mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -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 {
|
|||||||
float points[8]; /* maximum */
|
float points[8]; /* maximum */
|
||||||
int directions[8]; /* bit masks showing point pairs */
|
int directions[8]; /* bit masks showing point pairs */
|
||||||
int flip;
|
int flip;
|
||||||
int blue;
|
|
||||||
int tetra_class;
|
int tetra_class;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -195,12 +194,25 @@ struct game_params {
|
|||||||
int d1, d2;
|
int d1, d2;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
typedef struct game_grid game_grid;
|
||||||
|
struct game_grid {
|
||||||
|
int refcount;
|
||||||
|
struct grid_square *squares;
|
||||||
|
int nsquares;
|
||||||
|
};
|
||||||
|
|
||||||
|
#define SET_SQUARE(state, i, val) \
|
||||||
|
((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
|
||||||
|
(state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
|
||||||
|
#define GET_SQUARE(state, i) \
|
||||||
|
(((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
|
||||||
|
|
||||||
struct game_state {
|
struct game_state {
|
||||||
struct game_params params;
|
struct game_params params;
|
||||||
const struct solid *solid;
|
const struct solid *solid;
|
||||||
int *facecolours;
|
int *facecolours;
|
||||||
struct grid_square *squares;
|
game_grid *grid;
|
||||||
int nsquares;
|
unsigned long *bluemask;
|
||||||
int current; /* index of current grid square */
|
int current; /* index of current grid square */
|
||||||
int sgkey[2]; /* key-point indices into grid sq */
|
int sgkey[2]; /* key-point indices into grid sq */
|
||||||
int dgkey[2]; /* key-point indices into grid sq */
|
int dgkey[2]; /* key-point indices into grid sq */
|
||||||
@ -689,11 +701,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
|||||||
|
|
||||||
static void add_grid_square_callback(void *ctx, struct grid_square *sq)
|
static void add_grid_square_callback(void *ctx, struct grid_square *sq)
|
||||||
{
|
{
|
||||||
game_state *state = (game_state *)ctx;
|
game_grid *grid = (game_grid *)ctx;
|
||||||
|
|
||||||
state->squares[state->nsquares] = *sq; /* structure copy */
|
grid->squares[grid->nsquares++] = *sq; /* structure copy */
|
||||||
state->squares[state->nsquares].blue = FALSE;
|
|
||||||
state->nsquares++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static int lowest_face(const struct solid *solid)
|
static int lowest_face(const struct solid *solid)
|
||||||
@ -865,6 +875,7 @@ static char *validate_desc(game_params *params, char *desc)
|
|||||||
|
|
||||||
static game_state *new_game(midend *me, game_params *params, char *desc)
|
static game_state *new_game(midend *me, game_params *params, char *desc)
|
||||||
{
|
{
|
||||||
|
game_grid *grid = snew(game_grid);
|
||||||
game_state *state = snew(game_state);
|
game_state *state = snew(game_state);
|
||||||
int area;
|
int area;
|
||||||
|
|
||||||
@ -872,14 +883,20 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
|
|||||||
state->solid = solids[params->solid];
|
state->solid = solids[params->solid];
|
||||||
|
|
||||||
area = grid_area(params->d1, params->d2, state->solid->order);
|
area = grid_area(params->d1, params->d2, state->solid->order);
|
||||||
state->squares = snewn(area, struct grid_square);
|
grid->squares = snewn(area, struct grid_square);
|
||||||
state->nsquares = 0;
|
grid->nsquares = 0;
|
||||||
enum_grid_squares(params, add_grid_square_callback, state);
|
enum_grid_squares(params, add_grid_square_callback, grid);
|
||||||
assert(state->nsquares == area);
|
assert(grid->nsquares == area);
|
||||||
|
state->grid = grid;
|
||||||
|
grid->refcount = 1;
|
||||||
|
|
||||||
state->facecolours = snewn(state->solid->nfaces, int);
|
state->facecolours = snewn(state->solid->nfaces, int);
|
||||||
memset(state->facecolours, 0, state->solid->nfaces * sizeof(int));
|
memset(state->facecolours, 0, state->solid->nfaces * sizeof(int));
|
||||||
|
|
||||||
|
state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long);
|
||||||
|
memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 *
|
||||||
|
sizeof(unsigned long));
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Set up the blue squares and polyhedron position according to
|
* Set up the blue squares and polyhedron position according to
|
||||||
* the game description.
|
* the game description.
|
||||||
@ -890,7 +907,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
|
|||||||
|
|
||||||
j = 8;
|
j = 8;
|
||||||
v = 0;
|
v = 0;
|
||||||
for (i = 0; i < state->nsquares; i++) {
|
for (i = 0; i < state->grid->nsquares; i++) {
|
||||||
if (j == 8) {
|
if (j == 8) {
|
||||||
v = *p++;
|
v = *p++;
|
||||||
if (v >= '0' && v <= '9')
|
if (v >= '0' && v <= '9')
|
||||||
@ -903,7 +920,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if (v & j)
|
if (v & j)
|
||||||
state->squares[i].blue = TRUE;
|
SET_SQUARE(state, i, TRUE);
|
||||||
j >>= 1;
|
j >>= 1;
|
||||||
if (j == 0)
|
if (j == 0)
|
||||||
j = 8;
|
j = 8;
|
||||||
@ -913,7 +930,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
|
|||||||
p++;
|
p++;
|
||||||
|
|
||||||
state->current = atoi(p);
|
state->current = atoi(p);
|
||||||
if (state->current < 0 || state->current >= state->nsquares)
|
if (state->current < 0 || state->current >= state->grid->nsquares)
|
||||||
state->current = 0; /* got to do _something_ */
|
state->current = 0; /* got to do _something_ */
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -925,7 +942,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
|
|||||||
int pkey[4];
|
int pkey[4];
|
||||||
int ret;
|
int ret;
|
||||||
|
|
||||||
ret = align_poly(state->solid, &state->squares[state->current], pkey);
|
ret = align_poly(state->solid, &state->grid->squares[state->current], pkey);
|
||||||
assert(ret);
|
assert(ret);
|
||||||
|
|
||||||
state->dpkey[0] = state->spkey[0] = pkey[0];
|
state->dpkey[0] = state->spkey[0] = pkey[0];
|
||||||
@ -951,11 +968,12 @@ static game_state *dup_game(game_state *state)
|
|||||||
ret->facecolours = snewn(ret->solid->nfaces, int);
|
ret->facecolours = snewn(ret->solid->nfaces, int);
|
||||||
memcpy(ret->facecolours, state->facecolours,
|
memcpy(ret->facecolours, state->facecolours,
|
||||||
ret->solid->nfaces * sizeof(int));
|
ret->solid->nfaces * sizeof(int));
|
||||||
ret->nsquares = state->nsquares;
|
|
||||||
ret->current = state->current;
|
ret->current = state->current;
|
||||||
ret->squares = snewn(ret->nsquares, struct grid_square);
|
ret->grid = state->grid;
|
||||||
memcpy(ret->squares, state->squares,
|
ret->grid->refcount++;
|
||||||
ret->nsquares * sizeof(struct grid_square));
|
ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long);
|
||||||
|
memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 *
|
||||||
|
sizeof(unsigned long));
|
||||||
ret->dpkey[0] = state->dpkey[0];
|
ret->dpkey[0] = state->dpkey[0];
|
||||||
ret->dpkey[1] = state->dpkey[1];
|
ret->dpkey[1] = state->dpkey[1];
|
||||||
ret->dgkey[0] = state->dgkey[0];
|
ret->dgkey[0] = state->dgkey[0];
|
||||||
@ -974,7 +992,10 @@ static game_state *dup_game(game_state *state)
|
|||||||
|
|
||||||
static void free_game(game_state *state)
|
static void free_game(game_state *state)
|
||||||
{
|
{
|
||||||
sfree(state->squares);
|
if (--state->grid->refcount <= 0) {
|
||||||
|
sfree(state->grid->squares);
|
||||||
|
sfree(state->grid);
|
||||||
|
}
|
||||||
sfree(state->facecolours);
|
sfree(state->facecolours);
|
||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
@ -1036,13 +1057,13 @@ static int find_move_dest(game_state *from, int direction,
|
|||||||
* Find the two points in the current grid square which
|
* Find the two points in the current grid square which
|
||||||
* correspond to this move.
|
* correspond to this move.
|
||||||
*/
|
*/
|
||||||
mask = from->squares[from->current].directions[direction];
|
mask = from->grid->squares[from->current].directions[direction];
|
||||||
if (mask == 0)
|
if (mask == 0)
|
||||||
return -1;
|
return -1;
|
||||||
for (i = j = 0; i < from->squares[from->current].npoints; i++)
|
for (i = j = 0; i < from->grid->squares[from->current].npoints; i++)
|
||||||
if (mask & (1 << i)) {
|
if (mask & (1 << i)) {
|
||||||
points[j*2] = from->squares[from->current].points[i*2];
|
points[j*2] = from->grid->squares[from->current].points[i*2];
|
||||||
points[j*2+1] = from->squares[from->current].points[i*2+1];
|
points[j*2+1] = from->grid->squares[from->current].points[i*2+1];
|
||||||
skey[j] = i;
|
skey[j] = i;
|
||||||
j++;
|
j++;
|
||||||
}
|
}
|
||||||
@ -1053,18 +1074,18 @@ static int find_move_dest(game_state *from, int direction,
|
|||||||
* This is our move destination.
|
* This is our move destination.
|
||||||
*/
|
*/
|
||||||
dest = -1;
|
dest = -1;
|
||||||
for (i = 0; i < from->nsquares; i++)
|
for (i = 0; i < from->grid->nsquares; i++)
|
||||||
if (i != from->current) {
|
if (i != from->current) {
|
||||||
int match = 0;
|
int match = 0;
|
||||||
float dist;
|
float dist;
|
||||||
|
|
||||||
for (j = 0; j < from->squares[i].npoints; j++) {
|
for (j = 0; j < from->grid->squares[i].npoints; j++) {
|
||||||
dist = (SQ(from->squares[i].points[j*2] - points[0]) +
|
dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) +
|
||||||
SQ(from->squares[i].points[j*2+1] - points[1]));
|
SQ(from->grid->squares[i].points[j*2+1] - points[1]));
|
||||||
if (dist < 0.1)
|
if (dist < 0.1)
|
||||||
dkey[match++] = j;
|
dkey[match++] = j;
|
||||||
dist = (SQ(from->squares[i].points[j*2] - points[2]) +
|
dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) +
|
||||||
SQ(from->squares[i].points[j*2+1] - points[3]));
|
SQ(from->grid->squares[i].points[j*2+1] - points[3]));
|
||||||
if (dist < 0.1)
|
if (dist < 0.1)
|
||||||
dkey[match++] = j;
|
dkey[match++] = j;
|
||||||
}
|
}
|
||||||
@ -1115,8 +1136,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|||||||
int cx, cy;
|
int cx, cy;
|
||||||
double angle;
|
double angle;
|
||||||
|
|
||||||
cx = (int)(state->squares[state->current].x * GRID_SCALE) + ds->ox;
|
cx = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox;
|
||||||
cy = (int)(state->squares[state->current].y * GRID_SCALE) + ds->oy;
|
cy = (int)(state->grid->squares[state->current].y * GRID_SCALE) + ds->oy;
|
||||||
|
|
||||||
if (x == cx && y == cy)
|
if (x == cx && y == cy)
|
||||||
return NULL; /* clicked in exact centre! */
|
return NULL; /* clicked in exact centre! */
|
||||||
@ -1141,7 +1162,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|||||||
* x-axis, not anticlockwise as most mathematicians would
|
* x-axis, not anticlockwise as most mathematicians would
|
||||||
* instinctively assume.
|
* instinctively assume.
|
||||||
*/
|
*/
|
||||||
if (state->squares[state->current].npoints == 4) {
|
if (state->grid->squares[state->current].npoints == 4) {
|
||||||
/* Square. */
|
/* Square. */
|
||||||
if (fabs(angle) > 3*PI/4)
|
if (fabs(angle) > 3*PI/4)
|
||||||
direction = LEFT;
|
direction = LEFT;
|
||||||
@ -1151,7 +1172,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|||||||
direction = DOWN;
|
direction = DOWN;
|
||||||
else
|
else
|
||||||
direction = UP;
|
direction = UP;
|
||||||
} else if (state->squares[state->current].directions[UP] == 0) {
|
} else if (state->grid->squares[state->current].directions[UP] == 0) {
|
||||||
/* Up-pointing triangle. */
|
/* Up-pointing triangle. */
|
||||||
if (angle < -PI/2 || angle > 5*PI/6)
|
if (angle < -PI/2 || angle > 5*PI/6)
|
||||||
direction = LEFT;
|
direction = LEFT;
|
||||||
@ -1161,7 +1182,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|||||||
direction = RIGHT;
|
direction = RIGHT;
|
||||||
} else {
|
} else {
|
||||||
/* Down-pointing triangle. */
|
/* Down-pointing triangle. */
|
||||||
assert(state->squares[state->current].directions[DOWN] == 0);
|
assert(state->grid->squares[state->current].directions[DOWN] == 0);
|
||||||
if (angle > PI/2 || angle < -5*PI/6)
|
if (angle > PI/2 || angle < -5*PI/6)
|
||||||
direction = LEFT;
|
direction = LEFT;
|
||||||
else if (angle < -PI/6)
|
else if (angle < -PI/6)
|
||||||
@ -1172,7 +1193,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|||||||
} else
|
} else
|
||||||
return NULL;
|
return NULL;
|
||||||
|
|
||||||
mask = state->squares[state->current].directions[direction];
|
mask = state->grid->squares[state->current].directions[direction];
|
||||||
if (mask == 0)
|
if (mask == 0)
|
||||||
return NULL;
|
return NULL;
|
||||||
|
|
||||||
@ -1181,7 +1202,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|||||||
*/
|
*/
|
||||||
if (direction > DOWN) {
|
if (direction > DOWN) {
|
||||||
for (i = LEFT; i <= DOWN; i++)
|
for (i = LEFT; i <= DOWN; i++)
|
||||||
if (state->squares[state->current].directions[i] == mask) {
|
if (state->grid->squares[state->current].directions[i] == mask) {
|
||||||
direction = i;
|
direction = i;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -1237,7 +1258,7 @@ static game_state *execute_move(game_state *from, char *move)
|
|||||||
*/
|
*/
|
||||||
{
|
{
|
||||||
int all_pkey[4];
|
int all_pkey[4];
|
||||||
align_poly(from->solid, &from->squares[from->current], all_pkey);
|
align_poly(from->solid, &from->grid->squares[from->current], all_pkey);
|
||||||
pkey[0] = all_pkey[skey[0]];
|
pkey[0] = all_pkey[skey[0]];
|
||||||
pkey[1] = all_pkey[skey[1]];
|
pkey[1] = all_pkey[skey[1]];
|
||||||
/*
|
/*
|
||||||
@ -1297,19 +1318,19 @@ static game_state *execute_move(game_state *from, char *move)
|
|||||||
angle = -angle; /* HACK */
|
angle = -angle; /* HACK */
|
||||||
|
|
||||||
poly = transform_poly(from->solid,
|
poly = transform_poly(from->solid,
|
||||||
from->squares[from->current].flip,
|
from->grid->squares[from->current].flip,
|
||||||
pkey[0], pkey[1], angle);
|
pkey[0], pkey[1], angle);
|
||||||
flip_poly(poly, from->squares[ret->current].flip);
|
flip_poly(poly, from->grid->squares[ret->current].flip);
|
||||||
success = align_poly(poly, &from->squares[ret->current], all_pkey);
|
success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
|
||||||
|
|
||||||
if (!success) {
|
if (!success) {
|
||||||
sfree(poly);
|
sfree(poly);
|
||||||
angle = -angle;
|
angle = -angle;
|
||||||
poly = transform_poly(from->solid,
|
poly = transform_poly(from->solid,
|
||||||
from->squares[from->current].flip,
|
from->grid->squares[from->current].flip,
|
||||||
pkey[0], pkey[1], angle);
|
pkey[0], pkey[1], angle);
|
||||||
flip_poly(poly, from->squares[ret->current].flip);
|
flip_poly(poly, from->grid->squares[ret->current].flip);
|
||||||
success = align_poly(poly, &from->squares[ret->current], all_pkey);
|
success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
|
||||||
}
|
}
|
||||||
|
|
||||||
assert(success);
|
assert(success);
|
||||||
@ -1375,8 +1396,8 @@ static game_state *execute_move(game_state *from, char *move)
|
|||||||
if (!ret->completed) {
|
if (!ret->completed) {
|
||||||
i = lowest_face(from->solid);
|
i = lowest_face(from->solid);
|
||||||
j = ret->facecolours[i];
|
j = ret->facecolours[i];
|
||||||
ret->facecolours[i] = ret->squares[ret->current].blue;
|
ret->facecolours[i] = GET_SQUARE(ret, ret->current);
|
||||||
ret->squares[ret->current].blue = j;
|
SET_SQUARE(ret, ret->current, j);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Detect game completion.
|
* Detect game completion.
|
||||||
@ -1399,7 +1420,7 @@ static game_state *execute_move(game_state *from, char *move)
|
|||||||
int pkey[4];
|
int pkey[4];
|
||||||
int success;
|
int success;
|
||||||
|
|
||||||
success = align_poly(ret->solid, &ret->squares[ret->current], pkey);
|
success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey);
|
||||||
assert(success);
|
assert(success);
|
||||||
|
|
||||||
ret->dpkey[0] = pkey[0];
|
ret->dpkey[0] = pkey[0];
|
||||||
@ -1561,25 +1582,25 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|||||||
newstate = state;
|
newstate = state;
|
||||||
state = oldstate;
|
state = oldstate;
|
||||||
|
|
||||||
for (i = 0; i < state->nsquares; i++) {
|
for (i = 0; i < state->grid->nsquares; i++) {
|
||||||
int coords[8];
|
int coords[8];
|
||||||
|
|
||||||
for (j = 0; j < state->squares[i].npoints; j++) {
|
for (j = 0; j < state->grid->squares[i].npoints; j++) {
|
||||||
coords[2*j] = ((int)(state->squares[i].points[2*j] * GRID_SCALE)
|
coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE)
|
||||||
+ ds->ox);
|
+ ds->ox);
|
||||||
coords[2*j+1] = ((int)(state->squares[i].points[2*j+1]*GRID_SCALE)
|
coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE)
|
||||||
+ ds->oy);
|
+ ds->oy);
|
||||||
}
|
}
|
||||||
|
|
||||||
draw_polygon(dr, coords, state->squares[i].npoints,
|
draw_polygon(dr, coords, state->grid->squares[i].npoints,
|
||||||
state->squares[i].blue ? COL_BLUE : COL_BACKGROUND,
|
GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND,
|
||||||
COL_BORDER);
|
COL_BORDER);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Now compute and draw the polyhedron.
|
* Now compute and draw the polyhedron.
|
||||||
*/
|
*/
|
||||||
poly = transform_poly(state->solid, state->squares[square].flip,
|
poly = transform_poly(state->solid, state->grid->squares[square].flip,
|
||||||
pkey[0], pkey[1], angle);
|
pkey[0], pkey[1], angle);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -1595,7 +1616,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|||||||
|
|
||||||
if (i < 2) {
|
if (i < 2) {
|
||||||
grid_coord =
|
grid_coord =
|
||||||
state->squares[square].points[gkey[j]*2+i];
|
state->grid->squares[square].points[gkey[j]*2+i];
|
||||||
} else {
|
} else {
|
||||||
grid_coord = 0.0;
|
grid_coord = 0.0;
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user