Pattern: make part of the game_state shared.

The game_state now includes a pointer to a game_state_common
containing all the row and column clues, which is reference-counted
and therefore doesn't have to be physically copied in every dup_game.
This commit is contained in:
Simon Tatham
2015-12-10 19:51:54 +00:00
parent 0fa7baed10
commit a845e6476d

224
pattern.c
View File

@ -45,11 +45,17 @@ struct game_params {
#define GRID_FULL 1
#define GRID_EMPTY 0
struct game_state {
typedef struct game_state_common {
/* Parts of the game state that don't change during play. */
int w, h;
unsigned char *grid;
int rowsize;
int *rowdata, *rowlen;
int refcount;
} game_state_common;
struct game_state {
game_state_common *common;
unsigned char *grid;
int completed, cheated;
};
@ -498,8 +504,8 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
for (i=0; i<h; i++) {
int freespace;
if (state) {
memcpy(rowdata, state->rowdata + state->rowsize*(w+i), max*sizeof(int));
rowdata[state->rowlen[w+i]] = 0;
memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
rowdata[state->common->rowlen[w+i]] = 0;
} else {
rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
}
@ -514,8 +520,8 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
for (i=0; i<w; i++) {
int freespace;
if (state) {
memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
rowdata[state->rowlen[i]] = 0;
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowdata[state->common->rowlen[i]] = 0;
} else {
rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
}
@ -542,8 +548,8 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
for (i=0; i<h; i++) {
if (changed_h[i] >= max_h) {
if (state) {
memcpy(rowdata, state->rowdata + state->rowsize*(w+i), max*sizeof(int));
rowdata[state->rowlen[w+i]] = 0;
memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
rowdata[state->common->rowlen[w+i]] = 0;
} else {
rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
}
@ -566,8 +572,8 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
for (i=0; i<w; i++) {
if (changed_w[i] >= max_w) {
if (state) {
memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
rowdata[state->rowlen[i]] = 0;
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowdata[state->common->rowlen[i]] = 0;
} else {
rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
}
@ -799,25 +805,28 @@ static game_state *new_game(midend *me, const game_params *params,
const char *p;
game_state *state = snew(game_state);
state->w = params->w;
state->h = params->h;
state->common = snew(game_state_common);
state->common->refcount = 1;
state->grid = snewn(state->w * state->h, unsigned char);
memset(state->grid, GRID_UNKNOWN, state->w * state->h);
state->common->w = params->w;
state->common->h = params->h;
state->rowsize = max(state->w, state->h);
state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
state->rowlen = snewn(state->w + state->h, int);
state->grid = snewn(state->common->w * state->common->h, unsigned char);
memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
state->common->rowsize = max(state->common->w, state->common->h);
state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
state->common->rowlen = snewn(state->common->w + state->common->h, int);
state->completed = state->cheated = FALSE;
for (i = 0; i < params->w + params->h; i++) {
state->rowlen[i] = 0;
state->common->rowlen[i] = 0;
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
while (*desc && isdigit((unsigned char)*desc)) desc++;
state->rowdata[state->rowsize * i + state->rowlen[i]++] =
state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
atoi(p);
} while (*desc++ == '.');
} else {
@ -832,19 +841,11 @@ static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->w = state->w;
ret->h = state->h;
ret->common = state->common;
ret->common->refcount++;
ret->grid = snewn(ret->w * ret->h, unsigned char);
memcpy(ret->grid, state->grid, ret->w * ret->h);
ret->rowsize = state->rowsize;
ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int);
ret->rowlen = snewn(ret->w + ret->h, int);
memcpy(ret->rowdata, state->rowdata,
ret->rowsize * (ret->w + ret->h) * sizeof(int));
memcpy(ret->rowlen, state->rowlen,
(ret->w + ret->h) * sizeof(int));
ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
ret->completed = state->completed;
ret->cheated = state->cheated;
@ -854,8 +855,11 @@ static game_state *dup_game(const game_state *state)
static void free_game(game_state *state)
{
sfree(state->rowdata);
sfree(state->rowlen);
if (--state->common->refcount == 0) {
sfree(state->common->rowdata);
sfree(state->common->rowlen);
sfree(state->common);
}
sfree(state->grid);
sfree(state);
}
@ -864,7 +868,7 @@ static char *solve_game(const game_state *state, const game_state *currstate,
const char *ai, char **error)
{
unsigned char *matrix;
int w = state->w, h = state->h;
int w = state->common->w, h = state->common->h;
int i;
char *ret;
int max, ok;
@ -919,24 +923,24 @@ static int game_can_format_as_text_now(const game_params *params)
static char *game_text_format(const game_state *state)
{
int w = state->w, h = state->h, i, j;
int w = state->common->w, h = state->common->h, i, j;
int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
char *board, *buf;
for (i = 0; i < w; ++i) {
top_gap = max(top_gap, state->rowlen[i]);
for (j = 0; j < state->rowlen[i]; ++j)
while (state->rowdata[i*state->rowsize + j] >= limit) {
top_gap = max(top_gap, state->common->rowlen[i]);
for (j = 0; j < state->common->rowlen[i]; ++j)
while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
++cw;
limit *= 10;
}
}
for (i = 0; i < h; ++i) {
int rowlen = 0, predecessors = FALSE;
for (j = 0; j < state->rowlen[i+w]; ++j) {
int copy = state->rowdata[(i+w)*state->rowsize + j];
for (j = 0; j < state->common->rowlen[i+w]; ++j) {
int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
rowlen += predecessors;
predecessors = TRUE;
do ++rowlen; while (copy /= 10);
@ -963,10 +967,10 @@ static char *game_text_format(const game_state *state)
}
for (i = 0; i < w; ++i) {
for (j = 0; j < state->rowlen[i]; ++j) {
int cell = topleft + i*cw + 1 + lw*(j - state->rowlen[i]);
for (j = 0; j < state->common->rowlen[i]; ++j) {
int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
int nch = sprintf(board + cell, "%*d", cw - 1,
state->rowdata[i*state->rowsize + j]);
state->common->rowdata[i*state->common->rowsize + j]);
board[cell + nch] = ' '; /* de-NUL-ify */
}
}
@ -974,9 +978,9 @@ static char *game_text_format(const game_state *state)
buf = snewn(left_gap, char);
for (i = 0; i < h; ++i) {
char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
for (j = 0; j < state->rowlen[i+w]; ++j) {
for (j = 0; j < state->common->rowlen[i+w]; ++j) {
if (p > buf) *p++ = ' ';
p += sprintf(p, "%d", state->rowdata[(i+w)*state->rowsize + j]);
p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
}
memcpy(start - (p - buf), buf, p - buf);
}
@ -1059,14 +1063,14 @@ static char *interpret_move(const game_state *state, game_ui *ui,
int control = button & MOD_CTRL, shift = button & MOD_SHFT;
button &= ~MOD_MASK;
x = FROMCOORD(state->w, x);
y = FROMCOORD(state->h, y);
x = FROMCOORD(state->common->w, x);
y = FROMCOORD(state->common->h, y);
if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
(button == LEFT_BUTTON || button == RIGHT_BUTTON ||
button == MIDDLE_BUTTON)) {
#ifdef STYLUS_BASED
int currstate = state->grid[y * state->w + x];
int currstate = state->grid[y * state->common->w + x];
#endif
ui->dragging = TRUE;
@ -1120,8 +1124,8 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if (x < 0) x = 0;
if (y < 0) y = 0;
if (x >= state->w) x = state->w - 1;
if (y >= state->h) y = state->h - 1;
if (x >= state->common->w) x = state->common->w - 1;
if (y >= state->common->h) y = state->common->h - 1;
ui->drag_end_x = x;
ui->drag_end_y = y;
@ -1140,7 +1144,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
for (yy = y1; yy <= y2; yy++)
for (xx = x1; xx <= x2; xx++)
if (state->grid[yy * state->w + xx] != ui->state)
if (state->grid[yy * state->common->w + xx] != ui->state)
move_needed = TRUE;
ui->dragging = FALSE;
@ -1159,13 +1163,13 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if (IS_CURSOR_MOVE(button)) {
int x = ui->cur_x, y = ui->cur_y, newstate;
char buf[80];
move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, 0);
ui->cur_visible = 1;
if (!control && !shift) return "";
newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
if (state->grid[y * state->w + x] == newstate &&
state->grid[ui->cur_y * state->w + ui->cur_x] == newstate)
if (state->grid[y * state->common->w + x] == newstate &&
state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
return "";
sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
@ -1175,7 +1179,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
if (IS_CURSOR_SELECT(button)) {
int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
int newstate;
char buf[80];
@ -1207,12 +1211,13 @@ static game_state *execute_move(const game_state *from, const char *move)
int x1, x2, y1, y2, xx, yy;
int val;
if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) {
if (move[0] == 'S' &&
strlen(move) == from->common->w * from->common->h + 1) {
int i;
ret = dup_game(from);
for (i = 0; i < ret->w * ret->h; i++)
for (i = 0; i < ret->common->w * ret->common->h; i++)
ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
ret->completed = ret->cheated = TRUE;
@ -1220,8 +1225,8 @@ static game_state *execute_move(const game_state *from, const char *move)
return ret;
} else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
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) {
x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
x2 += x1;
y2 += y1;
@ -1231,34 +1236,35 @@ static game_state *execute_move(const game_state *from, const char *move)
ret = dup_game(from);
for (yy = y1; yy < y2; yy++)
for (xx = x1; xx < x2; xx++)
ret->grid[yy * ret->w + xx] = val;
ret->grid[yy * ret->common->w + xx] = val;
/*
* An actual change, so check to see if we've completed the
* game.
*/
if (!ret->completed) {
int *rowdata = snewn(ret->rowsize, int);
int *rowdata = snewn(ret->common->rowsize, int);
int i, len;
ret->completed = TRUE;
for (i=0; i<ret->w; i++) {
len = compute_rowdata(rowdata,
ret->grid+i, ret->h, ret->w);
if (len != ret->rowlen[i] ||
memcmp(ret->rowdata+i*ret->rowsize, rowdata,
len * sizeof(int))) {
for (i=0; i<ret->common->w; i++) {
len = compute_rowdata(rowdata, ret->grid+i,
ret->common->h, ret->common->w);
if (len != ret->common->rowlen[i] ||
memcmp(ret->common->rowdata+i*ret->common->rowsize,
rowdata, len * sizeof(int))) {
ret->completed = FALSE;
break;
}
}
for (i=0; i<ret->h; i++) {
len = compute_rowdata(rowdata,
ret->grid+i*ret->w, ret->w, 1);
if (len != ret->rowlen[i+ret->w] ||
memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
len * sizeof(int))) {
for (i=0; i<ret->common->h; i++) {
len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
ret->common->w, 1);
if (len != ret->common->rowlen[i+ret->common->w] ||
memcmp(ret->common->rowdata +
(i+ret->common->w)*ret->common->rowsize,
rowdata, len * sizeof(int))) {
ret->completed = FALSE;
break;
}
@ -1384,20 +1390,20 @@ static int check_errors(const game_state *state, int i)
int val, runlen;
struct errcheck_state aes, *es = &aes;
es->rowlen = state->rowlen[i];
es->rowdata = state->rowdata + state->rowsize * i;
es->rowlen = state->common->rowlen[i];
es->rowdata = state->common->rowdata + state->common->rowsize * i;
/* Pretend that we've already encountered the initial zero run */
es->ncontig = 1;
es->rowpos = 0;
if (i < state->w) {
if (i < state->common->w) {
start = i;
step = state->w;
end = start + step * state->h;
step = state->common->w;
end = start + step * state->common->h;
} else {
start = (i - state->w) * state->w;
start = (i - state->common->w) * state->common->w;
step = 1;
end = start + step * state->w;
end = start + step * state->common->w;
}
runlen = -1;
@ -1482,8 +1488,8 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
struct game_drawstate *ds = snew(struct game_drawstate);
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
ds->w = state->common->w;
ds->h = state->common->h;
ds->visible = snewn(ds->w * ds->h, unsigned char);
ds->tilesize = 0; /* not decided yet */
memset(ds->visible, 255, ds->w * ds->h);
@ -1536,19 +1542,19 @@ static void grid_square(drawing *dr, game_drawstate *ds,
static void draw_numbers(drawing *dr, game_drawstate *ds,
const game_state *state, int i, int erase, int colour)
{
int rowlen = state->rowlen[i];
int *rowdata = state->rowdata + state->rowsize * i;
int rowlen = state->common->rowlen[i];
int *rowdata = state->common->rowdata + state->common->rowsize * i;
int nfit;
int j;
if (erase) {
if (i < state->w) {
draw_rect(dr, TOCOORD(state->w, i), 0,
TILE_SIZE, BORDER + TLBORDER(state->h) * TILE_SIZE,
if (i < state->common->w) {
draw_rect(dr, TOCOORD(state->common->w, i), 0,
TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE,
COL_BACKGROUND);
} else {
draw_rect(dr, 0, TOCOORD(state->h, i - state->w),
BORDER + TLBORDER(state->w) * TILE_SIZE, TILE_SIZE,
draw_rect(dr, 0, TOCOORD(state->common->h, i - state->common->w),
BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE,
COL_BACKGROUND);
}
}
@ -1558,10 +1564,10 @@ static void draw_numbers(drawing *dr, game_drawstate *ds,
* tile size. However, if there are more numbers than available
* spaces, I have to squash them up a bit.
*/
if (i < state->w)
nfit = TLBORDER(state->h);
if (i < state->common->w)
nfit = TLBORDER(state->common->h);
else
nfit = TLBORDER(state->w);
nfit = TLBORDER(state->common->w);
nfit = max(rowlen, nfit) - 1;
assert(nfit > 0);
@ -1569,14 +1575,14 @@ static void draw_numbers(drawing *dr, game_drawstate *ds,
int x, y;
char str[80];
if (i < state->w) {
x = TOCOORD(state->w, i);
y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1);
y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
if (i < state->common->w) {
x = TOCOORD(state->common->w, i);
y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
} else {
y = TOCOORD(state->h, i - state->w);
x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1);
x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->w)-1) / nfit;
y = TOCOORD(state->common->h, i - state->common->w);
x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->w)-1) / nfit;
}
sprintf(str, "%d", rowdata[j]);
@ -1584,12 +1590,12 @@ static void draw_numbers(drawing *dr, game_drawstate *ds,
TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
}
if (i < state->w) {
draw_update(dr, TOCOORD(state->w, i), 0,
TILE_SIZE, BORDER + TLBORDER(state->h) * TILE_SIZE);
if (i < state->common->w) {
draw_update(dr, TOCOORD(state->common->w, i), 0,
TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE);
} else {
draw_update(dr, 0, TOCOORD(state->h, i - state->w),
BORDER + TLBORDER(state->w) * TILE_SIZE, TILE_SIZE);
draw_update(dr, 0, TOCOORD(state->common->h, i - state->common->w),
BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE);
}
}
@ -1654,7 +1660,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2)
val = ui->state;
else
val = state->grid[i * state->w + j];
val = state->grid[i * state->common->w + j];
if (cmoved) {
/* the cursor has moved; if we were the old or
@ -1685,7 +1691,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
* Redraw any numbers which have changed their colour due to error
* indication.
*/
for (i = 0; i < state->w + state->h; i++) {
for (i = 0; i < state->common->w + state->common->h; i++) {
int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
if (ds->numcolours[i] != colour) {
draw_numbers(dr, ds, state, i, TRUE, colour);
@ -1733,7 +1739,7 @@ static void game_print_size(const game_params *params, float *x, float *y)
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->w, h = state->h;
int w = state->common->w, h = state->common->h;
int ink = print_mono_colour(dr, 0);
int x, y, i;
@ -1765,7 +1771,7 @@ static void game_print(drawing *dr, const game_state *state, int tilesize)
/*
* Clues.
*/
for (i = 0; i < state->w + state->h; i++)
for (i = 0; i < state->common->w + state->common->h; i++)
draw_numbers(dr, ds, state, i, FALSE, ink);
/*