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