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! */
698 done_something
= TRUE
;
701 * We have ruled out at least one tile orientation.
702 * Make sure the rest are blanked.
705 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
708 * Now go through them again and see if we've
709 * deduced anything new about any edges.
712 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
713 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
714 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
716 for (d
= 1; d
<= 8; d
+= d
)
717 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
719 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
722 /* This edge is open in all orientations. */
723 #ifdef SOLVER_DIAGNOSTICS
724 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
726 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
727 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
728 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
729 done_something
= TRUE
;
730 todo_add(todo
, y2
*w
+x2
);
731 } else if (!(o
& d
)) {
732 /* This edge is closed in all orientations. */
733 #ifdef SOLVER_DIAGNOSTICS
734 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
736 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
737 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
738 done_something
= TRUE
;
739 todo_add(todo
, y2
*w
+x2
);
746 * Now check the dead-end markers and see if any of
747 * them has lowered from the real ones.
749 for (d
= 1; d
<= 8; d
+= d
) {
751 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
753 if (deadendmax
[d
] > 0 &&
754 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
755 #ifdef SOLVER_DIAGNOSTICS
756 printf("setting dead end value %d,%d:%d to %d\n",
757 x2
, y2
, d2
, deadendmax
[d
]);
759 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
760 done_something
= TRUE
;
761 todo_add(todo
, y2
*w
+x2
);
769 * Mark all completely determined tiles as locked.
772 for (i
= 0; i
< w
*h
; i
++) {
773 if (tilestate
[i
* 4 + 1] == 255) {
774 assert(tilestate
[i
* 4 + 0] != 255);
775 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
783 * Free up working space.
794 /* ----------------------------------------------------------------------
795 * Randomly select a new game description.
799 * Function to randomly perturb an ambiguous section in a grid, to
800 * attempt to ensure unique solvability.
802 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
803 random_state
*rs
, int startx
, int starty
, int startd
)
805 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
806 int nperim
, perimsize
, nloop
[2], loopsize
[2];
810 * We know that the tile at (startx,starty) is part of an
811 * ambiguous section, and we also know that its neighbour in
812 * direction startd is fully specified. We begin by tracing all
813 * the way round the ambiguous area.
815 nperim
= perimsize
= 0;
820 #ifdef PERTURB_DIAGNOSTICS
821 printf("perturb %d,%d:%d\n", x
, y
, d
);
826 if (nperim
>= perimsize
) {
827 perimsize
= perimsize
* 3 / 2 + 32;
828 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
830 perimeter
[nperim
].x
= x
;
831 perimeter
[nperim
].y
= y
;
832 perimeter
[nperim
].direction
= d
;
834 #ifdef PERTURB_DIAGNOSTICS
835 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
839 * First, see if we can simply turn left from where we are
840 * and find another locked square.
843 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
844 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
845 (tiles
[y2
*w
+x2
] & LOCKED
)) {
849 * Failing that, step left into the new square and look
854 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
855 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
856 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
858 * And failing _that_, we're going to have to step
859 * forward into _that_ square and look right at the
860 * same locked square as we started with.
868 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
871 * Our technique for perturbing this ambiguous area is to
872 * search round its edge for a join we can make: that is, an
873 * edge on the perimeter which is (a) not currently connected,
874 * and (b) connecting it would not yield a full cross on either
875 * side. Then we make that join, search round the network to
876 * find the loop thus constructed, and sever the loop at a
877 * randomly selected other point.
879 perim2
= snewn(nperim
, struct xyd
);
880 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
881 /* Shuffle the perimeter, so as to search it without directional bias. */
882 for (i
= nperim
; --i
;) {
883 int j
= random_upto(rs
, i
+1);
887 perim2
[j
] = perim2
[i
];
890 for (i
= 0; i
< nperim
; i
++) {
895 d
= perim2
[i
].direction
;
897 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
898 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
899 continue; /* can't link across non-wrapping border */
900 if (tiles
[y
*w
+x
] & d
)
901 continue; /* already linked in this direction! */
902 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
903 continue; /* can't turn this tile into a cross */
904 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
905 continue; /* can't turn other tile into a cross */
908 * We've found the point at which we're going to make a new
911 #ifdef PERTURB_DIAGNOSTICS
912 printf("linking %d,%d:%d\n", x
, y
, d
);
915 tiles
[y2
*w
+x2
] |= F(d
);
921 return; /* nothing we can do! */
924 * Now we've constructed a new link, we need to find the entire
925 * loop of which it is a part.
927 * In principle, this involves doing a complete search round
928 * the network. However, I anticipate that in the vast majority
929 * of cases the loop will be quite small, so what I'm going to
930 * do is make _two_ searches round the network in parallel, one
931 * keeping its metaphorical hand on the left-hand wall while
932 * the other keeps its hand on the right. As soon as one of
933 * them gets back to its starting point, I abandon the other.
935 for (i
= 0; i
< 2; i
++) {
936 loopsize
[i
] = nloop
[i
] = 0;
940 looppos
[i
].direction
= d
;
943 for (i
= 0; i
< 2; i
++) {
948 d
= looppos
[i
].direction
;
950 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
953 * Add this path segment to the loop, unless it exactly
954 * reverses the previous one on the loop in which case
955 * we take it away again.
957 #ifdef PERTURB_DIAGNOSTICS
958 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
961 loop
[i
][nloop
[i
]-1].x
== x2
&&
962 loop
[i
][nloop
[i
]-1].y
== y2
&&
963 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
964 #ifdef PERTURB_DIAGNOSTICS
965 printf("removing path segment %d,%d:%d from loop[%d]\n",
970 if (nloop
[i
] >= loopsize
[i
]) {
971 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
972 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
974 #ifdef PERTURB_DIAGNOSTICS
975 printf("adding path segment %d,%d:%d to loop[%d]\n",
978 loop
[i
][nloop
[i
]++] = looppos
[i
];
981 #ifdef PERTURB_DIAGNOSTICS
982 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
985 for (j
= 0; j
< 4; j
++) {
990 #ifdef PERTURB_DIAGNOSTICS
991 printf("trying dir %d\n", d
);
993 if (tiles
[y2
*w
+x2
] & d
) {
996 looppos
[i
].direction
= d
;
1002 assert(nloop
[i
] > 0);
1004 if (looppos
[i
].x
== loop
[i
][0].x
&&
1005 looppos
[i
].y
== loop
[i
][0].y
&&
1006 looppos
[i
].direction
== loop
[i
][0].direction
) {
1007 #ifdef PERTURB_DIAGNOSTICS
1008 printf("loop %d finished tracking\n", i
);
1012 * Having found our loop, we now sever it at a
1013 * randomly chosen point - absolutely any will do -
1014 * which is not the one we joined it at to begin
1015 * with. Conveniently, the one we joined it at is
1016 * loop[i][0], so we just avoid that one.
1018 j
= random_upto(rs
, nloop
[i
]-1) + 1;
1021 d
= loop
[i
][j
].direction
;
1022 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1024 tiles
[y2
*w
+x2
] &= ~F(d
);
1036 * Finally, we must mark the entire disputed section as locked,
1037 * to prevent the perturb function being called on it multiple
1040 * To do this, we _sort_ the perimeter of the area. The
1041 * existing xyd_cmp function will arrange things into columns
1042 * for us, in such a way that each column has the edges in
1043 * vertical order. Then we can work down each column and fill
1044 * in all the squares between an up edge and a down edge.
1046 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1048 for (i
= 0; i
<= nperim
; i
++) {
1049 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1051 * Fill in everything from the last Up edge to the
1052 * bottom of the grid, if necessary.
1056 #ifdef PERTURB_DIAGNOSTICS
1057 printf("resolved: locking tile %d,%d\n", x
, y
);
1059 tiles
[y
* w
+ x
] |= LOCKED
;
1072 if (perimeter
[i
].direction
== U
) {
1075 } else if (perimeter
[i
].direction
== D
) {
1077 * Fill in everything from the last Up edge to here.
1079 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1080 while (y
<= perimeter
[i
].y
) {
1081 #ifdef PERTURB_DIAGNOSTICS
1082 printf("resolved: locking tile %d,%d\n", x
, y
);
1084 tiles
[y
* w
+ x
] |= LOCKED
;
1094 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1095 game_aux_info
**aux
)
1097 tree234
*possibilities
, *barriertree
;
1098 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1099 unsigned char *tiles
, *barriers
;
1108 tiles
= snewn(w
* h
, unsigned char);
1109 barriers
= snewn(w
* h
, unsigned char);
1113 memset(tiles
, 0, w
* h
);
1114 memset(barriers
, 0, w
* h
);
1117 * Construct the unshuffled grid.
1119 * To do this, we simply start at the centre point, repeatedly
1120 * choose a random possibility out of the available ways to
1121 * extend a used square into an unused one, and do it. After
1122 * extending the third line out of a square, we remove the
1123 * fourth from the possibilities list to avoid any full-cross
1124 * squares (which would make the game too easy because they
1125 * only have one orientation).
1127 * The slightly worrying thing is the avoidance of full-cross
1128 * squares. Can this cause our unsophisticated construction
1129 * algorithm to paint itself into a corner, by getting into a
1130 * situation where there are some unreached squares and the
1131 * only way to reach any of them is to extend a T-piece into a
1134 * Answer: no it can't, and here's a proof.
1136 * Any contiguous group of such unreachable squares must be
1137 * surrounded on _all_ sides by T-pieces pointing away from the
1138 * group. (If not, then there is a square which can be extended
1139 * into one of the `unreachable' ones, and so it wasn't
1140 * unreachable after all.) In particular, this implies that
1141 * each contiguous group of unreachable squares must be
1142 * rectangular in shape (any deviation from that yields a
1143 * non-T-piece next to an `unreachable' square).
1145 * So we have a rectangle of unreachable squares, with T-pieces
1146 * forming a solid border around the rectangle. The corners of
1147 * that border must be connected (since every tile connects all
1148 * the lines arriving in it), and therefore the border must
1149 * form a closed loop around the rectangle.
1151 * But this can't have happened in the first place, since we
1152 * _know_ we've avoided creating closed loops! Hence, no such
1153 * situation can ever arise, and the naive grid construction
1154 * algorithm will guaranteeably result in a complete grid
1155 * containing no unreached squares, no full crosses _and_ no
1158 possibilities
= newtree234(xyd_cmp_nc
);
1161 add234(possibilities
, new_xyd(cx
, cy
, R
));
1163 add234(possibilities
, new_xyd(cx
, cy
, U
));
1165 add234(possibilities
, new_xyd(cx
, cy
, L
));
1167 add234(possibilities
, new_xyd(cx
, cy
, D
));
1169 while (count234(possibilities
) > 0) {
1172 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1175 * Extract a randomly chosen possibility from the list.
1177 i
= random_upto(rs
, count234(possibilities
));
1178 xyd
= delpos234(possibilities
, i
);
1181 d1
= xyd
->direction
;
1184 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1187 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1188 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1192 * Make the connection. (We should be moving to an as yet
1195 index(params
, tiles
, x1
, y1
) |= d1
;
1196 assert(index(params
, tiles
, x2
, y2
) == 0);
1197 index(params
, tiles
, x2
, y2
) |= d2
;
1200 * If we have created a T-piece, remove its last
1203 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1204 struct xyd xyd1
, *xydp
;
1208 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1210 xydp
= find234(possibilities
, &xyd1
, NULL
);
1214 printf("T-piece; removing (%d,%d,%c)\n",
1215 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1217 del234(possibilities
, xydp
);
1223 * Remove all other possibilities that were pointing at the
1224 * tile we've just moved into.
1226 for (d
= 1; d
< 0x10; d
<<= 1) {
1228 struct xyd xyd1
, *xydp
;
1230 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1235 xyd1
.direction
= d3
;
1237 xydp
= find234(possibilities
, &xyd1
, NULL
);
1241 printf("Loop avoidance; removing (%d,%d,%c)\n",
1242 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1244 del234(possibilities
, xydp
);
1250 * Add new possibilities to the list for moving _out_ of
1251 * the tile we have just moved into.
1253 for (d
= 1; d
< 0x10; d
<<= 1) {
1257 continue; /* we've got this one already */
1259 if (!params
->wrapping
) {
1260 if (d
== U
&& y2
== 0)
1262 if (d
== D
&& y2
== h
-1)
1264 if (d
== L
&& x2
== 0)
1266 if (d
== R
&& x2
== w
-1)
1270 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1272 if (index(params
, tiles
, x3
, y3
))
1273 continue; /* this would create a loop */
1276 printf("New frontier; adding (%d,%d,%c)\n",
1277 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1279 add234(possibilities
, new_xyd(x2
, y2
, d
));
1282 /* Having done that, we should have no possibilities remaining. */
1283 assert(count234(possibilities
) == 0);
1284 freetree234(possibilities
);
1286 if (params
->unique
) {
1290 * Run the solver to check unique solubility.
1292 while (!net_solver(w
, h
, tiles
, NULL
, params
->wrapping
)) {
1296 * We expect (in most cases) that most of the grid will
1297 * be uniquely specified already, and the remaining
1298 * ambiguous sections will be small and separate. So
1299 * our strategy is to find each individual such
1300 * section, and perform a perturbation on the network
1303 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1304 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1306 if (tiles
[y
*w
+x
] & LOCKED
)
1307 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1309 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1311 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1313 if (tiles
[y
*w
+x
] & LOCKED
)
1314 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1316 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1321 * Now n counts the number of ambiguous sections we
1322 * have fiddled with. If we haven't managed to decrease
1323 * it from the last time we ran the solver, give up and
1324 * regenerate the entire grid.
1326 if (prevn
!= -1 && prevn
<= n
)
1327 goto begin_generation
; /* (sorry) */
1333 * The solver will have left a lot of LOCKED bits lying
1334 * around in the tiles array. Remove them.
1336 for (x
= 0; x
< w
*h
; x
++)
1337 tiles
[x
] &= ~LOCKED
;
1341 * Now compute a list of the possible barrier locations.
1343 barriertree
= newtree234(xyd_cmp_nc
);
1344 for (y
= 0; y
< h
; y
++) {
1345 for (x
= 0; x
< w
; x
++) {
1347 if (!(index(params
, tiles
, x
, y
) & R
) &&
1348 (params
->wrapping
|| x
< w
-1))
1349 add234(barriertree
, new_xyd(x
, y
, R
));
1350 if (!(index(params
, tiles
, x
, y
) & D
) &&
1351 (params
->wrapping
|| y
< h
-1))
1352 add234(barriertree
, new_xyd(x
, y
, D
));
1357 * Save the unshuffled grid in an aux_info.
1360 game_aux_info
*solution
;
1362 solution
= snew(game_aux_info
);
1363 solution
->width
= w
;
1364 solution
->height
= h
;
1365 solution
->tiles
= snewn(w
* h
, unsigned char);
1366 memcpy(solution
->tiles
, tiles
, w
* h
);
1372 * Now shuffle the grid.
1374 for (y
= 0; y
< h
; y
++) {
1375 for (x
= 0; x
< w
; x
++) {
1376 int orig
= index(params
, tiles
, x
, y
);
1377 int rot
= random_upto(rs
, 4);
1378 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1383 * And now choose barrier locations. (We carefully do this
1384 * _after_ shuffling, so that changing the barrier rate in the
1385 * params while keeping the random seed the same will give the
1386 * same shuffled grid and _only_ change the barrier locations.
1387 * Also the way we choose barrier locations, by repeatedly
1388 * choosing one possibility from the list until we have enough,
1389 * is designed to ensure that raising the barrier rate while
1390 * keeping the seed the same will provide a superset of the
1391 * previous barrier set - i.e. if you ask for 10 barriers, and
1392 * then decide that's still too hard and ask for 20, you'll get
1393 * the original 10 plus 10 more, rather than getting 20 new
1394 * ones and the chance of remembering your first 10.)
1396 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1397 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1399 while (nbarriers
> 0) {
1402 int x1
, y1
, d1
, x2
, y2
, d2
;
1405 * Extract a randomly chosen barrier from the list.
1407 i
= random_upto(rs
, count234(barriertree
));
1408 xyd
= delpos234(barriertree
, i
);
1410 assert(xyd
!= NULL
);
1414 d1
= xyd
->direction
;
1417 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1420 index(params
, barriers
, x1
, y1
) |= d1
;
1421 index(params
, barriers
, x2
, y2
) |= d2
;
1427 * Clean up the rest of the barrier list.
1432 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1435 freetree234(barriertree
);
1439 * Finally, encode the grid into a string game description.
1441 * My syntax is extremely simple: each square is encoded as a
1442 * hex digit in which bit 0 means a connection on the right,
1443 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1444 * encoding as used internally). Each digit is followed by
1445 * optional barrier indicators: `v' means a vertical barrier to
1446 * the right of it, and `h' means a horizontal barrier below
1449 desc
= snewn(w
* h
* 3 + 1, char);
1451 for (y
= 0; y
< h
; y
++) {
1452 for (x
= 0; x
< w
; x
++) {
1453 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1454 if ((params
->wrapping
|| x
< w
-1) &&
1455 (index(params
, barriers
, x
, y
) & R
))
1457 if ((params
->wrapping
|| y
< h
-1) &&
1458 (index(params
, barriers
, x
, y
) & D
))
1462 assert(p
- desc
<= w
*h
*3);
1471 static void game_free_aux_info(game_aux_info
*aux
)
1477 static char *validate_desc(game_params
*params
, char *desc
)
1479 int w
= params
->width
, h
= params
->height
;
1482 for (i
= 0; i
< w
*h
; i
++) {
1483 if (*desc
>= '0' && *desc
<= '9')
1485 else if (*desc
>= 'a' && *desc
<= 'f')
1487 else if (*desc
>= 'A' && *desc
<= 'F')
1490 return "Game description shorter than expected";
1492 return "Game description contained unexpected character";
1494 while (*desc
== 'h' || *desc
== 'v')
1498 return "Game description longer than expected";
1503 /* ----------------------------------------------------------------------
1504 * Construct an initial game state, given a description and parameters.
1507 static game_state
*new_game(game_params
*params
, char *desc
)
1512 assert(params
->width
> 0 && params
->height
> 0);
1513 assert(params
->width
> 1 || params
->height
> 1);
1516 * Create a blank game state.
1518 state
= snew(game_state
);
1519 w
= state
->width
= params
->width
;
1520 h
= state
->height
= params
->height
;
1521 state
->cx
= state
->width
/ 2;
1522 state
->cy
= state
->height
/ 2;
1523 state
->wrapping
= params
->wrapping
;
1524 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1525 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
1526 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1527 memset(state
->tiles
, 0, state
->width
* state
->height
);
1528 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1529 memset(state
->barriers
, 0, state
->width
* state
->height
);
1532 * Parse the game description into the grid.
1534 for (y
= 0; y
< h
; y
++) {
1535 for (x
= 0; x
< w
; x
++) {
1536 if (*desc
>= '0' && *desc
<= '9')
1537 tile(state
, x
, y
) = *desc
- '0';
1538 else if (*desc
>= 'a' && *desc
<= 'f')
1539 tile(state
, x
, y
) = *desc
- 'a' + 10;
1540 else if (*desc
>= 'A' && *desc
<= 'F')
1541 tile(state
, x
, y
) = *desc
- 'A' + 10;
1544 while (*desc
== 'h' || *desc
== 'v') {
1551 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1554 barrier(state
, x
, y
) |= d1
;
1555 barrier(state
, x2
, y2
) |= d2
;
1563 * Set up border barriers if this is a non-wrapping game.
1565 if (!state
->wrapping
) {
1566 for (x
= 0; x
< state
->width
; x
++) {
1567 barrier(state
, x
, 0) |= U
;
1568 barrier(state
, x
, state
->height
-1) |= D
;
1570 for (y
= 0; y
< state
->height
; y
++) {
1571 barrier(state
, 0, y
) |= L
;
1572 barrier(state
, state
->width
-1, y
) |= R
;
1577 * Set up the barrier corner flags, for drawing barriers
1578 * prettily when they meet.
1580 for (y
= 0; y
< state
->height
; y
++) {
1581 for (x
= 0; x
< state
->width
; x
++) {
1584 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1586 int x1
, y1
, x2
, y2
, x3
, y3
;
1589 if (!(barrier(state
, x
, y
) & dir
))
1592 if (barrier(state
, x
, y
) & dir2
)
1595 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
1596 if (x1
>= 0 && x1
< state
->width
&&
1597 y1
>= 0 && y1
< state
->height
&&
1598 (barrier(state
, x1
, y1
) & dir2
))
1601 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
1602 if (x2
>= 0 && x2
< state
->width
&&
1603 y2
>= 0 && y2
< state
->height
&&
1604 (barrier(state
, x2
, y2
) & dir
))
1608 barrier(state
, x
, y
) |= (dir
<< 4);
1609 if (x1
>= 0 && x1
< state
->width
&&
1610 y1
>= 0 && y1
< state
->height
)
1611 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
1612 if (x2
>= 0 && x2
< state
->width
&&
1613 y2
>= 0 && y2
< state
->height
)
1614 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
1615 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
1616 if (x3
>= 0 && x3
< state
->width
&&
1617 y3
>= 0 && y3
< state
->height
)
1618 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
1627 static game_state
*dup_game(game_state
*state
)
1631 ret
= snew(game_state
);
1632 ret
->width
= state
->width
;
1633 ret
->height
= state
->height
;
1634 ret
->cx
= state
->cx
;
1635 ret
->cy
= state
->cy
;
1636 ret
->wrapping
= state
->wrapping
;
1637 ret
->completed
= state
->completed
;
1638 ret
->used_solve
= state
->used_solve
;
1639 ret
->just_used_solve
= state
->just_used_solve
;
1640 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1641 ret
->last_rotate_x
= state
->last_rotate_x
;
1642 ret
->last_rotate_y
= state
->last_rotate_y
;
1643 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1644 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1645 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1646 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1651 static void free_game(game_state
*state
)
1653 sfree(state
->tiles
);
1654 sfree(state
->barriers
);
1658 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
1665 * Run the internal solver on the provided grid. This might
1666 * not yield a complete solution.
1668 ret
= dup_game(state
);
1669 net_solver(ret
->width
, ret
->height
, ret
->tiles
,
1670 ret
->barriers
, ret
->wrapping
);
1672 assert(aux
->width
== state
->width
);
1673 assert(aux
->height
== state
->height
);
1674 ret
= dup_game(state
);
1675 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
1676 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
1677 ret
->completed
= TRUE
;
1683 static char *game_text_format(game_state
*state
)
1688 /* ----------------------------------------------------------------------
1693 * Compute which squares are reachable from the centre square, as a
1694 * quick visual aid to determining how close the game is to
1695 * completion. This is also a simple way to tell if the game _is_
1696 * completed - just call this function and see whether every square
1699 static unsigned char *compute_active(game_state
*state
)
1701 unsigned char *active
;
1705 active
= snewn(state
->width
* state
->height
, unsigned char);
1706 memset(active
, 0, state
->width
* state
->height
);
1709 * We only store (x,y) pairs in todo, but it's easier to reuse
1710 * xyd_cmp and just store direction 0 every time.
1712 todo
= newtree234(xyd_cmp_nc
);
1713 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
1714 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
1716 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1717 int x1
, y1
, d1
, x2
, y2
, d2
;
1723 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1724 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1728 * If the next tile in this direction is connected to
1729 * us, and there isn't a barrier in the way, and it
1730 * isn't already marked active, then mark it active and
1731 * add it to the to-examine list.
1733 if ((tile(state
, x1
, y1
) & d1
) &&
1734 (tile(state
, x2
, y2
) & d2
) &&
1735 !(barrier(state
, x1
, y1
) & d1
) &&
1736 !index(state
, active
, x2
, y2
)) {
1737 index(state
, active
, x2
, y2
) = ACTIVE
;
1738 add234(todo
, new_xyd(x2
, y2
, 0));
1742 /* Now we expect the todo list to have shrunk to zero size. */
1743 assert(count234(todo
) == 0);
1752 random_state
*rs
; /* used for jumbling */
1755 static game_ui
*new_ui(game_state
*state
)
1759 game_ui
*ui
= snew(game_ui
);
1760 ui
->cur_x
= state
->width
/ 2;
1761 ui
->cur_y
= state
->height
/ 2;
1762 ui
->cur_visible
= FALSE
;
1763 get_random_seed(&seed
, &seedsize
);
1764 ui
->rs
= random_init(seed
, seedsize
);
1770 static void free_ui(game_ui
*ui
)
1772 random_free(ui
->rs
);
1776 /* ----------------------------------------------------------------------
1779 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1780 int x
, int y
, int button
)
1782 game_state
*ret
, *nullret
;
1787 if (button
== LEFT_BUTTON
||
1788 button
== MIDDLE_BUTTON
||
1789 button
== RIGHT_BUTTON
) {
1791 if (ui
->cur_visible
) {
1792 ui
->cur_visible
= FALSE
;
1797 * The button must have been clicked on a valid tile.
1799 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1800 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1805 if (tx
>= state
->width
|| ty
>= state
->height
)
1807 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1808 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1810 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
1811 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
1812 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
1814 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
1816 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
1818 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
1821 return nullret
; /* no cursor movement */
1822 ui
->cur_visible
= TRUE
;
1823 return state
; /* UI activity has occurred */
1824 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
1825 button
== 'A' || button
== 'S' || button
== 'D') {
1828 if (button
== 'a' || button
== 'A')
1829 button
= LEFT_BUTTON
;
1830 else if (button
== 's' || button
== 'S')
1831 button
= MIDDLE_BUTTON
;
1832 else if (button
== 'd' || button
== 'D')
1833 button
= RIGHT_BUTTON
;
1834 ui
->cur_visible
= TRUE
;
1835 } else if (button
== 'j' || button
== 'J') {
1836 /* XXX should we have some mouse control for this? */
1837 button
= 'J'; /* canonify */
1838 tx
= ty
= -1; /* shut gcc up :( */
1843 * The middle button locks or unlocks a tile. (A locked tile
1844 * cannot be turned, and is visually marked as being locked.
1845 * This is a convenience for the player, so that once they are
1846 * sure which way round a tile goes, they can lock it and thus
1847 * avoid forgetting later on that they'd already done that one;
1848 * and the locking also prevents them turning the tile by
1849 * accident. If they change their mind, another middle click
1852 if (button
== MIDDLE_BUTTON
) {
1854 ret
= dup_game(state
);
1855 ret
->just_used_solve
= FALSE
;
1856 tile(ret
, tx
, ty
) ^= LOCKED
;
1857 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1860 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1863 * The left and right buttons have no effect if clicked on a
1866 if (tile(state
, tx
, ty
) & LOCKED
)
1870 * Otherwise, turn the tile one way or the other. Left button
1871 * turns anticlockwise; right button turns clockwise.
1873 ret
= dup_game(state
);
1874 ret
->just_used_solve
= FALSE
;
1875 orig
= tile(ret
, tx
, ty
);
1876 if (button
== LEFT_BUTTON
) {
1877 tile(ret
, tx
, ty
) = A(orig
);
1878 ret
->last_rotate_dir
= +1;
1880 tile(ret
, tx
, ty
) = C(orig
);
1881 ret
->last_rotate_dir
= -1;
1883 ret
->last_rotate_x
= tx
;
1884 ret
->last_rotate_y
= ty
;
1886 } else if (button
== 'J') {
1889 * Jumble all unlocked tiles to random orientations.
1892 ret
= dup_game(state
);
1893 ret
->just_used_solve
= FALSE
;
1894 for (jy
= 0; jy
< ret
->height
; jy
++) {
1895 for (jx
= 0; jx
< ret
->width
; jx
++) {
1896 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1897 int rot
= random_upto(ui
->rs
, 4);
1898 orig
= tile(ret
, jx
, jy
);
1899 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1903 ret
->last_rotate_dir
= 0; /* suppress animation */
1904 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1909 * Check whether the game has been completed.
1912 unsigned char *active
= compute_active(ret
);
1914 int complete
= TRUE
;
1916 for (x1
= 0; x1
< ret
->width
; x1
++)
1917 for (y1
= 0; y1
< ret
->height
; y1
++)
1918 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
1920 goto break_label
; /* break out of two loops at once */
1927 ret
->completed
= TRUE
;
1933 /* ----------------------------------------------------------------------
1934 * Routines for drawing the game position on the screen.
1937 struct game_drawstate
{
1940 unsigned char *visible
;
1943 static game_drawstate
*game_new_drawstate(game_state
*state
)
1945 game_drawstate
*ds
= snew(game_drawstate
);
1947 ds
->started
= FALSE
;
1948 ds
->width
= state
->width
;
1949 ds
->height
= state
->height
;
1950 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1951 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1956 static void game_free_drawstate(game_drawstate
*ds
)
1962 static void game_size(game_params
*params
, int *x
, int *y
)
1964 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1965 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1968 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1972 ret
= snewn(NCOLOURS
* 3, float);
1973 *ncolours
= NCOLOURS
;
1976 * Basic background colour is whatever the front end thinks is
1977 * a sensible default.
1979 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1984 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1985 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1986 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1989 * Powered wires and powered endpoints are cyan.
1991 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1992 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1993 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1998 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1999 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
2000 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
2003 * Unpowered endpoints are blue.
2005 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
2006 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
2007 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
2010 * Tile borders are a darker grey than the background.
2012 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2013 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2014 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2017 * Locked tiles are a grey in between those two.
2019 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2020 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2021 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2026 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2029 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2030 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2031 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2032 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2033 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
2036 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2039 int mx
= (x1
< x2 ? x1
: x2
);
2040 int my
= (y1
< y2 ? y1
: y2
);
2041 int dx
= (x2
+ x1
- 2*mx
+ 1);
2042 int dy
= (y2
+ y1
- 2*my
+ 1);
2044 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
2047 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2049 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2050 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2051 int x1
, y1
, dx
, dy
, dir2
;
2056 dx
= X(dir
) + X(dir2
);
2057 dy
= Y(dir
) + Y(dir2
);
2058 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2059 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2062 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2063 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2065 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2066 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2069 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2070 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2075 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2077 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2078 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2081 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2082 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2083 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2084 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2087 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
2089 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
2093 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
2094 float angle
, int cursor
)
2096 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2097 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2099 float cx
, cy
, ex
, ey
, tx
, ty
;
2100 int dir
, col
, phase
;
2103 * When we draw a single tile, we must draw everything up to
2104 * and including the borders around the tile. This means that
2105 * if the neighbouring tiles have connections to those borders,
2106 * we must draw those connections on the borders themselves.
2108 * This would be terribly fiddly if we ever had to draw a tile
2109 * while its neighbour was in mid-rotate, because we'd have to
2110 * arrange to _know_ that the neighbour was being rotated and
2111 * hence had an anomalous effect on the redraw of this tile.
2112 * Fortunately, the drawing algorithm avoids ever calling us in
2113 * this circumstance: we're either drawing lots of straight
2114 * tiles at game start or after a move is complete, or we're
2115 * repeatedly drawing only the rotating tile. So no problem.
2119 * So. First blank the tile out completely: draw a big
2120 * rectangle in border colour, and a smaller rectangle in
2121 * background colour to fill it in.
2123 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2125 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2126 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2127 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
2130 * Draw an inset outline rectangle as a cursor, in whichever of
2131 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2135 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2136 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2137 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2138 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2139 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2140 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2141 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2142 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2143 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2144 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2145 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2146 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2150 * Set up the rotation matrix.
2152 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2153 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2154 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2155 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2160 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2161 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
2162 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2164 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2165 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2166 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2167 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2168 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2172 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2174 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2175 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2176 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2177 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2178 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2183 * Draw the box in the middle. We do this in blue if the tile
2184 * is an unpowered endpoint, in cyan if the tile is a powered
2185 * endpoint, in black if the tile is the centrepiece, and
2186 * otherwise not at all.
2189 if (x
== state
->cx
&& y
== state
->cy
)
2191 else if (COUNT(tile
) == 1) {
2192 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
2197 points
[0] = +1; points
[1] = +1;
2198 points
[2] = +1; points
[3] = -1;
2199 points
[4] = -1; points
[5] = -1;
2200 points
[6] = -1; points
[7] = +1;
2202 for (i
= 0; i
< 8; i
+= 2) {
2203 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2204 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2205 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2206 points
[i
] = bx
+(int)(cx
+tx
);
2207 points
[i
+1] = by
+(int)(cy
+ty
);
2210 draw_polygon(fe
, points
, 4, TRUE
, col
);
2211 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
2215 * Draw the points on the border if other tiles are connected
2218 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2219 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2227 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2230 if (!(tile(state
, ox
, oy
) & F(dir
)))
2233 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
2234 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
2235 lx
= dx
* (TILE_BORDER
-1);
2236 ly
= dy
* (TILE_BORDER
-1);
2240 if (angle
== 0.0 && (tile
& dir
)) {
2242 * If we are fully connected to the other tile, we must
2243 * draw right across the tile border. (We can use our
2244 * own ACTIVE state to determine what colour to do this
2245 * in: if we are fully connected to the other tile then
2246 * the two ACTIVE states will be the same.)
2248 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2249 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
2250 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2253 * The other tile extends into our border, but isn't
2254 * actually connected to us. Just draw a single black
2257 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
2262 * Draw barrier corners, and then barriers.
2264 for (phase
= 0; phase
< 2; phase
++) {
2265 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2266 if (barrier(state
, x
, y
) & (dir
<< 4))
2267 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
2268 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2269 if (barrier(state
, x
, y
) & dir
)
2270 draw_barrier(fe
, x
, y
, dir
, phase
);
2273 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2276 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2277 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2279 int x
, y
, tx
, ty
, frame
, last_rotate_dir
;
2280 unsigned char *active
;
2284 * Clear the screen and draw the exterior barrier lines if this
2285 * is our first call.
2293 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2294 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2296 draw_update(fe
, 0, 0,
2297 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2298 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2300 for (phase
= 0; phase
< 2; phase
++) {
2302 for (x
= 0; x
< ds
->width
; x
++) {
2303 if (barrier(state
, x
, 0) & UL
)
2304 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
2305 if (barrier(state
, x
, 0) & RU
)
2306 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
2307 if (barrier(state
, x
, 0) & U
)
2308 draw_barrier(fe
, x
, -1, D
, phase
);
2309 if (barrier(state
, x
, ds
->height
-1) & DR
)
2310 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
2311 if (barrier(state
, x
, ds
->height
-1) & LD
)
2312 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
2313 if (barrier(state
, x
, ds
->height
-1) & D
)
2314 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
2317 for (y
= 0; y
< ds
->height
; y
++) {
2318 if (barrier(state
, 0, y
) & UL
)
2319 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
2320 if (barrier(state
, 0, y
) & LD
)
2321 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
2322 if (barrier(state
, 0, y
) & L
)
2323 draw_barrier(fe
, -1, y
, R
, phase
);
2324 if (barrier(state
, ds
->width
-1, y
) & RU
)
2325 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
2326 if (barrier(state
, ds
->width
-1, y
) & DR
)
2327 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
2328 if (barrier(state
, ds
->width
-1, y
) & R
)
2329 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
2335 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2336 state
->last_rotate_dir
;
2337 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2339 * We're animating a single tile rotation. Find the turning
2342 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2343 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2344 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2351 * We're animating a completion flash. Find which frame
2354 frame
= (int)(ft
/ FLASH_FRAME
);
2358 * Draw any tile which differs from the way it was last drawn.
2360 active
= compute_active(state
);
2362 for (x
= 0; x
< ds
->width
; x
++)
2363 for (y
= 0; y
< ds
->height
; y
++) {
2364 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
2367 * In a completion flash, we adjust the LOCKED bit
2368 * depending on our distance from the centre point and
2372 int xdist
, ydist
, dist
;
2373 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
2374 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
2375 dist
= (xdist
> ydist ? xdist
: ydist
);
2377 if (frame
>= dist
&& frame
< dist
+4) {
2378 int lock
= (frame
- dist
) & 1;
2379 lock
= lock ? LOCKED
: 0;
2380 c
= (c
&~ LOCKED
) | lock
;
2384 if (index(state
, ds
->visible
, x
, y
) != c
||
2385 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2386 (x
== tx
&& y
== ty
) ||
2387 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
2388 draw_tile(fe
, state
, x
, y
, c
,
2389 (x
== tx
&& y
== ty ? angle
: 0.0F
),
2390 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
2391 if ((x
== tx
&& y
== ty
) ||
2392 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
2393 index(state
, ds
->visible
, x
, y
) = 0xFF;
2395 index(state
, ds
->visible
, x
, y
) = c
;
2400 * Update the status bar.
2403 char statusbuf
[256];
2406 n
= state
->width
* state
->height
;
2407 for (i
= a
= n2
= 0; i
< n
; i
++) {
2410 if (state
->tiles
[i
] & 0xF)
2414 sprintf(statusbuf
, "%sActive: %d/%d",
2415 (state
->used_solve ?
"Auto-solved. " :
2416 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
2418 status_bar(fe
, statusbuf
);
2424 static float game_anim_length(game_state
*oldstate
,
2425 game_state
*newstate
, int dir
)
2427 int last_rotate_dir
;
2430 * Don't animate an auto-solve move.
2432 if ((dir
> 0 && newstate
->just_used_solve
) ||
2433 (dir
< 0 && oldstate
->just_used_solve
))
2437 * Don't animate if last_rotate_dir is zero.
2439 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2440 newstate
->last_rotate_dir
;
2441 if (last_rotate_dir
)
2447 static float game_flash_length(game_state
*oldstate
,
2448 game_state
*newstate
, int dir
)
2451 * If the game has just been completed, we display a completion
2454 if (!oldstate
->completed
&& newstate
->completed
&&
2455 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2458 if (size
< newstate
->cx
+1)
2459 size
= newstate
->cx
+1;
2460 if (size
< newstate
->cy
+1)
2461 size
= newstate
->cy
+1;
2462 if (size
< newstate
->width
- newstate
->cx
)
2463 size
= newstate
->width
- newstate
->cx
;
2464 if (size
< newstate
->height
- newstate
->cy
)
2465 size
= newstate
->height
- newstate
->cy
;
2466 return FLASH_FRAME
* (size
+4);
2472 static int game_wants_statusbar(void)
2481 const struct game thegame
= {
2489 TRUE
, game_configure
, custom_params
,
2498 FALSE
, game_text_format
,
2505 game_free_drawstate
,
2509 game_wants_statusbar
,