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
, int wrapping
)
420 unsigned char *tilestate
;
421 unsigned char *edgestate
;
430 * Set up the solver's data structures.
434 * tilestate stores the possible orientations of each tile.
435 * There are up to four of these, so we'll index the array in
436 * fours. tilestate[(y * w + x) * 4] and its three successive
437 * members give the possible orientations, clearing to 255 from
438 * the end as things are ruled out.
440 * In this loop we also count up the area of the grid (which is
441 * not _necessarily_ equal to w*h, because there might be one
442 * or more blank squares present. This will never happen in a
443 * grid generated _by_ this program, but it's worth keeping the
444 * solver as general as possible.)
446 tilestate
= snewn(w
* h
* 4, unsigned char);
448 for (i
= 0; i
< w
*h
; i
++) {
449 tilestate
[i
* 4] = tiles
[i
] & 0xF;
450 for (j
= 1; j
< 4; j
++) {
451 if (tilestate
[i
* 4 + j
- 1] == 255 ||
452 A(tilestate
[i
* 4 + j
- 1]) == tilestate
[i
* 4])
453 tilestate
[i
* 4 + j
] = 255;
455 tilestate
[i
* 4 + j
] = A(tilestate
[i
* 4 + j
- 1]);
462 * edgestate stores the known state of each edge. It is 0 for
463 * unknown, 1 for open (connected) and 2 for closed (not
466 * In principle we need only worry about each edge once each,
467 * but in fact it's easier to track each edge twice so that we
468 * can reference it from either side conveniently. Also I'm
469 * going to allocate _five_ bytes per tile, rather than the
470 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
471 * where d is 1,2,4,8 and they never overlap.
473 edgestate
= snewn((w
* h
- 1) * 5 + 9, unsigned char);
474 memset(edgestate
, 0, (w
* h
- 1) * 5 + 9);
477 * deadends tracks which edges have dead ends on them. It is
478 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
479 * tells you whether heading out of tile (x,y) in direction d
480 * can reach a limited amount of the grid. Values are area+1
481 * (no dead end known) or less than that (can reach _at most_
482 * this many other tiles by heading this way out of this tile).
484 deadends
= snewn((w
* h
- 1) * 5 + 9, int);
485 for (i
= 0; i
< (w
* h
- 1) * 5 + 9; i
++)
486 deadends
[i
] = area
+1;
489 * equivalence tracks which sets of tiles are known to be
490 * connected to one another, so we can avoid creating loops by
491 * linking together tiles which are already linked through
494 * This is a disjoint set forest structure: equivalence[i]
495 * contains the index of another member of the equivalence
496 * class containing i, or contains i itself for precisely one
497 * member in each such class. To find a representative member
498 * of the equivalence class containing i, you keep replacing i
499 * with equivalence[i] until it stops changing; then you go
500 * _back_ along the same path and point everything on it
501 * directly at the representative member so as to speed up
502 * future searches. Then you test equivalence between tiles by
503 * finding the representative of each tile and seeing if
504 * they're the same; and you create new equivalence (merge
505 * classes) by finding the representative of each tile and
506 * setting equivalence[one]=the_other.
508 equivalence
= snewn(w
* h
, int);
509 for (i
= 0; i
< w
*h
; i
++)
510 equivalence
[i
] = i
; /* initially all distinct */
513 * On a non-wrapping grid, we instantly know that all the edges
514 * round the edge are closed.
517 for (i
= 0; i
< w
; i
++) {
518 edgestate
[i
* 5 + 2] = edgestate
[((h
-1) * w
+ i
) * 5 + 8] = 2;
520 for (i
= 0; i
< h
; i
++) {
521 edgestate
[(i
* w
+ w
-1) * 5 + 1] = edgestate
[(i
* w
) * 5 + 4] = 2;
526 * Since most deductions made by this solver are local (the
527 * exception is loop avoidance, where joining two tiles
528 * together on one side of the grid can theoretically permit a
529 * fresh deduction on the other), we can address the scaling
530 * problem inherent in iterating repeatedly over the entire
531 * grid by instead working with a to-do list.
533 todo
= todo_new(w
* h
);
536 * Main deductive loop.
538 done_something
= TRUE
; /* prevent instant termination! */
543 * Take a tile index off the todo list and process it.
545 index
= todo_get(todo
);
548 * If we have run out of immediate things to do, we
549 * have no choice but to scan the whole grid for
550 * longer-range things we've missed. Hence, I now add
551 * every square on the grid back on to the to-do list.
552 * I also set `done_something' to FALSE at this point;
553 * if we later come back here and find it still FALSE,
554 * we will know we've scanned the entire grid without
555 * finding anything new to do, and we can terminate.
559 for (i
= 0; i
< w
*h
; i
++)
561 done_something
= FALSE
;
563 index
= todo_get(todo
);
569 int d
, ourclass
= dsf_canonify(equivalence
, y
*w
+x
);
572 deadendmax
[1] = deadendmax
[2] = deadendmax
[4] = deadendmax
[8] = 0;
574 for (i
= j
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
576 int nnondeadends
, nondeadends
[4], deadendtotal
;
577 int nequiv
, equiv
[5];
578 int val
= tilestate
[(y
*w
+x
) * 4 + i
];
581 nnondeadends
= deadendtotal
= 0;
584 for (d
= 1; d
<= 8; d
+= d
) {
586 * Immediately rule out this orientation if it
587 * conflicts with any known edge.
589 if ((edgestate
[(y
*w
+x
) * 5 + d
] == 1 && !(val
& d
)) ||
590 (edgestate
[(y
*w
+x
) * 5 + d
] == 2 && (val
& d
)))
595 * Count up the dead-end statistics.
597 if (deadends
[(y
*w
+x
) * 5 + d
] <= area
) {
598 deadendtotal
+= deadends
[(y
*w
+x
) * 5 + d
];
600 nondeadends
[nnondeadends
++] = d
;
604 * Ensure we aren't linking to any tiles,
605 * through edges not already known to be
606 * open, which create a loop.
608 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
611 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
612 c
= dsf_canonify(equivalence
, y2
*w
+x2
);
613 for (k
= 0; k
< nequiv
; k
++)
624 if (nnondeadends
== 0) {
626 * If this orientation links together dead-ends
627 * with a total area of less than the entire
628 * grid, it is invalid.
630 * (We add 1 to deadendtotal because of the
631 * tile itself, of course; one tile linking
632 * dead ends of size 2 and 3 forms a subnetwork
633 * with a total area of 6, not 5.)
635 if (deadendtotal
+1 < area
)
637 } else if (nnondeadends
== 1) {
639 * If this orientation links together one or
640 * more dead-ends with precisely one
641 * non-dead-end, then we may have to mark that
642 * non-dead-end as a dead end going the other
643 * way. However, it depends on whether all
644 * other orientations share the same property.
647 if (deadendmax
[nondeadends
[0]] < deadendtotal
)
648 deadendmax
[nondeadends
[0]] = deadendtotal
;
651 * If this orientation links together two or
652 * more non-dead-ends, then we can rule out the
653 * possibility of putting in new dead-end
654 * markings in those directions.
657 for (k
= 0; k
< nnondeadends
; k
++)
658 deadendmax
[nondeadends
[k
]] = area
+1;
662 tilestate
[(y
*w
+x
) * 4 + j
++] = val
;
663 #ifdef SOLVER_DIAGNOSTICS
665 printf("ruling out orientation %x at %d,%d\n", val
, x
, y
);
669 assert(j
> 0); /* we can't lose _all_ possibilities! */
673 done_something
= TRUE
;
676 * We have ruled out at least one tile orientation.
677 * Make sure the rest are blanked.
680 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
683 * Now go through them again and see if we've
684 * deduced anything new about any edges.
687 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
688 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
689 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
691 for (d
= 1; d
<= 8; d
+= d
)
692 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
694 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
697 /* This edge is open in all orientations. */
698 #ifdef SOLVER_DIAGNOSTICS
699 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
701 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
702 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
703 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
704 done_something
= TRUE
;
705 todo_add(todo
, y2
*w
+x2
);
706 } else if (!(o
& d
)) {
707 /* This edge is closed in all orientations. */
708 #ifdef SOLVER_DIAGNOSTICS
709 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
711 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
712 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
713 done_something
= TRUE
;
714 todo_add(todo
, y2
*w
+x2
);
721 * Now check the dead-end markers and see if any of
722 * them has lowered from the real ones.
724 for (d
= 1; d
<= 8; d
+= d
) {
726 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
728 if (deadendmax
[d
] > 0 &&
729 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
730 #ifdef SOLVER_DIAGNOSTICS
731 printf("setting dead end value %d,%d:%d to %d\n",
732 x2
, y2
, d2
, deadendmax
[d
]);
734 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
735 done_something
= TRUE
;
736 todo_add(todo
, y2
*w
+x2
);
744 * Mark all completely determined tiles as locked.
747 for (i
= 0; i
< w
*h
; i
++) {
748 if (tilestate
[i
* 4 + 1] == 255) {
749 assert(tilestate
[i
* 4 + 0] != 255);
750 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
758 * Free up working space.
769 /* ----------------------------------------------------------------------
770 * Randomly select a new game description.
774 * Function to randomly perturb an ambiguous section in a grid, to
775 * attempt to ensure unique solvability.
777 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
778 random_state
*rs
, int startx
, int starty
, int startd
)
780 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
781 int nperim
, perimsize
, nloop
[2], loopsize
[2];
785 * We know that the tile at (startx,starty) is part of an
786 * ambiguous section, and we also know that its neighbour in
787 * direction startd is fully specified. We begin by tracing all
788 * the way round the ambiguous area.
790 nperim
= perimsize
= 0;
795 #ifdef PERTURB_DIAGNOSTICS
796 printf("perturb %d,%d:%d\n", x
, y
, d
);
801 if (nperim
>= perimsize
) {
802 perimsize
= perimsize
* 3 / 2 + 32;
803 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
805 perimeter
[nperim
].x
= x
;
806 perimeter
[nperim
].y
= y
;
807 perimeter
[nperim
].direction
= d
;
809 #ifdef PERTURB_DIAGNOSTICS
810 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
814 * First, see if we can simply turn left from where we are
815 * and find another locked square.
818 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
819 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
820 (tiles
[y2
*w
+x2
] & LOCKED
)) {
824 * Failing that, step left into the new square and look
829 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
830 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
831 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
833 * And failing _that_, we're going to have to step
834 * forward into _that_ square and look right at the
835 * same locked square as we started with.
843 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
846 * Our technique for perturbing this ambiguous area is to
847 * search round its edge for a join we can make: that is, an
848 * edge on the perimeter which is (a) not currently connected,
849 * and (b) connecting it would not yield a full cross on either
850 * side. Then we make that join, search round the network to
851 * find the loop thus constructed, and sever the loop at a
852 * randomly selected other point.
854 perim2
= snewn(nperim
, struct xyd
);
855 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
856 /* Shuffle the perimeter, so as to search it without directional bias. */
857 for (i
= nperim
; --i
;) {
858 int j
= random_upto(rs
, i
+1);
862 perim2
[j
] = perim2
[i
];
865 for (i
= 0; i
< nperim
; i
++) {
870 d
= perim2
[i
].direction
;
872 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
873 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
874 continue; /* can't link across non-wrapping border */
875 if (tiles
[y
*w
+x
] & d
)
876 continue; /* already linked in this direction! */
877 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
878 continue; /* can't turn this tile into a cross */
879 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
880 continue; /* can't turn other tile into a cross */
883 * We've found the point at which we're going to make a new
886 #ifdef PERTURB_DIAGNOSTICS
887 printf("linking %d,%d:%d\n", x
, y
, d
);
890 tiles
[y2
*w
+x2
] |= F(d
);
896 return; /* nothing we can do! */
899 * Now we've constructed a new link, we need to find the entire
900 * loop of which it is a part.
902 * In principle, this involves doing a complete search round
903 * the network. However, I anticipate that in the vast majority
904 * of cases the loop will be quite small, so what I'm going to
905 * do is make _two_ searches round the network in parallel, one
906 * keeping its metaphorical hand on the left-hand wall while
907 * the other keeps its hand on the right. As soon as one of
908 * them gets back to its starting point, I abandon the other.
910 for (i
= 0; i
< 2; i
++) {
911 loopsize
[i
] = nloop
[i
] = 0;
915 looppos
[i
].direction
= d
;
918 for (i
= 0; i
< 2; i
++) {
923 d
= looppos
[i
].direction
;
925 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
928 * Add this path segment to the loop, unless it exactly
929 * reverses the previous one on the loop in which case
930 * we take it away again.
932 #ifdef PERTURB_DIAGNOSTICS
933 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
936 loop
[i
][nloop
[i
]-1].x
== x2
&&
937 loop
[i
][nloop
[i
]-1].y
== y2
&&
938 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
939 #ifdef PERTURB_DIAGNOSTICS
940 printf("removing path segment %d,%d:%d from loop[%d]\n",
945 if (nloop
[i
] >= loopsize
[i
]) {
946 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
947 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
949 #ifdef PERTURB_DIAGNOSTICS
950 printf("adding path segment %d,%d:%d to loop[%d]\n",
953 loop
[i
][nloop
[i
]++] = looppos
[i
];
956 #ifdef PERTURB_DIAGNOSTICS
957 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
960 for (j
= 0; j
< 4; j
++) {
965 #ifdef PERTURB_DIAGNOSTICS
966 printf("trying dir %d\n", d
);
968 if (tiles
[y2
*w
+x2
] & d
) {
971 looppos
[i
].direction
= d
;
977 assert(nloop
[i
] > 0);
979 if (looppos
[i
].x
== loop
[i
][0].x
&&
980 looppos
[i
].y
== loop
[i
][0].y
&&
981 looppos
[i
].direction
== loop
[i
][0].direction
) {
982 #ifdef PERTURB_DIAGNOSTICS
983 printf("loop %d finished tracking\n", i
);
987 * Having found our loop, we now sever it at a
988 * randomly chosen point - absolutely any will do -
989 * which is not the one we joined it at to begin
990 * with. Conveniently, the one we joined it at is
991 * loop[i][0], so we just avoid that one.
993 j
= random_upto(rs
, nloop
[i
]-1) + 1;
996 d
= loop
[i
][j
].direction
;
997 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
999 tiles
[y2
*w
+x2
] &= ~F(d
);
1011 * Finally, we must mark the entire disputed section as locked,
1012 * to prevent the perturb function being called on it multiple
1015 * To do this, we _sort_ the perimeter of the area. The
1016 * existing xyd_cmp function will arrange things into columns
1017 * for us, in such a way that each column has the edges in
1018 * vertical order. Then we can work down each column and fill
1019 * in all the squares between an up edge and a down edge.
1021 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1023 for (i
= 0; i
<= nperim
; i
++) {
1024 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1026 * Fill in everything from the last Up edge to the
1027 * bottom of the grid, if necessary.
1031 #ifdef PERTURB_DIAGNOSTICS
1032 printf("resolved: locking tile %d,%d\n", x
, y
);
1034 tiles
[y
* w
+ x
] |= LOCKED
;
1047 if (perimeter
[i
].direction
== U
) {
1050 } else if (perimeter
[i
].direction
== D
) {
1052 * Fill in everything from the last Up edge to here.
1054 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1055 while (y
<= perimeter
[i
].y
) {
1056 #ifdef PERTURB_DIAGNOSTICS
1057 printf("resolved: locking tile %d,%d\n", x
, y
);
1059 tiles
[y
* w
+ x
] |= LOCKED
;
1069 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1070 game_aux_info
**aux
)
1072 tree234
*possibilities
, *barriertree
;
1073 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1074 unsigned char *tiles
, *barriers
;
1083 tiles
= snewn(w
* h
, unsigned char);
1084 barriers
= snewn(w
* h
, unsigned char);
1088 memset(tiles
, 0, w
* h
);
1089 memset(barriers
, 0, w
* h
);
1092 * Construct the unshuffled grid.
1094 * To do this, we simply start at the centre point, repeatedly
1095 * choose a random possibility out of the available ways to
1096 * extend a used square into an unused one, and do it. After
1097 * extending the third line out of a square, we remove the
1098 * fourth from the possibilities list to avoid any full-cross
1099 * squares (which would make the game too easy because they
1100 * only have one orientation).
1102 * The slightly worrying thing is the avoidance of full-cross
1103 * squares. Can this cause our unsophisticated construction
1104 * algorithm to paint itself into a corner, by getting into a
1105 * situation where there are some unreached squares and the
1106 * only way to reach any of them is to extend a T-piece into a
1109 * Answer: no it can't, and here's a proof.
1111 * Any contiguous group of such unreachable squares must be
1112 * surrounded on _all_ sides by T-pieces pointing away from the
1113 * group. (If not, then there is a square which can be extended
1114 * into one of the `unreachable' ones, and so it wasn't
1115 * unreachable after all.) In particular, this implies that
1116 * each contiguous group of unreachable squares must be
1117 * rectangular in shape (any deviation from that yields a
1118 * non-T-piece next to an `unreachable' square).
1120 * So we have a rectangle of unreachable squares, with T-pieces
1121 * forming a solid border around the rectangle. The corners of
1122 * that border must be connected (since every tile connects all
1123 * the lines arriving in it), and therefore the border must
1124 * form a closed loop around the rectangle.
1126 * But this can't have happened in the first place, since we
1127 * _know_ we've avoided creating closed loops! Hence, no such
1128 * situation can ever arise, and the naive grid construction
1129 * algorithm will guaranteeably result in a complete grid
1130 * containing no unreached squares, no full crosses _and_ no
1133 possibilities
= newtree234(xyd_cmp_nc
);
1136 add234(possibilities
, new_xyd(cx
, cy
, R
));
1138 add234(possibilities
, new_xyd(cx
, cy
, U
));
1140 add234(possibilities
, new_xyd(cx
, cy
, L
));
1142 add234(possibilities
, new_xyd(cx
, cy
, D
));
1144 while (count234(possibilities
) > 0) {
1147 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1150 * Extract a randomly chosen possibility from the list.
1152 i
= random_upto(rs
, count234(possibilities
));
1153 xyd
= delpos234(possibilities
, i
);
1156 d1
= xyd
->direction
;
1159 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1162 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1163 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1167 * Make the connection. (We should be moving to an as yet
1170 index(params
, tiles
, x1
, y1
) |= d1
;
1171 assert(index(params
, tiles
, x2
, y2
) == 0);
1172 index(params
, tiles
, x2
, y2
) |= d2
;
1175 * If we have created a T-piece, remove its last
1178 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1179 struct xyd xyd1
, *xydp
;
1183 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1185 xydp
= find234(possibilities
, &xyd1
, NULL
);
1189 printf("T-piece; removing (%d,%d,%c)\n",
1190 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1192 del234(possibilities
, xydp
);
1198 * Remove all other possibilities that were pointing at the
1199 * tile we've just moved into.
1201 for (d
= 1; d
< 0x10; d
<<= 1) {
1203 struct xyd xyd1
, *xydp
;
1205 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1210 xyd1
.direction
= d3
;
1212 xydp
= find234(possibilities
, &xyd1
, NULL
);
1216 printf("Loop avoidance; removing (%d,%d,%c)\n",
1217 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1219 del234(possibilities
, xydp
);
1225 * Add new possibilities to the list for moving _out_ of
1226 * the tile we have just moved into.
1228 for (d
= 1; d
< 0x10; d
<<= 1) {
1232 continue; /* we've got this one already */
1234 if (!params
->wrapping
) {
1235 if (d
== U
&& y2
== 0)
1237 if (d
== D
&& y2
== h
-1)
1239 if (d
== L
&& x2
== 0)
1241 if (d
== R
&& x2
== w
-1)
1245 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1247 if (index(params
, tiles
, x3
, y3
))
1248 continue; /* this would create a loop */
1251 printf("New frontier; adding (%d,%d,%c)\n",
1252 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1254 add234(possibilities
, new_xyd(x2
, y2
, d
));
1257 /* Having done that, we should have no possibilities remaining. */
1258 assert(count234(possibilities
) == 0);
1259 freetree234(possibilities
);
1261 if (params
->unique
) {
1265 * Run the solver to check unique solubility.
1267 while (!net_solver(w
, h
, tiles
, params
->wrapping
)) {
1271 * We expect (in most cases) that most of the grid will
1272 * be uniquely specified already, and the remaining
1273 * ambiguous sections will be small and separate. So
1274 * our strategy is to find each individual such
1275 * section, and perform a perturbation on the network
1278 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1279 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1281 if (tiles
[y
*w
+x
] & LOCKED
)
1282 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1284 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1286 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1288 if (tiles
[y
*w
+x
] & LOCKED
)
1289 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1291 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1296 * Now n counts the number of ambiguous sections we
1297 * have fiddled with. If we haven't managed to decrease
1298 * it from the last time we ran the solver, give up and
1299 * regenerate the entire grid.
1301 if (prevn
!= -1 && prevn
<= n
)
1302 goto begin_generation
; /* (sorry) */
1308 * The solver will have left a lot of LOCKED bits lying
1309 * around in the tiles array. Remove them.
1311 for (x
= 0; x
< w
*h
; x
++)
1312 tiles
[x
] &= ~LOCKED
;
1316 * Now compute a list of the possible barrier locations.
1318 barriertree
= newtree234(xyd_cmp_nc
);
1319 for (y
= 0; y
< h
; y
++) {
1320 for (x
= 0; x
< w
; x
++) {
1322 if (!(index(params
, tiles
, x
, y
) & R
) &&
1323 (params
->wrapping
|| x
< w
-1))
1324 add234(barriertree
, new_xyd(x
, y
, R
));
1325 if (!(index(params
, tiles
, x
, y
) & D
) &&
1326 (params
->wrapping
|| y
< h
-1))
1327 add234(barriertree
, new_xyd(x
, y
, D
));
1332 * Save the unshuffled grid in an aux_info.
1335 game_aux_info
*solution
;
1337 solution
= snew(game_aux_info
);
1338 solution
->width
= w
;
1339 solution
->height
= h
;
1340 solution
->tiles
= snewn(w
* h
, unsigned char);
1341 memcpy(solution
->tiles
, tiles
, w
* h
);
1347 * Now shuffle the grid.
1349 for (y
= 0; y
< h
; y
++) {
1350 for (x
= 0; x
< w
; x
++) {
1351 int orig
= index(params
, tiles
, x
, y
);
1352 int rot
= random_upto(rs
, 4);
1353 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1358 * And now choose barrier locations. (We carefully do this
1359 * _after_ shuffling, so that changing the barrier rate in the
1360 * params while keeping the random seed the same will give the
1361 * same shuffled grid and _only_ change the barrier locations.
1362 * Also the way we choose barrier locations, by repeatedly
1363 * choosing one possibility from the list until we have enough,
1364 * is designed to ensure that raising the barrier rate while
1365 * keeping the seed the same will provide a superset of the
1366 * previous barrier set - i.e. if you ask for 10 barriers, and
1367 * then decide that's still too hard and ask for 20, you'll get
1368 * the original 10 plus 10 more, rather than getting 20 new
1369 * ones and the chance of remembering your first 10.)
1371 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1372 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1374 while (nbarriers
> 0) {
1377 int x1
, y1
, d1
, x2
, y2
, d2
;
1380 * Extract a randomly chosen barrier from the list.
1382 i
= random_upto(rs
, count234(barriertree
));
1383 xyd
= delpos234(barriertree
, i
);
1385 assert(xyd
!= NULL
);
1389 d1
= xyd
->direction
;
1392 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1395 index(params
, barriers
, x1
, y1
) |= d1
;
1396 index(params
, barriers
, x2
, y2
) |= d2
;
1402 * Clean up the rest of the barrier list.
1407 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1410 freetree234(barriertree
);
1414 * Finally, encode the grid into a string game description.
1416 * My syntax is extremely simple: each square is encoded as a
1417 * hex digit in which bit 0 means a connection on the right,
1418 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1419 * encoding as used internally). Each digit is followed by
1420 * optional barrier indicators: `v' means a vertical barrier to
1421 * the right of it, and `h' means a horizontal barrier below
1424 desc
= snewn(w
* h
* 3 + 1, char);
1426 for (y
= 0; y
< h
; y
++) {
1427 for (x
= 0; x
< w
; x
++) {
1428 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1429 if ((params
->wrapping
|| x
< w
-1) &&
1430 (index(params
, barriers
, x
, y
) & R
))
1432 if ((params
->wrapping
|| y
< h
-1) &&
1433 (index(params
, barriers
, x
, y
) & D
))
1437 assert(p
- desc
<= w
*h
*3);
1446 static void game_free_aux_info(game_aux_info
*aux
)
1452 static char *validate_desc(game_params
*params
, char *desc
)
1454 int w
= params
->width
, h
= params
->height
;
1457 for (i
= 0; i
< w
*h
; i
++) {
1458 if (*desc
>= '0' && *desc
<= '9')
1460 else if (*desc
>= 'a' && *desc
<= 'f')
1462 else if (*desc
>= 'A' && *desc
<= 'F')
1465 return "Game description shorter than expected";
1467 return "Game description contained unexpected character";
1469 while (*desc
== 'h' || *desc
== 'v')
1473 return "Game description longer than expected";
1478 /* ----------------------------------------------------------------------
1479 * Construct an initial game state, given a description and parameters.
1482 static game_state
*new_game(game_params
*params
, char *desc
)
1487 assert(params
->width
> 0 && params
->height
> 0);
1488 assert(params
->width
> 1 || params
->height
> 1);
1491 * Create a blank game state.
1493 state
= snew(game_state
);
1494 w
= state
->width
= params
->width
;
1495 h
= state
->height
= params
->height
;
1496 state
->cx
= state
->width
/ 2;
1497 state
->cy
= state
->height
/ 2;
1498 state
->wrapping
= params
->wrapping
;
1499 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1500 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
1501 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1502 memset(state
->tiles
, 0, state
->width
* state
->height
);
1503 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1504 memset(state
->barriers
, 0, state
->width
* state
->height
);
1507 * Parse the game description into the grid.
1509 for (y
= 0; y
< h
; y
++) {
1510 for (x
= 0; x
< w
; x
++) {
1511 if (*desc
>= '0' && *desc
<= '9')
1512 tile(state
, x
, y
) = *desc
- '0';
1513 else if (*desc
>= 'a' && *desc
<= 'f')
1514 tile(state
, x
, y
) = *desc
- 'a' + 10;
1515 else if (*desc
>= 'A' && *desc
<= 'F')
1516 tile(state
, x
, y
) = *desc
- 'A' + 10;
1519 while (*desc
== 'h' || *desc
== 'v') {
1526 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1529 barrier(state
, x
, y
) |= d1
;
1530 barrier(state
, x2
, y2
) |= d2
;
1538 * Set up border barriers if this is a non-wrapping game.
1540 if (!state
->wrapping
) {
1541 for (x
= 0; x
< state
->width
; x
++) {
1542 barrier(state
, x
, 0) |= U
;
1543 barrier(state
, x
, state
->height
-1) |= D
;
1545 for (y
= 0; y
< state
->height
; y
++) {
1546 barrier(state
, 0, y
) |= L
;
1547 barrier(state
, state
->width
-1, y
) |= R
;
1552 * Set up the barrier corner flags, for drawing barriers
1553 * prettily when they meet.
1555 for (y
= 0; y
< state
->height
; y
++) {
1556 for (x
= 0; x
< state
->width
; x
++) {
1559 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1561 int x1
, y1
, x2
, y2
, x3
, y3
;
1564 if (!(barrier(state
, x
, y
) & dir
))
1567 if (barrier(state
, x
, y
) & dir2
)
1570 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
1571 if (x1
>= 0 && x1
< state
->width
&&
1572 y1
>= 0 && y1
< state
->height
&&
1573 (barrier(state
, x1
, y1
) & dir2
))
1576 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
1577 if (x2
>= 0 && x2
< state
->width
&&
1578 y2
>= 0 && y2
< state
->height
&&
1579 (barrier(state
, x2
, y2
) & dir
))
1583 barrier(state
, x
, y
) |= (dir
<< 4);
1584 if (x1
>= 0 && x1
< state
->width
&&
1585 y1
>= 0 && y1
< state
->height
)
1586 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
1587 if (x2
>= 0 && x2
< state
->width
&&
1588 y2
>= 0 && y2
< state
->height
)
1589 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
1590 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
1591 if (x3
>= 0 && x3
< state
->width
&&
1592 y3
>= 0 && y3
< state
->height
)
1593 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
1602 static game_state
*dup_game(game_state
*state
)
1606 ret
= snew(game_state
);
1607 ret
->width
= state
->width
;
1608 ret
->height
= state
->height
;
1609 ret
->cx
= state
->cx
;
1610 ret
->cy
= state
->cy
;
1611 ret
->wrapping
= state
->wrapping
;
1612 ret
->completed
= state
->completed
;
1613 ret
->used_solve
= state
->used_solve
;
1614 ret
->just_used_solve
= state
->just_used_solve
;
1615 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1616 ret
->last_rotate_x
= state
->last_rotate_x
;
1617 ret
->last_rotate_y
= state
->last_rotate_y
;
1618 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1619 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1620 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1621 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1626 static void free_game(game_state
*state
)
1628 sfree(state
->tiles
);
1629 sfree(state
->barriers
);
1633 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
1640 * Run the internal solver on the provided grid. This might
1641 * not yield a complete solution.
1643 ret
= dup_game(state
);
1644 net_solver(ret
->width
, ret
->height
, ret
->tiles
, ret
->wrapping
);
1646 assert(aux
->width
== state
->width
);
1647 assert(aux
->height
== state
->height
);
1648 ret
= dup_game(state
);
1649 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
1650 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
1651 ret
->completed
= TRUE
;
1657 static char *game_text_format(game_state
*state
)
1662 /* ----------------------------------------------------------------------
1667 * Compute which squares are reachable from the centre square, as a
1668 * quick visual aid to determining how close the game is to
1669 * completion. This is also a simple way to tell if the game _is_
1670 * completed - just call this function and see whether every square
1673 static unsigned char *compute_active(game_state
*state
)
1675 unsigned char *active
;
1679 active
= snewn(state
->width
* state
->height
, unsigned char);
1680 memset(active
, 0, state
->width
* state
->height
);
1683 * We only store (x,y) pairs in todo, but it's easier to reuse
1684 * xyd_cmp and just store direction 0 every time.
1686 todo
= newtree234(xyd_cmp_nc
);
1687 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
1688 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
1690 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1691 int x1
, y1
, d1
, x2
, y2
, d2
;
1697 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1698 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1702 * If the next tile in this direction is connected to
1703 * us, and there isn't a barrier in the way, and it
1704 * isn't already marked active, then mark it active and
1705 * add it to the to-examine list.
1707 if ((tile(state
, x1
, y1
) & d1
) &&
1708 (tile(state
, x2
, y2
) & d2
) &&
1709 !(barrier(state
, x1
, y1
) & d1
) &&
1710 !index(state
, active
, x2
, y2
)) {
1711 index(state
, active
, x2
, y2
) = ACTIVE
;
1712 add234(todo
, new_xyd(x2
, y2
, 0));
1716 /* Now we expect the todo list to have shrunk to zero size. */
1717 assert(count234(todo
) == 0);
1726 random_state
*rs
; /* used for jumbling */
1729 static game_ui
*new_ui(game_state
*state
)
1733 game_ui
*ui
= snew(game_ui
);
1734 ui
->cur_x
= state
->width
/ 2;
1735 ui
->cur_y
= state
->height
/ 2;
1736 ui
->cur_visible
= FALSE
;
1737 get_random_seed(&seed
, &seedsize
);
1738 ui
->rs
= random_init(seed
, seedsize
);
1744 static void free_ui(game_ui
*ui
)
1746 random_free(ui
->rs
);
1750 /* ----------------------------------------------------------------------
1753 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1754 int x
, int y
, int button
)
1756 game_state
*ret
, *nullret
;
1761 if (button
== LEFT_BUTTON
||
1762 button
== MIDDLE_BUTTON
||
1763 button
== RIGHT_BUTTON
) {
1765 if (ui
->cur_visible
) {
1766 ui
->cur_visible
= FALSE
;
1771 * The button must have been clicked on a valid tile.
1773 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1774 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1779 if (tx
>= state
->width
|| ty
>= state
->height
)
1781 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1782 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1784 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
1785 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
1786 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
1788 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
1790 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
1792 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
1795 return nullret
; /* no cursor movement */
1796 ui
->cur_visible
= TRUE
;
1797 return state
; /* UI activity has occurred */
1798 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
1799 button
== 'A' || button
== 'S' || button
== 'D') {
1802 if (button
== 'a' || button
== 'A')
1803 button
= LEFT_BUTTON
;
1804 else if (button
== 's' || button
== 'S')
1805 button
= MIDDLE_BUTTON
;
1806 else if (button
== 'd' || button
== 'D')
1807 button
= RIGHT_BUTTON
;
1808 ui
->cur_visible
= TRUE
;
1809 } else if (button
== 'j' || button
== 'J') {
1810 /* XXX should we have some mouse control for this? */
1811 button
= 'J'; /* canonify */
1812 tx
= ty
= -1; /* shut gcc up :( */
1817 * The middle button locks or unlocks a tile. (A locked tile
1818 * cannot be turned, and is visually marked as being locked.
1819 * This is a convenience for the player, so that once they are
1820 * sure which way round a tile goes, they can lock it and thus
1821 * avoid forgetting later on that they'd already done that one;
1822 * and the locking also prevents them turning the tile by
1823 * accident. If they change their mind, another middle click
1826 if (button
== MIDDLE_BUTTON
) {
1828 ret
= dup_game(state
);
1829 ret
->just_used_solve
= FALSE
;
1830 tile(ret
, tx
, ty
) ^= LOCKED
;
1831 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1834 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1837 * The left and right buttons have no effect if clicked on a
1840 if (tile(state
, tx
, ty
) & LOCKED
)
1844 * Otherwise, turn the tile one way or the other. Left button
1845 * turns anticlockwise; right button turns clockwise.
1847 ret
= dup_game(state
);
1848 ret
->just_used_solve
= FALSE
;
1849 orig
= tile(ret
, tx
, ty
);
1850 if (button
== LEFT_BUTTON
) {
1851 tile(ret
, tx
, ty
) = A(orig
);
1852 ret
->last_rotate_dir
= +1;
1854 tile(ret
, tx
, ty
) = C(orig
);
1855 ret
->last_rotate_dir
= -1;
1857 ret
->last_rotate_x
= tx
;
1858 ret
->last_rotate_y
= ty
;
1860 } else if (button
== 'J') {
1863 * Jumble all unlocked tiles to random orientations.
1866 ret
= dup_game(state
);
1867 ret
->just_used_solve
= FALSE
;
1868 for (jy
= 0; jy
< ret
->height
; jy
++) {
1869 for (jx
= 0; jx
< ret
->width
; jx
++) {
1870 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1871 int rot
= random_upto(ui
->rs
, 4);
1872 orig
= tile(ret
, jx
, jy
);
1873 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1877 ret
->last_rotate_dir
= 0; /* suppress animation */
1878 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1883 * Check whether the game has been completed.
1886 unsigned char *active
= compute_active(ret
);
1888 int complete
= TRUE
;
1890 for (x1
= 0; x1
< ret
->width
; x1
++)
1891 for (y1
= 0; y1
< ret
->height
; y1
++)
1892 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
1894 goto break_label
; /* break out of two loops at once */
1901 ret
->completed
= TRUE
;
1907 /* ----------------------------------------------------------------------
1908 * Routines for drawing the game position on the screen.
1911 struct game_drawstate
{
1914 unsigned char *visible
;
1917 static game_drawstate
*game_new_drawstate(game_state
*state
)
1919 game_drawstate
*ds
= snew(game_drawstate
);
1921 ds
->started
= FALSE
;
1922 ds
->width
= state
->width
;
1923 ds
->height
= state
->height
;
1924 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1925 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1930 static void game_free_drawstate(game_drawstate
*ds
)
1936 static void game_size(game_params
*params
, int *x
, int *y
)
1938 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1939 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1942 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1946 ret
= snewn(NCOLOURS
* 3, float);
1947 *ncolours
= NCOLOURS
;
1950 * Basic background colour is whatever the front end thinks is
1951 * a sensible default.
1953 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1958 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1959 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1960 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1963 * Powered wires and powered endpoints are cyan.
1965 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1966 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1967 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1972 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1973 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1974 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1977 * Unpowered endpoints are blue.
1979 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1980 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1981 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1984 * Tile borders are a darker grey than the background.
1986 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1987 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1988 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1991 * Locked tiles are a grey in between those two.
1993 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1994 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1995 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2000 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2003 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2004 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2005 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2006 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2007 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
2010 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2013 int mx
= (x1
< x2 ? x1
: x2
);
2014 int my
= (y1
< y2 ? y1
: y2
);
2015 int dx
= (x2
+ x1
- 2*mx
+ 1);
2016 int dy
= (y2
+ y1
- 2*my
+ 1);
2018 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
2021 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2023 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2024 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2025 int x1
, y1
, dx
, dy
, dir2
;
2030 dx
= X(dir
) + X(dir2
);
2031 dy
= Y(dir
) + Y(dir2
);
2032 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2033 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2036 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2037 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2039 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2040 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2043 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2044 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2049 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2051 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2052 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2055 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2056 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2057 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2058 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2061 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
2063 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
2067 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
2068 float angle
, int cursor
)
2070 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2071 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2073 float cx
, cy
, ex
, ey
, tx
, ty
;
2074 int dir
, col
, phase
;
2077 * When we draw a single tile, we must draw everything up to
2078 * and including the borders around the tile. This means that
2079 * if the neighbouring tiles have connections to those borders,
2080 * we must draw those connections on the borders themselves.
2082 * This would be terribly fiddly if we ever had to draw a tile
2083 * while its neighbour was in mid-rotate, because we'd have to
2084 * arrange to _know_ that the neighbour was being rotated and
2085 * hence had an anomalous effect on the redraw of this tile.
2086 * Fortunately, the drawing algorithm avoids ever calling us in
2087 * this circumstance: we're either drawing lots of straight
2088 * tiles at game start or after a move is complete, or we're
2089 * repeatedly drawing only the rotating tile. So no problem.
2093 * So. First blank the tile out completely: draw a big
2094 * rectangle in border colour, and a smaller rectangle in
2095 * background colour to fill it in.
2097 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2099 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2100 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2101 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
2104 * Draw an inset outline rectangle as a cursor, in whichever of
2105 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2109 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2110 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2111 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2112 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2113 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2114 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2115 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2116 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2117 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2118 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2119 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2120 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2124 * Set up the rotation matrix.
2126 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2127 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2128 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2129 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2134 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2135 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
2136 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2138 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2139 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2140 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2141 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2142 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2146 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2148 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2149 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2150 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2151 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2152 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2157 * Draw the box in the middle. We do this in blue if the tile
2158 * is an unpowered endpoint, in cyan if the tile is a powered
2159 * endpoint, in black if the tile is the centrepiece, and
2160 * otherwise not at all.
2163 if (x
== state
->cx
&& y
== state
->cy
)
2165 else if (COUNT(tile
) == 1) {
2166 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
2171 points
[0] = +1; points
[1] = +1;
2172 points
[2] = +1; points
[3] = -1;
2173 points
[4] = -1; points
[5] = -1;
2174 points
[6] = -1; points
[7] = +1;
2176 for (i
= 0; i
< 8; i
+= 2) {
2177 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2178 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2179 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2180 points
[i
] = bx
+(int)(cx
+tx
);
2181 points
[i
+1] = by
+(int)(cy
+ty
);
2184 draw_polygon(fe
, points
, 4, TRUE
, col
);
2185 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
2189 * Draw the points on the border if other tiles are connected
2192 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2193 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2201 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2204 if (!(tile(state
, ox
, oy
) & F(dir
)))
2207 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
2208 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
2209 lx
= dx
* (TILE_BORDER
-1);
2210 ly
= dy
* (TILE_BORDER
-1);
2214 if (angle
== 0.0 && (tile
& dir
)) {
2216 * If we are fully connected to the other tile, we must
2217 * draw right across the tile border. (We can use our
2218 * own ACTIVE state to determine what colour to do this
2219 * in: if we are fully connected to the other tile then
2220 * the two ACTIVE states will be the same.)
2222 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2223 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
2224 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2227 * The other tile extends into our border, but isn't
2228 * actually connected to us. Just draw a single black
2231 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
2236 * Draw barrier corners, and then barriers.
2238 for (phase
= 0; phase
< 2; phase
++) {
2239 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2240 if (barrier(state
, x
, y
) & (dir
<< 4))
2241 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
2242 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2243 if (barrier(state
, x
, y
) & dir
)
2244 draw_barrier(fe
, x
, y
, dir
, phase
);
2247 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2250 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2251 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2253 int x
, y
, tx
, ty
, frame
, last_rotate_dir
;
2254 unsigned char *active
;
2258 * Clear the screen and draw the exterior barrier lines if this
2259 * is our first call.
2267 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2268 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2270 draw_update(fe
, 0, 0,
2271 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2272 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2274 for (phase
= 0; phase
< 2; phase
++) {
2276 for (x
= 0; x
< ds
->width
; x
++) {
2277 if (barrier(state
, x
, 0) & UL
)
2278 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
2279 if (barrier(state
, x
, 0) & RU
)
2280 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
2281 if (barrier(state
, x
, 0) & U
)
2282 draw_barrier(fe
, x
, -1, D
, phase
);
2283 if (barrier(state
, x
, ds
->height
-1) & DR
)
2284 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
2285 if (barrier(state
, x
, ds
->height
-1) & LD
)
2286 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
2287 if (barrier(state
, x
, ds
->height
-1) & D
)
2288 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
2291 for (y
= 0; y
< ds
->height
; y
++) {
2292 if (barrier(state
, 0, y
) & UL
)
2293 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
2294 if (barrier(state
, 0, y
) & LD
)
2295 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
2296 if (barrier(state
, 0, y
) & L
)
2297 draw_barrier(fe
, -1, y
, R
, phase
);
2298 if (barrier(state
, ds
->width
-1, y
) & RU
)
2299 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
2300 if (barrier(state
, ds
->width
-1, y
) & DR
)
2301 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
2302 if (barrier(state
, ds
->width
-1, y
) & R
)
2303 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
2309 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2310 state
->last_rotate_dir
;
2311 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2313 * We're animating a single tile rotation. Find the turning
2316 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2317 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2318 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2325 * We're animating a completion flash. Find which frame
2328 frame
= (int)(ft
/ FLASH_FRAME
);
2332 * Draw any tile which differs from the way it was last drawn.
2334 active
= compute_active(state
);
2336 for (x
= 0; x
< ds
->width
; x
++)
2337 for (y
= 0; y
< ds
->height
; y
++) {
2338 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
2341 * In a completion flash, we adjust the LOCKED bit
2342 * depending on our distance from the centre point and
2346 int xdist
, ydist
, dist
;
2347 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
2348 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
2349 dist
= (xdist
> ydist ? xdist
: ydist
);
2351 if (frame
>= dist
&& frame
< dist
+4) {
2352 int lock
= (frame
- dist
) & 1;
2353 lock
= lock ? LOCKED
: 0;
2354 c
= (c
&~ LOCKED
) | lock
;
2358 if (index(state
, ds
->visible
, x
, y
) != c
||
2359 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2360 (x
== tx
&& y
== ty
) ||
2361 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
2362 draw_tile(fe
, state
, x
, y
, c
,
2363 (x
== tx
&& y
== ty ? angle
: 0.0F
),
2364 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
2365 if ((x
== tx
&& y
== ty
) ||
2366 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
2367 index(state
, ds
->visible
, x
, y
) = 0xFF;
2369 index(state
, ds
->visible
, x
, y
) = c
;
2374 * Update the status bar.
2377 char statusbuf
[256];
2380 n
= state
->width
* state
->height
;
2381 for (i
= a
= n2
= 0; i
< n
; i
++) {
2384 if (state
->tiles
[i
] & 0xF)
2388 sprintf(statusbuf
, "%sActive: %d/%d",
2389 (state
->used_solve ?
"Auto-solved. " :
2390 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
2392 status_bar(fe
, statusbuf
);
2398 static float game_anim_length(game_state
*oldstate
,
2399 game_state
*newstate
, int dir
)
2401 int last_rotate_dir
;
2404 * Don't animate an auto-solve move.
2406 if ((dir
> 0 && newstate
->just_used_solve
) ||
2407 (dir
< 0 && oldstate
->just_used_solve
))
2411 * Don't animate if last_rotate_dir is zero.
2413 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2414 newstate
->last_rotate_dir
;
2415 if (last_rotate_dir
)
2421 static float game_flash_length(game_state
*oldstate
,
2422 game_state
*newstate
, int dir
)
2425 * If the game has just been completed, we display a completion
2428 if (!oldstate
->completed
&& newstate
->completed
&&
2429 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2432 if (size
< newstate
->cx
+1)
2433 size
= newstate
->cx
+1;
2434 if (size
< newstate
->cy
+1)
2435 size
= newstate
->cy
+1;
2436 if (size
< newstate
->width
- newstate
->cx
)
2437 size
= newstate
->width
- newstate
->cx
;
2438 if (size
< newstate
->height
- newstate
->cy
)
2439 size
= newstate
->height
- newstate
->cy
;
2440 return FLASH_FRAME
* (size
+4);
2446 static int game_wants_statusbar(void)
2455 const struct game thegame
= {
2463 TRUE
, game_configure
, custom_params
,
2472 FALSE
, game_text_format
,
2479 game_free_drawstate
,
2483 game_wants_statusbar
,