X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/957099664a88cb1c3d83949355ca87043ae63d9b..2b06373bea0e783c223b1caa9e5764f9b6016e83:/net.c diff --git a/net.c b/net.c index 3c28ccc..d8caa01 100644 --- a/net.c +++ b/net.c @@ -6,14 +6,12 @@ #include #include #include +#include #include #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 { \ @@ -56,8 +54,8 @@ const int game_can_configure = TRUE; #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, @@ -77,8 +75,15 @@ struct game_params { float barrier_probability; }; +struct game_aux_info { + int width, height; + unsigned char *tiles; +}; + struct game_state { - int width, height, cx, cy, wrapping, completed, last_rotate_dir; + int width, height, cx, cy, wrapping, completed; + int last_rotate_x, last_rotate_y, last_rotate_dir; + int used_solve, just_used_solve; unsigned char *tiles; unsigned char *barriers; }; @@ -125,7 +130,7 @@ 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); @@ -137,7 +142,7 @@ 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]; @@ -171,19 +176,54 @@ 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; } -config_item *game_configure(game_params *params) +static void decode_params(game_params *ret, char const *string) +{ + char const *p = string; + + ret->width = atoi(p); + while (*p && isdigit(*p)) p++; + if (*p == 'x') { + p++; + ret->height = atoi(p); + while (*p && isdigit(*p)) p++; + if ( (ret->wrapping = (*p == 'w')) != 0 ) + p++; + if (*p == 'b') + ret->barrier_probability = atof(p+1); + } else { + ret->height = ret->width; + } +} + +static char *encode_params(game_params *params, int full) +{ + char ret[400]; + int len; + + len = sprintf(ret, "%dx%d", params->width, params->height); + if (params->wrapping) + ret[len++] = 'w'; + if (full && params->barrier_probability) + len += sprintf(ret+len, "b%g", params->barrier_probability); + assert(len < lenof(ret)); + ret[len] = '\0'; + + return dupstr(ret); +} + +static config_item *game_configure(game_params *params) { config_item *ret; char buf[80]; @@ -221,7 +261,7 @@ 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); @@ -233,7 +273,7 @@ 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"; @@ -251,75 +291,27 @@ char *validate_params(game_params *params) } /* ---------------------------------------------------------------------- - * Randomly select a new game seed. + * Randomly select a new game description. */ -char *new_game_seed(game_params *params) +static char *new_game_desc(game_params *params, random_state *rs, + game_aux_info **aux) { - /* - * The full description of a Net game is far too large to - * encode directly in the seed, so by default we'll have to go - * for the simple approach of providing a random-number seed. - * - * (This does not restrict me from _later on_ inventing a seed - * string syntax which can never be generated by this code - - * for example, strings beginning with a letter - allowing me - * to type in a precise game, and have new_game detect it and - * understand it and do something completely different.) - */ - char buf[40]; - sprintf(buf, "%d", rand()); - return dupstr(buf); -} + tree234 *possibilities, *barriertree; + int w, h, x, y, cx, cy, nbarriers; + unsigned char *tiles, *barriers; + char *desc, *p; -/* ---------------------------------------------------------------------- - * Construct an initial game state, given a seed and parameters. - */ + w = params->width; + h = params->height; -game_state *new_game(game_params *params, char *seed) -{ - random_state *rs; - game_state *state; - tree234 *possibilities, *barriers; - int w, h, x, y, nbarriers; + tiles = snewn(w * h, unsigned char); + memset(tiles, 0, w * h); + barriers = snewn(w * h, unsigned char); + memset(barriers, 0, w * h); - assert(params->width > 0 && params->height > 0); - assert(params->width > 1 || params->height > 1); - - /* - * Create a blank game state. - */ - state = snew(game_state); - w = state->width = params->width; - h = state->height = params->height; - state->cx = state->width / 2; - state->cy = state->height / 2; - state->wrapping = params->wrapping; - state->last_rotate_dir = +1; /* *shrug* */ - state->completed = 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); - memset(state->barriers, 0, state->width * state->height); - - /* - * Set up border barriers if this is a non-wrapping game. - */ - if (!state->wrapping) { - for (x = 0; x < state->width; x++) { - barrier(state, x, 0) |= U; - barrier(state, x, state->height-1) |= D; - } - for (y = 0; y < state->height; y++) { - barrier(state, 0, y) |= L; - barrier(state, state->width-1, y) |= R; - } - } - - /* - * Seed the internal random number generator. - */ - rs = random_init(seed, strlen(seed)); + cx = w / 2; + cy = h / 2; /* * Construct the unshuffled grid. @@ -365,14 +357,14 @@ game_state *new_game(game_params *params, char *seed) */ possibilities = newtree234(xyd_cmp); - 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)); + if (cx+1 < w) + add234(possibilities, new_xyd(cx, cy, R)); + if (cy-1 >= 0) + add234(possibilities, new_xyd(cx, cy, U)); + if (cx-1 >= 0) + add234(possibilities, new_xyd(cx, cy, L)); + if (cy+1 < h) + add234(possibilities, new_xyd(cx, cy, D)); while (count234(possibilities) > 0) { int i; @@ -389,7 +381,7 @@ game_state *new_game(game_params *params, char *seed) d1 = xyd->direction; sfree(xyd); - OFFSET(x2, y2, x1, y1, d1, state); + OFFSET(x2, y2, x1, y1, d1, params); d2 = F(d1); #ifdef DEBUG printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", @@ -400,20 +392,20 @@ game_state *new_game(game_params *params, char *seed) * Make the connection. (We should be moving to an as yet * unused tile.) */ - tile(state, x1, y1) |= d1; - assert(tile(state, x2, y2) == 0); - tile(state, x2, y2) |= d2; + index(params, tiles, x1, y1) |= d1; + assert(index(params, tiles, x2, y2) == 0); + index(params, tiles, x2, y2) |= d2; /* * If we have created a T-piece, remove its last * possibility. */ - if (COUNT(tile(state, x1, y1)) == 3) { + if (COUNT(index(params, tiles, x1, y1)) == 3) { struct xyd xyd1, *xydp; xyd1.x = x1; xyd1.y = y1; - xyd1.direction = 0x0F ^ tile(state, x1, y1); + xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); xydp = find234(possibilities, &xyd1, NULL); @@ -435,7 +427,7 @@ game_state *new_game(game_params *params, char *seed) int x3, y3, d3; struct xyd xyd1, *xydp; - OFFSET(x3, y3, x2, y2, d, state); + OFFSET(x3, y3, x2, y2, d, params); d3 = F(d); xyd1.x = x3; @@ -464,20 +456,20 @@ game_state *new_game(game_params *params, char *seed) if (d == d2) continue; /* we've got this one already */ - if (!state->wrapping) { + if (!params->wrapping) { if (d == U && y2 == 0) continue; - if (d == D && y2 == state->height-1) + if (d == D && y2 == h-1) continue; if (d == L && x2 == 0) continue; - if (d == R && x2 == state->width-1) + if (d == R && x2 == w-1) continue; } - OFFSET(x3, y3, x2, y2, d, state); + OFFSET(x3, y3, x2, y2, d, params); - if (tile(state, x3, y3)) + if (index(params, tiles, x3, y3)) continue; /* this would create a loop */ #ifdef DEBUG @@ -494,34 +486,49 @@ game_state *new_game(game_params *params, char *seed) /* * Now compute a list of the possible barrier locations. */ - barriers = newtree234(xyd_cmp); - for (y = 0; y < state->height; y++) { - for (x = 0; x < state->width; x++) { - - if (!(tile(state, x, y) & R) && - (state->wrapping || x < state->width-1)) - add234(barriers, new_xyd(x, y, R)); - if (!(tile(state, x, y) & D) && - (state->wrapping || y < state->height-1)) - add234(barriers, new_xyd(x, y, D)); + barriertree = newtree234(xyd_cmp); + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + + if (!(index(params, tiles, x, y) & R) && + (params->wrapping || x < w-1)) + add234(barriertree, new_xyd(x, y, R)); + if (!(index(params, tiles, x, y) & D) && + (params->wrapping || y < h-1)) + add234(barriertree, new_xyd(x, y, D)); } } /* + * Save the unshuffled grid in an aux_info. + */ + { + game_aux_info *solution; + + solution = snew(game_aux_info); + solution->width = w; + solution->height = h; + solution->tiles = snewn(w * h, unsigned char); + memcpy(solution->tiles, tiles, w * h); + + *aux = solution; + } + + /* * Now shuffle the grid. */ - for (y = 0; y < state->height; y++) { - for (x = 0; x < state->width; x++) { - int orig = tile(state, x, y); + 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); - tile(state, x, y) = ROT(orig, rot); + index(params, tiles, x, y) = ROT(orig, rot); } } /* * And now choose barrier locations. (We carefully do this * _after_ shuffling, so that changing the barrier rate in the - * params while keeping the game seed the same will give the + * params while keeping the random seed the same will give the * same shuffled grid and _only_ change the barrier locations. * Also the way we choose barrier locations, by repeatedly * choosing one possibility from the list until we have enough, @@ -532,8 +539,8 @@ game_state *new_game(game_params *params, char *seed) * the original 10 plus 10 more, rather than getting 20 new * ones and the chance of remembering your first 10.) */ - nbarriers = (int)(params->barrier_probability * count234(barriers)); - assert(nbarriers >= 0 && nbarriers <= count234(barriers)); + nbarriers = (int)(params->barrier_probability * count234(barriertree)); + assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); while (nbarriers > 0) { int i; @@ -543,8 +550,8 @@ game_state *new_game(game_params *params, char *seed) /* * Extract a randomly chosen barrier from the list. */ - i = random_upto(rs, count234(barriers)); - xyd = delpos234(barriers, i); + i = random_upto(rs, count234(barriertree)); + xyd = delpos234(barriertree, i); assert(xyd != NULL); @@ -553,11 +560,11 @@ game_state *new_game(game_params *params, char *seed) d1 = xyd->direction; sfree(xyd); - OFFSET(x2, y2, x1, y1, d1, state); + OFFSET(x2, y2, x1, y1, d1, params); d2 = F(d1); - barrier(state, x1, y1) |= d1; - barrier(state, x2, y2) |= d2; + index(params, barriers, x1, y1) |= d1; + index(params, barriers, x2, y2) |= d2; nbarriers--; } @@ -568,10 +575,148 @@ game_state *new_game(game_params *params, char *seed) { struct xyd *xyd; - while ( (xyd = delpos234(barriers, 0)) != NULL) + while ( (xyd = delpos234(barriertree, 0)) != NULL) sfree(xyd); - freetree234(barriers); + freetree234(barriertree); + } + + /* + * Finally, encode the grid into a string game description. + * + * My syntax is extremely simple: each square is encoded as a + * hex digit in which bit 0 means a connection on the right, + * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same + * encoding as used internally). Each digit is followed by + * optional barrier indicators: `v' means a vertical barrier to + * the right of it, and `h' means a horizontal barrier below + * it. + */ + desc = snewn(w * h * 3 + 1, char); + p = desc; + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; + if ((params->wrapping || x < w-1) && + (index(params, barriers, x, y) & R)) + *p++ = 'v'; + if ((params->wrapping || y < h-1) && + (index(params, barriers, x, y) & D)) + *p++ = 'h'; + } + } + assert(p - desc <= w*h*3); + *p = '\0'; + + sfree(tiles); + sfree(barriers); + + 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; + int i; + + for (i = 0; i < w*h; i++) { + if (*desc >= '0' && *desc <= '9') + /* OK */; + else if (*desc >= 'a' && *desc <= 'f') + /* OK */; + else if (*desc >= 'A' && *desc <= 'F') + /* OK */; + else if (!*desc) + return "Game description shorter than expected"; + else + return "Game description contained unexpected character"; + desc++; + while (*desc == 'h' || *desc == 'v') + desc++; + } + if (*desc) + return "Game description longer than expected"; + + return NULL; +} + +/* ---------------------------------------------------------------------- + * Construct an initial game state, given a description and parameters. + */ + +static game_state *new_game(game_params *params, char *desc) +{ + game_state *state; + int w, h, x, y; + + assert(params->width > 0 && params->height > 0); + assert(params->width > 1 || params->height > 1); + + /* + * Create a blank game state. + */ + state = snew(game_state); + w = state->width = params->width; + h = state->height = params->height; + state->cx = state->width / 2; + state->cy = state->height / 2; + 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->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); + memset(state->barriers, 0, state->width * state->height); + + /* + * Parse the game description into the grid. + */ + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + if (*desc >= '0' && *desc <= '9') + tile(state, x, y) = *desc - '0'; + else if (*desc >= 'a' && *desc <= 'f') + tile(state, x, y) = *desc - 'a' + 10; + else if (*desc >= 'A' && *desc <= 'F') + tile(state, x, y) = *desc - 'A' + 10; + if (*desc) + desc++; + while (*desc == 'h' || *desc == 'v') { + int x2, y2, d1, d2; + if (*desc == 'v') + d1 = R; + else + d1 = D; + + OFFSET(x2, y2, x, y, d1, state); + d2 = F(d1); + + barrier(state, x, y) |= d1; + barrier(state, x2, y2) |= d2; + + desc++; + } + } + } + + /* + * Set up border barriers if this is a non-wrapping game. + */ + if (!state->wrapping) { + for (x = 0; x < state->width; x++) { + barrier(state, x, 0) |= U; + barrier(state, x, state->height-1) |= D; + } + for (y = 0; y < state->height; y++) { + barrier(state, 0, y) |= L; + barrier(state, state->width-1, y) |= R; + } } /* @@ -622,12 +767,10 @@ game_state *new_game(game_params *params, char *seed) } } - random_free(rs); - return state; } -game_state *dup_game(game_state *state) +static game_state *dup_game(game_state *state) { game_state *ret; @@ -638,7 +781,11 @@ game_state *dup_game(game_state *state) ret->cy = state->cy; 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; ret->tiles = snewn(state->width * state->height, unsigned char); memcpy(ret->tiles, state->tiles, state->width * state->height); ret->barriers = snewn(state->width * state->height, unsigned char); @@ -647,13 +794,38 @@ 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); sfree(state); } +static game_state *solve_game(game_state *state, game_aux_info *aux, + char **error) +{ + game_state *ret; + + if (!aux) { + *error = "Solution not known for this puzzle"; + return NULL; + } + + 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; + + return ret; +} + +static char *game_text_format(game_state *state) +{ + return NULL; +} + /* ---------------------------------------------------------------------- * Utility routine. */ @@ -715,36 +887,98 @@ static unsigned char *compute_active(game_state *state) return active; } +struct game_ui { + int cur_x, cur_y; + int cur_visible; + random_state *rs; /* used for jumbling */ +}; + +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; +} + +static void free_ui(game_ui *ui) +{ + random_free(ui->rs); + sfree(ui); +} + /* ---------------------------------------------------------------------- * Process a move. */ -game_state *make_move(game_state *state, 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; + 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; + 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; /* * The middle button locks or unlocks a tile. (A locked tile @@ -757,31 +991,60 @@ game_state *make_move(game_state *state, int x, int y, int button) * 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; - } - /* - * The left and right buttons have no effect if clicked on a - * locked tile. - */ - if (tile(state, tx, ty) & LOCKED) - return NULL; + } 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); + 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') { + + /* + * 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 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 */ + ret->last_rotate_x = ret->last_rotate_y = 0; + + } else assert(0); /* * Check whether the game has been completed. @@ -793,7 +1056,7 @@ game_state *make_move(game_state *state, int x, int y, int button) for (x1 = 0; x1 < ret->width; x1++) for (y1 = 0; y1 < ret->height; y1++) - if (!index(ret, active, x1, y1)) { + if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) { complete = FALSE; goto break_label; /* break out of two loops at once */ } @@ -818,7 +1081,7 @@ 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); @@ -831,19 +1094,19 @@ 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; @@ -969,7 +1232,7 @@ 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; @@ -1005,6 +1268,26 @@ 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); @@ -1131,10 +1414,10 @@ 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, - game_state *state, float t, float ft) +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; @@ -1190,29 +1473,19 @@ 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, - * if any. + * We're animating a single tile rotation. Find the turning + * tile. */ - for (x = 0; x < oldstate->width; x++) - for (y = 0; y < oldstate->height; y++) - if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) { - tx = x, ty = y; - goto break_label; /* leave both loops at once */ - } - break_label: - - if (tx >= 0) { - if (tile(state, tx, ty) == ROT(tile(oldstate, tx, ty), - state->last_rotate_dir)) - angle = state->last_rotate_dir * 90.0F * (t / ROTATE_TIME); - else - angle = state->last_rotate_dir * -90.0F * (t / ROTATE_TIME); - state = oldstate; - } + tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x); + ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y); + angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); + state = oldstate; } - + frame = -1; if (ft > 0) { /* @@ -1251,10 +1524,13 @@ 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; @@ -1266,15 +1542,19 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ { char statusbuf[256]; - int i, n, a; + int i, n, n2, a; n = state->width * state->height; - for (i = a = 0; i < n; i++) + for (i = a = n2 = 0; i < n; i++) { if (active[i]) a++; + if (state->tiles[i] & 0xF) + n2++; + } sprintf(statusbuf, "%sActive: %d/%d", - (state->completed ? "COMPLETED! " : ""), a, n); + (state->used_solve ? "Auto-solved. " : + state->completed ? "COMPLETED! " : ""), a, n2); status_bar(fe, statusbuf); } @@ -1282,30 +1562,38 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, sfree(active); } -float game_anim_length(game_state *oldstate, game_state *newstate) +static float game_anim_length(game_state *oldstate, + game_state *newstate, int dir) { - int x, y; + int last_rotate_dir; /* - * If there's a tile which has been rotated, allow time to - * animate its rotation. + * Don't animate an auto-solve move. */ - 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; - } + 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 : + newstate->last_rotate_dir; + if (last_rotate_dir) + return ROTATE_TIME; return 0.0F; } -float game_flash_length(game_state *oldstate, game_state *newstate) +static float game_flash_length(game_state *oldstate, + game_state *newstate, int dir) { /* * If the game has just been completed, we display a completion * flash. */ - if (!oldstate->completed && newstate->completed) { + if (!oldstate->completed && newstate->completed && + !oldstate->used_solve && !newstate->used_solve) { int size; size = 0; if (size < newstate->cx+1) @@ -1322,7 +1610,42 @@ float game_flash_length(game_state *oldstate, game_state *newstate) 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", + default_params, + game_fetch_preset, + decode_params, + encode_params, + free_params, + dup_params, + 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, + 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, +};