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:
145
solo.c
145
solo.c
@ -1759,15 +1759,14 @@ 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 *ai, char **error)
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static char *solve_game(game_state *state, game_state *currstate,
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game_aux_info *ai, char **error)
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{
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game_state *ret;
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int c = state->c, r = state->r, cr = c*r;
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int rsolve_ret;
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ret = dup_game(state);
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ret->completed = ret->cheated = TRUE;
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int i, len;
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char *ret, *p, *sep;
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digit *grid;
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int grid_needs_freeing;
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/*
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* If we already have the solution in the aux_info, save
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@ -1777,21 +1776,66 @@ static game_state *solve_game(game_state *state, game_state *currstate,
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assert(c == ai->c);
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assert(r == ai->r);
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memcpy(ret->grid, ai->grid, cr * cr * sizeof(digit));
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grid = ai->grid;
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grid_needs_freeing = FALSE;
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} else {
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rsolve_ret = rsolve(c, r, ret->grid, NULL, 2);
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int rsolve_ret;
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grid = snewn(cr*cr, digit);
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memcpy(grid, state->grid, cr*cr);
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rsolve_ret = rsolve(c, r, grid, NULL, 2);
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if (rsolve_ret != 1) {
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free_game(ret);
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sfree(grid);
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if (rsolve_ret == 0)
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*error = "No solution exists for this puzzle";
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else
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*error = "Multiple solutions exist for this puzzle";
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return NULL;
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}
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grid_needs_freeing = TRUE;
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}
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/*
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* It's surprisingly easy to work out _exactly_ how long this
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* string needs to be. To decimal-encode all the numbers from 1
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* to n:
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*
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* - every number has a units digit; total is n.
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* - all numbers above 9 have a tens digit; total is max(n-9,0).
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* - all numbers above 99 have a hundreds digit; total is max(n-99,0).
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* - and so on.
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*/
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len = 0;
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for (i = 1; i <= cr; i *= 10)
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len += max(cr - i + 1, 0);
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len += cr; /* don't forget the commas */
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len *= cr; /* there are cr rows of these */
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/*
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* Now len is one bigger than the total size of the
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* comma-separated numbers (because we counted an
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* additional leading comma). We need to have a leading S
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* and a trailing NUL, so we're off by one in total.
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*/
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len++;
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ret = snewn(len, char);
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p = ret;
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*p++ = 'S';
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sep = "";
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for (i = 0; i < cr*cr; i++) {
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p += sprintf(p, "%s%d", sep, grid[i]);
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sep = ",";
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}
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*p++ = '\0';
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assert(p - ret == len);
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if (grid_needs_freeing)
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sfree(grid);
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return ret;
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}
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@ -1914,12 +1958,12 @@ struct game_drawstate {
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int *entered_items;
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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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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 c = from->c, r = from->r, cr = c*r;
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int c = state->c, r = state->r, cr = c*r;
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int tx, ty;
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game_state *ret;
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char buf[80];
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button &= ~MOD_MASK;
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@ -1928,7 +1972,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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if (tx >= 0 && tx < cr && ty >= 0 && ty < cr) {
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if (button == LEFT_BUTTON) {
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if (from->immutable[ty*cr+tx]) {
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if (state->immutable[ty*cr+tx]) {
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ui->hx = ui->hy = -1;
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} else if (tx == ui->hx && ty == ui->hy && ui->hpencil == 0) {
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ui->hx = ui->hy = -1;
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@ -1937,13 +1981,13 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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ui->hy = ty;
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ui->hpencil = 0;
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}
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return from; /* UI activity occurred */
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return ""; /* UI activity occurred */
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}
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if (button == RIGHT_BUTTON) {
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/*
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* Pencil-mode highlighting for non filled squares.
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*/
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if (from->grid[ty*cr+tx] == 0) {
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if (state->grid[ty*cr+tx] == 0) {
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if (tx == ui->hx && ty == ui->hy && ui->hpencil) {
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ui->hx = ui->hy = -1;
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} else {
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@ -1954,7 +1998,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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} else {
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ui->hx = ui->hy = -1;
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}
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return from; /* UI activity occurred */
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return ""; /* UI activity occurred */
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}
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}
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@ -1977,7 +2021,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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* able to highlight the square, but it never hurts to be
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* careful.
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*/
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if (from->immutable[ui->hy*cr+ui->hx])
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if (state->immutable[ui->hy*cr+ui->hx])
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return NULL;
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/*
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@ -1986,16 +2030,57 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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* have even been able to pencil-highlight the square, but
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* it never hurts to be careful.
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*/
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if (ui->hpencil && from->grid[ui->hy*cr+ui->hx])
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if (ui->hpencil && state->grid[ui->hy*cr+ui->hx])
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return NULL;
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sprintf(buf, "%c%d,%d,%d",
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ui->hpencil && n > 0 ? 'P' : 'R', ui->hx, ui->hy, n);
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ui->hx = ui->hy = -1;
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return dupstr(buf);
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}
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return NULL;
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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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int c = from->c, r = from->r, cr = c*r;
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game_state *ret;
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int x, y, n;
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if (move[0] == 'S') {
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char *p;
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ret = dup_game(from);
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if (ui->hpencil && n > 0) {
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int index = (ui->hy*cr+ui->hx) * cr + (n-1);
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ret->completed = ret->cheated = TRUE;
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p = move+1;
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for (n = 0; n < cr*cr; n++) {
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ret->grid[n] = atoi(p);
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if (!*p || ret->grid[n] < 1 || ret->grid[n] > cr) {
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free_game(ret);
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return NULL;
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}
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while (*p && isdigit((unsigned char)*p)) p++;
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if (*p == ',') p++;
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}
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return ret;
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} else if ((move[0] == 'P' || move[0] == 'R') &&
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sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
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x >= 0 && x < cr && y >= 0 && y < cr && n >= 0 && n <= cr) {
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ret = dup_game(from);
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if (move[0] == 'P' && n > 0) {
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int index = (y*cr+x) * cr + (n-1);
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ret->pencil[index] = !ret->pencil[index];
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} else {
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ret->grid[ui->hy*cr+ui->hx] = n;
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memset(ret->pencil + (ui->hy*cr+ui->hx)*cr, 0, cr);
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ret->grid[y*cr+x] = n;
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memset(ret->pencil + (y*cr+x)*cr, 0, cr);
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/*
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* We've made a real change to the grid. Check to see
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@ -2005,12 +2090,9 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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ret->completed = TRUE;
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}
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}
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ui->hx = ui->hy = -1;
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return ret; /* made a valid move */
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}
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return NULL;
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return ret;
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} else
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return NULL; /* couldn't parse move string */
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}
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/* ----------------------------------------------------------------------
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@ -2339,7 +2421,8 @@ 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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