X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/6aa6af4c00e72c789d76949d735ccb07da5e47a1..HEAD:/net.c diff --git a/net.c b/net.c index a2204c0..2e19f1f 100644 --- a/net.c +++ b/net.c @@ -12,7 +12,20 @@ #include "puzzles.h" #include "tree234.h" -#define PI 3.141592653589793238462643383279502884197169399 +/* + * 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); \ @@ -45,9 +58,14 @@ #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 +#ifdef SMALL_SCREEN +#define WINDOW_OFFSET 4 +#else #define WINDOW_OFFSET 16 +#endif #define ROTATE_TIME 0.13F #define FLASH_FRAME 0.07F @@ -78,15 +96,10 @@ struct game_params { float barrier_probability; }; -struct game_aux_info { - int width, height; - unsigned char *tiles; -}; - 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; }; @@ -122,7 +135,7 @@ static int xyd_cmp(const void *av, const void *bv) { if (a->direction > b->direction) return +1; return 0; -}; +} static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); } @@ -151,32 +164,33 @@ static game_params *default_params(void) 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}, +#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) { 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" : ""); @@ -218,7 +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++; @@ -302,14 +316,10 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params) +static char *validate_params(game_params *params, int full) { - 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) @@ -360,7 +370,7 @@ static char *validate_params(game_params *params) * 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 && + if (full && 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"; @@ -395,29 +405,6 @@ static char *validate_params(game_params *params) * avoidance is required. */ -static int dsf_canonify(int *dsf, int val) -{ - int v2 = val; - - while (dsf[val] != val) - val = dsf[val]; - - while (v2 != val) { - int tmp = dsf[v2]; - dsf[v2] = val; - v2 = tmp; - } - - return val; -} - -static void dsf_merge(int *dsf, int v1, int v2) -{ - v1 = dsf_canonify(dsf, v1); - v2 = dsf_canonify(dsf, v2); - dsf[v2] = v1; -} - struct todo { unsigned char *marked; int *buffer; @@ -557,9 +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 @@ -933,14 +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; @@ -970,9 +948,12 @@ static void perturb(int w, int h, unsigned char *tiles, int wrapping, break; } + 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 @@ -1146,7 +1127,7 @@ static void perturb(int w, int h, unsigned char *tiles, int wrapping, } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) + char **aux, int interactive) { tree234 *possibilities, *barriertree; int w, h, x, y, cx, cy, nbarriers; @@ -1237,7 +1218,7 @@ static char *new_game_desc(game_params *params, random_state *rs, 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 @@ -1264,7 +1245,7 @@ static char *new_game_desc(game_params *params, random_state *rs, 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 @@ -1291,7 +1272,7 @@ static char *new_game_desc(game_params *params, random_state *rs, 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 @@ -1326,7 +1307,7 @@ static char *new_game_desc(game_params *params, random_state *rs, 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 @@ -1408,29 +1389,71 @@ static char *new_game_desc(game_params *params, random_state *rs, } /* - * 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; } /* * 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; } /* @@ -1522,12 +1545,6 @@ static char *new_game_desc(game_params *params, random_state *rs, 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; @@ -1558,7 +1575,7 @@ static char *validate_desc(game_params *params, char *desc) * Construct an initial game state, given a description and parameters. */ -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state; int w, h, x, y; @@ -1574,7 +1591,7 @@ static game_state *new_game(midend_data *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); @@ -1635,7 +1652,7 @@ static game_state *new_game(midend_data *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; @@ -1654,7 +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; @@ -1673,31 +1689,106 @@ static void free_game(game_state *state) 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->barriers, 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; + + tiles[i] |= LOCKED; + } + } + + /* + * 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; } +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { return NULL; @@ -1770,6 +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) @@ -1782,7 +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; @@ -1794,26 +1888,67 @@ static void free_ui(game_ui *ui) 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, + const game_drawstate *ds, int x, int y, int button) { - game_state *ret, *nullret; - int tx, ty, orig; + char *nullret; + int tx = -1, ty = -1, dir = 0; int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL; + enum { + NONE, ROTATE_LEFT, ROTATE_180, ROTATE_RIGHT, TOGGLE_LOCK, JUMBLE, + MOVE_ORIGIN, MOVE_SOURCE, MOVE_ORIGIN_AND_SOURCE, MOVE_CURSOR + } action; button &= ~MOD_MASK; nullret = NULL; + action = NONE; 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) { ui->cur_visible = FALSE; - nullret = state; + nullret = ""; } /* @@ -1833,53 +1968,143 @@ static game_state *make_move(game_state *state, game_ui *ui, 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) { - 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) { + +#ifdef USE_DRAGGING + + if (button == MIDDLE_BUTTON +#ifdef STYLUS_BASED + || button == RIGHT_BUTTON /* with a stylus, `right-click' locks */ +#endif + ) { /* - * Move origin. + * Middle button never drags: it only toggles the lock. */ - 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) { + action = TOGGLE_LOCK; + } else if (button == LEFT_BUTTON +#ifndef STYLUS_BASED + || button == RIGHT_BUTTON /* (see above) */ +#endif + ) { /* - * Change source tile. + * Otherwise, we note down the start point for a drag. */ - OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state); - } - if (!shift && !ctrl) { + 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 + ) { /* - * Move keyboard cursor. + * Find the new drag point and see if it necessitates a + * rotation. */ - OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); - ui->cur_visible = TRUE; + 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 */ } - return state; /* UI activity has occurred */ + +#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; + case CURSOR_LEFT: dir = L; break; + case CURSOR_RIGHT: dir = R; break; + default: return nullret; + } + if (shift && ctrl) action = MOVE_ORIGIN_AND_SOURCE; + else if (shift) action = MOVE_ORIGIN; + else if (ctrl) action = MOVE_SOURCE; + else action = MOVE_CURSOR; } else if (button == 'a' || button == 's' || button == 'd' || - button == 'A' || button == 'S' || button == 'D') { + button == 'A' || button == 'S' || button == 'D' || + button == 'f' || button == 'F' || + IS_CURSOR_SELECT(button)) { 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; + if (button == 'a' || button == 'A' || button == CURSOR_SELECT) + action = ROTATE_LEFT; + else if (button == 's' || button == 'S' || button == CURSOR_SELECT2) + action = TOGGLE_LOCK; else if (button == 'd' || button == 'D') - button = RIGHT_BUTTON; + action = ROTATE_RIGHT; + else if (button == 'f' || button == 'F') + action = ROTATE_180; 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 :( */ + action = JUMBLE; } else return nullret; @@ -1893,15 +2118,13 @@ static game_state *make_move(game_state *state, game_ui *ui, * accident. If they change their mind, another middle click * 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; - - } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + if (action == TOGGLE_LOCK) { + char buf[80]; + sprintf(buf, "L%d,%d", tx, ty); + return dupstr(buf); + } else if (action == ROTATE_LEFT || action == ROTATE_RIGHT || + action == ROTATE_180) { + char buf[80]; /* * The left and right buttons have no effect if clicked on a @@ -1914,46 +2137,129 @@ static game_state *make_move(game_state *state, game_ui *ui, * 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; - - } else if (button == 'J') { - + sprintf(buf, "%c%d,%d", (int)(action == ROTATE_LEFT ? 'A' : + action == ROTATE_RIGHT ? 'C' : 'F'), tx, ty); + return dupstr(buf); + } else if (action == JUMBLE) { /* * 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 if (action == MOVE_ORIGIN || action == MOVE_SOURCE || + action == MOVE_ORIGIN_AND_SOURCE || action == MOVE_CURSOR) { + assert(dir != 0); + if (action == MOVE_ORIGIN || action == MOVE_ORIGIN_AND_SOURCE) { + 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 (action == MOVE_SOURCE || action == MOVE_ORIGIN_AND_SOURCE) { + OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state); + } + if (action == MOVE_CURSOR) { + OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); + ui->cur_visible = TRUE; + } + return ""; + } else { + return NULL; + } +} + +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int tx = -1, ty = -1, n, noanim, orig; + + ret = dup_game(from); + + if (move[0] == 'J' || move[0] == 'S') { + if (move[0] == 'S') + ret->used_solve = TRUE; + + 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) + ret->last_rotate_dir = +2; /* + for sake of argument */ + } 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; + } - } else assert(0); + move += 1 + n; + if (*move == ';') move++; + } else { + free_game(ret); + return NULL; + } + } + if (!noanim) { + if (tx == -1 || ty == -1) { free_game(ret); return NULL; } + 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, ui->cx, ui->cy); + unsigned char *active = compute_active(ret, 0, 0); int x1, y1; int complete = TRUE; @@ -1974,18 +2280,12 @@ static game_state *make_move(game_state *state, game_ui *ui, return ret; } + /* ---------------------------------------------------------------------- * Routines for drawing the game position on the screen. */ -struct game_drawstate { - int started; - int width, height; - int org_x, org_y; - unsigned char *visible; -}; - -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { game_drawstate *ds = snew(game_drawstate); @@ -1994,24 +2294,32 @@ static game_drawstate *game_new_drawstate(game_state *state) 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; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->visible); sfree(ds); } -static void game_size(game_params *params, int *x, int *y) +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { - *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; - *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; + *x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER; + *y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret; @@ -2069,17 +2377,17 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -static void draw_thick_line(frontend *fe, 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(fe, x1-1, y1, x2-1, y2, COL_WIRE); - draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); - draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); - draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); - draw_line(fe, x1, y1, x2, y2, colour); + draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE); + draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE); + draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE); + draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE); + draw_line(dr, x1, y1, x2, y2, colour); } -static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, +static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2, int colour) { int mx = (x1 < x2 ? x1 : x2); @@ -2087,14 +2395,14 @@ static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, int dx = (x2 + x1 - 2*mx + 1); int dy = (y2 + y1 - 2*my + 1); - draw_rect(fe, mx, my, dx, dy, colour); + draw_rect(dr, mx, my, dx, dy, colour); } /* * draw_barrier_corner() and draw_barrier() are passed physical coords */ -static void draw_barrier_corner(frontend *fe, int x, int y, int dx, int dy, - int phase) +static void draw_barrier_corner(drawing *dr, 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; @@ -2104,20 +2412,21 @@ static void draw_barrier_corner(frontend *fe, int x, int y, int dx, int dy, y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); if (phase == 0) { - draw_rect_coords(fe, bx+x1+dx, by+y1, + draw_rect_coords(dr, 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+dy, + draw_rect_coords(dr, bx+x1, by+y1+dy, bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, COL_WIRE); } else { - draw_rect_coords(fe, bx+x1, by+y1, + draw_rect_coords(dr, bx+x1, by+y1, bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, COL_BARRIER); } } -static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) +static void draw_barrier(drawing *dr, 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; @@ -2129,16 +2438,16 @@ static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); if (phase == 0) { - draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); + draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); } else { - draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); + draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER); } } /* * draw_tile() is passed physical coordinates */ -static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, +static void draw_tile(drawing *dr, 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; @@ -2154,16 +2463,16 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, * we must draw those connections on the borders themselves. */ - clip(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); + clip(dr, 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 * background colour to fill it in. */ - draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, + draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, COL_BORDER); - draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, + draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER, TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); @@ -2173,16 +2482,16 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, * in. */ if (cursor) { - draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, + draw_line(dr, 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, + draw_line(dr, 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, + draw_line(dr, 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, + draw_line(dr, 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); } @@ -2205,9 +2514,9 @@ static void draw_tile(frontend *fe, 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(fe, 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) { @@ -2215,7 +2524,7 @@ static void draw_tile(frontend *fe, 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_line(fe, bx+(int)cx, by+(int)cy, + draw_line(dr, bx+(int)cx, by+(int)cy, bx+(int)(cx+tx), by+(int)(cy+ty), col); } } @@ -2248,8 +2557,7 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, points[i+1] = by+(int)(cy+ty); } - draw_polygon(fe, points, 4, TRUE, col); - draw_polygon(fe, points, 4, FALSE, COL_WIRE); + draw_polygon(dr, points, 4, col, COL_WIRE); } /* @@ -2286,8 +2594,8 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, * in: if we are fully connected to the other tile then * the two ACTIVE states will be the same.) */ - draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); - draw_rect_coords(fe, px, py, px+lx, py+ly, + draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); + draw_rect_coords(dr, px, py, px+lx, py+ly, (tile & ACTIVE) ? COL_POWERED : COL_WIRE); } else { /* @@ -2295,7 +2603,7 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, * actually connected to us. Just draw a single black * dot. */ - draw_rect_coords(fe, px, py, px, py, COL_WIRE); + draw_rect_coords(dr, px, py, px, py, COL_WIRE); } } @@ -2339,7 +2647,7 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, * At least one barrier terminates here. Draw a * corner. */ - draw_barrier_corner(fe, x, y, + draw_barrier_corner(dr, ds, x, y, X(dir)+X(A(dir)), Y(dir)+Y(A(dir)), phase); } @@ -2347,15 +2655,15 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, for (dir = 1; dir < 0x10; dir <<= 1) if (barrier(state, GX(x), GY(y)) & dir) - draw_barrier(fe, x, y, dir, phase); + draw_barrier(dr, ds, x, y, dir, phase); } - unclip(fe); + unclip(dr); - draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); + draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void game_redraw(drawing *dr, 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, moved_origin = FALSE; @@ -2371,7 +2679,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->started = TRUE; - draw_rect(fe, 0, 0, + draw_rect(dr, 0, 0, WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, COL_BACKGROUND); @@ -2380,7 +2688,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->org_y = ui->org_y; moved_origin = TRUE; - draw_update(fe, 0, 0, + draw_update(dr, 0, 0, WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); @@ -2389,38 +2697,38 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, for (x = 0; x < ds->width; x++) { if (x+1 < ds->width) { if (barrier(state, GX(x), GY(0)) & R) - draw_barrier_corner(fe, x, -1, +1, +1, phase); + draw_barrier_corner(dr, ds, x, -1, +1, +1, phase); if (barrier(state, GX(x), GY(ds->height-1)) & R) - draw_barrier_corner(fe, x, ds->height, +1, -1, phase); + draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase); } if (barrier(state, GX(x), GY(0)) & U) { - draw_barrier_corner(fe, x, -1, -1, +1, phase); - draw_barrier_corner(fe, x, -1, +1, +1, phase); - draw_barrier(fe, x, -1, D, phase); + draw_barrier_corner(dr, ds, x, -1, -1, +1, phase); + draw_barrier_corner(dr, ds, x, -1, +1, +1, phase); + draw_barrier(dr, ds, x, -1, D, phase); } if (barrier(state, GX(x), GY(ds->height-1)) & D) { - draw_barrier_corner(fe, x, ds->height, -1, -1, phase); - draw_barrier_corner(fe, x, ds->height, +1, -1, phase); - draw_barrier(fe, x, ds->height, U, phase); + draw_barrier_corner(dr, ds, x, ds->height, -1, -1, phase); + draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase); + draw_barrier(dr, ds, x, ds->height, U, phase); } } for (y = 0; y < ds->height; y++) { if (y+1 < ds->height) { if (barrier(state, GX(0), GY(y)) & D) - draw_barrier_corner(fe, -1, y, +1, +1, phase); + draw_barrier_corner(dr, ds, -1, y, +1, +1, phase); if (barrier(state, GX(ds->width-1), GY(y)) & D) - draw_barrier_corner(fe, ds->width, y, -1, +1, phase); + draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase); } if (barrier(state, GX(0), GY(y)) & L) { - draw_barrier_corner(fe, -1, y, +1, -1, phase); - draw_barrier_corner(fe, -1, y, +1, +1, phase); - draw_barrier(fe, -1, y, R, phase); + draw_barrier_corner(dr, ds, -1, y, +1, -1, phase); + draw_barrier_corner(dr, ds, -1, y, +1, +1, phase); + draw_barrier(dr, ds, -1, y, R, phase); } if (barrier(state, GX(ds->width-1), GY(y)) & R) { - draw_barrier_corner(fe, ds->width, y, -1, -1, phase); - draw_barrier_corner(fe, ds->width, y, -1, +1, phase); - draw_barrier(fe, ds->width, y, L, phase); + draw_barrier_corner(dr, ds, ds->width, y, -1, -1, phase); + draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase); + draw_barrier(dr, ds, ds->width, y, L, phase); } } } @@ -2486,7 +2794,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, index(state, ds->visible, x, y) != c || index(state, ds->visible, x, y) == 0xFF || is_src || is_anim || is_cursor) { - draw_tile(fe, state, ds, x, y, c, + draw_tile(dr, 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; @@ -2514,7 +2822,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, (state->used_solve ? "Auto-solved. " : state->completed ? "COMPLETED! " : ""), a, n2); - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } sfree(active); @@ -2526,13 +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 : @@ -2563,22 +2864,157 @@ 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) +static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } +static void game_print_size(game_params *params, float *x, float *y) +{ + int pw, ph; + + /* + * I'll use 8mm squares by default. + */ + game_compute_size(params, 800, &pw, &ph); + *x = pw / 100.0F; + *y = ph / 100.0F; +} + +static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y, + int topleft, int v, int drawlines, int ink) +{ + int tx, ty, cx, cy, r, br, k, thick; + + tx = WINDOW_OFFSET + TILE_SIZE * x; + ty = WINDOW_OFFSET + TILE_SIZE * y; + + /* + * Find our centre point. + */ + if (topleft) { + cx = tx + (v & L ? TILE_SIZE / 4 : TILE_SIZE / 6); + cy = ty + (v & U ? TILE_SIZE / 4 : TILE_SIZE / 6); + r = TILE_SIZE / 8; + br = TILE_SIZE / 32; + } else { + cx = tx + TILE_SIZE / 2; + cy = ty + TILE_SIZE / 2; + r = TILE_SIZE / 2; + br = TILE_SIZE / 8; + } + thick = r / 20; + + /* + * Draw the square block if we have an endpoint. + */ + if (v == 1 || v == 2 || v == 4 || v == 8) + draw_rect(dr, cx - br, cy - br, br*2, br*2, ink); + + /* + * Draw each radial line. + */ + if (drawlines) { + for (k = 1; k < 16; k *= 2) + if (v & k) { + int x1 = min(cx, cx + (r-thick) * X(k)); + int x2 = max(cx, cx + (r-thick) * X(k)); + int y1 = min(cy, cy + (r-thick) * Y(k)); + int y2 = max(cy, cy + (r-thick) * Y(k)); + draw_rect(dr, x1 - thick, y1 - thick, + (x2 - x1) + 2*thick, (y2 - y1) + 2*thick, ink); + } + } +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ + int w = state->width, h = state->height; + int ink = print_mono_colour(dr, 0); + int x, y; + + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + game_set_size(dr, ds, NULL, tilesize); + + /* + * Border. + */ + print_line_width(dr, TILE_SIZE / (state->wrapping ? 128 : 12)); + draw_rect_outline(dr, WINDOW_OFFSET, WINDOW_OFFSET, + TILE_SIZE * w, TILE_SIZE * h, ink); + + /* + * Grid. + */ + print_line_width(dr, TILE_SIZE / 128); + for (x = 1; x < w; x++) + draw_line(dr, WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET, + WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET + TILE_SIZE * h, + ink); + for (y = 1; y < h; y++) + draw_line(dr, WINDOW_OFFSET, WINDOW_OFFSET + TILE_SIZE * y, + WINDOW_OFFSET + TILE_SIZE * w, WINDOW_OFFSET + TILE_SIZE * y, + ink); + + /* + * Barriers. + */ + for (y = 0; y <= h; y++) + for (x = 0; x <= w; x++) { + int b = barrier(state, x % w, y % h); + if (x < w && (b & U)) + draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24, + WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24, + TILE_SIZE + TILE_SIZE/24 * 2, TILE_SIZE/24 * 2, ink); + if (y < h && (b & L)) + draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24, + WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24, + TILE_SIZE/24 * 2, TILE_SIZE + TILE_SIZE/24 * 2, ink); + } + + /* + * Grid contents. + */ + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) { + int vx, v = tile(state, x, y); + int locked = v & LOCKED; + + v &= 0xF; + + /* + * Rotate into a standard orientation for the top left + * corner diagram. + */ + vx = v; + while (vx != 0 && vx != 15 && vx != 1 && vx != 9 && vx != 13 && + vx != 5) + vx = A(vx); + + /* + * Draw the top left corner diagram. + */ + draw_diagram(dr, ds, x, y, TRUE, vx, TRUE, ink); + + /* + * Draw the real solution diagram, if we're doing so. + */ + draw_diagram(dr, ds, x, y, FALSE, v, locked, ink); + } +} + #ifdef COMBINED #define thegame net #endif const struct game thegame = { - "Net", "games.net", + "Net", "games.net", "net", default_params, game_fetch_preset, decode_params, @@ -2588,23 +3024,29 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, 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, - make_move, - game_size, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + TRUE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, + 0, /* flags */ };