X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/b1aca07f6dafd7d6087966b6db4908f8450c7767..HEAD:/net.c diff --git a/net.c b/net.c index 7124636..2e19f1f 100644 --- a/net.c +++ b/net.c @@ -232,7 +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++; @@ -950,8 +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 @@ -1403,13 +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; } /* @@ -1608,7 +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; @@ -1740,6 +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; @@ -1873,7 +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; @@ -1931,7 +1980,11 @@ static char *interpret_move(game_state *state, game_ui *ui, * Middle button never drags: it only toggles the lock. */ action = TOGGLE_LOCK; - } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + } else if (button == LEFT_BUTTON +#ifndef STYLUS_BASED + || button == RIGHT_BUTTON /* (see above) */ +#endif + ) { /* * Otherwise, we note down the start point for a drag. */ @@ -1941,7 +1994,11 @@ static char *interpret_move(game_state *state, game_ui *ui, ui->dragstarty = y % TILE_SIZE; ui->dragged = FALSE; return nullret; /* no actual action */ - } else if (button == LEFT_DRAG || button == RIGHT_DRAG) { + } else if (button == LEFT_DRAG +#ifndef STYLUS_BASED + || button == RIGHT_DRAG +#endif + ) { /* * Find the new drag point and see if it necessitates a * rotation. @@ -1990,7 +2047,11 @@ static char *interpret_move(game_state *state, game_ui *ui, ui->dragstarty = yC; ui->dragged = TRUE; } - } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { + } else if (button == LEFT_RELEASE +#ifndef STYLUS_BASED + || button == RIGHT_RELEASE +#endif + ) { if (!ui->dragged) { /* * There was a click but no perceptible drag: @@ -2014,8 +2075,7 @@ static char *interpret_move(game_state *state, game_ui *ui, #endif /* USE_DRAGGING */ - } else if (button == CURSOR_UP || button == CURSOR_DOWN || - button == CURSOR_RIGHT || button == CURSOR_LEFT) { + } else if (IS_CURSOR_MOVE(button)) { switch (button) { case CURSOR_UP: dir = U; break; case CURSOR_DOWN: dir = D; break; @@ -2030,12 +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; @@ -2137,7 +2197,7 @@ 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); @@ -2186,6 +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; } @@ -2316,8 +2377,8 @@ static float *game_colours(frontend *fe, 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); @@ -2453,9 +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) { @@ -2803,6 +2864,11 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } +static int game_status(game_state *state) +{ + return state->completed ? +1 : 0; +} + static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -2816,8 +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, @@ -2963,7 +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, @@ -2978,6 +3044,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, TRUE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ FALSE, game_timing_state,