--- /dev/null
+#include "tetris.qh"
+REGISTER_MINIGAME(tetris, "Tetris");
+
+const float TETRIS_TURN_MOVE = 0x0100; // player has to place a piece on the board
+const float TETRIS_TURN_WIN = 0x0200; // player has won
+const float TETRIS_TURN_LOSS = 0x0400; // no moves are possible
+
+const int TETRIS_LET_CNT = 10;
+const int TETRIS_NUM_CNT = 16;
+
+const int TETRIS_TILE_SIZE = 16;
+
+const int TETRIS_SHAPE_CNT = 7;
+
+const int TET_DIR_UP = 0;
+const int TET_DIR_DN = 1;
+const int TET_DIR_LF = 2;
+const int TET_DIR_RT = 3;
+
+.bool tetris_inair; // flag to indicate whether the piece has landed and is no longer part of the moving pieces
+.int tetris_shape; // flag to indicate which shape the piece is part of
+.vector tetris_pos; // position in the shape the piece is
+.int tetris_rotation; // player-chosen rotation of the controller
+
+// bit diagram
+// 0 1 2 3
+// 0 1 2 3
+vector tetris_shapes[TETRIS_SHAPE_CNT];
+
+STATIC_INIT(tetris_set_shapes)
+{
+ tetris_shapes[0] = vec2(BIT(0) | BIT(1) | BIT(2) | BIT(3), 0); // I block
+ tetris_shapes[1] = vec2(BIT(0), BIT(0) | BIT(1) | BIT(2)); // J block
+ tetris_shapes[2] = vec2(BIT(2), BIT(0) | BIT(1) | BIT(2)); // L block
+ tetris_shapes[3] = vec2(BIT(0) | BIT(1), BIT(0) | BIT(1)); // O block
+ tetris_shapes[4] = vec2(BIT(1) | BIT(2), BIT(0) | BIT(1)); // S block
+ tetris_shapes[5] = vec2(BIT(1), BIT(0) | BIT(1) | BIT(2)); // T block
+ tetris_shapes[6] = vec2(BIT(0) | BIT(1), BIT(1) | BIT(2)); // Z block
+}
+
+// find connect 4 piece given its tile name
+entity tetris_find_piece(entity minig, string tile)
+{
+ entity e = NULL;
+ while ( ( e = findentity(e,owner,minig) ) )
+ if ( e.classname == "minigame_board_piece" && e.netname == tile )
+ return e;
+ return NULL;
+}
+
+entity tetris_find_static_piece(entity minig, string tile)
+{
+ entity e = NULL;
+ while ( ( e = findentity(e,owner,minig) ) )
+ if ( e.classname == "minigame_board_piece" && e.netname == tile && !e.tetris_inair )
+ return e;
+ return NULL;
+}
+
+entity tetris_find_controller(entity minig)
+{
+ entity e = NULL;
+ while ( ( e = findentity(e,owner,minig) ) )
+ if ( e.classname == "tetris_controller" )
+ return e;
+ return NULL;
+}
+
+// Checks if the given piece completes a row
+bool tetris_winning_piece(entity piece)
+{
+ return false;
+}
+
+// check if the tile name is valid (6x7 grid)
+bool tetris_valid_tile(string tile)
+{
+ if ( !tile )
+ return false;
+ float number = minigame_tile_number(tile);
+ float letter = minigame_tile_letter(tile);
+ return 0 <= number && number < TETRIS_NUM_CNT && 0 <= letter && letter < TETRIS_LET_CNT;
+}
+
+int tetris_dir_fromname(string bdir)
+{
+ if(bdir == "up" || bdir == "u")
+ return TET_DIR_UP; // up
+ if(bdir == "down" || bdir == "dn" || bdir == "d")
+ return TET_DIR_DN; /// down
+ if(bdir == "left" || bdir == "lt" || bdir == "l")
+ return TET_DIR_LF; // left
+ if(bdir == "right" || bdir == "rt" || bdir == "r")
+ return TET_DIR_RT; // right
+
+ return TET_DIR_RT; // invalid, just go right?
+}
+
+int tetris_pick_shape(int oldshape)
+{
+ RandomSelection_Init();
+
+ for(int j = 0; j < TETRIS_SHAPE_CNT; ++j)
+ {
+ RandomSelection_AddFloat(j, ((oldshape == j) ? 0.5 : 1), 1);
+ }
+
+ return RandomSelection_chosen_float;
+}
+
+// same as spawn function, but checks spaces instead of spawning at them
+bool tetris_checkspace(entity minigame, int shape, int rotation, int letter, int number)
+{
+ vector chosen = tetris_shapes[shape];
+
+ for(int j = 0; j < 4; ++j)
+ {
+ if(chosen.x & BIT(j))
+ {
+ int newlet = letter;
+ int newnum = number;
+ if(rotation == 1)
+ newnum += j;
+ else if(rotation == 2)
+ newlet -= j;
+ else if(rotation == 3)
+ newnum -= j;
+ else
+ newlet += j;
+ string tile = minigame_tile_buildname(newlet, newnum);
+ if(!tetris_valid_tile(tile) || tetris_find_static_piece(minigame, tile))
+ return false;
+ }
+ }
+
+ for(int j = 0; j < 4; ++j)
+ {
+ if(chosen.y & BIT(j))
+ {
+ int newlet = letter;
+ int newnum = number;
+ if(rotation == 1)
+ {
+ newnum += j;
+ newlet -= 1;
+ }
+ else if(rotation == 2)
+ {
+ newlet -= j;
+ newnum += 1;
+ }
+ else if(rotation == 3)
+ {
+ newnum -= j;
+ newlet += 1;
+ }
+ else
+ {
+ newlet += j;
+ newnum -= 1;
+ }
+ string tile = minigame_tile_buildname(newlet, newnum);
+ if(!tetris_valid_tile(tile) || tetris_find_static_piece(minigame, tile))
+ return false;
+ }
+ }
+
+ return true;
+}
+
+entity tetris_spawn_piece(entity minigame, vector pos, int shape, int letter, int number)
+{
+ entity piece = msle_spawn(minigame,"minigame_board_piece");
+ piece.tetris_inair = true;
+ piece.tetris_shape = shape;
+ piece.tetris_pos = pos;
+ piece.team = 1; // TODO?
+ piece.netname = strzone(minigame_tile_buildname(letter, number));
+ minigame_server_sendflags(piece,MINIG_SF_ALL);
+
+ return piece;
+}
+
+void tetris_spawn_shape(entity minigame, entity controller, int letter, int number, int shape, int rotation)
+{
+ vector chosen = tetris_shapes[shape];
+ controller.tetris_shape = shape; // so we know which one is currently in play
+ if(controller.netname) { strunzone(controller.netname); }
+ controller.netname = strzone(minigame_tile_buildname(letter, number)); // keep tabs on the position of the clump
+
+ if(!tetris_checkspace(minigame, shape, rotation, letter, number))
+ {
+ minigame.minigame_flags = TETRIS_TURN_LOSS;
+ minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
+ return;
+ }
+
+ for(int j = 0; j < 4; ++j)
+ {
+ if(chosen.x & BIT(j))
+ {
+ int newlet = letter;
+ int newnum = number;
+ if(rotation == 1)
+ newnum += j;
+ else if(rotation == 2)
+ newlet -= j;
+ else if(rotation == 3)
+ newnum -= j;
+ else
+ newlet += j;
+ tetris_spawn_piece(minigame, vec2(j, 0), shape, newlet, newnum);
+ }
+ }
+
+ for(int j = 0; j < 4; ++j)
+ {
+ if(chosen.y & BIT(j))
+ {
+ int newlet = letter;
+ int newnum = number;
+ if(rotation == 1)
+ {
+ newnum += j;
+ newlet -= 1;
+ }
+ else if(rotation == 2)
+ {
+ newlet -= j;
+ newnum += 1;
+ }
+ else if(rotation == 3)
+ {
+ newnum -= j;
+ newlet += 1;
+ }
+ else
+ {
+ newlet += j;
+ newnum -= 1;
+ }
+ tetris_spawn_piece(minigame, vec2(0, j), shape, newlet, newnum);
+ }
+ }
+
+ minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
+}
+
+void tetris_move_above(entity minigame, int startpos)
+{
+ for(int k = startpos; k < TETRIS_NUM_CNT; ++k)
+ {
+ for(int j = 0; j < TETRIS_LET_CNT; ++j)
+ {
+ string pos = minigame_tile_buildname(j, k - 1); // let's just assume this is a valid new position
+ entity piece = tetris_find_static_piece(minigame, minigame_tile_buildname(j, k));
+ if(piece && !wasfreed(piece))
+ {
+ if(piece.netname) { strunzone(piece.netname); }
+ piece.netname = strzone(pos);
+ minigame_server_sendflags(piece,MINIG_SF_UPDATE);
+ }
+ }
+ }
+}
+
+void tetris_checkrows(entity minigame)
+{
+ for(int k = 0; k < TETRIS_NUM_CNT; ++k)
+ {
+ int found = 0;
+ for(int j = 0; j < TETRIS_LET_CNT; ++j)
+ {
+ string pos = minigame_tile_buildname(j, k);
+ entity piece = tetris_find_static_piece(minigame, pos);
+ if(piece && !wasfreed(piece)) // due to the nature of this function, we'd better make sure it isn't already removed
+ ++found;
+ }
+
+ if(found >= TETRIS_LET_CNT)
+ {
+ // this is where things get messy: we need to remove the row, then loop through every row again!
+ for(int j = 0; j < TETRIS_LET_CNT; ++j)
+ {
+ string pos = minigame_tile_buildname(j, k);
+ entity piece = tetris_find_static_piece(minigame, pos);
+ if(piece && !wasfreed(piece)) // just to make extra sure
+ {
+ if(piece.netname) { strunzone(piece.netname); }
+ delete(piece);
+ }
+ }
+ if(k < TETRIS_NUM_CNT - 1) // if it wasn't the top row, move everything above it down one
+ tetris_move_above(minigame, k + 1);
+ minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
+ tetris_checkrows(minigame);
+ return; // no need to continue, the new loop will find new ones
+ }
+ }
+}
+
+void tetris_controller_think(entity this)
+{
+ entity minigame = this.owner;
+
+ if(!(minigame.minigame_flags & TETRIS_TURN_MOVE))
+ return;
+
+ int letter = minigame_tile_letter(this.netname);
+ int number = minigame_tile_number(this.netname) - 1;
+
+ if(!tetris_checkspace(minigame, this.tetris_shape, this.tetris_rotation, letter, number))
+ {
+ entity e2 = NULL;
+ while( (e2 = findentity(e2, owner, minigame)) )
+ if(e2.classname == "minigame_board_piece" && e2.tetris_inair)
+ e2.tetris_inair = false;
+
+ int newshape = tetris_pick_shape(this.tetris_shape);
+ this.tetris_rotation = 0; // reset rotation for the new shape
+ tetris_spawn_shape(minigame, this, 4, TETRIS_NUM_CNT - 1, newshape, 0);
+
+ tetris_checkrows(minigame);
+
+ this.nextthink = time + 1;
+ return;
+ }
+
+ string cpos = minigame_tile_buildname(letter, number);
+ if(this.netname) { strunzone(this.netname); }
+ this.netname = strzone(cpos);
+
+ entity e = NULL;
+ while ( ( e = findentity(e,owner,minigame) ) )
+ if ( e.classname == "minigame_board_piece" && e.tetris_inair )
+ {
+ int pletter = minigame_tile_letter(e.netname);
+ int pnumber = minigame_tile_number(e.netname);
+ string newpos = minigame_tile_buildname(pletter, pnumber - 1);
+ if(e.netname) { strunzone(e.netname); }
+ e.netname = strzone(newpos);
+ minigame_server_sendflags(e,MINIG_SF_UPDATE);
+ }
+
+ minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
+
+ this.nextthink = time + 0.75;
+}
+
+void tetris_begin(entity minigame)
+{
+ entity e = NULL;
+ while( (e = findentity(e, owner, minigame)) )
+ if(e.classname == "tetris_controller")
+ {
+ delete(e);
+ }
+
+ entity controller = new_pure(tetris_controller);
+ controller.owner = minigame;
+ setthink(controller, tetris_controller_think);
+ controller.nextthink = time + 1; // begin moving down in a second
+
+ int theshape = tetris_pick_shape(-1);
+ tetris_spawn_shape(minigame, controller, 4, TETRIS_NUM_CNT - 1, theshape, 0);
+}
+
+// make a move
+void tetris_move(entity minigame, entity player, string dir )
+{
+ if ( minigame.minigame_flags & TETRIS_TURN_MOVE )
+ if ( dir )
+ {
+ string thedir = strtolower(dir);
+ int bdir = tetris_dir_fromname(thedir);
+ entity controller = tetris_find_controller(minigame);
+
+ if(bdir == TET_DIR_RT || bdir == TET_DIR_LF)
+ {
+ int realdir = ((bdir == TET_DIR_LF) ? -1 : 1);
+ int cletter = minigame_tile_letter(controller.netname) + realdir;
+ int cnumber = minigame_tile_number(controller.netname);
+ string cpos = minigame_tile_buildname(cletter, cnumber);
+ if(!tetris_checkspace(minigame, controller.tetris_shape, controller.tetris_rotation, cletter, cnumber))
+ return;
+
+ if(controller.netname) { strunzone(controller.netname); }
+ controller.netname = strzone(cpos);
+
+ entity e = NULL;
+ while ( ( e = findentity(e,owner,minigame) ) )
+ if ( e.classname == "minigame_board_piece" && e.tetris_inair )
+ {
+ int pletter = minigame_tile_letter(e.netname);
+ int pnumber = minigame_tile_number(e.netname);
+ string newpos = minigame_tile_buildname(pletter + realdir, pnumber);
+ if(e.netname) { strunzone(e.netname); }
+ e.netname = strzone(newpos);
+ minigame_server_sendflags(e,MINIG_SF_UPDATE);
+ }
+
+ minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
+ }
+ else if(bdir == TET_DIR_DN)
+ {
+ controller.nextthink = time + 0.1; // quicker fall
+ }
+ else if(bdir == TET_DIR_UP)
+ {
+ // this is where things get complicated
+ // we need to somehow rotate the pieces...
+ int oldrotation = controller.tetris_rotation;
+ controller.tetris_rotation += 1;
+ if(controller.tetris_rotation >= 4)
+ controller.tetris_rotation = 0;
+
+ int myletter = minigame_tile_letter(controller.netname);
+ int mynumber = minigame_tile_number(controller.netname);
+ if(!tetris_checkspace(minigame, controller.tetris_shape, controller.tetris_rotation, myletter, mynumber))
+ {
+ controller.tetris_rotation = oldrotation; // restore it so we aren't performing weird tests above
+ return;
+ }
+
+ entity e3 = NULL;
+ while ( ( e3 = findentity(e3,owner,minigame) ) )
+ if ( e3.classname == "minigame_board_piece" && e3.tetris_inair )
+ {
+ if(e3.netname) { strunzone(e3.netname); }
+ delete(e3);
+ }
+
+ tetris_spawn_shape(minigame, controller, myletter, mynumber, controller.tetris_shape, controller.tetris_rotation);
+ }
+ }
+}
+
+#ifdef SVQC
+
+
+// required function, handle server side events
+int tetris_server_event(entity minigame, string event, ...)
+{
+ switch(event)
+ {
+ case "start":
+ {
+ tetris_begin(minigame);
+ minigame.minigame_flags = TETRIS_TURN_MOVE;
+ return true;
+ }
+ case "end":
+ {
+ entity e = NULL;
+ while( (e = findentity(e, owner, minigame)) )
+ if(e.classname == "minigame_board_piece")
+ {
+ if(e.netname) { strunzone(e.netname); }
+ delete(e);
+ }
+ e = NULL;
+ while( (e = findentity(e, owner, minigame)) )
+ if(e.classname == "tetris_controller")
+ {
+ delete(e);
+ }
+ return false;
+ }
+ case "join":
+ {
+ int pl_num = minigame_count_players(minigame);
+
+ // Don't allow more than 1 player
+ if(pl_num >= 1) { return false; }
+
+ // Team 1 by default
+ return 1;
+ }
+ case "cmd":
+ {
+ switch(argv(0))
+ {
+ case "move":
+ tetris_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
+ return true;
+ }
+
+ return false;
+ }
+ case "network_send":
+ {
+ entity sent = ...(0,entity);
+ int sf = ...(1,int);
+ if ( sent.classname == "minigame_board_piece" && (sf & MINIG_SF_UPDATE) )
+ {
+ int letter = minigame_tile_letter(sent.netname);
+ int number = minigame_tile_number(sent.netname);
+
+ WriteByte(MSG_ENTITY,letter);
+ WriteByte(MSG_ENTITY,number);
+
+ WriteByte(MSG_ENTITY,sent.tetris_shape);
+ }
+ return false;
+ }
+ }
+
+ return false;
+}
+
+
+#elif defined(CSQC)
+
+vector tetris_boardpos; // HUD board position
+vector tetris_boardsize;// HUD board size
+
+vector tetris_shape_color(int shape)
+{
+ switch(shape)
+ {
+ case 0: return '0 1 1';
+ case 1: return '0 0 1';
+ case 2: return '1 0.5 0';
+ case 3: return '1 1 0';
+ case 4: return '0 0.5 0';
+ case 5: return '0.5 0 0.5';
+ case 6: return '1 0 0';
+ }
+
+ return '1 1 1';
+}
+
+#define tetris_hud_fitsquare(pos, mySize, xx) \
+ if ( mySize##_x > mySize##_y ) \
+ { \
+ pos##_x += (mySize##_x-(mySize##_y / xx))/2; \
+ mySize##_x = mySize##_y / xx; \
+ } \
+ if(panel_bg_padding) \
+ { \
+ pos += '1 1 0' * panel_bg_padding; \
+ mySize -= '2 2 0' * panel_bg_padding; \
+ }
+
+// Required function, draw the game board
+void tetris_hud_board(vector pos, vector mySize)
+{
+ float xsize = (TETRIS_NUM_CNT / TETRIS_LET_CNT);
+
+ tetris_hud_fitsquare(pos, mySize, xsize);
+ tetris_boardpos = pos;
+ tetris_boardsize = mySize;
+
+ minigame_hud_simpleboard(pos,mySize,minigame_texture("tetris/board"));
+
+ vector tile_size = minigame_hud_denormalize_size(vec2(1 / TETRIS_LET_CNT, 1 / TETRIS_NUM_CNT),pos,mySize);
+ vector tile_pos;
+
+ entity e;
+ FOREACH_MINIGAME_ENTITY(e)
+ {
+ if ( e.classname == "minigame_board_piece" )
+ {
+ tile_pos = minigame_tile_pos(e.netname,TETRIS_NUM_CNT,TETRIS_LET_CNT);
+ tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
+
+ minigame_drawpic_centered( tile_pos,
+ minigame_texture("tetris/piece"),
+ tile_size, tetris_shape_color(e.tetris_shape), panel_fg_alpha, DRAWFLAG_NORMAL );
+ }
+ }
+
+ if ( active_minigame.minigame_flags & TETRIS_TURN_WIN )
+ {
+ vector winfs = hud_fontsize*2;
+ string pname = "";
+ FOREACH_MINIGAME_ENTITY(e)
+ if ( e.classname == "minigame_player" )
+ {
+ pname = entcs_GetName(e.minigame_playerslot-1);
+ break;
+ }
+
+ vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
+ vector win_sz;
+ win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
+ sprintf("%s^7 won the game!",pname),
+ winfs, 0, DRAWFLAG_NORMAL, 0.5);
+
+ drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
+
+ minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
+ sprintf("%s^7 won the game!",pname),
+ winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
+ }
+}
+
+
+// Required function, draw the game status panel
+void tetris_hud_status(vector pos, vector mySize)
+{
+ HUD_Panel_DrawBg();
+ vector ts;
+ ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
+ hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
+
+ pos_y += ts_y;
+ mySize_y -= ts_y;
+
+ vector player_fontsize = hud_fontsize * 1.75;
+ ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
+ ts_x = mySize_x;
+ vector mypos;
+ vector tile_size = '48 48 0';
+
+ mypos = pos;
+ //if ( (active_minigame.minigame_flags&TETRIS_TURN_TEAM) == 2 )
+ //mypos_y += player_fontsize_y + ts_y;
+ drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
+ mypos_y += player_fontsize_y;
+ drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
+
+ entity e;
+ FOREACH_MINIGAME_ENTITY(e)
+ {
+ if ( e.classname == "minigame_player" )
+ {
+ mypos = pos;
+ if ( e.team == 2 )
+ mypos_y += player_fontsize_y + ts_y;
+ minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
+ entcs_GetName(e.minigame_playerslot-1),
+ player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ mypos_y += player_fontsize_y;
+ drawpic( mypos,
+ minigame_texture("tetris/piece"),
+ tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
+
+ mypos_x += tile_size_x;
+ }
+ }
+}
+
+// Turn a set of flags into a help message
+string tetris_turn_to_string(int turnflags)
+{
+ if ( turnflags & TETRIS_TURN_LOSS )
+ return _("Game over!");
+
+ if ( turnflags & TETRIS_TURN_WIN )
+ return _("You win!");
+
+ if ( turnflags & TETRIS_TURN_MOVE )
+ return _("Use the left and right arrows to move, up arrow to change orientation and down arrow to place the piece");
+
+ return "";
+}
+
+// Make the correct move
+void tetris_make_move(entity minigame, string dir)
+{
+ if ( minigame.minigame_flags & TETRIS_TURN_MOVE )
+ {
+ minigame_cmd("move ", dir);
+ }
+}
+
+// Required function, handle client events
+int tetris_client_event(entity minigame, string event, ...)
+{
+ switch(event)
+ {
+ case "activate":
+ {
+ minigame.message = tetris_turn_to_string(minigame.minigame_flags);
+ return false;
+ }
+ case "key_pressed":
+ {
+ if(minigame.minigame_flags & TETRIS_TURN_MOVE)
+ {
+ switch(...(0,int))
+ {
+ case K_RIGHTARROW:
+ case K_KP_RIGHTARROW:
+ tetris_make_move(minigame, "r");
+ return true;
+ case K_LEFTARROW:
+ case K_KP_LEFTARROW:
+ tetris_make_move(minigame, "l");
+ return true;
+ case K_UPARROW:
+ case K_KP_UPARROW:
+ tetris_make_move(minigame, "u");
+ return true;
+ case K_DOWNARROW:
+ case K_KP_DOWNARROW:
+ tetris_make_move(minigame, "d");
+ return true;
+ }
+ }
+
+ return false;
+ }
+ case "network_receive":
+ {
+ entity sent = ...(0,entity);
+ int sf = ...(1,int);
+ if ( sent.classname == "minigame" )
+ {
+ if ( sf & MINIG_SF_UPDATE )
+ {
+ sent.message = tetris_turn_to_string(sent.minigame_flags);
+ }
+ }
+ else if(sent.classname == "minigame_board_piece")
+ {
+ if(sf & MINIG_SF_UPDATE)
+ {
+ int letter = ReadByte();
+ int number = ReadByte();
+ if(sent.netname) { strunzone(sent.netname); }
+ sent.netname = strzone(minigame_tile_buildname(letter, number));
+
+ sent.tetris_shape = ReadByte();
+ }
+ }
+
+ return false;
+ }
+ }
+
+ return false;
+}
+
+#endif