16 * The standard user interface for Net simply has left- and
17 * right-button mouse clicks in a square rotate it one way or the
18 * other. We also provide, by #ifdef, a separate interface based on
19 * rotational dragging motions. I initially developed this for the
20 * Mac on the basis that it might work better than the click
21 * interface with only one mouse button available, but in fact
22 * found it to be quite strange and unintuitive. Apparently it
23 * works better on stylus-driven platforms such as Palm and
24 * PocketPC, though, so we enable it by default there.
30 #define MATMUL(xr,yr,m,x,y) do { \
31 float rx, ry, xx = (x), yy = (y), *mat = (m); \
32 rx = mat[0] * xx + mat[2] * yy; \
33 ry = mat[1] * xx + mat[3] * yy; \
34 (xr) = rx; (yr) = ry; \
37 /* Direction and other bitfields */
45 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
46 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
47 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
48 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
49 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
50 ((n)&3) == 1 ? A(x) : \
51 ((n)&3) == 2 ? F(x) : C(x) )
53 /* X and Y displacements */
54 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
55 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
58 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
59 (((x) & 0x02) >> 1) + ((x) & 0x01) )
61 #define PREFERRED_TILE_SIZE 32
62 #define TILE_SIZE (ds->tilesize)
65 #define WINDOW_OFFSET 4
67 #define WINDOW_OFFSET 16
70 #define ROTATE_TIME 0.13F
71 #define FLASH_FRAME 0.07F
73 /* Transform physical coords to game coords using game_drawstate ds */
74 #define GX(x) (((x) + ds->org_x) % ds->width)
75 #define GY(y) (((y) + ds->org_y) % ds->height)
76 /* ...and game coords to physical coords */
77 #define RX(x) (((x) + ds->width - ds->org_x) % ds->width)
78 #define RY(y) (((y) + ds->height - ds->org_y) % ds->height)
96 float barrier_probability
;
100 int width
, height
, wrapping
, completed
;
101 int last_rotate_x
, last_rotate_y
, last_rotate_dir
;
103 unsigned char *tiles
;
104 unsigned char *barriers
;
107 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
108 ( (x2) = ((x1) + width + X((dir))) % width, \
109 (y2) = ((y1) + height + Y((dir))) % height)
111 #define OFFSET(x2,y2,x1,y1,dir,state) \
112 OFFSETWH(x2,y2,x1,y1,dir,(state)->width,(state)->height)
114 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
115 #define tile(state, x, y) index(state, (state)->tiles, x, y)
116 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
122 static int xyd_cmp(const void *av
, const void *bv
) {
123 const struct xyd
*a
= (const struct xyd
*)av
;
124 const struct xyd
*b
= (const struct xyd
*)bv
;
133 if (a
->direction
< b
->direction
)
135 if (a
->direction
> b
->direction
)
140 static int xyd_cmp_nc(void *av
, void *bv
) { return xyd_cmp(av
, bv
); }
142 static struct xyd
*new_xyd(int x
, int y
, int direction
)
144 struct xyd
*xyd
= snew(struct xyd
);
147 xyd
->direction
= direction
;
151 /* ----------------------------------------------------------------------
152 * Manage game parameters.
154 static game_params
*default_params(void)
156 game_params
*ret
= snew(game_params
);
160 ret
->wrapping
= FALSE
;
162 ret
->barrier_probability
= 0.0;
167 static const struct game_params net_presets
[] = {
168 {5, 5, FALSE
, TRUE
, 0.0},
169 {7, 7, FALSE
, TRUE
, 0.0},
170 {9, 9, FALSE
, TRUE
, 0.0},
171 {11, 11, FALSE
, TRUE
, 0.0},
173 {13, 11, FALSE
, TRUE
, 0.0},
175 {5, 5, TRUE
, TRUE
, 0.0},
176 {7, 7, TRUE
, TRUE
, 0.0},
177 {9, 9, TRUE
, TRUE
, 0.0},
178 {11, 11, TRUE
, TRUE
, 0.0},
180 {13, 11, TRUE
, TRUE
, 0.0},
184 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
189 if (i
< 0 || i
>= lenof(net_presets
))
192 ret
= snew(game_params
);
193 *ret
= net_presets
[i
];
195 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
196 ret
->wrapping
? " wrapping" : "");
203 static void free_params(game_params
*params
)
208 static game_params
*dup_params(game_params
*params
)
210 game_params
*ret
= snew(game_params
);
211 *ret
= *params
; /* structure copy */
215 static void decode_params(game_params
*ret
, char const *string
)
217 char const *p
= string
;
219 ret
->width
= atoi(p
);
220 while (*p
&& isdigit((unsigned char)*p
)) p
++;
223 ret
->height
= atoi(p
);
224 while (*p
&& isdigit((unsigned char)*p
)) p
++;
226 ret
->height
= ret
->width
;
232 ret
->wrapping
= TRUE
;
233 } else if (*p
== 'b') {
235 ret
->barrier_probability
= (float)atof(p
);
236 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
237 } else if (*p
== 'a') {
241 p
++; /* skip any other gunk */
245 static char *encode_params(game_params
*params
, int full
)
250 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
251 if (params
->wrapping
)
253 if (full
&& params
->barrier_probability
)
254 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
255 if (full
&& !params
->unique
)
257 assert(len
< lenof(ret
));
263 static config_item
*game_configure(game_params
*params
)
268 ret
= snewn(6, config_item
);
270 ret
[0].name
= "Width";
271 ret
[0].type
= C_STRING
;
272 sprintf(buf
, "%d", params
->width
);
273 ret
[0].sval
= dupstr(buf
);
276 ret
[1].name
= "Height";
277 ret
[1].type
= C_STRING
;
278 sprintf(buf
, "%d", params
->height
);
279 ret
[1].sval
= dupstr(buf
);
282 ret
[2].name
= "Walls wrap around";
283 ret
[2].type
= C_BOOLEAN
;
285 ret
[2].ival
= params
->wrapping
;
287 ret
[3].name
= "Barrier probability";
288 ret
[3].type
= C_STRING
;
289 sprintf(buf
, "%g", params
->barrier_probability
);
290 ret
[3].sval
= dupstr(buf
);
293 ret
[4].name
= "Ensure unique solution";
294 ret
[4].type
= C_BOOLEAN
;
296 ret
[4].ival
= params
->unique
;
306 static game_params
*custom_params(config_item
*cfg
)
308 game_params
*ret
= snew(game_params
);
310 ret
->width
= atoi(cfg
[0].sval
);
311 ret
->height
= atoi(cfg
[1].sval
);
312 ret
->wrapping
= cfg
[2].ival
;
313 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
314 ret
->unique
= cfg
[4].ival
;
319 static char *validate_params(game_params
*params
, int full
)
321 if (params
->width
<= 0 || params
->height
<= 0)
322 return "Width and height must both be greater than zero";
323 if (params
->width
<= 1 && params
->height
<= 1)
324 return "At least one of width and height must be greater than one";
325 if (params
->barrier_probability
< 0)
326 return "Barrier probability may not be negative";
327 if (params
->barrier_probability
> 1)
328 return "Barrier probability may not be greater than 1";
331 * Specifying either grid dimension as 2 in a wrapping puzzle
332 * makes it actually impossible to ensure a unique puzzle
337 * Without loss of generality, let us assume the puzzle _width_
338 * is 2, so we can conveniently discuss rows without having to
339 * say `rows/columns' all the time. (The height may be 2 as
340 * well, but that doesn't matter.)
342 * In each row, there are two edges between tiles: the inner
343 * edge (running down the centre of the grid) and the outer
344 * edge (the identified left and right edges of the grid).
346 * Lemma: In any valid 2xn puzzle there must be at least one
347 * row in which _exactly one_ of the inner edge and outer edge
350 * Proof: No row can have _both_ inner and outer edges
351 * connected, because this would yield a loop. So the only
352 * other way to falsify the lemma is for every row to have
353 * _neither_ the inner nor outer edge connected. But this
354 * means there is no connection at all between the left and
355 * right columns of the puzzle, so there are two disjoint
356 * subgraphs, which is also disallowed. []
358 * Given such a row, it is always possible to make the
359 * disconnected edge connected and the connected edge
360 * disconnected without changing the state of any other edge.
361 * (This is easily seen by case analysis on the various tiles:
362 * left-pointing and right-pointing endpoints can be exchanged,
363 * likewise T-pieces, and a corner piece can select its
364 * horizontal connectivity independently of its vertical.) This
365 * yields a distinct valid solution.
367 * Thus, for _every_ row in which exactly one of the inner and
368 * outer edge is connected, there are two valid states for that
369 * row, and hence the total number of solutions of the puzzle
370 * is at least 2^(number of such rows), and in particular is at
371 * least 2 since there must be at least one such row. []
373 if (full
&& params
->unique
&& params
->wrapping
&&
374 (params
->width
== 2 || params
->height
== 2))
375 return "No wrapping puzzle with a width or height of 2 can have"
376 " a unique solution";
381 /* ----------------------------------------------------------------------
382 * Solver used to assure solution uniqueness during generation.
386 * Test cases I used while debugging all this were
388 * ./net --generate 1 13x11w#12300
389 * which expands under the non-unique grid generation rules to
390 * 13x11w:5eaade1bd222664436d5e2965c12656b1129dd825219e3274d558d5eb2dab5da18898e571d5a2987be79746bd95726c597447d6da96188c513add829da7681da954db113d3cd244
391 * and has two ambiguous areas.
393 * An even better one is
394 * 13x11w#507896411361192
396 * 13x11w:b7125b1aec598eb31bd58d82572bc11494e5dee4e8db2bdd29b88d41a16bdd996d2996ddec8c83741a1e8674e78328ba71737b8894a9271b1cd1399453d1952e43951d9b712822e
397 * and has an ambiguous area _and_ a situation where loop avoidance
398 * is a necessary deductive technique.
401 * 48x25w#820543338195187
403 * 48x25w:255989d14cdd185deaa753a93821a12edc1ab97943ac127e2685d7b8b3c48861b2192416139212b316eddd35de43714ebc7628d753db32e596284d9ec52c5a7dc1b4c811a655117d16dc28921b2b4161352cab1d89d18bc836b8b891d55ea4622a1251861b5bc9a8aa3e5bcd745c95229ca6c3b5e21d5832d397e917325793d7eb442dc351b2db2a52ba8e1651642275842d8871d5534aabc6d5b741aaa2d48ed2a7dbbb3151ddb49d5b9a7ed1ab98ee75d613d656dbba347bc514c84556b43a9bc65a3256ead792488b862a9d2a8a39b4255a4949ed7dbd79443292521265896b4399c95ede89d7c8c797a6a57791a849adea489359a158aa12e5dacce862b8333b7ebea7d344d1a3c53198864b73a9dedde7b663abb1b539e1e8853b1b7edb14a2a17ebaae4dbe63598a2e7e9a2dbdad415bc1d8cb88cbab5a8c82925732cd282e641ea3bd7d2c6e776de9117a26be86deb7c82c89524b122cb9397cd1acd2284e744ea62b9279bae85479ababe315c3ac29c431333395b24e6a1e3c43a2da42d4dce84aadd5b154aea555eaddcbd6e527d228c19388d9b424d94214555a7edbdeebe569d4a56dc51a86bd9963e377bb74752bd5eaa5761ba545e297b62a1bda46ab4aee423ad6c661311783cc18786d4289236563cb4a75ec67d481c14814994464cd1b87396dee63e5ab6e952cc584baa1d4c47cb557ec84dbb63d487c8728118673a166846dd3a4ebc23d6cb9c5827d96b4556e91899db32b517eda815ae271a8911bd745447121dc8d321557bc2a435ebec1bbac35b1a291669451174e6aa2218a4a9c5a6ca31ebc45d84e3a82c121e9ced7d55e9a
404 * which has a spot (far right) where slightly more complex loop
405 * avoidance is required.
409 unsigned char *marked
;
415 static struct todo
*todo_new(int maxsize
)
417 struct todo
*todo
= snew(struct todo
);
418 todo
->marked
= snewn(maxsize
, unsigned char);
419 memset(todo
->marked
, 0, maxsize
);
420 todo
->buflen
= maxsize
+ 1;
421 todo
->buffer
= snewn(todo
->buflen
, int);
422 todo
->head
= todo
->tail
= 0;
426 static void todo_free(struct todo
*todo
)
433 static void todo_add(struct todo
*todo
, int index
)
435 if (todo
->marked
[index
])
436 return; /* already on the list */
437 todo
->marked
[index
] = TRUE
;
438 todo
->buffer
[todo
->tail
++] = index
;
439 if (todo
->tail
== todo
->buflen
)
443 static int todo_get(struct todo
*todo
) {
446 if (todo
->head
== todo
->tail
)
447 return -1; /* list is empty */
448 ret
= todo
->buffer
[todo
->head
++];
449 if (todo
->head
== todo
->buflen
)
451 todo
->marked
[ret
] = FALSE
;
456 static int net_solver(int w
, int h
, unsigned char *tiles
,
457 unsigned char *barriers
, int wrapping
)
459 unsigned char *tilestate
;
460 unsigned char *edgestate
;
469 * Set up the solver's data structures.
473 * tilestate stores the possible orientations of each tile.
474 * There are up to four of these, so we'll index the array in
475 * fours. tilestate[(y * w + x) * 4] and its three successive
476 * members give the possible orientations, clearing to 255 from
477 * the end as things are ruled out.
479 * In this loop we also count up the area of the grid (which is
480 * not _necessarily_ equal to w*h, because there might be one
481 * or more blank squares present. This will never happen in a
482 * grid generated _by_ this program, but it's worth keeping the
483 * solver as general as possible.)
485 tilestate
= snewn(w
* h
* 4, unsigned char);
487 for (i
= 0; i
< w
*h
; i
++) {
488 tilestate
[i
* 4] = tiles
[i
] & 0xF;
489 for (j
= 1; j
< 4; j
++) {
490 if (tilestate
[i
* 4 + j
- 1] == 255 ||
491 A(tilestate
[i
* 4 + j
- 1]) == tilestate
[i
* 4])
492 tilestate
[i
* 4 + j
] = 255;
494 tilestate
[i
* 4 + j
] = A(tilestate
[i
* 4 + j
- 1]);
501 * edgestate stores the known state of each edge. It is 0 for
502 * unknown, 1 for open (connected) and 2 for closed (not
505 * In principle we need only worry about each edge once each,
506 * but in fact it's easier to track each edge twice so that we
507 * can reference it from either side conveniently. Also I'm
508 * going to allocate _five_ bytes per tile, rather than the
509 * obvious four, so that I can index edgestate[(y*w+x) * 5 + d]
510 * where d is 1,2,4,8 and they never overlap.
512 edgestate
= snewn((w
* h
- 1) * 5 + 9, unsigned char);
513 memset(edgestate
, 0, (w
* h
- 1) * 5 + 9);
516 * deadends tracks which edges have dead ends on them. It is
517 * indexed by tile and direction: deadends[(y*w+x) * 5 + d]
518 * tells you whether heading out of tile (x,y) in direction d
519 * can reach a limited amount of the grid. Values are area+1
520 * (no dead end known) or less than that (can reach _at most_
521 * this many other tiles by heading this way out of this tile).
523 deadends
= snewn((w
* h
- 1) * 5 + 9, int);
524 for (i
= 0; i
< (w
* h
- 1) * 5 + 9; i
++)
525 deadends
[i
] = area
+1;
528 * equivalence tracks which sets of tiles are known to be
529 * connected to one another, so we can avoid creating loops by
530 * linking together tiles which are already linked through
533 * This is a disjoint set forest structure: equivalence[i]
534 * contains the index of another member of the equivalence
535 * class containing i, or contains i itself for precisely one
536 * member in each such class. To find a representative member
537 * of the equivalence class containing i, you keep replacing i
538 * with equivalence[i] until it stops changing; then you go
539 * _back_ along the same path and point everything on it
540 * directly at the representative member so as to speed up
541 * future searches. Then you test equivalence between tiles by
542 * finding the representative of each tile and seeing if
543 * they're the same; and you create new equivalence (merge
544 * classes) by finding the representative of each tile and
545 * setting equivalence[one]=the_other.
547 equivalence
= snew_dsf(w
* h
);
550 * On a non-wrapping grid, we instantly know that all the edges
551 * round the edge are closed.
554 for (i
= 0; i
< w
; i
++) {
555 edgestate
[i
* 5 + 2] = edgestate
[((h
-1) * w
+ i
) * 5 + 8] = 2;
557 for (i
= 0; i
< h
; i
++) {
558 edgestate
[(i
* w
+ w
-1) * 5 + 1] = edgestate
[(i
* w
) * 5 + 4] = 2;
563 * If we have barriers available, we can mark those edges as
567 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
569 for (d
= 1; d
<= 8; d
+= d
) {
570 if (barriers
[y
*w
+x
] & d
) {
573 * In principle the barrier list should already
574 * contain each barrier from each side, but
575 * let's not take chances with our internal
578 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
579 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
580 edgestate
[(y2
*w
+x2
) * 5 + F(d
)] = 2;
587 * Since most deductions made by this solver are local (the
588 * exception is loop avoidance, where joining two tiles
589 * together on one side of the grid can theoretically permit a
590 * fresh deduction on the other), we can address the scaling
591 * problem inherent in iterating repeatedly over the entire
592 * grid by instead working with a to-do list.
594 todo
= todo_new(w
* h
);
597 * Main deductive loop.
599 done_something
= TRUE
; /* prevent instant termination! */
604 * Take a tile index off the todo list and process it.
606 index
= todo_get(todo
);
609 * If we have run out of immediate things to do, we
610 * have no choice but to scan the whole grid for
611 * longer-range things we've missed. Hence, I now add
612 * every square on the grid back on to the to-do list.
613 * I also set `done_something' to FALSE at this point;
614 * if we later come back here and find it still FALSE,
615 * we will know we've scanned the entire grid without
616 * finding anything new to do, and we can terminate.
620 for (i
= 0; i
< w
*h
; i
++)
622 done_something
= FALSE
;
624 index
= todo_get(todo
);
630 int d
, ourclass
= dsf_canonify(equivalence
, y
*w
+x
);
633 deadendmax
[1] = deadendmax
[2] = deadendmax
[4] = deadendmax
[8] = 0;
635 for (i
= j
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
637 int nnondeadends
, nondeadends
[4], deadendtotal
;
638 int nequiv
, equiv
[5];
639 int val
= tilestate
[(y
*w
+x
) * 4 + i
];
642 nnondeadends
= deadendtotal
= 0;
645 for (d
= 1; d
<= 8; d
+= d
) {
647 * Immediately rule out this orientation if it
648 * conflicts with any known edge.
650 if ((edgestate
[(y
*w
+x
) * 5 + d
] == 1 && !(val
& d
)) ||
651 (edgestate
[(y
*w
+x
) * 5 + d
] == 2 && (val
& d
)))
656 * Count up the dead-end statistics.
658 if (deadends
[(y
*w
+x
) * 5 + d
] <= area
) {
659 deadendtotal
+= deadends
[(y
*w
+x
) * 5 + d
];
661 nondeadends
[nnondeadends
++] = d
;
665 * Ensure we aren't linking to any tiles,
666 * through edges not already known to be
667 * open, which create a loop.
669 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
672 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
673 c
= dsf_canonify(equivalence
, y2
*w
+x2
);
674 for (k
= 0; k
< nequiv
; k
++)
685 if (nnondeadends
== 0) {
687 * If this orientation links together dead-ends
688 * with a total area of less than the entire
689 * grid, it is invalid.
691 * (We add 1 to deadendtotal because of the
692 * tile itself, of course; one tile linking
693 * dead ends of size 2 and 3 forms a subnetwork
694 * with a total area of 6, not 5.)
696 if (deadendtotal
> 0 && deadendtotal
+1 < area
)
698 } else if (nnondeadends
== 1) {
700 * If this orientation links together one or
701 * more dead-ends with precisely one
702 * non-dead-end, then we may have to mark that
703 * non-dead-end as a dead end going the other
704 * way. However, it depends on whether all
705 * other orientations share the same property.
708 if (deadendmax
[nondeadends
[0]] < deadendtotal
)
709 deadendmax
[nondeadends
[0]] = deadendtotal
;
712 * If this orientation links together two or
713 * more non-dead-ends, then we can rule out the
714 * possibility of putting in new dead-end
715 * markings in those directions.
718 for (k
= 0; k
< nnondeadends
; k
++)
719 deadendmax
[nondeadends
[k
]] = area
+1;
723 tilestate
[(y
*w
+x
) * 4 + j
++] = val
;
724 #ifdef SOLVER_DIAGNOSTICS
726 printf("ruling out orientation %x at %d,%d\n", val
, x
, y
);
730 assert(j
> 0); /* we can't lose _all_ possibilities! */
733 done_something
= TRUE
;
736 * We have ruled out at least one tile orientation.
737 * Make sure the rest are blanked.
740 tilestate
[(y
*w
+x
) * 4 + j
++] = 255;
744 * Now go through the tile orientations again and see
745 * if we've deduced anything new about any edges.
751 for (i
= 0; i
< 4 && tilestate
[(y
*w
+x
) * 4 + i
] != 255; i
++) {
752 a
&= tilestate
[(y
*w
+x
) * 4 + i
];
753 o
|= tilestate
[(y
*w
+x
) * 4 + i
];
755 for (d
= 1; d
<= 8; d
+= d
)
756 if (edgestate
[(y
*w
+x
) * 5 + d
] == 0) {
758 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
761 /* This edge is open in all orientations. */
762 #ifdef SOLVER_DIAGNOSTICS
763 printf("marking edge %d,%d:%d open\n", x
, y
, d
);
765 edgestate
[(y
*w
+x
) * 5 + d
] = 1;
766 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 1;
767 dsf_merge(equivalence
, y
*w
+x
, y2
*w
+x2
);
768 done_something
= TRUE
;
769 todo_add(todo
, y2
*w
+x2
);
770 } else if (!(o
& d
)) {
771 /* This edge is closed in all orientations. */
772 #ifdef SOLVER_DIAGNOSTICS
773 printf("marking edge %d,%d:%d closed\n", x
, y
, d
);
775 edgestate
[(y
*w
+x
) * 5 + d
] = 2;
776 edgestate
[(y2
*w
+x2
) * 5 + d2
] = 2;
777 done_something
= TRUE
;
778 todo_add(todo
, y2
*w
+x2
);
785 * Now check the dead-end markers and see if any of
786 * them has lowered from the real ones.
788 for (d
= 1; d
<= 8; d
+= d
) {
790 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
792 if (deadendmax
[d
] > 0 &&
793 deadends
[(y2
*w
+x2
) * 5 + d2
] > deadendmax
[d
]) {
794 #ifdef SOLVER_DIAGNOSTICS
795 printf("setting dead end value %d,%d:%d to %d\n",
796 x2
, y2
, d2
, deadendmax
[d
]);
798 deadends
[(y2
*w
+x2
) * 5 + d2
] = deadendmax
[d
];
799 done_something
= TRUE
;
800 todo_add(todo
, y2
*w
+x2
);
808 * Mark all completely determined tiles as locked.
811 for (i
= 0; i
< w
*h
; i
++) {
812 if (tilestate
[i
* 4 + 1] == 255) {
813 assert(tilestate
[i
* 4 + 0] != 255);
814 tiles
[i
] = tilestate
[i
* 4] | LOCKED
;
822 * Free up working space.
833 /* ----------------------------------------------------------------------
834 * Randomly select a new game description.
838 * Function to randomly perturb an ambiguous section in a grid, to
839 * attempt to ensure unique solvability.
841 static void perturb(int w
, int h
, unsigned char *tiles
, int wrapping
,
842 random_state
*rs
, int startx
, int starty
, int startd
)
844 struct xyd
*perimeter
, *perim2
, *loop
[2], looppos
[2];
845 int nperim
, perimsize
, nloop
[2], loopsize
[2];
849 * We know that the tile at (startx,starty) is part of an
850 * ambiguous section, and we also know that its neighbour in
851 * direction startd is fully specified. We begin by tracing all
852 * the way round the ambiguous area.
854 nperim
= perimsize
= 0;
859 #ifdef PERTURB_DIAGNOSTICS
860 printf("perturb %d,%d:%d\n", x
, y
, d
);
865 if (nperim
>= perimsize
) {
866 perimsize
= perimsize
* 3 / 2 + 32;
867 perimeter
= sresize(perimeter
, perimsize
, struct xyd
);
869 perimeter
[nperim
].x
= x
;
870 perimeter
[nperim
].y
= y
;
871 perimeter
[nperim
].direction
= d
;
873 #ifdef PERTURB_DIAGNOSTICS
874 printf("perimeter: %d,%d:%d\n", x
, y
, d
);
878 * First, see if we can simply turn left from where we are
879 * and find another locked square.
882 OFFSETWH(x2
, y2
, x
, y
, d2
, w
, h
);
883 if ((!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1)) ||
884 (tiles
[y2
*w
+x2
] & LOCKED
)) {
888 * Failing that, step left into the new square and look
893 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
894 if ((wrapping
|| (abs(x2
-x
) <= 1 && abs(y2
-y
) <= 1)) &&
895 !(tiles
[y2
*w
+x2
] & LOCKED
)) {
897 * And failing _that_, we're going to have to step
898 * forward into _that_ square and look right at the
899 * same locked square as we started with.
907 } while (x
!= startx
|| y
!= starty
|| d
!= startd
);
910 * Our technique for perturbing this ambiguous area is to
911 * search round its edge for a join we can make: that is, an
912 * edge on the perimeter which is (a) not currently connected,
913 * and (b) connecting it would not yield a full cross on either
914 * side. Then we make that join, search round the network to
915 * find the loop thus constructed, and sever the loop at a
916 * randomly selected other point.
918 perim2
= snewn(nperim
, struct xyd
);
919 memcpy(perim2
, perimeter
, nperim
* sizeof(struct xyd
));
920 /* Shuffle the perimeter, so as to search it without directional bias. */
921 shuffle(perim2
, nperim
, sizeof(*perim2
), rs
);
922 for (i
= 0; i
< nperim
; i
++) {
927 d
= perim2
[i
].direction
;
929 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
930 if (!wrapping
&& (abs(x2
-x
) > 1 || abs(y2
-y
) > 1))
931 continue; /* can't link across non-wrapping border */
932 if (tiles
[y
*w
+x
] & d
)
933 continue; /* already linked in this direction! */
934 if (((tiles
[y
*w
+x
] | d
) & 15) == 15)
935 continue; /* can't turn this tile into a cross */
936 if (((tiles
[y2
*w
+x2
] | F(d
)) & 15) == 15)
937 continue; /* can't turn other tile into a cross */
940 * We've found the point at which we're going to make a new
943 #ifdef PERTURB_DIAGNOSTICS
944 printf("linking %d,%d:%d\n", x
, y
, d
);
947 tiles
[y2
*w
+x2
] |= F(d
);
955 return; /* nothing we can do! */
959 * Now we've constructed a new link, we need to find the entire
960 * loop of which it is a part.
962 * In principle, this involves doing a complete search round
963 * the network. However, I anticipate that in the vast majority
964 * of cases the loop will be quite small, so what I'm going to
965 * do is make _two_ searches round the network in parallel, one
966 * keeping its metaphorical hand on the left-hand wall while
967 * the other keeps its hand on the right. As soon as one of
968 * them gets back to its starting point, I abandon the other.
970 for (i
= 0; i
< 2; i
++) {
971 loopsize
[i
] = nloop
[i
] = 0;
975 looppos
[i
].direction
= d
;
978 for (i
= 0; i
< 2; i
++) {
983 d
= looppos
[i
].direction
;
985 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
988 * Add this path segment to the loop, unless it exactly
989 * reverses the previous one on the loop in which case
990 * we take it away again.
992 #ifdef PERTURB_DIAGNOSTICS
993 printf("looppos[%d] = %d,%d:%d\n", i
, x
, y
, d
);
996 loop
[i
][nloop
[i
]-1].x
== x2
&&
997 loop
[i
][nloop
[i
]-1].y
== y2
&&
998 loop
[i
][nloop
[i
]-1].direction
== F(d
)) {
999 #ifdef PERTURB_DIAGNOSTICS
1000 printf("removing path segment %d,%d:%d from loop[%d]\n",
1005 if (nloop
[i
] >= loopsize
[i
]) {
1006 loopsize
[i
] = loopsize
[i
] * 3 / 2 + 32;
1007 loop
[i
] = sresize(loop
[i
], loopsize
[i
], struct xyd
);
1009 #ifdef PERTURB_DIAGNOSTICS
1010 printf("adding path segment %d,%d:%d to loop[%d]\n",
1013 loop
[i
][nloop
[i
]++] = looppos
[i
];
1016 #ifdef PERTURB_DIAGNOSTICS
1017 printf("tile at new location is %x\n", tiles
[y2
*w
+x2
] & 0xF);
1020 for (j
= 0; j
< 4; j
++) {
1025 #ifdef PERTURB_DIAGNOSTICS
1026 printf("trying dir %d\n", d
);
1028 if (tiles
[y2
*w
+x2
] & d
) {
1031 looppos
[i
].direction
= d
;
1037 assert(nloop
[i
] > 0);
1039 if (looppos
[i
].x
== loop
[i
][0].x
&&
1040 looppos
[i
].y
== loop
[i
][0].y
&&
1041 looppos
[i
].direction
== loop
[i
][0].direction
) {
1042 #ifdef PERTURB_DIAGNOSTICS
1043 printf("loop %d finished tracking\n", i
);
1047 * Having found our loop, we now sever it at a
1048 * randomly chosen point - absolutely any will do -
1049 * which is not the one we joined it at to begin
1050 * with. Conveniently, the one we joined it at is
1051 * loop[i][0], so we just avoid that one.
1053 j
= random_upto(rs
, nloop
[i
]-1) + 1;
1056 d
= loop
[i
][j
].direction
;
1057 OFFSETWH(x2
, y2
, x
, y
, d
, w
, h
);
1059 tiles
[y2
*w
+x2
] &= ~F(d
);
1071 * Finally, we must mark the entire disputed section as locked,
1072 * to prevent the perturb function being called on it multiple
1075 * To do this, we _sort_ the perimeter of the area. The
1076 * existing xyd_cmp function will arrange things into columns
1077 * for us, in such a way that each column has the edges in
1078 * vertical order. Then we can work down each column and fill
1079 * in all the squares between an up edge and a down edge.
1081 qsort(perimeter
, nperim
, sizeof(struct xyd
), xyd_cmp
);
1083 for (i
= 0; i
<= nperim
; i
++) {
1084 if (i
== nperim
|| perimeter
[i
].x
> x
) {
1086 * Fill in everything from the last Up edge to the
1087 * bottom of the grid, if necessary.
1091 #ifdef PERTURB_DIAGNOSTICS
1092 printf("resolved: locking tile %d,%d\n", x
, y
);
1094 tiles
[y
* w
+ x
] |= LOCKED
;
1107 if (perimeter
[i
].direction
== U
) {
1110 } else if (perimeter
[i
].direction
== D
) {
1112 * Fill in everything from the last Up edge to here.
1114 assert(x
== perimeter
[i
].x
&& y
<= perimeter
[i
].y
);
1115 while (y
<= perimeter
[i
].y
) {
1116 #ifdef PERTURB_DIAGNOSTICS
1117 printf("resolved: locking tile %d,%d\n", x
, y
);
1119 tiles
[y
* w
+ x
] |= LOCKED
;
1129 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1130 char **aux
, int interactive
)
1132 tree234
*possibilities
, *barriertree
;
1133 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
1134 unsigned char *tiles
, *barriers
;
1143 tiles
= snewn(w
* h
, unsigned char);
1144 barriers
= snewn(w
* h
, unsigned char);
1148 memset(tiles
, 0, w
* h
);
1149 memset(barriers
, 0, w
* h
);
1152 * Construct the unshuffled grid.
1154 * To do this, we simply start at the centre point, repeatedly
1155 * choose a random possibility out of the available ways to
1156 * extend a used square into an unused one, and do it. After
1157 * extending the third line out of a square, we remove the
1158 * fourth from the possibilities list to avoid any full-cross
1159 * squares (which would make the game too easy because they
1160 * only have one orientation).
1162 * The slightly worrying thing is the avoidance of full-cross
1163 * squares. Can this cause our unsophisticated construction
1164 * algorithm to paint itself into a corner, by getting into a
1165 * situation where there are some unreached squares and the
1166 * only way to reach any of them is to extend a T-piece into a
1169 * Answer: no it can't, and here's a proof.
1171 * Any contiguous group of such unreachable squares must be
1172 * surrounded on _all_ sides by T-pieces pointing away from the
1173 * group. (If not, then there is a square which can be extended
1174 * into one of the `unreachable' ones, and so it wasn't
1175 * unreachable after all.) In particular, this implies that
1176 * each contiguous group of unreachable squares must be
1177 * rectangular in shape (any deviation from that yields a
1178 * non-T-piece next to an `unreachable' square).
1180 * So we have a rectangle of unreachable squares, with T-pieces
1181 * forming a solid border around the rectangle. The corners of
1182 * that border must be connected (since every tile connects all
1183 * the lines arriving in it), and therefore the border must
1184 * form a closed loop around the rectangle.
1186 * But this can't have happened in the first place, since we
1187 * _know_ we've avoided creating closed loops! Hence, no such
1188 * situation can ever arise, and the naive grid construction
1189 * algorithm will guaranteeably result in a complete grid
1190 * containing no unreached squares, no full crosses _and_ no
1193 possibilities
= newtree234(xyd_cmp_nc
);
1196 add234(possibilities
, new_xyd(cx
, cy
, R
));
1198 add234(possibilities
, new_xyd(cx
, cy
, U
));
1200 add234(possibilities
, new_xyd(cx
, cy
, L
));
1202 add234(possibilities
, new_xyd(cx
, cy
, D
));
1204 while (count234(possibilities
) > 0) {
1207 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
1210 * Extract a randomly chosen possibility from the list.
1212 i
= random_upto(rs
, count234(possibilities
));
1213 xyd
= delpos234(possibilities
, i
);
1216 d1
= xyd
->direction
;
1219 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1221 #ifdef GENERATION_DIAGNOSTICS
1222 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
1223 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
1227 * Make the connection. (We should be moving to an as yet
1230 index(params
, tiles
, x1
, y1
) |= d1
;
1231 assert(index(params
, tiles
, x2
, y2
) == 0);
1232 index(params
, tiles
, x2
, y2
) |= d2
;
1235 * If we have created a T-piece, remove its last
1238 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
1239 struct xyd xyd1
, *xydp
;
1243 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
1245 xydp
= find234(possibilities
, &xyd1
, NULL
);
1248 #ifdef GENERATION_DIAGNOSTICS
1249 printf("T-piece; removing (%d,%d,%c)\n",
1250 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1252 del234(possibilities
, xydp
);
1258 * Remove all other possibilities that were pointing at the
1259 * tile we've just moved into.
1261 for (d
= 1; d
< 0x10; d
<<= 1) {
1263 struct xyd xyd1
, *xydp
;
1265 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1270 xyd1
.direction
= d3
;
1272 xydp
= find234(possibilities
, &xyd1
, NULL
);
1275 #ifdef GENERATION_DIAGNOSTICS
1276 printf("Loop avoidance; removing (%d,%d,%c)\n",
1277 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
1279 del234(possibilities
, xydp
);
1285 * Add new possibilities to the list for moving _out_ of
1286 * the tile we have just moved into.
1288 for (d
= 1; d
< 0x10; d
<<= 1) {
1292 continue; /* we've got this one already */
1294 if (!params
->wrapping
) {
1295 if (d
== U
&& y2
== 0)
1297 if (d
== D
&& y2
== h
-1)
1299 if (d
== L
&& x2
== 0)
1301 if (d
== R
&& x2
== w
-1)
1305 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
1307 if (index(params
, tiles
, x3
, y3
))
1308 continue; /* this would create a loop */
1310 #ifdef GENERATION_DIAGNOSTICS
1311 printf("New frontier; adding (%d,%d,%c)\n",
1312 x2
, y2
, "0RU3L567D9abcdef"[d
]);
1314 add234(possibilities
, new_xyd(x2
, y2
, d
));
1317 /* Having done that, we should have no possibilities remaining. */
1318 assert(count234(possibilities
) == 0);
1319 freetree234(possibilities
);
1321 if (params
->unique
) {
1325 * Run the solver to check unique solubility.
1327 while (!net_solver(w
, h
, tiles
, NULL
, params
->wrapping
)) {
1331 * We expect (in most cases) that most of the grid will
1332 * be uniquely specified already, and the remaining
1333 * ambiguous sections will be small and separate. So
1334 * our strategy is to find each individual such
1335 * section, and perform a perturbation on the network
1338 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1339 if (x
+1 < w
&& ((tiles
[y
*w
+x
] ^ tiles
[y
*w
+x
+1]) & LOCKED
)) {
1341 if (tiles
[y
*w
+x
] & LOCKED
)
1342 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
+1, y
, L
);
1344 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, R
);
1346 if (y
+1 < h
&& ((tiles
[y
*w
+x
] ^ tiles
[(y
+1)*w
+x
]) & LOCKED
)) {
1348 if (tiles
[y
*w
+x
] & LOCKED
)
1349 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
+1, U
);
1351 perturb(w
, h
, tiles
, params
->wrapping
, rs
, x
, y
, D
);
1356 * Now n counts the number of ambiguous sections we
1357 * have fiddled with. If we haven't managed to decrease
1358 * it from the last time we ran the solver, give up and
1359 * regenerate the entire grid.
1361 if (prevn
!= -1 && prevn
<= n
)
1362 goto begin_generation
; /* (sorry) */
1368 * The solver will have left a lot of LOCKED bits lying
1369 * around in the tiles array. Remove them.
1371 for (x
= 0; x
< w
*h
; x
++)
1372 tiles
[x
] &= ~LOCKED
;
1376 * Now compute a list of the possible barrier locations.
1378 barriertree
= newtree234(xyd_cmp_nc
);
1379 for (y
= 0; y
< h
; y
++) {
1380 for (x
= 0; x
< w
; x
++) {
1382 if (!(index(params
, tiles
, x
, y
) & R
) &&
1383 (params
->wrapping
|| x
< w
-1))
1384 add234(barriertree
, new_xyd(x
, y
, R
));
1385 if (!(index(params
, tiles
, x
, y
) & D
) &&
1386 (params
->wrapping
|| y
< h
-1))
1387 add234(barriertree
, new_xyd(x
, y
, D
));
1392 * Save the unshuffled grid in aux.
1398 solution
= snewn(w
* h
+ 1, char);
1399 for (i
= 0; i
< w
* h
; i
++)
1400 solution
[i
] = "0123456789abcdef"[tiles
[i
] & 0xF];
1401 solution
[w
*h
] = '\0';
1407 * Now shuffle the grid.
1409 * In order to avoid accidentally generating an already-solved
1410 * grid, we will reshuffle as necessary to ensure that at least
1411 * one edge has a mismatched connection.
1413 * This can always be done, since validate_params() enforces a
1414 * grid area of at least 2 and our generator never creates
1415 * either type of rotationally invariant tile (cross and
1416 * blank). Hence there must be at least one edge separating
1417 * distinct tiles, and it must be possible to find orientations
1418 * of those tiles such that one tile is trying to connect
1419 * through that edge and the other is not.
1421 * (We could be more subtle, and allow the shuffle to generate
1422 * a grid in which all tiles match up locally and the only
1423 * criterion preventing the grid from being already solved is
1424 * connectedness. However, that would take more effort, and
1425 * it's easier to simply make sure every grid is _obviously_
1431 for (y
= 0; y
< h
; y
++) {
1432 for (x
= 0; x
< w
; x
++) {
1433 int orig
= index(params
, tiles
, x
, y
);
1434 int rot
= random_upto(rs
, 4);
1435 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
1441 * I can't even be bothered to check for mismatches across
1442 * a wrapping edge, so I'm just going to enforce that there
1443 * must be a mismatch across a non-wrapping edge, which is
1444 * still always possible.
1446 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
1447 if (x
+1 < w
&& ((ROT(index(params
, tiles
, x
, y
), 2) ^
1448 index(params
, tiles
, x
+1, y
)) & L
))
1450 if (y
+1 < h
&& ((ROT(index(params
, tiles
, x
, y
), 2) ^
1451 index(params
, tiles
, x
, y
+1)) & U
))
1460 * And now choose barrier locations. (We carefully do this
1461 * _after_ shuffling, so that changing the barrier rate in the
1462 * params while keeping the random seed the same will give the
1463 * same shuffled grid and _only_ change the barrier locations.
1464 * Also the way we choose barrier locations, by repeatedly
1465 * choosing one possibility from the list until we have enough,
1466 * is designed to ensure that raising the barrier rate while
1467 * keeping the seed the same will provide a superset of the
1468 * previous barrier set - i.e. if you ask for 10 barriers, and
1469 * then decide that's still too hard and ask for 20, you'll get
1470 * the original 10 plus 10 more, rather than getting 20 new
1471 * ones and the chance of remembering your first 10.)
1473 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
1474 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
1476 while (nbarriers
> 0) {
1479 int x1
, y1
, d1
, x2
, y2
, d2
;
1482 * Extract a randomly chosen barrier from the list.
1484 i
= random_upto(rs
, count234(barriertree
));
1485 xyd
= delpos234(barriertree
, i
);
1487 assert(xyd
!= NULL
);
1491 d1
= xyd
->direction
;
1494 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
1497 index(params
, barriers
, x1
, y1
) |= d1
;
1498 index(params
, barriers
, x2
, y2
) |= d2
;
1504 * Clean up the rest of the barrier list.
1509 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
1512 freetree234(barriertree
);
1516 * Finally, encode the grid into a string game description.
1518 * My syntax is extremely simple: each square is encoded as a
1519 * hex digit in which bit 0 means a connection on the right,
1520 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
1521 * encoding as used internally). Each digit is followed by
1522 * optional barrier indicators: `v' means a vertical barrier to
1523 * the right of it, and `h' means a horizontal barrier below
1526 desc
= snewn(w
* h
* 3 + 1, char);
1528 for (y
= 0; y
< h
; y
++) {
1529 for (x
= 0; x
< w
; x
++) {
1530 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
1531 if ((params
->wrapping
|| x
< w
-1) &&
1532 (index(params
, barriers
, x
, y
) & R
))
1534 if ((params
->wrapping
|| y
< h
-1) &&
1535 (index(params
, barriers
, x
, y
) & D
))
1539 assert(p
- desc
<= w
*h
*3);
1548 static char *validate_desc(game_params
*params
, char *desc
)
1550 int w
= params
->width
, h
= params
->height
;
1553 for (i
= 0; i
< w
*h
; i
++) {
1554 if (*desc
>= '0' && *desc
<= '9')
1556 else if (*desc
>= 'a' && *desc
<= 'f')
1558 else if (*desc
>= 'A' && *desc
<= 'F')
1561 return "Game description shorter than expected";
1563 return "Game description contained unexpected character";
1565 while (*desc
== 'h' || *desc
== 'v')
1569 return "Game description longer than expected";
1574 /* ----------------------------------------------------------------------
1575 * Construct an initial game state, given a description and parameters.
1578 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1583 assert(params
->width
> 0 && params
->height
> 0);
1584 assert(params
->width
> 1 || params
->height
> 1);
1587 * Create a blank game state.
1589 state
= snew(game_state
);
1590 w
= state
->width
= params
->width
;
1591 h
= state
->height
= params
->height
;
1592 state
->wrapping
= params
->wrapping
;
1593 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
1594 state
->completed
= state
->used_solve
= FALSE
;
1595 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1596 memset(state
->tiles
, 0, state
->width
* state
->height
);
1597 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1598 memset(state
->barriers
, 0, state
->width
* state
->height
);
1601 * Parse the game description into the grid.
1603 for (y
= 0; y
< h
; y
++) {
1604 for (x
= 0; x
< w
; x
++) {
1605 if (*desc
>= '0' && *desc
<= '9')
1606 tile(state
, x
, y
) = *desc
- '0';
1607 else if (*desc
>= 'a' && *desc
<= 'f')
1608 tile(state
, x
, y
) = *desc
- 'a' + 10;
1609 else if (*desc
>= 'A' && *desc
<= 'F')
1610 tile(state
, x
, y
) = *desc
- 'A' + 10;
1613 while (*desc
== 'h' || *desc
== 'v') {
1620 OFFSET(x2
, y2
, x
, y
, d1
, state
);
1623 barrier(state
, x
, y
) |= d1
;
1624 barrier(state
, x2
, y2
) |= d2
;
1632 * Set up border barriers if this is a non-wrapping game.
1634 if (!state
->wrapping
) {
1635 for (x
= 0; x
< state
->width
; x
++) {
1636 barrier(state
, x
, 0) |= U
;
1637 barrier(state
, x
, state
->height
-1) |= D
;
1639 for (y
= 0; y
< state
->height
; y
++) {
1640 barrier(state
, 0, y
) |= L
;
1641 barrier(state
, state
->width
-1, y
) |= R
;
1645 * We check whether this is de-facto a non-wrapping game
1646 * despite the parameters, in case we were passed the
1647 * description of a non-wrapping game. This is so that we
1648 * can change some aspects of the UI behaviour.
1650 state
->wrapping
= FALSE
;
1651 for (x
= 0; x
< state
->width
; x
++)
1652 if (!(barrier(state
, x
, 0) & U
) ||
1653 !(barrier(state
, x
, state
->height
-1) & D
))
1654 state
->wrapping
= TRUE
;
1655 for (y
= 0; y
< state
->height
; y
++)
1656 if (!(barrier(state
, 0, y
) & L
) ||
1657 !(barrier(state
, state
->width
-1, y
) & R
))
1658 state
->wrapping
= TRUE
;
1664 static game_state
*dup_game(game_state
*state
)
1668 ret
= snew(game_state
);
1669 ret
->width
= state
->width
;
1670 ret
->height
= state
->height
;
1671 ret
->wrapping
= state
->wrapping
;
1672 ret
->completed
= state
->completed
;
1673 ret
->used_solve
= state
->used_solve
;
1674 ret
->last_rotate_dir
= state
->last_rotate_dir
;
1675 ret
->last_rotate_x
= state
->last_rotate_x
;
1676 ret
->last_rotate_y
= state
->last_rotate_y
;
1677 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
1678 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
1679 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
1680 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
1685 static void free_game(game_state
*state
)
1687 sfree(state
->tiles
);
1688 sfree(state
->barriers
);
1692 static char *solve_game(game_state
*state
, game_state
*currstate
,
1693 char *aux
, char **error
)
1695 unsigned char *tiles
;
1697 int retlen
, retsize
;
1700 tiles
= snewn(state
->width
* state
->height
, unsigned char);
1704 * Run the internal solver on the provided grid. This might
1705 * not yield a complete solution.
1707 memcpy(tiles
, state
->tiles
, state
->width
* state
->height
);
1708 net_solver(state
->width
, state
->height
, tiles
,
1709 state
->barriers
, state
->wrapping
);
1711 for (i
= 0; i
< state
->width
* state
->height
; i
++) {
1714 if (c
>= '0' && c
<= '9')
1716 else if (c
>= 'a' && c
<= 'f')
1717 tiles
[i
] = c
- 'a' + 10;
1718 else if (c
>= 'A' && c
<= 'F')
1719 tiles
[i
] = c
- 'A' + 10;
1726 * Now construct a string which can be passed to execute_move()
1727 * to transform the current grid into the solved one.
1730 ret
= snewn(retsize
, char);
1732 ret
[retlen
++] = 'S';
1734 for (i
= 0; i
< state
->width
* state
->height
; i
++) {
1735 int from
= currstate
->tiles
[i
], to
= tiles
[i
];
1736 int ft
= from
& (R
|L
|U
|D
), tt
= to
& (R
|L
|U
|D
);
1737 int x
= i
% state
->width
, y
= i
/ state
->width
;
1739 char buf
[80], *p
= buf
;
1742 continue; /* nothing needs doing at all */
1745 * To transform this tile into the desired tile: first
1746 * unlock the tile if it's locked, then rotate it if
1747 * necessary, then lock it if necessary.
1750 p
+= sprintf(p
, ";L%d,%d", x
, y
);
1754 else if (tt
== C(ft
))
1756 else if (tt
== F(ft
))
1763 p
+= sprintf(p
, ";%c%d,%d", chr
, x
, y
);
1766 p
+= sprintf(p
, ";L%d,%d", x
, y
);
1769 if (retlen
+ (p
- buf
) >= retsize
) {
1770 retsize
= retlen
+ (p
- buf
) + 512;
1771 ret
= sresize(ret
, retsize
, char);
1773 memcpy(ret
+retlen
, buf
, p
- buf
);
1778 assert(retlen
< retsize
);
1780 ret
= sresize(ret
, retlen
+1, char);
1787 static int game_can_format_as_text_now(game_params
*params
)
1792 static char *game_text_format(game_state
*state
)
1797 /* ----------------------------------------------------------------------
1802 * Compute which squares are reachable from the centre square, as a
1803 * quick visual aid to determining how close the game is to
1804 * completion. This is also a simple way to tell if the game _is_
1805 * completed - just call this function and see whether every square
1808 static unsigned char *compute_active(game_state
*state
, int cx
, int cy
)
1810 unsigned char *active
;
1814 active
= snewn(state
->width
* state
->height
, unsigned char);
1815 memset(active
, 0, state
->width
* state
->height
);
1818 * We only store (x,y) pairs in todo, but it's easier to reuse
1819 * xyd_cmp and just store direction 0 every time.
1821 todo
= newtree234(xyd_cmp_nc
);
1822 index(state
, active
, cx
, cy
) = ACTIVE
;
1823 add234(todo
, new_xyd(cx
, cy
, 0));
1825 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
1826 int x1
, y1
, d1
, x2
, y2
, d2
;
1832 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
1833 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
1837 * If the next tile in this direction is connected to
1838 * us, and there isn't a barrier in the way, and it
1839 * isn't already marked active, then mark it active and
1840 * add it to the to-examine list.
1842 if ((tile(state
, x1
, y1
) & d1
) &&
1843 (tile(state
, x2
, y2
) & d2
) &&
1844 !(barrier(state
, x1
, y1
) & d1
) &&
1845 !index(state
, active
, x2
, y2
)) {
1846 index(state
, active
, x2
, y2
) = ACTIVE
;
1847 add234(todo
, new_xyd(x2
, y2
, 0));
1851 /* Now we expect the todo list to have shrunk to zero size. */
1852 assert(count234(todo
) == 0);
1859 int org_x
, org_y
; /* origin */
1860 int cx
, cy
; /* source tile (game coordinates) */
1863 random_state
*rs
; /* used for jumbling */
1865 int dragtilex
, dragtiley
, dragstartx
, dragstarty
, dragged
;
1869 static game_ui
*new_ui(game_state
*state
)
1873 game_ui
*ui
= snew(game_ui
);
1874 ui
->org_x
= ui
->org_y
= 0;
1875 ui
->cur_x
= ui
->cx
= state
->width
/ 2;
1876 ui
->cur_y
= ui
->cy
= state
->height
/ 2;
1877 ui
->cur_visible
= FALSE
;
1878 get_random_seed(&seed
, &seedsize
);
1879 ui
->rs
= random_new(seed
, seedsize
);
1885 static void free_ui(game_ui
*ui
)
1887 random_free(ui
->rs
);
1891 static char *encode_ui(game_ui
*ui
)
1895 * We preserve the origin and centre-point coordinates over a
1898 sprintf(buf
, "O%d,%d;C%d,%d", ui
->org_x
, ui
->org_y
, ui
->cx
, ui
->cy
);
1902 static void decode_ui(game_ui
*ui
, char *encoding
)
1904 sscanf(encoding
, "O%d,%d;C%d,%d",
1905 &ui
->org_x
, &ui
->org_y
, &ui
->cx
, &ui
->cy
);
1908 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1909 game_state
*newstate
)
1913 struct game_drawstate
{
1918 unsigned char *visible
;
1921 /* ----------------------------------------------------------------------
1924 static char *interpret_move(game_state
*state
, game_ui
*ui
,
1925 game_drawstate
*ds
, int x
, int y
, int button
)
1928 int tx
= -1, ty
= -1, dir
= 0;
1929 int shift
= button
& MOD_SHFT
, ctrl
= button
& MOD_CTRL
;
1931 NONE
, ROTATE_LEFT
, ROTATE_180
, ROTATE_RIGHT
, TOGGLE_LOCK
, JUMBLE
,
1932 MOVE_ORIGIN
, MOVE_SOURCE
, MOVE_ORIGIN_AND_SOURCE
, MOVE_CURSOR
1935 button
&= ~MOD_MASK
;
1939 if (button
== LEFT_BUTTON
||
1940 button
== MIDDLE_BUTTON
||
1942 button
== LEFT_DRAG
||
1943 button
== LEFT_RELEASE
||
1944 button
== RIGHT_DRAG
||
1945 button
== RIGHT_RELEASE
||
1947 button
== RIGHT_BUTTON
) {
1949 if (ui
->cur_visible
) {
1950 ui
->cur_visible
= FALSE
;
1955 * The button must have been clicked on a valid tile.
1957 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
1958 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
1963 if (tx
>= state
->width
|| ty
>= state
->height
)
1965 /* Transform from physical to game coords */
1966 tx
= (tx
+ ui
->org_x
) % state
->width
;
1967 ty
= (ty
+ ui
->org_y
) % state
->height
;
1968 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
1969 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
1974 if (button
== MIDDLE_BUTTON
1976 || button
== RIGHT_BUTTON
/* with a stylus, `right-click' locks */
1980 * Middle button never drags: it only toggles the lock.
1982 action
= TOGGLE_LOCK
;
1983 } else if (button
== LEFT_BUTTON
1984 #ifndef STYLUS_BASED
1985 || button
== RIGHT_BUTTON
/* (see above) */
1989 * Otherwise, we note down the start point for a drag.
1993 ui
->dragstartx
= x
% TILE_SIZE
;
1994 ui
->dragstarty
= y
% TILE_SIZE
;
1995 ui
->dragged
= FALSE
;
1996 return nullret
; /* no actual action */
1997 } else if (button
== LEFT_DRAG
1998 #ifndef STYLUS_BASED
1999 || button
== RIGHT_DRAG
2003 * Find the new drag point and see if it necessitates a
2006 int x0
,y0
, xA
,yA
, xC
,yC
, xF
,yF
;
2008 int d0
, dA
, dC
, dF
, dmin
;
2013 mx
= x
- (ui
->dragtilex
* TILE_SIZE
);
2014 my
= y
- (ui
->dragtiley
* TILE_SIZE
);
2016 x0
= ui
->dragstartx
;
2017 y0
= ui
->dragstarty
;
2018 xA
= ui
->dragstarty
;
2019 yA
= TILE_SIZE
-1 - ui
->dragstartx
;
2020 xF
= TILE_SIZE
-1 - ui
->dragstartx
;
2021 yF
= TILE_SIZE
-1 - ui
->dragstarty
;
2022 xC
= TILE_SIZE
-1 - ui
->dragstarty
;
2023 yC
= ui
->dragstartx
;
2025 d0
= (mx
-x0
)*(mx
-x0
) + (my
-y0
)*(my
-y0
);
2026 dA
= (mx
-xA
)*(mx
-xA
) + (my
-yA
)*(my
-yA
);
2027 dF
= (mx
-xF
)*(mx
-xF
) + (my
-yF
)*(my
-yF
);
2028 dC
= (mx
-xC
)*(mx
-xC
) + (my
-yC
)*(my
-yC
);
2030 dmin
= min(min(d0
,dA
),min(dF
,dC
));
2034 } else if (dF
== dmin
) {
2035 action
= ROTATE_180
;
2036 ui
->dragstartx
= xF
;
2037 ui
->dragstarty
= yF
;
2039 } else if (dA
== dmin
) {
2040 action
= ROTATE_LEFT
;
2041 ui
->dragstartx
= xA
;
2042 ui
->dragstarty
= yA
;
2044 } else /* dC == dmin */ {
2045 action
= ROTATE_RIGHT
;
2046 ui
->dragstartx
= xC
;
2047 ui
->dragstarty
= yC
;
2050 } else if (button
== LEFT_RELEASE
2051 #ifndef STYLUS_BASED
2052 || button
== RIGHT_RELEASE
2057 * There was a click but no perceptible drag:
2058 * revert to single-click behaviour.
2063 if (button
== LEFT_RELEASE
)
2064 action
= ROTATE_LEFT
;
2066 action
= ROTATE_RIGHT
;
2068 return nullret
; /* no action */
2071 #else /* USE_DRAGGING */
2073 action
= (button
== LEFT_BUTTON
? ROTATE_LEFT
:
2074 button
== RIGHT_BUTTON
? ROTATE_RIGHT
: TOGGLE_LOCK
);
2076 #endif /* USE_DRAGGING */
2078 } else if (IS_CURSOR_MOVE(button
)) {
2080 case CURSOR_UP
: dir
= U
; break;
2081 case CURSOR_DOWN
: dir
= D
; break;
2082 case CURSOR_LEFT
: dir
= L
; break;
2083 case CURSOR_RIGHT
: dir
= R
; break;
2084 default: return nullret
;
2086 if (shift
&& ctrl
) action
= MOVE_ORIGIN_AND_SOURCE
;
2087 else if (shift
) action
= MOVE_ORIGIN
;
2088 else if (ctrl
) action
= MOVE_SOURCE
;
2089 else action
= MOVE_CURSOR
;
2090 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
2091 button
== 'A' || button
== 'S' || button
== 'D' ||
2092 button
== 'f' || button
== 'F' ||
2093 IS_CURSOR_SELECT(button
)) {
2096 if (button
== 'a' || button
== 'A' || button
== CURSOR_SELECT
)
2097 action
= ROTATE_LEFT
;
2098 else if (button
== 's' || button
== 'S' || button
== CURSOR_SELECT2
)
2099 action
= TOGGLE_LOCK
;
2100 else if (button
== 'd' || button
== 'D')
2101 action
= ROTATE_RIGHT
;
2102 else if (button
== 'f' || button
== 'F')
2103 action
= ROTATE_180
;
2104 ui
->cur_visible
= TRUE
;
2105 } else if (button
== 'j' || button
== 'J') {
2106 /* XXX should we have some mouse control for this? */
2112 * The middle button locks or unlocks a tile. (A locked tile
2113 * cannot be turned, and is visually marked as being locked.
2114 * This is a convenience for the player, so that once they are
2115 * sure which way round a tile goes, they can lock it and thus
2116 * avoid forgetting later on that they'd already done that one;
2117 * and the locking also prevents them turning the tile by
2118 * accident. If they change their mind, another middle click
2121 if (action
== TOGGLE_LOCK
) {
2123 sprintf(buf
, "L%d,%d", tx
, ty
);
2125 } else if (action
== ROTATE_LEFT
|| action
== ROTATE_RIGHT
||
2126 action
== ROTATE_180
) {
2130 * The left and right buttons have no effect if clicked on a
2133 if (tile(state
, tx
, ty
) & LOCKED
)
2137 * Otherwise, turn the tile one way or the other. Left button
2138 * turns anticlockwise; right button turns clockwise.
2140 sprintf(buf
, "%c%d,%d", (int)(action
== ROTATE_LEFT
? 'A' :
2141 action
== ROTATE_RIGHT
? 'C' : 'F'), tx
, ty
);
2143 } else if (action
== JUMBLE
) {
2145 * Jumble all unlocked tiles to random orientations.
2152 * Maximum string length assumes no int can be converted to
2153 * decimal and take more than 11 digits!
2155 maxlen
= state
->width
* state
->height
* 25 + 3;
2157 ret
= snewn(maxlen
, char);
2161 for (jy
= 0; jy
< state
->height
; jy
++) {
2162 for (jx
= 0; jx
< state
->width
; jx
++) {
2163 if (!(tile(state
, jx
, jy
) & LOCKED
)) {
2164 int rot
= random_upto(ui
->rs
, 4);
2166 p
+= sprintf(p
, ";%c%d,%d", "AFC"[rot
-1], jx
, jy
);
2172 assert(p
- ret
< maxlen
);
2173 ret
= sresize(ret
, p
- ret
, char);
2176 } else if (action
== MOVE_ORIGIN
|| action
== MOVE_SOURCE
||
2177 action
== MOVE_ORIGIN_AND_SOURCE
|| action
== MOVE_CURSOR
) {
2179 if (action
== MOVE_ORIGIN
|| action
== MOVE_ORIGIN_AND_SOURCE
) {
2180 if (state
->wrapping
) {
2181 OFFSET(ui
->org_x
, ui
->org_y
, ui
->org_x
, ui
->org_y
, dir
, state
);
2182 } else return nullret
; /* disallowed for non-wrapping grids */
2184 if (action
== MOVE_SOURCE
|| action
== MOVE_ORIGIN_AND_SOURCE
) {
2185 OFFSET(ui
->cx
, ui
->cy
, ui
->cx
, ui
->cy
, dir
, state
);
2187 if (action
== MOVE_CURSOR
) {
2188 OFFSET(ui
->cur_x
, ui
->cur_y
, ui
->cur_x
, ui
->cur_y
, dir
, state
);
2189 ui
->cur_visible
= TRUE
;
2197 static game_state
*execute_move(game_state
*from
, char *move
)
2200 int tx
= -1, ty
= -1, n
, noanim
, orig
;
2202 ret
= dup_game(from
);
2204 if (move
[0] == 'J' || move
[0] == 'S') {
2206 ret
->used_solve
= TRUE
;
2215 ret
->last_rotate_dir
= 0; /* suppress animation */
2216 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
2219 if ((move
[0] == 'A' || move
[0] == 'C' ||
2220 move
[0] == 'F' || move
[0] == 'L') &&
2221 sscanf(move
+1, "%d,%d%n", &tx
, &ty
, &n
) >= 2 &&
2222 tx
>= 0 && tx
< from
->width
&& ty
>= 0 && ty
< from
->height
) {
2223 orig
= tile(ret
, tx
, ty
);
2224 if (move
[0] == 'A') {
2225 tile(ret
, tx
, ty
) = A(orig
);
2227 ret
->last_rotate_dir
= +1;
2228 } else if (move
[0] == 'F') {
2229 tile(ret
, tx
, ty
) = F(orig
);
2231 ret
->last_rotate_dir
= +2; /* + for sake of argument */
2232 } else if (move
[0] == 'C') {
2233 tile(ret
, tx
, ty
) = C(orig
);
2235 ret
->last_rotate_dir
= -1;
2237 assert(move
[0] == 'L');
2238 tile(ret
, tx
, ty
) ^= LOCKED
;
2242 if (*move
== ';') move
++;
2249 if (tx
== -1 || ty
== -1) { free_game(ret
); return NULL
; }
2250 ret
->last_rotate_x
= tx
;
2251 ret
->last_rotate_y
= ty
;
2255 * Check whether the game has been completed.
2257 * For this purpose it doesn't matter where the source square
2258 * is, because we can start from anywhere and correctly
2259 * determine whether the game is completed.
2262 unsigned char *active
= compute_active(ret
, 0, 0);
2264 int complete
= TRUE
;
2266 for (x1
= 0; x1
< ret
->width
; x1
++)
2267 for (y1
= 0; y1
< ret
->height
; y1
++)
2268 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
2270 goto break_label
; /* break out of two loops at once */
2277 ret
->completed
= TRUE
;
2284 /* ----------------------------------------------------------------------
2285 * Routines for drawing the game position on the screen.
2288 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2290 game_drawstate
*ds
= snew(game_drawstate
);
2292 ds
->started
= FALSE
;
2293 ds
->width
= state
->width
;
2294 ds
->height
= state
->height
;
2295 ds
->org_x
= ds
->org_y
= -1;
2296 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
2297 ds
->tilesize
= 0; /* undecided yet */
2298 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
2303 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2309 static void game_compute_size(game_params
*params
, int tilesize
,
2312 *x
= WINDOW_OFFSET
* 2 + tilesize
* params
->width
+ TILE_BORDER
;
2313 *y
= WINDOW_OFFSET
* 2 + tilesize
* params
->height
+ TILE_BORDER
;
2316 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2317 game_params
*params
, int tilesize
)
2319 ds
->tilesize
= tilesize
;
2322 static float *game_colours(frontend
*fe
, int *ncolours
)
2326 ret
= snewn(NCOLOURS
* 3, float);
2327 *ncolours
= NCOLOURS
;
2330 * Basic background colour is whatever the front end thinks is
2331 * a sensible default.
2333 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2338 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
2339 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
2340 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
2343 * Powered wires and powered endpoints are cyan.
2345 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
2346 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
2347 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
2352 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
2353 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
2354 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
2357 * Unpowered endpoints are blue.
2359 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
2360 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
2361 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
2364 * Tile borders are a darker grey than the background.
2366 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2367 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2368 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2371 * Locked tiles are a grey in between those two.
2373 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2374 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2375 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2380 static void draw_filled_line(drawing
*dr
, int x1
, int y1
, int x2
, int y2
,
2383 draw_line(dr
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
2384 draw_line(dr
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
2385 draw_line(dr
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
2386 draw_line(dr
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
2387 draw_line(dr
, x1
, y1
, x2
, y2
, colour
);
2390 static void draw_rect_coords(drawing
*dr
, int x1
, int y1
, int x2
, int y2
,
2393 int mx
= (x1
< x2
? x1
: x2
);
2394 int my
= (y1
< y2
? y1
: y2
);
2395 int dx
= (x2
+ x1
- 2*mx
+ 1);
2396 int dy
= (y2
+ y1
- 2*my
+ 1);
2398 draw_rect(dr
, mx
, my
, dx
, dy
, colour
);
2402 * draw_barrier_corner() and draw_barrier() are passed physical coords
2404 static void draw_barrier_corner(drawing
*dr
, game_drawstate
*ds
,
2405 int x
, int y
, int dx
, int dy
, int phase
)
2407 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2408 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2411 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2412 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
2415 draw_rect_coords(dr
, bx
+x1
+dx
, by
+y1
,
2416 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2418 draw_rect_coords(dr
, bx
+x1
, by
+y1
+dy
,
2419 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
2422 draw_rect_coords(dr
, bx
+x1
, by
+y1
,
2423 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
2428 static void draw_barrier(drawing
*dr
, game_drawstate
*ds
,
2429 int x
, int y
, int dir
, int phase
)
2431 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2432 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2435 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
2436 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
2437 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2438 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
2441 draw_rect(dr
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
2443 draw_rect(dr
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
2448 * draw_tile() is passed physical coordinates
2450 static void draw_tile(drawing
*dr
, game_state
*state
, game_drawstate
*ds
,
2451 int x
, int y
, int tile
, int src
, float angle
, int cursor
)
2453 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2454 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2456 float cx
, cy
, ex
, ey
, tx
, ty
;
2457 int dir
, col
, phase
;
2460 * When we draw a single tile, we must draw everything up to
2461 * and including the borders around the tile. This means that
2462 * if the neighbouring tiles have connections to those borders,
2463 * we must draw those connections on the borders themselves.
2466 clip(dr
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2469 * So. First blank the tile out completely: draw a big
2470 * rectangle in border colour, and a smaller rectangle in
2471 * background colour to fill it in.
2473 draw_rect(dr
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
2475 draw_rect(dr
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
2476 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
2477 tile
& LOCKED
? COL_LOCKED
: COL_BACKGROUND
);
2480 * Draw an inset outline rectangle as a cursor, in whichever of
2481 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
2485 draw_line(dr
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2486 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2487 tile
& LOCKED
? COL_BACKGROUND
: COL_LOCKED
);
2488 draw_line(dr
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
2489 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2490 tile
& LOCKED
? COL_BACKGROUND
: COL_LOCKED
);
2491 draw_line(dr
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
2492 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2493 tile
& LOCKED
? COL_BACKGROUND
: COL_LOCKED
);
2494 draw_line(dr
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2495 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
2496 tile
& LOCKED
? COL_BACKGROUND
: COL_LOCKED
);
2500 * Set up the rotation matrix.
2502 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
2503 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
2504 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
2505 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
2510 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
2511 col
= (tile
& ACTIVE
? COL_POWERED
: COL_WIRE
);
2512 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2514 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2515 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2516 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2517 draw_filled_line(dr
, bx
+(int)cx
, by
+(int)cy
,
2518 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
2522 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2524 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
2525 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
2526 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2527 draw_line(dr
, bx
+(int)cx
, by
+(int)cy
,
2528 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
2533 * Draw the box in the middle. We do this in blue if the tile
2534 * is an unpowered endpoint, in cyan if the tile is a powered
2535 * endpoint, in black if the tile is the centrepiece, and
2536 * otherwise not at all.
2541 else if (COUNT(tile
) == 1) {
2542 col
= (tile
& ACTIVE
? COL_POWERED
: COL_ENDPOINT
);
2547 points
[0] = +1; points
[1] = +1;
2548 points
[2] = +1; points
[3] = -1;
2549 points
[4] = -1; points
[5] = -1;
2550 points
[6] = -1; points
[7] = +1;
2552 for (i
= 0; i
< 8; i
+= 2) {
2553 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
2554 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
2555 MATMUL(tx
, ty
, matrix
, ex
, ey
);
2556 points
[i
] = bx
+(int)(cx
+tx
);
2557 points
[i
+1] = by
+(int)(cy
+ty
);
2560 draw_polygon(dr
, points
, 4, col
, COL_WIRE
);
2564 * Draw the points on the border if other tiles are connected
2567 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2568 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
2576 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
2579 if (!(tile(state
, GX(ox
), GY(oy
)) & F(dir
)))
2582 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ? 0 : cx
);
2583 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ? 0 : cy
);
2584 lx
= dx
* (TILE_BORDER
-1);
2585 ly
= dy
* (TILE_BORDER
-1);
2589 if (angle
== 0.0 && (tile
& dir
)) {
2591 * If we are fully connected to the other tile, we must
2592 * draw right across the tile border. (We can use our
2593 * own ACTIVE state to determine what colour to do this
2594 * in: if we are fully connected to the other tile then
2595 * the two ACTIVE states will be the same.)
2597 draw_rect_coords(dr
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
2598 draw_rect_coords(dr
, px
, py
, px
+lx
, py
+ly
,
2599 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
2602 * The other tile extends into our border, but isn't
2603 * actually connected to us. Just draw a single black
2606 draw_rect_coords(dr
, px
, py
, px
, py
, COL_WIRE
);
2611 * Draw barrier corners, and then barriers.
2613 for (phase
= 0; phase
< 2; phase
++) {
2614 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
2615 int x1
, y1
, corner
= FALSE
;
2617 * If at least one barrier terminates at the corner
2618 * between dir and A(dir), draw a barrier corner.
2620 if (barrier(state
, GX(x
), GY(y
)) & (dir
| A(dir
))) {
2624 * Only count barriers terminating at this corner
2625 * if they're physically next to the corner. (That
2626 * is, if they've wrapped round from the far side
2627 * of the screen, they don't count.)
2631 if (x1
>= 0 && x1
< state
->width
&&
2632 y1
>= 0 && y1
< state
->height
&&
2633 (barrier(state
, GX(x1
), GY(y1
)) & A(dir
))) {
2638 if (x1
>= 0 && x1
< state
->width
&&
2639 y1
>= 0 && y1
< state
->height
&&
2640 (barrier(state
, GX(x1
), GY(y1
)) & dir
))
2647 * At least one barrier terminates here. Draw a
2650 draw_barrier_corner(dr
, ds
, x
, y
,
2651 X(dir
)+X(A(dir
)), Y(dir
)+Y(A(dir
)),
2656 for (dir
= 1; dir
< 0x10; dir
<<= 1)
2657 if (barrier(state
, GX(x
), GY(y
)) & dir
)
2658 draw_barrier(dr
, ds
, x
, y
, dir
, phase
);
2663 draw_update(dr
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
2666 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2667 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
2669 int x
, y
, tx
, ty
, frame
, last_rotate_dir
, moved_origin
= FALSE
;
2670 unsigned char *active
;
2674 * Clear the screen, and draw the exterior barrier lines, if
2675 * this is our first call or if the origin has changed.
2677 if (!ds
->started
|| ui
->org_x
!= ds
->org_x
|| ui
->org_y
!= ds
->org_y
) {
2683 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
2684 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
2687 ds
->org_x
= ui
->org_x
;
2688 ds
->org_y
= ui
->org_y
;
2689 moved_origin
= TRUE
;
2691 draw_update(dr
, 0, 0,
2692 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
2693 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
2695 for (phase
= 0; phase
< 2; phase
++) {
2697 for (x
= 0; x
< ds
->width
; x
++) {
2698 if (x
+1 < ds
->width
) {
2699 if (barrier(state
, GX(x
), GY(0)) & R
)
2700 draw_barrier_corner(dr
, ds
, x
, -1, +1, +1, phase
);
2701 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & R
)
2702 draw_barrier_corner(dr
, ds
, x
, ds
->height
, +1, -1, phase
);
2704 if (barrier(state
, GX(x
), GY(0)) & U
) {
2705 draw_barrier_corner(dr
, ds
, x
, -1, -1, +1, phase
);
2706 draw_barrier_corner(dr
, ds
, x
, -1, +1, +1, phase
);
2707 draw_barrier(dr
, ds
, x
, -1, D
, phase
);
2709 if (barrier(state
, GX(x
), GY(ds
->height
-1)) & D
) {
2710 draw_barrier_corner(dr
, ds
, x
, ds
->height
, -1, -1, phase
);
2711 draw_barrier_corner(dr
, ds
, x
, ds
->height
, +1, -1, phase
);
2712 draw_barrier(dr
, ds
, x
, ds
->height
, U
, phase
);
2716 for (y
= 0; y
< ds
->height
; y
++) {
2717 if (y
+1 < ds
->height
) {
2718 if (barrier(state
, GX(0), GY(y
)) & D
)
2719 draw_barrier_corner(dr
, ds
, -1, y
, +1, +1, phase
);
2720 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & D
)
2721 draw_barrier_corner(dr
, ds
, ds
->width
, y
, -1, +1, phase
);
2723 if (barrier(state
, GX(0), GY(y
)) & L
) {
2724 draw_barrier_corner(dr
, ds
, -1, y
, +1, -1, phase
);
2725 draw_barrier_corner(dr
, ds
, -1, y
, +1, +1, phase
);
2726 draw_barrier(dr
, ds
, -1, y
, R
, phase
);
2728 if (barrier(state
, GX(ds
->width
-1), GY(y
)) & R
) {
2729 draw_barrier_corner(dr
, ds
, ds
->width
, y
, -1, -1, phase
);
2730 draw_barrier_corner(dr
, ds
, ds
->width
, y
, -1, +1, phase
);
2731 draw_barrier(dr
, ds
, ds
->width
, y
, L
, phase
);
2738 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2739 state
->last_rotate_dir
;
2740 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
2742 * We're animating a single tile rotation. Find the turning
2745 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
2746 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
2747 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
2754 * We're animating a completion flash. Find which frame
2757 frame
= (int)(ft
/ FLASH_FRAME
);
2761 * Draw any tile which differs from the way it was last drawn.
2763 active
= compute_active(state
, ui
->cx
, ui
->cy
);
2765 for (x
= 0; x
< ds
->width
; x
++)
2766 for (y
= 0; y
< ds
->height
; y
++) {
2767 unsigned char c
= tile(state
, GX(x
), GY(y
)) |
2768 index(state
, active
, GX(x
), GY(y
));
2769 int is_src
= GX(x
) == ui
->cx
&& GY(y
) == ui
->cy
;
2770 int is_anim
= GX(x
) == tx
&& GY(y
) == ty
;
2771 int is_cursor
= ui
->cur_visible
&&
2772 GX(x
) == ui
->cur_x
&& GY(y
) == ui
->cur_y
;
2775 * In a completion flash, we adjust the LOCKED bit
2776 * depending on our distance from the centre point and
2780 int rcx
= RX(ui
->cx
), rcy
= RY(ui
->cy
);
2781 int xdist
, ydist
, dist
;
2782 xdist
= (x
< rcx
? rcx
- x
: x
- rcx
);
2783 ydist
= (y
< rcy
? rcy
- y
: y
- rcy
);
2784 dist
= (xdist
> ydist
? xdist
: ydist
);
2786 if (frame
>= dist
&& frame
< dist
+4) {
2787 int lock
= (frame
- dist
) & 1;
2788 lock
= lock
? LOCKED
: 0;
2789 c
= (c
&~ LOCKED
) | lock
;
2794 index(state
, ds
->visible
, x
, y
) != c
||
2795 index(state
, ds
->visible
, x
, y
) == 0xFF ||
2796 is_src
|| is_anim
|| is_cursor
) {
2797 draw_tile(dr
, state
, ds
, x
, y
, c
,
2798 is_src
, (is_anim
? angle
: 0.0F
), is_cursor
);
2799 if (is_src
|| is_anim
|| is_cursor
)
2800 index(state
, ds
->visible
, x
, y
) = 0xFF;
2802 index(state
, ds
->visible
, x
, y
) = c
;
2807 * Update the status bar.
2810 char statusbuf
[256];
2813 n
= state
->width
* state
->height
;
2814 for (i
= a
= n2
= 0; i
< n
; i
++) {
2817 if (state
->tiles
[i
] & 0xF)
2821 sprintf(statusbuf
, "%sActive: %d/%d",
2822 (state
->used_solve
? "Auto-solved. " :
2823 state
->completed
? "COMPLETED! " : ""), a
, n2
);
2825 status_bar(dr
, statusbuf
);
2831 static float game_anim_length(game_state
*oldstate
,
2832 game_state
*newstate
, int dir
, game_ui
*ui
)
2834 int last_rotate_dir
;
2837 * Don't animate if last_rotate_dir is zero.
2839 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
2840 newstate
->last_rotate_dir
;
2841 if (last_rotate_dir
)
2847 static float game_flash_length(game_state
*oldstate
,
2848 game_state
*newstate
, int dir
, game_ui
*ui
)
2851 * If the game has just been completed, we display a completion
2854 if (!oldstate
->completed
&& newstate
->completed
&&
2855 !oldstate
->used_solve
&& !newstate
->used_solve
) {
2857 if (size
< newstate
->width
)
2858 size
= newstate
->width
;
2859 if (size
< newstate
->height
)
2860 size
= newstate
->height
;
2861 return FLASH_FRAME
* (size
+4);
2867 static int game_status(game_state
*state
)
2869 return state
->completed
? +1 : 0;
2872 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2877 static void game_print_size(game_params
*params
, float *x
, float *y
)
2882 * I'll use 8mm squares by default.
2884 game_compute_size(params
, 800, &pw
, &ph
);
2889 static void draw_diagram(drawing
*dr
, game_drawstate
*ds
, int x
, int y
,
2890 int topleft
, int v
, int drawlines
, int ink
)
2892 int tx
, ty
, cx
, cy
, r
, br
, k
, thick
;
2894 tx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
2895 ty
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
2898 * Find our centre point.
2901 cx
= tx
+ (v
& L
? TILE_SIZE
/ 4 : TILE_SIZE
/ 6);
2902 cy
= ty
+ (v
& U
? TILE_SIZE
/ 4 : TILE_SIZE
/ 6);
2904 br
= TILE_SIZE
/ 32;
2906 cx
= tx
+ TILE_SIZE
/ 2;
2907 cy
= ty
+ TILE_SIZE
/ 2;
2914 * Draw the square block if we have an endpoint.
2916 if (v
== 1 || v
== 2 || v
== 4 || v
== 8)
2917 draw_rect(dr
, cx
- br
, cy
- br
, br
*2, br
*2, ink
);
2920 * Draw each radial line.
2923 for (k
= 1; k
< 16; k
*= 2)
2925 int x1
= min(cx
, cx
+ (r
-thick
) * X(k
));
2926 int x2
= max(cx
, cx
+ (r
-thick
) * X(k
));
2927 int y1
= min(cy
, cy
+ (r
-thick
) * Y(k
));
2928 int y2
= max(cy
, cy
+ (r
-thick
) * Y(k
));
2929 draw_rect(dr
, x1
- thick
, y1
- thick
,
2930 (x2
- x1
) + 2*thick
, (y2
- y1
) + 2*thick
, ink
);
2935 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2937 int w
= state
->width
, h
= state
->height
;
2938 int ink
= print_mono_colour(dr
, 0);
2941 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2942 game_drawstate ads
, *ds
= &ads
;
2943 game_set_size(dr
, ds
, NULL
, tilesize
);
2948 print_line_width(dr
, TILE_SIZE
/ (state
->wrapping
? 128 : 12));
2949 draw_rect_outline(dr
, WINDOW_OFFSET
, WINDOW_OFFSET
,
2950 TILE_SIZE
* w
, TILE_SIZE
* h
, ink
);
2955 print_line_width(dr
, TILE_SIZE
/ 128);
2956 for (x
= 1; x
< w
; x
++)
2957 draw_line(dr
, WINDOW_OFFSET
+ TILE_SIZE
* x
, WINDOW_OFFSET
,
2958 WINDOW_OFFSET
+ TILE_SIZE
* x
, WINDOW_OFFSET
+ TILE_SIZE
* h
,
2960 for (y
= 1; y
< h
; y
++)
2961 draw_line(dr
, WINDOW_OFFSET
, WINDOW_OFFSET
+ TILE_SIZE
* y
,
2962 WINDOW_OFFSET
+ TILE_SIZE
* w
, WINDOW_OFFSET
+ TILE_SIZE
* y
,
2968 for (y
= 0; y
<= h
; y
++)
2969 for (x
= 0; x
<= w
; x
++) {
2970 int b
= barrier(state
, x
% w
, y
% h
);
2971 if (x
< w
&& (b
& U
))
2972 draw_rect(dr
, WINDOW_OFFSET
+ TILE_SIZE
* x
- TILE_SIZE
/24,
2973 WINDOW_OFFSET
+ TILE_SIZE
* y
- TILE_SIZE
/24,
2974 TILE_SIZE
+ TILE_SIZE
/24 * 2, TILE_SIZE
/24 * 2, ink
);
2975 if (y
< h
&& (b
& L
))
2976 draw_rect(dr
, WINDOW_OFFSET
+ TILE_SIZE
* x
- TILE_SIZE
/24,
2977 WINDOW_OFFSET
+ TILE_SIZE
* y
- TILE_SIZE
/24,
2978 TILE_SIZE
/24 * 2, TILE_SIZE
+ TILE_SIZE
/24 * 2, ink
);
2984 for (y
= 0; y
< h
; y
++)
2985 for (x
= 0; x
< w
; x
++) {
2986 int vx
, v
= tile(state
, x
, y
);
2987 int locked
= v
& LOCKED
;
2992 * Rotate into a standard orientation for the top left
2996 while (vx
!= 0 && vx
!= 15 && vx
!= 1 && vx
!= 9 && vx
!= 13 &&
3001 * Draw the top left corner diagram.
3003 draw_diagram(dr
, ds
, x
, y
, TRUE
, vx
, TRUE
, ink
);
3006 * Draw the real solution diagram, if we're doing so.
3008 draw_diagram(dr
, ds
, x
, y
, FALSE
, v
, locked
, ink
);
3016 const struct game thegame
= {
3017 "Net", "games.net", "net",
3024 TRUE
, game_configure
, custom_params
,
3032 FALSE
, game_can_format_as_text_now
, game_text_format
,
3040 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
3043 game_free_drawstate
,
3048 TRUE
, FALSE
, game_print_size
, game_print
,
3049 TRUE
, /* wants_statusbar */
3050 FALSE
, game_timing_state
,