Patch from Chris Emerson: rather than dynamically calling

get_correct() at (among other things) every redraw, we call it once
at the creation of a new game_state to save CPU.

[originally from svn r6106]
This commit is contained in:
Simon Tatham
2005-07-17 11:15:50 +00:00
parent 9e5d23e783
commit a31934f233

210
rect.c
View File

@ -76,6 +76,7 @@ struct game_state {
unsigned char *vedge; /* (w+1) x h */ unsigned char *vedge; /* (w+1) x h */
unsigned char *hedge; /* w x (h+1) */ unsigned char *hedge; /* w x (h+1) */
int completed, cheated; int completed, cheated;
unsigned char *correct;
}; };
static game_params *default_params(void) static game_params *default_params(void)
@ -1773,6 +1774,99 @@ static char *validate_desc(game_params *params, char *desc)
return NULL; return NULL;
} }
static unsigned char *get_correct(game_state *state)
{
unsigned char *ret;
int x, y;
ret = snewn(state->w * state->h, unsigned char);
memset(ret, 0xFF, state->w * state->h);
for (x = 0; x < state->w; x++)
for (y = 0; y < state->h; y++)
if (index(state,ret,x,y) == 0xFF) {
int rw, rh;
int xx, yy;
int num, area, valid;
/*
* Find a rectangle starting at this point.
*/
rw = 1;
while (x+rw < state->w && !vedge(state,x+rw,y))
rw++;
rh = 1;
while (y+rh < state->h && !hedge(state,x,y+rh))
rh++;
/*
* We know what the dimensions of the rectangle
* should be if it's there at all. Find out if we
* really have a valid rectangle.
*/
valid = TRUE;
/* Check the horizontal edges. */
for (xx = x; xx < x+rw; xx++) {
for (yy = y; yy <= y+rh; yy++) {
int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
int ec = (yy == y || yy == y+rh);
if (e != ec)
valid = FALSE;
}
}
/* Check the vertical edges. */
for (yy = y; yy < y+rh; yy++) {
for (xx = x; xx <= x+rw; xx++) {
int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
int ec = (xx == x || xx == x+rw);
if (e != ec)
valid = FALSE;
}
}
/*
* If this is not a valid rectangle with no other
* edges inside it, we just mark this square as not
* complete and proceed to the next square.
*/
if (!valid) {
index(state, ret, x, y) = 0;
continue;
}
/*
* We have a rectangle. Now see what its area is,
* and how many numbers are in it.
*/
num = 0;
area = 0;
for (xx = x; xx < x+rw; xx++) {
for (yy = y; yy < y+rh; yy++) {
area++;
if (grid(state,xx,yy)) {
if (num > 0)
valid = FALSE; /* two numbers */
num = grid(state,xx,yy);
}
}
}
if (num != area)
valid = FALSE;
/*
* Now fill in the whole rectangle based on the
* value of `valid'.
*/
for (xx = x; xx < x+rw; xx++) {
for (yy = y; yy < y+rh; yy++) {
index(state, ret, xx, yy) = valid;
}
}
}
return ret;
}
static game_state *new_game(midend_data *me, game_params *params, char *desc) static game_state *new_game(midend_data *me, game_params *params, char *desc)
{ {
game_state *state = snew(game_state); game_state *state = snew(game_state);
@ -1813,6 +1907,8 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
for (x = 0; x < state->w; x++) for (x = 0; x < state->w; x++)
vedge(state,x,y) = hedge(state,x,y) = 0; vedge(state,x,y) = hedge(state,x,y) = 0;
state->correct = get_correct(state);
return state; return state;
} }
@ -1826,6 +1922,7 @@ static game_state *dup_game(game_state *state)
ret->vedge = snewn(state->w * state->h, unsigned char); ret->vedge = snewn(state->w * state->h, unsigned char);
ret->hedge = snewn(state->w * state->h, unsigned char); ret->hedge = snewn(state->w * state->h, unsigned char);
ret->grid = snewn(state->w * state->h, int); ret->grid = snewn(state->w * state->h, int);
ret->correct = snewn(ret->w * ret->h, unsigned char);
ret->completed = state->completed; ret->completed = state->completed;
ret->cheated = state->cheated; ret->cheated = state->cheated;
@ -1834,6 +1931,8 @@ static game_state *dup_game(game_state *state)
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char));
return ret; return ret;
} }
@ -1842,6 +1941,7 @@ static void free_game(game_state *state)
sfree(state->grid); sfree(state->grid);
sfree(state->vedge); sfree(state->vedge);
sfree(state->hedge); sfree(state->hedge);
sfree(state->correct);
sfree(state); sfree(state);
} }
@ -2007,99 +2107,6 @@ static char *game_text_format(game_state *state)
return ret; return ret;
} }
static unsigned char *get_correct(game_state *state)
{
unsigned char *ret;
int x, y;
ret = snewn(state->w * state->h, unsigned char);
memset(ret, 0xFF, state->w * state->h);
for (x = 0; x < state->w; x++)
for (y = 0; y < state->h; y++)
if (index(state,ret,x,y) == 0xFF) {
int rw, rh;
int xx, yy;
int num, area, valid;
/*
* Find a rectangle starting at this point.
*/
rw = 1;
while (x+rw < state->w && !vedge(state,x+rw,y))
rw++;
rh = 1;
while (y+rh < state->h && !hedge(state,x,y+rh))
rh++;
/*
* We know what the dimensions of the rectangle
* should be if it's there at all. Find out if we
* really have a valid rectangle.
*/
valid = TRUE;
/* Check the horizontal edges. */
for (xx = x; xx < x+rw; xx++) {
for (yy = y; yy <= y+rh; yy++) {
int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
int ec = (yy == y || yy == y+rh);
if (e != ec)
valid = FALSE;
}
}
/* Check the vertical edges. */
for (yy = y; yy < y+rh; yy++) {
for (xx = x; xx <= x+rw; xx++) {
int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
int ec = (xx == x || xx == x+rw);
if (e != ec)
valid = FALSE;
}
}
/*
* If this is not a valid rectangle with no other
* edges inside it, we just mark this square as not
* complete and proceed to the next square.
*/
if (!valid) {
index(state, ret, x, y) = 0;
continue;
}
/*
* We have a rectangle. Now see what its area is,
* and how many numbers are in it.
*/
num = 0;
area = 0;
for (xx = x; xx < x+rw; xx++) {
for (yy = y; yy < y+rh; yy++) {
area++;
if (grid(state,xx,yy)) {
if (num > 0)
valid = FALSE; /* two numbers */
num = grid(state,xx,yy);
}
}
}
if (num != area)
valid = FALSE;
/*
* Now fill in the whole rectangle based on the
* value of `valid'.
*/
for (xx = x; xx < x+rw; xx++) {
for (yy = y; yy < y+rh; yy++) {
index(state, ret, xx, yy) = valid;
}
}
}
return ret;
}
struct game_ui { struct game_ui {
/* /*
* These coordinates are 2 times the obvious grid coordinates. * These coordinates are 2 times the obvious grid coordinates.
@ -2440,6 +2447,9 @@ static game_state *execute_move(game_state *from, char *move)
if (*p) p++; if (*p) p++;
} }
sfree(ret->correct);
ret->correct = get_correct(ret);
return ret; return ret;
} else if (move[0] == 'R' && } else if (move[0] == 'R' &&
@ -2473,20 +2483,20 @@ static game_state *execute_move(game_state *from, char *move)
*/ */
if (!ret->completed) { if (!ret->completed) {
int x, y, ok; int x, y, ok;
unsigned char *correct = get_correct(ret);
ok = TRUE; ok = TRUE;
for (x = 0; x < ret->w; x++) for (x = 0; x < ret->w; x++)
for (y = 0; y < ret->h; y++) for (y = 0; y < ret->h; y++)
if (!index(ret, correct, x, y)) if (!index(ret, ret->correct, x, y))
ok = FALSE; ok = FALSE;
sfree(correct);
if (ok) if (ok)
ret->completed = TRUE; ret->completed = TRUE;
} }
sfree(ret->correct);
ret->correct = get_correct(ret);
return ret; return ret;
} }
@ -2629,11 +2639,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
float animtime, float flashtime) float animtime, float flashtime)
{ {
int x, y; int x, y;
unsigned char *correct;
unsigned char *hedge, *vedge, *corners; unsigned char *hedge, *vedge, *corners;
correct = get_correct(state);
if (ui->dragged) { if (ui->dragged) {
hedge = snewn(state->w*state->h, unsigned char); hedge = snewn(state->w*state->h, unsigned char);
vedge = snewn(state->w*state->h, unsigned char); vedge = snewn(state->w*state->h, unsigned char);
@ -2699,7 +2706,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
if (x+1 < state->w && y+1 < state->h) if (x+1 < state->w && y+1 < state->h)
/* cast to prevent 2<<14 sign-extending on promotion to long */ /* cast to prevent 2<<14 sign-extending on promotion to long */
c |= (unsigned long)index(state,corners,x+1,y+1) << 14; c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
if (index(state, correct, x, y) && !flashtime) if (index(state, state->correct, x, y) && !flashtime)
c |= CORRECT; c |= CORRECT;
if (index(ds,ds->visible,x,y) != c) { if (index(ds,ds->visible,x,y) != c) {
@ -2735,7 +2742,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
} }
sfree(corners); sfree(corners);
sfree(correct);
} }
static float game_anim_length(game_state *oldstate, static float game_anim_length(game_state *oldstate,