James Harvey points out a missing ifdef.
[sgt/puzzles] / netslide.c
CommitLineData
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
64enum {
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
77struct game_params {
78 int width;
79 int height;
80 int wrapping;
81 float barrier_probability;
aa27d493 82 int movetarget;
7bed19e1 83};
84
85struct game_state {
86 int width, height, cx, cy, wrapping, completed;
2ac6d24e 87 int used_solve, just_used_solve;
aa27d493 88 int move_count, movetarget;
7bed19e1 89
90 /* position (row or col number, starting at 0) of last move. */
91 int last_move_row, last_move_col;
92
93 /* direction of last move: +1 or -1 */
94 int last_move_dir;
95
96 unsigned char *tiles;
97 unsigned char *barriers;
98};
99
100#define OFFSET(x2,y2,x1,y1,dir,state) \
101 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
102 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
103
104#define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
105#define tile(state, x, y) index(state, (state)->tiles, x, y)
106#define barrier(state, x, y) index(state, (state)->barriers, x, y)
107
108struct xyd {
109 int x, y, direction;
110};
111
112static int xyd_cmp(void *av, void *bv) {
113 struct xyd *a = (struct xyd *)av;
114 struct xyd *b = (struct xyd *)bv;
115 if (a->x < b->x)
116 return -1;
117 if (a->x > b->x)
118 return +1;
119 if (a->y < b->y)
120 return -1;
121 if (a->y > b->y)
122 return +1;
123 if (a->direction < b->direction)
124 return -1;
125 if (a->direction > b->direction)
126 return +1;
127 return 0;
23e8c9fd 128}
7bed19e1 129
130static struct xyd *new_xyd(int x, int y, int direction)
131{
132 struct xyd *xyd = snew(struct xyd);
133 xyd->x = x;
134 xyd->y = y;
135 xyd->direction = direction;
136 return xyd;
137}
138
be8d5aa1 139static void slide_col(game_state *state, int dir, int col);
1185e3c5 140static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col);
be8d5aa1 141static void slide_row(game_state *state, int dir, int row);
1185e3c5 142static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row);
7bed19e1 143
144/* ----------------------------------------------------------------------
145 * Manage game parameters.
146 */
be8d5aa1 147static game_params *default_params(void)
7bed19e1 148{
149 game_params *ret = snew(game_params);
150
151 ret->width = 3;
152 ret->height = 3;
153 ret->wrapping = FALSE;
154 ret->barrier_probability = 1.0;
aa27d493 155 ret->movetarget = 0;
7bed19e1 156
157 return ret;
158}
159
ab53eb64 160static const struct { int x, y, wrap, bprob; const char* desc; }
161netslide_presets[] = {
162 {3, 3, FALSE, 1.0, " easy"},
163 {3, 3, FALSE, 0.0, " medium"},
164 {3, 3, TRUE, 0.0, " hard"},
165 {4, 4, FALSE, 1.0, " easy"},
166 {4, 4, FALSE, 0.0, " medium"},
167 {4, 4, TRUE, 0.0, " hard"},
168 {5, 5, FALSE, 1.0, " easy"},
169 {5, 5, FALSE, 0.0, " medium"},
170 {5, 5, TRUE, 0.0, " hard"},
171};
172
be8d5aa1 173static int game_fetch_preset(int i, char **name, game_params **params)
7bed19e1 174{
175 game_params *ret;
176 char str[80];
ab53eb64 177
178 if (i < 0 || i >= lenof(netslide_presets))
7bed19e1 179 return FALSE;
180
181 ret = snew(game_params);
ab53eb64 182 ret->width = netslide_presets[i].x;
183 ret->height = netslide_presets[i].y;
184 ret->wrapping = netslide_presets[i].wrap;
185 ret->barrier_probability = netslide_presets[i].bprob;
aa27d493 186 ret->movetarget = 0;
7bed19e1 187
ab53eb64 188 sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
7bed19e1 189
190 *name = dupstr(str);
191 *params = ret;
192 return TRUE;
193}
194
be8d5aa1 195static void free_params(game_params *params)
7bed19e1 196{
197 sfree(params);
198}
199
be8d5aa1 200static game_params *dup_params(game_params *params)
7bed19e1 201{
202 game_params *ret = snew(game_params);
203 *ret = *params; /* structure copy */
204 return ret;
205}
206
1185e3c5 207static void decode_params(game_params *ret, char const *string)
7bed19e1 208{
7bed19e1 209 char const *p = string;
210
211 ret->wrapping = FALSE;
212 ret->barrier_probability = 0.0;
aa27d493 213 ret->movetarget = 0;
7bed19e1 214
215 ret->width = atoi(p);
216 while (*p && isdigit(*p)) p++;
217 if (*p == 'x') {
218 p++;
219 ret->height = atoi(p);
220 while (*p && isdigit(*p)) p++;
221 if ( (ret->wrapping = (*p == 'w')) != 0 )
222 p++;
aa27d493 223 if (*p == 'b') {
224 ret->barrier_probability = atof(++p);
225 while (*p && (isdigit(*p) || *p == '.')) p++;
226 }
227 if (*p == 'm') {
228 ret->movetarget = atoi(++p);
229 }
7bed19e1 230 } else {
231 ret->height = ret->width;
232 }
7bed19e1 233}
234
1185e3c5 235static char *encode_params(game_params *params, int full)
7bed19e1 236{
237 char ret[400];
238 int len;
239
240 len = sprintf(ret, "%dx%d", params->width, params->height);
241 if (params->wrapping)
242 ret[len++] = 'w';
1185e3c5 243 if (full && params->barrier_probability)
7bed19e1 244 len += sprintf(ret+len, "b%g", params->barrier_probability);
aa27d493 245 /* Shuffle limit is part of the limited parameters, because we have to
246 * provide the target move count. */
247 if (params->movetarget)
248 len += sprintf(ret+len, "m%d", params->movetarget);
7bed19e1 249 assert(len < lenof(ret));
250 ret[len] = '\0';
251
252 return dupstr(ret);
253}
254
be8d5aa1 255static config_item *game_configure(game_params *params)
7bed19e1 256{
257 config_item *ret;
258 char buf[80];
259
aa27d493 260 ret = snewn(6, config_item);
7bed19e1 261
262 ret[0].name = "Width";
263 ret[0].type = C_STRING;
264 sprintf(buf, "%d", params->width);
265 ret[0].sval = dupstr(buf);
266 ret[0].ival = 0;
267
268 ret[1].name = "Height";
269 ret[1].type = C_STRING;
270 sprintf(buf, "%d", params->height);
271 ret[1].sval = dupstr(buf);
272 ret[1].ival = 0;
273
274 ret[2].name = "Walls wrap around";
275 ret[2].type = C_BOOLEAN;
276 ret[2].sval = NULL;
277 ret[2].ival = params->wrapping;
278
279 ret[3].name = "Barrier probability";
280 ret[3].type = C_STRING;
281 sprintf(buf, "%g", params->barrier_probability);
282 ret[3].sval = dupstr(buf);
283 ret[3].ival = 0;
284
aa27d493 285 ret[4].name = "Number of shuffling moves";
286 ret[4].type = C_STRING;
287 sprintf(buf, "%d", params->movetarget);
288 ret[4].sval = dupstr(buf);
7bed19e1 289 ret[4].ival = 0;
290
aa27d493 291 ret[5].name = NULL;
292 ret[5].type = C_END;
293 ret[5].sval = NULL;
294 ret[5].ival = 0;
295
7bed19e1 296 return ret;
297}
298
be8d5aa1 299static game_params *custom_params(config_item *cfg)
7bed19e1 300{
301 game_params *ret = snew(game_params);
302
303 ret->width = atoi(cfg[0].sval);
304 ret->height = atoi(cfg[1].sval);
305 ret->wrapping = cfg[2].ival;
306 ret->barrier_probability = (float)atof(cfg[3].sval);
aa27d493 307 ret->movetarget = atoi(cfg[4].sval);
7bed19e1 308
309 return ret;
310}
311
be8d5aa1 312static char *validate_params(game_params *params)
7bed19e1 313{
ab53eb64 314 if (params->width <= 1 || params->height <= 1)
7bed19e1 315 return "Width and height must both be greater than one";
7bed19e1 316 if (params->barrier_probability < 0)
317 return "Barrier probability may not be negative";
318 if (params->barrier_probability > 1)
319 return "Barrier probability may not be greater than 1";
320 return NULL;
321}
322
323/* ----------------------------------------------------------------------
1185e3c5 324 * Randomly select a new game description.
7bed19e1 325 */
326
1185e3c5 327static char *new_game_desc(game_params *params, random_state *rs,
c566778e 328 char **aux, int interactive)
7bed19e1 329{
1185e3c5 330 tree234 *possibilities, *barriertree;
331 int w, h, x, y, cx, cy, nbarriers;
332 unsigned char *tiles, *barriers;
333 char *desc, *p;
7bed19e1 334
1185e3c5 335 w = params->width;
336 h = params->height;
6f2d8d7c 337
1185e3c5 338 tiles = snewn(w * h, unsigned char);
339 memset(tiles, 0, w * h);
340 barriers = snewn(w * h, unsigned char);
341 memset(barriers, 0, w * h);
7bed19e1 342
1185e3c5 343 cx = w / 2;
344 cy = h / 2;
7bed19e1 345
346 /*
347 * Construct the unshuffled grid.
348 *
349 * To do this, we simply start at the centre point, repeatedly
350 * choose a random possibility out of the available ways to
351 * extend a used square into an unused one, and do it. After
352 * extending the third line out of a square, we remove the
353 * fourth from the possibilities list to avoid any full-cross
354 * squares (which would make the game too easy because they
355 * only have one orientation).
356 *
357 * The slightly worrying thing is the avoidance of full-cross
358 * squares. Can this cause our unsophisticated construction
359 * algorithm to paint itself into a corner, by getting into a
360 * situation where there are some unreached squares and the
361 * only way to reach any of them is to extend a T-piece into a
362 * full cross?
363 *
364 * Answer: no it can't, and here's a proof.
365 *
366 * Any contiguous group of such unreachable squares must be
367 * surrounded on _all_ sides by T-pieces pointing away from the
368 * group. (If not, then there is a square which can be extended
369 * into one of the `unreachable' ones, and so it wasn't
370 * unreachable after all.) In particular, this implies that
371 * each contiguous group of unreachable squares must be
372 * rectangular in shape (any deviation from that yields a
373 * non-T-piece next to an `unreachable' square).
374 *
375 * So we have a rectangle of unreachable squares, with T-pieces
376 * forming a solid border around the rectangle. The corners of
377 * that border must be connected (since every tile connects all
378 * the lines arriving in it), and therefore the border must
379 * form a closed loop around the rectangle.
380 *
381 * But this can't have happened in the first place, since we
382 * _know_ we've avoided creating closed loops! Hence, no such
383 * situation can ever arise, and the naive grid construction
384 * algorithm will guaranteeably result in a complete grid
385 * containing no unreached squares, no full crosses _and_ no
386 * closed loops. []
387 */
388 possibilities = newtree234(xyd_cmp);
389
1185e3c5 390 if (cx+1 < w)
391 add234(possibilities, new_xyd(cx, cy, R));
392 if (cy-1 >= 0)
393 add234(possibilities, new_xyd(cx, cy, U));
394 if (cx-1 >= 0)
395 add234(possibilities, new_xyd(cx, cy, L));
396 if (cy+1 < h)
397 add234(possibilities, new_xyd(cx, cy, D));
7bed19e1 398
399 while (count234(possibilities) > 0) {
400 int i;
401 struct xyd *xyd;
402 int x1, y1, d1, x2, y2, d2, d;
403
404 /*
405 * Extract a randomly chosen possibility from the list.
406 */
407 i = random_upto(rs, count234(possibilities));
408 xyd = delpos234(possibilities, i);
409 x1 = xyd->x;
410 y1 = xyd->y;
411 d1 = xyd->direction;
412 sfree(xyd);
413
1185e3c5 414 OFFSET(x2, y2, x1, y1, d1, params);
7bed19e1 415 d2 = F(d1);
95854b53 416#ifdef GENERATION_DIAGNOSTICS
7bed19e1 417 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
418 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
419#endif
420
421 /*
422 * Make the connection. (We should be moving to an as yet
423 * unused tile.)
424 */
1185e3c5 425 index(params, tiles, x1, y1) |= d1;
426 assert(index(params, tiles, x2, y2) == 0);
427 index(params, tiles, x2, y2) |= d2;
7bed19e1 428
429 /*
430 * If we have created a T-piece, remove its last
431 * possibility.
432 */
1185e3c5 433 if (COUNT(index(params, tiles, x1, y1)) == 3) {
7bed19e1 434 struct xyd xyd1, *xydp;
435
436 xyd1.x = x1;
437 xyd1.y = y1;
1185e3c5 438 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
7bed19e1 439
440 xydp = find234(possibilities, &xyd1, NULL);
441
442 if (xydp) {
95854b53 443#ifdef GENERATION_DIAGNOSTICS
7bed19e1 444 printf("T-piece; removing (%d,%d,%c)\n",
445 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
446#endif
447 del234(possibilities, xydp);
448 sfree(xydp);
449 }
450 }
451
452 /*
453 * Remove all other possibilities that were pointing at the
454 * tile we've just moved into.
455 */
456 for (d = 1; d < 0x10; d <<= 1) {
457 int x3, y3, d3;
458 struct xyd xyd1, *xydp;
459
1185e3c5 460 OFFSET(x3, y3, x2, y2, d, params);
7bed19e1 461 d3 = F(d);
462
463 xyd1.x = x3;
464 xyd1.y = y3;
465 xyd1.direction = d3;
466
467 xydp = find234(possibilities, &xyd1, NULL);
468
469 if (xydp) {
95854b53 470#ifdef GENERATION_DIAGNOSTICS
7bed19e1 471 printf("Loop avoidance; removing (%d,%d,%c)\n",
472 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
473#endif
474 del234(possibilities, xydp);
475 sfree(xydp);
476 }
477 }
478
479 /*
480 * Add new possibilities to the list for moving _out_ of
481 * the tile we have just moved into.
482 */
483 for (d = 1; d < 0x10; d <<= 1) {
484 int x3, y3;
485
486 if (d == d2)
487 continue; /* we've got this one already */
488
1185e3c5 489 if (!params->wrapping) {
7bed19e1 490 if (d == U && y2 == 0)
491 continue;
1185e3c5 492 if (d == D && y2 == h-1)
7bed19e1 493 continue;
494 if (d == L && x2 == 0)
495 continue;
1185e3c5 496 if (d == R && x2 == w-1)
7bed19e1 497 continue;
498 }
499
1185e3c5 500 OFFSET(x3, y3, x2, y2, d, params);
7bed19e1 501
1185e3c5 502 if (index(params, tiles, x3, y3))
7bed19e1 503 continue; /* this would create a loop */
504
95854b53 505#ifdef GENERATION_DIAGNOSTICS
7bed19e1 506 printf("New frontier; adding (%d,%d,%c)\n",
507 x2, y2, "0RU3L567D9abcdef"[d]);
508#endif
509 add234(possibilities, new_xyd(x2, y2, d));
510 }
511 }
512 /* Having done that, we should have no possibilities remaining. */
513 assert(count234(possibilities) == 0);
514 freetree234(possibilities);
515
516 /*
517 * Now compute a list of the possible barrier locations.
518 */
1185e3c5 519 barriertree = newtree234(xyd_cmp);
520 for (y = 0; y < h; y++) {
521 for (x = 0; x < w; x++) {
522
523 if (!(index(params, tiles, x, y) & R) &&
524 (params->wrapping || x < w-1))
525 add234(barriertree, new_xyd(x, y, R));
526 if (!(index(params, tiles, x, y) & D) &&
527 (params->wrapping || y < h-1))
528 add234(barriertree, new_xyd(x, y, D));
7bed19e1 529 }
530 }
531
532 /*
c566778e 533 * Save the unshuffled grid in aux.
2ac6d24e 534 */
535 {
c566778e 536 char *solution;
537 int i;
538
539 /*
540 * String format is exactly the same as a solve move, so we
541 * can just dupstr this in solve_game().
542 */
2ac6d24e 543
c566778e 544 solution = snewn(w * h + 2, char);
545 solution[0] = 'S';
546 for (i = 0; i < w * h; i++)
547 solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF];
548 solution[w*h+1] = '\0';
2ac6d24e 549
1185e3c5 550 *aux = solution;
2ac6d24e 551 }
552
553 /*
7bed19e1 554 * Now shuffle the grid.
aa27d493 555 * FIXME - this simply does a set of random moves to shuffle the pieces,
556 * although we make a token effort to avoid boring cases by avoiding moves
557 * that directly undo the previous one, or that repeat so often as to
558 * turn into fewer moves.
559 *
7bed19e1 560 * A better way would be to number all the pieces, generate a placement
561 * for all the numbers as for "sixteen", observing parity constraints if
562 * neccessary, and then place the pieces according to their numbering.
563 * BUT - I'm not sure if this will work, since we disallow movement of
564 * the middle row and column.
565 */
566 {
567 int i;
1185e3c5 568 int cols = w - 1;
569 int rows = h - 1;
aa27d493 570 int moves = params->movetarget;
571 int prevdir = -1, prevrowcol = -1, nrepeats = 0;
572 if (!moves) moves = cols * rows * 2;
573 for (i = 0; i < moves; /* incremented conditionally */) {
7bed19e1 574 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
575 int dir = random_upto(rs, 4);
aa27d493 576 int rowcol;
7bed19e1 577 if (dir % 2 == 0) {
578 int col = random_upto(rs, cols);
aa27d493 579 if (col >= cx) col += 1; /* avoid centre */
580 if (col == prevrowcol) {
581 if (dir == 2-prevdir)
582 continue; /* undoes last move */
3fcd6cf0 583 else if (dir == prevdir && (nrepeats+1)*2 > h)
aa27d493 584 continue; /* makes fewer moves */
585 }
1185e3c5 586 slide_col_int(w, h, tiles, 1 - dir, col);
aa27d493 587 rowcol = col;
7bed19e1 588 } else {
589 int row = random_upto(rs, rows);
aa27d493 590 if (row >= cy) row += 1; /* avoid centre */
591 if (row == prevrowcol) {
592 if (dir == 4-prevdir)
593 continue; /* undoes last move */
3fcd6cf0 594 else if (dir == prevdir && (nrepeats+1)*2 > w)
aa27d493 595 continue; /* makes fewer moves */
596 }
1185e3c5 597 slide_row_int(w, h, tiles, 2 - dir, row);
aa27d493 598 rowcol = row;
7bed19e1 599 }
aa27d493 600 if (dir == prevdir && rowcol == prevrowcol)
601 nrepeats++;
602 else
603 nrepeats = 1;
604 prevdir = dir;
605 prevrowcol = rowcol;
606 i++; /* if we got here, the move was accepted */
7bed19e1 607 }
608 }
609
610 /*
611 * And now choose barrier locations. (We carefully do this
612 * _after_ shuffling, so that changing the barrier rate in the
1185e3c5 613 * params while keeping the random seed the same will give the
7bed19e1 614 * same shuffled grid and _only_ change the barrier locations.
615 * Also the way we choose barrier locations, by repeatedly
616 * choosing one possibility from the list until we have enough,
617 * is designed to ensure that raising the barrier rate while
618 * keeping the seed the same will provide a superset of the
619 * previous barrier set - i.e. if you ask for 10 barriers, and
620 * then decide that's still too hard and ask for 20, you'll get
621 * the original 10 plus 10 more, rather than getting 20 new
622 * ones and the chance of remembering your first 10.)
623 */
1185e3c5 624 nbarriers = (int)(params->barrier_probability * count234(barriertree));
625 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
7bed19e1 626
627 while (nbarriers > 0) {
628 int i;
629 struct xyd *xyd;
630 int x1, y1, d1, x2, y2, d2;
631
632 /*
633 * Extract a randomly chosen barrier from the list.
634 */
1185e3c5 635 i = random_upto(rs, count234(barriertree));
636 xyd = delpos234(barriertree, i);
7bed19e1 637
638 assert(xyd != NULL);
639
640 x1 = xyd->x;
641 y1 = xyd->y;
642 d1 = xyd->direction;
643 sfree(xyd);
644
1185e3c5 645 OFFSET(x2, y2, x1, y1, d1, params);
7bed19e1 646 d2 = F(d1);
647
1185e3c5 648 index(params, barriers, x1, y1) |= d1;
649 index(params, barriers, x2, y2) |= d2;
7bed19e1 650
651 nbarriers--;
652 }
653
654 /*
655 * Clean up the rest of the barrier list.
656 */
657 {
658 struct xyd *xyd;
659
1185e3c5 660 while ( (xyd = delpos234(barriertree, 0)) != NULL)
7bed19e1 661 sfree(xyd);
662
1185e3c5 663 freetree234(barriertree);
664 }
665
666 /*
667 * Finally, encode the grid into a string game description.
668 *
669 * My syntax is extremely simple: each square is encoded as a
670 * hex digit in which bit 0 means a connection on the right,
671 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
672 * encoding as used internally). Each digit is followed by
673 * optional barrier indicators: `v' means a vertical barrier to
674 * the right of it, and `h' means a horizontal barrier below
675 * it.
676 */
677 desc = snewn(w * h * 3 + 1, char);
678 p = desc;
679 for (y = 0; y < h; y++) {
680 for (x = 0; x < w; x++) {
681 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
682 if ((params->wrapping || x < w-1) &&
683 (index(params, barriers, x, y) & R))
684 *p++ = 'v';
685 if ((params->wrapping || y < h-1) &&
686 (index(params, barriers, x, y) & D))
687 *p++ = 'h';
688 }
689 }
690 assert(p - desc <= w*h*3);
366d045b 691 *p = '\0';
1185e3c5 692
693 sfree(tiles);
694 sfree(barriers);
695
696 return desc;
697}
698
1185e3c5 699static char *validate_desc(game_params *params, char *desc)
700{
701 int w = params->width, h = params->height;
702 int i;
703
704 for (i = 0; i < w*h; i++) {
705 if (*desc >= '0' && *desc <= '9')
706 /* OK */;
707 else if (*desc >= 'a' && *desc <= 'f')
708 /* OK */;
709 else if (*desc >= 'A' && *desc <= 'F')
710 /* OK */;
711 else if (!*desc)
712 return "Game description shorter than expected";
713 else
714 return "Game description contained unexpected character";
715 desc++;
716 while (*desc == 'h' || *desc == 'v')
717 desc++;
718 }
719 if (*desc)
720 return "Game description longer than expected";
721
722 return NULL;
723}
724
725/* ----------------------------------------------------------------------
726 * Construct an initial game state, given a description and parameters.
727 */
728
c380832d 729static game_state *new_game(midend_data *me, game_params *params, char *desc)
1185e3c5 730{
731 game_state *state;
732 int w, h, x, y;
733
734 assert(params->width > 0 && params->height > 0);
735 assert(params->width > 1 || params->height > 1);
736
737 /*
738 * Create a blank game state.
739 */
740 state = snew(game_state);
741 w = state->width = params->width;
742 h = state->height = params->height;
743 state->cx = state->width / 2;
744 state->cy = state->height / 2;
745 state->wrapping = params->wrapping;
aa27d493 746 state->movetarget = params->movetarget;
1185e3c5 747 state->completed = 0;
748 state->used_solve = state->just_used_solve = FALSE;
749 state->move_count = 0;
750 state->last_move_row = -1;
751 state->last_move_col = -1;
752 state->last_move_dir = 0;
753 state->tiles = snewn(state->width * state->height, unsigned char);
754 memset(state->tiles, 0, state->width * state->height);
755 state->barriers = snewn(state->width * state->height, unsigned char);
756 memset(state->barriers, 0, state->width * state->height);
757
758
759 /*
760 * Parse the game description into the grid.
761 */
762 for (y = 0; y < h; y++) {
763 for (x = 0; x < w; x++) {
764 if (*desc >= '0' && *desc <= '9')
765 tile(state, x, y) = *desc - '0';
766 else if (*desc >= 'a' && *desc <= 'f')
767 tile(state, x, y) = *desc - 'a' + 10;
768 else if (*desc >= 'A' && *desc <= 'F')
769 tile(state, x, y) = *desc - 'A' + 10;
770 if (*desc)
771 desc++;
772 while (*desc == 'h' || *desc == 'v') {
773 int x2, y2, d1, d2;
774 if (*desc == 'v')
775 d1 = R;
776 else
777 d1 = D;
778
779 OFFSET(x2, y2, x, y, d1, state);
780 d2 = F(d1);
781
782 barrier(state, x, y) |= d1;
783 barrier(state, x2, y2) |= d2;
784
785 desc++;
786 }
787 }
788 }
789
790 /*
791 * Set up border barriers if this is a non-wrapping game.
792 */
793 if (!state->wrapping) {
794 for (x = 0; x < state->width; x++) {
795 barrier(state, x, 0) |= U;
796 barrier(state, x, state->height-1) |= D;
797 }
798 for (y = 0; y < state->height; y++) {
799 barrier(state, 0, y) |= L;
800 barrier(state, state->width-1, y) |= R;
801 }
7bed19e1 802 }
803
804 /*
805 * Set up the barrier corner flags, for drawing barriers
806 * prettily when they meet.
807 */
808 for (y = 0; y < state->height; y++) {
809 for (x = 0; x < state->width; x++) {
810 int dir;
811
812 for (dir = 1; dir < 0x10; dir <<= 1) {
813 int dir2 = A(dir);
814 int x1, y1, x2, y2, x3, y3;
815 int corner = FALSE;
816
817 if (!(barrier(state, x, y) & dir))
818 continue;
819
820 if (barrier(state, x, y) & dir2)
821 corner = TRUE;
822
823 x1 = x + X(dir), y1 = y + Y(dir);
824 if (x1 >= 0 && x1 < state->width &&
825 y1 >= 0 && y1 < state->height &&
826 (barrier(state, x1, y1) & dir2))
827 corner = TRUE;
828
829 x2 = x + X(dir2), y2 = y + Y(dir2);
830 if (x2 >= 0 && x2 < state->width &&
831 y2 >= 0 && y2 < state->height &&
832 (barrier(state, x2, y2) & dir))
833 corner = TRUE;
834
835 if (corner) {
836 barrier(state, x, y) |= (dir << 4);
837 if (x1 >= 0 && x1 < state->width &&
838 y1 >= 0 && y1 < state->height)
839 barrier(state, x1, y1) |= (A(dir) << 4);
840 if (x2 >= 0 && x2 < state->width &&
841 y2 >= 0 && y2 < state->height)
842 barrier(state, x2, y2) |= (C(dir) << 4);
843 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
844 if (x3 >= 0 && x3 < state->width &&
845 y3 >= 0 && y3 < state->height)
846 barrier(state, x3, y3) |= (F(dir) << 4);
847 }
848 }
849 }
850 }
851
7bed19e1 852 return state;
853}
854
be8d5aa1 855static game_state *dup_game(game_state *state)
7bed19e1 856{
857 game_state *ret;
858
859 ret = snew(game_state);
860 ret->width = state->width;
861 ret->height = state->height;
862 ret->cx = state->cx;
863 ret->cy = state->cy;
864 ret->wrapping = state->wrapping;
aa27d493 865 ret->movetarget = state->movetarget;
7bed19e1 866 ret->completed = state->completed;
2ac6d24e 867 ret->used_solve = state->used_solve;
868 ret->just_used_solve = state->just_used_solve;
7bed19e1 869 ret->move_count = state->move_count;
870 ret->last_move_row = state->last_move_row;
871 ret->last_move_col = state->last_move_col;
872 ret->last_move_dir = state->last_move_dir;
873 ret->tiles = snewn(state->width * state->height, unsigned char);
874 memcpy(ret->tiles, state->tiles, state->width * state->height);
875 ret->barriers = snewn(state->width * state->height, unsigned char);
876 memcpy(ret->barriers, state->barriers, state->width * state->height);
877
878 return ret;
879}
880
be8d5aa1 881static void free_game(game_state *state)
7bed19e1 882{
883 sfree(state->tiles);
884 sfree(state->barriers);
885 sfree(state);
886}
887
df11cd4e 888static char *solve_game(game_state *state, game_state *currstate,
c566778e 889 char *aux, char **error)
2ac6d24e 890{
1185e3c5 891 if (!aux) {
2ac6d24e 892 *error = "Solution not known for this puzzle";
893 return NULL;
894 }
895
c566778e 896 return dupstr(aux);
2ac6d24e 897}
898
9b4b03d3 899static char *game_text_format(game_state *state)
900{
901 return NULL;
902}
903
7bed19e1 904/* ----------------------------------------------------------------------
905 * Utility routine.
906 */
907
908/*
909 * Compute which squares are reachable from the centre square, as a
910 * quick visual aid to determining how close the game is to
911 * completion. This is also a simple way to tell if the game _is_
912 * completed - just call this function and see whether every square
913 * is marked active.
914 *
915 * squares in the moving_row and moving_col are always inactive - this
916 * is so that "current" doesn't appear to jump across moving lines.
917 */
918static unsigned char *compute_active(game_state *state,
919 int moving_row, int moving_col)
920{
921 unsigned char *active;
922 tree234 *todo;
923 struct xyd *xyd;
924
925 active = snewn(state->width * state->height, unsigned char);
926 memset(active, 0, state->width * state->height);
927
928 /*
929 * We only store (x,y) pairs in todo, but it's easier to reuse
930 * xyd_cmp and just store direction 0 every time.
931 */
932 todo = newtree234(xyd_cmp);
933 index(state, active, state->cx, state->cy) = ACTIVE;
934 add234(todo, new_xyd(state->cx, state->cy, 0));
935
936 while ( (xyd = delpos234(todo, 0)) != NULL) {
937 int x1, y1, d1, x2, y2, d2;
938
939 x1 = xyd->x;
940 y1 = xyd->y;
941 sfree(xyd);
942
943 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
944 OFFSET(x2, y2, x1, y1, d1, state);
945 d2 = F(d1);
946
947 /*
948 * If the next tile in this direction is connected to
949 * us, and there isn't a barrier in the way, and it
950 * isn't already marked active, then mark it active and
951 * add it to the to-examine list.
952 */
953 if ((x2 != moving_col && y2 != moving_row) &&
954 (tile(state, x1, y1) & d1) &&
955 (tile(state, x2, y2) & d2) &&
956 !(barrier(state, x1, y1) & d1) &&
957 !index(state, active, x2, y2)) {
958 index(state, active, x2, y2) = ACTIVE;
959 add234(todo, new_xyd(x2, y2, 0));
960 }
961 }
962 }
963 /* Now we expect the todo list to have shrunk to zero size. */
964 assert(count234(todo) == 0);
965 freetree234(todo);
966
967 return active;
968}
969
970struct game_ui {
971 int cur_x, cur_y;
972 int cur_visible;
973};
974
be8d5aa1 975static game_ui *new_ui(game_state *state)
7bed19e1 976{
977 game_ui *ui = snew(game_ui);
978 ui->cur_x = state->width / 2;
979 ui->cur_y = state->height / 2;
980 ui->cur_visible = FALSE;
981
982 return ui;
983}
984
be8d5aa1 985static void free_ui(game_ui *ui)
7bed19e1 986{
987 sfree(ui);
988}
989
844f605f 990static char *encode_ui(game_ui *ui)
ae8290c6 991{
992 return NULL;
993}
994
844f605f 995static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 996{
997}
998
7bed19e1 999/* ----------------------------------------------------------------------
1000 * Process a move.
1001 */
1002
1185e3c5 1003static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
7bed19e1 1004{
1185e3c5 1005 int x = dir > 0 ? -1 : w;
7bed19e1 1006 int tx = x + dir;
1185e3c5 1007 int n = w - 1;
1008 unsigned char endtile = tiles[row * w + tx];
7bed19e1 1009 do {
1010 x = tx;
1185e3c5 1011 tx = (x + dir + w) % w;
1012 tiles[row * w + x] = tiles[row * w + tx];
7bed19e1 1013 } while (--n > 0);
1185e3c5 1014 tiles[row * w + tx] = endtile;
7bed19e1 1015}
1016
1185e3c5 1017static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
7bed19e1 1018{
1185e3c5 1019 int y = dir > 0 ? -1 : h;
7bed19e1 1020 int ty = y + dir;
1185e3c5 1021 int n = h - 1;
1022 unsigned char endtile = tiles[ty * w + col];
7bed19e1 1023 do {
1024 y = ty;
1185e3c5 1025 ty = (y + dir + h) % h;
1026 tiles[y * w + col] = tiles[ty * w + col];
7bed19e1 1027 } while (--n > 0);
1185e3c5 1028 tiles[ty * w + col] = endtile;
1029}
1030
1031static void slide_row(game_state *state, int dir, int row)
1032{
1033 slide_row_int(state->width, state->height, state->tiles, dir, row);
1034}
1035
1036static void slide_col(game_state *state, int dir, int col)
1037{
1038 slide_col_int(state->width, state->height, state->tiles, dir, col);
7bed19e1 1039}
1040
07dfb697 1041static void game_changed_state(game_ui *ui, game_state *oldstate,
1042 game_state *newstate)
1043{
1044}
1045
1e3e152d 1046struct game_drawstate {
1047 int started;
1048 int width, height;
1049 int tilesize;
1050 unsigned char *visible;
1051};
1052
df11cd4e 1053static char *interpret_move(game_state *state, game_ui *ui,
1054 game_drawstate *ds, int x, int y, int button)
7bed19e1 1055{
1056 int cx, cy;
1057 int n, dx, dy;
df11cd4e 1058 char buf[80];
7bed19e1 1059
f0ee053c 1060 button &= ~MOD_MASK;
1061
7bed19e1 1062 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
1063 return NULL;
1064
1065 cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1066 cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1067
1068 if (cy >= 0 && cy < state->height && cy != state->cy)
1069 {
1070 if (cx == -1) dx = +1;
1071 else if (cx == state->width) dx = -1;
1072 else return NULL;
1073 n = state->width;
1074 dy = 0;
1075 }
1076 else if (cx >= 0 && cx < state->width && cx != state->cx)
1077 {
1078 if (cy == -1) dy = +1;
1079 else if (cy == state->height) dy = -1;
1080 else return NULL;
1081 n = state->height;
1082 dx = 0;
1083 }
1084 else
1085 return NULL;
1086
1087 /* reverse direction if right hand button is pressed */
1088 if (button == RIGHT_BUTTON)
1089 {
1090 dx = -dx;
1091 dy = -dy;
1092 }
1093
df11cd4e 1094 if (dx == 0)
1095 sprintf(buf, "C%d,%d", cx, dy);
1096 else
1097 sprintf(buf, "R%d,%d", cy, dx);
1098 return dupstr(buf);
1099}
1100
1101static game_state *execute_move(game_state *from, char *move)
1102{
1103 game_state *ret;
1104 int c, d, col;
1105
1106 if ((move[0] == 'C' || move[0] == 'R') &&
1107 sscanf(move+1, "%d,%d", &c, &d) == 2 &&
1108 c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) {
1109 col = (move[0] == 'C');
1110 } else if (move[0] == 'S' &&
1111 strlen(move) == from->width * from->height + 1) {
1112 int i;
1113 ret = dup_game(from);
1114 ret->used_solve = ret->just_used_solve = TRUE;
1115 ret->completed = ret->move_count = 1;
1116
1117 for (i = 0; i < from->width * from->height; i++) {
1118 c = move[i+1];
1119 if (c >= '0' && c <= '9')
1120 c -= '0';
1121 else if (c >= 'A' && c <= 'F')
1122 c -= 'A' - 10;
1123 else if (c >= 'a' && c <= 'f')
1124 c -= 'a' - 10;
1125 else {
1126 free_game(ret);
1127 return NULL;
1128 }
1129 ret->tiles[i] = c;
1130 }
1131 return ret;
1132 } else
1133 return NULL; /* can't parse move string */
1134
1135 ret = dup_game(from);
2ac6d24e 1136 ret->just_used_solve = FALSE;
7bed19e1 1137
df11cd4e 1138 if (col)
1139 slide_col(ret, d, c);
1140 else
1141 slide_row(ret, d, c);
7bed19e1 1142
1143 ret->move_count++;
df11cd4e 1144 ret->last_move_row = col ? -1 : c;
1145 ret->last_move_col = col ? c : -1;
1146 ret->last_move_dir = d;
7bed19e1 1147
1148 /*
1149 * See if the game has been completed.
1150 */
1151 if (!ret->completed) {
1152 unsigned char *active = compute_active(ret, -1, -1);
1153 int x1, y1;
1154 int complete = TRUE;
1155
1156 for (x1 = 0; x1 < ret->width; x1++)
1157 for (y1 = 0; y1 < ret->height; y1++)
1158 if (!index(ret, active, x1, y1)) {
1159 complete = FALSE;
1160 goto break_label; /* break out of two loops at once */
1161 }
1162 break_label:
1163
1164 sfree(active);
1165
1166 if (complete)
1167 ret->completed = ret->move_count;
1168 }
1169
1170 return ret;
1171}
1172
1173/* ----------------------------------------------------------------------
1174 * Routines for drawing the game position on the screen.
1175 */
1176
be8d5aa1 1177static game_drawstate *game_new_drawstate(game_state *state)
7bed19e1 1178{
1179 game_drawstate *ds = snew(game_drawstate);
1180
1181 ds->started = FALSE;
1182 ds->width = state->width;
1183 ds->height = state->height;
1184 ds->visible = snewn(state->width * state->height, unsigned char);
1e3e152d 1185 ds->tilesize = 0; /* not decided yet */
7bed19e1 1186 memset(ds->visible, 0xFF, state->width * state->height);
1187
1188 return ds;
1189}
1190
be8d5aa1 1191static void game_free_drawstate(game_drawstate *ds)
7bed19e1 1192{
1193 sfree(ds->visible);
1194 sfree(ds);
1195}
1196
1e3e152d 1197static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
1198 int expand)
7bed19e1 1199{
1e3e152d 1200 int tsx, tsy, ts;
1201 /*
1202 * Each window dimension equals the tile size times two more
1203 * than the grid dimension (the border containing the arrows is
1204 * the same width as the tiles), plus TILE_BORDER, plus twice
1205 * WINDOW_OFFSET.
1206 */
1207 tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / (params->width + 2);
1208 tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / (params->height + 2);
1209 ts = min(tsx, tsy);
1210
1211 if (expand)
1212 ds->tilesize = ts;
1213 else
1214 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
1215
7bed19e1 1216 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1217 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1218}
1219
be8d5aa1 1220static float *game_colours(frontend *fe, game_state *state, int *ncolours)
7bed19e1 1221{
1222 float *ret;
1223
1224 ret = snewn(NCOLOURS * 3, float);
1225 *ncolours = NCOLOURS;
1226
1227 /*
1228 * Basic background colour is whatever the front end thinks is
1229 * a sensible default.
1230 */
1231 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1232
1233 /*
1234 * Wires are black.
1235 */
1236 ret[COL_WIRE * 3 + 0] = 0.0F;
1237 ret[COL_WIRE * 3 + 1] = 0.0F;
1238 ret[COL_WIRE * 3 + 2] = 0.0F;
1239
1240 /*
1241 * Powered wires and powered endpoints are cyan.
1242 */
1243 ret[COL_POWERED * 3 + 0] = 0.0F;
1244 ret[COL_POWERED * 3 + 1] = 1.0F;
1245 ret[COL_POWERED * 3 + 2] = 1.0F;
1246
1247 /*
1248 * Barriers are red.
1249 */
1250 ret[COL_BARRIER * 3 + 0] = 1.0F;
1251 ret[COL_BARRIER * 3 + 1] = 0.0F;
1252 ret[COL_BARRIER * 3 + 2] = 0.0F;
1253
1254 /*
1255 * Unpowered endpoints are blue.
1256 */
1257 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1258 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1259 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1260
1261 /*
1262 * Tile borders are a darker grey than the background.
1263 */
1264 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1265 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1266 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1267
1268 /*
1269 * Flashing tiles are a grey in between those two.
1270 */
1271 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1272 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1273 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1274
1275 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1276 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1277 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1278 ret[COL_TEXT * 3 + 0] = 0.0;
1279 ret[COL_TEXT * 3 + 1] = 0.0;
1280 ret[COL_TEXT * 3 + 2] = 0.0;
1281
1282 return ret;
1283}
1284
1285static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
1286 int colour)
1287{
1288 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
1289 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
1290 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
1291 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
1292 draw_line(fe, x1, y1, x2, y2, colour);
1293}
1294
1295static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
1296 int colour)
1297{
1298 int mx = (x1 < x2 ? x1 : x2);
1299 int my = (y1 < y2 ? y1 : y2);
1300 int dx = (x2 + x1 - 2*mx + 1);
1301 int dy = (y2 + y1 - 2*my + 1);
1302
1303 draw_rect(fe, mx, my, dx, dy, colour);
1304}
1305
1e3e152d 1306static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
1307 int x, int y, int dir, int phase)
7bed19e1 1308{
1309 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1310 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1311 int x1, y1, dx, dy, dir2;
1312
1313 dir >>= 4;
1314
1315 dir2 = A(dir);
1316 dx = X(dir) + X(dir2);
1317 dy = Y(dir) + Y(dir2);
1318 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1319 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1320
1321 if (phase == 0) {
1322 draw_rect_coords(fe, bx+x1, by+y1,
1323 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1324 COL_WIRE);
1325 draw_rect_coords(fe, bx+x1, by+y1,
1326 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1327 COL_WIRE);
1328 } else {
1329 draw_rect_coords(fe, bx+x1, by+y1,
1330 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1331 COL_BARRIER);
1332 }
1333}
1334
1e3e152d 1335static void draw_barrier(frontend *fe, game_drawstate *ds,
1336 int x, int y, int dir, int phase)
7bed19e1 1337{
1338 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1339 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1340 int x1, y1, w, h;
1341
1342 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1343 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1344 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1345 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1346
1347 if (phase == 0) {
1348 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
1349 } else {
1350 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
1351 }
1352}
1353
1e3e152d 1354static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
1355 int x, int y, int tile, float xshift, float yshift)
7bed19e1 1356{
1357 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
1358 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
1359 float cx, cy, ex, ey;
1360 int dir, col;
1361
1362 /*
1363 * When we draw a single tile, we must draw everything up to
1364 * and including the borders around the tile. This means that
1365 * if the neighbouring tiles have connections to those borders,
1366 * we must draw those connections on the borders themselves.
1367 *
1368 * This would be terribly fiddly if we ever had to draw a tile
1369 * while its neighbour was in mid-rotate, because we'd have to
1370 * arrange to _know_ that the neighbour was being rotated and
1371 * hence had an anomalous effect on the redraw of this tile.
1372 * Fortunately, the drawing algorithm avoids ever calling us in
1373 * this circumstance: we're either drawing lots of straight
1374 * tiles at game start or after a move is complete, or we're
1375 * repeatedly drawing only the rotating tile. So no problem.
1376 */
1377
1378 /*
1379 * So. First blank the tile out completely: draw a big
1380 * rectangle in border colour, and a smaller rectangle in
1381 * background colour to fill it in.
1382 */
1383 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
1384 COL_BORDER);
1385 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
1386 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1387 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1388
1389 /*
1390 * Draw the wires.
1391 */
1392 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1393 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1394 for (dir = 1; dir < 0x10; dir <<= 1) {
1395 if (tile & dir) {
1396 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1397 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1398 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
1399 bx+(int)(cx+ex), by+(int)(cy+ey),
1400 COL_WIRE);
1401 }
1402 }
1403 for (dir = 1; dir < 0x10; dir <<= 1) {
1404 if (tile & dir) {
1405 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1406 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1407 draw_line(fe, bx+(int)cx, by+(int)cy,
1408 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1409 }
1410 }
1411
1412 /*
1413 * Draw the box in the middle. We do this in blue if the tile
1414 * is an unpowered endpoint, in cyan if the tile is a powered
1415 * endpoint, in black if the tile is the centrepiece, and
1416 * otherwise not at all.
1417 */
1418 col = -1;
1419 if (x == state->cx && y == state->cy)
1420 col = COL_WIRE;
1421 else if (COUNT(tile) == 1) {
1422 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1423 }
1424 if (col >= 0) {
1425 int i, points[8];
1426
1427 points[0] = +1; points[1] = +1;
1428 points[2] = +1; points[3] = -1;
1429 points[4] = -1; points[5] = -1;
1430 points[6] = -1; points[7] = +1;
1431
1432 for (i = 0; i < 8; i += 2) {
1433 ex = (TILE_SIZE * 0.24F) * points[i];
1434 ey = (TILE_SIZE * 0.24F) * points[i+1];
1435 points[i] = bx+(int)(cx+ex);
1436 points[i+1] = by+(int)(cy+ey);
1437 }
1438
28b5987d 1439 draw_polygon(fe, points, 4, col, COL_WIRE);
7bed19e1 1440 }
1441
1442 /*
1443 * Draw the points on the border if other tiles are connected
1444 * to us.
1445 */
1446 for (dir = 1; dir < 0x10; dir <<= 1) {
1447 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1448
1449 dx = X(dir);
1450 dy = Y(dir);
1451
1452 ox = x + dx;
1453 oy = y + dy;
1454
1455 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1456 continue;
1457
1458 if (!(tile(state, ox, oy) & F(dir)))
1459 continue;
1460
1461 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1462 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1463 lx = dx * (TILE_BORDER-1);
1464 ly = dy * (TILE_BORDER-1);
1465 vx = (dy ? 1 : 0);
1466 vy = (dx ? 1 : 0);
1467
1468 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1469 /*
1470 * If we are fully connected to the other tile, we must
1471 * draw right across the tile border. (We can use our
1472 * own ACTIVE state to determine what colour to do this
1473 * in: if we are fully connected to the other tile then
1474 * the two ACTIVE states will be the same.)
1475 */
1476 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1477 draw_rect_coords(fe, px, py, px+lx, py+ly,
1478 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1479 } else {
1480 /*
1481 * The other tile extends into our border, but isn't
1482 * actually connected to us. Just draw a single black
1483 * dot.
1484 */
1485 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
1486 }
1487 }
1488
1489 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1490}
1491
1e3e152d 1492static void draw_tile_barriers(frontend *fe, game_drawstate *ds,
1493 game_state *state, int x, int y)
7bed19e1 1494{
1495 int phase;
1496 int dir;
1497 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1498 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1499 /*
1500 * Draw barrier corners, and then barriers.
1501 */
1502 for (phase = 0; phase < 2; phase++) {
1503 for (dir = 1; dir < 0x10; dir <<= 1)
1504 if (barrier(state, x, y) & (dir << 4))
1e3e152d 1505 draw_barrier_corner(fe, ds, x, y, dir << 4, phase);
7bed19e1 1506 for (dir = 1; dir < 0x10; dir <<= 1)
1507 if (barrier(state, x, y) & dir)
1e3e152d 1508 draw_barrier(fe, ds, x, y, dir, phase);
7bed19e1 1509 }
1510
1511 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1512}
1513
1e3e152d 1514static void draw_arrow(frontend *fe, game_drawstate *ds,
1515 int x, int y, int xdx, int xdy)
7bed19e1 1516{
1517 int coords[14];
1518 int ydy = -xdx, ydx = xdy;
1519
1520 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1521 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1522
1523#define POINT(n, xx, yy) ( \
1524 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1525 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1526
1527 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1528 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1529 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1530 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1531 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1532 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1533 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1534
28b5987d 1535 draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
7bed19e1 1536}
1537
be8d5aa1 1538static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c822de4a 1539 game_state *state, int dir, game_ui *ui, float t, float ft)
7bed19e1 1540{
1541 int x, y, tx, ty, frame;
1542 unsigned char *active;
1543 float xshift = 0.0;
1544 float yshift = 0.0;
1545
1546 /*
1547 * Clear the screen and draw the exterior barrier lines if this
1548 * is our first call.
1549 */
1550 if (!ds->started) {
1551 int phase;
1552
1553 ds->started = TRUE;
1554
1555 draw_rect(fe, 0, 0,
1556 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1557 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1558 COL_BACKGROUND);
1559 draw_update(fe, 0, 0,
1560 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1561 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1562
1563 for (phase = 0; phase < 2; phase++) {
1564
1565 for (x = 0; x < ds->width; x++) {
1566 if (barrier(state, x, 0) & UL)
1e3e152d 1567 draw_barrier_corner(fe, ds, x, -1, LD, phase);
7bed19e1 1568 if (barrier(state, x, 0) & RU)
1e3e152d 1569 draw_barrier_corner(fe, ds, x, -1, DR, phase);
7bed19e1 1570 if (barrier(state, x, 0) & U)
1e3e152d 1571 draw_barrier(fe, ds, x, -1, D, phase);
7bed19e1 1572 if (barrier(state, x, ds->height-1) & DR)
1e3e152d 1573 draw_barrier_corner(fe, ds, x, ds->height, RU, phase);
7bed19e1 1574 if (barrier(state, x, ds->height-1) & LD)
1e3e152d 1575 draw_barrier_corner(fe, ds, x, ds->height, UL, phase);
7bed19e1 1576 if (barrier(state, x, ds->height-1) & D)
1e3e152d 1577 draw_barrier(fe, ds, x, ds->height, U, phase);
7bed19e1 1578 }
1579
1580 for (y = 0; y < ds->height; y++) {
1581 if (barrier(state, 0, y) & UL)
1e3e152d 1582 draw_barrier_corner(fe, ds, -1, y, RU, phase);
7bed19e1 1583 if (barrier(state, 0, y) & LD)
1e3e152d 1584 draw_barrier_corner(fe, ds, -1, y, DR, phase);
7bed19e1 1585 if (barrier(state, 0, y) & L)
1e3e152d 1586 draw_barrier(fe, ds, -1, y, R, phase);
7bed19e1 1587 if (barrier(state, ds->width-1, y) & RU)
1e3e152d 1588 draw_barrier_corner(fe, ds, ds->width, y, UL, phase);
7bed19e1 1589 if (barrier(state, ds->width-1, y) & DR)
1e3e152d 1590 draw_barrier_corner(fe, ds, ds->width, y, LD, phase);
7bed19e1 1591 if (barrier(state, ds->width-1, y) & R)
1e3e152d 1592 draw_barrier(fe, ds, ds->width, y, L, phase);
7bed19e1 1593 }
1594 }
1595
1596 /*
1597 * Arrows for making moves.
1598 */
1599 for (x = 0; x < ds->width; x++) {
1600 if (x == state->cx) continue;
1e3e152d 1601 draw_arrow(fe, ds, x, 0, +1, 0);
1602 draw_arrow(fe, ds, x+1, ds->height, -1, 0);
7bed19e1 1603 }
1604 for (y = 0; y < ds->height; y++) {
1605 if (y == state->cy) continue;
1e3e152d 1606 draw_arrow(fe, ds, ds->width, y, 0, +1);
1607 draw_arrow(fe, ds, 0, y+1, 0, -1);
7bed19e1 1608 }
1609 }
1610
1611 /* Check if this is an undo. If so, we will need to run any animation
1612 * backwards.
1613 */
1614 if (oldstate && oldstate->move_count > state->move_count) {
1615 game_state * tmpstate = state;
1616 state = oldstate;
1617 oldstate = tmpstate;
1618 t = ANIM_TIME - t;
1619 }
1620
1621 tx = ty = -1;
1622 if (oldstate && (t < ANIM_TIME)) {
1623 /*
1624 * We're animating a slide, of row/column number
1625 * state->last_move_pos, in direction
1626 * state->last_move_dir
1627 */
1628 xshift = state->last_move_row == -1 ? 0.0 :
1629 (1 - t / ANIM_TIME) * state->last_move_dir;
1630 yshift = state->last_move_col == -1 ? 0.0 :
1631 (1 - t / ANIM_TIME) * state->last_move_dir;
1632 }
1633
1634 frame = -1;
1635 if (ft > 0) {
1636 /*
1637 * We're animating a completion flash. Find which frame
1638 * we're at.
1639 */
1640 frame = (int)(ft / FLASH_FRAME);
1641 }
1642
1643 /*
1644 * Draw any tile which differs from the way it was last drawn.
1645 */
1646 if (xshift != 0.0 || yshift != 0.0) {
1647 active = compute_active(state,
1648 state->last_move_row, state->last_move_col);
1649 } else {
1650 active = compute_active(state, -1, -1);
1651 }
1652
1653 clip(fe,
1654 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1655 TILE_SIZE * state->width + TILE_BORDER,
1656 TILE_SIZE * state->height + TILE_BORDER);
1657
1658 for (x = 0; x < ds->width; x++)
1659 for (y = 0; y < ds->height; y++) {
1660 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1661
1662 /*
1663 * In a completion flash, we adjust the FLASHING bit
1664 * depending on our distance from the centre point and
1665 * the frame number.
1666 */
1667 if (frame >= 0) {
1668 int xdist, ydist, dist;
1669 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1670 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1671 dist = (xdist > ydist ? xdist : ydist);
1672
1673 if (frame >= dist && frame < dist+4) {
1674 int flash = (frame - dist) & 1;
1675 flash = flash ? FLASHING : 0;
1676 c = (c &~ FLASHING) | flash;
1677 }
1678 }
1679
1680 if (index(state, ds->visible, x, y) != c ||
1681 index(state, ds->visible, x, y) == 0xFF ||
1682 (x == state->last_move_col || y == state->last_move_row))
1683 {
1684 float xs = (y == state->last_move_row ? xshift : 0.0);
1685 float ys = (x == state->last_move_col ? yshift : 0.0);
1686
1e3e152d 1687 draw_tile(fe, ds, state, x, y, c, xs, ys);
7bed19e1 1688 if (xs < 0 && x == 0)
1e3e152d 1689 draw_tile(fe, ds, state, state->width, y, c, xs, ys);
7bed19e1 1690 else if (xs > 0 && x == state->width - 1)
1e3e152d 1691 draw_tile(fe, ds, state, -1, y, c, xs, ys);
7bed19e1 1692 else if (ys < 0 && y == 0)
1e3e152d 1693 draw_tile(fe, ds, state, x, state->height, c, xs, ys);
7bed19e1 1694 else if (ys > 0 && y == state->height - 1)
1e3e152d 1695 draw_tile(fe, ds, state, x, -1, c, xs, ys);
7bed19e1 1696
1697 if (x == state->last_move_col || y == state->last_move_row)
1698 index(state, ds->visible, x, y) = 0xFF;
1699 else
1700 index(state, ds->visible, x, y) = c;
1701 }
1702 }
1703
1704 for (x = 0; x < ds->width; x++)
1705 for (y = 0; y < ds->height; y++)
1e3e152d 1706 draw_tile_barriers(fe, ds, state, x, y);
7bed19e1 1707
1708 unclip(fe);
1709
1710 /*
1711 * Update the status bar.
1712 */
1713 {
1714 char statusbuf[256];
1715 int i, n, a;
1716
1717 n = state->width * state->height;
1718 for (i = a = 0; i < n; i++)
1719 if (active[i])
1720 a++;
1721
2ac6d24e 1722 if (state->used_solve)
1723 sprintf(statusbuf, "Moves since auto-solve: %d",
1724 state->move_count - state->completed);
1725 else
1726 sprintf(statusbuf, "%sMoves: %d",
1727 (state->completed ? "COMPLETED! " : ""),
1728 (state->completed ? state->completed : state->move_count));
1729
aa27d493 1730 if (state->movetarget)
1731 sprintf(statusbuf + strlen(statusbuf), " (target %d)",
1732 state->movetarget);
1733
2ac6d24e 1734 sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
7bed19e1 1735
1736 status_bar(fe, statusbuf);
1737 }
1738
1739 sfree(active);
1740}
1741
be8d5aa1 1742static float game_anim_length(game_state *oldstate,
e3f21163 1743 game_state *newstate, int dir, game_ui *ui)
7bed19e1 1744{
2ac6d24e 1745 /*
1746 * Don't animate an auto-solve move.
1747 */
1748 if ((dir > 0 && newstate->just_used_solve) ||
1749 (dir < 0 && oldstate->just_used_solve))
1750 return 0.0F;
1751
7bed19e1 1752 return ANIM_TIME;
1753}
1754
be8d5aa1 1755static float game_flash_length(game_state *oldstate,
e3f21163 1756 game_state *newstate, int dir, game_ui *ui)
7bed19e1 1757{
1758 /*
1759 * If the game has just been completed, we display a completion
1760 * flash.
1761 */
2ac6d24e 1762 if (!oldstate->completed && newstate->completed &&
1763 !oldstate->used_solve && !newstate->used_solve) {
7bed19e1 1764 int size;
1765 size = 0;
1766 if (size < newstate->cx+1)
1767 size = newstate->cx+1;
1768 if (size < newstate->cy+1)
1769 size = newstate->cy+1;
1770 if (size < newstate->width - newstate->cx)
1771 size = newstate->width - newstate->cx;
1772 if (size < newstate->height - newstate->cy)
1773 size = newstate->height - newstate->cy;
1774 return FLASH_FRAME * (size+4);
1775 }
1776
1777 return 0.0F;
1778}
1779
be8d5aa1 1780static int game_wants_statusbar(void)
7bed19e1 1781{
1782 return TRUE;
1783}
be8d5aa1 1784
48dcdd62 1785static int game_timing_state(game_state *state)
1786{
1787 return FALSE;
1788}
1789
be8d5aa1 1790#ifdef COMBINED
1791#define thegame netslide
1792#endif
1793
1794const struct game thegame = {
1d228b10 1795 "Netslide", "games.netslide",
be8d5aa1 1796 default_params,
1797 game_fetch_preset,
1798 decode_params,
1799 encode_params,
1800 free_params,
1801 dup_params,
1d228b10 1802 TRUE, game_configure, custom_params,
be8d5aa1 1803 validate_params,
1185e3c5 1804 new_game_desc,
1185e3c5 1805 validate_desc,
be8d5aa1 1806 new_game,
1807 dup_game,
1808 free_game,
2ac6d24e 1809 TRUE, solve_game,
9b4b03d3 1810 FALSE, game_text_format,
be8d5aa1 1811 new_ui,
1812 free_ui,
ae8290c6 1813 encode_ui,
1814 decode_ui,
07dfb697 1815 game_changed_state,
df11cd4e 1816 interpret_move,
1817 execute_move,
be8d5aa1 1818 game_size,
1819 game_colours,
1820 game_new_drawstate,
1821 game_free_drawstate,
1822 game_redraw,
1823 game_anim_length,
1824 game_flash_length,
1825 game_wants_statusbar,
48dcdd62 1826 FALSE, game_timing_state,
93b1da3d 1827 0, /* mouse_priorities */
be8d5aa1 1828};