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@ -10,19 +10,20 @@ using std::deque;
using std::string; using std::string;
using std::array; using std::array;
using std::vector; using std::vector;
using std::min;
using std::cin; using std::cin;
using std::cout; 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 act(int t) { return (t % 2) ? p2 : p1; }
tile pas(int t) { return (t % 2) ? p1 : p2; } 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 FPS 15
#define SCREEN 800 #define SCREEN 800
#define LINE_W 2 #define LINE_W 2
// Images
#define IMG_COUNT 2 #define IMG_COUNT 2
array<Texture2D, IMG_COUNT> textures; array<Texture2D, IMG_COUNT> textures;
void prepareTextures() { void prepareTextures() {
@ -34,7 +35,8 @@ void prepareTextures() {
} }
} }
void renderImage(tile t, Rectangle dst, Color color = WHITE) { 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]; Texture tex = textures[t-1];
Rectangle src = {0, 0, (float)tex.width, (float)tex.height}; Rectangle src = {0, 0, (float)tex.width, (float)tex.height};
DrawTexturePro(textures[t-1], src, dst, {0,0}, 0, color); 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 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; } int to_int() { return 3*y + x; }
deque<int> to_deque(int depth, int screenSize) { deque<int> to_deque(int depth, int screenSize) {
deque<int> r = {}; deque<int> r = {};
pos pp = pos(x,y); pos pp = pos(x,y);
int pwr = 1; if(pp.x > screenSize || pp.y > screenSize)
for(int i = 1; i <= depth; i++) { return {};
pwr *= 3;
pos ppos = (pp/(screenSize/pwr)); for(int i = 0; i < depth; ++i) {
if(ppos.x > 2 || ppos.y > 2) return {}; screenSize /= 3;
pos ppos = pp/screenSize;
r.push_back(ppos.to_int()); r.push_back(ppos.to_int());
pp = pp%(screenSize/pwr); pp = pp%screenSize;
} }
return r; 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 OKAY -1
#define CHANGE -2 #define CHANGE -2
struct Block { class Block {
tile t = fr; tile t = empty;
bool leaf = false; Rectangle place;
Rectangle target; int depth;
array<Block*, 9> sons; array<Block*, 9> sons;
public:
Block() {} Block() {}
Block(int depth, Rectangle trg) { Block(int _depth, Rectangle trg) {
target = trg; place = trg;
int x = trg.x, y = trg.y, w = trg.width, h = trg.height; int x = trg.x, y = trg.y, w = trg.width, h = trg.height;
if(depth == 0) leaf = true; depth = _depth;
else if(depth > 0)
for(int i = 0; i < 9; i++) for(int i = 0; i < 9; i++)
sons[i] = new Block(depth-1, sons[i] = new Block( depth-1, get_son_rectangle(i) );
{float(int(x + w/3 * (i%3))), float(int(y + h/3 * (i/3))), float(int(w/3)), float(int(h/3))}); }
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) { int change(tile pl) {
t = pl; t = pl;
if(pl == fr) if(pl == empty)
return OKAY; return OKAY;
return CHANGE; return CHANGE;
} }
bool playable(deque<int> v) { bool playable(deque<int> v) {
if(leaf && t == fr) return true; if(depth == 0 && t == empty)
if(t != fr || v.size() == 0) return false; return true;
if(t != empty || v.size() == 0)
return false;
int son = v.front(); int son = v.front();
v.pop_front(); v.pop_front();
return sons[son]->playable(v); return sons[son]->playable(v);
} }
int play(deque<int> v, tile pl) { int play(deque<int> v, tile pl) {
if(t != fr) return v.size(); if(t != empty)
if(leaf) return change(pl); return v.size();
if(v.size() == 0) return OKAY; if(depth == 0)
return change(pl);
if(v.size() == 0)
return OKAY;
int son = v.front(); int son = v.front();
v.erase(v.begin()); v.erase(v.begin());
int rv = sons[son]->play(v, pl); int rv = sons[son]->play(v, pl);
if(rv == CHANGE) return change(check_win()); if(rv == CHANGE)
return change(check_win());
return rv; 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 check_win() {
tile d1 = sons[0]->t, d2 = sons[2]->t; tile d1 = sons[0]->t, d2 = sons[2]->t;
for(int k = 0; k < 3; k++) { for(int k = 0; k < 3; k++) {
tile row = sons[k*3]->t, col = sons[k%3]->t; tile row = sons[k*3]->t, col = sons[k%3]->t;
for(int i = 0; i < 3; i++) { for(int i = 0; i < 3; i++) {
if(sons[k*3 + i]->t != row) row = fr; if(sons[k*3 + i]->t != row)
if(sons[k%3 + i*3]->t != col) col = fr; row = empty;
if(sons[k%3 + i*3]->t != col)
col = empty;
} }
if(row != fr) return row; if(row != empty)
if(col != fr) return col; return row;
if(sons[k*4]->t != sons[0]->t) d1 = fr; if(col != empty)
if(sons[(k+1)*2]->t != sons[2]->t) d2 = fr; 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(d1 != empty)
if(d2 != fr) return d2; return d1;
if(d2 != empty)
return d2;
bool is_tie = true; if(check_tie())
for(Block* s : sons) return tie;
if(s->t == fr) is_tie = false;
if(is_tie) return tie;
return fr; return empty;
} }
void render(int depth) { void render() {
if(!leaf) DrawRectangleLinesEx(target, depth, BLACK); if(depth > 0)
renderImage(t, target); DrawRectangleLinesEx(place, depth, BLACK);
if(leaf || (t != fr && t != tie)) return; renderImage(t, place);
if(depth == 0 || (t != empty && t != tie))
return;
for(int i = 0; i < 9; i++) for(int i = 0; i < 9; i++)
sons[i]->render(depth-1); sons[i]->render();
} }
Rectangle getRect(deque<int> v) { Rectangle getRect(deque<int> v) {
if(v.size() == 0) return target; if(v.size() == 0)
return place;
else { else {
int index = v.front(); int index = v.front();
v.pop_front(); v.pop_front();
@ -155,26 +197,25 @@ struct Block {
} }
} }
void updateRect(Rectangle trg) { void updateRect(Rectangle trg) {
target = trg; place = trg;
int x = trg.x, y = trg.y, w = trg.width, h = trg.height; int x = trg.x, y = trg.y,
if(leaf) return; w = trg.width, h = trg.height;
for(int i = 0; i < 9; i++) if(depth == 0)
sons[i]->updateRect({ return;
float(int(x + w/3 * (i%3))), for(int i = 0; i < 9; i++)
float(int(y + h/3 * (i/3))), sons[i]->updateRect(get_son_rectangle(i));
float(int(w/3)),
float(int(h/3))
});
} }
void save(vector<tile> *r) { void save(vector<tile> *r) {
if(leaf) r->push_back(t); if(depth == 0)
else r->push_back(t);
else // TODO save?
for(Block* son : sons) for(Block* son : sons)
son->save(r); son->save(r);
} }
void load_state(vector<tile> state, int pos) { void load_state(vector<tile> state, int pos) {
if(leaf) t = state[pos]; if(depth == 0)
t = state[pos];
else { else {
for(int i = 0; i < 9; i++) for(int i = 0; i < 9; i++)
sons[i]->load_state(state, pos*9+i); sons[i]->load_state(state, pos*9+i);
@ -182,19 +223,23 @@ struct Block {
} }
} }
void undo(deque<int> &prev) { void undo(deque<int> &prev) {
// TODO // TODall: $(PAGES) ...O
} }
}; };
void save_state(Block* root, int depth, int time, deque<int> &turn) { void save_state(Block* root, int depth, int time, deque<int> &turn) {
vector<tile> state = {}; vector<tile> state = {};
root->save(&state); root->save(&state);
string filename; std::cin >> filename; string filename; std::cin >> filename;
std::ofstream outfile("saves/" + filename); std::ofstream outfile("saves/" + filename);
outfile << depth << "\n" << time << "\n" << turn.size() << "\n"; outfile << depth << "\n" << time << "\n" << turn.size() << "\n";
for(int play : turn) for(int play : turn)
outfile << play << std::endl; outfile << play << std::endl;
for(tile t : state)
for(tile t : state)
outfile << int(t) << std::endl; outfile << int(t) << std::endl;
} }
void load_state(Block** root, deque<int> &turn, int &depth, int &time, char* argv) { void load_state(Block** root, deque<int> &turn, int &depth, int &time, char* argv) {
@ -227,7 +272,7 @@ void update(int &time, deque<int> &turn, Block* root, Rectangle &dst) {
time++; time++;
turn.erase(turn.begin()); turn.erase(turn.begin());
int rval_2 = root->play(turn, pas(time)); int rval_2 = root->play(turn, pas(time));
for(int i = 0; i <= rval_2; i++) for(int i = 0; i <= rval_2; i++)
turn.pop_back(); turn.pop_back();
dst = root->getRect(turn); dst = root->getRect(turn);
} }
@ -240,13 +285,15 @@ void undo(Block *root, deque<int> &prev, Rectangle &dst, int &time) {
bool valid(Block* root, Rectangle &dst, deque<int> &turn) { bool valid(Block* root, Rectangle &dst, deque<int> &turn) {
return CheckCollisionRecs(root->getRect(turn), dst) && root->playable(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(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
root->render(depth);
root->render();
if(valid(root, dst, highlight)) if(valid(root, dst, highlight))
renderImage(act(time), root->getRect(highlight), BLACK); 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(); EndDrawing();
} }
void prepareScreen(Block* root, int time, Rectangle dst, int depth) { 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"); InitWindow(SCREEN, SCREEN, "Rekurze");
SetTargetFPS(FPS); SetTargetFPS(FPS);
prepareTextures(); 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) { if(argc <= 1) {
cin >> depth; 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); Rectangle dst = root->getRect(turn);
prepareScreen(root, time, dst, depth); prepareScreen(root, time, dst, depth);
bool end = false; bool end = false;
deque<int> pturn = {}; deque<int> pturn = {};
while(!WindowShouldClose()) { while(!WindowShouldClose()) {
// Update screen size // Update screen size
screenSize = min(GetScreenWidth(), GetScreenHeight()); screenSize = std::min(GetScreenWidth(), GetScreenHeight());
root->updateRect({0, 0, (float)screenSize, (float)screenSize}); 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); dst = root->getRect(pturn);
// Move // Move
Vector2 touch = GetMousePosition(); 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)) { if(IsMouseButtonPressed(0) && CheckCollisionPointRec(touch, dst) && valid(root, dst, turn)) {
int rval = root->play(turn, act(time)); switch(root->play(turn, act(time))) {
if(rval == CHANGE) end = true; case CHANGE:
else if(rval == OKAY) { end = true;
update(time, turn, root, dst); break;
pturn = turn; case OKAY:
update(time, turn, root, dst);
pturn = turn;
break;
} }
} }
// Key presses // Key presses
if(IsKeyPressed(KEY_X)) save_state(root, depth, time, turn), end = true; if(IsKeyPressed(KEY_X))
else if(IsKeyPressed(KEY_Z)); //TODO undo save_state(root, depth, time, turn), end = true;
else if(IsKeyPressed(KEY_P)) TakeScreenshot("screenshot.png"); else if(IsKeyPressed(KEY_Z)) {} //TODO undo
// Rendering // Rendering
render_all(root, time, dst, depth, turn); render_all(root, time, dst, turn);
if(end) break; if(end)
break;
} }
WaitTime(10); WaitTime(10);