#define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
(((x) & 0x02) >> 1) + ((x) & 0x01) )
-#define TILE_SIZE 32
+#define PREFERRED_TILE_SIZE 32
+#define TILE_SIZE (ds->tilesize)
#define TILE_BORDER 1
#define WINDOW_OFFSET 16
float barrier_probability;
};
-struct game_aux_info {
- int width, height;
- unsigned char *tiles;
-};
-
struct game_state {
int width, height, wrapping, completed;
int last_rotate_x, last_rotate_y, last_rotate_dir;
if (a->direction > b->direction)
return +1;
return 0;
-};
+}
static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); }
return ret;
}
+static const struct game_params net_presets[] = {
+ {5, 5, FALSE, TRUE, 0.0},
+ {7, 7, FALSE, TRUE, 0.0},
+ {9, 9, FALSE, TRUE, 0.0},
+ {11, 11, FALSE, TRUE, 0.0},
+ {13, 11, FALSE, TRUE, 0.0},
+ {5, 5, TRUE, TRUE, 0.0},
+ {7, 7, TRUE, TRUE, 0.0},
+ {9, 9, TRUE, TRUE, 0.0},
+ {11, 11, TRUE, TRUE, 0.0},
+ {13, 11, TRUE, TRUE, 0.0},
+};
+
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
- static const struct { int x, y, wrap; } values[] = {
- {5, 5, FALSE},
- {7, 7, FALSE},
- {9, 9, FALSE},
- {11, 11, FALSE},
- {13, 11, FALSE},
- {5, 5, TRUE},
- {7, 7, TRUE},
- {9, 9, TRUE},
- {11, 11, TRUE},
- {13, 11, TRUE},
- };
-
- if (i < 0 || i >= lenof(values))
+
+ if (i < 0 || i >= lenof(net_presets))
return FALSE;
ret = snew(game_params);
- ret->width = values[i].x;
- ret->height = values[i].y;
- ret->wrapping = values[i].wrap;
- ret->unique = TRUE;
- ret->barrier_probability = 0.0;
+ *ret = net_presets[i];
sprintf(str, "%dx%d%s", ret->width, ret->height,
ret->wrapping ? " wrapping" : "");
static char *validate_params(game_params *params)
{
- if (params->width <= 0 && params->height <= 0)
+ 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)
break;
}
+ sfree(perim2);
if (i == nperim)
return; /* nothing we can do! */
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
tree234 *possibilities, *barriertree;
int w, h, x, y, cx, cy, nbarriers;
OFFSET(x2, y2, x1, y1, d1, params);
d2 = F(d1);
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
#endif
xydp = find234(possibilities, &xyd1, NULL);
if (xydp) {
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("T-piece; removing (%d,%d,%c)\n",
xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
#endif
xydp = find234(possibilities, &xyd1, NULL);
if (xydp) {
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("Loop avoidance; removing (%d,%d,%c)\n",
xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
#endif
if (index(params, tiles, x3, y3))
continue; /* this would create a loop */
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("New frontier; adding (%d,%d,%c)\n",
x2, y2, "0RU3L567D9abcdef"[d]);
#endif
}
/*
- * Save the unshuffled grid in an aux_info.
+ * Save the unshuffled grid in aux.
*/
{
- game_aux_info *solution;
+ char *solution;
+ int i;
- solution = snew(game_aux_info);
- solution->width = w;
- solution->height = h;
- solution->tiles = snewn(w * h, unsigned char);
- memcpy(solution->tiles, tiles, w * h);
+ solution = snewn(w * h + 1, char);
+ for (i = 0; i < w * h; i++)
+ solution[i] = "0123456789abcdef"[tiles[i] & 0xF];
+ solution[w*h] = '\0';
*aux = solution;
}
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;
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
{
- game_state *ret;
+ unsigned char *tiles;
+ char *ret;
+ int retlen, retsize;
+ int i;
+
+ tiles = snewn(state->width * state->height, unsigned char);
if (!aux) {
/*
* Run the internal solver on the provided grid. This might
* not yield a complete solution.
*/
- ret = dup_game(state);
- net_solver(ret->width, ret->height, ret->tiles,
- ret->barriers, ret->wrapping);
+ memcpy(tiles, state->tiles, state->width * state->height);
+ net_solver(state->width, state->height, tiles,
+ state->barriers, state->wrapping);
} else {
- 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;
+ for (i = 0; i < state->width * state->height; i++) {
+ int c = aux[i];
+
+ if (c >= '0' && c <= '9')
+ tiles[i] = c - '0';
+ else if (c >= 'a' && c <= 'f')
+ tiles[i] = c - 'a' + 10;
+ else if (c >= 'A' && c <= 'F')
+ tiles[i] = c - 'A' + 10;
+ }
+ }
+
+ /*
+ * Now construct a string which can be passed to execute_move()
+ * to transform the current grid into the solved one.
+ */
+ retsize = 256;
+ ret = snewn(retsize, char);
+ retlen = 0;
+ ret[retlen++] = 'S';
+
+ for (i = 0; i < state->width * state->height; i++) {
+ int from = currstate->tiles[i], to = tiles[i];
+ int ft = from & (R|L|U|D), tt = to & (R|L|U|D);
+ int x = i % state->width, y = i / state->width;
+ int chr = '\0';
+ char buf[80], *p = buf;
+
+ if (from == to)
+ continue; /* nothing needs doing at all */
+
+ /*
+ * To transform this tile into the desired tile: first
+ * unlock the tile if it's locked, then rotate it if
+ * necessary, then lock it if necessary.
+ */
+ if (from & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (tt == A(ft))
+ chr = 'A';
+ else if (tt == C(ft))
+ chr = 'C';
+ else if (tt == F(ft))
+ chr = 'F';
+ else {
+ assert(tt == ft);
+ chr = '\0';
+ }
+ if (chr)
+ p += sprintf(p, ";%c%d,%d", chr, x, y);
+
+ if (to & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (p > buf) {
+ if (retlen + (p - buf) >= retsize) {
+ retsize = retlen + (p - buf) + 512;
+ ret = sresize(ret, retsize, char);
+ }
+ memcpy(ret+retlen, buf, p - buf);
+ retlen += p - buf;
+ }
}
+ assert(retlen < retsize);
+ ret[retlen] = '\0';
+ ret = sresize(ret, retlen+1, char);
+
+ sfree(tiles);
+
return ret;
}
sfree(ui);
}
+static char *encode_ui(game_ui *ui)
+{
+ char buf[120];
+ /*
+ * We preserve the origin and centre-point coordinates over a
+ * serialise.
+ */
+ sprintf(buf, "O%d,%d;C%d,%d", ui->org_x, ui->org_y, ui->cx, ui->cy);
+ return dupstr(buf);
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+ sscanf(encoding, "O%d,%d;C%d,%d",
+ &ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int width, height;
+ int org_x, org_y;
+ int tilesize;
+ unsigned char *visible;
+};
+
/* ----------------------------------------------------------------------
* Process a move.
*/
-static game_state *make_move(game_state *state, game_ui *ui,
- game_drawstate *ds, int x, int y, int button) {
- game_state *ret, *nullret;
- int tx, ty, orig;
+static char *interpret_move(game_state *state, game_ui *ui,
+ game_drawstate *ds, int x, int y, int button)
+{
+ char *nullret;
+ int tx, ty;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
button &= ~MOD_MASK;
if (ui->cur_visible) {
ui->cur_visible = FALSE;
- nullret = state;
+ nullret = "";
}
/*
OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
ui->cur_visible = TRUE;
}
- return state; /* UI activity has occurred */
+ return ""; /* UI activity has occurred */
} else if (button == 'a' || button == 's' || button == 'd' ||
- button == 'A' || button == 'S' || button == 'D') {
+ button == 'A' || button == 'S' || button == 'D' ||
+ button == CURSOR_SELECT) {
tx = ui->cur_x;
ty = ui->cur_y;
- if (button == 'a' || button == 'A')
+ if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
button = LEFT_BUTTON;
else if (button == 's' || button == 'S')
button = MIDDLE_BUTTON;
* 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;
-
+ char buf[80];
+ sprintf(buf, "L%d,%d", tx, ty);
+ return dupstr(buf);
} else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ char buf[80];
/*
* The left and right buttons have no effect if clicked on a
* 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;
-
+ sprintf(buf, "%c%d,%d", (button == LEFT_BUTTON ? 'A' : 'C'), tx, ty);
+ return dupstr(buf);
} 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 jx, jy, maxlen;
+ char *ret, *p;
+
+ /*
+ * Maximum string length assumes no int can be converted to
+ * decimal and take more than 11 digits!
+ */
+ maxlen = state->width * state->height * 25 + 3;
+
+ ret = snewn(maxlen, char);
+ p = ret;
+ *p++ = 'J';
+
+ for (jy = 0; jy < state->height; jy++) {
+ for (jx = 0; jx < state->width; jx++) {
+ if (!(tile(state, jx, jy) & LOCKED)) {
int rot = random_upto(ui->rs, 4);
- orig = tile(ret, jx, jy);
- tile(ret, jx, jy) = ROT(orig, rot);
+ if (rot) {
+ p += sprintf(p, ";%c%d,%d", "AFC"[rot-1], jx, jy);
+ }
}
}
}
- ret->last_rotate_dir = 0; /* suppress animation */
- ret->last_rotate_x = ret->last_rotate_y = 0;
+ *p++ = '\0';
+ assert(p - ret < maxlen);
+ ret = sresize(ret, p - ret, char);
+
+ return ret;
+ } else {
+ return NULL;
+ }
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int tx, ty, n, noanim, orig;
+
+ ret = dup_game(from);
+ ret->just_used_solve = FALSE;
+
+ if (move[0] == 'J' || move[0] == 'S') {
+ if (move[0] == 'S')
+ ret->just_used_solve = ret->used_solve = TRUE;
- } else assert(0);
+ move++;
+ if (*move == ';')
+ move++;
+ noanim = TRUE;
+ } else
+ noanim = FALSE;
+
+ ret->last_rotate_dir = 0; /* suppress animation */
+ ret->last_rotate_x = ret->last_rotate_y = 0;
+
+ while (*move) {
+ if ((move[0] == 'A' || move[0] == 'C' ||
+ move[0] == 'F' || move[0] == 'L') &&
+ sscanf(move+1, "%d,%d%n", &tx, &ty, &n) >= 2 &&
+ tx >= 0 && tx < from->width && ty >= 0 && ty < from->height) {
+ orig = tile(ret, tx, ty);
+ if (move[0] == 'A') {
+ tile(ret, tx, ty) = A(orig);
+ if (!noanim)
+ ret->last_rotate_dir = +1;
+ } else if (move[0] == 'F') {
+ tile(ret, tx, ty) = F(orig);
+ if (!noanim) {
+ free_game(ret);
+ return NULL;
+ }
+ } else if (move[0] == 'C') {
+ tile(ret, tx, ty) = C(orig);
+ if (!noanim)
+ ret->last_rotate_dir = -1;
+ } else {
+ assert(move[0] == 'L');
+ tile(ret, tx, ty) ^= LOCKED;
+ }
+
+ move += 1 + n;
+ if (*move == ';') move++;
+ } else {
+ free_game(ret);
+ return NULL;
+ }
+ }
+ if (!noanim) {
+ ret->last_rotate_x = tx;
+ ret->last_rotate_y = ty;
+ }
/*
* Check whether the game has been completed.
+ *
+ * For this purpose it doesn't matter where the source square
+ * is, because we can start from anywhere and correctly
+ * determine whether the game is completed.
*/
{
- unsigned char *active = compute_active(ret, ui->cx, ui->cy);
+ unsigned char *active = compute_active(ret, 0, 0);
int x1, y1;
int complete = TRUE;
return ret;
}
+
/* ----------------------------------------------------------------------
* Routines for drawing the game position on the screen.
*/
-struct game_drawstate {
- int started;
- int width, height;
- int org_x, org_y;
- unsigned char *visible;
-};
-
static game_drawstate *game_new_drawstate(game_state *state)
{
game_drawstate *ds = snew(game_drawstate);
ds->height = state->height;
ds->org_x = ds->org_y = -1;
ds->visible = snewn(state->width * state->height, unsigned char);
+ ds->tilesize = 0; /* undecided yet */
memset(ds->visible, 0xFF, state->width * state->height);
return ds;
sfree(ds);
}
-static void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
+{
+ *x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER;
+ *y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
+}
+
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
{
- *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
- *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
+ ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
/*
* draw_barrier_corner() and draw_barrier() are passed physical coords
*/
-static void draw_barrier_corner(frontend *fe, int x, int y, int dx, int dy,
- int phase)
+static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
+ int x, int y, int dx, int dy, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = WINDOW_OFFSET + TILE_SIZE * y;
}
}
-static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
+static void draw_barrier(frontend *fe, game_drawstate *ds,
+ int x, int y, int dir, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = WINDOW_OFFSET + TILE_SIZE * y;
points[i+1] = by+(int)(cy+ty);
}
- draw_polygon(fe, points, 4, TRUE, col);
- draw_polygon(fe, points, 4, FALSE, COL_WIRE);
+ draw_polygon(fe, points, 4, col, COL_WIRE);
}
/*
* At least one barrier terminates here. Draw a
* corner.
*/
- draw_barrier_corner(fe, x, y,
+ draw_barrier_corner(fe, ds, x, y,
X(dir)+X(A(dir)), Y(dir)+Y(A(dir)),
phase);
}
for (dir = 1; dir < 0x10; dir <<= 1)
if (barrier(state, GX(x), GY(y)) & dir)
- draw_barrier(fe, x, y, dir, phase);
+ draw_barrier(fe, ds, x, y, dir, phase);
}
unclip(fe);
for (x = 0; x < ds->width; x++) {
if (x+1 < ds->width) {
if (barrier(state, GX(x), GY(0)) & R)
- draw_barrier_corner(fe, x, -1, +1, +1, phase);
+ draw_barrier_corner(fe, ds, x, -1, +1, +1, phase);
if (barrier(state, GX(x), GY(ds->height-1)) & R)
- draw_barrier_corner(fe, x, ds->height, +1, -1, phase);
+ draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase);
}
if (barrier(state, GX(x), GY(0)) & U) {
- draw_barrier_corner(fe, x, -1, -1, +1, phase);
- draw_barrier_corner(fe, x, -1, +1, +1, phase);
- draw_barrier(fe, x, -1, D, phase);
+ draw_barrier_corner(fe, ds, x, -1, -1, +1, phase);
+ draw_barrier_corner(fe, ds, x, -1, +1, +1, phase);
+ draw_barrier(fe, ds, x, -1, D, phase);
}
if (barrier(state, GX(x), GY(ds->height-1)) & D) {
- draw_barrier_corner(fe, x, ds->height, -1, -1, phase);
- draw_barrier_corner(fe, x, ds->height, +1, -1, phase);
- draw_barrier(fe, x, ds->height, U, phase);
+ draw_barrier_corner(fe, ds, x, ds->height, -1, -1, phase);
+ draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase);
+ draw_barrier(fe, ds, x, ds->height, U, phase);
}
}
for (y = 0; y < ds->height; y++) {
if (y+1 < ds->height) {
if (barrier(state, GX(0), GY(y)) & D)
- draw_barrier_corner(fe, -1, y, +1, +1, phase);
+ draw_barrier_corner(fe, ds, -1, y, +1, +1, phase);
if (barrier(state, GX(ds->width-1), GY(y)) & D)
- draw_barrier_corner(fe, ds->width, y, -1, +1, phase);
+ draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase);
}
if (barrier(state, GX(0), GY(y)) & L) {
- draw_barrier_corner(fe, -1, y, +1, -1, phase);
- draw_barrier_corner(fe, -1, y, +1, +1, phase);
- draw_barrier(fe, -1, y, R, phase);
+ draw_barrier_corner(fe, ds, -1, y, +1, -1, phase);
+ draw_barrier_corner(fe, ds, -1, y, +1, +1, phase);
+ draw_barrier(fe, ds, -1, y, R, phase);
}
if (barrier(state, GX(ds->width-1), GY(y)) & R) {
- draw_barrier_corner(fe, ds->width, y, -1, -1, phase);
- draw_barrier_corner(fe, ds->width, y, -1, +1, phase);
- draw_barrier(fe, ds->width, y, L, phase);
+ draw_barrier_corner(fe, ds, ds->width, y, -1, -1, phase);
+ draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase);
+ draw_barrier(fe, ds, ds->width, y, L, phase);
}
}
}
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
FALSE, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};