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-rw-r--r--net.c230
1 files changed, 177 insertions, 53 deletions
diff --git a/net.c b/net.c
index 8bfd899..6253568 100644
--- a/net.c
+++ b/net.c
@@ -1666,28 +1666,87 @@ static void free_game(game_state *state)
sfree(state);
}
-static game_state *solve_game(game_state *state, game_state *currstate,
- game_aux_info *aux, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ game_aux_info *aux, char **error)
{
- game_state *ret;
+ unsigned char *tiles;
+ char *ret;
+ int retlen, retsize;
+ int i;
+ int tiles_need_freeing;
if (!aux) {
/*
* Run the internal solver on the provided grid. This might
* not yield a complete solution.
*/
- ret = dup_game(state);
- net_solver(ret->width, ret->height, ret->tiles,
- ret->barriers, ret->wrapping);
+ tiles = snewn(state->width * state->height, unsigned char);
+ memcpy(tiles, state->tiles, state->width * state->height);
+ net_solver(state->width, state->height, tiles,
+ state->barriers, state->wrapping);
+ tiles_need_freeing = TRUE;
} else {
- assert(aux->width == state->width);
- assert(aux->height == state->height);
- ret = dup_game(state);
- memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
- ret->used_solve = ret->just_used_solve = TRUE;
- ret->completed = TRUE;
+ tiles = aux->tiles;
+ tiles_need_freeing = FALSE;
+ }
+
+ /*
+ * Now construct a string which can be passed to execute_move()
+ * to transform the current grid into the solved one.
+ */
+ retsize = 256;
+ ret = snewn(retsize, char);
+ retlen = 0;
+ ret[retlen++] = 'S';
+
+ for (i = 0; i < state->width * state->height; i++) {
+ int from = currstate->tiles[i], to = tiles[i];
+ int ft = from & (R|L|U|D), tt = to & (R|L|U|D);
+ int x = i % state->width, y = i / state->width;
+ int chr = '\0';
+ char buf[80], *p = buf;
+
+ if (from == to)
+ continue; /* nothing needs doing at all */
+
+ /*
+ * To transform this tile into the desired tile: first
+ * unlock the tile if it's locked, then rotate it if
+ * necessary, then lock it if necessary.
+ */
+ if (from & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (tt == A(ft))
+ chr = 'A';
+ else if (tt == C(ft))
+ chr = 'C';
+ else if (tt == F(ft))
+ chr = 'F';
+ else {
+ assert(tt == ft);
+ chr = '\0';
+ }
+ if (chr)
+ p += sprintf(p, ";%c%d,%d", chr, x, y);
+
+ if (to & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (p > buf) {
+ if (retlen + (p - buf) >= retsize) {
+ retsize = retlen + (p - buf) + 512;
+ ret = sresize(ret, retsize, char);
+ }
+ memcpy(ret+retlen, buf, p - buf);
+ retlen += p - buf;
+ }
}
+ assert(retlen < retsize);
+ ret[retlen] = '\0';
+ ret = sresize(ret, retlen+1, char);
+
return ret;
}
@@ -1803,10 +1862,11 @@ struct game_drawstate {
/* ----------------------------------------------------------------------
* Process a move.
*/
-static game_state *make_move(game_state *state, game_ui *ui,
- game_drawstate *ds, int x, int y, int button) {
- game_state *ret, *nullret;
- int tx, ty, orig;
+static char *interpret_move(game_state *state, game_ui *ui,
+ game_drawstate *ds, int x, int y, int button)
+{
+ char *nullret;
+ int tx, ty;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
button &= ~MOD_MASK;
@@ -1818,7 +1878,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
if (ui->cur_visible) {
ui->cur_visible = FALSE;
- nullret = state;
+ nullret = "";
}
/*
@@ -1869,7 +1929,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
ui->cur_visible = TRUE;
}
- return state; /* UI activity has occurred */
+ return ""; /* UI activity has occurred */
} else if (button == 'a' || button == 's' || button == 'd' ||
button == 'A' || button == 'S' || button == 'D' ||
button == CURSOR_SELECT) {
@@ -1900,13 +1960,9 @@ static game_state *make_move(game_state *state, game_ui *ui,
* unlocks it.)
*/
if (button == MIDDLE_BUTTON) {
-
- ret = dup_game(state);
- ret->just_used_solve = FALSE;
- tile(ret, tx, ty) ^= LOCKED;
- ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
- return ret;
-
+ char buf[80];
+ sprintf(buf, "L%d,%d", tx, ty);
+ return dupstr(buf);
} else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
/*
@@ -1920,49 +1976,115 @@ static game_state *make_move(game_state *state, game_ui *ui,
* Otherwise, turn the tile one way or the other. Left button
* turns anticlockwise; right button turns clockwise.
*/
- ret = dup_game(state);
- ret->just_used_solve = FALSE;
- orig = tile(ret, tx, ty);
- if (button == LEFT_BUTTON) {
- tile(ret, tx, ty) = A(orig);
- ret->last_rotate_dir = +1;
- } else {
- tile(ret, tx, ty) = C(orig);
- ret->last_rotate_dir = -1;
- }
- ret->last_rotate_x = tx;
- ret->last_rotate_y = ty;
-
+ char buf[80];
+ sprintf(buf, "%c%d,%d", (button == LEFT_BUTTON ? 'A' : 'C'), tx, ty);
+ return dupstr(buf);
} else if (button == 'J') {
-
/*
* Jumble all unlocked tiles to random orientations.
*/
- int jx, jy;
- ret = dup_game(state);
- ret->just_used_solve = FALSE;
- for (jy = 0; jy < ret->height; jy++) {
- for (jx = 0; jx < ret->width; jx++) {
- if (!(tile(ret, jx, jy) & LOCKED)) {
+
+ int jx, jy, maxlen;
+ char *ret, *p;
+
+ /*
+ * Maximum string length assumes no int can be converted to
+ * decimal and take more than 11 digits!
+ */
+ maxlen = state->width * state->height * 25 + 3;
+
+ ret = snewn(maxlen, char);
+ p = ret;
+ *p++ = 'J';
+
+ for (jy = 0; jy < state->height; jy++) {
+ for (jx = 0; jx < state->width; jx++) {
+ if (!(tile(state, jx, jy) & LOCKED)) {
int rot = random_upto(ui->rs, 4);
- orig = tile(ret, jx, jy);
- tile(ret, jx, jy) = ROT(orig, rot);
+ if (rot) {
+ p += sprintf(p, ";%c%d,%d", "AFC"[rot-1], jx, jy);
+ }
}
}
}
- ret->last_rotate_dir = 0; /* suppress animation */
- ret->last_rotate_x = ret->last_rotate_y = 0;
+ *p++ = '\0';
+ assert(p - ret < maxlen);
+ ret = sresize(ret, p - ret, char);
+ return ret;
} else {
- ret = NULL; /* placate optimisers which don't understand assert(0) */
- assert(0);
+ return NULL;
+ }
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int tx, ty, n, noanim, orig;
+
+ ret = dup_game(from);
+ ret->just_used_solve = FALSE;
+
+ if (move[0] == 'J' || move[0] == 'S') {
+ if (move[0] == 'S')
+ ret->just_used_solve = ret->used_solve = TRUE;
+
+ move++;
+ if (*move == ';')
+ move++;
+ noanim = TRUE;
+ } else
+ noanim = FALSE;
+
+ ret->last_rotate_dir = 0; /* suppress animation */
+ ret->last_rotate_x = ret->last_rotate_y = 0;
+
+ while (*move) {
+ if ((move[0] == 'A' || move[0] == 'C' ||
+ move[0] == 'F' || move[0] == 'L') &&
+ sscanf(move+1, "%d,%d%n", &tx, &ty, &n) >= 2 &&
+ tx >= 0 && tx < from->width && ty >= 0 && ty < from->height) {
+ orig = tile(ret, tx, ty);
+ if (move[0] == 'A') {
+ tile(ret, tx, ty) = A(orig);
+ if (!noanim)
+ ret->last_rotate_dir = +1;
+ } else if (move[0] == 'F') {
+ tile(ret, tx, ty) = F(orig);
+ if (!noanim) {
+ free_game(ret);
+ return NULL;
+ }
+ } else if (move[0] == 'C') {
+ tile(ret, tx, ty) = C(orig);
+ if (!noanim)
+ ret->last_rotate_dir = -1;
+ } else {
+ assert(move[0] == 'L');
+ tile(ret, tx, ty) ^= LOCKED;
+ }
+
+ move += 1 + n;
+ if (*move == ';') move++;
+ } else {
+ free_game(ret);
+ return NULL;
+ }
+ }
+ if (!noanim) {
+ ret->last_rotate_x = tx;
+ ret->last_rotate_y = ty;
}
/*
* Check whether the game has been completed.
+ *
+ * For this purpose it doesn't matter where the source square
+ * is, because we can start from anywhere and correctly
+ * determine whether the game is completed.
*/
{
- unsigned char *active = compute_active(ret, ui->cx, ui->cy);
+ unsigned char *active = compute_active(ret, 0, 0);
int x1, y1;
int complete = TRUE;
@@ -1983,6 +2105,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
return ret;
}
+
/* ----------------------------------------------------------------------
* Routines for drawing the game position on the screen.
*/
@@ -2617,7 +2740,8 @@ const struct game thegame = {
new_ui,
free_ui,
game_changed_state,
- make_move,
+ interpret_move,
+ execute_move,
game_size,
game_colours,
game_new_drawstate,