-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmoves.c
More file actions
609 lines (516 loc) · 16.8 KB
/
moves.c
File metadata and controls
609 lines (516 loc) · 16.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
#include<stdlib.h>
#include<cairo/cairo.h>
#include "warning.h"
#include "script.h"
#include "object.h"
#include "rules.h"
#include "moves.h"
#include "gsaves.h"
#include "draw.h"
#include "main.h"
/*
Undo historie je ulozena ve spojovem seznamu struktury movesblock,
kazda tato struktura ma ulozeno MOVESBLOCK (100) tahu a pozici vsech
objektu na jejim zacatku.
Ulozene pozice objektu jsou v poli struktury possct. Pocet prvku tohoto
pole je stejne jako objektu a je serazeno tak, jak objekty ve spojovem
seznamu.
Tah je ulozeny jako seznam (pole) objektu, ktere zmenily pozici a dale
dalsi seznam (pole) ryb, ktere zemrely nebo se otocily. Nakonec tam je
jeste (pro redo) ulozene, ktera ryba se hybala kterym smerem.
*/
#define MOVESBLOCK 100
struct movedsct{
ff_object *obj; // objekt
coor oric; // a jeho puvodni souradnice
};
struct changesct{
ff_object *obj; // objekt
char type; // a typ jeho zmeny (FLIPCHANGE, LIVECHANGE)
};
struct possct{
coor c; // souradnice objektu
char flip, live; // dalsi jeho vlastnosti
};
struct movesct{
struct movedsct *moved; // zmeny pozic objektu
int movednum; // pocet prvku moved
struct changesct *changed; // zmeny stavu ryb
int changednum; // pocet prvku changed
char dir; // V tahu sla timto smerem
ff_object *fish; // tato ryba.
};
struct movesblock{
struct movesct move[MOVESBLOCK]; // tahy
struct possct *saved; // ulozena pozice
struct movesblock *next; // dalsi blok
struct movesblock *prev; // predchozi blok
};
/*
Pokud na zacatku mistnosti nektere predmety padaji, existuje tah -1 a objekty,
ktere se timto zmenily jsou ulozeny v promenne beforestart. Polozky fish a dir
zde nejsou vyuzivany.
*/
struct movesct beforestart;
struct movesblock *first; // prvni blok (ve spojaku)
struct movesblock *last; // posledni blok ve spojaku
struct movesblock *current; // blok, ve kterem je ulozeny tah promenne moves
static char nosave; /* Je-li tato promenna nastavena na nenulovou hodnotu, neprovadi
se ukladani undo-historie. Pokud je to nastaveno ne 1, je
jeho hodnota vynulovana po skonceni tahu. */
static void savepos();
static void loadpos(int block);
static void undoto(int move);
static void redoto(int move);
static void freeredo();
/************************************************************************/
/********************** pouzivani undo historie ***********************/
static void undoto(int move) // po jednom vraci tahy az do daneho
{
int i;
struct movesct *m;
for(; moves > move; moves--){
if(moves == 0) m = &beforestart;
else{
if(moves%MOVESBLOCK == 0) current = current->prev;
m = ¤t->move[(moves-1)%MOVESBLOCK];
}
for(i=0; i<m->movednum; i++){ // posouvam objekty
hideobject(m->moved[i].obj);
m->moved[i].obj->c = m->moved[i].oric;
}
for(i=0; i<m->movednum; i++){
showobject(m->moved[i].obj);
}
for(i=0; i<m->changednum; i++){ // otacim a ozivuji ryby
if(m->changed[i].type == FLIPCHANGE)
m->changed[i].obj->flip = !m->changed[i].obj->flip;
else if(m->changed[i].type == LIVECHANGE)
vitalizefish(m->changed[i].obj);
else warning("undoto: unknown change type %d",
m->changed[i].type);
}
}
}
static void redoto(int move) // po jednom provadi tahy az do daneho
{
while(moves < move){
setactivefish(current->move[moves%MOVESBLOCK].fish);
movefish(current->move[moves%MOVESBLOCK].dir);
while(room_state != ROOM_IDLE) room_step();
}
}
static void loadpos(int block) // z bloku daneho indexu nacte ulozenou pozici
{
int i;
ff_object *obj;
// nejdriv vyzkouma, odkud to ma nejbliz
if(block <= abs(block-moves/MOVESBLOCK) && block <= abs(block-maxmoves/MOVESBLOCK)){
current = first;
i = 0;
}
else if(abs(block-moves/MOVESBLOCK) <= abs(block-maxmoves/MOVESBLOCK))
i = moves/MOVESBLOCK;
else{
current = last;
i = maxmoves/MOVESBLOCK;
}
while(i < block){ // posune current na spravny index:
current = current->next;
i++;
}
while(i > block){
current = current->prev;
i--;
}
// prenacte pozice objektu a stavy ryb
hideallobjects();
i=0;
for(obj = first_object; obj; obj = obj->next){
obj->c = current->saved[i].c;
obj->flip = current->saved[i].flip;
if(obj->live && !current->saved[i].live) killfish(obj);
else if(!obj->live && current->saved[i].live) vitalizefish(obj);
showobject(obj);
i++;
}
moves = block*MOVESBLOCK;
}
/*
Vyvrcholenim teto kapitoly je funkce setmove(). Tato funkce najde nejjednodusi zpusob,
jak se k zadanemu tahu dostat, a ten pak realizuje. Navratova hodnota udava, zda ke zmene tahu opravdu
doslo.
*/
#define UNDOCOST 1 // cena jednoho unda
#define REDOCOST 1 // cena jednoho reda
#define LOADCOST 10 // cena nacteni cele ulozene pozice
// moznosti, jak se dopracovat k pozici:
#define UNDO 0 // postupne pouzivat undo, nez se tam dostanu
#define REDO 1 // postupne pouzivat redo, nez se tam dostanu
#define LOADUNDO 2 // nacist nejblizsi vyssi ulozenou pozici vsech objektu a teprv potom opakovat undo
#define LOADREDO 3 // nacist nejblizsi nizsi ulozenou pozici vsech objektu a teprv potom opakovat redo
char setmove(int move)
{
int cost[4], loadredopos, loadundopos;
int i, min;
char forward;
if(move > maxmoves) move = maxmoves; // oseka tah do spravnych mezi
if(move < minmoves) move = minmoves;
if(move == moves) return 0; // neni, co menit
while(room_state != ROOM_IDLE) room_step(); // je-li neco v pohybu, preskocim na konec tahu
if(room_sol_esc) return 0; // neblazni s vracenim tahu, vzdyt jsi ted vyresil mistnost
if(move == moves) return 0; // neni, co menit
img_change |= CHANGE_GMOVES; // zmeni se undo pasecek
// spocita ceny jednotlivych zpusobu dosazeni pozice (-1 = nepouzitelny zpusob)
if(move < moves){
cost[UNDO] = (moves-move)*UNDOCOST;
cost[REDO] = -1;
forward = 0;
}
else{
cost[REDO] = (move-moves)*REDOCOST;
cost[UNDO] = -1;
forward = 1;
}
if(move == -1) cost[LOADREDO] = -1;
else{
loadredopos = move/MOVESBLOCK;
cost[LOADREDO] = LOADCOST+(move-loadredopos*MOVESBLOCK)*REDOCOST;
}
if(maxmoves/MOVESBLOCK == move/MOVESBLOCK) cost[LOADUNDO] = -1;
else{
loadundopos = (move+(MOVESBLOCK-1))/MOVESBLOCK;
cost[LOADUNDO] = LOADCOST+(loadundopos*MOVESBLOCK-move)*UNDOCOST;
}
// najde nejlepsi zpusob dosazeni pozice
min = 0;
for(i=1; i<4; i++)
if(cost[i] >= 0 && (cost[min] < 0 || cost[i] < cost[min])) min = i;
if(cost[min] == -1){
warning("No way to move %d found", move);
return 0;
}
// pouzije nalezeny zpusob
nosave = 2;
if(min == UNDO){
undoto(move);
if(move != -1) findfishheap();
}
else if(min == REDO) redoto(move);
else if(min == LOADUNDO){
loadpos(loadundopos);
undoto(move);
findfishheap();
}
else if(min == LOADREDO){
loadpos(loadredopos);
findfishheap();
redoto(move);
}
nosave = 0;
if(move == minmoves){ // vymysli, jaka ryba by mela byt aktivni
if(start_active_fish) setactivefish(start_active_fish);
else if(maxmoves > 0) setactivefish(first->move[0].fish);
}
else if(forward){
if(move%MOVESBLOCK) setactivefish(current->move[(move-1)%MOVESBLOCK].fish);
else setactivefish(current->prev->move[(move-1)%MOVESBLOCK].fish);
}
else setactivefish(current->move[move%MOVESBLOCK].fish);
moves = move;
if(move == -1){
fallall();
nosave = 1; // nebudeme znovu ukladat padani predmetu pred startem
}
else room_state = ROOM_IDLE;
start_moveanim();
unanimflip(); // nebudeme animovat, jak se ryby pozvolne otaceji zpatky
return 1;
}
/********************** pouzivani undo historie ***********************/
/************************************************************************/
/*********************** ukladani undo historie ***********************/
static void savepos() // vytvori v current polozku saved
{
int i;
ff_object *obj;
current->saved = (struct possct *)mymalloc(objnum*sizeof(struct possct));
i=0;
for(obj = first_object; obj; obj = obj->next){
current->saved[i].c = obj->c;
current->saved[i].flip = obj->flip;
current->saved[i].live = obj->live;
i++;
}
}
/*
Nechci si ukladat zmenu pozice u jednoho objektu vicekrat. Proto pouzivam objlist MOVEDLIST,
kde mam na zacatku movednum objektu, u kterych jiz mam zaznamenanou puvodni souradnici,
v poli oric na prislusnem indexu.
*/
static int movednum;
static coor *oric;
#define MOVEDLIST 4
/*
U zmen ryb nepredpokladam, ze jich bude za tah vice nez pocet ryb plus jedna
(jedno otoceni a vsechna umrti). Pro jistotu mam stejne delku provizorniho pole, kam si
budu zmeny ryb ukladat, v promenne maxchanges.
*/
static int changednum;
static struct changesct *changed;
static int maxchanges;
static void createfirstblock() // Vytvori prvni blok, od te doby uz tu bude az do ukonceni levelu.
{
first = current = last = (struct movesblock *)mymalloc(sizeof(struct movesblock));
savepos();
}
void init_moves() /* Inicializuje struktury pro undo historii, nutno spoustet
az po init_rules(), aby vedel, zda bude existovat tah -1. */
{
first = current = last = NULL;
movednum = changednum = 0;
room_sol_esc = 0;
maxchanges = fishnum+1;
oric = (coor *)mymalloc(objnum*sizeof(coor));
changed = (struct changesct *)mymalloc(maxchanges*sizeof(struct changesct));
maxmoves = 0;
if(room_state == ROOM_BEGIN) minmoves = moves = -1; // prvni blok zalozim, az predmety popadaji
else{
minmoves = moves = 0;
createfirstblock();
beforestart.movednum = beforestart.changednum = 0; // tentokrat se pred startem nic nedelo
beforestart.moved = NULL;
beforestart.changed = NULL;
}
}
void startmove(ff_object *fish, int dir)
{
start_moveanim(); // viz draw.c
img_change |= CHANGE_GMOVES; // zmena poctu tahu, nutno prekreslit undopasecek
if(nosave){
moves++;
return;
}
if(maxmoves > moves){
if(current->move[moves%MOVESBLOCK].fish != fish ||
current->move[moves%MOVESBLOCK].dir != dir) freeredo();
else{ // pokud je tah stejny jako je redo, neni treba redo prepisovat
nosave = 1;
moves++;
return;
}
}
current->move[moves%MOVESBLOCK].fish = fish;
current->move[moves%MOVESBLOCK].dir = dir;
changednum = movednum = 0;
moves++;
maxmoves = moves;
}
void addobjmove(ff_object *obj) // ulozi pozici objektu, bude se hybat
{
if(nosave) return;
if(obj->index[MOVEDLIST] < movednum) return;
swapobject(obj, movednum, MOVEDLIST);
oric[movednum] = obj->c;
movednum++;
}
void addobjchange(ff_object *obj, char type) // ulozi zmenu ryby
{
if(nosave) return;
if(changednum >= maxchanges){
warning("more then %d changes -> undo list exceded", maxchanges);
return;
}
changed[changednum].obj = obj;
changed[changednum].type = type;
changednum++;
}
void finishmove() // presune provizorne ukladana data do prislusneho bloku
{
int i;
struct movesct *m;
if(!nosave){
if(!current) m = &beforestart;
else m = ¤t->move[(moves-1)%MOVESBLOCK];
m->movednum = movednum;
if(movednum) m->moved = (struct movedsct *)mymalloc(movednum*sizeof(struct movedsct));
else m->moved = NULL;
for(i=0; i<movednum; i++){
m->moved[i].obj = objlist[MOVEDLIST][i];
m->moved[i].oric = oric[i];
}
m->changednum = changednum;
if(changednum) m->changed = (struct changesct *)mymalloc(changednum*sizeof(struct changesct));
else m->changed = NULL;
for(i=0; i<changednum; i++){
m->changed[i].obj = changed[i].obj;
m->changed[i].type = changed[i].type;
}
if(issolved() && !userlev) room_sol_esc = 1; // mistnost je vyresena, vratime se do menu
}
if(moves == -1){ // konci tah -1
if(!nosave) createfirstblock();
img_change |= CHANGE_GMOVES;
moves = 0;
}
else if(moves % MOVESBLOCK == 0){ // dosel-li blok, jdu na dalsi
if(!nosave){
last = current->next = (struct movesblock *)mymalloc(sizeof(struct movesblock));
last->prev = current;
}
current = current->next;
if(!nosave) savepos();
}
if(nosave == 1) nosave = 0;
}
/*********************** ukladani undo historie ***********************/
/************************************************************************/
/************************ zapisovani do souboru ***********************/
/*
Format souboru, do ktereho je zapisovano reseni:
Na zacatku je index (ve FISHLIST) aktivni ryby 0, dale kazdy znak znamena
akci podle nasledujici tabulky:
'+' - index aktivni ryby se zvysi o 1 (tedy zmena aktivni ryby)
'-' - index aktivni ryby se snizi o 1 (tedy zmena aktivni ryby)
'^', 'v', '<', '>' - posun nahoru, dolu, doleva, doprava
'.' - Do tohoto tahu skocit po nacteni vseho. (neni-li, zustanu v poslednim tahu)
*/
char savemoves(char *filename)
{
FILE *f;
int i, icur; // prave ukladany tah, tah, kde napisu tecku
int af, last_af; // index aktivni ryby, minuly index aktivni ryby
struct movesblock *mb; // blok, ktery prave ctu
f = fopen(filename, "w");
if(!f) return 0;
if(moves == -1) icur = 0;
else icur = moves;
mb = first;
last_af = 0;
for(i=0; i<maxmoves;){
if(i == icur) fputc('.', f);
af = mb->move[i%MOVESBLOCK].fish->index[FISHLIST];
while(last_af < af){ last_af++; fputc('+', f); }
while(last_af > af){ last_af--; fputc('-', f); }
if(mb->move[i%MOVESBLOCK].dir == UP) fputc('^', f);
else if(mb->move[i%MOVESBLOCK].dir == DOWN) fputc('v', f);
else if(mb->move[i%MOVESBLOCK].dir == LEFT) fputc('<', f);
else if(mb->move[i%MOVESBLOCK].dir == RIGHT) fputc('>', f);
i++;
if(i % MOVESBLOCK == 0) mb = mb->next;
}
if(active_fish){
af = active_fish->index[FISHLIST];
while(last_af < af){ last_af++; fputc('+', f); }
while(last_af > af){ last_af--; fputc('-', f); }
}
fclose(f);
return 1;
}
char loadmoves(char *filename)
{
FILE *f;
char dir; // smer pohybu, -1 = byla jina udalost nez pohyb
int af; // index aktivni ryby
int ch; // cteny znak
int move; // tah, kam mam na konci skocit
int badmoves = 0; // pocet tahu, ktere se nepovedlo provest
f = fopen(filename, "r");
if(!f) return 0;
room_sol_esc = 0;
setmove(0);
freeredo();
af = 0;
move = -1;
ch = fgetc(f);
while(ch != EOF){
dir = -1;
switch(ch){
case '-': af--; break;
case '+': af++; break;
case '.': move = moves; break;
case '^': dir = UP; break;
case 'v': dir = DOWN; break;
case '<': dir = LEFT; break;
case '>': dir = RIGHT; break;
default: warning("loadmoves(%s): unknown symbol '%c'", filename, ch);
}
if(dir >= 0){
if(af < 0 || af >= objnum){
warning("active fish out of bounds: %d", af);
af = 0;
}
setactivefish(objlist[FISHLIST][af]);
if(active_fish != objlist[FISHLIST][af]) badmoves++;
else{
movefish(dir);
if(room_state == ROOM_IDLE) badmoves++;
while(room_state != ROOM_IDLE) room_step();
}
}
ch = fgetc(f);
}
fclose(f);
if(badmoves) warning("loadmoves: %d moves failed", badmoves);
room_sol_esc = 0;
if(move >= 0) setmove(move);
if(af < 0 || af >= objnum){
warning("active fish out of bounds: %d", af);
af = 0;
}
setactivefish(objlist[FISHLIST][af]);
unanimflip();
unanim_fish_rectangle();
img_change |= CHANGE_GMOVES;
return 1;
}
/************************ zapisovani do souboru ***********************/
/************************************************************************/
/************************* uvolnovani pameti ************************/
static void freeredo() /* zrusi redo, tedy maxmoves bude zas jen moves
pouzito pred provedenim jineho tahu nez toho z redo */
{
int i;
struct movesblock *mb;
mb = current;
for(i=moves; i<maxmoves; i++){
if(mb->move[i%MOVESBLOCK].moved) free(mb->move[i%MOVESBLOCK].moved);
if(mb->move[i%MOVESBLOCK].changed) free(mb->move[i%MOVESBLOCK].changed);
if((i+1)%MOVESBLOCK == 0){
if(mb != current){
free(mb->saved);
free(mb);
}
mb = mb->next;
}
}
if(mb != current){
free(mb->saved);
free(mb);
last = current;
}
maxmoves = moves;
}
void free_moves() /* uvolni pamet pouzivanou timto modulem
(volano pri opousteni mistnosti) */
{
struct movesblock *mb, *tmp;
int i;
if(room_state != ROOM_IDLE) finishmove(); // nesmim mit rozpracovany tah
if(beforestart.moved) free(beforestart.moved);
if(beforestart.changed) free(beforestart.changed);
if(oric) free(oric);
for(mb = first; maxmoves >= 0;){ // prochazim bloky od prvniho a rusim
if(mb->saved) free(mb->saved);
for(i=0; i<MOVESBLOCK && i < maxmoves; i++){
if(mb->move[i%MOVESBLOCK].moved) free(mb->move[i%MOVESBLOCK].moved);
if(mb->move[i%MOVESBLOCK].changed) free(mb->move[i%MOVESBLOCK].changed);
}
maxmoves -= MOVESBLOCK;
tmp = mb;
mb = mb->next;
free(tmp);
}
}
/************************* uvolnovani pameti ************************/
/************************************************************************/