X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/c823052456548bc19a37e35a0bfae944004ef049..c87ce51a9ebefaed64048dcd86aed546b930779d:/net.c diff --git a/net.c b/net.c index 8170bda..bb9218f 100644 --- a/net.c +++ b/net.c @@ -6,12 +6,14 @@ #include #include #include +#include #include #include "puzzles.h" #include "tree234.h" const char *const game_name = "Net"; +const char *const game_winhelp_topic = "games.net"; const int game_can_configure = TRUE; #define PI 3.141592653589793238462643383279502884197169399 @@ -56,8 +58,8 @@ 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, @@ -183,6 +185,44 @@ game_params *dup_params(game_params *params) return ret; } +game_params *decode_params(char const *string) +{ + game_params *ret = default_params(); + 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; + } + + return ret; +} + +char *encode_params(game_params *params) +{ + char ret[400]; + int len; + + len = sprintf(ret, "%dx%d", params->width, params->height); + if (params->wrapping) + ret[len++] = 'w'; + if (params->barrier_probability) + len += sprintf(ret+len, "b%g", params->barrier_probability); + assert(len < lenof(ret)); + ret[len] = '\0'; + + return dupstr(ret); +} + config_item *game_configure(game_params *params) { config_item *ret; @@ -191,30 +231,30 @@ config_item *game_configure(game_params *params) ret = snewn(5, config_item); ret[0].name = "Width"; - ret[0].type = STRING; + ret[0].type = C_STRING; sprintf(buf, "%d", params->width); ret[0].sval = dupstr(buf); ret[0].ival = 0; ret[1].name = "Height"; - ret[1].type = STRING; + ret[1].type = C_STRING; sprintf(buf, "%d", params->height); ret[1].sval = dupstr(buf); ret[1].ival = 0; ret[2].name = "Walls wrap around"; - ret[2].type = BOOLEAN; + ret[2].type = C_BOOLEAN; ret[2].sval = NULL; ret[2].ival = params->wrapping; ret[3].name = "Barrier probability"; - ret[3].type = STRING; + ret[3].type = C_STRING; sprintf(buf, "%g", params->barrier_probability); ret[3].sval = dupstr(buf); ret[3].ival = 0; ret[4].name = NULL; - ret[4].type = ENDCFG; + ret[4].type = C_END; ret[4].sval = NULL; ret[4].ival = 0; @@ -228,7 +268,7 @@ game_params *custom_params(config_item *cfg) ret->width = atoi(cfg[0].sval); ret->height = atoi(cfg[1].sval); ret->wrapping = cfg[2].ival; - ret->barrier_probability = atof(cfg[3].sval); + ret->barrier_probability = (float)atof(cfg[3].sval); return ret; } @@ -254,7 +294,7 @@ char *validate_params(game_params *params) * Randomly select a new game seed. */ -char *new_game_seed(game_params *params) +char *new_game_seed(game_params *params, random_state *rs) { /* * The full description of a Net game is far too large to @@ -268,10 +308,19 @@ char *new_game_seed(game_params *params) * understand it and do something completely different.) */ char buf[40]; - sprintf(buf, "%d", rand()); + sprintf(buf, "%lu", random_bits(rs, 32)); return dupstr(buf); } +char *validate_seed(game_params *params, char *seed) +{ + /* + * Since any string at all will suffice to seed the RNG, there + * is no validation required. + */ + return NULL; +} + /* ---------------------------------------------------------------------- * Construct an initial game state, given a seed and parameters. */ @@ -715,36 +764,86 @@ static unsigned char *compute_active(game_state *state) return active; } +struct game_ui { + int cur_x, cur_y; + int cur_visible; +}; + +game_ui *new_ui(game_state *state) +{ + game_ui *ui = snew(game_ui); + ui->cur_x = state->width / 2; + ui->cur_y = state->height / 2; + ui->cur_visible = FALSE; + + return ui; +} + +void free_ui(game_ui *ui) +{ + sfree(ui); +} + /* ---------------------------------------------------------------------- * Process a move. */ -game_state *make_move(game_state *state, int x, int y, int button) +game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) { - game_state *ret; + game_state *ret, *nullret; int tx, ty, orig; - /* - * All moves in Net are made with the mouse. - */ - if (button != LEFT_BUTTON && - button != MIDDLE_BUTTON && - button != RIGHT_BUTTON) - return NULL; + nullret = NULL; - /* - * The button must have been clicked on a valid tile. - */ - x -= WINDOW_OFFSET + TILE_BORDER; - y -= WINDOW_OFFSET + TILE_BORDER; - if (x < 0 || y < 0) - return NULL; - tx = x / TILE_SIZE; - ty = y / TILE_SIZE; - if (tx >= state->width || ty >= state->height) - return NULL; - if (tx % TILE_SIZE >= TILE_SIZE - TILE_BORDER || - ty % TILE_SIZE >= TILE_SIZE - TILE_BORDER) - return NULL; + if (button == LEFT_BUTTON || + button == MIDDLE_BUTTON || + button == RIGHT_BUTTON) { + + if (ui->cur_visible) { + ui->cur_visible = FALSE; + nullret = state; + } + + /* + * The button must have been clicked on a valid tile. + */ + x -= WINDOW_OFFSET + TILE_BORDER; + y -= WINDOW_OFFSET + TILE_BORDER; + if (x < 0 || y < 0) + return nullret; + tx = x / TILE_SIZE; + ty = y / TILE_SIZE; + if (tx >= state->width || ty >= state->height) + return nullret; + if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || + y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) + return nullret; + } else if (button == CURSOR_UP || button == CURSOR_DOWN || + button == CURSOR_RIGHT || button == CURSOR_LEFT) { + if (button == CURSOR_UP && ui->cur_y > 0) + ui->cur_y--; + else if (button == CURSOR_DOWN && ui->cur_y < state->height-1) + ui->cur_y++; + else if (button == CURSOR_LEFT && ui->cur_x > 0) + ui->cur_x--; + else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1) + ui->cur_x++; + else + return nullret; /* no cursor movement */ + ui->cur_visible = TRUE; + return state; /* UI activity has occurred */ + } else if (button == 'a' || button == 's' || button == 'd' || + button == 'A' || button == 'S' || button == 'D') { + tx = ui->cur_x; + ty = ui->cur_y; + if (button == 'a' || button == 'A') + button = LEFT_BUTTON; + else if (button == 's' || button == 'S') + button = MIDDLE_BUTTON; + else if (button == 'd' || button == 'D') + button = RIGHT_BUTTON; + ui->cur_visible = TRUE; + } else + return nullret; /* * The middle button locks or unlocks a tile. (A locked tile @@ -767,7 +866,7 @@ game_state *make_move(game_state *state, int x, int y, int button) * locked tile. */ if (tile(state, tx, ty) & LOCKED) - return NULL; + return nullret; /* * Otherwise, turn the tile one way or the other. Left button @@ -969,7 +1068,7 @@ 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 +1104,26 @@ 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); @@ -1132,7 +1251,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, } void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, float t, float ft) + game_state *state, int dir, game_ui *ui, float t, float ft) { int x, y, tx, ty, frame; unsigned char *active; @@ -1204,11 +1323,9 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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); + int last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : + state->last_rotate_dir; + angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); state = oldstate; } } @@ -1251,10 +1368,13 @@ 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; @@ -1282,7 +1402,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, sfree(active); } -float game_anim_length(game_state *oldstate, game_state *newstate) +float game_anim_length(game_state *oldstate, game_state *newstate, int dir) { int x, y; @@ -1299,7 +1419,7 @@ float game_anim_length(game_state *oldstate, game_state *newstate) return 0.0F; } -float game_flash_length(game_state *oldstate, game_state *newstate) +float game_flash_length(game_state *oldstate, game_state *newstate, int dir) { /* * If the game has just been completed, we display a completion