Get rid of random blockgenerator in favor of a linear time one. Changed a sleep in ai to use gfx_sleep

master
Tiehuis 9 years ago
parent 05f2713179
commit dc9adea7b5
  1. 3
      src/ai.c
  2. 29
      src/engine.c
  3. 2
      src/main.c

@ -1,10 +1,11 @@
#include "ai.h"
#include "engine.h"
#include "gfx.h"
const char moves[] = {'w', 'a', 's', 'd'};
int ai_move(struct gamestate *g)
{
if (g->opts->interactive) usleep(50000);
if (g->opts->interactive) gfx_sleep(50);
return moves[rand() % 4];
}

@ -1,3 +1,4 @@
#include <assert.h>
#include <stdlib.h>
#include <time.h>
#include "merge.h"
@ -176,32 +177,28 @@ int gamestate_end_condition(struct gamestate *g)
void gamestate_new_block(struct gamestate *g)
{
/* Exit early if there are no spaces to place a block */
if (g->blocks_in_play == g->gridsize) return;
if (g->blocks_in_play >= g->gridsize) return;
#ifdef FIX
int block_number = rand() % (g->gridsize - g->blocks_in_play);
int x, y, p = 0;
for (y = 0; y < g->opts->grid_height; ++y) {
for (x = 0; x < g->opts->grid_width; ++x) {
if (p == block_number) {
g->grid[x][y] = rand() & 1 ? 1 : 2;
g->blocks_in_play += 1;
return;
if (!g->grid[x][y]) {
if (p == block_number) {
g->grid[x][y] = rand() & 3 ? 1 : 2;
g->blocks_in_play += 1;
return;
}
else {
++p;
}
}
if (!g->grid[x][y]) p++;
}
if (y == g->opts->grid_height - 1) y = 0;
}
#endif
/* Use rudimentary for now */
int x, y;
while (g->grid[x = rand() % g->opts->grid_width][y = rand() % g->opts->grid_height]);
g->grid[x][y] = rand() & 1 ? 1 : 2;
g->blocks_in_play += 1;
/* This should never be reached; but just in case */
assert(0);
}
/* This returns the number of digits in the base10 rep of n. The ceiling is

@ -13,7 +13,7 @@ void draw_then_sleep(struct gfx_state *s, struct gamestate *g)
int main(int argc, char **argv)
{
struct gamestate *g = gamestate_init(argc, argv);
struct gamestate *g = gamestate_init(argc, argv);
struct gfx_state *s;
if (g->opts->interactive)

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