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; |
aa27d493 |
83 | int movetarget; |
7bed19e1 |
84 | }; |
85 | |
1185e3c5 |
86 | struct game_aux_info { |
2ac6d24e |
87 | int width, height; |
2ac6d24e |
88 | unsigned char *tiles; |
89 | }; |
90 | |
7bed19e1 |
91 | struct game_state { |
92 | int width, height, cx, cy, wrapping, completed; |
2ac6d24e |
93 | int used_solve, just_used_solve; |
aa27d493 |
94 | int move_count, movetarget; |
7bed19e1 |
95 | |
96 | /* position (row or col number, starting at 0) of last move. */ |
97 | int last_move_row, last_move_col; |
98 | |
99 | /* direction of last move: +1 or -1 */ |
100 | int last_move_dir; |
101 | |
102 | unsigned char *tiles; |
103 | unsigned char *barriers; |
104 | }; |
105 | |
106 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
107 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
108 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
109 | |
110 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
111 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
112 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
113 | |
114 | struct xyd { |
115 | int x, y, direction; |
116 | }; |
117 | |
118 | static int xyd_cmp(void *av, void *bv) { |
119 | struct xyd *a = (struct xyd *)av; |
120 | struct xyd *b = (struct xyd *)bv; |
121 | if (a->x < b->x) |
122 | return -1; |
123 | if (a->x > b->x) |
124 | return +1; |
125 | if (a->y < b->y) |
126 | return -1; |
127 | if (a->y > b->y) |
128 | return +1; |
129 | if (a->direction < b->direction) |
130 | return -1; |
131 | if (a->direction > b->direction) |
132 | return +1; |
133 | return 0; |
134 | }; |
135 | |
136 | static struct xyd *new_xyd(int x, int y, int direction) |
137 | { |
138 | struct xyd *xyd = snew(struct xyd); |
139 | xyd->x = x; |
140 | xyd->y = y; |
141 | xyd->direction = direction; |
142 | return xyd; |
143 | } |
144 | |
be8d5aa1 |
145 | static void slide_col(game_state *state, int dir, int col); |
1185e3c5 |
146 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col); |
be8d5aa1 |
147 | static void slide_row(game_state *state, int dir, int row); |
1185e3c5 |
148 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row); |
7bed19e1 |
149 | |
150 | /* ---------------------------------------------------------------------- |
151 | * Manage game parameters. |
152 | */ |
be8d5aa1 |
153 | static game_params *default_params(void) |
7bed19e1 |
154 | { |
155 | game_params *ret = snew(game_params); |
156 | |
157 | ret->width = 3; |
158 | ret->height = 3; |
159 | ret->wrapping = FALSE; |
160 | ret->barrier_probability = 1.0; |
aa27d493 |
161 | ret->movetarget = 0; |
7bed19e1 |
162 | |
163 | return ret; |
164 | } |
165 | |
be8d5aa1 |
166 | static int game_fetch_preset(int i, char **name, game_params **params) |
7bed19e1 |
167 | { |
168 | game_params *ret; |
169 | char str[80]; |
170 | static const struct { int x, y, wrap, bprob; const char* desc; } values[] = { |
171 | {3, 3, FALSE, 1.0, " easy"}, |
172 | {3, 3, FALSE, 0.0, " medium"}, |
173 | {3, 3, TRUE, 0.0, " hard"}, |
174 | {4, 4, FALSE, 1.0, " easy"}, |
175 | {4, 4, FALSE, 0.0, " medium"}, |
176 | {4, 4, TRUE, 0.0, " hard"}, |
177 | {5, 5, FALSE, 1.0, " easy"}, |
178 | {5, 5, FALSE, 0.0, " medium"}, |
179 | {5, 5, TRUE, 0.0, " hard"}, |
180 | }; |
181 | |
182 | if (i < 0 || i >= lenof(values)) |
183 | return FALSE; |
184 | |
185 | ret = snew(game_params); |
186 | ret->width = values[i].x; |
187 | ret->height = values[i].y; |
188 | ret->wrapping = values[i].wrap; |
189 | ret->barrier_probability = values[i].bprob; |
aa27d493 |
190 | ret->movetarget = 0; |
7bed19e1 |
191 | |
192 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
193 | values[i].desc); |
194 | |
195 | *name = dupstr(str); |
196 | *params = ret; |
197 | return TRUE; |
198 | } |
199 | |
be8d5aa1 |
200 | static void free_params(game_params *params) |
7bed19e1 |
201 | { |
202 | sfree(params); |
203 | } |
204 | |
be8d5aa1 |
205 | static game_params *dup_params(game_params *params) |
7bed19e1 |
206 | { |
207 | game_params *ret = snew(game_params); |
208 | *ret = *params; /* structure copy */ |
209 | return ret; |
210 | } |
211 | |
1185e3c5 |
212 | static void decode_params(game_params *ret, char const *string) |
7bed19e1 |
213 | { |
7bed19e1 |
214 | char const *p = string; |
215 | |
216 | ret->wrapping = FALSE; |
217 | ret->barrier_probability = 0.0; |
aa27d493 |
218 | ret->movetarget = 0; |
7bed19e1 |
219 | |
220 | ret->width = atoi(p); |
221 | while (*p && isdigit(*p)) p++; |
222 | if (*p == 'x') { |
223 | p++; |
224 | ret->height = atoi(p); |
225 | while (*p && isdigit(*p)) p++; |
226 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
227 | p++; |
aa27d493 |
228 | if (*p == 'b') { |
229 | ret->barrier_probability = atof(++p); |
230 | while (*p && (isdigit(*p) || *p == '.')) p++; |
231 | } |
232 | if (*p == 'm') { |
233 | ret->movetarget = atoi(++p); |
234 | } |
7bed19e1 |
235 | } else { |
236 | ret->height = ret->width; |
237 | } |
7bed19e1 |
238 | } |
239 | |
1185e3c5 |
240 | static char *encode_params(game_params *params, int full) |
7bed19e1 |
241 | { |
242 | char ret[400]; |
243 | int len; |
244 | |
245 | len = sprintf(ret, "%dx%d", params->width, params->height); |
246 | if (params->wrapping) |
247 | ret[len++] = 'w'; |
1185e3c5 |
248 | if (full && params->barrier_probability) |
7bed19e1 |
249 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
aa27d493 |
250 | /* Shuffle limit is part of the limited parameters, because we have to |
251 | * provide the target move count. */ |
252 | if (params->movetarget) |
253 | len += sprintf(ret+len, "m%d", params->movetarget); |
7bed19e1 |
254 | assert(len < lenof(ret)); |
255 | ret[len] = '\0'; |
256 | |
257 | return dupstr(ret); |
258 | } |
259 | |
be8d5aa1 |
260 | static config_item *game_configure(game_params *params) |
7bed19e1 |
261 | { |
262 | config_item *ret; |
263 | char buf[80]; |
264 | |
aa27d493 |
265 | ret = snewn(6, config_item); |
7bed19e1 |
266 | |
267 | ret[0].name = "Width"; |
268 | ret[0].type = C_STRING; |
269 | sprintf(buf, "%d", params->width); |
270 | ret[0].sval = dupstr(buf); |
271 | ret[0].ival = 0; |
272 | |
273 | ret[1].name = "Height"; |
274 | ret[1].type = C_STRING; |
275 | sprintf(buf, "%d", params->height); |
276 | ret[1].sval = dupstr(buf); |
277 | ret[1].ival = 0; |
278 | |
279 | ret[2].name = "Walls wrap around"; |
280 | ret[2].type = C_BOOLEAN; |
281 | ret[2].sval = NULL; |
282 | ret[2].ival = params->wrapping; |
283 | |
284 | ret[3].name = "Barrier probability"; |
285 | ret[3].type = C_STRING; |
286 | sprintf(buf, "%g", params->barrier_probability); |
287 | ret[3].sval = dupstr(buf); |
288 | ret[3].ival = 0; |
289 | |
aa27d493 |
290 | ret[4].name = "Number of shuffling moves"; |
291 | ret[4].type = C_STRING; |
292 | sprintf(buf, "%d", params->movetarget); |
293 | ret[4].sval = dupstr(buf); |
7bed19e1 |
294 | ret[4].ival = 0; |
295 | |
aa27d493 |
296 | ret[5].name = NULL; |
297 | ret[5].type = C_END; |
298 | ret[5].sval = NULL; |
299 | ret[5].ival = 0; |
300 | |
7bed19e1 |
301 | return ret; |
302 | } |
303 | |
be8d5aa1 |
304 | static game_params *custom_params(config_item *cfg) |
7bed19e1 |
305 | { |
306 | game_params *ret = snew(game_params); |
307 | |
308 | ret->width = atoi(cfg[0].sval); |
309 | ret->height = atoi(cfg[1].sval); |
310 | ret->wrapping = cfg[2].ival; |
311 | ret->barrier_probability = (float)atof(cfg[3].sval); |
aa27d493 |
312 | ret->movetarget = atoi(cfg[4].sval); |
7bed19e1 |
313 | |
314 | return ret; |
315 | } |
316 | |
be8d5aa1 |
317 | static char *validate_params(game_params *params) |
7bed19e1 |
318 | { |
319 | if (params->width <= 1 && params->height <= 1) |
320 | return "Width and height must both be greater than one"; |
321 | if (params->width <= 1) |
322 | return "Width must be greater than one"; |
323 | if (params->height <= 1) |
324 | return "Height must be greater than one"; |
325 | if (params->barrier_probability < 0) |
326 | return "Barrier probability may not be negative"; |
327 | if (params->barrier_probability > 1) |
328 | return "Barrier probability may not be greater than 1"; |
329 | return NULL; |
330 | } |
331 | |
332 | /* ---------------------------------------------------------------------- |
1185e3c5 |
333 | * Randomly select a new game description. |
7bed19e1 |
334 | */ |
335 | |
1185e3c5 |
336 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
337 | game_aux_info **aux) |
7bed19e1 |
338 | { |
1185e3c5 |
339 | tree234 *possibilities, *barriertree; |
340 | int w, h, x, y, cx, cy, nbarriers; |
341 | unsigned char *tiles, *barriers; |
342 | char *desc, *p; |
7bed19e1 |
343 | |
1185e3c5 |
344 | w = params->width; |
345 | h = params->height; |
6f2d8d7c |
346 | |
1185e3c5 |
347 | tiles = snewn(w * h, unsigned char); |
348 | memset(tiles, 0, w * h); |
349 | barriers = snewn(w * h, unsigned char); |
350 | memset(barriers, 0, w * h); |
7bed19e1 |
351 | |
1185e3c5 |
352 | cx = w / 2; |
353 | cy = h / 2; |
7bed19e1 |
354 | |
355 | /* |
356 | * Construct the unshuffled grid. |
357 | * |
358 | * To do this, we simply start at the centre point, repeatedly |
359 | * choose a random possibility out of the available ways to |
360 | * extend a used square into an unused one, and do it. After |
361 | * extending the third line out of a square, we remove the |
362 | * fourth from the possibilities list to avoid any full-cross |
363 | * squares (which would make the game too easy because they |
364 | * only have one orientation). |
365 | * |
366 | * The slightly worrying thing is the avoidance of full-cross |
367 | * squares. Can this cause our unsophisticated construction |
368 | * algorithm to paint itself into a corner, by getting into a |
369 | * situation where there are some unreached squares and the |
370 | * only way to reach any of them is to extend a T-piece into a |
371 | * full cross? |
372 | * |
373 | * Answer: no it can't, and here's a proof. |
374 | * |
375 | * Any contiguous group of such unreachable squares must be |
376 | * surrounded on _all_ sides by T-pieces pointing away from the |
377 | * group. (If not, then there is a square which can be extended |
378 | * into one of the `unreachable' ones, and so it wasn't |
379 | * unreachable after all.) In particular, this implies that |
380 | * each contiguous group of unreachable squares must be |
381 | * rectangular in shape (any deviation from that yields a |
382 | * non-T-piece next to an `unreachable' square). |
383 | * |
384 | * So we have a rectangle of unreachable squares, with T-pieces |
385 | * forming a solid border around the rectangle. The corners of |
386 | * that border must be connected (since every tile connects all |
387 | * the lines arriving in it), and therefore the border must |
388 | * form a closed loop around the rectangle. |
389 | * |
390 | * But this can't have happened in the first place, since we |
391 | * _know_ we've avoided creating closed loops! Hence, no such |
392 | * situation can ever arise, and the naive grid construction |
393 | * algorithm will guaranteeably result in a complete grid |
394 | * containing no unreached squares, no full crosses _and_ no |
395 | * closed loops. [] |
396 | */ |
397 | possibilities = newtree234(xyd_cmp); |
398 | |
1185e3c5 |
399 | if (cx+1 < w) |
400 | add234(possibilities, new_xyd(cx, cy, R)); |
401 | if (cy-1 >= 0) |
402 | add234(possibilities, new_xyd(cx, cy, U)); |
403 | if (cx-1 >= 0) |
404 | add234(possibilities, new_xyd(cx, cy, L)); |
405 | if (cy+1 < h) |
406 | add234(possibilities, new_xyd(cx, cy, D)); |
7bed19e1 |
407 | |
408 | while (count234(possibilities) > 0) { |
409 | int i; |
410 | struct xyd *xyd; |
411 | int x1, y1, d1, x2, y2, d2, d; |
412 | |
413 | /* |
414 | * Extract a randomly chosen possibility from the list. |
415 | */ |
416 | i = random_upto(rs, count234(possibilities)); |
417 | xyd = delpos234(possibilities, i); |
418 | x1 = xyd->x; |
419 | y1 = xyd->y; |
420 | d1 = xyd->direction; |
421 | sfree(xyd); |
422 | |
1185e3c5 |
423 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
424 | d2 = F(d1); |
425 | #ifdef DEBUG |
426 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
427 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
428 | #endif |
429 | |
430 | /* |
431 | * Make the connection. (We should be moving to an as yet |
432 | * unused tile.) |
433 | */ |
1185e3c5 |
434 | index(params, tiles, x1, y1) |= d1; |
435 | assert(index(params, tiles, x2, y2) == 0); |
436 | index(params, tiles, x2, y2) |= d2; |
7bed19e1 |
437 | |
438 | /* |
439 | * If we have created a T-piece, remove its last |
440 | * possibility. |
441 | */ |
1185e3c5 |
442 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
7bed19e1 |
443 | struct xyd xyd1, *xydp; |
444 | |
445 | xyd1.x = x1; |
446 | xyd1.y = y1; |
1185e3c5 |
447 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
7bed19e1 |
448 | |
449 | xydp = find234(possibilities, &xyd1, NULL); |
450 | |
451 | if (xydp) { |
452 | #ifdef DEBUG |
453 | printf("T-piece; removing (%d,%d,%c)\n", |
454 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
455 | #endif |
456 | del234(possibilities, xydp); |
457 | sfree(xydp); |
458 | } |
459 | } |
460 | |
461 | /* |
462 | * Remove all other possibilities that were pointing at the |
463 | * tile we've just moved into. |
464 | */ |
465 | for (d = 1; d < 0x10; d <<= 1) { |
466 | int x3, y3, d3; |
467 | struct xyd xyd1, *xydp; |
468 | |
1185e3c5 |
469 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
470 | d3 = F(d); |
471 | |
472 | xyd1.x = x3; |
473 | xyd1.y = y3; |
474 | xyd1.direction = d3; |
475 | |
476 | xydp = find234(possibilities, &xyd1, NULL); |
477 | |
478 | if (xydp) { |
479 | #ifdef DEBUG |
480 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
481 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
482 | #endif |
483 | del234(possibilities, xydp); |
484 | sfree(xydp); |
485 | } |
486 | } |
487 | |
488 | /* |
489 | * Add new possibilities to the list for moving _out_ of |
490 | * the tile we have just moved into. |
491 | */ |
492 | for (d = 1; d < 0x10; d <<= 1) { |
493 | int x3, y3; |
494 | |
495 | if (d == d2) |
496 | continue; /* we've got this one already */ |
497 | |
1185e3c5 |
498 | if (!params->wrapping) { |
7bed19e1 |
499 | if (d == U && y2 == 0) |
500 | continue; |
1185e3c5 |
501 | if (d == D && y2 == h-1) |
7bed19e1 |
502 | continue; |
503 | if (d == L && x2 == 0) |
504 | continue; |
1185e3c5 |
505 | if (d == R && x2 == w-1) |
7bed19e1 |
506 | continue; |
507 | } |
508 | |
1185e3c5 |
509 | OFFSET(x3, y3, x2, y2, d, params); |
7bed19e1 |
510 | |
1185e3c5 |
511 | if (index(params, tiles, x3, y3)) |
7bed19e1 |
512 | continue; /* this would create a loop */ |
513 | |
514 | #ifdef DEBUG |
515 | printf("New frontier; adding (%d,%d,%c)\n", |
516 | x2, y2, "0RU3L567D9abcdef"[d]); |
517 | #endif |
518 | add234(possibilities, new_xyd(x2, y2, d)); |
519 | } |
520 | } |
521 | /* Having done that, we should have no possibilities remaining. */ |
522 | assert(count234(possibilities) == 0); |
523 | freetree234(possibilities); |
524 | |
525 | /* |
526 | * Now compute a list of the possible barrier locations. |
527 | */ |
1185e3c5 |
528 | barriertree = newtree234(xyd_cmp); |
529 | for (y = 0; y < h; y++) { |
530 | for (x = 0; x < w; x++) { |
531 | |
532 | if (!(index(params, tiles, x, y) & R) && |
533 | (params->wrapping || x < w-1)) |
534 | add234(barriertree, new_xyd(x, y, R)); |
535 | if (!(index(params, tiles, x, y) & D) && |
536 | (params->wrapping || y < h-1)) |
537 | add234(barriertree, new_xyd(x, y, D)); |
7bed19e1 |
538 | } |
539 | } |
540 | |
541 | /* |
2ac6d24e |
542 | * Save the unshuffled grid. We do this using a separate |
543 | * reference-counted structure since it's a large chunk of |
544 | * memory which we don't want to have to replicate in every |
545 | * game state while playing. |
546 | */ |
547 | { |
1185e3c5 |
548 | game_aux_info *solution; |
2ac6d24e |
549 | |
1185e3c5 |
550 | solution = snew(game_aux_info); |
551 | solution->width = w; |
552 | solution->height = h; |
553 | solution->tiles = snewn(w * h, unsigned char); |
554 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
555 | |
1185e3c5 |
556 | *aux = solution; |
2ac6d24e |
557 | } |
558 | |
559 | /* |
7bed19e1 |
560 | * Now shuffle the grid. |
aa27d493 |
561 | * FIXME - this simply does a set of random moves to shuffle the pieces, |
562 | * although we make a token effort to avoid boring cases by avoiding moves |
563 | * that directly undo the previous one, or that repeat so often as to |
564 | * turn into fewer moves. |
565 | * |
7bed19e1 |
566 | * A better way would be to number all the pieces, generate a placement |
567 | * for all the numbers as for "sixteen", observing parity constraints if |
568 | * neccessary, and then place the pieces according to their numbering. |
569 | * BUT - I'm not sure if this will work, since we disallow movement of |
570 | * the middle row and column. |
571 | */ |
572 | { |
573 | int i; |
1185e3c5 |
574 | int cols = w - 1; |
575 | int rows = h - 1; |
aa27d493 |
576 | int moves = params->movetarget; |
577 | int prevdir = -1, prevrowcol = -1, nrepeats = 0; |
578 | if (!moves) moves = cols * rows * 2; |
579 | for (i = 0; i < moves; /* incremented conditionally */) { |
7bed19e1 |
580 | /* Choose a direction: 0,1,2,3 = up, right, down, left. */ |
581 | int dir = random_upto(rs, 4); |
aa27d493 |
582 | int rowcol; |
7bed19e1 |
583 | if (dir % 2 == 0) { |
584 | int col = random_upto(rs, cols); |
aa27d493 |
585 | if (col >= cx) col += 1; /* avoid centre */ |
586 | if (col == prevrowcol) { |
587 | if (dir == 2-prevdir) |
588 | continue; /* undoes last move */ |
589 | else if ((nrepeats+1)*2 > h) |
590 | continue; /* makes fewer moves */ |
591 | } |
1185e3c5 |
592 | slide_col_int(w, h, tiles, 1 - dir, col); |
aa27d493 |
593 | rowcol = col; |
7bed19e1 |
594 | } else { |
595 | int row = random_upto(rs, rows); |
aa27d493 |
596 | if (row >= cy) row += 1; /* avoid centre */ |
597 | if (row == prevrowcol) { |
598 | if (dir == 4-prevdir) |
599 | continue; /* undoes last move */ |
600 | else if ((nrepeats+1)*2 > w) |
601 | continue; /* makes fewer moves */ |
602 | } |
1185e3c5 |
603 | slide_row_int(w, h, tiles, 2 - dir, row); |
aa27d493 |
604 | rowcol = row; |
7bed19e1 |
605 | } |
aa27d493 |
606 | if (dir == prevdir && rowcol == prevrowcol) |
607 | nrepeats++; |
608 | else |
609 | nrepeats = 1; |
610 | prevdir = dir; |
611 | prevrowcol = rowcol; |
612 | i++; /* if we got here, the move was accepted */ |
7bed19e1 |
613 | } |
614 | } |
615 | |
616 | /* |
617 | * And now choose barrier locations. (We carefully do this |
618 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
619 | * params while keeping the random seed the same will give the |
7bed19e1 |
620 | * same shuffled grid and _only_ change the barrier locations. |
621 | * Also the way we choose barrier locations, by repeatedly |
622 | * choosing one possibility from the list until we have enough, |
623 | * is designed to ensure that raising the barrier rate while |
624 | * keeping the seed the same will provide a superset of the |
625 | * previous barrier set - i.e. if you ask for 10 barriers, and |
626 | * then decide that's still too hard and ask for 20, you'll get |
627 | * the original 10 plus 10 more, rather than getting 20 new |
628 | * ones and the chance of remembering your first 10.) |
629 | */ |
1185e3c5 |
630 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
631 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
7bed19e1 |
632 | |
633 | while (nbarriers > 0) { |
634 | int i; |
635 | struct xyd *xyd; |
636 | int x1, y1, d1, x2, y2, d2; |
637 | |
638 | /* |
639 | * Extract a randomly chosen barrier from the list. |
640 | */ |
1185e3c5 |
641 | i = random_upto(rs, count234(barriertree)); |
642 | xyd = delpos234(barriertree, i); |
7bed19e1 |
643 | |
644 | assert(xyd != NULL); |
645 | |
646 | x1 = xyd->x; |
647 | y1 = xyd->y; |
648 | d1 = xyd->direction; |
649 | sfree(xyd); |
650 | |
1185e3c5 |
651 | OFFSET(x2, y2, x1, y1, d1, params); |
7bed19e1 |
652 | d2 = F(d1); |
653 | |
1185e3c5 |
654 | index(params, barriers, x1, y1) |= d1; |
655 | index(params, barriers, x2, y2) |= d2; |
7bed19e1 |
656 | |
657 | nbarriers--; |
658 | } |
659 | |
660 | /* |
661 | * Clean up the rest of the barrier list. |
662 | */ |
663 | { |
664 | struct xyd *xyd; |
665 | |
1185e3c5 |
666 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
7bed19e1 |
667 | sfree(xyd); |
668 | |
1185e3c5 |
669 | freetree234(barriertree); |
670 | } |
671 | |
672 | /* |
673 | * Finally, encode the grid into a string game description. |
674 | * |
675 | * My syntax is extremely simple: each square is encoded as a |
676 | * hex digit in which bit 0 means a connection on the right, |
677 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
678 | * encoding as used internally). Each digit is followed by |
679 | * optional barrier indicators: `v' means a vertical barrier to |
680 | * the right of it, and `h' means a horizontal barrier below |
681 | * it. |
682 | */ |
683 | desc = snewn(w * h * 3 + 1, char); |
684 | p = desc; |
685 | for (y = 0; y < h; y++) { |
686 | for (x = 0; x < w; x++) { |
687 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
688 | if ((params->wrapping || x < w-1) && |
689 | (index(params, barriers, x, y) & R)) |
690 | *p++ = 'v'; |
691 | if ((params->wrapping || y < h-1) && |
692 | (index(params, barriers, x, y) & D)) |
693 | *p++ = 'h'; |
694 | } |
695 | } |
696 | assert(p - desc <= w*h*3); |
366d045b |
697 | *p = '\0'; |
1185e3c5 |
698 | |
699 | sfree(tiles); |
700 | sfree(barriers); |
701 | |
702 | return desc; |
703 | } |
704 | |
705 | static void game_free_aux_info(game_aux_info *aux) |
706 | { |
707 | sfree(aux->tiles); |
708 | sfree(aux); |
709 | } |
710 | |
711 | static char *validate_desc(game_params *params, char *desc) |
712 | { |
713 | int w = params->width, h = params->height; |
714 | int i; |
715 | |
716 | for (i = 0; i < w*h; i++) { |
717 | if (*desc >= '0' && *desc <= '9') |
718 | /* OK */; |
719 | else if (*desc >= 'a' && *desc <= 'f') |
720 | /* OK */; |
721 | else if (*desc >= 'A' && *desc <= 'F') |
722 | /* OK */; |
723 | else if (!*desc) |
724 | return "Game description shorter than expected"; |
725 | else |
726 | return "Game description contained unexpected character"; |
727 | desc++; |
728 | while (*desc == 'h' || *desc == 'v') |
729 | desc++; |
730 | } |
731 | if (*desc) |
732 | return "Game description longer than expected"; |
733 | |
734 | return NULL; |
735 | } |
736 | |
737 | /* ---------------------------------------------------------------------- |
738 | * Construct an initial game state, given a description and parameters. |
739 | */ |
740 | |
741 | static game_state *new_game(game_params *params, char *desc) |
742 | { |
743 | game_state *state; |
744 | int w, h, x, y; |
745 | |
746 | assert(params->width > 0 && params->height > 0); |
747 | assert(params->width > 1 || params->height > 1); |
748 | |
749 | /* |
750 | * Create a blank game state. |
751 | */ |
752 | state = snew(game_state); |
753 | w = state->width = params->width; |
754 | h = state->height = params->height; |
755 | state->cx = state->width / 2; |
756 | state->cy = state->height / 2; |
757 | state->wrapping = params->wrapping; |
aa27d493 |
758 | state->movetarget = params->movetarget; |
1185e3c5 |
759 | state->completed = 0; |
760 | state->used_solve = state->just_used_solve = FALSE; |
761 | state->move_count = 0; |
762 | state->last_move_row = -1; |
763 | state->last_move_col = -1; |
764 | state->last_move_dir = 0; |
765 | state->tiles = snewn(state->width * state->height, unsigned char); |
766 | memset(state->tiles, 0, state->width * state->height); |
767 | state->barriers = snewn(state->width * state->height, unsigned char); |
768 | memset(state->barriers, 0, state->width * state->height); |
769 | |
770 | |
771 | /* |
772 | * Parse the game description into the grid. |
773 | */ |
774 | for (y = 0; y < h; y++) { |
775 | for (x = 0; x < w; x++) { |
776 | if (*desc >= '0' && *desc <= '9') |
777 | tile(state, x, y) = *desc - '0'; |
778 | else if (*desc >= 'a' && *desc <= 'f') |
779 | tile(state, x, y) = *desc - 'a' + 10; |
780 | else if (*desc >= 'A' && *desc <= 'F') |
781 | tile(state, x, y) = *desc - 'A' + 10; |
782 | if (*desc) |
783 | desc++; |
784 | while (*desc == 'h' || *desc == 'v') { |
785 | int x2, y2, d1, d2; |
786 | if (*desc == 'v') |
787 | d1 = R; |
788 | else |
789 | d1 = D; |
790 | |
791 | OFFSET(x2, y2, x, y, d1, state); |
792 | d2 = F(d1); |
793 | |
794 | barrier(state, x, y) |= d1; |
795 | barrier(state, x2, y2) |= d2; |
796 | |
797 | desc++; |
798 | } |
799 | } |
800 | } |
801 | |
802 | /* |
803 | * Set up border barriers if this is a non-wrapping game. |
804 | */ |
805 | if (!state->wrapping) { |
806 | for (x = 0; x < state->width; x++) { |
807 | barrier(state, x, 0) |= U; |
808 | barrier(state, x, state->height-1) |= D; |
809 | } |
810 | for (y = 0; y < state->height; y++) { |
811 | barrier(state, 0, y) |= L; |
812 | barrier(state, state->width-1, y) |= R; |
813 | } |
7bed19e1 |
814 | } |
815 | |
816 | /* |
817 | * Set up the barrier corner flags, for drawing barriers |
818 | * prettily when they meet. |
819 | */ |
820 | for (y = 0; y < state->height; y++) { |
821 | for (x = 0; x < state->width; x++) { |
822 | int dir; |
823 | |
824 | for (dir = 1; dir < 0x10; dir <<= 1) { |
825 | int dir2 = A(dir); |
826 | int x1, y1, x2, y2, x3, y3; |
827 | int corner = FALSE; |
828 | |
829 | if (!(barrier(state, x, y) & dir)) |
830 | continue; |
831 | |
832 | if (barrier(state, x, y) & dir2) |
833 | corner = TRUE; |
834 | |
835 | x1 = x + X(dir), y1 = y + Y(dir); |
836 | if (x1 >= 0 && x1 < state->width && |
837 | y1 >= 0 && y1 < state->height && |
838 | (barrier(state, x1, y1) & dir2)) |
839 | corner = TRUE; |
840 | |
841 | x2 = x + X(dir2), y2 = y + Y(dir2); |
842 | if (x2 >= 0 && x2 < state->width && |
843 | y2 >= 0 && y2 < state->height && |
844 | (barrier(state, x2, y2) & dir)) |
845 | corner = TRUE; |
846 | |
847 | if (corner) { |
848 | barrier(state, x, y) |= (dir << 4); |
849 | if (x1 >= 0 && x1 < state->width && |
850 | y1 >= 0 && y1 < state->height) |
851 | barrier(state, x1, y1) |= (A(dir) << 4); |
852 | if (x2 >= 0 && x2 < state->width && |
853 | y2 >= 0 && y2 < state->height) |
854 | barrier(state, x2, y2) |= (C(dir) << 4); |
855 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
856 | if (x3 >= 0 && x3 < state->width && |
857 | y3 >= 0 && y3 < state->height) |
858 | barrier(state, x3, y3) |= (F(dir) << 4); |
859 | } |
860 | } |
861 | } |
862 | } |
863 | |
7bed19e1 |
864 | return state; |
865 | } |
866 | |
be8d5aa1 |
867 | static game_state *dup_game(game_state *state) |
7bed19e1 |
868 | { |
869 | game_state *ret; |
870 | |
871 | ret = snew(game_state); |
872 | ret->width = state->width; |
873 | ret->height = state->height; |
874 | ret->cx = state->cx; |
875 | ret->cy = state->cy; |
876 | ret->wrapping = state->wrapping; |
aa27d493 |
877 | ret->movetarget = state->movetarget; |
7bed19e1 |
878 | ret->completed = state->completed; |
2ac6d24e |
879 | ret->used_solve = state->used_solve; |
880 | ret->just_used_solve = state->just_used_solve; |
7bed19e1 |
881 | ret->move_count = state->move_count; |
882 | ret->last_move_row = state->last_move_row; |
883 | ret->last_move_col = state->last_move_col; |
884 | ret->last_move_dir = state->last_move_dir; |
885 | ret->tiles = snewn(state->width * state->height, unsigned char); |
886 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
887 | ret->barriers = snewn(state->width * state->height, unsigned char); |
888 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
889 | |
890 | return ret; |
891 | } |
892 | |
be8d5aa1 |
893 | static void free_game(game_state *state) |
7bed19e1 |
894 | { |
895 | sfree(state->tiles); |
896 | sfree(state->barriers); |
897 | sfree(state); |
898 | } |
899 | |
2ac6d24e |
900 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
901 | char **error) |
902 | { |
903 | game_state *ret; |
904 | |
1185e3c5 |
905 | if (!aux) { |
2ac6d24e |
906 | *error = "Solution not known for this puzzle"; |
907 | return NULL; |
908 | } |
909 | |
1185e3c5 |
910 | assert(aux->width == state->width); |
911 | assert(aux->height == state->height); |
2ac6d24e |
912 | ret = dup_game(state); |
1185e3c5 |
913 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
2ac6d24e |
914 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
915 | ret->completed = ret->move_count = 1; |
2ac6d24e |
916 | |
917 | return ret; |
918 | } |
919 | |
9b4b03d3 |
920 | static char *game_text_format(game_state *state) |
921 | { |
922 | return NULL; |
923 | } |
924 | |
7bed19e1 |
925 | /* ---------------------------------------------------------------------- |
926 | * Utility routine. |
927 | */ |
928 | |
929 | /* |
930 | * Compute which squares are reachable from the centre square, as a |
931 | * quick visual aid to determining how close the game is to |
932 | * completion. This is also a simple way to tell if the game _is_ |
933 | * completed - just call this function and see whether every square |
934 | * is marked active. |
935 | * |
936 | * squares in the moving_row and moving_col are always inactive - this |
937 | * is so that "current" doesn't appear to jump across moving lines. |
938 | */ |
939 | static unsigned char *compute_active(game_state *state, |
940 | int moving_row, int moving_col) |
941 | { |
942 | unsigned char *active; |
943 | tree234 *todo; |
944 | struct xyd *xyd; |
945 | |
946 | active = snewn(state->width * state->height, unsigned char); |
947 | memset(active, 0, state->width * state->height); |
948 | |
949 | /* |
950 | * We only store (x,y) pairs in todo, but it's easier to reuse |
951 | * xyd_cmp and just store direction 0 every time. |
952 | */ |
953 | todo = newtree234(xyd_cmp); |
954 | index(state, active, state->cx, state->cy) = ACTIVE; |
955 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
956 | |
957 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
958 | int x1, y1, d1, x2, y2, d2; |
959 | |
960 | x1 = xyd->x; |
961 | y1 = xyd->y; |
962 | sfree(xyd); |
963 | |
964 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
965 | OFFSET(x2, y2, x1, y1, d1, state); |
966 | d2 = F(d1); |
967 | |
968 | /* |
969 | * If the next tile in this direction is connected to |
970 | * us, and there isn't a barrier in the way, and it |
971 | * isn't already marked active, then mark it active and |
972 | * add it to the to-examine list. |
973 | */ |
974 | if ((x2 != moving_col && y2 != moving_row) && |
975 | (tile(state, x1, y1) & d1) && |
976 | (tile(state, x2, y2) & d2) && |
977 | !(barrier(state, x1, y1) & d1) && |
978 | !index(state, active, x2, y2)) { |
979 | index(state, active, x2, y2) = ACTIVE; |
980 | add234(todo, new_xyd(x2, y2, 0)); |
981 | } |
982 | } |
983 | } |
984 | /* Now we expect the todo list to have shrunk to zero size. */ |
985 | assert(count234(todo) == 0); |
986 | freetree234(todo); |
987 | |
988 | return active; |
989 | } |
990 | |
991 | struct game_ui { |
992 | int cur_x, cur_y; |
993 | int cur_visible; |
994 | }; |
995 | |
be8d5aa1 |
996 | static game_ui *new_ui(game_state *state) |
7bed19e1 |
997 | { |
998 | game_ui *ui = snew(game_ui); |
999 | ui->cur_x = state->width / 2; |
1000 | ui->cur_y = state->height / 2; |
1001 | ui->cur_visible = FALSE; |
1002 | |
1003 | return ui; |
1004 | } |
1005 | |
be8d5aa1 |
1006 | static void free_ui(game_ui *ui) |
7bed19e1 |
1007 | { |
1008 | sfree(ui); |
1009 | } |
1010 | |
1011 | /* ---------------------------------------------------------------------- |
1012 | * Process a move. |
1013 | */ |
1014 | |
1185e3c5 |
1015 | static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row) |
7bed19e1 |
1016 | { |
1185e3c5 |
1017 | int x = dir > 0 ? -1 : w; |
7bed19e1 |
1018 | int tx = x + dir; |
1185e3c5 |
1019 | int n = w - 1; |
1020 | unsigned char endtile = tiles[row * w + tx]; |
7bed19e1 |
1021 | do { |
1022 | x = tx; |
1185e3c5 |
1023 | tx = (x + dir + w) % w; |
1024 | tiles[row * w + x] = tiles[row * w + tx]; |
7bed19e1 |
1025 | } while (--n > 0); |
1185e3c5 |
1026 | tiles[row * w + tx] = endtile; |
7bed19e1 |
1027 | } |
1028 | |
1185e3c5 |
1029 | static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col) |
7bed19e1 |
1030 | { |
1185e3c5 |
1031 | int y = dir > 0 ? -1 : h; |
7bed19e1 |
1032 | int ty = y + dir; |
1185e3c5 |
1033 | int n = h - 1; |
1034 | unsigned char endtile = tiles[ty * w + col]; |
7bed19e1 |
1035 | do { |
1036 | y = ty; |
1185e3c5 |
1037 | ty = (y + dir + h) % h; |
1038 | tiles[y * w + col] = tiles[ty * w + col]; |
7bed19e1 |
1039 | } while (--n > 0); |
1185e3c5 |
1040 | tiles[ty * w + col] = endtile; |
1041 | } |
1042 | |
1043 | static void slide_row(game_state *state, int dir, int row) |
1044 | { |
1045 | slide_row_int(state->width, state->height, state->tiles, dir, row); |
1046 | } |
1047 | |
1048 | static void slide_col(game_state *state, int dir, int col) |
1049 | { |
1050 | slide_col_int(state->width, state->height, state->tiles, dir, col); |
7bed19e1 |
1051 | } |
1052 | |
be8d5aa1 |
1053 | static game_state *make_move(game_state *state, game_ui *ui, |
1054 | int x, int y, int button) |
7bed19e1 |
1055 | { |
1056 | int cx, cy; |
1057 | int n, dx, dy; |
1058 | game_state *ret; |
1059 | |
f0ee053c |
1060 | button &= ~MOD_MASK; |
1061 | |
7bed19e1 |
1062 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
1063 | return NULL; |
1064 | |
1065 | cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1066 | cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
1067 | |
1068 | if (cy >= 0 && cy < state->height && cy != state->cy) |
1069 | { |
1070 | if (cx == -1) dx = +1; |
1071 | else if (cx == state->width) dx = -1; |
1072 | else return NULL; |
1073 | n = state->width; |
1074 | dy = 0; |
1075 | } |
1076 | else if (cx >= 0 && cx < state->width && cx != state->cx) |
1077 | { |
1078 | if (cy == -1) dy = +1; |
1079 | else if (cy == state->height) dy = -1; |
1080 | else return NULL; |
1081 | n = state->height; |
1082 | dx = 0; |
1083 | } |
1084 | else |
1085 | return NULL; |
1086 | |
1087 | /* reverse direction if right hand button is pressed */ |
1088 | if (button == RIGHT_BUTTON) |
1089 | { |
1090 | dx = -dx; |
1091 | dy = -dy; |
1092 | } |
1093 | |
1094 | ret = dup_game(state); |
2ac6d24e |
1095 | ret->just_used_solve = FALSE; |
7bed19e1 |
1096 | |
1097 | if (dx == 0) slide_col(ret, dy, cx); |
1098 | else slide_row(ret, dx, cy); |
1099 | |
1100 | ret->move_count++; |
1101 | ret->last_move_row = dx ? cy : -1; |
1102 | ret->last_move_col = dx ? -1 : cx; |
1103 | ret->last_move_dir = dx + dy; |
1104 | |
1105 | /* |
1106 | * See if the game has been completed. |
1107 | */ |
1108 | if (!ret->completed) { |
1109 | unsigned char *active = compute_active(ret, -1, -1); |
1110 | int x1, y1; |
1111 | int complete = TRUE; |
1112 | |
1113 | for (x1 = 0; x1 < ret->width; x1++) |
1114 | for (y1 = 0; y1 < ret->height; y1++) |
1115 | if (!index(ret, active, x1, y1)) { |
1116 | complete = FALSE; |
1117 | goto break_label; /* break out of two loops at once */ |
1118 | } |
1119 | break_label: |
1120 | |
1121 | sfree(active); |
1122 | |
1123 | if (complete) |
1124 | ret->completed = ret->move_count; |
1125 | } |
1126 | |
1127 | return ret; |
1128 | } |
1129 | |
1130 | /* ---------------------------------------------------------------------- |
1131 | * Routines for drawing the game position on the screen. |
1132 | */ |
1133 | |
1134 | struct game_drawstate { |
1135 | int started; |
1136 | int width, height; |
1137 | unsigned char *visible; |
1138 | }; |
1139 | |
be8d5aa1 |
1140 | static game_drawstate *game_new_drawstate(game_state *state) |
7bed19e1 |
1141 | { |
1142 | game_drawstate *ds = snew(game_drawstate); |
1143 | |
1144 | ds->started = FALSE; |
1145 | ds->width = state->width; |
1146 | ds->height = state->height; |
1147 | ds->visible = snewn(state->width * state->height, unsigned char); |
1148 | memset(ds->visible, 0xFF, state->width * state->height); |
1149 | |
1150 | return ds; |
1151 | } |
1152 | |
be8d5aa1 |
1153 | static void game_free_drawstate(game_drawstate *ds) |
7bed19e1 |
1154 | { |
1155 | sfree(ds->visible); |
1156 | sfree(ds); |
1157 | } |
1158 | |
be8d5aa1 |
1159 | static void game_size(game_params *params, int *x, int *y) |
7bed19e1 |
1160 | { |
1161 | *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
1162 | *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
1163 | } |
1164 | |
be8d5aa1 |
1165 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
7bed19e1 |
1166 | { |
1167 | float *ret; |
1168 | |
1169 | ret = snewn(NCOLOURS * 3, float); |
1170 | *ncolours = NCOLOURS; |
1171 | |
1172 | /* |
1173 | * Basic background colour is whatever the front end thinks is |
1174 | * a sensible default. |
1175 | */ |
1176 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1177 | |
1178 | /* |
1179 | * Wires are black. |
1180 | */ |
1181 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1182 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1183 | ret[COL_WIRE * 3 + 2] = 0.0F; |
1184 | |
1185 | /* |
1186 | * Powered wires and powered endpoints are cyan. |
1187 | */ |
1188 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1189 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1190 | ret[COL_POWERED * 3 + 2] = 1.0F; |
1191 | |
1192 | /* |
1193 | * Barriers are red. |
1194 | */ |
1195 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1196 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1197 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
1198 | |
1199 | /* |
1200 | * Unpowered endpoints are blue. |
1201 | */ |
1202 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1203 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1204 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
1205 | |
1206 | /* |
1207 | * Tile borders are a darker grey than the background. |
1208 | */ |
1209 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1210 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1211 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1212 | |
1213 | /* |
1214 | * Flashing tiles are a grey in between those two. |
1215 | */ |
1216 | ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1217 | ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1218 | ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1219 | |
1220 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
1221 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; |
1222 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; |
1223 | ret[COL_TEXT * 3 + 0] = 0.0; |
1224 | ret[COL_TEXT * 3 + 1] = 0.0; |
1225 | ret[COL_TEXT * 3 + 2] = 0.0; |
1226 | |
1227 | return ret; |
1228 | } |
1229 | |
1230 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1231 | int colour) |
1232 | { |
1233 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1234 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1235 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1236 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1237 | draw_line(fe, x1, y1, x2, y2, colour); |
1238 | } |
1239 | |
1240 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1241 | int colour) |
1242 | { |
1243 | int mx = (x1 < x2 ? x1 : x2); |
1244 | int my = (y1 < y2 ? y1 : y2); |
1245 | int dx = (x2 + x1 - 2*mx + 1); |
1246 | int dy = (y2 + y1 - 2*my + 1); |
1247 | |
1248 | draw_rect(fe, mx, my, dx, dy, colour); |
1249 | } |
1250 | |
1251 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1252 | { |
1253 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1254 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1255 | int x1, y1, dx, dy, dir2; |
1256 | |
1257 | dir >>= 4; |
1258 | |
1259 | dir2 = A(dir); |
1260 | dx = X(dir) + X(dir2); |
1261 | dy = Y(dir) + Y(dir2); |
1262 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1263 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1264 | |
1265 | if (phase == 0) { |
1266 | draw_rect_coords(fe, bx+x1, by+y1, |
1267 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1268 | COL_WIRE); |
1269 | draw_rect_coords(fe, bx+x1, by+y1, |
1270 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1271 | COL_WIRE); |
1272 | } else { |
1273 | draw_rect_coords(fe, bx+x1, by+y1, |
1274 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1275 | COL_BARRIER); |
1276 | } |
1277 | } |
1278 | |
1279 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1280 | { |
1281 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1282 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1283 | int x1, y1, w, h; |
1284 | |
1285 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1286 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1287 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1288 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1289 | |
1290 | if (phase == 0) { |
1291 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1292 | } else { |
1293 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1294 | } |
1295 | } |
1296 | |
1297 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
1298 | float xshift, float yshift) |
1299 | { |
1300 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE); |
1301 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE); |
1302 | float cx, cy, ex, ey; |
1303 | int dir, col; |
1304 | |
1305 | /* |
1306 | * When we draw a single tile, we must draw everything up to |
1307 | * and including the borders around the tile. This means that |
1308 | * if the neighbouring tiles have connections to those borders, |
1309 | * we must draw those connections on the borders themselves. |
1310 | * |
1311 | * This would be terribly fiddly if we ever had to draw a tile |
1312 | * while its neighbour was in mid-rotate, because we'd have to |
1313 | * arrange to _know_ that the neighbour was being rotated and |
1314 | * hence had an anomalous effect on the redraw of this tile. |
1315 | * Fortunately, the drawing algorithm avoids ever calling us in |
1316 | * this circumstance: we're either drawing lots of straight |
1317 | * tiles at game start or after a move is complete, or we're |
1318 | * repeatedly drawing only the rotating tile. So no problem. |
1319 | */ |
1320 | |
1321 | /* |
1322 | * So. First blank the tile out completely: draw a big |
1323 | * rectangle in border colour, and a smaller rectangle in |
1324 | * background colour to fill it in. |
1325 | */ |
1326 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1327 | COL_BORDER); |
1328 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1329 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1330 | tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); |
1331 | |
1332 | /* |
1333 | * Draw the wires. |
1334 | */ |
1335 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
1336 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1337 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1338 | if (tile & dir) { |
1339 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1340 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1341 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1342 | bx+(int)(cx+ex), by+(int)(cy+ey), |
1343 | COL_WIRE); |
1344 | } |
1345 | } |
1346 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1347 | if (tile & dir) { |
1348 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1349 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
1350 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1351 | bx+(int)(cx+ex), by+(int)(cy+ey), col); |
1352 | } |
1353 | } |
1354 | |
1355 | /* |
1356 | * Draw the box in the middle. We do this in blue if the tile |
1357 | * is an unpowered endpoint, in cyan if the tile is a powered |
1358 | * endpoint, in black if the tile is the centrepiece, and |
1359 | * otherwise not at all. |
1360 | */ |
1361 | col = -1; |
1362 | if (x == state->cx && y == state->cy) |
1363 | col = COL_WIRE; |
1364 | else if (COUNT(tile) == 1) { |
1365 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1366 | } |
1367 | if (col >= 0) { |
1368 | int i, points[8]; |
1369 | |
1370 | points[0] = +1; points[1] = +1; |
1371 | points[2] = +1; points[3] = -1; |
1372 | points[4] = -1; points[5] = -1; |
1373 | points[6] = -1; points[7] = +1; |
1374 | |
1375 | for (i = 0; i < 8; i += 2) { |
1376 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1377 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
1378 | points[i] = bx+(int)(cx+ex); |
1379 | points[i+1] = by+(int)(cy+ey); |
1380 | } |
1381 | |
1382 | draw_polygon(fe, points, 4, TRUE, col); |
1383 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1384 | } |
1385 | |
1386 | /* |
1387 | * Draw the points on the border if other tiles are connected |
1388 | * to us. |
1389 | */ |
1390 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1391 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1392 | |
1393 | dx = X(dir); |
1394 | dy = Y(dir); |
1395 | |
1396 | ox = x + dx; |
1397 | oy = y + dy; |
1398 | |
1399 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1400 | continue; |
1401 | |
1402 | if (!(tile(state, ox, oy) & F(dir))) |
1403 | continue; |
1404 | |
1405 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1406 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
1407 | lx = dx * (TILE_BORDER-1); |
1408 | ly = dy * (TILE_BORDER-1); |
1409 | vx = (dy ? 1 : 0); |
1410 | vy = (dx ? 1 : 0); |
1411 | |
1412 | if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { |
1413 | /* |
1414 | * If we are fully connected to the other tile, we must |
1415 | * draw right across the tile border. (We can use our |
1416 | * own ACTIVE state to determine what colour to do this |
1417 | * in: if we are fully connected to the other tile then |
1418 | * the two ACTIVE states will be the same.) |
1419 | */ |
1420 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1421 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1422 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1423 | } else { |
1424 | /* |
1425 | * The other tile extends into our border, but isn't |
1426 | * actually connected to us. Just draw a single black |
1427 | * dot. |
1428 | */ |
1429 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1430 | } |
1431 | } |
1432 | |
1433 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1434 | } |
1435 | |
1436 | static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y) |
1437 | { |
1438 | int phase; |
1439 | int dir; |
1440 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
1441 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
1442 | /* |
1443 | * Draw barrier corners, and then barriers. |
1444 | */ |
1445 | for (phase = 0; phase < 2; phase++) { |
1446 | for (dir = 1; dir < 0x10; dir <<= 1) |
1447 | if (barrier(state, x, y) & (dir << 4)) |
1448 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1449 | for (dir = 1; dir < 0x10; dir <<= 1) |
1450 | if (barrier(state, x, y) & dir) |
1451 | draw_barrier(fe, x, y, dir, phase); |
1452 | } |
1453 | |
1454 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
1455 | } |
1456 | |
1457 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
1458 | { |
1459 | int coords[14]; |
1460 | int ydy = -xdx, ydx = xdy; |
1461 | |
1462 | x = x * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1463 | y = y * TILE_SIZE + BORDER + WINDOW_OFFSET; |
1464 | |
1465 | #define POINT(n, xx, yy) ( \ |
1466 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
1467 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
1468 | |
1469 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
1470 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
1471 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
1472 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
1473 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
1474 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
1475 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
1476 | |
1477 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
1478 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
1479 | } |
1480 | |
be8d5aa1 |
1481 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1482 | game_state *state, int dir, game_ui *ui, float t, float ft) |
7bed19e1 |
1483 | { |
1484 | int x, y, tx, ty, frame; |
1485 | unsigned char *active; |
1486 | float xshift = 0.0; |
1487 | float yshift = 0.0; |
1488 | |
1489 | /* |
1490 | * Clear the screen and draw the exterior barrier lines if this |
1491 | * is our first call. |
1492 | */ |
1493 | if (!ds->started) { |
1494 | int phase; |
1495 | |
1496 | ds->started = TRUE; |
1497 | |
1498 | draw_rect(fe, 0, 0, |
1499 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1500 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1501 | COL_BACKGROUND); |
1502 | draw_update(fe, 0, 0, |
1503 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1504 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1505 | |
1506 | for (phase = 0; phase < 2; phase++) { |
1507 | |
1508 | for (x = 0; x < ds->width; x++) { |
1509 | if (barrier(state, x, 0) & UL) |
1510 | draw_barrier_corner(fe, x, -1, LD, phase); |
1511 | if (barrier(state, x, 0) & RU) |
1512 | draw_barrier_corner(fe, x, -1, DR, phase); |
1513 | if (barrier(state, x, 0) & U) |
1514 | draw_barrier(fe, x, -1, D, phase); |
1515 | if (barrier(state, x, ds->height-1) & DR) |
1516 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1517 | if (barrier(state, x, ds->height-1) & LD) |
1518 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1519 | if (barrier(state, x, ds->height-1) & D) |
1520 | draw_barrier(fe, x, ds->height, U, phase); |
1521 | } |
1522 | |
1523 | for (y = 0; y < ds->height; y++) { |
1524 | if (barrier(state, 0, y) & UL) |
1525 | draw_barrier_corner(fe, -1, y, RU, phase); |
1526 | if (barrier(state, 0, y) & LD) |
1527 | draw_barrier_corner(fe, -1, y, DR, phase); |
1528 | if (barrier(state, 0, y) & L) |
1529 | draw_barrier(fe, -1, y, R, phase); |
1530 | if (barrier(state, ds->width-1, y) & RU) |
1531 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1532 | if (barrier(state, ds->width-1, y) & DR) |
1533 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1534 | if (barrier(state, ds->width-1, y) & R) |
1535 | draw_barrier(fe, ds->width, y, L, phase); |
1536 | } |
1537 | } |
1538 | |
1539 | /* |
1540 | * Arrows for making moves. |
1541 | */ |
1542 | for (x = 0; x < ds->width; x++) { |
1543 | if (x == state->cx) continue; |
1544 | draw_arrow(fe, x, 0, +1, 0); |
1545 | draw_arrow(fe, x+1, ds->height, -1, 0); |
1546 | } |
1547 | for (y = 0; y < ds->height; y++) { |
1548 | if (y == state->cy) continue; |
1549 | draw_arrow(fe, ds->width, y, 0, +1); |
1550 | draw_arrow(fe, 0, y+1, 0, -1); |
1551 | } |
1552 | } |
1553 | |
1554 | /* Check if this is an undo. If so, we will need to run any animation |
1555 | * backwards. |
1556 | */ |
1557 | if (oldstate && oldstate->move_count > state->move_count) { |
1558 | game_state * tmpstate = state; |
1559 | state = oldstate; |
1560 | oldstate = tmpstate; |
1561 | t = ANIM_TIME - t; |
1562 | } |
1563 | |
1564 | tx = ty = -1; |
1565 | if (oldstate && (t < ANIM_TIME)) { |
1566 | /* |
1567 | * We're animating a slide, of row/column number |
1568 | * state->last_move_pos, in direction |
1569 | * state->last_move_dir |
1570 | */ |
1571 | xshift = state->last_move_row == -1 ? 0.0 : |
1572 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1573 | yshift = state->last_move_col == -1 ? 0.0 : |
1574 | (1 - t / ANIM_TIME) * state->last_move_dir; |
1575 | } |
1576 | |
1577 | frame = -1; |
1578 | if (ft > 0) { |
1579 | /* |
1580 | * We're animating a completion flash. Find which frame |
1581 | * we're at. |
1582 | */ |
1583 | frame = (int)(ft / FLASH_FRAME); |
1584 | } |
1585 | |
1586 | /* |
1587 | * Draw any tile which differs from the way it was last drawn. |
1588 | */ |
1589 | if (xshift != 0.0 || yshift != 0.0) { |
1590 | active = compute_active(state, |
1591 | state->last_move_row, state->last_move_col); |
1592 | } else { |
1593 | active = compute_active(state, -1, -1); |
1594 | } |
1595 | |
1596 | clip(fe, |
1597 | BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, |
1598 | TILE_SIZE * state->width + TILE_BORDER, |
1599 | TILE_SIZE * state->height + TILE_BORDER); |
1600 | |
1601 | for (x = 0; x < ds->width; x++) |
1602 | for (y = 0; y < ds->height; y++) { |
1603 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1604 | |
1605 | /* |
1606 | * In a completion flash, we adjust the FLASHING bit |
1607 | * depending on our distance from the centre point and |
1608 | * the frame number. |
1609 | */ |
1610 | if (frame >= 0) { |
1611 | int xdist, ydist, dist; |
1612 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1613 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1614 | dist = (xdist > ydist ? xdist : ydist); |
1615 | |
1616 | if (frame >= dist && frame < dist+4) { |
1617 | int flash = (frame - dist) & 1; |
1618 | flash = flash ? FLASHING : 0; |
1619 | c = (c &~ FLASHING) | flash; |
1620 | } |
1621 | } |
1622 | |
1623 | if (index(state, ds->visible, x, y) != c || |
1624 | index(state, ds->visible, x, y) == 0xFF || |
1625 | (x == state->last_move_col || y == state->last_move_row)) |
1626 | { |
1627 | float xs = (y == state->last_move_row ? xshift : 0.0); |
1628 | float ys = (x == state->last_move_col ? yshift : 0.0); |
1629 | |
1630 | draw_tile(fe, state, x, y, c, xs, ys); |
1631 | if (xs < 0 && x == 0) |
1632 | draw_tile(fe, state, state->width, y, c, xs, ys); |
1633 | else if (xs > 0 && x == state->width - 1) |
1634 | draw_tile(fe, state, -1, y, c, xs, ys); |
1635 | else if (ys < 0 && y == 0) |
1636 | draw_tile(fe, state, x, state->height, c, xs, ys); |
1637 | else if (ys > 0 && y == state->height - 1) |
1638 | draw_tile(fe, state, x, -1, c, xs, ys); |
1639 | |
1640 | if (x == state->last_move_col || y == state->last_move_row) |
1641 | index(state, ds->visible, x, y) = 0xFF; |
1642 | else |
1643 | index(state, ds->visible, x, y) = c; |
1644 | } |
1645 | } |
1646 | |
1647 | for (x = 0; x < ds->width; x++) |
1648 | for (y = 0; y < ds->height; y++) |
1649 | draw_tile_barriers(fe, state, x, y); |
1650 | |
1651 | unclip(fe); |
1652 | |
1653 | /* |
1654 | * Update the status bar. |
1655 | */ |
1656 | { |
1657 | char statusbuf[256]; |
1658 | int i, n, a; |
1659 | |
1660 | n = state->width * state->height; |
1661 | for (i = a = 0; i < n; i++) |
1662 | if (active[i]) |
1663 | a++; |
1664 | |
2ac6d24e |
1665 | if (state->used_solve) |
1666 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1667 | state->move_count - state->completed); |
1668 | else |
1669 | sprintf(statusbuf, "%sMoves: %d", |
1670 | (state->completed ? "COMPLETED! " : ""), |
1671 | (state->completed ? state->completed : state->move_count)); |
1672 | |
aa27d493 |
1673 | if (state->movetarget) |
1674 | sprintf(statusbuf + strlen(statusbuf), " (target %d)", |
1675 | state->movetarget); |
1676 | |
2ac6d24e |
1677 | sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); |
7bed19e1 |
1678 | |
1679 | status_bar(fe, statusbuf); |
1680 | } |
1681 | |
1682 | sfree(active); |
1683 | } |
1684 | |
be8d5aa1 |
1685 | static float game_anim_length(game_state *oldstate, |
1686 | game_state *newstate, int dir) |
7bed19e1 |
1687 | { |
2ac6d24e |
1688 | /* |
1689 | * Don't animate an auto-solve move. |
1690 | */ |
1691 | if ((dir > 0 && newstate->just_used_solve) || |
1692 | (dir < 0 && oldstate->just_used_solve)) |
1693 | return 0.0F; |
1694 | |
7bed19e1 |
1695 | return ANIM_TIME; |
1696 | } |
1697 | |
be8d5aa1 |
1698 | static float game_flash_length(game_state *oldstate, |
1699 | game_state *newstate, int dir) |
7bed19e1 |
1700 | { |
1701 | /* |
1702 | * If the game has just been completed, we display a completion |
1703 | * flash. |
1704 | */ |
2ac6d24e |
1705 | if (!oldstate->completed && newstate->completed && |
1706 | !oldstate->used_solve && !newstate->used_solve) { |
7bed19e1 |
1707 | int size; |
1708 | size = 0; |
1709 | if (size < newstate->cx+1) |
1710 | size = newstate->cx+1; |
1711 | if (size < newstate->cy+1) |
1712 | size = newstate->cy+1; |
1713 | if (size < newstate->width - newstate->cx) |
1714 | size = newstate->width - newstate->cx; |
1715 | if (size < newstate->height - newstate->cy) |
1716 | size = newstate->height - newstate->cy; |
1717 | return FLASH_FRAME * (size+4); |
1718 | } |
1719 | |
1720 | return 0.0F; |
1721 | } |
1722 | |
be8d5aa1 |
1723 | static int game_wants_statusbar(void) |
7bed19e1 |
1724 | { |
1725 | return TRUE; |
1726 | } |
be8d5aa1 |
1727 | |
1728 | #ifdef COMBINED |
1729 | #define thegame netslide |
1730 | #endif |
1731 | |
1732 | const struct game thegame = { |
1d228b10 |
1733 | "Netslide", "games.netslide", |
be8d5aa1 |
1734 | default_params, |
1735 | game_fetch_preset, |
1736 | decode_params, |
1737 | encode_params, |
1738 | free_params, |
1739 | dup_params, |
1d228b10 |
1740 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1741 | validate_params, |
1185e3c5 |
1742 | new_game_desc, |
6f2d8d7c |
1743 | game_free_aux_info, |
1185e3c5 |
1744 | validate_desc, |
be8d5aa1 |
1745 | new_game, |
1746 | dup_game, |
1747 | free_game, |
2ac6d24e |
1748 | TRUE, solve_game, |
9b4b03d3 |
1749 | FALSE, game_text_format, |
be8d5aa1 |
1750 | new_ui, |
1751 | free_ui, |
1752 | make_move, |
1753 | game_size, |
1754 | game_colours, |
1755 | game_new_drawstate, |
1756 | game_free_drawstate, |
1757 | game_redraw, |
1758 | game_anim_length, |
1759 | game_flash_length, |
1760 | game_wants_statusbar, |
1761 | }; |