#include "puzzles.h"
#include "tree234.h"
+/*
+ * The standard user interface for Net simply has left- and
+ * right-button mouse clicks in a square rotate it one way or the
+ * other. We also provide, by #ifdef, a separate interface based on
+ * rotational dragging motions. I initially developed this for the
+ * Mac on the basis that it might work better than the click
+ * interface with only one mouse button available, but in fact
+ * found it to be quite strange and unintuitive. Apparently it
+ * works better on stylus-driven platforms such as Palm and
+ * PocketPC, though, so we enable it by default there.
+ */
+#ifdef STYLUS_BASED
+#define USE_DRAGGING
+#endif
+
#define MATMUL(xr,yr,m,x,y) do { \
float rx, ry, xx = (x), yy = (y), *mat = (m); \
rx = mat[0] * xx + mat[2] * yy; \
#define PREFERRED_TILE_SIZE 32
#define TILE_SIZE (ds->tilesize)
#define TILE_BORDER 1
+#ifdef SMALL_SCREEN
+#define WINDOW_OFFSET 4
+#else
#define WINDOW_OFFSET 16
+#endif
#define ROTATE_TIME 0.13F
#define FLASH_FRAME 0.07F
{7, 7, FALSE, TRUE, 0.0},
{9, 9, FALSE, TRUE, 0.0},
{11, 11, FALSE, TRUE, 0.0},
+#ifndef SMALL_SCREEN
{13, 11, FALSE, TRUE, 0.0},
+#endif
{5, 5, TRUE, TRUE, 0.0},
{7, 7, TRUE, TRUE, 0.0},
{9, 9, TRUE, TRUE, 0.0},
{11, 11, TRUE, TRUE, 0.0},
+#ifndef SMALL_SCREEN
{13, 11, TRUE, TRUE, 0.0},
+#endif
};
static int game_fetch_preset(int i, char **name, game_params **params)
ret->wrapping = TRUE;
} else if (*p == 'b') {
p++;
- ret->barrier_probability = atof(p);
+ ret->barrier_probability = (float)atof(p);
while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
} else if (*p == 'a') {
p++;
* classes) by finding the representative of each tile and
* setting equivalence[one]=the_other.
*/
- equivalence = snewn(w * h, int);
- for (i = 0; i < w*h; i++)
- equivalence[i] = i; /* initially all distinct */
+ equivalence = snew_dsf(w * h);
/*
* On a non-wrapping grid, we instantly know that all the edges
/*
* Now shuffle the grid.
+ *
+ * In order to avoid accidentally generating an already-solved
+ * grid, we will reshuffle as necessary to ensure that at least
+ * one edge has a mismatched connection.
+ *
+ * This can always be done, since validate_params() enforces a
+ * grid area of at least 2 and our generator never creates
+ * either type of rotationally invariant tile (cross and
+ * blank). Hence there must be at least one edge separating
+ * distinct tiles, and it must be possible to find orientations
+ * of those tiles such that one tile is trying to connect
+ * through that edge and the other is not.
+ *
+ * (We could be more subtle, and allow the shuffle to generate
+ * a grid in which all tiles match up locally and the only
+ * criterion preventing the grid from being already solved is
+ * connectedness. However, that would take more effort, and
+ * it's easier to simply make sure every grid is _obviously_
+ * not solved.)
*/
- 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);
- index(params, tiles, x, y) = ROT(orig, rot);
- }
+ while (1) {
+ int mismatches;
+
+ 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);
+ index(params, tiles, x, y) = ROT(orig, rot);
+ }
+ }
+
+ mismatches = 0;
+ /*
+ * I can't even be bothered to check for mismatches across
+ * a wrapping edge, so I'm just going to enforce that there
+ * must be a mismatch across a non-wrapping edge, which is
+ * still always possible.
+ */
+ for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
+ if (x+1 < w && ((ROT(index(params, tiles, x, y), 2) ^
+ index(params, tiles, x+1, y)) & L))
+ mismatches++;
+ if (y+1 < h && ((ROT(index(params, tiles, x, y), 2) ^
+ index(params, tiles, x, y+1)) & U))
+ mismatches++;
+ }
+
+ if (mismatches > 0)
+ break;
}
/*
return ret;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
int cur_x, cur_y;
int cur_visible;
random_state *rs; /* used for jumbling */
+#ifdef USE_DRAGGING
+ int dragtilex, dragtiley, dragstartx, dragstarty, dragged;
+#endif
};
static game_ui *new_ui(game_state *state)
if (button == LEFT_BUTTON ||
button == MIDDLE_BUTTON ||
+#ifdef USE_DRAGGING
+ button == LEFT_DRAG ||
+ button == LEFT_RELEASE ||
+ button == RIGHT_DRAG ||
+ button == RIGHT_RELEASE ||
+#endif
button == RIGHT_BUTTON) {
if (ui->cur_visible) {
y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
return nullret;
- action = button == LEFT_BUTTON ? ROTATE_LEFT :
- button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK;
+#ifdef USE_DRAGGING
+
+ if (button == MIDDLE_BUTTON
+#ifdef STYLUS_BASED
+ || button == RIGHT_BUTTON /* with a stylus, `right-click' locks */
+#endif
+ ) {
+ /*
+ * Middle button never drags: it only toggles the lock.
+ */
+ action = TOGGLE_LOCK;
+ } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ /*
+ * Otherwise, we note down the start point for a drag.
+ */
+ ui->dragtilex = tx;
+ ui->dragtiley = ty;
+ ui->dragstartx = x % TILE_SIZE;
+ ui->dragstarty = y % TILE_SIZE;
+ ui->dragged = FALSE;
+ return nullret; /* no actual action */
+ } else if (button == LEFT_DRAG || button == RIGHT_DRAG) {
+ /*
+ * Find the new drag point and see if it necessitates a
+ * rotation.
+ */
+ int x0,y0, xA,yA, xC,yC, xF,yF;
+ int mx, my;
+ int d0, dA, dC, dF, dmin;
+
+ tx = ui->dragtilex;
+ ty = ui->dragtiley;
+
+ mx = x - (ui->dragtilex * TILE_SIZE);
+ my = y - (ui->dragtiley * TILE_SIZE);
+
+ x0 = ui->dragstartx;
+ y0 = ui->dragstarty;
+ xA = ui->dragstarty;
+ yA = TILE_SIZE-1 - ui->dragstartx;
+ xF = TILE_SIZE-1 - ui->dragstartx;
+ yF = TILE_SIZE-1 - ui->dragstarty;
+ xC = TILE_SIZE-1 - ui->dragstarty;
+ yC = ui->dragstartx;
+
+ d0 = (mx-x0)*(mx-x0) + (my-y0)*(my-y0);
+ dA = (mx-xA)*(mx-xA) + (my-yA)*(my-yA);
+ dF = (mx-xF)*(mx-xF) + (my-yF)*(my-yF);
+ dC = (mx-xC)*(mx-xC) + (my-yC)*(my-yC);
+
+ dmin = min(min(d0,dA),min(dF,dC));
+
+ if (d0 == dmin) {
+ return nullret;
+ } else if (dF == dmin) {
+ action = ROTATE_180;
+ ui->dragstartx = xF;
+ ui->dragstarty = yF;
+ ui->dragged = TRUE;
+ } else if (dA == dmin) {
+ action = ROTATE_LEFT;
+ ui->dragstartx = xA;
+ ui->dragstarty = yA;
+ ui->dragged = TRUE;
+ } else /* dC == dmin */ {
+ action = ROTATE_RIGHT;
+ ui->dragstartx = xC;
+ ui->dragstarty = yC;
+ ui->dragged = TRUE;
+ }
+ } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
+ if (!ui->dragged) {
+ /*
+ * There was a click but no perceptible drag:
+ * revert to single-click behaviour.
+ */
+ tx = ui->dragtilex;
+ ty = ui->dragtiley;
+
+ if (button == LEFT_RELEASE)
+ action = ROTATE_LEFT;
+ else
+ action = ROTATE_RIGHT;
+ } else
+ return nullret; /* no action */
+ }
+
+#else /* USE_DRAGGING */
+
+ action = (button == LEFT_BUTTON ? ROTATE_LEFT :
+ button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK);
+
+#endif /* USE_DRAGGING */
+
} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
button == CURSOR_RIGHT || button == CURSOR_LEFT) {
switch (button) {
} else if (button == 'a' || button == 's' || button == 'd' ||
button == 'A' || button == 'S' || button == 'D' ||
button == 'f' || button == 'F' ||
- button == CURSOR_SELECT) {
+ button == CURSOR_SELECT || button == CURSOR_SELECT2) {
tx = ui->cur_x;
ty = ui->cur_y;
if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
action = ROTATE_LEFT;
else if (button == 's' || button == 'S')
action = TOGGLE_LOCK;
- else if (button == 'd' || button == 'D')
+ else if (button == 'd' || button == 'D' || button == CURSOR_SELECT2)
action = ROTATE_RIGHT;
else if (button == 'f' || button == 'F')
action = ROTATE_180;
* I'll use 8mm squares by default.
*/
game_compute_size(params, 800, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,
#endif
const struct game thegame = {
- "Net", "games.net",
+ "Net", "games.net", "net",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,