#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#define TILE_BORDER 1
#define WINDOW_OFFSET 16
-#define ROTATE_TIME 0.1F
-#define FLASH_FRAME 0.05F
+#define ROTATE_TIME 0.13F
+#define FLASH_FRAME 0.07F
enum {
COL_BACKGROUND,
float barrier_probability;
};
+struct game_aux_info {
+ int width, height;
+ unsigned char *tiles;
+};
+
struct game_state {
- int width, height, cx, cy, wrapping, completed, last_rotate_dir;
+ int width, height, cx, cy, wrapping, completed;
+ int last_rotate_x, last_rotate_y, last_rotate_dir;
+ int used_solve, just_used_solve;
unsigned char *tiles;
unsigned char *barriers;
};
/* ----------------------------------------------------------------------
* Manage game parameters.
*/
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
return ret;
}
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
return TRUE;
}
-void free_params(game_params *params)
+static void free_params(game_params *params)
{
sfree(params);
}
-game_params *dup_params(game_params *params)
+static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
-/* ----------------------------------------------------------------------
- * Randomly select a new game seed.
- */
+static void decode_params(game_params *ret, char const *string)
+{
+ char const *p = string;
+
+ ret->width = atoi(p);
+ while (*p && isdigit(*p)) p++;
+ if (*p == 'x') {
+ p++;
+ ret->height = atoi(p);
+ while (*p && isdigit(*p)) p++;
+ if ( (ret->wrapping = (*p == 'w')) != 0 )
+ p++;
+ if (*p == 'b')
+ ret->barrier_probability = atof(p+1);
+ } else {
+ ret->height = ret->width;
+ }
+}
-char *new_game_seed(game_params *params)
+static char *encode_params(game_params *params, int full)
{
- /*
- * The full description of a Net game is far too large to
- * encode directly in the seed, so by default we'll have to go
- * for the simple approach of providing a random-number seed.
- *
- * (This does not restrict me from _later on_ inventing a seed
- * string syntax which can never be generated by this code -
- * for example, strings beginning with a letter - allowing me
- * to type in a precise game, and have new_game detect it and
- * understand it and do something completely different.)
- */
- char buf[40];
- sprintf(buf, "%d", rand());
- return dupstr(buf);
+ char ret[400];
+ int len;
+
+ len = sprintf(ret, "%dx%d", params->width, params->height);
+ if (params->wrapping)
+ ret[len++] = 'w';
+ if (full && params->barrier_probability)
+ len += sprintf(ret+len, "b%g", params->barrier_probability);
+ assert(len < lenof(ret));
+ ret[len] = '\0';
+
+ return dupstr(ret);
+}
+
+static config_item *game_configure(game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(5, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->width);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->height);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Walls wrap around";
+ ret[2].type = C_BOOLEAN;
+ ret[2].sval = NULL;
+ ret[2].ival = params->wrapping;
+
+ ret[3].name = "Barrier probability";
+ ret[3].type = C_STRING;
+ sprintf(buf, "%g", params->barrier_probability);
+ ret[3].sval = dupstr(buf);
+ ret[3].ival = 0;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->width = atoi(cfg[0].sval);
+ ret->height = atoi(cfg[1].sval);
+ ret->wrapping = cfg[2].ival;
+ ret->barrier_probability = (float)atof(cfg[3].sval);
+
+ return ret;
+}
+
+static char *validate_params(game_params *params)
+{
+ if (params->width <= 0 && params->height <= 0)
+ return "Width and height must both be greater than zero";
+ if (params->width <= 0)
+ return "Width must be greater than zero";
+ if (params->height <= 0)
+ return "Height must be greater than zero";
+ if (params->width <= 1 && params->height <= 1)
+ return "At least one of width and height must be greater than one";
+ if (params->barrier_probability < 0)
+ return "Barrier probability may not be negative";
+ if (params->barrier_probability > 1)
+ return "Barrier probability may not be greater than 1";
+ return NULL;
}
/* ----------------------------------------------------------------------
- * Construct an initial game state, given a seed and parameters.
+ * Randomly select a new game description.
*/
-game_state *new_game(game_params *params, char *seed)
+static char *new_game_desc(game_params *params, random_state *rs,
+ game_aux_info **aux)
{
- random_state *rs;
- game_state *state;
- tree234 *possibilities, *barriers;
- int w, h, x, y, nbarriers;
+ tree234 *possibilities, *barriertree;
+ int w, h, x, y, cx, cy, nbarriers;
+ unsigned char *tiles, *barriers;
+ char *desc, *p;
- assert(params->width > 2);
- assert(params->height > 2);
+ w = params->width;
+ h = params->height;
- /*
- * Create a blank game state.
- */
- state = snew(game_state);
- w = state->width = params->width;
- h = state->height = params->height;
- state->cx = state->width / 2;
- state->cy = state->height / 2;
- state->wrapping = params->wrapping;
- state->last_rotate_dir = +1; /* *shrug* */
- state->completed = FALSE;
- state->tiles = snewn(state->width * state->height, unsigned char);
- memset(state->tiles, 0, state->width * state->height);
- state->barriers = snewn(state->width * state->height, unsigned char);
- memset(state->barriers, 0, state->width * state->height);
+ tiles = snewn(w * h, unsigned char);
+ memset(tiles, 0, w * h);
+ barriers = snewn(w * h, unsigned char);
+ memset(barriers, 0, w * h);
- /*
- * Set up border barriers if this is a non-wrapping game.
- */
- if (!state->wrapping) {
- for (x = 0; x < state->width; x++) {
- barrier(state, x, 0) |= U;
- barrier(state, x, state->height-1) |= D;
- }
- for (y = 0; y < state->height; y++) {
- barrier(state, 0, y) |= L;
- barrier(state, state->width-1, y) |= R;
- }
- }
-
- /*
- * Seed the internal random number generator.
- */
- rs = random_init(seed, strlen(seed));
+ cx = w / 2;
+ cy = h / 2;
/*
* Construct the unshuffled grid.
* closed loops. []
*/
possibilities = newtree234(xyd_cmp);
-
- add234(possibilities, new_xyd(state->cx, state->cy, R));
- add234(possibilities, new_xyd(state->cx, state->cy, U));
- add234(possibilities, new_xyd(state->cx, state->cy, L));
- add234(possibilities, new_xyd(state->cx, state->cy, D));
+
+ if (cx+1 < w)
+ add234(possibilities, new_xyd(cx, cy, R));
+ if (cy-1 >= 0)
+ add234(possibilities, new_xyd(cx, cy, U));
+ if (cx-1 >= 0)
+ add234(possibilities, new_xyd(cx, cy, L));
+ if (cy+1 < h)
+ add234(possibilities, new_xyd(cx, cy, D));
while (count234(possibilities) > 0) {
int i;
d1 = xyd->direction;
sfree(xyd);
- OFFSET(x2, y2, x1, y1, d1, state);
+ OFFSET(x2, y2, x1, y1, d1, params);
d2 = F(d1);
#ifdef DEBUG
printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
* Make the connection. (We should be moving to an as yet
* unused tile.)
*/
- tile(state, x1, y1) |= d1;
- assert(tile(state, x2, y2) == 0);
- tile(state, x2, y2) |= d2;
+ index(params, tiles, x1, y1) |= d1;
+ assert(index(params, tiles, x2, y2) == 0);
+ index(params, tiles, x2, y2) |= d2;
/*
* If we have created a T-piece, remove its last
* possibility.
*/
- if (COUNT(tile(state, x1, y1)) == 3) {
+ if (COUNT(index(params, tiles, x1, y1)) == 3) {
struct xyd xyd1, *xydp;
xyd1.x = x1;
xyd1.y = y1;
- xyd1.direction = 0x0F ^ tile(state, x1, y1);
+ xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
xydp = find234(possibilities, &xyd1, NULL);
int x3, y3, d3;
struct xyd xyd1, *xydp;
- OFFSET(x3, y3, x2, y2, d, state);
+ OFFSET(x3, y3, x2, y2, d, params);
d3 = F(d);
xyd1.x = x3;
if (d == d2)
continue; /* we've got this one already */
- if (!state->wrapping) {
+ if (!params->wrapping) {
if (d == U && y2 == 0)
continue;
- if (d == D && y2 == state->height-1)
+ if (d == D && y2 == h-1)
continue;
if (d == L && x2 == 0)
continue;
- if (d == R && x2 == state->width-1)
+ if (d == R && x2 == w-1)
continue;
}
- OFFSET(x3, y3, x2, y2, d, state);
+ OFFSET(x3, y3, x2, y2, d, params);
- if (tile(state, x3, y3))
+ if (index(params, tiles, x3, y3))
continue; /* this would create a loop */
#ifdef DEBUG
/*
* Now compute a list of the possible barrier locations.
*/
- barriers = newtree234(xyd_cmp);
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
-
- if (!(tile(state, x, y) & R) &&
- (state->wrapping || x < state->width-1))
- add234(barriers, new_xyd(x, y, R));
- if (!(tile(state, x, y) & D) &&
- (state->wrapping || y < state->height-1))
- add234(barriers, new_xyd(x, y, D));
+ barriertree = newtree234(xyd_cmp);
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+
+ if (!(index(params, tiles, x, y) & R) &&
+ (params->wrapping || x < w-1))
+ add234(barriertree, new_xyd(x, y, R));
+ if (!(index(params, tiles, x, y) & D) &&
+ (params->wrapping || y < h-1))
+ add234(barriertree, new_xyd(x, y, D));
}
}
/*
+ * Save the unshuffled grid in an aux_info.
+ */
+ {
+ game_aux_info *solution;
+
+ solution = snew(game_aux_info);
+ solution->width = w;
+ solution->height = h;
+ solution->tiles = snewn(w * h, unsigned char);
+ memcpy(solution->tiles, tiles, w * h);
+
+ *aux = solution;
+ }
+
+ /*
* Now shuffle the grid.
*/
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
- int orig = tile(state, x, y);
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int orig = index(params, tiles, x, y);
int rot = random_upto(rs, 4);
- tile(state, x, y) = ROT(orig, rot);
+ index(params, tiles, x, y) = ROT(orig, rot);
}
}
/*
* And now choose barrier locations. (We carefully do this
* _after_ shuffling, so that changing the barrier rate in the
- * params while keeping the game seed the same will give the
+ * params while keeping the random seed the same will give the
* same shuffled grid and _only_ change the barrier locations.
* Also the way we choose barrier locations, by repeatedly
* choosing one possibility from the list until we have enough,
* the original 10 plus 10 more, rather than getting 20 new
* ones and the chance of remembering your first 10.)
*/
- nbarriers = (int)(params->barrier_probability * count234(barriers));
- assert(nbarriers >= 0 && nbarriers <= count234(barriers));
+ nbarriers = (int)(params->barrier_probability * count234(barriertree));
+ assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
while (nbarriers > 0) {
int i;
/*
* Extract a randomly chosen barrier from the list.
*/
- i = random_upto(rs, count234(barriers));
- xyd = delpos234(barriers, i);
+ i = random_upto(rs, count234(barriertree));
+ xyd = delpos234(barriertree, i);
assert(xyd != NULL);
d1 = xyd->direction;
sfree(xyd);
- OFFSET(x2, y2, x1, y1, d1, state);
+ OFFSET(x2, y2, x1, y1, d1, params);
d2 = F(d1);
- barrier(state, x1, y1) |= d1;
- barrier(state, x2, y2) |= d2;
+ index(params, barriers, x1, y1) |= d1;
+ index(params, barriers, x2, y2) |= d2;
nbarriers--;
}
{
struct xyd *xyd;
- while ( (xyd = delpos234(barriers, 0)) != NULL)
+ while ( (xyd = delpos234(barriertree, 0)) != NULL)
sfree(xyd);
- freetree234(barriers);
+ freetree234(barriertree);
+ }
+
+ /*
+ * Finally, encode the grid into a string game description.
+ *
+ * My syntax is extremely simple: each square is encoded as a
+ * hex digit in which bit 0 means a connection on the right,
+ * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
+ * encoding as used internally). Each digit is followed by
+ * optional barrier indicators: `v' means a vertical barrier to
+ * the right of it, and `h' means a horizontal barrier below
+ * it.
+ */
+ desc = snewn(w * h * 3 + 1, char);
+ p = desc;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
+ if ((params->wrapping || x < w-1) &&
+ (index(params, barriers, x, y) & R))
+ *p++ = 'v';
+ if ((params->wrapping || y < h-1) &&
+ (index(params, barriers, x, y) & D))
+ *p++ = 'h';
+ }
+ }
+ assert(p - desc <= w*h*3);
+ *p = '\0';
+
+ sfree(tiles);
+ sfree(barriers);
+
+ return desc;
+}
+
+static void game_free_aux_info(game_aux_info *aux)
+{
+ sfree(aux->tiles);
+ sfree(aux);
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+ int w = params->width, h = params->height;
+ int i;
+
+ for (i = 0; i < w*h; i++) {
+ if (*desc >= '0' && *desc <= '9')
+ /* OK */;
+ else if (*desc >= 'a' && *desc <= 'f')
+ /* OK */;
+ else if (*desc >= 'A' && *desc <= 'F')
+ /* OK */;
+ else if (!*desc)
+ return "Game description shorter than expected";
+ else
+ return "Game description contained unexpected character";
+ desc++;
+ while (*desc == 'h' || *desc == 'v')
+ desc++;
+ }
+ if (*desc)
+ return "Game description longer than expected";
+
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Construct an initial game state, given a description and parameters.
+ */
+
+static game_state *new_game(game_params *params, char *desc)
+{
+ game_state *state;
+ int w, h, x, y;
+
+ assert(params->width > 0 && params->height > 0);
+ assert(params->width > 1 || params->height > 1);
+
+ /*
+ * Create a blank game state.
+ */
+ state = snew(game_state);
+ w = state->width = params->width;
+ h = state->height = params->height;
+ state->cx = state->width / 2;
+ state->cy = state->height / 2;
+ state->wrapping = params->wrapping;
+ state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0;
+ state->completed = state->used_solve = state->just_used_solve = FALSE;
+ state->tiles = snewn(state->width * state->height, unsigned char);
+ memset(state->tiles, 0, state->width * state->height);
+ state->barriers = snewn(state->width * state->height, unsigned char);
+ memset(state->barriers, 0, state->width * state->height);
+
+ /*
+ * Parse the game description into the grid.
+ */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (*desc >= '0' && *desc <= '9')
+ tile(state, x, y) = *desc - '0';
+ else if (*desc >= 'a' && *desc <= 'f')
+ tile(state, x, y) = *desc - 'a' + 10;
+ else if (*desc >= 'A' && *desc <= 'F')
+ tile(state, x, y) = *desc - 'A' + 10;
+ if (*desc)
+ desc++;
+ while (*desc == 'h' || *desc == 'v') {
+ int x2, y2, d1, d2;
+ if (*desc == 'v')
+ d1 = R;
+ else
+ d1 = D;
+
+ OFFSET(x2, y2, x, y, d1, state);
+ d2 = F(d1);
+
+ barrier(state, x, y) |= d1;
+ barrier(state, x2, y2) |= d2;
+
+ desc++;
+ }
+ }
+ }
+
+ /*
+ * Set up border barriers if this is a non-wrapping game.
+ */
+ if (!state->wrapping) {
+ for (x = 0; x < state->width; x++) {
+ barrier(state, x, 0) |= U;
+ barrier(state, x, state->height-1) |= D;
+ }
+ for (y = 0; y < state->height; y++) {
+ barrier(state, 0, y) |= L;
+ barrier(state, state->width-1, y) |= R;
+ }
}
/*
}
}
- random_free(rs);
-
return state;
}
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
{
game_state *ret;
ret->cy = state->cy;
ret->wrapping = state->wrapping;
ret->completed = state->completed;
+ ret->used_solve = state->used_solve;
+ ret->just_used_solve = state->just_used_solve;
ret->last_rotate_dir = state->last_rotate_dir;
+ ret->last_rotate_x = state->last_rotate_x;
+ ret->last_rotate_y = state->last_rotate_y;
ret->tiles = snewn(state->width * state->height, unsigned char);
memcpy(ret->tiles, state->tiles, state->width * state->height);
ret->barriers = snewn(state->width * state->height, unsigned char);
return ret;
}
-void free_game(game_state *state)
+static void free_game(game_state *state)
{
sfree(state->tiles);
sfree(state->barriers);
sfree(state);
}
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+ char **error)
+{
+ game_state *ret;
+
+ if (!aux) {
+ *error = "Solution not known for this puzzle";
+ return NULL;
+ }
+
+ assert(aux->width == state->width);
+ assert(aux->height == state->height);
+ ret = dup_game(state);
+ memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
+ ret->used_solve = ret->just_used_solve = TRUE;
+ ret->completed = TRUE;
+
+ return ret;
+}
+
+static char *game_text_format(game_state *state)
+{
+ return NULL;
+}
+
/* ----------------------------------------------------------------------
* Utility routine.
*/
return active;
}
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+ random_state *rs; /* used for jumbling */
+};
+
+static game_ui *new_ui(game_state *state)
+{
+ void *seed;
+ int seedsize;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = state->width / 2;
+ ui->cur_y = state->height / 2;
+ ui->cur_visible = FALSE;
+ get_random_seed(&seed, &seedsize);
+ ui->rs = random_init(seed, seedsize);
+ sfree(seed);
+
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ random_free(ui->rs);
+ sfree(ui);
+}
+
/* ----------------------------------------------------------------------
* Process a move.
*/
-game_state *make_move(game_state *state, int x, int y, int button)
+static game_state *make_move(game_state *state, game_ui *ui,
+ int x, int y, int button)
{
- game_state *ret;
+ game_state *ret, *nullret;
int tx, ty, orig;
- /*
- * All moves in Net are made with the mouse.
- */
- if (button != LEFT_BUTTON &&
- button != MIDDLE_BUTTON &&
- button != RIGHT_BUTTON)
- return NULL;
+ nullret = NULL;
- /*
- * The button must have been clicked on a valid tile.
- */
- x -= WINDOW_OFFSET + TILE_BORDER;
- y -= WINDOW_OFFSET + TILE_BORDER;
- if (x < 0 || y < 0)
- return NULL;
- tx = x / TILE_SIZE;
- ty = y / TILE_SIZE;
- if (tx >= state->width || ty >= state->height)
- return NULL;
- if (tx % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
- ty % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
- return NULL;
+ if (button == LEFT_BUTTON ||
+ button == MIDDLE_BUTTON ||
+ button == RIGHT_BUTTON) {
+
+ if (ui->cur_visible) {
+ ui->cur_visible = FALSE;
+ nullret = state;
+ }
+
+ /*
+ * The button must have been clicked on a valid tile.
+ */
+ x -= WINDOW_OFFSET + TILE_BORDER;
+ y -= WINDOW_OFFSET + TILE_BORDER;
+ if (x < 0 || y < 0)
+ return nullret;
+ tx = x / TILE_SIZE;
+ ty = y / TILE_SIZE;
+ if (tx >= state->width || ty >= state->height)
+ return nullret;
+ if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
+ y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
+ return nullret;
+ } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
+ button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+ if (button == CURSOR_UP && ui->cur_y > 0)
+ ui->cur_y--;
+ else if (button == CURSOR_DOWN && ui->cur_y < state->height-1)
+ ui->cur_y++;
+ else if (button == CURSOR_LEFT && ui->cur_x > 0)
+ ui->cur_x--;
+ else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1)
+ ui->cur_x++;
+ else
+ return nullret; /* no cursor movement */
+ ui->cur_visible = TRUE;
+ return state; /* UI activity has occurred */
+ } else if (button == 'a' || button == 's' || button == 'd' ||
+ button == 'A' || button == 'S' || button == 'D') {
+ tx = ui->cur_x;
+ ty = ui->cur_y;
+ if (button == 'a' || button == 'A')
+ button = LEFT_BUTTON;
+ else if (button == 's' || button == 'S')
+ button = MIDDLE_BUTTON;
+ else if (button == 'd' || button == 'D')
+ button = RIGHT_BUTTON;
+ ui->cur_visible = TRUE;
+ } else if (button == 'j' || button == 'J') {
+ /* XXX should we have some mouse control for this? */
+ button = 'J'; /* canonify */
+ tx = ty = -1; /* shut gcc up :( */
+ } else
+ return nullret;
/*
* The middle button locks or unlocks a tile. (A locked tile
* unlocks it.)
*/
if (button == MIDDLE_BUTTON) {
+
ret = dup_game(state);
+ ret->just_used_solve = FALSE;
tile(ret, tx, ty) ^= LOCKED;
+ ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
return ret;
- }
- /*
- * The left and right buttons have no effect if clicked on a
- * locked tile.
- */
- if (tile(state, tx, ty) & LOCKED)
- return NULL;
+ } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
- /*
- * Otherwise, turn the tile one way or the other. Left button
- * turns anticlockwise; right button turns clockwise.
- */
- ret = dup_game(state);
- orig = tile(ret, tx, ty);
- if (button == LEFT_BUTTON) {
- tile(ret, tx, ty) = A(orig);
- ret->last_rotate_dir = +1;
- } else {
- tile(ret, tx, ty) = C(orig);
- ret->last_rotate_dir = -1;
- }
+ /*
+ * The left and right buttons have no effect if clicked on a
+ * locked tile.
+ */
+ if (tile(state, tx, ty) & LOCKED)
+ return nullret;
+
+ /*
+ * Otherwise, turn the tile one way or the other. Left button
+ * turns anticlockwise; right button turns clockwise.
+ */
+ ret = dup_game(state);
+ ret->just_used_solve = FALSE;
+ orig = tile(ret, tx, ty);
+ if (button == LEFT_BUTTON) {
+ tile(ret, tx, ty) = A(orig);
+ ret->last_rotate_dir = +1;
+ } else {
+ tile(ret, tx, ty) = C(orig);
+ ret->last_rotate_dir = -1;
+ }
+ ret->last_rotate_x = tx;
+ ret->last_rotate_y = ty;
+
+ } else if (button == 'J') {
+
+ /*
+ * Jumble all unlocked tiles to random orientations.
+ */
+ int jx, jy;
+ ret = dup_game(state);
+ ret->just_used_solve = FALSE;
+ for (jy = 0; jy < ret->height; jy++) {
+ for (jx = 0; jx < ret->width; jx++) {
+ if (!(tile(ret, jx, jy) & LOCKED)) {
+ int rot = random_upto(ui->rs, 4);
+ orig = tile(ret, jx, jy);
+ tile(ret, jx, jy) = ROT(orig, rot);
+ }
+ }
+ }
+ ret->last_rotate_dir = 0; /* suppress animation */
+ ret->last_rotate_x = ret->last_rotate_y = 0;
+
+ } else assert(0);
/*
* Check whether the game has been completed.
for (x1 = 0; x1 < ret->width; x1++)
for (y1 = 0; y1 < ret->height; y1++)
- if (!index(ret, active, x1, y1)) {
+ if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) {
complete = FALSE;
goto break_label; /* break out of two loops at once */
}
unsigned char *visible;
};
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(game_state *state)
{
game_drawstate *ds = snew(game_drawstate);
return ds;
}
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
{
*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
}
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret;
}
static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
- float angle)
+ float angle, int cursor)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = WINDOW_OFFSET + TILE_SIZE * y;
tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
/*
+ * Draw an inset outline rectangle as a cursor, in whichever of
+ * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
+ * in.
+ */
+ if (cursor) {
+ draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
+ bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
+ tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
+ draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
+ bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
+ tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
+ draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
+ bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
+ tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
+ draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
+ bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
+ tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
+ }
+
+ /*
* Set up the rotation matrix.
*/
matrix[0] = (float)cos(angle * PI / 180.0);
draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float t)
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui, float t, float ft)
{
- int x, y, tx, ty, frame;
+ int x, y, tx, ty, frame, last_rotate_dir;
unsigned char *active;
float angle = 0.0;
}
tx = ty = -1;
- frame = -1;
- if (oldstate && (t < ROTATE_TIME)) {
+ last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
+ state->last_rotate_dir;
+ if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
/*
- * We're animating a tile rotation. Find the turning tile,
- * if any.
+ * We're animating a single tile rotation. Find the turning
+ * tile.
*/
- for (x = 0; x < oldstate->width; x++)
- for (y = 0; y < oldstate->height; y++)
- if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) {
- tx = x, ty = y;
- goto break_label; /* leave both loops at once */
- }
- break_label:
-
- if (tx >= 0) {
- if (tile(state, tx, ty) == ROT(tile(oldstate, tx, ty),
- state->last_rotate_dir))
- angle = state->last_rotate_dir * 90.0F * (t / ROTATE_TIME);
- else
- angle = state->last_rotate_dir * -90.0F * (t / ROTATE_TIME);
- state = oldstate;
- }
- } else if (t > ROTATE_TIME) {
+ tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x);
+ ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y);
+ angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
+ state = oldstate;
+ }
+
+ frame = -1;
+ if (ft > 0) {
/*
* We're animating a completion flash. Find which frame
* we're at.
*/
- frame = (int)((t - ROTATE_TIME) / FLASH_FRAME);
+ frame = (int)(ft / FLASH_FRAME);
}
/*
if (index(state, ds->visible, x, y) != c ||
index(state, ds->visible, x, y) == 0xFF ||
- (x == tx && y == ty)) {
+ (x == tx && y == ty) ||
+ (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) {
draw_tile(fe, state, x, y, c,
- (x == tx && y == ty ? angle : 0.0F));
- if (x == tx && y == ty)
+ (x == tx && y == ty ? angle : 0.0F),
+ (ui->cur_visible && x == ui->cur_x && y == ui->cur_y));
+ if ((x == tx && y == ty) ||
+ (ui->cur_visible && x == ui->cur_x && y == ui->cur_y))
index(state, ds->visible, x, y) = 0xFF;
else
index(state, ds->visible, x, y) = c;
}
}
+ /*
+ * Update the status bar.
+ */
+ {
+ char statusbuf[256];
+ int i, n, n2, a;
+
+ n = state->width * state->height;
+ for (i = a = n2 = 0; i < n; i++) {
+ if (active[i])
+ a++;
+ if (state->tiles[i] & 0xF)
+ n2++;
+ }
+
+ sprintf(statusbuf, "%sActive: %d/%d",
+ (state->used_solve ? "Auto-solved. " :
+ state->completed ? "COMPLETED! " : ""), a, n2);
+
+ status_bar(fe, statusbuf);
+ }
+
sfree(active);
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(game_state *oldstate,
+ game_state *newstate, int dir)
{
- float ret = 0.0F;
- int x, y;
+ int last_rotate_dir;
/*
- * If there's a tile which has been rotated, allow time to
- * animate its rotation.
+ * Don't animate an auto-solve move.
*/
- for (x = 0; x < oldstate->width; x++)
- for (y = 0; y < oldstate->height; y++)
- if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
- ret = ROTATE_TIME;
- goto break_label; /* leave both loops at once */
- }
- break_label:
+ if ((dir > 0 && newstate->just_used_solve) ||
+ (dir < 0 && oldstate->just_used_solve))
+ return 0.0F;
+
+ /*
+ * Don't animate if last_rotate_dir is zero.
+ */
+ last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
+ newstate->last_rotate_dir;
+ if (last_rotate_dir)
+ return ROTATE_TIME;
+
+ return 0.0F;
+}
+static float game_flash_length(game_state *oldstate,
+ game_state *newstate, int dir)
+{
/*
- * Also, if the game has just been completed, allow time for a
- * completion flash.
+ * If the game has just been completed, we display a completion
+ * flash.
*/
- if (!oldstate->completed && newstate->completed) {
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve) {
int size;
size = 0;
if (size < newstate->cx+1)
size = newstate->width - newstate->cx;
if (size < newstate->height - newstate->cy)
size = newstate->height - newstate->cy;
- ret += FLASH_FRAME * (size+4);
+ return FLASH_FRAME * (size+4);
}
- return ret;
+ return 0.0F;
+}
+
+static int game_wants_statusbar(void)
+{
+ return TRUE;
}
+
+#ifdef COMBINED
+#define thegame net
+#endif
+
+const struct game thegame = {
+ "Net", "games.net",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ game_free_aux_info,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ FALSE, game_text_format,
+ new_ui,
+ free_ui,
+ make_move,
+ game_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+};