15 #define PI 3.141592653589793238462643383279502884197169399
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; \
24 /* Direction and other bitfields */
32 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
33 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
34 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
35 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
36 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
37 ((n)&3) == 1 ? A(x) : \
38 ((n)&3) == 2 ? F(x) : C(x) )
40 /* X and Y displacements */
41 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
42 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
45 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
46 (((x) & 0x02) >> 1) + ((x) & 0x01) )
50 #define WINDOW_OFFSET 16
52 #define ROTATE_TIME 0.13F
53 #define FLASH_FRAME 0.07F
55 /* Transform physical coords to game coords using game_drawstate ds */
56 #define GX(x) (((x) + ds->org_x) % ds->width)
57 #define GY(y) (((y) + ds->org_y) % ds->height)
58 /* ...and game coords to physical coords */
59 #define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
60 #define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
78 float barrier_probability
;
81 struct game_aux_info
{
87 int width
, height
, wrapping
, completed
;
88 int last_rotate_x
, last_rotate_y
, last_rotate_dir
;
89 int used_solve
, just_used_solve
;
91 unsigned char *barriers
;
94 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
95 ( (x2) = ((x1) + width + X((dir))) % width, \
96 (y2) = ((y1) + height + Y((dir))) % height)
98 #define OFFSET(x2,y2,x1,y1,dir,state) \
99 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
101 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
102 #define tile(state, x, y) index(state, (state)->tiles, x, y)
103 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
109 static int xyd_cmp(const void *av
, const void *bv
) {
110 const struct xyd
*a
= (const struct xyd
*)av
;
111 const struct xyd
*b
= (const struct xyd
*)bv
;
120 if (a
->direction
< b
->direction
)
122 if (a
->direction
> b
->direction
)
127 static int xyd_cmp_nc(void *av
, void *bv
) { return xyd_cmp(av
, bv
); }
129 static struct xyd
*new_xyd(int x
, int y
, int direction
)
131 struct xyd
*xyd
= snew(struct xyd
);
134 xyd
->direction
= direction
;
138 /* ----------------------------------------------------------------------
139 * Manage game parameters.
141 static game_params
*default_params(void)
143 game_params
*ret
= snew(game_params
);
147 ret
->wrapping
= FALSE
;
149 ret
->barrier_probability
= 0.0;
154 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
158 static const struct { int x
, y
, wrap
; } values
[] = {
171 if (i
< 0 || i
>= lenof(values
))
174 ret
= snew(game_params
);
175 ret
->width
= values
[i
].x
;
176 ret
->height
= values
[i
].y
;
177 ret
->wrapping
= values
[i
].wrap
;
179 ret
->barrier_probability
= 0.0;
181 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
182 ret
->wrapping ?
" wrapping" : "");
189 static void free_params(game_params
*params
)
194 static game_params
*dup_params(game_params
*params
)
196 game_params
*ret
= snew(game_params
);
197 *ret
= *params
; /* structure copy */
201 static void decode_params(game_params
*ret
, char const *string
)
203 char const *p
= string
;
205 ret
->width
= atoi(p
);
206 while (*p
&& isdigit((unsigned char)*p
)) p
++;
209 ret
->height
= atoi(p
);
210 while (*p
&& isdigit((unsigned char)*p
)) p
++;
212 ret
->height
= ret
->width
;
218 ret
->wrapping
= TRUE
;
219 } else if (*p
== 'b') {
221 ret
->barrier_probability
= atof(p
);
222 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
223 } else if (*p
== 'a') {
227 p
++; /* skip any other gunk */
231 static char *encode_params(game_params
*params
, int full
)
236 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
237 if (params
->wrapping
)
239 if (full
&& params
->barrier_probability
)
240 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
241 if (full
&& !params
->unique
)
243 assert(len
< lenof(ret
));
249 static config_item
*game_configure(game_params
*params
)
254 ret
= snewn(6, config_item
);
256 ret
[0].name
= "Width";
257 ret
[0].type
= C_STRING
;
258 sprintf(buf
, "%d", params
->width
);
259 ret
[0].sval
= dupstr(buf
);
262 ret
[1].name
= "Height";
263 ret
[1].type
= C_STRING
;
264 sprintf(buf
, "%d", params
->height
);
265 ret
[1].sval
= dupstr(buf
);
268 ret
[2].name
= "Walls wrap around";
269 ret
[2].type
= C_BOOLEAN
;
271 ret
[2].ival
= params
->wrapping
;
273 ret
[3].name
= "Barrier probability";
274 ret
[3].type
= C_STRING
;
275 sprintf(buf
, "%g", params
->barrier_probability
);
276 ret
[3].sval
= dupstr(buf
);
279 ret
[4].name
= "Ensure unique solution";
280 ret
[4].type
= C_BOOLEAN
;
282 ret
[4].ival
= params
->unique
;
292 static game_params
*custom_params(config_item
*cfg
)
294 game_params
*ret
= snew(game_params
);
296 ret
->width
= atoi(cfg
[0].sval
);
297 ret
->height
= atoi(cfg
[1].sval
);
298 ret
->wrapping
= cfg
[2].ival
;
299 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
300 ret
->unique
= cfg
[4].ival
;
305 static char *validate_params(game_params
*params
)
307 if (params
->width
<= 0 && params
->height
<= 0)
308 return "Width and height must both be greater than zero";
309 if (params
->width
<= 0)
310 return "Width must be greater than zero";
311 if (params
->height
<= 0)
312 return "Height must be greater than zero";
313 if (params
->width
<= 1 && params
->height
<= 1)
314 return "At least one of width and height must be greater than one";
315 if (params
->barrier_probability
< 0)
316 return "Barrier probability may not be negative";
317 if (params
->barrier_probability
> 1)
318 return "Barrier probability may not be greater than 1";
321 * Specifying either grid dimension as 2 in a wrapping puzzle
322 * makes it actually impossible to ensure a unique puzzle
327 * Without loss of generality, let us assume the puzzle _width_
328 * is 2, so we can conveniently discuss rows without having to
329 * say `rows/columns' all the time. (The height may be 2 as
330 * well, but that doesn't matter.)
332 * In each row, there are two edges between tiles: the inner
333 * edge (running down the centre of the grid) and the outer
334 * edge (the identified left and right edges of the grid).
336 * Lemma: In any valid 2xn puzzle there must be at least one
337 * row in which _exactly one_ of the inner edge and outer edge
340 * Proof: No row can have _both_ inner and outer edges
341 * connected, because this would yield a loop. So the only
342 * other way to falsify the lemma is for every row to have
343 * _neither_ the inner nor outer edge connected. But this
344 * means there is no connection at all between the left and
345 * right columns of the puzzle, so there are two disjoint
346 * subgraphs, which is also disallowed. []
348 * Given such a row, it is always possible to make the
349 * disconnected edge connected and the connected edge
350 * disconnected without changing the state of any other edge.
351 * (This is easily seen by case analysis on the various tiles:
352 * left-pointing and right-pointing endpoints can be exchanged,
353 * likewise T-pieces, and a corner piece can select its
354 * horizontal connectivity independently of its vertical.) This
355 * yields a distinct valid solution.
357 * Thus, for _every_ row in which exactly one of the inner and
358 * outer edge is connected, there are two valid states for that
359 * row, and hence the total number of solutions of the puzzle
360 * is at least 2^(number of such rows), and in particular is at
361 * least 2 since there must be at least one such row. []
363 if (params
->unique
&& params
->wrapping
&&
364 (params
->width
== 2 || params
->height
== 2))
365 return "No wrapping puzzle with a width or height of 2 can have"
366 " a unique solution";
371 /* ----------------------------------------------------------------------
372 * Solver used to assure solution uniqueness during generation.
376 * Test cases I used while debugging all this were
378 * ./net --generate 1 13x11w#12300
379 * which expands under the non-unique grid generation rules to
380 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
381 * and has two ambiguous areas.
383 * An even better one is
384 * 13x11w#507896411361192
386 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
387 * and has an ambiguous area _and_ a situation where loop avoidance
388 * is a necessary deductive technique.
391 * 48x25w#820543338195187
393 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
394 * which has a spot (far right) where slightly more complex loop
395 * avoidance is required.
398 static int dsf_canonify(int *dsf
, int val
)
402 while (dsf
[val
] != val
)
414 static void dsf_merge(int *dsf
, int v1
, int v2
)
416 v1
= dsf_canonify(dsf
, v1
);
417 v2
= dsf_canonify(dsf
, v2
);
422 unsigned char *marked
;
428 static struct todo
*todo_new(int maxsize
)
430 struct todo
*todo
= snew(struct todo
);
431 todo
->marked
= snewn(maxsize
, unsigned char);
432 memset(todo
->marked
, 0, maxsize
);
433 todo
->buflen
= maxsize
+ 1;
434 todo
->buffer
= snewn(todo
->buflen
, int);
435 todo
->head
= todo
->tail
= 0;
439 static void todo_free(struct todo
*todo
)
446 static void todo_add(struct todo
*todo
, int index
)
448 if (todo
->marked
[index
])
449 return; /* already on the list */
450 todo
->marked
[index
] = TRUE
;
451 todo
->buffer
[todo
->tail
++] = index
;
452 if (todo
->tail
== todo
->buflen
)
456 static int todo_get(struct todo
*todo
) {
459 if (todo
->head
== todo
->tail
)
460 return -1; /* list is empty */
461 ret
= todo
->buffer
[todo
->head
++];
462 if (todo
->head
== todo
->buflen
)
464 todo
->marked
[ret
] = FALSE
;
469 static int net_solver(int w
, int h
, unsigned char *tiles
,
470 unsigned char *barriers
, int wrapping
)
472 unsigned char *tilestate
;
473 unsigned char *edgestate
;
482 * Set up the solver's data structures.
486 * tilestate stores the possible orientations of each tile.
487 * There are up to four of these, so we'll index the array in
488 * fours. tilestate[(y * w + x) * 4] and its three successive
489 * members give the possible orientations, clearing to 255 from
490 * the end as things are ruled out.
492 * In this loop we also count up the area of the grid (which is
493 * not _necessarily_ equal to w*h, because there might be one
494 * or more blank squares present. This will never happen in a
495 * grid generated _by_ this program, but it's worth keeping the
496 * solver as general as possible.)
498 tilestate
= snewn(w
* h
* 4, unsigned char);
500 for (i
= 0; i
< w
*h
; i
++) {
501 tilestate
[i
* 4] = tiles
[i
] & 0xF;
502 for (j
= 1; j
< 4; j
++) {
503 if (tilestate
[i
* 4 + j
- 1] == 255 ||
504 A(tilestate
[i
* 4 + j
- 1]) == tilestate
[i
* 4])
505 tilestate
[i
* 4 + j
] = 255;
507 tilestate
[i
* 4 + j
] = A(tilestate
[i
* 4 + j
- 1]);
514 * edgestate stores the known state of each edge. It is 0 for
515 * unknown, 1 for open (connected) and 2 for closed (not
518 * In principle we need only worry about each edge once each,
519 * but in fact it's easier to track each edge twice so that we
520 * can reference it from either side conveniently. Also I'm
521 * going to allocate _five_ bytes per tile, rather than the
522 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
523 * where d is 1,2,4,8 and they never overlap.
525 edgestate
= snewn((w
* h
- 1) * 5 + 9, unsigned char);
526 memset(edgestate
, 0, (w
* h
- 1) * 5 + 9);
529 * deadends tracks which edges have dead ends on them. It is
530 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
531 * tells you whether heading out of tile (x,y) in direction d
532 * can reach a limited amount of the grid. Values are area+1
533 * (no dead end known) or less than that (can reach _at most_
534 * this many other tiles by heading this way out of this tile).
536 deadends
= snewn((w
* h
- 1) * 5 + 9, int);
537 for (i
= 0; i
< (w
* h
- 1) * 5 + 9; i
++)
538 deadends
[i
] = area
+1;
541 * equivalence tracks which sets of tiles are known to be
542 * connected to one another, so we can avoid creating loops by
543 * linking together tiles which are already linked through
546 * This is a disjoint set forest structure: equivalence[i]
547 * contains the index of another member of the equivalence
548 * class containing i, or contains i itself for precisely one
549 * member in each such class. To find a representative member
550 * of the equivalence class containing i, you keep replacing i
551 * with equivalence[i] until it stops changing; then you go
552 * _back_ along the same path and point everything on it
553 * directly at the representative member so as to speed up
554 * future searches. Then you test equivalence between tiles by
555 * finding the representative of each tile and seeing if
556 * they're the same; and you create new equivalence (merge
557 * classes) by finding the representative of each tile and
558 * setting equivalence[one]=the_other.
560 equivalence
= snewn(w
* h
, int);
561 for (i
= 0; i
< w
*h
; i
++)
562 equivalence
[i
] = i
; /* initially all distinct */
565 * On a non-wrapping grid, we instantly know that all the edges
566 * round the edge are closed.
569 for (i
= 0; i
< w
; i
++) {
570 edgestate
[i
* 5 + 2] = edgestate
[((h
-1) * w
+ i
) * 5 + 8] = 2;
572 for (i
= 0; i
< h
; i
++) {
573 edgestate
[(i
* w
+ w
-1) * 5 + 1] = edgestate
[(i
* w
) * 5 + 4] = 2;
578 * If we have barriers available, we can mark those edges as
582 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
584 for (d
= 1; d
<= 8; d
+= d
) {
585 if (barriers
[y
*w
+x
] & d
) {
588 * In principle the barrier list should already
589 * contain each barrier from each side, but
590 * let's not take chances with our internal
593 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
594 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
595 edgestate
[(y2
*w
+x2
) * 5 + F(d
)] = 2;
602 * Since most deductions made by this solver are local (the
603 * exception is loop avoidance, where joining two tiles
604 * together on one side of the grid can theoretically permit a
605 * fresh deduction on the other), we can address the scaling
606 * problem inherent in iterating repeatedly over the entire
607 * grid by instead working with a to-do list.
609 todo
= todo_new(w
* h
);
612 * Main deductive loop.
614 done_something
= TRUE
; /* prevent instant termination! */
619 * Take a tile index off the todo list and process it.
621 index
= todo_get(todo
);
624 * If we have run out of immediate things to do, we
625 * have no choice but to scan the whole grid for
626 * longer-range things we've missed. Hence, I now add
627 * every square on the grid back on to the to-do list.
628 * I also set `done_something' to FALSE at this point;
629 * if we later come back here and find it still FALSE,
630 * we will know we've scanned the entire grid without
631 * finding anything new to do, and we can terminate.
635 for (i
= 0; i
< w
*h
; i
++)
637 done_something
= FALSE
;
639 index
= todo_get(todo
);
645 int d
, ourclass
= dsf_canonify(equivalence
, y
*w
+x
);
648 deadendmax
[1] = deadendmax
[2] = deadendmax
[4] = deadendmax
[8] = 0;
650 for (i
= j
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
652 int nnondeadends
, nondeadends
[4], deadendtotal
;
653 int nequiv
, equiv
[5];
654 int val
= tilestate
[(y
*w
+x
) * 4 + i
];
657 nnondeadends
= deadendtotal
= 0;
660 for (d
= 1; d
<= 8; d
+= d
) {
662 * Immediately rule out this orientation if it
663 * conflicts with any known edge.
665 if ((edgestate
[(y
*w
+x
) * 5 + d
] == 1 && !(val
& d
)) ||
666 (edgestate
[(y
*w
+x
) * 5 + d
] == 2 && (val
& d
)))
671 * Count up the dead-end statistics.
673 if (deadends
[(y
*w
+x
) * 5 + d
] <= area
) {
674 deadendtotal
+= deadends
[(y
*w
+x
) * 5 + d
];
676 nondeadends
[nnondeadends
++] = d
;
680 * Ensure we aren't linking to any tiles,
681 * through edges not already known to be
682 * open, which create a loop.
684 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
687 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
688 c
= dsf_canonify(equivalence
, y2
*w
+x2
);
689 for (k
= 0; k
< nequiv
; k
++)
700 if (nnondeadends
== 0) {
702 * If this orientation links together dead-ends
703 * with a total area of less than the entire
704 * grid, it is invalid.
706 * (We add 1 to deadendtotal because of the
707 * tile itself, of course; one tile linking
708 * dead ends of size 2 and 3 forms a subnetwork
709 * with a total area of 6, not 5.)
711 if (deadendtotal
> 0 && deadendtotal
+1 < area
)
713 } else if (nnondeadends
== 1) {
715 * If this orientation links together one or
716 * more dead-ends with precisely one
717 * non-dead-end, then we may have to mark that
718 * non-dead-end as a dead end going the other
719 * way. However, it depends on whether all
720 * other orientations share the same property.
723 if (deadendmax
[nondeadends
[0]] < deadendtotal
)
724 deadendmax
[nondeadends
[0]] = deadendtotal
;
727 * If this orientation links together two or
728 * more non-dead-ends, then we can rule out the
729 * possibility of putting in new dead-end
730 * markings in those directions.
733 for (k
= 0; k
< nnondeadends
; k
++)
734 deadendmax
[nondeadends
[k
]] = area
+1;
738 tilestate
[(y
*w
+x
) * 4 + j
++] = val
;
739 #ifdef SOLVER_DIAGNOSTICS
741 printf("ruling out orientation %x at %d,%d\n", val
, x
, y
);
745 assert(j
> 0); /* we can't lose _all_ possibilities! */
748 done_something
= TRUE
;
751 * We have ruled out at least one tile orientation.
752 * Make sure the rest are blanked.
755 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
759 * Now go through the tile orientations again and see
760 * if we've deduced anything new about any edges.
766 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
767 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
768 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
770 for (d
= 1; d
<= 8; d
+= d
)
771 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
773 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
776 /* This edge is open in all orientations. */
777 #ifdef SOLVER_DIAGNOSTICS
778 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
780 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
781 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
782 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
783 done_something
= TRUE
;
784 todo_add(todo
, y2
*w
+x2
);
785 } else if (!(o
& d
)) {
786 /* This edge is closed in all orientations. */
787 #ifdef SOLVER_DIAGNOSTICS
788 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
790 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
791 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
792 done_something
= TRUE
;
793 todo_add(todo
, y2
*w
+x2
);
800 * Now check the dead-end markers and see if any of
801 * them has lowered from the real ones.
803 for (d
= 1; d
<= 8; d
+= d
) {
805 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
807 if (deadendmax
[d
] > 0 &&
808 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
809 #ifdef SOLVER_DIAGNOSTICS
810 printf("setting dead end value %d,%d:%d to %d\n",
811 x2
, y2
, d2
, deadendmax
[d
]);
813 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
814 done_something
= TRUE
;
815 todo_add(todo
, y2
*w
+x2
);
823 * Mark all completely determined tiles as locked.
826 for (i
= 0; i
< w
*h
; i
++) {
827 if (tilestate
[i
* 4 + 1] == 255) {
828 assert(tilestate
[i
* 4 + 0] != 255);
829 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
837 * Free up working space.
848 /* ----------------------------------------------------------------------
849 * Randomly select a new game description.
853 * Function to randomly perturb an ambiguous section in a grid, to
854 * attempt to ensure unique solvability.
856 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
857 random_state
*rs
, int startx
, int starty
, int startd
)
859 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
860 int nperim
, perimsize
, nloop
[2], loopsize
[2];
864 * We know that the tile at (startx,starty) is part of an
865 * ambiguous section, and we also know that its neighbour in
866 * direction startd is fully specified. We begin by tracing all
867 * the way round the ambiguous area.
869 nperim
= perimsize
= 0;
874 #ifdef PERTURB_DIAGNOSTICS
875 printf("perturb %d,%d:%d\n", x
, y
, d
);
880 if (nperim
>= perimsize
) {
881 perimsize
= perimsize
* 3 / 2 + 32;
882 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
884 perimeter
[nperim
].x
= x
;
885 perimeter
[nperim
].y
= y
;
886 perimeter
[nperim
].direction
= d
;
888 #ifdef PERTURB_DIAGNOSTICS
889 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
893 * First, see if we can simply turn left from where we are
894 * and find another locked square.
897 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
898 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
899 (tiles
[y2
*w
+x2
] & LOCKED
)) {
903 * Failing that, step left into the new square and look
908 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
909 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
910 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
912 * And failing _that_, we're going to have to step
913 * forward into _that_ square and look right at the
914 * same locked square as we started with.
922 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
925 * Our technique for perturbing this ambiguous area is to
926 * search round its edge for a join we can make: that is, an
927 * edge on the perimeter which is (a) not currently connected,
928 * and (b) connecting it would not yield a full cross on either
929 * side. Then we make that join, search round the network to
930 * find the loop thus constructed, and sever the loop at a
931 * randomly selected other point.
933 perim2
= snewn(nperim
, struct xyd
);
934 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
935 /* Shuffle the perimeter, so as to search it without directional bias. */
936 for (i
= nperim
; --i
;) {
937 int j
= random_upto(rs
, i
+1);
941 perim2
[j
] = perim2
[i
];
944 for (i
= 0; i
< nperim
; i
++) {
949 d
= perim2
[i
].direction
;
951 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
952 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
953 continue; /* can't link across non-wrapping border */
954 if (tiles
[y
*w
+x
] & d
)
955 continue; /* already linked in this direction! */
956 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
957 continue; /* can't turn this tile into a cross */
958 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
959 continue; /* can't turn other tile into a cross */
962 * We've found the point at which we're going to make a new
965 #ifdef PERTURB_DIAGNOSTICS
966 printf("linking %d,%d:%d\n", x
, y
, d
);
969 tiles
[y2
*w
+x2
] |= F(d
);
975 return; /* nothing we can do! */
978 * Now we've constructed a new link, we need to find the entire
979 * loop of which it is a part.
981 * In principle, this involves doing a complete search round
982 * the network. However, I anticipate that in the vast majority
983 * of cases the loop will be quite small, so what I'm going to
984 * do is make _two_ searches round the network in parallel, one
985 * keeping its metaphorical hand on the left-hand wall while
986 * the other keeps its hand on the right. As soon as one of
987 * them gets back to its starting point, I abandon the other.
989 for (i
= 0; i
< 2; i
++) {
990 loopsize
[i
] = nloop
[i
] = 0;
994 looppos
[i
].direction
= d
;
997 for (i
= 0; i
< 2; i
++) {
1002 d
= looppos
[i
].direction
;
1004 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1007 * Add this path segment to the loop, unless it exactly
1008 * reverses the previous one on the loop in which case
1009 * we take it away again.
1011 #ifdef PERTURB_DIAGNOSTICS
1012 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
1015 loop
[i
][nloop
[i
]-1].x
== x2
&&
1016 loop
[i
][nloop
[i
]-1].y
== y2
&&
1017 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
1018 #ifdef PERTURB_DIAGNOSTICS
1019 printf("removing path segment %d,%d:%d from loop[%d]\n",
1024 if (nloop
[i
] >= loopsize
[i
]) {
1025 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
1026 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
1028 #ifdef PERTURB_DIAGNOSTICS
1029 printf("adding path segment %d,%d:%d to loop[%d]\n",
1032 loop
[i
][nloop
[i
]++] = looppos
[i
];
1035 #ifdef PERTURB_DIAGNOSTICS
1036 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
1039 for (j
= 0; j
< 4; j
++) {
1044 #ifdef PERTURB_DIAGNOSTICS
1045 printf("trying dir %d\n", d
);
1047 if (tiles
[y2
*w
+x2
] & d
) {
1050 looppos
[i
].direction
= d
;
1056 assert(nloop
[i
] > 0);
1058 if (looppos
[i
].x
== loop
[i
][0].x
&&
1059 looppos
[i
].y
== loop
[i
][0].y
&&
1060 looppos
[i
].direction
== loop
[i
][0].direction
) {
1061 #ifdef PERTURB_DIAGNOSTICS
1062 printf("loop %d finished tracking\n", i
);
1066 * Having found our loop, we now sever it at a
1067 * randomly chosen point - absolutely any will do -
1068 * which is not the one we joined it at to begin
1069 * with. Conveniently, the one we joined it at is
1070 * loop[i][0], so we just avoid that one.
1072 j
= random_upto(rs
, nloop
[i
]-1) + 1;
1075 d
= loop
[i
][j
].direction
;
1076 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1078 tiles
[y2
*w
+x2
] &= ~F(d
);
1090 * Finally, we must mark the entire disputed section as locked,
1091 * to prevent the perturb function being called on it multiple
1094 * To do this, we _sort_ the perimeter of the area. The
1095 * existing xyd_cmp function will arrange things into columns
1096 * for us, in such a way that each column has the edges in
1097 * vertical order. Then we can work down each column and fill
1098 * in all the squares between an up edge and a down edge.
1100 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1102 for (i
= 0; i
<= nperim
; i
++) {
1103 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1105 * Fill in everything from the last Up edge to the
1106 * bottom of the grid, if necessary.
1110 #ifdef PERTURB_DIAGNOSTICS
1111 printf("resolved: locking tile %d,%d\n", x
, y
);
1113 tiles
[y
* w
+ x
] |= LOCKED
;
1126 if (perimeter
[i
].direction
== U
) {
1129 } else if (perimeter
[i
].direction
== D
) {
1131 * Fill in everything from the last Up edge to here.
1133 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1134 while (y
<= perimeter
[i
].y
) {
1135 #ifdef PERTURB_DIAGNOSTICS
1136 printf("resolved: locking tile %d,%d\n", x
, y
);
1138 tiles
[y
* w
+ x
] |= LOCKED
;
1148 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1149 game_aux_info
**aux
)
1151 tree234
*possibilities
, *barriertree
;
1152 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1153 unsigned char *tiles
, *barriers
;
1162 tiles
= snewn(w
* h
, unsigned char);
1163 barriers
= snewn(w
* h
, unsigned char);
1167 memset(tiles
, 0, w
* h
);
1168 memset(barriers
, 0, w
* h
);
1171 * Construct the unshuffled grid.
1173 * To do this, we simply start at the centre point, repeatedly
1174 * choose a random possibility out of the available ways to
1175 * extend a used square into an unused one, and do it. After
1176 * extending the third line out of a square, we remove the
1177 * fourth from the possibilities list to avoid any full-cross
1178 * squares (which would make the game too easy because they
1179 * only have one orientation).
1181 * The slightly worrying thing is the avoidance of full-cross
1182 * squares. Can this cause our unsophisticated construction
1183 * algorithm to paint itself into a corner, by getting into a
1184 * situation where there are some unreached squares and the
1185 * only way to reach any of them is to extend a T-piece into a
1188 * Answer: no it can't, and here's a proof.
1190 * Any contiguous group of such unreachable squares must be
1191 * surrounded on _all_ sides by T-pieces pointing away from the
1192 * group. (If not, then there is a square which can be extended
1193 * into one of the `unreachable' ones, and so it wasn't
1194 * unreachable after all.) In particular, this implies that
1195 * each contiguous group of unreachable squares must be
1196 * rectangular in shape (any deviation from that yields a
1197 * non-T-piece next to an `unreachable' square).
1199 * So we have a rectangle of unreachable squares, with T-pieces
1200 * forming a solid border around the rectangle. The corners of
1201 * that border must be connected (since every tile connects all
1202 * the lines arriving in it), and therefore the border must
1203 * form a closed loop around the rectangle.
1205 * But this can't have happened in the first place, since we
1206 * _know_ we've avoided creating closed loops! Hence, no such
1207 * situation can ever arise, and the naive grid construction
1208 * algorithm will guaranteeably result in a complete grid
1209 * containing no unreached squares, no full crosses _and_ no
1212 possibilities
= newtree234(xyd_cmp_nc
);
1215 add234(possibilities
, new_xyd(cx
, cy
, R
));
1217 add234(possibilities
, new_xyd(cx
, cy
, U
));
1219 add234(possibilities
, new_xyd(cx
, cy
, L
));
1221 add234(possibilities
, new_xyd(cx
, cy
, D
));
1223 while (count234(possibilities
) > 0) {
1226 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1229 * Extract a randomly chosen possibility from the list.
1231 i
= random_upto(rs
, count234(possibilities
));
1232 xyd
= delpos234(possibilities
, i
);
1235 d1
= xyd
->direction
;
1238 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1241 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1242 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1246 * Make the connection. (We should be moving to an as yet
1249 index(params
, tiles
, x1
, y1
) |= d1
;
1250 assert(index(params
, tiles
, x2
, y2
) == 0);
1251 index(params
, tiles
, x2
, y2
) |= d2
;
1254 * If we have created a T-piece, remove its last
1257 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1258 struct xyd xyd1
, *xydp
;
1262 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1264 xydp
= find234(possibilities
, &xyd1
, NULL
);
1268 printf("T-piece; removing (%d,%d,%c)\n",
1269 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1271 del234(possibilities
, xydp
);
1277 * Remove all other possibilities that were pointing at the
1278 * tile we've just moved into.
1280 for (d
= 1; d
< 0x10; d
<<= 1) {
1282 struct xyd xyd1
, *xydp
;
1284 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1289 xyd1
.direction
= d3
;
1291 xydp
= find234(possibilities
, &xyd1
, NULL
);
1295 printf("Loop avoidance; removing (%d,%d,%c)\n",
1296 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1298 del234(possibilities
, xydp
);
1304 * Add new possibilities to the list for moving _out_ of
1305 * the tile we have just moved into.
1307 for (d
= 1; d
< 0x10; d
<<= 1) {
1311 continue; /* we've got this one already */
1313 if (!params
->wrapping
) {
1314 if (d
== U
&& y2
== 0)
1316 if (d
== D
&& y2
== h
-1)
1318 if (d
== L
&& x2
== 0)
1320 if (d
== R
&& x2
== w
-1)
1324 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1326 if (index(params
, tiles
, x3
, y3
))
1327 continue; /* this would create a loop */
1330 printf("New frontier; adding (%d,%d,%c)\n",
1331 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1333 add234(possibilities
, new_xyd(x2
, y2
, d
));
1336 /* Having done that, we should have no possibilities remaining. */
1337 assert(count234(possibilities
) == 0);
1338 freetree234(possibilities
);
1340 if (params
->unique
) {
1344 * Run the solver to check unique solubility.
1346 while (!net_solver(w
, h
, tiles
, NULL
, params
->wrapping
)) {
1350 * We expect (in most cases) that most of the grid will
1351 * be uniquely specified already, and the remaining
1352 * ambiguous sections will be small and separate. So
1353 * our strategy is to find each individual such
1354 * section, and perform a perturbation on the network
1357 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1358 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1360 if (tiles
[y
*w
+x
] & LOCKED
)
1361 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1363 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1365 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1367 if (tiles
[y
*w
+x
] & LOCKED
)
1368 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1370 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1375 * Now n counts the number of ambiguous sections we
1376 * have fiddled with. If we haven't managed to decrease
1377 * it from the last time we ran the solver, give up and
1378 * regenerate the entire grid.
1380 if (prevn
!= -1 && prevn
<= n
)
1381 goto begin_generation
; /* (sorry) */
1387 * The solver will have left a lot of LOCKED bits lying
1388 * around in the tiles array. Remove them.
1390 for (x
= 0; x
< w
*h
; x
++)
1391 tiles
[x
] &= ~LOCKED
;
1395 * Now compute a list of the possible barrier locations.
1397 barriertree
= newtree234(xyd_cmp_nc
);
1398 for (y
= 0; y
< h
; y
++) {
1399 for (x
= 0; x
< w
; x
++) {
1401 if (!(index(params
, tiles
, x
, y
) & R
) &&
1402 (params
->wrapping
|| x
< w
-1))
1403 add234(barriertree
, new_xyd(x
, y
, R
));
1404 if (!(index(params
, tiles
, x
, y
) & D
) &&
1405 (params
->wrapping
|| y
< h
-1))
1406 add234(barriertree
, new_xyd(x
, y
, D
));
1411 * Save the unshuffled grid in an aux_info.
1414 game_aux_info
*solution
;
1416 solution
= snew(game_aux_info
);
1417 solution
->width
= w
;
1418 solution
->height
= h
;
1419 solution
->tiles
= snewn(w
* h
, unsigned char);
1420 memcpy(solution
->tiles
, tiles
, w
* h
);
1426 * Now shuffle the grid.
1428 for (y
= 0; y
< h
; y
++) {
1429 for (x
= 0; x
< w
; x
++) {
1430 int orig
= index(params
, tiles
, x
, y
);
1431 int rot
= random_upto(rs
, 4);
1432 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1437 * And now choose barrier locations. (We carefully do this
1438 * _after_ shuffling, so that changing the barrier rate in the
1439 * params while keeping the random seed the same will give the
1440 * same shuffled grid and _only_ change the barrier locations.
1441 * Also the way we choose barrier locations, by repeatedly
1442 * choosing one possibility from the list until we have enough,
1443 * is designed to ensure that raising the barrier rate while
1444 * keeping the seed the same will provide a superset of the
1445 * previous barrier set - i.e. if you ask for 10 barriers, and
1446 * then decide that's still too hard and ask for 20, you'll get
1447 * the original 10 plus 10 more, rather than getting 20 new
1448 * ones and the chance of remembering your first 10.)
1450 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1451 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1453 while (nbarriers
> 0) {
1456 int x1
, y1
, d1
, x2
, y2
, d2
;
1459 * Extract a randomly chosen barrier from the list.
1461 i
= random_upto(rs
, count234(barriertree
));
1462 xyd
= delpos234(barriertree
, i
);
1464 assert(xyd
!= NULL
);
1468 d1
= xyd
->direction
;
1471 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1474 index(params
, barriers
, x1
, y1
) |= d1
;
1475 index(params
, barriers
, x2
, y2
) |= d2
;
1481 * Clean up the rest of the barrier list.
1486 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1489 freetree234(barriertree
);
1493 * Finally, encode the grid into a string game description.
1495 * My syntax is extremely simple: each square is encoded as a
1496 * hex digit in which bit 0 means a connection on the right,
1497 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1498 * encoding as used internally). Each digit is followed by
1499 * optional barrier indicators: `v' means a vertical barrier to
1500 * the right of it, and `h' means a horizontal barrier below
1503 desc
= snewn(w
* h
* 3 + 1, char);
1505 for (y
= 0; y
< h
; y
++) {
1506 for (x
= 0; x
< w
; x
++) {
1507 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1508 if ((params
->wrapping
|| x
< w
-1) &&
1509 (index(params
, barriers
, x
, y
) & R
))
1511 if ((params
->wrapping
|| y
< h
-1) &&
1512 (index(params
, barriers
, x
, y
) & D
))
1516 assert(p
- desc
<= w
*h
*3);
1525 static void game_free_aux_info(game_aux_info
*aux
)
1531 static char *validate_desc(game_params
*params
, char *desc
)
1533 int w
= params
->width
, h
= params
->height
;
1536 for (i
= 0; i
< w
*h
; i
++) {
1537 if (*desc
>= '0' && *desc
<= '9')
1539 else if (*desc
>= 'a' && *desc
<= 'f')
1541 else if (*desc
>= 'A' && *desc
<= 'F')
1544 return "Game description shorter than expected";
1546 return "Game description contained unexpected character";
1548 while (*desc
== 'h' || *desc
== 'v')
1552 return "Game description longer than expected";
1557 /* ----------------------------------------------------------------------
1558 * Construct an initial game state, given a description and parameters.
1561 static game_state
*new_game(game_params
*params
, char *desc
)
1566 assert(params
->width
> 0 && params
->height
> 0);
1567 assert(params
->width
> 1 || params
->height
> 1);
1570 * Create a blank game state.
1572 state
= snew(game_state
);
1573 w
= state
->width
= params
->width
;
1574 h
= state
->height
= params
->height
;
1575 state
->wrapping
= params
->wrapping
;
1576 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1577 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
1578 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1579 memset(state
->tiles
, 0, state
->width
* state
->height
);
1580 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1581 memset(state
->barriers
, 0, state
->width
* state
->height
);
1584 * Parse the game description into the grid.
1586 for (y
= 0; y
< h
; y
++) {
1587 for (x
= 0; x
< w
; x
++) {
1588 if (*desc
>= '0' && *desc
<= '9')
1589 tile(state
, x
, y
) = *desc
- '0';
1590 else if (*desc
>= 'a' && *desc
<= 'f')
1591 tile(state
, x
, y
) = *desc
- 'a' + 10;
1592 else if (*desc
>= 'A' && *desc
<= 'F')
1593 tile(state
, x
, y
) = *desc
- 'A' + 10;
1596 while (*desc
== 'h' || *desc
== 'v') {
1603 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1606 barrier(state
, x
, y
) |= d1
;
1607 barrier(state
, x2
, y2
) |= d2
;
1615 * Set up border barriers if this is a non-wrapping game.
1617 if (!state
->wrapping
) {
1618 for (x
= 0; x
< state
->width
; x
++) {
1619 barrier(state
, x
, 0) |= U
;
1620 barrier(state
, x
, state
->height
-1) |= D
;
1622 for (y
= 0; y
< state
->height
; y
++) {
1623 barrier(state
, 0, y
) |= L
;
1624 barrier(state
, state
->width
-1, y
) |= R
;
1628 * We check whether this is de-facto a non-wrapping game
1629 * despite the parameters, in case we were passed the
1630 * description of a non-wrapping game. This is so that we
1631 * can change some aspects of the UI behaviour.
1633 state
->wrapping
= FALSE
;
1634 for (x
= 0; x
< state
->width
; x
++)
1635 if (!(barrier(state
, x
, 0) & U
) ||
1636 !(barrier(state
, x
, state
->height
-1) & D
))
1637 state
->wrapping
= TRUE
;
1638 for (y
= 0; y
< state
->width
; y
++)
1639 if (!(barrier(state
, 0, y
) & L
) ||
1640 !(barrier(state
, state
->width
-1, y
) & R
))
1641 state
->wrapping
= TRUE
;
1647 static game_state
*dup_game(game_state
*state
)
1651 ret
= snew(game_state
);
1652 ret
->width
= state
->width
;
1653 ret
->height
= state
->height
;
1654 ret
->wrapping
= state
->wrapping
;
1655 ret
->completed
= state
->completed
;
1656 ret
->used_solve
= state
->used_solve
;
1657 ret
->just_used_solve
= state
->just_used_solve
;
1658 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1659 ret
->last_rotate_x
= state
->last_rotate_x
;
1660 ret
->last_rotate_y
= state
->last_rotate_y
;
1661 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1662 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1663 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1664 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1669 static void free_game(game_state
*state
)
1671 sfree(state
->tiles
);
1672 sfree(state
->barriers
);
1676 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
1683 * Run the internal solver on the provided grid. This might
1684 * not yield a complete solution.
1686 ret
= dup_game(state
);
1687 net_solver(ret
->width
, ret
->height
, ret
->tiles
,
1688 ret
->barriers
, ret
->wrapping
);
1690 assert(aux
->width
== state
->width
);
1691 assert(aux
->height
== state
->height
);
1692 ret
= dup_game(state
);
1693 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
1694 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
1695 ret
->completed
= TRUE
;
1701 static char *game_text_format(game_state
*state
)
1706 /* ----------------------------------------------------------------------
1711 * Compute which squares are reachable from the centre square, as a
1712 * quick visual aid to determining how close the game is to
1713 * completion. This is also a simple way to tell if the game _is_
1714 * completed - just call this function and see whether every square
1717 static unsigned char *compute_active(game_state
*state
, int cx
, int cy
)
1719 unsigned char *active
;
1723 active
= snewn(state
->width
* state
->height
, unsigned char);
1724 memset(active
, 0, state
->width
* state
->height
);
1727 * We only store (x,y) pairs in todo, but it's easier to reuse
1728 * xyd_cmp and just store direction 0 every time.
1730 todo
= newtree234(xyd_cmp_nc
);
1731 index(state
, active
, cx
, cy
) = ACTIVE
;
1732 add234(todo
, new_xyd(cx
, cy
, 0));
1734 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1735 int x1
, y1
, d1
, x2
, y2
, d2
;
1741 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1742 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1746 * If the next tile in this direction is connected to
1747 * us, and there isn't a barrier in the way, and it
1748 * isn't already marked active, then mark it active and
1749 * add it to the to-examine list.
1751 if ((tile(state
, x1
, y1
) & d1
) &&
1752 (tile(state
, x2
, y2
) & d2
) &&
1753 !(barrier(state
, x1
, y1
) & d1
) &&
1754 !index(state
, active
, x2
, y2
)) {
1755 index(state
, active
, x2
, y2
) = ACTIVE
;
1756 add234(todo
, new_xyd(x2
, y2
, 0));
1760 /* Now we expect the todo list to have shrunk to zero size. */
1761 assert(count234(todo
) == 0);
1768 int org_x
, org_y
; /* origin */
1769 int cx
, cy
; /* source tile (game coordinates) */
1772 random_state
*rs
; /* used for jumbling */
1775 static game_ui
*new_ui(game_state
*state
)
1779 game_ui
*ui
= snew(game_ui
);
1780 ui
->org_x
= ui
->org_y
= 0;
1781 ui
->cur_x
= ui
->cx
= state
->width
/ 2;
1782 ui
->cur_y
= ui
->cy
= state
->height
/ 2;
1783 ui
->cur_visible
= FALSE
;
1784 get_random_seed(&seed
, &seedsize
);
1785 ui
->rs
= random_init(seed
, seedsize
);
1791 static void free_ui(game_ui
*ui
)
1793 random_free(ui
->rs
);
1797 /* ----------------------------------------------------------------------
1800 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1801 int x
, int y
, int button
)
1803 game_state
*ret
, *nullret
;
1805 int shift
= button
& MOD_SHFT
, ctrl
= button
& MOD_CTRL
;
1807 button
&= ~MOD_MASK
;
1810 if (button
== LEFT_BUTTON
||
1811 button
== MIDDLE_BUTTON
||
1812 button
== RIGHT_BUTTON
) {
1814 if (ui
->cur_visible
) {
1815 ui
->cur_visible
= FALSE
;
1820 * The button must have been clicked on a valid tile.
1822 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1823 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1828 if (tx
>= state
->width
|| ty
>= state
->height
)
1830 /* Transform from physical to game coords */
1831 tx
= (tx
+ ui
->org_x
) % state
->width
;
1832 ty
= (ty
+ ui
->org_y
) % state
->height
;
1833 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1834 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1836 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
1837 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
1840 case CURSOR_UP
: dir
= U
; break;
1841 case CURSOR_DOWN
: dir
= D
; break;
1842 case CURSOR_LEFT
: dir
= L
; break;
1843 case CURSOR_RIGHT
: dir
= R
; break;
1844 default: return nullret
;
1850 if (state
->wrapping
) {
1851 OFFSET(ui
->org_x
, ui
->org_y
, ui
->org_x
, ui
->org_y
, dir
, state
);
1852 } else return nullret
; /* disallowed for non-wrapping grids */
1856 * Change source tile.
1858 OFFSET(ui
->cx
, ui
->cy
, ui
->cx
, ui
->cy
, dir
, state
);
1860 if (!shift
&& !ctrl
) {
1862 * Move keyboard cursor.
1864 OFFSET(ui
->cur_x
, ui
->cur_y
, ui
->cur_x
, ui
->cur_y
, dir
, state
);
1865 ui
->cur_visible
= TRUE
;
1867 return state
; /* UI activity has occurred */
1868 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
1869 button
== 'A' || button
== 'S' || button
== 'D') {
1872 if (button
== 'a' || button
== 'A')
1873 button
= LEFT_BUTTON
;
1874 else if (button
== 's' || button
== 'S')
1875 button
= MIDDLE_BUTTON
;
1876 else if (button
== 'd' || button
== 'D')
1877 button
= RIGHT_BUTTON
;
1878 ui
->cur_visible
= TRUE
;
1879 } else if (button
== 'j' || button
== 'J') {
1880 /* XXX should we have some mouse control for this? */
1881 button
= 'J'; /* canonify */
1882 tx
= ty
= -1; /* shut gcc up :( */
1887 * The middle button locks or unlocks a tile. (A locked tile
1888 * cannot be turned, and is visually marked as being locked.
1889 * This is a convenience for the player, so that once they are
1890 * sure which way round a tile goes, they can lock it and thus
1891 * avoid forgetting later on that they'd already done that one;
1892 * and the locking also prevents them turning the tile by
1893 * accident. If they change their mind, another middle click
1896 if (button
== MIDDLE_BUTTON
) {
1898 ret
= dup_game(state
);
1899 ret
->just_used_solve
= FALSE
;
1900 tile(ret
, tx
, ty
) ^= LOCKED
;
1901 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1904 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1907 * The left and right buttons have no effect if clicked on a
1910 if (tile(state
, tx
, ty
) & LOCKED
)
1914 * Otherwise, turn the tile one way or the other. Left button
1915 * turns anticlockwise; right button turns clockwise.
1917 ret
= dup_game(state
);
1918 ret
->just_used_solve
= FALSE
;
1919 orig
= tile(ret
, tx
, ty
);
1920 if (button
== LEFT_BUTTON
) {
1921 tile(ret
, tx
, ty
) = A(orig
);
1922 ret
->last_rotate_dir
= +1;
1924 tile(ret
, tx
, ty
) = C(orig
);
1925 ret
->last_rotate_dir
= -1;
1927 ret
->last_rotate_x
= tx
;
1928 ret
->last_rotate_y
= ty
;
1930 } else if (button
== 'J') {
1933 * Jumble all unlocked tiles to random orientations.
1936 ret
= dup_game(state
);
1937 ret
->just_used_solve
= FALSE
;
1938 for (jy
= 0; jy
< ret
->height
; jy
++) {
1939 for (jx
= 0; jx
< ret
->width
; jx
++) {
1940 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1941 int rot
= random_upto(ui
->rs
, 4);
1942 orig
= tile(ret
, jx
, jy
);
1943 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1947 ret
->last_rotate_dir
= 0; /* suppress animation */
1948 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1953 * Check whether the game has been completed.
1956 unsigned char *active
= compute_active(ret
, ui
->cx
, ui
->cy
);
1958 int complete
= TRUE
;
1960 for (x1
= 0; x1
< ret
->width
; x1
++)
1961 for (y1
= 0; y1
< ret
->height
; y1
++)
1962 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
1964 goto break_label
; /* break out of two loops at once */
1971 ret
->completed
= TRUE
;
1977 /* ----------------------------------------------------------------------
1978 * Routines for drawing the game position on the screen.
1981 struct game_drawstate
{
1985 unsigned char *visible
;
1988 static game_drawstate
*game_new_drawstate(game_state
*state
)
1990 game_drawstate
*ds
= snew(game_drawstate
);
1992 ds
->started
= FALSE
;
1993 ds
->width
= state
->width
;
1994 ds
->height
= state
->height
;
1995 ds
->org_x
= ds
->org_y
= -1;
1996 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1997 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
2002 static void game_free_drawstate(game_drawstate
*ds
)
2008 static void game_size(game_params
*params
, int *x
, int *y
)
2010 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
2011 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
2014 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2018 ret
= snewn(NCOLOURS
* 3, float);
2019 *ncolours
= NCOLOURS
;
2022 * Basic background colour is whatever the front end thinks is
2023 * a sensible default.
2025 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2030 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
2031 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
2032 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
2035 * Powered wires and powered endpoints are cyan.
2037 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
2038 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
2039 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
2044 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
2045 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
2046 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
2049 * Unpowered endpoints are blue.
2051 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
2052 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
2053 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
2056 * Tile borders are a darker grey than the background.
2058 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2059 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2060 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2063 * Locked tiles are a grey in between those two.
2065 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2066 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2067 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2072 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2075 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2076 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2077 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2078 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2079 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
2082 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2085 int mx
= (x1
< x2 ? x1
: x2
);
2086 int my
= (y1
< y2 ? y1
: y2
);
2087 int dx
= (x2
+ x1
- 2*mx
+ 1);
2088 int dy
= (y2
+ y1
- 2*my
+ 1);
2090 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
2094 * draw_barrier_corner() and draw_barrier() are passed physical coords
2096 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dx
, int dy
,
2099 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2100 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2103 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2104 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2107 draw_rect_coords(fe
, bx
+x1
+dx
, by
+y1
,
2108 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2110 draw_rect_coords(fe
, bx
+x1
, by
+y1
+dy
,
2111 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2114 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2115 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2120 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2122 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2123 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2126 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2127 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2128 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2129 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2132 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
2134 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
2139 * draw_tile() is passed physical coordinates
2141 static void draw_tile(frontend
*fe
, game_state
*state
, game_drawstate
*ds
,
2142 int x
, int y
, int tile
, int src
, float angle
, int cursor
)
2144 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2145 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2147 float cx
, cy
, ex
, ey
, tx
, ty
;
2148 int dir
, col
, phase
;
2151 * When we draw a single tile, we must draw everything up to
2152 * and including the borders around the tile. This means that
2153 * if the neighbouring tiles have connections to those borders,
2154 * we must draw those connections on the borders themselves.
2157 clip(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2160 * So. First blank the tile out completely: draw a big
2161 * rectangle in border colour, and a smaller rectangle in
2162 * background colour to fill it in.
2164 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2166 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2167 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2168 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
2171 * Draw an inset outline rectangle as a cursor, in whichever of
2172 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2176 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2177 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2178 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2179 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2180 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2181 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2182 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2183 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2184 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2185 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2186 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2187 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2191 * Set up the rotation matrix.
2193 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2194 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2195 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2196 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2201 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2202 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
2203 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2205 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2206 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2207 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2208 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2209 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2213 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2215 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2216 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2217 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2218 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2219 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2224 * Draw the box in the middle. We do this in blue if the tile
2225 * is an unpowered endpoint, in cyan if the tile is a powered
2226 * endpoint, in black if the tile is the centrepiece, and
2227 * otherwise not at all.
2232 else if (COUNT(tile
) == 1) {
2233 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
2238 points
[0] = +1; points
[1] = +1;
2239 points
[2] = +1; points
[3] = -1;
2240 points
[4] = -1; points
[5] = -1;
2241 points
[6] = -1; points
[7] = +1;
2243 for (i
= 0; i
< 8; i
+= 2) {
2244 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2245 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2246 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2247 points
[i
] = bx
+(int)(cx
+tx
);
2248 points
[i
+1] = by
+(int)(cy
+ty
);
2251 draw_polygon(fe
, points
, 4, TRUE
, col
);
2252 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
2256 * Draw the points on the border if other tiles are connected
2259 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2260 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2268 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2271 if (!(tile(state
, GX(ox
), GY(oy
)) & F(dir
)))
2274 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
2275 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
2276 lx
= dx
* (TILE_BORDER
-1);
2277 ly
= dy
* (TILE_BORDER
-1);
2281 if (angle
== 0.0 && (tile
& dir
)) {
2283 * If we are fully connected to the other tile, we must
2284 * draw right across the tile border. (We can use our
2285 * own ACTIVE state to determine what colour to do this
2286 * in: if we are fully connected to the other tile then
2287 * the two ACTIVE states will be the same.)
2289 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2290 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
2291 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2294 * The other tile extends into our border, but isn't
2295 * actually connected to us. Just draw a single black
2298 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
2303 * Draw barrier corners, and then barriers.
2305 for (phase
= 0; phase
< 2; phase
++) {
2306 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2307 int x1
, y1
, corner
= FALSE
;
2309 * If at least one barrier terminates at the corner
2310 * between dir and A(dir), draw a barrier corner.
2312 if (barrier(state
, GX(x
), GY(y
)) & (dir
| A(dir
))) {
2316 * Only count barriers terminating at this corner
2317 * if they're physically next to the corner. (That
2318 * is, if they've wrapped round from the far side
2319 * of the screen, they don't count.)
2323 if (x1
>= 0 && x1
< state
->width
&&
2324 y1
>= 0 && y1
< state
->height
&&
2325 (barrier(state
, GX(x1
), GY(y1
)) & A(dir
))) {
2330 if (x1
>= 0 && x1
< state
->width
&&
2331 y1
>= 0 && y1
< state
->height
&&
2332 (barrier(state
, GX(x1
), GY(y1
)) & dir
))
2339 * At least one barrier terminates here. Draw a
2342 draw_barrier_corner(fe
, x
, y
,
2343 X(dir
)+X(A(dir
)), Y(dir
)+Y(A(dir
)),
2348 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2349 if (barrier(state
, GX(x
), GY(y
)) & dir
)
2350 draw_barrier(fe
, x
, y
, dir
, phase
);
2355 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2358 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2359 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2361 int x
, y
, tx
, ty
, frame
, last_rotate_dir
, moved_origin
= FALSE
;
2362 unsigned char *active
;
2366 * Clear the screen, and draw the exterior barrier lines, if
2367 * this is our first call or if the origin has changed.
2369 if (!ds
->started
|| ui
->org_x
!= ds
->org_x
|| ui
->org_y
!= ds
->org_y
) {
2375 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2376 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2379 ds
->org_x
= ui
->org_x
;
2380 ds
->org_y
= ui
->org_y
;
2381 moved_origin
= TRUE
;
2383 draw_update(fe
, 0, 0,
2384 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2385 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2387 for (phase
= 0; phase
< 2; phase
++) {
2389 for (x
= 0; x
< ds
->width
; x
++) {
2390 if (x
+1 < ds
->width
) {
2391 if (barrier(state
, GX(x
), GY(0)) & R
)
2392 draw_barrier_corner(fe
, x
, -1, +1, +1, phase
);
2393 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & R
)
2394 draw_barrier_corner(fe
, x
, ds
->height
, +1, -1, phase
);
2396 if (barrier(state
, GX(x
), GY(0)) & U
) {
2397 draw_barrier_corner(fe
, x
, -1, -1, +1, phase
);
2398 draw_barrier_corner(fe
, x
, -1, +1, +1, phase
);
2399 draw_barrier(fe
, x
, -1, D
, phase
);
2401 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & D
) {
2402 draw_barrier_corner(fe
, x
, ds
->height
, -1, -1, phase
);
2403 draw_barrier_corner(fe
, x
, ds
->height
, +1, -1, phase
);
2404 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
2408 for (y
= 0; y
< ds
->height
; y
++) {
2409 if (y
+1 < ds
->height
) {
2410 if (barrier(state
, GX(0), GY(y
)) & D
)
2411 draw_barrier_corner(fe
, -1, y
, +1, +1, phase
);
2412 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & D
)
2413 draw_barrier_corner(fe
, ds
->width
, y
, -1, +1, phase
);
2415 if (barrier(state
, GX(0), GY(y
)) & L
) {
2416 draw_barrier_corner(fe
, -1, y
, +1, -1, phase
);
2417 draw_barrier_corner(fe
, -1, y
, +1, +1, phase
);
2418 draw_barrier(fe
, -1, y
, R
, phase
);
2420 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & R
) {
2421 draw_barrier_corner(fe
, ds
->width
, y
, -1, -1, phase
);
2422 draw_barrier_corner(fe
, ds
->width
, y
, -1, +1, phase
);
2423 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
2430 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2431 state
->last_rotate_dir
;
2432 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2434 * We're animating a single tile rotation. Find the turning
2437 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2438 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2439 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2446 * We're animating a completion flash. Find which frame
2449 frame
= (int)(ft
/ FLASH_FRAME
);
2453 * Draw any tile which differs from the way it was last drawn.
2455 active
= compute_active(state
, ui
->cx
, ui
->cy
);
2457 for (x
= 0; x
< ds
->width
; x
++)
2458 for (y
= 0; y
< ds
->height
; y
++) {
2459 unsigned char c
= tile(state
, GX(x
), GY(y
)) |
2460 index(state
, active
, GX(x
), GY(y
));
2461 int is_src
= GX(x
) == ui
->cx
&& GY(y
) == ui
->cy
;
2462 int is_anim
= GX(x
) == tx
&& GY(y
) == ty
;
2463 int is_cursor
= ui
->cur_visible
&&
2464 GX(x
) == ui
->cur_x
&& GY(y
) == ui
->cur_y
;
2467 * In a completion flash, we adjust the LOCKED bit
2468 * depending on our distance from the centre point and
2472 int rcx
= RX(ui
->cx
), rcy
= RY(ui
->cy
);
2473 int xdist
, ydist
, dist
;
2474 xdist
= (x
< rcx ? rcx
- x
: x
- rcx
);
2475 ydist
= (y
< rcy ? rcy
- y
: y
- rcy
);
2476 dist
= (xdist
> ydist ? xdist
: ydist
);
2478 if (frame
>= dist
&& frame
< dist
+4) {
2479 int lock
= (frame
- dist
) & 1;
2480 lock
= lock ? LOCKED
: 0;
2481 c
= (c
&~ LOCKED
) | lock
;
2486 index(state
, ds
->visible
, x
, y
) != c
||
2487 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2488 is_src
|| is_anim
|| is_cursor
) {
2489 draw_tile(fe
, state
, ds
, x
, y
, c
,
2490 is_src
, (is_anim ? angle
: 0.0F
), is_cursor
);
2491 if (is_src
|| is_anim
|| is_cursor
)
2492 index(state
, ds
->visible
, x
, y
) = 0xFF;
2494 index(state
, ds
->visible
, x
, y
) = c
;
2499 * Update the status bar.
2502 char statusbuf
[256];
2505 n
= state
->width
* state
->height
;
2506 for (i
= a
= n2
= 0; i
< n
; i
++) {
2509 if (state
->tiles
[i
] & 0xF)
2513 sprintf(statusbuf
, "%sActive: %d/%d",
2514 (state
->used_solve ?
"Auto-solved. " :
2515 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
2517 status_bar(fe
, statusbuf
);
2523 static float game_anim_length(game_state
*oldstate
,
2524 game_state
*newstate
, int dir
)
2526 int last_rotate_dir
;
2529 * Don't animate an auto-solve move.
2531 if ((dir
> 0 && newstate
->just_used_solve
) ||
2532 (dir
< 0 && oldstate
->just_used_solve
))
2536 * Don't animate if last_rotate_dir is zero.
2538 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2539 newstate
->last_rotate_dir
;
2540 if (last_rotate_dir
)
2546 static float game_flash_length(game_state
*oldstate
,
2547 game_state
*newstate
, int dir
)
2550 * If the game has just been completed, we display a completion
2553 if (!oldstate
->completed
&& newstate
->completed
&&
2554 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2556 if (size
< newstate
->width
)
2557 size
= newstate
->width
;
2558 if (size
< newstate
->height
)
2559 size
= newstate
->height
;
2560 return FLASH_FRAME
* (size
+4);
2566 static int game_wants_statusbar(void)
2575 const struct game thegame
= {
2583 TRUE
, game_configure
, custom_params
,
2592 FALSE
, game_text_format
,
2599 game_free_drawstate
,
2603 game_wants_statusbar
,