mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 15:41:30 -07:00
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:
256
cube.c
256
cube.c
@ -984,8 +984,8 @@ static void free_game(game_state *state)
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sfree(state);
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}
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static game_state *solve_game(game_state *state, game_state *currstate,
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game_aux_info *aux, char **error)
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static char *solve_game(game_state *state, game_state *currstate,
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game_aux_info *aux, char **error)
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{
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return NULL;
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}
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@ -1014,104 +1014,14 @@ struct game_drawstate {
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int ox, oy; /* pixel position of float origin */
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};
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static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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/*
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* Code shared between interpret_move() and execute_move().
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*/
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static int find_move_dest(game_state *from, int direction,
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int *skey, int *dkey)
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{
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int direction;
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int pkey[2], skey[2], dkey[2];
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int mask, dest, i, j;
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float points[4];
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game_state *ret;
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float angle;
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int i, j, dest, mask;
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struct solid *poly;
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button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
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/*
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* Moves can be made with the cursor keys or numeric keypad, or
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* alternatively you can left-click and the polyhedron will
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* move in the general direction of the mouse pointer.
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*/
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if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
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direction = UP;
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else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
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direction = DOWN;
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else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
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direction = LEFT;
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else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
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direction = RIGHT;
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else if (button == (MOD_NUM_KEYPAD | '7'))
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direction = UP_LEFT;
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else if (button == (MOD_NUM_KEYPAD | '1'))
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direction = DOWN_LEFT;
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else if (button == (MOD_NUM_KEYPAD | '9'))
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direction = UP_RIGHT;
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else if (button == (MOD_NUM_KEYPAD | '3'))
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direction = DOWN_RIGHT;
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else if (button == LEFT_BUTTON) {
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/*
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* Find the bearing of the click point from the current
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* square's centre.
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*/
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int cx, cy;
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double angle;
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cx = from->squares[from->current].x * GRID_SCALE + ds->ox;
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cy = from->squares[from->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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angle = atan2(y - cy, x - cx);
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/*
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* There are three possibilities.
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*
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* - This square is a square, so we choose between UP,
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* DOWN, LEFT and RIGHT by dividing the available angle
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* at the 45-degree points.
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*
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* - This square is an up-pointing triangle, so we choose
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* between DOWN, LEFT and RIGHT by dividing into
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* 120-degree arcs.
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*
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* - This square is a down-pointing triangle, so we choose
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* between UP, LEFT and RIGHT in the inverse manner.
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*
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* Don't forget that since our y-coordinates increase
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* downwards, `angle' is measured _clockwise_ from the
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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 (from->squares[from->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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else if (fabs(angle) < PI/4)
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direction = RIGHT;
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else if (angle > 0)
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direction = DOWN;
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else
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direction = UP;
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} else if (from->squares[from->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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else if (angle > PI/6)
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direction = DOWN;
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else
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direction = RIGHT;
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} else {
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/* Down-pointing triangle. */
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assert(from->squares[from->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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direction = UP;
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else
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direction = RIGHT;
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}
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} else
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return NULL;
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/*
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* Find the two points in the current grid square which
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@ -1119,7 +1029,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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*/
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mask = from->squares[from->current].directions[direction];
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if (mask == 0)
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return NULL;
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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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if (mask & (1 << i)) {
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points[j*2] = from->squares[from->current].points[i*2];
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@ -1156,11 +1066,154 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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}
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}
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return dest;
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}
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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{
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int direction, mask, i;
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int skey[2], dkey[2];
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button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
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/*
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* Moves can be made with the cursor keys or numeric keypad, or
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* alternatively you can left-click and the polyhedron will
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* move in the general direction of the mouse pointer.
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*/
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if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
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direction = UP;
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else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
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direction = DOWN;
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else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
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direction = LEFT;
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else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
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direction = RIGHT;
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else if (button == (MOD_NUM_KEYPAD | '7'))
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direction = UP_LEFT;
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else if (button == (MOD_NUM_KEYPAD | '1'))
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direction = DOWN_LEFT;
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else if (button == (MOD_NUM_KEYPAD | '9'))
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direction = UP_RIGHT;
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else if (button == (MOD_NUM_KEYPAD | '3'))
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direction = DOWN_RIGHT;
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else if (button == LEFT_BUTTON) {
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/*
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* Find the bearing of the click point from the current
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* square's centre.
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*/
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int cx, cy;
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double angle;
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cx = state->squares[state->current].x * GRID_SCALE + ds->ox;
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cy = state->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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angle = atan2(y - cy, x - cx);
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/*
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* There are three possibilities.
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*
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* - This square is a square, so we choose between UP,
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* DOWN, LEFT and RIGHT by dividing the available angle
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* at the 45-degree points.
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*
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* - This square is an up-pointing triangle, so we choose
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* between DOWN, LEFT and RIGHT by dividing into
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* 120-degree arcs.
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*
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* - This square is a down-pointing triangle, so we choose
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* between UP, LEFT and RIGHT in the inverse manner.
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*
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* Don't forget that since our y-coordinates increase
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* downwards, `angle' is measured _clockwise_ from the
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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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/* Square. */
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if (fabs(angle) > 3*PI/4)
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direction = LEFT;
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else if (fabs(angle) < PI/4)
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direction = RIGHT;
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else if (angle > 0)
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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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/* 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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else if (angle > PI/6)
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direction = DOWN;
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else
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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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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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direction = UP;
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else
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direction = RIGHT;
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}
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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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if (mask == 0)
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return NULL;
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/*
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* Translate diagonal directions into orthogonal ones.
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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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direction = i;
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break;
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}
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assert(direction <= DOWN);
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}
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if (find_move_dest(state, direction, skey, dkey) < 0)
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return NULL;
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if (direction == LEFT) return dupstr("L");
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if (direction == RIGHT) return dupstr("R");
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if (direction == UP) return dupstr("U");
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if (direction == DOWN) return dupstr("D");
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return NULL; /* should never happen */
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}
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static game_state *execute_move(game_state *from, char *move)
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{
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game_state *ret;
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float angle;
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struct solid *poly;
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int pkey[2];
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int skey[2], dkey[2];
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int i, j, dest;
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int direction;
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switch (*move) {
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case 'L': direction = LEFT; break;
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case 'R': direction = RIGHT; break;
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case 'U': direction = UP; break;
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case 'D': direction = DOWN; break;
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default: return NULL;
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}
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dest = find_move_dest(from, direction, skey, dkey);
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if (dest < 0)
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return NULL;
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ret = dup_game(from);
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ret->current = i;
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ret->current = dest;
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/*
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* So we know what grid square we're aiming for, and we also
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@ -1662,7 +1715,8 @@ const struct game thegame = {
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new_ui,
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free_ui,
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game_changed_state,
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make_move,
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interpret_move,
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execute_move,
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game_size,
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game_colours,
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game_new_drawstate,
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