namespace SpriteCompiler.Problem { using System; using System.Collections.Generic; using System.Linq; public class SpriteGeneratorState : IEquatable { // Single static reference to the original data set public static List DATASET = null; public static IDictionary DATASET_BY_OFFSET = null; public static SpriteGeneratorState Init(IEnumerable bytes) { DATASET = bytes.ToList(); DATASET_BY_OFFSET = DATASET.ToDictionary(x => (int)x.Offset, x => x); return new SpriteGeneratorState(); } public static SpriteGeneratorState Init(IEnumerable bytes) { return Init(bytes.Select((x, i) => new SpriteByte(x, (ushort)i))); } public SpriteGeneratorState() { // The closed list contains all of the bytes that have been written Closed = new HashSet(); // Initialize the CPU state A = Register.INITIAL_OFFSET; // the address to draw the sprite is passed in, this is a run-time value X = Register.UNINITIALIZED; // the other registered are also undefined Y = Register.UNINITIALIZED; D = Register.UNINITIALIZED; S = Register.UNINITIALIZED; P = 0x30; // Start in native mode (16 bit A/X/Y) with the carry clear } private SpriteGeneratorState(SpriteGeneratorState other) { Closed = new HashSet(other.Closed); A = other.A; X = other.X; Y = other.Y; D = other.D; S = other.S; P = other.P; } public override string ToString() { return String.Format("A = {0:X4}, X = {1}, Y = {2}, S = {3}, D = {4}, P = {5:X2}", A, X, Y, S, D, P); } public void RemoveWord(ushort offset) { Closed.Add(offset); Closed.Add((ushort)(offset + 1)); } public void RemoveByte(ushort offset) { Closed.Add(offset); } public List RemainingBytes() { return DATASET .Select(x => x.Offset) .Where(x => !Closed.Contains(x)) .ToList(); } public SpriteGeneratorState Clone(Action f = null) { var other = new SpriteGeneratorState(this); if (f != null) { f(other); } return other; } // A better state representation would be to have an array of offsets and a static // data and mask array. Then the state is just the locations and registers, rather // than a full copy of the data public ISet Closed { get; private set; } public bool IsEmpty { get { return Closed.Count == DATASET.Count; } } public bool LongA { get { return (P & 0x10) == 0x10; } } public bool LongI { get { return (P & 0x20) == 0x20; } } // Maintain the state of the execution public Register A { get; set; } // Nullable because unknown values can be passed through the accumulator public Register X { get; set; } public Register Y { get; set; } public Register D { get; set; } public Register S { get; set; } // S is always an offset, not a literal number public byte P { get; set; } public const byte LONG_A = 0x10; public const byte LONG_I = 0x20; public override bool Equals(object obj) { return Equals(obj as SpriteGeneratorState); } public bool Equals(SpriteGeneratorState other) { // Two states are equal if the bytes are the same and all registers are the same return Closed.SetEquals(other.Closed) && A.Equals(other.A) && X.Equals(other.X) && Y.Equals(other.Y) && D.Equals(other.D) && S.Equals(other.S) && P.Equals(other.P) ; } public override int GetHashCode() { return A.GetHashCode() + X.GetHashCode() + Y.GetHashCode() + D.GetHashCode() + S.GetHashCode() + P.GetHashCode() ; } public static bool operator ==(SpriteGeneratorState state1, SpriteGeneratorState state2) { if (((object)state1) == null || ((object)state2) == null) return Object.Equals(state1, state2); return state1.Equals(state2); } public static bool operator !=(SpriteGeneratorState state1, SpriteGeneratorState state2) { if (((object)state1) == null || ((object)state2) == null) return !Object.Equals(state1, state2); return !(state1.Equals(state2)); } } }