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#include <inttypes.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "../../random/prng.h"
#include "../../compat/pgmspace.h"
#include "../../menu/menu.h"
#include "variant_bastet.h"
#include "variants.h"
#include "tetris_main.h"
#include "input.h"
#include "piece.h"
#include "playfield.h"
#include "orientation.h"
#include "input.h"
/***************************
* non-interface functions *
***************************/
/**
* resets the array for the column heights
* @param pBastet bastet instance whose array should be reset
* @param nStart start index
* @param nStop stop index
*/
void tetris_bastet_clearColHeights(tetris_bastet_variant_t *pBastet,
int8_t nStart,
int8_t nStop)
{
for (int i = nStart; i <= nStop; ++i)
{
pBastet->pColHeights[i] = 0;
}
}
/**
* compare function for quick sorting the pieces by score
* @param pa the first value to compare
* @param pb the second value to compare
*/
int tetris_bastet_qsortCompare(const void *pa, const void *pb)
{
tetris_bastet_scorepair_t *pScorePairA = (tetris_bastet_scorepair_t *)pa;
tetris_bastet_scorepair_t *pScorePairB = (tetris_bastet_scorepair_t *)pb;
if (pScorePairA->nScore == pScorePairB->nScore)
{
return 0;
}
else if (pScorePairA->nScore < pScorePairB->nScore)
{
return -1;
}
else
{
return 1;
}
}
/***************
* entry point *
***************/
#ifdef MENU_SUPPORT
// Bastet icon, MSB is leftmost pixel
static uint8_t bastet_icon[8] PROGMEM =
{ 0x81, 0xc3, 0xff, 0x99, 0xff, 0xff, 0x66, 0x3c };
game_descriptor_t bastet_game_descriptor
__attribute__((section(".game_descriptors"))) =
{
&tetris_bastet,
bastet_icon,
};
#endif
void tetris_bastet(void)
{
tetris_main(&tetrisBastetVariant);
}
/****************************
* construction/destruction *
****************************/
const tetris_variant_t tetrisBastetVariant =
{
&tetris_bastet_construct,
&tetris_bastet_destruct,
&tetris_bastet_choosePiece,
&tetris_bastet_singleDrop,
&tetris_bastet_completeDrop,
&tetris_bastet_removedLines,
&tetris_bastet_getScore,
&tetris_bastet_getHighscore,
&tetris_bastet_setHighscore,
&tetris_bastet_getHighscoreName,
&tetris_bastet_setHighscoreName,
&tetris_bastet_getLevel,
&tetris_bastet_getLines,
&tetris_bastet_getPreviewPiece,
&tetris_bastet_getHighscoreIndex,
&tetris_bastet_setLastInput,
&tetris_bastet_getOrientation
};
void *tetris_bastet_construct(tetris_playfield_t *pPl)
{
tetris_bastet_variant_t *pBastet =
(tetris_bastet_variant_t *) malloc(sizeof(tetris_bastet_variant_t));
memset(pBastet, 0, sizeof(tetris_bastet_variant_t));
pBastet->pPlayfield = pPl;
int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
pBastet->pColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
tetris_bastet_clearColHeights(pBastet, 0, nWidth - 1);
return pBastet;
}
void tetris_bastet_destruct(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
if (pBastetVariant->pColHeights != NULL)
{
free(pBastetVariant->pColHeights);
}
if (pBastetVariant->pPreviewPiece != NULL)
{
tetris_piece_destruct(pBastetVariant->pPreviewPiece);
}
free(pBastetVariant);
}
/****************************
* bastet related functions *
****************************/
int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
tetris_piece_t *pPiece,
int8_t nColumn)
{
// the row where the given piece collides
int8_t nDeepestRow = tetris_playfield_predictDeepestRow(pBastet->pPlayfield,
pPiece, nColumn);
// initial score of the given piece
int16_t nScore = -32000;
// modify score based on complete lines
int8_t nLines = tetris_playfield_predictCompleteLines(pBastet->pPlayfield,
pPiece, nDeepestRow, nColumn);
nScore += 5000 * nLines;
// determine sane start and stop columns whose heights we want to calculate
int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
int8_t nStartCol = ((nColumn - 1) < 0) ? 0 : nColumn - 1;
int8_t nStopCol;
// Do we start at the left most position?
// If we do we MUST calculate the heights of ALL columns (initial step)
if (nColumn <= -3)
{
nStopCol = nWidth - 1;
// reset all column heights to zero
tetris_bastet_clearColHeights(pBastet, 0 , nWidth);
}
// If not, only calculate columns which are affected by the moved piece.
else
{
nStopCol = (nColumn + 3) < nWidth ? nColumn + 3 : nWidth - 1;
// clear affected column heights to prevent miscalculations
tetris_bastet_clearColHeights(pBastet, nStartCol, nStopCol);
}
// go through every row and calculate column heights
tetris_playfield_iterator_t iterator;
int8_t nHeight = 1;
uint16_t *pDump = tetris_playfield_predictBottomRow(&iterator,
pBastet->pPlayfield, pPiece, nDeepestRow, nColumn);
if (pDump == NULL)
{
// an immediately returned NULL is caused by a full dump -> low score
return -32766;
}
while (pDump != NULL)
{
uint16_t nColMask = 0x0001 << nStartCol;
for (int x = nStartCol; x <= nStopCol; ++x)
{
if ((*pDump & nColMask) != 0)
{
pBastet->pColHeights[x] = nHeight;
}
nColMask <<= 1;
}
pDump = tetris_playfield_predictNextRow(&iterator);
++nHeight;
}
// modify score based on predicted column heights
for (int x = 0; x < nWidth; ++x)
{
nScore -= 5 * pBastet->pColHeights[x];
}
return nScore;
}
void tetris_bastet_evaluatePieces(tetris_bastet_variant_t *pBastet)
{
int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
tetris_piece_t *pPiece = tetris_piece_construct(TETRIS_PC_LINE,
TETRIS_PC_ANGLE_0);
for (int8_t nBlock = TETRIS_PC_LINE; nBlock <= TETRIS_PC_Z; ++nBlock)
{
int16_t nMaxScore = -32768;
tetris_piece_setShape(pPiece, nBlock);
int8_t nAngleCount = tetris_piece_getAngleCount(pPiece);
for (int8_t nAngle = TETRIS_PC_ANGLE_0; nAngle < nAngleCount; ++nAngle)
{
tetris_piece_setAngle(pPiece, nAngle);
for (int8_t nCol = -3; nCol < nWidth; ++nCol)
{
int16_t nScore = tetris_bastet_evaluateMove(pBastet,
pPiece, nCol);
nMaxScore = nMaxScore > nScore ? nMaxScore : nScore;
}
}
pBastet->nPieceScores[nBlock].shape = nBlock;
pBastet->nPieceScores[nBlock].nScore = nMaxScore;
}
tetris_piece_destruct(pPiece);
}
tetris_piece_t* tetris_bastet_choosePiece(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastet =
(tetris_bastet_variant_t *)pVariantData;
// determine the best score for every piece
tetris_bastet_evaluatePieces(pBastet);
// perturb score (-2 to +2) to avoid stupid tie handling
for (uint8_t i = 0; i < 7; ++i)
{
pBastet->nPieceScores[i].nScore += random8() % 5 - 2;
}
// sort pieces by their score in ascending order
qsort(pBastet->nPieceScores, 7, sizeof(tetris_bastet_scorepair_t),
&tetris_bastet_qsortCompare);
// new "preview" piece (AKA "won't give you this one")
if (pBastet->pPreviewPiece != NULL)
{
tetris_piece_destruct(pBastet->pPreviewPiece);
}
pBastet->pPreviewPiece =
tetris_piece_construct(pBastet->nPieceScores[6].shape,
TETRIS_PC_ANGLE_0);
tetris_piece_t *pPiece;
const uint8_t nPercent[4] = {75, 92, 98, 100};
uint8_t nRnd = rand() % 100;
for (uint8_t i = 0; i < 4; ++i)
{
if (nRnd < nPercent[i])
{
pPiece = tetris_piece_construct(pBastet->nPieceScores[i].shape,
TETRIS_PC_ANGLE_0);
break;
}
}
return pPiece;
}
void tetris_bastet_singleDrop(void *pVariantData,
uint8_t nLines)
{
return;
}
void tetris_bastet_completeDrop(void *pVariantData,
uint8_t nLines)
{
return;
}
void tetris_bastet_removedLines(void *pVariantData,
uint8_t nRowMask)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastet =
(tetris_bastet_variant_t *)pVariantData;
uint8_t nLines = tetris_playfield_calculateLines(nRowMask);
pBastet->nLines += nLines;
pBastet->nLevel = ((pBastet->nLines / 10) < TETRIS_INPUT_LEVELS) ?
(pBastet->nLines / 10) : (TETRIS_INPUT_LEVELS - 1);
pBastet->nScore += nLines;
return;
}
/*****************
* get functions *
*****************/
uint16_t tetris_bastet_getScore(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
return pBastetVariant->nScore;
}
uint16_t tetris_bastet_getHighscore(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
return pBastetVariant->nHighscore;
}
void tetris_bastet_setHighscore(void *pVariantData,
uint16_t nHighscore)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
pBastetVariant->nHighscore = nHighscore;
}
uint16_t tetris_bastet_getHighscoreName(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
return pBastetVariant->nHighscoreName;
}
void tetris_bastet_setHighscoreName(void *pVariantData,
uint16_t nHighscoreName)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
pBastetVariant->nHighscoreName = nHighscoreName;
}
uint8_t tetris_bastet_getLevel(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastet =
(tetris_bastet_variant_t *)pVariantData;
return pBastet->nLevel;
}
uint16_t tetris_bastet_getLines(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastet =
(tetris_bastet_variant_t *)pVariantData;
return pBastet->nLines;
}
tetris_piece_t* tetris_bastet_getPreviewPiece(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
return pBastetVariant->pPreviewPiece;
}
tetris_highscore_index_t tetris_bastet_getHighscoreIndex(void *pVariantData)
{
return TETRIS_HISCORE_BASTET;
}
void tetris_bastet_setLastInput(void *pVariantData,
tetris_input_command_t inCmd)
{
return;
}
tetris_orientation_t tetris_bastet_getOrientation(void *pVariantData)
{
return TETRIS_ORIENTATION_0;
}