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]
This commit is contained in:
Simon Tatham
2005-06-27 19:34:54 +00:00
parent 7cb29412c1
commit 76d50e6905
16 changed files with 1377 additions and 639 deletions

256
cube.c
View File

@ -984,8 +984,8 @@ 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)
{
return NULL;
}
@ -1014,104 +1014,14 @@ struct game_drawstate {
int ox, oy; /* pixel position of float origin */
};
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
/*
* Code shared between interpret_move() and execute_move().
*/
static int find_move_dest(game_state *from, int direction,
int *skey, int *dkey)
{
int direction;
int pkey[2], skey[2], dkey[2];
int mask, dest, i, j;
float points[4];
game_state *ret;
float angle;
int i, j, dest, mask;
struct solid *poly;
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
/*
* Moves can be made with the cursor keys or numeric keypad, or
* alternatively you can left-click and the polyhedron will
* move in the general direction of the mouse pointer.
*/
if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
direction = UP;
else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
direction = DOWN;
else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
direction = LEFT;
else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
direction = RIGHT;
else if (button == (MOD_NUM_KEYPAD | '7'))
direction = UP_LEFT;
else if (button == (MOD_NUM_KEYPAD | '1'))
direction = DOWN_LEFT;
else if (button == (MOD_NUM_KEYPAD | '9'))
direction = UP_RIGHT;
else if (button == (MOD_NUM_KEYPAD | '3'))
direction = DOWN_RIGHT;
else if (button == LEFT_BUTTON) {
/*
* Find the bearing of the click point from the current
* square's centre.
*/
int cx, cy;
double angle;
cx = from->squares[from->current].x * GRID_SCALE + ds->ox;
cy = from->squares[from->current].y * GRID_SCALE + ds->oy;
if (x == cx && y == cy)
return NULL; /* clicked in exact centre! */
angle = atan2(y - cy, x - cx);
/*
* There are three possibilities.
*
* - This square is a square, so we choose between UP,
* DOWN, LEFT and RIGHT by dividing the available angle
* at the 45-degree points.
*
* - This square is an up-pointing triangle, so we choose
* between DOWN, LEFT and RIGHT by dividing into
* 120-degree arcs.
*
* - This square is a down-pointing triangle, so we choose
* between UP, LEFT and RIGHT in the inverse manner.
*
* Don't forget that since our y-coordinates increase
* downwards, `angle' is measured _clockwise_ from the
* x-axis, not anticlockwise as most mathematicians would
* instinctively assume.
*/
if (from->squares[from->current].npoints == 4) {
/* Square. */
if (fabs(angle) > 3*PI/4)
direction = LEFT;
else if (fabs(angle) < PI/4)
direction = RIGHT;
else if (angle > 0)
direction = DOWN;
else
direction = UP;
} else if (from->squares[from->current].directions[UP] == 0) {
/* Up-pointing triangle. */
if (angle < -PI/2 || angle > 5*PI/6)
direction = LEFT;
else if (angle > PI/6)
direction = DOWN;
else
direction = RIGHT;
} else {
/* Down-pointing triangle. */
assert(from->squares[from->current].directions[DOWN] == 0);
if (angle > PI/2 || angle < -5*PI/6)
direction = LEFT;
else if (angle < -PI/6)
direction = UP;
else
direction = RIGHT;
}
} else
return NULL;
/*
* Find the two points in the current grid square which
@ -1119,7 +1029,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
*/
mask = from->squares[from->current].directions[direction];
if (mask == 0)
return NULL;
return -1;
for (i = j = 0; i < from->squares[from->current].npoints; i++)
if (mask & (1 << i)) {
points[j*2] = from->squares[from->current].points[i*2];
@ -1156,11 +1066,154 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
}
}
return dest;
}
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
int direction, mask, i;
int skey[2], dkey[2];
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
/*
* Moves can be made with the cursor keys or numeric keypad, or
* alternatively you can left-click and the polyhedron will
* move in the general direction of the mouse pointer.
*/
if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
direction = UP;
else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
direction = DOWN;
else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
direction = LEFT;
else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
direction = RIGHT;
else if (button == (MOD_NUM_KEYPAD | '7'))
direction = UP_LEFT;
else if (button == (MOD_NUM_KEYPAD | '1'))
direction = DOWN_LEFT;
else if (button == (MOD_NUM_KEYPAD | '9'))
direction = UP_RIGHT;
else if (button == (MOD_NUM_KEYPAD | '3'))
direction = DOWN_RIGHT;
else if (button == LEFT_BUTTON) {
/*
* Find the bearing of the click point from the current
* square's centre.
*/
int cx, cy;
double angle;
cx = state->squares[state->current].x * GRID_SCALE + ds->ox;
cy = state->squares[state->current].y * GRID_SCALE + ds->oy;
if (x == cx && y == cy)
return NULL; /* clicked in exact centre! */
angle = atan2(y - cy, x - cx);
/*
* There are three possibilities.
*
* - This square is a square, so we choose between UP,
* DOWN, LEFT and RIGHT by dividing the available angle
* at the 45-degree points.
*
* - This square is an up-pointing triangle, so we choose
* between DOWN, LEFT and RIGHT by dividing into
* 120-degree arcs.
*
* - This square is a down-pointing triangle, so we choose
* between UP, LEFT and RIGHT in the inverse manner.
*
* Don't forget that since our y-coordinates increase
* downwards, `angle' is measured _clockwise_ from the
* x-axis, not anticlockwise as most mathematicians would
* instinctively assume.
*/
if (state->squares[state->current].npoints == 4) {
/* Square. */
if (fabs(angle) > 3*PI/4)
direction = LEFT;
else if (fabs(angle) < PI/4)
direction = RIGHT;
else if (angle > 0)
direction = DOWN;
else
direction = UP;
} else if (state->squares[state->current].directions[UP] == 0) {
/* Up-pointing triangle. */
if (angle < -PI/2 || angle > 5*PI/6)
direction = LEFT;
else if (angle > PI/6)
direction = DOWN;
else
direction = RIGHT;
} else {
/* Down-pointing triangle. */
assert(state->squares[state->current].directions[DOWN] == 0);
if (angle > PI/2 || angle < -5*PI/6)
direction = LEFT;
else if (angle < -PI/6)
direction = UP;
else
direction = RIGHT;
}
} else
return NULL;
mask = state->squares[state->current].directions[direction];
if (mask == 0)
return NULL;
/*
* Translate diagonal directions into orthogonal ones.
*/
if (direction > DOWN) {
for (i = LEFT; i <= DOWN; i++)
if (state->squares[state->current].directions[i] == mask) {
direction = i;
break;
}
assert(direction <= DOWN);
}
if (find_move_dest(state, direction, skey, dkey) < 0)
return NULL;
if (direction == LEFT) return dupstr("L");
if (direction == RIGHT) return dupstr("R");
if (direction == UP) return dupstr("U");
if (direction == DOWN) return dupstr("D");
return NULL; /* should never happen */
}
static game_state *execute_move(game_state *from, char *move)
{
game_state *ret;
float angle;
struct solid *poly;
int pkey[2];
int skey[2], dkey[2];
int i, j, dest;
int direction;
switch (*move) {
case 'L': direction = LEFT; break;
case 'R': direction = RIGHT; break;
case 'U': direction = UP; break;
case 'D': direction = DOWN; break;
default: return NULL;
}
dest = find_move_dest(from, direction, skey, dkey);
if (dest < 0)
return NULL;
ret = dup_game(from);
ret->current = i;
ret->current = dest;
/*
* So we know what grid square we're aiming for, and we also
@ -1662,7 +1715,8 @@ const struct game thegame = {
new_ui,
free_ui,
game_changed_state,
make_move,
interpret_move,
execute_move,
game_size,
game_colours,
game_new_drawstate,