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