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authorSimon Tatham <anakin@pobox.com>2004-04-25 14:27:58 +0000
committerSimon Tatham <anakin@pobox.com>2004-04-25 14:27:58 +0000
commit96dbb537ee14f992459a8359a113a78414addf9d (patch)
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Initial checkin of a portable framework for writing small GUI puzzle
games. [originally from svn r4138]
Diffstat (limited to 'net.c')
-rw-r--r--net.c624
1 files changed, 624 insertions, 0 deletions
diff --git a/net.c b/net.c
new file mode 100644
index 0000000..4984364
--- /dev/null
+++ b/net.c
@@ -0,0 +1,624 @@
+/*
+ * net.c: Net game.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "puzzles.h"
+#include "tree234.h"
+
+/* Direction bitfields */
+#define R 0x01
+#define U 0x02
+#define L 0x04
+#define D 0x08
+#define LOCKED 0x10
+
+/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
+#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
+#define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
+#define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
+#define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
+ ((n)&3) == 1 ? A(x) : \
+ ((n)&3) == 2 ? F(x) : C(x) )
+
+/* X and Y displacements */
+#define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
+#define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
+
+/* Bit count */
+#define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
+ (((x) & 0x02) >> 1) + ((x) & 0x01) )
+
+#define TILE_SIZE 32
+#define TILE_BORDER 1
+#define WINDOW_OFFSET 16
+
+struct game_params {
+ int width;
+ int height;
+ int wrapping;
+ float barrier_probability;
+};
+
+struct game_state {
+ int width, height, wrapping, completed;
+ unsigned char *tiles;
+ unsigned char *barriers;
+};
+
+#define OFFSET(x2,y2,x1,y1,dir,state) \
+ ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
+ (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
+
+#define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
+#define tile(state, x, y) index(state, (state)->tiles, x, y)
+#define barrier(state, x, y) index(state, (state)->barriers, x, y)
+
+struct xyd {
+ int x, y, direction;
+};
+
+static int xyd_cmp(void *av, void *bv) {
+ struct xyd *a = (struct xyd *)av;
+ struct xyd *b = (struct xyd *)bv;
+ if (a->x < b->x)
+ return -1;
+ if (a->x > b->x)
+ return +1;
+ if (a->y < b->y)
+ return -1;
+ if (a->y > b->y)
+ return +1;
+ if (a->direction < b->direction)
+ return -1;
+ if (a->direction > b->direction)
+ return +1;
+ return 0;
+};
+
+static struct xyd *new_xyd(int x, int y, int direction)
+{
+ struct xyd *xyd = snew(struct xyd);
+ xyd->x = x;
+ xyd->y = y;
+ xyd->direction = direction;
+ return xyd;
+}
+
+/* ----------------------------------------------------------------------
+ * Randomly select a new game seed.
+ */
+
+char *new_game_seed(game_params *params)
+{
+ /*
+ * The full description of a Net game is far too large to
+ * encode directly in the seed, so by default we'll have to go
+ * for the simple approach of providing a random-number seed.
+ *
+ * (This does not restrict me from _later on_ inventing a seed
+ * string syntax which can never be generated by this code -
+ * for example, strings beginning with a letter - allowing me
+ * to type in a precise game, and have new_game detect it and
+ * understand it and do something completely different.)
+ */
+ char buf[40];
+ sprintf(buf, "%d", rand());
+ return dupstr(buf);
+}
+
+/* ----------------------------------------------------------------------
+ * Construct an initial game state, given a seed and parameters.
+ */
+
+game_state *new_game(game_params *params, char *seed)
+{
+ random_state *rs;
+ game_state *state;
+ tree234 *possibilities, *barriers;
+ int w, h, x, y, nbarriers;
+
+ assert(params->width > 2);
+ assert(params->height > 2);
+
+ /*
+ * Create a blank game state.
+ */
+ state = snew(game_state);
+ w = state->width = params->width;
+ h = state->height = params->height;
+ state->wrapping = params->wrapping;
+ state->completed = FALSE;
+ state->tiles = snewn(state->width * state->height, unsigned char);
+ memset(state->tiles, 0, state->width * state->height);
+ state->barriers = snewn(state->width * state->height, unsigned char);
+ memset(state->barriers, 0, state->width * state->height);
+
+ /*
+ * Set up border barriers if this is a non-wrapping game.
+ */
+ if (!state->wrapping) {
+ for (x = 0; x < state->width; x++) {
+ barrier(state, x, 0) |= U;
+ barrier(state, x, state->height-1) |= D;
+ }
+ for (y = 0; y < state->height; y++) {
+ barrier(state, y, 0) |= L;
+ barrier(state, y, state->width-1) |= R;
+ }
+ }
+
+ /*
+ * Seed the internal random number generator.
+ */
+ rs = random_init(seed, strlen(seed));
+
+ /*
+ * Construct the unshuffled grid.
+ *
+ * To do this, we simply start at the centre point, repeatedly
+ * choose a random possibility out of the available ways to
+ * extend a used square into an unused one, and do it. After
+ * extending the third line out of a square, we remove the
+ * fourth from the possibilities list to avoid any full-cross
+ * squares (which would make the game too easy because they
+ * only have one orientation).
+ *
+ * The slightly worrying thing is the avoidance of full-cross
+ * squares. Can this cause our unsophisticated construction
+ * algorithm to paint itself into a corner, by getting into a
+ * situation where there are some unreached squares and the
+ * only way to reach any of them is to extend a T-piece into a
+ * full cross?
+ *
+ * Answer: no it can't, and here's a proof.
+ *
+ * Any contiguous group of such unreachable squares must be
+ * surrounded on _all_ sides by T-pieces pointing away from the
+ * group. (If not, then there is a square which can be extended
+ * into one of the `unreachable' ones, and so it wasn't
+ * unreachable after all.) In particular, this implies that
+ * each contiguous group of unreachable squares must be
+ * rectangular in shape (any deviation from that yields a
+ * non-T-piece next to an `unreachable' square).
+ *
+ * So we have a rectangle of unreachable squares, with T-pieces
+ * forming a solid border around the rectangle. The corners of
+ * that border must be connected (since every tile connects all
+ * the lines arriving in it), and therefore the border must
+ * form a closed loop around the rectangle.
+ *
+ * But this can't have happened in the first place, since we
+ * _know_ we've avoided creating closed loops! Hence, no such
+ * situation can ever arise, and the naive grid construction
+ * algorithm will guaranteeably result in a complete grid
+ * containing no unreached squares, no full crosses _and_ no
+ * closed loops. []
+ */
+ possibilities = newtree234(xyd_cmp);
+ add234(possibilities, new_xyd(w/2, h/2, R));
+ add234(possibilities, new_xyd(w/2, h/2, U));
+ add234(possibilities, new_xyd(w/2, h/2, L));
+ add234(possibilities, new_xyd(w/2, h/2, D));
+
+ while (count234(possibilities) > 0) {
+ int i;
+ struct xyd *xyd;
+ int x1, y1, d1, x2, y2, d2, d;
+
+ /*
+ * Extract a randomly chosen possibility from the list.
+ */
+ i = random_upto(rs, count234(possibilities));
+ xyd = delpos234(possibilities, i);
+ x1 = xyd->x;
+ y1 = xyd->y;
+ d1 = xyd->direction;
+ sfree(xyd);
+
+ OFFSET(x2, y2, x1, y1, d1, state);
+ d2 = F(d1);
+#ifdef DEBUG
+ printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
+ x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
+#endif
+
+ /*
+ * Make the connection. (We should be moving to an as yet
+ * unused tile.)
+ */
+ tile(state, x1, y1) |= d1;
+ assert(tile(state, x2, y2) == 0);
+ tile(state, x2, y2) |= d2;
+
+ /*
+ * If we have created a T-piece, remove its last
+ * possibility.
+ */
+ if (COUNT(tile(state, x1, y1)) == 3) {
+ struct xyd xyd1, *xydp;
+
+ xyd1.x = x1;
+ xyd1.y = y1;
+ xyd1.direction = 0x0F ^ tile(state, x1, y1);
+
+ xydp = find234(possibilities, &xyd1, NULL);
+
+ if (xydp) {
+#ifdef DEBUG
+ printf("T-piece; removing (%d,%d,%c)\n",
+ xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
+#endif
+ del234(possibilities, xydp);
+ sfree(xydp);
+ }
+ }
+
+ /*
+ * Remove all other possibilities that were pointing at the
+ * tile we've just moved into.
+ */
+ for (d = 1; d < 0x10; d <<= 1) {
+ int x3, y3, d3;
+ struct xyd xyd1, *xydp;
+
+ OFFSET(x3, y3, x2, y2, d, state);
+ d3 = F(d);
+
+ xyd1.x = x3;
+ xyd1.y = y3;
+ xyd1.direction = d3;
+
+ xydp = find234(possibilities, &xyd1, NULL);
+
+ if (xydp) {
+#ifdef DEBUG
+ printf("Loop avoidance; removing (%d,%d,%c)\n",
+ xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
+#endif
+ del234(possibilities, xydp);
+ sfree(xydp);
+ }
+ }
+
+ /*
+ * Add new possibilities to the list for moving _out_ of
+ * the tile we have just moved into.
+ */
+ for (d = 1; d < 0x10; d <<= 1) {
+ int x3, y3;
+
+ if (d == d2)
+ continue; /* we've got this one already */
+
+ if (!state->wrapping) {
+ if (d == U && y2 == 0)
+ continue;
+ if (d == D && y2 == state->height-1)
+ continue;
+ if (d == L && x2 == 0)
+ continue;
+ if (d == R && x2 == state->width-1)
+ continue;
+ }
+
+ OFFSET(x3, y3, x2, y2, d, state);
+
+ if (tile(state, x3, y3))
+ continue; /* this would create a loop */
+
+#ifdef DEBUG
+ printf("New frontier; adding (%d,%d,%c)\n",
+ x2, y2, "0RU3L567D9abcdef"[d]);
+#endif
+ add234(possibilities, new_xyd(x2, y2, d));
+ }
+ }
+ /* Having done that, we should have no possibilities remaining. */
+ assert(count234(possibilities) == 0);
+ freetree234(possibilities);
+
+ /*
+ * Now compute a list of the possible barrier locations.
+ */
+ barriers = newtree234(xyd_cmp);
+ for (y = 0; y < state->height - (!state->wrapping); y++) {
+ for (x = 0; x < state->width - (!state->wrapping); x++) {
+
+ if (!(tile(state, x, y) & R))
+ add234(barriers, new_xyd(x, y, R));
+ if (!(tile(state, x, y) & D))
+ add234(barriers, new_xyd(x, y, D));
+ }
+ }
+
+ /*
+ * Now shuffle the grid.
+ */
+ for (y = 0; y < state->height - (!state->wrapping); y++) {
+ for (x = 0; x < state->width - (!state->wrapping); x++) {
+ int orig = tile(state, x, y);
+ int rot = random_upto(rs, 4);
+ tile(state, x, y) = ROT(orig, rot);
+ }
+ }
+
+ /*
+ * And now choose barrier locations. (We carefully do this
+ * _after_ shuffling, so that changing the barrier rate in the
+ * params while keeping the game seed the same will give the
+ * same shuffled grid and _only_ change the barrier locations.
+ * Also the way we choose barrier locations, by repeatedly
+ * choosing one possibility from the list until we have enough,
+ * is designed to ensure that raising the barrier rate while
+ * keeping the seed the same will provide a superset of the
+ * previous barrier set - i.e. if you ask for 10 barriers, and
+ * then decide that's still too hard and ask for 20, you'll get
+ * the original 10 plus 10 more, rather than getting 20 new
+ * ones and the chance of remembering your first 10.)
+ */
+ nbarriers = params->barrier_probability * count234(barriers);
+ assert(nbarriers >= 0 && nbarriers <= count234(barriers));
+
+ while (nbarriers > 0) {
+ int i;
+ struct xyd *xyd;
+ int x1, y1, d1, x2, y2, d2;
+
+ /*
+ * Extract a randomly chosen barrier from the list.
+ */
+ i = random_upto(rs, count234(barriers));
+ xyd = delpos234(barriers, i);
+
+ assert(xyd != NULL);
+
+ x1 = xyd->x;
+ y1 = xyd->y;
+ d1 = xyd->direction;
+ sfree(xyd);
+
+ OFFSET(x2, y2, x1, y1, d1, state);
+ d2 = F(d1);
+
+ barrier(state, x1, y1) |= d1;
+ barrier(state, x2, y2) |= d2;
+
+ nbarriers--;
+ }
+
+ /*
+ * Clean up the rest of the barrier list.
+ */
+ {
+ struct xyd *xyd;
+
+ while ( (xyd = delpos234(barriers, 0)) != NULL)
+ sfree(xyd);
+
+ freetree234(barriers);
+ }
+
+ random_free(rs);
+
+ return state;
+}
+
+game_state *dup_game(game_state *state)
+{
+ game_state *ret;
+
+ ret = snew(game_state);
+ ret->width = state->width;
+ ret->height = state->height;
+ ret->wrapping = state->wrapping;
+ ret->completed = state->completed;
+ ret->tiles = snewn(state->width * state->height, unsigned char);
+ memcpy(ret->tiles, state->tiles, state->width * state->height);
+ ret->barriers = snewn(state->width * state->height, unsigned char);
+ memcpy(ret->barriers, state->barriers, state->width * state->height);
+
+ return ret;
+}
+
+void free_game(game_state *state)
+{
+ sfree(state->tiles);
+ sfree(state->barriers);
+ sfree(state);
+}
+
+/* ----------------------------------------------------------------------
+ * Utility routine.
+ */
+
+/*
+ * Compute which squares are reachable from the centre square, as a
+ * quick visual aid to determining how close the game is to
+ * completion. This is also a simple way to tell if the game _is_
+ * completed - just call this function and see whether every square
+ * is marked active.
+ */
+static unsigned char *compute_active(game_state *state)
+{
+ unsigned char *active;
+ tree234 *todo;
+ struct xyd *xyd;
+
+ active = snewn(state->width * state->height, unsigned char);
+ memset(active, 0, state->width * state->height);
+
+ /*
+ * We only store (x,y) pairs in todo, but it's easier to reuse
+ * xyd_cmp and just store direction 0 every time.
+ */
+ todo = newtree234(xyd_cmp);
+ add234(todo, new_xyd(state->width / 2, state->height / 2, 0));
+
+ while ( (xyd = delpos234(todo, 0)) != NULL) {
+ int x1, y1, d1, x2, y2, d2;
+
+ x1 = xyd->x;
+ y1 = xyd->y;
+ sfree(xyd);
+
+ for (d1 = 1; d1 < 0x10; d1 <<= 1) {
+ OFFSET(x2, y2, x1, y1, d1, state);
+ d2 = F(d1);
+
+ /*
+ * If the next tile in this direction is connected to
+ * us, and there isn't a barrier in the way, and it
+ * isn't already marked active, then mark it active and
+ * add it to the to-examine list.
+ */
+ if ((tile(state, x1, y1) & d1) &&
+ (tile(state, x2, y2) & d2) &&
+ !(barrier(state, x1, y1) & d1) &&
+ !index(state, active, x2, y2)) {
+ index(state, active, x2, y2) = 1;
+ add234(todo, new_xyd(x2, y2, 0));
+ }
+ }
+ }
+ /* Now we expect the todo list to have shrunk to zero size. */
+ assert(count234(todo) == 0);
+ freetree234(todo);
+
+ return active;
+}
+
+/* ----------------------------------------------------------------------
+ * Process a move.
+ */
+game_state *make_move(game_state *state, int x, int y, int button)
+{
+ game_state *ret;
+ int tx, ty, orig;
+
+ /*
+ * All moves in Net are made with the mouse.
+ */
+ if (button != LEFT_BUTTON &&
+ button != MIDDLE_BUTTON &&
+ button != RIGHT_BUTTON)
+ return NULL;
+
+ /*
+ * The button must have been clicked on a valid tile.
+ */
+ x -= WINDOW_OFFSET;
+ y -= WINDOW_OFFSET;
+ if (x < 0 || y < 0)
+ return NULL;
+ tx = x / TILE_SIZE;
+ ty = y / TILE_SIZE;
+ if (tx >= state->width || ty >= state->height)
+ return NULL;
+ if (tx % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
+ ty % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
+ return NULL;
+
+ /*
+ * The middle button locks or unlocks a tile. (A locked tile
+ * cannot be turned, and is visually marked as being locked.
+ * This is a convenience for the player, so that once they are
+ * sure which way round a tile goes, they can lock it and thus
+ * avoid forgetting later on that they'd already done that one;
+ * and the locking also prevents them turning the tile by
+ * accident. If they change their mind, another middle click
+ * unlocks it.)
+ */
+ if (button == MIDDLE_BUTTON) {
+ ret = dup_game(state);
+ tile(ret, tx, ty) ^= LOCKED;
+ return ret;
+ }
+
+ /*
+ * The left and right buttons have no effect if clicked on a
+ * locked tile.
+ */
+ if (tile(state, tx, ty) & LOCKED)
+ return NULL;
+
+ /*
+ * Otherwise, turn the tile one way or the other. Left button
+ * turns anticlockwise; right button turns clockwise.
+ */
+ ret = dup_game(state);
+ orig = tile(ret, tx, ty);
+ if (button == LEFT_BUTTON)
+ tile(ret, tx, ty) = A(orig);
+ else
+ tile(ret, tx, ty) = C(orig);
+
+ /*
+ * Check whether the game has been completed.
+ */
+ {
+ unsigned char *active = compute_active(ret);
+ int x1, y1;
+ int complete = TRUE;
+
+ for (x1 = 0; x1 < ret->width; x1++)
+ for (y1 = 0; y1 < ret->height; y1++)
+ if (!index(ret, active, x1, y1)) {
+ complete = FALSE;
+ goto break_label; /* break out of two loops at once */
+ }
+ break_label:
+
+ sfree(active);
+
+ if (complete)
+ ret->completed = TRUE;
+ }
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Routines for drawing the game position on the screen.
+ */
+
+#ifndef TESTMODE /* FIXME: should be #ifdef */
+
+int main(void)
+{
+ game_params params = { 13, 11, TRUE, 0.1 };
+ char *seed;
+ game_state *state;
+ unsigned char *active;
+
+ seed = "123";
+ state = new_game(&params, seed);
+ active = compute_active(state);
+
+ {
+ int x, y;
+
+ printf("\033)0\016");
+ for (y = 0; y < state->height; y++) {
+ for (x = 0; x < state->width; x++) {
+ if (index(state, active, x, y))
+ printf("\033[1;32m");
+ else
+ printf("\033[0;31m");
+ putchar("~``m`qjv`lxtkwua"[tile(state, x, y)]);
+ }
+ printf("\033[m\n");
+ }
+ printf("\017");
+ }
+
+ free_game(state);
+
+ return 0;
+}
+
+#endif