720a8fb7 |
1 | /* |
2 | * net.c: Net game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
2ef96bd6 |
10 | #include <math.h> |
720a8fb7 |
11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
2ef96bd6 |
15 | #define PI 3.141592653589793238462643383279502884197169399 |
16 | |
17 | #define MATMUL(xr,yr,m,x,y) do { \ |
18 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
19 | rx = mat[0] * xx + mat[2] * yy; \ |
20 | ry = mat[1] * xx + mat[3] * yy; \ |
21 | (xr) = rx; (yr) = ry; \ |
22 | } while (0) |
23 | |
24 | /* Direction and other bitfields */ |
720a8fb7 |
25 | #define R 0x01 |
26 | #define U 0x02 |
27 | #define L 0x04 |
28 | #define D 0x08 |
29 | #define LOCKED 0x10 |
2ef96bd6 |
30 | #define ACTIVE 0x20 |
31 | /* Corner flags go in the barriers array */ |
32 | #define RU 0x10 |
33 | #define UL 0x20 |
34 | #define LD 0x40 |
35 | #define DR 0x80 |
720a8fb7 |
36 | |
37 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
38 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
39 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
40 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
41 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
42 | ((n)&3) == 1 ? A(x) : \ |
43 | ((n)&3) == 2 ? F(x) : C(x) ) |
44 | |
45 | /* X and Y displacements */ |
46 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
47 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
48 | |
49 | /* Bit count */ |
50 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
51 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
52 | |
53 | #define TILE_SIZE 32 |
54 | #define TILE_BORDER 1 |
55 | #define WINDOW_OFFSET 16 |
56 | |
8c1fd974 |
57 | #define ROTATE_TIME 0.13F |
58 | #define FLASH_FRAME 0.07F |
2ef96bd6 |
59 | |
60 | enum { |
61 | COL_BACKGROUND, |
62 | COL_LOCKED, |
63 | COL_BORDER, |
64 | COL_WIRE, |
65 | COL_ENDPOINT, |
66 | COL_POWERED, |
67 | COL_BARRIER, |
68 | NCOLOURS |
69 | }; |
70 | |
720a8fb7 |
71 | struct game_params { |
72 | int width; |
73 | int height; |
74 | int wrapping; |
75 | float barrier_probability; |
76 | }; |
77 | |
2ac6d24e |
78 | struct solved_game_state { |
79 | int width, height; |
80 | int refcount; |
81 | unsigned char *tiles; |
82 | }; |
83 | |
720a8fb7 |
84 | struct game_state { |
2ef96bd6 |
85 | int width, height, cx, cy, wrapping, completed, last_rotate_dir; |
2ac6d24e |
86 | int used_solve, just_used_solve; |
720a8fb7 |
87 | unsigned char *tiles; |
88 | unsigned char *barriers; |
2ac6d24e |
89 | struct solved_game_state *solution; |
720a8fb7 |
90 | }; |
91 | |
92 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
93 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
94 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
95 | |
96 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
97 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
98 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
99 | |
100 | struct xyd { |
101 | int x, y, direction; |
102 | }; |
103 | |
104 | static int xyd_cmp(void *av, void *bv) { |
105 | struct xyd *a = (struct xyd *)av; |
106 | struct xyd *b = (struct xyd *)bv; |
107 | if (a->x < b->x) |
108 | return -1; |
109 | if (a->x > b->x) |
110 | return +1; |
111 | if (a->y < b->y) |
112 | return -1; |
113 | if (a->y > b->y) |
114 | return +1; |
115 | if (a->direction < b->direction) |
116 | return -1; |
117 | if (a->direction > b->direction) |
118 | return +1; |
119 | return 0; |
120 | }; |
121 | |
122 | static struct xyd *new_xyd(int x, int y, int direction) |
123 | { |
124 | struct xyd *xyd = snew(struct xyd); |
125 | xyd->x = x; |
126 | xyd->y = y; |
127 | xyd->direction = direction; |
128 | return xyd; |
129 | } |
130 | |
131 | /* ---------------------------------------------------------------------- |
7f77ea24 |
132 | * Manage game parameters. |
133 | */ |
be8d5aa1 |
134 | static game_params *default_params(void) |
7f77ea24 |
135 | { |
136 | game_params *ret = snew(game_params); |
137 | |
eb2ad6f1 |
138 | ret->width = 5; |
139 | ret->height = 5; |
140 | ret->wrapping = FALSE; |
141 | ret->barrier_probability = 0.0; |
7f77ea24 |
142 | |
143 | return ret; |
144 | } |
145 | |
be8d5aa1 |
146 | static int game_fetch_preset(int i, char **name, game_params **params) |
eb2ad6f1 |
147 | { |
148 | game_params *ret; |
149 | char str[80]; |
150 | static const struct { int x, y, wrap; } values[] = { |
151 | {5, 5, FALSE}, |
152 | {7, 7, FALSE}, |
153 | {9, 9, FALSE}, |
154 | {11, 11, FALSE}, |
155 | {13, 11, FALSE}, |
156 | {5, 5, TRUE}, |
157 | {7, 7, TRUE}, |
158 | {9, 9, TRUE}, |
159 | {11, 11, TRUE}, |
160 | {13, 11, TRUE}, |
161 | }; |
162 | |
163 | if (i < 0 || i >= lenof(values)) |
164 | return FALSE; |
165 | |
166 | ret = snew(game_params); |
167 | ret->width = values[i].x; |
168 | ret->height = values[i].y; |
169 | ret->wrapping = values[i].wrap; |
170 | ret->barrier_probability = 0.0; |
171 | |
172 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
173 | ret->wrapping ? " wrapping" : ""); |
174 | |
175 | *name = dupstr(str); |
176 | *params = ret; |
177 | return TRUE; |
178 | } |
179 | |
be8d5aa1 |
180 | static void free_params(game_params *params) |
7f77ea24 |
181 | { |
182 | sfree(params); |
183 | } |
184 | |
be8d5aa1 |
185 | static game_params *dup_params(game_params *params) |
eb2ad6f1 |
186 | { |
187 | game_params *ret = snew(game_params); |
188 | *ret = *params; /* structure copy */ |
189 | return ret; |
190 | } |
191 | |
be8d5aa1 |
192 | static game_params *decode_params(char const *string) |
b0e26073 |
193 | { |
194 | game_params *ret = default_params(); |
195 | char const *p = string; |
196 | |
197 | ret->width = atoi(p); |
198 | while (*p && isdigit(*p)) p++; |
199 | if (*p == 'x') { |
200 | p++; |
201 | ret->height = atoi(p); |
202 | while (*p && isdigit(*p)) p++; |
203 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
204 | p++; |
205 | if (*p == 'b') |
206 | ret->barrier_probability = atof(p+1); |
207 | } else { |
208 | ret->height = ret->width; |
209 | } |
210 | |
211 | return ret; |
212 | } |
213 | |
be8d5aa1 |
214 | static char *encode_params(game_params *params) |
b0e26073 |
215 | { |
216 | char ret[400]; |
217 | int len; |
218 | |
219 | len = sprintf(ret, "%dx%d", params->width, params->height); |
220 | if (params->wrapping) |
221 | ret[len++] = 'w'; |
222 | if (params->barrier_probability) |
223 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
224 | assert(len < lenof(ret)); |
225 | ret[len] = '\0'; |
226 | |
227 | return dupstr(ret); |
228 | } |
229 | |
be8d5aa1 |
230 | static config_item *game_configure(game_params *params) |
c8230524 |
231 | { |
232 | config_item *ret; |
233 | char buf[80]; |
234 | |
235 | ret = snewn(5, config_item); |
236 | |
237 | ret[0].name = "Width"; |
95709966 |
238 | ret[0].type = C_STRING; |
c8230524 |
239 | sprintf(buf, "%d", params->width); |
240 | ret[0].sval = dupstr(buf); |
241 | ret[0].ival = 0; |
242 | |
243 | ret[1].name = "Height"; |
95709966 |
244 | ret[1].type = C_STRING; |
c8230524 |
245 | sprintf(buf, "%d", params->height); |
246 | ret[1].sval = dupstr(buf); |
247 | ret[1].ival = 0; |
248 | |
249 | ret[2].name = "Walls wrap around"; |
95709966 |
250 | ret[2].type = C_BOOLEAN; |
c8230524 |
251 | ret[2].sval = NULL; |
252 | ret[2].ival = params->wrapping; |
253 | |
254 | ret[3].name = "Barrier probability"; |
95709966 |
255 | ret[3].type = C_STRING; |
c8230524 |
256 | sprintf(buf, "%g", params->barrier_probability); |
257 | ret[3].sval = dupstr(buf); |
258 | ret[3].ival = 0; |
259 | |
260 | ret[4].name = NULL; |
95709966 |
261 | ret[4].type = C_END; |
c8230524 |
262 | ret[4].sval = NULL; |
263 | ret[4].ival = 0; |
264 | |
265 | return ret; |
266 | } |
267 | |
be8d5aa1 |
268 | static game_params *custom_params(config_item *cfg) |
c8230524 |
269 | { |
270 | game_params *ret = snew(game_params); |
271 | |
272 | ret->width = atoi(cfg[0].sval); |
273 | ret->height = atoi(cfg[1].sval); |
274 | ret->wrapping = cfg[2].ival; |
95709966 |
275 | ret->barrier_probability = (float)atof(cfg[3].sval); |
c8230524 |
276 | |
277 | return ret; |
278 | } |
279 | |
be8d5aa1 |
280 | static char *validate_params(game_params *params) |
c8230524 |
281 | { |
282 | if (params->width <= 0 && params->height <= 0) |
283 | return "Width and height must both be greater than zero"; |
284 | if (params->width <= 0) |
285 | return "Width must be greater than zero"; |
286 | if (params->height <= 0) |
287 | return "Height must be greater than zero"; |
288 | if (params->width <= 1 && params->height <= 1) |
289 | return "At least one of width and height must be greater than one"; |
290 | if (params->barrier_probability < 0) |
291 | return "Barrier probability may not be negative"; |
292 | if (params->barrier_probability > 1) |
293 | return "Barrier probability may not be greater than 1"; |
294 | return NULL; |
295 | } |
296 | |
7f77ea24 |
297 | /* ---------------------------------------------------------------------- |
720a8fb7 |
298 | * Randomly select a new game seed. |
299 | */ |
300 | |
6f2d8d7c |
301 | static char *new_game_seed(game_params *params, random_state *rs, |
302 | game_aux_info **aux) |
720a8fb7 |
303 | { |
304 | /* |
305 | * The full description of a Net game is far too large to |
306 | * encode directly in the seed, so by default we'll have to go |
307 | * for the simple approach of providing a random-number seed. |
308 | * |
309 | * (This does not restrict me from _later on_ inventing a seed |
310 | * string syntax which can never be generated by this code - |
311 | * for example, strings beginning with a letter - allowing me |
312 | * to type in a precise game, and have new_game detect it and |
313 | * understand it and do something completely different.) |
314 | */ |
315 | char buf[40]; |
48d70ca9 |
316 | sprintf(buf, "%lu", random_bits(rs, 32)); |
720a8fb7 |
317 | return dupstr(buf); |
318 | } |
319 | |
2ac6d24e |
320 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
321 | { |
322 | assert(!"Shouldn't happen"); |
323 | } |
324 | |
be8d5aa1 |
325 | static char *validate_seed(game_params *params, char *seed) |
5928817c |
326 | { |
327 | /* |
328 | * Since any string at all will suffice to seed the RNG, there |
329 | * is no validation required. |
330 | */ |
331 | return NULL; |
332 | } |
333 | |
720a8fb7 |
334 | /* ---------------------------------------------------------------------- |
335 | * Construct an initial game state, given a seed and parameters. |
336 | */ |
337 | |
be8d5aa1 |
338 | static game_state *new_game(game_params *params, char *seed) |
720a8fb7 |
339 | { |
340 | random_state *rs; |
341 | game_state *state; |
342 | tree234 *possibilities, *barriers; |
343 | int w, h, x, y, nbarriers; |
344 | |
ecadce0d |
345 | assert(params->width > 0 && params->height > 0); |
346 | assert(params->width > 1 || params->height > 1); |
720a8fb7 |
347 | |
348 | /* |
349 | * Create a blank game state. |
350 | */ |
351 | state = snew(game_state); |
352 | w = state->width = params->width; |
353 | h = state->height = params->height; |
2ef96bd6 |
354 | state->cx = state->width / 2; |
355 | state->cy = state->height / 2; |
720a8fb7 |
356 | state->wrapping = params->wrapping; |
cbb5549e |
357 | state->last_rotate_dir = 0; |
2ac6d24e |
358 | state->completed = state->used_solve = state->just_used_solve = FALSE; |
720a8fb7 |
359 | state->tiles = snewn(state->width * state->height, unsigned char); |
360 | memset(state->tiles, 0, state->width * state->height); |
361 | state->barriers = snewn(state->width * state->height, unsigned char); |
362 | memset(state->barriers, 0, state->width * state->height); |
363 | |
364 | /* |
365 | * Set up border barriers if this is a non-wrapping game. |
366 | */ |
367 | if (!state->wrapping) { |
368 | for (x = 0; x < state->width; x++) { |
369 | barrier(state, x, 0) |= U; |
370 | barrier(state, x, state->height-1) |= D; |
371 | } |
372 | for (y = 0; y < state->height; y++) { |
2ef96bd6 |
373 | barrier(state, 0, y) |= L; |
374 | barrier(state, state->width-1, y) |= R; |
720a8fb7 |
375 | } |
376 | } |
377 | |
378 | /* |
379 | * Seed the internal random number generator. |
380 | */ |
381 | rs = random_init(seed, strlen(seed)); |
382 | |
383 | /* |
384 | * Construct the unshuffled grid. |
385 | * |
386 | * To do this, we simply start at the centre point, repeatedly |
387 | * choose a random possibility out of the available ways to |
388 | * extend a used square into an unused one, and do it. After |
389 | * extending the third line out of a square, we remove the |
390 | * fourth from the possibilities list to avoid any full-cross |
391 | * squares (which would make the game too easy because they |
392 | * only have one orientation). |
393 | * |
394 | * The slightly worrying thing is the avoidance of full-cross |
395 | * squares. Can this cause our unsophisticated construction |
396 | * algorithm to paint itself into a corner, by getting into a |
397 | * situation where there are some unreached squares and the |
398 | * only way to reach any of them is to extend a T-piece into a |
399 | * full cross? |
400 | * |
401 | * Answer: no it can't, and here's a proof. |
402 | * |
403 | * Any contiguous group of such unreachable squares must be |
404 | * surrounded on _all_ sides by T-pieces pointing away from the |
405 | * group. (If not, then there is a square which can be extended |
406 | * into one of the `unreachable' ones, and so it wasn't |
407 | * unreachable after all.) In particular, this implies that |
408 | * each contiguous group of unreachable squares must be |
409 | * rectangular in shape (any deviation from that yields a |
410 | * non-T-piece next to an `unreachable' square). |
411 | * |
412 | * So we have a rectangle of unreachable squares, with T-pieces |
413 | * forming a solid border around the rectangle. The corners of |
414 | * that border must be connected (since every tile connects all |
415 | * the lines arriving in it), and therefore the border must |
416 | * form a closed loop around the rectangle. |
417 | * |
418 | * But this can't have happened in the first place, since we |
419 | * _know_ we've avoided creating closed loops! Hence, no such |
420 | * situation can ever arise, and the naive grid construction |
421 | * algorithm will guaranteeably result in a complete grid |
422 | * containing no unreached squares, no full crosses _and_ no |
423 | * closed loops. [] |
424 | */ |
425 | possibilities = newtree234(xyd_cmp); |
ecadce0d |
426 | |
427 | if (state->cx+1 < state->width) |
428 | add234(possibilities, new_xyd(state->cx, state->cy, R)); |
429 | if (state->cy-1 >= 0) |
430 | add234(possibilities, new_xyd(state->cx, state->cy, U)); |
431 | if (state->cx-1 >= 0) |
432 | add234(possibilities, new_xyd(state->cx, state->cy, L)); |
433 | if (state->cy+1 < state->height) |
434 | add234(possibilities, new_xyd(state->cx, state->cy, D)); |
720a8fb7 |
435 | |
436 | while (count234(possibilities) > 0) { |
437 | int i; |
438 | struct xyd *xyd; |
439 | int x1, y1, d1, x2, y2, d2, d; |
440 | |
441 | /* |
442 | * Extract a randomly chosen possibility from the list. |
443 | */ |
444 | i = random_upto(rs, count234(possibilities)); |
445 | xyd = delpos234(possibilities, i); |
446 | x1 = xyd->x; |
447 | y1 = xyd->y; |
448 | d1 = xyd->direction; |
449 | sfree(xyd); |
450 | |
451 | OFFSET(x2, y2, x1, y1, d1, state); |
452 | d2 = F(d1); |
453 | #ifdef DEBUG |
454 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
455 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
456 | #endif |
457 | |
458 | /* |
459 | * Make the connection. (We should be moving to an as yet |
460 | * unused tile.) |
461 | */ |
462 | tile(state, x1, y1) |= d1; |
463 | assert(tile(state, x2, y2) == 0); |
464 | tile(state, x2, y2) |= d2; |
465 | |
466 | /* |
467 | * If we have created a T-piece, remove its last |
468 | * possibility. |
469 | */ |
470 | if (COUNT(tile(state, x1, y1)) == 3) { |
471 | struct xyd xyd1, *xydp; |
472 | |
473 | xyd1.x = x1; |
474 | xyd1.y = y1; |
475 | xyd1.direction = 0x0F ^ tile(state, x1, y1); |
476 | |
477 | xydp = find234(possibilities, &xyd1, NULL); |
478 | |
479 | if (xydp) { |
480 | #ifdef DEBUG |
481 | printf("T-piece; removing (%d,%d,%c)\n", |
482 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
483 | #endif |
484 | del234(possibilities, xydp); |
485 | sfree(xydp); |
486 | } |
487 | } |
488 | |
489 | /* |
490 | * Remove all other possibilities that were pointing at the |
491 | * tile we've just moved into. |
492 | */ |
493 | for (d = 1; d < 0x10; d <<= 1) { |
494 | int x3, y3, d3; |
495 | struct xyd xyd1, *xydp; |
496 | |
497 | OFFSET(x3, y3, x2, y2, d, state); |
498 | d3 = F(d); |
499 | |
500 | xyd1.x = x3; |
501 | xyd1.y = y3; |
502 | xyd1.direction = d3; |
503 | |
504 | xydp = find234(possibilities, &xyd1, NULL); |
505 | |
506 | if (xydp) { |
507 | #ifdef DEBUG |
508 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
509 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
510 | #endif |
511 | del234(possibilities, xydp); |
512 | sfree(xydp); |
513 | } |
514 | } |
515 | |
516 | /* |
517 | * Add new possibilities to the list for moving _out_ of |
518 | * the tile we have just moved into. |
519 | */ |
520 | for (d = 1; d < 0x10; d <<= 1) { |
521 | int x3, y3; |
522 | |
523 | if (d == d2) |
524 | continue; /* we've got this one already */ |
525 | |
526 | if (!state->wrapping) { |
527 | if (d == U && y2 == 0) |
528 | continue; |
529 | if (d == D && y2 == state->height-1) |
530 | continue; |
531 | if (d == L && x2 == 0) |
532 | continue; |
533 | if (d == R && x2 == state->width-1) |
534 | continue; |
535 | } |
536 | |
537 | OFFSET(x3, y3, x2, y2, d, state); |
538 | |
539 | if (tile(state, x3, y3)) |
540 | continue; /* this would create a loop */ |
541 | |
542 | #ifdef DEBUG |
543 | printf("New frontier; adding (%d,%d,%c)\n", |
544 | x2, y2, "0RU3L567D9abcdef"[d]); |
545 | #endif |
546 | add234(possibilities, new_xyd(x2, y2, d)); |
547 | } |
548 | } |
549 | /* Having done that, we should have no possibilities remaining. */ |
550 | assert(count234(possibilities) == 0); |
551 | freetree234(possibilities); |
552 | |
553 | /* |
554 | * Now compute a list of the possible barrier locations. |
555 | */ |
556 | barriers = newtree234(xyd_cmp); |
2ef96bd6 |
557 | for (y = 0; y < state->height; y++) { |
558 | for (x = 0; x < state->width; x++) { |
720a8fb7 |
559 | |
2ef96bd6 |
560 | if (!(tile(state, x, y) & R) && |
561 | (state->wrapping || x < state->width-1)) |
720a8fb7 |
562 | add234(barriers, new_xyd(x, y, R)); |
2ef96bd6 |
563 | if (!(tile(state, x, y) & D) && |
564 | (state->wrapping || y < state->height-1)) |
720a8fb7 |
565 | add234(barriers, new_xyd(x, y, D)); |
566 | } |
567 | } |
568 | |
569 | /* |
2ac6d24e |
570 | * Save the unshuffled grid. We do this using a separate |
571 | * reference-counted structure since it's a large chunk of |
572 | * memory which we don't want to have to replicate in every |
573 | * game state while playing. |
574 | */ |
575 | { |
576 | struct solved_game_state *solution; |
577 | |
578 | solution = snew(struct solved_game_state); |
579 | solution->width = state->width; |
580 | solution->height = state->height; |
581 | solution->refcount = 1; |
582 | solution->tiles = snewn(state->width * state->height, unsigned char); |
583 | memcpy(solution->tiles, state->tiles, state->width * state->height); |
584 | |
585 | state->solution = solution; |
586 | } |
587 | |
588 | /* |
720a8fb7 |
589 | * Now shuffle the grid. |
590 | */ |
2ef96bd6 |
591 | for (y = 0; y < state->height; y++) { |
592 | for (x = 0; x < state->width; x++) { |
720a8fb7 |
593 | int orig = tile(state, x, y); |
594 | int rot = random_upto(rs, 4); |
595 | tile(state, x, y) = ROT(orig, rot); |
596 | } |
597 | } |
598 | |
599 | /* |
600 | * And now choose barrier locations. (We carefully do this |
601 | * _after_ shuffling, so that changing the barrier rate in the |
602 | * params while keeping the game seed the same will give the |
603 | * same shuffled grid and _only_ change the barrier locations. |
604 | * Also the way we choose barrier locations, by repeatedly |
605 | * choosing one possibility from the list until we have enough, |
606 | * is designed to ensure that raising the barrier rate while |
607 | * keeping the seed the same will provide a superset of the |
608 | * previous barrier set - i.e. if you ask for 10 barriers, and |
609 | * then decide that's still too hard and ask for 20, you'll get |
610 | * the original 10 plus 10 more, rather than getting 20 new |
611 | * ones and the chance of remembering your first 10.) |
612 | */ |
03f856c4 |
613 | nbarriers = (int)(params->barrier_probability * count234(barriers)); |
720a8fb7 |
614 | assert(nbarriers >= 0 && nbarriers <= count234(barriers)); |
615 | |
616 | while (nbarriers > 0) { |
617 | int i; |
618 | struct xyd *xyd; |
619 | int x1, y1, d1, x2, y2, d2; |
620 | |
621 | /* |
622 | * Extract a randomly chosen barrier from the list. |
623 | */ |
624 | i = random_upto(rs, count234(barriers)); |
625 | xyd = delpos234(barriers, i); |
626 | |
627 | assert(xyd != NULL); |
628 | |
629 | x1 = xyd->x; |
630 | y1 = xyd->y; |
631 | d1 = xyd->direction; |
632 | sfree(xyd); |
633 | |
634 | OFFSET(x2, y2, x1, y1, d1, state); |
635 | d2 = F(d1); |
636 | |
637 | barrier(state, x1, y1) |= d1; |
638 | barrier(state, x2, y2) |= d2; |
639 | |
640 | nbarriers--; |
641 | } |
642 | |
643 | /* |
644 | * Clean up the rest of the barrier list. |
645 | */ |
646 | { |
647 | struct xyd *xyd; |
648 | |
649 | while ( (xyd = delpos234(barriers, 0)) != NULL) |
650 | sfree(xyd); |
651 | |
652 | freetree234(barriers); |
653 | } |
654 | |
2ef96bd6 |
655 | /* |
656 | * Set up the barrier corner flags, for drawing barriers |
657 | * prettily when they meet. |
658 | */ |
659 | for (y = 0; y < state->height; y++) { |
660 | for (x = 0; x < state->width; x++) { |
661 | int dir; |
662 | |
663 | for (dir = 1; dir < 0x10; dir <<= 1) { |
664 | int dir2 = A(dir); |
665 | int x1, y1, x2, y2, x3, y3; |
666 | int corner = FALSE; |
667 | |
668 | if (!(barrier(state, x, y) & dir)) |
669 | continue; |
670 | |
671 | if (barrier(state, x, y) & dir2) |
672 | corner = TRUE; |
673 | |
674 | x1 = x + X(dir), y1 = y + Y(dir); |
675 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
676 | y1 >= 0 && y1 < state->height && |
2ef96bd6 |
677 | (barrier(state, x1, y1) & dir2)) |
678 | corner = TRUE; |
679 | |
680 | x2 = x + X(dir2), y2 = y + Y(dir2); |
681 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
682 | y2 >= 0 && y2 < state->height && |
2ef96bd6 |
683 | (barrier(state, x2, y2) & dir)) |
684 | corner = TRUE; |
685 | |
686 | if (corner) { |
687 | barrier(state, x, y) |= (dir << 4); |
688 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
689 | y1 >= 0 && y1 < state->height) |
2ef96bd6 |
690 | barrier(state, x1, y1) |= (A(dir) << 4); |
691 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
692 | y2 >= 0 && y2 < state->height) |
2ef96bd6 |
693 | barrier(state, x2, y2) |= (C(dir) << 4); |
694 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
695 | if (x3 >= 0 && x3 < state->width && |
eb2ad6f1 |
696 | y3 >= 0 && y3 < state->height) |
2ef96bd6 |
697 | barrier(state, x3, y3) |= (F(dir) << 4); |
698 | } |
699 | } |
700 | } |
701 | } |
702 | |
720a8fb7 |
703 | random_free(rs); |
704 | |
705 | return state; |
706 | } |
707 | |
be8d5aa1 |
708 | static game_state *dup_game(game_state *state) |
720a8fb7 |
709 | { |
710 | game_state *ret; |
711 | |
712 | ret = snew(game_state); |
713 | ret->width = state->width; |
714 | ret->height = state->height; |
2ef96bd6 |
715 | ret->cx = state->cx; |
716 | ret->cy = state->cy; |
720a8fb7 |
717 | ret->wrapping = state->wrapping; |
718 | ret->completed = state->completed; |
2ac6d24e |
719 | ret->used_solve = state->used_solve; |
720 | ret->just_used_solve = state->just_used_solve; |
2ef96bd6 |
721 | ret->last_rotate_dir = state->last_rotate_dir; |
720a8fb7 |
722 | ret->tiles = snewn(state->width * state->height, unsigned char); |
723 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
724 | ret->barriers = snewn(state->width * state->height, unsigned char); |
725 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
2ac6d24e |
726 | ret->solution = state->solution; |
727 | if (ret->solution) |
728 | ret->solution->refcount++; |
720a8fb7 |
729 | |
730 | return ret; |
731 | } |
732 | |
be8d5aa1 |
733 | static void free_game(game_state *state) |
720a8fb7 |
734 | { |
2ac6d24e |
735 | if (state->solution && --state->solution->refcount <= 0) { |
736 | sfree(state->solution->tiles); |
737 | sfree(state->solution); |
738 | } |
720a8fb7 |
739 | sfree(state->tiles); |
740 | sfree(state->barriers); |
741 | sfree(state); |
742 | } |
743 | |
2ac6d24e |
744 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
745 | char **error) |
746 | { |
747 | game_state *ret; |
748 | |
749 | if (!state->solution) { |
750 | /* |
751 | * 2005-05-02: This shouldn't happen, at the time of |
752 | * writing, because Net is incapable of receiving a puzzle |
753 | * description from outside. If in future it becomes so, |
754 | * then we will have puzzles for which we don't know the |
755 | * solution. |
756 | */ |
757 | *error = "Solution not known for this puzzle"; |
758 | return NULL; |
759 | } |
760 | |
761 | assert(state->solution->width == state->width); |
762 | assert(state->solution->height == state->height); |
763 | ret = dup_game(state); |
764 | memcpy(ret->tiles, state->solution->tiles, ret->width * ret->height); |
765 | ret->used_solve = ret->just_used_solve = TRUE; |
766 | ret->completed = TRUE; |
767 | |
768 | return ret; |
769 | } |
770 | |
9b4b03d3 |
771 | static char *game_text_format(game_state *state) |
772 | { |
773 | return NULL; |
774 | } |
775 | |
720a8fb7 |
776 | /* ---------------------------------------------------------------------- |
777 | * Utility routine. |
778 | */ |
779 | |
780 | /* |
781 | * Compute which squares are reachable from the centre square, as a |
782 | * quick visual aid to determining how close the game is to |
783 | * completion. This is also a simple way to tell if the game _is_ |
784 | * completed - just call this function and see whether every square |
785 | * is marked active. |
786 | */ |
787 | static unsigned char *compute_active(game_state *state) |
788 | { |
789 | unsigned char *active; |
790 | tree234 *todo; |
791 | struct xyd *xyd; |
792 | |
793 | active = snewn(state->width * state->height, unsigned char); |
794 | memset(active, 0, state->width * state->height); |
795 | |
796 | /* |
797 | * We only store (x,y) pairs in todo, but it's easier to reuse |
798 | * xyd_cmp and just store direction 0 every time. |
799 | */ |
800 | todo = newtree234(xyd_cmp); |
2ef96bd6 |
801 | index(state, active, state->cx, state->cy) = ACTIVE; |
802 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
720a8fb7 |
803 | |
804 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
805 | int x1, y1, d1, x2, y2, d2; |
806 | |
807 | x1 = xyd->x; |
808 | y1 = xyd->y; |
809 | sfree(xyd); |
810 | |
811 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
812 | OFFSET(x2, y2, x1, y1, d1, state); |
813 | d2 = F(d1); |
814 | |
815 | /* |
816 | * If the next tile in this direction is connected to |
817 | * us, and there isn't a barrier in the way, and it |
818 | * isn't already marked active, then mark it active and |
819 | * add it to the to-examine list. |
820 | */ |
821 | if ((tile(state, x1, y1) & d1) && |
822 | (tile(state, x2, y2) & d2) && |
823 | !(barrier(state, x1, y1) & d1) && |
824 | !index(state, active, x2, y2)) { |
2ef96bd6 |
825 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
826 | add234(todo, new_xyd(x2, y2, 0)); |
827 | } |
828 | } |
829 | } |
830 | /* Now we expect the todo list to have shrunk to zero size. */ |
831 | assert(count234(todo) == 0); |
832 | freetree234(todo); |
833 | |
834 | return active; |
835 | } |
836 | |
66164171 |
837 | struct game_ui { |
838 | int cur_x, cur_y; |
839 | int cur_visible; |
cbb5549e |
840 | random_state *rs; /* used for jumbling */ |
66164171 |
841 | }; |
842 | |
be8d5aa1 |
843 | static game_ui *new_ui(game_state *state) |
74a4e547 |
844 | { |
cbb5549e |
845 | void *seed; |
846 | int seedsize; |
66164171 |
847 | game_ui *ui = snew(game_ui); |
848 | ui->cur_x = state->width / 2; |
849 | ui->cur_y = state->height / 2; |
850 | ui->cur_visible = FALSE; |
cbb5549e |
851 | get_random_seed(&seed, &seedsize); |
852 | ui->rs = random_init(seed, seedsize); |
853 | sfree(seed); |
66164171 |
854 | |
855 | return ui; |
74a4e547 |
856 | } |
857 | |
be8d5aa1 |
858 | static void free_ui(game_ui *ui) |
74a4e547 |
859 | { |
cbb5549e |
860 | random_free(ui->rs); |
66164171 |
861 | sfree(ui); |
74a4e547 |
862 | } |
863 | |
720a8fb7 |
864 | /* ---------------------------------------------------------------------- |
865 | * Process a move. |
866 | */ |
be8d5aa1 |
867 | static game_state *make_move(game_state *state, game_ui *ui, |
868 | int x, int y, int button) |
720a8fb7 |
869 | { |
66164171 |
870 | game_state *ret, *nullret; |
720a8fb7 |
871 | int tx, ty, orig; |
872 | |
66164171 |
873 | nullret = NULL; |
720a8fb7 |
874 | |
66164171 |
875 | if (button == LEFT_BUTTON || |
876 | button == MIDDLE_BUTTON || |
877 | button == RIGHT_BUTTON) { |
878 | |
879 | if (ui->cur_visible) { |
880 | ui->cur_visible = FALSE; |
881 | nullret = state; |
882 | } |
883 | |
884 | /* |
885 | * The button must have been clicked on a valid tile. |
886 | */ |
887 | x -= WINDOW_OFFSET + TILE_BORDER; |
888 | y -= WINDOW_OFFSET + TILE_BORDER; |
889 | if (x < 0 || y < 0) |
890 | return nullret; |
891 | tx = x / TILE_SIZE; |
892 | ty = y / TILE_SIZE; |
893 | if (tx >= state->width || ty >= state->height) |
894 | return nullret; |
895 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
896 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
897 | return nullret; |
898 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
899 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
900 | if (button == CURSOR_UP && ui->cur_y > 0) |
901 | ui->cur_y--; |
902 | else if (button == CURSOR_DOWN && ui->cur_y < state->height-1) |
903 | ui->cur_y++; |
904 | else if (button == CURSOR_LEFT && ui->cur_x > 0) |
905 | ui->cur_x--; |
906 | else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1) |
907 | ui->cur_x++; |
908 | else |
909 | return nullret; /* no cursor movement */ |
910 | ui->cur_visible = TRUE; |
911 | return state; /* UI activity has occurred */ |
912 | } else if (button == 'a' || button == 's' || button == 'd' || |
913 | button == 'A' || button == 'S' || button == 'D') { |
914 | tx = ui->cur_x; |
915 | ty = ui->cur_y; |
916 | if (button == 'a' || button == 'A') |
917 | button = LEFT_BUTTON; |
918 | else if (button == 's' || button == 'S') |
919 | button = MIDDLE_BUTTON; |
920 | else if (button == 'd' || button == 'D') |
921 | button = RIGHT_BUTTON; |
0671fa51 |
922 | ui->cur_visible = TRUE; |
cbb5549e |
923 | } else if (button == 'j' || button == 'J') { |
924 | /* XXX should we have some mouse control for this? */ |
925 | button = 'J'; /* canonify */ |
926 | tx = ty = -1; /* shut gcc up :( */ |
66164171 |
927 | } else |
928 | return nullret; |
720a8fb7 |
929 | |
930 | /* |
931 | * The middle button locks or unlocks a tile. (A locked tile |
932 | * cannot be turned, and is visually marked as being locked. |
933 | * This is a convenience for the player, so that once they are |
934 | * sure which way round a tile goes, they can lock it and thus |
935 | * avoid forgetting later on that they'd already done that one; |
936 | * and the locking also prevents them turning the tile by |
937 | * accident. If they change their mind, another middle click |
938 | * unlocks it.) |
939 | */ |
940 | if (button == MIDDLE_BUTTON) { |
cbb5549e |
941 | |
720a8fb7 |
942 | ret = dup_game(state); |
2ac6d24e |
943 | ret->just_used_solve = FALSE; |
720a8fb7 |
944 | tile(ret, tx, ty) ^= LOCKED; |
cbb5549e |
945 | ret->last_rotate_dir = 0; |
720a8fb7 |
946 | return ret; |
720a8fb7 |
947 | |
cbb5549e |
948 | } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
720a8fb7 |
949 | |
cbb5549e |
950 | /* |
951 | * The left and right buttons have no effect if clicked on a |
952 | * locked tile. |
953 | */ |
954 | if (tile(state, tx, ty) & LOCKED) |
955 | return nullret; |
956 | |
957 | /* |
958 | * Otherwise, turn the tile one way or the other. Left button |
959 | * turns anticlockwise; right button turns clockwise. |
960 | */ |
961 | ret = dup_game(state); |
2ac6d24e |
962 | ret->just_used_solve = FALSE; |
cbb5549e |
963 | orig = tile(ret, tx, ty); |
964 | if (button == LEFT_BUTTON) { |
965 | tile(ret, tx, ty) = A(orig); |
966 | ret->last_rotate_dir = +1; |
967 | } else { |
968 | tile(ret, tx, ty) = C(orig); |
969 | ret->last_rotate_dir = -1; |
970 | } |
971 | |
972 | } else if (button == 'J') { |
973 | |
974 | /* |
975 | * Jumble all unlocked tiles to random orientations. |
976 | */ |
977 | int jx, jy; |
978 | ret = dup_game(state); |
2ac6d24e |
979 | ret->just_used_solve = FALSE; |
cbb5549e |
980 | for (jy = 0; jy < ret->height; jy++) { |
981 | for (jx = 0; jx < ret->width; jx++) { |
982 | if (!(tile(ret, jx, jy) & LOCKED)) { |
983 | int rot = random_upto(ui->rs, 4); |
984 | orig = tile(ret, jx, jy); |
985 | tile(ret, jx, jy) = ROT(orig, rot); |
986 | } |
987 | } |
988 | } |
989 | ret->last_rotate_dir = 0; /* suppress animation */ |
990 | |
991 | } else assert(0); |
720a8fb7 |
992 | |
993 | /* |
994 | * Check whether the game has been completed. |
995 | */ |
996 | { |
997 | unsigned char *active = compute_active(ret); |
998 | int x1, y1; |
999 | int complete = TRUE; |
1000 | |
1001 | for (x1 = 0; x1 < ret->width; x1++) |
1002 | for (y1 = 0; y1 < ret->height; y1++) |
1003 | if (!index(ret, active, x1, y1)) { |
1004 | complete = FALSE; |
1005 | goto break_label; /* break out of two loops at once */ |
1006 | } |
1007 | break_label: |
1008 | |
1009 | sfree(active); |
1010 | |
1011 | if (complete) |
1012 | ret->completed = TRUE; |
1013 | } |
1014 | |
1015 | return ret; |
1016 | } |
1017 | |
1018 | /* ---------------------------------------------------------------------- |
1019 | * Routines for drawing the game position on the screen. |
1020 | */ |
1021 | |
2ef96bd6 |
1022 | struct game_drawstate { |
1023 | int started; |
1024 | int width, height; |
1025 | unsigned char *visible; |
1026 | }; |
1027 | |
be8d5aa1 |
1028 | static game_drawstate *game_new_drawstate(game_state *state) |
2ef96bd6 |
1029 | { |
1030 | game_drawstate *ds = snew(game_drawstate); |
1031 | |
1032 | ds->started = FALSE; |
1033 | ds->width = state->width; |
1034 | ds->height = state->height; |
1035 | ds->visible = snewn(state->width * state->height, unsigned char); |
1036 | memset(ds->visible, 0xFF, state->width * state->height); |
1037 | |
1038 | return ds; |
1039 | } |
1040 | |
be8d5aa1 |
1041 | static void game_free_drawstate(game_drawstate *ds) |
2ef96bd6 |
1042 | { |
1043 | sfree(ds->visible); |
1044 | sfree(ds); |
1045 | } |
1046 | |
be8d5aa1 |
1047 | static void game_size(game_params *params, int *x, int *y) |
7f77ea24 |
1048 | { |
1049 | *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
1050 | *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
1051 | } |
1052 | |
be8d5aa1 |
1053 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2ef96bd6 |
1054 | { |
1055 | float *ret; |
83680571 |
1056 | |
2ef96bd6 |
1057 | ret = snewn(NCOLOURS * 3, float); |
1058 | *ncolours = NCOLOURS; |
720a8fb7 |
1059 | |
2ef96bd6 |
1060 | /* |
1061 | * Basic background colour is whatever the front end thinks is |
1062 | * a sensible default. |
1063 | */ |
1064 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1065 | |
1066 | /* |
1067 | * Wires are black. |
1068 | */ |
03f856c4 |
1069 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1070 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1071 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
1072 | |
1073 | /* |
1074 | * Powered wires and powered endpoints are cyan. |
1075 | */ |
03f856c4 |
1076 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1077 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1078 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
1079 | |
1080 | /* |
1081 | * Barriers are red. |
1082 | */ |
03f856c4 |
1083 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1084 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1085 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
1086 | |
1087 | /* |
1088 | * Unpowered endpoints are blue. |
1089 | */ |
03f856c4 |
1090 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1091 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1092 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
1093 | |
1094 | /* |
1095 | * Tile borders are a darker grey than the background. |
1096 | */ |
03f856c4 |
1097 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1098 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1099 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
1100 | |
1101 | /* |
1102 | * Locked tiles are a grey in between those two. |
1103 | */ |
03f856c4 |
1104 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1105 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1106 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
1107 | |
1108 | return ret; |
1109 | } |
1110 | |
1111 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1112 | int colour) |
720a8fb7 |
1113 | { |
2ef96bd6 |
1114 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1115 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1116 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1117 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1118 | draw_line(fe, x1, y1, x2, y2, colour); |
1119 | } |
720a8fb7 |
1120 | |
2ef96bd6 |
1121 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1122 | int colour) |
1123 | { |
1124 | int mx = (x1 < x2 ? x1 : x2); |
1125 | int my = (y1 < y2 ? y1 : y2); |
1126 | int dx = (x2 + x1 - 2*mx + 1); |
1127 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
1128 | |
2ef96bd6 |
1129 | draw_rect(fe, mx, my, dx, dy, colour); |
1130 | } |
720a8fb7 |
1131 | |
2ef96bd6 |
1132 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1133 | { |
1134 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1135 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1136 | int x1, y1, dx, dy, dir2; |
1137 | |
1138 | dir >>= 4; |
1139 | |
1140 | dir2 = A(dir); |
1141 | dx = X(dir) + X(dir2); |
1142 | dy = Y(dir) + Y(dir2); |
1143 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1144 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1145 | |
1146 | if (phase == 0) { |
1147 | draw_rect_coords(fe, bx+x1, by+y1, |
1148 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1149 | COL_WIRE); |
1150 | draw_rect_coords(fe, bx+x1, by+y1, |
1151 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1152 | COL_WIRE); |
1153 | } else { |
1154 | draw_rect_coords(fe, bx+x1, by+y1, |
1155 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1156 | COL_BARRIER); |
720a8fb7 |
1157 | } |
2ef96bd6 |
1158 | } |
1159 | |
1160 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1161 | { |
1162 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1163 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1164 | int x1, y1, w, h; |
1165 | |
1166 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1167 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1168 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1169 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1170 | |
1171 | if (phase == 0) { |
1172 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1173 | } else { |
1174 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1175 | } |
1176 | } |
720a8fb7 |
1177 | |
2ef96bd6 |
1178 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
66164171 |
1179 | float angle, int cursor) |
2ef96bd6 |
1180 | { |
1181 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1182 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1183 | float matrix[4]; |
1184 | float cx, cy, ex, ey, tx, ty; |
1185 | int dir, col, phase; |
720a8fb7 |
1186 | |
2ef96bd6 |
1187 | /* |
1188 | * When we draw a single tile, we must draw everything up to |
1189 | * and including the borders around the tile. This means that |
1190 | * if the neighbouring tiles have connections to those borders, |
1191 | * we must draw those connections on the borders themselves. |
1192 | * |
1193 | * This would be terribly fiddly if we ever had to draw a tile |
1194 | * while its neighbour was in mid-rotate, because we'd have to |
1195 | * arrange to _know_ that the neighbour was being rotated and |
1196 | * hence had an anomalous effect on the redraw of this tile. |
1197 | * Fortunately, the drawing algorithm avoids ever calling us in |
1198 | * this circumstance: we're either drawing lots of straight |
1199 | * tiles at game start or after a move is complete, or we're |
1200 | * repeatedly drawing only the rotating tile. So no problem. |
1201 | */ |
1202 | |
1203 | /* |
1204 | * So. First blank the tile out completely: draw a big |
1205 | * rectangle in border colour, and a smaller rectangle in |
1206 | * background colour to fill it in. |
1207 | */ |
1208 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1209 | COL_BORDER); |
1210 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1211 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1212 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
1213 | |
1214 | /* |
66164171 |
1215 | * Draw an inset outline rectangle as a cursor, in whichever of |
1216 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
1217 | * in. |
1218 | */ |
1219 | if (cursor) { |
1220 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1221 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1222 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1223 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1224 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1225 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1226 | draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1227 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1228 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1229 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1230 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1231 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1232 | } |
1233 | |
1234 | /* |
2ef96bd6 |
1235 | * Set up the rotation matrix. |
1236 | */ |
03f856c4 |
1237 | matrix[0] = (float)cos(angle * PI / 180.0); |
1238 | matrix[1] = (float)-sin(angle * PI / 180.0); |
1239 | matrix[2] = (float)sin(angle * PI / 180.0); |
1240 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
1241 | |
1242 | /* |
1243 | * Draw the wires. |
1244 | */ |
03f856c4 |
1245 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
1246 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1247 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1248 | if (tile & dir) { |
03f856c4 |
1249 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1250 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1251 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1252 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1253 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
1254 | COL_WIRE); |
1255 | } |
1256 | } |
1257 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1258 | if (tile & dir) { |
03f856c4 |
1259 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1260 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1261 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1262 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1263 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
1264 | } |
1265 | } |
1266 | |
1267 | /* |
1268 | * Draw the box in the middle. We do this in blue if the tile |
1269 | * is an unpowered endpoint, in cyan if the tile is a powered |
1270 | * endpoint, in black if the tile is the centrepiece, and |
1271 | * otherwise not at all. |
1272 | */ |
1273 | col = -1; |
1274 | if (x == state->cx && y == state->cy) |
1275 | col = COL_WIRE; |
1276 | else if (COUNT(tile) == 1) { |
1277 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1278 | } |
1279 | if (col >= 0) { |
1280 | int i, points[8]; |
1281 | |
1282 | points[0] = +1; points[1] = +1; |
1283 | points[2] = +1; points[3] = -1; |
1284 | points[4] = -1; points[5] = -1; |
1285 | points[6] = -1; points[7] = +1; |
1286 | |
1287 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
1288 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1289 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
1290 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1291 | points[i] = bx+(int)(cx+tx); |
1292 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
1293 | } |
1294 | |
1295 | draw_polygon(fe, points, 4, TRUE, col); |
1296 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1297 | } |
1298 | |
1299 | /* |
1300 | * Draw the points on the border if other tiles are connected |
1301 | * to us. |
1302 | */ |
1303 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1304 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1305 | |
1306 | dx = X(dir); |
1307 | dy = Y(dir); |
1308 | |
1309 | ox = x + dx; |
1310 | oy = y + dy; |
1311 | |
1312 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1313 | continue; |
1314 | |
1315 | if (!(tile(state, ox, oy) & F(dir))) |
1316 | continue; |
1317 | |
03f856c4 |
1318 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1319 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
1320 | lx = dx * (TILE_BORDER-1); |
1321 | ly = dy * (TILE_BORDER-1); |
1322 | vx = (dy ? 1 : 0); |
1323 | vy = (dx ? 1 : 0); |
1324 | |
1325 | if (angle == 0.0 && (tile & dir)) { |
1326 | /* |
1327 | * If we are fully connected to the other tile, we must |
1328 | * draw right across the tile border. (We can use our |
1329 | * own ACTIVE state to determine what colour to do this |
1330 | * in: if we are fully connected to the other tile then |
1331 | * the two ACTIVE states will be the same.) |
1332 | */ |
1333 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1334 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1335 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1336 | } else { |
1337 | /* |
1338 | * The other tile extends into our border, but isn't |
1339 | * actually connected to us. Just draw a single black |
1340 | * dot. |
1341 | */ |
1342 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1343 | } |
1344 | } |
1345 | |
1346 | /* |
1347 | * Draw barrier corners, and then barriers. |
1348 | */ |
1349 | for (phase = 0; phase < 2; phase++) { |
1350 | for (dir = 1; dir < 0x10; dir <<= 1) |
1351 | if (barrier(state, x, y) & (dir << 4)) |
1352 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1353 | for (dir = 1; dir < 0x10; dir <<= 1) |
1354 | if (barrier(state, x, y) & dir) |
1355 | draw_barrier(fe, x, y, dir, phase); |
1356 | } |
1357 | |
1358 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
1359 | } |
1360 | |
be8d5aa1 |
1361 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1362 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
1363 | { |
cbb5549e |
1364 | int x, y, tx, ty, frame, last_rotate_dir; |
2ef96bd6 |
1365 | unsigned char *active; |
1366 | float angle = 0.0; |
1367 | |
1368 | /* |
1369 | * Clear the screen and draw the exterior barrier lines if this |
1370 | * is our first call. |
1371 | */ |
1372 | if (!ds->started) { |
1373 | int phase; |
1374 | |
1375 | ds->started = TRUE; |
1376 | |
1377 | draw_rect(fe, 0, 0, |
1378 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1379 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1380 | COL_BACKGROUND); |
1381 | draw_update(fe, 0, 0, |
1382 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1383 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1384 | |
1385 | for (phase = 0; phase < 2; phase++) { |
1386 | |
1387 | for (x = 0; x < ds->width; x++) { |
1388 | if (barrier(state, x, 0) & UL) |
1389 | draw_barrier_corner(fe, x, -1, LD, phase); |
1390 | if (barrier(state, x, 0) & RU) |
1391 | draw_barrier_corner(fe, x, -1, DR, phase); |
1392 | if (barrier(state, x, 0) & U) |
1393 | draw_barrier(fe, x, -1, D, phase); |
1394 | if (barrier(state, x, ds->height-1) & DR) |
1395 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1396 | if (barrier(state, x, ds->height-1) & LD) |
1397 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1398 | if (barrier(state, x, ds->height-1) & D) |
1399 | draw_barrier(fe, x, ds->height, U, phase); |
1400 | } |
1401 | |
1402 | for (y = 0; y < ds->height; y++) { |
1403 | if (barrier(state, 0, y) & UL) |
1404 | draw_barrier_corner(fe, -1, y, RU, phase); |
1405 | if (barrier(state, 0, y) & LD) |
1406 | draw_barrier_corner(fe, -1, y, DR, phase); |
1407 | if (barrier(state, 0, y) & L) |
1408 | draw_barrier(fe, -1, y, R, phase); |
1409 | if (barrier(state, ds->width-1, y) & RU) |
1410 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1411 | if (barrier(state, ds->width-1, y) & DR) |
1412 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1413 | if (barrier(state, ds->width-1, y) & R) |
1414 | draw_barrier(fe, ds->width, y, L, phase); |
1415 | } |
1416 | } |
1417 | } |
1418 | |
1419 | tx = ty = -1; |
cbb5549e |
1420 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
1421 | state->last_rotate_dir; |
1422 | if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { |
2ef96bd6 |
1423 | /* |
cbb5549e |
1424 | * We're animating a single tile rotation. Find the turning tile, |
2ef96bd6 |
1425 | * if any. |
1426 | */ |
1427 | for (x = 0; x < oldstate->width; x++) |
1428 | for (y = 0; y < oldstate->height; y++) |
1429 | if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) { |
1430 | tx = x, ty = y; |
1431 | goto break_label; /* leave both loops at once */ |
1432 | } |
1433 | break_label: |
1434 | |
1435 | if (tx >= 0) { |
05f411a6 |
1436 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
2ef96bd6 |
1437 | state = oldstate; |
1438 | } |
87ed82be |
1439 | } |
1440 | |
1441 | frame = -1; |
1442 | if (ft > 0) { |
2ef96bd6 |
1443 | /* |
1444 | * We're animating a completion flash. Find which frame |
1445 | * we're at. |
1446 | */ |
87ed82be |
1447 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
1448 | } |
1449 | |
1450 | /* |
1451 | * Draw any tile which differs from the way it was last drawn. |
1452 | */ |
1453 | active = compute_active(state); |
1454 | |
1455 | for (x = 0; x < ds->width; x++) |
1456 | for (y = 0; y < ds->height; y++) { |
1457 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1458 | |
1459 | /* |
1460 | * In a completion flash, we adjust the LOCKED bit |
1461 | * depending on our distance from the centre point and |
1462 | * the frame number. |
1463 | */ |
1464 | if (frame >= 0) { |
1465 | int xdist, ydist, dist; |
1466 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1467 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1468 | dist = (xdist > ydist ? xdist : ydist); |
1469 | |
1470 | if (frame >= dist && frame < dist+4) { |
1471 | int lock = (frame - dist) & 1; |
1472 | lock = lock ? LOCKED : 0; |
1473 | c = (c &~ LOCKED) | lock; |
1474 | } |
1475 | } |
1476 | |
1477 | if (index(state, ds->visible, x, y) != c || |
1478 | index(state, ds->visible, x, y) == 0xFF || |
66164171 |
1479 | (x == tx && y == ty) || |
1480 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) { |
2ef96bd6 |
1481 | draw_tile(fe, state, x, y, c, |
66164171 |
1482 | (x == tx && y == ty ? angle : 0.0F), |
1483 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)); |
1484 | if ((x == tx && y == ty) || |
1485 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) |
2ef96bd6 |
1486 | index(state, ds->visible, x, y) = 0xFF; |
1487 | else |
1488 | index(state, ds->visible, x, y) = c; |
1489 | } |
1490 | } |
1491 | |
fd1a1a2b |
1492 | /* |
1493 | * Update the status bar. |
1494 | */ |
1495 | { |
1496 | char statusbuf[256]; |
1497 | int i, n, a; |
1498 | |
1499 | n = state->width * state->height; |
1500 | for (i = a = 0; i < n; i++) |
1501 | if (active[i]) |
1502 | a++; |
1503 | |
1504 | sprintf(statusbuf, "%sActive: %d/%d", |
2ac6d24e |
1505 | (state->used_solve ? "Auto-solved. " : |
1506 | state->completed ? "COMPLETED! " : ""), a, n); |
fd1a1a2b |
1507 | |
1508 | status_bar(fe, statusbuf); |
1509 | } |
1510 | |
2ef96bd6 |
1511 | sfree(active); |
1512 | } |
1513 | |
be8d5aa1 |
1514 | static float game_anim_length(game_state *oldstate, |
1515 | game_state *newstate, int dir) |
2ef96bd6 |
1516 | { |
cbb5549e |
1517 | int x, y, last_rotate_dir; |
2ef96bd6 |
1518 | |
1519 | /* |
2ac6d24e |
1520 | * Don't animate an auto-solve move. |
1521 | */ |
1522 | if ((dir > 0 && newstate->just_used_solve) || |
1523 | (dir < 0 && oldstate->just_used_solve)) |
1524 | return 0.0F; |
1525 | |
1526 | /* |
cbb5549e |
1527 | * Don't animate if last_rotate_dir is zero. |
2ef96bd6 |
1528 | */ |
cbb5549e |
1529 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
1530 | newstate->last_rotate_dir; |
1531 | if (last_rotate_dir) { |
1532 | |
1533 | /* |
1534 | * If there's a tile which has been rotated, allow time to |
1535 | * animate its rotation. |
1536 | */ |
1537 | for (x = 0; x < oldstate->width; x++) |
1538 | for (y = 0; y < oldstate->height; y++) |
1539 | if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { |
1540 | return ROTATE_TIME; |
1541 | } |
1542 | |
1543 | } |
2ef96bd6 |
1544 | |
87ed82be |
1545 | return 0.0F; |
1546 | } |
1547 | |
be8d5aa1 |
1548 | static float game_flash_length(game_state *oldstate, |
1549 | game_state *newstate, int dir) |
87ed82be |
1550 | { |
2ef96bd6 |
1551 | /* |
87ed82be |
1552 | * If the game has just been completed, we display a completion |
1553 | * flash. |
2ef96bd6 |
1554 | */ |
2ac6d24e |
1555 | if (!oldstate->completed && newstate->completed && |
1556 | !oldstate->used_solve && !newstate->used_solve) { |
2ef96bd6 |
1557 | int size; |
1558 | size = 0; |
1559 | if (size < newstate->cx+1) |
1560 | size = newstate->cx+1; |
1561 | if (size < newstate->cy+1) |
1562 | size = newstate->cy+1; |
1563 | if (size < newstate->width - newstate->cx) |
1564 | size = newstate->width - newstate->cx; |
1565 | if (size < newstate->height - newstate->cy) |
1566 | size = newstate->height - newstate->cy; |
87ed82be |
1567 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
1568 | } |
1569 | |
87ed82be |
1570 | return 0.0F; |
2ef96bd6 |
1571 | } |
fd1a1a2b |
1572 | |
be8d5aa1 |
1573 | static int game_wants_statusbar(void) |
fd1a1a2b |
1574 | { |
1575 | return TRUE; |
1576 | } |
be8d5aa1 |
1577 | |
1578 | #ifdef COMBINED |
1579 | #define thegame net |
1580 | #endif |
1581 | |
1582 | const struct game thegame = { |
1d228b10 |
1583 | "Net", "games.net", |
be8d5aa1 |
1584 | default_params, |
1585 | game_fetch_preset, |
1586 | decode_params, |
1587 | encode_params, |
1588 | free_params, |
1589 | dup_params, |
1d228b10 |
1590 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1591 | validate_params, |
1592 | new_game_seed, |
6f2d8d7c |
1593 | game_free_aux_info, |
be8d5aa1 |
1594 | validate_seed, |
1595 | new_game, |
1596 | dup_game, |
1597 | free_game, |
2ac6d24e |
1598 | TRUE, solve_game, |
9b4b03d3 |
1599 | FALSE, game_text_format, |
be8d5aa1 |
1600 | new_ui, |
1601 | free_ui, |
1602 | make_move, |
1603 | game_size, |
1604 | game_colours, |
1605 | game_new_drawstate, |
1606 | game_free_drawstate, |
1607 | game_redraw, |
1608 | game_anim_length, |
1609 | game_flash_length, |
1610 | game_wants_statusbar, |
1611 | }; |