720a8fb7 |
1 | /* |
2 | * net.c: Net game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
2ef96bd6 |
10 | #include <math.h> |
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11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
0c490335 |
15 | const char *const game_name = "Net"; |
e91825f8 |
16 | const char *const game_winhelp_topic = "games.net"; |
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17 | const int game_can_configure = TRUE; |
0c490335 |
18 | |
2ef96bd6 |
19 | #define PI 3.141592653589793238462643383279502884197169399 |
20 | |
21 | #define MATMUL(xr,yr,m,x,y) do { \ |
22 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
23 | rx = mat[0] * xx + mat[2] * yy; \ |
24 | ry = mat[1] * xx + mat[3] * yy; \ |
25 | (xr) = rx; (yr) = ry; \ |
26 | } while (0) |
27 | |
28 | /* Direction and other bitfields */ |
720a8fb7 |
29 | #define R 0x01 |
30 | #define U 0x02 |
31 | #define L 0x04 |
32 | #define D 0x08 |
33 | #define LOCKED 0x10 |
2ef96bd6 |
34 | #define ACTIVE 0x20 |
35 | /* Corner flags go in the barriers array */ |
36 | #define RU 0x10 |
37 | #define UL 0x20 |
38 | #define LD 0x40 |
39 | #define DR 0x80 |
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40 | |
41 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
42 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
43 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
44 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
45 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
46 | ((n)&3) == 1 ? A(x) : \ |
47 | ((n)&3) == 2 ? F(x) : C(x) ) |
48 | |
49 | /* X and Y displacements */ |
50 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
51 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
52 | |
53 | /* Bit count */ |
54 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
55 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
56 | |
57 | #define TILE_SIZE 32 |
58 | #define TILE_BORDER 1 |
59 | #define WINDOW_OFFSET 16 |
60 | |
8c1fd974 |
61 | #define ROTATE_TIME 0.13F |
62 | #define FLASH_FRAME 0.07F |
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63 | |
64 | enum { |
65 | COL_BACKGROUND, |
66 | COL_LOCKED, |
67 | COL_BORDER, |
68 | COL_WIRE, |
69 | COL_ENDPOINT, |
70 | COL_POWERED, |
71 | COL_BARRIER, |
72 | NCOLOURS |
73 | }; |
74 | |
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75 | struct game_params { |
76 | int width; |
77 | int height; |
78 | int wrapping; |
79 | float barrier_probability; |
80 | }; |
81 | |
82 | struct game_state { |
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83 | int width, height, cx, cy, wrapping, completed, last_rotate_dir; |
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84 | unsigned char *tiles; |
85 | unsigned char *barriers; |
86 | }; |
87 | |
88 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
89 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
90 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
91 | |
92 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
93 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
94 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
95 | |
96 | struct xyd { |
97 | int x, y, direction; |
98 | }; |
99 | |
100 | static int xyd_cmp(void *av, void *bv) { |
101 | struct xyd *a = (struct xyd *)av; |
102 | struct xyd *b = (struct xyd *)bv; |
103 | if (a->x < b->x) |
104 | return -1; |
105 | if (a->x > b->x) |
106 | return +1; |
107 | if (a->y < b->y) |
108 | return -1; |
109 | if (a->y > b->y) |
110 | return +1; |
111 | if (a->direction < b->direction) |
112 | return -1; |
113 | if (a->direction > b->direction) |
114 | return +1; |
115 | return 0; |
116 | }; |
117 | |
118 | static struct xyd *new_xyd(int x, int y, int direction) |
119 | { |
120 | struct xyd *xyd = snew(struct xyd); |
121 | xyd->x = x; |
122 | xyd->y = y; |
123 | xyd->direction = direction; |
124 | return xyd; |
125 | } |
126 | |
127 | /* ---------------------------------------------------------------------- |
7f77ea24 |
128 | * Manage game parameters. |
129 | */ |
130 | game_params *default_params(void) |
131 | { |
132 | game_params *ret = snew(game_params); |
133 | |
eb2ad6f1 |
134 | ret->width = 5; |
135 | ret->height = 5; |
136 | ret->wrapping = FALSE; |
137 | ret->barrier_probability = 0.0; |
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138 | |
139 | return ret; |
140 | } |
141 | |
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142 | int game_fetch_preset(int i, char **name, game_params **params) |
143 | { |
144 | game_params *ret; |
145 | char str[80]; |
146 | static const struct { int x, y, wrap; } values[] = { |
147 | {5, 5, FALSE}, |
148 | {7, 7, FALSE}, |
149 | {9, 9, FALSE}, |
150 | {11, 11, FALSE}, |
151 | {13, 11, FALSE}, |
152 | {5, 5, TRUE}, |
153 | {7, 7, TRUE}, |
154 | {9, 9, TRUE}, |
155 | {11, 11, TRUE}, |
156 | {13, 11, TRUE}, |
157 | }; |
158 | |
159 | if (i < 0 || i >= lenof(values)) |
160 | return FALSE; |
161 | |
162 | ret = snew(game_params); |
163 | ret->width = values[i].x; |
164 | ret->height = values[i].y; |
165 | ret->wrapping = values[i].wrap; |
166 | ret->barrier_probability = 0.0; |
167 | |
168 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
169 | ret->wrapping ? " wrapping" : ""); |
170 | |
171 | *name = dupstr(str); |
172 | *params = ret; |
173 | return TRUE; |
174 | } |
175 | |
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176 | void free_params(game_params *params) |
177 | { |
178 | sfree(params); |
179 | } |
180 | |
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181 | game_params *dup_params(game_params *params) |
182 | { |
183 | game_params *ret = snew(game_params); |
184 | *ret = *params; /* structure copy */ |
185 | return ret; |
186 | } |
187 | |
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188 | game_params *decode_params(char const *string) |
189 | { |
190 | game_params *ret = default_params(); |
191 | char const *p = string; |
192 | |
193 | ret->width = atoi(p); |
194 | while (*p && isdigit(*p)) p++; |
195 | if (*p == 'x') { |
196 | p++; |
197 | ret->height = atoi(p); |
198 | while (*p && isdigit(*p)) p++; |
199 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
200 | p++; |
201 | if (*p == 'b') |
202 | ret->barrier_probability = atof(p+1); |
203 | } else { |
204 | ret->height = ret->width; |
205 | } |
206 | |
207 | return ret; |
208 | } |
209 | |
210 | char *encode_params(game_params *params) |
211 | { |
212 | char ret[400]; |
213 | int len; |
214 | |
215 | len = sprintf(ret, "%dx%d", params->width, params->height); |
216 | if (params->wrapping) |
217 | ret[len++] = 'w'; |
218 | if (params->barrier_probability) |
219 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
220 | assert(len < lenof(ret)); |
221 | ret[len] = '\0'; |
222 | |
223 | return dupstr(ret); |
224 | } |
225 | |
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226 | config_item *game_configure(game_params *params) |
227 | { |
228 | config_item *ret; |
229 | char buf[80]; |
230 | |
231 | ret = snewn(5, config_item); |
232 | |
233 | ret[0].name = "Width"; |
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234 | ret[0].type = C_STRING; |
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235 | sprintf(buf, "%d", params->width); |
236 | ret[0].sval = dupstr(buf); |
237 | ret[0].ival = 0; |
238 | |
239 | ret[1].name = "Height"; |
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240 | ret[1].type = C_STRING; |
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241 | sprintf(buf, "%d", params->height); |
242 | ret[1].sval = dupstr(buf); |
243 | ret[1].ival = 0; |
244 | |
245 | ret[2].name = "Walls wrap around"; |
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246 | ret[2].type = C_BOOLEAN; |
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247 | ret[2].sval = NULL; |
248 | ret[2].ival = params->wrapping; |
249 | |
250 | ret[3].name = "Barrier probability"; |
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251 | ret[3].type = C_STRING; |
c8230524 |
252 | sprintf(buf, "%g", params->barrier_probability); |
253 | ret[3].sval = dupstr(buf); |
254 | ret[3].ival = 0; |
255 | |
256 | ret[4].name = NULL; |
95709966 |
257 | ret[4].type = C_END; |
c8230524 |
258 | ret[4].sval = NULL; |
259 | ret[4].ival = 0; |
260 | |
261 | return ret; |
262 | } |
263 | |
264 | game_params *custom_params(config_item *cfg) |
265 | { |
266 | game_params *ret = snew(game_params); |
267 | |
268 | ret->width = atoi(cfg[0].sval); |
269 | ret->height = atoi(cfg[1].sval); |
270 | ret->wrapping = cfg[2].ival; |
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271 | ret->barrier_probability = (float)atof(cfg[3].sval); |
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272 | |
273 | return ret; |
274 | } |
275 | |
276 | char *validate_params(game_params *params) |
277 | { |
278 | if (params->width <= 0 && params->height <= 0) |
279 | return "Width and height must both be greater than zero"; |
280 | if (params->width <= 0) |
281 | return "Width must be greater than zero"; |
282 | if (params->height <= 0) |
283 | return "Height must be greater than zero"; |
284 | if (params->width <= 1 && params->height <= 1) |
285 | return "At least one of width and height must be greater than one"; |
286 | if (params->barrier_probability < 0) |
287 | return "Barrier probability may not be negative"; |
288 | if (params->barrier_probability > 1) |
289 | return "Barrier probability may not be greater than 1"; |
290 | return NULL; |
291 | } |
292 | |
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293 | /* ---------------------------------------------------------------------- |
720a8fb7 |
294 | * Randomly select a new game seed. |
295 | */ |
296 | |
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297 | char *new_game_seed(game_params *params, random_state *rs) |
720a8fb7 |
298 | { |
299 | /* |
300 | * The full description of a Net game is far too large to |
301 | * encode directly in the seed, so by default we'll have to go |
302 | * for the simple approach of providing a random-number seed. |
303 | * |
304 | * (This does not restrict me from _later on_ inventing a seed |
305 | * string syntax which can never be generated by this code - |
306 | * for example, strings beginning with a letter - allowing me |
307 | * to type in a precise game, and have new_game detect it and |
308 | * understand it and do something completely different.) |
309 | */ |
310 | char buf[40]; |
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311 | sprintf(buf, "%lu", random_bits(rs, 32)); |
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312 | return dupstr(buf); |
313 | } |
314 | |
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315 | char *validate_seed(game_params *params, char *seed) |
316 | { |
317 | /* |
318 | * Since any string at all will suffice to seed the RNG, there |
319 | * is no validation required. |
320 | */ |
321 | return NULL; |
322 | } |
323 | |
720a8fb7 |
324 | /* ---------------------------------------------------------------------- |
325 | * Construct an initial game state, given a seed and parameters. |
326 | */ |
327 | |
328 | game_state *new_game(game_params *params, char *seed) |
329 | { |
330 | random_state *rs; |
331 | game_state *state; |
332 | tree234 *possibilities, *barriers; |
333 | int w, h, x, y, nbarriers; |
334 | |
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335 | assert(params->width > 0 && params->height > 0); |
336 | assert(params->width > 1 || params->height > 1); |
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337 | |
338 | /* |
339 | * Create a blank game state. |
340 | */ |
341 | state = snew(game_state); |
342 | w = state->width = params->width; |
343 | h = state->height = params->height; |
2ef96bd6 |
344 | state->cx = state->width / 2; |
345 | state->cy = state->height / 2; |
720a8fb7 |
346 | state->wrapping = params->wrapping; |
2ef96bd6 |
347 | state->last_rotate_dir = +1; /* *shrug* */ |
720a8fb7 |
348 | state->completed = FALSE; |
349 | state->tiles = snewn(state->width * state->height, unsigned char); |
350 | memset(state->tiles, 0, state->width * state->height); |
351 | state->barriers = snewn(state->width * state->height, unsigned char); |
352 | memset(state->barriers, 0, state->width * state->height); |
353 | |
354 | /* |
355 | * Set up border barriers if this is a non-wrapping game. |
356 | */ |
357 | if (!state->wrapping) { |
358 | for (x = 0; x < state->width; x++) { |
359 | barrier(state, x, 0) |= U; |
360 | barrier(state, x, state->height-1) |= D; |
361 | } |
362 | for (y = 0; y < state->height; y++) { |
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363 | barrier(state, 0, y) |= L; |
364 | barrier(state, state->width-1, y) |= R; |
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365 | } |
366 | } |
367 | |
368 | /* |
369 | * Seed the internal random number generator. |
370 | */ |
371 | rs = random_init(seed, strlen(seed)); |
372 | |
373 | /* |
374 | * Construct the unshuffled grid. |
375 | * |
376 | * To do this, we simply start at the centre point, repeatedly |
377 | * choose a random possibility out of the available ways to |
378 | * extend a used square into an unused one, and do it. After |
379 | * extending the third line out of a square, we remove the |
380 | * fourth from the possibilities list to avoid any full-cross |
381 | * squares (which would make the game too easy because they |
382 | * only have one orientation). |
383 | * |
384 | * The slightly worrying thing is the avoidance of full-cross |
385 | * squares. Can this cause our unsophisticated construction |
386 | * algorithm to paint itself into a corner, by getting into a |
387 | * situation where there are some unreached squares and the |
388 | * only way to reach any of them is to extend a T-piece into a |
389 | * full cross? |
390 | * |
391 | * Answer: no it can't, and here's a proof. |
392 | * |
393 | * Any contiguous group of such unreachable squares must be |
394 | * surrounded on _all_ sides by T-pieces pointing away from the |
395 | * group. (If not, then there is a square which can be extended |
396 | * into one of the `unreachable' ones, and so it wasn't |
397 | * unreachable after all.) In particular, this implies that |
398 | * each contiguous group of unreachable squares must be |
399 | * rectangular in shape (any deviation from that yields a |
400 | * non-T-piece next to an `unreachable' square). |
401 | * |
402 | * So we have a rectangle of unreachable squares, with T-pieces |
403 | * forming a solid border around the rectangle. The corners of |
404 | * that border must be connected (since every tile connects all |
405 | * the lines arriving in it), and therefore the border must |
406 | * form a closed loop around the rectangle. |
407 | * |
408 | * But this can't have happened in the first place, since we |
409 | * _know_ we've avoided creating closed loops! Hence, no such |
410 | * situation can ever arise, and the naive grid construction |
411 | * algorithm will guaranteeably result in a complete grid |
412 | * containing no unreached squares, no full crosses _and_ no |
413 | * closed loops. [] |
414 | */ |
415 | possibilities = newtree234(xyd_cmp); |
ecadce0d |
416 | |
417 | if (state->cx+1 < state->width) |
418 | add234(possibilities, new_xyd(state->cx, state->cy, R)); |
419 | if (state->cy-1 >= 0) |
420 | add234(possibilities, new_xyd(state->cx, state->cy, U)); |
421 | if (state->cx-1 >= 0) |
422 | add234(possibilities, new_xyd(state->cx, state->cy, L)); |
423 | if (state->cy+1 < state->height) |
424 | add234(possibilities, new_xyd(state->cx, state->cy, D)); |
720a8fb7 |
425 | |
426 | while (count234(possibilities) > 0) { |
427 | int i; |
428 | struct xyd *xyd; |
429 | int x1, y1, d1, x2, y2, d2, d; |
430 | |
431 | /* |
432 | * Extract a randomly chosen possibility from the list. |
433 | */ |
434 | i = random_upto(rs, count234(possibilities)); |
435 | xyd = delpos234(possibilities, i); |
436 | x1 = xyd->x; |
437 | y1 = xyd->y; |
438 | d1 = xyd->direction; |
439 | sfree(xyd); |
440 | |
441 | OFFSET(x2, y2, x1, y1, d1, state); |
442 | d2 = F(d1); |
443 | #ifdef DEBUG |
444 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
445 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
446 | #endif |
447 | |
448 | /* |
449 | * Make the connection. (We should be moving to an as yet |
450 | * unused tile.) |
451 | */ |
452 | tile(state, x1, y1) |= d1; |
453 | assert(tile(state, x2, y2) == 0); |
454 | tile(state, x2, y2) |= d2; |
455 | |
456 | /* |
457 | * If we have created a T-piece, remove its last |
458 | * possibility. |
459 | */ |
460 | if (COUNT(tile(state, x1, y1)) == 3) { |
461 | struct xyd xyd1, *xydp; |
462 | |
463 | xyd1.x = x1; |
464 | xyd1.y = y1; |
465 | xyd1.direction = 0x0F ^ tile(state, x1, y1); |
466 | |
467 | xydp = find234(possibilities, &xyd1, NULL); |
468 | |
469 | if (xydp) { |
470 | #ifdef DEBUG |
471 | printf("T-piece; 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 | * Remove all other possibilities that were pointing at the |
481 | * tile we've just moved into. |
482 | */ |
483 | for (d = 1; d < 0x10; d <<= 1) { |
484 | int x3, y3, d3; |
485 | struct xyd xyd1, *xydp; |
486 | |
487 | OFFSET(x3, y3, x2, y2, d, state); |
488 | d3 = F(d); |
489 | |
490 | xyd1.x = x3; |
491 | xyd1.y = y3; |
492 | xyd1.direction = d3; |
493 | |
494 | xydp = find234(possibilities, &xyd1, NULL); |
495 | |
496 | if (xydp) { |
497 | #ifdef DEBUG |
498 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
499 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
500 | #endif |
501 | del234(possibilities, xydp); |
502 | sfree(xydp); |
503 | } |
504 | } |
505 | |
506 | /* |
507 | * Add new possibilities to the list for moving _out_ of |
508 | * the tile we have just moved into. |
509 | */ |
510 | for (d = 1; d < 0x10; d <<= 1) { |
511 | int x3, y3; |
512 | |
513 | if (d == d2) |
514 | continue; /* we've got this one already */ |
515 | |
516 | if (!state->wrapping) { |
517 | if (d == U && y2 == 0) |
518 | continue; |
519 | if (d == D && y2 == state->height-1) |
520 | continue; |
521 | if (d == L && x2 == 0) |
522 | continue; |
523 | if (d == R && x2 == state->width-1) |
524 | continue; |
525 | } |
526 | |
527 | OFFSET(x3, y3, x2, y2, d, state); |
528 | |
529 | if (tile(state, x3, y3)) |
530 | continue; /* this would create a loop */ |
531 | |
532 | #ifdef DEBUG |
533 | printf("New frontier; adding (%d,%d,%c)\n", |
534 | x2, y2, "0RU3L567D9abcdef"[d]); |
535 | #endif |
536 | add234(possibilities, new_xyd(x2, y2, d)); |
537 | } |
538 | } |
539 | /* Having done that, we should have no possibilities remaining. */ |
540 | assert(count234(possibilities) == 0); |
541 | freetree234(possibilities); |
542 | |
543 | /* |
544 | * Now compute a list of the possible barrier locations. |
545 | */ |
546 | barriers = newtree234(xyd_cmp); |
2ef96bd6 |
547 | for (y = 0; y < state->height; y++) { |
548 | for (x = 0; x < state->width; x++) { |
720a8fb7 |
549 | |
2ef96bd6 |
550 | if (!(tile(state, x, y) & R) && |
551 | (state->wrapping || x < state->width-1)) |
720a8fb7 |
552 | add234(barriers, new_xyd(x, y, R)); |
2ef96bd6 |
553 | if (!(tile(state, x, y) & D) && |
554 | (state->wrapping || y < state->height-1)) |
720a8fb7 |
555 | add234(barriers, new_xyd(x, y, D)); |
556 | } |
557 | } |
558 | |
559 | /* |
560 | * Now shuffle the grid. |
561 | */ |
2ef96bd6 |
562 | for (y = 0; y < state->height; y++) { |
563 | for (x = 0; x < state->width; x++) { |
720a8fb7 |
564 | int orig = tile(state, x, y); |
565 | int rot = random_upto(rs, 4); |
566 | tile(state, x, y) = ROT(orig, rot); |
567 | } |
568 | } |
569 | |
570 | /* |
571 | * And now choose barrier locations. (We carefully do this |
572 | * _after_ shuffling, so that changing the barrier rate in the |
573 | * params while keeping the game seed the same will give the |
574 | * same shuffled grid and _only_ change the barrier locations. |
575 | * Also the way we choose barrier locations, by repeatedly |
576 | * choosing one possibility from the list until we have enough, |
577 | * is designed to ensure that raising the barrier rate while |
578 | * keeping the seed the same will provide a superset of the |
579 | * previous barrier set - i.e. if you ask for 10 barriers, and |
580 | * then decide that's still too hard and ask for 20, you'll get |
581 | * the original 10 plus 10 more, rather than getting 20 new |
582 | * ones and the chance of remembering your first 10.) |
583 | */ |
03f856c4 |
584 | nbarriers = (int)(params->barrier_probability * count234(barriers)); |
720a8fb7 |
585 | assert(nbarriers >= 0 && nbarriers <= count234(barriers)); |
586 | |
587 | while (nbarriers > 0) { |
588 | int i; |
589 | struct xyd *xyd; |
590 | int x1, y1, d1, x2, y2, d2; |
591 | |
592 | /* |
593 | * Extract a randomly chosen barrier from the list. |
594 | */ |
595 | i = random_upto(rs, count234(barriers)); |
596 | xyd = delpos234(barriers, i); |
597 | |
598 | assert(xyd != NULL); |
599 | |
600 | x1 = xyd->x; |
601 | y1 = xyd->y; |
602 | d1 = xyd->direction; |
603 | sfree(xyd); |
604 | |
605 | OFFSET(x2, y2, x1, y1, d1, state); |
606 | d2 = F(d1); |
607 | |
608 | barrier(state, x1, y1) |= d1; |
609 | barrier(state, x2, y2) |= d2; |
610 | |
611 | nbarriers--; |
612 | } |
613 | |
614 | /* |
615 | * Clean up the rest of the barrier list. |
616 | */ |
617 | { |
618 | struct xyd *xyd; |
619 | |
620 | while ( (xyd = delpos234(barriers, 0)) != NULL) |
621 | sfree(xyd); |
622 | |
623 | freetree234(barriers); |
624 | } |
625 | |
2ef96bd6 |
626 | /* |
627 | * Set up the barrier corner flags, for drawing barriers |
628 | * prettily when they meet. |
629 | */ |
630 | for (y = 0; y < state->height; y++) { |
631 | for (x = 0; x < state->width; x++) { |
632 | int dir; |
633 | |
634 | for (dir = 1; dir < 0x10; dir <<= 1) { |
635 | int dir2 = A(dir); |
636 | int x1, y1, x2, y2, x3, y3; |
637 | int corner = FALSE; |
638 | |
639 | if (!(barrier(state, x, y) & dir)) |
640 | continue; |
641 | |
642 | if (barrier(state, x, y) & dir2) |
643 | corner = TRUE; |
644 | |
645 | x1 = x + X(dir), y1 = y + Y(dir); |
646 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
647 | y1 >= 0 && y1 < state->height && |
2ef96bd6 |
648 | (barrier(state, x1, y1) & dir2)) |
649 | corner = TRUE; |
650 | |
651 | x2 = x + X(dir2), y2 = y + Y(dir2); |
652 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
653 | y2 >= 0 && y2 < state->height && |
2ef96bd6 |
654 | (barrier(state, x2, y2) & dir)) |
655 | corner = TRUE; |
656 | |
657 | if (corner) { |
658 | barrier(state, x, y) |= (dir << 4); |
659 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
660 | y1 >= 0 && y1 < state->height) |
2ef96bd6 |
661 | barrier(state, x1, y1) |= (A(dir) << 4); |
662 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
663 | y2 >= 0 && y2 < state->height) |
2ef96bd6 |
664 | barrier(state, x2, y2) |= (C(dir) << 4); |
665 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
666 | if (x3 >= 0 && x3 < state->width && |
eb2ad6f1 |
667 | y3 >= 0 && y3 < state->height) |
2ef96bd6 |
668 | barrier(state, x3, y3) |= (F(dir) << 4); |
669 | } |
670 | } |
671 | } |
672 | } |
673 | |
720a8fb7 |
674 | random_free(rs); |
675 | |
676 | return state; |
677 | } |
678 | |
679 | game_state *dup_game(game_state *state) |
680 | { |
681 | game_state *ret; |
682 | |
683 | ret = snew(game_state); |
684 | ret->width = state->width; |
685 | ret->height = state->height; |
2ef96bd6 |
686 | ret->cx = state->cx; |
687 | ret->cy = state->cy; |
720a8fb7 |
688 | ret->wrapping = state->wrapping; |
689 | ret->completed = state->completed; |
2ef96bd6 |
690 | ret->last_rotate_dir = state->last_rotate_dir; |
720a8fb7 |
691 | ret->tiles = snewn(state->width * state->height, unsigned char); |
692 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
693 | ret->barriers = snewn(state->width * state->height, unsigned char); |
694 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
695 | |
696 | return ret; |
697 | } |
698 | |
699 | void free_game(game_state *state) |
700 | { |
701 | sfree(state->tiles); |
702 | sfree(state->barriers); |
703 | sfree(state); |
704 | } |
705 | |
706 | /* ---------------------------------------------------------------------- |
707 | * Utility routine. |
708 | */ |
709 | |
710 | /* |
711 | * Compute which squares are reachable from the centre square, as a |
712 | * quick visual aid to determining how close the game is to |
713 | * completion. This is also a simple way to tell if the game _is_ |
714 | * completed - just call this function and see whether every square |
715 | * is marked active. |
716 | */ |
717 | static unsigned char *compute_active(game_state *state) |
718 | { |
719 | unsigned char *active; |
720 | tree234 *todo; |
721 | struct xyd *xyd; |
722 | |
723 | active = snewn(state->width * state->height, unsigned char); |
724 | memset(active, 0, state->width * state->height); |
725 | |
726 | /* |
727 | * We only store (x,y) pairs in todo, but it's easier to reuse |
728 | * xyd_cmp and just store direction 0 every time. |
729 | */ |
730 | todo = newtree234(xyd_cmp); |
2ef96bd6 |
731 | index(state, active, state->cx, state->cy) = ACTIVE; |
732 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
720a8fb7 |
733 | |
734 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
735 | int x1, y1, d1, x2, y2, d2; |
736 | |
737 | x1 = xyd->x; |
738 | y1 = xyd->y; |
739 | sfree(xyd); |
740 | |
741 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
742 | OFFSET(x2, y2, x1, y1, d1, state); |
743 | d2 = F(d1); |
744 | |
745 | /* |
746 | * If the next tile in this direction is connected to |
747 | * us, and there isn't a barrier in the way, and it |
748 | * isn't already marked active, then mark it active and |
749 | * add it to the to-examine list. |
750 | */ |
751 | if ((tile(state, x1, y1) & d1) && |
752 | (tile(state, x2, y2) & d2) && |
753 | !(barrier(state, x1, y1) & d1) && |
754 | !index(state, active, x2, y2)) { |
2ef96bd6 |
755 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
756 | add234(todo, new_xyd(x2, y2, 0)); |
757 | } |
758 | } |
759 | } |
760 | /* Now we expect the todo list to have shrunk to zero size. */ |
761 | assert(count234(todo) == 0); |
762 | freetree234(todo); |
763 | |
764 | return active; |
765 | } |
766 | |
66164171 |
767 | struct game_ui { |
768 | int cur_x, cur_y; |
769 | int cur_visible; |
770 | }; |
771 | |
74a4e547 |
772 | game_ui *new_ui(game_state *state) |
773 | { |
66164171 |
774 | game_ui *ui = snew(game_ui); |
775 | ui->cur_x = state->width / 2; |
776 | ui->cur_y = state->height / 2; |
777 | ui->cur_visible = FALSE; |
778 | |
779 | return ui; |
74a4e547 |
780 | } |
781 | |
782 | void free_ui(game_ui *ui) |
783 | { |
66164171 |
784 | sfree(ui); |
74a4e547 |
785 | } |
786 | |
720a8fb7 |
787 | /* ---------------------------------------------------------------------- |
788 | * Process a move. |
789 | */ |
74a4e547 |
790 | game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) |
720a8fb7 |
791 | { |
66164171 |
792 | game_state *ret, *nullret; |
720a8fb7 |
793 | int tx, ty, orig; |
794 | |
66164171 |
795 | nullret = NULL; |
720a8fb7 |
796 | |
66164171 |
797 | if (button == LEFT_BUTTON || |
798 | button == MIDDLE_BUTTON || |
799 | button == RIGHT_BUTTON) { |
800 | |
801 | if (ui->cur_visible) { |
802 | ui->cur_visible = FALSE; |
803 | nullret = state; |
804 | } |
805 | |
806 | /* |
807 | * The button must have been clicked on a valid tile. |
808 | */ |
809 | x -= WINDOW_OFFSET + TILE_BORDER; |
810 | y -= WINDOW_OFFSET + TILE_BORDER; |
811 | if (x < 0 || y < 0) |
812 | return nullret; |
813 | tx = x / TILE_SIZE; |
814 | ty = y / TILE_SIZE; |
815 | if (tx >= state->width || ty >= state->height) |
816 | return nullret; |
817 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
818 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
819 | return nullret; |
820 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
821 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
822 | if (button == CURSOR_UP && ui->cur_y > 0) |
823 | ui->cur_y--; |
824 | else if (button == CURSOR_DOWN && ui->cur_y < state->height-1) |
825 | ui->cur_y++; |
826 | else if (button == CURSOR_LEFT && ui->cur_x > 0) |
827 | ui->cur_x--; |
828 | else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1) |
829 | ui->cur_x++; |
830 | else |
831 | return nullret; /* no cursor movement */ |
832 | ui->cur_visible = TRUE; |
833 | return state; /* UI activity has occurred */ |
834 | } else if (button == 'a' || button == 's' || button == 'd' || |
835 | button == 'A' || button == 'S' || button == 'D') { |
836 | tx = ui->cur_x; |
837 | ty = ui->cur_y; |
838 | if (button == 'a' || button == 'A') |
839 | button = LEFT_BUTTON; |
840 | else if (button == 's' || button == 'S') |
841 | button = MIDDLE_BUTTON; |
842 | else if (button == 'd' || button == 'D') |
843 | button = RIGHT_BUTTON; |
0671fa51 |
844 | ui->cur_visible = TRUE; |
66164171 |
845 | } else |
846 | return nullret; |
720a8fb7 |
847 | |
848 | /* |
849 | * The middle button locks or unlocks a tile. (A locked tile |
850 | * cannot be turned, and is visually marked as being locked. |
851 | * This is a convenience for the player, so that once they are |
852 | * sure which way round a tile goes, they can lock it and thus |
853 | * avoid forgetting later on that they'd already done that one; |
854 | * and the locking also prevents them turning the tile by |
855 | * accident. If they change their mind, another middle click |
856 | * unlocks it.) |
857 | */ |
858 | if (button == MIDDLE_BUTTON) { |
859 | ret = dup_game(state); |
860 | tile(ret, tx, ty) ^= LOCKED; |
861 | return ret; |
862 | } |
863 | |
864 | /* |
865 | * The left and right buttons have no effect if clicked on a |
866 | * locked tile. |
867 | */ |
868 | if (tile(state, tx, ty) & LOCKED) |
66164171 |
869 | return nullret; |
720a8fb7 |
870 | |
871 | /* |
872 | * Otherwise, turn the tile one way or the other. Left button |
873 | * turns anticlockwise; right button turns clockwise. |
874 | */ |
875 | ret = dup_game(state); |
876 | orig = tile(ret, tx, ty); |
2ef96bd6 |
877 | if (button == LEFT_BUTTON) { |
720a8fb7 |
878 | tile(ret, tx, ty) = A(orig); |
2ef96bd6 |
879 | ret->last_rotate_dir = +1; |
880 | } else { |
720a8fb7 |
881 | tile(ret, tx, ty) = C(orig); |
2ef96bd6 |
882 | ret->last_rotate_dir = -1; |
883 | } |
720a8fb7 |
884 | |
885 | /* |
886 | * Check whether the game has been completed. |
887 | */ |
888 | { |
889 | unsigned char *active = compute_active(ret); |
890 | int x1, y1; |
891 | int complete = TRUE; |
892 | |
893 | for (x1 = 0; x1 < ret->width; x1++) |
894 | for (y1 = 0; y1 < ret->height; y1++) |
895 | if (!index(ret, active, x1, y1)) { |
896 | complete = FALSE; |
897 | goto break_label; /* break out of two loops at once */ |
898 | } |
899 | break_label: |
900 | |
901 | sfree(active); |
902 | |
903 | if (complete) |
904 | ret->completed = TRUE; |
905 | } |
906 | |
907 | return ret; |
908 | } |
909 | |
910 | /* ---------------------------------------------------------------------- |
911 | * Routines for drawing the game position on the screen. |
912 | */ |
913 | |
2ef96bd6 |
914 | struct game_drawstate { |
915 | int started; |
916 | int width, height; |
917 | unsigned char *visible; |
918 | }; |
919 | |
920 | game_drawstate *game_new_drawstate(game_state *state) |
921 | { |
922 | game_drawstate *ds = snew(game_drawstate); |
923 | |
924 | ds->started = FALSE; |
925 | ds->width = state->width; |
926 | ds->height = state->height; |
927 | ds->visible = snewn(state->width * state->height, unsigned char); |
928 | memset(ds->visible, 0xFF, state->width * state->height); |
929 | |
930 | return ds; |
931 | } |
932 | |
933 | void game_free_drawstate(game_drawstate *ds) |
934 | { |
935 | sfree(ds->visible); |
936 | sfree(ds); |
937 | } |
938 | |
7f77ea24 |
939 | void game_size(game_params *params, int *x, int *y) |
940 | { |
941 | *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
942 | *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
943 | } |
944 | |
2ef96bd6 |
945 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
946 | { |
947 | float *ret; |
83680571 |
948 | |
2ef96bd6 |
949 | ret = snewn(NCOLOURS * 3, float); |
950 | *ncolours = NCOLOURS; |
720a8fb7 |
951 | |
2ef96bd6 |
952 | /* |
953 | * Basic background colour is whatever the front end thinks is |
954 | * a sensible default. |
955 | */ |
956 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
957 | |
958 | /* |
959 | * Wires are black. |
960 | */ |
03f856c4 |
961 | ret[COL_WIRE * 3 + 0] = 0.0F; |
962 | ret[COL_WIRE * 3 + 1] = 0.0F; |
963 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
964 | |
965 | /* |
966 | * Powered wires and powered endpoints are cyan. |
967 | */ |
03f856c4 |
968 | ret[COL_POWERED * 3 + 0] = 0.0F; |
969 | ret[COL_POWERED * 3 + 1] = 1.0F; |
970 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
971 | |
972 | /* |
973 | * Barriers are red. |
974 | */ |
03f856c4 |
975 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
976 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
977 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
978 | |
979 | /* |
980 | * Unpowered endpoints are blue. |
981 | */ |
03f856c4 |
982 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
983 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
984 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
985 | |
986 | /* |
987 | * Tile borders are a darker grey than the background. |
988 | */ |
03f856c4 |
989 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
990 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
991 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
992 | |
993 | /* |
994 | * Locked tiles are a grey in between those two. |
995 | */ |
03f856c4 |
996 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
997 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
998 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
999 | |
1000 | return ret; |
1001 | } |
1002 | |
1003 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1004 | int colour) |
720a8fb7 |
1005 | { |
2ef96bd6 |
1006 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1007 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1008 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1009 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1010 | draw_line(fe, x1, y1, x2, y2, colour); |
1011 | } |
720a8fb7 |
1012 | |
2ef96bd6 |
1013 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1014 | int colour) |
1015 | { |
1016 | int mx = (x1 < x2 ? x1 : x2); |
1017 | int my = (y1 < y2 ? y1 : y2); |
1018 | int dx = (x2 + x1 - 2*mx + 1); |
1019 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
1020 | |
2ef96bd6 |
1021 | draw_rect(fe, mx, my, dx, dy, colour); |
1022 | } |
720a8fb7 |
1023 | |
2ef96bd6 |
1024 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1025 | { |
1026 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1027 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1028 | int x1, y1, dx, dy, dir2; |
1029 | |
1030 | dir >>= 4; |
1031 | |
1032 | dir2 = A(dir); |
1033 | dx = X(dir) + X(dir2); |
1034 | dy = Y(dir) + Y(dir2); |
1035 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1036 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1037 | |
1038 | if (phase == 0) { |
1039 | draw_rect_coords(fe, bx+x1, by+y1, |
1040 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1041 | COL_WIRE); |
1042 | draw_rect_coords(fe, bx+x1, by+y1, |
1043 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1044 | COL_WIRE); |
1045 | } else { |
1046 | draw_rect_coords(fe, bx+x1, by+y1, |
1047 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1048 | COL_BARRIER); |
720a8fb7 |
1049 | } |
2ef96bd6 |
1050 | } |
1051 | |
1052 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1053 | { |
1054 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1055 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1056 | int x1, y1, w, h; |
1057 | |
1058 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1059 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1060 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1061 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1062 | |
1063 | if (phase == 0) { |
1064 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1065 | } else { |
1066 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1067 | } |
1068 | } |
720a8fb7 |
1069 | |
2ef96bd6 |
1070 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
66164171 |
1071 | float angle, int cursor) |
2ef96bd6 |
1072 | { |
1073 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1074 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1075 | float matrix[4]; |
1076 | float cx, cy, ex, ey, tx, ty; |
1077 | int dir, col, phase; |
720a8fb7 |
1078 | |
2ef96bd6 |
1079 | /* |
1080 | * When we draw a single tile, we must draw everything up to |
1081 | * and including the borders around the tile. This means that |
1082 | * if the neighbouring tiles have connections to those borders, |
1083 | * we must draw those connections on the borders themselves. |
1084 | * |
1085 | * This would be terribly fiddly if we ever had to draw a tile |
1086 | * while its neighbour was in mid-rotate, because we'd have to |
1087 | * arrange to _know_ that the neighbour was being rotated and |
1088 | * hence had an anomalous effect on the redraw of this tile. |
1089 | * Fortunately, the drawing algorithm avoids ever calling us in |
1090 | * this circumstance: we're either drawing lots of straight |
1091 | * tiles at game start or after a move is complete, or we're |
1092 | * repeatedly drawing only the rotating tile. So no problem. |
1093 | */ |
1094 | |
1095 | /* |
1096 | * So. First blank the tile out completely: draw a big |
1097 | * rectangle in border colour, and a smaller rectangle in |
1098 | * background colour to fill it in. |
1099 | */ |
1100 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1101 | COL_BORDER); |
1102 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1103 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1104 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
1105 | |
1106 | /* |
66164171 |
1107 | * Draw an inset outline rectangle as a cursor, in whichever of |
1108 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
1109 | * in. |
1110 | */ |
1111 | if (cursor) { |
1112 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1113 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1114 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1115 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1116 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1117 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1118 | draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1119 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1120 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1121 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1122 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1123 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1124 | } |
1125 | |
1126 | /* |
2ef96bd6 |
1127 | * Set up the rotation matrix. |
1128 | */ |
03f856c4 |
1129 | matrix[0] = (float)cos(angle * PI / 180.0); |
1130 | matrix[1] = (float)-sin(angle * PI / 180.0); |
1131 | matrix[2] = (float)sin(angle * PI / 180.0); |
1132 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
1133 | |
1134 | /* |
1135 | * Draw the wires. |
1136 | */ |
03f856c4 |
1137 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
1138 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1139 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1140 | if (tile & dir) { |
03f856c4 |
1141 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1142 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1143 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1144 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1145 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
1146 | COL_WIRE); |
1147 | } |
1148 | } |
1149 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1150 | if (tile & dir) { |
03f856c4 |
1151 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1152 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1153 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1154 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1155 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
1156 | } |
1157 | } |
1158 | |
1159 | /* |
1160 | * Draw the box in the middle. We do this in blue if the tile |
1161 | * is an unpowered endpoint, in cyan if the tile is a powered |
1162 | * endpoint, in black if the tile is the centrepiece, and |
1163 | * otherwise not at all. |
1164 | */ |
1165 | col = -1; |
1166 | if (x == state->cx && y == state->cy) |
1167 | col = COL_WIRE; |
1168 | else if (COUNT(tile) == 1) { |
1169 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1170 | } |
1171 | if (col >= 0) { |
1172 | int i, points[8]; |
1173 | |
1174 | points[0] = +1; points[1] = +1; |
1175 | points[2] = +1; points[3] = -1; |
1176 | points[4] = -1; points[5] = -1; |
1177 | points[6] = -1; points[7] = +1; |
1178 | |
1179 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
1180 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1181 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
1182 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1183 | points[i] = bx+(int)(cx+tx); |
1184 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
1185 | } |
1186 | |
1187 | draw_polygon(fe, points, 4, TRUE, col); |
1188 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1189 | } |
1190 | |
1191 | /* |
1192 | * Draw the points on the border if other tiles are connected |
1193 | * to us. |
1194 | */ |
1195 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1196 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1197 | |
1198 | dx = X(dir); |
1199 | dy = Y(dir); |
1200 | |
1201 | ox = x + dx; |
1202 | oy = y + dy; |
1203 | |
1204 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1205 | continue; |
1206 | |
1207 | if (!(tile(state, ox, oy) & F(dir))) |
1208 | continue; |
1209 | |
03f856c4 |
1210 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1211 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
1212 | lx = dx * (TILE_BORDER-1); |
1213 | ly = dy * (TILE_BORDER-1); |
1214 | vx = (dy ? 1 : 0); |
1215 | vy = (dx ? 1 : 0); |
1216 | |
1217 | if (angle == 0.0 && (tile & dir)) { |
1218 | /* |
1219 | * If we are fully connected to the other tile, we must |
1220 | * draw right across the tile border. (We can use our |
1221 | * own ACTIVE state to determine what colour to do this |
1222 | * in: if we are fully connected to the other tile then |
1223 | * the two ACTIVE states will be the same.) |
1224 | */ |
1225 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1226 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1227 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1228 | } else { |
1229 | /* |
1230 | * The other tile extends into our border, but isn't |
1231 | * actually connected to us. Just draw a single black |
1232 | * dot. |
1233 | */ |
1234 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1235 | } |
1236 | } |
1237 | |
1238 | /* |
1239 | * Draw barrier corners, and then barriers. |
1240 | */ |
1241 | for (phase = 0; phase < 2; phase++) { |
1242 | for (dir = 1; dir < 0x10; dir <<= 1) |
1243 | if (barrier(state, x, y) & (dir << 4)) |
1244 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1245 | for (dir = 1; dir < 0x10; dir <<= 1) |
1246 | if (barrier(state, x, y) & dir) |
1247 | draw_barrier(fe, x, y, dir, phase); |
1248 | } |
1249 | |
1250 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
1251 | } |
1252 | |
2ef96bd6 |
1253 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1254 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
1255 | { |
1256 | int x, y, tx, ty, frame; |
1257 | unsigned char *active; |
1258 | float angle = 0.0; |
1259 | |
1260 | /* |
1261 | * Clear the screen and draw the exterior barrier lines if this |
1262 | * is our first call. |
1263 | */ |
1264 | if (!ds->started) { |
1265 | int phase; |
1266 | |
1267 | ds->started = TRUE; |
1268 | |
1269 | draw_rect(fe, 0, 0, |
1270 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1271 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1272 | COL_BACKGROUND); |
1273 | draw_update(fe, 0, 0, |
1274 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1275 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1276 | |
1277 | for (phase = 0; phase < 2; phase++) { |
1278 | |
1279 | for (x = 0; x < ds->width; x++) { |
1280 | if (barrier(state, x, 0) & UL) |
1281 | draw_barrier_corner(fe, x, -1, LD, phase); |
1282 | if (barrier(state, x, 0) & RU) |
1283 | draw_barrier_corner(fe, x, -1, DR, phase); |
1284 | if (barrier(state, x, 0) & U) |
1285 | draw_barrier(fe, x, -1, D, phase); |
1286 | if (barrier(state, x, ds->height-1) & DR) |
1287 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1288 | if (barrier(state, x, ds->height-1) & LD) |
1289 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1290 | if (barrier(state, x, ds->height-1) & D) |
1291 | draw_barrier(fe, x, ds->height, U, phase); |
1292 | } |
1293 | |
1294 | for (y = 0; y < ds->height; y++) { |
1295 | if (barrier(state, 0, y) & UL) |
1296 | draw_barrier_corner(fe, -1, y, RU, phase); |
1297 | if (barrier(state, 0, y) & LD) |
1298 | draw_barrier_corner(fe, -1, y, DR, phase); |
1299 | if (barrier(state, 0, y) & L) |
1300 | draw_barrier(fe, -1, y, R, phase); |
1301 | if (barrier(state, ds->width-1, y) & RU) |
1302 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1303 | if (barrier(state, ds->width-1, y) & DR) |
1304 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1305 | if (barrier(state, ds->width-1, y) & R) |
1306 | draw_barrier(fe, ds->width, y, L, phase); |
1307 | } |
1308 | } |
1309 | } |
1310 | |
1311 | tx = ty = -1; |
2ef96bd6 |
1312 | if (oldstate && (t < ROTATE_TIME)) { |
1313 | /* |
1314 | * We're animating a tile rotation. Find the turning tile, |
1315 | * if any. |
1316 | */ |
1317 | for (x = 0; x < oldstate->width; x++) |
1318 | for (y = 0; y < oldstate->height; y++) |
1319 | if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) { |
1320 | tx = x, ty = y; |
1321 | goto break_label; /* leave both loops at once */ |
1322 | } |
1323 | break_label: |
1324 | |
1325 | if (tx >= 0) { |
05f411a6 |
1326 | int last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
1327 | state->last_rotate_dir; |
1328 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
2ef96bd6 |
1329 | state = oldstate; |
1330 | } |
87ed82be |
1331 | } |
1332 | |
1333 | frame = -1; |
1334 | if (ft > 0) { |
2ef96bd6 |
1335 | /* |
1336 | * We're animating a completion flash. Find which frame |
1337 | * we're at. |
1338 | */ |
87ed82be |
1339 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
1340 | } |
1341 | |
1342 | /* |
1343 | * Draw any tile which differs from the way it was last drawn. |
1344 | */ |
1345 | active = compute_active(state); |
1346 | |
1347 | for (x = 0; x < ds->width; x++) |
1348 | for (y = 0; y < ds->height; y++) { |
1349 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1350 | |
1351 | /* |
1352 | * In a completion flash, we adjust the LOCKED bit |
1353 | * depending on our distance from the centre point and |
1354 | * the frame number. |
1355 | */ |
1356 | if (frame >= 0) { |
1357 | int xdist, ydist, dist; |
1358 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1359 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1360 | dist = (xdist > ydist ? xdist : ydist); |
1361 | |
1362 | if (frame >= dist && frame < dist+4) { |
1363 | int lock = (frame - dist) & 1; |
1364 | lock = lock ? LOCKED : 0; |
1365 | c = (c &~ LOCKED) | lock; |
1366 | } |
1367 | } |
1368 | |
1369 | if (index(state, ds->visible, x, y) != c || |
1370 | index(state, ds->visible, x, y) == 0xFF || |
66164171 |
1371 | (x == tx && y == ty) || |
1372 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) { |
2ef96bd6 |
1373 | draw_tile(fe, state, x, y, c, |
66164171 |
1374 | (x == tx && y == ty ? angle : 0.0F), |
1375 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)); |
1376 | if ((x == tx && y == ty) || |
1377 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) |
2ef96bd6 |
1378 | index(state, ds->visible, x, y) = 0xFF; |
1379 | else |
1380 | index(state, ds->visible, x, y) = c; |
1381 | } |
1382 | } |
1383 | |
fd1a1a2b |
1384 | /* |
1385 | * Update the status bar. |
1386 | */ |
1387 | { |
1388 | char statusbuf[256]; |
1389 | int i, n, a; |
1390 | |
1391 | n = state->width * state->height; |
1392 | for (i = a = 0; i < n; i++) |
1393 | if (active[i]) |
1394 | a++; |
1395 | |
1396 | sprintf(statusbuf, "%sActive: %d/%d", |
1397 | (state->completed ? "COMPLETED! " : ""), a, n); |
1398 | |
1399 | status_bar(fe, statusbuf); |
1400 | } |
1401 | |
2ef96bd6 |
1402 | sfree(active); |
1403 | } |
1404 | |
c822de4a |
1405 | float game_anim_length(game_state *oldstate, game_state *newstate, int dir) |
2ef96bd6 |
1406 | { |
2ef96bd6 |
1407 | int x, y; |
1408 | |
1409 | /* |
1410 | * If there's a tile which has been rotated, allow time to |
1411 | * animate its rotation. |
1412 | */ |
1413 | for (x = 0; x < oldstate->width; x++) |
1414 | for (y = 0; y < oldstate->height; y++) |
1415 | if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { |
87ed82be |
1416 | return ROTATE_TIME; |
2ef96bd6 |
1417 | } |
2ef96bd6 |
1418 | |
87ed82be |
1419 | return 0.0F; |
1420 | } |
1421 | |
c822de4a |
1422 | float game_flash_length(game_state *oldstate, game_state *newstate, int dir) |
87ed82be |
1423 | { |
2ef96bd6 |
1424 | /* |
87ed82be |
1425 | * If the game has just been completed, we display a completion |
1426 | * flash. |
2ef96bd6 |
1427 | */ |
1428 | if (!oldstate->completed && newstate->completed) { |
1429 | int size; |
1430 | size = 0; |
1431 | if (size < newstate->cx+1) |
1432 | size = newstate->cx+1; |
1433 | if (size < newstate->cy+1) |
1434 | size = newstate->cy+1; |
1435 | if (size < newstate->width - newstate->cx) |
1436 | size = newstate->width - newstate->cx; |
1437 | if (size < newstate->height - newstate->cy) |
1438 | size = newstate->height - newstate->cy; |
87ed82be |
1439 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
1440 | } |
1441 | |
87ed82be |
1442 | return 0.0F; |
2ef96bd6 |
1443 | } |
fd1a1a2b |
1444 | |
1445 | int game_wants_statusbar(void) |
1446 | { |
1447 | return TRUE; |
1448 | } |