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/PuzzlerSerializer.cpp | 461 ------------------------------------------- 1 file changed, 461 deletions(-) delete mode 100644 Source/PuzzlerSerializer.cpp (limited to 'Source/PuzzlerSerializer.cpp') diff --git a/Source/PuzzlerSerializer.cpp b/Source/PuzzlerSerializer.cpp deleted file mode 100644 index 2ba0ce7..0000000 --- a/Source/PuzzlerSerializer.cpp +++ /dev/null @@ -1,461 +0,0 @@ -#include "PuzzlerSerializer.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