📄 llk_algorithm.c
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/*************************************************************************** * llk_algorithm.c * * Fri Sep 23 08:46:05 2005 * Copyright 2005 Alpher * Email: alpher_zmx@yahoo.com.cn ****************************************************************************//* * 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 * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */#include "llk_algorithm.h"gboolean algorithm_game_init(void){ gint i,j; algorithm_game.difficulty = 0; algorithm_game.level = 0; algorithm_game.life = 0; algorithm_game.hint = 0; algorithm_game.score = 0; algorithm_game.status = ALGORITHM_GAME_STOP; for(i=0;i<8;i++) for(j=0;j<16;j++) algorithm_game.data[i][j]=0; return TRUE;}gbooleanalgorithm_game_begin(gpointer data) { /*get a random order of the card image list*/ if(algorithm_game.status == ALGORITHM_GAME_STOP) { switch(GPOINTER_TO_INT(data)) { case 1: algorithm_game.row = 6; algorithm_game.col = 12; algorithm_game.difficulty = 0; algorithm_game.level = 0; algorithm_game.life = 2; algorithm_game.hint = 4; algorithm_game.score = 0; break; case 2: algorithm_game.row = 7; algorithm_game.col = 14; algorithm_game.difficulty = 1; algorithm_game.level = 0; algorithm_game.life = 3; algorithm_game.hint = 6; algorithm_game.score = 0; break; case 3: algorithm_game.row = 8; algorithm_game.col = 16; algorithm_game.difficulty = 2; algorithm_game.level = 0; algorithm_game.life = 4; algorithm_game.hint = 8; algorithm_game.score = 0; break; default: algorithm_game.row = 8; algorithm_game.col = 16; algorithm_game.difficulty = 2; algorithm_game.level = 0; algorithm_game.life = 4; algorithm_game.hint = 5; algorithm_game.score = 0; } algorithm_init_data(); algorithm_game.status = ALGORITHM_GAME_RUN; return TRUE; } else { return FALSE; }}void algorithm_init_data(void){ gint picture_type = 36; gint i,j=128; time_t t; GSList *picture_list = NULL, *tmp_node; /*Single list*/ switch(algorithm_game.difficulty) { case 0: picture_type = 21; j = 72; break; case 1: picture_type = 25; j = 98; break; case 2: picture_type = 32; j = 128; break; default:/*assert not reach*/ break; } for(i=0;i<j;i++) { picture_list = g_slist_prepend(picture_list,GINT_TO_POINTER(i/4 + 1)); } srand((unsigned) time(&t)); while(picture_list != NULL) { i = rand()%j; if(i == 0)i = 1; /*i get a value within 0-j,so should exclude the situation of 0. and rand()/0 is illegal,so should not use rand()/(j-1) to exclude 0*/ i--; /*switch to 0 based value.*/ algorithm_game.data[(j-1)/algorithm_game.col][(j-1)%algorithm_game.col] = GPOINTER_TO_INT(g_slist_nth_data(picture_list,i)); if(i == 0) { tmp_node = picture_list; picture_list = picture_list->next; tmp_node->next = NULL; /*close the node's next node pointer,and so get a 1 node single list,and then free it.*/ g_slist_free(tmp_node); /*free the single list.*/ } else { tmp_node = g_slist_nth(picture_list,i); g_slist_nth(picture_list,i-1)->next = tmp_node->next; tmp_node->next = NULL; /*close the node's next node pointer,and so get a 1 node single list,and then free it.*/ g_slist_free(tmp_node); /*free the single list*/ } j--; }}/* test if p1 and p2 can direct link or not. that is to say,the points between p1 and p2 at the same row or column are all empty. BE CARE:this function do not warrant p1 and p2 have the same type of image.*/gboolean algorithm_can_direct_link(struct AlgorithmPoint p1, struct AlgorithmPoint p2){/* if(p1.x > 0 && p1.x < algorithm_game.row && p1.y > 0 && p1.y < algorithm_game.col && p2.x > 0 && p2.x < algorithm_game.row && p2.y > 0 && p2.y < algorithm_game.col) g_assert(algorithm_game.data[p1.x][p1.y] == algorithm_game.data[p2.x][p2.y]);*/ /*g_print("Direct Link,x1: %d, y1: %d , x2: %d, y2:%d \n",p1.x,p1.y,p2.x,p2.y);*/ if(p1.x == p2.x || p1.y == p2.y) { gint i; if(abs(p1.x - p2.x) + abs(p1.y - p2.y) <= 1) { return TRUE; } else { if(p1.x == p2.x && p1.x > -1 && p1.x < algorithm_game.row) { if(p1.y > p2.y) { for(i=p2.y+1; i<p1.y;i++) { if(algorithm_game.data[p1.x][i] > 0) return FALSE; } } else { for(i=p1.y+1;i<p2.y;i++) { if(algorithm_game.data[p1.x][i] > 0) return FALSE; } } } else if(p1.y == p2.y && p1.y > -1 && p1.y < algorithm_game.col) { if(p1.x > p2.x) { for(i=p2.x+1;i<p1.x;i++) { if(algorithm_game.data[i][p1.y] > 0) return FALSE; } } else { for(i=p1.x+1;i<p2.x;i++) { if(algorithm_game.data[i][p1.y] > 0) return FALSE; } } } return TRUE; } } else { return FALSE; }}/* test if p1 and p2 can link. first,test if p1 and p2 can direct link,if not,get p1's and p2's adjacent empty points at x and y direction, judge if the p1's adjacent empty point can direct link to p2's*/gboolean algorithm_can_link(struct AlgorithmPoint p1, struct AlgorithmPoint p2, struct AlgorithmPoint *pp3, struct AlgorithmPoint *pp4){ if(algorithm_game.data[p1.x][p1.y] != algorithm_game.data[p2.x][p2.y]) { return FALSE; } if(algorithm_can_direct_link(p1,p2) && pp3 == NULL) /*can direct link,no need to return the turn points.*/ { return TRUE; } else { /*get adjacent empty points at x and y direction,judge point by point*/ GSList *p1_list=NULL,*p2_list=NULL; p1_list = algorithm_get_points(p1); p2_list = algorithm_get_points(p2);/* g_print("length_p1: %d, length_p2: %d \n",g_slist_length(p1_list),g_slist_length(p2_list)); for(i=0;i<g_slist_length(p1_list);i++) { g_print("point:%d, %d",((struct AlgorithmPoint*)g_slist_nth_data(p1_list,i))->x,((struct AlgorithmPoint*)g_slist_nth_data(p1_list,i))->y); } g_print("\n"); for(j=0;j<g_slist_length(p2_list);j++) { g_print("point:%d, %d",((struct AlgorithmPoint*)g_slist_nth_data(p2_list,j))->x,((struct AlgorithmPoint*)g_slist_nth_data(p2_list,j))->y); } g_print("\n");*/ if(p1_list == NULL || p2_list == NULL) { return FALSE; } else { gint i,j; for(i=0;i<g_slist_length(p1_list);i++) { for(j=0;j<g_slist_length(p2_list);j++) { if(algorithm_can_direct_link(*(struct AlgorithmPoint*)g_slist_nth_data(p1_list,i) ,*(struct AlgorithmPoint*)g_slist_nth_data(p2_list,j))) { if(pp3 != NULL) /* && pp4 != NULL*/ { pp3->x = ((struct AlgorithmPoint*)g_slist_nth_data(p1_list,i))->x; pp3->y = ((struct AlgorithmPoint*)g_slist_nth_data(p1_list,i))->y; pp4->x = ((struct AlgorithmPoint*)g_slist_nth_data(p2_list,j))->x; pp4->y = ((struct AlgorithmPoint*)g_slist_nth_data(p2_list,j))->y; } algorithm_free_with_data(p1_list); algorithm_free_with_data(p2_list); return TRUE; } /*g_print("can link over.\n"); */ } } algorithm_free_with_data(p1_list); algorithm_free_with_data(p2_list); return FALSE; } }}/* free single list and the memory of the data it refer*/void algorithm_free_with_data(GSList *list){ GSList *last; last = list; while (last) { g_free (last->data); last = last->next; } g_slist_free(list);}/* find up,down,left and right of point p,get the adjacent empty points,form a single list,and return it.*/GSList * algorithm_get_points(struct AlgorithmPoint p){ struct AlgorithmPoint *tmp_point=NULL; GSList *p_list=NULL; gint i; /*g_print("Get Points,x1: %d, y1: %d \n",p.x,p.y);*/ for(i=p.y + 1; i<=algorithm_game.col; i++) { /*p_list = algorithm_game.data[p.x][i] == 0 ? g_slist_prepend(p_list,ddd) : p_list;*/ if(i < algorithm_game.col && algorithm_game.data[p.x][i] > 0) { break; } else { tmp_point = (struct AlgorithmPoint *)g_malloc(sizeof(struct AlgorithmPoint)); tmp_point->x = p.x; tmp_point->y = i; p_list = g_slist_prepend(p_list,tmp_point); } } for(i=p.y - 1; i >= -1; i--) { /*p_list = algorithm_game.data[p.x][i] == 0 ? g_slist_prepend(p_list,ddd) : p_list;*/ if(i > -1 && algorithm_game.data[p.x][i] > 0) { break; } else { tmp_point = (struct AlgorithmPoint *)g_malloc(sizeof(struct AlgorithmPoint)); tmp_point->x = p.x; tmp_point->y = i; p_list = g_slist_prepend(p_list,tmp_point); } } for(i=p.x + 1; i<=algorithm_game.row; i++) { /*p_list = algorithm_game.data[p.x][i] == 0 ? g_slist_prepend(p_list,ddd) : p_list;*/ if(i < algorithm_game.row && algorithm_game.data[i][p.y] > 0) { break; } else { tmp_point = (struct AlgorithmPoint *)g_malloc(sizeof(struct AlgorithmPoint)); tmp_point->x = i; tmp_point->y = p.y; p_list = g_slist_prepend(p_list,tmp_point); } } for(i=p.x - 1; i >= -1; i--) { /*p_list = algorithm_game.data[p.x][i] == 0 ? g_slist_prepend(p_list,ddd) : p_list;*/ if(i > -1 && algorithm_game.data[i][p.y] > 0) { break; } else { tmp_point = (struct AlgorithmPoint *)g_malloc(sizeof(struct AlgorithmPoint)); tmp_point->x = i; tmp_point->y = p.y; p_list = g_slist_prepend(p_list,tmp_point); } } /*in order to efficient the operation of insert node to a single list,above algorithm insert node at the front, and then reverse the list,and return.MUST reverse,or will not get the right points of turning. */ return g_slist_reverse(p_list);}/* empty the data of the two points.*/void algorithm_link(struct AlgorithmPoint p1,struct AlgorithmPoint p2){ algorithm_game.data[p1.x][p1.y] = 0; algorithm_game.data[p2.x][p2.y] = 0; /*add score*/ algorithm_game.score += 20;}/* test if the current game situation have solution. return value: 0: yes,have solution. 1: no,need to shuffle the cards. 2: the cards are all deleted,this level is clear.*/gint algorithm_game_no_solution(void){ gint i,j; gint k,l; gint cards_num = 0; /*g_print("================================================================\n");*/ for(i=0; i<algorithm_game.row ;i++) { for(j=0; j<algorithm_game.col ;j++) { if(algorithm_game.data[i][j] > 0) { cards_num++; for(k=i;k<algorithm_game.row;k++) { for(l=0;l<algorithm_game.col;l++) { if(k == i && l == j)continue; /*exclude the situation of link to itself*/ if(algorithm_game.data[k][l] > 0) { struct AlgorithmPoint p1,p2; p1.x = i; p1.y = j; p2.x = k; p2.y = l; if(algorithm_can_link(p1,p2,NULL,NULL)) { /*g_print("p1:%d,%d -- p2:%d,%d can link.\n",p1.x,p1.y,p2.x,p2.y);*/ return 0; } /*g_print("p1:%d,%d -- p2:%d,%d can not link.\n",p1.x,p1.y,p2.x,p2.y);*/ } } } } } } if(cards_num > 0) { return 1; } return 2;}/* shuffle cards. read the remain cards in data array,form a single list.then traversal the data array, at every point that have cards,get a random card from the single list and put it there. BE CARE: the life value will be minimised in UI dealing function,because in this function, shuffle one time do not certainly get a game situation that have solution,so this function may be called more than one time.*/void algorithm_game_shuffle(void){ GSList *picture_list = NULL, *tmp_node; gint i,j; time_t t; for(i=0; i < algorithm_game.row; i++) { for(j=0; j < algorithm_game.col; j++) { if(algorithm_game.data[i][j] > 0) { picture_list = g_slist_prepend(picture_list,GINT_TO_POINTER(algorithm_game.data[i][j])); } } } srand( (unsigned)time(&t) ); for(i=0; i < algorithm_game.row; i++) { for(j=0; j < algorithm_game.col; j++) { if(algorithm_game.data[i][j] > 0) { gint m = rand()%g_slist_length(picture_list) ; if(m == 0) m=1; m--; tmp_node = g_slist_nth(picture_list,m); algorithm_game.data[i][j] = GPOINTER_TO_INT(tmp_node->data); if( m == 0 ) { picture_list = picture_list->next; tmp_node->next = NULL; g_slist_free(tmp_node); } else { g_slist_nth(picture_list,m-1)->next = tmp_node->next; tmp_node->next = NULL; g_slist_free(tmp_node); } } } } if(algorithm_game_no_solution() == 1)algorithm_game_shuffle(); /*recursion call of this function,untill get a game situation that have solution.*/}void algorithm_game_change(struct AlgorithmPoint p1, struct AlgorithmPoint p2){ switch(algorithm_game.level) { case 0:/*No Change*/ algorithm_data_change_0(p1,p2); break;
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