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