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;
};
return ret;
}
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
{
- game_params *ret = default_params();
char const *p = string;
ret->width = atoi(p);
} else {
ret->height = ret->width;
}
-
- return ret;
}
-static char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
{
char ret[400];
int len;
len = sprintf(ret, "%dx%d", params->width, params->height);
if (params->wrapping)
ret[len++] = 'w';
- if (params->barrier_probability)
+ if (full && params->barrier_probability)
len += sprintf(ret+len, "b%g", params->barrier_probability);
assert(len < lenof(ret));
ret[len] = '\0';
}
/* ----------------------------------------------------------------------
- * Randomly select a new game seed.
+ * Randomly select a new game description.
*/
-static char *new_game_seed(game_params *params, random_state *rs)
-{
- /*
- * 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, "%lu", random_bits(rs, 32));
- return dupstr(buf);
-}
-
-static char *validate_seed(game_params *params, char *seed)
+static char *new_game_desc(game_params *params, random_state *rs,
+ game_aux_info **aux)
{
- /*
- * Since any string at all will suffice to seed the RNG, there
- * is no validation required.
- */
- return NULL;
-}
+ tree234 *possibilities, *barriertree;
+ int w, h, x, y, cx, cy, nbarriers;
+ unsigned char *tiles, *barriers;
+ char *desc, *p;
-/* ----------------------------------------------------------------------
- * Construct an initial game state, given a seed and parameters.
- */
-
-static game_state *new_game(game_params *params, char *seed)
-{
- random_state *rs;
- game_state *state;
- tree234 *possibilities, *barriers;
- int w, h, x, y, nbarriers;
+ w = params->width;
+ h = params->height;
- assert(params->width > 0 && params->height > 0);
- assert(params->width > 1 || params->height > 1);
+ tiles = snewn(w * h, unsigned char);
+ memset(tiles, 0, w * h);
+ barriers = snewn(w * h, unsigned char);
+ memset(barriers, 0, w * h);
- /*
- * 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 = 0;
- 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);
-
- /*
- * 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.
*/
possibilities = newtree234(xyd_cmp);
- if (state->cx+1 < state->width)
- add234(possibilities, new_xyd(state->cx, state->cy, R));
- if (state->cy-1 >= 0)
- add234(possibilities, new_xyd(state->cx, state->cy, U));
- if (state->cx-1 >= 0)
- add234(possibilities, new_xyd(state->cx, state->cy, L));
- if (state->cy+1 < state->height)
- 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;
}
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);
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.
*/
if (button == MIDDLE_BUTTON) {
ret = dup_game(state);
+ ret->just_used_solve = FALSE;
tile(ret, tx, ty) ^= LOCKED;
- ret->last_rotate_dir = 0;
+ ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
return ret;
} else if (button == LEFT_BUTTON || button == RIGHT_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);
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') {
*/
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)) {
}
}
ret->last_rotate_dir = 0; /* suppress animation */
+ ret->last_rotate_x = ret->last_rotate_y = 0;
} else assert(0);
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 */
}
state->last_rotate_dir;
if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
/*
- * We're animating a single 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) {
- angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
- state = oldstate;
- }
+ 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) {
/*
*/
{
char statusbuf[256];
- int i, n, a;
+ int i, n, n2, a;
n = state->width * state->height;
- for (i = a = 0; i < n; i++)
+ for (i = a = n2 = 0; i < n; i++) {
if (active[i])
a++;
+ if (state->tiles[i] & 0xF)
+ n2++;
+ }
sprintf(statusbuf, "%sActive: %d/%d",
- (state->completed ? "COMPLETED! " : ""), a, n);
+ (state->used_solve ? "Auto-solved. " :
+ state->completed ? "COMPLETED! " : ""), a, n2);
status_bar(fe, statusbuf);
}
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir)
{
- int x, y, last_rotate_dir;
+ int last_rotate_dir;
+
+ /*
+ * Don't animate an auto-solve move.
+ */
+ 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) {
-
- /*
- * If there's a tile which has been rotated, allow time to
- * animate its rotation.
- */
- for (x = 0; x < oldstate->width; x++)
- for (y = 0; y < oldstate->height; y++)
- if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
- return ROTATE_TIME;
- }
-
- }
+ if (last_rotate_dir)
+ return ROTATE_TIME;
return 0.0F;
}
* 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)
dup_params,
TRUE, game_configure, custom_params,
validate_params,
- new_game_seed,
- validate_seed,
+ 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,