ref: 1986f3905eca9114442405d2b3180eea9bc709bc
parent: 440456a6f0c3e18c6a4ec4675846bd5c0a5157cc
author: mkf <mkf@cloud9p.org>
date: Mon Oct 21 03:15:57 EDT 2024
refactor engine: localize variables
--- a/engine.c
+++ b/engine.c
@@ -4,25 +4,19 @@
#include "engine.h"
#include "netclient.h"
-int difficulty = DHard;
-int state;
-int turn = 0;
-int ptype[2] = {Human, Computer};
-
-int grid[SzX][SzY];
-int pgrid[SzX][SzY]; /* for undo */
-int ogrid[SzX][SzY]; /* so we can restart levels */
-
+/*
+ * Sets up a new level
+ */
void
-initlevel(void)
+initlevel(Game *game)
{
int i, cnt, x, y;
for(x = 0; x < SzX; x++)
for(y = 0; y < SzY; y++)
- ogrid[x][y] = Prev;
+ game.ogrid[x][y] = Prev;
- switch(difficulty)
+ switch(game.difficulty)
{
case DEasy:
cnt = 10 + nrand(5);
@@ -38,7 +32,7 @@
cnt = 0;
break;
}
- ogrid[SzX/2][SzY/2] = Glenda;
+ game.ogrid[SzX/2][SzY/2] = Glenda;
setmap:
for(i = 0 ; i < cnt ; i++)
@@ -48,18 +42,21 @@
{
x = nrand(SzX);
y = nrand(SzY);
- }while(ogrid[x][y] == Glenda || ogrid[x][y] == Wall);
- ogrid[x][y] = Wall;
+ }while(game.ogrid[x][y] == Glenda || game.ogrid[x][y] == Wall);
+ game.ogrid[x][y] = Wall;
}
/* ensure we don't make an unfair map */
- if(checkstate() == Won && findmin(Pt(SzX/2, SzY/2)) > 100)
+ if(checkstate(game) == Won && findmin(game, Pt(SzX/2, SzY/2)) > 100)
goto setmap;
- memcpy(grid, ogrid, sizeof grid);
- state = Start;
- turn = 0;
+ memcpy(game.grid, game.ogrid, sizeof(game.grid));
+ game.state = Start;
+ game.turn = 0;
}
+/*
+ * Returns position
+ */
Point
movedir(int dir, Point p)
{
@@ -82,21 +79,16 @@
return Pt(x+(y%2?0:-1), y-1);
default:
sysfatal("andrey messed up big time: %d", dir);
- /* should we keep that line around? it might be more useful than sysfatal */
- // return Pt(-1, -1);
}
}
-/* reverse of movedir, tells the direction for a dst from src */
+/*
+ * Reverse of movedir, tells the direction for a dst from src
+ */
int
pointdir(Point src, Point dst)
{
Point p;
- /*
- if(src.x < 0 || src.x > SzX || src.y < 0 || src.y > SzY)
- ||(dst.x < 0 || dst.x > SzX || dst.y < 0 || dst.y > SzY)
- return Err;
- */
/* hacky */
for(int i = NE ; i <= NW ; i++)
@@ -109,154 +101,101 @@
}
/*
-Point
-movedir(int dir, Point p)
-{
- switch(dir)
- {
- case NE:
- if(p.y % 2)
- return Pt(p.x+1, p.y-1);
- else
- return Pt(p.x, p.y-1);
- case E:
- return Pt(p.x+1, p.y);
- case SE:
- if(p.y % 2)
- return Pt(p.x+1, p.y+1);
- else
- return Pt(p.x, p.y+1);
- case SW:
- if(p.y % 2)
- return Pt(p.x, p.y+1);
- else
- return Pt(p.x-1, p.y+1);
- case W:
- return Pt(p.x-1, p.y);
- case NW:
- if(p.y % 2)
- return Pt(p.x, p.y-1);
- else
- return Pt(p.x-1, p.y-1);
- default:
- return Pt(-1, -1);
- }
-}
-*/
-
+ * Moves glenda from direction
+ */
int
-domove(int dir)
+domove(Game game, int dir)
{
Point src, dst;
- src = findglenda();
+ src = findglenda(game);
dst = movedir(dir, src);
- if(grid[dst.x][dst.y] == Wall)
+ if(game.grid[dst.x][dst.y] == Wall)
return Wall;
- if(networked)
- return netmove(dir);
+ if(game.networked)
+ return netmove(game.dir);
- grid[dst.x][dst.y] = Glenda;
- grid[src.x][src.y] = Prev;
+ game.grid[dst.x][dst.y] = Glenda;
+ game.grid[src.x][src.y] = Prev;
turn++;
- /* server should tell us */
- if(ptype[1] == Human && !networked)
- checkstate();
+
+ /* we shouldn't guess, server should tell us */
+ if(game.ptype[1] == Human && !game.networked)
+ checkstate(game);
return Ok;
}
int
-doput(Point p)
+doput(Game game, Point p)
{
/* clients are expected to do their own error checking */
if(p.x > SzX || p.x < 0 || p.y > SzY || p.y < 0)
return Err;
- if(grid[p.x][p.y] == Wall)
+ if(game.grid[p.x][p.y] == Wall)
return Wall;
- if(grid[p.x][p.y] == Glenda)
+ if(game.grid[p.x][p.y] == Glenda)
return Glenda;
- if(networked)
- return netput(p.x, p.y);
+ if(game.networked)
+ return netput(game, p.x, p.y);
/* take a copy for undo */
- memcpy(pgrid, grid, sizeof grid);
+ memcpy(game.pgrid, game.grid, sizeof(game.grid));
grid[p.x][p.y] = Wall;
/* assumes defenders start game first */
- if(state == Start)
- state = Playing;
+ if(game.state == Start)
+ game.state = Playing;
turn++;
/* reset the board scores */
for(int x = 0; x < SzX; x++)
for(int y = 0; y < SzY; y++)
- if(grid[x][y] != Wall && grid[x][y] != Glenda)
- grid[x][y] = 100;
+ if(game.grid[x][y] != Wall && game.grid[x][y] != Glenda)
+ game.grid[x][y] = 100;
/* we need it to check game state, even if not playing with computer */
- if(ptype[1] == Computer)
- nextglenda();
- else if(ptype[1] == Human && !networked)
- checkstate();
+ if(game.ptype[1] == Computer)
+ nextglenda(game);
+ else if(game.ptype[1] == Human && !networked)
+ checkstate(game);
return Ok;
}
+/*
+ * Returns glenda's position
+ */
Point
-findglenda(void)
+findglenda(Game game)
{
for(int x = 0; x < SzX; x++)
for(int y = 0; y < SzY; y++)
- if(grid[x][y] == 1000)
+ if(game.grid[x][y] == 1000)
return Pt(x, y);
return Pt(-1, -1);
}
-int
-checknext(int dir, Point p)
-{
- int x = p.x;
- int y = p.y;
-
- switch(dir)
- {
- case NE:
- return grid[x+(y%2?1:0)][y-1];
- case E:
- return grid[x+1][y];
- case SE:
- return grid[x+(y%2?1:0)][y+1];
- case SW:
- return grid[x+(y%2?0:-1)][y+1];
- case W:
- return grid[x-1][y];
- case NW:
- return grid[x+(y%2?0:-1)][y-1];
- default:
- sysfatal("andrey messed up big time");
- }
-}
-
-/* the following two routines constitute the "game AI"
-* they score the field based on the number of moves
-* required to reach the edge from a particular point
-* scores > 100 are "dead spots" (this assumes the field
-* is not larger than ~100*2
-*
-* routines need to run at least twice to ensure a field is properly
-* scored: there are errors that creep up due to the nature of
-* traversing the board
-*/
+/*
+ * the following two routines constitute the "game AI"
+ * they score the field based on the number of moves
+ * required to reach the edge from a particular point
+ * scores > 100 are "dead spots" (this assumes the field
+ * is not larger than ~100*2
+ *
+ * routines need to run at least twice to ensure a field is properly
+ * scored: there are errors that creep up due to the nature of
+ * traversing the board
+ */
int
-score1(Point p)
+score1(Game game, Point p)
{
int min = 999;
@@ -263,8 +202,8 @@
if(p.x == 0 || p.x == SzX-1 || p.y == 0 || p.y == SzY-1)
return 1; /* we can always escape from the edges */
- if(findmin(p) < min)
- min = findmin(p);
+ if(findmin(game, p) < min)
+ min = findmin(game, p);
if(min >= 998)
return 998;
@@ -271,16 +210,24 @@
return 1+min;
}
+/*
+ * calculates scores of whole graph
+ * O(n³), but why?
+ */
void
calc(void)
{
- for(int i = 0; i < SzX; i++) /* assumes SzX = SzY */
+ /* assumes SzX = SzY */
+ for(int i = 0; i < SzX; i++)
for(int x = i; x < SzX-i; x++)
for(int y = i; y < SzY-i; y++)
- if(grid[x][y] != Wall && grid[x][y] != Glenda)
- grid[x][y] = score1(Pt(x, y));
+ if(game.grid[x][y] != Wall && game.grid[x][y] != Glenda)
+ game.grid[x][y] = score1(Pt(x, y));
}
+/*
+ * finds the node with least score around the p
+ */
int
findmin(Point p)
{
@@ -288,28 +235,33 @@
for(int dir = NE; dir <= NW; dir++)
{
- next = checknext(dir, p);
+ next = checknext(game, dir, p);
if(next < min)
min = next;
}
return min;
}
+
+/*
+ * Makes a move for glenda
+ * only use in single player
+ */
void
-nextglenda(void)
+nextglenda(Game game)
{
int min = 999, next, dir, nextdir = 0, count = 0;
- Point p = findglenda();
+ Point p = findglenda(game);
if(networked)
return;
- calc();
- calc();
- calc();
+ calc(game);
+ calc(game);
+ calc(game);
for(dir = NE; dir <= NW; dir++)
{
- next = checknext(dir, p);
+ next = checknext(game, dir, p);
if(next < min)
{
min = next;
@@ -324,38 +276,47 @@
else
domove(nextdir);
- p = findglenda();
+ p = findglenda(game);
if(p.x == 0 || p.x == SzX-1 || p.y == 0 || p.y == SzY-1)
- state = Lost;
+ game.state = Lost;
}
+/*
+ * See if game is over
+ */
int
-checkstate(void)
+checkstate(Game game)
{
- Point p = findglenda();
+ Point p = findglenda(game);
- calc();
- calc();
- calc();
+ calc(game);
+ calc(game);
+ calc(game);
- if(findmin(p) > 100)
- state = Won;
+ if(findmin(game, p) > 100)
+ game.state = Won;
if(p.x == 0 || p.x == SzX-1 || p.y == 0 || p.y == SzY-1)
- state = Lost;
+ game.state = Lost;
- return state;
+ return game.state;
}
+/*
+ * Resets the game position
+ */
void
-restart(void)
+restart(Game game)
{
- turn = 0;
- memcpy(grid, ogrid, sizeof grid);
- state = Start;
+ game.turn = 0;
+ memcpy(game.grid, game.ogrid, sizeof(game.grid));
+ game.state = Start;
}
+/*
+ * Undos last move
+ */
void
-undo(void)
+undo(Game game)
{
int g[SzX][SzY];
@@ -366,7 +327,7 @@
turn -= 2;
/* swap grids */
- memcpy(g, grid, sizeof grid);
- memcpy(grid, pgrid, sizeof grid);
- memcpy(pgrid, g, sizeof grid);
+ memcpy(g, game.grid, sizeof g);
+ memcpy(game.grid, game.pgrid, sizeof g);
+ memcpy(game.pgrid, g, sizeof g);
}
--- a/engine.h
+++ b/engine.h
@@ -46,24 +46,28 @@
Ok,
};
-/* engine.c */
-extern int difficulty;
-extern int state;
-extern int turn;
-extern int ptype[2]; /* Human or Computer? */
-extern int grid[SzX][SzY];
-extern int pgrid[SzX][SzY]; /* for undo */
-extern int ogrid[SzX][SzY]; /* so we can restart levels */
+typedef struct Game
+{
+ /* engine.c */
+ int difficulty;
+ int state;
+ int turn;
+ int ptype[2]; /* Human or Computer? */
+
+ int grid[SzX][SzY];
+ int pgrid[SzX][SzY]; /* for undo */
+ int ogrid[SzX][SzY]; /* so we can restart levels */
+
+ /* net.c */
+ /* we maybe be able to merge all this into one bit-array */
+ int waitbit; /* 0 is go, 1 is wait */
+ int networked; /* 0 is local, 1 is networked */
+ int pside; /* Trapper, Glenda */
+}Game;
/* client code */
-extern int debug;
-
-/* net.c */
-/* we maybe be able to merge all this into one bit-array */
-extern int waitbit; /* 0 is go, 1 is wait */
-extern int networked; /* 0 is local, 1 is networked */
-extern int pside; /* Trapper, Glenda */
+int debug;
void initlevel(void);
Point movedir(int dir, Point p);