7bed19e1 |
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 | |
7bed19e1 |
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 | |
1e3e152d |
55 | #define PREFERRED_TILE_SIZE 48 |
56 | #define TILE_SIZE (ds->tilesize) |
7bed19e1 |
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; |
aa27d493 |
82 | int movetarget; |
7bed19e1 |
83 | }; |
84 | |
1185e3c5 |
85 | struct game_aux_info { |
2ac6d24e |
86 | int width, height; |
2ac6d24e |
87 | unsigned char *tiles; |
88 | }; |
89 | |
7bed19e1 |
90 | struct game_state { |
91 | int width, height, cx, cy, wrapping, completed; |
2ac6d24e |
92 | int used_solve, just_used_solve; |
aa27d493 |
93 | int move_count, movetarget; |
7bed19e1 |
94 | |
95 | /* position (row or col number, starting at 0) of last move. */ |
96 | int last_move_row, last_move_col; |
97 | |
98 | /* direction of last move: +1 or -1 */ |
99 | int last_move_dir; |
100 | |
101 | unsigned char *tiles; |
102 | unsigned char *barriers; |
103 | }; |
104 | |
105 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
106 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
107 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
108 | |
109 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
110 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
111 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
112 | |
113 | struct xyd { |
114 | int x, y, direction; |
115 | }; |
116 | |
117 | static int xyd_cmp(void *av, void *bv) { |
118 | struct xyd *a = (struct xyd *)av; |
119 | struct xyd *b = (struct xyd *)bv; |
120 | if (a->x < b->x) |
121 | return -1; |
122 | if (a->x > b->x) |
123 | return +1; |
124 | if (a->y < b->y) |
125 | return -1; |
126 | if (a->y > b->y) |
127 | return +1; |
128 | if (a->direction < b->direction) |
129 | return -1; |
130 | if (a->direction > b->direction) |
131 | return +1; |
132 | return 0; |
23e8c9fd |
133 | } |
7bed19e1 |
134 | |
135 | static struct xyd *new_xyd(int x, int y, int direction) |
136 | { |
137 | struct xyd *xyd = snew(struct xyd); |
138 | xyd->x = x; |
139 | xyd->y = y; |
140 | xyd->direction = direction; |
141 | return xyd; |
142 | } |
143 | |
be8d5aa1 |
144 | static void slide_col(game_state *state, int dir, int col); |
1185e3c5 |
145 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col); |
be8d5aa1 |
146 | static void slide_row(game_state *state, int dir, int row); |
1185e3c5 |
147 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row); |
7bed19e1 |
148 | |
149 | /* ---------------------------------------------------------------------- |
150 | * Manage game parameters. |
151 | */ |
be8d5aa1 |
152 | static game_params *default_params(void) |
7bed19e1 |
153 | { |
154 | game_params *ret = snew(game_params); |
155 | |
156 | ret->width = 3; |
157 | ret->height = 3; |
158 | ret->wrapping = FALSE; |
159 | ret->barrier_probability = 1.0; |
aa27d493 |
160 | ret->movetarget = 0; |
7bed19e1 |
161 | |
162 | return ret; |
163 | } |
164 | |
ab53eb64 |
165 | static const struct { int x, y, wrap, bprob; const char* desc; } |
166 | netslide_presets[] = { |
167 | {3, 3, FALSE, 1.0, " easy"}, |
168 | {3, 3, FALSE, 0.0, " medium"}, |
169 | {3, 3, TRUE, 0.0, " hard"}, |
170 | {4, 4, FALSE, 1.0, " easy"}, |
171 | {4, 4, FALSE, 0.0, " medium"}, |
172 | {4, 4, TRUE, 0.0, " hard"}, |
173 | {5, 5, FALSE, 1.0, " easy"}, |
174 | {5, 5, FALSE, 0.0, " medium"}, |
175 | {5, 5, TRUE, 0.0, " hard"}, |
176 | }; |
177 | |
be8d5aa1 |
178 | static int game_fetch_preset(int i, char **name, game_params **params) |
7bed19e1 |
179 | { |
180 | game_params *ret; |
181 | char str[80]; |
ab53eb64 |
182 | |
183 | if (i < 0 || i >= lenof(netslide_presets)) |
7bed19e1 |
184 | return FALSE; |
185 | |
186 | ret = snew(game_params); |
ab53eb64 |
187 | ret->width = netslide_presets[i].x; |
188 | ret->height = netslide_presets[i].y; |
189 | ret->wrapping = netslide_presets[i].wrap; |
190 | ret->barrier_probability = netslide_presets[i].bprob; |
aa27d493 |
191 | ret->movetarget = 0; |
7bed19e1 |
192 | |
ab53eb64 |
193 | sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc); |
7bed19e1 |
194 | |
195 | *name = dupstr(str); |
196 | *params = ret; |
197 | return TRUE; |
198 | } |
199 | |
be8d5aa1 |
200 | static void free_params(game_params *params) |
7bed19e1 |
201 | { |
202 | sfree(params); |
203 | } |
204 | |
be8d5aa1 |
205 | static game_params *dup_params(game_params *params) |
7bed19e1 |
206 | { |
207 | game_params *ret = snew(game_params); |
208 | *ret = *params; /* structure copy */ |
209 | return ret; |
210 | } |
211 | |
1185e3c5 |
212 | static void decode_params(game_params *ret, char const *string) |
7bed19e1 |
213 | { |
7bed19e1 |
214 | char const *p = string; |
215 | |
216 | ret->wrapping = FALSE; |
217 | ret->barrier_probability = 0.0; |
aa27d493 |
218 | ret->movetarget = 0; |
7bed19e1 |
219 | |
220 | ret->width = atoi(p); |
221 | while (*p && isdigit(*p)) p++; |
222 | if (*p == 'x') { |
223 | p++; |
224 | ret->height = atoi(p); |
225 | while (*p && isdigit(*p)) p++; |
226 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
227 | p++; |
aa27d493 |
228 | if (*p == 'b') { |
229 | ret->barrier_probability = atof(++p); |
230 | while (*p && (isdigit(*p) || *p == '.')) p++; |
231 | } |
232 | if (*p == 'm') { |
233 | ret->movetarget = atoi(++p); |
234 | } |
7bed19e1 |
235 | } else { |
236 | ret->height = ret->width; |
237 | } |
7bed19e1 |
238 | } |
239 | |
1185e3c5 |
240 | static char *encode_params(game_params *params, int full) |
7bed19e1 |
241 | { |
242 | char ret[400]; |
243 | int len; |
244 | |
245 | len = sprintf(ret, "%dx%d", params->width, params->height); |
246 | if (params->wrapping) |
247 | ret[len++] = 'w'; |
1185e3c5 |
248 | if (full && params->barrier_probability) |
7bed19e1 |
249 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
aa27d493 |
250 | /* Shuffle limit is part of the limited parameters, because we have to |
251 | * provide the target move count. */ |
252 | if (params->movetarget) |
253 | len += sprintf(ret+len, "m%d", params->movetarget); |
7bed19e1 |
254 | assert(len < lenof(ret)); |
255 | ret[len] = '\0'; |
256 | |
257 | return dupstr(ret); |
258 | } |
259 | |
be8d5aa1 |
260 | static config_item *game_configure(game_params *params) |
7bed19e1 |
261 | { |
262 | config_item *ret; |
263 | char buf[80]; |
264 | |
aa27d493 |
265 | ret = snewn(6, config_item); |
7bed19e1 |
266 | |
267 | ret[0].name = "Width"; |
268 | ret[0].type = C_STRING; |
269 | sprintf(buf, "%d", params->width); |
270 | ret[0].sval = dupstr(buf); |
271 | ret[0].ival = 0; |
272 | |
273 | ret[1].name = "Height"; |
274 | ret[1].type = C_STRING; |
275 | sprintf(buf, "%d", params->height); |
276 | ret[1].sval = dupstr(buf); |
277 | ret[1].ival = 0; |
278 | |
279 | ret[2].name = "Walls wrap around"; |
280 | ret[2].type = C_BOOLEAN; |
281 | ret[2].sval = NULL; |
282 | ret[2].ival = params->wrapping; |
283 | |
284 | ret[3].name = "Barrier probability"; |
285 | ret[3].type = C_STRING; |
286 | sprintf(buf, "%g", params->barrier_probability); |
287 | ret[3].sval = dupstr(buf); |
288 | ret[3].ival = 0; |
289 | |
aa27d493 |
290 | ret[4].name = "Number of shuffling moves"; |
291 | ret[4].type = C_STRING; |
292 | sprintf(buf, "%d", params->movetarget); |
293 | ret[4].sval = dupstr(buf); |
7bed19e1 |
294 | ret[4].ival = 0; |
295 | |
aa27d493 |
296 | ret[5].name = NULL; |
297 | ret[5].type = C_END; |
298 | ret[5].sval = NULL; |
299 | ret[5].ival = 0; |
300 | |
7bed19e1 |
301 | return ret; |
302 | } |
303 | |
be8d5aa1 |
304 | static game_params *custom_params(config_item *cfg) |
7bed19e1 |
305 | { |
306 | game_params *ret = snew(game_params); |
307 | |
308 | ret->width = atoi(cfg[0].sval); |
309 | ret->height = atoi(cfg[1].sval); |
310 | ret->wrapping = cfg[2].ival; |
311 | ret->barrier_probability = (float)atof(cfg[3].sval); |
aa27d493 |
312 | ret->movetarget = atoi(cfg[4].sval); |
7bed19e1 |
313 | |
314 | return ret; |
315 | } |
316 | |
be8d5aa1 |
317 | static char *validate_params(game_params *params) |
7bed19e1 |
318 | { |
ab53eb64 |
319 | if (params->width <= 1 || params->height <= 1) |
7bed19e1 |
320 | return "Width and height must both be greater than one"; |
7bed19e1 |
321 | if (params->barrier_probability < 0) |
322 | return "Barrier probability may not be negative"; |
323 | if (params->barrier_probability > 1) |
324 | return "Barrier probability may not be greater than 1"; |
325 | return NULL; |
326 | } |
327 | |
328 | /* ---------------------------------------------------------------------- |
1185e3c5 |
329 | * Randomly select a new game description. |
7bed19e1 |
330 | */ |
331 | |
1185e3c5 |
332 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
333 | game_aux_info **aux, int interactive) |
7bed19e1 |
334 | { |
1185e3c5 |
335 | tree234 *possibilities, *barriertree; |
336 | int w, h, x, y, cx, cy, nbarriers; |
337 | unsigned char *tiles, *barriers; |
338 | char *desc, *p; |
7bed19e1 |
339 | |
1185e3c5 |
340 | w = params->width; |
341 | h = params->height; |
6f2d8d7c |
342 | |
1185e3c5 |
343 | tiles = snewn(w * h, unsigned char); |
344 | memset(tiles, 0, w * h); |
345 | barriers = snewn(w * h, unsigned char); |
346 | memset(barriers, 0, w * h); |
7bed19e1 |
347 | |
1185e3c5 |
348 | cx = w / 2; |
349 | cy = h / 2; |
7bed19e1 |
350 | |
351 | /* |
352 | * Construct the unshuffled grid. |
353 | * |
354 | * To do this, we simply start at the centre point, repeatedly |
355 | * choose a random possibility out of the available ways to |
356 | * extend a used square into an unused one, and do it. After |
357 | * extending the third line out of a square, we remove the |
358 | * fourth from the possibilities list to avoid any full-cross |
359 | * squares (which would make the game too easy because they |
360 | * only have one orientation). |
361 | * |
362 | * The slightly worrying thing is the avoidance of full-cross |
363 | * squares. Can this cause our unsophisticated construction |
364 | * algorithm to paint itself into a corner, by getting into a |
365 | * situation where there are some unreached squares and the |
366 | * only way to reach any of them is to extend a T-piece into a |
367 | * full cross? |
368 | * |
369 | * Answer: no it can't, and here's a proof. |
370 | * |
371 | * Any contiguous group of such unreachable squares must be |
372 | * surrounded on _all_ sides by T-pieces pointing away from the |
373 | * group. (If not, then there is a square which can be extended |
374 | * into one of the `unreachable' ones, and so it wasn't |
375 | * unreachable after all.) In particular, this implies that |
376 | * each contiguous group of unreachable squares must be |
377 | * rectangular in shape (any deviation from that yields a |
378 | * non-T-piece next to an `unreachable' square). |
379 | * |
380 | * So we have a rectangle of unreachable squares, with T-pieces |
381 | * forming a solid border around the rectangle. The corners of |
382 | * that border must be connected (since every tile connects all |
383 | * the lines arriving in it), and therefore the border must |
384 | * form a closed loop around the rectangle. |
385 | * |
386 | * But this can't have happened in the first place, since we |
387 | * _know_ we've avoided creating closed loops! Hence, no such |
388 | * situation can ever arise, and the naive grid construction |
389 | * algorithm will guaranteeably result in a complete grid |
390 | * containing no unreached squares, no full crosses _and_ no |
391 | * closed loops. [] |
392 | */ |
393 | possibilities = newtree234(xyd_cmp); |
394 | |
1185e3c5 |
395 | if (cx+1 < w) |
396 | add234(possibilities, new_xyd(cx, cy, R)); |
397 | if (cy-1 >= 0) |
398 | add234(possibilities, new_xyd(cx, cy, U)); |
399 | if (cx-1 >= 0) |
400 | add234(possibilities, new_xyd(cx, cy, L)); |
401 | if (cy+1 < h) |
402 | add234(possibilities, new_xyd(cx, cy, D)); |
7bed19e1 |
403 | |
404 | while (count234(possibilities) > 0) { |
405 | int i; |
406 | struct xyd *xyd; |
407 | int x1, y1, d1, x2, y2, d2, d; |
408 | |
409 | /* |
410 | * Extract a randomly chosen possibility from the list. |
411 | */ |
412 | i = random_upto(rs, count234(possibilities)); |
413 | xyd = delpos234(possibilities, i); |
414 | x1 = xyd->x; |
415 | y1 = xyd->y; |
416 | d1 = xyd->direction; |
417 | sfree(xyd); |
418 | |
1185e3c5 |
419 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
420 | d2 = F(d1); |
95854b53 |
421 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
422 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
423 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
424 | #endif |
425 | |
426 | /* |
427 | * Make the connection. (We should be moving to an as yet |
428 | * unused tile.) |
429 | */ |
1185e3c5 |
430 | index(params, tiles, x1, y1) |= d1; |
431 | assert(index(params, tiles, x2, y2) == 0); |
432 | index(params, tiles, x2, y2) |= d2; |
7bed19e1 |
433 | |
434 | /* |
435 | * If we have created a T-piece, remove its last |
436 | * possibility. |
437 | */ |
1185e3c5 |
438 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
7bed19e1 |
439 | struct xyd xyd1, *xydp; |
440 | |
441 | xyd1.x = x1; |
442 | xyd1.y = y1; |
1185e3c5 |
443 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
7bed19e1 |
444 | |
445 | xydp = find234(possibilities, &xyd1, NULL); |
446 | |
447 | if (xydp) { |
95854b53 |
448 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
449 | printf("T-piece; removing (%d,%d,%c)\n", |
450 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
451 | #endif |
452 | del234(possibilities, xydp); |
453 | sfree(xydp); |
454 | } |
455 | } |
456 | |
457 | /* |
458 | * Remove all other possibilities that were pointing at the |
459 | * tile we've just moved into. |
460 | */ |
461 | for (d = 1; d < 0x10; d <<= 1) { |
462 | int x3, y3, d3; |
463 | struct xyd xyd1, *xydp; |
464 | |
1185e3c5 |
465 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
466 | d3 = F(d); |
467 | |
468 | xyd1.x = x3; |
469 | xyd1.y = y3; |
470 | xyd1.direction = d3; |
471 | |
472 | xydp = find234(possibilities, &xyd1, NULL); |
473 | |
474 | if (xydp) { |
95854b53 |
475 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
476 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
477 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
478 | #endif |
479 | del234(possibilities, xydp); |
480 | sfree(xydp); |
481 | } |
482 | } |
483 | |
484 | /* |
485 | * Add new possibilities to the list for moving _out_ of |
486 | * the tile we have just moved into. |
487 | */ |
488 | for (d = 1; d < 0x10; d <<= 1) { |
489 | int x3, y3; |
490 | |
491 | if (d == d2) |
492 | continue; /* we've got this one already */ |
493 | |
1185e3c5 |
494 | if (!params->wrapping) { |
7bed19e1 |
495 | if (d == U && y2 == 0) |
496 | continue; |
1185e3c5 |
497 | if (d == D && y2 == h-1) |
7bed19e1 |
498 | continue; |
499 | if (d == L && x2 == 0) |
500 | continue; |
1185e3c5 |
501 | if (d == R && x2 == w-1) |
7bed19e1 |
502 | continue; |
503 | } |
504 | |
1185e3c5 |
505 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
506 | |
1185e3c5 |
507 | if (index(params, tiles, x3, y3)) |
7bed19e1 |
508 | continue; /* this would create a loop */ |
509 | |
95854b53 |
510 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
511 | printf("New frontier; adding (%d,%d,%c)\n", |
512 | x2, y2, "0RU3L567D9abcdef"[d]); |
513 | #endif |
514 | add234(possibilities, new_xyd(x2, y2, d)); |
515 | } |
516 | } |
517 | /* Having done that, we should have no possibilities remaining. */ |
518 | assert(count234(possibilities) == 0); |
519 | freetree234(possibilities); |
520 | |
521 | /* |
522 | * Now compute a list of the possible barrier locations. |
523 | */ |
1185e3c5 |
524 | barriertree = newtree234(xyd_cmp); |
525 | for (y = 0; y < h; y++) { |
526 | for (x = 0; x < w; x++) { |
527 | |
528 | if (!(index(params, tiles, x, y) & R) && |
529 | (params->wrapping || x < w-1)) |
530 | add234(barriertree, new_xyd(x, y, R)); |
531 | if (!(index(params, tiles, x, y) & D) && |
532 | (params->wrapping || y < h-1)) |
533 | add234(barriertree, new_xyd(x, y, D)); |
7bed19e1 |
534 | } |
535 | } |
536 | |
537 | /* |
2ac6d24e |
538 | * Save the unshuffled grid. We do this using a separate |
539 | * reference-counted structure since it's a large chunk of |
540 | * memory which we don't want to have to replicate in every |
541 | * game state while playing. |
542 | */ |
543 | { |
1185e3c5 |
544 | game_aux_info *solution; |
2ac6d24e |
545 | |
1185e3c5 |
546 | solution = snew(game_aux_info); |
547 | solution->width = w; |
548 | solution->height = h; |
549 | solution->tiles = snewn(w * h, unsigned char); |
550 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
551 | |
1185e3c5 |
552 | *aux = solution; |
2ac6d24e |
553 | } |
554 | |
555 | /* |
7bed19e1 |
556 | * Now shuffle the grid. |
aa27d493 |
557 | * FIXME - this simply does a set of random moves to shuffle the pieces, |
558 | * although we make a token effort to avoid boring cases by avoiding moves |
559 | * that directly undo the previous one, or that repeat so often as to |
560 | * turn into fewer moves. |
561 | * |
7bed19e1 |
562 | * A better way would be to number all the pieces, generate a placement |
563 | * for all the numbers as for "sixteen", observing parity constraints if |
564 | * neccessary, and then place the pieces according to their numbering. |
565 | * BUT - I'm not sure if this will work, since we disallow movement of |
566 | * the middle row and column. |
567 | */ |
568 | { |
569 | int i; |
1185e3c5 |
570 | int cols = w - 1; |
571 | int rows = h - 1; |
aa27d493 |
572 | int moves = params->movetarget; |
573 | int prevdir = -1, prevrowcol = -1, nrepeats = 0; |
574 | if (!moves) moves = cols * rows * 2; |
575 | for (i = 0; i < moves; /* incremented conditionally */) { |
7bed19e1 |
576 | /* Choose a direction: 0,1,2,3 = up, right, down, left. */ |
577 | int dir = random_upto(rs, 4); |
aa27d493 |
578 | int rowcol; |
7bed19e1 |
579 | if (dir % 2 == 0) { |
580 | int col = random_upto(rs, cols); |
aa27d493 |
581 | if (col >= cx) col += 1; /* avoid centre */ |
582 | if (col == prevrowcol) { |
583 | if (dir == 2-prevdir) |
584 | continue; /* undoes last move */ |
3fcd6cf0 |
585 | else if (dir == prevdir && (nrepeats+1)*2 > h) |
aa27d493 |
586 | continue; /* makes fewer moves */ |
587 | } |
1185e3c5 |
588 | slide_col_int(w, h, tiles, 1 - dir, col); |
aa27d493 |
589 | rowcol = col; |
7bed19e1 |
590 | } else { |
591 | int row = random_upto(rs, rows); |
aa27d493 |
592 | if (row >= cy) row += 1; /* avoid centre */ |
593 | if (row == prevrowcol) { |
594 | if (dir == 4-prevdir) |
595 | continue; /* undoes last move */ |
3fcd6cf0 |
596 | else if (dir == prevdir && (nrepeats+1)*2 > w) |
aa27d493 |
597 | continue; /* makes fewer moves */ |
598 | } |
1185e3c5 |
599 | slide_row_int(w, h, tiles, 2 - dir, row); |
aa27d493 |
600 | rowcol = row; |
7bed19e1 |
601 | } |
aa27d493 |
602 | if (dir == prevdir && rowcol == prevrowcol) |
603 | nrepeats++; |
604 | else |
605 | nrepeats = 1; |
606 | prevdir = dir; |
607 | prevrowcol = rowcol; |
608 | i++; /* if we got here, the move was accepted */ |
7bed19e1 |
609 | } |
610 | } |
611 | |
612 | /* |
613 | * And now choose barrier locations. (We carefully do this |
614 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
615 | * params while keeping the random seed the same will give the |
7bed19e1 |
616 | * same shuffled grid and _only_ change the barrier locations. |
617 | * Also the way we choose barrier locations, by repeatedly |
618 | * choosing one possibility from the list until we have enough, |
619 | * is designed to ensure that raising the barrier rate while |
620 | * keeping the seed the same will provide a superset of the |
621 | * previous barrier set - i.e. if you ask for 10 barriers, and |
622 | * then decide that's still too hard and ask for 20, you'll get |
623 | * the original 10 plus 10 more, rather than getting 20 new |
624 | * ones and the chance of remembering your first 10.) |
625 | */ |
1185e3c5 |
626 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
627 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
7bed19e1 |
628 | |
629 | while (nbarriers > 0) { |
630 | int i; |
631 | struct xyd *xyd; |
632 | int x1, y1, d1, x2, y2, d2; |
633 | |
634 | /* |
635 | * Extract a randomly chosen barrier from the list. |
636 | */ |
1185e3c5 |
637 | i = random_upto(rs, count234(barriertree)); |
638 | xyd = delpos234(barriertree, i); |
7bed19e1 |
639 | |
640 | assert(xyd != NULL); |
641 | |
642 | x1 = xyd->x; |
643 | y1 = xyd->y; |
644 | d1 = xyd->direction; |
645 | sfree(xyd); |
646 | |
1185e3c5 |
647 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
648 | d2 = F(d1); |
649 | |
1185e3c5 |
650 | index(params, barriers, x1, y1) |= d1; |
651 | index(params, barriers, x2, y2) |= d2; |
7bed19e1 |
652 | |
653 | nbarriers--; |
654 | } |
655 | |
656 | /* |
657 | * Clean up the rest of the barrier list. |
658 | */ |
659 | { |
660 | struct xyd *xyd; |
661 | |
1185e3c5 |
662 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
7bed19e1 |
663 | sfree(xyd); |
664 | |
1185e3c5 |
665 | freetree234(barriertree); |
666 | } |
667 | |
668 | /* |
669 | * Finally, encode the grid into a string game description. |
670 | * |
671 | * My syntax is extremely simple: each square is encoded as a |
672 | * hex digit in which bit 0 means a connection on the right, |
673 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
674 | * encoding as used internally). Each digit is followed by |
675 | * optional barrier indicators: `v' means a vertical barrier to |
676 | * the right of it, and `h' means a horizontal barrier below |
677 | * it. |
678 | */ |
679 | desc = snewn(w * h * 3 + 1, char); |
680 | p = desc; |
681 | for (y = 0; y < h; y++) { |
682 | for (x = 0; x < w; x++) { |
683 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
684 | if ((params->wrapping || x < w-1) && |
685 | (index(params, barriers, x, y) & R)) |
686 | *p++ = 'v'; |
687 | if ((params->wrapping || y < h-1) && |
688 | (index(params, barriers, x, y) & D)) |
689 | *p++ = 'h'; |
690 | } |
691 | } |
692 | assert(p - desc <= w*h*3); |
366d045b |
693 | *p = '\0'; |
1185e3c5 |
694 | |
695 | sfree(tiles); |
696 | sfree(barriers); |
697 | |
698 | return desc; |
699 | } |
700 | |
701 | static void game_free_aux_info(game_aux_info *aux) |
702 | { |
703 | sfree(aux->tiles); |
704 | sfree(aux); |
705 | } |
706 | |
707 | static char *validate_desc(game_params *params, char *desc) |
708 | { |
709 | int w = params->width, h = params->height; |
710 | int i; |
711 | |
712 | for (i = 0; i < w*h; i++) { |
713 | if (*desc >= '0' && *desc <= '9') |
714 | /* OK */; |
715 | else if (*desc >= 'a' && *desc <= 'f') |
716 | /* OK */; |
717 | else if (*desc >= 'A' && *desc <= 'F') |
718 | /* OK */; |
719 | else if (!*desc) |
720 | return "Game description shorter than expected"; |
721 | else |
722 | return "Game description contained unexpected character"; |
723 | desc++; |
724 | while (*desc == 'h' || *desc == 'v') |
725 | desc++; |
726 | } |
727 | if (*desc) |
728 | return "Game description longer than expected"; |
729 | |
730 | return NULL; |
731 | } |
732 | |
733 | /* ---------------------------------------------------------------------- |
734 | * Construct an initial game state, given a description and parameters. |
735 | */ |
736 | |
c380832d |
737 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
1185e3c5 |
738 | { |
739 | game_state *state; |
740 | int w, h, x, y; |
741 | |
742 | assert(params->width > 0 && params->height > 0); |
743 | assert(params->width > 1 || params->height > 1); |
744 | |
745 | /* |
746 | * Create a blank game state. |
747 | */ |
748 | state = snew(game_state); |
749 | w = state->width = params->width; |
750 | h = state->height = params->height; |
751 | state->cx = state->width / 2; |
752 | state->cy = state->height / 2; |
753 | state->wrapping = params->wrapping; |
aa27d493 |
754 | state->movetarget = params->movetarget; |
1185e3c5 |
755 | state->completed = 0; |
756 | state->used_solve = state->just_used_solve = FALSE; |
757 | state->move_count = 0; |
758 | state->last_move_row = -1; |
759 | state->last_move_col = -1; |
760 | state->last_move_dir = 0; |
761 | state->tiles = snewn(state->width * state->height, unsigned char); |
762 | memset(state->tiles, 0, state->width * state->height); |
763 | state->barriers = snewn(state->width * state->height, unsigned char); |
764 | memset(state->barriers, 0, state->width * state->height); |
765 | |
766 | |
767 | /* |
768 | * Parse the game description into the grid. |
769 | */ |
770 | for (y = 0; y < h; y++) { |
771 | for (x = 0; x < w; x++) { |
772 | if (*desc >= '0' && *desc <= '9') |
773 | tile(state, x, y) = *desc - '0'; |
774 | else if (*desc >= 'a' && *desc <= 'f') |
775 | tile(state, x, y) = *desc - 'a' + 10; |
776 | else if (*desc >= 'A' && *desc <= 'F') |
777 | tile(state, x, y) = *desc - 'A' + 10; |
778 | if (*desc) |
779 | desc++; |
780 | while (*desc == 'h' || *desc == 'v') { |
781 | int x2, y2, d1, d2; |
782 | if (*desc == 'v') |
783 | d1 = R; |
784 | else |
785 | d1 = D; |
786 | |
787 | OFFSET(x2, y2, x, y, d1, state); |
788 | d2 = F(d1); |
789 | |
790 | barrier(state, x, y) |= d1; |
791 | barrier(state, x2, y2) |= d2; |
792 | |
793 | desc++; |
794 | } |
795 | } |
796 | } |
797 | |
798 | /* |
799 | * Set up border barriers if this is a non-wrapping game. |
800 | */ |
801 | if (!state->wrapping) { |
802 | for (x = 0; x < state->width; x++) { |
803 | barrier(state, x, 0) |= U; |
804 | barrier(state, x, state->height-1) |= D; |
805 | } |
806 | for (y = 0; y < state->height; y++) { |
807 | barrier(state, 0, y) |= L; |
808 | barrier(state, state->width-1, y) |= R; |
809 | } |
7bed19e1 |
810 | } |
811 | |
812 | /* |
813 | * Set up the barrier corner flags, for drawing barriers |
814 | * prettily when they meet. |
815 | */ |
816 | for (y = 0; y < state->height; y++) { |
817 | for (x = 0; x < state->width; x++) { |
818 | int dir; |
819 | |
820 | for (dir = 1; dir < 0x10; dir <<= 1) { |
821 | int dir2 = A(dir); |
822 | int x1, y1, x2, y2, x3, y3; |
823 | int corner = FALSE; |
824 | |
825 | if (!(barrier(state, x, y) & dir)) |
826 | continue; |
827 | |
828 | if (barrier(state, x, y) & dir2) |
829 | corner = TRUE; |
830 | |
831 | x1 = x + X(dir), y1 = y + Y(dir); |
832 | if (x1 >= 0 && x1 < state->width && |
833 | y1 >= 0 && y1 < state->height && |
834 | (barrier(state, x1, y1) & dir2)) |
835 | corner = TRUE; |
836 | |
837 | x2 = x + X(dir2), y2 = y + Y(dir2); |
838 | if (x2 >= 0 && x2 < state->width && |
839 | y2 >= 0 && y2 < state->height && |
840 | (barrier(state, x2, y2) & dir)) |
841 | corner = TRUE; |
842 | |
843 | if (corner) { |
844 | barrier(state, x, y) |= (dir << 4); |
845 | if (x1 >= 0 && x1 < state->width && |
846 | y1 >= 0 && y1 < state->height) |
847 | barrier(state, x1, y1) |= (A(dir) << 4); |
848 | if (x2 >= 0 && x2 < state->width && |
849 | y2 >= 0 && y2 < state->height) |
850 | barrier(state, x2, y2) |= (C(dir) << 4); |
851 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
852 | if (x3 >= 0 && x3 < state->width && |
853 | y3 >= 0 && y3 < state->height) |
854 | barrier(state, x3, y3) |= (F(dir) << 4); |
855 | } |
856 | } |
857 | } |
858 | } |
859 | |
7bed19e1 |
860 | return state; |
861 | } |
862 | |
be8d5aa1 |
863 | static game_state *dup_game(game_state *state) |
7bed19e1 |
864 | { |
865 | game_state *ret; |
866 | |
867 | ret = snew(game_state); |
868 | ret->width = state->width; |
869 | ret->height = state->height; |
870 | ret->cx = state->cx; |
871 | ret->cy = state->cy; |
872 | ret->wrapping = state->wrapping; |
aa27d493 |
873 | ret->movetarget = state->movetarget; |
7bed19e1 |
874 | ret->completed = state->completed; |
2ac6d24e |
875 | ret->used_solve = state->used_solve; |
876 | ret->just_used_solve = state->just_used_solve; |
7bed19e1 |
877 | ret->move_count = state->move_count; |
878 | ret->last_move_row = state->last_move_row; |
879 | ret->last_move_col = state->last_move_col; |
880 | ret->last_move_dir = state->last_move_dir; |
881 | ret->tiles = snewn(state->width * state->height, unsigned char); |
882 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
883 | ret->barriers = snewn(state->width * state->height, unsigned char); |
884 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
885 | |
886 | return ret; |
887 | } |
888 | |
be8d5aa1 |
889 | static void free_game(game_state *state) |
7bed19e1 |
890 | { |
891 | sfree(state->tiles); |
892 | sfree(state->barriers); |
893 | sfree(state); |
894 | } |
895 | |
2ac6d24e |
896 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
897 | char **error) |
898 | { |
899 | game_state *ret; |
900 | |
1185e3c5 |
901 | if (!aux) { |
2ac6d24e |
902 | *error = "Solution not known for this puzzle"; |
903 | return NULL; |
904 | } |
905 | |
1185e3c5 |
906 | assert(aux->width == state->width); |
907 | assert(aux->height == state->height); |
2ac6d24e |
908 | ret = dup_game(state); |
1185e3c5 |
909 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
2ac6d24e |
910 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
911 | ret->completed = ret->move_count = 1; |
2ac6d24e |
912 | |
913 | return ret; |
914 | } |
915 | |
9b4b03d3 |
916 | static char *game_text_format(game_state *state) |
917 | { |
918 | return NULL; |
919 | } |
920 | |
7bed19e1 |
921 | /* ---------------------------------------------------------------------- |
922 | * Utility routine. |
923 | */ |
924 | |
925 | /* |
926 | * Compute which squares are reachable from the centre square, as a |
927 | * quick visual aid to determining how close the game is to |
928 | * completion. This is also a simple way to tell if the game _is_ |
929 | * completed - just call this function and see whether every square |
930 | * is marked active. |
931 | * |
932 | * squares in the moving_row and moving_col are always inactive - this |
933 | * is so that "current" doesn't appear to jump across moving lines. |
934 | */ |
935 | static unsigned char *compute_active(game_state *state, |
936 | int moving_row, int moving_col) |
937 | { |
938 | unsigned char *active; |
939 | tree234 *todo; |
940 | struct xyd *xyd; |
941 | |
942 | active = snewn(state->width * state->height, unsigned char); |
943 | memset(active, 0, state->width * state->height); |
944 | |
945 | /* |
946 | * We only store (x,y) pairs in todo, but it's easier to reuse |
947 | * xyd_cmp and just store direction 0 every time. |
948 | */ |
949 | todo = newtree234(xyd_cmp); |
950 | index(state, active, state->cx, state->cy) = ACTIVE; |
951 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
952 | |
953 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
954 | int x1, y1, d1, x2, y2, d2; |
955 | |
956 | x1 = xyd->x; |
957 | y1 = xyd->y; |
958 | sfree(xyd); |
959 | |
960 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
961 | OFFSET(x2, y2, x1, y1, d1, state); |
962 | d2 = F(d1); |
963 | |
964 | /* |
965 | * If the next tile in this direction is connected to |
966 | * us, and there isn't a barrier in the way, and it |
967 | * isn't already marked active, then mark it active and |
968 | * add it to the to-examine list. |
969 | */ |
970 | if ((x2 != moving_col && y2 != moving_row) && |
971 | (tile(state, x1, y1) & d1) && |
972 | (tile(state, x2, y2) & d2) && |
973 | !(barrier(state, x1, y1) & d1) && |
974 | !index(state, active, x2, y2)) { |
975 | index(state, active, x2, y2) = ACTIVE; |
976 | add234(todo, new_xyd(x2, y2, 0)); |
977 | } |
978 | } |
979 | } |
980 | /* Now we expect the todo list to have shrunk to zero size. */ |
981 | assert(count234(todo) == 0); |
982 | freetree234(todo); |
983 | |
984 | return active; |
985 | } |
986 | |
987 | struct game_ui { |
988 | int cur_x, cur_y; |
989 | int cur_visible; |
990 | }; |
991 | |
be8d5aa1 |
992 | static game_ui *new_ui(game_state *state) |
7bed19e1 |
993 | { |
994 | game_ui *ui = snew(game_ui); |
995 | ui->cur_x = state->width / 2; |
996 | ui->cur_y = state->height / 2; |
997 | ui->cur_visible = FALSE; |
998 | |
999 | return ui; |
1000 | } |
1001 | |
be8d5aa1 |
1002 | static void free_ui(game_ui *ui) |
7bed19e1 |
1003 | { |
1004 | sfree(ui); |
1005 | } |
1006 | |
1007 | /* ---------------------------------------------------------------------- |
1008 | * Process a move. |
1009 | */ |
1010 | |
1185e3c5 |
1011 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row) |
7bed19e1 |
1012 | { |
1185e3c5 |
1013 | int x = dir > 0 ? -1 : w; |
7bed19e1 |
1014 | int tx = x + dir; |
1185e3c5 |
1015 | int n = w - 1; |
1016 | unsigned char endtile = tiles[row * w + tx]; |
7bed19e1 |
1017 | do { |
1018 | x = tx; |
1185e3c5 |
1019 | tx = (x + dir + w) % w; |
1020 | tiles[row * w + x] = tiles[row * w + tx]; |
7bed19e1 |
1021 | } while (--n > 0); |
1185e3c5 |
1022 | tiles[row * w + tx] = endtile; |
7bed19e1 |
1023 | } |
1024 | |
1185e3c5 |
1025 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col) |
7bed19e1 |
1026 | { |
1185e3c5 |
1027 | int y = dir > 0 ? -1 : h; |
7bed19e1 |
1028 | int ty = y + dir; |
1185e3c5 |
1029 | int n = h - 1; |
1030 | unsigned char endtile = tiles[ty * w + col]; |
7bed19e1 |
1031 | do { |
1032 | y = ty; |
1185e3c5 |
1033 | ty = (y + dir + h) % h; |
1034 | tiles[y * w + col] = tiles[ty * w + col]; |
7bed19e1 |
1035 | } while (--n > 0); |
1185e3c5 |
1036 | tiles[ty * w + col] = endtile; |
1037 | } |
1038 | |
1039 | static void slide_row(game_state *state, int dir, int row) |
1040 | { |
1041 | slide_row_int(state->width, state->height, state->tiles, dir, row); |
1042 | } |
1043 | |
1044 | static void slide_col(game_state *state, int dir, int col) |
1045 | { |
1046 | slide_col_int(state->width, state->height, state->tiles, dir, col); |
7bed19e1 |
1047 | } |
1048 | |
07dfb697 |
1049 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1050 | game_state *newstate) |
1051 | { |
1052 | } |
1053 | |
1e3e152d |
1054 | struct game_drawstate { |
1055 | int started; |
1056 | int width, height; |
1057 | int tilesize; |
1058 | unsigned char *visible; |
1059 | }; |
1060 | |
be8d5aa1 |
1061 | static game_state *make_move(game_state *state, game_ui *ui, |
c0361acd |
1062 | game_drawstate *ds, int x, int y, int button) |
7bed19e1 |
1063 | { |
1064 | int cx, cy; |
1065 | int n, dx, dy; |
1066 | game_state *ret; |
1067 | |
f0ee053c |
1068 | button &= ~MOD_MASK; |
1069 | |
7bed19e1 |
1070 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
1071 | return NULL; |
1072 | |
1073 | cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1074 | cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1075 | |
1076 | if (cy >= 0 && cy < state->height && cy != state->cy) |
1077 | { |
1078 | if (cx == -1) dx = +1; |
1079 | else if (cx == state->width) dx = -1; |
1080 | else return NULL; |
1081 | n = state->width; |
1082 | dy = 0; |
1083 | } |
1084 | else if (cx >= 0 && cx < state->width && cx != state->cx) |
1085 | { |
1086 | if (cy == -1) dy = +1; |
1087 | else if (cy == state->height) dy = -1; |
1088 | else return NULL; |
1089 | n = state->height; |
1090 | dx = 0; |
1091 | } |
1092 | else |
1093 | return NULL; |
1094 | |
1095 | /* reverse direction if right hand button is pressed */ |
1096 | if (button == RIGHT_BUTTON) |
1097 | { |
1098 | dx = -dx; |
1099 | dy = -dy; |
1100 | } |
1101 | |
1102 | ret = dup_game(state); |
2ac6d24e |
1103 | ret->just_used_solve = FALSE; |
7bed19e1 |
1104 | |
1105 | if (dx == 0) slide_col(ret, dy, cx); |
1106 | else slide_row(ret, dx, cy); |
1107 | |
1108 | ret->move_count++; |
1109 | ret->last_move_row = dx ? cy : -1; |
1110 | ret->last_move_col = dx ? -1 : cx; |
1111 | ret->last_move_dir = dx + dy; |
1112 | |
1113 | /* |
1114 | * See if the game has been completed. |
1115 | */ |
1116 | if (!ret->completed) { |
1117 | unsigned char *active = compute_active(ret, -1, -1); |
1118 | int x1, y1; |
1119 | int complete = TRUE; |
1120 | |
1121 | for (x1 = 0; x1 < ret->width; x1++) |
1122 | for (y1 = 0; y1 < ret->height; y1++) |
1123 | if (!index(ret, active, x1, y1)) { |
1124 | complete = FALSE; |
1125 | goto break_label; /* break out of two loops at once */ |
1126 | } |
1127 | break_label: |
1128 | |
1129 | sfree(active); |
1130 | |
1131 | if (complete) |
1132 | ret->completed = ret->move_count; |
1133 | } |
1134 | |
1135 | return ret; |
1136 | } |
1137 | |
1138 | /* ---------------------------------------------------------------------- |
1139 | * Routines for drawing the game position on the screen. |
1140 | */ |
1141 | |
be8d5aa1 |
1142 | static game_drawstate *game_new_drawstate(game_state *state) |
7bed19e1 |
1143 | { |
1144 | game_drawstate *ds = snew(game_drawstate); |
1145 | |
1146 | ds->started = FALSE; |
1147 | ds->width = state->width; |
1148 | ds->height = state->height; |
1149 | ds->visible = snewn(state->width * state->height, unsigned char); |
1e3e152d |
1150 | ds->tilesize = 0; /* not decided yet */ |
7bed19e1 |
1151 | memset(ds->visible, 0xFF, state->width * state->height); |
1152 | |
1153 | return ds; |
1154 | } |
1155 | |
be8d5aa1 |
1156 | static void game_free_drawstate(game_drawstate *ds) |
7bed19e1 |
1157 | { |
1158 | sfree(ds->visible); |
1159 | sfree(ds); |
1160 | } |
1161 | |
1e3e152d |
1162 | static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, |
1163 | int expand) |
7bed19e1 |
1164 | { |
1e3e152d |
1165 | int tsx, tsy, ts; |
1166 | /* |
1167 | * Each window dimension equals the tile size times two more |
1168 | * than the grid dimension (the border containing the arrows is |
1169 | * the same width as the tiles), plus TILE_BORDER, plus twice |
1170 | * WINDOW_OFFSET. |
1171 | */ |
1172 | tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / (params->width + 2); |
1173 | tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / (params->height + 2); |
1174 | ts = min(tsx, tsy); |
1175 | |
1176 | if (expand) |
1177 | ds->tilesize = ts; |
1178 | else |
1179 | ds->tilesize = min(ts, PREFERRED_TILE_SIZE); |
1180 | |
7bed19e1 |
1181 | *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
1182 | *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
1183 | } |
1184 | |
be8d5aa1 |
1185 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
7bed19e1 |
1186 | { |
1187 | float *ret; |
1188 | |
1189 | ret = snewn(NCOLOURS * 3, float); |
1190 | *ncolours = NCOLOURS; |
1191 | |
1192 | /* |
1193 | * Basic background colour is whatever the front end thinks is |
1194 | * a sensible default. |
1195 | */ |
1196 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1197 | |
1198 | /* |
1199 | * Wires are black. |
1200 | */ |
1201 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1202 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1203 | ret[COL_WIRE * 3 + 2] = 0.0F; |
1204 | |
1205 | /* |
1206 | * Powered wires and powered endpoints are cyan. |
1207 | */ |
1208 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1209 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1210 | ret[COL_POWERED * 3 + 2] = 1.0F; |
1211 | |
1212 | /* |
1213 | * Barriers are red. |
1214 | */ |
1215 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1216 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1217 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
1218 | |
1219 | /* |
1220 | * Unpowered endpoints are blue. |
1221 | */ |
1222 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1223 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1224 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
1225 | |
1226 | /* |
1227 | * Tile borders are a darker grey than the background. |
1228 | */ |
1229 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1230 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1231 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1232 | |
1233 | /* |
1234 | * Flashing tiles are a grey in between those two. |
1235 | */ |
1236 | ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1237 | ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1238 | ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1239 | |
1240 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
1241 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; |
1242 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; |
1243 | ret[COL_TEXT * 3 + 0] = 0.0; |
1244 | ret[COL_TEXT * 3 + 1] = 0.0; |
1245 | ret[COL_TEXT * 3 + 2] = 0.0; |
1246 | |
1247 | return ret; |
1248 | } |
1249 | |
1250 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1251 | int colour) |
1252 | { |
1253 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1254 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1255 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1256 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1257 | draw_line(fe, x1, y1, x2, y2, colour); |
1258 | } |
1259 | |
1260 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1261 | int colour) |
1262 | { |
1263 | int mx = (x1 < x2 ? x1 : x2); |
1264 | int my = (y1 < y2 ? y1 : y2); |
1265 | int dx = (x2 + x1 - 2*mx + 1); |
1266 | int dy = (y2 + y1 - 2*my + 1); |
1267 | |
1268 | draw_rect(fe, mx, my, dx, dy, colour); |
1269 | } |
1270 | |
1e3e152d |
1271 | static void draw_barrier_corner(frontend *fe, game_drawstate *ds, |
1272 | int x, int y, int dir, int phase) |
7bed19e1 |
1273 | { |
1274 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1275 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1276 | int x1, y1, dx, dy, dir2; |
1277 | |
1278 | dir >>= 4; |
1279 | |
1280 | dir2 = A(dir); |
1281 | dx = X(dir) + X(dir2); |
1282 | dy = Y(dir) + Y(dir2); |
1283 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1284 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1285 | |
1286 | if (phase == 0) { |
1287 | draw_rect_coords(fe, bx+x1, by+y1, |
1288 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1289 | COL_WIRE); |
1290 | draw_rect_coords(fe, bx+x1, by+y1, |
1291 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1292 | COL_WIRE); |
1293 | } else { |
1294 | draw_rect_coords(fe, bx+x1, by+y1, |
1295 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1296 | COL_BARRIER); |
1297 | } |
1298 | } |
1299 | |
1e3e152d |
1300 | static void draw_barrier(frontend *fe, game_drawstate *ds, |
1301 | int x, int y, int dir, int phase) |
7bed19e1 |
1302 | { |
1303 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1304 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1305 | int x1, y1, w, h; |
1306 | |
1307 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1308 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1309 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1310 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1311 | |
1312 | if (phase == 0) { |
1313 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1314 | } else { |
1315 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1316 | } |
1317 | } |
1318 | |
1e3e152d |
1319 | static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, |
1320 | int x, int y, int tile, float xshift, float yshift) |
7bed19e1 |
1321 | { |
1322 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE); |
1323 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE); |
1324 | float cx, cy, ex, ey; |
1325 | int dir, col; |
1326 | |
1327 | /* |
1328 | * When we draw a single tile, we must draw everything up to |
1329 | * and including the borders around the tile. This means that |
1330 | * if the neighbouring tiles have connections to those borders, |
1331 | * we must draw those connections on the borders themselves. |
1332 | * |
1333 | * This would be terribly fiddly if we ever had to draw a tile |
1334 | * while its neighbour was in mid-rotate, because we'd have to |
1335 | * arrange to _know_ that the neighbour was being rotated and |
1336 | * hence had an anomalous effect on the redraw of this tile. |
1337 | * Fortunately, the drawing algorithm avoids ever calling us in |
1338 | * this circumstance: we're either drawing lots of straight |
1339 | * tiles at game start or after a move is complete, or we're |
1340 | * repeatedly drawing only the rotating tile. So no problem. |
1341 | */ |
1342 | |
1343 | /* |
1344 | * So. First blank the tile out completely: draw a big |
1345 | * rectangle in border colour, and a smaller rectangle in |
1346 | * background colour to fill it in. |
1347 | */ |
1348 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1349 | COL_BORDER); |
1350 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1351 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1352 | tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); |
1353 | |
1354 | /* |
1355 | * Draw the wires. |
1356 | */ |
1357 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
1358 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1359 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1360 | if (tile & dir) { |
1361 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1362 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1363 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1364 | bx+(int)(cx+ex), by+(int)(cy+ey), |
1365 | COL_WIRE); |
1366 | } |
1367 | } |
1368 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1369 | if (tile & dir) { |
1370 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1371 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1372 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1373 | bx+(int)(cx+ex), by+(int)(cy+ey), col); |
1374 | } |
1375 | } |
1376 | |
1377 | /* |
1378 | * Draw the box in the middle. We do this in blue if the tile |
1379 | * is an unpowered endpoint, in cyan if the tile is a powered |
1380 | * endpoint, in black if the tile is the centrepiece, and |
1381 | * otherwise not at all. |
1382 | */ |
1383 | col = -1; |
1384 | if (x == state->cx && y == state->cy) |
1385 | col = COL_WIRE; |
1386 | else if (COUNT(tile) == 1) { |
1387 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1388 | } |
1389 | if (col >= 0) { |
1390 | int i, points[8]; |
1391 | |
1392 | points[0] = +1; points[1] = +1; |
1393 | points[2] = +1; points[3] = -1; |
1394 | points[4] = -1; points[5] = -1; |
1395 | points[6] = -1; points[7] = +1; |
1396 | |
1397 | for (i = 0; i < 8; i += 2) { |
1398 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1399 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
1400 | points[i] = bx+(int)(cx+ex); |
1401 | points[i+1] = by+(int)(cy+ey); |
1402 | } |
1403 | |
1404 | draw_polygon(fe, points, 4, TRUE, col); |
1405 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1406 | } |
1407 | |
1408 | /* |
1409 | * Draw the points on the border if other tiles are connected |
1410 | * to us. |
1411 | */ |
1412 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1413 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1414 | |
1415 | dx = X(dir); |
1416 | dy = Y(dir); |
1417 | |
1418 | ox = x + dx; |
1419 | oy = y + dy; |
1420 | |
1421 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1422 | continue; |
1423 | |
1424 | if (!(tile(state, ox, oy) & F(dir))) |
1425 | continue; |
1426 | |
1427 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1428 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
1429 | lx = dx * (TILE_BORDER-1); |
1430 | ly = dy * (TILE_BORDER-1); |
1431 | vx = (dy ? 1 : 0); |
1432 | vy = (dx ? 1 : 0); |
1433 | |
1434 | if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { |
1435 | /* |
1436 | * If we are fully connected to the other tile, we must |
1437 | * draw right across the tile border. (We can use our |
1438 | * own ACTIVE state to determine what colour to do this |
1439 | * in: if we are fully connected to the other tile then |
1440 | * the two ACTIVE states will be the same.) |
1441 | */ |
1442 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1443 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1444 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1445 | } else { |
1446 | /* |
1447 | * The other tile extends into our border, but isn't |
1448 | * actually connected to us. Just draw a single black |
1449 | * dot. |
1450 | */ |
1451 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1452 | } |
1453 | } |
1454 | |
1455 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1456 | } |
1457 | |
1e3e152d |
1458 | static void draw_tile_barriers(frontend *fe, game_drawstate *ds, |
1459 | game_state *state, int x, int y) |
7bed19e1 |
1460 | { |
1461 | int phase; |
1462 | int dir; |
1463 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1464 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1465 | /* |
1466 | * Draw barrier corners, and then barriers. |
1467 | */ |
1468 | for (phase = 0; phase < 2; phase++) { |
1469 | for (dir = 1; dir < 0x10; dir <<= 1) |
1470 | if (barrier(state, x, y) & (dir << 4)) |
1e3e152d |
1471 | draw_barrier_corner(fe, ds, x, y, dir << 4, phase); |
7bed19e1 |
1472 | for (dir = 1; dir < 0x10; dir <<= 1) |
1473 | if (barrier(state, x, y) & dir) |
1e3e152d |
1474 | draw_barrier(fe, ds, x, y, dir, phase); |
7bed19e1 |
1475 | } |
1476 | |
1477 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1478 | } |
1479 | |
1e3e152d |
1480 | static void draw_arrow(frontend *fe, game_drawstate *ds, |
1481 | int x, int y, int xdx, int xdy) |
7bed19e1 |
1482 | { |
1483 | int coords[14]; |
1484 | int ydy = -xdx, ydx = xdy; |
1485 | |
1486 | x = x * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1487 | y = y * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1488 | |
1489 | #define POINT(n, xx, yy) ( \ |
1490 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
1491 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
1492 | |
1493 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
1494 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
1495 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
1496 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
1497 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
1498 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
1499 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
1500 | |
1501 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
1502 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
1503 | } |
1504 | |
be8d5aa1 |
1505 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1506 | game_state *state, int dir, game_ui *ui, float t, float ft) |
7bed19e1 |
1507 | { |
1508 | int x, y, tx, ty, frame; |
1509 | unsigned char *active; |
1510 | float xshift = 0.0; |
1511 | float yshift = 0.0; |
1512 | |
1513 | /* |
1514 | * Clear the screen and draw the exterior barrier lines if this |
1515 | * is our first call. |
1516 | */ |
1517 | if (!ds->started) { |
1518 | int phase; |
1519 | |
1520 | ds->started = TRUE; |
1521 | |
1522 | draw_rect(fe, 0, 0, |
1523 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1524 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1525 | COL_BACKGROUND); |
1526 | draw_update(fe, 0, 0, |
1527 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1528 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1529 | |
1530 | for (phase = 0; phase < 2; phase++) { |
1531 | |
1532 | for (x = 0; x < ds->width; x++) { |
1533 | if (barrier(state, x, 0) & UL) |
1e3e152d |
1534 | draw_barrier_corner(fe, ds, x, -1, LD, phase); |
7bed19e1 |
1535 | if (barrier(state, x, 0) & RU) |
1e3e152d |
1536 | draw_barrier_corner(fe, ds, x, -1, DR, phase); |
7bed19e1 |
1537 | if (barrier(state, x, 0) & U) |
1e3e152d |
1538 | draw_barrier(fe, ds, x, -1, D, phase); |
7bed19e1 |
1539 | if (barrier(state, x, ds->height-1) & DR) |
1e3e152d |
1540 | draw_barrier_corner(fe, ds, x, ds->height, RU, phase); |
7bed19e1 |
1541 | if (barrier(state, x, ds->height-1) & LD) |
1e3e152d |
1542 | draw_barrier_corner(fe, ds, x, ds->height, UL, phase); |
7bed19e1 |
1543 | if (barrier(state, x, ds->height-1) & D) |
1e3e152d |
1544 | draw_barrier(fe, ds, x, ds->height, U, phase); |
7bed19e1 |
1545 | } |
1546 | |
1547 | for (y = 0; y < ds->height; y++) { |
1548 | if (barrier(state, 0, y) & UL) |
1e3e152d |
1549 | draw_barrier_corner(fe, ds, -1, y, RU, phase); |
7bed19e1 |
1550 | if (barrier(state, 0, y) & LD) |
1e3e152d |
1551 | draw_barrier_corner(fe, ds, -1, y, DR, phase); |
7bed19e1 |
1552 | if (barrier(state, 0, y) & L) |
1e3e152d |
1553 | draw_barrier(fe, ds, -1, y, R, phase); |
7bed19e1 |
1554 | if (barrier(state, ds->width-1, y) & RU) |
1e3e152d |
1555 | draw_barrier_corner(fe, ds, ds->width, y, UL, phase); |
7bed19e1 |
1556 | if (barrier(state, ds->width-1, y) & DR) |
1e3e152d |
1557 | draw_barrier_corner(fe, ds, ds->width, y, LD, phase); |
7bed19e1 |
1558 | if (barrier(state, ds->width-1, y) & R) |
1e3e152d |
1559 | draw_barrier(fe, ds, ds->width, y, L, phase); |
7bed19e1 |
1560 | } |
1561 | } |
1562 | |
1563 | /* |
1564 | * Arrows for making moves. |
1565 | */ |
1566 | for (x = 0; x < ds->width; x++) { |
1567 | if (x == state->cx) continue; |
1e3e152d |
1568 | draw_arrow(fe, ds, x, 0, +1, 0); |
1569 | draw_arrow(fe, ds, x+1, ds->height, -1, 0); |
7bed19e1 |
1570 | } |
1571 | for (y = 0; y < ds->height; y++) { |
1572 | if (y == state->cy) continue; |
1e3e152d |
1573 | draw_arrow(fe, ds, ds->width, y, 0, +1); |
1574 | draw_arrow(fe, ds, 0, y+1, 0, -1); |
7bed19e1 |
1575 | } |
1576 | } |
1577 | |
1578 | /* Check if this is an undo. If so, we will need to run any animation |
1579 | * backwards. |
1580 | */ |
1581 | if (oldstate && oldstate->move_count > state->move_count) { |
1582 | game_state * tmpstate = state; |
1583 | state = oldstate; |
1584 | oldstate = tmpstate; |
1585 | t = ANIM_TIME - t; |
1586 | } |
1587 | |
1588 | tx = ty = -1; |
1589 | if (oldstate && (t < ANIM_TIME)) { |
1590 | /* |
1591 | * We're animating a slide, of row/column number |
1592 | * state->last_move_pos, in direction |
1593 | * state->last_move_dir |
1594 | */ |
1595 | xshift = state->last_move_row == -1 ? 0.0 : |
1596 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1597 | yshift = state->last_move_col == -1 ? 0.0 : |
1598 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1599 | } |
1600 | |
1601 | frame = -1; |
1602 | if (ft > 0) { |
1603 | /* |
1604 | * We're animating a completion flash. Find which frame |
1605 | * we're at. |
1606 | */ |
1607 | frame = (int)(ft / FLASH_FRAME); |
1608 | } |
1609 | |
1610 | /* |
1611 | * Draw any tile which differs from the way it was last drawn. |
1612 | */ |
1613 | if (xshift != 0.0 || yshift != 0.0) { |
1614 | active = compute_active(state, |
1615 | state->last_move_row, state->last_move_col); |
1616 | } else { |
1617 | active = compute_active(state, -1, -1); |
1618 | } |
1619 | |
1620 | clip(fe, |
1621 | BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, |
1622 | TILE_SIZE * state->width + TILE_BORDER, |
1623 | TILE_SIZE * state->height + TILE_BORDER); |
1624 | |
1625 | for (x = 0; x < ds->width; x++) |
1626 | for (y = 0; y < ds->height; y++) { |
1627 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1628 | |
1629 | /* |
1630 | * In a completion flash, we adjust the FLASHING bit |
1631 | * depending on our distance from the centre point and |
1632 | * the frame number. |
1633 | */ |
1634 | if (frame >= 0) { |
1635 | int xdist, ydist, dist; |
1636 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1637 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1638 | dist = (xdist > ydist ? xdist : ydist); |
1639 | |
1640 | if (frame >= dist && frame < dist+4) { |
1641 | int flash = (frame - dist) & 1; |
1642 | flash = flash ? FLASHING : 0; |
1643 | c = (c &~ FLASHING) | flash; |
1644 | } |
1645 | } |
1646 | |
1647 | if (index(state, ds->visible, x, y) != c || |
1648 | index(state, ds->visible, x, y) == 0xFF || |
1649 | (x == state->last_move_col || y == state->last_move_row)) |
1650 | { |
1651 | float xs = (y == state->last_move_row ? xshift : 0.0); |
1652 | float ys = (x == state->last_move_col ? yshift : 0.0); |
1653 | |
1e3e152d |
1654 | draw_tile(fe, ds, state, x, y, c, xs, ys); |
7bed19e1 |
1655 | if (xs < 0 && x == 0) |
1e3e152d |
1656 | draw_tile(fe, ds, state, state->width, y, c, xs, ys); |
7bed19e1 |
1657 | else if (xs > 0 && x == state->width - 1) |
1e3e152d |
1658 | draw_tile(fe, ds, state, -1, y, c, xs, ys); |
7bed19e1 |
1659 | else if (ys < 0 && y == 0) |
1e3e152d |
1660 | draw_tile(fe, ds, state, x, state->height, c, xs, ys); |
7bed19e1 |
1661 | else if (ys > 0 && y == state->height - 1) |
1e3e152d |
1662 | draw_tile(fe, ds, state, x, -1, c, xs, ys); |
7bed19e1 |
1663 | |
1664 | if (x == state->last_move_col || y == state->last_move_row) |
1665 | index(state, ds->visible, x, y) = 0xFF; |
1666 | else |
1667 | index(state, ds->visible, x, y) = c; |
1668 | } |
1669 | } |
1670 | |
1671 | for (x = 0; x < ds->width; x++) |
1672 | for (y = 0; y < ds->height; y++) |
1e3e152d |
1673 | draw_tile_barriers(fe, ds, state, x, y); |
7bed19e1 |
1674 | |
1675 | unclip(fe); |
1676 | |
1677 | /* |
1678 | * Update the status bar. |
1679 | */ |
1680 | { |
1681 | char statusbuf[256]; |
1682 | int i, n, a; |
1683 | |
1684 | n = state->width * state->height; |
1685 | for (i = a = 0; i < n; i++) |
1686 | if (active[i]) |
1687 | a++; |
1688 | |
2ac6d24e |
1689 | if (state->used_solve) |
1690 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1691 | state->move_count - state->completed); |
1692 | else |
1693 | sprintf(statusbuf, "%sMoves: %d", |
1694 | (state->completed ? "COMPLETED! " : ""), |
1695 | (state->completed ? state->completed : state->move_count)); |
1696 | |
aa27d493 |
1697 | if (state->movetarget) |
1698 | sprintf(statusbuf + strlen(statusbuf), " (target %d)", |
1699 | state->movetarget); |
1700 | |
2ac6d24e |
1701 | sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); |
7bed19e1 |
1702 | |
1703 | status_bar(fe, statusbuf); |
1704 | } |
1705 | |
1706 | sfree(active); |
1707 | } |
1708 | |
be8d5aa1 |
1709 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1710 | game_state *newstate, int dir, game_ui *ui) |
7bed19e1 |
1711 | { |
2ac6d24e |
1712 | /* |
1713 | * Don't animate an auto-solve move. |
1714 | */ |
1715 | if ((dir > 0 && newstate->just_used_solve) || |
1716 | (dir < 0 && oldstate->just_used_solve)) |
1717 | return 0.0F; |
1718 | |
7bed19e1 |
1719 | return ANIM_TIME; |
1720 | } |
1721 | |
be8d5aa1 |
1722 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1723 | game_state *newstate, int dir, game_ui *ui) |
7bed19e1 |
1724 | { |
1725 | /* |
1726 | * If the game has just been completed, we display a completion |
1727 | * flash. |
1728 | */ |
2ac6d24e |
1729 | if (!oldstate->completed && newstate->completed && |
1730 | !oldstate->used_solve && !newstate->used_solve) { |
7bed19e1 |
1731 | int size; |
1732 | size = 0; |
1733 | if (size < newstate->cx+1) |
1734 | size = newstate->cx+1; |
1735 | if (size < newstate->cy+1) |
1736 | size = newstate->cy+1; |
1737 | if (size < newstate->width - newstate->cx) |
1738 | size = newstate->width - newstate->cx; |
1739 | if (size < newstate->height - newstate->cy) |
1740 | size = newstate->height - newstate->cy; |
1741 | return FLASH_FRAME * (size+4); |
1742 | } |
1743 | |
1744 | return 0.0F; |
1745 | } |
1746 | |
be8d5aa1 |
1747 | static int game_wants_statusbar(void) |
7bed19e1 |
1748 | { |
1749 | return TRUE; |
1750 | } |
be8d5aa1 |
1751 | |
48dcdd62 |
1752 | static int game_timing_state(game_state *state) |
1753 | { |
1754 | return FALSE; |
1755 | } |
1756 | |
be8d5aa1 |
1757 | #ifdef COMBINED |
1758 | #define thegame netslide |
1759 | #endif |
1760 | |
1761 | const struct game thegame = { |
1d228b10 |
1762 | "Netslide", "games.netslide", |
be8d5aa1 |
1763 | default_params, |
1764 | game_fetch_preset, |
1765 | decode_params, |
1766 | encode_params, |
1767 | free_params, |
1768 | dup_params, |
1d228b10 |
1769 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1770 | validate_params, |
1185e3c5 |
1771 | new_game_desc, |
6f2d8d7c |
1772 | game_free_aux_info, |
1185e3c5 |
1773 | validate_desc, |
be8d5aa1 |
1774 | new_game, |
1775 | dup_game, |
1776 | free_game, |
2ac6d24e |
1777 | TRUE, solve_game, |
9b4b03d3 |
1778 | FALSE, game_text_format, |
be8d5aa1 |
1779 | new_ui, |
1780 | free_ui, |
07dfb697 |
1781 | game_changed_state, |
be8d5aa1 |
1782 | make_move, |
1783 | game_size, |
1784 | game_colours, |
1785 | game_new_drawstate, |
1786 | game_free_drawstate, |
1787 | game_redraw, |
1788 | game_anim_length, |
1789 | game_flash_length, |
1790 | game_wants_statusbar, |
48dcdd62 |
1791 | FALSE, game_timing_state, |
93b1da3d |
1792 | 0, /* mouse_priorities */ |
be8d5aa1 |
1793 | }; |