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| author | Simon Tatham <anakin@pobox.com> | 2005-06-27 19:34:54 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-06-27 19:34:54 +0000 |
| commit | 76d50e69059aeebe8b47089615518a8b9e225d40 (patch) | |
| tree | 59c00829783f7e4eb069cc6f527193dbd6a64827 /net.c | |
| parent | 7cb29412c1a57a07730c1fee0c9e9fbfebb0b6b2 (diff) | |
| download | puzzles-76d50e69059aeebe8b47089615518a8b9e225d40.zip puzzles-76d50e69059aeebe8b47089615518a8b9e225d40.tar.gz puzzles-76d50e69059aeebe8b47089615518a8b9e225d40.tar.bz2 puzzles-76d50e69059aeebe8b47089615518a8b9e225d40.tar.xz | |
Re-architecting of the game backend interface. make_move() has been
split into two functions. The first, interpret_move(), takes all the
arguments that make_move() used to get and may have the usual side
effects of modifying the game_ui, but instead of returning a
modified game_state it instead returns a string description of the
move to be made. This string description is then passed to a second
function, execute_move(), together with an input game_state, which
is responsible for actually producing the new state. (solve_game()
also returns a string to be passed to execute_move().)
The point of this is to work towards being able to serialise the
whole of a game midend into a byte stream such as a disk file, which
will eventually support save and load functions in the desktop
puzzles, as well as restoring half-finished games after a quit and
restart in James Harvey's Palm port. Making each game supply a
convert-to-string function for its game_state format would have been
an unreliable way to do this, since those functions would not have
been used in normal play, so they'd only have been tested when you
actually tried to save and load - a recipe for latent bugs if ever I
heard one. This way, you won't even be able to _make_ a move if
execute_move() doesn't work properly, which means that if you can
play a game at all I can have pretty high confidence that
serialising it will work first time.
This is only the groundwork; there will be more checkins to come on
this theme. But the major upheaval should now be done, and as far as
I can tell everything's still working normally.
[originally from svn r6024]
Diffstat (limited to 'net.c')
| -rw-r--r-- | net.c | 230 |
1 files changed, 177 insertions, 53 deletions
@@ -1666,28 +1666,87 @@ static void free_game(game_state *state) sfree(state); } -static game_state *solve_game(game_state *state, game_state *currstate, - game_aux_info *aux, char **error) +static char *solve_game(game_state *state, game_state *currstate, + game_aux_info *aux, char **error) { - game_state *ret; + unsigned char *tiles; + char *ret; + int retlen, retsize; + int i; + int tiles_need_freeing; if (!aux) { /* * Run the internal solver on the provided grid. This might * not yield a complete solution. */ - ret = dup_game(state); - net_solver(ret->width, ret->height, ret->tiles, - ret->barriers, ret->wrapping); + tiles = snewn(state->width * state->height, unsigned char); + memcpy(tiles, state->tiles, state->width * state->height); + net_solver(state->width, state->height, tiles, + state->barriers, state->wrapping); + tiles_need_freeing = TRUE; } else { - assert(aux->width == state->width); - assert(aux->height == state->height); - ret = dup_game(state); - memcpy(ret->tiles, aux->tiles, ret->width * ret->height); - ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = TRUE; + tiles = aux->tiles; + tiles_need_freeing = FALSE; + } + + /* + * Now construct a string which can be passed to execute_move() + * to transform the current grid into the solved one. + */ + retsize = 256; + ret = snewn(retsize, char); + retlen = 0; + ret[retlen++] = 'S'; + + for (i = 0; i < state->width * state->height; i++) { + int from = currstate->tiles[i], to = tiles[i]; + int ft = from & (R|L|U|D), tt = to & (R|L|U|D); + int x = i % state->width, y = i / state->width; + int chr = '\0'; + char buf[80], *p = buf; + + if (from == to) + continue; /* nothing needs doing at all */ + + /* + * To transform this tile into the desired tile: first + * unlock the tile if it's locked, then rotate it if + * necessary, then lock it if necessary. + */ + if (from & LOCKED) + p += sprintf(p, ";L%d,%d", x, y); + + if (tt == A(ft)) + chr = 'A'; + else if (tt == C(ft)) + chr = 'C'; + else if (tt == F(ft)) + chr = 'F'; + else { + assert(tt == ft); + chr = '\0'; + } + if (chr) + p += sprintf(p, ";%c%d,%d", chr, x, y); + + if (to & LOCKED) + p += sprintf(p, ";L%d,%d", x, y); + + if (p > buf) { + if (retlen + (p - buf) >= retsize) { + retsize = retlen + (p - buf) + 512; + ret = sresize(ret, retsize, char); + } + memcpy(ret+retlen, buf, p - buf); + retlen += p - buf; + } } + assert(retlen < retsize); + ret[retlen] = '\0'; + ret = sresize(ret, retlen+1, char); + return ret; } @@ -1803,10 +1862,11 @@ struct game_drawstate { /* ---------------------------------------------------------------------- * Process a move. */ -static game_state *make_move(game_state *state, game_ui *ui, - game_drawstate *ds, int x, int y, int button) { - game_state *ret, *nullret; - int tx, ty, orig; +static char *interpret_move(game_state *state, game_ui *ui, + game_drawstate *ds, int x, int y, int button) +{ + char *nullret; + int tx, ty; int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL; button &= ~MOD_MASK; @@ -1818,7 +1878,7 @@ static game_state *make_move(game_state *state, game_ui *ui, if (ui->cur_visible) { ui->cur_visible = FALSE; - nullret = state; + nullret = ""; } /* @@ -1869,7 +1929,7 @@ static game_state *make_move(game_state *state, game_ui *ui, OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); ui->cur_visible = TRUE; } - return state; /* UI activity has occurred */ + return ""; /* UI activity has occurred */ } else if (button == 'a' || button == 's' || button == 'd' || button == 'A' || button == 'S' || button == 'D' || button == CURSOR_SELECT) { @@ -1900,13 +1960,9 @@ static game_state *make_move(game_state *state, game_ui *ui, * unlocks it.) */ if (button == MIDDLE_BUTTON) { - - ret = dup_game(state); - ret->just_used_solve = FALSE; - tile(ret, tx, ty) ^= LOCKED; - ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0; - return ret; - + char buf[80]; + sprintf(buf, "L%d,%d", tx, ty); + return dupstr(buf); } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { /* @@ -1920,49 +1976,115 @@ static game_state *make_move(game_state *state, game_ui *ui, * Otherwise, turn the tile one way or the other. Left button * turns anticlockwise; right button turns clockwise. */ - ret = dup_game(state); - ret->just_used_solve = FALSE; - orig = tile(ret, tx, ty); - if (button == LEFT_BUTTON) { - tile(ret, tx, ty) = A(orig); - ret->last_rotate_dir = +1; - } else { - tile(ret, tx, ty) = C(orig); - ret->last_rotate_dir = -1; - } - ret->last_rotate_x = tx; - ret->last_rotate_y = ty; - + char buf[80]; + sprintf(buf, "%c%d,%d", (button == LEFT_BUTTON ? 'A' : 'C'), tx, ty); + return dupstr(buf); } else if (button == 'J') { - /* * Jumble all unlocked tiles to random orientations. */ - int jx, jy; - ret = dup_game(state); - ret->just_used_solve = FALSE; - for (jy = 0; jy < ret->height; jy++) { - for (jx = 0; jx < ret->width; jx++) { - if (!(tile(ret, jx, jy) & LOCKED)) { + + int jx, jy, maxlen; + char *ret, *p; + + /* + * Maximum string length assumes no int can be converted to + * decimal and take more than 11 digits! + */ + maxlen = state->width * state->height * 25 + 3; + + ret = snewn(maxlen, char); + p = ret; + *p++ = 'J'; + + for (jy = 0; jy < state->height; jy++) { + for (jx = 0; jx < state->width; jx++) { + if (!(tile(state, jx, jy) & LOCKED)) { int rot = random_upto(ui->rs, 4); - orig = tile(ret, jx, jy); - tile(ret, jx, jy) = ROT(orig, rot); + if (rot) { + p += sprintf(p, ";%c%d,%d", "AFC"[rot-1], jx, jy); + } } } } - ret->last_rotate_dir = 0; /* suppress animation */ - ret->last_rotate_x = ret->last_rotate_y = 0; + *p++ = '\0'; + assert(p - ret < maxlen); + ret = sresize(ret, p - ret, char); + return ret; } else { - ret = NULL; /* placate optimisers which don't understand assert(0) */ - assert(0); + return NULL; + } +} + +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int tx, ty, n, noanim, orig; + + ret = dup_game(from); + ret->just_used_solve = FALSE; + + if (move[0] == 'J' || move[0] == 'S') { + if (move[0] == 'S') + ret->just_used_solve = ret->used_solve = TRUE; + + move++; + if (*move == ';') + move++; + noanim = TRUE; + } else + noanim = FALSE; + + ret->last_rotate_dir = 0; /* suppress animation */ + ret->last_rotate_x = ret->last_rotate_y = 0; + + while (*move) { + if ((move[0] == 'A' || move[0] == 'C' || + move[0] == 'F' || move[0] == 'L') && + sscanf(move+1, "%d,%d%n", &tx, &ty, &n) >= 2 && + tx >= 0 && tx < from->width && ty >= 0 && ty < from->height) { + orig = tile(ret, tx, ty); + if (move[0] == 'A') { + tile(ret, tx, ty) = A(orig); + if (!noanim) + ret->last_rotate_dir = +1; + } else if (move[0] == 'F') { + tile(ret, tx, ty) = F(orig); + if (!noanim) { + free_game(ret); + return NULL; + } + } else if (move[0] == 'C') { + tile(ret, tx, ty) = C(orig); + if (!noanim) + ret->last_rotate_dir = -1; + } else { + assert(move[0] == 'L'); + tile(ret, tx, ty) ^= LOCKED; + } + + move += 1 + n; + if (*move == ';') move++; + } else { + free_game(ret); + return NULL; + } + } + if (!noanim) { + ret->last_rotate_x = tx; + ret->last_rotate_y = ty; } /* * Check whether the game has been completed. + * + * For this purpose it doesn't matter where the source square + * is, because we can start from anywhere and correctly + * determine whether the game is completed. */ { - unsigned char *active = compute_active(ret, ui->cx, ui->cy); + unsigned char *active = compute_active(ret, 0, 0); int x1, y1; int complete = TRUE; @@ -1983,6 +2105,7 @@ static game_state *make_move(game_state *state, game_ui *ui, return ret; } + /* ---------------------------------------------------------------------- * Routines for drawing the game position on the screen. */ @@ -2617,7 +2740,8 @@ const struct game thegame = { new_ui, free_ui, game_changed_state, - make_move, + interpret_move, + execute_move, game_size, game_colours, game_new_drawstate, |