From bff40e55c9c55fbc8439bb225d1937b2d805e629 Mon Sep 17 00:00:00 2001 From: jbzdarkid Date: Mon, 18 Nov 2019 09:16:16 -0800 Subject: Cleanup & progress on tutorial --- Source/PuzzleSerializer.cpp | 461 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 461 insertions(+) create mode 100644 Source/PuzzleSerializer.cpp (limited to 'Source/PuzzleSerializer.cpp') diff --git a/Source/PuzzleSerializer.cpp b/Source/PuzzleSerializer.cpp new file mode 100644 index 0000000..c1e93a5 --- /dev/null +++ b/Source/PuzzleSerializer.cpp @@ -0,0 +1,461 @@ +#include "PuzzleSerializer.h" +#include "Memory.h" + +#pragma warning (disable:26451) +#pragma warning (disable:26812) + +PuzzleSerializer::PuzzleSerializer(const std::shared_ptr& memory) : _memory(memory) {} + +Puzzle PuzzleSerializer::ReadPuzzle(int id) { + int width = 2 * _memory->ReadEntityData(id, GRID_SIZE_X, 1)[0] - 1; + int height = 2 * _memory->ReadEntityData(id, GRID_SIZE_Y, 1)[0] - 1; + if (width < 0 || height < 0) return Puzzle(); // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though. + + int numIntersections = _memory->ReadEntityData(id, NUM_DOTS, 1)[0]; + _intersectionFlags = _memory->ReadArray(id, DOT_FLAGS, numIntersections); + int numConnections = _memory->ReadEntityData(id, NUM_CONNECTIONS, 1)[0]; + _connectionsA = _memory->ReadArray(id, DOT_CONNECTION_A, numConnections); + _connectionsB = _memory->ReadArray(id, DOT_CONNECTION_B, numConnections); + _intersectionLocations = _memory->ReadArray(id, DOT_POSITIONS, numIntersections*2); + + Puzzle p; + p.NewGrid(width, height); + ReadIntersections(p); + ReadExtras(p); + ReadDecorations(p, id); + ReadSequence(p, id); + return p; +} + +void PuzzleSerializer::WritePuzzle(const Puzzle& p, int id) { + _intersectionFlags.clear(); + _connectionsA.clear(); + _connectionsB.clear(); + _intersectionLocations.clear(); + + MIN = 0.1f; + MAX = 0.9f; + WIDTH_INTERVAL = (MAX - MIN) / (p.width/2); + HEIGHT_INTERVAL = (MAX - MIN) / (p.height/2); + HORIZ_GAP_SIZE = WIDTH_INTERVAL / 2; + VERTI_GAP_SIZE = HEIGHT_INTERVAL / 2; + + WriteIntersections(p); + WriteDots(p); + WriteGaps(p); + WriteEndpoints(p); + WriteDecorations(p, id); + WriteSequence(p, id); + + _memory->WriteEntityData(id, GRID_SIZE_X, {(p.width + 1)/2}); + _memory->WriteEntityData(id, GRID_SIZE_Y, {(p.height + 1)/2}); + _memory->WriteEntityData(id, NUM_DOTS, {static_cast(_intersectionFlags.size())}); + _memory->WriteArray(id, DOT_POSITIONS, _intersectionLocations); + _memory->WriteArray(id, DOT_FLAGS, _intersectionFlags); + _memory->WriteEntityData(id, NUM_CONNECTIONS, {static_cast(_connectionsA.size())}); + _memory->WriteArray(id, DOT_CONNECTION_A, _connectionsA); + _memory->WriteArray(id, DOT_CONNECTION_B, _connectionsB); + _memory->WriteEntityData(id, NEEDS_REDRAW, {1}); +} + +void PuzzleSerializer::ReadIntersections(Puzzle& p) { + // @Cleanup: Change defaults? + for (int x=0; x x2) x--; + else if (y1 < y2) y--; + else if (y1 > y2) y++; + p.grid[x][y].gap = Cell::Gap::NONE; + } +} + +void PuzzleSerializer::ReadExtras(Puzzle& p) { + // This iterates bottom-top, left-right + int i = 0; + for (; i < _intersectionFlags.size(); i++) { + int flags = _intersectionFlags[i]; + auto [x, y] = loc_to_xy(p, i); + if (y < 0) break; // This is the expected exit point + if (flags & Flags::IS_STARTPOINT) { + p.grid[x][y].start = true; + } + p.grid[x][y].dot = FlagsToDot(flags); + if (flags & Flags::HAS_NO_CONN) { + p.grid[x][y].gap = Cell::Gap::FULL; + } + } + + // Iterate the remaining intersections (endpoints, dots, gaps) + for (; i < _intersectionFlags.size(); i++) { + int location = FindConnection(i); + if (location == -1) continue; // @Error: Unable to find connection point + // (x1, y1) location of this intersection + // (x2, y2) location of the connected intersection + float x1 = _intersectionLocations[2*i]; + float y1 = _intersectionLocations[2*i+1]; + float x2 = _intersectionLocations[2*location]; + float y2 = _intersectionLocations[2*location+1]; + auto [x, y] = loc_to_xy(p, location); + + if (_intersectionFlags[i] & Flags::IS_ENDPOINT) { + // Our x coordinate is less than the target's + if (x1 < x2) p.grid[x][y].end = Cell::Dir::LEFT; + else if (x1 > x2) p.grid[x][y].end = Cell::Dir::RIGHT; + // Note that Y coordinates are reversed: 0.0 (bottom) 1.0 (top) + else if (y1 < y2) p.grid[x][y].end = Cell::Dir::DOWN; + else if (y1 > y2) p.grid[x][y].end = Cell::Dir::UP; + } else if (_intersectionFlags[i] & Flags::HAS_DOT) { + if (x1 < x2) x--; + else if (x1 > x2) x++; + else if (y1 < y2) y++; + else if (y1 > y2) y--; + p.grid[x][y].dot = FlagsToDot(_intersectionFlags[i]); + } else if (_intersectionFlags[i] & Flags::HAS_ONE_CONN) { + if (x1 < x2) x--; + else if (x1 > x2) x++; + else if (y1 < y2) y++; + else if (y1 > y2) y--; + p.grid[x][y].gap = Cell::Gap::BREAK; + } + } +} + +void PuzzleSerializer::ReadDecorations(Puzzle& p, int id) { + int numDecorations = _memory->ReadEntityData(id, NUM_DECORATIONS, 1)[0]; + std::vector decorations = _memory->ReadArray(id, DECORATIONS, numDecorations); + if (numDecorations > 0) p.hasDecorations = true; + + for (int i=0; i(); + p.grid[x][y].decoration = d; + d->type = static_cast(decorations[i] & 0xFF00); + switch(d->type) { + case Type::Poly: + case Type::RPoly: + case Type::Ylop: + d->polyshape = decorations[i] & 0xFFFF0000; + break; + case Type::Triangle: + d->count = decorations[i] & 0x000F0000; + break; + } + d->color = static_cast(decorations[i] & 0xF); + } +} + +void PuzzleSerializer::ReadSequence(Puzzle& p, int id) { + int sequenceLength = _memory->ReadEntityData(id, SEQUENCE_LEN, 1)[0]; + std::vector sequence = _memory->ReadArray(id, SEQUENCE, sequenceLength); + + for (int location : sequence) { + auto [x, y] = loc_to_xy(p, location); + p.sequence.emplace_back(Pos{x, y}); + } +} + +void PuzzleSerializer::WriteIntersections(const Puzzle& p) { + // @Cleanup: If I write directly to locations, then I can simplify this gross loop iterator. + // int numIntersections = (p.width / 2 + 1) * (p.height / 2 + 1); + // Grided intersections + for (int y=p.height-1; y>=0; y-=2) { + for (int x=0; x 0 && p.grid[x][y-1].gap != Cell::Gap::FULL) { + _connectionsA.push_back(xy_to_loc(p, x, y-2)); + _connectionsB.push_back(xy_to_loc(p, x, y)); + flags |= Flags::HAS_VERTI_CONN; + numConnections++; + } + // Bottom connection + if (y < p.height - 1 && p.grid[x][y+1].gap != Cell::Gap::FULL) { + flags |= Flags::HAS_VERTI_CONN; + numConnections++; + } + // Left connection + if (x > 0 && p.grid[x-1][y].gap != Cell::Gap::FULL) { + _connectionsA.push_back(xy_to_loc(p, x-2, y)); + _connectionsB.push_back(xy_to_loc(p, x, y)); + flags |= Flags::HAS_HORIZ_CONN; + numConnections++; + } + // Right connection + if (x < p.width - 1 && p.grid[x+1][y].gap != Cell::Gap::FULL) { + flags |= Flags::HAS_HORIZ_CONN; + numConnections++; + } + if (numConnections == 0) flags |= HAS_NO_CONN; + if (numConnections == 1) flags |= HAS_ONE_CONN; + + _intersectionFlags.push_back(flags); + } + } +} + +void PuzzleSerializer::WriteEndpoints(const Puzzle& p) { + for (int x=0; x(_intersectionFlags.size())); + + auto [xPos, yPos] = xy_to_pos(p, x, y); + switch (p.grid[x][y].end) { + case Cell::Dir::LEFT: + xPos -= .05f; + break; + case Cell::Dir::RIGHT: + xPos += .05f; + break; + case Cell::Dir::UP: + yPos += .05f; // Y position goes from 0 (bottom) to 1 (top), so this is reversed. + break; + case Cell::Dir::DOWN: + yPos -= .05f; + break; + } + _endpointLocations.emplace_back(x, y, static_cast(_intersectionFlags.size())); + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos); + _intersectionFlags.push_back(Flags::IS_ENDPOINT); + } + } +} + +void PuzzleSerializer::WriteDots(const Puzzle& p) { + for (int x=0; x A for connections. To remove, add the horiz/verti check, see gaps. + int other_connection = _connectionsB[connectionLocation]; + _connectionsB[connectionLocation] = static_cast(_intersectionFlags.size()); + _connectionsA.push_back(other_connection); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); + + // Add this dot to the end + auto [xPos, yPos] = xy_to_pos(p, x, y); + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos); + + int flags = Flags::HAS_DOT; + switch (p.grid[x][y].dot) { + case Cell::Dot::BLACK: + break; + case Cell::Dot::BLUE: + flags |= DOT_IS_BLUE; + break; + case Cell::Dot::YELLOW: + flags |= DOT_IS_ORANGE; + break; + case Cell::Dot::INVISIBLE: + flags |= DOT_IS_INVISIBLE; + break; + } + _intersectionFlags.push_back(flags); + } + } +} + +void PuzzleSerializer::WriteGaps(const Puzzle& p) { + for (int x=0; x(_intersectionFlags.size()); + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos + VERTI_GAP_SIZE / 2); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); + + _connectionsA.push_back(xy_to_loc(p, x, y+1)); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); + _intersectionLocations.push_back(xPos); + _intersectionLocations.push_back(yPos - VERTI_GAP_SIZE / 2); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); + } else if (y%2 == 0) { // Horizontal gap + _connectionsA[connectionLocation] = xy_to_loc(p, x-1, y); + _connectionsB[connectionLocation] = static_cast(_intersectionFlags.size()); + _intersectionLocations.push_back(xPos - HORIZ_GAP_SIZE / 2); + _intersectionLocations.push_back(yPos); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); + + _connectionsA.push_back(xy_to_loc(p, x+1, y)); + _connectionsB.push_back(static_cast(_intersectionFlags.size())); + _intersectionLocations.push_back(xPos + HORIZ_GAP_SIZE / 2); + _intersectionLocations.push_back(yPos); + _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); + } + } + } +} + +void PuzzleSerializer::WriteDecorations(const Puzzle& p, int id) { + if (!p.hasDecorations) return; + + std::vector decorations; + for (int y=p.height-2; y>0; y-=2) { + for (int x=1; xcolor | d->type | d->count | d->polyshape); + } else { + decorations.push_back(0); + } + } + } + + _memory->WriteEntityData(id, NUM_DECORATIONS, {static_cast(decorations.size())}); + _memory->WriteArray(id, DECORATIONS, decorations); +} + +void PuzzleSerializer::WriteSequence(const Puzzle& p, int id) { + if (p.sequence.size() == 0) return; + + std::vector sequence; + for (Pos pos : p.sequence) { + // Only include intersections, the game does not treat segments as real objects + if (pos.x%2 == 0 && pos.y%2 == 0) { + sequence.emplace_back(xy_to_loc(p, pos.x, pos.y)); + } + } + + Pos endpoint = p.sequence[p.sequence.size() - 1]; + for (auto [x, y, location] : _endpointLocations) { + if (x == endpoint.x && y == endpoint.y) { + sequence.emplace_back(location); + break; + } + } + + _memory->WriteEntityData(id, SEQUENCE_LEN, {static_cast(sequence.size())}); + _memory->WriteNewArray(id, SEQUENCE, sequence); +} + +std::tuple PuzzleSerializer::loc_to_xy(const Puzzle& p, int location) const { + int height2 = (p.height - 1) / 2; + int width2 = (p.width + 1) / 2; + + int x = 2 * (location % width2); + int y = 2 * (height2 - location / width2); + return {x, y}; +} + +int PuzzleSerializer::xy_to_loc(const Puzzle& p, int x, int y) const { + int height2 = (p.height - 1) / 2; + int width2 = (p.width + 1) / 2; + + int rowsFromBottom = height2 - y/2; + return rowsFromBottom * width2 + x/2; +} + +std::tuple PuzzleSerializer::dloc_to_xy(const Puzzle& p, int location) const { + int height2 = (p.height - 3) / 2; + int width2 = (p.width - 1) / 2; + + int x = 2 * (location % width2) + 1; + int y = 2 * (height2 - location / width2) + 1; + return {x, y}; +} + +int PuzzleSerializer::xy_to_dloc(const Puzzle& p, int x, int y) const { + int height2 = (p.height - 3) / 2; + int width2 = (p.width - 1) / 2; + + int rowsFromBottom = height2 - (y - 1)/2; + return rowsFromBottom * width2 + (x - 1)/2; +} + +std::tuple PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const { + return { + MIN + (x/2.0f) * WIDTH_INTERVAL, + MAX - (y/2.0f) * HEIGHT_INTERVAL + }; +} + +Cell::Dot PuzzleSerializer::FlagsToDot(int flags) const { + if (!(flags & Flags::HAS_DOT)) return Cell::Dot::NONE; + if (flags & Flags::DOT_IS_BLUE) return Cell::Dot::BLUE; + else if (flags & Flags::DOT_IS_ORANGE) return Cell::Dot::YELLOW; + else if (flags & Flags::DOT_IS_INVISIBLE) return Cell::Dot::INVISIBLE; + else return Cell::Dot::BLACK; +} + +int PuzzleSerializer::FindConnection(int location) const { + for (int j=0; j<_connectionsA.size(); j++) { + if (_connectionsA[j] == location) return _connectionsB[j]; + if (_connectionsB[j] == location) return _connectionsA[j]; + } + return -1; +} -- cgit 1.4.1