X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/e91825f8e43648bf129dae18809ee2e38af70d33..36d01ffa8154db198db95b4cc3f788a430c7fee2:/netslide.c diff --git a/netslide.c b/netslide.c index c4f8ae6..02fa438 100644 --- a/netslide.c +++ b/netslide.c @@ -13,10 +13,6 @@ #include "puzzles.h" #include "tree234.h" -const char *const game_name = "Netslide"; -const char *const game_winhelp_topic = "games.netslide"; -const int game_can_configure = TRUE; - #define PI 3.141592653589793238462643383279502884197169399 #define MATMUL(xr,yr,m,x,y) do { \ @@ -86,8 +82,15 @@ struct game_params { float barrier_probability; }; +struct solved_game_state { + int width, height; + int refcount; + unsigned char *tiles; +}; + struct game_state { int width, height, cx, cy, wrapping, completed; + int used_solve, just_used_solve; int move_count; /* position (row or col number, starting at 0) of last move. */ @@ -98,6 +101,7 @@ struct game_state { unsigned char *tiles; unsigned char *barriers; + struct solved_game_state *solution; }; #define OFFSET(x2,y2,x1,y1,dir,state) \ @@ -139,13 +143,13 @@ static struct xyd *new_xyd(int x, int y, int direction) return xyd; } -void slide_col(game_state *state, int dir, int col); -void slide_row(game_state *state, int dir, int row); +static void slide_col(game_state *state, int dir, int col); +static void slide_row(game_state *state, int dir, int row); /* ---------------------------------------------------------------------- * Manage game parameters. */ -game_params *default_params(void) +static game_params *default_params(void) { game_params *ret = snew(game_params); @@ -157,7 +161,7 @@ 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]; @@ -190,19 +194,19 @@ 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; } -game_params *decode_params(char const *string) +static game_params *decode_params(char const *string) { game_params *ret = default_params(); char const *p = string; @@ -227,7 +231,7 @@ game_params *decode_params(char const *string) return ret; } -char *encode_params(game_params *params) +static char *encode_params(game_params *params) { char ret[400]; int len; @@ -243,7 +247,7 @@ char *encode_params(game_params *params) return dupstr(ret); } -config_item *game_configure(game_params *params) +static config_item *game_configure(game_params *params) { config_item *ret; char buf[80]; @@ -281,7 +285,7 @@ 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); @@ -293,7 +297,7 @@ 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 <= 1 && params->height <= 1) return "Width and height must both be greater than one"; @@ -312,7 +316,8 @@ char *validate_params(game_params *params) * Randomly select a new game seed. */ -char *new_game_seed(game_params *params, random_state *rs) +static char *new_game_seed(game_params *params, random_state *rs, + game_aux_info **aux) { /* * The full description of a Net game is far too large to @@ -330,7 +335,12 @@ char *new_game_seed(game_params *params, random_state *rs) return dupstr(buf); } -char *validate_seed(game_params *params, char *seed) +static void game_free_aux_info(game_aux_info *aux) +{ + assert(!"Shouldn't happen"); +} + +static char *validate_seed(game_params *params, char *seed) { /* * Since any string at all will suffice to seed the RNG, there @@ -343,7 +353,7 @@ char *validate_seed(game_params *params, char *seed) * Construct an initial game state, given a seed and parameters. */ -game_state *new_game(game_params *params, char *seed) +static game_state *new_game(game_params *params, char *seed) { random_state *rs; game_state *state; @@ -363,6 +373,7 @@ game_state *new_game(game_params *params, char *seed) state->cy = state->height / 2; state->wrapping = params->wrapping; state->completed = 0; + state->used_solve = state->just_used_solve = FALSE; state->move_count = 0; state->last_move_row = -1; state->last_move_col = -1; @@ -578,6 +589,25 @@ game_state *new_game(game_params *params, char *seed) } /* + * Save the unshuffled grid. We do this using a separate + * reference-counted structure since it's a large chunk of + * memory which we don't want to have to replicate in every + * game state while playing. + */ + { + struct solved_game_state *solution; + + solution = snew(struct solved_game_state); + solution->width = state->width; + solution->height = state->height; + solution->refcount = 1; + solution->tiles = snewn(state->width * state->height, unsigned char); + memcpy(solution->tiles, state->tiles, state->width * state->height); + + state->solution = solution; + } + + /* * Now shuffle the grid. * FIXME - this simply does a set of random moves to shuffle the pieces. * A better way would be to number all the pieces, generate a placement @@ -714,7 +744,7 @@ game_state *new_game(game_params *params, char *seed) return state; } -game_state *dup_game(game_state *state) +static game_state *dup_game(game_state *state) { game_state *ret; @@ -725,6 +755,8 @@ 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->move_count = state->move_count; ret->last_move_row = state->last_move_row; ret->last_move_col = state->last_move_col; @@ -733,17 +765,56 @@ game_state *dup_game(game_state *state) memcpy(ret->tiles, state->tiles, state->width * state->height); ret->barriers = snewn(state->width * state->height, unsigned char); memcpy(ret->barriers, state->barriers, state->width * state->height); + ret->solution = state->solution; + if (ret->solution) + ret->solution->refcount++; return ret; } -void free_game(game_state *state) +static void free_game(game_state *state) { + if (state->solution && --state->solution->refcount <= 0) { + sfree(state->solution->tiles); + sfree(state->solution); + } 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 (!state->solution) { + /* + * 2005-05-02: This shouldn't happen, at the time of + * writing, because Net is incapable of receiving a puzzle + * description from outside. If in future it becomes so, + * then we will have puzzles for which we don't know the + * solution. + */ + *error = "Solution not known for this puzzle"; + return NULL; + } + + assert(state->solution->width == state->width); + assert(state->solution->height == state->height); + ret = dup_game(state); + memcpy(ret->tiles, state->solution->tiles, ret->width * ret->height); + ret->used_solve = ret->just_used_solve = TRUE; + ret->completed = ret->move_count = 1; + + return ret; +} + +static char *game_text_format(game_state *state) +{ + return NULL; +} + /* ---------------------------------------------------------------------- * Utility routine. */ @@ -815,7 +886,7 @@ struct game_ui { int cur_visible; }; -game_ui *new_ui(game_state *state) +static game_ui *new_ui(game_state *state) { game_ui *ui = snew(game_ui); ui->cur_x = state->width / 2; @@ -825,7 +896,7 @@ game_ui *new_ui(game_state *state) return ui; } -void free_ui(game_ui *ui) +static void free_ui(game_ui *ui) { sfree(ui); } @@ -834,7 +905,7 @@ void free_ui(game_ui *ui) * Process a move. */ -void slide_row(game_state *state, int dir, int row) +static void slide_row(game_state *state, int dir, int row) { int x = dir > 0 ? -1 : state->width; int tx = x + dir; @@ -848,7 +919,7 @@ void slide_row(game_state *state, int dir, int row) state->tiles[T(state, tx, row)] = endtile; } -void slide_col(game_state *state, int dir, int col) +static void slide_col(game_state *state, int dir, int col) { int y = dir > 0 ? -1 : state->height; int ty = y + dir; @@ -862,7 +933,8 @@ void slide_col(game_state *state, int dir, int col) state->tiles[T(state, col, ty)] = endtile; } -game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) +static game_state *make_move(game_state *state, game_ui *ui, + int x, int y, int button) { int cx, cy; int n, dx, dy; @@ -901,6 +973,7 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) } ret = dup_game(state); + ret->just_used_solve = FALSE; if (dx == 0) slide_col(ret, dy, cx); else slide_row(ret, dx, cy); @@ -945,7 +1018,7 @@ 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); @@ -958,19 +1031,19 @@ 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 = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; *y = BORDER * 2 + 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; @@ -1286,8 +1359,8 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) draw_polygon(fe, coords, 7, FALSE, COL_TEXT); } -void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, game_ui *ui, 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; unsigned char *active; @@ -1470,10 +1543,15 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (active[i]) a++; - sprintf(statusbuf, "%sMoves: %d Active: %d/%d", - (state->completed ? "COMPLETED! " : ""), - (state->completed ? state->completed : state->move_count), - a, n); + if (state->used_solve) + sprintf(statusbuf, "Moves since auto-solve: %d", + state->move_count - state->completed); + else + sprintf(statusbuf, "%sMoves: %d", + (state->completed ? "COMPLETED! " : ""), + (state->completed ? state->completed : state->move_count)); + + sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); status_bar(fe, statusbuf); } @@ -1481,18 +1559,28 @@ 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) { + /* + * Don't animate an auto-solve move. + */ + if ((dir > 0 && newstate->just_used_solve) || + (dir < 0 && oldstate->just_used_solve)) + return 0.0F; + return ANIM_TIME; } -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) @@ -1509,7 +1597,42 @@ 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 netslide +#endif + +const struct game thegame = { + "Netslide", "games.netslide", + default_params, + game_fetch_preset, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_seed, + game_free_aux_info, + validate_seed, + 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, +};