diff options
author | Franklin Wei <git@fwei.tk> | 2017-04-29 18:21:56 -0400 |
---|---|---|
committer | Franklin Wei <git@fwei.tk> | 2017-04-29 18:24:42 -0400 |
commit | 881746789a489fad85aae8317555f73dbe261556 (patch) | |
tree | cec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/netslide.c | |
parent | 03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff) | |
download | rockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz rockbox-881746789a489fad85aae8317555f73dbe261556.zip |
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision
2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made
by me, including cursor-only Untangle and some compilation fixes
remain. Upstream code has been moved to its separate subdirectory and
future syncs can be done by simply copying over the new sources.
Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/netslide.c')
-rw-r--r-- | apps/plugins/puzzles/src/netslide.c | 1893 |
1 files changed, 1893 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/netslide.c b/apps/plugins/puzzles/src/netslide.c new file mode 100644 index 0000000000..c56e1abd6a --- /dev/null +++ b/apps/plugins/puzzles/src/netslide.c | |||
@@ -0,0 +1,1893 @@ | |||
1 | /* | ||
2 | * netslide.c: cross between Net and Sixteen, courtesy of Richard | ||
3 | * Boulton. | ||
4 | */ | ||
5 | |||
6 | #include <stdio.h> | ||
7 | #include <stdlib.h> | ||
8 | #include <string.h> | ||
9 | #include <assert.h> | ||
10 | #include <ctype.h> | ||
11 | #include <math.h> | ||
12 | |||
13 | #include "puzzles.h" | ||
14 | #include "tree234.h" | ||
15 | |||
16 | #define MATMUL(xr,yr,m,x,y) do { \ | ||
17 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ | ||
18 | rx = mat[0] * xx + mat[2] * yy; \ | ||
19 | ry = mat[1] * xx + mat[3] * yy; \ | ||
20 | (xr) = rx; (yr) = ry; \ | ||
21 | } while (0) | ||
22 | |||
23 | /* Direction and other bitfields */ | ||
24 | #define R 0x01 | ||
25 | #define U 0x02 | ||
26 | #define L 0x04 | ||
27 | #define D 0x08 | ||
28 | #define FLASHING 0x10 | ||
29 | #define ACTIVE 0x20 | ||
30 | /* Corner flags go in the barriers array */ | ||
31 | #define RU 0x10 | ||
32 | #define UL 0x20 | ||
33 | #define LD 0x40 | ||
34 | #define DR 0x80 | ||
35 | |||
36 | /* Get tile at given coordinate */ | ||
37 | #define T(state, x, y) ( (y) * (state)->width + (x) ) | ||
38 | |||
39 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ | ||
40 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) | ||
41 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) | ||
42 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) | ||
43 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ | ||
44 | ((n)&3) == 1 ? A(x) : \ | ||
45 | ((n)&3) == 2 ? F(x) : C(x) ) | ||
46 | |||
47 | /* X and Y displacements */ | ||
48 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) | ||
49 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) | ||
50 | |||
51 | /* Bit count */ | ||
52 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ | ||
53 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) | ||
54 | |||
55 | #define PREFERRED_TILE_SIZE 48 | ||
56 | #define TILE_SIZE (ds->tilesize) | ||
57 | #define BORDER TILE_SIZE | ||
58 | #define TILE_BORDER 1 | ||
59 | #define WINDOW_OFFSET 0 | ||
60 | |||
61 | #define ANIM_TIME 0.13F | ||
62 | #define FLASH_FRAME 0.07F | ||
63 | |||
64 | enum { | ||
65 | COL_BACKGROUND, | ||
66 | COL_FLASHING, | ||
67 | COL_BORDER, | ||
68 | COL_WIRE, | ||
69 | COL_ENDPOINT, | ||
70 | COL_POWERED, | ||
71 | COL_BARRIER, | ||
72 | COL_LOWLIGHT, | ||
73 | COL_TEXT, | ||
74 | NCOLOURS | ||
75 | }; | ||
76 | |||
77 | struct game_params { | ||
78 | int width; | ||
79 | int height; | ||
80 | int wrapping; | ||
81 | float barrier_probability; | ||
82 | int movetarget; | ||
83 | }; | ||
84 | |||
85 | struct game_state { | ||
86 | int width, height, cx, cy, wrapping, completed; | ||
87 | int used_solve; | ||
88 | int move_count, movetarget; | ||
89 | |||
90 | /* position (row or col number, starting at 0) of last move. */ | ||
91 | int last_move_row, last_move_col; | ||
92 | |||
93 | /* direction of last move: +1 or -1 */ | ||
94 | int last_move_dir; | ||
95 | |||
96 | unsigned char *tiles; | ||
97 | unsigned char *barriers; | ||
98 | }; | ||
99 | |||
100 | #define OFFSET(x2,y2,x1,y1,dir,state) \ | ||
101 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ | ||
102 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) | ||
103 | |||
104 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) | ||
105 | #define tile(state, x, y) index(state, (state)->tiles, x, y) | ||
106 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) | ||
107 | |||
108 | struct xyd { | ||
109 | int x, y, direction; | ||
110 | }; | ||
111 | |||
112 | static int xyd_cmp(void *av, void *bv) { | ||
113 | struct xyd *a = (struct xyd *)av; | ||
114 | struct xyd *b = (struct xyd *)bv; | ||
115 | if (a->x < b->x) | ||
116 | return -1; | ||
117 | if (a->x > b->x) | ||
118 | return +1; | ||
119 | if (a->y < b->y) | ||
120 | return -1; | ||
121 | if (a->y > b->y) | ||
122 | return +1; | ||
123 | if (a->direction < b->direction) | ||
124 | return -1; | ||
125 | if (a->direction > b->direction) | ||
126 | return +1; | ||
127 | return 0; | ||
128 | } | ||
129 | |||
130 | static struct xyd *new_xyd(int x, int y, int direction) | ||
131 | { | ||
132 | struct xyd *xyd = snew(struct xyd); | ||
133 | xyd->x = x; | ||
134 | xyd->y = y; | ||
135 | xyd->direction = direction; | ||
136 | return xyd; | ||
137 | } | ||
138 | |||
139 | static void slide_col(game_state *state, int dir, int col); | ||
140 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col); | ||
141 | static void slide_row(game_state *state, int dir, int row); | ||
142 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row); | ||
143 | |||
144 | /* ---------------------------------------------------------------------- | ||
145 | * Manage game parameters. | ||
146 | */ | ||
147 | static game_params *default_params(void) | ||
148 | { | ||
149 | game_params *ret = snew(game_params); | ||
150 | |||
151 | ret->width = 3; | ||
152 | ret->height = 3; | ||
153 | ret->wrapping = FALSE; | ||
154 | ret->barrier_probability = 1.0; | ||
155 | ret->movetarget = 0; | ||
156 | |||
157 | return ret; | ||
158 | } | ||
159 | |||
160 | static const struct { int x, y, wrap, bprob; const char* desc; } | ||
161 | netslide_presets[] = { | ||
162 | {3, 3, FALSE, 1, " easy"}, | ||
163 | {3, 3, FALSE, 0, " medium"}, | ||
164 | {3, 3, TRUE, 0, " hard"}, | ||
165 | {4, 4, FALSE, 1, " easy"}, | ||
166 | {4, 4, FALSE, 0, " medium"}, | ||
167 | {4, 4, TRUE, 0, " hard"}, | ||
168 | {5, 5, FALSE, 1, " easy"}, | ||
169 | {5, 5, FALSE, 0, " medium"}, | ||
170 | {5, 5, TRUE, 0, " hard"}, | ||
171 | }; | ||
172 | |||
173 | static int game_fetch_preset(int i, char **name, game_params **params) | ||
174 | { | ||
175 | game_params *ret; | ||
176 | char str[80]; | ||
177 | |||
178 | if (i < 0 || i >= lenof(netslide_presets)) | ||
179 | return FALSE; | ||
180 | |||
181 | ret = snew(game_params); | ||
182 | ret->width = netslide_presets[i].x; | ||
183 | ret->height = netslide_presets[i].y; | ||
184 | ret->wrapping = netslide_presets[i].wrap; | ||
185 | ret->barrier_probability = (float)netslide_presets[i].bprob; | ||
186 | ret->movetarget = 0; | ||
187 | |||
188 | sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc); | ||
189 | |||
190 | *name = dupstr(str); | ||
191 | *params = ret; | ||
192 | return TRUE; | ||
193 | } | ||
194 | |||
195 | static void free_params(game_params *params) | ||
196 | { | ||
197 | sfree(params); | ||
198 | } | ||
199 | |||
200 | static game_params *dup_params(const game_params *params) | ||
201 | { | ||
202 | game_params *ret = snew(game_params); | ||
203 | *ret = *params; /* structure copy */ | ||
204 | return ret; | ||
205 | } | ||
206 | |||
207 | static void decode_params(game_params *ret, char const *string) | ||
208 | { | ||
209 | char const *p = string; | ||
210 | |||
211 | ret->wrapping = FALSE; | ||
212 | ret->barrier_probability = 0.0; | ||
213 | ret->movetarget = 0; | ||
214 | |||
215 | ret->width = atoi(p); | ||
216 | while (*p && isdigit((unsigned char)*p)) p++; | ||
217 | if (*p == 'x') { | ||
218 | p++; | ||
219 | ret->height = atoi(p); | ||
220 | while (*p && isdigit((unsigned char)*p)) p++; | ||
221 | if ( (ret->wrapping = (*p == 'w')) != 0 ) | ||
222 | p++; | ||
223 | if (*p == 'b') { | ||
224 | ret->barrier_probability = (float)atof(++p); | ||
225 | while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++; | ||
226 | } | ||
227 | if (*p == 'm') { | ||
228 | ret->movetarget = atoi(++p); | ||
229 | } | ||
230 | } else { | ||
231 | ret->height = ret->width; | ||
232 | } | ||
233 | } | ||
234 | |||
235 | static char *encode_params(const game_params *params, int full) | ||
236 | { | ||
237 | char ret[400]; | ||
238 | int len; | ||
239 | |||
240 | len = sprintf(ret, "%dx%d", params->width, params->height); | ||
241 | if (params->wrapping) | ||
242 | ret[len++] = 'w'; | ||
243 | if (full && params->barrier_probability) | ||
244 | len += sprintf(ret+len, "b%g", params->barrier_probability); | ||
245 | /* Shuffle limit is part of the limited parameters, because we have to | ||
246 | * provide the target move count. */ | ||
247 | if (params->movetarget) | ||
248 | len += sprintf(ret+len, "m%d", params->movetarget); | ||
249 | assert(len < lenof(ret)); | ||
250 | ret[len] = '\0'; | ||
251 | |||
252 | return dupstr(ret); | ||
253 | } | ||
254 | |||
255 | static config_item *game_configure(const game_params *params) | ||
256 | { | ||
257 | config_item *ret; | ||
258 | char buf[80]; | ||
259 | |||
260 | ret = snewn(6, config_item); | ||
261 | |||
262 | ret[0].name = "Width"; | ||
263 | ret[0].type = C_STRING; | ||
264 | sprintf(buf, "%d", params->width); | ||
265 | ret[0].sval = dupstr(buf); | ||
266 | ret[0].ival = 0; | ||
267 | |||
268 | ret[1].name = "Height"; | ||
269 | ret[1].type = C_STRING; | ||
270 | sprintf(buf, "%d", params->height); | ||
271 | ret[1].sval = dupstr(buf); | ||
272 | ret[1].ival = 0; | ||
273 | |||
274 | ret[2].name = "Walls wrap around"; | ||
275 | ret[2].type = C_BOOLEAN; | ||
276 | ret[2].sval = NULL; | ||
277 | ret[2].ival = params->wrapping; | ||
278 | |||
279 | ret[3].name = "Barrier probability"; | ||
280 | ret[3].type = C_STRING; | ||
281 | sprintf(buf, "%g", params->barrier_probability); | ||
282 | ret[3].sval = dupstr(buf); | ||
283 | ret[3].ival = 0; | ||
284 | |||
285 | ret[4].name = "Number of shuffling moves"; | ||
286 | ret[4].type = C_STRING; | ||
287 | sprintf(buf, "%d", params->movetarget); | ||
288 | ret[4].sval = dupstr(buf); | ||
289 | ret[4].ival = 0; | ||
290 | |||
291 | ret[5].name = NULL; | ||
292 | ret[5].type = C_END; | ||
293 | ret[5].sval = NULL; | ||
294 | ret[5].ival = 0; | ||
295 | |||
296 | return ret; | ||
297 | } | ||
298 | |||
299 | static game_params *custom_params(const config_item *cfg) | ||
300 | { | ||
301 | game_params *ret = snew(game_params); | ||
302 | |||
303 | ret->width = atoi(cfg[0].sval); | ||
304 | ret->height = atoi(cfg[1].sval); | ||
305 | ret->wrapping = cfg[2].ival; | ||
306 | ret->barrier_probability = (float)atof(cfg[3].sval); | ||
307 | ret->movetarget = atoi(cfg[4].sval); | ||
308 | |||
309 | return ret; | ||
310 | } | ||
311 | |||
312 | static char *validate_params(const game_params *params, int full) | ||
313 | { | ||
314 | if (params->width <= 1 || params->height <= 1) | ||
315 | return "Width and height must both be greater than one"; | ||
316 | if (params->barrier_probability < 0) | ||
317 | return "Barrier probability may not be negative"; | ||
318 | if (params->barrier_probability > 1) | ||
319 | return "Barrier probability may not be greater than 1"; | ||
320 | return NULL; | ||
321 | } | ||
322 | |||
323 | /* ---------------------------------------------------------------------- | ||
324 | * Randomly select a new game description. | ||
325 | */ | ||
326 | |||
327 | static char *new_game_desc(const game_params *params, random_state *rs, | ||
328 | char **aux, int interactive) | ||
329 | { | ||
330 | tree234 *possibilities, *barriertree; | ||
331 | int w, h, x, y, cx, cy, nbarriers; | ||
332 | unsigned char *tiles, *barriers; | ||
333 | char *desc, *p; | ||
334 | |||
335 | w = params->width; | ||
336 | h = params->height; | ||
337 | |||
338 | tiles = snewn(w * h, unsigned char); | ||
339 | memset(tiles, 0, w * h); | ||
340 | barriers = snewn(w * h, unsigned char); | ||
341 | memset(barriers, 0, w * h); | ||
342 | |||
343 | cx = w / 2; | ||
344 | cy = h / 2; | ||
345 | |||
346 | /* | ||
347 | * Construct the unshuffled grid. | ||
348 | * | ||
349 | * To do this, we simply start at the centre point, repeatedly | ||
350 | * choose a random possibility out of the available ways to | ||
351 | * extend a used square into an unused one, and do it. After | ||
352 | * extending the third line out of a square, we remove the | ||
353 | * fourth from the possibilities list to avoid any full-cross | ||
354 | * squares (which would make the game too easy because they | ||
355 | * only have one orientation). | ||
356 | * | ||
357 | * The slightly worrying thing is the avoidance of full-cross | ||
358 | * squares. Can this cause our unsophisticated construction | ||
359 | * algorithm to paint itself into a corner, by getting into a | ||
360 | * situation where there are some unreached squares and the | ||
361 | * only way to reach any of them is to extend a T-piece into a | ||
362 | * full cross? | ||
363 | * | ||
364 | * Answer: no it can't, and here's a proof. | ||
365 | * | ||
366 | * Any contiguous group of such unreachable squares must be | ||
367 | * surrounded on _all_ sides by T-pieces pointing away from the | ||
368 | * group. (If not, then there is a square which can be extended | ||
369 | * into one of the `unreachable' ones, and so it wasn't | ||
370 | * unreachable after all.) In particular, this implies that | ||
371 | * each contiguous group of unreachable squares must be | ||
372 | * rectangular in shape (any deviation from that yields a | ||
373 | * non-T-piece next to an `unreachable' square). | ||
374 | * | ||
375 | * So we have a rectangle of unreachable squares, with T-pieces | ||
376 | * forming a solid border around the rectangle. The corners of | ||
377 | * that border must be connected (since every tile connects all | ||
378 | * the lines arriving in it), and therefore the border must | ||
379 | * form a closed loop around the rectangle. | ||
380 | * | ||
381 | * But this can't have happened in the first place, since we | ||
382 | * _know_ we've avoided creating closed loops! Hence, no such | ||
383 | * situation can ever arise, and the naive grid construction | ||
384 | * algorithm will guaranteeably result in a complete grid | ||
385 | * containing no unreached squares, no full crosses _and_ no | ||
386 | * closed loops. [] | ||
387 | */ | ||
388 | possibilities = newtree234(xyd_cmp); | ||
389 | |||
390 | if (cx+1 < w) | ||
391 | add234(possibilities, new_xyd(cx, cy, R)); | ||
392 | if (cy-1 >= 0) | ||
393 | add234(possibilities, new_xyd(cx, cy, U)); | ||
394 | if (cx-1 >= 0) | ||
395 | add234(possibilities, new_xyd(cx, cy, L)); | ||
396 | if (cy+1 < h) | ||
397 | add234(possibilities, new_xyd(cx, cy, D)); | ||
398 | |||
399 | while (count234(possibilities) > 0) { | ||
400 | int i; | ||
401 | struct xyd *xyd; | ||
402 | int x1, y1, d1, x2, y2, d2, d; | ||
403 | |||
404 | /* | ||
405 | * Extract a randomly chosen possibility from the list. | ||
406 | */ | ||
407 | i = random_upto(rs, count234(possibilities)); | ||
408 | xyd = delpos234(possibilities, i); | ||
409 | x1 = xyd->x; | ||
410 | y1 = xyd->y; | ||
411 | d1 = xyd->direction; | ||
412 | sfree(xyd); | ||
413 | |||
414 | OFFSET(x2, y2, x1, y1, d1, params); | ||
415 | d2 = F(d1); | ||
416 | #ifdef GENERATION_DIAGNOSTICS | ||
417 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", | ||
418 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); | ||
419 | #endif | ||
420 | |||
421 | /* | ||
422 | * Make the connection. (We should be moving to an as yet | ||
423 | * unused tile.) | ||
424 | */ | ||
425 | index(params, tiles, x1, y1) |= d1; | ||
426 | assert(index(params, tiles, x2, y2) == 0); | ||
427 | index(params, tiles, x2, y2) |= d2; | ||
428 | |||
429 | /* | ||
430 | * If we have created a T-piece, remove its last | ||
431 | * possibility. | ||
432 | */ | ||
433 | if (COUNT(index(params, tiles, x1, y1)) == 3) { | ||
434 | struct xyd xyd1, *xydp; | ||
435 | |||
436 | xyd1.x = x1; | ||
437 | xyd1.y = y1; | ||
438 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); | ||
439 | |||
440 | xydp = find234(possibilities, &xyd1, NULL); | ||
441 | |||
442 | if (xydp) { | ||
443 | #ifdef GENERATION_DIAGNOSTICS | ||
444 | printf("T-piece; removing (%d,%d,%c)\n", | ||
445 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); | ||
446 | #endif | ||
447 | del234(possibilities, xydp); | ||
448 | sfree(xydp); | ||
449 | } | ||
450 | } | ||
451 | |||
452 | /* | ||
453 | * Remove all other possibilities that were pointing at the | ||
454 | * tile we've just moved into. | ||
455 | */ | ||
456 | for (d = 1; d < 0x10; d <<= 1) { | ||
457 | int x3, y3, d3; | ||
458 | struct xyd xyd1, *xydp; | ||
459 | |||
460 | OFFSET(x3, y3, x2, y2, d, params); | ||
461 | d3 = F(d); | ||
462 | |||
463 | xyd1.x = x3; | ||
464 | xyd1.y = y3; | ||
465 | xyd1.direction = d3; | ||
466 | |||
467 | xydp = find234(possibilities, &xyd1, NULL); | ||
468 | |||
469 | if (xydp) { | ||
470 | #ifdef GENERATION_DIAGNOSTICS | ||
471 | printf("Loop avoidance; removing (%d,%d,%c)\n", | ||
472 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); | ||
473 | #endif | ||
474 | del234(possibilities, xydp); | ||
475 | sfree(xydp); | ||
476 | } | ||
477 | } | ||
478 | |||
479 | /* | ||
480 | * Add new possibilities to the list for moving _out_ of | ||
481 | * the tile we have just moved into. | ||
482 | */ | ||
483 | for (d = 1; d < 0x10; d <<= 1) { | ||
484 | int x3, y3; | ||
485 | |||
486 | if (d == d2) | ||
487 | continue; /* we've got this one already */ | ||
488 | |||
489 | if (!params->wrapping) { | ||
490 | if (d == U && y2 == 0) | ||
491 | continue; | ||
492 | if (d == D && y2 == h-1) | ||
493 | continue; | ||
494 | if (d == L && x2 == 0) | ||
495 | continue; | ||
496 | if (d == R && x2 == w-1) | ||
497 | continue; | ||
498 | } | ||
499 | |||
500 | OFFSET(x3, y3, x2, y2, d, params); | ||
501 | |||
502 | if (index(params, tiles, x3, y3)) | ||
503 | continue; /* this would create a loop */ | ||
504 | |||
505 | #ifdef GENERATION_DIAGNOSTICS | ||
506 | printf("New frontier; adding (%d,%d,%c)\n", | ||
507 | x2, y2, "0RU3L567D9abcdef"[d]); | ||
508 | #endif | ||
509 | add234(possibilities, new_xyd(x2, y2, d)); | ||
510 | } | ||
511 | } | ||
512 | /* Having done that, we should have no possibilities remaining. */ | ||
513 | assert(count234(possibilities) == 0); | ||
514 | freetree234(possibilities); | ||
515 | |||
516 | /* | ||
517 | * Now compute a list of the possible barrier locations. | ||
518 | */ | ||
519 | barriertree = newtree234(xyd_cmp); | ||
520 | for (y = 0; y < h; y++) { | ||
521 | for (x = 0; x < w; x++) { | ||
522 | |||
523 | if (!(index(params, tiles, x, y) & R) && | ||
524 | (params->wrapping || x < w-1)) | ||
525 | add234(barriertree, new_xyd(x, y, R)); | ||
526 | if (!(index(params, tiles, x, y) & D) && | ||
527 | (params->wrapping || y < h-1)) | ||
528 | add234(barriertree, new_xyd(x, y, D)); | ||
529 | } | ||
530 | } | ||
531 | |||
532 | /* | ||
533 | * Save the unshuffled grid in aux. | ||
534 | */ | ||
535 | { | ||
536 | char *solution; | ||
537 | int i; | ||
538 | |||
539 | /* | ||
540 | * String format is exactly the same as a solve move, so we | ||
541 | * can just dupstr this in solve_game(). | ||
542 | */ | ||
543 | |||
544 | solution = snewn(w * h + 2, char); | ||
545 | solution[0] = 'S'; | ||
546 | for (i = 0; i < w * h; i++) | ||
547 | solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF]; | ||
548 | solution[w*h+1] = '\0'; | ||
549 | |||
550 | *aux = solution; | ||
551 | } | ||
552 | |||
553 | /* | ||
554 | * Now shuffle the grid. | ||
555 | * FIXME - this simply does a set of random moves to shuffle the pieces, | ||
556 | * although we make a token effort to avoid boring cases by avoiding moves | ||
557 | * that directly undo the previous one, or that repeat so often as to | ||
558 | * turn into fewer moves. | ||
559 | * | ||
560 | * A better way would be to number all the pieces, generate a placement | ||
561 | * for all the numbers as for "sixteen", observing parity constraints if | ||
562 | * neccessary, and then place the pieces according to their numbering. | ||
563 | * BUT - I'm not sure if this will work, since we disallow movement of | ||
564 | * the middle row and column. | ||
565 | */ | ||
566 | { | ||
567 | int i; | ||
568 | int cols = w - 1; | ||
569 | int rows = h - 1; | ||
570 | int moves = params->movetarget; | ||
571 | int prevdir = -1, prevrowcol = -1, nrepeats = 0; | ||
572 | if (!moves) moves = cols * rows * 2; | ||
573 | for (i = 0; i < moves; /* incremented conditionally */) { | ||
574 | /* Choose a direction: 0,1,2,3 = up, right, down, left. */ | ||
575 | int dir = random_upto(rs, 4); | ||
576 | int rowcol; | ||
577 | if (dir % 2 == 0) { | ||
578 | int col = random_upto(rs, cols); | ||
579 | if (col >= cx) col += 1; /* avoid centre */ | ||
580 | if (col == prevrowcol) { | ||
581 | if (dir == 2-prevdir) | ||
582 | continue; /* undoes last move */ | ||
583 | else if (dir == prevdir && (nrepeats+1)*2 > h) | ||
584 | continue; /* makes fewer moves */ | ||
585 | } | ||
586 | slide_col_int(w, h, tiles, 1 - dir, col); | ||
587 | rowcol = col; | ||
588 | } else { | ||
589 | int row = random_upto(rs, rows); | ||
590 | if (row >= cy) row += 1; /* avoid centre */ | ||
591 | if (row == prevrowcol) { | ||
592 | if (dir == 4-prevdir) | ||
593 | continue; /* undoes last move */ | ||
594 | else if (dir == prevdir && (nrepeats+1)*2 > w) | ||
595 | continue; /* makes fewer moves */ | ||
596 | } | ||
597 | slide_row_int(w, h, tiles, 2 - dir, row); | ||
598 | rowcol = row; | ||
599 | } | ||
600 | if (dir == prevdir && rowcol == prevrowcol) | ||
601 | nrepeats++; | ||
602 | else | ||
603 | nrepeats = 1; | ||
604 | prevdir = dir; | ||
605 | prevrowcol = rowcol; | ||
606 | i++; /* if we got here, the move was accepted */ | ||
607 | } | ||
608 | } | ||
609 | |||
610 | /* | ||
611 | * And now choose barrier locations. (We carefully do this | ||
612 | * _after_ shuffling, so that changing the barrier rate in the | ||
613 | * params while keeping the random seed the same will give the | ||
614 | * same shuffled grid and _only_ change the barrier locations. | ||
615 | * Also the way we choose barrier locations, by repeatedly | ||
616 | * choosing one possibility from the list until we have enough, | ||
617 | * is designed to ensure that raising the barrier rate while | ||
618 | * keeping the seed the same will provide a superset of the | ||
619 | * previous barrier set - i.e. if you ask for 10 barriers, and | ||
620 | * then decide that's still too hard and ask for 20, you'll get | ||
621 | * the original 10 plus 10 more, rather than getting 20 new | ||
622 | * ones and the chance of remembering your first 10.) | ||
623 | */ | ||
624 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); | ||
625 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); | ||
626 | |||
627 | while (nbarriers > 0) { | ||
628 | int i; | ||
629 | struct xyd *xyd; | ||
630 | int x1, y1, d1, x2, y2, d2; | ||
631 | |||
632 | /* | ||
633 | * Extract a randomly chosen barrier from the list. | ||
634 | */ | ||
635 | i = random_upto(rs, count234(barriertree)); | ||
636 | xyd = delpos234(barriertree, i); | ||
637 | |||
638 | assert(xyd != NULL); | ||
639 | |||
640 | x1 = xyd->x; | ||
641 | y1 = xyd->y; | ||
642 | d1 = xyd->direction; | ||
643 | sfree(xyd); | ||
644 | |||
645 | OFFSET(x2, y2, x1, y1, d1, params); | ||
646 | d2 = F(d1); | ||
647 | |||
648 | index(params, barriers, x1, y1) |= d1; | ||
649 | index(params, barriers, x2, y2) |= d2; | ||
650 | |||
651 | nbarriers--; | ||
652 | } | ||
653 | |||
654 | /* | ||
655 | * Clean up the rest of the barrier list. | ||
656 | */ | ||
657 | { | ||
658 | struct xyd *xyd; | ||
659 | |||
660 | while ( (xyd = delpos234(barriertree, 0)) != NULL) | ||
661 | sfree(xyd); | ||
662 | |||
663 | freetree234(barriertree); | ||
664 | } | ||
665 | |||
666 | /* | ||
667 | * Finally, encode the grid into a string game description. | ||
668 | * | ||
669 | * My syntax is extremely simple: each square is encoded as a | ||
670 | * hex digit in which bit 0 means a connection on the right, | ||
671 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same | ||
672 | * encoding as used internally). Each digit is followed by | ||
673 | * optional barrier indicators: `v' means a vertical barrier to | ||
674 | * the right of it, and `h' means a horizontal barrier below | ||
675 | * it. | ||
676 | */ | ||
677 | desc = snewn(w * h * 3 + 1, char); | ||
678 | p = desc; | ||
679 | for (y = 0; y < h; y++) { | ||
680 | for (x = 0; x < w; x++) { | ||
681 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; | ||
682 | if ((params->wrapping || x < w-1) && | ||
683 | (index(params, barriers, x, y) & R)) | ||
684 | *p++ = 'v'; | ||
685 | if ((params->wrapping || y < h-1) && | ||
686 | (index(params, barriers, x, y) & D)) | ||
687 | *p++ = 'h'; | ||
688 | } | ||
689 | } | ||
690 | assert(p - desc <= w*h*3); | ||
691 | *p = '\0'; | ||
692 | |||
693 | sfree(tiles); | ||
694 | sfree(barriers); | ||
695 | |||
696 | return desc; | ||
697 | } | ||
698 | |||
699 | static char *validate_desc(const game_params *params, const char *desc) | ||
700 | { | ||
701 | int w = params->width, h = params->height; | ||
702 | int i; | ||
703 | |||
704 | for (i = 0; i < w*h; i++) { | ||
705 | if (*desc >= '0' && *desc <= '9') | ||
706 | /* OK */; | ||
707 | else if (*desc >= 'a' && *desc <= 'f') | ||
708 | /* OK */; | ||
709 | else if (*desc >= 'A' && *desc <= 'F') | ||
710 | /* OK */; | ||
711 | else if (!*desc) | ||
712 | return "Game description shorter than expected"; | ||
713 | else | ||
714 | return "Game description contained unexpected character"; | ||
715 | desc++; | ||
716 | while (*desc == 'h' || *desc == 'v') | ||
717 | desc++; | ||
718 | } | ||
719 | if (*desc) | ||
720 | return "Game description longer than expected"; | ||
721 | |||
722 | return NULL; | ||
723 | } | ||
724 | |||
725 | /* ---------------------------------------------------------------------- | ||
726 | * Construct an initial game state, given a description and parameters. | ||
727 | */ | ||
728 | |||
729 | static game_state *new_game(midend *me, const game_params *params, | ||
730 | const char *desc) | ||
731 | { | ||
732 | game_state *state; | ||
733 | int w, h, x, y; | ||
734 | |||
735 | assert(params->width > 0 && params->height > 0); | ||
736 | assert(params->width > 1 || params->height > 1); | ||
737 | |||
738 | /* | ||
739 | * Create a blank game state. | ||
740 | */ | ||
741 | state = snew(game_state); | ||
742 | w = state->width = params->width; | ||
743 | h = state->height = params->height; | ||
744 | state->cx = state->width / 2; | ||
745 | state->cy = state->height / 2; | ||
746 | state->wrapping = params->wrapping; | ||
747 | state->movetarget = params->movetarget; | ||
748 | state->completed = 0; | ||
749 | state->used_solve = FALSE; | ||
750 | state->move_count = 0; | ||
751 | state->last_move_row = -1; | ||
752 | state->last_move_col = -1; | ||
753 | state->last_move_dir = 0; | ||
754 | state->tiles = snewn(state->width * state->height, unsigned char); | ||
755 | memset(state->tiles, 0, state->width * state->height); | ||
756 | state->barriers = snewn(state->width * state->height, unsigned char); | ||
757 | memset(state->barriers, 0, state->width * state->height); | ||
758 | |||
759 | |||
760 | /* | ||
761 | * Parse the game description into the grid. | ||
762 | */ | ||
763 | for (y = 0; y < h; y++) { | ||
764 | for (x = 0; x < w; x++) { | ||
765 | if (*desc >= '0' && *desc <= '9') | ||
766 | tile(state, x, y) = *desc - '0'; | ||
767 | else if (*desc >= 'a' && *desc <= 'f') | ||
768 | tile(state, x, y) = *desc - 'a' + 10; | ||
769 | else if (*desc >= 'A' && *desc <= 'F') | ||
770 | tile(state, x, y) = *desc - 'A' + 10; | ||
771 | if (*desc) | ||
772 | desc++; | ||
773 | while (*desc == 'h' || *desc == 'v') { | ||
774 | int x2, y2, d1, d2; | ||
775 | if (*desc == 'v') | ||
776 | d1 = R; | ||
777 | else | ||
778 | d1 = D; | ||
779 | |||
780 | OFFSET(x2, y2, x, y, d1, state); | ||
781 | d2 = F(d1); | ||
782 | |||
783 | barrier(state, x, y) |= d1; | ||
784 | barrier(state, x2, y2) |= d2; | ||
785 | |||
786 | desc++; | ||
787 | } | ||
788 | } | ||
789 | } | ||
790 | |||
791 | /* | ||
792 | * Set up border barriers if this is a non-wrapping game. | ||
793 | */ | ||
794 | if (!state->wrapping) { | ||
795 | for (x = 0; x < state->width; x++) { | ||
796 | barrier(state, x, 0) |= U; | ||
797 | barrier(state, x, state->height-1) |= D; | ||
798 | } | ||
799 | for (y = 0; y < state->height; y++) { | ||
800 | barrier(state, 0, y) |= L; | ||
801 | barrier(state, state->width-1, y) |= R; | ||
802 | } | ||
803 | } | ||
804 | |||
805 | /* | ||
806 | * Set up the barrier corner flags, for drawing barriers | ||
807 | * prettily when they meet. | ||
808 | */ | ||
809 | for (y = 0; y < state->height; y++) { | ||
810 | for (x = 0; x < state->width; x++) { | ||
811 | int dir; | ||
812 | |||
813 | for (dir = 1; dir < 0x10; dir <<= 1) { | ||
814 | int dir2 = A(dir); | ||
815 | int x1, y1, x2, y2, x3, y3; | ||
816 | int corner = FALSE; | ||
817 | |||
818 | if (!(barrier(state, x, y) & dir)) | ||
819 | continue; | ||
820 | |||
821 | if (barrier(state, x, y) & dir2) | ||
822 | corner = TRUE; | ||
823 | |||
824 | x1 = x + X(dir), y1 = y + Y(dir); | ||
825 | if (x1 >= 0 && x1 < state->width && | ||
826 | y1 >= 0 && y1 < state->height && | ||
827 | (barrier(state, x1, y1) & dir2)) | ||
828 | corner = TRUE; | ||
829 | |||
830 | x2 = x + X(dir2), y2 = y + Y(dir2); | ||
831 | if (x2 >= 0 && x2 < state->width && | ||
832 | y2 >= 0 && y2 < state->height && | ||
833 | (barrier(state, x2, y2) & dir)) | ||
834 | corner = TRUE; | ||
835 | |||
836 | if (corner) { | ||
837 | barrier(state, x, y) |= (dir << 4); | ||
838 | if (x1 >= 0 && x1 < state->width && | ||
839 | y1 >= 0 && y1 < state->height) | ||
840 | barrier(state, x1, y1) |= (A(dir) << 4); | ||
841 | if (x2 >= 0 && x2 < state->width && | ||
842 | y2 >= 0 && y2 < state->height) | ||
843 | barrier(state, x2, y2) |= (C(dir) << 4); | ||
844 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); | ||
845 | if (x3 >= 0 && x3 < state->width && | ||
846 | y3 >= 0 && y3 < state->height) | ||
847 | barrier(state, x3, y3) |= (F(dir) << 4); | ||
848 | } | ||
849 | } | ||
850 | } | ||
851 | } | ||
852 | |||
853 | return state; | ||
854 | } | ||
855 | |||
856 | static game_state *dup_game(const game_state *state) | ||
857 | { | ||
858 | game_state *ret; | ||
859 | |||
860 | ret = snew(game_state); | ||
861 | ret->width = state->width; | ||
862 | ret->height = state->height; | ||
863 | ret->cx = state->cx; | ||
864 | ret->cy = state->cy; | ||
865 | ret->wrapping = state->wrapping; | ||
866 | ret->movetarget = state->movetarget; | ||
867 | ret->completed = state->completed; | ||
868 | ret->used_solve = state->used_solve; | ||
869 | ret->move_count = state->move_count; | ||
870 | ret->last_move_row = state->last_move_row; | ||
871 | ret->last_move_col = state->last_move_col; | ||
872 | ret->last_move_dir = state->last_move_dir; | ||
873 | ret->tiles = snewn(state->width * state->height, unsigned char); | ||
874 | memcpy(ret->tiles, state->tiles, state->width * state->height); | ||
875 | ret->barriers = snewn(state->width * state->height, unsigned char); | ||
876 | memcpy(ret->barriers, state->barriers, state->width * state->height); | ||
877 | |||
878 | return ret; | ||
879 | } | ||
880 | |||
881 | static void free_game(game_state *state) | ||
882 | { | ||
883 | sfree(state->tiles); | ||
884 | sfree(state->barriers); | ||
885 | sfree(state); | ||
886 | } | ||
887 | |||
888 | static char *solve_game(const game_state *state, const game_state *currstate, | ||
889 | const char *aux, char **error) | ||
890 | { | ||
891 | if (!aux) { | ||
892 | *error = "Solution not known for this puzzle"; | ||
893 | return NULL; | ||
894 | } | ||
895 | |||
896 | return dupstr(aux); | ||
897 | } | ||
898 | |||
899 | static int game_can_format_as_text_now(const game_params *params) | ||
900 | { | ||
901 | return TRUE; | ||
902 | } | ||
903 | |||
904 | static char *game_text_format(const game_state *state) | ||
905 | { | ||
906 | return NULL; | ||
907 | } | ||
908 | |||
909 | /* ---------------------------------------------------------------------- | ||
910 | * Utility routine. | ||
911 | */ | ||
912 | |||
913 | /* | ||
914 | * Compute which squares are reachable from the centre square, as a | ||
915 | * quick visual aid to determining how close the game is to | ||
916 | * completion. This is also a simple way to tell if the game _is_ | ||
917 | * completed - just call this function and see whether every square | ||
918 | * is marked active. | ||
919 | * | ||
920 | * squares in the moving_row and moving_col are always inactive - this | ||
921 | * is so that "current" doesn't appear to jump across moving lines. | ||
922 | */ | ||
923 | static unsigned char *compute_active(const game_state *state, | ||
924 | int moving_row, int moving_col) | ||
925 | { | ||
926 | unsigned char *active; | ||
927 | tree234 *todo; | ||
928 | struct xyd *xyd; | ||
929 | |||
930 | active = snewn(state->width * state->height, unsigned char); | ||
931 | memset(active, 0, state->width * state->height); | ||
932 | |||
933 | /* | ||
934 | * We only store (x,y) pairs in todo, but it's easier to reuse | ||
935 | * xyd_cmp and just store direction 0 every time. | ||
936 | */ | ||
937 | todo = newtree234(xyd_cmp); | ||
938 | index(state, active, state->cx, state->cy) = ACTIVE; | ||
939 | add234(todo, new_xyd(state->cx, state->cy, 0)); | ||
940 | |||
941 | while ( (xyd = delpos234(todo, 0)) != NULL) { | ||
942 | int x1, y1, d1, x2, y2, d2; | ||
943 | |||
944 | x1 = xyd->x; | ||
945 | y1 = xyd->y; | ||
946 | sfree(xyd); | ||
947 | |||
948 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { | ||
949 | OFFSET(x2, y2, x1, y1, d1, state); | ||
950 | d2 = F(d1); | ||
951 | |||
952 | /* | ||
953 | * If the next tile in this direction is connected to | ||
954 | * us, and there isn't a barrier in the way, and it | ||
955 | * isn't already marked active, then mark it active and | ||
956 | * add it to the to-examine list. | ||
957 | */ | ||
958 | if ((x2 != moving_col && y2 != moving_row) && | ||
959 | (tile(state, x1, y1) & d1) && | ||
960 | (tile(state, x2, y2) & d2) && | ||
961 | !(barrier(state, x1, y1) & d1) && | ||
962 | !index(state, active, x2, y2)) { | ||
963 | index(state, active, x2, y2) = ACTIVE; | ||
964 | add234(todo, new_xyd(x2, y2, 0)); | ||
965 | } | ||
966 | } | ||
967 | } | ||
968 | /* Now we expect the todo list to have shrunk to zero size. */ | ||
969 | assert(count234(todo) == 0); | ||
970 | freetree234(todo); | ||
971 | |||
972 | return active; | ||
973 | } | ||
974 | |||
975 | struct game_ui { | ||
976 | int cur_x, cur_y; | ||
977 | int cur_visible; | ||
978 | }; | ||
979 | |||
980 | static game_ui *new_ui(const game_state *state) | ||
981 | { | ||
982 | game_ui *ui = snew(game_ui); | ||
983 | ui->cur_x = 0; | ||
984 | ui->cur_y = -1; | ||
985 | ui->cur_visible = FALSE; | ||
986 | |||
987 | return ui; | ||
988 | } | ||
989 | |||
990 | static void free_ui(game_ui *ui) | ||
991 | { | ||
992 | sfree(ui); | ||
993 | } | ||
994 | |||
995 | static char *encode_ui(const game_ui *ui) | ||
996 | { | ||
997 | return NULL; | ||
998 | } | ||
999 | |||
1000 | static void decode_ui(game_ui *ui, const char *encoding) | ||
1001 | { | ||
1002 | } | ||
1003 | |||
1004 | /* ---------------------------------------------------------------------- | ||
1005 | * Process a move. | ||
1006 | */ | ||
1007 | |||
1008 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row) | ||
1009 | { | ||
1010 | int x = dir > 0 ? -1 : w; | ||
1011 | int tx = x + dir; | ||
1012 | int n = w - 1; | ||
1013 | unsigned char endtile = tiles[row * w + tx]; | ||
1014 | do { | ||
1015 | x = tx; | ||
1016 | tx = (x + dir + w) % w; | ||
1017 | tiles[row * w + x] = tiles[row * w + tx]; | ||
1018 | } while (--n > 0); | ||
1019 | tiles[row * w + tx] = endtile; | ||
1020 | } | ||
1021 | |||
1022 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col) | ||
1023 | { | ||
1024 | int y = dir > 0 ? -1 : h; | ||
1025 | int ty = y + dir; | ||
1026 | int n = h - 1; | ||
1027 | unsigned char endtile = tiles[ty * w + col]; | ||
1028 | do { | ||
1029 | y = ty; | ||
1030 | ty = (y + dir + h) % h; | ||
1031 | tiles[y * w + col] = tiles[ty * w + col]; | ||
1032 | } while (--n > 0); | ||
1033 | tiles[ty * w + col] = endtile; | ||
1034 | } | ||
1035 | |||
1036 | static void slide_row(game_state *state, int dir, int row) | ||
1037 | { | ||
1038 | slide_row_int(state->width, state->height, state->tiles, dir, row); | ||
1039 | } | ||
1040 | |||
1041 | static void slide_col(game_state *state, int dir, int col) | ||
1042 | { | ||
1043 | slide_col_int(state->width, state->height, state->tiles, dir, col); | ||
1044 | } | ||
1045 | |||
1046 | static void game_changed_state(game_ui *ui, const game_state *oldstate, | ||
1047 | const game_state *newstate) | ||
1048 | { | ||
1049 | } | ||
1050 | |||
1051 | struct game_drawstate { | ||
1052 | int started; | ||
1053 | int width, height; | ||
1054 | int tilesize; | ||
1055 | unsigned char *visible; | ||
1056 | int cur_x, cur_y; | ||
1057 | }; | ||
1058 | |||
1059 | static char *interpret_move(const game_state *state, game_ui *ui, | ||
1060 | const game_drawstate *ds, | ||
1061 | int x, int y, int button) | ||
1062 | { | ||
1063 | int cx, cy; | ||
1064 | int dx, dy; | ||
1065 | char buf[80]; | ||
1066 | |||
1067 | button &= ~MOD_MASK; | ||
1068 | |||
1069 | if (IS_CURSOR_MOVE(button)) { | ||
1070 | int cpos, diff = 0; | ||
1071 | cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y); | ||
1072 | diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button); | ||
1073 | |||
1074 | if (diff != 0) { | ||
1075 | do { /* we might have to do this more than once to skip missing arrows */ | ||
1076 | cpos += diff; | ||
1077 | pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y); | ||
1078 | } while (ui->cur_x == state->cx || ui->cur_y == state->cy); | ||
1079 | } | ||
1080 | |||
1081 | ui->cur_visible = 1; | ||
1082 | return ""; | ||
1083 | } | ||
1084 | |||
1085 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { | ||
1086 | cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; | ||
1087 | cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; | ||
1088 | ui->cur_visible = 0; | ||
1089 | } else if (IS_CURSOR_SELECT(button)) { | ||
1090 | if (ui->cur_visible) { | ||
1091 | cx = ui->cur_x; | ||
1092 | cy = ui->cur_y; | ||
1093 | } else { | ||
1094 | /* 'click' when cursor is invisible just makes cursor visible. */ | ||
1095 | ui->cur_visible = 1; | ||
1096 | return ""; | ||
1097 | } | ||
1098 | } else | ||
1099 | return NULL; | ||
1100 | |||
1101 | if (cy >= 0 && cy < state->height && cy != state->cy) | ||
1102 | { | ||
1103 | if (cx == -1) dx = +1; | ||
1104 | else if (cx == state->width) dx = -1; | ||
1105 | else return NULL; | ||
1106 | dy = 0; | ||
1107 | } | ||
1108 | else if (cx >= 0 && cx < state->width && cx != state->cx) | ||
1109 | { | ||
1110 | if (cy == -1) dy = +1; | ||
1111 | else if (cy == state->height) dy = -1; | ||
1112 | else return NULL; | ||
1113 | dx = 0; | ||
1114 | } | ||
1115 | else | ||
1116 | return NULL; | ||
1117 | |||
1118 | /* reverse direction if right hand button is pressed */ | ||
1119 | if (button == RIGHT_BUTTON) | ||
1120 | { | ||
1121 | dx = -dx; | ||
1122 | dy = -dy; | ||
1123 | } | ||
1124 | |||
1125 | if (dx == 0) | ||
1126 | sprintf(buf, "C%d,%d", cx, dy); | ||
1127 | else | ||
1128 | sprintf(buf, "R%d,%d", cy, dx); | ||
1129 | return dupstr(buf); | ||
1130 | } | ||
1131 | |||
1132 | static game_state *execute_move(const game_state *from, const char *move) | ||
1133 | { | ||
1134 | game_state *ret; | ||
1135 | int c, d, col; | ||
1136 | |||
1137 | if ((move[0] == 'C' || move[0] == 'R') && | ||
1138 | sscanf(move+1, "%d,%d", &c, &d) == 2 && | ||
1139 | c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) { | ||
1140 | col = (move[0] == 'C'); | ||
1141 | } else if (move[0] == 'S' && | ||
1142 | strlen(move) == from->width * from->height + 1) { | ||
1143 | int i; | ||
1144 | ret = dup_game(from); | ||
1145 | ret->used_solve = TRUE; | ||
1146 | ret->completed = ret->move_count = 1; | ||
1147 | |||
1148 | for (i = 0; i < from->width * from->height; i++) { | ||
1149 | c = move[i+1]; | ||
1150 | if (c >= '0' && c <= '9') | ||
1151 | c -= '0'; | ||
1152 | else if (c >= 'A' && c <= 'F') | ||
1153 | c -= 'A' - 10; | ||
1154 | else if (c >= 'a' && c <= 'f') | ||
1155 | c -= 'a' - 10; | ||
1156 | else { | ||
1157 | free_game(ret); | ||
1158 | return NULL; | ||
1159 | } | ||
1160 | ret->tiles[i] = c; | ||
1161 | } | ||
1162 | return ret; | ||
1163 | } else | ||
1164 | return NULL; /* can't parse move string */ | ||
1165 | |||
1166 | ret = dup_game(from); | ||
1167 | |||
1168 | if (col) | ||
1169 | slide_col(ret, d, c); | ||
1170 | else | ||
1171 | slide_row(ret, d, c); | ||
1172 | |||
1173 | ret->move_count++; | ||
1174 | ret->last_move_row = col ? -1 : c; | ||
1175 | ret->last_move_col = col ? c : -1; | ||
1176 | ret->last_move_dir = d; | ||
1177 | |||
1178 | /* | ||
1179 | * See if the game has been completed. | ||
1180 | */ | ||
1181 | if (!ret->completed) { | ||
1182 | unsigned char *active = compute_active(ret, -1, -1); | ||
1183 | int x1, y1; | ||
1184 | int complete = TRUE; | ||
1185 | |||
1186 | for (x1 = 0; x1 < ret->width; x1++) | ||
1187 | for (y1 = 0; y1 < ret->height; y1++) | ||
1188 | if (!index(ret, active, x1, y1)) { | ||
1189 | complete = FALSE; | ||
1190 | goto break_label; /* break out of two loops at once */ | ||
1191 | } | ||
1192 | break_label: | ||
1193 | |||
1194 | sfree(active); | ||
1195 | |||
1196 | if (complete) | ||
1197 | ret->completed = ret->move_count; | ||
1198 | } | ||
1199 | |||
1200 | return ret; | ||
1201 | } | ||
1202 | |||
1203 | /* ---------------------------------------------------------------------- | ||
1204 | * Routines for drawing the game position on the screen. | ||
1205 | */ | ||
1206 | |||
1207 | static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) | ||
1208 | { | ||
1209 | game_drawstate *ds = snew(game_drawstate); | ||
1210 | |||
1211 | ds->started = FALSE; | ||
1212 | ds->width = state->width; | ||
1213 | ds->height = state->height; | ||
1214 | ds->visible = snewn(state->width * state->height, unsigned char); | ||
1215 | ds->tilesize = 0; /* not decided yet */ | ||
1216 | memset(ds->visible, 0xFF, state->width * state->height); | ||
1217 | ds->cur_x = ds->cur_y = -1; | ||
1218 | |||
1219 | return ds; | ||
1220 | } | ||
1221 | |||
1222 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) | ||
1223 | { | ||
1224 | sfree(ds->visible); | ||
1225 | sfree(ds); | ||
1226 | } | ||
1227 | |||
1228 | static void game_compute_size(const game_params *params, int tilesize, | ||
1229 | int *x, int *y) | ||
1230 | { | ||
1231 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ | ||
1232 | struct { int tilesize; } ads, *ds = &ads; | ||
1233 | ads.tilesize = tilesize; | ||
1234 | |||
1235 | *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; | ||
1236 | *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; | ||
1237 | } | ||
1238 | |||
1239 | static void game_set_size(drawing *dr, game_drawstate *ds, | ||
1240 | const game_params *params, int tilesize) | ||
1241 | { | ||
1242 | ds->tilesize = tilesize; | ||
1243 | } | ||
1244 | |||
1245 | static float *game_colours(frontend *fe, int *ncolours) | ||
1246 | { | ||
1247 | float *ret; | ||
1248 | |||
1249 | ret = snewn(NCOLOURS * 3, float); | ||
1250 | *ncolours = NCOLOURS; | ||
1251 | |||
1252 | /* | ||
1253 | * Basic background colour is whatever the front end thinks is | ||
1254 | * a sensible default. | ||
1255 | */ | ||
1256 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); | ||
1257 | |||
1258 | /* | ||
1259 | * Wires are black. | ||
1260 | */ | ||
1261 | ret[COL_WIRE * 3 + 0] = 0.0F; | ||
1262 | ret[COL_WIRE * 3 + 1] = 0.0F; | ||
1263 | ret[COL_WIRE * 3 + 2] = 0.0F; | ||
1264 | |||
1265 | /* | ||
1266 | * Powered wires and powered endpoints are cyan. | ||
1267 | */ | ||
1268 | ret[COL_POWERED * 3 + 0] = 0.0F; | ||
1269 | ret[COL_POWERED * 3 + 1] = 1.0F; | ||
1270 | ret[COL_POWERED * 3 + 2] = 1.0F; | ||
1271 | |||
1272 | /* | ||
1273 | * Barriers are red. | ||
1274 | */ | ||
1275 | ret[COL_BARRIER * 3 + 0] = 1.0F; | ||
1276 | ret[COL_BARRIER * 3 + 1] = 0.0F; | ||
1277 | ret[COL_BARRIER * 3 + 2] = 0.0F; | ||
1278 | |||
1279 | /* | ||
1280 | * Unpowered endpoints are blue. | ||
1281 | */ | ||
1282 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; | ||
1283 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; | ||
1284 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; | ||
1285 | |||
1286 | /* | ||
1287 | * Tile borders are a darker grey than the background. | ||
1288 | */ | ||
1289 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; | ||
1290 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; | ||
1291 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; | ||
1292 | |||
1293 | /* | ||
1294 | * Flashing tiles are a grey in between those two. | ||
1295 | */ | ||
1296 | ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; | ||
1297 | ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; | ||
1298 | ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; | ||
1299 | |||
1300 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; | ||
1301 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; | ||
1302 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; | ||
1303 | ret[COL_TEXT * 3 + 0] = 0.0; | ||
1304 | ret[COL_TEXT * 3 + 1] = 0.0; | ||
1305 | ret[COL_TEXT * 3 + 2] = 0.0; | ||
1306 | |||
1307 | return ret; | ||
1308 | } | ||
1309 | |||
1310 | static void draw_filled_line(drawing *dr, int x1, int y1, int x2, int y2, | ||
1311 | int colour) | ||
1312 | { | ||
1313 | draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE); | ||
1314 | draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE); | ||
1315 | draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE); | ||
1316 | draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE); | ||
1317 | draw_line(dr, x1, y1, x2, y2, colour); | ||
1318 | } | ||
1319 | |||
1320 | static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2, | ||
1321 | int colour) | ||
1322 | { | ||
1323 | int mx = (x1 < x2 ? x1 : x2); | ||
1324 | int my = (y1 < y2 ? y1 : y2); | ||
1325 | int dx = (x2 + x1 - 2*mx + 1); | ||
1326 | int dy = (y2 + y1 - 2*my + 1); | ||
1327 | |||
1328 | draw_rect(dr, mx, my, dx, dy, colour); | ||
1329 | } | ||
1330 | |||
1331 | static void draw_barrier_corner(drawing *dr, game_drawstate *ds, | ||
1332 | int x, int y, int dir, int phase) | ||
1333 | { | ||
1334 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; | ||
1335 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; | ||
1336 | int x1, y1, dx, dy, dir2; | ||
1337 | |||
1338 | dir >>= 4; | ||
1339 | |||
1340 | dir2 = A(dir); | ||
1341 | dx = X(dir) + X(dir2); | ||
1342 | dy = Y(dir) + Y(dir2); | ||
1343 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); | ||
1344 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); | ||
1345 | |||
1346 | if (phase == 0) { | ||
1347 | draw_rect_coords(dr, bx+x1, by+y1, | ||
1348 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, | ||
1349 | COL_WIRE); | ||
1350 | draw_rect_coords(dr, bx+x1, by+y1, | ||
1351 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, | ||
1352 | COL_WIRE); | ||
1353 | } else { | ||
1354 | draw_rect_coords(dr, bx+x1, by+y1, | ||
1355 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, | ||
1356 | COL_BARRIER); | ||
1357 | } | ||
1358 | } | ||
1359 | |||
1360 | static void draw_barrier(drawing *dr, game_drawstate *ds, | ||
1361 | int x, int y, int dir, int phase) | ||
1362 | { | ||
1363 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; | ||
1364 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; | ||
1365 | int x1, y1, w, h; | ||
1366 | |||
1367 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); | ||
1368 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); | ||
1369 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); | ||
1370 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); | ||
1371 | |||
1372 | if (phase == 0) { | ||
1373 | draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); | ||
1374 | } else { | ||
1375 | draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER); | ||
1376 | } | ||
1377 | } | ||
1378 | |||
1379 | static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state, | ||
1380 | int x, int y, int tile, float xshift, float yshift) | ||
1381 | { | ||
1382 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE); | ||
1383 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE); | ||
1384 | float cx, cy, ex, ey; | ||
1385 | int dir, col; | ||
1386 | |||
1387 | /* | ||
1388 | * When we draw a single tile, we must draw everything up to | ||
1389 | * and including the borders around the tile. This means that | ||
1390 | * if the neighbouring tiles have connections to those borders, | ||
1391 | * we must draw those connections on the borders themselves. | ||
1392 | * | ||
1393 | * This would be terribly fiddly if we ever had to draw a tile | ||
1394 | * while its neighbour was in mid-rotate, because we'd have to | ||
1395 | * arrange to _know_ that the neighbour was being rotated and | ||
1396 | * hence had an anomalous effect on the redraw of this tile. | ||
1397 | * Fortunately, the drawing algorithm avoids ever calling us in | ||
1398 | * this circumstance: we're either drawing lots of straight | ||
1399 | * tiles at game start or after a move is complete, or we're | ||
1400 | * repeatedly drawing only the rotating tile. So no problem. | ||
1401 | */ | ||
1402 | |||
1403 | /* | ||
1404 | * So. First blank the tile out completely: draw a big | ||
1405 | * rectangle in border colour, and a smaller rectangle in | ||
1406 | * background colour to fill it in. | ||
1407 | */ | ||
1408 | draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, | ||
1409 | COL_BORDER); | ||
1410 | draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER, | ||
1411 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, | ||
1412 | tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); | ||
1413 | |||
1414 | /* | ||
1415 | * Draw the wires. | ||
1416 | */ | ||
1417 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; | ||
1418 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); | ||
1419 | for (dir = 1; dir < 0x10; dir <<= 1) { | ||
1420 | if (tile & dir) { | ||
1421 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); | ||
1422 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); | ||
1423 | draw_filled_line(dr, bx+(int)cx, by+(int)cy, | ||
1424 | bx+(int)(cx+ex), by+(int)(cy+ey), | ||
1425 | COL_WIRE); | ||
1426 | } | ||
1427 | } | ||
1428 | for (dir = 1; dir < 0x10; dir <<= 1) { | ||
1429 | if (tile & dir) { | ||
1430 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); | ||
1431 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); | ||
1432 | draw_line(dr, bx+(int)cx, by+(int)cy, | ||
1433 | bx+(int)(cx+ex), by+(int)(cy+ey), col); | ||
1434 | } | ||
1435 | } | ||
1436 | |||
1437 | /* | ||
1438 | * Draw the box in the middle. We do this in blue if the tile | ||
1439 | * is an unpowered endpoint, in cyan if the tile is a powered | ||
1440 | * endpoint, in black if the tile is the centrepiece, and | ||
1441 | * otherwise not at all. | ||
1442 | */ | ||
1443 | col = -1; | ||
1444 | if (x == state->cx && y == state->cy) | ||
1445 | col = COL_WIRE; | ||
1446 | else if (COUNT(tile) == 1) { | ||
1447 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); | ||
1448 | } | ||
1449 | if (col >= 0) { | ||
1450 | int i, points[8]; | ||
1451 | |||
1452 | points[0] = +1; points[1] = +1; | ||
1453 | points[2] = +1; points[3] = -1; | ||
1454 | points[4] = -1; points[5] = -1; | ||
1455 | points[6] = -1; points[7] = +1; | ||
1456 | |||
1457 | for (i = 0; i < 8; i += 2) { | ||
1458 | ex = (TILE_SIZE * 0.24F) * points[i]; | ||
1459 | ey = (TILE_SIZE * 0.24F) * points[i+1]; | ||
1460 | points[i] = bx+(int)(cx+ex); | ||
1461 | points[i+1] = by+(int)(cy+ey); | ||
1462 | } | ||
1463 | |||
1464 | draw_polygon(dr, points, 4, col, COL_WIRE); | ||
1465 | } | ||
1466 | |||
1467 | /* | ||
1468 | * Draw the points on the border if other tiles are connected | ||
1469 | * to us. | ||
1470 | */ | ||
1471 | for (dir = 1; dir < 0x10; dir <<= 1) { | ||
1472 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; | ||
1473 | |||
1474 | dx = X(dir); | ||
1475 | dy = Y(dir); | ||
1476 | |||
1477 | ox = x + dx; | ||
1478 | oy = y + dy; | ||
1479 | |||
1480 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) | ||
1481 | continue; | ||
1482 | |||
1483 | if (!(tile(state, ox, oy) & F(dir))) | ||
1484 | continue; | ||
1485 | |||
1486 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); | ||
1487 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); | ||
1488 | lx = dx * (TILE_BORDER-1); | ||
1489 | ly = dy * (TILE_BORDER-1); | ||
1490 | vx = (dy ? 1 : 0); | ||
1491 | vy = (dx ? 1 : 0); | ||
1492 | |||
1493 | if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { | ||
1494 | /* | ||
1495 | * If we are fully connected to the other tile, we must | ||
1496 | * draw right across the tile border. (We can use our | ||
1497 | * own ACTIVE state to determine what colour to do this | ||
1498 | * in: if we are fully connected to the other tile then | ||
1499 | * the two ACTIVE states will be the same.) | ||
1500 | */ | ||
1501 | draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); | ||
1502 | draw_rect_coords(dr, px, py, px+lx, py+ly, | ||
1503 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); | ||
1504 | } else { | ||
1505 | /* | ||
1506 | * The other tile extends into our border, but isn't | ||
1507 | * actually connected to us. Just draw a single black | ||
1508 | * dot. | ||
1509 | */ | ||
1510 | draw_rect_coords(dr, px, py, px, py, COL_WIRE); | ||
1511 | } | ||
1512 | } | ||
1513 | |||
1514 | draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); | ||
1515 | } | ||
1516 | |||
1517 | static void draw_tile_barriers(drawing *dr, game_drawstate *ds, | ||
1518 | const game_state *state, int x, int y) | ||
1519 | { | ||
1520 | int phase; | ||
1521 | int dir; | ||
1522 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; | ||
1523 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; | ||
1524 | /* | ||
1525 | * Draw barrier corners, and then barriers. | ||
1526 | */ | ||
1527 | for (phase = 0; phase < 2; phase++) { | ||
1528 | for (dir = 1; dir < 0x10; dir <<= 1) | ||
1529 | if (barrier(state, x, y) & (dir << 4)) | ||
1530 | draw_barrier_corner(dr, ds, x, y, dir << 4, phase); | ||
1531 | for (dir = 1; dir < 0x10; dir <<= 1) | ||
1532 | if (barrier(state, x, y) & dir) | ||
1533 | draw_barrier(dr, ds, x, y, dir, phase); | ||
1534 | } | ||
1535 | |||
1536 | draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); | ||
1537 | } | ||
1538 | |||
1539 | static void draw_arrow(drawing *dr, game_drawstate *ds, | ||
1540 | int x, int y, int xdx, int xdy, int cur) | ||
1541 | { | ||
1542 | int coords[14]; | ||
1543 | int ydy = -xdx, ydx = xdy; | ||
1544 | |||
1545 | x = x * TILE_SIZE + BORDER + WINDOW_OFFSET; | ||
1546 | y = y * TILE_SIZE + BORDER + WINDOW_OFFSET; | ||
1547 | |||
1548 | #define POINT(n, xx, yy) ( \ | ||
1549 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ | ||
1550 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) | ||
1551 | |||
1552 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ | ||
1553 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ | ||
1554 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ | ||
1555 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ | ||
1556 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ | ||
1557 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ | ||
1558 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ | ||
1559 | |||
1560 | draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT); | ||
1561 | } | ||
1562 | |||
1563 | static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds, | ||
1564 | int cur_x, int cur_y, int cur) | ||
1565 | { | ||
1566 | if (cur_x == -1 && cur_y == -1) | ||
1567 | return; /* 'no cursur here */ | ||
1568 | else if (cur_x == -1) /* LH column. */ | ||
1569 | draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur); | ||
1570 | else if (cur_x == ds->width) /* RH column */ | ||
1571 | draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur); | ||
1572 | else if (cur_y == -1) /* Top row */ | ||
1573 | draw_arrow(dr, ds, cur_x, 0, +1, 0, cur); | ||
1574 | else if (cur_y == ds->height) /* Bottom row */ | ||
1575 | draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur); | ||
1576 | else | ||
1577 | assert(!"Invalid cursor position"); | ||
1578 | |||
1579 | draw_update(dr, | ||
1580 | cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET, | ||
1581 | cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET, | ||
1582 | TILE_SIZE, TILE_SIZE); | ||
1583 | } | ||
1584 | |||
1585 | static void game_redraw(drawing *dr, game_drawstate *ds, | ||
1586 | const game_state *oldstate, const game_state *state, | ||
1587 | int dir, const game_ui *ui, | ||
1588 | float t, float ft) | ||
1589 | { | ||
1590 | int x, y, frame; | ||
1591 | unsigned char *active; | ||
1592 | float xshift = 0.0; | ||
1593 | float yshift = 0.0; | ||
1594 | int cur_x = -1, cur_y = -1; | ||
1595 | |||
1596 | /* | ||
1597 | * Clear the screen and draw the exterior barrier lines if this | ||
1598 | * is our first call. | ||
1599 | */ | ||
1600 | if (!ds->started) { | ||
1601 | int phase; | ||
1602 | |||
1603 | ds->started = TRUE; | ||
1604 | |||
1605 | draw_rect(dr, 0, 0, | ||
1606 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, | ||
1607 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, | ||
1608 | COL_BACKGROUND); | ||
1609 | draw_update(dr, 0, 0, | ||
1610 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, | ||
1611 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); | ||
1612 | |||
1613 | for (phase = 0; phase < 2; phase++) { | ||
1614 | |||
1615 | for (x = 0; x < ds->width; x++) { | ||
1616 | if (barrier(state, x, 0) & UL) | ||
1617 | draw_barrier_corner(dr, ds, x, -1, LD, phase); | ||
1618 | if (barrier(state, x, 0) & RU) | ||
1619 | draw_barrier_corner(dr, ds, x, -1, DR, phase); | ||
1620 | if (barrier(state, x, 0) & U) | ||
1621 | draw_barrier(dr, ds, x, -1, D, phase); | ||
1622 | if (barrier(state, x, ds->height-1) & DR) | ||
1623 | draw_barrier_corner(dr, ds, x, ds->height, RU, phase); | ||
1624 | if (barrier(state, x, ds->height-1) & LD) | ||
1625 | draw_barrier_corner(dr, ds, x, ds->height, UL, phase); | ||
1626 | if (barrier(state, x, ds->height-1) & D) | ||
1627 | draw_barrier(dr, ds, x, ds->height, U, phase); | ||
1628 | } | ||
1629 | |||
1630 | for (y = 0; y < ds->height; y++) { | ||
1631 | if (barrier(state, 0, y) & UL) | ||
1632 | draw_barrier_corner(dr, ds, -1, y, RU, phase); | ||
1633 | if (barrier(state, 0, y) & LD) | ||
1634 | draw_barrier_corner(dr, ds, -1, y, DR, phase); | ||
1635 | if (barrier(state, 0, y) & L) | ||
1636 | draw_barrier(dr, ds, -1, y, R, phase); | ||
1637 | if (barrier(state, ds->width-1, y) & RU) | ||
1638 | draw_barrier_corner(dr, ds, ds->width, y, UL, phase); | ||
1639 | if (barrier(state, ds->width-1, y) & DR) | ||
1640 | draw_barrier_corner(dr, ds, ds->width, y, LD, phase); | ||
1641 | if (barrier(state, ds->width-1, y) & R) | ||
1642 | draw_barrier(dr, ds, ds->width, y, L, phase); | ||
1643 | } | ||
1644 | } | ||
1645 | |||
1646 | /* | ||
1647 | * Arrows for making moves. | ||
1648 | */ | ||
1649 | for (x = 0; x < ds->width; x++) { | ||
1650 | if (x == state->cx) continue; | ||
1651 | draw_arrow(dr, ds, x, 0, +1, 0, 0); | ||
1652 | draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0); | ||
1653 | } | ||
1654 | for (y = 0; y < ds->height; y++) { | ||
1655 | if (y == state->cy) continue; | ||
1656 | draw_arrow(dr, ds, ds->width, y, 0, +1, 0); | ||
1657 | draw_arrow(dr, ds, 0, y+1, 0, -1, 0); | ||
1658 | } | ||
1659 | } | ||
1660 | if (ui->cur_visible) { | ||
1661 | cur_x = ui->cur_x; cur_y = ui->cur_y; | ||
1662 | } | ||
1663 | if (cur_x != ds->cur_x || cur_y != ds->cur_y) { | ||
1664 | /* Cursor has changed; redraw two (prev and curr) arrows. */ | ||
1665 | assert(cur_x != state->cx && cur_y != state->cy); | ||
1666 | |||
1667 | draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1); | ||
1668 | draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0); | ||
1669 | ds->cur_x = cur_x; ds->cur_y = cur_y; | ||
1670 | } | ||
1671 | |||
1672 | /* Check if this is an undo. If so, we will need to run any animation | ||
1673 | * backwards. | ||
1674 | */ | ||
1675 | if (oldstate && oldstate->move_count > state->move_count) { | ||
1676 | const game_state * tmpstate = state; | ||
1677 | state = oldstate; | ||
1678 | oldstate = tmpstate; | ||
1679 | t = ANIM_TIME - t; | ||
1680 | } | ||
1681 | |||
1682 | if (oldstate && (t < ANIM_TIME)) { | ||
1683 | /* | ||
1684 | * We're animating a slide, of row/column number | ||
1685 | * state->last_move_pos, in direction | ||
1686 | * state->last_move_dir | ||
1687 | */ | ||
1688 | xshift = state->last_move_row == -1 ? 0.0F : | ||
1689 | (1 - t / ANIM_TIME) * state->last_move_dir; | ||
1690 | yshift = state->last_move_col == -1 ? 0.0F : | ||
1691 | (1 - t / ANIM_TIME) * state->last_move_dir; | ||
1692 | } | ||
1693 | |||
1694 | frame = -1; | ||
1695 | if (ft > 0) { | ||
1696 | /* | ||
1697 | * We're animating a completion flash. Find which frame | ||
1698 | * we're at. | ||
1699 | */ | ||
1700 | frame = (int)(ft / FLASH_FRAME); | ||
1701 | } | ||
1702 | |||
1703 | /* | ||
1704 | * Draw any tile which differs from the way it was last drawn. | ||
1705 | */ | ||
1706 | if (xshift != 0.0 || yshift != 0.0) { | ||
1707 | active = compute_active(state, | ||
1708 | state->last_move_row, state->last_move_col); | ||
1709 | } else { | ||
1710 | active = compute_active(state, -1, -1); | ||
1711 | } | ||
1712 | |||
1713 | clip(dr, | ||
1714 | BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, | ||
1715 | TILE_SIZE * state->width + TILE_BORDER, | ||
1716 | TILE_SIZE * state->height + TILE_BORDER); | ||
1717 | |||
1718 | for (x = 0; x < ds->width; x++) | ||
1719 | for (y = 0; y < ds->height; y++) { | ||
1720 | unsigned char c = tile(state, x, y) | index(state, active, x, y); | ||
1721 | |||
1722 | /* | ||
1723 | * In a completion flash, we adjust the FLASHING bit | ||
1724 | * depending on our distance from the centre point and | ||
1725 | * the frame number. | ||
1726 | */ | ||
1727 | if (frame >= 0) { | ||
1728 | int xdist, ydist, dist; | ||
1729 | xdist = (x < state->cx ? state->cx - x : x - state->cx); | ||
1730 | ydist = (y < state->cy ? state->cy - y : y - state->cy); | ||
1731 | dist = (xdist > ydist ? xdist : ydist); | ||
1732 | |||
1733 | if (frame >= dist && frame < dist+4) { | ||
1734 | int flash = (frame - dist) & 1; | ||
1735 | flash = flash ? FLASHING : 0; | ||
1736 | c = (c &~ FLASHING) | flash; | ||
1737 | } | ||
1738 | } | ||
1739 | |||
1740 | if (index(state, ds->visible, x, y) != c || | ||
1741 | index(state, ds->visible, x, y) == 0xFF || | ||
1742 | (x == state->last_move_col || y == state->last_move_row)) | ||
1743 | { | ||
1744 | float xs = (y == state->last_move_row ? xshift : (float)0.0); | ||
1745 | float ys = (x == state->last_move_col ? yshift : (float)0.0); | ||
1746 | |||
1747 | draw_tile(dr, ds, state, x, y, c, xs, ys); | ||
1748 | if (xs < 0 && x == 0) | ||
1749 | draw_tile(dr, ds, state, state->width, y, c, xs, ys); | ||
1750 | else if (xs > 0 && x == state->width - 1) | ||
1751 | draw_tile(dr, ds, state, -1, y, c, xs, ys); | ||
1752 | else if (ys < 0 && y == 0) | ||
1753 | draw_tile(dr, ds, state, x, state->height, c, xs, ys); | ||
1754 | else if (ys > 0 && y == state->height - 1) | ||
1755 | draw_tile(dr, ds, state, x, -1, c, xs, ys); | ||
1756 | |||
1757 | if (x == state->last_move_col || y == state->last_move_row) | ||
1758 | index(state, ds->visible, x, y) = 0xFF; | ||
1759 | else | ||
1760 | index(state, ds->visible, x, y) = c; | ||
1761 | } | ||
1762 | } | ||
1763 | |||
1764 | for (x = 0; x < ds->width; x++) | ||
1765 | for (y = 0; y < ds->height; y++) | ||
1766 | draw_tile_barriers(dr, ds, state, x, y); | ||
1767 | |||
1768 | unclip(dr); | ||
1769 | |||
1770 | /* | ||
1771 | * Update the status bar. | ||
1772 | */ | ||
1773 | { | ||
1774 | char statusbuf[256]; | ||
1775 | int i, n, a; | ||
1776 | |||
1777 | n = state->width * state->height; | ||
1778 | for (i = a = 0; i < n; i++) | ||
1779 | if (active[i]) | ||
1780 | a++; | ||
1781 | |||
1782 | if (state->used_solve) | ||
1783 | sprintf(statusbuf, "Moves since auto-solve: %d", | ||
1784 | state->move_count - state->completed); | ||
1785 | else | ||
1786 | sprintf(statusbuf, "%sMoves: %d", | ||
1787 | (state->completed ? "COMPLETED! " : ""), | ||
1788 | (state->completed ? state->completed : state->move_count)); | ||
1789 | |||
1790 | if (state->movetarget) | ||
1791 | sprintf(statusbuf + strlen(statusbuf), " (target %d)", | ||
1792 | state->movetarget); | ||
1793 | |||
1794 | sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); | ||
1795 | |||
1796 | status_bar(dr, statusbuf); | ||
1797 | } | ||
1798 | |||
1799 | sfree(active); | ||
1800 | } | ||
1801 | |||
1802 | static float game_anim_length(const game_state *oldstate, | ||
1803 | const game_state *newstate, int dir, game_ui *ui) | ||
1804 | { | ||
1805 | return ANIM_TIME; | ||
1806 | } | ||
1807 | |||
1808 | static float game_flash_length(const game_state *oldstate, | ||
1809 | const game_state *newstate, int dir, game_ui *ui) | ||
1810 | { | ||
1811 | /* | ||
1812 | * If the game has just been completed, we display a completion | ||
1813 | * flash. | ||
1814 | */ | ||
1815 | if (!oldstate->completed && newstate->completed && | ||
1816 | !oldstate->used_solve && !newstate->used_solve) { | ||
1817 | int size; | ||
1818 | size = 0; | ||
1819 | if (size < newstate->cx+1) | ||
1820 | size = newstate->cx+1; | ||
1821 | if (size < newstate->cy+1) | ||
1822 | size = newstate->cy+1; | ||
1823 | if (size < newstate->width - newstate->cx) | ||
1824 | size = newstate->width - newstate->cx; | ||
1825 | if (size < newstate->height - newstate->cy) | ||
1826 | size = newstate->height - newstate->cy; | ||
1827 | return FLASH_FRAME * (size+4); | ||
1828 | } | ||
1829 | |||
1830 | return 0.0F; | ||
1831 | } | ||
1832 | |||
1833 | static int game_status(const game_state *state) | ||
1834 | { | ||
1835 | return state->completed ? +1 : 0; | ||
1836 | } | ||
1837 | |||
1838 | static int game_timing_state(const game_state *state, game_ui *ui) | ||
1839 | { | ||
1840 | return FALSE; | ||
1841 | } | ||
1842 | |||
1843 | static void game_print_size(const game_params *params, float *x, float *y) | ||
1844 | { | ||
1845 | } | ||
1846 | |||
1847 | static void game_print(drawing *dr, const game_state *state, int tilesize) | ||
1848 | { | ||
1849 | } | ||
1850 | |||
1851 | #ifdef COMBINED | ||
1852 | #define thegame netslide | ||
1853 | #endif | ||
1854 | |||
1855 | const struct game thegame = { | ||
1856 | "Netslide", "games.netslide", "netslide", | ||
1857 | default_params, | ||
1858 | game_fetch_preset, NULL, | ||
1859 | decode_params, | ||
1860 | encode_params, | ||
1861 | free_params, | ||
1862 | dup_params, | ||
1863 | TRUE, game_configure, custom_params, | ||
1864 | validate_params, | ||
1865 | new_game_desc, | ||
1866 | validate_desc, | ||
1867 | new_game, | ||
1868 | dup_game, | ||
1869 | free_game, | ||
1870 | TRUE, solve_game, | ||
1871 | FALSE, game_can_format_as_text_now, game_text_format, | ||
1872 | new_ui, | ||
1873 | free_ui, | ||
1874 | encode_ui, | ||
1875 | decode_ui, | ||
1876 | game_changed_state, | ||
1877 | interpret_move, | ||
1878 | execute_move, | ||
1879 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, | ||
1880 | game_colours, | ||
1881 | game_new_drawstate, | ||
1882 | game_free_drawstate, | ||
1883 | game_redraw, | ||
1884 | game_anim_length, | ||
1885 | game_flash_length, | ||
1886 | game_status, | ||
1887 | FALSE, FALSE, game_print_size, game_print, | ||
1888 | TRUE, /* wants_statusbar */ | ||
1889 | FALSE, game_timing_state, | ||
1890 | 0, /* flags */ | ||
1891 | }; | ||
1892 | |||
1893 | /* vim: set shiftwidth=4 tabstop=8: */ | ||