X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=cube.c;h=c22e29962a85bdf5d38fe1f62063c0784dae606a;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=bc919730b89941f164d6e9d551c4c6e08014051c;hpb=7b1f7d3e01f0fbb3ff08ba1f20ab1c9f9d7db179;p=sgt-puzzles.git diff --git a/cube.c b/cube.c index bc91973..c22e299 100644 --- a/cube.c +++ b/cube.c @@ -179,7 +179,6 @@ struct grid_square { float points[8]; /* maximum */ int directions[8]; /* bit masks showing point pairs */ int flip; - int blue; int tetra_class; }; @@ -195,12 +194,25 @@ struct game_params { int d1, d2; }; +typedef struct game_grid game_grid; +struct game_grid { + int refcount; + struct grid_square *squares; + int nsquares; +}; + +#define SET_SQUARE(state, i, val) \ + ((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \ + (state)->bluemask[(i)/32] |= ((!!val) << ((i)%32))) +#define GET_SQUARE(state, i) \ + (((state)->bluemask[(i)/32] >> ((i)%32)) & 1) + struct game_state { struct game_params params; const struct solid *solid; int *facecolours; - struct grid_square *squares; - int nsquares; + game_grid *grid; + unsigned long *bluemask; int current; /* index of current grid square */ int sgkey[2]; /* key-point indices into grid sq */ int dgkey[2]; /* key-point indices into grid sq */ @@ -268,7 +280,7 @@ static void free_params(game_params *params) sfree(params); } -static game_params *dup_params(game_params *params) +static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ @@ -292,7 +304,7 @@ static void decode_params(game_params *ret, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char data[256]; @@ -303,7 +315,8 @@ static char *encode_params(game_params *params, int full) } typedef void (*egc_callback)(void *, struct grid_square *); -static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx) +static void enum_grid_squares(const game_params *params, egc_callback callback, + void *ctx) { const struct solid *solid = solids[params->solid]; @@ -469,7 +482,7 @@ static int grid_area(int d1, int d2, int order) return d1*d1 + d2*d2 + 4*d1*d2; } -static config_item *game_configure(game_params *params) +static config_item *game_configure(const game_params *params) { config_item *ret = snewn(4, config_item); char buf[80]; @@ -499,7 +512,7 @@ static config_item *game_configure(game_params *params) return ret; } -static game_params *custom_params(config_item *cfg) +static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); @@ -525,7 +538,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq) classes[thisclass]++; } -static char *validate_params(game_params *params, int full) +static char *validate_params(const game_params *params, int full) { int classes[5]; int i; @@ -585,7 +598,7 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq) data->squareindex++; } -static char *new_game_desc(game_params *params, random_state *rs, +static char *new_game_desc(const game_params *params, random_state *rs, char **aux, int interactive) { struct grid_data data; @@ -689,11 +702,9 @@ static char *new_game_desc(game_params *params, random_state *rs, static void add_grid_square_callback(void *ctx, struct grid_square *sq) { - game_state *state = (game_state *)ctx; + game_grid *grid = (game_grid *)ctx; - state->squares[state->nsquares] = *sq; /* structure copy */ - state->squares[state->nsquares].blue = FALSE; - state->nsquares++; + grid->squares[grid->nsquares++] = *sq; /* structure copy */ } static int lowest_face(const struct solid *solid) @@ -835,7 +846,7 @@ static struct solid *transform_poly(const struct solid *solid, int flip, return ret; } -static char *validate_desc(game_params *params, char *desc) +static char *validate_desc(const game_params *params, const char *desc) { int area = grid_area(params->d1, params->d2, solids[params->solid]->order); int i, j; @@ -863,8 +874,10 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(midend *me, game_params *params, char *desc) +static game_state *new_game(midend *me, const game_params *params, + const char *desc) { + game_grid *grid = snew(game_grid); game_state *state = snew(game_state); int area; @@ -872,25 +885,31 @@ static game_state *new_game(midend *me, game_params *params, char *desc) state->solid = solids[params->solid]; area = grid_area(params->d1, params->d2, state->solid->order); - state->squares = snewn(area, struct grid_square); - state->nsquares = 0; - enum_grid_squares(params, add_grid_square_callback, state); - assert(state->nsquares == area); + grid->squares = snewn(area, struct grid_square); + grid->nsquares = 0; + enum_grid_squares(params, add_grid_square_callback, grid); + assert(grid->nsquares == area); + state->grid = grid; + grid->refcount = 1; state->facecolours = snewn(state->solid->nfaces, int); memset(state->facecolours, 0, state->solid->nfaces * sizeof(int)); + state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long); + memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 * + sizeof(unsigned long)); + /* * Set up the blue squares and polyhedron position according to * the game description. */ { - char *p = desc; + const char *p = desc; int i, j, v; j = 8; v = 0; - for (i = 0; i < state->nsquares; i++) { + for (i = 0; i < state->grid->nsquares; i++) { if (j == 8) { v = *p++; if (v >= '0' && v <= '9') @@ -903,7 +922,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) break; } if (v & j) - state->squares[i].blue = TRUE; + SET_SQUARE(state, i, TRUE); j >>= 1; if (j == 0) j = 8; @@ -913,7 +932,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) p++; state->current = atoi(p); - if (state->current < 0 || state->current >= state->nsquares) + if (state->current < 0 || state->current >= state->grid->nsquares) state->current = 0; /* got to do _something_ */ } @@ -925,7 +944,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) int pkey[4]; int ret; - ret = align_poly(state->solid, &state->squares[state->current], pkey); + ret = align_poly(state->solid, &state->grid->squares[state->current], pkey); assert(ret); state->dpkey[0] = state->spkey[0] = pkey[0]; @@ -942,7 +961,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) return state; } -static game_state *dup_game(game_state *state) +static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); @@ -951,11 +970,12 @@ static game_state *dup_game(game_state *state) ret->facecolours = snewn(ret->solid->nfaces, int); memcpy(ret->facecolours, state->facecolours, ret->solid->nfaces * sizeof(int)); - ret->nsquares = state->nsquares; ret->current = state->current; - ret->squares = snewn(ret->nsquares, struct grid_square); - memcpy(ret->squares, state->squares, - ret->nsquares * sizeof(struct grid_square)); + ret->grid = state->grid; + ret->grid->refcount++; + ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long); + memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 * + sizeof(unsigned long)); ret->dpkey[0] = state->dpkey[0]; ret->dpkey[1] = state->dpkey[1]; ret->dgkey[0] = state->dgkey[0]; @@ -974,23 +994,32 @@ static game_state *dup_game(game_state *state) static void free_game(game_state *state) { - sfree(state->squares); + if (--state->grid->refcount <= 0) { + sfree(state->grid->squares); + sfree(state->grid); + } + sfree(state->bluemask); sfree(state->facecolours); sfree(state); } -static char *solve_game(game_state *state, game_state *currstate, - char *aux, char **error) +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) { return NULL; } -static char *game_text_format(game_state *state) +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) { return NULL; } -static game_ui *new_ui(game_state *state) +static game_ui *new_ui(const game_state *state) { return NULL; } @@ -999,17 +1028,17 @@ static void free_ui(game_ui *ui) { } -static char *encode_ui(game_ui *ui) +static char *encode_ui(const game_ui *ui) { return NULL; } -static void decode_ui(game_ui *ui, char *encoding) +static void decode_ui(game_ui *ui, const char *encoding) { } -static void game_changed_state(game_ui *ui, game_state *oldstate, - game_state *newstate) +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) { } @@ -1021,7 +1050,7 @@ struct game_drawstate { /* * Code shared between interpret_move() and execute_move(). */ -static int find_move_dest(game_state *from, int direction, +static int find_move_dest(const game_state *from, int direction, int *skey, int *dkey) { int mask, dest, i, j; @@ -1031,13 +1060,13 @@ static int find_move_dest(game_state *from, int direction, * Find the two points in the current grid square which * correspond to this move. */ - mask = from->squares[from->current].directions[direction]; + mask = from->grid->squares[from->current].directions[direction]; if (mask == 0) return -1; - for (i = j = 0; i < from->squares[from->current].npoints; i++) + for (i = j = 0; i < from->grid->squares[from->current].npoints; i++) if (mask & (1 << i)) { - points[j*2] = from->squares[from->current].points[i*2]; - points[j*2+1] = from->squares[from->current].points[i*2+1]; + points[j*2] = from->grid->squares[from->current].points[i*2]; + points[j*2+1] = from->grid->squares[from->current].points[i*2+1]; skey[j] = i; j++; } @@ -1048,18 +1077,18 @@ static int find_move_dest(game_state *from, int direction, * This is our move destination. */ dest = -1; - for (i = 0; i < from->nsquares; i++) + for (i = 0; i < from->grid->nsquares; i++) if (i != from->current) { int match = 0; float dist; - for (j = 0; j < from->squares[i].npoints; j++) { - dist = (SQ(from->squares[i].points[j*2] - points[0]) + - SQ(from->squares[i].points[j*2+1] - points[1])); + for (j = 0; j < from->grid->squares[i].npoints; j++) { + dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) + + SQ(from->grid->squares[i].points[j*2+1] - points[1])); if (dist < 0.1) dkey[match++] = j; - dist = (SQ(from->squares[i].points[j*2] - points[2]) + - SQ(from->squares[i].points[j*2+1] - points[3])); + dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) + + SQ(from->grid->squares[i].points[j*2+1] - points[3])); if (dist < 0.1) dkey[match++] = j; } @@ -1073,8 +1102,9 @@ static int find_move_dest(game_state *from, int direction, return dest; } -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) { int direction, mask, i; int skey[2], dkey[2]; @@ -1110,8 +1140,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int cx, cy; double angle; - cx = state->squares[state->current].x * GRID_SCALE + ds->ox; - cy = state->squares[state->current].y * GRID_SCALE + ds->oy; + cx = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox; + cy = (int)(state->grid->squares[state->current].y * GRID_SCALE) + ds->oy; if (x == cx && y == cy) return NULL; /* clicked in exact centre! */ @@ -1136,7 +1166,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, * x-axis, not anticlockwise as most mathematicians would * instinctively assume. */ - if (state->squares[state->current].npoints == 4) { + if (state->grid->squares[state->current].npoints == 4) { /* Square. */ if (fabs(angle) > 3*PI/4) direction = LEFT; @@ -1146,7 +1176,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, direction = DOWN; else direction = UP; - } else if (state->squares[state->current].directions[UP] == 0) { + } else if (state->grid->squares[state->current].directions[UP] == 0) { /* Up-pointing triangle. */ if (angle < -PI/2 || angle > 5*PI/6) direction = LEFT; @@ -1156,7 +1186,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, direction = RIGHT; } else { /* Down-pointing triangle. */ - assert(state->squares[state->current].directions[DOWN] == 0); + assert(state->grid->squares[state->current].directions[DOWN] == 0); if (angle > PI/2 || angle < -5*PI/6) direction = LEFT; else if (angle < -PI/6) @@ -1167,7 +1197,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, } else return NULL; - mask = state->squares[state->current].directions[direction]; + mask = state->grid->squares[state->current].directions[direction]; if (mask == 0) return NULL; @@ -1176,7 +1206,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, */ if (direction > DOWN) { for (i = LEFT; i <= DOWN; i++) - if (state->squares[state->current].directions[i] == mask) { + if (state->grid->squares[state->current].directions[i] == mask) { direction = i; break; } @@ -1194,7 +1224,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return NULL; /* should never happen */ } -static game_state *execute_move(game_state *from, char *move) +static game_state *execute_move(const game_state *from, const char *move) { game_state *ret; float angle; @@ -1232,7 +1262,7 @@ static game_state *execute_move(game_state *from, char *move) */ { int all_pkey[4]; - align_poly(from->solid, &from->squares[from->current], all_pkey); + align_poly(from->solid, &from->grid->squares[from->current], all_pkey); pkey[0] = all_pkey[skey[0]]; pkey[1] = all_pkey[skey[1]]; /* @@ -1292,19 +1322,19 @@ static game_state *execute_move(game_state *from, char *move) angle = -angle; /* HACK */ poly = transform_poly(from->solid, - from->squares[from->current].flip, + from->grid->squares[from->current].flip, pkey[0], pkey[1], angle); - flip_poly(poly, from->squares[ret->current].flip); - success = align_poly(poly, &from->squares[ret->current], all_pkey); + flip_poly(poly, from->grid->squares[ret->current].flip); + success = align_poly(poly, &from->grid->squares[ret->current], all_pkey); if (!success) { sfree(poly); angle = -angle; poly = transform_poly(from->solid, - from->squares[from->current].flip, + from->grid->squares[from->current].flip, pkey[0], pkey[1], angle); - flip_poly(poly, from->squares[ret->current].flip); - success = align_poly(poly, &from->squares[ret->current], all_pkey); + flip_poly(poly, from->grid->squares[ret->current].flip); + success = align_poly(poly, &from->grid->squares[ret->current], all_pkey); } assert(success); @@ -1370,8 +1400,8 @@ static game_state *execute_move(game_state *from, char *move) if (!ret->completed) { i = lowest_face(from->solid); j = ret->facecolours[i]; - ret->facecolours[i] = ret->squares[ret->current].blue; - ret->squares[ret->current].blue = j; + ret->facecolours[i] = GET_SQUARE(ret, ret->current); + SET_SQUARE(ret, ret->current, j); /* * Detect game completion. @@ -1394,7 +1424,7 @@ static game_state *execute_move(game_state *from, char *move) int pkey[4]; int success; - success = align_poly(ret->solid, &ret->squares[ret->current], pkey); + success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey); assert(success); ret->dpkey[0] = pkey[0]; @@ -1435,7 +1465,7 @@ static void find_bbox_callback(void *ctx, struct grid_square *sq) } } -static struct bbox find_bbox(game_params *params) +static struct bbox find_bbox(const game_params *params) { struct bbox bb; @@ -1457,8 +1487,8 @@ static struct bbox find_bbox(game_params *params) #define YSIZE(gs, bb, solid) \ ((int)(((bb).d - (bb).u + 2*(solid)->border) * gs)) -static void game_compute_size(game_params *params, int tilesize, - int *x, int *y) +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) { struct bbox bb = find_bbox(params); @@ -1467,11 +1497,11 @@ static void game_compute_size(game_params *params, int tilesize, } static void game_set_size(drawing *dr, game_drawstate *ds, - game_params *params, int tilesize) + const game_params *params, int tilesize) { struct bbox bb = find_bbox(params); - ds->gridscale = tilesize; + ds->gridscale = (float)tilesize; ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale); ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale); } @@ -1494,11 +1524,12 @@ static float *game_colours(frontend *fe, int *ncolours) return ret; } -static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); - ds->ox = ds->oy = ds->gridscale = 0.0F;/* not decided yet */ + ds->ox = ds->oy = 0; + ds->gridscale = 0.0F; /* not decided yet */ return ds; } @@ -1508,24 +1539,24 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) sfree(ds); } -static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, - game_state *state, int dir, game_ui *ui, +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, float animtime, float flashtime) { int i, j; struct bbox bb = find_bbox(&state->params); struct solid *poly; - int *pkey, *gkey; + const int *pkey, *gkey; float t[3]; float angle; - game_state *newstate; int square; draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid), YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND); if (dir < 0) { - game_state *t; + const game_state *t; /* * This is an Undo. So reverse the order of the states, and @@ -1552,28 +1583,27 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, pkey = state->spkey; gkey = state->sgkey; } - newstate = state; state = oldstate; - for (i = 0; i < state->nsquares; i++) { + for (i = 0; i < state->grid->nsquares; i++) { int coords[8]; - for (j = 0; j < state->squares[i].npoints; j++) { - coords[2*j] = ((int)(state->squares[i].points[2*j] * GRID_SCALE) + for (j = 0; j < state->grid->squares[i].npoints; j++) { + coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE) + ds->ox); - coords[2*j+1] = ((int)(state->squares[i].points[2*j+1]*GRID_SCALE) + coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE) + ds->oy); } - draw_polygon(dr, coords, state->squares[i].npoints, - state->squares[i].blue ? COL_BLUE : COL_BACKGROUND, + draw_polygon(dr, coords, state->grid->squares[i].npoints, + GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND, COL_BORDER); } /* * Now compute and draw the polyhedron. */ - poly = transform_poly(state->solid, state->squares[square].flip, + poly = transform_poly(state->solid, state->grid->squares[square].flip, pkey[0], pkey[1], angle); /* @@ -1589,7 +1619,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, if (i < 2) { grid_coord = - state->squares[square].points[gkey[j]*2+i]; + state->grid->squares[square].points[gkey[j]*2+i]; } else { grid_coord = 0.0; } @@ -1670,28 +1700,33 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } } -static float game_anim_length(game_state *oldstate, - game_state *newstate, int dir, game_ui *ui) +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) { return ROLLTIME; } -static float game_flash_length(game_state *oldstate, - game_state *newstate, int dir, game_ui *ui) +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } -static int game_timing_state(game_state *state, game_ui *ui) +static int game_status(const game_state *state) +{ + return state->completed ? +1 : 0; +} + +static int game_timing_state(const game_state *state, game_ui *ui) { return TRUE; } -static void game_print_size(game_params *params, float *x, float *y) +static void game_print_size(const game_params *params, float *x, float *y) { } -static void game_print(drawing *dr, game_state *state, int tilesize) +static void game_print(drawing *dr, const game_state *state, int tilesize) { } @@ -1715,7 +1750,7 @@ const struct game thegame = { dup_game, free_game, FALSE, solve_game, - FALSE, game_text_format, + FALSE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -1730,6 +1765,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, FALSE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ FALSE, game_timing_state,