Introduce a new game backend function (there seem to have been a lot
[sgt/puzzles] / net.c
1 /*
2 * net.c: Net game.
3 */
4
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13 #include "tree234.h"
14
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 */
23 #define R 0x01
24 #define U 0x02
25 #define L 0x04
26 #define D 0x08
27 #define LOCKED 0x10
28 #define ACTIVE 0x20
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
46 #define TILE_SIZE 32
47 #define TILE_BORDER 1
48 #define WINDOW_OFFSET 16
49
50 #define ROTATE_TIME 0.13F
51 #define FLASH_FRAME 0.07F
52
53 /* Transform physical coords to game coords using game_drawstate ds */
54 #define GX(x) (((x) + ds->org_x) % ds->width)
55 #define GY(y) (((y) + ds->org_y) % ds->height)
56 /* ...and game coords to physical coords */
57 #define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
58 #define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
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
71 struct game_params {
72 int width;
73 int height;
74 int wrapping;
75 int unique;
76 float barrier_probability;
77 };
78
79 struct game_aux_info {
80 int width, height;
81 unsigned char *tiles;
82 };
83
84 struct game_state {
85 int width, height, wrapping, completed;
86 int last_rotate_x, last_rotate_y, last_rotate_dir;
87 int used_solve, just_used_solve;
88 unsigned char *tiles;
89 unsigned char *barriers;
90 };
91
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
96 #define OFFSET(x2,y2,x1,y1,dir,state) \
97 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
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
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;
110 if (a->x < b->x)
111 return -1;
112 if (a->x > b->x)
113 return +1;
114 if (a->y < b->y)
115 return -1;
116 if (a->y > b->y)
117 return +1;
118 if (a->direction < b->direction)
119 return -1;
120 if (a->direction > b->direction)
121 return +1;
122 return 0;
123 }
124
125 static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); }
126
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 /* ----------------------------------------------------------------------
137 * Manage game parameters.
138 */
139 static game_params *default_params(void)
140 {
141 game_params *ret = snew(game_params);
142
143 ret->width = 5;
144 ret->height = 5;
145 ret->wrapping = FALSE;
146 ret->unique = TRUE;
147 ret->barrier_probability = 0.0;
148
149 return ret;
150 }
151
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},
157 {13, 11, FALSE, TRUE, 0.0},
158 {5, 5, TRUE, TRUE, 0.0},
159 {7, 7, TRUE, TRUE, 0.0},
160 {9, 9, TRUE, TRUE, 0.0},
161 {11, 11, TRUE, TRUE, 0.0},
162 {13, 11, TRUE, TRUE, 0.0},
163 };
164
165 static int game_fetch_preset(int i, char **name, game_params **params)
166 {
167 game_params *ret;
168 char str[80];
169
170 if (i < 0 || i >= lenof(net_presets))
171 return FALSE;
172
173 ret = snew(game_params);
174 *ret = net_presets[i];
175
176 sprintf(str, "%dx%d%s", ret->width, ret->height,
177 ret->wrapping ? " wrapping" : "");
178
179 *name = dupstr(str);
180 *params = ret;
181 return TRUE;
182 }
183
184 static void free_params(game_params *params)
185 {
186 sfree(params);
187 }
188
189 static game_params *dup_params(game_params *params)
190 {
191 game_params *ret = snew(game_params);
192 *ret = *params; /* structure copy */
193 return ret;
194 }
195
196 static void decode_params(game_params *ret, char const *string)
197 {
198 char const *p = string;
199
200 ret->width = atoi(p);
201 while (*p && isdigit((unsigned char)*p)) p++;
202 if (*p == 'x') {
203 p++;
204 ret->height = atoi(p);
205 while (*p && isdigit((unsigned char)*p)) p++;
206 } else {
207 ret->height = ret->width;
208 }
209
210 while (*p) {
211 if (*p == 'w') {
212 p++;
213 ret->wrapping = TRUE;
214 } else if (*p == 'b') {
215 p++;
216 ret->barrier_probability = atof(p);
217 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
218 } else if (*p == 'a') {
219 p++;
220 ret->unique = FALSE;
221 } else
222 p++; /* skip any other gunk */
223 }
224 }
225
226 static char *encode_params(game_params *params, int full)
227 {
228 char ret[400];
229 int len;
230
231 len = sprintf(ret, "%dx%d", params->width, params->height);
232 if (params->wrapping)
233 ret[len++] = 'w';
234 if (full && params->barrier_probability)
235 len += sprintf(ret+len, "b%g", params->barrier_probability);
236 if (full && !params->unique)
237 ret[len++] = 'a';
238 assert(len < lenof(ret));
239 ret[len] = '\0';
240
241 return dupstr(ret);
242 }
243
244 static config_item *game_configure(game_params *params)
245 {
246 config_item *ret;
247 char buf[80];
248
249 ret = snewn(6, config_item);
250
251 ret[0].name = "Width";
252 ret[0].type = C_STRING;
253 sprintf(buf, "%d", params->width);
254 ret[0].sval = dupstr(buf);
255 ret[0].ival = 0;
256
257 ret[1].name = "Height";
258 ret[1].type = C_STRING;
259 sprintf(buf, "%d", params->height);
260 ret[1].sval = dupstr(buf);
261 ret[1].ival = 0;
262
263 ret[2].name = "Walls wrap around";
264 ret[2].type = C_BOOLEAN;
265 ret[2].sval = NULL;
266 ret[2].ival = params->wrapping;
267
268 ret[3].name = "Barrier probability";
269 ret[3].type = C_STRING;
270 sprintf(buf, "%g", params->barrier_probability);
271 ret[3].sval = dupstr(buf);
272 ret[3].ival = 0;
273
274 ret[4].name = "Ensure unique solution";
275 ret[4].type = C_BOOLEAN;
276 ret[4].sval = NULL;
277 ret[4].ival = params->unique;
278
279 ret[5].name = NULL;
280 ret[5].type = C_END;
281 ret[5].sval = NULL;
282 ret[5].ival = 0;
283
284 return ret;
285 }
286
287 static game_params *custom_params(config_item *cfg)
288 {
289 game_params *ret = snew(game_params);
290
291 ret->width = atoi(cfg[0].sval);
292 ret->height = atoi(cfg[1].sval);
293 ret->wrapping = cfg[2].ival;
294 ret->barrier_probability = (float)atof(cfg[3].sval);
295 ret->unique = cfg[4].ival;
296
297 return ret;
298 }
299
300 static char *validate_params(game_params *params)
301 {
302 if (params->width <= 0 || params->height <= 0)
303 return "Width and height must both be greater than zero";
304 if (params->width <= 1 && params->height <= 1)
305 return "At least one of width and height must be greater than one";
306 if (params->barrier_probability < 0)
307 return "Barrier probability may not be negative";
308 if (params->barrier_probability > 1)
309 return "Barrier probability may not be greater than 1";
310
311 /*
312 * Specifying either grid dimension as 2 in a wrapping puzzle
313 * makes it actually impossible to ensure a unique puzzle
314 * solution.
315 *
316 * Proof:
317 *
318 * Without loss of generality, let us assume the puzzle _width_
319 * is 2, so we can conveniently discuss rows without having to
320 * say `rows/columns' all the time. (The height may be 2 as
321 * well, but that doesn't matter.)
322 *
323 * In each row, there are two edges between tiles: the inner
324 * edge (running down the centre of the grid) and the outer
325 * edge (the identified left and right edges of the grid).
326 *
327 * Lemma: In any valid 2xn puzzle there must be at least one
328 * row in which _exactly one_ of the inner edge and outer edge
329 * is connected.
330 *
331 * Proof: No row can have _both_ inner and outer edges
332 * connected, because this would yield a loop. So the only
333 * other way to falsify the lemma is for every row to have
334 * _neither_ the inner nor outer edge connected. But this
335 * means there is no connection at all between the left and
336 * right columns of the puzzle, so there are two disjoint
337 * subgraphs, which is also disallowed. []
338 *
339 * Given such a row, it is always possible to make the
340 * disconnected edge connected and the connected edge
341 * disconnected without changing the state of any other edge.
342 * (This is easily seen by case analysis on the various tiles:
343 * left-pointing and right-pointing endpoints can be exchanged,
344 * likewise T-pieces, and a corner piece can select its
345 * horizontal connectivity independently of its vertical.) This
346 * yields a distinct valid solution.
347 *
348 * Thus, for _every_ row in which exactly one of the inner and
349 * outer edge is connected, there are two valid states for that
350 * row, and hence the total number of solutions of the puzzle
351 * is at least 2^(number of such rows), and in particular is at
352 * least 2 since there must be at least one such row. []
353 */
354 if (params->unique && params->wrapping &&
355 (params->width == 2 || params->height == 2))
356 return "No wrapping puzzle with a width or height of 2 can have"
357 " a unique solution";
358
359 return NULL;
360 }
361
362 /* ----------------------------------------------------------------------
363 * Solver used to assure solution uniqueness during generation.
364 */
365
366 /*
367 * Test cases I used while debugging all this were
368 *
369 * ./net --generate 1 13x11w#12300
370 * which expands under the non-unique grid generation rules to
371 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
372 * and has two ambiguous areas.
373 *
374 * An even better one is
375 * 13x11w#507896411361192
376 * which expands to
377 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
378 * and has an ambiguous area _and_ a situation where loop avoidance
379 * is a necessary deductive technique.
380 *
381 * Then there's
382 * 48x25w#820543338195187
383 * becoming
384 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
385 * which has a spot (far right) where slightly more complex loop
386 * avoidance is required.
387 */
388
389 static int dsf_canonify(int *dsf, int val)
390 {
391 int v2 = val;
392
393 while (dsf[val] != val)
394 val = dsf[val];
395
396 while (v2 != val) {
397 int tmp = dsf[v2];
398 dsf[v2] = val;
399 v2 = tmp;
400 }
401
402 return val;
403 }
404
405 static void dsf_merge(int *dsf, int v1, int v2)
406 {
407 v1 = dsf_canonify(dsf, v1);
408 v2 = dsf_canonify(dsf, v2);
409 dsf[v2] = v1;
410 }
411
412 struct todo {
413 unsigned char *marked;
414 int *buffer;
415 int buflen;
416 int head, tail;
417 };
418
419 static struct todo *todo_new(int maxsize)
420 {
421 struct todo *todo = snew(struct todo);
422 todo->marked = snewn(maxsize, unsigned char);
423 memset(todo->marked, 0, maxsize);
424 todo->buflen = maxsize + 1;
425 todo->buffer = snewn(todo->buflen, int);
426 todo->head = todo->tail = 0;
427 return todo;
428 }
429
430 static void todo_free(struct todo *todo)
431 {
432 sfree(todo->marked);
433 sfree(todo->buffer);
434 sfree(todo);
435 }
436
437 static void todo_add(struct todo *todo, int index)
438 {
439 if (todo->marked[index])
440 return; /* already on the list */
441 todo->marked[index] = TRUE;
442 todo->buffer[todo->tail++] = index;
443 if (todo->tail == todo->buflen)
444 todo->tail = 0;
445 }
446
447 static int todo_get(struct todo *todo) {
448 int ret;
449
450 if (todo->head == todo->tail)
451 return -1; /* list is empty */
452 ret = todo->buffer[todo->head++];
453 if (todo->head == todo->buflen)
454 todo->head = 0;
455 todo->marked[ret] = FALSE;
456
457 return ret;
458 }
459
460 static int net_solver(int w, int h, unsigned char *tiles,
461 unsigned char *barriers, int wrapping)
462 {
463 unsigned char *tilestate;
464 unsigned char *edgestate;
465 int *deadends;
466 int *equivalence;
467 struct todo *todo;
468 int i, j, x, y;
469 int area;
470 int done_something;
471
472 /*
473 * Set up the solver's data structures.
474 */
475
476 /*
477 * tilestate stores the possible orientations of each tile.
478 * There are up to four of these, so we'll index the array in
479 * fours. tilestate[(y * w + x) * 4] and its three successive
480 * members give the possible orientations, clearing to 255 from
481 * the end as things are ruled out.
482 *
483 * In this loop we also count up the area of the grid (which is
484 * not _necessarily_ equal to w*h, because there might be one
485 * or more blank squares present. This will never happen in a
486 * grid generated _by_ this program, but it's worth keeping the
487 * solver as general as possible.)
488 */
489 tilestate = snewn(w * h * 4, unsigned char);
490 area = 0;
491 for (i = 0; i < w*h; i++) {
492 tilestate[i * 4] = tiles[i] & 0xF;
493 for (j = 1; j < 4; j++) {
494 if (tilestate[i * 4 + j - 1] == 255 ||
495 A(tilestate[i * 4 + j - 1]) == tilestate[i * 4])
496 tilestate[i * 4 + j] = 255;
497 else
498 tilestate[i * 4 + j] = A(tilestate[i * 4 + j - 1]);
499 }
500 if (tiles[i] != 0)
501 area++;
502 }
503
504 /*
505 * edgestate stores the known state of each edge. It is 0 for
506 * unknown, 1 for open (connected) and 2 for closed (not
507 * connected).
508 *
509 * In principle we need only worry about each edge once each,
510 * but in fact it's easier to track each edge twice so that we
511 * can reference it from either side conveniently. Also I'm
512 * going to allocate _five_ bytes per tile, rather than the
513 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
514 * where d is 1,2,4,8 and they never overlap.
515 */
516 edgestate = snewn((w * h - 1) * 5 + 9, unsigned char);
517 memset(edgestate, 0, (w * h - 1) * 5 + 9);
518
519 /*
520 * deadends tracks which edges have dead ends on them. It is
521 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
522 * tells you whether heading out of tile (x,y) in direction d
523 * can reach a limited amount of the grid. Values are area+1
524 * (no dead end known) or less than that (can reach _at most_
525 * this many other tiles by heading this way out of this tile).
526 */
527 deadends = snewn((w * h - 1) * 5 + 9, int);
528 for (i = 0; i < (w * h - 1) * 5 + 9; i++)
529 deadends[i] = area+1;
530
531 /*
532 * equivalence tracks which sets of tiles are known to be
533 * connected to one another, so we can avoid creating loops by
534 * linking together tiles which are already linked through
535 * another route.
536 *
537 * This is a disjoint set forest structure: equivalence[i]
538 * contains the index of another member of the equivalence
539 * class containing i, or contains i itself for precisely one
540 * member in each such class. To find a representative member
541 * of the equivalence class containing i, you keep replacing i
542 * with equivalence[i] until it stops changing; then you go
543 * _back_ along the same path and point everything on it
544 * directly at the representative member so as to speed up
545 * future searches. Then you test equivalence between tiles by
546 * finding the representative of each tile and seeing if
547 * they're the same; and you create new equivalence (merge
548 * classes) by finding the representative of each tile and
549 * setting equivalence[one]=the_other.
550 */
551 equivalence = snewn(w * h, int);
552 for (i = 0; i < w*h; i++)
553 equivalence[i] = i; /* initially all distinct */
554
555 /*
556 * On a non-wrapping grid, we instantly know that all the edges
557 * round the edge are closed.
558 */
559 if (!wrapping) {
560 for (i = 0; i < w; i++) {
561 edgestate[i * 5 + 2] = edgestate[((h-1) * w + i) * 5 + 8] = 2;
562 }
563 for (i = 0; i < h; i++) {
564 edgestate[(i * w + w-1) * 5 + 1] = edgestate[(i * w) * 5 + 4] = 2;
565 }
566 }
567
568 /*
569 * If we have barriers available, we can mark those edges as
570 * closed too.
571 */
572 if (barriers) {
573 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
574 int d;
575 for (d = 1; d <= 8; d += d) {
576 if (barriers[y*w+x] & d) {
577 int x2, y2;
578 /*
579 * In principle the barrier list should already
580 * contain each barrier from each side, but
581 * let's not take chances with our internal
582 * consistency.
583 */
584 OFFSETWH(x2, y2, x, y, d, w, h);
585 edgestate[(y*w+x) * 5 + d] = 2;
586 edgestate[(y2*w+x2) * 5 + F(d)] = 2;
587 }
588 }
589 }
590 }
591
592 /*
593 * Since most deductions made by this solver are local (the
594 * exception is loop avoidance, where joining two tiles
595 * together on one side of the grid can theoretically permit a
596 * fresh deduction on the other), we can address the scaling
597 * problem inherent in iterating repeatedly over the entire
598 * grid by instead working with a to-do list.
599 */
600 todo = todo_new(w * h);
601
602 /*
603 * Main deductive loop.
604 */
605 done_something = TRUE; /* prevent instant termination! */
606 while (1) {
607 int index;
608
609 /*
610 * Take a tile index off the todo list and process it.
611 */
612 index = todo_get(todo);
613 if (index == -1) {
614 /*
615 * If we have run out of immediate things to do, we
616 * have no choice but to scan the whole grid for
617 * longer-range things we've missed. Hence, I now add
618 * every square on the grid back on to the to-do list.
619 * I also set `done_something' to FALSE at this point;
620 * if we later come back here and find it still FALSE,
621 * we will know we've scanned the entire grid without
622 * finding anything new to do, and we can terminate.
623 */
624 if (!done_something)
625 break;
626 for (i = 0; i < w*h; i++)
627 todo_add(todo, i);
628 done_something = FALSE;
629
630 index = todo_get(todo);
631 }
632
633 y = index / w;
634 x = index % w;
635 {
636 int d, ourclass = dsf_canonify(equivalence, y*w+x);
637 int deadendmax[9];
638
639 deadendmax[1] = deadendmax[2] = deadendmax[4] = deadendmax[8] = 0;
640
641 for (i = j = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) {
642 int valid;
643 int nnondeadends, nondeadends[4], deadendtotal;
644 int nequiv, equiv[5];
645 int val = tilestate[(y*w+x) * 4 + i];
646
647 valid = TRUE;
648 nnondeadends = deadendtotal = 0;
649 equiv[0] = ourclass;
650 nequiv = 1;
651 for (d = 1; d <= 8; d += d) {
652 /*
653 * Immediately rule out this orientation if it
654 * conflicts with any known edge.
655 */
656 if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) ||
657 (edgestate[(y*w+x) * 5 + d] == 2 && (val & d)))
658 valid = FALSE;
659
660 if (val & d) {
661 /*
662 * Count up the dead-end statistics.
663 */
664 if (deadends[(y*w+x) * 5 + d] <= area) {
665 deadendtotal += deadends[(y*w+x) * 5 + d];
666 } else {
667 nondeadends[nnondeadends++] = d;
668 }
669
670 /*
671 * Ensure we aren't linking to any tiles,
672 * through edges not already known to be
673 * open, which create a loop.
674 */
675 if (edgestate[(y*w+x) * 5 + d] == 0) {
676 int c, k, x2, y2;
677
678 OFFSETWH(x2, y2, x, y, d, w, h);
679 c = dsf_canonify(equivalence, y2*w+x2);
680 for (k = 0; k < nequiv; k++)
681 if (c == equiv[k])
682 break;
683 if (k == nequiv)
684 equiv[nequiv++] = c;
685 else
686 valid = FALSE;
687 }
688 }
689 }
690
691 if (nnondeadends == 0) {
692 /*
693 * If this orientation links together dead-ends
694 * with a total area of less than the entire
695 * grid, it is invalid.
696 *
697 * (We add 1 to deadendtotal because of the
698 * tile itself, of course; one tile linking
699 * dead ends of size 2 and 3 forms a subnetwork
700 * with a total area of 6, not 5.)
701 */
702 if (deadendtotal > 0 && deadendtotal+1 < area)
703 valid = FALSE;
704 } else if (nnondeadends == 1) {
705 /*
706 * If this orientation links together one or
707 * more dead-ends with precisely one
708 * non-dead-end, then we may have to mark that
709 * non-dead-end as a dead end going the other
710 * way. However, it depends on whether all
711 * other orientations share the same property.
712 */
713 deadendtotal++;
714 if (deadendmax[nondeadends[0]] < deadendtotal)
715 deadendmax[nondeadends[0]] = deadendtotal;
716 } else {
717 /*
718 * If this orientation links together two or
719 * more non-dead-ends, then we can rule out the
720 * possibility of putting in new dead-end
721 * markings in those directions.
722 */
723 int k;
724 for (k = 0; k < nnondeadends; k++)
725 deadendmax[nondeadends[k]] = area+1;
726 }
727
728 if (valid)
729 tilestate[(y*w+x) * 4 + j++] = val;
730 #ifdef SOLVER_DIAGNOSTICS
731 else
732 printf("ruling out orientation %x at %d,%d\n", val, x, y);
733 #endif
734 }
735
736 assert(j > 0); /* we can't lose _all_ possibilities! */
737
738 if (j < i) {
739 done_something = TRUE;
740
741 /*
742 * We have ruled out at least one tile orientation.
743 * Make sure the rest are blanked.
744 */
745 while (j < 4)
746 tilestate[(y*w+x) * 4 + j++] = 255;
747 }
748
749 /*
750 * Now go through the tile orientations again and see
751 * if we've deduced anything new about any edges.
752 */
753 {
754 int a, o;
755 a = 0xF; o = 0;
756
757 for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) {
758 a &= tilestate[(y*w+x) * 4 + i];
759 o |= tilestate[(y*w+x) * 4 + i];
760 }
761 for (d = 1; d <= 8; d += d)
762 if (edgestate[(y*w+x) * 5 + d] == 0) {
763 int x2, y2, d2;
764 OFFSETWH(x2, y2, x, y, d, w, h);
765 d2 = F(d);
766 if (a & d) {
767 /* This edge is open in all orientations. */
768 #ifdef SOLVER_DIAGNOSTICS
769 printf("marking edge %d,%d:%d open\n", x, y, d);
770 #endif
771 edgestate[(y*w+x) * 5 + d] = 1;
772 edgestate[(y2*w+x2) * 5 + d2] = 1;
773 dsf_merge(equivalence, y*w+x, y2*w+x2);
774 done_something = TRUE;
775 todo_add(todo, y2*w+x2);
776 } else if (!(o & d)) {
777 /* This edge is closed in all orientations. */
778 #ifdef SOLVER_DIAGNOSTICS
779 printf("marking edge %d,%d:%d closed\n", x, y, d);
780 #endif
781 edgestate[(y*w+x) * 5 + d] = 2;
782 edgestate[(y2*w+x2) * 5 + d2] = 2;
783 done_something = TRUE;
784 todo_add(todo, y2*w+x2);
785 }
786 }
787
788 }
789
790 /*
791 * Now check the dead-end markers and see if any of
792 * them has lowered from the real ones.
793 */
794 for (d = 1; d <= 8; d += d) {
795 int x2, y2, d2;
796 OFFSETWH(x2, y2, x, y, d, w, h);
797 d2 = F(d);
798 if (deadendmax[d] > 0 &&
799 deadends[(y2*w+x2) * 5 + d2] > deadendmax[d]) {
800 #ifdef SOLVER_DIAGNOSTICS
801 printf("setting dead end value %d,%d:%d to %d\n",
802 x2, y2, d2, deadendmax[d]);
803 #endif
804 deadends[(y2*w+x2) * 5 + d2] = deadendmax[d];
805 done_something = TRUE;
806 todo_add(todo, y2*w+x2);
807 }
808 }
809
810 }
811 }
812
813 /*
814 * Mark all completely determined tiles as locked.
815 */
816 j = TRUE;
817 for (i = 0; i < w*h; i++) {
818 if (tilestate[i * 4 + 1] == 255) {
819 assert(tilestate[i * 4 + 0] != 255);
820 tiles[i] = tilestate[i * 4] | LOCKED;
821 } else {
822 tiles[i] &= ~LOCKED;
823 j = FALSE;
824 }
825 }
826
827 /*
828 * Free up working space.
829 */
830 todo_free(todo);
831 sfree(tilestate);
832 sfree(edgestate);
833 sfree(deadends);
834 sfree(equivalence);
835
836 return j;
837 }
838
839 /* ----------------------------------------------------------------------
840 * Randomly select a new game description.
841 */
842
843 /*
844 * Function to randomly perturb an ambiguous section in a grid, to
845 * attempt to ensure unique solvability.
846 */
847 static void perturb(int w, int h, unsigned char *tiles, int wrapping,
848 random_state *rs, int startx, int starty, int startd)
849 {
850 struct xyd *perimeter, *perim2, *loop[2], looppos[2];
851 int nperim, perimsize, nloop[2], loopsize[2];
852 int x, y, d, i;
853
854 /*
855 * We know that the tile at (startx,starty) is part of an
856 * ambiguous section, and we also know that its neighbour in
857 * direction startd is fully specified. We begin by tracing all
858 * the way round the ambiguous area.
859 */
860 nperim = perimsize = 0;
861 perimeter = NULL;
862 x = startx;
863 y = starty;
864 d = startd;
865 #ifdef PERTURB_DIAGNOSTICS
866 printf("perturb %d,%d:%d\n", x, y, d);
867 #endif
868 do {
869 int x2, y2, d2;
870
871 if (nperim >= perimsize) {
872 perimsize = perimsize * 3 / 2 + 32;
873 perimeter = sresize(perimeter, perimsize, struct xyd);
874 }
875 perimeter[nperim].x = x;
876 perimeter[nperim].y = y;
877 perimeter[nperim].direction = d;
878 nperim++;
879 #ifdef PERTURB_DIAGNOSTICS
880 printf("perimeter: %d,%d:%d\n", x, y, d);
881 #endif
882
883 /*
884 * First, see if we can simply turn left from where we are
885 * and find another locked square.
886 */
887 d2 = A(d);
888 OFFSETWH(x2, y2, x, y, d2, w, h);
889 if ((!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) ||
890 (tiles[y2*w+x2] & LOCKED)) {
891 d = d2;
892 } else {
893 /*
894 * Failing that, step left into the new square and look
895 * in front of us.
896 */
897 x = x2;
898 y = y2;
899 OFFSETWH(x2, y2, x, y, d, w, h);
900 if ((wrapping || (abs(x2-x) <= 1 && abs(y2-y) <= 1)) &&
901 !(tiles[y2*w+x2] & LOCKED)) {
902 /*
903 * And failing _that_, we're going to have to step
904 * forward into _that_ square and look right at the
905 * same locked square as we started with.
906 */
907 x = x2;
908 y = y2;
909 d = C(d);
910 }
911 }
912
913 } while (x != startx || y != starty || d != startd);
914
915 /*
916 * Our technique for perturbing this ambiguous area is to
917 * search round its edge for a join we can make: that is, an
918 * edge on the perimeter which is (a) not currently connected,
919 * and (b) connecting it would not yield a full cross on either
920 * side. Then we make that join, search round the network to
921 * find the loop thus constructed, and sever the loop at a
922 * randomly selected other point.
923 */
924 perim2 = snewn(nperim, struct xyd);
925 memcpy(perim2, perimeter, nperim * sizeof(struct xyd));
926 /* Shuffle the perimeter, so as to search it without directional bias. */
927 for (i = nperim; --i ;) {
928 int j = random_upto(rs, i+1);
929 struct xyd t;
930
931 t = perim2[j];
932 perim2[j] = perim2[i];
933 perim2[i] = t;
934 }
935 for (i = 0; i < nperim; i++) {
936 int x2, y2;
937
938 x = perim2[i].x;
939 y = perim2[i].y;
940 d = perim2[i].direction;
941
942 OFFSETWH(x2, y2, x, y, d, w, h);
943 if (!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1))
944 continue; /* can't link across non-wrapping border */
945 if (tiles[y*w+x] & d)
946 continue; /* already linked in this direction! */
947 if (((tiles[y*w+x] | d) & 15) == 15)
948 continue; /* can't turn this tile into a cross */
949 if (((tiles[y2*w+x2] | F(d)) & 15) == 15)
950 continue; /* can't turn other tile into a cross */
951
952 /*
953 * We've found the point at which we're going to make a new
954 * link.
955 */
956 #ifdef PERTURB_DIAGNOSTICS
957 printf("linking %d,%d:%d\n", x, y, d);
958 #endif
959 tiles[y*w+x] |= d;
960 tiles[y2*w+x2] |= F(d);
961
962 break;
963 }
964 sfree(perim2);
965
966 if (i == nperim)
967 return; /* nothing we can do! */
968
969 /*
970 * Now we've constructed a new link, we need to find the entire
971 * loop of which it is a part.
972 *
973 * In principle, this involves doing a complete search round
974 * the network. However, I anticipate that in the vast majority
975 * of cases the loop will be quite small, so what I'm going to
976 * do is make _two_ searches round the network in parallel, one
977 * keeping its metaphorical hand on the left-hand wall while
978 * the other keeps its hand on the right. As soon as one of
979 * them gets back to its starting point, I abandon the other.
980 */
981 for (i = 0; i < 2; i++) {
982 loopsize[i] = nloop[i] = 0;
983 loop[i] = NULL;
984 looppos[i].x = x;
985 looppos[i].y = y;
986 looppos[i].direction = d;
987 }
988 while (1) {
989 for (i = 0; i < 2; i++) {
990 int x2, y2, j;
991
992 x = looppos[i].x;
993 y = looppos[i].y;
994 d = looppos[i].direction;
995
996 OFFSETWH(x2, y2, x, y, d, w, h);
997
998 /*
999 * Add this path segment to the loop, unless it exactly
1000 * reverses the previous one on the loop in which case
1001 * we take it away again.
1002 */
1003 #ifdef PERTURB_DIAGNOSTICS
1004 printf("looppos[%d] = %d,%d:%d\n", i, x, y, d);
1005 #endif
1006 if (nloop[i] > 0 &&
1007 loop[i][nloop[i]-1].x == x2 &&
1008 loop[i][nloop[i]-1].y == y2 &&
1009 loop[i][nloop[i]-1].direction == F(d)) {
1010 #ifdef PERTURB_DIAGNOSTICS
1011 printf("removing path segment %d,%d:%d from loop[%d]\n",
1012 x2, y2, F(d), i);
1013 #endif
1014 nloop[i]--;
1015 } else {
1016 if (nloop[i] >= loopsize[i]) {
1017 loopsize[i] = loopsize[i] * 3 / 2 + 32;
1018 loop[i] = sresize(loop[i], loopsize[i], struct xyd);
1019 }
1020 #ifdef PERTURB_DIAGNOSTICS
1021 printf("adding path segment %d,%d:%d to loop[%d]\n",
1022 x, y, d, i);
1023 #endif
1024 loop[i][nloop[i]++] = looppos[i];
1025 }
1026
1027 #ifdef PERTURB_DIAGNOSTICS
1028 printf("tile at new location is %x\n", tiles[y2*w+x2] & 0xF);
1029 #endif
1030 d = F(d);
1031 for (j = 0; j < 4; j++) {
1032 if (i == 0)
1033 d = A(d);
1034 else
1035 d = C(d);
1036 #ifdef PERTURB_DIAGNOSTICS
1037 printf("trying dir %d\n", d);
1038 #endif
1039 if (tiles[y2*w+x2] & d) {
1040 looppos[i].x = x2;
1041 looppos[i].y = y2;
1042 looppos[i].direction = d;
1043 break;
1044 }
1045 }
1046
1047 assert(j < 4);
1048 assert(nloop[i] > 0);
1049
1050 if (looppos[i].x == loop[i][0].x &&
1051 looppos[i].y == loop[i][0].y &&
1052 looppos[i].direction == loop[i][0].direction) {
1053 #ifdef PERTURB_DIAGNOSTICS
1054 printf("loop %d finished tracking\n", i);
1055 #endif
1056
1057 /*
1058 * Having found our loop, we now sever it at a
1059 * randomly chosen point - absolutely any will do -
1060 * which is not the one we joined it at to begin
1061 * with. Conveniently, the one we joined it at is
1062 * loop[i][0], so we just avoid that one.
1063 */
1064 j = random_upto(rs, nloop[i]-1) + 1;
1065 x = loop[i][j].x;
1066 y = loop[i][j].y;
1067 d = loop[i][j].direction;
1068 OFFSETWH(x2, y2, x, y, d, w, h);
1069 tiles[y*w+x] &= ~d;
1070 tiles[y2*w+x2] &= ~F(d);
1071
1072 break;
1073 }
1074 }
1075 if (i < 2)
1076 break;
1077 }
1078 sfree(loop[0]);
1079 sfree(loop[1]);
1080
1081 /*
1082 * Finally, we must mark the entire disputed section as locked,
1083 * to prevent the perturb function being called on it multiple
1084 * times.
1085 *
1086 * To do this, we _sort_ the perimeter of the area. The
1087 * existing xyd_cmp function will arrange things into columns
1088 * for us, in such a way that each column has the edges in
1089 * vertical order. Then we can work down each column and fill
1090 * in all the squares between an up edge and a down edge.
1091 */
1092 qsort(perimeter, nperim, sizeof(struct xyd), xyd_cmp);
1093 x = y = -1;
1094 for (i = 0; i <= nperim; i++) {
1095 if (i == nperim || perimeter[i].x > x) {
1096 /*
1097 * Fill in everything from the last Up edge to the
1098 * bottom of the grid, if necessary.
1099 */
1100 if (x != -1) {
1101 while (y < h) {
1102 #ifdef PERTURB_DIAGNOSTICS
1103 printf("resolved: locking tile %d,%d\n", x, y);
1104 #endif
1105 tiles[y * w + x] |= LOCKED;
1106 y++;
1107 }
1108 x = y = -1;
1109 }
1110
1111 if (i == nperim)
1112 break;
1113
1114 x = perimeter[i].x;
1115 y = 0;
1116 }
1117
1118 if (perimeter[i].direction == U) {
1119 x = perimeter[i].x;
1120 y = perimeter[i].y;
1121 } else if (perimeter[i].direction == D) {
1122 /*
1123 * Fill in everything from the last Up edge to here.
1124 */
1125 assert(x == perimeter[i].x && y <= perimeter[i].y);
1126 while (y <= perimeter[i].y) {
1127 #ifdef PERTURB_DIAGNOSTICS
1128 printf("resolved: locking tile %d,%d\n", x, y);
1129 #endif
1130 tiles[y * w + x] |= LOCKED;
1131 y++;
1132 }
1133 x = y = -1;
1134 }
1135 }
1136
1137 sfree(perimeter);
1138 }
1139
1140 static char *new_game_desc(game_params *params, random_state *rs,
1141 game_aux_info **aux, int interactive)
1142 {
1143 tree234 *possibilities, *barriertree;
1144 int w, h, x, y, cx, cy, nbarriers;
1145 unsigned char *tiles, *barriers;
1146 char *desc, *p;
1147
1148 w = params->width;
1149 h = params->height;
1150
1151 cx = w / 2;
1152 cy = h / 2;
1153
1154 tiles = snewn(w * h, unsigned char);
1155 barriers = snewn(w * h, unsigned char);
1156
1157 begin_generation:
1158
1159 memset(tiles, 0, w * h);
1160 memset(barriers, 0, w * h);
1161
1162 /*
1163 * Construct the unshuffled grid.
1164 *
1165 * To do this, we simply start at the centre point, repeatedly
1166 * choose a random possibility out of the available ways to
1167 * extend a used square into an unused one, and do it. After
1168 * extending the third line out of a square, we remove the
1169 * fourth from the possibilities list to avoid any full-cross
1170 * squares (which would make the game too easy because they
1171 * only have one orientation).
1172 *
1173 * The slightly worrying thing is the avoidance of full-cross
1174 * squares. Can this cause our unsophisticated construction
1175 * algorithm to paint itself into a corner, by getting into a
1176 * situation where there are some unreached squares and the
1177 * only way to reach any of them is to extend a T-piece into a
1178 * full cross?
1179 *
1180 * Answer: no it can't, and here's a proof.
1181 *
1182 * Any contiguous group of such unreachable squares must be
1183 * surrounded on _all_ sides by T-pieces pointing away from the
1184 * group. (If not, then there is a square which can be extended
1185 * into one of the `unreachable' ones, and so it wasn't
1186 * unreachable after all.) In particular, this implies that
1187 * each contiguous group of unreachable squares must be
1188 * rectangular in shape (any deviation from that yields a
1189 * non-T-piece next to an `unreachable' square).
1190 *
1191 * So we have a rectangle of unreachable squares, with T-pieces
1192 * forming a solid border around the rectangle. The corners of
1193 * that border must be connected (since every tile connects all
1194 * the lines arriving in it), and therefore the border must
1195 * form a closed loop around the rectangle.
1196 *
1197 * But this can't have happened in the first place, since we
1198 * _know_ we've avoided creating closed loops! Hence, no such
1199 * situation can ever arise, and the naive grid construction
1200 * algorithm will guaranteeably result in a complete grid
1201 * containing no unreached squares, no full crosses _and_ no
1202 * closed loops. []
1203 */
1204 possibilities = newtree234(xyd_cmp_nc);
1205
1206 if (cx+1 < w)
1207 add234(possibilities, new_xyd(cx, cy, R));
1208 if (cy-1 >= 0)
1209 add234(possibilities, new_xyd(cx, cy, U));
1210 if (cx-1 >= 0)
1211 add234(possibilities, new_xyd(cx, cy, L));
1212 if (cy+1 < h)
1213 add234(possibilities, new_xyd(cx, cy, D));
1214
1215 while (count234(possibilities) > 0) {
1216 int i;
1217 struct xyd *xyd;
1218 int x1, y1, d1, x2, y2, d2, d;
1219
1220 /*
1221 * Extract a randomly chosen possibility from the list.
1222 */
1223 i = random_upto(rs, count234(possibilities));
1224 xyd = delpos234(possibilities, i);
1225 x1 = xyd->x;
1226 y1 = xyd->y;
1227 d1 = xyd->direction;
1228 sfree(xyd);
1229
1230 OFFSET(x2, y2, x1, y1, d1, params);
1231 d2 = F(d1);
1232 #ifdef GENERATION_DIAGNOSTICS
1233 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1234 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
1235 #endif
1236
1237 /*
1238 * Make the connection. (We should be moving to an as yet
1239 * unused tile.)
1240 */
1241 index(params, tiles, x1, y1) |= d1;
1242 assert(index(params, tiles, x2, y2) == 0);
1243 index(params, tiles, x2, y2) |= d2;
1244
1245 /*
1246 * If we have created a T-piece, remove its last
1247 * possibility.
1248 */
1249 if (COUNT(index(params, tiles, x1, y1)) == 3) {
1250 struct xyd xyd1, *xydp;
1251
1252 xyd1.x = x1;
1253 xyd1.y = y1;
1254 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
1255
1256 xydp = find234(possibilities, &xyd1, NULL);
1257
1258 if (xydp) {
1259 #ifdef GENERATION_DIAGNOSTICS
1260 printf("T-piece; removing (%d,%d,%c)\n",
1261 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
1262 #endif
1263 del234(possibilities, xydp);
1264 sfree(xydp);
1265 }
1266 }
1267
1268 /*
1269 * Remove all other possibilities that were pointing at the
1270 * tile we've just moved into.
1271 */
1272 for (d = 1; d < 0x10; d <<= 1) {
1273 int x3, y3, d3;
1274 struct xyd xyd1, *xydp;
1275
1276 OFFSET(x3, y3, x2, y2, d, params);
1277 d3 = F(d);
1278
1279 xyd1.x = x3;
1280 xyd1.y = y3;
1281 xyd1.direction = d3;
1282
1283 xydp = find234(possibilities, &xyd1, NULL);
1284
1285 if (xydp) {
1286 #ifdef GENERATION_DIAGNOSTICS
1287 printf("Loop avoidance; removing (%d,%d,%c)\n",
1288 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
1289 #endif
1290 del234(possibilities, xydp);
1291 sfree(xydp);
1292 }
1293 }
1294
1295 /*
1296 * Add new possibilities to the list for moving _out_ of
1297 * the tile we have just moved into.
1298 */
1299 for (d = 1; d < 0x10; d <<= 1) {
1300 int x3, y3;
1301
1302 if (d == d2)
1303 continue; /* we've got this one already */
1304
1305 if (!params->wrapping) {
1306 if (d == U && y2 == 0)
1307 continue;
1308 if (d == D && y2 == h-1)
1309 continue;
1310 if (d == L && x2 == 0)
1311 continue;
1312 if (d == R && x2 == w-1)
1313 continue;
1314 }
1315
1316 OFFSET(x3, y3, x2, y2, d, params);
1317
1318 if (index(params, tiles, x3, y3))
1319 continue; /* this would create a loop */
1320
1321 #ifdef GENERATION_DIAGNOSTICS
1322 printf("New frontier; adding (%d,%d,%c)\n",
1323 x2, y2, "0RU3L567D9abcdef"[d]);
1324 #endif
1325 add234(possibilities, new_xyd(x2, y2, d));
1326 }
1327 }
1328 /* Having done that, we should have no possibilities remaining. */
1329 assert(count234(possibilities) == 0);
1330 freetree234(possibilities);
1331
1332 if (params->unique) {
1333 int prevn = -1;
1334
1335 /*
1336 * Run the solver to check unique solubility.
1337 */
1338 while (!net_solver(w, h, tiles, NULL, params->wrapping)) {
1339 int n = 0;
1340
1341 /*
1342 * We expect (in most cases) that most of the grid will
1343 * be uniquely specified already, and the remaining
1344 * ambiguous sections will be small and separate. So
1345 * our strategy is to find each individual such
1346 * section, and perform a perturbation on the network
1347 * in that area.
1348 */
1349 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
1350 if (x+1 < w && ((tiles[y*w+x] ^ tiles[y*w+x+1]) & LOCKED)) {
1351 n++;
1352 if (tiles[y*w+x] & LOCKED)
1353 perturb(w, h, tiles, params->wrapping, rs, x+1, y, L);
1354 else
1355 perturb(w, h, tiles, params->wrapping, rs, x, y, R);
1356 }
1357 if (y+1 < h && ((tiles[y*w+x] ^ tiles[(y+1)*w+x]) & LOCKED)) {
1358 n++;
1359 if (tiles[y*w+x] & LOCKED)
1360 perturb(w, h, tiles, params->wrapping, rs, x, y+1, U);
1361 else
1362 perturb(w, h, tiles, params->wrapping, rs, x, y, D);
1363 }
1364 }
1365
1366 /*
1367 * Now n counts the number of ambiguous sections we
1368 * have fiddled with. If we haven't managed to decrease
1369 * it from the last time we ran the solver, give up and
1370 * regenerate the entire grid.
1371 */
1372 if (prevn != -1 && prevn <= n)
1373 goto begin_generation; /* (sorry) */
1374
1375 prevn = n;
1376 }
1377
1378 /*
1379 * The solver will have left a lot of LOCKED bits lying
1380 * around in the tiles array. Remove them.
1381 */
1382 for (x = 0; x < w*h; x++)
1383 tiles[x] &= ~LOCKED;
1384 }
1385
1386 /*
1387 * Now compute a list of the possible barrier locations.
1388 */
1389 barriertree = newtree234(xyd_cmp_nc);
1390 for (y = 0; y < h; y++) {
1391 for (x = 0; x < w; x++) {
1392
1393 if (!(index(params, tiles, x, y) & R) &&
1394 (params->wrapping || x < w-1))
1395 add234(barriertree, new_xyd(x, y, R));
1396 if (!(index(params, tiles, x, y) & D) &&
1397 (params->wrapping || y < h-1))
1398 add234(barriertree, new_xyd(x, y, D));
1399 }
1400 }
1401
1402 /*
1403 * Save the unshuffled grid in an aux_info.
1404 */
1405 {
1406 game_aux_info *solution;
1407
1408 solution = snew(game_aux_info);
1409 solution->width = w;
1410 solution->height = h;
1411 solution->tiles = snewn(w * h, unsigned char);
1412 memcpy(solution->tiles, tiles, w * h);
1413
1414 *aux = solution;
1415 }
1416
1417 /*
1418 * Now shuffle the grid.
1419 */
1420 for (y = 0; y < h; y++) {
1421 for (x = 0; x < w; x++) {
1422 int orig = index(params, tiles, x, y);
1423 int rot = random_upto(rs, 4);
1424 index(params, tiles, x, y) = ROT(orig, rot);
1425 }
1426 }
1427
1428 /*
1429 * And now choose barrier locations. (We carefully do this
1430 * _after_ shuffling, so that changing the barrier rate in the
1431 * params while keeping the random seed the same will give the
1432 * same shuffled grid and _only_ change the barrier locations.
1433 * Also the way we choose barrier locations, by repeatedly
1434 * choosing one possibility from the list until we have enough,
1435 * is designed to ensure that raising the barrier rate while
1436 * keeping the seed the same will provide a superset of the
1437 * previous barrier set - i.e. if you ask for 10 barriers, and
1438 * then decide that's still too hard and ask for 20, you'll get
1439 * the original 10 plus 10 more, rather than getting 20 new
1440 * ones and the chance of remembering your first 10.)
1441 */
1442 nbarriers = (int)(params->barrier_probability * count234(barriertree));
1443 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
1444
1445 while (nbarriers > 0) {
1446 int i;
1447 struct xyd *xyd;
1448 int x1, y1, d1, x2, y2, d2;
1449
1450 /*
1451 * Extract a randomly chosen barrier from the list.
1452 */
1453 i = random_upto(rs, count234(barriertree));
1454 xyd = delpos234(barriertree, i);
1455
1456 assert(xyd != NULL);
1457
1458 x1 = xyd->x;
1459 y1 = xyd->y;
1460 d1 = xyd->direction;
1461 sfree(xyd);
1462
1463 OFFSET(x2, y2, x1, y1, d1, params);
1464 d2 = F(d1);
1465
1466 index(params, barriers, x1, y1) |= d1;
1467 index(params, barriers, x2, y2) |= d2;
1468
1469 nbarriers--;
1470 }
1471
1472 /*
1473 * Clean up the rest of the barrier list.
1474 */
1475 {
1476 struct xyd *xyd;
1477
1478 while ( (xyd = delpos234(barriertree, 0)) != NULL)
1479 sfree(xyd);
1480
1481 freetree234(barriertree);
1482 }
1483
1484 /*
1485 * Finally, encode the grid into a string game description.
1486 *
1487 * My syntax is extremely simple: each square is encoded as a
1488 * hex digit in which bit 0 means a connection on the right,
1489 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1490 * encoding as used internally). Each digit is followed by
1491 * optional barrier indicators: `v' means a vertical barrier to
1492 * the right of it, and `h' means a horizontal barrier below
1493 * it.
1494 */
1495 desc = snewn(w * h * 3 + 1, char);
1496 p = desc;
1497 for (y = 0; y < h; y++) {
1498 for (x = 0; x < w; x++) {
1499 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
1500 if ((params->wrapping || x < w-1) &&
1501 (index(params, barriers, x, y) & R))
1502 *p++ = 'v';
1503 if ((params->wrapping || y < h-1) &&
1504 (index(params, barriers, x, y) & D))
1505 *p++ = 'h';
1506 }
1507 }
1508 assert(p - desc <= w*h*3);
1509 *p = '\0';
1510
1511 sfree(tiles);
1512 sfree(barriers);
1513
1514 return desc;
1515 }
1516
1517 static void game_free_aux_info(game_aux_info *aux)
1518 {
1519 sfree(aux->tiles);
1520 sfree(aux);
1521 }
1522
1523 static char *validate_desc(game_params *params, char *desc)
1524 {
1525 int w = params->width, h = params->height;
1526 int i;
1527
1528 for (i = 0; i < w*h; i++) {
1529 if (*desc >= '0' && *desc <= '9')
1530 /* OK */;
1531 else if (*desc >= 'a' && *desc <= 'f')
1532 /* OK */;
1533 else if (*desc >= 'A' && *desc <= 'F')
1534 /* OK */;
1535 else if (!*desc)
1536 return "Game description shorter than expected";
1537 else
1538 return "Game description contained unexpected character";
1539 desc++;
1540 while (*desc == 'h' || *desc == 'v')
1541 desc++;
1542 }
1543 if (*desc)
1544 return "Game description longer than expected";
1545
1546 return NULL;
1547 }
1548
1549 /* ----------------------------------------------------------------------
1550 * Construct an initial game state, given a description and parameters.
1551 */
1552
1553 static game_state *new_game(midend_data *me, game_params *params, char *desc)
1554 {
1555 game_state *state;
1556 int w, h, x, y;
1557
1558 assert(params->width > 0 && params->height > 0);
1559 assert(params->width > 1 || params->height > 1);
1560
1561 /*
1562 * Create a blank game state.
1563 */
1564 state = snew(game_state);
1565 w = state->width = params->width;
1566 h = state->height = params->height;
1567 state->wrapping = params->wrapping;
1568 state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0;
1569 state->completed = state->used_solve = state->just_used_solve = FALSE;
1570 state->tiles = snewn(state->width * state->height, unsigned char);
1571 memset(state->tiles, 0, state->width * state->height);
1572 state->barriers = snewn(state->width * state->height, unsigned char);
1573 memset(state->barriers, 0, state->width * state->height);
1574
1575 /*
1576 * Parse the game description into the grid.
1577 */
1578 for (y = 0; y < h; y++) {
1579 for (x = 0; x < w; x++) {
1580 if (*desc >= '0' && *desc <= '9')
1581 tile(state, x, y) = *desc - '0';
1582 else if (*desc >= 'a' && *desc <= 'f')
1583 tile(state, x, y) = *desc - 'a' + 10;
1584 else if (*desc >= 'A' && *desc <= 'F')
1585 tile(state, x, y) = *desc - 'A' + 10;
1586 if (*desc)
1587 desc++;
1588 while (*desc == 'h' || *desc == 'v') {
1589 int x2, y2, d1, d2;
1590 if (*desc == 'v')
1591 d1 = R;
1592 else
1593 d1 = D;
1594
1595 OFFSET(x2, y2, x, y, d1, state);
1596 d2 = F(d1);
1597
1598 barrier(state, x, y) |= d1;
1599 barrier(state, x2, y2) |= d2;
1600
1601 desc++;
1602 }
1603 }
1604 }
1605
1606 /*
1607 * Set up border barriers if this is a non-wrapping game.
1608 */
1609 if (!state->wrapping) {
1610 for (x = 0; x < state->width; x++) {
1611 barrier(state, x, 0) |= U;
1612 barrier(state, x, state->height-1) |= D;
1613 }
1614 for (y = 0; y < state->height; y++) {
1615 barrier(state, 0, y) |= L;
1616 barrier(state, state->width-1, y) |= R;
1617 }
1618 } else {
1619 /*
1620 * We check whether this is de-facto a non-wrapping game
1621 * despite the parameters, in case we were passed the
1622 * description of a non-wrapping game. This is so that we
1623 * can change some aspects of the UI behaviour.
1624 */
1625 state->wrapping = FALSE;
1626 for (x = 0; x < state->width; x++)
1627 if (!(barrier(state, x, 0) & U) ||
1628 !(barrier(state, x, state->height-1) & D))
1629 state->wrapping = TRUE;
1630 for (y = 0; y < state->width; y++)
1631 if (!(barrier(state, 0, y) & L) ||
1632 !(barrier(state, state->width-1, y) & R))
1633 state->wrapping = TRUE;
1634 }
1635
1636 return state;
1637 }
1638
1639 static game_state *dup_game(game_state *state)
1640 {
1641 game_state *ret;
1642
1643 ret = snew(game_state);
1644 ret->width = state->width;
1645 ret->height = state->height;
1646 ret->wrapping = state->wrapping;
1647 ret->completed = state->completed;
1648 ret->used_solve = state->used_solve;
1649 ret->just_used_solve = state->just_used_solve;
1650 ret->last_rotate_dir = state->last_rotate_dir;
1651 ret->last_rotate_x = state->last_rotate_x;
1652 ret->last_rotate_y = state->last_rotate_y;
1653 ret->tiles = snewn(state->width * state->height, unsigned char);
1654 memcpy(ret->tiles, state->tiles, state->width * state->height);
1655 ret->barriers = snewn(state->width * state->height, unsigned char);
1656 memcpy(ret->barriers, state->barriers, state->width * state->height);
1657
1658 return ret;
1659 }
1660
1661 static void free_game(game_state *state)
1662 {
1663 sfree(state->tiles);
1664 sfree(state->barriers);
1665 sfree(state);
1666 }
1667
1668 static game_state *solve_game(game_state *state, game_aux_info *aux,
1669 char **error)
1670 {
1671 game_state *ret;
1672
1673 if (!aux) {
1674 /*
1675 * Run the internal solver on the provided grid. This might
1676 * not yield a complete solution.
1677 */
1678 ret = dup_game(state);
1679 net_solver(ret->width, ret->height, ret->tiles,
1680 ret->barriers, ret->wrapping);
1681 } else {
1682 assert(aux->width == state->width);
1683 assert(aux->height == state->height);
1684 ret = dup_game(state);
1685 memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
1686 ret->used_solve = ret->just_used_solve = TRUE;
1687 ret->completed = TRUE;
1688 }
1689
1690 return ret;
1691 }
1692
1693 static char *game_text_format(game_state *state)
1694 {
1695 return NULL;
1696 }
1697
1698 /* ----------------------------------------------------------------------
1699 * Utility routine.
1700 */
1701
1702 /*
1703 * Compute which squares are reachable from the centre square, as a
1704 * quick visual aid to determining how close the game is to
1705 * completion. This is also a simple way to tell if the game _is_
1706 * completed - just call this function and see whether every square
1707 * is marked active.
1708 */
1709 static unsigned char *compute_active(game_state *state, int cx, int cy)
1710 {
1711 unsigned char *active;
1712 tree234 *todo;
1713 struct xyd *xyd;
1714
1715 active = snewn(state->width * state->height, unsigned char);
1716 memset(active, 0, state->width * state->height);
1717
1718 /*
1719 * We only store (x,y) pairs in todo, but it's easier to reuse
1720 * xyd_cmp and just store direction 0 every time.
1721 */
1722 todo = newtree234(xyd_cmp_nc);
1723 index(state, active, cx, cy) = ACTIVE;
1724 add234(todo, new_xyd(cx, cy, 0));
1725
1726 while ( (xyd = delpos234(todo, 0)) != NULL) {
1727 int x1, y1, d1, x2, y2, d2;
1728
1729 x1 = xyd->x;
1730 y1 = xyd->y;
1731 sfree(xyd);
1732
1733 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
1734 OFFSET(x2, y2, x1, y1, d1, state);
1735 d2 = F(d1);
1736
1737 /*
1738 * If the next tile in this direction is connected to
1739 * us, and there isn't a barrier in the way, and it
1740 * isn't already marked active, then mark it active and
1741 * add it to the to-examine list.
1742 */
1743 if ((tile(state, x1, y1) & d1) &&
1744 (tile(state, x2, y2) & d2) &&
1745 !(barrier(state, x1, y1) & d1) &&
1746 !index(state, active, x2, y2)) {
1747 index(state, active, x2, y2) = ACTIVE;
1748 add234(todo, new_xyd(x2, y2, 0));
1749 }
1750 }
1751 }
1752 /* Now we expect the todo list to have shrunk to zero size. */
1753 assert(count234(todo) == 0);
1754 freetree234(todo);
1755
1756 return active;
1757 }
1758
1759 struct game_ui {
1760 int org_x, org_y; /* origin */
1761 int cx, cy; /* source tile (game coordinates) */
1762 int cur_x, cur_y;
1763 int cur_visible;
1764 random_state *rs; /* used for jumbling */
1765 };
1766
1767 static game_ui *new_ui(game_state *state)
1768 {
1769 void *seed;
1770 int seedsize;
1771 game_ui *ui = snew(game_ui);
1772 ui->org_x = ui->org_y = 0;
1773 ui->cur_x = ui->cx = state->width / 2;
1774 ui->cur_y = ui->cy = state->height / 2;
1775 ui->cur_visible = FALSE;
1776 get_random_seed(&seed, &seedsize);
1777 ui->rs = random_init(seed, seedsize);
1778 sfree(seed);
1779
1780 return ui;
1781 }
1782
1783 static void free_ui(game_ui *ui)
1784 {
1785 random_free(ui->rs);
1786 sfree(ui);
1787 }
1788
1789 static void game_changed_state(game_ui *ui, game_state *oldstate,
1790 game_state *newstate)
1791 {
1792 }
1793
1794 /* ----------------------------------------------------------------------
1795 * Process a move.
1796 */
1797 static game_state *make_move(game_state *state, game_ui *ui,
1798 game_drawstate *ds, int x, int y, int button) {
1799 game_state *ret, *nullret;
1800 int tx, ty, orig;
1801 int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
1802
1803 button &= ~MOD_MASK;
1804 nullret = NULL;
1805
1806 if (button == LEFT_BUTTON ||
1807 button == MIDDLE_BUTTON ||
1808 button == RIGHT_BUTTON) {
1809
1810 if (ui->cur_visible) {
1811 ui->cur_visible = FALSE;
1812 nullret = state;
1813 }
1814
1815 /*
1816 * The button must have been clicked on a valid tile.
1817 */
1818 x -= WINDOW_OFFSET + TILE_BORDER;
1819 y -= WINDOW_OFFSET + TILE_BORDER;
1820 if (x < 0 || y < 0)
1821 return nullret;
1822 tx = x / TILE_SIZE;
1823 ty = y / TILE_SIZE;
1824 if (tx >= state->width || ty >= state->height)
1825 return nullret;
1826 /* Transform from physical to game coords */
1827 tx = (tx + ui->org_x) % state->width;
1828 ty = (ty + ui->org_y) % state->height;
1829 if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
1830 y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
1831 return nullret;
1832 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
1833 button == CURSOR_RIGHT || button == CURSOR_LEFT) {
1834 int dir;
1835 switch (button) {
1836 case CURSOR_UP: dir = U; break;
1837 case CURSOR_DOWN: dir = D; break;
1838 case CURSOR_LEFT: dir = L; break;
1839 case CURSOR_RIGHT: dir = R; break;
1840 default: return nullret;
1841 }
1842 if (shift) {
1843 /*
1844 * Move origin.
1845 */
1846 if (state->wrapping) {
1847 OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
1848 } else return nullret; /* disallowed for non-wrapping grids */
1849 }
1850 if (ctrl) {
1851 /*
1852 * Change source tile.
1853 */
1854 OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
1855 }
1856 if (!shift && !ctrl) {
1857 /*
1858 * Move keyboard cursor.
1859 */
1860 OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
1861 ui->cur_visible = TRUE;
1862 }
1863 return state; /* UI activity has occurred */
1864 } else if (button == 'a' || button == 's' || button == 'd' ||
1865 button == 'A' || button == 'S' || button == 'D') {
1866 tx = ui->cur_x;
1867 ty = ui->cur_y;
1868 if (button == 'a' || button == 'A')
1869 button = LEFT_BUTTON;
1870 else if (button == 's' || button == 'S')
1871 button = MIDDLE_BUTTON;
1872 else if (button == 'd' || button == 'D')
1873 button = RIGHT_BUTTON;
1874 ui->cur_visible = TRUE;
1875 } else if (button == 'j' || button == 'J') {
1876 /* XXX should we have some mouse control for this? */
1877 button = 'J'; /* canonify */
1878 tx = ty = -1; /* shut gcc up :( */
1879 } else
1880 return nullret;
1881
1882 /*
1883 * The middle button locks or unlocks a tile. (A locked tile
1884 * cannot be turned, and is visually marked as being locked.
1885 * This is a convenience for the player, so that once they are
1886 * sure which way round a tile goes, they can lock it and thus
1887 * avoid forgetting later on that they'd already done that one;
1888 * and the locking also prevents them turning the tile by
1889 * accident. If they change their mind, another middle click
1890 * unlocks it.)
1891 */
1892 if (button == MIDDLE_BUTTON) {
1893
1894 ret = dup_game(state);
1895 ret->just_used_solve = FALSE;
1896 tile(ret, tx, ty) ^= LOCKED;
1897 ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
1898 return ret;
1899
1900 } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1901
1902 /*
1903 * The left and right buttons have no effect if clicked on a
1904 * locked tile.
1905 */
1906 if (tile(state, tx, ty) & LOCKED)
1907 return nullret;
1908
1909 /*
1910 * Otherwise, turn the tile one way or the other. Left button
1911 * turns anticlockwise; right button turns clockwise.
1912 */
1913 ret = dup_game(state);
1914 ret->just_used_solve = FALSE;
1915 orig = tile(ret, tx, ty);
1916 if (button == LEFT_BUTTON) {
1917 tile(ret, tx, ty) = A(orig);
1918 ret->last_rotate_dir = +1;
1919 } else {
1920 tile(ret, tx, ty) = C(orig);
1921 ret->last_rotate_dir = -1;
1922 }
1923 ret->last_rotate_x = tx;
1924 ret->last_rotate_y = ty;
1925
1926 } else if (button == 'J') {
1927
1928 /*
1929 * Jumble all unlocked tiles to random orientations.
1930 */
1931 int jx, jy;
1932 ret = dup_game(state);
1933 ret->just_used_solve = FALSE;
1934 for (jy = 0; jy < ret->height; jy++) {
1935 for (jx = 0; jx < ret->width; jx++) {
1936 if (!(tile(ret, jx, jy) & LOCKED)) {
1937 int rot = random_upto(ui->rs, 4);
1938 orig = tile(ret, jx, jy);
1939 tile(ret, jx, jy) = ROT(orig, rot);
1940 }
1941 }
1942 }
1943 ret->last_rotate_dir = 0; /* suppress animation */
1944 ret->last_rotate_x = ret->last_rotate_y = 0;
1945
1946 } else {
1947 ret = NULL; /* placate optimisers which don't understand assert(0) */
1948 assert(0);
1949 }
1950
1951 /*
1952 * Check whether the game has been completed.
1953 */
1954 {
1955 unsigned char *active = compute_active(ret, ui->cx, ui->cy);
1956 int x1, y1;
1957 int complete = TRUE;
1958
1959 for (x1 = 0; x1 < ret->width; x1++)
1960 for (y1 = 0; y1 < ret->height; y1++)
1961 if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) {
1962 complete = FALSE;
1963 goto break_label; /* break out of two loops at once */
1964 }
1965 break_label:
1966
1967 sfree(active);
1968
1969 if (complete)
1970 ret->completed = TRUE;
1971 }
1972
1973 return ret;
1974 }
1975
1976 /* ----------------------------------------------------------------------
1977 * Routines for drawing the game position on the screen.
1978 */
1979
1980 struct game_drawstate {
1981 int started;
1982 int width, height;
1983 int org_x, org_y;
1984 unsigned char *visible;
1985 };
1986
1987 static game_drawstate *game_new_drawstate(game_state *state)
1988 {
1989 game_drawstate *ds = snew(game_drawstate);
1990
1991 ds->started = FALSE;
1992 ds->width = state->width;
1993 ds->height = state->height;
1994 ds->org_x = ds->org_y = -1;
1995 ds->visible = snewn(state->width * state->height, unsigned char);
1996 memset(ds->visible, 0xFF, state->width * state->height);
1997
1998 return ds;
1999 }
2000
2001 static void game_free_drawstate(game_drawstate *ds)
2002 {
2003 sfree(ds->visible);
2004 sfree(ds);
2005 }
2006
2007 static void game_size(game_params *params, int *x, int *y)
2008 {
2009 *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
2010 *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
2011 }
2012
2013 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2014 {
2015 float *ret;
2016
2017 ret = snewn(NCOLOURS * 3, float);
2018 *ncolours = NCOLOURS;
2019
2020 /*
2021 * Basic background colour is whatever the front end thinks is
2022 * a sensible default.
2023 */
2024 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2025
2026 /*
2027 * Wires are black.
2028 */
2029 ret[COL_WIRE * 3 + 0] = 0.0F;
2030 ret[COL_WIRE * 3 + 1] = 0.0F;
2031 ret[COL_WIRE * 3 + 2] = 0.0F;
2032
2033 /*
2034 * Powered wires and powered endpoints are cyan.
2035 */
2036 ret[COL_POWERED * 3 + 0] = 0.0F;
2037 ret[COL_POWERED * 3 + 1] = 1.0F;
2038 ret[COL_POWERED * 3 + 2] = 1.0F;
2039
2040 /*
2041 * Barriers are red.
2042 */
2043 ret[COL_BARRIER * 3 + 0] = 1.0F;
2044 ret[COL_BARRIER * 3 + 1] = 0.0F;
2045 ret[COL_BARRIER * 3 + 2] = 0.0F;
2046
2047 /*
2048 * Unpowered endpoints are blue.
2049 */
2050 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
2051 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
2052 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
2053
2054 /*
2055 * Tile borders are a darker grey than the background.
2056 */
2057 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
2058 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
2059 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
2060
2061 /*
2062 * Locked tiles are a grey in between those two.
2063 */
2064 ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
2065 ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
2066 ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
2067
2068 return ret;
2069 }
2070
2071 static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
2072 int colour)
2073 {
2074 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
2075 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
2076 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
2077 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
2078 draw_line(fe, x1, y1, x2, y2, colour);
2079 }
2080
2081 static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
2082 int colour)
2083 {
2084 int mx = (x1 < x2 ? x1 : x2);
2085 int my = (y1 < y2 ? y1 : y2);
2086 int dx = (x2 + x1 - 2*mx + 1);
2087 int dy = (y2 + y1 - 2*my + 1);
2088
2089 draw_rect(fe, mx, my, dx, dy, colour);
2090 }
2091
2092 /*
2093 * draw_barrier_corner() and draw_barrier() are passed physical coords
2094 */
2095 static void draw_barrier_corner(frontend *fe, int x, int y, int dx, int dy,
2096 int phase)
2097 {
2098 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2099 int by = WINDOW_OFFSET + TILE_SIZE * y;
2100 int x1, y1;
2101
2102 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
2103 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
2104
2105 if (phase == 0) {
2106 draw_rect_coords(fe, bx+x1+dx, by+y1,
2107 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
2108 COL_WIRE);
2109 draw_rect_coords(fe, bx+x1, by+y1+dy,
2110 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
2111 COL_WIRE);
2112 } else {
2113 draw_rect_coords(fe, bx+x1, by+y1,
2114 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
2115 COL_BARRIER);
2116 }
2117 }
2118
2119 static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
2120 {
2121 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2122 int by = WINDOW_OFFSET + TILE_SIZE * y;
2123 int x1, y1, w, h;
2124
2125 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
2126 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
2127 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
2128 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
2129
2130 if (phase == 0) {
2131 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
2132 } else {
2133 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
2134 }
2135 }
2136
2137 /*
2138 * draw_tile() is passed physical coordinates
2139 */
2140 static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds,
2141 int x, int y, int tile, int src, float angle, int cursor)
2142 {
2143 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2144 int by = WINDOW_OFFSET + TILE_SIZE * y;
2145 float matrix[4];
2146 float cx, cy, ex, ey, tx, ty;
2147 int dir, col, phase;
2148
2149 /*
2150 * When we draw a single tile, we must draw everything up to
2151 * and including the borders around the tile. This means that
2152 * if the neighbouring tiles have connections to those borders,
2153 * we must draw those connections on the borders themselves.
2154 */
2155
2156 clip(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
2157
2158 /*
2159 * So. First blank the tile out completely: draw a big
2160 * rectangle in border colour, and a smaller rectangle in
2161 * background colour to fill it in.
2162 */
2163 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
2164 COL_BORDER);
2165 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
2166 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
2167 tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
2168
2169 /*
2170 * Draw an inset outline rectangle as a cursor, in whichever of
2171 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2172 * in.
2173 */
2174 if (cursor) {
2175 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
2176 bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2177 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2178 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
2179 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
2180 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2181 draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
2182 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2183 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2184 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2185 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2186 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2187 }
2188
2189 /*
2190 * Set up the rotation matrix.
2191 */
2192 matrix[0] = (float)cos(angle * PI / 180.0);
2193 matrix[1] = (float)-sin(angle * PI / 180.0);
2194 matrix[2] = (float)sin(angle * PI / 180.0);
2195 matrix[3] = (float)cos(angle * PI / 180.0);
2196
2197 /*
2198 * Draw the wires.
2199 */
2200 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
2201 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
2202 for (dir = 1; dir < 0x10; dir <<= 1) {
2203 if (tile & dir) {
2204 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
2205 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
2206 MATMUL(tx, ty, matrix, ex, ey);
2207 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
2208 bx+(int)(cx+tx), by+(int)(cy+ty),
2209 COL_WIRE);
2210 }
2211 }
2212 for (dir = 1; dir < 0x10; dir <<= 1) {
2213 if (tile & dir) {
2214 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
2215 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
2216 MATMUL(tx, ty, matrix, ex, ey);
2217 draw_line(fe, bx+(int)cx, by+(int)cy,
2218 bx+(int)(cx+tx), by+(int)(cy+ty), col);
2219 }
2220 }
2221
2222 /*
2223 * Draw the box in the middle. We do this in blue if the tile
2224 * is an unpowered endpoint, in cyan if the tile is a powered
2225 * endpoint, in black if the tile is the centrepiece, and
2226 * otherwise not at all.
2227 */
2228 col = -1;
2229 if (src)
2230 col = COL_WIRE;
2231 else if (COUNT(tile) == 1) {
2232 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
2233 }
2234 if (col >= 0) {
2235 int i, points[8];
2236
2237 points[0] = +1; points[1] = +1;
2238 points[2] = +1; points[3] = -1;
2239 points[4] = -1; points[5] = -1;
2240 points[6] = -1; points[7] = +1;
2241
2242 for (i = 0; i < 8; i += 2) {
2243 ex = (TILE_SIZE * 0.24F) * points[i];
2244 ey = (TILE_SIZE * 0.24F) * points[i+1];
2245 MATMUL(tx, ty, matrix, ex, ey);
2246 points[i] = bx+(int)(cx+tx);
2247 points[i+1] = by+(int)(cy+ty);
2248 }
2249
2250 draw_polygon(fe, points, 4, TRUE, col);
2251 draw_polygon(fe, points, 4, FALSE, COL_WIRE);
2252 }
2253
2254 /*
2255 * Draw the points on the border if other tiles are connected
2256 * to us.
2257 */
2258 for (dir = 1; dir < 0x10; dir <<= 1) {
2259 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
2260
2261 dx = X(dir);
2262 dy = Y(dir);
2263
2264 ox = x + dx;
2265 oy = y + dy;
2266
2267 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
2268 continue;
2269
2270 if (!(tile(state, GX(ox), GY(oy)) & F(dir)))
2271 continue;
2272
2273 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
2274 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
2275 lx = dx * (TILE_BORDER-1);
2276 ly = dy * (TILE_BORDER-1);
2277 vx = (dy ? 1 : 0);
2278 vy = (dx ? 1 : 0);
2279
2280 if (angle == 0.0 && (tile & dir)) {
2281 /*
2282 * If we are fully connected to the other tile, we must
2283 * draw right across the tile border. (We can use our
2284 * own ACTIVE state to determine what colour to do this
2285 * in: if we are fully connected to the other tile then
2286 * the two ACTIVE states will be the same.)
2287 */
2288 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
2289 draw_rect_coords(fe, px, py, px+lx, py+ly,
2290 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
2291 } else {
2292 /*
2293 * The other tile extends into our border, but isn't
2294 * actually connected to us. Just draw a single black
2295 * dot.
2296 */
2297 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
2298 }
2299 }
2300
2301 /*
2302 * Draw barrier corners, and then barriers.
2303 */
2304 for (phase = 0; phase < 2; phase++) {
2305 for (dir = 1; dir < 0x10; dir <<= 1) {
2306 int x1, y1, corner = FALSE;
2307 /*
2308 * If at least one barrier terminates at the corner
2309 * between dir and A(dir), draw a barrier corner.
2310 */
2311 if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) {
2312 corner = TRUE;
2313 } else {
2314 /*
2315 * Only count barriers terminating at this corner
2316 * if they're physically next to the corner. (That
2317 * is, if they've wrapped round from the far side
2318 * of the screen, they don't count.)
2319 */
2320 x1 = x + X(dir);
2321 y1 = y + Y(dir);
2322 if (x1 >= 0 && x1 < state->width &&
2323 y1 >= 0 && y1 < state->height &&
2324 (barrier(state, GX(x1), GY(y1)) & A(dir))) {
2325 corner = TRUE;
2326 } else {
2327 x1 = x + X(A(dir));
2328 y1 = y + Y(A(dir));
2329 if (x1 >= 0 && x1 < state->width &&
2330 y1 >= 0 && y1 < state->height &&
2331 (barrier(state, GX(x1), GY(y1)) & dir))
2332 corner = TRUE;
2333 }
2334 }
2335
2336 if (corner) {
2337 /*
2338 * At least one barrier terminates here. Draw a
2339 * corner.
2340 */
2341 draw_barrier_corner(fe, x, y,
2342 X(dir)+X(A(dir)), Y(dir)+Y(A(dir)),
2343 phase);
2344 }
2345 }
2346
2347 for (dir = 1; dir < 0x10; dir <<= 1)
2348 if (barrier(state, GX(x), GY(y)) & dir)
2349 draw_barrier(fe, x, y, dir, phase);
2350 }
2351
2352 unclip(fe);
2353
2354 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
2355 }
2356
2357 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2358 game_state *state, int dir, game_ui *ui, float t, float ft)
2359 {
2360 int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
2361 unsigned char *active;
2362 float angle = 0.0;
2363
2364 /*
2365 * Clear the screen, and draw the exterior barrier lines, if
2366 * this is our first call or if the origin has changed.
2367 */
2368 if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) {
2369 int phase;
2370
2371 ds->started = TRUE;
2372
2373 draw_rect(fe, 0, 0,
2374 WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
2375 WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
2376 COL_BACKGROUND);
2377
2378 ds->org_x = ui->org_x;
2379 ds->org_y = ui->org_y;
2380 moved_origin = TRUE;
2381
2382 draw_update(fe, 0, 0,
2383 WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
2384 WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
2385
2386 for (phase = 0; phase < 2; phase++) {
2387
2388 for (x = 0; x < ds->width; x++) {
2389 if (x+1 < ds->width) {
2390 if (barrier(state, GX(x), GY(0)) & R)
2391 draw_barrier_corner(fe, x, -1, +1, +1, phase);
2392 if (barrier(state, GX(x), GY(ds->height-1)) & R)
2393 draw_barrier_corner(fe, x, ds->height, +1, -1, phase);
2394 }
2395 if (barrier(state, GX(x), GY(0)) & U) {
2396 draw_barrier_corner(fe, x, -1, -1, +1, phase);
2397 draw_barrier_corner(fe, x, -1, +1, +1, phase);
2398 draw_barrier(fe, x, -1, D, phase);
2399 }
2400 if (barrier(state, GX(x), GY(ds->height-1)) & D) {
2401 draw_barrier_corner(fe, x, ds->height, -1, -1, phase);
2402 draw_barrier_corner(fe, x, ds->height, +1, -1, phase);
2403 draw_barrier(fe, x, ds->height, U, phase);
2404 }
2405 }
2406
2407 for (y = 0; y < ds->height; y++) {
2408 if (y+1 < ds->height) {
2409 if (barrier(state, GX(0), GY(y)) & D)
2410 draw_barrier_corner(fe, -1, y, +1, +1, phase);
2411 if (barrier(state, GX(ds->width-1), GY(y)) & D)
2412 draw_barrier_corner(fe, ds->width, y, -1, +1, phase);
2413 }
2414 if (barrier(state, GX(0), GY(y)) & L) {
2415 draw_barrier_corner(fe, -1, y, +1, -1, phase);
2416 draw_barrier_corner(fe, -1, y, +1, +1, phase);
2417 draw_barrier(fe, -1, y, R, phase);
2418 }
2419 if (barrier(state, GX(ds->width-1), GY(y)) & R) {
2420 draw_barrier_corner(fe, ds->width, y, -1, -1, phase);
2421 draw_barrier_corner(fe, ds->width, y, -1, +1, phase);
2422 draw_barrier(fe, ds->width, y, L, phase);
2423 }
2424 }
2425 }
2426 }
2427
2428 tx = ty = -1;
2429 last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
2430 state->last_rotate_dir;
2431 if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
2432 /*
2433 * We're animating a single tile rotation. Find the turning
2434 * tile.
2435 */
2436 tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x);
2437 ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y);
2438 angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
2439 state = oldstate;
2440 }
2441
2442 frame = -1;
2443 if (ft > 0) {
2444 /*
2445 * We're animating a completion flash. Find which frame
2446 * we're at.
2447 */
2448 frame = (int)(ft / FLASH_FRAME);
2449 }
2450
2451 /*
2452 * Draw any tile which differs from the way it was last drawn.
2453 */
2454 active = compute_active(state, ui->cx, ui->cy);
2455
2456 for (x = 0; x < ds->width; x++)
2457 for (y = 0; y < ds->height; y++) {
2458 unsigned char c = tile(state, GX(x), GY(y)) |
2459 index(state, active, GX(x), GY(y));
2460 int is_src = GX(x) == ui->cx && GY(y) == ui->cy;
2461 int is_anim = GX(x) == tx && GY(y) == ty;
2462 int is_cursor = ui->cur_visible &&
2463 GX(x) == ui->cur_x && GY(y) == ui->cur_y;
2464
2465 /*
2466 * In a completion flash, we adjust the LOCKED bit
2467 * depending on our distance from the centre point and
2468 * the frame number.
2469 */
2470 if (frame >= 0) {
2471 int rcx = RX(ui->cx), rcy = RY(ui->cy);
2472 int xdist, ydist, dist;
2473 xdist = (x < rcx ? rcx - x : x - rcx);
2474 ydist = (y < rcy ? rcy - y : y - rcy);
2475 dist = (xdist > ydist ? xdist : ydist);
2476
2477 if (frame >= dist && frame < dist+4) {
2478 int lock = (frame - dist) & 1;
2479 lock = lock ? LOCKED : 0;
2480 c = (c &~ LOCKED) | lock;
2481 }
2482 }
2483
2484 if (moved_origin ||
2485 index(state, ds->visible, x, y) != c ||
2486 index(state, ds->visible, x, y) == 0xFF ||
2487 is_src || is_anim || is_cursor) {
2488 draw_tile(fe, state, ds, x, y, c,
2489 is_src, (is_anim ? angle : 0.0F), is_cursor);
2490 if (is_src || is_anim || is_cursor)
2491 index(state, ds->visible, x, y) = 0xFF;
2492 else
2493 index(state, ds->visible, x, y) = c;
2494 }
2495 }
2496
2497 /*
2498 * Update the status bar.
2499 */
2500 {
2501 char statusbuf[256];
2502 int i, n, n2, a;
2503
2504 n = state->width * state->height;
2505 for (i = a = n2 = 0; i < n; i++) {
2506 if (active[i])
2507 a++;
2508 if (state->tiles[i] & 0xF)
2509 n2++;
2510 }
2511
2512 sprintf(statusbuf, "%sActive: %d/%d",
2513 (state->used_solve ? "Auto-solved. " :
2514 state->completed ? "COMPLETED! " : ""), a, n2);
2515
2516 status_bar(fe, statusbuf);
2517 }
2518
2519 sfree(active);
2520 }
2521
2522 static float game_anim_length(game_state *oldstate,
2523 game_state *newstate, int dir, game_ui *ui)
2524 {
2525 int last_rotate_dir;
2526
2527 /*
2528 * Don't animate an auto-solve move.
2529 */
2530 if ((dir > 0 && newstate->just_used_solve) ||
2531 (dir < 0 && oldstate->just_used_solve))
2532 return 0.0F;
2533
2534 /*
2535 * Don't animate if last_rotate_dir is zero.
2536 */
2537 last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
2538 newstate->last_rotate_dir;
2539 if (last_rotate_dir)
2540 return ROTATE_TIME;
2541
2542 return 0.0F;
2543 }
2544
2545 static float game_flash_length(game_state *oldstate,
2546 game_state *newstate, int dir, game_ui *ui)
2547 {
2548 /*
2549 * If the game has just been completed, we display a completion
2550 * flash.
2551 */
2552 if (!oldstate->completed && newstate->completed &&
2553 !oldstate->used_solve && !newstate->used_solve) {
2554 int size = 0;
2555 if (size < newstate->width)
2556 size = newstate->width;
2557 if (size < newstate->height)
2558 size = newstate->height;
2559 return FLASH_FRAME * (size+4);
2560 }
2561
2562 return 0.0F;
2563 }
2564
2565 static int game_wants_statusbar(void)
2566 {
2567 return TRUE;
2568 }
2569
2570 static int game_timing_state(game_state *state)
2571 {
2572 return TRUE;
2573 }
2574
2575 #ifdef COMBINED
2576 #define thegame net
2577 #endif
2578
2579 const struct game thegame = {
2580 "Net", "games.net",
2581 default_params,
2582 game_fetch_preset,
2583 decode_params,
2584 encode_params,
2585 free_params,
2586 dup_params,
2587 TRUE, game_configure, custom_params,
2588 validate_params,
2589 new_game_desc,
2590 game_free_aux_info,
2591 validate_desc,
2592 new_game,
2593 dup_game,
2594 free_game,
2595 TRUE, solve_game,
2596 FALSE, game_text_format,
2597 new_ui,
2598 free_ui,
2599 game_changed_state,
2600 make_move,
2601 game_size,
2602 game_colours,
2603 game_new_drawstate,
2604 game_free_drawstate,
2605 game_redraw,
2606 game_anim_length,
2607 game_flash_length,
2608 game_wants_statusbar,
2609 FALSE, game_timing_state,
2610 0, /* mouse_priorities */
2611 };