417 lines
10 KiB
C
417 lines
10 KiB
C
#include <inttypes.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.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 "variant_bastet.h"
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#include "variants.h"
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#include "tetris_main.h"
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#include "input.h"
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#include "piece.h"
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#include "playfield.h"
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#include "orientation.h"
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#include "input.h"
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/***************************
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* non-interface functions *
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***************************/
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/**
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* resets the array for the column heights
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* @param pBastet bastet instance whose array should be reset
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* @param nStart start index
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* @param nStop stop index
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*/
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void tetris_bastet_clearColHeights(tetris_bastet_variant_t *pBastet,
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int8_t nStart,
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int8_t nStop)
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{
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for (int i = nStart; i <= nStop; ++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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* compare function for quick sorting the pieces by score
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* @param pa the first value to compare
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* @param pb the second value to compare
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*/
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int tetris_bastet_qsortCompare(const void *pa, const void *pb)
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{
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tetris_bastet_scorepair_t *pScorePairA = (tetris_bastet_scorepair_t *)pa;
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tetris_bastet_scorepair_t *pScorePairB = (tetris_bastet_scorepair_t *)pb;
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if (pScorePairA->nScore == pScorePairB->nScore)
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{
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return 0;
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}
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else if (pScorePairA->nScore < pScorePairB->nScore)
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{
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return -1;
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}
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else
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{
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return 1;
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}
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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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const tetris_variant_t 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_getOrientation
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};
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void *tetris_bastet_construct(tetris_playfield_t *pPl)
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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->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, 0, nWidth - 1);
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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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if (pBastetVariant->pColHeights != NULL)
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{
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free(pBastetVariant->pColHeights);
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}
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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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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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// the row where the given piece collides
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int8_t nDeepestRow = tetris_playfield_predictDeepestRow(pBastet->pPlayfield,
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pPiece, nColumn);
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// initial score of the given piece
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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, nDeepestRow, nColumn);
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nScore += 5000 * nLines;
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// determine sane start and stop columns whose heights we want to calculate
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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int8_t nStartCol = ((nColumn - 1) < 0) ? 0 : nColumn - 1;
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int8_t nStopCol;
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// Do we start at the left most position?
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// If we do we MUST calculate the heights of ALL columns (initial step)
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if (nColumn <= -3)
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{
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nStopCol = nWidth - 1;
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// reset all column heights to zero
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tetris_bastet_clearColHeights(pBastet, 0 , nWidth);
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}
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// If not, only calculate columns which are affected by the moved piece.
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else
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{
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nStopCol = (nColumn + 3) < nWidth ? nColumn + 3 : nWidth - 1;
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// clear affected column heights to prevent miscalculations
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tetris_bastet_clearColHeights(pBastet, nStartCol, nStopCol);
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}
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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 nHeight = 1;
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uint16_t *pDump = tetris_playfield_predictBottomRow(&iterator,
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pBastet->pPlayfield, pPiece, nDeepestRow, nColumn);
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if (pDump == NULL)
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{
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// an immediately returned NULL is caused by a full dump -> low score
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return -32766;
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}
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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 (int 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_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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return nScore;
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}
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void tetris_bastet_evaluatePieces(tetris_bastet_variant_t *pBastet)
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{
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int8_t nWidth = tetris_playfield_getWidth(pBastet->pPlayfield);
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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 (int8_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 (int8_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->nPieceScores[nBlock].shape = nBlock;
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pBastet->nPieceScores[nBlock].nScore = nMaxScore;
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}
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tetris_piece_destruct(pPiece);
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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->nPieceScores[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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qsort(pBastet->nPieceScores, 7, sizeof(tetris_bastet_scorepair_t),
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&tetris_bastet_qsortCompare);
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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->nPieceScores[6].shape,
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TETRIS_PC_ANGLE_0);
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tetris_piece_t *pPiece;
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const uint8_t nPercent[4] = {75, 92, 98, 100};
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uint8_t nRnd = rand() % 100;
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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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pPiece = tetris_piece_construct(pBastet->nPieceScores[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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uint8_t nLines)
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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_playfield_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);
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tetris_bastet_variant_t *pBastet =
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(tetris_bastet_variant_t *)pVariantData;
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return pBastet->nLines;
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}
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tetris_piece_t* tetris_bastet_getPreviewPiece(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->pPreviewPiece;
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}
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tetris_highscore_index_t tetris_bastet_getHighscoreIndex(void *pVariantData)
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{
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return TETRIS_HISCORE_BASTET;
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}
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void tetris_bastet_setLastInput(void *pVariantData,
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tetris_input_command_t inCmd)
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{
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return;
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}
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tetris_orientation_t tetris_bastet_getOrientation(void *pVariantData)
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{
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return TETRIS_ORIENTATION_0;
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}
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