7bed19e1 |
1 | /* |
2 | * netslide.c: cross between Net and Sixteen, courtesy of Richard |
3 | * Boulton. |
4 | */ |
5 | |
6 | #include <stdio.h> |
7 | #include <stdlib.h> |
8 | #include <string.h> |
9 | #include <assert.h> |
10 | #include <ctype.h> |
11 | #include <math.h> |
12 | |
13 | #include "puzzles.h" |
14 | #include "tree234.h" |
15 | |
7bed19e1 |
16 | #define PI 3.141592653589793238462643383279502884197169399 |
17 | |
18 | #define MATMUL(xr,yr,m,x,y) do { \ |
19 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
20 | rx = mat[0] * xx + mat[2] * yy; \ |
21 | ry = mat[1] * xx + mat[3] * yy; \ |
22 | (xr) = rx; (yr) = ry; \ |
23 | } while (0) |
24 | |
25 | /* Direction and other bitfields */ |
26 | #define R 0x01 |
27 | #define U 0x02 |
28 | #define L 0x04 |
29 | #define D 0x08 |
30 | #define FLASHING 0x10 |
31 | #define ACTIVE 0x20 |
32 | /* Corner flags go in the barriers array */ |
33 | #define RU 0x10 |
34 | #define UL 0x20 |
35 | #define LD 0x40 |
36 | #define DR 0x80 |
37 | |
38 | /* Get tile at given coordinate */ |
39 | #define T(state, x, y) ( (y) * (state)->width + (x) ) |
40 | |
41 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
42 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
43 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
44 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
45 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
46 | ((n)&3) == 1 ? A(x) : \ |
47 | ((n)&3) == 2 ? F(x) : C(x) ) |
48 | |
49 | /* X and Y displacements */ |
50 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
51 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
52 | |
53 | /* Bit count */ |
54 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
55 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
56 | |
57 | #define TILE_SIZE 48 |
58 | #define BORDER TILE_SIZE |
59 | #define TILE_BORDER 1 |
60 | #define WINDOW_OFFSET 0 |
61 | |
62 | #define ANIM_TIME 0.13F |
63 | #define FLASH_FRAME 0.07F |
64 | |
65 | enum { |
66 | COL_BACKGROUND, |
67 | COL_FLASHING, |
68 | COL_BORDER, |
69 | COL_WIRE, |
70 | COL_ENDPOINT, |
71 | COL_POWERED, |
72 | COL_BARRIER, |
73 | COL_LOWLIGHT, |
74 | COL_TEXT, |
75 | NCOLOURS |
76 | }; |
77 | |
78 | struct game_params { |
79 | int width; |
80 | int height; |
81 | int wrapping; |
82 | float barrier_probability; |
83 | }; |
84 | |
1185e3c5 |
85 | struct game_aux_info { |
2ac6d24e |
86 | int width, height; |
2ac6d24e |
87 | unsigned char *tiles; |
88 | }; |
89 | |
7bed19e1 |
90 | struct game_state { |
91 | int width, height, cx, cy, wrapping, completed; |
2ac6d24e |
92 | int used_solve, just_used_solve; |
7bed19e1 |
93 | int move_count; |
94 | |
95 | /* position (row or col number, starting at 0) of last move. */ |
96 | int last_move_row, last_move_col; |
97 | |
98 | /* direction of last move: +1 or -1 */ |
99 | int last_move_dir; |
100 | |
101 | unsigned char *tiles; |
102 | unsigned char *barriers; |
103 | }; |
104 | |
105 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
106 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
107 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
108 | |
109 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
110 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
111 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
112 | |
113 | struct xyd { |
114 | int x, y, direction; |
115 | }; |
116 | |
117 | static int xyd_cmp(void *av, void *bv) { |
118 | struct xyd *a = (struct xyd *)av; |
119 | struct xyd *b = (struct xyd *)bv; |
120 | if (a->x < b->x) |
121 | return -1; |
122 | if (a->x > b->x) |
123 | return +1; |
124 | if (a->y < b->y) |
125 | return -1; |
126 | if (a->y > b->y) |
127 | return +1; |
128 | if (a->direction < b->direction) |
129 | return -1; |
130 | if (a->direction > b->direction) |
131 | return +1; |
132 | return 0; |
133 | }; |
134 | |
135 | static struct xyd *new_xyd(int x, int y, int direction) |
136 | { |
137 | struct xyd *xyd = snew(struct xyd); |
138 | xyd->x = x; |
139 | xyd->y = y; |
140 | xyd->direction = direction; |
141 | return xyd; |
142 | } |
143 | |
be8d5aa1 |
144 | static void slide_col(game_state *state, int dir, int col); |
1185e3c5 |
145 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col); |
be8d5aa1 |
146 | static void slide_row(game_state *state, int dir, int row); |
1185e3c5 |
147 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row); |
7bed19e1 |
148 | |
149 | /* ---------------------------------------------------------------------- |
150 | * Manage game parameters. |
151 | */ |
be8d5aa1 |
152 | static game_params *default_params(void) |
7bed19e1 |
153 | { |
154 | game_params *ret = snew(game_params); |
155 | |
156 | ret->width = 3; |
157 | ret->height = 3; |
158 | ret->wrapping = FALSE; |
159 | ret->barrier_probability = 1.0; |
160 | |
161 | return ret; |
162 | } |
163 | |
be8d5aa1 |
164 | static int game_fetch_preset(int i, char **name, game_params **params) |
7bed19e1 |
165 | { |
166 | game_params *ret; |
167 | char str[80]; |
168 | static const struct { int x, y, wrap, bprob; const char* desc; } values[] = { |
169 | {3, 3, FALSE, 1.0, " easy"}, |
170 | {3, 3, FALSE, 0.0, " medium"}, |
171 | {3, 3, TRUE, 0.0, " hard"}, |
172 | {4, 4, FALSE, 1.0, " easy"}, |
173 | {4, 4, FALSE, 0.0, " medium"}, |
174 | {4, 4, TRUE, 0.0, " hard"}, |
175 | {5, 5, FALSE, 1.0, " easy"}, |
176 | {5, 5, FALSE, 0.0, " medium"}, |
177 | {5, 5, TRUE, 0.0, " hard"}, |
178 | }; |
179 | |
180 | if (i < 0 || i >= lenof(values)) |
181 | return FALSE; |
182 | |
183 | ret = snew(game_params); |
184 | ret->width = values[i].x; |
185 | ret->height = values[i].y; |
186 | ret->wrapping = values[i].wrap; |
187 | ret->barrier_probability = values[i].bprob; |
188 | |
189 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
190 | values[i].desc); |
191 | |
192 | *name = dupstr(str); |
193 | *params = ret; |
194 | return TRUE; |
195 | } |
196 | |
be8d5aa1 |
197 | static void free_params(game_params *params) |
7bed19e1 |
198 | { |
199 | sfree(params); |
200 | } |
201 | |
be8d5aa1 |
202 | static game_params *dup_params(game_params *params) |
7bed19e1 |
203 | { |
204 | game_params *ret = snew(game_params); |
205 | *ret = *params; /* structure copy */ |
206 | return ret; |
207 | } |
208 | |
1185e3c5 |
209 | static void decode_params(game_params *ret, char const *string) |
7bed19e1 |
210 | { |
7bed19e1 |
211 | char const *p = string; |
212 | |
213 | ret->wrapping = FALSE; |
214 | ret->barrier_probability = 0.0; |
215 | |
216 | ret->width = atoi(p); |
217 | while (*p && isdigit(*p)) p++; |
218 | if (*p == 'x') { |
219 | p++; |
220 | ret->height = atoi(p); |
221 | while (*p && isdigit(*p)) p++; |
222 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
223 | p++; |
224 | if (*p == 'b') |
225 | ret->barrier_probability = atof(p+1); |
226 | } else { |
227 | ret->height = ret->width; |
228 | } |
7bed19e1 |
229 | } |
230 | |
1185e3c5 |
231 | static char *encode_params(game_params *params, int full) |
7bed19e1 |
232 | { |
233 | char ret[400]; |
234 | int len; |
235 | |
236 | len = sprintf(ret, "%dx%d", params->width, params->height); |
237 | if (params->wrapping) |
238 | ret[len++] = 'w'; |
1185e3c5 |
239 | if (full && params->barrier_probability) |
7bed19e1 |
240 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
241 | assert(len < lenof(ret)); |
242 | ret[len] = '\0'; |
243 | |
244 | return dupstr(ret); |
245 | } |
246 | |
be8d5aa1 |
247 | static config_item *game_configure(game_params *params) |
7bed19e1 |
248 | { |
249 | config_item *ret; |
250 | char buf[80]; |
251 | |
252 | ret = snewn(5, config_item); |
253 | |
254 | ret[0].name = "Width"; |
255 | ret[0].type = C_STRING; |
256 | sprintf(buf, "%d", params->width); |
257 | ret[0].sval = dupstr(buf); |
258 | ret[0].ival = 0; |
259 | |
260 | ret[1].name = "Height"; |
261 | ret[1].type = C_STRING; |
262 | sprintf(buf, "%d", params->height); |
263 | ret[1].sval = dupstr(buf); |
264 | ret[1].ival = 0; |
265 | |
266 | ret[2].name = "Walls wrap around"; |
267 | ret[2].type = C_BOOLEAN; |
268 | ret[2].sval = NULL; |
269 | ret[2].ival = params->wrapping; |
270 | |
271 | ret[3].name = "Barrier probability"; |
272 | ret[3].type = C_STRING; |
273 | sprintf(buf, "%g", params->barrier_probability); |
274 | ret[3].sval = dupstr(buf); |
275 | ret[3].ival = 0; |
276 | |
277 | ret[4].name = NULL; |
278 | ret[4].type = C_END; |
279 | ret[4].sval = NULL; |
280 | ret[4].ival = 0; |
281 | |
282 | return ret; |
283 | } |
284 | |
be8d5aa1 |
285 | static game_params *custom_params(config_item *cfg) |
7bed19e1 |
286 | { |
287 | game_params *ret = snew(game_params); |
288 | |
289 | ret->width = atoi(cfg[0].sval); |
290 | ret->height = atoi(cfg[1].sval); |
291 | ret->wrapping = cfg[2].ival; |
292 | ret->barrier_probability = (float)atof(cfg[3].sval); |
293 | |
294 | return ret; |
295 | } |
296 | |
be8d5aa1 |
297 | static char *validate_params(game_params *params) |
7bed19e1 |
298 | { |
299 | if (params->width <= 1 && params->height <= 1) |
300 | return "Width and height must both be greater than one"; |
301 | if (params->width <= 1) |
302 | return "Width must be greater than one"; |
303 | if (params->height <= 1) |
304 | return "Height must be greater than one"; |
305 | if (params->barrier_probability < 0) |
306 | return "Barrier probability may not be negative"; |
307 | if (params->barrier_probability > 1) |
308 | return "Barrier probability may not be greater than 1"; |
309 | return NULL; |
310 | } |
311 | |
312 | /* ---------------------------------------------------------------------- |
1185e3c5 |
313 | * Randomly select a new game description. |
7bed19e1 |
314 | */ |
315 | |
1185e3c5 |
316 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
317 | game_aux_info **aux) |
7bed19e1 |
318 | { |
1185e3c5 |
319 | tree234 *possibilities, *barriertree; |
320 | int w, h, x, y, cx, cy, nbarriers; |
321 | unsigned char *tiles, *barriers; |
322 | char *desc, *p; |
7bed19e1 |
323 | |
1185e3c5 |
324 | w = params->width; |
325 | h = params->height; |
6f2d8d7c |
326 | |
1185e3c5 |
327 | tiles = snewn(w * h, unsigned char); |
328 | memset(tiles, 0, w * h); |
329 | barriers = snewn(w * h, unsigned char); |
330 | memset(barriers, 0, w * h); |
7bed19e1 |
331 | |
1185e3c5 |
332 | cx = w / 2; |
333 | cy = h / 2; |
7bed19e1 |
334 | |
335 | /* |
336 | * Construct the unshuffled grid. |
337 | * |
338 | * To do this, we simply start at the centre point, repeatedly |
339 | * choose a random possibility out of the available ways to |
340 | * extend a used square into an unused one, and do it. After |
341 | * extending the third line out of a square, we remove the |
342 | * fourth from the possibilities list to avoid any full-cross |
343 | * squares (which would make the game too easy because they |
344 | * only have one orientation). |
345 | * |
346 | * The slightly worrying thing is the avoidance of full-cross |
347 | * squares. Can this cause our unsophisticated construction |
348 | * algorithm to paint itself into a corner, by getting into a |
349 | * situation where there are some unreached squares and the |
350 | * only way to reach any of them is to extend a T-piece into a |
351 | * full cross? |
352 | * |
353 | * Answer: no it can't, and here's a proof. |
354 | * |
355 | * Any contiguous group of such unreachable squares must be |
356 | * surrounded on _all_ sides by T-pieces pointing away from the |
357 | * group. (If not, then there is a square which can be extended |
358 | * into one of the `unreachable' ones, and so it wasn't |
359 | * unreachable after all.) In particular, this implies that |
360 | * each contiguous group of unreachable squares must be |
361 | * rectangular in shape (any deviation from that yields a |
362 | * non-T-piece next to an `unreachable' square). |
363 | * |
364 | * So we have a rectangle of unreachable squares, with T-pieces |
365 | * forming a solid border around the rectangle. The corners of |
366 | * that border must be connected (since every tile connects all |
367 | * the lines arriving in it), and therefore the border must |
368 | * form a closed loop around the rectangle. |
369 | * |
370 | * But this can't have happened in the first place, since we |
371 | * _know_ we've avoided creating closed loops! Hence, no such |
372 | * situation can ever arise, and the naive grid construction |
373 | * algorithm will guaranteeably result in a complete grid |
374 | * containing no unreached squares, no full crosses _and_ no |
375 | * closed loops. [] |
376 | */ |
377 | possibilities = newtree234(xyd_cmp); |
378 | |
1185e3c5 |
379 | if (cx+1 < w) |
380 | add234(possibilities, new_xyd(cx, cy, R)); |
381 | if (cy-1 >= 0) |
382 | add234(possibilities, new_xyd(cx, cy, U)); |
383 | if (cx-1 >= 0) |
384 | add234(possibilities, new_xyd(cx, cy, L)); |
385 | if (cy+1 < h) |
386 | add234(possibilities, new_xyd(cx, cy, D)); |
7bed19e1 |
387 | |
388 | while (count234(possibilities) > 0) { |
389 | int i; |
390 | struct xyd *xyd; |
391 | int x1, y1, d1, x2, y2, d2, d; |
392 | |
393 | /* |
394 | * Extract a randomly chosen possibility from the list. |
395 | */ |
396 | i = random_upto(rs, count234(possibilities)); |
397 | xyd = delpos234(possibilities, i); |
398 | x1 = xyd->x; |
399 | y1 = xyd->y; |
400 | d1 = xyd->direction; |
401 | sfree(xyd); |
402 | |
1185e3c5 |
403 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
404 | d2 = F(d1); |
405 | #ifdef DEBUG |
406 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
407 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
408 | #endif |
409 | |
410 | /* |
411 | * Make the connection. (We should be moving to an as yet |
412 | * unused tile.) |
413 | */ |
1185e3c5 |
414 | index(params, tiles, x1, y1) |= d1; |
415 | assert(index(params, tiles, x2, y2) == 0); |
416 | index(params, tiles, x2, y2) |= d2; |
7bed19e1 |
417 | |
418 | /* |
419 | * If we have created a T-piece, remove its last |
420 | * possibility. |
421 | */ |
1185e3c5 |
422 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
7bed19e1 |
423 | struct xyd xyd1, *xydp; |
424 | |
425 | xyd1.x = x1; |
426 | xyd1.y = y1; |
1185e3c5 |
427 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
7bed19e1 |
428 | |
429 | xydp = find234(possibilities, &xyd1, NULL); |
430 | |
431 | if (xydp) { |
432 | #ifdef DEBUG |
433 | printf("T-piece; removing (%d,%d,%c)\n", |
434 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
435 | #endif |
436 | del234(possibilities, xydp); |
437 | sfree(xydp); |
438 | } |
439 | } |
440 | |
441 | /* |
442 | * Remove all other possibilities that were pointing at the |
443 | * tile we've just moved into. |
444 | */ |
445 | for (d = 1; d < 0x10; d <<= 1) { |
446 | int x3, y3, d3; |
447 | struct xyd xyd1, *xydp; |
448 | |
1185e3c5 |
449 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
450 | d3 = F(d); |
451 | |
452 | xyd1.x = x3; |
453 | xyd1.y = y3; |
454 | xyd1.direction = d3; |
455 | |
456 | xydp = find234(possibilities, &xyd1, NULL); |
457 | |
458 | if (xydp) { |
459 | #ifdef DEBUG |
460 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
461 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
462 | #endif |
463 | del234(possibilities, xydp); |
464 | sfree(xydp); |
465 | } |
466 | } |
467 | |
468 | /* |
469 | * Add new possibilities to the list for moving _out_ of |
470 | * the tile we have just moved into. |
471 | */ |
472 | for (d = 1; d < 0x10; d <<= 1) { |
473 | int x3, y3; |
474 | |
475 | if (d == d2) |
476 | continue; /* we've got this one already */ |
477 | |
1185e3c5 |
478 | if (!params->wrapping) { |
7bed19e1 |
479 | if (d == U && y2 == 0) |
480 | continue; |
1185e3c5 |
481 | if (d == D && y2 == h-1) |
7bed19e1 |
482 | continue; |
483 | if (d == L && x2 == 0) |
484 | continue; |
1185e3c5 |
485 | if (d == R && x2 == w-1) |
7bed19e1 |
486 | continue; |
487 | } |
488 | |
1185e3c5 |
489 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
490 | |
1185e3c5 |
491 | if (index(params, tiles, x3, y3)) |
7bed19e1 |
492 | continue; /* this would create a loop */ |
493 | |
494 | #ifdef DEBUG |
495 | printf("New frontier; adding (%d,%d,%c)\n", |
496 | x2, y2, "0RU3L567D9abcdef"[d]); |
497 | #endif |
498 | add234(possibilities, new_xyd(x2, y2, d)); |
499 | } |
500 | } |
501 | /* Having done that, we should have no possibilities remaining. */ |
502 | assert(count234(possibilities) == 0); |
503 | freetree234(possibilities); |
504 | |
505 | /* |
506 | * Now compute a list of the possible barrier locations. |
507 | */ |
1185e3c5 |
508 | barriertree = newtree234(xyd_cmp); |
509 | for (y = 0; y < h; y++) { |
510 | for (x = 0; x < w; x++) { |
511 | |
512 | if (!(index(params, tiles, x, y) & R) && |
513 | (params->wrapping || x < w-1)) |
514 | add234(barriertree, new_xyd(x, y, R)); |
515 | if (!(index(params, tiles, x, y) & D) && |
516 | (params->wrapping || y < h-1)) |
517 | add234(barriertree, new_xyd(x, y, D)); |
7bed19e1 |
518 | } |
519 | } |
520 | |
521 | /* |
2ac6d24e |
522 | * Save the unshuffled grid. We do this using a separate |
523 | * reference-counted structure since it's a large chunk of |
524 | * memory which we don't want to have to replicate in every |
525 | * game state while playing. |
526 | */ |
527 | { |
1185e3c5 |
528 | game_aux_info *solution; |
2ac6d24e |
529 | |
1185e3c5 |
530 | solution = snew(game_aux_info); |
531 | solution->width = w; |
532 | solution->height = h; |
533 | solution->tiles = snewn(w * h, unsigned char); |
534 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
535 | |
1185e3c5 |
536 | *aux = solution; |
2ac6d24e |
537 | } |
538 | |
539 | /* |
7bed19e1 |
540 | * Now shuffle the grid. |
541 | * FIXME - this simply does a set of random moves to shuffle the pieces. |
542 | * A better way would be to number all the pieces, generate a placement |
543 | * for all the numbers as for "sixteen", observing parity constraints if |
544 | * neccessary, and then place the pieces according to their numbering. |
545 | * BUT - I'm not sure if this will work, since we disallow movement of |
546 | * the middle row and column. |
547 | */ |
548 | { |
549 | int i; |
1185e3c5 |
550 | int cols = w - 1; |
551 | int rows = h - 1; |
7bed19e1 |
552 | for (i = 0; i < cols * rows * 2; i++) { |
553 | /* Choose a direction: 0,1,2,3 = up, right, down, left. */ |
554 | int dir = random_upto(rs, 4); |
555 | if (dir % 2 == 0) { |
556 | int col = random_upto(rs, cols); |
1185e3c5 |
557 | if (col >= cx) col += 1; |
558 | slide_col_int(w, h, tiles, 1 - dir, col); |
7bed19e1 |
559 | } else { |
560 | int row = random_upto(rs, rows); |
1185e3c5 |
561 | if (row >= cy) row += 1; |
562 | slide_row_int(w, h, tiles, 2 - dir, row); |
7bed19e1 |
563 | } |
564 | } |
565 | } |
566 | |
567 | /* |
568 | * And now choose barrier locations. (We carefully do this |
569 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
570 | * params while keeping the random seed the same will give the |
7bed19e1 |
571 | * same shuffled grid and _only_ change the barrier locations. |
572 | * Also the way we choose barrier locations, by repeatedly |
573 | * choosing one possibility from the list until we have enough, |
574 | * is designed to ensure that raising the barrier rate while |
575 | * keeping the seed the same will provide a superset of the |
576 | * previous barrier set - i.e. if you ask for 10 barriers, and |
577 | * then decide that's still too hard and ask for 20, you'll get |
578 | * the original 10 plus 10 more, rather than getting 20 new |
579 | * ones and the chance of remembering your first 10.) |
580 | */ |
1185e3c5 |
581 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
582 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
7bed19e1 |
583 | |
584 | while (nbarriers > 0) { |
585 | int i; |
586 | struct xyd *xyd; |
587 | int x1, y1, d1, x2, y2, d2; |
588 | |
589 | /* |
590 | * Extract a randomly chosen barrier from the list. |
591 | */ |
1185e3c5 |
592 | i = random_upto(rs, count234(barriertree)); |
593 | xyd = delpos234(barriertree, i); |
7bed19e1 |
594 | |
595 | assert(xyd != NULL); |
596 | |
597 | x1 = xyd->x; |
598 | y1 = xyd->y; |
599 | d1 = xyd->direction; |
600 | sfree(xyd); |
601 | |
1185e3c5 |
602 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
603 | d2 = F(d1); |
604 | |
1185e3c5 |
605 | index(params, barriers, x1, y1) |= d1; |
606 | index(params, barriers, x2, y2) |= d2; |
7bed19e1 |
607 | |
608 | nbarriers--; |
609 | } |
610 | |
611 | /* |
612 | * Clean up the rest of the barrier list. |
613 | */ |
614 | { |
615 | struct xyd *xyd; |
616 | |
1185e3c5 |
617 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
7bed19e1 |
618 | sfree(xyd); |
619 | |
1185e3c5 |
620 | freetree234(barriertree); |
621 | } |
622 | |
623 | /* |
624 | * Finally, encode the grid into a string game description. |
625 | * |
626 | * My syntax is extremely simple: each square is encoded as a |
627 | * hex digit in which bit 0 means a connection on the right, |
628 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
629 | * encoding as used internally). Each digit is followed by |
630 | * optional barrier indicators: `v' means a vertical barrier to |
631 | * the right of it, and `h' means a horizontal barrier below |
632 | * it. |
633 | */ |
634 | desc = snewn(w * h * 3 + 1, char); |
635 | p = desc; |
636 | for (y = 0; y < h; y++) { |
637 | for (x = 0; x < w; x++) { |
638 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
639 | if ((params->wrapping || x < w-1) && |
640 | (index(params, barriers, x, y) & R)) |
641 | *p++ = 'v'; |
642 | if ((params->wrapping || y < h-1) && |
643 | (index(params, barriers, x, y) & D)) |
644 | *p++ = 'h'; |
645 | } |
646 | } |
647 | assert(p - desc <= w*h*3); |
366d045b |
648 | *p = '\0'; |
1185e3c5 |
649 | |
650 | sfree(tiles); |
651 | sfree(barriers); |
652 | |
653 | return desc; |
654 | } |
655 | |
656 | static void game_free_aux_info(game_aux_info *aux) |
657 | { |
658 | sfree(aux->tiles); |
659 | sfree(aux); |
660 | } |
661 | |
662 | static char *validate_desc(game_params *params, char *desc) |
663 | { |
664 | int w = params->width, h = params->height; |
665 | int i; |
666 | |
667 | for (i = 0; i < w*h; i++) { |
668 | if (*desc >= '0' && *desc <= '9') |
669 | /* OK */; |
670 | else if (*desc >= 'a' && *desc <= 'f') |
671 | /* OK */; |
672 | else if (*desc >= 'A' && *desc <= 'F') |
673 | /* OK */; |
674 | else if (!*desc) |
675 | return "Game description shorter than expected"; |
676 | else |
677 | return "Game description contained unexpected character"; |
678 | desc++; |
679 | while (*desc == 'h' || *desc == 'v') |
680 | desc++; |
681 | } |
682 | if (*desc) |
683 | return "Game description longer than expected"; |
684 | |
685 | return NULL; |
686 | } |
687 | |
688 | /* ---------------------------------------------------------------------- |
689 | * Construct an initial game state, given a description and parameters. |
690 | */ |
691 | |
692 | static game_state *new_game(game_params *params, char *desc) |
693 | { |
694 | game_state *state; |
695 | int w, h, x, y; |
696 | |
697 | assert(params->width > 0 && params->height > 0); |
698 | assert(params->width > 1 || params->height > 1); |
699 | |
700 | /* |
701 | * Create a blank game state. |
702 | */ |
703 | state = snew(game_state); |
704 | w = state->width = params->width; |
705 | h = state->height = params->height; |
706 | state->cx = state->width / 2; |
707 | state->cy = state->height / 2; |
708 | state->wrapping = params->wrapping; |
709 | state->completed = 0; |
710 | state->used_solve = state->just_used_solve = FALSE; |
711 | state->move_count = 0; |
712 | state->last_move_row = -1; |
713 | state->last_move_col = -1; |
714 | state->last_move_dir = 0; |
715 | state->tiles = snewn(state->width * state->height, unsigned char); |
716 | memset(state->tiles, 0, state->width * state->height); |
717 | state->barriers = snewn(state->width * state->height, unsigned char); |
718 | memset(state->barriers, 0, state->width * state->height); |
719 | |
720 | |
721 | /* |
722 | * Parse the game description into the grid. |
723 | */ |
724 | for (y = 0; y < h; y++) { |
725 | for (x = 0; x < w; x++) { |
726 | if (*desc >= '0' && *desc <= '9') |
727 | tile(state, x, y) = *desc - '0'; |
728 | else if (*desc >= 'a' && *desc <= 'f') |
729 | tile(state, x, y) = *desc - 'a' + 10; |
730 | else if (*desc >= 'A' && *desc <= 'F') |
731 | tile(state, x, y) = *desc - 'A' + 10; |
732 | if (*desc) |
733 | desc++; |
734 | while (*desc == 'h' || *desc == 'v') { |
735 | int x2, y2, d1, d2; |
736 | if (*desc == 'v') |
737 | d1 = R; |
738 | else |
739 | d1 = D; |
740 | |
741 | OFFSET(x2, y2, x, y, d1, state); |
742 | d2 = F(d1); |
743 | |
744 | barrier(state, x, y) |= d1; |
745 | barrier(state, x2, y2) |= d2; |
746 | |
747 | desc++; |
748 | } |
749 | } |
750 | } |
751 | |
752 | /* |
753 | * Set up border barriers if this is a non-wrapping game. |
754 | */ |
755 | if (!state->wrapping) { |
756 | for (x = 0; x < state->width; x++) { |
757 | barrier(state, x, 0) |= U; |
758 | barrier(state, x, state->height-1) |= D; |
759 | } |
760 | for (y = 0; y < state->height; y++) { |
761 | barrier(state, 0, y) |= L; |
762 | barrier(state, state->width-1, y) |= R; |
763 | } |
7bed19e1 |
764 | } |
765 | |
766 | /* |
767 | * Set up the barrier corner flags, for drawing barriers |
768 | * prettily when they meet. |
769 | */ |
770 | for (y = 0; y < state->height; y++) { |
771 | for (x = 0; x < state->width; x++) { |
772 | int dir; |
773 | |
774 | for (dir = 1; dir < 0x10; dir <<= 1) { |
775 | int dir2 = A(dir); |
776 | int x1, y1, x2, y2, x3, y3; |
777 | int corner = FALSE; |
778 | |
779 | if (!(barrier(state, x, y) & dir)) |
780 | continue; |
781 | |
782 | if (barrier(state, x, y) & dir2) |
783 | corner = TRUE; |
784 | |
785 | x1 = x + X(dir), y1 = y + Y(dir); |
786 | if (x1 >= 0 && x1 < state->width && |
787 | y1 >= 0 && y1 < state->height && |
788 | (barrier(state, x1, y1) & dir2)) |
789 | corner = TRUE; |
790 | |
791 | x2 = x + X(dir2), y2 = y + Y(dir2); |
792 | if (x2 >= 0 && x2 < state->width && |
793 | y2 >= 0 && y2 < state->height && |
794 | (barrier(state, x2, y2) & dir)) |
795 | corner = TRUE; |
796 | |
797 | if (corner) { |
798 | barrier(state, x, y) |= (dir << 4); |
799 | if (x1 >= 0 && x1 < state->width && |
800 | y1 >= 0 && y1 < state->height) |
801 | barrier(state, x1, y1) |= (A(dir) << 4); |
802 | if (x2 >= 0 && x2 < state->width && |
803 | y2 >= 0 && y2 < state->height) |
804 | barrier(state, x2, y2) |= (C(dir) << 4); |
805 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
806 | if (x3 >= 0 && x3 < state->width && |
807 | y3 >= 0 && y3 < state->height) |
808 | barrier(state, x3, y3) |= (F(dir) << 4); |
809 | } |
810 | } |
811 | } |
812 | } |
813 | |
7bed19e1 |
814 | return state; |
815 | } |
816 | |
be8d5aa1 |
817 | static game_state *dup_game(game_state *state) |
7bed19e1 |
818 | { |
819 | game_state *ret; |
820 | |
821 | ret = snew(game_state); |
822 | ret->width = state->width; |
823 | ret->height = state->height; |
824 | ret->cx = state->cx; |
825 | ret->cy = state->cy; |
826 | ret->wrapping = state->wrapping; |
827 | ret->completed = state->completed; |
2ac6d24e |
828 | ret->used_solve = state->used_solve; |
829 | ret->just_used_solve = state->just_used_solve; |
7bed19e1 |
830 | ret->move_count = state->move_count; |
831 | ret->last_move_row = state->last_move_row; |
832 | ret->last_move_col = state->last_move_col; |
833 | ret->last_move_dir = state->last_move_dir; |
834 | ret->tiles = snewn(state->width * state->height, unsigned char); |
835 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
836 | ret->barriers = snewn(state->width * state->height, unsigned char); |
837 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
838 | |
839 | return ret; |
840 | } |
841 | |
be8d5aa1 |
842 | static void free_game(game_state *state) |
7bed19e1 |
843 | { |
844 | sfree(state->tiles); |
845 | sfree(state->barriers); |
846 | sfree(state); |
847 | } |
848 | |
2ac6d24e |
849 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
850 | char **error) |
851 | { |
852 | game_state *ret; |
853 | |
1185e3c5 |
854 | if (!aux) { |
2ac6d24e |
855 | *error = "Solution not known for this puzzle"; |
856 | return NULL; |
857 | } |
858 | |
1185e3c5 |
859 | assert(aux->width == state->width); |
860 | assert(aux->height == state->height); |
2ac6d24e |
861 | ret = dup_game(state); |
1185e3c5 |
862 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
2ac6d24e |
863 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
864 | ret->completed = ret->move_count = 1; |
2ac6d24e |
865 | |
866 | return ret; |
867 | } |
868 | |
9b4b03d3 |
869 | static char *game_text_format(game_state *state) |
870 | { |
871 | return NULL; |
872 | } |
873 | |
7bed19e1 |
874 | /* ---------------------------------------------------------------------- |
875 | * Utility routine. |
876 | */ |
877 | |
878 | /* |
879 | * Compute which squares are reachable from the centre square, as a |
880 | * quick visual aid to determining how close the game is to |
881 | * completion. This is also a simple way to tell if the game _is_ |
882 | * completed - just call this function and see whether every square |
883 | * is marked active. |
884 | * |
885 | * squares in the moving_row and moving_col are always inactive - this |
886 | * is so that "current" doesn't appear to jump across moving lines. |
887 | */ |
888 | static unsigned char *compute_active(game_state *state, |
889 | int moving_row, int moving_col) |
890 | { |
891 | unsigned char *active; |
892 | tree234 *todo; |
893 | struct xyd *xyd; |
894 | |
895 | active = snewn(state->width * state->height, unsigned char); |
896 | memset(active, 0, state->width * state->height); |
897 | |
898 | /* |
899 | * We only store (x,y) pairs in todo, but it's easier to reuse |
900 | * xyd_cmp and just store direction 0 every time. |
901 | */ |
902 | todo = newtree234(xyd_cmp); |
903 | index(state, active, state->cx, state->cy) = ACTIVE; |
904 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
905 | |
906 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
907 | int x1, y1, d1, x2, y2, d2; |
908 | |
909 | x1 = xyd->x; |
910 | y1 = xyd->y; |
911 | sfree(xyd); |
912 | |
913 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
914 | OFFSET(x2, y2, x1, y1, d1, state); |
915 | d2 = F(d1); |
916 | |
917 | /* |
918 | * If the next tile in this direction is connected to |
919 | * us, and there isn't a barrier in the way, and it |
920 | * isn't already marked active, then mark it active and |
921 | * add it to the to-examine list. |
922 | */ |
923 | if ((x2 != moving_col && y2 != moving_row) && |
924 | (tile(state, x1, y1) & d1) && |
925 | (tile(state, x2, y2) & d2) && |
926 | !(barrier(state, x1, y1) & d1) && |
927 | !index(state, active, x2, y2)) { |
928 | index(state, active, x2, y2) = ACTIVE; |
929 | add234(todo, new_xyd(x2, y2, 0)); |
930 | } |
931 | } |
932 | } |
933 | /* Now we expect the todo list to have shrunk to zero size. */ |
934 | assert(count234(todo) == 0); |
935 | freetree234(todo); |
936 | |
937 | return active; |
938 | } |
939 | |
940 | struct game_ui { |
941 | int cur_x, cur_y; |
942 | int cur_visible; |
943 | }; |
944 | |
be8d5aa1 |
945 | static game_ui *new_ui(game_state *state) |
7bed19e1 |
946 | { |
947 | game_ui *ui = snew(game_ui); |
948 | ui->cur_x = state->width / 2; |
949 | ui->cur_y = state->height / 2; |
950 | ui->cur_visible = FALSE; |
951 | |
952 | return ui; |
953 | } |
954 | |
be8d5aa1 |
955 | static void free_ui(game_ui *ui) |
7bed19e1 |
956 | { |
957 | sfree(ui); |
958 | } |
959 | |
960 | /* ---------------------------------------------------------------------- |
961 | * Process a move. |
962 | */ |
963 | |
1185e3c5 |
964 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row) |
7bed19e1 |
965 | { |
1185e3c5 |
966 | int x = dir > 0 ? -1 : w; |
7bed19e1 |
967 | int tx = x + dir; |
1185e3c5 |
968 | int n = w - 1; |
969 | unsigned char endtile = tiles[row * w + tx]; |
7bed19e1 |
970 | do { |
971 | x = tx; |
1185e3c5 |
972 | tx = (x + dir + w) % w; |
973 | tiles[row * w + x] = tiles[row * w + tx]; |
7bed19e1 |
974 | } while (--n > 0); |
1185e3c5 |
975 | tiles[row * w + tx] = endtile; |
7bed19e1 |
976 | } |
977 | |
1185e3c5 |
978 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col) |
7bed19e1 |
979 | { |
1185e3c5 |
980 | int y = dir > 0 ? -1 : h; |
7bed19e1 |
981 | int ty = y + dir; |
1185e3c5 |
982 | int n = h - 1; |
983 | unsigned char endtile = tiles[ty * w + col]; |
7bed19e1 |
984 | do { |
985 | y = ty; |
1185e3c5 |
986 | ty = (y + dir + h) % h; |
987 | tiles[y * w + col] = tiles[ty * w + col]; |
7bed19e1 |
988 | } while (--n > 0); |
1185e3c5 |
989 | tiles[ty * w + col] = endtile; |
990 | } |
991 | |
992 | static void slide_row(game_state *state, int dir, int row) |
993 | { |
994 | slide_row_int(state->width, state->height, state->tiles, dir, row); |
995 | } |
996 | |
997 | static void slide_col(game_state *state, int dir, int col) |
998 | { |
999 | slide_col_int(state->width, state->height, state->tiles, dir, col); |
7bed19e1 |
1000 | } |
1001 | |
be8d5aa1 |
1002 | static game_state *make_move(game_state *state, game_ui *ui, |
1003 | int x, int y, int button) |
7bed19e1 |
1004 | { |
1005 | int cx, cy; |
1006 | int n, dx, dy; |
1007 | game_state *ret; |
1008 | |
1009 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
1010 | return NULL; |
1011 | |
1012 | cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1013 | cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1014 | |
1015 | if (cy >= 0 && cy < state->height && cy != state->cy) |
1016 | { |
1017 | if (cx == -1) dx = +1; |
1018 | else if (cx == state->width) dx = -1; |
1019 | else return NULL; |
1020 | n = state->width; |
1021 | dy = 0; |
1022 | } |
1023 | else if (cx >= 0 && cx < state->width && cx != state->cx) |
1024 | { |
1025 | if (cy == -1) dy = +1; |
1026 | else if (cy == state->height) dy = -1; |
1027 | else return NULL; |
1028 | n = state->height; |
1029 | dx = 0; |
1030 | } |
1031 | else |
1032 | return NULL; |
1033 | |
1034 | /* reverse direction if right hand button is pressed */ |
1035 | if (button == RIGHT_BUTTON) |
1036 | { |
1037 | dx = -dx; |
1038 | dy = -dy; |
1039 | } |
1040 | |
1041 | ret = dup_game(state); |
2ac6d24e |
1042 | ret->just_used_solve = FALSE; |
7bed19e1 |
1043 | |
1044 | if (dx == 0) slide_col(ret, dy, cx); |
1045 | else slide_row(ret, dx, cy); |
1046 | |
1047 | ret->move_count++; |
1048 | ret->last_move_row = dx ? cy : -1; |
1049 | ret->last_move_col = dx ? -1 : cx; |
1050 | ret->last_move_dir = dx + dy; |
1051 | |
1052 | /* |
1053 | * See if the game has been completed. |
1054 | */ |
1055 | if (!ret->completed) { |
1056 | unsigned char *active = compute_active(ret, -1, -1); |
1057 | int x1, y1; |
1058 | int complete = TRUE; |
1059 | |
1060 | for (x1 = 0; x1 < ret->width; x1++) |
1061 | for (y1 = 0; y1 < ret->height; y1++) |
1062 | if (!index(ret, active, x1, y1)) { |
1063 | complete = FALSE; |
1064 | goto break_label; /* break out of two loops at once */ |
1065 | } |
1066 | break_label: |
1067 | |
1068 | sfree(active); |
1069 | |
1070 | if (complete) |
1071 | ret->completed = ret->move_count; |
1072 | } |
1073 | |
1074 | return ret; |
1075 | } |
1076 | |
1077 | /* ---------------------------------------------------------------------- |
1078 | * Routines for drawing the game position on the screen. |
1079 | */ |
1080 | |
1081 | struct game_drawstate { |
1082 | int started; |
1083 | int width, height; |
1084 | unsigned char *visible; |
1085 | }; |
1086 | |
be8d5aa1 |
1087 | static game_drawstate *game_new_drawstate(game_state *state) |
7bed19e1 |
1088 | { |
1089 | game_drawstate *ds = snew(game_drawstate); |
1090 | |
1091 | ds->started = FALSE; |
1092 | ds->width = state->width; |
1093 | ds->height = state->height; |
1094 | ds->visible = snewn(state->width * state->height, unsigned char); |
1095 | memset(ds->visible, 0xFF, state->width * state->height); |
1096 | |
1097 | return ds; |
1098 | } |
1099 | |
be8d5aa1 |
1100 | static void game_free_drawstate(game_drawstate *ds) |
7bed19e1 |
1101 | { |
1102 | sfree(ds->visible); |
1103 | sfree(ds); |
1104 | } |
1105 | |
be8d5aa1 |
1106 | static void game_size(game_params *params, int *x, int *y) |
7bed19e1 |
1107 | { |
1108 | *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
1109 | *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
1110 | } |
1111 | |
be8d5aa1 |
1112 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
7bed19e1 |
1113 | { |
1114 | float *ret; |
1115 | |
1116 | ret = snewn(NCOLOURS * 3, float); |
1117 | *ncolours = NCOLOURS; |
1118 | |
1119 | /* |
1120 | * Basic background colour is whatever the front end thinks is |
1121 | * a sensible default. |
1122 | */ |
1123 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1124 | |
1125 | /* |
1126 | * Wires are black. |
1127 | */ |
1128 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1129 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1130 | ret[COL_WIRE * 3 + 2] = 0.0F; |
1131 | |
1132 | /* |
1133 | * Powered wires and powered endpoints are cyan. |
1134 | */ |
1135 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1136 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1137 | ret[COL_POWERED * 3 + 2] = 1.0F; |
1138 | |
1139 | /* |
1140 | * Barriers are red. |
1141 | */ |
1142 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1143 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1144 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
1145 | |
1146 | /* |
1147 | * Unpowered endpoints are blue. |
1148 | */ |
1149 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1150 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1151 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
1152 | |
1153 | /* |
1154 | * Tile borders are a darker grey than the background. |
1155 | */ |
1156 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1157 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1158 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1159 | |
1160 | /* |
1161 | * Flashing tiles are a grey in between those two. |
1162 | */ |
1163 | ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1164 | ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1165 | ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1166 | |
1167 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
1168 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; |
1169 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; |
1170 | ret[COL_TEXT * 3 + 0] = 0.0; |
1171 | ret[COL_TEXT * 3 + 1] = 0.0; |
1172 | ret[COL_TEXT * 3 + 2] = 0.0; |
1173 | |
1174 | return ret; |
1175 | } |
1176 | |
1177 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1178 | int colour) |
1179 | { |
1180 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1181 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1182 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1183 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1184 | draw_line(fe, x1, y1, x2, y2, colour); |
1185 | } |
1186 | |
1187 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1188 | int colour) |
1189 | { |
1190 | int mx = (x1 < x2 ? x1 : x2); |
1191 | int my = (y1 < y2 ? y1 : y2); |
1192 | int dx = (x2 + x1 - 2*mx + 1); |
1193 | int dy = (y2 + y1 - 2*my + 1); |
1194 | |
1195 | draw_rect(fe, mx, my, dx, dy, colour); |
1196 | } |
1197 | |
1198 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1199 | { |
1200 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1201 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1202 | int x1, y1, dx, dy, dir2; |
1203 | |
1204 | dir >>= 4; |
1205 | |
1206 | dir2 = A(dir); |
1207 | dx = X(dir) + X(dir2); |
1208 | dy = Y(dir) + Y(dir2); |
1209 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1210 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1211 | |
1212 | if (phase == 0) { |
1213 | draw_rect_coords(fe, bx+x1, by+y1, |
1214 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1215 | COL_WIRE); |
1216 | draw_rect_coords(fe, bx+x1, by+y1, |
1217 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1218 | COL_WIRE); |
1219 | } else { |
1220 | draw_rect_coords(fe, bx+x1, by+y1, |
1221 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1222 | COL_BARRIER); |
1223 | } |
1224 | } |
1225 | |
1226 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1227 | { |
1228 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1229 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1230 | int x1, y1, w, h; |
1231 | |
1232 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1233 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1234 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1235 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1236 | |
1237 | if (phase == 0) { |
1238 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1239 | } else { |
1240 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1241 | } |
1242 | } |
1243 | |
1244 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
1245 | float xshift, float yshift) |
1246 | { |
1247 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE); |
1248 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE); |
1249 | float cx, cy, ex, ey; |
1250 | int dir, col; |
1251 | |
1252 | /* |
1253 | * When we draw a single tile, we must draw everything up to |
1254 | * and including the borders around the tile. This means that |
1255 | * if the neighbouring tiles have connections to those borders, |
1256 | * we must draw those connections on the borders themselves. |
1257 | * |
1258 | * This would be terribly fiddly if we ever had to draw a tile |
1259 | * while its neighbour was in mid-rotate, because we'd have to |
1260 | * arrange to _know_ that the neighbour was being rotated and |
1261 | * hence had an anomalous effect on the redraw of this tile. |
1262 | * Fortunately, the drawing algorithm avoids ever calling us in |
1263 | * this circumstance: we're either drawing lots of straight |
1264 | * tiles at game start or after a move is complete, or we're |
1265 | * repeatedly drawing only the rotating tile. So no problem. |
1266 | */ |
1267 | |
1268 | /* |
1269 | * So. First blank the tile out completely: draw a big |
1270 | * rectangle in border colour, and a smaller rectangle in |
1271 | * background colour to fill it in. |
1272 | */ |
1273 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1274 | COL_BORDER); |
1275 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1276 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1277 | tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); |
1278 | |
1279 | /* |
1280 | * Draw the wires. |
1281 | */ |
1282 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
1283 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1284 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1285 | if (tile & dir) { |
1286 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1287 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1288 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1289 | bx+(int)(cx+ex), by+(int)(cy+ey), |
1290 | COL_WIRE); |
1291 | } |
1292 | } |
1293 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1294 | if (tile & dir) { |
1295 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1296 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1297 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1298 | bx+(int)(cx+ex), by+(int)(cy+ey), col); |
1299 | } |
1300 | } |
1301 | |
1302 | /* |
1303 | * Draw the box in the middle. We do this in blue if the tile |
1304 | * is an unpowered endpoint, in cyan if the tile is a powered |
1305 | * endpoint, in black if the tile is the centrepiece, and |
1306 | * otherwise not at all. |
1307 | */ |
1308 | col = -1; |
1309 | if (x == state->cx && y == state->cy) |
1310 | col = COL_WIRE; |
1311 | else if (COUNT(tile) == 1) { |
1312 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1313 | } |
1314 | if (col >= 0) { |
1315 | int i, points[8]; |
1316 | |
1317 | points[0] = +1; points[1] = +1; |
1318 | points[2] = +1; points[3] = -1; |
1319 | points[4] = -1; points[5] = -1; |
1320 | points[6] = -1; points[7] = +1; |
1321 | |
1322 | for (i = 0; i < 8; i += 2) { |
1323 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1324 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
1325 | points[i] = bx+(int)(cx+ex); |
1326 | points[i+1] = by+(int)(cy+ey); |
1327 | } |
1328 | |
1329 | draw_polygon(fe, points, 4, TRUE, col); |
1330 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1331 | } |
1332 | |
1333 | /* |
1334 | * Draw the points on the border if other tiles are connected |
1335 | * to us. |
1336 | */ |
1337 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1338 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1339 | |
1340 | dx = X(dir); |
1341 | dy = Y(dir); |
1342 | |
1343 | ox = x + dx; |
1344 | oy = y + dy; |
1345 | |
1346 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1347 | continue; |
1348 | |
1349 | if (!(tile(state, ox, oy) & F(dir))) |
1350 | continue; |
1351 | |
1352 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1353 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
1354 | lx = dx * (TILE_BORDER-1); |
1355 | ly = dy * (TILE_BORDER-1); |
1356 | vx = (dy ? 1 : 0); |
1357 | vy = (dx ? 1 : 0); |
1358 | |
1359 | if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { |
1360 | /* |
1361 | * If we are fully connected to the other tile, we must |
1362 | * draw right across the tile border. (We can use our |
1363 | * own ACTIVE state to determine what colour to do this |
1364 | * in: if we are fully connected to the other tile then |
1365 | * the two ACTIVE states will be the same.) |
1366 | */ |
1367 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1368 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1369 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1370 | } else { |
1371 | /* |
1372 | * The other tile extends into our border, but isn't |
1373 | * actually connected to us. Just draw a single black |
1374 | * dot. |
1375 | */ |
1376 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1377 | } |
1378 | } |
1379 | |
1380 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1381 | } |
1382 | |
1383 | static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y) |
1384 | { |
1385 | int phase; |
1386 | int dir; |
1387 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1388 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1389 | /* |
1390 | * Draw barrier corners, and then barriers. |
1391 | */ |
1392 | for (phase = 0; phase < 2; phase++) { |
1393 | for (dir = 1; dir < 0x10; dir <<= 1) |
1394 | if (barrier(state, x, y) & (dir << 4)) |
1395 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1396 | for (dir = 1; dir < 0x10; dir <<= 1) |
1397 | if (barrier(state, x, y) & dir) |
1398 | draw_barrier(fe, x, y, dir, phase); |
1399 | } |
1400 | |
1401 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1402 | } |
1403 | |
1404 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
1405 | { |
1406 | int coords[14]; |
1407 | int ydy = -xdx, ydx = xdy; |
1408 | |
1409 | x = x * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1410 | y = y * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1411 | |
1412 | #define POINT(n, xx, yy) ( \ |
1413 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
1414 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
1415 | |
1416 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
1417 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
1418 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
1419 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
1420 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
1421 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
1422 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
1423 | |
1424 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
1425 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
1426 | } |
1427 | |
be8d5aa1 |
1428 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1429 | game_state *state, int dir, game_ui *ui, float t, float ft) |
7bed19e1 |
1430 | { |
1431 | int x, y, tx, ty, frame; |
1432 | unsigned char *active; |
1433 | float xshift = 0.0; |
1434 | float yshift = 0.0; |
1435 | |
1436 | /* |
1437 | * Clear the screen and draw the exterior barrier lines if this |
1438 | * is our first call. |
1439 | */ |
1440 | if (!ds->started) { |
1441 | int phase; |
1442 | |
1443 | ds->started = TRUE; |
1444 | |
1445 | draw_rect(fe, 0, 0, |
1446 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1447 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1448 | COL_BACKGROUND); |
1449 | draw_update(fe, 0, 0, |
1450 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1451 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1452 | |
1453 | for (phase = 0; phase < 2; phase++) { |
1454 | |
1455 | for (x = 0; x < ds->width; x++) { |
1456 | if (barrier(state, x, 0) & UL) |
1457 | draw_barrier_corner(fe, x, -1, LD, phase); |
1458 | if (barrier(state, x, 0) & RU) |
1459 | draw_barrier_corner(fe, x, -1, DR, phase); |
1460 | if (barrier(state, x, 0) & U) |
1461 | draw_barrier(fe, x, -1, D, phase); |
1462 | if (barrier(state, x, ds->height-1) & DR) |
1463 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1464 | if (barrier(state, x, ds->height-1) & LD) |
1465 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1466 | if (barrier(state, x, ds->height-1) & D) |
1467 | draw_barrier(fe, x, ds->height, U, phase); |
1468 | } |
1469 | |
1470 | for (y = 0; y < ds->height; y++) { |
1471 | if (barrier(state, 0, y) & UL) |
1472 | draw_barrier_corner(fe, -1, y, RU, phase); |
1473 | if (barrier(state, 0, y) & LD) |
1474 | draw_barrier_corner(fe, -1, y, DR, phase); |
1475 | if (barrier(state, 0, y) & L) |
1476 | draw_barrier(fe, -1, y, R, phase); |
1477 | if (barrier(state, ds->width-1, y) & RU) |
1478 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1479 | if (barrier(state, ds->width-1, y) & DR) |
1480 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1481 | if (barrier(state, ds->width-1, y) & R) |
1482 | draw_barrier(fe, ds->width, y, L, phase); |
1483 | } |
1484 | } |
1485 | |
1486 | /* |
1487 | * Arrows for making moves. |
1488 | */ |
1489 | for (x = 0; x < ds->width; x++) { |
1490 | if (x == state->cx) continue; |
1491 | draw_arrow(fe, x, 0, +1, 0); |
1492 | draw_arrow(fe, x+1, ds->height, -1, 0); |
1493 | } |
1494 | for (y = 0; y < ds->height; y++) { |
1495 | if (y == state->cy) continue; |
1496 | draw_arrow(fe, ds->width, y, 0, +1); |
1497 | draw_arrow(fe, 0, y+1, 0, -1); |
1498 | } |
1499 | } |
1500 | |
1501 | /* Check if this is an undo. If so, we will need to run any animation |
1502 | * backwards. |
1503 | */ |
1504 | if (oldstate && oldstate->move_count > state->move_count) { |
1505 | game_state * tmpstate = state; |
1506 | state = oldstate; |
1507 | oldstate = tmpstate; |
1508 | t = ANIM_TIME - t; |
1509 | } |
1510 | |
1511 | tx = ty = -1; |
1512 | if (oldstate && (t < ANIM_TIME)) { |
1513 | /* |
1514 | * We're animating a slide, of row/column number |
1515 | * state->last_move_pos, in direction |
1516 | * state->last_move_dir |
1517 | */ |
1518 | xshift = state->last_move_row == -1 ? 0.0 : |
1519 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1520 | yshift = state->last_move_col == -1 ? 0.0 : |
1521 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1522 | } |
1523 | |
1524 | frame = -1; |
1525 | if (ft > 0) { |
1526 | /* |
1527 | * We're animating a completion flash. Find which frame |
1528 | * we're at. |
1529 | */ |
1530 | frame = (int)(ft / FLASH_FRAME); |
1531 | } |
1532 | |
1533 | /* |
1534 | * Draw any tile which differs from the way it was last drawn. |
1535 | */ |
1536 | if (xshift != 0.0 || yshift != 0.0) { |
1537 | active = compute_active(state, |
1538 | state->last_move_row, state->last_move_col); |
1539 | } else { |
1540 | active = compute_active(state, -1, -1); |
1541 | } |
1542 | |
1543 | clip(fe, |
1544 | BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, |
1545 | TILE_SIZE * state->width + TILE_BORDER, |
1546 | TILE_SIZE * state->height + TILE_BORDER); |
1547 | |
1548 | for (x = 0; x < ds->width; x++) |
1549 | for (y = 0; y < ds->height; y++) { |
1550 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1551 | |
1552 | /* |
1553 | * In a completion flash, we adjust the FLASHING bit |
1554 | * depending on our distance from the centre point and |
1555 | * the frame number. |
1556 | */ |
1557 | if (frame >= 0) { |
1558 | int xdist, ydist, dist; |
1559 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1560 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1561 | dist = (xdist > ydist ? xdist : ydist); |
1562 | |
1563 | if (frame >= dist && frame < dist+4) { |
1564 | int flash = (frame - dist) & 1; |
1565 | flash = flash ? FLASHING : 0; |
1566 | c = (c &~ FLASHING) | flash; |
1567 | } |
1568 | } |
1569 | |
1570 | if (index(state, ds->visible, x, y) != c || |
1571 | index(state, ds->visible, x, y) == 0xFF || |
1572 | (x == state->last_move_col || y == state->last_move_row)) |
1573 | { |
1574 | float xs = (y == state->last_move_row ? xshift : 0.0); |
1575 | float ys = (x == state->last_move_col ? yshift : 0.0); |
1576 | |
1577 | draw_tile(fe, state, x, y, c, xs, ys); |
1578 | if (xs < 0 && x == 0) |
1579 | draw_tile(fe, state, state->width, y, c, xs, ys); |
1580 | else if (xs > 0 && x == state->width - 1) |
1581 | draw_tile(fe, state, -1, y, c, xs, ys); |
1582 | else if (ys < 0 && y == 0) |
1583 | draw_tile(fe, state, x, state->height, c, xs, ys); |
1584 | else if (ys > 0 && y == state->height - 1) |
1585 | draw_tile(fe, state, x, -1, c, xs, ys); |
1586 | |
1587 | if (x == state->last_move_col || y == state->last_move_row) |
1588 | index(state, ds->visible, x, y) = 0xFF; |
1589 | else |
1590 | index(state, ds->visible, x, y) = c; |
1591 | } |
1592 | } |
1593 | |
1594 | for (x = 0; x < ds->width; x++) |
1595 | for (y = 0; y < ds->height; y++) |
1596 | draw_tile_barriers(fe, state, x, y); |
1597 | |
1598 | unclip(fe); |
1599 | |
1600 | /* |
1601 | * Update the status bar. |
1602 | */ |
1603 | { |
1604 | char statusbuf[256]; |
1605 | int i, n, a; |
1606 | |
1607 | n = state->width * state->height; |
1608 | for (i = a = 0; i < n; i++) |
1609 | if (active[i]) |
1610 | a++; |
1611 | |
2ac6d24e |
1612 | if (state->used_solve) |
1613 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1614 | state->move_count - state->completed); |
1615 | else |
1616 | sprintf(statusbuf, "%sMoves: %d", |
1617 | (state->completed ? "COMPLETED! " : ""), |
1618 | (state->completed ? state->completed : state->move_count)); |
1619 | |
1620 | sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); |
7bed19e1 |
1621 | |
1622 | status_bar(fe, statusbuf); |
1623 | } |
1624 | |
1625 | sfree(active); |
1626 | } |
1627 | |
be8d5aa1 |
1628 | static float game_anim_length(game_state *oldstate, |
1629 | game_state *newstate, int dir) |
7bed19e1 |
1630 | { |
2ac6d24e |
1631 | /* |
1632 | * Don't animate an auto-solve move. |
1633 | */ |
1634 | if ((dir > 0 && newstate->just_used_solve) || |
1635 | (dir < 0 && oldstate->just_used_solve)) |
1636 | return 0.0F; |
1637 | |
7bed19e1 |
1638 | return ANIM_TIME; |
1639 | } |
1640 | |
be8d5aa1 |
1641 | static float game_flash_length(game_state *oldstate, |
1642 | game_state *newstate, int dir) |
7bed19e1 |
1643 | { |
1644 | /* |
1645 | * If the game has just been completed, we display a completion |
1646 | * flash. |
1647 | */ |
2ac6d24e |
1648 | if (!oldstate->completed && newstate->completed && |
1649 | !oldstate->used_solve && !newstate->used_solve) { |
7bed19e1 |
1650 | int size; |
1651 | size = 0; |
1652 | if (size < newstate->cx+1) |
1653 | size = newstate->cx+1; |
1654 | if (size < newstate->cy+1) |
1655 | size = newstate->cy+1; |
1656 | if (size < newstate->width - newstate->cx) |
1657 | size = newstate->width - newstate->cx; |
1658 | if (size < newstate->height - newstate->cy) |
1659 | size = newstate->height - newstate->cy; |
1660 | return FLASH_FRAME * (size+4); |
1661 | } |
1662 | |
1663 | return 0.0F; |
1664 | } |
1665 | |
be8d5aa1 |
1666 | static int game_wants_statusbar(void) |
7bed19e1 |
1667 | { |
1668 | return TRUE; |
1669 | } |
be8d5aa1 |
1670 | |
1671 | #ifdef COMBINED |
1672 | #define thegame netslide |
1673 | #endif |
1674 | |
1675 | const struct game thegame = { |
1d228b10 |
1676 | "Netslide", "games.netslide", |
be8d5aa1 |
1677 | default_params, |
1678 | game_fetch_preset, |
1679 | decode_params, |
1680 | encode_params, |
1681 | free_params, |
1682 | dup_params, |
1d228b10 |
1683 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1684 | validate_params, |
1185e3c5 |
1685 | new_game_desc, |
6f2d8d7c |
1686 | game_free_aux_info, |
1185e3c5 |
1687 | validate_desc, |
be8d5aa1 |
1688 | new_game, |
1689 | dup_game, |
1690 | free_game, |
2ac6d24e |
1691 | TRUE, solve_game, |
9b4b03d3 |
1692 | FALSE, game_text_format, |
be8d5aa1 |
1693 | new_ui, |
1694 | free_ui, |
1695 | make_move, |
1696 | game_size, |
1697 | game_colours, |
1698 | game_new_drawstate, |
1699 | game_free_drawstate, |
1700 | game_redraw, |
1701 | game_anim_length, |
1702 | game_flash_length, |
1703 | game_wants_statusbar, |
1704 | }; |