720a8fb7 |
1 | /* |
2 | * net.c: Net game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
2ef96bd6 |
10 | #include <math.h> |
720a8fb7 |
11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
2ef96bd6 |
15 | #define PI 3.141592653589793238462643383279502884197169399 |
16 | |
17 | #define MATMUL(xr,yr,m,x,y) do { \ |
18 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
19 | rx = mat[0] * xx + mat[2] * yy; \ |
20 | ry = mat[1] * xx + mat[3] * yy; \ |
21 | (xr) = rx; (yr) = ry; \ |
22 | } while (0) |
23 | |
24 | /* Direction and other bitfields */ |
720a8fb7 |
25 | #define R 0x01 |
26 | #define U 0x02 |
27 | #define L 0x04 |
28 | #define D 0x08 |
29 | #define LOCKED 0x10 |
2ef96bd6 |
30 | #define ACTIVE 0x20 |
31 | /* Corner flags go in the barriers array */ |
32 | #define RU 0x10 |
33 | #define UL 0x20 |
34 | #define LD 0x40 |
35 | #define DR 0x80 |
720a8fb7 |
36 | |
37 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
38 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
39 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
40 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
41 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
42 | ((n)&3) == 1 ? A(x) : \ |
43 | ((n)&3) == 2 ? F(x) : C(x) ) |
44 | |
45 | /* X and Y displacements */ |
46 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
47 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
48 | |
49 | /* Bit count */ |
50 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
51 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
52 | |
53 | #define TILE_SIZE 32 |
54 | #define TILE_BORDER 1 |
55 | #define WINDOW_OFFSET 16 |
56 | |
8c1fd974 |
57 | #define ROTATE_TIME 0.13F |
58 | #define FLASH_FRAME 0.07F |
2ef96bd6 |
59 | |
f0ee053c |
60 | /* Transform physical coords to game coords using game_drawstate ds */ |
61 | #define GX(x) (((x) + ds->org_x) % ds->width) |
62 | #define GY(y) (((y) + ds->org_y) % ds->height) |
63 | /* ...and game coords to physical coords */ |
64 | #define RX(x) (((x) + ds->width - ds->org_x) % ds->width) |
65 | #define RY(y) (((y) + ds->height - ds->org_y) % ds->height) |
66 | |
2ef96bd6 |
67 | enum { |
68 | COL_BACKGROUND, |
69 | COL_LOCKED, |
70 | COL_BORDER, |
71 | COL_WIRE, |
72 | COL_ENDPOINT, |
73 | COL_POWERED, |
74 | COL_BARRIER, |
75 | NCOLOURS |
76 | }; |
77 | |
720a8fb7 |
78 | struct game_params { |
79 | int width; |
80 | int height; |
81 | int wrapping; |
c0edd11f |
82 | int unique; |
720a8fb7 |
83 | float barrier_probability; |
84 | }; |
85 | |
1185e3c5 |
86 | struct game_aux_info { |
2ac6d24e |
87 | int width, height; |
2ac6d24e |
88 | unsigned char *tiles; |
89 | }; |
90 | |
720a8fb7 |
91 | struct game_state { |
f0ee053c |
92 | int width, height, wrapping, completed; |
1185e3c5 |
93 | int last_rotate_x, last_rotate_y, last_rotate_dir; |
2ac6d24e |
94 | int used_solve, just_used_solve; |
720a8fb7 |
95 | unsigned char *tiles; |
96 | unsigned char *barriers; |
97 | }; |
98 | |
c0edd11f |
99 | #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \ |
100 | ( (x2) = ((x1) + width + X((dir))) % width, \ |
101 | (y2) = ((y1) + height + Y((dir))) % height) |
102 | |
720a8fb7 |
103 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
c0edd11f |
104 | OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height) |
720a8fb7 |
105 | |
106 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
107 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
108 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
109 | |
110 | struct xyd { |
111 | int x, y, direction; |
112 | }; |
113 | |
c0edd11f |
114 | static int xyd_cmp(const void *av, const void *bv) { |
115 | const struct xyd *a = (const struct xyd *)av; |
116 | const struct xyd *b = (const struct xyd *)bv; |
720a8fb7 |
117 | if (a->x < b->x) |
118 | return -1; |
119 | if (a->x > b->x) |
120 | return +1; |
121 | if (a->y < b->y) |
122 | return -1; |
123 | if (a->y > b->y) |
124 | return +1; |
125 | if (a->direction < b->direction) |
126 | return -1; |
127 | if (a->direction > b->direction) |
128 | return +1; |
129 | return 0; |
130 | }; |
131 | |
c0edd11f |
132 | static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); } |
133 | |
720a8fb7 |
134 | static struct xyd *new_xyd(int x, int y, int direction) |
135 | { |
136 | struct xyd *xyd = snew(struct xyd); |
137 | xyd->x = x; |
138 | xyd->y = y; |
139 | xyd->direction = direction; |
140 | return xyd; |
141 | } |
142 | |
143 | /* ---------------------------------------------------------------------- |
7f77ea24 |
144 | * Manage game parameters. |
145 | */ |
be8d5aa1 |
146 | static game_params *default_params(void) |
7f77ea24 |
147 | { |
148 | game_params *ret = snew(game_params); |
149 | |
eb2ad6f1 |
150 | ret->width = 5; |
151 | ret->height = 5; |
152 | ret->wrapping = FALSE; |
c0edd11f |
153 | ret->unique = TRUE; |
eb2ad6f1 |
154 | ret->barrier_probability = 0.0; |
7f77ea24 |
155 | |
156 | return ret; |
157 | } |
158 | |
be8d5aa1 |
159 | static int game_fetch_preset(int i, char **name, game_params **params) |
eb2ad6f1 |
160 | { |
161 | game_params *ret; |
162 | char str[80]; |
163 | static const struct { int x, y, wrap; } values[] = { |
164 | {5, 5, FALSE}, |
165 | {7, 7, FALSE}, |
166 | {9, 9, FALSE}, |
167 | {11, 11, FALSE}, |
168 | {13, 11, FALSE}, |
169 | {5, 5, TRUE}, |
170 | {7, 7, TRUE}, |
171 | {9, 9, TRUE}, |
172 | {11, 11, TRUE}, |
173 | {13, 11, TRUE}, |
174 | }; |
175 | |
176 | if (i < 0 || i >= lenof(values)) |
177 | return FALSE; |
178 | |
179 | ret = snew(game_params); |
180 | ret->width = values[i].x; |
181 | ret->height = values[i].y; |
182 | ret->wrapping = values[i].wrap; |
c0edd11f |
183 | ret->unique = TRUE; |
eb2ad6f1 |
184 | ret->barrier_probability = 0.0; |
185 | |
186 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
187 | ret->wrapping ? " wrapping" : ""); |
188 | |
189 | *name = dupstr(str); |
190 | *params = ret; |
191 | return TRUE; |
192 | } |
193 | |
be8d5aa1 |
194 | static void free_params(game_params *params) |
7f77ea24 |
195 | { |
196 | sfree(params); |
197 | } |
198 | |
be8d5aa1 |
199 | static game_params *dup_params(game_params *params) |
eb2ad6f1 |
200 | { |
201 | game_params *ret = snew(game_params); |
202 | *ret = *params; /* structure copy */ |
203 | return ret; |
204 | } |
205 | |
1185e3c5 |
206 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
207 | { |
b0e26073 |
208 | char const *p = string; |
209 | |
210 | ret->width = atoi(p); |
40fde884 |
211 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
212 | if (*p == 'x') { |
213 | p++; |
214 | ret->height = atoi(p); |
40fde884 |
215 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
216 | } else { |
217 | ret->height = ret->width; |
218 | } |
c0edd11f |
219 | |
220 | while (*p) { |
221 | if (*p == 'w') { |
222 | p++; |
223 | ret->wrapping = TRUE; |
224 | } else if (*p == 'b') { |
225 | p++; |
226 | ret->barrier_probability = atof(p); |
40fde884 |
227 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
c0edd11f |
228 | } else if (*p == 'a') { |
229 | p++; |
230 | ret->unique = FALSE; |
40fde884 |
231 | } else |
232 | p++; /* skip any other gunk */ |
c0edd11f |
233 | } |
b0e26073 |
234 | } |
235 | |
1185e3c5 |
236 | static char *encode_params(game_params *params, int full) |
b0e26073 |
237 | { |
238 | char ret[400]; |
239 | int len; |
240 | |
241 | len = sprintf(ret, "%dx%d", params->width, params->height); |
242 | if (params->wrapping) |
243 | ret[len++] = 'w'; |
1185e3c5 |
244 | if (full && params->barrier_probability) |
b0e26073 |
245 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
40fde884 |
246 | if (full && !params->unique) |
c0edd11f |
247 | ret[len++] = 'a'; |
b0e26073 |
248 | assert(len < lenof(ret)); |
249 | ret[len] = '\0'; |
250 | |
251 | return dupstr(ret); |
252 | } |
253 | |
be8d5aa1 |
254 | static config_item *game_configure(game_params *params) |
c8230524 |
255 | { |
256 | config_item *ret; |
257 | char buf[80]; |
258 | |
c0edd11f |
259 | ret = snewn(6, config_item); |
c8230524 |
260 | |
261 | ret[0].name = "Width"; |
95709966 |
262 | ret[0].type = C_STRING; |
c8230524 |
263 | sprintf(buf, "%d", params->width); |
264 | ret[0].sval = dupstr(buf); |
265 | ret[0].ival = 0; |
266 | |
267 | ret[1].name = "Height"; |
95709966 |
268 | ret[1].type = C_STRING; |
c8230524 |
269 | sprintf(buf, "%d", params->height); |
270 | ret[1].sval = dupstr(buf); |
271 | ret[1].ival = 0; |
272 | |
273 | ret[2].name = "Walls wrap around"; |
95709966 |
274 | ret[2].type = C_BOOLEAN; |
c8230524 |
275 | ret[2].sval = NULL; |
276 | ret[2].ival = params->wrapping; |
277 | |
278 | ret[3].name = "Barrier probability"; |
95709966 |
279 | ret[3].type = C_STRING; |
c8230524 |
280 | sprintf(buf, "%g", params->barrier_probability); |
281 | ret[3].sval = dupstr(buf); |
282 | ret[3].ival = 0; |
283 | |
c0edd11f |
284 | ret[4].name = "Ensure unique solution"; |
285 | ret[4].type = C_BOOLEAN; |
c8230524 |
286 | ret[4].sval = NULL; |
c0edd11f |
287 | ret[4].ival = params->unique; |
288 | |
289 | ret[5].name = NULL; |
290 | ret[5].type = C_END; |
291 | ret[5].sval = NULL; |
292 | ret[5].ival = 0; |
c8230524 |
293 | |
294 | return ret; |
295 | } |
296 | |
be8d5aa1 |
297 | static game_params *custom_params(config_item *cfg) |
c8230524 |
298 | { |
299 | game_params *ret = snew(game_params); |
300 | |
301 | ret->width = atoi(cfg[0].sval); |
302 | ret->height = atoi(cfg[1].sval); |
303 | ret->wrapping = cfg[2].ival; |
95709966 |
304 | ret->barrier_probability = (float)atof(cfg[3].sval); |
c0edd11f |
305 | ret->unique = cfg[4].ival; |
c8230524 |
306 | |
307 | return ret; |
308 | } |
309 | |
be8d5aa1 |
310 | static char *validate_params(game_params *params) |
c8230524 |
311 | { |
312 | if (params->width <= 0 && params->height <= 0) |
313 | return "Width and height must both be greater than zero"; |
314 | if (params->width <= 0) |
315 | return "Width must be greater than zero"; |
316 | if (params->height <= 0) |
317 | return "Height must be greater than zero"; |
318 | if (params->width <= 1 && params->height <= 1) |
319 | return "At least one of width and height must be greater than one"; |
320 | if (params->barrier_probability < 0) |
321 | return "Barrier probability may not be negative"; |
322 | if (params->barrier_probability > 1) |
323 | return "Barrier probability may not be greater than 1"; |
e7c352f5 |
324 | |
325 | /* |
326 | * Specifying either grid dimension as 2 in a wrapping puzzle |
327 | * makes it actually impossible to ensure a unique puzzle |
328 | * solution. |
329 | * |
330 | * Proof: |
331 | * |
332 | * Without loss of generality, let us assume the puzzle _width_ |
333 | * is 2, so we can conveniently discuss rows without having to |
334 | * say `rows/columns' all the time. (The height may be 2 as |
335 | * well, but that doesn't matter.) |
336 | * |
337 | * In each row, there are two edges between tiles: the inner |
338 | * edge (running down the centre of the grid) and the outer |
339 | * edge (the identified left and right edges of the grid). |
340 | * |
341 | * Lemma: In any valid 2xn puzzle there must be at least one |
342 | * row in which _exactly one_ of the inner edge and outer edge |
343 | * is connected. |
344 | * |
345 | * Proof: No row can have _both_ inner and outer edges |
346 | * connected, because this would yield a loop. So the only |
347 | * other way to falsify the lemma is for every row to have |
348 | * _neither_ the inner nor outer edge connected. But this |
349 | * means there is no connection at all between the left and |
350 | * right columns of the puzzle, so there are two disjoint |
351 | * subgraphs, which is also disallowed. [] |
352 | * |
353 | * Given such a row, it is always possible to make the |
354 | * disconnected edge connected and the connected edge |
355 | * disconnected without changing the state of any other edge. |
356 | * (This is easily seen by case analysis on the various tiles: |
357 | * left-pointing and right-pointing endpoints can be exchanged, |
358 | * likewise T-pieces, and a corner piece can select its |
359 | * horizontal connectivity independently of its vertical.) This |
360 | * yields a distinct valid solution. |
361 | * |
362 | * Thus, for _every_ row in which exactly one of the inner and |
363 | * outer edge is connected, there are two valid states for that |
364 | * row, and hence the total number of solutions of the puzzle |
365 | * is at least 2^(number of such rows), and in particular is at |
366 | * least 2 since there must be at least one such row. [] |
367 | */ |
368 | if (params->unique && params->wrapping && |
369 | (params->width == 2 || params->height == 2)) |
370 | return "No wrapping puzzle with a width or height of 2 can have" |
371 | " a unique solution"; |
372 | |
c8230524 |
373 | return NULL; |
374 | } |
375 | |
7f77ea24 |
376 | /* ---------------------------------------------------------------------- |
c0edd11f |
377 | * Solver used to assure solution uniqueness during generation. |
378 | */ |
379 | |
380 | /* |
381 | * Test cases I used while debugging all this were |
382 | * |
383 | * ./net --generate 1 13x11w#12300 |
384 | * which expands under the non-unique grid generation rules to |
385 | * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244 |
386 | * and has two ambiguous areas. |
387 | * |
388 | * An even better one is |
389 | * 13x11w#507896411361192 |
390 | * which expands to |
391 | * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e |
392 | * and has an ambiguous area _and_ a situation where loop avoidance |
393 | * is a necessary deductive technique. |
394 | * |
395 | * Then there's |
396 | * 48x25w#820543338195187 |
397 | * becoming |
398 | * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a |
399 | * which has a spot (far right) where slightly more complex loop |
400 | * avoidance is required. |
401 | */ |
402 | |
403 | static int dsf_canonify(int *dsf, int val) |
404 | { |
405 | int v2 = val; |
406 | |
407 | while (dsf[val] != val) |
408 | val = dsf[val]; |
409 | |
410 | while (v2 != val) { |
411 | int tmp = dsf[v2]; |
412 | dsf[v2] = val; |
413 | v2 = tmp; |
414 | } |
415 | |
416 | return val; |
417 | } |
418 | |
419 | static void dsf_merge(int *dsf, int v1, int v2) |
420 | { |
421 | v1 = dsf_canonify(dsf, v1); |
422 | v2 = dsf_canonify(dsf, v2); |
423 | dsf[v2] = v1; |
424 | } |
425 | |
426 | struct todo { |
427 | unsigned char *marked; |
428 | int *buffer; |
429 | int buflen; |
430 | int head, tail; |
431 | }; |
432 | |
433 | static struct todo *todo_new(int maxsize) |
434 | { |
435 | struct todo *todo = snew(struct todo); |
436 | todo->marked = snewn(maxsize, unsigned char); |
437 | memset(todo->marked, 0, maxsize); |
438 | todo->buflen = maxsize + 1; |
439 | todo->buffer = snewn(todo->buflen, int); |
440 | todo->head = todo->tail = 0; |
441 | return todo; |
442 | } |
443 | |
444 | static void todo_free(struct todo *todo) |
445 | { |
446 | sfree(todo->marked); |
447 | sfree(todo->buffer); |
448 | sfree(todo); |
449 | } |
450 | |
451 | static void todo_add(struct todo *todo, int index) |
452 | { |
453 | if (todo->marked[index]) |
454 | return; /* already on the list */ |
455 | todo->marked[index] = TRUE; |
456 | todo->buffer[todo->tail++] = index; |
457 | if (todo->tail == todo->buflen) |
458 | todo->tail = 0; |
459 | } |
460 | |
461 | static int todo_get(struct todo *todo) { |
462 | int ret; |
463 | |
464 | if (todo->head == todo->tail) |
465 | return -1; /* list is empty */ |
466 | ret = todo->buffer[todo->head++]; |
467 | if (todo->head == todo->buflen) |
468 | todo->head = 0; |
469 | todo->marked[ret] = FALSE; |
470 | |
471 | return ret; |
472 | } |
473 | |
84942c65 |
474 | static int net_solver(int w, int h, unsigned char *tiles, |
475 | unsigned char *barriers, int wrapping) |
c0edd11f |
476 | { |
477 | unsigned char *tilestate; |
478 | unsigned char *edgestate; |
479 | int *deadends; |
480 | int *equivalence; |
481 | struct todo *todo; |
482 | int i, j, x, y; |
483 | int area; |
484 | int done_something; |
485 | |
486 | /* |
487 | * Set up the solver's data structures. |
488 | */ |
489 | |
490 | /* |
491 | * tilestate stores the possible orientations of each tile. |
492 | * There are up to four of these, so we'll index the array in |
493 | * fours. tilestate[(y * w + x) * 4] and its three successive |
494 | * members give the possible orientations, clearing to 255 from |
495 | * the end as things are ruled out. |
496 | * |
497 | * In this loop we also count up the area of the grid (which is |
498 | * not _necessarily_ equal to w*h, because there might be one |
499 | * or more blank squares present. This will never happen in a |
500 | * grid generated _by_ this program, but it's worth keeping the |
501 | * solver as general as possible.) |
502 | */ |
503 | tilestate = snewn(w * h * 4, unsigned char); |
504 | area = 0; |
505 | for (i = 0; i < w*h; i++) { |
506 | tilestate[i * 4] = tiles[i] & 0xF; |
507 | for (j = 1; j < 4; j++) { |
508 | if (tilestate[i * 4 + j - 1] == 255 || |
509 | A(tilestate[i * 4 + j - 1]) == tilestate[i * 4]) |
510 | tilestate[i * 4 + j] = 255; |
511 | else |
512 | tilestate[i * 4 + j] = A(tilestate[i * 4 + j - 1]); |
513 | } |
514 | if (tiles[i] != 0) |
515 | area++; |
516 | } |
517 | |
518 | /* |
519 | * edgestate stores the known state of each edge. It is 0 for |
520 | * unknown, 1 for open (connected) and 2 for closed (not |
521 | * connected). |
522 | * |
523 | * In principle we need only worry about each edge once each, |
524 | * but in fact it's easier to track each edge twice so that we |
525 | * can reference it from either side conveniently. Also I'm |
526 | * going to allocate _five_ bytes per tile, rather than the |
527 | * obvious four, so that I can index edgestate[(y*w+x) * 5 + d] |
528 | * where d is 1,2,4,8 and they never overlap. |
529 | */ |
530 | edgestate = snewn((w * h - 1) * 5 + 9, unsigned char); |
531 | memset(edgestate, 0, (w * h - 1) * 5 + 9); |
532 | |
533 | /* |
534 | * deadends tracks which edges have dead ends on them. It is |
535 | * indexed by tile and direction: deadends[(y*w+x) * 5 + d] |
536 | * tells you whether heading out of tile (x,y) in direction d |
537 | * can reach a limited amount of the grid. Values are area+1 |
538 | * (no dead end known) or less than that (can reach _at most_ |
539 | * this many other tiles by heading this way out of this tile). |
540 | */ |
541 | deadends = snewn((w * h - 1) * 5 + 9, int); |
542 | for (i = 0; i < (w * h - 1) * 5 + 9; i++) |
543 | deadends[i] = area+1; |
544 | |
545 | /* |
546 | * equivalence tracks which sets of tiles are known to be |
547 | * connected to one another, so we can avoid creating loops by |
548 | * linking together tiles which are already linked through |
549 | * another route. |
550 | * |
551 | * This is a disjoint set forest structure: equivalence[i] |
552 | * contains the index of another member of the equivalence |
553 | * class containing i, or contains i itself for precisely one |
554 | * member in each such class. To find a representative member |
555 | * of the equivalence class containing i, you keep replacing i |
556 | * with equivalence[i] until it stops changing; then you go |
557 | * _back_ along the same path and point everything on it |
558 | * directly at the representative member so as to speed up |
559 | * future searches. Then you test equivalence between tiles by |
560 | * finding the representative of each tile and seeing if |
561 | * they're the same; and you create new equivalence (merge |
562 | * classes) by finding the representative of each tile and |
563 | * setting equivalence[one]=the_other. |
564 | */ |
565 | equivalence = snewn(w * h, int); |
566 | for (i = 0; i < w*h; i++) |
567 | equivalence[i] = i; /* initially all distinct */ |
568 | |
569 | /* |
570 | * On a non-wrapping grid, we instantly know that all the edges |
571 | * round the edge are closed. |
572 | */ |
573 | if (!wrapping) { |
574 | for (i = 0; i < w; i++) { |
575 | edgestate[i * 5 + 2] = edgestate[((h-1) * w + i) * 5 + 8] = 2; |
576 | } |
577 | for (i = 0; i < h; i++) { |
578 | edgestate[(i * w + w-1) * 5 + 1] = edgestate[(i * w) * 5 + 4] = 2; |
579 | } |
580 | } |
581 | |
582 | /* |
84942c65 |
583 | * If we have barriers available, we can mark those edges as |
584 | * closed too. |
585 | */ |
586 | if (barriers) { |
587 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
588 | int d; |
589 | for (d = 1; d <= 8; d += d) { |
590 | if (barriers[y*w+x] & d) { |
591 | int x2, y2; |
592 | /* |
593 | * In principle the barrier list should already |
594 | * contain each barrier from each side, but |
595 | * let's not take chances with our internal |
596 | * consistency. |
597 | */ |
598 | OFFSETWH(x2, y2, x, y, d, w, h); |
599 | edgestate[(y*w+x) * 5 + d] = 2; |
600 | edgestate[(y2*w+x2) * 5 + F(d)] = 2; |
601 | } |
602 | } |
603 | } |
604 | } |
605 | |
606 | /* |
c0edd11f |
607 | * Since most deductions made by this solver are local (the |
608 | * exception is loop avoidance, where joining two tiles |
609 | * together on one side of the grid can theoretically permit a |
610 | * fresh deduction on the other), we can address the scaling |
611 | * problem inherent in iterating repeatedly over the entire |
612 | * grid by instead working with a to-do list. |
613 | */ |
614 | todo = todo_new(w * h); |
615 | |
616 | /* |
617 | * Main deductive loop. |
618 | */ |
619 | done_something = TRUE; /* prevent instant termination! */ |
620 | while (1) { |
621 | int index; |
622 | |
623 | /* |
624 | * Take a tile index off the todo list and process it. |
625 | */ |
626 | index = todo_get(todo); |
627 | if (index == -1) { |
628 | /* |
629 | * If we have run out of immediate things to do, we |
630 | * have no choice but to scan the whole grid for |
631 | * longer-range things we've missed. Hence, I now add |
632 | * every square on the grid back on to the to-do list. |
633 | * I also set `done_something' to FALSE at this point; |
634 | * if we later come back here and find it still FALSE, |
635 | * we will know we've scanned the entire grid without |
636 | * finding anything new to do, and we can terminate. |
637 | */ |
638 | if (!done_something) |
639 | break; |
640 | for (i = 0; i < w*h; i++) |
641 | todo_add(todo, i); |
642 | done_something = FALSE; |
643 | |
644 | index = todo_get(todo); |
645 | } |
646 | |
647 | y = index / w; |
648 | x = index % w; |
649 | { |
650 | int d, ourclass = dsf_canonify(equivalence, y*w+x); |
651 | int deadendmax[9]; |
652 | |
653 | deadendmax[1] = deadendmax[2] = deadendmax[4] = deadendmax[8] = 0; |
654 | |
655 | for (i = j = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
656 | int valid; |
657 | int nnondeadends, nondeadends[4], deadendtotal; |
658 | int nequiv, equiv[5]; |
659 | int val = tilestate[(y*w+x) * 4 + i]; |
660 | |
661 | valid = TRUE; |
662 | nnondeadends = deadendtotal = 0; |
663 | equiv[0] = ourclass; |
664 | nequiv = 1; |
665 | for (d = 1; d <= 8; d += d) { |
666 | /* |
667 | * Immediately rule out this orientation if it |
668 | * conflicts with any known edge. |
669 | */ |
670 | if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) || |
671 | (edgestate[(y*w+x) * 5 + d] == 2 && (val & d))) |
672 | valid = FALSE; |
673 | |
674 | if (val & d) { |
675 | /* |
676 | * Count up the dead-end statistics. |
677 | */ |
678 | if (deadends[(y*w+x) * 5 + d] <= area) { |
679 | deadendtotal += deadends[(y*w+x) * 5 + d]; |
680 | } else { |
681 | nondeadends[nnondeadends++] = d; |
682 | } |
683 | |
684 | /* |
685 | * Ensure we aren't linking to any tiles, |
686 | * through edges not already known to be |
687 | * open, which create a loop. |
688 | */ |
689 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
690 | int c, k, x2, y2; |
691 | |
692 | OFFSETWH(x2, y2, x, y, d, w, h); |
693 | c = dsf_canonify(equivalence, y2*w+x2); |
694 | for (k = 0; k < nequiv; k++) |
695 | if (c == equiv[k]) |
696 | break; |
697 | if (k == nequiv) |
698 | equiv[nequiv++] = c; |
699 | else |
700 | valid = FALSE; |
701 | } |
702 | } |
703 | } |
704 | |
705 | if (nnondeadends == 0) { |
706 | /* |
707 | * If this orientation links together dead-ends |
708 | * with a total area of less than the entire |
709 | * grid, it is invalid. |
710 | * |
711 | * (We add 1 to deadendtotal because of the |
712 | * tile itself, of course; one tile linking |
713 | * dead ends of size 2 and 3 forms a subnetwork |
714 | * with a total area of 6, not 5.) |
715 | */ |
9535138a |
716 | if (deadendtotal > 0 && deadendtotal+1 < area) |
c0edd11f |
717 | valid = FALSE; |
718 | } else if (nnondeadends == 1) { |
719 | /* |
720 | * If this orientation links together one or |
721 | * more dead-ends with precisely one |
722 | * non-dead-end, then we may have to mark that |
723 | * non-dead-end as a dead end going the other |
724 | * way. However, it depends on whether all |
725 | * other orientations share the same property. |
726 | */ |
727 | deadendtotal++; |
728 | if (deadendmax[nondeadends[0]] < deadendtotal) |
729 | deadendmax[nondeadends[0]] = deadendtotal; |
730 | } else { |
731 | /* |
732 | * If this orientation links together two or |
733 | * more non-dead-ends, then we can rule out the |
734 | * possibility of putting in new dead-end |
735 | * markings in those directions. |
736 | */ |
737 | int k; |
738 | for (k = 0; k < nnondeadends; k++) |
739 | deadendmax[nondeadends[k]] = area+1; |
740 | } |
741 | |
742 | if (valid) |
743 | tilestate[(y*w+x) * 4 + j++] = val; |
744 | #ifdef SOLVER_DIAGNOSTICS |
745 | else |
746 | printf("ruling out orientation %x at %d,%d\n", val, x, y); |
747 | #endif |
748 | } |
749 | |
750 | assert(j > 0); /* we can't lose _all_ possibilities! */ |
751 | |
752 | if (j < i) { |
c0edd11f |
753 | done_something = TRUE; |
754 | |
755 | /* |
756 | * We have ruled out at least one tile orientation. |
757 | * Make sure the rest are blanked. |
758 | */ |
759 | while (j < 4) |
760 | tilestate[(y*w+x) * 4 + j++] = 255; |
3af1c093 |
761 | } |
c0edd11f |
762 | |
3af1c093 |
763 | /* |
764 | * Now go through the tile orientations again and see |
765 | * if we've deduced anything new about any edges. |
766 | */ |
767 | { |
768 | int a, o; |
c0edd11f |
769 | a = 0xF; o = 0; |
3af1c093 |
770 | |
c0edd11f |
771 | for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
772 | a &= tilestate[(y*w+x) * 4 + i]; |
773 | o |= tilestate[(y*w+x) * 4 + i]; |
774 | } |
775 | for (d = 1; d <= 8; d += d) |
776 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
777 | int x2, y2, d2; |
778 | OFFSETWH(x2, y2, x, y, d, w, h); |
779 | d2 = F(d); |
780 | if (a & d) { |
781 | /* This edge is open in all orientations. */ |
782 | #ifdef SOLVER_DIAGNOSTICS |
783 | printf("marking edge %d,%d:%d open\n", x, y, d); |
784 | #endif |
785 | edgestate[(y*w+x) * 5 + d] = 1; |
786 | edgestate[(y2*w+x2) * 5 + d2] = 1; |
787 | dsf_merge(equivalence, y*w+x, y2*w+x2); |
788 | done_something = TRUE; |
789 | todo_add(todo, y2*w+x2); |
790 | } else if (!(o & d)) { |
791 | /* This edge is closed in all orientations. */ |
792 | #ifdef SOLVER_DIAGNOSTICS |
793 | printf("marking edge %d,%d:%d closed\n", x, y, d); |
794 | #endif |
795 | edgestate[(y*w+x) * 5 + d] = 2; |
796 | edgestate[(y2*w+x2) * 5 + d2] = 2; |
797 | done_something = TRUE; |
798 | todo_add(todo, y2*w+x2); |
799 | } |
800 | } |
801 | |
802 | } |
803 | |
804 | /* |
805 | * Now check the dead-end markers and see if any of |
806 | * them has lowered from the real ones. |
807 | */ |
808 | for (d = 1; d <= 8; d += d) { |
809 | int x2, y2, d2; |
810 | OFFSETWH(x2, y2, x, y, d, w, h); |
811 | d2 = F(d); |
812 | if (deadendmax[d] > 0 && |
813 | deadends[(y2*w+x2) * 5 + d2] > deadendmax[d]) { |
814 | #ifdef SOLVER_DIAGNOSTICS |
815 | printf("setting dead end value %d,%d:%d to %d\n", |
816 | x2, y2, d2, deadendmax[d]); |
817 | #endif |
818 | deadends[(y2*w+x2) * 5 + d2] = deadendmax[d]; |
819 | done_something = TRUE; |
820 | todo_add(todo, y2*w+x2); |
821 | } |
822 | } |
823 | |
824 | } |
825 | } |
826 | |
827 | /* |
828 | * Mark all completely determined tiles as locked. |
829 | */ |
830 | j = TRUE; |
831 | for (i = 0; i < w*h; i++) { |
832 | if (tilestate[i * 4 + 1] == 255) { |
833 | assert(tilestate[i * 4 + 0] != 255); |
834 | tiles[i] = tilestate[i * 4] | LOCKED; |
835 | } else { |
836 | tiles[i] &= ~LOCKED; |
837 | j = FALSE; |
838 | } |
839 | } |
840 | |
841 | /* |
842 | * Free up working space. |
843 | */ |
844 | todo_free(todo); |
845 | sfree(tilestate); |
846 | sfree(edgestate); |
847 | sfree(deadends); |
848 | sfree(equivalence); |
849 | |
850 | return j; |
851 | } |
852 | |
853 | /* ---------------------------------------------------------------------- |
1185e3c5 |
854 | * Randomly select a new game description. |
720a8fb7 |
855 | */ |
856 | |
c0edd11f |
857 | /* |
858 | * Function to randomly perturb an ambiguous section in a grid, to |
859 | * attempt to ensure unique solvability. |
860 | */ |
861 | static void perturb(int w, int h, unsigned char *tiles, int wrapping, |
862 | random_state *rs, int startx, int starty, int startd) |
863 | { |
864 | struct xyd *perimeter, *perim2, *loop[2], looppos[2]; |
865 | int nperim, perimsize, nloop[2], loopsize[2]; |
866 | int x, y, d, i; |
867 | |
868 | /* |
869 | * We know that the tile at (startx,starty) is part of an |
870 | * ambiguous section, and we also know that its neighbour in |
871 | * direction startd is fully specified. We begin by tracing all |
872 | * the way round the ambiguous area. |
873 | */ |
874 | nperim = perimsize = 0; |
875 | perimeter = NULL; |
876 | x = startx; |
877 | y = starty; |
878 | d = startd; |
879 | #ifdef PERTURB_DIAGNOSTICS |
880 | printf("perturb %d,%d:%d\n", x, y, d); |
881 | #endif |
882 | do { |
883 | int x2, y2, d2; |
884 | |
885 | if (nperim >= perimsize) { |
886 | perimsize = perimsize * 3 / 2 + 32; |
887 | perimeter = sresize(perimeter, perimsize, struct xyd); |
888 | } |
889 | perimeter[nperim].x = x; |
890 | perimeter[nperim].y = y; |
891 | perimeter[nperim].direction = d; |
892 | nperim++; |
893 | #ifdef PERTURB_DIAGNOSTICS |
894 | printf("perimeter: %d,%d:%d\n", x, y, d); |
895 | #endif |
896 | |
897 | /* |
898 | * First, see if we can simply turn left from where we are |
899 | * and find another locked square. |
900 | */ |
901 | d2 = A(d); |
902 | OFFSETWH(x2, y2, x, y, d2, w, h); |
903 | if ((!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) || |
904 | (tiles[y2*w+x2] & LOCKED)) { |
905 | d = d2; |
906 | } else { |
907 | /* |
908 | * Failing that, step left into the new square and look |
909 | * in front of us. |
910 | */ |
911 | x = x2; |
912 | y = y2; |
913 | OFFSETWH(x2, y2, x, y, d, w, h); |
914 | if ((wrapping || (abs(x2-x) <= 1 && abs(y2-y) <= 1)) && |
915 | !(tiles[y2*w+x2] & LOCKED)) { |
916 | /* |
917 | * And failing _that_, we're going to have to step |
918 | * forward into _that_ square and look right at the |
919 | * same locked square as we started with. |
920 | */ |
921 | x = x2; |
922 | y = y2; |
923 | d = C(d); |
924 | } |
925 | } |
926 | |
927 | } while (x != startx || y != starty || d != startd); |
928 | |
929 | /* |
930 | * Our technique for perturbing this ambiguous area is to |
931 | * search round its edge for a join we can make: that is, an |
932 | * edge on the perimeter which is (a) not currently connected, |
933 | * and (b) connecting it would not yield a full cross on either |
934 | * side. Then we make that join, search round the network to |
935 | * find the loop thus constructed, and sever the loop at a |
936 | * randomly selected other point. |
937 | */ |
938 | perim2 = snewn(nperim, struct xyd); |
939 | memcpy(perim2, perimeter, nperim * sizeof(struct xyd)); |
940 | /* Shuffle the perimeter, so as to search it without directional bias. */ |
941 | for (i = nperim; --i ;) { |
942 | int j = random_upto(rs, i+1); |
943 | struct xyd t; |
944 | |
945 | t = perim2[j]; |
946 | perim2[j] = perim2[i]; |
947 | perim2[i] = t; |
948 | } |
949 | for (i = 0; i < nperim; i++) { |
950 | int x2, y2; |
951 | |
952 | x = perim2[i].x; |
953 | y = perim2[i].y; |
954 | d = perim2[i].direction; |
955 | |
956 | OFFSETWH(x2, y2, x, y, d, w, h); |
957 | if (!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) |
958 | continue; /* can't link across non-wrapping border */ |
959 | if (tiles[y*w+x] & d) |
960 | continue; /* already linked in this direction! */ |
961 | if (((tiles[y*w+x] | d) & 15) == 15) |
962 | continue; /* can't turn this tile into a cross */ |
963 | if (((tiles[y2*w+x2] | F(d)) & 15) == 15) |
964 | continue; /* can't turn other tile into a cross */ |
965 | |
966 | /* |
967 | * We've found the point at which we're going to make a new |
968 | * link. |
969 | */ |
970 | #ifdef PERTURB_DIAGNOSTICS |
971 | printf("linking %d,%d:%d\n", x, y, d); |
972 | #endif |
973 | tiles[y*w+x] |= d; |
974 | tiles[y2*w+x2] |= F(d); |
975 | |
976 | break; |
977 | } |
978 | |
979 | if (i == nperim) |
980 | return; /* nothing we can do! */ |
981 | |
982 | /* |
983 | * Now we've constructed a new link, we need to find the entire |
984 | * loop of which it is a part. |
985 | * |
986 | * In principle, this involves doing a complete search round |
987 | * the network. However, I anticipate that in the vast majority |
988 | * of cases the loop will be quite small, so what I'm going to |
989 | * do is make _two_ searches round the network in parallel, one |
990 | * keeping its metaphorical hand on the left-hand wall while |
991 | * the other keeps its hand on the right. As soon as one of |
992 | * them gets back to its starting point, I abandon the other. |
993 | */ |
994 | for (i = 0; i < 2; i++) { |
995 | loopsize[i] = nloop[i] = 0; |
996 | loop[i] = NULL; |
997 | looppos[i].x = x; |
998 | looppos[i].y = y; |
999 | looppos[i].direction = d; |
1000 | } |
1001 | while (1) { |
1002 | for (i = 0; i < 2; i++) { |
1003 | int x2, y2, j; |
1004 | |
1005 | x = looppos[i].x; |
1006 | y = looppos[i].y; |
1007 | d = looppos[i].direction; |
1008 | |
1009 | OFFSETWH(x2, y2, x, y, d, w, h); |
1010 | |
1011 | /* |
1012 | * Add this path segment to the loop, unless it exactly |
1013 | * reverses the previous one on the loop in which case |
1014 | * we take it away again. |
1015 | */ |
1016 | #ifdef PERTURB_DIAGNOSTICS |
1017 | printf("looppos[%d] = %d,%d:%d\n", i, x, y, d); |
1018 | #endif |
1019 | if (nloop[i] > 0 && |
1020 | loop[i][nloop[i]-1].x == x2 && |
1021 | loop[i][nloop[i]-1].y == y2 && |
1022 | loop[i][nloop[i]-1].direction == F(d)) { |
1023 | #ifdef PERTURB_DIAGNOSTICS |
1024 | printf("removing path segment %d,%d:%d from loop[%d]\n", |
1025 | x2, y2, F(d), i); |
1026 | #endif |
1027 | nloop[i]--; |
1028 | } else { |
1029 | if (nloop[i] >= loopsize[i]) { |
1030 | loopsize[i] = loopsize[i] * 3 / 2 + 32; |
1031 | loop[i] = sresize(loop[i], loopsize[i], struct xyd); |
1032 | } |
1033 | #ifdef PERTURB_DIAGNOSTICS |
1034 | printf("adding path segment %d,%d:%d to loop[%d]\n", |
1035 | x, y, d, i); |
1036 | #endif |
1037 | loop[i][nloop[i]++] = looppos[i]; |
1038 | } |
1039 | |
1040 | #ifdef PERTURB_DIAGNOSTICS |
1041 | printf("tile at new location is %x\n", tiles[y2*w+x2] & 0xF); |
1042 | #endif |
1043 | d = F(d); |
1044 | for (j = 0; j < 4; j++) { |
1045 | if (i == 0) |
1046 | d = A(d); |
1047 | else |
1048 | d = C(d); |
1049 | #ifdef PERTURB_DIAGNOSTICS |
1050 | printf("trying dir %d\n", d); |
1051 | #endif |
1052 | if (tiles[y2*w+x2] & d) { |
1053 | looppos[i].x = x2; |
1054 | looppos[i].y = y2; |
1055 | looppos[i].direction = d; |
1056 | break; |
1057 | } |
1058 | } |
1059 | |
1060 | assert(j < 4); |
1061 | assert(nloop[i] > 0); |
1062 | |
1063 | if (looppos[i].x == loop[i][0].x && |
1064 | looppos[i].y == loop[i][0].y && |
1065 | looppos[i].direction == loop[i][0].direction) { |
1066 | #ifdef PERTURB_DIAGNOSTICS |
1067 | printf("loop %d finished tracking\n", i); |
1068 | #endif |
1069 | |
1070 | /* |
1071 | * Having found our loop, we now sever it at a |
1072 | * randomly chosen point - absolutely any will do - |
1073 | * which is not the one we joined it at to begin |
1074 | * with. Conveniently, the one we joined it at is |
1075 | * loop[i][0], so we just avoid that one. |
1076 | */ |
1077 | j = random_upto(rs, nloop[i]-1) + 1; |
1078 | x = loop[i][j].x; |
1079 | y = loop[i][j].y; |
1080 | d = loop[i][j].direction; |
1081 | OFFSETWH(x2, y2, x, y, d, w, h); |
1082 | tiles[y*w+x] &= ~d; |
1083 | tiles[y2*w+x2] &= ~F(d); |
1084 | |
1085 | break; |
1086 | } |
1087 | } |
1088 | if (i < 2) |
1089 | break; |
1090 | } |
1091 | sfree(loop[0]); |
1092 | sfree(loop[1]); |
1093 | |
1094 | /* |
1095 | * Finally, we must mark the entire disputed section as locked, |
1096 | * to prevent the perturb function being called on it multiple |
1097 | * times. |
1098 | * |
1099 | * To do this, we _sort_ the perimeter of the area. The |
1100 | * existing xyd_cmp function will arrange things into columns |
1101 | * for us, in such a way that each column has the edges in |
1102 | * vertical order. Then we can work down each column and fill |
1103 | * in all the squares between an up edge and a down edge. |
1104 | */ |
1105 | qsort(perimeter, nperim, sizeof(struct xyd), xyd_cmp); |
1106 | x = y = -1; |
1107 | for (i = 0; i <= nperim; i++) { |
1108 | if (i == nperim || perimeter[i].x > x) { |
1109 | /* |
1110 | * Fill in everything from the last Up edge to the |
1111 | * bottom of the grid, if necessary. |
1112 | */ |
1113 | if (x != -1) { |
1114 | while (y < h) { |
1115 | #ifdef PERTURB_DIAGNOSTICS |
1116 | printf("resolved: locking tile %d,%d\n", x, y); |
1117 | #endif |
1118 | tiles[y * w + x] |= LOCKED; |
1119 | y++; |
1120 | } |
1121 | x = y = -1; |
1122 | } |
1123 | |
1124 | if (i == nperim) |
1125 | break; |
1126 | |
1127 | x = perimeter[i].x; |
1128 | y = 0; |
1129 | } |
1130 | |
1131 | if (perimeter[i].direction == U) { |
1132 | x = perimeter[i].x; |
1133 | y = perimeter[i].y; |
1134 | } else if (perimeter[i].direction == D) { |
1135 | /* |
1136 | * Fill in everything from the last Up edge to here. |
1137 | */ |
1138 | assert(x == perimeter[i].x && y <= perimeter[i].y); |
1139 | while (y <= perimeter[i].y) { |
1140 | #ifdef PERTURB_DIAGNOSTICS |
1141 | printf("resolved: locking tile %d,%d\n", x, y); |
1142 | #endif |
1143 | tiles[y * w + x] |= LOCKED; |
1144 | y++; |
1145 | } |
1146 | x = y = -1; |
1147 | } |
1148 | } |
1149 | |
1150 | sfree(perimeter); |
1151 | } |
1152 | |
1185e3c5 |
1153 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
1154 | game_aux_info **aux) |
720a8fb7 |
1155 | { |
1185e3c5 |
1156 | tree234 *possibilities, *barriertree; |
1157 | int w, h, x, y, cx, cy, nbarriers; |
1158 | unsigned char *tiles, *barriers; |
1159 | char *desc, *p; |
6f2d8d7c |
1160 | |
1185e3c5 |
1161 | w = params->width; |
1162 | h = params->height; |
720a8fb7 |
1163 | |
c0edd11f |
1164 | cx = w / 2; |
1165 | cy = h / 2; |
1166 | |
1185e3c5 |
1167 | tiles = snewn(w * h, unsigned char); |
1185e3c5 |
1168 | barriers = snewn(w * h, unsigned char); |
720a8fb7 |
1169 | |
c0edd11f |
1170 | begin_generation: |
1171 | |
1172 | memset(tiles, 0, w * h); |
1173 | memset(barriers, 0, w * h); |
720a8fb7 |
1174 | |
1175 | /* |
1176 | * Construct the unshuffled grid. |
1177 | * |
1178 | * To do this, we simply start at the centre point, repeatedly |
1179 | * choose a random possibility out of the available ways to |
1180 | * extend a used square into an unused one, and do it. After |
1181 | * extending the third line out of a square, we remove the |
1182 | * fourth from the possibilities list to avoid any full-cross |
1183 | * squares (which would make the game too easy because they |
1184 | * only have one orientation). |
1185 | * |
1186 | * The slightly worrying thing is the avoidance of full-cross |
1187 | * squares. Can this cause our unsophisticated construction |
1188 | * algorithm to paint itself into a corner, by getting into a |
1189 | * situation where there are some unreached squares and the |
1190 | * only way to reach any of them is to extend a T-piece into a |
1191 | * full cross? |
1192 | * |
1193 | * Answer: no it can't, and here's a proof. |
1194 | * |
1195 | * Any contiguous group of such unreachable squares must be |
1196 | * surrounded on _all_ sides by T-pieces pointing away from the |
1197 | * group. (If not, then there is a square which can be extended |
1198 | * into one of the `unreachable' ones, and so it wasn't |
1199 | * unreachable after all.) In particular, this implies that |
1200 | * each contiguous group of unreachable squares must be |
1201 | * rectangular in shape (any deviation from that yields a |
1202 | * non-T-piece next to an `unreachable' square). |
1203 | * |
1204 | * So we have a rectangle of unreachable squares, with T-pieces |
1205 | * forming a solid border around the rectangle. The corners of |
1206 | * that border must be connected (since every tile connects all |
1207 | * the lines arriving in it), and therefore the border must |
1208 | * form a closed loop around the rectangle. |
1209 | * |
1210 | * But this can't have happened in the first place, since we |
1211 | * _know_ we've avoided creating closed loops! Hence, no such |
1212 | * situation can ever arise, and the naive grid construction |
1213 | * algorithm will guaranteeably result in a complete grid |
1214 | * containing no unreached squares, no full crosses _and_ no |
1215 | * closed loops. [] |
1216 | */ |
c0edd11f |
1217 | possibilities = newtree234(xyd_cmp_nc); |
ecadce0d |
1218 | |
1185e3c5 |
1219 | if (cx+1 < w) |
1220 | add234(possibilities, new_xyd(cx, cy, R)); |
1221 | if (cy-1 >= 0) |
1222 | add234(possibilities, new_xyd(cx, cy, U)); |
1223 | if (cx-1 >= 0) |
1224 | add234(possibilities, new_xyd(cx, cy, L)); |
1225 | if (cy+1 < h) |
1226 | add234(possibilities, new_xyd(cx, cy, D)); |
720a8fb7 |
1227 | |
1228 | while (count234(possibilities) > 0) { |
1229 | int i; |
1230 | struct xyd *xyd; |
1231 | int x1, y1, d1, x2, y2, d2, d; |
1232 | |
1233 | /* |
1234 | * Extract a randomly chosen possibility from the list. |
1235 | */ |
1236 | i = random_upto(rs, count234(possibilities)); |
1237 | xyd = delpos234(possibilities, i); |
1238 | x1 = xyd->x; |
1239 | y1 = xyd->y; |
1240 | d1 = xyd->direction; |
1241 | sfree(xyd); |
1242 | |
1185e3c5 |
1243 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1244 | d2 = F(d1); |
1245 | #ifdef DEBUG |
1246 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
1247 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
1248 | #endif |
1249 | |
1250 | /* |
1251 | * Make the connection. (We should be moving to an as yet |
1252 | * unused tile.) |
1253 | */ |
1185e3c5 |
1254 | index(params, tiles, x1, y1) |= d1; |
1255 | assert(index(params, tiles, x2, y2) == 0); |
1256 | index(params, tiles, x2, y2) |= d2; |
720a8fb7 |
1257 | |
1258 | /* |
1259 | * If we have created a T-piece, remove its last |
1260 | * possibility. |
1261 | */ |
1185e3c5 |
1262 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
720a8fb7 |
1263 | struct xyd xyd1, *xydp; |
1264 | |
1265 | xyd1.x = x1; |
1266 | xyd1.y = y1; |
1185e3c5 |
1267 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
720a8fb7 |
1268 | |
1269 | xydp = find234(possibilities, &xyd1, NULL); |
1270 | |
1271 | if (xydp) { |
1272 | #ifdef DEBUG |
1273 | printf("T-piece; removing (%d,%d,%c)\n", |
1274 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1275 | #endif |
1276 | del234(possibilities, xydp); |
1277 | sfree(xydp); |
1278 | } |
1279 | } |
1280 | |
1281 | /* |
1282 | * Remove all other possibilities that were pointing at the |
1283 | * tile we've just moved into. |
1284 | */ |
1285 | for (d = 1; d < 0x10; d <<= 1) { |
1286 | int x3, y3, d3; |
1287 | struct xyd xyd1, *xydp; |
1288 | |
1185e3c5 |
1289 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1290 | d3 = F(d); |
1291 | |
1292 | xyd1.x = x3; |
1293 | xyd1.y = y3; |
1294 | xyd1.direction = d3; |
1295 | |
1296 | xydp = find234(possibilities, &xyd1, NULL); |
1297 | |
1298 | if (xydp) { |
1299 | #ifdef DEBUG |
1300 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
1301 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1302 | #endif |
1303 | del234(possibilities, xydp); |
1304 | sfree(xydp); |
1305 | } |
1306 | } |
1307 | |
1308 | /* |
1309 | * Add new possibilities to the list for moving _out_ of |
1310 | * the tile we have just moved into. |
1311 | */ |
1312 | for (d = 1; d < 0x10; d <<= 1) { |
1313 | int x3, y3; |
1314 | |
1315 | if (d == d2) |
1316 | continue; /* we've got this one already */ |
1317 | |
1185e3c5 |
1318 | if (!params->wrapping) { |
720a8fb7 |
1319 | if (d == U && y2 == 0) |
1320 | continue; |
1185e3c5 |
1321 | if (d == D && y2 == h-1) |
720a8fb7 |
1322 | continue; |
1323 | if (d == L && x2 == 0) |
1324 | continue; |
1185e3c5 |
1325 | if (d == R && x2 == w-1) |
720a8fb7 |
1326 | continue; |
1327 | } |
1328 | |
1185e3c5 |
1329 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1330 | |
1185e3c5 |
1331 | if (index(params, tiles, x3, y3)) |
720a8fb7 |
1332 | continue; /* this would create a loop */ |
1333 | |
1334 | #ifdef DEBUG |
1335 | printf("New frontier; adding (%d,%d,%c)\n", |
1336 | x2, y2, "0RU3L567D9abcdef"[d]); |
1337 | #endif |
1338 | add234(possibilities, new_xyd(x2, y2, d)); |
1339 | } |
1340 | } |
1341 | /* Having done that, we should have no possibilities remaining. */ |
1342 | assert(count234(possibilities) == 0); |
1343 | freetree234(possibilities); |
1344 | |
c0edd11f |
1345 | if (params->unique) { |
1346 | int prevn = -1; |
1347 | |
1348 | /* |
1349 | * Run the solver to check unique solubility. |
1350 | */ |
84942c65 |
1351 | while (!net_solver(w, h, tiles, NULL, params->wrapping)) { |
c0edd11f |
1352 | int n = 0; |
1353 | |
1354 | /* |
1355 | * We expect (in most cases) that most of the grid will |
1356 | * be uniquely specified already, and the remaining |
1357 | * ambiguous sections will be small and separate. So |
1358 | * our strategy is to find each individual such |
1359 | * section, and perform a perturbation on the network |
1360 | * in that area. |
1361 | */ |
1362 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
1363 | if (x+1 < w && ((tiles[y*w+x] ^ tiles[y*w+x+1]) & LOCKED)) { |
1364 | n++; |
1365 | if (tiles[y*w+x] & LOCKED) |
1366 | perturb(w, h, tiles, params->wrapping, rs, x+1, y, L); |
1367 | else |
1368 | perturb(w, h, tiles, params->wrapping, rs, x, y, R); |
1369 | } |
1370 | if (y+1 < h && ((tiles[y*w+x] ^ tiles[(y+1)*w+x]) & LOCKED)) { |
1371 | n++; |
1372 | if (tiles[y*w+x] & LOCKED) |
1373 | perturb(w, h, tiles, params->wrapping, rs, x, y+1, U); |
1374 | else |
1375 | perturb(w, h, tiles, params->wrapping, rs, x, y, D); |
1376 | } |
1377 | } |
1378 | |
1379 | /* |
1380 | * Now n counts the number of ambiguous sections we |
1381 | * have fiddled with. If we haven't managed to decrease |
1382 | * it from the last time we ran the solver, give up and |
1383 | * regenerate the entire grid. |
1384 | */ |
1385 | if (prevn != -1 && prevn <= n) |
1386 | goto begin_generation; /* (sorry) */ |
1387 | |
1388 | prevn = n; |
1389 | } |
1390 | |
1391 | /* |
1392 | * The solver will have left a lot of LOCKED bits lying |
1393 | * around in the tiles array. Remove them. |
1394 | */ |
1395 | for (x = 0; x < w*h; x++) |
1396 | tiles[x] &= ~LOCKED; |
1397 | } |
1398 | |
720a8fb7 |
1399 | /* |
1400 | * Now compute a list of the possible barrier locations. |
1401 | */ |
c0edd11f |
1402 | barriertree = newtree234(xyd_cmp_nc); |
1185e3c5 |
1403 | for (y = 0; y < h; y++) { |
1404 | for (x = 0; x < w; x++) { |
1405 | |
1406 | if (!(index(params, tiles, x, y) & R) && |
1407 | (params->wrapping || x < w-1)) |
1408 | add234(barriertree, new_xyd(x, y, R)); |
1409 | if (!(index(params, tiles, x, y) & D) && |
1410 | (params->wrapping || y < h-1)) |
1411 | add234(barriertree, new_xyd(x, y, D)); |
720a8fb7 |
1412 | } |
1413 | } |
1414 | |
1415 | /* |
1185e3c5 |
1416 | * Save the unshuffled grid in an aux_info. |
2ac6d24e |
1417 | */ |
1418 | { |
1185e3c5 |
1419 | game_aux_info *solution; |
2ac6d24e |
1420 | |
1185e3c5 |
1421 | solution = snew(game_aux_info); |
1422 | solution->width = w; |
1423 | solution->height = h; |
1424 | solution->tiles = snewn(w * h, unsigned char); |
1425 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
1426 | |
1185e3c5 |
1427 | *aux = solution; |
2ac6d24e |
1428 | } |
1429 | |
1430 | /* |
720a8fb7 |
1431 | * Now shuffle the grid. |
1432 | */ |
1185e3c5 |
1433 | for (y = 0; y < h; y++) { |
1434 | for (x = 0; x < w; x++) { |
1435 | int orig = index(params, tiles, x, y); |
720a8fb7 |
1436 | int rot = random_upto(rs, 4); |
1185e3c5 |
1437 | index(params, tiles, x, y) = ROT(orig, rot); |
720a8fb7 |
1438 | } |
1439 | } |
1440 | |
1441 | /* |
1442 | * And now choose barrier locations. (We carefully do this |
1443 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
1444 | * params while keeping the random seed the same will give the |
720a8fb7 |
1445 | * same shuffled grid and _only_ change the barrier locations. |
1446 | * Also the way we choose barrier locations, by repeatedly |
1447 | * choosing one possibility from the list until we have enough, |
1448 | * is designed to ensure that raising the barrier rate while |
1449 | * keeping the seed the same will provide a superset of the |
1450 | * previous barrier set - i.e. if you ask for 10 barriers, and |
1451 | * then decide that's still too hard and ask for 20, you'll get |
1452 | * the original 10 plus 10 more, rather than getting 20 new |
1453 | * ones and the chance of remembering your first 10.) |
1454 | */ |
1185e3c5 |
1455 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
1456 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
720a8fb7 |
1457 | |
1458 | while (nbarriers > 0) { |
1459 | int i; |
1460 | struct xyd *xyd; |
1461 | int x1, y1, d1, x2, y2, d2; |
1462 | |
1463 | /* |
1464 | * Extract a randomly chosen barrier from the list. |
1465 | */ |
1185e3c5 |
1466 | i = random_upto(rs, count234(barriertree)); |
1467 | xyd = delpos234(barriertree, i); |
720a8fb7 |
1468 | |
1469 | assert(xyd != NULL); |
1470 | |
1471 | x1 = xyd->x; |
1472 | y1 = xyd->y; |
1473 | d1 = xyd->direction; |
1474 | sfree(xyd); |
1475 | |
1185e3c5 |
1476 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1477 | d2 = F(d1); |
1478 | |
1185e3c5 |
1479 | index(params, barriers, x1, y1) |= d1; |
1480 | index(params, barriers, x2, y2) |= d2; |
720a8fb7 |
1481 | |
1482 | nbarriers--; |
1483 | } |
1484 | |
1485 | /* |
1486 | * Clean up the rest of the barrier list. |
1487 | */ |
1488 | { |
1489 | struct xyd *xyd; |
1490 | |
1185e3c5 |
1491 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
720a8fb7 |
1492 | sfree(xyd); |
1493 | |
1185e3c5 |
1494 | freetree234(barriertree); |
1495 | } |
1496 | |
1497 | /* |
1498 | * Finally, encode the grid into a string game description. |
1499 | * |
1500 | * My syntax is extremely simple: each square is encoded as a |
1501 | * hex digit in which bit 0 means a connection on the right, |
1502 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
1503 | * encoding as used internally). Each digit is followed by |
1504 | * optional barrier indicators: `v' means a vertical barrier to |
1505 | * the right of it, and `h' means a horizontal barrier below |
1506 | * it. |
1507 | */ |
1508 | desc = snewn(w * h * 3 + 1, char); |
1509 | p = desc; |
1510 | for (y = 0; y < h; y++) { |
1511 | for (x = 0; x < w; x++) { |
1512 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
1513 | if ((params->wrapping || x < w-1) && |
1514 | (index(params, barriers, x, y) & R)) |
1515 | *p++ = 'v'; |
1516 | if ((params->wrapping || y < h-1) && |
1517 | (index(params, barriers, x, y) & D)) |
1518 | *p++ = 'h'; |
1519 | } |
1520 | } |
1521 | assert(p - desc <= w*h*3); |
366d045b |
1522 | *p = '\0'; |
1185e3c5 |
1523 | |
1524 | sfree(tiles); |
1525 | sfree(barriers); |
1526 | |
1527 | return desc; |
1528 | } |
1529 | |
1530 | static void game_free_aux_info(game_aux_info *aux) |
1531 | { |
1532 | sfree(aux->tiles); |
1533 | sfree(aux); |
1534 | } |
1535 | |
1536 | static char *validate_desc(game_params *params, char *desc) |
1537 | { |
1538 | int w = params->width, h = params->height; |
1539 | int i; |
1540 | |
1541 | for (i = 0; i < w*h; i++) { |
1542 | if (*desc >= '0' && *desc <= '9') |
1543 | /* OK */; |
1544 | else if (*desc >= 'a' && *desc <= 'f') |
1545 | /* OK */; |
1546 | else if (*desc >= 'A' && *desc <= 'F') |
1547 | /* OK */; |
1548 | else if (!*desc) |
1549 | return "Game description shorter than expected"; |
1550 | else |
1551 | return "Game description contained unexpected character"; |
1552 | desc++; |
1553 | while (*desc == 'h' || *desc == 'v') |
1554 | desc++; |
1555 | } |
1556 | if (*desc) |
1557 | return "Game description longer than expected"; |
1558 | |
1559 | return NULL; |
1560 | } |
1561 | |
1562 | /* ---------------------------------------------------------------------- |
1563 | * Construct an initial game state, given a description and parameters. |
1564 | */ |
1565 | |
1566 | static game_state *new_game(game_params *params, char *desc) |
1567 | { |
1568 | game_state *state; |
1569 | int w, h, x, y; |
1570 | |
1571 | assert(params->width > 0 && params->height > 0); |
1572 | assert(params->width > 1 || params->height > 1); |
1573 | |
1574 | /* |
1575 | * Create a blank game state. |
1576 | */ |
1577 | state = snew(game_state); |
1578 | w = state->width = params->width; |
1579 | h = state->height = params->height; |
1185e3c5 |
1580 | state->wrapping = params->wrapping; |
1581 | state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0; |
1582 | state->completed = state->used_solve = state->just_used_solve = FALSE; |
1583 | state->tiles = snewn(state->width * state->height, unsigned char); |
1584 | memset(state->tiles, 0, state->width * state->height); |
1585 | state->barriers = snewn(state->width * state->height, unsigned char); |
1586 | memset(state->barriers, 0, state->width * state->height); |
1587 | |
1588 | /* |
1589 | * Parse the game description into the grid. |
1590 | */ |
1591 | for (y = 0; y < h; y++) { |
1592 | for (x = 0; x < w; x++) { |
1593 | if (*desc >= '0' && *desc <= '9') |
1594 | tile(state, x, y) = *desc - '0'; |
1595 | else if (*desc >= 'a' && *desc <= 'f') |
1596 | tile(state, x, y) = *desc - 'a' + 10; |
1597 | else if (*desc >= 'A' && *desc <= 'F') |
1598 | tile(state, x, y) = *desc - 'A' + 10; |
1599 | if (*desc) |
1600 | desc++; |
1601 | while (*desc == 'h' || *desc == 'v') { |
1602 | int x2, y2, d1, d2; |
1603 | if (*desc == 'v') |
1604 | d1 = R; |
1605 | else |
1606 | d1 = D; |
1607 | |
1608 | OFFSET(x2, y2, x, y, d1, state); |
1609 | d2 = F(d1); |
1610 | |
1611 | barrier(state, x, y) |= d1; |
1612 | barrier(state, x2, y2) |= d2; |
1613 | |
1614 | desc++; |
1615 | } |
1616 | } |
1617 | } |
1618 | |
1619 | /* |
1620 | * Set up border barriers if this is a non-wrapping game. |
1621 | */ |
1622 | if (!state->wrapping) { |
1623 | for (x = 0; x < state->width; x++) { |
1624 | barrier(state, x, 0) |= U; |
1625 | barrier(state, x, state->height-1) |= D; |
1626 | } |
1627 | for (y = 0; y < state->height; y++) { |
1628 | barrier(state, 0, y) |= L; |
1629 | barrier(state, state->width-1, y) |= R; |
1630 | } |
f0ee053c |
1631 | } else { |
1632 | /* |
1633 | * We check whether this is de-facto a non-wrapping game |
1634 | * despite the parameters, in case we were passed the |
1635 | * description of a non-wrapping game. This is so that we |
1636 | * can change some aspects of the UI behaviour. |
1637 | */ |
1638 | state->wrapping = FALSE; |
1639 | for (x = 0; x < state->width; x++) |
1640 | if (!(barrier(state, x, 0) & U) || |
1641 | !(barrier(state, x, state->height-1) & D)) |
1642 | state->wrapping = TRUE; |
1643 | for (y = 0; y < state->width; y++) |
1644 | if (!(barrier(state, 0, y) & L) || |
1645 | !(barrier(state, state->width-1, y) & R)) |
1646 | state->wrapping = TRUE; |
720a8fb7 |
1647 | } |
1648 | |
2ef96bd6 |
1649 | /* |
1650 | * Set up the barrier corner flags, for drawing barriers |
1651 | * prettily when they meet. |
1652 | */ |
1653 | for (y = 0; y < state->height; y++) { |
1654 | for (x = 0; x < state->width; x++) { |
1655 | int dir; |
1656 | |
1657 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1658 | int dir2 = A(dir); |
1659 | int x1, y1, x2, y2, x3, y3; |
1660 | int corner = FALSE; |
1661 | |
1662 | if (!(barrier(state, x, y) & dir)) |
1663 | continue; |
1664 | |
1665 | if (barrier(state, x, y) & dir2) |
1666 | corner = TRUE; |
1667 | |
f0ee053c |
1668 | OFFSET(x1, y1, x, y, dir, state); |
1669 | if (barrier(state, x1, y1) & dir2) |
2ef96bd6 |
1670 | corner = TRUE; |
1671 | |
f0ee053c |
1672 | OFFSET(x2, y2, x, y, dir2, state); |
1673 | if (barrier(state, x2, y2) & dir) |
2ef96bd6 |
1674 | corner = TRUE; |
1675 | |
1676 | if (corner) { |
1677 | barrier(state, x, y) |= (dir << 4); |
f0ee053c |
1678 | barrier(state, x1, y1) |= (A(dir) << 4); |
1679 | barrier(state, x2, y2) |= (C(dir) << 4); |
1680 | OFFSET(x3, y3, x1, y1, dir2, state); |
1681 | barrier(state, x3, y3) |= (F(dir) << 4); |
2ef96bd6 |
1682 | } |
1683 | } |
1684 | } |
1685 | } |
1686 | |
720a8fb7 |
1687 | return state; |
1688 | } |
1689 | |
be8d5aa1 |
1690 | static game_state *dup_game(game_state *state) |
720a8fb7 |
1691 | { |
1692 | game_state *ret; |
1693 | |
1694 | ret = snew(game_state); |
1695 | ret->width = state->width; |
1696 | ret->height = state->height; |
1697 | ret->wrapping = state->wrapping; |
1698 | ret->completed = state->completed; |
2ac6d24e |
1699 | ret->used_solve = state->used_solve; |
1700 | ret->just_used_solve = state->just_used_solve; |
2ef96bd6 |
1701 | ret->last_rotate_dir = state->last_rotate_dir; |
1185e3c5 |
1702 | ret->last_rotate_x = state->last_rotate_x; |
1703 | ret->last_rotate_y = state->last_rotate_y; |
720a8fb7 |
1704 | ret->tiles = snewn(state->width * state->height, unsigned char); |
1705 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
1706 | ret->barriers = snewn(state->width * state->height, unsigned char); |
1707 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
1708 | |
1709 | return ret; |
1710 | } |
1711 | |
be8d5aa1 |
1712 | static void free_game(game_state *state) |
720a8fb7 |
1713 | { |
1714 | sfree(state->tiles); |
1715 | sfree(state->barriers); |
1716 | sfree(state); |
1717 | } |
1718 | |
2ac6d24e |
1719 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
1720 | char **error) |
1721 | { |
1722 | game_state *ret; |
1723 | |
1185e3c5 |
1724 | if (!aux) { |
c0edd11f |
1725 | /* |
1726 | * Run the internal solver on the provided grid. This might |
1727 | * not yield a complete solution. |
1728 | */ |
1729 | ret = dup_game(state); |
84942c65 |
1730 | net_solver(ret->width, ret->height, ret->tiles, |
1731 | ret->barriers, ret->wrapping); |
c0edd11f |
1732 | } else { |
1733 | assert(aux->width == state->width); |
1734 | assert(aux->height == state->height); |
1735 | ret = dup_game(state); |
1736 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
1737 | ret->used_solve = ret->just_used_solve = TRUE; |
1738 | ret->completed = TRUE; |
2ac6d24e |
1739 | } |
1740 | |
2ac6d24e |
1741 | return ret; |
1742 | } |
1743 | |
9b4b03d3 |
1744 | static char *game_text_format(game_state *state) |
1745 | { |
1746 | return NULL; |
1747 | } |
1748 | |
720a8fb7 |
1749 | /* ---------------------------------------------------------------------- |
1750 | * Utility routine. |
1751 | */ |
1752 | |
1753 | /* |
1754 | * Compute which squares are reachable from the centre square, as a |
1755 | * quick visual aid to determining how close the game is to |
1756 | * completion. This is also a simple way to tell if the game _is_ |
1757 | * completed - just call this function and see whether every square |
1758 | * is marked active. |
1759 | */ |
f0ee053c |
1760 | static unsigned char *compute_active(game_state *state, int cx, int cy) |
720a8fb7 |
1761 | { |
1762 | unsigned char *active; |
1763 | tree234 *todo; |
1764 | struct xyd *xyd; |
1765 | |
1766 | active = snewn(state->width * state->height, unsigned char); |
1767 | memset(active, 0, state->width * state->height); |
1768 | |
1769 | /* |
1770 | * We only store (x,y) pairs in todo, but it's easier to reuse |
1771 | * xyd_cmp and just store direction 0 every time. |
1772 | */ |
c0edd11f |
1773 | todo = newtree234(xyd_cmp_nc); |
f0ee053c |
1774 | index(state, active, cx, cy) = ACTIVE; |
1775 | add234(todo, new_xyd(cx, cy, 0)); |
720a8fb7 |
1776 | |
1777 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
1778 | int x1, y1, d1, x2, y2, d2; |
1779 | |
1780 | x1 = xyd->x; |
1781 | y1 = xyd->y; |
1782 | sfree(xyd); |
1783 | |
1784 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
1785 | OFFSET(x2, y2, x1, y1, d1, state); |
1786 | d2 = F(d1); |
1787 | |
1788 | /* |
1789 | * If the next tile in this direction is connected to |
1790 | * us, and there isn't a barrier in the way, and it |
1791 | * isn't already marked active, then mark it active and |
1792 | * add it to the to-examine list. |
1793 | */ |
1794 | if ((tile(state, x1, y1) & d1) && |
1795 | (tile(state, x2, y2) & d2) && |
1796 | !(barrier(state, x1, y1) & d1) && |
1797 | !index(state, active, x2, y2)) { |
2ef96bd6 |
1798 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
1799 | add234(todo, new_xyd(x2, y2, 0)); |
1800 | } |
1801 | } |
1802 | } |
1803 | /* Now we expect the todo list to have shrunk to zero size. */ |
1804 | assert(count234(todo) == 0); |
1805 | freetree234(todo); |
1806 | |
1807 | return active; |
1808 | } |
1809 | |
66164171 |
1810 | struct game_ui { |
f0ee053c |
1811 | int org_x, org_y; /* origin */ |
1812 | int cx, cy; /* source tile (game coordinates) */ |
66164171 |
1813 | int cur_x, cur_y; |
1814 | int cur_visible; |
cbb5549e |
1815 | random_state *rs; /* used for jumbling */ |
66164171 |
1816 | }; |
1817 | |
be8d5aa1 |
1818 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1819 | { |
cbb5549e |
1820 | void *seed; |
1821 | int seedsize; |
66164171 |
1822 | game_ui *ui = snew(game_ui); |
f0ee053c |
1823 | ui->org_x = ui->org_y = 0; |
1824 | ui->cur_x = ui->cx = state->width / 2; |
1825 | ui->cur_y = ui->cy = state->height / 2; |
66164171 |
1826 | ui->cur_visible = FALSE; |
cbb5549e |
1827 | get_random_seed(&seed, &seedsize); |
1828 | ui->rs = random_init(seed, seedsize); |
1829 | sfree(seed); |
66164171 |
1830 | |
1831 | return ui; |
74a4e547 |
1832 | } |
1833 | |
be8d5aa1 |
1834 | static void free_ui(game_ui *ui) |
74a4e547 |
1835 | { |
cbb5549e |
1836 | random_free(ui->rs); |
66164171 |
1837 | sfree(ui); |
74a4e547 |
1838 | } |
1839 | |
720a8fb7 |
1840 | /* ---------------------------------------------------------------------- |
1841 | * Process a move. |
1842 | */ |
be8d5aa1 |
1843 | static game_state *make_move(game_state *state, game_ui *ui, |
1844 | int x, int y, int button) |
720a8fb7 |
1845 | { |
66164171 |
1846 | game_state *ret, *nullret; |
720a8fb7 |
1847 | int tx, ty, orig; |
f0ee053c |
1848 | int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL; |
720a8fb7 |
1849 | |
f0ee053c |
1850 | button &= ~MOD_MASK; |
66164171 |
1851 | nullret = NULL; |
720a8fb7 |
1852 | |
66164171 |
1853 | if (button == LEFT_BUTTON || |
1854 | button == MIDDLE_BUTTON || |
1855 | button == RIGHT_BUTTON) { |
1856 | |
1857 | if (ui->cur_visible) { |
1858 | ui->cur_visible = FALSE; |
1859 | nullret = state; |
1860 | } |
1861 | |
1862 | /* |
1863 | * The button must have been clicked on a valid tile. |
1864 | */ |
1865 | x -= WINDOW_OFFSET + TILE_BORDER; |
1866 | y -= WINDOW_OFFSET + TILE_BORDER; |
1867 | if (x < 0 || y < 0) |
1868 | return nullret; |
1869 | tx = x / TILE_SIZE; |
1870 | ty = y / TILE_SIZE; |
1871 | if (tx >= state->width || ty >= state->height) |
1872 | return nullret; |
f0ee053c |
1873 | /* Transform from physical to game coords */ |
1874 | tx = (tx + ui->org_x) % state->width; |
1875 | ty = (ty + ui->org_y) % state->height; |
66164171 |
1876 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
1877 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
1878 | return nullret; |
1879 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
1880 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
f0ee053c |
1881 | int dir; |
1882 | switch (button) { |
1883 | case CURSOR_UP: dir = U; break; |
1884 | case CURSOR_DOWN: dir = D; break; |
1885 | case CURSOR_LEFT: dir = L; break; |
1886 | case CURSOR_RIGHT: dir = R; break; |
1887 | default: return nullret; |
1888 | } |
1889 | if (shift) { |
1890 | /* |
1891 | * Move origin. |
1892 | */ |
1893 | if (state->wrapping) { |
1894 | OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state); |
1895 | } else return nullret; /* disallowed for non-wrapping grids */ |
1896 | } |
1897 | if (ctrl) { |
1898 | /* |
1899 | * Change source tile. |
1900 | */ |
1901 | OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state); |
1902 | } |
1903 | if (!shift && !ctrl) { |
1904 | /* |
1905 | * Move keyboard cursor. |
1906 | */ |
1907 | OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); |
1908 | ui->cur_visible = TRUE; |
1909 | } |
1910 | return state; /* UI activity has occurred */ |
66164171 |
1911 | } else if (button == 'a' || button == 's' || button == 'd' || |
1912 | button == 'A' || button == 'S' || button == 'D') { |
1913 | tx = ui->cur_x; |
1914 | ty = ui->cur_y; |
1915 | if (button == 'a' || button == 'A') |
1916 | button = LEFT_BUTTON; |
1917 | else if (button == 's' || button == 'S') |
1918 | button = MIDDLE_BUTTON; |
1919 | else if (button == 'd' || button == 'D') |
1920 | button = RIGHT_BUTTON; |
0671fa51 |
1921 | ui->cur_visible = TRUE; |
cbb5549e |
1922 | } else if (button == 'j' || button == 'J') { |
1923 | /* XXX should we have some mouse control for this? */ |
1924 | button = 'J'; /* canonify */ |
1925 | tx = ty = -1; /* shut gcc up :( */ |
66164171 |
1926 | } else |
1927 | return nullret; |
720a8fb7 |
1928 | |
1929 | /* |
1930 | * The middle button locks or unlocks a tile. (A locked tile |
1931 | * cannot be turned, and is visually marked as being locked. |
1932 | * This is a convenience for the player, so that once they are |
1933 | * sure which way round a tile goes, they can lock it and thus |
1934 | * avoid forgetting later on that they'd already done that one; |
1935 | * and the locking also prevents them turning the tile by |
1936 | * accident. If they change their mind, another middle click |
1937 | * unlocks it.) |
1938 | */ |
1939 | if (button == MIDDLE_BUTTON) { |
cbb5549e |
1940 | |
720a8fb7 |
1941 | ret = dup_game(state); |
2ac6d24e |
1942 | ret->just_used_solve = FALSE; |
720a8fb7 |
1943 | tile(ret, tx, ty) ^= LOCKED; |
1185e3c5 |
1944 | ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0; |
720a8fb7 |
1945 | return ret; |
720a8fb7 |
1946 | |
cbb5549e |
1947 | } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
720a8fb7 |
1948 | |
cbb5549e |
1949 | /* |
1950 | * The left and right buttons have no effect if clicked on a |
1951 | * locked tile. |
1952 | */ |
1953 | if (tile(state, tx, ty) & LOCKED) |
1954 | return nullret; |
1955 | |
1956 | /* |
1957 | * Otherwise, turn the tile one way or the other. Left button |
1958 | * turns anticlockwise; right button turns clockwise. |
1959 | */ |
1960 | ret = dup_game(state); |
2ac6d24e |
1961 | ret->just_used_solve = FALSE; |
cbb5549e |
1962 | orig = tile(ret, tx, ty); |
1963 | if (button == LEFT_BUTTON) { |
1964 | tile(ret, tx, ty) = A(orig); |
1965 | ret->last_rotate_dir = +1; |
1966 | } else { |
1967 | tile(ret, tx, ty) = C(orig); |
1968 | ret->last_rotate_dir = -1; |
1969 | } |
1185e3c5 |
1970 | ret->last_rotate_x = tx; |
1971 | ret->last_rotate_y = ty; |
cbb5549e |
1972 | |
1973 | } else if (button == 'J') { |
1974 | |
1975 | /* |
1976 | * Jumble all unlocked tiles to random orientations. |
1977 | */ |
1978 | int jx, jy; |
1979 | ret = dup_game(state); |
2ac6d24e |
1980 | ret->just_used_solve = FALSE; |
cbb5549e |
1981 | for (jy = 0; jy < ret->height; jy++) { |
1982 | for (jx = 0; jx < ret->width; jx++) { |
1983 | if (!(tile(ret, jx, jy) & LOCKED)) { |
1984 | int rot = random_upto(ui->rs, 4); |
1985 | orig = tile(ret, jx, jy); |
1986 | tile(ret, jx, jy) = ROT(orig, rot); |
1987 | } |
1988 | } |
1989 | } |
1990 | ret->last_rotate_dir = 0; /* suppress animation */ |
1185e3c5 |
1991 | ret->last_rotate_x = ret->last_rotate_y = 0; |
cbb5549e |
1992 | |
1993 | } else assert(0); |
720a8fb7 |
1994 | |
1995 | /* |
1996 | * Check whether the game has been completed. |
1997 | */ |
1998 | { |
f0ee053c |
1999 | unsigned char *active = compute_active(ret, ui->cx, ui->cy); |
720a8fb7 |
2000 | int x1, y1; |
2001 | int complete = TRUE; |
2002 | |
2003 | for (x1 = 0; x1 < ret->width; x1++) |
2004 | for (y1 = 0; y1 < ret->height; y1++) |
1185e3c5 |
2005 | if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) { |
720a8fb7 |
2006 | complete = FALSE; |
2007 | goto break_label; /* break out of two loops at once */ |
2008 | } |
2009 | break_label: |
2010 | |
2011 | sfree(active); |
2012 | |
2013 | if (complete) |
2014 | ret->completed = TRUE; |
2015 | } |
2016 | |
2017 | return ret; |
2018 | } |
2019 | |
2020 | /* ---------------------------------------------------------------------- |
2021 | * Routines for drawing the game position on the screen. |
2022 | */ |
2023 | |
2ef96bd6 |
2024 | struct game_drawstate { |
2025 | int started; |
2026 | int width, height; |
f0ee053c |
2027 | int org_x, org_y; |
2ef96bd6 |
2028 | unsigned char *visible; |
2029 | }; |
2030 | |
be8d5aa1 |
2031 | static game_drawstate *game_new_drawstate(game_state *state) |
2ef96bd6 |
2032 | { |
2033 | game_drawstate *ds = snew(game_drawstate); |
2034 | |
2035 | ds->started = FALSE; |
2036 | ds->width = state->width; |
2037 | ds->height = state->height; |
f0ee053c |
2038 | ds->org_x = ds->org_y = -1; |
2ef96bd6 |
2039 | ds->visible = snewn(state->width * state->height, unsigned char); |
2040 | memset(ds->visible, 0xFF, state->width * state->height); |
2041 | |
2042 | return ds; |
2043 | } |
2044 | |
be8d5aa1 |
2045 | static void game_free_drawstate(game_drawstate *ds) |
2ef96bd6 |
2046 | { |
2047 | sfree(ds->visible); |
2048 | sfree(ds); |
2049 | } |
2050 | |
be8d5aa1 |
2051 | static void game_size(game_params *params, int *x, int *y) |
7f77ea24 |
2052 | { |
2053 | *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
2054 | *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
2055 | } |
2056 | |
be8d5aa1 |
2057 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2ef96bd6 |
2058 | { |
2059 | float *ret; |
83680571 |
2060 | |
2ef96bd6 |
2061 | ret = snewn(NCOLOURS * 3, float); |
2062 | *ncolours = NCOLOURS; |
720a8fb7 |
2063 | |
2ef96bd6 |
2064 | /* |
2065 | * Basic background colour is whatever the front end thinks is |
2066 | * a sensible default. |
2067 | */ |
2068 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2069 | |
2070 | /* |
2071 | * Wires are black. |
2072 | */ |
03f856c4 |
2073 | ret[COL_WIRE * 3 + 0] = 0.0F; |
2074 | ret[COL_WIRE * 3 + 1] = 0.0F; |
2075 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
2076 | |
2077 | /* |
2078 | * Powered wires and powered endpoints are cyan. |
2079 | */ |
03f856c4 |
2080 | ret[COL_POWERED * 3 + 0] = 0.0F; |
2081 | ret[COL_POWERED * 3 + 1] = 1.0F; |
2082 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
2083 | |
2084 | /* |
2085 | * Barriers are red. |
2086 | */ |
03f856c4 |
2087 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
2088 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
2089 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
2090 | |
2091 | /* |
2092 | * Unpowered endpoints are blue. |
2093 | */ |
03f856c4 |
2094 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
2095 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
2096 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
2097 | |
2098 | /* |
2099 | * Tile borders are a darker grey than the background. |
2100 | */ |
03f856c4 |
2101 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
2102 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
2103 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2104 | |
2105 | /* |
2106 | * Locked tiles are a grey in between those two. |
2107 | */ |
03f856c4 |
2108 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
2109 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
2110 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2111 | |
2112 | return ret; |
2113 | } |
2114 | |
2115 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
2116 | int colour) |
720a8fb7 |
2117 | { |
2ef96bd6 |
2118 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
2119 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
2120 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
2121 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
2122 | draw_line(fe, x1, y1, x2, y2, colour); |
2123 | } |
720a8fb7 |
2124 | |
2ef96bd6 |
2125 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
2126 | int colour) |
2127 | { |
2128 | int mx = (x1 < x2 ? x1 : x2); |
2129 | int my = (y1 < y2 ? y1 : y2); |
2130 | int dx = (x2 + x1 - 2*mx + 1); |
2131 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
2132 | |
2ef96bd6 |
2133 | draw_rect(fe, mx, my, dx, dy, colour); |
2134 | } |
720a8fb7 |
2135 | |
f0ee053c |
2136 | /* |
2137 | * draw_barrier_corner() and draw_barrier() are passed physical coords |
2138 | */ |
2139 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase, |
2140 | int barrier) |
2ef96bd6 |
2141 | { |
2142 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2143 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2144 | int x1, y1, dx, dy, dir2; |
2145 | |
2146 | dir >>= 4; |
2147 | |
2148 | dir2 = A(dir); |
2149 | dx = X(dir) + X(dir2); |
2150 | dy = Y(dir) + Y(dir2); |
2151 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2152 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2153 | |
2154 | if (phase == 0) { |
2155 | draw_rect_coords(fe, bx+x1, by+y1, |
2156 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
f0ee053c |
2157 | barrier ? COL_WIRE : COL_BACKGROUND); |
2ef96bd6 |
2158 | draw_rect_coords(fe, bx+x1, by+y1, |
2159 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
f0ee053c |
2160 | barrier ? COL_WIRE : COL_BACKGROUND); |
2ef96bd6 |
2161 | } else { |
2162 | draw_rect_coords(fe, bx+x1, by+y1, |
2163 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
f0ee053c |
2164 | barrier ? COL_BARRIER : COL_BORDER); |
720a8fb7 |
2165 | } |
2ef96bd6 |
2166 | } |
2167 | |
f0ee053c |
2168 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase, |
2169 | int barrier) |
2ef96bd6 |
2170 | { |
2171 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2172 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2173 | int x1, y1, w, h; |
2174 | |
2175 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
2176 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
2177 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2178 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2179 | |
2180 | if (phase == 0) { |
f0ee053c |
2181 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, |
2182 | barrier ? COL_WIRE : COL_BACKGROUND); |
2ef96bd6 |
2183 | } else { |
f0ee053c |
2184 | draw_rect(fe, bx+x1, by+y1, w, h, |
2185 | barrier ? COL_BARRIER : COL_BORDER); |
2ef96bd6 |
2186 | } |
2187 | } |
720a8fb7 |
2188 | |
f0ee053c |
2189 | /* |
2190 | * draw_tile() is passed physical coordinates |
2191 | */ |
2192 | static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, |
2193 | int x, int y, int tile, int src, float angle, int cursor) |
2ef96bd6 |
2194 | { |
2195 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2196 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2197 | float matrix[4]; |
2198 | float cx, cy, ex, ey, tx, ty; |
2199 | int dir, col, phase; |
720a8fb7 |
2200 | |
2ef96bd6 |
2201 | /* |
2202 | * When we draw a single tile, we must draw everything up to |
2203 | * and including the borders around the tile. This means that |
2204 | * if the neighbouring tiles have connections to those borders, |
2205 | * we must draw those connections on the borders themselves. |
2206 | * |
2207 | * This would be terribly fiddly if we ever had to draw a tile |
2208 | * while its neighbour was in mid-rotate, because we'd have to |
2209 | * arrange to _know_ that the neighbour was being rotated and |
2210 | * hence had an anomalous effect on the redraw of this tile. |
2211 | * Fortunately, the drawing algorithm avoids ever calling us in |
2212 | * this circumstance: we're either drawing lots of straight |
2213 | * tiles at game start or after a move is complete, or we're |
2214 | * repeatedly drawing only the rotating tile. So no problem. |
2215 | */ |
2216 | |
2217 | /* |
2218 | * So. First blank the tile out completely: draw a big |
2219 | * rectangle in border colour, and a smaller rectangle in |
2220 | * background colour to fill it in. |
2221 | */ |
2222 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
2223 | COL_BORDER); |
2224 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
2225 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
2226 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
2227 | |
2228 | /* |
66164171 |
2229 | * Draw an inset outline rectangle as a cursor, in whichever of |
2230 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
2231 | * in. |
2232 | */ |
2233 | if (cursor) { |
2234 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
2235 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2236 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2237 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
2238 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
2239 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2240 | draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
2241 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2242 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2243 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2244 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2245 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2246 | } |
2247 | |
2248 | /* |
2ef96bd6 |
2249 | * Set up the rotation matrix. |
2250 | */ |
03f856c4 |
2251 | matrix[0] = (float)cos(angle * PI / 180.0); |
2252 | matrix[1] = (float)-sin(angle * PI / 180.0); |
2253 | matrix[2] = (float)sin(angle * PI / 180.0); |
2254 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
2255 | |
2256 | /* |
2257 | * Draw the wires. |
2258 | */ |
03f856c4 |
2259 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
2260 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
2261 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2262 | if (tile & dir) { |
03f856c4 |
2263 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2264 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2265 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2266 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
2267 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
2268 | COL_WIRE); |
2269 | } |
2270 | } |
2271 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2272 | if (tile & dir) { |
03f856c4 |
2273 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2274 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2275 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2276 | draw_line(fe, bx+(int)cx, by+(int)cy, |
2277 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
2278 | } |
2279 | } |
2280 | |
2281 | /* |
2282 | * Draw the box in the middle. We do this in blue if the tile |
2283 | * is an unpowered endpoint, in cyan if the tile is a powered |
2284 | * endpoint, in black if the tile is the centrepiece, and |
2285 | * otherwise not at all. |
2286 | */ |
2287 | col = -1; |
f0ee053c |
2288 | if (src) |
2ef96bd6 |
2289 | col = COL_WIRE; |
2290 | else if (COUNT(tile) == 1) { |
2291 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
2292 | } |
2293 | if (col >= 0) { |
2294 | int i, points[8]; |
2295 | |
2296 | points[0] = +1; points[1] = +1; |
2297 | points[2] = +1; points[3] = -1; |
2298 | points[4] = -1; points[5] = -1; |
2299 | points[6] = -1; points[7] = +1; |
2300 | |
2301 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
2302 | ex = (TILE_SIZE * 0.24F) * points[i]; |
2303 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
2304 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2305 | points[i] = bx+(int)(cx+tx); |
2306 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
2307 | } |
2308 | |
2309 | draw_polygon(fe, points, 4, TRUE, col); |
2310 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
2311 | } |
2312 | |
2313 | /* |
2314 | * Draw the points on the border if other tiles are connected |
2315 | * to us. |
2316 | */ |
2317 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2318 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
2319 | |
2320 | dx = X(dir); |
2321 | dy = Y(dir); |
2322 | |
2323 | ox = x + dx; |
2324 | oy = y + dy; |
2325 | |
2326 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
2327 | continue; |
2328 | |
f0ee053c |
2329 | if (!(tile(state, GX(ox), GY(oy)) & F(dir))) |
2ef96bd6 |
2330 | continue; |
2331 | |
03f856c4 |
2332 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
2333 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
2334 | lx = dx * (TILE_BORDER-1); |
2335 | ly = dy * (TILE_BORDER-1); |
2336 | vx = (dy ? 1 : 0); |
2337 | vy = (dx ? 1 : 0); |
2338 | |
2339 | if (angle == 0.0 && (tile & dir)) { |
2340 | /* |
2341 | * If we are fully connected to the other tile, we must |
2342 | * draw right across the tile border. (We can use our |
2343 | * own ACTIVE state to determine what colour to do this |
2344 | * in: if we are fully connected to the other tile then |
2345 | * the two ACTIVE states will be the same.) |
2346 | */ |
2347 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
2348 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
2349 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
2350 | } else { |
2351 | /* |
2352 | * The other tile extends into our border, but isn't |
2353 | * actually connected to us. Just draw a single black |
2354 | * dot. |
2355 | */ |
2356 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
2357 | } |
2358 | } |
2359 | |
2360 | /* |
2361 | * Draw barrier corners, and then barriers. |
2362 | */ |
2363 | for (phase = 0; phase < 2; phase++) { |
2364 | for (dir = 1; dir < 0x10; dir <<= 1) |
f0ee053c |
2365 | if (barrier(state, GX(x), GY(y)) & (dir << 4)) |
2366 | draw_barrier_corner(fe, x, y, dir << 4, phase, TRUE); |
2ef96bd6 |
2367 | for (dir = 1; dir < 0x10; dir <<= 1) |
f0ee053c |
2368 | if (barrier(state, GX(x), GY(y)) & dir) |
2369 | draw_barrier(fe, x, y, dir, phase, TRUE); |
2ef96bd6 |
2370 | } |
2371 | |
2372 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
2373 | } |
2374 | |
be8d5aa1 |
2375 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
2376 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
2377 | { |
f0ee053c |
2378 | int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE; |
2ef96bd6 |
2379 | unsigned char *active; |
2380 | float angle = 0.0; |
2381 | |
2382 | /* |
f0ee053c |
2383 | * Clear the screen if this is our first call. |
2ef96bd6 |
2384 | */ |
2385 | if (!ds->started) { |
2ef96bd6 |
2386 | ds->started = TRUE; |
2387 | |
2388 | draw_rect(fe, 0, 0, |
2389 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
2390 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
2391 | COL_BACKGROUND); |
f0ee053c |
2392 | |
2393 | } |
2394 | |
2395 | /* |
2396 | * If the origin has changed, we need to redraw the exterior |
2397 | * barrier lines. |
2398 | */ |
2399 | if (ui->org_x != ds->org_x || ui->org_y != ds->org_y) { |
2400 | int phase; |
2401 | |
2402 | ds->org_x = ui->org_x; |
2403 | ds->org_y = ui->org_y; |
2404 | moved_origin = TRUE; |
2405 | |
2ef96bd6 |
2406 | draw_update(fe, 0, 0, |
2407 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
2408 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
f0ee053c |
2409 | |
2ef96bd6 |
2410 | for (phase = 0; phase < 2; phase++) { |
2411 | |
2412 | for (x = 0; x < ds->width; x++) { |
f0ee053c |
2413 | int ub = barrier(state, GX(x), GY(0)); |
2414 | int db = barrier(state, GX(x), GY(ds->height-1)); |
2415 | draw_barrier_corner(fe, x, -1, LD, phase, ub & UL); |
2416 | draw_barrier_corner(fe, x, -1, DR, phase, ub & RU); |
2417 | draw_barrier(fe, x, -1, D, phase, ub & U); |
2418 | draw_barrier_corner(fe, x, ds->height, RU, phase, db & DR); |
2419 | draw_barrier_corner(fe, x, ds->height, UL, phase, db & LD); |
2420 | draw_barrier(fe, x, ds->height, U, phase, db & D); |
2ef96bd6 |
2421 | } |
2422 | |
2423 | for (y = 0; y < ds->height; y++) { |
f0ee053c |
2424 | int lb = barrier(state, GX(0), GY(y)); |
2425 | int rb = barrier(state, GX(ds->width-1), GY(y)); |
2426 | draw_barrier_corner(fe, -1, y, RU, phase, lb & UL); |
2427 | draw_barrier_corner(fe, -1, y, DR, phase, lb & LD); |
2428 | draw_barrier(fe, -1, y, R, phase, lb & L); |
2429 | draw_barrier_corner(fe, ds->width, y, UL, phase, rb & RU); |
2430 | draw_barrier_corner(fe, ds->width, y, LD, phase, rb & DR); |
2431 | draw_barrier(fe, ds->width, y, L, phase, rb & R); |
2ef96bd6 |
2432 | } |
2433 | } |
2434 | } |
2435 | |
2436 | tx = ty = -1; |
cbb5549e |
2437 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2438 | state->last_rotate_dir; |
2439 | if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { |
2ef96bd6 |
2440 | /* |
1185e3c5 |
2441 | * We're animating a single tile rotation. Find the turning |
2442 | * tile. |
2ef96bd6 |
2443 | */ |
1185e3c5 |
2444 | tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x); |
2445 | ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y); |
2446 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
2447 | state = oldstate; |
87ed82be |
2448 | } |
1185e3c5 |
2449 | |
87ed82be |
2450 | frame = -1; |
2451 | if (ft > 0) { |
2ef96bd6 |
2452 | /* |
2453 | * We're animating a completion flash. Find which frame |
2454 | * we're at. |
2455 | */ |
87ed82be |
2456 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
2457 | } |
2458 | |
2459 | /* |
2460 | * Draw any tile which differs from the way it was last drawn. |
2461 | */ |
f0ee053c |
2462 | active = compute_active(state, ui->cx, ui->cy); |
2ef96bd6 |
2463 | |
2464 | for (x = 0; x < ds->width; x++) |
2465 | for (y = 0; y < ds->height; y++) { |
f0ee053c |
2466 | unsigned char c = tile(state, GX(x), GY(y)) | |
2467 | index(state, active, GX(x), GY(y)); |
2468 | int is_src = GX(x) == ui->cx && GY(y) == ui->cy; |
2469 | int is_anim = GX(x) == tx && GY(y) == ty; |
2470 | int is_cursor = ui->cur_visible && |
2471 | GX(x) == ui->cur_x && GY(y) == ui->cur_y; |
2ef96bd6 |
2472 | |
2473 | /* |
2474 | * In a completion flash, we adjust the LOCKED bit |
2475 | * depending on our distance from the centre point and |
2476 | * the frame number. |
2477 | */ |
2478 | if (frame >= 0) { |
f0ee053c |
2479 | int rcx = RX(ui->cx), rcy = RY(ui->cy); |
2ef96bd6 |
2480 | int xdist, ydist, dist; |
f0ee053c |
2481 | xdist = (x < rcx ? rcx - x : x - rcx); |
2482 | ydist = (y < rcy ? rcy - y : y - rcy); |
2ef96bd6 |
2483 | dist = (xdist > ydist ? xdist : ydist); |
2484 | |
2485 | if (frame >= dist && frame < dist+4) { |
2486 | int lock = (frame - dist) & 1; |
2487 | lock = lock ? LOCKED : 0; |
2488 | c = (c &~ LOCKED) | lock; |
2489 | } |
2490 | } |
2491 | |
f0ee053c |
2492 | if (moved_origin || |
2493 | index(state, ds->visible, x, y) != c || |
2ef96bd6 |
2494 | index(state, ds->visible, x, y) == 0xFF || |
f0ee053c |
2495 | is_src || is_anim || is_cursor) { |
2496 | draw_tile(fe, state, ds, x, y, c, |
2497 | is_src, (is_anim ? angle : 0.0F), is_cursor); |
2498 | if (is_src || is_anim || is_cursor) |
2ef96bd6 |
2499 | index(state, ds->visible, x, y) = 0xFF; |
2500 | else |
2501 | index(state, ds->visible, x, y) = c; |
2502 | } |
2503 | } |
2504 | |
fd1a1a2b |
2505 | /* |
2506 | * Update the status bar. |
2507 | */ |
2508 | { |
2509 | char statusbuf[256]; |
1185e3c5 |
2510 | int i, n, n2, a; |
fd1a1a2b |
2511 | |
2512 | n = state->width * state->height; |
1185e3c5 |
2513 | for (i = a = n2 = 0; i < n; i++) { |
fd1a1a2b |
2514 | if (active[i]) |
2515 | a++; |
1185e3c5 |
2516 | if (state->tiles[i] & 0xF) |
2517 | n2++; |
2518 | } |
fd1a1a2b |
2519 | |
2520 | sprintf(statusbuf, "%sActive: %d/%d", |
2ac6d24e |
2521 | (state->used_solve ? "Auto-solved. " : |
1185e3c5 |
2522 | state->completed ? "COMPLETED! " : ""), a, n2); |
fd1a1a2b |
2523 | |
2524 | status_bar(fe, statusbuf); |
2525 | } |
2526 | |
2ef96bd6 |
2527 | sfree(active); |
2528 | } |
2529 | |
be8d5aa1 |
2530 | static float game_anim_length(game_state *oldstate, |
2531 | game_state *newstate, int dir) |
2ef96bd6 |
2532 | { |
1185e3c5 |
2533 | int last_rotate_dir; |
2ef96bd6 |
2534 | |
2535 | /* |
2ac6d24e |
2536 | * Don't animate an auto-solve move. |
2537 | */ |
2538 | if ((dir > 0 && newstate->just_used_solve) || |
2539 | (dir < 0 && oldstate->just_used_solve)) |
2540 | return 0.0F; |
2541 | |
2542 | /* |
cbb5549e |
2543 | * Don't animate if last_rotate_dir is zero. |
2ef96bd6 |
2544 | */ |
cbb5549e |
2545 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2546 | newstate->last_rotate_dir; |
1185e3c5 |
2547 | if (last_rotate_dir) |
2548 | return ROTATE_TIME; |
2ef96bd6 |
2549 | |
87ed82be |
2550 | return 0.0F; |
2551 | } |
2552 | |
be8d5aa1 |
2553 | static float game_flash_length(game_state *oldstate, |
2554 | game_state *newstate, int dir) |
87ed82be |
2555 | { |
2ef96bd6 |
2556 | /* |
87ed82be |
2557 | * If the game has just been completed, we display a completion |
2558 | * flash. |
2ef96bd6 |
2559 | */ |
2ac6d24e |
2560 | if (!oldstate->completed && newstate->completed && |
2561 | !oldstate->used_solve && !newstate->used_solve) { |
f0ee053c |
2562 | int size = 0; |
2563 | if (size < newstate->width) |
2564 | size = newstate->width; |
2565 | if (size < newstate->height) |
2566 | size = newstate->height; |
87ed82be |
2567 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
2568 | } |
2569 | |
87ed82be |
2570 | return 0.0F; |
2ef96bd6 |
2571 | } |
fd1a1a2b |
2572 | |
be8d5aa1 |
2573 | static int game_wants_statusbar(void) |
fd1a1a2b |
2574 | { |
2575 | return TRUE; |
2576 | } |
be8d5aa1 |
2577 | |
2578 | #ifdef COMBINED |
2579 | #define thegame net |
2580 | #endif |
2581 | |
2582 | const struct game thegame = { |
1d228b10 |
2583 | "Net", "games.net", |
be8d5aa1 |
2584 | default_params, |
2585 | game_fetch_preset, |
2586 | decode_params, |
2587 | encode_params, |
2588 | free_params, |
2589 | dup_params, |
1d228b10 |
2590 | TRUE, game_configure, custom_params, |
be8d5aa1 |
2591 | validate_params, |
1185e3c5 |
2592 | new_game_desc, |
6f2d8d7c |
2593 | game_free_aux_info, |
1185e3c5 |
2594 | validate_desc, |
be8d5aa1 |
2595 | new_game, |
2596 | dup_game, |
2597 | free_game, |
2ac6d24e |
2598 | TRUE, solve_game, |
9b4b03d3 |
2599 | FALSE, game_text_format, |
be8d5aa1 |
2600 | new_ui, |
2601 | free_ui, |
2602 | make_move, |
2603 | game_size, |
2604 | game_colours, |
2605 | game_new_drawstate, |
2606 | game_free_drawstate, |
2607 | game_redraw, |
2608 | game_anim_length, |
2609 | game_flash_length, |
2610 | game_wants_statusbar, |
2611 | }; |