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; \
22 /* Direction and other bitfields */
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) )
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 )
43 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
44 (((x) & 0x02) >> 1) + ((x) & 0x01) )
46 #define PREFERRED_TILE_SIZE 32
47 #define TILE_SIZE (ds->tilesize)
49 #define WINDOW_OFFSET 16
51 #define ROTATE_TIME 0.13F
52 #define FLASH_FRAME 0.07F
54 /* Transform physical coords to game coords using game_drawstate ds */
55 #define GX(x) (((x) + ds->org_x) % ds->width)
56 #define GY(y) (((y) + ds->org_y) % ds->height)
57 /* ...and game coords to physical coords */
58 #define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
59 #define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
77 float barrier_probability
;
80 struct game_aux_info
{
86 int width
, height
, wrapping
, completed
;
87 int last_rotate_x
, last_rotate_y
, last_rotate_dir
;
88 int used_solve
, just_used_solve
;
90 unsigned char *barriers
;
93 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
94 ( (x2) = ((x1) + width + X((dir))) % width, \
95 (y2) = ((y1) + height + Y((dir))) % height)
97 #define OFFSET(x2,y2,x1,y1,dir,state) \
98 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
100 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
101 #define tile(state, x, y) index(state, (state)->tiles, x, y)
102 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
108 static int xyd_cmp(const void *av
, const void *bv
) {
109 const struct xyd
*a
= (const struct xyd
*)av
;
110 const struct xyd
*b
= (const struct xyd
*)bv
;
119 if (a
->direction
< b
->direction
)
121 if (a
->direction
> b
->direction
)
126 static int xyd_cmp_nc(void *av
, void *bv
) { return xyd_cmp(av
, bv
); }
128 static struct xyd
*new_xyd(int x
, int y
, int direction
)
130 struct xyd
*xyd
= snew(struct xyd
);
133 xyd
->direction
= direction
;
137 /* ----------------------------------------------------------------------
138 * Manage game parameters.
140 static game_params
*default_params(void)
142 game_params
*ret
= snew(game_params
);
146 ret
->wrapping
= FALSE
;
148 ret
->barrier_probability
= 0.0;
153 static const struct game_params net_presets
[] = {
154 {5, 5, FALSE
, TRUE
, 0.0},
155 {7, 7, FALSE
, TRUE
, 0.0},
156 {9, 9, FALSE
, TRUE
, 0.0},
157 {11, 11, FALSE
, TRUE
, 0.0},
158 {13, 11, FALSE
, TRUE
, 0.0},
159 {5, 5, TRUE
, TRUE
, 0.0},
160 {7, 7, TRUE
, TRUE
, 0.0},
161 {9, 9, TRUE
, TRUE
, 0.0},
162 {11, 11, TRUE
, TRUE
, 0.0},
163 {13, 11, TRUE
, TRUE
, 0.0},
166 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
171 if (i
< 0 || i
>= lenof(net_presets
))
174 ret
= snew(game_params
);
175 *ret
= net_presets
[i
];
177 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
178 ret
->wrapping ?
" wrapping" : "");
185 static void free_params(game_params
*params
)
190 static game_params
*dup_params(game_params
*params
)
192 game_params
*ret
= snew(game_params
);
193 *ret
= *params
; /* structure copy */
197 static void decode_params(game_params
*ret
, char const *string
)
199 char const *p
= string
;
201 ret
->width
= atoi(p
);
202 while (*p
&& isdigit((unsigned char)*p
)) p
++;
205 ret
->height
= atoi(p
);
206 while (*p
&& isdigit((unsigned char)*p
)) p
++;
208 ret
->height
= ret
->width
;
214 ret
->wrapping
= TRUE
;
215 } else if (*p
== 'b') {
217 ret
->barrier_probability
= atof(p
);
218 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
219 } else if (*p
== 'a') {
223 p
++; /* skip any other gunk */
227 static char *encode_params(game_params
*params
, int full
)
232 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
233 if (params
->wrapping
)
235 if (full
&& params
->barrier_probability
)
236 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
237 if (full
&& !params
->unique
)
239 assert(len
< lenof(ret
));
245 static config_item
*game_configure(game_params
*params
)
250 ret
= snewn(6, config_item
);
252 ret
[0].name
= "Width";
253 ret
[0].type
= C_STRING
;
254 sprintf(buf
, "%d", params
->width
);
255 ret
[0].sval
= dupstr(buf
);
258 ret
[1].name
= "Height";
259 ret
[1].type
= C_STRING
;
260 sprintf(buf
, "%d", params
->height
);
261 ret
[1].sval
= dupstr(buf
);
264 ret
[2].name
= "Walls wrap around";
265 ret
[2].type
= C_BOOLEAN
;
267 ret
[2].ival
= params
->wrapping
;
269 ret
[3].name
= "Barrier probability";
270 ret
[3].type
= C_STRING
;
271 sprintf(buf
, "%g", params
->barrier_probability
);
272 ret
[3].sval
= dupstr(buf
);
275 ret
[4].name
= "Ensure unique solution";
276 ret
[4].type
= C_BOOLEAN
;
278 ret
[4].ival
= params
->unique
;
288 static game_params
*custom_params(config_item
*cfg
)
290 game_params
*ret
= snew(game_params
);
292 ret
->width
= atoi(cfg
[0].sval
);
293 ret
->height
= atoi(cfg
[1].sval
);
294 ret
->wrapping
= cfg
[2].ival
;
295 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
296 ret
->unique
= cfg
[4].ival
;
301 static char *validate_params(game_params
*params
)
303 if (params
->width
<= 0 || params
->height
<= 0)
304 return "Width and height must both be greater than zero";
305 if (params
->width
<= 1 && params
->height
<= 1)
306 return "At least one of width and height must be greater than one";
307 if (params
->barrier_probability
< 0)
308 return "Barrier probability may not be negative";
309 if (params
->barrier_probability
> 1)
310 return "Barrier probability may not be greater than 1";
313 * Specifying either grid dimension as 2 in a wrapping puzzle
314 * makes it actually impossible to ensure a unique puzzle
319 * Without loss of generality, let us assume the puzzle _width_
320 * is 2, so we can conveniently discuss rows without having to
321 * say `rows/columns' all the time. (The height may be 2 as
322 * well, but that doesn't matter.)
324 * In each row, there are two edges between tiles: the inner
325 * edge (running down the centre of the grid) and the outer
326 * edge (the identified left and right edges of the grid).
328 * Lemma: In any valid 2xn puzzle there must be at least one
329 * row in which _exactly one_ of the inner edge and outer edge
332 * Proof: No row can have _both_ inner and outer edges
333 * connected, because this would yield a loop. So the only
334 * other way to falsify the lemma is for every row to have
335 * _neither_ the inner nor outer edge connected. But this
336 * means there is no connection at all between the left and
337 * right columns of the puzzle, so there are two disjoint
338 * subgraphs, which is also disallowed. []
340 * Given such a row, it is always possible to make the
341 * disconnected edge connected and the connected edge
342 * disconnected without changing the state of any other edge.
343 * (This is easily seen by case analysis on the various tiles:
344 * left-pointing and right-pointing endpoints can be exchanged,
345 * likewise T-pieces, and a corner piece can select its
346 * horizontal connectivity independently of its vertical.) This
347 * yields a distinct valid solution.
349 * Thus, for _every_ row in which exactly one of the inner and
350 * outer edge is connected, there are two valid states for that
351 * row, and hence the total number of solutions of the puzzle
352 * is at least 2^(number of such rows), and in particular is at
353 * least 2 since there must be at least one such row. []
355 if (params
->unique
&& params
->wrapping
&&
356 (params
->width
== 2 || params
->height
== 2))
357 return "No wrapping puzzle with a width or height of 2 can have"
358 " a unique solution";
363 /* ----------------------------------------------------------------------
364 * Solver used to assure solution uniqueness during generation.
368 * Test cases I used while debugging all this were
370 * ./net --generate 1 13x11w#12300
371 * which expands under the non-unique grid generation rules to
372 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
373 * and has two ambiguous areas.
375 * An even better one is
376 * 13x11w#507896411361192
378 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
379 * and has an ambiguous area _and_ a situation where loop avoidance
380 * is a necessary deductive technique.
383 * 48x25w#820543338195187
385 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
386 * which has a spot (far right) where slightly more complex loop
387 * avoidance is required.
390 static int dsf_canonify(int *dsf
, int val
)
394 while (dsf
[val
] != val
)
406 static void dsf_merge(int *dsf
, int v1
, int v2
)
408 v1
= dsf_canonify(dsf
, v1
);
409 v2
= dsf_canonify(dsf
, v2
);
414 unsigned char *marked
;
420 static struct todo
*todo_new(int maxsize
)
422 struct todo
*todo
= snew(struct todo
);
423 todo
->marked
= snewn(maxsize
, unsigned char);
424 memset(todo
->marked
, 0, maxsize
);
425 todo
->buflen
= maxsize
+ 1;
426 todo
->buffer
= snewn(todo
->buflen
, int);
427 todo
->head
= todo
->tail
= 0;
431 static void todo_free(struct todo
*todo
)
438 static void todo_add(struct todo
*todo
, int index
)
440 if (todo
->marked
[index
])
441 return; /* already on the list */
442 todo
->marked
[index
] = TRUE
;
443 todo
->buffer
[todo
->tail
++] = index
;
444 if (todo
->tail
== todo
->buflen
)
448 static int todo_get(struct todo
*todo
) {
451 if (todo
->head
== todo
->tail
)
452 return -1; /* list is empty */
453 ret
= todo
->buffer
[todo
->head
++];
454 if (todo
->head
== todo
->buflen
)
456 todo
->marked
[ret
] = FALSE
;
461 static int net_solver(int w
, int h
, unsigned char *tiles
,
462 unsigned char *barriers
, int wrapping
)
464 unsigned char *tilestate
;
465 unsigned char *edgestate
;
474 * Set up the solver's data structures.
478 * tilestate stores the possible orientations of each tile.
479 * There are up to four of these, so we'll index the array in
480 * fours. tilestate[(y * w + x) * 4] and its three successive
481 * members give the possible orientations, clearing to 255 from
482 * the end as things are ruled out.
484 * In this loop we also count up the area of the grid (which is
485 * not _necessarily_ equal to w*h, because there might be one
486 * or more blank squares present. This will never happen in a
487 * grid generated _by_ this program, but it's worth keeping the
488 * solver as general as possible.)
490 tilestate
= snewn(w
* h
* 4, unsigned char);
492 for (i
= 0; i
< w
*h
; i
++) {
493 tilestate
[i
* 4] = tiles
[i
] & 0xF;
494 for (j
= 1; j
< 4; j
++) {
495 if (tilestate
[i
* 4 + j
- 1] == 255 ||
496 A(tilestate
[i
* 4 + j
- 1]) == tilestate
[i
* 4])
497 tilestate
[i
* 4 + j
] = 255;
499 tilestate
[i
* 4 + j
] = A(tilestate
[i
* 4 + j
- 1]);
506 * edgestate stores the known state of each edge. It is 0 for
507 * unknown, 1 for open (connected) and 2 for closed (not
510 * In principle we need only worry about each edge once each,
511 * but in fact it's easier to track each edge twice so that we
512 * can reference it from either side conveniently. Also I'm
513 * going to allocate _five_ bytes per tile, rather than the
514 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
515 * where d is 1,2,4,8 and they never overlap.
517 edgestate
= snewn((w
* h
- 1) * 5 + 9, unsigned char);
518 memset(edgestate
, 0, (w
* h
- 1) * 5 + 9);
521 * deadends tracks which edges have dead ends on them. It is
522 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
523 * tells you whether heading out of tile (x,y) in direction d
524 * can reach a limited amount of the grid. Values are area+1
525 * (no dead end known) or less than that (can reach _at most_
526 * this many other tiles by heading this way out of this tile).
528 deadends
= snewn((w
* h
- 1) * 5 + 9, int);
529 for (i
= 0; i
< (w
* h
- 1) * 5 + 9; i
++)
530 deadends
[i
] = area
+1;
533 * equivalence tracks which sets of tiles are known to be
534 * connected to one another, so we can avoid creating loops by
535 * linking together tiles which are already linked through
538 * This is a disjoint set forest structure: equivalence[i]
539 * contains the index of another member of the equivalence
540 * class containing i, or contains i itself for precisely one
541 * member in each such class. To find a representative member
542 * of the equivalence class containing i, you keep replacing i
543 * with equivalence[i] until it stops changing; then you go
544 * _back_ along the same path and point everything on it
545 * directly at the representative member so as to speed up
546 * future searches. Then you test equivalence between tiles by
547 * finding the representative of each tile and seeing if
548 * they're the same; and you create new equivalence (merge
549 * classes) by finding the representative of each tile and
550 * setting equivalence[one]=the_other.
552 equivalence
= snewn(w
* h
, int);
553 for (i
= 0; i
< w
*h
; i
++)
554 equivalence
[i
] = i
; /* initially all distinct */
557 * On a non-wrapping grid, we instantly know that all the edges
558 * round the edge are closed.
561 for (i
= 0; i
< w
; i
++) {
562 edgestate
[i
* 5 + 2] = edgestate
[((h
-1) * w
+ i
) * 5 + 8] = 2;
564 for (i
= 0; i
< h
; i
++) {
565 edgestate
[(i
* w
+ w
-1) * 5 + 1] = edgestate
[(i
* w
) * 5 + 4] = 2;
570 * If we have barriers available, we can mark those edges as
574 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
576 for (d
= 1; d
<= 8; d
+= d
) {
577 if (barriers
[y
*w
+x
] & d
) {
580 * In principle the barrier list should already
581 * contain each barrier from each side, but
582 * let's not take chances with our internal
585 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
586 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
587 edgestate
[(y2
*w
+x2
) * 5 + F(d
)] = 2;
594 * Since most deductions made by this solver are local (the
595 * exception is loop avoidance, where joining two tiles
596 * together on one side of the grid can theoretically permit a
597 * fresh deduction on the other), we can address the scaling
598 * problem inherent in iterating repeatedly over the entire
599 * grid by instead working with a to-do list.
601 todo
= todo_new(w
* h
);
604 * Main deductive loop.
606 done_something
= TRUE
; /* prevent instant termination! */
611 * Take a tile index off the todo list and process it.
613 index
= todo_get(todo
);
616 * If we have run out of immediate things to do, we
617 * have no choice but to scan the whole grid for
618 * longer-range things we've missed. Hence, I now add
619 * every square on the grid back on to the to-do list.
620 * I also set `done_something' to FALSE at this point;
621 * if we later come back here and find it still FALSE,
622 * we will know we've scanned the entire grid without
623 * finding anything new to do, and we can terminate.
627 for (i
= 0; i
< w
*h
; i
++)
629 done_something
= FALSE
;
631 index
= todo_get(todo
);
637 int d
, ourclass
= dsf_canonify(equivalence
, y
*w
+x
);
640 deadendmax
[1] = deadendmax
[2] = deadendmax
[4] = deadendmax
[8] = 0;
642 for (i
= j
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
644 int nnondeadends
, nondeadends
[4], deadendtotal
;
645 int nequiv
, equiv
[5];
646 int val
= tilestate
[(y
*w
+x
) * 4 + i
];
649 nnondeadends
= deadendtotal
= 0;
652 for (d
= 1; d
<= 8; d
+= d
) {
654 * Immediately rule out this orientation if it
655 * conflicts with any known edge.
657 if ((edgestate
[(y
*w
+x
) * 5 + d
] == 1 && !(val
& d
)) ||
658 (edgestate
[(y
*w
+x
) * 5 + d
] == 2 && (val
& d
)))
663 * Count up the dead-end statistics.
665 if (deadends
[(y
*w
+x
) * 5 + d
] <= area
) {
666 deadendtotal
+= deadends
[(y
*w
+x
) * 5 + d
];
668 nondeadends
[nnondeadends
++] = d
;
672 * Ensure we aren't linking to any tiles,
673 * through edges not already known to be
674 * open, which create a loop.
676 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
679 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
680 c
= dsf_canonify(equivalence
, y2
*w
+x2
);
681 for (k
= 0; k
< nequiv
; k
++)
692 if (nnondeadends
== 0) {
694 * If this orientation links together dead-ends
695 * with a total area of less than the entire
696 * grid, it is invalid.
698 * (We add 1 to deadendtotal because of the
699 * tile itself, of course; one tile linking
700 * dead ends of size 2 and 3 forms a subnetwork
701 * with a total area of 6, not 5.)
703 if (deadendtotal
> 0 && deadendtotal
+1 < area
)
705 } else if (nnondeadends
== 1) {
707 * If this orientation links together one or
708 * more dead-ends with precisely one
709 * non-dead-end, then we may have to mark that
710 * non-dead-end as a dead end going the other
711 * way. However, it depends on whether all
712 * other orientations share the same property.
715 if (deadendmax
[nondeadends
[0]] < deadendtotal
)
716 deadendmax
[nondeadends
[0]] = deadendtotal
;
719 * If this orientation links together two or
720 * more non-dead-ends, then we can rule out the
721 * possibility of putting in new dead-end
722 * markings in those directions.
725 for (k
= 0; k
< nnondeadends
; k
++)
726 deadendmax
[nondeadends
[k
]] = area
+1;
730 tilestate
[(y
*w
+x
) * 4 + j
++] = val
;
731 #ifdef SOLVER_DIAGNOSTICS
733 printf("ruling out orientation %x at %d,%d\n", val
, x
, y
);
737 assert(j
> 0); /* we can't lose _all_ possibilities! */
740 done_something
= TRUE
;
743 * We have ruled out at least one tile orientation.
744 * Make sure the rest are blanked.
747 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
751 * Now go through the tile orientations again and see
752 * if we've deduced anything new about any edges.
758 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
759 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
760 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
762 for (d
= 1; d
<= 8; d
+= d
)
763 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
765 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
768 /* This edge is open in all orientations. */
769 #ifdef SOLVER_DIAGNOSTICS
770 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
772 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
773 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
774 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
775 done_something
= TRUE
;
776 todo_add(todo
, y2
*w
+x2
);
777 } else if (!(o
& d
)) {
778 /* This edge is closed in all orientations. */
779 #ifdef SOLVER_DIAGNOSTICS
780 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
782 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
783 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
784 done_something
= TRUE
;
785 todo_add(todo
, y2
*w
+x2
);
792 * Now check the dead-end markers and see if any of
793 * them has lowered from the real ones.
795 for (d
= 1; d
<= 8; d
+= d
) {
797 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
799 if (deadendmax
[d
] > 0 &&
800 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
801 #ifdef SOLVER_DIAGNOSTICS
802 printf("setting dead end value %d,%d:%d to %d\n",
803 x2
, y2
, d2
, deadendmax
[d
]);
805 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
806 done_something
= TRUE
;
807 todo_add(todo
, y2
*w
+x2
);
815 * Mark all completely determined tiles as locked.
818 for (i
= 0; i
< w
*h
; i
++) {
819 if (tilestate
[i
* 4 + 1] == 255) {
820 assert(tilestate
[i
* 4 + 0] != 255);
821 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
829 * Free up working space.
840 /* ----------------------------------------------------------------------
841 * Randomly select a new game description.
845 * Function to randomly perturb an ambiguous section in a grid, to
846 * attempt to ensure unique solvability.
848 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
849 random_state
*rs
, int startx
, int starty
, int startd
)
851 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
852 int nperim
, perimsize
, nloop
[2], loopsize
[2];
856 * We know that the tile at (startx,starty) is part of an
857 * ambiguous section, and we also know that its neighbour in
858 * direction startd is fully specified. We begin by tracing all
859 * the way round the ambiguous area.
861 nperim
= perimsize
= 0;
866 #ifdef PERTURB_DIAGNOSTICS
867 printf("perturb %d,%d:%d\n", x
, y
, d
);
872 if (nperim
>= perimsize
) {
873 perimsize
= perimsize
* 3 / 2 + 32;
874 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
876 perimeter
[nperim
].x
= x
;
877 perimeter
[nperim
].y
= y
;
878 perimeter
[nperim
].direction
= d
;
880 #ifdef PERTURB_DIAGNOSTICS
881 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
885 * First, see if we can simply turn left from where we are
886 * and find another locked square.
889 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
890 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
891 (tiles
[y2
*w
+x2
] & LOCKED
)) {
895 * Failing that, step left into the new square and look
900 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
901 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
902 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
904 * And failing _that_, we're going to have to step
905 * forward into _that_ square and look right at the
906 * same locked square as we started with.
914 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
917 * Our technique for perturbing this ambiguous area is to
918 * search round its edge for a join we can make: that is, an
919 * edge on the perimeter which is (a) not currently connected,
920 * and (b) connecting it would not yield a full cross on either
921 * side. Then we make that join, search round the network to
922 * find the loop thus constructed, and sever the loop at a
923 * randomly selected other point.
925 perim2
= snewn(nperim
, struct xyd
);
926 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
927 /* Shuffle the perimeter, so as to search it without directional bias. */
928 for (i
= nperim
; --i
;) {
929 int j
= random_upto(rs
, i
+1);
933 perim2
[j
] = perim2
[i
];
936 for (i
= 0; i
< nperim
; i
++) {
941 d
= perim2
[i
].direction
;
943 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
944 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
945 continue; /* can't link across non-wrapping border */
946 if (tiles
[y
*w
+x
] & d
)
947 continue; /* already linked in this direction! */
948 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
949 continue; /* can't turn this tile into a cross */
950 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
951 continue; /* can't turn other tile into a cross */
954 * We've found the point at which we're going to make a new
957 #ifdef PERTURB_DIAGNOSTICS
958 printf("linking %d,%d:%d\n", x
, y
, d
);
961 tiles
[y2
*w
+x2
] |= F(d
);
968 return; /* nothing we can do! */
971 * Now we've constructed a new link, we need to find the entire
972 * loop of which it is a part.
974 * In principle, this involves doing a complete search round
975 * the network. However, I anticipate that in the vast majority
976 * of cases the loop will be quite small, so what I'm going to
977 * do is make _two_ searches round the network in parallel, one
978 * keeping its metaphorical hand on the left-hand wall while
979 * the other keeps its hand on the right. As soon as one of
980 * them gets back to its starting point, I abandon the other.
982 for (i
= 0; i
< 2; i
++) {
983 loopsize
[i
] = nloop
[i
] = 0;
987 looppos
[i
].direction
= d
;
990 for (i
= 0; i
< 2; i
++) {
995 d
= looppos
[i
].direction
;
997 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1000 * Add this path segment to the loop, unless it exactly
1001 * reverses the previous one on the loop in which case
1002 * we take it away again.
1004 #ifdef PERTURB_DIAGNOSTICS
1005 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
1008 loop
[i
][nloop
[i
]-1].x
== x2
&&
1009 loop
[i
][nloop
[i
]-1].y
== y2
&&
1010 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
1011 #ifdef PERTURB_DIAGNOSTICS
1012 printf("removing path segment %d,%d:%d from loop[%d]\n",
1017 if (nloop
[i
] >= loopsize
[i
]) {
1018 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
1019 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
1021 #ifdef PERTURB_DIAGNOSTICS
1022 printf("adding path segment %d,%d:%d to loop[%d]\n",
1025 loop
[i
][nloop
[i
]++] = looppos
[i
];
1028 #ifdef PERTURB_DIAGNOSTICS
1029 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
1032 for (j
= 0; j
< 4; j
++) {
1037 #ifdef PERTURB_DIAGNOSTICS
1038 printf("trying dir %d\n", d
);
1040 if (tiles
[y2
*w
+x2
] & d
) {
1043 looppos
[i
].direction
= d
;
1049 assert(nloop
[i
] > 0);
1051 if (looppos
[i
].x
== loop
[i
][0].x
&&
1052 looppos
[i
].y
== loop
[i
][0].y
&&
1053 looppos
[i
].direction
== loop
[i
][0].direction
) {
1054 #ifdef PERTURB_DIAGNOSTICS
1055 printf("loop %d finished tracking\n", i
);
1059 * Having found our loop, we now sever it at a
1060 * randomly chosen point - absolutely any will do -
1061 * which is not the one we joined it at to begin
1062 * with. Conveniently, the one we joined it at is
1063 * loop[i][0], so we just avoid that one.
1065 j
= random_upto(rs
, nloop
[i
]-1) + 1;
1068 d
= loop
[i
][j
].direction
;
1069 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1071 tiles
[y2
*w
+x2
] &= ~F(d
);
1083 * Finally, we must mark the entire disputed section as locked,
1084 * to prevent the perturb function being called on it multiple
1087 * To do this, we _sort_ the perimeter of the area. The
1088 * existing xyd_cmp function will arrange things into columns
1089 * for us, in such a way that each column has the edges in
1090 * vertical order. Then we can work down each column and fill
1091 * in all the squares between an up edge and a down edge.
1093 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1095 for (i
= 0; i
<= nperim
; i
++) {
1096 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1098 * Fill in everything from the last Up edge to the
1099 * bottom of the grid, if necessary.
1103 #ifdef PERTURB_DIAGNOSTICS
1104 printf("resolved: locking tile %d,%d\n", x
, y
);
1106 tiles
[y
* w
+ x
] |= LOCKED
;
1119 if (perimeter
[i
].direction
== U
) {
1122 } else if (perimeter
[i
].direction
== D
) {
1124 * Fill in everything from the last Up edge to here.
1126 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1127 while (y
<= perimeter
[i
].y
) {
1128 #ifdef PERTURB_DIAGNOSTICS
1129 printf("resolved: locking tile %d,%d\n", x
, y
);
1131 tiles
[y
* w
+ x
] |= LOCKED
;
1141 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1142 game_aux_info
**aux
, int interactive
)
1144 tree234
*possibilities
, *barriertree
;
1145 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1146 unsigned char *tiles
, *barriers
;
1155 tiles
= snewn(w
* h
, unsigned char);
1156 barriers
= snewn(w
* h
, unsigned char);
1160 memset(tiles
, 0, w
* h
);
1161 memset(barriers
, 0, w
* h
);
1164 * Construct the unshuffled grid.
1166 * To do this, we simply start at the centre point, repeatedly
1167 * choose a random possibility out of the available ways to
1168 * extend a used square into an unused one, and do it. After
1169 * extending the third line out of a square, we remove the
1170 * fourth from the possibilities list to avoid any full-cross
1171 * squares (which would make the game too easy because they
1172 * only have one orientation).
1174 * The slightly worrying thing is the avoidance of full-cross
1175 * squares. Can this cause our unsophisticated construction
1176 * algorithm to paint itself into a corner, by getting into a
1177 * situation where there are some unreached squares and the
1178 * only way to reach any of them is to extend a T-piece into a
1181 * Answer: no it can't, and here's a proof.
1183 * Any contiguous group of such unreachable squares must be
1184 * surrounded on _all_ sides by T-pieces pointing away from the
1185 * group. (If not, then there is a square which can be extended
1186 * into one of the `unreachable' ones, and so it wasn't
1187 * unreachable after all.) In particular, this implies that
1188 * each contiguous group of unreachable squares must be
1189 * rectangular in shape (any deviation from that yields a
1190 * non-T-piece next to an `unreachable' square).
1192 * So we have a rectangle of unreachable squares, with T-pieces
1193 * forming a solid border around the rectangle. The corners of
1194 * that border must be connected (since every tile connects all
1195 * the lines arriving in it), and therefore the border must
1196 * form a closed loop around the rectangle.
1198 * But this can't have happened in the first place, since we
1199 * _know_ we've avoided creating closed loops! Hence, no such
1200 * situation can ever arise, and the naive grid construction
1201 * algorithm will guaranteeably result in a complete grid
1202 * containing no unreached squares, no full crosses _and_ no
1205 possibilities
= newtree234(xyd_cmp_nc
);
1208 add234(possibilities
, new_xyd(cx
, cy
, R
));
1210 add234(possibilities
, new_xyd(cx
, cy
, U
));
1212 add234(possibilities
, new_xyd(cx
, cy
, L
));
1214 add234(possibilities
, new_xyd(cx
, cy
, D
));
1216 while (count234(possibilities
) > 0) {
1219 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1222 * Extract a randomly chosen possibility from the list.
1224 i
= random_upto(rs
, count234(possibilities
));
1225 xyd
= delpos234(possibilities
, i
);
1228 d1
= xyd
->direction
;
1231 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1233 #ifdef GENERATION_DIAGNOSTICS
1234 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1235 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1239 * Make the connection. (We should be moving to an as yet
1242 index(params
, tiles
, x1
, y1
) |= d1
;
1243 assert(index(params
, tiles
, x2
, y2
) == 0);
1244 index(params
, tiles
, x2
, y2
) |= d2
;
1247 * If we have created a T-piece, remove its last
1250 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1251 struct xyd xyd1
, *xydp
;
1255 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1257 xydp
= find234(possibilities
, &xyd1
, NULL
);
1260 #ifdef GENERATION_DIAGNOSTICS
1261 printf("T-piece; removing (%d,%d,%c)\n",
1262 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1264 del234(possibilities
, xydp
);
1270 * Remove all other possibilities that were pointing at the
1271 * tile we've just moved into.
1273 for (d
= 1; d
< 0x10; d
<<= 1) {
1275 struct xyd xyd1
, *xydp
;
1277 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1282 xyd1
.direction
= d3
;
1284 xydp
= find234(possibilities
, &xyd1
, NULL
);
1287 #ifdef GENERATION_DIAGNOSTICS
1288 printf("Loop avoidance; removing (%d,%d,%c)\n",
1289 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1291 del234(possibilities
, xydp
);
1297 * Add new possibilities to the list for moving _out_ of
1298 * the tile we have just moved into.
1300 for (d
= 1; d
< 0x10; d
<<= 1) {
1304 continue; /* we've got this one already */
1306 if (!params
->wrapping
) {
1307 if (d
== U
&& y2
== 0)
1309 if (d
== D
&& y2
== h
-1)
1311 if (d
== L
&& x2
== 0)
1313 if (d
== R
&& x2
== w
-1)
1317 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1319 if (index(params
, tiles
, x3
, y3
))
1320 continue; /* this would create a loop */
1322 #ifdef GENERATION_DIAGNOSTICS
1323 printf("New frontier; adding (%d,%d,%c)\n",
1324 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1326 add234(possibilities
, new_xyd(x2
, y2
, d
));
1329 /* Having done that, we should have no possibilities remaining. */
1330 assert(count234(possibilities
) == 0);
1331 freetree234(possibilities
);
1333 if (params
->unique
) {
1337 * Run the solver to check unique solubility.
1339 while (!net_solver(w
, h
, tiles
, NULL
, params
->wrapping
)) {
1343 * We expect (in most cases) that most of the grid will
1344 * be uniquely specified already, and the remaining
1345 * ambiguous sections will be small and separate. So
1346 * our strategy is to find each individual such
1347 * section, and perform a perturbation on the network
1350 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1351 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1353 if (tiles
[y
*w
+x
] & LOCKED
)
1354 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1356 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1358 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1360 if (tiles
[y
*w
+x
] & LOCKED
)
1361 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1363 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1368 * Now n counts the number of ambiguous sections we
1369 * have fiddled with. If we haven't managed to decrease
1370 * it from the last time we ran the solver, give up and
1371 * regenerate the entire grid.
1373 if (prevn
!= -1 && prevn
<= n
)
1374 goto begin_generation
; /* (sorry) */
1380 * The solver will have left a lot of LOCKED bits lying
1381 * around in the tiles array. Remove them.
1383 for (x
= 0; x
< w
*h
; x
++)
1384 tiles
[x
] &= ~LOCKED
;
1388 * Now compute a list of the possible barrier locations.
1390 barriertree
= newtree234(xyd_cmp_nc
);
1391 for (y
= 0; y
< h
; y
++) {
1392 for (x
= 0; x
< w
; x
++) {
1394 if (!(index(params
, tiles
, x
, y
) & R
) &&
1395 (params
->wrapping
|| x
< w
-1))
1396 add234(barriertree
, new_xyd(x
, y
, R
));
1397 if (!(index(params
, tiles
, x
, y
) & D
) &&
1398 (params
->wrapping
|| y
< h
-1))
1399 add234(barriertree
, new_xyd(x
, y
, D
));
1404 * Save the unshuffled grid in an aux_info.
1407 game_aux_info
*solution
;
1409 solution
= snew(game_aux_info
);
1410 solution
->width
= w
;
1411 solution
->height
= h
;
1412 solution
->tiles
= snewn(w
* h
, unsigned char);
1413 memcpy(solution
->tiles
, tiles
, w
* h
);
1419 * Now shuffle the grid.
1421 for (y
= 0; y
< h
; y
++) {
1422 for (x
= 0; x
< w
; x
++) {
1423 int orig
= index(params
, tiles
, x
, y
);
1424 int rot
= random_upto(rs
, 4);
1425 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1430 * And now choose barrier locations. (We carefully do this
1431 * _after_ shuffling, so that changing the barrier rate in the
1432 * params while keeping the random seed the same will give the
1433 * same shuffled grid and _only_ change the barrier locations.
1434 * Also the way we choose barrier locations, by repeatedly
1435 * choosing one possibility from the list until we have enough,
1436 * is designed to ensure that raising the barrier rate while
1437 * keeping the seed the same will provide a superset of the
1438 * previous barrier set - i.e. if you ask for 10 barriers, and
1439 * then decide that's still too hard and ask for 20, you'll get
1440 * the original 10 plus 10 more, rather than getting 20 new
1441 * ones and the chance of remembering your first 10.)
1443 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1444 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1446 while (nbarriers
> 0) {
1449 int x1
, y1
, d1
, x2
, y2
, d2
;
1452 * Extract a randomly chosen barrier from the list.
1454 i
= random_upto(rs
, count234(barriertree
));
1455 xyd
= delpos234(barriertree
, i
);
1457 assert(xyd
!= NULL
);
1461 d1
= xyd
->direction
;
1464 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1467 index(params
, barriers
, x1
, y1
) |= d1
;
1468 index(params
, barriers
, x2
, y2
) |= d2
;
1474 * Clean up the rest of the barrier list.
1479 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1482 freetree234(barriertree
);
1486 * Finally, encode the grid into a string game description.
1488 * My syntax is extremely simple: each square is encoded as a
1489 * hex digit in which bit 0 means a connection on the right,
1490 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1491 * encoding as used internally). Each digit is followed by
1492 * optional barrier indicators: `v' means a vertical barrier to
1493 * the right of it, and `h' means a horizontal barrier below
1496 desc
= snewn(w
* h
* 3 + 1, char);
1498 for (y
= 0; y
< h
; y
++) {
1499 for (x
= 0; x
< w
; x
++) {
1500 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1501 if ((params
->wrapping
|| x
< w
-1) &&
1502 (index(params
, barriers
, x
, y
) & R
))
1504 if ((params
->wrapping
|| y
< h
-1) &&
1505 (index(params
, barriers
, x
, y
) & D
))
1509 assert(p
- desc
<= w
*h
*3);
1518 static void game_free_aux_info(game_aux_info
*aux
)
1524 static char *validate_desc(game_params
*params
, char *desc
)
1526 int w
= params
->width
, h
= params
->height
;
1529 for (i
= 0; i
< w
*h
; i
++) {
1530 if (*desc
>= '0' && *desc
<= '9')
1532 else if (*desc
>= 'a' && *desc
<= 'f')
1534 else if (*desc
>= 'A' && *desc
<= 'F')
1537 return "Game description shorter than expected";
1539 return "Game description contained unexpected character";
1541 while (*desc
== 'h' || *desc
== 'v')
1545 return "Game description longer than expected";
1550 /* ----------------------------------------------------------------------
1551 * Construct an initial game state, given a description and parameters.
1554 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
1559 assert(params
->width
> 0 && params
->height
> 0);
1560 assert(params
->width
> 1 || params
->height
> 1);
1563 * Create a blank game state.
1565 state
= snew(game_state
);
1566 w
= state
->width
= params
->width
;
1567 h
= state
->height
= params
->height
;
1568 state
->wrapping
= params
->wrapping
;
1569 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1570 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
1571 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1572 memset(state
->tiles
, 0, state
->width
* state
->height
);
1573 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1574 memset(state
->barriers
, 0, state
->width
* state
->height
);
1577 * Parse the game description into the grid.
1579 for (y
= 0; y
< h
; y
++) {
1580 for (x
= 0; x
< w
; x
++) {
1581 if (*desc
>= '0' && *desc
<= '9')
1582 tile(state
, x
, y
) = *desc
- '0';
1583 else if (*desc
>= 'a' && *desc
<= 'f')
1584 tile(state
, x
, y
) = *desc
- 'a' + 10;
1585 else if (*desc
>= 'A' && *desc
<= 'F')
1586 tile(state
, x
, y
) = *desc
- 'A' + 10;
1589 while (*desc
== 'h' || *desc
== 'v') {
1596 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1599 barrier(state
, x
, y
) |= d1
;
1600 barrier(state
, x2
, y2
) |= d2
;
1608 * Set up border barriers if this is a non-wrapping game.
1610 if (!state
->wrapping
) {
1611 for (x
= 0; x
< state
->width
; x
++) {
1612 barrier(state
, x
, 0) |= U
;
1613 barrier(state
, x
, state
->height
-1) |= D
;
1615 for (y
= 0; y
< state
->height
; y
++) {
1616 barrier(state
, 0, y
) |= L
;
1617 barrier(state
, state
->width
-1, y
) |= R
;
1621 * We check whether this is de-facto a non-wrapping game
1622 * despite the parameters, in case we were passed the
1623 * description of a non-wrapping game. This is so that we
1624 * can change some aspects of the UI behaviour.
1626 state
->wrapping
= FALSE
;
1627 for (x
= 0; x
< state
->width
; x
++)
1628 if (!(barrier(state
, x
, 0) & U
) ||
1629 !(barrier(state
, x
, state
->height
-1) & D
))
1630 state
->wrapping
= TRUE
;
1631 for (y
= 0; y
< state
->width
; y
++)
1632 if (!(barrier(state
, 0, y
) & L
) ||
1633 !(barrier(state
, state
->width
-1, y
) & R
))
1634 state
->wrapping
= TRUE
;
1640 static game_state
*dup_game(game_state
*state
)
1644 ret
= snew(game_state
);
1645 ret
->width
= state
->width
;
1646 ret
->height
= state
->height
;
1647 ret
->wrapping
= state
->wrapping
;
1648 ret
->completed
= state
->completed
;
1649 ret
->used_solve
= state
->used_solve
;
1650 ret
->just_used_solve
= state
->just_used_solve
;
1651 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1652 ret
->last_rotate_x
= state
->last_rotate_x
;
1653 ret
->last_rotate_y
= state
->last_rotate_y
;
1654 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1655 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1656 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1657 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1662 static void free_game(game_state
*state
)
1664 sfree(state
->tiles
);
1665 sfree(state
->barriers
);
1669 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
1676 * Run the internal solver on the provided grid. This might
1677 * not yield a complete solution.
1679 ret
= dup_game(state
);
1680 net_solver(ret
->width
, ret
->height
, ret
->tiles
,
1681 ret
->barriers
, ret
->wrapping
);
1683 assert(aux
->width
== state
->width
);
1684 assert(aux
->height
== state
->height
);
1685 ret
= dup_game(state
);
1686 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
1687 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
1688 ret
->completed
= TRUE
;
1694 static char *game_text_format(game_state
*state
)
1699 /* ----------------------------------------------------------------------
1704 * Compute which squares are reachable from the centre square, as a
1705 * quick visual aid to determining how close the game is to
1706 * completion. This is also a simple way to tell if the game _is_
1707 * completed - just call this function and see whether every square
1710 static unsigned char *compute_active(game_state
*state
, int cx
, int cy
)
1712 unsigned char *active
;
1716 active
= snewn(state
->width
* state
->height
, unsigned char);
1717 memset(active
, 0, state
->width
* state
->height
);
1720 * We only store (x,y) pairs in todo, but it's easier to reuse
1721 * xyd_cmp and just store direction 0 every time.
1723 todo
= newtree234(xyd_cmp_nc
);
1724 index(state
, active
, cx
, cy
) = ACTIVE
;
1725 add234(todo
, new_xyd(cx
, cy
, 0));
1727 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1728 int x1
, y1
, d1
, x2
, y2
, d2
;
1734 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1735 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1739 * If the next tile in this direction is connected to
1740 * us, and there isn't a barrier in the way, and it
1741 * isn't already marked active, then mark it active and
1742 * add it to the to-examine list.
1744 if ((tile(state
, x1
, y1
) & d1
) &&
1745 (tile(state
, x2
, y2
) & d2
) &&
1746 !(barrier(state
, x1
, y1
) & d1
) &&
1747 !index(state
, active
, x2
, y2
)) {
1748 index(state
, active
, x2
, y2
) = ACTIVE
;
1749 add234(todo
, new_xyd(x2
, y2
, 0));
1753 /* Now we expect the todo list to have shrunk to zero size. */
1754 assert(count234(todo
) == 0);
1761 int org_x
, org_y
; /* origin */
1762 int cx
, cy
; /* source tile (game coordinates) */
1765 random_state
*rs
; /* used for jumbling */
1768 static game_ui
*new_ui(game_state
*state
)
1772 game_ui
*ui
= snew(game_ui
);
1773 ui
->org_x
= ui
->org_y
= 0;
1774 ui
->cur_x
= ui
->cx
= state
->width
/ 2;
1775 ui
->cur_y
= ui
->cy
= state
->height
/ 2;
1776 ui
->cur_visible
= FALSE
;
1777 get_random_seed(&seed
, &seedsize
);
1778 ui
->rs
= random_init(seed
, seedsize
);
1784 static void free_ui(game_ui
*ui
)
1786 random_free(ui
->rs
);
1790 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1791 game_state
*newstate
)
1795 struct game_drawstate
{
1800 unsigned char *visible
;
1803 /* ----------------------------------------------------------------------
1806 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1807 game_drawstate
*ds
, int x
, int y
, int button
) {
1808 game_state
*ret
, *nullret
;
1810 int shift
= button
& MOD_SHFT
, ctrl
= button
& MOD_CTRL
;
1812 button
&= ~MOD_MASK
;
1815 if (button
== LEFT_BUTTON
||
1816 button
== MIDDLE_BUTTON
||
1817 button
== RIGHT_BUTTON
) {
1819 if (ui
->cur_visible
) {
1820 ui
->cur_visible
= FALSE
;
1825 * The button must have been clicked on a valid tile.
1827 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1828 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1833 if (tx
>= state
->width
|| ty
>= state
->height
)
1835 /* Transform from physical to game coords */
1836 tx
= (tx
+ ui
->org_x
) % state
->width
;
1837 ty
= (ty
+ ui
->org_y
) % state
->height
;
1838 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1839 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1841 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
1842 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
1845 case CURSOR_UP
: dir
= U
; break;
1846 case CURSOR_DOWN
: dir
= D
; break;
1847 case CURSOR_LEFT
: dir
= L
; break;
1848 case CURSOR_RIGHT
: dir
= R
; break;
1849 default: return nullret
;
1855 if (state
->wrapping
) {
1856 OFFSET(ui
->org_x
, ui
->org_y
, ui
->org_x
, ui
->org_y
, dir
, state
);
1857 } else return nullret
; /* disallowed for non-wrapping grids */
1861 * Change source tile.
1863 OFFSET(ui
->cx
, ui
->cy
, ui
->cx
, ui
->cy
, dir
, state
);
1865 if (!shift
&& !ctrl
) {
1867 * Move keyboard cursor.
1869 OFFSET(ui
->cur_x
, ui
->cur_y
, ui
->cur_x
, ui
->cur_y
, dir
, state
);
1870 ui
->cur_visible
= TRUE
;
1872 return state
; /* UI activity has occurred */
1873 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
1874 button
== 'A' || button
== 'S' || button
== 'D' ||
1875 button
== CURSOR_SELECT
) {
1878 if (button
== 'a' || button
== 'A' || button
== CURSOR_SELECT
)
1879 button
= LEFT_BUTTON
;
1880 else if (button
== 's' || button
== 'S')
1881 button
= MIDDLE_BUTTON
;
1882 else if (button
== 'd' || button
== 'D')
1883 button
= RIGHT_BUTTON
;
1884 ui
->cur_visible
= TRUE
;
1885 } else if (button
== 'j' || button
== 'J') {
1886 /* XXX should we have some mouse control for this? */
1887 button
= 'J'; /* canonify */
1888 tx
= ty
= -1; /* shut gcc up :( */
1893 * The middle button locks or unlocks a tile. (A locked tile
1894 * cannot be turned, and is visually marked as being locked.
1895 * This is a convenience for the player, so that once they are
1896 * sure which way round a tile goes, they can lock it and thus
1897 * avoid forgetting later on that they'd already done that one;
1898 * and the locking also prevents them turning the tile by
1899 * accident. If they change their mind, another middle click
1902 if (button
== MIDDLE_BUTTON
) {
1904 ret
= dup_game(state
);
1905 ret
->just_used_solve
= FALSE
;
1906 tile(ret
, tx
, ty
) ^= LOCKED
;
1907 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1910 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1913 * The left and right buttons have no effect if clicked on a
1916 if (tile(state
, tx
, ty
) & LOCKED
)
1920 * Otherwise, turn the tile one way or the other. Left button
1921 * turns anticlockwise; right button turns clockwise.
1923 ret
= dup_game(state
);
1924 ret
->just_used_solve
= FALSE
;
1925 orig
= tile(ret
, tx
, ty
);
1926 if (button
== LEFT_BUTTON
) {
1927 tile(ret
, tx
, ty
) = A(orig
);
1928 ret
->last_rotate_dir
= +1;
1930 tile(ret
, tx
, ty
) = C(orig
);
1931 ret
->last_rotate_dir
= -1;
1933 ret
->last_rotate_x
= tx
;
1934 ret
->last_rotate_y
= ty
;
1936 } else if (button
== 'J') {
1939 * Jumble all unlocked tiles to random orientations.
1942 ret
= dup_game(state
);
1943 ret
->just_used_solve
= FALSE
;
1944 for (jy
= 0; jy
< ret
->height
; jy
++) {
1945 for (jx
= 0; jx
< ret
->width
; jx
++) {
1946 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1947 int rot
= random_upto(ui
->rs
, 4);
1948 orig
= tile(ret
, jx
, jy
);
1949 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1953 ret
->last_rotate_dir
= 0; /* suppress animation */
1954 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1957 ret
= NULL
; /* placate optimisers which don't understand assert(0) */
1962 * Check whether the game has been completed.
1965 unsigned char *active
= compute_active(ret
, ui
->cx
, ui
->cy
);
1967 int complete
= TRUE
;
1969 for (x1
= 0; x1
< ret
->width
; x1
++)
1970 for (y1
= 0; y1
< ret
->height
; y1
++)
1971 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
1973 goto break_label
; /* break out of two loops at once */
1980 ret
->completed
= TRUE
;
1986 /* ----------------------------------------------------------------------
1987 * Routines for drawing the game position on the screen.
1990 static game_drawstate
*game_new_drawstate(game_state
*state
)
1992 game_drawstate
*ds
= snew(game_drawstate
);
1994 ds
->started
= FALSE
;
1995 ds
->width
= state
->width
;
1996 ds
->height
= state
->height
;
1997 ds
->org_x
= ds
->org_y
= -1;
1998 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1999 ds
->tilesize
= 0; /* undecided yet */
2000 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
2005 static void game_free_drawstate(game_drawstate
*ds
)
2011 static void game_size(game_params
*params
, game_drawstate
*ds
, int *x
, int *y
,
2016 * Each window dimension equals the tile size times the grid
2017 * dimension, plus TILE_BORDER, plus twice WINDOW_OFFSET.
2019 tsx
= (*x
- 2*WINDOW_OFFSET
- TILE_BORDER
) / params
->width
;
2020 tsy
= (*y
- 2*WINDOW_OFFSET
- TILE_BORDER
) / params
->height
;
2026 ds
->tilesize
= min(ts
, PREFERRED_TILE_SIZE
);
2028 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
2029 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
2032 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2036 ret
= snewn(NCOLOURS
* 3, float);
2037 *ncolours
= NCOLOURS
;
2040 * Basic background colour is whatever the front end thinks is
2041 * a sensible default.
2043 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2048 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
2049 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
2050 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
2053 * Powered wires and powered endpoints are cyan.
2055 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
2056 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
2057 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
2062 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
2063 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
2064 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
2067 * Unpowered endpoints are blue.
2069 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
2070 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
2071 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
2074 * Tile borders are a darker grey than the background.
2076 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2077 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2078 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2081 * Locked tiles are a grey in between those two.
2083 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2084 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2085 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2090 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2093 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2094 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2095 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2096 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2097 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
2100 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2103 int mx
= (x1
< x2 ? x1
: x2
);
2104 int my
= (y1
< y2 ? y1
: y2
);
2105 int dx
= (x2
+ x1
- 2*mx
+ 1);
2106 int dy
= (y2
+ y1
- 2*my
+ 1);
2108 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
2112 * draw_barrier_corner() and draw_barrier() are passed physical coords
2114 static void draw_barrier_corner(frontend
*fe
, game_drawstate
*ds
,
2115 int x
, int y
, int dx
, int dy
, int phase
)
2117 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2118 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2121 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2122 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2125 draw_rect_coords(fe
, bx
+x1
+dx
, by
+y1
,
2126 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2128 draw_rect_coords(fe
, bx
+x1
, by
+y1
+dy
,
2129 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2132 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2133 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2138 static void draw_barrier(frontend
*fe
, game_drawstate
*ds
,
2139 int x
, int y
, int dir
, int phase
)
2141 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2142 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2145 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2146 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2147 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2148 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2151 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
2153 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
2158 * draw_tile() is passed physical coordinates
2160 static void draw_tile(frontend
*fe
, game_state
*state
, game_drawstate
*ds
,
2161 int x
, int y
, int tile
, int src
, float angle
, int cursor
)
2163 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2164 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2166 float cx
, cy
, ex
, ey
, tx
, ty
;
2167 int dir
, col
, phase
;
2170 * When we draw a single tile, we must draw everything up to
2171 * and including the borders around the tile. This means that
2172 * if the neighbouring tiles have connections to those borders,
2173 * we must draw those connections on the borders themselves.
2176 clip(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2179 * So. First blank the tile out completely: draw a big
2180 * rectangle in border colour, and a smaller rectangle in
2181 * background colour to fill it in.
2183 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2185 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2186 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2187 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
2190 * Draw an inset outline rectangle as a cursor, in whichever of
2191 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2195 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2196 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2197 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2198 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2199 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2200 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2201 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2202 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2203 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2204 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2205 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2206 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2210 * Set up the rotation matrix.
2212 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2213 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2214 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2215 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2220 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2221 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
2222 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2224 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2225 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2226 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2227 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2228 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2232 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2234 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2235 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2236 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2237 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2238 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2243 * Draw the box in the middle. We do this in blue if the tile
2244 * is an unpowered endpoint, in cyan if the tile is a powered
2245 * endpoint, in black if the tile is the centrepiece, and
2246 * otherwise not at all.
2251 else if (COUNT(tile
) == 1) {
2252 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
2257 points
[0] = +1; points
[1] = +1;
2258 points
[2] = +1; points
[3] = -1;
2259 points
[4] = -1; points
[5] = -1;
2260 points
[6] = -1; points
[7] = +1;
2262 for (i
= 0; i
< 8; i
+= 2) {
2263 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2264 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2265 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2266 points
[i
] = bx
+(int)(cx
+tx
);
2267 points
[i
+1] = by
+(int)(cy
+ty
);
2270 draw_polygon(fe
, points
, 4, TRUE
, col
);
2271 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
2275 * Draw the points on the border if other tiles are connected
2278 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2279 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2287 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2290 if (!(tile(state
, GX(ox
), GY(oy
)) & F(dir
)))
2293 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
2294 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
2295 lx
= dx
* (TILE_BORDER
-1);
2296 ly
= dy
* (TILE_BORDER
-1);
2300 if (angle
== 0.0 && (tile
& dir
)) {
2302 * If we are fully connected to the other tile, we must
2303 * draw right across the tile border. (We can use our
2304 * own ACTIVE state to determine what colour to do this
2305 * in: if we are fully connected to the other tile then
2306 * the two ACTIVE states will be the same.)
2308 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2309 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
2310 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2313 * The other tile extends into our border, but isn't
2314 * actually connected to us. Just draw a single black
2317 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
2322 * Draw barrier corners, and then barriers.
2324 for (phase
= 0; phase
< 2; phase
++) {
2325 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2326 int x1
, y1
, corner
= FALSE
;
2328 * If at least one barrier terminates at the corner
2329 * between dir and A(dir), draw a barrier corner.
2331 if (barrier(state
, GX(x
), GY(y
)) & (dir
| A(dir
))) {
2335 * Only count barriers terminating at this corner
2336 * if they're physically next to the corner. (That
2337 * is, if they've wrapped round from the far side
2338 * of the screen, they don't count.)
2342 if (x1
>= 0 && x1
< state
->width
&&
2343 y1
>= 0 && y1
< state
->height
&&
2344 (barrier(state
, GX(x1
), GY(y1
)) & A(dir
))) {
2349 if (x1
>= 0 && x1
< state
->width
&&
2350 y1
>= 0 && y1
< state
->height
&&
2351 (barrier(state
, GX(x1
), GY(y1
)) & dir
))
2358 * At least one barrier terminates here. Draw a
2361 draw_barrier_corner(fe
, ds
, x
, y
,
2362 X(dir
)+X(A(dir
)), Y(dir
)+Y(A(dir
)),
2367 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2368 if (barrier(state
, GX(x
), GY(y
)) & dir
)
2369 draw_barrier(fe
, ds
, x
, y
, dir
, phase
);
2374 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2377 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2378 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2380 int x
, y
, tx
, ty
, frame
, last_rotate_dir
, moved_origin
= FALSE
;
2381 unsigned char *active
;
2385 * Clear the screen, and draw the exterior barrier lines, if
2386 * this is our first call or if the origin has changed.
2388 if (!ds
->started
|| ui
->org_x
!= ds
->org_x
|| ui
->org_y
!= ds
->org_y
) {
2394 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2395 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2398 ds
->org_x
= ui
->org_x
;
2399 ds
->org_y
= ui
->org_y
;
2400 moved_origin
= TRUE
;
2402 draw_update(fe
, 0, 0,
2403 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2404 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2406 for (phase
= 0; phase
< 2; phase
++) {
2408 for (x
= 0; x
< ds
->width
; x
++) {
2409 if (x
+1 < ds
->width
) {
2410 if (barrier(state
, GX(x
), GY(0)) & R
)
2411 draw_barrier_corner(fe
, ds
, x
, -1, +1, +1, phase
);
2412 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & R
)
2413 draw_barrier_corner(fe
, ds
, x
, ds
->height
, +1, -1, phase
);
2415 if (barrier(state
, GX(x
), GY(0)) & U
) {
2416 draw_barrier_corner(fe
, ds
, x
, -1, -1, +1, phase
);
2417 draw_barrier_corner(fe
, ds
, x
, -1, +1, +1, phase
);
2418 draw_barrier(fe
, ds
, x
, -1, D
, phase
);
2420 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & D
) {
2421 draw_barrier_corner(fe
, ds
, x
, ds
->height
, -1, -1, phase
);
2422 draw_barrier_corner(fe
, ds
, x
, ds
->height
, +1, -1, phase
);
2423 draw_barrier(fe
, ds
, x
, ds
->height
, U
, phase
);
2427 for (y
= 0; y
< ds
->height
; y
++) {
2428 if (y
+1 < ds
->height
) {
2429 if (barrier(state
, GX(0), GY(y
)) & D
)
2430 draw_barrier_corner(fe
, ds
, -1, y
, +1, +1, phase
);
2431 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & D
)
2432 draw_barrier_corner(fe
, ds
, ds
->width
, y
, -1, +1, phase
);
2434 if (barrier(state
, GX(0), GY(y
)) & L
) {
2435 draw_barrier_corner(fe
, ds
, -1, y
, +1, -1, phase
);
2436 draw_barrier_corner(fe
, ds
, -1, y
, +1, +1, phase
);
2437 draw_barrier(fe
, ds
, -1, y
, R
, phase
);
2439 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & R
) {
2440 draw_barrier_corner(fe
, ds
, ds
->width
, y
, -1, -1, phase
);
2441 draw_barrier_corner(fe
, ds
, ds
->width
, y
, -1, +1, phase
);
2442 draw_barrier(fe
, ds
, ds
->width
, y
, L
, phase
);
2449 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2450 state
->last_rotate_dir
;
2451 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2453 * We're animating a single tile rotation. Find the turning
2456 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2457 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2458 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2465 * We're animating a completion flash. Find which frame
2468 frame
= (int)(ft
/ FLASH_FRAME
);
2472 * Draw any tile which differs from the way it was last drawn.
2474 active
= compute_active(state
, ui
->cx
, ui
->cy
);
2476 for (x
= 0; x
< ds
->width
; x
++)
2477 for (y
= 0; y
< ds
->height
; y
++) {
2478 unsigned char c
= tile(state
, GX(x
), GY(y
)) |
2479 index(state
, active
, GX(x
), GY(y
));
2480 int is_src
= GX(x
) == ui
->cx
&& GY(y
) == ui
->cy
;
2481 int is_anim
= GX(x
) == tx
&& GY(y
) == ty
;
2482 int is_cursor
= ui
->cur_visible
&&
2483 GX(x
) == ui
->cur_x
&& GY(y
) == ui
->cur_y
;
2486 * In a completion flash, we adjust the LOCKED bit
2487 * depending on our distance from the centre point and
2491 int rcx
= RX(ui
->cx
), rcy
= RY(ui
->cy
);
2492 int xdist
, ydist
, dist
;
2493 xdist
= (x
< rcx ? rcx
- x
: x
- rcx
);
2494 ydist
= (y
< rcy ? rcy
- y
: y
- rcy
);
2495 dist
= (xdist
> ydist ? xdist
: ydist
);
2497 if (frame
>= dist
&& frame
< dist
+4) {
2498 int lock
= (frame
- dist
) & 1;
2499 lock
= lock ? LOCKED
: 0;
2500 c
= (c
&~ LOCKED
) | lock
;
2505 index(state
, ds
->visible
, x
, y
) != c
||
2506 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2507 is_src
|| is_anim
|| is_cursor
) {
2508 draw_tile(fe
, state
, ds
, x
, y
, c
,
2509 is_src
, (is_anim ? angle
: 0.0F
), is_cursor
);
2510 if (is_src
|| is_anim
|| is_cursor
)
2511 index(state
, ds
->visible
, x
, y
) = 0xFF;
2513 index(state
, ds
->visible
, x
, y
) = c
;
2518 * Update the status bar.
2521 char statusbuf
[256];
2524 n
= state
->width
* state
->height
;
2525 for (i
= a
= n2
= 0; i
< n
; i
++) {
2528 if (state
->tiles
[i
] & 0xF)
2532 sprintf(statusbuf
, "%sActive: %d/%d",
2533 (state
->used_solve ?
"Auto-solved. " :
2534 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
2536 status_bar(fe
, statusbuf
);
2542 static float game_anim_length(game_state
*oldstate
,
2543 game_state
*newstate
, int dir
, game_ui
*ui
)
2545 int last_rotate_dir
;
2548 * Don't animate an auto-solve move.
2550 if ((dir
> 0 && newstate
->just_used_solve
) ||
2551 (dir
< 0 && oldstate
->just_used_solve
))
2555 * Don't animate if last_rotate_dir is zero.
2557 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2558 newstate
->last_rotate_dir
;
2559 if (last_rotate_dir
)
2565 static float game_flash_length(game_state
*oldstate
,
2566 game_state
*newstate
, int dir
, game_ui
*ui
)
2569 * If the game has just been completed, we display a completion
2572 if (!oldstate
->completed
&& newstate
->completed
&&
2573 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2575 if (size
< newstate
->width
)
2576 size
= newstate
->width
;
2577 if (size
< newstate
->height
)
2578 size
= newstate
->height
;
2579 return FLASH_FRAME
* (size
+4);
2585 static int game_wants_statusbar(void)
2590 static int game_timing_state(game_state
*state
)
2599 const struct game thegame
= {
2607 TRUE
, game_configure
, custom_params
,
2616 FALSE
, game_text_format
,
2624 game_free_drawstate
,
2628 game_wants_statusbar
,
2629 FALSE
, game_timing_state
,
2630 0, /* mouse_priorities */