#include "puzzles.h"
#include "tree234.h"
-#define PI 3.141592653589793238462643383279502884197169399
+/*
+ * 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); \
#define D 0x08
#define LOCKED 0x10
#define ACTIVE 0x20
-/* Corner flags go in the barriers array */
-#define RU 0x10
-#define UL 0x20
-#define LD 0x40
-#define DR 0x80
+#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 COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
(((x) & 0x02) >> 1) + ((x) & 0x01) )
-#define TILE_SIZE 32
+#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
+/* Transform physical coords to game coords using game_drawstate ds */
+#define GX(x) (((x) + ds->org_x) % ds->width)
+#define GY(y) (((y) + ds->org_y) % ds->height)
+/* ...and game coords to physical coords */
+#define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
+#define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
+
enum {
COL_BACKGROUND,
COL_LOCKED,
COL_ENDPOINT,
COL_POWERED,
COL_BARRIER,
+ COL_LOOP,
NCOLOURS
};
float barrier_probability;
};
-struct game_aux_info {
- int width, height;
- unsigned char *tiles;
-};
-
struct game_state {
- int width, height, cx, cy, wrapping, completed;
+ 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;
};
if (a->direction > b->direction)
return +1;
return 0;
-};
+}
static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); }
return ret;
}
+static const struct game_params net_presets[] = {
+ {5, 5, FALSE, TRUE, 0.0},
+ {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)
{
game_params *ret;
char str[80];
- static const struct { int x, y, wrap; } values[] = {
- {5, 5, FALSE},
- {7, 7, FALSE},
- {9, 9, FALSE},
- {11, 11, FALSE},
- {13, 11, FALSE},
- {5, 5, TRUE},
- {7, 7, TRUE},
- {9, 9, TRUE},
- {11, 11, TRUE},
- {13, 11, TRUE},
- };
-
- if (i < 0 || i >= lenof(values))
+
+ if (i < 0 || i >= lenof(net_presets))
return FALSE;
ret = snew(game_params);
- ret->width = values[i].x;
- ret->height = values[i].y;
- ret->wrapping = values[i].wrap;
- ret->unique = TRUE;
- ret->barrier_probability = 0.0;
+ *ret = net_presets[i];
sprintf(str, "%dx%d%s", ret->width, ret->height,
ret->wrapping ? " wrapping" : "");
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)
+static char *validate_params(const game_params *params, int full)
{
- if (params->width <= 0 && params->height <= 0)
+ 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)
* is at least 2^(number of such rows), and in particular is at
* least 2 since there must be at least one such row. []
*/
- if (params->unique && params->wrapping &&
+ if (full && params->unique && params->wrapping &&
(params->width == 2 || params->height == 2))
return "No wrapping puzzle with a width or height of 2 can have"
" a unique solution";
* avoidance is required.
*/
-static int dsf_canonify(int *dsf, int val)
-{
- int v2 = val;
-
- while (dsf[val] != val)
- val = dsf[val];
-
- while (v2 != val) {
- int tmp = dsf[v2];
- dsf[v2] = val;
- v2 = tmp;
- }
-
- return val;
-}
-
-static void dsf_merge(int *dsf, int v1, int v2)
-{
- v1 = dsf_canonify(dsf, v1);
- v2 = dsf_canonify(dsf, v2);
- dsf[v2] = v1;
-}
-
struct todo {
unsigned char *marked;
int *buffer;
* 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;
break;
}
+ 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,
- game_aux_info **aux)
+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;
int w, h, x, y, cx, cy, nbarriers;
OFFSET(x2, y2, x1, y1, d1, params);
d2 = F(d1);
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
#endif
xydp = find234(possibilities, &xyd1, NULL);
if (xydp) {
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("T-piece; removing (%d,%d,%c)\n",
xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
#endif
xydp = find234(possibilities, &xyd1, NULL);
if (xydp) {
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("Loop avoidance; removing (%d,%d,%c)\n",
xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
#endif
if (index(params, tiles, x3, y3))
continue; /* this would create a loop */
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("New frontier; adding (%d,%d,%c)\n",
x2, y2, "0RU3L567D9abcdef"[d]);
#endif
}
/*
- * Save the unshuffled grid in an aux_info.
+ * Save the unshuffled grid in aux.
*/
{
- game_aux_info *solution;
+ char *solution;
+ int i;
- solution = snew(game_aux_info);
- solution->width = w;
- solution->height = h;
- solution->tiles = snewn(w * h, unsigned char);
- memcpy(solution->tiles, tiles, w * h);
+ solution = snewn(w * h + 1, char);
+ for (i = 0; i < w * h; i++)
+ solution[i] = "0123456789abcdef"[tiles[i] & 0xF];
+ solution[w*h] = '\0';
*aux = solution;
}
/*
* 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 void game_free_aux_info(game_aux_info *aux)
-{
- sfree(aux->tiles);
- sfree(aux);
-}
-
-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(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;
state = snew(game_state);
w = state->width = params->width;
h = state->height = params->height;
- state->cx = state->width / 2;
- state->cy = state->height / 2;
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);
barrier(state, 0, y) |= L;
barrier(state, state->width-1, y) |= R;
}
- }
-
- /*
- * Set up the barrier corner flags, for drawing barriers
- * prettily when they meet.
- */
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
- int dir;
-
- for (dir = 1; dir < 0x10; dir <<= 1) {
- int dir2 = A(dir);
- int x1, y1, x2, y2, x3, y3;
- int corner = FALSE;
-
- if (!(barrier(state, x, y) & dir))
- continue;
-
- if (barrier(state, x, y) & dir2)
- corner = TRUE;
-
- x1 = x + X(dir), y1 = y + Y(dir);
- if (x1 >= 0 && x1 < state->width &&
- y1 >= 0 && y1 < state->height &&
- (barrier(state, x1, y1) & dir2))
- corner = TRUE;
-
- x2 = x + X(dir2), y2 = y + Y(dir2);
- if (x2 >= 0 && x2 < state->width &&
- y2 >= 0 && y2 < state->height &&
- (barrier(state, x2, y2) & dir))
- corner = TRUE;
-
- if (corner) {
- barrier(state, x, y) |= (dir << 4);
- if (x1 >= 0 && x1 < state->width &&
- y1 >= 0 && y1 < state->height)
- barrier(state, x1, y1) |= (A(dir) << 4);
- if (x2 >= 0 && x2 < state->width &&
- y2 >= 0 && y2 < state->height)
- barrier(state, x2, y2) |= (C(dir) << 4);
- x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
- if (x3 >= 0 && x3 < state->width &&
- y3 >= 0 && y3 < state->height)
- barrier(state, x3, y3) |= (F(dir) << 4);
- }
- }
- }
+ } else {
+ /*
+ * We check whether this is de-facto a non-wrapping game
+ * despite the parameters, in case we were passed the
+ * description of a non-wrapping game. This is so that we
+ * can change some aspects of the UI behaviour.
+ */
+ state->wrapping = FALSE;
+ for (x = 0; x < state->width; x++)
+ if (!(barrier(state, x, 0) & U) ||
+ !(barrier(state, x, state->height-1) & D))
+ state->wrapping = TRUE;
+ 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 = snew(game_state);
ret->width = state->width;
ret->height = state->height;
- ret->cx = state->cx;
- 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->last_rotate_x = state->last_rotate_x;
ret->last_rotate_y = state->last_rotate_y;
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
- game_state *ret;
+ unsigned char *tiles;
+ char *ret;
+ int retlen, retsize;
+ int i;
+
+ tiles = snewn(state->width * state->height, unsigned char);
if (!aux) {
/*
* Run the internal solver on the provided grid. This might
* not yield a complete solution.
*/
- ret = dup_game(state);
- net_solver(ret->width, ret->height, ret->tiles,
- ret->barriers, ret->wrapping);
+ memcpy(tiles, state->tiles, state->width * state->height);
+ net_solver(state->width, state->height, tiles,
+ state->barriers, state->wrapping);
} else {
- assert(aux->width == state->width);
- assert(aux->height == state->height);
- ret = dup_game(state);
- memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
- ret->used_solve = ret->just_used_solve = TRUE;
- ret->completed = TRUE;
+ for (i = 0; i < state->width * state->height; i++) {
+ int c = aux[i];
+
+ if (c >= '0' && c <= '9')
+ tiles[i] = c - '0';
+ else if (c >= 'a' && c <= 'f')
+ tiles[i] = c - 'a' + 10;
+ else if (c >= 'A' && c <= 'F')
+ tiles[i] = c - 'A' + 10;
+
+ tiles[i] |= LOCKED;
+ }
+ }
+
+ /*
+ * Now construct a string which can be passed to execute_move()
+ * to transform the current grid into the solved one.
+ */
+ retsize = 256;
+ ret = snewn(retsize, char);
+ retlen = 0;
+ ret[retlen++] = 'S';
+
+ for (i = 0; i < state->width * state->height; i++) {
+ int from = currstate->tiles[i], to = tiles[i];
+ int ft = from & (R|L|U|D), tt = to & (R|L|U|D);
+ int x = i % state->width, y = i / state->width;
+ int chr = '\0';
+ char buf[80], *p = buf;
+
+ if (from == to)
+ continue; /* nothing needs doing at all */
+
+ /*
+ * To transform this tile into the desired tile: first
+ * unlock the tile if it's locked, then rotate it if
+ * necessary, then lock it if necessary.
+ */
+ if (from & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (tt == A(ft))
+ chr = 'A';
+ else if (tt == C(ft))
+ chr = 'C';
+ else if (tt == F(ft))
+ chr = 'F';
+ else {
+ assert(tt == ft);
+ chr = '\0';
+ }
+ if (chr)
+ p += sprintf(p, ";%c%d,%d", chr, x, y);
+
+ if (to & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (p > buf) {
+ if (retlen + (p - buf) >= retsize) {
+ retsize = retlen + (p - buf) + 512;
+ ret = sresize(ret, retsize, char);
+ }
+ memcpy(ret+retlen, buf, p - buf);
+ retlen += p - buf;
+ }
}
+ assert(retlen < retsize);
+ ret[retlen] = '\0';
+ ret = sresize(ret, retlen+1, char);
+
+ sfree(tiles);
+
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)
+static unsigned char *compute_active(const game_state *state, int cx, int cy)
{
unsigned char *active;
tree234 *todo;
* xyd_cmp and just store direction 0 every time.
*/
todo = newtree234(xyd_cmp_nc);
- index(state, active, state->cx, state->cy) = ACTIVE;
- add234(todo, new_xyd(state->cx, state->cy, 0));
+ index(state, active, cx, cy) = ACTIVE;
+ add234(todo, new_xyd(cx, cy, 0));
while ( (xyd = delpos234(todo, 0)) != NULL) {
int x1, y1, d1, x2, y2, d2;
return active;
}
+struct net_neighbour_ctx {
+ int w, h;
+ const unsigned char *tiles, *barriers;
+ int i, n, neighbours[4];
+};
+static int net_neighbour(int vertex, void *vctx)
+{
+ struct net_neighbour_ctx *ctx = (struct net_neighbour_ctx *)vctx;
+
+ if (vertex >= 0) {
+ int x = vertex % ctx->w, y = vertex / ctx->w;
+ int tile, dir, x1, y1, v1;
+
+ ctx->i = ctx->n = 0;
+
+ tile = ctx->tiles[vertex];
+ if (ctx->barriers)
+ tile &= ~ctx->barriers[vertex];
+
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ if (!(tile & dir))
+ continue;
+ OFFSETWH(x1, y1, x, y, dir, ctx->w, ctx->h);
+ v1 = y1 * ctx->w + x1;
+ if (ctx->tiles[v1] & F(dir))
+ ctx->neighbours[ctx->n++] = v1;
+ }
+ }
+
+ if (ctx->i < ctx->n)
+ return ctx->neighbours[ctx->i++];
+ else
+ return -1;
+}
+
+static int *compute_loops_inner(int w, int h, int wrapping,
+ const unsigned char *tiles,
+ const unsigned char *barriers)
+{
+ struct net_neighbour_ctx ctx;
+ struct findloopstate *fls;
+ int *loops;
+ int x, y;
+
+ fls = findloop_new_state(w*h);
+ ctx.w = w;
+ ctx.h = h;
+ ctx.tiles = tiles;
+ ctx.barriers = barriers;
+ findloop_run(fls, w*h, net_neighbour, &ctx);
+
+ loops = snewn(w*h, int);
+
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int x1, y1, dir;
+ int flags = 0;
+
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ if ((tiles[y*w+x] & dir) &&
+ !(barriers && (barriers[y*w+x] & dir))) {
+ OFFSETWH(x1, y1, x, y, dir, w, h);
+ if ((tiles[y1*w+x1] & F(dir)) &&
+ findloop_is_loop_edge(fls, y*w+x, y1*w+x1))
+ flags |= LOOP(dir);
+ }
+ }
+ loops[y*w+x] = flags;
+ }
+ }
+
+ findloop_free_state(fls);
+ 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;
game_ui *ui = snew(game_ui);
- ui->cur_x = state->width / 2;
- ui->cur_y = state->height / 2;
+ ui->org_x = ui->org_y = 0;
+ ui->cur_x = ui->cx = state->width / 2;
+ 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(const game_ui *ui)
+{
+ char buf[120];
+ /*
+ * We preserve the origin and centre-point coordinates over a
+ * serialise.
+ */
+ sprintf(buf, "O%d,%d;C%d,%d", ui->org_x, ui->org_y, ui->cx, ui->cy);
+ return dupstr(buf);
+}
+
+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, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int width, height;
+ int org_x, org_y;
+ int tilesize;
+ int *visible;
+};
+
/* ----------------------------------------------------------------------
* Process a move.
*/
-static game_state *make_move(game_state *state, game_ui *ui,
- 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)
{
- game_state *ret, *nullret;
- int tx, ty, orig;
-
+ char *nullret;
+ int tx = -1, ty = -1, dir = 0;
+ int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
+ enum {
+ NONE, ROTATE_LEFT, ROTATE_180, ROTATE_RIGHT, TOGGLE_LOCK, JUMBLE,
+ MOVE_ORIGIN, MOVE_SOURCE, MOVE_ORIGIN_AND_SOURCE, MOVE_CURSOR
+ } action;
+
+ button &= ~MOD_MASK;
nullret = NULL;
+ action = NONE;
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) {
ui->cur_visible = FALSE;
- nullret = state;
+ nullret = "";
}
/*
ty = y / TILE_SIZE;
if (tx >= state->width || ty >= state->height)
return nullret;
+ /* Transform from physical to game coords */
+ tx = (tx + ui->org_x) % state->width;
+ ty = (ty + ui->org_y) % state->height;
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 */
+
+#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;
+ case CURSOR_LEFT: dir = L; break;
+ case CURSOR_RIGHT: dir = R; break;
+ default: return nullret;
+ }
+ if (shift && ctrl) action = MOVE_ORIGIN_AND_SOURCE;
+ else if (shift) action = MOVE_ORIGIN;
+ else if (ctrl) action = MOVE_SOURCE;
+ else action = MOVE_CURSOR;
} else if (button == 'a' || button == 's' || button == 'd' ||
- button == 'A' || button == 'S' || button == 'D') {
+ button == 'A' || button == 'S' || button == 'D' ||
+ button == 'f' || button == 'F' ||
+ IS_CURSOR_SELECT(button)) {
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;
+ if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
+ action = ROTATE_LEFT;
+ else if (button == 's' || button == 'S' || button == CURSOR_SELECT2)
+ action = TOGGLE_LOCK;
else if (button == 'd' || button == 'D')
- button = RIGHT_BUTTON;
+ action = ROTATE_RIGHT;
+ else if (button == 'f' || button == 'F')
+ action = ROTATE_180;
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 :( */
+ action = JUMBLE;
} else
return nullret;
* accident. If they change their mind, another middle click
* unlocks it.)
*/
- if (button == MIDDLE_BUTTON) {
-
- ret = dup_game(state);
- ret->just_used_solve = FALSE;
- tile(ret, tx, ty) ^= LOCKED;
- ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
- return ret;
-
- } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (action == TOGGLE_LOCK) {
+ char buf[80];
+ sprintf(buf, "L%d,%d", tx, ty);
+ return dupstr(buf);
+ } else if (action == ROTATE_LEFT || action == ROTATE_RIGHT ||
+ action == ROTATE_180) {
+ char buf[80];
/*
* The left and right buttons have no effect if clicked on a
* 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;
- }
- ret->last_rotate_x = tx;
- ret->last_rotate_y = ty;
-
- } else if (button == 'J') {
-
+ sprintf(buf, "%c%d,%d", (int)(action == ROTATE_LEFT ? 'A' :
+ action == ROTATE_RIGHT ? 'C' : 'F'), tx, ty);
+ return dupstr(buf);
+ } else if (action == JUMBLE) {
/*
* 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 jx, jy, maxlen;
+ char *ret, *p;
+
+ /*
+ * Maximum string length assumes no int can be converted to
+ * decimal and take more than 11 digits!
+ */
+ maxlen = state->width * state->height * 25 + 3;
+
+ ret = snewn(maxlen, char);
+ p = ret;
+ *p++ = 'J';
+
+ for (jy = 0; jy < state->height; jy++) {
+ for (jx = 0; jx < state->width; jx++) {
+ if (!(tile(state, jx, jy) & LOCKED)) {
int rot = random_upto(ui->rs, 4);
- orig = tile(ret, jx, jy);
- tile(ret, jx, jy) = ROT(orig, rot);
+ if (rot) {
+ p += sprintf(p, ";%c%d,%d", "AFC"[rot-1], jx, jy);
+ }
}
}
}
- ret->last_rotate_dir = 0; /* suppress animation */
- ret->last_rotate_x = ret->last_rotate_y = 0;
+ *p++ = '\0';
+ assert(p - ret < maxlen);
+ ret = sresize(ret, p - ret, char);
+
+ return ret;
+ } else if (action == MOVE_ORIGIN || action == MOVE_SOURCE ||
+ action == MOVE_ORIGIN_AND_SOURCE || action == MOVE_CURSOR) {
+ assert(dir != 0);
+ if (action == MOVE_ORIGIN || action == MOVE_ORIGIN_AND_SOURCE) {
+ if (state->wrapping) {
+ OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
+ } else return nullret; /* disallowed for non-wrapping grids */
+ }
+ if (action == MOVE_SOURCE || action == MOVE_ORIGIN_AND_SOURCE) {
+ OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
+ }
+ if (action == MOVE_CURSOR) {
+ OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
+ ui->cur_visible = TRUE;
+ }
+ return "";
+ } else {
+ return NULL;
+ }
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ game_state *ret;
+ int tx = -1, ty = -1, n, noanim, orig;
+
+ ret = dup_game(from);
+
+ if (move[0] == 'J' || move[0] == 'S') {
+ if (move[0] == 'S')
+ ret->used_solve = TRUE;
+
+ move++;
+ if (*move == ';')
+ move++;
+ noanim = TRUE;
+ } else
+ noanim = FALSE;
+
+ ret->last_rotate_dir = 0; /* suppress animation */
+ ret->last_rotate_x = ret->last_rotate_y = 0;
+
+ while (*move) {
+ if ((move[0] == 'A' || move[0] == 'C' ||
+ move[0] == 'F' || move[0] == 'L') &&
+ sscanf(move+1, "%d,%d%n", &tx, &ty, &n) >= 2 &&
+ tx >= 0 && tx < from->width && ty >= 0 && ty < from->height) {
+ orig = tile(ret, tx, ty);
+ if (move[0] == 'A') {
+ tile(ret, tx, ty) = A(orig);
+ if (!noanim)
+ ret->last_rotate_dir = +1;
+ } else if (move[0] == 'F') {
+ tile(ret, tx, ty) = F(orig);
+ if (!noanim)
+ ret->last_rotate_dir = +2; /* + for sake of argument */
+ } else if (move[0] == 'C') {
+ tile(ret, tx, ty) = C(orig);
+ if (!noanim)
+ ret->last_rotate_dir = -1;
+ } else {
+ assert(move[0] == 'L');
+ tile(ret, tx, ty) ^= LOCKED;
+ }
- } else assert(0);
+ move += 1 + n;
+ if (*move == ';') move++;
+ } else {
+ free_game(ret);
+ return NULL;
+ }
+ }
+ if (!noanim) {
+ if (tx == -1 || ty == -1) { free_game(ret); return NULL; }
+ ret->last_rotate_x = tx;
+ ret->last_rotate_y = ty;
+ }
/*
* Check whether the game has been completed.
+ *
+ * For this purpose it doesn't matter where the source square is,
+ * because we can start from anywhere (or, at least, any square
+ * that's non-empty!), and correctly determine whether the game is
+ * completed.
*/
{
- unsigned char *active = compute_active(ret);
- int x1, y1;
+ unsigned char *active;
+ int pos;
int complete = TRUE;
- for (x1 = 0; x1 < ret->width; x1++)
- for (y1 = 0; y1 < ret->height; y1++)
- if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) {
+ for (pos = 0; pos < ret->width * ret->height; pos++)
+ if (ret->tiles[pos] & 0xF)
+ break;
+
+ if (pos < ret->width * ret->height) {
+ active = compute_active(ret, pos % ret->width, pos / ret->width);
+
+ for (pos = 0; pos < ret->width * ret->height; pos++)
+ if ((ret->tiles[pos] & 0xF) && !active[pos]) {
complete = FALSE;
- goto break_label; /* break out of two loops at once */
- }
- break_label:
+ break;
+ }
- sfree(active);
+ sfree(active);
+ }
if (complete)
ret->completed = TRUE;
return ret;
}
+
/* ----------------------------------------------------------------------
* Routines for drawing the game position on the screen.
*/
-struct game_drawstate {
- int started;
- int width, height;
- unsigned char *visible;
-};
-
-static game_drawstate *game_new_drawstate(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->visible = snewn(state->width * state->height, unsigned char);
- memset(ds->visible, 0xFF, state->width * state->height);
+ ds->org_x = ds->org_y = -1;
+ ds->visible = snewn(state->width * state->height, int);
+ ds->tilesize = 0; /* undecided yet */
+ for (i = 0; i < state->width * state->height; i++)
+ ds->visible[i] = -1;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
-static void game_size(game_params *params, 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,
+ const game_params *params, int tilesize)
{
- *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
- *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
+ 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(frontend *fe, 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(fe, x1-1, y1, x2-1, y2, COL_WIRE);
- draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
- draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
- draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
- draw_line(fe, x1, y1, x2, y2, colour);
+ draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
+ draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
+ draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
+ draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
+ draw_line(dr, x1, y1, x2, y2, colour);
}
-static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
+static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
int colour)
{
int mx = (x1 < x2 ? x1 : x2);
int dx = (x2 + x1 - 2*mx + 1);
int dy = (y2 + y1 - 2*my + 1);
- draw_rect(fe, mx, my, dx, dy, colour);
+ draw_rect(dr, mx, my, dx, dy, colour);
}
-static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
+/*
+ * draw_barrier_corner() and draw_barrier() are passed physical coords
+ */
+static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
+ int x, int y, int dx, int dy, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = WINDOW_OFFSET + TILE_SIZE * y;
- int x1, y1, dx, dy, dir2;
+ int x1, y1;
- dir >>= 4;
-
- dir2 = A(dir);
- dx = X(dir) + X(dir2);
- dy = Y(dir) + Y(dir2);
x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
if (phase == 0) {
- draw_rect_coords(fe, bx+x1, by+y1,
+ draw_rect_coords(dr, bx+x1+dx, by+y1,
bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
COL_WIRE);
- draw_rect_coords(fe, bx+x1, by+y1,
+ draw_rect_coords(dr, bx+x1, by+y1+dy,
bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
COL_WIRE);
} else {
- draw_rect_coords(fe, bx+x1, by+y1,
+ draw_rect_coords(dr, bx+x1, by+y1,
bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
COL_BARRIER);
}
}
-static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
+static void draw_barrier(drawing *dr, game_drawstate *ds,
+ int x, int y, int dir, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = WINDOW_OFFSET + TILE_SIZE * y;
h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
if (phase == 0) {
- draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
+ draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
} else {
- draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
+ draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
}
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
- float angle, int cursor)
+/*
+ * draw_tile() is passed physical coordinates
+ */
+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;
int by = WINDOW_OFFSET + TILE_SIZE * y;
* and including the borders around the tile. This means that
* if the neighbouring tiles have connections to those borders,
* we must draw those connections on the borders themselves.
- *
- * This would be terribly fiddly if we ever had to draw a tile
- * while its neighbour was in mid-rotate, because we'd have to
- * arrange to _know_ that the neighbour was being rotated and
- * hence had an anomalous effect on the redraw of this tile.
- * Fortunately, the drawing algorithm avoids ever calling us in
- * this circumstance: we're either drawing lots of straight
- * tiles at game start or after a move is complete, or we're
- * repeatedly drawing only the rotating tile. So no problem.
*/
+ clip(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+
/*
* So. First blank the tile out completely: draw a big
* rectangle in border colour, and a smaller rectangle in
* background colour to fill it in.
*/
- draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
+ draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
COL_BORDER);
- draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
+ draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
* in.
*/
if (cursor) {
- draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
+ draw_line(dr, 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,
+ draw_line(dr, 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,
+ draw_line(dr, 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,
+ draw_line(dr, 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);
}
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(fe, 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) {
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_line(fe, bx+(int)cx, by+(int)cy,
- bx+(int)(cx+tx), by+(int)(cy+ty), col);
+ draw_line(dr, bx+(int)cx, by+(int)cy,
+ 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
* otherwise not at all.
*/
col = -1;
- if (x == state->cx && y == state->cy)
+ if (src)
col = COL_WIRE;
else if (COUNT(tile) == 1) {
col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
points[i+1] = by+(int)(cy+ty);
}
- draw_polygon(fe, points, 4, TRUE, col);
- draw_polygon(fe, points, 4, FALSE, COL_WIRE);
+ draw_polygon(dr, points, 4, col, COL_WIRE);
}
/*
if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
continue;
- if (!(tile(state, ox, oy) & F(dir)))
+ if (!(tile(state, GX(ox), GY(oy)) & F(dir)))
continue;
px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
* in: if we are fully connected to the other tile then
* the two ACTIVE states will be the same.)
*/
- draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
- draw_rect_coords(fe, px, py, px+lx, py+ly,
- (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
+ 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 & LOOP(dir)) ? COL_LOOP :
+ (tile & ACTIVE) ? COL_POWERED :
+ COL_WIRE));
} else {
/*
* The other tile extends into our border, but isn't
* actually connected to us. Just draw a single black
* dot.
*/
- draw_rect_coords(fe, px, py, px, py, COL_WIRE);
+ draw_rect_coords(dr, px, py, px, py, COL_WIRE);
}
}
* Draw barrier corners, and then barriers.
*/
for (phase = 0; phase < 2; phase++) {
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ int x1, y1, corner = FALSE;
+ /*
+ * If at least one barrier terminates at the corner
+ * between dir and A(dir), draw a barrier corner.
+ */
+ if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) {
+ corner = TRUE;
+ } else {
+ /*
+ * Only count barriers terminating at this corner
+ * if they're physically next to the corner. (That
+ * is, if they've wrapped round from the far side
+ * of the screen, they don't count.)
+ */
+ x1 = x + X(dir);
+ y1 = y + Y(dir);
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height &&
+ (barrier(state, GX(x1), GY(y1)) & A(dir))) {
+ corner = TRUE;
+ } else {
+ x1 = x + X(A(dir));
+ y1 = y + Y(A(dir));
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height &&
+ (barrier(state, GX(x1), GY(y1)) & dir))
+ corner = TRUE;
+ }
+ }
+
+ if (corner) {
+ /*
+ * At least one barrier terminates here. Draw a
+ * corner.
+ */
+ draw_barrier_corner(dr, ds, x, y,
+ X(dir)+X(A(dir)), Y(dir)+Y(A(dir)),
+ phase);
+ }
+ }
+
for (dir = 1; dir < 0x10; dir <<= 1)
- if (barrier(state, x, y) & (dir << 4))
- draw_barrier_corner(fe, x, y, dir << 4, phase);
- for (dir = 1; dir < 0x10; dir <<= 1)
- if (barrier(state, x, y) & dir)
- draw_barrier(fe, x, y, dir, phase);
+ if (barrier(state, GX(x), GY(y)) & dir)
+ draw_barrier(dr, ds, x, y, dir, phase);
}
- draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+ unclip(dr);
+
+ draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
-static void game_redraw(frontend *fe, 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;
+ int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
unsigned char *active;
+ int *loops;
float angle = 0.0;
/*
- * Clear the screen and draw the exterior barrier lines if this
- * is our first call.
+ * Clear the screen, and draw the exterior barrier lines, if
+ * this is our first call or if the origin has changed.
*/
- if (!ds->started) {
+ if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) {
int phase;
ds->started = TRUE;
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
COL_BACKGROUND);
- draw_update(fe, 0, 0,
+
+ ds->org_x = ui->org_x;
+ ds->org_y = ui->org_y;
+ moved_origin = TRUE;
+
+ draw_update(dr, 0, 0,
WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
for (phase = 0; phase < 2; phase++) {
for (x = 0; x < ds->width; x++) {
- if (barrier(state, x, 0) & UL)
- draw_barrier_corner(fe, x, -1, LD, phase);
- if (barrier(state, x, 0) & RU)
- draw_barrier_corner(fe, x, -1, DR, phase);
- if (barrier(state, x, 0) & U)
- draw_barrier(fe, x, -1, D, phase);
- if (barrier(state, x, ds->height-1) & DR)
- draw_barrier_corner(fe, x, ds->height, RU, phase);
- if (barrier(state, x, ds->height-1) & LD)
- draw_barrier_corner(fe, x, ds->height, UL, phase);
- if (barrier(state, x, ds->height-1) & D)
- draw_barrier(fe, x, ds->height, U, phase);
+ if (x+1 < ds->width) {
+ if (barrier(state, GX(x), GY(0)) & R)
+ draw_barrier_corner(dr, ds, x, -1, +1, +1, phase);
+ if (barrier(state, GX(x), GY(ds->height-1)) & R)
+ draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase);
+ }
+ if (barrier(state, GX(x), GY(0)) & U) {
+ draw_barrier_corner(dr, ds, x, -1, -1, +1, phase);
+ draw_barrier_corner(dr, ds, x, -1, +1, +1, phase);
+ draw_barrier(dr, ds, x, -1, D, phase);
+ }
+ if (barrier(state, GX(x), GY(ds->height-1)) & D) {
+ draw_barrier_corner(dr, ds, x, ds->height, -1, -1, phase);
+ draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase);
+ draw_barrier(dr, ds, x, ds->height, U, phase);
+ }
}
for (y = 0; y < ds->height; y++) {
- if (barrier(state, 0, y) & UL)
- draw_barrier_corner(fe, -1, y, RU, phase);
- if (barrier(state, 0, y) & LD)
- draw_barrier_corner(fe, -1, y, DR, phase);
- if (barrier(state, 0, y) & L)
- draw_barrier(fe, -1, y, R, phase);
- if (barrier(state, ds->width-1, y) & RU)
- draw_barrier_corner(fe, ds->width, y, UL, phase);
- if (barrier(state, ds->width-1, y) & DR)
- draw_barrier_corner(fe, ds->width, y, LD, phase);
- if (barrier(state, ds->width-1, y) & R)
- draw_barrier(fe, ds->width, y, L, phase);
+ if (y+1 < ds->height) {
+ if (barrier(state, GX(0), GY(y)) & D)
+ draw_barrier_corner(dr, ds, -1, y, +1, +1, phase);
+ if (barrier(state, GX(ds->width-1), GY(y)) & D)
+ draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase);
+ }
+ if (barrier(state, GX(0), GY(y)) & L) {
+ draw_barrier_corner(dr, ds, -1, y, +1, -1, phase);
+ draw_barrier_corner(dr, ds, -1, y, +1, +1, phase);
+ draw_barrier(dr, ds, -1, y, R, phase);
+ }
+ if (barrier(state, GX(ds->width-1), GY(y)) & R) {
+ draw_barrier_corner(dr, ds, ds->width, y, -1, -1, phase);
+ draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase);
+ draw_barrier(dr, ds, ds->width, y, L, phase);
+ }
}
}
}
/*
* Draw any tile which differs from the way it was last drawn.
*/
- active = compute_active(state);
+ 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, x, y) | index(state, active, x, 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 &&
+ GX(x) == ui->cur_x && GY(y) == ui->cur_y;
/*
* In a completion flash, we adjust the LOCKED bit
* the frame number.
*/
if (frame >= 0) {
+ int rcx = RX(ui->cx), rcy = RY(ui->cy);
int xdist, ydist, dist;
- xdist = (x < state->cx ? state->cx - x : x - state->cx);
- ydist = (y < state->cy ? state->cy - y : y - state->cy);
+ xdist = (x < rcx ? rcx - x : x - rcx);
+ ydist = (y < rcy ? rcy - y : y - rcy);
dist = (xdist > ydist ? xdist : ydist);
if (frame >= dist && frame < dist+4) {
}
}
- if (index(state, ds->visible, x, y) != c ||
- index(state, ds->visible, x, y) == 0xFF ||
- (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),
- (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;
+ if (moved_origin ||
+ index(state, ds->visible, x, y) != c ||
+ 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) = -1;
else
index(state, ds->visible, x, y) = c;
}
(state->used_solve ? "Auto-solved. " :
state->completed ? "COMPLETED! " : ""), a, n2);
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
sfree(active);
+ sfree(loops);
}
-static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir)
+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)
+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
*/
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve) {
- int size;
- size = 0;
- if (size < newstate->cx+1)
- size = newstate->cx+1;
- if (size < newstate->cy+1)
- size = newstate->cy+1;
- if (size < newstate->width - newstate->cx)
- size = newstate->width - newstate->cx;
- if (size < newstate->height - newstate->cy)
- size = newstate->height - newstate->cy;
+ int size = 0;
+ if (size < newstate->width)
+ size = newstate->width;
+ if (size < newstate->height)
+ size = newstate->height;
return FLASH_FRAME * (size+4);
}
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+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 / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,
+ int topleft, int v, int drawlines, int ink)
+{
+ int tx, ty, cx, cy, r, br, k, thick;
+
+ tx = WINDOW_OFFSET + TILE_SIZE * x;
+ ty = WINDOW_OFFSET + TILE_SIZE * y;
+
+ /*
+ * Find our centre point.
+ */
+ if (topleft) {
+ cx = tx + (v & L ? TILE_SIZE / 4 : TILE_SIZE / 6);
+ cy = ty + (v & U ? TILE_SIZE / 4 : TILE_SIZE / 6);
+ r = TILE_SIZE / 8;
+ br = TILE_SIZE / 32;
+ } else {
+ cx = tx + TILE_SIZE / 2;
+ cy = ty + TILE_SIZE / 2;
+ r = TILE_SIZE / 2;
+ br = TILE_SIZE / 8;
+ }
+ thick = r / 20;
+
+ /*
+ * Draw the square block if we have an endpoint.
+ */
+ if (v == 1 || v == 2 || v == 4 || v == 8)
+ draw_rect(dr, cx - br, cy - br, br*2, br*2, ink);
+
+ /*
+ * Draw each radial line.
+ */
+ if (drawlines) {
+ for (k = 1; k < 16; k *= 2)
+ if (v & k) {
+ int x1 = min(cx, cx + (r-thick) * X(k));
+ int x2 = max(cx, cx + (r-thick) * X(k));
+ int y1 = min(cy, cy + (r-thick) * Y(k));
+ int y2 = max(cy, cy + (r-thick) * Y(k));
+ draw_rect(dr, x1 - thick, y1 - thick,
+ (x2 - x1) + 2*thick, (y2 - y1) + 2*thick, ink);
+ }
+ }
+}
+
+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);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / (state->wrapping ? 128 : 12));
+ draw_rect_outline(dr, WINDOW_OFFSET, WINDOW_OFFSET,
+ TILE_SIZE * w, TILE_SIZE * h, ink);
+
+ /*
+ * Grid.
+ */
+ print_line_width(dr, TILE_SIZE / 128);
+ for (x = 1; x < w; x++)
+ draw_line(dr, WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET,
+ WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET + TILE_SIZE * h,
+ ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, WINDOW_OFFSET, WINDOW_OFFSET + TILE_SIZE * y,
+ WINDOW_OFFSET + TILE_SIZE * w, WINDOW_OFFSET + TILE_SIZE * y,
+ ink);
+
+ /*
+ * Barriers.
+ */
+ for (y = 0; y <= h; y++)
+ for (x = 0; x <= w; x++) {
+ int b = barrier(state, x % w, y % h);
+ if (x < w && (b & U))
+ draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24,
+ WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24,
+ TILE_SIZE + TILE_SIZE/24 * 2, TILE_SIZE/24 * 2, ink);
+ if (y < h && (b & L))
+ draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24,
+ WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24,
+ TILE_SIZE/24 * 2, TILE_SIZE + TILE_SIZE/24 * 2, ink);
+ }
+
+ /*
+ * Grid contents.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int vx, v = tile(state, x, y);
+ int locked = v & LOCKED;
+
+ v &= 0xF;
+
+ /*
+ * Rotate into a standard orientation for the top left
+ * corner diagram.
+ */
+ vx = v;
+ while (vx != 0 && vx != 15 && vx != 1 && vx != 9 && vx != 13 &&
+ vx != 5)
+ vx = A(vx);
+
+ /*
+ * Draw the top left corner diagram.
+ */
+ draw_diagram(dr, ds, x, y, TRUE, vx, TRUE, ink);
+
+ /*
+ * Draw the real solution diagram, if we're doing so.
+ */
+ draw_diagram(dr, ds, x, y, FALSE, v, locked, ink);
+ }
+}
+
#ifdef COMBINED
#define thegame net
#endif
const struct game thegame = {
- "Net", "games.net",
+ "Net", "games.net", "net",
default_params,
game_fetch_preset,
decode_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
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,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
};