Rewrite juggle to just create a second set of players in juggled order.

The previous too-cute algorithm failed when any player wasn't moving.
This commit is contained in:
ehouse 2006-06-24 01:20:44 +00:00
parent 6870178490
commit 6ecbf11ad6

View file

@ -57,6 +57,9 @@ static void adjustAllRows( NewGameCtx* ngc, XP_Bool force );
static void adjustOneRow( NewGameCtx* ngc, XP_U16 player, XP_Bool force );
static void setRoleStrings( NewGameCtx* ngc );
static void considerEnableJuggle( NewGameCtx* ngc );
static void storePlayer( NewGameCtx* ngc, XP_U16 player, LocalPlayer* lp );
static void loadPlayer( NewGameCtx* ngc, XP_U16 player,
const LocalPlayer* lp );
NewGameCtx*
newg_make( MPFORMAL XP_Bool isNewGame,
@ -112,20 +115,7 @@ newg_load( NewGameCtx* ngc, const CurGameInfo* gi )
considerEnableJuggle( ngc );
for ( i = 0; i < MAX_NUM_PLAYERS; ++i ) {
#ifndef XWFEATURE_STANDALONE_ONLY
value.ng_bool = !gi->players[i].isLocal;
(*ngc->setColProc)(closure, i, NG_COL_REMOTE, value );
#endif
value.ng_cp = gi->players[i].name;
(*ngc->setColProc)(closure, i, NG_COL_NAME, value );
value.ng_cp = gi->players[i].password;
(*ngc->setColProc)(closure, i, NG_COL_PASSWD, value );
value.ng_bool = gi->players[i].isRobot;
(*ngc->setColProc)(closure, i, NG_COL_ROBOT, value );
loadPlayer( ngc, i, &gi->players[i] );
}
adjustAllRows( ngc, XP_TRUE );
@ -135,30 +125,30 @@ typedef struct NGCopyClosure {
XP_U16 player;
NewGameColumn col;
NewGameCtx* ngc;
CurGameInfo* gi;
LocalPlayer* lp;
} NGCopyClosure;
static void
cpToGI( NGValue value, const void* cbClosure )
cpToLP( NGValue value, const void* cbClosure )
{
NGCopyClosure* cpcl = (NGCopyClosure*)cbClosure;
LocalPlayer* pl = &cpcl->gi->players[cpcl->player];
LocalPlayer* lp = cpcl->lp;
XP_UCHAR** strAddr = NULL;
switch ( cpcl->col ) {
#ifndef XWFEATURE_STANDALONE_ONLY
case NG_COL_REMOTE:
pl->isLocal = !value.ng_bool;
lp->isLocal = !value.ng_bool;
break;
#endif
case NG_COL_NAME:
strAddr = &pl->name;
strAddr = &lp->name;
break;
case NG_COL_PASSWD:
strAddr = &pl->password;
strAddr = &lp->password;
break;
case NG_COL_ROBOT:
pl->isRobot = value.ng_bool;
lp->isRobot = value.ng_bool;
break;
}
@ -166,29 +156,20 @@ cpToGI( NGValue value, const void* cbClosure )
replaceStringIfDifferent( MPPARM(cpcl->ngc->mpool) strAddr,
value.ng_cp );
}
} /* cpToGI */
} /* cpToLP */
void
newg_store( NewGameCtx* ngc, CurGameInfo* gi )
{
void* closure = ngc->closure;
NGCopyClosure cpcl;
cpcl.ngc = ngc;
cpcl.gi = gi;
XP_U16 player;
gi->nPlayers = ngc->nPlayers;
#ifndef XWFEATURE_STANDALONE_ONLY
gi->serverRole = ngc->role;
#endif
for ( cpcl.player = 0;
cpcl.player < (sizeof(gi->players)/sizeof(gi->players[0]));
++cpcl.player ) {
for ( cpcl.col = 0; cpcl.col < NG_NUM_COLS; ++cpcl.col ) {
(*ngc->getColProc)( closure, cpcl.player, cpcl.col,
cpToGI, &cpcl );
}
for ( player = 0; player < MAX_NUM_PLAYERS; ++player ) {
storePlayer( ngc, player, &gi->players[player] );
}
} /* newg_store */
@ -206,7 +187,6 @@ newg_colChanged( NewGameCtx* ngc, XP_U16 player, NewGameColumn col,
void
newg_attrChanged( NewGameCtx* ngc, NewGameAttr attr, NGValue value )
{
XP_LOGF( "%s(%d)", __FUNCTION__ );
if ( attr == NG_ATTR_NPLAYERS ) {
ngc->nPlayers = value.ng_u16;
considerEnableJuggle( ngc );
@ -245,71 +225,42 @@ deepCopy( NGValue value, const void* closure )
}
}
static void
deepFree( DeepValue* dvp )
{
if ( dvp->col == NG_COL_NAME || dvp->col == NG_COL_PASSWD ) {
XP_FREE( dvp->mpool, (void*)dvp->value.ng_cp );
}
}
static void
copyFromTo( NewGameCtx* ngc, XP_U16 srcPlayer, XP_U16 destPlayer )
{
DeepValue dValue;
void* closure = ngc->closure;
MPASSIGN(dValue.mpool, ngc->mpool);
for ( dValue.col = 0; dValue.col < NG_NUM_COLS; ++dValue.col ) {
(*ngc->getColProc)( closure, srcPlayer, dValue.col, deepCopy, &dValue );
(*ngc->setColProc)( closure, destPlayer, dValue.col, dValue.value );
deepFree( &dValue );
}
} /* copyFromTo */
void
newg_juggle( NewGameCtx* ngc )
{
XP_U16 nPlayers = ngc->nPlayers;
/* NewGameColumn strCols[] = { NG_COL_NAME, NG_COL_PASSWD }; */
LOG_FUNC();
if ( nPlayers > 1 ) {
LocalPlayer tmpPlayers[MAX_NUM_PLAYERS];
XP_U16 pos[MAX_NUM_PLAYERS];
void* closure = ngc->closure;
DeepValue tmpValues[NG_NUM_COLS];
XP_U16 cur;
NewGameColumn col;
XP_U16 player;
/* Get a randomly juggled array of numbers 0..nPlayers-1. Then the number
at pos[n] inicates where the entry currently at n should be. The first
must be copied into tmp, after which each can be moved in sequence
before tmp is copied into the last empty slot. */
at pos[n] inicates where the entry currently at n should be. */
randIntArray( pos, nPlayers );
XP_LOGF( "%s: saving off player %d as tmp", __FUNCTION__, pos[0] );
for ( col = 0; col < NG_NUM_COLS; ++col ) {
tmpValues[col].col = col;
MPASSIGN( tmpValues[col].mpool, ngc->mpool );
(*ngc->getColProc)(closure, pos[0], col, deepCopy, &tmpValues[col] );
/* Deep-copy off to tmp storage. But skip lines that won't be
moved in the juggle. */
XP_MEMSET( &tmpPlayers, 0, sizeof(tmpPlayers) );
for ( player = 0; player < nPlayers; ++player ) {
if ( player != pos[player] ) {
storePlayer( ngc, player, &tmpPlayers[player] );
}
}
for ( cur = 0; ++cur < nPlayers; ) {
XP_LOGF( "%s: copying player %d to player %d", __FUNCTION__,
pos[cur], pos[cur-1] );
copyFromTo( ngc, pos[cur], pos[cur-1] );
adjustOneRow( ngc, pos[cur-1], XP_FALSE );
for ( player = 0; player < nPlayers; ++player ) {
if ( player != pos[player] ) {
LocalPlayer* lp = &tmpPlayers[player];
loadPlayer( ngc, pos[player], lp );
if ( !!lp->name ) {
XP_FREE( ngc->mpool, lp->name );
}
if ( !!lp->password ) {
XP_FREE( ngc->mpool, lp->password );
}
}
}
--cur;
XP_LOGF( "%s: writing tmp back to player %d", __FUNCTION__,
pos[cur] );
for ( col = 0; col < NG_NUM_COLS; ++col ) {
(*ngc->setColProc)(closure, pos[cur], col, tmpValues[col].value );
deepFree( &tmpValues[col] );
}
adjustOneRow( ngc, pos[cur], XP_FALSE );
}
} /* newg_juggle */
@ -439,6 +390,41 @@ considerEnableJuggle( NewGameCtx* ngc )
}
} /* considerEnableJuggle */
static void
storePlayer( NewGameCtx* ngc, XP_U16 player, LocalPlayer* lp )
{
void* closure = ngc->closure;
NGCopyClosure cpcl;
cpcl.player = player;
cpcl.ngc = ngc;
cpcl.lp = lp;
for ( cpcl.col = 0; cpcl.col < NG_NUM_COLS; ++cpcl.col ) {
(*ngc->getColProc)( closure, cpcl.player, cpcl.col,
cpToLP, &cpcl );
}
}
static void
loadPlayer( NewGameCtx* ngc, XP_U16 player, const LocalPlayer* lp )
{
NGValue value;
void* closure = ngc->closure;
#ifndef XWFEATURE_STANDALONE_ONLY
value.ng_bool = !lp->isLocal;
(*ngc->setColProc)(closure, player, NG_COL_REMOTE, value );
#endif
value.ng_cp = lp->name;
(*ngc->setColProc)(closure, player, NG_COL_NAME, value );
value.ng_cp = lp->password;
(*ngc->setColProc)(closure, player, NG_COL_PASSWD, value );
value.ng_bool = lp->isRobot;
(*ngc->setColProc)(closure, player, NG_COL_ROBOT, value );
}
#ifdef CPLUS
}
#endif