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authorWohlstand <admin@wohlnet.ru>2017-11-09 22:50:32 +0300
committerWohlstand <admin@wohlnet.ru>2017-11-09 22:50:32 +0300
commit0be25a41ca793c3c03814f529890492adfac8ad5 (patch)
treea099d0025109b689bb0d6847e83b9890e34d5d35 /utils/adlmidi-2/puzzlegame.cc
parent265ae7a37afb087b9e16f4ddd0eaef28a21826de (diff)
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Resolve weird crash caused by Tetris inside ADLMIDI2 and other changes
- Move most of inline classes methods into own CC file - Move Input into own header with own CC file to share it with the puzzle game - Created virtual destructors and resolved weak vtable trouble between of Tetris's classes - Remove static declarisons of Tetris class. Instead, let it be member of UserInterface - Fixed forgot note-offs while sorting events row with zero length notes - Fixed crash caused by unsafe access by reference to element of array that was modified/reallocated one or multiple times - Stabilize dealing with zero-length notes
Diffstat (limited to 'utils/adlmidi-2/puzzlegame.cc')
-rw-r--r--utils/adlmidi-2/puzzlegame.cc842
1 files changed, 842 insertions, 0 deletions
diff --git a/utils/adlmidi-2/puzzlegame.cc b/utils/adlmidi-2/puzzlegame.cc
new file mode 100644
index 0000000..64c032a
--- /dev/null
+++ b/utils/adlmidi-2/puzzlegame.cc
@@ -0,0 +1,842 @@
+
+#define Timer TimerRead()
+
+#include "input.hpp"
+#include "puzzlegame.hpp"
+
+unsigned long ADLMIDI_PuzzleGame::TimerRead()
+{
+ static std::chrono::time_point<std::chrono::system_clock> begin = std::chrono::system_clock::now();
+ return (unsigned long)(519 * std::chrono::duration<double>(std::chrono::system_clock::now() - begin).count());
+}
+
+void ADLMIDI_PuzzleGame::Sound(unsigned, unsigned)
+{
+}
+
+void ADLMIDI_PuzzleGame::ScreenPutString(const char *str, unsigned attr, unsigned column, unsigned row)
+{
+ for(; *str; ++column, ++str)
+ PutCell(column, row, ((unsigned char)(*str & 0xFF)) | (attr << 8));
+}
+
+bool ADLMIDI_PuzzleGame::kbhit()
+{
+ if(peeked_input) return true;
+ peeked_input = Input.PeekInput();
+ return peeked_input != 0;
+}
+
+char ADLMIDI_PuzzleGame::getch()
+{
+ char r = peeked_input;
+ peeked_input = 0;
+ return r;
+}
+
+ADLMIDI_PuzzleGame::TetrisArea::TetrisArea(bool doDraw, unsigned x) : DoDraw(doDraw), RenderX(x) { }
+
+ADLMIDI_PuzzleGame::TetrisArea::~TetrisArea()
+{}
+
+bool ADLMIDI_PuzzleGame::TetrisArea::Occupied(int x, int y) const
+{
+ return x < 1 || (x > Width - 2) || (y >= 0 && (Area[y][x] & Occ));
+}
+
+void ADLMIDI_PuzzleGame::TetrisArea::DrawBlock(unsigned x, unsigned y, int color)
+{
+ if(x < (unsigned)Width && y < (unsigned)Height) Area[y][x] = color;
+ if(DoDraw) PutCell(x + RenderX, y, color);
+}
+
+void ADLMIDI_PuzzleGame::TetrisArea::DrawPiece(const ADLMIDI_PuzzleGame::Piece &piece, int color)
+{
+ piece > [&](int x, int y)->bool { this->DrawBlock(x, y, color); return false; };
+}
+
+bool ADLMIDI_PuzzleGame::TetrisArea::CollidePiece(const ADLMIDI_PuzzleGame::Piece &piece) const
+{
+ return piece > [&](int x, int y)
+ {
+ return this->Occupied(x, y);
+ };
+}
+
+bool ADLMIDI_PuzzleGame::TetrisArea::CascadeEmpty(int FirstY)
+{
+ if(DoDraw)
+ {
+ ccrBegin(cascadescope);
+
+ // Count full lines
+ n_full = list_full = 0;
+ for(int y = std::max(0, FirstY); y < Height - 1; ++y)
+ if(TestFully(y, true))
+ {
+ ++n_full;
+ list_full |= 1u << y;
+ }
+ if(n_full)
+ {
+ // Clear all full lines in Tengen Tetris style.
+ for(animx = 1; animx < Width - 1; ++animx)
+ {
+ for(timer = Timer; Timer < timer + 6;) ccrReturn(true);
+ auto label =
+ " SINGLE "
+ " DOUBLE "
+ " TRIPLE "
+ " TETRIS "
+ "QUADRUPLE "
+ "QUINTUPLE "
+ " SEXTUPLE "
+ " SEPTUPLE "
+ " OCTUPLE " + (n_full - 1) * 10;
+ for(int y = FirstY; y < Height - 1; ++y)
+ if(list_full & (1u << y))
+ DrawBlock(animx, y, label[(animx % 10)] + 0x100);
+ if(DoDraw) Sound(10 + animx * n_full * 40, 2);
+ }
+ if(DoDraw) Sound(50, 15);
+ // Cascade non-empty lines
+ int target = Height - 2, y = Height - 2;
+ for(; y >= 0; --y)
+ if(!(list_full & (1u << y)))
+ DrawRow(target--, [&](unsigned x)
+ {
+ return this->Area[y][x];
+ });
+ // Clear the top lines
+ for(auto n = n_full; n-- > 0;)
+ DrawRow(target--, [](unsigned)
+ {
+ return Empty;
+ });
+ }
+ ccrFinish(false);
+ }
+ else
+ {
+ // Cascade non-empty lines
+ int target = Height - 2, y = Height - 2;
+ n_full = 0;
+ for(int miny = std::max(0, FirstY); y >= miny; --y)
+ if(TestFully(y, true))
+ {
+ ++n_full;
+ miny = 0;
+ }
+ else
+ {
+ if(target != y)
+ memcpy(&Area[target], &Area[y], sizeof(Area[0][0])*Width);
+ --target;
+ }
+ // Clear the top lines
+ for(auto n = n_full; n-- > 0;)
+ DrawRow(target--, [](unsigned)
+ {
+ return Empty;
+ });
+ return false;
+ }
+}
+
+
+ADLMIDI_PuzzleGame::TetrisAIengine::TetrisAIengine(bool doReturns) :
+ TetrisArea(false),
+ DoReturns(doReturns)
+{}
+
+ADLMIDI_PuzzleGame::TetrisAIengine::~TetrisAIengine()
+{}
+
+void ADLMIDI_PuzzleGame::TetrisAIengine::AI_Signal(int signal)
+{
+ // any = piece moved; 0 = new piece, 2 = at ground
+ switch(signal)
+ {
+ case 0: // new piece
+ // do full scan and reset score
+ confident = false;
+ restart = true;
+ resting = false;
+ doubting = false;
+ break;
+ case 1: // piece moved
+ // keep scanning (low prio), no resets
+ resting = false;
+ break;
+ case 2: // now at ground
+ // do full scan without resetting score
+ resting = false;
+ restart = true;
+ doubting = true;
+ break;
+ }
+}
+
+int ADLMIDI_PuzzleGame::TetrisAIengine::AI_Run(const decltype(Area)&in_area, const ADLMIDI_PuzzleGame::Piece *seq)
+{
+ std::memcpy(Area, in_area, sizeof(Area));
+
+ // For AI, we use Pierre Dellacherie's algorithm,
+ // but extended for arbitrary ply lookahead.
+ enum
+ {
+ landingHeightPenalty = -1, erodedPieceCellMetricFactor = 2,
+ rowTransitionPenalty = -2, columnTransitionPenalty = -2,
+ buriedHolePenalty = -8, wellPenalty = -2/*,
+ occlusionPenalty = 0*/
+ };
+
+ ccrBegin(aiscope);
+
+ positions1.clear();
+ positions2.clear();
+ for(int x = -1; x < Width; ++x)
+ for(unsigned rot = 0; rot < 4; ++rot)
+ for(unsigned rot2 = 0; rot2 < 4; ++rot2)
+ for(int x2 = -1; x2 <= 1; ++x2)
+ {
+ positions1.push_back(std::move<position> ({int(rot), x, int(rot2), x2}));
+ if(rot2 == rot && x2 == 0)
+ positions2.push_back(std::move<position> ({int(rot), x, int(rot2), x2}));
+ }
+
+ confident = false;
+ doubting = false;
+Restart:
+ restart = false;
+ resting = false;
+
+ /*std::random_shuffle(positions1.begin(), positions1.end());*/
+ std::random_shuffle(positions2.begin(), positions2.end());
+
+ ply = 0;
+
+Recursion:
+ // Take current board as testing platform
+ std::memcpy(data[ply].bkup, Area, sizeof(Area));
+ if(!confident || ply > 0)
+ {
+ data[ply].best_score = { -999999, 0};
+ if(ply == 0)
+ {
+ //int heap_room = 0;
+ //while(TestFully(heap_room,false)) ++heap_room;
+ ply_limit = 2;
+ }
+ }
+ for(;;)
+ {
+ data[ply].pos_no = 0;
+ do
+ {
+ if(DoReturns)
+ {
+ ccrReturn(0);
+ if(restart) goto Restart;
+ }
+ if(ply > 0)
+ {
+ // Game might have changed the the board contents.
+ std::memcpy(data[0].bkup, in_area, sizeof(Area));
+
+ // Now go on and test with the current testing platform
+ std::memcpy(Area, data[ply].bkup, sizeof(Area));
+ }
+
+ // Fix the piece in place, cascade rows, and analyze the result.
+ {
+ const position &goal = (/*ply==0&&!doubting ? positions1 :*/ positions2)
+ [ data[ply].pos_no ];
+ Piece n = seq[ply];
+ n.x = goal.x;
+ n.r = goal.rot;
+ if(ply) n.y = 0;
+
+ // If we are analyzing a mid-fall maneuver, verify whether
+ // the piece can be actually maneuvered into this position.
+ //if(ply==0 && n.y >= 0)
+ for(Piece q, t = *seq; t.x != n.x && t.r != n.r;)
+ if((t.r == n.r || (q = t, ++t.r, CollidePiece(t) && (t = q, true)))
+ && (t.x <= n.x || (q = t, --t.x, CollidePiece(t) && (t = q, true)))
+ && (t.x >= n.x || (q = t, ++t.x, CollidePiece(t) && (t = q, true))))
+ goto next_move; // no method of maneuvering.
+
+ // Land the piece if it's not already landed
+ do ++n.y;
+ while(!CollidePiece(n));
+ --n.y;
+ if(n.y < 0 || CollidePiece(n)) goto next_move; // cannot place piece?
+
+ /*
+ // Rotate to ground-rotation
+ if(n.r != goal.rot2 || goal.x2 != 0)
+ {
+ while(n.r != goal.rot2)
+ {
+ ++n.r;
+ if(CollidePiece(n)) goto next_move;
+ }
+ if(goal.x2 != 0)
+ {
+ do n.x += goal.x2; while(!CollidePiece(n));
+ n.x -= goal.x2;
+ }
+
+ do ++n.y; while(!CollidePiece(n)); --n.y;
+ if(n.y < 0 || CollidePiece(n)) goto next_move; // cannot place piece?
+ }
+ */
+
+ DrawPiece(n, Occ); // place piece
+
+ // Find out the extents of this piece, and how many
+ // cells of the piece contribute into full (completed) rows.
+ char full[4] = { -1, -1, -1, -1};
+ int miny = n.y + 9, maxy = n.y - 9, minx = n.x + 9, maxx = n.x - 9, num_eroded = 0;
+ n > [&](int x, int y) -> bool
+ {
+ if(x < minx)
+ minx = x;
+ if(x > maxx)
+ maxx = x;
+ if(y < miny)
+ miny = y;
+ if(y > maxy)
+ maxy = y;
+ if(full[y - n.y] < 0) full[y - n.y] = this->TestFully(y, true);
+ num_eroded += full[y - n.y];
+ return false;
+ };
+
+ CascadeEmpty(n.y);
+
+ // Analyze the board and assign penalties
+ int penalties = 0;
+ for(int y = 0; y < Height - 1; ++y)
+ for(int q = 1, r, x = 1; x < Width; ++x, q = r)
+ if(q != (r = Occupied(x, y)))
+ penalties += rowTransitionPenalty;
+ for(int x = 1; x < Width - 1; ++x)
+ for(int ceil = 0/*,heap=0*/, q = 0, r, y = 0; y < Height; ++y, q = r)
+ {
+ if(q != (r = Occupied(x, y)))
+ {
+ penalties += columnTransitionPenalty;
+ /*if(!r) { penalties += heap * occlusionPenalty; heap = 0; }*/
+ }
+ if(r)
+ {
+ ceil = 1; /*++heap;*/ continue;
+ }
+ if(ceil) penalties += buriedHolePenalty;
+ if(Occupied(x - 1, y) && Occupied(x + 1, y))
+ for(int y2 = y; y2 < Height - 1 && !Occupied(x, y2); ++y2)
+ penalties += wellPenalty;
+ }
+
+ data[ply].base_score =
+ {
+ // score
+ (erodedPieceCellMetricFactor * int(n_full) * num_eroded +
+ penalties +
+ landingHeightPenalty * ((Height - 1) * 2 - (miny + maxy))) * 16,
+ // tie-breaker
+ 50 * std::abs(Width - 2 - minx - maxx) +
+ (minx + maxx < Width - 2 ? 10 : 0) - n.r
+ - 400 * (goal.rot != goal.rot2)
+ - 800 * (goal.x2 != 0)
+ };
+ }
+ if(ply + 1 < ply_limit)
+ {
+ ++ply;
+ goto Recursion;
+Unrecursion:
+ --ply;
+ }
+
+ /*fprintf(stdout, "ply %u: [%u]%u,%u gets %d,%d\n",
+ ply,
+ data[ply].pos_no,
+ positions[data[ply].pos_no].x,
+ positions[data[ply].pos_no].rot,
+ data[ply].base_score.first,
+ data[ply].base_score.second);*/
+
+ if(data[ply].best_score < data[ply].base_score)
+ {
+ data[ply].best_score = data[ply].base_score;
+ data[ply].best_pos = (/*ply==0&&!doubting ? positions1 :*/ positions2) [ data[ply].pos_no ];
+ }
+next_move:
+ ;
+ }
+ while(++data[ply].pos_no < (/*ply==0&&!doubting ? positions1 :*/ positions2).size());
+
+ if(ply > 0)
+ {
+ int v = data[ply].best_score.first;
+ v /= 2;
+ //if(ply_limit == 4) v /= 2; else v *= 2;
+ data[ply - 1].base_score.first += v; // >> (2-ply);
+ goto Unrecursion;
+ /*
+ parent += child / 2 :
+ Game 0x7ffff0d94ce0 over with score=91384,lines=92
+ Game 0x7ffff0d96a40 over with score=153256,lines=114
+ parent += child :
+ Game 0x7fff4a4eb8a0 over with score=83250,lines=86
+ Game 0x7fff4a4ed600 over with score=295362,lines=166
+ parent += child * 2 :
+ Game 0x7fff000a2e00 over with score=182306,lines=131
+ Game 0x7fff000a10a0 over with score=383968,lines=193
+ parent += child * 4 :
+ Game 0x7fff267867b0 over with score=62536,lines=75
+ Game 0x7fff26788510 over with score=156352,lines=114
+ */
+ }
+ // all scanned; unless piece placement changes we're as good as we can be.
+ confident = true;
+ resting = true;
+ doubting = false;
+ while(resting) ccrReturn(0);
+ if(restart) goto Restart;
+ } // infinite refining loop
+ ccrFinish(0);
+}
+
+ADLMIDI_PuzzleGame::Tetris::Tetris(unsigned rx) : TetrisArea(true, rx), seq(), hiscore(0), hudtimer(0) {}
+
+ADLMIDI_PuzzleGame::Tetris::~Tetris() { }
+
+int ADLMIDI_PuzzleGame::Tetris::GameLoop()
+{
+ Piece &cur = *seq;
+ ccrBegin(loopscope);
+
+ // Initialize area
+ for(auto y = Height; y-- > 0;)
+ for(auto x = Width; x-- > 0;)
+ DrawBlock(x, y, (x > 0 && x < Width - 1 && y < Height - 1) ? Empty : Border);
+
+ score = lines = combo = incoming = pieces = 0;
+ MakeNext();
+ MakeNext();
+ first = true;
+
+ for(escaped = false; !escaped;) // Main loop
+ {
+ // Generate new piece
+ MakeNext();
+ /*if(first) // Use if making 4 pieces
+ {
+ first=false;
+ ccrReturn(0);
+ MakeNext();
+ }*/
+
+ dropping = false;
+ atground = false;
+re_collide:
+ timer = Timer;
+ AI_Signal(0); // signal changed board configuration
+
+ // Gameover if cannot spawn piece
+ if(CollidePiece(cur))
+ break;
+
+ ccrReturn(0);
+
+ while(!escaped)
+ {
+ atground = CollidePiece(cur * [](Piece & p)
+ {
+ ++p.y;
+ });
+ if(atground) dropping = false;
+ // If we're about to hit the floor, give the AI a chance for sliding.
+ AI_Signal(atground ? 2 : 1);
+
+ DrawPiece(cur, cur.color);
+
+ // Wait for input
+ for(ticked = false; ;)
+ {
+ AI_Run();
+ HUD_Run();
+ ccrReturn(0);
+
+ if(incoming)
+ {
+ // Receive some lines of garbage from opponent
+ DrawPiece(cur, Empty);
+ for(int threshold = Height - 1 - incoming, y = 0; y < Height - 1; ++y)
+ {
+ unsigned mask = 0x1EF7BDEF >> (rand() % 10);
+ DrawRow(y, [&](unsigned x)
+ {
+ return
+ y < threshold
+ ? Area[y + incoming][x]
+ : (mask & (1 << x)) ? Garbage : Empty;
+ });
+ }
+ // The new rows may push the piece up a bit. Allow that.
+ for(; incoming-- > 0 && CollidePiece(cur); --cur.y) {}
+ incoming = 0;
+ goto re_collide;
+ }
+
+ ticked = Timer >= timer + std::max(atground ? 40 : 10, int(((17 - Level()) * 8)));
+ if(ticked || MyKbHit() || dropping) break;
+ }
+
+ Piece n = cur;
+ if(MyKbHit()) dropping = false;
+
+ switch(ticked ? 's' : (MyKbHit() ? MyGetCh() : (dropping ? 's' : 0)))
+ {
+ case 'H'<<8:
+ case 'w':
+ ++n.r; /*Sound(120, 1);*/ break;
+ case 'P'<<8:
+ case 's':
+ ++n.y;
+ break;
+ case 'K'<<8:
+ case 'a':
+ --n.x; /*Sound(120, 1);*/ break;
+ case 'M'<<8:
+ case 'd':
+ ++n.x; /*Sound(120, 1);*/ break;
+ case 'q':
+ case '\033': /*escaped = true;*/
+ break;
+ case ' ':
+ dropping = true; /*fallthrough*/
+ default:
+ continue;
+ }
+ if(n.x != cur.x) kicked = false;
+
+ if(CollidePiece(n))
+ {
+ if(n.y == cur.y + 1) break; // fix piece if collide against ground
+ // If tried rotating, and was unsuccessful, try wall kicks
+ if(n.r != cur.r && !CollidePiece(n*[](Piece & p)
+ {
+ ++p.x;
+ }))
+ {
+ kicked = true;
+ ++n.x;
+ }
+ else if(n.r != cur.r && !CollidePiece(n*[](Piece & p)
+ {
+ --p.x;
+ }))
+ {
+ kicked = true;
+ --n.x;
+ }
+ else
+ continue; // no move
+ }
+ DrawPiece(cur, Empty);
+ if(n.y > cur.y) timer = Timer; // Reset autodrop timer
+ cur = n;
+ }
+
+ // If the piece cannot be moved sideways or up from its final position,
+ // determine that it must have been spin-fixed into its place.
+ // It is a bonus-worthy accomplishment if it ends up clearing lines.
+ spinned = CollidePiece(cur * [](Piece & p)
+ {
+ --p.y;
+ })
+ &&CollidePiece(cur*[](Piece & p)
+ {
+ --p.x;
+ })
+ &&CollidePiece(cur*[](Piece & p)
+ {
+ ++p.x;
+ });
+ DrawPiece(cur, cur.color | Occ);
+ Sound(50, 30);
+
+ while(CascadeEmpty(cur.y)) ccrReturn(0);
+ if(n_full > 1) ccrReturn(n_full - 1); // Send these rows to opponent
+
+ pieces += 1;
+ lines += n_full;
+ static const unsigned clr[] = {0, 1, 3, 5, 8, 13, 21, 34, 45};
+ int multiplier = Level(), clears = clr[n_full];
+ int bonus = (clears * 100 + (cur.y * 50 / Height));
+ int extra = 0;
+ if(spinned) extra = ((clears + 1) * ((kicked ? 3 : 4) / 2) - clears) * 100;
+ combo = n_full ? combo + n_full : 0;
+ int comboscore = combo > n_full ? combo * 50 * multiplier : 0;
+ bonus *= multiplier;
+ extra *= multiplier;
+ score += bonus + extra + comboscore;
+ HUD_Add(bonus, extra, comboscore);
+ //if(n_full) std::fprintf(stdout, "Game %p += %u lines -> score=%u,lines=%u\n", this, n_full, score,lines);
+ }
+ //std::fprintf(stdout, "Game %p over with score=%u,lines=%u\n", this, score,lines);
+ //over_lines += lines;
+
+ if(score > hiscore) hiscore = score;
+ HudPrint(7, 4, "", "%-7u", hiscore);
+
+ ccrFinish(-1);
+}
+
+int ADLMIDI_PuzzleGame::Tetris::Level() const
+{
+ return 1 + lines / 10;
+}
+
+void ADLMIDI_PuzzleGame::Tetris::MakeNext()
+{
+ const int which = 2; // Index within seq[] to populate
+ static const Piece b[] =
+ {
+ { { { 0x04040404, 0x00000F00, 0x04040404, 0x00000F00 } }, 0, 0, 0xBDB, 0 }, // I
+ { { { 0x0000080E, 0x000C0808, 0x00000E02, 0x00020206 } }, 0, 0, 0x3DB, 0 }, // J
+ { { { 0x0000020E, 0x0008080C, 0x00000E08, 0x00060202 } }, 0, 0, 0x6DB, 0 }, // L
+ { { { 0x00000606, 0x00000606, 0x00000606, 0x00000606 } }, 0, 0, 0xEDB, 0 }, // O
+ { { { 0x00080C04, 0x0000060C, 0x00080C04, 0x0000060C } }, 0, 0, 0xADB, 0 }, // S
+ { { { 0x00000E04, 0x00040C04, 0x00040E00, 0x00040604 } }, 0, 0, 0x5DB, 0 }, // T
+ { { { 0x00020604, 0x00000C06, 0x00020604, 0x00000C06 } }, 0, 0, 0x4DB, 0 }, // Z
+ // Add some pentaminos to create a challenge worth the AI:
+ { { { 0x00020702, 0x00020702, 0x00020702, 0x00020702 } }, 0, 0, 0x2DB, 0 }, // +
+ { { { 0x000E0404, 0x00020E02, 0x0004040E, 0x00080E08 } }, 0, 0, 0x9DB, 0 }, // T5
+ { { { 0x00000A0E, 0x000C080C, 0x00000E0A, 0x00060206 } }, 0, 0, 0x3DB, 0 }, // C
+ { { { 0x00060604, 0x000E0600, 0x02060600, 0x00060700 } }, 0, 0, 0x7DB, 0 }, // P
+ { { { 0x00060602, 0x00070600, 0x04060600, 0x00060E00 } }, 0, 0, 0xFDB, 0 }, // Q
+ { { { 0x04040404, 0x00000F00, 0x04040404, 0x00000F00 } }, 0, 0, 0xBDB, 0 }, // I
+ { { { 0x00040702, 0x00030602, 0x00020701, 0x00020306 } }, 0, 0, 0xDDB, 0 }, // R
+ { { { 0x00010702, 0x00020603, 0x00020704, 0x00060302 } }, 0, 0, 0x8DB, 0 }, // F
+ // I is included twice, otherwise it's just a bit too unlikely.
+ };
+ int c = Empty;
+ auto fx = [this]()
+ {
+ seq[0].x = 1;
+ seq[0].y = -1;
+ seq[1].x = Width + 1;
+ seq[1].y = SHeight - 8;
+ seq[2].x = Width + 5;
+ seq[2].y = SHeight - 8;
+ /*seq[3].x=Width+9; seq[3].y=SHeight-8;
+ seq[4].x=Width+1; seq[4].y=SHeight-4;
+ seq[5].x=Width+5; seq[5].y=SHeight-4;
+ seq[6].x=Width+9; seq[6].y=SHeight-4;*/
+ };
+ auto db = [&](int x, int y)
+ {
+ PutCell(x + RenderX, y, c);
+ return false;
+ };
+ fx();
+ seq[1] > db;
+ seq[0] = seq[1];
+ seq[2] > db;
+ seq[1] = seq[2];
+ /*seq[3]>db; seq[2] = seq[3];
+ seq[4]>db; seq[3] = seq[4];
+ seq[5]>db; seq[4] = seq[5];
+ seq[6]>db; seq[5] = seq[6];*/
+ fx();
+ const unsigned npieces = sizeof(b) / sizeof(*b);
+ unsigned rnd = (unsigned)((std::rand() / double(RAND_MAX)) * (4 * npieces));
+ #ifndef EASY
+ /*if(pieces > 3)
+ {
+ int heap_room = 0;
+ while(TestFully(heap_room,false)) ++heap_room;
+ bool cheat_good = heap_room <= (7 + lines/20);
+ bool cheat_evil = heap_room >= 18;
+ if(heap_room >= 16 && (pieces % 5) == 0) cheat_good = false;
+ if( (pieces % 11) == 0) cheat_good = true;
+ if(cheat_good) cheat_evil = false;
+ if(cheat_good || cheat_evil)
+ {
+ // Don't tell anyone, but in desperate situations,
+ // we let AI judge what's best for upcoming pieces,
+ // in order to prolong the game!
+ // So, the AI cheats, but it is an equal benefactor.
+ // EXCEPTION: if there is an abundance of space,
+ // bring out the _worst_ possible pieces!
+ TetrisAIengine<>::scoring best_score;
+ unsigned best_choice = ~0u;
+ for(unsigned test=0; test<npieces; ++test)
+ {
+ unsigned choice = (test + rnd) % npieces;
+ if(choice == 0) continue; // Ignore the duplicate I (saves time)
+ if(cheat_evil && choice == 7) continue; // Don't give +, it's too evil
+
+ seq[which] = b[ choice ];
+ seq[which].r = 0;
+
+ TetrisAIengine<false> chooser;
+ chooser.AI_Signal(0);
+ chooser.AI_Run(Area, seq);
+ auto& s = chooser.data[0].best_score;
+ if(best_choice == ~0u
+ || (cheat_evil ? s < best_score : s > best_score)
+ )
+ { best_score = s; best_choice = choice; }
+ }
+ rnd = best_choice * 4 + (rnd % 4);
+ }
+ }*/
+ #endif
+ seq[which] = b[rnd / 4];
+ seq[which].r = rnd % 4;
+ fx();
+ c = seq[1].color;
+ seq[1] > db;
+ c = (seq[2].color & 0xF00) + 176;
+ seq[2] > db;
+ /*c=(seq[3].color&0xF00) + 176; seq[3]>db;
+ c=(seq[4].color&0xF00) + 176; seq[4]>db;
+ c=(seq[5].color&0xF00) + 176; seq[5]>db;
+ c=(seq[6].color&0xF00) + 176; seq[6]>db;*/
+ HudPrint(0, SHeight - 9, "NEXT:", "", 0);
+ HudPrint(12, 0, "SCORE:", "%-7u", score);
+ HudPrint(12, 2, "LINES:", "%-5u", lines);
+ HudPrint(12, 4, "LEVEL:", "%-3u", Level());
+}
+
+void ADLMIDI_PuzzleGame::Tetris::HudPrint(int c, int y, const char *a, const char *b, int v) const
+{
+ char Buf[64];
+ snprintf(Buf, sizeof Buf, b, v);
+ ScreenPutString(a, 15, RenderX + Width + 2, y);
+ ScreenPutString(Buf, c, RenderX + Width + 2, y + 1);
+}
+
+void ADLMIDI_PuzzleGame::Tetris::HUD_Run()
+{
+ if(!hudtimer || Timer < hudtimer) return;
+ HUD_Add(0, 0, 0);
+ hudtimer = 0;
+}
+
+void ADLMIDI_PuzzleGame::Tetris::HUD_Add(int bonus, int extra, int combo)
+{
+ hudtimer = Timer + 180;
+ static const char blank[] = " ";
+ HudPrint(10, 6, bonus ? blank : blank, bonus ? "%+-6d" : blank, bonus);
+ HudPrint(10, 8, combo ? "Combo" : blank, combo ? "%+-6d" : blank, combo);
+ HudPrint(13, 10, extra ? "Skill" : blank, extra ? "%+-6d" : blank, extra);
+}
+
+void ADLMIDI_PuzzleGame::Tetris::AI_Signal(int) { }
+
+int ADLMIDI_PuzzleGame::Tetris::AI_Run()
+{
+ return 0;
+}
+
+char ADLMIDI_PuzzleGame::Tetris::DelayOpinion() const
+{
+ return 0;
+}
+
+
+
+
+ADLMIDI_PuzzleGame::TetrisHuman::TetrisHuman(unsigned rx) : Tetris(rx) { }
+
+int ADLMIDI_PuzzleGame::TetrisHuman::MyKbHit()
+{
+ return kbhit();
+}
+
+int ADLMIDI_PuzzleGame::TetrisHuman::MyGetCh()
+{
+ int c;
+ return (c = getch()) ? c : (getch() << 8);
+}
+
+
+
+void ADLMIDI_PuzzleGame::TetrisAI::AI_Signal(int s)
+{
+ TetrisAIengine::AI_Signal(s);
+}
+
+int ADLMIDI_PuzzleGame::TetrisAI::AI_Run()
+{
+ #ifdef __DJGPP__
+ char buf1[16]/*, buf2[16], buf3[16]*/;
+ sprintf(buf1, "COM%u%c%c%c%c", ply_limit,
+ resting ? 'r' : '_',
+ confident ? 'C' : '_',
+ doubting ? 'D' : '_',
+ atground ? 'G' : '_'
+ );
+ ScreenPutString(buf1, 0x70, Tetris::RenderX + Width, 0);
+ /*
+ sprintf(buf2, "%-8d", data[0].best_score.first);
+ sprintf(buf3, "%2d,%d", data[0].best_pos.x,
+ data[0].best_pos.rot);
+ ScreenPutString(buf2, 0x08, Tetris::RenderX+Width, 1);
+ ScreenPutString(buf3, 0x08, Tetris::RenderX+Width, 4);
+ */
+ #endif
+ return TetrisAIengine::AI_Run(Tetris::Area, seq);
+}
+
+int ADLMIDI_PuzzleGame::TetrisAI::MyKbHit()
+{
+ return PendingAIinput ? 1 : (PendingAIinput = GenerateAIinput()) != 0;
+}
+
+int ADLMIDI_PuzzleGame::TetrisAI::MyGetCh()
+{
+ int r = PendingAIinput;
+ return r ? static_cast<void>((PendingAIinput = 0)), r : GenerateAIinput();
+}
+
+char ADLMIDI_PuzzleGame::TetrisAI::d(char c, int maxdelay)
+{
+ if(Timer >= intimer+maxdelay) { intimer=Timer; return c; }
+ return 0;
+}
+
+int ADLMIDI_PuzzleGame::TetrisAI::GenerateAIinput()
+{
+ /*if(TetrisAIengine::atground)
+ {
+ if(seq->r != data[0].best_pos.rot2) return d('w',1);
+ if(data[0].best_pos.x2 < 0) return d('a', 1);
+ if(data[0].best_pos.x2 > 0) return d('d', 1);
+ }
+ else*/
+ {
+ if(seq->r != data[0].best_pos.rot) return d('w',1);
+ if(seq->y >= 0 && seq->x > data[0].best_pos.x) return d('a', 2);
+ if(seq->y >= 0 && seq->x < data[0].best_pos.x) return d('d', 2);
+ }
+ if(doubting || !confident) return 0;
+ return d('s',3);
+}
+
+char ADLMIDI_PuzzleGame::TetrisAI::DelayOpinion() const
+{ if(doubting || restart || !confident) return -1;
+ return Tetris::DelayOpinion(); }
+
+ADLMIDI_PuzzleGame::TetrisAI::TetrisAI(unsigned rx) : Tetris(rx), TetrisAIengine(true), PendingAIinput(0), delay(0), intimer(0) {}
+
+ADLMIDI_PuzzleGame::TetrisAI::~TetrisAI()
+{}
+