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Got occupied state properly updating

* Print board state
* Validate piece positions
* Ensure pieces don't overlap
* Added some test pieces
master
Macoy Madson 3 years ago
parent
commit
ad945acbc3
  1. 121
      src/Main.cake

121
src/Main.cake

@ -19,9 +19,9 @@
(define-constant DATA_DIR "data/")
(defmacro in-data-dir (path-in-data string)
(tokenize-push output
(static-string-combine DATA_DIR (token-splice path-in-data)))
(return true))
(tokenize-push output
(static-string-combine DATA_DIR (token-splice path-in-data)))
(return true))
;; Made for OnePlus 6T screen
(var g-window-width (const int) 1080)
@ -49,18 +49,20 @@
;;
(defstruct-local grid-vec2
X int
Y int)
X int
Y int)
(defstruct-local board-piece
grid-position grid-vec2 ;; Always from the top left
moving-position vec2 ;; Floating point for animation, smooth dragging
num-cells int
is-vertical bool
grid-position grid-vec2 ;; Always from the top left
moving-position vec2 ;; Floating point for animation, smooth dragging
num-cells int ;; If 0, piece is empty
is-vertical bool
is-wall bool
is-primary-piece bool
exists bool ;; Empty slots in the array will have this as false
is-wall bool
is-primary-piece bool)
label char)
;; Pieces are stored separately, then their positions inform occupied state, which is used to check
;; movement constraints. null = empty cell. Pointers used to easily pick from tap/click
@ -80,27 +82,94 @@
(var (token-splice piece-pointer-name) (* board-piece)
(addr (at next-piece-index g-game-board-pieces)))
(incr next-piece-index) ;; In case expansions include (continue), we've already incremented
(when (path (token-splice piece-pointer-name) > exists)
(when (path (token-splice piece-pointer-name) > num-cells)
(token-splice-rest body tokens))))
(return true))
(defun-local print-board-piece (piece (* (const board-piece))))
(defun-local game-board-sync-occupied-state ()
(defun-local print-board-piece (piece (* (const board-piece)))
(printf "Piece %p
\n\tgrid-position %d %d
\n\tmoving-position %f %f
\n\tnum-cells %d
\n\tis-vertical %d
\n\tis-wall %d
\n\tis-primary-piece %d\n\n" piece
(field (path piece > grid-position) X) (field (path piece > grid-position) Y)
(field (path piece > moving-position) X) (field (path piece > moving-position) Y)
(path piece > num-cells)
(path piece > is-vertical)
(path piece > is-wall)
(path piece > is-primary-piece)))
(defun-local game-board-sync-occupied-state (&return bool)
;; Zero out to make overlap validation easy
(memset g-game-board-occupied-state 0 (array-size g-game-board-occupied-state))
(on-each-existing-board-piece
piece
(print-board-piece piece)
;; TODO: Determine occupied, error if pointer already set
))
(var num-cells int (path piece > num-cells))
(scope ;; Validate that piece does not go off board
(when (or (>= (vec-x (path piece > grid-position)) g-game-board-grid-size)
(< (vec-x (path piece > grid-position)) 0)
(>= (vec-y (path piece > grid-position)) g-game-board-grid-size)
(< (vec-y (path piece > grid-position)) 0))
(printf "Piece %p origin is off board! Must abort occupied state sync\n" piece)
(return false))
(if (path piece > is-vertical)
(block ;; Vertical
(when (> (+ num-cells (vec-y (path piece > grid-position))) g-game-board-grid-size)
(printf "Piece %p vertical is off board! Must abort occupied state sync\n" piece)
(return false)))
(block ;; Horizontal
(when (> (+ num-cells (vec-x (path piece > grid-position))) g-game-board-grid-size)
(printf "Piece %p horizontal is off board! Must abort occupied state sync\n" piece)
(return false)))))
(var cell-offset int 0)
(while (< cell-offset num-cells)
(var cell-to-set grid-vec2 (array 0))
(if (path piece > is-vertical)
(block ;; Vertical
(set (vec-x cell-to-set) (vec-x (path piece > grid-position)))
(set (vec-y cell-to-set) (+ cell-offset (vec-y (path piece > grid-position)))))
(block ;; Horizontal
(set (vec-x cell-to-set) (+ cell-offset (vec-x (path piece > grid-position))))
(set (vec-y cell-to-set) (vec-y (path piece > grid-position)))))
(var occupy-space-pointer (* (* board-piece))
(addr (at (vec-y cell-to-set) (vec-x cell-to-set) g-game-board-occupied-state)))
(when (deref occupy-space-pointer)
(printf "Piece %p overlapping %p at (%d, %d)! Aborting\n"
piece (deref occupy-space-pointer)
(vec-xy cell-to-set))
(return false))
(set (deref occupy-space-pointer) piece)
(incr cell-offset)))
(var row int 0)
(while (< row g-game-board-grid-size)
(var column int 0)
(while (< column g-game-board-grid-size)
(var piece-in-cell (* board-piece) (at row column g-game-board-occupied-state))
(if (and piece-in-cell (path piece-in-cell > num-cells))
(scope
(var label char (path piece-in-cell > label))
(printf "%c " (? label label '#')))
(printf ". "))
(incr column))
(printf "\n")
(incr row))
(return true))
;;
;; Helpers
;;
(defun-local sdl-intialize-2d-renderer (renderer-out (* (* SDL_Renderer)) window (* SDL_Window)
&return bool)
&return bool)
(var num-render-drivers int (SDL_GetNumRenderDrivers))
(unless num-render-drivers
(return false))
@ -187,6 +256,20 @@ Rush Hour database from Michael Fogleman.\n\n")
;; No need to hold on to surface after texture has been created
(SDL_FreeSurface background-surface)
(set (field (at 0 g-game-board-pieces) num-cells) 3)
(set (vec-x (field (at 0 g-game-board-pieces) grid-position)) 0)
(set (vec-y (field (at 0 g-game-board-pieces) grid-position)) 3)
(set (field (at 0 g-game-board-pieces) is-vertical) true)
(set (field (at 0 g-game-board-pieces) label) 'b')
(set (field (at 1 g-game-board-pieces) num-cells) 3)
(set (vec-x (field (at 1 g-game-board-pieces) grid-position)) 2)
(set (vec-y (field (at 1 g-game-board-pieces) grid-position)) 3)
(set (field (at 1 g-game-board-pieces) is-vertical) false)
(set (field (at 1 g-game-board-pieces) label) 'c')
(unless (game-board-sync-occupied-state)
(return 1))
;;
;; Game loop
;;

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