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 */
31 /* Corner flags go in the barriers array */
37 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
38 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
39 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
40 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
41 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
42 ((n)&3) == 1 ? A(x) : \
43 ((n)&3) == 2 ? F(x) : C(x) )
45 /* X and Y displacements */
46 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
47 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
50 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
51 (((x) & 0x02) >> 1) + ((x) & 0x01) )
55 #define WINDOW_OFFSET 16
57 #define ROTATE_TIME 0.13F
58 #define FLASH_FRAME 0.07F
76 float barrier_probability
;
79 struct game_aux_info
{
85 int width
, height
, cx
, cy
, wrapping
, completed
;
86 int last_rotate_x
, last_rotate_y
, last_rotate_dir
;
87 int used_solve
, just_used_solve
;
89 unsigned char *barriers
;
92 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
93 ( (x2) = ((x1) + width + X((dir))) % width, \
94 (y2) = ((y1) + height + Y((dir))) % height)
96 #define OFFSET(x2,y2,x1,y1,dir,state) \
97 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
99 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
100 #define tile(state, x, y) index(state, (state)->tiles, x, y)
101 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
107 static int xyd_cmp(const void *av
, const void *bv
) {
108 const struct xyd
*a
= (const struct xyd
*)av
;
109 const struct xyd
*b
= (const struct xyd
*)bv
;
118 if (a
->direction
< b
->direction
)
120 if (a
->direction
> b
->direction
)
125 static int xyd_cmp_nc(void *av
, void *bv
) { return xyd_cmp(av
, bv
); }
127 static struct xyd
*new_xyd(int x
, int y
, int direction
)
129 struct xyd
*xyd
= snew(struct xyd
);
132 xyd
->direction
= direction
;
136 /* ----------------------------------------------------------------------
137 * Manage game parameters.
139 static game_params
*default_params(void)
141 game_params
*ret
= snew(game_params
);
145 ret
->wrapping
= FALSE
;
147 ret
->barrier_probability
= 0.0;
152 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
156 static const struct { int x
, y
, wrap
; } values
[] = {
169 if (i
< 0 || i
>= lenof(values
))
172 ret
= snew(game_params
);
173 ret
->width
= values
[i
].x
;
174 ret
->height
= values
[i
].y
;
175 ret
->wrapping
= values
[i
].wrap
;
177 ret
->barrier_probability
= 0.0;
179 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
180 ret
->wrapping ?
" wrapping" : "");
187 static void free_params(game_params
*params
)
192 static game_params
*dup_params(game_params
*params
)
194 game_params
*ret
= snew(game_params
);
195 *ret
= *params
; /* structure copy */
199 static void decode_params(game_params
*ret
, char const *string
)
201 char const *p
= string
;
203 ret
->width
= atoi(p
);
204 while (*p
&& isdigit((unsigned char)*p
)) p
++;
207 ret
->height
= atoi(p
);
208 while (*p
&& isdigit((unsigned char)*p
)) p
++;
210 ret
->height
= ret
->width
;
216 ret
->wrapping
= TRUE
;
217 } else if (*p
== 'b') {
219 ret
->barrier_probability
= atof(p
);
220 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
221 } else if (*p
== 'a') {
225 p
++; /* skip any other gunk */
229 static char *encode_params(game_params
*params
, int full
)
234 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
235 if (params
->wrapping
)
237 if (full
&& params
->barrier_probability
)
238 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
239 if (full
&& !params
->unique
)
241 assert(len
< lenof(ret
));
247 static config_item
*game_configure(game_params
*params
)
252 ret
= snewn(6, config_item
);
254 ret
[0].name
= "Width";
255 ret
[0].type
= C_STRING
;
256 sprintf(buf
, "%d", params
->width
);
257 ret
[0].sval
= dupstr(buf
);
260 ret
[1].name
= "Height";
261 ret
[1].type
= C_STRING
;
262 sprintf(buf
, "%d", params
->height
);
263 ret
[1].sval
= dupstr(buf
);
266 ret
[2].name
= "Walls wrap around";
267 ret
[2].type
= C_BOOLEAN
;
269 ret
[2].ival
= params
->wrapping
;
271 ret
[3].name
= "Barrier probability";
272 ret
[3].type
= C_STRING
;
273 sprintf(buf
, "%g", params
->barrier_probability
);
274 ret
[3].sval
= dupstr(buf
);
277 ret
[4].name
= "Ensure unique solution";
278 ret
[4].type
= C_BOOLEAN
;
280 ret
[4].ival
= params
->unique
;
290 static game_params
*custom_params(config_item
*cfg
)
292 game_params
*ret
= snew(game_params
);
294 ret
->width
= atoi(cfg
[0].sval
);
295 ret
->height
= atoi(cfg
[1].sval
);
296 ret
->wrapping
= cfg
[2].ival
;
297 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
298 ret
->unique
= cfg
[4].ival
;
303 static char *validate_params(game_params
*params
)
305 if (params
->width
<= 0 && params
->height
<= 0)
306 return "Width and height must both be greater than zero";
307 if (params
->width
<= 0)
308 return "Width must be greater than zero";
309 if (params
->height
<= 0)
310 return "Height must be greater than zero";
311 if (params
->width
<= 1 && params
->height
<= 1)
312 return "At least one of width and height must be greater than one";
313 if (params
->barrier_probability
< 0)
314 return "Barrier probability may not be negative";
315 if (params
->barrier_probability
> 1)
316 return "Barrier probability may not be greater than 1";
320 /* ----------------------------------------------------------------------
321 * Solver used to assure solution uniqueness during generation.
325 * Test cases I used while debugging all this were
327 * ./net --generate 1 13x11w#12300
328 * which expands under the non-unique grid generation rules to
329 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
330 * and has two ambiguous areas.
332 * An even better one is
333 * 13x11w#507896411361192
335 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
336 * and has an ambiguous area _and_ a situation where loop avoidance
337 * is a necessary deductive technique.
340 * 48x25w#820543338195187
342 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
343 * which has a spot (far right) where slightly more complex loop
344 * avoidance is required.
347 static int dsf_canonify(int *dsf
, int val
)
351 while (dsf
[val
] != val
)
363 static void dsf_merge(int *dsf
, int v1
, int v2
)
365 v1
= dsf_canonify(dsf
, v1
);
366 v2
= dsf_canonify(dsf
, v2
);
371 unsigned char *marked
;
377 static struct todo
*todo_new(int maxsize
)
379 struct todo
*todo
= snew(struct todo
);
380 todo
->marked
= snewn(maxsize
, unsigned char);
381 memset(todo
->marked
, 0, maxsize
);
382 todo
->buflen
= maxsize
+ 1;
383 todo
->buffer
= snewn(todo
->buflen
, int);
384 todo
->head
= todo
->tail
= 0;
388 static void todo_free(struct todo
*todo
)
395 static void todo_add(struct todo
*todo
, int index
)
397 if (todo
->marked
[index
])
398 return; /* already on the list */
399 todo
->marked
[index
] = TRUE
;
400 todo
->buffer
[todo
->tail
++] = index
;
401 if (todo
->tail
== todo
->buflen
)
405 static int todo_get(struct todo
*todo
) {
408 if (todo
->head
== todo
->tail
)
409 return -1; /* list is empty */
410 ret
= todo
->buffer
[todo
->head
++];
411 if (todo
->head
== todo
->buflen
)
413 todo
->marked
[ret
] = FALSE
;
418 static int net_solver(int w
, int h
, unsigned char *tiles
,
419 unsigned char *barriers
, int wrapping
)
421 unsigned char *tilestate
;
422 unsigned char *edgestate
;
431 * Set up the solver's data structures.
435 * tilestate stores the possible orientations of each tile.
436 * There are up to four of these, so we'll index the array in
437 * fours. tilestate[(y * w + x) * 4] and its three successive
438 * members give the possible orientations, clearing to 255 from
439 * the end as things are ruled out.
441 * In this loop we also count up the area of the grid (which is
442 * not _necessarily_ equal to w*h, because there might be one
443 * or more blank squares present. This will never happen in a
444 * grid generated _by_ this program, but it's worth keeping the
445 * solver as general as possible.)
447 tilestate
= snewn(w
* h
* 4, unsigned char);
449 for (i
= 0; i
< w
*h
; i
++) {
450 tilestate
[i
* 4] = tiles
[i
] & 0xF;
451 for (j
= 1; j
< 4; j
++) {
452 if (tilestate
[i
* 4 + j
- 1] == 255 ||
453 A(tilestate
[i
* 4 + j
- 1]) == tilestate
[i
* 4])
454 tilestate
[i
* 4 + j
] = 255;
456 tilestate
[i
* 4 + j
] = A(tilestate
[i
* 4 + j
- 1]);
463 * edgestate stores the known state of each edge. It is 0 for
464 * unknown, 1 for open (connected) and 2 for closed (not
467 * In principle we need only worry about each edge once each,
468 * but in fact it's easier to track each edge twice so that we
469 * can reference it from either side conveniently. Also I'm
470 * going to allocate _five_ bytes per tile, rather than the
471 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
472 * where d is 1,2,4,8 and they never overlap.
474 edgestate
= snewn((w
* h
- 1) * 5 + 9, unsigned char);
475 memset(edgestate
, 0, (w
* h
- 1) * 5 + 9);
478 * deadends tracks which edges have dead ends on them. It is
479 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
480 * tells you whether heading out of tile (x,y) in direction d
481 * can reach a limited amount of the grid. Values are area+1
482 * (no dead end known) or less than that (can reach _at most_
483 * this many other tiles by heading this way out of this tile).
485 deadends
= snewn((w
* h
- 1) * 5 + 9, int);
486 for (i
= 0; i
< (w
* h
- 1) * 5 + 9; i
++)
487 deadends
[i
] = area
+1;
490 * equivalence tracks which sets of tiles are known to be
491 * connected to one another, so we can avoid creating loops by
492 * linking together tiles which are already linked through
495 * This is a disjoint set forest structure: equivalence[i]
496 * contains the index of another member of the equivalence
497 * class containing i, or contains i itself for precisely one
498 * member in each such class. To find a representative member
499 * of the equivalence class containing i, you keep replacing i
500 * with equivalence[i] until it stops changing; then you go
501 * _back_ along the same path and point everything on it
502 * directly at the representative member so as to speed up
503 * future searches. Then you test equivalence between tiles by
504 * finding the representative of each tile and seeing if
505 * they're the same; and you create new equivalence (merge
506 * classes) by finding the representative of each tile and
507 * setting equivalence[one]=the_other.
509 equivalence
= snewn(w
* h
, int);
510 for (i
= 0; i
< w
*h
; i
++)
511 equivalence
[i
] = i
; /* initially all distinct */
514 * On a non-wrapping grid, we instantly know that all the edges
515 * round the edge are closed.
518 for (i
= 0; i
< w
; i
++) {
519 edgestate
[i
* 5 + 2] = edgestate
[((h
-1) * w
+ i
) * 5 + 8] = 2;
521 for (i
= 0; i
< h
; i
++) {
522 edgestate
[(i
* w
+ w
-1) * 5 + 1] = edgestate
[(i
* w
) * 5 + 4] = 2;
527 * If we have barriers available, we can mark those edges as
531 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
533 for (d
= 1; d
<= 8; d
+= d
) {
534 if (barriers
[y
*w
+x
] & d
) {
537 * In principle the barrier list should already
538 * contain each barrier from each side, but
539 * let's not take chances with our internal
542 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
543 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
544 edgestate
[(y2
*w
+x2
) * 5 + F(d
)] = 2;
551 * Since most deductions made by this solver are local (the
552 * exception is loop avoidance, where joining two tiles
553 * together on one side of the grid can theoretically permit a
554 * fresh deduction on the other), we can address the scaling
555 * problem inherent in iterating repeatedly over the entire
556 * grid by instead working with a to-do list.
558 todo
= todo_new(w
* h
);
561 * Main deductive loop.
563 done_something
= TRUE
; /* prevent instant termination! */
568 * Take a tile index off the todo list and process it.
570 index
= todo_get(todo
);
573 * If we have run out of immediate things to do, we
574 * have no choice but to scan the whole grid for
575 * longer-range things we've missed. Hence, I now add
576 * every square on the grid back on to the to-do list.
577 * I also set `done_something' to FALSE at this point;
578 * if we later come back here and find it still FALSE,
579 * we will know we've scanned the entire grid without
580 * finding anything new to do, and we can terminate.
584 for (i
= 0; i
< w
*h
; i
++)
586 done_something
= FALSE
;
588 index
= todo_get(todo
);
594 int d
, ourclass
= dsf_canonify(equivalence
, y
*w
+x
);
597 deadendmax
[1] = deadendmax
[2] = deadendmax
[4] = deadendmax
[8] = 0;
599 for (i
= j
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
601 int nnondeadends
, nondeadends
[4], deadendtotal
;
602 int nequiv
, equiv
[5];
603 int val
= tilestate
[(y
*w
+x
) * 4 + i
];
606 nnondeadends
= deadendtotal
= 0;
609 for (d
= 1; d
<= 8; d
+= d
) {
611 * Immediately rule out this orientation if it
612 * conflicts with any known edge.
614 if ((edgestate
[(y
*w
+x
) * 5 + d
] == 1 && !(val
& d
)) ||
615 (edgestate
[(y
*w
+x
) * 5 + d
] == 2 && (val
& d
)))
620 * Count up the dead-end statistics.
622 if (deadends
[(y
*w
+x
) * 5 + d
] <= area
) {
623 deadendtotal
+= deadends
[(y
*w
+x
) * 5 + d
];
625 nondeadends
[nnondeadends
++] = d
;
629 * Ensure we aren't linking to any tiles,
630 * through edges not already known to be
631 * open, which create a loop.
633 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
636 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
637 c
= dsf_canonify(equivalence
, y2
*w
+x2
);
638 for (k
= 0; k
< nequiv
; k
++)
649 if (nnondeadends
== 0) {
651 * If this orientation links together dead-ends
652 * with a total area of less than the entire
653 * grid, it is invalid.
655 * (We add 1 to deadendtotal because of the
656 * tile itself, of course; one tile linking
657 * dead ends of size 2 and 3 forms a subnetwork
658 * with a total area of 6, not 5.)
660 if (deadendtotal
> 0 && deadendtotal
+1 < area
)
662 } else if (nnondeadends
== 1) {
664 * If this orientation links together one or
665 * more dead-ends with precisely one
666 * non-dead-end, then we may have to mark that
667 * non-dead-end as a dead end going the other
668 * way. However, it depends on whether all
669 * other orientations share the same property.
672 if (deadendmax
[nondeadends
[0]] < deadendtotal
)
673 deadendmax
[nondeadends
[0]] = deadendtotal
;
676 * If this orientation links together two or
677 * more non-dead-ends, then we can rule out the
678 * possibility of putting in new dead-end
679 * markings in those directions.
682 for (k
= 0; k
< nnondeadends
; k
++)
683 deadendmax
[nondeadends
[k
]] = area
+1;
687 tilestate
[(y
*w
+x
) * 4 + j
++] = val
;
688 #ifdef SOLVER_DIAGNOSTICS
690 printf("ruling out orientation %x at %d,%d\n", val
, x
, y
);
694 assert(j
> 0); /* we can't lose _all_ possibilities! */
697 done_something
= TRUE
;
700 * We have ruled out at least one tile orientation.
701 * Make sure the rest are blanked.
704 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
708 * Now go through the tile orientations again and see
709 * if we've deduced anything new about any edges.
715 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
716 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
717 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
719 for (d
= 1; d
<= 8; d
+= d
)
720 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
722 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
725 /* This edge is open in all orientations. */
726 #ifdef SOLVER_DIAGNOSTICS
727 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
729 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
730 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
731 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
732 done_something
= TRUE
;
733 todo_add(todo
, y2
*w
+x2
);
734 } else if (!(o
& d
)) {
735 /* This edge is closed in all orientations. */
736 #ifdef SOLVER_DIAGNOSTICS
737 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
739 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
740 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
741 done_something
= TRUE
;
742 todo_add(todo
, y2
*w
+x2
);
749 * Now check the dead-end markers and see if any of
750 * them has lowered from the real ones.
752 for (d
= 1; d
<= 8; d
+= d
) {
754 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
756 if (deadendmax
[d
] > 0 &&
757 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
758 #ifdef SOLVER_DIAGNOSTICS
759 printf("setting dead end value %d,%d:%d to %d\n",
760 x2
, y2
, d2
, deadendmax
[d
]);
762 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
763 done_something
= TRUE
;
764 todo_add(todo
, y2
*w
+x2
);
772 * Mark all completely determined tiles as locked.
775 for (i
= 0; i
< w
*h
; i
++) {
776 if (tilestate
[i
* 4 + 1] == 255) {
777 assert(tilestate
[i
* 4 + 0] != 255);
778 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
786 * Free up working space.
797 /* ----------------------------------------------------------------------
798 * Randomly select a new game description.
802 * Function to randomly perturb an ambiguous section in a grid, to
803 * attempt to ensure unique solvability.
805 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
806 random_state
*rs
, int startx
, int starty
, int startd
)
808 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
809 int nperim
, perimsize
, nloop
[2], loopsize
[2];
813 * We know that the tile at (startx,starty) is part of an
814 * ambiguous section, and we also know that its neighbour in
815 * direction startd is fully specified. We begin by tracing all
816 * the way round the ambiguous area.
818 nperim
= perimsize
= 0;
823 #ifdef PERTURB_DIAGNOSTICS
824 printf("perturb %d,%d:%d\n", x
, y
, d
);
829 if (nperim
>= perimsize
) {
830 perimsize
= perimsize
* 3 / 2 + 32;
831 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
833 perimeter
[nperim
].x
= x
;
834 perimeter
[nperim
].y
= y
;
835 perimeter
[nperim
].direction
= d
;
837 #ifdef PERTURB_DIAGNOSTICS
838 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
842 * First, see if we can simply turn left from where we are
843 * and find another locked square.
846 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
847 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
848 (tiles
[y2
*w
+x2
] & LOCKED
)) {
852 * Failing that, step left into the new square and look
857 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
858 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
859 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
861 * And failing _that_, we're going to have to step
862 * forward into _that_ square and look right at the
863 * same locked square as we started with.
871 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
874 * Our technique for perturbing this ambiguous area is to
875 * search round its edge for a join we can make: that is, an
876 * edge on the perimeter which is (a) not currently connected,
877 * and (b) connecting it would not yield a full cross on either
878 * side. Then we make that join, search round the network to
879 * find the loop thus constructed, and sever the loop at a
880 * randomly selected other point.
882 perim2
= snewn(nperim
, struct xyd
);
883 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
884 /* Shuffle the perimeter, so as to search it without directional bias. */
885 for (i
= nperim
; --i
;) {
886 int j
= random_upto(rs
, i
+1);
890 perim2
[j
] = perim2
[i
];
893 for (i
= 0; i
< nperim
; i
++) {
898 d
= perim2
[i
].direction
;
900 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
901 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
902 continue; /* can't link across non-wrapping border */
903 if (tiles
[y
*w
+x
] & d
)
904 continue; /* already linked in this direction! */
905 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
906 continue; /* can't turn this tile into a cross */
907 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
908 continue; /* can't turn other tile into a cross */
911 * We've found the point at which we're going to make a new
914 #ifdef PERTURB_DIAGNOSTICS
915 printf("linking %d,%d:%d\n", x
, y
, d
);
918 tiles
[y2
*w
+x2
] |= F(d
);
924 return; /* nothing we can do! */
927 * Now we've constructed a new link, we need to find the entire
928 * loop of which it is a part.
930 * In principle, this involves doing a complete search round
931 * the network. However, I anticipate that in the vast majority
932 * of cases the loop will be quite small, so what I'm going to
933 * do is make _two_ searches round the network in parallel, one
934 * keeping its metaphorical hand on the left-hand wall while
935 * the other keeps its hand on the right. As soon as one of
936 * them gets back to its starting point, I abandon the other.
938 for (i
= 0; i
< 2; i
++) {
939 loopsize
[i
] = nloop
[i
] = 0;
943 looppos
[i
].direction
= d
;
946 for (i
= 0; i
< 2; i
++) {
951 d
= looppos
[i
].direction
;
953 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
956 * Add this path segment to the loop, unless it exactly
957 * reverses the previous one on the loop in which case
958 * we take it away again.
960 #ifdef PERTURB_DIAGNOSTICS
961 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
964 loop
[i
][nloop
[i
]-1].x
== x2
&&
965 loop
[i
][nloop
[i
]-1].y
== y2
&&
966 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
967 #ifdef PERTURB_DIAGNOSTICS
968 printf("removing path segment %d,%d:%d from loop[%d]\n",
973 if (nloop
[i
] >= loopsize
[i
]) {
974 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
975 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
977 #ifdef PERTURB_DIAGNOSTICS
978 printf("adding path segment %d,%d:%d to loop[%d]\n",
981 loop
[i
][nloop
[i
]++] = looppos
[i
];
984 #ifdef PERTURB_DIAGNOSTICS
985 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
988 for (j
= 0; j
< 4; j
++) {
993 #ifdef PERTURB_DIAGNOSTICS
994 printf("trying dir %d\n", d
);
996 if (tiles
[y2
*w
+x2
] & d
) {
999 looppos
[i
].direction
= d
;
1005 assert(nloop
[i
] > 0);
1007 if (looppos
[i
].x
== loop
[i
][0].x
&&
1008 looppos
[i
].y
== loop
[i
][0].y
&&
1009 looppos
[i
].direction
== loop
[i
][0].direction
) {
1010 #ifdef PERTURB_DIAGNOSTICS
1011 printf("loop %d finished tracking\n", i
);
1015 * Having found our loop, we now sever it at a
1016 * randomly chosen point - absolutely any will do -
1017 * which is not the one we joined it at to begin
1018 * with. Conveniently, the one we joined it at is
1019 * loop[i][0], so we just avoid that one.
1021 j
= random_upto(rs
, nloop
[i
]-1) + 1;
1024 d
= loop
[i
][j
].direction
;
1025 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1027 tiles
[y2
*w
+x2
] &= ~F(d
);
1039 * Finally, we must mark the entire disputed section as locked,
1040 * to prevent the perturb function being called on it multiple
1043 * To do this, we _sort_ the perimeter of the area. The
1044 * existing xyd_cmp function will arrange things into columns
1045 * for us, in such a way that each column has the edges in
1046 * vertical order. Then we can work down each column and fill
1047 * in all the squares between an up edge and a down edge.
1049 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1051 for (i
= 0; i
<= nperim
; i
++) {
1052 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1054 * Fill in everything from the last Up edge to the
1055 * bottom of the grid, if necessary.
1059 #ifdef PERTURB_DIAGNOSTICS
1060 printf("resolved: locking tile %d,%d\n", x
, y
);
1062 tiles
[y
* w
+ x
] |= LOCKED
;
1075 if (perimeter
[i
].direction
== U
) {
1078 } else if (perimeter
[i
].direction
== D
) {
1080 * Fill in everything from the last Up edge to here.
1082 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1083 while (y
<= perimeter
[i
].y
) {
1084 #ifdef PERTURB_DIAGNOSTICS
1085 printf("resolved: locking tile %d,%d\n", x
, y
);
1087 tiles
[y
* w
+ x
] |= LOCKED
;
1097 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1098 game_aux_info
**aux
)
1100 tree234
*possibilities
, *barriertree
;
1101 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1102 unsigned char *tiles
, *barriers
;
1111 tiles
= snewn(w
* h
, unsigned char);
1112 barriers
= snewn(w
* h
, unsigned char);
1116 memset(tiles
, 0, w
* h
);
1117 memset(barriers
, 0, w
* h
);
1120 * Construct the unshuffled grid.
1122 * To do this, we simply start at the centre point, repeatedly
1123 * choose a random possibility out of the available ways to
1124 * extend a used square into an unused one, and do it. After
1125 * extending the third line out of a square, we remove the
1126 * fourth from the possibilities list to avoid any full-cross
1127 * squares (which would make the game too easy because they
1128 * only have one orientation).
1130 * The slightly worrying thing is the avoidance of full-cross
1131 * squares. Can this cause our unsophisticated construction
1132 * algorithm to paint itself into a corner, by getting into a
1133 * situation where there are some unreached squares and the
1134 * only way to reach any of them is to extend a T-piece into a
1137 * Answer: no it can't, and here's a proof.
1139 * Any contiguous group of such unreachable squares must be
1140 * surrounded on _all_ sides by T-pieces pointing away from the
1141 * group. (If not, then there is a square which can be extended
1142 * into one of the `unreachable' ones, and so it wasn't
1143 * unreachable after all.) In particular, this implies that
1144 * each contiguous group of unreachable squares must be
1145 * rectangular in shape (any deviation from that yields a
1146 * non-T-piece next to an `unreachable' square).
1148 * So we have a rectangle of unreachable squares, with T-pieces
1149 * forming a solid border around the rectangle. The corners of
1150 * that border must be connected (since every tile connects all
1151 * the lines arriving in it), and therefore the border must
1152 * form a closed loop around the rectangle.
1154 * But this can't have happened in the first place, since we
1155 * _know_ we've avoided creating closed loops! Hence, no such
1156 * situation can ever arise, and the naive grid construction
1157 * algorithm will guaranteeably result in a complete grid
1158 * containing no unreached squares, no full crosses _and_ no
1161 possibilities
= newtree234(xyd_cmp_nc
);
1164 add234(possibilities
, new_xyd(cx
, cy
, R
));
1166 add234(possibilities
, new_xyd(cx
, cy
, U
));
1168 add234(possibilities
, new_xyd(cx
, cy
, L
));
1170 add234(possibilities
, new_xyd(cx
, cy
, D
));
1172 while (count234(possibilities
) > 0) {
1175 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1178 * Extract a randomly chosen possibility from the list.
1180 i
= random_upto(rs
, count234(possibilities
));
1181 xyd
= delpos234(possibilities
, i
);
1184 d1
= xyd
->direction
;
1187 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1190 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1191 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1195 * Make the connection. (We should be moving to an as yet
1198 index(params
, tiles
, x1
, y1
) |= d1
;
1199 assert(index(params
, tiles
, x2
, y2
) == 0);
1200 index(params
, tiles
, x2
, y2
) |= d2
;
1203 * If we have created a T-piece, remove its last
1206 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1207 struct xyd xyd1
, *xydp
;
1211 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1213 xydp
= find234(possibilities
, &xyd1
, NULL
);
1217 printf("T-piece; removing (%d,%d,%c)\n",
1218 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1220 del234(possibilities
, xydp
);
1226 * Remove all other possibilities that were pointing at the
1227 * tile we've just moved into.
1229 for (d
= 1; d
< 0x10; d
<<= 1) {
1231 struct xyd xyd1
, *xydp
;
1233 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1238 xyd1
.direction
= d3
;
1240 xydp
= find234(possibilities
, &xyd1
, NULL
);
1244 printf("Loop avoidance; removing (%d,%d,%c)\n",
1245 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1247 del234(possibilities
, xydp
);
1253 * Add new possibilities to the list for moving _out_ of
1254 * the tile we have just moved into.
1256 for (d
= 1; d
< 0x10; d
<<= 1) {
1260 continue; /* we've got this one already */
1262 if (!params
->wrapping
) {
1263 if (d
== U
&& y2
== 0)
1265 if (d
== D
&& y2
== h
-1)
1267 if (d
== L
&& x2
== 0)
1269 if (d
== R
&& x2
== w
-1)
1273 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1275 if (index(params
, tiles
, x3
, y3
))
1276 continue; /* this would create a loop */
1279 printf("New frontier; adding (%d,%d,%c)\n",
1280 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1282 add234(possibilities
, new_xyd(x2
, y2
, d
));
1285 /* Having done that, we should have no possibilities remaining. */
1286 assert(count234(possibilities
) == 0);
1287 freetree234(possibilities
);
1289 if (params
->unique
) {
1293 * Run the solver to check unique solubility.
1295 while (!net_solver(w
, h
, tiles
, NULL
, params
->wrapping
)) {
1299 * We expect (in most cases) that most of the grid will
1300 * be uniquely specified already, and the remaining
1301 * ambiguous sections will be small and separate. So
1302 * our strategy is to find each individual such
1303 * section, and perform a perturbation on the network
1306 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1307 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1309 if (tiles
[y
*w
+x
] & LOCKED
)
1310 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1312 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1314 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1316 if (tiles
[y
*w
+x
] & LOCKED
)
1317 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1319 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1324 * Now n counts the number of ambiguous sections we
1325 * have fiddled with. If we haven't managed to decrease
1326 * it from the last time we ran the solver, give up and
1327 * regenerate the entire grid.
1329 if (prevn
!= -1 && prevn
<= n
)
1330 goto begin_generation
; /* (sorry) */
1336 * The solver will have left a lot of LOCKED bits lying
1337 * around in the tiles array. Remove them.
1339 for (x
= 0; x
< w
*h
; x
++)
1340 tiles
[x
] &= ~LOCKED
;
1344 * Now compute a list of the possible barrier locations.
1346 barriertree
= newtree234(xyd_cmp_nc
);
1347 for (y
= 0; y
< h
; y
++) {
1348 for (x
= 0; x
< w
; x
++) {
1350 if (!(index(params
, tiles
, x
, y
) & R
) &&
1351 (params
->wrapping
|| x
< w
-1))
1352 add234(barriertree
, new_xyd(x
, y
, R
));
1353 if (!(index(params
, tiles
, x
, y
) & D
) &&
1354 (params
->wrapping
|| y
< h
-1))
1355 add234(barriertree
, new_xyd(x
, y
, D
));
1360 * Save the unshuffled grid in an aux_info.
1363 game_aux_info
*solution
;
1365 solution
= snew(game_aux_info
);
1366 solution
->width
= w
;
1367 solution
->height
= h
;
1368 solution
->tiles
= snewn(w
* h
, unsigned char);
1369 memcpy(solution
->tiles
, tiles
, w
* h
);
1375 * Now shuffle the grid.
1377 for (y
= 0; y
< h
; y
++) {
1378 for (x
= 0; x
< w
; x
++) {
1379 int orig
= index(params
, tiles
, x
, y
);
1380 int rot
= random_upto(rs
, 4);
1381 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1386 * And now choose barrier locations. (We carefully do this
1387 * _after_ shuffling, so that changing the barrier rate in the
1388 * params while keeping the random seed the same will give the
1389 * same shuffled grid and _only_ change the barrier locations.
1390 * Also the way we choose barrier locations, by repeatedly
1391 * choosing one possibility from the list until we have enough,
1392 * is designed to ensure that raising the barrier rate while
1393 * keeping the seed the same will provide a superset of the
1394 * previous barrier set - i.e. if you ask for 10 barriers, and
1395 * then decide that's still too hard and ask for 20, you'll get
1396 * the original 10 plus 10 more, rather than getting 20 new
1397 * ones and the chance of remembering your first 10.)
1399 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1400 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1402 while (nbarriers
> 0) {
1405 int x1
, y1
, d1
, x2
, y2
, d2
;
1408 * Extract a randomly chosen barrier from the list.
1410 i
= random_upto(rs
, count234(barriertree
));
1411 xyd
= delpos234(barriertree
, i
);
1413 assert(xyd
!= NULL
);
1417 d1
= xyd
->direction
;
1420 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1423 index(params
, barriers
, x1
, y1
) |= d1
;
1424 index(params
, barriers
, x2
, y2
) |= d2
;
1430 * Clean up the rest of the barrier list.
1435 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1438 freetree234(barriertree
);
1442 * Finally, encode the grid into a string game description.
1444 * My syntax is extremely simple: each square is encoded as a
1445 * hex digit in which bit 0 means a connection on the right,
1446 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1447 * encoding as used internally). Each digit is followed by
1448 * optional barrier indicators: `v' means a vertical barrier to
1449 * the right of it, and `h' means a horizontal barrier below
1452 desc
= snewn(w
* h
* 3 + 1, char);
1454 for (y
= 0; y
< h
; y
++) {
1455 for (x
= 0; x
< w
; x
++) {
1456 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1457 if ((params
->wrapping
|| x
< w
-1) &&
1458 (index(params
, barriers
, x
, y
) & R
))
1460 if ((params
->wrapping
|| y
< h
-1) &&
1461 (index(params
, barriers
, x
, y
) & D
))
1465 assert(p
- desc
<= w
*h
*3);
1474 static void game_free_aux_info(game_aux_info
*aux
)
1480 static char *validate_desc(game_params
*params
, char *desc
)
1482 int w
= params
->width
, h
= params
->height
;
1485 for (i
= 0; i
< w
*h
; i
++) {
1486 if (*desc
>= '0' && *desc
<= '9')
1488 else if (*desc
>= 'a' && *desc
<= 'f')
1490 else if (*desc
>= 'A' && *desc
<= 'F')
1493 return "Game description shorter than expected";
1495 return "Game description contained unexpected character";
1497 while (*desc
== 'h' || *desc
== 'v')
1501 return "Game description longer than expected";
1506 /* ----------------------------------------------------------------------
1507 * Construct an initial game state, given a description and parameters.
1510 static game_state
*new_game(game_params
*params
, char *desc
)
1515 assert(params
->width
> 0 && params
->height
> 0);
1516 assert(params
->width
> 1 || params
->height
> 1);
1519 * Create a blank game state.
1521 state
= snew(game_state
);
1522 w
= state
->width
= params
->width
;
1523 h
= state
->height
= params
->height
;
1524 state
->cx
= state
->width
/ 2;
1525 state
->cy
= state
->height
/ 2;
1526 state
->wrapping
= params
->wrapping
;
1527 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1528 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
1529 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1530 memset(state
->tiles
, 0, state
->width
* state
->height
);
1531 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1532 memset(state
->barriers
, 0, state
->width
* state
->height
);
1535 * Parse the game description into the grid.
1537 for (y
= 0; y
< h
; y
++) {
1538 for (x
= 0; x
< w
; x
++) {
1539 if (*desc
>= '0' && *desc
<= '9')
1540 tile(state
, x
, y
) = *desc
- '0';
1541 else if (*desc
>= 'a' && *desc
<= 'f')
1542 tile(state
, x
, y
) = *desc
- 'a' + 10;
1543 else if (*desc
>= 'A' && *desc
<= 'F')
1544 tile(state
, x
, y
) = *desc
- 'A' + 10;
1547 while (*desc
== 'h' || *desc
== 'v') {
1554 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1557 barrier(state
, x
, y
) |= d1
;
1558 barrier(state
, x2
, y2
) |= d2
;
1566 * Set up border barriers if this is a non-wrapping game.
1568 if (!state
->wrapping
) {
1569 for (x
= 0; x
< state
->width
; x
++) {
1570 barrier(state
, x
, 0) |= U
;
1571 barrier(state
, x
, state
->height
-1) |= D
;
1573 for (y
= 0; y
< state
->height
; y
++) {
1574 barrier(state
, 0, y
) |= L
;
1575 barrier(state
, state
->width
-1, y
) |= R
;
1580 * Set up the barrier corner flags, for drawing barriers
1581 * prettily when they meet.
1583 for (y
= 0; y
< state
->height
; y
++) {
1584 for (x
= 0; x
< state
->width
; x
++) {
1587 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1589 int x1
, y1
, x2
, y2
, x3
, y3
;
1592 if (!(barrier(state
, x
, y
) & dir
))
1595 if (barrier(state
, x
, y
) & dir2
)
1598 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
1599 if (x1
>= 0 && x1
< state
->width
&&
1600 y1
>= 0 && y1
< state
->height
&&
1601 (barrier(state
, x1
, y1
) & dir2
))
1604 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
1605 if (x2
>= 0 && x2
< state
->width
&&
1606 y2
>= 0 && y2
< state
->height
&&
1607 (barrier(state
, x2
, y2
) & dir
))
1611 barrier(state
, x
, y
) |= (dir
<< 4);
1612 if (x1
>= 0 && x1
< state
->width
&&
1613 y1
>= 0 && y1
< state
->height
)
1614 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
1615 if (x2
>= 0 && x2
< state
->width
&&
1616 y2
>= 0 && y2
< state
->height
)
1617 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
1618 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
1619 if (x3
>= 0 && x3
< state
->width
&&
1620 y3
>= 0 && y3
< state
->height
)
1621 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
1630 static game_state
*dup_game(game_state
*state
)
1634 ret
= snew(game_state
);
1635 ret
->width
= state
->width
;
1636 ret
->height
= state
->height
;
1637 ret
->cx
= state
->cx
;
1638 ret
->cy
= state
->cy
;
1639 ret
->wrapping
= state
->wrapping
;
1640 ret
->completed
= state
->completed
;
1641 ret
->used_solve
= state
->used_solve
;
1642 ret
->just_used_solve
= state
->just_used_solve
;
1643 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1644 ret
->last_rotate_x
= state
->last_rotate_x
;
1645 ret
->last_rotate_y
= state
->last_rotate_y
;
1646 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1647 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1648 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1649 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1654 static void free_game(game_state
*state
)
1656 sfree(state
->tiles
);
1657 sfree(state
->barriers
);
1661 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
1668 * Run the internal solver on the provided grid. This might
1669 * not yield a complete solution.
1671 ret
= dup_game(state
);
1672 net_solver(ret
->width
, ret
->height
, ret
->tiles
,
1673 ret
->barriers
, ret
->wrapping
);
1675 assert(aux
->width
== state
->width
);
1676 assert(aux
->height
== state
->height
);
1677 ret
= dup_game(state
);
1678 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
1679 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
1680 ret
->completed
= TRUE
;
1686 static char *game_text_format(game_state
*state
)
1691 /* ----------------------------------------------------------------------
1696 * Compute which squares are reachable from the centre square, as a
1697 * quick visual aid to determining how close the game is to
1698 * completion. This is also a simple way to tell if the game _is_
1699 * completed - just call this function and see whether every square
1702 static unsigned char *compute_active(game_state
*state
)
1704 unsigned char *active
;
1708 active
= snewn(state
->width
* state
->height
, unsigned char);
1709 memset(active
, 0, state
->width
* state
->height
);
1712 * We only store (x,y) pairs in todo, but it's easier to reuse
1713 * xyd_cmp and just store direction 0 every time.
1715 todo
= newtree234(xyd_cmp_nc
);
1716 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
1717 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
1719 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1720 int x1
, y1
, d1
, x2
, y2
, d2
;
1726 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1727 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1731 * If the next tile in this direction is connected to
1732 * us, and there isn't a barrier in the way, and it
1733 * isn't already marked active, then mark it active and
1734 * add it to the to-examine list.
1736 if ((tile(state
, x1
, y1
) & d1
) &&
1737 (tile(state
, x2
, y2
) & d2
) &&
1738 !(barrier(state
, x1
, y1
) & d1
) &&
1739 !index(state
, active
, x2
, y2
)) {
1740 index(state
, active
, x2
, y2
) = ACTIVE
;
1741 add234(todo
, new_xyd(x2
, y2
, 0));
1745 /* Now we expect the todo list to have shrunk to zero size. */
1746 assert(count234(todo
) == 0);
1755 random_state
*rs
; /* used for jumbling */
1758 static game_ui
*new_ui(game_state
*state
)
1762 game_ui
*ui
= snew(game_ui
);
1763 ui
->cur_x
= state
->width
/ 2;
1764 ui
->cur_y
= state
->height
/ 2;
1765 ui
->cur_visible
= FALSE
;
1766 get_random_seed(&seed
, &seedsize
);
1767 ui
->rs
= random_init(seed
, seedsize
);
1773 static void free_ui(game_ui
*ui
)
1775 random_free(ui
->rs
);
1779 /* ----------------------------------------------------------------------
1782 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1783 int x
, int y
, int button
)
1785 game_state
*ret
, *nullret
;
1790 if (button
== LEFT_BUTTON
||
1791 button
== MIDDLE_BUTTON
||
1792 button
== RIGHT_BUTTON
) {
1794 if (ui
->cur_visible
) {
1795 ui
->cur_visible
= FALSE
;
1800 * The button must have been clicked on a valid tile.
1802 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1803 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1808 if (tx
>= state
->width
|| ty
>= state
->height
)
1810 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1811 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1813 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
1814 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
1815 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
1817 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
1819 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
1821 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
1824 return nullret
; /* no cursor movement */
1825 ui
->cur_visible
= TRUE
;
1826 return state
; /* UI activity has occurred */
1827 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
1828 button
== 'A' || button
== 'S' || button
== 'D') {
1831 if (button
== 'a' || button
== 'A')
1832 button
= LEFT_BUTTON
;
1833 else if (button
== 's' || button
== 'S')
1834 button
= MIDDLE_BUTTON
;
1835 else if (button
== 'd' || button
== 'D')
1836 button
= RIGHT_BUTTON
;
1837 ui
->cur_visible
= TRUE
;
1838 } else if (button
== 'j' || button
== 'J') {
1839 /* XXX should we have some mouse control for this? */
1840 button
= 'J'; /* canonify */
1841 tx
= ty
= -1; /* shut gcc up :( */
1846 * The middle button locks or unlocks a tile. (A locked tile
1847 * cannot be turned, and is visually marked as being locked.
1848 * This is a convenience for the player, so that once they are
1849 * sure which way round a tile goes, they can lock it and thus
1850 * avoid forgetting later on that they'd already done that one;
1851 * and the locking also prevents them turning the tile by
1852 * accident. If they change their mind, another middle click
1855 if (button
== MIDDLE_BUTTON
) {
1857 ret
= dup_game(state
);
1858 ret
->just_used_solve
= FALSE
;
1859 tile(ret
, tx
, ty
) ^= LOCKED
;
1860 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1863 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1866 * The left and right buttons have no effect if clicked on a
1869 if (tile(state
, tx
, ty
) & LOCKED
)
1873 * Otherwise, turn the tile one way or the other. Left button
1874 * turns anticlockwise; right button turns clockwise.
1876 ret
= dup_game(state
);
1877 ret
->just_used_solve
= FALSE
;
1878 orig
= tile(ret
, tx
, ty
);
1879 if (button
== LEFT_BUTTON
) {
1880 tile(ret
, tx
, ty
) = A(orig
);
1881 ret
->last_rotate_dir
= +1;
1883 tile(ret
, tx
, ty
) = C(orig
);
1884 ret
->last_rotate_dir
= -1;
1886 ret
->last_rotate_x
= tx
;
1887 ret
->last_rotate_y
= ty
;
1889 } else if (button
== 'J') {
1892 * Jumble all unlocked tiles to random orientations.
1895 ret
= dup_game(state
);
1896 ret
->just_used_solve
= FALSE
;
1897 for (jy
= 0; jy
< ret
->height
; jy
++) {
1898 for (jx
= 0; jx
< ret
->width
; jx
++) {
1899 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1900 int rot
= random_upto(ui
->rs
, 4);
1901 orig
= tile(ret
, jx
, jy
);
1902 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1906 ret
->last_rotate_dir
= 0; /* suppress animation */
1907 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1912 * Check whether the game has been completed.
1915 unsigned char *active
= compute_active(ret
);
1917 int complete
= TRUE
;
1919 for (x1
= 0; x1
< ret
->width
; x1
++)
1920 for (y1
= 0; y1
< ret
->height
; y1
++)
1921 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
1923 goto break_label
; /* break out of two loops at once */
1930 ret
->completed
= TRUE
;
1936 /* ----------------------------------------------------------------------
1937 * Routines for drawing the game position on the screen.
1940 struct game_drawstate
{
1943 unsigned char *visible
;
1946 static game_drawstate
*game_new_drawstate(game_state
*state
)
1948 game_drawstate
*ds
= snew(game_drawstate
);
1950 ds
->started
= FALSE
;
1951 ds
->width
= state
->width
;
1952 ds
->height
= state
->height
;
1953 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1954 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1959 static void game_free_drawstate(game_drawstate
*ds
)
1965 static void game_size(game_params
*params
, int *x
, int *y
)
1967 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1968 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1971 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1975 ret
= snewn(NCOLOURS
* 3, float);
1976 *ncolours
= NCOLOURS
;
1979 * Basic background colour is whatever the front end thinks is
1980 * a sensible default.
1982 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1987 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1988 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1989 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1992 * Powered wires and powered endpoints are cyan.
1994 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1995 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1996 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
2001 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
2002 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
2003 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
2006 * Unpowered endpoints are blue.
2008 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
2009 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
2010 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
2013 * Tile borders are a darker grey than the background.
2015 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2016 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2017 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2020 * Locked tiles are a grey in between those two.
2022 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2023 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2024 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2029 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2032 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2033 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2034 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2035 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2036 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
2039 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2042 int mx
= (x1
< x2 ? x1
: x2
);
2043 int my
= (y1
< y2 ? y1
: y2
);
2044 int dx
= (x2
+ x1
- 2*mx
+ 1);
2045 int dy
= (y2
+ y1
- 2*my
+ 1);
2047 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
2050 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2052 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2053 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2054 int x1
, y1
, dx
, dy
, dir2
;
2059 dx
= X(dir
) + X(dir2
);
2060 dy
= Y(dir
) + Y(dir2
);
2061 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2062 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2065 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2066 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2068 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2069 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2072 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2073 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2078 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2080 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2081 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2084 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2085 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2086 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2087 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2090 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
2092 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
2096 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
2097 float angle
, int cursor
)
2099 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2100 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2102 float cx
, cy
, ex
, ey
, tx
, ty
;
2103 int dir
, col
, phase
;
2106 * When we draw a single tile, we must draw everything up to
2107 * and including the borders around the tile. This means that
2108 * if the neighbouring tiles have connections to those borders,
2109 * we must draw those connections on the borders themselves.
2111 * This would be terribly fiddly if we ever had to draw a tile
2112 * while its neighbour was in mid-rotate, because we'd have to
2113 * arrange to _know_ that the neighbour was being rotated and
2114 * hence had an anomalous effect on the redraw of this tile.
2115 * Fortunately, the drawing algorithm avoids ever calling us in
2116 * this circumstance: we're either drawing lots of straight
2117 * tiles at game start or after a move is complete, or we're
2118 * repeatedly drawing only the rotating tile. So no problem.
2122 * So. First blank the tile out completely: draw a big
2123 * rectangle in border colour, and a smaller rectangle in
2124 * background colour to fill it in.
2126 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2128 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2129 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2130 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
2133 * Draw an inset outline rectangle as a cursor, in whichever of
2134 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2138 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2139 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2140 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2141 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2142 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2143 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2144 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2145 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2146 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2147 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2148 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2149 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2153 * Set up the rotation matrix.
2155 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2156 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2157 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2158 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2163 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2164 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
2165 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2167 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2168 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2169 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2170 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2171 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2175 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2177 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2178 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2179 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2180 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2181 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2186 * Draw the box in the middle. We do this in blue if the tile
2187 * is an unpowered endpoint, in cyan if the tile is a powered
2188 * endpoint, in black if the tile is the centrepiece, and
2189 * otherwise not at all.
2192 if (x
== state
->cx
&& y
== state
->cy
)
2194 else if (COUNT(tile
) == 1) {
2195 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
2200 points
[0] = +1; points
[1] = +1;
2201 points
[2] = +1; points
[3] = -1;
2202 points
[4] = -1; points
[5] = -1;
2203 points
[6] = -1; points
[7] = +1;
2205 for (i
= 0; i
< 8; i
+= 2) {
2206 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2207 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2208 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2209 points
[i
] = bx
+(int)(cx
+tx
);
2210 points
[i
+1] = by
+(int)(cy
+ty
);
2213 draw_polygon(fe
, points
, 4, TRUE
, col
);
2214 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
2218 * Draw the points on the border if other tiles are connected
2221 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2222 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2230 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2233 if (!(tile(state
, ox
, oy
) & F(dir
)))
2236 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
2237 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
2238 lx
= dx
* (TILE_BORDER
-1);
2239 ly
= dy
* (TILE_BORDER
-1);
2243 if (angle
== 0.0 && (tile
& dir
)) {
2245 * If we are fully connected to the other tile, we must
2246 * draw right across the tile border. (We can use our
2247 * own ACTIVE state to determine what colour to do this
2248 * in: if we are fully connected to the other tile then
2249 * the two ACTIVE states will be the same.)
2251 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2252 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
2253 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2256 * The other tile extends into our border, but isn't
2257 * actually connected to us. Just draw a single black
2260 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
2265 * Draw barrier corners, and then barriers.
2267 for (phase
= 0; phase
< 2; phase
++) {
2268 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2269 if (barrier(state
, x
, y
) & (dir
<< 4))
2270 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
2271 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2272 if (barrier(state
, x
, y
) & dir
)
2273 draw_barrier(fe
, x
, y
, dir
, phase
);
2276 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2279 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2280 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2282 int x
, y
, tx
, ty
, frame
, last_rotate_dir
;
2283 unsigned char *active
;
2287 * Clear the screen and draw the exterior barrier lines if this
2288 * is our first call.
2296 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2297 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2299 draw_update(fe
, 0, 0,
2300 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2301 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2303 for (phase
= 0; phase
< 2; phase
++) {
2305 for (x
= 0; x
< ds
->width
; x
++) {
2306 if (barrier(state
, x
, 0) & UL
)
2307 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
2308 if (barrier(state
, x
, 0) & RU
)
2309 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
2310 if (barrier(state
, x
, 0) & U
)
2311 draw_barrier(fe
, x
, -1, D
, phase
);
2312 if (barrier(state
, x
, ds
->height
-1) & DR
)
2313 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
2314 if (barrier(state
, x
, ds
->height
-1) & LD
)
2315 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
2316 if (barrier(state
, x
, ds
->height
-1) & D
)
2317 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
2320 for (y
= 0; y
< ds
->height
; y
++) {
2321 if (barrier(state
, 0, y
) & UL
)
2322 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
2323 if (barrier(state
, 0, y
) & LD
)
2324 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
2325 if (barrier(state
, 0, y
) & L
)
2326 draw_barrier(fe
, -1, y
, R
, phase
);
2327 if (barrier(state
, ds
->width
-1, y
) & RU
)
2328 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
2329 if (barrier(state
, ds
->width
-1, y
) & DR
)
2330 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
2331 if (barrier(state
, ds
->width
-1, y
) & R
)
2332 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
2338 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2339 state
->last_rotate_dir
;
2340 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2342 * We're animating a single tile rotation. Find the turning
2345 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2346 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2347 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2354 * We're animating a completion flash. Find which frame
2357 frame
= (int)(ft
/ FLASH_FRAME
);
2361 * Draw any tile which differs from the way it was last drawn.
2363 active
= compute_active(state
);
2365 for (x
= 0; x
< ds
->width
; x
++)
2366 for (y
= 0; y
< ds
->height
; y
++) {
2367 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
2370 * In a completion flash, we adjust the LOCKED bit
2371 * depending on our distance from the centre point and
2375 int xdist
, ydist
, dist
;
2376 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
2377 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
2378 dist
= (xdist
> ydist ? xdist
: ydist
);
2380 if (frame
>= dist
&& frame
< dist
+4) {
2381 int lock
= (frame
- dist
) & 1;
2382 lock
= lock ? LOCKED
: 0;
2383 c
= (c
&~ LOCKED
) | lock
;
2387 if (index(state
, ds
->visible
, x
, y
) != c
||
2388 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2389 (x
== tx
&& y
== ty
) ||
2390 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
2391 draw_tile(fe
, state
, x
, y
, c
,
2392 (x
== tx
&& y
== ty ? angle
: 0.0F
),
2393 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
2394 if ((x
== tx
&& y
== ty
) ||
2395 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
2396 index(state
, ds
->visible
, x
, y
) = 0xFF;
2398 index(state
, ds
->visible
, x
, y
) = c
;
2403 * Update the status bar.
2406 char statusbuf
[256];
2409 n
= state
->width
* state
->height
;
2410 for (i
= a
= n2
= 0; i
< n
; i
++) {
2413 if (state
->tiles
[i
] & 0xF)
2417 sprintf(statusbuf
, "%sActive: %d/%d",
2418 (state
->used_solve ?
"Auto-solved. " :
2419 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
2421 status_bar(fe
, statusbuf
);
2427 static float game_anim_length(game_state
*oldstate
,
2428 game_state
*newstate
, int dir
)
2430 int last_rotate_dir
;
2433 * Don't animate an auto-solve move.
2435 if ((dir
> 0 && newstate
->just_used_solve
) ||
2436 (dir
< 0 && oldstate
->just_used_solve
))
2440 * Don't animate if last_rotate_dir is zero.
2442 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2443 newstate
->last_rotate_dir
;
2444 if (last_rotate_dir
)
2450 static float game_flash_length(game_state
*oldstate
,
2451 game_state
*newstate
, int dir
)
2454 * If the game has just been completed, we display a completion
2457 if (!oldstate
->completed
&& newstate
->completed
&&
2458 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2461 if (size
< newstate
->cx
+1)
2462 size
= newstate
->cx
+1;
2463 if (size
< newstate
->cy
+1)
2464 size
= newstate
->cy
+1;
2465 if (size
< newstate
->width
- newstate
->cx
)
2466 size
= newstate
->width
- newstate
->cx
;
2467 if (size
< newstate
->height
- newstate
->cy
)
2468 size
= newstate
->height
- newstate
->cy
;
2469 return FLASH_FRAME
* (size
+4);
2475 static int game_wants_statusbar(void)
2484 const struct game thegame
= {
2492 TRUE
, game_configure
, custom_params
,
2501 FALSE
, game_text_format
,
2508 game_free_drawstate
,
2512 game_wants_statusbar
,