBlock(scr, y-1, x)) & 32) return 1; //stuck to block below
+ if (curblock & 0x10 && !BlockFree(scr, x, y-1, z & 0xD0)) return 0;
+ if (curblock & 0x20 && !BlockFree(scr, x, y+1, z & 0xE0)) return 0;
+ if (curblock & 0x40 && !BlockFree(scr, x+1, y, z & 0x70)) return 0;
+ if (curblock & 0x80 && !BlockFree(scr, x-1, y, z & 0xB0)) return 0;
+ if ((z = GetBlock(scr, y-1, x)) & 0x20) return 1; //stuck to block below
if (z > BT_none) return 0; //some other piece below
return 1; //nothing below
}
int BlockFall(int scr, int x, int y, unsigned char z)
{ //Drop down block (x,y) and those sticking to it mask <z>
- if (GetBlock(scr, y, x) & z & 16) BlockFall(scr, x, y-1, z & 208);
- if (GetBlock(scr, y, x) & z & 32) BlockFall(scr, x, y+1, z & 224);
- if (GetBlock(scr, y, x) & z & 64) BlockFall(scr, x+1, y, z & 112);
- if (GetBlock(scr, y, x) & z & 128) BlockFall(scr, x-1, y, z & 174);
+ if (GetBlock(scr, y, x) & z & 0x10) BlockFall(scr, x, y-1, z & 0xD0);
+ if (GetBlock(scr, y, x) & z & 0x20) BlockFall(scr, x, y+1, z & 0xE0);
+ if (GetBlock(scr, y, x) & z & 0x40) BlockFall(scr, x+1, y, z & 0x70);
+ if (GetBlock(scr, y, x) & z & 0x80) BlockFall(scr, x-1, y, z & 0xB0);
SetBlock(scr, y-1, x, GetBlock(scr, y, x));
SetBlock(scr, y, x, BT_none);
}
if (!Game.gravity) return 0;
for (y = Players[scr].boardHeight - 1; y > 0; y--)
for (x = 0; x < Players[scr].boardWidth; x++) {
- if ((z = GetBlock(scr, y, x)) > BT_none && (z & 160) == 0) {
+ if ((z = GetBlock(scr, y, x)) > BT_none && (z & 0xA0) == 0) {
//doesn't stick left/up => topleft block
- if (BlockFree(scr, x, y, 240)) {
- BlockFall(scr, x, y, 240);
+ if (BlockFree(scr, x, y, 0xF0)) {
+ BlockFall(scr, x, y, 0xF0);
fallen++;
} //move blocks down
} //block present
while (LineIsFull(scr, from)) {
from++; //skip
for (x = 0; x<Players[scr].boardWidth; x++) {
- SetBlock(scr, from, x, GetBlock(scr, from, x) & 239);
+ SetBlock(scr, from, x, GetBlock(scr, from, x) & 0xEF);
if (from > 1)
- SetBlock(scr, from-2, x, GetBlock(scr, from-2, x) & 223);
+ SetBlock(scr, from-2, x, GetBlock(scr, from-2, x) & 0xDF);
} //don't stick blocks to line which we'll remove
} //full lines
CopyLine(scr, from++, to++);
for (y = 0; y < count; ++y)
for (x = 0; x < Players[scr].boardWidth; ++x)
SetBlock(scr, y, x, x == column ? BT_none : color + 1
- + 64 * (x != column-1 && x < Players[scr].boardWidth-1)
- + 128 * (x != column+1 && x > 0));
+ + 0x40 * (x != column-1 && x < Players[scr].boardWidth-1)
+ + 0x80 * (x != column+1 && x > 0));
Players[scr].curY += count; //move piece up..
for (y = 0; y < count; ++y)
if (ShapeFits(Players[scr].curShape, scr, Players[scr].curY - 1, Players[scr].curX))