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-rwxr-xr-xutils/adlmidi-2/puzzlegame.hpp745
1 files changed, 56 insertions, 689 deletions
diff --git a/utils/adlmidi-2/puzzlegame.hpp b/utils/adlmidi-2/puzzlegame.hpp
index e8b3899..ece8d16 100755
--- a/utils/adlmidi-2/puzzlegame.hpp
+++ b/utils/adlmidi-2/puzzlegame.hpp
@@ -4,6 +4,9 @@
* License: MIT
*/
+#ifndef TETRIS_PUZZLEGAME
+#define TETRIS_PUZZLEGAME
+
// Standard C++ includes:
#include <cstdio> // for std::puts
#include <cstdlib> // for std::rand
@@ -29,36 +32,13 @@ namespace ADLMIDI_PuzzleGame
const auto Occ = 0x10000u;
const auto Empty = 0x12Eu, Border = Occ+0x7DBu, Garbage = Occ+0x6DBu;
- static unsigned long 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());
- }
- #define Timer TimerRead()
- static void Sound(unsigned/*freq*/, unsigned/*duration*/)
- {
- }
- static void PutCell(int x, int y, unsigned cell);
- static void ScreenPutString(const char* str, unsigned attr, unsigned column, unsigned row)
- {
- for(; *str; ++column, ++str)
- {
- PutCell(column, row, ((unsigned char)(*str & 0xFF)) | (attr << 8));
- }
- }
+ unsigned long TimerRead();
+ void Sound(unsigned/*freq*/, unsigned/*duration*/);
+ void PutCell(int x, int y, unsigned cell);
+ void ScreenPutString(const char* str, unsigned attr, unsigned column, unsigned row);
static char peeked_input = 0;
- static bool kbhit()
- {
- if(peeked_input) return true;
- peeked_input = Input.PeekInput();
- return peeked_input != 0;
- }
- static char getch()
- {
- char r = peeked_input;
- peeked_input = 0;
- return r;
- }
+ bool kbhit();
+ char getch();
// Game engine
using uint64_t = std::uint_fast64_t;
@@ -85,123 +65,47 @@ namespace ADLMIDI_PuzzleGame
inline Piece operator*(T it) const { Piece res(*this); it(res); return res; }
};
- template<bool DoDraw>
+ //template<bool DoDraw>
struct TetrisArea
{
+ bool DoDraw;
int Area[Height][Width];
unsigned RenderX;
unsigned n_full, list_full, animx;
unsigned long timer;
struct { ccrVars; } cascadescope;
public:
- TetrisArea(unsigned x=0) : RenderX(x) { }
-
- bool Occupied(int x,int y) const
- { return x<1 || (x>Width-2) || (y>=0 && (Area[y][x] & Occ)); }
+ TetrisArea(bool doDraw, unsigned x=0);
+ virtual ~TetrisArea();
+ bool Occupied(int x,int y) const;
template<typename T>
inline void DrawRow(unsigned y, T get)
{
for(int x=1; x<Width-1; ++x) DrawBlock(x,y, get(x));
}
-
inline bool TestFully(unsigned y, bool state) const
{
for(int x=1; x<Width-1; ++x) if(state != !!(Area[y][x]&Occ)) return false;
return true;
}
-
- void 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 DrawPiece(const Piece& piece, int color)
- {
- piece>[&](int x,int y)->bool { this->DrawBlock(x,y,color); return false; };
- }
-
- bool CollidePiece(const Piece& piece) const
- {
- return piece>[&](int x,int y) { return this->Occupied(x,y); };
- }
- bool 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;
- }
- }
+ void DrawBlock(unsigned x,unsigned y, int color);
+ void DrawPiece(const Piece& piece, int color);
+ bool CollidePiece(const Piece& piece) const;
+ bool CascadeEmpty(int FirstY);
+ protected:
+ virtual int MyKbHit() = 0;
+ virtual int MyGetCh() = 0;
};
- template<bool DoReturns = true>
- class TetrisAIengine: TetrisArea<false>
+ //template<bool DoReturns = true>
+ class TetrisAIengine: TetrisArea /*<false>*/
{
+ bool DoReturns;
public://protected:
+ TetrisAIengine(bool doReturns = true);
+ virtual ~TetrisAIengine();
+
typedef std::pair<int/*score*/, int/*prio*/> scoring;
struct position
{
@@ -239,245 +143,15 @@ namespace ADLMIDI_PuzzleGame
struct { ccrVars; } aiscope;
public:
- void 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 AI_Run(const decltype(Area)& in_area, const 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);
- }
+ void AI_Signal(int signal);
+ int AI_Run(const decltype(Area)& in_area, const Piece* seq);
};
- class Tetris: protected TetrisArea<true>
+ class Tetris: protected TetrisArea /*<true>*/
{
public:
- Tetris(unsigned rx) : TetrisArea(rx), seq(),hiscore(0),hudtimer(0) {}
- virtual ~Tetris() { }
+ Tetris(unsigned rx);
+ virtual ~Tetris();
protected:
// These variables should be local to GameLoop(),
@@ -493,361 +167,54 @@ namespace ADLMIDI_PuzzleGame
public:
unsigned incoming;
- int 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 GameLoop();
protected:
- int Level() const { return 1 + lines/10; }
-
- void 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
+ int Level() const;
- seq[which] = b[ choice ];
- seq[which].r = 0;
+ void MakeNext();
- 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 HudPrint(int c, int y,const char*a,const char*b,int v=0) const;
- void HudPrint(int c, int y,const char*a,const char*b,int v=0) 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 HUD_Run();
+ void HUD_Add(int bonus, int extra, int combo);
- void HUD_Run()
- {
- if(!hudtimer || Timer < hudtimer) return;
- HUD_Add(0,0,0);
- hudtimer = 0;
- }
- void 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);
- }
-
- virtual void AI_Signal(int) { }
- virtual int AI_Run() { return 0; }
+ virtual void AI_Signal(int);
+ virtual int AI_Run();
virtual int MyKbHit() = 0;
virtual int MyGetCh() = 0;
public:
// Return -1 = don't want sleep, +1 = want sleep, 0 = don't mind
- virtual char DelayOpinion() const { return 0; }//dropping ? -1 : 0; }
+ virtual char DelayOpinion() const;//dropping ? -1 : 0; }
};
class TetrisHuman: public Tetris
{
public:
- TetrisHuman(unsigned rx) : Tetris(rx) { }
+ TetrisHuman(unsigned rx);
protected:
- virtual int MyKbHit() { return kbhit(); }
- virtual int MyGetCh() { int c; return (c = getch()) ? c : (getch() << 8); }
+ virtual int MyKbHit();
+ virtual int MyGetCh();
};
- class TetrisAI: public Tetris, TetrisAIengine<true>
+ class TetrisAI: public Tetris, TetrisAIengine /*<true>*/
{
protected:
- virtual void AI_Signal(int s) { TetrisAIengine::AI_Signal(s); }
- virtual int 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);
- }
- virtual int MyKbHit()
- {
- return PendingAIinput ? 1 : (PendingAIinput = GenerateAIinput()) != 0;
- }
- virtual int MyGetCh()
- {
- int r = PendingAIinput;
- return r ? static_cast<void>((PendingAIinput=0)), r : GenerateAIinput();
- }
- char d(char c, int maxdelay)
- {
- if(Timer >= intimer+maxdelay) { intimer=Timer; return c; }
- return 0;
- }
- int 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);
- }
+ virtual void AI_Signal(int s);
+ virtual int AI_Run();
+ virtual int MyKbHit();
+ virtual int MyGetCh();
+ char d(char c, int maxdelay);
+ int GenerateAIinput();
int PendingAIinput, delay;
unsigned long intimer;
public:
- virtual char DelayOpinion() const
- { if(doubting || restart || !confident) return -1;
- return Tetris::DelayOpinion(); }
+ virtual char DelayOpinion() const;
- TetrisAI(unsigned rx) : Tetris(rx), PendingAIinput(0), delay(0), intimer(0) {}
+ TetrisAI(unsigned rx);
+ ~TetrisAI();
};
- #undef Timer
}
+
+#endif //TETRIS_PUZZLEGAME