X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/fd1a1a2b902d34e75a47515a564020b0815ddea6..3101ae2613f66463bd4d3b1fe5a188df1aee3271:/net.c diff --git a/net.c b/net.c index c345ecb..c8cafc1 100644 --- a/net.c +++ b/net.c @@ -6,13 +6,12 @@ #include #include #include +#include #include #include "puzzles.h" #include "tree234.h" -const char *const game_name = "Net"; - #define PI 3.141592653589793238462643383279502884197169399 #define MATMUL(xr,yr,m,x,y) do { \ @@ -55,8 +54,8 @@ const char *const game_name = "Net"; #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, @@ -76,10 +75,18 @@ 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, last_rotate_dir; + int used_solve, just_used_solve; unsigned char *tiles; unsigned char *barriers; + struct solved_game_state *solution; }; #define OFFSET(x2,y2,x1,y1,dir,state) \ @@ -124,7 +131,7 @@ 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); @@ -136,7 +143,7 @@ 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]; @@ -170,23 +177,129 @@ 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; } +static 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; +} + +static 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); +} + +static config_item *game_configure(game_params *params) +{ + config_item *ret; + char buf[80]; + + ret = snewn(5, config_item); + + ret[0].name = "Width"; + 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 = 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 = C_BOOLEAN; + ret[2].sval = NULL; + ret[2].ival = params->wrapping; + + ret[3].name = "Barrier probability"; + 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 = C_END; + ret[4].sval = NULL; + ret[4].ival = 0; + + return ret; +} + +static game_params *custom_params(config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->width = atoi(cfg[0].sval); + ret->height = atoi(cfg[1].sval); + ret->wrapping = cfg[2].ival; + ret->barrier_probability = (float)atof(cfg[3].sval); + + return ret; +} + +static char *validate_params(game_params *params) +{ + 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) + return "Barrier probability may not be negative"; + if (params->barrier_probability > 1) + return "Barrier probability may not be greater than 1"; + return NULL; +} + /* ---------------------------------------------------------------------- * Randomly select a new game seed. */ -char *new_game_seed(game_params *params) +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 @@ -200,23 +313,37 @@ 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); } +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 + * is no validation required. + */ + return NULL; +} + /* ---------------------------------------------------------------------- * 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; tree234 *possibilities, *barriers; int w, h, x, y, nbarriers; - assert(params->width > 2); - assert(params->height > 2); + assert(params->width > 0 && params->height > 0); + assert(params->width > 1 || params->height > 1); /* * Create a blank game state. @@ -227,8 +354,8 @@ game_state *new_game(game_params *params, char *seed) state->cx = state->width / 2; state->cy = state->height / 2; state->wrapping = params->wrapping; - state->last_rotate_dir = +1; /* *shrug* */ - state->completed = FALSE; + state->last_rotate_dir = 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); @@ -296,11 +423,15 @@ game_state *new_game(game_params *params, char *seed) * closed loops. [] */ possibilities = newtree234(xyd_cmp); - - add234(possibilities, new_xyd(state->cx, state->cy, R)); - add234(possibilities, new_xyd(state->cx, state->cy, U)); - add234(possibilities, new_xyd(state->cx, state->cy, L)); - add234(possibilities, new_xyd(state->cx, state->cy, D)); + + 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)); while (count234(possibilities) > 0) { int i; @@ -436,6 +567,25 @@ 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. */ for (y = 0; y < state->height; y++) { @@ -555,7 +705,7 @@ 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; @@ -566,22 +716,63 @@ 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->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); 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 = TRUE; + + return ret; +} + +static char *game_text_format(game_state *state) +{ + return NULL; +} + /* ---------------------------------------------------------------------- * Utility routine. */ @@ -643,36 +834,98 @@ 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 @@ -685,31 +938,57 @@ 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 = 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; + } + + } 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 */ + + } else assert(0); /* * Check whether the game has been completed. @@ -746,7 +1025,7 @@ 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); @@ -759,19 +1038,19 @@ 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; @@ -897,7 +1176,7 @@ 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; @@ -933,6 +1212,26 @@ 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); @@ -1059,10 +1358,10 @@ 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; @@ -1118,9 +1417,11 @@ 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, + * We're animating a single tile rotation. Find the turning tile, * if any. */ for (x = 0; x < oldstate->width; x++) @@ -1132,11 +1433,7 @@ 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); + angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); state = oldstate; } } @@ -1179,10 +1476,13 @@ 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; @@ -1202,7 +1502,8 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, a++; sprintf(statusbuf, "%sActive: %d/%d", - (state->completed ? "COMPLETED! " : ""), a, n); + (state->used_solve ? "Auto-solved. " : + state->completed ? "COMPLETED! " : ""), a, n); status_bar(fe, statusbuf); } @@ -1210,30 +1511,49 @@ 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 x, y, 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) { + + /* + * If there's a tile which has been rotated, allow time to + * animate its rotation. + */ + 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; + } + + } 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) @@ -1250,7 +1570,42 @@ 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_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, +};