720a8fb7 |
1 | /* |
2 | * net.c: Net game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
2ef96bd6 |
10 | #include <math.h> |
720a8fb7 |
11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
2ef96bd6 |
15 | #define MATMUL(xr,yr,m,x,y) do { \ |
16 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
17 | rx = mat[0] * xx + mat[2] * yy; \ |
18 | ry = mat[1] * xx + mat[3] * yy; \ |
19 | (xr) = rx; (yr) = ry; \ |
20 | } while (0) |
21 | |
22 | /* Direction and other bitfields */ |
720a8fb7 |
23 | #define R 0x01 |
24 | #define U 0x02 |
25 | #define L 0x04 |
26 | #define D 0x08 |
27 | #define LOCKED 0x10 |
2ef96bd6 |
28 | #define ACTIVE 0x20 |
720a8fb7 |
29 | |
30 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
31 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
32 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
33 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
34 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
35 | ((n)&3) == 1 ? A(x) : \ |
36 | ((n)&3) == 2 ? F(x) : C(x) ) |
37 | |
38 | /* X and Y displacements */ |
39 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
40 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
41 | |
42 | /* Bit count */ |
43 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
44 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
45 | |
1e3e152d |
46 | #define PREFERRED_TILE_SIZE 32 |
47 | #define TILE_SIZE (ds->tilesize) |
720a8fb7 |
48 | #define TILE_BORDER 1 |
cb0c7d4a |
49 | #ifdef SMALL_SCREEN |
50 | #define WINDOW_OFFSET 4 |
51 | #else |
720a8fb7 |
52 | #define WINDOW_OFFSET 16 |
cb0c7d4a |
53 | #endif |
720a8fb7 |
54 | |
8c1fd974 |
55 | #define ROTATE_TIME 0.13F |
56 | #define FLASH_FRAME 0.07F |
2ef96bd6 |
57 | |
f0ee053c |
58 | /* Transform physical coords to game coords using game_drawstate ds */ |
59 | #define GX(x) (((x) + ds->org_x) % ds->width) |
60 | #define GY(y) (((y) + ds->org_y) % ds->height) |
61 | /* ...and game coords to physical coords */ |
62 | #define RX(x) (((x) + ds->width - ds->org_x) % ds->width) |
63 | #define RY(y) (((y) + ds->height - ds->org_y) % ds->height) |
64 | |
2ef96bd6 |
65 | enum { |
66 | COL_BACKGROUND, |
67 | COL_LOCKED, |
68 | COL_BORDER, |
69 | COL_WIRE, |
70 | COL_ENDPOINT, |
71 | COL_POWERED, |
72 | COL_BARRIER, |
73 | NCOLOURS |
74 | }; |
75 | |
720a8fb7 |
76 | struct game_params { |
77 | int width; |
78 | int height; |
79 | int wrapping; |
c0edd11f |
80 | int unique; |
720a8fb7 |
81 | float barrier_probability; |
82 | }; |
83 | |
84 | struct game_state { |
f0ee053c |
85 | int width, height, wrapping, completed; |
1185e3c5 |
86 | int last_rotate_x, last_rotate_y, last_rotate_dir; |
a440f184 |
87 | int 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; |
23e8c9fd |
123 | } |
720a8fb7 |
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 | |
ab53eb64 |
152 | static const struct game_params net_presets[] = { |
153 | {5, 5, FALSE, TRUE, 0.0}, |
154 | {7, 7, FALSE, TRUE, 0.0}, |
155 | {9, 9, FALSE, TRUE, 0.0}, |
156 | {11, 11, FALSE, TRUE, 0.0}, |
cb0c7d4a |
157 | #ifndef SMALL_SCREEN |
ab53eb64 |
158 | {13, 11, FALSE, TRUE, 0.0}, |
cb0c7d4a |
159 | #endif |
ab53eb64 |
160 | {5, 5, TRUE, TRUE, 0.0}, |
161 | {7, 7, TRUE, TRUE, 0.0}, |
162 | {9, 9, TRUE, TRUE, 0.0}, |
163 | {11, 11, TRUE, TRUE, 0.0}, |
cb0c7d4a |
164 | #ifndef SMALL_SCREEN |
ab53eb64 |
165 | {13, 11, TRUE, TRUE, 0.0}, |
cb0c7d4a |
166 | #endif |
ab53eb64 |
167 | }; |
168 | |
be8d5aa1 |
169 | static int game_fetch_preset(int i, char **name, game_params **params) |
eb2ad6f1 |
170 | { |
171 | game_params *ret; |
172 | char str[80]; |
ab53eb64 |
173 | |
174 | if (i < 0 || i >= lenof(net_presets)) |
eb2ad6f1 |
175 | return FALSE; |
176 | |
177 | ret = snew(game_params); |
ab53eb64 |
178 | *ret = net_presets[i]; |
eb2ad6f1 |
179 | |
180 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
181 | ret->wrapping ? " wrapping" : ""); |
182 | |
183 | *name = dupstr(str); |
184 | *params = ret; |
185 | return TRUE; |
186 | } |
187 | |
be8d5aa1 |
188 | static void free_params(game_params *params) |
7f77ea24 |
189 | { |
190 | sfree(params); |
191 | } |
192 | |
be8d5aa1 |
193 | static game_params *dup_params(game_params *params) |
eb2ad6f1 |
194 | { |
195 | game_params *ret = snew(game_params); |
196 | *ret = *params; /* structure copy */ |
197 | return ret; |
198 | } |
199 | |
1185e3c5 |
200 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
201 | { |
b0e26073 |
202 | char const *p = string; |
203 | |
204 | ret->width = atoi(p); |
40fde884 |
205 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
206 | if (*p == 'x') { |
207 | p++; |
208 | ret->height = atoi(p); |
40fde884 |
209 | while (*p && isdigit((unsigned char)*p)) p++; |
b0e26073 |
210 | } else { |
211 | ret->height = ret->width; |
212 | } |
c0edd11f |
213 | |
214 | while (*p) { |
215 | if (*p == 'w') { |
216 | p++; |
217 | ret->wrapping = TRUE; |
218 | } else if (*p == 'b') { |
219 | p++; |
220 | ret->barrier_probability = atof(p); |
40fde884 |
221 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
c0edd11f |
222 | } else if (*p == 'a') { |
223 | p++; |
224 | ret->unique = FALSE; |
40fde884 |
225 | } else |
226 | p++; /* skip any other gunk */ |
c0edd11f |
227 | } |
b0e26073 |
228 | } |
229 | |
1185e3c5 |
230 | static char *encode_params(game_params *params, int full) |
b0e26073 |
231 | { |
232 | char ret[400]; |
233 | int len; |
234 | |
235 | len = sprintf(ret, "%dx%d", params->width, params->height); |
236 | if (params->wrapping) |
237 | ret[len++] = 'w'; |
1185e3c5 |
238 | if (full && params->barrier_probability) |
b0e26073 |
239 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
40fde884 |
240 | if (full && !params->unique) |
c0edd11f |
241 | ret[len++] = 'a'; |
b0e26073 |
242 | assert(len < lenof(ret)); |
243 | ret[len] = '\0'; |
244 | |
245 | return dupstr(ret); |
246 | } |
247 | |
be8d5aa1 |
248 | static config_item *game_configure(game_params *params) |
c8230524 |
249 | { |
250 | config_item *ret; |
251 | char buf[80]; |
252 | |
c0edd11f |
253 | ret = snewn(6, config_item); |
c8230524 |
254 | |
255 | ret[0].name = "Width"; |
95709966 |
256 | ret[0].type = C_STRING; |
c8230524 |
257 | sprintf(buf, "%d", params->width); |
258 | ret[0].sval = dupstr(buf); |
259 | ret[0].ival = 0; |
260 | |
261 | ret[1].name = "Height"; |
95709966 |
262 | ret[1].type = C_STRING; |
c8230524 |
263 | sprintf(buf, "%d", params->height); |
264 | ret[1].sval = dupstr(buf); |
265 | ret[1].ival = 0; |
266 | |
267 | ret[2].name = "Walls wrap around"; |
95709966 |
268 | ret[2].type = C_BOOLEAN; |
c8230524 |
269 | ret[2].sval = NULL; |
270 | ret[2].ival = params->wrapping; |
271 | |
272 | ret[3].name = "Barrier probability"; |
95709966 |
273 | ret[3].type = C_STRING; |
c8230524 |
274 | sprintf(buf, "%g", params->barrier_probability); |
275 | ret[3].sval = dupstr(buf); |
276 | ret[3].ival = 0; |
277 | |
c0edd11f |
278 | ret[4].name = "Ensure unique solution"; |
279 | ret[4].type = C_BOOLEAN; |
c8230524 |
280 | ret[4].sval = NULL; |
c0edd11f |
281 | ret[4].ival = params->unique; |
282 | |
283 | ret[5].name = NULL; |
284 | ret[5].type = C_END; |
285 | ret[5].sval = NULL; |
286 | ret[5].ival = 0; |
c8230524 |
287 | |
288 | return ret; |
289 | } |
290 | |
be8d5aa1 |
291 | static game_params *custom_params(config_item *cfg) |
c8230524 |
292 | { |
293 | game_params *ret = snew(game_params); |
294 | |
295 | ret->width = atoi(cfg[0].sval); |
296 | ret->height = atoi(cfg[1].sval); |
297 | ret->wrapping = cfg[2].ival; |
95709966 |
298 | ret->barrier_probability = (float)atof(cfg[3].sval); |
c0edd11f |
299 | ret->unique = cfg[4].ival; |
c8230524 |
300 | |
301 | return ret; |
302 | } |
303 | |
3ff276f2 |
304 | static char *validate_params(game_params *params, int full) |
c8230524 |
305 | { |
ab53eb64 |
306 | if (params->width <= 0 || params->height <= 0) |
c8230524 |
307 | return "Width and height must both be greater than zero"; |
c8230524 |
308 | if (params->width <= 1 && params->height <= 1) |
309 | return "At least one of width and height must be greater than one"; |
310 | if (params->barrier_probability < 0) |
311 | return "Barrier probability may not be negative"; |
312 | if (params->barrier_probability > 1) |
313 | return "Barrier probability may not be greater than 1"; |
e7c352f5 |
314 | |
315 | /* |
316 | * Specifying either grid dimension as 2 in a wrapping puzzle |
317 | * makes it actually impossible to ensure a unique puzzle |
318 | * solution. |
319 | * |
320 | * Proof: |
321 | * |
322 | * Without loss of generality, let us assume the puzzle _width_ |
323 | * is 2, so we can conveniently discuss rows without having to |
324 | * say `rows/columns' all the time. (The height may be 2 as |
325 | * well, but that doesn't matter.) |
326 | * |
327 | * In each row, there are two edges between tiles: the inner |
328 | * edge (running down the centre of the grid) and the outer |
329 | * edge (the identified left and right edges of the grid). |
330 | * |
331 | * Lemma: In any valid 2xn puzzle there must be at least one |
332 | * row in which _exactly one_ of the inner edge and outer edge |
333 | * is connected. |
334 | * |
335 | * Proof: No row can have _both_ inner and outer edges |
336 | * connected, because this would yield a loop. So the only |
337 | * other way to falsify the lemma is for every row to have |
338 | * _neither_ the inner nor outer edge connected. But this |
339 | * means there is no connection at all between the left and |
340 | * right columns of the puzzle, so there are two disjoint |
341 | * subgraphs, which is also disallowed. [] |
342 | * |
343 | * Given such a row, it is always possible to make the |
344 | * disconnected edge connected and the connected edge |
345 | * disconnected without changing the state of any other edge. |
346 | * (This is easily seen by case analysis on the various tiles: |
347 | * left-pointing and right-pointing endpoints can be exchanged, |
348 | * likewise T-pieces, and a corner piece can select its |
349 | * horizontal connectivity independently of its vertical.) This |
350 | * yields a distinct valid solution. |
351 | * |
352 | * Thus, for _every_ row in which exactly one of the inner and |
353 | * outer edge is connected, there are two valid states for that |
354 | * row, and hence the total number of solutions of the puzzle |
355 | * is at least 2^(number of such rows), and in particular is at |
356 | * least 2 since there must be at least one such row. [] |
357 | */ |
3ff276f2 |
358 | if (full && params->unique && params->wrapping && |
e7c352f5 |
359 | (params->width == 2 || params->height == 2)) |
360 | return "No wrapping puzzle with a width or height of 2 can have" |
361 | " a unique solution"; |
362 | |
c8230524 |
363 | return NULL; |
364 | } |
365 | |
7f77ea24 |
366 | /* ---------------------------------------------------------------------- |
c0edd11f |
367 | * Solver used to assure solution uniqueness during generation. |
368 | */ |
369 | |
370 | /* |
371 | * Test cases I used while debugging all this were |
372 | * |
373 | * ./net --generate 1 13x11w#12300 |
374 | * which expands under the non-unique grid generation rules to |
375 | * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244 |
376 | * and has two ambiguous areas. |
377 | * |
378 | * An even better one is |
379 | * 13x11w#507896411361192 |
380 | * which expands to |
381 | * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e |
382 | * and has an ambiguous area _and_ a situation where loop avoidance |
383 | * is a necessary deductive technique. |
384 | * |
385 | * Then there's |
386 | * 48x25w#820543338195187 |
387 | * becoming |
388 | * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a |
389 | * which has a spot (far right) where slightly more complex loop |
390 | * avoidance is required. |
391 | */ |
392 | |
c0edd11f |
393 | struct todo { |
394 | unsigned char *marked; |
395 | int *buffer; |
396 | int buflen; |
397 | int head, tail; |
398 | }; |
399 | |
400 | static struct todo *todo_new(int maxsize) |
401 | { |
402 | struct todo *todo = snew(struct todo); |
403 | todo->marked = snewn(maxsize, unsigned char); |
404 | memset(todo->marked, 0, maxsize); |
405 | todo->buflen = maxsize + 1; |
406 | todo->buffer = snewn(todo->buflen, int); |
407 | todo->head = todo->tail = 0; |
408 | return todo; |
409 | } |
410 | |
411 | static void todo_free(struct todo *todo) |
412 | { |
413 | sfree(todo->marked); |
414 | sfree(todo->buffer); |
415 | sfree(todo); |
416 | } |
417 | |
418 | static void todo_add(struct todo *todo, int index) |
419 | { |
420 | if (todo->marked[index]) |
421 | return; /* already on the list */ |
422 | todo->marked[index] = TRUE; |
423 | todo->buffer[todo->tail++] = index; |
424 | if (todo->tail == todo->buflen) |
425 | todo->tail = 0; |
426 | } |
427 | |
428 | static int todo_get(struct todo *todo) { |
429 | int ret; |
430 | |
431 | if (todo->head == todo->tail) |
432 | return -1; /* list is empty */ |
433 | ret = todo->buffer[todo->head++]; |
434 | if (todo->head == todo->buflen) |
435 | todo->head = 0; |
436 | todo->marked[ret] = FALSE; |
437 | |
438 | return ret; |
439 | } |
440 | |
84942c65 |
441 | static int net_solver(int w, int h, unsigned char *tiles, |
442 | unsigned char *barriers, int wrapping) |
c0edd11f |
443 | { |
444 | unsigned char *tilestate; |
445 | unsigned char *edgestate; |
446 | int *deadends; |
447 | int *equivalence; |
448 | struct todo *todo; |
449 | int i, j, x, y; |
450 | int area; |
451 | int done_something; |
452 | |
453 | /* |
454 | * Set up the solver's data structures. |
455 | */ |
456 | |
457 | /* |
458 | * tilestate stores the possible orientations of each tile. |
459 | * There are up to four of these, so we'll index the array in |
460 | * fours. tilestate[(y * w + x) * 4] and its three successive |
461 | * members give the possible orientations, clearing to 255 from |
462 | * the end as things are ruled out. |
463 | * |
464 | * In this loop we also count up the area of the grid (which is |
465 | * not _necessarily_ equal to w*h, because there might be one |
466 | * or more blank squares present. This will never happen in a |
467 | * grid generated _by_ this program, but it's worth keeping the |
468 | * solver as general as possible.) |
469 | */ |
470 | tilestate = snewn(w * h * 4, unsigned char); |
471 | area = 0; |
472 | for (i = 0; i < w*h; i++) { |
473 | tilestate[i * 4] = tiles[i] & 0xF; |
474 | for (j = 1; j < 4; j++) { |
475 | if (tilestate[i * 4 + j - 1] == 255 || |
476 | A(tilestate[i * 4 + j - 1]) == tilestate[i * 4]) |
477 | tilestate[i * 4 + j] = 255; |
478 | else |
479 | tilestate[i * 4 + j] = A(tilestate[i * 4 + j - 1]); |
480 | } |
481 | if (tiles[i] != 0) |
482 | area++; |
483 | } |
484 | |
485 | /* |
486 | * edgestate stores the known state of each edge. It is 0 for |
487 | * unknown, 1 for open (connected) and 2 for closed (not |
488 | * connected). |
489 | * |
490 | * In principle we need only worry about each edge once each, |
491 | * but in fact it's easier to track each edge twice so that we |
492 | * can reference it from either side conveniently. Also I'm |
493 | * going to allocate _five_ bytes per tile, rather than the |
494 | * obvious four, so that I can index edgestate[(y*w+x) * 5 + d] |
495 | * where d is 1,2,4,8 and they never overlap. |
496 | */ |
497 | edgestate = snewn((w * h - 1) * 5 + 9, unsigned char); |
498 | memset(edgestate, 0, (w * h - 1) * 5 + 9); |
499 | |
500 | /* |
501 | * deadends tracks which edges have dead ends on them. It is |
502 | * indexed by tile and direction: deadends[(y*w+x) * 5 + d] |
503 | * tells you whether heading out of tile (x,y) in direction d |
504 | * can reach a limited amount of the grid. Values are area+1 |
505 | * (no dead end known) or less than that (can reach _at most_ |
506 | * this many other tiles by heading this way out of this tile). |
507 | */ |
508 | deadends = snewn((w * h - 1) * 5 + 9, int); |
509 | for (i = 0; i < (w * h - 1) * 5 + 9; i++) |
510 | deadends[i] = area+1; |
511 | |
512 | /* |
513 | * equivalence tracks which sets of tiles are known to be |
514 | * connected to one another, so we can avoid creating loops by |
515 | * linking together tiles which are already linked through |
516 | * another route. |
517 | * |
518 | * This is a disjoint set forest structure: equivalence[i] |
519 | * contains the index of another member of the equivalence |
520 | * class containing i, or contains i itself for precisely one |
521 | * member in each such class. To find a representative member |
522 | * of the equivalence class containing i, you keep replacing i |
523 | * with equivalence[i] until it stops changing; then you go |
524 | * _back_ along the same path and point everything on it |
525 | * directly at the representative member so as to speed up |
526 | * future searches. Then you test equivalence between tiles by |
527 | * finding the representative of each tile and seeing if |
528 | * they're the same; and you create new equivalence (merge |
529 | * classes) by finding the representative of each tile and |
530 | * setting equivalence[one]=the_other. |
531 | */ |
cd28b679 |
532 | equivalence = snew_dsf(w * h); |
c0edd11f |
533 | |
534 | /* |
535 | * On a non-wrapping grid, we instantly know that all the edges |
536 | * round the edge are closed. |
537 | */ |
538 | if (!wrapping) { |
539 | for (i = 0; i < w; i++) { |
540 | edgestate[i * 5 + 2] = edgestate[((h-1) * w + i) * 5 + 8] = 2; |
541 | } |
542 | for (i = 0; i < h; i++) { |
543 | edgestate[(i * w + w-1) * 5 + 1] = edgestate[(i * w) * 5 + 4] = 2; |
544 | } |
545 | } |
546 | |
547 | /* |
84942c65 |
548 | * If we have barriers available, we can mark those edges as |
549 | * closed too. |
550 | */ |
551 | if (barriers) { |
552 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
553 | int d; |
554 | for (d = 1; d <= 8; d += d) { |
555 | if (barriers[y*w+x] & d) { |
556 | int x2, y2; |
557 | /* |
558 | * In principle the barrier list should already |
559 | * contain each barrier from each side, but |
560 | * let's not take chances with our internal |
561 | * consistency. |
562 | */ |
563 | OFFSETWH(x2, y2, x, y, d, w, h); |
564 | edgestate[(y*w+x) * 5 + d] = 2; |
565 | edgestate[(y2*w+x2) * 5 + F(d)] = 2; |
566 | } |
567 | } |
568 | } |
569 | } |
570 | |
571 | /* |
c0edd11f |
572 | * Since most deductions made by this solver are local (the |
573 | * exception is loop avoidance, where joining two tiles |
574 | * together on one side of the grid can theoretically permit a |
575 | * fresh deduction on the other), we can address the scaling |
576 | * problem inherent in iterating repeatedly over the entire |
577 | * grid by instead working with a to-do list. |
578 | */ |
579 | todo = todo_new(w * h); |
580 | |
581 | /* |
582 | * Main deductive loop. |
583 | */ |
584 | done_something = TRUE; /* prevent instant termination! */ |
585 | while (1) { |
586 | int index; |
587 | |
588 | /* |
589 | * Take a tile index off the todo list and process it. |
590 | */ |
591 | index = todo_get(todo); |
592 | if (index == -1) { |
593 | /* |
594 | * If we have run out of immediate things to do, we |
595 | * have no choice but to scan the whole grid for |
596 | * longer-range things we've missed. Hence, I now add |
597 | * every square on the grid back on to the to-do list. |
598 | * I also set `done_something' to FALSE at this point; |
599 | * if we later come back here and find it still FALSE, |
600 | * we will know we've scanned the entire grid without |
601 | * finding anything new to do, and we can terminate. |
602 | */ |
603 | if (!done_something) |
604 | break; |
605 | for (i = 0; i < w*h; i++) |
606 | todo_add(todo, i); |
607 | done_something = FALSE; |
608 | |
609 | index = todo_get(todo); |
610 | } |
611 | |
612 | y = index / w; |
613 | x = index % w; |
614 | { |
615 | int d, ourclass = dsf_canonify(equivalence, y*w+x); |
616 | int deadendmax[9]; |
617 | |
618 | deadendmax[1] = deadendmax[2] = deadendmax[4] = deadendmax[8] = 0; |
619 | |
620 | for (i = j = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
621 | int valid; |
622 | int nnondeadends, nondeadends[4], deadendtotal; |
623 | int nequiv, equiv[5]; |
624 | int val = tilestate[(y*w+x) * 4 + i]; |
625 | |
626 | valid = TRUE; |
627 | nnondeadends = deadendtotal = 0; |
628 | equiv[0] = ourclass; |
629 | nequiv = 1; |
630 | for (d = 1; d <= 8; d += d) { |
631 | /* |
632 | * Immediately rule out this orientation if it |
633 | * conflicts with any known edge. |
634 | */ |
635 | if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) || |
636 | (edgestate[(y*w+x) * 5 + d] == 2 && (val & d))) |
637 | valid = FALSE; |
638 | |
639 | if (val & d) { |
640 | /* |
641 | * Count up the dead-end statistics. |
642 | */ |
643 | if (deadends[(y*w+x) * 5 + d] <= area) { |
644 | deadendtotal += deadends[(y*w+x) * 5 + d]; |
645 | } else { |
646 | nondeadends[nnondeadends++] = d; |
647 | } |
648 | |
649 | /* |
650 | * Ensure we aren't linking to any tiles, |
651 | * through edges not already known to be |
652 | * open, which create a loop. |
653 | */ |
654 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
655 | int c, k, x2, y2; |
656 | |
657 | OFFSETWH(x2, y2, x, y, d, w, h); |
658 | c = dsf_canonify(equivalence, y2*w+x2); |
659 | for (k = 0; k < nequiv; k++) |
660 | if (c == equiv[k]) |
661 | break; |
662 | if (k == nequiv) |
663 | equiv[nequiv++] = c; |
664 | else |
665 | valid = FALSE; |
666 | } |
667 | } |
668 | } |
669 | |
670 | if (nnondeadends == 0) { |
671 | /* |
672 | * If this orientation links together dead-ends |
673 | * with a total area of less than the entire |
674 | * grid, it is invalid. |
675 | * |
676 | * (We add 1 to deadendtotal because of the |
677 | * tile itself, of course; one tile linking |
678 | * dead ends of size 2 and 3 forms a subnetwork |
679 | * with a total area of 6, not 5.) |
680 | */ |
9535138a |
681 | if (deadendtotal > 0 && deadendtotal+1 < area) |
c0edd11f |
682 | valid = FALSE; |
683 | } else if (nnondeadends == 1) { |
684 | /* |
685 | * If this orientation links together one or |
686 | * more dead-ends with precisely one |
687 | * non-dead-end, then we may have to mark that |
688 | * non-dead-end as a dead end going the other |
689 | * way. However, it depends on whether all |
690 | * other orientations share the same property. |
691 | */ |
692 | deadendtotal++; |
693 | if (deadendmax[nondeadends[0]] < deadendtotal) |
694 | deadendmax[nondeadends[0]] = deadendtotal; |
695 | } else { |
696 | /* |
697 | * If this orientation links together two or |
698 | * more non-dead-ends, then we can rule out the |
699 | * possibility of putting in new dead-end |
700 | * markings in those directions. |
701 | */ |
702 | int k; |
703 | for (k = 0; k < nnondeadends; k++) |
704 | deadendmax[nondeadends[k]] = area+1; |
705 | } |
706 | |
707 | if (valid) |
708 | tilestate[(y*w+x) * 4 + j++] = val; |
709 | #ifdef SOLVER_DIAGNOSTICS |
710 | else |
711 | printf("ruling out orientation %x at %d,%d\n", val, x, y); |
712 | #endif |
713 | } |
714 | |
715 | assert(j > 0); /* we can't lose _all_ possibilities! */ |
716 | |
717 | if (j < i) { |
c0edd11f |
718 | done_something = TRUE; |
719 | |
720 | /* |
721 | * We have ruled out at least one tile orientation. |
722 | * Make sure the rest are blanked. |
723 | */ |
724 | while (j < 4) |
725 | tilestate[(y*w+x) * 4 + j++] = 255; |
3af1c093 |
726 | } |
c0edd11f |
727 | |
3af1c093 |
728 | /* |
729 | * Now go through the tile orientations again and see |
730 | * if we've deduced anything new about any edges. |
731 | */ |
732 | { |
733 | int a, o; |
c0edd11f |
734 | a = 0xF; o = 0; |
3af1c093 |
735 | |
c0edd11f |
736 | for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) { |
737 | a &= tilestate[(y*w+x) * 4 + i]; |
738 | o |= tilestate[(y*w+x) * 4 + i]; |
739 | } |
740 | for (d = 1; d <= 8; d += d) |
741 | if (edgestate[(y*w+x) * 5 + d] == 0) { |
742 | int x2, y2, d2; |
743 | OFFSETWH(x2, y2, x, y, d, w, h); |
744 | d2 = F(d); |
745 | if (a & d) { |
746 | /* This edge is open in all orientations. */ |
747 | #ifdef SOLVER_DIAGNOSTICS |
748 | printf("marking edge %d,%d:%d open\n", x, y, d); |
749 | #endif |
750 | edgestate[(y*w+x) * 5 + d] = 1; |
751 | edgestate[(y2*w+x2) * 5 + d2] = 1; |
752 | dsf_merge(equivalence, y*w+x, y2*w+x2); |
753 | done_something = TRUE; |
754 | todo_add(todo, y2*w+x2); |
755 | } else if (!(o & d)) { |
756 | /* This edge is closed in all orientations. */ |
757 | #ifdef SOLVER_DIAGNOSTICS |
758 | printf("marking edge %d,%d:%d closed\n", x, y, d); |
759 | #endif |
760 | edgestate[(y*w+x) * 5 + d] = 2; |
761 | edgestate[(y2*w+x2) * 5 + d2] = 2; |
762 | done_something = TRUE; |
763 | todo_add(todo, y2*w+x2); |
764 | } |
765 | } |
766 | |
767 | } |
768 | |
769 | /* |
770 | * Now check the dead-end markers and see if any of |
771 | * them has lowered from the real ones. |
772 | */ |
773 | for (d = 1; d <= 8; d += d) { |
774 | int x2, y2, d2; |
775 | OFFSETWH(x2, y2, x, y, d, w, h); |
776 | d2 = F(d); |
777 | if (deadendmax[d] > 0 && |
778 | deadends[(y2*w+x2) * 5 + d2] > deadendmax[d]) { |
779 | #ifdef SOLVER_DIAGNOSTICS |
780 | printf("setting dead end value %d,%d:%d to %d\n", |
781 | x2, y2, d2, deadendmax[d]); |
782 | #endif |
783 | deadends[(y2*w+x2) * 5 + d2] = deadendmax[d]; |
784 | done_something = TRUE; |
785 | todo_add(todo, y2*w+x2); |
786 | } |
787 | } |
788 | |
789 | } |
790 | } |
791 | |
792 | /* |
793 | * Mark all completely determined tiles as locked. |
794 | */ |
795 | j = TRUE; |
796 | for (i = 0; i < w*h; i++) { |
797 | if (tilestate[i * 4 + 1] == 255) { |
798 | assert(tilestate[i * 4 + 0] != 255); |
799 | tiles[i] = tilestate[i * 4] | LOCKED; |
800 | } else { |
801 | tiles[i] &= ~LOCKED; |
802 | j = FALSE; |
803 | } |
804 | } |
805 | |
806 | /* |
807 | * Free up working space. |
808 | */ |
809 | todo_free(todo); |
810 | sfree(tilestate); |
811 | sfree(edgestate); |
812 | sfree(deadends); |
813 | sfree(equivalence); |
814 | |
815 | return j; |
816 | } |
817 | |
818 | /* ---------------------------------------------------------------------- |
1185e3c5 |
819 | * Randomly select a new game description. |
720a8fb7 |
820 | */ |
821 | |
c0edd11f |
822 | /* |
823 | * Function to randomly perturb an ambiguous section in a grid, to |
824 | * attempt to ensure unique solvability. |
825 | */ |
826 | static void perturb(int w, int h, unsigned char *tiles, int wrapping, |
827 | random_state *rs, int startx, int starty, int startd) |
828 | { |
829 | struct xyd *perimeter, *perim2, *loop[2], looppos[2]; |
830 | int nperim, perimsize, nloop[2], loopsize[2]; |
831 | int x, y, d, i; |
832 | |
833 | /* |
834 | * We know that the tile at (startx,starty) is part of an |
835 | * ambiguous section, and we also know that its neighbour in |
836 | * direction startd is fully specified. We begin by tracing all |
837 | * the way round the ambiguous area. |
838 | */ |
839 | nperim = perimsize = 0; |
840 | perimeter = NULL; |
841 | x = startx; |
842 | y = starty; |
843 | d = startd; |
844 | #ifdef PERTURB_DIAGNOSTICS |
845 | printf("perturb %d,%d:%d\n", x, y, d); |
846 | #endif |
847 | do { |
848 | int x2, y2, d2; |
849 | |
850 | if (nperim >= perimsize) { |
851 | perimsize = perimsize * 3 / 2 + 32; |
852 | perimeter = sresize(perimeter, perimsize, struct xyd); |
853 | } |
854 | perimeter[nperim].x = x; |
855 | perimeter[nperim].y = y; |
856 | perimeter[nperim].direction = d; |
857 | nperim++; |
858 | #ifdef PERTURB_DIAGNOSTICS |
859 | printf("perimeter: %d,%d:%d\n", x, y, d); |
860 | #endif |
861 | |
862 | /* |
863 | * First, see if we can simply turn left from where we are |
864 | * and find another locked square. |
865 | */ |
866 | d2 = A(d); |
867 | OFFSETWH(x2, y2, x, y, d2, w, h); |
868 | if ((!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) || |
869 | (tiles[y2*w+x2] & LOCKED)) { |
870 | d = d2; |
871 | } else { |
872 | /* |
873 | * Failing that, step left into the new square and look |
874 | * in front of us. |
875 | */ |
876 | x = x2; |
877 | y = y2; |
878 | OFFSETWH(x2, y2, x, y, d, w, h); |
879 | if ((wrapping || (abs(x2-x) <= 1 && abs(y2-y) <= 1)) && |
880 | !(tiles[y2*w+x2] & LOCKED)) { |
881 | /* |
882 | * And failing _that_, we're going to have to step |
883 | * forward into _that_ square and look right at the |
884 | * same locked square as we started with. |
885 | */ |
886 | x = x2; |
887 | y = y2; |
888 | d = C(d); |
889 | } |
890 | } |
891 | |
892 | } while (x != startx || y != starty || d != startd); |
893 | |
894 | /* |
895 | * Our technique for perturbing this ambiguous area is to |
896 | * search round its edge for a join we can make: that is, an |
897 | * edge on the perimeter which is (a) not currently connected, |
898 | * and (b) connecting it would not yield a full cross on either |
899 | * side. Then we make that join, search round the network to |
900 | * find the loop thus constructed, and sever the loop at a |
901 | * randomly selected other point. |
902 | */ |
903 | perim2 = snewn(nperim, struct xyd); |
904 | memcpy(perim2, perimeter, nperim * sizeof(struct xyd)); |
905 | /* Shuffle the perimeter, so as to search it without directional bias. */ |
e3edcacd |
906 | shuffle(perim2, nperim, sizeof(*perim2), rs); |
c0edd11f |
907 | for (i = 0; i < nperim; i++) { |
908 | int x2, y2; |
909 | |
910 | x = perim2[i].x; |
911 | y = perim2[i].y; |
912 | d = perim2[i].direction; |
913 | |
914 | OFFSETWH(x2, y2, x, y, d, w, h); |
915 | if (!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) |
916 | continue; /* can't link across non-wrapping border */ |
917 | if (tiles[y*w+x] & d) |
918 | continue; /* already linked in this direction! */ |
919 | if (((tiles[y*w+x] | d) & 15) == 15) |
920 | continue; /* can't turn this tile into a cross */ |
921 | if (((tiles[y2*w+x2] | F(d)) & 15) == 15) |
922 | continue; /* can't turn other tile into a cross */ |
923 | |
924 | /* |
925 | * We've found the point at which we're going to make a new |
926 | * link. |
927 | */ |
928 | #ifdef PERTURB_DIAGNOSTICS |
929 | printf("linking %d,%d:%d\n", x, y, d); |
930 | #endif |
931 | tiles[y*w+x] |= d; |
932 | tiles[y2*w+x2] |= F(d); |
933 | |
934 | break; |
935 | } |
ab53eb64 |
936 | sfree(perim2); |
c0edd11f |
937 | |
938 | if (i == nperim) |
939 | return; /* nothing we can do! */ |
940 | |
941 | /* |
942 | * Now we've constructed a new link, we need to find the entire |
943 | * loop of which it is a part. |
944 | * |
945 | * In principle, this involves doing a complete search round |
946 | * the network. However, I anticipate that in the vast majority |
947 | * of cases the loop will be quite small, so what I'm going to |
948 | * do is make _two_ searches round the network in parallel, one |
949 | * keeping its metaphorical hand on the left-hand wall while |
950 | * the other keeps its hand on the right. As soon as one of |
951 | * them gets back to its starting point, I abandon the other. |
952 | */ |
953 | for (i = 0; i < 2; i++) { |
954 | loopsize[i] = nloop[i] = 0; |
955 | loop[i] = NULL; |
956 | looppos[i].x = x; |
957 | looppos[i].y = y; |
958 | looppos[i].direction = d; |
959 | } |
960 | while (1) { |
961 | for (i = 0; i < 2; i++) { |
962 | int x2, y2, j; |
963 | |
964 | x = looppos[i].x; |
965 | y = looppos[i].y; |
966 | d = looppos[i].direction; |
967 | |
968 | OFFSETWH(x2, y2, x, y, d, w, h); |
969 | |
970 | /* |
971 | * Add this path segment to the loop, unless it exactly |
972 | * reverses the previous one on the loop in which case |
973 | * we take it away again. |
974 | */ |
975 | #ifdef PERTURB_DIAGNOSTICS |
976 | printf("looppos[%d] = %d,%d:%d\n", i, x, y, d); |
977 | #endif |
978 | if (nloop[i] > 0 && |
979 | loop[i][nloop[i]-1].x == x2 && |
980 | loop[i][nloop[i]-1].y == y2 && |
981 | loop[i][nloop[i]-1].direction == F(d)) { |
982 | #ifdef PERTURB_DIAGNOSTICS |
983 | printf("removing path segment %d,%d:%d from loop[%d]\n", |
984 | x2, y2, F(d), i); |
985 | #endif |
986 | nloop[i]--; |
987 | } else { |
988 | if (nloop[i] >= loopsize[i]) { |
989 | loopsize[i] = loopsize[i] * 3 / 2 + 32; |
990 | loop[i] = sresize(loop[i], loopsize[i], struct xyd); |
991 | } |
992 | #ifdef PERTURB_DIAGNOSTICS |
993 | printf("adding path segment %d,%d:%d to loop[%d]\n", |
994 | x, y, d, i); |
995 | #endif |
996 | loop[i][nloop[i]++] = looppos[i]; |
997 | } |
998 | |
999 | #ifdef PERTURB_DIAGNOSTICS |
1000 | printf("tile at new location is %x\n", tiles[y2*w+x2] & 0xF); |
1001 | #endif |
1002 | d = F(d); |
1003 | for (j = 0; j < 4; j++) { |
1004 | if (i == 0) |
1005 | d = A(d); |
1006 | else |
1007 | d = C(d); |
1008 | #ifdef PERTURB_DIAGNOSTICS |
1009 | printf("trying dir %d\n", d); |
1010 | #endif |
1011 | if (tiles[y2*w+x2] & d) { |
1012 | looppos[i].x = x2; |
1013 | looppos[i].y = y2; |
1014 | looppos[i].direction = d; |
1015 | break; |
1016 | } |
1017 | } |
1018 | |
1019 | assert(j < 4); |
1020 | assert(nloop[i] > 0); |
1021 | |
1022 | if (looppos[i].x == loop[i][0].x && |
1023 | looppos[i].y == loop[i][0].y && |
1024 | looppos[i].direction == loop[i][0].direction) { |
1025 | #ifdef PERTURB_DIAGNOSTICS |
1026 | printf("loop %d finished tracking\n", i); |
1027 | #endif |
1028 | |
1029 | /* |
1030 | * Having found our loop, we now sever it at a |
1031 | * randomly chosen point - absolutely any will do - |
1032 | * which is not the one we joined it at to begin |
1033 | * with. Conveniently, the one we joined it at is |
1034 | * loop[i][0], so we just avoid that one. |
1035 | */ |
1036 | j = random_upto(rs, nloop[i]-1) + 1; |
1037 | x = loop[i][j].x; |
1038 | y = loop[i][j].y; |
1039 | d = loop[i][j].direction; |
1040 | OFFSETWH(x2, y2, x, y, d, w, h); |
1041 | tiles[y*w+x] &= ~d; |
1042 | tiles[y2*w+x2] &= ~F(d); |
1043 | |
1044 | break; |
1045 | } |
1046 | } |
1047 | if (i < 2) |
1048 | break; |
1049 | } |
1050 | sfree(loop[0]); |
1051 | sfree(loop[1]); |
1052 | |
1053 | /* |
1054 | * Finally, we must mark the entire disputed section as locked, |
1055 | * to prevent the perturb function being called on it multiple |
1056 | * times. |
1057 | * |
1058 | * To do this, we _sort_ the perimeter of the area. The |
1059 | * existing xyd_cmp function will arrange things into columns |
1060 | * for us, in such a way that each column has the edges in |
1061 | * vertical order. Then we can work down each column and fill |
1062 | * in all the squares between an up edge and a down edge. |
1063 | */ |
1064 | qsort(perimeter, nperim, sizeof(struct xyd), xyd_cmp); |
1065 | x = y = -1; |
1066 | for (i = 0; i <= nperim; i++) { |
1067 | if (i == nperim || perimeter[i].x > x) { |
1068 | /* |
1069 | * Fill in everything from the last Up edge to the |
1070 | * bottom of the grid, if necessary. |
1071 | */ |
1072 | if (x != -1) { |
1073 | while (y < h) { |
1074 | #ifdef PERTURB_DIAGNOSTICS |
1075 | printf("resolved: locking tile %d,%d\n", x, y); |
1076 | #endif |
1077 | tiles[y * w + x] |= LOCKED; |
1078 | y++; |
1079 | } |
1080 | x = y = -1; |
1081 | } |
1082 | |
1083 | if (i == nperim) |
1084 | break; |
1085 | |
1086 | x = perimeter[i].x; |
1087 | y = 0; |
1088 | } |
1089 | |
1090 | if (perimeter[i].direction == U) { |
1091 | x = perimeter[i].x; |
1092 | y = perimeter[i].y; |
1093 | } else if (perimeter[i].direction == D) { |
1094 | /* |
1095 | * Fill in everything from the last Up edge to here. |
1096 | */ |
1097 | assert(x == perimeter[i].x && y <= perimeter[i].y); |
1098 | while (y <= perimeter[i].y) { |
1099 | #ifdef PERTURB_DIAGNOSTICS |
1100 | printf("resolved: locking tile %d,%d\n", x, y); |
1101 | #endif |
1102 | tiles[y * w + x] |= LOCKED; |
1103 | y++; |
1104 | } |
1105 | x = y = -1; |
1106 | } |
1107 | } |
1108 | |
1109 | sfree(perimeter); |
1110 | } |
1111 | |
1185e3c5 |
1112 | static char *new_game_desc(game_params *params, random_state *rs, |
c566778e |
1113 | char **aux, int interactive) |
720a8fb7 |
1114 | { |
1185e3c5 |
1115 | tree234 *possibilities, *barriertree; |
1116 | int w, h, x, y, cx, cy, nbarriers; |
1117 | unsigned char *tiles, *barriers; |
1118 | char *desc, *p; |
6f2d8d7c |
1119 | |
1185e3c5 |
1120 | w = params->width; |
1121 | h = params->height; |
720a8fb7 |
1122 | |
c0edd11f |
1123 | cx = w / 2; |
1124 | cy = h / 2; |
1125 | |
1185e3c5 |
1126 | tiles = snewn(w * h, unsigned char); |
1185e3c5 |
1127 | barriers = snewn(w * h, unsigned char); |
720a8fb7 |
1128 | |
c0edd11f |
1129 | begin_generation: |
1130 | |
1131 | memset(tiles, 0, w * h); |
1132 | memset(barriers, 0, w * h); |
720a8fb7 |
1133 | |
1134 | /* |
1135 | * Construct the unshuffled grid. |
1136 | * |
1137 | * To do this, we simply start at the centre point, repeatedly |
1138 | * choose a random possibility out of the available ways to |
1139 | * extend a used square into an unused one, and do it. After |
1140 | * extending the third line out of a square, we remove the |
1141 | * fourth from the possibilities list to avoid any full-cross |
1142 | * squares (which would make the game too easy because they |
1143 | * only have one orientation). |
1144 | * |
1145 | * The slightly worrying thing is the avoidance of full-cross |
1146 | * squares. Can this cause our unsophisticated construction |
1147 | * algorithm to paint itself into a corner, by getting into a |
1148 | * situation where there are some unreached squares and the |
1149 | * only way to reach any of them is to extend a T-piece into a |
1150 | * full cross? |
1151 | * |
1152 | * Answer: no it can't, and here's a proof. |
1153 | * |
1154 | * Any contiguous group of such unreachable squares must be |
1155 | * surrounded on _all_ sides by T-pieces pointing away from the |
1156 | * group. (If not, then there is a square which can be extended |
1157 | * into one of the `unreachable' ones, and so it wasn't |
1158 | * unreachable after all.) In particular, this implies that |
1159 | * each contiguous group of unreachable squares must be |
1160 | * rectangular in shape (any deviation from that yields a |
1161 | * non-T-piece next to an `unreachable' square). |
1162 | * |
1163 | * So we have a rectangle of unreachable squares, with T-pieces |
1164 | * forming a solid border around the rectangle. The corners of |
1165 | * that border must be connected (since every tile connects all |
1166 | * the lines arriving in it), and therefore the border must |
1167 | * form a closed loop around the rectangle. |
1168 | * |
1169 | * But this can't have happened in the first place, since we |
1170 | * _know_ we've avoided creating closed loops! Hence, no such |
1171 | * situation can ever arise, and the naive grid construction |
1172 | * algorithm will guaranteeably result in a complete grid |
1173 | * containing no unreached squares, no full crosses _and_ no |
1174 | * closed loops. [] |
1175 | */ |
c0edd11f |
1176 | possibilities = newtree234(xyd_cmp_nc); |
ecadce0d |
1177 | |
1185e3c5 |
1178 | if (cx+1 < w) |
1179 | add234(possibilities, new_xyd(cx, cy, R)); |
1180 | if (cy-1 >= 0) |
1181 | add234(possibilities, new_xyd(cx, cy, U)); |
1182 | if (cx-1 >= 0) |
1183 | add234(possibilities, new_xyd(cx, cy, L)); |
1184 | if (cy+1 < h) |
1185 | add234(possibilities, new_xyd(cx, cy, D)); |
720a8fb7 |
1186 | |
1187 | while (count234(possibilities) > 0) { |
1188 | int i; |
1189 | struct xyd *xyd; |
1190 | int x1, y1, d1, x2, y2, d2, d; |
1191 | |
1192 | /* |
1193 | * Extract a randomly chosen possibility from the list. |
1194 | */ |
1195 | i = random_upto(rs, count234(possibilities)); |
1196 | xyd = delpos234(possibilities, i); |
1197 | x1 = xyd->x; |
1198 | y1 = xyd->y; |
1199 | d1 = xyd->direction; |
1200 | sfree(xyd); |
1201 | |
1185e3c5 |
1202 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1203 | d2 = F(d1); |
95854b53 |
1204 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1205 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
1206 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
1207 | #endif |
1208 | |
1209 | /* |
1210 | * Make the connection. (We should be moving to an as yet |
1211 | * unused tile.) |
1212 | */ |
1185e3c5 |
1213 | index(params, tiles, x1, y1) |= d1; |
1214 | assert(index(params, tiles, x2, y2) == 0); |
1215 | index(params, tiles, x2, y2) |= d2; |
720a8fb7 |
1216 | |
1217 | /* |
1218 | * If we have created a T-piece, remove its last |
1219 | * possibility. |
1220 | */ |
1185e3c5 |
1221 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
720a8fb7 |
1222 | struct xyd xyd1, *xydp; |
1223 | |
1224 | xyd1.x = x1; |
1225 | xyd1.y = y1; |
1185e3c5 |
1226 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
720a8fb7 |
1227 | |
1228 | xydp = find234(possibilities, &xyd1, NULL); |
1229 | |
1230 | if (xydp) { |
95854b53 |
1231 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1232 | printf("T-piece; removing (%d,%d,%c)\n", |
1233 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1234 | #endif |
1235 | del234(possibilities, xydp); |
1236 | sfree(xydp); |
1237 | } |
1238 | } |
1239 | |
1240 | /* |
1241 | * Remove all other possibilities that were pointing at the |
1242 | * tile we've just moved into. |
1243 | */ |
1244 | for (d = 1; d < 0x10; d <<= 1) { |
1245 | int x3, y3, d3; |
1246 | struct xyd xyd1, *xydp; |
1247 | |
1185e3c5 |
1248 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1249 | d3 = F(d); |
1250 | |
1251 | xyd1.x = x3; |
1252 | xyd1.y = y3; |
1253 | xyd1.direction = d3; |
1254 | |
1255 | xydp = find234(possibilities, &xyd1, NULL); |
1256 | |
1257 | if (xydp) { |
95854b53 |
1258 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1259 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
1260 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
1261 | #endif |
1262 | del234(possibilities, xydp); |
1263 | sfree(xydp); |
1264 | } |
1265 | } |
1266 | |
1267 | /* |
1268 | * Add new possibilities to the list for moving _out_ of |
1269 | * the tile we have just moved into. |
1270 | */ |
1271 | for (d = 1; d < 0x10; d <<= 1) { |
1272 | int x3, y3; |
1273 | |
1274 | if (d == d2) |
1275 | continue; /* we've got this one already */ |
1276 | |
1185e3c5 |
1277 | if (!params->wrapping) { |
720a8fb7 |
1278 | if (d == U && y2 == 0) |
1279 | continue; |
1185e3c5 |
1280 | if (d == D && y2 == h-1) |
720a8fb7 |
1281 | continue; |
1282 | if (d == L && x2 == 0) |
1283 | continue; |
1185e3c5 |
1284 | if (d == R && x2 == w-1) |
720a8fb7 |
1285 | continue; |
1286 | } |
1287 | |
1185e3c5 |
1288 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
1289 | |
1185e3c5 |
1290 | if (index(params, tiles, x3, y3)) |
720a8fb7 |
1291 | continue; /* this would create a loop */ |
1292 | |
95854b53 |
1293 | #ifdef GENERATION_DIAGNOSTICS |
720a8fb7 |
1294 | printf("New frontier; adding (%d,%d,%c)\n", |
1295 | x2, y2, "0RU3L567D9abcdef"[d]); |
1296 | #endif |
1297 | add234(possibilities, new_xyd(x2, y2, d)); |
1298 | } |
1299 | } |
1300 | /* Having done that, we should have no possibilities remaining. */ |
1301 | assert(count234(possibilities) == 0); |
1302 | freetree234(possibilities); |
1303 | |
c0edd11f |
1304 | if (params->unique) { |
1305 | int prevn = -1; |
1306 | |
1307 | /* |
1308 | * Run the solver to check unique solubility. |
1309 | */ |
84942c65 |
1310 | while (!net_solver(w, h, tiles, NULL, params->wrapping)) { |
c0edd11f |
1311 | int n = 0; |
1312 | |
1313 | /* |
1314 | * We expect (in most cases) that most of the grid will |
1315 | * be uniquely specified already, and the remaining |
1316 | * ambiguous sections will be small and separate. So |
1317 | * our strategy is to find each individual such |
1318 | * section, and perform a perturbation on the network |
1319 | * in that area. |
1320 | */ |
1321 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
1322 | if (x+1 < w && ((tiles[y*w+x] ^ tiles[y*w+x+1]) & LOCKED)) { |
1323 | n++; |
1324 | if (tiles[y*w+x] & LOCKED) |
1325 | perturb(w, h, tiles, params->wrapping, rs, x+1, y, L); |
1326 | else |
1327 | perturb(w, h, tiles, params->wrapping, rs, x, y, R); |
1328 | } |
1329 | if (y+1 < h && ((tiles[y*w+x] ^ tiles[(y+1)*w+x]) & LOCKED)) { |
1330 | n++; |
1331 | if (tiles[y*w+x] & LOCKED) |
1332 | perturb(w, h, tiles, params->wrapping, rs, x, y+1, U); |
1333 | else |
1334 | perturb(w, h, tiles, params->wrapping, rs, x, y, D); |
1335 | } |
1336 | } |
1337 | |
1338 | /* |
1339 | * Now n counts the number of ambiguous sections we |
1340 | * have fiddled with. If we haven't managed to decrease |
1341 | * it from the last time we ran the solver, give up and |
1342 | * regenerate the entire grid. |
1343 | */ |
1344 | if (prevn != -1 && prevn <= n) |
1345 | goto begin_generation; /* (sorry) */ |
1346 | |
1347 | prevn = n; |
1348 | } |
1349 | |
1350 | /* |
1351 | * The solver will have left a lot of LOCKED bits lying |
1352 | * around in the tiles array. Remove them. |
1353 | */ |
1354 | for (x = 0; x < w*h; x++) |
1355 | tiles[x] &= ~LOCKED; |
1356 | } |
1357 | |
720a8fb7 |
1358 | /* |
1359 | * Now compute a list of the possible barrier locations. |
1360 | */ |
c0edd11f |
1361 | barriertree = newtree234(xyd_cmp_nc); |
1185e3c5 |
1362 | for (y = 0; y < h; y++) { |
1363 | for (x = 0; x < w; x++) { |
1364 | |
1365 | if (!(index(params, tiles, x, y) & R) && |
1366 | (params->wrapping || x < w-1)) |
1367 | add234(barriertree, new_xyd(x, y, R)); |
1368 | if (!(index(params, tiles, x, y) & D) && |
1369 | (params->wrapping || y < h-1)) |
1370 | add234(barriertree, new_xyd(x, y, D)); |
720a8fb7 |
1371 | } |
1372 | } |
1373 | |
1374 | /* |
c566778e |
1375 | * Save the unshuffled grid in aux. |
2ac6d24e |
1376 | */ |
1377 | { |
c566778e |
1378 | char *solution; |
1379 | int i; |
2ac6d24e |
1380 | |
c566778e |
1381 | solution = snewn(w * h + 1, char); |
1382 | for (i = 0; i < w * h; i++) |
1383 | solution[i] = "0123456789abcdef"[tiles[i] & 0xF]; |
1384 | solution[w*h] = '\0'; |
2ac6d24e |
1385 | |
1185e3c5 |
1386 | *aux = solution; |
2ac6d24e |
1387 | } |
1388 | |
1389 | /* |
720a8fb7 |
1390 | * Now shuffle the grid. |
1391 | */ |
1185e3c5 |
1392 | for (y = 0; y < h; y++) { |
1393 | for (x = 0; x < w; x++) { |
1394 | int orig = index(params, tiles, x, y); |
720a8fb7 |
1395 | int rot = random_upto(rs, 4); |
1185e3c5 |
1396 | index(params, tiles, x, y) = ROT(orig, rot); |
720a8fb7 |
1397 | } |
1398 | } |
1399 | |
1400 | /* |
1401 | * And now choose barrier locations. (We carefully do this |
1402 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
1403 | * params while keeping the random seed the same will give the |
720a8fb7 |
1404 | * same shuffled grid and _only_ change the barrier locations. |
1405 | * Also the way we choose barrier locations, by repeatedly |
1406 | * choosing one possibility from the list until we have enough, |
1407 | * is designed to ensure that raising the barrier rate while |
1408 | * keeping the seed the same will provide a superset of the |
1409 | * previous barrier set - i.e. if you ask for 10 barriers, and |
1410 | * then decide that's still too hard and ask for 20, you'll get |
1411 | * the original 10 plus 10 more, rather than getting 20 new |
1412 | * ones and the chance of remembering your first 10.) |
1413 | */ |
1185e3c5 |
1414 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
1415 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
720a8fb7 |
1416 | |
1417 | while (nbarriers > 0) { |
1418 | int i; |
1419 | struct xyd *xyd; |
1420 | int x1, y1, d1, x2, y2, d2; |
1421 | |
1422 | /* |
1423 | * Extract a randomly chosen barrier from the list. |
1424 | */ |
1185e3c5 |
1425 | i = random_upto(rs, count234(barriertree)); |
1426 | xyd = delpos234(barriertree, i); |
720a8fb7 |
1427 | |
1428 | assert(xyd != NULL); |
1429 | |
1430 | x1 = xyd->x; |
1431 | y1 = xyd->y; |
1432 | d1 = xyd->direction; |
1433 | sfree(xyd); |
1434 | |
1185e3c5 |
1435 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
1436 | d2 = F(d1); |
1437 | |
1185e3c5 |
1438 | index(params, barriers, x1, y1) |= d1; |
1439 | index(params, barriers, x2, y2) |= d2; |
720a8fb7 |
1440 | |
1441 | nbarriers--; |
1442 | } |
1443 | |
1444 | /* |
1445 | * Clean up the rest of the barrier list. |
1446 | */ |
1447 | { |
1448 | struct xyd *xyd; |
1449 | |
1185e3c5 |
1450 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
720a8fb7 |
1451 | sfree(xyd); |
1452 | |
1185e3c5 |
1453 | freetree234(barriertree); |
1454 | } |
1455 | |
1456 | /* |
1457 | * Finally, encode the grid into a string game description. |
1458 | * |
1459 | * My syntax is extremely simple: each square is encoded as a |
1460 | * hex digit in which bit 0 means a connection on the right, |
1461 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
1462 | * encoding as used internally). Each digit is followed by |
1463 | * optional barrier indicators: `v' means a vertical barrier to |
1464 | * the right of it, and `h' means a horizontal barrier below |
1465 | * it. |
1466 | */ |
1467 | desc = snewn(w * h * 3 + 1, char); |
1468 | p = desc; |
1469 | for (y = 0; y < h; y++) { |
1470 | for (x = 0; x < w; x++) { |
1471 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
1472 | if ((params->wrapping || x < w-1) && |
1473 | (index(params, barriers, x, y) & R)) |
1474 | *p++ = 'v'; |
1475 | if ((params->wrapping || y < h-1) && |
1476 | (index(params, barriers, x, y) & D)) |
1477 | *p++ = 'h'; |
1478 | } |
1479 | } |
1480 | assert(p - desc <= w*h*3); |
366d045b |
1481 | *p = '\0'; |
1185e3c5 |
1482 | |
1483 | sfree(tiles); |
1484 | sfree(barriers); |
1485 | |
1486 | return desc; |
1487 | } |
1488 | |
1185e3c5 |
1489 | static char *validate_desc(game_params *params, char *desc) |
1490 | { |
1491 | int w = params->width, h = params->height; |
1492 | int i; |
1493 | |
1494 | for (i = 0; i < w*h; i++) { |
1495 | if (*desc >= '0' && *desc <= '9') |
1496 | /* OK */; |
1497 | else if (*desc >= 'a' && *desc <= 'f') |
1498 | /* OK */; |
1499 | else if (*desc >= 'A' && *desc <= 'F') |
1500 | /* OK */; |
1501 | else if (!*desc) |
1502 | return "Game description shorter than expected"; |
1503 | else |
1504 | return "Game description contained unexpected character"; |
1505 | desc++; |
1506 | while (*desc == 'h' || *desc == 'v') |
1507 | desc++; |
1508 | } |
1509 | if (*desc) |
1510 | return "Game description longer than expected"; |
1511 | |
1512 | return NULL; |
1513 | } |
1514 | |
1515 | /* ---------------------------------------------------------------------- |
1516 | * Construct an initial game state, given a description and parameters. |
1517 | */ |
1518 | |
dafd6cf6 |
1519 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1185e3c5 |
1520 | { |
1521 | game_state *state; |
1522 | int w, h, x, y; |
1523 | |
1524 | assert(params->width > 0 && params->height > 0); |
1525 | assert(params->width > 1 || params->height > 1); |
1526 | |
1527 | /* |
1528 | * Create a blank game state. |
1529 | */ |
1530 | state = snew(game_state); |
1531 | w = state->width = params->width; |
1532 | h = state->height = params->height; |
1185e3c5 |
1533 | state->wrapping = params->wrapping; |
1534 | state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0; |
a440f184 |
1535 | state->completed = state->used_solve = FALSE; |
1185e3c5 |
1536 | state->tiles = snewn(state->width * state->height, unsigned char); |
1537 | memset(state->tiles, 0, state->width * state->height); |
1538 | state->barriers = snewn(state->width * state->height, unsigned char); |
1539 | memset(state->barriers, 0, state->width * state->height); |
1540 | |
1541 | /* |
1542 | * Parse the game description into the grid. |
1543 | */ |
1544 | for (y = 0; y < h; y++) { |
1545 | for (x = 0; x < w; x++) { |
1546 | if (*desc >= '0' && *desc <= '9') |
1547 | tile(state, x, y) = *desc - '0'; |
1548 | else if (*desc >= 'a' && *desc <= 'f') |
1549 | tile(state, x, y) = *desc - 'a' + 10; |
1550 | else if (*desc >= 'A' && *desc <= 'F') |
1551 | tile(state, x, y) = *desc - 'A' + 10; |
1552 | if (*desc) |
1553 | desc++; |
1554 | while (*desc == 'h' || *desc == 'v') { |
1555 | int x2, y2, d1, d2; |
1556 | if (*desc == 'v') |
1557 | d1 = R; |
1558 | else |
1559 | d1 = D; |
1560 | |
1561 | OFFSET(x2, y2, x, y, d1, state); |
1562 | d2 = F(d1); |
1563 | |
1564 | barrier(state, x, y) |= d1; |
1565 | barrier(state, x2, y2) |= d2; |
1566 | |
1567 | desc++; |
1568 | } |
1569 | } |
1570 | } |
1571 | |
1572 | /* |
1573 | * Set up border barriers if this is a non-wrapping game. |
1574 | */ |
1575 | if (!state->wrapping) { |
1576 | for (x = 0; x < state->width; x++) { |
1577 | barrier(state, x, 0) |= U; |
1578 | barrier(state, x, state->height-1) |= D; |
1579 | } |
1580 | for (y = 0; y < state->height; y++) { |
1581 | barrier(state, 0, y) |= L; |
1582 | barrier(state, state->width-1, y) |= R; |
1583 | } |
f0ee053c |
1584 | } else { |
1585 | /* |
1586 | * We check whether this is de-facto a non-wrapping game |
1587 | * despite the parameters, in case we were passed the |
1588 | * description of a non-wrapping game. This is so that we |
1589 | * can change some aspects of the UI behaviour. |
1590 | */ |
1591 | state->wrapping = FALSE; |
1592 | for (x = 0; x < state->width; x++) |
1593 | if (!(barrier(state, x, 0) & U) || |
1594 | !(barrier(state, x, state->height-1) & D)) |
1595 | state->wrapping = TRUE; |
1596 | for (y = 0; y < state->width; y++) |
1597 | if (!(barrier(state, 0, y) & L) || |
1598 | !(barrier(state, state->width-1, y) & R)) |
1599 | state->wrapping = TRUE; |
720a8fb7 |
1600 | } |
1601 | |
720a8fb7 |
1602 | return state; |
1603 | } |
1604 | |
be8d5aa1 |
1605 | static game_state *dup_game(game_state *state) |
720a8fb7 |
1606 | { |
1607 | game_state *ret; |
1608 | |
1609 | ret = snew(game_state); |
1610 | ret->width = state->width; |
1611 | ret->height = state->height; |
1612 | ret->wrapping = state->wrapping; |
1613 | ret->completed = state->completed; |
2ac6d24e |
1614 | ret->used_solve = state->used_solve; |
2ef96bd6 |
1615 | ret->last_rotate_dir = state->last_rotate_dir; |
1185e3c5 |
1616 | ret->last_rotate_x = state->last_rotate_x; |
1617 | ret->last_rotate_y = state->last_rotate_y; |
720a8fb7 |
1618 | ret->tiles = snewn(state->width * state->height, unsigned char); |
1619 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
1620 | ret->barriers = snewn(state->width * state->height, unsigned char); |
1621 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
1622 | |
1623 | return ret; |
1624 | } |
1625 | |
be8d5aa1 |
1626 | static void free_game(game_state *state) |
720a8fb7 |
1627 | { |
1628 | sfree(state->tiles); |
1629 | sfree(state->barriers); |
1630 | sfree(state); |
1631 | } |
1632 | |
df11cd4e |
1633 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
1634 | char *aux, char **error) |
2ac6d24e |
1635 | { |
df11cd4e |
1636 | unsigned char *tiles; |
1637 | char *ret; |
1638 | int retlen, retsize; |
1639 | int i; |
c566778e |
1640 | |
1641 | tiles = snewn(state->width * state->height, unsigned char); |
2ac6d24e |
1642 | |
1185e3c5 |
1643 | if (!aux) { |
c0edd11f |
1644 | /* |
1645 | * Run the internal solver on the provided grid. This might |
1646 | * not yield a complete solution. |
1647 | */ |
df11cd4e |
1648 | memcpy(tiles, state->tiles, state->width * state->height); |
1649 | net_solver(state->width, state->height, tiles, |
1650 | state->barriers, state->wrapping); |
c0edd11f |
1651 | } else { |
c566778e |
1652 | for (i = 0; i < state->width * state->height; i++) { |
1653 | int c = aux[i]; |
1654 | |
1655 | if (c >= '0' && c <= '9') |
1656 | tiles[i] = c - '0'; |
1657 | else if (c >= 'a' && c <= 'f') |
1658 | tiles[i] = c - 'a' + 10; |
1659 | else if (c >= 'A' && c <= 'F') |
1660 | tiles[i] = c - 'A' + 10; |
dafd6cf6 |
1661 | |
1662 | tiles[i] |= LOCKED; |
c566778e |
1663 | } |
df11cd4e |
1664 | } |
1665 | |
1666 | /* |
1667 | * Now construct a string which can be passed to execute_move() |
1668 | * to transform the current grid into the solved one. |
1669 | */ |
1670 | retsize = 256; |
1671 | ret = snewn(retsize, char); |
1672 | retlen = 0; |
1673 | ret[retlen++] = 'S'; |
1674 | |
1675 | for (i = 0; i < state->width * state->height; i++) { |
1676 | int from = currstate->tiles[i], to = tiles[i]; |
1677 | int ft = from & (R|L|U|D), tt = to & (R|L|U|D); |
1678 | int x = i % state->width, y = i / state->width; |
1679 | int chr = '\0'; |
1680 | char buf[80], *p = buf; |
1681 | |
1682 | if (from == to) |
1683 | continue; /* nothing needs doing at all */ |
1684 | |
1685 | /* |
1686 | * To transform this tile into the desired tile: first |
1687 | * unlock the tile if it's locked, then rotate it if |
1688 | * necessary, then lock it if necessary. |
1689 | */ |
1690 | if (from & LOCKED) |
1691 | p += sprintf(p, ";L%d,%d", x, y); |
1692 | |
1693 | if (tt == A(ft)) |
1694 | chr = 'A'; |
1695 | else if (tt == C(ft)) |
1696 | chr = 'C'; |
1697 | else if (tt == F(ft)) |
1698 | chr = 'F'; |
1699 | else { |
1700 | assert(tt == ft); |
1701 | chr = '\0'; |
1702 | } |
1703 | if (chr) |
1704 | p += sprintf(p, ";%c%d,%d", chr, x, y); |
1705 | |
1706 | if (to & LOCKED) |
1707 | p += sprintf(p, ";L%d,%d", x, y); |
1708 | |
1709 | if (p > buf) { |
1710 | if (retlen + (p - buf) >= retsize) { |
1711 | retsize = retlen + (p - buf) + 512; |
1712 | ret = sresize(ret, retsize, char); |
1713 | } |
1714 | memcpy(ret+retlen, buf, p - buf); |
1715 | retlen += p - buf; |
1716 | } |
2ac6d24e |
1717 | } |
1718 | |
df11cd4e |
1719 | assert(retlen < retsize); |
1720 | ret[retlen] = '\0'; |
1721 | ret = sresize(ret, retlen+1, char); |
1722 | |
c566778e |
1723 | sfree(tiles); |
1724 | |
2ac6d24e |
1725 | return ret; |
1726 | } |
1727 | |
9b4b03d3 |
1728 | static char *game_text_format(game_state *state) |
1729 | { |
1730 | return NULL; |
1731 | } |
1732 | |
720a8fb7 |
1733 | /* ---------------------------------------------------------------------- |
1734 | * Utility routine. |
1735 | */ |
1736 | |
1737 | /* |
1738 | * Compute which squares are reachable from the centre square, as a |
1739 | * quick visual aid to determining how close the game is to |
1740 | * completion. This is also a simple way to tell if the game _is_ |
1741 | * completed - just call this function and see whether every square |
1742 | * is marked active. |
1743 | */ |
f0ee053c |
1744 | static unsigned char *compute_active(game_state *state, int cx, int cy) |
720a8fb7 |
1745 | { |
1746 | unsigned char *active; |
1747 | tree234 *todo; |
1748 | struct xyd *xyd; |
1749 | |
1750 | active = snewn(state->width * state->height, unsigned char); |
1751 | memset(active, 0, state->width * state->height); |
1752 | |
1753 | /* |
1754 | * We only store (x,y) pairs in todo, but it's easier to reuse |
1755 | * xyd_cmp and just store direction 0 every time. |
1756 | */ |
c0edd11f |
1757 | todo = newtree234(xyd_cmp_nc); |
f0ee053c |
1758 | index(state, active, cx, cy) = ACTIVE; |
1759 | add234(todo, new_xyd(cx, cy, 0)); |
720a8fb7 |
1760 | |
1761 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
1762 | int x1, y1, d1, x2, y2, d2; |
1763 | |
1764 | x1 = xyd->x; |
1765 | y1 = xyd->y; |
1766 | sfree(xyd); |
1767 | |
1768 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
1769 | OFFSET(x2, y2, x1, y1, d1, state); |
1770 | d2 = F(d1); |
1771 | |
1772 | /* |
1773 | * If the next tile in this direction is connected to |
1774 | * us, and there isn't a barrier in the way, and it |
1775 | * isn't already marked active, then mark it active and |
1776 | * add it to the to-examine list. |
1777 | */ |
1778 | if ((tile(state, x1, y1) & d1) && |
1779 | (tile(state, x2, y2) & d2) && |
1780 | !(barrier(state, x1, y1) & d1) && |
1781 | !index(state, active, x2, y2)) { |
2ef96bd6 |
1782 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
1783 | add234(todo, new_xyd(x2, y2, 0)); |
1784 | } |
1785 | } |
1786 | } |
1787 | /* Now we expect the todo list to have shrunk to zero size. */ |
1788 | assert(count234(todo) == 0); |
1789 | freetree234(todo); |
1790 | |
1791 | return active; |
1792 | } |
1793 | |
66164171 |
1794 | struct game_ui { |
f0ee053c |
1795 | int org_x, org_y; /* origin */ |
1796 | int cx, cy; /* source tile (game coordinates) */ |
66164171 |
1797 | int cur_x, cur_y; |
1798 | int cur_visible; |
cbb5549e |
1799 | random_state *rs; /* used for jumbling */ |
66164171 |
1800 | }; |
1801 | |
be8d5aa1 |
1802 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1803 | { |
cbb5549e |
1804 | void *seed; |
1805 | int seedsize; |
66164171 |
1806 | game_ui *ui = snew(game_ui); |
f0ee053c |
1807 | ui->org_x = ui->org_y = 0; |
1808 | ui->cur_x = ui->cx = state->width / 2; |
1809 | ui->cur_y = ui->cy = state->height / 2; |
66164171 |
1810 | ui->cur_visible = FALSE; |
cbb5549e |
1811 | get_random_seed(&seed, &seedsize); |
1fbb0680 |
1812 | ui->rs = random_new(seed, seedsize); |
cbb5549e |
1813 | sfree(seed); |
66164171 |
1814 | |
1815 | return ui; |
74a4e547 |
1816 | } |
1817 | |
be8d5aa1 |
1818 | static void free_ui(game_ui *ui) |
74a4e547 |
1819 | { |
cbb5549e |
1820 | random_free(ui->rs); |
66164171 |
1821 | sfree(ui); |
74a4e547 |
1822 | } |
1823 | |
844f605f |
1824 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
1825 | { |
1826 | char buf[120]; |
1827 | /* |
1828 | * We preserve the origin and centre-point coordinates over a |
1829 | * serialise. |
1830 | */ |
1831 | sprintf(buf, "O%d,%d;C%d,%d", ui->org_x, ui->org_y, ui->cx, ui->cy); |
1832 | return dupstr(buf); |
1833 | } |
1834 | |
844f605f |
1835 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
1836 | { |
1837 | sscanf(encoding, "O%d,%d;C%d,%d", |
1838 | &ui->org_x, &ui->org_y, &ui->cx, &ui->cy); |
1839 | } |
1840 | |
07dfb697 |
1841 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1842 | game_state *newstate) |
1843 | { |
1844 | } |
1845 | |
1e3e152d |
1846 | struct game_drawstate { |
1847 | int started; |
1848 | int width, height; |
1849 | int org_x, org_y; |
1850 | int tilesize; |
1851 | unsigned char *visible; |
1852 | }; |
1853 | |
720a8fb7 |
1854 | /* ---------------------------------------------------------------------- |
1855 | * Process a move. |
1856 | */ |
df11cd4e |
1857 | static char *interpret_move(game_state *state, game_ui *ui, |
1858 | game_drawstate *ds, int x, int y, int button) |
1859 | { |
1860 | char *nullret; |
118473f5 |
1861 | int tx = -1, ty = -1, dir = 0; |
f0ee053c |
1862 | int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL; |
118473f5 |
1863 | enum { |
1864 | NONE, ROTATE_LEFT, ROTATE_180, ROTATE_RIGHT, TOGGLE_LOCK, JUMBLE, |
1865 | MOVE_ORIGIN, MOVE_SOURCE, MOVE_ORIGIN_AND_SOURCE, MOVE_CURSOR |
1866 | } action; |
720a8fb7 |
1867 | |
f0ee053c |
1868 | button &= ~MOD_MASK; |
66164171 |
1869 | nullret = NULL; |
118473f5 |
1870 | action = NONE; |
720a8fb7 |
1871 | |
66164171 |
1872 | if (button == LEFT_BUTTON || |
1873 | button == MIDDLE_BUTTON || |
1874 | button == RIGHT_BUTTON) { |
1875 | |
1876 | if (ui->cur_visible) { |
1877 | ui->cur_visible = FALSE; |
df11cd4e |
1878 | nullret = ""; |
66164171 |
1879 | } |
1880 | |
1881 | /* |
1882 | * The button must have been clicked on a valid tile. |
1883 | */ |
1884 | x -= WINDOW_OFFSET + TILE_BORDER; |
1885 | y -= WINDOW_OFFSET + TILE_BORDER; |
1886 | if (x < 0 || y < 0) |
1887 | return nullret; |
1888 | tx = x / TILE_SIZE; |
1889 | ty = y / TILE_SIZE; |
1890 | if (tx >= state->width || ty >= state->height) |
1891 | return nullret; |
f0ee053c |
1892 | /* Transform from physical to game coords */ |
1893 | tx = (tx + ui->org_x) % state->width; |
1894 | ty = (ty + ui->org_y) % state->height; |
66164171 |
1895 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
1896 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
1897 | return nullret; |
118473f5 |
1898 | |
1899 | action = button == LEFT_BUTTON ? ROTATE_LEFT : |
1900 | button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK; |
66164171 |
1901 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
1902 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
f0ee053c |
1903 | switch (button) { |
1904 | case CURSOR_UP: dir = U; break; |
1905 | case CURSOR_DOWN: dir = D; break; |
1906 | case CURSOR_LEFT: dir = L; break; |
1907 | case CURSOR_RIGHT: dir = R; break; |
1908 | default: return nullret; |
1909 | } |
118473f5 |
1910 | if (shift && ctrl) action = MOVE_ORIGIN_AND_SOURCE; |
1911 | else if (shift) action = MOVE_ORIGIN; |
1912 | else if (ctrl) action = MOVE_SOURCE; |
1913 | else action = MOVE_CURSOR; |
66164171 |
1914 | } else if (button == 'a' || button == 's' || button == 'd' || |
4cd25760 |
1915 | button == 'A' || button == 'S' || button == 'D' || |
118473f5 |
1916 | button == 'f' || button == 'F' || |
4cd25760 |
1917 | button == CURSOR_SELECT) { |
66164171 |
1918 | tx = ui->cur_x; |
1919 | ty = ui->cur_y; |
4cd25760 |
1920 | if (button == 'a' || button == 'A' || button == CURSOR_SELECT) |
118473f5 |
1921 | action = ROTATE_LEFT; |
66164171 |
1922 | else if (button == 's' || button == 'S') |
118473f5 |
1923 | action = TOGGLE_LOCK; |
66164171 |
1924 | else if (button == 'd' || button == 'D') |
118473f5 |
1925 | action = ROTATE_RIGHT; |
1926 | else if (button == 'f' || button == 'F') |
1927 | action = ROTATE_180; |
0671fa51 |
1928 | ui->cur_visible = TRUE; |
cbb5549e |
1929 | } else if (button == 'j' || button == 'J') { |
1930 | /* XXX should we have some mouse control for this? */ |
118473f5 |
1931 | action = JUMBLE; |
66164171 |
1932 | } else |
1933 | return nullret; |
720a8fb7 |
1934 | |
1935 | /* |
1936 | * The middle button locks or unlocks a tile. (A locked tile |
1937 | * cannot be turned, and is visually marked as being locked. |
1938 | * This is a convenience for the player, so that once they are |
1939 | * sure which way round a tile goes, they can lock it and thus |
1940 | * avoid forgetting later on that they'd already done that one; |
1941 | * and the locking also prevents them turning the tile by |
1942 | * accident. If they change their mind, another middle click |
1943 | * unlocks it.) |
1944 | */ |
118473f5 |
1945 | if (action == TOGGLE_LOCK) { |
df11cd4e |
1946 | char buf[80]; |
1947 | sprintf(buf, "L%d,%d", tx, ty); |
1948 | return dupstr(buf); |
118473f5 |
1949 | } else if (action == ROTATE_LEFT || action == ROTATE_RIGHT || |
1950 | action == ROTATE_180) { |
216147c0 |
1951 | char buf[80]; |
720a8fb7 |
1952 | |
cbb5549e |
1953 | /* |
1954 | * The left and right buttons have no effect if clicked on a |
1955 | * locked tile. |
1956 | */ |
1957 | if (tile(state, tx, ty) & LOCKED) |
1958 | return nullret; |
1959 | |
1960 | /* |
1961 | * Otherwise, turn the tile one way or the other. Left button |
1962 | * turns anticlockwise; right button turns clockwise. |
1963 | */ |
118473f5 |
1964 | sprintf(buf, "%c%d,%d", (int)(action == ROTATE_LEFT ? 'A' : |
1965 | action == ROTATE_RIGHT ? 'C' : 'F'), tx, ty); |
df11cd4e |
1966 | return dupstr(buf); |
118473f5 |
1967 | } else if (action == JUMBLE) { |
cbb5549e |
1968 | /* |
1969 | * Jumble all unlocked tiles to random orientations. |
1970 | */ |
df11cd4e |
1971 | |
1972 | int jx, jy, maxlen; |
1973 | char *ret, *p; |
1974 | |
1975 | /* |
1976 | * Maximum string length assumes no int can be converted to |
1977 | * decimal and take more than 11 digits! |
1978 | */ |
1979 | maxlen = state->width * state->height * 25 + 3; |
1980 | |
1981 | ret = snewn(maxlen, char); |
1982 | p = ret; |
1983 | *p++ = 'J'; |
1984 | |
1985 | for (jy = 0; jy < state->height; jy++) { |
1986 | for (jx = 0; jx < state->width; jx++) { |
1987 | if (!(tile(state, jx, jy) & LOCKED)) { |
cbb5549e |
1988 | int rot = random_upto(ui->rs, 4); |
df11cd4e |
1989 | if (rot) { |
1990 | p += sprintf(p, ";%c%d,%d", "AFC"[rot-1], jx, jy); |
1991 | } |
cbb5549e |
1992 | } |
1993 | } |
1994 | } |
df11cd4e |
1995 | *p++ = '\0'; |
1996 | assert(p - ret < maxlen); |
1997 | ret = sresize(ret, p - ret, char); |
cbb5549e |
1998 | |
df11cd4e |
1999 | return ret; |
118473f5 |
2000 | } else if (action == MOVE_ORIGIN || action == MOVE_SOURCE || |
2001 | action == MOVE_ORIGIN_AND_SOURCE || action == MOVE_CURSOR) { |
2002 | assert(dir != 0); |
2003 | if (action == MOVE_ORIGIN || action == MOVE_ORIGIN_AND_SOURCE) { |
2004 | if (state->wrapping) { |
2005 | OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state); |
2006 | } else return nullret; /* disallowed for non-wrapping grids */ |
2007 | } |
2008 | if (action == MOVE_SOURCE || action == MOVE_ORIGIN_AND_SOURCE) { |
2009 | OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state); |
2010 | } |
2011 | if (action == MOVE_CURSOR) { |
2012 | OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); |
2013 | ui->cur_visible = TRUE; |
2014 | } |
2015 | return ""; |
ab53eb64 |
2016 | } else { |
df11cd4e |
2017 | return NULL; |
2018 | } |
2019 | } |
2020 | |
2021 | static game_state *execute_move(game_state *from, char *move) |
2022 | { |
2023 | game_state *ret; |
2024 | int tx, ty, n, noanim, orig; |
2025 | |
2026 | ret = dup_game(from); |
df11cd4e |
2027 | |
2028 | if (move[0] == 'J' || move[0] == 'S') { |
2029 | if (move[0] == 'S') |
a440f184 |
2030 | ret->used_solve = TRUE; |
df11cd4e |
2031 | |
2032 | move++; |
2033 | if (*move == ';') |
2034 | move++; |
2035 | noanim = TRUE; |
2036 | } else |
2037 | noanim = FALSE; |
2038 | |
2039 | ret->last_rotate_dir = 0; /* suppress animation */ |
2040 | ret->last_rotate_x = ret->last_rotate_y = 0; |
2041 | |
2042 | while (*move) { |
2043 | if ((move[0] == 'A' || move[0] == 'C' || |
2044 | move[0] == 'F' || move[0] == 'L') && |
2045 | sscanf(move+1, "%d,%d%n", &tx, &ty, &n) >= 2 && |
2046 | tx >= 0 && tx < from->width && ty >= 0 && ty < from->height) { |
2047 | orig = tile(ret, tx, ty); |
2048 | if (move[0] == 'A') { |
2049 | tile(ret, tx, ty) = A(orig); |
2050 | if (!noanim) |
2051 | ret->last_rotate_dir = +1; |
2052 | } else if (move[0] == 'F') { |
2053 | tile(ret, tx, ty) = F(orig); |
118473f5 |
2054 | if (!noanim) |
2055 | ret->last_rotate_dir = +2; /* + for sake of argument */ |
df11cd4e |
2056 | } else if (move[0] == 'C') { |
2057 | tile(ret, tx, ty) = C(orig); |
2058 | if (!noanim) |
2059 | ret->last_rotate_dir = -1; |
2060 | } else { |
2061 | assert(move[0] == 'L'); |
2062 | tile(ret, tx, ty) ^= LOCKED; |
2063 | } |
2064 | |
2065 | move += 1 + n; |
2066 | if (*move == ';') move++; |
2067 | } else { |
2068 | free_game(ret); |
2069 | return NULL; |
2070 | } |
2071 | } |
2072 | if (!noanim) { |
2073 | ret->last_rotate_x = tx; |
2074 | ret->last_rotate_y = ty; |
ab53eb64 |
2075 | } |
720a8fb7 |
2076 | |
2077 | /* |
2078 | * Check whether the game has been completed. |
df11cd4e |
2079 | * |
2080 | * For this purpose it doesn't matter where the source square |
2081 | * is, because we can start from anywhere and correctly |
2082 | * determine whether the game is completed. |
720a8fb7 |
2083 | */ |
2084 | { |
df11cd4e |
2085 | unsigned char *active = compute_active(ret, 0, 0); |
720a8fb7 |
2086 | int x1, y1; |
2087 | int complete = TRUE; |
2088 | |
2089 | for (x1 = 0; x1 < ret->width; x1++) |
2090 | for (y1 = 0; y1 < ret->height; y1++) |
1185e3c5 |
2091 | if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) { |
720a8fb7 |
2092 | complete = FALSE; |
2093 | goto break_label; /* break out of two loops at once */ |
2094 | } |
2095 | break_label: |
2096 | |
2097 | sfree(active); |
2098 | |
2099 | if (complete) |
2100 | ret->completed = TRUE; |
2101 | } |
2102 | |
2103 | return ret; |
2104 | } |
2105 | |
df11cd4e |
2106 | |
720a8fb7 |
2107 | /* ---------------------------------------------------------------------- |
2108 | * Routines for drawing the game position on the screen. |
2109 | */ |
2110 | |
dafd6cf6 |
2111 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2ef96bd6 |
2112 | { |
2113 | game_drawstate *ds = snew(game_drawstate); |
2114 | |
2115 | ds->started = FALSE; |
2116 | ds->width = state->width; |
2117 | ds->height = state->height; |
f0ee053c |
2118 | ds->org_x = ds->org_y = -1; |
2ef96bd6 |
2119 | ds->visible = snewn(state->width * state->height, unsigned char); |
1e3e152d |
2120 | ds->tilesize = 0; /* undecided yet */ |
2ef96bd6 |
2121 | memset(ds->visible, 0xFF, state->width * state->height); |
2122 | |
2123 | return ds; |
2124 | } |
2125 | |
dafd6cf6 |
2126 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
2ef96bd6 |
2127 | { |
2128 | sfree(ds->visible); |
2129 | sfree(ds); |
2130 | } |
2131 | |
1f3ee4ee |
2132 | static void game_compute_size(game_params *params, int tilesize, |
2133 | int *x, int *y) |
7f77ea24 |
2134 | { |
1f3ee4ee |
2135 | *x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER; |
2136 | *y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER; |
2137 | } |
1e3e152d |
2138 | |
dafd6cf6 |
2139 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2140 | game_params *params, int tilesize) |
1f3ee4ee |
2141 | { |
2142 | ds->tilesize = tilesize; |
7f77ea24 |
2143 | } |
2144 | |
8266f3fc |
2145 | static float *game_colours(frontend *fe, int *ncolours) |
2ef96bd6 |
2146 | { |
2147 | float *ret; |
83680571 |
2148 | |
2ef96bd6 |
2149 | ret = snewn(NCOLOURS * 3, float); |
2150 | *ncolours = NCOLOURS; |
720a8fb7 |
2151 | |
2ef96bd6 |
2152 | /* |
2153 | * Basic background colour is whatever the front end thinks is |
2154 | * a sensible default. |
2155 | */ |
2156 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2157 | |
2158 | /* |
2159 | * Wires are black. |
2160 | */ |
03f856c4 |
2161 | ret[COL_WIRE * 3 + 0] = 0.0F; |
2162 | ret[COL_WIRE * 3 + 1] = 0.0F; |
2163 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
2164 | |
2165 | /* |
2166 | * Powered wires and powered endpoints are cyan. |
2167 | */ |
03f856c4 |
2168 | ret[COL_POWERED * 3 + 0] = 0.0F; |
2169 | ret[COL_POWERED * 3 + 1] = 1.0F; |
2170 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
2171 | |
2172 | /* |
2173 | * Barriers are red. |
2174 | */ |
03f856c4 |
2175 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
2176 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
2177 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
2178 | |
2179 | /* |
2180 | * Unpowered endpoints are blue. |
2181 | */ |
03f856c4 |
2182 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
2183 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
2184 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
2185 | |
2186 | /* |
2187 | * Tile borders are a darker grey than the background. |
2188 | */ |
03f856c4 |
2189 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
2190 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
2191 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2192 | |
2193 | /* |
2194 | * Locked tiles are a grey in between those two. |
2195 | */ |
03f856c4 |
2196 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
2197 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
2198 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
2199 | |
2200 | return ret; |
2201 | } |
2202 | |
dafd6cf6 |
2203 | static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2, |
2ef96bd6 |
2204 | int colour) |
720a8fb7 |
2205 | { |
dafd6cf6 |
2206 | draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE); |
2207 | draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE); |
2208 | draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE); |
2209 | draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE); |
2210 | draw_line(dr, x1, y1, x2, y2, colour); |
2ef96bd6 |
2211 | } |
720a8fb7 |
2212 | |
dafd6cf6 |
2213 | static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2, |
2ef96bd6 |
2214 | int colour) |
2215 | { |
2216 | int mx = (x1 < x2 ? x1 : x2); |
2217 | int my = (y1 < y2 ? y1 : y2); |
2218 | int dx = (x2 + x1 - 2*mx + 1); |
2219 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
2220 | |
dafd6cf6 |
2221 | draw_rect(dr, mx, my, dx, dy, colour); |
2ef96bd6 |
2222 | } |
720a8fb7 |
2223 | |
f0ee053c |
2224 | /* |
2225 | * draw_barrier_corner() and draw_barrier() are passed physical coords |
2226 | */ |
dafd6cf6 |
2227 | static void draw_barrier_corner(drawing *dr, game_drawstate *ds, |
1e3e152d |
2228 | int x, int y, int dx, int dy, int phase) |
2ef96bd6 |
2229 | { |
2230 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2231 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
6c333866 |
2232 | int x1, y1; |
2ef96bd6 |
2233 | |
2ef96bd6 |
2234 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2235 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
2236 | |
2237 | if (phase == 0) { |
dafd6cf6 |
2238 | draw_rect_coords(dr, bx+x1+dx, by+y1, |
2ef96bd6 |
2239 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
6c333866 |
2240 | COL_WIRE); |
dafd6cf6 |
2241 | draw_rect_coords(dr, bx+x1, by+y1+dy, |
2ef96bd6 |
2242 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
6c333866 |
2243 | COL_WIRE); |
2ef96bd6 |
2244 | } else { |
dafd6cf6 |
2245 | draw_rect_coords(dr, bx+x1, by+y1, |
2ef96bd6 |
2246 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
6c333866 |
2247 | COL_BARRIER); |
720a8fb7 |
2248 | } |
2ef96bd6 |
2249 | } |
2250 | |
dafd6cf6 |
2251 | static void draw_barrier(drawing *dr, game_drawstate *ds, |
1e3e152d |
2252 | int x, int y, int dir, int phase) |
2ef96bd6 |
2253 | { |
2254 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2255 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2256 | int x1, y1, w, h; |
2257 | |
2258 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
2259 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
2260 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2261 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
2262 | |
2263 | if (phase == 0) { |
dafd6cf6 |
2264 | draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
2ef96bd6 |
2265 | } else { |
dafd6cf6 |
2266 | draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER); |
2ef96bd6 |
2267 | } |
2268 | } |
720a8fb7 |
2269 | |
f0ee053c |
2270 | /* |
2271 | * draw_tile() is passed physical coordinates |
2272 | */ |
dafd6cf6 |
2273 | static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds, |
f0ee053c |
2274 | int x, int y, int tile, int src, float angle, int cursor) |
2ef96bd6 |
2275 | { |
2276 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
2277 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
2278 | float matrix[4]; |
2279 | float cx, cy, ex, ey, tx, ty; |
2280 | int dir, col, phase; |
720a8fb7 |
2281 | |
2ef96bd6 |
2282 | /* |
2283 | * When we draw a single tile, we must draw everything up to |
2284 | * and including the borders around the tile. This means that |
2285 | * if the neighbouring tiles have connections to those borders, |
2286 | * we must draw those connections on the borders themselves. |
2ef96bd6 |
2287 | */ |
2288 | |
dafd6cf6 |
2289 | clip(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
6c333866 |
2290 | |
2ef96bd6 |
2291 | /* |
2292 | * So. First blank the tile out completely: draw a big |
2293 | * rectangle in border colour, and a smaller rectangle in |
2294 | * background colour to fill it in. |
2295 | */ |
dafd6cf6 |
2296 | draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
2ef96bd6 |
2297 | COL_BORDER); |
dafd6cf6 |
2298 | draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER, |
2ef96bd6 |
2299 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
2300 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
2301 | |
2302 | /* |
66164171 |
2303 | * Draw an inset outline rectangle as a cursor, in whichever of |
2304 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
2305 | * in. |
2306 | */ |
2307 | if (cursor) { |
dafd6cf6 |
2308 | draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
66164171 |
2309 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2310 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
dafd6cf6 |
2311 | draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
66164171 |
2312 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
2313 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
dafd6cf6 |
2314 | draw_line(dr, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
66164171 |
2315 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2316 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
dafd6cf6 |
2317 | draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
66164171 |
2318 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
2319 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
2320 | } |
2321 | |
2322 | /* |
2ef96bd6 |
2323 | * Set up the rotation matrix. |
2324 | */ |
03f856c4 |
2325 | matrix[0] = (float)cos(angle * PI / 180.0); |
2326 | matrix[1] = (float)-sin(angle * PI / 180.0); |
2327 | matrix[2] = (float)sin(angle * PI / 180.0); |
2328 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
2329 | |
2330 | /* |
2331 | * Draw the wires. |
2332 | */ |
03f856c4 |
2333 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
2334 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
2335 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2336 | if (tile & dir) { |
03f856c4 |
2337 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2338 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2339 | MATMUL(tx, ty, matrix, ex, ey); |
dafd6cf6 |
2340 | draw_thick_line(dr, bx+(int)cx, by+(int)cy, |
03f856c4 |
2341 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
2342 | COL_WIRE); |
2343 | } |
2344 | } |
2345 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2346 | if (tile & dir) { |
03f856c4 |
2347 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
2348 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
2349 | MATMUL(tx, ty, matrix, ex, ey); |
dafd6cf6 |
2350 | draw_line(dr, bx+(int)cx, by+(int)cy, |
03f856c4 |
2351 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
2352 | } |
2353 | } |
2354 | |
2355 | /* |
2356 | * Draw the box in the middle. We do this in blue if the tile |
2357 | * is an unpowered endpoint, in cyan if the tile is a powered |
2358 | * endpoint, in black if the tile is the centrepiece, and |
2359 | * otherwise not at all. |
2360 | */ |
2361 | col = -1; |
f0ee053c |
2362 | if (src) |
2ef96bd6 |
2363 | col = COL_WIRE; |
2364 | else if (COUNT(tile) == 1) { |
2365 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
2366 | } |
2367 | if (col >= 0) { |
2368 | int i, points[8]; |
2369 | |
2370 | points[0] = +1; points[1] = +1; |
2371 | points[2] = +1; points[3] = -1; |
2372 | points[4] = -1; points[5] = -1; |
2373 | points[6] = -1; points[7] = +1; |
2374 | |
2375 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
2376 | ex = (TILE_SIZE * 0.24F) * points[i]; |
2377 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
2378 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
2379 | points[i] = bx+(int)(cx+tx); |
2380 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
2381 | } |
2382 | |
dafd6cf6 |
2383 | draw_polygon(dr, points, 4, col, COL_WIRE); |
2ef96bd6 |
2384 | } |
2385 | |
2386 | /* |
2387 | * Draw the points on the border if other tiles are connected |
2388 | * to us. |
2389 | */ |
2390 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2391 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
2392 | |
2393 | dx = X(dir); |
2394 | dy = Y(dir); |
2395 | |
2396 | ox = x + dx; |
2397 | oy = y + dy; |
2398 | |
2399 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
2400 | continue; |
2401 | |
f0ee053c |
2402 | if (!(tile(state, GX(ox), GY(oy)) & F(dir))) |
2ef96bd6 |
2403 | continue; |
2404 | |
03f856c4 |
2405 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
2406 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
2407 | lx = dx * (TILE_BORDER-1); |
2408 | ly = dy * (TILE_BORDER-1); |
2409 | vx = (dy ? 1 : 0); |
2410 | vy = (dx ? 1 : 0); |
2411 | |
2412 | if (angle == 0.0 && (tile & dir)) { |
2413 | /* |
2414 | * If we are fully connected to the other tile, we must |
2415 | * draw right across the tile border. (We can use our |
2416 | * own ACTIVE state to determine what colour to do this |
2417 | * in: if we are fully connected to the other tile then |
2418 | * the two ACTIVE states will be the same.) |
2419 | */ |
dafd6cf6 |
2420 | draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
2421 | draw_rect_coords(dr, px, py, px+lx, py+ly, |
2ef96bd6 |
2422 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
2423 | } else { |
2424 | /* |
2425 | * The other tile extends into our border, but isn't |
2426 | * actually connected to us. Just draw a single black |
2427 | * dot. |
2428 | */ |
dafd6cf6 |
2429 | draw_rect_coords(dr, px, py, px, py, COL_WIRE); |
2ef96bd6 |
2430 | } |
2431 | } |
2432 | |
2433 | /* |
2434 | * Draw barrier corners, and then barriers. |
2435 | */ |
2436 | for (phase = 0; phase < 2; phase++) { |
6c333866 |
2437 | for (dir = 1; dir < 0x10; dir <<= 1) { |
2438 | int x1, y1, corner = FALSE; |
2439 | /* |
2440 | * If at least one barrier terminates at the corner |
2441 | * between dir and A(dir), draw a barrier corner. |
2442 | */ |
2443 | if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) { |
2444 | corner = TRUE; |
2445 | } else { |
2446 | /* |
2447 | * Only count barriers terminating at this corner |
2448 | * if they're physically next to the corner. (That |
2449 | * is, if they've wrapped round from the far side |
2450 | * of the screen, they don't count.) |
2451 | */ |
2452 | x1 = x + X(dir); |
2453 | y1 = y + Y(dir); |
2454 | if (x1 >= 0 && x1 < state->width && |
2455 | y1 >= 0 && y1 < state->height && |
2456 | (barrier(state, GX(x1), GY(y1)) & A(dir))) { |
2457 | corner = TRUE; |
2458 | } else { |
2459 | x1 = x + X(A(dir)); |
2460 | y1 = y + Y(A(dir)); |
2461 | if (x1 >= 0 && x1 < state->width && |
2462 | y1 >= 0 && y1 < state->height && |
2463 | (barrier(state, GX(x1), GY(y1)) & dir)) |
2464 | corner = TRUE; |
2465 | } |
2466 | } |
2467 | |
2468 | if (corner) { |
2469 | /* |
2470 | * At least one barrier terminates here. Draw a |
2471 | * corner. |
2472 | */ |
dafd6cf6 |
2473 | draw_barrier_corner(dr, ds, x, y, |
6c333866 |
2474 | X(dir)+X(A(dir)), Y(dir)+Y(A(dir)), |
2475 | phase); |
2476 | } |
2477 | } |
2478 | |
2ef96bd6 |
2479 | for (dir = 1; dir < 0x10; dir <<= 1) |
f0ee053c |
2480 | if (barrier(state, GX(x), GY(y)) & dir) |
dafd6cf6 |
2481 | draw_barrier(dr, ds, x, y, dir, phase); |
2ef96bd6 |
2482 | } |
2483 | |
dafd6cf6 |
2484 | unclip(dr); |
6c333866 |
2485 | |
dafd6cf6 |
2486 | draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
2487 | } |
2488 | |
dafd6cf6 |
2489 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
c822de4a |
2490 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
2491 | { |
f0ee053c |
2492 | int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE; |
2ef96bd6 |
2493 | unsigned char *active; |
2494 | float angle = 0.0; |
2495 | |
2496 | /* |
6c333866 |
2497 | * Clear the screen, and draw the exterior barrier lines, if |
2498 | * this is our first call or if the origin has changed. |
2ef96bd6 |
2499 | */ |
6c333866 |
2500 | if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) { |
2501 | int phase; |
2502 | |
2ef96bd6 |
2503 | ds->started = TRUE; |
2504 | |
dafd6cf6 |
2505 | draw_rect(dr, 0, 0, |
2ef96bd6 |
2506 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
2507 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
2508 | COL_BACKGROUND); |
f0ee053c |
2509 | |
f0ee053c |
2510 | ds->org_x = ui->org_x; |
2511 | ds->org_y = ui->org_y; |
2512 | moved_origin = TRUE; |
2513 | |
dafd6cf6 |
2514 | draw_update(dr, 0, 0, |
2ef96bd6 |
2515 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
2516 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
6c333866 |
2517 | |
2ef96bd6 |
2518 | for (phase = 0; phase < 2; phase++) { |
2519 | |
2520 | for (x = 0; x < ds->width; x++) { |
6c333866 |
2521 | if (x+1 < ds->width) { |
2522 | if (barrier(state, GX(x), GY(0)) & R) |
dafd6cf6 |
2523 | draw_barrier_corner(dr, ds, x, -1, +1, +1, phase); |
6c333866 |
2524 | if (barrier(state, GX(x), GY(ds->height-1)) & R) |
dafd6cf6 |
2525 | draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase); |
6c333866 |
2526 | } |
2527 | if (barrier(state, GX(x), GY(0)) & U) { |
dafd6cf6 |
2528 | draw_barrier_corner(dr, ds, x, -1, -1, +1, phase); |
2529 | draw_barrier_corner(dr, ds, x, -1, +1, +1, phase); |
2530 | draw_barrier(dr, ds, x, -1, D, phase); |
6c333866 |
2531 | } |
2532 | if (barrier(state, GX(x), GY(ds->height-1)) & D) { |
dafd6cf6 |
2533 | draw_barrier_corner(dr, ds, x, ds->height, -1, -1, phase); |
2534 | draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase); |
2535 | draw_barrier(dr, ds, x, ds->height, U, phase); |
6c333866 |
2536 | } |
2ef96bd6 |
2537 | } |
2538 | |
2539 | for (y = 0; y < ds->height; y++) { |
6c333866 |
2540 | if (y+1 < ds->height) { |
2541 | if (barrier(state, GX(0), GY(y)) & D) |
dafd6cf6 |
2542 | draw_barrier_corner(dr, ds, -1, y, +1, +1, phase); |
6c333866 |
2543 | if (barrier(state, GX(ds->width-1), GY(y)) & D) |
dafd6cf6 |
2544 | draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase); |
6c333866 |
2545 | } |
2546 | if (barrier(state, GX(0), GY(y)) & L) { |
dafd6cf6 |
2547 | draw_barrier_corner(dr, ds, -1, y, +1, -1, phase); |
2548 | draw_barrier_corner(dr, ds, -1, y, +1, +1, phase); |
2549 | draw_barrier(dr, ds, -1, y, R, phase); |
6c333866 |
2550 | } |
2551 | if (barrier(state, GX(ds->width-1), GY(y)) & R) { |
dafd6cf6 |
2552 | draw_barrier_corner(dr, ds, ds->width, y, -1, -1, phase); |
2553 | draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase); |
2554 | draw_barrier(dr, ds, ds->width, y, L, phase); |
6c333866 |
2555 | } |
2ef96bd6 |
2556 | } |
2557 | } |
2558 | } |
2559 | |
2560 | tx = ty = -1; |
cbb5549e |
2561 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2562 | state->last_rotate_dir; |
2563 | if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { |
2ef96bd6 |
2564 | /* |
1185e3c5 |
2565 | * We're animating a single tile rotation. Find the turning |
2566 | * tile. |
2ef96bd6 |
2567 | */ |
1185e3c5 |
2568 | tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x); |
2569 | ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y); |
2570 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
2571 | state = oldstate; |
87ed82be |
2572 | } |
1185e3c5 |
2573 | |
87ed82be |
2574 | frame = -1; |
2575 | if (ft > 0) { |
2ef96bd6 |
2576 | /* |
2577 | * We're animating a completion flash. Find which frame |
2578 | * we're at. |
2579 | */ |
87ed82be |
2580 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
2581 | } |
2582 | |
2583 | /* |
2584 | * Draw any tile which differs from the way it was last drawn. |
2585 | */ |
f0ee053c |
2586 | active = compute_active(state, ui->cx, ui->cy); |
2ef96bd6 |
2587 | |
2588 | for (x = 0; x < ds->width; x++) |
2589 | for (y = 0; y < ds->height; y++) { |
f0ee053c |
2590 | unsigned char c = tile(state, GX(x), GY(y)) | |
2591 | index(state, active, GX(x), GY(y)); |
2592 | int is_src = GX(x) == ui->cx && GY(y) == ui->cy; |
2593 | int is_anim = GX(x) == tx && GY(y) == ty; |
2594 | int is_cursor = ui->cur_visible && |
2595 | GX(x) == ui->cur_x && GY(y) == ui->cur_y; |
2ef96bd6 |
2596 | |
2597 | /* |
2598 | * In a completion flash, we adjust the LOCKED bit |
2599 | * depending on our distance from the centre point and |
2600 | * the frame number. |
2601 | */ |
2602 | if (frame >= 0) { |
f0ee053c |
2603 | int rcx = RX(ui->cx), rcy = RY(ui->cy); |
2ef96bd6 |
2604 | int xdist, ydist, dist; |
f0ee053c |
2605 | xdist = (x < rcx ? rcx - x : x - rcx); |
2606 | ydist = (y < rcy ? rcy - y : y - rcy); |
2ef96bd6 |
2607 | dist = (xdist > ydist ? xdist : ydist); |
2608 | |
2609 | if (frame >= dist && frame < dist+4) { |
2610 | int lock = (frame - dist) & 1; |
2611 | lock = lock ? LOCKED : 0; |
2612 | c = (c &~ LOCKED) | lock; |
2613 | } |
2614 | } |
2615 | |
f0ee053c |
2616 | if (moved_origin || |
2617 | index(state, ds->visible, x, y) != c || |
2ef96bd6 |
2618 | index(state, ds->visible, x, y) == 0xFF || |
f0ee053c |
2619 | is_src || is_anim || is_cursor) { |
dafd6cf6 |
2620 | draw_tile(dr, state, ds, x, y, c, |
f0ee053c |
2621 | is_src, (is_anim ? angle : 0.0F), is_cursor); |
2622 | if (is_src || is_anim || is_cursor) |
2ef96bd6 |
2623 | index(state, ds->visible, x, y) = 0xFF; |
2624 | else |
2625 | index(state, ds->visible, x, y) = c; |
2626 | } |
2627 | } |
2628 | |
fd1a1a2b |
2629 | /* |
2630 | * Update the status bar. |
2631 | */ |
2632 | { |
2633 | char statusbuf[256]; |
1185e3c5 |
2634 | int i, n, n2, a; |
fd1a1a2b |
2635 | |
2636 | n = state->width * state->height; |
1185e3c5 |
2637 | for (i = a = n2 = 0; i < n; i++) { |
fd1a1a2b |
2638 | if (active[i]) |
2639 | a++; |
1185e3c5 |
2640 | if (state->tiles[i] & 0xF) |
2641 | n2++; |
2642 | } |
fd1a1a2b |
2643 | |
2644 | sprintf(statusbuf, "%sActive: %d/%d", |
2ac6d24e |
2645 | (state->used_solve ? "Auto-solved. " : |
1185e3c5 |
2646 | state->completed ? "COMPLETED! " : ""), a, n2); |
fd1a1a2b |
2647 | |
dafd6cf6 |
2648 | status_bar(dr, statusbuf); |
fd1a1a2b |
2649 | } |
2650 | |
2ef96bd6 |
2651 | sfree(active); |
2652 | } |
2653 | |
be8d5aa1 |
2654 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
2655 | game_state *newstate, int dir, game_ui *ui) |
2ef96bd6 |
2656 | { |
1185e3c5 |
2657 | int last_rotate_dir; |
2ef96bd6 |
2658 | |
2659 | /* |
cbb5549e |
2660 | * Don't animate if last_rotate_dir is zero. |
2ef96bd6 |
2661 | */ |
cbb5549e |
2662 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
2663 | newstate->last_rotate_dir; |
1185e3c5 |
2664 | if (last_rotate_dir) |
2665 | return ROTATE_TIME; |
2ef96bd6 |
2666 | |
87ed82be |
2667 | return 0.0F; |
2668 | } |
2669 | |
be8d5aa1 |
2670 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
2671 | game_state *newstate, int dir, game_ui *ui) |
87ed82be |
2672 | { |
2ef96bd6 |
2673 | /* |
87ed82be |
2674 | * If the game has just been completed, we display a completion |
2675 | * flash. |
2ef96bd6 |
2676 | */ |
2ac6d24e |
2677 | if (!oldstate->completed && newstate->completed && |
2678 | !oldstate->used_solve && !newstate->used_solve) { |
f0ee053c |
2679 | int size = 0; |
2680 | if (size < newstate->width) |
2681 | size = newstate->width; |
2682 | if (size < newstate->height) |
2683 | size = newstate->height; |
87ed82be |
2684 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
2685 | } |
2686 | |
87ed82be |
2687 | return 0.0F; |
2ef96bd6 |
2688 | } |
fd1a1a2b |
2689 | |
4d08de49 |
2690 | static int game_timing_state(game_state *state, game_ui *ui) |
48dcdd62 |
2691 | { |
2692 | return TRUE; |
2693 | } |
2694 | |
dafd6cf6 |
2695 | static void game_print_size(game_params *params, float *x, float *y) |
2696 | { |
2697 | int pw, ph; |
2698 | |
2699 | /* |
2700 | * I'll use 8mm squares by default. |
2701 | */ |
2702 | game_compute_size(params, 800, &pw, &ph); |
2703 | *x = pw / 100.0; |
2704 | *y = ph / 100.0; |
2705 | } |
2706 | |
2707 | static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y, |
2708 | int topleft, int v, int drawlines, int ink) |
2709 | { |
2710 | int tx, ty, cx, cy, r, br, k, thick; |
2711 | |
2712 | tx = WINDOW_OFFSET + TILE_SIZE * x; |
2713 | ty = WINDOW_OFFSET + TILE_SIZE * y; |
2714 | |
2715 | /* |
2716 | * Find our centre point. |
2717 | */ |
2718 | if (topleft) { |
2719 | cx = tx + (v & L ? TILE_SIZE / 4 : TILE_SIZE / 6); |
2720 | cy = ty + (v & U ? TILE_SIZE / 4 : TILE_SIZE / 6); |
2721 | r = TILE_SIZE / 8; |
2722 | br = TILE_SIZE / 32; |
2723 | } else { |
2724 | cx = tx + TILE_SIZE / 2; |
2725 | cy = ty + TILE_SIZE / 2; |
2726 | r = TILE_SIZE / 2; |
2727 | br = TILE_SIZE / 8; |
2728 | } |
2729 | thick = r / 20; |
2730 | |
2731 | /* |
2732 | * Draw the square block if we have an endpoint. |
2733 | */ |
2734 | if (v == 1 || v == 2 || v == 4 || v == 8) |
2735 | draw_rect(dr, cx - br, cy - br, br*2, br*2, ink); |
2736 | |
2737 | /* |
2738 | * Draw each radial line. |
2739 | */ |
2740 | if (drawlines) { |
dafd6cf6 |
2741 | for (k = 1; k < 16; k *= 2) |
2742 | if (v & k) { |
2743 | int x1 = min(cx, cx + (r-thick) * X(k)); |
2744 | int x2 = max(cx, cx + (r-thick) * X(k)); |
2745 | int y1 = min(cy, cy + (r-thick) * Y(k)); |
2746 | int y2 = max(cy, cy + (r-thick) * Y(k)); |
2747 | draw_rect(dr, x1 - thick, y1 - thick, |
2748 | (x2 - x1) + 2*thick, (y2 - y1) + 2*thick, ink); |
2749 | } |
2750 | } |
2751 | } |
2752 | |
2753 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2754 | { |
2755 | int w = state->width, h = state->height; |
2756 | int ink = print_mono_colour(dr, 0); |
2757 | int x, y; |
2758 | |
2759 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2760 | game_drawstate ads, *ds = &ads; |
4413ef0f |
2761 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
2762 | |
2763 | /* |
2764 | * Border. |
2765 | */ |
2766 | print_line_width(dr, TILE_SIZE / (state->wrapping ? 128 : 12)); |
2767 | draw_rect_outline(dr, WINDOW_OFFSET, WINDOW_OFFSET, |
2768 | TILE_SIZE * w, TILE_SIZE * h, ink); |
2769 | |
2770 | /* |
2771 | * Grid. |
2772 | */ |
2773 | print_line_width(dr, TILE_SIZE / 128); |
2774 | for (x = 1; x < w; x++) |
2775 | draw_line(dr, WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET, |
2776 | WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET + TILE_SIZE * h, |
2777 | ink); |
2778 | for (y = 1; y < h; y++) |
2779 | draw_line(dr, WINDOW_OFFSET, WINDOW_OFFSET + TILE_SIZE * y, |
2780 | WINDOW_OFFSET + TILE_SIZE * w, WINDOW_OFFSET + TILE_SIZE * y, |
2781 | ink); |
2782 | |
2783 | /* |
2784 | * Barriers. |
2785 | */ |
2786 | for (y = 0; y <= h; y++) |
2787 | for (x = 0; x <= w; x++) { |
2788 | int b = barrier(state, x % w, y % h); |
dafd6cf6 |
2789 | if (x < w && (b & U)) |
2790 | draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24, |
2791 | WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24, |
2792 | TILE_SIZE + TILE_SIZE/24 * 2, TILE_SIZE/24 * 2, ink); |
2793 | if (y < h && (b & L)) |
2794 | draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24, |
2795 | WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24, |
2796 | TILE_SIZE/24 * 2, TILE_SIZE + TILE_SIZE/24 * 2, ink); |
2797 | } |
2798 | |
2799 | /* |
2800 | * Grid contents. |
2801 | */ |
2802 | for (y = 0; y < h; y++) |
2803 | for (x = 0; x < w; x++) { |
2804 | int vx, v = tile(state, x, y); |
2805 | int locked = v & LOCKED; |
2806 | |
2807 | v &= 0xF; |
2808 | |
2809 | /* |
2810 | * Rotate into a standard orientation for the top left |
2811 | * corner diagram. |
2812 | */ |
2813 | vx = v; |
2814 | while (vx != 0 && vx != 15 && vx != 1 && vx != 9 && vx != 13 && |
2815 | vx != 5) |
2816 | vx = A(vx); |
2817 | |
2818 | /* |
2819 | * Draw the top left corner diagram. |
2820 | */ |
2821 | draw_diagram(dr, ds, x, y, TRUE, vx, TRUE, ink); |
2822 | |
2823 | /* |
2824 | * Draw the real solution diagram, if we're doing so. |
2825 | */ |
2826 | draw_diagram(dr, ds, x, y, FALSE, v, locked, ink); |
2827 | } |
2828 | } |
2829 | |
be8d5aa1 |
2830 | #ifdef COMBINED |
2831 | #define thegame net |
2832 | #endif |
2833 | |
2834 | const struct game thegame = { |
750037d7 |
2835 | "Net", "games.net", "net", |
be8d5aa1 |
2836 | default_params, |
2837 | game_fetch_preset, |
2838 | decode_params, |
2839 | encode_params, |
2840 | free_params, |
2841 | dup_params, |
1d228b10 |
2842 | TRUE, game_configure, custom_params, |
be8d5aa1 |
2843 | validate_params, |
1185e3c5 |
2844 | new_game_desc, |
1185e3c5 |
2845 | validate_desc, |
be8d5aa1 |
2846 | new_game, |
2847 | dup_game, |
2848 | free_game, |
2ac6d24e |
2849 | TRUE, solve_game, |
9b4b03d3 |
2850 | FALSE, game_text_format, |
be8d5aa1 |
2851 | new_ui, |
2852 | free_ui, |
ae8290c6 |
2853 | encode_ui, |
2854 | decode_ui, |
07dfb697 |
2855 | game_changed_state, |
df11cd4e |
2856 | interpret_move, |
2857 | execute_move, |
1f3ee4ee |
2858 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
be8d5aa1 |
2859 | game_colours, |
2860 | game_new_drawstate, |
2861 | game_free_drawstate, |
2862 | game_redraw, |
2863 | game_anim_length, |
2864 | game_flash_length, |
dafd6cf6 |
2865 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
2866 | TRUE, /* wants_statusbar */ |
48dcdd62 |
2867 | FALSE, game_timing_state, |
2705d374 |
2868 | 0, /* flags */ |
be8d5aa1 |
2869 | }; |