15 #define MATMUL(xr,yr,m,x,y) do { \
16 float rx, ry, xx = (x), yy = (y), *mat = (m); \
17 rx = mat[0] * xx + mat[2] * yy; \
18 ry = mat[1] * xx + mat[3] * yy; \
19 (xr) = rx; (yr) = ry; \
22 /* Direction and other bitfields */
30 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
31 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
32 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
33 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
34 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
35 ((n)&3) == 1 ? A(x) : \
36 ((n)&3) == 2 ? F(x) : C(x) )
38 /* X and Y displacements */
39 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
40 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
43 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
44 (((x) & 0x02) >> 1) + ((x) & 0x01) )
46 #define PREFERRED_TILE_SIZE 32
47 #define TILE_SIZE (ds->tilesize)
49 #define WINDOW_OFFSET 16
51 #define ROTATE_TIME 0.13F
52 #define FLASH_FRAME 0.07F
54 /* Transform physical coords to game coords using game_drawstate ds */
55 #define GX(x) (((x) + ds->org_x) % ds->width)
56 #define GY(y) (((y) + ds->org_y) % ds->height)
57 /* ...and game coords to physical coords */
58 #define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
59 #define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
77 float barrier_probability;
80 struct game_aux_info {
86 int width, height, wrapping, completed;
87 int last_rotate_x, last_rotate_y, last_rotate_dir;
88 int used_solve, just_used_solve;
90 unsigned char *barriers;
93 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
94 ( (x2) = ((x1) + width + X((dir))) % width, \
95 (y2) = ((y1) + height + Y((dir))) % height)
97 #define OFFSET(x2,y2,x1,y1,dir,state) \
98 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
100 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
101 #define tile(state, x, y) index(state, (state)->tiles, x, y)
102 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
108 static int xyd_cmp(const void *av, const void *bv) {
109 const struct xyd *a = (const struct xyd *)av;
110 const struct xyd *b = (const struct xyd *)bv;
119 if (a->direction < b->direction)
121 if (a->direction > b->direction)
126 static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); }
128 static struct xyd *new_xyd(int x, int y, int direction)
130 struct xyd *xyd = snew(struct xyd);
133 xyd->direction = direction;
137 /* ----------------------------------------------------------------------
138 * Manage game parameters.
140 static game_params *default_params(void)
142 game_params *ret = snew(game_params);
146 ret->wrapping = FALSE;
148 ret->barrier_probability = 0.0;
153 static const struct game_params net_presets[] = {
154 {5, 5, FALSE, TRUE, 0.0},
155 {7, 7, FALSE, TRUE, 0.0},
156 {9, 9, FALSE, TRUE, 0.0},
157 {11, 11, FALSE, TRUE, 0.0},
158 {13, 11, FALSE, TRUE, 0.0},
159 {5, 5, TRUE, TRUE, 0.0},
160 {7, 7, TRUE, TRUE, 0.0},
161 {9, 9, TRUE, TRUE, 0.0},
162 {11, 11, TRUE, TRUE, 0.0},
163 {13, 11, TRUE, TRUE, 0.0},
166 static int game_fetch_preset(int i, char **name, game_params **params)
171 if (i < 0 || i >= lenof(net_presets))
174 ret = snew(game_params);
175 *ret = net_presets[i];
177 sprintf(str, "%dx%d%s", ret->width, ret->height,
178 ret->wrapping ? " wrapping" : "");
185 static void free_params(game_params *params)
190 static game_params *dup_params(game_params *params)
192 game_params *ret = snew(game_params);
193 *ret = *params; /* structure copy */
197 static void decode_params(game_params *ret, char const *string)
199 char const *p = string;
201 ret->width = atoi(p);
202 while (*p && isdigit((unsigned char)*p)) p++;
205 ret->height = atoi(p);
206 while (*p && isdigit((unsigned char)*p)) p++;
208 ret->height = ret->width;
214 ret->wrapping = TRUE;
215 } else if (*p == 'b') {
217 ret->barrier_probability = atof(p);
218 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
219 } else if (*p == 'a') {
223 p++; /* skip any other gunk */
227 static char *encode_params(game_params *params, int full)
232 len = sprintf(ret, "%dx%d", params->width, params->height);
233 if (params->wrapping)
235 if (full && params->barrier_probability)
236 len += sprintf(ret+len, "b%g", params->barrier_probability);
237 if (full && !params->unique)
239 assert(len < lenof(ret));
245 static config_item *game_configure(game_params *params)
250 ret = snewn(6, config_item);
252 ret[0].name = "Width";
253 ret[0].type = C_STRING;
254 sprintf(buf, "%d", params->width);
255 ret[0].sval = dupstr(buf);
258 ret[1].name = "Height";
259 ret[1].type = C_STRING;
260 sprintf(buf, "%d", params->height);
261 ret[1].sval = dupstr(buf);
264 ret[2].name = "Walls wrap around";
265 ret[2].type = C_BOOLEAN;
267 ret[2].ival = params->wrapping;
269 ret[3].name = "Barrier probability";
270 ret[3].type = C_STRING;
271 sprintf(buf, "%g", params->barrier_probability);
272 ret[3].sval = dupstr(buf);
275 ret[4].name = "Ensure unique solution";
276 ret[4].type = C_BOOLEAN;
278 ret[4].ival = params->unique;
288 static game_params *custom_params(config_item *cfg)
290 game_params *ret = snew(game_params);
292 ret->width = atoi(cfg[0].sval);
293 ret->height = atoi(cfg[1].sval);
294 ret->wrapping = cfg[2].ival;
295 ret->barrier_probability = (float)atof(cfg[3].sval);
296 ret->unique = cfg[4].ival;
301 static char *validate_params(game_params *params)
303 if (params->width <= 0 || params->height <= 0)
304 return "Width and height must both be greater than zero";
305 if (params->width <= 1 && params->height <= 1)
306 return "At least one of width and height must be greater than one";
307 if (params->barrier_probability < 0)
308 return "Barrier probability may not be negative";
309 if (params->barrier_probability > 1)
310 return "Barrier probability may not be greater than 1";
313 * Specifying either grid dimension as 2 in a wrapping puzzle
314 * makes it actually impossible to ensure a unique puzzle
319 * Without loss of generality, let us assume the puzzle _width_
320 * is 2, so we can conveniently discuss rows without having to
321 * say `rows/columns' all the time. (The height may be 2 as
322 * well, but that doesn't matter.)
324 * In each row, there are two edges between tiles: the inner
325 * edge (running down the centre of the grid) and the outer
326 * edge (the identified left and right edges of the grid).
328 * Lemma: In any valid 2xn puzzle there must be at least one
329 * row in which _exactly one_ of the inner edge and outer edge
332 * Proof: No row can have _both_ inner and outer edges
333 * connected, because this would yield a loop. So the only
334 * other way to falsify the lemma is for every row to have
335 * _neither_ the inner nor outer edge connected. But this
336 * means there is no connection at all between the left and
337 * right columns of the puzzle, so there are two disjoint
338 * subgraphs, which is also disallowed. []
340 * Given such a row, it is always possible to make the
341 * disconnected edge connected and the connected edge
342 * disconnected without changing the state of any other edge.
343 * (This is easily seen by case analysis on the various tiles:
344 * left-pointing and right-pointing endpoints can be exchanged,
345 * likewise T-pieces, and a corner piece can select its
346 * horizontal connectivity independently of its vertical.) This
347 * yields a distinct valid solution.
349 * Thus, for _every_ row in which exactly one of the inner and
350 * outer edge is connected, there are two valid states for that
351 * row, and hence the total number of solutions of the puzzle
352 * is at least 2^(number of such rows), and in particular is at
353 * least 2 since there must be at least one such row. []
355 if (params->unique && params->wrapping &&
356 (params->width == 2 || params->height == 2))
357 return "No wrapping puzzle with a width or height of 2 can have"
358 " a unique solution";
363 /* ----------------------------------------------------------------------
364 * Solver used to assure solution uniqueness during generation.
368 * Test cases I used while debugging all this were
370 * ./net --generate 1 13x11w#12300
371 * which expands under the non-unique grid generation rules to
372 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
373 * and has two ambiguous areas.
375 * An even better one is
376 * 13x11w#507896411361192
378 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
379 * and has an ambiguous area _and_ a situation where loop avoidance
380 * is a necessary deductive technique.
383 * 48x25w#820543338195187
385 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
386 * which has a spot (far right) where slightly more complex loop
387 * avoidance is required.
390 static int dsf_canonify(int *dsf, int val)
394 while (dsf[val] != val)
406 static void dsf_merge(int *dsf, int v1, int v2)
408 v1 = dsf_canonify(dsf, v1);
409 v2 = dsf_canonify(dsf, v2);
414 unsigned char *marked;
420 static struct todo *todo_new(int maxsize)
422 struct todo *todo = snew(struct todo);
423 todo->marked = snewn(maxsize, unsigned char);
424 memset(todo->marked, 0, maxsize);
425 todo->buflen = maxsize + 1;
426 todo->buffer = snewn(todo->buflen, int);
427 todo->head = todo->tail = 0;
431 static void todo_free(struct todo *todo)
438 static void todo_add(struct todo *todo, int index)
440 if (todo->marked[index])
441 return; /* already on the list */
442 todo->marked[index] = TRUE;
443 todo->buffer[todo->tail++] = index;
444 if (todo->tail == todo->buflen)
448 static int todo_get(struct todo *todo) {
451 if (todo->head == todo->tail)
452 return -1; /* list is empty */
453 ret = todo->buffer[todo->head++];
454 if (todo->head == todo->buflen)
456 todo->marked[ret] = FALSE;
461 static int net_solver(int w, int h, unsigned char *tiles,
462 unsigned char *barriers, int wrapping)
464 unsigned char *tilestate;
465 unsigned char *edgestate;
474 * Set up the solver's data structures.
478 * tilestate stores the possible orientations of each tile.
479 * There are up to four of these, so we'll index the array in
480 * fours. tilestate[(y * w + x) * 4] and its three successive
481 * members give the possible orientations, clearing to 255 from
482 * the end as things are ruled out.
484 * In this loop we also count up the area of the grid (which is
485 * not _necessarily_ equal to w*h, because there might be one
486 * or more blank squares present. This will never happen in a
487 * grid generated _by_ this program, but it's worth keeping the
488 * solver as general as possible.)
490 tilestate = snewn(w * h * 4, unsigned char);
492 for (i = 0; i < w*h; i++) {
493 tilestate[i * 4] = tiles[i] & 0xF;
494 for (j = 1; j < 4; j++) {
495 if (tilestate[i * 4 + j - 1] == 255 ||
496 A(tilestate[i * 4 + j - 1]) == tilestate[i * 4])
497 tilestate[i * 4 + j] = 255;
499 tilestate[i * 4 + j] = A(tilestate[i * 4 + j - 1]);
506 * edgestate stores the known state of each edge. It is 0 for
507 * unknown, 1 for open (connected) and 2 for closed (not
510 * In principle we need only worry about each edge once each,
511 * but in fact it's easier to track each edge twice so that we
512 * can reference it from either side conveniently. Also I'm
513 * going to allocate _five_ bytes per tile, rather than the
514 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
515 * where d is 1,2,4,8 and they never overlap.
517 edgestate = snewn((w * h - 1) * 5 + 9, unsigned char);
518 memset(edgestate, 0, (w * h - 1) * 5 + 9);
521 * deadends tracks which edges have dead ends on them. It is
522 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
523 * tells you whether heading out of tile (x,y) in direction d
524 * can reach a limited amount of the grid. Values are area+1
525 * (no dead end known) or less than that (can reach _at most_
526 * this many other tiles by heading this way out of this tile).
528 deadends = snewn((w * h - 1) * 5 + 9, int);
529 for (i = 0; i < (w * h - 1) * 5 + 9; i++)
530 deadends[i] = area+1;
533 * equivalence tracks which sets of tiles are known to be
534 * connected to one another, so we can avoid creating loops by
535 * linking together tiles which are already linked through
538 * This is a disjoint set forest structure: equivalence[i]
539 * contains the index of another member of the equivalence
540 * class containing i, or contains i itself for precisely one
541 * member in each such class. To find a representative member
542 * of the equivalence class containing i, you keep replacing i
543 * with equivalence[i] until it stops changing; then you go
544 * _back_ along the same path and point everything on it
545 * directly at the representative member so as to speed up
546 * future searches. Then you test equivalence between tiles by
547 * finding the representative of each tile and seeing if
548 * they're the same; and you create new equivalence (merge
549 * classes) by finding the representative of each tile and
550 * setting equivalence[one]=the_other.
552 equivalence = snewn(w * h, int);
553 for (i = 0; i < w*h; i++)
554 equivalence[i] = i; /* initially all distinct */
557 * On a non-wrapping grid, we instantly know that all the edges
558 * round the edge are closed.
561 for (i = 0; i < w; i++) {
562 edgestate[i * 5 + 2] = edgestate[((h-1) * w + i) * 5 + 8] = 2;
564 for (i = 0; i < h; i++) {
565 edgestate[(i * w + w-1) * 5 + 1] = edgestate[(i * w) * 5 + 4] = 2;
570 * If we have barriers available, we can mark those edges as
574 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
576 for (d = 1; d <= 8; d += d) {
577 if (barriers[y*w+x] & d) {
580 * In principle the barrier list should already
581 * contain each barrier from each side, but
582 * let's not take chances with our internal
585 OFFSETWH(x2, y2, x, y, d, w, h);
586 edgestate[(y*w+x) * 5 + d] = 2;
587 edgestate[(y2*w+x2) * 5 + F(d)] = 2;
594 * Since most deductions made by this solver are local (the
595 * exception is loop avoidance, where joining two tiles
596 * together on one side of the grid can theoretically permit a
597 * fresh deduction on the other), we can address the scaling
598 * problem inherent in iterating repeatedly over the entire
599 * grid by instead working with a to-do list.
601 todo = todo_new(w * h);
604 * Main deductive loop.
606 done_something = TRUE; /* prevent instant termination! */
611 * Take a tile index off the todo list and process it.
613 index = todo_get(todo);
616 * If we have run out of immediate things to do, we
617 * have no choice but to scan the whole grid for
618 * longer-range things we've missed. Hence, I now add
619 * every square on the grid back on to the to-do list.
620 * I also set `done_something' to FALSE at this point;
621 * if we later come back here and find it still FALSE,
622 * we will know we've scanned the entire grid without
623 * finding anything new to do, and we can terminate.
627 for (i = 0; i < w*h; i++)
629 done_something = FALSE;
631 index = todo_get(todo);
637 int d, ourclass = dsf_canonify(equivalence, y*w+x);
640 deadendmax[1] = deadendmax[2] = deadendmax[4] = deadendmax[8] = 0;
642 for (i = j = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) {
644 int nnondeadends, nondeadends[4], deadendtotal;
645 int nequiv, equiv[5];
646 int val = tilestate[(y*w+x) * 4 + i];
649 nnondeadends = deadendtotal = 0;
652 for (d = 1; d <= 8; d += d) {
654 * Immediately rule out this orientation if it
655 * conflicts with any known edge.
657 if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) ||
658 (edgestate[(y*w+x) * 5 + d] == 2 && (val & d)))
663 * Count up the dead-end statistics.
665 if (deadends[(y*w+x) * 5 + d] <= area) {
666 deadendtotal += deadends[(y*w+x) * 5 + d];
668 nondeadends[nnondeadends++] = d;
672 * Ensure we aren't linking to any tiles,
673 * through edges not already known to be
674 * open, which create a loop.
676 if (edgestate[(y*w+x) * 5 + d] == 0) {
679 OFFSETWH(x2, y2, x, y, d, w, h);
680 c = dsf_canonify(equivalence, y2*w+x2);
681 for (k = 0; k < nequiv; k++)
692 if (nnondeadends == 0) {
694 * If this orientation links together dead-ends
695 * with a total area of less than the entire
696 * grid, it is invalid.
698 * (We add 1 to deadendtotal because of the
699 * tile itself, of course; one tile linking
700 * dead ends of size 2 and 3 forms a subnetwork
701 * with a total area of 6, not 5.)
703 if (deadendtotal > 0 && deadendtotal+1 < area)
705 } else if (nnondeadends == 1) {
707 * If this orientation links together one or
708 * more dead-ends with precisely one
709 * non-dead-end, then we may have to mark that
710 * non-dead-end as a dead end going the other
711 * way. However, it depends on whether all
712 * other orientations share the same property.
715 if (deadendmax[nondeadends[0]] < deadendtotal)
716 deadendmax[nondeadends[0]] = deadendtotal;
719 * If this orientation links together two or
720 * more non-dead-ends, then we can rule out the
721 * possibility of putting in new dead-end
722 * markings in those directions.
725 for (k = 0; k < nnondeadends; k++)
726 deadendmax[nondeadends[k]] = area+1;
730 tilestate[(y*w+x) * 4 + j++] = val;
731 #ifdef SOLVER_DIAGNOSTICS
733 printf("ruling out orientation %x at %d,%d\n", val, x, y);
737 assert(j > 0); /* we can't lose _all_ possibilities! */
740 done_something = TRUE;
743 * We have ruled out at least one tile orientation.
744 * Make sure the rest are blanked.
747 tilestate[(y*w+x) * 4 + j++] = 255;
751 * Now go through the tile orientations again and see
752 * if we've deduced anything new about any edges.
758 for (i = 0; i < 4 && tilestate[(y*w+x) * 4 + i] != 255; i++) {
759 a &= tilestate[(y*w+x) * 4 + i];
760 o |= tilestate[(y*w+x) * 4 + i];
762 for (d = 1; d <= 8; d += d)
763 if (edgestate[(y*w+x) * 5 + d] == 0) {
765 OFFSETWH(x2, y2, x, y, d, w, h);
768 /* This edge is open in all orientations. */
769 #ifdef SOLVER_DIAGNOSTICS
770 printf("marking edge %d,%d:%d open\n", x, y, d);
772 edgestate[(y*w+x) * 5 + d] = 1;
773 edgestate[(y2*w+x2) * 5 + d2] = 1;
774 dsf_merge(equivalence, y*w+x, y2*w+x2);
775 done_something = TRUE;
776 todo_add(todo, y2*w+x2);
777 } else if (!(o & d)) {
778 /* This edge is closed in all orientations. */
779 #ifdef SOLVER_DIAGNOSTICS
780 printf("marking edge %d,%d:%d closed\n", x, y, d);
782 edgestate[(y*w+x) * 5 + d] = 2;
783 edgestate[(y2*w+x2) * 5 + d2] = 2;
784 done_something = TRUE;
785 todo_add(todo, y2*w+x2);
792 * Now check the dead-end markers and see if any of
793 * them has lowered from the real ones.
795 for (d = 1; d <= 8; d += d) {
797 OFFSETWH(x2, y2, x, y, d, w, h);
799 if (deadendmax[d] > 0 &&
800 deadends[(y2*w+x2) * 5 + d2] > deadendmax[d]) {
801 #ifdef SOLVER_DIAGNOSTICS
802 printf("setting dead end value %d,%d:%d to %d\n",
803 x2, y2, d2, deadendmax[d]);
805 deadends[(y2*w+x2) * 5 + d2] = deadendmax[d];
806 done_something = TRUE;
807 todo_add(todo, y2*w+x2);
815 * Mark all completely determined tiles as locked.
818 for (i = 0; i < w*h; i++) {
819 if (tilestate[i * 4 + 1] == 255) {
820 assert(tilestate[i * 4 + 0] != 255);
821 tiles[i] = tilestate[i * 4] | LOCKED;
829 * Free up working space.
840 /* ----------------------------------------------------------------------
841 * Randomly select a new game description.
845 * Function to randomly perturb an ambiguous section in a grid, to
846 * attempt to ensure unique solvability.
848 static void perturb(int w, int h, unsigned char *tiles, int wrapping,
849 random_state *rs, int startx, int starty, int startd)
851 struct xyd *perimeter, *perim2, *loop[2], looppos[2];
852 int nperim, perimsize, nloop[2], loopsize[2];
856 * We know that the tile at (startx,starty) is part of an
857 * ambiguous section, and we also know that its neighbour in
858 * direction startd is fully specified. We begin by tracing all
859 * the way round the ambiguous area.
861 nperim = perimsize = 0;
866 #ifdef PERTURB_DIAGNOSTICS
867 printf("perturb %d,%d:%d\n", x, y, d);
872 if (nperim >= perimsize) {
873 perimsize = perimsize * 3 / 2 + 32;
874 perimeter = sresize(perimeter, perimsize, struct xyd);
876 perimeter[nperim].x = x;
877 perimeter[nperim].y = y;
878 perimeter[nperim].direction = d;
880 #ifdef PERTURB_DIAGNOSTICS
881 printf("perimeter: %d,%d:%d\n", x, y, d);
885 * First, see if we can simply turn left from where we are
886 * and find another locked square.
889 OFFSETWH(x2, y2, x, y, d2, w, h);
890 if ((!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1)) ||
891 (tiles[y2*w+x2] & LOCKED)) {
895 * Failing that, step left into the new square and look
900 OFFSETWH(x2, y2, x, y, d, w, h);
901 if ((wrapping || (abs(x2-x) <= 1 && abs(y2-y) <= 1)) &&
902 !(tiles[y2*w+x2] & LOCKED)) {
904 * And failing _that_, we're going to have to step
905 * forward into _that_ square and look right at the
906 * same locked square as we started with.
914 } while (x != startx || y != starty || d != startd);
917 * Our technique for perturbing this ambiguous area is to
918 * search round its edge for a join we can make: that is, an
919 * edge on the perimeter which is (a) not currently connected,
920 * and (b) connecting it would not yield a full cross on either
921 * side. Then we make that join, search round the network to
922 * find the loop thus constructed, and sever the loop at a
923 * randomly selected other point.
925 perim2 = snewn(nperim, struct xyd);
926 memcpy(perim2, perimeter, nperim * sizeof(struct xyd));
927 /* Shuffle the perimeter, so as to search it without directional bias. */
928 for (i = nperim; --i ;) {
929 int j = random_upto(rs, i+1);
933 perim2[j] = perim2[i];
936 for (i = 0; i < nperim; i++) {
941 d = perim2[i].direction;
943 OFFSETWH(x2, y2, x, y, d, w, h);
944 if (!wrapping && (abs(x2-x) > 1 || abs(y2-y) > 1))
945 continue; /* can't link across non-wrapping border */
946 if (tiles[y*w+x] & d)
947 continue; /* already linked in this direction! */
948 if (((tiles[y*w+x] | d) & 15) == 15)
949 continue; /* can't turn this tile into a cross */
950 if (((tiles[y2*w+x2] | F(d)) & 15) == 15)
951 continue; /* can't turn other tile into a cross */
954 * We've found the point at which we're going to make a new
957 #ifdef PERTURB_DIAGNOSTICS
958 printf("linking %d,%d:%d\n", x, y, d);
961 tiles[y2*w+x2] |= F(d);
968 return; /* nothing we can do! */
971 * Now we've constructed a new link, we need to find the entire
972 * loop of which it is a part.
974 * In principle, this involves doing a complete search round
975 * the network. However, I anticipate that in the vast majority
976 * of cases the loop will be quite small, so what I'm going to
977 * do is make _two_ searches round the network in parallel, one
978 * keeping its metaphorical hand on the left-hand wall while
979 * the other keeps its hand on the right. As soon as one of
980 * them gets back to its starting point, I abandon the other.
982 for (i = 0; i < 2; i++) {
983 loopsize[i] = nloop[i] = 0;
987 looppos[i].direction = d;
990 for (i = 0; i < 2; i++) {
995 d = looppos[i].direction;
997 OFFSETWH(x2, y2, x, y, d, w, h);
1000 * Add this path segment to the loop, unless it exactly
1001 * reverses the previous one on the loop in which case
1002 * we take it away again.
1004 #ifdef PERTURB_DIAGNOSTICS
1005 printf("looppos[%d] = %d,%d:%d\n", i, x, y, d);
1008 loop[i][nloop[i]-1].x == x2 &&
1009 loop[i][nloop[i]-1].y == y2 &&
1010 loop[i][nloop[i]-1].direction == F(d)) {
1011 #ifdef PERTURB_DIAGNOSTICS
1012 printf("removing path segment %d,%d:%d from loop[%d]\n",
1017 if (nloop[i] >= loopsize[i]) {
1018 loopsize[i] = loopsize[i] * 3 / 2 + 32;
1019 loop[i] = sresize(loop[i], loopsize[i], struct xyd);
1021 #ifdef PERTURB_DIAGNOSTICS
1022 printf("adding path segment %d,%d:%d to loop[%d]\n",
1025 loop[i][nloop[i]++] = looppos[i];
1028 #ifdef PERTURB_DIAGNOSTICS
1029 printf("tile at new location is %x\n", tiles[y2*w+x2] & 0xF);
1032 for (j = 0; j < 4; j++) {
1037 #ifdef PERTURB_DIAGNOSTICS
1038 printf("trying dir %d\n", d);
1040 if (tiles[y2*w+x2] & d) {
1043 looppos[i].direction = d;
1049 assert(nloop[i] > 0);
1051 if (looppos[i].x == loop[i][0].x &&
1052 looppos[i].y == loop[i][0].y &&
1053 looppos[i].direction == loop[i][0].direction) {
1054 #ifdef PERTURB_DIAGNOSTICS
1055 printf("loop %d finished tracking\n", i);
1059 * Having found our loop, we now sever it at a
1060 * randomly chosen point - absolutely any will do -
1061 * which is not the one we joined it at to begin
1062 * with. Conveniently, the one we joined it at is
1063 * loop[i][0], so we just avoid that one.
1065 j = random_upto(rs, nloop[i]-1) + 1;
1068 d = loop[i][j].direction;
1069 OFFSETWH(x2, y2, x, y, d, w, h);
1071 tiles[y2*w+x2] &= ~F(d);
1083 * Finally, we must mark the entire disputed section as locked,
1084 * to prevent the perturb function being called on it multiple
1087 * To do this, we _sort_ the perimeter of the area. The
1088 * existing xyd_cmp function will arrange things into columns
1089 * for us, in such a way that each column has the edges in
1090 * vertical order. Then we can work down each column and fill
1091 * in all the squares between an up edge and a down edge.
1093 qsort(perimeter, nperim, sizeof(struct xyd), xyd_cmp);
1095 for (i = 0; i <= nperim; i++) {
1096 if (i == nperim || perimeter[i].x > x) {
1098 * Fill in everything from the last Up edge to the
1099 * bottom of the grid, if necessary.
1103 #ifdef PERTURB_DIAGNOSTICS
1104 printf("resolved: locking tile %d,%d\n", x, y);
1106 tiles[y * w + x] |= LOCKED;
1119 if (perimeter[i].direction == U) {
1122 } else if (perimeter[i].direction == D) {
1124 * Fill in everything from the last Up edge to here.
1126 assert(x == perimeter[i].x && y <= perimeter[i].y);
1127 while (y <= perimeter[i].y) {
1128 #ifdef PERTURB_DIAGNOSTICS
1129 printf("resolved: locking tile %d,%d\n", x, y);
1131 tiles[y * w + x] |= LOCKED;
1141 static char *new_game_desc(game_params *params, random_state *rs,
1142 game_aux_info **aux, int interactive)
1144 tree234 *possibilities, *barriertree;
1145 int w, h, x, y, cx, cy, nbarriers;
1146 unsigned char *tiles, *barriers;
1155 tiles = snewn(w * h, unsigned char);
1156 barriers = snewn(w * h, unsigned char);
1160 memset(tiles, 0, w * h);
1161 memset(barriers, 0, w * h);
1164 * Construct the unshuffled grid.
1166 * To do this, we simply start at the centre point, repeatedly
1167 * choose a random possibility out of the available ways to
1168 * extend a used square into an unused one, and do it. After
1169 * extending the third line out of a square, we remove the
1170 * fourth from the possibilities list to avoid any full-cross
1171 * squares (which would make the game too easy because they
1172 * only have one orientation).
1174 * The slightly worrying thing is the avoidance of full-cross
1175 * squares. Can this cause our unsophisticated construction
1176 * algorithm to paint itself into a corner, by getting into a
1177 * situation where there are some unreached squares and the
1178 * only way to reach any of them is to extend a T-piece into a
1181 * Answer: no it can't, and here's a proof.
1183 * Any contiguous group of such unreachable squares must be
1184 * surrounded on _all_ sides by T-pieces pointing away from the
1185 * group. (If not, then there is a square which can be extended
1186 * into one of the `unreachable' ones, and so it wasn't
1187 * unreachable after all.) In particular, this implies that
1188 * each contiguous group of unreachable squares must be
1189 * rectangular in shape (any deviation from that yields a
1190 * non-T-piece next to an `unreachable' square).
1192 * So we have a rectangle of unreachable squares, with T-pieces
1193 * forming a solid border around the rectangle. The corners of
1194 * that border must be connected (since every tile connects all
1195 * the lines arriving in it), and therefore the border must
1196 * form a closed loop around the rectangle.
1198 * But this can't have happened in the first place, since we
1199 * _know_ we've avoided creating closed loops! Hence, no such
1200 * situation can ever arise, and the naive grid construction
1201 * algorithm will guaranteeably result in a complete grid
1202 * containing no unreached squares, no full crosses _and_ no
1205 possibilities = newtree234(xyd_cmp_nc);
1208 add234(possibilities, new_xyd(cx, cy, R));
1210 add234(possibilities, new_xyd(cx, cy, U));
1212 add234(possibilities, new_xyd(cx, cy, L));
1214 add234(possibilities, new_xyd(cx, cy, D));
1216 while (count234(possibilities) > 0) {
1219 int x1, y1, d1, x2, y2, d2, d;
1222 * Extract a randomly chosen possibility from the list.
1224 i = random_upto(rs, count234(possibilities));
1225 xyd = delpos234(possibilities, i);
1228 d1 = xyd->direction;
1231 OFFSET(x2, y2, x1, y1, d1, params);
1233 #ifdef GENERATION_DIAGNOSTICS
1234 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1235 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
1239 * Make the connection. (We should be moving to an as yet
1242 index(params, tiles, x1, y1) |= d1;
1243 assert(index(params, tiles, x2, y2) == 0);
1244 index(params, tiles, x2, y2) |= d2;
1247 * If we have created a T-piece, remove its last
1250 if (COUNT(index(params, tiles, x1, y1)) == 3) {
1251 struct xyd xyd1, *xydp;
1255 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
1257 xydp = find234(possibilities, &xyd1, NULL);
1260 #ifdef GENERATION_DIAGNOSTICS
1261 printf("T-piece; removing (%d,%d,%c)\n",
1262 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
1264 del234(possibilities, xydp);
1270 * Remove all other possibilities that were pointing at the
1271 * tile we've just moved into.
1273 for (d = 1; d < 0x10; d <<= 1) {
1275 struct xyd xyd1, *xydp;
1277 OFFSET(x3, y3, x2, y2, d, params);
1282 xyd1.direction = d3;
1284 xydp = find234(possibilities, &xyd1, NULL);
1287 #ifdef GENERATION_DIAGNOSTICS
1288 printf("Loop avoidance; removing (%d,%d,%c)\n",
1289 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
1291 del234(possibilities, xydp);
1297 * Add new possibilities to the list for moving _out_ of
1298 * the tile we have just moved into.
1300 for (d = 1; d < 0x10; d <<= 1) {
1304 continue; /* we've got this one already */
1306 if (!params->wrapping) {
1307 if (d == U && y2 == 0)
1309 if (d == D && y2 == h-1)
1311 if (d == L && x2 == 0)
1313 if (d == R && x2 == w-1)
1317 OFFSET(x3, y3, x2, y2, d, params);
1319 if (index(params, tiles, x3, y3))
1320 continue; /* this would create a loop */
1322 #ifdef GENERATION_DIAGNOSTICS
1323 printf("New frontier; adding (%d,%d,%c)\n",
1324 x2, y2, "0RU3L567D9abcdef"[d]);
1326 add234(possibilities, new_xyd(x2, y2, d));
1329 /* Having done that, we should have no possibilities remaining. */
1330 assert(count234(possibilities) == 0);
1331 freetree234(possibilities);
1333 if (params->unique) {
1337 * Run the solver to check unique solubility.
1339 while (!net_solver(w, h, tiles, NULL, params->wrapping)) {
1343 * We expect (in most cases) that most of the grid will
1344 * be uniquely specified already, and the remaining
1345 * ambiguous sections will be small and separate. So
1346 * our strategy is to find each individual such
1347 * section, and perform a perturbation on the network
1350 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
1351 if (x+1 < w && ((tiles[y*w+x] ^ tiles[y*w+x+1]) & LOCKED)) {
1353 if (tiles[y*w+x] & LOCKED)
1354 perturb(w, h, tiles, params->wrapping, rs, x+1, y, L);
1356 perturb(w, h, tiles, params->wrapping, rs, x, y, R);
1358 if (y+1 < h && ((tiles[y*w+x] ^ tiles[(y+1)*w+x]) & LOCKED)) {
1360 if (tiles[y*w+x] & LOCKED)
1361 perturb(w, h, tiles, params->wrapping, rs, x, y+1, U);
1363 perturb(w, h, tiles, params->wrapping, rs, x, y, D);
1368 * Now n counts the number of ambiguous sections we
1369 * have fiddled with. If we haven't managed to decrease
1370 * it from the last time we ran the solver, give up and
1371 * regenerate the entire grid.
1373 if (prevn != -1 && prevn <= n)
1374 goto begin_generation; /* (sorry) */
1380 * The solver will have left a lot of LOCKED bits lying
1381 * around in the tiles array. Remove them.
1383 for (x = 0; x < w*h; x++)
1384 tiles[x] &= ~LOCKED;
1388 * Now compute a list of the possible barrier locations.
1390 barriertree = newtree234(xyd_cmp_nc);
1391 for (y = 0; y < h; y++) {
1392 for (x = 0; x < w; x++) {
1394 if (!(index(params, tiles, x, y) & R) &&
1395 (params->wrapping || x < w-1))
1396 add234(barriertree, new_xyd(x, y, R));
1397 if (!(index(params, tiles, x, y) & D) &&
1398 (params->wrapping || y < h-1))
1399 add234(barriertree, new_xyd(x, y, D));
1404 * Save the unshuffled grid in an aux_info.
1407 game_aux_info *solution;
1409 solution = snew(game_aux_info);
1410 solution->width = w;
1411 solution->height = h;
1412 solution->tiles = snewn(w * h, unsigned char);
1413 memcpy(solution->tiles, tiles, w * h);
1419 * Now shuffle the grid.
1421 for (y = 0; y < h; y++) {
1422 for (x = 0; x < w; x++) {
1423 int orig = index(params, tiles, x, y);
1424 int rot = random_upto(rs, 4);
1425 index(params, tiles, x, y) = ROT(orig, rot);
1430 * And now choose barrier locations. (We carefully do this
1431 * _after_ shuffling, so that changing the barrier rate in the
1432 * params while keeping the random seed the same will give the
1433 * same shuffled grid and _only_ change the barrier locations.
1434 * Also the way we choose barrier locations, by repeatedly
1435 * choosing one possibility from the list until we have enough,
1436 * is designed to ensure that raising the barrier rate while
1437 * keeping the seed the same will provide a superset of the
1438 * previous barrier set - i.e. if you ask for 10 barriers, and
1439 * then decide that's still too hard and ask for 20, you'll get
1440 * the original 10 plus 10 more, rather than getting 20 new
1441 * ones and the chance of remembering your first 10.)
1443 nbarriers = (int)(params->barrier_probability * count234(barriertree));
1444 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
1446 while (nbarriers > 0) {
1449 int x1, y1, d1, x2, y2, d2;
1452 * Extract a randomly chosen barrier from the list.
1454 i = random_upto(rs, count234(barriertree));
1455 xyd = delpos234(barriertree, i);
1457 assert(xyd != NULL);
1461 d1 = xyd->direction;
1464 OFFSET(x2, y2, x1, y1, d1, params);
1467 index(params, barriers, x1, y1) |= d1;
1468 index(params, barriers, x2, y2) |= d2;
1474 * Clean up the rest of the barrier list.
1479 while ( (xyd = delpos234(barriertree, 0)) != NULL)
1482 freetree234(barriertree);
1486 * Finally, encode the grid into a string game description.
1488 * My syntax is extremely simple: each square is encoded as a
1489 * hex digit in which bit 0 means a connection on the right,
1490 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1491 * encoding as used internally). Each digit is followed by
1492 * optional barrier indicators: `v' means a vertical barrier to
1493 * the right of it, and `h' means a horizontal barrier below
1496 desc = snewn(w * h * 3 + 1, char);
1498 for (y = 0; y < h; y++) {
1499 for (x = 0; x < w; x++) {
1500 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
1501 if ((params->wrapping || x < w-1) &&
1502 (index(params, barriers, x, y) & R))
1504 if ((params->wrapping || y < h-1) &&
1505 (index(params, barriers, x, y) & D))
1509 assert(p - desc <= w*h*3);
1518 static void game_free_aux_info(game_aux_info *aux)
1524 static char *validate_desc(game_params *params, char *desc)
1526 int w = params->width, h = params->height;
1529 for (i = 0; i < w*h; i++) {
1530 if (*desc >= '0' && *desc <= '9')
1532 else if (*desc >= 'a' && *desc <= 'f')
1534 else if (*desc >= 'A' && *desc <= 'F')
1537 return "Game description shorter than expected";
1539 return "Game description contained unexpected character";
1541 while (*desc == 'h' || *desc == 'v')
1545 return "Game description longer than expected";
1550 /* ----------------------------------------------------------------------
1551 * Construct an initial game state, given a description and parameters.
1554 static game_state *new_game(midend_data *me, game_params *params, char *desc)
1559 assert(params->width > 0 && params->height > 0);
1560 assert(params->width > 1 || params->height > 1);
1563 * Create a blank game state.
1565 state = snew(game_state);
1566 w = state->width = params->width;
1567 h = state->height = params->height;
1568 state->wrapping = params->wrapping;
1569 state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0;
1570 state->completed = state->used_solve = state->just_used_solve = FALSE;
1571 state->tiles = snewn(state->width * state->height, unsigned char);
1572 memset(state->tiles, 0, state->width * state->height);
1573 state->barriers = snewn(state->width * state->height, unsigned char);
1574 memset(state->barriers, 0, state->width * state->height);
1577 * Parse the game description into the grid.
1579 for (y = 0; y < h; y++) {
1580 for (x = 0; x < w; x++) {
1581 if (*desc >= '0' && *desc <= '9')
1582 tile(state, x, y) = *desc - '0';
1583 else if (*desc >= 'a' && *desc <= 'f')
1584 tile(state, x, y) = *desc - 'a' + 10;
1585 else if (*desc >= 'A' && *desc <= 'F')
1586 tile(state, x, y) = *desc - 'A' + 10;
1589 while (*desc == 'h' || *desc == 'v') {
1596 OFFSET(x2, y2, x, y, d1, state);
1599 barrier(state, x, y) |= d1;
1600 barrier(state, x2, y2) |= d2;
1608 * Set up border barriers if this is a non-wrapping game.
1610 if (!state->wrapping) {
1611 for (x = 0; x < state->width; x++) {
1612 barrier(state, x, 0) |= U;
1613 barrier(state, x, state->height-1) |= D;
1615 for (y = 0; y < state->height; y++) {
1616 barrier(state, 0, y) |= L;
1617 barrier(state, state->width-1, y) |= R;
1621 * We check whether this is de-facto a non-wrapping game
1622 * despite the parameters, in case we were passed the
1623 * description of a non-wrapping game. This is so that we
1624 * can change some aspects of the UI behaviour.
1626 state->wrapping = FALSE;
1627 for (x = 0; x < state->width; x++)
1628 if (!(barrier(state, x, 0) & U) ||
1629 !(barrier(state, x, state->height-1) & D))
1630 state->wrapping = TRUE;
1631 for (y = 0; y < state->width; y++)
1632 if (!(barrier(state, 0, y) & L) ||
1633 !(barrier(state, state->width-1, y) & R))
1634 state->wrapping = TRUE;
1640 static game_state *dup_game(game_state *state)
1644 ret = snew(game_state);
1645 ret->width = state->width;
1646 ret->height = state->height;
1647 ret->wrapping = state->wrapping;
1648 ret->completed = state->completed;
1649 ret->used_solve = state->used_solve;
1650 ret->just_used_solve = state->just_used_solve;
1651 ret->last_rotate_dir = state->last_rotate_dir;
1652 ret->last_rotate_x = state->last_rotate_x;
1653 ret->last_rotate_y = state->last_rotate_y;
1654 ret->tiles = snewn(state->width * state->height, unsigned char);
1655 memcpy(ret->tiles, state->tiles, state->width * state->height);
1656 ret->barriers = snewn(state->width * state->height, unsigned char);
1657 memcpy(ret->barriers, state->barriers, state->width * state->height);
1662 static void free_game(game_state *state)
1664 sfree(state->tiles);
1665 sfree(state->barriers);
1669 static game_state *solve_game(game_state *state, game_state *currstate,
1670 game_aux_info *aux, char **error)
1676 * Run the internal solver on the provided grid. This might
1677 * not yield a complete solution.
1679 ret = dup_game(state);
1680 net_solver(ret->width, ret->height, ret->tiles,
1681 ret->barriers, ret->wrapping);
1683 assert(aux->width == state->width);
1684 assert(aux->height == state->height);
1685 ret = dup_game(state);
1686 memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
1687 ret->used_solve = ret->just_used_solve = TRUE;
1688 ret->completed = TRUE;
1694 static char *game_text_format(game_state *state)
1699 /* ----------------------------------------------------------------------
1704 * Compute which squares are reachable from the centre square, as a
1705 * quick visual aid to determining how close the game is to
1706 * completion. This is also a simple way to tell if the game _is_
1707 * completed - just call this function and see whether every square
1710 static unsigned char *compute_active(game_state *state, int cx, int cy)
1712 unsigned char *active;
1716 active = snewn(state->width * state->height, unsigned char);
1717 memset(active, 0, state->width * state->height);
1720 * We only store (x,y) pairs in todo, but it's easier to reuse
1721 * xyd_cmp and just store direction 0 every time.
1723 todo = newtree234(xyd_cmp_nc);
1724 index(state, active, cx, cy) = ACTIVE;
1725 add234(todo, new_xyd(cx, cy, 0));
1727 while ( (xyd = delpos234(todo, 0)) != NULL) {
1728 int x1, y1, d1, x2, y2, d2;
1734 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
1735 OFFSET(x2, y2, x1, y1, d1, state);
1739 * If the next tile in this direction is connected to
1740 * us, and there isn't a barrier in the way, and it
1741 * isn't already marked active, then mark it active and
1742 * add it to the to-examine list.
1744 if ((tile(state, x1, y1) & d1) &&
1745 (tile(state, x2, y2) & d2) &&
1746 !(barrier(state, x1, y1) & d1) &&
1747 !index(state, active, x2, y2)) {
1748 index(state, active, x2, y2) = ACTIVE;
1749 add234(todo, new_xyd(x2, y2, 0));
1753 /* Now we expect the todo list to have shrunk to zero size. */
1754 assert(count234(todo) == 0);
1761 int org_x, org_y; /* origin */
1762 int cx, cy; /* source tile (game coordinates) */
1765 random_state *rs; /* used for jumbling */
1768 static game_ui *new_ui(game_state *state)
1772 game_ui *ui = snew(game_ui);
1773 ui->org_x = ui->org_y = 0;
1774 ui->cur_x = ui->cx = state->width / 2;
1775 ui->cur_y = ui->cy = state->height / 2;
1776 ui->cur_visible = FALSE;
1777 get_random_seed(&seed, &seedsize);
1778 ui->rs = random_init(seed, seedsize);
1784 static void free_ui(game_ui *ui)
1786 random_free(ui->rs);
1790 static void game_changed_state(game_ui *ui, game_state *oldstate,
1791 game_state *newstate)
1795 struct game_drawstate {
1800 unsigned char *visible;
1803 /* ----------------------------------------------------------------------
1806 static game_state *make_move(game_state *state, game_ui *ui,
1807 game_drawstate *ds, int x, int y, int button) {
1808 game_state *ret, *nullret;
1810 int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
1812 button &= ~MOD_MASK;
1815 if (button == LEFT_BUTTON ||
1816 button == MIDDLE_BUTTON ||
1817 button == RIGHT_BUTTON) {
1819 if (ui->cur_visible) {
1820 ui->cur_visible = FALSE;
1825 * The button must have been clicked on a valid tile.
1827 x -= WINDOW_OFFSET + TILE_BORDER;
1828 y -= WINDOW_OFFSET + TILE_BORDER;
1833 if (tx >= state->width || ty >= state->height)
1835 /* Transform from physical to game coords */
1836 tx = (tx + ui->org_x) % state->width;
1837 ty = (ty + ui->org_y) % state->height;
1838 if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
1839 y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
1841 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
1842 button == CURSOR_RIGHT || button == CURSOR_LEFT) {
1845 case CURSOR_UP: dir = U; break;
1846 case CURSOR_DOWN: dir = D; break;
1847 case CURSOR_LEFT: dir = L; break;
1848 case CURSOR_RIGHT: dir = R; break;
1849 default: return nullret;
1855 if (state->wrapping) {
1856 OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
1857 } else return nullret; /* disallowed for non-wrapping grids */
1861 * Change source tile.
1863 OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
1865 if (!shift && !ctrl) {
1867 * Move keyboard cursor.
1869 OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
1870 ui->cur_visible = TRUE;
1872 return state; /* UI activity has occurred */
1873 } else if (button == 'a' || button == 's' || button == 'd' ||
1874 button == 'A' || button == 'S' || button == 'D' ||
1875 button == CURSOR_SELECT) {
1878 if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
1879 button = LEFT_BUTTON;
1880 else if (button == 's' || button == 'S')
1881 button = MIDDLE_BUTTON;
1882 else if (button == 'd' || button == 'D')
1883 button = RIGHT_BUTTON;
1884 ui->cur_visible = TRUE;
1885 } else if (button == 'j' || button == 'J') {
1886 /* XXX should we have some mouse control for this? */
1887 button = 'J'; /* canonify */
1888 tx = ty = -1; /* shut gcc up :( */
1893 * The middle button locks or unlocks a tile. (A locked tile
1894 * cannot be turned, and is visually marked as being locked.
1895 * This is a convenience for the player, so that once they are
1896 * sure which way round a tile goes, they can lock it and thus
1897 * avoid forgetting later on that they'd already done that one;
1898 * and the locking also prevents them turning the tile by
1899 * accident. If they change their mind, another middle click
1902 if (button == MIDDLE_BUTTON) {
1904 ret = dup_game(state);
1905 ret->just_used_solve = FALSE;
1906 tile(ret, tx, ty) ^= LOCKED;
1907 ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
1910 } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1913 * The left and right buttons have no effect if clicked on a
1916 if (tile(state, tx, ty) & LOCKED)
1920 * Otherwise, turn the tile one way or the other. Left button
1921 * turns anticlockwise; right button turns clockwise.
1923 ret = dup_game(state);
1924 ret->just_used_solve = FALSE;
1925 orig = tile(ret, tx, ty);
1926 if (button == LEFT_BUTTON) {
1927 tile(ret, tx, ty) = A(orig);
1928 ret->last_rotate_dir = +1;
1930 tile(ret, tx, ty) = C(orig);
1931 ret->last_rotate_dir = -1;
1933 ret->last_rotate_x = tx;
1934 ret->last_rotate_y = ty;
1936 } else if (button == 'J') {
1939 * Jumble all unlocked tiles to random orientations.
1942 ret = dup_game(state);
1943 ret->just_used_solve = FALSE;
1944 for (jy = 0; jy < ret->height; jy++) {
1945 for (jx = 0; jx < ret->width; jx++) {
1946 if (!(tile(ret, jx, jy) & LOCKED)) {
1947 int rot = random_upto(ui->rs, 4);
1948 orig = tile(ret, jx, jy);
1949 tile(ret, jx, jy) = ROT(orig, rot);
1953 ret->last_rotate_dir = 0; /* suppress animation */
1954 ret->last_rotate_x = ret->last_rotate_y = 0;
1957 ret = NULL; /* placate optimisers which don't understand assert(0) */
1962 * Check whether the game has been completed.
1965 unsigned char *active = compute_active(ret, ui->cx, ui->cy);
1967 int complete = TRUE;
1969 for (x1 = 0; x1 < ret->width; x1++)
1970 for (y1 = 0; y1 < ret->height; y1++)
1971 if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) {
1973 goto break_label; /* break out of two loops at once */
1980 ret->completed = TRUE;
1986 /* ----------------------------------------------------------------------
1987 * Routines for drawing the game position on the screen.
1990 static game_drawstate *game_new_drawstate(game_state *state)
1992 game_drawstate *ds = snew(game_drawstate);
1994 ds->started = FALSE;
1995 ds->width = state->width;
1996 ds->height = state->height;
1997 ds->org_x = ds->org_y = -1;
1998 ds->visible = snewn(state->width * state->height, unsigned char);
1999 ds->tilesize = 0; /* undecided yet */
2000 memset(ds->visible, 0xFF, state->width * state->height);
2005 static void game_free_drawstate(game_drawstate *ds)
2011 static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
2016 * Each window dimension equals the tile size times the grid
2017 * dimension, plus TILE_BORDER, plus twice WINDOW_OFFSET.
2019 tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / params->width;
2020 tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / params->height;
2026 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
2028 *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
2029 *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
2032 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2036 ret = snewn(NCOLOURS * 3, float);
2037 *ncolours = NCOLOURS;
2040 * Basic background colour is whatever the front end thinks is
2041 * a sensible default.
2043 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2048 ret[COL_WIRE * 3 + 0] = 0.0F;
2049 ret[COL_WIRE * 3 + 1] = 0.0F;
2050 ret[COL_WIRE * 3 + 2] = 0.0F;
2053 * Powered wires and powered endpoints are cyan.
2055 ret[COL_POWERED * 3 + 0] = 0.0F;
2056 ret[COL_POWERED * 3 + 1] = 1.0F;
2057 ret[COL_POWERED * 3 + 2] = 1.0F;
2062 ret[COL_BARRIER * 3 + 0] = 1.0F;
2063 ret[COL_BARRIER * 3 + 1] = 0.0F;
2064 ret[COL_BARRIER * 3 + 2] = 0.0F;
2067 * Unpowered endpoints are blue.
2069 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
2070 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
2071 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
2074 * Tile borders are a darker grey than the background.
2076 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
2077 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
2078 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
2081 * Locked tiles are a grey in between those two.
2083 ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
2084 ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
2085 ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
2090 static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
2093 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
2094 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
2095 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
2096 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
2097 draw_line(fe, x1, y1, x2, y2, colour);
2100 static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
2103 int mx = (x1 < x2 ? x1 : x2);
2104 int my = (y1 < y2 ? y1 : y2);
2105 int dx = (x2 + x1 - 2*mx + 1);
2106 int dy = (y2 + y1 - 2*my + 1);
2108 draw_rect(fe, mx, my, dx, dy, colour);
2112 * draw_barrier_corner() and draw_barrier() are passed physical coords
2114 static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
2115 int x, int y, int dx, int dy, int phase)
2117 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2118 int by = WINDOW_OFFSET + TILE_SIZE * y;
2121 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
2122 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
2125 draw_rect_coords(fe, bx+x1+dx, by+y1,
2126 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
2128 draw_rect_coords(fe, bx+x1, by+y1+dy,
2129 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
2132 draw_rect_coords(fe, bx+x1, by+y1,
2133 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
2138 static void draw_barrier(frontend *fe, game_drawstate *ds,
2139 int x, int y, int dir, int phase)
2141 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2142 int by = WINDOW_OFFSET + TILE_SIZE * y;
2145 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
2146 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
2147 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
2148 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
2151 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
2153 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
2158 * draw_tile() is passed physical coordinates
2160 static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds,
2161 int x, int y, int tile, int src, float angle, int cursor)
2163 int bx = WINDOW_OFFSET + TILE_SIZE * x;
2164 int by = WINDOW_OFFSET + TILE_SIZE * y;
2166 float cx, cy, ex, ey, tx, ty;
2167 int dir, col, phase;
2170 * When we draw a single tile, we must draw everything up to
2171 * and including the borders around the tile. This means that
2172 * if the neighbouring tiles have connections to those borders,
2173 * we must draw those connections on the borders themselves.
2176 clip(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
2179 * So. First blank the tile out completely: draw a big
2180 * rectangle in border colour, and a smaller rectangle in
2181 * background colour to fill it in.
2183 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
2185 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
2186 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
2187 tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
2190 * Draw an inset outline rectangle as a cursor, in whichever of
2191 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2195 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
2196 bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2197 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2198 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
2199 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
2200 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2201 draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
2202 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2203 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2204 draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2205 bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
2206 tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
2210 * Set up the rotation matrix.
2212 matrix[0] = (float)cos(angle * PI / 180.0);
2213 matrix[1] = (float)-sin(angle * PI / 180.0);
2214 matrix[2] = (float)sin(angle * PI / 180.0);
2215 matrix[3] = (float)cos(angle * PI / 180.0);
2220 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
2221 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
2222 for (dir = 1; dir < 0x10; dir <<= 1) {
2224 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
2225 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
2226 MATMUL(tx, ty, matrix, ex, ey);
2227 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
2228 bx+(int)(cx+tx), by+(int)(cy+ty),
2232 for (dir = 1; dir < 0x10; dir <<= 1) {
2234 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
2235 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
2236 MATMUL(tx, ty, matrix, ex, ey);
2237 draw_line(fe, bx+(int)cx, by+(int)cy,
2238 bx+(int)(cx+tx), by+(int)(cy+ty), col);
2243 * Draw the box in the middle. We do this in blue if the tile
2244 * is an unpowered endpoint, in cyan if the tile is a powered
2245 * endpoint, in black if the tile is the centrepiece, and
2246 * otherwise not at all.
2251 else if (COUNT(tile) == 1) {
2252 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
2257 points[0] = +1; points[1] = +1;
2258 points[2] = +1; points[3] = -1;
2259 points[4] = -1; points[5] = -1;
2260 points[6] = -1; points[7] = +1;
2262 for (i = 0; i < 8; i += 2) {
2263 ex = (TILE_SIZE * 0.24F) * points[i];
2264 ey = (TILE_SIZE * 0.24F) * points[i+1];
2265 MATMUL(tx, ty, matrix, ex, ey);
2266 points[i] = bx+(int)(cx+tx);
2267 points[i+1] = by+(int)(cy+ty);
2270 draw_polygon(fe, points, 4, TRUE, col);
2271 draw_polygon(fe, points, 4, FALSE, COL_WIRE);
2275 * Draw the points on the border if other tiles are connected
2278 for (dir = 1; dir < 0x10; dir <<= 1) {
2279 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
2287 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
2290 if (!(tile(state, GX(ox), GY(oy)) & F(dir)))
2293 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
2294 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
2295 lx = dx * (TILE_BORDER-1);
2296 ly = dy * (TILE_BORDER-1);
2300 if (angle == 0.0 && (tile & dir)) {
2302 * If we are fully connected to the other tile, we must
2303 * draw right across the tile border. (We can use our
2304 * own ACTIVE state to determine what colour to do this
2305 * in: if we are fully connected to the other tile then
2306 * the two ACTIVE states will be the same.)
2308 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
2309 draw_rect_coords(fe, px, py, px+lx, py+ly,
2310 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
2313 * The other tile extends into our border, but isn't
2314 * actually connected to us. Just draw a single black
2317 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
2322 * Draw barrier corners, and then barriers.
2324 for (phase = 0; phase < 2; phase++) {
2325 for (dir = 1; dir < 0x10; dir <<= 1) {
2326 int x1, y1, corner = FALSE;
2328 * If at least one barrier terminates at the corner
2329 * between dir and A(dir), draw a barrier corner.
2331 if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) {
2335 * Only count barriers terminating at this corner
2336 * if they're physically next to the corner. (That
2337 * is, if they've wrapped round from the far side
2338 * of the screen, they don't count.)
2342 if (x1 >= 0 && x1 < state->width &&
2343 y1 >= 0 && y1 < state->height &&
2344 (barrier(state, GX(x1), GY(y1)) & A(dir))) {
2349 if (x1 >= 0 && x1 < state->width &&
2350 y1 >= 0 && y1 < state->height &&
2351 (barrier(state, GX(x1), GY(y1)) & dir))
2358 * At least one barrier terminates here. Draw a
2361 draw_barrier_corner(fe, ds, x, y,
2362 X(dir)+X(A(dir)), Y(dir)+Y(A(dir)),
2367 for (dir = 1; dir < 0x10; dir <<= 1)
2368 if (barrier(state, GX(x), GY(y)) & dir)
2369 draw_barrier(fe, ds, x, y, dir, phase);
2374 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
2377 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2378 game_state *state, int dir, game_ui *ui, float t, float ft)
2380 int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
2381 unsigned char *active;
2385 * Clear the screen, and draw the exterior barrier lines, if
2386 * this is our first call or if the origin has changed.
2388 if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) {
2394 WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
2395 WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
2398 ds->org_x = ui->org_x;
2399 ds->org_y = ui->org_y;
2400 moved_origin = TRUE;
2402 draw_update(fe, 0, 0,
2403 WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
2404 WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
2406 for (phase = 0; phase < 2; phase++) {
2408 for (x = 0; x < ds->width; x++) {
2409 if (x+1 < ds->width) {
2410 if (barrier(state, GX(x), GY(0)) & R)
2411 draw_barrier_corner(fe, ds, x, -1, +1, +1, phase);
2412 if (barrier(state, GX(x), GY(ds->height-1)) & R)
2413 draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase);
2415 if (barrier(state, GX(x), GY(0)) & U) {
2416 draw_barrier_corner(fe, ds, x, -1, -1, +1, phase);
2417 draw_barrier_corner(fe, ds, x, -1, +1, +1, phase);
2418 draw_barrier(fe, ds, x, -1, D, phase);
2420 if (barrier(state, GX(x), GY(ds->height-1)) & D) {
2421 draw_barrier_corner(fe, ds, x, ds->height, -1, -1, phase);
2422 draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase);
2423 draw_barrier(fe, ds, x, ds->height, U, phase);
2427 for (y = 0; y < ds->height; y++) {
2428 if (y+1 < ds->height) {
2429 if (barrier(state, GX(0), GY(y)) & D)
2430 draw_barrier_corner(fe, ds, -1, y, +1, +1, phase);
2431 if (barrier(state, GX(ds->width-1), GY(y)) & D)
2432 draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase);
2434 if (barrier(state, GX(0), GY(y)) & L) {
2435 draw_barrier_corner(fe, ds, -1, y, +1, -1, phase);
2436 draw_barrier_corner(fe, ds, -1, y, +1, +1, phase);
2437 draw_barrier(fe, ds, -1, y, R, phase);
2439 if (barrier(state, GX(ds->width-1), GY(y)) & R) {
2440 draw_barrier_corner(fe, ds, ds->width, y, -1, -1, phase);
2441 draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase);
2442 draw_barrier(fe, ds, ds->width, y, L, phase);
2449 last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
2450 state->last_rotate_dir;
2451 if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
2453 * We're animating a single tile rotation. Find the turning
2456 tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x);
2457 ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y);
2458 angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
2465 * We're animating a completion flash. Find which frame
2468 frame = (int)(ft / FLASH_FRAME);
2472 * Draw any tile which differs from the way it was last drawn.
2474 active = compute_active(state, ui->cx, ui->cy);
2476 for (x = 0; x < ds->width; x++)
2477 for (y = 0; y < ds->height; y++) {
2478 unsigned char c = tile(state, GX(x), GY(y)) |
2479 index(state, active, GX(x), GY(y));
2480 int is_src = GX(x) == ui->cx && GY(y) == ui->cy;
2481 int is_anim = GX(x) == tx && GY(y) == ty;
2482 int is_cursor = ui->cur_visible &&
2483 GX(x) == ui->cur_x && GY(y) == ui->cur_y;
2486 * In a completion flash, we adjust the LOCKED bit
2487 * depending on our distance from the centre point and
2491 int rcx = RX(ui->cx), rcy = RY(ui->cy);
2492 int xdist, ydist, dist;
2493 xdist = (x < rcx ? rcx - x : x - rcx);
2494 ydist = (y < rcy ? rcy - y : y - rcy);
2495 dist = (xdist > ydist ? xdist : ydist);
2497 if (frame >= dist && frame < dist+4) {
2498 int lock = (frame - dist) & 1;
2499 lock = lock ? LOCKED : 0;
2500 c = (c &~ LOCKED) | lock;
2505 index(state, ds->visible, x, y) != c ||
2506 index(state, ds->visible, x, y) == 0xFF ||
2507 is_src || is_anim || is_cursor) {
2508 draw_tile(fe, state, ds, x, y, c,
2509 is_src, (is_anim ? angle : 0.0F), is_cursor);
2510 if (is_src || is_anim || is_cursor)
2511 index(state, ds->visible, x, y) = 0xFF;
2513 index(state, ds->visible, x, y) = c;
2518 * Update the status bar.
2521 char statusbuf[256];
2524 n = state->width * state->height;
2525 for (i = a = n2 = 0; i < n; i++) {
2528 if (state->tiles[i] & 0xF)
2532 sprintf(statusbuf, "%sActive: %d/%d",
2533 (state->used_solve ? "Auto-solved. " :
2534 state->completed ? "COMPLETED! " : ""), a, n2);
2536 status_bar(fe, statusbuf);
2542 static float game_anim_length(game_state *oldstate,
2543 game_state *newstate, int dir, game_ui *ui)
2545 int last_rotate_dir;
2548 * Don't animate an auto-solve move.
2550 if ((dir > 0 && newstate->just_used_solve) ||
2551 (dir < 0 && oldstate->just_used_solve))
2555 * Don't animate if last_rotate_dir is zero.
2557 last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
2558 newstate->last_rotate_dir;
2559 if (last_rotate_dir)
2565 static float game_flash_length(game_state *oldstate,
2566 game_state *newstate, int dir, game_ui *ui)
2569 * If the game has just been completed, we display a completion
2572 if (!oldstate->completed && newstate->completed &&
2573 !oldstate->used_solve && !newstate->used_solve) {
2575 if (size < newstate->width)
2576 size = newstate->width;
2577 if (size < newstate->height)
2578 size = newstate->height;
2579 return FLASH_FRAME * (size+4);
2585 static int game_wants_statusbar(void)
2590 static int game_timing_state(game_state *state)
2599 const struct game thegame = {
2607 TRUE, game_configure, custom_params,
2616 FALSE, game_text_format,
2624 game_free_drawstate,
2628 game_wants_statusbar,
2629 FALSE, game_timing_state,
2630 0, /* mouse_priorities */