720a8fb7 |
1 | /* |
2 | * net.c: Net game. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
2ef96bd6 |
10 | #include <math.h> |
720a8fb7 |
11 | |
12 | #include "puzzles.h" |
13 | #include "tree234.h" |
14 | |
2ef96bd6 |
15 | #define PI 3.141592653589793238462643383279502884197169399 |
16 | |
17 | #define MATMUL(xr,yr,m,x,y) do { \ |
18 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
19 | rx = mat[0] * xx + mat[2] * yy; \ |
20 | ry = mat[1] * xx + mat[3] * yy; \ |
21 | (xr) = rx; (yr) = ry; \ |
22 | } while (0) |
23 | |
24 | /* Direction and other bitfields */ |
720a8fb7 |
25 | #define R 0x01 |
26 | #define U 0x02 |
27 | #define L 0x04 |
28 | #define D 0x08 |
29 | #define LOCKED 0x10 |
2ef96bd6 |
30 | #define ACTIVE 0x20 |
31 | /* Corner flags go in the barriers array */ |
32 | #define RU 0x10 |
33 | #define UL 0x20 |
34 | #define LD 0x40 |
35 | #define DR 0x80 |
720a8fb7 |
36 | |
37 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
38 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
39 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
40 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
41 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
42 | ((n)&3) == 1 ? A(x) : \ |
43 | ((n)&3) == 2 ? F(x) : C(x) ) |
44 | |
45 | /* X and Y displacements */ |
46 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
47 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
48 | |
49 | /* Bit count */ |
50 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
51 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
52 | |
53 | #define TILE_SIZE 32 |
54 | #define TILE_BORDER 1 |
55 | #define WINDOW_OFFSET 16 |
56 | |
8c1fd974 |
57 | #define ROTATE_TIME 0.13F |
58 | #define FLASH_FRAME 0.07F |
2ef96bd6 |
59 | |
60 | enum { |
61 | COL_BACKGROUND, |
62 | COL_LOCKED, |
63 | COL_BORDER, |
64 | COL_WIRE, |
65 | COL_ENDPOINT, |
66 | COL_POWERED, |
67 | COL_BARRIER, |
68 | NCOLOURS |
69 | }; |
70 | |
720a8fb7 |
71 | struct game_params { |
72 | int width; |
73 | int height; |
74 | int wrapping; |
75 | float barrier_probability; |
76 | }; |
77 | |
1185e3c5 |
78 | struct game_aux_info { |
2ac6d24e |
79 | int width, height; |
2ac6d24e |
80 | unsigned char *tiles; |
81 | }; |
82 | |
720a8fb7 |
83 | struct game_state { |
1185e3c5 |
84 | int width, height, cx, cy, wrapping, completed; |
85 | int last_rotate_x, last_rotate_y, last_rotate_dir; |
2ac6d24e |
86 | int used_solve, just_used_solve; |
720a8fb7 |
87 | unsigned char *tiles; |
88 | unsigned char *barriers; |
89 | }; |
90 | |
91 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
92 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
93 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
94 | |
95 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
96 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
97 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
98 | |
99 | struct xyd { |
100 | int x, y, direction; |
101 | }; |
102 | |
103 | static int xyd_cmp(void *av, void *bv) { |
104 | struct xyd *a = (struct xyd *)av; |
105 | struct xyd *b = (struct xyd *)bv; |
106 | if (a->x < b->x) |
107 | return -1; |
108 | if (a->x > b->x) |
109 | return +1; |
110 | if (a->y < b->y) |
111 | return -1; |
112 | if (a->y > b->y) |
113 | return +1; |
114 | if (a->direction < b->direction) |
115 | return -1; |
116 | if (a->direction > b->direction) |
117 | return +1; |
118 | return 0; |
119 | }; |
120 | |
121 | static struct xyd *new_xyd(int x, int y, int direction) |
122 | { |
123 | struct xyd *xyd = snew(struct xyd); |
124 | xyd->x = x; |
125 | xyd->y = y; |
126 | xyd->direction = direction; |
127 | return xyd; |
128 | } |
129 | |
130 | /* ---------------------------------------------------------------------- |
7f77ea24 |
131 | * Manage game parameters. |
132 | */ |
be8d5aa1 |
133 | static game_params *default_params(void) |
7f77ea24 |
134 | { |
135 | game_params *ret = snew(game_params); |
136 | |
eb2ad6f1 |
137 | ret->width = 5; |
138 | ret->height = 5; |
139 | ret->wrapping = FALSE; |
140 | ret->barrier_probability = 0.0; |
7f77ea24 |
141 | |
142 | return ret; |
143 | } |
144 | |
be8d5aa1 |
145 | static int game_fetch_preset(int i, char **name, game_params **params) |
eb2ad6f1 |
146 | { |
147 | game_params *ret; |
148 | char str[80]; |
149 | static const struct { int x, y, wrap; } values[] = { |
150 | {5, 5, FALSE}, |
151 | {7, 7, FALSE}, |
152 | {9, 9, FALSE}, |
153 | {11, 11, FALSE}, |
154 | {13, 11, FALSE}, |
155 | {5, 5, TRUE}, |
156 | {7, 7, TRUE}, |
157 | {9, 9, TRUE}, |
158 | {11, 11, TRUE}, |
159 | {13, 11, TRUE}, |
160 | }; |
161 | |
162 | if (i < 0 || i >= lenof(values)) |
163 | return FALSE; |
164 | |
165 | ret = snew(game_params); |
166 | ret->width = values[i].x; |
167 | ret->height = values[i].y; |
168 | ret->wrapping = values[i].wrap; |
169 | ret->barrier_probability = 0.0; |
170 | |
171 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
172 | ret->wrapping ? " wrapping" : ""); |
173 | |
174 | *name = dupstr(str); |
175 | *params = ret; |
176 | return TRUE; |
177 | } |
178 | |
be8d5aa1 |
179 | static void free_params(game_params *params) |
7f77ea24 |
180 | { |
181 | sfree(params); |
182 | } |
183 | |
be8d5aa1 |
184 | static game_params *dup_params(game_params *params) |
eb2ad6f1 |
185 | { |
186 | game_params *ret = snew(game_params); |
187 | *ret = *params; /* structure copy */ |
188 | return ret; |
189 | } |
190 | |
1185e3c5 |
191 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
192 | { |
b0e26073 |
193 | char const *p = string; |
194 | |
195 | ret->width = atoi(p); |
196 | while (*p && isdigit(*p)) p++; |
197 | if (*p == 'x') { |
198 | p++; |
199 | ret->height = atoi(p); |
200 | while (*p && isdigit(*p)) p++; |
201 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
202 | p++; |
203 | if (*p == 'b') |
204 | ret->barrier_probability = atof(p+1); |
205 | } else { |
206 | ret->height = ret->width; |
207 | } |
b0e26073 |
208 | } |
209 | |
1185e3c5 |
210 | static char *encode_params(game_params *params, int full) |
b0e26073 |
211 | { |
212 | char ret[400]; |
213 | int len; |
214 | |
215 | len = sprintf(ret, "%dx%d", params->width, params->height); |
216 | if (params->wrapping) |
217 | ret[len++] = 'w'; |
1185e3c5 |
218 | if (full && params->barrier_probability) |
b0e26073 |
219 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
220 | assert(len < lenof(ret)); |
221 | ret[len] = '\0'; |
222 | |
223 | return dupstr(ret); |
224 | } |
225 | |
be8d5aa1 |
226 | static config_item *game_configure(game_params *params) |
c8230524 |
227 | { |
228 | config_item *ret; |
229 | char buf[80]; |
230 | |
231 | ret = snewn(5, config_item); |
232 | |
233 | ret[0].name = "Width"; |
95709966 |
234 | ret[0].type = C_STRING; |
c8230524 |
235 | sprintf(buf, "%d", params->width); |
236 | ret[0].sval = dupstr(buf); |
237 | ret[0].ival = 0; |
238 | |
239 | ret[1].name = "Height"; |
95709966 |
240 | ret[1].type = C_STRING; |
c8230524 |
241 | sprintf(buf, "%d", params->height); |
242 | ret[1].sval = dupstr(buf); |
243 | ret[1].ival = 0; |
244 | |
245 | ret[2].name = "Walls wrap around"; |
95709966 |
246 | ret[2].type = C_BOOLEAN; |
c8230524 |
247 | ret[2].sval = NULL; |
248 | ret[2].ival = params->wrapping; |
249 | |
250 | ret[3].name = "Barrier probability"; |
95709966 |
251 | ret[3].type = C_STRING; |
c8230524 |
252 | sprintf(buf, "%g", params->barrier_probability); |
253 | ret[3].sval = dupstr(buf); |
254 | ret[3].ival = 0; |
255 | |
256 | ret[4].name = NULL; |
95709966 |
257 | ret[4].type = C_END; |
c8230524 |
258 | ret[4].sval = NULL; |
259 | ret[4].ival = 0; |
260 | |
261 | return ret; |
262 | } |
263 | |
be8d5aa1 |
264 | static game_params *custom_params(config_item *cfg) |
c8230524 |
265 | { |
266 | game_params *ret = snew(game_params); |
267 | |
268 | ret->width = atoi(cfg[0].sval); |
269 | ret->height = atoi(cfg[1].sval); |
270 | ret->wrapping = cfg[2].ival; |
95709966 |
271 | ret->barrier_probability = (float)atof(cfg[3].sval); |
c8230524 |
272 | |
273 | return ret; |
274 | } |
275 | |
be8d5aa1 |
276 | static char *validate_params(game_params *params) |
c8230524 |
277 | { |
278 | if (params->width <= 0 && params->height <= 0) |
279 | return "Width and height must both be greater than zero"; |
280 | if (params->width <= 0) |
281 | return "Width must be greater than zero"; |
282 | if (params->height <= 0) |
283 | return "Height must be greater than zero"; |
284 | if (params->width <= 1 && params->height <= 1) |
285 | return "At least one of width and height must be greater than one"; |
286 | if (params->barrier_probability < 0) |
287 | return "Barrier probability may not be negative"; |
288 | if (params->barrier_probability > 1) |
289 | return "Barrier probability may not be greater than 1"; |
290 | return NULL; |
291 | } |
292 | |
7f77ea24 |
293 | /* ---------------------------------------------------------------------- |
1185e3c5 |
294 | * Randomly select a new game description. |
720a8fb7 |
295 | */ |
296 | |
1185e3c5 |
297 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
298 | game_aux_info **aux) |
720a8fb7 |
299 | { |
1185e3c5 |
300 | tree234 *possibilities, *barriertree; |
301 | int w, h, x, y, cx, cy, nbarriers; |
302 | unsigned char *tiles, *barriers; |
303 | char *desc, *p; |
6f2d8d7c |
304 | |
1185e3c5 |
305 | w = params->width; |
306 | h = params->height; |
720a8fb7 |
307 | |
1185e3c5 |
308 | tiles = snewn(w * h, unsigned char); |
309 | memset(tiles, 0, w * h); |
310 | barriers = snewn(w * h, unsigned char); |
311 | memset(barriers, 0, w * h); |
720a8fb7 |
312 | |
1185e3c5 |
313 | cx = w / 2; |
314 | cy = h / 2; |
720a8fb7 |
315 | |
316 | /* |
317 | * Construct the unshuffled grid. |
318 | * |
319 | * To do this, we simply start at the centre point, repeatedly |
320 | * choose a random possibility out of the available ways to |
321 | * extend a used square into an unused one, and do it. After |
322 | * extending the third line out of a square, we remove the |
323 | * fourth from the possibilities list to avoid any full-cross |
324 | * squares (which would make the game too easy because they |
325 | * only have one orientation). |
326 | * |
327 | * The slightly worrying thing is the avoidance of full-cross |
328 | * squares. Can this cause our unsophisticated construction |
329 | * algorithm to paint itself into a corner, by getting into a |
330 | * situation where there are some unreached squares and the |
331 | * only way to reach any of them is to extend a T-piece into a |
332 | * full cross? |
333 | * |
334 | * Answer: no it can't, and here's a proof. |
335 | * |
336 | * Any contiguous group of such unreachable squares must be |
337 | * surrounded on _all_ sides by T-pieces pointing away from the |
338 | * group. (If not, then there is a square which can be extended |
339 | * into one of the `unreachable' ones, and so it wasn't |
340 | * unreachable after all.) In particular, this implies that |
341 | * each contiguous group of unreachable squares must be |
342 | * rectangular in shape (any deviation from that yields a |
343 | * non-T-piece next to an `unreachable' square). |
344 | * |
345 | * So we have a rectangle of unreachable squares, with T-pieces |
346 | * forming a solid border around the rectangle. The corners of |
347 | * that border must be connected (since every tile connects all |
348 | * the lines arriving in it), and therefore the border must |
349 | * form a closed loop around the rectangle. |
350 | * |
351 | * But this can't have happened in the first place, since we |
352 | * _know_ we've avoided creating closed loops! Hence, no such |
353 | * situation can ever arise, and the naive grid construction |
354 | * algorithm will guaranteeably result in a complete grid |
355 | * containing no unreached squares, no full crosses _and_ no |
356 | * closed loops. [] |
357 | */ |
358 | possibilities = newtree234(xyd_cmp); |
ecadce0d |
359 | |
1185e3c5 |
360 | if (cx+1 < w) |
361 | add234(possibilities, new_xyd(cx, cy, R)); |
362 | if (cy-1 >= 0) |
363 | add234(possibilities, new_xyd(cx, cy, U)); |
364 | if (cx-1 >= 0) |
365 | add234(possibilities, new_xyd(cx, cy, L)); |
366 | if (cy+1 < h) |
367 | add234(possibilities, new_xyd(cx, cy, D)); |
720a8fb7 |
368 | |
369 | while (count234(possibilities) > 0) { |
370 | int i; |
371 | struct xyd *xyd; |
372 | int x1, y1, d1, x2, y2, d2, d; |
373 | |
374 | /* |
375 | * Extract a randomly chosen possibility from the list. |
376 | */ |
377 | i = random_upto(rs, count234(possibilities)); |
378 | xyd = delpos234(possibilities, i); |
379 | x1 = xyd->x; |
380 | y1 = xyd->y; |
381 | d1 = xyd->direction; |
382 | sfree(xyd); |
383 | |
1185e3c5 |
384 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
385 | d2 = F(d1); |
386 | #ifdef DEBUG |
387 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
388 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
389 | #endif |
390 | |
391 | /* |
392 | * Make the connection. (We should be moving to an as yet |
393 | * unused tile.) |
394 | */ |
1185e3c5 |
395 | index(params, tiles, x1, y1) |= d1; |
396 | assert(index(params, tiles, x2, y2) == 0); |
397 | index(params, tiles, x2, y2) |= d2; |
720a8fb7 |
398 | |
399 | /* |
400 | * If we have created a T-piece, remove its last |
401 | * possibility. |
402 | */ |
1185e3c5 |
403 | if (COUNT(index(params, tiles, x1, y1)) == 3) { |
720a8fb7 |
404 | struct xyd xyd1, *xydp; |
405 | |
406 | xyd1.x = x1; |
407 | xyd1.y = y1; |
1185e3c5 |
408 | xyd1.direction = 0x0F ^ index(params, tiles, x1, y1); |
720a8fb7 |
409 | |
410 | xydp = find234(possibilities, &xyd1, NULL); |
411 | |
412 | if (xydp) { |
413 | #ifdef DEBUG |
414 | printf("T-piece; removing (%d,%d,%c)\n", |
415 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
416 | #endif |
417 | del234(possibilities, xydp); |
418 | sfree(xydp); |
419 | } |
420 | } |
421 | |
422 | /* |
423 | * Remove all other possibilities that were pointing at the |
424 | * tile we've just moved into. |
425 | */ |
426 | for (d = 1; d < 0x10; d <<= 1) { |
427 | int x3, y3, d3; |
428 | struct xyd xyd1, *xydp; |
429 | |
1185e3c5 |
430 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
431 | d3 = F(d); |
432 | |
433 | xyd1.x = x3; |
434 | xyd1.y = y3; |
435 | xyd1.direction = d3; |
436 | |
437 | xydp = find234(possibilities, &xyd1, NULL); |
438 | |
439 | if (xydp) { |
440 | #ifdef DEBUG |
441 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
442 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
443 | #endif |
444 | del234(possibilities, xydp); |
445 | sfree(xydp); |
446 | } |
447 | } |
448 | |
449 | /* |
450 | * Add new possibilities to the list for moving _out_ of |
451 | * the tile we have just moved into. |
452 | */ |
453 | for (d = 1; d < 0x10; d <<= 1) { |
454 | int x3, y3; |
455 | |
456 | if (d == d2) |
457 | continue; /* we've got this one already */ |
458 | |
1185e3c5 |
459 | if (!params->wrapping) { |
720a8fb7 |
460 | if (d == U && y2 == 0) |
461 | continue; |
1185e3c5 |
462 | if (d == D && y2 == h-1) |
720a8fb7 |
463 | continue; |
464 | if (d == L && x2 == 0) |
465 | continue; |
1185e3c5 |
466 | if (d == R && x2 == w-1) |
720a8fb7 |
467 | continue; |
468 | } |
469 | |
1185e3c5 |
470 | OFFSET(x3, y3, x2, y2, d, params); |
720a8fb7 |
471 | |
1185e3c5 |
472 | if (index(params, tiles, x3, y3)) |
720a8fb7 |
473 | continue; /* this would create a loop */ |
474 | |
475 | #ifdef DEBUG |
476 | printf("New frontier; adding (%d,%d,%c)\n", |
477 | x2, y2, "0RU3L567D9abcdef"[d]); |
478 | #endif |
479 | add234(possibilities, new_xyd(x2, y2, d)); |
480 | } |
481 | } |
482 | /* Having done that, we should have no possibilities remaining. */ |
483 | assert(count234(possibilities) == 0); |
484 | freetree234(possibilities); |
485 | |
486 | /* |
487 | * Now compute a list of the possible barrier locations. |
488 | */ |
1185e3c5 |
489 | barriertree = newtree234(xyd_cmp); |
490 | for (y = 0; y < h; y++) { |
491 | for (x = 0; x < w; x++) { |
492 | |
493 | if (!(index(params, tiles, x, y) & R) && |
494 | (params->wrapping || x < w-1)) |
495 | add234(barriertree, new_xyd(x, y, R)); |
496 | if (!(index(params, tiles, x, y) & D) && |
497 | (params->wrapping || y < h-1)) |
498 | add234(barriertree, new_xyd(x, y, D)); |
720a8fb7 |
499 | } |
500 | } |
501 | |
502 | /* |
1185e3c5 |
503 | * Save the unshuffled grid in an aux_info. |
2ac6d24e |
504 | */ |
505 | { |
1185e3c5 |
506 | game_aux_info *solution; |
2ac6d24e |
507 | |
1185e3c5 |
508 | solution = snew(game_aux_info); |
509 | solution->width = w; |
510 | solution->height = h; |
511 | solution->tiles = snewn(w * h, unsigned char); |
512 | memcpy(solution->tiles, tiles, w * h); |
2ac6d24e |
513 | |
1185e3c5 |
514 | *aux = solution; |
2ac6d24e |
515 | } |
516 | |
517 | /* |
720a8fb7 |
518 | * Now shuffle the grid. |
519 | */ |
1185e3c5 |
520 | for (y = 0; y < h; y++) { |
521 | for (x = 0; x < w; x++) { |
522 | int orig = index(params, tiles, x, y); |
720a8fb7 |
523 | int rot = random_upto(rs, 4); |
1185e3c5 |
524 | index(params, tiles, x, y) = ROT(orig, rot); |
720a8fb7 |
525 | } |
526 | } |
527 | |
528 | /* |
529 | * And now choose barrier locations. (We carefully do this |
530 | * _after_ shuffling, so that changing the barrier rate in the |
1185e3c5 |
531 | * params while keeping the random seed the same will give the |
720a8fb7 |
532 | * same shuffled grid and _only_ change the barrier locations. |
533 | * Also the way we choose barrier locations, by repeatedly |
534 | * choosing one possibility from the list until we have enough, |
535 | * is designed to ensure that raising the barrier rate while |
536 | * keeping the seed the same will provide a superset of the |
537 | * previous barrier set - i.e. if you ask for 10 barriers, and |
538 | * then decide that's still too hard and ask for 20, you'll get |
539 | * the original 10 plus 10 more, rather than getting 20 new |
540 | * ones and the chance of remembering your first 10.) |
541 | */ |
1185e3c5 |
542 | nbarriers = (int)(params->barrier_probability * count234(barriertree)); |
543 | assert(nbarriers >= 0 && nbarriers <= count234(barriertree)); |
720a8fb7 |
544 | |
545 | while (nbarriers > 0) { |
546 | int i; |
547 | struct xyd *xyd; |
548 | int x1, y1, d1, x2, y2, d2; |
549 | |
550 | /* |
551 | * Extract a randomly chosen barrier from the list. |
552 | */ |
1185e3c5 |
553 | i = random_upto(rs, count234(barriertree)); |
554 | xyd = delpos234(barriertree, i); |
720a8fb7 |
555 | |
556 | assert(xyd != NULL); |
557 | |
558 | x1 = xyd->x; |
559 | y1 = xyd->y; |
560 | d1 = xyd->direction; |
561 | sfree(xyd); |
562 | |
1185e3c5 |
563 | OFFSET(x2, y2, x1, y1, d1, params); |
720a8fb7 |
564 | d2 = F(d1); |
565 | |
1185e3c5 |
566 | index(params, barriers, x1, y1) |= d1; |
567 | index(params, barriers, x2, y2) |= d2; |
720a8fb7 |
568 | |
569 | nbarriers--; |
570 | } |
571 | |
572 | /* |
573 | * Clean up the rest of the barrier list. |
574 | */ |
575 | { |
576 | struct xyd *xyd; |
577 | |
1185e3c5 |
578 | while ( (xyd = delpos234(barriertree, 0)) != NULL) |
720a8fb7 |
579 | sfree(xyd); |
580 | |
1185e3c5 |
581 | freetree234(barriertree); |
582 | } |
583 | |
584 | /* |
585 | * Finally, encode the grid into a string game description. |
586 | * |
587 | * My syntax is extremely simple: each square is encoded as a |
588 | * hex digit in which bit 0 means a connection on the right, |
589 | * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same |
590 | * encoding as used internally). Each digit is followed by |
591 | * optional barrier indicators: `v' means a vertical barrier to |
592 | * the right of it, and `h' means a horizontal barrier below |
593 | * it. |
594 | */ |
595 | desc = snewn(w * h * 3 + 1, char); |
596 | p = desc; |
597 | for (y = 0; y < h; y++) { |
598 | for (x = 0; x < w; x++) { |
599 | *p++ = "0123456789abcdef"[index(params, tiles, x, y)]; |
600 | if ((params->wrapping || x < w-1) && |
601 | (index(params, barriers, x, y) & R)) |
602 | *p++ = 'v'; |
603 | if ((params->wrapping || y < h-1) && |
604 | (index(params, barriers, x, y) & D)) |
605 | *p++ = 'h'; |
606 | } |
607 | } |
608 | assert(p - desc <= w*h*3); |
609 | |
610 | sfree(tiles); |
611 | sfree(barriers); |
612 | |
613 | return desc; |
614 | } |
615 | |
616 | static void game_free_aux_info(game_aux_info *aux) |
617 | { |
618 | sfree(aux->tiles); |
619 | sfree(aux); |
620 | } |
621 | |
622 | static char *validate_desc(game_params *params, char *desc) |
623 | { |
624 | int w = params->width, h = params->height; |
625 | int i; |
626 | |
627 | for (i = 0; i < w*h; i++) { |
628 | if (*desc >= '0' && *desc <= '9') |
629 | /* OK */; |
630 | else if (*desc >= 'a' && *desc <= 'f') |
631 | /* OK */; |
632 | else if (*desc >= 'A' && *desc <= 'F') |
633 | /* OK */; |
634 | else if (!*desc) |
635 | return "Game description shorter than expected"; |
636 | else |
637 | return "Game description contained unexpected character"; |
638 | desc++; |
639 | while (*desc == 'h' || *desc == 'v') |
640 | desc++; |
641 | } |
642 | if (*desc) |
643 | return "Game description longer than expected"; |
644 | |
645 | return NULL; |
646 | } |
647 | |
648 | /* ---------------------------------------------------------------------- |
649 | * Construct an initial game state, given a description and parameters. |
650 | */ |
651 | |
652 | static game_state *new_game(game_params *params, char *desc) |
653 | { |
654 | game_state *state; |
655 | int w, h, x, y; |
656 | |
657 | assert(params->width > 0 && params->height > 0); |
658 | assert(params->width > 1 || params->height > 1); |
659 | |
660 | /* |
661 | * Create a blank game state. |
662 | */ |
663 | state = snew(game_state); |
664 | w = state->width = params->width; |
665 | h = state->height = params->height; |
666 | state->cx = state->width / 2; |
667 | state->cy = state->height / 2; |
668 | state->wrapping = params->wrapping; |
669 | state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0; |
670 | state->completed = state->used_solve = state->just_used_solve = FALSE; |
671 | state->tiles = snewn(state->width * state->height, unsigned char); |
672 | memset(state->tiles, 0, state->width * state->height); |
673 | state->barriers = snewn(state->width * state->height, unsigned char); |
674 | memset(state->barriers, 0, state->width * state->height); |
675 | |
676 | /* |
677 | * Parse the game description into the grid. |
678 | */ |
679 | for (y = 0; y < h; y++) { |
680 | for (x = 0; x < w; x++) { |
681 | if (*desc >= '0' && *desc <= '9') |
682 | tile(state, x, y) = *desc - '0'; |
683 | else if (*desc >= 'a' && *desc <= 'f') |
684 | tile(state, x, y) = *desc - 'a' + 10; |
685 | else if (*desc >= 'A' && *desc <= 'F') |
686 | tile(state, x, y) = *desc - 'A' + 10; |
687 | if (*desc) |
688 | desc++; |
689 | while (*desc == 'h' || *desc == 'v') { |
690 | int x2, y2, d1, d2; |
691 | if (*desc == 'v') |
692 | d1 = R; |
693 | else |
694 | d1 = D; |
695 | |
696 | OFFSET(x2, y2, x, y, d1, state); |
697 | d2 = F(d1); |
698 | |
699 | barrier(state, x, y) |= d1; |
700 | barrier(state, x2, y2) |= d2; |
701 | |
702 | desc++; |
703 | } |
704 | } |
705 | } |
706 | |
707 | /* |
708 | * Set up border barriers if this is a non-wrapping game. |
709 | */ |
710 | if (!state->wrapping) { |
711 | for (x = 0; x < state->width; x++) { |
712 | barrier(state, x, 0) |= U; |
713 | barrier(state, x, state->height-1) |= D; |
714 | } |
715 | for (y = 0; y < state->height; y++) { |
716 | barrier(state, 0, y) |= L; |
717 | barrier(state, state->width-1, y) |= R; |
718 | } |
720a8fb7 |
719 | } |
720 | |
2ef96bd6 |
721 | /* |
722 | * Set up the barrier corner flags, for drawing barriers |
723 | * prettily when they meet. |
724 | */ |
725 | for (y = 0; y < state->height; y++) { |
726 | for (x = 0; x < state->width; x++) { |
727 | int dir; |
728 | |
729 | for (dir = 1; dir < 0x10; dir <<= 1) { |
730 | int dir2 = A(dir); |
731 | int x1, y1, x2, y2, x3, y3; |
732 | int corner = FALSE; |
733 | |
734 | if (!(barrier(state, x, y) & dir)) |
735 | continue; |
736 | |
737 | if (barrier(state, x, y) & dir2) |
738 | corner = TRUE; |
739 | |
740 | x1 = x + X(dir), y1 = y + Y(dir); |
741 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
742 | y1 >= 0 && y1 < state->height && |
2ef96bd6 |
743 | (barrier(state, x1, y1) & dir2)) |
744 | corner = TRUE; |
745 | |
746 | x2 = x + X(dir2), y2 = y + Y(dir2); |
747 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
748 | y2 >= 0 && y2 < state->height && |
2ef96bd6 |
749 | (barrier(state, x2, y2) & dir)) |
750 | corner = TRUE; |
751 | |
752 | if (corner) { |
753 | barrier(state, x, y) |= (dir << 4); |
754 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
755 | y1 >= 0 && y1 < state->height) |
2ef96bd6 |
756 | barrier(state, x1, y1) |= (A(dir) << 4); |
757 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
758 | y2 >= 0 && y2 < state->height) |
2ef96bd6 |
759 | barrier(state, x2, y2) |= (C(dir) << 4); |
760 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
761 | if (x3 >= 0 && x3 < state->width && |
eb2ad6f1 |
762 | y3 >= 0 && y3 < state->height) |
2ef96bd6 |
763 | barrier(state, x3, y3) |= (F(dir) << 4); |
764 | } |
765 | } |
766 | } |
767 | } |
768 | |
720a8fb7 |
769 | return state; |
770 | } |
771 | |
be8d5aa1 |
772 | static game_state *dup_game(game_state *state) |
720a8fb7 |
773 | { |
774 | game_state *ret; |
775 | |
776 | ret = snew(game_state); |
777 | ret->width = state->width; |
778 | ret->height = state->height; |
2ef96bd6 |
779 | ret->cx = state->cx; |
780 | ret->cy = state->cy; |
720a8fb7 |
781 | ret->wrapping = state->wrapping; |
782 | ret->completed = state->completed; |
2ac6d24e |
783 | ret->used_solve = state->used_solve; |
784 | ret->just_used_solve = state->just_used_solve; |
2ef96bd6 |
785 | ret->last_rotate_dir = state->last_rotate_dir; |
1185e3c5 |
786 | ret->last_rotate_x = state->last_rotate_x; |
787 | ret->last_rotate_y = state->last_rotate_y; |
720a8fb7 |
788 | ret->tiles = snewn(state->width * state->height, unsigned char); |
789 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
790 | ret->barriers = snewn(state->width * state->height, unsigned char); |
791 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
792 | |
793 | return ret; |
794 | } |
795 | |
be8d5aa1 |
796 | static void free_game(game_state *state) |
720a8fb7 |
797 | { |
798 | sfree(state->tiles); |
799 | sfree(state->barriers); |
800 | sfree(state); |
801 | } |
802 | |
2ac6d24e |
803 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
804 | char **error) |
805 | { |
806 | game_state *ret; |
807 | |
1185e3c5 |
808 | if (!aux) { |
2ac6d24e |
809 | *error = "Solution not known for this puzzle"; |
810 | return NULL; |
811 | } |
812 | |
1185e3c5 |
813 | assert(aux->width == state->width); |
814 | assert(aux->height == state->height); |
2ac6d24e |
815 | ret = dup_game(state); |
1185e3c5 |
816 | memcpy(ret->tiles, aux->tiles, ret->width * ret->height); |
2ac6d24e |
817 | ret->used_solve = ret->just_used_solve = TRUE; |
818 | ret->completed = TRUE; |
819 | |
820 | return ret; |
821 | } |
822 | |
9b4b03d3 |
823 | static char *game_text_format(game_state *state) |
824 | { |
825 | return NULL; |
826 | } |
827 | |
720a8fb7 |
828 | /* ---------------------------------------------------------------------- |
829 | * Utility routine. |
830 | */ |
831 | |
832 | /* |
833 | * Compute which squares are reachable from the centre square, as a |
834 | * quick visual aid to determining how close the game is to |
835 | * completion. This is also a simple way to tell if the game _is_ |
836 | * completed - just call this function and see whether every square |
837 | * is marked active. |
838 | */ |
839 | static unsigned char *compute_active(game_state *state) |
840 | { |
841 | unsigned char *active; |
842 | tree234 *todo; |
843 | struct xyd *xyd; |
844 | |
845 | active = snewn(state->width * state->height, unsigned char); |
846 | memset(active, 0, state->width * state->height); |
847 | |
848 | /* |
849 | * We only store (x,y) pairs in todo, but it's easier to reuse |
850 | * xyd_cmp and just store direction 0 every time. |
851 | */ |
852 | todo = newtree234(xyd_cmp); |
2ef96bd6 |
853 | index(state, active, state->cx, state->cy) = ACTIVE; |
854 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
720a8fb7 |
855 | |
856 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
857 | int x1, y1, d1, x2, y2, d2; |
858 | |
859 | x1 = xyd->x; |
860 | y1 = xyd->y; |
861 | sfree(xyd); |
862 | |
863 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
864 | OFFSET(x2, y2, x1, y1, d1, state); |
865 | d2 = F(d1); |
866 | |
867 | /* |
868 | * If the next tile in this direction is connected to |
869 | * us, and there isn't a barrier in the way, and it |
870 | * isn't already marked active, then mark it active and |
871 | * add it to the to-examine list. |
872 | */ |
873 | if ((tile(state, x1, y1) & d1) && |
874 | (tile(state, x2, y2) & d2) && |
875 | !(barrier(state, x1, y1) & d1) && |
876 | !index(state, active, x2, y2)) { |
2ef96bd6 |
877 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
878 | add234(todo, new_xyd(x2, y2, 0)); |
879 | } |
880 | } |
881 | } |
882 | /* Now we expect the todo list to have shrunk to zero size. */ |
883 | assert(count234(todo) == 0); |
884 | freetree234(todo); |
885 | |
886 | return active; |
887 | } |
888 | |
66164171 |
889 | struct game_ui { |
890 | int cur_x, cur_y; |
891 | int cur_visible; |
cbb5549e |
892 | random_state *rs; /* used for jumbling */ |
66164171 |
893 | }; |
894 | |
be8d5aa1 |
895 | static game_ui *new_ui(game_state *state) |
74a4e547 |
896 | { |
cbb5549e |
897 | void *seed; |
898 | int seedsize; |
66164171 |
899 | game_ui *ui = snew(game_ui); |
900 | ui->cur_x = state->width / 2; |
901 | ui->cur_y = state->height / 2; |
902 | ui->cur_visible = FALSE; |
cbb5549e |
903 | get_random_seed(&seed, &seedsize); |
904 | ui->rs = random_init(seed, seedsize); |
905 | sfree(seed); |
66164171 |
906 | |
907 | return ui; |
74a4e547 |
908 | } |
909 | |
be8d5aa1 |
910 | static void free_ui(game_ui *ui) |
74a4e547 |
911 | { |
cbb5549e |
912 | random_free(ui->rs); |
66164171 |
913 | sfree(ui); |
74a4e547 |
914 | } |
915 | |
720a8fb7 |
916 | /* ---------------------------------------------------------------------- |
917 | * Process a move. |
918 | */ |
be8d5aa1 |
919 | static game_state *make_move(game_state *state, game_ui *ui, |
920 | int x, int y, int button) |
720a8fb7 |
921 | { |
66164171 |
922 | game_state *ret, *nullret; |
720a8fb7 |
923 | int tx, ty, orig; |
924 | |
66164171 |
925 | nullret = NULL; |
720a8fb7 |
926 | |
66164171 |
927 | if (button == LEFT_BUTTON || |
928 | button == MIDDLE_BUTTON || |
929 | button == RIGHT_BUTTON) { |
930 | |
931 | if (ui->cur_visible) { |
932 | ui->cur_visible = FALSE; |
933 | nullret = state; |
934 | } |
935 | |
936 | /* |
937 | * The button must have been clicked on a valid tile. |
938 | */ |
939 | x -= WINDOW_OFFSET + TILE_BORDER; |
940 | y -= WINDOW_OFFSET + TILE_BORDER; |
941 | if (x < 0 || y < 0) |
942 | return nullret; |
943 | tx = x / TILE_SIZE; |
944 | ty = y / TILE_SIZE; |
945 | if (tx >= state->width || ty >= state->height) |
946 | return nullret; |
947 | if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
948 | y % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
949 | return nullret; |
950 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
951 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
952 | if (button == CURSOR_UP && ui->cur_y > 0) |
953 | ui->cur_y--; |
954 | else if (button == CURSOR_DOWN && ui->cur_y < state->height-1) |
955 | ui->cur_y++; |
956 | else if (button == CURSOR_LEFT && ui->cur_x > 0) |
957 | ui->cur_x--; |
958 | else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1) |
959 | ui->cur_x++; |
960 | else |
961 | return nullret; /* no cursor movement */ |
962 | ui->cur_visible = TRUE; |
963 | return state; /* UI activity has occurred */ |
964 | } else if (button == 'a' || button == 's' || button == 'd' || |
965 | button == 'A' || button == 'S' || button == 'D') { |
966 | tx = ui->cur_x; |
967 | ty = ui->cur_y; |
968 | if (button == 'a' || button == 'A') |
969 | button = LEFT_BUTTON; |
970 | else if (button == 's' || button == 'S') |
971 | button = MIDDLE_BUTTON; |
972 | else if (button == 'd' || button == 'D') |
973 | button = RIGHT_BUTTON; |
0671fa51 |
974 | ui->cur_visible = TRUE; |
cbb5549e |
975 | } else if (button == 'j' || button == 'J') { |
976 | /* XXX should we have some mouse control for this? */ |
977 | button = 'J'; /* canonify */ |
978 | tx = ty = -1; /* shut gcc up :( */ |
66164171 |
979 | } else |
980 | return nullret; |
720a8fb7 |
981 | |
982 | /* |
983 | * The middle button locks or unlocks a tile. (A locked tile |
984 | * cannot be turned, and is visually marked as being locked. |
985 | * This is a convenience for the player, so that once they are |
986 | * sure which way round a tile goes, they can lock it and thus |
987 | * avoid forgetting later on that they'd already done that one; |
988 | * and the locking also prevents them turning the tile by |
989 | * accident. If they change their mind, another middle click |
990 | * unlocks it.) |
991 | */ |
992 | if (button == MIDDLE_BUTTON) { |
cbb5549e |
993 | |
720a8fb7 |
994 | ret = dup_game(state); |
2ac6d24e |
995 | ret->just_used_solve = FALSE; |
720a8fb7 |
996 | tile(ret, tx, ty) ^= LOCKED; |
1185e3c5 |
997 | ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0; |
720a8fb7 |
998 | return ret; |
720a8fb7 |
999 | |
cbb5549e |
1000 | } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
720a8fb7 |
1001 | |
cbb5549e |
1002 | /* |
1003 | * The left and right buttons have no effect if clicked on a |
1004 | * locked tile. |
1005 | */ |
1006 | if (tile(state, tx, ty) & LOCKED) |
1007 | return nullret; |
1008 | |
1009 | /* |
1010 | * Otherwise, turn the tile one way or the other. Left button |
1011 | * turns anticlockwise; right button turns clockwise. |
1012 | */ |
1013 | ret = dup_game(state); |
2ac6d24e |
1014 | ret->just_used_solve = FALSE; |
cbb5549e |
1015 | orig = tile(ret, tx, ty); |
1016 | if (button == LEFT_BUTTON) { |
1017 | tile(ret, tx, ty) = A(orig); |
1018 | ret->last_rotate_dir = +1; |
1019 | } else { |
1020 | tile(ret, tx, ty) = C(orig); |
1021 | ret->last_rotate_dir = -1; |
1022 | } |
1185e3c5 |
1023 | ret->last_rotate_x = tx; |
1024 | ret->last_rotate_y = ty; |
cbb5549e |
1025 | |
1026 | } else if (button == 'J') { |
1027 | |
1028 | /* |
1029 | * Jumble all unlocked tiles to random orientations. |
1030 | */ |
1031 | int jx, jy; |
1032 | ret = dup_game(state); |
2ac6d24e |
1033 | ret->just_used_solve = FALSE; |
cbb5549e |
1034 | for (jy = 0; jy < ret->height; jy++) { |
1035 | for (jx = 0; jx < ret->width; jx++) { |
1036 | if (!(tile(ret, jx, jy) & LOCKED)) { |
1037 | int rot = random_upto(ui->rs, 4); |
1038 | orig = tile(ret, jx, jy); |
1039 | tile(ret, jx, jy) = ROT(orig, rot); |
1040 | } |
1041 | } |
1042 | } |
1043 | ret->last_rotate_dir = 0; /* suppress animation */ |
1185e3c5 |
1044 | ret->last_rotate_x = ret->last_rotate_y = 0; |
cbb5549e |
1045 | |
1046 | } else assert(0); |
720a8fb7 |
1047 | |
1048 | /* |
1049 | * Check whether the game has been completed. |
1050 | */ |
1051 | { |
1052 | unsigned char *active = compute_active(ret); |
1053 | int x1, y1; |
1054 | int complete = TRUE; |
1055 | |
1056 | for (x1 = 0; x1 < ret->width; x1++) |
1057 | for (y1 = 0; y1 < ret->height; y1++) |
1185e3c5 |
1058 | if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) { |
720a8fb7 |
1059 | complete = FALSE; |
1060 | goto break_label; /* break out of two loops at once */ |
1061 | } |
1062 | break_label: |
1063 | |
1064 | sfree(active); |
1065 | |
1066 | if (complete) |
1067 | ret->completed = TRUE; |
1068 | } |
1069 | |
1070 | return ret; |
1071 | } |
1072 | |
1073 | /* ---------------------------------------------------------------------- |
1074 | * Routines for drawing the game position on the screen. |
1075 | */ |
1076 | |
2ef96bd6 |
1077 | struct game_drawstate { |
1078 | int started; |
1079 | int width, height; |
1080 | unsigned char *visible; |
1081 | }; |
1082 | |
be8d5aa1 |
1083 | static game_drawstate *game_new_drawstate(game_state *state) |
2ef96bd6 |
1084 | { |
1085 | game_drawstate *ds = snew(game_drawstate); |
1086 | |
1087 | ds->started = FALSE; |
1088 | ds->width = state->width; |
1089 | ds->height = state->height; |
1090 | ds->visible = snewn(state->width * state->height, unsigned char); |
1091 | memset(ds->visible, 0xFF, state->width * state->height); |
1092 | |
1093 | return ds; |
1094 | } |
1095 | |
be8d5aa1 |
1096 | static void game_free_drawstate(game_drawstate *ds) |
2ef96bd6 |
1097 | { |
1098 | sfree(ds->visible); |
1099 | sfree(ds); |
1100 | } |
1101 | |
be8d5aa1 |
1102 | static void game_size(game_params *params, int *x, int *y) |
7f77ea24 |
1103 | { |
1104 | *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
1105 | *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
1106 | } |
1107 | |
be8d5aa1 |
1108 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2ef96bd6 |
1109 | { |
1110 | float *ret; |
83680571 |
1111 | |
2ef96bd6 |
1112 | ret = snewn(NCOLOURS * 3, float); |
1113 | *ncolours = NCOLOURS; |
720a8fb7 |
1114 | |
2ef96bd6 |
1115 | /* |
1116 | * Basic background colour is whatever the front end thinks is |
1117 | * a sensible default. |
1118 | */ |
1119 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1120 | |
1121 | /* |
1122 | * Wires are black. |
1123 | */ |
03f856c4 |
1124 | ret[COL_WIRE * 3 + 0] = 0.0F; |
1125 | ret[COL_WIRE * 3 + 1] = 0.0F; |
1126 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
1127 | |
1128 | /* |
1129 | * Powered wires and powered endpoints are cyan. |
1130 | */ |
03f856c4 |
1131 | ret[COL_POWERED * 3 + 0] = 0.0F; |
1132 | ret[COL_POWERED * 3 + 1] = 1.0F; |
1133 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
1134 | |
1135 | /* |
1136 | * Barriers are red. |
1137 | */ |
03f856c4 |
1138 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
1139 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
1140 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
1141 | |
1142 | /* |
1143 | * Unpowered endpoints are blue. |
1144 | */ |
03f856c4 |
1145 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
1146 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
1147 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
1148 | |
1149 | /* |
1150 | * Tile borders are a darker grey than the background. |
1151 | */ |
03f856c4 |
1152 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1153 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1154 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
1155 | |
1156 | /* |
1157 | * Locked tiles are a grey in between those two. |
1158 | */ |
03f856c4 |
1159 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1160 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1161 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
1162 | |
1163 | return ret; |
1164 | } |
1165 | |
1166 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
1167 | int colour) |
720a8fb7 |
1168 | { |
2ef96bd6 |
1169 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
1170 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
1171 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
1172 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
1173 | draw_line(fe, x1, y1, x2, y2, colour); |
1174 | } |
720a8fb7 |
1175 | |
2ef96bd6 |
1176 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
1177 | int colour) |
1178 | { |
1179 | int mx = (x1 < x2 ? x1 : x2); |
1180 | int my = (y1 < y2 ? y1 : y2); |
1181 | int dx = (x2 + x1 - 2*mx + 1); |
1182 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
1183 | |
2ef96bd6 |
1184 | draw_rect(fe, mx, my, dx, dy, colour); |
1185 | } |
720a8fb7 |
1186 | |
2ef96bd6 |
1187 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
1188 | { |
1189 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1190 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1191 | int x1, y1, dx, dy, dir2; |
1192 | |
1193 | dir >>= 4; |
1194 | |
1195 | dir2 = A(dir); |
1196 | dx = X(dir) + X(dir2); |
1197 | dy = Y(dir) + Y(dir2); |
1198 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1199 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
1200 | |
1201 | if (phase == 0) { |
1202 | draw_rect_coords(fe, bx+x1, by+y1, |
1203 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
1204 | COL_WIRE); |
1205 | draw_rect_coords(fe, bx+x1, by+y1, |
1206 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
1207 | COL_WIRE); |
1208 | } else { |
1209 | draw_rect_coords(fe, bx+x1, by+y1, |
1210 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
1211 | COL_BARRIER); |
720a8fb7 |
1212 | } |
2ef96bd6 |
1213 | } |
1214 | |
1215 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
1216 | { |
1217 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1218 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1219 | int x1, y1, w, h; |
1220 | |
1221 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
1222 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
1223 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1224 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
1225 | |
1226 | if (phase == 0) { |
1227 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
1228 | } else { |
1229 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
1230 | } |
1231 | } |
720a8fb7 |
1232 | |
2ef96bd6 |
1233 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
66164171 |
1234 | float angle, int cursor) |
2ef96bd6 |
1235 | { |
1236 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
1237 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
1238 | float matrix[4]; |
1239 | float cx, cy, ex, ey, tx, ty; |
1240 | int dir, col, phase; |
720a8fb7 |
1241 | |
2ef96bd6 |
1242 | /* |
1243 | * When we draw a single tile, we must draw everything up to |
1244 | * and including the borders around the tile. This means that |
1245 | * if the neighbouring tiles have connections to those borders, |
1246 | * we must draw those connections on the borders themselves. |
1247 | * |
1248 | * This would be terribly fiddly if we ever had to draw a tile |
1249 | * while its neighbour was in mid-rotate, because we'd have to |
1250 | * arrange to _know_ that the neighbour was being rotated and |
1251 | * hence had an anomalous effect on the redraw of this tile. |
1252 | * Fortunately, the drawing algorithm avoids ever calling us in |
1253 | * this circumstance: we're either drawing lots of straight |
1254 | * tiles at game start or after a move is complete, or we're |
1255 | * repeatedly drawing only the rotating tile. So no problem. |
1256 | */ |
1257 | |
1258 | /* |
1259 | * So. First blank the tile out completely: draw a big |
1260 | * rectangle in border colour, and a smaller rectangle in |
1261 | * background colour to fill it in. |
1262 | */ |
1263 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1264 | COL_BORDER); |
1265 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1266 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1267 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
1268 | |
1269 | /* |
66164171 |
1270 | * Draw an inset outline rectangle as a cursor, in whichever of |
1271 | * COL_LOCKED and COL_BACKGROUND we aren't currently drawing |
1272 | * in. |
1273 | */ |
1274 | if (cursor) { |
1275 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1276 | bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1277 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1278 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8, |
1279 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1280 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1281 | draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8, |
1282 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1283 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1284 | draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1285 | bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8, |
1286 | tile & LOCKED ? COL_BACKGROUND : COL_LOCKED); |
1287 | } |
1288 | |
1289 | /* |
2ef96bd6 |
1290 | * Set up the rotation matrix. |
1291 | */ |
03f856c4 |
1292 | matrix[0] = (float)cos(angle * PI / 180.0); |
1293 | matrix[1] = (float)-sin(angle * PI / 180.0); |
1294 | matrix[2] = (float)sin(angle * PI / 180.0); |
1295 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
1296 | |
1297 | /* |
1298 | * Draw the wires. |
1299 | */ |
03f856c4 |
1300 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
1301 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1302 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1303 | if (tile & dir) { |
03f856c4 |
1304 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1305 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1306 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1307 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1308 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
1309 | COL_WIRE); |
1310 | } |
1311 | } |
1312 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1313 | if (tile & dir) { |
03f856c4 |
1314 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1315 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1316 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1317 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1318 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
1319 | } |
1320 | } |
1321 | |
1322 | /* |
1323 | * Draw the box in the middle. We do this in blue if the tile |
1324 | * is an unpowered endpoint, in cyan if the tile is a powered |
1325 | * endpoint, in black if the tile is the centrepiece, and |
1326 | * otherwise not at all. |
1327 | */ |
1328 | col = -1; |
1329 | if (x == state->cx && y == state->cy) |
1330 | col = COL_WIRE; |
1331 | else if (COUNT(tile) == 1) { |
1332 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1333 | } |
1334 | if (col >= 0) { |
1335 | int i, points[8]; |
1336 | |
1337 | points[0] = +1; points[1] = +1; |
1338 | points[2] = +1; points[3] = -1; |
1339 | points[4] = -1; points[5] = -1; |
1340 | points[6] = -1; points[7] = +1; |
1341 | |
1342 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
1343 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1344 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
1345 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1346 | points[i] = bx+(int)(cx+tx); |
1347 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
1348 | } |
1349 | |
1350 | draw_polygon(fe, points, 4, TRUE, col); |
1351 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1352 | } |
1353 | |
1354 | /* |
1355 | * Draw the points on the border if other tiles are connected |
1356 | * to us. |
1357 | */ |
1358 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1359 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1360 | |
1361 | dx = X(dir); |
1362 | dy = Y(dir); |
1363 | |
1364 | ox = x + dx; |
1365 | oy = y + dy; |
1366 | |
1367 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1368 | continue; |
1369 | |
1370 | if (!(tile(state, ox, oy) & F(dir))) |
1371 | continue; |
1372 | |
03f856c4 |
1373 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1374 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
1375 | lx = dx * (TILE_BORDER-1); |
1376 | ly = dy * (TILE_BORDER-1); |
1377 | vx = (dy ? 1 : 0); |
1378 | vy = (dx ? 1 : 0); |
1379 | |
1380 | if (angle == 0.0 && (tile & dir)) { |
1381 | /* |
1382 | * If we are fully connected to the other tile, we must |
1383 | * draw right across the tile border. (We can use our |
1384 | * own ACTIVE state to determine what colour to do this |
1385 | * in: if we are fully connected to the other tile then |
1386 | * the two ACTIVE states will be the same.) |
1387 | */ |
1388 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1389 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1390 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1391 | } else { |
1392 | /* |
1393 | * The other tile extends into our border, but isn't |
1394 | * actually connected to us. Just draw a single black |
1395 | * dot. |
1396 | */ |
1397 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1398 | } |
1399 | } |
1400 | |
1401 | /* |
1402 | * Draw barrier corners, and then barriers. |
1403 | */ |
1404 | for (phase = 0; phase < 2; phase++) { |
1405 | for (dir = 1; dir < 0x10; dir <<= 1) |
1406 | if (barrier(state, x, y) & (dir << 4)) |
1407 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1408 | for (dir = 1; dir < 0x10; dir <<= 1) |
1409 | if (barrier(state, x, y) & dir) |
1410 | draw_barrier(fe, x, y, dir, phase); |
1411 | } |
1412 | |
1413 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
1414 | } |
1415 | |
be8d5aa1 |
1416 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1417 | game_state *state, int dir, game_ui *ui, float t, float ft) |
2ef96bd6 |
1418 | { |
cbb5549e |
1419 | int x, y, tx, ty, frame, last_rotate_dir; |
2ef96bd6 |
1420 | unsigned char *active; |
1421 | float angle = 0.0; |
1422 | |
1423 | /* |
1424 | * Clear the screen and draw the exterior barrier lines if this |
1425 | * is our first call. |
1426 | */ |
1427 | if (!ds->started) { |
1428 | int phase; |
1429 | |
1430 | ds->started = TRUE; |
1431 | |
1432 | draw_rect(fe, 0, 0, |
1433 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1434 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1435 | COL_BACKGROUND); |
1436 | draw_update(fe, 0, 0, |
1437 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1438 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1439 | |
1440 | for (phase = 0; phase < 2; phase++) { |
1441 | |
1442 | for (x = 0; x < ds->width; x++) { |
1443 | if (barrier(state, x, 0) & UL) |
1444 | draw_barrier_corner(fe, x, -1, LD, phase); |
1445 | if (barrier(state, x, 0) & RU) |
1446 | draw_barrier_corner(fe, x, -1, DR, phase); |
1447 | if (barrier(state, x, 0) & U) |
1448 | draw_barrier(fe, x, -1, D, phase); |
1449 | if (barrier(state, x, ds->height-1) & DR) |
1450 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1451 | if (barrier(state, x, ds->height-1) & LD) |
1452 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1453 | if (barrier(state, x, ds->height-1) & D) |
1454 | draw_barrier(fe, x, ds->height, U, phase); |
1455 | } |
1456 | |
1457 | for (y = 0; y < ds->height; y++) { |
1458 | if (barrier(state, 0, y) & UL) |
1459 | draw_barrier_corner(fe, -1, y, RU, phase); |
1460 | if (barrier(state, 0, y) & LD) |
1461 | draw_barrier_corner(fe, -1, y, DR, phase); |
1462 | if (barrier(state, 0, y) & L) |
1463 | draw_barrier(fe, -1, y, R, phase); |
1464 | if (barrier(state, ds->width-1, y) & RU) |
1465 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1466 | if (barrier(state, ds->width-1, y) & DR) |
1467 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1468 | if (barrier(state, ds->width-1, y) & R) |
1469 | draw_barrier(fe, ds->width, y, L, phase); |
1470 | } |
1471 | } |
1472 | } |
1473 | |
1474 | tx = ty = -1; |
cbb5549e |
1475 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
1476 | state->last_rotate_dir; |
1477 | if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) { |
2ef96bd6 |
1478 | /* |
1185e3c5 |
1479 | * We're animating a single tile rotation. Find the turning |
1480 | * tile. |
2ef96bd6 |
1481 | */ |
1185e3c5 |
1482 | tx = (dir==-1 ? oldstate->last_rotate_x : state->last_rotate_x); |
1483 | ty = (dir==-1 ? oldstate->last_rotate_y : state->last_rotate_y); |
1484 | angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME); |
1485 | state = oldstate; |
87ed82be |
1486 | } |
1185e3c5 |
1487 | |
87ed82be |
1488 | frame = -1; |
1489 | if (ft > 0) { |
2ef96bd6 |
1490 | /* |
1491 | * We're animating a completion flash. Find which frame |
1492 | * we're at. |
1493 | */ |
87ed82be |
1494 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
1495 | } |
1496 | |
1497 | /* |
1498 | * Draw any tile which differs from the way it was last drawn. |
1499 | */ |
1500 | active = compute_active(state); |
1501 | |
1502 | for (x = 0; x < ds->width; x++) |
1503 | for (y = 0; y < ds->height; y++) { |
1504 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1505 | |
1506 | /* |
1507 | * In a completion flash, we adjust the LOCKED bit |
1508 | * depending on our distance from the centre point and |
1509 | * the frame number. |
1510 | */ |
1511 | if (frame >= 0) { |
1512 | int xdist, ydist, dist; |
1513 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1514 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1515 | dist = (xdist > ydist ? xdist : ydist); |
1516 | |
1517 | if (frame >= dist && frame < dist+4) { |
1518 | int lock = (frame - dist) & 1; |
1519 | lock = lock ? LOCKED : 0; |
1520 | c = (c &~ LOCKED) | lock; |
1521 | } |
1522 | } |
1523 | |
1524 | if (index(state, ds->visible, x, y) != c || |
1525 | index(state, ds->visible, x, y) == 0xFF || |
66164171 |
1526 | (x == tx && y == ty) || |
1527 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) { |
2ef96bd6 |
1528 | draw_tile(fe, state, x, y, c, |
66164171 |
1529 | (x == tx && y == ty ? angle : 0.0F), |
1530 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)); |
1531 | if ((x == tx && y == ty) || |
1532 | (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) |
2ef96bd6 |
1533 | index(state, ds->visible, x, y) = 0xFF; |
1534 | else |
1535 | index(state, ds->visible, x, y) = c; |
1536 | } |
1537 | } |
1538 | |
fd1a1a2b |
1539 | /* |
1540 | * Update the status bar. |
1541 | */ |
1542 | { |
1543 | char statusbuf[256]; |
1185e3c5 |
1544 | int i, n, n2, a; |
fd1a1a2b |
1545 | |
1546 | n = state->width * state->height; |
1185e3c5 |
1547 | for (i = a = n2 = 0; i < n; i++) { |
fd1a1a2b |
1548 | if (active[i]) |
1549 | a++; |
1185e3c5 |
1550 | if (state->tiles[i] & 0xF) |
1551 | n2++; |
1552 | } |
fd1a1a2b |
1553 | |
1554 | sprintf(statusbuf, "%sActive: %d/%d", |
2ac6d24e |
1555 | (state->used_solve ? "Auto-solved. " : |
1185e3c5 |
1556 | state->completed ? "COMPLETED! " : ""), a, n2); |
fd1a1a2b |
1557 | |
1558 | status_bar(fe, statusbuf); |
1559 | } |
1560 | |
2ef96bd6 |
1561 | sfree(active); |
1562 | } |
1563 | |
be8d5aa1 |
1564 | static float game_anim_length(game_state *oldstate, |
1565 | game_state *newstate, int dir) |
2ef96bd6 |
1566 | { |
1185e3c5 |
1567 | int last_rotate_dir; |
2ef96bd6 |
1568 | |
1569 | /* |
2ac6d24e |
1570 | * Don't animate an auto-solve move. |
1571 | */ |
1572 | if ((dir > 0 && newstate->just_used_solve) || |
1573 | (dir < 0 && oldstate->just_used_solve)) |
1574 | return 0.0F; |
1575 | |
1576 | /* |
cbb5549e |
1577 | * Don't animate if last_rotate_dir is zero. |
2ef96bd6 |
1578 | */ |
cbb5549e |
1579 | last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir : |
1580 | newstate->last_rotate_dir; |
1185e3c5 |
1581 | if (last_rotate_dir) |
1582 | return ROTATE_TIME; |
2ef96bd6 |
1583 | |
87ed82be |
1584 | return 0.0F; |
1585 | } |
1586 | |
be8d5aa1 |
1587 | static float game_flash_length(game_state *oldstate, |
1588 | game_state *newstate, int dir) |
87ed82be |
1589 | { |
2ef96bd6 |
1590 | /* |
87ed82be |
1591 | * If the game has just been completed, we display a completion |
1592 | * flash. |
2ef96bd6 |
1593 | */ |
2ac6d24e |
1594 | if (!oldstate->completed && newstate->completed && |
1595 | !oldstate->used_solve && !newstate->used_solve) { |
2ef96bd6 |
1596 | int size; |
1597 | size = 0; |
1598 | if (size < newstate->cx+1) |
1599 | size = newstate->cx+1; |
1600 | if (size < newstate->cy+1) |
1601 | size = newstate->cy+1; |
1602 | if (size < newstate->width - newstate->cx) |
1603 | size = newstate->width - newstate->cx; |
1604 | if (size < newstate->height - newstate->cy) |
1605 | size = newstate->height - newstate->cy; |
87ed82be |
1606 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
1607 | } |
1608 | |
87ed82be |
1609 | return 0.0F; |
2ef96bd6 |
1610 | } |
fd1a1a2b |
1611 | |
be8d5aa1 |
1612 | static int game_wants_statusbar(void) |
fd1a1a2b |
1613 | { |
1614 | return TRUE; |
1615 | } |
be8d5aa1 |
1616 | |
1617 | #ifdef COMBINED |
1618 | #define thegame net |
1619 | #endif |
1620 | |
1621 | const struct game thegame = { |
1d228b10 |
1622 | "Net", "games.net", |
be8d5aa1 |
1623 | default_params, |
1624 | game_fetch_preset, |
1625 | decode_params, |
1626 | encode_params, |
1627 | free_params, |
1628 | dup_params, |
1d228b10 |
1629 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1630 | validate_params, |
1185e3c5 |
1631 | new_game_desc, |
6f2d8d7c |
1632 | game_free_aux_info, |
1185e3c5 |
1633 | validate_desc, |
be8d5aa1 |
1634 | new_game, |
1635 | dup_game, |
1636 | free_game, |
2ac6d24e |
1637 | TRUE, solve_game, |
9b4b03d3 |
1638 | FALSE, game_text_format, |
be8d5aa1 |
1639 | new_ui, |
1640 | free_ui, |
1641 | make_move, |
1642 | game_size, |
1643 | game_colours, |
1644 | game_new_drawstate, |
1645 | game_free_drawstate, |
1646 | game_redraw, |
1647 | game_anim_length, |
1648 | game_flash_length, |
1649 | game_wants_statusbar, |
1650 | }; |