7bed19e1 |
1 | /* |
2 | * netslide.c: cross between Net and Sixteen, courtesy of Richard |
3 | * Boulton. |
4 | */ |
5 | |
6 | #include <stdio.h> |
7 | #include <stdlib.h> |
8 | #include <string.h> |
9 | #include <assert.h> |
10 | #include <ctype.h> |
11 | #include <math.h> |
12 | |
13 | #include "puzzles.h" |
14 | #include "tree234.h" |
15 | |
7bed19e1 |
16 | #define MATMUL(xr,yr,m,x,y) do { \ |
17 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
18 | rx = mat[0] * xx + mat[2] * yy; \ |
19 | ry = mat[1] * xx + mat[3] * yy; \ |
20 | (xr) = rx; (yr) = ry; \ |
21 | } while (0) |
22 | |
23 | /* Direction and other bitfields */ |
24 | #define R 0x01 |
25 | #define U 0x02 |
26 | #define L 0x04 |
27 | #define D 0x08 |
28 | #define FLASHING 0x10 |
29 | #define ACTIVE 0x20 |
30 | /* Corner flags go in the barriers array */ |
31 | #define RU 0x10 |
32 | #define UL 0x20 |
33 | #define LD 0x40 |
34 | #define DR 0x80 |
35 | |
36 | /* Get tile at given coordinate */ |
37 | #define T(state, x, y) ( (y) * (state)->width + (x) ) |
38 | |
39 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
40 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
41 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
42 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
43 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
44 | ((n)&3) == 1 ? A(x) : \ |
45 | ((n)&3) == 2 ? F(x) : C(x) ) |
46 | |
47 | /* X and Y displacements */ |
48 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
49 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
50 | |
51 | /* Bit count */ |
52 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
53 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
54 | |
55 | #define TILE_SIZE 48 |
56 | #define BORDER TILE_SIZE |
57 | #define TILE_BORDER 1 |
58 | #define WINDOW_OFFSET 0 |
59 | |
60 | #define ANIM_TIME 0.13F |
61 | #define FLASH_FRAME 0.07F |
62 | |
63 | enum { |
64 | COL_BACKGROUND, |
65 | COL_FLASHING, |
66 | COL_BORDER, |
67 | COL_WIRE, |
68 | COL_ENDPOINT, |
69 | COL_POWERED, |
70 | COL_BARRIER, |
71 | COL_LOWLIGHT, |
72 | COL_TEXT, |
73 | NCOLOURS |
74 | }; |
75 | |
76 | struct game_params { |
77 | int width; |
78 | int height; |
79 | int wrapping; |
80 | float barrier_probability; |
aa27d493 |
81 | int movetarget; |
7bed19e1 |
82 | }; |
83 | |
1185e3c5 |
84 | struct game_aux_info { |
2ac6d24e |
85 | int width, height; |
2ac6d24e |
86 | unsigned char *tiles; |
87 | }; |
88 | |
7bed19e1 |
89 | struct game_state { |
90 | int width, height, cx, cy, wrapping, completed; |
2ac6d24e |
91 | int used_solve, just_used_solve; |
aa27d493 |
92 | int move_count, movetarget; |
7bed19e1 |
93 | |
94 | /* position (row or col number, starting at 0) of last move. */ |
95 | int last_move_row, last_move_col; |
96 | |
97 | /* direction of last move: +1 or -1 */ |
98 | int last_move_dir; |
99 | |
100 | unsigned char *tiles; |
101 | unsigned char *barriers; |
102 | }; |
103 | |
104 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
105 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
106 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
107 | |
108 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
109 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
110 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
111 | |
112 | struct xyd { |
113 | int x, y, direction; |
114 | }; |
115 | |
116 | static int xyd_cmp(void *av, void *bv) { |
117 | struct xyd *a = (struct xyd *)av; |
118 | struct xyd *b = (struct xyd *)bv; |
119 | if (a->x < b->x) |
120 | return -1; |
121 | if (a->x > b->x) |
122 | return +1; |
123 | if (a->y < b->y) |
124 | return -1; |
125 | if (a->y > b->y) |
126 | return +1; |
127 | if (a->direction < b->direction) |
128 | return -1; |
129 | if (a->direction > b->direction) |
130 | return +1; |
131 | return 0; |
132 | }; |
133 | |
134 | static struct xyd *new_xyd(int x, int y, int direction) |
135 | { |
136 | struct xyd *xyd = snew(struct xyd); |
137 | xyd->x = x; |
138 | xyd->y = y; |
139 | xyd->direction = direction; |
140 | return xyd; |
141 | } |
142 | |
be8d5aa1 |
143 | static void slide_col(game_state *state, int dir, int col); |
1185e3c5 |
144 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col); |
be8d5aa1 |
145 | static void slide_row(game_state *state, int dir, int row); |
1185e3c5 |
146 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row); |
7bed19e1 |
147 | |
148 | /* ---------------------------------------------------------------------- |
149 | * Manage game parameters. |
150 | */ |
be8d5aa1 |
151 | static game_params *default_params(void) |
7bed19e1 |
152 | { |
153 | game_params *ret = snew(game_params); |
154 | |
155 | ret->width = 3; |
156 | ret->height = 3; |
157 | ret->wrapping = FALSE; |
158 | ret->barrier_probability = 1.0; |
aa27d493 |
159 | ret->movetarget = 0; |
7bed19e1 |
160 | |
161 | return ret; |
162 | } |
163 | |
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; |
aa27d493 |
188 | ret->movetarget = 0; |
7bed19e1 |
189 | |
190 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
191 | values[i].desc); |
192 | |
193 | *name = dupstr(str); |
194 | *params = ret; |
195 | return TRUE; |
196 | } |
197 | |
be8d5aa1 |
198 | static void free_params(game_params *params) |
7bed19e1 |
199 | { |
200 | sfree(params); |
201 | } |
202 | |
be8d5aa1 |
203 | static game_params *dup_params(game_params *params) |
7bed19e1 |
204 | { |
205 | game_params *ret = snew(game_params); |
206 | *ret = *params; /* structure copy */ |
207 | return ret; |
208 | } |
209 | |
1185e3c5 |
210 | static void decode_params(game_params *ret, char const *string) |
7bed19e1 |
211 | { |
7bed19e1 |
212 | char const *p = string; |
213 | |
214 | ret->wrapping = FALSE; |
215 | ret->barrier_probability = 0.0; |
aa27d493 |
216 | ret->movetarget = 0; |
7bed19e1 |
217 | |
218 | ret->width = atoi(p); |
219 | while (*p && isdigit(*p)) p++; |
220 | if (*p == 'x') { |
221 | p++; |
222 | ret->height = atoi(p); |
223 | while (*p && isdigit(*p)) p++; |
224 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
225 | p++; |
aa27d493 |
226 | if (*p == 'b') { |
227 | ret->barrier_probability = atof(++p); |
228 | while (*p && (isdigit(*p) || *p == '.')) p++; |
229 | } |
230 | if (*p == 'm') { |
231 | ret->movetarget = atoi(++p); |
232 | } |
7bed19e1 |
233 | } else { |
234 | ret->height = ret->width; |
235 | } |
7bed19e1 |
236 | } |
237 | |
1185e3c5 |
238 | static char *encode_params(game_params *params, int full) |
7bed19e1 |
239 | { |
240 | char ret[400]; |
241 | int len; |
242 | |
243 | len = sprintf(ret, "%dx%d", params->width, params->height); |
244 | if (params->wrapping) |
245 | ret[len++] = 'w'; |
1185e3c5 |
246 | if (full && params->barrier_probability) |
7bed19e1 |
247 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
aa27d493 |
248 | /* Shuffle limit is part of the limited parameters, because we have to |
249 | * provide the target move count. */ |
250 | if (params->movetarget) |
251 | len += sprintf(ret+len, "m%d", params->movetarget); |
7bed19e1 |
252 | assert(len < lenof(ret)); |
253 | ret[len] = '\0'; |
254 | |
255 | return dupstr(ret); |
256 | } |
257 | |
be8d5aa1 |
258 | static config_item *game_configure(game_params *params) |
7bed19e1 |
259 | { |
260 | config_item *ret; |
261 | char buf[80]; |
262 | |
aa27d493 |
263 | ret = snewn(6, config_item); |
7bed19e1 |
264 | |
265 | ret[0].name = "Width"; |
266 | ret[0].type = C_STRING; |
267 | sprintf(buf, "%d", params->width); |
268 | ret[0].sval = dupstr(buf); |
269 | ret[0].ival = 0; |
270 | |
271 | ret[1].name = "Height"; |
272 | ret[1].type = C_STRING; |
273 | sprintf(buf, "%d", params->height); |
274 | ret[1].sval = dupstr(buf); |
275 | ret[1].ival = 0; |
276 | |
277 | ret[2].name = "Walls wrap around"; |
278 | ret[2].type = C_BOOLEAN; |
279 | ret[2].sval = NULL; |
280 | ret[2].ival = params->wrapping; |
281 | |
282 | ret[3].name = "Barrier probability"; |
283 | ret[3].type = C_STRING; |
284 | sprintf(buf, "%g", params->barrier_probability); |
285 | ret[3].sval = dupstr(buf); |
286 | ret[3].ival = 0; |
287 | |
aa27d493 |
288 | ret[4].name = "Number of shuffling moves"; |
289 | ret[4].type = C_STRING; |
290 | sprintf(buf, "%d", params->movetarget); |
291 | ret[4].sval = dupstr(buf); |
7bed19e1 |
292 | ret[4].ival = 0; |
293 | |
aa27d493 |
294 | ret[5].name = NULL; |
295 | ret[5].type = C_END; |
296 | ret[5].sval = NULL; |
297 | ret[5].ival = 0; |
298 | |
7bed19e1 |
299 | return ret; |
300 | } |
301 | |
be8d5aa1 |
302 | static game_params *custom_params(config_item *cfg) |
7bed19e1 |
303 | { |
304 | game_params *ret = snew(game_params); |
305 | |
306 | ret->width = atoi(cfg[0].sval); |
307 | ret->height = atoi(cfg[1].sval); |
308 | ret->wrapping = cfg[2].ival; |
309 | ret->barrier_probability = (float)atof(cfg[3].sval); |
aa27d493 |
310 | ret->movetarget = atoi(cfg[4].sval); |
7bed19e1 |
311 | |
312 | return ret; |
313 | } |
314 | |
be8d5aa1 |
315 | static char *validate_params(game_params *params) |
7bed19e1 |
316 | { |
317 | if (params->width <= 1 && params->height <= 1) |
318 | return "Width and height must both be greater than one"; |
319 | if (params->width <= 1) |
320 | return "Width must be greater than one"; |
321 | if (params->height <= 1) |
322 | return "Height must be greater than one"; |
323 | if (params->barrier_probability < 0) |
324 | return "Barrier probability may not be negative"; |
325 | if (params->barrier_probability > 1) |
326 | return "Barrier probability may not be greater than 1"; |
327 | return NULL; |
328 | } |
329 | |
330 | /* ---------------------------------------------------------------------- |
1185e3c5 |
331 | * Randomly select a new game description. |
7bed19e1 |
332 | */ |
333 | |
1185e3c5 |
334 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
335 | game_aux_info **aux, int interactive) |
7bed19e1 |
336 | { |
1185e3c5 |
337 | tree234 *possibilities, *barriertree; |
338 | int w, h, x, y, cx, cy, nbarriers; |
339 | unsigned char *tiles, *barriers; |
340 | char *desc, *p; |
7bed19e1 |
341 | |
1185e3c5 |
342 | w = params->width; |
343 | h = params->height; |
6f2d8d7c |
344 | |
1185e3c5 |
345 | tiles = snewn(w * h, unsigned char); |
346 | memset(tiles, 0, w * h); |
347 | barriers = snewn(w * h, unsigned char); |
348 | memset(barriers, 0, w * h); |
7bed19e1 |
349 | |
1185e3c5 |
350 | cx = w / 2; |
351 | cy = h / 2; |
7bed19e1 |
352 | |
353 | /* |
354 | * Construct the unshuffled grid. |
355 | * |
356 | * To do this, we simply start at the centre point, repeatedly |
357 | * choose a random possibility out of the available ways to |
358 | * extend a used square into an unused one, and do it. After |
359 | * extending the third line out of a square, we remove the |
360 | * fourth from the possibilities list to avoid any full-cross |
361 | * squares (which would make the game too easy because they |
362 | * only have one orientation). |
363 | * |
364 | * The slightly worrying thing is the avoidance of full-cross |
365 | * squares. Can this cause our unsophisticated construction |
366 | * algorithm to paint itself into a corner, by getting into a |
367 | * situation where there are some unreached squares and the |
368 | * only way to reach any of them is to extend a T-piece into a |
369 | * full cross? |
370 | * |
371 | * Answer: no it can't, and here's a proof. |
372 | * |
373 | * Any contiguous group of such unreachable squares must be |
374 | * surrounded on _all_ sides by T-pieces pointing away from the |
375 | * group. (If not, then there is a square which can be extended |
376 | * into one of the `unreachable' ones, and so it wasn't |
377 | * unreachable after all.) In particular, this implies that |
378 | * each contiguous group of unreachable squares must be |
379 | * rectangular in shape (any deviation from that yields a |
380 | * non-T-piece next to an `unreachable' square). |
381 | * |
382 | * So we have a rectangle of unreachable squares, with T-pieces |
383 | * forming a solid border around the rectangle. The corners of |
384 | * that border must be connected (since every tile connects all |
385 | * the lines arriving in it), and therefore the border must |
386 | * form a closed loop around the rectangle. |
387 | * |
388 | * But this can't have happened in the first place, since we |
389 | * _know_ we've avoided creating closed loops! Hence, no such |
390 | * situation can ever arise, and the naive grid construction |
391 | * algorithm will guaranteeably result in a complete grid |
392 | * containing no unreached squares, no full crosses _and_ no |
393 | * closed loops. [] |
394 | */ |
395 | possibilities = newtree234(xyd_cmp); |
396 | |
1185e3c5 |
397 | if (cx+1 < w) |
398 | add234(possibilities, new_xyd(cx, cy, R)); |
399 | if (cy-1 >= 0) |
400 | add234(possibilities, new_xyd(cx, cy, U)); |
401 | if (cx-1 >= 0) |
402 | add234(possibilities, new_xyd(cx, cy, L)); |
403 | if (cy+1 < h) |
404 | add234(possibilities, new_xyd(cx, cy, D)); |
7bed19e1 |
405 | |
406 | while (count234(possibilities) > 0) { |
407 | int i; |
408 | struct xyd *xyd; |
409 | int x1, y1, d1, x2, y2, d2, d; |
410 | |
411 | /* |
412 | * Extract a randomly chosen possibility from the list. |
413 | */ |
414 | i = random_upto(rs, count234(possibilities)); |
415 | xyd = delpos234(possibilities, i); |
416 | x1 = xyd->x; |
417 | y1 = xyd->y; |
418 | d1 = xyd->direction; |
419 | sfree(xyd); |
420 | |
1185e3c5 |
421 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
422 | d2 = F(d1); |
423 | #ifdef DEBUG |
424 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
425 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
426 | #endif |
427 | |
428 | /* |
429 | * Make the connection. (We should be moving to an as yet |
430 | * unused tile.) |
431 | */ |
1185e3c5 |
432 | index(params, tiles, x1, y1) |= d1; |
433 | assert(index(params, tiles, x2, y2) == 0); |
434 | index(params, tiles, x2, y2) |= d2; |
7bed19e1 |
435 | |
436 | /* |
437 | * If we have created a T-piece, remove its last |
438 | * possibility. |
439 | */ |
1185e3c5 |
440 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
7bed19e1 |
441 | struct xyd xyd1, *xydp; |
442 | |
443 | xyd1.x = x1; |
444 | xyd1.y = y1; |
1185e3c5 |
445 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
7bed19e1 |
446 | |
447 | xydp = find234(possibilities, &xyd1, NULL); |
448 | |
449 | if (xydp) { |
450 | #ifdef DEBUG |
451 | printf("T-piece; removing (%d,%d,%c)\n", |
452 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
453 | #endif |
454 | del234(possibilities, xydp); |
455 | sfree(xydp); |
456 | } |
457 | } |
458 | |
459 | /* |
460 | * Remove all other possibilities that were pointing at the |
461 | * tile we've just moved into. |
462 | */ |
463 | for (d = 1; d < 0x10; d <<= 1) { |
464 | int x3, y3, d3; |
465 | struct xyd xyd1, *xydp; |
466 | |
1185e3c5 |
467 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
468 | d3 = F(d); |
469 | |
470 | xyd1.x = x3; |
471 | xyd1.y = y3; |
472 | xyd1.direction = d3; |
473 | |
474 | xydp = find234(possibilities, &xyd1, NULL); |
475 | |
476 | if (xydp) { |
477 | #ifdef DEBUG |
478 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
479 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
480 | #endif |
481 | del234(possibilities, xydp); |
482 | sfree(xydp); |
483 | } |
484 | } |
485 | |
486 | /* |
487 | * Add new possibilities to the list for moving _out_ of |
488 | * the tile we have just moved into. |
489 | */ |
490 | for (d = 1; d < 0x10; d <<= 1) { |
491 | int x3, y3; |
492 | |
493 | if (d == d2) |
494 | continue; /* we've got this one already */ |
495 | |
1185e3c5 |
496 | if (!params->wrapping) { |
7bed19e1 |
497 | if (d == U && y2 == 0) |
498 | continue; |
1185e3c5 |
499 | if (d == D && y2 == h-1) |
7bed19e1 |
500 | continue; |
501 | if (d == L && x2 == 0) |
502 | continue; |
1185e3c5 |
503 | if (d == R && x2 == w-1) |
7bed19e1 |
504 | continue; |
505 | } |
506 | |
1185e3c5 |
507 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
508 | |
1185e3c5 |
509 | if (index(params, tiles, x3, y3)) |
7bed19e1 |
510 | continue; /* this would create a loop */ |
511 | |
512 | #ifdef DEBUG |
513 | printf("New frontier; adding (%d,%d,%c)\n", |
514 | x2, y2, "0RU3L567D9abcdef"[d]); |
515 | #endif |
516 | add234(possibilities, new_xyd(x2, y2, d)); |
517 | } |
518 | } |
519 | /* Having done that, we should have no possibilities remaining. */ |
520 | assert(count234(possibilities) == 0); |
521 | freetree234(possibilities); |
522 | |
523 | /* |
524 | * Now compute a list of the possible barrier locations. |
525 | */ |
1185e3c5 |
526 | barriertree = newtree234(xyd_cmp); |
527 | for (y = 0; y < h; y++) { |
528 | for (x = 0; x < w; x++) { |
529 | |
530 | if (!(index(params, tiles, x, y) & R) && |
531 | (params->wrapping || x < w-1)) |
532 | add234(barriertree, new_xyd(x, y, R)); |
533 | if (!(index(params, tiles, x, y) & D) && |
534 | (params->wrapping || y < h-1)) |
535 | add234(barriertree, new_xyd(x, y, D)); |
7bed19e1 |
536 | } |
537 | } |
538 | |
539 | /* |
2ac6d24e |
540 | * Save the unshuffled grid. We do this using a separate |
541 | * reference-counted structure since it's a large chunk of |
542 | * memory which we don't want to have to replicate in every |
543 | * game state while playing. |
544 | */ |
545 | { |
1185e3c5 |
546 | game_aux_info *solution; |
2ac6d24e |
547 | |
1185e3c5 |
548 | solution = snew(game_aux_info); |
549 | solution->width = w; |
550 | solution->height = h; |
551 | solution->tiles = snewn(w * h, unsigned char); |
552 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
553 | |
1185e3c5 |
554 | *aux = solution; |
2ac6d24e |
555 | } |
556 | |
557 | /* |
7bed19e1 |
558 | * Now shuffle the grid. |
aa27d493 |
559 | * FIXME - this simply does a set of random moves to shuffle the pieces, |
560 | * although we make a token effort to avoid boring cases by avoiding moves |
561 | * that directly undo the previous one, or that repeat so often as to |
562 | * turn into fewer moves. |
563 | * |
7bed19e1 |
564 | * A better way would be to number all the pieces, generate a placement |
565 | * for all the numbers as for "sixteen", observing parity constraints if |
566 | * neccessary, and then place the pieces according to their numbering. |
567 | * BUT - I'm not sure if this will work, since we disallow movement of |
568 | * the middle row and column. |
569 | */ |
570 | { |
571 | int i; |
1185e3c5 |
572 | int cols = w - 1; |
573 | int rows = h - 1; |
aa27d493 |
574 | int moves = params->movetarget; |
575 | int prevdir = -1, prevrowcol = -1, nrepeats = 0; |
576 | if (!moves) moves = cols * rows * 2; |
577 | for (i = 0; i < moves; /* incremented conditionally */) { |
7bed19e1 |
578 | /* Choose a direction: 0,1,2,3 = up, right, down, left. */ |
579 | int dir = random_upto(rs, 4); |
aa27d493 |
580 | int rowcol; |
7bed19e1 |
581 | if (dir % 2 == 0) { |
582 | int col = random_upto(rs, cols); |
aa27d493 |
583 | if (col >= cx) col += 1; /* avoid centre */ |
584 | if (col == prevrowcol) { |
585 | if (dir == 2-prevdir) |
586 | continue; /* undoes last move */ |
587 | else if ((nrepeats+1)*2 > h) |
588 | continue; /* makes fewer moves */ |
589 | } |
1185e3c5 |
590 | slide_col_int(w, h, tiles, 1 - dir, col); |
aa27d493 |
591 | rowcol = col; |
7bed19e1 |
592 | } else { |
593 | int row = random_upto(rs, rows); |
aa27d493 |
594 | if (row >= cy) row += 1; /* avoid centre */ |
595 | if (row == prevrowcol) { |
596 | if (dir == 4-prevdir) |
597 | continue; /* undoes last move */ |
598 | else if ((nrepeats+1)*2 > w) |
599 | continue; /* makes fewer moves */ |
600 | } |
1185e3c5 |
601 | slide_row_int(w, h, tiles, 2 - dir, row); |
aa27d493 |
602 | rowcol = row; |
7bed19e1 |
603 | } |
aa27d493 |
604 | if (dir == prevdir && rowcol == prevrowcol) |
605 | nrepeats++; |
606 | else |
607 | nrepeats = 1; |
608 | prevdir = dir; |
609 | prevrowcol = rowcol; |
610 | i++; /* if we got here, the move was accepted */ |
7bed19e1 |
611 | } |
612 | } |
613 | |
614 | /* |
615 | * And now choose barrier locations. (We carefully do this |
616 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
617 | * params while keeping the random seed the same will give the |
7bed19e1 |
618 | * same shuffled grid and _only_ change the barrier locations. |
619 | * Also the way we choose barrier locations, by repeatedly |
620 | * choosing one possibility from the list until we have enough, |
621 | * is designed to ensure that raising the barrier rate while |
622 | * keeping the seed the same will provide a superset of the |
623 | * previous barrier set - i.e. if you ask for 10 barriers, and |
624 | * then decide that's still too hard and ask for 20, you'll get |
625 | * the original 10 plus 10 more, rather than getting 20 new |
626 | * ones and the chance of remembering your first 10.) |
627 | */ |
1185e3c5 |
628 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
629 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
7bed19e1 |
630 | |
631 | while (nbarriers > 0) { |
632 | int i; |
633 | struct xyd *xyd; |
634 | int x1, y1, d1, x2, y2, d2; |
635 | |
636 | /* |
637 | * Extract a randomly chosen barrier from the list. |
638 | */ |
1185e3c5 |
639 | i = random_upto(rs, count234(barriertree)); |
640 | xyd = delpos234(barriertree, i); |
7bed19e1 |
641 | |
642 | assert(xyd != NULL); |
643 | |
644 | x1 = xyd->x; |
645 | y1 = xyd->y; |
646 | d1 = xyd->direction; |
647 | sfree(xyd); |
648 | |
1185e3c5 |
649 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
650 | d2 = F(d1); |
651 | |
1185e3c5 |
652 | index(params, barriers, x1, y1) |= d1; |
653 | index(params, barriers, x2, y2) |= d2; |
7bed19e1 |
654 | |
655 | nbarriers--; |
656 | } |
657 | |
658 | /* |
659 | * Clean up the rest of the barrier list. |
660 | */ |
661 | { |
662 | struct xyd *xyd; |
663 | |
1185e3c5 |
664 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
7bed19e1 |
665 | sfree(xyd); |
666 | |
1185e3c5 |
667 | freetree234(barriertree); |
668 | } |
669 | |
670 | /* |
671 | * Finally, encode the grid into a string game description. |
672 | * |
673 | * My syntax is extremely simple: each square is encoded as a |
674 | * hex digit in which bit 0 means a connection on the right, |
675 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
676 | * encoding as used internally). Each digit is followed by |
677 | * optional barrier indicators: `v' means a vertical barrier to |
678 | * the right of it, and `h' means a horizontal barrier below |
679 | * it. |
680 | */ |
681 | desc = snewn(w * h * 3 + 1, char); |
682 | p = desc; |
683 | for (y = 0; y < h; y++) { |
684 | for (x = 0; x < w; x++) { |
685 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
686 | if ((params->wrapping || x < w-1) && |
687 | (index(params, barriers, x, y) & R)) |
688 | *p++ = 'v'; |
689 | if ((params->wrapping || y < h-1) && |
690 | (index(params, barriers, x, y) & D)) |
691 | *p++ = 'h'; |
692 | } |
693 | } |
694 | assert(p - desc <= w*h*3); |
366d045b |
695 | *p = '\0'; |
1185e3c5 |
696 | |
697 | sfree(tiles); |
698 | sfree(barriers); |
699 | |
700 | return desc; |
701 | } |
702 | |
703 | static void game_free_aux_info(game_aux_info *aux) |
704 | { |
705 | sfree(aux->tiles); |
706 | sfree(aux); |
707 | } |
708 | |
709 | static char *validate_desc(game_params *params, char *desc) |
710 | { |
711 | int w = params->width, h = params->height; |
712 | int i; |
713 | |
714 | for (i = 0; i < w*h; i++) { |
715 | if (*desc >= '0' && *desc <= '9') |
716 | /* OK */; |
717 | else if (*desc >= 'a' && *desc <= 'f') |
718 | /* OK */; |
719 | else if (*desc >= 'A' && *desc <= 'F') |
720 | /* OK */; |
721 | else if (!*desc) |
722 | return "Game description shorter than expected"; |
723 | else |
724 | return "Game description contained unexpected character"; |
725 | desc++; |
726 | while (*desc == 'h' || *desc == 'v') |
727 | desc++; |
728 | } |
729 | if (*desc) |
730 | return "Game description longer than expected"; |
731 | |
732 | return NULL; |
733 | } |
734 | |
735 | /* ---------------------------------------------------------------------- |
736 | * Construct an initial game state, given a description and parameters. |
737 | */ |
738 | |
c380832d |
739 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
1185e3c5 |
740 | { |
741 | game_state *state; |
742 | int w, h, x, y; |
743 | |
744 | assert(params->width > 0 && params->height > 0); |
745 | assert(params->width > 1 || params->height > 1); |
746 | |
747 | /* |
748 | * Create a blank game state. |
749 | */ |
750 | state = snew(game_state); |
751 | w = state->width = params->width; |
752 | h = state->height = params->height; |
753 | state->cx = state->width / 2; |
754 | state->cy = state->height / 2; |
755 | state->wrapping = params->wrapping; |
aa27d493 |
756 | state->movetarget = params->movetarget; |
1185e3c5 |
757 | state->completed = 0; |
758 | state->used_solve = state->just_used_solve = FALSE; |
759 | state->move_count = 0; |
760 | state->last_move_row = -1; |
761 | state->last_move_col = -1; |
762 | state->last_move_dir = 0; |
763 | state->tiles = snewn(state->width * state->height, unsigned char); |
764 | memset(state->tiles, 0, state->width * state->height); |
765 | state->barriers = snewn(state->width * state->height, unsigned char); |
766 | memset(state->barriers, 0, state->width * state->height); |
767 | |
768 | |
769 | /* |
770 | * Parse the game description into the grid. |
771 | */ |
772 | for (y = 0; y < h; y++) { |
773 | for (x = 0; x < w; x++) { |
774 | if (*desc >= '0' && *desc <= '9') |
775 | tile(state, x, y) = *desc - '0'; |
776 | else if (*desc >= 'a' && *desc <= 'f') |
777 | tile(state, x, y) = *desc - 'a' + 10; |
778 | else if (*desc >= 'A' && *desc <= 'F') |
779 | tile(state, x, y) = *desc - 'A' + 10; |
780 | if (*desc) |
781 | desc++; |
782 | while (*desc == 'h' || *desc == 'v') { |
783 | int x2, y2, d1, d2; |
784 | if (*desc == 'v') |
785 | d1 = R; |
786 | else |
787 | d1 = D; |
788 | |
789 | OFFSET(x2, y2, x, y, d1, state); |
790 | d2 = F(d1); |
791 | |
792 | barrier(state, x, y) |= d1; |
793 | barrier(state, x2, y2) |= d2; |
794 | |
795 | desc++; |
796 | } |
797 | } |
798 | } |
799 | |
800 | /* |
801 | * Set up border barriers if this is a non-wrapping game. |
802 | */ |
803 | if (!state->wrapping) { |
804 | for (x = 0; x < state->width; x++) { |
805 | barrier(state, x, 0) |= U; |
806 | barrier(state, x, state->height-1) |= D; |
807 | } |
808 | for (y = 0; y < state->height; y++) { |
809 | barrier(state, 0, y) |= L; |
810 | barrier(state, state->width-1, y) |= R; |
811 | } |
7bed19e1 |
812 | } |
813 | |
814 | /* |
815 | * Set up the barrier corner flags, for drawing barriers |
816 | * prettily when they meet. |
817 | */ |
818 | for (y = 0; y < state->height; y++) { |
819 | for (x = 0; x < state->width; x++) { |
820 | int dir; |
821 | |
822 | for (dir = 1; dir < 0x10; dir <<= 1) { |
823 | int dir2 = A(dir); |
824 | int x1, y1, x2, y2, x3, y3; |
825 | int corner = FALSE; |
826 | |
827 | if (!(barrier(state, x, y) & dir)) |
828 | continue; |
829 | |
830 | if (barrier(state, x, y) & dir2) |
831 | corner = TRUE; |
832 | |
833 | x1 = x + X(dir), y1 = y + Y(dir); |
834 | if (x1 >= 0 && x1 < state->width && |
835 | y1 >= 0 && y1 < state->height && |
836 | (barrier(state, x1, y1) & dir2)) |
837 | corner = TRUE; |
838 | |
839 | x2 = x + X(dir2), y2 = y + Y(dir2); |
840 | if (x2 >= 0 && x2 < state->width && |
841 | y2 >= 0 && y2 < state->height && |
842 | (barrier(state, x2, y2) & dir)) |
843 | corner = TRUE; |
844 | |
845 | if (corner) { |
846 | barrier(state, x, y) |= (dir << 4); |
847 | if (x1 >= 0 && x1 < state->width && |
848 | y1 >= 0 && y1 < state->height) |
849 | barrier(state, x1, y1) |= (A(dir) << 4); |
850 | if (x2 >= 0 && x2 < state->width && |
851 | y2 >= 0 && y2 < state->height) |
852 | barrier(state, x2, y2) |= (C(dir) << 4); |
853 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
854 | if (x3 >= 0 && x3 < state->width && |
855 | y3 >= 0 && y3 < state->height) |
856 | barrier(state, x3, y3) |= (F(dir) << 4); |
857 | } |
858 | } |
859 | } |
860 | } |
861 | |
7bed19e1 |
862 | return state; |
863 | } |
864 | |
be8d5aa1 |
865 | static game_state *dup_game(game_state *state) |
7bed19e1 |
866 | { |
867 | game_state *ret; |
868 | |
869 | ret = snew(game_state); |
870 | ret->width = state->width; |
871 | ret->height = state->height; |
872 | ret->cx = state->cx; |
873 | ret->cy = state->cy; |
874 | ret->wrapping = state->wrapping; |
aa27d493 |
875 | ret->movetarget = state->movetarget; |
7bed19e1 |
876 | ret->completed = state->completed; |
2ac6d24e |
877 | ret->used_solve = state->used_solve; |
878 | ret->just_used_solve = state->just_used_solve; |
7bed19e1 |
879 | ret->move_count = state->move_count; |
880 | ret->last_move_row = state->last_move_row; |
881 | ret->last_move_col = state->last_move_col; |
882 | ret->last_move_dir = state->last_move_dir; |
883 | ret->tiles = snewn(state->width * state->height, unsigned char); |
884 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
885 | ret->barriers = snewn(state->width * state->height, unsigned char); |
886 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
887 | |
888 | return ret; |
889 | } |
890 | |
be8d5aa1 |
891 | static void free_game(game_state *state) |
7bed19e1 |
892 | { |
893 | sfree(state->tiles); |
894 | sfree(state->barriers); |
895 | sfree(state); |
896 | } |
897 | |
2ac6d24e |
898 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
899 | char **error) |
900 | { |
901 | game_state *ret; |
902 | |
1185e3c5 |
903 | if (!aux) { |
2ac6d24e |
904 | *error = "Solution not known for this puzzle"; |
905 | return NULL; |
906 | } |
907 | |
1185e3c5 |
908 | assert(aux->width == state->width); |
909 | assert(aux->height == state->height); |
2ac6d24e |
910 | ret = dup_game(state); |
1185e3c5 |
911 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
2ac6d24e |
912 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
913 | ret->completed = ret->move_count = 1; |
2ac6d24e |
914 | |
915 | return ret; |
916 | } |
917 | |
9b4b03d3 |
918 | static char *game_text_format(game_state *state) |
919 | { |
920 | return NULL; |
921 | } |
922 | |
7bed19e1 |
923 | /* ---------------------------------------------------------------------- |
924 | * Utility routine. |
925 | */ |
926 | |
927 | /* |
928 | * Compute which squares are reachable from the centre square, as a |
929 | * quick visual aid to determining how close the game is to |
930 | * completion. This is also a simple way to tell if the game _is_ |
931 | * completed - just call this function and see whether every square |
932 | * is marked active. |
933 | * |
934 | * squares in the moving_row and moving_col are always inactive - this |
935 | * is so that "current" doesn't appear to jump across moving lines. |
936 | */ |
937 | static unsigned char *compute_active(game_state *state, |
938 | int moving_row, int moving_col) |
939 | { |
940 | unsigned char *active; |
941 | tree234 *todo; |
942 | struct xyd *xyd; |
943 | |
944 | active = snewn(state->width * state->height, unsigned char); |
945 | memset(active, 0, state->width * state->height); |
946 | |
947 | /* |
948 | * We only store (x,y) pairs in todo, but it's easier to reuse |
949 | * xyd_cmp and just store direction 0 every time. |
950 | */ |
951 | todo = newtree234(xyd_cmp); |
952 | index(state, active, state->cx, state->cy) = ACTIVE; |
953 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
954 | |
955 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
956 | int x1, y1, d1, x2, y2, d2; |
957 | |
958 | x1 = xyd->x; |
959 | y1 = xyd->y; |
960 | sfree(xyd); |
961 | |
962 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
963 | OFFSET(x2, y2, x1, y1, d1, state); |
964 | d2 = F(d1); |
965 | |
966 | /* |
967 | * If the next tile in this direction is connected to |
968 | * us, and there isn't a barrier in the way, and it |
969 | * isn't already marked active, then mark it active and |
970 | * add it to the to-examine list. |
971 | */ |
972 | if ((x2 != moving_col && y2 != moving_row) && |
973 | (tile(state, x1, y1) & d1) && |
974 | (tile(state, x2, y2) & d2) && |
975 | !(barrier(state, x1, y1) & d1) && |
976 | !index(state, active, x2, y2)) { |
977 | index(state, active, x2, y2) = ACTIVE; |
978 | add234(todo, new_xyd(x2, y2, 0)); |
979 | } |
980 | } |
981 | } |
982 | /* Now we expect the todo list to have shrunk to zero size. */ |
983 | assert(count234(todo) == 0); |
984 | freetree234(todo); |
985 | |
986 | return active; |
987 | } |
988 | |
989 | struct game_ui { |
990 | int cur_x, cur_y; |
991 | int cur_visible; |
992 | }; |
993 | |
be8d5aa1 |
994 | static game_ui *new_ui(game_state *state) |
7bed19e1 |
995 | { |
996 | game_ui *ui = snew(game_ui); |
997 | ui->cur_x = state->width / 2; |
998 | ui->cur_y = state->height / 2; |
999 | ui->cur_visible = FALSE; |
1000 | |
1001 | return ui; |
1002 | } |
1003 | |
be8d5aa1 |
1004 | static void free_ui(game_ui *ui) |
7bed19e1 |
1005 | { |
1006 | sfree(ui); |
1007 | } |
1008 | |
1009 | /* ---------------------------------------------------------------------- |
1010 | * Process a move. |
1011 | */ |
1012 | |
1185e3c5 |
1013 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row) |
7bed19e1 |
1014 | { |
1185e3c5 |
1015 | int x = dir > 0 ? -1 : w; |
7bed19e1 |
1016 | int tx = x + dir; |
1185e3c5 |
1017 | int n = w - 1; |
1018 | unsigned char endtile = tiles[row * w + tx]; |
7bed19e1 |
1019 | do { |
1020 | x = tx; |
1185e3c5 |
1021 | tx = (x + dir + w) % w; |
1022 | tiles[row * w + x] = tiles[row * w + tx]; |
7bed19e1 |
1023 | } while (--n > 0); |
1185e3c5 |
1024 | tiles[row * w + tx] = endtile; |
7bed19e1 |
1025 | } |
1026 | |
1185e3c5 |
1027 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col) |
7bed19e1 |
1028 | { |
1185e3c5 |
1029 | int y = dir > 0 ? -1 : h; |
7bed19e1 |
1030 | int ty = y + dir; |
1185e3c5 |
1031 | int n = h - 1; |
1032 | unsigned char endtile = tiles[ty * w + col]; |
7bed19e1 |
1033 | do { |
1034 | y = ty; |
1185e3c5 |
1035 | ty = (y + dir + h) % h; |
1036 | tiles[y * w + col] = tiles[ty * w + col]; |
7bed19e1 |
1037 | } while (--n > 0); |
1185e3c5 |
1038 | tiles[ty * w + col] = endtile; |
1039 | } |
1040 | |
1041 | static void slide_row(game_state *state, int dir, int row) |
1042 | { |
1043 | slide_row_int(state->width, state->height, state->tiles, dir, row); |
1044 | } |
1045 | |
1046 | static void slide_col(game_state *state, int dir, int col) |
1047 | { |
1048 | slide_col_int(state->width, state->height, state->tiles, dir, col); |
7bed19e1 |
1049 | } |
1050 | |
be8d5aa1 |
1051 | static game_state *make_move(game_state *state, game_ui *ui, |
c0361acd |
1052 | game_drawstate *ds, int x, int y, int button) |
7bed19e1 |
1053 | { |
1054 | int cx, cy; |
1055 | int n, dx, dy; |
1056 | game_state *ret; |
1057 | |
f0ee053c |
1058 | button &= ~MOD_MASK; |
1059 | |
7bed19e1 |
1060 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
1061 | return NULL; |
1062 | |
1063 | cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1064 | cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1065 | |
1066 | if (cy >= 0 && cy < state->height && cy != state->cy) |
1067 | { |
1068 | if (cx == -1) dx = +1; |
1069 | else if (cx == state->width) dx = -1; |
1070 | else return NULL; |
1071 | n = state->width; |
1072 | dy = 0; |
1073 | } |
1074 | else if (cx >= 0 && cx < state->width && cx != state->cx) |
1075 | { |
1076 | if (cy == -1) dy = +1; |
1077 | else if (cy == state->height) dy = -1; |
1078 | else return NULL; |
1079 | n = state->height; |
1080 | dx = 0; |
1081 | } |
1082 | else |
1083 | return NULL; |
1084 | |
1085 | /* reverse direction if right hand button is pressed */ |
1086 | if (button == RIGHT_BUTTON) |
1087 | { |
1088 | dx = -dx; |
1089 | dy = -dy; |
1090 | } |
1091 | |
1092 | ret = dup_game(state); |
2ac6d24e |
1093 | ret->just_used_solve = FALSE; |
7bed19e1 |
1094 | |
1095 | if (dx == 0) slide_col(ret, dy, cx); |
1096 | else slide_row(ret, dx, cy); |
1097 | |
1098 | ret->move_count++; |
1099 | ret->last_move_row = dx ? cy : -1; |
1100 | ret->last_move_col = dx ? -1 : cx; |
1101 | ret->last_move_dir = dx + dy; |
1102 | |
1103 | /* |
1104 | * See if the game has been completed. |
1105 | */ |
1106 | if (!ret->completed) { |
1107 | unsigned char *active = compute_active(ret, -1, -1); |
1108 | int x1, y1; |
1109 | int complete = TRUE; |
1110 | |
1111 | for (x1 = 0; x1 < ret->width; x1++) |
1112 | for (y1 = 0; y1 < ret->height; y1++) |
1113 | if (!index(ret, active, x1, y1)) { |
1114 | complete = FALSE; |
1115 | goto break_label; /* break out of two loops at once */ |
1116 | } |
1117 | break_label: |
1118 | |
1119 | sfree(active); |
1120 | |
1121 | if (complete) |
1122 | ret->completed = ret->move_count; |
1123 | } |
1124 | |
1125 | return ret; |
1126 | } |
1127 | |
1128 | /* ---------------------------------------------------------------------- |
1129 | * Routines for drawing the game position on the screen. |
1130 | */ |
1131 | |
1132 | struct game_drawstate { |
1133 | int started; |
1134 | int width, height; |
1135 | unsigned char *visible; |
1136 | }; |
1137 | |
be8d5aa1 |
1138 | static game_drawstate *game_new_drawstate(game_state *state) |
7bed19e1 |
1139 | { |
1140 | game_drawstate *ds = snew(game_drawstate); |
1141 | |
1142 | ds->started = FALSE; |
1143 | ds->width = state->width; |
1144 | ds->height = state->height; |
1145 | ds->visible = snewn(state->width * state->height, unsigned char); |
1146 | memset(ds->visible, 0xFF, state->width * state->height); |
1147 | |
1148 | return ds; |
1149 | } |
1150 | |
be8d5aa1 |
1151 | static void game_free_drawstate(game_drawstate *ds) |
7bed19e1 |
1152 | { |
1153 | sfree(ds->visible); |
1154 | sfree(ds); |
1155 | } |
1156 | |
be8d5aa1 |
1157 | static void game_size(game_params *params, int *x, int *y) |
7bed19e1 |
1158 | { |
1159 | *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
1160 | *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
1161 | } |
1162 | |
be8d5aa1 |
1163 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
7bed19e1 |
1164 | { |
1165 | float *ret; |
1166 | |
1167 | ret = snewn(NCOLOURS * 3, float); |
1168 | *ncolours = NCOLOURS; |
1169 | |
1170 | /* |
1171 | * Basic background colour is whatever the front end thinks is |
1172 | * a sensible default. |
1173 | */ |
1174 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1175 | |
1176 | /* |
1177 | * Wires are black. |
1178 | */ |
1179 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1180 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1181 | ret[COL_WIRE * 3 + 2] = 0.0F; |
1182 | |
1183 | /* |
1184 | * Powered wires and powered endpoints are cyan. |
1185 | */ |
1186 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1187 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1188 | ret[COL_POWERED * 3 + 2] = 1.0F; |
1189 | |
1190 | /* |
1191 | * Barriers are red. |
1192 | */ |
1193 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1194 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1195 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
1196 | |
1197 | /* |
1198 | * Unpowered endpoints are blue. |
1199 | */ |
1200 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1201 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1202 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
1203 | |
1204 | /* |
1205 | * Tile borders are a darker grey than the background. |
1206 | */ |
1207 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1208 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1209 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1210 | |
1211 | /* |
1212 | * Flashing tiles are a grey in between those two. |
1213 | */ |
1214 | ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1215 | ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1216 | ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1217 | |
1218 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
1219 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; |
1220 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; |
1221 | ret[COL_TEXT * 3 + 0] = 0.0; |
1222 | ret[COL_TEXT * 3 + 1] = 0.0; |
1223 | ret[COL_TEXT * 3 + 2] = 0.0; |
1224 | |
1225 | return ret; |
1226 | } |
1227 | |
1228 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1229 | int colour) |
1230 | { |
1231 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1232 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1233 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1234 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1235 | draw_line(fe, x1, y1, x2, y2, colour); |
1236 | } |
1237 | |
1238 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1239 | int colour) |
1240 | { |
1241 | int mx = (x1 < x2 ? x1 : x2); |
1242 | int my = (y1 < y2 ? y1 : y2); |
1243 | int dx = (x2 + x1 - 2*mx + 1); |
1244 | int dy = (y2 + y1 - 2*my + 1); |
1245 | |
1246 | draw_rect(fe, mx, my, dx, dy, colour); |
1247 | } |
1248 | |
1249 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1250 | { |
1251 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1252 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1253 | int x1, y1, dx, dy, dir2; |
1254 | |
1255 | dir >>= 4; |
1256 | |
1257 | dir2 = A(dir); |
1258 | dx = X(dir) + X(dir2); |
1259 | dy = Y(dir) + Y(dir2); |
1260 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1261 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1262 | |
1263 | if (phase == 0) { |
1264 | draw_rect_coords(fe, bx+x1, by+y1, |
1265 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1266 | COL_WIRE); |
1267 | draw_rect_coords(fe, bx+x1, by+y1, |
1268 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1269 | COL_WIRE); |
1270 | } else { |
1271 | draw_rect_coords(fe, bx+x1, by+y1, |
1272 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1273 | COL_BARRIER); |
1274 | } |
1275 | } |
1276 | |
1277 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1278 | { |
1279 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1280 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1281 | int x1, y1, w, h; |
1282 | |
1283 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1284 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1285 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1286 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1287 | |
1288 | if (phase == 0) { |
1289 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1290 | } else { |
1291 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1292 | } |
1293 | } |
1294 | |
1295 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
1296 | float xshift, float yshift) |
1297 | { |
1298 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE); |
1299 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE); |
1300 | float cx, cy, ex, ey; |
1301 | int dir, col; |
1302 | |
1303 | /* |
1304 | * When we draw a single tile, we must draw everything up to |
1305 | * and including the borders around the tile. This means that |
1306 | * if the neighbouring tiles have connections to those borders, |
1307 | * we must draw those connections on the borders themselves. |
1308 | * |
1309 | * This would be terribly fiddly if we ever had to draw a tile |
1310 | * while its neighbour was in mid-rotate, because we'd have to |
1311 | * arrange to _know_ that the neighbour was being rotated and |
1312 | * hence had an anomalous effect on the redraw of this tile. |
1313 | * Fortunately, the drawing algorithm avoids ever calling us in |
1314 | * this circumstance: we're either drawing lots of straight |
1315 | * tiles at game start or after a move is complete, or we're |
1316 | * repeatedly drawing only the rotating tile. So no problem. |
1317 | */ |
1318 | |
1319 | /* |
1320 | * So. First blank the tile out completely: draw a big |
1321 | * rectangle in border colour, and a smaller rectangle in |
1322 | * background colour to fill it in. |
1323 | */ |
1324 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1325 | COL_BORDER); |
1326 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1327 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1328 | tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); |
1329 | |
1330 | /* |
1331 | * Draw the wires. |
1332 | */ |
1333 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
1334 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1335 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1336 | if (tile & dir) { |
1337 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1338 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1339 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1340 | bx+(int)(cx+ex), by+(int)(cy+ey), |
1341 | COL_WIRE); |
1342 | } |
1343 | } |
1344 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1345 | if (tile & dir) { |
1346 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1347 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1348 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1349 | bx+(int)(cx+ex), by+(int)(cy+ey), col); |
1350 | } |
1351 | } |
1352 | |
1353 | /* |
1354 | * Draw the box in the middle. We do this in blue if the tile |
1355 | * is an unpowered endpoint, in cyan if the tile is a powered |
1356 | * endpoint, in black if the tile is the centrepiece, and |
1357 | * otherwise not at all. |
1358 | */ |
1359 | col = -1; |
1360 | if (x == state->cx && y == state->cy) |
1361 | col = COL_WIRE; |
1362 | else if (COUNT(tile) == 1) { |
1363 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1364 | } |
1365 | if (col >= 0) { |
1366 | int i, points[8]; |
1367 | |
1368 | points[0] = +1; points[1] = +1; |
1369 | points[2] = +1; points[3] = -1; |
1370 | points[4] = -1; points[5] = -1; |
1371 | points[6] = -1; points[7] = +1; |
1372 | |
1373 | for (i = 0; i < 8; i += 2) { |
1374 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1375 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
1376 | points[i] = bx+(int)(cx+ex); |
1377 | points[i+1] = by+(int)(cy+ey); |
1378 | } |
1379 | |
1380 | draw_polygon(fe, points, 4, TRUE, col); |
1381 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1382 | } |
1383 | |
1384 | /* |
1385 | * Draw the points on the border if other tiles are connected |
1386 | * to us. |
1387 | */ |
1388 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1389 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1390 | |
1391 | dx = X(dir); |
1392 | dy = Y(dir); |
1393 | |
1394 | ox = x + dx; |
1395 | oy = y + dy; |
1396 | |
1397 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1398 | continue; |
1399 | |
1400 | if (!(tile(state, ox, oy) & F(dir))) |
1401 | continue; |
1402 | |
1403 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1404 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
1405 | lx = dx * (TILE_BORDER-1); |
1406 | ly = dy * (TILE_BORDER-1); |
1407 | vx = (dy ? 1 : 0); |
1408 | vy = (dx ? 1 : 0); |
1409 | |
1410 | if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { |
1411 | /* |
1412 | * If we are fully connected to the other tile, we must |
1413 | * draw right across the tile border. (We can use our |
1414 | * own ACTIVE state to determine what colour to do this |
1415 | * in: if we are fully connected to the other tile then |
1416 | * the two ACTIVE states will be the same.) |
1417 | */ |
1418 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1419 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1420 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1421 | } else { |
1422 | /* |
1423 | * The other tile extends into our border, but isn't |
1424 | * actually connected to us. Just draw a single black |
1425 | * dot. |
1426 | */ |
1427 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1428 | } |
1429 | } |
1430 | |
1431 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1432 | } |
1433 | |
1434 | static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y) |
1435 | { |
1436 | int phase; |
1437 | int dir; |
1438 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1439 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1440 | /* |
1441 | * Draw barrier corners, and then barriers. |
1442 | */ |
1443 | for (phase = 0; phase < 2; phase++) { |
1444 | for (dir = 1; dir < 0x10; dir <<= 1) |
1445 | if (barrier(state, x, y) & (dir << 4)) |
1446 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1447 | for (dir = 1; dir < 0x10; dir <<= 1) |
1448 | if (barrier(state, x, y) & dir) |
1449 | draw_barrier(fe, x, y, dir, phase); |
1450 | } |
1451 | |
1452 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1453 | } |
1454 | |
1455 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
1456 | { |
1457 | int coords[14]; |
1458 | int ydy = -xdx, ydx = xdy; |
1459 | |
1460 | x = x * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1461 | y = y * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1462 | |
1463 | #define POINT(n, xx, yy) ( \ |
1464 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
1465 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
1466 | |
1467 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
1468 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
1469 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
1470 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
1471 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
1472 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
1473 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
1474 | |
1475 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
1476 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
1477 | } |
1478 | |
be8d5aa1 |
1479 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1480 | game_state *state, int dir, game_ui *ui, float t, float ft) |
7bed19e1 |
1481 | { |
1482 | int x, y, tx, ty, frame; |
1483 | unsigned char *active; |
1484 | float xshift = 0.0; |
1485 | float yshift = 0.0; |
1486 | |
1487 | /* |
1488 | * Clear the screen and draw the exterior barrier lines if this |
1489 | * is our first call. |
1490 | */ |
1491 | if (!ds->started) { |
1492 | int phase; |
1493 | |
1494 | ds->started = TRUE; |
1495 | |
1496 | draw_rect(fe, 0, 0, |
1497 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1498 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1499 | COL_BACKGROUND); |
1500 | draw_update(fe, 0, 0, |
1501 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1502 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1503 | |
1504 | for (phase = 0; phase < 2; phase++) { |
1505 | |
1506 | for (x = 0; x < ds->width; x++) { |
1507 | if (barrier(state, x, 0) & UL) |
1508 | draw_barrier_corner(fe, x, -1, LD, phase); |
1509 | if (barrier(state, x, 0) & RU) |
1510 | draw_barrier_corner(fe, x, -1, DR, phase); |
1511 | if (barrier(state, x, 0) & U) |
1512 | draw_barrier(fe, x, -1, D, phase); |
1513 | if (barrier(state, x, ds->height-1) & DR) |
1514 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1515 | if (barrier(state, x, ds->height-1) & LD) |
1516 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1517 | if (barrier(state, x, ds->height-1) & D) |
1518 | draw_barrier(fe, x, ds->height, U, phase); |
1519 | } |
1520 | |
1521 | for (y = 0; y < ds->height; y++) { |
1522 | if (barrier(state, 0, y) & UL) |
1523 | draw_barrier_corner(fe, -1, y, RU, phase); |
1524 | if (barrier(state, 0, y) & LD) |
1525 | draw_barrier_corner(fe, -1, y, DR, phase); |
1526 | if (barrier(state, 0, y) & L) |
1527 | draw_barrier(fe, -1, y, R, phase); |
1528 | if (barrier(state, ds->width-1, y) & RU) |
1529 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1530 | if (barrier(state, ds->width-1, y) & DR) |
1531 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1532 | if (barrier(state, ds->width-1, y) & R) |
1533 | draw_barrier(fe, ds->width, y, L, phase); |
1534 | } |
1535 | } |
1536 | |
1537 | /* |
1538 | * Arrows for making moves. |
1539 | */ |
1540 | for (x = 0; x < ds->width; x++) { |
1541 | if (x == state->cx) continue; |
1542 | draw_arrow(fe, x, 0, +1, 0); |
1543 | draw_arrow(fe, x+1, ds->height, -1, 0); |
1544 | } |
1545 | for (y = 0; y < ds->height; y++) { |
1546 | if (y == state->cy) continue; |
1547 | draw_arrow(fe, ds->width, y, 0, +1); |
1548 | draw_arrow(fe, 0, y+1, 0, -1); |
1549 | } |
1550 | } |
1551 | |
1552 | /* Check if this is an undo. If so, we will need to run any animation |
1553 | * backwards. |
1554 | */ |
1555 | if (oldstate && oldstate->move_count > state->move_count) { |
1556 | game_state * tmpstate = state; |
1557 | state = oldstate; |
1558 | oldstate = tmpstate; |
1559 | t = ANIM_TIME - t; |
1560 | } |
1561 | |
1562 | tx = ty = -1; |
1563 | if (oldstate && (t < ANIM_TIME)) { |
1564 | /* |
1565 | * We're animating a slide, of row/column number |
1566 | * state->last_move_pos, in direction |
1567 | * state->last_move_dir |
1568 | */ |
1569 | xshift = state->last_move_row == -1 ? 0.0 : |
1570 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1571 | yshift = state->last_move_col == -1 ? 0.0 : |
1572 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1573 | } |
1574 | |
1575 | frame = -1; |
1576 | if (ft > 0) { |
1577 | /* |
1578 | * We're animating a completion flash. Find which frame |
1579 | * we're at. |
1580 | */ |
1581 | frame = (int)(ft / FLASH_FRAME); |
1582 | } |
1583 | |
1584 | /* |
1585 | * Draw any tile which differs from the way it was last drawn. |
1586 | */ |
1587 | if (xshift != 0.0 || yshift != 0.0) { |
1588 | active = compute_active(state, |
1589 | state->last_move_row, state->last_move_col); |
1590 | } else { |
1591 | active = compute_active(state, -1, -1); |
1592 | } |
1593 | |
1594 | clip(fe, |
1595 | BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, |
1596 | TILE_SIZE * state->width + TILE_BORDER, |
1597 | TILE_SIZE * state->height + TILE_BORDER); |
1598 | |
1599 | for (x = 0; x < ds->width; x++) |
1600 | for (y = 0; y < ds->height; y++) { |
1601 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1602 | |
1603 | /* |
1604 | * In a completion flash, we adjust the FLASHING bit |
1605 | * depending on our distance from the centre point and |
1606 | * the frame number. |
1607 | */ |
1608 | if (frame >= 0) { |
1609 | int xdist, ydist, dist; |
1610 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1611 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1612 | dist = (xdist > ydist ? xdist : ydist); |
1613 | |
1614 | if (frame >= dist && frame < dist+4) { |
1615 | int flash = (frame - dist) & 1; |
1616 | flash = flash ? FLASHING : 0; |
1617 | c = (c &~ FLASHING) | flash; |
1618 | } |
1619 | } |
1620 | |
1621 | if (index(state, ds->visible, x, y) != c || |
1622 | index(state, ds->visible, x, y) == 0xFF || |
1623 | (x == state->last_move_col || y == state->last_move_row)) |
1624 | { |
1625 | float xs = (y == state->last_move_row ? xshift : 0.0); |
1626 | float ys = (x == state->last_move_col ? yshift : 0.0); |
1627 | |
1628 | draw_tile(fe, state, x, y, c, xs, ys); |
1629 | if (xs < 0 && x == 0) |
1630 | draw_tile(fe, state, state->width, y, c, xs, ys); |
1631 | else if (xs > 0 && x == state->width - 1) |
1632 | draw_tile(fe, state, -1, y, c, xs, ys); |
1633 | else if (ys < 0 && y == 0) |
1634 | draw_tile(fe, state, x, state->height, c, xs, ys); |
1635 | else if (ys > 0 && y == state->height - 1) |
1636 | draw_tile(fe, state, x, -1, c, xs, ys); |
1637 | |
1638 | if (x == state->last_move_col || y == state->last_move_row) |
1639 | index(state, ds->visible, x, y) = 0xFF; |
1640 | else |
1641 | index(state, ds->visible, x, y) = c; |
1642 | } |
1643 | } |
1644 | |
1645 | for (x = 0; x < ds->width; x++) |
1646 | for (y = 0; y < ds->height; y++) |
1647 | draw_tile_barriers(fe, state, x, y); |
1648 | |
1649 | unclip(fe); |
1650 | |
1651 | /* |
1652 | * Update the status bar. |
1653 | */ |
1654 | { |
1655 | char statusbuf[256]; |
1656 | int i, n, a; |
1657 | |
1658 | n = state->width * state->height; |
1659 | for (i = a = 0; i < n; i++) |
1660 | if (active[i]) |
1661 | a++; |
1662 | |
2ac6d24e |
1663 | if (state->used_solve) |
1664 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1665 | state->move_count - state->completed); |
1666 | else |
1667 | sprintf(statusbuf, "%sMoves: %d", |
1668 | (state->completed ? "COMPLETED! " : ""), |
1669 | (state->completed ? state->completed : state->move_count)); |
1670 | |
aa27d493 |
1671 | if (state->movetarget) |
1672 | sprintf(statusbuf + strlen(statusbuf), " (target %d)", |
1673 | state->movetarget); |
1674 | |
2ac6d24e |
1675 | sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); |
7bed19e1 |
1676 | |
1677 | status_bar(fe, statusbuf); |
1678 | } |
1679 | |
1680 | sfree(active); |
1681 | } |
1682 | |
be8d5aa1 |
1683 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1684 | game_state *newstate, int dir, game_ui *ui) |
7bed19e1 |
1685 | { |
2ac6d24e |
1686 | /* |
1687 | * Don't animate an auto-solve move. |
1688 | */ |
1689 | if ((dir > 0 && newstate->just_used_solve) || |
1690 | (dir < 0 && oldstate->just_used_solve)) |
1691 | return 0.0F; |
1692 | |
7bed19e1 |
1693 | return ANIM_TIME; |
1694 | } |
1695 | |
be8d5aa1 |
1696 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1697 | game_state *newstate, int dir, game_ui *ui) |
7bed19e1 |
1698 | { |
1699 | /* |
1700 | * If the game has just been completed, we display a completion |
1701 | * flash. |
1702 | */ |
2ac6d24e |
1703 | if (!oldstate->completed && newstate->completed && |
1704 | !oldstate->used_solve && !newstate->used_solve) { |
7bed19e1 |
1705 | int size; |
1706 | size = 0; |
1707 | if (size < newstate->cx+1) |
1708 | size = newstate->cx+1; |
1709 | if (size < newstate->cy+1) |
1710 | size = newstate->cy+1; |
1711 | if (size < newstate->width - newstate->cx) |
1712 | size = newstate->width - newstate->cx; |
1713 | if (size < newstate->height - newstate->cy) |
1714 | size = newstate->height - newstate->cy; |
1715 | return FLASH_FRAME * (size+4); |
1716 | } |
1717 | |
1718 | return 0.0F; |
1719 | } |
1720 | |
be8d5aa1 |
1721 | static int game_wants_statusbar(void) |
7bed19e1 |
1722 | { |
1723 | return TRUE; |
1724 | } |
be8d5aa1 |
1725 | |
48dcdd62 |
1726 | static int game_timing_state(game_state *state) |
1727 | { |
1728 | return FALSE; |
1729 | } |
1730 | |
be8d5aa1 |
1731 | #ifdef COMBINED |
1732 | #define thegame netslide |
1733 | #endif |
1734 | |
1735 | const struct game thegame = { |
1d228b10 |
1736 | "Netslide", "games.netslide", |
be8d5aa1 |
1737 | default_params, |
1738 | game_fetch_preset, |
1739 | decode_params, |
1740 | encode_params, |
1741 | free_params, |
1742 | dup_params, |
1d228b10 |
1743 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1744 | validate_params, |
1185e3c5 |
1745 | new_game_desc, |
6f2d8d7c |
1746 | game_free_aux_info, |
1185e3c5 |
1747 | validate_desc, |
be8d5aa1 |
1748 | new_game, |
1749 | dup_game, |
1750 | free_game, |
2ac6d24e |
1751 | TRUE, solve_game, |
9b4b03d3 |
1752 | FALSE, game_text_format, |
be8d5aa1 |
1753 | new_ui, |
1754 | free_ui, |
1755 | make_move, |
1756 | game_size, |
1757 | game_colours, |
1758 | game_new_drawstate, |
1759 | game_free_drawstate, |
1760 | game_redraw, |
1761 | game_anim_length, |
1762 | game_flash_length, |
1763 | game_wants_statusbar, |
48dcdd62 |
1764 | FALSE, game_timing_state, |
be8d5aa1 |
1765 | }; |