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 MATMUL(xr,yr,m,x,y) do { \ |
16 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
17 | rx = mat[0] * xx + mat[2] * yy; \ |
18 | ry = mat[1] * xx + mat[3] * yy; \ |
19 | (xr) = rx; (yr) = ry; \ |
20 | } while (0) |
21 | |
22 | /* Direction and other bitfields */ |
720a8fb7 |
23 | #define R 0x01 |
24 | #define U 0x02 |
25 | #define L 0x04 |
26 | #define D 0x08 |
27 | #define LOCKED 0x10 |
2ef96bd6 |
28 | #define ACTIVE 0x20 |
720a8fb7 |
29 | |
30 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
31 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
32 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
33 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
34 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
35 | ((n)&3) == 1 ? A(x) : \ |
36 | ((n)&3) == 2 ? F(x) : C(x) ) |
37 | |
38 | /* X and Y displacements */ |
39 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
40 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
41 | |
42 | /* Bit count */ |
43 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
44 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
45 | |
1e3e152d |
46 | #define PREFERRED_TILE_SIZE 32 |
47 | #define TILE_SIZE (ds->tilesize) |
720a8fb7 |
48 | #define TILE_BORDER 1 |
49 | #define WINDOW_OFFSET 16 |
50 | |
8c1fd974 |
51 | #define ROTATE_TIME 0.13F |
52 | #define FLASH_FRAME 0.07F |
2ef96bd6 |
53 | |
f0ee053c |
54 | /* Transform physical coords to game coords using game_drawstate ds */ |
55 | #define GX(x) (((x) + ds->org_x) % ds->width) |
56 | #define GY(y) (((y) + ds->org_y) % ds->height) |
57 | /* ...and game coords to physical coords */ |
58 | #define RX(x) (((x) + ds->width - ds->org_x) % ds->width) |
59 | #define RY(y) (((y) + ds->height - ds->org_y) % ds->height) |
60 | |
2ef96bd6 |
61 | enum { |
62 | COL_BACKGROUND, |
63 | COL_LOCKED, |
64 | COL_BORDER, |
65 | COL_WIRE, |
66 | COL_ENDPOINT, |
67 | COL_POWERED, |
68 | COL_BARRIER, |
69 | NCOLOURS |
70 | }; |
71 | |
720a8fb7 |
72 | struct game_params { |
73 | int width; |
74 | int height; |
75 | int wrapping; |
c0edd11f |
76 | int unique; |
720a8fb7 |
77 | float barrier_probability; |
78 | }; |
79 | |
80 | struct game_state { |
f0ee053c |
81 | int width, height, wrapping, completed; |
1185e3c5 |
82 | int last_rotate_x, last_rotate_y, last_rotate_dir; |
2ac6d24e |
83 | int used_solve, just_used_solve; |
720a8fb7 |
84 | unsigned char *tiles; |
85 | unsigned char *barriers; |
86 | }; |
87 | |
c0edd11f |
88 | #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \ |
89 | ( (x2) = ((x1) + width + X((dir))) % width, \ |
90 | (y2) = ((y1) + height + Y((dir))) % height) |
91 | |
720a8fb7 |
92 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
c0edd11f |
93 | OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height) |
720a8fb7 |
94 | |
95 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
96 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
97 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
98 | |
99 | struct xyd { |
100 | int x, y, direction; |
101 | }; |
102 | |
c0edd11f |
103 | static int xyd_cmp(const void *av, const void *bv) { |
104 | const struct xyd *a = (const struct xyd *)av; |
105 | const struct xyd *b = (const struct xyd *)bv; |
720a8fb7 |
106 | if (a->x < b->x) |
107 | return -1; |
108 | if (a->x > b->x) |
109 | return +1; |
110 | if (a->y < b->y) |
111 | return -1; |
112 | if (a->y > b->y) |
113 | return +1; |
114 | if (a->direction < b->direction) |
115 | return -1; |
116 | if (a->direction > b->direction) |
117 | return +1; |
118 | return 0; |
23e8c9fd |
119 | } |
720a8fb7 |
120 | |
c0edd11f |
121 | static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); } |
122 | |
720a8fb7 |
123 | static struct xyd *new_xyd(int x, int y, int direction) |
124 | { |
125 | struct xyd *xyd = snew(struct xyd); |
126 | xyd->x = x; |
127 | xyd->y = y; |
128 | xyd->direction = direction; |
129 | return xyd; |
130 | } |
131 | |
132 | /* ---------------------------------------------------------------------- |
7f77ea24 |
133 | * Manage game parameters. |
134 | */ |
be8d5aa1 |
135 | static game_params *default_params(void) |
7f77ea24 |
136 | { |
137 | game_params *ret = snew(game_params); |
138 | |
eb2ad6f1 |
139 | ret->width = 5; |
140 | ret->height = 5; |
141 | ret->wrapping = FALSE; |
c0edd11f |
142 | ret->unique = TRUE; |
eb2ad6f1 |
143 | ret->barrier_probability = 0.0; |
7f77ea24 |
144 | |
145 | return ret; |
146 | } |
147 | |
ab53eb64 |
148 | static const struct game_params net_presets[] = { |
149 | {5, 5, FALSE, TRUE, 0.0}, |
150 | {7, 7, FALSE, TRUE, 0.0}, |
151 | {9, 9, FALSE, TRUE, 0.0}, |
152 | {11, 11, FALSE, TRUE, 0.0}, |
153 | {13, 11, FALSE, TRUE, 0.0}, |
154 | {5, 5, TRUE, TRUE, 0.0}, |
155 | {7, 7, TRUE, TRUE, 0.0}, |
156 | {9, 9, TRUE, TRUE, 0.0}, |
157 | {11, 11, TRUE, TRUE, 0.0}, |
158 | {13, 11, TRUE, TRUE, 0.0}, |
159 | }; |
160 | |
be8d5aa1 |
161 | static int game_fetch_preset(int i, char **name, game_params **params) |
eb2ad6f1 |
162 | { |
163 | game_params *ret; |
164 | char str[80]; |
ab53eb64 |
165 | |
166 | if (i < 0 || i >= lenof(net_presets)) |
eb2ad6f1 |
167 | return FALSE; |
168 | |
169 | ret = snew(game_params); |
ab53eb64 |
170 | *ret = net_presets[i]; |
eb2ad6f1 |
171 | |
172 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
173 | ret->wrapping ? " wrapping" : ""); |
174 | |
175 | *name = dupstr(str); |
176 | *params = ret; |
177 | return TRUE; |
178 | } |
179 | |
be8d5aa1 |
180 | static void free_params(game_params *params) |
7f77ea24 |
181 | { |
182 | sfree(params); |
183 | } |
184 | |
be8d5aa1 |
185 | static game_params *dup_params(game_params *params) |
eb2ad6f1 |
186 | { |
187 | game_params *ret = snew(game_params); |
188 | *ret = *params; /* structure copy */ |
189 | return ret; |
190 | } |
191 | |
1185e3c5 |
192 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
193 | { |
b0e26073 |
194 | char const *p = string; |
195 | |
196 | ret->width = atoi(p); |
40fde884 |
197 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
198 | if (*p == 'x') { |
199 | p++; |
200 | ret->height = atoi(p); |
40fde884 |
201 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
202 | } else { |
203 | ret->height = ret->width; |
204 | } |
c0edd11f |
205 | |
206 | while (*p) { |
207 | if (*p == 'w') { |
208 | p++; |
209 | ret->wrapping = TRUE; |
210 | } else if (*p == 'b') { |
211 | p++; |
212 | ret->barrier_probability = atof(p); |
40fde884 |
213 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
c0edd11f |
214 | } else if (*p == 'a') { |
215 | p++; |
216 | ret->unique = FALSE; |
40fde884 |
217 | } else |
218 | p++; /* skip any other gunk */ |
c0edd11f |
219 | } |
b0e26073 |
220 | } |
221 | |
1185e3c5 |
222 | static char *encode_params(game_params *params, int full) |
b0e26073 |
223 | { |
224 | char ret[400]; |
225 | int len; |
226 | |
227 | len = sprintf(ret, "%dx%d", params->width, params->height); |
228 | if (params->wrapping) |
229 | ret[len++] = 'w'; |
1185e3c5 |
230 | if (full && params->barrier_probability) |
b0e26073 |
231 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
40fde884 |
232 | if (full && !params->unique) |
c0edd11f |
233 | ret[len++] = 'a'; |
b0e26073 |
234 | assert(len < lenof(ret)); |
235 | ret[len] = '\0'; |
236 | |
237 | return dupstr(ret); |
238 | } |
239 | |
be8d5aa1 |
240 | static config_item *game_configure(game_params *params) |
c8230524 |
241 | { |
242 | config_item *ret; |
243 | char buf[80]; |
244 | |
c0edd11f |
245 | ret = snewn(6, config_item); |
c8230524 |
246 | |
247 | ret[0].name = "Width"; |
95709966 |
248 | ret[0].type = C_STRING; |
c8230524 |
249 | sprintf(buf, "%d", params->width); |
250 | ret[0].sval = dupstr(buf); |
251 | ret[0].ival = 0; |
252 | |
253 | ret[1].name = "Height"; |
95709966 |
254 | ret[1].type = C_STRING; |
c8230524 |
255 | sprintf(buf, "%d", params->height); |
256 | ret[1].sval = dupstr(buf); |
257 | ret[1].ival = 0; |
258 | |
259 | ret[2].name = "Walls wrap around"; |
95709966 |
260 | ret[2].type = C_BOOLEAN; |
c8230524 |
261 | ret[2].sval = NULL; |
262 | ret[2].ival = params->wrapping; |
263 | |
264 | ret[3].name = "Barrier probability"; |
95709966 |
265 | ret[3].type = C_STRING; |
c8230524 |
266 | sprintf(buf, "%g", params->barrier_probability); |
267 | ret[3].sval = dupstr(buf); |
268 | ret[3].ival = 0; |
269 | |
c0edd11f |
270 | ret[4].name = "Ensure unique solution"; |
271 | ret[4].type = C_BOOLEAN; |
c8230524 |
272 | ret[4].sval = NULL; |
c0edd11f |
273 | ret[4].ival = params->unique; |
274 | |
275 | ret[5].name = NULL; |
276 | ret[5].type = C_END; |
277 | ret[5].sval = NULL; |
278 | ret[5].ival = 0; |
c8230524 |
279 | |
280 | return ret; |
281 | } |
282 | |
be8d5aa1 |
283 | static game_params *custom_params(config_item *cfg) |
c8230524 |
284 | { |
285 | game_params *ret = snew(game_params); |
286 | |
287 | ret->width = atoi(cfg[0].sval); |
288 | ret->height = atoi(cfg[1].sval); |
289 | ret->wrapping = cfg[2].ival; |
95709966 |
290 | ret->barrier_probability = (float)atof(cfg[3].sval); |
c0edd11f |
291 | ret->unique = cfg[4].ival; |
c8230524 |
292 | |
293 | return ret; |
294 | } |
295 | |
3ff276f2 |
296 | static char *validate_params(game_params *params, int full) |
c8230524 |
297 | { |
ab53eb64 |
298 | if (params->width <= 0 || params->height <= 0) |
c8230524 |
299 | return "Width and height must both be greater than zero"; |
c8230524 |
300 | if (params->width <= 1 && params->height <= 1) |
301 | return "At least one of width and height must be greater than one"; |
302 | if (params->barrier_probability < 0) |
303 | return "Barrier probability may not be negative"; |
304 | if (params->barrier_probability > 1) |
305 | return "Barrier probability may not be greater than 1"; |
e7c352f5 |
306 | |
307 | /* |
308 | * Specifying either grid dimension as 2 in a wrapping puzzle |
309 | * makes it actually impossible to ensure a unique puzzle |
310 | * solution. |
311 | * |
312 | * Proof: |
313 | * |
314 | * Without loss of generality, let us assume the puzzle _width_ |
315 | * is 2, so we can conveniently discuss rows without having to |
316 | * say `rows/columns' all the time. (The height may be 2 as |
317 | * well, but that doesn't matter.) |
318 | * |
319 | * In each row, there are two edges between tiles: the inner |
320 | * edge (running down the centre of the grid) and the outer |
321 | * edge (the identified left and right edges of the grid). |
322 | * |
323 | * Lemma: In any valid 2xn puzzle there must be at least one |
324 | * row in which _exactly one_ of the inner edge and outer edge |
325 | * is connected. |
326 | * |
327 | * Proof: No row can have _both_ inner and outer edges |
328 | * connected, because this would yield a loop. So the only |
329 | * other way to falsify the lemma is for every row to have |
330 | * _neither_ the inner nor outer edge connected. But this |
331 | * means there is no connection at all between the left and |
332 | * right columns of the puzzle, so there are two disjoint |
333 | * subgraphs, which is also disallowed. [] |
334 | * |
335 | * Given such a row, it is always possible to make the |
336 | * disconnected edge connected and the connected edge |
337 | * disconnected without changing the state of any other edge. |
338 | * (This is easily seen by case analysis on the various tiles: |
339 | * left-pointing and right-pointing endpoints can be exchanged, |
340 | * likewise T-pieces, and a corner piece can select its |
341 | * horizontal connectivity independently of its vertical.) This |
342 | * yields a distinct valid solution. |
343 | * |
344 | * Thus, for _every_ row in which exactly one of the inner and |
345 | * outer edge is connected, there are two valid states for that |
346 | * row, and hence the total number of solutions of the puzzle |
347 | * is at least 2^(number of such rows), and in particular is at |
348 | * least 2 since there must be at least one such row. [] |
349 | */ |
3ff276f2 |
350 | if (full && params->unique && params->wrapping && |
e7c352f5 |
351 | (params->width == 2 || params->height == 2)) |
352 | return "No wrapping puzzle with a width or height of 2 can have" |
353 | " a unique solution"; |
354 | |
c8230524 |
355 | return NULL; |
356 | } |
357 | |
7f77ea24 |
358 | /* ---------------------------------------------------------------------- |
c0edd11f |
359 | * Solver used to assure solution uniqueness during generation. |
360 | */ |
361 | |
362 | /* |
363 | * Test cases I used while debugging all this were |
364 | * |
365 | * ./net --generate 1 13x11w#12300 |
366 | * which expands under the non-unique grid generation rules to |
367 | * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244 |
368 | * and has two ambiguous areas. |
369 | * |
370 | * An even better one is |
371 | * 13x11w#507896411361192 |
372 | * which expands to |
373 | * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e |
374 | * and has an ambiguous area _and_ a situation where loop avoidance |
375 | * is a necessary deductive technique. |
376 | * |
377 | * Then there's |
378 | * 48x25w#820543338195187 |
379 | * becoming |
380 | * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a |
381 | * which has a spot (far right) where slightly more complex loop |
382 | * avoidance is required. |
383 | */ |
384 | |
c0edd11f |
385 | struct todo { |
386 | unsigned char *marked; |
387 | int *buffer; |
388 | int buflen; |
389 | int head, tail; |
390 | }; |
391 | |
392 | static struct todo *todo_new(int maxsize) |
393 | { |
394 | struct todo *todo = snew(struct todo); |
395 | todo->marked = snewn(maxsize, unsigned char); |
396 | memset(todo->marked, 0, maxsize); |
397 | todo->buflen = maxsize + 1; |
398 | todo->buffer = snewn(todo->buflen, int); |
399 | todo->head = todo->tail = 0; |
400 | return todo; |
401 | } |
402 | |
403 | static void todo_free(struct todo *todo) |
404 | { |
405 | sfree(todo->marked); |
406 | sfree(todo->buffer); |
407 | sfree(todo); |
408 | } |
409 | |
410 | static void todo_add(struct todo *todo, int index) |
411 | { |
412 | if (todo->marked[index]) |
413 | return; /* already on the list */ |
414 | todo->marked[index] = TRUE; |
415 | todo->buffer[todo->tail++] = index; |
416 | if (todo->tail == todo->buflen) |
417 | todo->tail = 0; |
418 | } |
419 | |
420 | static int todo_get(struct todo *todo) { |
421 | int ret; |
422 | |
423 | if (todo->head == todo->tail) |
424 | return -1; /* list is empty */ |
425 | ret = todo->buffer[todo->head++]; |
426 | if (todo->head == todo->buflen) |
427 | todo->head = 0; |
428 | todo->marked[ret] = FALSE; |
429 | |
430 | return ret; |
431 | } |
432 | |
84942c65 |
433 | static int net_solver(int w, int h, unsigned char *tiles, |
434 | unsigned char *barriers, int wrapping) |
c0edd11f |
435 | { |
436 | unsigned char *tilestate; |
437 | unsigned char *edgestate; |
438 | int *deadends; |
439 | int *equivalence; |
440 | struct todo *todo; |
441 | int i, j, x, y; |
442 | int area; |
443 | int done_something; |
444 | |
445 | /* |
446 | * Set up the solver's data structures. |
447 | */ |
448 | |
449 | /* |
450 | * tilestate stores the possible orientations of each tile. |
451 | * There are up to four of these, so we'll index the array in |
452 | * fours. tilestate[(y * w + x) * 4] and its three successive |
453 | * members give the possible orientations, clearing to 255 from |
454 | * the end as things are ruled out. |
455 | * |
456 | * In this loop we also count up the area of the grid (which is |
457 | * not _necessarily_ equal to w*h, because there might be one |
458 | * or more blank squares present. This will never happen in a |
459 | * grid generated _by_ this program, but it's worth keeping the |
460 | * solver as general as possible.) |
461 | */ |
462 | tilestate = snewn(w * h * 4, unsigned char); |
463 | area = 0; |
464 | for (i = 0; i < w*h; i++) { |
465 | tilestate[i * 4] = tiles[i] & 0xF; |
466 | for (j = 1; j < 4; j++) { |
467 | if (tilestate[i * 4 + j - 1] == 255 || |
468 | A(tilestate[i * 4 + j - 1]) == tilestate[i * 4]) |
469 | tilestate[i * 4 + j] = 255; |
470 | else |
471 | tilestate[i * 4 + j] = A(tilestate[i * 4 + j - 1]); |
472 | } |
473 | if (tiles[i] != 0) |
474 | area++; |
475 | } |
476 | |
477 | /* |
478 | * edgestate stores the known state of each edge. It is 0 for |
479 | * unknown, 1 for open (connected) and 2 for closed (not |
480 | * connected). |
481 | * |
482 | * In principle we need only worry about each edge once each, |
483 | * but in fact it's easier to track each edge twice so that we |
484 | * can reference it from either side conveniently. Also I'm |
485 | * going to allocate _five_ bytes per tile, rather than the |
486 | * obvious four, so that I can index edgestate[(y*w+x) * 5 + d] |
487 | * where d is 1,2,4,8 and they never overlap. |
488 | */ |
489 | edgestate = snewn((w * h - 1) * 5 + 9, unsigned char); |
490 | memset(edgestate, 0, (w * h - 1) * 5 + 9); |
491 | |
492 | /* |
493 | * deadends tracks which edges have dead ends on them. It is |
494 | * indexed by tile and direction: deadends[(y*w+x) * 5 + d] |
495 | * tells you whether heading out of tile (x,y) in direction d |
496 | * can reach a limited amount of the grid. Values are area+1 |
497 | * (no dead end known) or less than that (can reach _at most_ |
498 | * this many other tiles by heading this way out of this tile). |
499 | */ |
500 | deadends = snewn((w * h - 1) * 5 + 9, int); |
501 | for (i = 0; i < (w * h - 1) * 5 + 9; i++) |
502 | deadends[i] = area+1; |
503 | |
504 | /* |
505 | * equivalence tracks which sets of tiles are known to be |
506 | * connected to one another, so we can avoid creating loops by |
507 | * linking together tiles which are already linked through |
508 | * another route. |
509 | * |
510 | * This is a disjoint set forest structure: equivalence[i] |
511 | * contains the index of another member of the equivalence |
512 | * class containing i, or contains i itself for precisely one |
513 | * member in each such class. To find a representative member |
514 | * of the equivalence class containing i, you keep replacing i |
515 | * with equivalence[i] until it stops changing; then you go |
516 | * _back_ along the same path and point everything on it |
517 | * directly at the representative member so as to speed up |
518 | * future searches. Then you test equivalence between tiles by |
519 | * finding the representative of each tile and seeing if |
520 | * they're the same; and you create new equivalence (merge |
521 | * classes) by finding the representative of each tile and |
522 | * setting equivalence[one]=the_other. |
523 | */ |
524 | equivalence = snewn(w * h, int); |
525 | for (i = 0; i < w*h; i++) |
526 | equivalence[i] = i; /* initially all distinct */ |
527 | |
528 | /* |
529 | * On a non-wrapping grid, we instantly know that all the edges |
530 | * round the edge are closed. |
531 | */ |
532 | if (!wrapping) { |
533 | for (i = 0; i < w; i++) { |
534 | edgestate[i * 5 + 2] = edgestate[((h-1) * w + i) * 5 + 8] = 2; |
535 | } |
536 | for (i = 0; i < h; i++) { |
537 | edgestate[(i * w + w-1) * 5 + 1] = edgestate[(i * w) * 5 + 4] = 2; |
538 | } |
539 | } |
540 | |
541 | /* |
84942c65 |
542 | * If we have barriers available, we can mark those edges as |
543 | * closed too. |
544 | */ |
545 | if (barriers) { |
546 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
547 | int d; |
548 | for (d = 1; d <= 8; d += d) { |
549 | if (barriers[y*w+x] & d) { |
550 | int x2, y2; |
551 | /* |
552 | * In principle the barrier list should already |
553 | * contain each barrier from each side, but |
554 | * let's not take chances with our internal |
555 | * consistency. |
556 | */ |
557 | OFFSETWH(x2, y2, x, y, d, w, h); |
558 | edgestate[(y*w+x) * 5 + d] = 2; |
559 | edgestate[(y2*w+x2) * 5 + F(d)] = 2; |
560 | } |
561 | } |
562 | } |
563 | } |
564 | |
565 | /* |
c0edd11f |
566 | * Since most deductions made by this solver are local (the |
567 | * exception is loop avoidance, where joining two tiles |
568 | * together on one side of the grid can theoretically permit a |
569 | * fresh deduction on the other), we can address the scaling |
570 | * problem inherent in iterating repeatedly over the entire |
571 | * grid by instead working with a to-do list. |
572 | */ |
573 | todo = todo_new(w * h); |
574 | |
575 | /* |
576 | * Main deductive loop. |
577 | */ |
578 | done_something = TRUE; /* prevent instant termination! */ |
579 | while (1) { |
580 | int index; |
581 | |
582 | /* |
583 | * Take a tile index off the todo list and process it. |
584 | */ |
585 | index = todo_get(todo); |
586 | if (index == -1) { |
587 | /* |
588 | * If we have run out of immediate things to do, we |
589 | * have no choice but to scan the whole grid for |
590 | * longer-range things we've missed. Hence, I now add |
591 | * every square on the grid back on to the to-do list. |
592 | * I also set `done_something' to FALSE at this point; |
593 | * if we later come back here and find it still FALSE, |
594 | * we will know we've scanned the entire grid without |
595 | * finding anything new to do, and we can terminate. |
596 | */ |
597 | if (!done_something) |
598 | break; |
599 | for (i = 0; i < w*h; i++) |
600 | todo_add(todo, i); |
601 | done_something = FALSE; |
602 | |
603 | index = todo_get(todo); |
604 | } |
605 | |
606 | y = index / w; |
607 | x = index % w; |
608 | { |
609 | int d, ourclass = dsf_canonify(equivalence, y*w+x); |
610 | int deadendmax[9]; |
611 | |
612 | deadendmax[1] = deadendmax[2] = deadendmax[4] = deadendmax[8] = 0; |
613 | |
614 | for (i = j = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
615 | int valid; |
616 | int nnondeadends, nondeadends[4], deadendtotal; |
617 | int nequiv, equiv[5]; |
618 | int val = tilestate[(y*w+x) * 4 + i]; |
619 | |
620 | valid = TRUE; |
621 | nnondeadends = deadendtotal = 0; |
622 | equiv[0] = ourclass; |
623 | nequiv = 1; |
624 | for (d = 1; d <= 8; d += d) { |
625 | /* |
626 | * Immediately rule out this orientation if it |
627 | * conflicts with any known edge. |
628 | */ |
629 | if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) || |
630 | (edgestate[(y*w+x) * 5 + d] == 2 && (val & d))) |
631 | valid = FALSE; |
632 | |
633 | if (val & d) { |
634 | /* |
635 | * Count up the dead-end statistics. |
636 | */ |
637 | if (deadends[(y*w+x) * 5 + d] <= area) { |
638 | deadendtotal += deadends[(y*w+x) * 5 + d]; |
639 | } else { |
640 | nondeadends[nnondeadends++] = d; |
641 | } |
642 | |
643 | /* |
644 | * Ensure we aren't linking to any tiles, |
645 | * through edges not already known to be |
646 | * open, which create a loop. |
647 | */ |
648 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
649 | int c, k, x2, y2; |
650 | |
651 | OFFSETWH(x2, y2, x, y, d, w, h); |
652 | c = dsf_canonify(equivalence, y2*w+x2); |
653 | for (k = 0; k < nequiv; k++) |
654 | if (c == equiv[k]) |
655 | break; |
656 | if (k == nequiv) |
657 | equiv[nequiv++] = c; |
658 | else |
659 | valid = FALSE; |
660 | } |
661 | } |
662 | } |
663 | |
664 | if (nnondeadends == 0) { |
665 | /* |
666 | * If this orientation links together dead-ends |
667 | * with a total area of less than the entire |
668 | * grid, it is invalid. |
669 | * |
670 | * (We add 1 to deadendtotal because of the |
671 | * tile itself, of course; one tile linking |
672 | * dead ends of size 2 and 3 forms a subnetwork |
673 | * with a total area of 6, not 5.) |
674 | */ |
9535138a |
675 | if (deadendtotal > 0 && deadendtotal+1 < area) |
c0edd11f |
676 | valid = FALSE; |
677 | } else if (nnondeadends == 1) { |
678 | /* |
679 | * If this orientation links together one or |
680 | * more dead-ends with precisely one |
681 | * non-dead-end, then we may have to mark that |
682 | * non-dead-end as a dead end going the other |
683 | * way. However, it depends on whether all |
684 | * other orientations share the same property. |
685 | */ |
686 | deadendtotal++; |
687 | if (deadendmax[nondeadends[0]] < deadendtotal) |
688 | deadendmax[nondeadends[0]] = deadendtotal; |
689 | } else { |
690 | /* |
691 | * If this orientation links together two or |
692 | * more non-dead-ends, then we can rule out the |
693 | * possibility of putting in new dead-end |
694 | * markings in those directions. |
695 | */ |
696 | int k; |
697 | for (k = 0; k < nnondeadends; k++) |
698 | deadendmax[nondeadends[k]] = area+1; |
699 | } |
700 | |
701 | if (valid) |
702 | tilestate[(y*w+x) * 4 + j++] = val; |
703 | #ifdef SOLVER_DIAGNOSTICS |
704 | else |
705 | printf("ruling out orientation %x at %d,%d\n", val, x, y); |
706 | #endif |
707 | } |
708 | |
709 | assert(j > 0); /* we can't lose _all_ possibilities! */ |
710 | |
711 | if (j < i) { |
c0edd11f |
712 | done_something = TRUE; |
713 | |
714 | /* |
715 | * We have ruled out at least one tile orientation. |
716 | * Make sure the rest are blanked. |
717 | */ |
718 | while (j < 4) |
719 | tilestate[(y*w+x) * 4 + j++] = 255; |
3af1c093 |
720 | } |
c0edd11f |
721 | |
3af1c093 |
722 | /* |
723 | * Now go through the tile orientations again and see |
724 | * if we've deduced anything new about any edges. |
725 | */ |
726 | { |
727 | int a, o; |
c0edd11f |
728 | a = 0xF; o = 0; |
3af1c093 |
729 | |
c0edd11f |
730 | for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
731 | a &= tilestate[(y*w+x) * 4 + i]; |
732 | o |= tilestate[(y*w+x) * 4 + i]; |
733 | } |
734 | for (d = 1; d <= 8; d += d) |
735 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
736 | int x2, y2, d2; |
737 | OFFSETWH(x2, y2, x, y, d, w, h); |
738 | d2 = F(d); |
739 | if (a & d) { |
740 | /* This edge is open in all orientations. */ |
741 | #ifdef SOLVER_DIAGNOSTICS |
742 | printf("marking edge %d,%d:%d open\n", x, y, d); |
743 | #endif |
744 | edgestate[(y*w+x) * 5 + d] = 1; |
745 | edgestate[(y2*w+x2) * 5 + d2] = 1; |
746 | dsf_merge(equivalence, y*w+x, y2*w+x2); |
747 | done_something = TRUE; |
748 | todo_add(todo, y2*w+x2); |
749 | } else if (!(o & d)) { |
750 | /* This edge is closed in all orientations. */ |
751 | #ifdef SOLVER_DIAGNOSTICS |
752 | printf("marking edge %d,%d:%d closed\n", x, y, d); |
753 | #endif |
754 | edgestate[(y*w+x) * 5 + d] = 2; |
755 | edgestate[(y2*w+x2) * 5 + d2] = 2; |
756 | done_something = TRUE; |
757 | todo_add(todo, y2*w+x2); |
758 | } |
759 | } |
760 | |
761 | } |
762 | |
763 | /* |
764 | * Now check the dead-end markers and see if any of |
765 | * them has lowered from the real ones. |
766 | */ |
767 | for (d = 1; d <= 8; d += d) { |
768 | int x2, y2, d2; |
769 | OFFSETWH(x2, y2, x, y, d, w, h); |
770 | d2 = F(d); |
771 | if (deadendmax[d] > 0 && |
772 | deadends[(y2*w+x2) * 5 + d2] > deadendmax[d]) { |
773 | #ifdef SOLVER_DIAGNOSTICS |
774 | printf("setting dead end value %d,%d:%d to %d\n", |
775 | x2, y2, d2, deadendmax[d]); |
776 | #endif |
777 | deadends[(y2*w+x2) * 5 + d2] = deadendmax[d]; |
778 | done_something = TRUE; |
779 | todo_add(todo, y2*w+x2); |
780 | } |
781 | } |
782 | |
783 | } |
784 | } |
785 | |
786 | /* |
787 | * Mark all completely determined tiles as locked. |
788 | */ |
789 | j = TRUE; |
790 | for (i = 0; i < w*h; i++) { |
791 | if (tilestate[i * 4 + 1] == 255) { |
792 | assert(tilestate[i * 4 + 0] != 255); |
793 | tiles[i] = tilestate[i * 4] | LOCKED; |
794 | } else { |
795 | tiles[i] &= ~LOCKED; |
796 | j = FALSE; |
797 | } |
798 | } |
799 | |
800 | /* |
801 | * Free up working space. |
802 | */ |
803 | todo_free(todo); |
804 | sfree(tilestate); |
805 | sfree(edgestate); |
806 | sfree(deadends); |
807 | sfree(equivalence); |
808 | |
809 | return j; |
810 | } |
811 | |
812 | /* ---------------------------------------------------------------------- |
1185e3c5 |
813 | * Randomly select a new game description. |
720a8fb7 |
814 | */ |
815 | |
c0edd11f |
816 | /* |
817 | * Function to randomly perturb an ambiguous section in a grid, to |
818 | * attempt to ensure unique solvability. |
819 | */ |
820 | static void perturb(int w, int h, unsigned char *tiles, int wrapping, |
821 | random_state *rs, int startx, int starty, int startd) |
822 | { |
823 | struct xyd *perimeter, *perim2, *loop[2], looppos[2]; |
824 | int nperim, perimsize, nloop[2], loopsize[2]; |
825 | int x, y, d, i; |
826 | |
827 | /* |
828 | * We know that the tile at (startx,starty) is part of an |
829 | * ambiguous section, and we also know that its neighbour in |
830 | * direction startd is fully specified. We begin by tracing all |
831 | * the way round the ambiguous area. |
832 | */ |
833 | nperim = perimsize = 0; |
834 | perimeter = NULL; |
835 | x = startx; |
836 | y = starty; |
837 | d = startd; |
838 | #ifdef PERTURB_DIAGNOSTICS |
839 | printf("perturb %d,%d:%d\n", x, y, d); |
840 | #endif |
841 | do { |
842 | int x2, y2, d2; |
843 | |
844 | if (nperim >= perimsize) { |
845 | perimsize = perimsize * 3 / 2 + 32; |
846 | perimeter = sresize(perimeter, perimsize, struct xyd); |
847 | } |
848 | perimeter[nperim].x = x; |
849 | perimeter[nperim].y = y; |
850 | perimeter[nperim].direction = d; |
851 | nperim++; |
852 | #ifdef PERTURB_DIAGNOSTICS |
853 | printf("perimeter: %d,%d:%d\n", x, y, d); |
854 | #endif |
855 | |
856 | /* |
857 | * First, see if we can simply turn left from where we are |
858 | * and find another locked square. |
859 | */ |
860 | d2 = A(d); |
861 | OFFSETWH(x2, y2, x, y, d2, w, h); |
862 | if ((!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) || |
863 | (tiles[y2*w+x2] & LOCKED)) { |
864 | d = d2; |
865 | } else { |
866 | /* |
867 | * Failing that, step left into the new square and look |
868 | * in front of us. |
869 | */ |
870 | x = x2; |
871 | y = y2; |
872 | OFFSETWH(x2, y2, x, y, d, w, h); |
873 | if ((wrapping || (abs(x2-x) <= 1 && abs(y2-y) <= 1)) && |
874 | !(tiles[y2*w+x2] & LOCKED)) { |
875 | /* |
876 | * And failing _that_, we're going to have to step |
877 | * forward into _that_ square and look right at the |
878 | * same locked square as we started with. |
879 | */ |
880 | x = x2; |
881 | y = y2; |
882 | d = C(d); |
883 | } |
884 | } |
885 | |
886 | } while (x != startx || y != starty || d != startd); |
887 | |
888 | /* |
889 | * Our technique for perturbing this ambiguous area is to |
890 | * search round its edge for a join we can make: that is, an |
891 | * edge on the perimeter which is (a) not currently connected, |
892 | * and (b) connecting it would not yield a full cross on either |
893 | * side. Then we make that join, search round the network to |
894 | * find the loop thus constructed, and sever the loop at a |
895 | * randomly selected other point. |
896 | */ |
897 | perim2 = snewn(nperim, struct xyd); |
898 | memcpy(perim2, perimeter, nperim * sizeof(struct xyd)); |
899 | /* Shuffle the perimeter, so as to search it without directional bias. */ |
900 | for (i = nperim; --i ;) { |
901 | int j = random_upto(rs, i+1); |
902 | struct xyd t; |
903 | |
904 | t = perim2[j]; |
905 | perim2[j] = perim2[i]; |
906 | perim2[i] = t; |
907 | } |
908 | for (i = 0; i < nperim; i++) { |
909 | int x2, y2; |
910 | |
911 | x = perim2[i].x; |
912 | y = perim2[i].y; |
913 | d = perim2[i].direction; |
914 | |
915 | OFFSETWH(x2, y2, x, y, d, w, h); |
916 | if (!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) |
917 | continue; /* can't link across non-wrapping border */ |
918 | if (tiles[y*w+x] & d) |
919 | continue; /* already linked in this direction! */ |
920 | if (((tiles[y*w+x] | d) & 15) == 15) |
921 | continue; /* can't turn this tile into a cross */ |
922 | if (((tiles[y2*w+x2] | F(d)) & 15) == 15) |
923 | continue; /* can't turn other tile into a cross */ |
924 | |
925 | /* |
926 | * We've found the point at which we're going to make a new |
927 | * link. |
928 | */ |
929 | #ifdef PERTURB_DIAGNOSTICS |
930 | printf("linking %d,%d:%d\n", x, y, d); |
931 | #endif |
932 | tiles[y*w+x] |= d; |
933 | tiles[y2*w+x2] |= F(d); |
934 | |
935 | break; |
936 | } |
ab53eb64 |
937 | sfree(perim2); |
c0edd11f |
938 | |
939 | if (i == nperim) |
940 | return; /* nothing we can do! */ |
941 | |
942 | /* |
943 | * Now we've constructed a new link, we need to find the entire |
944 | * loop of which it is a part. |
945 | * |
946 | * In principle, this involves doing a complete search round |
947 | * the network. However, I anticipate that in the vast majority |
948 | * of cases the loop will be quite small, so what I'm going to |
949 | * do is make _two_ searches round the network in parallel, one |
950 | * keeping its metaphorical hand on the left-hand wall while |
951 | * the other keeps its hand on the right. As soon as one of |
952 | * them gets back to its starting point, I abandon the other. |
953 | */ |
954 | for (i = 0; i < 2; i++) { |
955 | loopsize[i] = nloop[i] = 0; |
956 | loop[i] = NULL; |
957 | looppos[i].x = x; |
958 | looppos[i].y = y; |
959 | looppos[i].direction = d; |
960 | } |
961 | while (1) { |
962 | for (i = 0; i < 2; i++) { |
963 | int x2, y2, j; |
964 | |
965 | x = looppos[i].x; |
966 | y = looppos[i].y; |
967 | d = looppos[i].direction; |
968 | |
969 | OFFSETWH(x2, y2, x, y, d, w, h); |
970 | |
971 | /* |
972 | * Add this path segment to the loop, unless it exactly |
973 | * reverses the previous one on the loop in which case |
974 | * we take it away again. |
975 | */ |
976 | #ifdef PERTURB_DIAGNOSTICS |
977 | printf("looppos[%d] = %d,%d:%d\n", i, x, y, d); |
978 | #endif |
979 | if (nloop[i] > 0 && |
980 | loop[i][nloop[i]-1].x == x2 && |
981 | loop[i][nloop[i]-1].y == y2 && |
982 | loop[i][nloop[i]-1].direction == F(d)) { |
983 | #ifdef PERTURB_DIAGNOSTICS |
984 | printf("removing path segment %d,%d:%d from loop[%d]\n", |
985 | x2, y2, F(d), i); |
986 | #endif |
987 | nloop[i]--; |
988 | } else { |
989 | if (nloop[i] >= loopsize[i]) { |
990 | loopsize[i] = loopsize[i] * 3 / 2 + 32; |
991 | loop[i] = sresize(loop[i], loopsize[i], struct xyd); |
992 | } |
993 | #ifdef PERTURB_DIAGNOSTICS |
994 | printf("adding path segment %d,%d:%d to loop[%d]\n", |
995 | x, y, d, i); |
996 | #endif |
997 | loop[i][nloop[i]++] = looppos[i]; |
998 | } |
999 | |
1000 | #ifdef PERTURB_DIAGNOSTICS |
1001 | printf("tile at new location is %x\n", tiles[y2*w+x2] & 0xF); |
1002 | #endif |
1003 | d = F(d); |
1004 | for (j = 0; j < 4; j++) { |
1005 | if (i == 0) |
1006 | d = A(d); |
1007 | else |
1008 | d = C(d); |
1009 | #ifdef PERTURB_DIAGNOSTICS |
1010 | printf("trying dir %d\n", d); |
1011 | #endif |
1012 | if (tiles[y2*w+x2] & d) { |
1013 | looppos[i].x = x2; |
1014 | looppos[i].y = y2; |
1015 | looppos[i].direction = d; |
1016 | break; |
1017 | } |
1018 | } |
1019 | |
1020 | assert(j < 4); |
1021 | assert(nloop[i] > 0); |
1022 | |
1023 | if (looppos[i].x == loop[i][0].x && |
1024 | looppos[i].y == loop[i][0].y && |
1025 | looppos[i].direction == loop[i][0].direction) { |
1026 | #ifdef PERTURB_DIAGNOSTICS |
1027 | printf("loop %d finished tracking\n", i); |
1028 | #endif |
1029 | |
1030 | /* |
1031 | * Having found our loop, we now sever it at a |
1032 | * randomly chosen point - absolutely any will do - |
1033 | * which is not the one we joined it at to begin |
1034 | * with. Conveniently, the one we joined it at is |
1035 | * loop[i][0], so we just avoid that one. |
1036 | */ |
1037 | j = random_upto(rs, nloop[i]-1) + 1; |
1038 | x = loop[i][j].x; |
1039 | y = loop[i][j].y; |
1040 | d = loop[i][j].direction; |
1041 | OFFSETWH(x2, y2, x, y, d, w, h); |
1042 | tiles[y*w+x] &= ~d; |
1043 | tiles[y2*w+x2] &= ~F(d); |
1044 | |
1045 | break; |
1046 | } |
1047 | } |
1048 | if (i < 2) |
1049 | break; |
1050 | } |
1051 | sfree(loop[0]); |
1052 | sfree(loop[1]); |
1053 | |
1054 | /* |
1055 | * Finally, we must mark the entire disputed section as locked, |
1056 | * to prevent the perturb function being called on it multiple |
1057 | * times. |
1058 | * |
1059 | * To do this, we _sort_ the perimeter of the area. The |
1060 | * existing xyd_cmp function will arrange things into columns |
1061 | * for us, in such a way that each column has the edges in |
1062 | * vertical order. Then we can work down each column and fill |
1063 | * in all the squares between an up edge and a down edge. |
1064 | */ |
1065 | qsort(perimeter, nperim, sizeof(struct xyd), xyd_cmp); |
1066 | x = y = -1; |
1067 | for (i = 0; i <= nperim; i++) { |
1068 | if (i == nperim || perimeter[i].x > x) { |
1069 | /* |
1070 | * Fill in everything from the last Up edge to the |
1071 | * bottom of the grid, if necessary. |
1072 | */ |
1073 | if (x != -1) { |
1074 | while (y < h) { |
1075 | #ifdef PERTURB_DIAGNOSTICS |
1076 | printf("resolved: locking tile %d,%d\n", x, y); |
1077 | #endif |
1078 | tiles[y * w + x] |= LOCKED; |
1079 | y++; |
1080 | } |
1081 | x = y = -1; |
1082 | } |
1083 | |
1084 | if (i == nperim) |
1085 | break; |
1086 | |
1087 | x = perimeter[i].x; |
1088 | y = 0; |
1089 | } |
1090 | |
1091 | if (perimeter[i].direction == U) { |
1092 | x = perimeter[i].x; |
1093 | y = perimeter[i].y; |
1094 | } else if (perimeter[i].direction == D) { |
1095 | /* |
1096 | * Fill in everything from the last Up edge to here. |
1097 | */ |
1098 | assert(x == perimeter[i].x && y <= perimeter[i].y); |
1099 | while (y <= perimeter[i].y) { |
1100 | #ifdef PERTURB_DIAGNOSTICS |
1101 | printf("resolved: locking tile %d,%d\n", x, y); |
1102 | #endif |
1103 | tiles[y * w + x] |= LOCKED; |
1104 | y++; |
1105 | } |
1106 | x = y = -1; |
1107 | } |
1108 | } |
1109 | |
1110 | sfree(perimeter); |
1111 | } |
1112 | |
1185e3c5 |
1113 | static char *new_game_desc(game_params *params, random_state *rs, |
c566778e |
1114 | char **aux, int interactive) |
720a8fb7 |
1115 | { |
1185e3c5 |
1116 | tree234 *possibilities, *barriertree; |
1117 | int w, h, x, y, cx, cy, nbarriers; |
1118 | unsigned char *tiles, *barriers; |
1119 | char *desc, *p; |
6f2d8d7c |
1120 | |
1185e3c5 |
1121 | w = params->width; |
1122 | h = params->height; |
720a8fb7 |
1123 | |
c0edd11f |
1124 | cx = w / 2; |
1125 | cy = h / 2; |
1126 | |
1185e3c5 |
1127 | tiles = snewn(w * h, unsigned char); |
1185e3c5 |
1128 | barriers = snewn(w * h, unsigned char); |
720a8fb7 |
1129 | |
c0edd11f |
1130 | begin_generation: |
1131 | |
1132 | memset(tiles, 0, w * h); |
1133 | memset(barriers, 0, w * h); |
720a8fb7 |
1134 | |
1135 | /* |
1136 | * Construct the unshuffled grid. |
1137 | * |
1138 | * To do this, we simply start at the centre point, repeatedly |
1139 | * choose a random possibility out of the available ways to |
1140 | * extend a used square into an unused one, and do it. After |
1141 | * extending the third line out of a square, we remove the |
1142 | * fourth from the possibilities list to avoid any full-cross |
1143 | * squares (which would make the game too easy because they |
1144 | * only have one orientation). |
1145 | * |
1146 | * The slightly worrying thing is the avoidance of full-cross |
1147 | * squares. Can this cause our unsophisticated construction |
1148 | * algorithm to paint itself into a corner, by getting into a |
1149 | * situation where there are some unreached squares and the |
1150 | * only way to reach any of them is to extend a T-piece into a |
1151 | * full cross? |
1152 | * |
1153 | * Answer: no it can't, and here's a proof. |
1154 | * |
1155 | * Any contiguous group of such unreachable squares must be |
1156 | * surrounded on _all_ sides by T-pieces pointing away from the |
1157 | * group. (If not, then there is a square which can be extended |
1158 | * into one of the `unreachable' ones, and so it wasn't |
1159 | * unreachable after all.) In particular, this implies that |
1160 | * each contiguous group of unreachable squares must be |
1161 | * rectangular in shape (any deviation from that yields a |
1162 | * non-T-piece next to an `unreachable' square). |
1163 | * |
1164 | * So we have a rectangle of unreachable squares, with T-pieces |
1165 | * forming a solid border around the rectangle. The corners of |
1166 | * that border must be connected (since every tile connects all |
1167 | * the lines arriving in it), and therefore the border must |
1168 | * form a closed loop around the rectangle. |
1169 | * |
1170 | * But this can't have happened in the first place, since we |
1171 | * _know_ we've avoided creating closed loops! Hence, no such |
1172 | * situation can ever arise, and the naive grid construction |
1173 | * algorithm will guaranteeably result in a complete grid |
1174 | * containing no unreached squares, no full crosses _and_ no |
1175 | * closed loops. [] |
1176 | */ |
c0edd11f |
1177 | possibilities = newtree234(xyd_cmp_nc); |
ecadce0d |
1178 | |
1185e3c5 |
1179 | if (cx+1 < w) |
1180 | add234(possibilities, new_xyd(cx, cy, R)); |
1181 | if (cy-1 >= 0) |
1182 | add234(possibilities, new_xyd(cx, cy, U)); |
1183 | if (cx-1 >= 0) |
1184 | add234(possibilities, new_xyd(cx, cy, L)); |
1185 | if (cy+1 < h) |
1186 | add234(possibilities, new_xyd(cx, cy, D)); |
720a8fb7 |
1187 | |
1188 | while (count234(possibilities) > 0) { |
1189 | int i; |
1190 | struct xyd *xyd; |
1191 | int x1, y1, d1, x2, y2, d2, d; |
1192 | |
1193 | /* |
1194 | * Extract a randomly chosen possibility from the list. |
1195 | */ |
1196 | i = random_upto(rs, count234(possibilities)); |
1197 | xyd = delpos234(possibilities, i); |
1198 | x1 = xyd->x; |
1199 | y1 = xyd->y; |
1200 | d1 = xyd->direction; |
1201 | sfree(xyd); |
1202 | |
1185e3c5 |
1203 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1204 | d2 = F(d1); |
95854b53 |
1205 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1206 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
1207 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
1208 | #endif |
1209 | |
1210 | /* |
1211 | * Make the connection. (We should be moving to an as yet |
1212 | * unused tile.) |
1213 | */ |
1185e3c5 |
1214 | index(params, tiles, x1, y1) |= d1; |
1215 | assert(index(params, tiles, x2, y2) == 0); |
1216 | index(params, tiles, x2, y2) |= d2; |
720a8fb7 |
1217 | |
1218 | /* |
1219 | * If we have created a T-piece, remove its last |
1220 | * possibility. |
1221 | */ |
1185e3c5 |
1222 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
720a8fb7 |
1223 | struct xyd xyd1, *xydp; |
1224 | |
1225 | xyd1.x = x1; |
1226 | xyd1.y = y1; |
1185e3c5 |
1227 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
720a8fb7 |
1228 | |
1229 | xydp = find234(possibilities, &xyd1, NULL); |
1230 | |
1231 | if (xydp) { |
95854b53 |
1232 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1233 | printf("T-piece; removing (%d,%d,%c)\n", |
1234 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1235 | #endif |
1236 | del234(possibilities, xydp); |
1237 | sfree(xydp); |
1238 | } |
1239 | } |
1240 | |
1241 | /* |
1242 | * Remove all other possibilities that were pointing at the |
1243 | * tile we've just moved into. |
1244 | */ |
1245 | for (d = 1; d < 0x10; d <<= 1) { |
1246 | int x3, y3, d3; |
1247 | struct xyd xyd1, *xydp; |
1248 | |
1185e3c5 |
1249 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1250 | d3 = F(d); |
1251 | |
1252 | xyd1.x = x3; |
1253 | xyd1.y = y3; |
1254 | xyd1.direction = d3; |
1255 | |
1256 | xydp = find234(possibilities, &xyd1, NULL); |
1257 | |
1258 | if (xydp) { |
95854b53 |
1259 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1260 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
1261 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1262 | #endif |
1263 | del234(possibilities, xydp); |
1264 | sfree(xydp); |
1265 | } |
1266 | } |
1267 | |
1268 | /* |
1269 | * Add new possibilities to the list for moving _out_ of |
1270 | * the tile we have just moved into. |
1271 | */ |
1272 | for (d = 1; d < 0x10; d <<= 1) { |
1273 | int x3, y3; |
1274 | |
1275 | if (d == d2) |
1276 | continue; /* we've got this one already */ |
1277 | |
1185e3c5 |
1278 | if (!params->wrapping) { |
720a8fb7 |
1279 | if (d == U && y2 == 0) |
1280 | continue; |
1185e3c5 |
1281 | if (d == D && y2 == h-1) |
720a8fb7 |
1282 | continue; |
1283 | if (d == L && x2 == 0) |
1284 | continue; |
1185e3c5 |
1285 | if (d == R && x2 == w-1) |
720a8fb7 |
1286 | continue; |
1287 | } |
1288 | |
1185e3c5 |
1289 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1290 | |
1185e3c5 |
1291 | if (index(params, tiles, x3, y3)) |
720a8fb7 |
1292 | continue; /* this would create a loop */ |
1293 | |
95854b53 |
1294 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1295 | printf("New frontier; adding (%d,%d,%c)\n", |
1296 | x2, y2, "0RU3L567D9abcdef"[d]); |
1297 | #endif |
1298 | add234(possibilities, new_xyd(x2, y2, d)); |
1299 | } |
1300 | } |
1301 | /* Having done that, we should have no possibilities remaining. */ |
1302 | assert(count234(possibilities) == 0); |
1303 | freetree234(possibilities); |
1304 | |
c0edd11f |
1305 | if (params->unique) { |
1306 | int prevn = -1; |
1307 | |
1308 | /* |
1309 | * Run the solver to check unique solubility. |
1310 | */ |
84942c65 |
1311 | while (!net_solver(w, h, tiles, NULL, params->wrapping)) { |
c0edd11f |
1312 | int n = 0; |
1313 | |
1314 | /* |
1315 | * We expect (in most cases) that most of the grid will |
1316 | * be uniquely specified already, and the remaining |
1317 | * ambiguous sections will be small and separate. So |
1318 | * our strategy is to find each individual such |
1319 | * section, and perform a perturbation on the network |
1320 | * in that area. |
1321 | */ |
1322 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
1323 | if (x+1 < w && ((tiles[y*w+x] ^ tiles[y*w+x+1]) & LOCKED)) { |
1324 | n++; |
1325 | if (tiles[y*w+x] & LOCKED) |
1326 | perturb(w, h, tiles, params->wrapping, rs, x+1, y, L); |
1327 | else |
1328 | perturb(w, h, tiles, params->wrapping, rs, x, y, R); |
1329 | } |
1330 | if (y+1 < h && ((tiles[y*w+x] ^ tiles[(y+1)*w+x]) & LOCKED)) { |
1331 | n++; |
1332 | if (tiles[y*w+x] & LOCKED) |
1333 | perturb(w, h, tiles, params->wrapping, rs, x, y+1, U); |
1334 | else |
1335 | perturb(w, h, tiles, params->wrapping, rs, x, y, D); |
1336 | } |
1337 | } |
1338 | |
1339 | /* |
1340 | * Now n counts the number of ambiguous sections we |
1341 | * have fiddled with. If we haven't managed to decrease |
1342 | * it from the last time we ran the solver, give up and |
1343 | * regenerate the entire grid. |
1344 | */ |
1345 | if (prevn != -1 && prevn <= n) |
1346 | goto begin_generation; /* (sorry) */ |
1347 | |
1348 | prevn = n; |
1349 | } |
1350 | |
1351 | /* |
1352 | * The solver will have left a lot of LOCKED bits lying |
1353 | * around in the tiles array. Remove them. |
1354 | */ |
1355 | for (x = 0; x < w*h; x++) |
1356 | tiles[x] &= ~LOCKED; |
1357 | } |
1358 | |
720a8fb7 |
1359 | /* |
1360 | * Now compute a list of the possible barrier locations. |
1361 | */ |
c0edd11f |
1362 | barriertree = newtree234(xyd_cmp_nc); |
1185e3c5 |
1363 | for (y = 0; y < h; y++) { |
1364 | for (x = 0; x < w; x++) { |
1365 | |
1366 | if (!(index(params, tiles, x, y) & R) && |
1367 | (params->wrapping || x < w-1)) |
1368 | add234(barriertree, new_xyd(x, y, R)); |
1369 | if (!(index(params, tiles, x, y) & D) && |
1370 | (params->wrapping || y < h-1)) |
1371 | add234(barriertree, new_xyd(x, y, D)); |
720a8fb7 |
1372 | } |
1373 | } |
1374 | |
1375 | /* |
c566778e |
1376 | * Save the unshuffled grid in aux. |
2ac6d24e |
1377 | */ |
1378 | { |
c566778e |
1379 | char *solution; |
1380 | int i; |
2ac6d24e |
1381 | |
c566778e |
1382 | solution = snewn(w * h + 1, char); |
1383 | for (i = 0; i < w * h; i++) |
1384 | solution[i] = "0123456789abcdef"[tiles[i] & 0xF]; |
1385 | solution[w*h] = '\0'; |
2ac6d24e |
1386 | |
1185e3c5 |
1387 | *aux = solution; |
2ac6d24e |
1388 | } |
1389 | |
1390 | /* |
720a8fb7 |
1391 | * Now shuffle the grid. |
1392 | */ |
1185e3c5 |
1393 | for (y = 0; y < h; y++) { |
1394 | for (x = 0; x < w; x++) { |
1395 | int orig = index(params, tiles, x, y); |
720a8fb7 |
1396 | int rot = random_upto(rs, 4); |
1185e3c5 |
1397 | index(params, tiles, x, y) = ROT(orig, rot); |
720a8fb7 |
1398 | } |
1399 | } |
1400 | |
1401 | /* |
1402 | * And now choose barrier locations. (We carefully do this |
1403 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
1404 | * params while keeping the random seed the same will give the |
720a8fb7 |
1405 | * same shuffled grid and _only_ change the barrier locations. |
1406 | * Also the way we choose barrier locations, by repeatedly |
1407 | * choosing one possibility from the list until we have enough, |
1408 | * is designed to ensure that raising the barrier rate while |
1409 | * keeping the seed the same will provide a superset of the |
1410 | * previous barrier set - i.e. if you ask for 10 barriers, and |
1411 | * then decide that's still too hard and ask for 20, you'll get |
1412 | * the original 10 plus 10 more, rather than getting 20 new |
1413 | * ones and the chance of remembering your first 10.) |
1414 | */ |
1185e3c5 |
1415 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
1416 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
720a8fb7 |
1417 | |
1418 | while (nbarriers > 0) { |
1419 | int i; |
1420 | struct xyd *xyd; |
1421 | int x1, y1, d1, x2, y2, d2; |
1422 | |
1423 | /* |
1424 | * Extract a randomly chosen barrier from the list. |
1425 | */ |
1185e3c5 |
1426 | i = random_upto(rs, count234(barriertree)); |
1427 | xyd = delpos234(barriertree, i); |
720a8fb7 |
1428 | |
1429 | assert(xyd != NULL); |
1430 | |
1431 | x1 = xyd->x; |
1432 | y1 = xyd->y; |
1433 | d1 = xyd->direction; |
1434 | sfree(xyd); |
1435 | |
1185e3c5 |
1436 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1437 | d2 = F(d1); |
1438 | |
1185e3c5 |
1439 | index(params, barriers, x1, y1) |= d1; |
1440 | index(params, barriers, x2, y2) |= d2; |
720a8fb7 |
1441 | |
1442 | nbarriers--; |
1443 | } |
1444 | |
1445 | /* |
1446 | * Clean up the rest of the barrier list. |
1447 | */ |
1448 | { |
1449 | struct xyd *xyd; |
1450 | |
1185e3c5 |
1451 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
720a8fb7 |
1452 | sfree(xyd); |
1453 | |
1185e3c5 |
1454 | freetree234(barriertree); |
1455 | } |
1456 | |
1457 | /* |
1458 | * Finally, encode the grid into a string game description. |
1459 | * |
1460 | * My syntax is extremely simple: each square is encoded as a |
1461 | * hex digit in which bit 0 means a connection on the right, |
1462 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
1463 | * encoding as used internally). Each digit is followed by |
1464 | * optional barrier indicators: `v' means a vertical barrier to |
1465 | * the right of it, and `h' means a horizontal barrier below |
1466 | * it. |
1467 | */ |
1468 | desc = snewn(w * h * 3 + 1, char); |
1469 | p = desc; |
1470 | for (y = 0; y < h; y++) { |
1471 | for (x = 0; x < w; x++) { |
1472 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
1473 | if ((params->wrapping || x < w-1) && |
1474 | (index(params, barriers, x, y) & R)) |
1475 | *p++ = 'v'; |
1476 | if ((params->wrapping || y < h-1) && |
1477 | (index(params, barriers, x, y) & D)) |
1478 | *p++ = 'h'; |
1479 | } |
1480 | } |
1481 | assert(p - desc <= w*h*3); |
366d045b |
1482 | *p = '\0'; |
1185e3c5 |
1483 | |
1484 | sfree(tiles); |
1485 | sfree(barriers); |
1486 | |
1487 | return desc; |
1488 | } |
1489 | |
1185e3c5 |
1490 | static char *validate_desc(game_params *params, char *desc) |
1491 | { |
1492 | int w = params->width, h = params->height; |
1493 | int i; |
1494 | |
1495 | for (i = 0; i < w*h; i++) { |
1496 | if (*desc >= '0' && *desc <= '9') |
1497 | /* OK */; |
1498 | else if (*desc >= 'a' && *desc <= 'f') |
1499 | /* OK */; |
1500 | else if (*desc >= 'A' && *desc <= 'F') |
1501 | /* OK */; |
1502 | else if (!*desc) |
1503 | return "Game description shorter than expected"; |
1504 | else |
1505 | return "Game description contained unexpected character"; |
1506 | desc++; |
1507 | while (*desc == 'h' || *desc == 'v') |
1508 | desc++; |
1509 | } |
1510 | if (*desc) |
1511 | return "Game description longer than expected"; |
1512 | |
1513 | return NULL; |
1514 | } |
1515 | |
1516 | /* ---------------------------------------------------------------------- |
1517 | * Construct an initial game state, given a description and parameters. |
1518 | */ |
1519 | |
dafd6cf6 |
1520 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1185e3c5 |
1521 | { |
1522 | game_state *state; |
1523 | int w, h, x, y; |
1524 | |
1525 | assert(params->width > 0 && params->height > 0); |
1526 | assert(params->width > 1 || params->height > 1); |
1527 | |
1528 | /* |
1529 | * Create a blank game state. |
1530 | */ |
1531 | state = snew(game_state); |
1532 | w = state->width = params->width; |
1533 | h = state->height = params->height; |
1185e3c5 |
1534 | state->wrapping = params->wrapping; |
1535 | state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0; |
1536 | state->completed = state->used_solve = state->just_used_solve = FALSE; |
1537 | state->tiles = snewn(state->width * state->height, unsigned char); |
1538 | memset(state->tiles, 0, state->width * state->height); |
1539 | state->barriers = snewn(state->width * state->height, unsigned char); |
1540 | memset(state->barriers, 0, state->width * state->height); |
1541 | |
1542 | /* |
1543 | * Parse the game description into the grid. |
1544 | */ |
1545 | for (y = 0; y < h; y++) { |
1546 | for (x = 0; x < w; x++) { |
1547 | if (*desc >= '0' && *desc <= '9') |
1548 | tile(state, x, y) = *desc - '0'; |
1549 | else if (*desc >= 'a' && *desc <= 'f') |
1550 | tile(state, x, y) = *desc - 'a' + 10; |
1551 | else if (*desc >= 'A' && *desc <= 'F') |
1552 | tile(state, x, y) = *desc - 'A' + 10; |
1553 | if (*desc) |
1554 | desc++; |
1555 | while (*desc == 'h' || *desc == 'v') { |
1556 | int x2, y2, d1, d2; |
1557 | if (*desc == 'v') |
1558 | d1 = R; |
1559 | else |
1560 | d1 = D; |
1561 | |
1562 | OFFSET(x2, y2, x, y, d1, state); |
1563 | d2 = F(d1); |
1564 | |
1565 | barrier(state, x, y) |= d1; |
1566 | barrier(state, x2, y2) |= d2; |
1567 | |
1568 | desc++; |
1569 | } |
1570 | } |
1571 | } |
1572 | |
1573 | /* |
1574 | * Set up border barriers if this is a non-wrapping game. |
1575 | */ |
1576 | if (!state->wrapping) { |
1577 | for (x = 0; x < state->width; x++) { |
1578 | barrier(state, x, 0) |= U; |
1579 | barrier(state, x, state->height-1) |= D; |
1580 | } |
1581 | for (y = 0; y < state->height; y++) { |
1582 | barrier(state, 0, y) |= L; |
1583 | barrier(state, state->width-1, y) |= R; |
1584 | } |
f0ee053c |
1585 | } else { |
1586 | /* |
1587 | * We check whether this is de-facto a non-wrapping game |
1588 | * despite the parameters, in case we were passed the |
1589 | * description of a non-wrapping game. This is so that we |
1590 | * can change some aspects of the UI behaviour. |
1591 | */ |
1592 | state->wrapping = FALSE; |
1593 | for (x = 0; x < state->width; x++) |
1594 | if (!(barrier(state, x, 0) & U) || |
1595 | !(barrier(state, x, state->height-1) & D)) |
1596 | state->wrapping = TRUE; |
1597 | for (y = 0; y < state->width; y++) |
1598 | if (!(barrier(state, 0, y) & L) || |
1599 | !(barrier(state, state->width-1, y) & R)) |
1600 | state->wrapping = TRUE; |
720a8fb7 |
1601 | } |
1602 | |
720a8fb7 |
1603 | return state; |
1604 | } |
1605 | |
be8d5aa1 |
1606 | static game_state *dup_game(game_state *state) |
720a8fb7 |
1607 | { |
1608 | game_state *ret; |
1609 | |
1610 | ret = snew(game_state); |
1611 | ret->width = state->width; |
1612 | ret->height = state->height; |
1613 | ret->wrapping = state->wrapping; |
1614 | ret->completed = state->completed; |
2ac6d24e |
1615 | ret->used_solve = state->used_solve; |
1616 | ret->just_used_solve = state->just_used_solve; |
2ef96bd6 |
1617 | ret->last_rotate_dir = state->last_rotate_dir; |
1185e3c5 |
1618 | ret->last_rotate_x = state->last_rotate_x; |
1619 | ret->last_rotate_y = state->last_rotate_y; |
720a8fb7 |
1620 | ret->tiles = snewn(state->width * state->height, unsigned char); |
1621 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
1622 | ret->barriers = snewn(state->width * state->height, unsigned char); |
1623 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
1624 | |
1625 | return ret; |
1626 | } |
1627 | |
be8d5aa1 |
1628 | static void free_game(game_state *state) |
720a8fb7 |
1629 | { |
1630 | sfree(state->tiles); |
1631 | sfree(state->barriers); |
1632 | sfree(state); |
1633 | } |
1634 | |
df11cd4e |
1635 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
1636 | char *aux, char **error) |
2ac6d24e |
1637 | { |
df11cd4e |
1638 | unsigned char *tiles; |
1639 | char *ret; |
1640 | int retlen, retsize; |
1641 | int i; |
c566778e |
1642 | |
1643 | tiles = snewn(state->width * state->height, unsigned char); |
2ac6d24e |
1644 | |
1185e3c5 |
1645 | if (!aux) { |
c0edd11f |
1646 | /* |
1647 | * Run the internal solver on the provided grid. This might |
1648 | * not yield a complete solution. |
1649 | */ |
df11cd4e |
1650 | memcpy(tiles, state->tiles, state->width * state->height); |
1651 | net_solver(state->width, state->height, tiles, |
1652 | state->barriers, state->wrapping); |
c0edd11f |
1653 | } else { |
c566778e |
1654 | for (i = 0; i < state->width * state->height; i++) { |
1655 | int c = aux[i]; |
1656 | |
1657 | if (c >= '0' && c <= '9') |
1658 | tiles[i] = c - '0'; |
1659 | else if (c >= 'a' && c <= 'f') |
1660 | tiles[i] = c - 'a' + 10; |
1661 | else if (c >= 'A' && c <= 'F') |
1662 | tiles[i] = c - 'A' + 10; |
dafd6cf6 |
1663 | |
1664 | tiles[i] |= LOCKED; |
c566778e |
1665 | } |
df11cd4e |
1666 | } |
1667 | |
1668 | /* |
1669 | * Now construct a string which can be passed to execute_move() |
1670 | * to transform the current grid into the solved one. |
1671 | */ |
1672 | retsize = 256; |
1673 | ret = snewn(retsize, char); |
1674 | retlen = 0; |
1675 | ret[retlen++] = 'S'; |
1676 | |
1677 | for (i = 0; i < state->width * state->height; i++) { |
1678 | int from = currstate->tiles[i], to = tiles[i]; |
1679 | int ft = from & (R|L|U|D), tt = to & (R|L|U|D); |
1680 | int x = i % state->width, y = i / state->width; |
1681 | int chr = '\0'; |
1682 | char buf[80], *p = buf; |
1683 | |
1684 | if (from == to) |
1685 | continue; /* nothing needs doing at all */ |
1686 | |
1687 | /* |
1688 | * To transform this tile into the desired tile: first |
1689 | * unlock the tile if it's locked, then rotate it if |
1690 | * necessary, then lock it if necessary. |
1691 | */ |
1692 | if (from & LOCKED) |
1693 | p += sprintf(p, ";L%d,%d", x, y); |
1694 | |
1695 | if (tt == A(ft)) |
1696 | chr = 'A'; |
1697 | else if (tt == C(ft)) |
1698 | chr = 'C'; |
1699 | else if (tt == F(ft)) |
1700 | chr = 'F'; |
1701 | else { |
1702 | assert(tt == ft); |
1703 | chr = '\0'; |
1704 | } |
1705 | if (chr) |
1706 | p += sprintf(p, ";%c%d,%d", chr, x, y); |
1707 | |
1708 | if (to & LOCKED) |
1709 | p += sprintf(p, ";L%d,%d", x, y); |
1710 | |
1711 | if (p > buf) { |
1712 | if (retlen + (p - buf) >= retsize) { |
1713 | retsize = retlen + (p - buf) + 512; |
1714 | ret = sresize(ret, retsize, char); |
1715 | } |
1716 | memcpy(ret+retlen, buf, p - buf); |
1717 | retlen += p - buf; |
1718 | } |
2ac6d24e |
1719 | } |
1720 | |
df11cd4e |
1721 | assert(retlen < retsize); |
1722 | ret[retlen] = '\0'; |
1723 | ret = sresize(ret, retlen+1, char); |
1724 | |
c566778e |
1725 | sfree(tiles); |
1726 | |
2ac6d24e |
1727 | return ret; |
1728 | } |
1729 | |
9b4b03d3 |
1730 | static char *game_text_format(game_state *state) |
1731 | { |
1732 | return NULL; |
1733 | } |
1734 | |
720a8fb7 |
1735 | /* ---------------------------------------------------------------------- |
1736 | * Utility routine. |
1737 | */ |
1738 | |
1739 | /* |
1740 | * Compute which squares are reachable from the centre square, as a |
1741 | * quick visual aid to determining how close the game is to |
1742 | * completion. This is also a simple way to tell if the game _is_ |
1743 | * completed - just call this function and see whether every square |
1744 | * is marked active. |
1745 | */ |
f0ee053c |
1746 | static unsigned char *compute_active(game_state *state, int cx, int cy) |
720a8fb7 |
1747 | { |
1748 | unsigned char *active; |
1749 | tree234 *todo; |
1750 | struct xyd *xyd; |
1751 | |
1752 | active = snewn(state->width * state->height, unsigned char); |
1753 | memset(active, 0, state->width * state->height); |
1754 | |
1755 | /* |
1756 | * We only store (x,y) pairs in todo, but it's easier to reuse |
1757 | * xyd_cmp and just store direction 0 every time. |
1758 | */ |
c0edd11f |
1759 | todo = newtree234(xyd_cmp_nc); |
f0ee053c |
1760 | index(state, active, cx, cy) = ACTIVE; |
1761 | add234(todo, new_xyd(cx, cy, 0)); |
720a8fb7 |
1762 | |
1763 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
1764 | int x1, y1, d1, x2, y2, d2; |
1765 | |
1766 | x1 = xyd->x; |
1767 | y1 = xyd->y; |
1768 | sfree(xyd); |
1769 | |
1770 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
1771 | OFFSET(x2, y2, x1, y1, d1, state); |
1772 | d2 = F(d1); |
1773 | |
1774 | /* |
1775 | * If the next tile in this direction is connected to |
1776 | * us, and there isn't a barrier in the way, and it |
1777 | * isn't already marked active, then mark it active and |
1778 | * add it to the to-examine list. |
1779 | */ |
1780 | if ((tile(state, x1, y1) & d1) && |
1781 | (tile(state, x2, y2) & d2) && |
1782 | !(barrier(state, x1, y1) & d1) && |
1783 | !index(state, active, x2, y2)) { |
2ef96bd6 |
1784 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
1785 | add234(todo, new_xyd(x2, y2, 0)); |
1786 | } |
1787 | } |
1788 | } |
1789 | /* Now we expect the todo list to have shrunk to zero size. */ |
1790 | assert(count234(todo) == 0); |
1791 | freetree234(todo); |
1792 | |
1793 | return active; |
1794 | } |
1795 | |
66164171 |
1796 | struct game_ui { |
f0ee053c |
1797 | int org_x, org_y; /* origin */ |
1798 | int cx, cy; /* source tile (game coordinates) */ |
66164171 |
1799 | int cur_x, cur_y; |
1800 | int cur_visible; |
cbb5549e |
1801 | random_state *rs; /* used for jumbling */ |
66164171 |
1802 | }; |
1803 | |
be8d5aa1 |
1804 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1805 | { |
cbb5549e |
1806 | void *seed; |
1807 | int seedsize; |
66164171 |
1808 | game_ui *ui = snew(game_ui); |
f0ee053c |
1809 | ui->org_x = ui->org_y = 0; |
1810 | ui->cur_x = ui->cx = state->width / 2; |
1811 | ui->cur_y = ui->cy = state->height / 2; |
66164171 |
1812 | ui->cur_visible = FALSE; |
cbb5549e |
1813 | get_random_seed(&seed, &seedsize); |
1814 | ui->rs = random_init(seed, seedsize); |
1815 | sfree(seed); |
66164171 |
1816 | |
1817 | return ui; |
74a4e547 |
1818 | } |
1819 | |
be8d5aa1 |
1820 | static void free_ui(game_ui *ui) |
74a4e547 |
1821 | { |
cbb5549e |
1822 | random_free(ui->rs); |
66164171 |
1823 | sfree(ui); |
74a4e547 |
1824 | } |
1825 | |
844f605f |
1826 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
1827 | { |
1828 | char buf[120]; |
1829 | /* |
1830 | * We preserve the origin and centre-point coordinates over a |
1831 | * serialise. |
1832 | */ |
1833 | sprintf(buf, "O%d,%d;C%d,%d", ui->org_x, ui->org_y, ui->cx, ui->cy); |
1834 | return dupstr(buf); |
1835 | } |
1836 | |
844f605f |
1837 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
1838 | { |
1839 | sscanf(encoding, "O%d,%d;C%d,%d", |
1840 | &ui->org_x, &ui->org_y, &ui->cx, &ui->cy); |
1841 | } |
1842 | |
07dfb697 |
1843 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1844 | game_state *newstate) |
1845 | { |
1846 | } |
1847 | |
1e3e152d |
1848 | struct game_drawstate { |
1849 | int started; |
1850 | int width, height; |
1851 | int org_x, org_y; |
1852 | int tilesize; |
1853 | unsigned char *visible; |
1854 | }; |
1855 | |
720a8fb7 |
1856 | /* ---------------------------------------------------------------------- |
1857 | * Process a move. |
1858 | */ |
df11cd4e |
1859 | static char *interpret_move(game_state *state, game_ui *ui, |
1860 | game_drawstate *ds, int x, int y, int button) |
1861 | { |
1862 | char *nullret; |
118473f5 |
1863 | int tx = -1, ty = -1, dir = 0; |
f0ee053c |
1864 | int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL; |
118473f5 |
1865 | enum { |
1866 | NONE, ROTATE_LEFT, ROTATE_180, ROTATE_RIGHT, TOGGLE_LOCK, JUMBLE, |
1867 | MOVE_ORIGIN, MOVE_SOURCE, MOVE_ORIGIN_AND_SOURCE, MOVE_CURSOR |
1868 | } action; |
720a8fb7 |
1869 | |
f0ee053c |
1870 | button &= ~MOD_MASK; |
66164171 |
1871 | nullret = NULL; |
118473f5 |
1872 | action = NONE; |
720a8fb7 |
1873 | |
66164171 |
1874 | if (button == LEFT_BUTTON || |
1875 | button == MIDDLE_BUTTON || |
1876 | button == RIGHT_BUTTON) { |
1877 | |
1878 | if (ui->cur_visible) { |
1879 | ui->cur_visible = FALSE; |
df11cd4e |
1880 | nullret = ""; |
66164171 |
1881 | } |
1882 | |
1883 | /* |
1884 | * The button must have been clicked on a valid tile. |
1885 | */ |
1886 | x -= WINDOW_OFFSET + TILE_BORDER; |
1887 | y -= WINDOW_OFFSET + TILE_BORDER; |
1888 | if (x < 0 || y < 0) |
1889 | return nullret; |
1890 | tx = x / TILE_SIZE; |
1891 | ty = y / TILE_SIZE; |
1892 | if (tx >= state->width || ty >= state->height) |
1893 | return nullret; |
f0ee053c |
1894 | /* Transform from physical to game coords */ |
1895 | tx = (tx + ui->org_x) % state->width; |
1896 | ty = (ty + ui->org_y) % state->height; |
66164171 |
1897 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
1898 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
1899 | return nullret; |
118473f5 |
1900 | |
1901 | action = button == LEFT_BUTTON ? ROTATE_LEFT : |
1902 | button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK; |
66164171 |
1903 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
1904 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
f0ee053c |
1905 | switch (button) { |
1906 | case CURSOR_UP: dir = U; break; |
1907 | case CURSOR_DOWN: dir = D; break; |
1908 | case CURSOR_LEFT: dir = L; break; |
1909 | case CURSOR_RIGHT: dir = R; break; |
1910 | default: return nullret; |
1911 | } |
118473f5 |
1912 | if (shift && ctrl) action = MOVE_ORIGIN_AND_SOURCE; |
1913 | else if (shift) action = MOVE_ORIGIN; |
1914 | else if (ctrl) action = MOVE_SOURCE; |
1915 | else action = MOVE_CURSOR; |
66164171 |
1916 | } else if (button == 'a' || button == 's' || button == 'd' || |
4cd25760 |
1917 | button == 'A' || button == 'S' || button == 'D' || |
118473f5 |
1918 | button == 'f' || button == 'F' || |
4cd25760 |
1919 | button == CURSOR_SELECT) { |
66164171 |
1920 | tx = ui->cur_x; |
1921 | ty = ui->cur_y; |
4cd25760 |
1922 | if (button == 'a' || button == 'A' || button == CURSOR_SELECT) |
118473f5 |
1923 | action = ROTATE_LEFT; |
66164171 |
1924 | else if (button == 's' || button == 'S') |
118473f5 |
1925 | action = TOGGLE_LOCK; |
66164171 |
1926 | else if (button == 'd' || button == 'D') |
118473f5 |
1927 | action = ROTATE_RIGHT; |
1928 | else if (button == 'f' || button == 'F') |
1929 | action = ROTATE_180; |
0671fa51 |
1930 | ui->cur_visible = TRUE; |
cbb5549e |
1931 | } else if (button == 'j' || button == 'J') { |
1932 | /* XXX should we have some mouse control for this? */ |
118473f5 |
1933 | action = JUMBLE; |
66164171 |
1934 | } else |
1935 | return nullret; |
720a8fb7 |
1936 | |
1937 | /* |
1938 | * The middle button locks or unlocks a tile. (A locked tile |
1939 | * cannot be turned, and is visually marked as being locked. |
1940 | * This is a convenience for the player, so that once they are |
1941 | * sure which way round a tile goes, they can lock it and thus |
1942 | * avoid forgetting later on that they'd already done that one; |
1943 | * and the locking also prevents them turning the tile by |
1944 | * accident. If they change their mind, another middle click |
1945 | * unlocks it.) |
1946 | */ |
118473f5 |
1947 | if (action == TOGGLE_LOCK) { |
df11cd4e |
1948 | char buf[80]; |
1949 | sprintf(buf, "L%d,%d", tx, ty); |
1950 | return dupstr(buf); |
118473f5 |
1951 | } else if (action == ROTATE_LEFT || action == ROTATE_RIGHT || |
1952 | action == ROTATE_180) { |
216147c0 |
1953 | char buf[80]; |
720a8fb7 |
1954 | |
cbb5549e |
1955 | /* |
1956 | * The left and right buttons have no effect if clicked on a |
1957 | * locked tile. |
1958 | */ |
1959 | if (tile(state, tx, ty) & LOCKED) |
1960 | return nullret; |
1961 | |
1962 | /* |
1963 | * Otherwise, turn the tile one way or the other. Left button |
1964 | * turns anticlockwise; right button turns clockwise. |
1965 | */ |
118473f5 |
1966 | sprintf(buf, "%c%d,%d", (int)(action == ROTATE_LEFT ? 'A' : |
1967 | action == ROTATE_RIGHT ? 'C' : 'F'), tx, ty); |
df11cd4e |
1968 | return dupstr(buf); |
118473f5 |
1969 | } else if (action == JUMBLE) { |
cbb5549e |
1970 | /* |
1971 | * Jumble all unlocked tiles to random orientations. |
1972 | */ |
df11cd4e |
1973 | |
1974 | int jx, jy, maxlen; |
1975 | char *ret, *p; |
1976 | |
1977 | /* |
1978 | * Maximum string length assumes no int can be converted to |
1979 | * decimal and take more than 11 digits! |
1980 | */ |
1981 | maxlen = state->width * state->height * 25 + 3; |
1982 | |
1983 | ret = snewn(maxlen, char); |
1984 | p = ret; |
1985 | *p++ = 'J'; |
1986 | |
1987 | for (jy = 0; jy < state->height; jy++) { |
1988 | for (jx = 0; jx < state->width; jx++) { |
1989 | if (!(tile(state, jx, jy) & LOCKED)) { |
cbb5549e |
1990 | int rot = random_upto(ui->rs, 4); |
df11cd4e |
1991 | if (rot) { |
1992 | p += sprintf(p, ";%c%d,%d", "AFC"[rot-1], jx, jy); |
1993 | } |
cbb5549e |
1994 | } |
1995 | } |
1996 | } |
df11cd4e |
1997 | *p++ = '\0'; |
1998 | assert(p - ret < maxlen); |
1999 | ret = sresize(ret, p - ret, char); |
cbb5549e |
2000 | |
df11cd4e |
2001 | return ret; |
118473f5 |
2002 | } else if (action == MOVE_ORIGIN || action == MOVE_SOURCE || |
2003 | action == MOVE_ORIGIN_AND_SOURCE || action == MOVE_CURSOR) { |
2004 | assert(dir != 0); |
2005 | if (action == MOVE_ORIGIN || action == MOVE_ORIGIN_AND_SOURCE) { |
2006 | if (state->wrapping) { |
2007 | OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state); |
2008 | } else return nullret; /* disallowed for non-wrapping grids */ |
2009 | } |
2010 | if (action == MOVE_SOURCE || action == MOVE_ORIGIN_AND_SOURCE) { |
2011 | OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state); |
2012 | } |
2013 | if (action == MOVE_CURSOR) { |
2014 | OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); |
2015 | ui->cur_visible = TRUE; |
2016 | } |
2017 | return ""; |
ab53eb64 |
2018 | } else { |
df11cd4e |
2019 | return NULL; |
2020 | } |
2021 | } |
2022 | |
2023 | static game_state *execute_move(game_state *from, char *move) |
2024 | { |
2025 | game_state *ret; |
2026 | int tx, ty, n, noanim, orig; |
2027 | |
2028 | ret = dup_game(from); |
2029 | ret->just_used_solve = FALSE; |
2030 | |
2031 | if (move[0] == 'J' || move[0] == 'S') { |
2032 | if (move[0] == 'S') |
2033 | ret->just_used_solve = ret->used_solve = TRUE; |
2034 | |
2035 | move++; |
2036 | if (*move == ';') |
2037 | move++; |
2038 | noanim = TRUE; |
2039 | } else |
2040 | noanim = FALSE; |
2041 | |
2042 | ret->last_rotate_dir = 0; /* suppress animation */ |
2043 | ret->last_rotate_x = ret->last_rotate_y = 0; |
2044 | |
2045 | while (*move) { |
2046 | if ((move[0] == 'A' || move[0] == 'C' || |
2047 | move[0] == 'F' || move[0] == 'L') && |
2048 | sscanf(move+1, "%d,%d%n", &tx, &ty, &n) >= 2 && |
2049 | tx >= 0 && tx < from->width && ty >= 0 && ty < from->height) { |
2050 | orig = tile(ret, tx, ty); |
2051 | if (move[0] == 'A') { |
2052 | tile(ret, tx, ty) = A(orig); |
2053 | if (!noanim) |
2054 | ret->last_rotate_dir = +1; |
2055 | } else if (move[0] == 'F') { |
2056 | tile(ret, tx, ty) = F(orig); |
118473f5 |
2057 | if (!noanim) |
2058 | ret->last_rotate_dir = +2; /* + for sake of argument */ |
df11cd4e |
2059 | } else if (move[0] == 'C') { |
2060 | tile(ret, tx, ty) = C(orig); |
2061 | if (!noanim) |
2062 | ret->last_rotate_dir = -1; |
2063 | } else { |
2064 | assert(move[0] == 'L'); |
2065 | tile(ret, tx, ty) ^= LOCKED; |
2066 | } |
2067 | |
2068 | move += 1 + n; |
2069 | if (*move == ';') move++; |
2070 | } else { |
2071 | free_game(ret); |
2072 | return NULL; |
2073 | } |
2074 | } |
2075 | if (!noanim) { |
2076 | ret->last_rotate_x = tx; |
2077 | ret->last_rotate_y = ty; |
ab53eb64 |
2078 | } |
720a8fb7 |
2079 | |
2080 | /* |
2081 | * Check whether the game has been completed. |
df11cd4e |
2082 | * |
2083 | * For this purpose it doesn't matter where the source square |
2084 | * is, because we can start from anywhere and correctly |
2085 | * determine whether the game is completed. |
720a8fb7 |
2086 | */ |
2087 | { |
df11cd4e |
2088 | unsigned char *active = compute_active(ret, 0, 0); |
720a8fb7 |
2089 | int x1, y1; |
2090 | int complete = TRUE; |
2091 | |
2092 | for (x1 = 0; x1 < ret->width; x1++) |
2093 | for (y1 = 0; y1 < ret->height; y1++) |
1185e3c5 |
2094 | if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) { |
720a8fb7 |
2095 | complete = FALSE; |
2096 | goto break_label; /* break out of two loops at once */ |
2097 | } |
2098 | break_label: |
2099 | |
2100 | sfree(active); |
2101 | |
2102 | if (complete) |
2103 | ret->completed = TRUE; |
2104 | } |
2105 | |
2106 | return ret; |
2107 | } |
2108 | |
df11cd4e |
2109 | |
720a8fb7 |
2110 | /* ---------------------------------------------------------------------- |
2111 | * Routines for drawing the game position on the screen. |
2112 | */ |
2113 | |
dafd6cf6 |
2114 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2ef96bd6 |
2115 | { |
2116 | game_drawstate *ds = snew(game_drawstate); |
2117 | |
2118 | ds->started = FALSE; |
2119 | ds->width = state->width; |
2120 | ds->height = state->height; |
f0ee053c |
2121 | ds->org_x = ds->org_y = -1; |
2ef96bd6 |
2122 | ds->visible = snewn(state->width * state->height, unsigned char); |
1e3e152d |
2123 | ds->tilesize = 0; /* undecided yet */ |
2ef96bd6 |
2124 | memset(ds->visible, 0xFF, state->width * state->height); |
2125 | |
2126 | return ds; |
2127 | } |
2128 | |
dafd6cf6 |
2129 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
2ef96bd6 |
2130 | { |
2131 | sfree(ds->visible); |
2132 | sfree(ds); |
2133 | } |
2134 | |
1f3ee4ee |
2135 | static void game_compute_size(game_params *params, int tilesize, |
2136 | int *x, int *y) |
7f77ea24 |
2137 | { |
1f3ee4ee |
2138 | *x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER; |
2139 | *y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER; |
2140 | } |
1e3e152d |
2141 | |
dafd6cf6 |
2142 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2143 | game_params *params, int tilesize) |
1f3ee4ee |
2144 | { |
2145 | ds->tilesize = tilesize; |
7f77ea24 |
2146 | } |
2147 | |
be8d5aa1 |
2148 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2ef96bd6 |
2149 | { |
2150 | float *ret; |
83680571 |
2151 | |
2ef96bd6 |
2152 | ret = snewn(NCOLOURS * 3, float); |
2153 | *ncolours = NCOLOURS; |
720a8fb7 |
2154 | |
2ef96bd6 |
2155 | /* |
2156 | * Basic background colour is whatever the front end thinks is |
2157 | * a sensible default. |
2158 | */ |
2159 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2160 | |
2161 | /* |
2162 | * Wires are black. |
2163 | */ |
03f856c4 |
2164 | ret[COL_WIRE * 3 + 0] = 0.0F; |
2165 | ret[COL_WIRE * 3 + 1] = 0.0F; |
2166 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
2167 | |
2168 | /* |
2169 | * Powered wires and powered endpoints are cyan. |
2170 | */ |
03f856c4 |
2171 | ret[COL_POWERED * 3 + 0] = 0.0F; |
2172 | ret[COL_POWERED * 3 + 1] = 1.0F; |
2173 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
2174 | |
2175 | /* |
2176 | * Barriers are red. |
2177 | */ |
03f856c4 |
2178 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
2179 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
2180 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
2181 | |
2182 | /* |
2183 | * Unpowered endpoints are blue. |
2184 | */ |
03f856c4 |
2185 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
2186 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
2187 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
2188 | |
2189 | /* |
2190 | * Tile borders are a darker grey than the background. |
2191 | */ |
03f856c4 |
2192 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
2193 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
2194 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2195 | |
2196 | /* |
2197 | * Locked tiles are a grey in between those two. |
2198 | */ |
03f856c4 |
2199 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
2200 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
2201 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2202 | |
2203 | return ret; |
2204 | } |
2205 | |
dafd6cf6 |
2206 | static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2, |
2ef96bd6 |
2207 | int colour) |
720a8fb7 |
2208 | { |
dafd6cf6 |
2209 | draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE); |
2210 | draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE); |
2211 | draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE); |
2212 | draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE); |
2213 | draw_line(dr, x1, y1, x2, y2, colour); |
2ef96bd6 |
2214 | } |
720a8fb7 |
2215 | |
dafd6cf6 |
2216 | static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2, |
2ef96bd6 |
2217 | int colour) |
2218 | { |
2219 | int mx = (x1 < x2 ? x1 : x2); |
2220 | int my = (y1 < y2 ? y1 : y2); |
2221 | int dx = (x2 + x1 - 2*mx + 1); |
2222 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
2223 | |
dafd6cf6 |
2224 | draw_rect(dr, mx, my, dx, dy, colour); |
2ef96bd6 |
2225 | } |
720a8fb7 |
2226 | |
f0ee053c |
2227 | /* |
2228 | * draw_barrier_corner() and draw_barrier() are passed physical coords |
2229 | */ |
dafd6cf6 |
2230 | static void draw_barrier_corner(drawing *dr, game_drawstate *ds, |
1e3e152d |
2231 | int x, int y, int dx, int dy, int phase) |
2ef96bd6 |
2232 | { |
2233 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2234 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
6c333866 |
2235 | int x1, y1; |
2ef96bd6 |
2236 | |
2ef96bd6 |
2237 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2238 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2239 | |
2240 | if (phase == 0) { |
dafd6cf6 |
2241 | draw_rect_coords(dr, bx+x1+dx, by+y1, |
2ef96bd6 |
2242 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
6c333866 |
2243 | COL_WIRE); |
dafd6cf6 |
2244 | draw_rect_coords(dr, bx+x1, by+y1+dy, |
2ef96bd6 |
2245 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
6c333866 |
2246 | COL_WIRE); |
2ef96bd6 |
2247 | } else { |
dafd6cf6 |
2248 | draw_rect_coords(dr, bx+x1, by+y1, |
2ef96bd6 |
2249 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
6c333866 |
2250 | COL_BARRIER); |
720a8fb7 |
2251 | } |
2ef96bd6 |
2252 | } |
2253 | |
dafd6cf6 |
2254 | static void draw_barrier(drawing *dr, game_drawstate *ds, |
1e3e152d |
2255 | int x, int y, int dir, int phase) |
2ef96bd6 |
2256 | { |
2257 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2258 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2259 | int x1, y1, w, h; |
2260 | |
2261 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
2262 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
2263 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2264 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2265 | |
2266 | if (phase == 0) { |
dafd6cf6 |
2267 | draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
2ef96bd6 |
2268 | } else { |
dafd6cf6 |
2269 | draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER); |
2ef96bd6 |
2270 | } |
2271 | } |
720a8fb7 |
2272 | |
f0ee053c |
2273 | /* |
2274 | * draw_tile() is passed physical coordinates |
2275 | */ |
dafd6cf6 |
2276 | static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds, |
f0ee053c |
2277 | int x, int y, int tile, int src, float angle, int cursor) |
2ef96bd6 |
2278 | { |
2279 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2280 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2281 | float matrix[4]; |
2282 | float cx, cy, ex, ey, tx, ty; |
2283 | int dir, col, phase; |
720a8fb7 |
2284 | |
2ef96bd6 |
2285 | /* |
2286 | * When we draw a single tile, we must draw everything up to |
2287 | * and including the borders around the tile. This means that |
2288 | * if the neighbouring tiles have connections to those borders, |
2289 | * we must draw those connections on the borders themselves. |
2ef96bd6 |
2290 | */ |
2291 | |
dafd6cf6 |
2292 | clip(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
6c333866 |
2293 | |
2ef96bd6 |
2294 | /* |
2295 | * So. First blank the tile out completely: draw a big |
2296 | * rectangle in border colour, and a smaller rectangle in |
2297 | * background colour to fill it in. |
2298 | */ |
dafd6cf6 |
2299 | draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
2ef96bd6 |
2300 | COL_BORDER); |
dafd6cf6 |
2301 | draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER, |
2ef96bd6 |
2302 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
2303 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
2304 | |
2305 | /* |
66164171 |
2306 | * Draw an inset outline rectangle as a cursor, in whichever of |
2307 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
2308 | * in. |
2309 | */ |
2310 | if (cursor) { |
dafd6cf6 |
2311 | draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
66164171 |
2312 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2313 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
dafd6cf6 |
2314 | draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
66164171 |
2315 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
2316 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
dafd6cf6 |
2317 | draw_line(dr, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
66164171 |
2318 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2319 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
dafd6cf6 |
2320 | draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
66164171 |
2321 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2322 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2323 | } |
2324 | |
2325 | /* |
2ef96bd6 |
2326 | * Set up the rotation matrix. |
2327 | */ |
03f856c4 |
2328 | matrix[0] = (float)cos(angle * PI / 180.0); |
2329 | matrix[1] = (float)-sin(angle * PI / 180.0); |
2330 | matrix[2] = (float)sin(angle * PI / 180.0); |
2331 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
2332 | |
2333 | /* |
2334 | * Draw the wires. |
2335 | */ |
03f856c4 |
2336 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
2337 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
2338 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2339 | if (tile & dir) { |
03f856c4 |
2340 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2341 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2342 | MATMUL(tx, ty, matrix, ex, ey); |
dafd6cf6 |
2343 | draw_thick_line(dr, bx+(int)cx, by+(int)cy, |
03f856c4 |
2344 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
2345 | COL_WIRE); |
2346 | } |
2347 | } |
2348 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2349 | if (tile & dir) { |
03f856c4 |
2350 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2351 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2352 | MATMUL(tx, ty, matrix, ex, ey); |
dafd6cf6 |
2353 | draw_line(dr, bx+(int)cx, by+(int)cy, |
03f856c4 |
2354 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
2355 | } |
2356 | } |
2357 | |
2358 | /* |
2359 | * Draw the box in the middle. We do this in blue if the tile |
2360 | * is an unpowered endpoint, in cyan if the tile is a powered |
2361 | * endpoint, in black if the tile is the centrepiece, and |
2362 | * otherwise not at all. |
2363 | */ |
2364 | col = -1; |
f0ee053c |
2365 | if (src) |
2ef96bd6 |
2366 | col = COL_WIRE; |
2367 | else if (COUNT(tile) == 1) { |
2368 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
2369 | } |
2370 | if (col >= 0) { |
2371 | int i, points[8]; |
2372 | |
2373 | points[0] = +1; points[1] = +1; |
2374 | points[2] = +1; points[3] = -1; |
2375 | points[4] = -1; points[5] = -1; |
2376 | points[6] = -1; points[7] = +1; |
2377 | |
2378 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
2379 | ex = (TILE_SIZE * 0.24F) * points[i]; |
2380 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
2381 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2382 | points[i] = bx+(int)(cx+tx); |
2383 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
2384 | } |
2385 | |
dafd6cf6 |
2386 | draw_polygon(dr, points, 4, col, COL_WIRE); |
2ef96bd6 |
2387 | } |
2388 | |
2389 | /* |
2390 | * Draw the points on the border if other tiles are connected |
2391 | * to us. |
2392 | */ |
2393 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2394 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
2395 | |
2396 | dx = X(dir); |
2397 | dy = Y(dir); |
2398 | |
2399 | ox = x + dx; |
2400 | oy = y + dy; |
2401 | |
2402 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
2403 | continue; |
2404 | |
f0ee053c |
2405 | if (!(tile(state, GX(ox), GY(oy)) & F(dir))) |
2ef96bd6 |
2406 | continue; |
2407 | |
03f856c4 |
2408 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
2409 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
2410 | lx = dx * (TILE_BORDER-1); |
2411 | ly = dy * (TILE_BORDER-1); |
2412 | vx = (dy ? 1 : 0); |
2413 | vy = (dx ? 1 : 0); |
2414 | |
2415 | if (angle == 0.0 && (tile & dir)) { |
2416 | /* |
2417 | * If we are fully connected to the other tile, we must |
2418 | * draw right across the tile border. (We can use our |
2419 | * own ACTIVE state to determine what colour to do this |
2420 | * in: if we are fully connected to the other tile then |
2421 | * the two ACTIVE states will be the same.) |
2422 | */ |
dafd6cf6 |
2423 | draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
2424 | draw_rect_coords(dr, px, py, px+lx, py+ly, |
2ef96bd6 |
2425 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
2426 | } else { |
2427 | /* |
2428 | * The other tile extends into our border, but isn't |
2429 | * actually connected to us. Just draw a single black |
2430 | * dot. |
2431 | */ |
dafd6cf6 |
2432 | draw_rect_coords(dr, px, py, px, py, COL_WIRE); |
2ef96bd6 |
2433 | } |
2434 | } |
2435 | |
2436 | /* |
2437 | * Draw barrier corners, and then barriers. |
2438 | */ |
2439 | for (phase = 0; phase < 2; phase++) { |
6c333866 |
2440 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2441 | int x1, y1, corner = FALSE; |
2442 | /* |
2443 | * If at least one barrier terminates at the corner |
2444 | * between dir and A(dir), draw a barrier corner. |
2445 | */ |
2446 | if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) { |
2447 | corner = TRUE; |
2448 | } else { |
2449 | /* |
2450 | * Only count barriers terminating at this corner |
2451 | * if they're physically next to the corner. (That |
2452 | * is, if they've wrapped round from the far side |
2453 | * of the screen, they don't count.) |
2454 | */ |
2455 | x1 = x + X(dir); |
2456 | y1 = y + Y(dir); |
2457 | if (x1 >= 0 && x1 < state->width && |
2458 | y1 >= 0 && y1 < state->height && |
2459 | (barrier(state, GX(x1), GY(y1)) & A(dir))) { |
2460 | corner = TRUE; |
2461 | } else { |
2462 | x1 = x + X(A(dir)); |
2463 | y1 = y + Y(A(dir)); |
2464 | if (x1 >= 0 && x1 < state->width && |
2465 | y1 >= 0 && y1 < state->height && |
2466 | (barrier(state, GX(x1), GY(y1)) & dir)) |
2467 | corner = TRUE; |
2468 | } |
2469 | } |
2470 | |
2471 | if (corner) { |
2472 | /* |
2473 | * At least one barrier terminates here. Draw a |
2474 | * corner. |
2475 | */ |
dafd6cf6 |
2476 | draw_barrier_corner(dr, ds, x, y, |
6c333866 |
2477 | X(dir)+X(A(dir)), Y(dir)+Y(A(dir)), |
2478 | phase); |
2479 | } |
2480 | } |
2481 | |
2ef96bd6 |
2482 | for (dir = 1; dir < 0x10; dir <<= 1) |
f0ee053c |
2483 | if (barrier(state, GX(x), GY(y)) & dir) |
dafd6cf6 |
2484 | draw_barrier(dr, ds, x, y, dir, phase); |
2ef96bd6 |
2485 | } |
2486 | |
dafd6cf6 |
2487 | unclip(dr); |
6c333866 |
2488 | |
dafd6cf6 |
2489 | draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
2490 | } |
2491 | |
dafd6cf6 |
2492 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
c822de4a |
2493 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
2494 | { |
f0ee053c |
2495 | int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE; |
2ef96bd6 |
2496 | unsigned char *active; |
2497 | float angle = 0.0; |
2498 | |
2499 | /* |
6c333866 |
2500 | * Clear the screen, and draw the exterior barrier lines, if |
2501 | * this is our first call or if the origin has changed. |
2ef96bd6 |
2502 | */ |
6c333866 |
2503 | if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) { |
2504 | int phase; |
2505 | |
2ef96bd6 |
2506 | ds->started = TRUE; |
2507 | |
dafd6cf6 |
2508 | draw_rect(dr, 0, 0, |
2ef96bd6 |
2509 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
2510 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
2511 | COL_BACKGROUND); |
f0ee053c |
2512 | |
f0ee053c |
2513 | ds->org_x = ui->org_x; |
2514 | ds->org_y = ui->org_y; |
2515 | moved_origin = TRUE; |
2516 | |
dafd6cf6 |
2517 | draw_update(dr, 0, 0, |
2ef96bd6 |
2518 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
2519 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
6c333866 |
2520 | |
2ef96bd6 |
2521 | for (phase = 0; phase < 2; phase++) { |
2522 | |
2523 | for (x = 0; x < ds->width; x++) { |
6c333866 |
2524 | if (x+1 < ds->width) { |
2525 | if (barrier(state, GX(x), GY(0)) & R) |
dafd6cf6 |
2526 | draw_barrier_corner(dr, ds, x, -1, +1, +1, phase); |
6c333866 |
2527 | if (barrier(state, GX(x), GY(ds->height-1)) & R) |
dafd6cf6 |
2528 | draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase); |
6c333866 |
2529 | } |
2530 | if (barrier(state, GX(x), GY(0)) & U) { |
dafd6cf6 |
2531 | draw_barrier_corner(dr, ds, x, -1, -1, +1, phase); |
2532 | draw_barrier_corner(dr, ds, x, -1, +1, +1, phase); |
2533 | draw_barrier(dr, ds, x, -1, D, phase); |
6c333866 |
2534 | } |
2535 | if (barrier(state, GX(x), GY(ds->height-1)) & D) { |
dafd6cf6 |
2536 | draw_barrier_corner(dr, ds, x, ds->height, -1, -1, phase); |
2537 | draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase); |
2538 | draw_barrier(dr, ds, x, ds->height, U, phase); |
6c333866 |
2539 | } |
2ef96bd6 |
2540 | } |
2541 | |
2542 | for (y = 0; y < ds->height; y++) { |
6c333866 |
2543 | if (y+1 < ds->height) { |
2544 | if (barrier(state, GX(0), GY(y)) & D) |
dafd6cf6 |
2545 | draw_barrier_corner(dr, ds, -1, y, +1, +1, phase); |
6c333866 |
2546 | if (barrier(state, GX(ds->width-1), GY(y)) & D) |
dafd6cf6 |
2547 | draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase); |
6c333866 |
2548 | } |
2549 | if (barrier(state, GX(0), GY(y)) & L) { |
dafd6cf6 |
2550 | draw_barrier_corner(dr, ds, -1, y, +1, -1, phase); |
2551 | draw_barrier_corner(dr, ds, -1, y, +1, +1, phase); |
2552 | draw_barrier(dr, ds, -1, y, R, phase); |
6c333866 |
2553 | } |
2554 | if (barrier(state, GX(ds->width-1), GY(y)) & R) { |
dafd6cf6 |
2555 | draw_barrier_corner(dr, ds, ds->width, y, -1, -1, phase); |
2556 | draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase); |
2557 | draw_barrier(dr, ds, ds->width, y, L, phase); |
6c333866 |
2558 | } |
2ef96bd6 |
2559 | } |
2560 | } |
2561 | } |
2562 | |
2563 | tx = ty = -1; |
cbb5549e |
2564 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2565 | state->last_rotate_dir; |
2566 | if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { |
2ef96bd6 |
2567 | /* |
1185e3c5 |
2568 | * We're animating a single tile rotation. Find the turning |
2569 | * tile. |
2ef96bd6 |
2570 | */ |
1185e3c5 |
2571 | tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x); |
2572 | ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y); |
2573 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
2574 | state = oldstate; |
87ed82be |
2575 | } |
1185e3c5 |
2576 | |
87ed82be |
2577 | frame = -1; |
2578 | if (ft > 0) { |
2ef96bd6 |
2579 | /* |
2580 | * We're animating a completion flash. Find which frame |
2581 | * we're at. |
2582 | */ |
87ed82be |
2583 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
2584 | } |
2585 | |
2586 | /* |
2587 | * Draw any tile which differs from the way it was last drawn. |
2588 | */ |
f0ee053c |
2589 | active = compute_active(state, ui->cx, ui->cy); |
2ef96bd6 |
2590 | |
2591 | for (x = 0; x < ds->width; x++) |
2592 | for (y = 0; y < ds->height; y++) { |
f0ee053c |
2593 | unsigned char c = tile(state, GX(x), GY(y)) | |
2594 | index(state, active, GX(x), GY(y)); |
2595 | int is_src = GX(x) == ui->cx && GY(y) == ui->cy; |
2596 | int is_anim = GX(x) == tx && GY(y) == ty; |
2597 | int is_cursor = ui->cur_visible && |
2598 | GX(x) == ui->cur_x && GY(y) == ui->cur_y; |
2ef96bd6 |
2599 | |
2600 | /* |
2601 | * In a completion flash, we adjust the LOCKED bit |
2602 | * depending on our distance from the centre point and |
2603 | * the frame number. |
2604 | */ |
2605 | if (frame >= 0) { |
f0ee053c |
2606 | int rcx = RX(ui->cx), rcy = RY(ui->cy); |
2ef96bd6 |
2607 | int xdist, ydist, dist; |
f0ee053c |
2608 | xdist = (x < rcx ? rcx - x : x - rcx); |
2609 | ydist = (y < rcy ? rcy - y : y - rcy); |
2ef96bd6 |
2610 | dist = (xdist > ydist ? xdist : ydist); |
2611 | |
2612 | if (frame >= dist && frame < dist+4) { |
2613 | int lock = (frame - dist) & 1; |
2614 | lock = lock ? LOCKED : 0; |
2615 | c = (c &~ LOCKED) | lock; |
2616 | } |
2617 | } |
2618 | |
f0ee053c |
2619 | if (moved_origin || |
2620 | index(state, ds->visible, x, y) != c || |
2ef96bd6 |
2621 | index(state, ds->visible, x, y) == 0xFF || |
f0ee053c |
2622 | is_src || is_anim || is_cursor) { |
dafd6cf6 |
2623 | draw_tile(dr, state, ds, x, y, c, |
f0ee053c |
2624 | is_src, (is_anim ? angle : 0.0F), is_cursor); |
2625 | if (is_src || is_anim || is_cursor) |
2ef96bd6 |
2626 | index(state, ds->visible, x, y) = 0xFF; |
2627 | else |
2628 | index(state, ds->visible, x, y) = c; |
2629 | } |
2630 | } |
2631 | |
fd1a1a2b |
2632 | /* |
2633 | * Update the status bar. |
2634 | */ |
2635 | { |
2636 | char statusbuf[256]; |
1185e3c5 |
2637 | int i, n, n2, a; |
fd1a1a2b |
2638 | |
2639 | n = state->width * state->height; |
1185e3c5 |
2640 | for (i = a = n2 = 0; i < n; i++) { |
fd1a1a2b |
2641 | if (active[i]) |
2642 | a++; |
1185e3c5 |
2643 | if (state->tiles[i] & 0xF) |
2644 | n2++; |
2645 | } |
fd1a1a2b |
2646 | |
2647 | sprintf(statusbuf, "%sActive: %d/%d", |
2ac6d24e |
2648 | (state->used_solve ? "Auto-solved. " : |
1185e3c5 |
2649 | state->completed ? "COMPLETED! " : ""), a, n2); |
fd1a1a2b |
2650 | |
dafd6cf6 |
2651 | status_bar(dr, statusbuf); |
fd1a1a2b |
2652 | } |
2653 | |
2ef96bd6 |
2654 | sfree(active); |
2655 | } |
2656 | |
be8d5aa1 |
2657 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
2658 | game_state *newstate, int dir, game_ui *ui) |
2ef96bd6 |
2659 | { |
1185e3c5 |
2660 | int last_rotate_dir; |
2ef96bd6 |
2661 | |
2662 | /* |
2ac6d24e |
2663 | * Don't animate an auto-solve move. |
2664 | */ |
2665 | if ((dir > 0 && newstate->just_used_solve) || |
2666 | (dir < 0 && oldstate->just_used_solve)) |
2667 | return 0.0F; |
2668 | |
2669 | /* |
cbb5549e |
2670 | * Don't animate if last_rotate_dir is zero. |
2ef96bd6 |
2671 | */ |
cbb5549e |
2672 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2673 | newstate->last_rotate_dir; |
1185e3c5 |
2674 | if (last_rotate_dir) |
2675 | return ROTATE_TIME; |
2ef96bd6 |
2676 | |
87ed82be |
2677 | return 0.0F; |
2678 | } |
2679 | |
be8d5aa1 |
2680 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
2681 | game_state *newstate, int dir, game_ui *ui) |
87ed82be |
2682 | { |
2ef96bd6 |
2683 | /* |
87ed82be |
2684 | * If the game has just been completed, we display a completion |
2685 | * flash. |
2ef96bd6 |
2686 | */ |
2ac6d24e |
2687 | if (!oldstate->completed && newstate->completed && |
2688 | !oldstate->used_solve && !newstate->used_solve) { |
f0ee053c |
2689 | int size = 0; |
2690 | if (size < newstate->width) |
2691 | size = newstate->width; |
2692 | if (size < newstate->height) |
2693 | size = newstate->height; |
87ed82be |
2694 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
2695 | } |
2696 | |
87ed82be |
2697 | return 0.0F; |
2ef96bd6 |
2698 | } |
fd1a1a2b |
2699 | |
be8d5aa1 |
2700 | static int game_wants_statusbar(void) |
fd1a1a2b |
2701 | { |
2702 | return TRUE; |
2703 | } |
be8d5aa1 |
2704 | |
4d08de49 |
2705 | static int game_timing_state(game_state *state, game_ui *ui) |
48dcdd62 |
2706 | { |
2707 | return TRUE; |
2708 | } |
2709 | |
dafd6cf6 |
2710 | static void game_print_size(game_params *params, float *x, float *y) |
2711 | { |
2712 | int pw, ph; |
2713 | |
2714 | /* |
2715 | * I'll use 8mm squares by default. |
2716 | */ |
2717 | game_compute_size(params, 800, &pw, &ph); |
2718 | *x = pw / 100.0; |
2719 | *y = ph / 100.0; |
2720 | } |
2721 | |
2722 | static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y, |
2723 | int topleft, int v, int drawlines, int ink) |
2724 | { |
2725 | int tx, ty, cx, cy, r, br, k, thick; |
2726 | |
2727 | tx = WINDOW_OFFSET + TILE_SIZE * x; |
2728 | ty = WINDOW_OFFSET + TILE_SIZE * y; |
2729 | |
2730 | /* |
2731 | * Find our centre point. |
2732 | */ |
2733 | if (topleft) { |
2734 | cx = tx + (v & L ? TILE_SIZE / 4 : TILE_SIZE / 6); |
2735 | cy = ty + (v & U ? TILE_SIZE / 4 : TILE_SIZE / 6); |
2736 | r = TILE_SIZE / 8; |
2737 | br = TILE_SIZE / 32; |
2738 | } else { |
2739 | cx = tx + TILE_SIZE / 2; |
2740 | cy = ty + TILE_SIZE / 2; |
2741 | r = TILE_SIZE / 2; |
2742 | br = TILE_SIZE / 8; |
2743 | } |
2744 | thick = r / 20; |
2745 | |
2746 | /* |
2747 | * Draw the square block if we have an endpoint. |
2748 | */ |
2749 | if (v == 1 || v == 2 || v == 4 || v == 8) |
2750 | draw_rect(dr, cx - br, cy - br, br*2, br*2, ink); |
2751 | |
2752 | /* |
2753 | * Draw each radial line. |
2754 | */ |
2755 | if (drawlines) { |
dafd6cf6 |
2756 | for (k = 1; k < 16; k *= 2) |
2757 | if (v & k) { |
2758 | int x1 = min(cx, cx + (r-thick) * X(k)); |
2759 | int x2 = max(cx, cx + (r-thick) * X(k)); |
2760 | int y1 = min(cy, cy + (r-thick) * Y(k)); |
2761 | int y2 = max(cy, cy + (r-thick) * Y(k)); |
2762 | draw_rect(dr, x1 - thick, y1 - thick, |
2763 | (x2 - x1) + 2*thick, (y2 - y1) + 2*thick, ink); |
2764 | } |
2765 | } |
2766 | } |
2767 | |
2768 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2769 | { |
2770 | int w = state->width, h = state->height; |
2771 | int ink = print_mono_colour(dr, 0); |
2772 | int x, y; |
2773 | |
2774 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2775 | game_drawstate ads, *ds = &ads; |
2776 | ads.tilesize = tilesize; |
2777 | |
2778 | /* |
2779 | * Border. |
2780 | */ |
2781 | print_line_width(dr, TILE_SIZE / (state->wrapping ? 128 : 12)); |
2782 | draw_rect_outline(dr, WINDOW_OFFSET, WINDOW_OFFSET, |
2783 | TILE_SIZE * w, TILE_SIZE * h, ink); |
2784 | |
2785 | /* |
2786 | * Grid. |
2787 | */ |
2788 | print_line_width(dr, TILE_SIZE / 128); |
2789 | for (x = 1; x < w; x++) |
2790 | draw_line(dr, WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET, |
2791 | WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET + TILE_SIZE * h, |
2792 | ink); |
2793 | for (y = 1; y < h; y++) |
2794 | draw_line(dr, WINDOW_OFFSET, WINDOW_OFFSET + TILE_SIZE * y, |
2795 | WINDOW_OFFSET + TILE_SIZE * w, WINDOW_OFFSET + TILE_SIZE * y, |
2796 | ink); |
2797 | |
2798 | /* |
2799 | * Barriers. |
2800 | */ |
2801 | for (y = 0; y <= h; y++) |
2802 | for (x = 0; x <= w; x++) { |
2803 | int b = barrier(state, x % w, y % h); |
dafd6cf6 |
2804 | if (x < w && (b & U)) |
2805 | draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24, |
2806 | WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24, |
2807 | TILE_SIZE + TILE_SIZE/24 * 2, TILE_SIZE/24 * 2, ink); |
2808 | if (y < h && (b & L)) |
2809 | draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24, |
2810 | WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24, |
2811 | TILE_SIZE/24 * 2, TILE_SIZE + TILE_SIZE/24 * 2, ink); |
2812 | } |
2813 | |
2814 | /* |
2815 | * Grid contents. |
2816 | */ |
2817 | for (y = 0; y < h; y++) |
2818 | for (x = 0; x < w; x++) { |
2819 | int vx, v = tile(state, x, y); |
2820 | int locked = v & LOCKED; |
2821 | |
2822 | v &= 0xF; |
2823 | |
2824 | /* |
2825 | * Rotate into a standard orientation for the top left |
2826 | * corner diagram. |
2827 | */ |
2828 | vx = v; |
2829 | while (vx != 0 && vx != 15 && vx != 1 && vx != 9 && vx != 13 && |
2830 | vx != 5) |
2831 | vx = A(vx); |
2832 | |
2833 | /* |
2834 | * Draw the top left corner diagram. |
2835 | */ |
2836 | draw_diagram(dr, ds, x, y, TRUE, vx, TRUE, ink); |
2837 | |
2838 | /* |
2839 | * Draw the real solution diagram, if we're doing so. |
2840 | */ |
2841 | draw_diagram(dr, ds, x, y, FALSE, v, locked, ink); |
2842 | } |
2843 | } |
2844 | |
be8d5aa1 |
2845 | #ifdef COMBINED |
2846 | #define thegame net |
2847 | #endif |
2848 | |
2849 | const struct game thegame = { |
1d228b10 |
2850 | "Net", "games.net", |
be8d5aa1 |
2851 | default_params, |
2852 | game_fetch_preset, |
2853 | decode_params, |
2854 | encode_params, |
2855 | free_params, |
2856 | dup_params, |
1d228b10 |
2857 | TRUE, game_configure, custom_params, |
be8d5aa1 |
2858 | validate_params, |
1185e3c5 |
2859 | new_game_desc, |
1185e3c5 |
2860 | validate_desc, |
be8d5aa1 |
2861 | new_game, |
2862 | dup_game, |
2863 | free_game, |
2ac6d24e |
2864 | TRUE, solve_game, |
9b4b03d3 |
2865 | FALSE, game_text_format, |
be8d5aa1 |
2866 | new_ui, |
2867 | free_ui, |
ae8290c6 |
2868 | encode_ui, |
2869 | decode_ui, |
07dfb697 |
2870 | game_changed_state, |
df11cd4e |
2871 | interpret_move, |
2872 | execute_move, |
1f3ee4ee |
2873 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
be8d5aa1 |
2874 | game_colours, |
2875 | game_new_drawstate, |
2876 | game_free_drawstate, |
2877 | game_redraw, |
2878 | game_anim_length, |
2879 | game_flash_length, |
dafd6cf6 |
2880 | TRUE, FALSE, game_print_size, game_print, |
be8d5aa1 |
2881 | game_wants_statusbar, |
48dcdd62 |
2882 | FALSE, game_timing_state, |
93b1da3d |
2883 | 0, /* mouse_priorities */ |
be8d5aa1 |
2884 | }; |