15 #define MATMUL(xr,yr,m,x,y) do { \
16 float rx, ry, xx = (x), yy = (y), *mat = (m); \
17 rx = mat[0] * xx + mat[2] * yy; \
18 ry = mat[1] * xx + mat[3] * yy; \
19 (xr) = rx; (yr) = ry; \
22 /* Direction and other bitfields */
30 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
31 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
32 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
33 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
34 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
35 ((n)&3) == 1 ? A(x) : \
36 ((n)&3) == 2 ? F(x) : C(x) )
38 /* X and Y displacements */
39 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
40 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
43 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
44 (((x) & 0x02) >> 1) + ((x) & 0x01) )
48 #define WINDOW_OFFSET 16
50 #define ROTATE_TIME 0.13F
51 #define FLASH_FRAME 0.07F
53 /* Transform physical coords to game coords using game_drawstate ds */
54 #define GX(x) (((x) + ds->org_x) % ds->width)
55 #define GY(y) (((y) + ds->org_y) % ds->height)
56 /* ...and game coords to physical coords */
57 #define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
58 #define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
76 float barrier_probability
;
79 struct game_aux_info
{
85 int width
, height
, 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";
319 * Specifying either grid dimension as 2 in a wrapping puzzle
320 * makes it actually impossible to ensure a unique puzzle
325 * Without loss of generality, let us assume the puzzle _width_
326 * is 2, so we can conveniently discuss rows without having to
327 * say `rows/columns' all the time. (The height may be 2 as
328 * well, but that doesn't matter.)
330 * In each row, there are two edges between tiles: the inner
331 * edge (running down the centre of the grid) and the outer
332 * edge (the identified left and right edges of the grid).
334 * Lemma: In any valid 2xn puzzle there must be at least one
335 * row in which _exactly one_ of the inner edge and outer edge
338 * Proof: No row can have _both_ inner and outer edges
339 * connected, because this would yield a loop. So the only
340 * other way to falsify the lemma is for every row to have
341 * _neither_ the inner nor outer edge connected. But this
342 * means there is no connection at all between the left and
343 * right columns of the puzzle, so there are two disjoint
344 * subgraphs, which is also disallowed. []
346 * Given such a row, it is always possible to make the
347 * disconnected edge connected and the connected edge
348 * disconnected without changing the state of any other edge.
349 * (This is easily seen by case analysis on the various tiles:
350 * left-pointing and right-pointing endpoints can be exchanged,
351 * likewise T-pieces, and a corner piece can select its
352 * horizontal connectivity independently of its vertical.) This
353 * yields a distinct valid solution.
355 * Thus, for _every_ row in which exactly one of the inner and
356 * outer edge is connected, there are two valid states for that
357 * row, and hence the total number of solutions of the puzzle
358 * is at least 2^(number of such rows), and in particular is at
359 * least 2 since there must be at least one such row. []
361 if (params
->unique
&& params
->wrapping
&&
362 (params
->width
== 2 || params
->height
== 2))
363 return "No wrapping puzzle with a width or height of 2 can have"
364 " a unique solution";
369 /* ----------------------------------------------------------------------
370 * Solver used to assure solution uniqueness during generation.
374 * Test cases I used while debugging all this were
376 * ./net --generate 1 13x11w#12300
377 * which expands under the non-unique grid generation rules to
378 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
379 * and has two ambiguous areas.
381 * An even better one is
382 * 13x11w#507896411361192
384 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
385 * and has an ambiguous area _and_ a situation where loop avoidance
386 * is a necessary deductive technique.
389 * 48x25w#820543338195187
391 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
392 * which has a spot (far right) where slightly more complex loop
393 * avoidance is required.
396 static int dsf_canonify(int *dsf
, int val
)
400 while (dsf
[val
] != val
)
412 static void dsf_merge(int *dsf
, int v1
, int v2
)
414 v1
= dsf_canonify(dsf
, v1
);
415 v2
= dsf_canonify(dsf
, v2
);
420 unsigned char *marked
;
426 static struct todo
*todo_new(int maxsize
)
428 struct todo
*todo
= snew(struct todo
);
429 todo
->marked
= snewn(maxsize
, unsigned char);
430 memset(todo
->marked
, 0, maxsize
);
431 todo
->buflen
= maxsize
+ 1;
432 todo
->buffer
= snewn(todo
->buflen
, int);
433 todo
->head
= todo
->tail
= 0;
437 static void todo_free(struct todo
*todo
)
444 static void todo_add(struct todo
*todo
, int index
)
446 if (todo
->marked
[index
])
447 return; /* already on the list */
448 todo
->marked
[index
] = TRUE
;
449 todo
->buffer
[todo
->tail
++] = index
;
450 if (todo
->tail
== todo
->buflen
)
454 static int todo_get(struct todo
*todo
) {
457 if (todo
->head
== todo
->tail
)
458 return -1; /* list is empty */
459 ret
= todo
->buffer
[todo
->head
++];
460 if (todo
->head
== todo
->buflen
)
462 todo
->marked
[ret
] = FALSE
;
467 static int net_solver(int w
, int h
, unsigned char *tiles
,
468 unsigned char *barriers
, int wrapping
)
470 unsigned char *tilestate
;
471 unsigned char *edgestate
;
480 * Set up the solver's data structures.
484 * tilestate stores the possible orientations of each tile.
485 * There are up to four of these, so we'll index the array in
486 * fours. tilestate[(y * w + x) * 4] and its three successive
487 * members give the possible orientations, clearing to 255 from
488 * the end as things are ruled out.
490 * In this loop we also count up the area of the grid (which is
491 * not _necessarily_ equal to w*h, because there might be one
492 * or more blank squares present. This will never happen in a
493 * grid generated _by_ this program, but it's worth keeping the
494 * solver as general as possible.)
496 tilestate
= snewn(w
* h
* 4, unsigned char);
498 for (i
= 0; i
< w
*h
; i
++) {
499 tilestate
[i
* 4] = tiles
[i
] & 0xF;
500 for (j
= 1; j
< 4; j
++) {
501 if (tilestate
[i
* 4 + j
- 1] == 255 ||
502 A(tilestate
[i
* 4 + j
- 1]) == tilestate
[i
* 4])
503 tilestate
[i
* 4 + j
] = 255;
505 tilestate
[i
* 4 + j
] = A(tilestate
[i
* 4 + j
- 1]);
512 * edgestate stores the known state of each edge. It is 0 for
513 * unknown, 1 for open (connected) and 2 for closed (not
516 * In principle we need only worry about each edge once each,
517 * but in fact it's easier to track each edge twice so that we
518 * can reference it from either side conveniently. Also I'm
519 * going to allocate _five_ bytes per tile, rather than the
520 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
521 * where d is 1,2,4,8 and they never overlap.
523 edgestate
= snewn((w
* h
- 1) * 5 + 9, unsigned char);
524 memset(edgestate
, 0, (w
* h
- 1) * 5 + 9);
527 * deadends tracks which edges have dead ends on them. It is
528 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
529 * tells you whether heading out of tile (x,y) in direction d
530 * can reach a limited amount of the grid. Values are area+1
531 * (no dead end known) or less than that (can reach _at most_
532 * this many other tiles by heading this way out of this tile).
534 deadends
= snewn((w
* h
- 1) * 5 + 9, int);
535 for (i
= 0; i
< (w
* h
- 1) * 5 + 9; i
++)
536 deadends
[i
] = area
+1;
539 * equivalence tracks which sets of tiles are known to be
540 * connected to one another, so we can avoid creating loops by
541 * linking together tiles which are already linked through
544 * This is a disjoint set forest structure: equivalence[i]
545 * contains the index of another member of the equivalence
546 * class containing i, or contains i itself for precisely one
547 * member in each such class. To find a representative member
548 * of the equivalence class containing i, you keep replacing i
549 * with equivalence[i] until it stops changing; then you go
550 * _back_ along the same path and point everything on it
551 * directly at the representative member so as to speed up
552 * future searches. Then you test equivalence between tiles by
553 * finding the representative of each tile and seeing if
554 * they're the same; and you create new equivalence (merge
555 * classes) by finding the representative of each tile and
556 * setting equivalence[one]=the_other.
558 equivalence
= snewn(w
* h
, int);
559 for (i
= 0; i
< w
*h
; i
++)
560 equivalence
[i
] = i
; /* initially all distinct */
563 * On a non-wrapping grid, we instantly know that all the edges
564 * round the edge are closed.
567 for (i
= 0; i
< w
; i
++) {
568 edgestate
[i
* 5 + 2] = edgestate
[((h
-1) * w
+ i
) * 5 + 8] = 2;
570 for (i
= 0; i
< h
; i
++) {
571 edgestate
[(i
* w
+ w
-1) * 5 + 1] = edgestate
[(i
* w
) * 5 + 4] = 2;
576 * If we have barriers available, we can mark those edges as
580 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
582 for (d
= 1; d
<= 8; d
+= d
) {
583 if (barriers
[y
*w
+x
] & d
) {
586 * In principle the barrier list should already
587 * contain each barrier from each side, but
588 * let's not take chances with our internal
591 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
592 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
593 edgestate
[(y2
*w
+x2
) * 5 + F(d
)] = 2;
600 * Since most deductions made by this solver are local (the
601 * exception is loop avoidance, where joining two tiles
602 * together on one side of the grid can theoretically permit a
603 * fresh deduction on the other), we can address the scaling
604 * problem inherent in iterating repeatedly over the entire
605 * grid by instead working with a to-do list.
607 todo
= todo_new(w
* h
);
610 * Main deductive loop.
612 done_something
= TRUE
; /* prevent instant termination! */
617 * Take a tile index off the todo list and process it.
619 index
= todo_get(todo
);
622 * If we have run out of immediate things to do, we
623 * have no choice but to scan the whole grid for
624 * longer-range things we've missed. Hence, I now add
625 * every square on the grid back on to the to-do list.
626 * I also set `done_something' to FALSE at this point;
627 * if we later come back here and find it still FALSE,
628 * we will know we've scanned the entire grid without
629 * finding anything new to do, and we can terminate.
633 for (i
= 0; i
< w
*h
; i
++)
635 done_something
= FALSE
;
637 index
= todo_get(todo
);
643 int d
, ourclass
= dsf_canonify(equivalence
, y
*w
+x
);
646 deadendmax
[1] = deadendmax
[2] = deadendmax
[4] = deadendmax
[8] = 0;
648 for (i
= j
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
650 int nnondeadends
, nondeadends
[4], deadendtotal
;
651 int nequiv
, equiv
[5];
652 int val
= tilestate
[(y
*w
+x
) * 4 + i
];
655 nnondeadends
= deadendtotal
= 0;
658 for (d
= 1; d
<= 8; d
+= d
) {
660 * Immediately rule out this orientation if it
661 * conflicts with any known edge.
663 if ((edgestate
[(y
*w
+x
) * 5 + d
] == 1 && !(val
& d
)) ||
664 (edgestate
[(y
*w
+x
) * 5 + d
] == 2 && (val
& d
)))
669 * Count up the dead-end statistics.
671 if (deadends
[(y
*w
+x
) * 5 + d
] <= area
) {
672 deadendtotal
+= deadends
[(y
*w
+x
) * 5 + d
];
674 nondeadends
[nnondeadends
++] = d
;
678 * Ensure we aren't linking to any tiles,
679 * through edges not already known to be
680 * open, which create a loop.
682 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
685 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
686 c
= dsf_canonify(equivalence
, y2
*w
+x2
);
687 for (k
= 0; k
< nequiv
; k
++)
698 if (nnondeadends
== 0) {
700 * If this orientation links together dead-ends
701 * with a total area of less than the entire
702 * grid, it is invalid.
704 * (We add 1 to deadendtotal because of the
705 * tile itself, of course; one tile linking
706 * dead ends of size 2 and 3 forms a subnetwork
707 * with a total area of 6, not 5.)
709 if (deadendtotal
> 0 && deadendtotal
+1 < area
)
711 } else if (nnondeadends
== 1) {
713 * If this orientation links together one or
714 * more dead-ends with precisely one
715 * non-dead-end, then we may have to mark that
716 * non-dead-end as a dead end going the other
717 * way. However, it depends on whether all
718 * other orientations share the same property.
721 if (deadendmax
[nondeadends
[0]] < deadendtotal
)
722 deadendmax
[nondeadends
[0]] = deadendtotal
;
725 * If this orientation links together two or
726 * more non-dead-ends, then we can rule out the
727 * possibility of putting in new dead-end
728 * markings in those directions.
731 for (k
= 0; k
< nnondeadends
; k
++)
732 deadendmax
[nondeadends
[k
]] = area
+1;
736 tilestate
[(y
*w
+x
) * 4 + j
++] = val
;
737 #ifdef SOLVER_DIAGNOSTICS
739 printf("ruling out orientation %x at %d,%d\n", val
, x
, y
);
743 assert(j
> 0); /* we can't lose _all_ possibilities! */
746 done_something
= TRUE
;
749 * We have ruled out at least one tile orientation.
750 * Make sure the rest are blanked.
753 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
757 * Now go through the tile orientations again and see
758 * if we've deduced anything new about any edges.
764 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
765 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
766 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
768 for (d
= 1; d
<= 8; d
+= d
)
769 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
771 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
774 /* This edge is open in all orientations. */
775 #ifdef SOLVER_DIAGNOSTICS
776 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
778 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
779 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
780 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
781 done_something
= TRUE
;
782 todo_add(todo
, y2
*w
+x2
);
783 } else if (!(o
& d
)) {
784 /* This edge is closed in all orientations. */
785 #ifdef SOLVER_DIAGNOSTICS
786 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
788 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
789 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
790 done_something
= TRUE
;
791 todo_add(todo
, y2
*w
+x2
);
798 * Now check the dead-end markers and see if any of
799 * them has lowered from the real ones.
801 for (d
= 1; d
<= 8; d
+= d
) {
803 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
805 if (deadendmax
[d
] > 0 &&
806 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
807 #ifdef SOLVER_DIAGNOSTICS
808 printf("setting dead end value %d,%d:%d to %d\n",
809 x2
, y2
, d2
, deadendmax
[d
]);
811 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
812 done_something
= TRUE
;
813 todo_add(todo
, y2
*w
+x2
);
821 * Mark all completely determined tiles as locked.
824 for (i
= 0; i
< w
*h
; i
++) {
825 if (tilestate
[i
* 4 + 1] == 255) {
826 assert(tilestate
[i
* 4 + 0] != 255);
827 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
835 * Free up working space.
846 /* ----------------------------------------------------------------------
847 * Randomly select a new game description.
851 * Function to randomly perturb an ambiguous section in a grid, to
852 * attempt to ensure unique solvability.
854 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
855 random_state
*rs
, int startx
, int starty
, int startd
)
857 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
858 int nperim
, perimsize
, nloop
[2], loopsize
[2];
862 * We know that the tile at (startx,starty) is part of an
863 * ambiguous section, and we also know that its neighbour in
864 * direction startd is fully specified. We begin by tracing all
865 * the way round the ambiguous area.
867 nperim
= perimsize
= 0;
872 #ifdef PERTURB_DIAGNOSTICS
873 printf("perturb %d,%d:%d\n", x
, y
, d
);
878 if (nperim
>= perimsize
) {
879 perimsize
= perimsize
* 3 / 2 + 32;
880 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
882 perimeter
[nperim
].x
= x
;
883 perimeter
[nperim
].y
= y
;
884 perimeter
[nperim
].direction
= d
;
886 #ifdef PERTURB_DIAGNOSTICS
887 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
891 * First, see if we can simply turn left from where we are
892 * and find another locked square.
895 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
896 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
897 (tiles
[y2
*w
+x2
] & LOCKED
)) {
901 * Failing that, step left into the new square and look
906 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
907 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
908 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
910 * And failing _that_, we're going to have to step
911 * forward into _that_ square and look right at the
912 * same locked square as we started with.
920 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
923 * Our technique for perturbing this ambiguous area is to
924 * search round its edge for a join we can make: that is, an
925 * edge on the perimeter which is (a) not currently connected,
926 * and (b) connecting it would not yield a full cross on either
927 * side. Then we make that join, search round the network to
928 * find the loop thus constructed, and sever the loop at a
929 * randomly selected other point.
931 perim2
= snewn(nperim
, struct xyd
);
932 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
933 /* Shuffle the perimeter, so as to search it without directional bias. */
934 for (i
= nperim
; --i
;) {
935 int j
= random_upto(rs
, i
+1);
939 perim2
[j
] = perim2
[i
];
942 for (i
= 0; i
< nperim
; i
++) {
947 d
= perim2
[i
].direction
;
949 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
950 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
951 continue; /* can't link across non-wrapping border */
952 if (tiles
[y
*w
+x
] & d
)
953 continue; /* already linked in this direction! */
954 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
955 continue; /* can't turn this tile into a cross */
956 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
957 continue; /* can't turn other tile into a cross */
960 * We've found the point at which we're going to make a new
963 #ifdef PERTURB_DIAGNOSTICS
964 printf("linking %d,%d:%d\n", x
, y
, d
);
967 tiles
[y2
*w
+x2
] |= F(d
);
973 return; /* nothing we can do! */
976 * Now we've constructed a new link, we need to find the entire
977 * loop of which it is a part.
979 * In principle, this involves doing a complete search round
980 * the network. However, I anticipate that in the vast majority
981 * of cases the loop will be quite small, so what I'm going to
982 * do is make _two_ searches round the network in parallel, one
983 * keeping its metaphorical hand on the left-hand wall while
984 * the other keeps its hand on the right. As soon as one of
985 * them gets back to its starting point, I abandon the other.
987 for (i
= 0; i
< 2; i
++) {
988 loopsize
[i
] = nloop
[i
] = 0;
992 looppos
[i
].direction
= d
;
995 for (i
= 0; i
< 2; i
++) {
1000 d
= looppos
[i
].direction
;
1002 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1005 * Add this path segment to the loop, unless it exactly
1006 * reverses the previous one on the loop in which case
1007 * we take it away again.
1009 #ifdef PERTURB_DIAGNOSTICS
1010 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
1013 loop
[i
][nloop
[i
]-1].x
== x2
&&
1014 loop
[i
][nloop
[i
]-1].y
== y2
&&
1015 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
1016 #ifdef PERTURB_DIAGNOSTICS
1017 printf("removing path segment %d,%d:%d from loop[%d]\n",
1022 if (nloop
[i
] >= loopsize
[i
]) {
1023 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
1024 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
1026 #ifdef PERTURB_DIAGNOSTICS
1027 printf("adding path segment %d,%d:%d to loop[%d]\n",
1030 loop
[i
][nloop
[i
]++] = looppos
[i
];
1033 #ifdef PERTURB_DIAGNOSTICS
1034 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
1037 for (j
= 0; j
< 4; j
++) {
1042 #ifdef PERTURB_DIAGNOSTICS
1043 printf("trying dir %d\n", d
);
1045 if (tiles
[y2
*w
+x2
] & d
) {
1048 looppos
[i
].direction
= d
;
1054 assert(nloop
[i
] > 0);
1056 if (looppos
[i
].x
== loop
[i
][0].x
&&
1057 looppos
[i
].y
== loop
[i
][0].y
&&
1058 looppos
[i
].direction
== loop
[i
][0].direction
) {
1059 #ifdef PERTURB_DIAGNOSTICS
1060 printf("loop %d finished tracking\n", i
);
1064 * Having found our loop, we now sever it at a
1065 * randomly chosen point - absolutely any will do -
1066 * which is not the one we joined it at to begin
1067 * with. Conveniently, the one we joined it at is
1068 * loop[i][0], so we just avoid that one.
1070 j
= random_upto(rs
, nloop
[i
]-1) + 1;
1073 d
= loop
[i
][j
].direction
;
1074 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1076 tiles
[y2
*w
+x2
] &= ~F(d
);
1088 * Finally, we must mark the entire disputed section as locked,
1089 * to prevent the perturb function being called on it multiple
1092 * To do this, we _sort_ the perimeter of the area. The
1093 * existing xyd_cmp function will arrange things into columns
1094 * for us, in such a way that each column has the edges in
1095 * vertical order. Then we can work down each column and fill
1096 * in all the squares between an up edge and a down edge.
1098 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1100 for (i
= 0; i
<= nperim
; i
++) {
1101 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1103 * Fill in everything from the last Up edge to the
1104 * bottom of the grid, if necessary.
1108 #ifdef PERTURB_DIAGNOSTICS
1109 printf("resolved: locking tile %d,%d\n", x
, y
);
1111 tiles
[y
* w
+ x
] |= LOCKED
;
1124 if (perimeter
[i
].direction
== U
) {
1127 } else if (perimeter
[i
].direction
== D
) {
1129 * Fill in everything from the last Up edge to here.
1131 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1132 while (y
<= perimeter
[i
].y
) {
1133 #ifdef PERTURB_DIAGNOSTICS
1134 printf("resolved: locking tile %d,%d\n", x
, y
);
1136 tiles
[y
* w
+ x
] |= LOCKED
;
1146 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1147 game_aux_info
**aux
, int interactive
)
1149 tree234
*possibilities
, *barriertree
;
1150 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1151 unsigned char *tiles
, *barriers
;
1160 tiles
= snewn(w
* h
, unsigned char);
1161 barriers
= snewn(w
* h
, unsigned char);
1165 memset(tiles
, 0, w
* h
);
1166 memset(barriers
, 0, w
* h
);
1169 * Construct the unshuffled grid.
1171 * To do this, we simply start at the centre point, repeatedly
1172 * choose a random possibility out of the available ways to
1173 * extend a used square into an unused one, and do it. After
1174 * extending the third line out of a square, we remove the
1175 * fourth from the possibilities list to avoid any full-cross
1176 * squares (which would make the game too easy because they
1177 * only have one orientation).
1179 * The slightly worrying thing is the avoidance of full-cross
1180 * squares. Can this cause our unsophisticated construction
1181 * algorithm to paint itself into a corner, by getting into a
1182 * situation where there are some unreached squares and the
1183 * only way to reach any of them is to extend a T-piece into a
1186 * Answer: no it can't, and here's a proof.
1188 * Any contiguous group of such unreachable squares must be
1189 * surrounded on _all_ sides by T-pieces pointing away from the
1190 * group. (If not, then there is a square which can be extended
1191 * into one of the `unreachable' ones, and so it wasn't
1192 * unreachable after all.) In particular, this implies that
1193 * each contiguous group of unreachable squares must be
1194 * rectangular in shape (any deviation from that yields a
1195 * non-T-piece next to an `unreachable' square).
1197 * So we have a rectangle of unreachable squares, with T-pieces
1198 * forming a solid border around the rectangle. The corners of
1199 * that border must be connected (since every tile connects all
1200 * the lines arriving in it), and therefore the border must
1201 * form a closed loop around the rectangle.
1203 * But this can't have happened in the first place, since we
1204 * _know_ we've avoided creating closed loops! Hence, no such
1205 * situation can ever arise, and the naive grid construction
1206 * algorithm will guaranteeably result in a complete grid
1207 * containing no unreached squares, no full crosses _and_ no
1210 possibilities
= newtree234(xyd_cmp_nc
);
1213 add234(possibilities
, new_xyd(cx
, cy
, R
));
1215 add234(possibilities
, new_xyd(cx
, cy
, U
));
1217 add234(possibilities
, new_xyd(cx
, cy
, L
));
1219 add234(possibilities
, new_xyd(cx
, cy
, D
));
1221 while (count234(possibilities
) > 0) {
1224 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1227 * Extract a randomly chosen possibility from the list.
1229 i
= random_upto(rs
, count234(possibilities
));
1230 xyd
= delpos234(possibilities
, i
);
1233 d1
= xyd
->direction
;
1236 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1239 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1240 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1244 * Make the connection. (We should be moving to an as yet
1247 index(params
, tiles
, x1
, y1
) |= d1
;
1248 assert(index(params
, tiles
, x2
, y2
) == 0);
1249 index(params
, tiles
, x2
, y2
) |= d2
;
1252 * If we have created a T-piece, remove its last
1255 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1256 struct xyd xyd1
, *xydp
;
1260 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1262 xydp
= find234(possibilities
, &xyd1
, NULL
);
1266 printf("T-piece; removing (%d,%d,%c)\n",
1267 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1269 del234(possibilities
, xydp
);
1275 * Remove all other possibilities that were pointing at the
1276 * tile we've just moved into.
1278 for (d
= 1; d
< 0x10; d
<<= 1) {
1280 struct xyd xyd1
, *xydp
;
1282 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1287 xyd1
.direction
= d3
;
1289 xydp
= find234(possibilities
, &xyd1
, NULL
);
1293 printf("Loop avoidance; removing (%d,%d,%c)\n",
1294 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1296 del234(possibilities
, xydp
);
1302 * Add new possibilities to the list for moving _out_ of
1303 * the tile we have just moved into.
1305 for (d
= 1; d
< 0x10; d
<<= 1) {
1309 continue; /* we've got this one already */
1311 if (!params
->wrapping
) {
1312 if (d
== U
&& y2
== 0)
1314 if (d
== D
&& y2
== h
-1)
1316 if (d
== L
&& x2
== 0)
1318 if (d
== R
&& x2
== w
-1)
1322 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1324 if (index(params
, tiles
, x3
, y3
))
1325 continue; /* this would create a loop */
1328 printf("New frontier; adding (%d,%d,%c)\n",
1329 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1331 add234(possibilities
, new_xyd(x2
, y2
, d
));
1334 /* Having done that, we should have no possibilities remaining. */
1335 assert(count234(possibilities
) == 0);
1336 freetree234(possibilities
);
1338 if (params
->unique
) {
1342 * Run the solver to check unique solubility.
1344 while (!net_solver(w
, h
, tiles
, NULL
, params
->wrapping
)) {
1348 * We expect (in most cases) that most of the grid will
1349 * be uniquely specified already, and the remaining
1350 * ambiguous sections will be small and separate. So
1351 * our strategy is to find each individual such
1352 * section, and perform a perturbation on the network
1355 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1356 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1358 if (tiles
[y
*w
+x
] & LOCKED
)
1359 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1361 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1363 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1365 if (tiles
[y
*w
+x
] & LOCKED
)
1366 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1368 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1373 * Now n counts the number of ambiguous sections we
1374 * have fiddled with. If we haven't managed to decrease
1375 * it from the last time we ran the solver, give up and
1376 * regenerate the entire grid.
1378 if (prevn
!= -1 && prevn
<= n
)
1379 goto begin_generation
; /* (sorry) */
1385 * The solver will have left a lot of LOCKED bits lying
1386 * around in the tiles array. Remove them.
1388 for (x
= 0; x
< w
*h
; x
++)
1389 tiles
[x
] &= ~LOCKED
;
1393 * Now compute a list of the possible barrier locations.
1395 barriertree
= newtree234(xyd_cmp_nc
);
1396 for (y
= 0; y
< h
; y
++) {
1397 for (x
= 0; x
< w
; x
++) {
1399 if (!(index(params
, tiles
, x
, y
) & R
) &&
1400 (params
->wrapping
|| x
< w
-1))
1401 add234(barriertree
, new_xyd(x
, y
, R
));
1402 if (!(index(params
, tiles
, x
, y
) & D
) &&
1403 (params
->wrapping
|| y
< h
-1))
1404 add234(barriertree
, new_xyd(x
, y
, D
));
1409 * Save the unshuffled grid in an aux_info.
1412 game_aux_info
*solution
;
1414 solution
= snew(game_aux_info
);
1415 solution
->width
= w
;
1416 solution
->height
= h
;
1417 solution
->tiles
= snewn(w
* h
, unsigned char);
1418 memcpy(solution
->tiles
, tiles
, w
* h
);
1424 * Now shuffle the grid.
1426 for (y
= 0; y
< h
; y
++) {
1427 for (x
= 0; x
< w
; x
++) {
1428 int orig
= index(params
, tiles
, x
, y
);
1429 int rot
= random_upto(rs
, 4);
1430 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1435 * And now choose barrier locations. (We carefully do this
1436 * _after_ shuffling, so that changing the barrier rate in the
1437 * params while keeping the random seed the same will give the
1438 * same shuffled grid and _only_ change the barrier locations.
1439 * Also the way we choose barrier locations, by repeatedly
1440 * choosing one possibility from the list until we have enough,
1441 * is designed to ensure that raising the barrier rate while
1442 * keeping the seed the same will provide a superset of the
1443 * previous barrier set - i.e. if you ask for 10 barriers, and
1444 * then decide that's still too hard and ask for 20, you'll get
1445 * the original 10 plus 10 more, rather than getting 20 new
1446 * ones and the chance of remembering your first 10.)
1448 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1449 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1451 while (nbarriers
> 0) {
1454 int x1
, y1
, d1
, x2
, y2
, d2
;
1457 * Extract a randomly chosen barrier from the list.
1459 i
= random_upto(rs
, count234(barriertree
));
1460 xyd
= delpos234(barriertree
, i
);
1462 assert(xyd
!= NULL
);
1466 d1
= xyd
->direction
;
1469 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1472 index(params
, barriers
, x1
, y1
) |= d1
;
1473 index(params
, barriers
, x2
, y2
) |= d2
;
1479 * Clean up the rest of the barrier list.
1484 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1487 freetree234(barriertree
);
1491 * Finally, encode the grid into a string game description.
1493 * My syntax is extremely simple: each square is encoded as a
1494 * hex digit in which bit 0 means a connection on the right,
1495 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1496 * encoding as used internally). Each digit is followed by
1497 * optional barrier indicators: `v' means a vertical barrier to
1498 * the right of it, and `h' means a horizontal barrier below
1501 desc
= snewn(w
* h
* 3 + 1, char);
1503 for (y
= 0; y
< h
; y
++) {
1504 for (x
= 0; x
< w
; x
++) {
1505 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1506 if ((params
->wrapping
|| x
< w
-1) &&
1507 (index(params
, barriers
, x
, y
) & R
))
1509 if ((params
->wrapping
|| y
< h
-1) &&
1510 (index(params
, barriers
, x
, y
) & D
))
1514 assert(p
- desc
<= w
*h
*3);
1523 static void game_free_aux_info(game_aux_info
*aux
)
1529 static char *validate_desc(game_params
*params
, char *desc
)
1531 int w
= params
->width
, h
= params
->height
;
1534 for (i
= 0; i
< w
*h
; i
++) {
1535 if (*desc
>= '0' && *desc
<= '9')
1537 else if (*desc
>= 'a' && *desc
<= 'f')
1539 else if (*desc
>= 'A' && *desc
<= 'F')
1542 return "Game description shorter than expected";
1544 return "Game description contained unexpected character";
1546 while (*desc
== 'h' || *desc
== 'v')
1550 return "Game description longer than expected";
1555 /* ----------------------------------------------------------------------
1556 * Construct an initial game state, given a description and parameters.
1559 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
1564 assert(params
->width
> 0 && params
->height
> 0);
1565 assert(params
->width
> 1 || params
->height
> 1);
1568 * Create a blank game state.
1570 state
= snew(game_state
);
1571 w
= state
->width
= params
->width
;
1572 h
= state
->height
= params
->height
;
1573 state
->wrapping
= params
->wrapping
;
1574 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1575 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
1576 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1577 memset(state
->tiles
, 0, state
->width
* state
->height
);
1578 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1579 memset(state
->barriers
, 0, state
->width
* state
->height
);
1582 * Parse the game description into the grid.
1584 for (y
= 0; y
< h
; y
++) {
1585 for (x
= 0; x
< w
; x
++) {
1586 if (*desc
>= '0' && *desc
<= '9')
1587 tile(state
, x
, y
) = *desc
- '0';
1588 else if (*desc
>= 'a' && *desc
<= 'f')
1589 tile(state
, x
, y
) = *desc
- 'a' + 10;
1590 else if (*desc
>= 'A' && *desc
<= 'F')
1591 tile(state
, x
, y
) = *desc
- 'A' + 10;
1594 while (*desc
== 'h' || *desc
== 'v') {
1601 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1604 barrier(state
, x
, y
) |= d1
;
1605 barrier(state
, x2
, y2
) |= d2
;
1613 * Set up border barriers if this is a non-wrapping game.
1615 if (!state
->wrapping
) {
1616 for (x
= 0; x
< state
->width
; x
++) {
1617 barrier(state
, x
, 0) |= U
;
1618 barrier(state
, x
, state
->height
-1) |= D
;
1620 for (y
= 0; y
< state
->height
; y
++) {
1621 barrier(state
, 0, y
) |= L
;
1622 barrier(state
, state
->width
-1, y
) |= R
;
1626 * We check whether this is de-facto a non-wrapping game
1627 * despite the parameters, in case we were passed the
1628 * description of a non-wrapping game. This is so that we
1629 * can change some aspects of the UI behaviour.
1631 state
->wrapping
= FALSE
;
1632 for (x
= 0; x
< state
->width
; x
++)
1633 if (!(barrier(state
, x
, 0) & U
) ||
1634 !(barrier(state
, x
, state
->height
-1) & D
))
1635 state
->wrapping
= TRUE
;
1636 for (y
= 0; y
< state
->width
; y
++)
1637 if (!(barrier(state
, 0, y
) & L
) ||
1638 !(barrier(state
, state
->width
-1, y
) & R
))
1639 state
->wrapping
= TRUE
;
1645 static game_state
*dup_game(game_state
*state
)
1649 ret
= snew(game_state
);
1650 ret
->width
= state
->width
;
1651 ret
->height
= state
->height
;
1652 ret
->wrapping
= state
->wrapping
;
1653 ret
->completed
= state
->completed
;
1654 ret
->used_solve
= state
->used_solve
;
1655 ret
->just_used_solve
= state
->just_used_solve
;
1656 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1657 ret
->last_rotate_x
= state
->last_rotate_x
;
1658 ret
->last_rotate_y
= state
->last_rotate_y
;
1659 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1660 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1661 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1662 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1667 static void free_game(game_state
*state
)
1669 sfree(state
->tiles
);
1670 sfree(state
->barriers
);
1674 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
1681 * Run the internal solver on the provided grid. This might
1682 * not yield a complete solution.
1684 ret
= dup_game(state
);
1685 net_solver(ret
->width
, ret
->height
, ret
->tiles
,
1686 ret
->barriers
, ret
->wrapping
);
1688 assert(aux
->width
== state
->width
);
1689 assert(aux
->height
== state
->height
);
1690 ret
= dup_game(state
);
1691 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
1692 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
1693 ret
->completed
= TRUE
;
1699 static char *game_text_format(game_state
*state
)
1704 /* ----------------------------------------------------------------------
1709 * Compute which squares are reachable from the centre square, as a
1710 * quick visual aid to determining how close the game is to
1711 * completion. This is also a simple way to tell if the game _is_
1712 * completed - just call this function and see whether every square
1715 static unsigned char *compute_active(game_state
*state
, int cx
, int cy
)
1717 unsigned char *active
;
1721 active
= snewn(state
->width
* state
->height
, unsigned char);
1722 memset(active
, 0, state
->width
* state
->height
);
1725 * We only store (x,y) pairs in todo, but it's easier to reuse
1726 * xyd_cmp and just store direction 0 every time.
1728 todo
= newtree234(xyd_cmp_nc
);
1729 index(state
, active
, cx
, cy
) = ACTIVE
;
1730 add234(todo
, new_xyd(cx
, cy
, 0));
1732 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1733 int x1
, y1
, d1
, x2
, y2
, d2
;
1739 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1740 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1744 * If the next tile in this direction is connected to
1745 * us, and there isn't a barrier in the way, and it
1746 * isn't already marked active, then mark it active and
1747 * add it to the to-examine list.
1749 if ((tile(state
, x1
, y1
) & d1
) &&
1750 (tile(state
, x2
, y2
) & d2
) &&
1751 !(barrier(state
, x1
, y1
) & d1
) &&
1752 !index(state
, active
, x2
, y2
)) {
1753 index(state
, active
, x2
, y2
) = ACTIVE
;
1754 add234(todo
, new_xyd(x2
, y2
, 0));
1758 /* Now we expect the todo list to have shrunk to zero size. */
1759 assert(count234(todo
) == 0);
1766 int org_x
, org_y
; /* origin */
1767 int cx
, cy
; /* source tile (game coordinates) */
1770 random_state
*rs
; /* used for jumbling */
1773 static game_ui
*new_ui(game_state
*state
)
1777 game_ui
*ui
= snew(game_ui
);
1778 ui
->org_x
= ui
->org_y
= 0;
1779 ui
->cur_x
= ui
->cx
= state
->width
/ 2;
1780 ui
->cur_y
= ui
->cy
= state
->height
/ 2;
1781 ui
->cur_visible
= FALSE
;
1782 get_random_seed(&seed
, &seedsize
);
1783 ui
->rs
= random_init(seed
, seedsize
);
1789 static void free_ui(game_ui
*ui
)
1791 random_free(ui
->rs
);
1795 /* ----------------------------------------------------------------------
1798 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1799 game_drawstate
*ds
, int x
, int y
, int button
) {
1800 game_state
*ret
, *nullret
;
1802 int shift
= button
& MOD_SHFT
, ctrl
= button
& MOD_CTRL
;
1804 button
&= ~MOD_MASK
;
1807 if (button
== LEFT_BUTTON
||
1808 button
== MIDDLE_BUTTON
||
1809 button
== RIGHT_BUTTON
) {
1811 if (ui
->cur_visible
) {
1812 ui
->cur_visible
= FALSE
;
1817 * The button must have been clicked on a valid tile.
1819 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1820 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1825 if (tx
>= state
->width
|| ty
>= state
->height
)
1827 /* Transform from physical to game coords */
1828 tx
= (tx
+ ui
->org_x
) % state
->width
;
1829 ty
= (ty
+ ui
->org_y
) % state
->height
;
1830 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1831 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1833 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
1834 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
1837 case CURSOR_UP
: dir
= U
; break;
1838 case CURSOR_DOWN
: dir
= D
; break;
1839 case CURSOR_LEFT
: dir
= L
; break;
1840 case CURSOR_RIGHT
: dir
= R
; break;
1841 default: return nullret
;
1847 if (state
->wrapping
) {
1848 OFFSET(ui
->org_x
, ui
->org_y
, ui
->org_x
, ui
->org_y
, dir
, state
);
1849 } else return nullret
; /* disallowed for non-wrapping grids */
1853 * Change source tile.
1855 OFFSET(ui
->cx
, ui
->cy
, ui
->cx
, ui
->cy
, dir
, state
);
1857 if (!shift
&& !ctrl
) {
1859 * Move keyboard cursor.
1861 OFFSET(ui
->cur_x
, ui
->cur_y
, ui
->cur_x
, ui
->cur_y
, dir
, state
);
1862 ui
->cur_visible
= TRUE
;
1864 return state
; /* UI activity has occurred */
1865 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
1866 button
== 'A' || button
== 'S' || button
== 'D') {
1869 if (button
== 'a' || button
== 'A')
1870 button
= LEFT_BUTTON
;
1871 else if (button
== 's' || button
== 'S')
1872 button
= MIDDLE_BUTTON
;
1873 else if (button
== 'd' || button
== 'D')
1874 button
= RIGHT_BUTTON
;
1875 ui
->cur_visible
= TRUE
;
1876 } else if (button
== 'j' || button
== 'J') {
1877 /* XXX should we have some mouse control for this? */
1878 button
= 'J'; /* canonify */
1879 tx
= ty
= -1; /* shut gcc up :( */
1884 * The middle button locks or unlocks a tile. (A locked tile
1885 * cannot be turned, and is visually marked as being locked.
1886 * This is a convenience for the player, so that once they are
1887 * sure which way round a tile goes, they can lock it and thus
1888 * avoid forgetting later on that they'd already done that one;
1889 * and the locking also prevents them turning the tile by
1890 * accident. If they change their mind, another middle click
1893 if (button
== MIDDLE_BUTTON
) {
1895 ret
= dup_game(state
);
1896 ret
->just_used_solve
= FALSE
;
1897 tile(ret
, tx
, ty
) ^= LOCKED
;
1898 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1901 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1904 * The left and right buttons have no effect if clicked on a
1907 if (tile(state
, tx
, ty
) & LOCKED
)
1911 * Otherwise, turn the tile one way or the other. Left button
1912 * turns anticlockwise; right button turns clockwise.
1914 ret
= dup_game(state
);
1915 ret
->just_used_solve
= FALSE
;
1916 orig
= tile(ret
, tx
, ty
);
1917 if (button
== LEFT_BUTTON
) {
1918 tile(ret
, tx
, ty
) = A(orig
);
1919 ret
->last_rotate_dir
= +1;
1921 tile(ret
, tx
, ty
) = C(orig
);
1922 ret
->last_rotate_dir
= -1;
1924 ret
->last_rotate_x
= tx
;
1925 ret
->last_rotate_y
= ty
;
1927 } else if (button
== 'J') {
1930 * Jumble all unlocked tiles to random orientations.
1933 ret
= dup_game(state
);
1934 ret
->just_used_solve
= FALSE
;
1935 for (jy
= 0; jy
< ret
->height
; jy
++) {
1936 for (jx
= 0; jx
< ret
->width
; jx
++) {
1937 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1938 int rot
= random_upto(ui
->rs
, 4);
1939 orig
= tile(ret
, jx
, jy
);
1940 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1944 ret
->last_rotate_dir
= 0; /* suppress animation */
1945 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1950 * Check whether the game has been completed.
1953 unsigned char *active
= compute_active(ret
, ui
->cx
, ui
->cy
);
1955 int complete
= TRUE
;
1957 for (x1
= 0; x1
< ret
->width
; x1
++)
1958 for (y1
= 0; y1
< ret
->height
; y1
++)
1959 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
1961 goto break_label
; /* break out of two loops at once */
1968 ret
->completed
= TRUE
;
1974 /* ----------------------------------------------------------------------
1975 * Routines for drawing the game position on the screen.
1978 struct game_drawstate
{
1982 unsigned char *visible
;
1985 static game_drawstate
*game_new_drawstate(game_state
*state
)
1987 game_drawstate
*ds
= snew(game_drawstate
);
1989 ds
->started
= FALSE
;
1990 ds
->width
= state
->width
;
1991 ds
->height
= state
->height
;
1992 ds
->org_x
= ds
->org_y
= -1;
1993 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1994 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1999 static void game_free_drawstate(game_drawstate
*ds
)
2005 static void game_size(game_params
*params
, int *x
, int *y
)
2007 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
2008 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
2011 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2015 ret
= snewn(NCOLOURS
* 3, float);
2016 *ncolours
= NCOLOURS
;
2019 * Basic background colour is whatever the front end thinks is
2020 * a sensible default.
2022 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2027 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
2028 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
2029 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
2032 * Powered wires and powered endpoints are cyan.
2034 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
2035 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
2036 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
2041 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
2042 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
2043 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
2046 * Unpowered endpoints are blue.
2048 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
2049 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
2050 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
2053 * Tile borders are a darker grey than the background.
2055 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2056 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2057 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2060 * Locked tiles are a grey in between those two.
2062 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2063 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2064 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2069 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2072 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2073 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2074 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2075 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2076 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
2079 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2082 int mx
= (x1
< x2 ? x1
: x2
);
2083 int my
= (y1
< y2 ? y1
: y2
);
2084 int dx
= (x2
+ x1
- 2*mx
+ 1);
2085 int dy
= (y2
+ y1
- 2*my
+ 1);
2087 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
2091 * draw_barrier_corner() and draw_barrier() are passed physical coords
2093 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dx
, int dy
,
2096 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2097 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2100 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2101 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2104 draw_rect_coords(fe
, bx
+x1
+dx
, by
+y1
,
2105 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2107 draw_rect_coords(fe
, bx
+x1
, by
+y1
+dy
,
2108 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2111 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2112 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2117 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
2119 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2120 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2123 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2124 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2125 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2126 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2129 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
2131 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
2136 * draw_tile() is passed physical coordinates
2138 static void draw_tile(frontend
*fe
, game_state
*state
, game_drawstate
*ds
,
2139 int x
, int y
, int tile
, int src
, float angle
, int cursor
)
2141 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2142 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2144 float cx
, cy
, ex
, ey
, tx
, ty
;
2145 int dir
, col
, phase
;
2148 * When we draw a single tile, we must draw everything up to
2149 * and including the borders around the tile. This means that
2150 * if the neighbouring tiles have connections to those borders,
2151 * we must draw those connections on the borders themselves.
2154 clip(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2157 * So. First blank the tile out completely: draw a big
2158 * rectangle in border colour, and a smaller rectangle in
2159 * background colour to fill it in.
2161 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2163 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2164 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2165 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
2168 * Draw an inset outline rectangle as a cursor, in whichever of
2169 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2173 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2174 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2175 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2176 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2177 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2178 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2179 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2180 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2181 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2182 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2183 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2184 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2188 * Set up the rotation matrix.
2190 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2191 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2192 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2193 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2198 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2199 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
2200 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2202 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2203 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2204 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2205 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2206 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2210 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2212 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2213 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2214 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2215 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2216 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2221 * Draw the box in the middle. We do this in blue if the tile
2222 * is an unpowered endpoint, in cyan if the tile is a powered
2223 * endpoint, in black if the tile is the centrepiece, and
2224 * otherwise not at all.
2229 else if (COUNT(tile
) == 1) {
2230 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
2235 points
[0] = +1; points
[1] = +1;
2236 points
[2] = +1; points
[3] = -1;
2237 points
[4] = -1; points
[5] = -1;
2238 points
[6] = -1; points
[7] = +1;
2240 for (i
= 0; i
< 8; i
+= 2) {
2241 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2242 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2243 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2244 points
[i
] = bx
+(int)(cx
+tx
);
2245 points
[i
+1] = by
+(int)(cy
+ty
);
2248 draw_polygon(fe
, points
, 4, TRUE
, col
);
2249 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
2253 * Draw the points on the border if other tiles are connected
2256 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2257 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2265 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2268 if (!(tile(state
, GX(ox
), GY(oy
)) & F(dir
)))
2271 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
2272 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
2273 lx
= dx
* (TILE_BORDER
-1);
2274 ly
= dy
* (TILE_BORDER
-1);
2278 if (angle
== 0.0 && (tile
& dir
)) {
2280 * If we are fully connected to the other tile, we must
2281 * draw right across the tile border. (We can use our
2282 * own ACTIVE state to determine what colour to do this
2283 * in: if we are fully connected to the other tile then
2284 * the two ACTIVE states will be the same.)
2286 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2287 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
2288 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2291 * The other tile extends into our border, but isn't
2292 * actually connected to us. Just draw a single black
2295 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
2300 * Draw barrier corners, and then barriers.
2302 for (phase
= 0; phase
< 2; phase
++) {
2303 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2304 int x1
, y1
, corner
= FALSE
;
2306 * If at least one barrier terminates at the corner
2307 * between dir and A(dir), draw a barrier corner.
2309 if (barrier(state
, GX(x
), GY(y
)) & (dir
| A(dir
))) {
2313 * Only count barriers terminating at this corner
2314 * if they're physically next to the corner. (That
2315 * is, if they've wrapped round from the far side
2316 * of the screen, they don't count.)
2320 if (x1
>= 0 && x1
< state
->width
&&
2321 y1
>= 0 && y1
< state
->height
&&
2322 (barrier(state
, GX(x1
), GY(y1
)) & A(dir
))) {
2327 if (x1
>= 0 && x1
< state
->width
&&
2328 y1
>= 0 && y1
< state
->height
&&
2329 (barrier(state
, GX(x1
), GY(y1
)) & dir
))
2336 * At least one barrier terminates here. Draw a
2339 draw_barrier_corner(fe
, x
, y
,
2340 X(dir
)+X(A(dir
)), Y(dir
)+Y(A(dir
)),
2345 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2346 if (barrier(state
, GX(x
), GY(y
)) & dir
)
2347 draw_barrier(fe
, x
, y
, dir
, phase
);
2352 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2355 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2356 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2358 int x
, y
, tx
, ty
, frame
, last_rotate_dir
, moved_origin
= FALSE
;
2359 unsigned char *active
;
2363 * Clear the screen, and draw the exterior barrier lines, if
2364 * this is our first call or if the origin has changed.
2366 if (!ds
->started
|| ui
->org_x
!= ds
->org_x
|| ui
->org_y
!= ds
->org_y
) {
2372 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2373 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2376 ds
->org_x
= ui
->org_x
;
2377 ds
->org_y
= ui
->org_y
;
2378 moved_origin
= TRUE
;
2380 draw_update(fe
, 0, 0,
2381 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2382 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2384 for (phase
= 0; phase
< 2; phase
++) {
2386 for (x
= 0; x
< ds
->width
; x
++) {
2387 if (x
+1 < ds
->width
) {
2388 if (barrier(state
, GX(x
), GY(0)) & R
)
2389 draw_barrier_corner(fe
, x
, -1, +1, +1, phase
);
2390 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & R
)
2391 draw_barrier_corner(fe
, x
, ds
->height
, +1, -1, phase
);
2393 if (barrier(state
, GX(x
), GY(0)) & U
) {
2394 draw_barrier_corner(fe
, x
, -1, -1, +1, phase
);
2395 draw_barrier_corner(fe
, x
, -1, +1, +1, phase
);
2396 draw_barrier(fe
, x
, -1, D
, phase
);
2398 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & D
) {
2399 draw_barrier_corner(fe
, x
, ds
->height
, -1, -1, phase
);
2400 draw_barrier_corner(fe
, x
, ds
->height
, +1, -1, phase
);
2401 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
2405 for (y
= 0; y
< ds
->height
; y
++) {
2406 if (y
+1 < ds
->height
) {
2407 if (barrier(state
, GX(0), GY(y
)) & D
)
2408 draw_barrier_corner(fe
, -1, y
, +1, +1, phase
);
2409 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & D
)
2410 draw_barrier_corner(fe
, ds
->width
, y
, -1, +1, phase
);
2412 if (barrier(state
, GX(0), GY(y
)) & L
) {
2413 draw_barrier_corner(fe
, -1, y
, +1, -1, phase
);
2414 draw_barrier_corner(fe
, -1, y
, +1, +1, phase
);
2415 draw_barrier(fe
, -1, y
, R
, phase
);
2417 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & R
) {
2418 draw_barrier_corner(fe
, ds
->width
, y
, -1, -1, phase
);
2419 draw_barrier_corner(fe
, ds
->width
, y
, -1, +1, phase
);
2420 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
2427 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2428 state
->last_rotate_dir
;
2429 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2431 * We're animating a single tile rotation. Find the turning
2434 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2435 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2436 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2443 * We're animating a completion flash. Find which frame
2446 frame
= (int)(ft
/ FLASH_FRAME
);
2450 * Draw any tile which differs from the way it was last drawn.
2452 active
= compute_active(state
, ui
->cx
, ui
->cy
);
2454 for (x
= 0; x
< ds
->width
; x
++)
2455 for (y
= 0; y
< ds
->height
; y
++) {
2456 unsigned char c
= tile(state
, GX(x
), GY(y
)) |
2457 index(state
, active
, GX(x
), GY(y
));
2458 int is_src
= GX(x
) == ui
->cx
&& GY(y
) == ui
->cy
;
2459 int is_anim
= GX(x
) == tx
&& GY(y
) == ty
;
2460 int is_cursor
= ui
->cur_visible
&&
2461 GX(x
) == ui
->cur_x
&& GY(y
) == ui
->cur_y
;
2464 * In a completion flash, we adjust the LOCKED bit
2465 * depending on our distance from the centre point and
2469 int rcx
= RX(ui
->cx
), rcy
= RY(ui
->cy
);
2470 int xdist
, ydist
, dist
;
2471 xdist
= (x
< rcx ? rcx
- x
: x
- rcx
);
2472 ydist
= (y
< rcy ? rcy
- y
: y
- rcy
);
2473 dist
= (xdist
> ydist ? xdist
: ydist
);
2475 if (frame
>= dist
&& frame
< dist
+4) {
2476 int lock
= (frame
- dist
) & 1;
2477 lock
= lock ? LOCKED
: 0;
2478 c
= (c
&~ LOCKED
) | lock
;
2483 index(state
, ds
->visible
, x
, y
) != c
||
2484 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2485 is_src
|| is_anim
|| is_cursor
) {
2486 draw_tile(fe
, state
, ds
, x
, y
, c
,
2487 is_src
, (is_anim ? angle
: 0.0F
), is_cursor
);
2488 if (is_src
|| is_anim
|| is_cursor
)
2489 index(state
, ds
->visible
, x
, y
) = 0xFF;
2491 index(state
, ds
->visible
, x
, y
) = c
;
2496 * Update the status bar.
2499 char statusbuf
[256];
2502 n
= state
->width
* state
->height
;
2503 for (i
= a
= n2
= 0; i
< n
; i
++) {
2506 if (state
->tiles
[i
] & 0xF)
2510 sprintf(statusbuf
, "%sActive: %d/%d",
2511 (state
->used_solve ?
"Auto-solved. " :
2512 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
2514 status_bar(fe
, statusbuf
);
2520 static float game_anim_length(game_state
*oldstate
,
2521 game_state
*newstate
, int dir
, game_ui
*ui
)
2523 int last_rotate_dir
;
2526 * Don't animate an auto-solve move.
2528 if ((dir
> 0 && newstate
->just_used_solve
) ||
2529 (dir
< 0 && oldstate
->just_used_solve
))
2533 * Don't animate if last_rotate_dir is zero.
2535 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2536 newstate
->last_rotate_dir
;
2537 if (last_rotate_dir
)
2543 static float game_flash_length(game_state
*oldstate
,
2544 game_state
*newstate
, int dir
, game_ui
*ui
)
2547 * If the game has just been completed, we display a completion
2550 if (!oldstate
->completed
&& newstate
->completed
&&
2551 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2553 if (size
< newstate
->width
)
2554 size
= newstate
->width
;
2555 if (size
< newstate
->height
)
2556 size
= newstate
->height
;
2557 return FLASH_FRAME
* (size
+4);
2563 static int game_wants_statusbar(void)
2568 static int game_timing_state(game_state
*state
)
2577 const struct game thegame
= {
2585 TRUE
, game_configure
, custom_params
,
2594 FALSE
, game_text_format
,
2601 game_free_drawstate
,
2605 game_wants_statusbar
,
2606 FALSE
, game_timing_state
,