#include "Controller.h" Controller::Controller(Drawer& drawer) : drawer(drawer){}; void Controller::loadLayout(const wxString& path) { layout.openFile(path); gridSize = layout.getDimensions(); table = TLVec( gridSize.z, vector>(gridSize.x, vector(gridSize.y, EMPTY))); layout.readLayout(table); remaining = layout.getTilesNumber(); if (remaining == 144) { for (int i = 0; i < 34; i++) cardsCounter[i] = 4; for (int i = 34; i < TILE_IMAGES_N; i++) cardsCounter[i] = 1; } } TLVec& Controller::getTable() { return table; } void Controller::fill(bool solveable) { if (solveable) fillSolveableTable(); else fillRandom(); } void Controller::fillSolveableTable() { time_t start_time = time(NULL); std::list positions; int overall = gridSize.z * gridSize.x * gridSize.y; int pos = rand() % overall; int z, x, y; do { z = pos / (gridSize.x * gridSize.y); x = (pos / gridSize.y) % gridSize.x; y = pos % gridSize.y; } while (table[z][x][y] != FREE); positions.push_back({z, x, y}); int past_pos = 0; auto past_ptr = positions.begin(); while (!positions.empty()) { int id = genRandId(); if (id < 34) { past_pos = emplace_rand(id, positions, past_pos, past_ptr); past_pos = emplace_rand(id, positions, past_pos, past_ptr); cardsCounter[id]--; } else emplace_rand(id, positions, past_pos, past_ptr); } wxLogInfo( wxString::Format("Filling took %i seconds", start_time - time(NULL))); } int Controller::emplace_rand(int id, std::list positions, int past_pos, std::list::iterator past_ptr) { int d = rand() % positions.size() - past_pos; if (d > 0) for (int i = 0; i < d; i++) past_ptr++; else for (int i = 0; i > d; i--) past_ptr--; past_pos += d; table[past_ptr->z][past_ptr->x][past_ptr->y] = id; // if () // positions.push_back({}) /** * TODO: random move and positions adding */ return 0; } void Controller::free_table() { for (int z = 0; z < gridSize.z; z++) for (int x = 0; x < gridSize.x; x++) for (int y = 0; y < gridSize.y; y++) { CardT id = table[z][x][y]; if (id >= 0) { cardsCounter[id]++; table[z][x][y] = FREE; } } steps = decltype(steps)(); } void Controller::fillRandom() { srand(time(NULL)); wxLogDebug(wxString::Format("%i", remaining)); auto not_end = remaining; for (int z = 0; z < gridSize.z && not_end; z++) for (int x = 0; x < gridSize.x && not_end; x++) for (int y = 0; y < gridSize.y && not_end; y++) if (table[z][x][y] == FREE) { table[z][x][y] = genRandId(); not_end--; } } CardT Controller::genRandId() { CardT id; int w = 0; do { id = rand() % TILE_IMAGES_N; w++; } while (cardsCounter[id] == 0); cardsCounter[id]--; return id; } /** * It also changes point to top right coordinate of card */ CardT* Controller::getCardByPosition(ThreePoint& point) { int8_t topIndex = -1; CardT* res = nullptr; ThreePoint realPos = point; for (int z = table.size() - 1; z >= 0; z--) if (table[z][point.x][point.y] >= 0) { if (z > topIndex) { topIndex = z; res = &table[z][point.x][point.y]; } break; } if (point.x > 0) for (int z = table.size() - 1; z >= 0; z--) if (table[z][point.x - 1][point.y] >= 0) { if (z > topIndex) { topIndex = z; res = &table[z][point.x - 1][point.y]; realPos.x = point.x - 1; realPos.y = point.y; } break; } if (point.y > 0) for (int z = table.size() - 1; z >= 0; z--) if (table[z][point.x][point.y - 1] >= 0) { if (z > topIndex) { topIndex = z; res = &table[z][point.x][point.y - 1]; realPos.x = point.x; realPos.y = point.y - 1; } break; } if (point.x > 0 && point.y > 0) for (int z = table.size() - 1; z >= 0; z--) if (table[z][point.x - 1][point.y - 1] >= 0) { if (z > topIndex) { topIndex = z; res = &table[z][point.x - 1][point.y - 1]; realPos.x = point.x - 1; realPos.y = point.y - 1; } break; } point.x = realPos.x; point.y = realPos.y; point.z = topIndex; return res; } bool Controller::available(const ThreePoint& point) const { return upFree(point) && sideFree(point); } bool Controller::upFree(const ThreePoint& point) const { if (point.z == table.size() - 1) return true; return !((table[point.z + 1][point.x][point.y] >= 0) || (point.x > 0 && table[point.z + 1][point.x - 1][point.y] >= 0) || (point.y > 0 && table[point.z + 1][point.x][point.y - 1] >= 0) || (point.x > 0 && point.y > 0 && table[point.z + 1][point.x - 1][point.y - 1] >= 0) || (point.x < table[point.z].size() - 1 && table[point.z + 1][point.x + 1][point.y] >= 0) || (point.y < table[point.z][point.x].size() - 1 && table[point.z + 1][point.x][point.y + 1] >= 0) || (point.x < table[point.z].size() - 1 && point.y < table[point.z][point.x].size() - 1 && table[point.z + 1][point.x + 1][point.y + 1] >= 0) || (point.x > 0 && point.y < table[point.z][point.x].size() - 1 && table[point.z + 1][point.x - 1][point.y + 1] >= 0) || (point.x < table[point.z].size() - 1 && point.y > 0 && table[point.z + 1][point.x + 1][point.y - 1] >= 0)); } bool Controller::sideFree(const ThreePoint& point) const { bool lfree = true; bool rfree = true; if (point.x > 1) lfree = !((point.y > 0 && table[point.z][point.x - 2][point.y - 1] >= 0) || (table[point.z][point.x - 2][point.y] >= 0) || (point.y < table[point.z][point.x].size() - 1 && table[point.z][point.x - 2][point.y + 1] >= 0)); if (point.x < table[point.z].size() - 2) rfree = !((point.y > 0 && table[point.z][point.x + 2][point.y - 1] >= 0) || (table[point.z][point.x + 2][point.y] >= 0) || (point.y < table[point.z][point.x].size() - 1 && table[point.z][point.x + 2][point.y + 1] >= 0)); return lfree || rfree; } void Controller::handleClick(const wxPoint& point) { wxPoint posPlain = drawer.toGrid(point); ThreePoint pos = {-1, posPlain.x, posPlain.y}; if (pos.x > -1) { auto card = getCardByPosition(pos); if (pos.z >= 0 && available(pos)) { if (selected != nullptr && sameValues(*card, *selected) && selected != card) { steps.push({CardEntry{drawer.marked, *selected}, CardEntry{pos, *card}}); *selected = MATCHED; *card = MATCHED; selected = nullptr; remaining -= 2; drawer.marked = {-1, -1, -1}; } else { selected = card; drawer.marked = pos; } } } } bool Controller::sameValues(CardT a, CardT b) const { if (a == b) return true; else if (a >= 38 && b >= 38) return true; else if (a >= 34 && a <= 37 && b >= 34 && b <= 37) return true; return false; } void Controller::undo() { if (steps.size()) { for (const CardEntry& entry : steps.top()) { table[entry.pos.z][entry.pos.x][entry.pos.y] = entry.id; cardsCounter[entry.id]++; } remaining += 2; steps.pop(); } } bool Controller::gameStarted() const { return stopwatch > 0; }