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> |
2ef96bd6 |
9 | #include <math.h> |
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10 | |
11 | #include "puzzles.h" |
12 | #include "tree234.h" |
13 | |
0c490335 |
14 | const char *const game_name = "Net"; |
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15 | const int game_can_configure = TRUE; |
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16 | |
2ef96bd6 |
17 | #define PI 3.141592653589793238462643383279502884197169399 |
18 | |
19 | #define MATMUL(xr,yr,m,x,y) do { \ |
20 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
21 | rx = mat[0] * xx + mat[2] * yy; \ |
22 | ry = mat[1] * xx + mat[3] * yy; \ |
23 | (xr) = rx; (yr) = ry; \ |
24 | } while (0) |
25 | |
26 | /* Direction and other bitfields */ |
720a8fb7 |
27 | #define R 0x01 |
28 | #define U 0x02 |
29 | #define L 0x04 |
30 | #define D 0x08 |
31 | #define LOCKED 0x10 |
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32 | #define ACTIVE 0x20 |
33 | /* Corner flags go in the barriers array */ |
34 | #define RU 0x10 |
35 | #define UL 0x20 |
36 | #define LD 0x40 |
37 | #define DR 0x80 |
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38 | |
39 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
40 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
41 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
42 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
43 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
44 | ((n)&3) == 1 ? A(x) : \ |
45 | ((n)&3) == 2 ? F(x) : C(x) ) |
46 | |
47 | /* X and Y displacements */ |
48 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
49 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
50 | |
51 | /* Bit count */ |
52 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
53 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
54 | |
55 | #define TILE_SIZE 32 |
56 | #define TILE_BORDER 1 |
57 | #define WINDOW_OFFSET 16 |
58 | |
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59 | #define ROTATE_TIME 0.1F |
60 | #define FLASH_FRAME 0.05F |
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61 | |
62 | enum { |
63 | COL_BACKGROUND, |
64 | COL_LOCKED, |
65 | COL_BORDER, |
66 | COL_WIRE, |
67 | COL_ENDPOINT, |
68 | COL_POWERED, |
69 | COL_BARRIER, |
70 | NCOLOURS |
71 | }; |
72 | |
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73 | struct game_params { |
74 | int width; |
75 | int height; |
76 | int wrapping; |
77 | float barrier_probability; |
78 | }; |
79 | |
80 | struct game_state { |
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81 | int width, height, cx, cy, wrapping, completed, last_rotate_dir; |
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82 | unsigned char *tiles; |
83 | unsigned char *barriers; |
84 | }; |
85 | |
86 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
87 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
88 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
89 | |
90 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
91 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
92 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
93 | |
94 | struct xyd { |
95 | int x, y, direction; |
96 | }; |
97 | |
98 | static int xyd_cmp(void *av, void *bv) { |
99 | struct xyd *a = (struct xyd *)av; |
100 | struct xyd *b = (struct xyd *)bv; |
101 | if (a->x < b->x) |
102 | return -1; |
103 | if (a->x > b->x) |
104 | return +1; |
105 | if (a->y < b->y) |
106 | return -1; |
107 | if (a->y > b->y) |
108 | return +1; |
109 | if (a->direction < b->direction) |
110 | return -1; |
111 | if (a->direction > b->direction) |
112 | return +1; |
113 | return 0; |
114 | }; |
115 | |
116 | static struct xyd *new_xyd(int x, int y, int direction) |
117 | { |
118 | struct xyd *xyd = snew(struct xyd); |
119 | xyd->x = x; |
120 | xyd->y = y; |
121 | xyd->direction = direction; |
122 | return xyd; |
123 | } |
124 | |
125 | /* ---------------------------------------------------------------------- |
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126 | * Manage game parameters. |
127 | */ |
128 | game_params *default_params(void) |
129 | { |
130 | game_params *ret = snew(game_params); |
131 | |
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132 | ret->width = 5; |
133 | ret->height = 5; |
134 | ret->wrapping = FALSE; |
135 | ret->barrier_probability = 0.0; |
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136 | |
137 | return ret; |
138 | } |
139 | |
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140 | int game_fetch_preset(int i, char **name, game_params **params) |
141 | { |
142 | game_params *ret; |
143 | char str[80]; |
144 | static const struct { int x, y, wrap; } values[] = { |
145 | {5, 5, FALSE}, |
146 | {7, 7, FALSE}, |
147 | {9, 9, FALSE}, |
148 | {11, 11, FALSE}, |
149 | {13, 11, FALSE}, |
150 | {5, 5, TRUE}, |
151 | {7, 7, TRUE}, |
152 | {9, 9, TRUE}, |
153 | {11, 11, TRUE}, |
154 | {13, 11, TRUE}, |
155 | }; |
156 | |
157 | if (i < 0 || i >= lenof(values)) |
158 | return FALSE; |
159 | |
160 | ret = snew(game_params); |
161 | ret->width = values[i].x; |
162 | ret->height = values[i].y; |
163 | ret->wrapping = values[i].wrap; |
164 | ret->barrier_probability = 0.0; |
165 | |
166 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
167 | ret->wrapping ? " wrapping" : ""); |
168 | |
169 | *name = dupstr(str); |
170 | *params = ret; |
171 | return TRUE; |
172 | } |
173 | |
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174 | void free_params(game_params *params) |
175 | { |
176 | sfree(params); |
177 | } |
178 | |
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179 | game_params *dup_params(game_params *params) |
180 | { |
181 | game_params *ret = snew(game_params); |
182 | *ret = *params; /* structure copy */ |
183 | return ret; |
184 | } |
185 | |
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186 | config_item *game_configure(game_params *params) |
187 | { |
188 | config_item *ret; |
189 | char buf[80]; |
190 | |
191 | ret = snewn(5, config_item); |
192 | |
193 | ret[0].name = "Width"; |
194 | ret[0].type = STRING; |
195 | sprintf(buf, "%d", params->width); |
196 | ret[0].sval = dupstr(buf); |
197 | ret[0].ival = 0; |
198 | |
199 | ret[1].name = "Height"; |
200 | ret[1].type = STRING; |
201 | sprintf(buf, "%d", params->height); |
202 | ret[1].sval = dupstr(buf); |
203 | ret[1].ival = 0; |
204 | |
205 | ret[2].name = "Walls wrap around"; |
206 | ret[2].type = BOOLEAN; |
207 | ret[2].sval = NULL; |
208 | ret[2].ival = params->wrapping; |
209 | |
210 | ret[3].name = "Barrier probability"; |
211 | ret[3].type = STRING; |
212 | sprintf(buf, "%g", params->barrier_probability); |
213 | ret[3].sval = dupstr(buf); |
214 | ret[3].ival = 0; |
215 | |
216 | ret[4].name = NULL; |
217 | ret[4].type = ENDCFG; |
218 | ret[4].sval = NULL; |
219 | ret[4].ival = 0; |
220 | |
221 | return ret; |
222 | } |
223 | |
224 | game_params *custom_params(config_item *cfg) |
225 | { |
226 | game_params *ret = snew(game_params); |
227 | |
228 | ret->width = atoi(cfg[0].sval); |
229 | ret->height = atoi(cfg[1].sval); |
230 | ret->wrapping = cfg[2].ival; |
231 | ret->barrier_probability = atof(cfg[3].sval); |
232 | |
233 | return ret; |
234 | } |
235 | |
236 | char *validate_params(game_params *params) |
237 | { |
238 | if (params->width <= 0 && params->height <= 0) |
239 | return "Width and height must both be greater than zero"; |
240 | if (params->width <= 0) |
241 | return "Width must be greater than zero"; |
242 | if (params->height <= 0) |
243 | return "Height must be greater than zero"; |
244 | if (params->width <= 1 && params->height <= 1) |
245 | return "At least one of width and height must be greater than one"; |
246 | if (params->barrier_probability < 0) |
247 | return "Barrier probability may not be negative"; |
248 | if (params->barrier_probability > 1) |
249 | return "Barrier probability may not be greater than 1"; |
250 | return NULL; |
251 | } |
252 | |
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253 | /* ---------------------------------------------------------------------- |
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254 | * Randomly select a new game seed. |
255 | */ |
256 | |
257 | char *new_game_seed(game_params *params) |
258 | { |
259 | /* |
260 | * The full description of a Net game is far too large to |
261 | * encode directly in the seed, so by default we'll have to go |
262 | * for the simple approach of providing a random-number seed. |
263 | * |
264 | * (This does not restrict me from _later on_ inventing a seed |
265 | * string syntax which can never be generated by this code - |
266 | * for example, strings beginning with a letter - allowing me |
267 | * to type in a precise game, and have new_game detect it and |
268 | * understand it and do something completely different.) |
269 | */ |
270 | char buf[40]; |
271 | sprintf(buf, "%d", rand()); |
272 | return dupstr(buf); |
273 | } |
274 | |
275 | /* ---------------------------------------------------------------------- |
276 | * Construct an initial game state, given a seed and parameters. |
277 | */ |
278 | |
279 | game_state *new_game(game_params *params, char *seed) |
280 | { |
281 | random_state *rs; |
282 | game_state *state; |
283 | tree234 *possibilities, *barriers; |
284 | int w, h, x, y, nbarriers; |
285 | |
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286 | assert(params->width > 0 && params->height > 0); |
287 | assert(params->width > 1 || params->height > 1); |
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288 | |
289 | /* |
290 | * Create a blank game state. |
291 | */ |
292 | state = snew(game_state); |
293 | w = state->width = params->width; |
294 | h = state->height = params->height; |
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295 | state->cx = state->width / 2; |
296 | state->cy = state->height / 2; |
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297 | state->wrapping = params->wrapping; |
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298 | state->last_rotate_dir = +1; /* *shrug* */ |
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299 | state->completed = FALSE; |
300 | state->tiles = snewn(state->width * state->height, unsigned char); |
301 | memset(state->tiles, 0, state->width * state->height); |
302 | state->barriers = snewn(state->width * state->height, unsigned char); |
303 | memset(state->barriers, 0, state->width * state->height); |
304 | |
305 | /* |
306 | * Set up border barriers if this is a non-wrapping game. |
307 | */ |
308 | if (!state->wrapping) { |
309 | for (x = 0; x < state->width; x++) { |
310 | barrier(state, x, 0) |= U; |
311 | barrier(state, x, state->height-1) |= D; |
312 | } |
313 | for (y = 0; y < state->height; y++) { |
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314 | barrier(state, 0, y) |= L; |
315 | barrier(state, state->width-1, y) |= R; |
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316 | } |
317 | } |
318 | |
319 | /* |
320 | * Seed the internal random number generator. |
321 | */ |
322 | rs = random_init(seed, strlen(seed)); |
323 | |
324 | /* |
325 | * Construct the unshuffled grid. |
326 | * |
327 | * To do this, we simply start at the centre point, repeatedly |
328 | * choose a random possibility out of the available ways to |
329 | * extend a used square into an unused one, and do it. After |
330 | * extending the third line out of a square, we remove the |
331 | * fourth from the possibilities list to avoid any full-cross |
332 | * squares (which would make the game too easy because they |
333 | * only have one orientation). |
334 | * |
335 | * The slightly worrying thing is the avoidance of full-cross |
336 | * squares. Can this cause our unsophisticated construction |
337 | * algorithm to paint itself into a corner, by getting into a |
338 | * situation where there are some unreached squares and the |
339 | * only way to reach any of them is to extend a T-piece into a |
340 | * full cross? |
341 | * |
342 | * Answer: no it can't, and here's a proof. |
343 | * |
344 | * Any contiguous group of such unreachable squares must be |
345 | * surrounded on _all_ sides by T-pieces pointing away from the |
346 | * group. (If not, then there is a square which can be extended |
347 | * into one of the `unreachable' ones, and so it wasn't |
348 | * unreachable after all.) In particular, this implies that |
349 | * each contiguous group of unreachable squares must be |
350 | * rectangular in shape (any deviation from that yields a |
351 | * non-T-piece next to an `unreachable' square). |
352 | * |
353 | * So we have a rectangle of unreachable squares, with T-pieces |
354 | * forming a solid border around the rectangle. The corners of |
355 | * that border must be connected (since every tile connects all |
356 | * the lines arriving in it), and therefore the border must |
357 | * form a closed loop around the rectangle. |
358 | * |
359 | * But this can't have happened in the first place, since we |
360 | * _know_ we've avoided creating closed loops! Hence, no such |
361 | * situation can ever arise, and the naive grid construction |
362 | * algorithm will guaranteeably result in a complete grid |
363 | * containing no unreached squares, no full crosses _and_ no |
364 | * closed loops. [] |
365 | */ |
366 | possibilities = newtree234(xyd_cmp); |
ecadce0d |
367 | |
368 | if (state->cx+1 < state->width) |
369 | add234(possibilities, new_xyd(state->cx, state->cy, R)); |
370 | if (state->cy-1 >= 0) |
371 | add234(possibilities, new_xyd(state->cx, state->cy, U)); |
372 | if (state->cx-1 >= 0) |
373 | add234(possibilities, new_xyd(state->cx, state->cy, L)); |
374 | if (state->cy+1 < state->height) |
375 | add234(possibilities, new_xyd(state->cx, state->cy, D)); |
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376 | |
377 | while (count234(possibilities) > 0) { |
378 | int i; |
379 | struct xyd *xyd; |
380 | int x1, y1, d1, x2, y2, d2, d; |
381 | |
382 | /* |
383 | * Extract a randomly chosen possibility from the list. |
384 | */ |
385 | i = random_upto(rs, count234(possibilities)); |
386 | xyd = delpos234(possibilities, i); |
387 | x1 = xyd->x; |
388 | y1 = xyd->y; |
389 | d1 = xyd->direction; |
390 | sfree(xyd); |
391 | |
392 | OFFSET(x2, y2, x1, y1, d1, state); |
393 | d2 = F(d1); |
394 | #ifdef DEBUG |
395 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
396 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
397 | #endif |
398 | |
399 | /* |
400 | * Make the connection. (We should be moving to an as yet |
401 | * unused tile.) |
402 | */ |
403 | tile(state, x1, y1) |= d1; |
404 | assert(tile(state, x2, y2) == 0); |
405 | tile(state, x2, y2) |= d2; |
406 | |
407 | /* |
408 | * If we have created a T-piece, remove its last |
409 | * possibility. |
410 | */ |
411 | if (COUNT(tile(state, x1, y1)) == 3) { |
412 | struct xyd xyd1, *xydp; |
413 | |
414 | xyd1.x = x1; |
415 | xyd1.y = y1; |
416 | xyd1.direction = 0x0F ^ tile(state, x1, y1); |
417 | |
418 | xydp = find234(possibilities, &xyd1, NULL); |
419 | |
420 | if (xydp) { |
421 | #ifdef DEBUG |
422 | printf("T-piece; removing (%d,%d,%c)\n", |
423 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
424 | #endif |
425 | del234(possibilities, xydp); |
426 | sfree(xydp); |
427 | } |
428 | } |
429 | |
430 | /* |
431 | * Remove all other possibilities that were pointing at the |
432 | * tile we've just moved into. |
433 | */ |
434 | for (d = 1; d < 0x10; d <<= 1) { |
435 | int x3, y3, d3; |
436 | struct xyd xyd1, *xydp; |
437 | |
438 | OFFSET(x3, y3, x2, y2, d, state); |
439 | d3 = F(d); |
440 | |
441 | xyd1.x = x3; |
442 | xyd1.y = y3; |
443 | xyd1.direction = d3; |
444 | |
445 | xydp = find234(possibilities, &xyd1, NULL); |
446 | |
447 | if (xydp) { |
448 | #ifdef DEBUG |
449 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
450 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
451 | #endif |
452 | del234(possibilities, xydp); |
453 | sfree(xydp); |
454 | } |
455 | } |
456 | |
457 | /* |
458 | * Add new possibilities to the list for moving _out_ of |
459 | * the tile we have just moved into. |
460 | */ |
461 | for (d = 1; d < 0x10; d <<= 1) { |
462 | int x3, y3; |
463 | |
464 | if (d == d2) |
465 | continue; /* we've got this one already */ |
466 | |
467 | if (!state->wrapping) { |
468 | if (d == U && y2 == 0) |
469 | continue; |
470 | if (d == D && y2 == state->height-1) |
471 | continue; |
472 | if (d == L && x2 == 0) |
473 | continue; |
474 | if (d == R && x2 == state->width-1) |
475 | continue; |
476 | } |
477 | |
478 | OFFSET(x3, y3, x2, y2, d, state); |
479 | |
480 | if (tile(state, x3, y3)) |
481 | continue; /* this would create a loop */ |
482 | |
483 | #ifdef DEBUG |
484 | printf("New frontier; adding (%d,%d,%c)\n", |
485 | x2, y2, "0RU3L567D9abcdef"[d]); |
486 | #endif |
487 | add234(possibilities, new_xyd(x2, y2, d)); |
488 | } |
489 | } |
490 | /* Having done that, we should have no possibilities remaining. */ |
491 | assert(count234(possibilities) == 0); |
492 | freetree234(possibilities); |
493 | |
494 | /* |
495 | * Now compute a list of the possible barrier locations. |
496 | */ |
497 | barriers = newtree234(xyd_cmp); |
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498 | for (y = 0; y < state->height; y++) { |
499 | for (x = 0; x < state->width; x++) { |
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500 | |
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501 | if (!(tile(state, x, y) & R) && |
502 | (state->wrapping || x < state->width-1)) |
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503 | add234(barriers, new_xyd(x, y, R)); |
2ef96bd6 |
504 | if (!(tile(state, x, y) & D) && |
505 | (state->wrapping || y < state->height-1)) |
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506 | add234(barriers, new_xyd(x, y, D)); |
507 | } |
508 | } |
509 | |
510 | /* |
511 | * Now shuffle the grid. |
512 | */ |
2ef96bd6 |
513 | for (y = 0; y < state->height; y++) { |
514 | for (x = 0; x < state->width; x++) { |
720a8fb7 |
515 | int orig = tile(state, x, y); |
516 | int rot = random_upto(rs, 4); |
517 | tile(state, x, y) = ROT(orig, rot); |
518 | } |
519 | } |
520 | |
521 | /* |
522 | * And now choose barrier locations. (We carefully do this |
523 | * _after_ shuffling, so that changing the barrier rate in the |
524 | * params while keeping the game seed the same will give the |
525 | * same shuffled grid and _only_ change the barrier locations. |
526 | * Also the way we choose barrier locations, by repeatedly |
527 | * choosing one possibility from the list until we have enough, |
528 | * is designed to ensure that raising the barrier rate while |
529 | * keeping the seed the same will provide a superset of the |
530 | * previous barrier set - i.e. if you ask for 10 barriers, and |
531 | * then decide that's still too hard and ask for 20, you'll get |
532 | * the original 10 plus 10 more, rather than getting 20 new |
533 | * ones and the chance of remembering your first 10.) |
534 | */ |
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535 | nbarriers = (int)(params->barrier_probability * count234(barriers)); |
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536 | assert(nbarriers >= 0 && nbarriers <= count234(barriers)); |
537 | |
538 | while (nbarriers > 0) { |
539 | int i; |
540 | struct xyd *xyd; |
541 | int x1, y1, d1, x2, y2, d2; |
542 | |
543 | /* |
544 | * Extract a randomly chosen barrier from the list. |
545 | */ |
546 | i = random_upto(rs, count234(barriers)); |
547 | xyd = delpos234(barriers, i); |
548 | |
549 | assert(xyd != NULL); |
550 | |
551 | x1 = xyd->x; |
552 | y1 = xyd->y; |
553 | d1 = xyd->direction; |
554 | sfree(xyd); |
555 | |
556 | OFFSET(x2, y2, x1, y1, d1, state); |
557 | d2 = F(d1); |
558 | |
559 | barrier(state, x1, y1) |= d1; |
560 | barrier(state, x2, y2) |= d2; |
561 | |
562 | nbarriers--; |
563 | } |
564 | |
565 | /* |
566 | * Clean up the rest of the barrier list. |
567 | */ |
568 | { |
569 | struct xyd *xyd; |
570 | |
571 | while ( (xyd = delpos234(barriers, 0)) != NULL) |
572 | sfree(xyd); |
573 | |
574 | freetree234(barriers); |
575 | } |
576 | |
2ef96bd6 |
577 | /* |
578 | * Set up the barrier corner flags, for drawing barriers |
579 | * prettily when they meet. |
580 | */ |
581 | for (y = 0; y < state->height; y++) { |
582 | for (x = 0; x < state->width; x++) { |
583 | int dir; |
584 | |
585 | for (dir = 1; dir < 0x10; dir <<= 1) { |
586 | int dir2 = A(dir); |
587 | int x1, y1, x2, y2, x3, y3; |
588 | int corner = FALSE; |
589 | |
590 | if (!(barrier(state, x, y) & dir)) |
591 | continue; |
592 | |
593 | if (barrier(state, x, y) & dir2) |
594 | corner = TRUE; |
595 | |
596 | x1 = x + X(dir), y1 = y + Y(dir); |
597 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
598 | y1 >= 0 && y1 < state->height && |
2ef96bd6 |
599 | (barrier(state, x1, y1) & dir2)) |
600 | corner = TRUE; |
601 | |
602 | x2 = x + X(dir2), y2 = y + Y(dir2); |
603 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
604 | y2 >= 0 && y2 < state->height && |
2ef96bd6 |
605 | (barrier(state, x2, y2) & dir)) |
606 | corner = TRUE; |
607 | |
608 | if (corner) { |
609 | barrier(state, x, y) |= (dir << 4); |
610 | if (x1 >= 0 && x1 < state->width && |
eb2ad6f1 |
611 | y1 >= 0 && y1 < state->height) |
2ef96bd6 |
612 | barrier(state, x1, y1) |= (A(dir) << 4); |
613 | if (x2 >= 0 && x2 < state->width && |
eb2ad6f1 |
614 | y2 >= 0 && y2 < state->height) |
2ef96bd6 |
615 | barrier(state, x2, y2) |= (C(dir) << 4); |
616 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
617 | if (x3 >= 0 && x3 < state->width && |
eb2ad6f1 |
618 | y3 >= 0 && y3 < state->height) |
2ef96bd6 |
619 | barrier(state, x3, y3) |= (F(dir) << 4); |
620 | } |
621 | } |
622 | } |
623 | } |
624 | |
720a8fb7 |
625 | random_free(rs); |
626 | |
627 | return state; |
628 | } |
629 | |
630 | game_state *dup_game(game_state *state) |
631 | { |
632 | game_state *ret; |
633 | |
634 | ret = snew(game_state); |
635 | ret->width = state->width; |
636 | ret->height = state->height; |
2ef96bd6 |
637 | ret->cx = state->cx; |
638 | ret->cy = state->cy; |
720a8fb7 |
639 | ret->wrapping = state->wrapping; |
640 | ret->completed = state->completed; |
2ef96bd6 |
641 | ret->last_rotate_dir = state->last_rotate_dir; |
720a8fb7 |
642 | ret->tiles = snewn(state->width * state->height, unsigned char); |
643 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
644 | ret->barriers = snewn(state->width * state->height, unsigned char); |
645 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
646 | |
647 | return ret; |
648 | } |
649 | |
650 | void free_game(game_state *state) |
651 | { |
652 | sfree(state->tiles); |
653 | sfree(state->barriers); |
654 | sfree(state); |
655 | } |
656 | |
657 | /* ---------------------------------------------------------------------- |
658 | * Utility routine. |
659 | */ |
660 | |
661 | /* |
662 | * Compute which squares are reachable from the centre square, as a |
663 | * quick visual aid to determining how close the game is to |
664 | * completion. This is also a simple way to tell if the game _is_ |
665 | * completed - just call this function and see whether every square |
666 | * is marked active. |
667 | */ |
668 | static unsigned char *compute_active(game_state *state) |
669 | { |
670 | unsigned char *active; |
671 | tree234 *todo; |
672 | struct xyd *xyd; |
673 | |
674 | active = snewn(state->width * state->height, unsigned char); |
675 | memset(active, 0, state->width * state->height); |
676 | |
677 | /* |
678 | * We only store (x,y) pairs in todo, but it's easier to reuse |
679 | * xyd_cmp and just store direction 0 every time. |
680 | */ |
681 | todo = newtree234(xyd_cmp); |
2ef96bd6 |
682 | index(state, active, state->cx, state->cy) = ACTIVE; |
683 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
720a8fb7 |
684 | |
685 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
686 | int x1, y1, d1, x2, y2, d2; |
687 | |
688 | x1 = xyd->x; |
689 | y1 = xyd->y; |
690 | sfree(xyd); |
691 | |
692 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
693 | OFFSET(x2, y2, x1, y1, d1, state); |
694 | d2 = F(d1); |
695 | |
696 | /* |
697 | * If the next tile in this direction is connected to |
698 | * us, and there isn't a barrier in the way, and it |
699 | * isn't already marked active, then mark it active and |
700 | * add it to the to-examine list. |
701 | */ |
702 | if ((tile(state, x1, y1) & d1) && |
703 | (tile(state, x2, y2) & d2) && |
704 | !(barrier(state, x1, y1) & d1) && |
705 | !index(state, active, x2, y2)) { |
2ef96bd6 |
706 | index(state, active, x2, y2) = ACTIVE; |
720a8fb7 |
707 | add234(todo, new_xyd(x2, y2, 0)); |
708 | } |
709 | } |
710 | } |
711 | /* Now we expect the todo list to have shrunk to zero size. */ |
712 | assert(count234(todo) == 0); |
713 | freetree234(todo); |
714 | |
715 | return active; |
716 | } |
717 | |
718 | /* ---------------------------------------------------------------------- |
719 | * Process a move. |
720 | */ |
721 | game_state *make_move(game_state *state, int x, int y, int button) |
722 | { |
723 | game_state *ret; |
724 | int tx, ty, orig; |
725 | |
726 | /* |
727 | * All moves in Net are made with the mouse. |
728 | */ |
729 | if (button != LEFT_BUTTON && |
730 | button != MIDDLE_BUTTON && |
731 | button != RIGHT_BUTTON) |
732 | return NULL; |
733 | |
734 | /* |
735 | * The button must have been clicked on a valid tile. |
736 | */ |
7f77ea24 |
737 | x -= WINDOW_OFFSET + TILE_BORDER; |
738 | y -= WINDOW_OFFSET + TILE_BORDER; |
720a8fb7 |
739 | if (x < 0 || y < 0) |
740 | return NULL; |
741 | tx = x / TILE_SIZE; |
742 | ty = y / TILE_SIZE; |
743 | if (tx >= state->width || ty >= state->height) |
744 | return NULL; |
745 | if (tx % TILE_SIZE >= TILE_SIZE - TILE_BORDER || |
746 | ty % TILE_SIZE >= TILE_SIZE - TILE_BORDER) |
747 | return NULL; |
748 | |
749 | /* |
750 | * The middle button locks or unlocks a tile. (A locked tile |
751 | * cannot be turned, and is visually marked as being locked. |
752 | * This is a convenience for the player, so that once they are |
753 | * sure which way round a tile goes, they can lock it and thus |
754 | * avoid forgetting later on that they'd already done that one; |
755 | * and the locking also prevents them turning the tile by |
756 | * accident. If they change their mind, another middle click |
757 | * unlocks it.) |
758 | */ |
759 | if (button == MIDDLE_BUTTON) { |
760 | ret = dup_game(state); |
761 | tile(ret, tx, ty) ^= LOCKED; |
762 | return ret; |
763 | } |
764 | |
765 | /* |
766 | * The left and right buttons have no effect if clicked on a |
767 | * locked tile. |
768 | */ |
769 | if (tile(state, tx, ty) & LOCKED) |
770 | return NULL; |
771 | |
772 | /* |
773 | * Otherwise, turn the tile one way or the other. Left button |
774 | * turns anticlockwise; right button turns clockwise. |
775 | */ |
776 | ret = dup_game(state); |
777 | orig = tile(ret, tx, ty); |
2ef96bd6 |
778 | if (button == LEFT_BUTTON) { |
720a8fb7 |
779 | tile(ret, tx, ty) = A(orig); |
2ef96bd6 |
780 | ret->last_rotate_dir = +1; |
781 | } else { |
720a8fb7 |
782 | tile(ret, tx, ty) = C(orig); |
2ef96bd6 |
783 | ret->last_rotate_dir = -1; |
784 | } |
720a8fb7 |
785 | |
786 | /* |
787 | * Check whether the game has been completed. |
788 | */ |
789 | { |
790 | unsigned char *active = compute_active(ret); |
791 | int x1, y1; |
792 | int complete = TRUE; |
793 | |
794 | for (x1 = 0; x1 < ret->width; x1++) |
795 | for (y1 = 0; y1 < ret->height; y1++) |
796 | if (!index(ret, active, x1, y1)) { |
797 | complete = FALSE; |
798 | goto break_label; /* break out of two loops at once */ |
799 | } |
800 | break_label: |
801 | |
802 | sfree(active); |
803 | |
804 | if (complete) |
805 | ret->completed = TRUE; |
806 | } |
807 | |
808 | return ret; |
809 | } |
810 | |
811 | /* ---------------------------------------------------------------------- |
812 | * Routines for drawing the game position on the screen. |
813 | */ |
814 | |
2ef96bd6 |
815 | struct game_drawstate { |
816 | int started; |
817 | int width, height; |
818 | unsigned char *visible; |
819 | }; |
820 | |
821 | game_drawstate *game_new_drawstate(game_state *state) |
822 | { |
823 | game_drawstate *ds = snew(game_drawstate); |
824 | |
825 | ds->started = FALSE; |
826 | ds->width = state->width; |
827 | ds->height = state->height; |
828 | ds->visible = snewn(state->width * state->height, unsigned char); |
829 | memset(ds->visible, 0xFF, state->width * state->height); |
830 | |
831 | return ds; |
832 | } |
833 | |
834 | void game_free_drawstate(game_drawstate *ds) |
835 | { |
836 | sfree(ds->visible); |
837 | sfree(ds); |
838 | } |
839 | |
7f77ea24 |
840 | void game_size(game_params *params, int *x, int *y) |
841 | { |
842 | *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
843 | *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
844 | } |
845 | |
2ef96bd6 |
846 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
847 | { |
848 | float *ret; |
83680571 |
849 | |
2ef96bd6 |
850 | ret = snewn(NCOLOURS * 3, float); |
851 | *ncolours = NCOLOURS; |
720a8fb7 |
852 | |
2ef96bd6 |
853 | /* |
854 | * Basic background colour is whatever the front end thinks is |
855 | * a sensible default. |
856 | */ |
857 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
858 | |
859 | /* |
860 | * Wires are black. |
861 | */ |
03f856c4 |
862 | ret[COL_WIRE * 3 + 0] = 0.0F; |
863 | ret[COL_WIRE * 3 + 1] = 0.0F; |
864 | ret[COL_WIRE * 3 + 2] = 0.0F; |
2ef96bd6 |
865 | |
866 | /* |
867 | * Powered wires and powered endpoints are cyan. |
868 | */ |
03f856c4 |
869 | ret[COL_POWERED * 3 + 0] = 0.0F; |
870 | ret[COL_POWERED * 3 + 1] = 1.0F; |
871 | ret[COL_POWERED * 3 + 2] = 1.0F; |
2ef96bd6 |
872 | |
873 | /* |
874 | * Barriers are red. |
875 | */ |
03f856c4 |
876 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
877 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
878 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
2ef96bd6 |
879 | |
880 | /* |
881 | * Unpowered endpoints are blue. |
882 | */ |
03f856c4 |
883 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
884 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
885 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
2ef96bd6 |
886 | |
887 | /* |
888 | * Tile borders are a darker grey than the background. |
889 | */ |
03f856c4 |
890 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
891 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
892 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
893 | |
894 | /* |
895 | * Locked tiles are a grey in between those two. |
896 | */ |
03f856c4 |
897 | ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
898 | ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
899 | ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2ef96bd6 |
900 | |
901 | return ret; |
902 | } |
903 | |
904 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
905 | int colour) |
720a8fb7 |
906 | { |
2ef96bd6 |
907 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
908 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
909 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
910 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
911 | draw_line(fe, x1, y1, x2, y2, colour); |
912 | } |
720a8fb7 |
913 | |
2ef96bd6 |
914 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
915 | int colour) |
916 | { |
917 | int mx = (x1 < x2 ? x1 : x2); |
918 | int my = (y1 < y2 ? y1 : y2); |
919 | int dx = (x2 + x1 - 2*mx + 1); |
920 | int dy = (y2 + y1 - 2*my + 1); |
720a8fb7 |
921 | |
2ef96bd6 |
922 | draw_rect(fe, mx, my, dx, dy, colour); |
923 | } |
720a8fb7 |
924 | |
2ef96bd6 |
925 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
926 | { |
927 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
928 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
929 | int x1, y1, dx, dy, dir2; |
930 | |
931 | dir >>= 4; |
932 | |
933 | dir2 = A(dir); |
934 | dx = X(dir) + X(dir2); |
935 | dy = Y(dir) + Y(dir2); |
936 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
937 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
938 | |
939 | if (phase == 0) { |
940 | draw_rect_coords(fe, bx+x1, by+y1, |
941 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
942 | COL_WIRE); |
943 | draw_rect_coords(fe, bx+x1, by+y1, |
944 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
945 | COL_WIRE); |
946 | } else { |
947 | draw_rect_coords(fe, bx+x1, by+y1, |
948 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
949 | COL_BARRIER); |
720a8fb7 |
950 | } |
2ef96bd6 |
951 | } |
952 | |
953 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
954 | { |
955 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
956 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
957 | int x1, y1, w, h; |
958 | |
959 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
960 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
961 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
962 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
963 | |
964 | if (phase == 0) { |
965 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
966 | } else { |
967 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
968 | } |
969 | } |
720a8fb7 |
970 | |
2ef96bd6 |
971 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
972 | float angle) |
973 | { |
974 | int bx = WINDOW_OFFSET + TILE_SIZE * x; |
975 | int by = WINDOW_OFFSET + TILE_SIZE * y; |
976 | float matrix[4]; |
977 | float cx, cy, ex, ey, tx, ty; |
978 | int dir, col, phase; |
720a8fb7 |
979 | |
2ef96bd6 |
980 | /* |
981 | * When we draw a single tile, we must draw everything up to |
982 | * and including the borders around the tile. This means that |
983 | * if the neighbouring tiles have connections to those borders, |
984 | * we must draw those connections on the borders themselves. |
985 | * |
986 | * This would be terribly fiddly if we ever had to draw a tile |
987 | * while its neighbour was in mid-rotate, because we'd have to |
988 | * arrange to _know_ that the neighbour was being rotated and |
989 | * hence had an anomalous effect on the redraw of this tile. |
990 | * Fortunately, the drawing algorithm avoids ever calling us in |
991 | * this circumstance: we're either drawing lots of straight |
992 | * tiles at game start or after a move is complete, or we're |
993 | * repeatedly drawing only the rotating tile. So no problem. |
994 | */ |
995 | |
996 | /* |
997 | * So. First blank the tile out completely: draw a big |
998 | * rectangle in border colour, and a smaller rectangle in |
999 | * background colour to fill it in. |
1000 | */ |
1001 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
1002 | COL_BORDER); |
1003 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
1004 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
1005 | tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); |
1006 | |
1007 | /* |
1008 | * Set up the rotation matrix. |
1009 | */ |
03f856c4 |
1010 | matrix[0] = (float)cos(angle * PI / 180.0); |
1011 | matrix[1] = (float)-sin(angle * PI / 180.0); |
1012 | matrix[2] = (float)sin(angle * PI / 180.0); |
1013 | matrix[3] = (float)cos(angle * PI / 180.0); |
2ef96bd6 |
1014 | |
1015 | /* |
1016 | * Draw the wires. |
1017 | */ |
03f856c4 |
1018 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
2ef96bd6 |
1019 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
1020 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1021 | if (tile & dir) { |
03f856c4 |
1022 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1023 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1024 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1025 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
1026 | bx+(int)(cx+tx), by+(int)(cy+ty), |
2ef96bd6 |
1027 | COL_WIRE); |
1028 | } |
1029 | } |
1030 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1031 | if (tile & dir) { |
03f856c4 |
1032 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
1033 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
2ef96bd6 |
1034 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1035 | draw_line(fe, bx+(int)cx, by+(int)cy, |
1036 | bx+(int)(cx+tx), by+(int)(cy+ty), col); |
2ef96bd6 |
1037 | } |
1038 | } |
1039 | |
1040 | /* |
1041 | * Draw the box in the middle. We do this in blue if the tile |
1042 | * is an unpowered endpoint, in cyan if the tile is a powered |
1043 | * endpoint, in black if the tile is the centrepiece, and |
1044 | * otherwise not at all. |
1045 | */ |
1046 | col = -1; |
1047 | if (x == state->cx && y == state->cy) |
1048 | col = COL_WIRE; |
1049 | else if (COUNT(tile) == 1) { |
1050 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
1051 | } |
1052 | if (col >= 0) { |
1053 | int i, points[8]; |
1054 | |
1055 | points[0] = +1; points[1] = +1; |
1056 | points[2] = +1; points[3] = -1; |
1057 | points[4] = -1; points[5] = -1; |
1058 | points[6] = -1; points[7] = +1; |
1059 | |
1060 | for (i = 0; i < 8; i += 2) { |
03f856c4 |
1061 | ex = (TILE_SIZE * 0.24F) * points[i]; |
1062 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
2ef96bd6 |
1063 | MATMUL(tx, ty, matrix, ex, ey); |
03f856c4 |
1064 | points[i] = bx+(int)(cx+tx); |
1065 | points[i+1] = by+(int)(cy+ty); |
2ef96bd6 |
1066 | } |
1067 | |
1068 | draw_polygon(fe, points, 4, TRUE, col); |
1069 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
1070 | } |
1071 | |
1072 | /* |
1073 | * Draw the points on the border if other tiles are connected |
1074 | * to us. |
1075 | */ |
1076 | for (dir = 1; dir < 0x10; dir <<= 1) { |
1077 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
1078 | |
1079 | dx = X(dir); |
1080 | dy = Y(dir); |
1081 | |
1082 | ox = x + dx; |
1083 | oy = y + dy; |
1084 | |
1085 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
1086 | continue; |
1087 | |
1088 | if (!(tile(state, ox, oy) & F(dir))) |
1089 | continue; |
1090 | |
03f856c4 |
1091 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
1092 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
2ef96bd6 |
1093 | lx = dx * (TILE_BORDER-1); |
1094 | ly = dy * (TILE_BORDER-1); |
1095 | vx = (dy ? 1 : 0); |
1096 | vy = (dx ? 1 : 0); |
1097 | |
1098 | if (angle == 0.0 && (tile & dir)) { |
1099 | /* |
1100 | * If we are fully connected to the other tile, we must |
1101 | * draw right across the tile border. (We can use our |
1102 | * own ACTIVE state to determine what colour to do this |
1103 | * in: if we are fully connected to the other tile then |
1104 | * the two ACTIVE states will be the same.) |
1105 | */ |
1106 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
1107 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
1108 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
1109 | } else { |
1110 | /* |
1111 | * The other tile extends into our border, but isn't |
1112 | * actually connected to us. Just draw a single black |
1113 | * dot. |
1114 | */ |
1115 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
1116 | } |
1117 | } |
1118 | |
1119 | /* |
1120 | * Draw barrier corners, and then barriers. |
1121 | */ |
1122 | for (phase = 0; phase < 2; phase++) { |
1123 | for (dir = 1; dir < 0x10; dir <<= 1) |
1124 | if (barrier(state, x, y) & (dir << 4)) |
1125 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
1126 | for (dir = 1; dir < 0x10; dir <<= 1) |
1127 | if (barrier(state, x, y) & dir) |
1128 | draw_barrier(fe, x, y, dir, phase); |
1129 | } |
1130 | |
1131 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
720a8fb7 |
1132 | } |
1133 | |
2ef96bd6 |
1134 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
87ed82be |
1135 | game_state *state, float t, float ft) |
2ef96bd6 |
1136 | { |
1137 | int x, y, tx, ty, frame; |
1138 | unsigned char *active; |
1139 | float angle = 0.0; |
1140 | |
1141 | /* |
1142 | * Clear the screen and draw the exterior barrier lines if this |
1143 | * is our first call. |
1144 | */ |
1145 | if (!ds->started) { |
1146 | int phase; |
1147 | |
1148 | ds->started = TRUE; |
1149 | |
1150 | draw_rect(fe, 0, 0, |
1151 | WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
1152 | WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
1153 | COL_BACKGROUND); |
1154 | draw_update(fe, 0, 0, |
1155 | WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
1156 | WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
1157 | |
1158 | for (phase = 0; phase < 2; phase++) { |
1159 | |
1160 | for (x = 0; x < ds->width; x++) { |
1161 | if (barrier(state, x, 0) & UL) |
1162 | draw_barrier_corner(fe, x, -1, LD, phase); |
1163 | if (barrier(state, x, 0) & RU) |
1164 | draw_barrier_corner(fe, x, -1, DR, phase); |
1165 | if (barrier(state, x, 0) & U) |
1166 | draw_barrier(fe, x, -1, D, phase); |
1167 | if (barrier(state, x, ds->height-1) & DR) |
1168 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
1169 | if (barrier(state, x, ds->height-1) & LD) |
1170 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
1171 | if (barrier(state, x, ds->height-1) & D) |
1172 | draw_barrier(fe, x, ds->height, U, phase); |
1173 | } |
1174 | |
1175 | for (y = 0; y < ds->height; y++) { |
1176 | if (barrier(state, 0, y) & UL) |
1177 | draw_barrier_corner(fe, -1, y, RU, phase); |
1178 | if (barrier(state, 0, y) & LD) |
1179 | draw_barrier_corner(fe, -1, y, DR, phase); |
1180 | if (barrier(state, 0, y) & L) |
1181 | draw_barrier(fe, -1, y, R, phase); |
1182 | if (barrier(state, ds->width-1, y) & RU) |
1183 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
1184 | if (barrier(state, ds->width-1, y) & DR) |
1185 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
1186 | if (barrier(state, ds->width-1, y) & R) |
1187 | draw_barrier(fe, ds->width, y, L, phase); |
1188 | } |
1189 | } |
1190 | } |
1191 | |
1192 | tx = ty = -1; |
2ef96bd6 |
1193 | if (oldstate && (t < ROTATE_TIME)) { |
1194 | /* |
1195 | * We're animating a tile rotation. Find the turning tile, |
1196 | * if any. |
1197 | */ |
1198 | for (x = 0; x < oldstate->width; x++) |
1199 | for (y = 0; y < oldstate->height; y++) |
1200 | if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) { |
1201 | tx = x, ty = y; |
1202 | goto break_label; /* leave both loops at once */ |
1203 | } |
1204 | break_label: |
1205 | |
1206 | if (tx >= 0) { |
1207 | if (tile(state, tx, ty) == ROT(tile(oldstate, tx, ty), |
1208 | state->last_rotate_dir)) |
03f856c4 |
1209 | angle = state->last_rotate_dir * 90.0F * (t / ROTATE_TIME); |
2ef96bd6 |
1210 | else |
03f856c4 |
1211 | angle = state->last_rotate_dir * -90.0F * (t / ROTATE_TIME); |
2ef96bd6 |
1212 | state = oldstate; |
1213 | } |
87ed82be |
1214 | } |
1215 | |
1216 | frame = -1; |
1217 | if (ft > 0) { |
2ef96bd6 |
1218 | /* |
1219 | * We're animating a completion flash. Find which frame |
1220 | * we're at. |
1221 | */ |
87ed82be |
1222 | frame = (int)(ft / FLASH_FRAME); |
2ef96bd6 |
1223 | } |
1224 | |
1225 | /* |
1226 | * Draw any tile which differs from the way it was last drawn. |
1227 | */ |
1228 | active = compute_active(state); |
1229 | |
1230 | for (x = 0; x < ds->width; x++) |
1231 | for (y = 0; y < ds->height; y++) { |
1232 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
1233 | |
1234 | /* |
1235 | * In a completion flash, we adjust the LOCKED bit |
1236 | * depending on our distance from the centre point and |
1237 | * the frame number. |
1238 | */ |
1239 | if (frame >= 0) { |
1240 | int xdist, ydist, dist; |
1241 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
1242 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
1243 | dist = (xdist > ydist ? xdist : ydist); |
1244 | |
1245 | if (frame >= dist && frame < dist+4) { |
1246 | int lock = (frame - dist) & 1; |
1247 | lock = lock ? LOCKED : 0; |
1248 | c = (c &~ LOCKED) | lock; |
1249 | } |
1250 | } |
1251 | |
1252 | if (index(state, ds->visible, x, y) != c || |
1253 | index(state, ds->visible, x, y) == 0xFF || |
1254 | (x == tx && y == ty)) { |
1255 | draw_tile(fe, state, x, y, c, |
03f856c4 |
1256 | (x == tx && y == ty ? angle : 0.0F)); |
2ef96bd6 |
1257 | if (x == tx && y == ty) |
1258 | index(state, ds->visible, x, y) = 0xFF; |
1259 | else |
1260 | index(state, ds->visible, x, y) = c; |
1261 | } |
1262 | } |
1263 | |
fd1a1a2b |
1264 | /* |
1265 | * Update the status bar. |
1266 | */ |
1267 | { |
1268 | char statusbuf[256]; |
1269 | int i, n, a; |
1270 | |
1271 | n = state->width * state->height; |
1272 | for (i = a = 0; i < n; i++) |
1273 | if (active[i]) |
1274 | a++; |
1275 | |
1276 | sprintf(statusbuf, "%sActive: %d/%d", |
1277 | (state->completed ? "COMPLETED! " : ""), a, n); |
1278 | |
1279 | status_bar(fe, statusbuf); |
1280 | } |
1281 | |
2ef96bd6 |
1282 | sfree(active); |
1283 | } |
1284 | |
1285 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1286 | { |
2ef96bd6 |
1287 | int x, y; |
1288 | |
1289 | /* |
1290 | * If there's a tile which has been rotated, allow time to |
1291 | * animate its rotation. |
1292 | */ |
1293 | for (x = 0; x < oldstate->width; x++) |
1294 | for (y = 0; y < oldstate->height; y++) |
1295 | if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { |
87ed82be |
1296 | return ROTATE_TIME; |
2ef96bd6 |
1297 | } |
2ef96bd6 |
1298 | |
87ed82be |
1299 | return 0.0F; |
1300 | } |
1301 | |
1302 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1303 | { |
2ef96bd6 |
1304 | /* |
87ed82be |
1305 | * If the game has just been completed, we display a completion |
1306 | * flash. |
2ef96bd6 |
1307 | */ |
1308 | if (!oldstate->completed && newstate->completed) { |
1309 | int size; |
1310 | size = 0; |
1311 | if (size < newstate->cx+1) |
1312 | size = newstate->cx+1; |
1313 | if (size < newstate->cy+1) |
1314 | size = newstate->cy+1; |
1315 | if (size < newstate->width - newstate->cx) |
1316 | size = newstate->width - newstate->cx; |
1317 | if (size < newstate->height - newstate->cy) |
1318 | size = newstate->height - newstate->cy; |
87ed82be |
1319 | return FLASH_FRAME * (size+4); |
2ef96bd6 |
1320 | } |
1321 | |
87ed82be |
1322 | return 0.0F; |
2ef96bd6 |
1323 | } |
fd1a1a2b |
1324 | |
1325 | int game_wants_statusbar(void) |
1326 | { |
1327 | return TRUE; |
1328 | } |