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