X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/0c490335a9f4b78b347d8eb263918333a00abff4..9bb5bf60022c774f1d4624eb37e648db4edd8b3c:/net.c diff --git a/net.c b/net.c index 001eaae..d616d03 100644 --- a/net.c +++ b/net.c @@ -12,6 +12,7 @@ #include "tree234.h" const char *const game_name = "Net"; +const int game_can_configure = TRUE; #define PI 3.141592653589793238462643383279502884197169399 @@ -55,8 +56,8 @@ const char *const game_name = "Net"; #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, @@ -182,11 +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 @@ -200,10 +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. */ @@ -215,8 +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. @@ -296,11 +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; @@ -643,36 +724,85 @@ static unsigned char *compute_active(game_state *state) return active; } +struct game_ui { + int cur_x, cur_y; + int cur_visible; +}; + +game_ui *new_ui(game_state *state) +{ + game_ui *ui = snew(game_ui); + ui->cur_x = state->width / 2; + ui->cur_y = state->height / 2; + ui->cur_visible = FALSE; + + return ui; +} + +void free_ui(game_ui *ui) +{ + sfree(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; + game_state *ret, *nullret; int tx, ty, orig; - /* - * All moves in Net are made with the mouse. - */ - if (button != LEFT_BUTTON && - button != MIDDLE_BUTTON && - button != RIGHT_BUTTON) - return NULL; + nullret = NULL; - /* - * The button must have been clicked on a valid tile. - */ - x -= WINDOW_OFFSET + TILE_BORDER; - y -= WINDOW_OFFSET + TILE_BORDER; - if (x < 0 || y < 0) - return NULL; - tx = x / TILE_SIZE; - 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) - return NULL; + if (button == LEFT_BUTTON || + button == MIDDLE_BUTTON || + button == RIGHT_BUTTON) { + + if (ui->cur_visible) { + ui->cur_visible = FALSE; + nullret = state; + } + + /* + * The button must have been clicked on a valid tile. + */ + x -= WINDOW_OFFSET + TILE_BORDER; + y -= WINDOW_OFFSET + TILE_BORDER; + if (x < 0 || y < 0) + return nullret; + tx = x / TILE_SIZE; + ty = y / TILE_SIZE; + if (tx >= state->width || ty >= state->height) + return nullret; + 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 */ + } else if (button == 'a' || button == 's' || button == 'd' || + button == 'A' || button == 'S' || button == 'D') { + tx = ui->cur_x; + ty = ui->cur_y; + if (button == 'a' || button == 'A') + button = LEFT_BUTTON; + else if (button == 's' || button == 'S') + button = MIDDLE_BUTTON; + else if (button == 'd' || button == 'D') + button = RIGHT_BUTTON; + } else + return nullret; /* * The middle button locks or unlocks a tile. (A locked tile @@ -695,7 +825,7 @@ game_state *make_move(game_state *state, int x, int y, int button) * locked tile. */ if (tile(state, tx, ty) & LOCKED) - return NULL; + return nullret; /* * Otherwise, turn the tile one way or the other. Left button @@ -897,7 +1027,7 @@ static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) } static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, - float angle) + float angle, int cursor) { int bx = WINDOW_OFFSET + TILE_SIZE * x; int by = WINDOW_OFFSET + TILE_SIZE * y; @@ -933,6 +1063,26 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); /* + * Draw an inset outline rectangle as a cursor, in whichever of + * COL_LOCKED and COL_BACKGROUND we aren't currently drawing + * in. + */ + if (cursor) { + draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, + bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, + tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); + draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, + bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, + tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); + draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, + bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, + tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); + draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, + bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, + tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); + } + + /* * Set up the rotation matrix. */ matrix[0] = (float)cos(angle * PI / 180.0); @@ -1060,7 +1210,7 @@ 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; @@ -1118,7 +1268,6 @@ 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, @@ -1140,12 +1289,15 @@ 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); } /* @@ -1177,22 +1329,42 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (index(state, ds->visible, x, y) != c || index(state, ds->visible, x, y) == 0xFF || - (x == tx && y == ty)) { + (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)); - if (x == tx && y == ty) + (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)) index(state, ds->visible, x, y) = 0xFF; else index(state, ds->visible, x, y) = c; } } + /* + * 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; /* @@ -1202,14 +1374,17 @@ 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; @@ -1222,8 +1397,13 @@ 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; }