UpVal *luaF_findupval (lua_State *L, StkId level) { global_State *g = G(L); GCObject **pp = &L->openupval; UpVal *p; UpVal *uv; while (*pp != NULL && (p = gco2uv(*pp))->v >= level) { GCObject *o = obj2gco(p); lua_assert(p->v != &p->u.value); lua_assert(!isold(o) || isold(obj2gco(L))); if (p->v == level) { /* found a corresponding upvalue? */ if (isdead(g, o)) /* is it dead? */ changewhite(o); /* resurrect it */ return p; } pp = &p->next; } /* not found: create a new one */ uv = &luaC_newobj(L, LUA_TUPVAL, sizeof(UpVal), pp, 0)->uv; uv->v = level; /* current value lives in the stack */ uv->u.l.prev = &g->uvhead; /* double link it in `uvhead' list */ uv->u.l.next = g->uvhead.u.l.next; uv->u.l.next->u.l.prev = uv; g->uvhead.u.l.next = uv; lua_assert(uv->u.l.next->u.l.prev == uv && uv->u.l.prev->u.l.next == uv); return uv; }
/* * Move to a particular position and see if we hit a mine. * If not, then count the number of mines adjacent to us so it can be seen. * If we are stepping onto a location where we remembered a mine is at, * then don't do it. Moving is only allowed to old locations, or to * locations adjacent to old ones. */ static void movetopos(POS newpos) { POS fixpos; /* position to fix up */ CELL cell; /* current cell */ GR_COUNT count; /* count of cells */ GR_COUNT i; /* index for neighbors */ if ((newpos < 0) || (newpos >= (FULLSIZE * FULLSIZE)) || !playing) return; cell = board[newpos]; if (isedge(cell) || (isseen(cell)) || isold(cell)) return; count = isold(cell); for (i = 0; i < 8; i++) if (isold(board[newpos + steptable[i]])) count++; if (count <= 0) return; cell = (cell & F_FLAGS) | F_OLD; steps++; PRINTSTEPS; if (ismine(cell)) { /* we hit a mine */ legs--; board[newpos] = (F_REMEMBER | F_MINE); cell = (F_EMPTY | F_OLD); board[newpos] = cell; drawbomb(newpos, redgc, GR_TRUE); clearcell(newpos); setcursor(); for (i = 0; i < 8; i++) { fixpos = newpos + steptable[i]; if (isold(board[fixpos])) { board[fixpos]--; drawcell(fixpos); } } drawstatus(); } count = 0; for (i = 0; i < 8; i++) if (ismine(board[newpos + steptable[i]])) count++; board[newpos] = cell | (count + '0'); drawcell(newpos); if ((legs <= 0) || (newpos == boardpos(size,size))) gameover(); }
/* * Draw a cell on the board. */ static void drawcell(POS pos) { GR_COORD x; GR_COORD y; GR_SIZE chwidth; GR_SIZE chheight; GR_SIZE chbase; CELL cell; GR_CHAR ch; cell = board[pos]; if (!isknown(cell)) return; ch = displaychar(cell); if (ch == F_WRONG) { drawbomb(pos, greengc, GR_FALSE); return; } if (isold(cell)) { clearcell(pos); cellcenter(pos, &x, &y); GrGetGCTextSize(boardgc, &ch, 1, GR_TFASCII, &chwidth, &chheight, &chbase); GrText(boardwid, boardgc, x - chwidth / 2 + 1, y + chheight / 2, &ch, 1, GR_TFBOTTOM); return; } drawbomb(pos, redgc, GR_FALSE); }
static GCObject *udata2finalize (global_State *g) { GCObject *o = g->tobefnz; /* get first element */ lua_assert(isfinalized(o)); g->tobefnz = gch(o)->next; /* remove it from 'tobefnz' list */ gch(o)->next = g->allgc; /* return it to 'allgc' list */ g->allgc = o; resetbit(gch(o)->marked, SEPARATED); /* mark that it is not in 'tobefnz' */ lua_assert(!isold(o)); /* see MOVE OLD rule */ if (!keepinvariantout(g)) /* not keeping invariant? */ makewhite(g, o); /* "sweep" object */ return o; }