#include "puzzles.h"
#include "tree234.h"
-#define PI 3.141592653589793238462643383279502884197169399
-
#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 D 0x08
#define LOCKED 0x10
#define ACTIVE 0x20
-/* Corner flags go in the barriers array */
-#define RU 0x10
-#define UL 0x20
-#define LD 0x40
-#define DR 0x80
/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
#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
#define ROTATE_TIME 0.13F
#define FLASH_FRAME 0.07F
+/* Transform physical coords to game coords using game_drawstate ds */
+#define GX(x) (((x) + ds->org_x) % ds->width)
+#define GY(y) (((y) + ds->org_y) % ds->height)
+/* ...and game coords to physical coords */
+#define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
+#define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
+
enum {
COL_BACKGROUND,
COL_LOCKED,
float barrier_probability;
};
-struct game_aux_info {
- int width, height;
- unsigned char *tiles;
-};
-
struct game_state {
- int width, height, cx, cy, wrapping, completed;
+ int width, height, wrapping, completed;
int last_rotate_x, last_rotate_y, last_rotate_dir;
int used_solve, just_used_solve;
unsigned char *tiles;
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" : "");
char const *p = string;
ret->width = atoi(p);
- while (*p && isdigit(*p)) p++;
+ while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'x') {
p++;
ret->height = atoi(p);
- while (*p && isdigit(*p)) p++;
+ while (*p && isdigit((unsigned char)*p)) p++;
} else {
ret->height = ret->width;
}
} else if (*p == 'b') {
p++;
ret->barrier_probability = atof(p);
- while (*p && isdigit(*p)) p++;
+ while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
} else if (*p == 'a') {
p++;
ret->unique = FALSE;
- }
+ } else
+ p++; /* skip any other gunk */
}
}
ret[len++] = 'w';
if (full && params->barrier_probability)
len += sprintf(ret+len, "b%g", params->barrier_probability);
- if (!params->unique)
+ if (full && !params->unique)
ret[len++] = 'a';
assert(len < lenof(ret));
ret[len] = '\0';
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)
return "Barrier probability may not be negative";
if (params->barrier_probability > 1)
return "Barrier probability may not be greater than 1";
+
+ /*
+ * Specifying either grid dimension as 2 in a wrapping puzzle
+ * makes it actually impossible to ensure a unique puzzle
+ * solution.
+ *
+ * Proof:
+ *
+ * Without loss of generality, let us assume the puzzle _width_
+ * is 2, so we can conveniently discuss rows without having to
+ * say `rows/columns' all the time. (The height may be 2 as
+ * well, but that doesn't matter.)
+ *
+ * In each row, there are two edges between tiles: the inner
+ * edge (running down the centre of the grid) and the outer
+ * edge (the identified left and right edges of the grid).
+ *
+ * Lemma: In any valid 2xn puzzle there must be at least one
+ * row in which _exactly one_ of the inner edge and outer edge
+ * is connected.
+ *
+ * Proof: No row can have _both_ inner and outer edges
+ * connected, because this would yield a loop. So the only
+ * other way to falsify the lemma is for every row to have
+ * _neither_ the inner nor outer edge connected. But this
+ * means there is no connection at all between the left and
+ * right columns of the puzzle, so there are two disjoint
+ * subgraphs, which is also disallowed. []
+ *
+ * Given such a row, it is always possible to make the
+ * disconnected edge connected and the connected edge
+ * disconnected without changing the state of any other edge.
+ * (This is easily seen by case analysis on the various tiles:
+ * left-pointing and right-pointing endpoints can be exchanged,
+ * likewise T-pieces, and a corner piece can select its
+ * horizontal connectivity independently of its vertical.) This
+ * yields a distinct valid solution.
+ *
+ * Thus, for _every_ row in which exactly one of the inner and
+ * outer edge is connected, there are two valid states for that
+ * row, and hence the total number of solutions of the puzzle
+ * is at least 2^(number of such rows), and in particular is at
+ * least 2 since there must be at least one such row. []
+ */
+ if (params->unique && params->wrapping &&
+ (params->width == 2 || params->height == 2))
+ return "No wrapping puzzle with a width or height of 2 can have"
+ " a unique solution";
+
return NULL;
}
return ret;
}
-static int net_solver(int w, int h, unsigned char *tiles, int wrapping)
+static int net_solver(int w, int h, unsigned char *tiles,
+ unsigned char *barriers, int wrapping)
{
unsigned char *tilestate;
unsigned char *edgestate;
}
/*
+ * If we have barriers available, we can mark those edges as
+ * closed too.
+ */
+ if (barriers) {
+ for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
+ int d;
+ for (d = 1; d <= 8; d += d) {
+ if (barriers[y*w+x] & d) {
+ int x2, y2;
+ /*
+ * In principle the barrier list should already
+ * contain each barrier from each side, but
+ * let's not take chances with our internal
+ * consistency.
+ */
+ OFFSETWH(x2, y2, x, y, d, w, h);
+ edgestate[(y*w+x) * 5 + d] = 2;
+ edgestate[(y2*w+x2) * 5 + F(d)] = 2;
+ }
+ }
+ }
+ }
+
+ /*
* Since most deductions made by this solver are local (the
* exception is loop avoidance, where joining two tiles
* together on one side of the grid can theoretically permit a
* dead ends of size 2 and 3 forms a subnetwork
* with a total area of 6, not 5.)
*/
- if (deadendtotal+1 < area)
+ if (deadendtotal > 0 && deadendtotal+1 < area)
valid = FALSE;
} else if (nnondeadends == 1) {
/*
assert(j > 0); /* we can't lose _all_ possibilities! */
if (j < i) {
- int a, o;
done_something = TRUE;
/*
*/
while (j < 4)
tilestate[(y*w+x) * 4 + j++] = 255;
+ }
- /*
- * Now go through them again and see if we've
- * deduced anything new about any edges.
- */
+ /*
+ * Now go through the tile orientations again and see
+ * if we've deduced anything new about any edges.
+ */
+ {
+ int a, o;
a = 0xF; o = 0;
+
for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) {
a &= tilestate[(y*w+x) * 4 + i];
o |= tilestate[(y*w+x) * 4 + i];
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)
+ 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
/*
* Run the solver to check unique solubility.
*/
- while (!net_solver(w, h, tiles, params->wrapping)) {
+ while (!net_solver(w, h, tiles, NULL, params->wrapping)) {
int n = 0;
/*
}
/*
- * 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;
* Construct an initial game state, given a description and parameters.
*/
-static game_state *new_game(game_params *params, char *desc)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state;
int w, h, x, y;
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;
barrier(state, 0, y) |= L;
barrier(state, state->width-1, y) |= R;
}
- }
-
- /*
- * Set up the barrier corner flags, for drawing barriers
- * prettily when they meet.
- */
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
- int dir;
-
- for (dir = 1; dir < 0x10; dir <<= 1) {
- int dir2 = A(dir);
- int x1, y1, x2, y2, x3, y3;
- int corner = FALSE;
-
- if (!(barrier(state, x, y) & dir))
- continue;
-
- if (barrier(state, x, y) & dir2)
- corner = TRUE;
-
- x1 = x + X(dir), y1 = y + Y(dir);
- if (x1 >= 0 && x1 < state->width &&
- y1 >= 0 && y1 < state->height &&
- (barrier(state, x1, y1) & dir2))
- corner = TRUE;
-
- x2 = x + X(dir2), y2 = y + Y(dir2);
- if (x2 >= 0 && x2 < state->width &&
- y2 >= 0 && y2 < state->height &&
- (barrier(state, x2, y2) & dir))
- corner = TRUE;
-
- if (corner) {
- barrier(state, x, y) |= (dir << 4);
- if (x1 >= 0 && x1 < state->width &&
- y1 >= 0 && y1 < state->height)
- barrier(state, x1, y1) |= (A(dir) << 4);
- if (x2 >= 0 && x2 < state->width &&
- y2 >= 0 && y2 < state->height)
- barrier(state, x2, y2) |= (C(dir) << 4);
- x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
- if (x3 >= 0 && x3 < state->width &&
- y3 >= 0 && y3 < state->height)
- barrier(state, x3, y3) |= (F(dir) << 4);
- }
- }
- }
+ } else {
+ /*
+ * We check whether this is de-facto a non-wrapping game
+ * despite the parameters, in case we were passed the
+ * description of a non-wrapping game. This is so that we
+ * can change some aspects of the UI behaviour.
+ */
+ state->wrapping = FALSE;
+ for (x = 0; x < state->width; x++)
+ if (!(barrier(state, x, 0) & U) ||
+ !(barrier(state, x, state->height-1) & D))
+ state->wrapping = TRUE;
+ for (y = 0; y < state->width; y++)
+ if (!(barrier(state, 0, y) & L) ||
+ !(barrier(state, state->width-1, y) & R))
+ state->wrapping = TRUE;
}
return state;
ret = snew(game_state);
ret->width = state->width;
ret->height = state->height;
- ret->cx = state->cx;
- ret->cy = state->cy;
ret->wrapping = state->wrapping;
ret->completed = state->completed;
ret->used_solve = state->used_solve;
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->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;
}
* completed - just call this function and see whether every square
* is marked active.
*/
-static unsigned char *compute_active(game_state *state)
+static unsigned char *compute_active(game_state *state, int cx, int cy)
{
unsigned char *active;
tree234 *todo;
* xyd_cmp and just store direction 0 every time.
*/
todo = newtree234(xyd_cmp_nc);
- index(state, active, state->cx, state->cy) = ACTIVE;
- add234(todo, new_xyd(state->cx, state->cy, 0));
+ index(state, active, cx, cy) = ACTIVE;
+ add234(todo, new_xyd(cx, cy, 0));
while ( (xyd = delpos234(todo, 0)) != NULL) {
int x1, y1, d1, x2, y2, d2;
}
struct game_ui {
+ int org_x, org_y; /* origin */
+ int cx, cy; /* source tile (game coordinates) */
int cur_x, cur_y;
int cur_visible;
random_state *rs; /* used for jumbling */
void *seed;
int seedsize;
game_ui *ui = snew(game_ui);
- ui->cur_x = state->width / 2;
- ui->cur_y = state->height / 2;
+ ui->org_x = ui->org_y = 0;
+ ui->cur_x = ui->cx = state->width / 2;
+ ui->cur_y = ui->cy = state->height / 2;
ui->cur_visible = FALSE;
get_random_seed(&seed, &seedsize);
ui->rs = random_init(seed, seedsize);
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,
- int x, int y, int button)
+static char *interpret_move(game_state *state, game_ui *ui,
+ game_drawstate *ds, int x, int y, int button)
{
- game_state *ret, *nullret;
- int tx, ty, orig;
+ char *nullret;
+ int tx, ty;
+ int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
+ button &= ~MOD_MASK;
nullret = NULL;
if (button == LEFT_BUTTON ||
if (ui->cur_visible) {
ui->cur_visible = FALSE;
- nullret = state;
+ nullret = "";
}
/*
ty = y / TILE_SIZE;
if (tx >= state->width || ty >= state->height)
return nullret;
+ /* Transform from physical to game coords */
+ tx = (tx + ui->org_x) % state->width;
+ ty = (ty + ui->org_y) % state->height;
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 */
+ int dir;
+ switch (button) {
+ case CURSOR_UP: dir = U; break;
+ case CURSOR_DOWN: dir = D; break;
+ case CURSOR_LEFT: dir = L; break;
+ case CURSOR_RIGHT: dir = R; break;
+ default: return nullret;
+ }
+ if (shift) {
+ /*
+ * Move origin.
+ */
+ if (state->wrapping) {
+ OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
+ } else return nullret; /* disallowed for non-wrapping grids */
+ }
+ if (ctrl) {
+ /*
+ * Change source tile.
+ */
+ OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
+ }
+ if (!shift && !ctrl) {
+ /*
+ * Move keyboard cursor.
+ */
+ OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
+ ui->cur_visible = TRUE;
+ }
+ 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);
+ 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;
- unsigned char *visible;
-};
-
static game_drawstate *game_new_drawstate(game_state *state)
{
game_drawstate *ds = snew(game_drawstate);
ds->started = FALSE;
ds->width = state->width;
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_size(game_params *params, game_drawstate *ds, int *x, int *y,
+ int expand)
{
+ int tsx, tsy, ts;
+ /*
+ * Each window dimension equals the tile size times the grid
+ * dimension, plus TILE_BORDER, plus twice WINDOW_OFFSET.
+ */
+ tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / params->width;
+ tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / params->height;
+ ts = min(tsx, tsy);
+
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
}
draw_rect(fe, mx, my, dx, dy, colour);
}
-static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
+/*
+ * draw_barrier_corner() and draw_barrier() are passed physical coords
+ */
+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;
- int x1, y1, dx, dy, dir2;
-
- dir >>= 4;
+ int x1, y1;
- dir2 = A(dir);
- dx = X(dir) + X(dir2);
- dy = Y(dir) + Y(dir2);
x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
if (phase == 0) {
- draw_rect_coords(fe, bx+x1, by+y1,
+ draw_rect_coords(fe, bx+x1+dx, by+y1,
bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
COL_WIRE);
- draw_rect_coords(fe, bx+x1, by+y1,
+ draw_rect_coords(fe, bx+x1, by+y1+dy,
bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
COL_WIRE);
} else {
}
}
-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;
}
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
- float angle, int cursor)
+/*
+ * draw_tile() is passed physical coordinates
+ */
+static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds,
+ int x, int y, int tile, int src, float angle, int cursor)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = WINDOW_OFFSET + TILE_SIZE * y;
* and including the borders around the tile. This means that
* if the neighbouring tiles have connections to those borders,
* we must draw those connections on the borders themselves.
- *
- * This would be terribly fiddly if we ever had to draw a tile
- * while its neighbour was in mid-rotate, because we'd have to
- * arrange to _know_ that the neighbour was being rotated and
- * hence had an anomalous effect on the redraw of this tile.
- * Fortunately, the drawing algorithm avoids ever calling us in
- * this circumstance: we're either drawing lots of straight
- * tiles at game start or after a move is complete, or we're
- * repeatedly drawing only the rotating tile. So no problem.
*/
+ clip(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+
/*
* So. First blank the tile out completely: draw a big
* rectangle in border colour, and a smaller rectangle in
* otherwise not at all.
*/
col = -1;
- if (x == state->cx && y == state->cy)
+ if (src)
col = COL_WIRE;
else if (COUNT(tile) == 1) {
col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
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);
}
/*
if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
continue;
- if (!(tile(state, ox, oy) & F(dir)))
+ if (!(tile(state, GX(ox), GY(oy)) & F(dir)))
continue;
px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
* Draw barrier corners, and then barriers.
*/
for (phase = 0; phase < 2; phase++) {
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ int x1, y1, corner = FALSE;
+ /*
+ * If at least one barrier terminates at the corner
+ * between dir and A(dir), draw a barrier corner.
+ */
+ if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) {
+ corner = TRUE;
+ } else {
+ /*
+ * Only count barriers terminating at this corner
+ * if they're physically next to the corner. (That
+ * is, if they've wrapped round from the far side
+ * of the screen, they don't count.)
+ */
+ x1 = x + X(dir);
+ y1 = y + Y(dir);
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height &&
+ (barrier(state, GX(x1), GY(y1)) & A(dir))) {
+ corner = TRUE;
+ } else {
+ x1 = x + X(A(dir));
+ y1 = y + Y(A(dir));
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height &&
+ (barrier(state, GX(x1), GY(y1)) & dir))
+ corner = TRUE;
+ }
+ }
+
+ if (corner) {
+ /*
+ * At least one barrier terminates here. Draw a
+ * corner.
+ */
+ 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, x, y) & (dir << 4))
- draw_barrier_corner(fe, x, y, dir << 4, phase);
- for (dir = 1; dir < 0x10; dir <<= 1)
- if (barrier(state, x, y) & dir)
- draw_barrier(fe, x, y, dir, phase);
+ if (barrier(state, GX(x), GY(y)) & dir)
+ draw_barrier(fe, ds, x, y, dir, phase);
}
+ unclip(fe);
+
draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
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, last_rotate_dir;
+ int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
unsigned char *active;
float angle = 0.0;
/*
- * Clear the screen and draw the exterior barrier lines if this
- * is our first call.
+ * Clear the screen, and draw the exterior barrier lines, if
+ * this is our first call or if the origin has changed.
*/
- if (!ds->started) {
+ if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) {
int phase;
ds->started = TRUE;
WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
COL_BACKGROUND);
+
+ ds->org_x = ui->org_x;
+ ds->org_y = ui->org_y;
+ moved_origin = TRUE;
+
draw_update(fe, 0, 0,
WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
for (phase = 0; phase < 2; phase++) {
for (x = 0; x < ds->width; x++) {
- if (barrier(state, x, 0) & UL)
- draw_barrier_corner(fe, x, -1, LD, phase);
- if (barrier(state, x, 0) & RU)
- draw_barrier_corner(fe, x, -1, DR, phase);
- if (barrier(state, x, 0) & U)
- draw_barrier(fe, x, -1, D, phase);
- if (barrier(state, x, ds->height-1) & DR)
- draw_barrier_corner(fe, x, ds->height, RU, phase);
- if (barrier(state, x, ds->height-1) & LD)
- draw_barrier_corner(fe, x, ds->height, UL, phase);
- if (barrier(state, x, ds->height-1) & D)
- draw_barrier(fe, x, ds->height, U, phase);
+ if (x+1 < ds->width) {
+ if (barrier(state, GX(x), GY(0)) & R)
+ draw_barrier_corner(fe, ds, x, -1, +1, +1, phase);
+ if (barrier(state, GX(x), GY(ds->height-1)) & R)
+ draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase);
+ }
+ if (barrier(state, GX(x), GY(0)) & U) {
+ 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, 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 (barrier(state, 0, y) & UL)
- draw_barrier_corner(fe, -1, y, RU, phase);
- if (barrier(state, 0, y) & LD)
- draw_barrier_corner(fe, -1, y, DR, phase);
- if (barrier(state, 0, y) & L)
- draw_barrier(fe, -1, y, R, phase);
- if (barrier(state, ds->width-1, y) & RU)
- draw_barrier_corner(fe, ds->width, y, UL, phase);
- if (barrier(state, ds->width-1, y) & DR)
- draw_barrier_corner(fe, ds->width, y, LD, phase);
- if (barrier(state, ds->width-1, y) & R)
- draw_barrier(fe, ds->width, y, L, phase);
+ if (y+1 < ds->height) {
+ if (barrier(state, GX(0), GY(y)) & D)
+ 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, ds->width, y, -1, +1, phase);
+ }
+ if (barrier(state, GX(0), GY(y)) & L) {
+ 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, 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);
+ }
}
}
}
/*
* Draw any tile which differs from the way it was last drawn.
*/
- active = compute_active(state);
+ active = compute_active(state, ui->cx, ui->cy);
for (x = 0; x < ds->width; x++)
for (y = 0; y < ds->height; y++) {
- unsigned char c = tile(state, x, y) | index(state, active, x, y);
+ unsigned char c = tile(state, GX(x), GY(y)) |
+ index(state, active, GX(x), GY(y));
+ int is_src = GX(x) == ui->cx && GY(y) == ui->cy;
+ int is_anim = GX(x) == tx && GY(y) == ty;
+ int is_cursor = ui->cur_visible &&
+ GX(x) == ui->cur_x && GY(y) == ui->cur_y;
/*
* In a completion flash, we adjust the LOCKED bit
* the frame number.
*/
if (frame >= 0) {
+ int rcx = RX(ui->cx), rcy = RY(ui->cy);
int xdist, ydist, dist;
- xdist = (x < state->cx ? state->cx - x : x - state->cx);
- ydist = (y < state->cy ? state->cy - y : y - state->cy);
+ xdist = (x < rcx ? rcx - x : x - rcx);
+ ydist = (y < rcy ? rcy - y : y - rcy);
dist = (xdist > ydist ? xdist : ydist);
if (frame >= dist && frame < dist+4) {
}
}
- if (index(state, ds->visible, x, y) != c ||
+ if (moved_origin ||
+ index(state, ds->visible, x, y) != c ||
index(state, ds->visible, x, y) == 0xFF ||
- (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),
- (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))
+ is_src || is_anim || is_cursor) {
+ draw_tile(fe, state, ds, x, y, c,
+ is_src, (is_anim ? angle : 0.0F), is_cursor);
+ if (is_src || is_anim || is_cursor)
index(state, ds->visible, x, y) = 0xFF;
else
index(state, ds->visible, x, y) = c;
}
static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
int last_rotate_dir;
}
static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
/*
* If the game has just been completed, we display a completion
*/
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve) {
- int size;
- size = 0;
- if (size < newstate->cx+1)
- size = newstate->cx+1;
- if (size < newstate->cy+1)
- size = newstate->cy+1;
- if (size < newstate->width - newstate->cx)
- size = newstate->width - newstate->cx;
- if (size < newstate->height - newstate->cy)
- size = newstate->height - newstate->cy;
+ int size = 0;
+ if (size < newstate->width)
+ size = newstate->width;
+ if (size < newstate->height)
+ size = newstate->height;
return FLASH_FRAME * (size+4);
}
return TRUE;
}
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame net
#endif
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,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
game_size,
game_colours,
game_new_drawstate,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};