Solution uniqueness for Net. Can be disabled on request (but is
[sgt/puzzles] / net.c
1 /*
2 * net.c: Net game.
3 */
4
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13 #include "tree234.h"
14
15 #define PI 3.141592653589793238462643383279502884197169399
16
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; \
22 } while (0)
23
24 /* Direction and other bitfields */
25 #define R 0x01
26 #define U 0x02
27 #define L 0x04
28 #define D 0x08
29 #define LOCKED 0x10
30 #define ACTIVE 0x20
31 /* Corner flags go in the barriers array */
32 #define RU 0x10
33 #define UL 0x20
34 #define LD 0x40
35 #define DR 0x80
36
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) )
44
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 )
48
49 /* Bit count */
50 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
51 (((x) & 0x02) >> 1) + ((x) & 0x01) )
52
53 #define TILE_SIZE 32
54 #define TILE_BORDER 1
55 #define WINDOW_OFFSET 16
56
57 #define ROTATE_TIME 0.13F
58 #define FLASH_FRAME 0.07F
59
60 enum {
61 COL_BACKGROUND,
62 COL_LOCKED,
63 COL_BORDER,
64 COL_WIRE,
65 COL_ENDPOINT,
66 COL_POWERED,
67 COL_BARRIER,
68 NCOLOURS
69 };
70
71 struct game_params {
72 int width;
73 int height;
74 int wrapping;
75 int unique;
76 float barrier_probability;
77 };
78
79 struct game_aux_info {
80 int width, height;
81 unsigned char *tiles;
82 };
83
84 struct game_state {
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;
88 unsigned char *tiles;
89 unsigned char *barriers;
90 };
91
92 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
93 ( (x2) = ((x1) + width + X((dir))) % width, \
94 (y2) = ((y1) + height + Y((dir))) % height)
95
96 #define OFFSET(x2,y2,x1,y1,dir,state) \
97 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
98
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)
102
103 struct xyd {
104 int x, y, direction;
105 };
106
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;
110 if (a->x < b->x)
111 return -1;
112 if (a->x > b->x)
113 return +1;
114 if (a->y < b->y)
115 return -1;
116 if (a->y > b->y)
117 return +1;
118 if (a->direction < b->direction)
119 return -1;
120 if (a->direction > b->direction)
121 return +1;
122 return 0;
123 };
124
125 static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); }
126
127 static struct xyd *new_xyd(int x, int y, int direction)
128 {
129 struct xyd *xyd = snew(struct xyd);
130 xyd->x = x;
131 xyd->y = y;
132 xyd->direction = direction;
133 return xyd;
134 }
135
136 /* ----------------------------------------------------------------------
137 * Manage game parameters.
138 */
139 static game_params *default_params(void)
140 {
141 game_params *ret = snew(game_params);
142
143 ret->width = 5;
144 ret->height = 5;
145 ret->wrapping = FALSE;
146 ret->unique = TRUE;
147 ret->barrier_probability = 0.0;
148
149 return ret;
150 }
151
152 static int game_fetch_preset(int i, char **name, game_params **params)
153 {
154 game_params *ret;
155 char str[80];
156 static const struct { int x, y, wrap; } values[] = {
157 {5, 5, FALSE},
158 {7, 7, FALSE},
159 {9, 9, FALSE},
160 {11, 11, FALSE},
161 {13, 11, FALSE},
162 {5, 5, TRUE},
163 {7, 7, TRUE},
164 {9, 9, TRUE},
165 {11, 11, TRUE},
166 {13, 11, TRUE},
167 };
168
169 if (i < 0 || i >= lenof(values))
170 return FALSE;
171
172 ret = snew(game_params);
173 ret->width = values[i].x;
174 ret->height = values[i].y;
175 ret->wrapping = values[i].wrap;
176 ret->unique = TRUE;
177 ret->barrier_probability = 0.0;
178
179 sprintf(str, "%dx%d%s", ret->width, ret->height,
180 ret->wrapping ? " wrapping" : "");
181
182 *name = dupstr(str);
183 *params = ret;
184 return TRUE;
185 }
186
187 static void free_params(game_params *params)
188 {
189 sfree(params);
190 }
191
192 static game_params *dup_params(game_params *params)
193 {
194 game_params *ret = snew(game_params);
195 *ret = *params; /* structure copy */
196 return ret;
197 }
198
199 static void decode_params(game_params *ret, char const *string)
200 {
201 char const *p = string;
202
203 ret->width = atoi(p);
204 while (*p && isdigit(*p)) p++;
205 if (*p == 'x') {
206 p++;
207 ret->height = atoi(p);
208 while (*p && isdigit(*p)) p++;
209 } else {
210 ret->height = ret->width;
211 }
212
213 while (*p) {
214 if (*p == 'w') {
215 p++;
216 ret->wrapping = TRUE;
217 } else if (*p == 'b') {
218 p++;
219 ret->barrier_probability = atof(p);
220 while (*p && isdigit(*p)) p++;
221 } else if (*p == 'a') {
222 p++;
223 ret->unique = FALSE;
224 }
225 }
226 }
227
228 static char *encode_params(game_params *params, int full)
229 {
230 char ret[400];
231 int len;
232
233 len = sprintf(ret, "%dx%d", params->width, params->height);
234 if (params->wrapping)
235 ret[len++] = 'w';
236 if (full && params->barrier_probability)
237 len += sprintf(ret+len, "b%g", params->barrier_probability);
238 if (!params->unique)
239 ret[len++] = 'a';
240 assert(len < lenof(ret));
241 ret[len] = '\0';
242
243 return dupstr(ret);
244 }
245
246 static config_item *game_configure(game_params *params)
247 {
248 config_item *ret;
249 char buf[80];
250
251 ret = snewn(6, config_item);
252
253 ret[0].name = "Width";
254 ret[0].type = C_STRING;
255 sprintf(buf, "%d", params->width);
256 ret[0].sval = dupstr(buf);
257 ret[0].ival = 0;
258
259 ret[1].name = "Height";
260 ret[1].type = C_STRING;
261 sprintf(buf, "%d", params->height);
262 ret[1].sval = dupstr(buf);
263 ret[1].ival = 0;
264
265 ret[2].name = "Walls wrap around";
266 ret[2].type = C_BOOLEAN;
267 ret[2].sval = NULL;
268 ret[2].ival = params->wrapping;
269
270 ret[3].name = "Barrier probability";
271 ret[3].type = C_STRING;
272 sprintf(buf, "%g", params->barrier_probability);
273 ret[3].sval = dupstr(buf);
274 ret[3].ival = 0;
275
276 ret[4].name = "Ensure unique solution";
277 ret[4].type = C_BOOLEAN;
278 ret[4].sval = NULL;
279 ret[4].ival = params->unique;
280
281 ret[5].name = NULL;
282 ret[5].type = C_END;
283 ret[5].sval = NULL;
284 ret[5].ival = 0;
285
286 return ret;
287 }
288
289 static game_params *custom_params(config_item *cfg)
290 {
291 game_params *ret = snew(game_params);
292
293 ret->width = atoi(cfg[0].sval);
294 ret->height = atoi(cfg[1].sval);
295 ret->wrapping = cfg[2].ival;
296 ret->barrier_probability = (float)atof(cfg[3].sval);
297 ret->unique = cfg[4].ival;
298
299 return ret;
300 }
301
302 static char *validate_params(game_params *params)
303 {
304 if (params->width <= 0 && params->height <= 0)
305 return "Width and height must both be greater than zero";
306 if (params->width <= 0)
307 return "Width must be greater than zero";
308 if (params->height <= 0)
309 return "Height must be greater than zero";
310 if (params->width <= 1 && params->height <= 1)
311 return "At least one of width and height must be greater than one";
312 if (params->barrier_probability < 0)
313 return "Barrier probability may not be negative";
314 if (params->barrier_probability > 1)
315 return "Barrier probability may not be greater than 1";
316 return NULL;
317 }
318
319 /* ----------------------------------------------------------------------
320 * Solver used to assure solution uniqueness during generation.
321 */
322
323 /*
324 * Test cases I used while debugging all this were
325 *
326 * ./net --generate 1 13x11w#12300
327 * which expands under the non-unique grid generation rules to
328 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
329 * and has two ambiguous areas.
330 *
331 * An even better one is
332 * 13x11w#507896411361192
333 * which expands to
334 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
335 * and has an ambiguous area _and_ a situation where loop avoidance
336 * is a necessary deductive technique.
337 *
338 * Then there's
339 * 48x25w#820543338195187
340 * becoming
341 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
342 * which has a spot (far right) where slightly more complex loop
343 * avoidance is required.
344 */
345
346 static int dsf_canonify(int *dsf, int val)
347 {
348 int v2 = val;
349
350 while (dsf[val] != val)
351 val = dsf[val];
352
353 while (v2 != val) {
354 int tmp = dsf[v2];
355 dsf[v2] = val;
356 v2 = tmp;
357 }
358
359 return val;
360 }
361
362 static void dsf_merge(int *dsf, int v1, int v2)
363 {
364 v1 = dsf_canonify(dsf, v1);
365 v2 = dsf_canonify(dsf, v2);
366 dsf[v2] = v1;
367 }
368
369 struct todo {
370 unsigned char *marked;
371 int *buffer;
372 int buflen;
373 int head, tail;
374 };
375
376 static struct todo *todo_new(int maxsize)
377 {
378 struct todo *todo = snew(struct todo);
379 todo->marked = snewn(maxsize, unsigned char);
380 memset(todo->marked, 0, maxsize);
381 todo->buflen = maxsize + 1;
382 todo->buffer = snewn(todo->buflen, int);
383 todo->head = todo->tail = 0;
384 return todo;
385 }
386
387 static void todo_free(struct todo *todo)
388 {
389 sfree(todo->marked);
390 sfree(todo->buffer);
391 sfree(todo);
392 }
393
394 static void todo_add(struct todo *todo, int index)
395 {
396 if (todo->marked[index])
397 return; /* already on the list */
398 todo->marked[index] = TRUE;
399 todo->buffer[todo->tail++] = index;
400 if (todo->tail == todo->buflen)
401 todo->tail = 0;
402 }
403
404 static int todo_get(struct todo *todo) {
405 int ret;
406
407 if (todo->head == todo->tail)
408 return -1; /* list is empty */
409 ret = todo->buffer[todo->head++];
410 if (todo->head == todo->buflen)
411 todo->head = 0;
412 todo->marked[ret] = FALSE;
413
414 return ret;
415 }
416
417 static int net_solver(int w, int h, unsigned char *tiles, int wrapping)
418 {
419 unsigned char *tilestate;
420 unsigned char *edgestate;
421 int *deadends;
422 int *equivalence;
423 struct todo *todo;
424 int i, j, x, y;
425 int area;
426 int done_something;
427
428 /*
429 * Set up the solver's data structures.
430 */
431
432 /*
433 * tilestate stores the possible orientations of each tile.
434 * There are up to four of these, so we'll index the array in
435 * fours. tilestate[(y * w + x) * 4] and its three successive
436 * members give the possible orientations, clearing to 255 from
437 * the end as things are ruled out.
438 *
439 * In this loop we also count up the area of the grid (which is
440 * not _necessarily_ equal to w*h, because there might be one
441 * or more blank squares present. This will never happen in a
442 * grid generated _by_ this program, but it's worth keeping the
443 * solver as general as possible.)
444 */
445 tilestate = snewn(w * h * 4, unsigned char);
446 area = 0;
447 for (i = 0; i < w*h; i++) {
448 tilestate[i * 4] = tiles[i] & 0xF;
449 for (j = 1; j < 4; j++) {
450 if (tilestate[i * 4 + j - 1] == 255 ||
451 A(tilestate[i * 4 + j - 1]) == tilestate[i * 4])
452 tilestate[i * 4 + j] = 255;
453 else
454 tilestate[i * 4 + j] = A(tilestate[i * 4 + j - 1]);
455 }
456 if (tiles[i] != 0)
457 area++;
458 }
459
460 /*
461 * edgestate stores the known state of each edge. It is 0 for
462 * unknown, 1 for open (connected) and 2 for closed (not
463 * connected).
464 *
465 * In principle we need only worry about each edge once each,
466 * but in fact it's easier to track each edge twice so that we
467 * can reference it from either side conveniently. Also I'm
468 * going to allocate _five_ bytes per tile, rather than the
469 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
470 * where d is 1,2,4,8 and they never overlap.
471 */
472 edgestate = snewn((w * h - 1) * 5 + 9, unsigned char);
473 memset(edgestate, 0, (w * h - 1) * 5 + 9);
474
475 /*
476 * deadends tracks which edges have dead ends on them. It is
477 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
478 * tells you whether heading out of tile (x,y) in direction d
479 * can reach a limited amount of the grid. Values are area+1
480 * (no dead end known) or less than that (can reach _at most_
481 * this many other tiles by heading this way out of this tile).
482 */
483 deadends = snewn((w * h - 1) * 5 + 9, int);
484 for (i = 0; i < (w * h - 1) * 5 + 9; i++)
485 deadends[i] = area+1;
486
487 /*
488 * equivalence tracks which sets of tiles are known to be
489 * connected to one another, so we can avoid creating loops by
490 * linking together tiles which are already linked through
491 * another route.
492 *
493 * This is a disjoint set forest structure: equivalence[i]
494 * contains the index of another member of the equivalence
495 * class containing i, or contains i itself for precisely one
496 * member in each such class. To find a representative member
497 * of the equivalence class containing i, you keep replacing i
498 * with equivalence[i] until it stops changing; then you go
499 * _back_ along the same path and point everything on it
500 * directly at the representative member so as to speed up
501 * future searches. Then you test equivalence between tiles by
502 * finding the representative of each tile and seeing if
503 * they're the same; and you create new equivalence (merge
504 * classes) by finding the representative of each tile and
505 * setting equivalence[one]=the_other.
506 */
507 equivalence = snewn(w * h, int);
508 for (i = 0; i < w*h; i++)
509 equivalence[i] = i; /* initially all distinct */
510
511 /*
512 * On a non-wrapping grid, we instantly know that all the edges
513 * round the edge are closed.
514 */
515 if (!wrapping) {
516 for (i = 0; i < w; i++) {
517 edgestate[i * 5 + 2] = edgestate[((h-1) * w + i) * 5 + 8] = 2;
518 }
519 for (i = 0; i < h; i++) {
520 edgestate[(i * w + w-1) * 5 + 1] = edgestate[(i * w) * 5 + 4] = 2;
521 }
522 }
523
524 /*
525 * Since most deductions made by this solver are local (the
526 * exception is loop avoidance, where joining two tiles
527 * together on one side of the grid can theoretically permit a
528 * fresh deduction on the other), we can address the scaling
529 * problem inherent in iterating repeatedly over the entire
530 * grid by instead working with a to-do list.
531 */
532 todo = todo_new(w * h);
533
534 /*
535 * Main deductive loop.
536 */
537 done_something = TRUE; /* prevent instant termination! */
538 while (1) {
539 int index;
540
541 /*
542 * Take a tile index off the todo list and process it.
543 */
544 index = todo_get(todo);
545 if (index == -1) {
546 /*
547 * If we have run out of immediate things to do, we
548 * have no choice but to scan the whole grid for
549 * longer-range things we've missed. Hence, I now add
550 * every square on the grid back on to the to-do list.
551 * I also set `done_something' to FALSE at this point;
552 * if we later come back here and find it still FALSE,
553 * we will know we've scanned the entire grid without
554 * finding anything new to do, and we can terminate.
555 */
556 if (!done_something)
557 break;
558 for (i = 0; i < w*h; i++)
559 todo_add(todo, i);
560 done_something = FALSE;
561
562 index = todo_get(todo);
563 }
564
565 y = index / w;
566 x = index % w;
567 {
568 int d, ourclass = dsf_canonify(equivalence, y*w+x);
569 int deadendmax[9];
570
571 deadendmax[1] = deadendmax[2] = deadendmax[4] = deadendmax[8] = 0;
572
573 for (i = j = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) {
574 int valid;
575 int nnondeadends, nondeadends[4], deadendtotal;
576 int nequiv, equiv[5];
577 int val = tilestate[(y*w+x) * 4 + i];
578
579 valid = TRUE;
580 nnondeadends = deadendtotal = 0;
581 equiv[0] = ourclass;
582 nequiv = 1;
583 for (d = 1; d <= 8; d += d) {
584 /*
585 * Immediately rule out this orientation if it
586 * conflicts with any known edge.
587 */
588 if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) ||
589 (edgestate[(y*w+x) * 5 + d] == 2 && (val & d)))
590 valid = FALSE;
591
592 if (val & d) {
593 /*
594 * Count up the dead-end statistics.
595 */
596 if (deadends[(y*w+x) * 5 + d] <= area) {
597 deadendtotal += deadends[(y*w+x) * 5 + d];
598 } else {
599 nondeadends[nnondeadends++] = d;
600 }
601
602 /*
603 * Ensure we aren't linking to any tiles,
604 * through edges not already known to be
605 * open, which create a loop.
606 */
607 if (edgestate[(y*w+x) * 5 + d] == 0) {
608 int c, k, x2, y2;
609
610 OFFSETWH(x2, y2, x, y, d, w, h);
611 c = dsf_canonify(equivalence, y2*w+x2);
612 for (k = 0; k < nequiv; k++)
613 if (c == equiv[k])
614 break;
615 if (k == nequiv)
616 equiv[nequiv++] = c;
617 else
618 valid = FALSE;
619 }
620 }
621 }
622
623 if (nnondeadends == 0) {
624 /*
625 * If this orientation links together dead-ends
626 * with a total area of less than the entire
627 * grid, it is invalid.
628 *
629 * (We add 1 to deadendtotal because of the
630 * tile itself, of course; one tile linking
631 * dead ends of size 2 and 3 forms a subnetwork
632 * with a total area of 6, not 5.)
633 */
634 if (deadendtotal+1 < area)
635 valid = FALSE;
636 } else if (nnondeadends == 1) {
637 /*
638 * If this orientation links together one or
639 * more dead-ends with precisely one
640 * non-dead-end, then we may have to mark that
641 * non-dead-end as a dead end going the other
642 * way. However, it depends on whether all
643 * other orientations share the same property.
644 */
645 deadendtotal++;
646 if (deadendmax[nondeadends[0]] < deadendtotal)
647 deadendmax[nondeadends[0]] = deadendtotal;
648 } else {
649 /*
650 * If this orientation links together two or
651 * more non-dead-ends, then we can rule out the
652 * possibility of putting in new dead-end
653 * markings in those directions.
654 */
655 int k;
656 for (k = 0; k < nnondeadends; k++)
657 deadendmax[nondeadends[k]] = area+1;
658 }
659
660 if (valid)
661 tilestate[(y*w+x) * 4 + j++] = val;
662 #ifdef SOLVER_DIAGNOSTICS
663 else
664 printf("ruling out orientation %x at %d,%d\n", val, x, y);
665 #endif
666 }
667
668 assert(j > 0); /* we can't lose _all_ possibilities! */
669
670 if (j < i) {
671 int a, o;
672 done_something = TRUE;
673
674 /*
675 * We have ruled out at least one tile orientation.
676 * Make sure the rest are blanked.
677 */
678 while (j < 4)
679 tilestate[(y*w+x) * 4 + j++] = 255;
680
681 /*
682 * Now go through them again and see if we've
683 * deduced anything new about any edges.
684 */
685 a = 0xF; o = 0;
686 for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) {
687 a &= tilestate[(y*w+x) * 4 + i];
688 o |= tilestate[(y*w+x) * 4 + i];
689 }
690 for (d = 1; d <= 8; d += d)
691 if (edgestate[(y*w+x) * 5 + d] == 0) {
692 int x2, y2, d2;
693 OFFSETWH(x2, y2, x, y, d, w, h);
694 d2 = F(d);
695 if (a & d) {
696 /* This edge is open in all orientations. */
697 #ifdef SOLVER_DIAGNOSTICS
698 printf("marking edge %d,%d:%d open\n", x, y, d);
699 #endif
700 edgestate[(y*w+x) * 5 + d] = 1;
701 edgestate[(y2*w+x2) * 5 + d2] = 1;
702 dsf_merge(equivalence, y*w+x, y2*w+x2);
703 done_something = TRUE;
704 todo_add(todo, y2*w+x2);
705 } else if (!(o & d)) {
706 /* This edge is closed in all orientations. */
707 #ifdef SOLVER_DIAGNOSTICS
708 printf("marking edge %d,%d:%d closed\n", x, y, d);
709 #endif
710 edgestate[(y*w+x) * 5 + d] = 2;
711 edgestate[(y2*w+x2) * 5 + d2] = 2;
712 done_something = TRUE;
713 todo_add(todo, y2*w+x2);
714 }
715 }
716
717 }
718
719 /*
720 * Now check the dead-end markers and see if any of
721 * them has lowered from the real ones.
722 */
723 for (d = 1; d <= 8; d += d) {
724 int x2, y2, d2;
725 OFFSETWH(x2, y2, x, y, d, w, h);
726 d2 = F(d);
727 if (deadendmax[d] > 0 &&
728 deadends[(y2*w+x2) * 5 + d2] > deadendmax[d]) {
729 #ifdef SOLVER_DIAGNOSTICS
730 printf("setting dead end value %d,%d:%d to %d\n",
731 x2, y2, d2, deadendmax[d]);
732 #endif
733 deadends[(y2*w+x2) * 5 + d2] = deadendmax[d];
734 done_something = TRUE;
735 todo_add(todo, y2*w+x2);
736 }
737 }
738
739 }
740 }
741
742 /*
743 * Mark all completely determined tiles as locked.
744 */
745 j = TRUE;
746 for (i = 0; i < w*h; i++) {
747 if (tilestate[i * 4 + 1] == 255) {
748 assert(tilestate[i * 4 + 0] != 255);
749 tiles[i] = tilestate[i * 4] | LOCKED;
750 } else {
751 tiles[i] &= ~LOCKED;
752 j = FALSE;
753 }
754 }
755
756 /*
757 * Free up working space.
758 */
759 todo_free(todo);
760 sfree(tilestate);
761 sfree(edgestate);
762 sfree(deadends);
763 sfree(equivalence);
764
765 return j;
766 }
767
768 /* ----------------------------------------------------------------------
769 * Randomly select a new game description.
770 */
771
772 /*
773 * Function to randomly perturb an ambiguous section in a grid, to
774 * attempt to ensure unique solvability.
775 */
776 static void perturb(int w, int h, unsigned char *tiles, int wrapping,
777 random_state *rs, int startx, int starty, int startd)
778 {
779 struct xyd *perimeter, *perim2, *loop[2], looppos[2];
780 int nperim, perimsize, nloop[2], loopsize[2];
781 int x, y, d, i;
782
783 /*
784 * We know that the tile at (startx,starty) is part of an
785 * ambiguous section, and we also know that its neighbour in
786 * direction startd is fully specified. We begin by tracing all
787 * the way round the ambiguous area.
788 */
789 nperim = perimsize = 0;
790 perimeter = NULL;
791 x = startx;
792 y = starty;
793 d = startd;
794 #ifdef PERTURB_DIAGNOSTICS
795 printf("perturb %d,%d:%d\n", x, y, d);
796 #endif
797 do {
798 int x2, y2, d2;
799
800 if (nperim >= perimsize) {
801 perimsize = perimsize * 3 / 2 + 32;
802 perimeter = sresize(perimeter, perimsize, struct xyd);
803 }
804 perimeter[nperim].x = x;
805 perimeter[nperim].y = y;
806 perimeter[nperim].direction = d;
807 nperim++;
808 #ifdef PERTURB_DIAGNOSTICS
809 printf("perimeter: %d,%d:%d\n", x, y, d);
810 #endif
811
812 /*
813 * First, see if we can simply turn left from where we are
814 * and find another locked square.
815 */
816 d2 = A(d);
817 OFFSETWH(x2, y2, x, y, d2, w, h);
818 if ((!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) ||
819 (tiles[y2*w+x2] & LOCKED)) {
820 d = d2;
821 } else {
822 /*
823 * Failing that, step left into the new square and look
824 * in front of us.
825 */
826 x = x2;
827 y = y2;
828 OFFSETWH(x2, y2, x, y, d, w, h);
829 if ((wrapping || (abs(x2-x) <= 1 && abs(y2-y) <= 1)) &&
830 !(tiles[y2*w+x2] & LOCKED)) {
831 /*
832 * And failing _that_, we're going to have to step
833 * forward into _that_ square and look right at the
834 * same locked square as we started with.
835 */
836 x = x2;
837 y = y2;
838 d = C(d);
839 }
840 }
841
842 } while (x != startx || y != starty || d != startd);
843
844 /*
845 * Our technique for perturbing this ambiguous area is to
846 * search round its edge for a join we can make: that is, an
847 * edge on the perimeter which is (a) not currently connected,
848 * and (b) connecting it would not yield a full cross on either
849 * side. Then we make that join, search round the network to
850 * find the loop thus constructed, and sever the loop at a
851 * randomly selected other point.
852 */
853 perim2 = snewn(nperim, struct xyd);
854 memcpy(perim2, perimeter, nperim * sizeof(struct xyd));
855 /* Shuffle the perimeter, so as to search it without directional bias. */
856 for (i = nperim; --i ;) {
857 int j = random_upto(rs, i+1);
858 struct xyd t;
859
860 t = perim2[j];
861 perim2[j] = perim2[i];
862 perim2[i] = t;
863 }
864 for (i = 0; i < nperim; i++) {
865 int x2, y2;
866
867 x = perim2[i].x;
868 y = perim2[i].y;
869 d = perim2[i].direction;
870
871 OFFSETWH(x2, y2, x, y, d, w, h);
872 if (!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1))
873 continue; /* can't link across non-wrapping border */
874 if (tiles[y*w+x] & d)
875 continue; /* already linked in this direction! */
876 if (((tiles[y*w+x] | d) & 15) == 15)
877 continue; /* can't turn this tile into a cross */
878 if (((tiles[y2*w+x2] | F(d)) & 15) == 15)
879 continue; /* can't turn other tile into a cross */
880
881 /*
882 * We've found the point at which we're going to make a new
883 * link.
884 */
885 #ifdef PERTURB_DIAGNOSTICS
886 printf("linking %d,%d:%d\n", x, y, d);
887 #endif
888 tiles[y*w+x] |= d;
889 tiles[y2*w+x2] |= F(d);
890
891 break;
892 }
893
894 if (i == nperim)
895 return; /* nothing we can do! */
896
897 /*
898 * Now we've constructed a new link, we need to find the entire
899 * loop of which it is a part.
900 *
901 * In principle, this involves doing a complete search round
902 * the network. However, I anticipate that in the vast majority
903 * of cases the loop will be quite small, so what I'm going to
904 * do is make _two_ searches round the network in parallel, one
905 * keeping its metaphorical hand on the left-hand wall while
906 * the other keeps its hand on the right. As soon as one of
907 * them gets back to its starting point, I abandon the other.
908 */
909 for (i = 0; i < 2; i++) {
910 loopsize[i] = nloop[i] = 0;
911 loop[i] = NULL;
912 looppos[i].x = x;
913 looppos[i].y = y;
914 looppos[i].direction = d;
915 }
916 while (1) {
917 for (i = 0; i < 2; i++) {
918 int x2, y2, j;
919
920 x = looppos[i].x;
921 y = looppos[i].y;
922 d = looppos[i].direction;
923
924 OFFSETWH(x2, y2, x, y, d, w, h);
925
926 /*
927 * Add this path segment to the loop, unless it exactly
928 * reverses the previous one on the loop in which case
929 * we take it away again.
930 */
931 #ifdef PERTURB_DIAGNOSTICS
932 printf("looppos[%d] = %d,%d:%d\n", i, x, y, d);
933 #endif
934 if (nloop[i] > 0 &&
935 loop[i][nloop[i]-1].x == x2 &&
936 loop[i][nloop[i]-1].y == y2 &&
937 loop[i][nloop[i]-1].direction == F(d)) {
938 #ifdef PERTURB_DIAGNOSTICS
939 printf("removing path segment %d,%d:%d from loop[%d]\n",
940 x2, y2, F(d), i);
941 #endif
942 nloop[i]--;
943 } else {
944 if (nloop[i] >= loopsize[i]) {
945 loopsize[i] = loopsize[i] * 3 / 2 + 32;
946 loop[i] = sresize(loop[i], loopsize[i], struct xyd);
947 }
948 #ifdef PERTURB_DIAGNOSTICS
949 printf("adding path segment %d,%d:%d to loop[%d]\n",
950 x, y, d, i);
951 #endif
952 loop[i][nloop[i]++] = looppos[i];
953 }
954
955 #ifdef PERTURB_DIAGNOSTICS
956 printf("tile at new location is %x\n", tiles[y2*w+x2] & 0xF);
957 #endif
958 d = F(d);
959 for (j = 0; j < 4; j++) {
960 if (i == 0)
961 d = A(d);
962 else
963 d = C(d);
964 #ifdef PERTURB_DIAGNOSTICS
965 printf("trying dir %d\n", d);
966 #endif
967 if (tiles[y2*w+x2] & d) {
968 looppos[i].x = x2;
969 looppos[i].y = y2;
970 looppos[i].direction = d;
971 break;
972 }
973 }
974
975 assert(j < 4);
976 assert(nloop[i] > 0);
977
978 if (looppos[i].x == loop[i][0].x &&
979 looppos[i].y == loop[i][0].y &&
980 looppos[i].direction == loop[i][0].direction) {
981 #ifdef PERTURB_DIAGNOSTICS
982 printf("loop %d finished tracking\n", i);
983 #endif
984
985 /*
986 * Having found our loop, we now sever it at a
987 * randomly chosen point - absolutely any will do -
988 * which is not the one we joined it at to begin
989 * with. Conveniently, the one we joined it at is
990 * loop[i][0], so we just avoid that one.
991 */
992 j = random_upto(rs, nloop[i]-1) + 1;
993 x = loop[i][j].x;
994 y = loop[i][j].y;
995 d = loop[i][j].direction;
996 OFFSETWH(x2, y2, x, y, d, w, h);
997 tiles[y*w+x] &= ~d;
998 tiles[y2*w+x2] &= ~F(d);
999
1000 break;
1001 }
1002 }
1003 if (i < 2)
1004 break;
1005 }
1006 sfree(loop[0]);
1007 sfree(loop[1]);
1008
1009 /*
1010 * Finally, we must mark the entire disputed section as locked,
1011 * to prevent the perturb function being called on it multiple
1012 * times.
1013 *
1014 * To do this, we _sort_ the perimeter of the area. The
1015 * existing xyd_cmp function will arrange things into columns
1016 * for us, in such a way that each column has the edges in
1017 * vertical order. Then we can work down each column and fill
1018 * in all the squares between an up edge and a down edge.
1019 */
1020 qsort(perimeter, nperim, sizeof(struct xyd), xyd_cmp);
1021 x = y = -1;
1022 for (i = 0; i <= nperim; i++) {
1023 if (i == nperim || perimeter[i].x > x) {
1024 /*
1025 * Fill in everything from the last Up edge to the
1026 * bottom of the grid, if necessary.
1027 */
1028 if (x != -1) {
1029 while (y < h) {
1030 #ifdef PERTURB_DIAGNOSTICS
1031 printf("resolved: locking tile %d,%d\n", x, y);
1032 #endif
1033 tiles[y * w + x] |= LOCKED;
1034 y++;
1035 }
1036 x = y = -1;
1037 }
1038
1039 if (i == nperim)
1040 break;
1041
1042 x = perimeter[i].x;
1043 y = 0;
1044 }
1045
1046 if (perimeter[i].direction == U) {
1047 x = perimeter[i].x;
1048 y = perimeter[i].y;
1049 } else if (perimeter[i].direction == D) {
1050 /*
1051 * Fill in everything from the last Up edge to here.
1052 */
1053 assert(x == perimeter[i].x && y <= perimeter[i].y);
1054 while (y <= perimeter[i].y) {
1055 #ifdef PERTURB_DIAGNOSTICS
1056 printf("resolved: locking tile %d,%d\n", x, y);
1057 #endif
1058 tiles[y * w + x] |= LOCKED;
1059 y++;
1060 }
1061 x = y = -1;
1062 }
1063 }
1064
1065 sfree(perimeter);
1066 }
1067
1068 static char *new_game_desc(game_params *params, random_state *rs,
1069 game_aux_info **aux)
1070 {
1071 tree234 *possibilities, *barriertree;
1072 int w, h, x, y, cx, cy, nbarriers;
1073 unsigned char *tiles, *barriers;
1074 char *desc, *p;
1075
1076 w = params->width;
1077 h = params->height;
1078
1079 cx = w / 2;
1080 cy = h / 2;
1081
1082 tiles = snewn(w * h, unsigned char);
1083 barriers = snewn(w * h, unsigned char);
1084
1085 begin_generation:
1086
1087 memset(tiles, 0, w * h);
1088 memset(barriers, 0, w * h);
1089
1090 /*
1091 * Construct the unshuffled grid.
1092 *
1093 * To do this, we simply start at the centre point, repeatedly
1094 * choose a random possibility out of the available ways to
1095 * extend a used square into an unused one, and do it. After
1096 * extending the third line out of a square, we remove the
1097 * fourth from the possibilities list to avoid any full-cross
1098 * squares (which would make the game too easy because they
1099 * only have one orientation).
1100 *
1101 * The slightly worrying thing is the avoidance of full-cross
1102 * squares. Can this cause our unsophisticated construction
1103 * algorithm to paint itself into a corner, by getting into a
1104 * situation where there are some unreached squares and the
1105 * only way to reach any of them is to extend a T-piece into a
1106 * full cross?
1107 *
1108 * Answer: no it can't, and here's a proof.
1109 *
1110 * Any contiguous group of such unreachable squares must be
1111 * surrounded on _all_ sides by T-pieces pointing away from the
1112 * group. (If not, then there is a square which can be extended
1113 * into one of the `unreachable' ones, and so it wasn't
1114 * unreachable after all.) In particular, this implies that
1115 * each contiguous group of unreachable squares must be
1116 * rectangular in shape (any deviation from that yields a
1117 * non-T-piece next to an `unreachable' square).
1118 *
1119 * So we have a rectangle of unreachable squares, with T-pieces
1120 * forming a solid border around the rectangle. The corners of
1121 * that border must be connected (since every tile connects all
1122 * the lines arriving in it), and therefore the border must
1123 * form a closed loop around the rectangle.
1124 *
1125 * But this can't have happened in the first place, since we
1126 * _know_ we've avoided creating closed loops! Hence, no such
1127 * situation can ever arise, and the naive grid construction
1128 * algorithm will guaranteeably result in a complete grid
1129 * containing no unreached squares, no full crosses _and_ no
1130 * closed loops. []
1131 */
1132 possibilities = newtree234(xyd_cmp_nc);
1133
1134 if (cx+1 < w)
1135 add234(possibilities, new_xyd(cx, cy, R));
1136 if (cy-1 >= 0)
1137 add234(possibilities, new_xyd(cx, cy, U));
1138 if (cx-1 >= 0)
1139 add234(possibilities, new_xyd(cx, cy, L));
1140 if (cy+1 < h)
1141 add234(possibilities, new_xyd(cx, cy, D));
1142
1143 while (count234(possibilities) > 0) {
1144 int i;
1145 struct xyd *xyd;
1146 int x1, y1, d1, x2, y2, d2, d;
1147
1148 /*
1149 * Extract a randomly chosen possibility from the list.
1150 */
1151 i = random_upto(rs, count234(possibilities));
1152 xyd = delpos234(possibilities, i);
1153 x1 = xyd->x;
1154 y1 = xyd->y;
1155 d1 = xyd->direction;
1156 sfree(xyd);
1157
1158 OFFSET(x2, y2, x1, y1, d1, params);
1159 d2 = F(d1);
1160 #ifdef DEBUG
1161 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1162 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
1163 #endif
1164
1165 /*
1166 * Make the connection. (We should be moving to an as yet
1167 * unused tile.)
1168 */
1169 index(params, tiles, x1, y1) |= d1;
1170 assert(index(params, tiles, x2, y2) == 0);
1171 index(params, tiles, x2, y2) |= d2;
1172
1173 /*
1174 * If we have created a T-piece, remove its last
1175 * possibility.
1176 */
1177 if (COUNT(index(params, tiles, x1, y1)) == 3) {
1178 struct xyd xyd1, *xydp;
1179
1180 xyd1.x = x1;
1181 xyd1.y = y1;
1182 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
1183
1184 xydp = find234(possibilities, &xyd1, NULL);
1185
1186 if (xydp) {
1187 #ifdef DEBUG
1188 printf("T-piece; removing (%d,%d,%c)\n",
1189 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
1190 #endif
1191 del234(possibilities, xydp);
1192 sfree(xydp);
1193 }
1194 }
1195
1196 /*
1197 * Remove all other possibilities that were pointing at the
1198 * tile we've just moved into.
1199 */
1200 for (d = 1; d < 0x10; d <<= 1) {
1201 int x3, y3, d3;
1202 struct xyd xyd1, *xydp;
1203
1204 OFFSET(x3, y3, x2, y2, d, params);
1205 d3 = F(d);
1206
1207 xyd1.x = x3;
1208 xyd1.y = y3;
1209 xyd1.direction = d3;
1210
1211 xydp = find234(possibilities, &xyd1, NULL);
1212
1213 if (xydp) {
1214 #ifdef DEBUG
1215 printf("Loop avoidance; removing (%d,%d,%c)\n",
1216 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
1217 #endif
1218 del234(possibilities, xydp);
1219 sfree(xydp);
1220 }
1221 }
1222
1223 /*
1224 * Add new possibilities to the list for moving _out_ of
1225 * the tile we have just moved into.
1226 */
1227 for (d = 1; d < 0x10; d <<= 1) {
1228 int x3, y3;
1229
1230 if (d == d2)
1231 continue; /* we've got this one already */
1232
1233 if (!params->wrapping) {
1234 if (d == U && y2 == 0)
1235 continue;
1236 if (d == D && y2 == h-1)
1237 continue;
1238 if (d == L && x2 == 0)
1239 continue;
1240 if (d == R && x2 == w-1)
1241 continue;
1242 }
1243
1244 OFFSET(x3, y3, x2, y2, d, params);
1245
1246 if (index(params, tiles, x3, y3))
1247 continue; /* this would create a loop */
1248
1249 #ifdef DEBUG
1250 printf("New frontier; adding (%d,%d,%c)\n",
1251 x2, y2, "0RU3L567D9abcdef"[d]);
1252 #endif
1253 add234(possibilities, new_xyd(x2, y2, d));
1254 }
1255 }
1256 /* Having done that, we should have no possibilities remaining. */
1257 assert(count234(possibilities) == 0);
1258 freetree234(possibilities);
1259
1260 if (params->unique) {
1261 int prevn = -1;
1262
1263 /*
1264 * Run the solver to check unique solubility.
1265 */
1266 while (!net_solver(w, h, tiles, params->wrapping)) {
1267 int n = 0;
1268
1269 /*
1270 * We expect (in most cases) that most of the grid will
1271 * be uniquely specified already, and the remaining
1272 * ambiguous sections will be small and separate. So
1273 * our strategy is to find each individual such
1274 * section, and perform a perturbation on the network
1275 * in that area.
1276 */
1277 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
1278 if (x+1 < w && ((tiles[y*w+x] ^ tiles[y*w+x+1]) & LOCKED)) {
1279 n++;
1280 if (tiles[y*w+x] & LOCKED)
1281 perturb(w, h, tiles, params->wrapping, rs, x+1, y, L);
1282 else
1283 perturb(w, h, tiles, params->wrapping, rs, x, y, R);
1284 }
1285 if (y+1 < h && ((tiles[y*w+x] ^ tiles[(y+1)*w+x]) & LOCKED)) {
1286 n++;
1287 if (tiles[y*w+x] & LOCKED)
1288 perturb(w, h, tiles, params->wrapping, rs, x, y+1, U);
1289 else
1290 perturb(w, h, tiles, params->wrapping, rs, x, y, D);
1291 }
1292 }
1293
1294 /*
1295 * Now n counts the number of ambiguous sections we
1296 * have fiddled with. If we haven't managed to decrease
1297 * it from the last time we ran the solver, give up and
1298 * regenerate the entire grid.
1299 */
1300 if (prevn != -1 && prevn <= n)
1301 goto begin_generation; /* (sorry) */
1302
1303 prevn = n;
1304 }
1305
1306 /*
1307 * The solver will have left a lot of LOCKED bits lying
1308 * around in the tiles array. Remove them.
1309 */
1310 for (x = 0; x < w*h; x++)
1311 tiles[x] &= ~LOCKED;
1312 }
1313
1314 /*
1315 * Now compute a list of the possible barrier locations.
1316 */
1317 barriertree = newtree234(xyd_cmp_nc);
1318 for (y = 0; y < h; y++) {
1319 for (x = 0; x < w; x++) {
1320
1321 if (!(index(params, tiles, x, y) & R) &&
1322 (params->wrapping || x < w-1))
1323 add234(barriertree, new_xyd(x, y, R));
1324 if (!(index(params, tiles, x, y) & D) &&
1325 (params->wrapping || y < h-1))
1326 add234(barriertree, new_xyd(x, y, D));
1327 }
1328 }
1329
1330 /*
1331 * Save the unshuffled grid in an aux_info.
1332 */
1333 {
1334 game_aux_info *solution;
1335
1336 solution = snew(game_aux_info);
1337 solution->width = w;
1338 solution->height = h;
1339 solution->tiles = snewn(w * h, unsigned char);
1340 memcpy(solution->tiles, tiles, w * h);
1341
1342 *aux = solution;
1343 }
1344
1345 /*
1346 * Now shuffle the grid.
1347 */
1348 for (y = 0; y < h; y++) {
1349 for (x = 0; x < w; x++) {
1350 int orig = index(params, tiles, x, y);
1351 int rot = random_upto(rs, 4);
1352 index(params, tiles, x, y) = ROT(orig, rot);
1353 }
1354 }
1355
1356 /*
1357 * And now choose barrier locations. (We carefully do this
1358 * _after_ shuffling, so that changing the barrier rate in the
1359 * params while keeping the random seed the same will give the
1360 * same shuffled grid and _only_ change the barrier locations.
1361 * Also the way we choose barrier locations, by repeatedly
1362 * choosing one possibility from the list until we have enough,
1363 * is designed to ensure that raising the barrier rate while
1364 * keeping the seed the same will provide a superset of the
1365 * previous barrier set - i.e. if you ask for 10 barriers, and
1366 * then decide that's still too hard and ask for 20, you'll get
1367 * the original 10 plus 10 more, rather than getting 20 new
1368 * ones and the chance of remembering your first 10.)
1369 */
1370 nbarriers = (int)(params->barrier_probability * count234(barriertree));
1371 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
1372
1373 while (nbarriers > 0) {
1374 int i;
1375 struct xyd *xyd;
1376 int x1, y1, d1, x2, y2, d2;
1377
1378 /*
1379 * Extract a randomly chosen barrier from the list.
1380 */
1381 i = random_upto(rs, count234(barriertree));
1382 xyd = delpos234(barriertree, i);
1383
1384 assert(xyd != NULL);
1385
1386 x1 = xyd->x;
1387 y1 = xyd->y;
1388 d1 = xyd->direction;
1389 sfree(xyd);
1390
1391 OFFSET(x2, y2, x1, y1, d1, params);
1392 d2 = F(d1);
1393
1394 index(params, barriers, x1, y1) |= d1;
1395 index(params, barriers, x2, y2) |= d2;
1396
1397 nbarriers--;
1398 }
1399
1400 /*
1401 * Clean up the rest of the barrier list.
1402 */
1403 {
1404 struct xyd *xyd;
1405
1406 while ( (xyd = delpos234(barriertree, 0)) != NULL)
1407 sfree(xyd);
1408
1409 freetree234(barriertree);
1410 }
1411
1412 /*
1413 * Finally, encode the grid into a string game description.
1414 *
1415 * My syntax is extremely simple: each square is encoded as a
1416 * hex digit in which bit 0 means a connection on the right,
1417 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1418 * encoding as used internally). Each digit is followed by
1419 * optional barrier indicators: `v' means a vertical barrier to
1420 * the right of it, and `h' means a horizontal barrier below
1421 * it.
1422 */
1423 desc = snewn(w * h * 3 + 1, char);
1424 p = desc;
1425 for (y = 0; y < h; y++) {
1426 for (x = 0; x < w; x++) {
1427 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
1428 if ((params->wrapping || x < w-1) &&
1429 (index(params, barriers, x, y) & R))
1430 *p++ = 'v';
1431 if ((params->wrapping || y < h-1) &&
1432 (index(params, barriers, x, y) & D))
1433 *p++ = 'h';
1434 }
1435 }
1436 assert(p - desc <= w*h*3);
1437 *p = '\0';
1438
1439 sfree(tiles);
1440 sfree(barriers);
1441
1442 return desc;
1443 }
1444
1445 static void game_free_aux_info(game_aux_info *aux)
1446 {
1447 sfree(aux->tiles);
1448 sfree(aux);
1449 }
1450
1451 static char *validate_desc(game_params *params, char *desc)
1452 {
1453 int w = params->width, h = params->height;
1454 int i;
1455
1456 for (i = 0; i < w*h; i++) {
1457 if (*desc >= '0' && *desc <= '9')
1458 /* OK */;
1459 else if (*desc >= 'a' && *desc <= 'f')
1460 /* OK */;
1461 else if (*desc >= 'A' && *desc <= 'F')
1462 /* OK */;
1463 else if (!*desc)
1464 return "Game description shorter than expected";
1465 else
1466 return "Game description contained unexpected character";
1467 desc++;
1468 while (*desc == 'h' || *desc == 'v')
1469 desc++;
1470 }
1471 if (*desc)
1472 return "Game description longer than expected";
1473
1474 return NULL;
1475 }
1476
1477 /* ----------------------------------------------------------------------
1478 * Construct an initial game state, given a description and parameters.
1479 */
1480
1481 static game_state *new_game(game_params *params, char *desc)
1482 {
1483 game_state *state;
1484 int w, h, x, y;
1485
1486 assert(params->width > 0 && params->height > 0);
1487 assert(params->width > 1 || params->height > 1);
1488
1489 /*
1490 * Create a blank game state.
1491 */
1492 state = snew(game_state);
1493 w = state->width = params->width;
1494 h = state->height = params->height;
1495 state->cx = state->width / 2;
1496 state->cy = state->height / 2;
1497 state->wrapping = params->wrapping;
1498 state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0;
1499 state->completed = state->used_solve = state->just_used_solve = FALSE;
1500 state->tiles = snewn(state->width * state->height, unsigned char);
1501 memset(state->tiles, 0, state->width * state->height);
1502 state->barriers = snewn(state->width * state->height, unsigned char);
1503 memset(state->barriers, 0, state->width * state->height);
1504
1505 /*
1506 * Parse the game description into the grid.
1507 */
1508 for (y = 0; y < h; y++) {
1509 for (x = 0; x < w; x++) {
1510 if (*desc >= '0' && *desc <= '9')
1511 tile(state, x, y) = *desc - '0';
1512 else if (*desc >= 'a' && *desc <= 'f')
1513 tile(state, x, y) = *desc - 'a' + 10;
1514 else if (*desc >= 'A' && *desc <= 'F')
1515 tile(state, x, y) = *desc - 'A' + 10;
1516 if (*desc)
1517 desc++;
1518 while (*desc == 'h' || *desc == 'v') {
1519 int x2, y2, d1, d2;
1520 if (*desc == 'v')
1521 d1 = R;
1522 else
1523 d1 = D;
1524
1525 OFFSET(x2, y2, x, y, d1, state);
1526 d2 = F(d1);
1527
1528 barrier(state, x, y) |= d1;
1529 barrier(state, x2, y2) |= d2;
1530
1531 desc++;
1532 }
1533 }
1534 }
1535
1536 /*
1537 * Set up border barriers if this is a non-wrapping game.
1538 */
1539 if (!state->wrapping) {
1540 for (x = 0; x < state->width; x++) {
1541 barrier(state, x, 0) |= U;
1542 barrier(state, x, state->height-1) |= D;
1543 }
1544 for (y = 0; y < state->height; y++) {
1545 barrier(state, 0, y) |= L;
1546 barrier(state, state->width-1, y) |= R;
1547 }
1548 }
1549
1550 /*
1551 * Set up the barrier corner flags, for drawing barriers
1552 * prettily when they meet.
1553 */
1554 for (y = 0; y < state->height; y++) {
1555 for (x = 0; x < state->width; x++) {
1556 int dir;
1557
1558 for (dir = 1; dir < 0x10; dir <<= 1) {
1559 int dir2 = A(dir);
1560 int x1, y1, x2, y2, x3, y3;
1561 int corner = FALSE;
1562
1563 if (!(barrier(state, x, y) & dir))
1564 continue;
1565
1566 if (barrier(state, x, y) & dir2)
1567 corner = TRUE;
1568
1569 x1 = x + X(dir), y1 = y + Y(dir);
1570 if (x1 >= 0 && x1 < state->width &&
1571 y1 >= 0 && y1 < state->height &&
1572 (barrier(state, x1, y1) & dir2))
1573 corner = TRUE;
1574
1575 x2 = x + X(dir2), y2 = y + Y(dir2);
1576 if (x2 >= 0 && x2 < state->width &&
1577 y2 >= 0 && y2 < state->height &&
1578 (barrier(state, x2, y2) & dir))
1579 corner = TRUE;
1580
1581 if (corner) {
1582 barrier(state, x, y) |= (dir << 4);
1583 if (x1 >= 0 && x1 < state->width &&
1584 y1 >= 0 && y1 < state->height)
1585 barrier(state, x1, y1) |= (A(dir) << 4);
1586 if (x2 >= 0 && x2 < state->width &&
1587 y2 >= 0 && y2 < state->height)
1588 barrier(state, x2, y2) |= (C(dir) << 4);
1589 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
1590 if (x3 >= 0 && x3 < state->width &&
1591 y3 >= 0 && y3 < state->height)
1592 barrier(state, x3, y3) |= (F(dir) << 4);
1593 }
1594 }
1595 }
1596 }
1597
1598 return state;
1599 }
1600
1601 static game_state *dup_game(game_state *state)
1602 {
1603 game_state *ret;
1604
1605 ret = snew(game_state);
1606 ret->width = state->width;
1607 ret->height = state->height;
1608 ret->cx = state->cx;
1609 ret->cy = state->cy;
1610 ret->wrapping = state->wrapping;
1611 ret->completed = state->completed;
1612 ret->used_solve = state->used_solve;
1613 ret->just_used_solve = state->just_used_solve;
1614 ret->last_rotate_dir = state->last_rotate_dir;
1615 ret->last_rotate_x = state->last_rotate_x;
1616 ret->last_rotate_y = state->last_rotate_y;
1617 ret->tiles = snewn(state->width * state->height, unsigned char);
1618 memcpy(ret->tiles, state->tiles, state->width * state->height);
1619 ret->barriers = snewn(state->width * state->height, unsigned char);
1620 memcpy(ret->barriers, state->barriers, state->width * state->height);
1621
1622 return ret;
1623 }
1624
1625 static void free_game(game_state *state)
1626 {
1627 sfree(state->tiles);
1628 sfree(state->barriers);
1629 sfree(state);
1630 }
1631
1632 static game_state *solve_game(game_state *state, game_aux_info *aux,
1633 char **error)
1634 {
1635 game_state *ret;
1636
1637 if (!aux) {
1638 /*
1639 * Run the internal solver on the provided grid. This might
1640 * not yield a complete solution.
1641 */
1642 ret = dup_game(state);
1643 net_solver(ret->width, ret->height, ret->tiles, ret->wrapping);
1644 } else {
1645 assert(aux->width == state->width);
1646 assert(aux->height == state->height);
1647 ret = dup_game(state);
1648 memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
1649 ret->used_solve = ret->just_used_solve = TRUE;
1650 ret->completed = TRUE;
1651 }
1652
1653 return ret;
1654 }
1655
1656 static char *game_text_format(game_state *state)
1657 {
1658 return NULL;
1659 }
1660
1661 /* ----------------------------------------------------------------------
1662 * Utility routine.
1663 */
1664
1665 /*
1666 * Compute which squares are reachable from the centre square, as a
1667 * quick visual aid to determining how close the game is to
1668 * completion. This is also a simple way to tell if the game _is_
1669 * completed - just call this function and see whether every square
1670 * is marked active.
1671 */
1672 static unsigned char *compute_active(game_state *state)
1673 {
1674 unsigned char *active;
1675 tree234 *todo;
1676 struct xyd *xyd;
1677
1678 active = snewn(state->width * state->height, unsigned char);
1679 memset(active, 0, state->width * state->height);
1680
1681 /*
1682 * We only store (x,y) pairs in todo, but it's easier to reuse
1683 * xyd_cmp and just store direction 0 every time.
1684 */
1685 todo = newtree234(xyd_cmp_nc);
1686 index(state, active, state->cx, state->cy) = ACTIVE;
1687 add234(todo, new_xyd(state->cx, state->cy, 0));
1688
1689 while ( (xyd = delpos234(todo, 0)) != NULL) {
1690 int x1, y1, d1, x2, y2, d2;
1691
1692 x1 = xyd->x;
1693 y1 = xyd->y;
1694 sfree(xyd);
1695
1696 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
1697 OFFSET(x2, y2, x1, y1, d1, state);
1698 d2 = F(d1);
1699
1700 /*
1701 * If the next tile in this direction is connected to
1702 * us, and there isn't a barrier in the way, and it
1703 * isn't already marked active, then mark it active and
1704 * add it to the to-examine list.
1705 */
1706 if ((tile(state, x1, y1) & d1) &&
1707 (tile(state, x2, y2) & d2) &&
1708 !(barrier(state, x1, y1) & d1) &&
1709 !index(state, active, x2, y2)) {
1710 index(state, active, x2, y2) = ACTIVE;
1711 add234(todo, new_xyd(x2, y2, 0));
1712 }
1713 }
1714 }
1715 /* Now we expect the todo list to have shrunk to zero size. */
1716 assert(count234(todo) == 0);
1717 freetree234(todo);
1718
1719 return active;
1720 }
1721
1722 struct game_ui {
1723 int cur_x, cur_y;
1724 int cur_visible;
1725 random_state *rs; /* used for jumbling */
1726 };
1727
1728 static game_ui *new_ui(game_state *state)
1729 {
1730 void *seed;
1731 int seedsize;
1732 game_ui *ui = snew(game_ui);
1733 ui->cur_x = state->width / 2;
1734 ui->cur_y = state->height / 2;
1735 ui->cur_visible = FALSE;
1736 get_random_seed(&seed, &seedsize);
1737 ui->rs = random_init(seed, seedsize);
1738 sfree(seed);
1739
1740 return ui;
1741 }
1742
1743 static void free_ui(game_ui *ui)
1744 {
1745 random_free(ui->rs);
1746 sfree(ui);
1747 }
1748
1749 /* ----------------------------------------------------------------------
1750 * Process a move.
1751 */
1752 static game_state *make_move(game_state *state, game_ui *ui,
1753 int x, int y, int button)
1754 {
1755 game_state *ret, *nullret;
1756 int tx, ty, orig;
1757
1758 nullret = NULL;
1759
1760 if (button == LEFT_BUTTON ||
1761 button == MIDDLE_BUTTON ||
1762 button == RIGHT_BUTTON) {
1763
1764 if (ui->cur_visible) {
1765 ui->cur_visible = FALSE;
1766 nullret = state;
1767 }
1768
1769 /*
1770 * The button must have been clicked on a valid tile.
1771 */
1772 x -= WINDOW_OFFSET + TILE_BORDER;
1773 y -= WINDOW_OFFSET + TILE_BORDER;
1774 if (x < 0 || y < 0)
1775 return nullret;
1776 tx = x / TILE_SIZE;
1777 ty = y / TILE_SIZE;
1778 if (tx >= state->width || ty >= state->height)
1779 return nullret;
1780 if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
1781 y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
1782 return nullret;
1783 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
1784 button == CURSOR_RIGHT || button == CURSOR_LEFT) {
1785 if (button == CURSOR_UP && ui->cur_y > 0)
1786 ui->cur_y--;
1787 else if (button == CURSOR_DOWN && ui->cur_y < state->height-1)
1788 ui->cur_y++;
1789 else if (button == CURSOR_LEFT && ui->cur_x > 0)
1790 ui->cur_x--;
1791 else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1)
1792 ui->cur_x++;
1793 else
1794 return nullret; /* no cursor movement */
1795 ui->cur_visible = TRUE;
1796 return state; /* UI activity has occurred */
1797 } else if (button == 'a' || button == 's' || button == 'd' ||
1798 button == 'A' || button == 'S' || button == 'D') {
1799 tx = ui->cur_x;
1800 ty = ui->cur_y;
1801 if (button == 'a' || button == 'A')
1802 button = LEFT_BUTTON;
1803 else if (button == 's' || button == 'S')
1804 button = MIDDLE_BUTTON;
1805 else if (button == 'd' || button == 'D')
1806 button = RIGHT_BUTTON;
1807 ui->cur_visible = TRUE;
1808 } else if (button == 'j' || button == 'J') {
1809 /* XXX should we have some mouse control for this? */
1810 button = 'J'; /* canonify */
1811 tx = ty = -1; /* shut gcc up :( */
1812 } else
1813 return nullret;
1814
1815 /*
1816 * The middle button locks or unlocks a tile. (A locked tile
1817 * cannot be turned, and is visually marked as being locked.
1818 * This is a convenience for the player, so that once they are
1819 * sure which way round a tile goes, they can lock it and thus
1820 * avoid forgetting later on that they'd already done that one;
1821 * and the locking also prevents them turning the tile by
1822 * accident. If they change their mind, another middle click
1823 * unlocks it.)
1824 */
1825 if (button == MIDDLE_BUTTON) {
1826
1827 ret = dup_game(state);
1828 ret->just_used_solve = FALSE;
1829 tile(ret, tx, ty) ^= LOCKED;
1830 ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
1831 return ret;
1832
1833 } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1834
1835 /*
1836 * The left and right buttons have no effect if clicked on a
1837 * locked tile.
1838 */
1839 if (tile(state, tx, ty) & LOCKED)
1840 return nullret;
1841
1842 /*
1843 * Otherwise, turn the tile one way or the other. Left button
1844 * turns anticlockwise; right button turns clockwise.
1845 */
1846 ret = dup_game(state);
1847 ret->just_used_solve = FALSE;
1848 orig = tile(ret, tx, ty);
1849 if (button == LEFT_BUTTON) {
1850 tile(ret, tx, ty) = A(orig);
1851 ret->last_rotate_dir = +1;
1852 } else {
1853 tile(ret, tx, ty) = C(orig);
1854 ret->last_rotate_dir = -1;
1855 }
1856 ret->last_rotate_x = tx;
1857 ret->last_rotate_y = ty;
1858
1859 } else if (button == 'J') {
1860
1861 /*
1862 * Jumble all unlocked tiles to random orientations.
1863 */
1864 int jx, jy;
1865 ret = dup_game(state);
1866 ret->just_used_solve = FALSE;
1867 for (jy = 0; jy < ret->height; jy++) {
1868 for (jx = 0; jx < ret->width; jx++) {
1869 if (!(tile(ret, jx, jy) & LOCKED)) {
1870 int rot = random_upto(ui->rs, 4);
1871 orig = tile(ret, jx, jy);
1872 tile(ret, jx, jy) = ROT(orig, rot);
1873 }
1874 }
1875 }
1876 ret->last_rotate_dir = 0; /* suppress animation */
1877 ret->last_rotate_x = ret->last_rotate_y = 0;
1878
1879 } else assert(0);
1880
1881 /*
1882 * Check whether the game has been completed.
1883 */
1884 {
1885 unsigned char *active = compute_active(ret);
1886 int x1, y1;
1887 int complete = TRUE;
1888
1889 for (x1 = 0; x1 < ret->width; x1++)
1890 for (y1 = 0; y1 < ret->height; y1++)
1891 if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) {
1892 complete = FALSE;
1893 goto break_label; /* break out of two loops at once */
1894 }
1895 break_label:
1896
1897 sfree(active);
1898
1899 if (complete)
1900 ret->completed = TRUE;
1901 }
1902
1903 return ret;
1904 }
1905
1906 /* ----------------------------------------------------------------------
1907 * Routines for drawing the game position on the screen.
1908 */
1909
1910 struct game_drawstate {
1911 int started;
1912 int width, height;
1913 unsigned char *visible;
1914 };
1915
1916 static game_drawstate *game_new_drawstate(game_state *state)
1917 {
1918 game_drawstate *ds = snew(game_drawstate);
1919
1920 ds->started = FALSE;
1921 ds->width = state->width;
1922 ds->height = state->height;
1923 ds->visible = snewn(state->width * state->height, unsigned char);
1924 memset(ds->visible, 0xFF, state->width * state->height);
1925
1926 return ds;
1927 }
1928
1929 static void game_free_drawstate(game_drawstate *ds)
1930 {
1931 sfree(ds->visible);
1932 sfree(ds);
1933 }
1934
1935 static void game_size(game_params *params, int *x, int *y)
1936 {
1937 *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1938 *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1939 }
1940
1941 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1942 {
1943 float *ret;
1944
1945 ret = snewn(NCOLOURS * 3, float);
1946 *ncolours = NCOLOURS;
1947
1948 /*
1949 * Basic background colour is whatever the front end thinks is
1950 * a sensible default.
1951 */
1952 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1953
1954 /*
1955 * Wires are black.
1956 */
1957 ret[COL_WIRE * 3 + 0] = 0.0F;
1958 ret[COL_WIRE * 3 + 1] = 0.0F;
1959 ret[COL_WIRE * 3 + 2] = 0.0F;
1960
1961 /*
1962 * Powered wires and powered endpoints are cyan.
1963 */
1964 ret[COL_POWERED * 3 + 0] = 0.0F;
1965 ret[COL_POWERED * 3 + 1] = 1.0F;
1966 ret[COL_POWERED * 3 + 2] = 1.0F;
1967
1968 /*
1969 * Barriers are red.
1970 */
1971 ret[COL_BARRIER * 3 + 0] = 1.0F;
1972 ret[COL_BARRIER * 3 + 1] = 0.0F;
1973 ret[COL_BARRIER * 3 + 2] = 0.0F;
1974
1975 /*
1976 * Unpowered endpoints are blue.
1977 */
1978 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1979 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1980 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1981
1982 /*
1983 * Tile borders are a darker grey than the background.
1984 */
1985 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1986 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1987 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1988
1989 /*
1990 * Locked tiles are a grey in between those two.
1991 */
1992 ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1993 ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1994 ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1995
1996 return ret;
1997 }
1998
1999 static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
2000 int colour)
2001 {
2002 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
2003 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
2004 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
2005 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
2006 draw_line(fe, x1, y1, x2, y2, colour);
2007 }
2008
2009 static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
2010 int colour)
2011 {
2012 int mx = (x1 < x2 ? x1 : x2);
2013 int my = (y1 < y2 ? y1 : y2);
2014 int dx = (x2 + x1 - 2*mx + 1);
2015 int dy = (y2 + y1 - 2*my + 1);
2016
2017 draw_rect(fe, mx, my, dx, dy, colour);
2018 }
2019
2020 static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
2021 {
2022 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2023 int by = WINDOW_OFFSET + TILE_SIZE * y;
2024 int x1, y1, dx, dy, dir2;
2025
2026 dir >>= 4;
2027
2028 dir2 = A(dir);
2029 dx = X(dir) + X(dir2);
2030 dy = Y(dir) + Y(dir2);
2031 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
2032 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
2033
2034 if (phase == 0) {
2035 draw_rect_coords(fe, bx+x1, by+y1,
2036 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
2037 COL_WIRE);
2038 draw_rect_coords(fe, bx+x1, by+y1,
2039 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
2040 COL_WIRE);
2041 } else {
2042 draw_rect_coords(fe, bx+x1, by+y1,
2043 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
2044 COL_BARRIER);
2045 }
2046 }
2047
2048 static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
2049 {
2050 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2051 int by = WINDOW_OFFSET + TILE_SIZE * y;
2052 int x1, y1, w, h;
2053
2054 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
2055 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
2056 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
2057 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
2058
2059 if (phase == 0) {
2060 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
2061 } else {
2062 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
2063 }
2064 }
2065
2066 static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
2067 float angle, int cursor)
2068 {
2069 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2070 int by = WINDOW_OFFSET + TILE_SIZE * y;
2071 float matrix[4];
2072 float cx, cy, ex, ey, tx, ty;
2073 int dir, col, phase;
2074
2075 /*
2076 * When we draw a single tile, we must draw everything up to
2077 * and including the borders around the tile. This means that
2078 * if the neighbouring tiles have connections to those borders,
2079 * we must draw those connections on the borders themselves.
2080 *
2081 * This would be terribly fiddly if we ever had to draw a tile
2082 * while its neighbour was in mid-rotate, because we'd have to
2083 * arrange to _know_ that the neighbour was being rotated and
2084 * hence had an anomalous effect on the redraw of this tile.
2085 * Fortunately, the drawing algorithm avoids ever calling us in
2086 * this circumstance: we're either drawing lots of straight
2087 * tiles at game start or after a move is complete, or we're
2088 * repeatedly drawing only the rotating tile. So no problem.
2089 */
2090
2091 /*
2092 * So. First blank the tile out completely: draw a big
2093 * rectangle in border colour, and a smaller rectangle in
2094 * background colour to fill it in.
2095 */
2096 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
2097 COL_BORDER);
2098 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
2099 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
2100 tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
2101
2102 /*
2103 * Draw an inset outline rectangle as a cursor, in whichever of
2104 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2105 * in.
2106 */
2107 if (cursor) {
2108 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
2109 bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2110 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2111 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
2112 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
2113 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2114 draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
2115 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2116 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2117 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2118 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2119 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2120 }
2121
2122 /*
2123 * Set up the rotation matrix.
2124 */
2125 matrix[0] = (float)cos(angle * PI / 180.0);
2126 matrix[1] = (float)-sin(angle * PI / 180.0);
2127 matrix[2] = (float)sin(angle * PI / 180.0);
2128 matrix[3] = (float)cos(angle * PI / 180.0);
2129
2130 /*
2131 * Draw the wires.
2132 */
2133 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
2134 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
2135 for (dir = 1; dir < 0x10; dir <<= 1) {
2136 if (tile & dir) {
2137 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
2138 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
2139 MATMUL(tx, ty, matrix, ex, ey);
2140 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
2141 bx+(int)(cx+tx), by+(int)(cy+ty),
2142 COL_WIRE);
2143 }
2144 }
2145 for (dir = 1; dir < 0x10; dir <<= 1) {
2146 if (tile & dir) {
2147 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
2148 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
2149 MATMUL(tx, ty, matrix, ex, ey);
2150 draw_line(fe, bx+(int)cx, by+(int)cy,
2151 bx+(int)(cx+tx), by+(int)(cy+ty), col);
2152 }
2153 }
2154
2155 /*
2156 * Draw the box in the middle. We do this in blue if the tile
2157 * is an unpowered endpoint, in cyan if the tile is a powered
2158 * endpoint, in black if the tile is the centrepiece, and
2159 * otherwise not at all.
2160 */
2161 col = -1;
2162 if (x == state->cx && y == state->cy)
2163 col = COL_WIRE;
2164 else if (COUNT(tile) == 1) {
2165 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
2166 }
2167 if (col >= 0) {
2168 int i, points[8];
2169
2170 points[0] = +1; points[1] = +1;
2171 points[2] = +1; points[3] = -1;
2172 points[4] = -1; points[5] = -1;
2173 points[6] = -1; points[7] = +1;
2174
2175 for (i = 0; i < 8; i += 2) {
2176 ex = (TILE_SIZE * 0.24F) * points[i];
2177 ey = (TILE_SIZE * 0.24F) * points[i+1];
2178 MATMUL(tx, ty, matrix, ex, ey);
2179 points[i] = bx+(int)(cx+tx);
2180 points[i+1] = by+(int)(cy+ty);
2181 }
2182
2183 draw_polygon(fe, points, 4, TRUE, col);
2184 draw_polygon(fe, points, 4, FALSE, COL_WIRE);
2185 }
2186
2187 /*
2188 * Draw the points on the border if other tiles are connected
2189 * to us.
2190 */
2191 for (dir = 1; dir < 0x10; dir <<= 1) {
2192 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
2193
2194 dx = X(dir);
2195 dy = Y(dir);
2196
2197 ox = x + dx;
2198 oy = y + dy;
2199
2200 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
2201 continue;
2202
2203 if (!(tile(state, ox, oy) & F(dir)))
2204 continue;
2205
2206 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
2207 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
2208 lx = dx * (TILE_BORDER-1);
2209 ly = dy * (TILE_BORDER-1);
2210 vx = (dy ? 1 : 0);
2211 vy = (dx ? 1 : 0);
2212
2213 if (angle == 0.0 && (tile & dir)) {
2214 /*
2215 * If we are fully connected to the other tile, we must
2216 * draw right across the tile border. (We can use our
2217 * own ACTIVE state to determine what colour to do this
2218 * in: if we are fully connected to the other tile then
2219 * the two ACTIVE states will be the same.)
2220 */
2221 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
2222 draw_rect_coords(fe, px, py, px+lx, py+ly,
2223 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
2224 } else {
2225 /*
2226 * The other tile extends into our border, but isn't
2227 * actually connected to us. Just draw a single black
2228 * dot.
2229 */
2230 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
2231 }
2232 }
2233
2234 /*
2235 * Draw barrier corners, and then barriers.
2236 */
2237 for (phase = 0; phase < 2; phase++) {
2238 for (dir = 1; dir < 0x10; dir <<= 1)
2239 if (barrier(state, x, y) & (dir << 4))
2240 draw_barrier_corner(fe, x, y, dir << 4, phase);
2241 for (dir = 1; dir < 0x10; dir <<= 1)
2242 if (barrier(state, x, y) & dir)
2243 draw_barrier(fe, x, y, dir, phase);
2244 }
2245
2246 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
2247 }
2248
2249 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2250 game_state *state, int dir, game_ui *ui, float t, float ft)
2251 {
2252 int x, y, tx, ty, frame, last_rotate_dir;
2253 unsigned char *active;
2254 float angle = 0.0;
2255
2256 /*
2257 * Clear the screen and draw the exterior barrier lines if this
2258 * is our first call.
2259 */
2260 if (!ds->started) {
2261 int phase;
2262
2263 ds->started = TRUE;
2264
2265 draw_rect(fe, 0, 0,
2266 WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
2267 WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
2268 COL_BACKGROUND);
2269 draw_update(fe, 0, 0,
2270 WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
2271 WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
2272
2273 for (phase = 0; phase < 2; phase++) {
2274
2275 for (x = 0; x < ds->width; x++) {
2276 if (barrier(state, x, 0) & UL)
2277 draw_barrier_corner(fe, x, -1, LD, phase);
2278 if (barrier(state, x, 0) & RU)
2279 draw_barrier_corner(fe, x, -1, DR, phase);
2280 if (barrier(state, x, 0) & U)
2281 draw_barrier(fe, x, -1, D, phase);
2282 if (barrier(state, x, ds->height-1) & DR)
2283 draw_barrier_corner(fe, x, ds->height, RU, phase);
2284 if (barrier(state, x, ds->height-1) & LD)
2285 draw_barrier_corner(fe, x, ds->height, UL, phase);
2286 if (barrier(state, x, ds->height-1) & D)
2287 draw_barrier(fe, x, ds->height, U, phase);
2288 }
2289
2290 for (y = 0; y < ds->height; y++) {
2291 if (barrier(state, 0, y) & UL)
2292 draw_barrier_corner(fe, -1, y, RU, phase);
2293 if (barrier(state, 0, y) & LD)
2294 draw_barrier_corner(fe, -1, y, DR, phase);
2295 if (barrier(state, 0, y) & L)
2296 draw_barrier(fe, -1, y, R, phase);
2297 if (barrier(state, ds->width-1, y) & RU)
2298 draw_barrier_corner(fe, ds->width, y, UL, phase);
2299 if (barrier(state, ds->width-1, y) & DR)
2300 draw_barrier_corner(fe, ds->width, y, LD, phase);
2301 if (barrier(state, ds->width-1, y) & R)
2302 draw_barrier(fe, ds->width, y, L, phase);
2303 }
2304 }
2305 }
2306
2307 tx = ty = -1;
2308 last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
2309 state->last_rotate_dir;
2310 if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
2311 /*
2312 * We're animating a single tile rotation. Find the turning
2313 * tile.
2314 */
2315 tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x);
2316 ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y);
2317 angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
2318 state = oldstate;
2319 }
2320
2321 frame = -1;
2322 if (ft > 0) {
2323 /*
2324 * We're animating a completion flash. Find which frame
2325 * we're at.
2326 */
2327 frame = (int)(ft / FLASH_FRAME);
2328 }
2329
2330 /*
2331 * Draw any tile which differs from the way it was last drawn.
2332 */
2333 active = compute_active(state);
2334
2335 for (x = 0; x < ds->width; x++)
2336 for (y = 0; y < ds->height; y++) {
2337 unsigned char c = tile(state, x, y) | index(state, active, x, y);
2338
2339 /*
2340 * In a completion flash, we adjust the LOCKED bit
2341 * depending on our distance from the centre point and
2342 * the frame number.
2343 */
2344 if (frame >= 0) {
2345 int xdist, ydist, dist;
2346 xdist = (x < state->cx ? state->cx - x : x - state->cx);
2347 ydist = (y < state->cy ? state->cy - y : y - state->cy);
2348 dist = (xdist > ydist ? xdist : ydist);
2349
2350 if (frame >= dist && frame < dist+4) {
2351 int lock = (frame - dist) & 1;
2352 lock = lock ? LOCKED : 0;
2353 c = (c &~ LOCKED) | lock;
2354 }
2355 }
2356
2357 if (index(state, ds->visible, x, y) != c ||
2358 index(state, ds->visible, x, y) == 0xFF ||
2359 (x == tx && y == ty) ||
2360 (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) {
2361 draw_tile(fe, state, x, y, c,
2362 (x == tx && y == ty ? angle : 0.0F),
2363 (ui->cur_visible && x == ui->cur_x && y == ui->cur_y));
2364 if ((x == tx && y == ty) ||
2365 (ui->cur_visible && x == ui->cur_x && y == ui->cur_y))
2366 index(state, ds->visible, x, y) = 0xFF;
2367 else
2368 index(state, ds->visible, x, y) = c;
2369 }
2370 }
2371
2372 /*
2373 * Update the status bar.
2374 */
2375 {
2376 char statusbuf[256];
2377 int i, n, n2, a;
2378
2379 n = state->width * state->height;
2380 for (i = a = n2 = 0; i < n; i++) {
2381 if (active[i])
2382 a++;
2383 if (state->tiles[i] & 0xF)
2384 n2++;
2385 }
2386
2387 sprintf(statusbuf, "%sActive: %d/%d",
2388 (state->used_solve ? "Auto-solved. " :
2389 state->completed ? "COMPLETED! " : ""), a, n2);
2390
2391 status_bar(fe, statusbuf);
2392 }
2393
2394 sfree(active);
2395 }
2396
2397 static float game_anim_length(game_state *oldstate,
2398 game_state *newstate, int dir)
2399 {
2400 int last_rotate_dir;
2401
2402 /*
2403 * Don't animate an auto-solve move.
2404 */
2405 if ((dir > 0 && newstate->just_used_solve) ||
2406 (dir < 0 && oldstate->just_used_solve))
2407 return 0.0F;
2408
2409 /*
2410 * Don't animate if last_rotate_dir is zero.
2411 */
2412 last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
2413 newstate->last_rotate_dir;
2414 if (last_rotate_dir)
2415 return ROTATE_TIME;
2416
2417 return 0.0F;
2418 }
2419
2420 static float game_flash_length(game_state *oldstate,
2421 game_state *newstate, int dir)
2422 {
2423 /*
2424 * If the game has just been completed, we display a completion
2425 * flash.
2426 */
2427 if (!oldstate->completed && newstate->completed &&
2428 !oldstate->used_solve && !newstate->used_solve) {
2429 int size;
2430 size = 0;
2431 if (size < newstate->cx+1)
2432 size = newstate->cx+1;
2433 if (size < newstate->cy+1)
2434 size = newstate->cy+1;
2435 if (size < newstate->width - newstate->cx)
2436 size = newstate->width - newstate->cx;
2437 if (size < newstate->height - newstate->cy)
2438 size = newstate->height - newstate->cy;
2439 return FLASH_FRAME * (size+4);
2440 }
2441
2442 return 0.0F;
2443 }
2444
2445 static int game_wants_statusbar(void)
2446 {
2447 return TRUE;
2448 }
2449
2450 #ifdef COMBINED
2451 #define thegame net
2452 #endif
2453
2454 const struct game thegame = {
2455 "Net", "games.net",
2456 default_params,
2457 game_fetch_preset,
2458 decode_params,
2459 encode_params,
2460 free_params,
2461 dup_params,
2462 TRUE, game_configure, custom_params,
2463 validate_params,
2464 new_game_desc,
2465 game_free_aux_info,
2466 validate_desc,
2467 new_game,
2468 dup_game,
2469 free_game,
2470 TRUE, solve_game,
2471 FALSE, game_text_format,
2472 new_ui,
2473 free_ui,
2474 make_move,
2475 game_size,
2476 game_colours,
2477 game_new_drawstate,
2478 game_free_drawstate,
2479 game_redraw,
2480 game_anim_length,
2481 game_flash_length,
2482 game_wants_statusbar,
2483 };