This submission is migrated from previous version of oj.uz, which used different machine for grading. This submission may have different result if resubmitted.
#include "tetris.h"
#include <bits/stdc++.h>
/**#pragma GCC opitmize ("O4")
#pragma GCC optimize ("fast-math")
#pragma GCC optimize ("unroll-loops")
**/
using namespace std;
//#define int long long
#define ll long long
#define xx first
#define yy second
#define all (x) begin (x), end(x)
void init (int n){
}
int position, rotation, type = 0;
void new_figure (int figure_type){
    if (figure_type == 1){
        position = 0;
        rotation = 0;
    }
    else if (figure_type == 2){
        if (type == 0){
            position = 0;
            rotation = 0;
            type = 2;
        }
        else if (type == 1){
            position = 1;
            rotation = 0;
            type = 0;
        }
        else if (type == 2){
            position = 2;
            rotation = 1;
            type = 3;
        }
        else if (type == 3){
            position = 0;
            rotation = 0;
            type = 0;
        }
        else if (type == 4){
            position = 0;
            rotation = 1;
            type = 1;
        }
        else{
            position = 1;
            rotation = 0;
            type = 2;
        }
    }
    else{
        if (type == 0){
            position = 0;
            rotation = 0;
            type = 5;
        }
        else if (type == 1){
            position = 1;
            rotation = 1;
            type = 3;
        }
        else if (type == 2){
            position = 1;
            rotation = 2;
            type = 4;
        }
        else if (type == 3){
            position = 0;
            rotation = 0;
            type = 1;
        }
        else if (type == 4){
            position = 0;
            rotation = 3;
            type = 2;
        }
        else{
            position = 1;
            rotation = 2;
            type = 0;
        }
    }
}
int get_position(){
    return position;
}
int get_rotation(){
    return rotation;
}
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