mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
Lee Dowling points out that duplicating the entire grid data
structure in every game_state is terribly wasteful. Move all the constant bits of it (i.e. everything except the per-square 'blue' flag) into a ref-counted shared structure. [originally from svn r8444]
This commit is contained in:
131
cube.c
131
cube.c
@ -179,7 +179,6 @@ struct grid_square {
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float points[8]; /* maximum */
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int directions[8]; /* bit masks showing point pairs */
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int flip;
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int blue;
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int tetra_class;
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};
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@ -195,12 +194,25 @@ struct game_params {
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int d1, d2;
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};
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typedef struct game_grid game_grid;
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struct game_grid {
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int refcount;
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struct grid_square *squares;
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int nsquares;
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};
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#define SET_SQUARE(state, i, val) \
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((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
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(state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
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#define GET_SQUARE(state, i) \
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(((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
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struct game_state {
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struct game_params params;
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const struct solid *solid;
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int *facecolours;
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struct grid_square *squares;
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int nsquares;
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game_grid *grid;
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unsigned long *bluemask;
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int current; /* index of current grid square */
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int sgkey[2]; /* key-point indices into grid sq */
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int dgkey[2]; /* key-point indices into grid sq */
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@ -689,11 +701,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
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static void add_grid_square_callback(void *ctx, struct grid_square *sq)
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{
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game_state *state = (game_state *)ctx;
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game_grid *grid = (game_grid *)ctx;
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state->squares[state->nsquares] = *sq; /* structure copy */
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state->squares[state->nsquares].blue = FALSE;
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state->nsquares++;
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grid->squares[grid->nsquares++] = *sq; /* structure copy */
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}
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static int lowest_face(const struct solid *solid)
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@ -865,6 +875,7 @@ static char *validate_desc(game_params *params, char *desc)
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static game_state *new_game(midend *me, game_params *params, char *desc)
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{
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game_grid *grid = snew(game_grid);
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game_state *state = snew(game_state);
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int area;
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@ -872,14 +883,20 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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state->solid = solids[params->solid];
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area = grid_area(params->d1, params->d2, state->solid->order);
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state->squares = snewn(area, struct grid_square);
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state->nsquares = 0;
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enum_grid_squares(params, add_grid_square_callback, state);
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assert(state->nsquares == area);
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grid->squares = snewn(area, struct grid_square);
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grid->nsquares = 0;
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enum_grid_squares(params, add_grid_square_callback, grid);
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assert(grid->nsquares == area);
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state->grid = grid;
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grid->refcount = 1;
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state->facecolours = snewn(state->solid->nfaces, int);
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memset(state->facecolours, 0, state->solid->nfaces * sizeof(int));
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state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long);
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memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 *
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sizeof(unsigned long));
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/*
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* Set up the blue squares and polyhedron position according to
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* the game description.
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@ -890,7 +907,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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j = 8;
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v = 0;
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for (i = 0; i < state->nsquares; i++) {
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for (i = 0; i < state->grid->nsquares; i++) {
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if (j == 8) {
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v = *p++;
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if (v >= '0' && v <= '9')
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@ -903,7 +920,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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break;
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}
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if (v & j)
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state->squares[i].blue = TRUE;
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SET_SQUARE(state, i, TRUE);
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j >>= 1;
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if (j == 0)
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j = 8;
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@ -913,7 +930,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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p++;
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state->current = atoi(p);
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if (state->current < 0 || state->current >= state->nsquares)
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if (state->current < 0 || state->current >= state->grid->nsquares)
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state->current = 0; /* got to do _something_ */
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}
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@ -925,7 +942,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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int pkey[4];
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int ret;
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ret = align_poly(state->solid, &state->squares[state->current], pkey);
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ret = align_poly(state->solid, &state->grid->squares[state->current], pkey);
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assert(ret);
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state->dpkey[0] = state->spkey[0] = pkey[0];
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@ -951,11 +968,12 @@ static game_state *dup_game(game_state *state)
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ret->facecolours = snewn(ret->solid->nfaces, int);
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memcpy(ret->facecolours, state->facecolours,
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ret->solid->nfaces * sizeof(int));
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ret->nsquares = state->nsquares;
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ret->current = state->current;
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ret->squares = snewn(ret->nsquares, struct grid_square);
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memcpy(ret->squares, state->squares,
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ret->nsquares * sizeof(struct grid_square));
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ret->grid = state->grid;
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ret->grid->refcount++;
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ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long);
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memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 *
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sizeof(unsigned long));
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ret->dpkey[0] = state->dpkey[0];
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ret->dpkey[1] = state->dpkey[1];
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ret->dgkey[0] = state->dgkey[0];
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@ -974,7 +992,10 @@ static game_state *dup_game(game_state *state)
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static void free_game(game_state *state)
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{
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sfree(state->squares);
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if (--state->grid->refcount <= 0) {
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sfree(state->grid->squares);
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sfree(state->grid);
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}
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sfree(state->facecolours);
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sfree(state);
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}
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@ -1036,13 +1057,13 @@ static int find_move_dest(game_state *from, int direction,
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* Find the two points in the current grid square which
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* correspond to this move.
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*/
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mask = from->squares[from->current].directions[direction];
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mask = from->grid->squares[from->current].directions[direction];
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if (mask == 0)
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return -1;
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for (i = j = 0; i < from->squares[from->current].npoints; i++)
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for (i = j = 0; i < from->grid->squares[from->current].npoints; i++)
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if (mask & (1 << i)) {
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points[j*2] = from->squares[from->current].points[i*2];
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points[j*2+1] = from->squares[from->current].points[i*2+1];
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points[j*2] = from->grid->squares[from->current].points[i*2];
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points[j*2+1] = from->grid->squares[from->current].points[i*2+1];
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skey[j] = i;
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j++;
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}
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@ -1053,18 +1074,18 @@ static int find_move_dest(game_state *from, int direction,
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* This is our move destination.
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*/
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dest = -1;
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for (i = 0; i < from->nsquares; i++)
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for (i = 0; i < from->grid->nsquares; i++)
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if (i != from->current) {
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int match = 0;
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float dist;
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for (j = 0; j < from->squares[i].npoints; j++) {
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dist = (SQ(from->squares[i].points[j*2] - points[0]) +
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SQ(from->squares[i].points[j*2+1] - points[1]));
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for (j = 0; j < from->grid->squares[i].npoints; j++) {
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dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) +
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SQ(from->grid->squares[i].points[j*2+1] - points[1]));
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if (dist < 0.1)
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dkey[match++] = j;
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dist = (SQ(from->squares[i].points[j*2] - points[2]) +
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SQ(from->squares[i].points[j*2+1] - points[3]));
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dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) +
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SQ(from->grid->squares[i].points[j*2+1] - points[3]));
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if (dist < 0.1)
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dkey[match++] = j;
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}
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@ -1115,8 +1136,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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int cx, cy;
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double angle;
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cx = (int)(state->squares[state->current].x * GRID_SCALE) + ds->ox;
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cy = (int)(state->squares[state->current].y * GRID_SCALE) + ds->oy;
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cx = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox;
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cy = (int)(state->grid->squares[state->current].y * GRID_SCALE) + ds->oy;
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if (x == cx && y == cy)
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return NULL; /* clicked in exact centre! */
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@ -1141,7 +1162,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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* x-axis, not anticlockwise as most mathematicians would
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* instinctively assume.
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*/
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if (state->squares[state->current].npoints == 4) {
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if (state->grid->squares[state->current].npoints == 4) {
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/* Square. */
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if (fabs(angle) > 3*PI/4)
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direction = LEFT;
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@ -1151,7 +1172,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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direction = DOWN;
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else
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direction = UP;
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} else if (state->squares[state->current].directions[UP] == 0) {
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} else if (state->grid->squares[state->current].directions[UP] == 0) {
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/* Up-pointing triangle. */
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if (angle < -PI/2 || angle > 5*PI/6)
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direction = LEFT;
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@ -1161,7 +1182,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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direction = RIGHT;
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} else {
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/* Down-pointing triangle. */
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assert(state->squares[state->current].directions[DOWN] == 0);
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assert(state->grid->squares[state->current].directions[DOWN] == 0);
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if (angle > PI/2 || angle < -5*PI/6)
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direction = LEFT;
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else if (angle < -PI/6)
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@ -1172,7 +1193,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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} else
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return NULL;
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mask = state->squares[state->current].directions[direction];
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mask = state->grid->squares[state->current].directions[direction];
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if (mask == 0)
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return NULL;
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@ -1181,7 +1202,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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*/
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if (direction > DOWN) {
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for (i = LEFT; i <= DOWN; i++)
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if (state->squares[state->current].directions[i] == mask) {
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if (state->grid->squares[state->current].directions[i] == mask) {
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direction = i;
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break;
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}
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@ -1237,7 +1258,7 @@ static game_state *execute_move(game_state *from, char *move)
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*/
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{
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int all_pkey[4];
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align_poly(from->solid, &from->squares[from->current], all_pkey);
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align_poly(from->solid, &from->grid->squares[from->current], all_pkey);
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pkey[0] = all_pkey[skey[0]];
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pkey[1] = all_pkey[skey[1]];
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/*
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@ -1297,19 +1318,19 @@ static game_state *execute_move(game_state *from, char *move)
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angle = -angle; /* HACK */
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poly = transform_poly(from->solid,
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from->squares[from->current].flip,
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from->grid->squares[from->current].flip,
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pkey[0], pkey[1], angle);
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flip_poly(poly, from->squares[ret->current].flip);
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success = align_poly(poly, &from->squares[ret->current], all_pkey);
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flip_poly(poly, from->grid->squares[ret->current].flip);
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success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
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if (!success) {
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sfree(poly);
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angle = -angle;
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poly = transform_poly(from->solid,
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from->squares[from->current].flip,
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from->grid->squares[from->current].flip,
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pkey[0], pkey[1], angle);
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flip_poly(poly, from->squares[ret->current].flip);
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success = align_poly(poly, &from->squares[ret->current], all_pkey);
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flip_poly(poly, from->grid->squares[ret->current].flip);
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success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
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}
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assert(success);
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@ -1375,8 +1396,8 @@ static game_state *execute_move(game_state *from, char *move)
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if (!ret->completed) {
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i = lowest_face(from->solid);
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j = ret->facecolours[i];
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ret->facecolours[i] = ret->squares[ret->current].blue;
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ret->squares[ret->current].blue = j;
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ret->facecolours[i] = GET_SQUARE(ret, ret->current);
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SET_SQUARE(ret, ret->current, j);
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/*
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* Detect game completion.
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@ -1399,7 +1420,7 @@ static game_state *execute_move(game_state *from, char *move)
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int pkey[4];
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int success;
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success = align_poly(ret->solid, &ret->squares[ret->current], pkey);
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success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey);
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assert(success);
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ret->dpkey[0] = pkey[0];
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@ -1561,25 +1582,25 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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newstate = state;
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state = oldstate;
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for (i = 0; i < state->nsquares; i++) {
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for (i = 0; i < state->grid->nsquares; i++) {
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int coords[8];
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for (j = 0; j < state->squares[i].npoints; j++) {
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coords[2*j] = ((int)(state->squares[i].points[2*j] * GRID_SCALE)
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for (j = 0; j < state->grid->squares[i].npoints; j++) {
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coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE)
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+ ds->ox);
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coords[2*j+1] = ((int)(state->squares[i].points[2*j+1]*GRID_SCALE)
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coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE)
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+ ds->oy);
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}
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draw_polygon(dr, coords, state->squares[i].npoints,
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state->squares[i].blue ? COL_BLUE : COL_BACKGROUND,
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draw_polygon(dr, coords, state->grid->squares[i].npoints,
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GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND,
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COL_BORDER);
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}
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/*
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* Now compute and draw the polyhedron.
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*/
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poly = transform_poly(state->solid, state->squares[square].flip,
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poly = transform_poly(state->solid, state->grid->squares[square].flip,
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pkey[0], pkey[1], angle);
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/*
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@ -1595,7 +1616,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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if (i < 2) {
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grid_coord =
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state->squares[square].points[gkey[j]*2+i];
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state->grid->squares[square].points[gkey[j]*2+i];
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} else {
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grid_coord = 0.0;
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}
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