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++;
/*
* 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;
} 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,
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,