X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/03f856c427096797f0f7a6c93ca7f3ad72f7193e..74a4e547b35f162350dcf205aa453fd32820d249:/net.c diff --git a/net.c b/net.c index cb324e8..616609f 100644 --- a/net.c +++ b/net.c @@ -11,6 +11,9 @@ #include "puzzles.h" #include "tree234.h" +const char *const game_name = "Net"; +const int game_can_configure = TRUE; + #define PI 3.141592653589793238462643383279502884197169399 #define MATMUL(xr,yr,m,x,y) do { \ @@ -53,8 +56,8 @@ #define TILE_BORDER 1 #define WINDOW_OFFSET 16 -#define ROTATE_TIME 0.1F -#define FLASH_FRAME 0.05F +#define ROTATE_TIME 0.13F +#define FLASH_FRAME 0.07F enum { COL_BACKGROUND, @@ -180,11 +183,78 @@ game_params *dup_params(game_params *params) return ret; } +config_item *game_configure(game_params *params) +{ + config_item *ret; + char buf[80]; + + ret = snewn(5, config_item); + + ret[0].name = "Width"; + ret[0].type = C_STRING; + sprintf(buf, "%d", params->width); + ret[0].sval = dupstr(buf); + ret[0].ival = 0; + + ret[1].name = "Height"; + ret[1].type = C_STRING; + sprintf(buf, "%d", params->height); + ret[1].sval = dupstr(buf); + ret[1].ival = 0; + + ret[2].name = "Walls wrap around"; + ret[2].type = C_BOOLEAN; + ret[2].sval = NULL; + ret[2].ival = params->wrapping; + + ret[3].name = "Barrier probability"; + ret[3].type = C_STRING; + sprintf(buf, "%g", params->barrier_probability); + ret[3].sval = dupstr(buf); + ret[3].ival = 0; + + ret[4].name = NULL; + ret[4].type = C_END; + ret[4].sval = NULL; + ret[4].ival = 0; + + return ret; +} + +game_params *custom_params(config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->width = atoi(cfg[0].sval); + ret->height = atoi(cfg[1].sval); + ret->wrapping = cfg[2].ival; + ret->barrier_probability = (float)atof(cfg[3].sval); + + return ret; +} + +char *validate_params(game_params *params) +{ + 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"; + return NULL; +} + /* ---------------------------------------------------------------------- * Randomly select a new game seed. */ -char *new_game_seed(game_params *params) +char *new_game_seed(game_params *params, random_state *rs) { /* * The full description of a Net game is far too large to @@ -198,10 +268,19 @@ char *new_game_seed(game_params *params) * understand it and do something completely different.) */ char buf[40]; - sprintf(buf, "%d", rand()); + sprintf(buf, "%lu", random_bits(rs, 32)); return dupstr(buf); } +char *validate_seed(game_params *params, char *seed) +{ + /* + * Since any string at all will suffice to seed the RNG, there + * is no validation required. + */ + return NULL; +} + /* ---------------------------------------------------------------------- * Construct an initial game state, given a seed and parameters. */ @@ -213,8 +292,8 @@ game_state *new_game(game_params *params, char *seed) tree234 *possibilities, *barriers; int w, h, x, y, nbarriers; - assert(params->width > 2); - assert(params->height > 2); + assert(params->width > 0 && params->height > 0); + assert(params->width > 1 || params->height > 1); /* * Create a blank game state. @@ -294,11 +373,15 @@ game_state *new_game(game_params *params, char *seed) * closed loops. [] */ possibilities = newtree234(xyd_cmp); - - add234(possibilities, new_xyd(state->cx, state->cy, R)); - add234(possibilities, new_xyd(state->cx, state->cy, U)); - add234(possibilities, new_xyd(state->cx, state->cy, L)); - add234(possibilities, new_xyd(state->cx, state->cy, D)); + + 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)); while (count234(possibilities) > 0) { int i; @@ -641,10 +724,19 @@ static unsigned char *compute_active(game_state *state) return active; } +game_ui *new_ui(game_state *state) +{ + return NULL; +} + +void free_ui(game_ui *ui) +{ +} + /* ---------------------------------------------------------------------- * Process a move. */ -game_state *make_move(game_state *state, int x, int y, int button) +game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) { game_state *ret; int tx, ty, orig; @@ -668,8 +760,8 @@ game_state *make_move(game_state *state, int x, int y, int button) ty = y / TILE_SIZE; if (tx >= state->width || ty >= state->height) return NULL; - if (tx % TILE_SIZE >= TILE_SIZE - TILE_BORDER || - ty % TILE_SIZE >= TILE_SIZE - TILE_BORDER) + if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || + y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) return NULL; /* @@ -1058,7 +1150,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, } void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, float t) + game_state *state, game_ui *ui, float t, float ft) { int x, y, tx, ty, frame; unsigned char *active; @@ -1116,7 +1208,6 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } tx = ty = -1; - frame = -1; if (oldstate && (t < ROTATE_TIME)) { /* * We're animating a tile rotation. Find the turning tile, @@ -1138,12 +1229,15 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, angle = state->last_rotate_dir * -90.0F * (t / ROTATE_TIME); state = oldstate; } - } else if (t > ROTATE_TIME) { + } + + frame = -1; + if (ft > 0) { /* * We're animating a completion flash. Find which frame * we're at. */ - frame = (int)((t - ROTATE_TIME) / FLASH_FRAME); + frame = (int)(ft / FLASH_FRAME); } /* @@ -1185,12 +1279,29 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } } + /* + * Update the status bar. + */ + { + char statusbuf[256]; + int i, n, a; + + n = state->width * state->height; + for (i = a = 0; i < n; i++) + if (active[i]) + a++; + + sprintf(statusbuf, "%sActive: %d/%d", + (state->completed ? "COMPLETED! " : ""), a, n); + + status_bar(fe, statusbuf); + } + sfree(active); } float game_anim_length(game_state *oldstate, game_state *newstate) { - float ret = 0.0F; int x, y; /* @@ -1200,14 +1311,17 @@ float game_anim_length(game_state *oldstate, game_state *newstate) for (x = 0; x < oldstate->width; x++) for (y = 0; y < oldstate->height; y++) if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { - ret = ROTATE_TIME; - goto break_label; /* leave both loops at once */ + return ROTATE_TIME; } - break_label: + return 0.0F; +} + +float game_flash_length(game_state *oldstate, game_state *newstate) +{ /* - * Also, if the game has just been completed, allow time for a - * completion flash. + * If the game has just been completed, we display a completion + * flash. */ if (!oldstate->completed && newstate->completed) { int size; @@ -1220,8 +1334,13 @@ float game_anim_length(game_state *oldstate, game_state *newstate) size = newstate->width - newstate->cx; if (size < newstate->height - newstate->cy) size = newstate->height - newstate->cy; - ret += FLASH_FRAME * (size+4); + return FLASH_FRAME * (size+4); } - return ret; + return 0.0F; +} + +int game_wants_statusbar(void) +{ + return TRUE; }