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@ -10,19 +10,20 @@ using std::deque;
using std::string;
using std::array;
using std::vector;
using std::min;
using std::cin;
using std::cout;
enum tile {fr = 0, p1 = 1, p2 = 2, tie = 3};
enum tile {empty = 0, p1 = 1, p2 = 2, tie = 3};
tile act(int t) { return (t % 2) ? p2 : p1; }
tile pas(int t) { return (t % 2) ? p1 : p2; }
#define point(pos) {(float)pos.x, (float)pos.y}
Color col(int t) { return act(t) == p2 ? BLUE : RED; }
#define FPS 15
#define SCREEN 800
#define LINE_W 2
// Images
#define IMG_COUNT 2
array<Texture2D, IMG_COUNT> textures;
void prepareTextures() {
@ -34,7 +35,8 @@ void prepareTextures() {
}
}
void renderImage(tile t, Rectangle dst, Color color = WHITE) {
if(t == fr || t == tie) return;
if(t == empty || t == tie)
return;
Texture tex = textures[t-1];
Rectangle src = {0, 0, (float)tex.width, (float)tex.height};
DrawTexturePro(textures[t-1], src, dst, {0,0}, 0, color);
@ -49,105 +51,145 @@ struct pos {
pos operator/(int a) {return {x/a, y/a};};
pos operator%(int a) {return {x%a, y%a};};
pos normalize() {
if(x >= 3) x = 2;
else if(x < 0) x = 0;
if(y >= 3) y = 2;
else if(y < 0) y = 0;
return *this;
}
int to_int() { return 3*y + x; }
deque<int> to_deque(int depth, int screenSize) {
deque<int> r = {};
pos pp = pos(x,y);
int pwr = 1;
for(int i = 1; i <= depth; i++) {
pwr *= 3;
pos ppos = (pp/(screenSize/pwr));
if(ppos.x > 2 || ppos.y > 2) return {};
if(pp.x > screenSize || pp.y > screenSize)
return {};
for(int i = 0; i < depth; ++i) {
screenSize /= 3;
pos ppos = pp/screenSize;
r.push_back(ppos.to_int());
pp = pp%(screenSize/pwr);
pp = pp%screenSize;
}
return r;
}
};
deque<int> to_deque(Vector2 v, int depth, int size) {
deque<int> r = {};
int x = v.x, y = v.y;
if(x >= size || y >= size || x < 0 || y < 0)
return {};
for(int i = 0; i < depth; ++i) {
size /= 3;
r.push_back(3*(y/size) + x/size);
x %= size;
y %= size;
}
return r;
}
#define OKAY -1
#define CHANGE -2
struct Block {
tile t = fr;
bool leaf = false;
Rectangle target;
class Block {
tile t = empty;
Rectangle place;
int depth;
array<Block*, 9> sons;
public:
Block() {}
Block(int depth, Rectangle trg) {
target = trg;
Block(int _depth, Rectangle trg) {
place = trg;
int x = trg.x, y = trg.y, w = trg.width, h = trg.height;
if(depth == 0) leaf = true;
else
depth = _depth;
if(depth > 0)
for(int i = 0; i < 9; i++)
sons[i] = new Block(depth-1,
{float(int(x + w/3 * (i%3))), float(int(y + h/3 * (i/3))), float(int(w/3)), float(int(h/3))});
sons[i] = new Block( depth-1, get_son_rectangle(i) );
}
Rectangle get_son_rectangle(int son) {
return {
float(int(place.x + place.width/3 * (son%3))),
float(int(place.y + place.height/3 * int(son/3))),
float(int(place.width/3)),
float(int(place.height/3))
};
}
int change(tile pl) {
t = pl;
if(pl == fr)
if(pl == empty)
return OKAY;
return CHANGE;
}
bool playable(deque<int> v) {
if(leaf && t == fr) return true;
if(t != fr || v.size() == 0) return false;
if(depth == 0 && t == empty)
return true;
if(t != empty || v.size() == 0)
return false;
int son = v.front();
v.pop_front();
return sons[son]->playable(v);
}
int play(deque<int> v, tile pl) {
if(t != fr) return v.size();
if(leaf) return change(pl);
if(v.size() == 0) return OKAY;
if(t != empty)
return v.size();
if(depth == 0)
return change(pl);
if(v.size() == 0)
return OKAY;
int son = v.front();
v.erase(v.begin());
int rv = sons[son]->play(v, pl);
if(rv == CHANGE) return change(check_win());
if(rv == CHANGE)
return change(check_win());
return rv;
}
bool check_tie() {
bool is_tie = true;
for(Block* s : sons)
if(s->t == empty)
is_tie = false;
return is_tie;
}
tile check_win() {
tile d1 = sons[0]->t, d2 = sons[2]->t;
for(int k = 0; k < 3; k++) {
tile row = sons[k*3]->t, col = sons[k%3]->t;
for(int i = 0; i < 3; i++) {
if(sons[k*3 + i]->t != row) row = fr;
if(sons[k%3 + i*3]->t != col) col = fr;
if(sons[k*3 + i]->t != row)
row = empty;
if(sons[k%3 + i*3]->t != col)
col = empty;
}
if(row != fr) return row;
if(col != fr) return col;
if(sons[k*4]->t != sons[0]->t) d1 = fr;
if(sons[(k+1)*2]->t != sons[2]->t) d2 = fr;
if(row != empty)
return row;
if(col != empty)
return col;
if(sons[k*4]->t != sons[0]->t)
d1 = empty;
if(sons[(k+1)*2]->t != sons[2]->t)
d2 = empty;
}
if(d1 != fr) return d1;
if(d2 != fr) return d2;
if(d1 != empty)
return d1;
if(d2 != empty)
return d2;
bool is_tie = true;
for(Block* s : sons)
if(s->t == fr) is_tie = false;
if(is_tie) return tie;
if(check_tie())
return tie;
return fr;
return empty;
}
void render(int depth) {
if(!leaf) DrawRectangleLinesEx(target, depth, BLACK);
renderImage(t, target);
if(leaf || (t != fr && t != tie)) return;
void render() {
if(depth > 0)
DrawRectangleLinesEx(place, depth, BLACK);
renderImage(t, place);
if(depth == 0 || (t != empty && t != tie))
return;
for(int i = 0; i < 9; i++)
sons[i]->render(depth-1);
sons[i]->render();
}
Rectangle getRect(deque<int> v) {
if(v.size() == 0) return target;
if(v.size() == 0)
return place;
else {
int index = v.front();
v.pop_front();
@ -155,26 +197,25 @@ struct Block {
}
}
void updateRect(Rectangle trg) {
target = trg;
int x = trg.x, y = trg.y, w = trg.width, h = trg.height;
if(leaf) return;
place = trg;
int x = trg.x, y = trg.y,
w = trg.width, h = trg.height;
if(depth == 0)
return;
for(int i = 0; i < 9; i++)
sons[i]->updateRect({
float(int(x + w/3 * (i%3))),
float(int(y + h/3 * (i/3))),
float(int(w/3)),
float(int(h/3))
});
sons[i]->updateRect(get_son_rectangle(i));
}
void save(vector<tile> *r) {
if(leaf) r->push_back(t);
else
if(depth == 0)
r->push_back(t);
else // TODO save?
for(Block* son : sons)
son->save(r);
}
void load_state(vector<tile> state, int pos) {
if(leaf) t = state[pos];
if(depth == 0)
t = state[pos];
else {
for(int i = 0; i < 9; i++)
sons[i]->load_state(state, pos*9+i);
@ -182,18 +223,22 @@ struct Block {
}
}
void undo(deque<int> &prev) {
// TODO
// TODall: $(PAGES) ...O
}
};
void save_state(Block* root, int depth, int time, deque<int> &turn) {
vector<tile> state = {};
root->save(&state);
string filename; std::cin >> filename;
std::ofstream outfile("saves/" + filename);
outfile << depth << "\n" << time << "\n" << turn.size() << "\n";
for(int play : turn)
outfile << play << std::endl;
for(tile t : state)
outfile << int(t) << std::endl;
}
@ -240,13 +285,15 @@ void undo(Block *root, deque<int> &prev, Rectangle &dst, int &time) {
bool valid(Block* root, Rectangle &dst, deque<int> &turn) {
return CheckCollisionRecs(root->getRect(turn), dst) && root->playable(turn);
}
void render_all(Block* root, int time, Rectangle dst, int depth, deque<int> highlight = {}) {
void render_all(Block* root, int time, Rectangle dst, deque<int> highlight = {}) {
BeginDrawing();
ClearBackground(RAYWHITE);
root->render(depth);
root->render();
if(valid(root, dst, highlight))
renderImage(act(time), root->getRect(highlight), BLACK);
DrawRectangleLinesEx(dst, 3*LINE_W, act(time+1) == p2 ? BLUE : RED);
DrawRectangleLinesEx(dst, 3*LINE_W, col(time+1));
EndDrawing();
}
void prepareScreen(Block* root, int time, Rectangle dst, int depth) {
@ -254,7 +301,7 @@ void prepareScreen(Block* root, int time, Rectangle dst, int depth) {
InitWindow(SCREEN, SCREEN, "Rekurze");
SetTargetFPS(FPS);
prepareTextures();
render_all(root, time, dst, depth);
render_all(root, time, dst);
}
@ -267,44 +314,55 @@ int main(int argc, char** argv) {
if(argc <= 1) {
cin >> depth;
root = new Block(depth, {0, 0, SCREEN, SCREEN});
root = new Block(depth, {0, 0, (float)screenSize, (float)screenSize});
}
else load_state(&root, turn, depth, time, argv[1]);
else
load_state(&root, turn, depth, time, argv[1]);
Rectangle dst = root->getRect(turn);
prepareScreen(root, time, dst, depth);
bool end = false;
deque<int> pturn = {};
while(!WindowShouldClose()) {
// Update screen size
screenSize = min(GetScreenWidth(), GetScreenHeight());
root->updateRect({0, 0, (float)screenSize, (float)screenSize});
screenSize = std::min(GetScreenWidth(), GetScreenHeight());
int size = 1;
while(size <= screenSize)
size *= 3;
screenSize = size/3;
float start_x = ((float)GetScreenWidth()-screenSize)/2;
float start_y = ((float)GetScreenHeight()-screenSize)/2;
root->updateRect({start_x, start_y, (float)screenSize, (float)screenSize});
dst = root->getRect(pturn);
// Move
Vector2 touch = GetMousePosition();
turn = pos(touch).to_deque(depth, screenSize);
turn = to_deque({touch.x - start_x, touch.y - start_y}, depth, screenSize);
if(IsMouseButtonPressed(0) && CheckCollisionPointRec(touch, dst) && valid(root, dst, turn)) {
int rval = root->play(turn, act(time));
if(rval == CHANGE) end = true;
else if(rval == OKAY) {
update(time, turn, root, dst);
pturn = turn;
switch(root->play(turn, act(time))) {
case CHANGE:
end = true;
break;
case OKAY:
update(time, turn, root, dst);
pturn = turn;
break;
}
}
// Key presses
if(IsKeyPressed(KEY_X)) save_state(root, depth, time, turn), end = true;
else if(IsKeyPressed(KEY_Z)); //TODO undo
else if(IsKeyPressed(KEY_P)) TakeScreenshot("screenshot.png");
if(IsKeyPressed(KEY_X))
save_state(root, depth, time, turn), end = true;
else if(IsKeyPressed(KEY_Z)) {} //TODO undo
// Rendering
render_all(root, time, dst, depth, turn);
render_all(root, time, dst, turn);
if(end) break;
if(end)
break;
}
WaitTime(10);