X-Git-Url: http://git.draconx.ca/gitweb/rrace.git/blobdiff_plain/48cf657b615567153e5ed786b6034f9b46733f9a..bb0ef256f417d9847b157c0a204a634d65c98a4b:/src/game.c diff --git a/src/game.c b/src/game.c index 999d526..ab70478 100644 --- a/src/game.c +++ b/src/game.c @@ -1,6 +1,6 @@ /* * Slide puzzle core game logic - * Copyright © 2022 Nick Bowler + * Copyright © 2022-2023 Nick Bowler * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by @@ -23,8 +23,8 @@ #include #include #include +#include #include -#include #include "game.h" #define B64(x) ((x) & 0xffffffffffffffff) @@ -119,6 +119,12 @@ void game_reseed(unsigned long long seed) rng_state[3] = splitmix64(&seed); } +#define assign_tile(planes, tile, bit) do { \ + 0[planes] |= (((tile)>>0) & 1ul) << (bit); \ + 1[planes] |= (((tile)>>1) & 1ul) << (bit); \ + 2[planes] |= (((tile)>>2) & 1ul) << (bit); \ +} while (0) + void game_reset(struct board *board) { unsigned char tiles[25]; @@ -127,8 +133,19 @@ void game_reset(struct board *board) if (!rng_is_seeded()) { unsigned long long seed; - seed = time(NULL); - seed += gethrxtime(); + /* + * Try to get a reasonable initial seed. + * + * Reasonable in this context means: + * + * - roughly even distribution of 1/0 bits, and + * - unlikely to generate the same seed twice in succession. + */ + game_begin(board); + + seed = time(NULL); + seed += board->time_start; + seed += (unsigned long long)getpid() << 16; seed += seed << 32; game_reseed(seed); @@ -141,33 +158,55 @@ void game_reset(struct board *board) shuffle(tiles, 24); memset(board->goal, 0, sizeof board->goal); - for (i = 0; i < 9; i++) { - uint_fast32_t position = board_position(i/3+1, i%3+1) >> 6; - - if (tiles[i] & 1) board->goal[0] |= position; - if (tiles[i] & 2) board->goal[1] |= position; - if (tiles[i] & 4) board->goal[2] |= position; + /* + * Goal bitmap has 2-tile "gaps" between rows; it doesn't matter what + * these are set to and since we have a random permutation it doesn't + * matter which of the 24 nonempty tiles we pick for the actual goal. + */ + for (i = 0; i < 13; i++) { + assign_tile(board->goal, tiles[i], i); } tiles[24] = TILE_EMPTY; shuffle(tiles, 25); - memset(board->game, 0, sizeof board->game); + for (i = 0; i < 25; i++) { - unsigned x = i/5, y = i%5; - uint_fast32_t position; - - position = board_position(x, y); - if (tiles[i] != TILE_EMPTY) { - if (tiles[i] & 1) board->game[0] |= position; - if (tiles[i] & 2) board->game[1] |= position; - if (tiles[i] & 4) board->game[2] |= position; - } else { - board->game[3] = ~position; - board->x = x; - board->y = y; + assign_tile(board->game, tiles[i], i); + + if (tiles[i] == TILE_EMPTY) { + board->game[3] = (1ul<x = i%5; + board->y = i/5; } } + +/* Uncomment to make every game stupidly easy -- winnable in 1 move */ +#if 0 + /* Force empty space to the border */ + if (board_position(board->x, board->y) & GOAL_MASK) { + switch (rng_uniform_int(4)) { + case 0: game_do_move(board, board->x, 0); break; + case 1: game_do_move(board, board->x, 4); break; + case 2: game_do_move(board, 0, board->y); break; + case 3: game_do_move(board, 4, board->y); break; + } + } + + /* Force goal to match the current board */ + for (i = 0; i < 3; i++) { + board->goal[i] = (board->game[i] & GOAL_MASK) >> GOAL_SHIFT; + } + + /* Move empty space back to the centre */ + if (board->x == 0 || board->x == 4) { + game_do_move(board, 1+rng_uniform_int(3), board->y); + } + + if (board->y == 0 || board->y == 4) { + game_do_move(board, board->x, 1+rng_uniform_int(3)); + } +#endif } uint_fast32_t game_do_move(struct board *board, int x, int y) @@ -209,23 +248,13 @@ uint_fast32_t game_check_goal(struct board *board) int i; for (i = 0; i < 3; i++) - mask |= goal[i] ^ (game[i] >> GOAL_SHIFT); - return (mask << GOAL_SHIFT) & GOAL_MASK; -} - -void game_begin(struct board *board) -{ - board->time_start = gethrxtime(); -} - -static int_fast32_t elapsed(struct board *board) -{ - return (gethrxtime() - board->time_start) / 1000000; + mask |= game[i] ^ ((0ul+goal[i]) << GOAL_SHIFT); + return mask & GOAL_MASK; } int_fast32_t game_finish(struct board *board) { - int_fast32_t t = elapsed(board); + int_fast32_t t = game_elapsed(board); int i; for (i = 0; i < 4; i++) {