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