void transpose2Tiled(float *m, int n, int s1, int s2)
{
    int i, j;
    
    if (s1<=s2) {
        printf("Tilesize s1 must be greater than tilesize s2\n");
        exit(0);
    }
    if (n<=s1) {
        transpose(m, n, n);
    } else {
        for (i=0; i<n; i+=s1) {
            for (j=i; j<n; j+=s1) {
                //transpose 1st tile using sub-tiling.
                transpose1Tiled(M(m,n,i,j), n, s1, s2);
                if (i==j) {
                    continue;
                }
                
                //transpose 2nd tile using sub-tiling.
                transpose1Tiled(M(m,n,j,i), n, s1, s2);
                
                //swap the tiles.
                swapTiles(M(m,n,i,j), M(m,n,j,i), s1, n);
            }
        }
    }
}
/**
 * (i1, j1) is the position of the nxn sub-matrix in an NxN matrix.
 * s is the tilesize.
 * It is important to have the right tile size for optimal performance.
 * Find this using (?)
 */
void transpose1Tiled(float *m, int N, int n, int s)
{
    int i, j;
    
    if (n<=s) {
        transpose(m, n, n);
    } else {
        for (i=0; i<n; i+=s) {
            for (j=i; j<n; j+=s) {
                //transpose 1st tile
                //A(i, j)(i+s, j+s) is the 1st tile.
                transpose(M(m,N,i,j), s, N);
                if (i==j) {
                    //only the above transpose needed since this is a diagonal tile.
                    //only tiles above/below the diagonal need swapping and transposing.
                    continue;
                }
                
                //transpose 2nd tile
                //A(j, i)(j+s, i+s) is the 2nd tile.
                transpose(M(m,N,j,i), s, N);               

                //swap the tiles
                swapTiles(M(m,N,i,j), M(m,N,j,i), s, N);
            }
        }    
    }
}
Example #3
0
static void activate(int val)
{
	if (self->mental != -3)
	{
		if (val == 5)
		{
			self->health = 1 - self->health;
		}

		else if (self->health == 0)
		{
			switch (val)
			{
				case 1:
					self->endY -= TILE_SIZE;
				break;

				case 2:
					self->endY += TILE_SIZE;
				break;

				case 3:
					self->endX -= TILE_SIZE;
				break;

				default:
					self->endX += TILE_SIZE;
				break;
			}

			if (self->endX < self->startX)
			{
				self->endX = self->startX;
			}

			else if (self->endX >= self->startX + self->w)
			{
				self->endX = self->startX + self->w - TILE_SIZE;
			}

			else if (self->endY < self->startY)
			{
				self->endY = self->startY;
			}

			else if (self->endY >= self->startY + self->h)
			{
				self->endY = self->startY + self->h - TILE_SIZE;
			}
		}

		else if (self->health == 1)
		{
			swapTiles(self->endX, self->endY, val);
		}
	}
}
Example #4
0
/**
 * Initializes the game's board with tiles numbered 1 through d*d - 1,
 * (i.e., fills board with values but does not actually print them),
 * whereby board[i][j] represents row i and column j.
 */
void init(void)
{
    for (int i = 0; i < d; i++)
        for (int j = 0; j < d; j++)
            board[i][j] = getReverseTile(i, j);

    if (d % 2 == 0)
        swapTiles(1, 2);
}
void transposeCacheOblivious(float *m, int N, int n, int i, int j)
{   
    int temp;
//    printf("N= %d, n=%d, i=%d, j=%d\n", N, n, i, j);
    if (n==2) {
        //base case: if matrix size is 2x2, swap m(0,1) with m(1,0)
//        printf("Swapping %d, %d\n", *M(m,N,i,j+1), *M(m,N,i+1,j));
//        printf("at cell number %d and %d\n", N*i+j+1, N*(i+1)+j);
        temp = *M(m,N,i,j+1);
        *M(m,N,i,j+1) = *M(m,N,i+1,j);
        *M(m,N,i+1,j) = temp;
        return;        
    }
    transposeCacheOblivious(m, N, n/2, i, j);
    transposeCacheOblivious(m, N, n/2, i, j+n/2);
    transposeCacheOblivious(m, N, n/2, i+n/2, j);
    transposeCacheOblivious(m, N, n/2, i+n/2, j+n/2);
    swapTiles(M(m,N,i,j+n/2), M(m,N,i+n/2,j), n/2, N);
}
Example #6
0
PRIVATE void slideTiles(MAKE_THIS(MainWindow), int xDirection, int yDirection){ SELFREF_INIT;
	int traversX[4], traversY[4], i, y, j, x;
	struct coords farthestCoords;
	BOOL moved = FALSE;

	for (i = 0; i < 4; i++){
		traversX[i] = xDirection < 0 ? i : 3 - i;
		traversY[i] = yDirection < 0 ? i : 3 - i;
	}

	for (i = 0, y = traversY[i]; i < 4; i++, y = traversY[i]){
		for (j = 0, x = traversX[j]; j < 4; j++, x = traversX[j]){
			if (this->tiles[y][x]){
				farthestCoords = findFarthest(this, this->tiles[y][x], xDirection, yDirection);

				if (farthestCoords.x != x || farthestCoords.y != y){
					if (this->tiles[farthestCoords.y][farthestCoords.x]){ /* We need a merger! */
						deleteTile(this->tiles[farthestCoords.y][farthestCoords.x]);
						this->tiles[farthestCoords.y][farthestCoords.x] = NULL;
						this->tiles[y][x]->merged = TRUE;
						$(this->tiles[y][x])_incNumber();
					}

					$(this->tiles[y][x])_moveTile(farthestCoords.y, farthestCoords.x);
					swapTiles(this->tiles, y, x, farthestCoords.y, farthestCoords.x);
					moved = TRUE;
				}
			}
		}
	}

	if (moved){
		for (i = 0; i < 4; i++)
			for (j = 0; j < 4; j++)
				if (this->tiles[i][j])
					this->tiles[i][j]->merged = FALSE;
		addRandomTile(this);
	}

	flushMessageQueue();
}
Example #7
0
static void randomize()
{
	int i, *tiles, boardWidth, tileWidth, x, y, dir;
	Entity *e;

	tileWidth = self->target->w;
	boardWidth = self->w;

	tiles = malloc(9 * sizeof(int));

	if (tiles == NULL)
	{
		showErrorAndExit("Failed to allocate a whole %d bytes for the Jigsaw Puzzle display", (int)sizeof(int) * 9);
	}

	for (i=0;i<9;i++)
	{
		tiles[i] = i * tileWidth;
	}

	i = 0;

	for (e=self->target;e!=NULL;e=e->target)
	{
		e->targetX = self->x + (tiles[i] % boardWidth);
		e->targetY = self->y + (tiles[i] / boardWidth) * tileWidth;

		e->x = e->targetX;
		e->y = e->targetY;

		setEntityAnimationByID(e, i);

		e->health = i;

		i++;
	}

	if (self->mental != -3)
	{
		for (i=0;i<9;i++)
		{
			tiles[i] = i;
		}

		for (i=0;i<9;i++)
		{
			swap(&tiles[i], &tiles[prand() % 9]);
		}

		i = 0;

		self->mental = -10;

		for (i=0;i<10000;i++)
		{
			x = self->x + (TILE_SIZE * (prand() % 3));
			y = self->y + (TILE_SIZE * (prand() % 3));
			dir = 1 + (prand() % 4);

			swapTiles(x, y, dir);
		}

		self->endX = self->x;
		self->endY = self->y;

		self->mental = 1;
	}
}