#include "puzzles.h"
#include "tree234.h"
+/*
+ * The standard user interface for Net simply has left- and
+ * right-button mouse clicks in a square rotate it one way or the
+ * other. We also provide, by #ifdef, a separate interface based on
+ * rotational dragging motions. I initially developed this for the
+ * Mac on the basis that it might work better than the click
+ * interface with only one mouse button available, but in fact
+ * found it to be quite strange and unintuitive. Apparently it
+ * works better on stylus-driven platforms such as Palm and
+ * PocketPC, though, so we enable it by default there.
+ */
+#ifdef STYLUS_BASED
+#define USE_DRAGGING
+#endif
+
#define MATMUL(xr,yr,m,x,y) do { \
float rx, ry, xx = (x), yy = (y), *mat = (m); \
rx = mat[0] * xx + mat[2] * yy; \
#define D 0x08
#define LOCKED 0x10
#define ACTIVE 0x20
+#define RLOOP (R << 6)
+#define ULOOP (U << 6)
+#define LLOOP (L << 6)
+#define DLOOP (D << 6)
+#define LOOP(dir) ((dir) << 6)
/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
#define PREFERRED_TILE_SIZE 32
#define TILE_SIZE (ds->tilesize)
#define TILE_BORDER 1
+#ifdef SMALL_SCREEN
+#define WINDOW_OFFSET 4
+#else
#define WINDOW_OFFSET 16
+#endif
#define ROTATE_TIME 0.13F
#define FLASH_FRAME 0.07F
COL_ENDPOINT,
COL_POWERED,
COL_BARRIER,
+ COL_LOOP,
NCOLOURS
};
struct game_state {
int width, height, wrapping, completed;
int last_rotate_x, last_rotate_y, last_rotate_dir;
- int used_solve, just_used_solve;
+ int used_solve;
unsigned char *tiles;
unsigned char *barriers;
};
{7, 7, FALSE, TRUE, 0.0},
{9, 9, FALSE, TRUE, 0.0},
{11, 11, FALSE, TRUE, 0.0},
+#ifndef SMALL_SCREEN
{13, 11, FALSE, TRUE, 0.0},
+#endif
{5, 5, TRUE, TRUE, 0.0},
{7, 7, TRUE, TRUE, 0.0},
{9, 9, TRUE, TRUE, 0.0},
{11, 11, TRUE, TRUE, 0.0},
+#ifndef SMALL_SCREEN
{13, 11, TRUE, TRUE, 0.0},
+#endif
};
static int game_fetch_preset(int i, char **name, game_params **params)
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
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++;
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char ret[400];
int len;
return dupstr(ret);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->width <= 0 || params->height <= 0)
return "Width and height must both be greater than zero";
* classes) by finding the representative of each tile and
* setting equivalence[one]=the_other.
*/
- equivalence = snewn(w * h, int);
- for (i = 0; i < w*h; i++)
- equivalence[i] = i; /* initially all distinct */
+ equivalence = snew_dsf(w * h);
/*
* On a non-wrapping grid, we instantly know that all the edges
perim2 = snewn(nperim, struct xyd);
memcpy(perim2, perimeter, nperim * sizeof(struct xyd));
/* Shuffle the perimeter, so as to search it without directional bias. */
- for (i = nperim; --i ;) {
- int j = random_upto(rs, i+1);
- struct xyd t;
-
- t = perim2[j];
- perim2[j] = perim2[i];
- perim2[i] = t;
- }
+ shuffle(perim2, nperim, sizeof(*perim2), rs);
for (i = 0; i < nperim; i++) {
int x2, y2;
}
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
sfree(perimeter);
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static int *compute_loops_inner(int w, int h, int wrapping,
+ const unsigned char *tiles,
+ const unsigned char *barriers);
+
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
tree234 *possibilities, *barriertree;
/*
* 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.)
+ *
+ * We also require that our shuffle produces no loops in the
+ * initial grid state, because it's a bit rude to light up a 'HEY,
+ * YOU DID SOMETHING WRONG!' indicator when the user hasn't even
+ * had a chance to do _anything_ yet. This also is possible just
+ * by retrying the whole shuffle on failure, because it's clear
+ * that at least one non-solved shuffle with no loops must exist.
+ * (Proof: take the _solved_ state of the puzzle, and rotate one
+ * endpoint.)
*/
- 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, prev_loopsquares, this_loopsquares, i;
+ int *loops;
+
+ shuffle:
+ 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);
+ }
+ }
+
+ /*
+ * Check for loops, and try to fix them by reshuffling just
+ * the squares involved.
+ */
+ prev_loopsquares = w*h+1;
+ while (1) {
+ loops = compute_loops_inner(w, h, params->wrapping, tiles, NULL);
+ this_loopsquares = 0;
+ for (i = 0; i < w*h; i++) {
+ if (loops[i]) {
+ int orig = tiles[i];
+ int rot = random_upto(rs, 4);
+ tiles[i] = ROT(orig, rot);
+ this_loopsquares++;
+ }
+ }
+ sfree(loops);
+ if (this_loopsquares > prev_loopsquares) {
+ /*
+ * We're increasing rather than reducing the number of
+ * loops. Give up and go back to the full shuffle.
+ */
+ goto shuffle;
+ }
+ if (this_loopsquares == 0)
+ break;
+ prev_loopsquares = this_loopsquares;
+ }
+
+ 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)
+ continue;
+
+ /* OK. */
+ break;
}
/*
return desc;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->width, h = params->height;
int i;
* Construct an initial game state, given a description and parameters.
*/
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state;
int w, h, x, y;
h = state->height = params->height;
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->completed = state->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);
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;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret;
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;
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
unsigned char *tiles;
char *ret;
return ret;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
return NULL;
}
* completed - just call this function and see whether every square
* is marked active.
*/
-static unsigned char *compute_active(game_state *state, int cx, int cy)
+static unsigned char *compute_active(const game_state *state, int cx, int cy)
{
unsigned char *active;
tree234 *todo;
return active;
}
+static int *compute_loops_inner(int w, int h, int wrapping,
+ const unsigned char *tiles,
+ const unsigned char *barriers)
+{
+ int *loops, *dsf;
+ int x, y;
+
+ /*
+ * The loop-detecting algorithm I use here is not quite the same
+ * one as I've used in Slant and Loopy. Those two puzzles use a
+ * very similar algorithm which works by finding connected
+ * components, not of the graph _vertices_, but of the pieces of
+ * space in between them. You divide the plane into maximal areas
+ * that can't be intersected by a grid edge (faces in Loopy,
+ * diamond shapes centred on a grid edge in Slant); you form a dsf
+ * over those areas, and unify any pair _not_ separated by a graph
+ * edge; then you've identified the connected components of the
+ * space, and can now immediately tell whether an edge is part of
+ * a loop or not by checking whether the pieces of space on either
+ * side of it are in the same component.
+ *
+ * In Net, this doesn't work reliably, because of the toroidal
+ * wrapping mode. A torus has non-trivial homology, which is to
+ * say, there can exist a closed loop on its surface which is not
+ * the boundary of any proper subset of the torus's area. For
+ * example, consider the 'loop' consisting of a straight vertical
+ * line going off the top of the grid and coming back on the
+ * bottom to join up with itself. This certainly wants to be
+ * marked as a loop, but it won't be detected as one by the above
+ * algorithm, because all the area of the grid is still connected
+ * via the left- and right-hand edges, so the two sides of the
+ * loop _are_ in the same equivalence class.
+ *
+ * The replacement algorithm I use here is also dsf-based, but the
+ * dsf is now over _sides of edges_. That is to say, on a general
+ * graph, you would have two dsf elements per edge of the graph.
+ * The unification rule is: for each vertex, iterate round the
+ * edges leaving that vertex in cyclic order, and dsf-unify the
+ * _near sides_ of each pair of adjacent edges. The effect of this
+ * is to trace round the outside edge of each connected component
+ * of the graph (this time of the actual graph, not the space
+ * between), so that the outline of each component becomes its own
+ * equivalence class. And now, just as before, an edge is part of
+ * a loop iff its two sides are not in the same component.
+ *
+ * This correctly detects even homologically nontrivial loops on a
+ * torus, because a torus is still _orientable_ - there's no way
+ * that a loop can join back up with itself with the two sides
+ * swapped. It would stop working, however, on a Mobius strip or a
+ * Klein bottle - so if I ever implement either of those modes for
+ * Net, I'll have to revisit this algorithm yet again and probably
+ * replace it with a completely general and much more fiddly
+ * approach such as Tarjan's bridge-finding algorithm (which is
+ * linear-time, but looks to me as if it's going to take more
+ * effort to get it working, especially when the graph is
+ * represented so unlike an ordinary graph).
+ *
+ * In Net, the algorithm as I describe it above has to be fiddled
+ * with just a little, to deal with the fact that there are two
+ * kinds of 'vertex' in the graph - one set at face-centres, and
+ * another set at edge-midpoints where two wires either do or do
+ * not join. Since those two vertex classes have very different
+ * representations in the Net data structure, separate code is
+ * needed for them.
+ */
+
+ /* Four potential edges per grid cell; one dsf node for each side
+ * of each one makes 8 per cell. */
+ dsf = snew_dsf(w*h*8);
+
+ /* Encode the dsf nodes. We imagine going round anticlockwise, so
+ * BEFORE(dir) indicates the clockwise side of an edge, e.g. the
+ * underside of R or the right-hand side of U. AFTER is the other
+ * side. */
+#define BEFORE(dir) ((dir)==R?7:(dir)==U?1:(dir)==L?3:5)
+#define AFTER(dir) ((dir)==R?0:(dir)==U?2:(dir)==L?4:6)
+
+#if 0
+ printf("--- begin\n");
+#endif
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int tile = tiles[y*w+x];
+ int dir;
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ /*
+ * To unify dsf nodes around a face-centre vertex,
+ * it's easiest to do it _unconditionally_ - e.g. just
+ * unify the top side of R with the right side of U
+ * regardless of whether there's an edge in either
+ * place. Later we'll also unify the top and bottom
+ * sides of any nonexistent edge, which will e.g.
+ * complete a connection BEFORE(U) - AFTER(R) -
+ * BEFORE(R) - AFTER(D) in the absence of an R edge.
+ *
+ * This is a safe optimisation because these extra dsf
+ * nodes unified into our equivalence class can't get
+ * out of control - they are never unified with
+ * anything _else_ elsewhere in the algorithm.
+ */
+#if 0
+ printf("tile centre %d,%d: merge %d,%d\n",
+ x, y,
+ (y*w+x)*8+AFTER(C(dir)),
+ (y*w+x)*8+BEFORE(dir));
+#endif
+ dsf_merge(dsf,
+ (y*w+x)*8+AFTER(C(dir)),
+ (y*w+x)*8+BEFORE(dir));
+
+ if (tile & dir) {
+ int x1, y1;
+
+ OFFSETWH(x1, y1, x, y, dir, w, h);
+
+ /*
+ * If the tile does have an edge going out in this
+ * direction, we must check whether it joins up
+ * (without being blocked by a barrier) to an edge
+ * in the next cell along. If so, we unify around
+ * the edge-centre vertex by joining each side of
+ * this edge to the appropriate side of the next
+ * cell's edge; otherwise, the edge is a stub (the
+ * only one reaching the edge-centre vertex) and
+ * so we join its own two sides together.
+ */
+ if ((barriers && barriers[y*w+x] & dir) ||
+ !(tiles[y1*w+x1] & F(dir))) {
+#if 0
+ printf("tile edge stub %d,%d -> %c: merge %d,%d\n",
+ x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
+ (y*w+x)*8+BEFORE(dir),
+ (y*w+x)*8+AFTER(dir));
+#endif
+ dsf_merge(dsf,
+ (y*w+x)*8+BEFORE(dir),
+ (y*w+x)*8+AFTER(dir));
+ } else {
+#if 0
+ printf("tile edge conn %d,%d -> %c: merge %d,%d\n",
+ x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
+ (y*w+x)*8+BEFORE(dir),
+ (y*w+x)*8+AFTER(F(dir)));
+#endif
+ dsf_merge(dsf,
+ (y*w+x)*8+BEFORE(dir),
+ (y1*w+x1)*8+AFTER(F(dir)));
+#if 0
+ printf("tile edge conn %d,%d -> %c: merge %d,%d\n",
+ x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
+ (y*w+x)*8+AFTER(dir),
+ (y*w+x)*8+BEFORE(F(dir)));
+#endif
+ dsf_merge(dsf,
+ (y*w+x)*8+AFTER(dir),
+ (y1*w+x1)*8+BEFORE(F(dir)));
+ }
+ } else {
+ /*
+ * As discussed above, if this edge doesn't even
+ * exist, we unify its two sides anyway to
+ * complete the unification of whatever edges do
+ * exist in this cell.
+ */
+#if 0
+ printf("tile edge missing %d,%d -> %c: merge %d,%d\n",
+ x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
+ (y*w+x)*8+BEFORE(dir),
+ (y*w+x)*8+AFTER(dir));
+#endif
+ dsf_merge(dsf,
+ (y*w+x)*8+BEFORE(dir),
+ (y*w+x)*8+AFTER(dir));
+ }
+ }
+ }
+ }
+
+#if 0
+ printf("--- end\n");
+#endif
+ loops = snewn(w*h, int);
+
+ /*
+ * Now we've done the loop detection and can read off the output
+ * flags trivially: any piece of connection whose two sides are
+ * not in the same dsf class is part of a loop.
+ */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int dir;
+ int tile = tiles[y*w+x];
+ int flags = 0;
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ if ((tile & dir) &&
+ (dsf_canonify(dsf, (y*w+x)*8+BEFORE(dir)) !=
+ dsf_canonify(dsf, (y*w+x)*8+AFTER(dir)))) {
+ flags |= LOOP(dir);
+ }
+ }
+ loops[y*w+x] = flags;
+ }
+ }
+
+ sfree(dsf);
+ return loops;
+}
+
+static int *compute_loops(const game_state *state)
+{
+ return compute_loops_inner(state->width, state->height, state->wrapping,
+ state->tiles, state->barriers);
+}
+
struct game_ui {
int org_x, org_y; /* origin */
int cx, cy; /* source tile (game coordinates) */
int cur_x, cur_y;
int cur_visible;
random_state *rs; /* used for jumbling */
+#ifdef USE_DRAGGING
+ int dragtilex, dragtiley, dragstartx, dragstarty, dragged;
+#endif
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
void *seed;
int seedsize;
ui->cur_y = ui->cy = state->height / 2;
ui->cur_visible = FALSE;
get_random_seed(&seed, &seedsize);
- ui->rs = random_init(seed, seedsize);
+ ui->rs = random_new(seed, seedsize);
sfree(seed);
return ui;
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
char buf[120];
/*
return dupstr(buf);
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
sscanf(encoding, "O%d,%d;C%d,%d",
&ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
int width, height;
int org_x, org_y;
int tilesize;
- unsigned char *visible;
+ int *visible;
};
/* ----------------------------------------------------------------------
* Process a move.
*/
-static char *interpret_move(game_state *state, game_ui *ui,
- game_drawstate *ds, int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
char *nullret;
int tx = -1, ty = -1, dir = 0;
if (button == LEFT_BUTTON ||
button == MIDDLE_BUTTON ||
+#ifdef USE_DRAGGING
+ button == LEFT_DRAG ||
+ button == LEFT_RELEASE ||
+ button == RIGHT_DRAG ||
+ button == RIGHT_RELEASE ||
+#endif
button == RIGHT_BUTTON) {
if (ui->cur_visible) {
y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
return nullret;
- action = button == LEFT_BUTTON ? ROTATE_LEFT :
- button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK;
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+#ifdef USE_DRAGGING
+
+ if (button == MIDDLE_BUTTON
+#ifdef STYLUS_BASED
+ || button == RIGHT_BUTTON /* with a stylus, `right-click' locks */
+#endif
+ ) {
+ /*
+ * Middle button never drags: it only toggles the lock.
+ */
+ action = TOGGLE_LOCK;
+ } else if (button == LEFT_BUTTON
+#ifndef STYLUS_BASED
+ || button == RIGHT_BUTTON /* (see above) */
+#endif
+ ) {
+ /*
+ * Otherwise, we note down the start point for a drag.
+ */
+ ui->dragtilex = tx;
+ ui->dragtiley = ty;
+ ui->dragstartx = x % TILE_SIZE;
+ ui->dragstarty = y % TILE_SIZE;
+ ui->dragged = FALSE;
+ return nullret; /* no actual action */
+ } else if (button == LEFT_DRAG
+#ifndef STYLUS_BASED
+ || button == RIGHT_DRAG
+#endif
+ ) {
+ /*
+ * Find the new drag point and see if it necessitates a
+ * rotation.
+ */
+ int x0,y0, xA,yA, xC,yC, xF,yF;
+ int mx, my;
+ int d0, dA, dC, dF, dmin;
+
+ tx = ui->dragtilex;
+ ty = ui->dragtiley;
+
+ mx = x - (ui->dragtilex * TILE_SIZE);
+ my = y - (ui->dragtiley * TILE_SIZE);
+
+ x0 = ui->dragstartx;
+ y0 = ui->dragstarty;
+ xA = ui->dragstarty;
+ yA = TILE_SIZE-1 - ui->dragstartx;
+ xF = TILE_SIZE-1 - ui->dragstartx;
+ yF = TILE_SIZE-1 - ui->dragstarty;
+ xC = TILE_SIZE-1 - ui->dragstarty;
+ yC = ui->dragstartx;
+
+ d0 = (mx-x0)*(mx-x0) + (my-y0)*(my-y0);
+ dA = (mx-xA)*(mx-xA) + (my-yA)*(my-yA);
+ dF = (mx-xF)*(mx-xF) + (my-yF)*(my-yF);
+ dC = (mx-xC)*(mx-xC) + (my-yC)*(my-yC);
+
+ dmin = min(min(d0,dA),min(dF,dC));
+
+ if (d0 == dmin) {
+ return nullret;
+ } else if (dF == dmin) {
+ action = ROTATE_180;
+ ui->dragstartx = xF;
+ ui->dragstarty = yF;
+ ui->dragged = TRUE;
+ } else if (dA == dmin) {
+ action = ROTATE_LEFT;
+ ui->dragstartx = xA;
+ ui->dragstarty = yA;
+ ui->dragged = TRUE;
+ } else /* dC == dmin */ {
+ action = ROTATE_RIGHT;
+ ui->dragstartx = xC;
+ ui->dragstarty = yC;
+ ui->dragged = TRUE;
+ }
+ } else if (button == LEFT_RELEASE
+#ifndef STYLUS_BASED
+ || button == RIGHT_RELEASE
+#endif
+ ) {
+ if (!ui->dragged) {
+ /*
+ * There was a click but no perceptible drag:
+ * revert to single-click behaviour.
+ */
+ tx = ui->dragtilex;
+ ty = ui->dragtiley;
+
+ if (button == LEFT_RELEASE)
+ action = ROTATE_LEFT;
+ else
+ action = ROTATE_RIGHT;
+ } else
+ return nullret; /* no action */
+ }
+
+#else /* USE_DRAGGING */
+
+ action = (button == LEFT_BUTTON ? ROTATE_LEFT :
+ button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK);
+
+#endif /* USE_DRAGGING */
+
+ } else if (IS_CURSOR_MOVE(button)) {
switch (button) {
case CURSOR_UP: dir = U; break;
case CURSOR_DOWN: dir = D; break;
} 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;
}
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
game_state *ret;
- int tx, ty, n, noanim, orig;
+ int tx = -1, ty = -1, n, noanim, orig;
ret = dup_game(from);
- ret->just_used_solve = FALSE;
if (move[0] == 'J' || move[0] == 'S') {
if (move[0] == 'S')
- ret->just_used_solve = ret->used_solve = TRUE;
+ ret->used_solve = TRUE;
move++;
if (*move == ';')
}
}
if (!noanim) {
+ if (tx == -1 || ty == -1) { free_game(ret); return NULL; }
ret->last_rotate_x = tx;
ret->last_rotate_y = ty;
}
* Routines for drawing the game position on the screen.
*/
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
game_drawstate *ds = snew(game_drawstate);
+ int i;
ds->started = FALSE;
ds->width = state->width;
ds->height = state->height;
ds->org_x = ds->org_y = -1;
- ds->visible = snewn(state->width * state->height, unsigned char);
+ ds->visible = snewn(state->width * state->height, int);
ds->tilesize = 0; /* undecided yet */
- memset(ds->visible, 0xFF, state->width * state->height);
+ for (i = 0; i < state->width * state->height; i++)
+ ds->visible[i] = -1;
return ds;
}
sfree(ds);
}
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
*x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret;
ret[COL_BARRIER * 3 + 1] = 0.0F;
ret[COL_BARRIER * 3 + 2] = 0.0F;
+ /*
+ * Highlighted loops are red as well.
+ */
+ ret[COL_LOOP * 3 + 0] = 1.0F;
+ ret[COL_LOOP * 3 + 1] = 0.0F;
+ ret[COL_LOOP * 3 + 2] = 0.0F;
+
/*
* Unpowered endpoints are blue.
*/
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);
/*
* draw_tile() is passed physical coordinates
*/
-static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
+static void draw_tile(drawing *dr, const game_state *state, game_drawstate *ds,
int x, int y, int tile, int src, float angle, int cursor)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
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) {
ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
MATMUL(tx, ty, matrix, ex, ey);
draw_line(dr, bx+(int)cx, by+(int)cy,
- bx+(int)(cx+tx), by+(int)(cy+ty), col);
+ bx+(int)(cx+tx), by+(int)(cy+ty),
+ (tile & LOOP(dir)) ? COL_LOOP : col);
}
}
+ /* If we've drawn any loop-highlighted arms, make sure the centre
+ * point is loop-coloured rather than a later arm overwriting it. */
+ if (tile & (RLOOP | ULOOP | LLOOP | DLOOP))
+ draw_rect(dr, bx+(int)cx, by+(int)cy, 1, 1, COL_LOOP);
/*
* Draw the box in the middle. We do this in blue if the tile
*/
draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
draw_rect_coords(dr, px, py, px+lx, py+ly,
- (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
+ ((tile & LOOP(dir)) ? COL_LOOP :
+ (tile & ACTIVE) ? COL_POWERED :
+ COL_WIRE));
} else {
/*
* The other tile extends into our border, but isn't
draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui, float t, float ft)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float t, float ft)
{
int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
unsigned char *active;
+ int *loops;
float angle = 0.0;
/*
* Draw any tile which differs from the way it was last drawn.
*/
active = compute_active(state, ui->cx, ui->cy);
+ loops = compute_loops(state);
for (x = 0; x < ds->width; x++)
for (y = 0; y < ds->height; y++) {
- unsigned char c = tile(state, GX(x), GY(y)) |
- index(state, active, GX(x), GY(y));
+ int c = tile(state, GX(x), GY(y)) |
+ index(state, active, GX(x), GY(y)) |
+ index(state, loops, GX(x), GY(y));
int is_src = GX(x) == ui->cx && GY(y) == ui->cy;
int is_anim = GX(x) == tx && GY(y) == ty;
int is_cursor = ui->cur_visible &&
if (moved_origin ||
index(state, ds->visible, x, y) != c ||
- index(state, ds->visible, x, y) == 0xFF ||
+ index(state, ds->visible, x, y) == -1 ||
is_src || is_anim || is_cursor) {
draw_tile(dr, state, ds, x, y, c,
is_src, (is_anim ? angle : 0.0F), is_cursor);
if (is_src || is_anim || is_cursor)
- index(state, ds->visible, x, y) = 0xFF;
+ index(state, ds->visible, x, y) = -1;
else
index(state, ds->visible, x, y) = c;
}
}
sfree(active);
+ sfree(loops);
}
-static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
int last_rotate_dir;
- /*
- * Don't animate an auto-solve move.
- */
- 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.
*/
return 0.0F;
}
-static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
/*
* If the game has just been completed, we display a completion
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
* 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,
}
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->width, h = state->height;
int ink = print_mono_colour(dr, 0);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
- ads.tilesize = tilesize;
+ game_set_size(dr, ds, NULL, tilesize);
/*
* Border.
#endif
const struct game thegame = {
- "Net", "games.net",
+ "Net", "games.net", "net",
default_params,
game_fetch_preset,
decode_params,
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,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};