14 #define PI 3.141592653589793238462643383279502884197169399
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; \
23 /* Direction and other bitfields */
30 /* Corner flags go in the barriers array */
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) )
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 )
49 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
50 (((x) & 0x02) >> 1) + ((x) & 0x01) )
54 #define WINDOW_OFFSET 16
56 #define ROTATE_TIME 0.1
57 #define FLASH_FRAME 0.05
74 float barrier_probability
;
78 int width
, height
, cx
, cy
, wrapping
, completed
, last_rotate_dir
;
80 unsigned char *barriers
;
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)
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)
95 static int xyd_cmp(void *av
, void *bv
) {
96 struct xyd
*a
= (struct xyd
*)av
;
97 struct xyd
*b
= (struct xyd
*)bv
;
106 if (a
->direction
< b
->direction
)
108 if (a
->direction
> b
->direction
)
113 static struct xyd
*new_xyd(int x
, int y
, int direction
)
115 struct xyd
*xyd
= snew(struct xyd
);
118 xyd
->direction
= direction
;
122 /* ----------------------------------------------------------------------
123 * Manage game parameters.
125 game_params
*default_params(void)
127 game_params
*ret
= snew(game_params
);
131 ret
->wrapping
= TRUE
;
132 ret
->barrier_probability
= 0.1;
137 void free_params(game_params
*params
)
142 /* ----------------------------------------------------------------------
143 * Randomly select a new game seed.
146 char *new_game_seed(game_params
*params
)
149 * The full description of a Net game is far too large to
150 * encode directly in the seed, so by default we'll have to go
151 * for the simple approach of providing a random-number seed.
153 * (This does not restrict me from _later on_ inventing a seed
154 * string syntax which can never be generated by this code -
155 * for example, strings beginning with a letter - allowing me
156 * to type in a precise game, and have new_game detect it and
157 * understand it and do something completely different.)
160 sprintf(buf
, "%d", rand());
164 /* ----------------------------------------------------------------------
165 * Construct an initial game state, given a seed and parameters.
168 game_state
*new_game(game_params
*params
, char *seed
)
172 tree234
*possibilities
, *barriers
;
173 int w
, h
, x
, y
, nbarriers
;
175 assert(params
->width
> 2);
176 assert(params
->height
> 2);
179 * Create a blank game state.
181 state
= snew(game_state
);
182 w
= state
->width
= params
->width
;
183 h
= state
->height
= params
->height
;
184 state
->cx
= state
->width
/ 2;
185 state
->cy
= state
->height
/ 2;
186 state
->wrapping
= params
->wrapping
;
187 state
->last_rotate_dir
= +1; /* *shrug* */
188 state
->completed
= FALSE
;
189 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
190 memset(state
->tiles
, 0, state
->width
* state
->height
);
191 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
192 memset(state
->barriers
, 0, state
->width
* state
->height
);
195 * Set up border barriers if this is a non-wrapping game.
197 if (!state
->wrapping
) {
198 for (x
= 0; x
< state
->width
; x
++) {
199 barrier(state
, x
, 0) |= U
;
200 barrier(state
, x
, state
->height
-1) |= D
;
202 for (y
= 0; y
< state
->height
; y
++) {
203 barrier(state
, 0, y
) |= L
;
204 barrier(state
, state
->width
-1, y
) |= R
;
209 * Seed the internal random number generator.
211 rs
= random_init(seed
, strlen(seed
));
214 * Construct the unshuffled grid.
216 * To do this, we simply start at the centre point, repeatedly
217 * choose a random possibility out of the available ways to
218 * extend a used square into an unused one, and do it. After
219 * extending the third line out of a square, we remove the
220 * fourth from the possibilities list to avoid any full-cross
221 * squares (which would make the game too easy because they
222 * only have one orientation).
224 * The slightly worrying thing is the avoidance of full-cross
225 * squares. Can this cause our unsophisticated construction
226 * algorithm to paint itself into a corner, by getting into a
227 * situation where there are some unreached squares and the
228 * only way to reach any of them is to extend a T-piece into a
231 * Answer: no it can't, and here's a proof.
233 * Any contiguous group of such unreachable squares must be
234 * surrounded on _all_ sides by T-pieces pointing away from the
235 * group. (If not, then there is a square which can be extended
236 * into one of the `unreachable' ones, and so it wasn't
237 * unreachable after all.) In particular, this implies that
238 * each contiguous group of unreachable squares must be
239 * rectangular in shape (any deviation from that yields a
240 * non-T-piece next to an `unreachable' square).
242 * So we have a rectangle of unreachable squares, with T-pieces
243 * forming a solid border around the rectangle. The corners of
244 * that border must be connected (since every tile connects all
245 * the lines arriving in it), and therefore the border must
246 * form a closed loop around the rectangle.
248 * But this can't have happened in the first place, since we
249 * _know_ we've avoided creating closed loops! Hence, no such
250 * situation can ever arise, and the naive grid construction
251 * algorithm will guaranteeably result in a complete grid
252 * containing no unreached squares, no full crosses _and_ no
255 possibilities
= newtree234(xyd_cmp
);
257 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
258 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
259 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
260 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
262 while (count234(possibilities
) > 0) {
265 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
268 * Extract a randomly chosen possibility from the list.
270 i
= random_upto(rs
, count234(possibilities
));
271 xyd
= delpos234(possibilities
, i
);
277 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
280 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
281 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
285 * Make the connection. (We should be moving to an as yet
288 tile(state
, x1
, y1
) |= d1
;
289 assert(tile(state
, x2
, y2
) == 0);
290 tile(state
, x2
, y2
) |= d2
;
293 * If we have created a T-piece, remove its last
296 if (COUNT(tile(state
, x1
, y1
)) == 3) {
297 struct xyd xyd1
, *xydp
;
301 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
303 xydp
= find234(possibilities
, &xyd1
, NULL
);
307 printf("T-piece; removing (%d,%d,%c)\n",
308 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
310 del234(possibilities
, xydp
);
316 * Remove all other possibilities that were pointing at the
317 * tile we've just moved into.
319 for (d
= 1; d
< 0x10; d
<<= 1) {
321 struct xyd xyd1
, *xydp
;
323 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
330 xydp
= find234(possibilities
, &xyd1
, NULL
);
334 printf("Loop avoidance; removing (%d,%d,%c)\n",
335 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
337 del234(possibilities
, xydp
);
343 * Add new possibilities to the list for moving _out_ of
344 * the tile we have just moved into.
346 for (d
= 1; d
< 0x10; d
<<= 1) {
350 continue; /* we've got this one already */
352 if (!state
->wrapping
) {
353 if (d
== U
&& y2
== 0)
355 if (d
== D
&& y2
== state
->height
-1)
357 if (d
== L
&& x2
== 0)
359 if (d
== R
&& x2
== state
->width
-1)
363 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
365 if (tile(state
, x3
, y3
))
366 continue; /* this would create a loop */
369 printf("New frontier; adding (%d,%d,%c)\n",
370 x2
, y2
, "0RU3L567D9abcdef"[d
]);
372 add234(possibilities
, new_xyd(x2
, y2
, d
));
375 /* Having done that, we should have no possibilities remaining. */
376 assert(count234(possibilities
) == 0);
377 freetree234(possibilities
);
380 * Now compute a list of the possible barrier locations.
382 barriers
= newtree234(xyd_cmp
);
383 for (y
= 0; y
< state
->height
; y
++) {
384 for (x
= 0; x
< state
->width
; x
++) {
386 if (!(tile(state
, x
, y
) & R
) &&
387 (state
->wrapping
|| x
< state
->width
-1))
388 add234(barriers
, new_xyd(x
, y
, R
));
389 if (!(tile(state
, x
, y
) & D
) &&
390 (state
->wrapping
|| y
< state
->height
-1))
391 add234(barriers
, new_xyd(x
, y
, D
));
396 * Now shuffle the grid.
398 for (y
= 0; y
< state
->height
; y
++) {
399 for (x
= 0; x
< state
->width
; x
++) {
400 int orig
= tile(state
, x
, y
);
401 int rot
= random_upto(rs
, 4);
402 tile(state
, x
, y
) = ROT(orig
, rot
);
407 * And now choose barrier locations. (We carefully do this
408 * _after_ shuffling, so that changing the barrier rate in the
409 * params while keeping the game seed the same will give the
410 * same shuffled grid and _only_ change the barrier locations.
411 * Also the way we choose barrier locations, by repeatedly
412 * choosing one possibility from the list until we have enough,
413 * is designed to ensure that raising the barrier rate while
414 * keeping the seed the same will provide a superset of the
415 * previous barrier set - i.e. if you ask for 10 barriers, and
416 * then decide that's still too hard and ask for 20, you'll get
417 * the original 10 plus 10 more, rather than getting 20 new
418 * ones and the chance of remembering your first 10.)
420 nbarriers
= params
->barrier_probability
* count234(barriers
);
421 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
423 while (nbarriers
> 0) {
426 int x1
, y1
, d1
, x2
, y2
, d2
;
429 * Extract a randomly chosen barrier from the list.
431 i
= random_upto(rs
, count234(barriers
));
432 xyd
= delpos234(barriers
, i
);
441 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
444 barrier(state
, x1
, y1
) |= d1
;
445 barrier(state
, x2
, y2
) |= d2
;
451 * Clean up the rest of the barrier list.
456 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
459 freetree234(barriers
);
463 * Set up the barrier corner flags, for drawing barriers
464 * prettily when they meet.
466 for (y
= 0; y
< state
->height
; y
++) {
467 for (x
= 0; x
< state
->width
; x
++) {
470 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
472 int x1
, y1
, x2
, y2
, x3
, y3
;
475 if (!(barrier(state
, x
, y
) & dir
))
478 if (barrier(state
, x
, y
) & dir2
)
481 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
482 if (x1
>= 0 && x1
< state
->width
&&
483 y1
>= 0 && y1
< state
->width
&&
484 (barrier(state
, x1
, y1
) & dir2
))
487 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
488 if (x2
>= 0 && x2
< state
->width
&&
489 y2
>= 0 && y2
< state
->width
&&
490 (barrier(state
, x2
, y2
) & dir
))
494 barrier(state
, x
, y
) |= (dir
<< 4);
495 if (x1
>= 0 && x1
< state
->width
&&
496 y1
>= 0 && y1
< state
->width
)
497 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
498 if (x2
>= 0 && x2
< state
->width
&&
499 y2
>= 0 && y2
< state
->width
)
500 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
501 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
502 if (x3
>= 0 && x3
< state
->width
&&
503 y3
>= 0 && y3
< state
->width
)
504 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
515 game_state
*dup_game(game_state
*state
)
519 ret
= snew(game_state
);
520 ret
->width
= state
->width
;
521 ret
->height
= state
->height
;
524 ret
->wrapping
= state
->wrapping
;
525 ret
->completed
= state
->completed
;
526 ret
->last_rotate_dir
= state
->last_rotate_dir
;
527 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
528 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
529 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
530 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
535 void free_game(game_state
*state
)
538 sfree(state
->barriers
);
542 /* ----------------------------------------------------------------------
547 * Compute which squares are reachable from the centre square, as a
548 * quick visual aid to determining how close the game is to
549 * completion. This is also a simple way to tell if the game _is_
550 * completed - just call this function and see whether every square
553 static unsigned char *compute_active(game_state
*state
)
555 unsigned char *active
;
559 active
= snewn(state
->width
* state
->height
, unsigned char);
560 memset(active
, 0, state
->width
* state
->height
);
563 * We only store (x,y) pairs in todo, but it's easier to reuse
564 * xyd_cmp and just store direction 0 every time.
566 todo
= newtree234(xyd_cmp
);
567 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
568 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
570 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
571 int x1
, y1
, d1
, x2
, y2
, d2
;
577 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
578 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
582 * If the next tile in this direction is connected to
583 * us, and there isn't a barrier in the way, and it
584 * isn't already marked active, then mark it active and
585 * add it to the to-examine list.
587 if ((tile(state
, x1
, y1
) & d1
) &&
588 (tile(state
, x2
, y2
) & d2
) &&
589 !(barrier(state
, x1
, y1
) & d1
) &&
590 !index(state
, active
, x2
, y2
)) {
591 index(state
, active
, x2
, y2
) = ACTIVE
;
592 add234(todo
, new_xyd(x2
, y2
, 0));
596 /* Now we expect the todo list to have shrunk to zero size. */
597 assert(count234(todo
) == 0);
603 /* ----------------------------------------------------------------------
606 game_state
*make_move(game_state
*state
, int x
, int y
, int button
)
612 * All moves in Net are made with the mouse.
614 if (button
!= LEFT_BUTTON
&&
615 button
!= MIDDLE_BUTTON
&&
616 button
!= RIGHT_BUTTON
)
620 * The button must have been clicked on a valid tile.
622 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
623 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
628 if (tx
>= state
->width
|| ty
>= state
->height
)
630 if (tx
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
631 ty
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
635 * The middle button locks or unlocks a tile. (A locked tile
636 * cannot be turned, and is visually marked as being locked.
637 * This is a convenience for the player, so that once they are
638 * sure which way round a tile goes, they can lock it and thus
639 * avoid forgetting later on that they'd already done that one;
640 * and the locking also prevents them turning the tile by
641 * accident. If they change their mind, another middle click
644 if (button
== MIDDLE_BUTTON
) {
645 ret
= dup_game(state
);
646 tile(ret
, tx
, ty
) ^= LOCKED
;
651 * The left and right buttons have no effect if clicked on a
654 if (tile(state
, tx
, ty
) & LOCKED
)
658 * Otherwise, turn the tile one way or the other. Left button
659 * turns anticlockwise; right button turns clockwise.
661 ret
= dup_game(state
);
662 orig
= tile(ret
, tx
, ty
);
663 if (button
== LEFT_BUTTON
) {
664 tile(ret
, tx
, ty
) = A(orig
);
665 ret
->last_rotate_dir
= +1;
667 tile(ret
, tx
, ty
) = C(orig
);
668 ret
->last_rotate_dir
= -1;
672 * Check whether the game has been completed.
675 unsigned char *active
= compute_active(ret
);
679 for (x1
= 0; x1
< ret
->width
; x1
++)
680 for (y1
= 0; y1
< ret
->height
; y1
++)
681 if (!index(ret
, active
, x1
, y1
)) {
683 goto break_label
; /* break out of two loops at once */
690 ret
->completed
= TRUE
;
696 /* ----------------------------------------------------------------------
697 * Routines for drawing the game position on the screen.
700 struct game_drawstate
{
703 unsigned char *visible
;
706 game_drawstate
*game_new_drawstate(game_state
*state
)
708 game_drawstate
*ds
= snew(game_drawstate
);
711 ds
->width
= state
->width
;
712 ds
->height
= state
->height
;
713 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
714 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
719 void game_free_drawstate(game_drawstate
*ds
)
725 void game_size(game_params
*params
, int *x
, int *y
)
727 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
728 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
731 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
735 ret
= snewn(NCOLOURS
* 3, float);
736 *ncolours
= NCOLOURS
;
739 * Basic background colour is whatever the front end thinks is
740 * a sensible default.
742 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
747 ret
[COL_WIRE
* 3 + 0] = 0.0;
748 ret
[COL_WIRE
* 3 + 1] = 0.0;
749 ret
[COL_WIRE
* 3 + 2] = 0.0;
752 * Powered wires and powered endpoints are cyan.
754 ret
[COL_POWERED
* 3 + 0] = 0.0;
755 ret
[COL_POWERED
* 3 + 1] = 1.0;
756 ret
[COL_POWERED
* 3 + 2] = 1.0;
761 ret
[COL_BARRIER
* 3 + 0] = 1.0;
762 ret
[COL_BARRIER
* 3 + 1] = 0.0;
763 ret
[COL_BARRIER
* 3 + 2] = 0.0;
766 * Unpowered endpoints are blue.
768 ret
[COL_ENDPOINT
* 3 + 0] = 0.0;
769 ret
[COL_ENDPOINT
* 3 + 1] = 0.0;
770 ret
[COL_ENDPOINT
* 3 + 2] = 1.0;
773 * Tile borders are a darker grey than the background.
775 ret
[COL_BORDER
* 3 + 0] = 0.5 * ret
[COL_BACKGROUND
* 3 + 0];
776 ret
[COL_BORDER
* 3 + 1] = 0.5 * ret
[COL_BACKGROUND
* 3 + 1];
777 ret
[COL_BORDER
* 3 + 2] = 0.5 * ret
[COL_BACKGROUND
* 3 + 2];
780 * Locked tiles are a grey in between those two.
782 ret
[COL_LOCKED
* 3 + 0] = 0.75 * ret
[COL_BACKGROUND
* 3 + 0];
783 ret
[COL_LOCKED
* 3 + 1] = 0.75 * ret
[COL_BACKGROUND
* 3 + 1];
784 ret
[COL_LOCKED
* 3 + 2] = 0.75 * ret
[COL_BACKGROUND
* 3 + 2];
789 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
792 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
793 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
794 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
795 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
796 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
799 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
802 int mx
= (x1
< x2 ? x1
: x2
);
803 int my
= (y1
< y2 ? y1
: y2
);
804 int dx
= (x2
+ x1
- 2*mx
+ 1);
805 int dy
= (y2
+ y1
- 2*my
+ 1);
807 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
810 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
812 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
813 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
814 int x1
, y1
, dx
, dy
, dir2
;
819 dx
= X(dir
) + X(dir2
);
820 dy
= Y(dir
) + Y(dir2
);
821 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
822 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
825 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
826 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
828 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
829 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
832 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
833 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
838 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
840 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
841 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
844 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
845 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
846 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
847 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
850 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
852 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
856 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
859 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
860 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
862 float cx
, cy
, ex
, ey
, tx
, ty
;
866 * When we draw a single tile, we must draw everything up to
867 * and including the borders around the tile. This means that
868 * if the neighbouring tiles have connections to those borders,
869 * we must draw those connections on the borders themselves.
871 * This would be terribly fiddly if we ever had to draw a tile
872 * while its neighbour was in mid-rotate, because we'd have to
873 * arrange to _know_ that the neighbour was being rotated and
874 * hence had an anomalous effect on the redraw of this tile.
875 * Fortunately, the drawing algorithm avoids ever calling us in
876 * this circumstance: we're either drawing lots of straight
877 * tiles at game start or after a move is complete, or we're
878 * repeatedly drawing only the rotating tile. So no problem.
882 * So. First blank the tile out completely: draw a big
883 * rectangle in border colour, and a smaller rectangle in
884 * background colour to fill it in.
886 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
888 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
889 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
890 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
893 * Set up the rotation matrix.
895 matrix
[0] = cos(angle
* PI
/ 180.0);
896 matrix
[1] = -sin(angle
* PI
/ 180.0);
897 matrix
[2] = sin(angle
* PI
/ 180.0);
898 matrix
[3] = cos(angle
* PI
/ 180.0);
903 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0 - 0.5;
904 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
905 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
907 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0) / 2.0 * X(dir
);
908 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0) / 2.0 * Y(dir
);
909 MATMUL(tx
, ty
, matrix
, ex
, ey
);
910 draw_thick_line(fe
, bx
+cx
, by
+cy
, bx
+(cx
+tx
), by
+(cy
+ty
),
914 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
916 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0) / 2.0 * X(dir
);
917 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0) / 2.0 * Y(dir
);
918 MATMUL(tx
, ty
, matrix
, ex
, ey
);
919 draw_line(fe
, bx
+cx
, by
+cy
, bx
+(cx
+tx
), by
+(cy
+ty
), col
);
924 * Draw the box in the middle. We do this in blue if the tile
925 * is an unpowered endpoint, in cyan if the tile is a powered
926 * endpoint, in black if the tile is the centrepiece, and
927 * otherwise not at all.
930 if (x
== state
->cx
&& y
== state
->cy
)
932 else if (COUNT(tile
) == 1) {
933 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
938 points
[0] = +1; points
[1] = +1;
939 points
[2] = +1; points
[3] = -1;
940 points
[4] = -1; points
[5] = -1;
941 points
[6] = -1; points
[7] = +1;
943 for (i
= 0; i
< 8; i
+= 2) {
944 ex
= (TILE_SIZE
* 0.24) * points
[i
];
945 ey
= (TILE_SIZE
* 0.24) * points
[i
+1];
946 MATMUL(tx
, ty
, matrix
, ex
, ey
);
947 points
[i
] = bx
+cx
+tx
;
948 points
[i
+1] = by
+cy
+ty
;
951 draw_polygon(fe
, points
, 4, TRUE
, col
);
952 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
956 * Draw the points on the border if other tiles are connected
959 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
960 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
968 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
971 if (!(tile(state
, ox
, oy
) & F(dir
)))
974 px
= bx
+ (dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
975 py
= by
+ (dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
976 lx
= dx
* (TILE_BORDER
-1);
977 ly
= dy
* (TILE_BORDER
-1);
981 if (angle
== 0.0 && (tile
& dir
)) {
983 * If we are fully connected to the other tile, we must
984 * draw right across the tile border. (We can use our
985 * own ACTIVE state to determine what colour to do this
986 * in: if we are fully connected to the other tile then
987 * the two ACTIVE states will be the same.)
989 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
990 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
991 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
994 * The other tile extends into our border, but isn't
995 * actually connected to us. Just draw a single black
998 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1003 * Draw barrier corners, and then barriers.
1005 for (phase
= 0; phase
< 2; phase
++) {
1006 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1007 if (barrier(state
, x
, y
) & (dir
<< 4))
1008 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1009 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1010 if (barrier(state
, x
, y
) & dir
)
1011 draw_barrier(fe
, x
, y
, dir
, phase
);
1014 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1017 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1018 game_state
*state
, float t
)
1020 int x
, y
, tx
, ty
, frame
;
1021 unsigned char *active
;
1025 * Clear the screen and draw the exterior barrier lines if this
1026 * is our first call.
1034 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1035 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1037 draw_update(fe
, 0, 0,
1038 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1039 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1041 for (phase
= 0; phase
< 2; phase
++) {
1043 for (x
= 0; x
< ds
->width
; x
++) {
1044 if (barrier(state
, x
, 0) & UL
)
1045 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1046 if (barrier(state
, x
, 0) & RU
)
1047 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1048 if (barrier(state
, x
, 0) & U
)
1049 draw_barrier(fe
, x
, -1, D
, phase
);
1050 if (barrier(state
, x
, ds
->height
-1) & DR
)
1051 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1052 if (barrier(state
, x
, ds
->height
-1) & LD
)
1053 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1054 if (barrier(state
, x
, ds
->height
-1) & D
)
1055 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1058 for (y
= 0; y
< ds
->height
; y
++) {
1059 if (barrier(state
, 0, y
) & UL
)
1060 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1061 if (barrier(state
, 0, y
) & LD
)
1062 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1063 if (barrier(state
, 0, y
) & L
)
1064 draw_barrier(fe
, -1, y
, R
, phase
);
1065 if (barrier(state
, ds
->width
-1, y
) & RU
)
1066 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1067 if (barrier(state
, ds
->width
-1, y
) & DR
)
1068 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1069 if (barrier(state
, ds
->width
-1, y
) & R
)
1070 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1077 if (oldstate
&& (t
< ROTATE_TIME
)) {
1079 * We're animating a tile rotation. Find the turning tile,
1082 for (x
= 0; x
< oldstate
->width
; x
++)
1083 for (y
= 0; y
< oldstate
->height
; y
++)
1084 if ((tile(oldstate
, x
, y
) ^ tile(state
, x
, y
)) & 0xF) {
1086 goto break_label
; /* leave both loops at once */
1091 if (tile(state
, tx
, ty
) == ROT(tile(oldstate
, tx
, ty
),
1092 state
->last_rotate_dir
))
1093 angle
= state
->last_rotate_dir
* 90.0 * (t
/ ROTATE_TIME
);
1095 angle
= state
->last_rotate_dir
* -90.0 * (t
/ ROTATE_TIME
);
1098 } else if (t
> ROTATE_TIME
) {
1100 * We're animating a completion flash. Find which frame
1103 frame
= (t
- ROTATE_TIME
) / FLASH_FRAME
;
1107 * Draw any tile which differs from the way it was last drawn.
1109 active
= compute_active(state
);
1111 for (x
= 0; x
< ds
->width
; x
++)
1112 for (y
= 0; y
< ds
->height
; y
++) {
1113 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1116 * In a completion flash, we adjust the LOCKED bit
1117 * depending on our distance from the centre point and
1121 int xdist
, ydist
, dist
;
1122 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1123 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1124 dist
= (xdist
> ydist ? xdist
: ydist
);
1126 if (frame
>= dist
&& frame
< dist
+4) {
1127 int lock
= (frame
- dist
) & 1;
1128 lock
= lock ? LOCKED
: 0;
1129 c
= (c
&~ LOCKED
) | lock
;
1133 if (index(state
, ds
->visible
, x
, y
) != c
||
1134 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1135 (x
== tx
&& y
== ty
)) {
1136 draw_tile(fe
, state
, x
, y
, c
,
1137 (x
== tx
&& y
== ty ? angle
: 0.0));
1138 if (x
== tx
&& y
== ty
)
1139 index(state
, ds
->visible
, x
, y
) = 0xFF;
1141 index(state
, ds
->visible
, x
, y
) = c
;
1148 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1154 * If there's a tile which has been rotated, allow time to
1155 * animate its rotation.
1157 for (x
= 0; x
< oldstate
->width
; x
++)
1158 for (y
= 0; y
< oldstate
->height
; y
++)
1159 if ((tile(oldstate
, x
, y
) ^ tile(newstate
, x
, y
)) & 0xF) {
1161 goto break_label
; /* leave both loops at once */
1166 * Also, if the game has just been completed, allow time for a
1169 if (!oldstate
->completed
&& newstate
->completed
) {
1172 if (size
< newstate
->cx
+1)
1173 size
= newstate
->cx
+1;
1174 if (size
< newstate
->cy
+1)
1175 size
= newstate
->cy
+1;
1176 if (size
< newstate
->width
- newstate
->cx
)
1177 size
= newstate
->width
- newstate
->cx
;
1178 if (size
< newstate
->height
- newstate
->cy
)
1179 size
= newstate
->height
- newstate
->cy
;
1180 ret
+= FLASH_FRAME
* (size
+4);