X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/05f411a6b7c20f42a2500df4b70eba70e8ff088b..30861651545725962a99ff36dbedddd33b8cd3f6:/net.c diff --git a/net.c b/net.c index bb9218f..7b3a501 100644 --- a/net.c +++ b/net.c @@ -12,10 +12,6 @@ #include "puzzles.h" #include "tree234.h" -const char *const game_name = "Net"; -const char *const game_winhelp_topic = "games.net"; -const int game_can_configure = TRUE; - #define PI 3.141592653589793238462643383279502884197169399 #define MATMUL(xr,yr,m,x,y) do { \ @@ -127,7 +123,7 @@ static struct xyd *new_xyd(int x, int y, int direction) /* ---------------------------------------------------------------------- * Manage game parameters. */ -game_params *default_params(void) +static game_params *default_params(void) { game_params *ret = snew(game_params); @@ -139,7 +135,7 @@ game_params *default_params(void) return ret; } -int game_fetch_preset(int i, char **name, game_params **params) +static int game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char str[80]; @@ -173,19 +169,19 @@ int game_fetch_preset(int i, char **name, game_params **params) return TRUE; } -void free_params(game_params *params) +static void free_params(game_params *params) { sfree(params); } -game_params *dup_params(game_params *params) +static game_params *dup_params(game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } -game_params *decode_params(char const *string) +static game_params *decode_params(char const *string) { game_params *ret = default_params(); char const *p = string; @@ -207,7 +203,7 @@ game_params *decode_params(char const *string) return ret; } -char *encode_params(game_params *params) +static char *encode_params(game_params *params) { char ret[400]; int len; @@ -223,7 +219,7 @@ char *encode_params(game_params *params) return dupstr(ret); } -config_item *game_configure(game_params *params) +static config_item *game_configure(game_params *params) { config_item *ret; char buf[80]; @@ -261,7 +257,7 @@ config_item *game_configure(game_params *params) return ret; } -game_params *custom_params(config_item *cfg) +static game_params *custom_params(config_item *cfg) { game_params *ret = snew(game_params); @@ -273,7 +269,7 @@ game_params *custom_params(config_item *cfg) return ret; } -char *validate_params(game_params *params) +static char *validate_params(game_params *params) { if (params->width <= 0 && params->height <= 0) return "Width and height must both be greater than zero"; @@ -294,7 +290,7 @@ char *validate_params(game_params *params) * Randomly select a new game seed. */ -char *new_game_seed(game_params *params, random_state *rs) +static char *new_game_seed(game_params *params, random_state *rs) { /* * The full description of a Net game is far too large to @@ -312,7 +308,7 @@ char *new_game_seed(game_params *params, random_state *rs) return dupstr(buf); } -char *validate_seed(game_params *params, char *seed) +static char *validate_seed(game_params *params, char *seed) { /* * Since any string at all will suffice to seed the RNG, there @@ -325,7 +321,7 @@ char *validate_seed(game_params *params, char *seed) * Construct an initial game state, given a seed and parameters. */ -game_state *new_game(game_params *params, char *seed) +static game_state *new_game(game_params *params, char *seed) { random_state *rs; game_state *state; @@ -344,7 +340,7 @@ game_state *new_game(game_params *params, char *seed) state->cx = state->width / 2; state->cy = state->height / 2; state->wrapping = params->wrapping; - state->last_rotate_dir = +1; /* *shrug* */ + state->last_rotate_dir = 0; state->completed = FALSE; state->tiles = snewn(state->width * state->height, unsigned char); memset(state->tiles, 0, state->width * state->height); @@ -676,7 +672,7 @@ game_state *new_game(game_params *params, char *seed) return state; } -game_state *dup_game(game_state *state) +static game_state *dup_game(game_state *state) { game_state *ret; @@ -696,7 +692,7 @@ game_state *dup_game(game_state *state) return ret; } -void free_game(game_state *state) +static void free_game(game_state *state) { sfree(state->tiles); sfree(state->barriers); @@ -767,27 +763,35 @@ static unsigned char *compute_active(game_state *state) struct game_ui { int cur_x, cur_y; int cur_visible; + random_state *rs; /* used for jumbling */ }; -game_ui *new_ui(game_state *state) +static game_ui *new_ui(game_state *state) { + void *seed; + int seedsize; game_ui *ui = snew(game_ui); ui->cur_x = state->width / 2; ui->cur_y = state->height / 2; ui->cur_visible = FALSE; + get_random_seed(&seed, &seedsize); + ui->rs = random_init(seed, seedsize); + sfree(seed); return ui; } -void free_ui(game_ui *ui) +static void free_ui(game_ui *ui) { + random_free(ui->rs); sfree(ui); } /* ---------------------------------------------------------------------- * Process a move. */ -game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) +static game_state *make_move(game_state *state, game_ui *ui, + int x, int y, int button) { game_state *ret, *nullret; int tx, ty, orig; @@ -842,6 +846,10 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) else if (button == 'd' || button == 'D') button = RIGHT_BUTTON; ui->cur_visible = TRUE; + } else if (button == 'j' || button == 'J') { + /* XXX should we have some mouse control for this? */ + button = 'J'; /* canonify */ + tx = ty = -1; /* shut gcc up :( */ } else return nullret; @@ -856,31 +864,54 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) * unlocks it.) */ if (button == MIDDLE_BUTTON) { + ret = dup_game(state); tile(ret, tx, ty) ^= LOCKED; + ret->last_rotate_dir = 0; return ret; - } - /* - * The left and right buttons have no effect if clicked on a - * locked tile. - */ - if (tile(state, tx, ty) & LOCKED) - return nullret; + } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { - /* - * Otherwise, turn the tile one way or the other. Left button - * turns anticlockwise; right button turns clockwise. - */ - ret = dup_game(state); - 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; - } + /* + * The left and right buttons have no effect if clicked on a + * locked tile. + */ + if (tile(state, tx, ty) & LOCKED) + return nullret; + + /* + * Otherwise, turn the tile one way or the other. Left button + * turns anticlockwise; right button turns clockwise. + */ + ret = dup_game(state); + 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; + } + + } else if (button == 'J') { + + /* + * Jumble all unlocked tiles to random orientations. + */ + int jx, jy; + ret = dup_game(state); + for (jy = 0; jy < ret->height; jy++) { + for (jx = 0; jx < ret->width; jx++) { + if (!(tile(ret, jx, jy) & LOCKED)) { + int rot = random_upto(ui->rs, 4); + orig = tile(ret, jx, jy); + tile(ret, jx, jy) = ROT(orig, rot); + } + } + } + ret->last_rotate_dir = 0; /* suppress animation */ + + } else assert(0); /* * Check whether the game has been completed. @@ -917,7 +948,7 @@ struct game_drawstate { unsigned char *visible; }; -game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(game_state *state) { game_drawstate *ds = snew(game_drawstate); @@ -930,19 +961,19 @@ game_drawstate *game_new_drawstate(game_state *state) return ds; } -void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(game_drawstate *ds) { sfree(ds->visible); sfree(ds); } -void game_size(game_params *params, int *x, int *y) +static void game_size(game_params *params, int *x, int *y) { *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; } -float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret; @@ -1250,10 +1281,10 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); } -void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +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; + int x, y, tx, ty, frame, last_rotate_dir; unsigned char *active; float angle = 0.0; @@ -1309,9 +1340,11 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } tx = ty = -1; - if (oldstate && (t < ROTATE_TIME)) { + last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : + state->last_rotate_dir; + if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { /* - * We're animating a tile rotation. Find the turning tile, + * We're animating a single tile rotation. Find the turning tile, * if any. */ for (x = 0; x < oldstate->width; x++) @@ -1323,8 +1356,6 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, break_label: if (tx >= 0) { - int last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : - state->last_rotate_dir; angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); state = oldstate; } @@ -1402,24 +1433,35 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, sfree(active); } -float game_anim_length(game_state *oldstate, game_state *newstate, int dir) +static float game_anim_length(game_state *oldstate, + game_state *newstate, int dir) { - int x, y; + int x, y, last_rotate_dir; /* - * If there's a tile which has been rotated, allow time to - * animate its rotation. + * Don't animate if last_rotate_dir is zero. */ - for (x = 0; x < oldstate->width; x++) - for (y = 0; y < oldstate->height; y++) - if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { - return ROTATE_TIME; - } + last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : + newstate->last_rotate_dir; + if (last_rotate_dir) { + + /* + * If there's a tile which has been rotated, allow time to + * animate its rotation. + */ + for (x = 0; x < oldstate->width; x++) + for (y = 0; y < oldstate->height; y++) + if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { + return ROTATE_TIME; + } + + } return 0.0F; } -float game_flash_length(game_state *oldstate, game_state *newstate, int dir) +static float game_flash_length(game_state *oldstate, + game_state *newstate, int dir) { /* * If the game has just been completed, we display a completion @@ -1442,7 +1484,40 @@ float game_flash_length(game_state *oldstate, game_state *newstate, int dir) return 0.0F; } -int game_wants_statusbar(void) +static int game_wants_statusbar(void) { return TRUE; } + +#ifdef COMBINED +#define thegame net +#endif + +const struct game thegame = { + "Net", "games.net", TRUE, + default_params, + game_fetch_preset, + decode_params, + encode_params, + free_params, + dup_params, + game_configure, + custom_params, + validate_params, + new_game_seed, + validate_seed, + new_game, + dup_game, + free_game, + new_ui, + free_ui, + make_move, + game_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + game_wants_statusbar, +};