mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -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:
249
rect.c
249
rect.c
@ -323,7 +323,8 @@ static void remove_number_placement(int w, int h, struct numberdata *number,
|
||||
}
|
||||
|
||||
static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
|
||||
game_state *result, random_state *rs)
|
||||
unsigned char *hedge, unsigned char *vedge,
|
||||
random_state *rs)
|
||||
{
|
||||
struct rectlist *rectpositions;
|
||||
int *overlaps, *rectbyplace, *workspace;
|
||||
@ -848,25 +849,25 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
|
||||
assert(rectpositions[i].n > 0);
|
||||
if (rectpositions[i].n > 1) {
|
||||
ret = FALSE;
|
||||
} else if (result) {
|
||||
/*
|
||||
* Place the rectangle in its only possible position.
|
||||
*/
|
||||
int x, y;
|
||||
struct rect *r = &rectpositions[i].rects[0];
|
||||
} else if (hedge && vedge) {
|
||||
/*
|
||||
* Place the rectangle in its only possible position.
|
||||
*/
|
||||
int x, y;
|
||||
struct rect *r = &rectpositions[i].rects[0];
|
||||
|
||||
for (y = 0; y < r->h; y++) {
|
||||
if (r->x > 0)
|
||||
vedge(result, r->x, r->y+y) = 1;
|
||||
if (r->x+r->w < result->w)
|
||||
vedge(result, r->x+r->w, r->y+y) = 1;
|
||||
}
|
||||
for (x = 0; x < r->w; x++) {
|
||||
if (r->y > 0)
|
||||
hedge(result, r->x+x, r->y) = 1;
|
||||
if (r->y+r->h < result->h)
|
||||
hedge(result, r->x+x, r->y+r->h) = 1;
|
||||
}
|
||||
for (y = 0; y < r->h; y++) {
|
||||
if (r->x > 0)
|
||||
vedge[(r->y+y) * w + r->x] = 1;
|
||||
if (r->x+r->w < w)
|
||||
vedge[(r->y+y) * w + r->x+r->w] = 1;
|
||||
}
|
||||
for (x = 0; x < r->w; x++) {
|
||||
if (r->y > 0)
|
||||
hedge[r->y * w + r->x+x] = 1;
|
||||
if (r->y+r->h < h)
|
||||
hedge[(r->y+r->h) * w + r->x+x] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1633,7 +1634,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
||||
|
||||
if (params->unique)
|
||||
ret = rect_solver(params->w, params->h, nnumbers, nd,
|
||||
NULL, rs);
|
||||
NULL, NULL, rs);
|
||||
else
|
||||
ret = TRUE; /* allow any number placement at all */
|
||||
|
||||
@ -1852,10 +1853,13 @@ static void free_game(game_state *state)
|
||||
sfree(state);
|
||||
}
|
||||
|
||||
static game_state *solve_game(game_state *state, game_state *currstate,
|
||||
game_aux_info *ai, char **error)
|
||||
static char *solve_game(game_state *state, game_state *currstate,
|
||||
game_aux_info *ai, char **error)
|
||||
{
|
||||
game_state *ret;
|
||||
unsigned char *vedge, *hedge;
|
||||
int edges_need_freeing;
|
||||
int x, y, len;
|
||||
char *ret, *p;
|
||||
|
||||
if (!ai) {
|
||||
int i, j, n;
|
||||
@ -1884,10 +1888,13 @@ static game_state *solve_game(game_state *state, game_state *currstate,
|
||||
|
||||
assert(j == n);
|
||||
|
||||
ret = dup_game(state);
|
||||
ret->cheated = TRUE;
|
||||
vedge = snewn(state->w * state->h, unsigned char);
|
||||
hedge = snewn(state->w * state->h, unsigned char);
|
||||
memset(vedge, 0, state->w * state->h);
|
||||
memset(hedge, 0, state->w * state->h);
|
||||
edges_need_freeing = TRUE;
|
||||
|
||||
rect_solver(state->w, state->h, n, nd, ret, NULL);
|
||||
rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL);
|
||||
|
||||
/*
|
||||
* Clean up.
|
||||
@ -1895,17 +1902,32 @@ static game_state *solve_game(game_state *state, game_state *currstate,
|
||||
for (i = 0; i < n; i++)
|
||||
sfree(nd[i].points);
|
||||
sfree(nd);
|
||||
|
||||
return ret;
|
||||
} else {
|
||||
assert(state->w == ai->w);
|
||||
assert(state->h == ai->h);
|
||||
vedge = ai->vedge;
|
||||
hedge = ai->hedge;
|
||||
edges_need_freeing = FALSE;
|
||||
}
|
||||
|
||||
assert(state->w == ai->w);
|
||||
assert(state->h == ai->h);
|
||||
len = 2 + (state->w-1)*state->h + (state->h-1)*state->w;
|
||||
ret = snewn(len, char);
|
||||
|
||||
ret = dup_game(state);
|
||||
memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
|
||||
memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
|
||||
ret->cheated = TRUE;
|
||||
p = ret;
|
||||
*p++ = 'S';
|
||||
for (y = 0; y < state->h; y++)
|
||||
for (x = 1; x < state->w; x++)
|
||||
*p++ = vedge[y*state->w+x] ? '1' : '0';
|
||||
for (y = 1; y < state->h; y++)
|
||||
for (x = 0; x < state->w; x++)
|
||||
*p++ = hedge[y*state->w+x] ? '1' : '0';
|
||||
*p++ = '\0';
|
||||
assert(p - ret == len);
|
||||
|
||||
if (edges_need_freeing) {
|
||||
sfree(vedge);
|
||||
sfree(hedge);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
@ -2232,14 +2254,16 @@ static void coord_round(float x, float y, int *xr, int *yr)
|
||||
}
|
||||
}
|
||||
|
||||
static void ui_draw_rect(game_state *state, game_ui *ui,
|
||||
unsigned char *hedge, unsigned char *vedge, int c)
|
||||
/*
|
||||
* Returns TRUE if it has made any change to the grid.
|
||||
*/
|
||||
static int grid_draw_rect(game_state *state,
|
||||
unsigned char *hedge, unsigned char *vedge,
|
||||
int c, int really,
|
||||
int x1, int y1, int x2, int y2)
|
||||
{
|
||||
int x, y;
|
||||
int x1 = ui->x1;
|
||||
int y1 = ui->y1;
|
||||
int x2 = ui->x2;
|
||||
int y2 = ui->y2;
|
||||
int changed = FALSE;
|
||||
|
||||
/*
|
||||
* Draw horizontal edges of rectangles.
|
||||
@ -2252,7 +2276,9 @@ static void ui_draw_rect(game_state *state, game_ui *ui,
|
||||
val = c;
|
||||
else if (c == 1)
|
||||
val = 0;
|
||||
index(state,hedge,x,y) = val;
|
||||
changed = changed || (index(state,hedge,x,y) != val);
|
||||
if (really)
|
||||
index(state,hedge,x,y) = val;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -2266,8 +2292,20 @@ static void ui_draw_rect(game_state *state, game_ui *ui,
|
||||
val = c;
|
||||
else if (c == 1)
|
||||
val = 0;
|
||||
index(state,vedge,x,y) = val;
|
||||
changed = changed || (index(state,vedge,x,y) != val);
|
||||
if (really)
|
||||
index(state,vedge,x,y) = val;
|
||||
}
|
||||
|
||||
return changed;
|
||||
}
|
||||
|
||||
static int ui_draw_rect(game_state *state, game_ui *ui,
|
||||
unsigned char *hedge, unsigned char *vedge, int c,
|
||||
int really)
|
||||
{
|
||||
return grid_draw_rect(state, hedge, vedge, c, really,
|
||||
ui->x1, ui->y1, ui->x2, ui->y2);
|
||||
}
|
||||
|
||||
static void game_changed_state(game_ui *ui, game_state *oldstate,
|
||||
@ -2281,11 +2319,12 @@ struct game_drawstate {
|
||||
unsigned long *visible;
|
||||
};
|
||||
|
||||
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
|
||||
int x, int y, int button) {
|
||||
static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
|
||||
int x, int y, int button)
|
||||
{
|
||||
int xc, yc;
|
||||
int startdrag = FALSE, enddrag = FALSE, active = FALSE;
|
||||
game_state *ret;
|
||||
char buf[80], *ret;
|
||||
|
||||
button &= ~MOD_MASK;
|
||||
|
||||
@ -2343,44 +2382,24 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
|
||||
if (enddrag) {
|
||||
if (xc >= 0 && xc <= 2*from->w &&
|
||||
yc >= 0 && yc <= 2*from->h) {
|
||||
ret = dup_game(from);
|
||||
|
||||
if (ui->dragged) {
|
||||
ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
|
||||
if (ui_draw_rect(from, ui, from->hedge,
|
||||
from->vedge, 1, FALSE)) {
|
||||
sprintf(buf, "R%d,%d,%d,%d",
|
||||
ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
|
||||
ret = dupstr(buf);
|
||||
}
|
||||
} else {
|
||||
if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
|
||||
hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
|
||||
sprintf(buf, "H%d,%d", xc/2, yc/2);
|
||||
ret = dupstr(buf);
|
||||
}
|
||||
if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
|
||||
vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
|
||||
sprintf(buf, "V%d,%d", xc/2, yc/2);
|
||||
ret = dupstr(buf);
|
||||
}
|
||||
}
|
||||
|
||||
if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
|
||||
!memcmp(ret->vedge, from->vedge, from->w*from->h)) {
|
||||
free_game(ret);
|
||||
ret = NULL;
|
||||
}
|
||||
|
||||
/*
|
||||
* We've made a real change to the grid. Check to see
|
||||
* if the game has been completed.
|
||||
*/
|
||||
if (ret && !ret->completed) {
|
||||
int x, y, ok;
|
||||
unsigned char *correct = get_correct(ret);
|
||||
|
||||
ok = TRUE;
|
||||
for (x = 0; x < ret->w; x++)
|
||||
for (y = 0; y < ret->h; y++)
|
||||
if (!index(ret, correct, x, y))
|
||||
ok = FALSE;
|
||||
|
||||
sfree(correct);
|
||||
|
||||
if (ok)
|
||||
ret->completed = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
ui->drag_start_x = -1;
|
||||
@ -2398,11 +2417,84 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
|
||||
if (ret)
|
||||
return ret; /* a move has been made */
|
||||
else if (active)
|
||||
return from; /* UI activity has occurred */
|
||||
return ""; /* UI activity has occurred */
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static game_state *execute_move(game_state *from, char *move)
|
||||
{
|
||||
game_state *ret;
|
||||
int x1, y1, x2, y2, mode;
|
||||
|
||||
if (move[0] == 'S') {
|
||||
char *p = move+1;
|
||||
int x, y;
|
||||
|
||||
ret = dup_game(from);
|
||||
ret->cheated = TRUE;
|
||||
|
||||
for (y = 0; y < ret->h; y++)
|
||||
for (x = 1; x < ret->w; x++) {
|
||||
vedge(ret, x, y) = (*p == '1');
|
||||
if (*p) p++;
|
||||
}
|
||||
for (y = 1; y < ret->h; y++)
|
||||
for (x = 0; x < ret->w; x++) {
|
||||
hedge(ret, x, y) = (*p == '1');
|
||||
if (*p) p++;
|
||||
}
|
||||
|
||||
return ret;
|
||||
|
||||
} else if (move[0] == 'R' &&
|
||||
sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
|
||||
x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
|
||||
y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
|
||||
x2 += x1;
|
||||
y2 += y1;
|
||||
mode = move[0];
|
||||
} else if ((move[0] == 'H' || move[0] == 'V') &&
|
||||
sscanf(move+1, "%d,%d", &x1, &y1) == 2 &&
|
||||
(move[0] == 'H' ? HRANGE(from, x1, y1) :
|
||||
VRANGE(from, x1, y1))) {
|
||||
mode = move[0];
|
||||
} else
|
||||
return NULL; /* can't parse move string */
|
||||
|
||||
ret = dup_game(from);
|
||||
|
||||
if (mode == 'R') {
|
||||
grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2);
|
||||
} else if (mode == 'H') {
|
||||
hedge(ret,x1,y1) = !hedge(ret,x1,y1);
|
||||
} else if (mode == 'V') {
|
||||
vedge(ret,x1,y1) = !vedge(ret,x1,y1);
|
||||
}
|
||||
|
||||
/*
|
||||
* We've made a real change to the grid. Check to see
|
||||
* if the game has been completed.
|
||||
*/
|
||||
if (!ret->completed) {
|
||||
int x, y, ok;
|
||||
unsigned char *correct = get_correct(ret);
|
||||
|
||||
ok = TRUE;
|
||||
for (x = 0; x < ret->w; x++)
|
||||
for (y = 0; y < ret->h; y++)
|
||||
if (!index(ret, correct, x, y))
|
||||
ok = FALSE;
|
||||
|
||||
sfree(correct);
|
||||
|
||||
if (ok)
|
||||
ret->completed = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
/* ----------------------------------------------------------------------
|
||||
* Drawing routines.
|
||||
*/
|
||||
@ -2559,7 +2651,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
||||
vedge = snewn(state->w*state->h, unsigned char);
|
||||
memcpy(hedge, state->hedge, state->w*state->h);
|
||||
memcpy(vedge, state->vedge, state->w*state->h);
|
||||
ui_draw_rect(state, ui, hedge, vedge, 2);
|
||||
ui_draw_rect(state, ui, hedge, vedge, 2, TRUE);
|
||||
} else {
|
||||
hedge = state->hedge;
|
||||
vedge = state->vedge;
|
||||
@ -2708,7 +2800,8 @@ const struct game thegame = {
|
||||
new_ui,
|
||||
free_ui,
|
||||
game_changed_state,
|
||||
make_move,
|
||||
interpret_move,
|
||||
execute_move,
|
||||
game_size,
|
||||
game_colours,
|
||||
game_new_drawstate,
|
||||
|
Reference in New Issue
Block a user