pcb and initial code from https://github.com/das-labor/borgware-2d.git
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516 lines
14 KiB
516 lines
14 KiB
#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <stdint.h>
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#include <limits.h>
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#include "../../random/prng.h"
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#include "../../compat/pgmspace.h"
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#include "../../menu/menu.h"
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#include "bearing.h"
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#include "piece.h"
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#include "highscore.h"
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#include "bucket.h"
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#include "input.h"
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#include "variants.h"
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#include "tetris_main.h"
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#include "variant_bastet.h"
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/***********
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* defines *
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***********/
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#define TETRIS_BASTET_HEIGHT_FACTOR 5
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#ifdef RANDOM_SUPPORT
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#define RANDOM8() random8()
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#else
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#define RANDOM8() (rand() % (UINT8_MAX + 1))
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#endif
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/***************************
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* non-interface functions *
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***************************/
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/**
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* Preprocess values like sane starting points for the collision detection or
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* the score impact of every unchanged column to speed up prediction routines.
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* @param pBastet bastet instance which should be preprocessed
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*/
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static void tetris_bastet_doPreprocessing(tetris_bastet_variant_t *pBastet)
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{
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// retrieve sane start and stop values for the column and row indices
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int8_t const nWidth = tetris_bucket_getWidth(pBastet->pBucket);
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int8_t const nStartRow = tetris_bucket_getHeight(pBastet->pBucket) - 1;
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int8_t const nStopRow = tetris_bucket_getFirstTaintedRow(pBastet->pBucket);
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// clear old precalculated scores (last three elements are always 0)
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memset(pBastet->pColScore, 0, nWidth * sizeof(int16_t));
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// calculate the column heights of the actual bucket configuration
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// NOTE: in this loop, pColScore stores the actual column heights,
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// later it will contain the "score impact" of every unchanged column
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for (int8_t y = nStartRow; y >= nStopRow; --y)
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{
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uint16_t const nDumpRow = tetris_bucket_getDumpRow(pBastet->pBucket, y);
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uint16_t nColMask = 0x0001;
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for (uint8_t x = 0; x < nWidth; ++x)
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{
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if ((nDumpRow & nColMask) != 0)
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{
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pBastet->pColScore[x] = nStartRow - y + 1;
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}
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nColMask <<= 1;
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}
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}
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// starting points for collision detection (to speedup things)
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// calculate the maxima of the 4-tuples from column -3 to -1
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pBastet->pStartingRow[0] = pBastet->pColScore[0];
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pBastet->pStartingRow[1] = pBastet->pColScore[0] > pBastet->pColScore[1] ?
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pBastet->pColScore[0] : pBastet->pColScore[1];
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pBastet->pStartingRow[2] = pBastet->pStartingRow[1] > pBastet->pColScore[2]?
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pBastet->pStartingRow[1] : pBastet->pColScore[2];
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// calculate the maxima of the 4-tuples from column 0 to width-1
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for (uint8_t i = 0; i < nWidth; ++i)
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{
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// casting from int16_t to int8_t is safe here, since at this point
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// pColScore only contains column heights which never exceed INT8_MAX-4
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int8_t t0 = pBastet->pColScore[i] > pBastet->pColScore[i + 1] ?
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pBastet->pColScore[i] : pBastet->pColScore[i + 1];
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int8_t t1 = pBastet->pColScore[i + 2] > pBastet->pColScore[i + 3] ?
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pBastet->pColScore[i + 2] : pBastet->pColScore[i + 3];
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pBastet->pStartingRow[i + 3] = t0 > t1 ? t0 : t1;
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}
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for (uint8_t i = nWidth + 3; i--;)
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{
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// normalize to bucket geometry
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pBastet->pStartingRow[i] = nStartRow - pBastet->pStartingRow[i];
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// finally calculate the score impact of every column
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pBastet->pColScore[i] *= TETRIS_BASTET_HEIGHT_FACTOR;
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}
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}
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/**
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* calculate the predicted column heights for a given column range
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* @param pBastet bastet instance whose column heights should be predicted
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* @param pPiece the piece to be tested
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* @param nColum the column where the piece should be dropped
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* @param nStartCol the first column of the range to be predicted
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* @param nStopCol the last column of the range to be predicted
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*/
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static void tetris_bastet_predictColHeights(tetris_bastet_variant_t *pBastet,
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tetris_piece_t *pPiece,
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int8_t nDeepestRow,
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int8_t nColumn,
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int8_t nStartCol,
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int8_t nStopCol)
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{
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// go through every row and calculate column heights
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tetris_bucket_iterator_t iterator;
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int8_t nHeight = 1;
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uint16_t *pDump = tetris_bucket_predictBottomRow(&iterator,
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pBastet->pBucket, pPiece, nDeepestRow, nColumn);
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while (pDump != NULL)
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{
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uint16_t nColMask = 0x0001 << nStartCol;
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for (int8_t x = nStartCol; x <= nStopCol; ++x)
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{
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if ((*pDump & nColMask) != 0)
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{
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pBastet->pColHeights[x] = nHeight;
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}
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nColMask <<= 1;
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}
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pDump = tetris_bucket_predictNextRow(&iterator);
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++nHeight;
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}
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}
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/**
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* sorts the evaluated pieces by score in ascending order (via bubble sort)
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* @param pBastet the Bastet instance whose evaluated pieces should be sorted
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*/
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static void tetris_bastet_sortPieces(tetris_bastet_variant_t *pBastet)
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{
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for (uint8_t i = 7; i--;)
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{
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for (uint8_t j = 0; j < i; ++j)
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{
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if (pBastet->nPieceScore[j].nScore >
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pBastet->nPieceScore[j + 1].nScore)
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{
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tetris_bastet_scorepair_t tmp = pBastet->nPieceScore[j];
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pBastet->nPieceScore[j] = pBastet->nPieceScore[j + 1];
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pBastet->nPieceScore[j + 1] = tmp;
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}
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}
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}
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}
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/**
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* calculates a score for a piece at a given column
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* @param pBastet the bastet instance of interest
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* @param pPiece the piece to be tested
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* @param nColum the column where the piece should be dropped
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* @return score for the given move
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*/
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static int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
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tetris_piece_t *pPiece,
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int8_t nColumn)
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{
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// initial score of the given piece
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int16_t nScore = -32000;
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// the row where the given piece collides
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int8_t nDeepestRow = tetris_bucket_predictDeepestRow(pBastet->pBucket,
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pPiece, pBastet->pStartingRow[nColumn + 3], nColumn);
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// in case the prediction fails we return the lowest possible score
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if (nDeepestRow <= TETRIS_BUCKET_INVALIDROW)
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{
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return -32766;
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}
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// modify score based on complete lines
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int8_t nLines = tetris_bucket_predictCompleteLines(pBastet->pBucket,
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pPiece, nDeepestRow, nColumn);
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nScore += 5000 * nLines;
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// determine a sane range of columns whose heights we want to predict
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int8_t nWidth = tetris_bucket_getWidth(pBastet->pBucket);
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int8_t nStartCol, nStopCol;
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// if lines have been removed, we need to recalculate all column heights
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if (nLines != 0)
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{
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nStartCol = 0;
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nStopCol = nWidth - 1;
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}
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// if no lines were removed, we only need to recalculate a few columns
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else
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{
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nStartCol = (nColumn < 0) ? 0 : nColumn;
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nStopCol = (nColumn + 3) < nWidth ? nColumn + 3 : nWidth - 1;
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}
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// predict column heights of this move
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tetris_bastet_predictColHeights(pBastet, pPiece, nDeepestRow, nColumn,
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nStartCol, nStopCol);
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// modify score based on predicted column heights
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for (int8_t x = nWidth; x--;)
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{
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if ((x >= nStartCol) && (x <= nStopCol))
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{
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nScore -= TETRIS_BASTET_HEIGHT_FACTOR * pBastet->pColHeights[x];
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}
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else
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{
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nScore -= pBastet->pColScore[x];
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}
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}
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return nScore;
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}
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/**
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* calculates the best possible score for every piece
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* @param pBastet the bastet instance of interest
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*/
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static void tetris_bastet_evaluatePieces(tetris_bastet_variant_t *pBastet)
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{
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// precache actual column heights
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tetris_bastet_doPreprocessing(pBastet);
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int8_t nWidth = tetris_bucket_getWidth(pBastet->pBucket);
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tetris_piece_t *pPiece = tetris_piece_construct(TETRIS_PC_LINE,
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TETRIS_PC_ANGLE_0);
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for (uint8_t nBlock = TETRIS_PC_LINE; nBlock <= TETRIS_PC_Z; ++nBlock)
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{
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int16_t nMaxScore = -32768;
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tetris_piece_setShape(pPiece, nBlock);
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int8_t nAngleCount = tetris_piece_getAngleCount(pPiece);
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for (uint8_t nAngle = TETRIS_PC_ANGLE_0; nAngle < nAngleCount; ++nAngle)
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{
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tetris_piece_setAngle(pPiece, nAngle);
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for (int8_t nCol = -3; nCol < nWidth; ++nCol)
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{
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int16_t nScore = tetris_bastet_evaluateMove(pBastet,
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pPiece, nCol);
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nMaxScore = nMaxScore > nScore ? nMaxScore : nScore;
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}
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}
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pBastet->nPieceScore[nBlock].shape = nBlock;
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pBastet->nPieceScore[nBlock].nScore = nMaxScore;
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}
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tetris_piece_destruct(pPiece);
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}
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/***************
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* entry point *
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***************/
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#ifdef MENU_SUPPORT
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// Bastet icon, MSB is leftmost pixel
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static uint8_t bastet_icon[8] PROGMEM =
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{ 0x81, 0xc3, 0xff, 0x99, 0xff, 0xff, 0x66, 0x3c };
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game_descriptor_t bastet_game_descriptor
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__attribute__((section(".game_descriptors"))) =
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{
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&tetris_bastet,
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bastet_icon,
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};
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#endif
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void tetris_bastet(void)
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{
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tetris_main(&tetrisBastetVariant);
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}
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/****************************
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* construction/destruction *
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****************************/
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tetris_variant_t const tetrisBastetVariant =
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{
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&tetris_bastet_construct,
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&tetris_bastet_destruct,
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&tetris_bastet_choosePiece,
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&tetris_bastet_singleDrop,
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&tetris_bastet_completeDrop,
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&tetris_bastet_removedLines,
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&tetris_bastet_getScore,
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&tetris_bastet_getHighscore,
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&tetris_bastet_setHighscore,
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&tetris_bastet_getHighscoreName,
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&tetris_bastet_setHighscoreName,
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&tetris_bastet_getLevel,
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&tetris_bastet_getLines,
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&tetris_bastet_getPreviewPiece,
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&tetris_bastet_getHighscoreIndex,
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&tetris_bastet_setLastInput,
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&tetris_bastet_getBearing
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};
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void *tetris_bastet_construct(tetris_bucket_t *pBucket)
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{
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tetris_bastet_variant_t *pBastet =
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(tetris_bastet_variant_t *) malloc(sizeof(tetris_bastet_variant_t));
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memset(pBastet, 0, sizeof(tetris_bastet_variant_t));
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pBastet->pBucket = pBucket;
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int8_t nWidth = tetris_bucket_getWidth(pBastet->pBucket);
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pBastet->pColScore = (int16_t*) calloc(nWidth + 3, sizeof(int16_t));
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pBastet->pStartingRow = (int8_t*) calloc(nWidth + 3, sizeof(int8_t));
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pBastet->pColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
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return pBastet;
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}
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void tetris_bastet_destruct(void *pVariantData)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastetVariant =
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(tetris_bastet_variant_t *)pVariantData;
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free(pBastetVariant->pColScore);
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free(pBastetVariant->pColHeights);
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if (pBastetVariant->pPreviewPiece != NULL)
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{
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tetris_piece_destruct(pBastetVariant->pPreviewPiece);
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}
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free(pBastetVariant);
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}
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/****************************
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* bastet related functions *
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****************************/
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tetris_piece_t* tetris_bastet_choosePiece(void *pVariantData)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastet =
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(tetris_bastet_variant_t *)pVariantData;
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// determine the best score for every piece
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tetris_bastet_evaluatePieces(pBastet);
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// perturb score (-2 to +2) to avoid stupid tie handling
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for (uint8_t i = 0; i < 7; ++i)
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{
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pBastet->nPieceScore[i].nScore += RANDOM8() % 5 - 2;
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}
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// sort pieces by their score in ascending order
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tetris_bastet_sortPieces(pBastet);
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// new "preview" piece (AKA "won't give you this one")
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if (pBastet->pPreviewPiece != NULL)
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{
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tetris_piece_destruct(pBastet->pPreviewPiece);
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}
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pBastet->pPreviewPiece =
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tetris_piece_construct(pBastet->nPieceScore[6].shape,
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TETRIS_PC_ANGLE_0);
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tetris_piece_t *pPiece = NULL;
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uint8_t const nPercent[4] = {191, 235, 250, 255};
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uint8_t const nRnd = RANDOM8();
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for (uint8_t i = 0; i < 4; ++i)
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{
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if (nRnd <= nPercent[i])
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{
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// circumvent a trick where the line piece consecutively gets the
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// lowest score although it removes a line every time
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if ((pBastet->nPieceScore[i].shape == TETRIS_PC_LINE) &&
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(pBastet->nPieceScore[i].nScore >= -28000))
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{
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i += ((i == 0) ? 1 : -1);
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}
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pPiece = tetris_piece_construct(pBastet->nPieceScore[i].shape,
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TETRIS_PC_ANGLE_0);
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break;
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}
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}
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return pPiece;
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}
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void tetris_bastet_singleDrop(void *pVariantData)
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{
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return;
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}
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void tetris_bastet_completeDrop(void *pVariantData,
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uint8_t nLines)
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{
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return;
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}
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void tetris_bastet_removedLines(void *pVariantData,
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uint8_t nRowMask)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastet =
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(tetris_bastet_variant_t *)pVariantData;
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uint8_t nLines = tetris_bucket_calculateLines(nRowMask);
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pBastet->nLines += nLines;
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pBastet->nLevel = ((pBastet->nLines / 10) < TETRIS_INPUT_LEVELS) ?
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(pBastet->nLines / 10) : (TETRIS_INPUT_LEVELS - 1);
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pBastet->nScore += nLines;
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return;
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}
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/*****************
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* get functions *
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*****************/
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uint16_t tetris_bastet_getScore(void *pVariantData)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastetVariant =
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(tetris_bastet_variant_t *)pVariantData;
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return pBastetVariant->nScore;
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}
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uint16_t tetris_bastet_getHighscore(void *pVariantData)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastetVariant =
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(tetris_bastet_variant_t *)pVariantData;
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return pBastetVariant->nHighscore;
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}
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void tetris_bastet_setHighscore(void *pVariantData,
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uint16_t nHighscore)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastetVariant =
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(tetris_bastet_variant_t *)pVariantData;
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pBastetVariant->nHighscore = nHighscore;
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}
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uint16_t tetris_bastet_getHighscoreName(void *pVariantData)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastetVariant =
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(tetris_bastet_variant_t *)pVariantData;
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return pBastetVariant->nHighscoreName;
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}
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void tetris_bastet_setHighscoreName(void *pVariantData,
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uint16_t nHighscoreName)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastetVariant =
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(tetris_bastet_variant_t *)pVariantData;
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pBastetVariant->nHighscoreName = nHighscoreName;
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}
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uint8_t tetris_bastet_getLevel(void *pVariantData)
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{
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assert(pVariantData != 0);
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tetris_bastet_variant_t *pBastet =
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(tetris_bastet_variant_t *)pVariantData;
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return pBastet->nLevel;
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}
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uint16_t tetris_bastet_getLines(void *pVariantData)
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{
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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,
|
|
uint8_t bMoveOk)
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
tetris_bearing_t tetris_bastet_getBearing(void *pVariantData)
|
|
{
|
|
return TETRIS_BEARING_0;
|
|
}
|
|
|