15 #define PI 3.141592653589793238462643383279502884197169399
17 #define MATMUL(xr,yr,m,x,y) do { \
18 float rx, ry, xx = (x), yy = (y), *mat = (m); \
19 rx = mat[0] * xx + mat[2] * yy; \
20 ry = mat[1] * xx + mat[3] * yy; \
21 (xr) = rx; (yr) = ry; \
24 /* Direction and other bitfields */
31 /* Corner flags go in the barriers array */
37 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
38 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
39 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
40 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
41 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
42 ((n)&3) == 1 ? A(x) : \
43 ((n)&3) == 2 ? F(x) : C(x) )
45 /* X and Y displacements */
46 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
47 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
50 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
51 (((x) & 0x02) >> 1) + ((x) & 0x01) )
55 #define WINDOW_OFFSET 16
57 #define ROTATE_TIME 0.13F
58 #define FLASH_FRAME 0.07F
60 /* Transform physical coords to game coords using game_drawstate ds */
61 #define GX(x) (((x) + ds->org_x) % ds->width)
62 #define GY(y) (((y) + ds->org_y) % ds->height)
63 /* ...and game coords to physical coords */
64 #define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
65 #define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
83 float barrier_probability
;
86 struct game_aux_info
{
92 int width
, height
, wrapping
, completed
;
93 int last_rotate_x
, last_rotate_y
, last_rotate_dir
;
94 int used_solve
, just_used_solve
;
96 unsigned char *barriers
;
99 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
100 ( (x2) = ((x1) + width + X((dir))) % width, \
101 (y2) = ((y1) + height + Y((dir))) % height)
103 #define OFFSET(x2,y2,x1,y1,dir,state) \
104 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
106 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
107 #define tile(state, x, y) index(state, (state)->tiles, x, y)
108 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
114 static int xyd_cmp(const void *av
, const void *bv
) {
115 const struct xyd
*a
= (const struct xyd
*)av
;
116 const struct xyd
*b
= (const struct xyd
*)bv
;
125 if (a
->direction
< b
->direction
)
127 if (a
->direction
> b
->direction
)
132 static int xyd_cmp_nc(void *av
, void *bv
) { return xyd_cmp(av
, bv
); }
134 static struct xyd
*new_xyd(int x
, int y
, int direction
)
136 struct xyd
*xyd
= snew(struct xyd
);
139 xyd
->direction
= direction
;
143 /* ----------------------------------------------------------------------
144 * Manage game parameters.
146 static game_params
*default_params(void)
148 game_params
*ret
= snew(game_params
);
152 ret
->wrapping
= FALSE
;
154 ret
->barrier_probability
= 0.0;
159 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
163 static const struct { int x
, y
, wrap
; } values
[] = {
176 if (i
< 0 || i
>= lenof(values
))
179 ret
= snew(game_params
);
180 ret
->width
= values
[i
].x
;
181 ret
->height
= values
[i
].y
;
182 ret
->wrapping
= values
[i
].wrap
;
184 ret
->barrier_probability
= 0.0;
186 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
187 ret
->wrapping ?
" wrapping" : "");
194 static void free_params(game_params
*params
)
199 static game_params
*dup_params(game_params
*params
)
201 game_params
*ret
= snew(game_params
);
202 *ret
= *params
; /* structure copy */
206 static void decode_params(game_params
*ret
, char const *string
)
208 char const *p
= string
;
210 ret
->width
= atoi(p
);
211 while (*p
&& isdigit((unsigned char)*p
)) p
++;
214 ret
->height
= atoi(p
);
215 while (*p
&& isdigit((unsigned char)*p
)) p
++;
217 ret
->height
= ret
->width
;
223 ret
->wrapping
= TRUE
;
224 } else if (*p
== 'b') {
226 ret
->barrier_probability
= atof(p
);
227 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
228 } else if (*p
== 'a') {
232 p
++; /* skip any other gunk */
236 static char *encode_params(game_params
*params
, int full
)
241 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
242 if (params
->wrapping
)
244 if (full
&& params
->barrier_probability
)
245 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
246 if (full
&& !params
->unique
)
248 assert(len
< lenof(ret
));
254 static config_item
*game_configure(game_params
*params
)
259 ret
= snewn(6, config_item
);
261 ret
[0].name
= "Width";
262 ret
[0].type
= C_STRING
;
263 sprintf(buf
, "%d", params
->width
);
264 ret
[0].sval
= dupstr(buf
);
267 ret
[1].name
= "Height";
268 ret
[1].type
= C_STRING
;
269 sprintf(buf
, "%d", params
->height
);
270 ret
[1].sval
= dupstr(buf
);
273 ret
[2].name
= "Walls wrap around";
274 ret
[2].type
= C_BOOLEAN
;
276 ret
[2].ival
= params
->wrapping
;
278 ret
[3].name
= "Barrier probability";
279 ret
[3].type
= C_STRING
;
280 sprintf(buf
, "%g", params
->barrier_probability
);
281 ret
[3].sval
= dupstr(buf
);
284 ret
[4].name
= "Ensure unique solution";
285 ret
[4].type
= C_BOOLEAN
;
287 ret
[4].ival
= params
->unique
;
297 static game_params
*custom_params(config_item
*cfg
)
299 game_params
*ret
= snew(game_params
);
301 ret
->width
= atoi(cfg
[0].sval
);
302 ret
->height
= atoi(cfg
[1].sval
);
303 ret
->wrapping
= cfg
[2].ival
;
304 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
305 ret
->unique
= cfg
[4].ival
;
310 static char *validate_params(game_params
*params
)
312 if (params
->width
<= 0 && params
->height
<= 0)
313 return "Width and height must both be greater than zero";
314 if (params
->width
<= 0)
315 return "Width must be greater than zero";
316 if (params
->height
<= 0)
317 return "Height must be greater than zero";
318 if (params
->width
<= 1 && params
->height
<= 1)
319 return "At least one of width and height must be greater than one";
320 if (params
->barrier_probability
< 0)
321 return "Barrier probability may not be negative";
322 if (params
->barrier_probability
> 1)
323 return "Barrier probability may not be greater than 1";
326 * Specifying either grid dimension as 2 in a wrapping puzzle
327 * makes it actually impossible to ensure a unique puzzle
332 * Without loss of generality, let us assume the puzzle _width_
333 * is 2, so we can conveniently discuss rows without having to
334 * say `rows/columns' all the time. (The height may be 2 as
335 * well, but that doesn't matter.)
337 * In each row, there are two edges between tiles: the inner
338 * edge (running down the centre of the grid) and the outer
339 * edge (the identified left and right edges of the grid).
341 * Lemma: In any valid 2xn puzzle there must be at least one
342 * row in which _exactly one_ of the inner edge and outer edge
345 * Proof: No row can have _both_ inner and outer edges
346 * connected, because this would yield a loop. So the only
347 * other way to falsify the lemma is for every row to have
348 * _neither_ the inner nor outer edge connected. But this
349 * means there is no connection at all between the left and
350 * right columns of the puzzle, so there are two disjoint
351 * subgraphs, which is also disallowed. []
353 * Given such a row, it is always possible to make the
354 * disconnected edge connected and the connected edge
355 * disconnected without changing the state of any other edge.
356 * (This is easily seen by case analysis on the various tiles:
357 * left-pointing and right-pointing endpoints can be exchanged,
358 * likewise T-pieces, and a corner piece can select its
359 * horizontal connectivity independently of its vertical.) This
360 * yields a distinct valid solution.
362 * Thus, for _every_ row in which exactly one of the inner and
363 * outer edge is connected, there are two valid states for that
364 * row, and hence the total number of solutions of the puzzle
365 * is at least 2^(number of such rows), and in particular is at
366 * least 2 since there must be at least one such row. []
368 if (params
->unique
&& params
->wrapping
&&
369 (params
->width
== 2 || params
->height
== 2))
370 return "No wrapping puzzle with a width or height of 2 can have"
371 " a unique solution";
376 /* ----------------------------------------------------------------------
377 * Solver used to assure solution uniqueness during generation.
381 * Test cases I used while debugging all this were
383 * ./net --generate 1 13x11w#12300
384 * which expands under the non-unique grid generation rules to
385 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
386 * and has two ambiguous areas.
388 * An even better one is
389 * 13x11w#507896411361192
391 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
392 * and has an ambiguous area _and_ a situation where loop avoidance
393 * is a necessary deductive technique.
396 * 48x25w#820543338195187
398 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
399 * which has a spot (far right) where slightly more complex loop
400 * avoidance is required.
403 static int dsf_canonify(int *dsf
, int val
)
407 while (dsf
[val
] != val
)
419 static void dsf_merge(int *dsf
, int v1
, int v2
)
421 v1
= dsf_canonify(dsf
, v1
);
422 v2
= dsf_canonify(dsf
, v2
);
427 unsigned char *marked
;
433 static struct todo
*todo_new(int maxsize
)
435 struct todo
*todo
= snew(struct todo
);
436 todo
->marked
= snewn(maxsize
, unsigned char);
437 memset(todo
->marked
, 0, maxsize
);
438 todo
->buflen
= maxsize
+ 1;
439 todo
->buffer
= snewn(todo
->buflen
, int);
440 todo
->head
= todo
->tail
= 0;
444 static void todo_free(struct todo
*todo
)
451 static void todo_add(struct todo
*todo
, int index
)
453 if (todo
->marked
[index
])
454 return; /* already on the list */
455 todo
->marked
[index
] = TRUE
;
456 todo
->buffer
[todo
->tail
++] = index
;
457 if (todo
->tail
== todo
->buflen
)
461 static int todo_get(struct todo
*todo
) {
464 if (todo
->head
== todo
->tail
)
465 return -1; /* list is empty */
466 ret
= todo
->buffer
[todo
->head
++];
467 if (todo
->head
== todo
->buflen
)
469 todo
->marked
[ret
] = FALSE
;
474 static int net_solver(int w
, int h
, unsigned char *tiles
,
475 unsigned char *barriers
, int wrapping
)
477 unsigned char *tilestate
;
478 unsigned char *edgestate
;
487 * Set up the solver's data structures.
491 * tilestate stores the possible orientations of each tile.
492 * There are up to four of these, so we'll index the array in
493 * fours. tilestate[(y * w + x) * 4] and its three successive
494 * members give the possible orientations, clearing to 255 from
495 * the end as things are ruled out.
497 * In this loop we also count up the area of the grid (which is
498 * not _necessarily_ equal to w*h, because there might be one
499 * or more blank squares present. This will never happen in a
500 * grid generated _by_ this program, but it's worth keeping the
501 * solver as general as possible.)
503 tilestate
= snewn(w
* h
* 4, unsigned char);
505 for (i
= 0; i
< w
*h
; i
++) {
506 tilestate
[i
* 4] = tiles
[i
] & 0xF;
507 for (j
= 1; j
< 4; j
++) {
508 if (tilestate
[i
* 4 + j
- 1] == 255 ||
509 A(tilestate
[i
* 4 + j
- 1]) == tilestate
[i
* 4])
510 tilestate
[i
* 4 + j
] = 255;
512 tilestate
[i
* 4 + j
] = A(tilestate
[i
* 4 + j
- 1]);
519 * edgestate stores the known state of each edge. It is 0 for
520 * unknown, 1 for open (connected) and 2 for closed (not
523 * In principle we need only worry about each edge once each,
524 * but in fact it's easier to track each edge twice so that we
525 * can reference it from either side conveniently. Also I'm
526 * going to allocate _five_ bytes per tile, rather than the
527 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
528 * where d is 1,2,4,8 and they never overlap.
530 edgestate
= snewn((w
* h
- 1) * 5 + 9, unsigned char);
531 memset(edgestate
, 0, (w
* h
- 1) * 5 + 9);
534 * deadends tracks which edges have dead ends on them. It is
535 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
536 * tells you whether heading out of tile (x,y) in direction d
537 * can reach a limited amount of the grid. Values are area+1
538 * (no dead end known) or less than that (can reach _at most_
539 * this many other tiles by heading this way out of this tile).
541 deadends
= snewn((w
* h
- 1) * 5 + 9, int);
542 for (i
= 0; i
< (w
* h
- 1) * 5 + 9; i
++)
543 deadends
[i
] = area
+1;
546 * equivalence tracks which sets of tiles are known to be
547 * connected to one another, so we can avoid creating loops by
548 * linking together tiles which are already linked through
551 * This is a disjoint set forest structure: equivalence[i]
552 * contains the index of another member of the equivalence
553 * class containing i, or contains i itself for precisely one
554 * member in each such class. To find a representative member
555 * of the equivalence class containing i, you keep replacing i
556 * with equivalence[i] until it stops changing; then you go
557 * _back_ along the same path and point everything on it
558 * directly at the representative member so as to speed up
559 * future searches. Then you test equivalence between tiles by
560 * finding the representative of each tile and seeing if
561 * they're the same; and you create new equivalence (merge
562 * classes) by finding the representative of each tile and
563 * setting equivalence[one]=the_other.
565 equivalence
= snewn(w
* h
, int);
566 for (i
= 0; i
< w
*h
; i
++)
567 equivalence
[i
] = i
; /* initially all distinct */
570 * On a non-wrapping grid, we instantly know that all the edges
571 * round the edge are closed.
574 for (i
= 0; i
< w
; i
++) {
575 edgestate
[i
* 5 + 2] = edgestate
[((h
-1) * w
+ i
) * 5 + 8] = 2;
577 for (i
= 0; i
< h
; i
++) {
578 edgestate
[(i
* w
+ w
-1) * 5 + 1] = edgestate
[(i
* w
) * 5 + 4] = 2;
583 * If we have barriers available, we can mark those edges as
587 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
589 for (d
= 1; d
<= 8; d
+= d
) {
590 if (barriers
[y
*w
+x
] & d
) {
593 * In principle the barrier list should already
594 * contain each barrier from each side, but
595 * let's not take chances with our internal
598 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
599 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
600 edgestate
[(y2
*w
+x2
) * 5 + F(d
)] = 2;
607 * Since most deductions made by this solver are local (the
608 * exception is loop avoidance, where joining two tiles
609 * together on one side of the grid can theoretically permit a
610 * fresh deduction on the other), we can address the scaling
611 * problem inherent in iterating repeatedly over the entire
612 * grid by instead working with a to-do list.
614 todo
= todo_new(w
* h
);
617 * Main deductive loop.
619 done_something
= TRUE
; /* prevent instant termination! */
624 * Take a tile index off the todo list and process it.
626 index
= todo_get(todo
);
629 * If we have run out of immediate things to do, we
630 * have no choice but to scan the whole grid for
631 * longer-range things we've missed. Hence, I now add
632 * every square on the grid back on to the to-do list.
633 * I also set `done_something' to FALSE at this point;
634 * if we later come back here and find it still FALSE,
635 * we will know we've scanned the entire grid without
636 * finding anything new to do, and we can terminate.
640 for (i
= 0; i
< w
*h
; i
++)
642 done_something
= FALSE
;
644 index
= todo_get(todo
);
650 int d
, ourclass
= dsf_canonify(equivalence
, y
*w
+x
);
653 deadendmax
[1] = deadendmax
[2] = deadendmax
[4] = deadendmax
[8] = 0;
655 for (i
= j
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
657 int nnondeadends
, nondeadends
[4], deadendtotal
;
658 int nequiv
, equiv
[5];
659 int val
= tilestate
[(y
*w
+x
) * 4 + i
];
662 nnondeadends
= deadendtotal
= 0;
665 for (d
= 1; d
<= 8; d
+= d
) {
667 * Immediately rule out this orientation if it
668 * conflicts with any known edge.
670 if ((edgestate
[(y
*w
+x
) * 5 + d
] == 1 && !(val
& d
)) ||
671 (edgestate
[(y
*w
+x
) * 5 + d
] == 2 && (val
& d
)))
676 * Count up the dead-end statistics.
678 if (deadends
[(y
*w
+x
) * 5 + d
] <= area
) {
679 deadendtotal
+= deadends
[(y
*w
+x
) * 5 + d
];
681 nondeadends
[nnondeadends
++] = d
;
685 * Ensure we aren't linking to any tiles,
686 * through edges not already known to be
687 * open, which create a loop.
689 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
692 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
693 c
= dsf_canonify(equivalence
, y2
*w
+x2
);
694 for (k
= 0; k
< nequiv
; k
++)
705 if (nnondeadends
== 0) {
707 * If this orientation links together dead-ends
708 * with a total area of less than the entire
709 * grid, it is invalid.
711 * (We add 1 to deadendtotal because of the
712 * tile itself, of course; one tile linking
713 * dead ends of size 2 and 3 forms a subnetwork
714 * with a total area of 6, not 5.)
716 if (deadendtotal
> 0 && deadendtotal
+1 < area
)
718 } else if (nnondeadends
== 1) {
720 * If this orientation links together one or
721 * more dead-ends with precisely one
722 * non-dead-end, then we may have to mark that
723 * non-dead-end as a dead end going the other
724 * way. However, it depends on whether all
725 * other orientations share the same property.
728 if (deadendmax
[nondeadends
[0]] < deadendtotal
)
729 deadendmax
[nondeadends
[0]] = deadendtotal
;
732 * If this orientation links together two or
733 * more non-dead-ends, then we can rule out the
734 * possibility of putting in new dead-end
735 * markings in those directions.
738 for (k
= 0; k
< nnondeadends
; k
++)
739 deadendmax
[nondeadends
[k
]] = area
+1;
743 tilestate
[(y
*w
+x
) * 4 + j
++] = val
;
744 #ifdef SOLVER_DIAGNOSTICS
746 printf("ruling out orientation %x at %d,%d\n", val
, x
, y
);
750 assert(j
> 0); /* we can't lose _all_ possibilities! */
753 done_something
= TRUE
;
756 * We have ruled out at least one tile orientation.
757 * Make sure the rest are blanked.
760 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
764 * Now go through the tile orientations again and see
765 * if we've deduced anything new about any edges.
771 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
772 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
773 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
775 for (d
= 1; d
<= 8; d
+= d
)
776 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
778 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
781 /* This edge is open in all orientations. */
782 #ifdef SOLVER_DIAGNOSTICS
783 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
785 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
786 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
787 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
788 done_something
= TRUE
;
789 todo_add(todo
, y2
*w
+x2
);
790 } else if (!(o
& d
)) {
791 /* This edge is closed in all orientations. */
792 #ifdef SOLVER_DIAGNOSTICS
793 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
795 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
796 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
797 done_something
= TRUE
;
798 todo_add(todo
, y2
*w
+x2
);
805 * Now check the dead-end markers and see if any of
806 * them has lowered from the real ones.
808 for (d
= 1; d
<= 8; d
+= d
) {
810 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
812 if (deadendmax
[d
] > 0 &&
813 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
814 #ifdef SOLVER_DIAGNOSTICS
815 printf("setting dead end value %d,%d:%d to %d\n",
816 x2
, y2
, d2
, deadendmax
[d
]);
818 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
819 done_something
= TRUE
;
820 todo_add(todo
, y2
*w
+x2
);
828 * Mark all completely determined tiles as locked.
831 for (i
= 0; i
< w
*h
; i
++) {
832 if (tilestate
[i
* 4 + 1] == 255) {
833 assert(tilestate
[i
* 4 + 0] != 255);
834 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
842 * Free up working space.
853 /* ----------------------------------------------------------------------
854 * Randomly select a new game description.
858 * Function to randomly perturb an ambiguous section in a grid, to
859 * attempt to ensure unique solvability.
861 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
862 random_state
*rs
, int startx
, int starty
, int startd
)
864 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
865 int nperim
, perimsize
, nloop
[2], loopsize
[2];
869 * We know that the tile at (startx,starty) is part of an
870 * ambiguous section, and we also know that its neighbour in
871 * direction startd is fully specified. We begin by tracing all
872 * the way round the ambiguous area.
874 nperim
= perimsize
= 0;
879 #ifdef PERTURB_DIAGNOSTICS
880 printf("perturb %d,%d:%d\n", x
, y
, d
);
885 if (nperim
>= perimsize
) {
886 perimsize
= perimsize
* 3 / 2 + 32;
887 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
889 perimeter
[nperim
].x
= x
;
890 perimeter
[nperim
].y
= y
;
891 perimeter
[nperim
].direction
= d
;
893 #ifdef PERTURB_DIAGNOSTICS
894 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
898 * First, see if we can simply turn left from where we are
899 * and find another locked square.
902 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
903 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
904 (tiles
[y2
*w
+x2
] & LOCKED
)) {
908 * Failing that, step left into the new square and look
913 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
914 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
915 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
917 * And failing _that_, we're going to have to step
918 * forward into _that_ square and look right at the
919 * same locked square as we started with.
927 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
930 * Our technique for perturbing this ambiguous area is to
931 * search round its edge for a join we can make: that is, an
932 * edge on the perimeter which is (a) not currently connected,
933 * and (b) connecting it would not yield a full cross on either
934 * side. Then we make that join, search round the network to
935 * find the loop thus constructed, and sever the loop at a
936 * randomly selected other point.
938 perim2
= snewn(nperim
, struct xyd
);
939 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
940 /* Shuffle the perimeter, so as to search it without directional bias. */
941 for (i
= nperim
; --i
;) {
942 int j
= random_upto(rs
, i
+1);
946 perim2
[j
] = perim2
[i
];
949 for (i
= 0; i
< nperim
; i
++) {
954 d
= perim2
[i
].direction
;
956 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
957 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
958 continue; /* can't link across non-wrapping border */
959 if (tiles
[y
*w
+x
] & d
)
960 continue; /* already linked in this direction! */
961 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
962 continue; /* can't turn this tile into a cross */
963 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
964 continue; /* can't turn other tile into a cross */
967 * We've found the point at which we're going to make a new
970 #ifdef PERTURB_DIAGNOSTICS
971 printf("linking %d,%d:%d\n", x
, y
, d
);
974 tiles
[y2
*w
+x2
] |= F(d
);
980 return; /* nothing we can do! */
983 * Now we've constructed a new link, we need to find the entire
984 * loop of which it is a part.
986 * In principle, this involves doing a complete search round
987 * the network. However, I anticipate that in the vast majority
988 * of cases the loop will be quite small, so what I'm going to
989 * do is make _two_ searches round the network in parallel, one
990 * keeping its metaphorical hand on the left-hand wall while
991 * the other keeps its hand on the right. As soon as one of
992 * them gets back to its starting point, I abandon the other.
994 for (i
= 0; i
< 2; i
++) {
995 loopsize
[i
] = nloop
[i
] = 0;
999 looppos
[i
].direction
= d
;
1002 for (i
= 0; i
< 2; i
++) {
1007 d
= looppos
[i
].direction
;
1009 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1012 * Add this path segment to the loop, unless it exactly
1013 * reverses the previous one on the loop in which case
1014 * we take it away again.
1016 #ifdef PERTURB_DIAGNOSTICS
1017 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
1020 loop
[i
][nloop
[i
]-1].x
== x2
&&
1021 loop
[i
][nloop
[i
]-1].y
== y2
&&
1022 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
1023 #ifdef PERTURB_DIAGNOSTICS
1024 printf("removing path segment %d,%d:%d from loop[%d]\n",
1029 if (nloop
[i
] >= loopsize
[i
]) {
1030 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
1031 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
1033 #ifdef PERTURB_DIAGNOSTICS
1034 printf("adding path segment %d,%d:%d to loop[%d]\n",
1037 loop
[i
][nloop
[i
]++] = looppos
[i
];
1040 #ifdef PERTURB_DIAGNOSTICS
1041 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
1044 for (j
= 0; j
< 4; j
++) {
1049 #ifdef PERTURB_DIAGNOSTICS
1050 printf("trying dir %d\n", d
);
1052 if (tiles
[y2
*w
+x2
] & d
) {
1055 looppos
[i
].direction
= d
;
1061 assert(nloop
[i
] > 0);
1063 if (looppos
[i
].x
== loop
[i
][0].x
&&
1064 looppos
[i
].y
== loop
[i
][0].y
&&
1065 looppos
[i
].direction
== loop
[i
][0].direction
) {
1066 #ifdef PERTURB_DIAGNOSTICS
1067 printf("loop %d finished tracking\n", i
);
1071 * Having found our loop, we now sever it at a
1072 * randomly chosen point - absolutely any will do -
1073 * which is not the one we joined it at to begin
1074 * with. Conveniently, the one we joined it at is
1075 * loop[i][0], so we just avoid that one.
1077 j
= random_upto(rs
, nloop
[i
]-1) + 1;
1080 d
= loop
[i
][j
].direction
;
1081 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1083 tiles
[y2
*w
+x2
] &= ~F(d
);
1095 * Finally, we must mark the entire disputed section as locked,
1096 * to prevent the perturb function being called on it multiple
1099 * To do this, we _sort_ the perimeter of the area. The
1100 * existing xyd_cmp function will arrange things into columns
1101 * for us, in such a way that each column has the edges in
1102 * vertical order. Then we can work down each column and fill
1103 * in all the squares between an up edge and a down edge.
1105 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1107 for (i
= 0; i
<= nperim
; i
++) {
1108 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1110 * Fill in everything from the last Up edge to the
1111 * bottom of the grid, if necessary.
1115 #ifdef PERTURB_DIAGNOSTICS
1116 printf("resolved: locking tile %d,%d\n", x
, y
);
1118 tiles
[y
* w
+ x
] |= LOCKED
;
1131 if (perimeter
[i
].direction
== U
) {
1134 } else if (perimeter
[i
].direction
== D
) {
1136 * Fill in everything from the last Up edge to here.
1138 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1139 while (y
<= perimeter
[i
].y
) {
1140 #ifdef PERTURB_DIAGNOSTICS
1141 printf("resolved: locking tile %d,%d\n", x
, y
);
1143 tiles
[y
* w
+ x
] |= LOCKED
;
1153 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1154 game_aux_info
**aux
)
1156 tree234
*possibilities
, *barriertree
;
1157 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1158 unsigned char *tiles
, *barriers
;
1167 tiles
= snewn(w
* h
, unsigned char);
1168 barriers
= snewn(w
* h
, unsigned char);
1172 memset(tiles
, 0, w
* h
);
1173 memset(barriers
, 0, w
* h
);
1176 * Construct the unshuffled grid.
1178 * To do this, we simply start at the centre point, repeatedly
1179 * choose a random possibility out of the available ways to
1180 * extend a used square into an unused one, and do it. After
1181 * extending the third line out of a square, we remove the
1182 * fourth from the possibilities list to avoid any full-cross
1183 * squares (which would make the game too easy because they
1184 * only have one orientation).
1186 * The slightly worrying thing is the avoidance of full-cross
1187 * squares. Can this cause our unsophisticated construction
1188 * algorithm to paint itself into a corner, by getting into a
1189 * situation where there are some unreached squares and the
1190 * only way to reach any of them is to extend a T-piece into a
1193 * Answer: no it can't, and here's a proof.
1195 * Any contiguous group of such unreachable squares must be
1196 * surrounded on _all_ sides by T-pieces pointing away from the
1197 * group. (If not, then there is a square which can be extended
1198 * into one of the `unreachable' ones, and so it wasn't
1199 * unreachable after all.) In particular, this implies that
1200 * each contiguous group of unreachable squares must be
1201 * rectangular in shape (any deviation from that yields a
1202 * non-T-piece next to an `unreachable' square).
1204 * So we have a rectangle of unreachable squares, with T-pieces
1205 * forming a solid border around the rectangle. The corners of
1206 * that border must be connected (since every tile connects all
1207 * the lines arriving in it), and therefore the border must
1208 * form a closed loop around the rectangle.
1210 * But this can't have happened in the first place, since we
1211 * _know_ we've avoided creating closed loops! Hence, no such
1212 * situation can ever arise, and the naive grid construction
1213 * algorithm will guaranteeably result in a complete grid
1214 * containing no unreached squares, no full crosses _and_ no
1217 possibilities
= newtree234(xyd_cmp_nc
);
1220 add234(possibilities
, new_xyd(cx
, cy
, R
));
1222 add234(possibilities
, new_xyd(cx
, cy
, U
));
1224 add234(possibilities
, new_xyd(cx
, cy
, L
));
1226 add234(possibilities
, new_xyd(cx
, cy
, D
));
1228 while (count234(possibilities
) > 0) {
1231 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1234 * Extract a randomly chosen possibility from the list.
1236 i
= random_upto(rs
, count234(possibilities
));
1237 xyd
= delpos234(possibilities
, i
);
1240 d1
= xyd
->direction
;
1243 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1246 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1247 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1251 * Make the connection. (We should be moving to an as yet
1254 index(params
, tiles
, x1
, y1
) |= d1
;
1255 assert(index(params
, tiles
, x2
, y2
) == 0);
1256 index(params
, tiles
, x2
, y2
) |= d2
;
1259 * If we have created a T-piece, remove its last
1262 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1263 struct xyd xyd1
, *xydp
;
1267 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1269 xydp
= find234(possibilities
, &xyd1
, NULL
);
1273 printf("T-piece; removing (%d,%d,%c)\n",
1274 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1276 del234(possibilities
, xydp
);
1282 * Remove all other possibilities that were pointing at the
1283 * tile we've just moved into.
1285 for (d
= 1; d
< 0x10; d
<<= 1) {
1287 struct xyd xyd1
, *xydp
;
1289 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1294 xyd1
.direction
= d3
;
1296 xydp
= find234(possibilities
, &xyd1
, NULL
);
1300 printf("Loop avoidance; removing (%d,%d,%c)\n",
1301 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1303 del234(possibilities
, xydp
);
1309 * Add new possibilities to the list for moving _out_ of
1310 * the tile we have just moved into.
1312 for (d
= 1; d
< 0x10; d
<<= 1) {
1316 continue; /* we've got this one already */
1318 if (!params
->wrapping
) {
1319 if (d
== U
&& y2
== 0)
1321 if (d
== D
&& y2
== h
-1)
1323 if (d
== L
&& x2
== 0)
1325 if (d
== R
&& x2
== w
-1)
1329 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1331 if (index(params
, tiles
, x3
, y3
))
1332 continue; /* this would create a loop */
1335 printf("New frontier; adding (%d,%d,%c)\n",
1336 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1338 add234(possibilities
, new_xyd(x2
, y2
, d
));
1341 /* Having done that, we should have no possibilities remaining. */
1342 assert(count234(possibilities
) == 0);
1343 freetree234(possibilities
);
1345 if (params
->unique
) {
1349 * Run the solver to check unique solubility.
1351 while (!net_solver(w
, h
, tiles
, NULL
, params
->wrapping
)) {
1355 * We expect (in most cases) that most of the grid will
1356 * be uniquely specified already, and the remaining
1357 * ambiguous sections will be small and separate. So
1358 * our strategy is to find each individual such
1359 * section, and perform a perturbation on the network
1362 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1363 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1365 if (tiles
[y
*w
+x
] & LOCKED
)
1366 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1368 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1370 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1372 if (tiles
[y
*w
+x
] & LOCKED
)
1373 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1375 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1380 * Now n counts the number of ambiguous sections we
1381 * have fiddled with. If we haven't managed to decrease
1382 * it from the last time we ran the solver, give up and
1383 * regenerate the entire grid.
1385 if (prevn
!= -1 && prevn
<= n
)
1386 goto begin_generation
; /* (sorry) */
1392 * The solver will have left a lot of LOCKED bits lying
1393 * around in the tiles array. Remove them.
1395 for (x
= 0; x
< w
*h
; x
++)
1396 tiles
[x
] &= ~LOCKED
;
1400 * Now compute a list of the possible barrier locations.
1402 barriertree
= newtree234(xyd_cmp_nc
);
1403 for (y
= 0; y
< h
; y
++) {
1404 for (x
= 0; x
< w
; x
++) {
1406 if (!(index(params
, tiles
, x
, y
) & R
) &&
1407 (params
->wrapping
|| x
< w
-1))
1408 add234(barriertree
, new_xyd(x
, y
, R
));
1409 if (!(index(params
, tiles
, x
, y
) & D
) &&
1410 (params
->wrapping
|| y
< h
-1))
1411 add234(barriertree
, new_xyd(x
, y
, D
));
1416 * Save the unshuffled grid in an aux_info.
1419 game_aux_info
*solution
;
1421 solution
= snew(game_aux_info
);
1422 solution
->width
= w
;
1423 solution
->height
= h
;
1424 solution
->tiles
= snewn(w
* h
, unsigned char);
1425 memcpy(solution
->tiles
, tiles
, w
* h
);
1431 * Now shuffle the grid.
1433 for (y
= 0; y
< h
; y
++) {
1434 for (x
= 0; x
< w
; x
++) {
1435 int orig
= index(params
, tiles
, x
, y
);
1436 int rot
= random_upto(rs
, 4);
1437 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1442 * And now choose barrier locations. (We carefully do this
1443 * _after_ shuffling, so that changing the barrier rate in the
1444 * params while keeping the random seed the same will give the
1445 * same shuffled grid and _only_ change the barrier locations.
1446 * Also the way we choose barrier locations, by repeatedly
1447 * choosing one possibility from the list until we have enough,
1448 * is designed to ensure that raising the barrier rate while
1449 * keeping the seed the same will provide a superset of the
1450 * previous barrier set - i.e. if you ask for 10 barriers, and
1451 * then decide that's still too hard and ask for 20, you'll get
1452 * the original 10 plus 10 more, rather than getting 20 new
1453 * ones and the chance of remembering your first 10.)
1455 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1456 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1458 while (nbarriers
> 0) {
1461 int x1
, y1
, d1
, x2
, y2
, d2
;
1464 * Extract a randomly chosen barrier from the list.
1466 i
= random_upto(rs
, count234(barriertree
));
1467 xyd
= delpos234(barriertree
, i
);
1469 assert(xyd
!= NULL
);
1473 d1
= xyd
->direction
;
1476 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1479 index(params
, barriers
, x1
, y1
) |= d1
;
1480 index(params
, barriers
, x2
, y2
) |= d2
;
1486 * Clean up the rest of the barrier list.
1491 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1494 freetree234(barriertree
);
1498 * Finally, encode the grid into a string game description.
1500 * My syntax is extremely simple: each square is encoded as a
1501 * hex digit in which bit 0 means a connection on the right,
1502 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1503 * encoding as used internally). Each digit is followed by
1504 * optional barrier indicators: `v' means a vertical barrier to
1505 * the right of it, and `h' means a horizontal barrier below
1508 desc
= snewn(w
* h
* 3 + 1, char);
1510 for (y
= 0; y
< h
; y
++) {
1511 for (x
= 0; x
< w
; x
++) {
1512 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1513 if ((params
->wrapping
|| x
< w
-1) &&
1514 (index(params
, barriers
, x
, y
) & R
))
1516 if ((params
->wrapping
|| y
< h
-1) &&
1517 (index(params
, barriers
, x
, y
) & D
))
1521 assert(p
- desc
<= w
*h
*3);
1530 static void game_free_aux_info(game_aux_info
*aux
)
1536 static char *validate_desc(game_params
*params
, char *desc
)
1538 int w
= params
->width
, h
= params
->height
;
1541 for (i
= 0; i
< w
*h
; i
++) {
1542 if (*desc
>= '0' && *desc
<= '9')
1544 else if (*desc
>= 'a' && *desc
<= 'f')
1546 else if (*desc
>= 'A' && *desc
<= 'F')
1549 return "Game description shorter than expected";
1551 return "Game description contained unexpected character";
1553 while (*desc
== 'h' || *desc
== 'v')
1557 return "Game description longer than expected";
1562 /* ----------------------------------------------------------------------
1563 * Construct an initial game state, given a description and parameters.
1566 static game_state
*new_game(game_params
*params
, char *desc
)
1571 assert(params
->width
> 0 && params
->height
> 0);
1572 assert(params
->width
> 1 || params
->height
> 1);
1575 * Create a blank game state.
1577 state
= snew(game_state
);
1578 w
= state
->width
= params
->width
;
1579 h
= state
->height
= params
->height
;
1580 state
->wrapping
= params
->wrapping
;
1581 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1582 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
1583 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1584 memset(state
->tiles
, 0, state
->width
* state
->height
);
1585 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1586 memset(state
->barriers
, 0, state
->width
* state
->height
);
1589 * Parse the game description into the grid.
1591 for (y
= 0; y
< h
; y
++) {
1592 for (x
= 0; x
< w
; x
++) {
1593 if (*desc
>= '0' && *desc
<= '9')
1594 tile(state
, x
, y
) = *desc
- '0';
1595 else if (*desc
>= 'a' && *desc
<= 'f')
1596 tile(state
, x
, y
) = *desc
- 'a' + 10;
1597 else if (*desc
>= 'A' && *desc
<= 'F')
1598 tile(state
, x
, y
) = *desc
- 'A' + 10;
1601 while (*desc
== 'h' || *desc
== 'v') {
1608 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1611 barrier(state
, x
, y
) |= d1
;
1612 barrier(state
, x2
, y2
) |= d2
;
1620 * Set up border barriers if this is a non-wrapping game.
1622 if (!state
->wrapping
) {
1623 for (x
= 0; x
< state
->width
; x
++) {
1624 barrier(state
, x
, 0) |= U
;
1625 barrier(state
, x
, state
->height
-1) |= D
;
1627 for (y
= 0; y
< state
->height
; y
++) {
1628 barrier(state
, 0, y
) |= L
;
1629 barrier(state
, state
->width
-1, y
) |= R
;
1633 * We check whether this is de-facto a non-wrapping game
1634 * despite the parameters, in case we were passed the
1635 * description of a non-wrapping game. This is so that we
1636 * can change some aspects of the UI behaviour.
1638 state
->wrapping
= FALSE
;
1639 for (x
= 0; x
< state
->width
; x
++)
1640 if (!(barrier(state
, x
, 0) & U
) ||
1641 !(barrier(state
, x
, state
->height
-1) & D
))
1642 state
->wrapping
= TRUE
;
1643 for (y
= 0; y
< state
->width
; y
++)
1644 if (!(barrier(state
, 0, y
) & L
) ||
1645 !(barrier(state
, state
->width
-1, y
) & R
))
1646 state
->wrapping
= TRUE
;
1650 * Set up the barrier corner flags, for drawing barriers
1651 * prettily when they meet.
1653 for (y
= 0; y
< state
->height
; y
++) {
1654 for (x
= 0; x
< state
->width
; x
++) {
1657 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1659 int x1
, y1
, x2
, y2
, x3
, y3
;
1662 if (!(barrier(state
, x
, y
) & dir
))
1665 if (barrier(state
, x
, y
) & dir2
)
1668 OFFSET(x1
, y1
, x
, y
, dir
, state
);
1669 if (barrier(state
, x1
, y1
) & dir2
)
1672 OFFSET(x2
, y2
, x
, y
, dir2
, state
);
1673 if (barrier(state
, x2
, y2
) & dir
)
1677 barrier(state
, x
, y
) |= (dir
<< 4);
1678 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
1679 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
1680 OFFSET(x3
, y3
, x1
, y1
, dir2
, state
);
1681 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
1690 static game_state
*dup_game(game_state
*state
)
1694 ret
= snew(game_state
);
1695 ret
->width
= state
->width
;
1696 ret
->height
= state
->height
;
1697 ret
->wrapping
= state
->wrapping
;
1698 ret
->completed
= state
->completed
;
1699 ret
->used_solve
= state
->used_solve
;
1700 ret
->just_used_solve
= state
->just_used_solve
;
1701 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1702 ret
->last_rotate_x
= state
->last_rotate_x
;
1703 ret
->last_rotate_y
= state
->last_rotate_y
;
1704 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1705 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1706 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1707 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1712 static void free_game(game_state
*state
)
1714 sfree(state
->tiles
);
1715 sfree(state
->barriers
);
1719 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
1726 * Run the internal solver on the provided grid. This might
1727 * not yield a complete solution.
1729 ret
= dup_game(state
);
1730 net_solver(ret
->width
, ret
->height
, ret
->tiles
,
1731 ret
->barriers
, ret
->wrapping
);
1733 assert(aux
->width
== state
->width
);
1734 assert(aux
->height
== state
->height
);
1735 ret
= dup_game(state
);
1736 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
1737 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
1738 ret
->completed
= TRUE
;
1744 static char *game_text_format(game_state
*state
)
1749 /* ----------------------------------------------------------------------
1754 * Compute which squares are reachable from the centre square, as a
1755 * quick visual aid to determining how close the game is to
1756 * completion. This is also a simple way to tell if the game _is_
1757 * completed - just call this function and see whether every square
1760 static unsigned char *compute_active(game_state
*state
, int cx
, int cy
)
1762 unsigned char *active
;
1766 active
= snewn(state
->width
* state
->height
, unsigned char);
1767 memset(active
, 0, state
->width
* state
->height
);
1770 * We only store (x,y) pairs in todo, but it's easier to reuse
1771 * xyd_cmp and just store direction 0 every time.
1773 todo
= newtree234(xyd_cmp_nc
);
1774 index(state
, active
, cx
, cy
) = ACTIVE
;
1775 add234(todo
, new_xyd(cx
, cy
, 0));
1777 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1778 int x1
, y1
, d1
, x2
, y2
, d2
;
1784 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1785 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1789 * If the next tile in this direction is connected to
1790 * us, and there isn't a barrier in the way, and it
1791 * isn't already marked active, then mark it active and
1792 * add it to the to-examine list.
1794 if ((tile(state
, x1
, y1
) & d1
) &&
1795 (tile(state
, x2
, y2
) & d2
) &&
1796 !(barrier(state
, x1
, y1
) & d1
) &&
1797 !index(state
, active
, x2
, y2
)) {
1798 index(state
, active
, x2
, y2
) = ACTIVE
;
1799 add234(todo
, new_xyd(x2
, y2
, 0));
1803 /* Now we expect the todo list to have shrunk to zero size. */
1804 assert(count234(todo
) == 0);
1811 int org_x
, org_y
; /* origin */
1812 int cx
, cy
; /* source tile (game coordinates) */
1815 random_state
*rs
; /* used for jumbling */
1818 static game_ui
*new_ui(game_state
*state
)
1822 game_ui
*ui
= snew(game_ui
);
1823 ui
->org_x
= ui
->org_y
= 0;
1824 ui
->cur_x
= ui
->cx
= state
->width
/ 2;
1825 ui
->cur_y
= ui
->cy
= state
->height
/ 2;
1826 ui
->cur_visible
= FALSE
;
1827 get_random_seed(&seed
, &seedsize
);
1828 ui
->rs
= random_init(seed
, seedsize
);
1834 static void free_ui(game_ui
*ui
)
1836 random_free(ui
->rs
);
1840 /* ----------------------------------------------------------------------
1843 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1844 int x
, int y
, int button
)
1846 game_state
*ret
, *nullret
;
1848 int shift
= button
& MOD_SHFT
, ctrl
= button
& MOD_CTRL
;
1850 button
&= ~MOD_MASK
;
1853 if (button
== LEFT_BUTTON
||
1854 button
== MIDDLE_BUTTON
||
1855 button
== RIGHT_BUTTON
) {
1857 if (ui
->cur_visible
) {
1858 ui
->cur_visible
= FALSE
;
1863 * The button must have been clicked on a valid tile.
1865 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1866 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1871 if (tx
>= state
->width
|| ty
>= state
->height
)
1873 /* Transform from physical to game coords */
1874 tx
= (tx
+ ui
->org_x
) % state
->width
;
1875 ty
= (ty
+ ui
->org_y
) % state
->height
;
1876 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1877 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1879 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
1880 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
1883 case CURSOR_UP
: dir
= U
; break;
1884 case CURSOR_DOWN
: dir
= D
; break;
1885 case CURSOR_LEFT
: dir
= L
; break;
1886 case CURSOR_RIGHT
: dir
= R
; break;
1887 default: return nullret
;
1893 if (state
->wrapping
) {
1894 OFFSET(ui
->org_x
, ui
->org_y
, ui
->org_x
, ui
->org_y
, dir
, state
);
1895 } else return nullret
; /* disallowed for non-wrapping grids */
1899 * Change source tile.
1901 OFFSET(ui
->cx
, ui
->cy
, ui
->cx
, ui
->cy
, dir
, state
);
1903 if (!shift
&& !ctrl
) {
1905 * Move keyboard cursor.
1907 OFFSET(ui
->cur_x
, ui
->cur_y
, ui
->cur_x
, ui
->cur_y
, dir
, state
);
1908 ui
->cur_visible
= TRUE
;
1910 return state
; /* UI activity has occurred */
1911 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
1912 button
== 'A' || button
== 'S' || button
== 'D') {
1915 if (button
== 'a' || button
== 'A')
1916 button
= LEFT_BUTTON
;
1917 else if (button
== 's' || button
== 'S')
1918 button
= MIDDLE_BUTTON
;
1919 else if (button
== 'd' || button
== 'D')
1920 button
= RIGHT_BUTTON
;
1921 ui
->cur_visible
= TRUE
;
1922 } else if (button
== 'j' || button
== 'J') {
1923 /* XXX should we have some mouse control for this? */
1924 button
= 'J'; /* canonify */
1925 tx
= ty
= -1; /* shut gcc up :( */
1930 * The middle button locks or unlocks a tile. (A locked tile
1931 * cannot be turned, and is visually marked as being locked.
1932 * This is a convenience for the player, so that once they are
1933 * sure which way round a tile goes, they can lock it and thus
1934 * avoid forgetting later on that they'd already done that one;
1935 * and the locking also prevents them turning the tile by
1936 * accident. If they change their mind, another middle click
1939 if (button
== MIDDLE_BUTTON
) {
1941 ret
= dup_game(state
);
1942 ret
->just_used_solve
= FALSE
;
1943 tile(ret
, tx
, ty
) ^= LOCKED
;
1944 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1947 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1950 * The left and right buttons have no effect if clicked on a
1953 if (tile(state
, tx
, ty
) & LOCKED
)
1957 * Otherwise, turn the tile one way or the other. Left button
1958 * turns anticlockwise; right button turns clockwise.
1960 ret
= dup_game(state
);
1961 ret
->just_used_solve
= FALSE
;
1962 orig
= tile(ret
, tx
, ty
);
1963 if (button
== LEFT_BUTTON
) {
1964 tile(ret
, tx
, ty
) = A(orig
);
1965 ret
->last_rotate_dir
= +1;
1967 tile(ret
, tx
, ty
) = C(orig
);
1968 ret
->last_rotate_dir
= -1;
1970 ret
->last_rotate_x
= tx
;
1971 ret
->last_rotate_y
= ty
;
1973 } else if (button
== 'J') {
1976 * Jumble all unlocked tiles to random orientations.
1979 ret
= dup_game(state
);
1980 ret
->just_used_solve
= FALSE
;
1981 for (jy
= 0; jy
< ret
->height
; jy
++) {
1982 for (jx
= 0; jx
< ret
->width
; jx
++) {
1983 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1984 int rot
= random_upto(ui
->rs
, 4);
1985 orig
= tile(ret
, jx
, jy
);
1986 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1990 ret
->last_rotate_dir
= 0; /* suppress animation */
1991 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1996 * Check whether the game has been completed.
1999 unsigned char *active
= compute_active(ret
, ui
->cx
, ui
->cy
);
2001 int complete
= TRUE
;
2003 for (x1
= 0; x1
< ret
->width
; x1
++)
2004 for (y1
= 0; y1
< ret
->height
; y1
++)
2005 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
2007 goto break_label
; /* break out of two loops at once */
2014 ret
->completed
= TRUE
;
2020 /* ----------------------------------------------------------------------
2021 * Routines for drawing the game position on the screen.
2024 struct game_drawstate
{
2028 unsigned char *visible
;
2031 static game_drawstate
*game_new_drawstate(game_state
*state
)
2033 game_drawstate
*ds
= snew(game_drawstate
);
2035 ds
->started
= FALSE
;
2036 ds
->width
= state
->width
;
2037 ds
->height
= state
->height
;
2038 ds
->org_x
= ds
->org_y
= -1;
2039 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
2040 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
2045 static void game_free_drawstate(game_drawstate
*ds
)
2051 static void game_size(game_params
*params
, int *x
, int *y
)
2053 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
2054 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
2057 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2061 ret
= snewn(NCOLOURS
* 3, float);
2062 *ncolours
= NCOLOURS
;
2065 * Basic background colour is whatever the front end thinks is
2066 * a sensible default.
2068 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2073 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
2074 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
2075 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
2078 * Powered wires and powered endpoints are cyan.
2080 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
2081 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
2082 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
2087 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
2088 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
2089 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
2092 * Unpowered endpoints are blue.
2094 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
2095 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
2096 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
2099 * Tile borders are a darker grey than the background.
2101 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2102 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2103 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2106 * Locked tiles are a grey in between those two.
2108 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2109 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2110 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2115 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2118 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2119 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2120 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2121 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2122 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
2125 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
2128 int mx
= (x1
< x2 ? x1
: x2
);
2129 int my
= (y1
< y2 ? y1
: y2
);
2130 int dx
= (x2
+ x1
- 2*mx
+ 1);
2131 int dy
= (y2
+ y1
- 2*my
+ 1);
2133 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
2137 * draw_barrier_corner() and draw_barrier() are passed physical coords
2139 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
,
2142 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2143 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2144 int x1
, y1
, dx
, dy
, dir2
;
2149 dx
= X(dir
) + X(dir2
);
2150 dy
= Y(dir
) + Y(dir2
);
2151 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2152 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2155 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2156 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2157 barrier ? COL_WIRE
: COL_BACKGROUND
);
2158 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2159 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2160 barrier ? COL_WIRE
: COL_BACKGROUND
);
2162 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
2163 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2164 barrier ? COL_BARRIER
: COL_BORDER
);
2168 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
,
2171 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2172 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2175 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2176 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2177 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2178 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2181 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
,
2182 barrier ? COL_WIRE
: COL_BACKGROUND
);
2184 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
,
2185 barrier ? COL_BARRIER
: COL_BORDER
);
2190 * draw_tile() is passed physical coordinates
2192 static void draw_tile(frontend
*fe
, game_state
*state
, game_drawstate
*ds
,
2193 int x
, int y
, int tile
, int src
, float angle
, int cursor
)
2195 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2196 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2198 float cx
, cy
, ex
, ey
, tx
, ty
;
2199 int dir
, col
, phase
;
2202 * When we draw a single tile, we must draw everything up to
2203 * and including the borders around the tile. This means that
2204 * if the neighbouring tiles have connections to those borders,
2205 * we must draw those connections on the borders themselves.
2207 * This would be terribly fiddly if we ever had to draw a tile
2208 * while its neighbour was in mid-rotate, because we'd have to
2209 * arrange to _know_ that the neighbour was being rotated and
2210 * hence had an anomalous effect on the redraw of this tile.
2211 * Fortunately, the drawing algorithm avoids ever calling us in
2212 * this circumstance: we're either drawing lots of straight
2213 * tiles at game start or after a move is complete, or we're
2214 * repeatedly drawing only the rotating tile. So no problem.
2218 * So. First blank the tile out completely: draw a big
2219 * rectangle in border colour, and a smaller rectangle in
2220 * background colour to fill it in.
2222 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2224 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2225 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2226 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
2229 * Draw an inset outline rectangle as a cursor, in whichever of
2230 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2234 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2235 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2236 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2237 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2238 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2239 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2240 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2241 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2242 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2243 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2244 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2245 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
2249 * Set up the rotation matrix.
2251 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2252 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2253 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2254 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2259 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2260 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
2261 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2263 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2264 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2265 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2266 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2267 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2271 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2273 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2274 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2275 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2276 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
2277 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2282 * Draw the box in the middle. We do this in blue if the tile
2283 * is an unpowered endpoint, in cyan if the tile is a powered
2284 * endpoint, in black if the tile is the centrepiece, and
2285 * otherwise not at all.
2290 else if (COUNT(tile
) == 1) {
2291 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
2296 points
[0] = +1; points
[1] = +1;
2297 points
[2] = +1; points
[3] = -1;
2298 points
[4] = -1; points
[5] = -1;
2299 points
[6] = -1; points
[7] = +1;
2301 for (i
= 0; i
< 8; i
+= 2) {
2302 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2303 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2304 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2305 points
[i
] = bx
+(int)(cx
+tx
);
2306 points
[i
+1] = by
+(int)(cy
+ty
);
2309 draw_polygon(fe
, points
, 4, TRUE
, col
);
2310 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
2314 * Draw the points on the border if other tiles are connected
2317 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2318 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2326 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2329 if (!(tile(state
, GX(ox
), GY(oy
)) & F(dir
)))
2332 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
2333 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
2334 lx
= dx
* (TILE_BORDER
-1);
2335 ly
= dy
* (TILE_BORDER
-1);
2339 if (angle
== 0.0 && (tile
& dir
)) {
2341 * If we are fully connected to the other tile, we must
2342 * draw right across the tile border. (We can use our
2343 * own ACTIVE state to determine what colour to do this
2344 * in: if we are fully connected to the other tile then
2345 * the two ACTIVE states will be the same.)
2347 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2348 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
2349 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2352 * The other tile extends into our border, but isn't
2353 * actually connected to us. Just draw a single black
2356 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
2361 * Draw barrier corners, and then barriers.
2363 for (phase
= 0; phase
< 2; phase
++) {
2364 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2365 if (barrier(state
, GX(x
), GY(y
)) & (dir
<< 4))
2366 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
, TRUE
);
2367 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2368 if (barrier(state
, GX(x
), GY(y
)) & dir
)
2369 draw_barrier(fe
, x
, y
, dir
, phase
, TRUE
);
2372 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2375 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2376 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2378 int x
, y
, tx
, ty
, frame
, last_rotate_dir
, moved_origin
= FALSE
;
2379 unsigned char *active
;
2383 * Clear the screen if this is our first call.
2389 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2390 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2396 * If the origin has changed, we need to redraw the exterior
2399 if (ui
->org_x
!= ds
->org_x
|| ui
->org_y
!= ds
->org_y
) {
2402 ds
->org_x
= ui
->org_x
;
2403 ds
->org_y
= ui
->org_y
;
2404 moved_origin
= TRUE
;
2406 draw_update(fe
, 0, 0,
2407 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2408 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2410 for (phase
= 0; phase
< 2; phase
++) {
2412 for (x
= 0; x
< ds
->width
; x
++) {
2413 int ub
= barrier(state
, GX(x
), GY(0));
2414 int db
= barrier(state
, GX(x
), GY(ds
->height
-1));
2415 draw_barrier_corner(fe
, x
, -1, LD
, phase
, ub
& UL
);
2416 draw_barrier_corner(fe
, x
, -1, DR
, phase
, ub
& RU
);
2417 draw_barrier(fe
, x
, -1, D
, phase
, ub
& U
);
2418 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
, db
& DR
);
2419 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
, db
& LD
);
2420 draw_barrier(fe
, x
, ds
->height
, U
, phase
, db
& D
);
2423 for (y
= 0; y
< ds
->height
; y
++) {
2424 int lb
= barrier(state
, GX(0), GY(y
));
2425 int rb
= barrier(state
, GX(ds
->width
-1), GY(y
));
2426 draw_barrier_corner(fe
, -1, y
, RU
, phase
, lb
& UL
);
2427 draw_barrier_corner(fe
, -1, y
, DR
, phase
, lb
& LD
);
2428 draw_barrier(fe
, -1, y
, R
, phase
, lb
& L
);
2429 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
, rb
& RU
);
2430 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
, rb
& DR
);
2431 draw_barrier(fe
, ds
->width
, y
, L
, phase
, rb
& R
);
2437 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2438 state
->last_rotate_dir
;
2439 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2441 * We're animating a single tile rotation. Find the turning
2444 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2445 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2446 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2453 * We're animating a completion flash. Find which frame
2456 frame
= (int)(ft
/ FLASH_FRAME
);
2460 * Draw any tile which differs from the way it was last drawn.
2462 active
= compute_active(state
, ui
->cx
, ui
->cy
);
2464 for (x
= 0; x
< ds
->width
; x
++)
2465 for (y
= 0; y
< ds
->height
; y
++) {
2466 unsigned char c
= tile(state
, GX(x
), GY(y
)) |
2467 index(state
, active
, GX(x
), GY(y
));
2468 int is_src
= GX(x
) == ui
->cx
&& GY(y
) == ui
->cy
;
2469 int is_anim
= GX(x
) == tx
&& GY(y
) == ty
;
2470 int is_cursor
= ui
->cur_visible
&&
2471 GX(x
) == ui
->cur_x
&& GY(y
) == ui
->cur_y
;
2474 * In a completion flash, we adjust the LOCKED bit
2475 * depending on our distance from the centre point and
2479 int rcx
= RX(ui
->cx
), rcy
= RY(ui
->cy
);
2480 int xdist
, ydist
, dist
;
2481 xdist
= (x
< rcx ? rcx
- x
: x
- rcx
);
2482 ydist
= (y
< rcy ? rcy
- y
: y
- rcy
);
2483 dist
= (xdist
> ydist ? xdist
: ydist
);
2485 if (frame
>= dist
&& frame
< dist
+4) {
2486 int lock
= (frame
- dist
) & 1;
2487 lock
= lock ? LOCKED
: 0;
2488 c
= (c
&~ LOCKED
) | lock
;
2493 index(state
, ds
->visible
, x
, y
) != c
||
2494 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2495 is_src
|| is_anim
|| is_cursor
) {
2496 draw_tile(fe
, state
, ds
, x
, y
, c
,
2497 is_src
, (is_anim ? angle
: 0.0F
), is_cursor
);
2498 if (is_src
|| is_anim
|| is_cursor
)
2499 index(state
, ds
->visible
, x
, y
) = 0xFF;
2501 index(state
, ds
->visible
, x
, y
) = c
;
2506 * Update the status bar.
2509 char statusbuf
[256];
2512 n
= state
->width
* state
->height
;
2513 for (i
= a
= n2
= 0; i
< n
; i
++) {
2516 if (state
->tiles
[i
] & 0xF)
2520 sprintf(statusbuf
, "%sActive: %d/%d",
2521 (state
->used_solve ?
"Auto-solved. " :
2522 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
2524 status_bar(fe
, statusbuf
);
2530 static float game_anim_length(game_state
*oldstate
,
2531 game_state
*newstate
, int dir
)
2533 int last_rotate_dir
;
2536 * Don't animate an auto-solve move.
2538 if ((dir
> 0 && newstate
->just_used_solve
) ||
2539 (dir
< 0 && oldstate
->just_used_solve
))
2543 * Don't animate if last_rotate_dir is zero.
2545 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2546 newstate
->last_rotate_dir
;
2547 if (last_rotate_dir
)
2553 static float game_flash_length(game_state
*oldstate
,
2554 game_state
*newstate
, int dir
)
2557 * If the game has just been completed, we display a completion
2560 if (!oldstate
->completed
&& newstate
->completed
&&
2561 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2563 if (size
< newstate
->width
)
2564 size
= newstate
->width
;
2565 if (size
< newstate
->height
)
2566 size
= newstate
->height
;
2567 return FLASH_FRAME
* (size
+4);
2573 static int game_wants_statusbar(void)
2582 const struct game thegame
= {
2590 TRUE
, game_configure
, custom_params
,
2599 FALSE
, game_text_format
,
2606 game_free_drawstate
,
2610 game_wants_statusbar
,