Add repeating down button
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1632504099
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@ -266,11 +266,11 @@ void step1(void) {
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while (get_flipped_switch(nullptr));
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init_step();
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while (!play_part(30*1000));
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while (!play_part(40*1000));
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part = 1;
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while (!play_part(25*1000));
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while (!play_part(35*1000));
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part = 2;
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while (!play_part(22*1000));
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while (!play_part(30*1000));
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clean_up_step();
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// TODO: flash lights
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@ -54,13 +54,14 @@ lv_obj_t* piece_imgs[4] = {};
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TaskHandle_t music_handle;
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_int_distribution<> piece_dist(2, 7);
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static std::random_device rd;
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static std::mt19937 gen(rd());
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static std::uniform_int_distribution<> piece_dist(2, 7);
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static void generate_block(void);
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static void show_board(void);
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static void get_node_locations(void);
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static bool check_overlap(void);
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static void line_clear(int hi);
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static void check_line_clears(void);
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@ -73,6 +74,7 @@ static void rotate_block(void);
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static void update_score(void);
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static void clear_board(void);
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static int bbcc(int i) { // [0,1,2,3] -> [ 0, 0,+1,+1]
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const int map[] = {0, 0, 1, 1};
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return map[i];
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@ -168,7 +170,7 @@ static void init_screen(void) {
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xSemaphoreGive(xGuiSemaphore);
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xTaskCreate(music_task, "music", 4096, NULL, 5, &music_handle);
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// xTaskCreate(music_task, "music", 4096, NULL, 5, &music_handle);
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}
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static void deinit_screen(void) {
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@ -177,10 +179,11 @@ static void deinit_screen(void) {
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lv_obj_clean(lv_scr_act());
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xSemaphoreGive(xGuiSemaphore);
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vTaskDelete(music_handle);
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// vTaskDelete(music_handle);
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}
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bool play_game(int time, int required_score) {
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game = true;
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target_score = required_score;
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score = 0;
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update_score();
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@ -195,6 +198,11 @@ bool play_game(int time, int required_score) {
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while (get_pressed_button(&button));
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// SwitchKey switch_;
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const TickType_t first_repeat_time = pdMS_TO_TICKS(700);
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const TickType_t repeat_time = pdMS_TO_TICKS(100);
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TickType_t down_held = 0;
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TickType_t last_repeat = 0;
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while(game) {
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if (get_pressed_button(&button)) {
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switch (button) {
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@ -205,6 +213,8 @@ bool play_game(int time, int required_score) {
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move_right();
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break;
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case ButtonKey::b3:
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down_held = xTaskGetTickCount();
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last_repeat = 0;
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drop();
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break;
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case ButtonKey::b4:
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@ -219,6 +229,29 @@ bool play_game(int time, int required_score) {
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return true;
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}
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}
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if (get_released_button(&button)) {
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if (button == ButtonKey::b3) {
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down_held = 0;
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}
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}
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if (down_held != 0) {
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// check repeat
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TickType_t now = xTaskGetTickCount();
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if (now - down_held > first_repeat_time) {
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// repeat!
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if (now - last_repeat > repeat_time) {
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last_repeat = now;
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drop();
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show_board();
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if (score >= required_score) {
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stop_module_timer();
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return true;
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}
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}
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}
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}
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if (get_module_time() <= 0) {
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stop_module_timer();
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@ -374,44 +407,89 @@ static void rotate_block(void) {
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if (piece_rotation > 3) {
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piece_rotation = 0;
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}
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get_node_locations();
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bool overlap = false;
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for (int i = 0; i < sizeof(piece_nodes)/sizeof(piece_nodes[0]); i++) {
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int* p = piece_nodes[i];
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if (p[0] < 0) {
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overlap = true;
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break;
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} else if (board[p[0]][p[1]] != 0 && board[p[0]][p[1]] != 9) {
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overlap = true;
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break;
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}
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}
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if (overlap) {
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piece_location[0]++;
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get_node_locations();
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bool overlap2 = false;
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for (int i = 0; i < sizeof(piece_nodes)/sizeof(piece_nodes[0]); i++) {
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int* p = piece_nodes[i];
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if (p[0] < 0) {
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overlap2 = true;
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break;
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} else if (board[p[0]][p[1]] != 0 && board[p[0]][p[1]] != 9) {
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overlap2 = true;
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break;
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}
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}
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if (overlap2) {
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piece_rotation--;
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if (piece_rotation < 0) {
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piece_rotation += 4;
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}
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// Check overlap without moving
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if (check_overlap()) {
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// Check overlap after moving up 1
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piece_location[0]--;
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get_node_locations();
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if (check_overlap()) {
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// Check overlap after moving down 1
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piece_location[0]++;
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piece_location[0]++;
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get_node_locations();
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if (check_overlap()) {
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// Check overlap after moving left 1
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piece_location[0]--;
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piece_location[1]--;
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get_node_locations();
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if (check_overlap()) {
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// Check overlap after moving right 1
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piece_location[1]++;
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piece_location[1]++;
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get_node_locations();
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if (check_overlap()) {
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piece_location[1]--;
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// This is Original Position
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// If Line Piece, check 2 left, 2 right, 2 up and 2 down
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// Check 2 left
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if (piece == 1 && piece_rotation == 0) {
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piece_location[1]-=2;
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get_node_locations();
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if (check_overlap()) {
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piece_location[1]+=2;
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get_node_locations();
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}
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// Check 2 up
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} else if (piece == 1 && piece_rotation == 1) {
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piece_location[0]+=2;
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get_node_locations();
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if (check_overlap()) {
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piece_location[0]-=2;
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get_node_locations();
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}
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// Check 2 right
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} else if (piece == 1 && piece_rotation == 2) {
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piece_location[1]+=2;
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get_node_locations();
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if (check_overlap()) {
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piece_location[1]-=2;
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get_node_locations();
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}
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// Check 2 down
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} else if (piece == 1 && piece_rotation == 3) {
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piece_location[0]-=2;
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get_node_locations();
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if (check_overlap()) {
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piece_location[0]+=2;
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get_node_locations();
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}
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}
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}
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}
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}
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}
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}
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}
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// Check if nodes are outside of map or interposed onto placed nodes
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static bool check_overlap(void) {
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for (int i = 0; i < sizeof(piece_nodes)/sizeof(piece_nodes[0]); i++) {
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int* p = piece_nodes[i];
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if (p[0] < 0 || p[1] < 0 || p[1] >= width) {
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return true;
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} else if (board[p[0]][p[1]] != 0 && board[p[0]][p[1]] != 9) {
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return true;
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}
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}
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return false;
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}
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static void move_left(void) {
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