D'oh, there's always one. Remove first-click stuff from the todo list.
[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 PI 3.141592653589793238462643383279502884197169399
17
18#define MATMUL(xr,yr,m,x,y) do { \
19 float rx, ry, xx = (x), yy = (y), *mat = (m); \
20 rx = mat[0] * xx + mat[2] * yy; \
21 ry = mat[1] * xx + mat[3] * yy; \
22 (xr) = rx; (yr) = ry; \
23} while (0)
24
25/* Direction and other bitfields */
26#define R 0x01
27#define U 0x02
28#define L 0x04
29#define D 0x08
30#define FLASHING 0x10
31#define ACTIVE 0x20
32/* Corner flags go in the barriers array */
33#define RU 0x10
34#define UL 0x20
35#define LD 0x40
36#define DR 0x80
37
38/* Get tile at given coordinate */
39#define T(state, x, y) ( (y) * (state)->width + (x) )
40
41/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
42#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
43#define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
44#define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
45#define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
46 ((n)&3) == 1 ? A(x) : \
47 ((n)&3) == 2 ? F(x) : C(x) )
48
49/* X and Y displacements */
50#define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
51#define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
52
53/* Bit count */
54#define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
55 (((x) & 0x02) >> 1) + ((x) & 0x01) )
56
57#define TILE_SIZE 48
58#define BORDER TILE_SIZE
59#define TILE_BORDER 1
60#define WINDOW_OFFSET 0
61
62#define ANIM_TIME 0.13F
63#define FLASH_FRAME 0.07F
64
65enum {
66 COL_BACKGROUND,
67 COL_FLASHING,
68 COL_BORDER,
69 COL_WIRE,
70 COL_ENDPOINT,
71 COL_POWERED,
72 COL_BARRIER,
73 COL_LOWLIGHT,
74 COL_TEXT,
75 NCOLOURS
76};
77
78struct game_params {
79 int width;
80 int height;
81 int wrapping;
82 float barrier_probability;
aa27d493 83 int movetarget;
7bed19e1 84};
85
1185e3c5 86struct game_aux_info {
2ac6d24e 87 int width, height;
2ac6d24e 88 unsigned char *tiles;
89};
90
7bed19e1 91struct game_state {
92 int width, height, cx, cy, wrapping, completed;
2ac6d24e 93 int used_solve, just_used_solve;
aa27d493 94 int move_count, movetarget;
7bed19e1 95
96 /* position (row or col number, starting at 0) of last move. */
97 int last_move_row, last_move_col;
98
99 /* direction of last move: +1 or -1 */
100 int last_move_dir;
101
102 unsigned char *tiles;
103 unsigned char *barriers;
104};
105
106#define OFFSET(x2,y2,x1,y1,dir,state) \
107 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
108 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
109
110#define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
111#define tile(state, x, y) index(state, (state)->tiles, x, y)
112#define barrier(state, x, y) index(state, (state)->barriers, x, y)
113
114struct xyd {
115 int x, y, direction;
116};
117
118static int xyd_cmp(void *av, void *bv) {
119 struct xyd *a = (struct xyd *)av;
120 struct xyd *b = (struct xyd *)bv;
121 if (a->x < b->x)
122 return -1;
123 if (a->x > b->x)
124 return +1;
125 if (a->y < b->y)
126 return -1;
127 if (a->y > b->y)
128 return +1;
129 if (a->direction < b->direction)
130 return -1;
131 if (a->direction > b->direction)
132 return +1;
133 return 0;
134};
135
136static struct xyd *new_xyd(int x, int y, int direction)
137{
138 struct xyd *xyd = snew(struct xyd);
139 xyd->x = x;
140 xyd->y = y;
141 xyd->direction = direction;
142 return xyd;
143}
144
be8d5aa1 145static void slide_col(game_state *state, int dir, int col);
1185e3c5 146static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col);
be8d5aa1 147static void slide_row(game_state *state, int dir, int row);
1185e3c5 148static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row);
7bed19e1 149
150/* ----------------------------------------------------------------------
151 * Manage game parameters.
152 */
be8d5aa1 153static game_params *default_params(void)
7bed19e1 154{
155 game_params *ret = snew(game_params);
156
157 ret->width = 3;
158 ret->height = 3;
159 ret->wrapping = FALSE;
160 ret->barrier_probability = 1.0;
aa27d493 161 ret->movetarget = 0;
7bed19e1 162
163 return ret;
164}
165
be8d5aa1 166static int game_fetch_preset(int i, char **name, game_params **params)
7bed19e1 167{
168 game_params *ret;
169 char str[80];
170 static const struct { int x, y, wrap, bprob; const char* desc; } values[] = {
171 {3, 3, FALSE, 1.0, " easy"},
172 {3, 3, FALSE, 0.0, " medium"},
173 {3, 3, TRUE, 0.0, " hard"},
174 {4, 4, FALSE, 1.0, " easy"},
175 {4, 4, FALSE, 0.0, " medium"},
176 {4, 4, TRUE, 0.0, " hard"},
177 {5, 5, FALSE, 1.0, " easy"},
178 {5, 5, FALSE, 0.0, " medium"},
179 {5, 5, TRUE, 0.0, " hard"},
180 };
181
182 if (i < 0 || i >= lenof(values))
183 return FALSE;
184
185 ret = snew(game_params);
186 ret->width = values[i].x;
187 ret->height = values[i].y;
188 ret->wrapping = values[i].wrap;
189 ret->barrier_probability = values[i].bprob;
aa27d493 190 ret->movetarget = 0;
7bed19e1 191
192 sprintf(str, "%dx%d%s", ret->width, ret->height,
193 values[i].desc);
194
195 *name = dupstr(str);
196 *params = ret;
197 return TRUE;
198}
199
be8d5aa1 200static void free_params(game_params *params)
7bed19e1 201{
202 sfree(params);
203}
204
be8d5aa1 205static game_params *dup_params(game_params *params)
7bed19e1 206{
207 game_params *ret = snew(game_params);
208 *ret = *params; /* structure copy */
209 return ret;
210}
211
1185e3c5 212static void decode_params(game_params *ret, char const *string)
7bed19e1 213{
7bed19e1 214 char const *p = string;
215
216 ret->wrapping = FALSE;
217 ret->barrier_probability = 0.0;
aa27d493 218 ret->movetarget = 0;
7bed19e1 219
220 ret->width = atoi(p);
221 while (*p && isdigit(*p)) p++;
222 if (*p == 'x') {
223 p++;
224 ret->height = atoi(p);
225 while (*p && isdigit(*p)) p++;
226 if ( (ret->wrapping = (*p == 'w')) != 0 )
227 p++;
aa27d493 228 if (*p == 'b') {
229 ret->barrier_probability = atof(++p);
230 while (*p && (isdigit(*p) || *p == '.')) p++;
231 }
232 if (*p == 'm') {
233 ret->movetarget = atoi(++p);
234 }
7bed19e1 235 } else {
236 ret->height = ret->width;
237 }
7bed19e1 238}
239
1185e3c5 240static char *encode_params(game_params *params, int full)
7bed19e1 241{
242 char ret[400];
243 int len;
244
245 len = sprintf(ret, "%dx%d", params->width, params->height);
246 if (params->wrapping)
247 ret[len++] = 'w';
1185e3c5 248 if (full && params->barrier_probability)
7bed19e1 249 len += sprintf(ret+len, "b%g", params->barrier_probability);
aa27d493 250 /* Shuffle limit is part of the limited parameters, because we have to
251 * provide the target move count. */
252 if (params->movetarget)
253 len += sprintf(ret+len, "m%d", params->movetarget);
7bed19e1 254 assert(len < lenof(ret));
255 ret[len] = '\0';
256
257 return dupstr(ret);
258}
259
be8d5aa1 260static config_item *game_configure(game_params *params)
7bed19e1 261{
262 config_item *ret;
263 char buf[80];
264
aa27d493 265 ret = snewn(6, config_item);
7bed19e1 266
267 ret[0].name = "Width";
268 ret[0].type = C_STRING;
269 sprintf(buf, "%d", params->width);
270 ret[0].sval = dupstr(buf);
271 ret[0].ival = 0;
272
273 ret[1].name = "Height";
274 ret[1].type = C_STRING;
275 sprintf(buf, "%d", params->height);
276 ret[1].sval = dupstr(buf);
277 ret[1].ival = 0;
278
279 ret[2].name = "Walls wrap around";
280 ret[2].type = C_BOOLEAN;
281 ret[2].sval = NULL;
282 ret[2].ival = params->wrapping;
283
284 ret[3].name = "Barrier probability";
285 ret[3].type = C_STRING;
286 sprintf(buf, "%g", params->barrier_probability);
287 ret[3].sval = dupstr(buf);
288 ret[3].ival = 0;
289
aa27d493 290 ret[4].name = "Number of shuffling moves";
291 ret[4].type = C_STRING;
292 sprintf(buf, "%d", params->movetarget);
293 ret[4].sval = dupstr(buf);
7bed19e1 294 ret[4].ival = 0;
295
aa27d493 296 ret[5].name = NULL;
297 ret[5].type = C_END;
298 ret[5].sval = NULL;
299 ret[5].ival = 0;
300
7bed19e1 301 return ret;
302}
303
be8d5aa1 304static game_params *custom_params(config_item *cfg)
7bed19e1 305{
306 game_params *ret = snew(game_params);
307
308 ret->width = atoi(cfg[0].sval);
309 ret->height = atoi(cfg[1].sval);
310 ret->wrapping = cfg[2].ival;
311 ret->barrier_probability = (float)atof(cfg[3].sval);
aa27d493 312 ret->movetarget = atoi(cfg[4].sval);
7bed19e1 313
314 return ret;
315}
316
be8d5aa1 317static char *validate_params(game_params *params)
7bed19e1 318{
319 if (params->width <= 1 && params->height <= 1)
320 return "Width and height must both be greater than one";
321 if (params->width <= 1)
322 return "Width must be greater than one";
323 if (params->height <= 1)
324 return "Height must be greater than one";
325 if (params->barrier_probability < 0)
326 return "Barrier probability may not be negative";
327 if (params->barrier_probability > 1)
328 return "Barrier probability may not be greater than 1";
329 return NULL;
330}
331
332/* ----------------------------------------------------------------------
1185e3c5 333 * Randomly select a new game description.
7bed19e1 334 */
335
1185e3c5 336static char *new_game_desc(game_params *params, random_state *rs,
6f2d8d7c 337 game_aux_info **aux)
7bed19e1 338{
1185e3c5 339 tree234 *possibilities, *barriertree;
340 int w, h, x, y, cx, cy, nbarriers;
341 unsigned char *tiles, *barriers;
342 char *desc, *p;
7bed19e1 343
1185e3c5 344 w = params->width;
345 h = params->height;
6f2d8d7c 346
1185e3c5 347 tiles = snewn(w * h, unsigned char);
348 memset(tiles, 0, w * h);
349 barriers = snewn(w * h, unsigned char);
350 memset(barriers, 0, w * h);
7bed19e1 351
1185e3c5 352 cx = w / 2;
353 cy = h / 2;
7bed19e1 354
355 /*
356 * Construct the unshuffled grid.
357 *
358 * To do this, we simply start at the centre point, repeatedly
359 * choose a random possibility out of the available ways to
360 * extend a used square into an unused one, and do it. After
361 * extending the third line out of a square, we remove the
362 * fourth from the possibilities list to avoid any full-cross
363 * squares (which would make the game too easy because they
364 * only have one orientation).
365 *
366 * The slightly worrying thing is the avoidance of full-cross
367 * squares. Can this cause our unsophisticated construction
368 * algorithm to paint itself into a corner, by getting into a
369 * situation where there are some unreached squares and the
370 * only way to reach any of them is to extend a T-piece into a
371 * full cross?
372 *
373 * Answer: no it can't, and here's a proof.
374 *
375 * Any contiguous group of such unreachable squares must be
376 * surrounded on _all_ sides by T-pieces pointing away from the
377 * group. (If not, then there is a square which can be extended
378 * into one of the `unreachable' ones, and so it wasn't
379 * unreachable after all.) In particular, this implies that
380 * each contiguous group of unreachable squares must be
381 * rectangular in shape (any deviation from that yields a
382 * non-T-piece next to an `unreachable' square).
383 *
384 * So we have a rectangle of unreachable squares, with T-pieces
385 * forming a solid border around the rectangle. The corners of
386 * that border must be connected (since every tile connects all
387 * the lines arriving in it), and therefore the border must
388 * form a closed loop around the rectangle.
389 *
390 * But this can't have happened in the first place, since we
391 * _know_ we've avoided creating closed loops! Hence, no such
392 * situation can ever arise, and the naive grid construction
393 * algorithm will guaranteeably result in a complete grid
394 * containing no unreached squares, no full crosses _and_ no
395 * closed loops. []
396 */
397 possibilities = newtree234(xyd_cmp);
398
1185e3c5 399 if (cx+1 < w)
400 add234(possibilities, new_xyd(cx, cy, R));
401 if (cy-1 >= 0)
402 add234(possibilities, new_xyd(cx, cy, U));
403 if (cx-1 >= 0)
404 add234(possibilities, new_xyd(cx, cy, L));
405 if (cy+1 < h)
406 add234(possibilities, new_xyd(cx, cy, D));
7bed19e1 407
408 while (count234(possibilities) > 0) {
409 int i;
410 struct xyd *xyd;
411 int x1, y1, d1, x2, y2, d2, d;
412
413 /*
414 * Extract a randomly chosen possibility from the list.
415 */
416 i = random_upto(rs, count234(possibilities));
417 xyd = delpos234(possibilities, i);
418 x1 = xyd->x;
419 y1 = xyd->y;
420 d1 = xyd->direction;
421 sfree(xyd);
422
1185e3c5 423 OFFSET(x2, y2, x1, y1, d1, params);
7bed19e1 424 d2 = F(d1);
425#ifdef DEBUG
426 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
427 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
428#endif
429
430 /*
431 * Make the connection. (We should be moving to an as yet
432 * unused tile.)
433 */
1185e3c5 434 index(params, tiles, x1, y1) |= d1;
435 assert(index(params, tiles, x2, y2) == 0);
436 index(params, tiles, x2, y2) |= d2;
7bed19e1 437
438 /*
439 * If we have created a T-piece, remove its last
440 * possibility.
441 */
1185e3c5 442 if (COUNT(index(params, tiles, x1, y1)) == 3) {
7bed19e1 443 struct xyd xyd1, *xydp;
444
445 xyd1.x = x1;
446 xyd1.y = y1;
1185e3c5 447 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
7bed19e1 448
449 xydp = find234(possibilities, &xyd1, NULL);
450
451 if (xydp) {
452#ifdef DEBUG
453 printf("T-piece; removing (%d,%d,%c)\n",
454 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
455#endif
456 del234(possibilities, xydp);
457 sfree(xydp);
458 }
459 }
460
461 /*
462 * Remove all other possibilities that were pointing at the
463 * tile we've just moved into.
464 */
465 for (d = 1; d < 0x10; d <<= 1) {
466 int x3, y3, d3;
467 struct xyd xyd1, *xydp;
468
1185e3c5 469 OFFSET(x3, y3, x2, y2, d, params);
7bed19e1 470 d3 = F(d);
471
472 xyd1.x = x3;
473 xyd1.y = y3;
474 xyd1.direction = d3;
475
476 xydp = find234(possibilities, &xyd1, NULL);
477
478 if (xydp) {
479#ifdef DEBUG
480 printf("Loop avoidance; removing (%d,%d,%c)\n",
481 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
482#endif
483 del234(possibilities, xydp);
484 sfree(xydp);
485 }
486 }
487
488 /*
489 * Add new possibilities to the list for moving _out_ of
490 * the tile we have just moved into.
491 */
492 for (d = 1; d < 0x10; d <<= 1) {
493 int x3, y3;
494
495 if (d == d2)
496 continue; /* we've got this one already */
497
1185e3c5 498 if (!params->wrapping) {
7bed19e1 499 if (d == U && y2 == 0)
500 continue;
1185e3c5 501 if (d == D && y2 == h-1)
7bed19e1 502 continue;
503 if (d == L && x2 == 0)
504 continue;
1185e3c5 505 if (d == R && x2 == w-1)
7bed19e1 506 continue;
507 }
508
1185e3c5 509 OFFSET(x3, y3, x2, y2, d, params);
7bed19e1 510
1185e3c5 511 if (index(params, tiles, x3, y3))
7bed19e1 512 continue; /* this would create a loop */
513
514#ifdef DEBUG
515 printf("New frontier; adding (%d,%d,%c)\n",
516 x2, y2, "0RU3L567D9abcdef"[d]);
517#endif
518 add234(possibilities, new_xyd(x2, y2, d));
519 }
520 }
521 /* Having done that, we should have no possibilities remaining. */
522 assert(count234(possibilities) == 0);
523 freetree234(possibilities);
524
525 /*
526 * Now compute a list of the possible barrier locations.
527 */
1185e3c5 528 barriertree = newtree234(xyd_cmp);
529 for (y = 0; y < h; y++) {
530 for (x = 0; x < w; x++) {
531
532 if (!(index(params, tiles, x, y) & R) &&
533 (params->wrapping || x < w-1))
534 add234(barriertree, new_xyd(x, y, R));
535 if (!(index(params, tiles, x, y) & D) &&
536 (params->wrapping || y < h-1))
537 add234(barriertree, new_xyd(x, y, D));
7bed19e1 538 }
539 }
540
541 /*
2ac6d24e 542 * Save the unshuffled grid. We do this using a separate
543 * reference-counted structure since it's a large chunk of
544 * memory which we don't want to have to replicate in every
545 * game state while playing.
546 */
547 {
1185e3c5 548 game_aux_info *solution;
2ac6d24e 549
1185e3c5 550 solution = snew(game_aux_info);
551 solution->width = w;
552 solution->height = h;
553 solution->tiles = snewn(w * h, unsigned char);
554 memcpy(solution->tiles, tiles, w * h);
2ac6d24e 555
1185e3c5 556 *aux = solution;
2ac6d24e 557 }
558
559 /*
7bed19e1 560 * Now shuffle the grid.
aa27d493 561 * FIXME - this simply does a set of random moves to shuffle the pieces,
562 * although we make a token effort to avoid boring cases by avoiding moves
563 * that directly undo the previous one, or that repeat so often as to
564 * turn into fewer moves.
565 *
7bed19e1 566 * A better way would be to number all the pieces, generate a placement
567 * for all the numbers as for "sixteen", observing parity constraints if
568 * neccessary, and then place the pieces according to their numbering.
569 * BUT - I'm not sure if this will work, since we disallow movement of
570 * the middle row and column.
571 */
572 {
573 int i;
1185e3c5 574 int cols = w - 1;
575 int rows = h - 1;
aa27d493 576 int moves = params->movetarget;
577 int prevdir = -1, prevrowcol = -1, nrepeats = 0;
578 if (!moves) moves = cols * rows * 2;
579 for (i = 0; i < moves; /* incremented conditionally */) {
7bed19e1 580 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
581 int dir = random_upto(rs, 4);
aa27d493 582 int rowcol;
7bed19e1 583 if (dir % 2 == 0) {
584 int col = random_upto(rs, cols);
aa27d493 585 if (col >= cx) col += 1; /* avoid centre */
586 if (col == prevrowcol) {
587 if (dir == 2-prevdir)
588 continue; /* undoes last move */
589 else if ((nrepeats+1)*2 > h)
590 continue; /* makes fewer moves */
591 }
1185e3c5 592 slide_col_int(w, h, tiles, 1 - dir, col);
aa27d493 593 rowcol = col;
7bed19e1 594 } else {
595 int row = random_upto(rs, rows);
aa27d493 596 if (row >= cy) row += 1; /* avoid centre */
597 if (row == prevrowcol) {
598 if (dir == 4-prevdir)
599 continue; /* undoes last move */
600 else if ((nrepeats+1)*2 > w)
601 continue; /* makes fewer moves */
602 }
1185e3c5 603 slide_row_int(w, h, tiles, 2 - dir, row);
aa27d493 604 rowcol = row;
7bed19e1 605 }
aa27d493 606 if (dir == prevdir && rowcol == prevrowcol)
607 nrepeats++;
608 else
609 nrepeats = 1;
610 prevdir = dir;
611 prevrowcol = rowcol;
612 i++; /* if we got here, the move was accepted */
7bed19e1 613 }
614 }
615
616 /*
617 * And now choose barrier locations. (We carefully do this
618 * _after_ shuffling, so that changing the barrier rate in the
1185e3c5 619 * params while keeping the random seed the same will give the
7bed19e1 620 * same shuffled grid and _only_ change the barrier locations.
621 * Also the way we choose barrier locations, by repeatedly
622 * choosing one possibility from the list until we have enough,
623 * is designed to ensure that raising the barrier rate while
624 * keeping the seed the same will provide a superset of the
625 * previous barrier set - i.e. if you ask for 10 barriers, and
626 * then decide that's still too hard and ask for 20, you'll get
627 * the original 10 plus 10 more, rather than getting 20 new
628 * ones and the chance of remembering your first 10.)
629 */
1185e3c5 630 nbarriers = (int)(params->barrier_probability * count234(barriertree));
631 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
7bed19e1 632
633 while (nbarriers > 0) {
634 int i;
635 struct xyd *xyd;
636 int x1, y1, d1, x2, y2, d2;
637
638 /*
639 * Extract a randomly chosen barrier from the list.
640 */
1185e3c5 641 i = random_upto(rs, count234(barriertree));
642 xyd = delpos234(barriertree, i);
7bed19e1 643
644 assert(xyd != NULL);
645
646 x1 = xyd->x;
647 y1 = xyd->y;
648 d1 = xyd->direction;
649 sfree(xyd);
650
1185e3c5 651 OFFSET(x2, y2, x1, y1, d1, params);
7bed19e1 652 d2 = F(d1);
653
1185e3c5 654 index(params, barriers, x1, y1) |= d1;
655 index(params, barriers, x2, y2) |= d2;
7bed19e1 656
657 nbarriers--;
658 }
659
660 /*
661 * Clean up the rest of the barrier list.
662 */
663 {
664 struct xyd *xyd;
665
1185e3c5 666 while ( (xyd = delpos234(barriertree, 0)) != NULL)
7bed19e1 667 sfree(xyd);
668
1185e3c5 669 freetree234(barriertree);
670 }
671
672 /*
673 * Finally, encode the grid into a string game description.
674 *
675 * My syntax is extremely simple: each square is encoded as a
676 * hex digit in which bit 0 means a connection on the right,
677 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
678 * encoding as used internally). Each digit is followed by
679 * optional barrier indicators: `v' means a vertical barrier to
680 * the right of it, and `h' means a horizontal barrier below
681 * it.
682 */
683 desc = snewn(w * h * 3 + 1, char);
684 p = desc;
685 for (y = 0; y < h; y++) {
686 for (x = 0; x < w; x++) {
687 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
688 if ((params->wrapping || x < w-1) &&
689 (index(params, barriers, x, y) & R))
690 *p++ = 'v';
691 if ((params->wrapping || y < h-1) &&
692 (index(params, barriers, x, y) & D))
693 *p++ = 'h';
694 }
695 }
696 assert(p - desc <= w*h*3);
366d045b 697 *p = '\0';
1185e3c5 698
699 sfree(tiles);
700 sfree(barriers);
701
702 return desc;
703}
704
705static void game_free_aux_info(game_aux_info *aux)
706{
707 sfree(aux->tiles);
708 sfree(aux);
709}
710
711static char *validate_desc(game_params *params, char *desc)
712{
713 int w = params->width, h = params->height;
714 int i;
715
716 for (i = 0; i < w*h; i++) {
717 if (*desc >= '0' && *desc <= '9')
718 /* OK */;
719 else if (*desc >= 'a' && *desc <= 'f')
720 /* OK */;
721 else if (*desc >= 'A' && *desc <= 'F')
722 /* OK */;
723 else if (!*desc)
724 return "Game description shorter than expected";
725 else
726 return "Game description contained unexpected character";
727 desc++;
728 while (*desc == 'h' || *desc == 'v')
729 desc++;
730 }
731 if (*desc)
732 return "Game description longer than expected";
733
734 return NULL;
735}
736
737/* ----------------------------------------------------------------------
738 * Construct an initial game state, given a description and parameters.
739 */
740
c380832d 741static game_state *new_game(midend_data *me, game_params *params, char *desc)
1185e3c5 742{
743 game_state *state;
744 int w, h, x, y;
745
746 assert(params->width > 0 && params->height > 0);
747 assert(params->width > 1 || params->height > 1);
748
749 /*
750 * Create a blank game state.
751 */
752 state = snew(game_state);
753 w = state->width = params->width;
754 h = state->height = params->height;
755 state->cx = state->width / 2;
756 state->cy = state->height / 2;
757 state->wrapping = params->wrapping;
aa27d493 758 state->movetarget = params->movetarget;
1185e3c5 759 state->completed = 0;
760 state->used_solve = state->just_used_solve = FALSE;
761 state->move_count = 0;
762 state->last_move_row = -1;
763 state->last_move_col = -1;
764 state->last_move_dir = 0;
765 state->tiles = snewn(state->width * state->height, unsigned char);
766 memset(state->tiles, 0, state->width * state->height);
767 state->barriers = snewn(state->width * state->height, unsigned char);
768 memset(state->barriers, 0, state->width * state->height);
769
770
771 /*
772 * Parse the game description into the grid.
773 */
774 for (y = 0; y < h; y++) {
775 for (x = 0; x < w; x++) {
776 if (*desc >= '0' && *desc <= '9')
777 tile(state, x, y) = *desc - '0';
778 else if (*desc >= 'a' && *desc <= 'f')
779 tile(state, x, y) = *desc - 'a' + 10;
780 else if (*desc >= 'A' && *desc <= 'F')
781 tile(state, x, y) = *desc - 'A' + 10;
782 if (*desc)
783 desc++;
784 while (*desc == 'h' || *desc == 'v') {
785 int x2, y2, d1, d2;
786 if (*desc == 'v')
787 d1 = R;
788 else
789 d1 = D;
790
791 OFFSET(x2, y2, x, y, d1, state);
792 d2 = F(d1);
793
794 barrier(state, x, y) |= d1;
795 barrier(state, x2, y2) |= d2;
796
797 desc++;
798 }
799 }
800 }
801
802 /*
803 * Set up border barriers if this is a non-wrapping game.
804 */
805 if (!state->wrapping) {
806 for (x = 0; x < state->width; x++) {
807 barrier(state, x, 0) |= U;
808 barrier(state, x, state->height-1) |= D;
809 }
810 for (y = 0; y < state->height; y++) {
811 barrier(state, 0, y) |= L;
812 barrier(state, state->width-1, y) |= R;
813 }
7bed19e1 814 }
815
816 /*
817 * Set up the barrier corner flags, for drawing barriers
818 * prettily when they meet.
819 */
820 for (y = 0; y < state->height; y++) {
821 for (x = 0; x < state->width; x++) {
822 int dir;
823
824 for (dir = 1; dir < 0x10; dir <<= 1) {
825 int dir2 = A(dir);
826 int x1, y1, x2, y2, x3, y3;
827 int corner = FALSE;
828
829 if (!(barrier(state, x, y) & dir))
830 continue;
831
832 if (barrier(state, x, y) & dir2)
833 corner = TRUE;
834
835 x1 = x + X(dir), y1 = y + Y(dir);
836 if (x1 >= 0 && x1 < state->width &&
837 y1 >= 0 && y1 < state->height &&
838 (barrier(state, x1, y1) & dir2))
839 corner = TRUE;
840
841 x2 = x + X(dir2), y2 = y + Y(dir2);
842 if (x2 >= 0 && x2 < state->width &&
843 y2 >= 0 && y2 < state->height &&
844 (barrier(state, x2, y2) & dir))
845 corner = TRUE;
846
847 if (corner) {
848 barrier(state, x, y) |= (dir << 4);
849 if (x1 >= 0 && x1 < state->width &&
850 y1 >= 0 && y1 < state->height)
851 barrier(state, x1, y1) |= (A(dir) << 4);
852 if (x2 >= 0 && x2 < state->width &&
853 y2 >= 0 && y2 < state->height)
854 barrier(state, x2, y2) |= (C(dir) << 4);
855 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
856 if (x3 >= 0 && x3 < state->width &&
857 y3 >= 0 && y3 < state->height)
858 barrier(state, x3, y3) |= (F(dir) << 4);
859 }
860 }
861 }
862 }
863
7bed19e1 864 return state;
865}
866
be8d5aa1 867static game_state *dup_game(game_state *state)
7bed19e1 868{
869 game_state *ret;
870
871 ret = snew(game_state);
872 ret->width = state->width;
873 ret->height = state->height;
874 ret->cx = state->cx;
875 ret->cy = state->cy;
876 ret->wrapping = state->wrapping;
aa27d493 877 ret->movetarget = state->movetarget;
7bed19e1 878 ret->completed = state->completed;
2ac6d24e 879 ret->used_solve = state->used_solve;
880 ret->just_used_solve = state->just_used_solve;
7bed19e1 881 ret->move_count = state->move_count;
882 ret->last_move_row = state->last_move_row;
883 ret->last_move_col = state->last_move_col;
884 ret->last_move_dir = state->last_move_dir;
885 ret->tiles = snewn(state->width * state->height, unsigned char);
886 memcpy(ret->tiles, state->tiles, state->width * state->height);
887 ret->barriers = snewn(state->width * state->height, unsigned char);
888 memcpy(ret->barriers, state->barriers, state->width * state->height);
889
890 return ret;
891}
892
be8d5aa1 893static void free_game(game_state *state)
7bed19e1 894{
895 sfree(state->tiles);
896 sfree(state->barriers);
897 sfree(state);
898}
899
2ac6d24e 900static game_state *solve_game(game_state *state, game_aux_info *aux,
901 char **error)
902{
903 game_state *ret;
904
1185e3c5 905 if (!aux) {
2ac6d24e 906 *error = "Solution not known for this puzzle";
907 return NULL;
908 }
909
1185e3c5 910 assert(aux->width == state->width);
911 assert(aux->height == state->height);
2ac6d24e 912 ret = dup_game(state);
1185e3c5 913 memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
2ac6d24e 914 ret->used_solve = ret->just_used_solve = TRUE;
e73ca44d 915 ret->completed = ret->move_count = 1;
2ac6d24e 916
917 return ret;
918}
919
9b4b03d3 920static char *game_text_format(game_state *state)
921{
922 return NULL;
923}
924
7bed19e1 925/* ----------------------------------------------------------------------
926 * Utility routine.
927 */
928
929/*
930 * Compute which squares are reachable from the centre square, as a
931 * quick visual aid to determining how close the game is to
932 * completion. This is also a simple way to tell if the game _is_
933 * completed - just call this function and see whether every square
934 * is marked active.
935 *
936 * squares in the moving_row and moving_col are always inactive - this
937 * is so that "current" doesn't appear to jump across moving lines.
938 */
939static unsigned char *compute_active(game_state *state,
940 int moving_row, int moving_col)
941{
942 unsigned char *active;
943 tree234 *todo;
944 struct xyd *xyd;
945
946 active = snewn(state->width * state->height, unsigned char);
947 memset(active, 0, state->width * state->height);
948
949 /*
950 * We only store (x,y) pairs in todo, but it's easier to reuse
951 * xyd_cmp and just store direction 0 every time.
952 */
953 todo = newtree234(xyd_cmp);
954 index(state, active, state->cx, state->cy) = ACTIVE;
955 add234(todo, new_xyd(state->cx, state->cy, 0));
956
957 while ( (xyd = delpos234(todo, 0)) != NULL) {
958 int x1, y1, d1, x2, y2, d2;
959
960 x1 = xyd->x;
961 y1 = xyd->y;
962 sfree(xyd);
963
964 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
965 OFFSET(x2, y2, x1, y1, d1, state);
966 d2 = F(d1);
967
968 /*
969 * If the next tile in this direction is connected to
970 * us, and there isn't a barrier in the way, and it
971 * isn't already marked active, then mark it active and
972 * add it to the to-examine list.
973 */
974 if ((x2 != moving_col && y2 != moving_row) &&
975 (tile(state, x1, y1) & d1) &&
976 (tile(state, x2, y2) & d2) &&
977 !(barrier(state, x1, y1) & d1) &&
978 !index(state, active, x2, y2)) {
979 index(state, active, x2, y2) = ACTIVE;
980 add234(todo, new_xyd(x2, y2, 0));
981 }
982 }
983 }
984 /* Now we expect the todo list to have shrunk to zero size. */
985 assert(count234(todo) == 0);
986 freetree234(todo);
987
988 return active;
989}
990
991struct game_ui {
992 int cur_x, cur_y;
993 int cur_visible;
994};
995
be8d5aa1 996static game_ui *new_ui(game_state *state)
7bed19e1 997{
998 game_ui *ui = snew(game_ui);
999 ui->cur_x = state->width / 2;
1000 ui->cur_y = state->height / 2;
1001 ui->cur_visible = FALSE;
1002
1003 return ui;
1004}
1005
be8d5aa1 1006static void free_ui(game_ui *ui)
7bed19e1 1007{
1008 sfree(ui);
1009}
1010
1011/* ----------------------------------------------------------------------
1012 * Process a move.
1013 */
1014
1185e3c5 1015static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
7bed19e1 1016{
1185e3c5 1017 int x = dir > 0 ? -1 : w;
7bed19e1 1018 int tx = x + dir;
1185e3c5 1019 int n = w - 1;
1020 unsigned char endtile = tiles[row * w + tx];
7bed19e1 1021 do {
1022 x = tx;
1185e3c5 1023 tx = (x + dir + w) % w;
1024 tiles[row * w + x] = tiles[row * w + tx];
7bed19e1 1025 } while (--n > 0);
1185e3c5 1026 tiles[row * w + tx] = endtile;
7bed19e1 1027}
1028
1185e3c5 1029static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
7bed19e1 1030{
1185e3c5 1031 int y = dir > 0 ? -1 : h;
7bed19e1 1032 int ty = y + dir;
1185e3c5 1033 int n = h - 1;
1034 unsigned char endtile = tiles[ty * w + col];
7bed19e1 1035 do {
1036 y = ty;
1185e3c5 1037 ty = (y + dir + h) % h;
1038 tiles[y * w + col] = tiles[ty * w + col];
7bed19e1 1039 } while (--n > 0);
1185e3c5 1040 tiles[ty * w + col] = endtile;
1041}
1042
1043static void slide_row(game_state *state, int dir, int row)
1044{
1045 slide_row_int(state->width, state->height, state->tiles, dir, row);
1046}
1047
1048static void slide_col(game_state *state, int dir, int col)
1049{
1050 slide_col_int(state->width, state->height, state->tiles, dir, col);
7bed19e1 1051}
1052
be8d5aa1 1053static game_state *make_move(game_state *state, game_ui *ui,
1054 int x, int y, int button)
7bed19e1 1055{
1056 int cx, cy;
1057 int n, dx, dy;
1058 game_state *ret;
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
1094 ret = dup_game(state);
2ac6d24e 1095 ret->just_used_solve = FALSE;
7bed19e1 1096
1097 if (dx == 0) slide_col(ret, dy, cx);
1098 else slide_row(ret, dx, cy);
1099
1100 ret->move_count++;
1101 ret->last_move_row = dx ? cy : -1;
1102 ret->last_move_col = dx ? -1 : cx;
1103 ret->last_move_dir = dx + dy;
1104
1105 /*
1106 * See if the game has been completed.
1107 */
1108 if (!ret->completed) {
1109 unsigned char *active = compute_active(ret, -1, -1);
1110 int x1, y1;
1111 int complete = TRUE;
1112
1113 for (x1 = 0; x1 < ret->width; x1++)
1114 for (y1 = 0; y1 < ret->height; y1++)
1115 if (!index(ret, active, x1, y1)) {
1116 complete = FALSE;
1117 goto break_label; /* break out of two loops at once */
1118 }
1119 break_label:
1120
1121 sfree(active);
1122
1123 if (complete)
1124 ret->completed = ret->move_count;
1125 }
1126
1127 return ret;
1128}
1129
1130/* ----------------------------------------------------------------------
1131 * Routines for drawing the game position on the screen.
1132 */
1133
1134struct game_drawstate {
1135 int started;
1136 int width, height;
1137 unsigned char *visible;
1138};
1139
be8d5aa1 1140static game_drawstate *game_new_drawstate(game_state *state)
7bed19e1 1141{
1142 game_drawstate *ds = snew(game_drawstate);
1143
1144 ds->started = FALSE;
1145 ds->width = state->width;
1146 ds->height = state->height;
1147 ds->visible = snewn(state->width * state->height, unsigned char);
1148 memset(ds->visible, 0xFF, state->width * state->height);
1149
1150 return ds;
1151}
1152
be8d5aa1 1153static void game_free_drawstate(game_drawstate *ds)
7bed19e1 1154{
1155 sfree(ds->visible);
1156 sfree(ds);
1157}
1158
be8d5aa1 1159static void game_size(game_params *params, int *x, int *y)
7bed19e1 1160{
1161 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1162 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1163}
1164
be8d5aa1 1165static float *game_colours(frontend *fe, game_state *state, int *ncolours)
7bed19e1 1166{
1167 float *ret;
1168
1169 ret = snewn(NCOLOURS * 3, float);
1170 *ncolours = NCOLOURS;
1171
1172 /*
1173 * Basic background colour is whatever the front end thinks is
1174 * a sensible default.
1175 */
1176 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1177
1178 /*
1179 * Wires are black.
1180 */
1181 ret[COL_WIRE * 3 + 0] = 0.0F;
1182 ret[COL_WIRE * 3 + 1] = 0.0F;
1183 ret[COL_WIRE * 3 + 2] = 0.0F;
1184
1185 /*
1186 * Powered wires and powered endpoints are cyan.
1187 */
1188 ret[COL_POWERED * 3 + 0] = 0.0F;
1189 ret[COL_POWERED * 3 + 1] = 1.0F;
1190 ret[COL_POWERED * 3 + 2] = 1.0F;
1191
1192 /*
1193 * Barriers are red.
1194 */
1195 ret[COL_BARRIER * 3 + 0] = 1.0F;
1196 ret[COL_BARRIER * 3 + 1] = 0.0F;
1197 ret[COL_BARRIER * 3 + 2] = 0.0F;
1198
1199 /*
1200 * Unpowered endpoints are blue.
1201 */
1202 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1203 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1204 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1205
1206 /*
1207 * Tile borders are a darker grey than the background.
1208 */
1209 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1210 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1211 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1212
1213 /*
1214 * Flashing tiles are a grey in between those two.
1215 */
1216 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1217 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1218 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1219
1220 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1221 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1222 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1223 ret[COL_TEXT * 3 + 0] = 0.0;
1224 ret[COL_TEXT * 3 + 1] = 0.0;
1225 ret[COL_TEXT * 3 + 2] = 0.0;
1226
1227 return ret;
1228}
1229
1230static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
1231 int colour)
1232{
1233 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
1234 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
1235 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
1236 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
1237 draw_line(fe, x1, y1, x2, y2, colour);
1238}
1239
1240static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
1241 int colour)
1242{
1243 int mx = (x1 < x2 ? x1 : x2);
1244 int my = (y1 < y2 ? y1 : y2);
1245 int dx = (x2 + x1 - 2*mx + 1);
1246 int dy = (y2 + y1 - 2*my + 1);
1247
1248 draw_rect(fe, mx, my, dx, dy, colour);
1249}
1250
1251static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
1252{
1253 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1254 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1255 int x1, y1, dx, dy, dir2;
1256
1257 dir >>= 4;
1258
1259 dir2 = A(dir);
1260 dx = X(dir) + X(dir2);
1261 dy = Y(dir) + Y(dir2);
1262 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1263 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1264
1265 if (phase == 0) {
1266 draw_rect_coords(fe, bx+x1, by+y1,
1267 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1268 COL_WIRE);
1269 draw_rect_coords(fe, bx+x1, by+y1,
1270 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1271 COL_WIRE);
1272 } else {
1273 draw_rect_coords(fe, bx+x1, by+y1,
1274 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1275 COL_BARRIER);
1276 }
1277}
1278
1279static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
1280{
1281 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1282 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1283 int x1, y1, w, h;
1284
1285 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1286 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1287 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1288 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1289
1290 if (phase == 0) {
1291 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
1292 } else {
1293 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
1294 }
1295}
1296
1297static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
1298 float xshift, float yshift)
1299{
1300 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
1301 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
1302 float cx, cy, ex, ey;
1303 int dir, col;
1304
1305 /*
1306 * When we draw a single tile, we must draw everything up to
1307 * and including the borders around the tile. This means that
1308 * if the neighbouring tiles have connections to those borders,
1309 * we must draw those connections on the borders themselves.
1310 *
1311 * This would be terribly fiddly if we ever had to draw a tile
1312 * while its neighbour was in mid-rotate, because we'd have to
1313 * arrange to _know_ that the neighbour was being rotated and
1314 * hence had an anomalous effect on the redraw of this tile.
1315 * Fortunately, the drawing algorithm avoids ever calling us in
1316 * this circumstance: we're either drawing lots of straight
1317 * tiles at game start or after a move is complete, or we're
1318 * repeatedly drawing only the rotating tile. So no problem.
1319 */
1320
1321 /*
1322 * So. First blank the tile out completely: draw a big
1323 * rectangle in border colour, and a smaller rectangle in
1324 * background colour to fill it in.
1325 */
1326 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
1327 COL_BORDER);
1328 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
1329 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1330 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1331
1332 /*
1333 * Draw the wires.
1334 */
1335 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1336 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1337 for (dir = 1; dir < 0x10; dir <<= 1) {
1338 if (tile & dir) {
1339 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1340 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1341 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
1342 bx+(int)(cx+ex), by+(int)(cy+ey),
1343 COL_WIRE);
1344 }
1345 }
1346 for (dir = 1; dir < 0x10; dir <<= 1) {
1347 if (tile & dir) {
1348 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1349 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1350 draw_line(fe, bx+(int)cx, by+(int)cy,
1351 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1352 }
1353 }
1354
1355 /*
1356 * Draw the box in the middle. We do this in blue if the tile
1357 * is an unpowered endpoint, in cyan if the tile is a powered
1358 * endpoint, in black if the tile is the centrepiece, and
1359 * otherwise not at all.
1360 */
1361 col = -1;
1362 if (x == state->cx && y == state->cy)
1363 col = COL_WIRE;
1364 else if (COUNT(tile) == 1) {
1365 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1366 }
1367 if (col >= 0) {
1368 int i, points[8];
1369
1370 points[0] = +1; points[1] = +1;
1371 points[2] = +1; points[3] = -1;
1372 points[4] = -1; points[5] = -1;
1373 points[6] = -1; points[7] = +1;
1374
1375 for (i = 0; i < 8; i += 2) {
1376 ex = (TILE_SIZE * 0.24F) * points[i];
1377 ey = (TILE_SIZE * 0.24F) * points[i+1];
1378 points[i] = bx+(int)(cx+ex);
1379 points[i+1] = by+(int)(cy+ey);
1380 }
1381
1382 draw_polygon(fe, points, 4, TRUE, col);
1383 draw_polygon(fe, points, 4, FALSE, COL_WIRE);
1384 }
1385
1386 /*
1387 * Draw the points on the border if other tiles are connected
1388 * to us.
1389 */
1390 for (dir = 1; dir < 0x10; dir <<= 1) {
1391 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1392
1393 dx = X(dir);
1394 dy = Y(dir);
1395
1396 ox = x + dx;
1397 oy = y + dy;
1398
1399 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1400 continue;
1401
1402 if (!(tile(state, ox, oy) & F(dir)))
1403 continue;
1404
1405 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1406 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1407 lx = dx * (TILE_BORDER-1);
1408 ly = dy * (TILE_BORDER-1);
1409 vx = (dy ? 1 : 0);
1410 vy = (dx ? 1 : 0);
1411
1412 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1413 /*
1414 * If we are fully connected to the other tile, we must
1415 * draw right across the tile border. (We can use our
1416 * own ACTIVE state to determine what colour to do this
1417 * in: if we are fully connected to the other tile then
1418 * the two ACTIVE states will be the same.)
1419 */
1420 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1421 draw_rect_coords(fe, px, py, px+lx, py+ly,
1422 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1423 } else {
1424 /*
1425 * The other tile extends into our border, but isn't
1426 * actually connected to us. Just draw a single black
1427 * dot.
1428 */
1429 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
1430 }
1431 }
1432
1433 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1434}
1435
1436static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y)
1437{
1438 int phase;
1439 int dir;
1440 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1441 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1442 /*
1443 * Draw barrier corners, and then barriers.
1444 */
1445 for (phase = 0; phase < 2; phase++) {
1446 for (dir = 1; dir < 0x10; dir <<= 1)
1447 if (barrier(state, x, y) & (dir << 4))
1448 draw_barrier_corner(fe, x, y, dir << 4, phase);
1449 for (dir = 1; dir < 0x10; dir <<= 1)
1450 if (barrier(state, x, y) & dir)
1451 draw_barrier(fe, x, y, dir, phase);
1452 }
1453
1454 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1455}
1456
1457static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
1458{
1459 int coords[14];
1460 int ydy = -xdx, ydx = xdy;
1461
1462 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1463 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1464
1465#define POINT(n, xx, yy) ( \
1466 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1467 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1468
1469 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1470 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1471 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1472 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1473 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1474 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1475 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1476
1477 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
1478 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
1479}
1480
be8d5aa1 1481static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c822de4a 1482 game_state *state, int dir, game_ui *ui, float t, float ft)
7bed19e1 1483{
1484 int x, y, tx, ty, frame;
1485 unsigned char *active;
1486 float xshift = 0.0;
1487 float yshift = 0.0;
1488
1489 /*
1490 * Clear the screen and draw the exterior barrier lines if this
1491 * is our first call.
1492 */
1493 if (!ds->started) {
1494 int phase;
1495
1496 ds->started = TRUE;
1497
1498 draw_rect(fe, 0, 0,
1499 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1500 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1501 COL_BACKGROUND);
1502 draw_update(fe, 0, 0,
1503 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1504 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1505
1506 for (phase = 0; phase < 2; phase++) {
1507
1508 for (x = 0; x < ds->width; x++) {
1509 if (barrier(state, x, 0) & UL)
1510 draw_barrier_corner(fe, x, -1, LD, phase);
1511 if (barrier(state, x, 0) & RU)
1512 draw_barrier_corner(fe, x, -1, DR, phase);
1513 if (barrier(state, x, 0) & U)
1514 draw_barrier(fe, x, -1, D, phase);
1515 if (barrier(state, x, ds->height-1) & DR)
1516 draw_barrier_corner(fe, x, ds->height, RU, phase);
1517 if (barrier(state, x, ds->height-1) & LD)
1518 draw_barrier_corner(fe, x, ds->height, UL, phase);
1519 if (barrier(state, x, ds->height-1) & D)
1520 draw_barrier(fe, x, ds->height, U, phase);
1521 }
1522
1523 for (y = 0; y < ds->height; y++) {
1524 if (barrier(state, 0, y) & UL)
1525 draw_barrier_corner(fe, -1, y, RU, phase);
1526 if (barrier(state, 0, y) & LD)
1527 draw_barrier_corner(fe, -1, y, DR, phase);
1528 if (barrier(state, 0, y) & L)
1529 draw_barrier(fe, -1, y, R, phase);
1530 if (barrier(state, ds->width-1, y) & RU)
1531 draw_barrier_corner(fe, ds->width, y, UL, phase);
1532 if (barrier(state, ds->width-1, y) & DR)
1533 draw_barrier_corner(fe, ds->width, y, LD, phase);
1534 if (barrier(state, ds->width-1, y) & R)
1535 draw_barrier(fe, ds->width, y, L, phase);
1536 }
1537 }
1538
1539 /*
1540 * Arrows for making moves.
1541 */
1542 for (x = 0; x < ds->width; x++) {
1543 if (x == state->cx) continue;
1544 draw_arrow(fe, x, 0, +1, 0);
1545 draw_arrow(fe, x+1, ds->height, -1, 0);
1546 }
1547 for (y = 0; y < ds->height; y++) {
1548 if (y == state->cy) continue;
1549 draw_arrow(fe, ds->width, y, 0, +1);
1550 draw_arrow(fe, 0, y+1, 0, -1);
1551 }
1552 }
1553
1554 /* Check if this is an undo. If so, we will need to run any animation
1555 * backwards.
1556 */
1557 if (oldstate && oldstate->move_count > state->move_count) {
1558 game_state * tmpstate = state;
1559 state = oldstate;
1560 oldstate = tmpstate;
1561 t = ANIM_TIME - t;
1562 }
1563
1564 tx = ty = -1;
1565 if (oldstate && (t < ANIM_TIME)) {
1566 /*
1567 * We're animating a slide, of row/column number
1568 * state->last_move_pos, in direction
1569 * state->last_move_dir
1570 */
1571 xshift = state->last_move_row == -1 ? 0.0 :
1572 (1 - t / ANIM_TIME) * state->last_move_dir;
1573 yshift = state->last_move_col == -1 ? 0.0 :
1574 (1 - t / ANIM_TIME) * state->last_move_dir;
1575 }
1576
1577 frame = -1;
1578 if (ft > 0) {
1579 /*
1580 * We're animating a completion flash. Find which frame
1581 * we're at.
1582 */
1583 frame = (int)(ft / FLASH_FRAME);
1584 }
1585
1586 /*
1587 * Draw any tile which differs from the way it was last drawn.
1588 */
1589 if (xshift != 0.0 || yshift != 0.0) {
1590 active = compute_active(state,
1591 state->last_move_row, state->last_move_col);
1592 } else {
1593 active = compute_active(state, -1, -1);
1594 }
1595
1596 clip(fe,
1597 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1598 TILE_SIZE * state->width + TILE_BORDER,
1599 TILE_SIZE * state->height + TILE_BORDER);
1600
1601 for (x = 0; x < ds->width; x++)
1602 for (y = 0; y < ds->height; y++) {
1603 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1604
1605 /*
1606 * In a completion flash, we adjust the FLASHING bit
1607 * depending on our distance from the centre point and
1608 * the frame number.
1609 */
1610 if (frame >= 0) {
1611 int xdist, ydist, dist;
1612 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1613 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1614 dist = (xdist > ydist ? xdist : ydist);
1615
1616 if (frame >= dist && frame < dist+4) {
1617 int flash = (frame - dist) & 1;
1618 flash = flash ? FLASHING : 0;
1619 c = (c &~ FLASHING) | flash;
1620 }
1621 }
1622
1623 if (index(state, ds->visible, x, y) != c ||
1624 index(state, ds->visible, x, y) == 0xFF ||
1625 (x == state->last_move_col || y == state->last_move_row))
1626 {
1627 float xs = (y == state->last_move_row ? xshift : 0.0);
1628 float ys = (x == state->last_move_col ? yshift : 0.0);
1629
1630 draw_tile(fe, state, x, y, c, xs, ys);
1631 if (xs < 0 && x == 0)
1632 draw_tile(fe, state, state->width, y, c, xs, ys);
1633 else if (xs > 0 && x == state->width - 1)
1634 draw_tile(fe, state, -1, y, c, xs, ys);
1635 else if (ys < 0 && y == 0)
1636 draw_tile(fe, state, x, state->height, c, xs, ys);
1637 else if (ys > 0 && y == state->height - 1)
1638 draw_tile(fe, state, x, -1, c, xs, ys);
1639
1640 if (x == state->last_move_col || y == state->last_move_row)
1641 index(state, ds->visible, x, y) = 0xFF;
1642 else
1643 index(state, ds->visible, x, y) = c;
1644 }
1645 }
1646
1647 for (x = 0; x < ds->width; x++)
1648 for (y = 0; y < ds->height; y++)
1649 draw_tile_barriers(fe, state, x, y);
1650
1651 unclip(fe);
1652
1653 /*
1654 * Update the status bar.
1655 */
1656 {
1657 char statusbuf[256];
1658 int i, n, a;
1659
1660 n = state->width * state->height;
1661 for (i = a = 0; i < n; i++)
1662 if (active[i])
1663 a++;
1664
2ac6d24e 1665 if (state->used_solve)
1666 sprintf(statusbuf, "Moves since auto-solve: %d",
1667 state->move_count - state->completed);
1668 else
1669 sprintf(statusbuf, "%sMoves: %d",
1670 (state->completed ? "COMPLETED! " : ""),
1671 (state->completed ? state->completed : state->move_count));
1672
aa27d493 1673 if (state->movetarget)
1674 sprintf(statusbuf + strlen(statusbuf), " (target %d)",
1675 state->movetarget);
1676
2ac6d24e 1677 sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
7bed19e1 1678
1679 status_bar(fe, statusbuf);
1680 }
1681
1682 sfree(active);
1683}
1684
be8d5aa1 1685static float game_anim_length(game_state *oldstate,
e3f21163 1686 game_state *newstate, int dir, game_ui *ui)
7bed19e1 1687{
2ac6d24e 1688 /*
1689 * Don't animate an auto-solve move.
1690 */
1691 if ((dir > 0 && newstate->just_used_solve) ||
1692 (dir < 0 && oldstate->just_used_solve))
1693 return 0.0F;
1694
7bed19e1 1695 return ANIM_TIME;
1696}
1697
be8d5aa1 1698static float game_flash_length(game_state *oldstate,
e3f21163 1699 game_state *newstate, int dir, game_ui *ui)
7bed19e1 1700{
1701 /*
1702 * If the game has just been completed, we display a completion
1703 * flash.
1704 */
2ac6d24e 1705 if (!oldstate->completed && newstate->completed &&
1706 !oldstate->used_solve && !newstate->used_solve) {
7bed19e1 1707 int size;
1708 size = 0;
1709 if (size < newstate->cx+1)
1710 size = newstate->cx+1;
1711 if (size < newstate->cy+1)
1712 size = newstate->cy+1;
1713 if (size < newstate->width - newstate->cx)
1714 size = newstate->width - newstate->cx;
1715 if (size < newstate->height - newstate->cy)
1716 size = newstate->height - newstate->cy;
1717 return FLASH_FRAME * (size+4);
1718 }
1719
1720 return 0.0F;
1721}
1722
be8d5aa1 1723static int game_wants_statusbar(void)
7bed19e1 1724{
1725 return TRUE;
1726}
be8d5aa1 1727
1728#ifdef COMBINED
1729#define thegame netslide
1730#endif
1731
1732const 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,
1761};