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 | |
55 | #define TILE_SIZE 48 |
56 | #define BORDER TILE_SIZE |
57 | #define TILE_BORDER 1 |
58 | #define WINDOW_OFFSET 0 |
59 | |
60 | #define ANIM_TIME 0.13F |
61 | #define FLASH_FRAME 0.07F |
62 | |
63 | enum { |
64 | COL_BACKGROUND, |
65 | COL_FLASHING, |
66 | COL_BORDER, |
67 | COL_WIRE, |
68 | COL_ENDPOINT, |
69 | COL_POWERED, |
70 | COL_BARRIER, |
71 | COL_LOWLIGHT, |
72 | COL_TEXT, |
73 | NCOLOURS |
74 | }; |
75 | |
76 | struct game_params { |
77 | int width; |
78 | int height; |
79 | int wrapping; |
80 | float barrier_probability; |
aa27d493 |
81 | int movetarget; |
7bed19e1 |
82 | }; |
83 | |
1185e3c5 |
84 | struct game_aux_info { |
2ac6d24e |
85 | int width, height; |
2ac6d24e |
86 | unsigned char *tiles; |
87 | }; |
88 | |
7bed19e1 |
89 | struct game_state { |
90 | int width, height, cx, cy, wrapping, completed; |
2ac6d24e |
91 | int used_solve, just_used_solve; |
aa27d493 |
92 | int move_count, movetarget; |
7bed19e1 |
93 | |
94 | /* position (row or col number, starting at 0) of last move. */ |
95 | int last_move_row, last_move_col; |
96 | |
97 | /* direction of last move: +1 or -1 */ |
98 | int last_move_dir; |
99 | |
100 | unsigned char *tiles; |
101 | unsigned char *barriers; |
102 | }; |
103 | |
104 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
105 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
106 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
107 | |
108 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
109 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
110 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
111 | |
112 | struct xyd { |
113 | int x, y, direction; |
114 | }; |
115 | |
116 | static int xyd_cmp(void *av, void *bv) { |
117 | struct xyd *a = (struct xyd *)av; |
118 | struct xyd *b = (struct xyd *)bv; |
119 | if (a->x < b->x) |
120 | return -1; |
121 | if (a->x > b->x) |
122 | return +1; |
123 | if (a->y < b->y) |
124 | return -1; |
125 | if (a->y > b->y) |
126 | return +1; |
127 | if (a->direction < b->direction) |
128 | return -1; |
129 | if (a->direction > b->direction) |
130 | return +1; |
131 | return 0; |
23e8c9fd |
132 | } |
7bed19e1 |
133 | |
134 | static struct xyd *new_xyd(int x, int y, int direction) |
135 | { |
136 | struct xyd *xyd = snew(struct xyd); |
137 | xyd->x = x; |
138 | xyd->y = y; |
139 | xyd->direction = direction; |
140 | return xyd; |
141 | } |
142 | |
be8d5aa1 |
143 | static void slide_col(game_state *state, int dir, int col); |
1185e3c5 |
144 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col); |
be8d5aa1 |
145 | static void slide_row(game_state *state, int dir, int row); |
1185e3c5 |
146 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row); |
7bed19e1 |
147 | |
148 | /* ---------------------------------------------------------------------- |
149 | * Manage game parameters. |
150 | */ |
be8d5aa1 |
151 | static game_params *default_params(void) |
7bed19e1 |
152 | { |
153 | game_params *ret = snew(game_params); |
154 | |
155 | ret->width = 3; |
156 | ret->height = 3; |
157 | ret->wrapping = FALSE; |
158 | ret->barrier_probability = 1.0; |
aa27d493 |
159 | ret->movetarget = 0; |
7bed19e1 |
160 | |
161 | return ret; |
162 | } |
163 | |
ab53eb64 |
164 | static const struct { int x, y, wrap, bprob; const char* desc; } |
165 | netslide_presets[] = { |
166 | {3, 3, FALSE, 1.0, " easy"}, |
167 | {3, 3, FALSE, 0.0, " medium"}, |
168 | {3, 3, TRUE, 0.0, " hard"}, |
169 | {4, 4, FALSE, 1.0, " easy"}, |
170 | {4, 4, FALSE, 0.0, " medium"}, |
171 | {4, 4, TRUE, 0.0, " hard"}, |
172 | {5, 5, FALSE, 1.0, " easy"}, |
173 | {5, 5, FALSE, 0.0, " medium"}, |
174 | {5, 5, TRUE, 0.0, " hard"}, |
175 | }; |
176 | |
be8d5aa1 |
177 | static int game_fetch_preset(int i, char **name, game_params **params) |
7bed19e1 |
178 | { |
179 | game_params *ret; |
180 | char str[80]; |
ab53eb64 |
181 | |
182 | if (i < 0 || i >= lenof(netslide_presets)) |
7bed19e1 |
183 | return FALSE; |
184 | |
185 | ret = snew(game_params); |
ab53eb64 |
186 | ret->width = netslide_presets[i].x; |
187 | ret->height = netslide_presets[i].y; |
188 | ret->wrapping = netslide_presets[i].wrap; |
189 | ret->barrier_probability = netslide_presets[i].bprob; |
aa27d493 |
190 | ret->movetarget = 0; |
7bed19e1 |
191 | |
ab53eb64 |
192 | sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc); |
7bed19e1 |
193 | |
194 | *name = dupstr(str); |
195 | *params = ret; |
196 | return TRUE; |
197 | } |
198 | |
be8d5aa1 |
199 | static void free_params(game_params *params) |
7bed19e1 |
200 | { |
201 | sfree(params); |
202 | } |
203 | |
be8d5aa1 |
204 | static game_params *dup_params(game_params *params) |
7bed19e1 |
205 | { |
206 | game_params *ret = snew(game_params); |
207 | *ret = *params; /* structure copy */ |
208 | return ret; |
209 | } |
210 | |
1185e3c5 |
211 | static void decode_params(game_params *ret, char const *string) |
7bed19e1 |
212 | { |
7bed19e1 |
213 | char const *p = string; |
214 | |
215 | ret->wrapping = FALSE; |
216 | ret->barrier_probability = 0.0; |
aa27d493 |
217 | ret->movetarget = 0; |
7bed19e1 |
218 | |
219 | ret->width = atoi(p); |
220 | while (*p && isdigit(*p)) p++; |
221 | if (*p == 'x') { |
222 | p++; |
223 | ret->height = atoi(p); |
224 | while (*p && isdigit(*p)) p++; |
225 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
226 | p++; |
aa27d493 |
227 | if (*p == 'b') { |
228 | ret->barrier_probability = atof(++p); |
229 | while (*p && (isdigit(*p) || *p == '.')) p++; |
230 | } |
231 | if (*p == 'm') { |
232 | ret->movetarget = atoi(++p); |
233 | } |
7bed19e1 |
234 | } else { |
235 | ret->height = ret->width; |
236 | } |
7bed19e1 |
237 | } |
238 | |
1185e3c5 |
239 | static char *encode_params(game_params *params, int full) |
7bed19e1 |
240 | { |
241 | char ret[400]; |
242 | int len; |
243 | |
244 | len = sprintf(ret, "%dx%d", params->width, params->height); |
245 | if (params->wrapping) |
246 | ret[len++] = 'w'; |
1185e3c5 |
247 | if (full && params->barrier_probability) |
7bed19e1 |
248 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
aa27d493 |
249 | /* Shuffle limit is part of the limited parameters, because we have to |
250 | * provide the target move count. */ |
251 | if (params->movetarget) |
252 | len += sprintf(ret+len, "m%d", params->movetarget); |
7bed19e1 |
253 | assert(len < lenof(ret)); |
254 | ret[len] = '\0'; |
255 | |
256 | return dupstr(ret); |
257 | } |
258 | |
be8d5aa1 |
259 | static config_item *game_configure(game_params *params) |
7bed19e1 |
260 | { |
261 | config_item *ret; |
262 | char buf[80]; |
263 | |
aa27d493 |
264 | ret = snewn(6, config_item); |
7bed19e1 |
265 | |
266 | ret[0].name = "Width"; |
267 | ret[0].type = C_STRING; |
268 | sprintf(buf, "%d", params->width); |
269 | ret[0].sval = dupstr(buf); |
270 | ret[0].ival = 0; |
271 | |
272 | ret[1].name = "Height"; |
273 | ret[1].type = C_STRING; |
274 | sprintf(buf, "%d", params->height); |
275 | ret[1].sval = dupstr(buf); |
276 | ret[1].ival = 0; |
277 | |
278 | ret[2].name = "Walls wrap around"; |
279 | ret[2].type = C_BOOLEAN; |
280 | ret[2].sval = NULL; |
281 | ret[2].ival = params->wrapping; |
282 | |
283 | ret[3].name = "Barrier probability"; |
284 | ret[3].type = C_STRING; |
285 | sprintf(buf, "%g", params->barrier_probability); |
286 | ret[3].sval = dupstr(buf); |
287 | ret[3].ival = 0; |
288 | |
aa27d493 |
289 | ret[4].name = "Number of shuffling moves"; |
290 | ret[4].type = C_STRING; |
291 | sprintf(buf, "%d", params->movetarget); |
292 | ret[4].sval = dupstr(buf); |
7bed19e1 |
293 | ret[4].ival = 0; |
294 | |
aa27d493 |
295 | ret[5].name = NULL; |
296 | ret[5].type = C_END; |
297 | ret[5].sval = NULL; |
298 | ret[5].ival = 0; |
299 | |
7bed19e1 |
300 | return ret; |
301 | } |
302 | |
be8d5aa1 |
303 | static game_params *custom_params(config_item *cfg) |
7bed19e1 |
304 | { |
305 | game_params *ret = snew(game_params); |
306 | |
307 | ret->width = atoi(cfg[0].sval); |
308 | ret->height = atoi(cfg[1].sval); |
309 | ret->wrapping = cfg[2].ival; |
310 | ret->barrier_probability = (float)atof(cfg[3].sval); |
aa27d493 |
311 | ret->movetarget = atoi(cfg[4].sval); |
7bed19e1 |
312 | |
313 | return ret; |
314 | } |
315 | |
be8d5aa1 |
316 | static char *validate_params(game_params *params) |
7bed19e1 |
317 | { |
ab53eb64 |
318 | if (params->width <= 1 || params->height <= 1) |
7bed19e1 |
319 | return "Width and height must both be greater than one"; |
7bed19e1 |
320 | if (params->barrier_probability < 0) |
321 | return "Barrier probability may not be negative"; |
322 | if (params->barrier_probability > 1) |
323 | return "Barrier probability may not be greater than 1"; |
324 | return NULL; |
325 | } |
326 | |
327 | /* ---------------------------------------------------------------------- |
1185e3c5 |
328 | * Randomly select a new game description. |
7bed19e1 |
329 | */ |
330 | |
1185e3c5 |
331 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
332 | game_aux_info **aux, int interactive) |
7bed19e1 |
333 | { |
1185e3c5 |
334 | tree234 *possibilities, *barriertree; |
335 | int w, h, x, y, cx, cy, nbarriers; |
336 | unsigned char *tiles, *barriers; |
337 | char *desc, *p; |
7bed19e1 |
338 | |
1185e3c5 |
339 | w = params->width; |
340 | h = params->height; |
6f2d8d7c |
341 | |
1185e3c5 |
342 | tiles = snewn(w * h, unsigned char); |
343 | memset(tiles, 0, w * h); |
344 | barriers = snewn(w * h, unsigned char); |
345 | memset(barriers, 0, w * h); |
7bed19e1 |
346 | |
1185e3c5 |
347 | cx = w / 2; |
348 | cy = h / 2; |
7bed19e1 |
349 | |
350 | /* |
351 | * Construct the unshuffled grid. |
352 | * |
353 | * To do this, we simply start at the centre point, repeatedly |
354 | * choose a random possibility out of the available ways to |
355 | * extend a used square into an unused one, and do it. After |
356 | * extending the third line out of a square, we remove the |
357 | * fourth from the possibilities list to avoid any full-cross |
358 | * squares (which would make the game too easy because they |
359 | * only have one orientation). |
360 | * |
361 | * The slightly worrying thing is the avoidance of full-cross |
362 | * squares. Can this cause our unsophisticated construction |
363 | * algorithm to paint itself into a corner, by getting into a |
364 | * situation where there are some unreached squares and the |
365 | * only way to reach any of them is to extend a T-piece into a |
366 | * full cross? |
367 | * |
368 | * Answer: no it can't, and here's a proof. |
369 | * |
370 | * Any contiguous group of such unreachable squares must be |
371 | * surrounded on _all_ sides by T-pieces pointing away from the |
372 | * group. (If not, then there is a square which can be extended |
373 | * into one of the `unreachable' ones, and so it wasn't |
374 | * unreachable after all.) In particular, this implies that |
375 | * each contiguous group of unreachable squares must be |
376 | * rectangular in shape (any deviation from that yields a |
377 | * non-T-piece next to an `unreachable' square). |
378 | * |
379 | * So we have a rectangle of unreachable squares, with T-pieces |
380 | * forming a solid border around the rectangle. The corners of |
381 | * that border must be connected (since every tile connects all |
382 | * the lines arriving in it), and therefore the border must |
383 | * form a closed loop around the rectangle. |
384 | * |
385 | * But this can't have happened in the first place, since we |
386 | * _know_ we've avoided creating closed loops! Hence, no such |
387 | * situation can ever arise, and the naive grid construction |
388 | * algorithm will guaranteeably result in a complete grid |
389 | * containing no unreached squares, no full crosses _and_ no |
390 | * closed loops. [] |
391 | */ |
392 | possibilities = newtree234(xyd_cmp); |
393 | |
1185e3c5 |
394 | if (cx+1 < w) |
395 | add234(possibilities, new_xyd(cx, cy, R)); |
396 | if (cy-1 >= 0) |
397 | add234(possibilities, new_xyd(cx, cy, U)); |
398 | if (cx-1 >= 0) |
399 | add234(possibilities, new_xyd(cx, cy, L)); |
400 | if (cy+1 < h) |
401 | add234(possibilities, new_xyd(cx, cy, D)); |
7bed19e1 |
402 | |
403 | while (count234(possibilities) > 0) { |
404 | int i; |
405 | struct xyd *xyd; |
406 | int x1, y1, d1, x2, y2, d2, d; |
407 | |
408 | /* |
409 | * Extract a randomly chosen possibility from the list. |
410 | */ |
411 | i = random_upto(rs, count234(possibilities)); |
412 | xyd = delpos234(possibilities, i); |
413 | x1 = xyd->x; |
414 | y1 = xyd->y; |
415 | d1 = xyd->direction; |
416 | sfree(xyd); |
417 | |
1185e3c5 |
418 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
419 | d2 = F(d1); |
95854b53 |
420 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
421 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
422 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
423 | #endif |
424 | |
425 | /* |
426 | * Make the connection. (We should be moving to an as yet |
427 | * unused tile.) |
428 | */ |
1185e3c5 |
429 | index(params, tiles, x1, y1) |= d1; |
430 | assert(index(params, tiles, x2, y2) == 0); |
431 | index(params, tiles, x2, y2) |= d2; |
7bed19e1 |
432 | |
433 | /* |
434 | * If we have created a T-piece, remove its last |
435 | * possibility. |
436 | */ |
1185e3c5 |
437 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
7bed19e1 |
438 | struct xyd xyd1, *xydp; |
439 | |
440 | xyd1.x = x1; |
441 | xyd1.y = y1; |
1185e3c5 |
442 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
7bed19e1 |
443 | |
444 | xydp = find234(possibilities, &xyd1, NULL); |
445 | |
446 | if (xydp) { |
95854b53 |
447 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
448 | printf("T-piece; removing (%d,%d,%c)\n", |
449 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
450 | #endif |
451 | del234(possibilities, xydp); |
452 | sfree(xydp); |
453 | } |
454 | } |
455 | |
456 | /* |
457 | * Remove all other possibilities that were pointing at the |
458 | * tile we've just moved into. |
459 | */ |
460 | for (d = 1; d < 0x10; d <<= 1) { |
461 | int x3, y3, d3; |
462 | struct xyd xyd1, *xydp; |
463 | |
1185e3c5 |
464 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
465 | d3 = F(d); |
466 | |
467 | xyd1.x = x3; |
468 | xyd1.y = y3; |
469 | xyd1.direction = d3; |
470 | |
471 | xydp = find234(possibilities, &xyd1, NULL); |
472 | |
473 | if (xydp) { |
95854b53 |
474 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
475 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
476 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
477 | #endif |
478 | del234(possibilities, xydp); |
479 | sfree(xydp); |
480 | } |
481 | } |
482 | |
483 | /* |
484 | * Add new possibilities to the list for moving _out_ of |
485 | * the tile we have just moved into. |
486 | */ |
487 | for (d = 1; d < 0x10; d <<= 1) { |
488 | int x3, y3; |
489 | |
490 | if (d == d2) |
491 | continue; /* we've got this one already */ |
492 | |
1185e3c5 |
493 | if (!params->wrapping) { |
7bed19e1 |
494 | if (d == U && y2 == 0) |
495 | continue; |
1185e3c5 |
496 | if (d == D && y2 == h-1) |
7bed19e1 |
497 | continue; |
498 | if (d == L && x2 == 0) |
499 | continue; |
1185e3c5 |
500 | if (d == R && x2 == w-1) |
7bed19e1 |
501 | continue; |
502 | } |
503 | |
1185e3c5 |
504 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
505 | |
1185e3c5 |
506 | if (index(params, tiles, x3, y3)) |
7bed19e1 |
507 | continue; /* this would create a loop */ |
508 | |
95854b53 |
509 | #ifdef GENERATION_DIAGNOSTICS |
7bed19e1 |
510 | printf("New frontier; adding (%d,%d,%c)\n", |
511 | x2, y2, "0RU3L567D9abcdef"[d]); |
512 | #endif |
513 | add234(possibilities, new_xyd(x2, y2, d)); |
514 | } |
515 | } |
516 | /* Having done that, we should have no possibilities remaining. */ |
517 | assert(count234(possibilities) == 0); |
518 | freetree234(possibilities); |
519 | |
520 | /* |
521 | * Now compute a list of the possible barrier locations. |
522 | */ |
1185e3c5 |
523 | barriertree = newtree234(xyd_cmp); |
524 | for (y = 0; y < h; y++) { |
525 | for (x = 0; x < w; x++) { |
526 | |
527 | if (!(index(params, tiles, x, y) & R) && |
528 | (params->wrapping || x < w-1)) |
529 | add234(barriertree, new_xyd(x, y, R)); |
530 | if (!(index(params, tiles, x, y) & D) && |
531 | (params->wrapping || y < h-1)) |
532 | add234(barriertree, new_xyd(x, y, D)); |
7bed19e1 |
533 | } |
534 | } |
535 | |
536 | /* |
2ac6d24e |
537 | * Save the unshuffled grid. We do this using a separate |
538 | * reference-counted structure since it's a large chunk of |
539 | * memory which we don't want to have to replicate in every |
540 | * game state while playing. |
541 | */ |
542 | { |
1185e3c5 |
543 | game_aux_info *solution; |
2ac6d24e |
544 | |
1185e3c5 |
545 | solution = snew(game_aux_info); |
546 | solution->width = w; |
547 | solution->height = h; |
548 | solution->tiles = snewn(w * h, unsigned char); |
549 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
550 | |
1185e3c5 |
551 | *aux = solution; |
2ac6d24e |
552 | } |
553 | |
554 | /* |
7bed19e1 |
555 | * Now shuffle the grid. |
aa27d493 |
556 | * FIXME - this simply does a set of random moves to shuffle the pieces, |
557 | * although we make a token effort to avoid boring cases by avoiding moves |
558 | * that directly undo the previous one, or that repeat so often as to |
559 | * turn into fewer moves. |
560 | * |
7bed19e1 |
561 | * A better way would be to number all the pieces, generate a placement |
562 | * for all the numbers as for "sixteen", observing parity constraints if |
563 | * neccessary, and then place the pieces according to their numbering. |
564 | * BUT - I'm not sure if this will work, since we disallow movement of |
565 | * the middle row and column. |
566 | */ |
567 | { |
568 | int i; |
1185e3c5 |
569 | int cols = w - 1; |
570 | int rows = h - 1; |
aa27d493 |
571 | int moves = params->movetarget; |
572 | int prevdir = -1, prevrowcol = -1, nrepeats = 0; |
573 | if (!moves) moves = cols * rows * 2; |
574 | for (i = 0; i < moves; /* incremented conditionally */) { |
7bed19e1 |
575 | /* Choose a direction: 0,1,2,3 = up, right, down, left. */ |
576 | int dir = random_upto(rs, 4); |
aa27d493 |
577 | int rowcol; |
7bed19e1 |
578 | if (dir % 2 == 0) { |
579 | int col = random_upto(rs, cols); |
aa27d493 |
580 | if (col >= cx) col += 1; /* avoid centre */ |
581 | if (col == prevrowcol) { |
582 | if (dir == 2-prevdir) |
583 | continue; /* undoes last move */ |
584 | else if ((nrepeats+1)*2 > h) |
585 | continue; /* makes fewer moves */ |
586 | } |
1185e3c5 |
587 | slide_col_int(w, h, tiles, 1 - dir, col); |
aa27d493 |
588 | rowcol = col; |
7bed19e1 |
589 | } else { |
590 | int row = random_upto(rs, rows); |
aa27d493 |
591 | if (row >= cy) row += 1; /* avoid centre */ |
592 | if (row == prevrowcol) { |
593 | if (dir == 4-prevdir) |
594 | continue; /* undoes last move */ |
595 | else if ((nrepeats+1)*2 > w) |
596 | continue; /* makes fewer moves */ |
597 | } |
1185e3c5 |
598 | slide_row_int(w, h, tiles, 2 - dir, row); |
aa27d493 |
599 | rowcol = row; |
7bed19e1 |
600 | } |
aa27d493 |
601 | if (dir == prevdir && rowcol == prevrowcol) |
602 | nrepeats++; |
603 | else |
604 | nrepeats = 1; |
605 | prevdir = dir; |
606 | prevrowcol = rowcol; |
607 | i++; /* if we got here, the move was accepted */ |
7bed19e1 |
608 | } |
609 | } |
610 | |
611 | /* |
612 | * And now choose barrier locations. (We carefully do this |
613 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
614 | * params while keeping the random seed the same will give the |
7bed19e1 |
615 | * same shuffled grid and _only_ change the barrier locations. |
616 | * Also the way we choose barrier locations, by repeatedly |
617 | * choosing one possibility from the list until we have enough, |
618 | * is designed to ensure that raising the barrier rate while |
619 | * keeping the seed the same will provide a superset of the |
620 | * previous barrier set - i.e. if you ask for 10 barriers, and |
621 | * then decide that's still too hard and ask for 20, you'll get |
622 | * the original 10 plus 10 more, rather than getting 20 new |
623 | * ones and the chance of remembering your first 10.) |
624 | */ |
1185e3c5 |
625 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
626 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
7bed19e1 |
627 | |
628 | while (nbarriers > 0) { |
629 | int i; |
630 | struct xyd *xyd; |
631 | int x1, y1, d1, x2, y2, d2; |
632 | |
633 | /* |
634 | * Extract a randomly chosen barrier from the list. |
635 | */ |
1185e3c5 |
636 | i = random_upto(rs, count234(barriertree)); |
637 | xyd = delpos234(barriertree, i); |
7bed19e1 |
638 | |
639 | assert(xyd != NULL); |
640 | |
641 | x1 = xyd->x; |
642 | y1 = xyd->y; |
643 | d1 = xyd->direction; |
644 | sfree(xyd); |
645 | |
1185e3c5 |
646 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
647 | d2 = F(d1); |
648 | |
1185e3c5 |
649 | index(params, barriers, x1, y1) |= d1; |
650 | index(params, barriers, x2, y2) |= d2; |
7bed19e1 |
651 | |
652 | nbarriers--; |
653 | } |
654 | |
655 | /* |
656 | * Clean up the rest of the barrier list. |
657 | */ |
658 | { |
659 | struct xyd *xyd; |
660 | |
1185e3c5 |
661 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
7bed19e1 |
662 | sfree(xyd); |
663 | |
1185e3c5 |
664 | freetree234(barriertree); |
665 | } |
666 | |
667 | /* |
668 | * Finally, encode the grid into a string game description. |
669 | * |
670 | * My syntax is extremely simple: each square is encoded as a |
671 | * hex digit in which bit 0 means a connection on the right, |
672 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
673 | * encoding as used internally). Each digit is followed by |
674 | * optional barrier indicators: `v' means a vertical barrier to |
675 | * the right of it, and `h' means a horizontal barrier below |
676 | * it. |
677 | */ |
678 | desc = snewn(w * h * 3 + 1, char); |
679 | p = desc; |
680 | for (y = 0; y < h; y++) { |
681 | for (x = 0; x < w; x++) { |
682 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
683 | if ((params->wrapping || x < w-1) && |
684 | (index(params, barriers, x, y) & R)) |
685 | *p++ = 'v'; |
686 | if ((params->wrapping || y < h-1) && |
687 | (index(params, barriers, x, y) & D)) |
688 | *p++ = 'h'; |
689 | } |
690 | } |
691 | assert(p - desc <= w*h*3); |
366d045b |
692 | *p = '\0'; |
1185e3c5 |
693 | |
694 | sfree(tiles); |
695 | sfree(barriers); |
696 | |
697 | return desc; |
698 | } |
699 | |
700 | static void game_free_aux_info(game_aux_info *aux) |
701 | { |
702 | sfree(aux->tiles); |
703 | sfree(aux); |
704 | } |
705 | |
706 | static char *validate_desc(game_params *params, char *desc) |
707 | { |
708 | int w = params->width, h = params->height; |
709 | int i; |
710 | |
711 | for (i = 0; i < w*h; i++) { |
712 | if (*desc >= '0' && *desc <= '9') |
713 | /* OK */; |
714 | else if (*desc >= 'a' && *desc <= 'f') |
715 | /* OK */; |
716 | else if (*desc >= 'A' && *desc <= 'F') |
717 | /* OK */; |
718 | else if (!*desc) |
719 | return "Game description shorter than expected"; |
720 | else |
721 | return "Game description contained unexpected character"; |
722 | desc++; |
723 | while (*desc == 'h' || *desc == 'v') |
724 | desc++; |
725 | } |
726 | if (*desc) |
727 | return "Game description longer than expected"; |
728 | |
729 | return NULL; |
730 | } |
731 | |
732 | /* ---------------------------------------------------------------------- |
733 | * Construct an initial game state, given a description and parameters. |
734 | */ |
735 | |
c380832d |
736 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
1185e3c5 |
737 | { |
738 | game_state *state; |
739 | int w, h, x, y; |
740 | |
741 | assert(params->width > 0 && params->height > 0); |
742 | assert(params->width > 1 || params->height > 1); |
743 | |
744 | /* |
745 | * Create a blank game state. |
746 | */ |
747 | state = snew(game_state); |
748 | w = state->width = params->width; |
749 | h = state->height = params->height; |
750 | state->cx = state->width / 2; |
751 | state->cy = state->height / 2; |
752 | state->wrapping = params->wrapping; |
aa27d493 |
753 | state->movetarget = params->movetarget; |
1185e3c5 |
754 | state->completed = 0; |
755 | state->used_solve = state->just_used_solve = FALSE; |
756 | state->move_count = 0; |
757 | state->last_move_row = -1; |
758 | state->last_move_col = -1; |
759 | state->last_move_dir = 0; |
760 | state->tiles = snewn(state->width * state->height, unsigned char); |
761 | memset(state->tiles, 0, state->width * state->height); |
762 | state->barriers = snewn(state->width * state->height, unsigned char); |
763 | memset(state->barriers, 0, state->width * state->height); |
764 | |
765 | |
766 | /* |
767 | * Parse the game description into the grid. |
768 | */ |
769 | for (y = 0; y < h; y++) { |
770 | for (x = 0; x < w; x++) { |
771 | if (*desc >= '0' && *desc <= '9') |
772 | tile(state, x, y) = *desc - '0'; |
773 | else if (*desc >= 'a' && *desc <= 'f') |
774 | tile(state, x, y) = *desc - 'a' + 10; |
775 | else if (*desc >= 'A' && *desc <= 'F') |
776 | tile(state, x, y) = *desc - 'A' + 10; |
777 | if (*desc) |
778 | desc++; |
779 | while (*desc == 'h' || *desc == 'v') { |
780 | int x2, y2, d1, d2; |
781 | if (*desc == 'v') |
782 | d1 = R; |
783 | else |
784 | d1 = D; |
785 | |
786 | OFFSET(x2, y2, x, y, d1, state); |
787 | d2 = F(d1); |
788 | |
789 | barrier(state, x, y) |= d1; |
790 | barrier(state, x2, y2) |= d2; |
791 | |
792 | desc++; |
793 | } |
794 | } |
795 | } |
796 | |
797 | /* |
798 | * Set up border barriers if this is a non-wrapping game. |
799 | */ |
800 | if (!state->wrapping) { |
801 | for (x = 0; x < state->width; x++) { |
802 | barrier(state, x, 0) |= U; |
803 | barrier(state, x, state->height-1) |= D; |
804 | } |
805 | for (y = 0; y < state->height; y++) { |
806 | barrier(state, 0, y) |= L; |
807 | barrier(state, state->width-1, y) |= R; |
808 | } |
7bed19e1 |
809 | } |
810 | |
811 | /* |
812 | * Set up the barrier corner flags, for drawing barriers |
813 | * prettily when they meet. |
814 | */ |
815 | for (y = 0; y < state->height; y++) { |
816 | for (x = 0; x < state->width; x++) { |
817 | int dir; |
818 | |
819 | for (dir = 1; dir < 0x10; dir <<= 1) { |
820 | int dir2 = A(dir); |
821 | int x1, y1, x2, y2, x3, y3; |
822 | int corner = FALSE; |
823 | |
824 | if (!(barrier(state, x, y) & dir)) |
825 | continue; |
826 | |
827 | if (barrier(state, x, y) & dir2) |
828 | corner = TRUE; |
829 | |
830 | x1 = x + X(dir), y1 = y + Y(dir); |
831 | if (x1 >= 0 && x1 < state->width && |
832 | y1 >= 0 && y1 < state->height && |
833 | (barrier(state, x1, y1) & dir2)) |
834 | corner = TRUE; |
835 | |
836 | x2 = x + X(dir2), y2 = y + Y(dir2); |
837 | if (x2 >= 0 && x2 < state->width && |
838 | y2 >= 0 && y2 < state->height && |
839 | (barrier(state, x2, y2) & dir)) |
840 | corner = TRUE; |
841 | |
842 | if (corner) { |
843 | barrier(state, x, y) |= (dir << 4); |
844 | if (x1 >= 0 && x1 < state->width && |
845 | y1 >= 0 && y1 < state->height) |
846 | barrier(state, x1, y1) |= (A(dir) << 4); |
847 | if (x2 >= 0 && x2 < state->width && |
848 | y2 >= 0 && y2 < state->height) |
849 | barrier(state, x2, y2) |= (C(dir) << 4); |
850 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
851 | if (x3 >= 0 && x3 < state->width && |
852 | y3 >= 0 && y3 < state->height) |
853 | barrier(state, x3, y3) |= (F(dir) << 4); |
854 | } |
855 | } |
856 | } |
857 | } |
858 | |
7bed19e1 |
859 | return state; |
860 | } |
861 | |
be8d5aa1 |
862 | static game_state *dup_game(game_state *state) |
7bed19e1 |
863 | { |
864 | game_state *ret; |
865 | |
866 | ret = snew(game_state); |
867 | ret->width = state->width; |
868 | ret->height = state->height; |
869 | ret->cx = state->cx; |
870 | ret->cy = state->cy; |
871 | ret->wrapping = state->wrapping; |
aa27d493 |
872 | ret->movetarget = state->movetarget; |
7bed19e1 |
873 | ret->completed = state->completed; |
2ac6d24e |
874 | ret->used_solve = state->used_solve; |
875 | ret->just_used_solve = state->just_used_solve; |
7bed19e1 |
876 | ret->move_count = state->move_count; |
877 | ret->last_move_row = state->last_move_row; |
878 | ret->last_move_col = state->last_move_col; |
879 | ret->last_move_dir = state->last_move_dir; |
880 | ret->tiles = snewn(state->width * state->height, unsigned char); |
881 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
882 | ret->barriers = snewn(state->width * state->height, unsigned char); |
883 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
884 | |
885 | return ret; |
886 | } |
887 | |
be8d5aa1 |
888 | static void free_game(game_state *state) |
7bed19e1 |
889 | { |
890 | sfree(state->tiles); |
891 | sfree(state->barriers); |
892 | sfree(state); |
893 | } |
894 | |
2ac6d24e |
895 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
896 | char **error) |
897 | { |
898 | game_state *ret; |
899 | |
1185e3c5 |
900 | if (!aux) { |
2ac6d24e |
901 | *error = "Solution not known for this puzzle"; |
902 | return NULL; |
903 | } |
904 | |
1185e3c5 |
905 | assert(aux->width == state->width); |
906 | assert(aux->height == state->height); |
2ac6d24e |
907 | ret = dup_game(state); |
1185e3c5 |
908 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
2ac6d24e |
909 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
910 | ret->completed = ret->move_count = 1; |
2ac6d24e |
911 | |
912 | return ret; |
913 | } |
914 | |
9b4b03d3 |
915 | static char *game_text_format(game_state *state) |
916 | { |
917 | return NULL; |
918 | } |
919 | |
7bed19e1 |
920 | /* ---------------------------------------------------------------------- |
921 | * Utility routine. |
922 | */ |
923 | |
924 | /* |
925 | * Compute which squares are reachable from the centre square, as a |
926 | * quick visual aid to determining how close the game is to |
927 | * completion. This is also a simple way to tell if the game _is_ |
928 | * completed - just call this function and see whether every square |
929 | * is marked active. |
930 | * |
931 | * squares in the moving_row and moving_col are always inactive - this |
932 | * is so that "current" doesn't appear to jump across moving lines. |
933 | */ |
934 | static unsigned char *compute_active(game_state *state, |
935 | int moving_row, int moving_col) |
936 | { |
937 | unsigned char *active; |
938 | tree234 *todo; |
939 | struct xyd *xyd; |
940 | |
941 | active = snewn(state->width * state->height, unsigned char); |
942 | memset(active, 0, state->width * state->height); |
943 | |
944 | /* |
945 | * We only store (x,y) pairs in todo, but it's easier to reuse |
946 | * xyd_cmp and just store direction 0 every time. |
947 | */ |
948 | todo = newtree234(xyd_cmp); |
949 | index(state, active, state->cx, state->cy) = ACTIVE; |
950 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
951 | |
952 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
953 | int x1, y1, d1, x2, y2, d2; |
954 | |
955 | x1 = xyd->x; |
956 | y1 = xyd->y; |
957 | sfree(xyd); |
958 | |
959 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
960 | OFFSET(x2, y2, x1, y1, d1, state); |
961 | d2 = F(d1); |
962 | |
963 | /* |
964 | * If the next tile in this direction is connected to |
965 | * us, and there isn't a barrier in the way, and it |
966 | * isn't already marked active, then mark it active and |
967 | * add it to the to-examine list. |
968 | */ |
969 | if ((x2 != moving_col && y2 != moving_row) && |
970 | (tile(state, x1, y1) & d1) && |
971 | (tile(state, x2, y2) & d2) && |
972 | !(barrier(state, x1, y1) & d1) && |
973 | !index(state, active, x2, y2)) { |
974 | index(state, active, x2, y2) = ACTIVE; |
975 | add234(todo, new_xyd(x2, y2, 0)); |
976 | } |
977 | } |
978 | } |
979 | /* Now we expect the todo list to have shrunk to zero size. */ |
980 | assert(count234(todo) == 0); |
981 | freetree234(todo); |
982 | |
983 | return active; |
984 | } |
985 | |
986 | struct game_ui { |
987 | int cur_x, cur_y; |
988 | int cur_visible; |
989 | }; |
990 | |
be8d5aa1 |
991 | static game_ui *new_ui(game_state *state) |
7bed19e1 |
992 | { |
993 | game_ui *ui = snew(game_ui); |
994 | ui->cur_x = state->width / 2; |
995 | ui->cur_y = state->height / 2; |
996 | ui->cur_visible = FALSE; |
997 | |
998 | return ui; |
999 | } |
1000 | |
be8d5aa1 |
1001 | static void free_ui(game_ui *ui) |
7bed19e1 |
1002 | { |
1003 | sfree(ui); |
1004 | } |
1005 | |
1006 | /* ---------------------------------------------------------------------- |
1007 | * Process a move. |
1008 | */ |
1009 | |
1185e3c5 |
1010 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row) |
7bed19e1 |
1011 | { |
1185e3c5 |
1012 | int x = dir > 0 ? -1 : w; |
7bed19e1 |
1013 | int tx = x + dir; |
1185e3c5 |
1014 | int n = w - 1; |
1015 | unsigned char endtile = tiles[row * w + tx]; |
7bed19e1 |
1016 | do { |
1017 | x = tx; |
1185e3c5 |
1018 | tx = (x + dir + w) % w; |
1019 | tiles[row * w + x] = tiles[row * w + tx]; |
7bed19e1 |
1020 | } while (--n > 0); |
1185e3c5 |
1021 | tiles[row * w + tx] = endtile; |
7bed19e1 |
1022 | } |
1023 | |
1185e3c5 |
1024 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col) |
7bed19e1 |
1025 | { |
1185e3c5 |
1026 | int y = dir > 0 ? -1 : h; |
7bed19e1 |
1027 | int ty = y + dir; |
1185e3c5 |
1028 | int n = h - 1; |
1029 | unsigned char endtile = tiles[ty * w + col]; |
7bed19e1 |
1030 | do { |
1031 | y = ty; |
1185e3c5 |
1032 | ty = (y + dir + h) % h; |
1033 | tiles[y * w + col] = tiles[ty * w + col]; |
7bed19e1 |
1034 | } while (--n > 0); |
1185e3c5 |
1035 | tiles[ty * w + col] = endtile; |
1036 | } |
1037 | |
1038 | static void slide_row(game_state *state, int dir, int row) |
1039 | { |
1040 | slide_row_int(state->width, state->height, state->tiles, dir, row); |
1041 | } |
1042 | |
1043 | static void slide_col(game_state *state, int dir, int col) |
1044 | { |
1045 | slide_col_int(state->width, state->height, state->tiles, dir, col); |
7bed19e1 |
1046 | } |
1047 | |
be8d5aa1 |
1048 | static game_state *make_move(game_state *state, game_ui *ui, |
c0361acd |
1049 | game_drawstate *ds, int x, int y, int button) |
7bed19e1 |
1050 | { |
1051 | int cx, cy; |
1052 | int n, dx, dy; |
1053 | game_state *ret; |
1054 | |
f0ee053c |
1055 | button &= ~MOD_MASK; |
1056 | |
7bed19e1 |
1057 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
1058 | return NULL; |
1059 | |
1060 | cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1061 | cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1062 | |
1063 | if (cy >= 0 && cy < state->height && cy != state->cy) |
1064 | { |
1065 | if (cx == -1) dx = +1; |
1066 | else if (cx == state->width) dx = -1; |
1067 | else return NULL; |
1068 | n = state->width; |
1069 | dy = 0; |
1070 | } |
1071 | else if (cx >= 0 && cx < state->width && cx != state->cx) |
1072 | { |
1073 | if (cy == -1) dy = +1; |
1074 | else if (cy == state->height) dy = -1; |
1075 | else return NULL; |
1076 | n = state->height; |
1077 | dx = 0; |
1078 | } |
1079 | else |
1080 | return NULL; |
1081 | |
1082 | /* reverse direction if right hand button is pressed */ |
1083 | if (button == RIGHT_BUTTON) |
1084 | { |
1085 | dx = -dx; |
1086 | dy = -dy; |
1087 | } |
1088 | |
1089 | ret = dup_game(state); |
2ac6d24e |
1090 | ret->just_used_solve = FALSE; |
7bed19e1 |
1091 | |
1092 | if (dx == 0) slide_col(ret, dy, cx); |
1093 | else slide_row(ret, dx, cy); |
1094 | |
1095 | ret->move_count++; |
1096 | ret->last_move_row = dx ? cy : -1; |
1097 | ret->last_move_col = dx ? -1 : cx; |
1098 | ret->last_move_dir = dx + dy; |
1099 | |
1100 | /* |
1101 | * See if the game has been completed. |
1102 | */ |
1103 | if (!ret->completed) { |
1104 | unsigned char *active = compute_active(ret, -1, -1); |
1105 | int x1, y1; |
1106 | int complete = TRUE; |
1107 | |
1108 | for (x1 = 0; x1 < ret->width; x1++) |
1109 | for (y1 = 0; y1 < ret->height; y1++) |
1110 | if (!index(ret, active, x1, y1)) { |
1111 | complete = FALSE; |
1112 | goto break_label; /* break out of two loops at once */ |
1113 | } |
1114 | break_label: |
1115 | |
1116 | sfree(active); |
1117 | |
1118 | if (complete) |
1119 | ret->completed = ret->move_count; |
1120 | } |
1121 | |
1122 | return ret; |
1123 | } |
1124 | |
1125 | /* ---------------------------------------------------------------------- |
1126 | * Routines for drawing the game position on the screen. |
1127 | */ |
1128 | |
1129 | struct game_drawstate { |
1130 | int started; |
1131 | int width, height; |
1132 | unsigned char *visible; |
1133 | }; |
1134 | |
be8d5aa1 |
1135 | static game_drawstate *game_new_drawstate(game_state *state) |
7bed19e1 |
1136 | { |
1137 | game_drawstate *ds = snew(game_drawstate); |
1138 | |
1139 | ds->started = FALSE; |
1140 | ds->width = state->width; |
1141 | ds->height = state->height; |
1142 | ds->visible = snewn(state->width * state->height, unsigned char); |
1143 | memset(ds->visible, 0xFF, state->width * state->height); |
1144 | |
1145 | return ds; |
1146 | } |
1147 | |
be8d5aa1 |
1148 | static void game_free_drawstate(game_drawstate *ds) |
7bed19e1 |
1149 | { |
1150 | sfree(ds->visible); |
1151 | sfree(ds); |
1152 | } |
1153 | |
be8d5aa1 |
1154 | static void game_size(game_params *params, int *x, int *y) |
7bed19e1 |
1155 | { |
1156 | *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
1157 | *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
1158 | } |
1159 | |
be8d5aa1 |
1160 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
7bed19e1 |
1161 | { |
1162 | float *ret; |
1163 | |
1164 | ret = snewn(NCOLOURS * 3, float); |
1165 | *ncolours = NCOLOURS; |
1166 | |
1167 | /* |
1168 | * Basic background colour is whatever the front end thinks is |
1169 | * a sensible default. |
1170 | */ |
1171 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1172 | |
1173 | /* |
1174 | * Wires are black. |
1175 | */ |
1176 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1177 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1178 | ret[COL_WIRE * 3 + 2] = 0.0F; |
1179 | |
1180 | /* |
1181 | * Powered wires and powered endpoints are cyan. |
1182 | */ |
1183 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1184 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1185 | ret[COL_POWERED * 3 + 2] = 1.0F; |
1186 | |
1187 | /* |
1188 | * Barriers are red. |
1189 | */ |
1190 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1191 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1192 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
1193 | |
1194 | /* |
1195 | * Unpowered endpoints are blue. |
1196 | */ |
1197 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1198 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1199 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
1200 | |
1201 | /* |
1202 | * Tile borders are a darker grey than the background. |
1203 | */ |
1204 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1205 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1206 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1207 | |
1208 | /* |
1209 | * Flashing tiles are a grey in between those two. |
1210 | */ |
1211 | ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1212 | ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1213 | ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1214 | |
1215 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
1216 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; |
1217 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; |
1218 | ret[COL_TEXT * 3 + 0] = 0.0; |
1219 | ret[COL_TEXT * 3 + 1] = 0.0; |
1220 | ret[COL_TEXT * 3 + 2] = 0.0; |
1221 | |
1222 | return ret; |
1223 | } |
1224 | |
1225 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1226 | int colour) |
1227 | { |
1228 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1229 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1230 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1231 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1232 | draw_line(fe, x1, y1, x2, y2, colour); |
1233 | } |
1234 | |
1235 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1236 | int colour) |
1237 | { |
1238 | int mx = (x1 < x2 ? x1 : x2); |
1239 | int my = (y1 < y2 ? y1 : y2); |
1240 | int dx = (x2 + x1 - 2*mx + 1); |
1241 | int dy = (y2 + y1 - 2*my + 1); |
1242 | |
1243 | draw_rect(fe, mx, my, dx, dy, colour); |
1244 | } |
1245 | |
1246 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1247 | { |
1248 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1249 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1250 | int x1, y1, dx, dy, dir2; |
1251 | |
1252 | dir >>= 4; |
1253 | |
1254 | dir2 = A(dir); |
1255 | dx = X(dir) + X(dir2); |
1256 | dy = Y(dir) + Y(dir2); |
1257 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1258 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1259 | |
1260 | if (phase == 0) { |
1261 | draw_rect_coords(fe, bx+x1, by+y1, |
1262 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1263 | COL_WIRE); |
1264 | draw_rect_coords(fe, bx+x1, by+y1, |
1265 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1266 | COL_WIRE); |
1267 | } else { |
1268 | draw_rect_coords(fe, bx+x1, by+y1, |
1269 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1270 | COL_BARRIER); |
1271 | } |
1272 | } |
1273 | |
1274 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1275 | { |
1276 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1277 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1278 | int x1, y1, w, h; |
1279 | |
1280 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1281 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1282 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1283 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1284 | |
1285 | if (phase == 0) { |
1286 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1287 | } else { |
1288 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1289 | } |
1290 | } |
1291 | |
1292 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
1293 | float xshift, float yshift) |
1294 | { |
1295 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE); |
1296 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE); |
1297 | float cx, cy, ex, ey; |
1298 | int dir, col; |
1299 | |
1300 | /* |
1301 | * When we draw a single tile, we must draw everything up to |
1302 | * and including the borders around the tile. This means that |
1303 | * if the neighbouring tiles have connections to those borders, |
1304 | * we must draw those connections on the borders themselves. |
1305 | * |
1306 | * This would be terribly fiddly if we ever had to draw a tile |
1307 | * while its neighbour was in mid-rotate, because we'd have to |
1308 | * arrange to _know_ that the neighbour was being rotated and |
1309 | * hence had an anomalous effect on the redraw of this tile. |
1310 | * Fortunately, the drawing algorithm avoids ever calling us in |
1311 | * this circumstance: we're either drawing lots of straight |
1312 | * tiles at game start or after a move is complete, or we're |
1313 | * repeatedly drawing only the rotating tile. So no problem. |
1314 | */ |
1315 | |
1316 | /* |
1317 | * So. First blank the tile out completely: draw a big |
1318 | * rectangle in border colour, and a smaller rectangle in |
1319 | * background colour to fill it in. |
1320 | */ |
1321 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1322 | COL_BORDER); |
1323 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1324 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1325 | tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); |
1326 | |
1327 | /* |
1328 | * Draw the wires. |
1329 | */ |
1330 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
1331 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1332 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1333 | if (tile & dir) { |
1334 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1335 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1336 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1337 | bx+(int)(cx+ex), by+(int)(cy+ey), |
1338 | COL_WIRE); |
1339 | } |
1340 | } |
1341 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1342 | if (tile & dir) { |
1343 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1344 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1345 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1346 | bx+(int)(cx+ex), by+(int)(cy+ey), col); |
1347 | } |
1348 | } |
1349 | |
1350 | /* |
1351 | * Draw the box in the middle. We do this in blue if the tile |
1352 | * is an unpowered endpoint, in cyan if the tile is a powered |
1353 | * endpoint, in black if the tile is the centrepiece, and |
1354 | * otherwise not at all. |
1355 | */ |
1356 | col = -1; |
1357 | if (x == state->cx && y == state->cy) |
1358 | col = COL_WIRE; |
1359 | else if (COUNT(tile) == 1) { |
1360 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1361 | } |
1362 | if (col >= 0) { |
1363 | int i, points[8]; |
1364 | |
1365 | points[0] = +1; points[1] = +1; |
1366 | points[2] = +1; points[3] = -1; |
1367 | points[4] = -1; points[5] = -1; |
1368 | points[6] = -1; points[7] = +1; |
1369 | |
1370 | for (i = 0; i < 8; i += 2) { |
1371 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1372 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
1373 | points[i] = bx+(int)(cx+ex); |
1374 | points[i+1] = by+(int)(cy+ey); |
1375 | } |
1376 | |
1377 | draw_polygon(fe, points, 4, TRUE, col); |
1378 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1379 | } |
1380 | |
1381 | /* |
1382 | * Draw the points on the border if other tiles are connected |
1383 | * to us. |
1384 | */ |
1385 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1386 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1387 | |
1388 | dx = X(dir); |
1389 | dy = Y(dir); |
1390 | |
1391 | ox = x + dx; |
1392 | oy = y + dy; |
1393 | |
1394 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1395 | continue; |
1396 | |
1397 | if (!(tile(state, ox, oy) & F(dir))) |
1398 | continue; |
1399 | |
1400 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1401 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
1402 | lx = dx * (TILE_BORDER-1); |
1403 | ly = dy * (TILE_BORDER-1); |
1404 | vx = (dy ? 1 : 0); |
1405 | vy = (dx ? 1 : 0); |
1406 | |
1407 | if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { |
1408 | /* |
1409 | * If we are fully connected to the other tile, we must |
1410 | * draw right across the tile border. (We can use our |
1411 | * own ACTIVE state to determine what colour to do this |
1412 | * in: if we are fully connected to the other tile then |
1413 | * the two ACTIVE states will be the same.) |
1414 | */ |
1415 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1416 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1417 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1418 | } else { |
1419 | /* |
1420 | * The other tile extends into our border, but isn't |
1421 | * actually connected to us. Just draw a single black |
1422 | * dot. |
1423 | */ |
1424 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1425 | } |
1426 | } |
1427 | |
1428 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1429 | } |
1430 | |
1431 | static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y) |
1432 | { |
1433 | int phase; |
1434 | int dir; |
1435 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1436 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1437 | /* |
1438 | * Draw barrier corners, and then barriers. |
1439 | */ |
1440 | for (phase = 0; phase < 2; phase++) { |
1441 | for (dir = 1; dir < 0x10; dir <<= 1) |
1442 | if (barrier(state, x, y) & (dir << 4)) |
1443 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1444 | for (dir = 1; dir < 0x10; dir <<= 1) |
1445 | if (barrier(state, x, y) & dir) |
1446 | draw_barrier(fe, x, y, dir, phase); |
1447 | } |
1448 | |
1449 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1450 | } |
1451 | |
1452 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
1453 | { |
1454 | int coords[14]; |
1455 | int ydy = -xdx, ydx = xdy; |
1456 | |
1457 | x = x * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1458 | y = y * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1459 | |
1460 | #define POINT(n, xx, yy) ( \ |
1461 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
1462 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
1463 | |
1464 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
1465 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
1466 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
1467 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
1468 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
1469 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
1470 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
1471 | |
1472 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
1473 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
1474 | } |
1475 | |
be8d5aa1 |
1476 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1477 | game_state *state, int dir, game_ui *ui, float t, float ft) |
7bed19e1 |
1478 | { |
1479 | int x, y, tx, ty, frame; |
1480 | unsigned char *active; |
1481 | float xshift = 0.0; |
1482 | float yshift = 0.0; |
1483 | |
1484 | /* |
1485 | * Clear the screen and draw the exterior barrier lines if this |
1486 | * is our first call. |
1487 | */ |
1488 | if (!ds->started) { |
1489 | int phase; |
1490 | |
1491 | ds->started = TRUE; |
1492 | |
1493 | draw_rect(fe, 0, 0, |
1494 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1495 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1496 | COL_BACKGROUND); |
1497 | draw_update(fe, 0, 0, |
1498 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1499 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1500 | |
1501 | for (phase = 0; phase < 2; phase++) { |
1502 | |
1503 | for (x = 0; x < ds->width; x++) { |
1504 | if (barrier(state, x, 0) & UL) |
1505 | draw_barrier_corner(fe, x, -1, LD, phase); |
1506 | if (barrier(state, x, 0) & RU) |
1507 | draw_barrier_corner(fe, x, -1, DR, phase); |
1508 | if (barrier(state, x, 0) & U) |
1509 | draw_barrier(fe, x, -1, D, phase); |
1510 | if (barrier(state, x, ds->height-1) & DR) |
1511 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1512 | if (barrier(state, x, ds->height-1) & LD) |
1513 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1514 | if (barrier(state, x, ds->height-1) & D) |
1515 | draw_barrier(fe, x, ds->height, U, phase); |
1516 | } |
1517 | |
1518 | for (y = 0; y < ds->height; y++) { |
1519 | if (barrier(state, 0, y) & UL) |
1520 | draw_barrier_corner(fe, -1, y, RU, phase); |
1521 | if (barrier(state, 0, y) & LD) |
1522 | draw_barrier_corner(fe, -1, y, DR, phase); |
1523 | if (barrier(state, 0, y) & L) |
1524 | draw_barrier(fe, -1, y, R, phase); |
1525 | if (barrier(state, ds->width-1, y) & RU) |
1526 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1527 | if (barrier(state, ds->width-1, y) & DR) |
1528 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1529 | if (barrier(state, ds->width-1, y) & R) |
1530 | draw_barrier(fe, ds->width, y, L, phase); |
1531 | } |
1532 | } |
1533 | |
1534 | /* |
1535 | * Arrows for making moves. |
1536 | */ |
1537 | for (x = 0; x < ds->width; x++) { |
1538 | if (x == state->cx) continue; |
1539 | draw_arrow(fe, x, 0, +1, 0); |
1540 | draw_arrow(fe, x+1, ds->height, -1, 0); |
1541 | } |
1542 | for (y = 0; y < ds->height; y++) { |
1543 | if (y == state->cy) continue; |
1544 | draw_arrow(fe, ds->width, y, 0, +1); |
1545 | draw_arrow(fe, 0, y+1, 0, -1); |
1546 | } |
1547 | } |
1548 | |
1549 | /* Check if this is an undo. If so, we will need to run any animation |
1550 | * backwards. |
1551 | */ |
1552 | if (oldstate && oldstate->move_count > state->move_count) { |
1553 | game_state * tmpstate = state; |
1554 | state = oldstate; |
1555 | oldstate = tmpstate; |
1556 | t = ANIM_TIME - t; |
1557 | } |
1558 | |
1559 | tx = ty = -1; |
1560 | if (oldstate && (t < ANIM_TIME)) { |
1561 | /* |
1562 | * We're animating a slide, of row/column number |
1563 | * state->last_move_pos, in direction |
1564 | * state->last_move_dir |
1565 | */ |
1566 | xshift = state->last_move_row == -1 ? 0.0 : |
1567 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1568 | yshift = state->last_move_col == -1 ? 0.0 : |
1569 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1570 | } |
1571 | |
1572 | frame = -1; |
1573 | if (ft > 0) { |
1574 | /* |
1575 | * We're animating a completion flash. Find which frame |
1576 | * we're at. |
1577 | */ |
1578 | frame = (int)(ft / FLASH_FRAME); |
1579 | } |
1580 | |
1581 | /* |
1582 | * Draw any tile which differs from the way it was last drawn. |
1583 | */ |
1584 | if (xshift != 0.0 || yshift != 0.0) { |
1585 | active = compute_active(state, |
1586 | state->last_move_row, state->last_move_col); |
1587 | } else { |
1588 | active = compute_active(state, -1, -1); |
1589 | } |
1590 | |
1591 | clip(fe, |
1592 | BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, |
1593 | TILE_SIZE * state->width + TILE_BORDER, |
1594 | TILE_SIZE * state->height + TILE_BORDER); |
1595 | |
1596 | for (x = 0; x < ds->width; x++) |
1597 | for (y = 0; y < ds->height; y++) { |
1598 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1599 | |
1600 | /* |
1601 | * In a completion flash, we adjust the FLASHING bit |
1602 | * depending on our distance from the centre point and |
1603 | * the frame number. |
1604 | */ |
1605 | if (frame >= 0) { |
1606 | int xdist, ydist, dist; |
1607 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1608 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1609 | dist = (xdist > ydist ? xdist : ydist); |
1610 | |
1611 | if (frame >= dist && frame < dist+4) { |
1612 | int flash = (frame - dist) & 1; |
1613 | flash = flash ? FLASHING : 0; |
1614 | c = (c &~ FLASHING) | flash; |
1615 | } |
1616 | } |
1617 | |
1618 | if (index(state, ds->visible, x, y) != c || |
1619 | index(state, ds->visible, x, y) == 0xFF || |
1620 | (x == state->last_move_col || y == state->last_move_row)) |
1621 | { |
1622 | float xs = (y == state->last_move_row ? xshift : 0.0); |
1623 | float ys = (x == state->last_move_col ? yshift : 0.0); |
1624 | |
1625 | draw_tile(fe, state, x, y, c, xs, ys); |
1626 | if (xs < 0 && x == 0) |
1627 | draw_tile(fe, state, state->width, y, c, xs, ys); |
1628 | else if (xs > 0 && x == state->width - 1) |
1629 | draw_tile(fe, state, -1, y, c, xs, ys); |
1630 | else if (ys < 0 && y == 0) |
1631 | draw_tile(fe, state, x, state->height, c, xs, ys); |
1632 | else if (ys > 0 && y == state->height - 1) |
1633 | draw_tile(fe, state, x, -1, c, xs, ys); |
1634 | |
1635 | if (x == state->last_move_col || y == state->last_move_row) |
1636 | index(state, ds->visible, x, y) = 0xFF; |
1637 | else |
1638 | index(state, ds->visible, x, y) = c; |
1639 | } |
1640 | } |
1641 | |
1642 | for (x = 0; x < ds->width; x++) |
1643 | for (y = 0; y < ds->height; y++) |
1644 | draw_tile_barriers(fe, state, x, y); |
1645 | |
1646 | unclip(fe); |
1647 | |
1648 | /* |
1649 | * Update the status bar. |
1650 | */ |
1651 | { |
1652 | char statusbuf[256]; |
1653 | int i, n, a; |
1654 | |
1655 | n = state->width * state->height; |
1656 | for (i = a = 0; i < n; i++) |
1657 | if (active[i]) |
1658 | a++; |
1659 | |
2ac6d24e |
1660 | if (state->used_solve) |
1661 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1662 | state->move_count - state->completed); |
1663 | else |
1664 | sprintf(statusbuf, "%sMoves: %d", |
1665 | (state->completed ? "COMPLETED! " : ""), |
1666 | (state->completed ? state->completed : state->move_count)); |
1667 | |
aa27d493 |
1668 | if (state->movetarget) |
1669 | sprintf(statusbuf + strlen(statusbuf), " (target %d)", |
1670 | state->movetarget); |
1671 | |
2ac6d24e |
1672 | sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); |
7bed19e1 |
1673 | |
1674 | status_bar(fe, statusbuf); |
1675 | } |
1676 | |
1677 | sfree(active); |
1678 | } |
1679 | |
be8d5aa1 |
1680 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1681 | game_state *newstate, int dir, game_ui *ui) |
7bed19e1 |
1682 | { |
2ac6d24e |
1683 | /* |
1684 | * Don't animate an auto-solve move. |
1685 | */ |
1686 | if ((dir > 0 && newstate->just_used_solve) || |
1687 | (dir < 0 && oldstate->just_used_solve)) |
1688 | return 0.0F; |
1689 | |
7bed19e1 |
1690 | return ANIM_TIME; |
1691 | } |
1692 | |
be8d5aa1 |
1693 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1694 | game_state *newstate, int dir, game_ui *ui) |
7bed19e1 |
1695 | { |
1696 | /* |
1697 | * If the game has just been completed, we display a completion |
1698 | * flash. |
1699 | */ |
2ac6d24e |
1700 | if (!oldstate->completed && newstate->completed && |
1701 | !oldstate->used_solve && !newstate->used_solve) { |
7bed19e1 |
1702 | int size; |
1703 | size = 0; |
1704 | if (size < newstate->cx+1) |
1705 | size = newstate->cx+1; |
1706 | if (size < newstate->cy+1) |
1707 | size = newstate->cy+1; |
1708 | if (size < newstate->width - newstate->cx) |
1709 | size = newstate->width - newstate->cx; |
1710 | if (size < newstate->height - newstate->cy) |
1711 | size = newstate->height - newstate->cy; |
1712 | return FLASH_FRAME * (size+4); |
1713 | } |
1714 | |
1715 | return 0.0F; |
1716 | } |
1717 | |
be8d5aa1 |
1718 | static int game_wants_statusbar(void) |
7bed19e1 |
1719 | { |
1720 | return TRUE; |
1721 | } |
be8d5aa1 |
1722 | |
48dcdd62 |
1723 | static int game_timing_state(game_state *state) |
1724 | { |
1725 | return FALSE; |
1726 | } |
1727 | |
be8d5aa1 |
1728 | #ifdef COMBINED |
1729 | #define thegame netslide |
1730 | #endif |
1731 | |
1732 | const struct game thegame = { |
1d228b10 |
1733 | "Netslide", "games.netslide", |
be8d5aa1 |
1734 | default_params, |
1735 | game_fetch_preset, |
1736 | decode_params, |
1737 | encode_params, |
1738 | free_params, |
1739 | dup_params, |
1d228b10 |
1740 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1741 | validate_params, |
1185e3c5 |
1742 | new_game_desc, |
6f2d8d7c |
1743 | game_free_aux_info, |
1185e3c5 |
1744 | validate_desc, |
be8d5aa1 |
1745 | new_game, |
1746 | dup_game, |
1747 | free_game, |
2ac6d24e |
1748 | TRUE, solve_game, |
9b4b03d3 |
1749 | FALSE, game_text_format, |
be8d5aa1 |
1750 | new_ui, |
1751 | free_ui, |
1752 | make_move, |
1753 | game_size, |
1754 | game_colours, |
1755 | game_new_drawstate, |
1756 | game_free_drawstate, |
1757 | game_redraw, |
1758 | game_anim_length, |
1759 | game_flash_length, |
1760 | game_wants_statusbar, |
48dcdd62 |
1761 | FALSE, game_timing_state, |
93b1da3d |
1762 | 0, /* mouse_priorities */ |
be8d5aa1 |
1763 | }; |