| 1 | /* |
| 2 | * netslide.c: cross between Net and Sixteen, courtesy of Richard |
| 3 | * Boulton. |
| 4 | */ |
| 5 | |
| 6 | #include <stdio.h> |
| 7 | #include <stdlib.h> |
| 8 | #include <string.h> |
| 9 | #include <assert.h> |
| 10 | #include <ctype.h> |
| 11 | #include <math.h> |
| 12 | |
| 13 | #include "puzzles.h" |
| 14 | #include "tree234.h" |
| 15 | |
| 16 | const char *const game_name = "Netslide"; |
| 17 | const char *const game_winhelp_topic = "games.netslide"; |
| 18 | const int game_can_configure = TRUE; |
| 19 | |
| 20 | #define PI 3.141592653589793238462643383279502884197169399 |
| 21 | |
| 22 | #define MATMUL(xr,yr,m,x,y) do { \ |
| 23 | float rx, ry, xx = (x), yy = (y), *mat = (m); \ |
| 24 | rx = mat[0] * xx + mat[2] * yy; \ |
| 25 | ry = mat[1] * xx + mat[3] * yy; \ |
| 26 | (xr) = rx; (yr) = ry; \ |
| 27 | } while (0) |
| 28 | |
| 29 | /* Direction and other bitfields */ |
| 30 | #define R 0x01 |
| 31 | #define U 0x02 |
| 32 | #define L 0x04 |
| 33 | #define D 0x08 |
| 34 | #define FLASHING 0x10 |
| 35 | #define ACTIVE 0x20 |
| 36 | /* Corner flags go in the barriers array */ |
| 37 | #define RU 0x10 |
| 38 | #define UL 0x20 |
| 39 | #define LD 0x40 |
| 40 | #define DR 0x80 |
| 41 | |
| 42 | /* Get tile at given coordinate */ |
| 43 | #define T(state, x, y) ( (y) * (state)->width + (x) ) |
| 44 | |
| 45 | /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ |
| 46 | #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) |
| 47 | #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) ) |
| 48 | #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) ) |
| 49 | #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \ |
| 50 | ((n)&3) == 1 ? A(x) : \ |
| 51 | ((n)&3) == 2 ? F(x) : C(x) ) |
| 52 | |
| 53 | /* X and Y displacements */ |
| 54 | #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 ) |
| 55 | #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 ) |
| 56 | |
| 57 | /* Bit count */ |
| 58 | #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ |
| 59 | (((x) & 0x02) >> 1) + ((x) & 0x01) ) |
| 60 | |
| 61 | #define TILE_SIZE 48 |
| 62 | #define BORDER TILE_SIZE |
| 63 | #define TILE_BORDER 1 |
| 64 | #define WINDOW_OFFSET 0 |
| 65 | |
| 66 | #define ANIM_TIME 0.13F |
| 67 | #define FLASH_FRAME 0.07F |
| 68 | |
| 69 | enum { |
| 70 | COL_BACKGROUND, |
| 71 | COL_FLASHING, |
| 72 | COL_BORDER, |
| 73 | COL_WIRE, |
| 74 | COL_ENDPOINT, |
| 75 | COL_POWERED, |
| 76 | COL_BARRIER, |
| 77 | COL_LOWLIGHT, |
| 78 | COL_TEXT, |
| 79 | NCOLOURS |
| 80 | }; |
| 81 | |
| 82 | struct game_params { |
| 83 | int width; |
| 84 | int height; |
| 85 | int wrapping; |
| 86 | float barrier_probability; |
| 87 | }; |
| 88 | |
| 89 | struct game_state { |
| 90 | int width, height, cx, cy, wrapping, completed; |
| 91 | int move_count; |
| 92 | |
| 93 | /* position (row or col number, starting at 0) of last move. */ |
| 94 | int last_move_row, last_move_col; |
| 95 | |
| 96 | /* direction of last move: +1 or -1 */ |
| 97 | int last_move_dir; |
| 98 | |
| 99 | unsigned char *tiles; |
| 100 | unsigned char *barriers; |
| 101 | }; |
| 102 | |
| 103 | #define OFFSET(x2,y2,x1,y1,dir,state) \ |
| 104 | ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \ |
| 105 | (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height) |
| 106 | |
| 107 | #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] ) |
| 108 | #define tile(state, x, y) index(state, (state)->tiles, x, y) |
| 109 | #define barrier(state, x, y) index(state, (state)->barriers, x, y) |
| 110 | |
| 111 | struct xyd { |
| 112 | int x, y, direction; |
| 113 | }; |
| 114 | |
| 115 | static int xyd_cmp(void *av, void *bv) { |
| 116 | struct xyd *a = (struct xyd *)av; |
| 117 | struct xyd *b = (struct xyd *)bv; |
| 118 | if (a->x < b->x) |
| 119 | return -1; |
| 120 | if (a->x > b->x) |
| 121 | return +1; |
| 122 | if (a->y < b->y) |
| 123 | return -1; |
| 124 | if (a->y > b->y) |
| 125 | return +1; |
| 126 | if (a->direction < b->direction) |
| 127 | return -1; |
| 128 | if (a->direction > b->direction) |
| 129 | return +1; |
| 130 | return 0; |
| 131 | }; |
| 132 | |
| 133 | static struct xyd *new_xyd(int x, int y, int direction) |
| 134 | { |
| 135 | struct xyd *xyd = snew(struct xyd); |
| 136 | xyd->x = x; |
| 137 | xyd->y = y; |
| 138 | xyd->direction = direction; |
| 139 | return xyd; |
| 140 | } |
| 141 | |
| 142 | void slide_col(game_state *state, int dir, int col); |
| 143 | void slide_row(game_state *state, int dir, int row); |
| 144 | |
| 145 | /* ---------------------------------------------------------------------- |
| 146 | * Manage game parameters. |
| 147 | */ |
| 148 | game_params *default_params(void) |
| 149 | { |
| 150 | game_params *ret = snew(game_params); |
| 151 | |
| 152 | ret->width = 3; |
| 153 | ret->height = 3; |
| 154 | ret->wrapping = FALSE; |
| 155 | ret->barrier_probability = 1.0; |
| 156 | |
| 157 | return ret; |
| 158 | } |
| 159 | |
| 160 | int game_fetch_preset(int i, char **name, game_params **params) |
| 161 | { |
| 162 | game_params *ret; |
| 163 | char str[80]; |
| 164 | static const struct { int x, y, wrap, bprob; const char* desc; } values[] = { |
| 165 | {3, 3, FALSE, 1.0, " easy"}, |
| 166 | {3, 3, FALSE, 0.0, " medium"}, |
| 167 | {3, 3, TRUE, 0.0, " hard"}, |
| 168 | {4, 4, FALSE, 1.0, " easy"}, |
| 169 | {4, 4, FALSE, 0.0, " medium"}, |
| 170 | {4, 4, TRUE, 0.0, " hard"}, |
| 171 | {5, 5, FALSE, 1.0, " easy"}, |
| 172 | {5, 5, FALSE, 0.0, " medium"}, |
| 173 | {5, 5, TRUE, 0.0, " hard"}, |
| 174 | }; |
| 175 | |
| 176 | if (i < 0 || i >= lenof(values)) |
| 177 | return FALSE; |
| 178 | |
| 179 | ret = snew(game_params); |
| 180 | ret->width = values[i].x; |
| 181 | ret->height = values[i].y; |
| 182 | ret->wrapping = values[i].wrap; |
| 183 | ret->barrier_probability = values[i].bprob; |
| 184 | |
| 185 | sprintf(str, "%dx%d%s", ret->width, ret->height, |
| 186 | values[i].desc); |
| 187 | |
| 188 | *name = dupstr(str); |
| 189 | *params = ret; |
| 190 | return TRUE; |
| 191 | } |
| 192 | |
| 193 | void free_params(game_params *params) |
| 194 | { |
| 195 | sfree(params); |
| 196 | } |
| 197 | |
| 198 | game_params *dup_params(game_params *params) |
| 199 | { |
| 200 | game_params *ret = snew(game_params); |
| 201 | *ret = *params; /* structure copy */ |
| 202 | return ret; |
| 203 | } |
| 204 | |
| 205 | game_params *decode_params(char const *string) |
| 206 | { |
| 207 | game_params *ret = default_params(); |
| 208 | char const *p = string; |
| 209 | |
| 210 | ret->wrapping = FALSE; |
| 211 | ret->barrier_probability = 0.0; |
| 212 | |
| 213 | ret->width = atoi(p); |
| 214 | while (*p && isdigit(*p)) p++; |
| 215 | if (*p == 'x') { |
| 216 | p++; |
| 217 | ret->height = atoi(p); |
| 218 | while (*p && isdigit(*p)) p++; |
| 219 | if ( (ret->wrapping = (*p == 'w')) != 0 ) |
| 220 | p++; |
| 221 | if (*p == 'b') |
| 222 | ret->barrier_probability = atof(p+1); |
| 223 | } else { |
| 224 | ret->height = ret->width; |
| 225 | } |
| 226 | |
| 227 | return ret; |
| 228 | } |
| 229 | |
| 230 | char *encode_params(game_params *params) |
| 231 | { |
| 232 | char ret[400]; |
| 233 | int len; |
| 234 | |
| 235 | len = sprintf(ret, "%dx%d", params->width, params->height); |
| 236 | if (params->wrapping) |
| 237 | ret[len++] = 'w'; |
| 238 | if (params->barrier_probability) |
| 239 | len += sprintf(ret+len, "b%g", params->barrier_probability); |
| 240 | assert(len < lenof(ret)); |
| 241 | ret[len] = '\0'; |
| 242 | |
| 243 | return dupstr(ret); |
| 244 | } |
| 245 | |
| 246 | config_item *game_configure(game_params *params) |
| 247 | { |
| 248 | config_item *ret; |
| 249 | char buf[80]; |
| 250 | |
| 251 | ret = snewn(5, config_item); |
| 252 | |
| 253 | ret[0].name = "Width"; |
| 254 | ret[0].type = C_STRING; |
| 255 | sprintf(buf, "%d", params->width); |
| 256 | ret[0].sval = dupstr(buf); |
| 257 | ret[0].ival = 0; |
| 258 | |
| 259 | ret[1].name = "Height"; |
| 260 | ret[1].type = C_STRING; |
| 261 | sprintf(buf, "%d", params->height); |
| 262 | ret[1].sval = dupstr(buf); |
| 263 | ret[1].ival = 0; |
| 264 | |
| 265 | ret[2].name = "Walls wrap around"; |
| 266 | ret[2].type = C_BOOLEAN; |
| 267 | ret[2].sval = NULL; |
| 268 | ret[2].ival = params->wrapping; |
| 269 | |
| 270 | ret[3].name = "Barrier probability"; |
| 271 | ret[3].type = C_STRING; |
| 272 | sprintf(buf, "%g", params->barrier_probability); |
| 273 | ret[3].sval = dupstr(buf); |
| 274 | ret[3].ival = 0; |
| 275 | |
| 276 | ret[4].name = NULL; |
| 277 | ret[4].type = C_END; |
| 278 | ret[4].sval = NULL; |
| 279 | ret[4].ival = 0; |
| 280 | |
| 281 | return ret; |
| 282 | } |
| 283 | |
| 284 | game_params *custom_params(config_item *cfg) |
| 285 | { |
| 286 | game_params *ret = snew(game_params); |
| 287 | |
| 288 | ret->width = atoi(cfg[0].sval); |
| 289 | ret->height = atoi(cfg[1].sval); |
| 290 | ret->wrapping = cfg[2].ival; |
| 291 | ret->barrier_probability = (float)atof(cfg[3].sval); |
| 292 | |
| 293 | return ret; |
| 294 | } |
| 295 | |
| 296 | char *validate_params(game_params *params) |
| 297 | { |
| 298 | if (params->width <= 1 && params->height <= 1) |
| 299 | return "Width and height must both be greater than one"; |
| 300 | if (params->width <= 1) |
| 301 | return "Width must be greater than one"; |
| 302 | if (params->height <= 1) |
| 303 | return "Height must be greater than one"; |
| 304 | if (params->barrier_probability < 0) |
| 305 | return "Barrier probability may not be negative"; |
| 306 | if (params->barrier_probability > 1) |
| 307 | return "Barrier probability may not be greater than 1"; |
| 308 | return NULL; |
| 309 | } |
| 310 | |
| 311 | /* ---------------------------------------------------------------------- |
| 312 | * Randomly select a new game seed. |
| 313 | */ |
| 314 | |
| 315 | char *new_game_seed(game_params *params, random_state *rs) |
| 316 | { |
| 317 | /* |
| 318 | * The full description of a Net game is far too large to |
| 319 | * encode directly in the seed, so by default we'll have to go |
| 320 | * for the simple approach of providing a random-number seed. |
| 321 | * |
| 322 | * (This does not restrict me from _later on_ inventing a seed |
| 323 | * string syntax which can never be generated by this code - |
| 324 | * for example, strings beginning with a letter - allowing me |
| 325 | * to type in a precise game, and have new_game detect it and |
| 326 | * understand it and do something completely different.) |
| 327 | */ |
| 328 | char buf[40]; |
| 329 | sprintf(buf, "%lu", random_bits(rs, 32)); |
| 330 | return dupstr(buf); |
| 331 | } |
| 332 | |
| 333 | char *validate_seed(game_params *params, char *seed) |
| 334 | { |
| 335 | /* |
| 336 | * Since any string at all will suffice to seed the RNG, there |
| 337 | * is no validation required. |
| 338 | */ |
| 339 | return NULL; |
| 340 | } |
| 341 | |
| 342 | /* ---------------------------------------------------------------------- |
| 343 | * Construct an initial game state, given a seed and parameters. |
| 344 | */ |
| 345 | |
| 346 | game_state *new_game(game_params *params, char *seed) |
| 347 | { |
| 348 | random_state *rs; |
| 349 | game_state *state; |
| 350 | tree234 *possibilities, *barriers; |
| 351 | int w, h, x, y, nbarriers; |
| 352 | |
| 353 | assert(params->width > 0 && params->height > 0); |
| 354 | assert(params->width > 1 || params->height > 1); |
| 355 | |
| 356 | /* |
| 357 | * Create a blank game state. |
| 358 | */ |
| 359 | state = snew(game_state); |
| 360 | w = state->width = params->width; |
| 361 | h = state->height = params->height; |
| 362 | state->cx = state->width / 2; |
| 363 | state->cy = state->height / 2; |
| 364 | state->wrapping = params->wrapping; |
| 365 | state->completed = 0; |
| 366 | state->move_count = 0; |
| 367 | state->last_move_row = -1; |
| 368 | state->last_move_col = -1; |
| 369 | state->last_move_dir = 0; |
| 370 | state->tiles = snewn(state->width * state->height, unsigned char); |
| 371 | memset(state->tiles, 0, state->width * state->height); |
| 372 | state->barriers = snewn(state->width * state->height, unsigned char); |
| 373 | memset(state->barriers, 0, state->width * state->height); |
| 374 | |
| 375 | /* |
| 376 | * Set up border barriers if this is a non-wrapping game. |
| 377 | */ |
| 378 | if (!state->wrapping) { |
| 379 | for (x = 0; x < state->width; x++) { |
| 380 | barrier(state, x, 0) |= U; |
| 381 | barrier(state, x, state->height-1) |= D; |
| 382 | } |
| 383 | for (y = 0; y < state->height; y++) { |
| 384 | barrier(state, 0, y) |= L; |
| 385 | barrier(state, state->width-1, y) |= R; |
| 386 | } |
| 387 | } |
| 388 | |
| 389 | /* |
| 390 | * Seed the internal random number generator. |
| 391 | */ |
| 392 | rs = random_init(seed, strlen(seed)); |
| 393 | |
| 394 | /* |
| 395 | * Construct the unshuffled grid. |
| 396 | * |
| 397 | * To do this, we simply start at the centre point, repeatedly |
| 398 | * choose a random possibility out of the available ways to |
| 399 | * extend a used square into an unused one, and do it. After |
| 400 | * extending the third line out of a square, we remove the |
| 401 | * fourth from the possibilities list to avoid any full-cross |
| 402 | * squares (which would make the game too easy because they |
| 403 | * only have one orientation). |
| 404 | * |
| 405 | * The slightly worrying thing is the avoidance of full-cross |
| 406 | * squares. Can this cause our unsophisticated construction |
| 407 | * algorithm to paint itself into a corner, by getting into a |
| 408 | * situation where there are some unreached squares and the |
| 409 | * only way to reach any of them is to extend a T-piece into a |
| 410 | * full cross? |
| 411 | * |
| 412 | * Answer: no it can't, and here's a proof. |
| 413 | * |
| 414 | * Any contiguous group of such unreachable squares must be |
| 415 | * surrounded on _all_ sides by T-pieces pointing away from the |
| 416 | * group. (If not, then there is a square which can be extended |
| 417 | * into one of the `unreachable' ones, and so it wasn't |
| 418 | * unreachable after all.) In particular, this implies that |
| 419 | * each contiguous group of unreachable squares must be |
| 420 | * rectangular in shape (any deviation from that yields a |
| 421 | * non-T-piece next to an `unreachable' square). |
| 422 | * |
| 423 | * So we have a rectangle of unreachable squares, with T-pieces |
| 424 | * forming a solid border around the rectangle. The corners of |
| 425 | * that border must be connected (since every tile connects all |
| 426 | * the lines arriving in it), and therefore the border must |
| 427 | * form a closed loop around the rectangle. |
| 428 | * |
| 429 | * But this can't have happened in the first place, since we |
| 430 | * _know_ we've avoided creating closed loops! Hence, no such |
| 431 | * situation can ever arise, and the naive grid construction |
| 432 | * algorithm will guaranteeably result in a complete grid |
| 433 | * containing no unreached squares, no full crosses _and_ no |
| 434 | * closed loops. [] |
| 435 | */ |
| 436 | possibilities = newtree234(xyd_cmp); |
| 437 | |
| 438 | if (state->cx+1 < state->width) |
| 439 | add234(possibilities, new_xyd(state->cx, state->cy, R)); |
| 440 | if (state->cy-1 >= 0) |
| 441 | add234(possibilities, new_xyd(state->cx, state->cy, U)); |
| 442 | if (state->cx-1 >= 0) |
| 443 | add234(possibilities, new_xyd(state->cx, state->cy, L)); |
| 444 | if (state->cy+1 < state->height) |
| 445 | add234(possibilities, new_xyd(state->cx, state->cy, D)); |
| 446 | |
| 447 | while (count234(possibilities) > 0) { |
| 448 | int i; |
| 449 | struct xyd *xyd; |
| 450 | int x1, y1, d1, x2, y2, d2, d; |
| 451 | |
| 452 | /* |
| 453 | * Extract a randomly chosen possibility from the list. |
| 454 | */ |
| 455 | i = random_upto(rs, count234(possibilities)); |
| 456 | xyd = delpos234(possibilities, i); |
| 457 | x1 = xyd->x; |
| 458 | y1 = xyd->y; |
| 459 | d1 = xyd->direction; |
| 460 | sfree(xyd); |
| 461 | |
| 462 | OFFSET(x2, y2, x1, y1, d1, state); |
| 463 | d2 = F(d1); |
| 464 | #ifdef DEBUG |
| 465 | printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", |
| 466 | x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); |
| 467 | #endif |
| 468 | |
| 469 | /* |
| 470 | * Make the connection. (We should be moving to an as yet |
| 471 | * unused tile.) |
| 472 | */ |
| 473 | tile(state, x1, y1) |= d1; |
| 474 | assert(tile(state, x2, y2) == 0); |
| 475 | tile(state, x2, y2) |= d2; |
| 476 | |
| 477 | /* |
| 478 | * If we have created a T-piece, remove its last |
| 479 | * possibility. |
| 480 | */ |
| 481 | if (COUNT(tile(state, x1, y1)) == 3) { |
| 482 | struct xyd xyd1, *xydp; |
| 483 | |
| 484 | xyd1.x = x1; |
| 485 | xyd1.y = y1; |
| 486 | xyd1.direction = 0x0F ^ tile(state, x1, y1); |
| 487 | |
| 488 | xydp = find234(possibilities, &xyd1, NULL); |
| 489 | |
| 490 | if (xydp) { |
| 491 | #ifdef DEBUG |
| 492 | printf("T-piece; removing (%d,%d,%c)\n", |
| 493 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
| 494 | #endif |
| 495 | del234(possibilities, xydp); |
| 496 | sfree(xydp); |
| 497 | } |
| 498 | } |
| 499 | |
| 500 | /* |
| 501 | * Remove all other possibilities that were pointing at the |
| 502 | * tile we've just moved into. |
| 503 | */ |
| 504 | for (d = 1; d < 0x10; d <<= 1) { |
| 505 | int x3, y3, d3; |
| 506 | struct xyd xyd1, *xydp; |
| 507 | |
| 508 | OFFSET(x3, y3, x2, y2, d, state); |
| 509 | d3 = F(d); |
| 510 | |
| 511 | xyd1.x = x3; |
| 512 | xyd1.y = y3; |
| 513 | xyd1.direction = d3; |
| 514 | |
| 515 | xydp = find234(possibilities, &xyd1, NULL); |
| 516 | |
| 517 | if (xydp) { |
| 518 | #ifdef DEBUG |
| 519 | printf("Loop avoidance; removing (%d,%d,%c)\n", |
| 520 | xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); |
| 521 | #endif |
| 522 | del234(possibilities, xydp); |
| 523 | sfree(xydp); |
| 524 | } |
| 525 | } |
| 526 | |
| 527 | /* |
| 528 | * Add new possibilities to the list for moving _out_ of |
| 529 | * the tile we have just moved into. |
| 530 | */ |
| 531 | for (d = 1; d < 0x10; d <<= 1) { |
| 532 | int x3, y3; |
| 533 | |
| 534 | if (d == d2) |
| 535 | continue; /* we've got this one already */ |
| 536 | |
| 537 | if (!state->wrapping) { |
| 538 | if (d == U && y2 == 0) |
| 539 | continue; |
| 540 | if (d == D && y2 == state->height-1) |
| 541 | continue; |
| 542 | if (d == L && x2 == 0) |
| 543 | continue; |
| 544 | if (d == R && x2 == state->width-1) |
| 545 | continue; |
| 546 | } |
| 547 | |
| 548 | OFFSET(x3, y3, x2, y2, d, state); |
| 549 | |
| 550 | if (tile(state, x3, y3)) |
| 551 | continue; /* this would create a loop */ |
| 552 | |
| 553 | #ifdef DEBUG |
| 554 | printf("New frontier; adding (%d,%d,%c)\n", |
| 555 | x2, y2, "0RU3L567D9abcdef"[d]); |
| 556 | #endif |
| 557 | add234(possibilities, new_xyd(x2, y2, d)); |
| 558 | } |
| 559 | } |
| 560 | /* Having done that, we should have no possibilities remaining. */ |
| 561 | assert(count234(possibilities) == 0); |
| 562 | freetree234(possibilities); |
| 563 | |
| 564 | /* |
| 565 | * Now compute a list of the possible barrier locations. |
| 566 | */ |
| 567 | barriers = newtree234(xyd_cmp); |
| 568 | for (y = 0; y < state->height; y++) { |
| 569 | for (x = 0; x < state->width; x++) { |
| 570 | |
| 571 | if (!(tile(state, x, y) & R) && |
| 572 | (state->wrapping || x < state->width-1)) |
| 573 | add234(barriers, new_xyd(x, y, R)); |
| 574 | if (!(tile(state, x, y) & D) && |
| 575 | (state->wrapping || y < state->height-1)) |
| 576 | add234(barriers, new_xyd(x, y, D)); |
| 577 | } |
| 578 | } |
| 579 | |
| 580 | /* |
| 581 | * Now shuffle the grid. |
| 582 | * FIXME - this simply does a set of random moves to shuffle the pieces. |
| 583 | * A better way would be to number all the pieces, generate a placement |
| 584 | * for all the numbers as for "sixteen", observing parity constraints if |
| 585 | * neccessary, and then place the pieces according to their numbering. |
| 586 | * BUT - I'm not sure if this will work, since we disallow movement of |
| 587 | * the middle row and column. |
| 588 | */ |
| 589 | { |
| 590 | int i; |
| 591 | int cols = state->width - 1; |
| 592 | int rows = state->height - 1; |
| 593 | for (i = 0; i < cols * rows * 2; i++) { |
| 594 | /* Choose a direction: 0,1,2,3 = up, right, down, left. */ |
| 595 | int dir = random_upto(rs, 4); |
| 596 | if (dir % 2 == 0) { |
| 597 | int col = random_upto(rs, cols); |
| 598 | if (col >= state->cx) col += 1; |
| 599 | slide_col(state, 1 - dir, col); |
| 600 | } else { |
| 601 | int row = random_upto(rs, rows); |
| 602 | if (row >= state->cy) row += 1; |
| 603 | slide_row(state, 2 - dir, row); |
| 604 | } |
| 605 | } |
| 606 | } |
| 607 | |
| 608 | /* |
| 609 | * And now choose barrier locations. (We carefully do this |
| 610 | * _after_ shuffling, so that changing the barrier rate in the |
| 611 | * params while keeping the game seed the same will give the |
| 612 | * same shuffled grid and _only_ change the barrier locations. |
| 613 | * Also the way we choose barrier locations, by repeatedly |
| 614 | * choosing one possibility from the list until we have enough, |
| 615 | * is designed to ensure that raising the barrier rate while |
| 616 | * keeping the seed the same will provide a superset of the |
| 617 | * previous barrier set - i.e. if you ask for 10 barriers, and |
| 618 | * then decide that's still too hard and ask for 20, you'll get |
| 619 | * the original 10 plus 10 more, rather than getting 20 new |
| 620 | * ones and the chance of remembering your first 10.) |
| 621 | */ |
| 622 | nbarriers = (int)(params->barrier_probability * count234(barriers)); |
| 623 | assert(nbarriers >= 0 && nbarriers <= count234(barriers)); |
| 624 | |
| 625 | while (nbarriers > 0) { |
| 626 | int i; |
| 627 | struct xyd *xyd; |
| 628 | int x1, y1, d1, x2, y2, d2; |
| 629 | |
| 630 | /* |
| 631 | * Extract a randomly chosen barrier from the list. |
| 632 | */ |
| 633 | i = random_upto(rs, count234(barriers)); |
| 634 | xyd = delpos234(barriers, i); |
| 635 | |
| 636 | assert(xyd != NULL); |
| 637 | |
| 638 | x1 = xyd->x; |
| 639 | y1 = xyd->y; |
| 640 | d1 = xyd->direction; |
| 641 | sfree(xyd); |
| 642 | |
| 643 | OFFSET(x2, y2, x1, y1, d1, state); |
| 644 | d2 = F(d1); |
| 645 | |
| 646 | barrier(state, x1, y1) |= d1; |
| 647 | barrier(state, x2, y2) |= d2; |
| 648 | |
| 649 | nbarriers--; |
| 650 | } |
| 651 | |
| 652 | /* |
| 653 | * Clean up the rest of the barrier list. |
| 654 | */ |
| 655 | { |
| 656 | struct xyd *xyd; |
| 657 | |
| 658 | while ( (xyd = delpos234(barriers, 0)) != NULL) |
| 659 | sfree(xyd); |
| 660 | |
| 661 | freetree234(barriers); |
| 662 | } |
| 663 | |
| 664 | /* |
| 665 | * Set up the barrier corner flags, for drawing barriers |
| 666 | * prettily when they meet. |
| 667 | */ |
| 668 | for (y = 0; y < state->height; y++) { |
| 669 | for (x = 0; x < state->width; x++) { |
| 670 | int dir; |
| 671 | |
| 672 | for (dir = 1; dir < 0x10; dir <<= 1) { |
| 673 | int dir2 = A(dir); |
| 674 | int x1, y1, x2, y2, x3, y3; |
| 675 | int corner = FALSE; |
| 676 | |
| 677 | if (!(barrier(state, x, y) & dir)) |
| 678 | continue; |
| 679 | |
| 680 | if (barrier(state, x, y) & dir2) |
| 681 | corner = TRUE; |
| 682 | |
| 683 | x1 = x + X(dir), y1 = y + Y(dir); |
| 684 | if (x1 >= 0 && x1 < state->width && |
| 685 | y1 >= 0 && y1 < state->height && |
| 686 | (barrier(state, x1, y1) & dir2)) |
| 687 | corner = TRUE; |
| 688 | |
| 689 | x2 = x + X(dir2), y2 = y + Y(dir2); |
| 690 | if (x2 >= 0 && x2 < state->width && |
| 691 | y2 >= 0 && y2 < state->height && |
| 692 | (barrier(state, x2, y2) & dir)) |
| 693 | corner = TRUE; |
| 694 | |
| 695 | if (corner) { |
| 696 | barrier(state, x, y) |= (dir << 4); |
| 697 | if (x1 >= 0 && x1 < state->width && |
| 698 | y1 >= 0 && y1 < state->height) |
| 699 | barrier(state, x1, y1) |= (A(dir) << 4); |
| 700 | if (x2 >= 0 && x2 < state->width && |
| 701 | y2 >= 0 && y2 < state->height) |
| 702 | barrier(state, x2, y2) |= (C(dir) << 4); |
| 703 | x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); |
| 704 | if (x3 >= 0 && x3 < state->width && |
| 705 | y3 >= 0 && y3 < state->height) |
| 706 | barrier(state, x3, y3) |= (F(dir) << 4); |
| 707 | } |
| 708 | } |
| 709 | } |
| 710 | } |
| 711 | |
| 712 | random_free(rs); |
| 713 | |
| 714 | return state; |
| 715 | } |
| 716 | |
| 717 | game_state *dup_game(game_state *state) |
| 718 | { |
| 719 | game_state *ret; |
| 720 | |
| 721 | ret = snew(game_state); |
| 722 | ret->width = state->width; |
| 723 | ret->height = state->height; |
| 724 | ret->cx = state->cx; |
| 725 | ret->cy = state->cy; |
| 726 | ret->wrapping = state->wrapping; |
| 727 | ret->completed = state->completed; |
| 728 | ret->move_count = state->move_count; |
| 729 | ret->last_move_row = state->last_move_row; |
| 730 | ret->last_move_col = state->last_move_col; |
| 731 | ret->last_move_dir = state->last_move_dir; |
| 732 | ret->tiles = snewn(state->width * state->height, unsigned char); |
| 733 | memcpy(ret->tiles, state->tiles, state->width * state->height); |
| 734 | ret->barriers = snewn(state->width * state->height, unsigned char); |
| 735 | memcpy(ret->barriers, state->barriers, state->width * state->height); |
| 736 | |
| 737 | return ret; |
| 738 | } |
| 739 | |
| 740 | void free_game(game_state *state) |
| 741 | { |
| 742 | sfree(state->tiles); |
| 743 | sfree(state->barriers); |
| 744 | sfree(state); |
| 745 | } |
| 746 | |
| 747 | /* ---------------------------------------------------------------------- |
| 748 | * Utility routine. |
| 749 | */ |
| 750 | |
| 751 | /* |
| 752 | * Compute which squares are reachable from the centre square, as a |
| 753 | * quick visual aid to determining how close the game is to |
| 754 | * completion. This is also a simple way to tell if the game _is_ |
| 755 | * completed - just call this function and see whether every square |
| 756 | * is marked active. |
| 757 | * |
| 758 | * squares in the moving_row and moving_col are always inactive - this |
| 759 | * is so that "current" doesn't appear to jump across moving lines. |
| 760 | */ |
| 761 | static unsigned char *compute_active(game_state *state, |
| 762 | int moving_row, int moving_col) |
| 763 | { |
| 764 | unsigned char *active; |
| 765 | tree234 *todo; |
| 766 | struct xyd *xyd; |
| 767 | |
| 768 | active = snewn(state->width * state->height, unsigned char); |
| 769 | memset(active, 0, state->width * state->height); |
| 770 | |
| 771 | /* |
| 772 | * We only store (x,y) pairs in todo, but it's easier to reuse |
| 773 | * xyd_cmp and just store direction 0 every time. |
| 774 | */ |
| 775 | todo = newtree234(xyd_cmp); |
| 776 | index(state, active, state->cx, state->cy) = ACTIVE; |
| 777 | add234(todo, new_xyd(state->cx, state->cy, 0)); |
| 778 | |
| 779 | while ( (xyd = delpos234(todo, 0)) != NULL) { |
| 780 | int x1, y1, d1, x2, y2, d2; |
| 781 | |
| 782 | x1 = xyd->x; |
| 783 | y1 = xyd->y; |
| 784 | sfree(xyd); |
| 785 | |
| 786 | for (d1 = 1; d1 < 0x10; d1 <<= 1) { |
| 787 | OFFSET(x2, y2, x1, y1, d1, state); |
| 788 | d2 = F(d1); |
| 789 | |
| 790 | /* |
| 791 | * If the next tile in this direction is connected to |
| 792 | * us, and there isn't a barrier in the way, and it |
| 793 | * isn't already marked active, then mark it active and |
| 794 | * add it to the to-examine list. |
| 795 | */ |
| 796 | if ((x2 != moving_col && y2 != moving_row) && |
| 797 | (tile(state, x1, y1) & d1) && |
| 798 | (tile(state, x2, y2) & d2) && |
| 799 | !(barrier(state, x1, y1) & d1) && |
| 800 | !index(state, active, x2, y2)) { |
| 801 | index(state, active, x2, y2) = ACTIVE; |
| 802 | add234(todo, new_xyd(x2, y2, 0)); |
| 803 | } |
| 804 | } |
| 805 | } |
| 806 | /* Now we expect the todo list to have shrunk to zero size. */ |
| 807 | assert(count234(todo) == 0); |
| 808 | freetree234(todo); |
| 809 | |
| 810 | return active; |
| 811 | } |
| 812 | |
| 813 | struct game_ui { |
| 814 | int cur_x, cur_y; |
| 815 | int cur_visible; |
| 816 | }; |
| 817 | |
| 818 | game_ui *new_ui(game_state *state) |
| 819 | { |
| 820 | game_ui *ui = snew(game_ui); |
| 821 | ui->cur_x = state->width / 2; |
| 822 | ui->cur_y = state->height / 2; |
| 823 | ui->cur_visible = FALSE; |
| 824 | |
| 825 | return ui; |
| 826 | } |
| 827 | |
| 828 | void free_ui(game_ui *ui) |
| 829 | { |
| 830 | sfree(ui); |
| 831 | } |
| 832 | |
| 833 | /* ---------------------------------------------------------------------- |
| 834 | * Process a move. |
| 835 | */ |
| 836 | |
| 837 | void slide_row(game_state *state, int dir, int row) |
| 838 | { |
| 839 | int x = dir > 0 ? -1 : state->width; |
| 840 | int tx = x + dir; |
| 841 | int n = state->width - 1; |
| 842 | unsigned char endtile = state->tiles[T(state, tx, row)]; |
| 843 | do { |
| 844 | x = tx; |
| 845 | tx = (x + dir + state->width) % state->width; |
| 846 | state->tiles[T(state, x, row)] = state->tiles[T(state, tx, row)]; |
| 847 | } while (--n > 0); |
| 848 | state->tiles[T(state, tx, row)] = endtile; |
| 849 | } |
| 850 | |
| 851 | void slide_col(game_state *state, int dir, int col) |
| 852 | { |
| 853 | int y = dir > 0 ? -1 : state->height; |
| 854 | int ty = y + dir; |
| 855 | int n = state->height - 1; |
| 856 | unsigned char endtile = state->tiles[T(state, col, ty)]; |
| 857 | do { |
| 858 | y = ty; |
| 859 | ty = (y + dir + state->height) % state->height; |
| 860 | state->tiles[T(state, col, y)] = state->tiles[T(state, col, ty)]; |
| 861 | } while (--n > 0); |
| 862 | state->tiles[T(state, col, ty)] = endtile; |
| 863 | } |
| 864 | |
| 865 | game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button) |
| 866 | { |
| 867 | int cx, cy; |
| 868 | int n, dx, dy; |
| 869 | game_state *ret; |
| 870 | |
| 871 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
| 872 | return NULL; |
| 873 | |
| 874 | cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
| 875 | cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; |
| 876 | |
| 877 | if (cy >= 0 && cy < state->height && cy != state->cy) |
| 878 | { |
| 879 | if (cx == -1) dx = +1; |
| 880 | else if (cx == state->width) dx = -1; |
| 881 | else return NULL; |
| 882 | n = state->width; |
| 883 | dy = 0; |
| 884 | } |
| 885 | else if (cx >= 0 && cx < state->width && cx != state->cx) |
| 886 | { |
| 887 | if (cy == -1) dy = +1; |
| 888 | else if (cy == state->height) dy = -1; |
| 889 | else return NULL; |
| 890 | n = state->height; |
| 891 | dx = 0; |
| 892 | } |
| 893 | else |
| 894 | return NULL; |
| 895 | |
| 896 | /* reverse direction if right hand button is pressed */ |
| 897 | if (button == RIGHT_BUTTON) |
| 898 | { |
| 899 | dx = -dx; |
| 900 | dy = -dy; |
| 901 | } |
| 902 | |
| 903 | ret = dup_game(state); |
| 904 | |
| 905 | if (dx == 0) slide_col(ret, dy, cx); |
| 906 | else slide_row(ret, dx, cy); |
| 907 | |
| 908 | ret->move_count++; |
| 909 | ret->last_move_row = dx ? cy : -1; |
| 910 | ret->last_move_col = dx ? -1 : cx; |
| 911 | ret->last_move_dir = dx + dy; |
| 912 | |
| 913 | /* |
| 914 | * See if the game has been completed. |
| 915 | */ |
| 916 | if (!ret->completed) { |
| 917 | unsigned char *active = compute_active(ret, -1, -1); |
| 918 | int x1, y1; |
| 919 | int complete = TRUE; |
| 920 | |
| 921 | for (x1 = 0; x1 < ret->width; x1++) |
| 922 | for (y1 = 0; y1 < ret->height; y1++) |
| 923 | if (!index(ret, active, x1, y1)) { |
| 924 | complete = FALSE; |
| 925 | goto break_label; /* break out of two loops at once */ |
| 926 | } |
| 927 | break_label: |
| 928 | |
| 929 | sfree(active); |
| 930 | |
| 931 | if (complete) |
| 932 | ret->completed = ret->move_count; |
| 933 | } |
| 934 | |
| 935 | return ret; |
| 936 | } |
| 937 | |
| 938 | /* ---------------------------------------------------------------------- |
| 939 | * Routines for drawing the game position on the screen. |
| 940 | */ |
| 941 | |
| 942 | struct game_drawstate { |
| 943 | int started; |
| 944 | int width, height; |
| 945 | unsigned char *visible; |
| 946 | }; |
| 947 | |
| 948 | game_drawstate *game_new_drawstate(game_state *state) |
| 949 | { |
| 950 | game_drawstate *ds = snew(game_drawstate); |
| 951 | |
| 952 | ds->started = FALSE; |
| 953 | ds->width = state->width; |
| 954 | ds->height = state->height; |
| 955 | ds->visible = snewn(state->width * state->height, unsigned char); |
| 956 | memset(ds->visible, 0xFF, state->width * state->height); |
| 957 | |
| 958 | return ds; |
| 959 | } |
| 960 | |
| 961 | void game_free_drawstate(game_drawstate *ds) |
| 962 | { |
| 963 | sfree(ds->visible); |
| 964 | sfree(ds); |
| 965 | } |
| 966 | |
| 967 | void game_size(game_params *params, int *x, int *y) |
| 968 | { |
| 969 | *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; |
| 970 | *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; |
| 971 | } |
| 972 | |
| 973 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 974 | { |
| 975 | float *ret; |
| 976 | |
| 977 | ret = snewn(NCOLOURS * 3, float); |
| 978 | *ncolours = NCOLOURS; |
| 979 | |
| 980 | /* |
| 981 | * Basic background colour is whatever the front end thinks is |
| 982 | * a sensible default. |
| 983 | */ |
| 984 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 985 | |
| 986 | /* |
| 987 | * Wires are black. |
| 988 | */ |
| 989 | ret[COL_WIRE * 3 + 0] = 0.0F; |
| 990 | ret[COL_WIRE * 3 + 1] = 0.0F; |
| 991 | ret[COL_WIRE * 3 + 2] = 0.0F; |
| 992 | |
| 993 | /* |
| 994 | * Powered wires and powered endpoints are cyan. |
| 995 | */ |
| 996 | ret[COL_POWERED * 3 + 0] = 0.0F; |
| 997 | ret[COL_POWERED * 3 + 1] = 1.0F; |
| 998 | ret[COL_POWERED * 3 + 2] = 1.0F; |
| 999 | |
| 1000 | /* |
| 1001 | * Barriers are red. |
| 1002 | */ |
| 1003 | ret[COL_BARRIER * 3 + 0] = 1.0F; |
| 1004 | ret[COL_BARRIER * 3 + 1] = 0.0F; |
| 1005 | ret[COL_BARRIER * 3 + 2] = 0.0F; |
| 1006 | |
| 1007 | /* |
| 1008 | * Unpowered endpoints are blue. |
| 1009 | */ |
| 1010 | ret[COL_ENDPOINT * 3 + 0] = 0.0F; |
| 1011 | ret[COL_ENDPOINT * 3 + 1] = 0.0F; |
| 1012 | ret[COL_ENDPOINT * 3 + 2] = 1.0F; |
| 1013 | |
| 1014 | /* |
| 1015 | * Tile borders are a darker grey than the background. |
| 1016 | */ |
| 1017 | ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
| 1018 | ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
| 1019 | ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
| 1020 | |
| 1021 | /* |
| 1022 | * Flashing tiles are a grey in between those two. |
| 1023 | */ |
| 1024 | ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
| 1025 | ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
| 1026 | ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
| 1027 | |
| 1028 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
| 1029 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; |
| 1030 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; |
| 1031 | ret[COL_TEXT * 3 + 0] = 0.0; |
| 1032 | ret[COL_TEXT * 3 + 1] = 0.0; |
| 1033 | ret[COL_TEXT * 3 + 2] = 0.0; |
| 1034 | |
| 1035 | return ret; |
| 1036 | } |
| 1037 | |
| 1038 | static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, |
| 1039 | int colour) |
| 1040 | { |
| 1041 | draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); |
| 1042 | draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); |
| 1043 | draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); |
| 1044 | draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); |
| 1045 | draw_line(fe, x1, y1, x2, y2, colour); |
| 1046 | } |
| 1047 | |
| 1048 | static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, |
| 1049 | int colour) |
| 1050 | { |
| 1051 | int mx = (x1 < x2 ? x1 : x2); |
| 1052 | int my = (y1 < y2 ? y1 : y2); |
| 1053 | int dx = (x2 + x1 - 2*mx + 1); |
| 1054 | int dy = (y2 + y1 - 2*my + 1); |
| 1055 | |
| 1056 | draw_rect(fe, mx, my, dx, dy, colour); |
| 1057 | } |
| 1058 | |
| 1059 | static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) |
| 1060 | { |
| 1061 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
| 1062 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
| 1063 | int x1, y1, dx, dy, dir2; |
| 1064 | |
| 1065 | dir >>= 4; |
| 1066 | |
| 1067 | dir2 = A(dir); |
| 1068 | dx = X(dir) + X(dir2); |
| 1069 | dy = Y(dir) + Y(dir2); |
| 1070 | x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
| 1071 | y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); |
| 1072 | |
| 1073 | if (phase == 0) { |
| 1074 | draw_rect_coords(fe, bx+x1, by+y1, |
| 1075 | bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, |
| 1076 | COL_WIRE); |
| 1077 | draw_rect_coords(fe, bx+x1, by+y1, |
| 1078 | bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, |
| 1079 | COL_WIRE); |
| 1080 | } else { |
| 1081 | draw_rect_coords(fe, bx+x1, by+y1, |
| 1082 | bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, |
| 1083 | COL_BARRIER); |
| 1084 | } |
| 1085 | } |
| 1086 | |
| 1087 | static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) |
| 1088 | { |
| 1089 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
| 1090 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
| 1091 | int x1, y1, w, h; |
| 1092 | |
| 1093 | x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); |
| 1094 | y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); |
| 1095 | w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
| 1096 | h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); |
| 1097 | |
| 1098 | if (phase == 0) { |
| 1099 | draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); |
| 1100 | } else { |
| 1101 | draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); |
| 1102 | } |
| 1103 | } |
| 1104 | |
| 1105 | static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, |
| 1106 | float xshift, float yshift) |
| 1107 | { |
| 1108 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE); |
| 1109 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE); |
| 1110 | float cx, cy, ex, ey; |
| 1111 | int dir, col; |
| 1112 | |
| 1113 | /* |
| 1114 | * When we draw a single tile, we must draw everything up to |
| 1115 | * and including the borders around the tile. This means that |
| 1116 | * if the neighbouring tiles have connections to those borders, |
| 1117 | * we must draw those connections on the borders themselves. |
| 1118 | * |
| 1119 | * This would be terribly fiddly if we ever had to draw a tile |
| 1120 | * while its neighbour was in mid-rotate, because we'd have to |
| 1121 | * arrange to _know_ that the neighbour was being rotated and |
| 1122 | * hence had an anomalous effect on the redraw of this tile. |
| 1123 | * Fortunately, the drawing algorithm avoids ever calling us in |
| 1124 | * this circumstance: we're either drawing lots of straight |
| 1125 | * tiles at game start or after a move is complete, or we're |
| 1126 | * repeatedly drawing only the rotating tile. So no problem. |
| 1127 | */ |
| 1128 | |
| 1129 | /* |
| 1130 | * So. First blank the tile out completely: draw a big |
| 1131 | * rectangle in border colour, and a smaller rectangle in |
| 1132 | * background colour to fill it in. |
| 1133 | */ |
| 1134 | draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, |
| 1135 | COL_BORDER); |
| 1136 | draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, |
| 1137 | TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, |
| 1138 | tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); |
| 1139 | |
| 1140 | /* |
| 1141 | * Draw the wires. |
| 1142 | */ |
| 1143 | cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F; |
| 1144 | col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); |
| 1145 | for (dir = 1; dir < 0x10; dir <<= 1) { |
| 1146 | if (tile & dir) { |
| 1147 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
| 1148 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
| 1149 | draw_thick_line(fe, bx+(int)cx, by+(int)cy, |
| 1150 | bx+(int)(cx+ex), by+(int)(cy+ey), |
| 1151 | COL_WIRE); |
| 1152 | } |
| 1153 | } |
| 1154 | for (dir = 1; dir < 0x10; dir <<= 1) { |
| 1155 | if (tile & dir) { |
| 1156 | ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); |
| 1157 | ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); |
| 1158 | draw_line(fe, bx+(int)cx, by+(int)cy, |
| 1159 | bx+(int)(cx+ex), by+(int)(cy+ey), col); |
| 1160 | } |
| 1161 | } |
| 1162 | |
| 1163 | /* |
| 1164 | * Draw the box in the middle. We do this in blue if the tile |
| 1165 | * is an unpowered endpoint, in cyan if the tile is a powered |
| 1166 | * endpoint, in black if the tile is the centrepiece, and |
| 1167 | * otherwise not at all. |
| 1168 | */ |
| 1169 | col = -1; |
| 1170 | if (x == state->cx && y == state->cy) |
| 1171 | col = COL_WIRE; |
| 1172 | else if (COUNT(tile) == 1) { |
| 1173 | col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); |
| 1174 | } |
| 1175 | if (col >= 0) { |
| 1176 | int i, points[8]; |
| 1177 | |
| 1178 | points[0] = +1; points[1] = +1; |
| 1179 | points[2] = +1; points[3] = -1; |
| 1180 | points[4] = -1; points[5] = -1; |
| 1181 | points[6] = -1; points[7] = +1; |
| 1182 | |
| 1183 | for (i = 0; i < 8; i += 2) { |
| 1184 | ex = (TILE_SIZE * 0.24F) * points[i]; |
| 1185 | ey = (TILE_SIZE * 0.24F) * points[i+1]; |
| 1186 | points[i] = bx+(int)(cx+ex); |
| 1187 | points[i+1] = by+(int)(cy+ey); |
| 1188 | } |
| 1189 | |
| 1190 | draw_polygon(fe, points, 4, TRUE, col); |
| 1191 | draw_polygon(fe, points, 4, FALSE, COL_WIRE); |
| 1192 | } |
| 1193 | |
| 1194 | /* |
| 1195 | * Draw the points on the border if other tiles are connected |
| 1196 | * to us. |
| 1197 | */ |
| 1198 | for (dir = 1; dir < 0x10; dir <<= 1) { |
| 1199 | int dx, dy, px, py, lx, ly, vx, vy, ox, oy; |
| 1200 | |
| 1201 | dx = X(dir); |
| 1202 | dy = Y(dir); |
| 1203 | |
| 1204 | ox = x + dx; |
| 1205 | oy = y + dy; |
| 1206 | |
| 1207 | if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) |
| 1208 | continue; |
| 1209 | |
| 1210 | if (!(tile(state, ox, oy) & F(dir))) |
| 1211 | continue; |
| 1212 | |
| 1213 | px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); |
| 1214 | py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); |
| 1215 | lx = dx * (TILE_BORDER-1); |
| 1216 | ly = dy * (TILE_BORDER-1); |
| 1217 | vx = (dy ? 1 : 0); |
| 1218 | vy = (dx ? 1 : 0); |
| 1219 | |
| 1220 | if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) { |
| 1221 | /* |
| 1222 | * If we are fully connected to the other tile, we must |
| 1223 | * draw right across the tile border. (We can use our |
| 1224 | * own ACTIVE state to determine what colour to do this |
| 1225 | * in: if we are fully connected to the other tile then |
| 1226 | * the two ACTIVE states will be the same.) |
| 1227 | */ |
| 1228 | draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); |
| 1229 | draw_rect_coords(fe, px, py, px+lx, py+ly, |
| 1230 | (tile & ACTIVE) ? COL_POWERED : COL_WIRE); |
| 1231 | } else { |
| 1232 | /* |
| 1233 | * The other tile extends into our border, but isn't |
| 1234 | * actually connected to us. Just draw a single black |
| 1235 | * dot. |
| 1236 | */ |
| 1237 | draw_rect_coords(fe, px, py, px, py, COL_WIRE); |
| 1238 | } |
| 1239 | } |
| 1240 | |
| 1241 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
| 1242 | } |
| 1243 | |
| 1244 | static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y) |
| 1245 | { |
| 1246 | int phase; |
| 1247 | int dir; |
| 1248 | int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; |
| 1249 | int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; |
| 1250 | /* |
| 1251 | * Draw barrier corners, and then barriers. |
| 1252 | */ |
| 1253 | for (phase = 0; phase < 2; phase++) { |
| 1254 | for (dir = 1; dir < 0x10; dir <<= 1) |
| 1255 | if (barrier(state, x, y) & (dir << 4)) |
| 1256 | draw_barrier_corner(fe, x, y, dir << 4, phase); |
| 1257 | for (dir = 1; dir < 0x10; dir <<= 1) |
| 1258 | if (barrier(state, x, y) & dir) |
| 1259 | draw_barrier(fe, x, y, dir, phase); |
| 1260 | } |
| 1261 | |
| 1262 | draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); |
| 1263 | } |
| 1264 | |
| 1265 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
| 1266 | { |
| 1267 | int coords[14]; |
| 1268 | int ydy = -xdx, ydx = xdy; |
| 1269 | |
| 1270 | x = x * TILE_SIZE + BORDER + WINDOW_OFFSET; |
| 1271 | y = y * TILE_SIZE + BORDER + WINDOW_OFFSET; |
| 1272 | |
| 1273 | #define POINT(n, xx, yy) ( \ |
| 1274 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
| 1275 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
| 1276 | |
| 1277 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
| 1278 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
| 1279 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
| 1280 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
| 1281 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
| 1282 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
| 1283 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
| 1284 | |
| 1285 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
| 1286 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
| 1287 | } |
| 1288 | |
| 1289 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 1290 | game_state *state, int dir, game_ui *ui, float t, float ft) |
| 1291 | { |
| 1292 | int x, y, tx, ty, frame; |
| 1293 | unsigned char *active; |
| 1294 | float xshift = 0.0; |
| 1295 | float yshift = 0.0; |
| 1296 | |
| 1297 | /* |
| 1298 | * Clear the screen and draw the exterior barrier lines if this |
| 1299 | * is our first call. |
| 1300 | */ |
| 1301 | if (!ds->started) { |
| 1302 | int phase; |
| 1303 | |
| 1304 | ds->started = TRUE; |
| 1305 | |
| 1306 | draw_rect(fe, 0, 0, |
| 1307 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, |
| 1308 | BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, |
| 1309 | COL_BACKGROUND); |
| 1310 | draw_update(fe, 0, 0, |
| 1311 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, |
| 1312 | BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); |
| 1313 | |
| 1314 | for (phase = 0; phase < 2; phase++) { |
| 1315 | |
| 1316 | for (x = 0; x < ds->width; x++) { |
| 1317 | if (barrier(state, x, 0) & UL) |
| 1318 | draw_barrier_corner(fe, x, -1, LD, phase); |
| 1319 | if (barrier(state, x, 0) & RU) |
| 1320 | draw_barrier_corner(fe, x, -1, DR, phase); |
| 1321 | if (barrier(state, x, 0) & U) |
| 1322 | draw_barrier(fe, x, -1, D, phase); |
| 1323 | if (barrier(state, x, ds->height-1) & DR) |
| 1324 | draw_barrier_corner(fe, x, ds->height, RU, phase); |
| 1325 | if (barrier(state, x, ds->height-1) & LD) |
| 1326 | draw_barrier_corner(fe, x, ds->height, UL, phase); |
| 1327 | if (barrier(state, x, ds->height-1) & D) |
| 1328 | draw_barrier(fe, x, ds->height, U, phase); |
| 1329 | } |
| 1330 | |
| 1331 | for (y = 0; y < ds->height; y++) { |
| 1332 | if (barrier(state, 0, y) & UL) |
| 1333 | draw_barrier_corner(fe, -1, y, RU, phase); |
| 1334 | if (barrier(state, 0, y) & LD) |
| 1335 | draw_barrier_corner(fe, -1, y, DR, phase); |
| 1336 | if (barrier(state, 0, y) & L) |
| 1337 | draw_barrier(fe, -1, y, R, phase); |
| 1338 | if (barrier(state, ds->width-1, y) & RU) |
| 1339 | draw_barrier_corner(fe, ds->width, y, UL, phase); |
| 1340 | if (barrier(state, ds->width-1, y) & DR) |
| 1341 | draw_barrier_corner(fe, ds->width, y, LD, phase); |
| 1342 | if (barrier(state, ds->width-1, y) & R) |
| 1343 | draw_barrier(fe, ds->width, y, L, phase); |
| 1344 | } |
| 1345 | } |
| 1346 | |
| 1347 | /* |
| 1348 | * Arrows for making moves. |
| 1349 | */ |
| 1350 | for (x = 0; x < ds->width; x++) { |
| 1351 | if (x == state->cx) continue; |
| 1352 | draw_arrow(fe, x, 0, +1, 0); |
| 1353 | draw_arrow(fe, x+1, ds->height, -1, 0); |
| 1354 | } |
| 1355 | for (y = 0; y < ds->height; y++) { |
| 1356 | if (y == state->cy) continue; |
| 1357 | draw_arrow(fe, ds->width, y, 0, +1); |
| 1358 | draw_arrow(fe, 0, y+1, 0, -1); |
| 1359 | } |
| 1360 | } |
| 1361 | |
| 1362 | /* Check if this is an undo. If so, we will need to run any animation |
| 1363 | * backwards. |
| 1364 | */ |
| 1365 | if (oldstate && oldstate->move_count > state->move_count) { |
| 1366 | game_state * tmpstate = state; |
| 1367 | state = oldstate; |
| 1368 | oldstate = tmpstate; |
| 1369 | t = ANIM_TIME - t; |
| 1370 | } |
| 1371 | |
| 1372 | tx = ty = -1; |
| 1373 | if (oldstate && (t < ANIM_TIME)) { |
| 1374 | /* |
| 1375 | * We're animating a slide, of row/column number |
| 1376 | * state->last_move_pos, in direction |
| 1377 | * state->last_move_dir |
| 1378 | */ |
| 1379 | xshift = state->last_move_row == -1 ? 0.0 : |
| 1380 | (1 - t / ANIM_TIME) * state->last_move_dir; |
| 1381 | yshift = state->last_move_col == -1 ? 0.0 : |
| 1382 | (1 - t / ANIM_TIME) * state->last_move_dir; |
| 1383 | } |
| 1384 | |
| 1385 | frame = -1; |
| 1386 | if (ft > 0) { |
| 1387 | /* |
| 1388 | * We're animating a completion flash. Find which frame |
| 1389 | * we're at. |
| 1390 | */ |
| 1391 | frame = (int)(ft / FLASH_FRAME); |
| 1392 | } |
| 1393 | |
| 1394 | /* |
| 1395 | * Draw any tile which differs from the way it was last drawn. |
| 1396 | */ |
| 1397 | if (xshift != 0.0 || yshift != 0.0) { |
| 1398 | active = compute_active(state, |
| 1399 | state->last_move_row, state->last_move_col); |
| 1400 | } else { |
| 1401 | active = compute_active(state, -1, -1); |
| 1402 | } |
| 1403 | |
| 1404 | clip(fe, |
| 1405 | BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, |
| 1406 | TILE_SIZE * state->width + TILE_BORDER, |
| 1407 | TILE_SIZE * state->height + TILE_BORDER); |
| 1408 | |
| 1409 | for (x = 0; x < ds->width; x++) |
| 1410 | for (y = 0; y < ds->height; y++) { |
| 1411 | unsigned char c = tile(state, x, y) | index(state, active, x, y); |
| 1412 | |
| 1413 | /* |
| 1414 | * In a completion flash, we adjust the FLASHING bit |
| 1415 | * depending on our distance from the centre point and |
| 1416 | * the frame number. |
| 1417 | */ |
| 1418 | if (frame >= 0) { |
| 1419 | int xdist, ydist, dist; |
| 1420 | xdist = (x < state->cx ? state->cx - x : x - state->cx); |
| 1421 | ydist = (y < state->cy ? state->cy - y : y - state->cy); |
| 1422 | dist = (xdist > ydist ? xdist : ydist); |
| 1423 | |
| 1424 | if (frame >= dist && frame < dist+4) { |
| 1425 | int flash = (frame - dist) & 1; |
| 1426 | flash = flash ? FLASHING : 0; |
| 1427 | c = (c &~ FLASHING) | flash; |
| 1428 | } |
| 1429 | } |
| 1430 | |
| 1431 | if (index(state, ds->visible, x, y) != c || |
| 1432 | index(state, ds->visible, x, y) == 0xFF || |
| 1433 | (x == state->last_move_col || y == state->last_move_row)) |
| 1434 | { |
| 1435 | float xs = (y == state->last_move_row ? xshift : 0.0); |
| 1436 | float ys = (x == state->last_move_col ? yshift : 0.0); |
| 1437 | |
| 1438 | draw_tile(fe, state, x, y, c, xs, ys); |
| 1439 | if (xs < 0 && x == 0) |
| 1440 | draw_tile(fe, state, state->width, y, c, xs, ys); |
| 1441 | else if (xs > 0 && x == state->width - 1) |
| 1442 | draw_tile(fe, state, -1, y, c, xs, ys); |
| 1443 | else if (ys < 0 && y == 0) |
| 1444 | draw_tile(fe, state, x, state->height, c, xs, ys); |
| 1445 | else if (ys > 0 && y == state->height - 1) |
| 1446 | draw_tile(fe, state, x, -1, c, xs, ys); |
| 1447 | |
| 1448 | if (x == state->last_move_col || y == state->last_move_row) |
| 1449 | index(state, ds->visible, x, y) = 0xFF; |
| 1450 | else |
| 1451 | index(state, ds->visible, x, y) = c; |
| 1452 | } |
| 1453 | } |
| 1454 | |
| 1455 | for (x = 0; x < ds->width; x++) |
| 1456 | for (y = 0; y < ds->height; y++) |
| 1457 | draw_tile_barriers(fe, state, x, y); |
| 1458 | |
| 1459 | unclip(fe); |
| 1460 | |
| 1461 | /* |
| 1462 | * Update the status bar. |
| 1463 | */ |
| 1464 | { |
| 1465 | char statusbuf[256]; |
| 1466 | int i, n, a; |
| 1467 | |
| 1468 | n = state->width * state->height; |
| 1469 | for (i = a = 0; i < n; i++) |
| 1470 | if (active[i]) |
| 1471 | a++; |
| 1472 | |
| 1473 | sprintf(statusbuf, "%sMoves: %d Active: %d/%d", |
| 1474 | (state->completed ? "COMPLETED! " : ""), |
| 1475 | (state->completed ? state->completed : state->move_count), |
| 1476 | a, n); |
| 1477 | |
| 1478 | status_bar(fe, statusbuf); |
| 1479 | } |
| 1480 | |
| 1481 | sfree(active); |
| 1482 | } |
| 1483 | |
| 1484 | float game_anim_length(game_state *oldstate, game_state *newstate, int dir) |
| 1485 | { |
| 1486 | return ANIM_TIME; |
| 1487 | } |
| 1488 | |
| 1489 | float game_flash_length(game_state *oldstate, game_state *newstate, int dir) |
| 1490 | { |
| 1491 | /* |
| 1492 | * If the game has just been completed, we display a completion |
| 1493 | * flash. |
| 1494 | */ |
| 1495 | if (!oldstate->completed && newstate->completed) { |
| 1496 | int size; |
| 1497 | size = 0; |
| 1498 | if (size < newstate->cx+1) |
| 1499 | size = newstate->cx+1; |
| 1500 | if (size < newstate->cy+1) |
| 1501 | size = newstate->cy+1; |
| 1502 | if (size < newstate->width - newstate->cx) |
| 1503 | size = newstate->width - newstate->cx; |
| 1504 | if (size < newstate->height - newstate->cy) |
| 1505 | size = newstate->height - newstate->cy; |
| 1506 | return FLASH_FRAME * (size+4); |
| 1507 | } |
| 1508 | |
| 1509 | return 0.0F; |
| 1510 | } |
| 1511 | |
| 1512 | int game_wants_statusbar(void) |
| 1513 | { |
| 1514 | return TRUE; |
| 1515 | } |