pcb and initial code from https://github.com/das-labor/borgware-2d.git
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118 lines
3.1 KiB
118 lines
3.1 KiB
#include <inttypes.h>
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#include <stdlib.h>
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#include <string.h>
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#include "piece.h"
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#include "playfield.h"
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#include "bast.h"
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/***************************
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* non-interface functions *
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***************************/
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/* Function: tetris_bastet_clearColHeights;
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* Description: resets the array for the column heights
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* Argument pBastet: bastet instance whose array should be reset
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* Return value: void
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*/
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void tetris_bastet_clearColHeights(tetris_bastet_t *pBastet)
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{
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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for (int i = 0; i < nWidth; ++i)
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{
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pBastet->pColHeights[i] = 0;
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}
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}
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/****************************
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* construction/destruction *
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****************************/
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/* Function: tetris_bastet_construct
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* Description: constructs a bastet instance for a given playfield
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* Argument pPlayfield: the playfield to be observed
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* Return value: pointer to a newly created bastet instance
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*/
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tetris_bastet_t* tetris_bastet_construct(tetris_playfield_t *pPl)
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{
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tetris_bastet_t *pBastet =
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(tetris_bastet_t *) malloc(sizeof(tetris_bastet_t));
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pBastet->pPlayfield = pPl;
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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pBastet->pColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
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tetris_bastet_clearColHeights(pBastet);
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return pBastet;
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}
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/* Function: tetris_bastet_destruct
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* Description: destructs the given bastet instance
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* Argument pBastet: the bastet instance to be destroyed
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* Return value: void
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*/
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void tetris_bastet_destruct(tetris_bastet_t *pBastet)
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{
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if (pBastet->pColHeights != NULL)
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{
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free(pBastet->pColHeights);
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}
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free(pBastet);
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}
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/****************************
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* bastet related functions *
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****************************/
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/* Function: tetris_bastet_construct
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* Description: calculates a score for a piece at a given column
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* Argument pBastet: the bastet instance of interest
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* Argument pPiece: the piece to be tested
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* Argument pnColum: the column where the piece should be dropped
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* Return value: score for the given move
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*/
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int16_t tetris_bastet_evalPos(tetris_bastet_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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int16_t nScore = -32000;
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// modify score based on complete lines
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int8_t nLines = tetris_playfield_predictCompleteLines(pBastet->pPlayfield,
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pPiece, nColumn);
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nScore += 5000 * nLines;
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// go through every row and calculate column heights
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tetris_playfield_iterator_t iterator;
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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int8_t nHeight = 1;
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uint16_t *pDump = tetris_playfield_predictBottomRow(&iterator,
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pBastet->pPlayfield, pPiece, nColumn);
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while (pDump != NULL)
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{
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for (int x = 0; x < nWidth; ++x)
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{
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if ((*pDump & (0x0001 << x)) != 0)
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{
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pBastet->pColHeights[x] = nHeight;
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}
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}
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pDump = tetris_playfield_predictNextRow(&iterator);
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++nHeight;
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}
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// modify score based on predicted column heights
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for (int x = 0; x < nWidth; ++x)
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{
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nScore -= 5 * pBastet->pColHeights[x];
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}
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// reset column height array for later use
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tetris_bastet_clearColHeights(pBastet);
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return nScore;
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}
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