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author | jbzdarkid <jbzdarkid@gmail.com> | 2019-11-16 21:15:59 -0800 |
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committer | jbzdarkid <jbzdarkid@gmail.com> | 2019-11-16 21:15:59 -0800 |
commit | fd2fa2211dc09c9030601fde1afd2f7823b22ed8 (patch) | |
tree | dfd3d3195315b69e5ccb397f7aedde115fb7e6e6 /Source/PuzzlerSerializer.cpp | |
parent | ee426c3bde4b4c7fb1ea38a953d849e8893d8311 (diff) | |
download | witness-tutorializer-fd2fa2211dc09c9030601fde1afd2f7823b22ed8.tar.gz witness-tutorializer-fd2fa2211dc09c9030601fde1afd2f7823b22ed8.tar.bz2 witness-tutorializer-fd2fa2211dc09c9030601fde1afd2f7823b22ed8.zip |
Cleanup tabs -> spaces, actually free memory
Diffstat (limited to 'Source/PuzzlerSerializer.cpp')
-rw-r--r-- | Source/PuzzlerSerializer.cpp | 280 |
1 files changed, 140 insertions, 140 deletions
diff --git a/Source/PuzzlerSerializer.cpp b/Source/PuzzlerSerializer.cpp index abdfafd..2ba0ce7 100644 --- a/Source/PuzzlerSerializer.cpp +++ b/Source/PuzzlerSerializer.cpp | |||
@@ -7,22 +7,22 @@ | |||
7 | PuzzleSerializer::PuzzleSerializer(const std::shared_ptr<Memory>& memory) : _memory(memory) {} | 7 | PuzzleSerializer::PuzzleSerializer(const std::shared_ptr<Memory>& memory) : _memory(memory) {} |
8 | 8 | ||
9 | Puzzle PuzzleSerializer::ReadPuzzle(int id) { | 9 | Puzzle PuzzleSerializer::ReadPuzzle(int id) { |
10 | int width = 2 * _memory->ReadPanelData<int>(id, GRID_SIZE_X, 1)[0] - 1; | 10 | int width = 2 * _memory->ReadEntityData<int>(id, GRID_SIZE_X, 1)[0] - 1; |
11 | int height = 2 * _memory->ReadPanelData<int>(id, GRID_SIZE_Y, 1)[0] - 1; | 11 | int height = 2 * _memory->ReadEntityData<int>(id, GRID_SIZE_Y, 1)[0] - 1; |
12 | if (width < 0 || height < 0) return Puzzle(); // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though. | 12 | if (width < 0 || height < 0) return Puzzle(); // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though. |
13 | 13 | ||
14 | int numIntersections = _memory->ReadPanelData<int>(id, NUM_DOTS, 1)[0]; | 14 | int numIntersections = _memory->ReadEntityData<int>(id, NUM_DOTS, 1)[0]; |
15 | _intersectionFlags = _memory->ReadArray<int>(id, DOT_FLAGS, numIntersections); | 15 | _intersectionFlags = _memory->ReadArray<int>(id, DOT_FLAGS, numIntersections); |
16 | int numConnections = _memory->ReadPanelData<int>(id, NUM_CONNECTIONS, 1)[0]; | 16 | int numConnections = _memory->ReadEntityData<int>(id, NUM_CONNECTIONS, 1)[0]; |
17 | _connectionsA = _memory->ReadArray<int>(id, DOT_CONNECTION_A, numConnections); | 17 | _connectionsA = _memory->ReadArray<int>(id, DOT_CONNECTION_A, numConnections); |
18 | _connectionsB = _memory->ReadArray<int>(id, DOT_CONNECTION_B, numConnections); | 18 | _connectionsB = _memory->ReadArray<int>(id, DOT_CONNECTION_B, numConnections); |
19 | _intersectionLocations = _memory->ReadArray<float>(id, DOT_POSITIONS, numIntersections*2); | 19 | _intersectionLocations = _memory->ReadArray<float>(id, DOT_POSITIONS, numIntersections*2); |
20 | 20 | ||
21 | Puzzle p; | 21 | Puzzle p; |
22 | p.NewGrid(width, height); | 22 | p.NewGrid(width, height); |
23 | ReadIntersections(p); | 23 | ReadIntersections(p); |
24 | ReadExtras(p); | 24 | ReadExtras(p); |
25 | ReadDecorations(p, id); | 25 | ReadDecorations(p, id); |
26 | ReadSequence(p, id); | 26 | ReadSequence(p, id); |
27 | return p; | 27 | return p; |
28 | } | 28 | } |
@@ -34,28 +34,28 @@ void PuzzleSerializer::WritePuzzle(const Puzzle& p, int id) { | |||
34 | _intersectionLocations.clear(); | 34 | _intersectionLocations.clear(); |
35 | 35 | ||
36 | MIN = 0.1f; | 36 | MIN = 0.1f; |
37 | MAX = 0.9f; | 37 | MAX = 0.9f; |
38 | WIDTH_INTERVAL = (MAX - MIN) / (p.width/2); | 38 | WIDTH_INTERVAL = (MAX - MIN) / (p.width/2); |
39 | HEIGHT_INTERVAL = (MAX - MIN) / (p.height/2); | 39 | HEIGHT_INTERVAL = (MAX - MIN) / (p.height/2); |
40 | HORIZ_GAP_SIZE = WIDTH_INTERVAL / 2; | 40 | HORIZ_GAP_SIZE = WIDTH_INTERVAL / 2; |
41 | VERTI_GAP_SIZE = HEIGHT_INTERVAL / 2; | 41 | VERTI_GAP_SIZE = HEIGHT_INTERVAL / 2; |
42 | 42 | ||
43 | WriteIntersections(p); | 43 | WriteIntersections(p); |
44 | WriteDots(p); | 44 | WriteDots(p); |
45 | WriteGaps(p); | 45 | WriteGaps(p); |
46 | WriteEndpoints(p); | 46 | WriteEndpoints(p); |
47 | WriteDecorations(p, id); | 47 | WriteDecorations(p, id); |
48 | WriteSequence(p, id); | 48 | WriteSequence(p, id); |
49 | 49 | ||
50 | _memory->WritePanelData<int>(id, GRID_SIZE_X, {(p.width + 1)/2}); | 50 | _memory->WriteEntityData<int>(id, GRID_SIZE_X, {(p.width + 1)/2}); |
51 | _memory->WritePanelData<int>(id, GRID_SIZE_Y, {(p.height + 1)/2}); | 51 | _memory->WriteEntityData<int>(id, GRID_SIZE_Y, {(p.height + 1)/2}); |
52 | _memory->WritePanelData<int>(id, NUM_DOTS, {static_cast<int>(_intersectionFlags.size())}); | 52 | _memory->WriteEntityData<int>(id, NUM_DOTS, {static_cast<int>(_intersectionFlags.size())}); |
53 | _memory->WriteArray<float>(id, DOT_POSITIONS, _intersectionLocations); | 53 | _memory->WriteArray<float>(id, DOT_POSITIONS, _intersectionLocations); |
54 | _memory->WriteArray<int>(id, DOT_FLAGS, _intersectionFlags); | 54 | _memory->WriteArray<int>(id, DOT_FLAGS, _intersectionFlags); |
55 | _memory->WritePanelData<int>(id, NUM_CONNECTIONS, {static_cast<int>(_connectionsA.size())}); | 55 | _memory->WriteEntityData<int>(id, NUM_CONNECTIONS, {static_cast<int>(_connectionsA.size())}); |
56 | _memory->WriteArray<int>(id, DOT_CONNECTION_A, _connectionsA); | 56 | _memory->WriteArray<int>(id, DOT_CONNECTION_A, _connectionsA); |
57 | _memory->WriteArray<int>(id, DOT_CONNECTION_B, _connectionsB); | 57 | _memory->WriteArray<int>(id, DOT_CONNECTION_B, _connectionsB); |
58 | _memory->WritePanelData<int>(id, NEEDS_REDRAW, {1}); | 58 | _memory->WriteEntityData<int>(id, NEEDS_REDRAW, {1}); |
59 | } | 59 | } |
60 | 60 | ||
61 | void PuzzleSerializer::ReadIntersections(Puzzle& p) { | 61 | void PuzzleSerializer::ReadIntersections(Puzzle& p) { |
@@ -70,78 +70,78 @@ void PuzzleSerializer::ReadIntersections(Puzzle& p) { | |||
70 | for (int j=0; j<_intersectionFlags.size(); j++) { | 70 | for (int j=0; j<_intersectionFlags.size(); j++) { |
71 | if (_intersectionFlags[_connectionsA[j]] & Flags::IS_ENDPOINT) break; | 71 | if (_intersectionFlags[_connectionsA[j]] & Flags::IS_ENDPOINT) break; |
72 | if (_intersectionFlags[_connectionsB[j]] & Flags::IS_ENDPOINT) break; | 72 | if (_intersectionFlags[_connectionsB[j]] & Flags::IS_ENDPOINT) break; |
73 | float x1 = _intersectionLocations[2*_connectionsA[j]]; | 73 | float x1 = _intersectionLocations[2*_connectionsA[j]]; |
74 | float y1 = _intersectionLocations[2*_connectionsA[j]+1]; | 74 | float y1 = _intersectionLocations[2*_connectionsA[j]+1]; |
75 | float x2 = _intersectionLocations[2*_connectionsB[j]]; | 75 | float x2 = _intersectionLocations[2*_connectionsB[j]]; |
76 | float y2 = _intersectionLocations[2*_connectionsB[j]+1]; | 76 | float y2 = _intersectionLocations[2*_connectionsB[j]+1]; |
77 | auto [x, y] = loc_to_xy(p, _connectionsA[j]); | 77 | auto [x, y] = loc_to_xy(p, _connectionsA[j]); |
78 | 78 | ||
79 | if (x1 < x2) x++; | 79 | if (x1 < x2) x++; |
80 | else if (x1 > x2) x--; | 80 | else if (x1 > x2) x--; |
81 | else if (y1 < y2) y--; | 81 | else if (y1 < y2) y--; |
82 | else if (y1 > y2) y++; | 82 | else if (y1 > y2) y++; |
83 | p.grid[x][y].gap = Cell::Gap::NONE; | 83 | p.grid[x][y].gap = Cell::Gap::NONE; |
84 | } | 84 | } |
85 | } | 85 | } |
86 | 86 | ||
87 | void PuzzleSerializer::ReadExtras(Puzzle& p) { | 87 | void PuzzleSerializer::ReadExtras(Puzzle& p) { |
88 | // This iterates bottom-top, left-right | 88 | // This iterates bottom-top, left-right |
89 | int i = 0; | 89 | int i = 0; |
90 | for (; i < _intersectionFlags.size(); i++) { | 90 | for (; i < _intersectionFlags.size(); i++) { |
91 | int flags = _intersectionFlags[i]; | 91 | int flags = _intersectionFlags[i]; |
92 | auto [x, y] = loc_to_xy(p, i); | 92 | auto [x, y] = loc_to_xy(p, i); |
93 | if (y < 0) break; // This is the expected exit point | 93 | if (y < 0) break; // This is the expected exit point |
94 | if (flags & Flags::IS_STARTPOINT) { | 94 | if (flags & Flags::IS_STARTPOINT) { |
95 | p.grid[x][y].start = true; | 95 | p.grid[x][y].start = true; |
96 | } | 96 | } |
97 | p.grid[x][y].dot = FlagsToDot(flags); | 97 | p.grid[x][y].dot = FlagsToDot(flags); |
98 | if (flags & Flags::HAS_NO_CONN) { | 98 | if (flags & Flags::HAS_NO_CONN) { |
99 | p.grid[x][y].gap = Cell::Gap::FULL; | 99 | p.grid[x][y].gap = Cell::Gap::FULL; |
100 | } | 100 | } |
101 | } | 101 | } |
102 | 102 | ||
103 | // Iterate the remaining intersections (endpoints, dots, gaps) | 103 | // Iterate the remaining intersections (endpoints, dots, gaps) |
104 | for (; i < _intersectionFlags.size(); i++) { | 104 | for (; i < _intersectionFlags.size(); i++) { |
105 | int location = FindConnection(i); | 105 | int location = FindConnection(i); |
106 | if (location == -1) continue; // @Error: Unable to find connection point | 106 | if (location == -1) continue; // @Error: Unable to find connection point |
107 | // (x1, y1) location of this intersection | 107 | // (x1, y1) location of this intersection |
108 | // (x2, y2) location of the connected intersection | 108 | // (x2, y2) location of the connected intersection |
109 | float x1 = _intersectionLocations[2*i]; | 109 | float x1 = _intersectionLocations[2*i]; |
110 | float y1 = _intersectionLocations[2*i+1]; | 110 | float y1 = _intersectionLocations[2*i+1]; |
111 | float x2 = _intersectionLocations[2*location]; | 111 | float x2 = _intersectionLocations[2*location]; |
112 | float y2 = _intersectionLocations[2*location+1]; | 112 | float y2 = _intersectionLocations[2*location+1]; |
113 | auto [x, y] = loc_to_xy(p, location); | 113 | auto [x, y] = loc_to_xy(p, location); |
114 | 114 | ||
115 | if (_intersectionFlags[i] & Flags::IS_ENDPOINT) { | 115 | if (_intersectionFlags[i] & Flags::IS_ENDPOINT) { |
116 | // Our x coordinate is less than the target's | 116 | // Our x coordinate is less than the target's |
117 | if (x1 < x2) p.grid[x][y].end = Cell::Dir::LEFT; | 117 | if (x1 < x2) p.grid[x][y].end = Cell::Dir::LEFT; |
118 | else if (x1 > x2) p.grid[x][y].end = Cell::Dir::RIGHT; | 118 | else if (x1 > x2) p.grid[x][y].end = Cell::Dir::RIGHT; |
119 | // Note that Y coordinates are reversed: 0.0 (bottom) 1.0 (top) | 119 | // Note that Y coordinates are reversed: 0.0 (bottom) 1.0 (top) |
120 | else if (y1 < y2) p.grid[x][y].end = Cell::Dir::DOWN; | 120 | else if (y1 < y2) p.grid[x][y].end = Cell::Dir::DOWN; |
121 | else if (y1 > y2) p.grid[x][y].end = Cell::Dir::UP; | 121 | else if (y1 > y2) p.grid[x][y].end = Cell::Dir::UP; |
122 | } else if (_intersectionFlags[i] & Flags::HAS_DOT) { | 122 | } else if (_intersectionFlags[i] & Flags::HAS_DOT) { |
123 | if (x1 < x2) x--; | 123 | if (x1 < x2) x--; |
124 | else if (x1 > x2) x++; | 124 | else if (x1 > x2) x++; |
125 | else if (y1 < y2) y++; | 125 | else if (y1 < y2) y++; |
126 | else if (y1 > y2) y--; | 126 | else if (y1 > y2) y--; |
127 | p.grid[x][y].dot = FlagsToDot(_intersectionFlags[i]); | 127 | p.grid[x][y].dot = FlagsToDot(_intersectionFlags[i]); |
128 | } else if (_intersectionFlags[i] & Flags::HAS_ONE_CONN) { | 128 | } else if (_intersectionFlags[i] & Flags::HAS_ONE_CONN) { |
129 | if (x1 < x2) x--; | 129 | if (x1 < x2) x--; |
130 | else if (x1 > x2) x++; | 130 | else if (x1 > x2) x++; |
131 | else if (y1 < y2) y++; | 131 | else if (y1 < y2) y++; |
132 | else if (y1 > y2) y--; | 132 | else if (y1 > y2) y--; |
133 | p.grid[x][y].gap = Cell::Gap::BREAK; | 133 | p.grid[x][y].gap = Cell::Gap::BREAK; |
134 | } | 134 | } |
135 | } | 135 | } |
136 | } | 136 | } |
137 | 137 | ||
138 | void PuzzleSerializer::ReadDecorations(Puzzle& p, int id) { | 138 | void PuzzleSerializer::ReadDecorations(Puzzle& p, int id) { |
139 | int numDecorations = _memory->ReadPanelData<int>(id, NUM_DECORATIONS, 1)[0]; | 139 | int numDecorations = _memory->ReadEntityData<int>(id, NUM_DECORATIONS, 1)[0]; |
140 | std::vector<int> decorations = _memory->ReadArray<int>(id, DECORATIONS, numDecorations); | 140 | std::vector<int> decorations = _memory->ReadArray<int>(id, DECORATIONS, numDecorations); |
141 | if (numDecorations > 0) p.hasDecorations = true; | 141 | if (numDecorations > 0) p.hasDecorations = true; |
142 | 142 | ||
143 | for (int i=0; i<numDecorations; i++) { | 143 | for (int i=0; i<numDecorations; i++) { |
144 | auto [x, y] = dloc_to_xy(p, i); | 144 | auto [x, y] = dloc_to_xy(p, i); |
145 | auto d = std::make_shared<Decoration>(); | 145 | auto d = std::make_shared<Decoration>(); |
146 | p.grid[x][y].decoration = d; | 146 | p.grid[x][y].decoration = d; |
147 | d->type = static_cast<Type>(decorations[i] & 0xFF00); | 147 | d->type = static_cast<Type>(decorations[i] & 0xFF00); |
@@ -156,11 +156,11 @@ void PuzzleSerializer::ReadDecorations(Puzzle& p, int id) { | |||
156 | break; | 156 | break; |
157 | } | 157 | } |
158 | d->color = static_cast<Color>(decorations[i] & 0xF); | 158 | d->color = static_cast<Color>(decorations[i] & 0xF); |
159 | } | 159 | } |
160 | } | 160 | } |
161 | 161 | ||
162 | void PuzzleSerializer::ReadSequence(Puzzle& p, int id) { | 162 | void PuzzleSerializer::ReadSequence(Puzzle& p, int id) { |
163 | int sequenceLength = _memory->ReadPanelData<int>(id, SEQUENCE_LEN, 1)[0]; | 163 | int sequenceLength = _memory->ReadEntityData<int>(id, SEQUENCE_LEN, 1)[0]; |
164 | std::vector<int> sequence = _memory->ReadArray<int>(id, SEQUENCE, sequenceLength); | 164 | std::vector<int> sequence = _memory->ReadArray<int>(id, SEQUENCE, sequenceLength); |
165 | 165 | ||
166 | for (int location : sequence) { | 166 | for (int location : sequence) { |
@@ -170,15 +170,15 @@ void PuzzleSerializer::ReadSequence(Puzzle& p, int id) { | |||
170 | } | 170 | } |
171 | 171 | ||
172 | void PuzzleSerializer::WriteIntersections(const Puzzle& p) { | 172 | void PuzzleSerializer::WriteIntersections(const Puzzle& p) { |
173 | // @Cleanup: If I write directly to locations, then I can simplify this gross loop iterator. | 173 | // @Cleanup: If I write directly to locations, then I can simplify this gross loop iterator. |
174 | // int numIntersections = (p.width / 2 + 1) * (p.height / 2 + 1); | 174 | // int numIntersections = (p.width / 2 + 1) * (p.height / 2 + 1); |
175 | // Grided intersections | 175 | // Grided intersections |
176 | for (int y=p.height-1; y>=0; y-=2) { | 176 | for (int y=p.height-1; y>=0; y-=2) { |
177 | for (int x=0; x<p.width; x+=2) { | 177 | for (int x=0; x<p.width; x+=2) { |
178 | auto [xPos, yPos] = xy_to_pos(p, x, y); | 178 | auto [xPos, yPos] = xy_to_pos(p, x, y); |
179 | _intersectionLocations.push_back(xPos); | 179 | _intersectionLocations.push_back(xPos); |
180 | _intersectionLocations.push_back(yPos); | 180 | _intersectionLocations.push_back(yPos); |
181 | int flags = 0; | 181 | int flags = 0; |
182 | if (p.grid[x][y].start) { | 182 | if (p.grid[x][y].start) { |
183 | flags |= Flags::IS_STARTPOINT; | 183 | flags |= Flags::IS_STARTPOINT; |
184 | } | 184 | } |
@@ -199,26 +199,26 @@ void PuzzleSerializer::WriteIntersections(const Puzzle& p) { | |||
199 | 199 | ||
200 | int numConnections = 0; | 200 | int numConnections = 0; |
201 | if (p.grid[x][y].end != Cell::Dir::NONE) numConnections++; | 201 | if (p.grid[x][y].end != Cell::Dir::NONE) numConnections++; |
202 | // Create connections for this intersection for top/left only. | 202 | // Create connections for this intersection for top/left only. |
203 | // Top connection | 203 | // Top connection |
204 | if (y > 0 && p.grid[x][y-1].gap != Cell::Gap::FULL) { | 204 | if (y > 0 && p.grid[x][y-1].gap != Cell::Gap::FULL) { |
205 | _connectionsA.push_back(xy_to_loc(p, x, y-2)); | 205 | _connectionsA.push_back(xy_to_loc(p, x, y-2)); |
206 | _connectionsB.push_back(xy_to_loc(p, x, y)); | 206 | _connectionsB.push_back(xy_to_loc(p, x, y)); |
207 | flags |= Flags::HAS_VERTI_CONN; | 207 | flags |= Flags::HAS_VERTI_CONN; |
208 | numConnections++; | 208 | numConnections++; |
209 | } | 209 | } |
210 | // Bottom connection | 210 | // Bottom connection |
211 | if (y < p.height - 1 && p.grid[x][y+1].gap != Cell::Gap::FULL) { | 211 | if (y < p.height - 1 && p.grid[x][y+1].gap != Cell::Gap::FULL) { |
212 | flags |= Flags::HAS_VERTI_CONN; | 212 | flags |= Flags::HAS_VERTI_CONN; |
213 | numConnections++; | 213 | numConnections++; |
214 | } | 214 | } |
215 | // Left connection | 215 | // Left connection |
216 | if (x > 0 && p.grid[x-1][y].gap != Cell::Gap::FULL) { | 216 | if (x > 0 && p.grid[x-1][y].gap != Cell::Gap::FULL) { |
217 | _connectionsA.push_back(xy_to_loc(p, x-2, y)); | 217 | _connectionsA.push_back(xy_to_loc(p, x-2, y)); |
218 | _connectionsB.push_back(xy_to_loc(p, x, y)); | 218 | _connectionsB.push_back(xy_to_loc(p, x, y)); |
219 | flags |= Flags::HAS_HORIZ_CONN; | 219 | flags |= Flags::HAS_HORIZ_CONN; |
220 | numConnections++; | 220 | numConnections++; |
221 | } | 221 | } |
222 | // Right connection | 222 | // Right connection |
223 | if (x < p.width - 1 && p.grid[x+1][y].gap != Cell::Gap::FULL) { | 223 | if (x < p.width - 1 && p.grid[x+1][y].gap != Cell::Gap::FULL) { |
224 | flags |= Flags::HAS_HORIZ_CONN; | 224 | flags |= Flags::HAS_HORIZ_CONN; |
@@ -227,9 +227,9 @@ void PuzzleSerializer::WriteIntersections(const Puzzle& p) { | |||
227 | if (numConnections == 0) flags |= HAS_NO_CONN; | 227 | if (numConnections == 0) flags |= HAS_NO_CONN; |
228 | if (numConnections == 1) flags |= HAS_ONE_CONN; | 228 | if (numConnections == 1) flags |= HAS_ONE_CONN; |
229 | 229 | ||
230 | _intersectionFlags.push_back(flags); | 230 | _intersectionFlags.push_back(flags); |
231 | } | 231 | } |
232 | } | 232 | } |
233 | } | 233 | } |
234 | 234 | ||
235 | void PuzzleSerializer::WriteEndpoints(const Puzzle& p) { | 235 | void PuzzleSerializer::WriteEndpoints(const Puzzle& p) { |
@@ -237,27 +237,27 @@ void PuzzleSerializer::WriteEndpoints(const Puzzle& p) { | |||
237 | for (int y=0; y<p.height; y++) { | 237 | for (int y=0; y<p.height; y++) { |
238 | if (p.grid[x][y].end == Cell::Dir::NONE) continue; | 238 | if (p.grid[x][y].end == Cell::Dir::NONE) continue; |
239 | _connectionsA.push_back(xy_to_loc(p, x, y)); | 239 | _connectionsA.push_back(xy_to_loc(p, x, y)); |
240 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | 240 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); |
241 | 241 | ||
242 | auto [xPos, yPos] = xy_to_pos(p, x, y); | 242 | auto [xPos, yPos] = xy_to_pos(p, x, y); |
243 | switch (p.grid[x][y].end) { | 243 | switch (p.grid[x][y].end) { |
244 | case Cell::Dir::LEFT: | 244 | case Cell::Dir::LEFT: |
245 | xPos -= .05f; | 245 | xPos -= .05f; |
246 | break; | 246 | break; |
247 | case Cell::Dir::RIGHT: | 247 | case Cell::Dir::RIGHT: |
248 | xPos += .05f; | 248 | xPos += .05f; |
249 | break; | 249 | break; |
250 | case Cell::Dir::UP: | 250 | case Cell::Dir::UP: |
251 | yPos += .05f; // Y position goes from 0 (bottom) to 1 (top), so this is reversed. | 251 | yPos += .05f; // Y position goes from 0 (bottom) to 1 (top), so this is reversed. |
252 | break; | 252 | break; |
253 | case Cell::Dir::DOWN: | 253 | case Cell::Dir::DOWN: |
254 | yPos -= .05f; | 254 | yPos -= .05f; |
255 | break; | 255 | break; |
256 | } | 256 | } |
257 | _endpointLocations.emplace_back(x, y, static_cast<int>(_intersectionFlags.size())); | 257 | _endpointLocations.emplace_back(x, y, static_cast<int>(_intersectionFlags.size())); |
258 | _intersectionLocations.push_back(xPos); | 258 | _intersectionLocations.push_back(xPos); |
259 | _intersectionLocations.push_back(yPos); | 259 | _intersectionLocations.push_back(yPos); |
260 | _intersectionFlags.push_back(Flags::IS_ENDPOINT); | 260 | _intersectionFlags.push_back(Flags::IS_ENDPOINT); |
261 | } | 261 | } |
262 | } | 262 | } |
263 | } | 263 | } |
@@ -265,32 +265,32 @@ void PuzzleSerializer::WriteEndpoints(const Puzzle& p) { | |||
265 | void PuzzleSerializer::WriteDots(const Puzzle& p) { | 265 | void PuzzleSerializer::WriteDots(const Puzzle& p) { |
266 | for (int x=0; x<p.width; x++) { | 266 | for (int x=0; x<p.width; x++) { |
267 | for (int y=0; y<p.height; y++) { | 267 | for (int y=0; y<p.height; y++) { |
268 | if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled. | 268 | if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled. |
269 | if (p.grid[x][y].dot == Cell::Dot::NONE) continue; | 269 | if (p.grid[x][y].dot == Cell::Dot::NONE) continue; |
270 | 270 | ||
271 | // We need to introduce a new segment which contains this dot. Break the existing segment, and add one. | 271 | // We need to introduce a new segment which contains this dot. Break the existing segment, and add one. |
272 | int connectionLocation = -1; | 272 | int connectionLocation = -1; |
273 | for (int i=0; i<_connectionsA.size(); i++) { | 273 | for (int i=0; i<_connectionsA.size(); i++) { |
274 | auto [x1, y1] = loc_to_xy(p, _connectionsA[i]); | 274 | auto [x1, y1] = loc_to_xy(p, _connectionsA[i]); |
275 | auto [x2, y2] = loc_to_xy(p, _connectionsB[i]); | 275 | auto [x2, y2] = loc_to_xy(p, _connectionsB[i]); |
276 | if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) || | 276 | if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) || |
277 | (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) { | 277 | (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) { |
278 | connectionLocation = i; | 278 | connectionLocation = i; |
279 | break; | 279 | break; |
280 | } | 280 | } |
281 | } | 281 | } |
282 | if (connectionLocation == -1) continue; // @Error | 282 | if (connectionLocation == -1) continue; // @Error |
283 | 283 | ||
284 | // @Assume: B > A for connections. To remove, add the horiz/verti check, see gaps. | 284 | // @Assume: B > A for connections. To remove, add the horiz/verti check, see gaps. |
285 | int other_connection = _connectionsB[connectionLocation]; | 285 | int other_connection = _connectionsB[connectionLocation]; |
286 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); | 286 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); |
287 | _connectionsA.push_back(other_connection); | 287 | _connectionsA.push_back(other_connection); |
288 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | 288 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); |
289 | 289 | ||
290 | // Add this dot to the end | 290 | // Add this dot to the end |
291 | auto [xPos, yPos] = xy_to_pos(p, x, y); | 291 | auto [xPos, yPos] = xy_to_pos(p, x, y); |
292 | _intersectionLocations.push_back(xPos); | 292 | _intersectionLocations.push_back(xPos); |
293 | _intersectionLocations.push_back(yPos); | 293 | _intersectionLocations.push_back(yPos); |
294 | 294 | ||
295 | int flags = Flags::HAS_DOT; | 295 | int flags = Flags::HAS_DOT; |
296 | switch (p.grid[x][y].dot) { | 296 | switch (p.grid[x][y].dot) { |
@@ -307,27 +307,27 @@ void PuzzleSerializer::WriteDots(const Puzzle& p) { | |||
307 | break; | 307 | break; |
308 | } | 308 | } |
309 | _intersectionFlags.push_back(flags); | 309 | _intersectionFlags.push_back(flags); |
310 | } | 310 | } |
311 | } | 311 | } |
312 | } | 312 | } |
313 | 313 | ||
314 | void PuzzleSerializer::WriteGaps(const Puzzle& p) { | 314 | void PuzzleSerializer::WriteGaps(const Puzzle& p) { |
315 | for (int x=0; x<p.width; x++) { | 315 | for (int x=0; x<p.width; x++) { |
316 | for (int y=0; y<p.height; y++) { | 316 | for (int y=0; y<p.height; y++) { |
317 | if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled. | 317 | if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled. |
318 | if (p.grid[x][y].gap != Cell::Gap::BREAK) continue; | 318 | if (p.grid[x][y].gap != Cell::Gap::BREAK) continue; |
319 | 319 | ||
320 | // We need to introduce a new segment which contains this dot. Break the existing segment, and add one. | 320 | // We need to introduce a new segment which contains this dot. Break the existing segment, and add one. |
321 | int connectionLocation = -1; | 321 | int connectionLocation = -1; |
322 | for (int i=0; i<_connectionsA.size(); i++) { | 322 | for (int i=0; i<_connectionsA.size(); i++) { |
323 | auto [x1, y1] = loc_to_xy(p, _connectionsA[i]); | 323 | auto [x1, y1] = loc_to_xy(p, _connectionsA[i]); |
324 | auto [x2, y2] = loc_to_xy(p, _connectionsB[i]); | 324 | auto [x2, y2] = loc_to_xy(p, _connectionsB[i]); |
325 | if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) || | 325 | if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) || |
326 | (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) { | 326 | (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) { |
327 | connectionLocation = i; | 327 | connectionLocation = i; |
328 | break; | 328 | break; |
329 | } | 329 | } |
330 | } | 330 | } |
331 | if (connectionLocation == -1) continue; // @Error | 331 | if (connectionLocation == -1) continue; // @Error |
332 | 332 | ||
333 | auto [xPos, yPos] = xy_to_pos(p, x, y); | 333 | auto [xPos, yPos] = xy_to_pos(p, x, y); |
@@ -335,49 +335,49 @@ void PuzzleSerializer::WriteGaps(const Puzzle& p) { | |||
335 | if (x%2 == 0) { // Vertical gap | 335 | if (x%2 == 0) { // Vertical gap |
336 | _connectionsA[connectionLocation] = xy_to_loc(p, x, y-1); | 336 | _connectionsA[connectionLocation] = xy_to_loc(p, x, y-1); |
337 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); | 337 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); |
338 | _intersectionLocations.push_back(xPos); | 338 | _intersectionLocations.push_back(xPos); |
339 | _intersectionLocations.push_back(yPos + VERTI_GAP_SIZE / 2); | 339 | _intersectionLocations.push_back(yPos + VERTI_GAP_SIZE / 2); |
340 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); | 340 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); |
341 | 341 | ||
342 | _connectionsA.push_back(xy_to_loc(p, x, y+1)); | 342 | _connectionsA.push_back(xy_to_loc(p, x, y+1)); |
343 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | 343 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); |
344 | _intersectionLocations.push_back(xPos); | 344 | _intersectionLocations.push_back(xPos); |
345 | _intersectionLocations.push_back(yPos - VERTI_GAP_SIZE / 2); | 345 | _intersectionLocations.push_back(yPos - VERTI_GAP_SIZE / 2); |
346 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); | 346 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); |
347 | } else if (y%2 == 0) { // Horizontal gap | 347 | } else if (y%2 == 0) { // Horizontal gap |
348 | _connectionsA[connectionLocation] = xy_to_loc(p, x-1, y); | 348 | _connectionsA[connectionLocation] = xy_to_loc(p, x-1, y); |
349 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); | 349 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); |
350 | _intersectionLocations.push_back(xPos - HORIZ_GAP_SIZE / 2); | 350 | _intersectionLocations.push_back(xPos - HORIZ_GAP_SIZE / 2); |
351 | _intersectionLocations.push_back(yPos); | 351 | _intersectionLocations.push_back(yPos); |
352 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); | 352 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); |
353 | 353 | ||
354 | _connectionsA.push_back(xy_to_loc(p, x+1, y)); | 354 | _connectionsA.push_back(xy_to_loc(p, x+1, y)); |
355 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | 355 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); |
356 | _intersectionLocations.push_back(xPos + HORIZ_GAP_SIZE / 2); | 356 | _intersectionLocations.push_back(xPos + HORIZ_GAP_SIZE / 2); |
357 | _intersectionLocations.push_back(yPos); | 357 | _intersectionLocations.push_back(yPos); |
358 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); | 358 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); |
359 | } | 359 | } |
360 | } | 360 | } |
361 | } | 361 | } |
362 | } | 362 | } |
363 | 363 | ||
364 | void PuzzleSerializer::WriteDecorations(const Puzzle& p, int id) { | 364 | void PuzzleSerializer::WriteDecorations(const Puzzle& p, int id) { |
365 | if (!p.hasDecorations) return; | 365 | if (!p.hasDecorations) return; |
366 | 366 | ||
367 | std::vector<int> decorations; | 367 | std::vector<int> decorations; |
368 | for (int y=p.height-2; y>0; y-=2) { | 368 | for (int y=p.height-2; y>0; y-=2) { |
369 | for (int x=1; x<p.width-1; x+=2) { | 369 | for (int x=1; x<p.width-1; x+=2) { |
370 | auto d = p.grid[x][y].decoration; | 370 | auto d = p.grid[x][y].decoration; |
371 | if (d) { | 371 | if (d) { |
372 | decorations.push_back(d->color | d->type | d->count | d->polyshape); | 372 | decorations.push_back(d->color | d->type | d->count | d->polyshape); |
373 | } else { | 373 | } else { |
374 | decorations.push_back(0); | 374 | decorations.push_back(0); |
375 | } | 375 | } |
376 | } | 376 | } |
377 | } | 377 | } |
378 | 378 | ||
379 | _memory->WritePanelData<int>(id, NUM_DECORATIONS, {static_cast<int>(decorations.size())}); | 379 | _memory->WriteEntityData<int>(id, NUM_DECORATIONS, {static_cast<int>(decorations.size())}); |
380 | _memory->WriteArray<int>(id, DECORATIONS, decorations); | 380 | _memory->WriteArray<int>(id, DECORATIONS, decorations); |
381 | } | 381 | } |
382 | 382 | ||
383 | void PuzzleSerializer::WriteSequence(const Puzzle& p, int id) { | 383 | void PuzzleSerializer::WriteSequence(const Puzzle& p, int id) { |
@@ -399,7 +399,7 @@ void PuzzleSerializer::WriteSequence(const Puzzle& p, int id) { | |||
399 | } | 399 | } |
400 | } | 400 | } |
401 | 401 | ||
402 | _memory->WritePanelData<int>(id, SEQUENCE_LEN, {static_cast<int>(sequence.size())}); | 402 | _memory->WriteEntityData<int>(id, SEQUENCE_LEN, {static_cast<int>(sequence.size())}); |
403 | _memory->WriteNewArray<int>(id, SEQUENCE, sequence); | 403 | _memory->WriteNewArray<int>(id, SEQUENCE, sequence); |
404 | } | 404 | } |
405 | 405 | ||
@@ -438,7 +438,7 @@ int PuzzleSerializer::xy_to_dloc(const Puzzle& p, int x, int y) const { | |||
438 | } | 438 | } |
439 | 439 | ||
440 | std::tuple<float, float> PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const { | 440 | std::tuple<float, float> PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const { |
441 | return { | 441 | return { |
442 | MIN + (x/2.0f) * WIDTH_INTERVAL, | 442 | MIN + (x/2.0f) * WIDTH_INTERVAL, |
443 | MAX - (y/2.0f) * HEIGHT_INTERVAL | 443 | MAX - (y/2.0f) * HEIGHT_INTERVAL |
444 | }; | 444 | }; |
@@ -454,8 +454,8 @@ Cell::Dot PuzzleSerializer::FlagsToDot(int flags) const { | |||
454 | 454 | ||
455 | int PuzzleSerializer::FindConnection(int location) const { | 455 | int PuzzleSerializer::FindConnection(int location) const { |
456 | for (int j=0; j<_connectionsA.size(); j++) { | 456 | for (int j=0; j<_connectionsA.size(); j++) { |
457 | if (_connectionsA[j] == location) return _connectionsB[j]; | 457 | if (_connectionsA[j] == location) return _connectionsB[j]; |
458 | if (_connectionsB[j] == location) return _connectionsA[j]; | 458 | if (_connectionsB[j] == location) return _connectionsA[j]; |
459 | } | 459 | } |
460 | return -1; | 460 | return -1; |
461 | } | 461 | } |