optimized collision detection and better preprocessing for bastet (bastet algorithm almost twice as fast)
This commit is contained in:
parent
a246779eff
commit
7deb41c236
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@ -2,6 +2,7 @@
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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 "../../compat/pgmspace.h"
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#include "../../config.h"
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#include "bucket.h"
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#include "piece.h"
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@ -14,10 +15,12 @@
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/**
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* determines if piece is either hovering or gliding
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* @param pBucket the bucket we want information from
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* @return TETRIS_PFS_HOVERING or TETRIS_PFS_GLIDING
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* @return TETRIS_BUS_HOVERING or TETRIS_BUS_GLIDING
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*/
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tetris_bucket_status_t tetris_bucket_hoverStatus(tetris_bucket_t* pBucket)
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{
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assert(pBucket != NULL);
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// if the piece touches the dump we ensure that the status is "gliding"
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if (tetris_bucket_collision(pBucket, pBucket->nColumn, pBucket->nRow + 1))
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{
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@ -115,7 +118,7 @@ void tetris_bucket_reset(tetris_bucket_t *pBucket)
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// clear dump if it has been allocated in memory
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if (pBucket->dump != NULL)
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{
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memset(pBucket->dump, 0, pBucket->nHeight);
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memset(pBucket->dump, 0, pBucket->nHeight * sizeof(uint16_t));
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}
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pBucket->status = TETRIS_BUS_READY;
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@ -148,7 +151,7 @@ void tetris_bucket_insertPiece(tetris_bucket_t *pBucket,
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{
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assert((pBucket != NULL) && (pPiece != NULL) && (ppOldPiece != NULL));
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// a piece can only be inserted in state TETRIS_PFS_READY
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// a piece can only be inserted in state TETRIS_BUS_READY
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assert(pBucket->status == TETRIS_BUS_READY);
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// row mask is now meaningless
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@ -182,94 +185,50 @@ uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
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int8_t nColumn,
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int8_t nRow)
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{
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assert(pBucket != NULL);
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// A piece is represented by 16 bits (4 bits per row where the LSB marks the
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// left most position). The part of the bucket which is covered by the piece
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// is converted to this format (including the bucket borders) so that a
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// simple bitwise 'AND' tells us if the piece and the dump overlap.
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// only allow coordinates which are within sane ranges
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assert(pBucket != NULL);
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assert((nColumn > -4) && (nColumn < pBucket->nWidth));
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assert((nRow > -4) && (nRow < pBucket->nHeight));
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// The rows of a piece get compared with the background one by one
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// until either a collision occures or all rows are compared. Both the
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// piece row and the part of the bucket it covers are represented in
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// 4 bits which were singled out from their corresponding uint16_t
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// values and are aligned to LSB. In case where a piece overlaps with
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// either the left or the right border we "enhance" the bucket part
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// via bit shifting and set all bits representing the border to 1.
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//
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// NOTE: LSB represents the left most position.
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uint16_t nPieceMap = tetris_piece_getBitmap(pBucket->pPiece);
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uint16_t nBucketPart;
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uint16_t nPieceRowMap;
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// negative nRow values indicate that the piece hasn't fully entered the
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// bucket yet which requires special treatment if the piece overlaps
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// with either the left or the right border
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if (nRow < 0)
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{
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uint16_t nBorderMask = 0x0000;
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// piece overlaps with left border
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// left and right borders
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uint16_t nBucketPart = 0;
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if (nColumn < 0)
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{
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nBorderMask = 0x1111 << (-nColumn - 1);
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static uint16_t const nLeftPart[] PROGMEM = {0x7777, 0x3333, 0x1111};
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nBucketPart = pgm_read_word(&nLeftPart[nColumn + 3]);
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}
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// piece overlaps with right border
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else if ((nColumn + 3) >= pBucket->nWidth)
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else if (nColumn >= pBucket->nWidth - 3)
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{
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nBorderMask = 0x8888 >> ((nColumn + 3) - pBucket->nWidth);
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static uint16_t const nRightPart[] PROGMEM = {0xEEEE, 0xCCCC, 0x8888};
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nBucketPart = pgm_read_word(&nRightPart[pBucket->nWidth - nColumn - 1]);
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}
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// return if piece collides with border
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if ((nPieceMap & nBorderMask) != 0)
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{
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return 1;
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}
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}
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// here we check the part which has already entered the bucket
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for (int8_t y = (nRow < 0) ? -nRow : 0; y < 4; ++y)
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{
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// current piece row overlaps with lower border
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if ((y + nRow) >= pBucket->nHeight)
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{
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// all 4 bits represent the lower border
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nBucketPart = 0x000F;
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}
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// piece overlaps with left border
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else if (nColumn < 0)
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{
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// clear all bits we are not interested in
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nBucketPart = (pBucket->dump[y + nRow] & (0x000F >> -nColumn));
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// add zeros to the left (the bits "behind" the left border)
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nBucketPart <<= -nColumn;
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// set bits beyond left border to 1
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nBucketPart |= 0x000F >> (4 + nColumn);
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}
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// piece overlaps with right border
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else if ((nColumn + 3) >= pBucket->nWidth)
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{
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// align the bits we are interested in to LSB
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// (thereby clearing the rest)
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nBucketPart = pBucket->dump[y + nRow] >> nColumn;
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// set bits beyond right border to 1
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nBucketPart |= 0xFFF8 >> (nColumn + 3 - pBucket->nWidth);
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}
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// current row neither overlaps with left, right nor lower border
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else
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{
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// clear all bits we are not interested in and align the
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// remaing row to LSB
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nBucketPart =
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(pBucket->dump[y + nRow] & (0x000F << nColumn)) >> nColumn;
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}
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// clear all bits of the piece we are not interested in and
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// align the remaing row to LSB
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nPieceRowMap = (nPieceMap & (0x000F << (y << 2))) >> (y << 2);
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// finally check for a collision
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if ((nBucketPart & nPieceRowMap) != 0)
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// lower border
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if (nRow > pBucket->nHeight - 4)
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{
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nBucketPart |= 0xFFFF << ((pBucket->nHeight - nRow) * 4);
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}
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int8_t const nStop = (nRow + 3) < pBucket->nHeight ?
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nRow + 3 : pBucket->nHeight - 1;
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// mask those blocks which are not covered by the piece
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uint16_t nDumpMask = nColumn >= 0 ? 0x000F << nColumn : 0x000F >> -nColumn;
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// value for shifting blocks to the corresponding part of the piece
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int8_t nShift = -nColumn + (nRow < 0 ? 4 * -nRow : 0);
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for (int8_t y = nRow >= 0 ? nRow : 0; y <= nStop; ++y)
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{
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uint16_t nTemp = pBucket->dump[y] & nDumpMask;
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nBucketPart |= nShift >= 0 ? nTemp << nShift : nTemp >> -nShift;
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if ((tetris_piece_getBitmap(pBucket->pPiece) & nBucketPart) != 0)
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{
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// collision
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return 1;
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}
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nShift += 4;
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}
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// if we reach here, no collision was detected
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@ -412,7 +371,7 @@ void tetris_bucket_removeCompleteLines(tetris_bucket_t *pBucket)
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{
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assert(pBucket != NULL);
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// rows can only be removed if we are in state TETRIS_PFS_DOCKED
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// rows can only be removed if we are in state TETRIS_BUS_DOCKED
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assert(pBucket->status == TETRIS_BUS_DOCKED);
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// bit mask of a full row
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@ -560,32 +519,49 @@ uint16_t tetris_bucket_getDumpRow(tetris_bucket_t *pBucket,
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int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
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tetris_piece_t *pPiece,
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int8_t nStartingRow,
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int8_t nColumn)
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{
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int8_t nRow = tetris_bucket_getPieceStartPos(pPiece);
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assert(pBucket != NULL);
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assert(pPiece != NULL);
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assert(nStartingRow >= -1 && nStartingRow < pBucket->nHeight);
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assert(nColumn >= -3 && nColumn < pBucket->nWidth);
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// exchange current piece of the bucket (to use its collision detection)
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tetris_piece_t *pActualPiece = pBucket->pPiece;
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pBucket->pPiece = pPiece;
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// is it actually possible to use this piece?
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if (tetris_bucket_collision(pBucket, (pBucket->nWidth - 2) / 2, nRow) ||
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(tetris_bucket_collision(pBucket, nColumn, nRow)))
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// determine empty rows of the bottom of piece which may overlap the dump
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uint16_t nMap = tetris_piece_getBitmap(pPiece);
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int8_t nOffset = 0;
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if ((nMap & 0xF000) != 0)
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nOffset = 3;
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else if ((nMap & 0xFF00) != 0)
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nOffset = 2;
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else if ((nMap & 0xFFF0) != 0)
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nOffset = 1;
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int8_t nRow = nStartingRow - nOffset;
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// check if the piece collides with the left or the right wall
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if ((nRow < -3) || (((nColumn < 0) || (nColumn >= pBucket->nWidth - 3)) &&
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tetris_bucket_collision(pBucket, nColumn, nRow)))
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{
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// restore real piece
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pBucket->pPiece = pActualPiece;
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return -4;
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nRow = TETRIS_BUCKET_INVALIDROW;
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}
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// determine deepest row
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nRow = (nRow < pBucket->nFirstMatterRow - 4) ?
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pBucket->nFirstMatterRow - 4 : nRow;
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while ((nRow < pBucket->nHeight) &&
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(!tetris_bucket_collision(pBucket, nColumn, nRow + 1)))
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else
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{
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while (!tetris_bucket_collision(pBucket, nColumn, nRow + 1))
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{
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++nRow;
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}
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if ((nRow < 0) && (((nRow + 4) * 4) << nMap))
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{
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nRow = TETRIS_BUCKET_INVALIDROW;
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}
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}
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// restore real piece
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// restore actual bucket piece
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pBucket->pPiece = pActualPiece;
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return nRow;
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@ -597,16 +573,15 @@ int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
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int8_t nRow,
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int8_t nColumn)
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{
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assert(nRow > -4);
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int8_t nCompleteRows = 0;
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// bit mask of a full row
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uint16_t nFullRow = 0xFFFF >> (16 - pBucket->nWidth);
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if (nRow > -4)
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{
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// determine sane start and stop values for the dump's index
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int8_t nStartRow =
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((nRow + 3) >= pBucket->nHeight) ? pBucket->nHeight - 1 : nRow + 3;
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int8_t nStartRow = ((nRow + 3) >= pBucket->nHeight) ?
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pBucket->nHeight - 1 : nRow + 3;
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int8_t nStopRow = (nRow < 0) ? 0 : nRow;
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uint16_t nPiece = tetris_piece_getBitmap(pPiece);
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@ -615,8 +590,8 @@ int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
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{
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int8_t y = i - nRow;
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// clear all bits of the piece we are not interested in and
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// align the rest to LSB
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// clear all bits of the piece we are not interested in and align the
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// rest to LSB
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uint16_t nPieceMap = (nPiece & (0x000F << (y << 2))) >> (y << 2);
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// shift the remaining content to the current column
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if (nColumn >= 0)
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@ -636,7 +611,6 @@ int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
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++nCompleteRows;
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}
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}
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}
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return nCompleteRows;
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}
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@ -6,6 +6,13 @@
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#include "piece.h"
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/***********
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* defines *
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***********/
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#define TETRIS_BUCKET_INVALIDROW -4
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/*********
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* types *
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*********/
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@ -245,11 +252,13 @@ uint16_t tetris_bucket_getDumpRow(tetris_bucket_t *pBucket,
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* returns the deepest possible row for a given piece
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* @param pBucket the bucket on which we want to test a piece
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* @param pPiece the piece which should be tested
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* @param nStartingRow the row where the collision detection should start
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* @param nColumn the column where the piece should be dropped
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* @return the row of the piece (bucket compliant coordinates)
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*/
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int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
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tetris_piece_t *pPiece,
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int8_t nStartingRow,
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int8_t nColumn);
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@ -1,14 +1,14 @@
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#include <stdlib.h>
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#include <assert.h>
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#include <stdint.h>
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#include "tetris_main.h"
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#include "variants.h"
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#include "bearing.h"
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#include "piece.h"
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#include "bucket.h"
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#include "view.h"
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#include "input.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 "view.h"
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#include "tetris_main.h"
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void tetris_main(tetris_variant_t const *const pVariantMethods)
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@ -27,17 +27,21 @@
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***************************/
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/**
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* calculate the score impact of every column (without any prediction)
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* @param pBastet bastet instance whose column heights should be calculated
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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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void tetris_bastet_calcActualColumnsScoreImpact(tetris_bastet_variant_t *pBastet)
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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 nWidth = tetris_bucket_getWidth(pBastet->pBucket);
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int8_t nStartRow = tetris_bucket_getHeight(pBastet->pBucket) - 1;
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int8_t nStopRow = tetris_bucket_getFirstMatterRow(pBastet->pBucket);
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// printf("%d ", nStopRow);
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// calculate the column heights of the actual bucket configuration
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// NOTE: in this loop, pColScore contains 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 nDumpRow = tetris_bucket_getDumpRow(pBastet->pBucket, y);
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@ -46,16 +50,65 @@ void tetris_bastet_calcActualColumnsScoreImpact(tetris_bastet_variant_t *pBastet
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{
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if ((nDumpRow & nColMask) != 0)
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{
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pBastet->pActualColScoreImpact[x] = nStartRow - y + 1;
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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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// printf("-------------------------------------------\n ");
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// for (int i = 0; i < nWidth; ++i)
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// {
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// printf("%2d ", pBastet->pColScore[i]);
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// }
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// printf("\n");
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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 (int8_t i = 0; i < nWidth; ++i)
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{
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int8_t t0 = pBastet->pColScore[i] > pBastet->pColScore[i + 1] ?
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i : i + 1;
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int8_t t1 = pBastet->pColScore[i + 2] > pBastet->pColScore[i + 3] ?
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i + 2 : i + 3;
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pBastet->pStartingRow[i + 3] =
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pBastet->pColScore[t0] > pBastet->pColScore[t1] ?
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pBastet->pColScore[t0] : pBastet->pColScore[t1];
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}
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// for (int i = 0; i < nWidth + 3; ++i)
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// {
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// printf("%2d ", pBastet->pStartingRow[i]);
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// if (i == 2)
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// printf("| ");
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// }
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// printf("\n");
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// normalize to bucket geometry
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for (uint8_t i = 0; i < nWidth + 3; ++i)
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{
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pBastet->pStartingRow[i] = nStartRow - pBastet->pStartingRow[i];
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}
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// calculate the score impact of every column
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for (int x = 0; x < nWidth; ++x)
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{
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pBastet->pActualColScoreImpact[x] *= TETRIS_BASTET_HEIGHT_FACTOR;
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pBastet->pColScore[x] *= TETRIS_BASTET_HEIGHT_FACTOR;
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}
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// for (int i = 0; i < nWidth + 3; ++i)
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// {
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// printf("%2d ", pBastet->pStartingRow[i]);
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// if (i == 2)
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// printf("| ");
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// }
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// printf("\n");
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}
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@ -66,9 +119,8 @@ void tetris_bastet_calcActualColumnsScoreImpact(tetris_bastet_variant_t *pBastet
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* @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
|
||||
* @return 0 if dropped piece would cause an overflow, 1 if prediction succeeds
|
||||
*/
|
||||
uint8_t tetris_bastet_calcPredictedColHeights(tetris_bastet_variant_t *pBastet,
|
||||
void tetris_bastet_calcPredictedColHeights(tetris_bastet_variant_t *pBastet,
|
||||
tetris_piece_t *pPiece,
|
||||
int8_t nDeepestRow,
|
||||
int8_t nColumn,
|
||||
|
@ -80,11 +132,6 @@ uint8_t tetris_bastet_calcPredictedColHeights(tetris_bastet_variant_t *pBastet,
|
|||
int8_t nHeight = 1;
|
||||
uint16_t *pDump = tetris_bucket_predictBottomRow(&iterator,
|
||||
pBastet->pBucket, pPiece, nDeepestRow, nColumn);
|
||||
if (pDump == NULL)
|
||||
{
|
||||
// an immediately returned NULL is caused by a full dump -> low score
|
||||
return 0;
|
||||
}
|
||||
while (pDump != NULL)
|
||||
{
|
||||
uint16_t nColMask = 0x0001 << nStartCol;
|
||||
|
@ -99,7 +146,6 @@ uint8_t tetris_bastet_calcPredictedColHeights(tetris_bastet_variant_t *pBastet,
|
|||
pDump = tetris_bucket_predictNextRow(&iterator);
|
||||
++nHeight;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
@ -186,7 +232,8 @@ void *tetris_bastet_construct(tetris_bucket_t *pBucket)
|
|||
pBastet->pBucket = pBucket;
|
||||
|
||||
int8_t nWidth = tetris_bucket_getWidth(pBastet->pBucket);
|
||||
pBastet->pActualColScoreImpact = (int8_t*) calloc(nWidth, sizeof(int8_t));
|
||||
pBastet->pColScore = (uint16_t*) calloc(nWidth + 3, sizeof(uint16_t));
|
||||
pBastet->pStartingRow = (int8_t*) calloc(nWidth + 3, sizeof(int8_t));
|
||||
pBastet->pColHeights = (int8_t*) calloc(nWidth, sizeof(int8_t));
|
||||
|
||||
return pBastet;
|
||||
|
@ -198,9 +245,9 @@ void tetris_bastet_destruct(void *pVariantData)
|
|||
assert(pVariantData != 0);
|
||||
tetris_bastet_variant_t *pBastetVariant =
|
||||
(tetris_bastet_variant_t *)pVariantData;
|
||||
if (pBastetVariant->pActualColScoreImpact != NULL)
|
||||
if (pBastetVariant->pColScore != NULL)
|
||||
{
|
||||
free(pBastetVariant->pActualColScoreImpact);
|
||||
free(pBastetVariant->pColScore);
|
||||
}
|
||||
if (pBastetVariant->pColHeights != NULL)
|
||||
{
|
||||
|
@ -228,7 +275,13 @@ int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
|
|||
|
||||
// the row where the given piece collides
|
||||
int8_t nDeepestRow = tetris_bucket_predictDeepestRow(pBastet->pBucket,
|
||||
pPiece, nColumn);
|
||||
pPiece, pBastet->pStartingRow[nColumn], nColumn);
|
||||
|
||||
// in case the prediction fails we return the lowest possible score
|
||||
if (nDeepestRow == TETRIS_BUCKET_INVALIDROW)
|
||||
{
|
||||
return -32766;
|
||||
}
|
||||
|
||||
// modify score based on complete lines
|
||||
int8_t nLines = tetris_bucket_predictCompleteLines(pBastet->pBucket,
|
||||
|
@ -251,13 +304,9 @@ int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
|
|||
nStopCol = (nColumn + 3) < nWidth ? nColumn + 3 : nWidth - 1;
|
||||
}
|
||||
|
||||
// predicted column heights
|
||||
if (!tetris_bastet_calcPredictedColHeights(pBastet, pPiece, nDeepestRow,
|
||||
nColumn, nStartCol, nStopCol))
|
||||
{
|
||||
// in case the prediction fails we return the lowest possible score
|
||||
return -32766;
|
||||
}
|
||||
// predict column heights of this move
|
||||
tetris_bastet_calcPredictedColHeights(pBastet, pPiece, nDeepestRow, nColumn,
|
||||
nStartCol, nStopCol);
|
||||
|
||||
// modify score based on predicted column heights
|
||||
for (int x = 0; x < nWidth; ++x)
|
||||
|
@ -268,7 +317,7 @@ int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
|
|||
}
|
||||
else
|
||||
{
|
||||
nScore -= pBastet->pActualColScoreImpact[x];
|
||||
nScore -= pBastet->pColScore[x];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -279,7 +328,7 @@ int16_t tetris_bastet_evaluateMove(tetris_bastet_variant_t *pBastet,
|
|||
void tetris_bastet_evaluatePieces(tetris_bastet_variant_t *pBastet)
|
||||
{
|
||||
// precache actual column heights
|
||||
tetris_bastet_calcActualColumnsScoreImpact(pBastet);
|
||||
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);
|
||||
|
|
|
@ -40,7 +40,8 @@ typedef struct tetris_bastet_variant_t
|
|||
uint16_t nLines; /** number of completed lines */
|
||||
tetris_piece_t *pPreviewPiece; /** the piece for the preview */
|
||||
tetris_bucket_t *pBucket; /** bucket to be examined */
|
||||
int8_t *pActualColScoreImpact; /** score impact of every column*/
|
||||
uint16_t *pColScore; /** score impact of every column*/
|
||||
int8_t *pStartingRow; /** starting point for collision*/
|
||||
int8_t *pColHeights; /** predicted column heights */
|
||||
tetris_bastet_scorepair_t nPieceScore[7]; /** score for every piece */
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue