replaced rand() with bg's random8() and replaced qsort() with my own heapsort function - saving 1.1 kB\!
This commit is contained in:
parent
41d9ded12f
commit
1a3e64844c
|
@ -131,26 +131,63 @@ void tetris_bastet_calcPredictedColHeights(tetris_bastet_variant_t *pBastet,
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* compare function for quick sorting the pieces by score
|
* this function is part of the heapsort algorithm for sorting pieces by score
|
||||||
* @param pa the first value to compare
|
* @param pBastet the Bastet instance whose evaluated pieces should be sorted
|
||||||
* @param pb the second value to compare
|
* @param nRoot start of the sift
|
||||||
|
* @param nEnd how far down the heap to sift
|
||||||
*/
|
*/
|
||||||
static int tetris_bastet_qsortCompare(void const *pa,
|
static void tetris_bastet_siftDownPieces(tetris_bastet_variant_t *pBastet,
|
||||||
void const *pb)
|
int8_t nRoot,
|
||||||
|
int8_t nEnd)
|
||||||
{
|
{
|
||||||
tetris_bastet_scorepair_t *pScorePairA = (tetris_bastet_scorepair_t *)pa;
|
while ((nRoot * 2 + 1) <= nEnd)
|
||||||
tetris_bastet_scorepair_t *pScorePairB = (tetris_bastet_scorepair_t *)pb;
|
|
||||||
if (pScorePairA->nScore == pScorePairB->nScore)
|
|
||||||
{
|
{
|
||||||
return 0;
|
int8_t nChild = nRoot * 2 + 1;
|
||||||
|
int8_t nSwap = nRoot;
|
||||||
|
if (pBastet->nPieceScore[nSwap].nScore <
|
||||||
|
pBastet->nPieceScore[nChild].nScore)
|
||||||
|
{
|
||||||
|
nSwap = nChild;
|
||||||
|
}
|
||||||
|
if ((nChild < nEnd) && (pBastet->nPieceScore[nSwap].nScore <
|
||||||
|
pBastet->nPieceScore[nChild + 1].nScore))
|
||||||
|
{
|
||||||
|
nSwap = nChild + 1;
|
||||||
|
}
|
||||||
|
if (nSwap != nRoot)
|
||||||
|
{
|
||||||
|
tetris_bastet_scorepair_t scTmp = pBastet->nPieceScore[nRoot];
|
||||||
|
pBastet->nPieceScore[nRoot] = pBastet->nPieceScore[nSwap];
|
||||||
|
pBastet->nPieceScore[nSwap] = scTmp;
|
||||||
|
nRoot = nSwap;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if (pScorePairA->nScore < pScorePairB->nScore)
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* sorts the evaluated pieces by score in ascending order (via heapsort algo)
|
||||||
|
* @param pBastet the Bastet instance whose evaluated pieces should be sorted
|
||||||
|
*/
|
||||||
|
static void tetris_bastet_sortPieces(tetris_bastet_variant_t *pBastet)
|
||||||
|
{
|
||||||
|
int8_t const nCount = 7;
|
||||||
|
// heapify
|
||||||
|
for (int8_t nStart = nCount / 2 - 1; nStart >= 0; --nStart)
|
||||||
{
|
{
|
||||||
return -1;
|
tetris_bastet_siftDownPieces(pBastet, nStart, nCount - 1);
|
||||||
}
|
}
|
||||||
else
|
// sorting the heap
|
||||||
|
for (int8_t nEnd = nCount - 1; nEnd > 0; --nEnd)
|
||||||
{
|
{
|
||||||
return 1;
|
tetris_bastet_scorepair_t scTmp = pBastet->nPieceScore[nEnd];
|
||||||
|
pBastet->nPieceScore[nEnd] = pBastet->nPieceScore[0];
|
||||||
|
pBastet->nPieceScore[0] = scTmp;
|
||||||
|
tetris_bastet_siftDownPieces(pBastet, 0, nEnd - 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -354,6 +391,7 @@ tetris_piece_t* tetris_bastet_choosePiece(void *pVariantData)
|
||||||
|
|
||||||
// determine the best score for every piece
|
// determine the best score for every piece
|
||||||
tetris_bastet_evaluatePieces(pBastet);
|
tetris_bastet_evaluatePieces(pBastet);
|
||||||
|
|
||||||
// perturb score (-2 to +2) to avoid stupid tie handling
|
// perturb score (-2 to +2) to avoid stupid tie handling
|
||||||
for (uint8_t i = 0; i < 7; ++i)
|
for (uint8_t i = 0; i < 7; ++i)
|
||||||
{
|
{
|
||||||
|
@ -361,8 +399,7 @@ tetris_piece_t* tetris_bastet_choosePiece(void *pVariantData)
|
||||||
}
|
}
|
||||||
|
|
||||||
// sort pieces by their score in ascending order
|
// sort pieces by their score in ascending order
|
||||||
qsort(pBastet->nPieceScore, 7, sizeof(tetris_bastet_scorepair_t),
|
tetris_bastet_sortPieces(pBastet);
|
||||||
&tetris_bastet_qsortCompare);
|
|
||||||
|
|
||||||
// new "preview" piece (AKA "won't give you this one")
|
// new "preview" piece (AKA "won't give you this one")
|
||||||
if (pBastet->pPreviewPiece != NULL)
|
if (pBastet->pPreviewPiece != NULL)
|
||||||
|
@ -374,11 +411,11 @@ tetris_piece_t* tetris_bastet_choosePiece(void *pVariantData)
|
||||||
TETRIS_PC_ANGLE_0);
|
TETRIS_PC_ANGLE_0);
|
||||||
|
|
||||||
tetris_piece_t *pPiece = NULL;
|
tetris_piece_t *pPiece = NULL;
|
||||||
uint8_t const nPercent[4] = {75, 92, 98, 100};
|
uint8_t const nPercent[4] = {191, 235, 250, 255};
|
||||||
uint8_t nRnd = rand() % 100;
|
uint8_t const nRnd = random8();
|
||||||
for (uint8_t i = 0; i < 4; ++i)
|
for (uint8_t i = 0; i < 4; ++i)
|
||||||
{
|
{
|
||||||
if (nRnd < nPercent[i])
|
if (nRnd <= nPercent[i])
|
||||||
{
|
{
|
||||||
// circumvent a trick where the line piece consecutively gets the
|
// circumvent a trick where the line piece consecutively gets the
|
||||||
// lowest score although it removes a line every time
|
// lowest score although it removes a line every time
|
||||||
|
|
Loading…
Reference in New Issue