X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/4413ef0febdc131ec0ea3661fcd3466063b31494..HEAD:/net.c diff --git a/net.c b/net.c index 29a3a27..2e19f1f 100644 --- a/net.c +++ b/net.c @@ -12,6 +12,21 @@ #include "puzzles.h" #include "tree234.h" +/* + * The standard user interface for Net simply has left- and + * right-button mouse clicks in a square rotate it one way or the + * other. We also provide, by #ifdef, a separate interface based on + * rotational dragging motions. I initially developed this for the + * Mac on the basis that it might work better than the click + * interface with only one mouse button available, but in fact + * found it to be quite strange and unintuitive. Apparently it + * works better on stylus-driven platforms such as Palm and + * PocketPC, though, so we enable it by default there. + */ +#ifdef STYLUS_BASED +#define USE_DRAGGING +#endif + #define MATMUL(xr,yr,m,x,y) do { \ float rx, ry, xx = (x), yy = (y), *mat = (m); \ rx = mat[0] * xx + mat[2] * yy; \ @@ -46,7 +61,11 @@ #define PREFERRED_TILE_SIZE 32 #define TILE_SIZE (ds->tilesize) #define TILE_BORDER 1 +#ifdef SMALL_SCREEN +#define WINDOW_OFFSET 4 +#else #define WINDOW_OFFSET 16 +#endif #define ROTATE_TIME 0.13F #define FLASH_FRAME 0.07F @@ -80,7 +99,7 @@ struct game_params { struct game_state { int width, height, wrapping, completed; int last_rotate_x, last_rotate_y, last_rotate_dir; - int used_solve, just_used_solve; + int used_solve; unsigned char *tiles; unsigned char *barriers; }; @@ -150,12 +169,16 @@ static const struct game_params net_presets[] = { {7, 7, FALSE, TRUE, 0.0}, {9, 9, FALSE, TRUE, 0.0}, {11, 11, FALSE, TRUE, 0.0}, +#ifndef SMALL_SCREEN {13, 11, FALSE, TRUE, 0.0}, +#endif {5, 5, TRUE, TRUE, 0.0}, {7, 7, TRUE, TRUE, 0.0}, {9, 9, TRUE, TRUE, 0.0}, {11, 11, TRUE, TRUE, 0.0}, +#ifndef SMALL_SCREEN {13, 11, TRUE, TRUE, 0.0}, +#endif }; static int game_fetch_preset(int i, char **name, game_params **params) @@ -209,7 +232,7 @@ static void decode_params(game_params *ret, char const *string) ret->wrapping = TRUE; } else if (*p == 'b') { p++; - ret->barrier_probability = atof(p); + ret->barrier_probability = (float)atof(p); while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; } else if (*p == 'a') { p++; @@ -521,9 +544,7 @@ static int net_solver(int w, int h, unsigned char *tiles, * classes) by finding the representative of each tile and * setting equivalence[one]=the_other. */ - equivalence = snewn(w * h, int); - for (i = 0; i < w*h; i++) - equivalence[i] = i; /* initially all distinct */ + equivalence = snew_dsf(w * h); /* * On a non-wrapping grid, we instantly know that all the edges @@ -897,14 +918,7 @@ static void perturb(int w, int h, unsigned char *tiles, int wrapping, perim2 = snewn(nperim, struct xyd); memcpy(perim2, perimeter, nperim * sizeof(struct xyd)); /* Shuffle the perimeter, so as to search it without directional bias. */ - for (i = nperim; --i ;) { - int j = random_upto(rs, i+1); - struct xyd t; - - t = perim2[j]; - perim2[j] = perim2[i]; - perim2[i] = t; - } + shuffle(perim2, nperim, sizeof(*perim2), rs); for (i = 0; i < nperim; i++) { int x2, y2; @@ -936,8 +950,10 @@ static void perturb(int w, int h, unsigned char *tiles, int wrapping, } sfree(perim2); - if (i == nperim) + if (i == nperim) { + sfree(perimeter); return; /* nothing we can do! */ + } /* * Now we've constructed a new link, we need to find the entire @@ -1389,13 +1405,55 @@ static char *new_game_desc(game_params *params, random_state *rs, /* * Now shuffle the grid. + * + * In order to avoid accidentally generating an already-solved + * grid, we will reshuffle as necessary to ensure that at least + * one edge has a mismatched connection. + * + * This can always be done, since validate_params() enforces a + * grid area of at least 2 and our generator never creates + * either type of rotationally invariant tile (cross and + * blank). Hence there must be at least one edge separating + * distinct tiles, and it must be possible to find orientations + * of those tiles such that one tile is trying to connect + * through that edge and the other is not. + * + * (We could be more subtle, and allow the shuffle to generate + * a grid in which all tiles match up locally and the only + * criterion preventing the grid from being already solved is + * connectedness. However, that would take more effort, and + * it's easier to simply make sure every grid is _obviously_ + * not solved.) */ - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - int orig = index(params, tiles, x, y); - int rot = random_upto(rs, 4); - index(params, tiles, x, y) = ROT(orig, rot); - } + while (1) { + int mismatches; + + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + int orig = index(params, tiles, x, y); + int rot = random_upto(rs, 4); + index(params, tiles, x, y) = ROT(orig, rot); + } + } + + mismatches = 0; + /* + * I can't even be bothered to check for mismatches across + * a wrapping edge, so I'm just going to enforce that there + * must be a mismatch across a non-wrapping edge, which is + * still always possible. + */ + for (y = 0; y < h; y++) for (x = 0; x < w; x++) { + if (x+1 < w && ((ROT(index(params, tiles, x, y), 2) ^ + index(params, tiles, x+1, y)) & L)) + mismatches++; + if (y+1 < h && ((ROT(index(params, tiles, x, y), 2) ^ + index(params, tiles, x, y+1)) & U)) + mismatches++; + } + + if (mismatches > 0) + break; } /* @@ -1533,7 +1591,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) h = state->height = params->height; 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; + state->completed = state->used_solve = FALSE; state->tiles = snewn(state->width * state->height, unsigned char); memset(state->tiles, 0, state->width * state->height); state->barriers = snewn(state->width * state->height, unsigned char); @@ -1594,7 +1652,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) if (!(barrier(state, x, 0) & U) || !(barrier(state, x, state->height-1) & D)) state->wrapping = TRUE; - for (y = 0; y < state->width; y++) + for (y = 0; y < state->height; y++) if (!(barrier(state, 0, y) & L) || !(barrier(state, state->width-1, y) & R)) state->wrapping = TRUE; @@ -1613,7 +1671,6 @@ static game_state *dup_game(game_state *state) ret->wrapping = state->wrapping; ret->completed = state->completed; ret->used_solve = state->used_solve; - ret->just_used_solve = state->just_used_solve; ret->last_rotate_dir = state->last_rotate_dir; ret->last_rotate_x = state->last_rotate_x; ret->last_rotate_y = state->last_rotate_y; @@ -1727,6 +1784,11 @@ static char *solve_game(game_state *state, game_state *currstate, return ret; } +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { return NULL; @@ -1799,6 +1861,9 @@ struct game_ui { int cur_x, cur_y; int cur_visible; random_state *rs; /* used for jumbling */ +#ifdef USE_DRAGGING + int dragtilex, dragtiley, dragstartx, dragstarty, dragged; +#endif }; static game_ui *new_ui(game_state *state) @@ -1811,7 +1876,7 @@ static game_ui *new_ui(game_state *state) ui->cur_y = ui->cy = state->height / 2; ui->cur_visible = FALSE; get_random_seed(&seed, &seedsize); - ui->rs = random_init(seed, seedsize); + ui->rs = random_new(seed, seedsize); sfree(seed); return ui; @@ -1857,7 +1922,7 @@ struct game_drawstate { * Process a move. */ static char *interpret_move(game_state *state, game_ui *ui, - game_drawstate *ds, int x, int y, int button) + const game_drawstate *ds, int x, int y, int button) { char *nullret; int tx = -1, ty = -1, dir = 0; @@ -1873,6 +1938,12 @@ static char *interpret_move(game_state *state, game_ui *ui, if (button == LEFT_BUTTON || button == MIDDLE_BUTTON || +#ifdef USE_DRAGGING + button == LEFT_DRAG || + button == LEFT_RELEASE || + button == RIGHT_DRAG || + button == RIGHT_RELEASE || +#endif button == RIGHT_BUTTON) { if (ui->cur_visible) { @@ -1898,10 +1969,113 @@ static char *interpret_move(game_state *state, game_ui *ui, y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) return nullret; - action = button == LEFT_BUTTON ? ROTATE_LEFT : - button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK; - } else if (button == CURSOR_UP || button == CURSOR_DOWN || - button == CURSOR_RIGHT || button == CURSOR_LEFT) { +#ifdef USE_DRAGGING + + if (button == MIDDLE_BUTTON +#ifdef STYLUS_BASED + || button == RIGHT_BUTTON /* with a stylus, `right-click' locks */ +#endif + ) { + /* + * Middle button never drags: it only toggles the lock. + */ + action = TOGGLE_LOCK; + } else if (button == LEFT_BUTTON +#ifndef STYLUS_BASED + || button == RIGHT_BUTTON /* (see above) */ +#endif + ) { + /* + * Otherwise, we note down the start point for a drag. + */ + ui->dragtilex = tx; + ui->dragtiley = ty; + ui->dragstartx = x % TILE_SIZE; + ui->dragstarty = y % TILE_SIZE; + ui->dragged = FALSE; + return nullret; /* no actual action */ + } else if (button == LEFT_DRAG +#ifndef STYLUS_BASED + || button == RIGHT_DRAG +#endif + ) { + /* + * Find the new drag point and see if it necessitates a + * rotation. + */ + int x0,y0, xA,yA, xC,yC, xF,yF; + int mx, my; + int d0, dA, dC, dF, dmin; + + tx = ui->dragtilex; + ty = ui->dragtiley; + + mx = x - (ui->dragtilex * TILE_SIZE); + my = y - (ui->dragtiley * TILE_SIZE); + + x0 = ui->dragstartx; + y0 = ui->dragstarty; + xA = ui->dragstarty; + yA = TILE_SIZE-1 - ui->dragstartx; + xF = TILE_SIZE-1 - ui->dragstartx; + yF = TILE_SIZE-1 - ui->dragstarty; + xC = TILE_SIZE-1 - ui->dragstarty; + yC = ui->dragstartx; + + d0 = (mx-x0)*(mx-x0) + (my-y0)*(my-y0); + dA = (mx-xA)*(mx-xA) + (my-yA)*(my-yA); + dF = (mx-xF)*(mx-xF) + (my-yF)*(my-yF); + dC = (mx-xC)*(mx-xC) + (my-yC)*(my-yC); + + dmin = min(min(d0,dA),min(dF,dC)); + + if (d0 == dmin) { + return nullret; + } else if (dF == dmin) { + action = ROTATE_180; + ui->dragstartx = xF; + ui->dragstarty = yF; + ui->dragged = TRUE; + } else if (dA == dmin) { + action = ROTATE_LEFT; + ui->dragstartx = xA; + ui->dragstarty = yA; + ui->dragged = TRUE; + } else /* dC == dmin */ { + action = ROTATE_RIGHT; + ui->dragstartx = xC; + ui->dragstarty = yC; + ui->dragged = TRUE; + } + } else if (button == LEFT_RELEASE +#ifndef STYLUS_BASED + || button == RIGHT_RELEASE +#endif + ) { + if (!ui->dragged) { + /* + * There was a click but no perceptible drag: + * revert to single-click behaviour. + */ + tx = ui->dragtilex; + ty = ui->dragtiley; + + if (button == LEFT_RELEASE) + action = ROTATE_LEFT; + else + action = ROTATE_RIGHT; + } else + return nullret; /* no action */ + } + +#else /* USE_DRAGGING */ + + action = (button == LEFT_BUTTON ? ROTATE_LEFT : + button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK); + +#endif /* USE_DRAGGING */ + + } else if (IS_CURSOR_MOVE(button)) { switch (button) { case CURSOR_UP: dir = U; break; case CURSOR_DOWN: dir = D; break; @@ -1916,12 +2090,12 @@ static char *interpret_move(game_state *state, game_ui *ui, } else if (button == 'a' || button == 's' || button == 'd' || button == 'A' || button == 'S' || button == 'D' || button == 'f' || button == 'F' || - button == CURSOR_SELECT) { + IS_CURSOR_SELECT(button)) { tx = ui->cur_x; ty = ui->cur_y; if (button == 'a' || button == 'A' || button == CURSOR_SELECT) action = ROTATE_LEFT; - else if (button == 's' || button == 'S') + else if (button == 's' || button == 'S' || button == CURSOR_SELECT2) action = TOGGLE_LOCK; else if (button == 'd' || button == 'D') action = ROTATE_RIGHT; @@ -2023,14 +2197,13 @@ static char *interpret_move(game_state *state, game_ui *ui, static game_state *execute_move(game_state *from, char *move) { game_state *ret; - int tx, ty, n, noanim, orig; + int tx = -1, ty = -1, 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; + ret->used_solve = TRUE; move++; if (*move == ';') @@ -2073,6 +2246,7 @@ static game_state *execute_move(game_state *from, char *move) } } if (!noanim) { + if (tx == -1 || ty == -1) { free_game(ret); return NULL; } ret->last_rotate_x = tx; ret->last_rotate_y = ty; } @@ -2145,7 +2319,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds, ds->tilesize = tilesize; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret; @@ -2203,8 +2377,8 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2, - int colour) +static void draw_filled_line(drawing *dr, int x1, int y1, int x2, int y2, + int colour) { draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE); draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE); @@ -2340,9 +2514,9 @@ static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds, ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); MATMUL(tx, ty, matrix, ex, ey); - draw_thick_line(dr, bx+(int)cx, by+(int)cy, - bx+(int)(cx+tx), by+(int)(cy+ty), - COL_WIRE); + draw_filled_line(dr, bx+(int)cx, by+(int)cy, + bx+(int)(cx+tx), by+(int)(cy+ty), + COL_WIRE); } } for (dir = 1; dir < 0x10; dir <<= 1) { @@ -2660,13 +2834,6 @@ static float game_anim_length(game_state *oldstate, int last_rotate_dir; /* - * Don't animate an auto-solve move. - */ - if ((dir > 0 && newstate->just_used_solve) || - (dir < 0 && oldstate->just_used_solve)) - return 0.0F; - - /* * Don't animate if last_rotate_dir is zero. */ last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : @@ -2697,9 +2864,9 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(game_state *state) { - return TRUE; + return state->completed ? +1 : 0; } static int game_timing_state(game_state *state, game_ui *ui) @@ -2715,8 +2882,8 @@ static void game_print_size(game_params *params, float *x, float *y) * I'll use 8mm squares by default. */ game_compute_size(params, 800, &pw, &ph); - *x = pw / 100.0; - *y = ph / 100.0; + *x = pw / 100.0F; + *y = ph / 100.0F; } static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y, @@ -2847,7 +3014,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) #endif const struct game thegame = { - "Net", "games.net", + "Net", "games.net", "net", default_params, game_fetch_preset, decode_params, @@ -2862,7 +3029,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - FALSE, game_text_format, + FALSE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -2877,8 +3044,9 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, TRUE, FALSE, game_print_size, game_print, - game_wants_statusbar, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ };