Move most of face_text_pos() into grid.c, leaving in loopy.c only the
[sgt/puzzles] / netslide.c
CommitLineData
7bed19e1 1/*
2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
3 * Boulton.
4 */
5
6#include <stdio.h>
7#include <stdlib.h>
8#include <string.h>
9#include <assert.h>
10#include <ctype.h>
11#include <math.h>
12
13#include "puzzles.h"
14#include "tree234.h"
15
7bed19e1 16#define MATMUL(xr,yr,m,x,y) do { \
17 float rx, ry, xx = (x), yy = (y), *mat = (m); \
18 rx = mat[0] * xx + mat[2] * yy; \
19 ry = mat[1] * xx + mat[3] * yy; \
20 (xr) = rx; (yr) = ry; \
21} while (0)
22
23/* Direction and other bitfields */
24#define R 0x01
25#define U 0x02
26#define L 0x04
27#define D 0x08
28#define FLASHING 0x10
29#define ACTIVE 0x20
30/* Corner flags go in the barriers array */
31#define RU 0x10
32#define UL 0x20
33#define LD 0x40
34#define DR 0x80
35
36/* Get tile at given coordinate */
37#define T(state, x, y) ( (y) * (state)->width + (x) )
38
39/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
40#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
41#define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
42#define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
43#define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
44 ((n)&3) == 1 ? A(x) : \
45 ((n)&3) == 2 ? F(x) : C(x) )
46
47/* X and Y displacements */
48#define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
49#define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
50
51/* Bit count */
52#define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
53 (((x) & 0x02) >> 1) + ((x) & 0x01) )
54
1e3e152d 55#define PREFERRED_TILE_SIZE 48
56#define TILE_SIZE (ds->tilesize)
7bed19e1 57#define BORDER TILE_SIZE
58#define TILE_BORDER 1
59#define WINDOW_OFFSET 0
60
61#define ANIM_TIME 0.13F
62#define FLASH_FRAME 0.07F
63
64enum {
65 COL_BACKGROUND,
66 COL_FLASHING,
67 COL_BORDER,
68 COL_WIRE,
69 COL_ENDPOINT,
70 COL_POWERED,
71 COL_BARRIER,
72 COL_LOWLIGHT,
73 COL_TEXT,
74 NCOLOURS
75};
76
77struct game_params {
78 int width;
79 int height;
80 int wrapping;
81 float barrier_probability;
aa27d493 82 int movetarget;
7bed19e1 83};
84
85struct game_state {
86 int width, height, cx, cy, wrapping, completed;
a440f184 87 int used_solve;
aa27d493 88 int move_count, movetarget;
7bed19e1 89
90 /* position (row or col number, starting at 0) of last move. */
91 int last_move_row, last_move_col;
92
93 /* direction of last move: +1 or -1 */
94 int last_move_dir;
95
96 unsigned char *tiles;
97 unsigned char *barriers;
98};
99
100#define OFFSET(x2,y2,x1,y1,dir,state) \
101 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
102 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
103
104#define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
105#define tile(state, x, y) index(state, (state)->tiles, x, y)
106#define barrier(state, x, y) index(state, (state)->barriers, x, y)
107
108struct xyd {
109 int x, y, direction;
110};
111
112static int xyd_cmp(void *av, void *bv) {
113 struct xyd *a = (struct xyd *)av;
114 struct xyd *b = (struct xyd *)bv;
115 if (a->x < b->x)
116 return -1;
117 if (a->x > b->x)
118 return +1;
119 if (a->y < b->y)
120 return -1;
121 if (a->y > b->y)
122 return +1;
123 if (a->direction < b->direction)
124 return -1;
125 if (a->direction > b->direction)
126 return +1;
127 return 0;
23e8c9fd 128}
7bed19e1 129
130static struct xyd *new_xyd(int x, int y, int direction)
131{
132 struct xyd *xyd = snew(struct xyd);
133 xyd->x = x;
134 xyd->y = y;
135 xyd->direction = direction;
136 return xyd;
137}
138
be8d5aa1 139static void slide_col(game_state *state, int dir, int col);
1185e3c5 140static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col);
be8d5aa1 141static void slide_row(game_state *state, int dir, int row);
1185e3c5 142static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row);
7bed19e1 143
144/* ----------------------------------------------------------------------
145 * Manage game parameters.
146 */
be8d5aa1 147static game_params *default_params(void)
7bed19e1 148{
149 game_params *ret = snew(game_params);
150
151 ret->width = 3;
152 ret->height = 3;
153 ret->wrapping = FALSE;
154 ret->barrier_probability = 1.0;
aa27d493 155 ret->movetarget = 0;
7bed19e1 156
157 return ret;
158}
159
ab53eb64 160static const struct { int x, y, wrap, bprob; const char* desc; }
161netslide_presets[] = {
3e17893b 162 {3, 3, FALSE, 1, " easy"},
163 {3, 3, FALSE, 0, " medium"},
164 {3, 3, TRUE, 0, " hard"},
165 {4, 4, FALSE, 1, " easy"},
166 {4, 4, FALSE, 0, " medium"},
167 {4, 4, TRUE, 0, " hard"},
168 {5, 5, FALSE, 1, " easy"},
169 {5, 5, FALSE, 0, " medium"},
170 {5, 5, TRUE, 0, " hard"},
ab53eb64 171};
172
be8d5aa1 173static int game_fetch_preset(int i, char **name, game_params **params)
7bed19e1 174{
175 game_params *ret;
176 char str[80];
ab53eb64 177
178 if (i < 0 || i >= lenof(netslide_presets))
7bed19e1 179 return FALSE;
180
181 ret = snew(game_params);
ab53eb64 182 ret->width = netslide_presets[i].x;
183 ret->height = netslide_presets[i].y;
184 ret->wrapping = netslide_presets[i].wrap;
3e17893b 185 ret->barrier_probability = (float)netslide_presets[i].bprob;
aa27d493 186 ret->movetarget = 0;
7bed19e1 187
ab53eb64 188 sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
7bed19e1 189
190 *name = dupstr(str);
191 *params = ret;
192 return TRUE;
193}
194
be8d5aa1 195static void free_params(game_params *params)
7bed19e1 196{
197 sfree(params);
198}
199
be8d5aa1 200static game_params *dup_params(game_params *params)
7bed19e1 201{
202 game_params *ret = snew(game_params);
203 *ret = *params; /* structure copy */
204 return ret;
205}
206
1185e3c5 207static void decode_params(game_params *ret, char const *string)
7bed19e1 208{
7bed19e1 209 char const *p = string;
210
211 ret->wrapping = FALSE;
212 ret->barrier_probability = 0.0;
aa27d493 213 ret->movetarget = 0;
7bed19e1 214
215 ret->width = atoi(p);
89167dad 216 while (*p && isdigit((unsigned char)*p)) p++;
7bed19e1 217 if (*p == 'x') {
218 p++;
219 ret->height = atoi(p);
89167dad 220 while (*p && isdigit((unsigned char)*p)) p++;
7bed19e1 221 if ( (ret->wrapping = (*p == 'w')) != 0 )
222 p++;
aa27d493 223 if (*p == 'b') {
3e17893b 224 ret->barrier_probability = (float)atof(++p);
89167dad 225 while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
aa27d493 226 }
227 if (*p == 'm') {
228 ret->movetarget = atoi(++p);
229 }
7bed19e1 230 } else {
231 ret->height = ret->width;
232 }
7bed19e1 233}
234
1185e3c5 235static char *encode_params(game_params *params, int full)
7bed19e1 236{
237 char ret[400];
238 int len;
239
240 len = sprintf(ret, "%dx%d", params->width, params->height);
241 if (params->wrapping)
242 ret[len++] = 'w';
1185e3c5 243 if (full && params->barrier_probability)
7bed19e1 244 len += sprintf(ret+len, "b%g", params->barrier_probability);
aa27d493 245 /* Shuffle limit is part of the limited parameters, because we have to
246 * provide the target move count. */
247 if (params->movetarget)
248 len += sprintf(ret+len, "m%d", params->movetarget);
7bed19e1 249 assert(len < lenof(ret));
250 ret[len] = '\0';
251
252 return dupstr(ret);
253}
254
be8d5aa1 255static config_item *game_configure(game_params *params)
7bed19e1 256{
257 config_item *ret;
258 char buf[80];
259
aa27d493 260 ret = snewn(6, config_item);
7bed19e1 261
262 ret[0].name = "Width";
263 ret[0].type = C_STRING;
264 sprintf(buf, "%d", params->width);
265 ret[0].sval = dupstr(buf);
266 ret[0].ival = 0;
267
268 ret[1].name = "Height";
269 ret[1].type = C_STRING;
270 sprintf(buf, "%d", params->height);
271 ret[1].sval = dupstr(buf);
272 ret[1].ival = 0;
273
274 ret[2].name = "Walls wrap around";
275 ret[2].type = C_BOOLEAN;
276 ret[2].sval = NULL;
277 ret[2].ival = params->wrapping;
278
279 ret[3].name = "Barrier probability";
280 ret[3].type = C_STRING;
281 sprintf(buf, "%g", params->barrier_probability);
282 ret[3].sval = dupstr(buf);
283 ret[3].ival = 0;
284
aa27d493 285 ret[4].name = "Number of shuffling moves";
286 ret[4].type = C_STRING;
287 sprintf(buf, "%d", params->movetarget);
288 ret[4].sval = dupstr(buf);
7bed19e1 289 ret[4].ival = 0;
290
aa27d493 291 ret[5].name = NULL;
292 ret[5].type = C_END;
293 ret[5].sval = NULL;
294 ret[5].ival = 0;
295
7bed19e1 296 return ret;
297}
298
be8d5aa1 299static game_params *custom_params(config_item *cfg)
7bed19e1 300{
301 game_params *ret = snew(game_params);
302
303 ret->width = atoi(cfg[0].sval);
304 ret->height = atoi(cfg[1].sval);
305 ret->wrapping = cfg[2].ival;
306 ret->barrier_probability = (float)atof(cfg[3].sval);
aa27d493 307 ret->movetarget = atoi(cfg[4].sval);
7bed19e1 308
309 return ret;
310}
311
3ff276f2 312static char *validate_params(game_params *params, int full)
7bed19e1 313{
ab53eb64 314 if (params->width <= 1 || params->height <= 1)
7bed19e1 315 return "Width and height must both be greater than one";
7bed19e1 316 if (params->barrier_probability < 0)
317 return "Barrier probability may not be negative";
318 if (params->barrier_probability > 1)
319 return "Barrier probability may not be greater than 1";
320 return NULL;
321}
322
323/* ----------------------------------------------------------------------
1185e3c5 324 * Randomly select a new game description.
7bed19e1 325 */
326
1185e3c5 327static char *new_game_desc(game_params *params, random_state *rs,
c566778e 328 char **aux, int interactive)
7bed19e1 329{
1185e3c5 330 tree234 *possibilities, *barriertree;
331 int w, h, x, y, cx, cy, nbarriers;
332 unsigned char *tiles, *barriers;
333 char *desc, *p;
7bed19e1 334
1185e3c5 335 w = params->width;
336 h = params->height;
6f2d8d7c 337
1185e3c5 338 tiles = snewn(w * h, unsigned char);
339 memset(tiles, 0, w * h);
340 barriers = snewn(w * h, unsigned char);
341 memset(barriers, 0, w * h);
7bed19e1 342
1185e3c5 343 cx = w / 2;
344 cy = h / 2;
7bed19e1 345
346 /*
347 * Construct the unshuffled grid.
348 *
349 * To do this, we simply start at the centre point, repeatedly
350 * choose a random possibility out of the available ways to
351 * extend a used square into an unused one, and do it. After
352 * extending the third line out of a square, we remove the
353 * fourth from the possibilities list to avoid any full-cross
354 * squares (which would make the game too easy because they
355 * only have one orientation).
356 *
357 * The slightly worrying thing is the avoidance of full-cross
358 * squares. Can this cause our unsophisticated construction
359 * algorithm to paint itself into a corner, by getting into a
360 * situation where there are some unreached squares and the
361 * only way to reach any of them is to extend a T-piece into a
362 * full cross?
363 *
364 * Answer: no it can't, and here's a proof.
365 *
366 * Any contiguous group of such unreachable squares must be
367 * surrounded on _all_ sides by T-pieces pointing away from the
368 * group. (If not, then there is a square which can be extended
369 * into one of the `unreachable' ones, and so it wasn't
370 * unreachable after all.) In particular, this implies that
371 * each contiguous group of unreachable squares must be
372 * rectangular in shape (any deviation from that yields a
373 * non-T-piece next to an `unreachable' square).
374 *
375 * So we have a rectangle of unreachable squares, with T-pieces
376 * forming a solid border around the rectangle. The corners of
377 * that border must be connected (since every tile connects all
378 * the lines arriving in it), and therefore the border must
379 * form a closed loop around the rectangle.
380 *
381 * But this can't have happened in the first place, since we
382 * _know_ we've avoided creating closed loops! Hence, no such
383 * situation can ever arise, and the naive grid construction
384 * algorithm will guaranteeably result in a complete grid
385 * containing no unreached squares, no full crosses _and_ no
386 * closed loops. []
387 */
388 possibilities = newtree234(xyd_cmp);
389
1185e3c5 390 if (cx+1 < w)
391 add234(possibilities, new_xyd(cx, cy, R));
392 if (cy-1 >= 0)
393 add234(possibilities, new_xyd(cx, cy, U));
394 if (cx-1 >= 0)
395 add234(possibilities, new_xyd(cx, cy, L));
396 if (cy+1 < h)
397 add234(possibilities, new_xyd(cx, cy, D));
7bed19e1 398
399 while (count234(possibilities) > 0) {
400 int i;
401 struct xyd *xyd;
402 int x1, y1, d1, x2, y2, d2, d;
403
404 /*
405 * Extract a randomly chosen possibility from the list.
406 */
407 i = random_upto(rs, count234(possibilities));
408 xyd = delpos234(possibilities, i);
409 x1 = xyd->x;
410 y1 = xyd->y;
411 d1 = xyd->direction;
412 sfree(xyd);
413
1185e3c5 414 OFFSET(x2, y2, x1, y1, d1, params);
7bed19e1 415 d2 = F(d1);
95854b53 416#ifdef GENERATION_DIAGNOSTICS
7bed19e1 417 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
418 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
419#endif
420
421 /*
422 * Make the connection. (We should be moving to an as yet
423 * unused tile.)
424 */
1185e3c5 425 index(params, tiles, x1, y1) |= d1;
426 assert(index(params, tiles, x2, y2) == 0);
427 index(params, tiles, x2, y2) |= d2;
7bed19e1 428
429 /*
430 * If we have created a T-piece, remove its last
431 * possibility.
432 */
1185e3c5 433 if (COUNT(index(params, tiles, x1, y1)) == 3) {
7bed19e1 434 struct xyd xyd1, *xydp;
435
436 xyd1.x = x1;
437 xyd1.y = y1;
1185e3c5 438 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
7bed19e1 439
440 xydp = find234(possibilities, &xyd1, NULL);
441
442 if (xydp) {
95854b53 443#ifdef GENERATION_DIAGNOSTICS
7bed19e1 444 printf("T-piece; removing (%d,%d,%c)\n",
445 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
446#endif
447 del234(possibilities, xydp);
448 sfree(xydp);
449 }
450 }
451
452 /*
453 * Remove all other possibilities that were pointing at the
454 * tile we've just moved into.
455 */
456 for (d = 1; d < 0x10; d <<= 1) {
457 int x3, y3, d3;
458 struct xyd xyd1, *xydp;
459
1185e3c5 460 OFFSET(x3, y3, x2, y2, d, params);
7bed19e1 461 d3 = F(d);
462
463 xyd1.x = x3;
464 xyd1.y = y3;
465 xyd1.direction = d3;
466
467 xydp = find234(possibilities, &xyd1, NULL);
468
469 if (xydp) {
95854b53 470#ifdef GENERATION_DIAGNOSTICS
7bed19e1 471 printf("Loop avoidance; removing (%d,%d,%c)\n",
472 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
473#endif
474 del234(possibilities, xydp);
475 sfree(xydp);
476 }
477 }
478
479 /*
480 * Add new possibilities to the list for moving _out_ of
481 * the tile we have just moved into.
482 */
483 for (d = 1; d < 0x10; d <<= 1) {
484 int x3, y3;
485
486 if (d == d2)
487 continue; /* we've got this one already */
488
1185e3c5 489 if (!params->wrapping) {
7bed19e1 490 if (d == U && y2 == 0)
491 continue;
1185e3c5 492 if (d == D && y2 == h-1)
7bed19e1 493 continue;
494 if (d == L && x2 == 0)
495 continue;
1185e3c5 496 if (d == R && x2 == w-1)
7bed19e1 497 continue;
498 }
499
1185e3c5 500 OFFSET(x3, y3, x2, y2, d, params);
7bed19e1 501
1185e3c5 502 if (index(params, tiles, x3, y3))
7bed19e1 503 continue; /* this would create a loop */
504
95854b53 505#ifdef GENERATION_DIAGNOSTICS
7bed19e1 506 printf("New frontier; adding (%d,%d,%c)\n",
507 x2, y2, "0RU3L567D9abcdef"[d]);
508#endif
509 add234(possibilities, new_xyd(x2, y2, d));
510 }
511 }
512 /* Having done that, we should have no possibilities remaining. */
513 assert(count234(possibilities) == 0);
514 freetree234(possibilities);
515
516 /*
517 * Now compute a list of the possible barrier locations.
518 */
1185e3c5 519 barriertree = newtree234(xyd_cmp);
520 for (y = 0; y < h; y++) {
521 for (x = 0; x < w; x++) {
522
523 if (!(index(params, tiles, x, y) & R) &&
524 (params->wrapping || x < w-1))
525 add234(barriertree, new_xyd(x, y, R));
526 if (!(index(params, tiles, x, y) & D) &&
527 (params->wrapping || y < h-1))
528 add234(barriertree, new_xyd(x, y, D));
7bed19e1 529 }
530 }
531
532 /*
c566778e 533 * Save the unshuffled grid in aux.
2ac6d24e 534 */
535 {
c566778e 536 char *solution;
537 int i;
538
539 /*
540 * String format is exactly the same as a solve move, so we
541 * can just dupstr this in solve_game().
542 */
2ac6d24e 543
c566778e 544 solution = snewn(w * h + 2, char);
545 solution[0] = 'S';
546 for (i = 0; i < w * h; i++)
547 solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF];
548 solution[w*h+1] = '\0';
2ac6d24e 549
1185e3c5 550 *aux = solution;
2ac6d24e 551 }
552
553 /*
7bed19e1 554 * Now shuffle the grid.
aa27d493 555 * FIXME - this simply does a set of random moves to shuffle the pieces,
556 * although we make a token effort to avoid boring cases by avoiding moves
557 * that directly undo the previous one, or that repeat so often as to
558 * turn into fewer moves.
559 *
7bed19e1 560 * A better way would be to number all the pieces, generate a placement
561 * for all the numbers as for "sixteen", observing parity constraints if
562 * neccessary, and then place the pieces according to their numbering.
563 * BUT - I'm not sure if this will work, since we disallow movement of
564 * the middle row and column.
565 */
566 {
567 int i;
1185e3c5 568 int cols = w - 1;
569 int rows = h - 1;
aa27d493 570 int moves = params->movetarget;
571 int prevdir = -1, prevrowcol = -1, nrepeats = 0;
572 if (!moves) moves = cols * rows * 2;
573 for (i = 0; i < moves; /* incremented conditionally */) {
7bed19e1 574 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
575 int dir = random_upto(rs, 4);
aa27d493 576 int rowcol;
7bed19e1 577 if (dir % 2 == 0) {
578 int col = random_upto(rs, cols);
aa27d493 579 if (col >= cx) col += 1; /* avoid centre */
580 if (col == prevrowcol) {
581 if (dir == 2-prevdir)
582 continue; /* undoes last move */
3fcd6cf0 583 else if (dir == prevdir && (nrepeats+1)*2 > h)
aa27d493 584 continue; /* makes fewer moves */
585 }
1185e3c5 586 slide_col_int(w, h, tiles, 1 - dir, col);
aa27d493 587 rowcol = col;
7bed19e1 588 } else {
589 int row = random_upto(rs, rows);
aa27d493 590 if (row >= cy) row += 1; /* avoid centre */
591 if (row == prevrowcol) {
592 if (dir == 4-prevdir)
593 continue; /* undoes last move */
3fcd6cf0 594 else if (dir == prevdir && (nrepeats+1)*2 > w)
aa27d493 595 continue; /* makes fewer moves */
596 }
1185e3c5 597 slide_row_int(w, h, tiles, 2 - dir, row);
aa27d493 598 rowcol = row;
7bed19e1 599 }
aa27d493 600 if (dir == prevdir && rowcol == prevrowcol)
601 nrepeats++;
602 else
603 nrepeats = 1;
604 prevdir = dir;
605 prevrowcol = rowcol;
606 i++; /* if we got here, the move was accepted */
7bed19e1 607 }
608 }
609
610 /*
611 * And now choose barrier locations. (We carefully do this
612 * _after_ shuffling, so that changing the barrier rate in the
1185e3c5 613 * params while keeping the random seed the same will give the
7bed19e1 614 * same shuffled grid and _only_ change the barrier locations.
615 * Also the way we choose barrier locations, by repeatedly
616 * choosing one possibility from the list until we have enough,
617 * is designed to ensure that raising the barrier rate while
618 * keeping the seed the same will provide a superset of the
619 * previous barrier set - i.e. if you ask for 10 barriers, and
620 * then decide that's still too hard and ask for 20, you'll get
621 * the original 10 plus 10 more, rather than getting 20 new
622 * ones and the chance of remembering your first 10.)
623 */
1185e3c5 624 nbarriers = (int)(params->barrier_probability * count234(barriertree));
625 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
7bed19e1 626
627 while (nbarriers > 0) {
628 int i;
629 struct xyd *xyd;
630 int x1, y1, d1, x2, y2, d2;
631
632 /*
633 * Extract a randomly chosen barrier from the list.
634 */
1185e3c5 635 i = random_upto(rs, count234(barriertree));
636 xyd = delpos234(barriertree, i);
7bed19e1 637
638 assert(xyd != NULL);
639
640 x1 = xyd->x;
641 y1 = xyd->y;
642 d1 = xyd->direction;
643 sfree(xyd);
644
1185e3c5 645 OFFSET(x2, y2, x1, y1, d1, params);
7bed19e1 646 d2 = F(d1);
647
1185e3c5 648 index(params, barriers, x1, y1) |= d1;
649 index(params, barriers, x2, y2) |= d2;
7bed19e1 650
651 nbarriers--;
652 }
653
654 /*
655 * Clean up the rest of the barrier list.
656 */
657 {
658 struct xyd *xyd;
659
1185e3c5 660 while ( (xyd = delpos234(barriertree, 0)) != NULL)
7bed19e1 661 sfree(xyd);
662
1185e3c5 663 freetree234(barriertree);
664 }
665
666 /*
667 * Finally, encode the grid into a string game description.
668 *
669 * My syntax is extremely simple: each square is encoded as a
670 * hex digit in which bit 0 means a connection on the right,
671 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
672 * encoding as used internally). Each digit is followed by
673 * optional barrier indicators: `v' means a vertical barrier to
674 * the right of it, and `h' means a horizontal barrier below
675 * it.
676 */
677 desc = snewn(w * h * 3 + 1, char);
678 p = desc;
679 for (y = 0; y < h; y++) {
680 for (x = 0; x < w; x++) {
681 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
682 if ((params->wrapping || x < w-1) &&
683 (index(params, barriers, x, y) & R))
684 *p++ = 'v';
685 if ((params->wrapping || y < h-1) &&
686 (index(params, barriers, x, y) & D))
687 *p++ = 'h';
688 }
689 }
690 assert(p - desc <= w*h*3);
366d045b 691 *p = '\0';
1185e3c5 692
693 sfree(tiles);
694 sfree(barriers);
695
696 return desc;
697}
698
1185e3c5 699static char *validate_desc(game_params *params, char *desc)
700{
701 int w = params->width, h = params->height;
702 int i;
703
704 for (i = 0; i < w*h; i++) {
705 if (*desc >= '0' && *desc <= '9')
706 /* OK */;
707 else if (*desc >= 'a' && *desc <= 'f')
708 /* OK */;
709 else if (*desc >= 'A' && *desc <= 'F')
710 /* OK */;
711 else if (!*desc)
712 return "Game description shorter than expected";
713 else
714 return "Game description contained unexpected character";
715 desc++;
716 while (*desc == 'h' || *desc == 'v')
717 desc++;
718 }
719 if (*desc)
720 return "Game description longer than expected";
721
722 return NULL;
723}
724
725/* ----------------------------------------------------------------------
726 * Construct an initial game state, given a description and parameters.
727 */
728
dafd6cf6 729static game_state *new_game(midend *me, game_params *params, char *desc)
1185e3c5 730{
731 game_state *state;
732 int w, h, x, y;
733
734 assert(params->width > 0 && params->height > 0);
735 assert(params->width > 1 || params->height > 1);
736
737 /*
738 * Create a blank game state.
739 */
740 state = snew(game_state);
741 w = state->width = params->width;
742 h = state->height = params->height;
743 state->cx = state->width / 2;
744 state->cy = state->height / 2;
745 state->wrapping = params->wrapping;
aa27d493 746 state->movetarget = params->movetarget;
1185e3c5 747 state->completed = 0;
a440f184 748 state->used_solve = FALSE;
1185e3c5 749 state->move_count = 0;
750 state->last_move_row = -1;
751 state->last_move_col = -1;
752 state->last_move_dir = 0;
753 state->tiles = snewn(state->width * state->height, unsigned char);
754 memset(state->tiles, 0, state->width * state->height);
755 state->barriers = snewn(state->width * state->height, unsigned char);
756 memset(state->barriers, 0, state->width * state->height);
757
758
759 /*
760 * Parse the game description into the grid.
761 */
762 for (y = 0; y < h; y++) {
763 for (x = 0; x < w; x++) {
764 if (*desc >= '0' && *desc <= '9')
765 tile(state, x, y) = *desc - '0';
766 else if (*desc >= 'a' && *desc <= 'f')
767 tile(state, x, y) = *desc - 'a' + 10;
768 else if (*desc >= 'A' && *desc <= 'F')
769 tile(state, x, y) = *desc - 'A' + 10;
770 if (*desc)
771 desc++;
772 while (*desc == 'h' || *desc == 'v') {
773 int x2, y2, d1, d2;
774 if (*desc == 'v')
775 d1 = R;
776 else
777 d1 = D;
778
779 OFFSET(x2, y2, x, y, d1, state);
780 d2 = F(d1);
781
782 barrier(state, x, y) |= d1;
783 barrier(state, x2, y2) |= d2;
784
785 desc++;
786 }
787 }
788 }
789
790 /*
791 * Set up border barriers if this is a non-wrapping game.
792 */
793 if (!state->wrapping) {
794 for (x = 0; x < state->width; x++) {
795 barrier(state, x, 0) |= U;
796 barrier(state, x, state->height-1) |= D;
797 }
798 for (y = 0; y < state->height; y++) {
799 barrier(state, 0, y) |= L;
800 barrier(state, state->width-1, y) |= R;
801 }
7bed19e1 802 }
803
804 /*
805 * Set up the barrier corner flags, for drawing barriers
806 * prettily when they meet.
807 */
808 for (y = 0; y < state->height; y++) {
809 for (x = 0; x < state->width; x++) {
810 int dir;
811
812 for (dir = 1; dir < 0x10; dir <<= 1) {
813 int dir2 = A(dir);
814 int x1, y1, x2, y2, x3, y3;
815 int corner = FALSE;
816
817 if (!(barrier(state, x, y) & dir))
818 continue;
819
820 if (barrier(state, x, y) & dir2)
821 corner = TRUE;
822
823 x1 = x + X(dir), y1 = y + Y(dir);
824 if (x1 >= 0 && x1 < state->width &&
825 y1 >= 0 && y1 < state->height &&
826 (barrier(state, x1, y1) & dir2))
827 corner = TRUE;
828
829 x2 = x + X(dir2), y2 = y + Y(dir2);
830 if (x2 >= 0 && x2 < state->width &&
831 y2 >= 0 && y2 < state->height &&
832 (barrier(state, x2, y2) & dir))
833 corner = TRUE;
834
835 if (corner) {
836 barrier(state, x, y) |= (dir << 4);
837 if (x1 >= 0 && x1 < state->width &&
838 y1 >= 0 && y1 < state->height)
839 barrier(state, x1, y1) |= (A(dir) << 4);
840 if (x2 >= 0 && x2 < state->width &&
841 y2 >= 0 && y2 < state->height)
842 barrier(state, x2, y2) |= (C(dir) << 4);
843 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
844 if (x3 >= 0 && x3 < state->width &&
845 y3 >= 0 && y3 < state->height)
846 barrier(state, x3, y3) |= (F(dir) << 4);
847 }
848 }
849 }
850 }
851
7bed19e1 852 return state;
853}
854
be8d5aa1 855static game_state *dup_game(game_state *state)
7bed19e1 856{
857 game_state *ret;
858
859 ret = snew(game_state);
860 ret->width = state->width;
861 ret->height = state->height;
862 ret->cx = state->cx;
863 ret->cy = state->cy;
864 ret->wrapping = state->wrapping;
aa27d493 865 ret->movetarget = state->movetarget;
7bed19e1 866 ret->completed = state->completed;
2ac6d24e 867 ret->used_solve = state->used_solve;
7bed19e1 868 ret->move_count = state->move_count;
869 ret->last_move_row = state->last_move_row;
870 ret->last_move_col = state->last_move_col;
871 ret->last_move_dir = state->last_move_dir;
872 ret->tiles = snewn(state->width * state->height, unsigned char);
873 memcpy(ret->tiles, state->tiles, state->width * state->height);
874 ret->barriers = snewn(state->width * state->height, unsigned char);
875 memcpy(ret->barriers, state->barriers, state->width * state->height);
876
877 return ret;
878}
879
be8d5aa1 880static void free_game(game_state *state)
7bed19e1 881{
882 sfree(state->tiles);
883 sfree(state->barriers);
884 sfree(state);
885}
886
df11cd4e 887static char *solve_game(game_state *state, game_state *currstate,
c566778e 888 char *aux, char **error)
2ac6d24e 889{
1185e3c5 890 if (!aux) {
2ac6d24e 891 *error = "Solution not known for this puzzle";
892 return NULL;
893 }
894
c566778e 895 return dupstr(aux);
2ac6d24e 896}
897
fa3abef5 898static int game_can_format_as_text_now(game_params *params)
899{
900 return TRUE;
901}
902
9b4b03d3 903static char *game_text_format(game_state *state)
904{
905 return NULL;
906}
907
7bed19e1 908/* ----------------------------------------------------------------------
909 * Utility routine.
910 */
911
912/*
913 * Compute which squares are reachable from the centre square, as a
914 * quick visual aid to determining how close the game is to
915 * completion. This is also a simple way to tell if the game _is_
916 * completed - just call this function and see whether every square
917 * is marked active.
918 *
919 * squares in the moving_row and moving_col are always inactive - this
920 * is so that "current" doesn't appear to jump across moving lines.
921 */
922static unsigned char *compute_active(game_state *state,
923 int moving_row, int moving_col)
924{
925 unsigned char *active;
926 tree234 *todo;
927 struct xyd *xyd;
928
929 active = snewn(state->width * state->height, unsigned char);
930 memset(active, 0, state->width * state->height);
931
932 /*
933 * We only store (x,y) pairs in todo, but it's easier to reuse
934 * xyd_cmp and just store direction 0 every time.
935 */
936 todo = newtree234(xyd_cmp);
937 index(state, active, state->cx, state->cy) = ACTIVE;
938 add234(todo, new_xyd(state->cx, state->cy, 0));
939
940 while ( (xyd = delpos234(todo, 0)) != NULL) {
941 int x1, y1, d1, x2, y2, d2;
942
943 x1 = xyd->x;
944 y1 = xyd->y;
945 sfree(xyd);
946
947 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
948 OFFSET(x2, y2, x1, y1, d1, state);
949 d2 = F(d1);
950
951 /*
952 * If the next tile in this direction is connected to
953 * us, and there isn't a barrier in the way, and it
954 * isn't already marked active, then mark it active and
955 * add it to the to-examine list.
956 */
957 if ((x2 != moving_col && y2 != moving_row) &&
958 (tile(state, x1, y1) & d1) &&
959 (tile(state, x2, y2) & d2) &&
960 !(barrier(state, x1, y1) & d1) &&
961 !index(state, active, x2, y2)) {
962 index(state, active, x2, y2) = ACTIVE;
963 add234(todo, new_xyd(x2, y2, 0));
964 }
965 }
966 }
967 /* Now we expect the todo list to have shrunk to zero size. */
968 assert(count234(todo) == 0);
969 freetree234(todo);
970
971 return active;
972}
973
974struct game_ui {
975 int cur_x, cur_y;
976 int cur_visible;
977};
978
be8d5aa1 979static game_ui *new_ui(game_state *state)
7bed19e1 980{
981 game_ui *ui = snew(game_ui);
3e17893b 982 ui->cur_x = 0;
983 ui->cur_y = -1;
7bed19e1 984 ui->cur_visible = FALSE;
985
986 return ui;
987}
988
be8d5aa1 989static void free_ui(game_ui *ui)
7bed19e1 990{
991 sfree(ui);
992}
993
844f605f 994static char *encode_ui(game_ui *ui)
ae8290c6 995{
996 return NULL;
997}
998
844f605f 999static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 1000{
1001}
1002
7bed19e1 1003/* ----------------------------------------------------------------------
1004 * Process a move.
1005 */
1006
1185e3c5 1007static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
7bed19e1 1008{
1185e3c5 1009 int x = dir > 0 ? -1 : w;
7bed19e1 1010 int tx = x + dir;
1185e3c5 1011 int n = w - 1;
1012 unsigned char endtile = tiles[row * w + tx];
7bed19e1 1013 do {
1014 x = tx;
1185e3c5 1015 tx = (x + dir + w) % w;
1016 tiles[row * w + x] = tiles[row * w + tx];
7bed19e1 1017 } while (--n > 0);
1185e3c5 1018 tiles[row * w + tx] = endtile;
7bed19e1 1019}
1020
1185e3c5 1021static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
7bed19e1 1022{
1185e3c5 1023 int y = dir > 0 ? -1 : h;
7bed19e1 1024 int ty = y + dir;
1185e3c5 1025 int n = h - 1;
1026 unsigned char endtile = tiles[ty * w + col];
7bed19e1 1027 do {
1028 y = ty;
1185e3c5 1029 ty = (y + dir + h) % h;
1030 tiles[y * w + col] = tiles[ty * w + col];
7bed19e1 1031 } while (--n > 0);
1185e3c5 1032 tiles[ty * w + col] = endtile;
1033}
1034
1035static void slide_row(game_state *state, int dir, int row)
1036{
1037 slide_row_int(state->width, state->height, state->tiles, dir, row);
1038}
1039
1040static void slide_col(game_state *state, int dir, int col)
1041{
1042 slide_col_int(state->width, state->height, state->tiles, dir, col);
7bed19e1 1043}
1044
07dfb697 1045static void game_changed_state(game_ui *ui, game_state *oldstate,
1046 game_state *newstate)
1047{
1048}
1049
1e3e152d 1050struct game_drawstate {
1051 int started;
1052 int width, height;
1053 int tilesize;
1054 unsigned char *visible;
3e17893b 1055 int cur_x, cur_y;
1e3e152d 1056};
1057
df11cd4e 1058static char *interpret_move(game_state *state, game_ui *ui,
1059 game_drawstate *ds, int x, int y, int button)
7bed19e1 1060{
1061 int cx, cy;
1062 int n, dx, dy;
df11cd4e 1063 char buf[80];
7bed19e1 1064
f0ee053c 1065 button &= ~MOD_MASK;
1066
3e17893b 1067 if (IS_CURSOR_MOVE(button)) {
1068 int cpos, diff = 0;
1069 cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y);
1070 diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button);
1071
1072 if (diff != 0) {
1073 do { /* we might have to do this more than once to skip missing arrows */
1074 cpos += diff;
1075 pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y);
1076 } while (ui->cur_x == state->cx || ui->cur_y == state->cy);
1077 }
1078
1079 ui->cur_visible = 1;
1080 return "";
1081 }
7bed19e1 1082
3e17893b 1083 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1084 cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1085 cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1086 ui->cur_visible = 0;
1087 } else if (IS_CURSOR_SELECT(button)) {
1088 if (ui->cur_visible) {
1089 cx = ui->cur_x;
1090 cy = ui->cur_y;
1091 } else {
1092 /* 'click' when cursor is invisible just makes cursor visible. */
1093 ui->cur_visible = 1;
1094 return "";
1095 }
1096 } else
1097 return NULL;
7bed19e1 1098
1099 if (cy >= 0 && cy < state->height && cy != state->cy)
1100 {
1101 if (cx == -1) dx = +1;
1102 else if (cx == state->width) dx = -1;
1103 else return NULL;
1104 n = state->width;
1105 dy = 0;
1106 }
1107 else if (cx >= 0 && cx < state->width && cx != state->cx)
1108 {
1109 if (cy == -1) dy = +1;
1110 else if (cy == state->height) dy = -1;
1111 else return NULL;
1112 n = state->height;
1113 dx = 0;
1114 }
1115 else
1116 return NULL;
1117
1118 /* reverse direction if right hand button is pressed */
1119 if (button == RIGHT_BUTTON)
1120 {
1121 dx = -dx;
1122 dy = -dy;
1123 }
1124
df11cd4e 1125 if (dx == 0)
1126 sprintf(buf, "C%d,%d", cx, dy);
1127 else
1128 sprintf(buf, "R%d,%d", cy, dx);
1129 return dupstr(buf);
1130}
1131
1132static game_state *execute_move(game_state *from, char *move)
1133{
1134 game_state *ret;
1135 int c, d, col;
1136
1137 if ((move[0] == 'C' || move[0] == 'R') &&
1138 sscanf(move+1, "%d,%d", &c, &d) == 2 &&
1139 c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) {
1140 col = (move[0] == 'C');
1141 } else if (move[0] == 'S' &&
1142 strlen(move) == from->width * from->height + 1) {
1143 int i;
1144 ret = dup_game(from);
a440f184 1145 ret->used_solve = TRUE;
df11cd4e 1146 ret->completed = ret->move_count = 1;
1147
1148 for (i = 0; i < from->width * from->height; i++) {
1149 c = move[i+1];
1150 if (c >= '0' && c <= '9')
1151 c -= '0';
1152 else if (c >= 'A' && c <= 'F')
1153 c -= 'A' - 10;
1154 else if (c >= 'a' && c <= 'f')
1155 c -= 'a' - 10;
1156 else {
1157 free_game(ret);
1158 return NULL;
1159 }
1160 ret->tiles[i] = c;
1161 }
1162 return ret;
1163 } else
1164 return NULL; /* can't parse move string */
1165
1166 ret = dup_game(from);
7bed19e1 1167
df11cd4e 1168 if (col)
1169 slide_col(ret, d, c);
1170 else
1171 slide_row(ret, d, c);
7bed19e1 1172
1173 ret->move_count++;
df11cd4e 1174 ret->last_move_row = col ? -1 : c;
1175 ret->last_move_col = col ? c : -1;
1176 ret->last_move_dir = d;
7bed19e1 1177
1178 /*
1179 * See if the game has been completed.
1180 */
1181 if (!ret->completed) {
1182 unsigned char *active = compute_active(ret, -1, -1);
1183 int x1, y1;
1184 int complete = TRUE;
1185
1186 for (x1 = 0; x1 < ret->width; x1++)
1187 for (y1 = 0; y1 < ret->height; y1++)
1188 if (!index(ret, active, x1, y1)) {
1189 complete = FALSE;
1190 goto break_label; /* break out of two loops at once */
1191 }
1192 break_label:
1193
1194 sfree(active);
1195
1196 if (complete)
1197 ret->completed = ret->move_count;
1198 }
1199
1200 return ret;
1201}
1202
1203/* ----------------------------------------------------------------------
1204 * Routines for drawing the game position on the screen.
1205 */
1206
dafd6cf6 1207static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
7bed19e1 1208{
1209 game_drawstate *ds = snew(game_drawstate);
1210
1211 ds->started = FALSE;
1212 ds->width = state->width;
1213 ds->height = state->height;
1214 ds->visible = snewn(state->width * state->height, unsigned char);
1e3e152d 1215 ds->tilesize = 0; /* not decided yet */
7bed19e1 1216 memset(ds->visible, 0xFF, state->width * state->height);
3e17893b 1217 ds->cur_x = ds->cur_y = -1;
7bed19e1 1218
1219 return ds;
1220}
1221
dafd6cf6 1222static void game_free_drawstate(drawing *dr, game_drawstate *ds)
7bed19e1 1223{
1224 sfree(ds->visible);
1225 sfree(ds);
1226}
1227
1f3ee4ee 1228static void game_compute_size(game_params *params, int tilesize,
1229 int *x, int *y)
7bed19e1 1230{
1f3ee4ee 1231 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1232 struct { int tilesize; } ads, *ds = &ads;
1233 ads.tilesize = tilesize;
1e3e152d 1234
7bed19e1 1235 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1236 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1237}
1238
dafd6cf6 1239static void game_set_size(drawing *dr, game_drawstate *ds,
1240 game_params *params, int tilesize)
1f3ee4ee 1241{
1242 ds->tilesize = tilesize;
1243}
1244
8266f3fc 1245static float *game_colours(frontend *fe, int *ncolours)
7bed19e1 1246{
1247 float *ret;
1248
1249 ret = snewn(NCOLOURS * 3, float);
1250 *ncolours = NCOLOURS;
1251
1252 /*
1253 * Basic background colour is whatever the front end thinks is
1254 * a sensible default.
1255 */
1256 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1257
1258 /*
1259 * Wires are black.
1260 */
1261 ret[COL_WIRE * 3 + 0] = 0.0F;
1262 ret[COL_WIRE * 3 + 1] = 0.0F;
1263 ret[COL_WIRE * 3 + 2] = 0.0F;
1264
1265 /*
1266 * Powered wires and powered endpoints are cyan.
1267 */
1268 ret[COL_POWERED * 3 + 0] = 0.0F;
1269 ret[COL_POWERED * 3 + 1] = 1.0F;
1270 ret[COL_POWERED * 3 + 2] = 1.0F;
1271
1272 /*
1273 * Barriers are red.
1274 */
1275 ret[COL_BARRIER * 3 + 0] = 1.0F;
1276 ret[COL_BARRIER * 3 + 1] = 0.0F;
1277 ret[COL_BARRIER * 3 + 2] = 0.0F;
1278
1279 /*
1280 * Unpowered endpoints are blue.
1281 */
1282 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1283 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1284 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1285
1286 /*
1287 * Tile borders are a darker grey than the background.
1288 */
1289 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1290 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1291 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1292
1293 /*
1294 * Flashing tiles are a grey in between those two.
1295 */
1296 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1297 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1298 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1299
1300 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1301 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1302 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1303 ret[COL_TEXT * 3 + 0] = 0.0;
1304 ret[COL_TEXT * 3 + 1] = 0.0;
1305 ret[COL_TEXT * 3 + 2] = 0.0;
1306
1307 return ret;
1308}
1309
a39c3aa0 1310static void draw_filled_line(drawing *dr, int x1, int y1, int x2, int y2,
1311 int colour)
7bed19e1 1312{
dafd6cf6 1313 draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
1314 draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
1315 draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
1316 draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
1317 draw_line(dr, x1, y1, x2, y2, colour);
7bed19e1 1318}
1319
dafd6cf6 1320static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
7bed19e1 1321 int colour)
1322{
1323 int mx = (x1 < x2 ? x1 : x2);
1324 int my = (y1 < y2 ? y1 : y2);
1325 int dx = (x2 + x1 - 2*mx + 1);
1326 int dy = (y2 + y1 - 2*my + 1);
1327
dafd6cf6 1328 draw_rect(dr, mx, my, dx, dy, colour);
7bed19e1 1329}
1330
dafd6cf6 1331static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
1e3e152d 1332 int x, int y, int dir, int phase)
7bed19e1 1333{
1334 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1335 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1336 int x1, y1, dx, dy, dir2;
1337
1338 dir >>= 4;
1339
1340 dir2 = A(dir);
1341 dx = X(dir) + X(dir2);
1342 dy = Y(dir) + Y(dir2);
1343 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1344 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1345
1346 if (phase == 0) {
dafd6cf6 1347 draw_rect_coords(dr, bx+x1, by+y1,
7bed19e1 1348 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1349 COL_WIRE);
dafd6cf6 1350 draw_rect_coords(dr, bx+x1, by+y1,
7bed19e1 1351 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1352 COL_WIRE);
1353 } else {
dafd6cf6 1354 draw_rect_coords(dr, bx+x1, by+y1,
7bed19e1 1355 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1356 COL_BARRIER);
1357 }
1358}
1359
dafd6cf6 1360static void draw_barrier(drawing *dr, game_drawstate *ds,
1e3e152d 1361 int x, int y, int dir, int phase)
7bed19e1 1362{
1363 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1364 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1365 int x1, y1, w, h;
1366
1367 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1368 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1369 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1370 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1371
1372 if (phase == 0) {
dafd6cf6 1373 draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
7bed19e1 1374 } else {
dafd6cf6 1375 draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
7bed19e1 1376 }
1377}
1378
dafd6cf6 1379static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
1e3e152d 1380 int x, int y, int tile, float xshift, float yshift)
7bed19e1 1381{
3e17893b 1382 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
1383 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE);
7bed19e1 1384 float cx, cy, ex, ey;
1385 int dir, col;
1386
1387 /*
1388 * When we draw a single tile, we must draw everything up to
1389 * and including the borders around the tile. This means that
1390 * if the neighbouring tiles have connections to those borders,
1391 * we must draw those connections on the borders themselves.
1392 *
1393 * This would be terribly fiddly if we ever had to draw a tile
1394 * while its neighbour was in mid-rotate, because we'd have to
1395 * arrange to _know_ that the neighbour was being rotated and
1396 * hence had an anomalous effect on the redraw of this tile.
1397 * Fortunately, the drawing algorithm avoids ever calling us in
1398 * this circumstance: we're either drawing lots of straight
1399 * tiles at game start or after a move is complete, or we're
1400 * repeatedly drawing only the rotating tile. So no problem.
1401 */
1402
1403 /*
1404 * So. First blank the tile out completely: draw a big
1405 * rectangle in border colour, and a smaller rectangle in
1406 * background colour to fill it in.
1407 */
dafd6cf6 1408 draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
7bed19e1 1409 COL_BORDER);
dafd6cf6 1410 draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
7bed19e1 1411 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1412 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1413
1414 /*
1415 * Draw the wires.
1416 */
1417 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1418 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1419 for (dir = 1; dir < 0x10; dir <<= 1) {
1420 if (tile & dir) {
1421 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1422 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
a39c3aa0 1423 draw_filled_line(dr, bx+(int)cx, by+(int)cy,
1424 bx+(int)(cx+ex), by+(int)(cy+ey),
1425 COL_WIRE);
7bed19e1 1426 }
1427 }
1428 for (dir = 1; dir < 0x10; dir <<= 1) {
1429 if (tile & dir) {
1430 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1431 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
dafd6cf6 1432 draw_line(dr, bx+(int)cx, by+(int)cy,
7bed19e1 1433 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1434 }
1435 }
1436
1437 /*
1438 * Draw the box in the middle. We do this in blue if the tile
1439 * is an unpowered endpoint, in cyan if the tile is a powered
1440 * endpoint, in black if the tile is the centrepiece, and
1441 * otherwise not at all.
1442 */
1443 col = -1;
1444 if (x == state->cx && y == state->cy)
1445 col = COL_WIRE;
1446 else if (COUNT(tile) == 1) {
1447 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1448 }
1449 if (col >= 0) {
1450 int i, points[8];
1451
1452 points[0] = +1; points[1] = +1;
1453 points[2] = +1; points[3] = -1;
1454 points[4] = -1; points[5] = -1;
1455 points[6] = -1; points[7] = +1;
1456
1457 for (i = 0; i < 8; i += 2) {
1458 ex = (TILE_SIZE * 0.24F) * points[i];
1459 ey = (TILE_SIZE * 0.24F) * points[i+1];
1460 points[i] = bx+(int)(cx+ex);
1461 points[i+1] = by+(int)(cy+ey);
1462 }
1463
dafd6cf6 1464 draw_polygon(dr, points, 4, col, COL_WIRE);
7bed19e1 1465 }
1466
1467 /*
1468 * Draw the points on the border if other tiles are connected
1469 * to us.
1470 */
1471 for (dir = 1; dir < 0x10; dir <<= 1) {
1472 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1473
1474 dx = X(dir);
1475 dy = Y(dir);
1476
1477 ox = x + dx;
1478 oy = y + dy;
1479
1480 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1481 continue;
1482
1483 if (!(tile(state, ox, oy) & F(dir)))
1484 continue;
1485
1486 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1487 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1488 lx = dx * (TILE_BORDER-1);
1489 ly = dy * (TILE_BORDER-1);
1490 vx = (dy ? 1 : 0);
1491 vy = (dx ? 1 : 0);
1492
1493 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1494 /*
1495 * If we are fully connected to the other tile, we must
1496 * draw right across the tile border. (We can use our
1497 * own ACTIVE state to determine what colour to do this
1498 * in: if we are fully connected to the other tile then
1499 * the two ACTIVE states will be the same.)
1500 */
dafd6cf6 1501 draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1502 draw_rect_coords(dr, px, py, px+lx, py+ly,
7bed19e1 1503 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1504 } else {
1505 /*
1506 * The other tile extends into our border, but isn't
1507 * actually connected to us. Just draw a single black
1508 * dot.
1509 */
dafd6cf6 1510 draw_rect_coords(dr, px, py, px, py, COL_WIRE);
7bed19e1 1511 }
1512 }
1513
dafd6cf6 1514 draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
7bed19e1 1515}
1516
dafd6cf6 1517static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
1e3e152d 1518 game_state *state, int x, int y)
7bed19e1 1519{
1520 int phase;
1521 int dir;
1522 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1523 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1524 /*
1525 * Draw barrier corners, and then barriers.
1526 */
1527 for (phase = 0; phase < 2; phase++) {
1528 for (dir = 1; dir < 0x10; dir <<= 1)
1529 if (barrier(state, x, y) & (dir << 4))
dafd6cf6 1530 draw_barrier_corner(dr, ds, x, y, dir << 4, phase);
7bed19e1 1531 for (dir = 1; dir < 0x10; dir <<= 1)
1532 if (barrier(state, x, y) & dir)
dafd6cf6 1533 draw_barrier(dr, ds, x, y, dir, phase);
7bed19e1 1534 }
1535
dafd6cf6 1536 draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
7bed19e1 1537}
1538
dafd6cf6 1539static void draw_arrow(drawing *dr, game_drawstate *ds,
3e17893b 1540 int x, int y, int xdx, int xdy, int cur)
7bed19e1 1541{
1542 int coords[14];
1543 int ydy = -xdx, ydx = xdy;
1544
1545 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1546 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1547
1548#define POINT(n, xx, yy) ( \
1549 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1550 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1551
1552 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1553 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1554 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1555 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1556 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1557 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1558 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1559
3e17893b 1560 draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT);
1561}
1562
1563static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
1564 int cur_x, int cur_y, int cur)
1565{
1566 if (cur_x == -1 && cur_y == -1)
1567 return; /* 'no cursur here */
1568 else if (cur_x == -1) /* LH column. */
1569 draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur);
1570 else if (cur_x == ds->width) /* RH column */
1571 draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur);
1572 else if (cur_y == -1) /* Top row */
1573 draw_arrow(dr, ds, cur_x, 0, +1, 0, cur);
1574 else if (cur_y == ds->height) /* Bottom row */
1575 draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur);
1576 else
1577 assert(!"Invalid cursor position");
1578
1579 draw_update(dr,
1580 cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET,
1581 cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET,
1582 TILE_SIZE, TILE_SIZE);
7bed19e1 1583}
1584
dafd6cf6 1585static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
c822de4a 1586 game_state *state, int dir, game_ui *ui, float t, float ft)
7bed19e1 1587{
1588 int x, y, tx, ty, frame;
1589 unsigned char *active;
1590 float xshift = 0.0;
1591 float yshift = 0.0;
3e17893b 1592 int cur_x = -1, cur_y = -1;
7bed19e1 1593
1594 /*
1595 * Clear the screen and draw the exterior barrier lines if this
1596 * is our first call.
1597 */
1598 if (!ds->started) {
1599 int phase;
1600
1601 ds->started = TRUE;
1602
dafd6cf6 1603 draw_rect(dr, 0, 0,
7bed19e1 1604 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1605 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1606 COL_BACKGROUND);
dafd6cf6 1607 draw_update(dr, 0, 0,
7bed19e1 1608 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1609 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1610
1611 for (phase = 0; phase < 2; phase++) {
1612
1613 for (x = 0; x < ds->width; x++) {
1614 if (barrier(state, x, 0) & UL)
dafd6cf6 1615 draw_barrier_corner(dr, ds, x, -1, LD, phase);
7bed19e1 1616 if (barrier(state, x, 0) & RU)
dafd6cf6 1617 draw_barrier_corner(dr, ds, x, -1, DR, phase);
7bed19e1 1618 if (barrier(state, x, 0) & U)
dafd6cf6 1619 draw_barrier(dr, ds, x, -1, D, phase);
7bed19e1 1620 if (barrier(state, x, ds->height-1) & DR)
dafd6cf6 1621 draw_barrier_corner(dr, ds, x, ds->height, RU, phase);
7bed19e1 1622 if (barrier(state, x, ds->height-1) & LD)
dafd6cf6 1623 draw_barrier_corner(dr, ds, x, ds->height, UL, phase);
7bed19e1 1624 if (barrier(state, x, ds->height-1) & D)
dafd6cf6 1625 draw_barrier(dr, ds, x, ds->height, U, phase);
7bed19e1 1626 }
1627
1628 for (y = 0; y < ds->height; y++) {
1629 if (barrier(state, 0, y) & UL)
dafd6cf6 1630 draw_barrier_corner(dr, ds, -1, y, RU, phase);
7bed19e1 1631 if (barrier(state, 0, y) & LD)
dafd6cf6 1632 draw_barrier_corner(dr, ds, -1, y, DR, phase);
7bed19e1 1633 if (barrier(state, 0, y) & L)
dafd6cf6 1634 draw_barrier(dr, ds, -1, y, R, phase);
7bed19e1 1635 if (barrier(state, ds->width-1, y) & RU)
dafd6cf6 1636 draw_barrier_corner(dr, ds, ds->width, y, UL, phase);
7bed19e1 1637 if (barrier(state, ds->width-1, y) & DR)
dafd6cf6 1638 draw_barrier_corner(dr, ds, ds->width, y, LD, phase);
7bed19e1 1639 if (barrier(state, ds->width-1, y) & R)
dafd6cf6 1640 draw_barrier(dr, ds, ds->width, y, L, phase);
7bed19e1 1641 }
1642 }
1643
1644 /*
1645 * Arrows for making moves.
1646 */
1647 for (x = 0; x < ds->width; x++) {
1648 if (x == state->cx) continue;
3e17893b 1649 draw_arrow(dr, ds, x, 0, +1, 0, 0);
1650 draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0);
7bed19e1 1651 }
1652 for (y = 0; y < ds->height; y++) {
1653 if (y == state->cy) continue;
3e17893b 1654 draw_arrow(dr, ds, ds->width, y, 0, +1, 0);
1655 draw_arrow(dr, ds, 0, y+1, 0, -1, 0);
7bed19e1 1656 }
1657 }
3e17893b 1658 if (ui->cur_visible) {
1659 cur_x = ui->cur_x; cur_y = ui->cur_y;
1660 }
1661 if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
1662 /* Cursor has changed; redraw two (prev and curr) arrows. */
1663 assert(cur_x != state->cx && cur_y != state->cy);
1664
1665 draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
1666 draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
1667 ds->cur_x = cur_x; ds->cur_y = cur_y;
1668 }
7bed19e1 1669
1670 /* Check if this is an undo. If so, we will need to run any animation
1671 * backwards.
1672 */
1673 if (oldstate && oldstate->move_count > state->move_count) {
1674 game_state * tmpstate = state;
1675 state = oldstate;
1676 oldstate = tmpstate;
1677 t = ANIM_TIME - t;
1678 }
1679
1680 tx = ty = -1;
1681 if (oldstate && (t < ANIM_TIME)) {
1682 /*
1683 * We're animating a slide, of row/column number
1684 * state->last_move_pos, in direction
1685 * state->last_move_dir
1686 */
3e17893b 1687 xshift = state->last_move_row == -1 ? 0.0F :
7bed19e1 1688 (1 - t / ANIM_TIME) * state->last_move_dir;
3e17893b 1689 yshift = state->last_move_col == -1 ? 0.0F :
7bed19e1 1690 (1 - t / ANIM_TIME) * state->last_move_dir;
1691 }
1692
1693 frame = -1;
1694 if (ft > 0) {
1695 /*
1696 * We're animating a completion flash. Find which frame
1697 * we're at.
1698 */
1699 frame = (int)(ft / FLASH_FRAME);
1700 }
1701
1702 /*
1703 * Draw any tile which differs from the way it was last drawn.
1704 */
1705 if (xshift != 0.0 || yshift != 0.0) {
1706 active = compute_active(state,
1707 state->last_move_row, state->last_move_col);
1708 } else {
1709 active = compute_active(state, -1, -1);
1710 }
1711
dafd6cf6 1712 clip(dr,
7bed19e1 1713 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1714 TILE_SIZE * state->width + TILE_BORDER,
1715 TILE_SIZE * state->height + TILE_BORDER);
1716
1717 for (x = 0; x < ds->width; x++)
1718 for (y = 0; y < ds->height; y++) {
1719 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1720
1721 /*
1722 * In a completion flash, we adjust the FLASHING bit
1723 * depending on our distance from the centre point and
1724 * the frame number.
1725 */
1726 if (frame >= 0) {
1727 int xdist, ydist, dist;
1728 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1729 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1730 dist = (xdist > ydist ? xdist : ydist);
1731
1732 if (frame >= dist && frame < dist+4) {
1733 int flash = (frame - dist) & 1;
1734 flash = flash ? FLASHING : 0;
1735 c = (c &~ FLASHING) | flash;
1736 }
1737 }
1738
1739 if (index(state, ds->visible, x, y) != c ||
1740 index(state, ds->visible, x, y) == 0xFF ||
1741 (x == state->last_move_col || y == state->last_move_row))
1742 {
3e17893b 1743 float xs = (y == state->last_move_row ? xshift : (float)0.0);
1744 float ys = (x == state->last_move_col ? yshift : (float)0.0);
7bed19e1 1745
dafd6cf6 1746 draw_tile(dr, ds, state, x, y, c, xs, ys);
7bed19e1 1747 if (xs < 0 && x == 0)
dafd6cf6 1748 draw_tile(dr, ds, state, state->width, y, c, xs, ys);
7bed19e1 1749 else if (xs > 0 && x == state->width - 1)
dafd6cf6 1750 draw_tile(dr, ds, state, -1, y, c, xs, ys);
7bed19e1 1751 else if (ys < 0 && y == 0)
dafd6cf6 1752 draw_tile(dr, ds, state, x, state->height, c, xs, ys);
7bed19e1 1753 else if (ys > 0 && y == state->height - 1)
dafd6cf6 1754 draw_tile(dr, ds, state, x, -1, c, xs, ys);
7bed19e1 1755
1756 if (x == state->last_move_col || y == state->last_move_row)
1757 index(state, ds->visible, x, y) = 0xFF;
1758 else
1759 index(state, ds->visible, x, y) = c;
1760 }
1761 }
1762
1763 for (x = 0; x < ds->width; x++)
1764 for (y = 0; y < ds->height; y++)
dafd6cf6 1765 draw_tile_barriers(dr, ds, state, x, y);
7bed19e1 1766
dafd6cf6 1767 unclip(dr);
7bed19e1 1768
1769 /*
1770 * Update the status bar.
1771 */
1772 {
1773 char statusbuf[256];
1774 int i, n, a;
1775
1776 n = state->width * state->height;
1777 for (i = a = 0; i < n; i++)
1778 if (active[i])
1779 a++;
1780
2ac6d24e 1781 if (state->used_solve)
1782 sprintf(statusbuf, "Moves since auto-solve: %d",
1783 state->move_count - state->completed);
1784 else
1785 sprintf(statusbuf, "%sMoves: %d",
1786 (state->completed ? "COMPLETED! " : ""),
1787 (state->completed ? state->completed : state->move_count));
1788
aa27d493 1789 if (state->movetarget)
1790 sprintf(statusbuf + strlen(statusbuf), " (target %d)",
1791 state->movetarget);
1792
2ac6d24e 1793 sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
7bed19e1 1794
dafd6cf6 1795 status_bar(dr, statusbuf);
7bed19e1 1796 }
1797
1798 sfree(active);
1799}
1800
be8d5aa1 1801static float game_anim_length(game_state *oldstate,
e3f21163 1802 game_state *newstate, int dir, game_ui *ui)
7bed19e1 1803{
1804 return ANIM_TIME;
1805}
1806
be8d5aa1 1807static float game_flash_length(game_state *oldstate,
e3f21163 1808 game_state *newstate, int dir, game_ui *ui)
7bed19e1 1809{
1810 /*
1811 * If the game has just been completed, we display a completion
1812 * flash.
1813 */
2ac6d24e 1814 if (!oldstate->completed && newstate->completed &&
1815 !oldstate->used_solve && !newstate->used_solve) {
7bed19e1 1816 int size;
1817 size = 0;
1818 if (size < newstate->cx+1)
1819 size = newstate->cx+1;
1820 if (size < newstate->cy+1)
1821 size = newstate->cy+1;
1822 if (size < newstate->width - newstate->cx)
1823 size = newstate->width - newstate->cx;
1824 if (size < newstate->height - newstate->cy)
1825 size = newstate->height - newstate->cy;
1826 return FLASH_FRAME * (size+4);
1827 }
1828
1829 return 0.0F;
1830}
1831
4496362f 1832static int game_is_solved(game_state *state)
1833{
1834 return state->completed;
1835}
1836
4d08de49 1837static int game_timing_state(game_state *state, game_ui *ui)
48dcdd62 1838{
1839 return FALSE;
1840}
1841
ca58cbd1 1842static void game_print_size(game_params *params, float *x, float *y)
1843{
1844}
1845
1846static void game_print(drawing *dr, game_state *state, int tilesize)
1847{
1848}
1849
be8d5aa1 1850#ifdef COMBINED
1851#define thegame netslide
1852#endif
1853
1854const struct game thegame = {
750037d7 1855 "Netslide", "games.netslide", "netslide",
be8d5aa1 1856 default_params,
1857 game_fetch_preset,
1858 decode_params,
1859 encode_params,
1860 free_params,
1861 dup_params,
1d228b10 1862 TRUE, game_configure, custom_params,
be8d5aa1 1863 validate_params,
1185e3c5 1864 new_game_desc,
1185e3c5 1865 validate_desc,
be8d5aa1 1866 new_game,
1867 dup_game,
1868 free_game,
2ac6d24e 1869 TRUE, solve_game,
fa3abef5 1870 FALSE, game_can_format_as_text_now, game_text_format,
be8d5aa1 1871 new_ui,
1872 free_ui,
ae8290c6 1873 encode_ui,
1874 decode_ui,
07dfb697 1875 game_changed_state,
df11cd4e 1876 interpret_move,
1877 execute_move,
1f3ee4ee 1878 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
be8d5aa1 1879 game_colours,
1880 game_new_drawstate,
1881 game_free_drawstate,
1882 game_redraw,
1883 game_anim_length,
1884 game_flash_length,
4496362f 1885 game_is_solved,
dafd6cf6 1886 FALSE, FALSE, game_print_size, game_print,
ac9f41c4 1887 TRUE, /* wants_statusbar */
48dcdd62 1888 FALSE, game_timing_state,
2705d374 1889 0, /* flags */
be8d5aa1 1890};
3e17893b 1891
1892/* vim: set shiftwidth=4 tabstop=8: */