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