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 | ||