720a8fb7 |
1 | /* |
2 | * net.c: Net game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
2ef96bd6 |
10 | #include <math.h> |
720a8fb7 |
11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
2ef96bd6 |
15 | #define PI 3.141592653589793238462643383279502884197169399 |
16 | |
17 | #define MATMUL(xr,yr,m,x,y) do { \ |
18 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
19 | rx = mat[0] * xx + mat[2] * yy; \ |
20 | ry = mat[1] * xx + mat[3] * yy; \ |
21 | (xr) = rx; (yr) = ry; \ |
22 | } while (0) |
23 | |
24 | /* Direction and other bitfields */ |
720a8fb7 |
25 | #define R 0x01 |
26 | #define U 0x02 |
27 | #define L 0x04 |
28 | #define D 0x08 |
29 | #define LOCKED 0x10 |
2ef96bd6 |
30 | #define ACTIVE 0x20 |
720a8fb7 |
31 | |
32 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
33 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
34 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
35 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
36 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
37 | ((n)&3) == 1 ? A(x) : \ |
38 | ((n)&3) == 2 ? F(x) : C(x) ) |
39 | |
40 | /* X and Y displacements */ |
41 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
42 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
43 | |
44 | /* Bit count */ |
45 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
46 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
47 | |
48 | #define TILE_SIZE 32 |
49 | #define TILE_BORDER 1 |
50 | #define WINDOW_OFFSET 16 |
51 | |
8c1fd974 |
52 | #define ROTATE_TIME 0.13F |
53 | #define FLASH_FRAME 0.07F |
2ef96bd6 |
54 | |
f0ee053c |
55 | /* Transform physical coords to game coords using game_drawstate ds */ |
56 | #define GX(x) (((x) + ds->org_x) % ds->width) |
57 | #define GY(y) (((y) + ds->org_y) % ds->height) |
58 | /* ...and game coords to physical coords */ |
59 | #define RX(x) (((x) + ds->width - ds->org_x) % ds->width) |
60 | #define RY(y) (((y) + ds->height - ds->org_y) % ds->height) |
61 | |
2ef96bd6 |
62 | enum { |
63 | COL_BACKGROUND, |
64 | COL_LOCKED, |
65 | COL_BORDER, |
66 | COL_WIRE, |
67 | COL_ENDPOINT, |
68 | COL_POWERED, |
69 | COL_BARRIER, |
70 | NCOLOURS |
71 | }; |
72 | |
720a8fb7 |
73 | struct game_params { |
74 | int width; |
75 | int height; |
76 | int wrapping; |
c0edd11f |
77 | int unique; |
720a8fb7 |
78 | float barrier_probability; |
79 | }; |
80 | |
1185e3c5 |
81 | struct game_aux_info { |
2ac6d24e |
82 | int width, height; |
2ac6d24e |
83 | unsigned char *tiles; |
84 | }; |
85 | |
720a8fb7 |
86 | struct game_state { |
f0ee053c |
87 | int width, height, wrapping, completed; |
1185e3c5 |
88 | int last_rotate_x, last_rotate_y, last_rotate_dir; |
2ac6d24e |
89 | int used_solve, just_used_solve; |
720a8fb7 |
90 | unsigned char *tiles; |
91 | unsigned char *barriers; |
92 | }; |
93 | |
c0edd11f |
94 | #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \ |
95 | ( (x2) = ((x1) + width + X((dir))) % width, \ |
96 | (y2) = ((y1) + height + Y((dir))) % height) |
97 | |
720a8fb7 |
98 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
c0edd11f |
99 | OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height) |
720a8fb7 |
100 | |
101 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
102 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
103 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
104 | |
105 | struct xyd { |
106 | int x, y, direction; |
107 | }; |
108 | |
c0edd11f |
109 | static int xyd_cmp(const void *av, const void *bv) { |
110 | const struct xyd *a = (const struct xyd *)av; |
111 | const struct xyd *b = (const struct xyd *)bv; |
720a8fb7 |
112 | if (a->x < b->x) |
113 | return -1; |
114 | if (a->x > b->x) |
115 | return +1; |
116 | if (a->y < b->y) |
117 | return -1; |
118 | if (a->y > b->y) |
119 | return +1; |
120 | if (a->direction < b->direction) |
121 | return -1; |
122 | if (a->direction > b->direction) |
123 | return +1; |
124 | return 0; |
125 | }; |
126 | |
c0edd11f |
127 | static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); } |
128 | |
720a8fb7 |
129 | static struct xyd *new_xyd(int x, int y, int direction) |
130 | { |
131 | struct xyd *xyd = snew(struct xyd); |
132 | xyd->x = x; |
133 | xyd->y = y; |
134 | xyd->direction = direction; |
135 | return xyd; |
136 | } |
137 | |
138 | /* ---------------------------------------------------------------------- |
7f77ea24 |
139 | * Manage game parameters. |
140 | */ |
be8d5aa1 |
141 | static game_params *default_params(void) |
7f77ea24 |
142 | { |
143 | game_params *ret = snew(game_params); |
144 | |
eb2ad6f1 |
145 | ret->width = 5; |
146 | ret->height = 5; |
147 | ret->wrapping = FALSE; |
c0edd11f |
148 | ret->unique = TRUE; |
eb2ad6f1 |
149 | ret->barrier_probability = 0.0; |
7f77ea24 |
150 | |
151 | return ret; |
152 | } |
153 | |
be8d5aa1 |
154 | static int game_fetch_preset(int i, char **name, game_params **params) |
eb2ad6f1 |
155 | { |
156 | game_params *ret; |
157 | char str[80]; |
158 | static const struct { int x, y, wrap; } values[] = { |
159 | {5, 5, FALSE}, |
160 | {7, 7, FALSE}, |
161 | {9, 9, FALSE}, |
162 | {11, 11, FALSE}, |
163 | {13, 11, FALSE}, |
164 | {5, 5, TRUE}, |
165 | {7, 7, TRUE}, |
166 | {9, 9, TRUE}, |
167 | {11, 11, TRUE}, |
168 | {13, 11, TRUE}, |
169 | }; |
170 | |
171 | if (i < 0 || i >= lenof(values)) |
172 | return FALSE; |
173 | |
174 | ret = snew(game_params); |
175 | ret->width = values[i].x; |
176 | ret->height = values[i].y; |
177 | ret->wrapping = values[i].wrap; |
c0edd11f |
178 | ret->unique = TRUE; |
eb2ad6f1 |
179 | ret->barrier_probability = 0.0; |
180 | |
181 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
182 | ret->wrapping ? " wrapping" : ""); |
183 | |
184 | *name = dupstr(str); |
185 | *params = ret; |
186 | return TRUE; |
187 | } |
188 | |
be8d5aa1 |
189 | static void free_params(game_params *params) |
7f77ea24 |
190 | { |
191 | sfree(params); |
192 | } |
193 | |
be8d5aa1 |
194 | static game_params *dup_params(game_params *params) |
eb2ad6f1 |
195 | { |
196 | game_params *ret = snew(game_params); |
197 | *ret = *params; /* structure copy */ |
198 | return ret; |
199 | } |
200 | |
1185e3c5 |
201 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
202 | { |
b0e26073 |
203 | char const *p = string; |
204 | |
205 | ret->width = atoi(p); |
40fde884 |
206 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
207 | if (*p == 'x') { |
208 | p++; |
209 | ret->height = atoi(p); |
40fde884 |
210 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
211 | } else { |
212 | ret->height = ret->width; |
213 | } |
c0edd11f |
214 | |
215 | while (*p) { |
216 | if (*p == 'w') { |
217 | p++; |
218 | ret->wrapping = TRUE; |
219 | } else if (*p == 'b') { |
220 | p++; |
221 | ret->barrier_probability = atof(p); |
40fde884 |
222 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
c0edd11f |
223 | } else if (*p == 'a') { |
224 | p++; |
225 | ret->unique = FALSE; |
40fde884 |
226 | } else |
227 | p++; /* skip any other gunk */ |
c0edd11f |
228 | } |
b0e26073 |
229 | } |
230 | |
1185e3c5 |
231 | static char *encode_params(game_params *params, int full) |
b0e26073 |
232 | { |
233 | char ret[400]; |
234 | int len; |
235 | |
236 | len = sprintf(ret, "%dx%d", params->width, params->height); |
237 | if (params->wrapping) |
238 | ret[len++] = 'w'; |
1185e3c5 |
239 | if (full && params->barrier_probability) |
b0e26073 |
240 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
40fde884 |
241 | if (full && !params->unique) |
c0edd11f |
242 | ret[len++] = 'a'; |
b0e26073 |
243 | assert(len < lenof(ret)); |
244 | ret[len] = '\0'; |
245 | |
246 | return dupstr(ret); |
247 | } |
248 | |
be8d5aa1 |
249 | static config_item *game_configure(game_params *params) |
c8230524 |
250 | { |
251 | config_item *ret; |
252 | char buf[80]; |
253 | |
c0edd11f |
254 | ret = snewn(6, config_item); |
c8230524 |
255 | |
256 | ret[0].name = "Width"; |
95709966 |
257 | ret[0].type = C_STRING; |
c8230524 |
258 | sprintf(buf, "%d", params->width); |
259 | ret[0].sval = dupstr(buf); |
260 | ret[0].ival = 0; |
261 | |
262 | ret[1].name = "Height"; |
95709966 |
263 | ret[1].type = C_STRING; |
c8230524 |
264 | sprintf(buf, "%d", params->height); |
265 | ret[1].sval = dupstr(buf); |
266 | ret[1].ival = 0; |
267 | |
268 | ret[2].name = "Walls wrap around"; |
95709966 |
269 | ret[2].type = C_BOOLEAN; |
c8230524 |
270 | ret[2].sval = NULL; |
271 | ret[2].ival = params->wrapping; |
272 | |
273 | ret[3].name = "Barrier probability"; |
95709966 |
274 | ret[3].type = C_STRING; |
c8230524 |
275 | sprintf(buf, "%g", params->barrier_probability); |
276 | ret[3].sval = dupstr(buf); |
277 | ret[3].ival = 0; |
278 | |
c0edd11f |
279 | ret[4].name = "Ensure unique solution"; |
280 | ret[4].type = C_BOOLEAN; |
c8230524 |
281 | ret[4].sval = NULL; |
c0edd11f |
282 | ret[4].ival = params->unique; |
283 | |
284 | ret[5].name = NULL; |
285 | ret[5].type = C_END; |
286 | ret[5].sval = NULL; |
287 | ret[5].ival = 0; |
c8230524 |
288 | |
289 | return ret; |
290 | } |
291 | |
be8d5aa1 |
292 | static game_params *custom_params(config_item *cfg) |
c8230524 |
293 | { |
294 | game_params *ret = snew(game_params); |
295 | |
296 | ret->width = atoi(cfg[0].sval); |
297 | ret->height = atoi(cfg[1].sval); |
298 | ret->wrapping = cfg[2].ival; |
95709966 |
299 | ret->barrier_probability = (float)atof(cfg[3].sval); |
c0edd11f |
300 | ret->unique = cfg[4].ival; |
c8230524 |
301 | |
302 | return ret; |
303 | } |
304 | |
be8d5aa1 |
305 | static char *validate_params(game_params *params) |
c8230524 |
306 | { |
307 | if (params->width <= 0 && params->height <= 0) |
308 | return "Width and height must both be greater than zero"; |
309 | if (params->width <= 0) |
310 | return "Width must be greater than zero"; |
311 | if (params->height <= 0) |
312 | return "Height must be greater than zero"; |
313 | if (params->width <= 1 && params->height <= 1) |
314 | return "At least one of width and height must be greater than one"; |
315 | if (params->barrier_probability < 0) |
316 | return "Barrier probability may not be negative"; |
317 | if (params->barrier_probability > 1) |
318 | return "Barrier probability may not be greater than 1"; |
e7c352f5 |
319 | |
320 | /* |
321 | * Specifying either grid dimension as 2 in a wrapping puzzle |
322 | * makes it actually impossible to ensure a unique puzzle |
323 | * solution. |
324 | * |
325 | * Proof: |
326 | * |
327 | * Without loss of generality, let us assume the puzzle _width_ |
328 | * is 2, so we can conveniently discuss rows without having to |
329 | * say `rows/columns' all the time. (The height may be 2 as |
330 | * well, but that doesn't matter.) |
331 | * |
332 | * In each row, there are two edges between tiles: the inner |
333 | * edge (running down the centre of the grid) and the outer |
334 | * edge (the identified left and right edges of the grid). |
335 | * |
336 | * Lemma: In any valid 2xn puzzle there must be at least one |
337 | * row in which _exactly one_ of the inner edge and outer edge |
338 | * is connected. |
339 | * |
340 | * Proof: No row can have _both_ inner and outer edges |
341 | * connected, because this would yield a loop. So the only |
342 | * other way to falsify the lemma is for every row to have |
343 | * _neither_ the inner nor outer edge connected. But this |
344 | * means there is no connection at all between the left and |
345 | * right columns of the puzzle, so there are two disjoint |
346 | * subgraphs, which is also disallowed. [] |
347 | * |
348 | * Given such a row, it is always possible to make the |
349 | * disconnected edge connected and the connected edge |
350 | * disconnected without changing the state of any other edge. |
351 | * (This is easily seen by case analysis on the various tiles: |
352 | * left-pointing and right-pointing endpoints can be exchanged, |
353 | * likewise T-pieces, and a corner piece can select its |
354 | * horizontal connectivity independently of its vertical.) This |
355 | * yields a distinct valid solution. |
356 | * |
357 | * Thus, for _every_ row in which exactly one of the inner and |
358 | * outer edge is connected, there are two valid states for that |
359 | * row, and hence the total number of solutions of the puzzle |
360 | * is at least 2^(number of such rows), and in particular is at |
361 | * least 2 since there must be at least one such row. [] |
362 | */ |
363 | if (params->unique && params->wrapping && |
364 | (params->width == 2 || params->height == 2)) |
365 | return "No wrapping puzzle with a width or height of 2 can have" |
366 | " a unique solution"; |
367 | |
c8230524 |
368 | return NULL; |
369 | } |
370 | |
7f77ea24 |
371 | /* ---------------------------------------------------------------------- |
c0edd11f |
372 | * Solver used to assure solution uniqueness during generation. |
373 | */ |
374 | |
375 | /* |
376 | * Test cases I used while debugging all this were |
377 | * |
378 | * ./net --generate 1 13x11w#12300 |
379 | * which expands under the non-unique grid generation rules to |
380 | * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244 |
381 | * and has two ambiguous areas. |
382 | * |
383 | * An even better one is |
384 | * 13x11w#507896411361192 |
385 | * which expands to |
386 | * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e |
387 | * and has an ambiguous area _and_ a situation where loop avoidance |
388 | * is a necessary deductive technique. |
389 | * |
390 | * Then there's |
391 | * 48x25w#820543338195187 |
392 | * becoming |
393 | * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a |
394 | * which has a spot (far right) where slightly more complex loop |
395 | * avoidance is required. |
396 | */ |
397 | |
398 | static int dsf_canonify(int *dsf, int val) |
399 | { |
400 | int v2 = val; |
401 | |
402 | while (dsf[val] != val) |
403 | val = dsf[val]; |
404 | |
405 | while (v2 != val) { |
406 | int tmp = dsf[v2]; |
407 | dsf[v2] = val; |
408 | v2 = tmp; |
409 | } |
410 | |
411 | return val; |
412 | } |
413 | |
414 | static void dsf_merge(int *dsf, int v1, int v2) |
415 | { |
416 | v1 = dsf_canonify(dsf, v1); |
417 | v2 = dsf_canonify(dsf, v2); |
418 | dsf[v2] = v1; |
419 | } |
420 | |
421 | struct todo { |
422 | unsigned char *marked; |
423 | int *buffer; |
424 | int buflen; |
425 | int head, tail; |
426 | }; |
427 | |
428 | static struct todo *todo_new(int maxsize) |
429 | { |
430 | struct todo *todo = snew(struct todo); |
431 | todo->marked = snewn(maxsize, unsigned char); |
432 | memset(todo->marked, 0, maxsize); |
433 | todo->buflen = maxsize + 1; |
434 | todo->buffer = snewn(todo->buflen, int); |
435 | todo->head = todo->tail = 0; |
436 | return todo; |
437 | } |
438 | |
439 | static void todo_free(struct todo *todo) |
440 | { |
441 | sfree(todo->marked); |
442 | sfree(todo->buffer); |
443 | sfree(todo); |
444 | } |
445 | |
446 | static void todo_add(struct todo *todo, int index) |
447 | { |
448 | if (todo->marked[index]) |
449 | return; /* already on the list */ |
450 | todo->marked[index] = TRUE; |
451 | todo->buffer[todo->tail++] = index; |
452 | if (todo->tail == todo->buflen) |
453 | todo->tail = 0; |
454 | } |
455 | |
456 | static int todo_get(struct todo *todo) { |
457 | int ret; |
458 | |
459 | if (todo->head == todo->tail) |
460 | return -1; /* list is empty */ |
461 | ret = todo->buffer[todo->head++]; |
462 | if (todo->head == todo->buflen) |
463 | todo->head = 0; |
464 | todo->marked[ret] = FALSE; |
465 | |
466 | return ret; |
467 | } |
468 | |
84942c65 |
469 | static int net_solver(int w, int h, unsigned char *tiles, |
470 | unsigned char *barriers, int wrapping) |
c0edd11f |
471 | { |
472 | unsigned char *tilestate; |
473 | unsigned char *edgestate; |
474 | int *deadends; |
475 | int *equivalence; |
476 | struct todo *todo; |
477 | int i, j, x, y; |
478 | int area; |
479 | int done_something; |
480 | |
481 | /* |
482 | * Set up the solver's data structures. |
483 | */ |
484 | |
485 | /* |
486 | * tilestate stores the possible orientations of each tile. |
487 | * There are up to four of these, so we'll index the array in |
488 | * fours. tilestate[(y * w + x) * 4] and its three successive |
489 | * members give the possible orientations, clearing to 255 from |
490 | * the end as things are ruled out. |
491 | * |
492 | * In this loop we also count up the area of the grid (which is |
493 | * not _necessarily_ equal to w*h, because there might be one |
494 | * or more blank squares present. This will never happen in a |
495 | * grid generated _by_ this program, but it's worth keeping the |
496 | * solver as general as possible.) |
497 | */ |
498 | tilestate = snewn(w * h * 4, unsigned char); |
499 | area = 0; |
500 | for (i = 0; i < w*h; i++) { |
501 | tilestate[i * 4] = tiles[i] & 0xF; |
502 | for (j = 1; j < 4; j++) { |
503 | if (tilestate[i * 4 + j - 1] == 255 || |
504 | A(tilestate[i * 4 + j - 1]) == tilestate[i * 4]) |
505 | tilestate[i * 4 + j] = 255; |
506 | else |
507 | tilestate[i * 4 + j] = A(tilestate[i * 4 + j - 1]); |
508 | } |
509 | if (tiles[i] != 0) |
510 | area++; |
511 | } |
512 | |
513 | /* |
514 | * edgestate stores the known state of each edge. It is 0 for |
515 | * unknown, 1 for open (connected) and 2 for closed (not |
516 | * connected). |
517 | * |
518 | * In principle we need only worry about each edge once each, |
519 | * but in fact it's easier to track each edge twice so that we |
520 | * can reference it from either side conveniently. Also I'm |
521 | * going to allocate _five_ bytes per tile, rather than the |
522 | * obvious four, so that I can index edgestate[(y*w+x) * 5 + d] |
523 | * where d is 1,2,4,8 and they never overlap. |
524 | */ |
525 | edgestate = snewn((w * h - 1) * 5 + 9, unsigned char); |
526 | memset(edgestate, 0, (w * h - 1) * 5 + 9); |
527 | |
528 | /* |
529 | * deadends tracks which edges have dead ends on them. It is |
530 | * indexed by tile and direction: deadends[(y*w+x) * 5 + d] |
531 | * tells you whether heading out of tile (x,y) in direction d |
532 | * can reach a limited amount of the grid. Values are area+1 |
533 | * (no dead end known) or less than that (can reach _at most_ |
534 | * this many other tiles by heading this way out of this tile). |
535 | */ |
536 | deadends = snewn((w * h - 1) * 5 + 9, int); |
537 | for (i = 0; i < (w * h - 1) * 5 + 9; i++) |
538 | deadends[i] = area+1; |
539 | |
540 | /* |
541 | * equivalence tracks which sets of tiles are known to be |
542 | * connected to one another, so we can avoid creating loops by |
543 | * linking together tiles which are already linked through |
544 | * another route. |
545 | * |
546 | * This is a disjoint set forest structure: equivalence[i] |
547 | * contains the index of another member of the equivalence |
548 | * class containing i, or contains i itself for precisely one |
549 | * member in each such class. To find a representative member |
550 | * of the equivalence class containing i, you keep replacing i |
551 | * with equivalence[i] until it stops changing; then you go |
552 | * _back_ along the same path and point everything on it |
553 | * directly at the representative member so as to speed up |
554 | * future searches. Then you test equivalence between tiles by |
555 | * finding the representative of each tile and seeing if |
556 | * they're the same; and you create new equivalence (merge |
557 | * classes) by finding the representative of each tile and |
558 | * setting equivalence[one]=the_other. |
559 | */ |
560 | equivalence = snewn(w * h, int); |
561 | for (i = 0; i < w*h; i++) |
562 | equivalence[i] = i; /* initially all distinct */ |
563 | |
564 | /* |
565 | * On a non-wrapping grid, we instantly know that all the edges |
566 | * round the edge are closed. |
567 | */ |
568 | if (!wrapping) { |
569 | for (i = 0; i < w; i++) { |
570 | edgestate[i * 5 + 2] = edgestate[((h-1) * w + i) * 5 + 8] = 2; |
571 | } |
572 | for (i = 0; i < h; i++) { |
573 | edgestate[(i * w + w-1) * 5 + 1] = edgestate[(i * w) * 5 + 4] = 2; |
574 | } |
575 | } |
576 | |
577 | /* |
84942c65 |
578 | * If we have barriers available, we can mark those edges as |
579 | * closed too. |
580 | */ |
581 | if (barriers) { |
582 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
583 | int d; |
584 | for (d = 1; d <= 8; d += d) { |
585 | if (barriers[y*w+x] & d) { |
586 | int x2, y2; |
587 | /* |
588 | * In principle the barrier list should already |
589 | * contain each barrier from each side, but |
590 | * let's not take chances with our internal |
591 | * consistency. |
592 | */ |
593 | OFFSETWH(x2, y2, x, y, d, w, h); |
594 | edgestate[(y*w+x) * 5 + d] = 2; |
595 | edgestate[(y2*w+x2) * 5 + F(d)] = 2; |
596 | } |
597 | } |
598 | } |
599 | } |
600 | |
601 | /* |
c0edd11f |
602 | * Since most deductions made by this solver are local (the |
603 | * exception is loop avoidance, where joining two tiles |
604 | * together on one side of the grid can theoretically permit a |
605 | * fresh deduction on the other), we can address the scaling |
606 | * problem inherent in iterating repeatedly over the entire |
607 | * grid by instead working with a to-do list. |
608 | */ |
609 | todo = todo_new(w * h); |
610 | |
611 | /* |
612 | * Main deductive loop. |
613 | */ |
614 | done_something = TRUE; /* prevent instant termination! */ |
615 | while (1) { |
616 | int index; |
617 | |
618 | /* |
619 | * Take a tile index off the todo list and process it. |
620 | */ |
621 | index = todo_get(todo); |
622 | if (index == -1) { |
623 | /* |
624 | * If we have run out of immediate things to do, we |
625 | * have no choice but to scan the whole grid for |
626 | * longer-range things we've missed. Hence, I now add |
627 | * every square on the grid back on to the to-do list. |
628 | * I also set `done_something' to FALSE at this point; |
629 | * if we later come back here and find it still FALSE, |
630 | * we will know we've scanned the entire grid without |
631 | * finding anything new to do, and we can terminate. |
632 | */ |
633 | if (!done_something) |
634 | break; |
635 | for (i = 0; i < w*h; i++) |
636 | todo_add(todo, i); |
637 | done_something = FALSE; |
638 | |
639 | index = todo_get(todo); |
640 | } |
641 | |
642 | y = index / w; |
643 | x = index % w; |
644 | { |
645 | int d, ourclass = dsf_canonify(equivalence, y*w+x); |
646 | int deadendmax[9]; |
647 | |
648 | deadendmax[1] = deadendmax[2] = deadendmax[4] = deadendmax[8] = 0; |
649 | |
650 | for (i = j = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
651 | int valid; |
652 | int nnondeadends, nondeadends[4], deadendtotal; |
653 | int nequiv, equiv[5]; |
654 | int val = tilestate[(y*w+x) * 4 + i]; |
655 | |
656 | valid = TRUE; |
657 | nnondeadends = deadendtotal = 0; |
658 | equiv[0] = ourclass; |
659 | nequiv = 1; |
660 | for (d = 1; d <= 8; d += d) { |
661 | /* |
662 | * Immediately rule out this orientation if it |
663 | * conflicts with any known edge. |
664 | */ |
665 | if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) || |
666 | (edgestate[(y*w+x) * 5 + d] == 2 && (val & d))) |
667 | valid = FALSE; |
668 | |
669 | if (val & d) { |
670 | /* |
671 | * Count up the dead-end statistics. |
672 | */ |
673 | if (deadends[(y*w+x) * 5 + d] <= area) { |
674 | deadendtotal += deadends[(y*w+x) * 5 + d]; |
675 | } else { |
676 | nondeadends[nnondeadends++] = d; |
677 | } |
678 | |
679 | /* |
680 | * Ensure we aren't linking to any tiles, |
681 | * through edges not already known to be |
682 | * open, which create a loop. |
683 | */ |
684 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
685 | int c, k, x2, y2; |
686 | |
687 | OFFSETWH(x2, y2, x, y, d, w, h); |
688 | c = dsf_canonify(equivalence, y2*w+x2); |
689 | for (k = 0; k < nequiv; k++) |
690 | if (c == equiv[k]) |
691 | break; |
692 | if (k == nequiv) |
693 | equiv[nequiv++] = c; |
694 | else |
695 | valid = FALSE; |
696 | } |
697 | } |
698 | } |
699 | |
700 | if (nnondeadends == 0) { |
701 | /* |
702 | * If this orientation links together dead-ends |
703 | * with a total area of less than the entire |
704 | * grid, it is invalid. |
705 | * |
706 | * (We add 1 to deadendtotal because of the |
707 | * tile itself, of course; one tile linking |
708 | * dead ends of size 2 and 3 forms a subnetwork |
709 | * with a total area of 6, not 5.) |
710 | */ |
9535138a |
711 | if (deadendtotal > 0 && deadendtotal+1 < area) |
c0edd11f |
712 | valid = FALSE; |
713 | } else if (nnondeadends == 1) { |
714 | /* |
715 | * If this orientation links together one or |
716 | * more dead-ends with precisely one |
717 | * non-dead-end, then we may have to mark that |
718 | * non-dead-end as a dead end going the other |
719 | * way. However, it depends on whether all |
720 | * other orientations share the same property. |
721 | */ |
722 | deadendtotal++; |
723 | if (deadendmax[nondeadends[0]] < deadendtotal) |
724 | deadendmax[nondeadends[0]] = deadendtotal; |
725 | } else { |
726 | /* |
727 | * If this orientation links together two or |
728 | * more non-dead-ends, then we can rule out the |
729 | * possibility of putting in new dead-end |
730 | * markings in those directions. |
731 | */ |
732 | int k; |
733 | for (k = 0; k < nnondeadends; k++) |
734 | deadendmax[nondeadends[k]] = area+1; |
735 | } |
736 | |
737 | if (valid) |
738 | tilestate[(y*w+x) * 4 + j++] = val; |
739 | #ifdef SOLVER_DIAGNOSTICS |
740 | else |
741 | printf("ruling out orientation %x at %d,%d\n", val, x, y); |
742 | #endif |
743 | } |
744 | |
745 | assert(j > 0); /* we can't lose _all_ possibilities! */ |
746 | |
747 | if (j < i) { |
c0edd11f |
748 | done_something = TRUE; |
749 | |
750 | /* |
751 | * We have ruled out at least one tile orientation. |
752 | * Make sure the rest are blanked. |
753 | */ |
754 | while (j < 4) |
755 | tilestate[(y*w+x) * 4 + j++] = 255; |
3af1c093 |
756 | } |
c0edd11f |
757 | |
3af1c093 |
758 | /* |
759 | * Now go through the tile orientations again and see |
760 | * if we've deduced anything new about any edges. |
761 | */ |
762 | { |
763 | int a, o; |
c0edd11f |
764 | a = 0xF; o = 0; |
3af1c093 |
765 | |
c0edd11f |
766 | for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
767 | a &= tilestate[(y*w+x) * 4 + i]; |
768 | o |= tilestate[(y*w+x) * 4 + i]; |
769 | } |
770 | for (d = 1; d <= 8; d += d) |
771 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
772 | int x2, y2, d2; |
773 | OFFSETWH(x2, y2, x, y, d, w, h); |
774 | d2 = F(d); |
775 | if (a & d) { |
776 | /* This edge is open in all orientations. */ |
777 | #ifdef SOLVER_DIAGNOSTICS |
778 | printf("marking edge %d,%d:%d open\n", x, y, d); |
779 | #endif |
780 | edgestate[(y*w+x) * 5 + d] = 1; |
781 | edgestate[(y2*w+x2) * 5 + d2] = 1; |
782 | dsf_merge(equivalence, y*w+x, y2*w+x2); |
783 | done_something = TRUE; |
784 | todo_add(todo, y2*w+x2); |
785 | } else if (!(o & d)) { |
786 | /* This edge is closed in all orientations. */ |
787 | #ifdef SOLVER_DIAGNOSTICS |
788 | printf("marking edge %d,%d:%d closed\n", x, y, d); |
789 | #endif |
790 | edgestate[(y*w+x) * 5 + d] = 2; |
791 | edgestate[(y2*w+x2) * 5 + d2] = 2; |
792 | done_something = TRUE; |
793 | todo_add(todo, y2*w+x2); |
794 | } |
795 | } |
796 | |
797 | } |
798 | |
799 | /* |
800 | * Now check the dead-end markers and see if any of |
801 | * them has lowered from the real ones. |
802 | */ |
803 | for (d = 1; d <= 8; d += d) { |
804 | int x2, y2, d2; |
805 | OFFSETWH(x2, y2, x, y, d, w, h); |
806 | d2 = F(d); |
807 | if (deadendmax[d] > 0 && |
808 | deadends[(y2*w+x2) * 5 + d2] > deadendmax[d]) { |
809 | #ifdef SOLVER_DIAGNOSTICS |
810 | printf("setting dead end value %d,%d:%d to %d\n", |
811 | x2, y2, d2, deadendmax[d]); |
812 | #endif |
813 | deadends[(y2*w+x2) * 5 + d2] = deadendmax[d]; |
814 | done_something = TRUE; |
815 | todo_add(todo, y2*w+x2); |
816 | } |
817 | } |
818 | |
819 | } |
820 | } |
821 | |
822 | /* |
823 | * Mark all completely determined tiles as locked. |
824 | */ |
825 | j = TRUE; |
826 | for (i = 0; i < w*h; i++) { |
827 | if (tilestate[i * 4 + 1] == 255) { |
828 | assert(tilestate[i * 4 + 0] != 255); |
829 | tiles[i] = tilestate[i * 4] | LOCKED; |
830 | } else { |
831 | tiles[i] &= ~LOCKED; |
832 | j = FALSE; |
833 | } |
834 | } |
835 | |
836 | /* |
837 | * Free up working space. |
838 | */ |
839 | todo_free(todo); |
840 | sfree(tilestate); |
841 | sfree(edgestate); |
842 | sfree(deadends); |
843 | sfree(equivalence); |
844 | |
845 | return j; |
846 | } |
847 | |
848 | /* ---------------------------------------------------------------------- |
1185e3c5 |
849 | * Randomly select a new game description. |
720a8fb7 |
850 | */ |
851 | |
c0edd11f |
852 | /* |
853 | * Function to randomly perturb an ambiguous section in a grid, to |
854 | * attempt to ensure unique solvability. |
855 | */ |
856 | static void perturb(int w, int h, unsigned char *tiles, int wrapping, |
857 | random_state *rs, int startx, int starty, int startd) |
858 | { |
859 | struct xyd *perimeter, *perim2, *loop[2], looppos[2]; |
860 | int nperim, perimsize, nloop[2], loopsize[2]; |
861 | int x, y, d, i; |
862 | |
863 | /* |
864 | * We know that the tile at (startx,starty) is part of an |
865 | * ambiguous section, and we also know that its neighbour in |
866 | * direction startd is fully specified. We begin by tracing all |
867 | * the way round the ambiguous area. |
868 | */ |
869 | nperim = perimsize = 0; |
870 | perimeter = NULL; |
871 | x = startx; |
872 | y = starty; |
873 | d = startd; |
874 | #ifdef PERTURB_DIAGNOSTICS |
875 | printf("perturb %d,%d:%d\n", x, y, d); |
876 | #endif |
877 | do { |
878 | int x2, y2, d2; |
879 | |
880 | if (nperim >= perimsize) { |
881 | perimsize = perimsize * 3 / 2 + 32; |
882 | perimeter = sresize(perimeter, perimsize, struct xyd); |
883 | } |
884 | perimeter[nperim].x = x; |
885 | perimeter[nperim].y = y; |
886 | perimeter[nperim].direction = d; |
887 | nperim++; |
888 | #ifdef PERTURB_DIAGNOSTICS |
889 | printf("perimeter: %d,%d:%d\n", x, y, d); |
890 | #endif |
891 | |
892 | /* |
893 | * First, see if we can simply turn left from where we are |
894 | * and find another locked square. |
895 | */ |
896 | d2 = A(d); |
897 | OFFSETWH(x2, y2, x, y, d2, w, h); |
898 | if ((!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) || |
899 | (tiles[y2*w+x2] & LOCKED)) { |
900 | d = d2; |
901 | } else { |
902 | /* |
903 | * Failing that, step left into the new square and look |
904 | * in front of us. |
905 | */ |
906 | x = x2; |
907 | y = y2; |
908 | OFFSETWH(x2, y2, x, y, d, w, h); |
909 | if ((wrapping || (abs(x2-x) <= 1 && abs(y2-y) <= 1)) && |
910 | !(tiles[y2*w+x2] & LOCKED)) { |
911 | /* |
912 | * And failing _that_, we're going to have to step |
913 | * forward into _that_ square and look right at the |
914 | * same locked square as we started with. |
915 | */ |
916 | x = x2; |
917 | y = y2; |
918 | d = C(d); |
919 | } |
920 | } |
921 | |
922 | } while (x != startx || y != starty || d != startd); |
923 | |
924 | /* |
925 | * Our technique for perturbing this ambiguous area is to |
926 | * search round its edge for a join we can make: that is, an |
927 | * edge on the perimeter which is (a) not currently connected, |
928 | * and (b) connecting it would not yield a full cross on either |
929 | * side. Then we make that join, search round the network to |
930 | * find the loop thus constructed, and sever the loop at a |
931 | * randomly selected other point. |
932 | */ |
933 | perim2 = snewn(nperim, struct xyd); |
934 | memcpy(perim2, perimeter, nperim * sizeof(struct xyd)); |
935 | /* Shuffle the perimeter, so as to search it without directional bias. */ |
936 | for (i = nperim; --i ;) { |
937 | int j = random_upto(rs, i+1); |
938 | struct xyd t; |
939 | |
940 | t = perim2[j]; |
941 | perim2[j] = perim2[i]; |
942 | perim2[i] = t; |
943 | } |
944 | for (i = 0; i < nperim; i++) { |
945 | int x2, y2; |
946 | |
947 | x = perim2[i].x; |
948 | y = perim2[i].y; |
949 | d = perim2[i].direction; |
950 | |
951 | OFFSETWH(x2, y2, x, y, d, w, h); |
952 | if (!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) |
953 | continue; /* can't link across non-wrapping border */ |
954 | if (tiles[y*w+x] & d) |
955 | continue; /* already linked in this direction! */ |
956 | if (((tiles[y*w+x] | d) & 15) == 15) |
957 | continue; /* can't turn this tile into a cross */ |
958 | if (((tiles[y2*w+x2] | F(d)) & 15) == 15) |
959 | continue; /* can't turn other tile into a cross */ |
960 | |
961 | /* |
962 | * We've found the point at which we're going to make a new |
963 | * link. |
964 | */ |
965 | #ifdef PERTURB_DIAGNOSTICS |
966 | printf("linking %d,%d:%d\n", x, y, d); |
967 | #endif |
968 | tiles[y*w+x] |= d; |
969 | tiles[y2*w+x2] |= F(d); |
970 | |
971 | break; |
972 | } |
973 | |
974 | if (i == nperim) |
975 | return; /* nothing we can do! */ |
976 | |
977 | /* |
978 | * Now we've constructed a new link, we need to find the entire |
979 | * loop of which it is a part. |
980 | * |
981 | * In principle, this involves doing a complete search round |
982 | * the network. However, I anticipate that in the vast majority |
983 | * of cases the loop will be quite small, so what I'm going to |
984 | * do is make _two_ searches round the network in parallel, one |
985 | * keeping its metaphorical hand on the left-hand wall while |
986 | * the other keeps its hand on the right. As soon as one of |
987 | * them gets back to its starting point, I abandon the other. |
988 | */ |
989 | for (i = 0; i < 2; i++) { |
990 | loopsize[i] = nloop[i] = 0; |
991 | loop[i] = NULL; |
992 | looppos[i].x = x; |
993 | looppos[i].y = y; |
994 | looppos[i].direction = d; |
995 | } |
996 | while (1) { |
997 | for (i = 0; i < 2; i++) { |
998 | int x2, y2, j; |
999 | |
1000 | x = looppos[i].x; |
1001 | y = looppos[i].y; |
1002 | d = looppos[i].direction; |
1003 | |
1004 | OFFSETWH(x2, y2, x, y, d, w, h); |
1005 | |
1006 | /* |
1007 | * Add this path segment to the loop, unless it exactly |
1008 | * reverses the previous one on the loop in which case |
1009 | * we take it away again. |
1010 | */ |
1011 | #ifdef PERTURB_DIAGNOSTICS |
1012 | printf("looppos[%d] = %d,%d:%d\n", i, x, y, d); |
1013 | #endif |
1014 | if (nloop[i] > 0 && |
1015 | loop[i][nloop[i]-1].x == x2 && |
1016 | loop[i][nloop[i]-1].y == y2 && |
1017 | loop[i][nloop[i]-1].direction == F(d)) { |
1018 | #ifdef PERTURB_DIAGNOSTICS |
1019 | printf("removing path segment %d,%d:%d from loop[%d]\n", |
1020 | x2, y2, F(d), i); |
1021 | #endif |
1022 | nloop[i]--; |
1023 | } else { |
1024 | if (nloop[i] >= loopsize[i]) { |
1025 | loopsize[i] = loopsize[i] * 3 / 2 + 32; |
1026 | loop[i] = sresize(loop[i], loopsize[i], struct xyd); |
1027 | } |
1028 | #ifdef PERTURB_DIAGNOSTICS |
1029 | printf("adding path segment %d,%d:%d to loop[%d]\n", |
1030 | x, y, d, i); |
1031 | #endif |
1032 | loop[i][nloop[i]++] = looppos[i]; |
1033 | } |
1034 | |
1035 | #ifdef PERTURB_DIAGNOSTICS |
1036 | printf("tile at new location is %x\n", tiles[y2*w+x2] & 0xF); |
1037 | #endif |
1038 | d = F(d); |
1039 | for (j = 0; j < 4; j++) { |
1040 | if (i == 0) |
1041 | d = A(d); |
1042 | else |
1043 | d = C(d); |
1044 | #ifdef PERTURB_DIAGNOSTICS |
1045 | printf("trying dir %d\n", d); |
1046 | #endif |
1047 | if (tiles[y2*w+x2] & d) { |
1048 | looppos[i].x = x2; |
1049 | looppos[i].y = y2; |
1050 | looppos[i].direction = d; |
1051 | break; |
1052 | } |
1053 | } |
1054 | |
1055 | assert(j < 4); |
1056 | assert(nloop[i] > 0); |
1057 | |
1058 | if (looppos[i].x == loop[i][0].x && |
1059 | looppos[i].y == loop[i][0].y && |
1060 | looppos[i].direction == loop[i][0].direction) { |
1061 | #ifdef PERTURB_DIAGNOSTICS |
1062 | printf("loop %d finished tracking\n", i); |
1063 | #endif |
1064 | |
1065 | /* |
1066 | * Having found our loop, we now sever it at a |
1067 | * randomly chosen point - absolutely any will do - |
1068 | * which is not the one we joined it at to begin |
1069 | * with. Conveniently, the one we joined it at is |
1070 | * loop[i][0], so we just avoid that one. |
1071 | */ |
1072 | j = random_upto(rs, nloop[i]-1) + 1; |
1073 | x = loop[i][j].x; |
1074 | y = loop[i][j].y; |
1075 | d = loop[i][j].direction; |
1076 | OFFSETWH(x2, y2, x, y, d, w, h); |
1077 | tiles[y*w+x] &= ~d; |
1078 | tiles[y2*w+x2] &= ~F(d); |
1079 | |
1080 | break; |
1081 | } |
1082 | } |
1083 | if (i < 2) |
1084 | break; |
1085 | } |
1086 | sfree(loop[0]); |
1087 | sfree(loop[1]); |
1088 | |
1089 | /* |
1090 | * Finally, we must mark the entire disputed section as locked, |
1091 | * to prevent the perturb function being called on it multiple |
1092 | * times. |
1093 | * |
1094 | * To do this, we _sort_ the perimeter of the area. The |
1095 | * existing xyd_cmp function will arrange things into columns |
1096 | * for us, in such a way that each column has the edges in |
1097 | * vertical order. Then we can work down each column and fill |
1098 | * in all the squares between an up edge and a down edge. |
1099 | */ |
1100 | qsort(perimeter, nperim, sizeof(struct xyd), xyd_cmp); |
1101 | x = y = -1; |
1102 | for (i = 0; i <= nperim; i++) { |
1103 | if (i == nperim || perimeter[i].x > x) { |
1104 | /* |
1105 | * Fill in everything from the last Up edge to the |
1106 | * bottom of the grid, if necessary. |
1107 | */ |
1108 | if (x != -1) { |
1109 | while (y < h) { |
1110 | #ifdef PERTURB_DIAGNOSTICS |
1111 | printf("resolved: locking tile %d,%d\n", x, y); |
1112 | #endif |
1113 | tiles[y * w + x] |= LOCKED; |
1114 | y++; |
1115 | } |
1116 | x = y = -1; |
1117 | } |
1118 | |
1119 | if (i == nperim) |
1120 | break; |
1121 | |
1122 | x = perimeter[i].x; |
1123 | y = 0; |
1124 | } |
1125 | |
1126 | if (perimeter[i].direction == U) { |
1127 | x = perimeter[i].x; |
1128 | y = perimeter[i].y; |
1129 | } else if (perimeter[i].direction == D) { |
1130 | /* |
1131 | * Fill in everything from the last Up edge to here. |
1132 | */ |
1133 | assert(x == perimeter[i].x && y <= perimeter[i].y); |
1134 | while (y <= perimeter[i].y) { |
1135 | #ifdef PERTURB_DIAGNOSTICS |
1136 | printf("resolved: locking tile %d,%d\n", x, y); |
1137 | #endif |
1138 | tiles[y * w + x] |= LOCKED; |
1139 | y++; |
1140 | } |
1141 | x = y = -1; |
1142 | } |
1143 | } |
1144 | |
1145 | sfree(perimeter); |
1146 | } |
1147 | |
1185e3c5 |
1148 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
1149 | game_aux_info **aux, int interactive) |
720a8fb7 |
1150 | { |
1185e3c5 |
1151 | tree234 *possibilities, *barriertree; |
1152 | int w, h, x, y, cx, cy, nbarriers; |
1153 | unsigned char *tiles, *barriers; |
1154 | char *desc, *p; |
6f2d8d7c |
1155 | |
1185e3c5 |
1156 | w = params->width; |
1157 | h = params->height; |
720a8fb7 |
1158 | |
c0edd11f |
1159 | cx = w / 2; |
1160 | cy = h / 2; |
1161 | |
1185e3c5 |
1162 | tiles = snewn(w * h, unsigned char); |
1185e3c5 |
1163 | barriers = snewn(w * h, unsigned char); |
720a8fb7 |
1164 | |
c0edd11f |
1165 | begin_generation: |
1166 | |
1167 | memset(tiles, 0, w * h); |
1168 | memset(barriers, 0, w * h); |
720a8fb7 |
1169 | |
1170 | /* |
1171 | * Construct the unshuffled grid. |
1172 | * |
1173 | * To do this, we simply start at the centre point, repeatedly |
1174 | * choose a random possibility out of the available ways to |
1175 | * extend a used square into an unused one, and do it. After |
1176 | * extending the third line out of a square, we remove the |
1177 | * fourth from the possibilities list to avoid any full-cross |
1178 | * squares (which would make the game too easy because they |
1179 | * only have one orientation). |
1180 | * |
1181 | * The slightly worrying thing is the avoidance of full-cross |
1182 | * squares. Can this cause our unsophisticated construction |
1183 | * algorithm to paint itself into a corner, by getting into a |
1184 | * situation where there are some unreached squares and the |
1185 | * only way to reach any of them is to extend a T-piece into a |
1186 | * full cross? |
1187 | * |
1188 | * Answer: no it can't, and here's a proof. |
1189 | * |
1190 | * Any contiguous group of such unreachable squares must be |
1191 | * surrounded on _all_ sides by T-pieces pointing away from the |
1192 | * group. (If not, then there is a square which can be extended |
1193 | * into one of the `unreachable' ones, and so it wasn't |
1194 | * unreachable after all.) In particular, this implies that |
1195 | * each contiguous group of unreachable squares must be |
1196 | * rectangular in shape (any deviation from that yields a |
1197 | * non-T-piece next to an `unreachable' square). |
1198 | * |
1199 | * So we have a rectangle of unreachable squares, with T-pieces |
1200 | * forming a solid border around the rectangle. The corners of |
1201 | * that border must be connected (since every tile connects all |
1202 | * the lines arriving in it), and therefore the border must |
1203 | * form a closed loop around the rectangle. |
1204 | * |
1205 | * But this can't have happened in the first place, since we |
1206 | * _know_ we've avoided creating closed loops! Hence, no such |
1207 | * situation can ever arise, and the naive grid construction |
1208 | * algorithm will guaranteeably result in a complete grid |
1209 | * containing no unreached squares, no full crosses _and_ no |
1210 | * closed loops. [] |
1211 | */ |
c0edd11f |
1212 | possibilities = newtree234(xyd_cmp_nc); |
ecadce0d |
1213 | |
1185e3c5 |
1214 | if (cx+1 < w) |
1215 | add234(possibilities, new_xyd(cx, cy, R)); |
1216 | if (cy-1 >= 0) |
1217 | add234(possibilities, new_xyd(cx, cy, U)); |
1218 | if (cx-1 >= 0) |
1219 | add234(possibilities, new_xyd(cx, cy, L)); |
1220 | if (cy+1 < h) |
1221 | add234(possibilities, new_xyd(cx, cy, D)); |
720a8fb7 |
1222 | |
1223 | while (count234(possibilities) > 0) { |
1224 | int i; |
1225 | struct xyd *xyd; |
1226 | int x1, y1, d1, x2, y2, d2, d; |
1227 | |
1228 | /* |
1229 | * Extract a randomly chosen possibility from the list. |
1230 | */ |
1231 | i = random_upto(rs, count234(possibilities)); |
1232 | xyd = delpos234(possibilities, i); |
1233 | x1 = xyd->x; |
1234 | y1 = xyd->y; |
1235 | d1 = xyd->direction; |
1236 | sfree(xyd); |
1237 | |
1185e3c5 |
1238 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1239 | d2 = F(d1); |
1240 | #ifdef DEBUG |
1241 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
1242 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
1243 | #endif |
1244 | |
1245 | /* |
1246 | * Make the connection. (We should be moving to an as yet |
1247 | * unused tile.) |
1248 | */ |
1185e3c5 |
1249 | index(params, tiles, x1, y1) |= d1; |
1250 | assert(index(params, tiles, x2, y2) == 0); |
1251 | index(params, tiles, x2, y2) |= d2; |
720a8fb7 |
1252 | |
1253 | /* |
1254 | * If we have created a T-piece, remove its last |
1255 | * possibility. |
1256 | */ |
1185e3c5 |
1257 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
720a8fb7 |
1258 | struct xyd xyd1, *xydp; |
1259 | |
1260 | xyd1.x = x1; |
1261 | xyd1.y = y1; |
1185e3c5 |
1262 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
720a8fb7 |
1263 | |
1264 | xydp = find234(possibilities, &xyd1, NULL); |
1265 | |
1266 | if (xydp) { |
1267 | #ifdef DEBUG |
1268 | printf("T-piece; removing (%d,%d,%c)\n", |
1269 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1270 | #endif |
1271 | del234(possibilities, xydp); |
1272 | sfree(xydp); |
1273 | } |
1274 | } |
1275 | |
1276 | /* |
1277 | * Remove all other possibilities that were pointing at the |
1278 | * tile we've just moved into. |
1279 | */ |
1280 | for (d = 1; d < 0x10; d <<= 1) { |
1281 | int x3, y3, d3; |
1282 | struct xyd xyd1, *xydp; |
1283 | |
1185e3c5 |
1284 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1285 | d3 = F(d); |
1286 | |
1287 | xyd1.x = x3; |
1288 | xyd1.y = y3; |
1289 | xyd1.direction = d3; |
1290 | |
1291 | xydp = find234(possibilities, &xyd1, NULL); |
1292 | |
1293 | if (xydp) { |
1294 | #ifdef DEBUG |
1295 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
1296 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1297 | #endif |
1298 | del234(possibilities, xydp); |
1299 | sfree(xydp); |
1300 | } |
1301 | } |
1302 | |
1303 | /* |
1304 | * Add new possibilities to the list for moving _out_ of |
1305 | * the tile we have just moved into. |
1306 | */ |
1307 | for (d = 1; d < 0x10; d <<= 1) { |
1308 | int x3, y3; |
1309 | |
1310 | if (d == d2) |
1311 | continue; /* we've got this one already */ |
1312 | |
1185e3c5 |
1313 | if (!params->wrapping) { |
720a8fb7 |
1314 | if (d == U && y2 == 0) |
1315 | continue; |
1185e3c5 |
1316 | if (d == D && y2 == h-1) |
720a8fb7 |
1317 | continue; |
1318 | if (d == L && x2 == 0) |
1319 | continue; |
1185e3c5 |
1320 | if (d == R && x2 == w-1) |
720a8fb7 |
1321 | continue; |
1322 | } |
1323 | |
1185e3c5 |
1324 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1325 | |
1185e3c5 |
1326 | if (index(params, tiles, x3, y3)) |
720a8fb7 |
1327 | continue; /* this would create a loop */ |
1328 | |
1329 | #ifdef DEBUG |
1330 | printf("New frontier; adding (%d,%d,%c)\n", |
1331 | x2, y2, "0RU3L567D9abcdef"[d]); |
1332 | #endif |
1333 | add234(possibilities, new_xyd(x2, y2, d)); |
1334 | } |
1335 | } |
1336 | /* Having done that, we should have no possibilities remaining. */ |
1337 | assert(count234(possibilities) == 0); |
1338 | freetree234(possibilities); |
1339 | |
c0edd11f |
1340 | if (params->unique) { |
1341 | int prevn = -1; |
1342 | |
1343 | /* |
1344 | * Run the solver to check unique solubility. |
1345 | */ |
84942c65 |
1346 | while (!net_solver(w, h, tiles, NULL, params->wrapping)) { |
c0edd11f |
1347 | int n = 0; |
1348 | |
1349 | /* |
1350 | * We expect (in most cases) that most of the grid will |
1351 | * be uniquely specified already, and the remaining |
1352 | * ambiguous sections will be small and separate. So |
1353 | * our strategy is to find each individual such |
1354 | * section, and perform a perturbation on the network |
1355 | * in that area. |
1356 | */ |
1357 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
1358 | if (x+1 < w && ((tiles[y*w+x] ^ tiles[y*w+x+1]) & LOCKED)) { |
1359 | n++; |
1360 | if (tiles[y*w+x] & LOCKED) |
1361 | perturb(w, h, tiles, params->wrapping, rs, x+1, y, L); |
1362 | else |
1363 | perturb(w, h, tiles, params->wrapping, rs, x, y, R); |
1364 | } |
1365 | if (y+1 < h && ((tiles[y*w+x] ^ tiles[(y+1)*w+x]) & LOCKED)) { |
1366 | n++; |
1367 | if (tiles[y*w+x] & LOCKED) |
1368 | perturb(w, h, tiles, params->wrapping, rs, x, y+1, U); |
1369 | else |
1370 | perturb(w, h, tiles, params->wrapping, rs, x, y, D); |
1371 | } |
1372 | } |
1373 | |
1374 | /* |
1375 | * Now n counts the number of ambiguous sections we |
1376 | * have fiddled with. If we haven't managed to decrease |
1377 | * it from the last time we ran the solver, give up and |
1378 | * regenerate the entire grid. |
1379 | */ |
1380 | if (prevn != -1 && prevn <= n) |
1381 | goto begin_generation; /* (sorry) */ |
1382 | |
1383 | prevn = n; |
1384 | } |
1385 | |
1386 | /* |
1387 | * The solver will have left a lot of LOCKED bits lying |
1388 | * around in the tiles array. Remove them. |
1389 | */ |
1390 | for (x = 0; x < w*h; x++) |
1391 | tiles[x] &= ~LOCKED; |
1392 | } |
1393 | |
720a8fb7 |
1394 | /* |
1395 | * Now compute a list of the possible barrier locations. |
1396 | */ |
c0edd11f |
1397 | barriertree = newtree234(xyd_cmp_nc); |
1185e3c5 |
1398 | for (y = 0; y < h; y++) { |
1399 | for (x = 0; x < w; x++) { |
1400 | |
1401 | if (!(index(params, tiles, x, y) & R) && |
1402 | (params->wrapping || x < w-1)) |
1403 | add234(barriertree, new_xyd(x, y, R)); |
1404 | if (!(index(params, tiles, x, y) & D) && |
1405 | (params->wrapping || y < h-1)) |
1406 | add234(barriertree, new_xyd(x, y, D)); |
720a8fb7 |
1407 | } |
1408 | } |
1409 | |
1410 | /* |
1185e3c5 |
1411 | * Save the unshuffled grid in an aux_info. |
2ac6d24e |
1412 | */ |
1413 | { |
1185e3c5 |
1414 | game_aux_info *solution; |
2ac6d24e |
1415 | |
1185e3c5 |
1416 | solution = snew(game_aux_info); |
1417 | solution->width = w; |
1418 | solution->height = h; |
1419 | solution->tiles = snewn(w * h, unsigned char); |
1420 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
1421 | |
1185e3c5 |
1422 | *aux = solution; |
2ac6d24e |
1423 | } |
1424 | |
1425 | /* |
720a8fb7 |
1426 | * Now shuffle the grid. |
1427 | */ |
1185e3c5 |
1428 | for (y = 0; y < h; y++) { |
1429 | for (x = 0; x < w; x++) { |
1430 | int orig = index(params, tiles, x, y); |
720a8fb7 |
1431 | int rot = random_upto(rs, 4); |
1185e3c5 |
1432 | index(params, tiles, x, y) = ROT(orig, rot); |
720a8fb7 |
1433 | } |
1434 | } |
1435 | |
1436 | /* |
1437 | * And now choose barrier locations. (We carefully do this |
1438 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
1439 | * params while keeping the random seed the same will give the |
720a8fb7 |
1440 | * same shuffled grid and _only_ change the barrier locations. |
1441 | * Also the way we choose barrier locations, by repeatedly |
1442 | * choosing one possibility from the list until we have enough, |
1443 | * is designed to ensure that raising the barrier rate while |
1444 | * keeping the seed the same will provide a superset of the |
1445 | * previous barrier set - i.e. if you ask for 10 barriers, and |
1446 | * then decide that's still too hard and ask for 20, you'll get |
1447 | * the original 10 plus 10 more, rather than getting 20 new |
1448 | * ones and the chance of remembering your first 10.) |
1449 | */ |
1185e3c5 |
1450 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
1451 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
720a8fb7 |
1452 | |
1453 | while (nbarriers > 0) { |
1454 | int i; |
1455 | struct xyd *xyd; |
1456 | int x1, y1, d1, x2, y2, d2; |
1457 | |
1458 | /* |
1459 | * Extract a randomly chosen barrier from the list. |
1460 | */ |
1185e3c5 |
1461 | i = random_upto(rs, count234(barriertree)); |
1462 | xyd = delpos234(barriertree, i); |
720a8fb7 |
1463 | |
1464 | assert(xyd != NULL); |
1465 | |
1466 | x1 = xyd->x; |
1467 | y1 = xyd->y; |
1468 | d1 = xyd->direction; |
1469 | sfree(xyd); |
1470 | |
1185e3c5 |
1471 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1472 | d2 = F(d1); |
1473 | |
1185e3c5 |
1474 | index(params, barriers, x1, y1) |= d1; |
1475 | index(params, barriers, x2, y2) |= d2; |
720a8fb7 |
1476 | |
1477 | nbarriers--; |
1478 | } |
1479 | |
1480 | /* |
1481 | * Clean up the rest of the barrier list. |
1482 | */ |
1483 | { |
1484 | struct xyd *xyd; |
1485 | |
1185e3c5 |
1486 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
720a8fb7 |
1487 | sfree(xyd); |
1488 | |
1185e3c5 |
1489 | freetree234(barriertree); |
1490 | } |
1491 | |
1492 | /* |
1493 | * Finally, encode the grid into a string game description. |
1494 | * |
1495 | * My syntax is extremely simple: each square is encoded as a |
1496 | * hex digit in which bit 0 means a connection on the right, |
1497 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
1498 | * encoding as used internally). Each digit is followed by |
1499 | * optional barrier indicators: `v' means a vertical barrier to |
1500 | * the right of it, and `h' means a horizontal barrier below |
1501 | * it. |
1502 | */ |
1503 | desc = snewn(w * h * 3 + 1, char); |
1504 | p = desc; |
1505 | for (y = 0; y < h; y++) { |
1506 | for (x = 0; x < w; x++) { |
1507 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
1508 | if ((params->wrapping || x < w-1) && |
1509 | (index(params, barriers, x, y) & R)) |
1510 | *p++ = 'v'; |
1511 | if ((params->wrapping || y < h-1) && |
1512 | (index(params, barriers, x, y) & D)) |
1513 | *p++ = 'h'; |
1514 | } |
1515 | } |
1516 | assert(p - desc <= w*h*3); |
366d045b |
1517 | *p = '\0'; |
1185e3c5 |
1518 | |
1519 | sfree(tiles); |
1520 | sfree(barriers); |
1521 | |
1522 | return desc; |
1523 | } |
1524 | |
1525 | static void game_free_aux_info(game_aux_info *aux) |
1526 | { |
1527 | sfree(aux->tiles); |
1528 | sfree(aux); |
1529 | } |
1530 | |
1531 | static char *validate_desc(game_params *params, char *desc) |
1532 | { |
1533 | int w = params->width, h = params->height; |
1534 | int i; |
1535 | |
1536 | for (i = 0; i < w*h; i++) { |
1537 | if (*desc >= '0' && *desc <= '9') |
1538 | /* OK */; |
1539 | else if (*desc >= 'a' && *desc <= 'f') |
1540 | /* OK */; |
1541 | else if (*desc >= 'A' && *desc <= 'F') |
1542 | /* OK */; |
1543 | else if (!*desc) |
1544 | return "Game description shorter than expected"; |
1545 | else |
1546 | return "Game description contained unexpected character"; |
1547 | desc++; |
1548 | while (*desc == 'h' || *desc == 'v') |
1549 | desc++; |
1550 | } |
1551 | if (*desc) |
1552 | return "Game description longer than expected"; |
1553 | |
1554 | return NULL; |
1555 | } |
1556 | |
1557 | /* ---------------------------------------------------------------------- |
1558 | * Construct an initial game state, given a description and parameters. |
1559 | */ |
1560 | |
c380832d |
1561 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
1185e3c5 |
1562 | { |
1563 | game_state *state; |
1564 | int w, h, x, y; |
1565 | |
1566 | assert(params->width > 0 && params->height > 0); |
1567 | assert(params->width > 1 || params->height > 1); |
1568 | |
1569 | /* |
1570 | * Create a blank game state. |
1571 | */ |
1572 | state = snew(game_state); |
1573 | w = state->width = params->width; |
1574 | h = state->height = params->height; |
1185e3c5 |
1575 | state->wrapping = params->wrapping; |
1576 | state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0; |
1577 | state->completed = state->used_solve = state->just_used_solve = FALSE; |
1578 | state->tiles = snewn(state->width * state->height, unsigned char); |
1579 | memset(state->tiles, 0, state->width * state->height); |
1580 | state->barriers = snewn(state->width * state->height, unsigned char); |
1581 | memset(state->barriers, 0, state->width * state->height); |
1582 | |
1583 | /* |
1584 | * Parse the game description into the grid. |
1585 | */ |
1586 | for (y = 0; y < h; y++) { |
1587 | for (x = 0; x < w; x++) { |
1588 | if (*desc >= '0' && *desc <= '9') |
1589 | tile(state, x, y) = *desc - '0'; |
1590 | else if (*desc >= 'a' && *desc <= 'f') |
1591 | tile(state, x, y) = *desc - 'a' + 10; |
1592 | else if (*desc >= 'A' && *desc <= 'F') |
1593 | tile(state, x, y) = *desc - 'A' + 10; |
1594 | if (*desc) |
1595 | desc++; |
1596 | while (*desc == 'h' || *desc == 'v') { |
1597 | int x2, y2, d1, d2; |
1598 | if (*desc == 'v') |
1599 | d1 = R; |
1600 | else |
1601 | d1 = D; |
1602 | |
1603 | OFFSET(x2, y2, x, y, d1, state); |
1604 | d2 = F(d1); |
1605 | |
1606 | barrier(state, x, y) |= d1; |
1607 | barrier(state, x2, y2) |= d2; |
1608 | |
1609 | desc++; |
1610 | } |
1611 | } |
1612 | } |
1613 | |
1614 | /* |
1615 | * Set up border barriers if this is a non-wrapping game. |
1616 | */ |
1617 | if (!state->wrapping) { |
1618 | for (x = 0; x < state->width; x++) { |
1619 | barrier(state, x, 0) |= U; |
1620 | barrier(state, x, state->height-1) |= D; |
1621 | } |
1622 | for (y = 0; y < state->height; y++) { |
1623 | barrier(state, 0, y) |= L; |
1624 | barrier(state, state->width-1, y) |= R; |
1625 | } |
f0ee053c |
1626 | } else { |
1627 | /* |
1628 | * We check whether this is de-facto a non-wrapping game |
1629 | * despite the parameters, in case we were passed the |
1630 | * description of a non-wrapping game. This is so that we |
1631 | * can change some aspects of the UI behaviour. |
1632 | */ |
1633 | state->wrapping = FALSE; |
1634 | for (x = 0; x < state->width; x++) |
1635 | if (!(barrier(state, x, 0) & U) || |
1636 | !(barrier(state, x, state->height-1) & D)) |
1637 | state->wrapping = TRUE; |
1638 | for (y = 0; y < state->width; y++) |
1639 | if (!(barrier(state, 0, y) & L) || |
1640 | !(barrier(state, state->width-1, y) & R)) |
1641 | state->wrapping = TRUE; |
720a8fb7 |
1642 | } |
1643 | |
720a8fb7 |
1644 | return state; |
1645 | } |
1646 | |
be8d5aa1 |
1647 | static game_state *dup_game(game_state *state) |
720a8fb7 |
1648 | { |
1649 | game_state *ret; |
1650 | |
1651 | ret = snew(game_state); |
1652 | ret->width = state->width; |
1653 | ret->height = state->height; |
1654 | ret->wrapping = state->wrapping; |
1655 | ret->completed = state->completed; |
2ac6d24e |
1656 | ret->used_solve = state->used_solve; |
1657 | ret->just_used_solve = state->just_used_solve; |
2ef96bd6 |
1658 | ret->last_rotate_dir = state->last_rotate_dir; |
1185e3c5 |
1659 | ret->last_rotate_x = state->last_rotate_x; |
1660 | ret->last_rotate_y = state->last_rotate_y; |
720a8fb7 |
1661 | ret->tiles = snewn(state->width * state->height, unsigned char); |
1662 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
1663 | ret->barriers = snewn(state->width * state->height, unsigned char); |
1664 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
1665 | |
1666 | return ret; |
1667 | } |
1668 | |
be8d5aa1 |
1669 | static void free_game(game_state *state) |
720a8fb7 |
1670 | { |
1671 | sfree(state->tiles); |
1672 | sfree(state->barriers); |
1673 | sfree(state); |
1674 | } |
1675 | |
2ac6d24e |
1676 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
1677 | char **error) |
1678 | { |
1679 | game_state *ret; |
1680 | |
1185e3c5 |
1681 | if (!aux) { |
c0edd11f |
1682 | /* |
1683 | * Run the internal solver on the provided grid. This might |
1684 | * not yield a complete solution. |
1685 | */ |
1686 | ret = dup_game(state); |
84942c65 |
1687 | net_solver(ret->width, ret->height, ret->tiles, |
1688 | ret->barriers, ret->wrapping); |
c0edd11f |
1689 | } else { |
1690 | assert(aux->width == state->width); |
1691 | assert(aux->height == state->height); |
1692 | ret = dup_game(state); |
1693 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
1694 | ret->used_solve = ret->just_used_solve = TRUE; |
1695 | ret->completed = TRUE; |
2ac6d24e |
1696 | } |
1697 | |
2ac6d24e |
1698 | return ret; |
1699 | } |
1700 | |
9b4b03d3 |
1701 | static char *game_text_format(game_state *state) |
1702 | { |
1703 | return NULL; |
1704 | } |
1705 | |
720a8fb7 |
1706 | /* ---------------------------------------------------------------------- |
1707 | * Utility routine. |
1708 | */ |
1709 | |
1710 | /* |
1711 | * Compute which squares are reachable from the centre square, as a |
1712 | * quick visual aid to determining how close the game is to |
1713 | * completion. This is also a simple way to tell if the game _is_ |
1714 | * completed - just call this function and see whether every square |
1715 | * is marked active. |
1716 | */ |
f0ee053c |
1717 | static unsigned char *compute_active(game_state *state, int cx, int cy) |
720a8fb7 |
1718 | { |
1719 | unsigned char *active; |
1720 | tree234 *todo; |
1721 | struct xyd *xyd; |
1722 | |
1723 | active = snewn(state->width * state->height, unsigned char); |
1724 | memset(active, 0, state->width * state->height); |
1725 | |
1726 | /* |
1727 | * We only store (x,y) pairs in todo, but it's easier to reuse |
1728 | * xyd_cmp and just store direction 0 every time. |
1729 | */ |
c0edd11f |
1730 | todo = newtree234(xyd_cmp_nc); |
f0ee053c |
1731 | index(state, active, cx, cy) = ACTIVE; |
1732 | add234(todo, new_xyd(cx, cy, 0)); |
720a8fb7 |
1733 | |
1734 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
1735 | int x1, y1, d1, x2, y2, d2; |
1736 | |
1737 | x1 = xyd->x; |
1738 | y1 = xyd->y; |
1739 | sfree(xyd); |
1740 | |
1741 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
1742 | OFFSET(x2, y2, x1, y1, d1, state); |
1743 | d2 = F(d1); |
1744 | |
1745 | /* |
1746 | * If the next tile in this direction is connected to |
1747 | * us, and there isn't a barrier in the way, and it |
1748 | * isn't already marked active, then mark it active and |
1749 | * add it to the to-examine list. |
1750 | */ |
1751 | if ((tile(state, x1, y1) & d1) && |
1752 | (tile(state, x2, y2) & d2) && |
1753 | !(barrier(state, x1, y1) & d1) && |
1754 | !index(state, active, x2, y2)) { |
2ef96bd6 |
1755 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
1756 | add234(todo, new_xyd(x2, y2, 0)); |
1757 | } |
1758 | } |
1759 | } |
1760 | /* Now we expect the todo list to have shrunk to zero size. */ |
1761 | assert(count234(todo) == 0); |
1762 | freetree234(todo); |
1763 | |
1764 | return active; |
1765 | } |
1766 | |
66164171 |
1767 | struct game_ui { |
f0ee053c |
1768 | int org_x, org_y; /* origin */ |
1769 | int cx, cy; /* source tile (game coordinates) */ |
66164171 |
1770 | int cur_x, cur_y; |
1771 | int cur_visible; |
cbb5549e |
1772 | random_state *rs; /* used for jumbling */ |
66164171 |
1773 | }; |
1774 | |
be8d5aa1 |
1775 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1776 | { |
cbb5549e |
1777 | void *seed; |
1778 | int seedsize; |
66164171 |
1779 | game_ui *ui = snew(game_ui); |
f0ee053c |
1780 | ui->org_x = ui->org_y = 0; |
1781 | ui->cur_x = ui->cx = state->width / 2; |
1782 | ui->cur_y = ui->cy = state->height / 2; |
66164171 |
1783 | ui->cur_visible = FALSE; |
cbb5549e |
1784 | get_random_seed(&seed, &seedsize); |
1785 | ui->rs = random_init(seed, seedsize); |
1786 | sfree(seed); |
66164171 |
1787 | |
1788 | return ui; |
74a4e547 |
1789 | } |
1790 | |
be8d5aa1 |
1791 | static void free_ui(game_ui *ui) |
74a4e547 |
1792 | { |
cbb5549e |
1793 | random_free(ui->rs); |
66164171 |
1794 | sfree(ui); |
74a4e547 |
1795 | } |
1796 | |
720a8fb7 |
1797 | /* ---------------------------------------------------------------------- |
1798 | * Process a move. |
1799 | */ |
be8d5aa1 |
1800 | static game_state *make_move(game_state *state, game_ui *ui, |
1801 | int x, int y, int button) |
720a8fb7 |
1802 | { |
66164171 |
1803 | game_state *ret, *nullret; |
720a8fb7 |
1804 | int tx, ty, orig; |
f0ee053c |
1805 | int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL; |
720a8fb7 |
1806 | |
f0ee053c |
1807 | button &= ~MOD_MASK; |
66164171 |
1808 | nullret = NULL; |
720a8fb7 |
1809 | |
66164171 |
1810 | if (button == LEFT_BUTTON || |
1811 | button == MIDDLE_BUTTON || |
1812 | button == RIGHT_BUTTON) { |
1813 | |
1814 | if (ui->cur_visible) { |
1815 | ui->cur_visible = FALSE; |
1816 | nullret = state; |
1817 | } |
1818 | |
1819 | /* |
1820 | * The button must have been clicked on a valid tile. |
1821 | */ |
1822 | x -= WINDOW_OFFSET + TILE_BORDER; |
1823 | y -= WINDOW_OFFSET + TILE_BORDER; |
1824 | if (x < 0 || y < 0) |
1825 | return nullret; |
1826 | tx = x / TILE_SIZE; |
1827 | ty = y / TILE_SIZE; |
1828 | if (tx >= state->width || ty >= state->height) |
1829 | return nullret; |
f0ee053c |
1830 | /* Transform from physical to game coords */ |
1831 | tx = (tx + ui->org_x) % state->width; |
1832 | ty = (ty + ui->org_y) % state->height; |
66164171 |
1833 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
1834 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
1835 | return nullret; |
1836 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
1837 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
f0ee053c |
1838 | int dir; |
1839 | switch (button) { |
1840 | case CURSOR_UP: dir = U; break; |
1841 | case CURSOR_DOWN: dir = D; break; |
1842 | case CURSOR_LEFT: dir = L; break; |
1843 | case CURSOR_RIGHT: dir = R; break; |
1844 | default: return nullret; |
1845 | } |
1846 | if (shift) { |
1847 | /* |
1848 | * Move origin. |
1849 | */ |
1850 | if (state->wrapping) { |
1851 | OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state); |
1852 | } else return nullret; /* disallowed for non-wrapping grids */ |
1853 | } |
1854 | if (ctrl) { |
1855 | /* |
1856 | * Change source tile. |
1857 | */ |
1858 | OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state); |
1859 | } |
1860 | if (!shift && !ctrl) { |
1861 | /* |
1862 | * Move keyboard cursor. |
1863 | */ |
1864 | OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); |
1865 | ui->cur_visible = TRUE; |
1866 | } |
1867 | return state; /* UI activity has occurred */ |
66164171 |
1868 | } else if (button == 'a' || button == 's' || button == 'd' || |
1869 | button == 'A' || button == 'S' || button == 'D') { |
1870 | tx = ui->cur_x; |
1871 | ty = ui->cur_y; |
1872 | if (button == 'a' || button == 'A') |
1873 | button = LEFT_BUTTON; |
1874 | else if (button == 's' || button == 'S') |
1875 | button = MIDDLE_BUTTON; |
1876 | else if (button == 'd' || button == 'D') |
1877 | button = RIGHT_BUTTON; |
0671fa51 |
1878 | ui->cur_visible = TRUE; |
cbb5549e |
1879 | } else if (button == 'j' || button == 'J') { |
1880 | /* XXX should we have some mouse control for this? */ |
1881 | button = 'J'; /* canonify */ |
1882 | tx = ty = -1; /* shut gcc up :( */ |
66164171 |
1883 | } else |
1884 | return nullret; |
720a8fb7 |
1885 | |
1886 | /* |
1887 | * The middle button locks or unlocks a tile. (A locked tile |
1888 | * cannot be turned, and is visually marked as being locked. |
1889 | * This is a convenience for the player, so that once they are |
1890 | * sure which way round a tile goes, they can lock it and thus |
1891 | * avoid forgetting later on that they'd already done that one; |
1892 | * and the locking also prevents them turning the tile by |
1893 | * accident. If they change their mind, another middle click |
1894 | * unlocks it.) |
1895 | */ |
1896 | if (button == MIDDLE_BUTTON) { |
cbb5549e |
1897 | |
720a8fb7 |
1898 | ret = dup_game(state); |
2ac6d24e |
1899 | ret->just_used_solve = FALSE; |
720a8fb7 |
1900 | tile(ret, tx, ty) ^= LOCKED; |
1185e3c5 |
1901 | ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0; |
720a8fb7 |
1902 | return ret; |
720a8fb7 |
1903 | |
cbb5549e |
1904 | } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
720a8fb7 |
1905 | |
cbb5549e |
1906 | /* |
1907 | * The left and right buttons have no effect if clicked on a |
1908 | * locked tile. |
1909 | */ |
1910 | if (tile(state, tx, ty) & LOCKED) |
1911 | return nullret; |
1912 | |
1913 | /* |
1914 | * Otherwise, turn the tile one way or the other. Left button |
1915 | * turns anticlockwise; right button turns clockwise. |
1916 | */ |
1917 | ret = dup_game(state); |
2ac6d24e |
1918 | ret->just_used_solve = FALSE; |
cbb5549e |
1919 | orig = tile(ret, tx, ty); |
1920 | if (button == LEFT_BUTTON) { |
1921 | tile(ret, tx, ty) = A(orig); |
1922 | ret->last_rotate_dir = +1; |
1923 | } else { |
1924 | tile(ret, tx, ty) = C(orig); |
1925 | ret->last_rotate_dir = -1; |
1926 | } |
1185e3c5 |
1927 | ret->last_rotate_x = tx; |
1928 | ret->last_rotate_y = ty; |
cbb5549e |
1929 | |
1930 | } else if (button == 'J') { |
1931 | |
1932 | /* |
1933 | * Jumble all unlocked tiles to random orientations. |
1934 | */ |
1935 | int jx, jy; |
1936 | ret = dup_game(state); |
2ac6d24e |
1937 | ret->just_used_solve = FALSE; |
cbb5549e |
1938 | for (jy = 0; jy < ret->height; jy++) { |
1939 | for (jx = 0; jx < ret->width; jx++) { |
1940 | if (!(tile(ret, jx, jy) & LOCKED)) { |
1941 | int rot = random_upto(ui->rs, 4); |
1942 | orig = tile(ret, jx, jy); |
1943 | tile(ret, jx, jy) = ROT(orig, rot); |
1944 | } |
1945 | } |
1946 | } |
1947 | ret->last_rotate_dir = 0; /* suppress animation */ |
1185e3c5 |
1948 | ret->last_rotate_x = ret->last_rotate_y = 0; |
cbb5549e |
1949 | |
1950 | } else assert(0); |
720a8fb7 |
1951 | |
1952 | /* |
1953 | * Check whether the game has been completed. |
1954 | */ |
1955 | { |
f0ee053c |
1956 | unsigned char *active = compute_active(ret, ui->cx, ui->cy); |
720a8fb7 |
1957 | int x1, y1; |
1958 | int complete = TRUE; |
1959 | |
1960 | for (x1 = 0; x1 < ret->width; x1++) |
1961 | for (y1 = 0; y1 < ret->height; y1++) |
1185e3c5 |
1962 | if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) { |
720a8fb7 |
1963 | complete = FALSE; |
1964 | goto break_label; /* break out of two loops at once */ |
1965 | } |
1966 | break_label: |
1967 | |
1968 | sfree(active); |
1969 | |
1970 | if (complete) |
1971 | ret->completed = TRUE; |
1972 | } |
1973 | |
1974 | return ret; |
1975 | } |
1976 | |
1977 | /* ---------------------------------------------------------------------- |
1978 | * Routines for drawing the game position on the screen. |
1979 | */ |
1980 | |
2ef96bd6 |
1981 | struct game_drawstate { |
1982 | int started; |
1983 | int width, height; |
f0ee053c |
1984 | int org_x, org_y; |
2ef96bd6 |
1985 | unsigned char *visible; |
1986 | }; |
1987 | |
be8d5aa1 |
1988 | static game_drawstate *game_new_drawstate(game_state *state) |
2ef96bd6 |
1989 | { |
1990 | game_drawstate *ds = snew(game_drawstate); |
1991 | |
1992 | ds->started = FALSE; |
1993 | ds->width = state->width; |
1994 | ds->height = state->height; |
f0ee053c |
1995 | ds->org_x = ds->org_y = -1; |
2ef96bd6 |
1996 | ds->visible = snewn(state->width * state->height, unsigned char); |
1997 | memset(ds->visible, 0xFF, state->width * state->height); |
1998 | |
1999 | return ds; |
2000 | } |
2001 | |
be8d5aa1 |
2002 | static void game_free_drawstate(game_drawstate *ds) |
2ef96bd6 |
2003 | { |
2004 | sfree(ds->visible); |
2005 | sfree(ds); |
2006 | } |
2007 | |
be8d5aa1 |
2008 | static void game_size(game_params *params, int *x, int *y) |
7f77ea24 |
2009 | { |
2010 | *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
2011 | *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
2012 | } |
2013 | |
be8d5aa1 |
2014 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2ef96bd6 |
2015 | { |
2016 | float *ret; |
83680571 |
2017 | |
2ef96bd6 |
2018 | ret = snewn(NCOLOURS * 3, float); |
2019 | *ncolours = NCOLOURS; |
720a8fb7 |
2020 | |
2ef96bd6 |
2021 | /* |
2022 | * Basic background colour is whatever the front end thinks is |
2023 | * a sensible default. |
2024 | */ |
2025 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2026 | |
2027 | /* |
2028 | * Wires are black. |
2029 | */ |
03f856c4 |
2030 | ret[COL_WIRE * 3 + 0] = 0.0F; |
2031 | ret[COL_WIRE * 3 + 1] = 0.0F; |
2032 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
2033 | |
2034 | /* |
2035 | * Powered wires and powered endpoints are cyan. |
2036 | */ |
03f856c4 |
2037 | ret[COL_POWERED * 3 + 0] = 0.0F; |
2038 | ret[COL_POWERED * 3 + 1] = 1.0F; |
2039 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
2040 | |
2041 | /* |
2042 | * Barriers are red. |
2043 | */ |
03f856c4 |
2044 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
2045 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
2046 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
2047 | |
2048 | /* |
2049 | * Unpowered endpoints are blue. |
2050 | */ |
03f856c4 |
2051 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
2052 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
2053 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
2054 | |
2055 | /* |
2056 | * Tile borders are a darker grey than the background. |
2057 | */ |
03f856c4 |
2058 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
2059 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
2060 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2061 | |
2062 | /* |
2063 | * Locked tiles are a grey in between those two. |
2064 | */ |
03f856c4 |
2065 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
2066 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
2067 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2068 | |
2069 | return ret; |
2070 | } |
2071 | |
2072 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
2073 | int colour) |
720a8fb7 |
2074 | { |
2ef96bd6 |
2075 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
2076 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
2077 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
2078 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
2079 | draw_line(fe, x1, y1, x2, y2, colour); |
2080 | } |
720a8fb7 |
2081 | |
2ef96bd6 |
2082 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
2083 | int colour) |
2084 | { |
2085 | int mx = (x1 < x2 ? x1 : x2); |
2086 | int my = (y1 < y2 ? y1 : y2); |
2087 | int dx = (x2 + x1 - 2*mx + 1); |
2088 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
2089 | |
2ef96bd6 |
2090 | draw_rect(fe, mx, my, dx, dy, colour); |
2091 | } |
720a8fb7 |
2092 | |
f0ee053c |
2093 | /* |
2094 | * draw_barrier_corner() and draw_barrier() are passed physical coords |
2095 | */ |
6c333866 |
2096 | static void draw_barrier_corner(frontend *fe, int x, int y, int dx, int dy, |
2097 | int phase) |
2ef96bd6 |
2098 | { |
2099 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2100 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
6c333866 |
2101 | int x1, y1; |
2ef96bd6 |
2102 | |
2ef96bd6 |
2103 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2104 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2105 | |
2106 | if (phase == 0) { |
6c333866 |
2107 | draw_rect_coords(fe, bx+x1+dx, by+y1, |
2ef96bd6 |
2108 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
6c333866 |
2109 | COL_WIRE); |
2110 | draw_rect_coords(fe, bx+x1, by+y1+dy, |
2ef96bd6 |
2111 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
6c333866 |
2112 | COL_WIRE); |
2ef96bd6 |
2113 | } else { |
2114 | draw_rect_coords(fe, bx+x1, by+y1, |
2115 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
6c333866 |
2116 | COL_BARRIER); |
720a8fb7 |
2117 | } |
2ef96bd6 |
2118 | } |
2119 | |
6c333866 |
2120 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
2ef96bd6 |
2121 | { |
2122 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2123 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2124 | int x1, y1, w, h; |
2125 | |
2126 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
2127 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
2128 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2129 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2130 | |
2131 | if (phase == 0) { |
6c333866 |
2132 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
2ef96bd6 |
2133 | } else { |
6c333866 |
2134 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
2ef96bd6 |
2135 | } |
2136 | } |
720a8fb7 |
2137 | |
f0ee053c |
2138 | /* |
2139 | * draw_tile() is passed physical coordinates |
2140 | */ |
2141 | static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, |
2142 | int x, int y, int tile, int src, float angle, int cursor) |
2ef96bd6 |
2143 | { |
2144 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2145 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2146 | float matrix[4]; |
2147 | float cx, cy, ex, ey, tx, ty; |
2148 | int dir, col, phase; |
720a8fb7 |
2149 | |
2ef96bd6 |
2150 | /* |
2151 | * When we draw a single tile, we must draw everything up to |
2152 | * and including the borders around the tile. This means that |
2153 | * if the neighbouring tiles have connections to those borders, |
2154 | * we must draw those connections on the borders themselves. |
2ef96bd6 |
2155 | */ |
2156 | |
6c333866 |
2157 | clip(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
2158 | |
2ef96bd6 |
2159 | /* |
2160 | * So. First blank the tile out completely: draw a big |
2161 | * rectangle in border colour, and a smaller rectangle in |
2162 | * background colour to fill it in. |
2163 | */ |
2164 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
2165 | COL_BORDER); |
2166 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
2167 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
2168 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
2169 | |
2170 | /* |
66164171 |
2171 | * Draw an inset outline rectangle as a cursor, in whichever of |
2172 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
2173 | * in. |
2174 | */ |
2175 | if (cursor) { |
2176 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
2177 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2178 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2179 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
2180 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
2181 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2182 | draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
2183 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2184 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2185 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2186 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2187 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2188 | } |
2189 | |
2190 | /* |
2ef96bd6 |
2191 | * Set up the rotation matrix. |
2192 | */ |
03f856c4 |
2193 | matrix[0] = (float)cos(angle * PI / 180.0); |
2194 | matrix[1] = (float)-sin(angle * PI / 180.0); |
2195 | matrix[2] = (float)sin(angle * PI / 180.0); |
2196 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
2197 | |
2198 | /* |
2199 | * Draw the wires. |
2200 | */ |
03f856c4 |
2201 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
2202 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
2203 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2204 | if (tile & dir) { |
03f856c4 |
2205 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2206 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2207 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2208 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
2209 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
2210 | COL_WIRE); |
2211 | } |
2212 | } |
2213 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2214 | if (tile & dir) { |
03f856c4 |
2215 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2216 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2217 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2218 | draw_line(fe, bx+(int)cx, by+(int)cy, |
2219 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
2220 | } |
2221 | } |
2222 | |
2223 | /* |
2224 | * Draw the box in the middle. We do this in blue if the tile |
2225 | * is an unpowered endpoint, in cyan if the tile is a powered |
2226 | * endpoint, in black if the tile is the centrepiece, and |
2227 | * otherwise not at all. |
2228 | */ |
2229 | col = -1; |
f0ee053c |
2230 | if (src) |
2ef96bd6 |
2231 | col = COL_WIRE; |
2232 | else if (COUNT(tile) == 1) { |
2233 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
2234 | } |
2235 | if (col >= 0) { |
2236 | int i, points[8]; |
2237 | |
2238 | points[0] = +1; points[1] = +1; |
2239 | points[2] = +1; points[3] = -1; |
2240 | points[4] = -1; points[5] = -1; |
2241 | points[6] = -1; points[7] = +1; |
2242 | |
2243 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
2244 | ex = (TILE_SIZE * 0.24F) * points[i]; |
2245 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
2246 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2247 | points[i] = bx+(int)(cx+tx); |
2248 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
2249 | } |
2250 | |
2251 | draw_polygon(fe, points, 4, TRUE, col); |
2252 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
2253 | } |
2254 | |
2255 | /* |
2256 | * Draw the points on the border if other tiles are connected |
2257 | * to us. |
2258 | */ |
2259 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2260 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
2261 | |
2262 | dx = X(dir); |
2263 | dy = Y(dir); |
2264 | |
2265 | ox = x + dx; |
2266 | oy = y + dy; |
2267 | |
2268 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
2269 | continue; |
2270 | |
f0ee053c |
2271 | if (!(tile(state, GX(ox), GY(oy)) & F(dir))) |
2ef96bd6 |
2272 | continue; |
2273 | |
03f856c4 |
2274 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
2275 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
2276 | lx = dx * (TILE_BORDER-1); |
2277 | ly = dy * (TILE_BORDER-1); |
2278 | vx = (dy ? 1 : 0); |
2279 | vy = (dx ? 1 : 0); |
2280 | |
2281 | if (angle == 0.0 && (tile & dir)) { |
2282 | /* |
2283 | * If we are fully connected to the other tile, we must |
2284 | * draw right across the tile border. (We can use our |
2285 | * own ACTIVE state to determine what colour to do this |
2286 | * in: if we are fully connected to the other tile then |
2287 | * the two ACTIVE states will be the same.) |
2288 | */ |
2289 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
2290 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
2291 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
2292 | } else { |
2293 | /* |
2294 | * The other tile extends into our border, but isn't |
2295 | * actually connected to us. Just draw a single black |
2296 | * dot. |
2297 | */ |
2298 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
2299 | } |
2300 | } |
2301 | |
2302 | /* |
2303 | * Draw barrier corners, and then barriers. |
2304 | */ |
2305 | for (phase = 0; phase < 2; phase++) { |
6c333866 |
2306 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2307 | int x1, y1, corner = FALSE; |
2308 | /* |
2309 | * If at least one barrier terminates at the corner |
2310 | * between dir and A(dir), draw a barrier corner. |
2311 | */ |
2312 | if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) { |
2313 | corner = TRUE; |
2314 | } else { |
2315 | /* |
2316 | * Only count barriers terminating at this corner |
2317 | * if they're physically next to the corner. (That |
2318 | * is, if they've wrapped round from the far side |
2319 | * of the screen, they don't count.) |
2320 | */ |
2321 | x1 = x + X(dir); |
2322 | y1 = y + Y(dir); |
2323 | if (x1 >= 0 && x1 < state->width && |
2324 | y1 >= 0 && y1 < state->height && |
2325 | (barrier(state, GX(x1), GY(y1)) & A(dir))) { |
2326 | corner = TRUE; |
2327 | } else { |
2328 | x1 = x + X(A(dir)); |
2329 | y1 = y + Y(A(dir)); |
2330 | if (x1 >= 0 && x1 < state->width && |
2331 | y1 >= 0 && y1 < state->height && |
2332 | (barrier(state, GX(x1), GY(y1)) & dir)) |
2333 | corner = TRUE; |
2334 | } |
2335 | } |
2336 | |
2337 | if (corner) { |
2338 | /* |
2339 | * At least one barrier terminates here. Draw a |
2340 | * corner. |
2341 | */ |
2342 | draw_barrier_corner(fe, x, y, |
2343 | X(dir)+X(A(dir)), Y(dir)+Y(A(dir)), |
2344 | phase); |
2345 | } |
2346 | } |
2347 | |
2ef96bd6 |
2348 | for (dir = 1; dir < 0x10; dir <<= 1) |
f0ee053c |
2349 | if (barrier(state, GX(x), GY(y)) & dir) |
6c333866 |
2350 | draw_barrier(fe, x, y, dir, phase); |
2ef96bd6 |
2351 | } |
2352 | |
6c333866 |
2353 | unclip(fe); |
2354 | |
2ef96bd6 |
2355 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
2356 | } |
2357 | |
be8d5aa1 |
2358 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
2359 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
2360 | { |
f0ee053c |
2361 | int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE; |
2ef96bd6 |
2362 | unsigned char *active; |
2363 | float angle = 0.0; |
2364 | |
2365 | /* |
6c333866 |
2366 | * Clear the screen, and draw the exterior barrier lines, if |
2367 | * this is our first call or if the origin has changed. |
2ef96bd6 |
2368 | */ |
6c333866 |
2369 | if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) { |
2370 | int phase; |
2371 | |
2ef96bd6 |
2372 | ds->started = TRUE; |
2373 | |
2374 | draw_rect(fe, 0, 0, |
2375 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
2376 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
2377 | COL_BACKGROUND); |
f0ee053c |
2378 | |
f0ee053c |
2379 | ds->org_x = ui->org_x; |
2380 | ds->org_y = ui->org_y; |
2381 | moved_origin = TRUE; |
2382 | |
2ef96bd6 |
2383 | draw_update(fe, 0, 0, |
2384 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
2385 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
6c333866 |
2386 | |
2ef96bd6 |
2387 | for (phase = 0; phase < 2; phase++) { |
2388 | |
2389 | for (x = 0; x < ds->width; x++) { |
6c333866 |
2390 | if (x+1 < ds->width) { |
2391 | if (barrier(state, GX(x), GY(0)) & R) |
2392 | draw_barrier_corner(fe, x, -1, +1, +1, phase); |
2393 | if (barrier(state, GX(x), GY(ds->height-1)) & R) |
2394 | draw_barrier_corner(fe, x, ds->height, +1, -1, phase); |
2395 | } |
2396 | if (barrier(state, GX(x), GY(0)) & U) { |
2397 | draw_barrier_corner(fe, x, -1, -1, +1, phase); |
2398 | draw_barrier_corner(fe, x, -1, +1, +1, phase); |
2399 | draw_barrier(fe, x, -1, D, phase); |
2400 | } |
2401 | if (barrier(state, GX(x), GY(ds->height-1)) & D) { |
2402 | draw_barrier_corner(fe, x, ds->height, -1, -1, phase); |
2403 | draw_barrier_corner(fe, x, ds->height, +1, -1, phase); |
2404 | draw_barrier(fe, x, ds->height, U, phase); |
2405 | } |
2ef96bd6 |
2406 | } |
2407 | |
2408 | for (y = 0; y < ds->height; y++) { |
6c333866 |
2409 | if (y+1 < ds->height) { |
2410 | if (barrier(state, GX(0), GY(y)) & D) |
2411 | draw_barrier_corner(fe, -1, y, +1, +1, phase); |
2412 | if (barrier(state, GX(ds->width-1), GY(y)) & D) |
2413 | draw_barrier_corner(fe, ds->width, y, -1, +1, phase); |
2414 | } |
2415 | if (barrier(state, GX(0), GY(y)) & L) { |
2416 | draw_barrier_corner(fe, -1, y, +1, -1, phase); |
2417 | draw_barrier_corner(fe, -1, y, +1, +1, phase); |
2418 | draw_barrier(fe, -1, y, R, phase); |
2419 | } |
2420 | if (barrier(state, GX(ds->width-1), GY(y)) & R) { |
2421 | draw_barrier_corner(fe, ds->width, y, -1, -1, phase); |
2422 | draw_barrier_corner(fe, ds->width, y, -1, +1, phase); |
2423 | draw_barrier(fe, ds->width, y, L, phase); |
2424 | } |
2ef96bd6 |
2425 | } |
2426 | } |
2427 | } |
2428 | |
2429 | tx = ty = -1; |
cbb5549e |
2430 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2431 | state->last_rotate_dir; |
2432 | if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { |
2ef96bd6 |
2433 | /* |
1185e3c5 |
2434 | * We're animating a single tile rotation. Find the turning |
2435 | * tile. |
2ef96bd6 |
2436 | */ |
1185e3c5 |
2437 | tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x); |
2438 | ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y); |
2439 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
2440 | state = oldstate; |
87ed82be |
2441 | } |
1185e3c5 |
2442 | |
87ed82be |
2443 | frame = -1; |
2444 | if (ft > 0) { |
2ef96bd6 |
2445 | /* |
2446 | * We're animating a completion flash. Find which frame |
2447 | * we're at. |
2448 | */ |
87ed82be |
2449 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
2450 | } |
2451 | |
2452 | /* |
2453 | * Draw any tile which differs from the way it was last drawn. |
2454 | */ |
f0ee053c |
2455 | active = compute_active(state, ui->cx, ui->cy); |
2ef96bd6 |
2456 | |
2457 | for (x = 0; x < ds->width; x++) |
2458 | for (y = 0; y < ds->height; y++) { |
f0ee053c |
2459 | unsigned char c = tile(state, GX(x), GY(y)) | |
2460 | index(state, active, GX(x), GY(y)); |
2461 | int is_src = GX(x) == ui->cx && GY(y) == ui->cy; |
2462 | int is_anim = GX(x) == tx && GY(y) == ty; |
2463 | int is_cursor = ui->cur_visible && |
2464 | GX(x) == ui->cur_x && GY(y) == ui->cur_y; |
2ef96bd6 |
2465 | |
2466 | /* |
2467 | * In a completion flash, we adjust the LOCKED bit |
2468 | * depending on our distance from the centre point and |
2469 | * the frame number. |
2470 | */ |
2471 | if (frame >= 0) { |
f0ee053c |
2472 | int rcx = RX(ui->cx), rcy = RY(ui->cy); |
2ef96bd6 |
2473 | int xdist, ydist, dist; |
f0ee053c |
2474 | xdist = (x < rcx ? rcx - x : x - rcx); |
2475 | ydist = (y < rcy ? rcy - y : y - rcy); |
2ef96bd6 |
2476 | dist = (xdist > ydist ? xdist : ydist); |
2477 | |
2478 | if (frame >= dist && frame < dist+4) { |
2479 | int lock = (frame - dist) & 1; |
2480 | lock = lock ? LOCKED : 0; |
2481 | c = (c &~ LOCKED) | lock; |
2482 | } |
2483 | } |
2484 | |
f0ee053c |
2485 | if (moved_origin || |
2486 | index(state, ds->visible, x, y) != c || |
2ef96bd6 |
2487 | index(state, ds->visible, x, y) == 0xFF || |
f0ee053c |
2488 | is_src || is_anim || is_cursor) { |
2489 | draw_tile(fe, state, ds, x, y, c, |
2490 | is_src, (is_anim ? angle : 0.0F), is_cursor); |
2491 | if (is_src || is_anim || is_cursor) |
2ef96bd6 |
2492 | index(state, ds->visible, x, y) = 0xFF; |
2493 | else |
2494 | index(state, ds->visible, x, y) = c; |
2495 | } |
2496 | } |
2497 | |
fd1a1a2b |
2498 | /* |
2499 | * Update the status bar. |
2500 | */ |
2501 | { |
2502 | char statusbuf[256]; |
1185e3c5 |
2503 | int i, n, n2, a; |
fd1a1a2b |
2504 | |
2505 | n = state->width * state->height; |
1185e3c5 |
2506 | for (i = a = n2 = 0; i < n; i++) { |
fd1a1a2b |
2507 | if (active[i]) |
2508 | a++; |
1185e3c5 |
2509 | if (state->tiles[i] & 0xF) |
2510 | n2++; |
2511 | } |
fd1a1a2b |
2512 | |
2513 | sprintf(statusbuf, "%sActive: %d/%d", |
2ac6d24e |
2514 | (state->used_solve ? "Auto-solved. " : |
1185e3c5 |
2515 | state->completed ? "COMPLETED! " : ""), a, n2); |
fd1a1a2b |
2516 | |
2517 | status_bar(fe, statusbuf); |
2518 | } |
2519 | |
2ef96bd6 |
2520 | sfree(active); |
2521 | } |
2522 | |
be8d5aa1 |
2523 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
2524 | game_state *newstate, int dir, game_ui *ui) |
2ef96bd6 |
2525 | { |
1185e3c5 |
2526 | int last_rotate_dir; |
2ef96bd6 |
2527 | |
2528 | /* |
2ac6d24e |
2529 | * Don't animate an auto-solve move. |
2530 | */ |
2531 | if ((dir > 0 && newstate->just_used_solve) || |
2532 | (dir < 0 && oldstate->just_used_solve)) |
2533 | return 0.0F; |
2534 | |
2535 | /* |
cbb5549e |
2536 | * Don't animate if last_rotate_dir is zero. |
2ef96bd6 |
2537 | */ |
cbb5549e |
2538 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2539 | newstate->last_rotate_dir; |
1185e3c5 |
2540 | if (last_rotate_dir) |
2541 | return ROTATE_TIME; |
2ef96bd6 |
2542 | |
87ed82be |
2543 | return 0.0F; |
2544 | } |
2545 | |
be8d5aa1 |
2546 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
2547 | game_state *newstate, int dir, game_ui *ui) |
87ed82be |
2548 | { |
2ef96bd6 |
2549 | /* |
87ed82be |
2550 | * If the game has just been completed, we display a completion |
2551 | * flash. |
2ef96bd6 |
2552 | */ |
2ac6d24e |
2553 | if (!oldstate->completed && newstate->completed && |
2554 | !oldstate->used_solve && !newstate->used_solve) { |
f0ee053c |
2555 | int size = 0; |
2556 | if (size < newstate->width) |
2557 | size = newstate->width; |
2558 | if (size < newstate->height) |
2559 | size = newstate->height; |
87ed82be |
2560 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
2561 | } |
2562 | |
87ed82be |
2563 | return 0.0F; |
2ef96bd6 |
2564 | } |
fd1a1a2b |
2565 | |
be8d5aa1 |
2566 | static int game_wants_statusbar(void) |
fd1a1a2b |
2567 | { |
2568 | return TRUE; |
2569 | } |
be8d5aa1 |
2570 | |
48dcdd62 |
2571 | static int game_timing_state(game_state *state) |
2572 | { |
2573 | return TRUE; |
2574 | } |
2575 | |
be8d5aa1 |
2576 | #ifdef COMBINED |
2577 | #define thegame net |
2578 | #endif |
2579 | |
2580 | const struct game thegame = { |
1d228b10 |
2581 | "Net", "games.net", |
be8d5aa1 |
2582 | default_params, |
2583 | game_fetch_preset, |
2584 | decode_params, |
2585 | encode_params, |
2586 | free_params, |
2587 | dup_params, |
1d228b10 |
2588 | TRUE, game_configure, custom_params, |
be8d5aa1 |
2589 | validate_params, |
1185e3c5 |
2590 | new_game_desc, |
6f2d8d7c |
2591 | game_free_aux_info, |
1185e3c5 |
2592 | validate_desc, |
be8d5aa1 |
2593 | new_game, |
2594 | dup_game, |
2595 | free_game, |
2ac6d24e |
2596 | TRUE, solve_game, |
9b4b03d3 |
2597 | FALSE, game_text_format, |
be8d5aa1 |
2598 | new_ui, |
2599 | free_ui, |
2600 | make_move, |
2601 | game_size, |
2602 | game_colours, |
2603 | game_new_drawstate, |
2604 | game_free_drawstate, |
2605 | game_redraw, |
2606 | game_anim_length, |
2607 | game_flash_length, |
2608 | game_wants_statusbar, |
48dcdd62 |
2609 | FALSE, game_timing_state, |
be8d5aa1 |
2610 | }; |