diff options
Diffstat (limited to 'gamestate.cpp')
| -rw-r--r-- | gamestate.cpp | 933 |
1 files changed, 428 insertions, 505 deletions
| diff --git a/gamestate.cpp b/gamestate.cpp index 8c2df9c..e77ff76 100644 --- a/gamestate.cpp +++ b/gamestate.cpp | |||
| @@ -1,378 +1,363 @@ | |||
| 1 | #include "gamestate.h" | 1 | #include "gamestate.h" |
| 2 | |||
| 2 | #include <SDL_ttf.h> | 3 | #include <SDL_ttf.h> |
| 3 | #include "util.h" | 4 | |
| 4 | #include "mazeoflife.h" | ||
| 5 | #include "highscore.h" | ||
| 6 | #include "titlestate.h" | ||
| 7 | #include <fstream> | ||
| 8 | #include "hslist.h" | ||
| 9 | #include <set> | ||
| 10 | #include <bitset> | ||
| 11 | #include <tuple> | ||
| 12 | #include <algorithm> | 5 | #include <algorithm> |
| 13 | #include <vector> | 6 | #include <bitset> |
| 14 | #include <deque> | 7 | #include <deque> |
| 8 | #include <fstream> | ||
| 15 | #include <iostream> | 9 | #include <iostream> |
| 16 | #include <sstream> | ||
| 17 | #include <list> | 10 | #include <list> |
| 11 | #include <set> | ||
| 12 | #include <sstream> | ||
| 13 | #include <tuple> | ||
| 18 | #include <unordered_map> | 14 | #include <unordered_map> |
| 19 | #include <unordered_set> | 15 | #include <unordered_set> |
| 16 | #include <vector> | ||
| 17 | |||
| 18 | #include "highscore.h" | ||
| 19 | #include "hslist.h" | ||
| 20 | #include "mazeoflife.h" | ||
| 21 | #include "titlestate.h" | ||
| 22 | #include "util.h" | ||
| 20 | 23 | ||
| 21 | class GameBoard { | 24 | class GameBoard { |
| 22 | public: | 25 | public: |
| 23 | GameBoard(int level, int playerx, int playery); | 26 | GameBoard(int level, int playerx, int playery); |
| 24 | void tick(int playerx, int playery); | 27 | void tick(int playerx, int playery); |
| 25 | void render(SDL_Renderer* renderer, int level) const; | 28 | void render(SDL_Renderer* renderer, int level) const; |
| 26 | bool isObstructed(int x, int y) const; | 29 | bool isObstructed(int x, int y) const; |
| 27 | bool operator<(const GameBoard& other) const; | 30 | bool operator<(const GameBoard& other) const; |
| 28 | 31 | ||
| 29 | using coord = std::tuple<int, int>; | 32 | using coord = std::tuple<int, int>; |
| 30 | 33 | ||
| 31 | private: | 34 | private: |
| 32 | void initialize(int level); | 35 | void initialize(int level); |
| 33 | bool solve(int playerx, int playery) const; | 36 | bool solve(int playerx, int playery) const; |
| 34 | std::string dump() const; | 37 | std::string dump() const; |
| 35 | 38 | ||
| 36 | using board_type = std::bitset<WIDTH*HEIGHT>; | 39 | using board_type = std::bitset<WIDTH * HEIGHT>; |
| 37 | 40 | ||
| 38 | void incrementIfNeighbor( | 41 | void incrementIfNeighbor(int x, int y, const board_type& temp, int playerx, |
| 39 | int x, | 42 | int playery, int& tick) const; |
| 40 | int y, | 43 | |
| 41 | const board_type& temp, | 44 | bool applyNeighbors(int x, int y, const board_type& temp, int playerx, |
| 42 | int playerx, | 45 | int playery) const; |
| 43 | int playery, | 46 | |
| 44 | int& tick) const; | 47 | board_type blocks; |
| 45 | 48 | board_type updateable; | |
| 46 | bool applyNeighbors( | 49 | int oldx; |
| 47 | int x, | 50 | int oldy; |
| 48 | int y, | ||
| 49 | const board_type& temp, | ||
| 50 | int playerx, | ||
| 51 | int playery) const; | ||
| 52 | |||
| 53 | board_type blocks; | ||
| 54 | board_type updateable; | ||
| 55 | int oldx; | ||
| 56 | int oldy; | ||
| 57 | }; | 51 | }; |
| 58 | 52 | ||
| 59 | class LoadGameState : public State { | 53 | class LoadGameState : public State { |
| 60 | public: | 54 | public: |
| 61 | LoadGameState(int level); | 55 | LoadGameState(int level); |
| 62 | State* operator() (SDL_Window* window, SDL_Renderer* renderer); | 56 | State* operator()(SDL_Window* window, SDL_Renderer* renderer); |
| 63 | 57 | ||
| 64 | private: | 58 | private: |
| 65 | int level; | 59 | int level; |
| 66 | }; | 60 | }; |
| 67 | 61 | ||
| 68 | class PlayGameState : public State { | 62 | class PlayGameState : public State { |
| 69 | public: | 63 | public: |
| 70 | PlayGameState(int level, GameBoard* board, int playerx, int playery); | 64 | PlayGameState(int level, GameBoard* board, int playerx, int playery); |
| 71 | State* operator() (SDL_Window* window, SDL_Renderer* renderer); | 65 | State* operator()(SDL_Window* window, SDL_Renderer* renderer); |
| 72 | 66 | ||
| 73 | private: | 67 | private: |
| 74 | bool move(int x, int y); | 68 | bool move(int x, int y); |
| 75 | int level; | 69 | int level; |
| 76 | GameBoard* board; | 70 | GameBoard* board; |
| 77 | int playerx; | 71 | int playerx; |
| 78 | int playery; | 72 | int playery; |
| 79 | }; | 73 | }; |
| 80 | 74 | ||
| 81 | void setRendererAliveColor(SDL_Renderer* renderer, int level) | 75 | void setRendererAliveColor(SDL_Renderer* renderer, int level) { |
| 82 | { | 76 | switch ((level / 10) % 5) { |
| 83 | switch ((level/10)%5) | 77 | case 0: |
| 84 | { | 78 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); |
| 85 | case 0: SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); break; // Black | 79 | break; // Black |
| 86 | case 1: SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); break; // Red | 80 | case 1: |
| 87 | case 2: SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); break; // Green | 81 | SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); |
| 88 | case 3: SDL_SetRenderDrawColor(renderer, 85, 85, 85, 255); break; // Dark Gray | 82 | break; // Red |
| 89 | case 4: SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255); break; // Magenta | 83 | case 2: |
| 90 | } | 84 | SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); |
| 85 | break; // Green | ||
| 86 | case 3: | ||
| 87 | SDL_SetRenderDrawColor(renderer, 85, 85, 85, 255); | ||
| 88 | break; // Dark Gray | ||
| 89 | case 4: | ||
| 90 | SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255); | ||
| 91 | break; // Magenta | ||
| 92 | } | ||
| 91 | } | 93 | } |
| 92 | 94 | ||
| 93 | void setRendererDeadColor(SDL_Renderer* renderer, int level) | 95 | void setRendererDeadColor(SDL_Renderer* renderer, int level) { |
| 94 | { | 96 | switch ((level / 10) % 5) { |
| 95 | switch ((level/10)%5) | 97 | case 0: |
| 96 | { | 98 | SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); |
| 97 | case 0: SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); break; // White | 99 | break; // White |
| 98 | case 1: SDL_SetRenderDrawColor(renderer, 255, 192, 203, 255); break; // Pink | 100 | case 1: |
| 99 | case 2: SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255); break; // Cyan | 101 | SDL_SetRenderDrawColor(renderer, 255, 192, 203, 255); |
| 100 | case 3: SDL_SetRenderDrawColor(renderer, 170, 170, 170, 255); break; // Light Gray | 102 | break; // Pink |
| 101 | case 4: SDL_SetRenderDrawColor(renderer, 255, 128, 0, 255); break; // Orange | 103 | case 2: |
| 102 | } | 104 | SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255); |
| 105 | break; // Cyan | ||
| 106 | case 3: | ||
| 107 | SDL_SetRenderDrawColor(renderer, 170, 170, 170, 255); | ||
| 108 | break; // Light Gray | ||
| 109 | case 4: | ||
| 110 | SDL_SetRenderDrawColor(renderer, 255, 128, 0, 255); | ||
| 111 | break; // Orange | ||
| 112 | } | ||
| 103 | } | 113 | } |
| 104 | 114 | ||
| 105 | void GameBoard::incrementIfNeighbor( | 115 | void GameBoard::incrementIfNeighbor(int x, int y, const board_type& temp, |
| 106 | int x, | 116 | int playerx, int playery, int& tick) const { |
| 107 | int y, | 117 | int nx = x; |
| 108 | const board_type& temp, | 118 | int ny = y; |
| 109 | int playerx, | 119 | |
| 110 | int playery, | 120 | wrap(x, y); |
| 111 | int& tick) const | ||
| 112 | { | ||
| 113 | int nx = x; | ||
| 114 | int ny = y; | ||
| 115 | |||
| 116 | wrap(x, y); | ||
| 117 | |||
| 118 | if (!((nx!=x)&&(ny!=y))) | ||
| 119 | { | ||
| 120 | if ((temp[x+y*WIDTH])||((playerx==x)&&(playery==y))||((x==15)&&(y==15))) | ||
| 121 | { | ||
| 122 | ++tick; | ||
| 123 | } | ||
| 124 | } | ||
| 125 | } | ||
| 126 | 121 | ||
| 127 | State* GameState::operator() (SDL_Window* window, SDL_Renderer* renderer) | 122 | if (!((nx != x) && (ny != y))) { |
| 128 | { | 123 | if ((temp[x + y * WIDTH]) || ((playerx == x) && (playery == y)) || |
| 129 | return new LoadGameState(0); | 124 | ((x == 15) && (y == 15))) { |
| 125 | ++tick; | ||
| 126 | } | ||
| 127 | } | ||
| 130 | } | 128 | } |
| 131 | 129 | ||
| 132 | LoadGameState::LoadGameState(int m_level) | 130 | State* GameState::operator()(SDL_Window* window, SDL_Renderer* renderer) { |
| 133 | { | 131 | return new LoadGameState(0); |
| 134 | level = m_level; | ||
| 135 | } | 132 | } |
| 136 | 133 | ||
| 137 | State* LoadGameState::operator() (SDL_Window* window, SDL_Renderer* renderer) | 134 | LoadGameState::LoadGameState(int m_level) { level = m_level; } |
| 138 | { | 135 | |
| 139 | char* wintitle = new char[50]; | 136 | State* LoadGameState::operator()(SDL_Window* window, SDL_Renderer* renderer) { |
| 140 | sprintf(wintitle, "Maze Of Life - Level %d", level); | 137 | char* wintitle = new char[50]; |
| 141 | SDL_SetWindowTitle(window, wintitle); | 138 | sprintf(wintitle, "Maze Of Life - Level %d", level); |
| 142 | 139 | SDL_SetWindowTitle(window, wintitle); | |
| 143 | // Randomly place the player in a corner | 140 | |
| 144 | int playerx, playery; | 141 | // Randomly place the player in a corner |
| 145 | switch (rand()%4) | 142 | int playerx, playery; |
| 146 | { | 143 | switch (rand() % 4) { |
| 147 | case 0: playerx = 1; playery = 1; break; | 144 | case 0: |
| 148 | case 1: playerx = 1; playery = HEIGHT-2; break; | 145 | playerx = 1; |
| 149 | case 2: playerx = WIDTH-2; playery = HEIGHT-2; break; | 146 | playery = 1; |
| 150 | case 3: playerx = WIDTH-2; playery = 1; break; | 147 | break; |
| 151 | } | 148 | case 1: |
| 152 | 149 | playerx = 1; | |
| 153 | // Display the level number | 150 | playery = HEIGHT - 2; |
| 154 | setRendererDeadColor(renderer, level); | 151 | break; |
| 155 | SDL_RenderClear(renderer); | 152 | case 2: |
| 156 | 153 | playerx = WIDTH - 2; | |
| 157 | TTF_Font* font = loadFont(100); | 154 | playery = HEIGHT - 2; |
| 158 | SDL_Color fontColor = {0, 0, 0, 0}; | 155 | break; |
| 159 | char levelnum[8]; | 156 | case 3: |
| 160 | sprintf(levelnum, "%d", level); | 157 | playerx = WIDTH - 2; |
| 161 | SDL_Surface* dispsurf = TTF_RenderText_Solid(font, levelnum, fontColor); | 158 | playery = 1; |
| 162 | SDL_Texture* disptext = SDL_CreateTextureFromSurface(renderer, dispsurf); | 159 | break; |
| 163 | SDL_FreeSurface(dispsurf); | 160 | } |
| 164 | 161 | ||
| 165 | SDL_Rect pos; | 162 | // Display the level number |
| 166 | SDL_QueryTexture(disptext, NULL, NULL, &pos.w, &pos.h); | 163 | setRendererDeadColor(renderer, level); |
| 167 | pos.x = 240-(pos.w/2); | 164 | SDL_RenderClear(renderer); |
| 168 | pos.y = 240-(pos.h/2); | 165 | |
| 169 | 166 | TTF_Font* font = loadFont(100); | |
| 170 | SDL_RenderCopy(renderer, disptext, NULL, &pos); | 167 | SDL_Color fontColor = {0, 0, 0, 0}; |
| 171 | SDL_RenderPresent(renderer); | 168 | char levelnum[8]; |
| 172 | 169 | sprintf(levelnum, "%d", level); | |
| 173 | // Do 50 gens of Conway | 170 | SDL_Surface* dispsurf = TTF_RenderText_Solid(font, levelnum, fontColor); |
| 174 | GameBoard* board = new GameBoard(level, playerx, playery); | 171 | SDL_Texture* disptext = SDL_CreateTextureFromSurface(renderer, dispsurf); |
| 175 | 172 | SDL_FreeSurface(dispsurf); | |
| 176 | // Wait a bit | 173 | |
| 177 | SDL_Delay(500); | 174 | SDL_Rect pos; |
| 178 | 175 | SDL_QueryTexture(disptext, NULL, NULL, &pos.w, &pos.h); | |
| 179 | // Start the level | 176 | pos.x = 240 - (pos.w / 2); |
| 180 | return new PlayGameState(level, board, playerx, playery); | 177 | pos.y = 240 - (pos.h / 2); |
| 178 | |||
| 179 | SDL_RenderCopy(renderer, disptext, NULL, &pos); | ||
| 180 | SDL_RenderPresent(renderer); | ||
| 181 | |||
| 182 | // Do 50 gens of Conway | ||
| 183 | GameBoard* board = new GameBoard(level, playerx, playery); | ||
| 184 | |||
| 185 | // Wait a bit | ||
| 186 | SDL_Delay(500); | ||
| 187 | |||
| 188 | // Start the level | ||
| 189 | return new PlayGameState(level, board, playerx, playery); | ||
| 181 | } | 190 | } |
| 182 | 191 | ||
| 183 | PlayGameState::PlayGameState(int m_level, GameBoard* m_board, int m_playerx, int m_playery) | 192 | PlayGameState::PlayGameState(int m_level, GameBoard* m_board, int m_playerx, |
| 184 | { | 193 | int m_playery) { |
| 185 | level = m_level; | 194 | level = m_level; |
| 186 | board = m_board; | 195 | board = m_board; |
| 187 | playerx = m_playerx; | 196 | playerx = m_playerx; |
| 188 | playery = m_playery; | 197 | playery = m_playery; |
| 189 | } | 198 | } |
| 190 | 199 | ||
| 191 | State* PlayGameState::operator() (SDL_Window* window, SDL_Renderer* renderer) | 200 | State* PlayGameState::operator()(SDL_Window* window, SDL_Renderer* renderer) { |
| 192 | { | 201 | SDL_Event e; |
| 193 | SDL_Event e; | 202 | |
| 194 | 203 | for (;;) { | |
| 195 | for (;;) | 204 | // Tick board |
| 196 | { | 205 | board->tick(playerx, playery); |
| 197 | // Tick board | 206 | |
| 198 | board->tick(playerx, playery); | 207 | // Paint board |
| 199 | 208 | board->render(renderer, level); | |
| 200 | // Paint board | 209 | |
| 201 | board->render(renderer, level); | 210 | // Paint event |
| 202 | 211 | SDL_Rect block; | |
| 203 | // Paint event | 212 | block.w = 16; |
| 204 | SDL_Rect block; | 213 | block.h = 16; |
| 205 | block.w = 16; | 214 | block.x = 15 * 16; |
| 206 | block.h = 16; | 215 | block.y = 15 * 16; |
| 207 | block.x = 15*16; | 216 | SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); |
| 208 | block.y = 15*16; | 217 | SDL_RenderFillRect(renderer, &block); |
| 209 | SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); | 218 | |
| 210 | SDL_RenderFillRect(renderer, &block); | 219 | // Paint player |
| 211 | 220 | block.x = playerx * 16; | |
| 212 | // Paint player | 221 | block.y = playery * 16; |
| 213 | block.x = playerx*16; | 222 | SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); |
| 214 | block.y = playery*16; | 223 | SDL_RenderFillRect(renderer, &block); |
| 215 | SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); | 224 | |
| 216 | SDL_RenderFillRect(renderer, &block); | 225 | SDL_RenderPresent(renderer); |
| 217 | 226 | ||
| 218 | SDL_RenderPresent(renderer); | 227 | while (SDL_PollEvent(&e)) { |
| 219 | 228 | if (e.type == SDL_QUIT) { | |
| 220 | while (SDL_PollEvent(&e)) | 229 | return NULL; |
| 221 | { | 230 | } else if (e.type == SDL_KEYDOWN) { |
| 222 | if (e.type == SDL_QUIT) | 231 | switch (e.key.keysym.sym) { |
| 223 | { | 232 | case SDLK_LEFT: |
| 224 | return NULL; | 233 | if (move(playerx - 1, playery)) { |
| 225 | } else if (e.type == SDL_KEYDOWN) | 234 | return new LoadGameState(level + 1); |
| 226 | { | 235 | } else { |
| 227 | switch (e.key.keysym.sym) | 236 | break; |
| 228 | { | 237 | } |
| 229 | case SDLK_LEFT: | 238 | |
| 230 | if (move(playerx-1, playery)) | 239 | case SDLK_RIGHT: |
| 231 | { | 240 | if (move(playerx + 1, playery)) { |
| 232 | return new LoadGameState(level+1); | 241 | return new LoadGameState(level + 1); |
| 233 | } else { | 242 | } else { |
| 234 | break; | 243 | break; |
| 235 | } | 244 | } |
| 236 | 245 | ||
| 237 | case SDLK_RIGHT: | 246 | case SDLK_UP: |
| 238 | if (move(playerx+1, playery)) | 247 | if (move(playerx, playery - 1)) { |
| 239 | { | 248 | return new LoadGameState(level + 1); |
| 240 | return new LoadGameState(level+1); | 249 | } else { |
| 241 | } else { | 250 | break; |
| 242 | break; | 251 | } |
| 243 | } | 252 | |
| 244 | 253 | case SDLK_DOWN: | |
| 245 | case SDLK_UP: | 254 | if (move(playerx, playery + 1)) { |
| 246 | if (move(playerx, playery-1)) | 255 | return new LoadGameState(level + 1); |
| 247 | { | 256 | } else { |
| 248 | return new LoadGameState(level+1); | 257 | break; |
| 249 | } else { | 258 | } |
| 250 | break; | 259 | |
| 251 | } | 260 | case SDLK_ESCAPE: |
| 252 | 261 | SDL_SetWindowTitle(window, ""); | |
| 253 | case SDLK_DOWN: | 262 | |
| 254 | if (move(playerx, playery+1)) | 263 | std::ifstream exists(getDataFile()); |
| 255 | { | 264 | if (exists) { |
| 256 | return new LoadGameState(level+1); | 265 | FILE* hslist = fopen(getDataFile(), "r"); |
| 257 | } else { | 266 | int scores; |
| 258 | break; | 267 | Highscore* h; |
| 259 | } | 268 | |
| 260 | 269 | fscanf(hslist, "%d%*c", &scores); | |
| 261 | case SDLK_ESCAPE: | 270 | |
| 262 | SDL_SetWindowTitle(window, ""); | 271 | if (scores < 10) { |
| 263 | 272 | fclose(hslist); | |
| 264 | std::ifstream exists(getDataFile()); | 273 | |
| 265 | if (exists) | 274 | return new EnterHighscoreState(level); |
| 266 | { | 275 | } else { |
| 267 | FILE* hslist = fopen(getDataFile(), "r"); | 276 | for (int i = 0; i < scores; i++) { |
| 268 | int scores; | 277 | int namelen; |
| 269 | Highscore* h; | 278 | char namelens[4]; |
| 270 | 279 | char* name = (char*)calloc(25, sizeof(char)); | |
| 271 | fscanf(hslist, "%d%*c", &scores); | 280 | int score; |
| 272 | 281 | ||
| 273 | if (scores < 10) | 282 | fscanf(hslist, "%d", &namelen); |
| 274 | { | 283 | sprintf(namelens, "%%%dc", namelen); |
| 275 | fclose(hslist); | 284 | fscanf(hslist, namelens, name); |
| 276 | 285 | fscanf(hslist, "%d%*c", &score); | |
| 277 | return new EnterHighscoreState(level); | 286 | |
| 278 | } else { | 287 | h = new Highscore(name, score); |
| 279 | for (int i=0; i<scores; i++) | 288 | } |
| 280 | { | 289 | |
| 281 | int namelen; | 290 | fclose(hslist); |
| 282 | char namelens[4]; | 291 | |
| 283 | char* name = (char*) calloc(25, sizeof(char)); | 292 | if (h->getLevel() < level) { |
| 284 | int score; | 293 | return new EnterHighscoreState(level); |
| 285 | 294 | } else { | |
| 286 | fscanf(hslist, "%d", &namelen); | 295 | return new DisplayAndReturnLocalHighscoreListState(); |
| 287 | sprintf(namelens, "%%%dc", namelen); | 296 | } |
| 288 | fscanf(hslist, namelens, name); | 297 | } |
| 289 | fscanf(hslist, "%d%*c", &score); | 298 | } else { |
| 290 | 299 | return new EnterHighscoreState(level); | |
| 291 | h = new Highscore(name, score); | 300 | } |
| 292 | } | 301 | } |
| 293 | 302 | } | |
| 294 | fclose(hslist); | 303 | } |
| 295 | 304 | ||
| 296 | if (h->getLevel() < level) | 305 | SDL_Delay(5); |
| 297 | { | 306 | } |
| 298 | return new EnterHighscoreState(level); | ||
| 299 | } else { | ||
| 300 | return new DisplayAndReturnLocalHighscoreListState(); | ||
| 301 | } | ||
| 302 | } | ||
| 303 | } else { | ||
| 304 | return new EnterHighscoreState(level); | ||
| 305 | } | ||
| 306 | } | ||
| 307 | } | ||
| 308 | } | ||
| 309 | |||
| 310 | SDL_Delay(5); | ||
| 311 | } | ||
| 312 | } | 307 | } |
| 313 | 308 | ||
| 314 | bool PlayGameState::move(int x, int y) | 309 | bool PlayGameState::move(int x, int y) { |
| 315 | { | 310 | wrap(x, y); |
| 316 | wrap(x, y); | ||
| 317 | 311 | ||
| 318 | // Are we at the event? | 312 | // Are we at the event? |
| 319 | if ((x==15)&&(y==15)) | 313 | if ((x == 15) && (y == 15)) { |
| 320 | { | 314 | return true; |
| 321 | return true; | 315 | } |
| 322 | } | ||
| 323 | 316 | ||
| 324 | // Can we even go there? | 317 | // Can we even go there? |
| 325 | if (!board->isObstructed(x,y)) | 318 | if (!board->isObstructed(x, y)) { |
| 326 | { | 319 | playerx = x; |
| 327 | playerx = x; | 320 | playery = y; |
| 328 | playery = y; | 321 | } |
| 329 | } | ||
| 330 | 322 | ||
| 331 | return false; | 323 | return false; |
| 332 | } | 324 | } |
| 333 | 325 | ||
| 334 | GameBoard::GameBoard(int level, int playerx, int playery) | 326 | GameBoard::GameBoard(int level, int playerx, int playery) { |
| 335 | { | 327 | for (;;) { |
| 336 | for (;;) | ||
| 337 | { | ||
| 338 | initialize(level); | 328 | initialize(level); |
| 339 | updateable.set(); | 329 | updateable.set(); |
| 340 | oldx = playerx; | 330 | oldx = playerx; |
| 341 | oldy = playery; | 331 | oldy = playery; |
| 342 | 332 | ||
| 343 | for (int i=0; i<50; i++) | 333 | for (int i = 0; i < 50; i++) { |
| 344 | { | ||
| 345 | tick(playerx, playery); | 334 | tick(playerx, playery); |
| 346 | } | 335 | } |
| 347 | 336 | ||
| 348 | if (solve(playerx, playery)) | 337 | if (solve(playerx, playery)) { |
| 349 | { | ||
| 350 | break; | 338 | break; |
| 351 | } else { | 339 | } else { |
| 352 | std::cout << "Impossible board: " << playerx << "," << playery << "," << dump() << std::endl; | 340 | std::cout << "Impossible board: " << playerx << "," << playery << "," |
| 341 | << dump() << std::endl; | ||
| 353 | } | 342 | } |
| 354 | } | 343 | } |
| 355 | } | 344 | } |
| 356 | 345 | ||
| 357 | void GameBoard::tick(int playerx, int playery) | 346 | void GameBoard::tick(int playerx, int playery) { |
| 358 | { | 347 | board_type temp{blocks}; |
| 359 | board_type temp {blocks}; | 348 | board_type tempdateable{updateable}; |
| 360 | board_type tempdateable {updateable}; | 349 | if ((playerx != oldx) || (playery != oldy)) { |
| 361 | if ((playerx != oldx) || (playery != oldy)) | 350 | for (int dy = -1; dy <= 1; dy++) { |
| 362 | { | 351 | for (int dx = -1; dx <= 1; dx++) { |
| 363 | for (int dy = -1; dy <= 1; dy++) | 352 | int tdx = oldx + dx; |
| 364 | { | 353 | int tdy = oldy + dy; |
| 365 | for (int dx = -1; dx <=1; dx++) | ||
| 366 | { | ||
| 367 | int tdx = oldx+dx; | ||
| 368 | int tdy = oldy+dy; | ||
| 369 | wrap(tdx, tdy); | 354 | wrap(tdx, tdy); |
| 370 | tempdateable.set(tdx+tdy*WIDTH); | 355 | tempdateable.set(tdx + tdy * WIDTH); |
| 371 | 356 | ||
| 372 | tdx = playerx+dx; | 357 | tdx = playerx + dx; |
| 373 | tdy = playery+dy; | 358 | tdy = playery + dy; |
| 374 | wrap(tdx, tdy); | 359 | wrap(tdx, tdy); |
| 375 | tempdateable.set(tdx+tdy*WIDTH); | 360 | tempdateable.set(tdx + tdy * WIDTH); |
| 376 | } | 361 | } |
| 377 | } | 362 | } |
| 378 | } | 363 | } |
| @@ -382,135 +367,108 @@ void GameBoard::tick(int playerx, int playery) | |||
| 382 | 367 | ||
| 383 | updateable.reset(); | 368 | updateable.reset(); |
| 384 | 369 | ||
| 385 | for (int y=0;y<HEIGHT;y++) | 370 | for (int y = 0; y < HEIGHT; y++) { |
| 386 | { | 371 | for (int x = 0; x < WIDTH; x++) { |
| 387 | for (int x=0;x<WIDTH;x++) | 372 | if (((x == 15) && (y == 15)) || (!tempdateable[x + y * WIDTH])) { |
| 388 | { | 373 | continue; |
| 389 | if (((x==15)&&(y==15)) || (!tempdateable[x+y*WIDTH])) | 374 | } |
| 390 | { | 375 | |
| 391 | continue; | 376 | blocks[x + y * WIDTH] = applyNeighbors(x, y, temp, playerx, playery); |
| 392 | } | 377 | |
| 393 | 378 | if (temp[x + y * WIDTH] != blocks[x + y * WIDTH]) { | |
| 394 | blocks[x+y*WIDTH] = applyNeighbors(x, y, temp, playerx, playery); | 379 | for (int dy = -1; dy <= 1; dy++) { |
| 395 | 380 | for (int dx = -1; dx <= 1; dx++) { | |
| 396 | if (temp[x+y*WIDTH] != blocks[x+y*WIDTH]) | 381 | int tdx = x + dx; |
| 397 | { | 382 | int tdy = y + dy; |
| 398 | for (int dy = -1; dy <= 1; dy++) | ||
| 399 | { | ||
| 400 | for (int dx = -1; dx <=1; dx++) | ||
| 401 | { | ||
| 402 | int tdx = x+dx; | ||
| 403 | int tdy = y+dy; | ||
| 404 | wrap(tdx, tdy); | 383 | wrap(tdx, tdy); |
| 405 | updateable.set(tdx+tdy*WIDTH); | 384 | updateable.set(tdx + tdy * WIDTH); |
| 406 | } | 385 | } |
| 407 | } | 386 | } |
| 408 | } | 387 | } |
| 409 | } | 388 | } |
| 410 | } | 389 | } |
| 411 | } | 390 | } |
| 412 | 391 | ||
| 413 | bool GameBoard::applyNeighbors( | 392 | bool GameBoard::applyNeighbors(int x, int y, const board_type& temp, |
| 414 | int x, | 393 | int playerx, int playery) const { |
| 415 | int y, | 394 | int neighbors = 0; |
| 416 | const board_type& temp, | 395 | |
| 417 | int playerx, | 396 | incrementIfNeighbor(x - 1, y - 1, temp, playerx, playery, neighbors); |
| 418 | int playery) const | 397 | incrementIfNeighbor(x - 1, y, temp, playerx, playery, neighbors); |
| 419 | { | 398 | incrementIfNeighbor(x - 1, y + 1, temp, playerx, playery, neighbors); |
| 420 | int neighbors = 0; | 399 | incrementIfNeighbor(x, y - 1, temp, playerx, playery, neighbors); |
| 421 | 400 | incrementIfNeighbor(x, y + 1, temp, playerx, playery, neighbors); | |
| 422 | incrementIfNeighbor(x-1, y-1, temp, playerx, playery, neighbors); | 401 | incrementIfNeighbor(x + 1, y - 1, temp, playerx, playery, neighbors); |
| 423 | incrementIfNeighbor(x-1, y , temp, playerx, playery, neighbors); | 402 | incrementIfNeighbor(x + 1, y, temp, playerx, playery, neighbors); |
| 424 | incrementIfNeighbor(x-1, y+1, temp, playerx, playery, neighbors); | 403 | incrementIfNeighbor(x + 1, y + 1, temp, playerx, playery, neighbors); |
| 425 | incrementIfNeighbor(x , y-1, temp, playerx, playery, neighbors); | 404 | |
| 426 | incrementIfNeighbor(x , y+1, temp, playerx, playery, neighbors); | 405 | if (temp[x + y * WIDTH]) { |
| 427 | incrementIfNeighbor(x+1, y-1, temp, playerx, playery, neighbors); | 406 | return ((neighbors >= 1) && (neighbors <= 4)); |
| 428 | incrementIfNeighbor(x+1, y , temp, playerx, playery, neighbors); | 407 | } else { |
| 429 | incrementIfNeighbor(x+1, y+1, temp, playerx, playery, neighbors); | 408 | return (neighbors == 3); |
| 430 | 409 | } | |
| 431 | if (temp[x+y*WIDTH]) | ||
| 432 | { | ||
| 433 | return ((neighbors >= 1) && (neighbors <= 4)); | ||
| 434 | } else { | ||
| 435 | return (neighbors == 3); | ||
| 436 | } | ||
| 437 | } | 410 | } |
| 438 | 411 | ||
| 439 | void GameBoard::render(SDL_Renderer* renderer, int level) const | 412 | void GameBoard::render(SDL_Renderer* renderer, int level) const { |
| 440 | { | 413 | SDL_Rect block; |
| 441 | SDL_Rect block; | 414 | block.w = 16; |
| 442 | block.w = 16; | 415 | block.h = 16; |
| 443 | block.h = 16; | 416 | |
| 444 | 417 | for (int y = 0; y < HEIGHT; y++) { | |
| 445 | for (int y=0; y<HEIGHT; y++) | 418 | for (int x = 0; x < WIDTH; x++) { |
| 446 | { | 419 | block.x = x * 16; |
| 447 | for (int x=0; x<WIDTH; x++) | 420 | block.y = y * 16; |
| 448 | { | 421 | |
| 449 | block.x = x*16; | 422 | if (blocks[x + y * WIDTH]) { |
| 450 | block.y = y*16; | 423 | setRendererAliveColor(renderer, level); |
| 451 | 424 | } else { | |
| 452 | if (blocks[x+y*WIDTH]) | 425 | setRendererDeadColor(renderer, level); |
| 453 | { | 426 | } |
| 454 | setRendererAliveColor(renderer, level); | 427 | |
| 455 | } else { | 428 | SDL_RenderFillRect(renderer, &block); |
| 456 | setRendererDeadColor(renderer, level); | 429 | } |
| 457 | } | 430 | } |
| 458 | |||
| 459 | SDL_RenderFillRect(renderer, &block); | ||
| 460 | } | ||
| 461 | } | ||
| 462 | } | 431 | } |
| 463 | 432 | ||
| 464 | bool GameBoard::isObstructed(int x, int y) const | 433 | bool GameBoard::isObstructed(int x, int y) const { |
| 465 | { | 434 | return blocks[x + y * WIDTH] || (x == 15 && y == 15); |
| 466 | return blocks[x+y*WIDTH] || (x == 15 && y == 15); | ||
| 467 | } | 435 | } |
| 468 | 436 | ||
| 469 | void GameBoard::initialize(int level) | 437 | void GameBoard::initialize(int level) { |
| 470 | { | 438 | for (int y = 0; y < HEIGHT; y++) { |
| 471 | for (int y=0; y<HEIGHT; y++) | 439 | for (int x = 0; x < WIDTH; x++) { |
| 472 | { | 440 | blocks[x + y * WIDTH] = false; |
| 473 | for (int x=0; x<WIDTH; x++) | 441 | |
| 474 | { | 442 | switch (level / 10 + 1) { |
| 475 | blocks[x+y*WIDTH] = false; | 443 | case 1: |
| 476 | 444 | if ((x > 13) && (x < 17) && (y > 13) && (y < 17)) { | |
| 477 | switch (level/10+1) | 445 | blocks[x + y * WIDTH] = rand() % 2; |
| 478 | { | 446 | } |
| 479 | case 1: | 447 | break; |
| 480 | if ((x>13)&&(x<17)&&(y>13)&&(y<17)) | 448 | case 2: |
| 481 | { | 449 | case 3: |
| 482 | blocks[x+y*WIDTH] = rand() % 2; | 450 | if ((x > 12) && (x < 18) && (y > 12) && (y < 18)) { |
| 483 | } | 451 | blocks[x + y * WIDTH] = rand() % 2; |
| 484 | break; | 452 | } |
| 485 | case 2: | 453 | break; |
| 486 | case 3: | 454 | case 4: |
| 487 | if ((x>12)&&(x<18)&&(y>12)&&(y<18)) | 455 | case 5: |
| 488 | { | 456 | if ((x > 11) && (x < 19) && (y > 11) && (y < 19)) { |
| 489 | blocks[x+y*WIDTH] = rand() % 2; | 457 | blocks[x + y * WIDTH] = rand() % 2; |
| 490 | } | 458 | } |
| 491 | break; | 459 | break; |
| 492 | case 4: | 460 | default: |
| 493 | case 5: | 461 | blocks[x + y * WIDTH] = rand() % 2; |
| 494 | if ((x>11)&&(x<19)&&(y>11)&&(y<19)) | 462 | } |
| 495 | { | 463 | } |
| 496 | blocks[x+y*WIDTH] = rand() % 2; | 464 | } |
| 497 | } | 465 | |
| 498 | break; | 466 | blocks[15 + 15 * WIDTH] = false; |
| 499 | default: | ||
| 500 | blocks[x+y*WIDTH] = rand() % 2; | ||
| 501 | } | ||
| 502 | } | ||
| 503 | } | ||
| 504 | |||
| 505 | blocks[15+15*WIDTH] = false; | ||
| 506 | } | 467 | } |
| 507 | 468 | ||
| 508 | bool GameBoard::operator<(const GameBoard& other) const | 469 | bool GameBoard::operator<(const GameBoard& other) const { |
| 509 | { | 470 | for (int i = WIDTH * HEIGHT - 1; i >= 0; i--) { |
| 510 | for (int i = WIDTH*HEIGHT-1; i >= 0; i--) | 471 | if (blocks[i] ^ other.blocks[i]) { |
| 511 | { | ||
| 512 | if (blocks[i] ^ other.blocks[i]) | ||
| 513 | { | ||
| 514 | return other.blocks[i]; | 472 | return other.blocks[i]; |
| 515 | } | 473 | } |
| 516 | } | 474 | } |
| @@ -518,8 +476,7 @@ bool GameBoard::operator<(const GameBoard& other) const | |||
| 518 | return false; | 476 | return false; |
| 519 | } | 477 | } |
| 520 | 478 | ||
| 521 | bool GameBoard::solve(int playerx, int playery) const | 479 | bool GameBoard::solve(int playerx, int playery) const { |
| 522 | { | ||
| 523 | std::deque<std::tuple<GameBoard, coord, int>> search; | 480 | std::deque<std::tuple<GameBoard, coord, int>> search; |
| 524 | std::unordered_map<board_type, board_type> done; | 481 | std::unordered_map<board_type, board_type> done; |
| 525 | 482 | ||
| @@ -532,12 +489,10 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 532 | std::unordered_set<board_type> pastStates; | 489 | std::unordered_set<board_type> pastStates; |
| 533 | pastStates.insert(original.blocks); | 490 | pastStates.insert(original.blocks); |
| 534 | 491 | ||
| 535 | while (original.updateable.any()) | 492 | while (original.updateable.any()) { |
| 536 | { | ||
| 537 | original.tick(playerx, playery); | 493 | original.tick(playerx, playery); |
| 538 | 494 | ||
| 539 | if (pastStates.count(original.blocks)) | 495 | if (pastStates.count(original.blocks)) { |
| 540 | { | ||
| 541 | break; | 496 | break; |
| 542 | } | 497 | } |
| 543 | 498 | ||
| @@ -549,8 +504,7 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 549 | 504 | ||
| 550 | // Use breadth first search to find a solution. | 505 | // Use breadth first search to find a solution. |
| 551 | bool exists = false; | 506 | bool exists = false; |
| 552 | while (!search.empty()) | 507 | while (!search.empty()) { |
| 553 | { | ||
| 554 | auto cur = std::move(search.front()); | 508 | auto cur = std::move(search.front()); |
| 555 | search.pop_front(); | 509 | search.pop_front(); |
| 556 | 510 | ||
| @@ -559,8 +513,7 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 559 | int cns = std::get<2>(cur); | 513 | int cns = std::get<2>(cur); |
| 560 | 514 | ||
| 561 | // If it has been over 100 generations, give up. | 515 | // If it has been over 100 generations, give up. |
| 562 | if (cns > 100) | 516 | if (cns > 100) { |
| 563 | { | ||
| 564 | continue; | 517 | continue; |
| 565 | } | 518 | } |
| 566 | 519 | ||
| @@ -568,8 +521,7 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 568 | int cply = std::get<1>(cpl); | 521 | int cply = std::get<1>(cpl); |
| 569 | 522 | ||
| 570 | // If this section of this board state has already been checked, skip it. | 523 | // If this section of this board state has already been checked, skip it. |
| 571 | if (done.count(cbr.blocks) && done.at(cbr.blocks)[cplx+cply*WIDTH]) | 524 | if (done.count(cbr.blocks) && done.at(cbr.blocks)[cplx + cply * WIDTH]) { |
| 572 | { | ||
| 573 | continue; | 525 | continue; |
| 574 | } | 526 | } |
| 575 | 527 | ||
| @@ -579,44 +531,39 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 579 | board_type flood; | 531 | board_type flood; |
| 580 | std::deque<coord> front; | 532 | std::deque<coord> front; |
| 581 | front.push_front(cpl); | 533 | front.push_front(cpl); |
| 582 | flood[cplx+cply*WIDTH] = true; | 534 | flood[cplx + cply * WIDTH] = true; |
| 583 | 535 | ||
| 584 | std::set<coord> edges; | 536 | std::set<coord> edges; |
| 585 | 537 | ||
| 586 | while (!front.empty()) | 538 | while (!front.empty()) { |
| 587 | { | ||
| 588 | coord frontLoc = std::move(front.front()); | 539 | coord frontLoc = std::move(front.front()); |
| 589 | front.pop_front(); | 540 | front.pop_front(); |
| 590 | 541 | ||
| 591 | // Iterate over the positions 4-adjacent to the current one. | 542 | // Iterate over the positions 4-adjacent to the current one. |
| 592 | for (coord& fc : std::list<coord>{ | 543 | for (coord& fc : std::list<coord>{ |
| 593 | {std::get<0>(frontLoc) - 1, std::get<1>(frontLoc) }, | 544 | {std::get<0>(frontLoc) - 1, std::get<1>(frontLoc)}, |
| 594 | {std::get<0>(frontLoc) + 1, std::get<1>(frontLoc) }, | 545 | {std::get<0>(frontLoc) + 1, std::get<1>(frontLoc)}, |
| 595 | {std::get<0>(frontLoc) , std::get<1>(frontLoc) - 1}, | 546 | {std::get<0>(frontLoc), std::get<1>(frontLoc) - 1}, |
| 596 | {std::get<0>(frontLoc) , std::get<1>(frontLoc) + 1}, | 547 | {std::get<0>(frontLoc), std::get<1>(frontLoc) + 1}, |
| 597 | }) | 548 | }) { |
| 598 | { | ||
| 599 | wrap(std::get<0>(fc), std::get<1>(fc)); | 549 | wrap(std::get<0>(fc), std::get<1>(fc)); |
| 600 | int fcx = std::get<0>(fc); | 550 | int fcx = std::get<0>(fc); |
| 601 | int fcy = std::get<1>(fc); | 551 | int fcy = std::get<1>(fc); |
| 602 | 552 | ||
| 603 | // If this position is already in the flood, skip it. | 553 | // If this position is already in the flood, skip it. |
| 604 | if (flood[fcx+fcy*WIDTH]) | 554 | if (flood[fcx + fcy * WIDTH]) { |
| 605 | { | ||
| 606 | continue; | 555 | continue; |
| 607 | } | 556 | } |
| 608 | 557 | ||
| 609 | // If the player could not move into this position, skip it. | 558 | // If the player could not move into this position, skip it. |
| 610 | if (cbr.isObstructed(fcx, fcy)) | 559 | if (cbr.isObstructed(fcx, fcy)) { |
| 611 | { | ||
| 612 | continue; | 560 | continue; |
| 613 | } | 561 | } |
| 614 | 562 | ||
| 615 | // If this position is adjacent to the event, then the board is | 563 | // If this position is adjacent to the event, then the board is |
| 616 | // solvable. | 564 | // solvable. |
| 617 | if (((fcx == 15) && ((fcy == 14) || (fcy == 16))) || | 565 | if (((fcx == 15) && ((fcy == 14) || (fcy == 16))) || |
| 618 | ((fcy == 15) && ((fcx == 14) || (fcx == 16)))) | 566 | ((fcy == 15) && ((fcx == 14) || (fcx == 16)))) { |
| 619 | { | ||
| 620 | exists = true; | 567 | exists = true; |
| 621 | break; | 568 | break; |
| 622 | } | 569 | } |
| @@ -625,12 +572,9 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 625 | // the start or end positions to change. This is more efficient than | 572 | // the start or end positions to change. This is more efficient than |
| 626 | // copying the board state and then running tick. | 573 | // copying the board state and then running tick. |
| 627 | bool changed = false; | 574 | bool changed = false; |
| 628 | for (int dy = -1; dy <= 1; dy++) | 575 | for (int dy = -1; dy <= 1; dy++) { |
| 629 | { | 576 | for (int dx = -1; dx <= 1; dx++) { |
| 630 | for (int dx = -1; dx <=1; dx++) | 577 | if (dx == 0 && dy == 0) { |
| 631 | { | ||
| 632 | if (dx == 0 && dy == 0) | ||
| 633 | { | ||
| 634 | continue; | 578 | continue; |
| 635 | } | 579 | } |
| 636 | 580 | ||
| @@ -639,13 +583,7 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 639 | wrap(cpldx, cpldy); | 583 | wrap(cpldx, cpldy); |
| 640 | 584 | ||
| 641 | if (cbr.isObstructed(cpldx, cpldy) != | 585 | if (cbr.isObstructed(cpldx, cpldy) != |
| 642 | applyNeighbors( | 586 | applyNeighbors(cpldx, cpldy, cbr.blocks, fcx, fcy)) { |
| 643 | cpldx, | ||
| 644 | cpldy, | ||
| 645 | cbr.blocks, | ||
| 646 | fcx, | ||
| 647 | fcy)) | ||
| 648 | { | ||
| 649 | changed = true; | 587 | changed = true; |
| 650 | break; | 588 | break; |
| 651 | } | 589 | } |
| @@ -655,43 +593,33 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 655 | wrap(fcxdx, fcydy); | 593 | wrap(fcxdx, fcydy); |
| 656 | 594 | ||
| 657 | if (cbr.isObstructed(fcxdx, fcydy) != | 595 | if (cbr.isObstructed(fcxdx, fcydy) != |
| 658 | applyNeighbors( | 596 | applyNeighbors(fcxdx, fcydy, cbr.blocks, fcx, fcy)) { |
| 659 | fcxdx, | ||
| 660 | fcydy, | ||
| 661 | cbr.blocks, | ||
| 662 | fcx, | ||
| 663 | fcy)) | ||
| 664 | { | ||
| 665 | changed = true; | 597 | changed = true; |
| 666 | break; | 598 | break; |
| 667 | } | 599 | } |
| 668 | } | 600 | } |
| 669 | 601 | ||
| 670 | if (changed) | 602 | if (changed) { |
| 671 | { | ||
| 672 | break; | 603 | break; |
| 673 | } | 604 | } |
| 674 | } | 605 | } |
| 675 | 606 | ||
| 676 | // If moving to this position would change the board state, add it to | 607 | // If moving to this position would change the board state, add it to |
| 677 | // the set of edges; otherwise, add it to the flood and the flood front. | 608 | // the set of edges; otherwise, add it to the flood and the flood front. |
| 678 | if (changed) | 609 | if (changed) { |
| 679 | { | ||
| 680 | edges.insert(fc); | 610 | edges.insert(fc); |
| 681 | } else { | 611 | } else { |
| 682 | flood[fcx+fcy*WIDTH] = true; | 612 | flood[fcx + fcy * WIDTH] = true; |
| 683 | front.push_back(fc); | 613 | front.push_back(fc); |
| 684 | } | 614 | } |
| 685 | } | 615 | } |
| 686 | 616 | ||
| 687 | if (exists) | 617 | if (exists) { |
| 688 | { | ||
| 689 | break; | 618 | break; |
| 690 | } | 619 | } |
| 691 | } | 620 | } |
| 692 | 621 | ||
| 693 | if (exists) | 622 | if (exists) { |
| 694 | { | ||
| 695 | break; | 623 | break; |
| 696 | } | 624 | } |
| 697 | 625 | ||
| @@ -699,8 +627,7 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 699 | done[cbr.blocks] |= flood; | 627 | done[cbr.blocks] |= flood; |
| 700 | 628 | ||
| 701 | // Add the edges to the search queue. | 629 | // Add the edges to the search queue. |
| 702 | for (const coord& newLoc : edges) | 630 | for (const coord& newLoc : edges) { |
| 703 | { | ||
| 704 | GameBoard nextState1 = cbr; | 631 | GameBoard nextState1 = cbr; |
| 705 | nextState1.tick(std::get<0>(newLoc), std::get<1>(newLoc)); | 632 | nextState1.tick(std::get<0>(newLoc), std::get<1>(newLoc)); |
| 706 | 633 | ||
| @@ -710,12 +637,10 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 710 | std::unordered_set<board_type> pastStates; | 637 | std::unordered_set<board_type> pastStates; |
| 711 | pastStates.insert(nextState1.blocks); | 638 | pastStates.insert(nextState1.blocks); |
| 712 | 639 | ||
| 713 | while (nextState1.updateable.any()) | 640 | while (nextState1.updateable.any()) { |
| 714 | { | ||
| 715 | nextState1.tick(std::get<0>(newLoc), std::get<1>(newLoc)); | 641 | nextState1.tick(std::get<0>(newLoc), std::get<1>(newLoc)); |
| 716 | 642 | ||
| 717 | if (pastStates.count(nextState1.blocks)) | 643 | if (pastStates.count(nextState1.blocks)) { |
| 718 | { | ||
| 719 | break; | 644 | break; |
| 720 | } | 645 | } |
| 721 | 646 | ||
| @@ -723,10 +648,9 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 723 | } | 648 | } |
| 724 | 649 | ||
| 725 | if (!done.count(nextState1.blocks) || | 650 | if (!done.count(nextState1.blocks) || |
| 726 | !done.at(nextState1.blocks) | 651 | !done.at(nextState1.blocks)[std::get<0>(newLoc) + |
| 727 | [std::get<0>(newLoc) + std::get<1>(newLoc)*WIDTH]) | 652 | std::get<1>(newLoc) * WIDTH]) { |
| 728 | { | 653 | search.emplace_back(std::move(nextState1), newLoc, cns + 1); |
| 729 | search.emplace_back(std::move(nextState1), newLoc, cns+1); | ||
| 730 | } | 654 | } |
| 731 | } | 655 | } |
| 732 | } | 656 | } |
| @@ -734,13 +658,12 @@ bool GameBoard::solve(int playerx, int playery) const | |||
| 734 | return exists; | 658 | return exists; |
| 735 | } | 659 | } |
| 736 | 660 | ||
| 737 | std::string GameBoard::dump() const | 661 | std::string GameBoard::dump() const { |
| 738 | { | ||
| 739 | std::stringstream output; | 662 | std::stringstream output; |
| 740 | output << std::hex; | 663 | output << std::hex; |
| 741 | for (int i=0; i<WIDTH*HEIGHT/4; i++) | 664 | for (int i = 0; i < WIDTH * HEIGHT / 4; i++) { |
| 742 | { | 665 | int chunk = (8 * blocks[i * 4]) + (4 * blocks[i * 4 + 1]) + |
| 743 | int chunk = (8 * blocks[i*4]) + (4 * blocks[i*4+1]) + (2 * blocks[i*4+2]) + blocks[i*4+3]; | 666 | (2 * blocks[i * 4 + 2]) + blocks[i * 4 + 3]; |
| 744 | output << chunk; | 667 | output << chunk; |
| 745 | } | 668 | } |
| 746 | 669 | ||
