720a8fb7 |
1 | /* |
2 | * net.c: Net game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
2ef96bd6 |
10 | #include <math.h> |
720a8fb7 |
11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
2ef96bd6 |
15 | #define PI 3.141592653589793238462643383279502884197169399 |
16 | |
17 | #define MATMUL(xr,yr,m,x,y) do { \ |
18 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
19 | rx = mat[0] * xx + mat[2] * yy; \ |
20 | ry = mat[1] * xx + mat[3] * yy; \ |
21 | (xr) = rx; (yr) = ry; \ |
22 | } while (0) |
23 | |
24 | /* Direction and other bitfields */ |
720a8fb7 |
25 | #define R 0x01 |
26 | #define U 0x02 |
27 | #define L 0x04 |
28 | #define D 0x08 |
29 | #define LOCKED 0x10 |
2ef96bd6 |
30 | #define ACTIVE 0x20 |
31 | /* Corner flags go in the barriers array */ |
32 | #define RU 0x10 |
33 | #define UL 0x20 |
34 | #define LD 0x40 |
35 | #define DR 0x80 |
720a8fb7 |
36 | |
37 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
38 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
39 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
40 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
41 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
42 | ((n)&3) == 1 ? A(x) : \ |
43 | ((n)&3) == 2 ? F(x) : C(x) ) |
44 | |
45 | /* X and Y displacements */ |
46 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
47 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
48 | |
49 | /* Bit count */ |
50 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
51 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
52 | |
53 | #define TILE_SIZE 32 |
54 | #define TILE_BORDER 1 |
55 | #define WINDOW_OFFSET 16 |
56 | |
8c1fd974 |
57 | #define ROTATE_TIME 0.13F |
58 | #define FLASH_FRAME 0.07F |
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59 | |
60 | enum { |
61 | COL_BACKGROUND, |
62 | COL_LOCKED, |
63 | COL_BORDER, |
64 | COL_WIRE, |
65 | COL_ENDPOINT, |
66 | COL_POWERED, |
67 | COL_BARRIER, |
68 | NCOLOURS |
69 | }; |
70 | |
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71 | struct game_params { |
72 | int width; |
73 | int height; |
74 | int wrapping; |
75 | float barrier_probability; |
76 | }; |
77 | |
78 | struct game_state { |
2ef96bd6 |
79 | int width, height, cx, cy, wrapping, completed, last_rotate_dir; |
720a8fb7 |
80 | unsigned char *tiles; |
81 | unsigned char *barriers; |
82 | }; |
83 | |
84 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
85 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
86 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
87 | |
88 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
89 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
90 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
91 | |
92 | struct xyd { |
93 | int x, y, direction; |
94 | }; |
95 | |
96 | static int xyd_cmp(void *av, void *bv) { |
97 | struct xyd *a = (struct xyd *)av; |
98 | struct xyd *b = (struct xyd *)bv; |
99 | if (a->x < b->x) |
100 | return -1; |
101 | if (a->x > b->x) |
102 | return +1; |
103 | if (a->y < b->y) |
104 | return -1; |
105 | if (a->y > b->y) |
106 | return +1; |
107 | if (a->direction < b->direction) |
108 | return -1; |
109 | if (a->direction > b->direction) |
110 | return +1; |
111 | return 0; |
112 | }; |
113 | |
114 | static struct xyd *new_xyd(int x, int y, int direction) |
115 | { |
116 | struct xyd *xyd = snew(struct xyd); |
117 | xyd->x = x; |
118 | xyd->y = y; |
119 | xyd->direction = direction; |
120 | return xyd; |
121 | } |
122 | |
123 | /* ---------------------------------------------------------------------- |
7f77ea24 |
124 | * Manage game parameters. |
125 | */ |
be8d5aa1 |
126 | static game_params *default_params(void) |
7f77ea24 |
127 | { |
128 | game_params *ret = snew(game_params); |
129 | |
eb2ad6f1 |
130 | ret->width = 5; |
131 | ret->height = 5; |
132 | ret->wrapping = FALSE; |
133 | ret->barrier_probability = 0.0; |
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134 | |
135 | return ret; |
136 | } |
137 | |
be8d5aa1 |
138 | static int game_fetch_preset(int i, char **name, game_params **params) |
eb2ad6f1 |
139 | { |
140 | game_params *ret; |
141 | char str[80]; |
142 | static const struct { int x, y, wrap; } values[] = { |
143 | {5, 5, FALSE}, |
144 | {7, 7, FALSE}, |
145 | {9, 9, FALSE}, |
146 | {11, 11, FALSE}, |
147 | {13, 11, FALSE}, |
148 | {5, 5, TRUE}, |
149 | {7, 7, TRUE}, |
150 | {9, 9, TRUE}, |
151 | {11, 11, TRUE}, |
152 | {13, 11, TRUE}, |
153 | }; |
154 | |
155 | if (i < 0 || i >= lenof(values)) |
156 | return FALSE; |
157 | |
158 | ret = snew(game_params); |
159 | ret->width = values[i].x; |
160 | ret->height = values[i].y; |
161 | ret->wrapping = values[i].wrap; |
162 | ret->barrier_probability = 0.0; |
163 | |
164 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
165 | ret->wrapping ? " wrapping" : ""); |
166 | |
167 | *name = dupstr(str); |
168 | *params = ret; |
169 | return TRUE; |
170 | } |
171 | |
be8d5aa1 |
172 | static void free_params(game_params *params) |
7f77ea24 |
173 | { |
174 | sfree(params); |
175 | } |
176 | |
be8d5aa1 |
177 | static game_params *dup_params(game_params *params) |
eb2ad6f1 |
178 | { |
179 | game_params *ret = snew(game_params); |
180 | *ret = *params; /* structure copy */ |
181 | return ret; |
182 | } |
183 | |
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184 | static game_params *decode_params(char const *string) |
b0e26073 |
185 | { |
186 | game_params *ret = default_params(); |
187 | char const *p = string; |
188 | |
189 | ret->width = atoi(p); |
190 | while (*p && isdigit(*p)) p++; |
191 | if (*p == 'x') { |
192 | p++; |
193 | ret->height = atoi(p); |
194 | while (*p && isdigit(*p)) p++; |
195 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
196 | p++; |
197 | if (*p == 'b') |
198 | ret->barrier_probability = atof(p+1); |
199 | } else { |
200 | ret->height = ret->width; |
201 | } |
202 | |
203 | return ret; |
204 | } |
205 | |
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206 | static char *encode_params(game_params *params) |
b0e26073 |
207 | { |
208 | char ret[400]; |
209 | int len; |
210 | |
211 | len = sprintf(ret, "%dx%d", params->width, params->height); |
212 | if (params->wrapping) |
213 | ret[len++] = 'w'; |
214 | if (params->barrier_probability) |
215 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
216 | assert(len < lenof(ret)); |
217 | ret[len] = '\0'; |
218 | |
219 | return dupstr(ret); |
220 | } |
221 | |
be8d5aa1 |
222 | static config_item *game_configure(game_params *params) |
c8230524 |
223 | { |
224 | config_item *ret; |
225 | char buf[80]; |
226 | |
227 | ret = snewn(5, config_item); |
228 | |
229 | ret[0].name = "Width"; |
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230 | ret[0].type = C_STRING; |
c8230524 |
231 | sprintf(buf, "%d", params->width); |
232 | ret[0].sval = dupstr(buf); |
233 | ret[0].ival = 0; |
234 | |
235 | ret[1].name = "Height"; |
95709966 |
236 | ret[1].type = C_STRING; |
c8230524 |
237 | sprintf(buf, "%d", params->height); |
238 | ret[1].sval = dupstr(buf); |
239 | ret[1].ival = 0; |
240 | |
241 | ret[2].name = "Walls wrap around"; |
95709966 |
242 | ret[2].type = C_BOOLEAN; |
c8230524 |
243 | ret[2].sval = NULL; |
244 | ret[2].ival = params->wrapping; |
245 | |
246 | ret[3].name = "Barrier probability"; |
95709966 |
247 | ret[3].type = C_STRING; |
c8230524 |
248 | sprintf(buf, "%g", params->barrier_probability); |
249 | ret[3].sval = dupstr(buf); |
250 | ret[3].ival = 0; |
251 | |
252 | ret[4].name = NULL; |
95709966 |
253 | ret[4].type = C_END; |
c8230524 |
254 | ret[4].sval = NULL; |
255 | ret[4].ival = 0; |
256 | |
257 | return ret; |
258 | } |
259 | |
be8d5aa1 |
260 | static game_params *custom_params(config_item *cfg) |
c8230524 |
261 | { |
262 | game_params *ret = snew(game_params); |
263 | |
264 | ret->width = atoi(cfg[0].sval); |
265 | ret->height = atoi(cfg[1].sval); |
266 | ret->wrapping = cfg[2].ival; |
95709966 |
267 | ret->barrier_probability = (float)atof(cfg[3].sval); |
c8230524 |
268 | |
269 | return ret; |
270 | } |
271 | |
be8d5aa1 |
272 | static char *validate_params(game_params *params) |
c8230524 |
273 | { |
274 | if (params->width <= 0 && params->height <= 0) |
275 | return "Width and height must both be greater than zero"; |
276 | if (params->width <= 0) |
277 | return "Width must be greater than zero"; |
278 | if (params->height <= 0) |
279 | return "Height must be greater than zero"; |
280 | if (params->width <= 1 && params->height <= 1) |
281 | return "At least one of width and height must be greater than one"; |
282 | if (params->barrier_probability < 0) |
283 | return "Barrier probability may not be negative"; |
284 | if (params->barrier_probability > 1) |
285 | return "Barrier probability may not be greater than 1"; |
286 | return NULL; |
287 | } |
288 | |
7f77ea24 |
289 | /* ---------------------------------------------------------------------- |
720a8fb7 |
290 | * Randomly select a new game seed. |
291 | */ |
292 | |
6f2d8d7c |
293 | static char *new_game_seed(game_params *params, random_state *rs, |
294 | game_aux_info **aux) |
720a8fb7 |
295 | { |
296 | /* |
297 | * The full description of a Net game is far too large to |
298 | * encode directly in the seed, so by default we'll have to go |
299 | * for the simple approach of providing a random-number seed. |
300 | * |
301 | * (This does not restrict me from _later on_ inventing a seed |
302 | * string syntax which can never be generated by this code - |
303 | * for example, strings beginning with a letter - allowing me |
304 | * to type in a precise game, and have new_game detect it and |
305 | * understand it and do something completely different.) |
306 | */ |
307 | char buf[40]; |
48d70ca9 |
308 | sprintf(buf, "%lu", random_bits(rs, 32)); |
720a8fb7 |
309 | return dupstr(buf); |
310 | } |
311 | |
6f2d8d7c |
312 | void game_free_aux_info(game_aux_info *aux) |
313 | { |
314 | assert(!"Shouldn't happen"); |
315 | } |
316 | |
be8d5aa1 |
317 | static char *validate_seed(game_params *params, char *seed) |
5928817c |
318 | { |
319 | /* |
320 | * Since any string at all will suffice to seed the RNG, there |
321 | * is no validation required. |
322 | */ |
323 | return NULL; |
324 | } |
325 | |
720a8fb7 |
326 | /* ---------------------------------------------------------------------- |
327 | * Construct an initial game state, given a seed and parameters. |
328 | */ |
329 | |
be8d5aa1 |
330 | static game_state *new_game(game_params *params, char *seed) |
720a8fb7 |
331 | { |
332 | random_state *rs; |
333 | game_state *state; |
334 | tree234 *possibilities, *barriers; |
335 | int w, h, x, y, nbarriers; |
336 | |
ecadce0d |
337 | assert(params->width > 0 && params->height > 0); |
338 | assert(params->width > 1 || params->height > 1); |
720a8fb7 |
339 | |
340 | /* |
341 | * Create a blank game state. |
342 | */ |
343 | state = snew(game_state); |
344 | w = state->width = params->width; |
345 | h = state->height = params->height; |
2ef96bd6 |
346 | state->cx = state->width / 2; |
347 | state->cy = state->height / 2; |
720a8fb7 |
348 | state->wrapping = params->wrapping; |
cbb5549e |
349 | state->last_rotate_dir = 0; |
720a8fb7 |
350 | state->completed = FALSE; |
351 | state->tiles = snewn(state->width * state->height, unsigned char); |
352 | memset(state->tiles, 0, state->width * state->height); |
353 | state->barriers = snewn(state->width * state->height, unsigned char); |
354 | memset(state->barriers, 0, state->width * state->height); |
355 | |
356 | /* |
357 | * Set up border barriers if this is a non-wrapping game. |
358 | */ |
359 | if (!state->wrapping) { |
360 | for (x = 0; x < state->width; x++) { |
361 | barrier(state, x, 0) |= U; |
362 | barrier(state, x, state->height-1) |= D; |
363 | } |
364 | for (y = 0; y < state->height; y++) { |
2ef96bd6 |
365 | barrier(state, 0, y) |= L; |
366 | barrier(state, state->width-1, y) |= R; |
720a8fb7 |
367 | } |
368 | } |
369 | |
370 | /* |
371 | * Seed the internal random number generator. |
372 | */ |
373 | rs = random_init(seed, strlen(seed)); |
374 | |
375 | /* |
376 | * Construct the unshuffled grid. |
377 | * |
378 | * To do this, we simply start at the centre point, repeatedly |
379 | * choose a random possibility out of the available ways to |
380 | * extend a used square into an unused one, and do it. After |
381 | * extending the third line out of a square, we remove the |
382 | * fourth from the possibilities list to avoid any full-cross |
383 | * squares (which would make the game too easy because they |
384 | * only have one orientation). |
385 | * |
386 | * The slightly worrying thing is the avoidance of full-cross |
387 | * squares. Can this cause our unsophisticated construction |
388 | * algorithm to paint itself into a corner, by getting into a |
389 | * situation where there are some unreached squares and the |
390 | * only way to reach any of them is to extend a T-piece into a |
391 | * full cross? |
392 | * |
393 | * Answer: no it can't, and here's a proof. |
394 | * |
395 | * Any contiguous group of such unreachable squares must be |
396 | * surrounded on _all_ sides by T-pieces pointing away from the |
397 | * group. (If not, then there is a square which can be extended |
398 | * into one of the `unreachable' ones, and so it wasn't |
399 | * unreachable after all.) In particular, this implies that |
400 | * each contiguous group of unreachable squares must be |
401 | * rectangular in shape (any deviation from that yields a |
402 | * non-T-piece next to an `unreachable' square). |
403 | * |
404 | * So we have a rectangle of unreachable squares, with T-pieces |
405 | * forming a solid border around the rectangle. The corners of |
406 | * that border must be connected (since every tile connects all |
407 | * the lines arriving in it), and therefore the border must |
408 | * form a closed loop around the rectangle. |
409 | * |
410 | * But this can't have happened in the first place, since we |
411 | * _know_ we've avoided creating closed loops! Hence, no such |
412 | * situation can ever arise, and the naive grid construction |
413 | * algorithm will guaranteeably result in a complete grid |
414 | * containing no unreached squares, no full crosses _and_ no |
415 | * closed loops. [] |
416 | */ |
417 | possibilities = newtree234(xyd_cmp); |
ecadce0d |
418 | |
419 | if (state->cx+1 < state->width) |
420 | add234(possibilities, new_xyd(state->cx, state->cy, R)); |
421 | if (state->cy-1 >= 0) |
422 | add234(possibilities, new_xyd(state->cx, state->cy, U)); |
423 | if (state->cx-1 >= 0) |
424 | add234(possibilities, new_xyd(state->cx, state->cy, L)); |
425 | if (state->cy+1 < state->height) |
426 | add234(possibilities, new_xyd(state->cx, state->cy, D)); |
720a8fb7 |
427 | |
428 | while (count234(possibilities) > 0) { |
429 | int i; |
430 | struct xyd *xyd; |
431 | int x1, y1, d1, x2, y2, d2, d; |
432 | |
433 | /* |
434 | * Extract a randomly chosen possibility from the list. |
435 | */ |
436 | i = random_upto(rs, count234(possibilities)); |
437 | xyd = delpos234(possibilities, i); |
438 | x1 = xyd->x; |
439 | y1 = xyd->y; |
440 | d1 = xyd->direction; |
441 | sfree(xyd); |
442 | |
443 | OFFSET(x2, y2, x1, y1, d1, state); |
444 | d2 = F(d1); |
445 | #ifdef DEBUG |
446 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
447 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
448 | #endif |
449 | |
450 | /* |
451 | * Make the connection. (We should be moving to an as yet |
452 | * unused tile.) |
453 | */ |
454 | tile(state, x1, y1) |= d1; |
455 | assert(tile(state, x2, y2) == 0); |
456 | tile(state, x2, y2) |= d2; |
457 | |
458 | /* |
459 | * If we have created a T-piece, remove its last |
460 | * possibility. |
461 | */ |
462 | if (COUNT(tile(state, x1, y1)) == 3) { |
463 | struct xyd xyd1, *xydp; |
464 | |
465 | xyd1.x = x1; |
466 | xyd1.y = y1; |
467 | xyd1.direction = 0x0F ^ tile(state, x1, y1); |
468 | |
469 | xydp = find234(possibilities, &xyd1, NULL); |
470 | |
471 | if (xydp) { |
472 | #ifdef DEBUG |
473 | printf("T-piece; removing (%d,%d,%c)\n", |
474 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
475 | #endif |
476 | del234(possibilities, xydp); |
477 | sfree(xydp); |
478 | } |
479 | } |
480 | |
481 | /* |
482 | * Remove all other possibilities that were pointing at the |
483 | * tile we've just moved into. |
484 | */ |
485 | for (d = 1; d < 0x10; d <<= 1) { |
486 | int x3, y3, d3; |
487 | struct xyd xyd1, *xydp; |
488 | |
489 | OFFSET(x3, y3, x2, y2, d, state); |
490 | d3 = F(d); |
491 | |
492 | xyd1.x = x3; |
493 | xyd1.y = y3; |
494 | xyd1.direction = d3; |
495 | |
496 | xydp = find234(possibilities, &xyd1, NULL); |
497 | |
498 | if (xydp) { |
499 | #ifdef DEBUG |
500 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
501 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
502 | #endif |
503 | del234(possibilities, xydp); |
504 | sfree(xydp); |
505 | } |
506 | } |
507 | |
508 | /* |
509 | * Add new possibilities to the list for moving _out_ of |
510 | * the tile we have just moved into. |
511 | */ |
512 | for (d = 1; d < 0x10; d <<= 1) { |
513 | int x3, y3; |
514 | |
515 | if (d == d2) |
516 | continue; /* we've got this one already */ |
517 | |
518 | if (!state->wrapping) { |
519 | if (d == U && y2 == 0) |
520 | continue; |
521 | if (d == D && y2 == state->height-1) |
522 | continue; |
523 | if (d == L && x2 == 0) |
524 | continue; |
525 | if (d == R && x2 == state->width-1) |
526 | continue; |
527 | } |
528 | |
529 | OFFSET(x3, y3, x2, y2, d, state); |
530 | |
531 | if (tile(state, x3, y3)) |
532 | continue; /* this would create a loop */ |
533 | |
534 | #ifdef DEBUG |
535 | printf("New frontier; adding (%d,%d,%c)\n", |
536 | x2, y2, "0RU3L567D9abcdef"[d]); |
537 | #endif |
538 | add234(possibilities, new_xyd(x2, y2, d)); |
539 | } |
540 | } |
541 | /* Having done that, we should have no possibilities remaining. */ |
542 | assert(count234(possibilities) == 0); |
543 | freetree234(possibilities); |
544 | |
545 | /* |
546 | * Now compute a list of the possible barrier locations. |
547 | */ |
548 | barriers = newtree234(xyd_cmp); |
2ef96bd6 |
549 | for (y = 0; y < state->height; y++) { |
550 | for (x = 0; x < state->width; x++) { |
720a8fb7 |
551 | |
2ef96bd6 |
552 | if (!(tile(state, x, y) & R) && |
553 | (state->wrapping || x < state->width-1)) |
720a8fb7 |
554 | add234(barriers, new_xyd(x, y, R)); |
2ef96bd6 |
555 | if (!(tile(state, x, y) & D) && |
556 | (state->wrapping || y < state->height-1)) |
720a8fb7 |
557 | add234(barriers, new_xyd(x, y, D)); |
558 | } |
559 | } |
560 | |
561 | /* |
562 | * Now shuffle the grid. |
563 | */ |
2ef96bd6 |
564 | for (y = 0; y < state->height; y++) { |
565 | for (x = 0; x < state->width; x++) { |
720a8fb7 |
566 | int orig = tile(state, x, y); |
567 | int rot = random_upto(rs, 4); |
568 | tile(state, x, y) = ROT(orig, rot); |
569 | } |
570 | } |
571 | |
572 | /* |
573 | * And now choose barrier locations. (We carefully do this |
574 | * _after_ shuffling, so that changing the barrier rate in the |
575 | * params while keeping the game seed the same will give the |
576 | * same shuffled grid and _only_ change the barrier locations. |
577 | * Also the way we choose barrier locations, by repeatedly |
578 | * choosing one possibility from the list until we have enough, |
579 | * is designed to ensure that raising the barrier rate while |
580 | * keeping the seed the same will provide a superset of the |
581 | * previous barrier set - i.e. if you ask for 10 barriers, and |
582 | * then decide that's still too hard and ask for 20, you'll get |
583 | * the original 10 plus 10 more, rather than getting 20 new |
584 | * ones and the chance of remembering your first 10.) |
585 | */ |
03f856c4 |
586 | nbarriers = (int)(params->barrier_probability * count234(barriers)); |
720a8fb7 |
587 | assert(nbarriers >= 0 && nbarriers <= count234(barriers)); |
588 | |
589 | while (nbarriers > 0) { |
590 | int i; |
591 | struct xyd *xyd; |
592 | int x1, y1, d1, x2, y2, d2; |
593 | |
594 | /* |
595 | * Extract a randomly chosen barrier from the list. |
596 | */ |
597 | i = random_upto(rs, count234(barriers)); |
598 | xyd = delpos234(barriers, i); |
599 | |
600 | assert(xyd != NULL); |
601 | |
602 | x1 = xyd->x; |
603 | y1 = xyd->y; |
604 | d1 = xyd->direction; |
605 | sfree(xyd); |
606 | |
607 | OFFSET(x2, y2, x1, y1, d1, state); |
608 | d2 = F(d1); |
609 | |
610 | barrier(state, x1, y1) |= d1; |
611 | barrier(state, x2, y2) |= d2; |
612 | |
613 | nbarriers--; |
614 | } |
615 | |
616 | /* |
617 | * Clean up the rest of the barrier list. |
618 | */ |
619 | { |
620 | struct xyd *xyd; |
621 | |
622 | while ( (xyd = delpos234(barriers, 0)) != NULL) |
623 | sfree(xyd); |
624 | |
625 | freetree234(barriers); |
626 | } |
627 | |
2ef96bd6 |
628 | /* |
629 | * Set up the barrier corner flags, for drawing barriers |
630 | * prettily when they meet. |
631 | */ |
632 | for (y = 0; y < state->height; y++) { |
633 | for (x = 0; x < state->width; x++) { |
634 | int dir; |
635 | |
636 | for (dir = 1; dir < 0x10; dir <<= 1) { |
637 | int dir2 = A(dir); |
638 | int x1, y1, x2, y2, x3, y3; |
639 | int corner = FALSE; |
640 | |
641 | if (!(barrier(state, x, y) & dir)) |
642 | continue; |
643 | |
644 | if (barrier(state, x, y) & dir2) |
645 | corner = TRUE; |
646 | |
647 | x1 = x + X(dir), y1 = y + Y(dir); |
648 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
649 | y1 >= 0 && y1 < state->height && |
2ef96bd6 |
650 | (barrier(state, x1, y1) & dir2)) |
651 | corner = TRUE; |
652 | |
653 | x2 = x + X(dir2), y2 = y + Y(dir2); |
654 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
655 | y2 >= 0 && y2 < state->height && |
2ef96bd6 |
656 | (barrier(state, x2, y2) & dir)) |
657 | corner = TRUE; |
658 | |
659 | if (corner) { |
660 | barrier(state, x, y) |= (dir << 4); |
661 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
662 | y1 >= 0 && y1 < state->height) |
2ef96bd6 |
663 | barrier(state, x1, y1) |= (A(dir) << 4); |
664 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
665 | y2 >= 0 && y2 < state->height) |
2ef96bd6 |
666 | barrier(state, x2, y2) |= (C(dir) << 4); |
667 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
668 | if (x3 >= 0 && x3 < state->width && |
eb2ad6f1 |
669 | y3 >= 0 && y3 < state->height) |
2ef96bd6 |
670 | barrier(state, x3, y3) |= (F(dir) << 4); |
671 | } |
672 | } |
673 | } |
674 | } |
675 | |
720a8fb7 |
676 | random_free(rs); |
677 | |
678 | return state; |
679 | } |
680 | |
be8d5aa1 |
681 | static game_state *dup_game(game_state *state) |
720a8fb7 |
682 | { |
683 | game_state *ret; |
684 | |
685 | ret = snew(game_state); |
686 | ret->width = state->width; |
687 | ret->height = state->height; |
2ef96bd6 |
688 | ret->cx = state->cx; |
689 | ret->cy = state->cy; |
720a8fb7 |
690 | ret->wrapping = state->wrapping; |
691 | ret->completed = state->completed; |
2ef96bd6 |
692 | ret->last_rotate_dir = state->last_rotate_dir; |
720a8fb7 |
693 | ret->tiles = snewn(state->width * state->height, unsigned char); |
694 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
695 | ret->barriers = snewn(state->width * state->height, unsigned char); |
696 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
697 | |
698 | return ret; |
699 | } |
700 | |
be8d5aa1 |
701 | static void free_game(game_state *state) |
720a8fb7 |
702 | { |
703 | sfree(state->tiles); |
704 | sfree(state->barriers); |
705 | sfree(state); |
706 | } |
707 | |
9b4b03d3 |
708 | static char *game_text_format(game_state *state) |
709 | { |
710 | return NULL; |
711 | } |
712 | |
720a8fb7 |
713 | /* ---------------------------------------------------------------------- |
714 | * Utility routine. |
715 | */ |
716 | |
717 | /* |
718 | * Compute which squares are reachable from the centre square, as a |
719 | * quick visual aid to determining how close the game is to |
720 | * completion. This is also a simple way to tell if the game _is_ |
721 | * completed - just call this function and see whether every square |
722 | * is marked active. |
723 | */ |
724 | static unsigned char *compute_active(game_state *state) |
725 | { |
726 | unsigned char *active; |
727 | tree234 *todo; |
728 | struct xyd *xyd; |
729 | |
730 | active = snewn(state->width * state->height, unsigned char); |
731 | memset(active, 0, state->width * state->height); |
732 | |
733 | /* |
734 | * We only store (x,y) pairs in todo, but it's easier to reuse |
735 | * xyd_cmp and just store direction 0 every time. |
736 | */ |
737 | todo = newtree234(xyd_cmp); |
2ef96bd6 |
738 | index(state, active, state->cx, state->cy) = ACTIVE; |
739 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
720a8fb7 |
740 | |
741 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
742 | int x1, y1, d1, x2, y2, d2; |
743 | |
744 | x1 = xyd->x; |
745 | y1 = xyd->y; |
746 | sfree(xyd); |
747 | |
748 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
749 | OFFSET(x2, y2, x1, y1, d1, state); |
750 | d2 = F(d1); |
751 | |
752 | /* |
753 | * If the next tile in this direction is connected to |
754 | * us, and there isn't a barrier in the way, and it |
755 | * isn't already marked active, then mark it active and |
756 | * add it to the to-examine list. |
757 | */ |
758 | if ((tile(state, x1, y1) & d1) && |
759 | (tile(state, x2, y2) & d2) && |
760 | !(barrier(state, x1, y1) & d1) && |
761 | !index(state, active, x2, y2)) { |
2ef96bd6 |
762 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
763 | add234(todo, new_xyd(x2, y2, 0)); |
764 | } |
765 | } |
766 | } |
767 | /* Now we expect the todo list to have shrunk to zero size. */ |
768 | assert(count234(todo) == 0); |
769 | freetree234(todo); |
770 | |
771 | return active; |
772 | } |
773 | |
66164171 |
774 | struct game_ui { |
775 | int cur_x, cur_y; |
776 | int cur_visible; |
cbb5549e |
777 | random_state *rs; /* used for jumbling */ |
66164171 |
778 | }; |
779 | |
be8d5aa1 |
780 | static game_ui *new_ui(game_state *state) |
74a4e547 |
781 | { |
cbb5549e |
782 | void *seed; |
783 | int seedsize; |
66164171 |
784 | game_ui *ui = snew(game_ui); |
785 | ui->cur_x = state->width / 2; |
786 | ui->cur_y = state->height / 2; |
787 | ui->cur_visible = FALSE; |
cbb5549e |
788 | get_random_seed(&seed, &seedsize); |
789 | ui->rs = random_init(seed, seedsize); |
790 | sfree(seed); |
66164171 |
791 | |
792 | return ui; |
74a4e547 |
793 | } |
794 | |
be8d5aa1 |
795 | static void free_ui(game_ui *ui) |
74a4e547 |
796 | { |
cbb5549e |
797 | random_free(ui->rs); |
66164171 |
798 | sfree(ui); |
74a4e547 |
799 | } |
800 | |
720a8fb7 |
801 | /* ---------------------------------------------------------------------- |
802 | * Process a move. |
803 | */ |
be8d5aa1 |
804 | static game_state *make_move(game_state *state, game_ui *ui, |
805 | int x, int y, int button) |
720a8fb7 |
806 | { |
66164171 |
807 | game_state *ret, *nullret; |
720a8fb7 |
808 | int tx, ty, orig; |
809 | |
66164171 |
810 | nullret = NULL; |
720a8fb7 |
811 | |
66164171 |
812 | if (button == LEFT_BUTTON || |
813 | button == MIDDLE_BUTTON || |
814 | button == RIGHT_BUTTON) { |
815 | |
816 | if (ui->cur_visible) { |
817 | ui->cur_visible = FALSE; |
818 | nullret = state; |
819 | } |
820 | |
821 | /* |
822 | * The button must have been clicked on a valid tile. |
823 | */ |
824 | x -= WINDOW_OFFSET + TILE_BORDER; |
825 | y -= WINDOW_OFFSET + TILE_BORDER; |
826 | if (x < 0 || y < 0) |
827 | return nullret; |
828 | tx = x / TILE_SIZE; |
829 | ty = y / TILE_SIZE; |
830 | if (tx >= state->width || ty >= state->height) |
831 | return nullret; |
832 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
833 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
834 | return nullret; |
835 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
836 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
837 | if (button == CURSOR_UP && ui->cur_y > 0) |
838 | ui->cur_y--; |
839 | else if (button == CURSOR_DOWN && ui->cur_y < state->height-1) |
840 | ui->cur_y++; |
841 | else if (button == CURSOR_LEFT && ui->cur_x > 0) |
842 | ui->cur_x--; |
843 | else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1) |
844 | ui->cur_x++; |
845 | else |
846 | return nullret; /* no cursor movement */ |
847 | ui->cur_visible = TRUE; |
848 | return state; /* UI activity has occurred */ |
849 | } else if (button == 'a' || button == 's' || button == 'd' || |
850 | button == 'A' || button == 'S' || button == 'D') { |
851 | tx = ui->cur_x; |
852 | ty = ui->cur_y; |
853 | if (button == 'a' || button == 'A') |
854 | button = LEFT_BUTTON; |
855 | else if (button == 's' || button == 'S') |
856 | button = MIDDLE_BUTTON; |
857 | else if (button == 'd' || button == 'D') |
858 | button = RIGHT_BUTTON; |
0671fa51 |
859 | ui->cur_visible = TRUE; |
cbb5549e |
860 | } else if (button == 'j' || button == 'J') { |
861 | /* XXX should we have some mouse control for this? */ |
862 | button = 'J'; /* canonify */ |
863 | tx = ty = -1; /* shut gcc up :( */ |
66164171 |
864 | } else |
865 | return nullret; |
720a8fb7 |
866 | |
867 | /* |
868 | * The middle button locks or unlocks a tile. (A locked tile |
869 | * cannot be turned, and is visually marked as being locked. |
870 | * This is a convenience for the player, so that once they are |
871 | * sure which way round a tile goes, they can lock it and thus |
872 | * avoid forgetting later on that they'd already done that one; |
873 | * and the locking also prevents them turning the tile by |
874 | * accident. If they change their mind, another middle click |
875 | * unlocks it.) |
876 | */ |
877 | if (button == MIDDLE_BUTTON) { |
cbb5549e |
878 | |
720a8fb7 |
879 | ret = dup_game(state); |
880 | tile(ret, tx, ty) ^= LOCKED; |
cbb5549e |
881 | ret->last_rotate_dir = 0; |
720a8fb7 |
882 | return ret; |
720a8fb7 |
883 | |
cbb5549e |
884 | } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
720a8fb7 |
885 | |
cbb5549e |
886 | /* |
887 | * The left and right buttons have no effect if clicked on a |
888 | * locked tile. |
889 | */ |
890 | if (tile(state, tx, ty) & LOCKED) |
891 | return nullret; |
892 | |
893 | /* |
894 | * Otherwise, turn the tile one way or the other. Left button |
895 | * turns anticlockwise; right button turns clockwise. |
896 | */ |
897 | ret = dup_game(state); |
898 | orig = tile(ret, tx, ty); |
899 | if (button == LEFT_BUTTON) { |
900 | tile(ret, tx, ty) = A(orig); |
901 | ret->last_rotate_dir = +1; |
902 | } else { |
903 | tile(ret, tx, ty) = C(orig); |
904 | ret->last_rotate_dir = -1; |
905 | } |
906 | |
907 | } else if (button == 'J') { |
908 | |
909 | /* |
910 | * Jumble all unlocked tiles to random orientations. |
911 | */ |
912 | int jx, jy; |
913 | ret = dup_game(state); |
914 | for (jy = 0; jy < ret->height; jy++) { |
915 | for (jx = 0; jx < ret->width; jx++) { |
916 | if (!(tile(ret, jx, jy) & LOCKED)) { |
917 | int rot = random_upto(ui->rs, 4); |
918 | orig = tile(ret, jx, jy); |
919 | tile(ret, jx, jy) = ROT(orig, rot); |
920 | } |
921 | } |
922 | } |
923 | ret->last_rotate_dir = 0; /* suppress animation */ |
924 | |
925 | } else assert(0); |
720a8fb7 |
926 | |
927 | /* |
928 | * Check whether the game has been completed. |
929 | */ |
930 | { |
931 | unsigned char *active = compute_active(ret); |
932 | int x1, y1; |
933 | int complete = TRUE; |
934 | |
935 | for (x1 = 0; x1 < ret->width; x1++) |
936 | for (y1 = 0; y1 < ret->height; y1++) |
937 | if (!index(ret, active, x1, y1)) { |
938 | complete = FALSE; |
939 | goto break_label; /* break out of two loops at once */ |
940 | } |
941 | break_label: |
942 | |
943 | sfree(active); |
944 | |
945 | if (complete) |
946 | ret->completed = TRUE; |
947 | } |
948 | |
949 | return ret; |
950 | } |
951 | |
952 | /* ---------------------------------------------------------------------- |
953 | * Routines for drawing the game position on the screen. |
954 | */ |
955 | |
2ef96bd6 |
956 | struct game_drawstate { |
957 | int started; |
958 | int width, height; |
959 | unsigned char *visible; |
960 | }; |
961 | |
be8d5aa1 |
962 | static game_drawstate *game_new_drawstate(game_state *state) |
2ef96bd6 |
963 | { |
964 | game_drawstate *ds = snew(game_drawstate); |
965 | |
966 | ds->started = FALSE; |
967 | ds->width = state->width; |
968 | ds->height = state->height; |
969 | ds->visible = snewn(state->width * state->height, unsigned char); |
970 | memset(ds->visible, 0xFF, state->width * state->height); |
971 | |
972 | return ds; |
973 | } |
974 | |
be8d5aa1 |
975 | static void game_free_drawstate(game_drawstate *ds) |
2ef96bd6 |
976 | { |
977 | sfree(ds->visible); |
978 | sfree(ds); |
979 | } |
980 | |
be8d5aa1 |
981 | static void game_size(game_params *params, int *x, int *y) |
7f77ea24 |
982 | { |
983 | *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
984 | *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
985 | } |
986 | |
be8d5aa1 |
987 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2ef96bd6 |
988 | { |
989 | float *ret; |
83680571 |
990 | |
2ef96bd6 |
991 | ret = snewn(NCOLOURS * 3, float); |
992 | *ncolours = NCOLOURS; |
720a8fb7 |
993 | |
2ef96bd6 |
994 | /* |
995 | * Basic background colour is whatever the front end thinks is |
996 | * a sensible default. |
997 | */ |
998 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
999 | |
1000 | /* |
1001 | * Wires are black. |
1002 | */ |
03f856c4 |
1003 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1004 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1005 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
1006 | |
1007 | /* |
1008 | * Powered wires and powered endpoints are cyan. |
1009 | */ |
03f856c4 |
1010 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1011 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1012 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
1013 | |
1014 | /* |
1015 | * Barriers are red. |
1016 | */ |
03f856c4 |
1017 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1018 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1019 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
1020 | |
1021 | /* |
1022 | * Unpowered endpoints are blue. |
1023 | */ |
03f856c4 |
1024 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1025 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1026 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
1027 | |
1028 | /* |
1029 | * Tile borders are a darker grey than the background. |
1030 | */ |
03f856c4 |
1031 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1032 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1033 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
1034 | |
1035 | /* |
1036 | * Locked tiles are a grey in between those two. |
1037 | */ |
03f856c4 |
1038 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1039 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1040 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
1041 | |
1042 | return ret; |
1043 | } |
1044 | |
1045 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1046 | int colour) |
720a8fb7 |
1047 | { |
2ef96bd6 |
1048 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1049 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1050 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1051 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1052 | draw_line(fe, x1, y1, x2, y2, colour); |
1053 | } |
720a8fb7 |
1054 | |
2ef96bd6 |
1055 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1056 | int colour) |
1057 | { |
1058 | int mx = (x1 < x2 ? x1 : x2); |
1059 | int my = (y1 < y2 ? y1 : y2); |
1060 | int dx = (x2 + x1 - 2*mx + 1); |
1061 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
1062 | |
2ef96bd6 |
1063 | draw_rect(fe, mx, my, dx, dy, colour); |
1064 | } |
720a8fb7 |
1065 | |
2ef96bd6 |
1066 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1067 | { |
1068 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1069 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1070 | int x1, y1, dx, dy, dir2; |
1071 | |
1072 | dir >>= 4; |
1073 | |
1074 | dir2 = A(dir); |
1075 | dx = X(dir) + X(dir2); |
1076 | dy = Y(dir) + Y(dir2); |
1077 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1078 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1079 | |
1080 | if (phase == 0) { |
1081 | draw_rect_coords(fe, bx+x1, by+y1, |
1082 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1083 | COL_WIRE); |
1084 | draw_rect_coords(fe, bx+x1, by+y1, |
1085 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1086 | COL_WIRE); |
1087 | } else { |
1088 | draw_rect_coords(fe, bx+x1, by+y1, |
1089 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1090 | COL_BARRIER); |
720a8fb7 |
1091 | } |
2ef96bd6 |
1092 | } |
1093 | |
1094 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1095 | { |
1096 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1097 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1098 | int x1, y1, w, h; |
1099 | |
1100 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1101 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1102 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1103 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1104 | |
1105 | if (phase == 0) { |
1106 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1107 | } else { |
1108 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1109 | } |
1110 | } |
720a8fb7 |
1111 | |
2ef96bd6 |
1112 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
66164171 |
1113 | float angle, int cursor) |
2ef96bd6 |
1114 | { |
1115 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1116 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1117 | float matrix[4]; |
1118 | float cx, cy, ex, ey, tx, ty; |
1119 | int dir, col, phase; |
720a8fb7 |
1120 | |
2ef96bd6 |
1121 | /* |
1122 | * When we draw a single tile, we must draw everything up to |
1123 | * and including the borders around the tile. This means that |
1124 | * if the neighbouring tiles have connections to those borders, |
1125 | * we must draw those connections on the borders themselves. |
1126 | * |
1127 | * This would be terribly fiddly if we ever had to draw a tile |
1128 | * while its neighbour was in mid-rotate, because we'd have to |
1129 | * arrange to _know_ that the neighbour was being rotated and |
1130 | * hence had an anomalous effect on the redraw of this tile. |
1131 | * Fortunately, the drawing algorithm avoids ever calling us in |
1132 | * this circumstance: we're either drawing lots of straight |
1133 | * tiles at game start or after a move is complete, or we're |
1134 | * repeatedly drawing only the rotating tile. So no problem. |
1135 | */ |
1136 | |
1137 | /* |
1138 | * So. First blank the tile out completely: draw a big |
1139 | * rectangle in border colour, and a smaller rectangle in |
1140 | * background colour to fill it in. |
1141 | */ |
1142 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1143 | COL_BORDER); |
1144 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1145 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1146 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
1147 | |
1148 | /* |
66164171 |
1149 | * Draw an inset outline rectangle as a cursor, in whichever of |
1150 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
1151 | * in. |
1152 | */ |
1153 | if (cursor) { |
1154 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1155 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1156 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1157 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1158 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1159 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1160 | draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1161 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1162 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1163 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1164 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1165 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1166 | } |
1167 | |
1168 | /* |
2ef96bd6 |
1169 | * Set up the rotation matrix. |
1170 | */ |
03f856c4 |
1171 | matrix[0] = (float)cos(angle * PI / 180.0); |
1172 | matrix[1] = (float)-sin(angle * PI / 180.0); |
1173 | matrix[2] = (float)sin(angle * PI / 180.0); |
1174 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
1175 | |
1176 | /* |
1177 | * Draw the wires. |
1178 | */ |
03f856c4 |
1179 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
1180 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1181 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1182 | if (tile & dir) { |
03f856c4 |
1183 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1184 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1185 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1186 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1187 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
1188 | COL_WIRE); |
1189 | } |
1190 | } |
1191 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1192 | if (tile & dir) { |
03f856c4 |
1193 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1194 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1195 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1196 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1197 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
1198 | } |
1199 | } |
1200 | |
1201 | /* |
1202 | * Draw the box in the middle. We do this in blue if the tile |
1203 | * is an unpowered endpoint, in cyan if the tile is a powered |
1204 | * endpoint, in black if the tile is the centrepiece, and |
1205 | * otherwise not at all. |
1206 | */ |
1207 | col = -1; |
1208 | if (x == state->cx && y == state->cy) |
1209 | col = COL_WIRE; |
1210 | else if (COUNT(tile) == 1) { |
1211 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1212 | } |
1213 | if (col >= 0) { |
1214 | int i, points[8]; |
1215 | |
1216 | points[0] = +1; points[1] = +1; |
1217 | points[2] = +1; points[3] = -1; |
1218 | points[4] = -1; points[5] = -1; |
1219 | points[6] = -1; points[7] = +1; |
1220 | |
1221 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
1222 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1223 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
1224 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1225 | points[i] = bx+(int)(cx+tx); |
1226 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
1227 | } |
1228 | |
1229 | draw_polygon(fe, points, 4, TRUE, col); |
1230 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1231 | } |
1232 | |
1233 | /* |
1234 | * Draw the points on the border if other tiles are connected |
1235 | * to us. |
1236 | */ |
1237 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1238 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1239 | |
1240 | dx = X(dir); |
1241 | dy = Y(dir); |
1242 | |
1243 | ox = x + dx; |
1244 | oy = y + dy; |
1245 | |
1246 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1247 | continue; |
1248 | |
1249 | if (!(tile(state, ox, oy) & F(dir))) |
1250 | continue; |
1251 | |
03f856c4 |
1252 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1253 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
1254 | lx = dx * (TILE_BORDER-1); |
1255 | ly = dy * (TILE_BORDER-1); |
1256 | vx = (dy ? 1 : 0); |
1257 | vy = (dx ? 1 : 0); |
1258 | |
1259 | if (angle == 0.0 && (tile & dir)) { |
1260 | /* |
1261 | * If we are fully connected to the other tile, we must |
1262 | * draw right across the tile border. (We can use our |
1263 | * own ACTIVE state to determine what colour to do this |
1264 | * in: if we are fully connected to the other tile then |
1265 | * the two ACTIVE states will be the same.) |
1266 | */ |
1267 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1268 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1269 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1270 | } else { |
1271 | /* |
1272 | * The other tile extends into our border, but isn't |
1273 | * actually connected to us. Just draw a single black |
1274 | * dot. |
1275 | */ |
1276 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1277 | } |
1278 | } |
1279 | |
1280 | /* |
1281 | * Draw barrier corners, and then barriers. |
1282 | */ |
1283 | for (phase = 0; phase < 2; phase++) { |
1284 | for (dir = 1; dir < 0x10; dir <<= 1) |
1285 | if (barrier(state, x, y) & (dir << 4)) |
1286 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1287 | for (dir = 1; dir < 0x10; dir <<= 1) |
1288 | if (barrier(state, x, y) & dir) |
1289 | draw_barrier(fe, x, y, dir, phase); |
1290 | } |
1291 | |
1292 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
1293 | } |
1294 | |
be8d5aa1 |
1295 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1296 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
1297 | { |
cbb5549e |
1298 | int x, y, tx, ty, frame, last_rotate_dir; |
2ef96bd6 |
1299 | unsigned char *active; |
1300 | float angle = 0.0; |
1301 | |
1302 | /* |
1303 | * Clear the screen and draw the exterior barrier lines if this |
1304 | * is our first call. |
1305 | */ |
1306 | if (!ds->started) { |
1307 | int phase; |
1308 | |
1309 | ds->started = TRUE; |
1310 | |
1311 | draw_rect(fe, 0, 0, |
1312 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1313 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1314 | COL_BACKGROUND); |
1315 | draw_update(fe, 0, 0, |
1316 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1317 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1318 | |
1319 | for (phase = 0; phase < 2; phase++) { |
1320 | |
1321 | for (x = 0; x < ds->width; x++) { |
1322 | if (barrier(state, x, 0) & UL) |
1323 | draw_barrier_corner(fe, x, -1, LD, phase); |
1324 | if (barrier(state, x, 0) & RU) |
1325 | draw_barrier_corner(fe, x, -1, DR, phase); |
1326 | if (barrier(state, x, 0) & U) |
1327 | draw_barrier(fe, x, -1, D, phase); |
1328 | if (barrier(state, x, ds->height-1) & DR) |
1329 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1330 | if (barrier(state, x, ds->height-1) & LD) |
1331 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1332 | if (barrier(state, x, ds->height-1) & D) |
1333 | draw_barrier(fe, x, ds->height, U, phase); |
1334 | } |
1335 | |
1336 | for (y = 0; y < ds->height; y++) { |
1337 | if (barrier(state, 0, y) & UL) |
1338 | draw_barrier_corner(fe, -1, y, RU, phase); |
1339 | if (barrier(state, 0, y) & LD) |
1340 | draw_barrier_corner(fe, -1, y, DR, phase); |
1341 | if (barrier(state, 0, y) & L) |
1342 | draw_barrier(fe, -1, y, R, phase); |
1343 | if (barrier(state, ds->width-1, y) & RU) |
1344 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1345 | if (barrier(state, ds->width-1, y) & DR) |
1346 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1347 | if (barrier(state, ds->width-1, y) & R) |
1348 | draw_barrier(fe, ds->width, y, L, phase); |
1349 | } |
1350 | } |
1351 | } |
1352 | |
1353 | tx = ty = -1; |
cbb5549e |
1354 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
1355 | state->last_rotate_dir; |
1356 | if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { |
2ef96bd6 |
1357 | /* |
cbb5549e |
1358 | * We're animating a single tile rotation. Find the turning tile, |
2ef96bd6 |
1359 | * if any. |
1360 | */ |
1361 | for (x = 0; x < oldstate->width; x++) |
1362 | for (y = 0; y < oldstate->height; y++) |
1363 | if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) { |
1364 | tx = x, ty = y; |
1365 | goto break_label; /* leave both loops at once */ |
1366 | } |
1367 | break_label: |
1368 | |
1369 | if (tx >= 0) { |
05f411a6 |
1370 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
2ef96bd6 |
1371 | state = oldstate; |
1372 | } |
87ed82be |
1373 | } |
1374 | |
1375 | frame = -1; |
1376 | if (ft > 0) { |
2ef96bd6 |
1377 | /* |
1378 | * We're animating a completion flash. Find which frame |
1379 | * we're at. |
1380 | */ |
87ed82be |
1381 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
1382 | } |
1383 | |
1384 | /* |
1385 | * Draw any tile which differs from the way it was last drawn. |
1386 | */ |
1387 | active = compute_active(state); |
1388 | |
1389 | for (x = 0; x < ds->width; x++) |
1390 | for (y = 0; y < ds->height; y++) { |
1391 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1392 | |
1393 | /* |
1394 | * In a completion flash, we adjust the LOCKED bit |
1395 | * depending on our distance from the centre point and |
1396 | * the frame number. |
1397 | */ |
1398 | if (frame >= 0) { |
1399 | int xdist, ydist, dist; |
1400 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1401 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1402 | dist = (xdist > ydist ? xdist : ydist); |
1403 | |
1404 | if (frame >= dist && frame < dist+4) { |
1405 | int lock = (frame - dist) & 1; |
1406 | lock = lock ? LOCKED : 0; |
1407 | c = (c &~ LOCKED) | lock; |
1408 | } |
1409 | } |
1410 | |
1411 | if (index(state, ds->visible, x, y) != c || |
1412 | index(state, ds->visible, x, y) == 0xFF || |
66164171 |
1413 | (x == tx && y == ty) || |
1414 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) { |
2ef96bd6 |
1415 | draw_tile(fe, state, x, y, c, |
66164171 |
1416 | (x == tx && y == ty ? angle : 0.0F), |
1417 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)); |
1418 | if ((x == tx && y == ty) || |
1419 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) |
2ef96bd6 |
1420 | index(state, ds->visible, x, y) = 0xFF; |
1421 | else |
1422 | index(state, ds->visible, x, y) = c; |
1423 | } |
1424 | } |
1425 | |
fd1a1a2b |
1426 | /* |
1427 | * Update the status bar. |
1428 | */ |
1429 | { |
1430 | char statusbuf[256]; |
1431 | int i, n, a; |
1432 | |
1433 | n = state->width * state->height; |
1434 | for (i = a = 0; i < n; i++) |
1435 | if (active[i]) |
1436 | a++; |
1437 | |
1438 | sprintf(statusbuf, "%sActive: %d/%d", |
1439 | (state->completed ? "COMPLETED! " : ""), a, n); |
1440 | |
1441 | status_bar(fe, statusbuf); |
1442 | } |
1443 | |
2ef96bd6 |
1444 | sfree(active); |
1445 | } |
1446 | |
be8d5aa1 |
1447 | static float game_anim_length(game_state *oldstate, |
1448 | game_state *newstate, int dir) |
2ef96bd6 |
1449 | { |
cbb5549e |
1450 | int x, y, last_rotate_dir; |
2ef96bd6 |
1451 | |
1452 | /* |
cbb5549e |
1453 | * Don't animate if last_rotate_dir is zero. |
2ef96bd6 |
1454 | */ |
cbb5549e |
1455 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
1456 | newstate->last_rotate_dir; |
1457 | if (last_rotate_dir) { |
1458 | |
1459 | /* |
1460 | * If there's a tile which has been rotated, allow time to |
1461 | * animate its rotation. |
1462 | */ |
1463 | for (x = 0; x < oldstate->width; x++) |
1464 | for (y = 0; y < oldstate->height; y++) |
1465 | if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { |
1466 | return ROTATE_TIME; |
1467 | } |
1468 | |
1469 | } |
2ef96bd6 |
1470 | |
87ed82be |
1471 | return 0.0F; |
1472 | } |
1473 | |
be8d5aa1 |
1474 | static float game_flash_length(game_state *oldstate, |
1475 | game_state *newstate, int dir) |
87ed82be |
1476 | { |
2ef96bd6 |
1477 | /* |
87ed82be |
1478 | * If the game has just been completed, we display a completion |
1479 | * flash. |
2ef96bd6 |
1480 | */ |
1481 | if (!oldstate->completed && newstate->completed) { |
1482 | int size; |
1483 | size = 0; |
1484 | if (size < newstate->cx+1) |
1485 | size = newstate->cx+1; |
1486 | if (size < newstate->cy+1) |
1487 | size = newstate->cy+1; |
1488 | if (size < newstate->width - newstate->cx) |
1489 | size = newstate->width - newstate->cx; |
1490 | if (size < newstate->height - newstate->cy) |
1491 | size = newstate->height - newstate->cy; |
87ed82be |
1492 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
1493 | } |
1494 | |
87ed82be |
1495 | return 0.0F; |
2ef96bd6 |
1496 | } |
fd1a1a2b |
1497 | |
be8d5aa1 |
1498 | static int game_wants_statusbar(void) |
fd1a1a2b |
1499 | { |
1500 | return TRUE; |
1501 | } |
be8d5aa1 |
1502 | |
1503 | #ifdef COMBINED |
1504 | #define thegame net |
1505 | #endif |
1506 | |
1507 | const struct game thegame = { |
1d228b10 |
1508 | "Net", "games.net", |
be8d5aa1 |
1509 | default_params, |
1510 | game_fetch_preset, |
1511 | decode_params, |
1512 | encode_params, |
1513 | free_params, |
1514 | dup_params, |
1d228b10 |
1515 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1516 | validate_params, |
1517 | new_game_seed, |
6f2d8d7c |
1518 | game_free_aux_info, |
be8d5aa1 |
1519 | validate_seed, |
1520 | new_game, |
1521 | dup_game, |
1522 | free_game, |
9b4b03d3 |
1523 | FALSE, game_text_format, |
be8d5aa1 |
1524 | new_ui, |
1525 | free_ui, |
1526 | make_move, |
1527 | game_size, |
1528 | game_colours, |
1529 | game_new_drawstate, |
1530 | game_free_drawstate, |
1531 | game_redraw, |
1532 | game_anim_length, |
1533 | game_flash_length, |
1534 | game_wants_statusbar, |
1535 | }; |