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