borgware-2d/games/tetris/variant_bastet.c

536 lines
14 KiB
C

/**
* \addtogroup tetris
* @{
*/
/**
* @file variant_bastet.c
* @brief Implementation of the "Bastard Tetris" module.
* @details Based on the game "Bastet" (version 0.41) by Federico Poloni. His
* code isn't used as the Borg's Tetris framework is too different from
* that of "Petris" (on which Bastet is based), but the algorithms of
* this implementation are closely modeled after his ideas.
* @author Christian Kroll
* @see Federico Poloni's homepage: http://fph.altervista.org/prog/bastet.html
*/
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <stdint.h>
#include <limits.h>
#include "../../random/prng.h"
#include "../../compat/pgmspace.h"
#include "../../menu/menu.h"
#include "bearing.h"
#include "piece.h"
#include "highscore.h"
#include "bucket.h"
#include "input.h"
#include "variants.h"
#include "tetris_main.h"
#include "variant_bastet.h"
/***********
* defines *
***********/
#define TETRIS_BASTET_HEIGHT_FACTOR 5
#ifdef RANDOM_SUPPORT
#define RANDOM8() random8()
#else
#define RANDOM8() (rand() % (UINT8_MAX + 1))
#endif
/***************************
* non-interface functions *
***************************/
/**
* Preprocess values like sane starting points for the collision detection or
* the score impact of every unchanged column to speed up prediction routines.
* @param pBastet bastet instance which should be preprocessed
*/
static void tetris_bastet_doPreprocessing(tetris_bastet_variant_t *pBastet)
{
// retrieve sane start and stop values for the column and row indices
int8_t const nWidth = tetris_bucket_getWidth(pBastet->pBucket);
int8_t const nStartRow = tetris_bucket_getHeight(pBastet->pBucket) - 1;
int8_t const nStopRow = tetris_bucket_getFirstTaintedRow(pBastet->pBucket);
// clear old precalculated scores (last three elements are always 0)
memset(pBastet->pColScore, 0, nWidth * sizeof(int16_t));
// calculate the column heights of the actual bucket configuration
// NOTE: in this loop, pColScore stores the actual column heights,
// later it will contain the "score impact" of every unchanged column
for (int8_t y = nStartRow; y >= nStopRow; --y)
{
uint16_t const nDumpRow = tetris_bucket_getDumpRow(pBastet->pBucket, y);
uint16_t nColMask = 0x0001;
for (uint8_t x = 0; x < nWidth; ++x)
{
if ((nDumpRow & nColMask) != 0)
{
pBastet->pColScore[x] = nStartRow - y + 1;
}
nColMask <<= 1;
}
}
// starting points for collision detection (to speedup things)
// calculate the maxima of the 4-tuples from column -3 to -1
pBastet->pStartingRow[0] = pBastet->pColScore[0];
pBastet->pStartingRow[1] = pBastet->pColScore[0] > pBastet->pColScore[1] ?
pBastet->pColScore[0] : pBastet->pColScore[1];
pBastet->pStartingRow[2] = pBastet->pStartingRow[1] > pBastet->pColScore[2]?
pBastet->pStartingRow[1] : pBastet->pColScore[2];
// calculate the maxima of the 4-tuples from column 0 to width-1
for (uint8_t i = 0; i < nWidth; ++i)
{
// casting from int16_t to int8_t is safe here, since at this point
// pColScore only contains column heights which never exceed INT8_MAX-4
int8_t t0 = pBastet->pColScore[i] > pBastet->pColScore[i + 1] ?
pBastet->pColScore[i] : pBastet->pColScore[i + 1];
int8_t t1 = pBastet->pColScore[i + 2] > pBastet->pColScore[i + 3] ?
pBastet->pColScore[i + 2] : pBastet->pColScore[i + 3];
pBastet->pStartingRow[i + 3] = t0 > t1 ? t0 : t1;
}
for (uint8_t i = nWidth + 3; i--;)
{
// normalize to bucket geometry
pBastet->pStartingRow[i] = nStartRow - pBastet->pStartingRow[i];
// finally calculate the score impact of every column
pBastet->pColScore[i] *= TETRIS_BASTET_HEIGHT_FACTOR;
}
}
/**
* calculate the predicted column heights for a given column range
* @param pBastet bastet instance whose column heights should be predicted
* @param pPiece the piece to be tested
* @param nColum the column where the piece should be dropped
* @param nStartCol the first column of the range to be predicted
* @param nStopCol the last column of the range to be predicted
*/
static void tetris_bastet_predictColHeights(tetris_bastet_variant_t *pBastet,
tetris_piece_t *pPiece,
int8_t nDeepestRow,
int8_t nColumn,
int8_t nStartCol,
int8_t nStopCol)
{
// go through every row and calculate column heights
tetris_bucket_iterator_t iterator;
int8_t nHeight = 1;
uint16_t *pDump = tetris_bucket_predictBottomRow(&iterator,
pBastet->pBucket, pPiece, nDeepestRow, nColumn);
while (pDump != NULL)
{
uint16_t nColMask = 0x0001 << nStartCol;
for (int8_t x = nStartCol; x <= nStopCol; ++x)
{
if ((*pDump & nColMask) != 0)
{
pBastet->pColHeights[x] = nHeight;
}
nColMask <<= 1;
}
pDump = tetris_bucket_predictNextRow(&iterator);
++nHeight;
}
}
/**
* sorts the evaluated pieces by score in ascending order (via bubble sort)
* @param pBastet the Bastet instance whose evaluated pieces should be sorted
*/
static void tetris_bastet_sortPieces(tetris_bastet_variant_t *pBastet)
{
for (uint8_t i = 7; i--;)
{
for (uint8_t j = 0; j < i; ++j)
{
if (pBastet->nPieceScore[j].nScore >
pBastet->nPieceScore[j + 1].nScore)
{
tetris_bastet_scorepair_t tmp = pBastet->nPieceScore[j];
pBastet->nPieceScore[j] = pBastet->nPieceScore[j + 1];
pBastet->nPieceScore[j + 1] = tmp;
}
}
}
}
/**
* calculates a score for a piece at a given column
* @param pBastet the bastet instance of interest
* @param pPiece the piece to be tested
* @param nColum the column where the piece should be dropped
* @return score for the given move
*/
static int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
tetris_piece_t *pPiece,
int8_t nColumn)
{
// initial score of the given piece
int16_t nScore = -32000;
// the row where the given piece collides
int8_t nDeepestRow = tetris_bucket_predictDeepestRow(pBastet->pBucket,
pPiece, pBastet->pStartingRow[nColumn + 3], nColumn);
// in case the prediction fails we return the lowest possible score
if (nDeepestRow <= TETRIS_BUCKET_INVALID)
{
return -32766;
}
// modify score based on complete lines
int8_t nLines = tetris_bucket_predictCompleteLines(pBastet->pBucket,
pPiece, nDeepestRow, nColumn);
nScore += 5000 * nLines;
// determine a sane range of columns whose heights we want to predict
int8_t nWidth = tetris_bucket_getWidth(pBastet->pBucket);
int8_t nStartCol, nStopCol;
// if lines have been removed, we need to recalculate all column heights
if (nLines != 0)
{
nStartCol = 0;
nStopCol = nWidth - 1;
}
// if no lines were removed, we only need to recalculate a few columns
else
{
nStartCol = (nColumn < 0) ? 0 : nColumn;
nStopCol = (nColumn + 3) < nWidth ? nColumn + 3 : nWidth - 1;
}
// predict column heights of this move
tetris_bastet_predictColHeights(pBastet, pPiece, nDeepestRow, nColumn,
nStartCol, nStopCol);
// modify score based on predicted column heights
for (int8_t x = nWidth; x--;)
{
if ((x >= nStartCol) && (x <= nStopCol))
{
nScore -= TETRIS_BASTET_HEIGHT_FACTOR * pBastet->pColHeights[x];
}
else
{
nScore -= pBastet->pColScore[x];
}
}
return nScore;
}
/**
* calculates the best possible score for every piece
* @param pBastet the bastet instance of interest
*/
static void tetris_bastet_evaluatePieces(tetris_bastet_variant_t *pBastet)
{
// precache actual column heights
tetris_bastet_doPreprocessing(pBastet);
int8_t nWidth = tetris_bucket_getWidth(pBastet->pBucket);
tetris_piece_t *pPiece = tetris_piece_construct(TETRIS_PC_LINE,
TETRIS_PC_ANGLE_0);
for (uint8_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 (uint8_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->nPieceScore[nBlock].shape = nBlock;
pBastet->nPieceScore[nBlock].nScore = nMaxScore;
}
tetris_piece_destruct(pPiece);
}
/***************
* entry point *
***************/
#ifdef MENU_SUPPORT
// Bastet icon, MSB is leftmost pixel
static uint8_t const 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 *
****************************/
tetris_variant_t const 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_getBearing
};
void *tetris_bastet_construct(tetris_bucket_t *pBucket)
{
tetris_bastet_variant_t *pBastet =
(tetris_bastet_variant_t *) malloc(sizeof(tetris_bastet_variant_t));
memset(pBastet, 0, sizeof(tetris_bastet_variant_t));
pBastet->pBucket = pBucket;
int8_t nWidth = tetris_bucket_getWidth(pBastet->pBucket);
pBastet->pColScore = (int16_t*) calloc(nWidth + 3, sizeof(int16_t));
pBastet->pStartingRow = (int8_t*) calloc(nWidth + 3, sizeof(int8_t));
pBastet->pColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
return pBastet;
}
void tetris_bastet_destruct(void *pVariantData)
{
assert(pVariantData != 0);
tetris_bastet_variant_t *pBastetVariant =
(tetris_bastet_variant_t *)pVariantData;
free(pBastetVariant->pColScore);
free(pBastetVariant->pColHeights);
if (pBastetVariant->pPreviewPiece != NULL)
{
tetris_piece_destruct(pBastetVariant->pPreviewPiece);
}
free(pBastetVariant);
}
/****************************
* bastet related functions *
****************************/
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->nPieceScore[i].nScore += RANDOM8() % 5 - 2;
}
// sort pieces by their score in ascending order
tetris_bastet_sortPieces(pBastet);
// 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->nPieceScore[6].shape,
TETRIS_PC_ANGLE_0);
tetris_piece_t *pPiece = NULL;
uint8_t const nPercent[4] = {191, 235, 250, 255};
uint8_t const nRnd = RANDOM8();
for (uint8_t i = 0; i < 4; ++i)
{
if (nRnd <= nPercent[i])
{
// circumvent a trick where the line piece consecutively gets the
// lowest score although it removes a line every time
if ((pBastet->nPieceScore[i].shape == TETRIS_PC_LINE) &&
(pBastet->nPieceScore[i].nScore >= -28000))
{
i += ((i == 0) ? 1 : -1);
}
pPiece = tetris_piece_construct(pBastet->nPieceScore[i].shape,
TETRIS_PC_ANGLE_0);
break;
}
}
return pPiece;
}
void tetris_bastet_singleDrop(void *pVariantData)
{
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_bucket_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,
uint8_t bMoveOk)
{
return;
}
tetris_bearing_t tetris_bastet_getBearing(void *pVariantData)
{
return TETRIS_BEARING_0;
}
/*@}*/