Since the split into random and descriptive IDs, the section on game seeds has
[sgt/puzzles] / net.c
CommitLineData
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 67enum {
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 78struct game_params {
79 int width;
80 int height;
81 int wrapping;
c0edd11f 82 int unique;
720a8fb7 83 float barrier_probability;
84};
85
1185e3c5 86struct game_aux_info {
2ac6d24e 87 int width, height;
2ac6d24e 88 unsigned char *tiles;
89};
90
720a8fb7 91struct 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
110struct xyd {
111 int x, y, direction;
112};
113
c0edd11f 114static 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 132static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); }
133
720a8fb7 134static 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 146static 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 159static 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 194static void free_params(game_params *params)
7f77ea24 195{
196 sfree(params);
197}
198
be8d5aa1 199static 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 206static 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 236static 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 254static 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 297static 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 310static 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
403static 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
419static 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
426struct todo {
427 unsigned char *marked;
428 int *buffer;
429 int buflen;
430 int head, tail;
431};
432
433static 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
444static void todo_free(struct todo *todo)
445{
446 sfree(todo->marked);
447 sfree(todo->buffer);
448 sfree(todo);
449}
450
451static 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
461static 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 474static 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 */
861static 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 1153static 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
1530static void game_free_aux_info(game_aux_info *aux)
1531{
1532 sfree(aux->tiles);
1533 sfree(aux);
1534}
1535
1536static 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
1566static 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 1690static 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 1712static void free_game(game_state *state)
720a8fb7 1713{
1714 sfree(state->tiles);
1715 sfree(state->barriers);
1716 sfree(state);
1717}
1718
2ac6d24e 1719static 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 1744static 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 1760static 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 1810struct 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 1818static 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 1834static 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 1843static 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 2024struct game_drawstate {
2025 int started;
2026 int width, height;
f0ee053c 2027 int org_x, org_y;
2ef96bd6 2028 unsigned char *visible;
2029};
2030
be8d5aa1 2031static 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 2045static void game_free_drawstate(game_drawstate *ds)
2ef96bd6 2046{
2047 sfree(ds->visible);
2048 sfree(ds);
2049}
2050
be8d5aa1 2051static 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 2057static 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
2115static 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 2125static 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 */
2139static 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 2168static 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 */
2192static 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 2375static 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 2530static 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 2553static 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 2573static int game_wants_statusbar(void)
fd1a1a2b 2574{
2575 return TRUE;
2576}
be8d5aa1 2577
2578#ifdef COMBINED
2579#define thegame net
2580#endif
2581
2582const 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};